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- # Spanish translation of the Godot Engine class reference.
- # Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.
- # Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).
- # This file is distributed under the same license as the Godot source code.
- #
- # 44pes Games <44pes.games@gmail.com>, 2020.
- # Megamega53 <Christopher.Morales21@myhunter.cuny.edu>, 2020, 2021.
- # Javier Ocampos <xavier.ocampos@gmail.com>, 2020, 2021, 2022.
- # Serk Lintur <serk.lintur@gmail.com>, 2020.
- # Lambientan <pedrogtzr@protonmail.com>, 2020.
- # paco <pacosoftfree@protonmail.com>, 2020, 2021.
- # No te interesa <soxahop585@inmail3.com>, 2020.
- # Jonatan <arandajonatan94@tuta.io>, 2020.
- # peter9811 <petercuevas.6@gmail.com>, 2020.
- # Ventura Pérez García <vetu@protonmail.com>, 2020, 2022.
- # Joakker <joaquinandresleon108@gmail.com>, 2020, 2021.
- # ACM <albertocm@tuta.io>, 2020.
- # Pierre Stempin <pierre.stempin@gmail.com>, 2020.
- # José Manuel Jurado Bujalance <darkbird@vivaldi.net>, 2020.
- # Osman Robles <osmanrobles10@gmail.com>, 2020.
- # jonagamerpro1234 ss <js398704@gmail.com>, 2020, 2021.
- # Cameron Toms <cameron.toms@gmail.com>, 2021.
- # Roderick Lagunas <rdcklinux@gmail.com>, 2021.
- # Erick Figueroa <querecuto@hotmail.com>, 2021.
- # Anderson Guzman Abreu <chicobello1111@gmail.com>, 2021.
- # Fonspem None <fonspem@gmail.com>, 2021.
- # Andres David Calderón Jimenez <davidcampeon2007@gmail.com>, 2021.
- # Manuel Cantón Guillén <manuelcanton8@gmail.com>, 2021.
- # Rémi Verschelde <akien@godotengine.org>, 2021.
- # Rémi Verschelde <remi@godotengine.org>, 2021.
- # Alfonso V <alfonsov96@gmail.com>, 2022.
- # Alejandro Pérez <alejandro.pr.rz@gmail.com>, 2022.
- # Cristhian Pineda Castro <kurgancpc@hotmail.com>, 2022.
- # Francesco Santoro <fgsantoror20@gmail.com>, 2022.
- # Jake-insane <jake0insane@gmail.com>, 2022.
- # Luis Alberto Flores Baca <betofloresbaca@gmail.com>, 2022.
- # emnrx <emanuelermancia@gmail.com>, 2022.
- # BlackNoizE404 <blacknoize404@gmail.com>, 2022.
- # Keyla Arroyos <keylaarroyos@protonmail.com>, 2022.
- # Victor Stancioiu <victorstancioiu@gmail.com>, 2022.
- # yohanger <yohangerariel@gmail.com>, 2022.
- # Mateo <mfdez920@gmail.com>, 2023.
- msgid ""
- msgstr ""
- "Project-Id-Version: Godot Engine class reference\n"
- "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
- "PO-Revision-Date: 2023-01-12 06:06+0000\n"
- "Last-Translator: Mateo <mfdez920@gmail.com>\n"
- "Language-Team: Spanish <https://hosted.weblate.org/projects/godot-engine/"
- "godot-class-reference/es/>\n"
- "Language: es\n"
- "MIME-Version: 1.0\n"
- "Content-Type: text/plain; charset=UTF-8\n"
- "Content-Transfer-Encoding: 8-bit\n"
- "Plural-Forms: nplurals=2; plural=n != 1;\n"
- "X-Generator: Weblate 4.15.1-dev\n"
- #: doc/tools/make_rst.py
- msgid "Description"
- msgstr "Descripción"
- #: doc/tools/make_rst.py
- msgid "Tutorials"
- msgstr "Tutoriales"
- #: doc/tools/make_rst.py
- msgid "Properties"
- msgstr "Propiedades"
- #: doc/tools/make_rst.py
- msgid "Methods"
- msgstr "Métodos"
- #: doc/tools/make_rst.py
- msgid "Theme Properties"
- msgstr "Propiedades del Theme"
- #: doc/tools/make_rst.py
- msgid "Signals"
- msgstr "Señales"
- #: doc/tools/make_rst.py
- msgid "Enumerations"
- msgstr "Enumeraciones"
- #: doc/tools/make_rst.py
- msgid "Constants"
- msgstr "Constantes"
- #: doc/tools/make_rst.py
- msgid "Property Descriptions"
- msgstr "Descripciones de Propiedades"
- #: doc/tools/make_rst.py
- msgid "Method Descriptions"
- msgstr "Descripciones de Métodos"
- #: doc/tools/make_rst.py
- msgid "Theme Property Descriptions"
- msgstr "Descripciones de las propiedades del tema"
- #: doc/tools/make_rst.py
- msgid "Inherits:"
- msgstr "Herencia:"
- #: doc/tools/make_rst.py
- msgid "Inherited By:"
- msgstr "Heredado por:"
- #: doc/tools/make_rst.py
- msgid "(overrides %s)"
- msgstr "(sobreescribe %s)"
- #: doc/tools/make_rst.py
- msgid "Default"
- msgstr "Predeterminado"
- #: doc/tools/make_rst.py
- msgid "Setter"
- msgstr "Regulador o fijador"
- #: doc/tools/make_rst.py
- msgid "value"
- msgstr "valor"
- #: doc/tools/make_rst.py
- msgid "Getter"
- msgstr "Método de Acceso al Valor o Getter"
- #: doc/tools/make_rst.py
- msgid ""
- "This method should typically be overridden by the user to have any effect."
- msgstr ""
- "Típicamente, este método debería ser sobreescrito por el usuario para que "
- "tenga algún efecto."
- #: doc/tools/make_rst.py
- msgid ""
- "This method has no side effects. It doesn't modify any of the instance's "
- "member variables."
- msgstr ""
- "Este método no tiene efectos secundarios. No modifica ninguna de las "
- "variables miembro de la instancia."
- #: doc/tools/make_rst.py
- msgid ""
- "This method accepts any number of arguments after the ones described here."
- msgstr ""
- "Este método permite agregar cualquier número de argumentos después de los "
- "descritos aquí."
- #: doc/tools/make_rst.py
- msgid "This method is used to construct a type."
- msgstr "Este método se utiliza para construir un tipo."
- #: doc/tools/make_rst.py
- msgid ""
- "This method doesn't need an instance to be called, so it can be called "
- "directly using the class name."
- msgstr ""
- "Este método no necesita una instancia para ser llamado, por lo que puede "
- "llamarse directamente utilizando el nombre de la clase."
- #: doc/tools/make_rst.py
- msgid ""
- "This method describes a valid operator to use with this type as left-hand "
- "operand."
- msgstr ""
- "Este método describe un operador válido para usar con este tipo como "
- "operando izquierdo."
- #: modules/gdscript/doc_classes/@GDScript.xml
- msgid "Built-in GDScript functions."
- msgstr "Funciones GDScript integradas."
- #: modules/gdscript/doc_classes/@GDScript.xml
- msgid ""
- "List of core built-in GDScript functions. Math functions and other "
- "utilities. Everything else is provided by objects. (Keywords: builtin, built "
- "in, global functions.)"
- msgstr ""
- "Lista de funciones primitivas de GDScript. Funciones matemáticas y otras "
- "utilidades. Todo lo demás está proporcionado por objetos. (Palabras clave: "
- "incorporado, includido, tipo primitivo, funciones globales.)"
- #: modules/gdscript/doc_classes/@GDScript.xml
- msgid ""
- "Returns a color constructed from integer red, green, blue, and alpha "
- "channels. Each channel should have 8 bits of information ranging from 0 to "
- "255.\n"
- "[code]r8[/code] red channel\n"
- "[code]g8[/code] green channel\n"
- "[code]b8[/code] blue channel\n"
- "[code]a8[/code] alpha channel\n"
- "[codeblock]\n"
- "red = Color8(255, 0, 0)\n"
- "[/codeblock]"
- msgstr ""
- "Devuelve un color construido con los enteros positivos de los canales rojo, "
- "verde, azul y alfa. Cada canal tiene 8 bits de informacion con un rango "
- "entre 0 y 255.\n"
- "[code]r8[/code] canal rojo\n"
- "[code]g8[/code] canal verde\n"
- "[code]b8[/code] canal azul\n"
- "[code]a8[/code] canal alfa\n"
- "[codeblock]\n"
- "rojo = Color8(255, 0, 0)\n"
- "[/codeblock]"
- #: modules/gdscript/doc_classes/@GDScript.xml
- msgid ""
- "Returns a color according to the standardized [code]name[/code] with "
- "[code]alpha[/code] ranging from 0 to 1.\n"
- "[codeblock]\n"
- "red = ColorN(\"red\", 1)\n"
- "[/codeblock]\n"
- "Supported color names are the same as the constants defined in [Color]."
- msgstr ""
- "Devuelve un color según el [code]name[/code] estandarizado con el "
- "[code]alpha[/code] que va de 0 a 1.\n"
- "[codeblock]\n"
- "rojo = ColorN(\"red\", 1)\n"
- "[/codeblock]\n"
- "Los nombres de los colores soportados son los mismos que las constantes "
- "definidas en [Color]."
- #: modules/gdscript/doc_classes/@GDScript.xml
- msgid ""
- "Returns the absolute value of parameter [code]s[/code] (i.e. positive "
- "value).\n"
- "[codeblock]\n"
- "a = abs(-1) # a is 1\n"
- "[/codeblock]"
- msgstr ""
- "Devuelve el valor absoluto del parámetro [code]s[/code] (es decir, un valor "
- "positivo).\n"
- "[codeblock]\n"
- "a = abs(-1) # a es 1\n"
- "[/codeblock]"
- #: modules/gdscript/doc_classes/@GDScript.xml
- msgid ""
- "Returns the arc cosine of [code]s[/code] in radians. Use to get the angle of "
- "cosine [code]s[/code]. [code]s[/code] must be between [code]-1.0[/code] and "
- "[code]1.0[/code] (inclusive), otherwise, [method acos] will return [constant "
- "NAN].\n"
- "[codeblock]\n"
- "# c is 0.523599 or 30 degrees if converted with rad2deg(s)\n"
- "c = acos(0.866025)\n"
- "[/codeblock]"
- msgstr ""
- "Devuelve el arco coseno de [code]s[/code] en radianes. Se usa para obtener "
- "el ángulo del coseno de [code]s[/code]. [code]s[/code] debe estar entre "
- "[code]-1.0[/code] y [code]1.0[/code] (incluyéndolos); en otro caso, [method "
- "acos] devolverá [constant NAN].\n"
- "[codeblock]\n"
- "# c es 0.523599 o 30 grados si se convierte con rad2deg(s)\n"
- "c = acos(0.866025)\n"
- "[/codeblock]"
- #: modules/gdscript/doc_classes/@GDScript.xml
- msgid ""
- "Returns the arc sine of [code]s[/code] in radians. Use to get the angle of "
- "sine [code]s[/code]. [code]s[/code] must be between [code]-1.0[/code] and "
- "[code]1.0[/code] (inclusive), otherwise, [method asin] will return [constant "
- "NAN].\n"
- "[codeblock]\n"
- "# s is 0.523599 or 30 degrees if converted with rad2deg(s)\n"
- "s = asin(0.5)\n"
- "[/codeblock]"
- msgstr ""
- "Devuelve el arcoseno de [code]s[/code] en radianes. Se usa para obtener el "
- "ángulo del seno de [code]s[/code]. [code]s[/code] debe estar entre "
- "[code]-1.0[/code] y [code]1.0[/code] (incluyéndolos); en otro caso, [method "
- "asin] devolverá [constant NAN].\n"
- "[codeblock]\n"
- "# s es 0.523599 o 30 grados si se convierte con rad2deg(s)\n"
- "s = asin(0.5)\n"
- "[/codeblock]"
- #: modules/gdscript/doc_classes/@GDScript.xml
- msgid ""
- "Asserts that the [code]condition[/code] is [code]true[/code]. If the "
- "[code]condition[/code] is [code]false[/code], an error is generated. When "
- "running from the editor, the running project will also be paused until you "
- "resume it. This can be used as a stronger form of [method push_error] for "
- "reporting errors to project developers or add-on users.\n"
- "[b]Note:[/b] For performance reasons, the code inside [method assert] is "
- "only executed in debug builds or when running the project from the editor. "
- "Don't include code that has side effects in an [method assert] call. "
- "Otherwise, the project will behave differently when exported in release "
- "mode.\n"
- "The optional [code]message[/code] argument, if given, is shown in addition "
- "to the generic \"Assertion failed\" message. You can use this to provide "
- "additional details about why the assertion failed.\n"
- "[codeblock]\n"
- "# Imagine we always want speed to be between 0 and 20.\n"
- "var speed = -10\n"
- "assert(speed < 20) # True, the program will continue\n"
- "assert(speed >= 0) # False, the program will stop\n"
- "assert(speed >= 0 and speed < 20) # You can also combine the two conditional "
- "statements in one check\n"
- "assert(speed < 20, \"speed = %f, but the speed limit is 20\" % speed) # Show "
- "a message with clarifying details\n"
- "[/codeblock]"
- msgstr ""
- "Afirma que la condición [code]condition[/code] es [code]true[/code]. Si la "
- "condición [code]condition[/code] es [code]false[/code], se genera un error. "
- "Cuando se ejecuta desde el editor, el proyecto en ejecución también se "
- "pausará hasta que el usuario lo reanude. Esto se puede utilizar como una "
- "forma más restrictiva de [method push_error] para informar errores a los "
- "desarrolladores de proyectos o usuarios de complementos.\n"
- "[b]Nota:[/b] Por razones de rendimiento, el código dentro de [method assert] "
- "solo se ejecuta en compilaciones de depuración o cuando se ejecuta el "
- "proyecto desde el editor. No incluya código que tenga efectos secundarios en "
- "una llamada a [method assert]. En otro caso, el proyecto se comportará de "
- "manera diferente cuando se exporta en modo de lanzamiento.\n"
- "El argumento opcional [code]message[/code], si es dado, se muestra además "
- "del mensaje genérico \"Assertion failed\". Puede usar esto para proporcionar "
- "detalles adicionales sobre por qué la afirmación falló.\n"
- "[codeblock]\n"
- "# Imagine que siempre quisiéramos que la velocidad (speed) esté entre 0 y "
- "20\n"
- "var speed = -10\n"
- "assert(speed < 20) # Verdadero, el programa continuará\n"
- "assert(speed >= 0) # Falso, el programa se detendrá\n"
- "assert(speed >= 0 and speed < 20) # También puedes combinar las dos "
- "declaraciones condicionales en un sola comprobación \n"
- "assert(speed < 20, \"speed = %f, pero el límite de velocidad es 20\" % "
- "speed) # Muestra un mensaje detallado\n"
- "[/codeblock]"
- #: modules/gdscript/doc_classes/@GDScript.xml
- msgid ""
- "Returns the arc tangent of [code]s[/code] in radians. Use it to get the "
- "angle from an angle's tangent in trigonometry: [code]atan(tan(angle)) == "
- "angle[/code].\n"
- "The method cannot know in which quadrant the angle should fall. See [method "
- "atan2] if you have both [code]y[/code] and [code]x[/code].\n"
- "[codeblock]\n"
- "a = atan(0.5) # a is 0.463648\n"
- "[/codeblock]"
- msgstr ""
- "Devuelve el arco tangente de [code]s[/code] en radianes. Úsalo para obtener "
- "el ángulo a partir de la tangente de un ángulo en trigonometría: "
- "[code]atan(tan(angle)) == angle[/code].\n"
- "El método no puede saber en qué cuadrante se encuentra el ángulo . Vea "
- "[method atan2] si tienes tanto [code]y[/code] como [code]x[/code]\n"
- "[codeblock]\n"
- "a = atan(0.5) # a is 0.463648\n"
- "[/codeblock]"
- #: modules/gdscript/doc_classes/@GDScript.xml
- msgid ""
- "Returns the arc tangent of [code]y/x[/code] in radians. Use to get the angle "
- "of tangent [code]y/x[/code]. To compute the value, the method takes into "
- "account the sign of both arguments in order to determine the quadrant.\n"
- "Important note: The Y coordinate comes first, by convention.\n"
- "[codeblock]\n"
- "a = atan2(0, -1) # a is 3.141593\n"
- "[/codeblock]"
- msgstr ""
- "Devuelve la arcotangente de [code]y/x[/code] en radianes. Úsalo para obtener "
- "el ángulo de la tangente [code]y/x[/code]. Para obtener el valor, el método "
- "tiene en cuenta el signo de ambos argumentos para determinar el cuadrante.\n"
- "Nota importante: La coordenada Y es la primera, por convención.\n"
- "[codeblock]\n"
- "a = atan2(0, -1) # a is 3.141593\n"
- "[/codeblock]"
- #: modules/gdscript/doc_classes/@GDScript.xml
- msgid ""
- "Decodes a byte array back to a value. When [code]allow_objects[/code] is "
- "[code]true[/code] decoding objects is allowed.\n"
- "[b]WARNING:[/b] Deserialized object can contain code which gets executed. Do "
- "not use this option if the serialized object comes from untrusted sources to "
- "avoid potential security threats (remote code execution)."
- msgstr ""
- "Decodifica una array de bytes a un valor. Cuando [code]allow_objects[/code] "
- "es [code]true[/code] se permite la decodificación de objetos.\n"
- "[b]Aviso[/b]El objeto deserializado puede contener código que se pueda "
- "ejecutar. No utilice esta opción si el objeto serializado proviene de "
- "fuentes en las que no confie para evitar posibles amenazas a la seguridad "
- "(ejecución remota de código)."
- #: modules/gdscript/doc_classes/@GDScript.xml
- #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
- msgid ""
- "Converts a 2D point expressed in the cartesian coordinate system (X and Y "
- "axis) to the polar coordinate system (a distance from the origin and an "
- "angle)."
- msgstr ""
- "Convierte un punto 2D expresado en el sistema de coordenadas cartesianas "
- "(ejes X e Y) al sistema de coordenadas polares (una distancia desde el "
- "origen y un ángulo)."
- #: modules/gdscript/doc_classes/@GDScript.xml
- msgid ""
- "Rounds [code]s[/code] upward (towards positive infinity), returning the "
- "smallest whole number that is not less than [code]s[/code].\n"
- "[codeblock]\n"
- "a = ceil(1.45) # a is 2.0\n"
- "a = ceil(1.001) # a is 2.0\n"
- "[/codeblock]\n"
- "See also [method floor], [method round], [method stepify], and [int]."
- msgstr ""
- "Redondea [code]s[/code] hacia arriba (hacia infinito positivo), devolviendo "
- "el valor entero más pequeño que no es menor que [code]s[/code].\n"
- "[codeblock]\n"
- "a = ceil(1.45) # a es 2.0\n"
- "a = ceil(1.001) # a es 2.0\n"
- "[/codeblock]\n"
- "Ver también [method floor], [method round], [method stepify] e [int]."
- #: modules/gdscript/doc_classes/@GDScript.xml
- msgid ""
- "Returns a character as a String of the given Unicode code point (which is "
- "compatible with ASCII code).\n"
- "[codeblock]\n"
- "a = char(65) # a is \"A\"\n"
- "a = char(65 + 32) # a is \"a\"\n"
- "a = char(8364) # a is \"€\"\n"
- "[/codeblock]\n"
- "This is the inverse of [method ord]."
- msgstr ""
- "Devuelve un carácter como una cadena de tipo Unicode (el cual es compatible "
- "con el código ASCII).\n"
- "[codeblock]\n"
- "a = char(65) # a es \"A\"\n"
- "a = char(65 + 32) # a es \"a\"\n"
- "a = char(8364) # a es \"€\"\n"
- "[/codeblock]\n"
- "Esto es el inverso de [method ord]."
- #: modules/gdscript/doc_classes/@GDScript.xml
- msgid ""
- "Clamps [code]value[/code] and returns a value not less than [code]min[/code] "
- "and not more than [code]max[/code].\n"
- "[codeblock]\n"
- "a = clamp(1000, 1, 20) # a is 20\n"
- "a = clamp(-10, 1, 20) # a is 1\n"
- "a = clamp(15, 1, 20) # a is 15\n"
- "[/codeblock]"
- msgstr ""
- "Acota [code]value[/code] y devuelve un valor que no es menor que [code]min[/"
- "code] y no mayor que [code]max[/code]\n"
- "[codeblock]\n"
- "a = clamp(1000, 1, 20) # a es 20\n"
- "a = clamp(-10, 1, 20) # a es 1\n"
- "a = clamp(15, 1, 20) # a es 15\n"
- "[/codeblock]"
- #: modules/gdscript/doc_classes/@GDScript.xml
- msgid ""
- "Converts from a type to another in the best way possible. The [code]type[/"
- "code] parameter uses the [enum Variant.Type] values.\n"
- "[codeblock]\n"
- "a = Vector2(1, 0)\n"
- "# Prints 1\n"
- "print(a.length())\n"
- "a = convert(a, TYPE_STRING)\n"
- "# Prints 6 as \"(1, 0)\" is 6 characters\n"
- "print(a.length())\n"
- "[/codeblock]"
- msgstr ""
- "Convierte de un tipo a otro de la mejor manera posible. El parámetro "
- "[code]type[/code] utiliza los valores de [enum Variant.Type].\n"
- "[codeblock]\n"
- "a = Vector2(1, 0)\n"
- "# Imprime 1\n"
- "print(a.length())\n"
- "a = convert(a, TYPE_STRING)\n"
- "# Imprime 6 porque \"(1, 0)\" es una string de 6 caracteres. Nota que hay un "
- "espacio entre la , y el 0.\n"
- "print(a.length())\n"
- "[/codeblock]"
- #: modules/gdscript/doc_classes/@GDScript.xml
- msgid ""
- "Returns the cosine of angle [code]s[/code] in radians.\n"
- "[codeblock]\n"
- "a = cos(TAU) # a is 1.0\n"
- "a = cos(PI) # a is -1.0\n"
- "[/codeblock]"
- msgstr ""
- "Devuelve el coseno del ángulo [code]s[/code] en radianes.\n"
- "[codeblock]\n"
- "a = cos(TAU) # a es 1.0\n"
- "a = cos(PI) # a es -1.0\n"
- "[/codeblock]"
- #: modules/gdscript/doc_classes/@GDScript.xml
- msgid ""
- "Returns the hyperbolic cosine of [code]s[/code] in radians.\n"
- "[codeblock]\n"
- "print(cosh(1)) # Prints 1.543081\n"
- "[/codeblock]"
- msgstr ""
- "Devuelve el coseno hiperbólico de [code]s[/code] en radianes.\n"
- "[codeblock]\n"
- "print(cosh(1)) # Imprime 1.543081\n"
- "[/codeblock]"
- #: modules/gdscript/doc_classes/@GDScript.xml
- msgid "Converts from decibels to linear energy (audio)."
- msgstr "Convierte de decibeles a energía lineal (audio)."
- #: modules/gdscript/doc_classes/@GDScript.xml
- msgid "Deprecated alias for [method step_decimals]."
- msgstr "Alias obsoleto para [method step_decimals]."
- #: modules/gdscript/doc_classes/@GDScript.xml
- msgid ""
- "[b]Note:[/b] [code]dectime[/code] has been deprecated and will be removed in "
- "Godot 4.0, please use [method move_toward] instead.\n"
- "Returns the result of [code]value[/code] decreased by [code]step[/code] * "
- "[code]amount[/code].\n"
- "[codeblock]\n"
- "a = dectime(60, 10, 0.1)) # a is 59.0\n"
- "[/codeblock]"
- msgstr ""
- "[b]Nota:[/b] [code]dectime[/code] ha quedado obsoleto y se eliminará en "
- "Godot 4.0, por favor utilice [method move_toward] en su lugar.\n"
- "Devuelve el resultado de [code]value[/code] menos [code]step[/code] * "
- "[code]amount[/code].\n"
- "[codeblock]\n"
- "a = dectime(60, 10, 0.1)) # a es 59.0\n"
- "[/codeblock]"
- #: modules/gdscript/doc_classes/@GDScript.xml
- msgid ""
- "Compares two values by checking their actual contents, recursing into any "
- "[Array] or [Dictionary] up to its deepest level.\n"
- "This compares to [code]==[/code] in a number of ways:\n"
- "- For [code]null[/code], [code]int[/code], [code]float[/code], [code]String[/"
- "code], [code]Object[/code] and [code]RID[/code] both [code]deep_equal[/code] "
- "and [code]==[/code] work the same.\n"
- "- For [code]Dictionary[/code], [code]==[/code] considers equality if, and "
- "only if, both variables point to the very same [code]Dictionary[/code], with "
- "no recursion or awareness of the contents at all.\n"
- "- For [code]Array[/code], [code]==[/code] considers equality if, and only "
- "if, each item in the first [code]Array[/code] is equal to its counterpart in "
- "the second [code]Array[/code], as told by [code]==[/code] itself. That "
- "implies that [code]==[/code] recurses into [code]Array[/code], but not into "
- "[code]Dictionary[/code].\n"
- "In short, whenever a [code]Dictionary[/code] is potentially involved, if you "
- "want a true content-aware comparison, you have to use [code]deep_equal[/"
- "code]."
- msgstr ""
- "Compara dos valores evaluando sus contenidos actuales, recorriendo de forma "
- "recursiva todo `Array` o `Dictionary` hasta su mayor profundidad.\n"
- "Es comparable con [code]==[/code] en varios aspectos:\n"
- "- Para [code]null[/code], [code]int[/code], [code]float[/code], "
- "[code]String[/code], [code]Object[/code] y [code]RID[/code], tanto "
- "[code]deep_equal[/code] como [code]==[/code] operan de la misma forma.\n"
- "- Para [code]Dictionary[/code], [code]==[/code] considera igualdad si, y "
- "solo si, ambas variables apuntan a exactamente el mismo [code]Dictionary[/"
- "code], sin recursión o verificación de su contenido.\n"
- "- Para [code]Array[/code], [code]==[/code] considera igualdad si, y solo si, "
- "cada ítem en el primer [code]Array[/code] es igual a su contraparte en el "
- "segundo [code]Array[/code], según el mismo [code]==[/code]. Esto implica que "
- "[code]==[/code] es recursivo para evaluar elementos de tipo [code]Array[/"
- "code], pero no para elementos de tipo [code]Dictionary[/code].\n"
- "En síntesis, siempre que un [code]Dictionary[/code] está potencialmente "
- "involucrado, si se quiere una comparación real de contenidos, se debe "
- "utilizar [code]deep_equal[/code]."
- #: modules/gdscript/doc_classes/@GDScript.xml
- msgid ""
- "Converts an angle expressed in degrees to radians.\n"
- "[codeblock]\n"
- "r = deg2rad(180) # r is 3.141593\n"
- "[/codeblock]"
- msgstr ""
- "Convierte un ángulo expresado en grados a radianes.\n"
- "[codeblock]\n"
- "# r es 3.141593\n"
- "r = deg2rad(180)\n"
- "[/codeblock]"
- #: modules/gdscript/doc_classes/@GDScript.xml
- msgid ""
- "Converts a dictionary (previously created with [method inst2dict]) back to "
- "an instance. Useful for deserializing."
- msgstr ""
- "Convierte un diccionario (previamente creado con [method inst2dict]) de "
- "nuevo en una instancia. Es útil para deserializar."
- #: modules/gdscript/doc_classes/@GDScript.xml
- msgid ""
- "Returns an \"eased\" value of [code]x[/code] based on an easing function "
- "defined with [code]curve[/code]. This easing function is based on an "
- "exponent. The [code]curve[/code] can be any floating-point number, with "
- "specific values leading to the following behaviors:\n"
- "[codeblock]\n"
- "- Lower than -1.0 (exclusive): Ease in-out\n"
- "- 1.0: Linear\n"
- "- Between -1.0 and 0.0 (exclusive): Ease out-in\n"
- "- 0.0: Constant\n"
- "- Between 0.0 to 1.0 (exclusive): Ease out\n"
- "- 1.0: Linear\n"
- "- Greater than 1.0 (exclusive): Ease in\n"
- "[/codeblock]\n"
- "[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
- "ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
- "See also [method smoothstep]. If you need to perform more advanced "
- "transitions, use [Tween] or [AnimationPlayer]."
- msgstr ""
- "Devuelve un valor \"desplazado\" de [code]x[/code] basado en una función de "
- "desplazamiento definida con [code]curve[/code]. Esta función de aceleración "
- "se basa en un exponente. La curva [code]curve[/code] puede ser cualquier "
- "número de punto flotante, con valores específicos que conducen a los "
- "siguientes comportamientos:\n"
- "[codeblock]\n"
- "- Menor que -1.0 (exclusive): Desplazamiento de entrada-salida\n"
- "- 1.0: lineal\n"
- "- Entre -1.0 y 0.0 (exclusive): Desplazamiento de salida-entrada\n"
- "- 0.0: constante\n"
- "- Entre 0.0 a 1.0 (exclusive): Desplazamiento de salida\n"
- "- 1.0: lineal\n"
- "- Mayor que 1.0 (exclusive): Desplazamiento de entrada\n"
- "[/codeblock]\n"
- "[url=https: //raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
- "ease_cheatsheet.png]hoja de referencia de valores de ease() curve[/url]\n"
- "Véase también [method smoothstep]. Si necesita realizar transiciones más "
- "avanzadas, utilice [Tween] o [AnimationPlayer]."
- #: modules/gdscript/doc_classes/@GDScript.xml
- msgid ""
- "The natural exponential function. It raises the mathematical constant [b]e[/"
- "b] to the power of [code]s[/code] and returns it.\n"
- "[b]e[/b] has an approximate value of 2.71828, and can be obtained with "
- "[code]exp(1)[/code].\n"
- "For exponents to other bases use the method [method pow].\n"
- "[codeblock]\n"
- "a = exp(2) # Approximately 7.39\n"
- "[/codeblock]"
- msgstr ""
- "La función exponencial natural. Eleva la constante matemática [b]e[/b] a la "
- "potencia de [code]s[/code] y la devuelve.\n"
- "[b]e[/b] tiene un valor aproximado de 2,71828, y puede obtenerse con "
- "[code]exp(1)[/code].\n"
- "Para potencias con otras bases se utiliza el método [method pow].\n"
- "[codeblock]\n"
- "a = exp(2) # Aproximadamente 7.39\n"
- "[/codeblock]"
- #: modules/gdscript/doc_classes/@GDScript.xml
- msgid ""
- "Rounds [code]s[/code] downward (towards negative infinity), returning the "
- "largest whole number that is not more than [code]s[/code].\n"
- "[codeblock]\n"
- "a = floor(2.45) # a is 2.0\n"
- "a = floor(2.99) # a is 2.0\n"
- "a = floor(-2.99) # a is -3.0\n"
- "[/codeblock]\n"
- "See also [method ceil], [method round], [method stepify], and [int].\n"
- "[b]Note:[/b] This method returns a float. If you need an integer and "
- "[code]s[/code] is a non-negative number, you can use [code]int(s)[/code] "
- "directly."
- msgstr ""
- "Redondea [code]s[/code] por debajo, devolviendo el número entero más grande "
- "que no es mayor que [code]s[/code].\n"
- "[codeblock]\n"
- "a = floor(2.45) # a es 2.0\n"
- "a = floor(2.99) # a es 2.0\n"
- "a = floor(-2.99) # a es -3.0\n"
- "[/codeblock]\n"
- "Véase también [method ceil], [method round], [method stepify], y [int].\n"
- "[b]Nota:[/b] Este método devuelve un valor en punto flotante. Si necesita "
- "uno entero y [code]s[/code] no lo es, use [code]int(s)[/code] directamente."
- #: modules/gdscript/doc_classes/@GDScript.xml
- msgid ""
- "Returns the floating-point remainder of [code]a/b[/code], keeping the sign "
- "of [code]a[/code].\n"
- "[codeblock]\n"
- "r = fmod(7, 5.5) # r is 1.5\n"
- "[/codeblock]\n"
- "For the integer remainder operation, use the % operator."
- msgstr ""
- "Devuelve el residuo real de [code]a/b[/code], manteniendo el signo de "
- "[code]a[/code].\n"
- "[codeblock]\n"
- "# residuo es 1.5\n"
- "var residuo = fmod(7, 5.5)\n"
- "[/codeblock]\n"
- "Para la operación del resto de los números enteros, utilice el operador %."
- #: modules/gdscript/doc_classes/@GDScript.xml
- msgid ""
- "Returns the floating-point modulus of [code]a/b[/code] that wraps equally in "
- "positive and negative.\n"
- "[codeblock]\n"
- "for i in 7:\n"
- " var x = 0.5 * i - 1.5\n"
- " print(\"%4.1f %4.1f %4.1f\" % [x, fmod(x, 1.5), fposmod(x, 1.5)])\n"
- "[/codeblock]\n"
- "Produces:\n"
- "[codeblock]\n"
- "-1.5 -0.0 0.0\n"
- "-1.0 -1.0 0.5\n"
- "-0.5 -0.5 1.0\n"
- " 0.0 0.0 0.0\n"
- " 0.5 0.5 0.5\n"
- " 1.0 1.0 1.0\n"
- " 1.5 0.0 0.0\n"
- "[/codeblock]"
- msgstr ""
- "Devuelve el módulo real de [code]a/b[/code] que envuelve por igual en "
- "positivo y en negativo.\n"
- "[codeblock]\n"
- "for i in 7:\n"
- " var x = 0.5 * i - 1.5\n"
- " print(\"%4.1f %4.1f %4.1f\" % [x, fmod(x, 1.5), fposmod(x, 1.5)])\n"
- "[/codeblock]\n"
- "Produce:\n"
- "[codeblock]\n"
- "-1.5 -0.0 0.0\n"
- "-1.0 -1.0 0.5\n"
- "-0.5 -0.5 1.0\n"
- " 0.0 0.0 0.0\n"
- " 0.5 0.5 0.5\n"
- " 1.0 1.0 1.0\n"
- " 1.5 0.0 0.0\n"
- "[/codeblock]"
- #: modules/gdscript/doc_classes/@GDScript.xml
- msgid ""
- "Returns a reference to the specified function [code]funcname[/code] in the "
- "[code]instance[/code] node. As functions aren't first-class objects in "
- "GDscript, use [code]funcref[/code] to store a [FuncRef] in a variable and "
- "call it later.\n"
- "[codeblock]\n"
- "func foo():\n"
- " return(\"bar\")\n"
- "\n"
- "a = funcref(self, \"foo\")\n"
- "print(a.call_func()) # Prints bar\n"
- "[/codeblock]"
- msgstr ""
- "Devuelve una referencia a la función especificada [code]funcname[/code] en "
- "el nodo [code]instance[/code]. Como las funciones no son objetos de primera "
- "clase en GDscript, usa [code]funcref[/code] para almacenar una [FuncRef] en "
- "una variable y llamarla después.\n"
- "[codeblock]\n"
- "func foo():\n"
- " return(\"bar\")\n"
- "\n"
- "a = funcref(self, \"foo\")\n"
- "print(a.call_func()) # Imprime bar\n"
- "[/codeblock]"
- #: modules/gdscript/doc_classes/@GDScript.xml
- msgid ""
- "Returns an array of dictionaries representing the current call stack. See "
- "also [method print_stack].\n"
- "[codeblock]\n"
- "func _ready():\n"
- " foo()\n"
- "\n"
- "func foo():\n"
- " bar()\n"
- "\n"
- "func bar():\n"
- " print(get_stack())\n"
- "[/codeblock]\n"
- "would print\n"
- "[codeblock]\n"
- "[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
- "source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
- "[/codeblock]\n"
- "[b]Note:[/b] [method get_stack] only works if the running instance is "
- "connected to a debugging server (i.e. an editor instance). [method "
- "get_stack] will not work in projects exported in release mode, or in "
- "projects exported in debug mode if not connected to a debugging server."
- msgstr ""
- "Devuelve un conjunto de diccionarios que representan la pila de llamadas "
- "actual. Véase también [method print_stack].\n"
- "[codeblock]\n"
- "func _ready():\n"
- " foo()\n"
- "\n"
- "func foo():\n"
- " bar()\n"
- "\n"
- "func bar():\n"
- " print(get_stack())\n"
- "[/codeblock]\n"
- "# Esto imprimirá\n"
- "[codeblock]\n"
- "[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
- "source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
- "[/codeblock]"
- #: modules/gdscript/doc_classes/@GDScript.xml
- msgid ""
- "Returns the integer hash of the variable passed.\n"
- "[codeblock]\n"
- "print(hash(\"a\")) # Prints 177670\n"
- "[/codeblock]"
- msgstr ""
- "Devuelve el hash entero de la variable pasada.\n"
- "[codeblock]\n"
- "print(hash(\"a)) # Imprime 177670\n"
- "[/codeblock]"
- #: modules/gdscript/doc_classes/@GDScript.xml
- msgid ""
- "Returns the passed instance converted to a dictionary (useful for "
- "serializing).\n"
- "[codeblock]\n"
- "var foo = \"bar\"\n"
- "func _ready():\n"
- " var d = inst2dict(self)\n"
- " print(d.keys())\n"
- " print(d.values())\n"
- "[/codeblock]\n"
- "Prints out:\n"
- "[codeblock]\n"
- "[@subpath, @path, foo]\n"
- "[, res://test.gd, bar]\n"
- "[/codeblock]"
- msgstr ""
- "Devuelve la instancia pasada convertida en un diccionario (útil para "
- "serializar).\n"
- "[codeblock]\n"
- "var foo = \"bar\"\n"
- "func _ready():\n"
- " var d = inst2dict(self)\n"
- " print(d.keys())\n"
- " print(d.values())\n"
- "[/codeblock]\n"
- "Imprime:\n"
- "[codeblock]\n"
- "[@subpath, @path, foo]\n"
- "[, res://test.gd, bar]\n"
- "[/codeblock]"
- #: modules/gdscript/doc_classes/@GDScript.xml
- msgid ""
- "Returns the Object that corresponds to [code]instance_id[/code]. All Objects "
- "have a unique instance ID.\n"
- "[codeblock]\n"
- "var foo = \"bar\"\n"
- "func _ready():\n"
- " var id = get_instance_id()\n"
- " var inst = instance_from_id(id)\n"
- " print(inst.foo) # Prints bar\n"
- "[/codeblock]"
- msgstr ""
- "Devuelve el objeto que corresponde a [code]instance_id[/code]. Todos los "
- "Objetos tienen un ID de instancia único.\n"
- "[codeblock]\n"
- "var foo = \"bar\"\n"
- "func _ready():\n"
- " var id = get_instance_id()\n"
- " var inst = instance_from_id(id)\n"
- " print(inst.foo) # Imprime bar\n"
- "[/codeblock]"
- #: modules/gdscript/doc_classes/@GDScript.xml
- msgid ""
- "Returns an interpolation or extrapolation factor considering the range "
- "specified in [code]from[/code] and [code]to[/code], and the interpolated "
- "value specified in [code]weight[/code]. The returned value will be between "
- "[code]0.0[/code] and [code]1.0[/code] if [code]weight[/code] is between "
- "[code]from[/code] and [code]to[/code] (inclusive). If [code]weight[/code] is "
- "located outside this range, then an extrapolation factor will be returned "
- "(return value lower than [code]0.0[/code] or greater than [code]1.0[/code]). "
- "Use [method clamp] on the result of [method inverse_lerp] if this is not "
- "desired.\n"
- "[codeblock]\n"
- "# The interpolation ratio in the `lerp()` call below is 0.75.\n"
- "var middle = lerp(20, 30, 0.75)\n"
- "# `middle` is now 27.5.\n"
- "# Now, we pretend to have forgotten the original ratio and want to get it "
- "back.\n"
- "var ratio = inverse_lerp(20, 30, 27.5)\n"
- "# `ratio` is now 0.75.\n"
- "[/codeblock]\n"
- "See also [method lerp] which performs the reverse of this operation, and "
- "[method range_lerp] to map a continuous series of values to another."
- msgstr ""
- "Devuelve un factor de interpolación o extrapolación, considerando el rango "
- "especificado en [code]from[/code] y [code]to[/code], y el valor interpolado "
- "especificado en [code]weight[/code]. El valor devuelto estará entre "
- "[code]0.0[/code] y [code]1.0[/code] si [code]weight[/code] está entre "
- "[code]from[/code] y [code]to[/code] (incluyéndolos). Si [code]weight[/code] "
- "está ubicado fuera de este rango, se devolverá un factor de extrapolación "
- "(valor de retorno menor que [code]0.0[/code] o mayor que [code]1.0[/code]).\n"
- "[codeblock]\n"
- "# La razón de interpolación en la llamada a `lerp()` de más abajo es 0.75.\n"
- "var middle = lerp(20, 30, 0.75)\n"
- "# `middle` ahora es 27.5.\n"
- "# Ahora, suponemos haber olvidado la razón original y queremos obtenerla de "
- "vuelta.\n"
- "var ratio = inverse_lerp(20, 30, 27.5)\n"
- "# `ratio` ahora es 0.75.\n"
- "[/codeblock]\n"
- "Ver también [method lerp], el cual ejecuta la operación inversa a esta."
- #: modules/gdscript/doc_classes/@GDScript.xml
- msgid ""
- "Returns [code]true[/code] if [code]a[/code] and [code]b[/code] are "
- "approximately equal to each other.\n"
- "Here, approximately equal means that [code]a[/code] and [code]b[/code] are "
- "within a small internal epsilon of each other, which scales with the "
- "magnitude of the numbers.\n"
- "Infinity values of the same sign are considered equal."
- msgstr ""
- "Devuelve [code]true[/code] si [code]a[/code] y [code]b[/code] son "
- "aproximadamente iguales entre sí.\n"
- "Aquí, aproximadamente igual significa que [code]a[/code] y [code]b[/code] "
- "están dentro de una pequeña épsilon interna de cada uno, que escala con la "
- "magnitud de los números.\n"
- "Los valores infinitos del mismo signo se consideran iguales."
- #: modules/gdscript/doc_classes/@GDScript.xml
- msgid ""
- "Returns whether [code]s[/code] is an infinity value (either positive "
- "infinity or negative infinity)."
- msgstr ""
- "Devuelve si [code]s[/code] es un valor de infinito (positivo o negativo)."
- #: modules/gdscript/doc_classes/@GDScript.xml
- msgid ""
- "Returns whether [code]instance[/code] is a valid object (e.g. has not been "
- "deleted from memory)."
- msgstr ""
- "Devuelve si [code]instance[/code] es un objeto válido (por ejemplo, no ha "
- "sido borrado de la memoria)."
- #: modules/gdscript/doc_classes/@GDScript.xml
- msgid ""
- "Returns whether [code]s[/code] is a NaN (\"Not a Number\" or invalid) value."
- msgstr ""
- "Devuelve si [code]s[/code] es un valor NaN (\"Not a Number\" o inválido)."
- #: modules/gdscript/doc_classes/@GDScript.xml
- msgid ""
- "Returns [code]true[/code] if [code]s[/code] is zero or almost zero.\n"
- "This method is faster than using [method is_equal_approx] with one value as "
- "zero."
- msgstr ""
- "Devuelve [code]true[/code] si [code]s[/code] es cero o casi cero.\n"
- "Este método es más rápido que el uso de [method is_equal_approx] con un "
- "valor como cero."
- #: modules/gdscript/doc_classes/@GDScript.xml
- msgid ""
- "Returns length of Variant [code]var[/code]. Length is the character count of "
- "String, element count of Array, size of Dictionary, etc.\n"
- "[b]Note:[/b] Generates a fatal error if Variant can not provide a length.\n"
- "[codeblock]\n"
- "a = [1, 2, 3, 4]\n"
- "len(a) # Returns 4\n"
- "[/codeblock]"
- msgstr ""
- "Devuelve la longitud de la variable [code]var[/code]. La longitud es el "
- "número de caracteres de la cadena, el número de elementos de la matriz, el "
- "tamaño del diccionario, etc.\n"
- "[b]Nota:[/b] Genera un error fatal si la variable no puede proporcionar una "
- "longitud.\n"
- "[codeblock]\n"
- "a = [1, 2, 3, 4]\n"
- "len(a) # Devuelve 4\n"
- "[/codeblock]"
- #: modules/gdscript/doc_classes/@GDScript.xml
- #, fuzzy
- msgid ""
- "Linearly interpolates between two values by the factor defined in "
- "[code]weight[/code]. To perform interpolation, [code]weight[/code] should be "
- "between [code]0.0[/code] and [code]1.0[/code] (inclusive). However, values "
- "outside this range are allowed and can be used to perform [i]extrapolation[/"
- "i]. Use [method clamp] on the result of [method lerp] if this is not "
- "desired.\n"
- "If the [code]from[/code] and [code]to[/code] arguments are of type [int] or "
- "[float], the return value is a [float].\n"
- "If both are of the same vector type ([Vector2], [Vector3] or [Color]), the "
- "return value will be of the same type ([code]lerp[/code] then calls the "
- "vector type's [code]linear_interpolate[/code] method).\n"
- "[codeblock]\n"
- "lerp(0, 4, 0.75) # Returns 3.0\n"
- "lerp(Vector2(1, 5), Vector2(3, 2), 0.5) # Returns Vector2(2, 3.5)\n"
- "[/codeblock]\n"
- "See also [method inverse_lerp] which performs the reverse of this operation. "
- "To perform eased interpolation with [method lerp], combine it with [method "
- "ease] or [method smoothstep]. See also [method range_lerp] to map a "
- "continuous series of values to another."
- msgstr ""
- "Interpola linealmente entre dos valores por un valor normalizado. Esto es la "
- "función inversa de [method inverse_lerp].\n"
- "Si los argumentos [code]from[/code] y [code]to[/code] son de tipo [int] o "
- "[float], el valor devuelto es un [float].\n"
- "Si ambos son del mismo tipo de vector ([Vector2], [Vector3] o [Color]), el "
- "valor devuelto será del mismo tipo ,([code]lerp[/code] entonces llama al "
- "método [code]linear_interpolate[/code] del tipo de vector).\n"
- "[codeblock]\n"
- "lerp(0, 4, 0.75) # Devuelve 3.0\n"
- "lerp(Vector2(1, 5), Vector2(3, 2), 0.5) # Devuelve Vector2(2, 3.5)\n"
- "[/codeblock]"
- #: modules/gdscript/doc_classes/@GDScript.xml
- #, fuzzy
- msgid ""
- "Linearly interpolates between two angles (in radians) by a normalized "
- "value.\n"
- "Similar to [method lerp], but interpolates correctly when the angles wrap "
- "around [constant @GDScript.TAU]. To perform eased interpolation with [method "
- "lerp_angle], combine it with [method ease] or [method smoothstep].\n"
- "[codeblock]\n"
- "extends Sprite\n"
- "var elapsed = 0.0\n"
- "func _process(delta):\n"
- " var min_angle = deg2rad(0.0)\n"
- " var max_angle = deg2rad(90.0)\n"
- " rotation = lerp_angle(min_angle, max_angle, elapsed)\n"
- " elapsed += delta\n"
- "[/codeblock]\n"
- "[b]Note:[/b] This method lerps through the shortest path between [code]from[/"
- "code] and [code]to[/code]. However, when these two angles are approximately "
- "[code]PI + k * TAU[/code] apart for any integer [code]k[/code], it's not "
- "obvious which way they lerp due to floating-point precision errors. For "
- "example, [code]lerp_angle(0, PI, weight)[/code] lerps counter-clockwise, "
- "while [code]lerp_angle(0, PI + 5 * TAU, weight)[/code] lerps clockwise."
- msgstr ""
- "Interpola linealmente entre dos ángulos (en radianes) por un valor "
- "normalizado.\n"
- "Similar al [method lerp], pero interpola correctamente cuando los ángulos se "
- "envuelven alrededor de [constant @GDScript.TAU].\n"
- "[codeblock]\n"
- "extends Sprite\n"
- "var elapsed = 0.0\n"
- "func _process(delta):\n"
- " var min_angle = deg2rad(0.0)\n"
- " var max_angle = deg2rad(90.0)\n"
- " rotation = lerp_angle(min_angle, max_angle, elapsed)\n"
- " elapsed += delta\n"
- "[/codeblock]"
- #: modules/gdscript/doc_classes/@GDScript.xml
- msgid ""
- "Converts from linear energy to decibels (audio). This can be used to "
- "implement volume sliders that behave as expected (since volume isn't "
- "linear). Example:\n"
- "[codeblock]\n"
- "# \"Slider\" refers to a node that inherits Range such as HSlider or "
- "VSlider.\n"
- "# Its range must be configured to go from 0 to 1.\n"
- "# Change the bus name if you'd like to change the volume of a specific bus "
- "only.\n"
- "AudioServer.set_bus_volume_db(AudioServer.get_bus_index(\"Master\"), "
- "linear2db($Slider.value))\n"
- "[/codeblock]"
- msgstr ""
- "Convierte la energia lineal a decibelios (audio). Esto puede ser utilizado "
- "para implementar sliders de volumen que se comporten de forma esperada (ya "
- "que el volumen no es lineal). Ejemplo:\n"
- "[codeblock]\n"
- "# \"Slider\" se refiere a un nodo que hereda Rango de un HSlider o VSlider.\n"
- "# Su rango debe ser configurado desde 0 a 1.\n"
- "# Cambia el nombre del bus if quieres cambiar el volumen de solo un bus "
- "especifico.\n"
- "AudioServer.set_bus_volume_db(AudioServer.get_bus_index(\"Master\"), "
- "linear2db($Slider.value))\n"
- "[/codeblock]"
- #: modules/gdscript/doc_classes/@GDScript.xml
- msgid ""
- "Loads a resource from the filesystem located at [code]path[/code]. The "
- "resource is loaded on the method call (unless it's referenced already "
- "elsewhere, e.g. in another script or in the scene), which might cause slight "
- "delay, especially when loading 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 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 local path will just return "
- "[code]null[/code].\n"
- "This method is a simplified version of [method ResourceLoader.load], which "
- "can be used for more advanced scenarios."
- msgstr ""
- "Carga un recurso del sistema de archivos ubicado en [code]path[/code]. El "
- "recurso es cargado en la llamada al método (a menos que ya esté referenciado "
- "en otro lugar, por ejemplo, en otro script o en la escena), lo que puede "
- "causar un ligero retraso, especialmente al cargar escenas. Para evitar "
- "retrasos innecesarios al cargar algo varias veces, almacena el recurso en "
- "una variable o utiliza [method preload].\n"
- "[b]Nota:[/b] Las rutas de los recursos pueden obtenerse haciendo clic "
- "derecho sobre un recurso en la pestaña FileSystem y eligiendo \"Copy Path\" "
- "o arrastrando el archivo de la pestaña FileSystem al script.\n"
- "[codeblock]\n"
- "# Carga una escena llamada main localizada en la raíz del directorio del "
- "proyecto y la almacena en caché en una variable.\n"
- "var main = load(\"res://main.tscn\") # main contendrá un recurso "
- "PackedScene.\n"
- "[/codeblock]\n"
- "[b]Importante:[/b] La ruta debe ser absoluta, una ruta local solo devolverá "
- "[code]null[/code].\n"
- "Este método es una versión simplificada de [method ResourceLoader.load], el "
- "cual puede ser usado en escenarios más avanzados"
- #: modules/gdscript/doc_classes/@GDScript.xml
- msgid ""
- "Natural logarithm. The amount of time needed to reach a certain level of "
- "continuous growth.\n"
- "[b]Note:[/b] This is not the same as the \"log\" function on most "
- "calculators, which uses a base 10 logarithm.\n"
- "[codeblock]\n"
- "log(10) # Returns 2.302585\n"
- "[/codeblock]\n"
- "[b]Note:[/b] The logarithm of [code]0[/code] returns [code]-inf[/code], "
- "while negative values return [code]-nan[/code]."
- msgstr ""
- "Logaritmo natural. La cantidad de tiempo necesaria para alcanzar un cierto "
- "nivel de crecimiento continuo.\n"
- "[b]Nota:[/b] Esto no es lo mismo que la función \"log\" de la mayoría de las "
- "calculadoras, que utiliza un logaritmo de base 10.\n"
- "[codeblock]\n"
- "log(10) # Devuelve 2.302585\n"
- "[/codeblock]\n"
- "[b]Nota:[/b] El logaritmo de [code]0[/code] devuelve [code]-inf[/code], "
- "mientras que los valores negativos devuelven [code]-nan[/code]."
- #: modules/gdscript/doc_classes/@GDScript.xml
- msgid ""
- "Returns the maximum of two values.\n"
- "[codeblock]\n"
- "max(1, 2) # Returns 2\n"
- "max(-3.99, -4) # Returns -3.99\n"
- "[/codeblock]"
- msgstr ""
- "Devuelve el máximo de dos valores.\n"
- "[codeblock]\n"
- "max(1, 2) # Devuelve 2\n"
- "max(-3.99, -4) # Devuelve -3.99\n"
- "[/codeblock]"
- #: modules/gdscript/doc_classes/@GDScript.xml
- msgid ""
- "Returns the minimum of two values.\n"
- "[codeblock]\n"
- "min(1, 2) # Returns 1\n"
- "min(-3.99, -4) # Returns -4\n"
- "[/codeblock]"
- msgstr ""
- "Devuelve el mínimo de dos valores.\n"
- "[codeblock]\n"
- "min(1, 2) # Devuelve 1\n"
- "min(-3.99, -4) # Devuelve -4\n"
- "[/codeblock]"
- #: modules/gdscript/doc_classes/@GDScript.xml
- msgid ""
- "Moves [code]from[/code] toward [code]to[/code] by the [code]delta[/code] "
- "value.\n"
- "Use a negative [code]delta[/code] value to move away.\n"
- "[codeblock]\n"
- "move_toward(5, 10, 4) # Returns 9\n"
- "move_toward(10, 5, 4) # Returns 6\n"
- "move_toward(10, 5, -1.5) # Returns 11.5\n"
- "[/codeblock]"
- msgstr ""
- "Mueve [code]from[/code] hacia [code]to[/code] por el valor [code]delta[/"
- "code].\n"
- "Usa un valor negativo de [code]delta[/code] para mover el valor en sentido "
- "opuesto.\n"
- "[codeblock]\n"
- "move_toward(5, 10, 4) # Devuelve 9\n"
- "move_toward(10, 5, 4) # Devuelve 6\n"
- "move_toward(10, 5, -1.5) # Devuelve 11.5\n"
- "[/codeblock]"
- #: modules/gdscript/doc_classes/@GDScript.xml
- msgid ""
- "Returns the nearest equal or larger power of 2 for integer [code]value[/"
- "code].\n"
- "In other words, returns the smallest value [code]a[/code] where [code]a = "
- "pow(2, n)[/code] such that [code]value <= a[/code] for some non-negative "
- "integer [code]n[/code].\n"
- "[codeblock]\n"
- "nearest_po2(3) # Returns 4\n"
- "nearest_po2(4) # Returns 4\n"
- "nearest_po2(5) # Returns 8\n"
- "\n"
- "nearest_po2(0) # Returns 0 (this may not be what you expect)\n"
- "nearest_po2(-1) # Returns 0 (this may not be what you expect)\n"
- "[/codeblock]\n"
- "[b]WARNING:[/b] Due to the way it is implemented, this function returns "
- "[code]0[/code] rather than [code]1[/code] for non-positive values of "
- "[code]value[/code] (in reality, 1 is the smallest integer power of 2)."
- msgstr ""
- "Devuelve la potencia igual o mayor de 2 para el entero [code]value[/code].\n"
- "En otras palabras, devuelve el valor más pequeño [code]a[/code] donde "
- "[code]a = pow(2, n)[/code] tal que [code]value <= a[/code] para algún entero "
- "no negativo [code]n[/code].\n"
- "[codeblock]\n"
- "nearest_po2(3) # Devuelve 4\n"
- "nearest_po2(4) # Devuelve 4\n"
- "nearest_po2(5) # Devuelve 8\n"
- "\n"
- "nearest_po2(0) # Devuelve 0 (esto puede no ser lo que esperas)\n"
- "nearest_po2(-1) # Devuelve 0 (esto puede no ser lo que esperas)\n"
- "[/codeblock]\n"
- "[b]ADVERTENCIA:[/b] Debido a la forma en que se implementa, esta función "
- "devuelve [code]0[/code] en lugar de [code]1[/code] para valores no positivos "
- "de [code]value[/code] (en realidad, 1 es la potencia entera más pequeña de "
- "2)."
- #: modules/gdscript/doc_classes/@GDScript.xml
- msgid ""
- "Returns an integer representing the Unicode code point of the given Unicode "
- "character [code]char[/code].\n"
- "[codeblock]\n"
- "a = ord(\"A\") # a is 65\n"
- "a = ord(\"a\") # a is 97\n"
- "a = ord(\"€\") # a is 8364\n"
- "[/codeblock]\n"
- "This is the inverse of [method char]."
- msgstr ""
- "Devuelve un entero representando el caracter Unicode [code]char[/code]\n"
- "[codeblock]\n"
- "a = ord(\"A\") # a es 65\n"
- "a = ord(\"a\") # a es 97\n"
- "a = ord(\"€\") # a es 8364\n"
- "[/codeblock]\n"
- "Este es el metodo inverso a [method char]."
- #: modules/gdscript/doc_classes/@GDScript.xml
- msgid ""
- "Parse JSON text to a Variant. (Use [method typeof] to check if the Variant's "
- "type is what you expect.)\n"
- "[b]Note:[/b] The JSON specification does not define integer or float types, "
- "but only a [i]number[/i] type. Therefore, parsing a JSON text will convert "
- "all numerical values to [float] types.\n"
- "[b]Note:[/b] JSON objects do not preserve key order like Godot dictionaries, "
- "thus, you should not rely on keys being in a certain order if a dictionary "
- "is constructed from JSON. In contrast, JSON arrays retain the order of their "
- "elements:\n"
- "[codeblock]\n"
- "var p = JSON.parse('[\"hello\", \"world\", \"!\"]')\n"
- "if typeof(p.result) == TYPE_ARRAY:\n"
- " print(p.result[0]) # Prints \"hello\"\n"
- "else:\n"
- " push_error(\"Unexpected results.\")\n"
- "[/codeblock]\n"
- "See also [JSON] for an alternative way to parse JSON text."
- msgstr ""
- "Parsea el texto de JSON a una variable. (Use [method typeof] para comprobar "
- "si el tipo de la variable es el que usted espera.)\n"
- "[b]Nota:[/b] La especificación JSON no define tipos enteros o flotantes, "
- "sino sólo un tipo [i]number[/i]. Por lo tanto, el análisis sintáctico de un "
- "texto JSON convertirá todos los valores numéricos a tipo [float].\n"
- "[b]Nota:[/b] Los objetos JSON no conservan el orden de las claves como los "
- "diccionarios Godot, por lo tanto, no se debe confiar en que las claves estén "
- "en un cierto orden si se construye un diccionario a partir de JSON. Por el "
- "contrario, los conjuntos de JSON conservan el orden de sus elementos:\n"
- "[codeblock]\n"
- "var p = JSON.parse('[\"hola\", \"mundo\", \"!\"]')\n"
- "if typeof(p.result) == TYPE_ARRAY:\n"
- " print(p.result[0]) # Imprime 'Hola'\n"
- "else:\n"
- " print(\"resultados inesperados\")\n"
- "[/codeblock]\n"
- "Ver también [JSON] para una forma alternativa de analizar el texto de JSON."
- #: modules/gdscript/doc_classes/@GDScript.xml
- #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
- msgid ""
- "Converts a 2D point expressed in the polar coordinate system (a distance "
- "from the origin [code]r[/code] and an angle [code]th[/code]) to the "
- "cartesian coordinate system (X and Y axis)."
- msgstr ""
- "Convierte un punto 2D expresado en el sistema de coordenadas polares (una "
- "distancia del origen [code]r[/code] y un ángulo [code]th[/code]) en el "
- "sistema de coordenadas cartesianas (ejes X e Y)."
- #: modules/gdscript/doc_classes/@GDScript.xml
- msgid ""
- "Returns the integer modulus of [code]a/b[/code] that wraps equally in "
- "positive and negative.\n"
- "[codeblock]\n"
- "for i in range(-3, 4):\n"
- " print(\"%2d %2d %2d\" % [i, i % 3, posmod(i, 3)])\n"
- "[/codeblock]\n"
- "Produces:\n"
- "[codeblock]\n"
- "-3 0 0\n"
- "-2 -2 1\n"
- "-1 -1 2\n"
- " 0 0 0\n"
- " 1 1 1\n"
- " 2 2 2\n"
- " 3 0 0\n"
- "[/codeblock]"
- msgstr ""
- "Devuelve el módulo entero de [code]a/b[/code] que envuelve por igual en "
- "positivo y negativo.\n"
- "[codeblock]\n"
- "for i in range(-3, 4):\n"
- " print(\"%2d %2d %2d\" % [i, i % 3, posmod(i, 3)])\n"
- "[/codeblock]\n"
- "Produce:\n"
- "[codeblock]\n"
- "-3 0 0\n"
- "-2 -2 1\n"
- "-1 -1 2\n"
- " 0 0 0\n"
- " 1 1 1\n"
- " 2 2 2\n"
- " 3 0 0\n"
- "[/codeblock]"
- #: modules/gdscript/doc_classes/@GDScript.xml
- msgid ""
- "Returns the result of [code]base[/code] raised to the power of [code]exp[/"
- "code].\n"
- "[codeblock]\n"
- "pow(2, 5) # Returns 32.0\n"
- "[/codeblock]"
- msgstr ""
- "Devuelve el resultado de [code]base[/code] elevado a la potencia [code]exp[/"
- "code].\n"
- "[codeblock]\n"
- "pow(2, 5) # Devuelve 32.0\n"
- "[/codeblock]"
- #: modules/gdscript/doc_classes/@GDScript.xml
- msgid ""
- "Returns a [Resource] from the filesystem located at [code]path[/code]. The "
- "resource is loaded during script parsing, i.e. is loaded with the script and "
- "[method preload] effectively acts as a reference to that resource. Note that "
- "the method requires a constant path. If you want to load a resource from a "
- "dynamic/variable path, use [method load].\n"
- "[b]Note:[/b] Resource paths can be obtained by right clicking on a resource "
- "in the Assets Panel and choosing \"Copy Path\" or by dragging the file from "
- "the FileSystem dock into the script.\n"
- "[codeblock]\n"
- "# Instance a scene.\n"
- "var diamond = preload(\"res://diamond.tscn\").instance()\n"
- "[/codeblock]"
- msgstr ""
- "Devuelve un [Resource] del sistema de archivos ubicado en [code]path[/code]. "
- "El recurso se carga durante el análisis sintáctico del script, es decir, se "
- "carga con el script y [method preload] actúa efectivamente como una "
- "referencia a ese recurso. Tenga en cuenta que el método requiere una ruta "
- "constante. Si desea cargar un recurso de una ruta dinámica/variable, utilice "
- "[method load].\n"
- "[b]Nota:[/b] Las rutas de los recursos se pueden obtener haciendo clic con "
- "el botón derecho del ratón en un recurso del Panel de activos y eligiendo "
- "\"Copiar ruta\" o arrastrando el archivo desde el muelle del Sistema de "
- "archivos al script.\n"
- "[codeblock]\n"
- "# Instancia una escena\n"
- "var diamante = preload(\"res://diamante.tscn\").instance()\n"
- "[/codeblock]"
- #: modules/gdscript/doc_classes/@GDScript.xml
- msgid ""
- "Converts one or more arguments of any type to string in the best way "
- "possible and prints them to the console.\n"
- "[codeblock]\n"
- "a = [1, 2, 3]\n"
- "print(\"a\", \"=\", a) # Prints a=[1, 2, 3]\n"
- "[/codeblock]\n"
- "[b]Note:[/b] Consider using [method push_error] and [method push_warning] to "
- "print error and warning messages instead of [method print]. This "
- "distinguishes them from print messages used for debugging purposes, while "
- "also displaying a stack trace when an error or warning is printed."
- msgstr ""
- "convierte uno o mas argumentos de cualquior tipo a una cadena de texto de la "
- "mejor manera posible, y los muestra en la consola.\n"
- "[codeblock]\n"
- "a=[1,2,3]\n"
- "print(\"a,\"=\",a)#Muestra a=[1,2,3]\n"
- "[/codeblock]\n"
- "[b]Note:[/b] considera usar [method push_error] y [method push_warning] para "
- "mostrar errores mensajes de advertencia en vez de [method print]. esto los "
- "distingue de mensajes en la consola usados por motivos de depuración, "
- "mientras muestra un trazo de cuando un error o advertencia se muestra."
- #: modules/gdscript/doc_classes/@GDScript.xml
- msgid ""
- "Like [method print], but includes the current stack frame when running with "
- "the debugger turned on.\n"
- "Output in the console would look something like this:\n"
- "[codeblock]\n"
- "Test print\n"
- " At: res://test.gd:15:_process()\n"
- "[/codeblock]"
- msgstr ""
- "Imprime una registro de la pila en la ubicación del código, solo funciona "
- "cuando se ejecuta con el depurador activado.\n"
- "La salida en la consola se vería algo así:\n"
- "[codeblock]\n"
- "Frame 0 - res://test.gd:16 in function '_process'\n"
- "[/codeblock]"
- #: modules/gdscript/doc_classes/@GDScript.xml
- msgid ""
- "Prints a stack trace at the current code location. See also [method "
- "get_stack].\n"
- "Output in the console would look something like this:\n"
- "[codeblock]\n"
- "Frame 0 - res://test.gd:16 in function '_process'\n"
- "[/codeblock]\n"
- "[b]Note:[/b] [method print_stack] only works if the running instance is "
- "connected to a debugging server (i.e. an editor instance). [method "
- "print_stack] will not work in projects exported in release mode, or in "
- "projects exported in debug mode if not connected to a debugging server."
- msgstr ""
- #: modules/gdscript/doc_classes/@GDScript.xml
- msgid ""
- "Prints one or more arguments to strings in the best way possible to standard "
- "error line.\n"
- "[codeblock]\n"
- "printerr(\"prints to stderr\")\n"
- "[/codeblock]"
- msgstr ""
- "Imprime uno o más argumentos a strings de la mejor manera posible a la línea "
- "de error estándar.\n"
- "[codeblock]\n"
- "printerr(\"Imprime a stderr\")\n"
- "[/codeblock]"
- #: modules/gdscript/doc_classes/@GDScript.xml
- msgid ""
- "Prints one or more arguments to strings in the best way possible to console. "
- "No newline is added at the end.\n"
- "[codeblock]\n"
- "printraw(\"A\")\n"
- "printraw(\"B\")\n"
- "# Prints AB\n"
- "[/codeblock]\n"
- "[b]Note:[/b] Due to limitations with Godot's built-in console, this only "
- "prints to the terminal. If you need to print in the editor, use another "
- "method, such as [method print]."
- msgstr ""
- "Imprime uno o más argumentos a strings de la mejor manera posible a "
- "consola . No se añade ninguna línea nueva al final.\n"
- "[codeblock]\n"
- "printraw(\"A\")\n"
- "printraw(\"B\")\n"
- "# Imprime AB\n"
- "[/codeblock]\n"
- "[b]Nota:[/b] Debido a las limitaciones con la consola incorporada de Godot, "
- "esto sólo imprime a la terminal. Si necesita imprimir en el editor, utilice "
- "otro método, como [method print]."
- #: modules/gdscript/doc_classes/@GDScript.xml
- msgid ""
- "Prints one or more arguments to the console with a space between each "
- "argument.\n"
- "[codeblock]\n"
- "prints(\"A\", \"B\", \"C\") # Prints A B C\n"
- "[/codeblock]"
- msgstr ""
- "Imprime uno o más argumentos en la consola con un espacio entre cada "
- "argumento.\n"
- "[codeblock]\n"
- "prints(\"A\", \"B\", \"C\") # Imprime A B C\n"
- "[/codeblock]"
- #: modules/gdscript/doc_classes/@GDScript.xml
- msgid ""
- "Prints one or more arguments to the console with a tab between each "
- "argument.\n"
- "[codeblock]\n"
- "printt(\"A\", \"B\", \"C\") # Prints A B C\n"
- "[/codeblock]"
- msgstr ""
- "Imprime uno o más argumentos en la consola con un tabulador entre cada "
- "argumento.\n"
- "[codeblock]\n"
- "printt(\"A\",\"B\",\"C\") # Imprime A\\tB\\tC\n"
- "[/codeblock]"
- #: modules/gdscript/doc_classes/@GDScript.xml
- msgid ""
- "Pushes an error message to Godot's built-in debugger and to the OS "
- "terminal.\n"
- "[codeblock]\n"
- "push_error(\"test error\") # Prints \"test error\" to debugger and terminal "
- "as error call\n"
- "[/codeblock]\n"
- "[b]Note:[/b] Errors printed this way will not pause project execution. To "
- "print an error message and pause project execution in debug builds, use "
- "[code]assert(false, \"test error\")[/code] instead."
- msgstr ""
- "Envía un mensaje de error al depurador incorporado de Godot y al terminal "
- "del sistema operativo.\n"
- "[codeblock]\n"
- "push_error(\"test error) # Imprime \"test error\" al depurador y a la "
- "terminal como una llamada de error\n"
- "[/codeblock]\n"
- "[b]Nota:[/b] Los errores imprimidos de esta manera no pausaran la ejecución "
- "del proyecto. Para imprimir un mensaje de error y pausar la ejecución del "
- "proyecto en compilaciones de depuración, usa [code]assert(false, \"test "
- "error\")[/code] en su lugar."
- #: modules/gdscript/doc_classes/@GDScript.xml
- msgid ""
- "Pushes a warning message to Godot's built-in debugger and to the OS "
- "terminal.\n"
- "[codeblock]\n"
- "push_warning(\"test warning\") # Prints \"test warning\" to debugger and "
- "terminal as warning call\n"
- "[/codeblock]"
- msgstr ""
- "Envía un mensaje de aviso al depurador incorporado de Godot y al terminal "
- "del sistema operativo.\n"
- "[codeblock]\n"
- "push_warning(\"test warning) # Imprime \"test warning\" al depurador y a la "
- "terminal como una llamada de aviso.\n"
- "[/codeblock]"
- #: modules/gdscript/doc_classes/@GDScript.xml
- msgid ""
- "Converts an angle expressed in radians to degrees.\n"
- "[codeblock]\n"
- "rad2deg(0.523599) # Returns 30.0\n"
- "[/codeblock]"
- msgstr ""
- "Convierte un ángulo expresado en radianes a grados.\n"
- "[codeblock]\n"
- "rad2deg(0.523599) # Devuelve 30.0\n"
- "[/codeblock]"
- #: modules/gdscript/doc_classes/@GDScript.xml
- msgid ""
- "Returns a random floating point value between [code]from[/code] and "
- "[code]to[/code] (both endpoints inclusive).\n"
- "[codeblock]\n"
- "prints(rand_range(0, 1), rand_range(0, 1)) # Prints e.g. 0.135591 0.405263\n"
- "[/codeblock]\n"
- "[b]Note:[/b] This is equivalent to [code]randf() * (to - from) + from[/code]."
- msgstr ""
- "Rango aleatorio de cualquier número real entre [code]from[/code] y [code]to[/"
- "code].\n"
- "[codeblock]\n"
- "prints(rand_range(0, 1), rand_range(0, 1)) # Imprime dos números aleatorios\n"
- "[/codeblock]"
- #: modules/gdscript/doc_classes/@GDScript.xml
- msgid ""
- "Random from seed: pass a [code]seed[/code], and an array with both number "
- "and new seed is returned. \"Seed\" here refers to the internal state of the "
- "pseudo random number generator. The internal state of the current "
- "implementation is 64 bits."
- msgstr ""
- "Aleatorio desde la semilla: se pasa una [code]semilla[/code], y se devuelve "
- "un array con el número y la nueva semilla. \"Semilla\" aquí se refiere al "
- "estado interno del generador de números pseudo aleatorios. El estado interno "
- "de la implementación actual es de 64 bits."
- #: modules/gdscript/doc_classes/@GDScript.xml
- msgid ""
- "Returns a random floating point value on the interval [code][0, 1][/code].\n"
- "[codeblock]\n"
- "randf() # Returns e.g. 0.375671\n"
- "[/codeblock]"
- msgstr ""
- "Devuelve un aleatorio real en el intervalo [code][0, 1][/code]\n"
- "[codeblock]\n"
- "randf() # Devuelve un aleatorio entre 0 y 1 como 0.375671\n"
- "[/codeblock]"
- #: modules/gdscript/doc_classes/@GDScript.xml
- msgid ""
- "Returns a random unsigned 32-bit integer. Use remainder to obtain a random "
- "value in the interval [code][0, N - 1][/code] (where N is smaller than "
- "2^32).\n"
- "[codeblock]\n"
- "randi() # Returns random integer between 0 and 2^32 - 1\n"
- "randi() % 20 # Returns random integer between 0 and 19\n"
- "randi() % 100 # Returns random integer between 0 and 99\n"
- "randi() % 100 + 1 # Returns random integer between 1 and 100\n"
- "[/codeblock]"
- msgstr ""
- "Devuelve un entero aleatorio sin signo de 32 bits. Utiliza el resto para "
- "obtener un valor aleatorio en el intervalo [code][0, N - 1][/code] (donde N "
- "es menor que 2^32).\n"
- "[codeblock]\n"
- "randi() # Devuelve un entero aleatorio entre 0 y 2^32 - 1.\n"
- "randi() % 20 # Devuelve un entero aleatorio entre 0 y 19.\n"
- "randi() % 100 # Devuelve un entero aleatorio entre 0 y 99.\n"
- "randi() % 100 + 1 # Devuelve un entero aleatoria entre 1 y 100\n"
- "[/codeblock]"
- #: modules/gdscript/doc_classes/@GDScript.xml
- msgid ""
- "Randomizes the seed (or the internal state) of the random number generator. "
- "Current implementation reseeds using a number based on time.\n"
- "[codeblock]\n"
- "func _ready():\n"
- " randomize()\n"
- "[/codeblock]"
- msgstr ""
- "Aleatoriza la semilla (o el estado interno) del generador de números "
- "aleatorios. La implementación actual se realimenta usando un número basado "
- "en el tiempo.\n"
- "[codeblock]\n"
- "func_ready():\n"
- "\\t randomize()\n"
- "[/codeblock]"
- #: modules/gdscript/doc_classes/@GDScript.xml
- msgid ""
- "Returns an array with the given range. [method range] can be called in three "
- "ways:\n"
- "[code]range(n: int)[/code]: Starts from 0, increases by steps of 1, and "
- "stops [i]before[/i] [code]n[/code]. The argument [code]n[/code] is "
- "[b]exclusive[/b].\n"
- "[code]range(b: int, n: int)[/code]: Starts from [code]b[/code], increases by "
- "steps of 1, and stops [i]before[/i] [code]n[/code]. The arguments [code]b[/"
- "code] and [code]n[/code] are [b]inclusive[/b] and [b]exclusive[/b], "
- "respectively.\n"
- "[code]range(b: int, n: int, s: int)[/code]: Starts from [code]b[/code], "
- "increases/decreases by steps of [code]s[/code], and stops [i]before[/i] "
- "[code]n[/code]. The arguments [code]b[/code] and [code]n[/code] are "
- "[b]inclusive[/b] and [b]exclusive[/b], respectively. The argument [code]s[/"
- "code] [b]can[/b] be negative, but not [code]0[/code]. If [code]s[/code] is "
- "[code]0[/code], an error message is printed.\n"
- "[method range] converts all arguments to [int] before processing.\n"
- "[b]Note:[/b] Returns an empty array if no value meets the value constraint "
- "(e.g. [code]range(2, 5, -1)[/code] or [code]range(5, 5, 1)[/code]).\n"
- "Examples:\n"
- "[codeblock]\n"
- "print(range(4)) # Prints [0, 1, 2, 3]\n"
- "print(range(2, 5)) # Prints [2, 3, 4]\n"
- "print(range(0, 6, 2)) # Prints [0, 2, 4]\n"
- "print(range(4, 1, -1)) # Prints [4, 3, 2]\n"
- "[/codeblock]\n"
- "To iterate over an [Array] backwards, use:\n"
- "[codeblock]\n"
- "var array = [3, 6, 9]\n"
- "for i in range(array.size(), 0, -1):\n"
- " print(array[i - 1])\n"
- "[/codeblock]\n"
- "Output:\n"
- "[codeblock]\n"
- "9\n"
- "6\n"
- "3\n"
- "[/codeblock]"
- msgstr ""
- #: modules/gdscript/doc_classes/@GDScript.xml
- msgid ""
- "Maps a [code]value[/code] from range [code][istart, istop][/code] to [code]"
- "[ostart, ostop][/code]. See also [method lerp] and [method inverse_lerp]. If "
- "[code]value[/code] is outside [code][istart, istop][/code], then the "
- "resulting value will also be outside [code][ostart, ostop][/code]. Use "
- "[method clamp] on the result of [method range_lerp] if this is not desired.\n"
- "[codeblock]\n"
- "range_lerp(75, 0, 100, -1, 1) # Returns 0.5\n"
- "[/codeblock]\n"
- "For complex use cases where you need multiple ranges, consider using [Curve] "
- "or [Gradient] instead."
- msgstr ""
- #: modules/gdscript/doc_classes/@GDScript.xml
- #, fuzzy
- msgid ""
- "Rounds [code]s[/code] to the nearest whole number, with halfway cases "
- "rounded away from zero.\n"
- "[codeblock]\n"
- "a = round(2.49) # a is 2.0\n"
- "a = round(2.5) # a is 3.0\n"
- "a = round(2.51) # a is 3.0\n"
- "[/codeblock]\n"
- "See also [method floor], [method ceil], [method stepify], and [int]."
- msgstr ""
- "Redondea [code]s[/code] al número entero más cercano, con los casos "
- "intermedios redondeados desde el cero.\n"
- "[codeblock]\n"
- "round(2.6) # Devuelve 3\n"
- "[/codeblock]"
- #: modules/gdscript/doc_classes/@GDScript.xml
- msgid ""
- "Sets seed for the random number generator.\n"
- "[codeblock]\n"
- "my_seed = \"Godot Rocks\"\n"
- "seed(my_seed.hash())\n"
- "[/codeblock]"
- msgstr ""
- "Establece la semilla para el generador de números aleatorios.\n"
- "[codeblock]\n"
- "mi_semilla = \"Godot Rocks\"\n"
- "seed(mi_semilla.hash())\n"
- "[/codeblock]"
- #: modules/gdscript/doc_classes/@GDScript.xml
- msgid ""
- "Returns the sign of [code]s[/code]: -1 or 1. Returns 0 if [code]s[/code] is "
- "0.\n"
- "[codeblock]\n"
- "sign(-6) # Returns -1\n"
- "sign(0) # Returns 0\n"
- "sign(6) # Returns 1\n"
- "[/codeblock]"
- msgstr ""
- "Devuelve el signo de [code]s[/code]: -1 o 1. Devuelve 0 si [code]s[/code] es "
- "0.\n"
- "[codeblock]\n"
- "sign(-6) # Devuelve -1\n"
- "sign(0) # Devuelve 0\n"
- "sign(6) # Devuelve 1\n"
- "[/codeblock]"
- #: modules/gdscript/doc_classes/@GDScript.xml
- msgid ""
- "Returns the sine of angle [code]s[/code] in radians.\n"
- "[codeblock]\n"
- "sin(0.523599) # Returns 0.5\n"
- "[/codeblock]"
- msgstr ""
- "Devuelve el seno de un angulo [code]s[/code] en radianes.\n"
- "[codeblock]\n"
- "sin(0.523599) # Devuelve 0.5\n"
- "[/codeblock]"
- #: modules/gdscript/doc_classes/@GDScript.xml
- msgid ""
- "Returns the hyperbolic sine of [code]s[/code].\n"
- "[codeblock]\n"
- "a = log(2.0) # Returns 0.693147\n"
- "sinh(a) # Returns 0.75\n"
- "[/codeblock]"
- msgstr ""
- "Devuelve el seno hiperbolico de [code]s[/code].\n"
- "[codeblock]\n"
- "a = log(2.0) # Devuelve 0.693147\n"
- "sinh(a) # Devuelve 0.75\n"
- "[/codeblock]"
- #: modules/gdscript/doc_classes/@GDScript.xml
- #, fuzzy
- msgid ""
- "Returns the result of smoothly interpolating the value of [code]s[/code] "
- "between [code]0[/code] and [code]1[/code], based on the where [code]s[/code] "
- "lies with respect to the edges [code]from[/code] and [code]to[/code].\n"
- "The return value is [code]0[/code] if [code]s <= from[/code], and [code]1[/"
- "code] if [code]s >= to[/code]. If [code]s[/code] lies between [code]from[/"
- "code] and [code]to[/code], the returned value follows an S-shaped curve that "
- "maps [code]s[/code] between [code]0[/code] and [code]1[/code].\n"
- "This S-shaped curve is the cubic Hermite interpolator, given by [code]f(y) = "
- "3*y^2 - 2*y^3[/code] where [code]y = (x-from) / (to-from)[/code].\n"
- "[codeblock]\n"
- "smoothstep(0, 2, -5.0) # Returns 0.0\n"
- "smoothstep(0, 2, 0.5) # Returns 0.15625\n"
- "smoothstep(0, 2, 1.0) # Returns 0.5\n"
- "smoothstep(0, 2, 2.0) # Returns 1.0\n"
- "[/codeblock]\n"
- "Compared to [method ease] with a curve value of [code]-1.6521[/code], "
- "[method smoothstep] returns the smoothest possible curve with no sudden "
- "changes in the derivative. If you need to perform more advanced transitions, "
- "use [Tween] or [AnimationPlayer].\n"
- "[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
- "smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, "
- "-1.6521) return values[/url]"
- msgstr ""
- "Devuelve el resultado de interpolar suavemente el valor de [code]s[/code] "
- "entre [code]0[/code] y [code]1[/code], basándose en el lugar donde se "
- "encuentra [code]s[/code] con respecto a los bordes [code]from[/code] y "
- "[code]to[/code].\n"
- "El valor de retorno es [code]0[/code] si [code]s <= from[/code], y [code]1[/"
- "code] si [code]s >= a[/code]. Si [code]s[/code] se encuentra entre "
- "[code]from[/code] y [code]to[/code], el valor devuelto sigue una curva en "
- "forma de S que mapea [code]s[/code] entre [code]0[/code] y [code]1[/code].\n"
- "Esta curva en forma de S es el interpolador cúbico de Hermite, dado por "
- "[code]f(s) = 3*s^2 - 2*s^3[/code].\n"
- "[codeblock]\n"
- "smoothstep(0, 2, -5.0) # Devuelve 0.0\n"
- "smoothstep(0, 2, 0.5) # Devuelve 0.15625\n"
- "smoothstep(0, 2, 1.0) # Devuelve 0.5\n"
- "smoothstep(0, 2, 2.0) # Devuelve 1.0\n"
- "[/codeblock]"
- #: modules/gdscript/doc_classes/@GDScript.xml
- #, fuzzy
- msgid ""
- "Returns the square root of [code]s[/code], where [code]s[/code] is a non-"
- "negative number.\n"
- "[codeblock]\n"
- "sqrt(9) # Returns 3\n"
- "[/codeblock]\n"
- "[b]Note:[/b] Negative values of [code]s[/code] return NaN. If you need "
- "negative inputs, use [code]System.Numerics.Complex[/code] in C#."
- msgstr ""
- "Devuelve la raíz cuadrada de [code]s[/code], donde [code]s[/code] es un "
- "número no negativo.\n"
- "[codeblock]\n"
- "sqrt(9) # Devuelve 3\n"
- "[/codeblock]\n"
- "[b]Nota:[/b]Los valores negativos de [code]s[/code] devuelven NaN. Si "
- "necesita entradas negativas, use [code]System.Numerics.Complex[/code] en C#."
- #: modules/gdscript/doc_classes/@GDScript.xml
- #, fuzzy
- msgid ""
- "Returns the position of the first non-zero digit, after the decimal point. "
- "Note that the maximum return value is 10, which is a design decision in the "
- "implementation.\n"
- "[codeblock]\n"
- "n = step_decimals(5) # n is 0\n"
- "n = step_decimals(1.0005) # n is 4\n"
- "n = step_decimals(0.000000005) # n is 9\n"
- "[/codeblock]"
- msgstr ""
- "Devuelve la posición del primer dígito no cero, después del punto decimal. "
- "Observe que el valor máximo de retorno es 10, el cual es una decisión de "
- "diseño en la implementación.\n"
- "[codeblock]\n"
- "# n es 0\n"
- "n = step_decimals(5)\n"
- "# n es 4\n"
- "n = step_decimals(1.0005)\n"
- "# n es 9\n"
- "n = step_decimals(0.000000005)\n"
- "[/codeblock]"
- #: modules/gdscript/doc_classes/@GDScript.xml
- #, fuzzy
- msgid ""
- "Snaps float value [code]s[/code] to a given [code]step[/code]. This can also "
- "be used to round a floating point number to an arbitrary number of "
- "decimals.\n"
- "[codeblock]\n"
- "stepify(100, 32) # Returns 96.0\n"
- "stepify(3.14159, 0.01) # Returns 3.14\n"
- "[/codeblock]\n"
- "See also [method ceil], [method floor], [method round], and [int]."
- msgstr ""
- "Ajusta el valor real [code]s[/code] a un determinado [code]step[/code]. "
- "También puede utilizarse para redondear un número real a un número variable "
- "de decimales.\n"
- "[codeblock]\n"
- "stepify(100, 32) # Devuelve 96\n"
- "stepify(3.14159, 0.01) # Devuelve 3.14\n"
- "[/codeblock]"
- #: modules/gdscript/doc_classes/@GDScript.xml
- #, fuzzy
- msgid ""
- "Converts one or more arguments of any type to string in the best way "
- "possible.\n"
- "[codeblock]\n"
- "var a = [10, 20, 30]\n"
- "var b = str(a);\n"
- "len(a) # Returns 3\n"
- "len(b) # Returns 12\n"
- "[/codeblock]"
- msgstr ""
- "Convierte uno o mas argumentos a string de la mejor manera posible.\n"
- "[codeblock]\n"
- "var a = [10, 20, 30]\n"
- "var b = str(a);\n"
- "len(a) # Devuelve 3\n"
- "len(b) # Devuelve 12\n"
- "[/codeblock]"
- #: modules/gdscript/doc_classes/@GDScript.xml
- msgid ""
- "Converts a formatted string that was returned by [method var2str] to the "
- "original value.\n"
- "[codeblock]\n"
- "a = '{ \"a\": 1, \"b\": 2 }'\n"
- "b = str2var(a)\n"
- "print(b[\"a\"]) # Prints 1\n"
- "[/codeblock]"
- msgstr ""
- "Convierte una string formateada que fue devuelta por el [method var2str] al "
- "valor original.\n"
- "[codeblock]\n"
- "a = '{ \"a\": 1, \"b\": 2 }'\n"
- "b = str2var(a)\n"
- "print(b[\"a\"]) # Imprime 1\n"
- "[/codeblock]"
- #: modules/gdscript/doc_classes/@GDScript.xml
- msgid ""
- "Returns the tangent of angle [code]s[/code] in radians.\n"
- "[codeblock]\n"
- "tan(deg2rad(45)) # Returns 1\n"
- "[/codeblock]"
- msgstr ""
- "Devuelve la tangente del ángulo [code]s[/code] en radianes.\n"
- "[codeblock]\n"
- "tan(deg2rad(45)) # Devuelve 1\n"
- "[/codeblock]"
- #: modules/gdscript/doc_classes/@GDScript.xml
- #, fuzzy
- msgid ""
- "Returns the hyperbolic tangent of [code]s[/code].\n"
- "[codeblock]\n"
- "a = log(2.0) # a is 0.693147\n"
- "b = tanh(a) # b is 0.6\n"
- "[/codeblock]"
- msgstr ""
- "Devuelve la tangente hiperbólica de[code]s[/code].\n"
- "[codeblock]\n"
- "a = log(2.0) # Devuelve 0.693147\n"
- "tanh(a) # Devuelve 0.6\n"
- "[/codeblock]"
- #: modules/gdscript/doc_classes/@GDScript.xml
- msgid ""
- "Converts a [Variant] [code]var[/code] to JSON text and return the result. "
- "Useful for serializing data to store or send over the network.\n"
- "[codeblock]\n"
- "# Both numbers below are integers.\n"
- "a = { \"a\": 1, \"b\": 2 }\n"
- "b = to_json(a)\n"
- "print(b) # {\"a\":1, \"b\":2}\n"
- "# Both numbers above are floats, even if they display without any decimal "
- "places.\n"
- "[/codeblock]\n"
- "[b]Note:[/b] The JSON specification does not define integer or float types, "
- "but only a [i]number[/i] type. Therefore, converting a [Variant] to JSON "
- "text will convert all numerical values to [float] types.\n"
- "See also [JSON] for an alternative way to convert a [Variant] to JSON text."
- msgstr ""
- "Convierte una [Variant] [code]var[/code] en texto JSON y devuelve el "
- "resultado. Es útil para serializar datos para almacenarlos o enviarlos a "
- "través de la red.\n"
- "[codeblock]\n"
- "# Los dos números de abajo son números enteros.\n"
- "a = { \"a\": 1, \"b\": 2 }\n"
- "b = to_json(a)\n"
- "print(b) # {\"a\":1, \"b\":2}\n"
- "# Los dos números de arriba son reales, aunque se muestren sin decimales. \n"
- "[/codeblock]\n"
- "[b]Nota:[/b] La especificación JSON no define los tipos enteros o de reales, "
- "sino sólo un tipo [i]número[/i]. Por lo tanto, al convertir un texto de "
- "[Variant] a JSON se convertirán todos los valores numéricos a tipos "
- "[float].\n"
- "Véase también [JSON] para una forma alternativa de convertir un texto "
- "[Variant] a JSON."
- #: modules/gdscript/doc_classes/@GDScript.xml
- #, fuzzy
- msgid ""
- "Returns whether the given class exists in [ClassDB].\n"
- "[codeblock]\n"
- "type_exists(\"Sprite\") # Returns true\n"
- "type_exists(\"Variant\") # Returns false\n"
- "[/codeblock]"
- msgstr ""
- "Devuelve si la clase dada existe en [ClassDB].\n"
- "[codeblock]\n"
- "type_exists(\"Sprite2D\") # Devuelve true\n"
- "type_exists(\"Variant\") # Devuelve false\n"
- "[/codeblock]"
- #: modules/gdscript/doc_classes/@GDScript.xml
- msgid ""
- "Returns the internal type of the given Variant object, using the [enum "
- "Variant.Type] values.\n"
- "[codeblock]\n"
- "p = parse_json('[\"a\", \"b\", \"c\"]')\n"
- "if typeof(p) == TYPE_ARRAY:\n"
- " print(p[0]) # Prints a\n"
- "else:\n"
- " print(\"unexpected results\")\n"
- "[/codeblock]"
- msgstr ""
- "Devuelve el tipo interno del objeto variable dado, usando los valores [enum "
- "Variant.Type].\n"
- "[codeblock]\n"
- "p = parse_json('[\"a\", \"b\", \"c\"]')\n"
- "if typeof(p) == TYPE_ARRAY:\n"
- " print(p[0]) # Imprime a\n"
- "else:\n"
- " print(\"resultados inesperados\")\n"
- "[/codeblock]"
- #: modules/gdscript/doc_classes/@GDScript.xml
- msgid ""
- "Checks that [code]json[/code] is valid JSON data. Returns an empty string if "
- "valid, or an error message otherwise.\n"
- "[codeblock]\n"
- "j = to_json([1, 2, 3])\n"
- "v = validate_json(j)\n"
- "if not v:\n"
- " print(\"Valid JSON.\")\n"
- "else:\n"
- " push_error(\"Invalid JSON: \" + v)\n"
- "[/codeblock]"
- msgstr ""
- "Comprueba que [code]json[/code] es un dato JSON válido. Devuelve una string "
- "vacía si es válida, o un mensaje de error en caso contrario.\n"
- "[codeblock]\n"
- "j = to_json([1, 2, 3])\n"
- "v = validate_json(j)\n"
- "if not v:\n"
- " print(\"JSON válido\")\n"
- "else:\n"
- " prints(\"JSON inválido\", v)\n"
- "[/codeblock]"
- #: modules/gdscript/doc_classes/@GDScript.xml
- msgid ""
- "Encodes a variable value to a byte array. When [code]full_objects[/code] is "
- "[code]true[/code] encoding objects is allowed (and can potentially include "
- "code)."
- msgstr ""
- "Codifica un valor variable en un array de bytes. Cuando [code]full_objects[/"
- "code] es [code]true[/code] se permite la codificación de objetos (y puede "
- "potencialmente incluir código)."
- #: modules/gdscript/doc_classes/@GDScript.xml
- msgid ""
- "Converts a Variant [code]var[/code] to a formatted string that can later be "
- "parsed using [method str2var].\n"
- "[codeblock]\n"
- "a = { \"a\": 1, \"b\": 2 }\n"
- "print(var2str(a))\n"
- "[/codeblock]\n"
- "prints\n"
- "[codeblock]\n"
- "{\n"
- "\"a\": 1,\n"
- "\"b\": 2\n"
- "}\n"
- "[/codeblock]"
- msgstr ""
- "Convierte una variable [code]var[/code] en una cadena formateada que puede "
- "ser analizada posteriormente utilizando [method str2var].\n"
- "[codeblock]\n"
- "a = { \"a\": 1, \"b\": 2 }\n"
- "print(var2str(a))\n"
- "[/codeblock]\n"
- "prints\n"
- "[codeblock]\n"
- "{\n"
- "\"a\": 1,\n"
- "\"b\": 2\n"
- "}\n"
- "[/codeblock]"
- #: modules/gdscript/doc_classes/@GDScript.xml
- msgid ""
- "Returns a weak reference to an object.\n"
- "A weak reference to an object is not enough to keep the object alive: when "
- "the only remaining references to a referent are weak references, garbage "
- "collection is free to destroy the referent and reuse its memory for "
- "something else. However, until the object is actually destroyed the weak "
- "reference may return the object even if there are no strong references to it."
- msgstr ""
- "Devuelve una referencia débil a un objeto.\n"
- "Una referencia débil a un objeto no es suficiente para mantenerlo vivo: "
- "cuando las únicas referencias que quedan de un referencia son referencias "
- "débiles, el garbage collector es libre para destruir la referencia y "
- "reutilizar su memoria para otra cosa. Sin embargo, hasta que el objeto sea "
- "realmente destruido la referencia débil puede devolver el objeto aunque no "
- "haya referencias fuertes a él."
- #: modules/gdscript/doc_classes/@GDScript.xml
- msgid ""
- "Wraps float [code]value[/code] between [code]min[/code] and [code]max[/"
- "code].\n"
- "Usable for creating loop-alike behavior or infinite surfaces.\n"
- "[codeblock]\n"
- "# Infinite loop between 5.0 and 9.9\n"
- "value = wrapf(value + 0.1, 5.0, 10.0)\n"
- "[/codeblock]\n"
- "[codeblock]\n"
- "# Infinite rotation (in radians)\n"
- "angle = wrapf(angle + 0.1, 0.0, TAU)\n"
- "[/codeblock]\n"
- "[codeblock]\n"
- "# Infinite rotation (in radians)\n"
- "angle = wrapf(angle + 0.1, -PI, PI)\n"
- "[/codeblock]\n"
- "[b]Note:[/b] If [code]min[/code] is [code]0[/code], this is equivalent to "
- "[method fposmod], so prefer using that instead.\n"
- "[code]wrapf[/code] is more flexible than using the [method fposmod] approach "
- "by giving the user control over the minimum value."
- msgstr ""
- "Convierte el real [code]value[/code] entre [code]min[/code] y [code]max[/"
- "code].\n"
- "Utilizado para crear un comportamiento similar al de un bucle o superficies "
- "infinitas.\n"
- "[codeblock]\n"
- "# Bucle infinito entre 5.0 y 9.9\n"
- "valor = wrapf(valor + 0.1, 5.0, 10.0)\n"
- "[/codeblock]\n"
- "[codeblock]\n"
- "# Rotación infinita (en radianes)\n"
- "ángulo = wrapf(ángulo + 0.1, 0.0, TAU)\n"
- "[/codeblock]\n"
- "[codeblock]\n"
- "# Rotación infinita (en radianes)\n"
- "ángulo = wrapf(ángulo + 0.1, -PI, PI)\n"
- "[/codeblock]\n"
- "[b]Nota:[/b] Si [code]min[/code] es [code]0[/code], esto equivale a [method "
- "fposmod], así que prefiera usar eso en su lugar.\n"
- "[code]wrapf[/code] es más flexible que utilizar el enfoque de [method "
- "fposmod], ya que le da al usuario el control sobre el valor mínimo."
- #: modules/gdscript/doc_classes/@GDScript.xml
- msgid ""
- "Wraps integer [code]value[/code] between [code]min[/code] and [code]max[/"
- "code].\n"
- "Usable for creating loop-alike behavior or infinite surfaces.\n"
- "[codeblock]\n"
- "# Infinite loop between 5 and 9\n"
- "frame = wrapi(frame + 1, 5, 10)\n"
- "[/codeblock]\n"
- "[codeblock]\n"
- "# result is -2\n"
- "var result = wrapi(-6, -5, -1)\n"
- "[/codeblock]\n"
- "[b]Note:[/b] If [code]min[/code] is [code]0[/code], this is equivalent to "
- "[method posmod], so prefer using that instead.\n"
- "[code]wrapi[/code] is more flexible than using the [method posmod] approach "
- "by giving the user control over the minimum value."
- msgstr ""
- "Convierte el numero entero [code]value[/code] que esta entre [code]min[/"
- "code] y [code]max[/code].\n"
- "Usado para crear comportamientos tipo bucle o superficies infinitas.\n"
- "[codeblock]\n"
- "# Bucle infinito entre 5 y 9\n"
- "fotograma = wrapi(fotograma + 1, 5, 10)\n"
- "[/codeblock]\n"
- "[codeblock]\n"
- "# El resultado es -2\n"
- "var resultado = wrapi(-6, -5, -1)\n"
- "[/codeblock]\n"
- "[b]Nota:[/b] Si [code]min[/code] es [code]0[/code], esto equivale a [method "
- "posmod], así que prefiera usar eso en su lugar.\n"
- "[code]wrapi[/code] es más flexible que el enfoque de [method posmod], ya que "
- "le da al usuario el control sobre el valor mínimo."
- #: modules/gdscript/doc_classes/@GDScript.xml
- msgid ""
- "Stops the function execution and returns the current suspended state to the "
- "calling function.\n"
- "From the caller, call [method GDScriptFunctionState.resume] on the state to "
- "resume execution. This invalidates the state. Within the resumed function, "
- "[code]yield()[/code] returns whatever was passed to the [code]resume()[/"
- "code] function call.\n"
- "If passed an object and a signal, the execution is resumed when the object "
- "emits the given signal. In this case, [code]yield()[/code] returns the "
- "argument passed to [code]emit_signal()[/code] if the signal takes only one "
- "argument, or an array containing all the arguments passed to "
- "[code]emit_signal()[/code] if the signal takes multiple arguments.\n"
- "You can also use [code]yield[/code] to wait for a function to finish:\n"
- "[codeblock]\n"
- "func _ready():\n"
- " yield(countdown(), \"completed\") # waiting for the countdown() function "
- "to complete\n"
- " print('Ready')\n"
- "\n"
- "func countdown():\n"
- " yield(get_tree(), \"idle_frame\") # returns a GDScriptFunctionState "
- "object to _ready()\n"
- " print(3)\n"
- " yield(get_tree().create_timer(1.0), \"timeout\")\n"
- " print(2)\n"
- " yield(get_tree().create_timer(1.0), \"timeout\")\n"
- " print(1)\n"
- " yield(get_tree().create_timer(1.0), \"timeout\")\n"
- "\n"
- "# prints:\n"
- "# 3\n"
- "# 2\n"
- "# 1\n"
- "# Ready\n"
- "[/codeblock]\n"
- "When yielding on a function, the [code]completed[/code] signal will be "
- "emitted automatically when the function returns. It can, therefore, be used "
- "as the [code]signal[/code] parameter of the [code]yield[/code] method to "
- "resume.\n"
- "In order to yield on a function, the resulting function should also return a "
- "[code]GDScriptFunctionState[/code]. Notice [code]yield(get_tree(), "
- "\"idle_frame\")[/code] from the above example."
- msgstr ""
- "Detiene la ejecución de la función y devuelve el estado suspendido actual a "
- "la función que lo ha llamado.\n"
- "Desde el llamador, llama [method GDScriptFunctionState.resume] al estado "
- "para reanudar la ejecución. Esto invalida el estado. Dentro de la función "
- "reanudada, [code]yield()[/code] devuelve lo que se pasó a la llamada de la "
- "función [code]resume()[/code].\n"
- "Si se pasa un objeto y una señal, la ejecución se reanuda cuando el objeto "
- "emite la señal dada. En este caso, [code]yield()[/code] devuelve el "
- "argumento pasado a [code]emit_signal()[/code] si la señal toma un solo "
- "argumento, o un array que contiene todos los argumentos pasados a "
- "[code]emit_signal()[/code] si la señal toma múltiples argumentos.\n"
- "También puedes usar [code]yield[/code] para esperar a que una función "
- "termine:\n"
- "[codeblock]\n"
- "func _ready():\n"
- " yield(cuentaAtras(), \"completed\") # esperando por la funcion "
- "cuentaAtras() a que termine\n"
- " print('Preparado')\n"
- "\n"
- "func cuentaAtras():\n"
- " yield(get_tree(), \"idle_frame\") # devuelve un objeto "
- "GDScriptFunctionState a _ready()\n"
- " print(3)\n"
- " yield(get_tree().create_timer(1.0), \"timeout\")\n"
- " print(2)\n"
- " yield(get_tree().create_timer(1.0), \"timeout\")\n"
- " print(1)\n"
- " yield(get_tree().create_timer(1.0), \"timeout\")\n"
- "\n"
- "# prints:\n"
- "# 3\n"
- "# 2\n"
- "# 1\n"
- "# Ready\n"
- "[/codeblock]\n"
- "Al ceder una función, la señal [code]completed[/code] se emitirá "
- "automáticamente cuando la función retorne. Por lo tanto, puede utilizarse "
- "como parámetro [code]signal[/code] del método [code]yield[/code] para "
- "reanudar.\n"
- "Para ceder una función, la función resultante también debe devolver un "
- "[code]GDScriptFunctionState[/code]. Observe [code]yield(get_tree(), "
- "\"idle_frame\")[/code] del ejemplo anterior."
- #: modules/gdscript/doc_classes/@GDScript.xml
- msgid ""
- "Constant that represents how many times the diameter of a circle fits around "
- "its perimeter. This is equivalent to [code]TAU / 2[/code]."
- msgstr ""
- "Constante que representa cuántas veces el diámetro de un círculo se "
- "encuentra contenido en su perímetro.Esto equivale a [code]TAU / 2[/code]."
- #: modules/gdscript/doc_classes/@GDScript.xml
- #, fuzzy
- msgid ""
- "The circle constant, the circumference of the unit circle in radians. This "
- "is equivalent to [code]PI * 2[/code], or 360 degrees in rotations."
- msgstr ""
- "La constante del círculo, la circunferencia de la unidad círculo en radianes."
- #: modules/gdscript/doc_classes/@GDScript.xml
- #, fuzzy
- msgid ""
- "Positive floating-point infinity. This is the result of floating-point "
- "division when the divisor is [code]0.0[/code]. For negative infinity, use "
- "[code]-INF[/code]. Dividing by [code]-0.0[/code] will result in negative "
- "infinity if the numerator is positive, so dividing by [code]0.0[/code] is "
- "not the same as dividing by [code]-0.0[/code] (despite [code]0.0 == -0.0[/"
- "code] returning [code]true[/code]).\n"
- "[b]Note:[/b] Numeric infinity is only a concept with floating-point numbers, "
- "and has no equivalent for integers. Dividing an integer number by [code]0[/"
- "code] will not result in [constant INF] and will result in a run-time error "
- "instead."
- msgstr ""
- "Infinito como número de punto flotante. Este es el resultado de una división "
- "real cuando el divisor es [code]0.0[/code]. Para el infinito negativo, "
- "utilizar [code]-INF[/code]. Dividir por [code]-0.0[/code] otorgará como "
- "resultado el infinito negativo si el numerador es positivo, de manera que no "
- "es lo mismo que dividir por [code]0.0[/code] (a pesar de que [code]0.0 == "
- "-0.0[/code] devuelve [code]true[/code]). [b]Nota:[/b] El infinito numérico "
- "solo es un concepto para números de punto flotante y no tiene un equivalente "
- "para enteros. La división de un entero por [code]0[/code] no resultará en "
- "[constant INF] y en su lugar arrojará un error en tiempo de ejecución."
- #: modules/gdscript/doc_classes/@GDScript.xml
- #, fuzzy
- msgid ""
- "\"Not a Number\", an invalid floating-point value. [constant NAN] has "
- "special properties, including that it is not equal to itself ([code]NAN == "
- "NAN[/code] returns [code]false[/code]). It is output by some invalid "
- "operations, such as dividing floating-point [code]0.0[/code] by [code]0.0[/"
- "code].\n"
- "[b]Note:[/b] \"Not a Number\" is only a concept with floating-point numbers, "
- "and has no equivalent for integers. Dividing an integer [code]0[/code] by "
- "[code]0[/code] will not result in [constant NAN] and will result in a run-"
- "time error instead."
- msgstr ""
- "\"Not a Number\" (\"No es un Número\"), un decimal de valor inválido. "
- "[constant NAN] tiene propiedades especiales, incluyendo que no es igual a si "
- "mismo([code]NAN==NAN[/code] devuelve [code]false[/code]). Es una salida dada "
- "por algunas operaciones inválidas, como dividir un decimal [code]0.0[/code] "
- "por [code]0.0[/code].\n"
- "[b]Nota:[/b] \"Not a Number\" es solo un concepto con números decimales, y "
- "no tiene un equivalente para enteros. Dividiendo un entero por [code]0[/"
- "code] no resultará en [constante NAN] y en su lugar arrojará un error en "
- "tiempo de ejecución."
- #: doc/classes/@GlobalScope.xml
- msgid "Global scope constants and variables."
- msgstr "Constantes y variables de alcance global."
- #: doc/classes/@GlobalScope.xml
- #, fuzzy
- msgid ""
- "Global scope constants and variables. This is all that resides in the "
- "globals, constants regarding error codes, scancodes, property hints, etc.\n"
- "Singletons are also documented here, since they can be accessed from "
- "anywhere."
- msgstr ""
- "Constantes y variables de alcance global. Esto es todo lo que reside en las "
- "globales, las constantes de los códigos de error, los códigos de teclas, las "
- "sugerencias de propiedades, etc.\n"
- "Los singletons también están documentados aquí, ya que se puede acceder a "
- "ellos desde cualquier lugar."
- #: doc/classes/@GlobalScope.xml
- #, fuzzy
- msgid "The [ARVRServer] singleton."
- msgstr "El singleton [ARVRServer]."
- #: doc/classes/@GlobalScope.xml
- msgid "The [AudioServer] singleton."
- msgstr "El singleton [AudioServer]."
- #: doc/classes/@GlobalScope.xml
- msgid "The [CameraServer] singleton."
- msgstr "El singleton [CameraServer]."
- #: doc/classes/@GlobalScope.xml
- msgid "The [ClassDB] singleton."
- msgstr "El singleton [ClassDB]."
- #: doc/classes/@GlobalScope.xml
- msgid "The [Engine] singleton."
- msgstr "El singleton [Engine]."
- #: doc/classes/@GlobalScope.xml
- #, fuzzy
- msgid "The [Geometry] singleton."
- msgstr "El singleton [Geometry2D]."
- #: doc/classes/@GlobalScope.xml
- msgid "The [IP] singleton."
- msgstr "El singleton [IP]."
- #: doc/classes/@GlobalScope.xml
- msgid "The [Input] singleton."
- msgstr "El singleton [Input]."
- #: doc/classes/@GlobalScope.xml
- msgid "The [InputMap] singleton."
- msgstr "El singleton [InputMap]."
- #: doc/classes/@GlobalScope.xml
- msgid "The [JSON] singleton."
- msgstr "El singleton [JSON]."
- #: doc/classes/@GlobalScope.xml
- msgid ""
- "The [JavaClassWrapper] singleton.\n"
- "[b]Note:[/b] Only implemented on Android."
- msgstr ""
- "El singleton [JavaClassWrapper] .\n"
- "[b]Nota:[/b] Sólo implementado en Android."
- #: doc/classes/@GlobalScope.xml
- msgid ""
- "The [JavaScript] singleton.\n"
- "[b]Note:[/b] Only implemented on HTML5."
- msgstr ""
- "El singleton [JavaScript].\n"
- "[b]Nota:[/b] Sólo implementado en HTML5."
- #: doc/classes/@GlobalScope.xml
- msgid "The [Marshalls] singleton."
- msgstr "El singleton [Marshalls]."
- #: doc/classes/@GlobalScope.xml
- #, fuzzy
- msgid "The [Navigation2DServer] singleton."
- msgstr "El singleton [TranslationServer]."
- #: doc/classes/@GlobalScope.xml
- #, fuzzy
- msgid "The [NavigationMeshGenerator] singleton."
- msgstr "El singleton [NavigationMeshGenerator]."
- #: doc/classes/@GlobalScope.xml
- #, fuzzy
- msgid "The [NavigationServer] singleton."
- msgstr "El singleton [TranslationServer]."
- #: doc/classes/@GlobalScope.xml
- msgid "The [OS] singleton."
- msgstr "El singleton [OS]."
- #: doc/classes/@GlobalScope.xml
- msgid "The [Performance] singleton."
- msgstr "El singleton [Performance]."
- #: doc/classes/@GlobalScope.xml
- #, fuzzy
- msgid "The [Physics2DServer] singleton."
- msgstr "El singleton [PhysicsServer2D]."
- #: doc/classes/@GlobalScope.xml
- #, fuzzy
- msgid "The [PhysicsServer] singleton."
- msgstr "El singleton [PhysicsServer2D]."
- #: doc/classes/@GlobalScope.xml
- msgid "The [ProjectSettings] singleton."
- msgstr "El singleton [ProjectSettings]."
- #: doc/classes/@GlobalScope.xml
- msgid "The [ResourceLoader] singleton."
- msgstr "El singleton [ResourceLoader]."
- #: doc/classes/@GlobalScope.xml
- msgid "The [ResourceSaver] singleton."
- msgstr "El singleton [ResourceSaver]."
- #: doc/classes/@GlobalScope.xml
- #, fuzzy
- msgid "The [Time] singleton."
- msgstr "El singleton [Engine]."
- #: doc/classes/@GlobalScope.xml
- msgid "The [TranslationServer] singleton."
- msgstr "El singleton [TranslationServer]."
- #: doc/classes/@GlobalScope.xml
- msgid "The [VisualScriptEditor] singleton."
- msgstr "El singleton [VisualScriptEditor]."
- #: doc/classes/@GlobalScope.xml
- #, fuzzy
- msgid "The [VisualServer] singleton."
- msgstr "El singleton [DisplayServer]."
- #: doc/classes/@GlobalScope.xml
- msgid "Left margin, usually used for [Control] or [StyleBox]-derived classes."
- msgstr ""
- "Margen izquierdo, normalmente usado para las clases derivadas de [Control] o "
- "[StyleBox]."
- #: doc/classes/@GlobalScope.xml
- msgid "Top margin, usually used for [Control] or [StyleBox]-derived classes."
- msgstr ""
- "Margen superior, normalmente usado para las clases derivadas de [Control] o "
- "[StyleBox]."
- #: doc/classes/@GlobalScope.xml
- msgid "Right margin, usually used for [Control] or [StyleBox]-derived classes."
- msgstr ""
- "Margen derecho, normalmente usado para las clases derivadas de [Control] o "
- "[StyleBox]."
- #: doc/classes/@GlobalScope.xml
- msgid ""
- "Bottom margin, usually used for [Control] or [StyleBox]-derived classes."
- msgstr ""
- "Margen inferior, normalmente usado para las clases derivadas de [Control] o "
- "[StyleBox]."
- #: doc/classes/@GlobalScope.xml
- msgid "Top-left corner."
- msgstr "Esquina Superior Izquierda."
- #: doc/classes/@GlobalScope.xml
- msgid "Top-right corner."
- msgstr "Esquina Superior Derecha."
- #: doc/classes/@GlobalScope.xml
- msgid "Bottom-right corner."
- msgstr "Esquina Inferior Derecha."
- #: doc/classes/@GlobalScope.xml
- msgid "Bottom-left corner."
- msgstr "Esquina Inferior Izquierda."
- #: doc/classes/@GlobalScope.xml
- msgid ""
- "General vertical alignment, usually used for [Separator], [ScrollBar], "
- "[Slider], etc."
- msgstr ""
- "Alineación vertical general, generalmente usada para [Separator], "
- "[ScrollBar], [Slider], etc."
- #: doc/classes/@GlobalScope.xml
- msgid ""
- "General horizontal alignment, usually used for [Separator], [ScrollBar], "
- "[Slider], etc."
- msgstr ""
- "Alineación horizontal general, generalmente usada para [Separator], "
- "[ScrollBar], [Slider], etc."
- #: doc/classes/@GlobalScope.xml
- msgid "Horizontal left alignment, usually for text-derived classes."
- msgstr "Alineación horizontal izquierda, generalmente para clases de texto."
- #: doc/classes/@GlobalScope.xml
- msgid "Horizontal center alignment, usually for text-derived classes."
- msgstr "Alineación central horizontal, generalmente para clases de texto."
- #: doc/classes/@GlobalScope.xml
- msgid "Horizontal right alignment, usually for text-derived classes."
- msgstr "Alineación horizontal derecha, generalmente para clases de texto."
- #: doc/classes/@GlobalScope.xml
- msgid "Vertical top alignment, usually for text-derived classes."
- msgstr "Alineación vertical superior, generalmente para clases de texto."
- #: doc/classes/@GlobalScope.xml
- msgid "Vertical center alignment, usually for text-derived classes."
- msgstr ""
- "Alineación central vertical, normalmente para clases de texto.Alineacion "
- "central vertical, generalmente usada para clases derivadas de texto."
- #: doc/classes/@GlobalScope.xml
- msgid "Vertical bottom alignment, usually for text-derived classes."
- msgstr "Alineación vertical inferior, generalmente para clases de texto."
- #: doc/classes/@GlobalScope.xml
- #, fuzzy
- msgid "Scancodes with this bit applied are non-printable."
- msgstr "Los códigos de tecla con este bit a 1 no son imprimibles."
- #: doc/classes/@GlobalScope.xml
- msgid "Escape key."
- msgstr "Tecla Escape."
- #: doc/classes/@GlobalScope.xml
- msgid "Tab key."
- msgstr "Tecla Tabulador."
- #: doc/classes/@GlobalScope.xml
- #, fuzzy
- msgid "Shift+Tab key."
- msgstr "Shift + Tabulador."
- #: doc/classes/@GlobalScope.xml
- msgid "Backspace key."
- msgstr "Tecla retorno."
- #: doc/classes/@GlobalScope.xml
- msgid "Return key (on the main keyboard)."
- msgstr "Devuelve la tecla (en el teclado principal)."
- #: doc/classes/@GlobalScope.xml
- msgid "Enter key on the numeric keypad."
- msgstr "Pulsa la tecla en el teclado numerico."
- #: doc/classes/@GlobalScope.xml
- msgid "Insert key."
- msgstr "Tecla Insert."
- #: doc/classes/@GlobalScope.xml
- msgid "Delete key."
- msgstr "Tecla Suprimir."
- #: doc/classes/@GlobalScope.xml
- msgid "Pause key."
- msgstr "Tecla Pausa."
- #: doc/classes/@GlobalScope.xml
- msgid "Print Screen key."
- msgstr "Tecla Imprimir Pantalla."
- #: doc/classes/@GlobalScope.xml
- msgid "System Request key."
- msgstr "Tecla Peticion de Sistema."
- #: doc/classes/@GlobalScope.xml
- msgid "Clear key."
- msgstr "Tecla Clear."
- #: doc/classes/@GlobalScope.xml
- msgid "Home key."
- msgstr "Tecla Inicio."
- #: doc/classes/@GlobalScope.xml
- msgid "End key."
- msgstr "Tecla Fin."
- #: doc/classes/@GlobalScope.xml
- msgid "Left arrow key."
- msgstr "Tecla Flecha Izquierda."
- #: doc/classes/@GlobalScope.xml
- msgid "Up arrow key."
- msgstr "Tecla Flecha Arriba."
- #: doc/classes/@GlobalScope.xml
- msgid "Right arrow key."
- msgstr "Tecla flecha derecha."
- #: doc/classes/@GlobalScope.xml
- msgid "Down arrow key."
- msgstr "Tecla Flecha abajo."
- #: doc/classes/@GlobalScope.xml
- msgid "Page Up key."
- msgstr "Tecla RePag."
- #: doc/classes/@GlobalScope.xml
- msgid "Page Down key."
- msgstr "Tecla AvPag."
- #: doc/classes/@GlobalScope.xml
- msgid "Shift key."
- msgstr "Tecla Shift."
- #: doc/classes/@GlobalScope.xml
- msgid "Control key."
- msgstr "Tecla Control."
- #: doc/classes/@GlobalScope.xml
- msgid "Meta key."
- msgstr "Tecla Meta."
- #: doc/classes/@GlobalScope.xml
- msgid "Alt key."
- msgstr "Tecla Alt."
- #: doc/classes/@GlobalScope.xml
- msgid "Caps Lock key."
- msgstr "Tecla Bloque Mayusculas."
- #: doc/classes/@GlobalScope.xml
- msgid "Num Lock key."
- msgstr "Tecla Bloque numerico."
- #: doc/classes/@GlobalScope.xml
- msgid "Scroll Lock key."
- msgstr "Tecla Bloqueo Scroll."
- #: doc/classes/@GlobalScope.xml
- msgid "F1 key."
- msgstr "Tecla F1."
- #: doc/classes/@GlobalScope.xml
- msgid "F2 key."
- msgstr "Tecla F2."
- #: doc/classes/@GlobalScope.xml
- msgid "F3 key."
- msgstr "Tecla F3."
- #: doc/classes/@GlobalScope.xml
- msgid "F4 key."
- msgstr "Tecla F4."
- #: doc/classes/@GlobalScope.xml
- msgid "F5 key."
- msgstr "Tecla F5."
- #: doc/classes/@GlobalScope.xml
- msgid "F6 key."
- msgstr "Tecla F6."
- #: doc/classes/@GlobalScope.xml
- msgid "F7 key."
- msgstr "Tecla F7."
- #: doc/classes/@GlobalScope.xml
- msgid "F8 key."
- msgstr "Tecla F8."
- #: doc/classes/@GlobalScope.xml
- msgid "F9 key."
- msgstr "Tecla F9."
- #: doc/classes/@GlobalScope.xml
- msgid "F10 key."
- msgstr "Tecla F10."
- #: doc/classes/@GlobalScope.xml
- msgid "F11 key."
- msgstr "Tecla F11."
- #: doc/classes/@GlobalScope.xml
- msgid "F12 key."
- msgstr "Tecla F12."
- #: doc/classes/@GlobalScope.xml
- msgid "F13 key."
- msgstr "Tecla F13."
- #: doc/classes/@GlobalScope.xml
- msgid "F14 key."
- msgstr "Tecla F14."
- #: doc/classes/@GlobalScope.xml
- msgid "F15 key."
- msgstr "Tecla F15."
- #: doc/classes/@GlobalScope.xml
- msgid "F16 key."
- msgstr "Tecla F16."
- #: doc/classes/@GlobalScope.xml
- msgid "Multiply (*) key on the numeric keypad."
- msgstr "Tecla Multiplicar(*) del teclado numérico."
- #: doc/classes/@GlobalScope.xml
- msgid "Divide (/) key on the numeric keypad."
- msgstr "Tecla Division(/) del teclado numérico."
- #: doc/classes/@GlobalScope.xml
- msgid "Subtract (-) key on the numeric keypad."
- msgstr "Tecla Resta(-) del teclado numérico."
- #: doc/classes/@GlobalScope.xml
- msgid "Period (.) key on the numeric keypad."
- msgstr "Tecla . decimal(.) del teclado numérico."
- #: doc/classes/@GlobalScope.xml
- msgid "Add (+) key on the numeric keypad."
- msgstr "Tecla Suma(+) del teclado numérico."
- #: doc/classes/@GlobalScope.xml
- msgid "Number 0 on the numeric keypad."
- msgstr "Tecla 0 del teclado numérico."
- #: doc/classes/@GlobalScope.xml
- msgid "Number 1 on the numeric keypad."
- msgstr "Tecla 1 del teclado numérico."
- #: doc/classes/@GlobalScope.xml
- msgid "Number 2 on the numeric keypad."
- msgstr "Tecla 2 del teclado numérico."
- #: doc/classes/@GlobalScope.xml
- msgid "Number 3 on the numeric keypad."
- msgstr "Tecla 3 del teclado numérico."
- #: doc/classes/@GlobalScope.xml
- msgid "Number 4 on the numeric keypad."
- msgstr "Tecla 4 del teclado numérico."
- #: doc/classes/@GlobalScope.xml
- msgid "Number 5 on the numeric keypad."
- msgstr "Tecla 5 del teclado numérico."
- #: doc/classes/@GlobalScope.xml
- msgid "Number 6 on the numeric keypad."
- msgstr "Tecla 6 del teclado numérico."
- #: doc/classes/@GlobalScope.xml
- msgid "Number 7 on the numeric keypad."
- msgstr "Tecla 7 del teclado numérico."
- #: doc/classes/@GlobalScope.xml
- msgid "Number 8 on the numeric keypad."
- msgstr "Tecla 8 del teclado numérico."
- #: doc/classes/@GlobalScope.xml
- msgid "Number 9 on the numeric keypad."
- msgstr "Tecla 9 del teclado numérico."
- #: doc/classes/@GlobalScope.xml
- msgid "Left Super key (Windows key)."
- msgstr "Tecla super izquierda (Tecla Windows)."
- #: doc/classes/@GlobalScope.xml
- msgid "Right Super key (Windows key)."
- msgstr "Tecla super derecha(Tecla Windows)."
- #: doc/classes/@GlobalScope.xml
- msgid "Context menu key."
- msgstr "Tecla Menu Contexto."
- #: doc/classes/@GlobalScope.xml
- msgid "Left Hyper key."
- msgstr "Tecla Hyper Izquierda."
- #: doc/classes/@GlobalScope.xml
- msgid "Right Hyper key."
- msgstr "Tecla Hyper Derecha."
- #: doc/classes/@GlobalScope.xml
- msgid "Help key."
- msgstr "Tecla Ayuda."
- #: doc/classes/@GlobalScope.xml
- msgid "Left Direction key."
- msgstr "Tecla Dirección Izquierda."
- #: doc/classes/@GlobalScope.xml
- msgid "Right Direction key."
- msgstr "Tecla Dirección Derecha."
- #: doc/classes/@GlobalScope.xml
- msgid ""
- "Media back key. Not to be confused with the Back button on an Android device."
- msgstr ""
- "Tecla para atrás en multimedia. No confundirlo con el botón hacia atrás en "
- "un dispositivo Android."
- #: doc/classes/@GlobalScope.xml
- #, fuzzy
- msgid "Media forward key."
- msgstr "Tecla grabar."
- #: doc/classes/@GlobalScope.xml
- msgid "Media stop key."
- msgstr "Tecla reproduccion parar."
- #: doc/classes/@GlobalScope.xml
- #, fuzzy
- msgid "Media refresh key."
- msgstr "Tecla grabar."
- #: doc/classes/@GlobalScope.xml
- msgid "Volume down key."
- msgstr "Tecla Bajar Volumen."
- #: doc/classes/@GlobalScope.xml
- msgid "Mute volume key."
- msgstr "Tecla Quitar Volumen."
- #: doc/classes/@GlobalScope.xml
- msgid "Volume up key."
- msgstr "Tecla Subir Volumen."
- #: doc/classes/@GlobalScope.xml
- msgid "Bass Boost key."
- msgstr "Tecla Bass Boost."
- #: doc/classes/@GlobalScope.xml
- msgid "Bass up key."
- msgstr "Tecla Bass Up."
- #: doc/classes/@GlobalScope.xml
- msgid "Bass down key."
- msgstr "Tecla Bass down."
- #: doc/classes/@GlobalScope.xml
- msgid "Treble up key."
- msgstr "Tecla Agudos arriba."
- #: doc/classes/@GlobalScope.xml
- msgid "Treble down key."
- msgstr "Teclas Agudos abajo."
- #: doc/classes/@GlobalScope.xml
- msgid "Media play key."
- msgstr "Tecla reproduccion play."
- #: doc/classes/@GlobalScope.xml
- msgid "Previous song key."
- msgstr "Tecla cancion previa."
- #: doc/classes/@GlobalScope.xml
- msgid "Next song key."
- msgstr "Tecla siguiente cancion."
- #: doc/classes/@GlobalScope.xml
- msgid "Media record key."
- msgstr "Tecla grabar."
- #: doc/classes/@GlobalScope.xml
- msgid "Home page key."
- msgstr "Tecla pagina inicio."
- #: doc/classes/@GlobalScope.xml
- msgid "Favorites key."
- msgstr "Tecla Favoritos."
- #: doc/classes/@GlobalScope.xml
- msgid "Search key."
- msgstr "Tecla Buscar."
- #: doc/classes/@GlobalScope.xml
- msgid "Standby key."
- msgstr "Tecla en espera(Standby)."
- #: doc/classes/@GlobalScope.xml
- msgid "Open URL / Launch Browser key."
- msgstr "Tecla Abrir URL/Abrir el navegador."
- #: doc/classes/@GlobalScope.xml
- msgid "Launch Mail key."
- msgstr "Tecla Abrir el Correo."
- #: doc/classes/@GlobalScope.xml
- msgid "Launch Media key."
- msgstr "Tecla lanzar Media."
- #: doc/classes/@GlobalScope.xml
- msgid "Launch Shortcut 0 key."
- msgstr "Tecla Acceso Directo 0."
- #: doc/classes/@GlobalScope.xml
- msgid "Launch Shortcut 1 key."
- msgstr "Tecla Acceso Directo 1."
- #: doc/classes/@GlobalScope.xml
- msgid "Launch Shortcut 2 key."
- msgstr "Tecla Acceso Directo 2."
- #: doc/classes/@GlobalScope.xml
- msgid "Launch Shortcut 3 key."
- msgstr "Tecla Acceso Directo 3."
- #: doc/classes/@GlobalScope.xml
- msgid "Launch Shortcut 4 key."
- msgstr "Tecla Acceso Directo 4."
- #: doc/classes/@GlobalScope.xml
- msgid "Launch Shortcut 5 key."
- msgstr "Tecla Acceso Directo 5."
- #: doc/classes/@GlobalScope.xml
- msgid "Launch Shortcut 6 key."
- msgstr "Tecla Acceso Directo 6."
- #: doc/classes/@GlobalScope.xml
- msgid "Launch Shortcut 7 key."
- msgstr "Tecla Acceso Directo 7."
- #: doc/classes/@GlobalScope.xml
- msgid "Launch Shortcut 8 key."
- msgstr "Tecla Acceso Directo 8."
- #: doc/classes/@GlobalScope.xml
- msgid "Launch Shortcut 9 key."
- msgstr "Tecla Acceso Directo 9."
- #: doc/classes/@GlobalScope.xml
- msgid "Launch Shortcut A key."
- msgstr "Tecla Acceso Directo A."
- #: doc/classes/@GlobalScope.xml
- msgid "Launch Shortcut B key."
- msgstr "Tecla Acceso Directo B."
- #: doc/classes/@GlobalScope.xml
- msgid "Launch Shortcut C key."
- msgstr "Tecla Acceso Directo C."
- #: doc/classes/@GlobalScope.xml
- msgid "Launch Shortcut D key."
- msgstr "Tecla Acceso Directo D."
- #: doc/classes/@GlobalScope.xml
- msgid "Launch Shortcut E key."
- msgstr "Tecla Acceso Directo E."
- #: doc/classes/@GlobalScope.xml
- msgid "Launch Shortcut F key."
- msgstr "Tecla Acceso Directo F."
- #: doc/classes/@GlobalScope.xml
- msgid "Unknown key."
- msgstr "Tecla desconocida."
- #: doc/classes/@GlobalScope.xml
- msgid "Space key."
- msgstr "Tecla Espaciado."
- #: doc/classes/@GlobalScope.xml
- msgid "! key."
- msgstr "Tecla !."
- #: doc/classes/@GlobalScope.xml
- msgid "\" key."
- msgstr "Tecla \"."
- #: doc/classes/@GlobalScope.xml
- msgid "# key."
- msgstr "Tecla #."
- #: doc/classes/@GlobalScope.xml
- msgid "$ key."
- msgstr "Tecla $."
- #: doc/classes/@GlobalScope.xml
- msgid "% key."
- msgstr "Tecla %."
- #: doc/classes/@GlobalScope.xml
- msgid "& key."
- msgstr "Tecla &."
- #: doc/classes/@GlobalScope.xml
- msgid "' key."
- msgstr "Tecla '."
- #: doc/classes/@GlobalScope.xml
- msgid "( key."
- msgstr "Tecla (."
- #: doc/classes/@GlobalScope.xml
- msgid ") key."
- msgstr "Tecla )."
- #: doc/classes/@GlobalScope.xml
- msgid "* key."
- msgstr "Tecla *."
- #: doc/classes/@GlobalScope.xml
- msgid "+ key."
- msgstr "Tecla +."
- #: doc/classes/@GlobalScope.xml
- msgid ", key."
- msgstr "Tecla ,."
- #: doc/classes/@GlobalScope.xml
- msgid "- key."
- msgstr "Tecla -."
- #: doc/classes/@GlobalScope.xml
- msgid ". key."
- msgstr "Tecla .."
- #: doc/classes/@GlobalScope.xml
- msgid "/ key."
- msgstr "Tecla /."
- #: doc/classes/@GlobalScope.xml
- msgid "Number 0."
- msgstr "Número 0."
- #: doc/classes/@GlobalScope.xml
- msgid "Number 1."
- msgstr "Número 1."
- #: doc/classes/@GlobalScope.xml
- msgid "Number 2."
- msgstr "Número 2."
- #: doc/classes/@GlobalScope.xml
- msgid "Number 3."
- msgstr "Número 3."
- #: doc/classes/@GlobalScope.xml
- msgid "Number 4."
- msgstr "Número 4."
- #: doc/classes/@GlobalScope.xml
- msgid "Number 5."
- msgstr "Número 5."
- #: doc/classes/@GlobalScope.xml
- msgid "Number 6."
- msgstr "Número 6."
- #: doc/classes/@GlobalScope.xml
- msgid "Number 7."
- msgstr "Número 7."
- #: doc/classes/@GlobalScope.xml
- msgid "Number 8."
- msgstr "Número 8."
- #: doc/classes/@GlobalScope.xml
- msgid "Number 9."
- msgstr "Número 9."
- #: doc/classes/@GlobalScope.xml
- msgid ": key."
- msgstr "Tecla :."
- #: doc/classes/@GlobalScope.xml
- msgid "; key."
- msgstr "Tecla ;."
- #: doc/classes/@GlobalScope.xml
- msgid "< key."
- msgstr "Tecla <."
- #: doc/classes/@GlobalScope.xml
- msgid "= key."
- msgstr "Tecla =."
- #: doc/classes/@GlobalScope.xml
- msgid "> key."
- msgstr "Tecla >."
- #: doc/classes/@GlobalScope.xml
- msgid "? key."
- msgstr "Tecla ?."
- #: doc/classes/@GlobalScope.xml
- msgid "@ key."
- msgstr "Tecla @."
- #: doc/classes/@GlobalScope.xml
- msgid "A key."
- msgstr "Tecla A."
- #: doc/classes/@GlobalScope.xml
- msgid "B key."
- msgstr "Tecla B."
- #: doc/classes/@GlobalScope.xml
- msgid "C key."
- msgstr "Tecla C."
- #: doc/classes/@GlobalScope.xml
- msgid "D key."
- msgstr "Tecla D."
- #: doc/classes/@GlobalScope.xml
- msgid "E key."
- msgstr "Tecla E."
- #: doc/classes/@GlobalScope.xml
- msgid "F key."
- msgstr "Tecla F."
- #: doc/classes/@GlobalScope.xml
- msgid "G key."
- msgstr "Tecla G."
- #: doc/classes/@GlobalScope.xml
- msgid "H key."
- msgstr "Tecla H."
- #: doc/classes/@GlobalScope.xml
- msgid "I key."
- msgstr "Tecla I."
- #: doc/classes/@GlobalScope.xml
- msgid "J key."
- msgstr "Tecla J."
- #: doc/classes/@GlobalScope.xml
- msgid "K key."
- msgstr "Tecla K."
- #: doc/classes/@GlobalScope.xml
- msgid "L key."
- msgstr "Tecla L."
- #: doc/classes/@GlobalScope.xml
- msgid "M key."
- msgstr "Tecla M."
- #: doc/classes/@GlobalScope.xml
- msgid "N key."
- msgstr "Tecla N."
- #: doc/classes/@GlobalScope.xml
- msgid "O key."
- msgstr "Tecla O."
- #: doc/classes/@GlobalScope.xml
- msgid "P key."
- msgstr "Tecla P."
- #: doc/classes/@GlobalScope.xml
- msgid "Q key."
- msgstr "Tecla Q."
- #: doc/classes/@GlobalScope.xml
- msgid "R key."
- msgstr "Tecla R."
- #: doc/classes/@GlobalScope.xml
- msgid "S key."
- msgstr "Tecla S."
- #: doc/classes/@GlobalScope.xml
- msgid "T key."
- msgstr "Tecla T."
- #: doc/classes/@GlobalScope.xml
- msgid "U key."
- msgstr "Tecla U."
- #: doc/classes/@GlobalScope.xml
- msgid "V key."
- msgstr "Tecla V."
- #: doc/classes/@GlobalScope.xml
- msgid "W key."
- msgstr "Tecla W."
- #: doc/classes/@GlobalScope.xml
- msgid "X key."
- msgstr "Tecla X."
- #: doc/classes/@GlobalScope.xml
- msgid "Y key."
- msgstr "Tecla Y."
- #: doc/classes/@GlobalScope.xml
- msgid "Z key."
- msgstr "Tecla Z."
- #: doc/classes/@GlobalScope.xml
- msgid "[ key."
- msgstr "Tecla [."
- #: doc/classes/@GlobalScope.xml
- msgid "\\ key."
- msgstr "Tecla \\."
- #: doc/classes/@GlobalScope.xml
- msgid "] key."
- msgstr "Tecla ]."
- #: doc/classes/@GlobalScope.xml
- msgid "^ key."
- msgstr "Tecla ^."
- #: doc/classes/@GlobalScope.xml
- msgid "_ key."
- msgstr "Tecla _."
- #: doc/classes/@GlobalScope.xml
- msgid "` key."
- msgstr "Tecla `."
- #: doc/classes/@GlobalScope.xml
- msgid "{ key."
- msgstr "Tecla {."
- #: doc/classes/@GlobalScope.xml
- msgid "| key."
- msgstr "Tecla |."
- #: doc/classes/@GlobalScope.xml
- msgid "} key."
- msgstr "Tecla }."
- #: doc/classes/@GlobalScope.xml
- msgid "~ key."
- msgstr "Tecla ~."
- #: doc/classes/@GlobalScope.xml
- msgid "Non-breakable space key."
- msgstr "Tecla espacio de no separación."
- #: doc/classes/@GlobalScope.xml
- msgid "¡ key."
- msgstr "Tecla ¡ ."
- #: doc/classes/@GlobalScope.xml
- msgid "¢ key."
- msgstr "Tecla ¢."
- #: doc/classes/@GlobalScope.xml
- msgid "£ key."
- msgstr "Tecla £."
- #: doc/classes/@GlobalScope.xml
- msgid "¤ key."
- msgstr "Tecla ¤."
- #: doc/classes/@GlobalScope.xml
- msgid "¥ key."
- msgstr "Tecla ¥."
- #: doc/classes/@GlobalScope.xml
- msgid "¦ key."
- msgstr "Tecla ¦."
- #: doc/classes/@GlobalScope.xml
- msgid "§ key."
- msgstr "Tecla §."
- #: doc/classes/@GlobalScope.xml
- msgid "¨ key."
- msgstr "Tecla ¨."
- #: doc/classes/@GlobalScope.xml
- msgid "© key."
- msgstr "Tecla ©."
- #: doc/classes/@GlobalScope.xml
- msgid "ª key."
- msgstr "Tecla ª."
- #: doc/classes/@GlobalScope.xml
- msgid "« key."
- msgstr "Tecla «."
- #: doc/classes/@GlobalScope.xml
- msgid "¬ key."
- msgstr "Tecla ¬."
- #: doc/classes/@GlobalScope.xml
- msgid "Soft hyphen key."
- msgstr "Tecla guion suave."
- #: doc/classes/@GlobalScope.xml
- msgid "® key."
- msgstr "Tecla ®."
- #: doc/classes/@GlobalScope.xml
- msgid "¯ key."
- msgstr "Tecla ¯."
- #: doc/classes/@GlobalScope.xml
- msgid "° key."
- msgstr "Tecla °."
- #: doc/classes/@GlobalScope.xml
- msgid "± key."
- msgstr "Tecla ±."
- #: doc/classes/@GlobalScope.xml
- msgid "² key."
- msgstr "Tecla ²."
- #: doc/classes/@GlobalScope.xml
- msgid "³ key."
- msgstr "Tecla ³."
- #: doc/classes/@GlobalScope.xml
- msgid "´ key."
- msgstr "Tecla ´."
- #: doc/classes/@GlobalScope.xml
- msgid "µ key."
- msgstr "Tecla µ."
- #: doc/classes/@GlobalScope.xml
- msgid "¶ key."
- msgstr "Tecla ¶."
- #: doc/classes/@GlobalScope.xml
- msgid "· key."
- msgstr "Tecla ·."
- #: doc/classes/@GlobalScope.xml
- msgid "¸ key."
- msgstr "Tecla ¸."
- #: doc/classes/@GlobalScope.xml
- msgid "¹ key."
- msgstr "Tecla ¹."
- #: doc/classes/@GlobalScope.xml
- msgid "º key."
- msgstr "Tecla º."
- #: doc/classes/@GlobalScope.xml
- msgid "» key."
- msgstr "Tecla »."
- #: doc/classes/@GlobalScope.xml
- msgid "¼ key."
- msgstr "Tecla ¼."
- #: doc/classes/@GlobalScope.xml
- msgid "½ key."
- msgstr "Tecla ½."
- #: doc/classes/@GlobalScope.xml
- msgid "¾ key."
- msgstr "Tecla ¾."
- #: doc/classes/@GlobalScope.xml
- msgid "¿ key."
- msgstr "Tecla ¿."
- #: doc/classes/@GlobalScope.xml
- msgid "À key."
- msgstr "Tecla À."
- #: doc/classes/@GlobalScope.xml
- msgid "Á key."
- msgstr "Tecla Á."
- #: doc/classes/@GlobalScope.xml
- msgid "Â key."
- msgstr "Tecla Â."
- #: doc/classes/@GlobalScope.xml
- msgid "Ã key."
- msgstr "Tecla Ã."
- #: doc/classes/@GlobalScope.xml
- msgid "Ä key."
- msgstr "Tecla Ä."
- #: doc/classes/@GlobalScope.xml
- msgid "Å key."
- msgstr "Tecla Å."
- #: doc/classes/@GlobalScope.xml
- msgid "Æ key."
- msgstr "Tecla Æ."
- #: doc/classes/@GlobalScope.xml
- msgid "Ç key."
- msgstr "Tecla Ç."
- #: doc/classes/@GlobalScope.xml
- msgid "È key."
- msgstr "Tecla È."
- #: doc/classes/@GlobalScope.xml
- msgid "É key."
- msgstr "Tecla É."
- #: doc/classes/@GlobalScope.xml
- msgid "Ê key."
- msgstr "Tecla Ê."
- #: doc/classes/@GlobalScope.xml
- msgid "Ë key."
- msgstr "Tecla Ë."
- #: doc/classes/@GlobalScope.xml
- msgid "Ì key."
- msgstr "Tecla Ì."
- #: doc/classes/@GlobalScope.xml
- msgid "Í key."
- msgstr "Tecla Í."
- #: doc/classes/@GlobalScope.xml
- msgid "Î key."
- msgstr "Tecla Î."
- #: doc/classes/@GlobalScope.xml
- msgid "Ï key."
- msgstr "Tecla Ï."
- #: doc/classes/@GlobalScope.xml
- msgid "Ð key."
- msgstr "Tecla Ð."
- #: doc/classes/@GlobalScope.xml
- msgid "Ñ key."
- msgstr "Tecla Ñ."
- #: doc/classes/@GlobalScope.xml
- msgid "Ò key."
- msgstr "Tecla Ò."
- #: doc/classes/@GlobalScope.xml
- msgid "Ó key."
- msgstr "Tecla Ó."
- #: doc/classes/@GlobalScope.xml
- msgid "Ô key."
- msgstr "Tecla Ô."
- #: doc/classes/@GlobalScope.xml
- msgid "Õ key."
- msgstr "Tecla Õ."
- #: doc/classes/@GlobalScope.xml
- msgid "Ö key."
- msgstr "Tecla Ö."
- #: doc/classes/@GlobalScope.xml
- msgid "× key."
- msgstr "Tecla ×."
- #: doc/classes/@GlobalScope.xml
- msgid "Ø key."
- msgstr "Tecla Ø."
- #: doc/classes/@GlobalScope.xml
- msgid "Ù key."
- msgstr "Tecla Ù."
- #: doc/classes/@GlobalScope.xml
- msgid "Ú key."
- msgstr "Tecla Ú."
- #: doc/classes/@GlobalScope.xml
- msgid "Û key."
- msgstr "Tecla Û."
- #: doc/classes/@GlobalScope.xml
- msgid "Ü key."
- msgstr "Tecla Ü."
- #: doc/classes/@GlobalScope.xml
- msgid "Ý key."
- msgstr "Tecla Ý."
- #: doc/classes/@GlobalScope.xml
- msgid "Þ key."
- msgstr "Tecla Þ."
- #: doc/classes/@GlobalScope.xml
- msgid "ß key."
- msgstr "Tecla ß."
- #: doc/classes/@GlobalScope.xml
- msgid "÷ key."
- msgstr "Tecla ÷."
- #: doc/classes/@GlobalScope.xml
- msgid "ÿ key."
- msgstr "Tecla ÿ."
- #: doc/classes/@GlobalScope.xml
- msgid "Key Code mask."
- msgstr "Tecla máscara codigo."
- #: doc/classes/@GlobalScope.xml
- msgid "Modifier key mask."
- msgstr "Tecla modificar máscara."
- #: doc/classes/@GlobalScope.xml
- msgid "Shift key mask."
- msgstr "Tecla desplazamiento de la máscara."
- #: doc/classes/@GlobalScope.xml
- msgid "Alt key mask."
- msgstr "Tecla máscara Alt."
- #: doc/classes/@GlobalScope.xml
- msgid "Meta key mask."
- msgstr "Tecla meta máscara."
- #: doc/classes/@GlobalScope.xml
- msgid "Ctrl key mask."
- msgstr "Tecla Control máscara."
- #: doc/classes/@GlobalScope.xml
- msgid ""
- "Command key mask. On macOS, this is equivalent to [constant KEY_MASK_META]. "
- "On other platforms, this is equivalent to [constant KEY_MASK_CTRL]. This "
- "mask should be preferred to [constant KEY_MASK_META] or [constant "
- "KEY_MASK_CTRL] for system shortcuts as it handles all platforms correctly."
- msgstr ""
- "Tecla de máscara de comando. En macOS, esto equivale a [constante "
- "KEY_MASK_META]. En otras plataformas, esto es equivalente a [constante "
- "KEY_MASK_CTRL]. Esta máscara debe ser preferida a [constante KEY_MASK_META] "
- "o [constante KEY_MASK_CTRL] para los atajos del sistema ya que maneja "
- "correctamente todas las plataformas.Tecla Mascara Comandos. En macOS, esto "
- "es equivalente a [constant KEY_MASK_META]. En otras plataformas, esto es "
- "equivalente a [constant KEY_MASK_CTRL]. Esta mascara debe ser preferida a "
- "[constant KEY_MASK_META] o [constant KEY_MASK_CTRL] para atajos de sistema "
- "ya que maneja todas las plataformas correctamente."
- #: doc/classes/@GlobalScope.xml
- msgid "Keypad key mask."
- msgstr "Tecla máscara keypad."
- #: doc/classes/@GlobalScope.xml
- msgid "Group Switch key mask."
- msgstr "Tecla máscara intercambio grupo."
- #: doc/classes/@GlobalScope.xml
- msgid "Left mouse button."
- msgstr "Botón izquierdo del ratón."
- #: doc/classes/@GlobalScope.xml
- msgid "Right mouse button."
- msgstr "Botón derecho del ratón."
- #: doc/classes/@GlobalScope.xml
- msgid "Middle mouse button."
- msgstr "Botón central del ratón."
- #: doc/classes/@GlobalScope.xml
- msgid "Extra mouse button 1 (only present on some mice)."
- msgstr "Botón extra del ratón 1 (sólo presente en algunos ratones)."
- #: doc/classes/@GlobalScope.xml
- msgid "Extra mouse button 2 (only present on some mice)."
- msgstr "Botón extra del ratón 2 (sólo presente en algunos ratones)."
- #: doc/classes/@GlobalScope.xml
- msgid "Mouse wheel up."
- msgstr "Rueda de ratón arriba."
- #: doc/classes/@GlobalScope.xml
- msgid "Mouse wheel down."
- msgstr "Rueda de ratón abajo."
- #: doc/classes/@GlobalScope.xml
- msgid "Mouse wheel left button (only present on some mice)."
- msgstr ""
- "Botón izquierdo de la rueda del ratón (sólo presente en algunos ratones)."
- #: doc/classes/@GlobalScope.xml
- msgid "Mouse wheel right button (only present on some mice)."
- msgstr ""
- "Botón derecho de la rueda del ratón (sólo presente en algunos ratones)."
- #: doc/classes/@GlobalScope.xml
- msgid "Left mouse button mask."
- msgstr "Máscara del botón izquierdo del ratón."
- #: doc/classes/@GlobalScope.xml
- msgid "Right mouse button mask."
- msgstr "Máscara del botón derecho del ratón."
- #: doc/classes/@GlobalScope.xml
- msgid "Middle mouse button mask."
- msgstr "Máscara del botón central del ratón."
- #: doc/classes/@GlobalScope.xml
- msgid "Extra mouse button 1 mask."
- msgstr "Botón de ratón extra 1 máscara."
- #: doc/classes/@GlobalScope.xml
- msgid "Extra mouse button 2 mask."
- msgstr "Máscara de botón de ratón extra 2."
- #: doc/classes/@GlobalScope.xml
- #, fuzzy
- msgid "Invalid button or axis."
- msgstr "Duración inválida."
- #: doc/classes/@GlobalScope.xml
- msgid "Gamepad button 0."
- msgstr "Botón 0 del mando de videojuegos."
- #: doc/classes/@GlobalScope.xml
- msgid "Gamepad button 1."
- msgstr "Botón 1 del mando de videojuegos."
- #: doc/classes/@GlobalScope.xml
- msgid "Gamepad button 2."
- msgstr "Botón 2 del mando de videojuegos."
- #: doc/classes/@GlobalScope.xml
- msgid "Gamepad button 3."
- msgstr "Boton 3 del mando de juegos."
- #: doc/classes/@GlobalScope.xml
- msgid "Gamepad button 4."
- msgstr "Boton 4 del mando de juegos."
- #: doc/classes/@GlobalScope.xml
- msgid "Gamepad button 5."
- msgstr "Boton 5 del mando de videojuegos."
- #: doc/classes/@GlobalScope.xml
- msgid "Gamepad button 6."
- msgstr "Botón 6 del mando de videojuegos."
- #: doc/classes/@GlobalScope.xml
- msgid "Gamepad button 7."
- msgstr "Botón 7 del mando de videojuegos."
- #: doc/classes/@GlobalScope.xml
- msgid "Gamepad button 8."
- msgstr "Botón 8 del mando de videojuegos."
- #: doc/classes/@GlobalScope.xml
- msgid "Gamepad button 9."
- msgstr "Botón 9 del mando de videojuegos."
- #: doc/classes/@GlobalScope.xml
- msgid "Gamepad button 10."
- msgstr "Botón 10 del mando de videojuegos."
- #: doc/classes/@GlobalScope.xml
- msgid "Gamepad button 11."
- msgstr "Botón 11 del mando de videojuegos."
- #: doc/classes/@GlobalScope.xml
- msgid "Gamepad button 12."
- msgstr "Botón 12 del mando de videojuegos."
- #: doc/classes/@GlobalScope.xml
- msgid "Gamepad button 13."
- msgstr "Botón 13 del mando de videojuegos."
- #: doc/classes/@GlobalScope.xml
- msgid "Gamepad button 14."
- msgstr "Botón 14 del mando de videojuegos."
- #: doc/classes/@GlobalScope.xml
- msgid "Gamepad button 15."
- msgstr "Boton 15 del mando de juegos."
- #: doc/classes/@GlobalScope.xml
- #, fuzzy
- msgid "Gamepad button 16."
- msgstr "Botón 1 del mando de videojuegos."
- #: doc/classes/@GlobalScope.xml
- #, fuzzy
- msgid "Gamepad button 17."
- msgstr "Botón 1 del mando de videojuegos."
- #: doc/classes/@GlobalScope.xml
- #, fuzzy
- msgid "Gamepad button 18."
- msgstr "Botón 1 del mando de videojuegos."
- #: doc/classes/@GlobalScope.xml
- #, fuzzy
- msgid "Gamepad button 19."
- msgstr "Botón 1 del mando de videojuegos."
- #: doc/classes/@GlobalScope.xml
- #, fuzzy
- msgid "Gamepad button 20."
- msgstr "Botón 2 del mando de videojuegos."
- #: doc/classes/@GlobalScope.xml
- #, fuzzy
- msgid "Gamepad button 21."
- msgstr "Botón 2 del mando de videojuegos."
- #: doc/classes/@GlobalScope.xml
- #, fuzzy
- msgid "Gamepad button 22."
- msgstr "Botón 2 del mando de videojuegos."
- #: doc/classes/@GlobalScope.xml
- msgid ""
- "The maximum number of game controller buttons supported by the engine. The "
- "actual limit may be lower on specific platforms:\n"
- "- Android: Up to 36 buttons.\n"
- "- Linux: Up to 80 buttons.\n"
- "- Windows and macOS: Up to 128 buttons."
- msgstr ""
- #: doc/classes/@GlobalScope.xml
- msgid "DualShock circle button."
- msgstr "Botón de círculo DualShock."
- #: doc/classes/@GlobalScope.xml
- msgid "DualShock X button."
- msgstr "Botón X DualShock."
- #: doc/classes/@GlobalScope.xml
- msgid "DualShock square button."
- msgstr "Botón cuadrado DualShock."
- #: doc/classes/@GlobalScope.xml
- msgid "DualShock triangle button."
- msgstr "Botón triángulo DualShock."
- #: doc/classes/@GlobalScope.xml
- #, fuzzy
- msgid "Xbox controller B button."
- msgstr "Botón B del mando de Nintendo."
- #: doc/classes/@GlobalScope.xml
- #, fuzzy
- msgid "Xbox controller A button."
- msgstr "Botón B del mando de Nintendo."
- #: doc/classes/@GlobalScope.xml
- #, fuzzy
- msgid "Xbox controller X button."
- msgstr "Botón X del mando de Nintendo."
- #: doc/classes/@GlobalScope.xml
- #, fuzzy
- msgid "Xbox controller Y button."
- msgstr "Botón Y del mando de Nintendo."
- #: doc/classes/@GlobalScope.xml
- #, fuzzy
- msgid "Nintendo controller A button."
- msgstr "Botón B del mando de Nintendo."
- #: doc/classes/@GlobalScope.xml
- msgid "Nintendo controller B button."
- msgstr "Botón B del mando de Nintendo."
- #: doc/classes/@GlobalScope.xml
- msgid "Nintendo controller X button."
- msgstr "Botón X del mando de Nintendo."
- #: doc/classes/@GlobalScope.xml
- msgid "Nintendo controller Y button."
- msgstr "Botón Y del mando de Nintendo."
- #: doc/classes/@GlobalScope.xml
- msgid "Grip (side) buttons on a VR controller."
- msgstr "Botones de agarre (laterales) en un controlador VR."
- #: doc/classes/@GlobalScope.xml
- msgid "Push down on the touchpad or main joystick on a VR controller."
- msgstr "Presiona el panel táctil o el joystick principal de un controlador VR."
- #: doc/classes/@GlobalScope.xml
- msgid "Trigger on a VR controller."
- msgstr "Gatillo en un controlador VR."
- #: doc/classes/@GlobalScope.xml
- msgid ""
- "A button on the right Oculus Touch controller, X button on the left "
- "controller (also when used in OpenVR)."
- msgstr ""
- "Botón A en el controlador Oculus Touch derecho y botón X en el controlador "
- "izquierdo (también cuando se usa en OpenVR)."
- #: doc/classes/@GlobalScope.xml
- msgid ""
- "B button on the right Oculus Touch controller, Y button on the left "
- "controller (also when used in OpenVR)."
- msgstr ""
- "Botón B en el controlador Oculus Touch derecho, botón Y en el controlador "
- "izquierdo (también cuando se usa en OpenVR)."
- #: doc/classes/@GlobalScope.xml
- msgid "Menu button on either Oculus Touch controller."
- msgstr "Botón de menú en cualquiera de los mandos de Oculus Touch."
- #: doc/classes/@GlobalScope.xml
- msgid "Menu button in OpenVR (Except when Oculus Touch controllers are used)."
- msgstr ""
- "Botón de menú en OpenVR (excepto cuando se utilizan los controladores Oculus "
- "Touch)."
- #: doc/classes/@GlobalScope.xml
- msgid "Gamepad button Select."
- msgstr "Botón Select en el mando de videojuegos."
- #: doc/classes/@GlobalScope.xml
- msgid "Gamepad button Start."
- msgstr "Botón Start en el mando de videojuegos."
- #: doc/classes/@GlobalScope.xml
- msgid "Gamepad DPad up."
- msgstr "DPad arriba en el mando de videojuegos."
- #: doc/classes/@GlobalScope.xml
- msgid "Gamepad DPad down."
- msgstr "Dpad abajo en el mando de videojuegos."
- #: doc/classes/@GlobalScope.xml
- msgid "Gamepad DPad left."
- msgstr "DPad izquierda en el mando de videojuegos."
- #: doc/classes/@GlobalScope.xml
- msgid "Gamepad DPad right."
- msgstr "Dpad derecha en el mando de videojuegos."
- #: doc/classes/@GlobalScope.xml
- #, fuzzy
- msgid "Gamepad SDL guide button."
- msgstr "Botón guía del mando de juego SDL."
- #: doc/classes/@GlobalScope.xml
- #, fuzzy
- msgid "Gamepad SDL miscellaneous button."
- msgstr "Botón 0 del mando de videojuegos."
- #: doc/classes/@GlobalScope.xml
- #, fuzzy
- msgid "Gamepad SDL paddle 1 button."
- msgstr "Botón D-Pad izquierda del mando de juego SDL."
- #: doc/classes/@GlobalScope.xml
- #, fuzzy
- msgid "Gamepad SDL paddle 2 button."
- msgstr "Botón D-Pad izquierda del mando de juego SDL."
- #: doc/classes/@GlobalScope.xml
- #, fuzzy
- msgid "Gamepad SDL paddle 3 button."
- msgstr "Botón D-Pad izquierda del mando de juego SDL."
- #: doc/classes/@GlobalScope.xml
- #, fuzzy
- msgid "Gamepad SDL paddle 4 button."
- msgstr "Botón D-Pad izquierda del mando de juego SDL."
- #: doc/classes/@GlobalScope.xml
- #, fuzzy
- msgid "Gamepad SDL touchpad button."
- msgstr "Botón 0 del mando de videojuegos."
- #: doc/classes/@GlobalScope.xml
- #, fuzzy
- msgid "Gamepad left Shoulder button."
- msgstr "Botón del hombro izquierdo del mando de juego SDL."
- #: doc/classes/@GlobalScope.xml
- msgid "Gamepad left trigger."
- msgstr "Gatillo izquierdo del mando de videojuegos."
- #: doc/classes/@GlobalScope.xml
- msgid "Gamepad left stick click."
- msgstr "Click en el palo izquierdo del mando de videojuegos."
- #: doc/classes/@GlobalScope.xml
- #, fuzzy
- msgid "Gamepad right Shoulder button."
- msgstr "Botón del hombro derecho del mando de juego SDL."
- #: doc/classes/@GlobalScope.xml
- msgid "Gamepad right trigger."
- msgstr "Gatillo derecho del mando de videojuegos."
- #: doc/classes/@GlobalScope.xml
- msgid "Gamepad right stick click."
- msgstr "Click derecho del palo del mando de videojuegos."
- #: doc/classes/@GlobalScope.xml
- msgid "Gamepad left stick horizontal axis."
- msgstr "Palo izquierdo del eje horizontal del mando de videojuegos."
- #: doc/classes/@GlobalScope.xml
- #, fuzzy
- msgid "Gamepad left stick vertical axis."
- msgstr "Palo izquierdo del eje horizontal del mando de videojuegos."
- #: doc/classes/@GlobalScope.xml
- msgid "Gamepad right stick horizontal axis."
- msgstr "Palo derecho del eje horizontal del mando de videojuegos."
- #: doc/classes/@GlobalScope.xml
- #, fuzzy
- msgid "Gamepad right stick vertical axis."
- msgstr "Palo derecho del eje horizontal del mando de videojuegos."
- #: doc/classes/@GlobalScope.xml
- msgid "Generic gamepad axis 4."
- msgstr "Eje 4 del mando de videojuegos genérico."
- #: doc/classes/@GlobalScope.xml
- msgid "Generic gamepad axis 5."
- msgstr "Eje 5 del mando de videojuegos genérico."
- #: doc/classes/@GlobalScope.xml
- #, fuzzy
- msgid "Gamepad left trigger analog axis."
- msgstr "Gatillo izquierdo del mando de videojuegos."
- #: doc/classes/@GlobalScope.xml
- #, fuzzy
- msgid "Gamepad right trigger analog axis."
- msgstr "Gatillo derecho del mando de videojuegos."
- #: doc/classes/@GlobalScope.xml
- msgid "Generic gamepad axis 8."
- msgstr "Eje genérico del mando de videojuegos 8."
- #: doc/classes/@GlobalScope.xml
- msgid "Generic gamepad axis 9."
- msgstr "Eje 9 del mando de videojuegos genérico."
- #: doc/classes/@GlobalScope.xml
- msgid "Represents the maximum number of joystick axes supported."
- msgstr "Representa el número máximo de ejes de joystick soportados."
- #: doc/classes/@GlobalScope.xml
- msgid "Gamepad left analog trigger."
- msgstr "Disparador analógico izquierdo del mando de videojuegos."
- #: doc/classes/@GlobalScope.xml
- msgid "Gamepad right analog trigger."
- msgstr "Disparador analogico derecho del mando de juegos."
- #: doc/classes/@GlobalScope.xml
- msgid "VR Controller analog trigger."
- msgstr "Disparador analogico del Mando de Realidad Virtual."
- #: doc/classes/@GlobalScope.xml
- msgid "VR Controller analog grip (side buttons)."
- msgstr "Empuñadura analógica del controlador VR (botones laterales)."
- #: doc/classes/@GlobalScope.xml
- msgid ""
- "OpenVR touchpad X axis (Joystick axis on Oculus Touch and Windows MR "
- "controllers)."
- msgstr ""
- "Eje X del touchpad OpenVR (eje del joystick en los controladores Oculus "
- "Touch y Windows MR)."
- #: doc/classes/@GlobalScope.xml
- msgid ""
- "OpenVR touchpad Y axis (Joystick axis on Oculus Touch and Windows MR "
- "controllers)."
- msgstr ""
- "Eje Y del panel táctil OpenVR (eje del joystick en los controladores Oculus "
- "Touch y Windows MR)."
- #: doc/classes/@GlobalScope.xml
- #, fuzzy
- msgid ""
- "MIDI note OFF message. See the documentation of [InputEventMIDI] for "
- "information of how to use MIDI inputs."
- msgstr ""
- "Mensaje de APAGADO en una nota MIDI. Ver la documentación de "
- "[InputEventMIDI] para información sobre cómo utilizar inputs MIDI."
- #: doc/classes/@GlobalScope.xml
- #, fuzzy
- msgid ""
- "MIDI note ON message. See the documentation of [InputEventMIDI] for "
- "information of how to use MIDI inputs."
- msgstr ""
- "Mensaje de ENCENDIDO en una nota MIDI. Ver la documentación de "
- "[InputEventMIDI] para información sobre cómo utilizar inputs MIDI."
- #: doc/classes/@GlobalScope.xml
- msgid ""
- "MIDI aftertouch message. This message is most often sent by pressing down on "
- "the key after it \"bottoms out\"."
- msgstr ""
- #: doc/classes/@GlobalScope.xml
- #, fuzzy
- msgid ""
- "MIDI control change message. This message is sent when a controller value "
- "changes. Controllers include devices such as pedals and levers."
- msgstr ""
- "Mensaje de cambio de control MIDI. Este mensaje se envía cuando cambia un "
- "valor en el controlador. Los controladores son aparatos como pedales y "
- "palancas."
- #: doc/classes/@GlobalScope.xml
- #, fuzzy
- msgid ""
- "MIDI program change message. This message sent when the program patch number "
- "changes."
- msgstr ""
- "Mensaje de cambio de programa MIDI. Este mensaje se envía cuando el número "
- "de versión del programa cambia."
- #: doc/classes/@GlobalScope.xml
- #, fuzzy
- msgid ""
- "MIDI channel pressure message. This message is most often sent by pressing "
- "down on the key after it \"bottoms out\". This message is different from "
- "polyphonic after-touch as it indicates the highest pressure across all keys."
- msgstr ""
- "Mensaje de presión en canal MIDI. Este mensaje suele enviarse al presionar "
- "una tecla después de que esta alcanza su punto mínimo. Este mensaje es "
- "diferente al de after-touch polifónico, ya que indica la presión más alta de "
- "entre todas las teclas."
- #: doc/classes/@GlobalScope.xml
- #, fuzzy
- msgid ""
- "MIDI pitch bend message. This message is sent to indicate a change in the "
- "pitch bender (wheel or lever, typically)."
- msgstr ""
- "Mensaje de alteración de tono MIDI. Este mensaje se envía para indicar un "
- "cambio en la herramienta de alteración de tono del instrumento (normalmente "
- "una rueda o palanca)."
- #: doc/classes/@GlobalScope.xml
- #, fuzzy
- msgid ""
- "MIDI system exclusive message. This has behavior exclusive to the device "
- "you're receiving input from. Getting this data is not implemented in Godot."
- msgstr ""
- "Mensaje exclusivo del sistema MIDI. Este tiene comportamiento exclusivo para "
- "el aparato desde el cual se está recibiendo input. La obtención de estos "
- "datos no está implementada en Godot."
- #: doc/classes/@GlobalScope.xml
- msgid ""
- "MIDI quarter frame message. Contains timing information that is used to "
- "synchronize MIDI devices. Getting this data is not implemented in Godot."
- msgstr ""
- #: doc/classes/@GlobalScope.xml
- #, fuzzy
- msgid ""
- "MIDI song position pointer message. Gives the number of 16th notes since the "
- "start of the song. Getting this data is not implemented in Godot."
- msgstr ""
- "Mensaje de puntero a posición en canción MIDI. Otorga el número de "
- "semicorcheas (o decimosextas) desde el inicio de la canción. La obtención de "
- "estos datos no está implementada en Godot."
- #: doc/classes/@GlobalScope.xml
- #, fuzzy
- msgid ""
- "MIDI song select message. Specifies which sequence or song is to be played. "
- "Getting this data is not implemented in Godot."
- msgstr ""
- "Mensaje de selección de canción MIDI. Especifica qué secuencia o canción se "
- "reproducirá. La obtención de estos datos no está implementada en Godot."
- #: doc/classes/@GlobalScope.xml
- msgid ""
- "MIDI tune request message. Upon receiving a tune request, all analog "
- "synthesizers should tune their oscillators."
- msgstr ""
- #: doc/classes/@GlobalScope.xml
- #, fuzzy
- msgid ""
- "MIDI timing clock message. Sent 24 times per quarter note when "
- "synchronization is required."
- msgstr ""
- "Mensaje de reloj sincronizador MIDI. Se envía 24 veces por nota negra (o "
- "cuarta) cuando se requiere sincronización."
- #: doc/classes/@GlobalScope.xml
- #, fuzzy
- msgid ""
- "MIDI start message. Start the current sequence playing. This message will be "
- "followed with Timing Clocks."
- msgstr ""
- "Mensaje de inicio MIDI. Inicia la secuencia actual. El envío de este mensaje "
- "es seguido de Timing Clocks."
- #: doc/classes/@GlobalScope.xml
- #, fuzzy
- msgid "MIDI continue message. Continue at the point the sequence was stopped."
- msgstr ""
- "Mensaje de continuación MIDI. Continúa desde el punto en el cual la pista "
- "fue previamente detenida."
- #: doc/classes/@GlobalScope.xml
- msgid "MIDI stop message. Stop the current sequence."
- msgstr "Mensaje de detención MIDI. Detiene la secuencia actual."
- #: doc/classes/@GlobalScope.xml
- #, fuzzy
- msgid ""
- "MIDI active sensing message. This message is intended to be sent repeatedly "
- "to tell the receiver that a connection is alive."
- msgstr ""
- "Mensaje de percepción activa MIDI. La intención de este mensaje es que se "
- "envíe repetidamente para informar al recibidor que la conexión sigue en pie."
- #: doc/classes/@GlobalScope.xml
- msgid ""
- "MIDI system reset message. Reset all receivers in the system to power-up "
- "status. It should not be sent on power-up itself."
- msgstr ""
- #: doc/classes/@GlobalScope.xml
- msgid ""
- "Methods that return [enum Error] return [constant OK] when no error "
- "occurred. Note that many functions don't return an error code but will print "
- "error messages to standard output.\n"
- "Since [constant OK] has value 0, and all other failure codes are positive "
- "integers, it can also be used in boolean checks, e.g.:\n"
- "[codeblock]\n"
- "var err = method_that_returns_error()\n"
- "if err != OK:\n"
- " print(\"Failure!\")\n"
- "# Or, equivalent:\n"
- "if err:\n"
- " print(\"Still failing!\")\n"
- "[/codeblock]"
- msgstr ""
- "Los métodos que devuelven [enum Error] devuelven [constant OK] cuando no se "
- "ha producido ningún error. Tenga en cuenta que muchas funciones no devuelven "
- "un código de error, sino que imprimen mensajes de error en la salida "
- "estándar.\n"
- "Dado que [constant OK] tiene el valor 0, y todos los demás códigos de error "
- "son enteros positivos, también se puede utilizar en comprobaciones "
- "booleanas, por ejemplo:\n"
- " [codeblock]\n"
- "var err = method_that_returns_error()\n"
- "if err != OK:\n"
- " print(\"Fallo\")\n"
- "# o, equivalente:\n"
- "if err:\n"
- " print(\"Todavia fallando\")\n"
- "[/codeblock]"
- #: doc/classes/@GlobalScope.xml
- msgid "Generic error."
- msgstr "Error genérico."
- #: doc/classes/@GlobalScope.xml
- msgid "Unavailable error."
- msgstr "Error no disponible."
- #: doc/classes/@GlobalScope.xml
- msgid "Unconfigured error."
- msgstr "Error sin configurar."
- #: doc/classes/@GlobalScope.xml
- msgid "Unauthorized error."
- msgstr "Error no autorizado."
- #: doc/classes/@GlobalScope.xml
- msgid "Parameter range error."
- msgstr "Error de rango de parámetros."
- #: doc/classes/@GlobalScope.xml
- msgid "Out of memory (OOM) error."
- msgstr "Error de falta de memoria (OOM)."
- #: doc/classes/@GlobalScope.xml
- msgid "File: Not found error."
- msgstr "Archivo: Error archivo no encontrado."
- #: doc/classes/@GlobalScope.xml
- msgid "File: Bad drive error."
- msgstr "Archivo: Error de unidad defectuosa."
- #: doc/classes/@GlobalScope.xml
- msgid "File: Bad path error."
- msgstr "Archivo: Error ruta incorrecta."
- #: doc/classes/@GlobalScope.xml
- msgid "File: No permission error."
- msgstr "Archivo: Error sin permiso."
- #: doc/classes/@GlobalScope.xml
- msgid "File: Already in use error."
- msgstr "Archivo: Error archivo ya esta siendo usado."
- #: doc/classes/@GlobalScope.xml
- msgid "File: Can't open error."
- msgstr "Archivo: Error no se puede abrir."
- #: doc/classes/@GlobalScope.xml
- msgid "File: Can't write error."
- msgstr "Archivo: Error no se puede escribir."
- #: doc/classes/@GlobalScope.xml
- msgid "File: Can't read error."
- msgstr "Archivo: Error no se puede leer."
- #: doc/classes/@GlobalScope.xml
- msgid "File: Unrecognized error."
- msgstr "Archivo: Error no reconocido."
- #: doc/classes/@GlobalScope.xml
- msgid "File: Corrupt error."
- msgstr "Archivo: Error de corrupción."
- #: doc/classes/@GlobalScope.xml
- msgid "File: Missing dependencies error."
- msgstr "Archivo: Error no se encuentran las dependencias."
- #: doc/classes/@GlobalScope.xml
- msgid "File: End of file (EOF) error."
- msgstr "Archivo: Error Fin de fichero (EOF)."
- #: doc/classes/@GlobalScope.xml
- msgid "Can't open error."
- msgstr "Error no se puede abrir."
- #: doc/classes/@GlobalScope.xml
- msgid "Can't create error."
- msgstr "Error no se puede crear."
- #: doc/classes/@GlobalScope.xml
- msgid "Query failed error."
- msgstr "Error fallo la consulta."
- #: doc/classes/@GlobalScope.xml
- msgid "Already in use error."
- msgstr "Error ya se esta usando."
- #: doc/classes/@GlobalScope.xml
- msgid "Locked error."
- msgstr "Error Bloqueado (Locked error)."
- #: doc/classes/@GlobalScope.xml
- msgid "Timeout error."
- msgstr "Error tiempo sobrepasado."
- #: doc/classes/@GlobalScope.xml
- msgid "Can't connect error."
- msgstr "Error no se puede conectar."
- #: doc/classes/@GlobalScope.xml
- msgid "Can't resolve error."
- msgstr "Error no se puede resolver."
- #: doc/classes/@GlobalScope.xml
- msgid "Connection error."
- msgstr "Error de conexión."
- #: doc/classes/@GlobalScope.xml
- msgid "Can't acquire resource error."
- msgstr "Error, no se pudo adquirir el recurso."
- #: doc/classes/@GlobalScope.xml
- msgid "Can't fork process error."
- msgstr "Error, no se pudo dividir el proceso."
- #: doc/classes/@GlobalScope.xml
- msgid "Invalid data error."
- msgstr "Error de datos inválidos."
- #: doc/classes/@GlobalScope.xml
- msgid "Invalid parameter error."
- msgstr "Error de parámetro inválido."
- #: doc/classes/@GlobalScope.xml
- msgid "Already exists error."
- msgstr "Error, ya existe."
- #: doc/classes/@GlobalScope.xml
- msgid "Does not exist error."
- msgstr "Error, no existe."
- #: doc/classes/@GlobalScope.xml
- msgid "Database: Read error."
- msgstr "Base de datos: Error de lectura."
- #: doc/classes/@GlobalScope.xml
- msgid "Database: Write error."
- msgstr "Base de datos: Error de escritura."
- #: doc/classes/@GlobalScope.xml
- msgid "Compilation failed error."
- msgstr "Error de compilación fallida."
- #: doc/classes/@GlobalScope.xml
- msgid "Method not found error."
- msgstr "Error, método no encontrado."
- #: doc/classes/@GlobalScope.xml
- msgid "Linking failed error."
- msgstr "Error de enlace fallido."
- #: doc/classes/@GlobalScope.xml
- msgid "Script failed error."
- msgstr "Error de script fallido."
- #: doc/classes/@GlobalScope.xml
- msgid "Cycling link (import cycle) error."
- msgstr "Error de enlazado cíclico (import cycle)."
- #: doc/classes/@GlobalScope.xml
- msgid "Invalid declaration error."
- msgstr "Error de declaración inválida."
- #: doc/classes/@GlobalScope.xml
- msgid "Duplicate symbol error."
- msgstr "Error de símbolo duplicado."
- #: doc/classes/@GlobalScope.xml
- msgid "Parse error."
- msgstr "Error de parseo."
- #: doc/classes/@GlobalScope.xml
- msgid "Busy error."
- msgstr "Error recurso ocupado."
- #: doc/classes/@GlobalScope.xml
- msgid "Skip error."
- msgstr "Error de salto(Skip error)."
- #: doc/classes/@GlobalScope.xml
- msgid "Help error."
- msgstr "Error de ayuda."
- #: doc/classes/@GlobalScope.xml
- msgid "Bug error."
- msgstr "Error bug."
- #: doc/classes/@GlobalScope.xml
- msgid ""
- "Printer on fire error. (This is an easter egg, no engine methods return this "
- "error code.)"
- msgstr ""
- "Error impresora en llamas. (Este es un huevo de pascua, ningún método del "
- "motor devuelve este código de error.)"
- #: doc/classes/@GlobalScope.xml
- msgid "No hint for the edited property."
- msgstr "No hay sugerencias para la propiedad editada."
- #: doc/classes/@GlobalScope.xml
- msgid ""
- "Hints that an integer or float property should be within a range specified "
- "via the hint string [code]\"min,max\"[/code] or [code]\"min,max,step\"[/"
- "code]. The hint string can optionally include [code]\"or_greater\"[/code] "
- "and/or [code]\"or_lesser\"[/code] to allow manual input going respectively "
- "above the max or below the min values. Example: [code]\"-360,360,1,"
- "or_greater,or_lesser\"[/code]."
- msgstr ""
- "Sugerencias de que una propiedad entera o real debe estar dentro de un rango "
- "especificado mediante la cadena de sugerencias [code]\"min,max\"[/code] o "
- "[code]\"min,max,step\"[/code]. La string de sugerencias puede incluir "
- "opcionalmente [code]\"or_greater\"[/code] y/o [code]\"or_lesser\"[/code] "
- "para permitir la entrada manual que va respectivamente por encima del máximo "
- "o por debajo de los valores mínimos. Ejemplo: [code]\"-360,360,1,or_greater,"
- "or_lesser\"[/code]."
- #: doc/classes/@GlobalScope.xml
- #, fuzzy
- msgid ""
- "Hints that a float property should be within an exponential range specified "
- "via the hint string [code]\"min,max\"[/code] or [code]\"min,max,step\"[/"
- "code]. The hint string can optionally include [code]\"or_greater\"[/code] "
- "and/or [code]\"or_lesser\"[/code] to allow manual input going respectively "
- "above the max or below the min values. Example: [code]\"0.01,100,0.01,"
- "or_greater\"[/code]."
- msgstr ""
- "Sugiere que una propiedad entera o real debe estar dentro de un rango "
- "exponencial especificado mediante la string de sugerencias [code]\"min,"
- "max\"[/code] o [code]\"min,max,paso\"[/code]. La string de sugerencias puede "
- "incluir opcionalmente [code]\"or_greater\"[/code] y/o [code]\"or_lesser\"[/"
- "code] para permitir la entrada manual que va respectivamente por encima del "
- "máximo o por debajo de los valores mínimos. Ejemplo: [code]\"0.01,100,0.01,"
- "or_greater\"[/code]."
- #: doc/classes/@GlobalScope.xml
- msgid ""
- "Hints that an integer, float or string property is an enumerated value to "
- "pick in a list specified via a hint string.\n"
- "The hint string is a comma separated list of names such as [code]\"Hello,"
- "Something,Else\"[/code]. For integer and float properties, the first name in "
- "the list has value 0, the next 1, and so on. Explicit values can also be "
- "specified by appending [code]:integer[/code] to the name, e.g. [code]\"Zero,"
- "One,Three:3,Four,Six:6\"[/code]."
- msgstr ""
- #: doc/classes/@GlobalScope.xml
- msgid ""
- "Hints that a string property can be an enumerated value to pick in a list "
- "specified via a hint string such as [code]\"Hello,Something,Else\"[/code].\n"
- "Unlike [constant PROPERTY_HINT_ENUM] a property with this hint still accepts "
- "arbitrary values and can be empty. The list of values serves to suggest "
- "possible values."
- msgstr ""
- #: doc/classes/@GlobalScope.xml
- msgid ""
- "Hints that a float property should be edited via an exponential easing "
- "function. The hint string can include [code]\"attenuation\"[/code] to flip "
- "the curve horizontally and/or [code]\"inout\"[/code] to also include in/out "
- "easing."
- msgstr ""
- "Sugiere que una propiedad real debe ser editada mediante una función de "
- "relajación exponencial. La string de sugerencias puede incluir "
- "[code]\"attenuation\"[/code] para voltear la curva horizontalmente y/o "
- "[code]\"inout\"[/code] para incluir también la flexibilización in/out."
- #: doc/classes/@GlobalScope.xml
- msgid "Deprecated hint, unused."
- msgstr "Sugerencia obsoleta, sin usar."
- #: doc/classes/@GlobalScope.xml
- msgid ""
- "Hints that an integer property is a bitmask with named bit flags. For "
- "example, to allow toggling bits 0, 1, 2 and 4, the hint could be something "
- "like [code]\"Bit0,Bit1,Bit2,,Bit4\"[/code]."
- msgstr ""
- "Sugiere que una propiedad entera es una máscara de flags con nombre. Por "
- "ejemplo, para permitir la conmutación de los bits 0, 1, 2 y 4, la pista "
- "podría ser algo como [code]\"Bit0,Bit1,Bit2,,Bit4\"[/code]."
- #: doc/classes/@GlobalScope.xml
- msgid ""
- "Hints that an integer property is a bitmask using the optionally named 2D "
- "render layers."
- msgstr ""
- "Sugiere que una propiedad entera es una máscara de bits usando las, "
- "opcionalmente nombradas, capas de representación 2D."
- #: doc/classes/@GlobalScope.xml
- msgid ""
- "Hints that an integer property is a bitmask using the optionally named 2D "
- "physics layers."
- msgstr ""
- "Sugiere que una propiedad entera es una máscara de bits usando las, "
- "opcionalmente nombradas, capas de física 2D."
- #: doc/classes/@GlobalScope.xml
- #, fuzzy
- msgid ""
- "Hints that an integer property is a bitmask using the optionally named 2D "
- "navigation layers."
- msgstr ""
- "Sugiere que una propiedad entera es una máscara de bits usando las, "
- "opcionalmente nombradas, capas de representación 2D."
- #: doc/classes/@GlobalScope.xml
- msgid ""
- "Hints that an integer property is a bitmask using the optionally named 3D "
- "render layers."
- msgstr ""
- "Sugiere que una propiedad entera es una máscara de bits usando las, "
- "opcionalmente nombradas, capas de render 3D."
- #: doc/classes/@GlobalScope.xml
- msgid ""
- "Hints that an integer property is a bitmask using the optionally named 3D "
- "physics layers."
- msgstr ""
- "Sugiere que una propiedad entera es una máscara de bits usando las, "
- "opcionalmente nombrada, capas fisicas 3D."
- #: doc/classes/@GlobalScope.xml
- #, fuzzy
- msgid ""
- "Hints that an integer property is a bitmask using the optionally named 3D "
- "navigation layers."
- msgstr ""
- "Sugiere que una propiedad entera es una máscara de bits usando las, "
- "opcionalmente nombradas, capas de representación 2D."
- #: doc/classes/@GlobalScope.xml
- msgid ""
- "Hints that a string property is a path to a file. Editing it will show a "
- "file dialog for picking the path. The hint string can be a set of filters "
- "with wildcards like [code]\"*.png,*.jpg\"[/code]."
- msgstr ""
- "Sugiere que una propiedad string es una ruta a un archivo. Al editarla se "
- "mostrará un diálogo de archivo para elegir la ruta. La string de sugerencia "
- "puede ser un conjunto de filtros con comodines como [code]\"*.png,*.jpg\"[/"
- "code]."
- #: doc/classes/@GlobalScope.xml
- msgid ""
- "Hints that a string property is a path to a directory. Editing it will show "
- "a file dialog for picking the path."
- msgstr ""
- "Sugiere que una propiedad string es una ruta de acceso a un directorio. Al "
- "editarla se mostrará un diálogo de archivo para elegir la ruta."
- #: doc/classes/@GlobalScope.xml
- msgid ""
- "Hints that a string property is an absolute path to a file outside the "
- "project folder. Editing it will show a file dialog for picking the path. The "
- "hint string can be a set of filters with wildcards like [code]\"*.png,*."
- "jpg\"[/code]."
- msgstr ""
- "Sugiere que una propiedad string es una ruta absoluta a un archivo fuera de "
- "la carpeta del proyecto. Al editarla se mostrará un diálogo de archivo para "
- "elegir la ruta. La cadena de pistas puede ser un conjunto de filtros con "
- "comodines como [code]\"*.png,*.jpg\"[/code]."
- #: doc/classes/@GlobalScope.xml
- msgid ""
- "Hints that a string property is an absolute path to a directory outside the "
- "project folder. Editing it will show a file dialog for picking the path."
- msgstr ""
- "Sugiere que una propiedad string es una ruta absoluta a un directorio fuera "
- "de la carpeta del proyecto. Al editarla se mostrará un diálogo de archivo "
- "para elegir la ruta."
- #: doc/classes/@GlobalScope.xml
- #, fuzzy
- msgid ""
- "Hints that a property is an instance of a [Resource]-derived type, "
- "optionally specified via the hint string (e.g. [code]\"Texture\"[/code]). "
- "Editing it will show a popup menu of valid resource types to instantiate."
- msgstr ""
- "Sugiere que una propiedad es una instancia de un tipo derivado de "
- "[Resource], opcionalmente especificado a través de la string de sugerencias "
- "(por ejemplo, [code]\"Texture2D\"[/code]). Al editarla se mostrará un menú "
- "emergente de tipos de recursos válidos para instanciar."
- #: doc/classes/@GlobalScope.xml
- msgid ""
- "Hints that a string property is text with line breaks. Editing it will show "
- "a text input field where line breaks can be typed."
- msgstr ""
- "Sugiere que una propiedad string es texto con saltos de línea. Al editarla "
- "se mostrará un campo de entrada de texto donde se pueden escribir saltos de "
- "línea."
- #: doc/classes/@GlobalScope.xml
- msgid ""
- "Hints that a string property should have a placeholder text visible on its "
- "input field, whenever the property is empty. The hint string is the "
- "placeholder text to use."
- msgstr ""
- "Sugiere que una propiedad string debe tener un texto de visible en su campo "
- "de entrada(placeholder, siempre que la propiedad esté vacía. La string de "
- "sugerencia es el texto a utilizar."
- #: doc/classes/@GlobalScope.xml
- msgid ""
- "Hints that a color property should be edited without changing its alpha "
- "component, i.e. only R, G and B channels are edited."
- msgstr ""
- "Sugiere que una propiedad de color debe ser editada sin cambiar su "
- "componente alfa, es decir, sólo se editan los canales R, G y B."
- #: doc/classes/@GlobalScope.xml
- msgid "Hints that an image is compressed using lossy compression."
- msgstr "Sugiere que una imagen es comprimida usando compresión con pérdida."
- #: doc/classes/@GlobalScope.xml
- msgid "Hints that an image is compressed using lossless compression."
- msgstr "Sugiere que una imagen se comprime usando una compresión sin pérdidas."
- #: doc/classes/@GlobalScope.xml
- msgid ""
- "Hint that a property represents a particular type. If a property is "
- "[constant TYPE_STRING], allows to set a type from the create dialog. If you "
- "need to create an [Array] to contain elements of a specific type, the "
- "[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
- "and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
- "[codeblock]\n"
- "hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
- "hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
- "of floats.\n"
- "hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
- "resources.\n"
- "hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
- "# Two-dimensional array of resources.\n"
- "[/codeblock]\n"
- "[b]Note:[/b] The final colon is required to specify for properly detecting "
- "built-in types."
- msgstr ""
- #: doc/classes/@GlobalScope.xml
- msgid "The property is serialized and saved in the scene file (default)."
- msgstr ""
- "La propiedad se serializa y se guarda en el archivo de la escena (por "
- "defecto)."
- #: doc/classes/@GlobalScope.xml
- msgid "The property is shown in the editor inspector (default)."
- msgstr "La propiedad se muestra en el inspector de edición (por defecto). ."
- #: doc/classes/@GlobalScope.xml
- msgid "Deprecated usage flag, unused."
- msgstr "Bit de uso obsoleto, sin uso."
- #: doc/classes/@GlobalScope.xml
- msgid "The property can be checked in the editor inspector."
- msgstr "La propiedad se puede comprobar en el inspector de edición."
- #: doc/classes/@GlobalScope.xml
- msgid "The property is checked in the editor inspector."
- msgstr "La propiedad se comprueba en el inspector de edición."
- #: doc/classes/@GlobalScope.xml
- msgid "The property is a translatable string."
- msgstr "La propiedad es una string traducible."
- #: doc/classes/@GlobalScope.xml
- #, fuzzy
- msgid "Used to group properties together in the editor. See [EditorInspector]."
- msgstr "Se utiliza para agrupar las propiedades en el editor."
- #: doc/classes/@GlobalScope.xml
- msgid "Used to categorize properties together in the editor."
- msgstr "Se usa para categorizar las propiedades juntas en el editor."
- #: doc/classes/@GlobalScope.xml
- msgid "The property does not save its state in [PackedScene]."
- msgstr "La propiedad no guarda su estado en [PackedScene]."
- #: doc/classes/@GlobalScope.xml
- msgid "Editing the property prompts the user for restarting the editor."
- msgstr ""
- "Al editar la propiedad, el usuario debe reiniciar el editor para que el "
- "cambio tenga efecto."
- #: doc/classes/@GlobalScope.xml
- msgid ""
- "The property is a script variable which should be serialized and saved in "
- "the scene file."
- msgstr ""
- "La propiedad es un script variable que debe ser serializado y guardado en el "
- "archivo de la escena."
- #: doc/classes/@GlobalScope.xml
- msgid "Default usage (storage, editor and network)."
- msgstr "Uso por defecto (almacenamiento, editor y red)."
- #: doc/classes/@GlobalScope.xml
- msgid ""
- "Default usage for translatable strings (storage, editor, network and "
- "internationalized)."
- msgstr ""
- "Uso por defecto de las strings traducibles (almacenamiento, editor, red e "
- "internacionalización)."
- #: doc/classes/@GlobalScope.xml
- msgid ""
- "Default usage but without showing the property in the editor (storage, "
- "network)."
- msgstr ""
- "Uso por defecto pero sin mostrar la propiedad en el editor (almacenamiento, "
- "red)."
- #: doc/classes/@GlobalScope.xml
- msgid "Flag for a normal method."
- msgstr "Flag para un método normal."
- #: doc/classes/@GlobalScope.xml
- msgid "Flag for an editor method."
- msgstr "Flag para un método editor."
- #: doc/classes/@GlobalScope.xml
- msgid "Deprecated method flag, unused."
- msgstr "Flag método obsoleto, sin uso."
- #: doc/classes/@GlobalScope.xml
- msgid "Flag for a constant method."
- msgstr "Flag para un método constante."
- #: doc/classes/@GlobalScope.xml
- msgid "Flag for a virtual method."
- msgstr "Flag para un método virtual."
- #: doc/classes/@GlobalScope.xml
- msgid "Default method flags."
- msgstr "Método por defecto flags."
- #: doc/classes/@GlobalScope.xml
- msgid "Variable is [code]null[/code]."
- msgstr "La variable es [code]null[/code]."
- #: doc/classes/@GlobalScope.xml
- msgid "Variable is of type [bool]."
- msgstr "La variable es de tipo [bool]."
- #: doc/classes/@GlobalScope.xml
- msgid "Variable is of type [int]."
- msgstr "La variable es de tipo [int]."
- #: doc/classes/@GlobalScope.xml
- msgid "Variable is of type [float] (real)."
- msgstr "La variable es de tipo [float](real)."
- #: doc/classes/@GlobalScope.xml
- msgid "Variable is of type [String]."
- msgstr "La variable es de tipo [String]."
- #: doc/classes/@GlobalScope.xml
- msgid "Variable is of type [Vector2]."
- msgstr "La variable es de tipo [Vector2]."
- #: doc/classes/@GlobalScope.xml
- msgid "Variable is of type [Rect2]."
- msgstr "La variable es de tipo [Rect2]."
- #: doc/classes/@GlobalScope.xml
- msgid "Variable is of type [Vector3]."
- msgstr "La variable es de tipo [Vector3]."
- #: doc/classes/@GlobalScope.xml
- msgid "Variable is of type [Transform2D]."
- msgstr "La variable es de tipo [Transform2D]."
- #: doc/classes/@GlobalScope.xml
- msgid "Variable is of type [Plane]."
- msgstr "La variable es de tipo [Plane]."
- #: doc/classes/@GlobalScope.xml
- msgid "Variable is of type [Quat]."
- msgstr "La variable es de tipo [Quat]."
- #: doc/classes/@GlobalScope.xml
- msgid "Variable is of type [AABB]."
- msgstr "La variable es de tipo [AABB]."
- #: doc/classes/@GlobalScope.xml
- msgid "Variable is of type [Basis]."
- msgstr "La variable es de tipo [Basis]."
- #: doc/classes/@GlobalScope.xml
- msgid "Variable is of type [Transform]."
- msgstr "La variable es de tipo [Transform]."
- #: doc/classes/@GlobalScope.xml
- msgid "Variable is of type [Color]."
- msgstr "La variable es de tipo [Color]."
- #: doc/classes/@GlobalScope.xml
- msgid "Variable is of type [NodePath]."
- msgstr "La variable es de tipo [NodePath]."
- #: doc/classes/@GlobalScope.xml
- msgid "Variable is of type [RID]."
- msgstr "La variable es de tipo [RID]."
- #: doc/classes/@GlobalScope.xml
- msgid "Variable is of type [Object]."
- msgstr "La variable es de tipo [Object]."
- #: doc/classes/@GlobalScope.xml
- msgid "Variable is of type [Dictionary]."
- msgstr "La variable es de tipo [Dictionary]."
- #: doc/classes/@GlobalScope.xml
- msgid "Variable is of type [Array]."
- msgstr "La variable es de tipo [Array]."
- #: doc/classes/@GlobalScope.xml
- #, fuzzy
- msgid "Variable is of type [PoolByteArray]."
- msgstr "La variable es de tipo [PackedByteArray]."
- #: doc/classes/@GlobalScope.xml
- #, fuzzy
- msgid "Variable is of type [PoolIntArray]."
- msgstr "La variable es de tipo [Array]."
- #: doc/classes/@GlobalScope.xml
- #, fuzzy
- msgid "Variable is of type [PoolRealArray]."
- msgstr "La variable es de tipo [Array]."
- #: doc/classes/@GlobalScope.xml
- #, fuzzy
- msgid "Variable is of type [PoolStringArray]."
- msgstr "La variable es de tipo [PackedStringArray]."
- #: doc/classes/@GlobalScope.xml
- #, fuzzy
- msgid "Variable is of type [PoolVector2Array]."
- msgstr "La variable es de tipo [PackedVector2Array]."
- #: doc/classes/@GlobalScope.xml
- #, fuzzy
- msgid "Variable is of type [PoolVector3Array]."
- msgstr "La variable es de tipo [PackedVector3Array]."
- #: doc/classes/@GlobalScope.xml
- #, fuzzy
- msgid "Variable is of type [PoolColorArray]."
- msgstr "La variable es de tipo [PackedColorArray]."
- #: doc/classes/@GlobalScope.xml
- msgid "Represents the size of the [enum Variant.Type] enum."
- msgstr "Representa el tamaño del enum [enum Variant.Type]."
- #: doc/classes/@GlobalScope.xml
- msgid "Equality operator ([code]==[/code])."
- msgstr "Operador de igualdad ([code]==[/code])."
- #: doc/classes/@GlobalScope.xml
- msgid "Inequality operator ([code]!=[/code])."
- msgstr "Operador desigualdad ([code]!=[/code])."
- #: doc/classes/@GlobalScope.xml
- msgid "Less than operator ([code]<[/code])."
- msgstr "Operador menor que ([code]<[/code])."
- #: doc/classes/@GlobalScope.xml
- msgid "Less than or equal operator ([code]<=[/code])."
- msgstr "Operador menor o igual que ([code]<=[/code])."
- #: doc/classes/@GlobalScope.xml
- msgid "Greater than operator ([code]>[/code])."
- msgstr "Operador mayor que ([code]>[/code])."
- #: doc/classes/@GlobalScope.xml
- msgid "Greater than or equal operator ([code]>=[/code])."
- msgstr "Operador igual o mayor que ([code]>=[/code])."
- #: doc/classes/@GlobalScope.xml
- msgid "Addition operator ([code]+[/code])."
- msgstr "Operador suma ([code]+[/code])."
- #: doc/classes/@GlobalScope.xml
- msgid "Subtraction operator ([code]-[/code])."
- msgstr "Operador resta ([code]-[/code])."
- #: doc/classes/@GlobalScope.xml
- msgid "Multiplication operator ([code]*[/code])."
- msgstr "Operador multiplicación ([code]*[/code])."
- #: doc/classes/@GlobalScope.xml
- msgid "Division operator ([code]/[/code])."
- msgstr "Operador división ([code]/[/code])."
- #: doc/classes/@GlobalScope.xml
- msgid "Unary negation operator ([code]-[/code])."
- msgstr "Operador unario de negación ([code]-[/code]."
- #: doc/classes/@GlobalScope.xml
- msgid "Unary plus operator ([code]+[/code])."
- msgstr "Operador unario de suma ([code]+[/code])."
- #: doc/classes/@GlobalScope.xml
- msgid "Remainder/modulo operator ([code]%[/code])."
- msgstr "Operador modulo/resto ([code]%[/code])."
- #: doc/classes/@GlobalScope.xml
- msgid "String concatenation operator ([code]+[/code])."
- msgstr "Operador concatenación de strings ([code]+[/code])."
- #: doc/classes/@GlobalScope.xml
- msgid "Left shift operator ([code]<<[/code])."
- msgstr "Operador de desplazamiento binario izquierdo ([code]<<[/code])."
- #: doc/classes/@GlobalScope.xml
- msgid "Right shift operator ([code]>>[/code])."
- msgstr "Operador de desplazamiento binario derecho ([code]>>[/code])."
- #: doc/classes/@GlobalScope.xml
- msgid "Bitwise AND operator ([code]&[/code])."
- msgstr "Operador binario AND ([code]&[/code])."
- #: doc/classes/@GlobalScope.xml
- msgid "Bitwise OR operator ([code]|[/code])."
- msgstr "Operador binario OR ([code]|[/code])."
- #: doc/classes/@GlobalScope.xml
- msgid "Bitwise XOR operator ([code]^[/code])."
- msgstr "Operador binario XOR ([code]^[/code])."
- #: doc/classes/@GlobalScope.xml
- msgid "Bitwise NOT operator ([code]~[/code])."
- msgstr "Operador binario NOT ([code]~[/code])."
- #: doc/classes/@GlobalScope.xml
- msgid "Logical AND operator ([code]and[/code] or [code]&&[/code])."
- msgstr "Operador AND lógico ([code]and[/code] o [code]&&[/code])."
- #: doc/classes/@GlobalScope.xml
- msgid "Logical OR operator ([code]or[/code] or [code]||[/code])."
- msgstr "Operador OR lógico ([code]or[/code] o [code]||[/code])."
- #: doc/classes/@GlobalScope.xml
- msgid "Logical XOR operator (not implemented in GDScript)."
- msgstr "Operador XOR lógico ( no implementado en GDScript)."
- #: doc/classes/@GlobalScope.xml
- msgid "Logical NOT operator ([code]not[/code] or [code]![/code])."
- msgstr "Operador NOT lógico ([code]NOT[/code] o [code]![/code])."
- #: doc/classes/@GlobalScope.xml
- msgid "Logical IN operator ([code]in[/code])."
- msgstr "Operador lógico In ([code]in[/code])."
- #: doc/classes/@GlobalScope.xml
- msgid "Represents the size of the [enum Variant.Operator] enum."
- msgstr "Representa el tamaño del enum [enum Variant.Operator]."
- #: doc/classes/AABB.xml
- msgid "Axis-Aligned Bounding Box."
- msgstr "Caja bordeada alineada con el eje."
- #: doc/classes/AABB.xml
- #, fuzzy
- msgid ""
- "[AABB] consists of a position, a size, and several utility functions. It is "
- "typically used for fast overlap tests.\n"
- "It uses floating-point coordinates. The 2D counterpart to [AABB] is "
- "[Rect2].\n"
- "[b]Note:[/b] Unlike [Rect2], [AABB] does not have a variant that uses "
- "integer coordinates."
- msgstr ""
- "[Rect2] consta de una posición, un tamaño y varias funciones de utilidad. Se "
- "utiliza típicamente para pruebas de superposición rápida.\n"
- "Utiliza coordenadas reales."
- #: doc/classes/AABB.xml doc/classes/Basis.xml doc/classes/Rect2.xml
- #: doc/classes/Transform.xml doc/classes/Transform2D.xml
- #: doc/classes/Vector2.xml doc/classes/Vector3.xml
- msgid "Math tutorial index"
- msgstr ""
- #: doc/classes/AABB.xml doc/classes/Rect2.xml doc/classes/Vector2.xml
- #: doc/classes/Vector3.xml
- #, fuzzy
- msgid "Vector math"
- msgstr "Vector utilizado para las matemáticas 2D usando coordenadas enteras."
- #: doc/classes/AABB.xml doc/classes/Rect2.xml doc/classes/Vector2.xml
- #: doc/classes/Vector3.xml
- msgid "Advanced vector math"
- msgstr ""
- #: doc/classes/AABB.xml
- msgid "Constructs an [AABB] from a position and size."
- msgstr "Construye un [AABB] a partir de una posición y un tamaño."
- #: doc/classes/AABB.xml
- msgid ""
- "Returns an AABB with equivalent position and size, modified so that the most-"
- "negative corner is the origin and the size is positive."
- msgstr ""
- "Devuelve un AABB con posición y tamaño equivalentes, modificado para que la "
- "esquina más negativa sea el origen y el tamaño sea positivo."
- #: doc/classes/AABB.xml
- msgid ""
- "Returns [code]true[/code] if this [AABB] completely encloses another one."
- msgstr ""
- "Devuelve [code]true[/code] si este [AABB] contiene completamente a otro."
- #: doc/classes/AABB.xml
- #, fuzzy
- msgid ""
- "Returns a copy of this [AABB] expanded to include a given point.\n"
- "[b]Example:[/b]\n"
- "[codeblock]\n"
- "# position (-3, 2, 0), size (1, 1, 1)\n"
- "var box = AABB(Vector3(-3, 2, 0), Vector3(1, 1, 1))\n"
- "# position (-3, -1, 0), size (3, 4, 2), so we fit both the original AABB and "
- "Vector3(0, -1, 2)\n"
- "var box2 = box.expand(Vector3(0, -1, 2))\n"
- "[/codeblock]"
- msgstr ""
- "Devuelve una copia de este [AABB] expandido para incluir un punto dado.\n"
- "[b]Ejemplo:[/b]\n"
- "[codeblock]\n"
- "# posición (-3, 2, 0), tamaño (1, 1, 1)\n"
- "var box = AABB(Vector3(-3, 2, 0), Vector3(1, 1, 1))\n"
- "# posición (-3, -1, 0), tamaño (3, 4, 2), de manera que ajustamos tanto el "
- "AABB original como el Vector3(0, -1, 2)\n"
- "var box2 = box.expand(Vector3(0, -1, 2))\n"
- "[/codeblock]"
- #: doc/classes/AABB.xml
- msgid "Returns the volume of the [AABB]."
- msgstr "Devuelve el volumen del [AABB]."
- #: doc/classes/AABB.xml
- #, fuzzy
- msgid ""
- "Returns the center of the [AABB], which is equal to [member position] + "
- "([member size] / 2)."
- msgstr ""
- "Devuelve el centro del [AABB], el cual es igual a [member position] + "
- "([member size] / 2)."
- #: doc/classes/AABB.xml
- msgid "Gets the position of the 8 endpoints of the [AABB] in space."
- msgstr "Obtiene la posición de los 8 puntos finales del [AABB] en el espacio."
- #: doc/classes/AABB.xml
- msgid "Returns the normalized longest axis of the [AABB]."
- msgstr "Devuelve el eje más largo normalizado del [AABB]."
- #: doc/classes/AABB.xml
- msgid ""
- "Returns the index of the longest axis of the [AABB] (according to "
- "[Vector3]'s [code]AXIS_*[/code] constants)."
- msgstr ""
- "Devuelve el indice del eje mas grande de [AABB] (segun la constante "
- "[Vector3] [code]AXIS_*[/code])."
- #: doc/classes/AABB.xml
- msgid "Returns the scalar length of the longest axis of the [AABB]."
- msgstr "Devuelve la longitud escalar del eje más largo del [AABB]."
- #: doc/classes/AABB.xml
- msgid "Returns the normalized shortest axis of the [AABB]."
- msgstr "Devuelve el eje más corto normalizado de la [AABB]."
- #: doc/classes/AABB.xml
- msgid ""
- "Returns the index of the shortest axis of the [AABB] (according to "
- "[Vector3]::AXIS* enum)."
- msgstr ""
- "Devuelve el índice del eje más corto del [AABB] (según el enumerado "
- "[Vector3]::AXIS* )."
- #: doc/classes/AABB.xml
- msgid "Returns the scalar length of the shortest axis of the [AABB]."
- msgstr "Devuelve la longitud escalar del eje más corto del [AABB]."
- #: doc/classes/AABB.xml
- msgid ""
- "Returns the support point in a given direction. This is useful for collision "
- "detection algorithms."
- msgstr ""
- "Devuelve el punto de apoyo en una dirección determinada. Esto es útil para "
- "los algoritmos de detección de colisiones."
- #: doc/classes/AABB.xml
- msgid ""
- "Returns a copy of the [AABB] grown a given amount of units towards all the "
- "sides."
- msgstr ""
- "Devuelve una copia de la [AABB] crecida una cantidad dada de unidades hacia "
- "todos los lados."
- #: doc/classes/AABB.xml
- msgid "Returns [code]true[/code] if the [AABB] is flat or empty."
- msgstr "Devuelve [code]true[/code] si el [AABB] es plano o vacío."
- #: doc/classes/AABB.xml
- msgid "Returns [code]true[/code] if the [AABB] is empty."
- msgstr "Devuelve [code]true[/code] si el [AABB] está vacío."
- #: doc/classes/AABB.xml
- msgid "Returns [code]true[/code] if the [AABB] contains a point."
- msgstr "Devuelve [code]true[/code] si el [AABB] contiene un punto."
- #: doc/classes/AABB.xml
- msgid ""
- "Returns the intersection between two [AABB]. An empty AABB (size 0,0,0) is "
- "returned on failure."
- msgstr ""
- "Devuelve la intersección entre dos [AABB]. Un AABB vacío (tamaño 0,0,0) se "
- "devuelve al fallar."
- #: doc/classes/AABB.xml
- msgid "Returns [code]true[/code] if the [AABB] overlaps with another."
- msgstr "Devuelve [code]true[/code] si el [AABB] se solapa con otro."
- #: doc/classes/AABB.xml
- msgid "Returns [code]true[/code] if the [AABB] is on both sides of a plane."
- msgstr ""
- "Devuelve [code]true[/code] si el [AABB] está a ambos lados de un plano."
- #: doc/classes/AABB.xml
- msgid ""
- "Returns [code]true[/code] if the [AABB] intersects the line segment between "
- "[code]from[/code] and [code]to[/code]."
- msgstr ""
- "Devuelve [code]true[/code] si el [AABB] intersecta el segmento de línea "
- "entre [code]from[/code] y [code]to[/code]."
- #: doc/classes/AABB.xml
- msgid ""
- "Returns [code]true[/code] if this [AABB] and [code]aabb[/code] are "
- "approximately equal, by calling [method @GDScript.is_equal_approx] on each "
- "component."
- msgstr ""
- "Devuelve [code]true[/code] si este [AABB] y [code]aabb[/code] son "
- "aproximadamente iguales, llamando al [method @GDScript.is_equal_approx] en "
- "cada componente."
- #: doc/classes/AABB.xml
- msgid ""
- "Returns a larger [AABB] that contains both this [AABB] and [code]with[/code]."
- msgstr ""
- "Devuelve un [AABB] más grande que contiene tanto este [AABB] como el "
- "[code]with[/code]."
- #: doc/classes/AABB.xml doc/classes/Rect2.xml
- msgid ""
- "Ending corner. This is calculated as [code]position + size[/code]. Setting "
- "this value will change the size."
- msgstr ""
- "Esquina final. Esto se calcula como [code]position + size[/code]. Cambiar "
- "esta propiedad cambia el tamaño."
- #: doc/classes/AABB.xml doc/classes/Rect2.xml
- msgid "Beginning corner. Typically has values lower than [member end]."
- msgstr ""
- "Esquina de inicio. Normalmente tiene valores inferiores a [member end]."
- #: doc/classes/AABB.xml doc/classes/Rect2.xml
- #, fuzzy
- msgid ""
- "Size from [member position] to [member end]. Typically, all components are "
- "positive.\n"
- "If the size is negative, you can use [method abs] to fix it."
- msgstr ""
- "Tamaño desde [member position] hasta [member end]. Típicamente todos los "
- "componentes son positivos.\n"
- "Si el tamaño es negativo, puedes usar [method abs] para fijarlo."
- #: doc/classes/AcceptDialog.xml
- msgid "Base dialog for user notification."
- msgstr "Diálogo base para la notificación al usuario."
- #: doc/classes/AcceptDialog.xml
- msgid ""
- "This dialog is useful for small notifications to the user about an event. It "
- "can only be accepted or closed, with the same result."
- msgstr ""
- "Este cuadro de diálogo es útil para pequeñas notificaciones al usuario sobre "
- "un evento. Sólo puede ser aceptado o cerrado, devolviendo el mismo resultado."
- #: doc/classes/AcceptDialog.xml
- #, fuzzy
- msgid ""
- "Adds a button with label [code]text[/code] and a custom [code]action[/code] "
- "to the dialog and returns the created button. [code]action[/code] will be "
- "passed to the [signal custom_action] signal when pressed.\n"
- "If [code]true[/code], [code]right[/code] will place the button to the right "
- "of any sibling buttons.\n"
- "You can use [method remove_button] method to remove a button created with "
- "this method from the dialog."
- msgstr ""
- "Añade un botón con la etiqueta [code]text[/code] y una [code]action[/code] "
- "personalizada al diálogo y devuelve el botón creado. [code]action[/code] se "
- "pasará a la señal [signal custom_action] cuando sea pulsado.\n"
- "Si [code]true[/code], [code]right[/code] colocará el botón a la derecha de "
- "cualquier botón hermano."
- #: doc/classes/AcceptDialog.xml
- #, fuzzy
- msgid ""
- "Adds a button with label [code]name[/code] and a cancel action to the dialog "
- "and returns the created button.\n"
- "You can use [method remove_button] method to remove a button created with "
- "this method from the dialog."
- msgstr ""
- "Añade un botón con la etiqueta [code]name[/code] y una acción de cancelación "
- "al diálogo y devuelve el botón creado."
- #: doc/classes/AcceptDialog.xml
- #, fuzzy
- msgid ""
- "Returns the label used for built-in text.\n"
- "[b]Warning:[/b] This is a required internal node, removing and freeing it "
- "may cause a crash. If you wish to hide it or any of its children, use their "
- "[member CanvasItem.visible] property."
- msgstr ""
- "Devuelve la etiqueta utilizada por un texto integrado.\n"
- "[b]Aviso:[/b] Este es un Nodo Interno requerido, removerlo o liberarlo puede "
- "resultar en un colapso. Si deseas ocultarlo o cualquiera de sus Hijos, usa "
- "la propiedad [member CanvasItem.visible]."
- #: doc/classes/AcceptDialog.xml
- msgid ""
- "Returns the OK [Button] instance.\n"
- "[b]Warning:[/b] This is a required internal node, removing and freeing it "
- "may cause a crash. If you wish to hide it or any of its children, use their "
- "[member CanvasItem.visible] property."
- msgstr ""
- "Retorna la instancia de el [Button] aceptar. \n"
- "[b]Warning:[/b] Esto es un nodo interno requerido, removerlo y liberarlo "
- "podría causar un crasheo. Si deseas esconder este o alguno de sus hijos, "
- "utiliza su propiedad [member CanvasItem.visible]."
- #: doc/classes/AcceptDialog.xml
- msgid ""
- "Registers a [LineEdit] in the dialog. When the enter key is pressed, the "
- "dialog will be accepted."
- msgstr ""
- "Registra un [LineEdit] en el diálogo. Cuando se pulsa la tecla intro, el "
- "diálogo se acepta."
- #: doc/classes/AcceptDialog.xml
- msgid ""
- "Removes the [code]button[/code] from the dialog. Does NOT free the "
- "[code]button[/code]. The [code]button[/code] must be a [Button] added with "
- "[method add_button] or [method add_cancel] method. After removal, pressing "
- "the [code]button[/code] will no longer emit this dialog's [signal "
- "custom_action] signal or cancel this dialog."
- msgstr ""
- #: doc/classes/AcceptDialog.xml
- msgid "Sets autowrapping for the text in the dialog."
- msgstr "El texto se expande automáticamente en el diálogo."
- #: doc/classes/AcceptDialog.xml
- msgid ""
- "If [code]true[/code], the dialog is hidden when the OK button is pressed. "
- "You can set it to [code]false[/code] if you want to do e.g. input validation "
- "when receiving the [signal confirmed] signal, and handle hiding the dialog "
- "in your own logic.\n"
- "[b]Note:[/b] Some nodes derived from this class can have a different default "
- "value, and potentially their own built-in logic overriding this setting. For "
- "example [FileDialog] defaults to [code]false[/code], and has its own input "
- "validation code that is called when you press OK, which eventually hides the "
- "dialog if the input is valid. As such, this property can't be used in "
- "[FileDialog] to disable hiding the dialog when pressing OK."
- msgstr ""
- "Si [code]true[/code], el diálogo se oculta cuando se pulsa el botón OK. "
- "Puedes ajustarlo a [code]false[/code] si quieres hacer, por ejemplo, la "
- "validación de entrada al recibir la señal [signal confirmed], y manejar el "
- "ocultamiento del diálogo en tu propia lógica.\n"
- "[b]Nota:[/b] Algunos nodos derivados de esta clase pueden tener un valor por "
- "defecto diferente, y potencialmente su propia lógica incorporada anulando "
- "este ajuste. Por ejemplo, [FileDialog] tiene por defecto [code]false[/code], "
- "y tiene su propio código de validación de entrada que se llama al pulsar OK, "
- "que eventualmente oculta el diálogo si la entrada es válida. Como tal, esta "
- "propiedad no puede ser usada en [FileDialog] para deshabilitar la ocultación "
- "del diálogo cuando se presiona OK."
- #: doc/classes/AcceptDialog.xml
- msgid "The text displayed by the dialog."
- msgstr "El texto mostrado en el diálogo."
- #: doc/classes/AcceptDialog.xml
- msgid "Emitted when the dialog is accepted, i.e. the OK button is pressed."
- msgstr "Se emite cuando se acepta el diálogo, es decir, se pulsa el botón OK."
- #: doc/classes/AcceptDialog.xml
- msgid "Emitted when a custom button is pressed. See [method add_button]."
- msgstr ""
- "Se emite cuando se presiona un botón personalizado. Ver [method add_button]."
- #: doc/classes/AESContext.xml
- msgid "Interface to low level AES encryption features."
- msgstr "Interfaz para las características de encriptación AES de bajo nivel."
- #: doc/classes/AESContext.xml
- msgid ""
- "This class provides access to AES encryption/decryption of raw data. Both "
- "AES-ECB and AES-CBC mode are supported.\n"
- "[codeblock]\n"
- "extends Node\n"
- "\n"
- "var aes = AESContext.new()\n"
- "\n"
- "func _ready():\n"
- " var key = \"My secret key!!!\" # Key must be either 16 or 32 bytes.\n"
- " var data = \"My secret text!!\" # Data size must be multiple of 16 "
- "bytes, apply padding if needed.\n"
- " # Encrypt ECB\n"
- " aes.start(AESContext.MODE_ECB_ENCRYPT, key.to_utf8())\n"
- " var encrypted = aes.update(data.to_utf8())\n"
- " aes.finish()\n"
- " # Decrypt ECB\n"
- " aes.start(AESContext.MODE_ECB_DECRYPT, key.to_utf8())\n"
- " var decrypted = aes.update(encrypted)\n"
- " aes.finish()\n"
- " # Check ECB\n"
- " assert(decrypted == data.to_utf8())\n"
- "\n"
- " var iv = \"My secret iv!!!!\" # IV must be of exactly 16 bytes.\n"
- " # Encrypt CBC\n"
- " aes.start(AESContext.MODE_CBC_ENCRYPT, key.to_utf8(), iv.to_utf8())\n"
- " encrypted = aes.update(data.to_utf8())\n"
- " aes.finish()\n"
- " # Decrypt CBC\n"
- " aes.start(AESContext.MODE_CBC_DECRYPT, key.to_utf8(), iv.to_utf8())\n"
- " decrypted = aes.update(encrypted)\n"
- " aes.finish()\n"
- " # Check CBC\n"
- " assert(decrypted == data.to_utf8())\n"
- "[/codeblock]"
- msgstr ""
- "Esta clase proporciona acceso a la cifrado/descifrado AES de los datos en "
- "bruto. Tanto el modo AES-ECB como el AES-CBC están soportados.\n"
- "[codeblock]\n"
- "extends Node\n"
- "\n"
- "var aes = AESContext.new()\n"
- "\n"
- "func _ready():\n"
- " var clave = \"Mi clave secreta\" # La clave debe ser de 16 o 32 bytes. "
- "(1 byte = 1 char) normalmdlkd\n"
- " var datos = \"Mi texto secreto\" # El tamaño de datos debe ser multiplo "
- "de 16, ponga algún relleno para completar de ser necesario.\n"
- " # Cifraro en modo ECB\n"
- " aes.start(AESContext.MODE_ECB_ENCRYPT, clave.to_utf8())\n"
- " var textocifrado = aes.update(datos.to_utf8())\n"
- " aes.finish()\n"
- " # Descifrar en modo ECB\n"
- " aes.start(AESContext.MODE_ECB_DECRYPT, clave.to_utf8())\n"
- " var textoplano = aes.update(textocifrado)\n"
- " aes.finish()\n"
- " # Comprobar ECB\n"
- " assert(textoplano == datos.to_utf8())\n"
- "\n"
- " var iv = \"Mi secreto iv!!!\" # IV debe ser de tamaño 16 bytes.\n"
- " # Cifrado en modo CBC\n"
- " aes.start(AESContext.MODE_CBC_ENCRYPT, clave.to_utf8(), iv.to_utf8())\n"
- " textocifrado = aes.update(datos.to_utf8())\n"
- " aes.finish()\n"
- " # Descifrar en modo CBC\n"
- " aes.start(AESContext.MODE_CBC_DECRYPT, clave.to_utf8(), iv.to_utf8())\n"
- " textoplano = aes.update(textocifrado)\n"
- " aes.finish()\n"
- " # Comprobar CBC\n"
- " assert(textoplano == datos.to_utf8())\n"
- "[/codeblock]"
- #: doc/classes/AESContext.xml
- msgid "Close this AES context so it can be started again. See [method start]."
- msgstr ""
- "Cerrar este contexto AES para que pueda ser iniciado de nuevo. Ver [method "
- "start]."
- #: doc/classes/AESContext.xml
- #, fuzzy
- msgid ""
- "Get the current IV state for this context (IV gets updated when calling "
- "[method update]). You normally don't need this function.\n"
- "[b]Note:[/b] This function only makes sense when the context is started with "
- "[constant MODE_CBC_ENCRYPT] or [constant MODE_CBC_DECRYPT]."
- msgstr ""
- "Obtener el estado actual de la IV para este contexto (la IV se actualiza "
- "cuando se llama a [method update]). Normalmente no necesitas este función.\n"
- "Nota: Esta función sólo tiene sentido cuando el contexto se inicia con "
- "[constant MODE_CBC_ENCRYPT] o [constant MODE_CBC_DECRYPT]."
- #: doc/classes/AESContext.xml
- msgid ""
- "Start the AES context in the given [code]mode[/code]. A [code]key[/code] of "
- "either 16 or 32 bytes must always be provided, while an [code]iv[/code] "
- "(initialization vector) of exactly 16 bytes, is only needed when [code]mode[/"
- "code] is either [constant MODE_CBC_ENCRYPT] or [constant MODE_CBC_DECRYPT]."
- msgstr ""
- "Inicia el contexto AES en el [code]mode[/code]. Siempre debe proporcionarse "
- "un [code]key[/code] de 16 o 32 bytes, mientras que un [code]iv[/code] "
- "(vector de inicialización) de exactamente 16 bytes, sólo se necesitará "
- "cuando el [code]mode[/code] es o bien [constant MODE_CBC_ENCRYPT] o bien "
- "[constant MODE_CBC_DECRYPT]."
- #: doc/classes/AESContext.xml
- msgid ""
- "Run the desired operation for this AES context. Will return a "
- "[PoolByteArray] containing the result of encrypting (or decrypting) the "
- "given [code]src[/code]. See [method start] for mode of operation.\n"
- "[b]Note:[/b] The size of [code]src[/code] must be a multiple of 16. Apply "
- "some padding if needed."
- msgstr ""
- "Ejecute la operación deseada para este contexto de AES. Devolverá un "
- "[PoolByteArray] que contiene el resultado de cifrar (o descifrar) el "
- "[code]src[/code] dado. Consulte [method start] para conocer el modo de "
- "operación.\n"
- "[b]Nota:[/b] El tamaño de [code]src[/code] debe ser un múltiplo de 16. "
- "Aplique algo de relleno si fuera necesario."
- #: doc/classes/AESContext.xml
- msgid "AES electronic codebook encryption mode."
- msgstr "Modo encripción AES electronic codebook(ECB)."
- #: doc/classes/AESContext.xml
- msgid "AES electronic codebook decryption mode."
- msgstr "Modo desencripción AES electronic codebook(ECB)."
- #: doc/classes/AESContext.xml
- msgid "AES cipher blocker chaining encryption mode."
- msgstr "Modo encripción AES cipher blocker chaining (CBC)."
- #: doc/classes/AESContext.xml
- msgid "AES cipher blocker chaining decryption mode."
- msgstr "Modo desencripción AES cipher blocker chaining (CBC)."
- #: doc/classes/AESContext.xml
- msgid "Maximum value for the mode enum."
- msgstr "Valor máximo para el modo enum."
- #: doc/classes/AnimatedSprite.xml
- #, fuzzy
- msgid ""
- "Sprite node that contains multiple textures as frames to play for animation."
- msgstr "Nodo Sprite que puede usar múltiples texturas para la animación."
- #: doc/classes/AnimatedSprite.xml
- msgid ""
- "[AnimatedSprite] is similar to the [Sprite] node, except it carries multiple "
- "textures as animation frames. Animations are created using a [SpriteFrames] "
- "resource, which allows you to import image files (or a folder containing "
- "said files) to provide the animation frames for the sprite. The "
- "[SpriteFrames] resource can be configured in the editor via the SpriteFrames "
- "bottom panel.\n"
- "[b]Note:[/b] You can associate a set of normal or specular maps by creating "
- "additional [SpriteFrames] resources with a [code]_normal[/code] or "
- "[code]_specular[/code] suffix. For example, having 3 [SpriteFrames] "
- "resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/"
- "code] will make it so the [code]run[/code] animation uses normal and "
- "specular maps."
- msgstr ""
- #: doc/classes/AnimatedSprite.xml doc/classes/AnimationPlayer.xml
- msgid "2D Sprite animation"
- msgstr ""
- #: doc/classes/AnimatedSprite.xml doc/classes/Area2D.xml
- #: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
- #: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
- #: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
- #: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
- #: doc/classes/VisibilityNotifier2D.xml
- msgid "2D Dodge The Creeps Demo"
- msgstr ""
- #: doc/classes/AnimatedSprite.xml
- msgid ""
- "Plays the animation named [code]anim[/code]. If no [code]anim[/code] is "
- "provided, the current animation is played. If [code]backwards[/code] is "
- "[code]true[/code], the animation will be played in reverse."
- msgstr ""
- "Reproduce la animación llamada [code]anim[/code]. Si no se proporciona "
- "[code]anim[/code], se reproduce la animación actual. Si [code]backwards[/"
- "code] es [code]true[/code], la animación se reproduce al revés."
- #: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml
- msgid "Stops the current animation (does not reset the frame counter)."
- msgstr "Detiene la animación actual (no reinicia el contador de fotogramas)."
- #: doc/classes/AnimatedSprite.xml
- #, fuzzy
- msgid ""
- "The current animation from the [member frames] resource. If this value "
- "changes, the [code]frame[/code] counter is reset."
- msgstr ""
- "La animación actual del recurso [code]frames[/code]. Si este valor cambia, "
- "el contador [code]frame[/code] se reinicia."
- #: doc/classes/AnimatedSprite.xml doc/classes/SpriteBase3D.xml
- msgid "If [code]true[/code], texture will be centered."
- msgstr "Si [code]true[/code], la textura se centrará."
- #: doc/classes/AnimatedSprite.xml doc/classes/Sprite.xml
- #: doc/classes/SpriteBase3D.xml doc/classes/TextureButton.xml
- #: doc/classes/TextureRect.xml
- msgid "If [code]true[/code], texture is flipped horizontally."
- msgstr "Si [code]true[/code], la textura se voltea horizontalmente."
- #: doc/classes/AnimatedSprite.xml doc/classes/Sprite.xml
- #: doc/classes/SpriteBase3D.xml doc/classes/TextureButton.xml
- #: doc/classes/TextureRect.xml
- msgid "If [code]true[/code], texture is flipped vertically."
- msgstr "Si [code]true[/code], la textura se voltea verticalmente."
- #: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml
- msgid "The displayed animation frame's index."
- msgstr "El índice del cuadro de animación mostrado."
- #: doc/classes/AnimatedSprite.xml
- msgid ""
- "The [SpriteFrames] resource containing the animation(s). Allows you the "
- "option to load, edit, clear, make unique and save the states of the "
- "[SpriteFrames] resource."
- msgstr ""
- #: doc/classes/AnimatedSprite.xml doc/classes/Sprite.xml
- #: doc/classes/SpriteBase3D.xml
- msgid "The texture's drawing offset."
- msgstr "El desplazamiento al dibujar de la textura."
- #: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml
- msgid "If [code]true[/code], the [member animation] is currently playing."
- msgstr ""
- "Si [code]true[/code], la [member animation] se está reproduciendo "
- "actualmente."
- #: doc/classes/AnimatedSprite.xml
- msgid "The animation speed is multiplied by this value."
- msgstr "La velocidad de la animación se multiplica por este valor."
- #: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml
- msgid ""
- "Emitted when the animation is finished (when it plays the last frame). If "
- "the animation is looping, this signal is emitted every time the last frame "
- "is drawn."
- msgstr ""
- "Se emite cuando la animación termina (cuando reproduce el último fotograma). "
- "Si la animación está en bucle, esta señal se emite cada vez que se reproduce "
- "el último fotograma."
- #: doc/classes/AnimatedSprite.xml doc/classes/AnimatedSprite3D.xml
- msgid "Emitted when [member frame] changed."
- msgstr "Emitido cuando [member frame] cambió."
- #: doc/classes/AnimatedSprite3D.xml
- msgid ""
- "2D sprite node in 3D world, that can use multiple 2D textures for animation."
- msgstr ""
- "Nodo de sprites 2D en el mundo 3D, que puede usar múltiples texturas 2D para "
- "la animación."
- #: doc/classes/AnimatedSprite3D.xml
- msgid ""
- "Animations are created using a [SpriteFrames] resource, which can be "
- "configured in the editor via the SpriteFrames panel."
- msgstr ""
- "Las animaciones se crean usando un recurso [SpriteFrames], que puede ser "
- "configurado en el editor a través del panel de SpriteFrames."
- #: doc/classes/AnimatedSprite3D.xml
- msgid "2D Sprite animation (also applies to 3D)"
- msgstr ""
- #: doc/classes/AnimatedSprite3D.xml
- msgid "Returns [code]true[/code] if an animation is currently being played."
- msgstr "Devuelve [code]true[/code] si se está reproduciendo una animación."
- #: doc/classes/AnimatedSprite3D.xml
- msgid ""
- "Plays the animation named [code]anim[/code]. If no [code]anim[/code] is "
- "provided, the current animation is played."
- msgstr ""
- "Reproduce la animación llamada [code]anim[/code]. Si no se proporciona "
- "[code]anim[/code], se reproduce la animación actual."
- #: doc/classes/AnimatedSprite3D.xml
- msgid ""
- "The current animation from the [code]frames[/code] resource. If this value "
- "changes, the [code]frame[/code] counter is reset."
- msgstr ""
- "La animación actual del recurso [code]frames[/code]. Si este valor cambia, "
- "el contador [code]frame[/code] se reinicia."
- #: doc/classes/AnimatedSprite3D.xml
- msgid "The [SpriteFrames] resource containing the animation(s)."
- msgstr "El recurso [SpriteFrames] que contiene la(s) animación(es)."
- #: doc/classes/AnimatedTexture.xml
- msgid "Proxy texture for simple frame-based animations."
- msgstr "Textura de conexión para animaciones simples basadas en fotogramas."
- #: doc/classes/AnimatedTexture.xml
- #, fuzzy
- msgid ""
- "[AnimatedTexture] is a resource format for frame-based animations, where "
- "multiple textures can be chained automatically with a predefined delay for "
- "each frame. Unlike [AnimationPlayer] or [AnimatedSprite], it isn't a [Node], "
- "but has the advantage of being usable anywhere a [Texture] resource can be "
- "used, e.g. in a [TileSet].\n"
- "The playback of the animation is controlled by the [member fps] property as "
- "well as each frame's optional delay (see [method set_frame_delay]). The "
- "animation loops, i.e. it will restart at frame 0 automatically after playing "
- "the last frame.\n"
- "[AnimatedTexture] currently requires all frame textures to have the same "
- "size, otherwise the bigger ones will be cropped to match the smallest one.\n"
- "[b]Note:[/b] AnimatedTexture doesn't support using [AtlasTexture]s. Each "
- "frame needs to be a separate [Texture]."
- msgstr ""
- "[AnimatedTexture] es un formato de recursos para animaciones basadas en "
- "fotogramas, en el que se pueden encadenar múltiples texturas automáticamente "
- "con un retardo predefinido para cada fotograma. A diferencia de "
- "[AnimationPlayer] o [AnimatedSprite2D], no es un [Node], pero tiene la "
- "ventaja de ser utilizable en cualquier lugar donde se pueda usar un recurso "
- "[Textura2D], por ejemplo en un [TileSet].\n"
- "La reproducción de la animación está controlada por la propiedad [member "
- "fps], así como por el retardo opcional de cada fotograma (ver [method "
- "set_frame_delay]). La animación se repite, es decir, se reiniciará en el "
- "fotograma 0 automáticamente después de reproducir el último fotograma.\n"
- "[AnimatedTexture] actualmente requiere que todas las texturas de los cuadros "
- "tengan el mismo tamaño, de lo contrario las más grandes serán recortadas "
- "para que coincidan con la más pequeña. Además, no soporta [AtlasTexture]. "
- "Cada cuadro necesita ser una imagen separada."
- #: doc/classes/AnimatedTexture.xml
- msgid "Returns the given frame's delay value."
- msgstr "Devuelve el valor de retardo del fotograma dado."
- #: doc/classes/AnimatedTexture.xml
- #, fuzzy
- msgid "Returns the given frame's [Texture]."
- msgstr "Devuelve la [Texture2D] de un fotograma."
- #: doc/classes/AnimatedTexture.xml
- msgid ""
- "Sets an additional delay (in seconds) between this frame and the next one, "
- "that will be added to the time interval defined by [member fps]. By default, "
- "frames have no delay defined. If a delay value is defined, the final time "
- "interval between this frame and the next will be [code]1.0 / fps + delay[/"
- "code].\n"
- "For example, for an animation with 3 frames, 2 FPS and a frame delay on the "
- "second frame of 1.2, the resulting playback will be:\n"
- "[codeblock]\n"
- "Frame 0: 0.5 s (1 / fps)\n"
- "Frame 1: 1.7 s (1 / fps + 1.2)\n"
- "Frame 2: 0.5 s (1 / fps)\n"
- "Total duration: 2.7 s\n"
- "[/codeblock]"
- msgstr ""
- "Establece un retardo adicional (en segundos) entre este fotograma y el "
- "siguiente, que se añadirá al intervalo de tiempo definido por [member fps]. "
- "Por defecto, los fotogramas no tienen definido ningún retardo. Si se define "
- "un valor de retardo, el intervalo de tiempo final entre este fotograma y el "
- "siguiente será de [code]1.0 / fps + retardo[/code].\n"
- "Por ejemplo, para una animación con 3 cuadros, 2 FPS y un retardo de "
- "fotograma en el segundo cuadro de 1.2, la reproducción resultante será:\n"
- "[codeblock]\n"
- "Fotograma 0: 0.5 s (1 / fps)\n"
- "Fotograma 1: 1.7 s (1 / fps + 1.2)\n"
- "Fotograma 2: 0.5 s (1 / fps)\n"
- "Duración Total : 2.7 segundos\n"
- "[/codeblock]"
- #: doc/classes/AnimatedTexture.xml
- #, fuzzy
- msgid ""
- "Assigns a [Texture] to the given frame. Frame IDs start at 0, so the first "
- "frame has ID 0, and the last frame of the animation has ID [member frames] - "
- "1.\n"
- "You can define any number of textures up to [constant MAX_FRAMES], but keep "
- "in mind that only frames from 0 to [member frames] - 1 will be part of the "
- "animation."
- msgstr ""
- "Asigna una [Textura2D] al fotograma dado. Los ID de los fotogramas empiezan "
- "en 0, así que el primer fotograma tiene ID 0, y el último fotograma de la "
- "animación tiene ID [member frames] - 1.\n"
- "Puedes definir cualquier número de texturas hasta [constant MAX_FRAMES], "
- "pero ten en cuenta que sólo los fotogramas de 0 a [member frames] - 1 "
- "formarán parte de la animación."
- #: doc/classes/AnimatedTexture.xml
- msgid "Sets the currently visible frame of the texture."
- msgstr "Establece el fotograma actualmente visible de la textura."
- #: doc/classes/AnimatedTexture.xml
- msgid ""
- "Animation speed in frames per second. This value defines the default time "
- "interval between two frames of the animation, and thus the overall duration "
- "of the animation loop based on the [member frames] property. A value of 0 "
- "means no predefined number of frames per second, the animation will play "
- "according to each frame's frame delay (see [method set_frame_delay]).\n"
- "For example, an animation with 8 frames, no frame delay and a [code]fps[/"
- "code] value of 2 will run for 4 seconds, with each frame lasting 0.5 seconds."
- msgstr ""
- "Velocidad de animación en fotogramas por segundo. Este valor define el "
- "intervalo de tiempo por defecto entre dos fotogramas de la animación, y por "
- "lo tanto la duración total del bucle de animación basado en la propiedad "
- "[member frames]. Un valor de 0 significa que no hay un número predefinido de "
- "fotogramas por segundo, la animación se reproducirá de acuerdo con el "
- "retardo de fotogramas de cada fotograma (ver [method set_frame_delay]).\n"
- "Por ejemplo, una animación con 8 fotogramas, sin retardo de fotograma y un "
- "valor [code]fps[/code] de 2 se ejecutará durante 4 segundos, y cada "
- "fotograma durará 0,5 segundos."
- #: doc/classes/AnimatedTexture.xml
- msgid ""
- "Number of frames to use in the animation. While you can create the frames "
- "independently with [method set_frame_texture], you need to set this value "
- "for the animation to take new frames into account. The maximum number of "
- "frames is [constant MAX_FRAMES]."
- msgstr ""
- "Número de fotogramas a usar en la animación. Aunque puedes crear los "
- "fotogramas independientemente con [method set_frame_texture], necesitas "
- "establecer este valor para que la animación tenga en cuenta los nuevos "
- "fotogramas. El número máximo de fotogramas es [constant MAX_FRAMES]."
- #: doc/classes/AnimatedTexture.xml
- msgid ""
- "If [code]true[/code], the animation will only play once and will not loop "
- "back to the first frame after reaching the end. Note that reaching the end "
- "will not set [member pause] to [code]true[/code]."
- msgstr ""
- "Si [code]true[/code], la animación sólo se reproducirá una vez y no volverá "
- "al primer fotograma después de llegar al final. Ten en cuenta que al llegar "
- "al final no se establecerá [member pause] en [code]true[/code]."
- #: doc/classes/AnimatedTexture.xml
- msgid ""
- "If [code]true[/code], the animation will pause where it currently is (i.e. "
- "at [member current_frame]). The animation will continue from where it was "
- "paused when changing this property to [code]false[/code]."
- msgstr ""
- "Si [code]true[/code], la animación se detendrá donde se encuentra "
- "actualmente (es decir, en [member current_frame]). La animación continuará "
- "desde donde se detuvo al cambiar esta propiedad a [code]false[/code]."
- #: doc/classes/AnimatedTexture.xml
- #, fuzzy
- msgid ""
- "The maximum number of frames supported by [AnimatedTexture]. If you need "
- "more frames in your animation, use [AnimationPlayer] or [AnimatedSprite]."
- msgstr ""
- "El número máximo de fotogramas soportados por [AnimatedTexture]. Si "
- "necesitas más fotogramas en tu animación, usa [AnimationPlayer] o "
- "[AnimatedSprite2D]."
- #: doc/classes/Animation.xml
- msgid "Contains data used to animate everything in the engine."
- msgstr "Contiene datos usados para animar todo en el motor."
- #: doc/classes/Animation.xml
- #, fuzzy
- msgid ""
- "An Animation resource contains data used to animate everything in the "
- "engine. Animations are divided into tracks, and each track must be linked to "
- "a node. The state of that node can be changed through time, by adding timed "
- "keys (events) to the track.\n"
- "[codeblock]\n"
- "# This creates an animation that makes the node \"Enemy\" move to the right "
- "by\n"
- "# 100 pixels in 0.5 seconds.\n"
- "var animation = Animation.new()\n"
- "var track_index = animation.add_track(Animation.TYPE_VALUE)\n"
- "animation.track_set_path(track_index, \"Enemy:position:x\")\n"
- "animation.track_insert_key(track_index, 0.0, 0)\n"
- "animation.track_insert_key(track_index, 0.5, 100)\n"
- "[/codeblock]\n"
- "Animations are just data containers, and must be added to nodes such as an "
- "[AnimationPlayer] or [AnimationTreePlayer] to be played back. Animation "
- "tracks have different types, each with its own set of dedicated methods. "
- "Check [enum TrackType] to see available types."
- msgstr ""
- "Un recurso de animación contiene datos que se usan para animar todo en el "
- "motor. Las animaciones se dividen en pistas, y cada pista debe estar "
- "vinculada a un nodo. El estado de ese nodo se puede cambiar a través del "
- "tiempo, añadiendo claves de tiempo (eventos) a la pista.\n"
- "# Esto crea una animación que hace que el nodo \"Enemigo\" se mueva a la "
- "derecha \n"
- "# 100 pixeles en 0.5 segundos.\n"
- "[codeblock]\n"
- "var animacion = Animation.new()\n"
- "var indice_pistas = animacion.add_track(Animation.TYPE_VALUE)\n"
- "animacion.track_set_path(indice_pistas, \"Enemy:position.x\")\n"
- "animacion.track_insert_key(indice_pistas, 0.0, 0)\n"
- "animacion.track_insert_key(indice_pistas, 0.5, 100)\n"
- "[/codeblock]\n"
- "Las animaciones son sólo contenedores de datos, y deben ser añadidas a nodos "
- "como un [AnimationPlayer] para ser reproducidas. Las pistas de animación "
- "tienen diferentes tipos, cada una con su propio conjunto de métodos "
- "dedicados. Consulta [enum TrackType] para ver los tipos disponibles."
- #: doc/classes/Animation.xml
- msgid "Adds a track to the Animation."
- msgstr "Añade una pista a la animación."
- #: doc/classes/Animation.xml
- msgid ""
- "Returns the animation name at the key identified by [code]key_idx[/code]. "
- "The [code]track_idx[/code] must be the index of an Animation Track."
- msgstr ""
- "Devuelve el nombre de la animación en la clave identificada por "
- "[code]key_idx[/code]. El [code]track_idx[/code] debe ser el índice de una "
- "pista de animación."
- #: doc/classes/Animation.xml
- msgid ""
- "Inserts a key with value [code]animation[/code] at the given [code]time[/"
- "code] (in seconds). The [code]track_idx[/code] must be the index of an "
- "Animation Track."
- msgstr ""
- "Inserta una clave con el valor [code]animation[/code] en el [code]time[/"
- "code] dado (en segundos). El [code]track_idx[/code] debe ser el índice de "
- "una pista de animación."
- #: doc/classes/Animation.xml
- msgid ""
- "Sets the key identified by [code]key_idx[/code] to value [code]animation[/"
- "code]. The [code]track_idx[/code] must be the index of an Animation Track."
- msgstr ""
- "Establece la clave identificada por [code]key_idx[/code] como valor de "
- "[code]animación[/code]. El [code]track_idx[/code] debe ser el índice de una "
- "pista de animación."
- #: doc/classes/Animation.xml
- msgid ""
- "Returns the end offset of the key identified by [code]key_idx[/code]. The "
- "[code]track_idx[/code] must be the index of an Audio Track.\n"
- "End offset is the number of seconds cut off at the ending of the audio "
- "stream."
- msgstr ""
- "Devuelve el desplazamiento final de la clave identificada por [code]key_idx[/"
- "code]. El [code]track_idx[/code] debe ser el índice de una pista de audio.\n"
- "El dezplazamiento final es el número de segundos que se cortan al final de "
- "la pista de audio."
- #: doc/classes/Animation.xml
- msgid ""
- "Returns the start offset of the key identified by [code]key_idx[/code]. The "
- "[code]track_idx[/code] must be the index of an Audio Track.\n"
- "Start offset is the number of seconds cut off at the beginning of the audio "
- "stream."
- msgstr ""
- "Devuelve el desplazamiento inicial de la clave identificada por "
- "[code]key_idx[/code]. El [code]track_idx[/code] debe ser el índice de una "
- "pista de audio.\n"
- "El desplazamiento de inicio es el número de segundos cortados al principio "
- "de la pista de audio."
- #: doc/classes/Animation.xml
- msgid ""
- "Returns the audio stream of the key identified by [code]key_idx[/code]. The "
- "[code]track_idx[/code] must be the index of an Audio Track."
- msgstr ""
- "Devuelve el stream de audio de la clave identificada por [code]key_idx[/"
- "code]. El [code]track_idx[/code] debe ser el índice de una pista de audio."
- #: doc/classes/Animation.xml
- msgid ""
- "Inserts an Audio Track key at the given [code]time[/code] in seconds. The "
- "[code]track_idx[/code] must be the index of an Audio Track.\n"
- "[code]stream[/code] is the [AudioStream] resource to play. "
- "[code]start_offset[/code] is the number of seconds cut off at the beginning "
- "of the audio stream, while [code]end_offset[/code] is at the ending."
- msgstr ""
- "Inserta una clave de pista de Audio en el [code]time[/code] dado en "
- "segundos. El [code]track_idx[/code] debe ser el índice de una Pista de "
- "Audio.\n"
- "[code]stream[/code] es el recurso de [AudioStream] para reproducir. "
- "[code]start_offset[/code] es el número de segundos que se cortan al "
- "principio del stream de audio, mientras que [code]end_offset[/code] está al "
- "final."
- #: doc/classes/Animation.xml
- msgid ""
- "Sets the end offset of the key identified by [code]key_idx[/code] to value "
- "[code]offset[/code]. The [code]track_idx[/code] must be the index of an "
- "Audio Track."
- msgstr ""
- "Establece el desplazamiento final de la clave identificada por "
- "[code]key_idx[/code] como el valor de [code]offset[/code]. El "
- "[code]track_idx[/code] debe ser el índice de una pista de audio."
- #: doc/classes/Animation.xml
- msgid ""
- "Sets the start offset of the key identified by [code]key_idx[/code] to value "
- "[code]offset[/code]. The [code]track_idx[/code] must be the index of an "
- "Audio Track."
- msgstr ""
- "Establece el desplazamiento inicial de la clave identificada por "
- "[code]key_idx[/code] como el valor de [code]offset[/code]. El "
- "[code]track_idx[/code] debe ser el índice de una pista de audio."
- #: doc/classes/Animation.xml
- #, fuzzy
- msgid ""
- "Sets the stream of the key identified by [code]key_idx[/code] to value "
- "[code]stream[/code]. The [code]track_idx[/code] must be the index of an "
- "Audio Track."
- msgstr ""
- "Establece el stream de la clave identificada por [code]key_idx[/code] como "
- "valor [code]offset[/code]. El [code]track_idx[/code] debe ser el índice de "
- "una pista de audio."
- #: doc/classes/Animation.xml
- msgid ""
- "Returns the in handle of the key identified by [code]key_idx[/code]. The "
- "[code]track_idx[/code] must be the index of a Bezier Track."
- msgstr ""
- "Devuelve el in handle de la clave identificada por [code]key_idx[/code]. El "
- "[code]track_idx[/code] debe ser el índice de una pista de Bezier."
- #: doc/classes/Animation.xml
- msgid ""
- "Returns the out handle of the key identified by [code]key_idx[/code]. The "
- "[code]track_idx[/code] must be the index of a Bezier Track."
- msgstr ""
- "Devuelve el out handle de la llave identificada por [code]key_idx[/code]. El "
- "[code]track_idx[/code] debe ser el índice de una pista de Bezier."
- #: doc/classes/Animation.xml
- msgid ""
- "Returns the value of the key identified by [code]key_idx[/code]. The "
- "[code]track_idx[/code] must be the index of a Bezier Track."
- msgstr ""
- "Devuelve el valor de la clave identificada por [code]key_idx[/code]. El "
- "[code]track_idx[/code] debe ser el índice de una pista de Bezier."
- #: doc/classes/Animation.xml
- msgid ""
- "Inserts a Bezier Track key at the given [code]time[/code] in seconds. The "
- "[code]track_idx[/code] must be the index of a Bezier Track.\n"
- "[code]in_handle[/code] is the left-side weight of the added Bezier curve "
- "point, [code]out_handle[/code] is the right-side one, while [code]value[/"
- "code] is the actual value at this point."
- msgstr ""
- "Inserta una CLAVE en una pista de Bezier en el [code]time[/code] dado en "
- "segundos. El [code]track_idx[/code] debe ser el índice de una pista de "
- "Besier.\n"
- "[code]in_handle[/code] es el peso del lado izquierdo del punto de la curva "
- "de Bezier añadido, [code]out_handle[/code] es el del lado derecho, mientras "
- "que [code]value[/code] es el valor actual en este punto."
- #: doc/classes/Animation.xml
- msgid ""
- "Returns the interpolated value at the given [code]time[/code] (in seconds). "
- "The [code]track_idx[/code] must be the index of a Bezier Track."
- msgstr ""
- "Devuelve el valor interpolado en el [code]time[/code] dado (en segundos). El "
- "[code]track_idx[/code] debe ser el índice de una pista de Bezier."
- #: doc/classes/Animation.xml
- msgid ""
- "Sets the in handle of the key identified by [code]key_idx[/code] to value "
- "[code]in_handle[/code]. The [code]track_idx[/code] must be the index of a "
- "Bezier Track."
- msgstr ""
- "Establece el in handle de la clave identificada por [code]key_idx[/code] "
- "como el valor de [code]in_handle[/code]. El [code]track_idx[/code] debe ser "
- "el índice de una pista de Bezier."
- #: doc/classes/Animation.xml
- msgid ""
- "Sets the out handle of the key identified by [code]key_idx[/code] to value "
- "[code]out_handle[/code]. The [code]track_idx[/code] must be the index of a "
- "Bezier Track."
- msgstr ""
- "Establece el out handle de la llave identificada por [code]key_idx[/code] "
- "como el valor de [code]out_handle[/code]. El [code]track_idx[/code] debe ser "
- "el índice de una pista de Bezier."
- #: doc/classes/Animation.xml
- msgid ""
- "Sets the value of the key identified by [code]key_idx[/code] to the given "
- "value. The [code]track_idx[/code] must be the index of a Bezier Track."
- msgstr ""
- "Establece el valor de la clave identificada por [code]key_idx[/code] al "
- "valor dado. El [code]track_idx[/code] debe ser el índice de una pista de "
- "Bezier."
- #: doc/classes/Animation.xml
- msgid "Clear the animation (clear all tracks and reset all)."
- msgstr "Limpiar la animacion (limpia todas las pistas y reinicia todo)."
- #: doc/classes/Animation.xml
- msgid ""
- "Adds a new track that is a copy of the given track from [code]to_animation[/"
- "code]."
- msgstr ""
- "Añade una nueva pista que es una copia de la pista dada de "
- "[code]to_animation[/code]."
- #: doc/classes/Animation.xml
- msgid ""
- "Returns the index of the specified track. If the track is not found, return "
- "-1."
- msgstr ""
- "Devuelve el índice de la pista especificada. Si la pista no se encuentra, "
- "devuelve -1."
- #: doc/classes/Animation.xml
- msgid "Returns the amount of tracks in the animation."
- msgstr "Devuelve la cantidad de pistas en la animación."
- #: doc/classes/Animation.xml
- msgid ""
- "Returns all the key indices of a method track, given a position and delta "
- "time."
- msgstr ""
- "Devuelve todos los índices clave de una pista de método, dada una posición y "
- "tiempo delta."
- #: doc/classes/Animation.xml
- msgid "Returns the method name of a method track."
- msgstr "Devuelve el nombre del método de una pista de método."
- #: doc/classes/Animation.xml
- msgid ""
- "Returns the arguments values to be called on a method track for a given key "
- "in a given track."
- msgstr ""
- "Devuelve los valores de los argumentos que se llamarán en una pista del "
- "método para una clave determinada en una pista determinada."
- #: doc/classes/Animation.xml
- msgid "Removes a track by specifying the track index."
- msgstr "Elimina una pista especificando el índice de la pista."
- #: doc/classes/Animation.xml
- msgid ""
- "Finds the key index by time in a given track. Optionally, only find it if "
- "the exact time is given."
- msgstr ""
- "Encuentra el índice clave por tiempo en una pista determinada. "
- "Opcionalmente, sólo lo encuentra si se da la hora exacta."
- #: doc/classes/Animation.xml
- msgid ""
- "Returns [code]true[/code] if the track at [code]idx[/code] wraps the "
- "interpolation loop. New tracks wrap the interpolation loop by default."
- msgstr ""
- "Devuelve [code]true[/code] si la pista en [code]idx[/code] envuelve el bucle "
- "de interpolación. Las nuevas pistas envuelven el bucle de interpolación por "
- "defecto."
- #: doc/classes/Animation.xml
- msgid "Returns the interpolation type of a given track."
- msgstr "Devuelve el tipo de interpolación de una pista determinada."
- #: doc/classes/Animation.xml
- msgid "Returns the amount of keys in a given track."
- msgstr "Devuelve la cantidad de claves en una pista determinada."
- #: doc/classes/Animation.xml
- msgid "Returns the time at which the key is located."
- msgstr "Devuelve la hora en la que se encuentra la clave."
- #: doc/classes/Animation.xml
- msgid ""
- "Returns the transition curve (easing) for a specific key (see the built-in "
- "math function [method @GDScript.ease])."
- msgstr ""
- "Devuelve la curva de transición (relajación) para una clave específica (ver "
- "la función matemática incorporada [method @GDScript.ease])."
- #: doc/classes/Animation.xml
- msgid "Returns the value of a given key in a given track."
- msgstr "Devuelve el valor de una clave determinada en una pista determinada."
- #: doc/classes/Animation.xml
- msgid ""
- "Gets the path of a track. For more information on the path format, see "
- "[method track_set_path]."
- msgstr ""
- "Obtiene el camino de una pista. Para más información sobre el formato de la "
- "ruta, ver [method track_set_path]."
- #: doc/classes/Animation.xml
- msgid "Gets the type of a track."
- msgstr "Obtiene el tipo de pista."
- #: doc/classes/Animation.xml
- msgid "Insert a generic key in a given track."
- msgstr "Insertar una clave genérica en una pista determinada."
- #: doc/classes/Animation.xml
- msgid ""
- "Returns [code]true[/code] if the track at index [code]idx[/code] is enabled."
- msgstr ""
- "Devuelve [code]true[/code] si la pista en el índice [code]idx[/code] está "
- "habilitada."
- #: doc/classes/Animation.xml
- msgid ""
- "Returns [code]true[/code] if the given track is imported. Else, return "
- "[code]false[/code]."
- msgstr ""
- "Devuelve [code]true[/code] si la pista dada es importada. Si no, devuelve "
- "[code]false[/code]."
- #: doc/classes/Animation.xml
- msgid "Moves a track down."
- msgstr "Mueve una pista hacia abajo."
- #: doc/classes/Animation.xml
- msgid ""
- "Changes the index position of track [code]idx[/code] to the one defined in "
- "[code]to_idx[/code]."
- msgstr ""
- "Cambia la posición del índice de la pista [code]idx[/code] a la definida en "
- "[code]to_idx[/code]."
- #: doc/classes/Animation.xml
- msgid "Moves a track up."
- msgstr "Mueve una pista hacia arriba."
- #: doc/classes/Animation.xml
- msgid "Removes a key by index in a given track."
- msgstr "Elimina una clave por índice en una pista dada."
- #: doc/classes/Animation.xml
- msgid "Removes a key by position (seconds) in a given track."
- msgstr "Quita una clave por posición (segundos) en una pista determinada."
- #: doc/classes/Animation.xml
- msgid "Enables/disables the given track. Tracks are enabled by default."
- msgstr ""
- "Habilita o deshabilita la pista dada. Las pistas están habilitadas por "
- "defecto."
- #: doc/classes/Animation.xml
- msgid "Sets the given track as imported or not."
- msgstr "Establece la pista dada como importada o no."
- #: doc/classes/Animation.xml
- msgid ""
- "If [code]true[/code], the track at [code]idx[/code] wraps the interpolation "
- "loop."
- msgstr ""
- "Si [code]true[/code], la pista en [code]idx[/code] envuelve el bucle de "
- "interpolación."
- #: doc/classes/Animation.xml
- msgid "Sets the interpolation type of a given track."
- msgstr "Establece el tipo de interpolación de una pista determinada."
- #: doc/classes/Animation.xml
- msgid "Sets the time of an existing key."
- msgstr "Establece la hora de una clave existente."
- #: doc/classes/Animation.xml
- msgid ""
- "Sets the transition curve (easing) for a specific key (see the built-in math "
- "function [method @GDScript.ease])."
- msgstr ""
- "Establece la curva de transición (relajación) para una clave específica (ver "
- "la función matemática incorporada [method @GDScript.ease])."
- #: doc/classes/Animation.xml
- msgid "Sets the value of an existing key."
- msgstr "Establece el valor de una clave existente."
- #: doc/classes/Animation.xml
- #, fuzzy
- msgid ""
- "Sets the path of a track. Paths must be valid scene-tree paths to a node and "
- "must be specified starting from the parent node of the node that will "
- "reproduce the animation. Tracks that control properties or bones must append "
- "their name after the path, separated by [code]\":\"[/code].\n"
- "For example, [code]\"character/skeleton:ankle\"[/code] or [code]\"character/"
- "mesh:transform/local\"[/code]."
- msgstr ""
- "Establece el ruta de una pista. Las rutas deben ser rutas válidas de árbol "
- "de escena a un nodo, y deben especificarse empezando por el nodo padre del "
- "nodo que reproducirá la animación. Las pistas que controlan propiedades o "
- "huesos deben añadir su nombre después de la ruta, separadas por [code]\":\"[/"
- "code].\n"
- "Por ejemplo, [code]\"character/skeleton:ankle\"[/code] o [code]\"character/"
- "mesh:transform/local\"[/code]."
- #: doc/classes/Animation.xml
- msgid ""
- "Swaps the track [code]idx[/code]'s index position with the track "
- "[code]with_idx[/code]."
- msgstr ""
- "Intercambia la posición del índice de la pista [code]idx[/code] con la pista "
- "[code]con_idx[/code]."
- #: doc/classes/Animation.xml
- msgid "Insert a transform key for a transform track."
- msgstr "Inserte una clave de transformación para una pista de transformación."
- #: doc/classes/Animation.xml
- msgid ""
- "Returns the interpolated value of a transform track at a given time (in "
- "seconds). An array consisting of 3 elements: position ([Vector3]), rotation "
- "([Quat]) and scale ([Vector3])."
- msgstr ""
- "Devuelve el valor interpolado de una pista de transformación en un momento "
- "dado (en segundos). Una array compuesto por 3 elementos: posición "
- "([Vector3]), rotación ([Quat]) y escala ([Vector3])."
- #: doc/classes/Animation.xml
- msgid ""
- "Returns all the key indices of a value track, given a position and delta "
- "time."
- msgstr ""
- "Devuelve todos los índices clave de una pista de valores, dada una posición "
- "y un tiempo delta."
- #: doc/classes/Animation.xml
- msgid "Returns the update mode of a value track."
- msgstr "Devuelve el modo de actualización de una pista de valores."
- #: doc/classes/Animation.xml
- #, fuzzy
- msgid ""
- "Returns the interpolated value at the given time (in seconds). The "
- "[code]track_idx[/code] must be the index of a value track."
- msgstr ""
- "Devuelve el valor interpolado en el [code]time[/code] dado (en segundos). El "
- "[code]track_idx[/code] debe ser el índice de una pista de Bezier."
- #: doc/classes/Animation.xml
- msgid "Sets the update mode (see [enum UpdateMode]) of a value track."
- msgstr ""
- "Establece el modo de actualización (ver [enum UpdateMode]) de una pista de "
- "valores."
- #: doc/classes/Animation.xml
- msgid ""
- "The total length of the animation (in seconds).\n"
- "[b]Note:[/b] Length is not delimited by the last key, as this one may be "
- "before or after the end to ensure correct interpolation and looping."
- msgstr ""
- "La duración total de la animación (en segundos).\n"
- "[b]Nota:[/b] La longitud no está delimitada por la última clave, ya que ésta "
- "puede estar antes o después del final para asegurar una correcta "
- "interpolación y bucle."
- #: doc/classes/Animation.xml
- #, fuzzy
- msgid ""
- "A flag indicating that the animation must loop. This is used for correct "
- "interpolation of animation cycles, and for hinting the player that it must "
- "restart the animation."
- msgstr ""
- "Un flag que indica que la animación debe hacer un bucle. Esto se usa para la "
- "correcta interpolación de los ciclos de animación, y para indicar al jugador "
- "que debe reiniciar la animación."
- #: doc/classes/Animation.xml
- msgid "The animation step value."
- msgstr "El valor del paso de la animación."
- #: doc/classes/Animation.xml
- msgid ""
- "Emitted when there's a change in the list of tracks, e.g. tracks are added, "
- "moved or have changed paths."
- msgstr ""
- "Emitido cuando hay un cambio en la lista de pistas, por ejemplo, las pistas "
- "se añaden, se mueven o han cambiado de camino."
- #: doc/classes/Animation.xml
- msgid ""
- "Value tracks set values in node properties, but only those which can be "
- "Interpolated."
- msgstr ""
- "Las pistas de valores establecen valores en las propiedades de los nodos, "
- "pero sólo los que pueden ser interpolados."
- #: doc/classes/Animation.xml
- msgid ""
- "Transform tracks are used to change node local transforms or skeleton pose "
- "bones. Transitions are interpolated."
- msgstr ""
- "Las pistas de transformación se usan para cambiar las transformaciones "
- "locales de los nodos o los huesos del esqueleto. Las transiciones se "
- "interpolan."
- #: doc/classes/Animation.xml
- msgid "Method tracks call functions with given arguments per key."
- msgstr ""
- "El método rastrea las funciones de llamada con argumentos dados por clave."
- #: doc/classes/Animation.xml
- msgid ""
- "Bezier tracks are used to interpolate a value using custom curves. They can "
- "also be used to animate sub-properties of vectors and colors (e.g. alpha "
- "value of a [Color])."
- msgstr ""
- "Las pistas de Bezier se usan para interpolar un valor usando curvas "
- "personalizadas. También se pueden utilizar para animar sub-propiedades de "
- "vectores y colores (por ejemplo, el valor alfa de un [Color])."
- #: doc/classes/Animation.xml
- msgid ""
- "Audio tracks are used to play an audio stream with either type of "
- "[AudioStreamPlayer]. The stream can be trimmed and previewed in the "
- "animation."
- msgstr ""
- "Las pistas de audio se utilizan para reproducir un stream de audio con "
- "cualquier tipo de [AudioStreamPlayer]. El stream puede ser recortado y "
- "previsualizado en la animación."
- #: doc/classes/Animation.xml
- msgid "Animation tracks play animations in other [AnimationPlayer] nodes."
- msgstr ""
- "Las pistas de animación reproducen las animaciones en otros nodos "
- "[AnimationPlayer]."
- #: doc/classes/Animation.xml
- msgid "No interpolation (nearest value)."
- msgstr "No hay interpolación (valor más cercano)."
- #: doc/classes/Animation.xml doc/classes/Gradient.xml
- msgid "Linear interpolation."
- msgstr "Interpolación lineal."
- #: doc/classes/Animation.xml doc/classes/Gradient.xml
- msgid "Cubic interpolation."
- msgstr "Interpolación cúbica."
- #: doc/classes/Animation.xml
- msgid "Update between keyframes."
- msgstr "Actualización entre fotogramas clave."
- #: doc/classes/Animation.xml
- msgid "Update at the keyframes and hold the value."
- msgstr "Actualizar los fotogramas clave y mantener el valor."
- #: doc/classes/Animation.xml
- msgid "Update at the keyframes."
- msgstr "Actualización de los fotogramas clave."
- #: doc/classes/Animation.xml
- msgid ""
- "Same as linear interpolation, but also interpolates from the current value "
- "(i.e. dynamically at runtime) if the first key isn't at 0 seconds."
- msgstr ""
- "Igual que la interpolación lineal, pero también interpola a partir del valor "
- "actual (es decir, dinámicamente en tiempo de ejecución) si la primera clave "
- "no está en 0 segundos."
- #: doc/classes/AnimationNode.xml
- msgid "Base resource for [AnimationTree] nodes."
- msgstr "Recurso base para los nodos de [AnimationTree]."
- #: doc/classes/AnimationNode.xml
- msgid ""
- "Base resource for [AnimationTree] nodes. In general, it's not used directly, "
- "but you can create custom ones with custom blending formulas.\n"
- "Inherit this when creating nodes mainly for use in [AnimationNodeBlendTree], "
- "otherwise [AnimationRootNode] should be used instead."
- msgstr ""
- "Recurso base para los nodos de [AnimationTree]. En general, no se usa "
- "directamente, pero puedes crear personalizados con fórmulas de mezcla "
- "personalizadas.\n"
- "Esto se hereda cuando se crean nodos principalmente para su uso en "
- "[AnimationNodeBlendTree], de lo contrario se debe usar [AnimationRootNode] "
- "en su lugar."
- #: doc/classes/AnimationNode.xml
- msgid ""
- "Adds an input to the node. This is only useful for nodes created for use in "
- "an [AnimationNodeBlendTree]."
- msgstr ""
- "Añade una entrada al nodo. Esto sólo es útil para los nodos creados para su "
- "uso en un [AnimationNodeBlendTree]."
- #: doc/classes/AnimationNode.xml
- msgid ""
- "Blend an animation by [code]blend[/code] amount (name must be valid in the "
- "linked [AnimationPlayer]). A [code]time[/code] and [code]delta[/code] may be "
- "passed, as well as whether [code]seek[/code] happened."
- msgstr ""
- "Mezclar una animación por cantidad de [code]blend[/code] (el nombre debe ser "
- "válido en el [AnimationPlayer] vinculado). Se puede pasar un [code]time[/"
- "code] y un [code]delta[/code], así como el [code]seek[/code]."
- #: doc/classes/AnimationNode.xml
- msgid ""
- "Blend an input. This is only useful for nodes created for an "
- "[AnimationNodeBlendTree]. The [code]time[/code] parameter is a relative "
- "delta, unless [code]seek[/code] is [code]true[/code], in which case it is "
- "absolute. A filter mode may be optionally passed (see [enum FilterAction] "
- "for options)."
- msgstr ""
- "Mezcla una entrada. Esto sólo es útil para los nodos creados para un "
- "[AnimationNodeBlendTree]. El parámetro [code]time[/code] es un delta "
- "relativo, a menos que [code]seek[/code] sea [code]true[/code], en cuyo caso "
- "es absoluto. Se puede pasar opcionalmente un modo de filtro (véase [enum "
- "FilterAction] para las opciones)."
- #: doc/classes/AnimationNode.xml
- msgid ""
- "Blend another animation node (in case this node contains children animation "
- "nodes). This function is only useful if you inherit from [AnimationRootNode] "
- "instead, else editors will not display your node for addition."
- msgstr ""
- "Mezcla otro nodo de animacion (en caso de que este nodo contenga nodos de "
- "animación hijos). Esta función es util sólo si hereda de "
- "[AnimationRootNode]. Si no, el editor no mostrará el nodo para añadir."
- #: doc/classes/AnimationNode.xml
- msgid ""
- "When inheriting from [AnimationRootNode], implement this virtual method to "
- "override the text caption for this node."
- msgstr ""
- #: doc/classes/AnimationNode.xml
- msgid ""
- "When inheriting from [AnimationRootNode], implement this virtual method to "
- "return a child node by its [code]name[/code]."
- msgstr ""
- #: doc/classes/AnimationNode.xml
- msgid ""
- "When inheriting from [AnimationRootNode], implement this virtual method to "
- "return all children nodes in order as a [code]name: node[/code] dictionary."
- msgstr ""
- #: doc/classes/AnimationNode.xml
- msgid ""
- "Amount of inputs in this node, only useful for nodes that go into "
- "[AnimationNodeBlendTree]."
- msgstr ""
- "Cantidad de entradas en este nodo, sólo útil para los nodos que entran en "
- "[AnimationNodeBlendTree]."
- #: doc/classes/AnimationNode.xml
- msgid "Gets the name of an input by index."
- msgstr "Obtiene el nombre de una entrada por índice."
- #: doc/classes/AnimationNode.xml
- msgid ""
- "Gets the value of a parameter. Parameters are custom local memory used for "
- "your nodes, given a resource can be reused in multiple trees."
- msgstr ""
- "Obtiene el valor de un parámetro. Los parámetros son la memoria local "
- "personalizada que se utiliza para tus nodos, dado que un recurso puede ser "
- "reutilizado en múltiples árboles."
- #: doc/classes/AnimationNode.xml
- #, fuzzy
- msgid ""
- "When inheriting from [AnimationRootNode], implement this virtual method to "
- "return the default value of parameter \"[code]name[/code]\". Parameters are "
- "custom local memory used for your nodes, given a resource can be reused in "
- "multiple trees."
- msgstr ""
- "Obtiene el valor por defecto de un parametro. Los parametros son "
- "personalizados en memoria local utilizados para tus nodos, dado que un "
- "recurso puede ser reutilizado en multiples arboles."
- #: doc/classes/AnimationNode.xml
- #, fuzzy
- msgid ""
- "When inheriting from [AnimationRootNode], implement this virtual method to "
- "return a list of the properties on this node. Parameters are custom local "
- "memory used for your nodes, given a resource can be reused in multiple "
- "trees. Format is similar to [method Object.get_property_list]."
- msgstr ""
- "Obtiene la información de la propiedad para el parámetro. Los parámetros son "
- "la memoria local personalizada que se utiliza para sus nodos, dado que un "
- "recurso puede ser reutilizado en múltiples árboles. El formato es similar al "
- "del [method Object.get_property_list]."
- #: doc/classes/AnimationNode.xml
- #, fuzzy
- msgid ""
- "When inheriting from [AnimationRootNode], implement this virtual method to "
- "return whether the blend tree editor should display filter editing on this "
- "node."
- msgstr ""
- "Devuelve [code]true[/code] si quieres que el editor del árbol de mezcla "
- "muestre la edición del filtro en este nodo."
- #: doc/classes/AnimationNode.xml
- #, fuzzy
- msgid "Returns whether the given path is filtered."
- msgstr "Devuelve [code]true[/code] si un camino dado es filtrado."
- #: doc/classes/AnimationNode.xml
- #, fuzzy
- msgid ""
- "When inheriting from [AnimationRootNode], implement this virtual method to "
- "run some code when this node is processed. The [code]time[/code] parameter "
- "is a relative delta, unless [code]seek[/code] is [code]true[/code], in which "
- "case it is absolute.\n"
- "Here, call the [method blend_input], [method blend_node] or [method "
- "blend_animation] functions. You can also use [method get_parameter] and "
- "[method set_parameter] to modify local memory.\n"
- "This function should return the time left for the current animation to "
- "finish (if unsure, pass the value from the main blend being called)."
- msgstr ""
- "Se llama a la devolución de llamada definida por el usuario cuando se "
- "procesa un nodo personalizado. El parámetro [code]time[/code] es un delta "
- "relativo, a menos que [code]seek[/code] sea [code]true[/code], en cuyo caso "
- "es absoluto.\n"
- "Aquí, llama a las funciones [method blend_input], [method blend_node] o "
- "[method blend_animation]. También puedes usar [method get_parameter] y "
- "[method set_parameter] para modificar la memoria local.\n"
- "Esta función debería devolver el tiempo que queda para que termine la "
- "animación actual (si no estás seguro, pasa el valor de la mezcla principal "
- "que se está llamando).Devuelve el tipo de interpolacion dada una pista."
- #: doc/classes/AnimationNode.xml
- msgid "Removes an input, call this only when inactive."
- msgstr "Elimina una entrada, llama a esto sólo cuando está inactivo."
- #: doc/classes/AnimationNode.xml
- msgid "Adds or removes a path for the filter."
- msgstr "Añade o elimina una ruta para el filtro."
- #: doc/classes/AnimationNode.xml
- #, fuzzy
- msgid ""
- "Sets a custom parameter. These are used as local memory, because resources "
- "can be reused across the tree or scenes."
- msgstr ""
- "Establece un parámetro personalizado. Estos se usan como almacenamiento "
- "local, porque los recursos pueden ser reutilizados a través del árbol o las "
- "escenas."
- #: doc/classes/AnimationNode.xml
- msgid "If [code]true[/code], filtering is enabled."
- msgstr "Si [code]true[/code], el filtrado está activado."
- #: doc/classes/AnimationNode.xml
- #, fuzzy
- msgid "Emitted when the node was removed from the graph."
- msgstr "Llamado cuando el nodo es eliminado desde el gráfico."
- #: doc/classes/AnimationNode.xml
- msgid ""
- "Emitted by nodes that inherit from this class and that have an internal tree "
- "when one of their nodes changes. The nodes that emit this signal are "
- "[AnimationNodeBlendSpace1D], [AnimationNodeBlendSpace2D], "
- "[AnimationNodeStateMachine], and [AnimationNodeBlendTree]."
- msgstr ""
- "Emitidos por nodos que heredan de esta clase y que tienen un árbol interno "
- "cuando uno de sus nodos cambia. Los nodos que emiten esta señal son "
- "[AnimationNodeBlendSpace1D], [AnimationNodeBlendSpace2D], "
- "[AnimationNodeStateMachine], y [AnimationNodeBlendTree]."
- #: doc/classes/AnimationNode.xml
- msgid "Do not use filtering."
- msgstr "No utilice el filtrado."
- #: doc/classes/AnimationNode.xml
- msgid "Paths matching the filter will be allowed to pass."
- msgstr "Las rutas que coincidan con el filtro podrán pasar."
- #: doc/classes/AnimationNode.xml
- msgid "Paths matching the filter will be discarded."
- msgstr "Las rutas que coincidan con el filtro serán descartados."
- #: doc/classes/AnimationNode.xml
- msgid "Paths matching the filter will be blended (by the blend value)."
- msgstr ""
- "Los caminos que coincidan con el filtro se mezclarán (por el valor de "
- "mezcla)."
- #: doc/classes/AnimationNodeAdd2.xml
- msgid "Blends two animations additively inside of an [AnimationNodeBlendTree]."
- msgstr ""
- "Mezcla dos animaciones sumándolas dentro de un [AnimationNodeBlendTree]."
- #: doc/classes/AnimationNodeAdd2.xml
- msgid ""
- "A resource to add to an [AnimationNodeBlendTree]. Blends two animations "
- "additively based on an amount value in the [code][0.0, 1.0][/code] range."
- msgstr ""
- "Un recurso para añadir a un [AnimationNodeBlendTree]. Mezcla dos animaciones "
- "sumadas en base a un valor de cantidad en el rango de [code][0.0, 1.0][/"
- "code]."
- #: doc/classes/AnimationNodeAdd2.xml doc/classes/AnimationNodeAdd3.xml
- #: doc/classes/AnimationNodeBlend2.xml doc/classes/AnimationNodeBlend3.xml
- msgid ""
- "If [code]true[/code], sets the [code]optimization[/code] to [code]false[/"
- "code] when calling [method AnimationNode.blend_input], forcing the blended "
- "animations to update every frame."
- msgstr ""
- "Si [code]true[/code], establece la optimización [code]optimization[/code] a "
- "[code]false[/code] al llamar al [method AnimationNode.blend_input], "
- "obligando a las animaciones mezcladas a actualizar cada fotograma."
- #: doc/classes/AnimationNodeAdd3.xml
- msgid ""
- "Blends two of three animations additively inside of an "
- "[AnimationNodeBlendTree]."
- msgstr ""
- "Mezcla dos de tres animaciones sumandolas dentro de un "
- "[AnimationNodeBlendTree]."
- #: doc/classes/AnimationNodeAdd3.xml
- msgid ""
- "A resource to add to an [AnimationNodeBlendTree]. Blends two animations "
- "together additively out of three based on a value in the [code][-1.0, 1.0][/"
- "code] range.\n"
- "This node has three inputs:\n"
- "- The base animation to add to\n"
- "- A -add animation to blend with when the blend amount is in the [code]"
- "[-1.0, 0.0][/code] range.\n"
- "- A +add animation to blend with when the blend amount is in the [code][0.0, "
- "1.0][/code] range"
- msgstr ""
- "Un recurso para añadir a un [AnimationNodeBlendTree]. Mezcla dos animaciones "
- "juntas sumándolas de tres en base a un valor en el rango de [code][-1.0, 1.0]"
- "[/code].\n"
- "Este nodo tiene tres entradas:\n"
- "- La animación base para sumar a\n"
- "- Una animación - agregar para mezclar cuando la cantidad de mezcla está en "
- "el rango de [code][-1.0, 0.0][/code].\n"
- "- Una animación +agregar para mezclar cuando la cantidad de mezcla está en "
- "el rango de [code][0.0, 1.0][/code]"
- #: doc/classes/AnimationNodeAdd3.xml doc/classes/AnimationNodeAnimation.xml
- #: doc/classes/AnimationNodeBlend2.xml
- #: doc/classes/AnimationNodeBlendSpace2D.xml
- #: doc/classes/AnimationNodeOneShot.xml doc/classes/AnimationNodeOutput.xml
- #: doc/classes/AnimationNodeTimeScale.xml
- #: doc/classes/AnimationNodeTransition.xml
- msgid "AnimationTree"
- msgstr "AnimationTree"
- #: doc/classes/AnimationNodeAdd3.xml doc/classes/AnimationNodeAnimation.xml
- #: doc/classes/AnimationNodeBlend2.xml
- #: doc/classes/AnimationNodeBlendSpace2D.xml
- #: doc/classes/AnimationNodeOneShot.xml doc/classes/AnimationNodeOutput.xml
- #: doc/classes/AnimationNodeTransition.xml doc/classes/AnimationPlayer.xml
- #: doc/classes/AnimationTree.xml doc/classes/AudioEffectReverb.xml
- #: doc/classes/Camera.xml doc/classes/CollisionShape.xml
- #: doc/classes/CylinderShape.xml doc/classes/Environment.xml
- #: doc/classes/GIProbe.xml doc/classes/GIProbeData.xml
- #: doc/classes/KinematicBody.xml doc/classes/Light.xml doc/classes/Material.xml
- #: doc/classes/Mesh.xml doc/classes/MeshInstance.xml doc/classes/Particles.xml
- #: doc/classes/Quat.xml doc/classes/Skeleton.xml doc/classes/SpotLight.xml
- #: doc/classes/StaticBody.xml doc/classes/WorldEnvironment.xml
- msgid "Third Person Shooter Demo"
- msgstr ""
- #: doc/classes/AnimationNodeAnimation.xml
- msgid "Input animation to use in an [AnimationNodeBlendTree]."
- msgstr "Introducir la animación para usarla en un [AnimationNodeBlendTree]."
- #: doc/classes/AnimationNodeAnimation.xml
- msgid ""
- "A resource to add to an [AnimationNodeBlendTree]. Only features one output "
- "set using the [member animation] property. Use it as an input for "
- "[AnimationNode] that blend animations together."
- msgstr ""
- "Un recurso para añadir a un [AnimationNodeBlendTree]. Sólo tiene un conjunto "
- "de salida usando la propiedad [member animation]. Úsalo como una entrada "
- "para el [AnimationNode] que mezcla las animaciones entre sí."
- #: doc/classes/AnimationNodeAnimation.xml doc/classes/AnimationNodeBlend2.xml
- #: doc/classes/AnimationNodeOutput.xml doc/classes/AnimationNodeTimeScale.xml
- #: doc/classes/AnimationNodeTransition.xml doc/classes/Area.xml
- #: doc/classes/Basis.xml doc/classes/BoxShape.xml
- #: doc/classes/CollisionShape.xml modules/gridmap/doc_classes/GridMap.xml
- #: doc/classes/KinematicBody.xml doc/classes/Mesh.xml
- #: doc/classes/MeshInstance.xml doc/classes/MeshLibrary.xml
- #: doc/classes/ProjectSettings.xml doc/classes/Transform.xml
- msgid "3D Platformer Demo"
- msgstr ""
- #: doc/classes/AnimationNodeAnimation.xml
- msgid ""
- "Animation to use as an output. It is one of the animations provided by "
- "[member AnimationTree.anim_player]."
- msgstr ""
- "Animación para usar como salida. Es una de las animaciones proporcionadas "
- "por [member AnimationTree.anim_player]."
- #: doc/classes/AnimationNodeBlend2.xml
- msgid "Blends two animations linearly inside of an [AnimationNodeBlendTree]."
- msgstr ""
- "Mezcla dos animaciones linealmente dentro de un [AnimationNodeBlendTree]."
- #: doc/classes/AnimationNodeBlend2.xml
- msgid ""
- "A resource to add to an [AnimationNodeBlendTree]. Blends two animations "
- "linearly based on an amount value in the [code][0.0, 1.0][/code] range."
- msgstr ""
- "Un recurso para añadir a un [AnimationNodeBlendTree]. Mezcla dos animaciones "
- "linealmente basadas en un valor de cantidad en el rango de [code][0.0, 1.0][/"
- "code]."
- #: doc/classes/AnimationNodeBlend3.xml
- msgid ""
- "Blends two of three animations linearly inside of an "
- "[AnimationNodeBlendTree]."
- msgstr ""
- "Mezcla dos de tres animaciones linealmente dentro de un "
- "[AnimationNodeBlendTree]."
- #: doc/classes/AnimationNodeBlend3.xml
- msgid ""
- "A resource to add to an [AnimationNodeBlendTree]. Blends two animations "
- "together linearly out of three based on a value in the [code][-1.0, 1.0][/"
- "code] range.\n"
- "This node has three inputs:\n"
- "- The base animation\n"
- "- A -blend animation to blend with when the blend amount is in the [code]"
- "[-1.0, 0.0][/code] range.\n"
- "- A +blend animation to blend with when the blend amount is in the [code]"
- "[0.0, 1.0][/code] range"
- msgstr ""
- "Un recurso para añadir a un [AnimationNodeBlendTree]. Mezcla dos animaciones "
- "juntas linealmente de tres basadas en un valor en el rango de [code][-1.0, "
- "1.0][/code].\n"
- "Este nodo tiene tres entradas:\n"
- "- La animación base\n"
- "- Una - animación de mezcla para mezclar cuando la cantidad de mezcla está "
- "en el rango de [code][-1.0, 0.0][/code].\n"
- "- Una + animación de mezcla para mezclar cuando la cantidad de mezcla está "
- "en el rango de [code][0.0, 1.0][/code]"
- #: doc/classes/AnimationNodeBlendSpace1D.xml
- msgid ""
- "Blends linearly between two of any number of [AnimationNode] of any type "
- "placed on a virtual axis."
- msgstr ""
- "Mezcla linealmente entre dos de cualquier número de [AnimationNode] de "
- "cualquier tipo colocado en un eje virtual."
- #: doc/classes/AnimationNodeBlendSpace1D.xml
- msgid ""
- "A resource to add to an [AnimationNodeBlendTree].\n"
- "This is a virtual axis on which you can add any type of [AnimationNode] "
- "using [method add_blend_point].\n"
- "Outputs the linear blend of the two [AnimationNode]s closest to the node's "
- "current value.\n"
- "You can set the extents of the axis using the [member min_space] and [member "
- "max_space]."
- msgstr ""
- "Un recurso para añadir a un [AnimationNodeBlendTree].\n"
- "Es un eje virtual en el que puedes añadir cualquier tipo de [AnimationNode] "
- "usando el [method add_blend_point].\n"
- "Produce la mezcla lineal de los dos [AnimationNode]s más cercana al valor "
- "actual del nodo.\n"
- "Puedes establecer las extensiones del eje usando el [member min_space] y el "
- "[member max_space]."
- #: doc/classes/AnimationNodeBlendSpace1D.xml
- msgid ""
- "Adds a new point that represents a [code]node[/code] on the virtual axis at "
- "a given position set by [code]pos[/code]. You can insert it at a specific "
- "index using the [code]at_index[/code] argument. If you use the default value "
- "for [code]at_index[/code], the point is inserted at the end of the blend "
- "points array."
- msgstr ""
- "Añade un nuevo punto que representa un [code]node[/code] en el eje virtual "
- "en una posición dada fijada por [code]pos[/code]. Se puede insertar en un "
- "índice específico usando el argumento [code]at_index[/code]. Si utilizas el "
- "valor por defecto de [code]at_index[/code], el punto se inserta al final del "
- "array de puntos de mezcla."
- #: doc/classes/AnimationNodeBlendSpace1D.xml
- msgid "Returns the number of points on the blend axis."
- msgstr "Devuelve el número de puntos en el eje de la mezcla."
- #: doc/classes/AnimationNodeBlendSpace1D.xml
- msgid ""
- "Returns the [AnimationNode] referenced by the point at index [code]point[/"
- "code]."
- msgstr ""
- "Devuelve el [AnimationNode] referenciado por el punto en el índice "
- "[code]point[/code]."
- #: doc/classes/AnimationNodeBlendSpace1D.xml
- #: doc/classes/AnimationNodeBlendSpace2D.xml
- msgid "Returns the position of the point at index [code]point[/code]."
- msgstr "Devuelve la posición del punto en el índice [code]point[/code]."
- #: doc/classes/AnimationNodeBlendSpace1D.xml
- msgid "Removes the point at index [code]point[/code] from the blend axis."
- msgstr "Elimina el punto en el índice [code]point[/code] del eje de la mezcla."
- #: doc/classes/AnimationNodeBlendSpace1D.xml
- #: doc/classes/AnimationNodeBlendSpace2D.xml
- msgid ""
- "Changes the [AnimationNode] referenced by the point at index [code]point[/"
- "code]."
- msgstr ""
- "Cambia el [AnimationNode] al que se refiere el punto en el índice "
- "[code]point[/code]."
- #: doc/classes/AnimationNodeBlendSpace1D.xml
- #: doc/classes/AnimationNodeBlendSpace2D.xml
- msgid ""
- "Updates the position of the point at index [code]point[/code] on the blend "
- "axis."
- msgstr ""
- "Actualiza la posición del punto en el índice [code]point[/code] en el eje de "
- "la mezcla."
- #: doc/classes/AnimationNodeBlendSpace1D.xml
- msgid ""
- "The blend space's axis's upper limit for the points' position. See [method "
- "add_blend_point]."
- msgstr ""
- "El límite superior del eje del espacio de mezcla para la posición de los "
- "puntos. Ver [method add_blend_point]."
- #: doc/classes/AnimationNodeBlendSpace1D.xml
- msgid ""
- "The blend space's axis's lower limit for the points' position. See [method "
- "add_blend_point]."
- msgstr ""
- "El límite inferior del eje del espacio de mezcla para la posición de los "
- "puntos. Ver [method add_blend_point]."
- #: doc/classes/AnimationNodeBlendSpace1D.xml
- msgid "Position increment to snap to when moving a point on the axis."
- msgstr ""
- "Incremento de la posición a la que se ajusta cuando se mueve un punto en el "
- "eje."
- #: doc/classes/AnimationNodeBlendSpace1D.xml
- msgid "Label of the virtual axis of the blend space."
- msgstr "Etiqueta del eje virtual del espacio de mezcla."
- #: doc/classes/AnimationNodeBlendSpace2D.xml
- msgid ""
- "Blends linearly between three [AnimationNode] of any type placed in a 2D "
- "space."
- msgstr ""
- "Se mezcla linealmente entre tres [AnimationNode] de cualquier tipo colocados "
- "en un espacio 2D."
- #: doc/classes/AnimationNodeBlendSpace2D.xml
- msgid ""
- "A resource to add to an [AnimationNodeBlendTree].\n"
- "This node allows you to blend linearly between three animations using a "
- "[Vector2] weight.\n"
- "You can add vertices to the blend space with [method add_blend_point] and "
- "automatically triangulate it by setting [member auto_triangles] to "
- "[code]true[/code]. Otherwise, use [method add_triangle] and [method "
- "remove_triangle] to create up the blend space by hand."
- msgstr ""
- "Un recurso para añadir a un [AnimationNodeBlendTree].\n"
- "Este nodo te permite mezclar linealmente entre tres animaciones usando un "
- "peso [Vector2].\n"
- "Puedes añadir vértices al espacio de mezcla con [method add_blend_point] y "
- "triangularlo automáticamente estableciendo [member auto_triangles] a "
- "[code]true[/code]. De lo contrario, usa [method add_triangle] y [method "
- "remove_triangle] para crear el espacio de mezcla a mano."
- #: doc/classes/AnimationNodeBlendSpace2D.xml
- msgid ""
- "Adds a new point that represents a [code]node[/code] at the position set by "
- "[code]pos[/code]. You can insert it at a specific index using the "
- "[code]at_index[/code] argument. If you use the default value for "
- "[code]at_index[/code], the point is inserted at the end of the blend points "
- "array."
- msgstr ""
- "Añade un nuevo punto que representa un nodo [code]pos[/code] en la posición "
- "establecida por [code]pos[/code]. Se puede insertar en un índice específico "
- "usando el argumento [code]at_index[/code]. Si utilizas el valor por defecto "
- "de [code]at_index[/code], el punto se inserta al final del array de puntos "
- "de mezcla."
- #: doc/classes/AnimationNodeBlendSpace2D.xml
- msgid ""
- "Creates a new triangle using three points [code]x[/code], [code]y[/code], "
- "and [code]z[/code]. Triangles can overlap. You can insert the triangle at a "
- "specific index using the [code]at_index[/code] argument. If you use the "
- "default value for [code]at_index[/code], the point is inserted at the end of "
- "the blend points array."
- msgstr ""
- "Crea un nuevo triángulo usando tres puntos [code]x[/code], [code]y[/code], y "
- "[code]z[/code]. Los triángulos pueden superponerse. Puedes insertar el "
- "triángulo en un índice específico usando el argumento [code]at_index[/code]. "
- "Si utilizas el valor por defecto de [code]at_index[/code], el punto se "
- "inserta al final del array de puntos de mezcla."
- #: doc/classes/AnimationNodeBlendSpace2D.xml
- msgid "Returns the number of points in the blend space."
- msgstr "Devuelve el número de puntos en el espacio de mezcla."
- #: doc/classes/AnimationNodeBlendSpace2D.xml
- msgid ""
- "Returns the [AnimationRootNode] referenced by the point at index "
- "[code]point[/code]."
- msgstr ""
- "Devuelve el [AnimationRootNode] referenciado por el punto en el índice "
- "[code]point[/code]."
- #: doc/classes/AnimationNodeBlendSpace2D.xml
- msgid "Returns the number of triangles in the blend space."
- msgstr "Devuelve el número de triángulos en el espacio de mezcla."
- #: doc/classes/AnimationNodeBlendSpace2D.xml
- msgid ""
- "Returns the position of the point at index [code]point[/code] in the "
- "triangle of index [code]triangle[/code]."
- msgstr ""
- "Devuelve la posición del punto en el índice [code]point[/code] en el "
- "triángulo del índice [code]triangle[/code]."
- #: doc/classes/AnimationNodeBlendSpace2D.xml
- msgid "Removes the point at index [code]point[/code] from the blend space."
- msgstr ""
- "Elimina el punto en el índice [code]point[/code] del espacio de mezcla."
- #: doc/classes/AnimationNodeBlendSpace2D.xml
- msgid ""
- "Removes the triangle at index [code]triangle[/code] from the blend space."
- msgstr ""
- "Elimina el triángulo en el índice [code]triangle[/code] del espacio de "
- "mezcla."
- #: doc/classes/AnimationNodeBlendSpace2D.xml
- msgid ""
- "If [code]true[/code], the blend space is triangulated automatically. The "
- "mesh updates every time you add or remove points with [method "
- "add_blend_point] and [method remove_blend_point]."
- msgstr ""
- "Si [code]true[/code], el espacio de mezcla se triangula automáticamente. La "
- "malla se actualiza cada vez que añades o eliminas puntos con [method "
- "add_blend_point] y [method remove_blend_point]."
- #: doc/classes/AnimationNodeBlendSpace2D.xml
- msgid ""
- "Controls the interpolation between animations. See [enum BlendMode] "
- "constants."
- msgstr ""
- "Controla la interpolación entre las animaciones. Ver las constantes de [enum "
- "BlendMode]."
- #: doc/classes/AnimationNodeBlendSpace2D.xml
- msgid ""
- "The blend space's X and Y axes' upper limit for the points' position. See "
- "[method add_blend_point]."
- msgstr ""
- "El límite superior de los ejes X e Y del espacio de mezcla para la posición "
- "de los puntos. Ver [method add_blend_point]."
- #: doc/classes/AnimationNodeBlendSpace2D.xml
- msgid ""
- "The blend space's X and Y axes' lower limit for the points' position. See "
- "[method add_blend_point]."
- msgstr ""
- "El límite inferior de los ejes X e Y del espacio de mezcla para la posición "
- "de los puntos. Ver [method add_blend_point]."
- #: doc/classes/AnimationNodeBlendSpace2D.xml
- msgid "Position increment to snap to when moving a point."
- msgstr "Incremento de la posición a la que se ajusta cuando se mueve un punto."
- #: doc/classes/AnimationNodeBlendSpace2D.xml
- msgid "Name of the blend space's X axis."
- msgstr "Nombre del eje X del espacio de la mezcla."
- #: doc/classes/AnimationNodeBlendSpace2D.xml
- msgid "Name of the blend space's Y axis."
- msgstr "El nombre del eje Y del espacio de mezcla."
- #: doc/classes/AnimationNodeBlendSpace2D.xml
- msgid ""
- "Emitted every time the blend space's triangles are created, removed, or when "
- "one of their vertices changes position."
- msgstr ""
- "Emitida cada vez que los triángulos del espacio de mezcla se crean, se "
- "eliminan, o cuando uno de sus vértices cambia de posición."
- #: doc/classes/AnimationNodeBlendSpace2D.xml
- msgid "The interpolation between animations is linear."
- msgstr "La interpolación entre las animaciones es lineal."
- #: doc/classes/AnimationNodeBlendSpace2D.xml
- msgid ""
- "The blend space plays the animation of the node the blending position is "
- "closest to. Useful for frame-by-frame 2D animations."
- msgstr ""
- "El espacio de mezcla reproduce la animación del nodo más cercano a la "
- "posición de mezcla. Es útil para las animaciones 2D fotograma a fotograma."
- #: doc/classes/AnimationNodeBlendSpace2D.xml
- msgid ""
- "Similar to [constant BLEND_MODE_DISCRETE], but starts the new animation at "
- "the last animation's playback position."
- msgstr ""
- "Similar a [constant BLEND_MODE_DISCRETE], pero inicia la nueva animación en "
- "la posición de reproducción de la última animación."
- #: doc/classes/AnimationNodeBlendTree.xml
- msgid "[AnimationTree] node resource that contains many blend type nodes."
- msgstr ""
- "[AnimationTree] es un recurso de nodos que contiene muchos nodos de tipo "
- "mezcla."
- #: doc/classes/AnimationNodeBlendTree.xml
- #, fuzzy
- msgid ""
- "This node may contain a sub-tree of any other blend type nodes, such as "
- "[AnimationNodeTransition], [AnimationNodeBlend2], [AnimationNodeBlend3], "
- "[AnimationNodeOneShot], etc. This is one of the most commonly used roots.\n"
- "An [AnimationNodeOutput] node named [code]output[/code] is created by "
- "default."
- msgstr ""
- "Este nodo puede contener un subárbol de cualquier otro tipo de nodos de "
- "mezcla, como mix, blend2, blend3, one shot, etc. Esta es una de los nodos "
- "raíces más utilizados."
- #: doc/classes/AnimationNodeBlendTree.xml
- msgid ""
- "Adds an [AnimationNode] at the given [code]position[/code]. The [code]name[/"
- "code] is used to identify the created sub-node later."
- msgstr ""
- "Añade un [AnimationNode] en la[code]position[/code] dada. El [code]name[/"
- "code] se utiliza para identificar el subnodo creado a posteriori."
- #: doc/classes/AnimationNodeBlendTree.xml
- msgid ""
- "Connects the output of an [AnimationNode] as input for another "
- "[AnimationNode], at the input port specified by [code]input_index[/code]."
- msgstr ""
- "Conecta la salida de un [AnimationNode] como entrada de otro "
- "[AnimationNode], en el puerto de entrada especificado por [code]input_index[/"
- "code]."
- #: doc/classes/AnimationNodeBlendTree.xml
- msgid "Disconnects the node connected to the specified input."
- msgstr "Desconecta el nodo conectado a la entrada especificada."
- #: doc/classes/AnimationNodeBlendTree.xml
- msgid "Returns the sub-node with the specified [code]name[/code]."
- msgstr "Devuelve el subnodo con el [code]name[/code] especificado."
- #: doc/classes/AnimationNodeBlendTree.xml
- msgid ""
- "Returns the position of the sub-node with the specified [code]name[/code]."
- msgstr ""
- "Devuelve la posición del subnodo con el [code]name[/code] especificado."
- #: doc/classes/AnimationNodeBlendTree.xml
- msgid ""
- "Returns [code]true[/code] if a sub-node with specified [code]name[/code] "
- "exists."
- msgstr ""
- "Devuelve [code]true[/code] si existe un subnodo con el [code]name[/code] "
- "especificado."
- #: doc/classes/AnimationNodeBlendTree.xml
- msgid "Removes a sub-node."
- msgstr "Elimina un subnodo."
- #: doc/classes/AnimationNodeBlendTree.xml
- msgid "Changes the name of a sub-node."
- msgstr "Cambia el nombre de un subnodo."
- #: doc/classes/AnimationNodeBlendTree.xml
- msgid "Modifies the position of a sub-node."
- msgstr "Modifica la posición de un subnodo."
- #: doc/classes/AnimationNodeBlendTree.xml
- msgid "The global offset of all sub-nodes."
- msgstr "El dezplazamiento global de todos los subnodos."
- #: doc/classes/AnimationNodeBlendTree.xml
- msgid "The connection was successful."
- msgstr "La conexion tuvo éxito."
- #: doc/classes/AnimationNodeBlendTree.xml
- msgid "The input node is [code]null[/code]."
- msgstr "El nodo entrada es [code]null[/code]."
- #: doc/classes/AnimationNodeBlendTree.xml
- msgid "The specified input port is out of range."
- msgstr "El puerto de entrada especificado está fuera de rango."
- #: doc/classes/AnimationNodeBlendTree.xml
- msgid "The output node is [code]null[/code]."
- msgstr "El nodo salida es [code]null[/code]."
- #: doc/classes/AnimationNodeBlendTree.xml
- msgid "Input and output nodes are the same."
- msgstr "Los nodos de entrada y salida son los mismos."
- #: doc/classes/AnimationNodeBlendTree.xml
- msgid "The specified connection already exists."
- msgstr "La conexion ya existe."
- #: doc/classes/AnimationNodeOneShot.xml
- msgid "Plays an animation once in [AnimationNodeBlendTree]."
- msgstr "Reproduce una animacion una vez en [AnimationNodeBlendTree]."
- #: doc/classes/AnimationNodeOneShot.xml
- msgid ""
- "A resource to add to an [AnimationNodeBlendTree]. This node will execute a "
- "sub-animation and return once it finishes. Blend times for fading in and out "
- "can be customized, as well as filters."
- msgstr ""
- "Un recurso para añadir a un [AnimationNodeBlendTree]. Este nodo ejecutara "
- "una subanimacion y devolvera cuando termine. Mezcla de tiempos para "
- "desvanecer y aparecer pueden ser personalizados, incluido filtros."
- #: doc/classes/AnimationNodeOneShot.xml
- msgid ""
- "If [code]true[/code], the sub-animation will restart automatically after "
- "finishing."
- msgstr ""
- "Si [code]true[/code], las subanimaciones se reiniciaran automaticamente "
- "despues de acabar."
- #: doc/classes/AnimationNodeOneShot.xml
- msgid "The delay after which the automatic restart is triggered, in seconds."
- msgstr "El retardo con el cual un reinicio automatico es lanzado, en segundos."
- #: doc/classes/AnimationNodeOneShot.xml
- msgid ""
- "If [member autorestart] is [code]true[/code], a random additional delay (in "
- "seconds) between 0 and this value will be added to [member "
- "autorestart_delay]."
- msgstr ""
- "Si [member autorestart] es [code]true[/code], un retardo aleatorio adicional "
- "(en segundos) entre 0 y este valor sera añadido al [member autorestart_delay."
- #: doc/classes/AnimationNodeOutput.xml
- msgid "Generic output node to be added to [AnimationNodeBlendTree]."
- msgstr "Nodo de salida generica para ser añadido a [AnimationNodeBlendTree]."
- #: doc/classes/AnimationNodeStateMachine.xml
- msgid "State machine for control of animations."
- msgstr "Maquina de estado para el control de animaciones."
- #: doc/classes/AnimationNodeStateMachine.xml
- msgid ""
- "Contains multiple nodes representing animation states, connected in a graph. "
- "Node transitions can be configured to happen automatically or via code, "
- "using a shortest-path algorithm. Retrieve the "
- "[AnimationNodeStateMachinePlayback] object from the [AnimationTree] node to "
- "control it programmatically.\n"
- "[b]Example:[/b]\n"
- "[codeblock]\n"
- "var state_machine = $AnimationTree.get(\"parameters/playback\")\n"
- "state_machine.travel(\"some_state\")\n"
- "[/codeblock]"
- msgstr ""
- "Contiene multiples nodos representando los estados de la animacion, "
- "conectados en un grafico. Las transiciones de nodos puedes ser configurado "
- "para ocurrir automaticamente o por codigo, usando un algoritmo de shortest-"
- "path(ruta mas corta). Recupera el objeto [AnimationNodeStateMachinePlayback] "
- "desde el nodo de [AnimationTree] para controlarlo programaticamente.\n"
- "[b]Ejemplo:[/b]\n"
- "[codeblock]\n"
- "var maquina_estado = $AnimationTree.get(\"paratamers/playback\")\n"
- "maquina_estado.travel(\"algun estado\" )\n"
- "[/codeblock]"
- #: doc/classes/AnimationNodeStateMachine.xml
- msgid ""
- "Adds a new node to the graph. The [code]position[/code] is used for display "
- "in the editor."
- msgstr ""
- "Añade un nuevo nodo al grafico. La [code]position[/code] es usado para la "
- "visualizacion en el editor."
- #: doc/classes/AnimationNodeStateMachine.xml
- msgid "Adds a transition between the given nodes."
- msgstr "Añade una transicion entre los nodos dados."
- #: doc/classes/AnimationNodeStateMachine.xml
- msgid "Returns the graph's end node."
- msgstr "Devuelve el nodo final de un grafico."
- #: doc/classes/AnimationNodeStateMachine.xml
- msgid "Returns the draw offset of the graph. Used for display in the editor."
- msgstr ""
- "Devuelve el dezplazamiento del dibujo de un grafico. Utilizado para "
- "visualizaciones en el editor."
- #: doc/classes/AnimationNodeStateMachine.xml
- msgid "Returns the animation node with the given name."
- msgstr "Devuelve el nodo animacion con el nombre dado."
- #: doc/classes/AnimationNodeStateMachine.xml
- msgid "Returns the given animation node's name."
- msgstr "Devuelve el node del nombre de la animacion dada."
- #: doc/classes/AnimationNodeStateMachine.xml
- msgid "Returns the given node's coordinates. Used for display in the editor."
- msgstr ""
- "Devuelve las coordenadas del nodo dado. Util para visualizaciones en el "
- "editor."
- #: doc/classes/AnimationNodeStateMachine.xml
- msgid "Returns the given transition."
- msgstr "Devuelve la transicion dada."
- #: doc/classes/AnimationNodeStateMachine.xml
- msgid "Returns the number of connections in the graph."
- msgstr "Devuelve el numero de conexiones en el grafico."
- #: doc/classes/AnimationNodeStateMachine.xml
- msgid "Returns the given transition's start node."
- msgstr "Devuelve el nodo de comienzo de la transicion dada."
- #: doc/classes/AnimationNodeStateMachine.xml
- msgid "Returns the given transition's end node."
- msgstr "Devuelve el nodo final de la transicion dada."
- #: doc/classes/AnimationNodeStateMachine.xml
- msgid "Returns [code]true[/code] if the graph contains the given node."
- msgstr "Devuelve [code]true[/code] si el grafico contiene el nodo dado."
- #: doc/classes/AnimationNodeStateMachine.xml
- msgid ""
- "Returns [code]true[/code] if there is a transition between the given nodes."
- msgstr ""
- "Devuelve [code]true[/code] si hay una transicion entre los nodos dados."
- #: doc/classes/AnimationNodeStateMachine.xml
- msgid "Deletes the given node from the graph."
- msgstr "Elimina el nodo dado desde un grafico."
- #: doc/classes/AnimationNodeStateMachine.xml
- msgid "Deletes the transition between the two specified nodes."
- msgstr "Elimina la transicion entre los dos nodos especificados."
- #: doc/classes/AnimationNodeStateMachine.xml
- msgid "Deletes the given transition by index."
- msgstr "Elimina la transicion dado un indice."
- #: doc/classes/AnimationNodeStateMachine.xml
- msgid "Renames the given node."
- msgstr "Renombra en nodo dado."
- #: doc/classes/AnimationNodeStateMachine.xml
- msgid "Replaces the node and keeps its transitions unchanged."
- msgstr ""
- #: doc/classes/AnimationNodeStateMachine.xml
- msgid "Sets the given node as the graph end point."
- msgstr "Coloca el nodo dada como es punto final del grafico."
- #: doc/classes/AnimationNodeStateMachine.xml
- msgid "Sets the draw offset of the graph. Used for display in the editor."
- msgstr ""
- "Coloca el desplazamiento de dibujo del grafico. Utilizado para "
- "visualizaciones en el editor."
- #: doc/classes/AnimationNodeStateMachine.xml
- msgid "Sets the node's coordinates. Used for display in the editor."
- msgstr ""
- "Coloca las coordenadas del nodo. Utilizado para las visualizaciones en el "
- "editor."
- #: doc/classes/AnimationNodeStateMachine.xml
- msgid "Sets the given node as the graph start point."
- msgstr "Coloca el nodo dado como el punto de comienzo del grafico."
- #: doc/classes/AnimationNodeStateMachinePlayback.xml
- msgid "Playback control for [AnimationNodeStateMachine]."
- msgstr "Control de reproduccion para el [AnimationNodeStateMachine]."
- #: doc/classes/AnimationNodeStateMachinePlayback.xml
- msgid ""
- "Allows control of [AnimationTree] state machines created with "
- "[AnimationNodeStateMachine]. Retrieve with [code]$AnimationTree."
- "get(\"parameters/playback\")[/code].\n"
- "[b]Example:[/b]\n"
- "[codeblock]\n"
- "var state_machine = $AnimationTree.get(\"parameters/playback\")\n"
- "state_machine.travel(\"some_state\")\n"
- "[/codeblock]"
- msgstr ""
- "Permite el control de los estados de maquina de [AnimationTree] creados con "
- "[AnimationNodeStateMachine]. Recupero con [code]$AnimationTree."
- "get(\"parameters/playback\")[/code].\n"
- "[b]Ejemplo[/b]\n"
- "[codeblock]\n"
- "var maquina_estados = $AnimationTree.get(\"parameters/playback\")\n"
- "maquina_estados.travel(\"algun_estado\")\n"
- "[/codeblock]"
- #: doc/classes/AnimationNodeStateMachinePlayback.xml
- msgid "Returns the currently playing animation state."
- msgstr ""
- "Devuelve el estado de la animacion que se esta reproduciendo actualmente."
- #: doc/classes/AnimationNodeStateMachinePlayback.xml
- #, fuzzy
- msgid "Returns the playback position within the current animation state."
- msgstr "Devuelve la posición local del punto de contacto."
- #: doc/classes/AnimationNodeStateMachinePlayback.xml
- msgid ""
- "Returns the current travel path as computed internally by the A* algorithm."
- msgstr ""
- "Devuelve la ruta de viaje actual calculada internamente por el algorithmo A*."
- #: doc/classes/AnimationNodeStateMachinePlayback.xml
- msgid "Returns [code]true[/code] if an animation is playing."
- msgstr "Devuelve [code]true[/code] si una animacion esta reproduciendose."
- #: doc/classes/AnimationNodeStateMachinePlayback.xml
- msgid "Starts playing the given animation."
- msgstr "Empieza a ejecutar la animacion dada."
- #: doc/classes/AnimationNodeStateMachinePlayback.xml
- msgid "Stops the currently playing animation."
- msgstr "Para la animacion en ejecucion."
- #: doc/classes/AnimationNodeStateMachinePlayback.xml
- msgid ""
- "Transitions from the current state to another one, following the shortest "
- "path."
- msgstr ""
- "Las transiciones desde el estado actual a otro, siguiendo la ruta mas corta."
- #: doc/classes/AnimationNodeStateMachineTransition.xml
- #, fuzzy
- msgid ""
- "Turn on auto advance when this condition is set. The provided name will "
- "become a boolean parameter on the [AnimationTree] that can be controlled "
- "from code (see [url=$DOCS_URL/tutorials/animation/animation_tree."
- "html#controlling-from-code]Using AnimationTree[/url]). For example, if "
- "[member AnimationTree.tree_root] is an [AnimationNodeStateMachine] and "
- "[member advance_condition] is set to [code]\"idle\"[/code]:\n"
- "[codeblock]\n"
- "$animation_tree[\"parameters/conditions/idle\"] = is_on_floor and "
- "(linear_velocity.x == 0)\n"
- "[/codeblock]"
- msgstr ""
- "Enciende el auto avance cuando la condicion esta configurada. El nombre dado "
- "sera convertido en un parametro booleano en el [AnimationTree] que puede ser "
- "controlado desde codigo (ver [url=https://docs.godotengine.org/es/latest/"
- "tutorials/animation/animation_tree.html#controlling-from-code][/url]). Por "
- "ejemplo, is [member AnimationTree.tree_root] es un "
- "[AnimationNodeStateMachine] y [member advance_condition] es colocado a "
- "[code]\"idle\"[/code].\n"
- "[codeblock]\n"
- "$animation_tree[\"parameters/conditions/idle\"] = is_on_floor and "
- "(linear_velocity.x == 0).\n"
- "[/codeblock]"
- #: doc/classes/AnimationNodeStateMachineTransition.xml
- msgid ""
- "Turn on the transition automatically when this state is reached. This works "
- "best with [constant SWITCH_MODE_AT_END]."
- msgstr ""
- "Enciende la transicion automaticamente cuando este estado es alcanzado. Esto "
- "funcion mejor con [constant SWITCH_MODE_AT_END]."
- #: doc/classes/AnimationNodeStateMachineTransition.xml
- msgid ""
- "Don't use this transition during [method AnimationNodeStateMachinePlayback."
- "travel] or [member auto_advance]."
- msgstr ""
- "No utilices esta transicion durante [method "
- "AnimationNodeStateMachinePlayback.travel] o [member auto_advance]."
- #: doc/classes/AnimationNodeStateMachineTransition.xml
- msgid ""
- "Lower priority transitions are preferred when travelling through the tree "
- "via [method AnimationNodeStateMachinePlayback.travel] or [member "
- "auto_advance]."
- msgstr ""
- "Transiciones de prioridad baja son preferidas cuando se viaja a traves de un "
- "arbol [method AnimationNodeStateMachinePlayback.travel] o [member "
- "auto_advance]."
- #: doc/classes/AnimationNodeStateMachineTransition.xml
- msgid "The transition type."
- msgstr "El tipo de transicion."
- #: doc/classes/AnimationNodeStateMachineTransition.xml
- msgid "The time to cross-fade between this state and the next."
- msgstr "El tiempo de paso de este estado al siguiente."
- #: doc/classes/AnimationNodeStateMachineTransition.xml
- msgid "Emitted when [member advance_condition] is changed."
- msgstr "Emitido cuando [member advance_condition] es cambiada."
- #: doc/classes/AnimationNodeStateMachineTransition.xml
- msgid ""
- "Switch to the next state immediately. The current state will end and blend "
- "into the beginning of the new one."
- msgstr ""
- "Intercambia a el proximo estado inmediatamente. El actual estado terminara y "
- "se mezclara en el comienzo del nuevo."
- #: doc/classes/AnimationNodeStateMachineTransition.xml
- msgid ""
- "Switch to the next state immediately, but will seek the new state to the "
- "playback position of the old state."
- msgstr ""
- "Intercambia a el proximo estado inmediatamente, pero buscara el nuevo estado "
- "a la reproduccion de la posicion del antiguo estado."
- #: doc/classes/AnimationNodeStateMachineTransition.xml
- msgid ""
- "Wait for the current state playback to end, then switch to the beginning of "
- "the next state animation."
- msgstr ""
- "Espera a que termine el actual estado en reproduccion, entonces intercambia "
- "con el principio de la proxima animacion."
- #: doc/classes/AnimationNodeTimeScale.xml
- msgid "A time-scaling animation node to be used with [AnimationTree]."
- msgstr ""
- "Un nodo de animacion de tiempo escalada para ser utilizado con "
- "[AnimationTree]."
- #: doc/classes/AnimationNodeTimeScale.xml
- msgid ""
- "Allows scaling the speed of the animation (or reversing it) in any children "
- "nodes. Setting it to 0 will pause the animation."
- msgstr ""
- "Permite escalar la velocidad de la animacion (o revertirla) en cualquiera de "
- "los nodos hijos. Colocandolo a 0 pausara la animacion."
- #: doc/classes/AnimationNodeTimeSeek.xml
- msgid "A time-seeking animation node to be used with [AnimationTree]."
- msgstr ""
- "Una nodo de animacion de busqueda de tiempo para ser usado con "
- "[AnimationTree]."
- #: doc/classes/AnimationNodeTimeSeek.xml
- msgid ""
- "This node can be used to cause a seek command to happen to any sub-children "
- "of the animation graph. Use this node type to play an [Animation] from the "
- "start or a certain playback position inside the [AnimationNodeBlendTree]. "
- "After setting the time and changing the animation playback, the seek node "
- "automatically goes into sleep mode on the next process frame by setting its "
- "[code]seek_position[/code] value to [code]-1.0[/code].\n"
- "[codeblock]\n"
- "# Play child animation from the start.\n"
- "animation_tree.set(\"parameters/Seek/seek_position\", 0.0)\n"
- "# Alternative syntax (same result as above).\n"
- "animation_tree[\"parameters/Seek/seek_position\"] = 0.0\n"
- "\n"
- "# Play child animation from 12 second timestamp.\n"
- "animation_tree.set(\"parameters/Seek/seek_position\", 12.0)\n"
- "# Alternative syntax (same result as above).\n"
- "animation_tree[\"parameters/Seek/seek_position\"] = 12.0\n"
- "[/codeblock]"
- msgstr ""
- #: doc/classes/AnimationNodeTransition.xml
- msgid "A generic animation transition node for [AnimationTree]."
- msgstr "Un nodo de transicion generica para [AnimationTree]."
- #: doc/classes/AnimationNodeTransition.xml
- msgid ""
- "Simple state machine for cases which don't require a more advanced "
- "[AnimationNodeStateMachine]. Animations can be connected to the inputs and "
- "transition times can be specified."
- msgstr ""
- "Simple estado de maquina para casos que no requieren un "
- "[AnimationNodeStateMachine]. Las animaciones pueden ser conectadas a las "
- "salidas y tiempos de transicion pueden ser especificados."
- #: doc/classes/AnimationNodeTransition.xml
- msgid "The number of available input ports for this node."
- msgstr "El numero de puertos de entrada disponibles para este nodo."
- #: doc/classes/AnimationNodeTransition.xml
- msgid ""
- "Cross-fading time (in seconds) between each animation connected to the "
- "inputs."
- msgstr ""
- "Desvanecimiento en tiempo(en segundos) entre cada animacione conectada a las "
- "salidas."
- #: doc/classes/AnimationPlayer.xml
- msgid "Container and player of [Animation] resources."
- msgstr "Contenedor y reproductor de recursos de [Animation]."
- #: doc/classes/AnimationPlayer.xml
- msgid ""
- "An animation player is used for general-purpose playback of [Animation] "
- "resources. It contains a dictionary of animations (referenced by name) and "
- "custom blend times between their transitions. Additionally, animations can "
- "be played and blended in different channels.\n"
- "[AnimationPlayer] is more suited than [Tween] for animations where you know "
- "the final values in advance. For example, fading a screen in and out is more "
- "easily done with an [AnimationPlayer] node thanks to the animation tools "
- "provided by the editor. That particular example can also be implemented with "
- "a [Tween] node, but it requires doing everything by code.\n"
- "Updating the target properties of animations occurs at process time."
- msgstr ""
- "Un reproductor de animacion es utilizado para reproduccion de proposito "
- "general de recursos de [Animation]. Esto contiene un diccionario de "
- "animaciones (referenciada por nombre) y tiempos de mezcla personalizados "
- "entre sus transiciones. Adicionalmente, los animaciones pueden ser "
- "reproducidas y mezcladas en diferentes canales.\n"
- "[AnimationPlayer] es mas conveniente que [Tween] para animaciones donde tu "
- "sabes los valores finales por adelantado. Por ejemplo desvanecer una "
- "pantalla y que vuelva a aparecer es un trabajo mas facil de hacer con un "
- "nodo [AnimationPlayer] gracias a las herramientas de animacion suministradas "
- "por el editor. Este ejemplo partircular puede tambien ser implementado con "
- "un node [Tween], pero requiere hacer todo por codigo. \n"
- "Actualizar las propiedades de la animacion objetivo ocurren en tiempo de "
- "ejecucion."
- #: doc/classes/AnimationPlayer.xml
- #, fuzzy
- msgid "Animation tutorial index"
- msgstr "Nodo desconocido."
- #: doc/classes/AnimationPlayer.xml
- msgid ""
- "Adds [code]animation[/code] to the player accessible with the key "
- "[code]name[/code]."
- msgstr ""
- "Añade una [code]animation[/code] al reproductor con la llave [code]name[/"
- "code]."
- #: doc/classes/AnimationPlayer.xml
- msgid ""
- "Shifts position in the animation timeline and immediately updates the "
- "animation. [code]delta[/code] is the time in seconds to shift. Events "
- "between the current frame and [code]delta[/code] are handled."
- msgstr ""
- "Cambia la positicon en la linea de tiempo de las animaciones e "
- "inmediatamente actualiza la animacion. [code]delta[/code] es el tiempo en "
- "segundos a cambiar. Eventos entre el frame actual y [code]delta[/code] son "
- "manejados."
- #: doc/classes/AnimationPlayer.xml
- msgid "Returns the name of the next animation in the queue."
- msgstr "Devuelve el nombre de la proxima animacion en la cola."
- #: doc/classes/AnimationPlayer.xml
- msgid ""
- "Triggers the [code]anim_to[/code] animation when the [code]anim_from[/code] "
- "animation completes."
- msgstr ""
- "Lanza la animacion [code]anim_to[/code] cuando la animacion [code]anim_from[/"
- "code] se completa."
- #: doc/classes/AnimationPlayer.xml
- msgid ""
- "[AnimationPlayer] caches animated nodes. It may not notice if a node "
- "disappears; [method clear_caches] forces it to update the cache again."
- msgstr ""
- "[AnimationPlayer] cachea nodos animados. Puede no notarse si un nodo "
- "desaparece;[method clear_caches] fuerza a la cache a actualizarse de nuevo."
- #: doc/classes/AnimationPlayer.xml
- msgid "Clears all queued, unplayed animations."
- msgstr "Limpia todas las colas, animaciones no reproducidas."
- #: doc/classes/AnimationPlayer.xml
- msgid ""
- "Returns the name of [code]animation[/code] or an empty string if not found."
- msgstr ""
- "Devuelve el nombre de [code]animation[/code] or una string vacia si no se "
- "encuentra."
- #: doc/classes/AnimationPlayer.xml
- #, fuzzy
- msgid ""
- "Returns the [Animation] with the key [code]name[/code]. If the animation "
- "does not exist, [code]null[/code] is returned and an error is logged."
- msgstr ""
- "Devuelve la [Animation] con clave [code]name[/code] or [code]null[/code] si "
- "no se encuentra."
- #: doc/classes/AnimationPlayer.xml
- msgid "Returns the list of stored animation names."
- msgstr "Devuelve la lista de nombres de animaciones almacenadas."
- #: doc/classes/AnimationPlayer.xml
- msgid ""
- "Gets the blend time (in seconds) between two animations, referenced by their "
- "names."
- msgstr ""
- "Obtiene el nombre de mezcla (en segundos) entre dos animaciones, "
- "referenciado por sus nombres."
- #: doc/classes/AnimationPlayer.xml
- msgid ""
- "Gets the actual playing speed of current animation or 0 if not playing. This "
- "speed is the [member playback_speed] property multiplied by "
- "[code]custom_speed[/code] argument specified when calling the [method play] "
- "method."
- msgstr ""
- "Obtiene la velocidad de ejecucion de la animacion actual o 0 sino esta "
- "siendo reproducida. Esta velocidad es la propiedad [member playback_speed] "
- "multiplicada por el argumento [code]custom_speed[/code] especificado cuando "
- "se llama al metodo [method play]."
- #: doc/classes/AnimationPlayer.xml
- msgid ""
- "Returns a list of the animation names that are currently queued to play."
- msgstr ""
- "Devuelve una lista de los nombres de las animaciones que están actualmente "
- "en cola para ser reproducidas."
- #: doc/classes/AnimationPlayer.xml
- msgid ""
- "Returns [code]true[/code] if the [AnimationPlayer] stores an [Animation] "
- "with key [code]name[/code]."
- msgstr ""
- "Devuelve [code]true[/code] si el [AnimationPlayer] almacena una [Animation] "
- "con la clave [code]name[/code]."
- #: doc/classes/AnimationPlayer.xml
- msgid "Returns [code]true[/code] if playing an animation."
- msgstr "Devuelve [code]true[/code] si se esta reproduciendo una animación."
- #: doc/classes/AnimationPlayer.xml
- msgid ""
- "Plays the animation with key [code]name[/code]. Custom blend times and speed "
- "can be set. If [code]custom_speed[/code] is negative and [code]from_end[/"
- "code] is [code]true[/code], the animation will play backwards (which is "
- "equivalent to calling [method play_backwards]).\n"
- "The [AnimationPlayer] keeps track of its current or last played animation "
- "with [member assigned_animation]. If this method is called with that same "
- "animation [code]name[/code], or with no [code]name[/code] parameter, the "
- "assigned animation will resume playing if it was paused, or restart if it "
- "was stopped (see [method stop] for both pause and stop). If the animation "
- "was already playing, it will keep playing.\n"
- "[b]Note:[/b] The animation will be updated the next time the "
- "[AnimationPlayer] is processed. If other variables are updated at the same "
- "time this is called, they may be updated too early. To perform the update "
- "immediately, call [code]advance(0)[/code]."
- msgstr ""
- "Reproduce la animación con la clave [code]name[/code]. Se pueden establecer "
- "tiempos de mezcla y velocidad personalizados. Si [code]custom_speed[/code] "
- "es negativo y [code]from_end[/code] es [code]true[/code], la animación se "
- "reproducirá hacia atrás (lo que equivale a llamar a [method "
- "play_backwards]).\n"
- "El [AnimationPlayer] mantiene un registro de su animación actual o la última "
- "que se ha reproducido con [member assigned_animation]. Si se llama a este "
- "método con ese mismo nombre de animación [code]name[/code], o sin el "
- "parámetro [code]name[/code], la animación asignada se reproducirá de nuevo "
- "si se ha detenido, o se reiniciará si se ha detenido (ver [method stop] "
- "tanto para la pausa como para la parada). Si la animación ya se estaba "
- "reproduciendo, seguirá reproduciéndose.\n"
- "[b]Nota:[/b] La animación se actualizará la próxima vez que se procese el "
- "[AnimationPlayer]. Si se actualizan otras variables al mismo tiempo que esta "
- "llamada, puede que se actualicen demasiado pronto. Para ejecutar la "
- "actualización inmediatamente, llame a [code]advance(0)[/code]."
- #: doc/classes/AnimationPlayer.xml
- msgid ""
- "Plays the animation with key [code]name[/code] in reverse.\n"
- "This method is a shorthand for [method play] with [code]custom_speed = -1.0[/"
- "code] and [code]from_end = true[/code], so see its description for more "
- "information."
- msgstr ""
- "Reproduce la animación con la clave [code]name[/code] al revés.\n"
- "Este método es una abreviatura de [method play] con [code]custom_speed = "
- "-1.0[/code] y [code]from_end = true[/code], por lo que para mayor "
- "información vea su descripción."
- #: doc/classes/AnimationPlayer.xml
- msgid ""
- "Queues an animation for playback once the current one is done.\n"
- "[b]Note:[/b] If a looped animation is currently playing, the queued "
- "animation will never play unless the looped animation is stopped somehow."
- msgstr ""
- "Pone en cola una animación para su reproducción una vez que la actual haya "
- "terminado.\n"
- "[b]Nota:[/b] Si una animación en bucle se está reproduciendo actualmente, la "
- "animación en cola nunca se reproducirá a menos que la animación en bucle se "
- "detenga de alguna manera."
- #: doc/classes/AnimationPlayer.xml
- msgid "Removes the animation with key [code]name[/code]."
- msgstr "Elimina la animación con la clave [code]name[/code]."
- #: doc/classes/AnimationPlayer.xml
- msgid ""
- "Renames an existing animation with key [code]name[/code] to [code]newname[/"
- "code]."
- msgstr ""
- "Renombra una animación existente con la clave [code]name[/code] a "
- "[code]newname[/code]."
- #: doc/classes/AnimationPlayer.xml
- #, fuzzy
- msgid ""
- "Seeks the animation to the [code]seconds[/code] point in time (in seconds). "
- "If [code]update[/code] is [code]true[/code], the animation updates too, "
- "otherwise it updates at process time. Events between the current frame and "
- "[code]seconds[/code] are skipped.\n"
- "[b]Note:[/b] Seeking to the end of the animation doesn't emit [signal "
- "animation_finished]. If you want to skip animation and emit the signal, use "
- "[method advance]."
- msgstr ""
- "Busca la animación hasta el punto en el tiempo de [code]seconds[/code]. Si "
- "[code]update[/code] es [code]true[/code], la animación se actualiza también, "
- "de lo contrario se actualiza en el momento del proceso. Los eventos entre el "
- "fotograma actual y [code]seconds[/code] se saltan."
- #: doc/classes/AnimationPlayer.xml
- msgid ""
- "Specifies a blend time (in seconds) between two animations, referenced by "
- "their names."
- msgstr ""
- "Especifica un tiempo de mezcla (en segundos) entre dos animaciones, "
- "referenciadas por sus nombres."
- #: doc/classes/AnimationPlayer.xml
- msgid ""
- "Stops or pauses the currently playing animation. If [code]reset[/code] is "
- "[code]true[/code], the animation position is reset to [code]0[/code] and the "
- "playback speed is reset to [code]1.0[/code].\n"
- "If [code]reset[/code] is [code]false[/code], the [member "
- "current_animation_position] will be kept and calling [method play] or "
- "[method play_backwards] without arguments or with the same animation name as "
- "[member assigned_animation] will resume the animation."
- msgstr ""
- "Detiene o pausa la animación que se está reproduciendo. Si [code]reset[/"
- "code] es [code]true[/code], la posición de la animación se restablece a "
- "[code]0[/code] y la velocidad de reproducción se restablece a [code]1.0[/"
- "code].\n"
- "Si [code]reset[/code] es [code]false[/code], se mantendrá la [member "
- "current_animation_position] y llamará a [method play] o [method "
- "play_backwards] sin argumentos o con el mismo nombre de animación que "
- "[member assigned_animation] reanudará la animación."
- #: doc/classes/AnimationPlayer.xml
- msgid ""
- "If playing, the current animation; otherwise, the animation last played. "
- "When set, would change the animation, but would not play it unless currently "
- "playing. See also [member current_animation]."
- msgstr ""
- "Si se está reproduciendo, la animación actual; si no, la última animación "
- "reproducida. Cuando se establece, cambiaría la animación, pero no la "
- "reproduciría a menos que se esté reproduciendo actualmente. Ver también "
- "[member current_animation]."
- #: doc/classes/AnimationPlayer.xml
- msgid "The name of the animation to play when the scene loads."
- msgstr ""
- "El nombre de la animación que se reproducirá cuando se cargue la escena."
- #: doc/classes/AnimationPlayer.xml
- msgid ""
- "The name of the currently playing animation. If no animation is playing, the "
- "property's value is an empty string. Changing this value does not restart "
- "the animation. See [method play] for more information on playing "
- "animations.\n"
- "[b]Note:[/b] While this property appears in the inspector, it's not meant to "
- "be edited, and it's not saved in the scene. This property is mainly used to "
- "get the currently playing animation, and internally for animation playback "
- "tracks. For more information, see [Animation]."
- msgstr ""
- #: doc/classes/AnimationPlayer.xml
- msgid "The length (in seconds) of the currently being played animation."
- msgstr ""
- "La duración (en segundos) de la animación que se está reproduciendo "
- "actualmente."
- #: doc/classes/AnimationPlayer.xml
- msgid "The position (in seconds) of the currently playing animation."
- msgstr "La posición (en segundos) de la animación que se está reproduciendo."
- #: doc/classes/AnimationPlayer.xml
- msgid "The call mode to use for Call Method tracks."
- msgstr "El modo de llamada a utilizar para las Call Method Tracks."
- #: doc/classes/AnimationPlayer.xml
- msgid ""
- "If [code]true[/code], updates animations in response to process-related "
- "notifications."
- msgstr ""
- "Si [code]true[/code], actualiza las animaciones en respuesta a las "
- "notificaciones relacionadas con el proceso."
- #: doc/classes/AnimationPlayer.xml
- msgid ""
- "The default time in which to blend animations. Ranges from 0 to 4096 with "
- "0.01 precision."
- msgstr ""
- "El tiempo por defecto para mezclar las animaciones. Va de 0 a 4096 con una "
- "precisión de 0,01."
- #: doc/classes/AnimationPlayer.xml
- msgid "The process notification in which to update animations."
- msgstr "La notificación de proceso en la que se actualizan las animaciones."
- #: doc/classes/AnimationPlayer.xml
- msgid ""
- "The speed scaling ratio. For instance, if this value is 1, then the "
- "animation plays at normal speed. If it's 0.5, then it plays at half speed. "
- "If it's 2, then it plays at double speed."
- msgstr ""
- "La relación de escala de velocidad. Por ejemplo, si este valor es 1, "
- "entonces la animación se reproduce a velocidad normal. Si es 0,5, entonces "
- "se reproduce a media velocidad. Si es 2, entonces se reproduce a doble "
- "velocidad."
- #: doc/classes/AnimationPlayer.xml
- msgid ""
- "This is used by the editor. If set to [code]true[/code], the scene will be "
- "saved with the effects of the reset animation applied (as if it had been "
- "seeked to time 0), then reverted after saving.\n"
- "In other words, the saved scene file will contain the \"default pose\", as "
- "defined by the reset animation, if any, with the editor keeping the values "
- "that the nodes had before saving."
- msgstr ""
- #: doc/classes/AnimationPlayer.xml
- msgid "The node from which node path references will travel."
- msgstr "El nodo desde el cual viajarán las referencias de la ruta de nodos."
- #: doc/classes/AnimationPlayer.xml
- msgid ""
- "Emitted when a queued animation plays after the previous animation was "
- "finished. See [method queue].\n"
- "[b]Note:[/b] The signal is not emitted when the animation is changed via "
- "[method play] or from [AnimationTree]."
- msgstr ""
- #: doc/classes/AnimationPlayer.xml
- msgid "Notifies when an animation finished playing."
- msgstr "Notifica cuando una animación ha terminado de reproducirse."
- #: doc/classes/AnimationPlayer.xml
- msgid "Notifies when an animation starts playing."
- msgstr "Notifica cuando una animación comienza a reproducirse."
- #: doc/classes/AnimationPlayer.xml
- msgid ""
- "Notifies when the caches have been cleared, either automatically, or "
- "manually via [method clear_caches]."
- msgstr ""
- "Notifica cuando las cachés se han limpiado, ya sea automáticamente o "
- "manualmente a través del [method clear_caches]."
- #: doc/classes/AnimationPlayer.xml doc/classes/AnimationTreePlayer.xml
- msgid ""
- "Process animation during the physics process. This is especially useful when "
- "animating physics bodies."
- msgstr ""
- "Animación del proceso durante el proceso de la física. Esto es especialmente "
- "útil cuando se animan los cuerpos físicos."
- #: doc/classes/AnimationPlayer.xml doc/classes/AnimationTreePlayer.xml
- msgid "Process animation during the idle process."
- msgstr "Animación del proceso durante el proceso de inactividad."
- #: doc/classes/AnimationPlayer.xml
- msgid ""
- "Do not process animation. Use [method advance] to process the animation "
- "manually."
- msgstr ""
- "No procese la animación. Utilice [method advance] para procesar la animación "
- "manualmente."
- #: doc/classes/AnimationPlayer.xml
- msgid ""
- "Batch method calls during the animation process, then do the calls after "
- "events are processed. This avoids bugs involving deleting nodes or modifying "
- "the AnimationPlayer while playing."
- msgstr ""
- "Metodos de procesos por lotes llamados durante el proceso de animación, y "
- "despues que los eventos son procesados hacer los llamados. Esto evita los "
- "errores que implican borrar nodos o modificar el AnimationPlayer mientras se "
- "está reproduciendo."
- #: doc/classes/AnimationPlayer.xml
- msgid "Make method calls immediately when reached in the animation."
- msgstr ""
- "Hace llamadas a método inmediatamente cuando se alcanza en la animación."
- #: doc/classes/AnimationTree.xml
- msgid ""
- "A node to be used for advanced animation transitions in an [AnimationPlayer]."
- msgstr ""
- "Un nodo para ser usado para transiciones de animación avanzadas en un "
- "[AnimationPlayer]."
- #: doc/classes/AnimationTree.xml
- #, fuzzy
- msgid ""
- "A node to be used for advanced animation transitions in an "
- "[AnimationPlayer].\n"
- "[b]Note:[/b] When linked with an [AnimationPlayer], several properties and "
- "methods of the corresponding [AnimationPlayer] will not function as "
- "expected. Playback and transitions should be handled using only the "
- "[AnimationTree] and its constituent [AnimationNode](s). The "
- "[AnimationPlayer] node should be used solely for adding, deleting, and "
- "editing animations."
- msgstr ""
- "Nota: Cuando se enlazan con un [AnimationPlayer], varias propiedades y "
- "métodos del correspondiente [AnimationPlayer] , estas no funcionarán como se "
- "esperaba. La reproducción y las transiciones deben ser manejadas usando "
- "solamente el [AnimationTree] y su(s) [AnimationNode](s) que lo constituyen. "
- "El nodo [AnimationPlayer] debe usarse únicamente para añadir, borrar y "
- "editar animaciones."
- #: doc/classes/AnimationTree.xml
- msgid "Using AnimationTree"
- msgstr ""
- #: doc/classes/AnimationTree.xml
- msgid "Manually advance the animations by the specified time (in seconds)."
- msgstr ""
- "Avanza manualmente las animaciones en el tiempo especificado (en segundos)."
- #: doc/classes/AnimationTree.xml
- #, fuzzy
- msgid ""
- "Retrieve the motion of the [member root_motion_track] as a [Transform] that "
- "can be used elsewhere. If [member root_motion_track] is not a path to a "
- "track of type [constant Animation.TYPE_TRANSFORM], returns an identity "
- "transformation. See also [member root_motion_track] and [RootMotionView]."
- msgstr ""
- "Recupera el movimiento del [member root_motion_track] como un [Transform] "
- "que puede ser usado en otro lugar. Si [member root_motion_track] no es un "
- "camino a una pista de tipo [constant Animation.TYPE_TRANSFORM], devuelve una "
- "transformación de identidad."
- #: doc/classes/AnimationTree.xml
- msgid "If [code]true[/code], the [AnimationTree] will be processing."
- msgstr "Si [code]true[/code], el [AnimationTree] se procesará."
- #: doc/classes/AnimationTree.xml
- msgid "The path to the [AnimationPlayer] used for animating."
- msgstr "La ruta al [AnimationPlayer] utilizada para la animacion."
- #: doc/classes/AnimationTree.xml
- msgid ""
- "The process mode of this [AnimationTree]. See [enum AnimationProcessMode] "
- "for available modes."
- msgstr ""
- "El modo de proceso de este [AnimationTree]. Ver [enum AnimationProcessMode] "
- "para los modos disponibles."
- #: doc/classes/AnimationTree.xml
- #, fuzzy
- msgid ""
- "The path to the Animation track used for root motion. Paths must be valid "
- "scene-tree paths to a node, and must be specified starting from the parent "
- "node of the node that will reproduce the animation. To specify a track that "
- "controls properties or bones, append its name after the path, separated by "
- "[code]\":\"[/code]. For example, [code]\"character/skeleton:ankle\"[/code] "
- "or [code]\"character/mesh:transform/local\"[/code].\n"
- "If the track has type [constant Animation.TYPE_TRANSFORM], the "
- "transformation will be cancelled visually, and the animation will appear to "
- "stay in place. See also [method get_root_motion_transform] and "
- "[RootMotionView]."
- msgstr ""
- "Establece el ruta de una pista. Las rutas deben ser rutas válidas de árbol "
- "de escena a un nodo, y deben especificarse empezando por el nodo padre del "
- "nodo que reproducirá la animación. Las pistas que controlan propiedades o "
- "huesos deben añadir su nombre después de la ruta, separadas por [code]\":\"[/"
- "code].\n"
- "Por ejemplo, [code]\"character/skeleton:ankle\"[/code] o [code]\"character/"
- "mesh:transform/local\"[/code]."
- #: doc/classes/AnimationTree.xml
- msgid "The root animation node of this [AnimationTree]. See [AnimationNode]."
- msgstr ""
- "El nodo de animación raíz de este [AnimationTree]. Ver [AnimationNode]."
- #: doc/classes/AnimationTree.xml
- msgid ""
- "The animations will progress during the physics frame (i.e. [method Node."
- "_physics_process])."
- msgstr ""
- "Las animaciones progresarán durante el fotograma de la física (es decir, "
- "[method Node._physics_process])."
- #: doc/classes/AnimationTree.xml
- msgid ""
- "The animations will progress during the idle frame (i.e. [method Node."
- "_process])."
- msgstr ""
- "Las animaciones progresarán durante el fotograma inactivo (es decir, [method "
- "Node._process])."
- #: doc/classes/AnimationTree.xml
- msgid "The animations will only progress manually (see [method advance])."
- msgstr "Las animaciones sólo progresarán manualmente (ver [method advance])."
- #: doc/classes/AnimationTreePlayer.xml
- msgid ""
- "[i]Deprecated.[/i] Animation player that uses a node graph for blending "
- "animations. Superseded by [AnimationTree]."
- msgstr ""
- #: doc/classes/AnimationTreePlayer.xml
- msgid ""
- "[i]Deprecated.[/i] A node graph tool for blending multiple animations bound "
- "to an [AnimationPlayer]. Especially useful for animating characters or other "
- "skeleton-based rigs. It can combine several animations to form a desired "
- "pose.\n"
- "It takes [Animation]s from an [AnimationPlayer] node and mixes them "
- "depending on the graph.\n"
- "See [AnimationTree] for a more full-featured replacement of this node."
- msgstr ""
- #: doc/classes/AnimationTreePlayer.xml
- #, fuzzy
- msgid "Adds a [code]type[/code] node to the graph with name [code]id[/code]."
- msgstr ""
- "Establece un [code]title[/code] para la pestaña en el índice [code]tab_idx[/"
- "code]."
- #: doc/classes/AnimationTreePlayer.xml
- #, fuzzy
- msgid ""
- "Shifts position in the animation timeline. [code]delta[/code] is the time in "
- "seconds to shift. Events between the current frame and [code]delta[/code] "
- "are handled."
- msgstr ""
- "Cambia la positicon en la linea de tiempo de las animaciones e "
- "inmediatamente actualiza la animacion. [code]delta[/code] es el tiempo en "
- "segundos a cambiar. Eventos entre el frame actual y [code]delta[/code] son "
- "manejados."
- #: doc/classes/AnimationTreePlayer.xml
- #, fuzzy
- msgid ""
- "Returns the [AnimationPlayer]'s [Animation] bound to the "
- "[AnimationTreePlayer]'s animation node with name [code]id[/code]."
- msgstr ""
- "Devuelve [code]true[/code] si el [AnimationPlayer] almacena una [Animation] "
- "con la clave [code]name[/code]."
- #: doc/classes/AnimationTreePlayer.xml
- #, fuzzy
- msgid ""
- "Returns the name of the [member master_player]'s [Animation] bound to this "
- "animation node."
- msgstr "Devuelve el nombre de la forma de mezcla de este indice."
- #: doc/classes/AnimationTreePlayer.xml
- #, fuzzy
- msgid ""
- "Returns the absolute playback timestamp of the animation node with name "
- "[code]id[/code]."
- msgstr "Devuelve el nombre del nodo en [code]idx[/code]."
- #: doc/classes/AnimationTreePlayer.xml
- msgid ""
- "Binds a new [Animation] from the [member master_player] to the "
- "[AnimationTreePlayer]'s animation node with name [code]id[/code]."
- msgstr ""
- #: doc/classes/AnimationTreePlayer.xml
- msgid ""
- "If [code]enable[/code] is [code]true[/code], the animation node with ID "
- "[code]id[/code] turns off the track modifying the property at [code]path[/"
- "code]. The modified node's children continue to animate."
- msgstr ""
- #: doc/classes/AnimationTreePlayer.xml
- msgid ""
- "Binds the [Animation] named [code]source[/code] from [member master_player] "
- "to the animation node [code]id[/code]. Recalculates caches."
- msgstr ""
- #: doc/classes/AnimationTreePlayer.xml
- #, fuzzy
- msgid ""
- "Returns whether node [code]id[/code] and [code]dst_id[/code] are connected "
- "at the specified slot."
- msgstr ""
- "Devuelve [code]true[/code] si [code]a[/code] y [code]b[/code] son "
- "aproximadamente iguales entre sí."
- #: doc/classes/AnimationTreePlayer.xml
- #, fuzzy
- msgid "Returns the blend amount of a Blend2 node given its name."
- msgstr "Devuelve la cantidad de claves en una pista determinada."
- #: doc/classes/AnimationTreePlayer.xml
- msgid ""
- "Sets the blend amount of a Blend2 node given its name and value.\n"
- "A Blend2 node blends two animations (A and B) with the amount between 0 and "
- "1.\n"
- "At 0, output is input A. Towards 1, the influence of A gets lessened, the "
- "influence of B gets raised. At 1, output is input B."
- msgstr ""
- #: doc/classes/AnimationTreePlayer.xml
- msgid ""
- "If [code]enable[/code] is [code]true[/code], the Blend2 node with name "
- "[code]id[/code] turns off the track modifying the property at [code]path[/"
- "code]. The modified node's children continue to animate."
- msgstr ""
- #: doc/classes/AnimationTreePlayer.xml
- #, fuzzy
- msgid "Returns the blend amount of a Blend3 node given its name."
- msgstr "Devuelve la cantidad de claves en una pista determinada."
- #: doc/classes/AnimationTreePlayer.xml
- msgid ""
- "Sets the blend amount of a Blend3 node given its name and value.\n"
- "A Blend3 Node blends three animations (A, B-, B+) with the amount between -1 "
- "and 1.\n"
- "At -1, output is input B-. From -1 to 0, the influence of B- gets lessened, "
- "the influence of A gets raised and the influence of B+ is 0. At 0, output is "
- "input A. From 0 to 1, the influence of A gets lessened, the influence of B+ "
- "gets raised and the influence of B+ is 0. At 1, output is input B+."
- msgstr ""
- #: doc/classes/AnimationTreePlayer.xml
- #, fuzzy
- msgid "Returns the blend amount of a Blend4 node given its name."
- msgstr "Devuelve la cantidad de claves en una pista determinada."
- #: doc/classes/AnimationTreePlayer.xml
- msgid ""
- "Sets the blend amount of a Blend4 node given its name and value.\n"
- "A Blend4 Node blends two pairs of animations.\n"
- "The two pairs are blended like Blend2 and then added together."
- msgstr ""
- #: doc/classes/AnimationTreePlayer.xml
- #, fuzzy
- msgid ""
- "Connects node [code]id[/code] to [code]dst_id[/code] at the specified input "
- "slot."
- msgstr "Desconecta el nodo conectado a la entrada especificada."
- #: doc/classes/AnimationTreePlayer.xml
- #, fuzzy
- msgid ""
- "Disconnects nodes connected to [code]id[/code] at the specified input slot."
- msgstr "Desconecta el nodo conectado a la entrada especificada."
- #: doc/classes/AnimationTreePlayer.xml
- #, fuzzy
- msgid "Returns a [PoolStringArray] containing the name of all nodes."
- msgstr ""
- "Devuelve un [Array] que contiene los Ids de los dispositivos de todos los "
- "joypads conectados actualmente."
- #: doc/classes/AnimationTreePlayer.xml
- #, fuzzy
- msgid "Returns the mix amount of a Mix node given its name."
- msgstr "Devuelve la cantidad de claves en una pista determinada."
- #: doc/classes/AnimationTreePlayer.xml
- msgid ""
- "Sets the mix amount of a Mix node given its name and value.\n"
- "A Mix node adds input b to input a by the amount given by ratio."
- msgstr ""
- #: doc/classes/AnimationTreePlayer.xml
- msgid "Check if a node exists (by name)."
- msgstr ""
- #: doc/classes/AnimationTreePlayer.xml
- msgid ""
- "Returns the input count for a given node. Different types of nodes have "
- "different amount of inputs."
- msgstr ""
- #: doc/classes/AnimationTreePlayer.xml
- #, fuzzy
- msgid "Returns the input source for a given node input."
- msgstr "Devuelve la entrada ajustada a un paso determinado."
- #: doc/classes/AnimationTreePlayer.xml
- #, fuzzy
- msgid "Returns position of a node in the graph given its name."
- msgstr "Devuelve el nodo animacion con el nombre dado."
- #: doc/classes/AnimationTreePlayer.xml
- #, fuzzy
- msgid "Gets the node type, will return from [enum NodeType] enum."
- msgstr ""
- "Obtiene el tipo de nodo actual. Compara con las constantes de [enum "
- "NodeType]."
- #: doc/classes/AnimationTreePlayer.xml
- #, fuzzy
- msgid "Renames a node in the graph."
- msgstr "Elimina el nodo dado desde un grafico."
- #: doc/classes/AnimationTreePlayer.xml
- #, fuzzy
- msgid "Sets the position of a node in the graph given its name and position."
- msgstr "Coloca el nodo dada como es punto final del grafico."
- #: doc/classes/AnimationTreePlayer.xml
- #, fuzzy
- msgid "Returns the autostart delay of a OneShot node given its name."
- msgstr "Devuelve el valor de una clave determinada en una pista determinada."
- #: doc/classes/AnimationTreePlayer.xml
- #, fuzzy
- msgid "Returns the autostart random delay of a OneShot node given its name."
- msgstr "Devuelve el nodo animacion con el nombre dado."
- #: doc/classes/AnimationTreePlayer.xml
- #, fuzzy
- msgid "Returns the fade in time of a OneShot node given its name."
- msgstr "Devuelve el nodo animacion con el nombre dado."
- #: doc/classes/AnimationTreePlayer.xml
- #, fuzzy
- msgid "Returns the fade out time of a OneShot node given its name."
- msgstr "Devuelve el primer tile que coincida con el nombre dado."
- #: doc/classes/AnimationTreePlayer.xml
- #, fuzzy
- msgid "Returns whether a OneShot node will auto restart given its name."
- msgstr "Devuelve el nodo animacion con el nombre dado."
- #: doc/classes/AnimationTreePlayer.xml
- #, fuzzy
- msgid "Returns whether a OneShot node is active given its name."
- msgstr "Devuelve el nodo animacion con el nombre dado."
- #: doc/classes/AnimationTreePlayer.xml
- msgid ""
- "Sets the autorestart property of a OneShot node given its name and value."
- msgstr ""
- #: doc/classes/AnimationTreePlayer.xml
- msgid ""
- "Sets the autorestart delay of a OneShot node given its name and value in "
- "seconds."
- msgstr ""
- #: doc/classes/AnimationTreePlayer.xml
- msgid ""
- "Sets the autorestart random delay of a OneShot node given its name and value "
- "in seconds."
- msgstr ""
- #: doc/classes/AnimationTreePlayer.xml
- #, fuzzy
- msgid ""
- "Sets the fade in time of a OneShot node given its name and value in seconds."
- msgstr "Establece la interpolación al [code]time[/code] dado en segundos."
- #: doc/classes/AnimationTreePlayer.xml
- msgid ""
- "Sets the fade out time of a OneShot node given its name and value in seconds."
- msgstr ""
- #: doc/classes/AnimationTreePlayer.xml
- msgid ""
- "If [code]enable[/code] is [code]true[/code], the OneShot node with ID "
- "[code]id[/code] turns off the track modifying the property at [code]path[/"
- "code]. The modified node's children continue to animate."
- msgstr ""
- #: doc/classes/AnimationTreePlayer.xml
- #, fuzzy
- msgid "Starts a OneShot node given its name."
- msgstr "Empieza a ejecutar la animacion dada."
- #: doc/classes/AnimationTreePlayer.xml
- #, fuzzy
- msgid "Stops the OneShot node with name [code]id[/code]."
- msgstr "Devuelve el nombre del nodo en [code]idx[/code]."
- #: doc/classes/AnimationTreePlayer.xml
- msgid ""
- "Manually recalculates the cache of track information generated from "
- "animation nodes. Needed when external sources modify the animation nodes' "
- "state."
- msgstr ""
- #: doc/classes/AnimationTreePlayer.xml
- #, fuzzy
- msgid "Removes the animation node with name [code]id[/code]."
- msgstr "Elimina la animación con la clave [code]name[/code]."
- #: doc/classes/AnimationTreePlayer.xml
- msgid "Resets this [AnimationTreePlayer]."
- msgstr ""
- #: doc/classes/AnimationTreePlayer.xml
- #, fuzzy
- msgid ""
- "Returns the time scale value of the TimeScale node with name [code]id[/code]."
- msgstr ""
- "Devuelve el valor por defecto de la propiedad material con el [code]name[/"
- "code] dado."
- #: doc/classes/AnimationTreePlayer.xml
- msgid ""
- "Sets the time scale of the TimeScale node with name [code]id[/code] to "
- "[code]scale[/code].\n"
- "The TimeScale node is used to speed [Animation]s up if the scale is above 1 "
- "or slow them down if it is below 1.\n"
- "If applied after a blend or mix, affects all input animations to that blend "
- "or mix."
- msgstr ""
- #: doc/classes/AnimationTreePlayer.xml
- msgid ""
- "Sets the time seek value of the TimeSeek node with name [code]id[/code] to "
- "[code]seconds[/code].\n"
- "This functions as a seek in the [Animation] or the blend or mix of "
- "[Animation]s input in it."
- msgstr ""
- #: doc/classes/AnimationTreePlayer.xml
- #, fuzzy
- msgid ""
- "Deletes the input at [code]input_idx[/code] for the transition node with "
- "name [code]id[/code]."
- msgstr ""
- "Devuelve el nombre de la propiedad en [code]prop_idx[/code] para el nodo en "
- "[code]idx[/code]."
- #: doc/classes/AnimationTreePlayer.xml
- #, fuzzy
- msgid ""
- "Returns the index of the currently evaluated input for the transition node "
- "with name [code]id[/code]."
- msgstr "Devuelve el índice del artículo con el [code]id[/code] dado."
- #: doc/classes/AnimationTreePlayer.xml
- msgid ""
- "Returns the number of inputs for the transition node with name [code]id[/"
- "code]. You can add inputs by right-clicking on the transition node."
- msgstr ""
- #: doc/classes/AnimationTreePlayer.xml
- #, fuzzy
- msgid ""
- "Returns the cross fade time for the transition node with name [code]id[/"
- "code]."
- msgstr "Devuelve el nombre del nodo en [code]idx[/code]."
- #: doc/classes/AnimationTreePlayer.xml
- msgid ""
- "Returns [code]true[/code] if the input at [code]input_idx[/code] on the "
- "transition node with name [code]id[/code] is set to automatically advance to "
- "the next input upon completion."
- msgstr ""
- #: doc/classes/AnimationTreePlayer.xml
- #, fuzzy
- msgid ""
- "The transition node with name [code]id[/code] sets its current input at "
- "[code]input_idx[/code]."
- msgstr ""
- "Cambia la posición del índice de la pista [code]idx[/code] a la definida en "
- "[code]to_idx[/code]."
- #: doc/classes/AnimationTreePlayer.xml
- msgid ""
- "The transition node with name [code]id[/code] advances to its next input "
- "automatically when the input at [code]input_idx[/code] completes."
- msgstr ""
- #: doc/classes/AnimationTreePlayer.xml
- #, fuzzy
- msgid ""
- "Resizes the number of inputs available for the transition node with name "
- "[code]id[/code]."
- msgstr "Devuelve el peso del punto asociado con el [code]id[/code] dado."
- #: doc/classes/AnimationTreePlayer.xml
- #, fuzzy
- msgid ""
- "The transition node with name [code]id[/code] sets its cross fade time to "
- "[code]time_sec[/code]."
- msgstr ""
- "Cambia la posición del índice de la pista [code]idx[/code] a la definida en "
- "[code]to_idx[/code]."
- #: doc/classes/AnimationTreePlayer.xml
- #, fuzzy
- msgid ""
- "If [code]true[/code], the [AnimationTreePlayer] is able to play animations."
- msgstr "Si [code]true[/code], el [AnimationTree] se procesará."
- #: doc/classes/AnimationTreePlayer.xml
- msgid ""
- "The node from which to relatively access other nodes.\n"
- "It accesses the bones, so it should point to the same node the "
- "[AnimationPlayer] would point its Root Node at."
- msgstr ""
- #: doc/classes/AnimationTreePlayer.xml
- msgid ""
- "The path to the [AnimationPlayer] from which this [AnimationTreePlayer] "
- "binds animations to animation nodes.\n"
- "Once set, [Animation] nodes can be added to the [AnimationTreePlayer]."
- msgstr ""
- #: doc/classes/AnimationTreePlayer.xml
- #, fuzzy
- msgid "The thread in which to update animations."
- msgstr "La notificación de proceso en la que se actualizan las animaciones."
- #: doc/classes/AnimationTreePlayer.xml
- #, fuzzy
- msgid "Output node."
- msgstr "Nodo de texto."
- #: doc/classes/AnimationTreePlayer.xml
- #, fuzzy
- msgid "Animation node."
- msgstr "Nodo desconocido."
- #: doc/classes/AnimationTreePlayer.xml
- #, fuzzy
- msgid "OneShot node."
- msgstr "Nodo de texto."
- #: doc/classes/AnimationTreePlayer.xml
- #, fuzzy
- msgid "Mix node."
- msgstr "Nodo de texto."
- #: doc/classes/AnimationTreePlayer.xml
- #, fuzzy
- msgid "Blend2 node."
- msgstr "Nodo de comentarios."
- #: doc/classes/AnimationTreePlayer.xml
- #, fuzzy
- msgid "Blend3 node."
- msgstr "Nodo de comentarios."
- #: doc/classes/AnimationTreePlayer.xml
- #, fuzzy
- msgid "Blend4 node."
- msgstr "Nodo de comentarios."
- #: doc/classes/AnimationTreePlayer.xml
- #, fuzzy
- msgid "TimeScale node."
- msgstr "Nodo de texto."
- #: doc/classes/AnimationTreePlayer.xml
- #, fuzzy
- msgid "TimeSeek node."
- msgstr "Nodo de texto."
- #: doc/classes/AnimationTreePlayer.xml
- #, fuzzy
- msgid "Transition node."
- msgstr "El tipo de transicion."
- #: doc/classes/Area.xml
- #, fuzzy
- msgid "3D area for detection and physics and audio influence."
- msgstr "Área 2D para la detección y la influencia de la física 2D."
- #: doc/classes/Area.xml
- msgid ""
- "3D area that detects [CollisionObject] nodes overlapping, entering, or "
- "exiting. Can also alter or override local physics parameters (gravity, "
- "damping) and route audio to a custom audio bus.\n"
- "To give the area its shape, add a [CollisionShape] or a [CollisionPolygon] "
- "node as a [i]direct[/i] child (or add multiple such nodes as direct "
- "children) of the area.\n"
- "[b]Warning:[/b] See [ConcavePolygonShape] (also called \"trimesh\") for a "
- "warning about possibly unexpected behavior when using that shape for an area."
- msgstr ""
- #: doc/classes/Area.xml doc/classes/QuadMesh.xml doc/classes/Viewport.xml
- #: doc/classes/ViewportTexture.xml
- msgid "GUI in 3D Demo"
- msgstr ""
- #: doc/classes/Area.xml
- #, fuzzy
- msgid ""
- "Returns a list of intersecting [Area]s. The overlapping area's [member "
- "CollisionObject.collision_layer] must be part of this area's [member "
- "CollisionObject.collision_mask] in order to be detected.\n"
- "For performance reasons (collisions are all processed at the same time) this "
- "list is modified once during the physics step, not immediately after objects "
- "are moved. Consider using signals instead."
- msgstr ""
- "Devuelve una lista de [PhysicsBody2D] que se intersectan. Por razones de "
- "rendimiento (las colisiones se procesan todas al mismo tiempo) esta lista se "
- "modifica una vez durante el paso de la física, no inmediatamente después de "
- "que los objetos se muevan. Considere la posibilidad de utilizar señales en "
- "su lugar."
- #: doc/classes/Area.xml
- #, fuzzy
- msgid ""
- "Returns a list of intersecting [PhysicsBody]s. The overlapping body's "
- "[member CollisionObject.collision_layer] must be part of this area's [member "
- "CollisionObject.collision_mask] in order to be detected.\n"
- "For performance reasons (collisions are all processed at the same time) this "
- "list is modified once during the physics step, not immediately after objects "
- "are moved. Consider using signals instead."
- msgstr ""
- "Devuelve una lista de [PhysicsBody2D] que se intersectan. Por razones de "
- "rendimiento (las colisiones se procesan todas al mismo tiempo) esta lista se "
- "modifica una vez durante el paso de la física, no inmediatamente después de "
- "que los objetos se muevan. Considere la posibilidad de utilizar señales en "
- "su lugar."
- #: doc/classes/Area.xml
- #, fuzzy
- msgid ""
- "If [code]true[/code], the given area overlaps the Area.\n"
- "[b]Note:[/b] The result of this test is not immediate after moving objects. "
- "For performance, list of overlaps is updated once per frame and before the "
- "physics step. Consider using signals instead."
- msgstr ""
- "Si [code]true[/code], el área dada se superpone al Area2D.\n"
- "[b]Nota:[/b] El resultado de esta prueba no es inmediato después de mover "
- "los objetos. Para el rendimiento, la lista de superposiciones se actualiza "
- "una vez por cuadro y antes del paso de física. Considere la posibilidad de "
- "utilizar señales en su lugar."
- #: doc/classes/Area.xml
- #, fuzzy
- msgid ""
- "If [code]true[/code], the given physics body overlaps the Area.\n"
- "[b]Note:[/b] The result of this test is not immediate after moving objects. "
- "For performance, list of overlaps is updated once per frame and before the "
- "physics step. Consider using signals instead.\n"
- "The [code]body[/code] argument can either be a [PhysicsBody] or a [GridMap] "
- "instance (while GridMaps are not physics body themselves, they register "
- "their tiles with collision shapes as a virtual physics body)."
- msgstr ""
- "Si [code]true[/code], el cuerpo físico dado se superpone al Area.\n"
- "[b]Nota:[/b] El resultado de esta prueba no es inmediato después de mover "
- "los objetos. Para el rendimiento, la lista de superposiciones se actualiza "
- "una vez por fotograma y antes del paso de la física. Considere la "
- "posibilidad de usar señales en su lugar.\n"
- "El argumento [code]body[/code] puede ser una instancia de [PhysicsBody] o de "
- "[GridMap] (aunque los GridMaps no son un cuerpo de física en sí mismos, "
- "registran sus piezas con formas de colisión como un cuerpo de física "
- "virtual)."
- #: doc/classes/Area.xml
- #, fuzzy
- msgid ""
- "The rate at which objects stop spinning in this area. Represents the angular "
- "velocity lost per second.\n"
- "See [member ProjectSettings.physics/3d/default_angular_damp] for more "
- "details about damping."
- msgstr ""
- "La velocidad a la que los objetos dejan de girar en esta área. Representa la "
- "velocidad angular perdida por segundo. Los valores van desde [code]0[/code] "
- "(sin amortiguación) hasta [code]1[/code] (amortiguación completa)."
- #: doc/classes/Area.xml doc/classes/Area2D.xml
- msgid "The name of the area's audio bus."
- msgstr "El nombre del bus de audio de la zona."
- #: doc/classes/Area.xml doc/classes/Area2D.xml
- msgid ""
- "If [code]true[/code], the area's audio bus overrides the default audio bus."
- msgstr ""
- "Si [code]true[/code], el área del bus de audio sobrescribe el bus de audio "
- "por defecto."
- #: doc/classes/Area.xml
- #, fuzzy
- msgid ""
- "The area's gravity intensity (in meters per second squared). This value "
- "multiplies the gravity vector. This is useful to alter the force of gravity "
- "without altering its direction."
- msgstr ""
- "La intensidad de la gravedad del área (va de -1024 a 1024). Este valor "
- "multiplica el vector de gravedad. Esto es útil para alterar la fuerza de "
- "gravedad sin alterar su dirección."
- #: doc/classes/Area.xml doc/classes/Area2D.xml
- msgid ""
- "The falloff factor for point gravity. The greater the value, the faster "
- "gravity decreases with distance."
- msgstr ""
- "El factor de caída para la gravedad puntual. Cuanto mayor es el valor, más "
- "rápido disminuye la gravedad con la distancia."
- #: doc/classes/Area.xml doc/classes/Area2D.xml
- msgid ""
- "If [code]true[/code], gravity is calculated from a point (set via [member "
- "gravity_vec]). See also [member space_override]."
- msgstr ""
- "Si [code]true[/code], la gravedad se calcula a partir de un punto "
- "(establecido mediante [member gravity_vec]). Ver también [member "
- "space_override]."
- #: doc/classes/Area.xml doc/classes/Area2D.xml
- msgid ""
- "The area's gravity vector (not normalized). If gravity is a point (see "
- "[member gravity_point]), this will be the point of attraction."
- msgstr ""
- "El vector de gravedad del área (no normalizado). Si la gravedad es un punto "
- "(véase [member gravity_point]), éste será el punto de atracción."
- #: doc/classes/Area.xml
- #, fuzzy
- msgid ""
- "The rate at which objects stop moving in this area. Represents the linear "
- "velocity lost per second.\n"
- "See [member ProjectSettings.physics/3d/default_linear_damp] for more details "
- "about damping."
- msgstr ""
- "La tasa a la que los objetos dejan de moverse en esta área. Representa la "
- "velocidad lineal perdida por segundo. Los valores van desde [code]0[/code] "
- "(sin amortiguación) hasta [code]1[/code] (amortiguación completa)."
- #: doc/classes/Area.xml doc/classes/Area2D.xml
- msgid "If [code]true[/code], other monitoring areas can detect this area."
- msgstr ""
- "Si [code]true[/code], otras áreas de monitoreo pueden detectar esta área."
- #: doc/classes/Area.xml doc/classes/Area2D.xml
- msgid ""
- "If [code]true[/code], the area detects bodies or areas entering and exiting "
- "it."
- msgstr ""
- "Si [code]true[/code], el área detecta cuerpos o áreas que entran y salen de "
- "ella."
- #: doc/classes/Area.xml doc/classes/Area2D.xml
- msgid "The area's priority. Higher priority areas are processed first."
- msgstr ""
- "La prioridad de la zona. Las áreas de mayor prioridad se procesan primero."
- #: doc/classes/Area.xml
- msgid ""
- "The degree to which this area applies reverb to its associated audio. Ranges "
- "from [code]0[/code] to [code]1[/code] with [code]0.1[/code] precision."
- msgstr ""
- "El grado en que esta área aplica reverberación a su audio asociado. Va de "
- "[code]0[/code] a [code]1[/code] con una precisión de [code]0.1[/code]."
- #: doc/classes/Area.xml
- msgid "If [code]true[/code], the area applies reverb to its associated audio."
- msgstr ""
- "Si [code]true[/code], el área aplica reverberación a su audio asociado."
- #: doc/classes/Area.xml
- msgid "The reverb bus name to use for this area's associated audio."
- msgstr ""
- "El nombre del bus de reverberación que se usará para el audio asociado a "
- "esta área."
- #: doc/classes/Area.xml
- msgid ""
- "The degree to which this area's reverb is a uniform effect. Ranges from "
- "[code]0[/code] to [code]1[/code] with [code]0.1[/code] precision."
- msgstr ""
- "El grado de reverberación de esta área es un efecto uniforme. Va de [code]0[/"
- "code] a [code]1[/code] con una precisión de [code]0,1[/code]."
- #: doc/classes/Area.xml doc/classes/Area2D.xml
- msgid ""
- "Override mode for gravity and damping calculations within this area. See "
- "[enum SpaceOverride] for possible values."
- msgstr ""
- "Modo de sobreescritura para los cálculos de gravedad y amortiguación dentro "
- "de esta área. Ver [enum SpaceOverride] para los posibles valores."
- #: doc/classes/Area.xml
- #, fuzzy
- msgid ""
- "Emitted when another Area enters this Area. Requires [member monitoring] to "
- "be set to [code]true[/code].\n"
- "[code]area[/code] the other Area."
- msgstr ""
- "Emitido cuando el puntero del ratón sale de todas las formas de este objeto. "
- "Requiere que [member input_pickable] sea [code]true[/code] y que al menos un "
- "bit [code]collision_layer[/code] esté activado."
- #: doc/classes/Area.xml
- #, fuzzy
- msgid ""
- "Emitted when another Area exits this Area. Requires [member monitoring] to "
- "be set to [code]true[/code].\n"
- "[code]area[/code] the other Area."
- msgstr ""
- "Emitido cuando el puntero del ratón sale de todas las formas de este objeto. "
- "Requiere que [member input_pickable] sea [code]true[/code] y que al menos un "
- "bit [code]collision_layer[/code] esté activado."
- #: doc/classes/Area.xml
- msgid ""
- "Emitted when one of another Area's [Shape]s enters one of this Area's "
- "[Shape]s. Requires [member monitoring] to be set to [code]true[/code].\n"
- "[code]area_rid[/code] the [RID] of the other Area's [CollisionObject] used "
- "by the [PhysicsServer].\n"
- "[code]area[/code] the other Area.\n"
- "[code]area_shape_index[/code] the index of the [Shape] of the other Area "
- "used by the [PhysicsServer]. Get the [CollisionShape] node with [code]area."
- "shape_owner_get_owner(area_shape_index)[/code].\n"
- "[code]local_shape_index[/code] the index of the [Shape] of this Area used by "
- "the [PhysicsServer]. Get the [CollisionShape] node with [code]self."
- "shape_owner_get_owner(local_shape_index)[/code]."
- msgstr ""
- #: doc/classes/Area.xml
- msgid ""
- "Emitted when a [PhysicsBody] or [GridMap] enters this Area. Requires [member "
- "monitoring] to be set to [code]true[/code]. [GridMap]s are detected if the "
- "[MeshLibrary] has Collision [Shape]s.\n"
- "[code]body[/code] the [Node], if it exists in the tree, of the other "
- "[PhysicsBody] or [GridMap]."
- msgstr ""
- #: doc/classes/Area.xml
- msgid ""
- "Emitted when a [PhysicsBody] or [GridMap] exits this Area. Requires [member "
- "monitoring] to be set to [code]true[/code]. [GridMap]s are detected if the "
- "[MeshLibrary] has Collision [Shape]s.\n"
- "[code]body[/code] the [Node], if it exists in the tree, of the other "
- "[PhysicsBody] or [GridMap]."
- msgstr ""
- #: doc/classes/Area.xml
- msgid ""
- "Emitted when one of a [PhysicsBody] or [GridMap]'s [Shape]s enters one of "
- "this Area's [Shape]s. Requires [member monitoring] to be set to [code]true[/"
- "code]. [GridMap]s are detected if the [MeshLibrary] has Collision [Shape]s.\n"
- "[code]body_rid[/code] the [RID] of the [PhysicsBody] or [MeshLibrary]'s "
- "[CollisionObject] used by the [PhysicsServer].\n"
- "[code]body[/code] the [Node], if it exists in the tree, of the [PhysicsBody] "
- "or [GridMap].\n"
- "[code]body_shape_index[/code] the index of the [Shape] of the [PhysicsBody] "
- "or [GridMap] used by the [PhysicsServer]. Get the [CollisionShape] node with "
- "[code]body.shape_owner_get_owner(body_shape_index)[/code].\n"
- "[code]local_shape_index[/code] the index of the [Shape] of this Area used by "
- "the [PhysicsServer]. Get the [CollisionShape] node with [code]self."
- "shape_owner_get_owner(local_shape_index)[/code]."
- msgstr ""
- #: doc/classes/Area.xml doc/classes/Area2D.xml
- msgid "This area does not affect gravity/damping."
- msgstr "Esta zona no afecta a la gravedad/amortiguación."
- #: doc/classes/Area.xml doc/classes/Area2D.xml
- msgid ""
- "This area adds its gravity/damping values to whatever has been calculated so "
- "far (in [member priority] order)."
- msgstr ""
- "Esta área añade sus valores de gravedad/amortiguación a lo que se ha "
- "calculado hasta ahora (en el orden [member priority])."
- #: doc/classes/Area.xml doc/classes/Area2D.xml
- msgid ""
- "This area adds its gravity/damping values to whatever has been calculated so "
- "far (in [member priority] order), ignoring any lower priority areas."
- msgstr ""
- "Esta área añade sus valores de gravedad/amortiguación a lo que se ha "
- "calculado hasta ahora (en el orden [member priority]), ignorando cualquier "
- "área de menor prioridad."
- #: doc/classes/Area.xml doc/classes/Area2D.xml
- msgid ""
- "This area replaces any gravity/damping, even the defaults, ignoring any "
- "lower priority areas."
- msgstr ""
- "Esta área reemplaza cualquier gravedad/amortiguación, incluso las "
- "predeterminadas, ignorando cualquier área de menor prioridad."
- #: doc/classes/Area.xml doc/classes/Area2D.xml
- msgid ""
- "This area replaces any gravity/damping calculated so far (in [member "
- "priority] order), but keeps calculating the rest of the areas."
- msgstr ""
- "Esta área reemplaza cualquier gravedad/amortiguación calculada hasta ahora "
- "(en orden de [member priority]), pero sigue calculando el resto de las áreas."
- #: doc/classes/Area2D.xml
- #, fuzzy
- msgid "2D area for detection and physics and audio influence."
- msgstr "Área 2D para la detección y la influencia de la física 2D."
- #: doc/classes/Area2D.xml
- msgid ""
- "2D area that detects [CollisionObject2D] nodes overlapping, entering, or "
- "exiting. Can also alter or override local physics parameters (gravity, "
- "damping) and route audio to a custom audio bus.\n"
- "To give the area its shape, add a [CollisionShape2D] or a "
- "[CollisionPolygon2D] node as a [i]direct[/i] child (or add multiple such "
- "nodes as direct children) of the area.\n"
- "[b]Warning:[/b] See [ConcavePolygonShape2D] for a warning about possibly "
- "unexpected behavior when using that shape for an area."
- msgstr ""
- #: doc/classes/Area2D.xml
- msgid "Using Area2D"
- msgstr ""
- #: doc/classes/Area2D.xml doc/classes/CollisionShape2D.xml
- #: doc/classes/RectangleShape2D.xml
- msgid "2D Pong Demo"
- msgstr ""
- #: doc/classes/Area2D.xml doc/classes/Camera2D.xml
- #: doc/classes/KinematicBody2D.xml doc/classes/TileMap.xml
- #: doc/classes/TileSet.xml
- msgid "2D Platformer Demo"
- msgstr ""
- #: doc/classes/Area2D.xml
- #, fuzzy
- msgid ""
- "Returns a list of intersecting [Area2D]s. The overlapping area's [member "
- "CollisionObject2D.collision_layer] must be part of this area's [member "
- "CollisionObject2D.collision_mask] in order to be detected.\n"
- "For performance reasons (collisions are all processed at the same time) this "
- "list is modified once during the physics step, not immediately after objects "
- "are moved. Consider using signals instead."
- msgstr ""
- "Devuelve una lista de los [Area2D] que se intersectan. Por razones de "
- "rendimiento (las colisiones se procesan todas al mismo tiempo) esta lista se "
- "modifica una vez durante el paso de la física, no inmediatamente después de "
- "que los objetos se muevan. Considere la posibilidad de usar señales en su "
- "lugar."
- #: doc/classes/Area2D.xml
- #, fuzzy
- msgid ""
- "Returns a list of intersecting [PhysicsBody2D]s. The overlapping body's "
- "[member CollisionObject2D.collision_layer] must be part of this area's "
- "[member CollisionObject2D.collision_mask] in order to be detected.\n"
- "For performance reasons (collisions are all processed at the same time) this "
- "list is modified once during the physics step, not immediately after objects "
- "are moved. Consider using signals instead."
- msgstr ""
- "Devuelve una lista de [PhysicsBody2D] que se intersectan. Por razones de "
- "rendimiento (las colisiones se procesan todas al mismo tiempo) esta lista se "
- "modifica una vez durante el paso de la física, no inmediatamente después de "
- "que los objetos se muevan. Considere la posibilidad de utilizar señales en "
- "su lugar."
- #: doc/classes/Area2D.xml
- #, fuzzy
- msgid ""
- "If [code]true[/code], the given area overlaps the Area2D.\n"
- "[b]Note:[/b] The result of this test is not immediate after moving objects. "
- "For performance, the list of overlaps is updated once per frame and before "
- "the physics step. Consider using signals instead."
- msgstr ""
- "Si [code]true[/code], el área dada se superpone al Area2D.\n"
- "[b]Nota:[/b] El resultado de esta prueba no es inmediato después de mover "
- "los objetos. Para el rendimiento, la lista de superposiciones se actualiza "
- "una vez por cuadro y antes del paso de física. Considere la posibilidad de "
- "utilizar señales en su lugar."
- #: doc/classes/Area2D.xml
- #, fuzzy
- msgid ""
- "If [code]true[/code], the given physics body overlaps the Area2D.\n"
- "[b]Note:[/b] The result of this test is not immediate after moving objects. "
- "For performance, list of overlaps is updated once per frame and before the "
- "physics step. Consider using signals instead.\n"
- "The [code]body[/code] argument can either be a [PhysicsBody2D] or a "
- "[TileMap] instance (while TileMaps are not physics bodies themselves, they "
- "register their tiles with collision shapes as a virtual physics body)."
- msgstr ""
- "Si [code]true[/code], el cuerpo físico dado se superpone al Area2D.\n"
- "[b]Nota:[/b] El resultado de esta prueba no es inmediato después de mover "
- "los objetos. Para el rendimiento, la lista de superposiciones se actualiza "
- "una vez por fotograma y antes del paso de la física. Considere la "
- "posibilidad de utilizar señales en su lugar.\n"
- "El argumento [code]body[/code] puede ser una instancia de [PhysicsBody2D] o "
- "de [TileMap] (aunque los TileMaps no son un cuerpo físico en sí mismos, "
- "registran sus piezas con formas de colisión como un cuerpo físico virtual)."
- #: doc/classes/Area2D.xml
- #, fuzzy
- msgid ""
- "The rate at which objects stop spinning in this area. Represents the angular "
- "velocity lost per second.\n"
- "See [member ProjectSettings.physics/2d/default_angular_damp] for more "
- "details about damping."
- msgstr ""
- "La velocidad a la que los objetos dejan de girar en esta área. Representa la "
- "velocidad angular perdida por segundo. Los valores van desde [code]0[/code] "
- "(sin amortiguación) hasta [code]1[/code] (amortiguación completa)."
- #: doc/classes/Area2D.xml
- #, fuzzy
- msgid ""
- "The area's gravity intensity (in pixels per second squared). This value "
- "multiplies the gravity vector. This is useful to alter the force of gravity "
- "without altering its direction."
- msgstr ""
- "La intensidad de la gravedad del área (va de -1024 a 1024). Este valor "
- "multiplica el vector de gravedad. Esto es útil para alterar la fuerza de "
- "gravedad sin alterar su dirección."
- #: doc/classes/Area2D.xml
- #, fuzzy
- msgid ""
- "The rate at which objects stop moving in this area. Represents the linear "
- "velocity lost per second.\n"
- "See [member ProjectSettings.physics/2d/default_linear_damp] for more details "
- "about damping."
- msgstr ""
- "La tasa a la que los objetos dejan de moverse en esta área. Representa la "
- "velocidad lineal perdida por segundo. Los valores van desde [code]0[/code] "
- "(sin amortiguación) hasta [code]1[/code] (amortiguación completa)."
- #: doc/classes/Area2D.xml
- #, fuzzy
- msgid ""
- "Emitted when another Area2D enters this Area2D. Requires [member monitoring] "
- "to be set to [code]true[/code].\n"
- "[code]area[/code] the other Area2D."
- msgstr ""
- "Emitido cuando el puntero del ratón sale de todas las formas de este objeto. "
- "Requiere que [member input_pickable] sea [code]true[/code] y que al menos un "
- "bit [code]collision_layer[/code] esté activado."
- #: doc/classes/Area2D.xml
- #, fuzzy
- msgid ""
- "Emitted when another Area2D exits this Area2D. Requires [member monitoring] "
- "to be set to [code]true[/code].\n"
- "[code]area[/code] the other Area2D."
- msgstr ""
- "Emitido cuando el puntero del ratón sale de todas las formas de este objeto. "
- "Requiere que [member input_pickable] sea [code]true[/code] y que al menos un "
- "bit [code]collision_layer[/code] esté activado."
- #: doc/classes/Area2D.xml
- msgid ""
- "Emitted when one of another Area2D's [Shape2D]s enters one of this Area2D's "
- "[Shape2D]s. Requires [member monitoring] to be set to [code]true[/code].\n"
- "[code]area_rid[/code] the [RID] of the other Area2D's [CollisionObject2D] "
- "used by the [Physics2DServer].\n"
- "[code]area[/code] the other Area2D.\n"
- "[code]area_shape_index[/code] the index of the [Shape2D] of the other Area2D "
- "used by the [Physics2DServer]. Get the [CollisionShape2D] node with "
- "[code]area.shape_owner_get_owner(area_shape_index)[/code].\n"
- "[code]local_shape_index[/code] the index of the [Shape2D] of this Area2D "
- "used by the [Physics2DServer]. Get the [CollisionShape2D] node with "
- "[code]self.shape_owner_get_owner(local_shape_index)[/code]."
- msgstr ""
- #: doc/classes/Area2D.xml
- msgid ""
- "Emitted when one of another Area2D's [Shape2D]s exits one of this Area2D's "
- "[Shape2D]s. Requires [member monitoring] to be set to [code]true[/code].\n"
- "[code]area_rid[/code] the [RID] of the other Area2D's [CollisionObject2D] "
- "used by the [Physics2DServer].\n"
- "[code]area[/code] the other Area2D.\n"
- "[code]area_shape_index[/code] the index of the [Shape2D] of the other Area2D "
- "used by the [Physics2DServer]. Get the [CollisionShape2D] node with "
- "[code]area.shape_owner_get_owner(area_shape_index)[/code].\n"
- "[code]local_shape_index[/code] the index of the [Shape2D] of this Area2D "
- "used by the [Physics2DServer]. Get the [CollisionShape2D] node with "
- "[code]self.shape_owner_get_owner(local_shape_index)[/code]."
- msgstr ""
- #: doc/classes/Area2D.xml
- msgid ""
- "Emitted when a [PhysicsBody2D] or [TileMap] enters this Area2D. Requires "
- "[member monitoring] to be set to [code]true[/code]. [TileMap]s are detected "
- "if the [TileSet] has Collision [Shape2D]s.\n"
- "[code]body[/code] the [Node], if it exists in the tree, of the other "
- "[PhysicsBody2D] or [TileMap]."
- msgstr ""
- #: doc/classes/Area2D.xml
- msgid ""
- "Emitted when a [PhysicsBody2D] or [TileMap] exits this Area2D. Requires "
- "[member monitoring] to be set to [code]true[/code]. [TileMap]s are detected "
- "if the [TileSet] has Collision [Shape2D]s.\n"
- "[code]body[/code] the [Node], if it exists in the tree, of the other "
- "[PhysicsBody2D] or [TileMap]."
- msgstr ""
- #: doc/classes/Area2D.xml
- msgid ""
- "Emitted when one of a [PhysicsBody2D] or [TileMap]'s [Shape2D]s enters one "
- "of this Area2D's [Shape2D]s. Requires [member monitoring] to be set to "
- "[code]true[/code]. [TileMap]s are detected if the [TileSet] has Collision "
- "[Shape2D]s.\n"
- "[code]body_rid[/code] the [RID] of the [PhysicsBody2D] or [TileSet]'s "
- "[CollisionObject2D] used by the [Physics2DServer].\n"
- "[code]body[/code] the [Node], if it exists in the tree, of the "
- "[PhysicsBody2D] or [TileMap].\n"
- "[code]body_shape_index[/code] the index of the [Shape2D] of the "
- "[PhysicsBody2D] or [TileMap] used by the [Physics2DServer]. Get the "
- "[CollisionShape2D] node with [code]body."
- "shape_owner_get_owner(body_shape_index)[/code].\n"
- "[code]local_shape_index[/code] the index of the [Shape2D] of this Area2D "
- "used by the [Physics2DServer]. Get the [CollisionShape2D] node with "
- "[code]self.shape_owner_get_owner(local_shape_index)[/code]."
- msgstr ""
- #: doc/classes/Area2D.xml
- msgid ""
- "Emitted when one of a [PhysicsBody2D] or [TileMap]'s [Shape2D]s exits one of "
- "this Area2D's [Shape2D]s. Requires [member monitoring] to be set to "
- "[code]true[/code]. [TileMap]s are detected if the [TileSet] has Collision "
- "[Shape2D]s.\n"
- "[code]body_rid[/code] the [RID] of the [PhysicsBody2D] or [TileSet]'s "
- "[CollisionObject2D] used by the [Physics2DServer].\n"
- "[code]body[/code] the [Node], if it exists in the tree, of the "
- "[PhysicsBody2D] or [TileMap].\n"
- "[code]body_shape_index[/code] the index of the [Shape2D] of the "
- "[PhysicsBody2D] or [TileMap] used by the [Physics2DServer]. Get the "
- "[CollisionShape2D] node with [code]body."
- "shape_owner_get_owner(body_shape_index)[/code].\n"
- "[code]local_shape_index[/code] the index of the [Shape2D] of this Area2D "
- "used by the [Physics2DServer]. Get the [CollisionShape2D] node with "
- "[code]self.shape_owner_get_owner(local_shape_index)[/code]."
- msgstr ""
- #: doc/classes/Array.xml
- #, fuzzy
- msgid "A generic array datatype."
- msgstr "Tipo de datos array genérico."
- #: doc/classes/Array.xml
- #, fuzzy
- msgid ""
- "A generic array that can contain several elements of any type, accessible by "
- "a numerical index starting at 0. Negative indices can be used to count from "
- "the back, like in Python (-1 is the last element, -2 is the second to last, "
- "etc.).\n"
- "[b]Example:[/b]\n"
- "[codeblock]\n"
- "var array = [\"One\", 2, 3, \"Four\"]\n"
- "print(array[0]) # One.\n"
- "print(array[2]) # 3.\n"
- "print(array[-1]) # Four.\n"
- "array[2] = \"Three\"\n"
- "print(array[-2]) # Three.\n"
- "[/codeblock]\n"
- "Arrays can be concatenated using the [code]+[/code] operator:\n"
- "[codeblock]\n"
- "var array1 = [\"One\", 2]\n"
- "var array2 = [3, \"Four\"]\n"
- "print(array1 + array2) # [\"One\", 2, 3, \"Four\"]\n"
- "[/codeblock]\n"
- "[b]Note:[/b] Concatenating with the [code]+=[/code] operator will create a "
- "new array, which has a cost. If you want to append another array to an "
- "existing array, [method append_array] is more efficient.\n"
- "[b]Note:[/b] Arrays are always passed by reference. To get a copy of an "
- "array that can be modified independently of the original array, use [method "
- "duplicate].\n"
- "[b]Note:[/b] When declaring an array with [code]const[/code], the array "
- "itself can still be mutated by defining the values at individual indices or "
- "pushing/removing elements. Using [code]const[/code] will only prevent "
- "assigning the constant with another value after it was initialized."
- msgstr ""
- "Array generico que contiene varios elementos de cualquier tipo, accesibles "
- "por un indice empezando por 0. Indices negativos puedes ser usados contando "
- "hacia atras, como en Python (-1 es el ultimo elemento, -2 el penultimo, "
- "etc.).\n"
- "[b]Ejemplo:[/b]\n"
- "[codeblock]\n"
- "var array = [\"Uno\", 2, 3, \"Cuatro\"]\n"
- "print(array[0]) # Uno.\n"
- "print(array[2]) # 3.\n"
- "print(array[-1]) # Cuatro.\n"
- "array[2] = \"Tres\"\n"
- "print(array[-2]) # Tres.\n"
- "[/codeblock]\n"
- "Arrays pueden ser concatenados usando el operador [code]+[/code].\n"
- "[codeblock]\n"
- "var array1 = [\"uno\", 2]\n"
- "var array2 = [3, \"Cuatro\"]\n"
- "print(array1 + array2) # [\"Uno\", 2, 3, \"Cuatro\"]\n"
- "[/codeblock]\n"
- "[b]Nota:[/b]Los arrays siempre son pasados por referencia. Para obtener una "
- "copia de el array que pueda ser modificada independientemente de la matriz "
- "original, utilice [method duplicate]."
- #: doc/classes/Array.xml
- #, fuzzy
- msgid "Constructs an array from a [PoolColorArray]."
- msgstr "Construye un array a partir de un [PackedColorArray]."
- #: doc/classes/Array.xml
- #, fuzzy
- msgid "Constructs an array from a [PoolVector3Array]."
- msgstr "Construye un array a partir de un [PackedVector3Array]."
- #: doc/classes/Array.xml
- #, fuzzy
- msgid "Constructs an array from a [PoolVector2Array]."
- msgstr "Construye un array a partir de un [PackedVector2Array]."
- #: doc/classes/Array.xml
- #, fuzzy
- msgid "Constructs an array from a [PoolStringArray]."
- msgstr "Construye un array a partir de un [PackedStringArray]."
- #: doc/classes/Array.xml
- #, fuzzy
- msgid "Constructs an array from a [PoolRealArray]."
- msgstr "Construye un array a partir de un [PackedColorArray]."
- #: doc/classes/Array.xml
- #, fuzzy
- msgid "Constructs an array from a [PoolIntArray]."
- msgstr "Construye un array a partir de un [PackedInt64Array]."
- #: doc/classes/Array.xml
- #, fuzzy
- msgid "Constructs an array from a [PoolByteArray]."
- msgstr "Construye un array a partir de un [PackedByteArray]."
- #: doc/classes/Array.xml doc/classes/PoolByteArray.xml
- #: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
- #: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
- #: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
- msgid ""
- "Appends an element at the end of the array (alias of [method push_back])."
- msgstr ""
- "Concatena un elemento al final del array (alias de [method push_back])."
- #: doc/classes/Array.xml
- msgid ""
- "Appends another array at the end of this array.\n"
- "[codeblock]\n"
- "var array1 = [1, 2, 3]\n"
- "var array2 = [4, 5, 6]\n"
- "array1.append_array(array2)\n"
- "print(array1) # Prints [1, 2, 3, 4, 5, 6].\n"
- "[/codeblock]"
- msgstr ""
- #: doc/classes/Array.xml
- msgid ""
- "Returns the last element of the array. Prints an error and returns "
- "[code]null[/code] if the array is empty.\n"
- "[b]Note:[/b] Calling this function is not the same as writing [code]array[-1]"
- "[/code]. If the array is empty, accessing by index will pause project "
- "execution when running from the editor."
- msgstr ""
- #: doc/classes/Array.xml
- msgid ""
- "Finds the index of an existing value (or the insertion index that maintains "
- "sorting order, if the value is not yet present in the array) using binary "
- "search. Optionally, a [code]before[/code] specifier can be passed. If "
- "[code]false[/code], the returned index comes after all existing entries of "
- "the value in the array.\n"
- "[b]Note:[/b] Calling [method bsearch] on an unsorted array results in "
- "unexpected behavior."
- msgstr ""
- "Encuentra el indice de un valor existente (o el indice de insercion que "
- "mantiene el ordenamiento, si el valor no esta todavia presente en el array) "
- "usando busqueda binario. Opcionalmente, un especificador [code]before[/code] "
- "puede ser pasado. Si [code]false[/code], el indice devuelto vendra despues "
- "de todas las entradas existentes del valor en el array.\n"
- "[b]Nota:[/b] Llama al [method bsearch] en un array sin ordenar causara "
- "comportamientos inesperados."
- #: doc/classes/Array.xml
- #, fuzzy
- msgid ""
- "Finds the index of an existing value (or the insertion index that maintains "
- "sorting order, if the value is not yet present in the array) using binary "
- "search and a custom comparison method declared in the [code]obj[/code]. "
- "Optionally, a [code]before[/code] specifier can be passed. If [code]false[/"
- "code], the returned index comes after all existing entries of the value in "
- "the array. The custom method receives two arguments (an element from the "
- "array and the value searched for) and must return [code]true[/code] if the "
- "first argument is less than the second, and return [code]false[/code] "
- "otherwise.\n"
- "[codeblock]\n"
- "func cardinal_to_algebraic(a):\n"
- " match a:\n"
- " \"one\":\n"
- " return 1\n"
- " \"two\":\n"
- " return 2\n"
- " \"three\":\n"
- " return 3\n"
- " \"four\":\n"
- " return 4\n"
- " _:\n"
- " return 0\n"
- "\n"
- "func compare(a, b):\n"
- " return cardinal_to_algebraic(a) < cardinal_to_algebraic(b)\n"
- "\n"
- "func _ready():\n"
- " var a = [\"one\", \"two\", \"three\", \"four\"]\n"
- " # `compare` is defined in this object, so we use `self` as the `obj` "
- "parameter.\n"
- " print(a.bsearch_custom(\"three\", self, \"compare\", true)) # Expected "
- "value is 2.\n"
- "[/codeblock]\n"
- "[b]Note:[/b] Calling [method bsearch_custom] on an unsorted array results in "
- "unexpected behavior."
- msgstr ""
- "Encuentra el indice de un valor existente (o el indice de insercion que "
- "mantiene el ordenamiento, si el valor no esta todavia presente en el array) "
- "usando busqueda binario. Opcionalmente, un especificador [code]before[/code] "
- "puede ser pasado. Si [code]false[/code], el indice devuelto vendra despues "
- "de todas las entradas existentes del valor en el array. El metodo "
- "personalizado recibe dos argumentos (un elemento del array y el valor "
- "buscado) y debe devolver [code]true[/code] si el primer argumento es menor "
- "que el segundo, y devuelve [code]false[/code] en otro caso.\n"
- "[b]Nota:[/b] Llama al [method bsearch] en un array sin ordenar causara "
- "comportamientos inesperados."
- #: doc/classes/Array.xml
- msgid ""
- "Clears the array. This is equivalent to using [method resize] with a size of "
- "[code]0[/code]."
- msgstr ""
- "Limpia el array. Esto es equivalente a usar [method resize] con un tamaño de "
- "[code]0[/code]."
- #: doc/classes/Array.xml doc/classes/PoolByteArray.xml
- #: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
- #: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
- #: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
- msgid "Returns the number of times an element is in the array."
- msgstr "Devuelve el numer de veces que un elemento es encuentra en el array."
- #: doc/classes/Array.xml
- msgid ""
- "Returns a copy of the array.\n"
- "If [code]deep[/code] is [code]true[/code], a deep copy is performed: all "
- "nested arrays and dictionaries are duplicated and will not be shared with "
- "the original array. If [code]false[/code], a shallow copy is made and "
- "references to the original nested arrays and dictionaries are kept, so that "
- "modifying a sub-array or dictionary in the copy will also impact those "
- "referenced in the source array."
- msgstr ""
- "Devuelve una copia del array.\n"
- "Si [code]deep[/code] es [code]true[/code], a copia profunda es ejecutada: "
- "todos los arrays anidados y diccionarios son duplicados y no seran "
- "compartidos con el array original. Si [code]false[/code], una copia "
- "superificial es dada y las referencias a los arrays anidados y los "
- "diccionarios son mantenidos, por lo que modificar un sub-array or "
- "diccionario en la copia tambien cambiara estas referencias en el array "
- "fuente."
- #: doc/classes/Array.xml doc/classes/PoolByteArray.xml
- #: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
- #: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
- #: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
- msgid "Returns [code]true[/code] if the array is empty."
- msgstr "Devuelve [code]true[/code] si el array es vacio."
- #: doc/classes/Array.xml
- #, fuzzy
- msgid ""
- "Removes the first occurrence of a value from the array. If the value does "
- "not exist in the array, nothing happens. To remove an element by index, use "
- "[method remove] 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 ""
- "Inserta un nuevo elemento en la posisción dada en el array. La posición debe "
- "ser valida, o al final de el array([code]pos == size()[/code].\n"
- "[b]Note:[/b] este metodo actua en el lugar y no devuelve ningún valor.\n"
- "[b]Note:[/b] en arrays largos, este metodo va a ser mas lento si el elemento "
- "incertado esta cerca al inicio del array (índice 0). Esto es por que todos "
- "los elementos despues del elemento incertado tienen que ser reindisados."
- #: doc/classes/Array.xml
- msgid ""
- "Assigns the given value to all elements in the array. This can typically be "
- "used together with [method resize] to create an array with a given size and "
- "initialized elements:\n"
- "[codeblock]\n"
- "var array = []\n"
- "array.resize(10)\n"
- "array.fill(0) # Initialize the 10 elements to 0.\n"
- "[/codeblock]\n"
- "[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
- "[Array], [Dictionary], etc.) then the array is filled with the references to "
- "the same object, i.e. no duplicates are created."
- msgstr ""
- #: doc/classes/Array.xml doc/classes/PoolByteArray.xml
- #: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
- #: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
- #: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
- #, fuzzy
- msgid ""
- "Searches the array for a value and returns its index or [code]-1[/code] if "
- "not found. Optionally, the initial search index can be passed. Returns "
- "[code]-1[/code] if [code]from[/code] is out of bounds."
- msgstr ""
- "Busca el array por un valor y devuelve su indice o [code]-1[/code] sino se "
- "encuentra. Opcionalmente, el indice de busqueda inicial puede ser pasado."
- #: doc/classes/Array.xml
- msgid ""
- "Searches the array in reverse order for a value and returns its index or "
- "[code]-1[/code] if not found."
- msgstr ""
- "Busca el array en orden inverso por un valor y devuelve su indice o "
- "[code]-1[/code] sino es encontrado."
- #: doc/classes/Array.xml
- msgid ""
- "Returns the first element of the array. Prints an error and returns "
- "[code]null[/code] if the array is empty.\n"
- "[b]Note:[/b] Calling this function is not the same as writing [code]array[0]"
- "[/code]. If the array is empty, accessing by index will pause project "
- "execution when running from the editor."
- msgstr ""
- #: doc/classes/Array.xml
- #, fuzzy
- msgid ""
- "Returns [code]true[/code] if the array contains the given value.\n"
- "[codeblock]\n"
- "[\"inside\", 7].has(\"inside\") # True\n"
- "[\"inside\", 7].has(\"outside\") # False\n"
- "[\"inside\", 7].has(7) # True\n"
- "[\"inside\", 7].has(\"7\") # False\n"
- "[/codeblock]\n"
- "[b]Note:[/b] This is equivalent to using the [code]in[/code] operator as "
- "follows:\n"
- "[codeblock]\n"
- "# Will evaluate to `true`.\n"
- "if 2 in [2, 4, 6, 8]:\n"
- " pass\n"
- "[/codeblock]"
- msgstr ""
- "Devuelve [code]true[/code] si el array contiene el valor dado.\n"
- "[codeblock]\n"
- "print([\"inside\", 7].has(\"inside\")) # True\n"
- "print([\"inside\", 7].has(\"outside\")) # False\n"
- "print([\"inside\", 7].has(7)) # True\n"
- "print([\"inside\", 7].has(\"7\")) # False\n"
- "[/codeblock]\n"
- "[b]Nota:[/b] Esto equivale a utilizar el operador [code]in[/code] de la "
- "siguiente manera:\n"
- "[codeblock]\n"
- "# Evaluará a \"true\".\n"
- "if 2 in [2, 4, 6, 8]:\n"
- " pass\n"
- "[/codeblock]"
- #: doc/classes/Array.xml
- msgid ""
- "Returns a hashed 32-bit integer value representing the array and its "
- "contents.\n"
- "[b]Note:[/b] [Array]s with equal content will always produce identical hash "
- "values. However, the reverse is not true. Returning identical hash values "
- "does [i]not[/i] imply the arrays are equal, because different arrays can "
- "have identical hash values due to hash collisions."
- msgstr ""
- #: doc/classes/Array.xml
- msgid ""
- "Inserts a new element at a given position in the array. The position must be "
- "valid, or at the end of the array ([code]pos == size()[/code]).\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 inserted "
- "element is close to the beginning of the array (index 0). This is because "
- "all elements placed after the newly inserted element have to be reindexed."
- msgstr ""
- "Inserta un nuevo elemento en la posisción dada en el array. La posición debe "
- "ser valida, o al final de el array([code]pos == size()[/code].\n"
- "[b]Note:[/b] este metodo actua en el lugar y no devuelve ningún valor.\n"
- "[b]Note:[/b] en arrays largos, este metodo va a ser mas lento si el elemento "
- "incertado esta cerca al inicio del array (índice 0). Esto es por que todos "
- "los elementos despues del elemento incertado tienen que ser reindisados."
- #: doc/classes/Array.xml doc/classes/PoolByteArray.xml
- #: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
- #: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
- #: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
- msgid "Reverses the order of the elements in the array."
- msgstr "Invierte el orden de los elementos en el array."
- #: doc/classes/Array.xml
- msgid ""
- "Returns the maximum value contained in the array if all elements are of "
- "comparable types. If the elements can't be compared, [code]null[/code] is "
- "returned."
- msgstr ""
- "Devuelve el maximo valor contenido en el array si todos los elementos son de "
- "tipos comparables. Si los elementos no pueden ser comparados, [code]null[/"
- "code] es devuelto."
- #: doc/classes/Array.xml
- msgid ""
- "Returns the minimum value contained in the array if all elements are of "
- "comparable types. If the elements can't be compared, [code]null[/code] is "
- "returned."
- msgstr ""
- "Devuelve el minimo valor contenido en el array si todos los elementos son de "
- "tipos comparables. Si los elementos no pueden ser comparados, [code]null[/"
- "code] es devuelto."
- #: doc/classes/Array.xml
- msgid ""
- "Removes and returns the element of the array at index [code]position[/code]. "
- "If negative, [code]position[/code] is considered relative to the end of the "
- "array. Leaves the array untouched and returns [code]null[/code] if the array "
- "is empty or if it's accessed out of bounds. An error message is printed when "
- "the array is accessed out of bounds, but not when the array is empty.\n"
- "[b]Note:[/b] On large arrays, this method can be slower than [method "
- "pop_back] as it will reindex the array's elements that are located after the "
- "removed element. The larger the array and the lower the index of the removed "
- "element, the slower [method pop_at] will be."
- msgstr ""
- #: doc/classes/Array.xml
- #, fuzzy
- msgid ""
- "Removes and returns the last element of the array. Returns [code]null[/code] "
- "if the array is empty, without printing an error message. See also [method "
- "pop_front]."
- msgstr ""
- "Elimina y devuelve el ultimo elemento del array. Devuelve [code]null[/code] "
- "si el array esta vacio."
- #: doc/classes/Array.xml
- msgid ""
- "Removes and returns the first element of the array. Returns [code]null[/"
- "code] if the array is empty, without printing an error message. See also "
- "[method pop_back].\n"
- "[b]Note:[/b] On large arrays, this method is much slower than [method "
- "pop_back] as it will reindex all the array's elements every time it's "
- "called. The larger the array, the slower [method pop_front] will be."
- msgstr ""
- #: doc/classes/Array.xml
- #, fuzzy
- msgid ""
- "Appends an element at the end of the array. See also [method push_front]."
- msgstr ""
- "Concatena un elemento al final del array (alias de [method push_back])."
- #: doc/classes/Array.xml
- msgid ""
- "Adds an element at the beginning of the array. See also [method push_back].\n"
- "[b]Note:[/b] On large arrays, this method is much slower than [method "
- "push_back] as it will reindex all the array's elements every time it's "
- "called. The larger the array, the slower [method push_front] will be."
- msgstr ""
- #: doc/classes/Array.xml
- 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 ""
- #: doc/classes/Array.xml
- 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 "
- "[code]null[/code]."
- msgstr ""
- "Cambiar el tamaño del array para contener un numero diferente de elementos. "
- "Si el array es menor, los elementos so limipiados, si mayor, los nuevos "
- "elementos son [code]null[/code]."
- #: doc/classes/Array.xml doc/classes/PoolByteArray.xml
- #: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
- #: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
- #: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
- #, fuzzy
- msgid ""
- "Searches the array in reverse order. Optionally, a start search index can be "
- "passed. If negative, the start index is considered relative to the end of "
- "the array. If the adjusted start index is out of bounds, this method "
- "searches from the end of the array."
- msgstr ""
- "Busca el array en orden inverso. Opcionalmente, un indice de comienzo de "
- "busqueda puede ser pasado. Si negacion, el indice de comienzo es considerado "
- "relativo al final del array."
- #: doc/classes/Array.xml
- msgid ""
- "Shuffles the array such that the items will have a random order. This method "
- "uses the global random number generator common to methods such as [method "
- "@GDScript.randi]. Call [method @GDScript.randomize] to ensure that a new "
- "seed will be used each time if you want non-reproducible shuffling."
- msgstr ""
- "Baraja el array de forma que los items tengan un orden aleatorio. Este "
- "metodo uso el generador de numeros globales aleatorios comun de metodos como "
- "[method @GDScript.randi]. Llamar [method @GDScript.randomize] para asegurar "
- "que una nueva semilla sea utilizada cada vez si tu no quieres reproducir el "
- "orden de los items."
- #: doc/classes/Array.xml doc/classes/PoolByteArray.xml
- #: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
- #: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
- #: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
- msgid "Returns the number of elements in the array."
- msgstr "Devuelve el numer de elementos en el array."
- #: doc/classes/Array.xml
- msgid ""
- "Duplicates the subset described in the function and returns it in an array, "
- "deeply copying the array if [code]deep[/code] is [code]true[/code]. Lower "
- "and upper index are inclusive, with the [code]step[/code] describing the "
- "change between indices while slicing."
- msgstr ""
- "Duplica el subset descrito en la funcion y lo devuelve en un array, copiando "
- "profundamente el array si [code]deep[/code] es [code]true[/code]. Bajos y "
- "altos indices estan incluidos, cone el [code]step][/code] describiendo el "
- "cambio entre indices mientras se trocean."
- #: doc/classes/Array.xml
- #, fuzzy
- msgid ""
- "Sorts the array.\n"
- "[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
- "wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
- "considered equal may have their order changed when using [method sort].\n"
- "[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
- "order). This may lead to unexpected behavior when sorting an array of "
- "strings ending with a sequence of numbers. Consider the following example:\n"
- "[codeblock]\n"
- "var strings = [\"string1\", \"string2\", \"string10\", \"string11\"]\n"
- "strings.sort()\n"
- "print(strings) # Prints [string1, string10, string11, string2]\n"
- "[/codeblock]"
- msgstr ""
- "Ordena el array.\n"
- "[b]Nota:[/b] Las strings son ordenadas en orden alfabetico ( opuesto al "
- "orden natural). Esto puede llevar a comportamientos inesperados cuando se "
- "ordene un array de strings con una sequencia de numeros, considera lo "
- "siguiente:\n"
- "[codeblock]\n"
- "var strings = [\"string1\", \"string2\", \"string10\", \"string11\"]\n"
- "strings.sort()\n"
- "print(strings) # Imprime [string1, string10, string11, string2]\n"
- "[/codeblock]"
- #: doc/classes/Array.xml
- #, fuzzy
- msgid ""
- "Sorts the array using a custom method. The arguments are an object that "
- "holds the method and the name of such method. The custom method receives two "
- "arguments (a pair of elements from the array) and must return either "
- "[code]true[/code] or [code]false[/code].\n"
- "For two elements [code]a[/code] and [code]b[/code], if the given method "
- "returns [code]true[/code], element [code]b[/code] will be after element "
- "[code]a[/code] in the array.\n"
- "[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
- "wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
- "considered equal may have their order changed when using [method "
- "sort_custom].\n"
- "[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
- "expects a deterministic result. Randomizing the return value will result in "
- "unexpected behavior.\n"
- "[codeblock]\n"
- "class MyCustomSorter:\n"
- " static func sort_ascending(a, b):\n"
- " if a[0] < b[0]:\n"
- " return true\n"
- " return false\n"
- "\n"
- "var my_items = [[5, \"Potato\"], [9, \"Rice\"], [4, \"Tomato\"]]\n"
- "my_items.sort_custom(MyCustomSorter, \"sort_ascending\")\n"
- "print(my_items) # Prints [[4, Tomato], [5, Potato], [9, Rice]].\n"
- "[/codeblock]"
- msgstr ""
- "Ordena el array usando un metodo personalizado. Los argumentos son un objeto "
- "que contiene el metodo y el nombre de tal metodo. El metodo personalizado "
- "recibe dos argumentos (un par de elementos de un array) y debe devolver or "
- "[code]true[/code] o [code]false[/code].\n"
- "[b]Nota:[/b] tu no puedes aleatorizar el valor de retorno como ya que el "
- "algoritmo heapsort espera un resultada determinista. Hacer esto resultara en "
- "comportamientos inesperados.\n"
- "[codeblock]\n"
- "class MiOrdenPersonal:\n"
- " static func orden_ascendente(a, b):\n"
- " if a[0] < b[0]:\n"
- " return true\n"
- " return false\n"
- "\n"
- "var mis_items = [[5, \"Patata\"], [9, \"Arroz\"], [4, \"Tomate\"]]\n"
- "mis_items.sort_custom(MiOrdenPersonal, \"orden_ascendente\")\n"
- "print(mis_items) # Imprime [[4, Tomate], [5, Patata], [9, Arroz]].\n"
- "[/codeblock]"
- #: doc/classes/ArrayMesh.xml
- msgid ""
- "[Mesh] type that provides utility for constructing a surface from arrays."
- msgstr ""
- "Tipo [Mesh] que provee la funcionalidad para construir una superficie desde "
- "arrays."
- #: doc/classes/ArrayMesh.xml
- #, fuzzy
- msgid ""
- "The [ArrayMesh] is used to construct a [Mesh] by specifying the attributes "
- "as arrays.\n"
- "The most basic example is the creation of a single triangle:\n"
- "[codeblock]\n"
- "var vertices = PoolVector3Array()\n"
- "vertices.push_back(Vector3(0, 1, 0))\n"
- "vertices.push_back(Vector3(1, 0, 0))\n"
- "vertices.push_back(Vector3(0, 0, 1))\n"
- "# Initialize the ArrayMesh.\n"
- "var arr_mesh = ArrayMesh.new()\n"
- "var arrays = []\n"
- "arrays.resize(ArrayMesh.ARRAY_MAX)\n"
- "arrays[ArrayMesh.ARRAY_VERTEX] = vertices\n"
- "# Create the Mesh.\n"
- "arr_mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arrays)\n"
- "var m = MeshInstance.new()\n"
- "m.mesh = arr_mesh\n"
- "[/codeblock]\n"
- "The [MeshInstance] is ready to be added to the [SceneTree] to be shown.\n"
- "See also [ImmediateGeometry], [MeshDataTool] and [SurfaceTool] for "
- "procedural geometry generation.\n"
- "[b]Note:[/b] Godot uses clockwise [url=https://learnopengl.com/Advanced-"
- "OpenGL/Face-culling]winding order[/url] for front faces of triangle "
- "primitive modes."
- msgstr ""
- "El [ArrayMesh] es utilizado para construir una [Mesh] especificando los "
- "atributos como arrays.\n"
- "El ejemplo mas basicos es la creacion de un unico triangulo:\n"
- "[codeblock]\n"
- "var vertices = PackedVector3Array()\n"
- "vertices.push_back(Vector3(0, 1, 0))\n"
- "vertices.push_back(Vector3(1, 0, 0))\n"
- "vertices.push_back(Vector3(0, 0, 1))\n"
- "# Inicializa el ArrayMesh.\n"
- "var arr_mesh = ArrayMesh.new()\n"
- "var arrays = []\n"
- "arrays.resize(ArrayMesh.ARRAY_MAX)\n"
- "arrays[ArrayMesh.ARRAY_VERTEX] = vertices\n"
- "# Crea la Mesh(Malla)\n"
- "arr_mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arrays)\n"
- "var m = MeshInstance.new()\n"
- "m.mesh = arr_mesh\n"
- "[/codeblock]\n"
- "La [MeshInstance] esta preparada para ser añadida a la [SceneTree] para ser "
- "mostrado.\n"
- "Ver tambien [ImmediateGeometry], [MeshDataTool] y [SurfaceTool] para "
- "generacion de geometria procedimental.\n"
- "[b]Nota:[/b] Godot [url=https://learnopengl.com/Advanced-OpenGL/Face-"
- "culling]usa orden en el sentido del reloj[url] para las cara frontales de "
- "los modos primitivos de triangulo."
- #: doc/classes/ArrayMesh.xml
- msgid ""
- "Adds name for a blend shape that will be added with [method "
- "add_surface_from_arrays]. Must be called before surface is added."
- msgstr ""
- "Añade un nombre a una forma de mezcla que se añadira con [method "
- "add_surface_from_arrays]. Debe ser llamada antes que la superficie sea "
- "añadida."
- #: doc/classes/ArrayMesh.xml
- #, fuzzy
- msgid ""
- "Creates a new surface.\n"
- "Surfaces are created to be rendered using a [code]primitive[/code], which "
- "may be any of the types defined in [enum Mesh.PrimitiveType]. (As a note, "
- "when using indices, it is recommended to only use points, lines, or "
- "triangles.) [method Mesh.get_surface_count] will become the [code]surf_idx[/"
- "code] for this new surface.\n"
- "The [code]arrays[/code] argument is an array of arrays. See [enum ArrayType] "
- "for the values used in this array. For example, [code]arrays[0][/code] is "
- "the array of vertices. That first vertex sub-array is always required; the "
- "others are optional. Adding an index array puts this function into \"index "
- "mode\" where the vertex and other arrays become the sources of data and the "
- "index array defines the vertex order. All sub-arrays must have the same "
- "length as the vertex array or be empty, except for [constant ARRAY_INDEX] if "
- "it is used.\n"
- "[code]compress_flags[/code] is a bitfield made of [enum Mesh.ArrayFormat] "
- "values. It defaults to [constant Mesh.ARRAY_COMPRESS_DEFAULT].\n"
- "[b]Note:[/b] The default [code]compress_flags[/code] enable [constant Mesh."
- "ARRAY_COMPRESS_COLOR], which makes vertex colors stored as 8-bit unsigned "
- "integers. This will clamp overbright vertex colors to [code]Color(1, 1, 1, 1)"
- "[/code] and reduce their precision. To store HDR vertex colors, remove the "
- "vertex color compression flag by passing [code]Mesh.ARRAY_COMPRESS_DEFAULT ^ "
- "Mesh.ARRAY_COMPRESS_COLOR[/code] as the value of [code]compress_flags[/code]."
- msgstr ""
- "Crea una nueva superificie.\n"
- "Superficies son creadas para ser renderizadas usando un [code]primitive[/"
- "code], el cual puede ser de cualquier tipo definido en [enum Mesh."
- "PrimitiveType]. ( Nota: cuando se usen indices, es recomendado solo usar "
- "puntos, lineas o triangulos.) [method Mesh.get_surface_count] convertira el "
- "[code]surf_idx[/code] para esta nueva superificie.\n"
- "El argumento[code]arrays[/code] es un array de arrays. Ver [enum ArrayType] "
- "para los valores usados en este array. Por ejemplo, [code]arrays[0][/code] "
- "es el array de vertices. Este primer vertex sub-array es siempre requerido; "
- "los otros son opcionales. Añadir un array de indices pone esta funcion en "
- "\"modo indice\" donde los vertices y otros arrays convierten las fuentes de "
- "datos y el array de indices define el orden de vertices. Todos los sub-"
- "arrays deben tener la misma longitud que el array de vertices o ser vacios, "
- "excepto for [constant ARRAY_INDEX] si es utilizado.\n"
- "Añadir un array de indices pone esta funcion en \"modo indice\" donde los "
- "vertices y otros arrays convierten las fuentes de datos y el array de "
- "indices define el orden de vertices."
- #: doc/classes/ArrayMesh.xml
- msgid "Removes all blend shapes from this [ArrayMesh]."
- msgstr "Elimina todos las formas de mezcla de este [ArrayMesh]."
- #: doc/classes/ArrayMesh.xml
- msgid "Removes all surfaces from this [ArrayMesh]."
- msgstr "Elimina todas las superificies de este [ArrayMesh]."
- #: doc/classes/ArrayMesh.xml
- msgid "Returns the number of blend shapes that the [ArrayMesh] holds."
- msgstr "Devuelve el numero de formas de mezcla que el [ArrayMesh] posee."
- #: doc/classes/ArrayMesh.xml
- msgid "Returns the name of the blend shape at this index."
- msgstr "Devuelve el nombre de la forma de mezcla de este indice."
- #: doc/classes/ArrayMesh.xml
- msgid ""
- "Will perform a UV unwrap on the [ArrayMesh] to prepare the mesh for "
- "lightmapping."
- msgstr ""
- "Ejecutara un desenvolver UV en el [ArrayMesh] para preparar la malla para "
- "iluminacion de mapas."
- #: doc/classes/ArrayMesh.xml
- msgid "Will regenerate normal maps for the [ArrayMesh]."
- msgstr "Regenerara los mapas de normales para el [ArrayMesh]."
- #: doc/classes/ArrayMesh.xml
- msgid ""
- "Returns the index of the first surface with this name held within this "
- "[ArrayMesh]. If none are found, -1 is returned."
- msgstr ""
- "Devuelve el indice de la primer superficie con este nombre mantenido dentro "
- "de este [ArrayMesh]. Si no es encontrado, -1 es devuelto."
- #: doc/classes/ArrayMesh.xml
- msgid ""
- "Returns the length in indices of the index array in the requested surface "
- "(see [method add_surface_from_arrays])."
- msgstr ""
- "Devuelve la longitud en indices del array de indices de la superificie "
- "solicitada( ver [method add_surface_from_arrays])."
- #: doc/classes/ArrayMesh.xml
- msgid ""
- "Returns the length in vertices of the vertex array in the requested surface "
- "(see [method add_surface_from_arrays])."
- msgstr ""
- "Devuelve la longitud en vertices del array de vertice en la superficie "
- "solicitada (ver[method add_surface_from_arrays])."
- #: doc/classes/ArrayMesh.xml
- msgid ""
- "Returns the format mask of the requested surface (see [method "
- "add_surface_from_arrays])."
- msgstr ""
- "Devuelve la mascara de formato de la superficie solicitada (ver[method "
- "add_surface_from_arrays])."
- #: doc/classes/ArrayMesh.xml
- msgid "Gets the name assigned to this surface."
- msgstr "Obtiene el nombre asignado a esta superficie."
- #: doc/classes/ArrayMesh.xml
- msgid ""
- "Returns the primitive type of the requested surface (see [method "
- "add_surface_from_arrays])."
- msgstr ""
- "Devuelve el tipo primitivo de la superficie solicitada (ver [method "
- "add_surface_from_arrays])."
- #: doc/classes/ArrayMesh.xml
- #, fuzzy
- msgid ""
- "Removes a surface at position [code]surf_idx[/code], shifting greater "
- "surfaces one [code]surf_idx[/code] slot down."
- msgstr ""
- "Elimina el efecto en el índice [code]effect_idx[/code] del bus en el índice "
- "[code]bus_idx[/code]."
- #: doc/classes/ArrayMesh.xml
- msgid "Sets a name for a given surface."
- msgstr "Obtiene un nombre para una superficie dada."
- #: doc/classes/ArrayMesh.xml
- msgid ""
- "Updates a specified region of mesh arrays on the GPU.\n"
- "[b]Warning:[/b] Only use if you know what you are doing. You can easily "
- "cause crashes by calling this function with improper arguments."
- msgstr ""
- "Actualiza una region especifica de la malla de arrays en la GPU.\n"
- "[b]Aviso:[/b] Solo usarlo si sabes lo que haces. Puedes causar el programa "
- "deje de funcionar al llamar esta funcion con argumentos incorrectos."
- #: doc/classes/ArrayMesh.xml
- msgid "Sets the blend shape mode to one of [enum Mesh.BlendShapeMode]."
- msgstr "Coloca el modo de mezcla de forma a [enum Mesh.BlendShapeMode]."
- #: doc/classes/ArrayMesh.xml doc/classes/PrimitiveMesh.xml
- msgid ""
- "Overrides the [AABB] with one defined by user for use with frustum culling. "
- "Especially useful to avoid unexpected culling when using a shader to offset "
- "vertices."
- msgstr ""
- "Sobreescribe el [AABB] con uno definido por usuario para el uso con el "
- "tronco(frustum). Especialmente util para evitar inesperadas selecciones "
- "cuando se use un shader a vertices desplazados."
- #: doc/classes/ArrayMesh.xml
- #, fuzzy
- msgid "Value used internally when no indices are present."
- msgstr "Valor por defecto usado para un index_array_len cuando no hay indices."
- #: doc/classes/ArrayMesh.xml
- msgid "Amount of weights/bone indices per vertex (always 4)."
- msgstr "Cantidad de pesos/hueso indices por vertice (siempre 4)."
- #: doc/classes/ArrayMesh.xml
- #, fuzzy
- msgid "[PoolVector3Array], [PoolVector2Array], or [Array] of vertex positions."
- msgstr ""
- "[PackedVector3Array], [PackedVector2Array], o [Array] de posiciones de "
- "vertices."
- #: doc/classes/ArrayMesh.xml
- #, fuzzy
- msgid "[PoolVector3Array] of vertex normals."
- msgstr "[PackedVector3Array] de normales de vertices."
- #: doc/classes/ArrayMesh.xml
- #, fuzzy
- msgid ""
- "[PoolRealArray] of vertex tangents. Each element in groups of 4 floats, "
- "first 3 floats determine the tangent, and the last the binormal direction as "
- "-1 or 1."
- msgstr ""
- "[PackedFloat32Array] de tangentes de vertices. Cada elemento esta dentro de "
- "grupos de 4 reales, los tres primeros determinan la tangente, y el ultimo la "
- "direccion la direccion binormal como -1 o 1."
- #: doc/classes/ArrayMesh.xml
- #, fuzzy
- msgid "[PoolColorArray] of vertex colors."
- msgstr "[PackedColorArray] de colores de vertices."
- #: doc/classes/ArrayMesh.xml
- #, fuzzy
- msgid "[PoolVector2Array] for UV coordinates."
- msgstr "[PackedVector2Array] para coordenadas UV."
- #: doc/classes/ArrayMesh.xml
- #, fuzzy
- msgid "[PoolVector2Array] for second UV coordinates."
- msgstr "[PackedVector2Array] para segundas coordenadas UV."
- #: doc/classes/ArrayMesh.xml
- #, fuzzy
- msgid ""
- "[PoolRealArray] or [PoolIntArray] of bone indices. Each element in groups of "
- "4 floats."
- msgstr ""
- "[PackedFloat32Array] o [PackedInt32Array] de indices de hueso. Cada element "
- "en grupos de 4 reales."
- #: doc/classes/ArrayMesh.xml
- #, fuzzy
- msgid "[PoolRealArray] of bone weights. Each element in groups of 4 floats."
- msgstr ""
- "[PackedFloat32Array] pesos de hueso. Cada element en grupos de 4 reales."
- #: doc/classes/ArrayMesh.xml
- #, fuzzy
- msgid ""
- "[PoolIntArray] of integers used as indices referencing vertices, colors, "
- "normals, tangents, and textures. All of those arrays must have the same "
- "number of elements as the vertex array. No index can be beyond the vertex "
- "array size. When this index array is present, it puts the function into "
- "\"index mode,\" where the index selects the *i*'th vertex, normal, tangent, "
- "color, UV, etc. This means if you want to have different normals or colors "
- "along an edge, you have to duplicate the vertices.\n"
- "For triangles, the index array is interpreted as triples, referring to the "
- "vertices of each triangle. For lines, the index array is in pairs indicating "
- "the start and end of each line."
- msgstr ""
- "[PackedInt32Array] de enteros utilizados como indices referenciando "
- "vertices, colores, normales, tangentes y texturas. Todos estos arrays deben "
- "tener el mismo numero de elemento que el array de vertices. Ningun indice "
- "puede ser mayor que el tamaño del array de vertices. Cuando el array de "
- "indices esta presente, coloca la funcion en \"modo indice\", donde el indice "
- "selecciona en i enesimo vertice, normal, tangente, color, UV, etc. Esto "
- "significa que si tu quieres tener diferentes normales o colores alrededor de "
- "un borde, tu tienes que duplicar los vertices.\n"
- "Para triangulos, el array de indices es interpretado como triple, "
- "referenciando a los vertices de cada triangulo. Para lineas, el array de "
- "indices esta emparejado indicando el inicio y final de cada linea."
- #: doc/classes/ArrayMesh.xml doc/classes/Mesh.xml doc/classes/VisualServer.xml
- msgid "Represents the size of the [enum ArrayType] enum."
- msgstr "Representa el tamaño del enum [enum ArrayType]."
- #: doc/classes/ArrayMesh.xml
- msgid "Array format will include vertices (mandatory)."
- msgstr "El formato de Arary incluira vertices (obligatorio)."
- #: doc/classes/ArrayMesh.xml
- msgid "Array format will include normals."
- msgstr "El format de array incluira normales."
- #: doc/classes/ArrayMesh.xml
- msgid "Array format will include tangents."
- msgstr "El formato de array incluira tangentes."
- #: doc/classes/ArrayMesh.xml
- msgid "Array format will include a color array."
- msgstr "El formato de array incluira un array de colores."
- #: doc/classes/ArrayMesh.xml
- msgid "Array format will include UVs."
- msgstr "El formato de array incluira UVs."
- #: doc/classes/ArrayMesh.xml
- msgid "Array format will include another set of UVs."
- msgstr "El formato de array incluira otr array de UVs."
- #: doc/classes/ArrayMesh.xml
- msgid "Array format will include bone indices."
- msgstr "El formato de array incluira indices de hueso."
- #: doc/classes/ArrayMesh.xml
- msgid "Array format will include bone weights."
- msgstr "El formato de array incluira pesos de hueso."
- #: doc/classes/ArrayMesh.xml
- msgid "Index array will be used."
- msgstr "El array de indices sera utilizado."
- #: doc/classes/ARVRAnchor.xml
- msgid "An anchor point in AR space."
- msgstr "Un punto de anclaje en el espacio AR."
- #: doc/classes/ARVRAnchor.xml
- #, fuzzy
- msgid ""
- "The [ARVRAnchor] point is a spatial node that maps a real world location "
- "identified by the AR platform to a position within the game world. For "
- "example, as long as plane detection in ARKit is on, ARKit will identify and "
- "update the position of planes (tables, floors, etc) and create anchors for "
- "them.\n"
- "This node is mapped to one of the anchors through its unique ID. When you "
- "receive a signal that a new anchor is available, you should add this node to "
- "your scene for that anchor. You can predefine nodes and set the ID; the "
- "nodes will simply remain on 0,0,0 until a plane is recognized.\n"
- "Keep in mind that, as long as plane detection is enabled, the size, placing "
- "and orientation of an anchor will be updated as the detection logic learns "
- "more about the real world out there especially if only part of the surface "
- "is in view."
- msgstr ""
- "El punto [ARVRAnchor] es un nodo espacial que mapea una ubicación en el "
- "mundo real identificada por la plataforma AR a una posición dentro del mundo "
- "del juego. Por ejemplo, mientras la detección de aviones en ARKit esté "
- "activada, ARKit identificará y actualizará la posición de los aviones "
- "(mesas, pisos, etc.) y creará anclajes para ellos.\n"
- "Este nodo se asigna a una de las anclas a través de su identificación única. "
- "Cuando reciba la señal de que un nuevo ancla está disponible, deberá añadir "
- "este nodo a su escena para ese ancla. Puedes predefinir los nodos y "
- "establecer el ID; los nodos simplemente permanecerán en 0,0,0 hasta que se "
- "reconozca un plano.\n"
- "Ten en cuenta que, mientras la detección de planos esté activada, el tamaño, "
- "la colocación y la orientación de un ancla se actualizarán a medida que la "
- "lógica de detección aprenda más sobre el mundo real de ahí fuera, "
- "especialmente si sólo se ve una parte de la superficie."
- #: doc/classes/ARVRAnchor.xml
- msgid "Returns the name given to this anchor."
- msgstr "Devuelve el nombre dado a este anclaje."
- #: doc/classes/ARVRAnchor.xml
- msgid ""
- "Returns [code]true[/code] if the anchor is being tracked and [code]false[/"
- "code] if no anchor with this ID is currently known."
- msgstr ""
- "Devuelve [code]true[/code] si el ancla está siendo rastreada y [code]false[/"
- "code] si no se conoce actualmente ninguna ancla con esta identificación."
- #: doc/classes/ARVRAnchor.xml
- #, fuzzy
- msgid ""
- "If provided by the [ARVRInterface], this returns a mesh object for the "
- "anchor. For an anchor, this can be a shape related to the object being "
- "tracked or it can be a mesh that provides topology related to the anchor and "
- "can be used to create shadows/reflections on surfaces or for generating "
- "collision shapes."
- msgstr ""
- "Si es proporcionado por la [ARVRInterface], esto devuelve un objeto de malla "
- "para el ancla. En el caso de un ancla, puede ser una forma relacionada con "
- "el objeto que se está rastreando o puede ser una malla que proporciona una "
- "topología relacionada con el ancla y puede utilizarse para crear sombras/"
- "reflexiones en las superficies o para generar formas de colisión."
- #: doc/classes/ARVRAnchor.xml
- msgid ""
- "Returns a plane aligned with our anchor; handy for intersection testing."
- msgstr ""
- "Devuelve un avión alineado con nuestro ancla; útil para pruebas de "
- "intersección."
- #: doc/classes/ARVRAnchor.xml
- msgid ""
- "Returns the estimated size of the plane that was detected. Say when the "
- "anchor relates to a table in the real world, this is the estimated size of "
- "the surface of that table."
- msgstr ""
- "Devuelve el tamaño estimado del avión que fue detectado. Digamos que cuando "
- "el ancla se relaciona con una mesa en el mundo real, este es el tamaño "
- "estimado de la superficie de esa mesa."
- #: doc/classes/ARVRAnchor.xml
- msgid ""
- "The anchor's ID. You can set this before the anchor itself exists. The first "
- "anchor gets an ID of [code]1[/code], the second an ID of [code]2[/code], "
- "etc. When anchors get removed, the engine can then assign the corresponding "
- "ID to new anchors. The most common situation where anchors \"disappear\" is "
- "when the AR server identifies that two anchors represent different parts of "
- "the same plane and merges them."
- msgstr ""
- "La identificación del ancla. Puedes establecer esto antes de que el ancla "
- "misma exista. El primer ancla obtiene un ID de [code]1[/code], el segundo un "
- "ID de [code]2[/code], etc. Cuando se quitan las anclas, el motor puede "
- "asignar el ID correspondiente a las nuevas anclas. La situación más común en "
- "la que las anclas \"desaparecen\" es cuando el servidor AR identifica que "
- "dos anclas representan partes diferentes del mismo plano y las fusiona."
- #: doc/classes/ARVRAnchor.xml
- msgid ""
- "Emitted when the mesh associated with the anchor changes or when one becomes "
- "available. This is especially important for topology that is constantly "
- "being [code]mesh_updated[/code]."
- msgstr ""
- "Emitida cuando la malla asociada al ancla cambia o cuando se dispone de "
- "ella. Esto es especialmente importante para la topología que está siendo "
- "constantemente [code]mesh_updated[/code]."
- #: doc/classes/ARVRCamera.xml
- msgid ""
- "A camera node with a few overrules for AR/VR applied, such as location "
- "tracking."
- msgstr ""
- "Un nodo de cámara con unas cuantas desviaciones para AR/VR aplicadas, como "
- "el seguimiento de la ubicación."
- #: doc/classes/ARVRCamera.xml
- #, fuzzy
- msgid ""
- "This is a helper spatial node for our camera; note that, if stereoscopic "
- "rendering is applicable (VR-HMD), most of the camera properties are ignored, "
- "as the HMD information overrides them. The only properties that can be "
- "trusted are the near and far planes.\n"
- "The position and orientation of this node is automatically updated by the "
- "ARVR Server to represent the location of the HMD if such tracking is "
- "available and can thus be used by game logic. Note that, in contrast to the "
- "ARVR Controller, the render thread has access to the most up-to-date "
- "tracking data of the HMD and the location of the ARVRCamera can lag a few "
- "milliseconds behind what is used for rendering as a result."
- msgstr ""
- "Este es un nodo espacial de ayuda para nuestra cámara; tenga en cuenta que, "
- "si la representación estereoscópica es aplicable (VR-HMD), la mayoría de las "
- "propiedades de la cámara son ignoradas, ya que la información del HMD las "
- "anula. Las únicas propiedades en las que se puede confiar son los planos "
- "cercanos y lejanos.\n"
- "La posición y la orientación de este nodo se actualiza automáticamente por "
- "el Servidor XR para representar la ubicación del HMD si dicho seguimiento "
- "está disponible y puede ser utilizado por la lógica del juego. Ten en cuenta "
- "que, a diferencia del Controlador XR, el hilo de renderizado tiene acceso a "
- "los datos de seguimiento más actualizados del HMD y la ubicación de la "
- "XRCamera3D puede quedarse unos milisegundos atrás de lo que se utiliza para "
- "el renderizado como resultado."
- #: doc/classes/ARVRController.xml
- msgid "A spatial node representing a spatially-tracked controller."
- msgstr ""
- "Un nodo espacial que representa un controlador de seguimiento espacial."
- #: doc/classes/ARVRController.xml
- #, fuzzy
- msgid ""
- "This is a helper spatial node that is linked to the tracking of controllers. "
- "It also offers several handy passthroughs to the state of buttons and such "
- "on the controllers.\n"
- "Controllers are linked by their ID. You can create controller nodes before "
- "the controllers are available. If your game always uses two controllers (one "
- "for each hand), you can predefine the controllers with ID 1 and 2; they will "
- "become active as soon as the controllers are identified. If you expect "
- "additional controllers to be used, you should react to the signals and add "
- "ARVRController nodes to your scene.\n"
- "The position of the controller node is automatically updated by the "
- "[ARVRServer]. This makes this node ideal to add child nodes to visualize the "
- "controller."
- msgstr ""
- "Este es un nodo espacial de ayuda que está vinculado al seguimiento de los "
- "controladores. También ofrece varios pases prácticos al estado de los "
- "botones y demás en los controladores.\n"
- "Los controladores están vinculados por su ID. Se pueden crear nodos "
- "controladores antes de que los controladores estén disponibles. Si el juego "
- "siempre utiliza dos controladores (uno para cada mano), puedes predefinir "
- "los controladores con ID 1 y 2; se activarán en cuanto se identifiquen los "
- "controladores. Si esperas que se usen controladores adicionales, debes "
- "reaccionar a las señales y añadir nodos XRController3D a tu escena.\n"
- "La posición del nodo controlador es actualizada automáticamente por el "
- "[ARVRServer]. Esto hace que este nodo sea ideal para añadir nodos hijos para "
- "visualizar el controlador."
- #: doc/classes/ARVRController.xml
- msgid ""
- "If active, returns the name of the associated controller if provided by the "
- "AR/VR SDK used."
- msgstr ""
- "Si está activo, devuelve el nombre del controlador asociado si lo "
- "proporciona el SDK AR/VR utilizado."
- #: doc/classes/ARVRController.xml
- #, fuzzy
- msgid ""
- "Returns the hand holding this controller, if known. See [enum "
- "ARVRPositionalTracker.TrackerHand]."
- msgstr ""
- "Devuelve la mano que sostiene este controlador, si se conoce. Ver [enum "
- "XRPositionalTracker.TrackerHand]."
- #: doc/classes/ARVRController.xml
- #, fuzzy
- msgid ""
- "Returns [code]true[/code] if the bound controller is active. ARVR systems "
- "attempt to track active controllers."
- msgstr ""
- "Devuelve [code]true[/code] si el controlador de enlace está activo. Los "
- "sistemas XR intentan rastrear los controladores activos."
- #: doc/classes/ARVRController.xml
- msgid ""
- "Returns the value of the given axis for things like triggers, touchpads, "
- "etc. that are embedded into the controller."
- msgstr ""
- "Devuelve el valor del eje dado para cosas como disparadores, touchpads, etc. "
- "que están incrustados en el controlador."
- #: doc/classes/ARVRController.xml
- #, fuzzy
- msgid ""
- "Returns the ID of the joystick object bound to this. Every controller "
- "tracked by the [ARVRServer] that has buttons and axis will also be "
- "registered as a joystick within Godot. This means that all the normal "
- "joystick tracking and input mapping will work for buttons and axis found on "
- "the AR/VR controllers. This ID is purely offered as information so you can "
- "link up the controller with its joystick entry."
- msgstr ""
- "Devuelve la identificación del objeto del joystick de mando unido a esto. "
- "Cada controlador rastreado por el [ARVRServer] que tiene botones y eje "
- "también será registrado como un joystick dentro de Godot. Esto significa que "
- "todo el seguimiento normal del joystick y el mapeo de entrada funcionará "
- "para los botones y el eje que se encuentran en los controladores AR/VR. Esta "
- "identificación se ofrece únicamente como información para poder enlazar el "
- "controlador con su entrada de joystick."
- #: doc/classes/ARVRController.xml
- #, fuzzy
- msgid ""
- "If provided by the [ARVRInterface], this returns a mesh associated with the "
- "controller. This can be used to visualize the controller."
- msgstr ""
- "Si es proporcionado por la [ARVRInterface], esto devuelve una malla asociada "
- "con el controlador. Esto puede ser usado para visualizar el controlador."
- #: doc/classes/ARVRController.xml
- #, fuzzy
- msgid ""
- "Returns [code]true[/code] if the button at index [code]button[/code] is "
- "pressed. See [enum JoystickList], in particular the [code]JOY_VR_*[/code] "
- "constants."
- msgstr ""
- "Devuelve [code]true[/code] si se pulsa el botón en el índice [code]button[/"
- "code]. Ver [enum JoyButtonList]."
- #: doc/classes/ARVRController.xml
- #, fuzzy
- msgid ""
- "The controller's ID.\n"
- "A controller ID of 0 is unbound and will always result in an inactive node. "
- "Controller ID 1 is reserved for the first controller that identifies itself "
- "as the left-hand controller and ID 2 is reserved for the first controller "
- "that identifies itself as the right-hand controller.\n"
- "For any other controller that the [ARVRServer] detects, we continue with "
- "controller ID 3.\n"
- "When a controller is turned off, its slot is freed. This ensures controllers "
- "will keep the same ID even when controllers with lower IDs are turned off."
- msgstr ""
- "La identificación del controlador.\n"
- "Un ID de controlador de 0 no está ligado y siempre resultará en un nodo "
- "inactivo. La ID de controlador 1 está reservada para el primer controlador "
- "que se identifica como el controlador de la izquierda y la ID 2 está "
- "reservada para el primer controlador que se identifica como el controlador "
- "de la derecha.\n"
- "Para cualquier otro controlador que el [ARVRServer] detecte, continuamos con "
- "el ID 3 del controlador.\n"
- "Cuando se apaga un controlador, se libera su ranura. Esto asegura que los "
- "controladores mantendrán el mismo ID incluso cuando los controladores con "
- "IDs más bajos se apaguen."
- #: doc/classes/ARVRController.xml
- #, fuzzy
- msgid ""
- "The degree to which the controller vibrates. Ranges from [code]0.0[/code] to "
- "[code]1.0[/code]. If changed, updates [member ARVRPositionalTracker.rumble] "
- "accordingly.\n"
- "This is a useful property to animate if you want the controller to vibrate "
- "for a limited duration."
- msgstr ""
- "El grado de vibración del controlador. Va desde [code]0.0[/code] hasta "
- "[code]1.0[/code] con precisión [code].01[/code]. Si se cambia, actualiza "
- "[member XRPositionalTracker.rumble] en consecuencia.\n"
- "Esta es una propiedad útil para animar si quieres que el controlador vibre "
- "durante un tiempo limitado."
- #: doc/classes/ARVRController.xml
- msgid "Emitted when a button on this controller is pressed."
- msgstr "Se emite cuando se presiona un botón de este controlador."
- #: doc/classes/ARVRController.xml
- msgid "Emitted when a button on this controller is released."
- msgstr "Se emite cuando se libera un botón de este controlador."
- #: doc/classes/ARVRController.xml
- msgid ""
- "Emitted when the mesh associated with the controller changes or when one "
- "becomes available. Generally speaking this will be a static mesh after "
- "becoming available."
- msgstr ""
- "Emitido cuando la malla asociada al controlador cambia o cuando uno se hace "
- "disponible. En términos generales, esta será una malla estática después de "
- "estar disponible."
- #: doc/classes/ARVRInterface.xml
- msgid "Base class for an AR/VR interface implementation."
- msgstr "Clase base para la implementación de una interfaz AR/VR."
- #: doc/classes/ARVRInterface.xml
- #, fuzzy
- msgid ""
- "This class needs to be implemented to make an AR or VR platform available to "
- "Godot and these should be implemented as C++ modules or GDNative modules "
- "(note that for GDNative the subclass ARVRScriptInterface should be used). "
- "Part of the interface is exposed to GDScript so you can detect, enable and "
- "configure an AR or VR platform.\n"
- "Interfaces should be written in such a way that simply enabling them will "
- "give us a working setup. You can query the available interfaces through "
- "[ARVRServer]."
- msgstr ""
- "Esta clase debe implementarse para poner a disposición de Godot una "
- "plataforma de AR o VR y éstas deben implementarse como módulos C++ o módulos "
- "GDNative (nótese que para GDNative debe utilizarse la subclase "
- "XRScriptInterface). Parte de la interfaz está expuesta a GDScript para que "
- "pueda detectar, habilitar y configurar una plataforma AR o VR.\n"
- "Las interfaces deben ser escritas de tal manera que el simple hecho de "
- "habilitarlas nos dé una configuración de trabajo. Puede consultar las "
- "interfaces disponibles a través de [ARVRServer]."
- #: doc/classes/ARVRInterface.xml
- msgid ""
- "If this is an AR interface that requires displaying a camera feed as the "
- "background, this method returns the feed ID in the [CameraServer] for this "
- "interface."
- msgstr ""
- "Si se trata de una interfaz AR que requiere mostrar una alimentación de la "
- "cámara como fondo, este método devuelve el ID de la alimentación en el "
- "[CameraServer] para esta interfaz."
- #: doc/classes/ARVRInterface.xml
- msgid ""
- "Returns a combination of [enum Capabilities] flags providing information "
- "about the capabilities of this interface."
- msgstr ""
- "Devuelve una combinación de flags [enum Capabilities] que proporcionan "
- "información sobre las capacidades de esta interfaz."
- #: doc/classes/ARVRInterface.xml
- msgid "Returns the name of this interface (OpenVR, OpenHMD, ARKit, etc)."
- msgstr "Devuelve el nombre de esta interfaz (OpenVR, OpenHMD, ARKit, etc.)."
- #: doc/classes/ARVRInterface.xml
- msgid ""
- "Returns the resolution at which we should render our intermediate results "
- "before things like lens distortion are applied by the VR platform."
- msgstr ""
- "Devuelve la resolución a la que deberíamos renderizar nuestros resultados "
- "intermedios antes de que cosas como la distorsión de la lente sean aplicadas "
- "por la plataforma VR."
- #: doc/classes/ARVRInterface.xml
- msgid ""
- "If supported, returns the status of our tracking. This will allow you to "
- "provide feedback to the user whether there are issues with positional "
- "tracking."
- msgstr ""
- "Si se apoya, devuelve el estado de nuestro rastreo. Esto le permitirá "
- "proporcionar información al usuario sobre si hay problemas con el rastreo "
- "posicional."
- #: doc/classes/ARVRInterface.xml
- msgid ""
- "Call this to initialize this interface. The first interface that is "
- "initialized is identified as the primary interface and it will be used for "
- "rendering output.\n"
- "After initializing the interface you want to use you then need to enable the "
- "AR/VR mode of a viewport and rendering should commence.\n"
- "[b]Note:[/b] You must enable the AR/VR mode on the main viewport for any "
- "device that uses the main output of Godot, such as for mobile VR.\n"
- "If you do this for a platform that handles its own output (such as OpenVR) "
- "Godot will show just one eye without distortion on screen. Alternatively, "
- "you can add a separate viewport node to your scene and enable AR/VR on that "
- "viewport. It will be used to output to the HMD, leaving you free to do "
- "anything you like in the main window, such as using a separate camera as a "
- "spectator camera or rendering something completely different.\n"
- "While currently not used, you can activate additional interfaces. You may "
- "wish to do this if you want to track controllers from other platforms. "
- "However, at this point in time only one interface can render to an HMD."
- msgstr ""
- "Llama a esto para inicializar esta interfaz. La primera interfaz que se "
- "inicializa se identifica como la interfaz principal y se utilizará para la "
- "prestación de servicios.\n"
- "Después de inicializar la interfaz que quieres usar, necesitas habilitar el "
- "modo AR/VR de una ventana y la renderización debe comenzar.\n"
- "[b]Nota:[/b] Debes habilitar el modo AR/VR en la vista principal para "
- "cualquier dispositivo que utilice la salida principal de Godot, como por "
- "ejemplo para la RV móvil.\n"
- "Si lo haces para una plataforma que maneja su propia salida (como OpenVR), "
- "Godot mostrará un solo ojo sin distorsión en la pantalla. Alternativamente, "
- "puedes añadir un nodo de puerto de visión separado a tu escena y habilitar "
- "la AR/VR en ese puerto de visión. Se utilizará para la salida al HMD, "
- "dejándote libre para hacer lo que quieras en la ventana principal, como usar "
- "una cámara separada como cámara de espectador o renderizar algo "
- "completamente diferente.\n"
- "Mientras que actualmente no se utiliza, puede activar interfaces "
- "adicionales. Puede que quieras hacer esto si quieres rastrear los "
- "controladores de otras plataformas. Sin embargo, en este momento sólo una "
- "interfaz puede renderizar a un HMD."
- #: doc/classes/ARVRInterface.xml
- msgid ""
- "Returns [code]true[/code] if the current output of this interface is in "
- "stereo."
- msgstr ""
- "Devuelve [code]true[/code] si la salida actual de esta interfaz está en "
- "estéreo."
- #: doc/classes/ARVRInterface.xml
- msgid "Turns the interface off."
- msgstr "Apaga la interfaz."
- #: doc/classes/ARVRInterface.xml
- msgid "On an AR interface, [code]true[/code] if anchor detection is enabled."
- msgstr ""
- "En una interfaz AR, [code]true[/code] si la detección de anclas está "
- "activada."
- #: doc/classes/ARVRInterface.xml
- msgid "[code]true[/code] if this interface been initialized."
- msgstr "[code]true[/code] si esta interfaz ha sido inicializada."
- #: doc/classes/ARVRInterface.xml
- msgid "[code]true[/code] if this is the primary interface."
- msgstr "[code]true[/code] si esta es la interfaz primaria."
- #: doc/classes/ARVRInterface.xml
- #, fuzzy
- msgid "No ARVR capabilities."
- msgstr "No hay capacidades XR."
- #: doc/classes/ARVRInterface.xml
- msgid ""
- "This interface can work with normal rendering output (non-HMD based AR)."
- msgstr ""
- "Esta interfaz puede funcionar con una salida de renderizado normal (AR no "
- "basada en HMD)."
- #: doc/classes/ARVRInterface.xml
- msgid "This interface supports stereoscopic rendering."
- msgstr "Esta interfaz soporta la renderización estereoscópica."
- #: doc/classes/ARVRInterface.xml
- msgid "This interface supports AR (video background and real world tracking)."
- msgstr ""
- "Esta interfaz soporta AR (video de fondo y seguimiento en el mundo real)."
- #: doc/classes/ARVRInterface.xml
- msgid ""
- "This interface outputs to an external device. If the main viewport is used, "
- "the on screen output is an unmodified buffer of either the left or right eye "
- "(stretched if the viewport size is not changed to the same aspect ratio of "
- "[method get_render_targetsize]). Using a separate viewport node frees up the "
- "main viewport for other purposes."
- msgstr ""
- "Esta interfaz da salida a un dispositivo externo. Si se utiliza la vista "
- "principal, la salida en pantalla es un búfer sin modificar del ojo izquierdo "
- "o derecho (se estira si el tamaño de la vista no se cambia a la misma "
- "relación de aspecto de [method get_render_targetsize]). El uso de un nodo de "
- "vista separado libera la vista principal para otros propósitos."
- #: doc/classes/ARVRInterface.xml
- msgid ""
- "Mono output, this is mostly used internally when retrieving positioning "
- "information for our camera node or when stereo scopic rendering is not "
- "supported."
- msgstr ""
- "Salida mono, se utiliza principalmente de forma interna cuando se recupera "
- "la información de posicionamiento para nuestro nodo de cámara o cuando la "
- "representación estereoscópica no es compatible."
- #: doc/classes/ARVRInterface.xml
- msgid ""
- "Left eye output, this is mostly used internally when rendering the image for "
- "the left eye and obtaining positioning and projection information."
- msgstr ""
- "Salida del ojo izquierdo, se utiliza principalmente de forma interna al "
- "renderizar la imagen para el ojo izquierdo y obtener información de "
- "posicionamiento y proyección."
- #: doc/classes/ARVRInterface.xml
- msgid ""
- "Right eye output, this is mostly used internally when rendering the image "
- "for the right eye and obtaining positioning and projection information."
- msgstr ""
- "Salida del ojo derecho, se utiliza principalmente de forma interna al "
- "renderizar la imagen para el ojo derecho y obtener información de "
- "posicionamiento y proyección."
- #: doc/classes/ARVRInterface.xml
- msgid "Tracking is behaving as expected."
- msgstr "El rastreo se está comportando como se esperaba."
- #: doc/classes/ARVRInterface.xml
- msgid ""
- "Tracking is hindered by excessive motion (the player is moving faster than "
- "tracking can keep up)."
- msgstr ""
- "El rastreo se ve obstaculizado por un movimiento excesivo (el jugador se "
- "mueve más rápido de lo que el rastreo puede mantener)."
- #: doc/classes/ARVRInterface.xml
- msgid ""
- "Tracking is hindered by insufficient features, it's too dark (for camera-"
- "based tracking), player is blocked, etc."
- msgstr ""
- "El rastreo se ve obstaculizado por características insuficientes, está "
- "demasiado oscuro (para el rastreo basado en la cámara), el reproductor está "
- "bloqueado, etc."
- #: doc/classes/ARVRInterface.xml
- msgid ""
- "We don't know the status of the tracking or this interface does not provide "
- "feedback."
- msgstr ""
- "No conocemos el estado del rastreo o esta interfaz no proporciona "
- "información."
- #: doc/classes/ARVRInterface.xml
- msgid ""
- "Tracking is not functional (camera not plugged in or obscured, lighthouses "
- "turned off, etc.)."
- msgstr ""
- "El rastreo no funciona (cámara no enchufada u oscurecida, faros apagados, "
- "etc.)."
- #: modules/gdnative/doc_classes/ARVRInterfaceGDNative.xml
- #, fuzzy
- msgid "GDNative wrapper for an ARVR interface."
- msgstr "Envoltura GDNative para una interfaz XR."
- #: modules/gdnative/doc_classes/ARVRInterfaceGDNative.xml
- #, fuzzy
- msgid ""
- "This is a wrapper class for GDNative implementations of the ARVR interface. "
- "To use a GDNative ARVR interface, simply instantiate this object and set "
- "your GDNative library containing the ARVR interface implementation."
- msgstr ""
- "Esta es una clase de envoltura para las implementaciones GDNative de la "
- "interfaz XR. Para usar una interfaz GDNative XR, simplemente instale este "
- "objeto y establezca su biblioteca GDNative que contiene la implementación de "
- "la interfaz XR."
- #: doc/classes/ARVROrigin.xml
- msgid "The origin point in AR/VR."
- msgstr "El punto de origen en AR/VR."
- #: doc/classes/ARVROrigin.xml
- #, fuzzy
- msgid ""
- "This is a special node within the AR/VR system that maps the physical "
- "location of the center of our tracking space to the virtual location within "
- "our game world.\n"
- "There should be only one of these nodes in your scene and you must have one. "
- "All the ARVRCamera, ARVRController and ARVRAnchor nodes should be direct "
- "children of this node for spatial tracking to work correctly.\n"
- "It is the position of this node that you update when your character needs to "
- "move through your game world while we're not moving in the real world. "
- "Movement in the real world is always in relation to this origin point.\n"
- "For example, if your character is driving a car, the ARVROrigin node should "
- "be a child node of this car. Or, if you're implementing a teleport system to "
- "move your character, you should change the position of this node."
- msgstr ""
- "Este es un nodo especial dentro del sistema AR/VR que mapea la ubicación "
- "física del centro de nuestro espacio de rastreo a la ubicación virtual "
- "dentro de nuestro mundo de juego.\n"
- "Sólo debe haber uno de estos nodos en tu escena y debes tener uno. Todos los "
- "nodos XRCamera3D, XRController3D y XRAnchor3D deben ser hijos directos de "
- "este nodo para que el rastreo espacial funcione correctamente.\n"
- "Es la posición de este nodo la que se actualiza cuando tu personaje necesita "
- "moverse por el mundo del juego mientras que nosotros no nos movemos en el "
- "mundo real. El movimiento en el mundo real siempre está en relación con este "
- "punto de origen.\n"
- "Por ejemplo, si tu personaje conduce un coche, el nodo XROrigin3D debería "
- "ser un nodo hijo de este coche. O, si estás implementando un sistema de "
- "teletransporte para mover tu personaje, deberías cambiar la posición de este "
- "nodo."
- #: doc/classes/ARVROrigin.xml
- #, fuzzy
- msgid ""
- "Allows you to adjust the scale to your game's units. Most AR/VR platforms "
- "assume a scale of 1 game world unit = 1 real world meter.\n"
- "[b]Note:[/b] This method is a passthrough to the [ARVRServer] itself."
- msgstr ""
- "Le permite ajustar la escala a las unidades de su juego. La mayoría de las "
- "plataformas AR/VR asumen una escala de 1 unidad del mundo del juego = 1 "
- "metro del mundo real.\n"
- "[b]Nota:[/b] Este método es un paso al [ARVRServer] mismo."
- #: doc/classes/ARVRPositionalTracker.xml
- msgid "A tracked object."
- msgstr "Un objeto rastreado."
- #: doc/classes/ARVRPositionalTracker.xml
- #, fuzzy
- msgid ""
- "An instance of this object represents a device that is tracked, such as a "
- "controller or anchor point. HMDs aren't represented here as they are handled "
- "internally.\n"
- "As controllers are turned on and the AR/VR interface detects them, instances "
- "of this object are automatically added to this list of active tracking "
- "objects accessible through the [ARVRServer].\n"
- "The [ARVRController] and [ARVRAnchor] both consume objects of this type and "
- "should be used in your project. The positional trackers are just under-the-"
- "hood objects that make this all work. These are mostly exposed so that "
- "GDNative-based interfaces can interact with them."
- msgstr ""
- "Una instancia de este objeto representa un dispositivo que es rastreado, "
- "como un controlador o punto de anclaje. Los HMD no están representados aquí "
- "ya que se manejan internamente.\n"
- "A medida que se encienden los controladores y la interfaz AR/VR los detecta, "
- "las instancias de este objeto se añaden automáticamente a esta lista de "
- "objetos de rastreo activos accesibles a través del [ARVRServer].\n"
- "Tanto el [ARVRController] como el [ARVRAnchor] consumen objetos de este tipo "
- "y deberían ser utilizados en su proyecto. Los rastreadores posicionales son "
- "sólo objetos bajo el capó que hacen que todo esto funcione. Estos están "
- "mayormente expuestos para que las interfaces basadas en GDNative puedan "
- "interactuar con ellos."
- #: doc/classes/ARVRPositionalTracker.xml
- msgid ""
- "Returns the hand holding this tracker, if known. See [enum TrackerHand] "
- "constants."
- msgstr ""
- "Devuelve la mano que sostiene este rastreador, si se conoce. Ver las "
- "constantes de [enum TrackerHand]."
- #: doc/classes/ARVRPositionalTracker.xml
- msgid ""
- "If this is a controller that is being tracked, the controller will also be "
- "represented by a joystick entry with this ID."
- msgstr ""
- "Si se trata de un controlador que está siendo rastreado, el controlador "
- "también será representado por una entrada de joystick con esta "
- "identificación."
- #: doc/classes/ARVRPositionalTracker.xml
- msgid ""
- "Returns the mesh related to a controller or anchor point if one is available."
- msgstr ""
- "Devuelve la malla relacionada con un controlador o punto de anclaje, si lo "
- "hay."
- #: doc/classes/ARVRPositionalTracker.xml
- msgid "Returns the controller or anchor point's name if available."
- msgstr ""
- "Devuelve el nombre del controlador o del punto de anclaje si está disponible."
- #: doc/classes/ARVRPositionalTracker.xml
- msgid "Returns the controller's orientation matrix."
- msgstr "Devuelve la matriz de orientación del controlador."
- #: doc/classes/ARVRPositionalTracker.xml
- msgid "Returns the world-space controller position."
- msgstr "Devuelve la posición del controlador espacio-mundo."
- #: doc/classes/ARVRPositionalTracker.xml
- #, fuzzy
- msgid ""
- "Returns the internal tracker ID. This uniquely identifies the tracker per "
- "tracker type and matches the ID you need to specify for nodes such as the "
- "[ARVRController] and [ARVRAnchor] nodes."
- msgstr ""
- "Devuelve la identificación del rastreador interno. Esto identifica de forma "
- "única el rastreador por tipo de rastreador y coincide con el ID que necesita "
- "especificar para nodos como los nodos [ARVRController] y [ARVRAnchor]."
- #: doc/classes/ARVRPositionalTracker.xml
- msgid "Returns [code]true[/code] if this device tracks orientation."
- msgstr "Devuelve [code]true[/code] si este dispositivo rastrea la orientación."
- #: doc/classes/ARVRPositionalTracker.xml
- msgid "Returns [code]true[/code] if this device tracks position."
- msgstr "Devuelve [code]true[/code] si este dispositivo rastrea la posición."
- #: doc/classes/ARVRPositionalTracker.xml
- msgid "Returns the transform combining this device's orientation and position."
- msgstr ""
- "Devuelve la transformación combinando la orientación y la posición de este "
- "dispositivo."
- #: doc/classes/ARVRPositionalTracker.xml
- msgid "Returns the tracker's type."
- msgstr "Devuelve el tipo de rastreador."
- #: doc/classes/ARVRPositionalTracker.xml
- msgid ""
- "The degree to which the tracker rumbles. Ranges from [code]0.0[/code] to "
- "[code]1.0[/code] with precision [code].01[/code]."
- msgstr ""
- "El grado en que el rastreador retumba. Va desde [code]0.0[/code] hasta "
- "[code]1.0[/code] con precisión [code].01[/code]."
- #: doc/classes/ARVRPositionalTracker.xml
- msgid "The hand this tracker is held in is unknown or not applicable."
- msgstr ""
- "La mano con la que se sostiene este rastreador es desconocida o no aplicable."
- #: doc/classes/ARVRPositionalTracker.xml
- msgid "This tracker is the left hand controller."
- msgstr "Este rastreador es el controlador de la mano izquierda."
- #: doc/classes/ARVRPositionalTracker.xml
- msgid "This tracker is the right hand controller."
- msgstr "Este rastreador es el controlador de la mano derecha."
- #: doc/classes/ARVRServer.xml
- msgid "Server for AR and VR features."
- msgstr "Servidor para las funciones de AR y VR."
- #: doc/classes/ARVRServer.xml
- msgid ""
- "The AR/VR server is the heart of our Advanced and Virtual Reality solution "
- "and handles all the processing."
- msgstr ""
- "El servidor AR/VR es el corazón de nuestra solución de Realidad Virtual y "
- "Avanzada y maneja todo el procesamiento."
- #: doc/classes/ARVRServer.xml
- msgid "Registers an [ARVRInterface] object."
- msgstr ""
- #: doc/classes/ARVRServer.xml
- msgid ""
- "Registers a new [ARVRPositionalTracker] that tracks a spatial location in "
- "real space."
- msgstr ""
- #: doc/classes/ARVRServer.xml
- msgid ""
- "This is an important function to understand correctly. AR and VR platforms "
- "all handle positioning slightly differently.\n"
- "For platforms that do not offer spatial tracking, our origin point (0,0,0) "
- "is the location of our HMD, but you have little control over the direction "
- "the player is facing in the real world.\n"
- "For platforms that do offer spatial tracking, our origin point depends very "
- "much on the system. For OpenVR, our origin point is usually the center of "
- "the tracking space, on the ground. For other platforms, it's often the "
- "location of the tracking camera.\n"
- "This method allows you to center your tracker on the location of the HMD. It "
- "will take the current location of the HMD and use that to adjust all your "
- "tracking data; in essence, realigning the real world to your player's "
- "current position in the game world.\n"
- "For this method to produce usable results, tracking information must be "
- "available. This often takes a few frames after starting your game.\n"
- "You should call this method after a few seconds have passed. For instance, "
- "when the user requests a realignment of the display holding a designated "
- "button on a controller for a short period of time, or when implementing a "
- "teleport mechanism."
- msgstr ""
- "Esta es una función importante para entender correctamente. Las plataformas "
- "AR y VR manejan la posición de forma ligeramente diferente.\n"
- "Para las plataformas que no ofrecen seguimiento espacial, nuestro punto de "
- "origen (0,0,0) es la ubicación de nuestro HMD, pero tienes poco control "
- "sobre la dirección a la que se dirige el jugador en el mundo real.\n"
- "Para las plataformas que sí ofrecen rastreo espacial, nuestro punto de "
- "origen depende mucho del sistema. Para OpenVR, nuestro punto de origen suele "
- "ser el centro del espacio de seguimiento, en el suelo. Para otras "
- "plataformas, a menudo es la ubicación de la cámara de seguimiento.\n"
- "Este método permite centrar el rastreador en la ubicación del HMD. Tomará la "
- "ubicación actual del HMD y la usará para ajustar todos los datos de rastreo; "
- "en esencia, realineará el mundo real con la posición actual de su jugador en "
- "el mundo del juego.\n"
- "Para que este método produzca resultados utilizables, la información de "
- "rastreo debe estar disponible. Esto a menudo toma unos cuantos fotogramas "
- "después de comenzar el juego.\n"
- "Deberías llamar a este método después de que hayan pasado unos segundos. Por "
- "ejemplo, cuando el usuario solicita un reajuste de la pantalla manteniendo "
- "un botón designado en un controlador durante un corto período de tiempo, o "
- "cuando se implementa un mecanismo de teletransporte."
- #: doc/classes/ARVRServer.xml
- msgid ""
- "Clears our current primary interface if it is set to the provided interface."
- msgstr ""
- #: doc/classes/ARVRServer.xml
- msgid ""
- "Finds an interface by its name. For instance, if your project uses "
- "capabilities of an AR/VR platform, you can find the interface for that "
- "platform by name and initialize it."
- msgstr ""
- "Encuentra una interfaz por su nombre. Por ejemplo, si su proyecto utiliza "
- "las capacidades de una plataforma AR/VR, puede encontrar la interfaz de esa "
- "plataforma por su nombre e inicializarla."
- #: doc/classes/ARVRServer.xml
- msgid "Returns the primary interface's transformation."
- msgstr "Devuelve la transformación de la interfaz primaria."
- #: doc/classes/ARVRServer.xml
- msgid ""
- "Returns the interface registered at a given index in our list of interfaces."
- msgstr ""
- "Devuelve la interfaz registrada en un índice determinado en nuestra lista de "
- "interfaces."
- #: doc/classes/ARVRServer.xml
- msgid ""
- "Returns the number of interfaces currently registered with the AR/VR server. "
- "If your project supports multiple AR/VR platforms, you can look through the "
- "available interface, and either present the user with a selection or simply "
- "try to initialize each interface and use the first one that returns "
- "[code]true[/code]."
- msgstr ""
- "Devuelve el número de interfaces registradas actualmente en el servidor AR/"
- "VR. Si su proyecto soporta múltiples plataformas AR/VR, puede mirar a través "
- "de la interfaz disponible, y presentar al usuario una selección o "
- "simplemente tratar de inicializar cada interfaz y usar la primera que "
- "devuelva [code]true[/code]."
- #: doc/classes/ARVRServer.xml
- msgid ""
- "Returns a list of available interfaces the ID and name of each interface."
- msgstr ""
- "Devuelve una lista de las interfaces disponibles, el ID y el nombre de cada "
- "interfaz."
- #: doc/classes/ARVRServer.xml
- #, fuzzy
- msgid ""
- "Returns the absolute timestamp (in μs) of the last [ARVRServer] commit of "
- "the AR/VR eyes to [VisualServer]. The value comes from an internal call to "
- "[method OS.get_ticks_usec]."
- msgstr ""
- "Devuelve la marca de tiempo absoluta (en μs) del último compromiso "
- "[ARVRServer] de los ojos AR/VR a [VisualServer]. El valor viene de una "
- "llamada interna a [method OS.get_ticks_usec]."
- #: doc/classes/ARVRServer.xml
- msgid ""
- "Returns the duration (in μs) of the last frame. This is computed as the "
- "difference between [method get_last_commit_usec] and [method "
- "get_last_process_usec] when committing."
- msgstr ""
- "Devuelve la duración (en μs) del último fotograma. Esto se calcula como la "
- "diferencia entre [method get_last_commit_usec] y [method "
- "get_last_process_usec] al hacer la confirmación."
- #: doc/classes/ARVRServer.xml
- #, fuzzy
- msgid ""
- "Returns the absolute timestamp (in μs) of the last [ARVRServer] process "
- "callback. The value comes from an internal call to [method OS."
- "get_ticks_usec]."
- msgstr ""
- "Devuelve la marca de tiempo absoluta (en μs) de la última llamada del "
- "proceso [ARVRServer]. El valor viene de una llamada interna a [method OS."
- "get_ticks_usec]."
- #: doc/classes/ARVRServer.xml
- msgid ""
- "Returns the reference frame transform. Mostly used internally and exposed "
- "for GDNative build interfaces."
- msgstr ""
- "Devuelve la transformación del fotograma de referencia. Mayormente usada "
- "internamente y expuesta para las interfaces de construcción GDNative."
- #: doc/classes/ARVRServer.xml
- msgid "Returns the positional tracker at the given ID."
- msgstr "Devuelve el rastreador de posición en la identificación dada."
- #: doc/classes/ARVRServer.xml
- msgid "Returns the number of trackers currently registered."
- msgstr "Devuelve el número de rastreadores registrados actualmente."
- #: doc/classes/ARVRServer.xml
- #, fuzzy
- msgid "Removes this interface."
- msgstr "Quita el objeto."
- #: doc/classes/ARVRServer.xml
- #, fuzzy
- msgid "Removes this positional tracker."
- msgstr "Devuelve el rastreador de posición en la identificación dada."
- #: doc/classes/ARVRServer.xml
- #, fuzzy
- msgid "The primary [ARVRInterface] currently bound to the [ARVRServer]."
- msgstr "La [ARVRInterface] primaria actualmente unida al [ARVRServer]."
- #: doc/classes/ARVRServer.xml
- msgid ""
- "Allows you to adjust the scale to your game's units. Most AR/VR platforms "
- "assume a scale of 1 game world unit = 1 real world meter."
- msgstr ""
- "Permite ajustar la escala a las unidades de su juego. La mayoría de las "
- "plataformas AR/VR asumen una escala de 1 unidad del mundo del juego = 1 "
- "metro del mundo real."
- #: doc/classes/ARVRServer.xml
- msgid "Emitted when a new interface has been added."
- msgstr "Emitido cuando se ha añadido una nueva interfaz."
- #: doc/classes/ARVRServer.xml
- msgid "Emitted when an interface is removed."
- msgstr "Emitido cuando se quita una interfaz."
- #: doc/classes/ARVRServer.xml
- #, fuzzy
- msgid ""
- "Emitted when a new tracker has been added. If you don't use a fixed number "
- "of controllers or if you're using [ARVRAnchor]s for an AR solution, it is "
- "important to react to this signal to add the appropriate [ARVRController] or "
- "[ARVRAnchor] nodes related to this new tracker."
- msgstr ""
- "Emitido cuando se ha añadido un nuevo rastreador. Si no utiliza un número "
- "fijo de controladores o si está utilizando [ARVRAnchor] para una solución de "
- "AR, es importante reaccionar a esta señal para añadir los nodos "
- "[ARVRController] o [ARVRAnchor] apropiados relacionados con este nuevo "
- "tracker."
- #: doc/classes/ARVRServer.xml
- #, fuzzy
- msgid ""
- "Emitted when a tracker is removed. You should remove any [ARVRController] or "
- "[ARVRAnchor] points if applicable. This is not mandatory, the nodes simply "
- "become inactive and will be made active again when a new tracker becomes "
- "available (i.e. a new controller is switched on that takes the place of the "
- "previous one)."
- msgstr ""
- "Emitido cuando se retira un rastreador. Debes quitar cualquier punto "
- "[ARVRController] o [ARVRAnchor] si es aplicable. Esto no es obligatorio, los "
- "nodos simplemente se vuelven inactivos y se activarán de nuevo cuando un "
- "nuevo rastreador esté disponible (es decir, se activa un nuevo controlador "
- "que toma el lugar del anterior)."
- #: doc/classes/ARVRServer.xml
- msgid "The tracker tracks the location of a controller."
- msgstr "El rastreador rastrea la ubicación de un controlador."
- #: doc/classes/ARVRServer.xml
- msgid "The tracker tracks the location of a base station."
- msgstr "El rastreador rastrea la ubicación de una estación base."
- #: doc/classes/ARVRServer.xml
- msgid "The tracker tracks the location and size of an AR anchor."
- msgstr "El rastreador rastrea la ubicación y el tamaño de un ancla AR."
- #: doc/classes/ARVRServer.xml
- msgid "Used internally to filter trackers of any known type."
- msgstr ""
- "Se utiliza internamente para filtrar los rastreadores de cualquier tipo "
- "conocido."
- #: doc/classes/ARVRServer.xml
- msgid "Used internally if we haven't set the tracker type yet."
- msgstr "Se usa internamente si aún no hemos establecido el tipo de rastreador."
- #: doc/classes/ARVRServer.xml
- msgid "Used internally to select all trackers."
- msgstr "Se utiliza internamente para seleccionar todos los rastreadores."
- #: doc/classes/ARVRServer.xml
- msgid ""
- "Fully reset the orientation of the HMD. Regardless of what direction the "
- "user is looking to in the real world. The user will look dead ahead in the "
- "virtual world."
- msgstr ""
- "Reajustar completamente la orientación del HMD. Independientemente de la "
- "dirección en la que el usuario está mirando en el mundo real. El usuario "
- "mirará hacia adelante en el mundo virtual."
- #: doc/classes/ARVRServer.xml
- msgid ""
- "Resets the orientation but keeps the tilt of the device. So if we're looking "
- "down, we keep looking down but heading will be reset."
- msgstr ""
- "Restablece la orientación pero mantiene la inclinación del dispositivo. Así "
- "que si estamos mirando hacia abajo, seguimos mirando hacia abajo pero la "
- "orientación se reajustará."
- #: doc/classes/ARVRServer.xml
- msgid ""
- "Does not reset the orientation of the HMD, only the position of the player "
- "gets centered."
- msgstr ""
- "No reajusta la orientación del HMD, sólo la posición del jugador se centra."
- #: doc/classes/AspectRatioContainer.xml
- msgid "Container that preserves its child controls' aspect ratio."
- msgstr ""
- #: doc/classes/AspectRatioContainer.xml
- msgid ""
- "Arranges child controls in a way to preserve their aspect ratio "
- "automatically whenever the container is resized. Solves the problem where "
- "the container size is dynamic and the contents' size needs to adjust "
- "accordingly without losing proportions."
- msgstr ""
- #: doc/classes/AspectRatioContainer.xml doc/classes/BoxContainer.xml
- #: doc/classes/CenterContainer.xml doc/classes/Container.xml
- #: doc/classes/GridContainer.xml doc/classes/HBoxContainer.xml
- #: doc/classes/HSplitContainer.xml doc/classes/MarginContainer.xml
- #: doc/classes/PanelContainer.xml doc/classes/ScrollContainer.xml
- #: doc/classes/SplitContainer.xml doc/classes/TabContainer.xml
- #: doc/classes/VBoxContainer.xml doc/classes/VSplitContainer.xml
- #, fuzzy
- msgid "GUI containers"
- msgstr "Contenedor con pestaña."
- #: doc/classes/AspectRatioContainer.xml
- #, fuzzy
- msgid "Specifies the horizontal relative position of child controls."
- msgstr "La separación horizontal de los nodos de los niños."
- #: doc/classes/AspectRatioContainer.xml
- #, fuzzy
- msgid "Specifies the vertical relative position of child controls."
- msgstr "La separación vertical de los nodos de los hijos."
- #: doc/classes/AspectRatioContainer.xml
- msgid ""
- "The aspect ratio to enforce on child controls. This is the width divided by "
- "the height. The ratio depends on the [member stretch_mode]."
- msgstr ""
- #: doc/classes/AspectRatioContainer.xml
- #, fuzzy
- msgid "The stretch mode used to align child controls."
- msgstr "El modo de llamada a utilizar para las Call Method Tracks."
- #: doc/classes/AspectRatioContainer.xml
- msgid ""
- "The height of child controls is automatically adjusted based on the width of "
- "the container."
- msgstr ""
- #: doc/classes/AspectRatioContainer.xml
- #, fuzzy
- msgid ""
- "The width of child controls is automatically adjusted based on the height of "
- "the container."
- msgstr ""
- "Si [code]true[/code], el control redimensionará automáticamente la altura "
- "para que se ajuste a su contenido."
- #: doc/classes/AspectRatioContainer.xml
- msgid ""
- "The bounding rectangle of child controls is automatically adjusted to fit "
- "inside the container while keeping the aspect ratio."
- msgstr ""
- #: doc/classes/AspectRatioContainer.xml
- msgid ""
- "The width and height of child controls is automatically adjusted to make "
- "their bounding rectangle cover the entire area of the container while "
- "keeping the aspect ratio.\n"
- "When the bounding rectangle of child controls exceed the container's size "
- "and [member Control.rect_clip_content] is enabled, this allows to show only "
- "the container's area restricted by its own bounding rectangle."
- msgstr ""
- #: doc/classes/AspectRatioContainer.xml
- #, fuzzy
- msgid ""
- "Aligns child controls with the beginning (left or top) of the container."
- msgstr "Alinea a los niños con el principio del contenedor."
- #: doc/classes/AspectRatioContainer.xml
- #, fuzzy
- msgid "Aligns child controls with the center of the container."
- msgstr "Alinea a los niños con el centro del contenedor."
- #: doc/classes/AspectRatioContainer.xml
- #, fuzzy
- msgid "Aligns child controls with the end (right or bottom) of the container."
- msgstr "Alinea a los niños con el final del contenedor."
- #: doc/classes/AStar.xml
- #, fuzzy
- msgid ""
- "An implementation of A* to find the shortest paths among connected points in "
- "space."
- msgstr ""
- "Una inplementacion del algoritmo A estrella para encontrar la ruta mas corta "
- "que conectan puntos en el espacio."
- #: doc/classes/AStar.xml
- #, fuzzy
- msgid ""
- "A* (A star) is a computer algorithm that is widely used in pathfinding and "
- "graph traversal, the process of plotting short paths among vertices "
- "(points), passing through a given set of edges (segments). It enjoys "
- "widespread use due to its performance and accuracy. Godot's A* "
- "implementation uses points in three-dimensional space and Euclidean "
- "distances by default.\n"
- "You must add points manually with [method add_point] and create segments "
- "manually with [method connect_points]. Then you can test if there is a path "
- "between two points with the [method are_points_connected] function, get a "
- "path containing indices by [method get_id_path], or one containing actual "
- "coordinates with [method get_point_path].\n"
- "It is also possible to use non-Euclidean distances. To do so, create a class "
- "that extends [code]AStar[/code] and override methods [method _compute_cost] "
- "and [method _estimate_cost]. Both take two indices and return a length, as "
- "is shown in the following example.\n"
- "[codeblock]\n"
- "class MyAStar:\n"
- " extends AStar\n"
- "\n"
- " func _compute_cost(u, v):\n"
- " return abs(u - v)\n"
- "\n"
- " func _estimate_cost(u, v):\n"
- " return min(0, abs(u - v) - 1)\n"
- "[/codeblock]\n"
- "[method _estimate_cost] should return a lower bound of the distance, i.e. "
- "[code]_estimate_cost(u, v) <= _compute_cost(u, v)[/code]. This serves as a "
- "hint to the algorithm because the custom [code]_compute_cost[/code] might be "
- "computation-heavy. If this is not the case, make [method _estimate_cost] "
- "return the same value as [method _compute_cost] to provide the algorithm "
- "with the most accurate information.\n"
- "If the default [method _estimate_cost] and [method _compute_cost] methods "
- "are used, or if the supplied [method _estimate_cost] method returns a lower "
- "bound of the cost, then the paths returned by A* will be the lowest-cost "
- "paths. Here, the cost of a path equals the sum of the [method _compute_cost] "
- "results of all segments in the path multiplied by the [code]weight_scale[/"
- "code]s of the endpoints of the respective segments. If the default methods "
- "are used and the [code]weight_scale[/code]s of all points are set to "
- "[code]1.0[/code], then this equals the sum of Euclidean distances of all "
- "segments in the path."
- msgstr ""
- "A* (A estrella) en un algoritmo informatico que es ampliamente utilizado "
- "para busqueda de rutas y movimiento entre grafos, el proceso de trazar rutas "
- "cortas entre vertices(puntos), pasando a traves de un serie de lados "
- "dados(segmentos). Disfruta de un amplio uso debido a su rendimiento y "
- "precision. La implementacion de Godot utiliza puntos en un espacio "
- "tridimensional y distancias euclideas por defecto.\n"
- "Tu debes añadir puntos manulamente con [method add_point] y crear segmentos "
- "manualment con [method connect_points]. Entonces tu podras probar is hay una "
- "ruta entre dos puntos con la funcion [method are_points_connected], tomar "
- "una ruta conteniendo los indices por [method get_id_path], o un conteniendo "
- "las coordenadas actuales con [method get_point_path].\n"
- "Tambien es posible usar distancias no euclideas. Para hacer eso, crea una "
- "clase que extieda [code]AStar[/code] y sobreescriba los metodos [method "
- "_compute_cost] y [method _estimate_cost]. Ambos toman dos indices y "
- "devuelven una longitud, como se muestra en el siguiente ejemplo.\n"
- "[codeblock]\n"
- "class MiAEstrella:\n"
- " extends AStar\n"
- "\n"
- " func _compute_cost(u, v):\n"
- " return abs(u - v)\n"
- "\n"
- " func _estimate_cost(u, v):\n"
- " return min(0, abs(u - v) - 1)\n"
- "[/codeblock]\n"
- "[method _estimate_cost] debe devolver un limite inferior de la distancia, es "
- "decir, [code]_estimate_cost(u, v) <= _compute_cost(u, v)[/code]. Esto sirve "
- "como una sugerencia al algoritmo porque el personalizado[code]_compute_cost[/"
- "code] puede ser costoso en tiempo. Si este no es el caso, haz [method "
- "_estimate_cost] que devuelva el mismo valor que [method _compute_cost] para "
- "suministrar el algoritmo con la informacion mas precisa."
- #: doc/classes/AStar.xml
- msgid ""
- "Called when computing the cost between two connected points.\n"
- "Note that this function is hidden in the default [code]AStar[/code] class."
- msgstr ""
- "Llamado cuando se calcula el coste entre dos puntos conectados.\n"
- "Nota que esta funcion esta oculta en la clase [code]AStar[/code] por defecto."
- #: doc/classes/AStar.xml
- msgid ""
- "Called when estimating the cost between a point and the path's ending "
- "point.\n"
- "Note that this function is hidden in the default [code]AStar[/code] class."
- msgstr ""
- "Llamado cuando se estima el coste entre un punto y la ruta del punto final.\n"
- "Nota que esta funcion esta oculto en la clase [code]AStar[/code] por defecto."
- #: doc/classes/AStar.xml
- #, fuzzy
- msgid ""
- "Adds a new point at the given position with the given identifier. The "
- "[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must "
- "be 0.0 or greater.\n"
- "The [code]weight_scale[/code] is multiplied by the result of [method "
- "_compute_cost] when determining the overall cost of traveling across a "
- "segment from a neighboring point to this point. Thus, all else being equal, "
- "the algorithm prefers points with lower [code]weight_scale[/code]s to form a "
- "path.\n"
- "[codeblock]\n"
- "var astar = AStar.new()\n"
- "astar.add_point(1, Vector3(1, 0, 0), 4) # Adds the point (1, 0, 0) with "
- "weight_scale 4 and id 1\n"
- "[/codeblock]\n"
- "If there already exists a point for the given [code]id[/code], its position "
- "and weight scale are updated to the given values."
- msgstr ""
- "Añade un nuevo punto a la posicion dada con el identificador dado. El "
- "algoritmo prefiere puntos con bajo [code]weight_scale[/code] para formar una "
- "ruta. El [code]id[/code] debe ser un 0 o mayor, y le [code]weight_scale[/"
- "code] debe ser 1 o mayor.\n"
- "[codeblock]\n"
- "var astar = AStar.new()\n"
- "astar.add_point(1, Vector1(1,0,0), 4) # Añade el punto (1, 0, 0) con "
- "weight_scale 4 e id 1.\n"
- "[/codeblock]\n"
- "Si ya existe un punto para el [code]id[/code] dado, su posicion y "
- "weight_scale es actualizado a los valores dados."
- #: doc/classes/AStar.xml
- msgid ""
- "Returns whether the two given points are directly connected by a segment. If "
- "[code]bidirectional[/code] is [code]false[/code], returns whether movement "
- "from [code]id[/code] to [code]to_id[/code] is possible through this segment."
- msgstr ""
- "Devuelve si dos puntos dados estan directamente conectados por un segmento. "
- "Si [code]bidirectional[/code] es [code]false[/code], devuelve si el "
- "movimiento desde [code]id[/code] a [code]to_id[/code] es posible a traves "
- "del segmento."
- #: doc/classes/AStar.xml doc/classes/AStar2D.xml
- msgid "Clears all the points and segments."
- msgstr "Limpia todos los puntos y segmentos."
- #: doc/classes/AStar.xml
- msgid ""
- "Creates a segment between the given points. If [code]bidirectional[/code] is "
- "[code]false[/code], only movement from [code]id[/code] to [code]to_id[/code] "
- "is allowed, not the reverse direction.\n"
- "[codeblock]\n"
- "var astar = AStar.new()\n"
- "astar.add_point(1, Vector3(1, 1, 0))\n"
- "astar.add_point(2, Vector3(0, 5, 0))\n"
- "astar.connect_points(1, 2, false)\n"
- "[/codeblock]"
- msgstr ""
- "Crea un segmento entre los puntos dados. Si [code]bidirectional[/code] es "
- "[code]false[/code], solo el movimiento desde [code]id[/code] a [code]to_id[/"
- "code] es permitido, no la direccion inversa.\n"
- "[codeblock]\n"
- "var astar = AStar.new()\n"
- "astar.add_point(1, Vector3(1, 1, 0))\n"
- "astar.add_point(2, Vector3(0, 5, 0))\n"
- "astar.connect_points(1,2, false)\n"
- "[/codeblock]"
- #: doc/classes/AStar.xml doc/classes/AStar2D.xml
- msgid ""
- "Deletes the segment between the given points. If [code]bidirectional[/code] "
- "is [code]false[/code], only movement from [code]id[/code] to [code]to_id[/"
- "code] is prevented, and a unidirectional segment possibly remains."
- msgstr ""
- "Elimina el segmento entre los puntos dados. Si [code]bidirectional[/code] es "
- "[code]false[/code], solo el movimiento desde [code]id[/code] a [code]to_id[/"
- "code] es prevenido, y una segmento unidireccional posiblemente se mantiene."
- #: doc/classes/AStar.xml doc/classes/AStar2D.xml
- msgid "Returns the next available point ID with no point associated to it."
- msgstr ""
- "Devuelve el punto de Ide proximo disponible con ningun punto asociado a el."
- #: doc/classes/AStar.xml doc/classes/AStar2D.xml
- msgid ""
- "Returns the ID of the closest point to [code]to_position[/code], optionally "
- "taking disabled points into account. Returns [code]-1[/code] if there are no "
- "points in the points pool.\n"
- "[b]Note:[/b] If several points are the closest to [code]to_position[/code], "
- "the one with the smallest ID will be returned, ensuring a deterministic "
- "result."
- msgstr ""
- "Devuelve el ID del punto mas cercano a [code]to_position[/code], "
- "opcionalmente tomando puntos deshabilitados en cuenta. Devuelve [code]-1[/"
- "code] si no hay puntos el grupo(pool) de puntos.\n"
- "[b]Nota:[/b] Si varios puntos son los más cercanos a [code]to_position[/"
- "code], el pundo con el menor ID será devuelto, asegurando un resultado "
- "deterministico."
- #: doc/classes/AStar.xml
- msgid ""
- "Returns the closest position to [code]to_position[/code] that resides inside "
- "a segment between two connected points.\n"
- "[codeblock]\n"
- "var astar = AStar.new()\n"
- "astar.add_point(1, Vector3(0, 0, 0))\n"
- "astar.add_point(2, Vector3(0, 5, 0))\n"
- "astar.connect_points(1, 2)\n"
- "var res = astar.get_closest_position_in_segment(Vector3(3, 3, 0)) # Returns "
- "(0, 3, 0)\n"
- "[/codeblock]\n"
- "The result is in the segment that goes from [code]y = 0[/code] to [code]y = "
- "5[/code]. It's the closest position in the segment to the given point."
- msgstr ""
- "Devuelve la posicion mas cercana a [code]to_position[/code] que reside "
- "dentro de un segmento entre dos puntos conectados.\n"
- "[codeblock]\n"
- "var astar = AStar.new()\n"
- "astar.add_point(1, Vector3(0, 0, 0))\n"
- "astar.add_point(2, Vector3(0, 5, 0))\n"
- "astar.connect_points(1,2)\n"
- "var res = astar.get_closest_position_in_segment(Vector3(3, 3, 0)) # Devuelve "
- "(0, 3, 0)\n"
- "[/codeblock]\n"
- "El resultado esta en el segmento que va desde [code]y = 0[/code] a [code]y = "
- "5[/code]. Es la posicion mas cercana el segmento de un punto dado."
- #: doc/classes/AStar.xml
- msgid ""
- "Returns an array with the IDs of the points that form the path found by "
- "AStar between the given points. The array is ordered from the starting point "
- "to the ending point of the path.\n"
- "[codeblock]\n"
- "var astar = AStar.new()\n"
- "astar.add_point(1, Vector3(0, 0, 0))\n"
- "astar.add_point(2, Vector3(0, 1, 0), 1) # Default weight is 1\n"
- "astar.add_point(3, Vector3(1, 1, 0))\n"
- "astar.add_point(4, Vector3(2, 0, 0))\n"
- "\n"
- "astar.connect_points(1, 2, false)\n"
- "astar.connect_points(2, 3, false)\n"
- "astar.connect_points(4, 3, false)\n"
- "astar.connect_points(1, 4, false)\n"
- "\n"
- "var res = astar.get_id_path(1, 3) # Returns [1, 2, 3]\n"
- "[/codeblock]\n"
- "If you change the 2nd point's weight to 3, then the result will be [code][1, "
- "4, 3][/code] instead, because now even though the distance is longer, it's "
- "\"easier\" to get through point 4 than through point 2."
- msgstr ""
- "Devuelve un array con los IDs de los puntos que forman la ruta encontrada "
- "por un A estrella entre los puntos dados. El array es ordenado desde el "
- "punto de comienzo al punto final de la ruta.\n"
- "[codeblock]\n"
- "var astar = AStar.new()\n"
- "astar.add_point(1, Vector3(0, 0, 0))\n"
- "asta.add_point(2, Vector3(0, 1, 0), 1) # Peso por defecto es 1\n"
- "astar.add_point(3, Vector3(1, 1, 0))\n"
- "astar.add_point(4, Vector3(2, 0, 0))\n"
- "\n"
- "astar.connect_points(1, 2, false)\n"
- "astar.connect_points(2, 3, false)\n"
- "astar.connect_points(4, 3, false)\n"
- "astar.connect_points(1, 4, false)\n"
- "\n"
- "var res = astar.get_id_path(1, 3) # Devuelve [1, 2, 3]\n"
- "[/codeblock]\n"
- "Si tu cambiar el peso del segundo punto a 3, entonces el resultado sera "
- "[code][1, 4, 3][/code], porque ahora aunque la distanica es mayor, es mas "
- "facil (menos coste) ir a traves de 4 que a traves del punto 2."
- #: doc/classes/AStar.xml doc/classes/AStar2D.xml
- msgid ""
- "Returns the capacity of the structure backing the points, useful in "
- "conjunction with [code]reserve_space[/code]."
- msgstr ""
- "Devuelve la capacidad de la estructura que respalda los puntos, usado junto "
- "con [code]reserve_space[/code]."
- #: doc/classes/AStar.xml
- msgid ""
- "Returns an array with the IDs of the points that form the connection with "
- "the given point.\n"
- "[codeblock]\n"
- "var astar = AStar.new()\n"
- "astar.add_point(1, Vector3(0, 0, 0))\n"
- "astar.add_point(2, Vector3(0, 1, 0))\n"
- "astar.add_point(3, Vector3(1, 1, 0))\n"
- "astar.add_point(4, Vector3(2, 0, 0))\n"
- "\n"
- "astar.connect_points(1, 2, true)\n"
- "astar.connect_points(1, 3, true)\n"
- "\n"
- "var neighbors = astar.get_point_connections(1) # Returns [2, 3]\n"
- "[/codeblock]"
- msgstr ""
- "Devuelve un array con los IDs de los puntos que forman la conneccion con el "
- "punto dado.\n"
- "[codeblock]\n"
- "var astar = AStar.new()\n"
- "astar.add_point(1, Vector3(0, 0, 0))\n"
- "astar.add_point(2, Vector1(0, 1, 0))\n"
- "astar.add_point(3, Vector3(1, 1, 0))\n"
- "astar.add_point(4, Vector3(2, 0, 0))\n"
- "\n"
- "astar.connect_points(1, 2, true)\n"
- "astar.connect_points(1, 3, true)\n"
- "\n"
- "var vecinos = astar.get_point_connections() # Devuelve [2, 3]\n"
- "[/codeblock]"
- #: doc/classes/AStar.xml doc/classes/AStar2D.xml
- msgid "Returns the number of points currently in the points pool."
- msgstr "Devuelve el numero de puntos actualmente en el grupo(pool) de puntos."
- #: doc/classes/AStar.xml
- #, fuzzy
- msgid ""
- "Returns an array with the points that are in the path found by AStar between "
- "the given points. The array is ordered from the starting point to the ending "
- "point of the path.\n"
- "[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it "
- "will return an empty [PoolVector3Array] and will print an error message."
- msgstr ""
- "Devuelve un array con los puntos que estan en la ruta encontrada por el A "
- "estrella entre los puntos dados. El array esta ordenado desde el punto "
- "inicial al punto final de la ruta."
- #: doc/classes/AStar.xml doc/classes/AStar2D.xml
- msgid ""
- "Returns the position of the point associated with the given [code]id[/code]."
- msgstr "Devuelve la posicion del punto asociado con el [code]id[/code] dado."
- #: doc/classes/AStar.xml doc/classes/AStar2D.xml
- msgid ""
- "Returns the weight scale of the point associated with the given [code]id[/"
- "code]."
- msgstr "Devuelve el peso del punto asociado con el [code]id[/code] dado."
- #: doc/classes/AStar.xml doc/classes/AStar2D.xml
- msgid "Returns an array of all points."
- msgstr "Devuelve un array con todos los puntos."
- #: doc/classes/AStar.xml doc/classes/AStar2D.xml
- msgid ""
- "Returns whether a point associated with the given [code]id[/code] exists."
- msgstr "Devuelve si un punto asociado con el [code]id[/code] existe."
- #: doc/classes/AStar.xml doc/classes/AStar2D.xml
- msgid ""
- "Returns whether a point is disabled or not for pathfinding. By default, all "
- "points are enabled."
- msgstr ""
- "Devuelve si un punto esta deshabilitado or no para el buscador de rutas. Por "
- "defecto, todos los puntos estan habilitados."
- #: doc/classes/AStar.xml doc/classes/AStar2D.xml
- msgid ""
- "Removes the point associated with the given [code]id[/code] from the points "
- "pool."
- msgstr ""
- "Elimina el punto asociado con el [code]id[/code] dado del grupo(pool) de "
- "puntos."
- #: doc/classes/AStar.xml doc/classes/AStar2D.xml
- msgid ""
- "Reserves space internally for [code]num_nodes[/code] points, useful if "
- "you're adding a known large number of points at once, for a grid for "
- "instance. New capacity must be greater or equals to old capacity."
- msgstr ""
- "Espacio de reserva interna para puntos [code]num_nodes[/code], util si tu "
- "estas añadiendo un gran numero de puntos a la vez, para un grid por ejemplo. "
- "Las nuevas capacidades debes ser mayores o iguales que la anterior capacidad."
- #: doc/classes/AStar.xml doc/classes/AStar2D.xml
- msgid ""
- "Disables or enables the specified point for pathfinding. Useful for making a "
- "temporary obstacle."
- msgstr ""
- "Deshabilita o habilita el punto especificado para el buscador de rutas. Util "
- "para crear obstaculos temporales."
- #: doc/classes/AStar.xml doc/classes/AStar2D.xml
- msgid ""
- "Sets the [code]position[/code] for the point with the given [code]id[/code]."
- msgstr ""
- "Coloca la [code]position[/code] para el punto con el [code]id[/code] dado."
- #: doc/classes/AStar.xml doc/classes/AStar2D.xml
- msgid ""
- "Sets the [code]weight_scale[/code] for the point with the given [code]id[/"
- "code]. The [code]weight_scale[/code] is multiplied by the result of [method "
- "_compute_cost] when determining the overall cost of traveling across a "
- "segment from a neighboring point to this point."
- msgstr ""
- #: doc/classes/AStar2D.xml
- msgid "AStar class representation that uses 2D vectors as edges."
- msgstr "Representacion de la clase AStar que usa vectores 2D como lados."
- #: doc/classes/AStar2D.xml
- msgid ""
- "This is a wrapper for the [AStar] class which uses 2D vectors instead of 3D "
- "vectors."
- msgstr ""
- "Este es un envoltorio para la clase [AStar] el cual usa vectores 2D en vez "
- "de 3D Vectors."
- #: doc/classes/AStar2D.xml
- msgid ""
- "Called when computing the cost between two connected points.\n"
- "Note that this function is hidden in the default [code]AStar2D[/code] class."
- msgstr ""
- "Llamado cuando se calcula el coste entre dos puntos conectados.\n"
- "Nota que esta funcion esta oculta en la clase [code]AStar2D[/code] por "
- "defecto."
- #: doc/classes/AStar2D.xml
- msgid ""
- "Called when estimating the cost between a point and the path's ending "
- "point.\n"
- "Note that this function is hidden in the default [code]AStar2D[/code] class."
- msgstr ""
- "Llamado cuando se calcula el coste entre un punto el final de un punto de "
- "una ruta.\n"
- "Nota que esta funcion esta oculta en la clase [code]AStar2D[/code] por "
- "defecto."
- #: doc/classes/AStar2D.xml
- #, fuzzy
- msgid ""
- "Adds a new point at the given position with the given identifier. The "
- "[code]id[/code] must be 0 or larger, and the [code]weight_scale[/code] must "
- "be 0.0 or greater.\n"
- "The [code]weight_scale[/code] is multiplied by the result of [method "
- "_compute_cost] when determining the overall cost of traveling across a "
- "segment from a neighboring point to this point. Thus, all else being equal, "
- "the algorithm prefers points with lower [code]weight_scale[/code]s to form a "
- "path.\n"
- "[codeblock]\n"
- "var astar = AStar2D.new()\n"
- "astar.add_point(1, Vector2(1, 0), 4) # Adds the point (1, 0) with "
- "weight_scale 4 and id 1\n"
- "[/codeblock]\n"
- "If there already exists a point for the given [code]id[/code], its position "
- "and weight scale are updated to the given values."
- msgstr ""
- "Añade un nuevo punto en la posicion dada con el identificador dado. El "
- "algoritmo prefiere puntos con bajos [code]weight_scale[/code] para formar "
- "una ruta El [code]id[/code] debe ser 0 or mayor, y el [code]weight_scale[/"
- "code] debe ser 1 o mayor.\n"
- "[codeblock]\n"
- "var astar = AStar2D.new()\n"
- "astar.add_point(1, Vector2(1,0), 4) # Añade el punto (1, 0) con weight_scale "
- "4 e id 1\n"
- "[/ocdeblock]\n"
- "Si ya existe un punto para el [code]id[/code], su posicion y peso seran "
- "actualizados con los pesos dados."
- #: doc/classes/AStar2D.xml
- #, fuzzy
- msgid ""
- "Returns whether there is a connection/segment between the given points. If "
- "[code]bidirectional[/code] is [code]false[/code], returns whether movement "
- "from [code]id[/code] to [code]to_id[/code] is possible through this segment."
- msgstr ""
- "Devuelve si dos puntos dados estan directamente conectados por un segmento. "
- "Si [code]bidirectional[/code] es [code]false[/code], devuelve si el "
- "movimiento desde [code]id[/code] a [code]to_id[/code] es posible a traves "
- "del segmento."
- #: doc/classes/AStar2D.xml
- msgid ""
- "Creates a segment between the given points. If [code]bidirectional[/code] is "
- "[code]false[/code], only movement from [code]id[/code] to [code]to_id[/code] "
- "is allowed, not the reverse direction.\n"
- "[codeblock]\n"
- "var astar = AStar2D.new()\n"
- "astar.add_point(1, Vector2(1, 1))\n"
- "astar.add_point(2, Vector2(0, 5))\n"
- "astar.connect_points(1, 2, false)\n"
- "[/codeblock]"
- msgstr ""
- "Crea un segmento entre los puntos dados. Si [code]bidirectional[/code] es "
- "[code]false[/code], solo el movimiento desde [code]id[/code] a [code]to_id[/"
- "code] es permitido, no la direccion inversa.\n"
- "[codeblock]\n"
- "var astar = AStar2D.new()\n"
- "astar.add_point(1, Vector2(1, 1))\n"
- "astar.add_point(2, Vector(0, 5))\n"
- "astar.connect_points(1, 2, false)\n"
- "[/codeblock]"
- #: doc/classes/AStar2D.xml
- msgid ""
- "Returns the closest position to [code]to_position[/code] that resides inside "
- "a segment between two connected points.\n"
- "[codeblock]\n"
- "var astar = AStar2D.new()\n"
- "astar.add_point(1, Vector2(0, 0))\n"
- "astar.add_point(2, Vector2(0, 5))\n"
- "astar.connect_points(1, 2)\n"
- "var res = astar.get_closest_position_in_segment(Vector2(3, 3)) # Returns (0, "
- "3)\n"
- "[/codeblock]\n"
- "The result is in the segment that goes from [code]y = 0[/code] to [code]y = "
- "5[/code]. It's the closest position in the segment to the given point."
- msgstr ""
- "Devuelve el punto mas cercano a [code]to_position[/code] que reside dentro "
- "de un segmento entre dos puntos conectados.\n"
- "[codeblock]\n"
- "var astar = AStar2D.new()\n"
- "astar.add_point(1, Vector2(0, 0))\n"
- "astar.add_point(2, Vector2(0, 5))\n"
- "astar.connect_points(1,2)\n"
- "var res = astar.get_closest_position_in_segment(Vector2(3, 3)) # Devuelve "
- "(0, 3)\n"
- "[/codeblock]\n"
- "El resultado esta dentro del segmento que van desde [code]y = 0[/code] a "
- "[code]y = 5[/code]. Es la posicion mas cercana en el segmento al punto dado."
- #: doc/classes/AStar2D.xml
- msgid ""
- "Returns an array with the IDs of the points that form the path found by "
- "AStar2D between the given points. The array is ordered from the starting "
- "point to the ending point of the path.\n"
- "[codeblock]\n"
- "var astar = AStar2D.new()\n"
- "astar.add_point(1, Vector2(0, 0))\n"
- "astar.add_point(2, Vector2(0, 1), 1) # Default weight is 1\n"
- "astar.add_point(3, Vector2(1, 1))\n"
- "astar.add_point(4, Vector2(2, 0))\n"
- "\n"
- "astar.connect_points(1, 2, false)\n"
- "astar.connect_points(2, 3, false)\n"
- "astar.connect_points(4, 3, false)\n"
- "astar.connect_points(1, 4, false)\n"
- "\n"
- "var res = astar.get_id_path(1, 3) # Returns [1, 2, 3]\n"
- "[/codeblock]\n"
- "If you change the 2nd point's weight to 3, then the result will be [code][1, "
- "4, 3][/code] instead, because now even though the distance is longer, it's "
- "\"easier\" to get through point 4 than through point 2."
- msgstr ""
- "Devuelve un array con los IDs de los puntos que forman la ruta encontrada "
- "por AStar2D entre los puntos dados. El array es ordenado desde el punto "
- "inicial al punto final de la ruta.\n"
- "[codeblock]\n"
- "var astar = AStar2D.new()\n"
- "astar.add_point(1, Vector2(0,0))\n"
- "astar.add_point(2, Vertor2(0, 1), 1) # Por defecto el peso es 1\n"
- "astar.add_point(3, Vector2(1, 1))\n"
- "astar.add_point(4, Vector2(2,0))\n"
- "\n"
- "astar.connect_points(1, 2, false)\n"
- "astar.connect_points(2, 3, false)\n"
- "astar.connect_points(4, 3, false)\n"
- "astar.connect_points(1, 4, false)\n"
- "\n"
- "var res = astar.get_id_path(1, 3) # Devuelve [1, 2, 3]\n"
- "[/codeblock]\n"
- "Si tu cambias el peso del segundo punto a 3, entonces el resultado sera "
- "[code][1, 4, 3][/code], porque ahora aunque la distancia es mayor, cuesta "
- "menos ir a traves del punto 4 que des punto 2."
- #: doc/classes/AStar2D.xml
- msgid ""
- "Returns an array with the IDs of the points that form the connection with "
- "the given point.\n"
- "[codeblock]\n"
- "var astar = AStar2D.new()\n"
- "astar.add_point(1, Vector2(0, 0))\n"
- "astar.add_point(2, Vector2(0, 1))\n"
- "astar.add_point(3, Vector2(1, 1))\n"
- "astar.add_point(4, Vector2(2, 0))\n"
- "\n"
- "astar.connect_points(1, 2, true)\n"
- "astar.connect_points(1, 3, true)\n"
- "\n"
- "var neighbors = astar.get_point_connections(1) # Returns [2, 3]\n"
- "[/codeblock]"
- msgstr ""
- "Devuelve un array con los IDs de los puntos que forman la conexion con los "
- "puntos dados.\n"
- "[codeblock]\n"
- "var astar = AStar2D.new()\n"
- "astar.add_point(1, Vector2(0, 0))\n"
- "astar.add_point(2, Vector2(0, 1))\n"
- "astar.add_point(3, Vector2(1, 1))\n"
- "astar.add_point(4, Vector2(2, 0))\n"
- "\n"
- "astar.connect_points(1, 2, true)\n"
- "astar.connect_points(1, 3, true)\n"
- "\n"
- "var vecinos = astar.get_point_connections(1) # Devuelve [2, 3]\n"
- "[/codeblock]"
- #: doc/classes/AStar2D.xml
- #, fuzzy
- msgid ""
- "Returns an array with the points that are in the path found by AStar2D "
- "between the given points. The array is ordered from the starting point to "
- "the ending point of the path.\n"
- "[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it "
- "will return an empty [PoolVector2Array] and will print an error message."
- msgstr ""
- "Devuelve un array con los puntos que estan er la ruta encontrada por AStar2D "
- "entre los puntos dados. El array es ordenado desde el punto inicial al punto "
- "final de la ruta."
- #: doc/classes/AtlasTexture.xml
- msgid ""
- "Crops out one part of a texture, such as a texture from a texture atlas."
- msgstr ""
- #: doc/classes/AtlasTexture.xml
- msgid ""
- "[Texture] resource that crops out one part of the [member atlas] texture, "
- "defined by [member region]. The main use case is cropping out textures from "
- "a texture atlas, which is a big texture file that packs multiple smaller "
- "textures. Consists of a [Texture] for the [member atlas], a [member region] "
- "that defines the area of [member atlas] to use, and a [member margin] that "
- "defines the border width.\n"
- "[AtlasTexture] cannot be used in an [AnimatedTexture], cannot be tiled in "
- "nodes such as [TextureRect], and does not work properly if used inside of "
- "other [AtlasTexture] resources. Multiple [AtlasTexture] resources can be "
- "used to crop multiple textures from the atlas. Using a texture atlas helps "
- "to optimize video memory costs and render calls compared to using multiple "
- "small files.\n"
- "[b]Note:[/b] AtlasTextures don't support repetition. The [constant Texture."
- "FLAG_REPEAT] and [constant Texture.FLAG_MIRRORED_REPEAT] flags are ignored "
- "when using an AtlasTexture."
- msgstr ""
- #: doc/classes/AtlasTexture.xml
- #, fuzzy
- msgid "The texture that contains the atlas. Can be any [Texture] subtype."
- msgstr ""
- "La textura que contiene el atlas. Puede ser cualquier subtipo [Texture2D]."
- #: doc/classes/AtlasTexture.xml
- msgid ""
- "If [code]true[/code], clips the area outside of the region to avoid bleeding "
- "of the surrounding texture pixels."
- msgstr ""
- "Si [code]true[/code], recorta el area fuera de la region para evitar el "
- "sangrado de pixeles de textura alrededor."
- #: doc/classes/AtlasTexture.xml
- msgid ""
- "The margin around the region. The [Rect2]'s [member Rect2.size] parameter "
- "(\"w\" and \"h\" in the editor) resizes the texture so it fits within the "
- "margin."
- msgstr ""
- "El margen alrededor de la region. El parametro [Rect2][member Rect2.size] "
- "( \"w\" y \"h\" en el editor) cambia el tamaño de la textura para que encaje "
- "dentro del margen."
- #: doc/classes/AtlasTexture.xml
- msgid "The AtlasTexture's used region."
- msgstr "La region utilizada del AtlasTexture."
- #: doc/classes/AudioBusLayout.xml
- msgid "Stores information about the audio buses."
- msgstr "Almacena informacion sobre los buses de audio."
- #: doc/classes/AudioBusLayout.xml
- msgid ""
- "Stores position, muting, solo, bypass, effects, effect position, volume, and "
- "the connections between buses. See [AudioServer] for usage."
- msgstr ""
- "Almacena posicion, muteado, solo, bypass, efectos, posicion de efecto, "
- "volumen, y las conexiones entre buses. Ver [AudioServer] para su uso."
- #: doc/classes/AudioEffect.xml
- msgid "Audio effect for audio."
- msgstr "Efecto de audio para audio."
- #: doc/classes/AudioEffect.xml
- msgid ""
- "Base resource for audio bus. Applies an audio effect on the bus that the "
- "resource is applied on."
- msgstr ""
- "Recurso base para el bus de audio. Aplica un efecto de audio en el bus en "
- "que el recurso es aplicado."
- #: doc/classes/AudioEffect.xml doc/classes/AudioEffectCapture.xml
- #: doc/classes/AudioEffectRecord.xml doc/classes/AudioServer.xml
- #: doc/classes/AudioStream.xml doc/classes/AudioStreamMicrophone.xml
- #: doc/classes/AudioStreamPlayer.xml
- msgid "Audio Mic Record Demo"
- msgstr ""
- #: doc/classes/AudioEffectAmplify.xml
- msgid ""
- "Adds an amplifying audio effect to an audio bus.\n"
- "Increases or decreases the volume of the selected audio bus."
- msgstr ""
- "Añado un efecto de amplificacion de audio a un bus de audio.\n"
- "Aumenta o reduce el volumen del bus de audio seleccionado."
- #: doc/classes/AudioEffectAmplify.xml
- msgid "Increases or decreases the volume being routed through the audio bus."
- msgstr "Aumenta o reduce el volumen que se dirige a traves del bus de audio."
- #: doc/classes/AudioEffectAmplify.xml
- msgid ""
- "Amount of amplification in decibels. Positive values make the sound louder, "
- "negative values make it quieter. Value can range from -80 to 24."
- msgstr ""
- "Cantidad de amplificacion en decibelios. Valores positivos hacen el sonido "
- "mas fuerte, valores negativos mas debiles. Valores pueden alcanzar el rango "
- "de -80 a 24."
- #: doc/classes/AudioEffectBandLimitFilter.xml
- msgid "Adds a band limit filter to the audio bus."
- msgstr "Añade un filtro de limite de banda al bus de audio."
- #: doc/classes/AudioEffectBandLimitFilter.xml
- msgid ""
- "Limits the frequencies in a range around the [member AudioEffectFilter."
- "cutoff_hz] and allows frequencies outside of this range to pass."
- msgstr ""
- "Limita la frecuencia en un rango alrededor de [member AudioEffectFilter."
- "cutoff_hz] y permite frecuencia fuera de este rango pasar."
- #: doc/classes/AudioEffectBandPassFilter.xml
- msgid "Adds a band pass filter to the audio bus."
- msgstr "Añade un filtro de paso de banda al bus de audio."
- #: doc/classes/AudioEffectBandPassFilter.xml
- msgid ""
- "Attenuates the frequencies inside of a range around the [member "
- "AudioEffectFilter.cutoff_hz] and cuts frequencies outside of this band."
- msgstr ""
- "Atenua las frecuencias dentro de un rango alrededor del [member "
- "AudioEffectFilter.cutoff_hz] y recorta la frecuencias fuera de esta banda."
- #: doc/classes/AudioEffectCapture.xml
- msgid "Captures audio from an audio bus in real-time."
- msgstr ""
- #: doc/classes/AudioEffectCapture.xml
- msgid ""
- "AudioEffectCapture is an AudioEffect which copies all audio frames from the "
- "attached audio effect bus into its internal ring buffer.\n"
- "Application code should consume these audio frames from this ring buffer "
- "using [method get_buffer] and process it as needed, for example to capture "
- "data from an [AudioStreamMicrophone], implement application-defined effects, "
- "or to transmit audio over the network. When capturing audio data from a "
- "microphone, the format of the samples will be stereo 32-bit floating point "
- "PCM.\n"
- "[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
- "[code]true[/code] for audio input to work. See also that setting's "
- "description for caveats related to permissions and operating system privacy "
- "settings."
- msgstr ""
- #: doc/classes/AudioEffectCapture.xml doc/classes/AudioEffectDistortion.xml
- #: doc/classes/AudioEffectFilter.xml doc/classes/AudioEffectHighShelfFilter.xml
- #: doc/classes/AudioEffectLowShelfFilter.xml doc/classes/AudioServer.xml
- msgid "Audio buses"
- msgstr ""
- #: doc/classes/AudioEffectCapture.xml
- #, fuzzy
- msgid ""
- "Returns [code]true[/code] if at least [code]frames[/code] audio frames are "
- "available to read in the internal ring buffer."
- msgstr ""
- "Devuelve [code]true[/code] si la fuente con el [code]name[/code] dado tiene "
- "una sobreescritura válida en este nodo [Control]."
- #: doc/classes/AudioEffectCapture.xml
- #, fuzzy
- msgid "Clears the internal ring buffer."
- msgstr "Limpia la biblioteca."
- #: doc/classes/AudioEffectCapture.xml
- msgid ""
- "Gets the next [code]frames[/code] audio samples from the internal ring "
- "buffer.\n"
- "Returns a [PoolVector2Array] containing exactly [code]frames[/code] audio "
- "samples if available, or an empty [PoolVector2Array] if insufficient data "
- "was available."
- msgstr ""
- #: doc/classes/AudioEffectCapture.xml
- #, fuzzy
- msgid "Returns the total size of the internal ring buffer in frames."
- msgstr "Devuelve el tamaño del archivo en bytes."
- #: doc/classes/AudioEffectCapture.xml
- #, fuzzy
- msgid ""
- "Returns the number of audio frames discarded from the audio bus due to full "
- "buffer."
- msgstr "Devuelve el número de subdirectorios en este directorio."
- #: doc/classes/AudioEffectCapture.xml
- #, fuzzy
- msgid ""
- "Returns the number of frames available to read using [method get_buffer]."
- msgstr ""
- "Devuelve el número de paquetes actualmente disponibles en el ring-buffer."
- #: doc/classes/AudioEffectCapture.xml
- #, fuzzy
- msgid "Returns the number of audio frames inserted from the audio bus."
- msgstr "Devuelve el número de fotogramas de la animación."
- #: doc/classes/AudioEffectCapture.xml
- msgid ""
- "Length of the internal ring buffer, in seconds. Setting the buffer length "
- "will have no effect if already initialized."
- msgstr ""
- #: doc/classes/AudioEffectChorus.xml
- msgid "Adds a chorus audio effect."
- msgstr "Añade un efecto de audio de coro."
- #: doc/classes/AudioEffectChorus.xml
- msgid ""
- "Adds a chorus audio effect. The effect applies a filter with voices to "
- "duplicate the audio source and manipulate it through the filter."
- msgstr ""
- "Añade un efecto de audio de coro. El efecto aplica un filtro con voces para "
- "duplicar la fuente de audio y manipularlo a traves del filtro."
- #: doc/classes/AudioEffectChorus.xml
- msgid "The effect's raw signal."
- msgstr "La señal en bruto del efecto."
- #: doc/classes/AudioEffectChorus.xml
- msgid "The voice's cutoff frequency."
- msgstr "La frecuencia de corte de la voz."
- #: doc/classes/AudioEffectChorus.xml
- msgid "The voice's signal delay."
- msgstr "El retraso de la señal de voz."
- #: doc/classes/AudioEffectChorus.xml
- msgid "The voice filter's depth."
- msgstr "El filtro de profundidad de voz."
- #: doc/classes/AudioEffectChorus.xml
- msgid "The voice's volume."
- msgstr "El volumen de la voz."
- #: doc/classes/AudioEffectChorus.xml
- msgid "The voice's pan level."
- msgstr "El nivel de distribucion de la voz."
- #: doc/classes/AudioEffectChorus.xml
- msgid "The voice's filter rate."
- msgstr "El ratio del filtro de voz."
- #: doc/classes/AudioEffectChorus.xml
- msgid "The amount of voices in the effect."
- msgstr "La cantidad de voces en el efecto."
- #: doc/classes/AudioEffectChorus.xml
- msgid "The effect's processed signal."
- msgstr "La señal procesada del efecto."
- #: doc/classes/AudioEffectCompressor.xml
- msgid ""
- "Adds a compressor audio effect to an audio bus.\n"
- "Reduces sounds that exceed a certain threshold level, smooths out the "
- "dynamics and increases the overall volume."
- msgstr ""
- "Añade un efecto de audio de compresion al bus de audio.\n"
- "Reduces los sonidos que exceden un cierto umbral de sonido, suaviza la "
- "dinamica y aumenta el volumen total."
- #: doc/classes/AudioEffectCompressor.xml
- msgid ""
- "Dynamic range compressor reduces the level of the sound when the amplitude "
- "goes over a certain threshold in Decibels. One of the main uses of a "
- "compressor is to increase the dynamic range by clipping as little as "
- "possible (when sound goes over 0dB).\n"
- "Compressor has many uses in the mix:\n"
- "- In the Master bus to compress the whole output (although an "
- "[AudioEffectLimiter] is probably better).\n"
- "- In voice channels to ensure they sound as balanced as possible.\n"
- "- Sidechained. This can reduce the sound level sidechained with another "
- "audio bus for threshold detection. This technique is common in video game "
- "mixing to the level of music and SFX while voices are being heard.\n"
- "- Accentuates transients by using a wider attack, making effects sound more "
- "punchy."
- msgstr ""
- "El compresor de rango dinamico disminuye el nivel de sonido cuando la "
- "amplitud se va por encima de cierto umbral en decibelios. Uno de los "
- "principales usos de un compresor es para incrementar el rango dinamico "
- "recortado tan poco como sea posible( cuando el sonido pasa los 0dB).\n"
- "El compresor tiene muchos usos en la mezcla:\n"
- "- En el bus Maestro comprime la salida completa (Aunque un "
- "[AudioEffectLimiter] es probablemente mejor).\n"
- "- En los canales de voces asegura que los sonidos estan balanceados lo "
- "maximo posible.\n"
- "-Encadenado. Esto puede reducir el nivel de sonido encadenado con otro bus "
- "de audio para la deteccion de umbral. Esta tecnica es comun en la mezcla de "
- "videojuegos del nivel de musica y SFX mientras que las voces son "
- "escuchadas.\n"
- "- Acentua transitorios usando un ataque amplio, haciendo los efectos mas "
- "contundentes."
- #: doc/classes/AudioEffectCompressor.xml
- msgid ""
- "Compressor's reaction time when the signal exceeds the threshold, in "
- "microseconds. Value can range from 20 to 2000."
- msgstr ""
- "Tiempo de reaccion del compreso cuando la señal excede el umbral, en "
- "microsegundos. El valor puede variar entre 20 y 2000."
- #: doc/classes/AudioEffectCompressor.xml
- msgid "Gain applied to the output signal."
- msgstr "Ganancia aplicada a la señal de salida."
- #: doc/classes/AudioEffectCompressor.xml
- msgid ""
- "Balance between original signal and effect signal. Value can range from 0 "
- "(totally dry) to 1 (totally wet)."
- msgstr ""
- "Balance entre la señal original y el efecto de señal. Valores pueden variar "
- "desde 0 (totalmente seco) a 1 (totalmente humedo)."
- #: doc/classes/AudioEffectCompressor.xml
- msgid ""
- "Amount of compression applied to the audio once it passes the threshold "
- "level. The higher the ratio, the more the loud parts of the audio will be "
- "compressed. Value can range from 1 to 48."
- msgstr ""
- "La cantidad de compresion aplicada al audio una ves pasa el nivel del "
- "umbral. A mas alto el ratio, mas compresion a las partes altas se hara. "
- "Valores se encuentran entre 1 y 48."
- #: doc/classes/AudioEffectCompressor.xml
- msgid ""
- "Compressor's delay time to stop reducing the signal after the signal level "
- "falls below the threshold, in milliseconds. Value can range from 20 to 2000."
- msgstr ""
- "Tiempo de retraso del compresor para parar de reducir la señal despues de "
- "que el nivel caiga por debajo del umbral, en milisegundos. El valor puede "
- "variar entre 20 y 2000."
- #: doc/classes/AudioEffectCompressor.xml
- msgid "Reduce the sound level using another audio bus for threshold detection."
- msgstr ""
- "Reduce el nivel de sonido usando otro bus de audio para la deteccion del "
- "umbral."
- #: doc/classes/AudioEffectCompressor.xml
- msgid ""
- "The level above which compression is applied to the audio. Value can range "
- "from -60 to 0."
- msgstr ""
- "El nivel por encima por el cual la compresion es aplicada al audio. El valor "
- "puede variar entre -60 y 0."
- #: doc/classes/AudioEffectDelay.xml
- msgid ""
- "Adds a delay audio effect to an audio bus. Plays input signal back after a "
- "period of time.\n"
- "Two tap delay and feedback options."
- msgstr ""
- "Añade un efecto de retraso al bus de audio. Reproduce la señal de entrada "
- "despues de un periodo de tiempo. \n"
- "Dos opciones de retardo y de retroalimentacion."
- #: doc/classes/AudioEffectDelay.xml
- msgid ""
- "Plays input signal back after a period of time. The delayed signal may be "
- "played back multiple times to create the sound of a repeating, decaying "
- "echo. Delay effects range from a subtle echo effect to a pronounced blending "
- "of previous sounds with new sounds."
- msgstr ""
- "Reproduce la señal de entrada después de un período de tiempo. La señal "
- "retardada puede ser reproducida varias veces para crear el sonido de un eco "
- "repetitivo y en decadencia. Los efectos de retardo van desde un sutil efecto "
- "de eco hasta una pronunciada mezcla de los sonidos anteriores con los nuevos "
- "sonidos."
- #: doc/classes/AudioEffectDelay.xml
- msgid ""
- "Output percent of original sound. At 0, only delayed sounds are output. "
- "Value can range from 0 to 1."
- msgstr ""
- "El porcentaje de salida del sonido original. A 0, sólo se emiten sonidos "
- "retrasados. El valor puede variar entre 0 y 1."
- #: doc/classes/AudioEffectDelay.xml
- msgid "If [code]true[/code], feedback is enabled."
- msgstr "Si [code]true[/code], la retroalimentación está activada."
- #: doc/classes/AudioEffectDelay.xml
- msgid "Feedback delay time in milliseconds."
- msgstr "Tiempo de retraso de la retroalimentación en milisegundos."
- #: doc/classes/AudioEffectDelay.xml
- msgid "Sound level for [code]tap1[/code]."
- msgstr "Nivel de sonido para [code]tap1[/code]."
- #: doc/classes/AudioEffectDelay.xml
- msgid ""
- "Low-pass filter for feedback, in Hz. Frequencies below this value are "
- "filtered out of the source signal."
- msgstr ""
- "Filtro de paso bajo para retroalimentación, en Hz. Las frecuencias por "
- "debajo de este valor se filtran de la señal de origen."
- #: doc/classes/AudioEffectDelay.xml
- msgid "If [code]true[/code], [code]tap1[/code] will be enabled."
- msgstr "Si [code]true[/code], [code]tap1[/code] se activará."
- #: doc/classes/AudioEffectDelay.xml
- msgid "[code]tap1[/code] delay time in milliseconds."
- msgstr "Tiempo de retardo en milisegundos [code]tap1[/code]."
- #: doc/classes/AudioEffectDelay.xml
- msgid ""
- "Pan position for [code]tap1[/code]. Value can range from -1 (fully left) to "
- "1 (fully right)."
- msgstr ""
- "Posición de Pan para [code]tap1[/code]. El valor puede variar entre -1 "
- "(completamente a la izquierda) y 1 (completamente a la derecha)."
- #: doc/classes/AudioEffectDelay.xml
- msgid "If [code]true[/code], [code]tap2[/code] will be enabled."
- msgstr "Si [code]true[/code], [code]tap2[/code] se habilitara."
- #: doc/classes/AudioEffectDelay.xml
- msgid "[b]Tap2[/b] delay time in milliseconds."
- msgstr "Tiempo de retardo en milisegundos [b]Tap2[/b]."
- #: doc/classes/AudioEffectDelay.xml
- msgid "Sound level for [code]tap2[/code]."
- msgstr "Nivel de sonido para [code]tap2[/code]."
- #: doc/classes/AudioEffectDelay.xml
- msgid ""
- "Pan position for [code]tap2[/code]. Value can range from -1 (fully left) to "
- "1 (fully right)."
- msgstr ""
- "Posición de pan para [code]tap2[/code]. El valor puede variar entre -1 "
- "(completamente a la izquierda) y 1 (completamente a la derecha)."
- #: doc/classes/AudioEffectDistortion.xml
- #, fuzzy
- msgid ""
- "Adds a distortion audio effect to an Audio bus.\n"
- "Modify the sound to make it distorted."
- msgstr ""
- "Añade un efecto de distorsión de audio a un bus de Audio.\n"
- "Modifica el sonido para que se mas sucio."
- #: doc/classes/AudioEffectDistortion.xml
- #, fuzzy
- msgid ""
- "Different types are available: clip, tan, lo-fi (bit crushing), overdrive, "
- "or waveshape.\n"
- "By distorting the waveform the frequency content change, which will often "
- "make the sound \"crunchy\" or \"abrasive\". For games, it can simulate sound "
- "coming from some saturated device or speaker very efficiently."
- msgstr ""
- "Modifica el sonido y lo ensucia. Hay diferentes tipos disponibles: clip, "
- "tan, lo-fi (bit crushing), overdrive, o waveshape.\n"
- "Al distorsionar la forma de la onda, el contenido de la frecuencia cambia, "
- "lo que a menudo hace que el sonido sea \"crujiente\" o \"abrasivo\". Para "
- "los juegos, puede simular el sonido proveniente de algún dispositivo "
- "saturado o altavoz muy eficientemente."
- #: doc/classes/AudioEffectDistortion.xml
- msgid "Distortion power. Value can range from 0 to 1."
- msgstr "Poder de distorsión. El valor puede variar entre 0 y 1."
- #: doc/classes/AudioEffectDistortion.xml
- msgid ""
- "High-pass filter, in Hz. Frequencies higher than this value will not be "
- "affected by the distortion. Value can range from 1 to 20000."
- msgstr ""
- "Filtro de paso alto, en Hz. Las frecuencias superiores a este valor no se "
- "verán afectadas por la distorsión. El valor puede variar entre 1 y 20.000."
- "Filtro de paso alto, en Hz. Las frecuencias superiores a este valor no se "
- "verán afectadas por la distorsión. El valor puede variar entre 1 y 20.000."
- #: doc/classes/AudioEffectDistortion.xml
- msgid "Distortion type."
- msgstr "Tipo de distorsión."
- #: doc/classes/AudioEffectDistortion.xml
- msgid ""
- "Increases or decreases the volume after the effect. Value can range from -80 "
- "to 24."
- msgstr ""
- "Aumenta o disminuye el volumen después del efecto. El valor puede variar "
- "entre -80 y 24."
- #: doc/classes/AudioEffectDistortion.xml
- msgid ""
- "Increases or decreases the volume before the effect. Value can range from "
- "-60 to 60."
- msgstr ""
- "Aumenta o disminuye el volumen antes del efecto. El valor puede variar entre "
- "-60 y 60."
- #: doc/classes/AudioEffectDistortion.xml
- msgid ""
- "Digital distortion effect which cuts off peaks at the top and bottom of the "
- "waveform."
- msgstr ""
- "Efecto de distorsión digital que corta los picos en la parte superior e "
- "inferior de la forma de onda."
- #: doc/classes/AudioEffectDistortion.xml
- msgid ""
- "Low-resolution digital distortion effect. You can use it to emulate the "
- "sound of early digital audio devices."
- msgstr ""
- "Efecto de distorsión digital de baja resolución. Puedes usarlo para emular "
- "el sonido de los primeros dispositivos de audio digital."
- #: doc/classes/AudioEffectDistortion.xml
- msgid ""
- "Emulates the warm distortion produced by a field effect transistor, which is "
- "commonly used in solid-state musical instrument amplifiers."
- msgstr ""
- "Emula la distorsión cálida producida por un transistor de efecto de campo, "
- "que se utiliza comúnmente en los amplificadores de instrumentos musicales de "
- "estado sólido."
- #: doc/classes/AudioEffectDistortion.xml
- msgid ""
- "Waveshaper distortions are used mainly by electronic musicians to achieve an "
- "extra-abrasive sound."
- msgstr ""
- "Las distorsiones Waveshaper son usadas principalmente por músicos "
- "electrónicos para lograr un sonido extra-abrasivo."
- #: doc/classes/AudioEffectEQ.xml
- msgid ""
- "Base class for audio equalizers. Gives you control over frequencies.\n"
- "Use it to create a custom equalizer if [AudioEffectEQ6], [AudioEffectEQ10] "
- "or [AudioEffectEQ21] don't fit your needs."
- msgstr ""
- "Clase base para ecualizadores de audio. Te da control sobre las "
- "frecuencias.\n"
- "Úsalo para crear un ecualizador personalizado si [AudioEffectEQ6], "
- "[AudioEffectEQ10] o [AudioEffectEQ21] no se ajusta a tus necesidades."
- #: doc/classes/AudioEffectEQ.xml
- msgid ""
- "AudioEffectEQ gives you control over frequencies. Use it to compensate for "
- "existing deficiencies in audio. AudioEffectEQs are useful on the Master bus "
- "to completely master a mix and give it more character. They are also useful "
- "when a game is run on a mobile device, to adjust the mix to that kind of "
- "speakers (it can be added but disabled when headphones are plugged)."
- msgstr ""
- "AudioEffectEQ te da control sobre las frecuencias. Utilícelo para compensar "
- "las deficiencias existentes en el audio. Los AudioEffectEQs son útiles en el "
- "bus maestro para dominar completamente una mezcla y darle más carácter. "
- "También son útiles cuando se ejecuta un juego en un dispositivo móvil, para "
- "ajustar la mezcla a ese tipo de altavoces (se puede añadir pero se desactiva "
- "cuando se conectan los auriculares)."
- #: doc/classes/AudioEffectEQ.xml
- msgid "Returns the number of bands of the equalizer."
- msgstr "Devuelve el número de bandas del ecualizador."
- #: doc/classes/AudioEffectEQ.xml
- msgid "Returns the band's gain at the specified index, in dB."
- msgstr "Devuelve la ganancia de la banda en el índice especificado, en dB."
- #: doc/classes/AudioEffectEQ.xml
- msgid "Sets band's gain at the specified index, in dB."
- msgstr "Establece la ganancia de la banda en el índice especificado, en dB."
- #: doc/classes/AudioEffectEQ10.xml
- msgid ""
- "Adds a 10-band equalizer audio effect to an Audio bus. Gives you control "
- "over frequencies from 31 Hz to 16000 Hz.\n"
- "Each frequency can be modulated between -60/+24 dB."
- msgstr ""
- "Añade un efecto de audio ecualizador de 10 bandas a un bus de audio. Te da "
- "control sobre las frecuencias de 31 Hz a 16000 Hz.\n"
- "Cada frecuencia puede ser modulada entre -60/+24 dB."
- #: doc/classes/AudioEffectEQ10.xml
- msgid ""
- "Frequency bands:\n"
- "Band 1: 31 Hz\n"
- "Band 2: 62 Hz\n"
- "Band 3: 125 Hz\n"
- "Band 4: 250 Hz\n"
- "Band 5: 500 Hz\n"
- "Band 6: 1000 Hz\n"
- "Band 7: 2000 Hz\n"
- "Band 8: 4000 Hz\n"
- "Band 9: 8000 Hz\n"
- "Band 10: 16000 Hz\n"
- "See also [AudioEffectEQ], [AudioEffectEQ6], [AudioEffectEQ21]."
- msgstr ""
- "Bandas de frecuencia:\n"
- "Banda 1: 31 Hz\n"
- "Banda 2: 62 Hz\n"
- "Banda 3: 125 Hz\n"
- "Banda 4: 250 Hz\n"
- "Banda 5: 500 Hz\n"
- "Banda 6: 1000 Hz\n"
- "Banda 7: 2000 Hz\n"
- "Banda 8: 4000 Hz\n"
- "Banda 9: 8000 Hz\n"
- "Banda 10: 16000 Hz\n"
- "Ver también [AudioEffectEQ], [AudioEffectEQ6], [AudioEffectEQ21]."
- #: doc/classes/AudioEffectEQ21.xml
- msgid ""
- "Adds a 21-band equalizer audio effect to an Audio bus. Gives you control "
- "over frequencies from 22 Hz to 22000 Hz.\n"
- "Each frequency can be modulated between -60/+24 dB."
- msgstr ""
- "Añade un efecto de audio ecualizador de 21 bandas a un Audiobus. Te da "
- "control sobre las frecuencias de 22 Hz a 22000 Hz.\n"
- "Cada frecuencia puede ser modulada entre -60/+24 dB."
- #: doc/classes/AudioEffectEQ21.xml
- msgid ""
- "Frequency bands:\n"
- "Band 1: 22 Hz\n"
- "Band 2: 32 Hz\n"
- "Band 3: 44 Hz\n"
- "Band 4: 63 Hz\n"
- "Band 5: 90 Hz\n"
- "Band 6: 125 Hz\n"
- "Band 7: 175 Hz\n"
- "Band 8: 250 Hz\n"
- "Band 9: 350 Hz\n"
- "Band 10: 500 Hz\n"
- "Band 11: 700 Hz\n"
- "Band 12: 1000 Hz\n"
- "Band 13: 1400 Hz\n"
- "Band 14: 2000 Hz\n"
- "Band 15: 2800 Hz\n"
- "Band 16: 4000 Hz\n"
- "Band 17: 5600 Hz\n"
- "Band 18: 8000 Hz\n"
- "Band 19: 11000 Hz\n"
- "Band 20: 16000 Hz\n"
- "Band 21: 22000 Hz\n"
- "See also [AudioEffectEQ], [AudioEffectEQ6], [AudioEffectEQ10]."
- msgstr ""
- "Bandas de frecuencia:\n"
- "Banda 1: 22 Hz\n"
- "Banda 2: 32 Hz\n"
- "Banda 3: 44 Hz\n"
- "Banda 4: 63 Hz\n"
- "Banda 5: 90 Hz\n"
- "Banda 6: 125 Hz\n"
- "Banda 7: 175 Hz\n"
- "Banda 8: 250 Hz\n"
- "Banda 9: 350 Hz\n"
- "Banda 10: 500 Hz\n"
- "Banda 11: 700 Hz\n"
- "Banda 12: 1000 Hz\n"
- "Banda 13: 1400 Hz\n"
- "Banda 14: 2000 Hz\n"
- "Banda 15: 2800 Hz\n"
- "Banda 16: 4000 Hz\n"
- "Banda 17: 5600 Hz\n"
- "Banda 18: 8000 Hz\n"
- "Banda 19: 11000 Hz\n"
- "Banda 20: 16000 Hz\n"
- "Banda 21: 22000 Hz\n"
- "Ver también [AudioEffectEQ], [AudioEffectEQ6], [AudioEffectEQ10]."
- #: doc/classes/AudioEffectEQ6.xml
- msgid ""
- "Adds a 6-band equalizer audio effect to an Audio bus. Gives you control over "
- "frequencies from 32 Hz to 10000 Hz.\n"
- "Each frequency can be modulated between -60/+24 dB."
- msgstr ""
- "Añade un efecto de audio ecualizador de 6 bandas a un bus de Audio. Te da "
- "control sobre las frecuencias de 32 Hz a 10.000 Hz.\n"
- "Cada frecuencia puede ser modulada entre -60/+24 dB."
- #: doc/classes/AudioEffectEQ6.xml
- msgid ""
- "Frequency bands:\n"
- "Band 1: 32 Hz\n"
- "Band 2: 100 Hz\n"
- "Band 3: 320 Hz\n"
- "Band 4: 1000 Hz\n"
- "Band 5: 3200 Hz\n"
- "Band 6: 10000 Hz\n"
- "See also [AudioEffectEQ], [AudioEffectEQ10], [AudioEffectEQ21]."
- msgstr ""
- "Bandas de frecuencia:\n"
- "Banda 1: 32 Hz\n"
- "Banda 2: 100 Hz\n"
- "Banda 3: 320 Hz\n"
- "Banda 4: 1000 Hz\n"
- "Banda 5: 3200 Hz\n"
- "Banda 6: 10000 Hz\n"
- "Ver también [AudioEffectEQ], [AudioEffectEQ10], [AudioEffectEQ21]."
- #: doc/classes/AudioEffectFilter.xml
- msgid "Adds a filter to the audio bus."
- msgstr "Añade un filtro al bus de audio."
- #: doc/classes/AudioEffectFilter.xml
- msgid "Allows frequencies other than the [member cutoff_hz] to pass."
- msgstr ""
- "Permite que pasen otras frecuencias distintas a la de [member cutoff_hz]."
- #: doc/classes/AudioEffectFilter.xml
- msgid "Threshold frequency for the filter, in Hz."
- msgstr "Frecuencia de umbral para el filtro, en Hz."
- #: doc/classes/AudioEffectFilter.xml
- msgid "Gain amount of the frequencies after the filter."
- msgstr "Ganar cantidad de frecuencias después del filtro."
- #: doc/classes/AudioEffectFilter.xml
- #, fuzzy
- msgid "Amount of boost in the frequency range near the cutoff frequency."
- msgstr "Cantidad de aumento en los sobretonos cerca de la frecuencia de corte."
- #: doc/classes/AudioEffectHighPassFilter.xml
- msgid "Adds a high-pass filter to the Audio Bus."
- msgstr "Añade un filtro de paso alto al Audio Bus."
- #: doc/classes/AudioEffectHighPassFilter.xml
- msgid ""
- "Cuts frequencies lower than the [member AudioEffectFilter.cutoff_hz] and "
- "allows higher frequencies to pass."
- msgstr ""
- "Corta las frecuencias más bajas que el [member AudioEffectFilter.cutoff_hz] "
- "y permite que pasen las frecuencias más altas."
- #: doc/classes/AudioEffectHighShelfFilter.xml
- #, fuzzy
- msgid "Reduces all frequencies above the [member AudioEffectFilter.cutoff_hz]."
- msgstr ""
- "Corta las frecuencias más bajas que el [member AudioEffectFilter.cutoff_hz] "
- "y permite que pasen las frecuencias más altas."
- #: doc/classes/AudioEffectLimiter.xml
- msgid "Adds a soft-clip limiter audio effect to an Audio bus."
- msgstr "Añade un efecto de audio limitador soft-clip a un bus de Audio."
- #: doc/classes/AudioEffectLimiter.xml
- msgid ""
- "A limiter is similar to a compressor, but it's less flexible and designed to "
- "disallow sound going over a given dB threshold. Adding one in the Master bus "
- "is always recommended to reduce the effects of clipping.\n"
- "Soft clipping starts to reduce the peaks a little below the threshold level "
- "and progressively increases its effect as the input level increases such "
- "that the threshold is never exceeded."
- msgstr ""
- "Un limitador es similar a un compresor, pero es menos flexible y está "
- "diseñado para no permitir que el sonido supere un determinado umbral de dB. "
- "Siempre se recomienda añadir un limitador en el bus maestro para reducir los "
- "efectos del recorte.\n"
- "El soft clipping comienza a reducir los picos un poco por debajo del nivel "
- "de umbral y aumenta progresivamente su efecto a medida que el nivel de "
- "entrada aumenta de tal manera que el umbral nunca se supera."
- #: doc/classes/AudioEffectLimiter.xml
- msgid ""
- "The waveform's maximum allowed value, in decibels. Value can range from -20 "
- "to -0.1."
- msgstr ""
- "El valor máximo permitido de la forma de onda, en decibeles. El valor puede "
- "ir de -20 a -0,1."
- #: doc/classes/AudioEffectLimiter.xml
- msgid ""
- "Applies a gain to the limited waves, in decibels. Value can range from 0 to "
- "6."
- msgstr ""
- "Aplica una ganancia a las ondas limitadas, en decibelios. El valor puede "
- "variar entre 0 y 6."
- #: doc/classes/AudioEffectLimiter.xml
- msgid ""
- "Threshold from which the limiter begins to be active, in decibels. Value can "
- "range from -30 to 0."
- msgstr ""
- "Umbral a partir del cual el limitador comienza a estar activo, en "
- "decibelios. El valor puede ir de -30 a 0."
- #: doc/classes/AudioEffectLowPassFilter.xml
- msgid "Adds a low-pass filter to the Audio bus."
- msgstr "Añade un filtro de paso bajo al bus de Audio."
- #: doc/classes/AudioEffectLowPassFilter.xml
- msgid ""
- "Cuts frequencies higher than the [member AudioEffectFilter.cutoff_hz] and "
- "allows lower frequencies to pass."
- msgstr ""
- "Corta las frecuencias más altas que el [member AudioEffectFilter.cutoff_hz] "
- "y permite que pasen las frecuencias más bajas."
- #: doc/classes/AudioEffectLowShelfFilter.xml
- #, fuzzy
- msgid "Reduces all frequencies below the [member AudioEffectFilter.cutoff_hz]."
- msgstr ""
- "Corta las frecuencias más bajas que el [member AudioEffectFilter.cutoff_hz] "
- "y permite que pasen las frecuencias más altas."
- #: doc/classes/AudioEffectNotchFilter.xml
- msgid "Adds a notch filter to the Audio bus."
- msgstr "Añade un filtro eliminador de banda al bus de Audio."
- #: doc/classes/AudioEffectNotchFilter.xml
- msgid ""
- "Attenuates frequencies in a narrow band around the [member AudioEffectFilter."
- "cutoff_hz] and cuts frequencies outside of this range."
- msgstr ""
- "Atenúa las frecuencias en una banda estrecha alrededor del [member "
- "AudioEffectFilter.cutoff_hz] y corta las frecuencias fuera de este rango."
- #: doc/classes/AudioEffectPanner.xml
- msgid "Adds a panner audio effect to an Audio bus. Pans sound left or right."
- msgstr ""
- "Añade un efecto de audio de panorámica a un Audiobus. Las cacerolas suenan a "
- "la izquierda o a la derecha."
- #: doc/classes/AudioEffectPanner.xml
- msgid ""
- "Determines how much of an audio signal is sent to the left and right buses."
- msgstr ""
- "Determina cuánta señal de audio se envía a los buses izquierdo y derecho."
- #: doc/classes/AudioEffectPanner.xml
- msgid "Pan position. Value can range from -1 (fully left) to 1 (fully right)."
- msgstr ""
- "Posición de panoramica. El valor puede variar entre -1 (completamente a la "
- "izquierda) y 1 (completamente a la derecha)."
- #: doc/classes/AudioEffectPhaser.xml
- msgid ""
- "Adds a phaser audio effect to an Audio bus.\n"
- "Combines the original signal with a copy that is slightly out of phase with "
- "the original."
- msgstr ""
- "Añade un efecto de audio phaser a un bus de Audio.\n"
- "Combina la señal original con una copia que está ligeramente fuera de fase "
- "con la señal original."
- #: doc/classes/AudioEffectPhaser.xml
- msgid ""
- "Combines phase-shifted signals with the original signal. The movement of the "
- "phase-shifted signals is controlled using a low-frequency oscillator."
- msgstr ""
- "Combina las señales de desplazamiento de fase con la señal original. El "
- "movimiento de las señales de desplazamiento de fase se controla mediante un "
- "oscilador de baja frecuencia."
- #: doc/classes/AudioEffectPhaser.xml
- msgid ""
- "Governs how high the filter frequencies sweep. Low value will primarily "
- "affect bass frequencies. High value can sweep high into the treble. Value "
- "can range from 0.1 to 4."
- msgstr ""
- "Gobierna cuán altas son las frecuencias de los filtros de barrido. El valor "
- "bajo afectará principalmente a las frecuencias bajas. El valor alto puede "
- "barrer alto en el triple. El valor puede variar entre 0,1 y 4."
- #: doc/classes/AudioEffectPhaser.xml
- msgid "Output percent of modified sound. Value can range from 0.1 to 0.9."
- msgstr ""
- "El porcentaje de salida del sonido modificado. El valor puede variar entre "
- "0,1 y 0,9."
- #: doc/classes/AudioEffectPhaser.xml
- msgid ""
- "Determines the maximum frequency affected by the LFO modulations, in Hz. "
- "Value can range from 10 to 10000."
- msgstr ""
- "Determina la máxima frecuencia afectada por las modulaciones del LFO, en Hz. "
- "El valor puede variar entre 10 y 10.000."
- #: doc/classes/AudioEffectPhaser.xml
- msgid ""
- "Determines the minimum frequency affected by the LFO modulations, in Hz. "
- "Value can range from 10 to 10000."
- msgstr ""
- "Determina la frecuencia mínima afectada por las modulaciones del LFO, en Hz. "
- "El valor puede variar entre 10 y 10.000."
- #: doc/classes/AudioEffectPhaser.xml
- msgid ""
- "Adjusts the rate in Hz at which the effect sweeps up and down across the "
- "frequency range."
- msgstr ""
- "Ajusta la tasa en Hz a la que el efecto barre hacia arriba y hacia abajo a "
- "través del rango de frecuencias."
- #: doc/classes/AudioEffectPitchShift.xml
- msgid ""
- "Adds a pitch-shifting audio effect to an Audio bus.\n"
- "Raises or lowers the pitch of original sound."
- msgstr ""
- "Añade un efecto de audio de cambio de tono a un bus de Audio.\n"
- "Sube o baja el tono del sonido original."
- #: doc/classes/AudioEffectPitchShift.xml
- msgid ""
- "Allows modulation of pitch independently of tempo. All frequencies can be "
- "increased/decreased with minimal effect on transients."
- msgstr ""
- "Permite la modulación del tono independientemente del tempo. Todas las "
- "frecuencias pueden ser aumentadas/disminuidas con un efecto mínimo en los "
- "transitorios."
- #: doc/classes/AudioEffectPitchShift.xml
- msgid ""
- "The size of the [url=https://en.wikipedia.org/wiki/"
- "Fast_Fourier_transform]Fast Fourier transform[/url] buffer. Higher values "
- "smooth out the effect over time, but have greater latency. The effects of "
- "this higher latency are especially noticeable on sounds that have sudden "
- "amplitude changes."
- msgstr ""
- #: doc/classes/AudioEffectPitchShift.xml
- msgid ""
- "The oversampling factor to use. Higher values result in better quality, but "
- "are more demanding on the CPU and may cause audio cracking if the CPU can't "
- "keep up."
- msgstr ""
- #: doc/classes/AudioEffectPitchShift.xml
- msgid ""
- "The pitch scale to use. [code]1.0[/code] is the default pitch and plays "
- "sounds unaltered. [member pitch_scale] can range from [code]0.0[/code] "
- "(infinitely low pitch, inaudible) to [code]16[/code] (16 times higher than "
- "the initial pitch)."
- msgstr ""
- #: doc/classes/AudioEffectPitchShift.xml
- #: doc/classes/AudioEffectSpectrumAnalyzer.xml
- msgid ""
- "Use a buffer of 256 samples for the Fast Fourier transform. Lowest latency, "
- "but least stable over time."
- msgstr ""
- #: doc/classes/AudioEffectPitchShift.xml
- #: doc/classes/AudioEffectSpectrumAnalyzer.xml
- msgid ""
- "Use a buffer of 512 samples for the Fast Fourier transform. Low latency, but "
- "less stable over time."
- msgstr ""
- #: doc/classes/AudioEffectPitchShift.xml
- #: doc/classes/AudioEffectSpectrumAnalyzer.xml
- msgid ""
- "Use a buffer of 1024 samples for the Fast Fourier transform. This is a "
- "compromise between latency and stability over time."
- msgstr ""
- #: doc/classes/AudioEffectPitchShift.xml
- #: doc/classes/AudioEffectSpectrumAnalyzer.xml
- msgid ""
- "Use a buffer of 2048 samples for the Fast Fourier transform. High latency, "
- "but stable over time."
- msgstr ""
- #: doc/classes/AudioEffectPitchShift.xml
- #: doc/classes/AudioEffectSpectrumAnalyzer.xml
- msgid ""
- "Use a buffer of 4096 samples for the Fast Fourier transform. Highest "
- "latency, but most stable over time."
- msgstr ""
- #: doc/classes/AudioEffectPitchShift.xml
- #: doc/classes/AudioEffectSpectrumAnalyzer.xml
- msgid "Represents the size of the [enum FFT_Size] enum."
- msgstr "Representa el tamaño del enum [enum FFT_Size]."
- #: doc/classes/AudioEffectRecord.xml
- #, fuzzy
- msgid "Audio effect used for recording the sound from an audio bus."
- msgstr "Efecto de audio usado para grabar el sonido de un micrófono."
- #: doc/classes/AudioEffectRecord.xml
- #, fuzzy
- msgid ""
- "Allows the user to record the sound from an audio bus. This can include all "
- "audio output by Godot when used on the \"Master\" audio bus.\n"
- "Can be used (with an [AudioStreamMicrophone]) to record from a microphone.\n"
- "It sets and gets the format in which the audio file will be recorded (8-bit, "
- "16-bit, or compressed). It checks whether or not the recording is active, "
- "and if it is, records the sound. It then returns the recorded sample."
- msgstr ""
- "Permite al usuario grabar el sonido desde un micrófono. Establece y obtiene "
- "el formato en el que se grabará el archivo de audio (8-bit, 16-bit o "
- "comprimido). Comprueba si la grabación está activa o no, y si lo está, graba "
- "el sonido. Luego devuelve la muestra grabada."
- #: doc/classes/AudioEffectRecord.xml
- msgid "Recording with microphone"
- msgstr ""
- #: doc/classes/AudioEffectRecord.xml
- msgid "Returns the recorded sample."
- msgstr "Devuelve la muestra registrada."
- #: doc/classes/AudioEffectRecord.xml
- msgid "Returns whether the recording is active or not."
- msgstr "Devuelve si la grabación está activa o no."
- #: doc/classes/AudioEffectRecord.xml
- msgid ""
- "If [code]true[/code], the sound will be recorded. Note that restarting the "
- "recording will remove the previously recorded sample."
- msgstr ""
- "Si [code]true[/code], el sonido será grabado. Tenga en cuenta que al "
- "reiniciar la grabación se eliminará la muestra previamente grabada."
- #: doc/classes/AudioEffectRecord.xml
- msgid ""
- "Specifies the format in which the sample will be recorded. See [enum "
- "AudioStreamSample.Format] for available formats."
- msgstr ""
- "Especifica el formato en el que se registrará la muestra. Véase [enum "
- "AudioStreamSample.Format] para los formatos disponibles."
- #: doc/classes/AudioEffectReverb.xml
- msgid ""
- "Adds a reverberation audio effect to an Audio bus.\n"
- "Simulates the sound of acoustic environments such as rooms, concert halls, "
- "caverns, or an open spaces."
- msgstr ""
- "Añade un efecto de audio de reverberación a un bus de Audio.\n"
- "Simula el sonido de ambientes acústicos como salas, salones de conciertos, "
- "cavernas o un espacio abierto."
- #: doc/classes/AudioEffectReverb.xml
- msgid ""
- "Simulates rooms of different sizes. Its parameters can be adjusted to "
- "simulate the sound of a specific room."
- msgstr ""
- "Simula habitaciones de diferentes tamaños. Sus parámetros pueden ser "
- "ajustados para simular el sonido de una habitación específica."
- #: doc/classes/AudioEffectReverb.xml
- msgid ""
- "Defines how reflective the imaginary room's walls are. Value can range from "
- "0 to 1."
- msgstr ""
- "Define cuán reflexivas son las paredes de la sala imaginaria. El valor puede "
- "variar entre 0 y 1."
- #: doc/classes/AudioEffectReverb.xml
- msgid ""
- "Output percent of original sound. At 0, only modified sound is outputted. "
- "Value can range from 0 to 1."
- msgstr ""
- "El porcentaje de salida del sonido original. A 0, sólo se emite el sonido "
- "modificado. El valor puede variar entre 0 y 1."
- #: doc/classes/AudioEffectReverb.xml
- msgid ""
- "High-pass filter passes signals with a frequency higher than a certain "
- "cutoff frequency and attenuates signals with frequencies lower than the "
- "cutoff frequency. Value can range from 0 to 1."
- msgstr ""
- "El filtro de paso alto pasa señales con una frecuencia superior a una "
- "determinada frecuencia de corte y atenúa las señales con frecuencias "
- "inferiores a la frecuencia de corte. El valor puede variar entre 0 y 1."
- #: doc/classes/AudioEffectReverb.xml
- msgid "Output percent of predelay. Value can range from 0 to 1."
- msgstr ""
- "El porcentaje de salida de la preretardo. El valor puede variar entre 0 y 1."
- #: doc/classes/AudioEffectReverb.xml
- msgid ""
- "Time between the original signal and the early reflections of the reverb "
- "signal, in milliseconds."
- msgstr ""
- "Tiempo entre la señal original y las primeras reflexiones de la señal de "
- "reverberación, en milisegundos."
- #: doc/classes/AudioEffectReverb.xml
- msgid ""
- "Dimensions of simulated room. Bigger means more echoes. Value can range from "
- "0 to 1."
- msgstr ""
- "Dimensiones de la habitación simulada. Más grande significa más ecos. El "
- "valor puede variar entre 0 y 1."
- #: doc/classes/AudioEffectReverb.xml
- msgid ""
- "Widens or narrows the stereo image of the reverb tail. 1 means fully widens. "
- "Value can range from 0 to 1."
- msgstr ""
- "Amplía o estrecha la imagen estéreo de la cola de reverberación. 1 significa "
- "que se ensancha completamente. El valor puede variar entre 0 y 1."
- #: doc/classes/AudioEffectReverb.xml
- msgid ""
- "Output percent of modified sound. At 0, only original sound is outputted. "
- "Value can range from 0 to 1."
- msgstr ""
- "El porcentaje de salida del sonido modificado. A 0, sólo se emite el sonido "
- "original. El valor puede variar entre 0 y 1."
- #: doc/classes/AudioEffectSpectrumAnalyzer.xml
- msgid "Audio effect that can be used for real-time audio visualizations."
- msgstr ""
- #: doc/classes/AudioEffectSpectrumAnalyzer.xml
- msgid ""
- "This audio effect does not affect sound output, but can be used for real-"
- "time audio visualizations.\n"
- "See also [AudioStreamGenerator] for procedurally generating sounds."
- msgstr ""
- #: doc/classes/AudioEffectSpectrumAnalyzer.xml doc/classes/AudioServer.xml
- #: doc/classes/AudioStream.xml doc/classes/AudioStreamPlayer.xml
- #: doc/classes/CanvasItem.xml
- msgid "Audio Spectrum Demo"
- msgstr ""
- #: doc/classes/AudioEffectSpectrumAnalyzer.xml
- #: doc/classes/AudioStreamGenerator.xml
- #: doc/classes/AudioStreamGeneratorPlayback.xml
- msgid "Godot 3.2 will get new audio features"
- msgstr ""
- #: doc/classes/AudioEffectSpectrumAnalyzer.xml
- msgid ""
- "The length of the buffer to keep (in seconds). Higher values keep data "
- "around for longer, but require more memory."
- msgstr ""
- #: doc/classes/AudioEffectSpectrumAnalyzer.xml
- msgid ""
- "The size of the [url=https://en.wikipedia.org/wiki/"
- "Fast_Fourier_transform]Fast Fourier transform[/url] buffer. Higher values "
- "smooth out the spectrum analysis over time, but have greater latency. The "
- "effects of this higher latency are especially noticeable with sudden "
- "amplitude changes."
- msgstr ""
- #: doc/classes/AudioEffectSpectrumAnalyzerInstance.xml
- msgid "Use the average value as magnitude."
- msgstr "Utilice el valor promedio como magnitud."
- #: doc/classes/AudioEffectSpectrumAnalyzerInstance.xml
- msgid "Use the maximum value as magnitude."
- msgstr "Utilice el valor máximo como magnitud."
- #: doc/classes/AudioServer.xml
- msgid "Server interface for low-level audio access."
- msgstr "Interfaz de servidor para acceso de audio de bajo nivel."
- #: doc/classes/AudioServer.xml
- msgid ""
- "[AudioServer] is a low-level server interface for audio access. It is in "
- "charge of creating sample data (playable audio) as well as its playback via "
- "a voice interface."
- msgstr ""
- "[AudioServer] es una interfaz de servidor de bajo nivel para el acceso al "
- "audio. Se encarga de crear datos de muestra (audio reproducible) así como de "
- "su reproducción a través de una interfaz de voz."
- #: doc/classes/AudioServer.xml doc/classes/AudioStreamPlayer.xml
- msgid "Audio Device Changer Demo"
- msgstr ""
- #: doc/classes/AudioServer.xml
- msgid "Adds a bus at [code]at_position[/code]."
- msgstr "Añade un bus en [code]at_position[/code]."
- #: doc/classes/AudioServer.xml
- msgid ""
- "Adds an [AudioEffect] effect to the bus [code]bus_idx[/code] at "
- "[code]at_position[/code]."
- msgstr ""
- "Añade un efecto [AudioEffect] al bus [code]bus_idx[/code] en "
- "[code]at_position[/code]."
- #: doc/classes/AudioServer.xml
- msgid ""
- "Returns the names of all audio input devices detected on the system.\n"
- "[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
- "[code]true[/code] for audio input to work. See also that setting's "
- "description for caveats related to permissions and operating system privacy "
- "settings."
- msgstr ""
- #: doc/classes/AudioServer.xml
- msgid "Generates an [AudioBusLayout] using the available buses and effects."
- msgstr "Genera un [AudioBusLayout] usando los buses y efectos disponibles."
- #: doc/classes/AudioServer.xml
- msgid ""
- "Returns the amount of channels of the bus at index [code]bus_idx[/code]."
- msgstr ""
- "Devuelve la cantidad de canales del bus en el índice [code]bus_idx[/code]."
- #: doc/classes/AudioServer.xml
- msgid ""
- "Returns the [AudioEffect] at position [code]effect_idx[/code] in bus "
- "[code]bus_idx[/code]."
- msgstr ""
- "Devuelve el [AudioEffect] en la posición [code]effect_idx[/code] en el bus "
- "[code]bus_idx[/code]."
- #: doc/classes/AudioServer.xml
- msgid "Returns the number of effects on the bus at [code]bus_idx[/code]."
- msgstr "Devuelve el número de efectos en el bus en [code]bus_idx[/code]."
- #: doc/classes/AudioServer.xml
- msgid ""
- "Returns the [AudioEffectInstance] assigned to the given bus and effect "
- "indices (and optionally channel)."
- msgstr ""
- "Devuelve la [AudioEffectInstance] asignada al bus dado y los indices de "
- "efecto (y opcionalmente el canal)."
- #: doc/classes/AudioServer.xml
- msgid "Returns the index of the bus with the name [code]bus_name[/code]."
- msgstr "Devuelve el índice del bus con el nombre [code]bus_name[/code]."
- #: doc/classes/AudioServer.xml
- msgid "Returns the name of the bus with the index [code]bus_idx[/code]."
- msgstr "Devuelve el nombre del bus con el índice [code]bus_idx[/code]."
- #: doc/classes/AudioServer.xml
- msgid ""
- "Returns the peak volume of the left speaker at bus index [code]bus_idx[/"
- "code] and channel index [code]channel[/code]."
- msgstr ""
- "Devuelve el volumen máximo del altavoz izquierdo en el índice de bus "
- "[code]bus_idx[/code] y el índice de canal [code]channel[/code]."
- #: doc/classes/AudioServer.xml
- msgid ""
- "Returns the peak volume of the right speaker at bus index [code]bus_idx[/"
- "code] and channel index [code]channel[/code]."
- msgstr ""
- "Devuelve el volumen máximo del altavoz derecho en el índice de bus "
- "[code]bus_idx[/code] y el índice de canal [code]channel[/code]."
- #: doc/classes/AudioServer.xml
- msgid ""
- "Returns the name of the bus that the bus at index [code]bus_idx[/code] sends "
- "to."
- msgstr ""
- "Devuelve el nombre del bus al que el bus en el índice [code]bus_idx[/code] "
- "envía."
- #: doc/classes/AudioServer.xml
- msgid "Returns the volume of the bus at index [code]bus_idx[/code] in dB."
- msgstr "Devuelve el volumen del bus con el índice [code]bus_idx[/code] en dB."
- #: doc/classes/AudioServer.xml
- msgid "Returns the names of all audio devices detected on the system."
- msgstr ""
- "Devuelve los nombres de todos los dispositivos de audio detectados en el "
- "sistema."
- #: doc/classes/AudioServer.xml
- msgid "Returns the sample rate at the output of the [AudioServer]."
- msgstr "Devuelve la frecuencia de muestreo a la salida del [AudioServer]."
- #: doc/classes/AudioServer.xml
- msgid "Returns the audio driver's output latency."
- msgstr "Devuelve la latencia de salida del controlador de audio."
- #: doc/classes/AudioServer.xml
- msgid "Returns the speaker configuration."
- msgstr "Devuelve la configuración de los altavoces."
- #: doc/classes/AudioServer.xml
- msgid "Returns the relative time since the last mix occurred."
- msgstr "Devuelve el tiempo relativo desde que se produjo la última mezcla."
- #: doc/classes/AudioServer.xml
- msgid "Returns the relative time until the next mix occurs."
- msgstr "Devuelve el tiempo relativo hasta que se produce la siguiente mezcla."
- #: doc/classes/AudioServer.xml
- msgid ""
- "If [code]true[/code], the bus at index [code]bus_idx[/code] is bypassing "
- "effects."
- msgstr ""
- "Si [code]true[/code], el bus en el índice [code]bus_idx[/code] está "
- "ignorando los efectos."
- #: doc/classes/AudioServer.xml
- msgid ""
- "If [code]true[/code], the effect at index [code]effect_idx[/code] on the bus "
- "at index [code]bus_idx[/code] is enabled."
- msgstr ""
- "Si [code]true[/code], se activa el efecto en el índice [code]effect_idx[/"
- "code] del bus en al índice [code]bus_idx[/code] de bus habilidato."
- #: doc/classes/AudioServer.xml
- msgid "If [code]true[/code], the bus at index [code]bus_idx[/code] is muted."
- msgstr ""
- "Si [code]true[/code], el bus en el índice [code]bus_idx[/code] se silencia."
- #: doc/classes/AudioServer.xml
- msgid ""
- "If [code]true[/code], the bus at index [code]bus_idx[/code] is in solo mode."
- msgstr ""
- "Si [code]true[/code], el bus en el índice [code]bus_idx[/code] está en modo "
- "solo."
- #: doc/classes/AudioServer.xml
- msgid ""
- "Locks the audio driver's main loop.\n"
- "[b]Note:[/b] Remember to unlock it afterwards."
- msgstr ""
- "Bloquea el bucle principal del controlador de audio.\n"
- "[b]Nota:[/b] Recuerde desbloquearlo después."
- #: doc/classes/AudioServer.xml
- msgid ""
- "Moves the bus from index [code]index[/code] to index [code]to_index[/code]."
- msgstr ""
- "Mueve el bus desde el índice [code]index[/code] a índice [code]to_index[/"
- "code]."
- #: doc/classes/AudioServer.xml
- msgid "Removes the bus at index [code]index[/code]."
- msgstr "Elimina el bus en el índice [code]index[/code]."
- #: doc/classes/AudioServer.xml
- msgid ""
- "Removes the effect at index [code]effect_idx[/code] from the bus at index "
- "[code]bus_idx[/code]."
- msgstr ""
- "Elimina el efecto en el índice [code]effect_idx[/code] del bus en el índice "
- "[code]bus_idx[/code]."
- #: doc/classes/AudioServer.xml
- msgid "Overwrites the currently used [AudioBusLayout]."
- msgstr "Sobrescribe el [AudioBusLayout] actualmente utilizado."
- #: doc/classes/AudioServer.xml
- msgid ""
- "Sets the name of the bus at index [code]bus_idx[/code] to [code]name[/code]."
- msgstr ""
- "Establece el nombre del bus en el índice [code]bus_idx[/code] a [code]name[/"
- "code]."
- #: doc/classes/AudioServer.xml
- msgid ""
- "Connects the output of the bus at [code]bus_idx[/code] to the bus named "
- "[code]send[/code]."
- msgstr ""
- "Conecta la salida del bus en [code]bus_idx[/code] al bus llamado [code]send[/"
- "code]."
- #: doc/classes/AudioServer.xml
- msgid ""
- "Sets the volume of the bus at index [code]bus_idx[/code] to [code]volume_db[/"
- "code]."
- msgstr ""
- "Establece el volumen del bus en el índice [code]bus_idx[/code] a "
- "[code]volume_db[/code]."
- #: doc/classes/AudioServer.xml
- msgid "Swaps the position of two effects in bus [code]bus_idx[/code]."
- msgstr "Cambia la posición de dos efectos en el bus [code]bus_idx[/code]."
- #: doc/classes/AudioServer.xml
- msgid ""
- "Unlocks the audio driver's main loop. (After locking it, you should always "
- "unlock it.)"
- msgstr ""
- "Desbloquea el bucle principal del controlador de audio. (Después de "
- "cerrarlo, siempre debes abrirlo.)"
- #: doc/classes/AudioServer.xml
- msgid "Number of available audio buses."
- msgstr "Número de buses de audio disponibles."
- #: doc/classes/AudioServer.xml
- msgid ""
- "Name of the current device for audio input (see [method "
- "capture_get_device_list]). On systems with multiple audio inputs (such as "
- "analog, USB and HDMI audio), this can be used to select the audio input "
- "device. The value [code]\"Default\"[/code] will record audio on the system-"
- "wide default audio input. If an invalid device name is set, the value will "
- "be reverted back to [code]\"Default\"[/code].\n"
- "[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
- "[code]true[/code] for audio input to work. See also that setting's "
- "description for caveats related to permissions and operating system privacy "
- "settings."
- msgstr ""
- #: doc/classes/AudioServer.xml
- msgid ""
- "Name of the current device for audio output (see [method get_device_list]). "
- "On systems with multiple audio outputs (such as analog, USB and HDMI audio), "
- "this can be used to select the audio output device. The value "
- "[code]\"Default\"[/code] will play audio on the system-wide default audio "
- "output. If an invalid device name is set, the value will be reverted back to "
- "[code]\"Default\"[/code]."
- msgstr ""
- #: doc/classes/AudioServer.xml
- msgid ""
- "Scales the rate at which audio is played (i.e. setting it to [code]0.5[/"
- "code] will make the audio be played twice as fast)."
- msgstr ""
- "Escala la velocidad a la que se reproduce el audio (es decir, si se ajusta a "
- "[code]0,5[/code] el audio se reproducirá el doble de rápido)."
- #: doc/classes/AudioServer.xml
- msgid "Emitted when the [AudioBusLayout] changes."
- msgstr "Se emite cuando cambia el [AudioBusLayout]."
- #: doc/classes/AudioServer.xml
- msgid "Two or fewer speakers were detected."
- msgstr "Se detectaron dos o menos altavoces."
- #: doc/classes/AudioServer.xml
- msgid "A 3.1 channel surround setup was detected."
- msgstr "Se detectó una configuración de sonido envolvente de 3.1 canales."
- #: doc/classes/AudioServer.xml
- msgid "A 5.1 channel surround setup was detected."
- msgstr "Se detectó una configuración de sonido envolvente de 5.1 canales."
- #: doc/classes/AudioServer.xml
- msgid "A 7.1 channel surround setup was detected."
- msgstr "Se detectó una configuración de sonido envolvente de 7.1 canales."
- #: doc/classes/AudioStream.xml
- msgid "Base class for audio streams."
- msgstr "Clase base para las transmisiones de audio."
- #: doc/classes/AudioStream.xml
- msgid ""
- "Base class for audio streams. Audio streams are used for sound effects and "
- "music playback, and support WAV (via [AudioStreamSample]) and OGG (via "
- "[AudioStreamOGGVorbis]) file formats."
- msgstr ""
- "Clase base para las transmisiones de audio. Los flujos de audio se usan para "
- "efectos de sonido y reproducción de música, y soportan los formatos de "
- "archivo WAV (a través de [AudioStreamSample]) y OGG (a través de "
- "[AudioStreamOGGVorbis])."
- #: doc/classes/AudioStream.xml doc/classes/AudioStreamPlayer.xml
- msgid "Audio streams"
- msgstr ""
- #: doc/classes/AudioStream.xml doc/classes/AudioStreamGenerator.xml
- #: doc/classes/AudioStreamGeneratorPlayback.xml
- #: doc/classes/AudioStreamPlayback.xml doc/classes/AudioStreamPlayer.xml
- #, fuzzy
- msgid "Audio Generator Demo"
- msgstr "Efecto de audio para audio."
- #: doc/classes/AudioStream.xml
- msgid "Returns the length of the audio stream in seconds."
- msgstr "Devuelve la duración del flujo de audio en segundos."
- #: doc/classes/AudioStreamGenerator.xml
- msgid "Audio stream that generates sounds procedurally."
- msgstr ""
- #: doc/classes/AudioStreamGenerator.xml
- msgid ""
- "This audio stream does not play back sounds, but expects a script to "
- "generate audio data for it instead. See also "
- "[AudioStreamGeneratorPlayback].\n"
- "See also [AudioEffectSpectrumAnalyzer] for performing real-time audio "
- "spectrum analysis.\n"
- "[b]Note:[/b] Due to performance constraints, this class is best used from C# "
- "or from a compiled language via GDNative. If you still want to use this "
- "class from GDScript, consider using a lower [member mix_rate] such as 11,025 "
- "Hz or 22,050 Hz."
- msgstr ""
- #: doc/classes/AudioStreamGenerator.xml
- msgid ""
- "The length of the buffer to generate (in seconds). Lower values result in "
- "less latency, but require the script to generate audio data faster, "
- "resulting in increased CPU usage and more risk for audio cracking if the CPU "
- "can't keep up."
- msgstr ""
- #: doc/classes/AudioStreamGenerator.xml
- msgid ""
- "The sample rate to use (in Hz). Higher values are more demanding for the CPU "
- "to generate, but result in better quality.\n"
- "In games, common sample rates in use are [code]11025[/code], [code]16000[/"
- "code], [code]22050[/code], [code]32000[/code], [code]44100[/code], and "
- "[code]48000[/code].\n"
- "According to the [url=https://en.wikipedia.org/wiki/"
- "Nyquist%E2%80%93Shannon_sampling_theorem]Nyquist-Shannon sampling theorem[/"
- "url], there is no quality difference to human hearing when going past 40,000 "
- "Hz (since most humans can only hear up to ~20,000 Hz, often less). If you "
- "are generating lower-pitched sounds such as voices, lower sample rates such "
- "as [code]32000[/code] or [code]22050[/code] may be usable with no loss in "
- "quality."
- msgstr ""
- #: doc/classes/AudioStreamGeneratorPlayback.xml
- msgid "Plays back audio generated using [AudioStreamGenerator]."
- msgstr ""
- #: doc/classes/AudioStreamGeneratorPlayback.xml
- msgid ""
- "This class is meant to be used with [AudioStreamGenerator] to play back the "
- "generated audio in real-time."
- msgstr ""
- #: doc/classes/AudioStreamGeneratorPlayback.xml
- #, fuzzy
- msgid ""
- "Returns [code]true[/code] if a buffer of the size [code]amount[/code] can be "
- "pushed to the audio sample data buffer without overflowing it, [code]false[/"
- "code] otherwise."
- msgstr ""
- "Devuelve [code]true[/code] si el [code]layer[/code] dado en el [member "
- "cull_mask] está activado, [code]false[/code] en caso contrario."
- #: doc/classes/AudioStreamGeneratorPlayback.xml
- #, fuzzy
- msgid "Clears the audio sample data buffer."
- msgstr "Contiene los datos de audio en bytes."
- #: doc/classes/AudioStreamGeneratorPlayback.xml
- #, fuzzy
- msgid ""
- "Returns the number of frames that can be pushed to the audio sample data "
- "buffer without overflowing it. If the result is [code]0[/code], the buffer "
- "is full."
- msgstr ""
- "Devuelve [code]true[/code] si el [code]layer[/code] dado en el [member "
- "cull_mask] está activado, [code]false[/code] en caso contrario."
- #: doc/classes/AudioStreamGeneratorPlayback.xml
- msgid ""
- "Pushes several audio data frames to the buffer. This is usually more "
- "efficient than [method push_frame] in C# and compiled languages via "
- "GDNative, but [method push_buffer] may be [i]less[/i] efficient in GDScript."
- msgstr ""
- #: doc/classes/AudioStreamGeneratorPlayback.xml
- msgid ""
- "Pushes a single audio data frame to the buffer. This is usually less "
- "efficient than [method push_buffer] in C# and compiled languages via "
- "GDNative, but [method push_frame] may be [i]more[/i] efficient in GDScript."
- msgstr ""
- #: doc/classes/AudioStreamMicrophone.xml
- msgid "Plays real-time audio input data."
- msgstr ""
- #: doc/classes/AudioStreamMicrophone.xml
- msgid ""
- "When used directly in an [AudioStreamPlayer] node, [AudioStreamMicrophone] "
- "plays back microphone input in real-time. This can be used in conjunction "
- "with [AudioEffectCapture] to process the data or save it.\n"
- "[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] must be "
- "[code]true[/code] for audio input to work. See also that setting's "
- "description for caveats related to permissions and operating system privacy "
- "settings."
- msgstr ""
- #: modules/minimp3/doc_classes/AudioStreamMP3.xml
- #, fuzzy
- msgid "MP3 audio stream driver."
- msgstr "Controlador de flujo de audio OGG Vorbis."
- #: modules/minimp3/doc_classes/AudioStreamMP3.xml
- #: modules/stb_vorbis/doc_classes/AudioStreamOGGVorbis.xml
- msgid "Contains the audio data in bytes."
- msgstr "Contiene los datos de audio en bytes."
- #: modules/minimp3/doc_classes/AudioStreamMP3.xml
- #: modules/stb_vorbis/doc_classes/AudioStreamOGGVorbis.xml
- msgid ""
- "If [code]true[/code], the stream will automatically loop when it reaches the "
- "end."
- msgstr ""
- "Si [code]true[/code], el stream se repite automáticamente cuando llega al "
- "final."
- #: modules/minimp3/doc_classes/AudioStreamMP3.xml
- #: modules/stb_vorbis/doc_classes/AudioStreamOGGVorbis.xml
- msgid "Time in seconds at which the stream starts after being looped."
- msgstr ""
- "Tiempo en segundos en el que el stream comienza después de ser enlazada."
- #: modules/stb_vorbis/doc_classes/AudioStreamOGGVorbis.xml
- msgid "OGG Vorbis audio stream driver."
- msgstr "Controlador de flujo de audio OGG Vorbis."
- #: doc/classes/AudioStreamPlayback.xml
- msgid "Meta class for playing back audio."
- msgstr "Meta clase para reproducir el audio."
- #: doc/classes/AudioStreamPlayback.xml
- msgid ""
- "Can play, loop, pause a scroll through audio. See [AudioStream] and "
- "[AudioStreamOGGVorbis] for usage."
- msgstr ""
- "Puede reproducir, hacer un bucle, pausar un desplazamiento a través del "
- "audio. Ver [AudioStream] y [AudioStreamOGGVorbis] para su uso."
- #: doc/classes/AudioStreamPlayer.xml
- msgid "Plays back audio non-positionally."
- msgstr "Reproduce el audio sin posición."
- #: doc/classes/AudioStreamPlayer.xml
- msgid ""
- "Plays an audio stream non-positionally.\n"
- "To play audio positionally, use [AudioStreamPlayer2D] or "
- "[AudioStreamPlayer3D] instead of [AudioStreamPlayer]."
- msgstr ""
- #: doc/classes/AudioStreamPlayer.xml
- msgid "Returns the position in the [AudioStream] in seconds."
- msgstr "Devuelve la posición en el [AudioStream] en segundos."
- #: doc/classes/AudioStreamPlayer.xml
- msgid ""
- "Returns the [AudioStreamPlayback] object associated with this "
- "[AudioStreamPlayer]."
- msgstr ""
- "Devuelve el objeto [AudioStreamPlayback] asociado a este [AudioStreamPlayer]."
- #: doc/classes/AudioStreamPlayer.xml
- msgid "Plays the audio from the given [code]from_position[/code], in seconds."
- msgstr "Reproduce el audio del [code]from_position[/code] dado, en segundos."
- #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
- #: doc/classes/AudioStreamPlayer3D.xml
- msgid "Sets the position from which audio will be played, in seconds."
- msgstr ""
- "Establece la posición desde la que se reproducirá el audio, en segundos."
- #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
- #: doc/classes/AudioStreamPlayer3D.xml
- msgid "Stops the audio."
- msgstr "Detiene el audio."
- #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
- msgid "If [code]true[/code], audio plays when added to scene tree."
- msgstr ""
- "Si [code]true[/code], el audio se reproduce cuando se añade al árbol de la "
- "escena."
- #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
- msgid ""
- "Bus on which this audio is playing.\n"
- "[b]Note:[/b] When setting this property, keep in mind that no validation is "
- "performed to see if the given name matches an existing bus. This is because "
- "audio bus layouts might be loaded after this property is set. If this given "
- "name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
- "code]."
- msgstr ""
- #: doc/classes/AudioStreamPlayer.xml
- msgid ""
- "If the audio configuration has more than two speakers, this sets the target "
- "channels. See [enum MixTarget] constants."
- msgstr ""
- "Si la configuración de audio tiene más de dos altavoces, esto establece los "
- "canales de destino. Ver las constantes de [enum MixTarget]."
- #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
- #: doc/classes/AudioStreamPlayer3D.xml
- msgid ""
- "The pitch and the tempo of the audio, as a multiplier of the audio sample's "
- "sample rate."
- msgstr ""
- "El tono y el tempo del audio, como multiplicador de la tasa de muestreo de "
- "la muestra de audio."
- #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
- #: doc/classes/AudioStreamPlayer3D.xml
- msgid "If [code]true[/code], audio is playing."
- msgstr "Si [code]true[/code], el audio se está reproduciendo."
- #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
- msgid "The [AudioStream] object to be played."
- msgstr "El objeto [AudioStream] que se va a reproducir."
- #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
- msgid ""
- "If [code]true[/code], the playback is paused. You can resume it by setting "
- "[code]stream_paused[/code] to [code]false[/code]."
- msgstr ""
- "Si [code]true[/code], la reproducción se interrumpe. Puede reanudarla "
- "ajustando [code]stream_paused[/code] a [code]false[/code]."
- #: doc/classes/AudioStreamPlayer.xml
- msgid "Volume of sound, in dB."
- msgstr "Volumen del sonido, en dB."
- #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
- #: doc/classes/AudioStreamPlayer3D.xml
- msgid "Emitted when the audio stops playing."
- msgstr "Emitido cuando el audio deja de reproducirse."
- #: doc/classes/AudioStreamPlayer.xml
- msgid "The audio will be played only on the first channel."
- msgstr "El audio se reproducirá sólo en el primer canal."
- #: doc/classes/AudioStreamPlayer.xml
- msgid "The audio will be played on all surround channels."
- msgstr "El audio se reproducirá en todos los canales de sonido envolvente."
- #: doc/classes/AudioStreamPlayer.xml
- msgid ""
- "The audio will be played on the second channel, which is usually the center."
- msgstr ""
- "El audio se reproducirá en el segundo canal, que suele ser el del centro."
- #: doc/classes/AudioStreamPlayer2D.xml
- #, fuzzy
- msgid "Plays positional sound in 2D space."
- msgstr "Reproduce el sonido 3D en el espacio 3D."
- #: doc/classes/AudioStreamPlayer2D.xml
- msgid ""
- "Plays audio that dampens with distance from a given position.\n"
- "By default, audio is heard from the screen center. This can be changed by "
- "adding a [Listener2D] node to the scene and enabling it by calling [method "
- "Listener2D.make_current] on it.\n"
- "See also [AudioStreamPlayer] to play a sound non-positionally.\n"
- "[b]Note:[/b] Hiding an [AudioStreamPlayer2D] node does not disable its audio "
- "output. To temporarily disable an [AudioStreamPlayer2D]'s audio output, set "
- "[member volume_db] to a very low value like [code]-100[/code] (which isn't "
- "audible to human hearing)."
- msgstr ""
- #: doc/classes/AudioStreamPlayer2D.xml doc/classes/AudioStreamPlayer3D.xml
- msgid "Returns the position in the [AudioStream]."
- msgstr "Devuelve la posición en el [AudioStream]."
- #: doc/classes/AudioStreamPlayer2D.xml
- msgid ""
- "Returns the [AudioStreamPlayback] object associated with this "
- "[AudioStreamPlayer2D]."
- msgstr ""
- "Devuelve el objeto [AudioStreamPlayback] asociado a este "
- "[AudioStreamPlayer2D]."
- #: doc/classes/AudioStreamPlayer2D.xml doc/classes/AudioStreamPlayer3D.xml
- msgid ""
- "Plays the audio from the given position [code]from_position[/code], in "
- "seconds."
- msgstr ""
- "Reproduce el audio desde la posición dada [code]de_posición[/code], en "
- "segundos."
- #: doc/classes/AudioStreamPlayer2D.xml
- msgid ""
- "Determines which [Area2D] layers affect the sound for reverb and audio bus "
- "effects. Areas can be used to redirect [AudioStream]s so that they play in a "
- "certain audio bus. An example of how you might use this is making a "
- "\"water\" area so that sounds played in the water are redirected through an "
- "audio bus to make them sound like they are being played underwater."
- msgstr ""
- #: doc/classes/AudioStreamPlayer2D.xml
- msgid "Dampens audio over distance with this as an exponent."
- msgstr "Amortigua el audio a distancia con esto como exponente."
- #: doc/classes/AudioStreamPlayer2D.xml
- msgid "Maximum distance from which audio is still hearable."
- msgstr "Distancia máxima desde la que se puede oír el audio."
- #: doc/classes/AudioStreamPlayer2D.xml
- msgid "Base volume without dampening."
- msgstr "Volumen de la base sin amortiguar."
- #: doc/classes/AudioStreamPlayer3D.xml
- #, fuzzy
- msgid "Plays positional sound in 3D space."
- msgstr "Reproduce el sonido 3D en el espacio 3D."
- #: doc/classes/AudioStreamPlayer3D.xml
- msgid ""
- "Plays a sound effect with directed sound effects, dampens with distance if "
- "needed, generates effect of hearable position in space. For greater realism, "
- "a low-pass filter is automatically applied to distant sounds. This can be "
- "disabled by setting [member attenuation_filter_cutoff_hz] to [code]20500[/"
- "code].\n"
- "By default, audio is heard from the camera position. This can be changed by "
- "adding a [Listener] node to the scene and enabling it by calling [method "
- "Listener.make_current] on it.\n"
- "See also [AudioStreamPlayer] to play a sound non-positionally.\n"
- "[b]Note:[/b] Hiding an [AudioStreamPlayer3D] node does not disable its audio "
- "output. To temporarily disable an [AudioStreamPlayer3D]'s audio output, set "
- "[member unit_db] to a very low value like [code]-100[/code] (which isn't "
- "audible to human hearing)."
- msgstr ""
- #: doc/classes/AudioStreamPlayer3D.xml
- msgid ""
- "Returns the [AudioStreamPlayback] object associated with this "
- "[AudioStreamPlayer3D]."
- msgstr ""
- "Devuelve el objeto [AudioStreamPlayback] asociado a este "
- "[AudioStreamPlayer3D]."
- #: doc/classes/AudioStreamPlayer3D.xml
- msgid ""
- "Determines which [Area] layers affect the sound for reverb and audio bus "
- "effects. Areas can be used to redirect [AudioStream]s so that they play in a "
- "certain audio bus. An example of how you might use this is making a "
- "\"water\" area so that sounds played in the water are redirected through an "
- "audio bus to make them sound like they are being played underwater."
- msgstr ""
- #: doc/classes/AudioStreamPlayer3D.xml
- msgid ""
- "Dampens audio using a low-pass filter above this frequency, in Hz. To "
- "disable the dampening effect entirely, set this to [code]20500[/code] as "
- "this frequency is above the human hearing limit."
- msgstr ""
- #: doc/classes/AudioStreamPlayer3D.xml
- #, fuzzy
- msgid "Amount how much the filter affects the loudness, in decibels."
- msgstr "Cantidad que muestra cuánto afecta el filtro al volumen, en dB."
- #: doc/classes/AudioStreamPlayer3D.xml
- msgid ""
- "Decides if audio should get quieter with distance linearly, quadratically, "
- "logarithmically, or not be affected by distance, effectively disabling "
- "attenuation."
- msgstr ""
- "Decide si el audio debe ser más silencioso con la distancia lineal, "
- "cuadrática, logarítmica, o no ser afectado por la distancia, desactivando "
- "efectivamente la atenuación."
- #: doc/classes/AudioStreamPlayer3D.xml
- #, fuzzy
- msgid ""
- "If [code]true[/code], audio plays when the AudioStreamPlayer3D node is added "
- "to scene tree."
- msgstr ""
- "Si [code]true[/code], el audio se reproduce cuando se añade al árbol de la "
- "escena."
- #: doc/classes/AudioStreamPlayer3D.xml
- msgid ""
- "The bus on which this audio is playing.\n"
- "[b]Note:[/b] When setting this property, keep in mind that no validation is "
- "performed to see if the given name matches an existing bus. This is because "
- "audio bus layouts might be loaded after this property is set. If this given "
- "name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
- "code]."
- msgstr ""
- #: doc/classes/AudioStreamPlayer3D.xml
- msgid ""
- "Decides in which step the [url=https://en.wikipedia.org/wiki/"
- "Doppler_effect]Doppler effect[/url] should be calculated.\n"
- "[b]Note:[/b] Only effective if the current [Camera]'s [member Camera."
- "doppler_tracking] property is set to a value other than [constant Camera."
- "DOPPLER_TRACKING_DISABLED]."
- msgstr ""
- #: doc/classes/AudioStreamPlayer3D.xml
- msgid "The angle in which the audio reaches cameras undampened."
- msgstr "El ángulo en el que el audio llega a las cámaras sin amortiguar."
- #: doc/classes/AudioStreamPlayer3D.xml
- msgid ""
- "If [code]true[/code], the audio should be dampened according to the "
- "direction of the sound."
- msgstr ""
- "Si [code]true[/code], el audio debe ser amortiguado de acuerdo a la "
- "dirección del sonido."
- #: doc/classes/AudioStreamPlayer3D.xml
- #, fuzzy
- msgid ""
- "Dampens audio if camera is outside of [member emission_angle_degrees] and "
- "[member emission_angle_enabled] is set by this factor, in decibels."
- msgstr ""
- "Amortigua el audio si la cámara está fuera de [member "
- "emission_angle_degrees] y [member emission_angle_enabled] se establece por "
- "este factor, en dB."
- #: doc/classes/AudioStreamPlayer3D.xml
- #, fuzzy
- msgid "Sets the absolute maximum of the soundlevel, in decibels."
- msgstr "Establece el máximo absoluto del nivel de sonido, en dB."
- #: doc/classes/AudioStreamPlayer3D.xml
- msgid ""
- "Sets the distance from which the [member out_of_range_mode] takes effect. "
- "Has no effect if set to 0."
- msgstr ""
- "Establece la distancia a partir de la cual el [member out_of_range_mode] "
- "tiene efecto. No tiene efecto si se pone a 0."
- #: doc/classes/AudioStreamPlayer3D.xml
- msgid ""
- "Decides if audio should pause when source is outside of [member "
- "max_distance] range."
- msgstr ""
- "Decide si el audio debe hacer una pausa cuando la fuente está fuera del "
- "rango de [member max_distance]."
- #: doc/classes/AudioStreamPlayer3D.xml
- #, fuzzy
- msgid "The [AudioStream] resource to be played."
- msgstr "El objeto [AudioStream] que se va a reproducir."
- #: doc/classes/AudioStreamPlayer3D.xml
- #, fuzzy
- msgid ""
- "If [code]true[/code], the playback is paused. You can resume it by setting "
- "[member stream_paused] to [code]false[/code]."
- msgstr ""
- "Si [code]true[/code], la reproducción se interrumpe. Puede reanudarla "
- "ajustando [code]stream_paused[/code] a [code]false[/code]."
- #: doc/classes/AudioStreamPlayer3D.xml
- #, fuzzy
- msgid "The base sound level unaffected by dampening, in decibels."
- msgstr "Nivel de sonido base no afectado por la amortiguación, en dB."
- #: doc/classes/AudioStreamPlayer3D.xml
- msgid ""
- "The factor for the attenuation effect. Higher values make the sound audible "
- "over a larger distance."
- msgstr ""
- #: doc/classes/AudioStreamPlayer3D.xml
- msgid "Linear dampening of loudness according to distance."
- msgstr "Amortiguación lineal de la sonido según la distancia."
- #: doc/classes/AudioStreamPlayer3D.xml
- msgid "Squared dampening of loudness according to distance."
- msgstr "Amortiguación cuadrada del sonido según la distancia."
- #: doc/classes/AudioStreamPlayer3D.xml
- msgid "Logarithmic dampening of loudness according to distance."
- msgstr "Amortiguación logarítmica del sonido según la distancia."
- #: doc/classes/AudioStreamPlayer3D.xml
- msgid ""
- "No dampening of loudness according to distance. The sound will still be "
- "heard positionally, unlike an [AudioStreamPlayer]. [constant "
- "ATTENUATION_DISABLED] can be combined with a [member max_distance] value "
- "greater than [code]0.0[/code] to achieve linear attenuation clamped to a "
- "sphere of a defined size."
- msgstr ""
- #: doc/classes/AudioStreamPlayer3D.xml
- msgid ""
- "Mix this audio in, even when it's out of range. This increases CPU usage, "
- "but keeps the sound playing at the correct position if the camera leaves and "
- "enters the [AudioStreamPlayer3D]'s [member max_distance] radius."
- msgstr ""
- #: doc/classes/AudioStreamPlayer3D.xml
- msgid ""
- "Pause this audio when it gets out of range. This decreases CPU usage, but "
- "will cause the sound to restart if the camera leaves and enters the "
- "[AudioStreamPlayer3D]'s [member max_distance] radius."
- msgstr ""
- #: doc/classes/AudioStreamPlayer3D.xml
- msgid "Disables doppler tracking."
- msgstr "Desactiva el rastreo doppler."
- #: doc/classes/AudioStreamPlayer3D.xml
- #, fuzzy
- msgid "Executes doppler tracking in idle step (every rendered frame)."
- msgstr "Ejecuta el rastreo doppler en el paso ocioso."
- #: doc/classes/AudioStreamPlayer3D.xml
- #, fuzzy
- msgid ""
- "Executes doppler tracking in physics step (every simulated physics frame)."
- msgstr "Ejecuta el rastreo doppler en el paso de la física."
- #: doc/classes/AudioStreamRandomPitch.xml
- msgid "Plays audio with random pitch shifting."
- msgstr "Reproduce el audio con un cambio de tono aleatorio."
- #: doc/classes/AudioStreamRandomPitch.xml
- msgid "Randomly varies pitch on each start."
- msgstr "Varía aleatoriamente el tono en cada inicio."
- #: doc/classes/AudioStreamRandomPitch.xml
- msgid "The current [AudioStream]."
- msgstr "El actual [AudioStream]."
- #: doc/classes/AudioStreamRandomPitch.xml
- msgid "The intensity of random pitch variation."
- msgstr "La intensidad de la variación del tono aleatorio."
- #: doc/classes/AudioStreamSample.xml
- msgid "Stores audio data loaded from WAV files."
- msgstr "Almacena datos de audio cargados desde archivos WAV."
- #: doc/classes/AudioStreamSample.xml
- #, fuzzy
- msgid ""
- "AudioStreamSample stores sound samples loaded from WAV files. To play the "
- "stored sound, use an [AudioStreamPlayer] (for non-positional audio) or "
- "[AudioStreamPlayer2D]/[AudioStreamPlayer3D] (for positional audio). The "
- "sound can be looped.\n"
- "This class can also be used to store dynamically-generated PCM audio data. "
- "See also [AudioStreamGenerator] for procedural audio generation."
- msgstr ""
- "AudioStreamSample almacena muestras de sonido cargadas desde archivos WAV. "
- "Para reproducir el sonido almacenado, utilice un [AudioStreamPlayer] (para "
- "audio no posicional) o [AudioStreamPlayer2D]/[AudioStreamPlayer3D] (para "
- "audio posicional). El sonido se puede reproducir en bucle.\n"
- "Esta clase también puede ser usada para almacenar datos de audio PCM "
- "generados dinámicamente."
- #: doc/classes/AudioStreamSample.xml
- msgid ""
- "Saves the AudioStreamSample as a WAV file to [code]path[/code]. Samples with "
- "IMA ADPCM format can't be saved.\n"
- "[b]Note:[/b] A [code].wav[/code] extension is automatically appended to "
- "[code]path[/code] if it is missing."
- msgstr ""
- "Guarda el AudioStreamSample como un archivo WAV en [code]path[/code]. Las "
- "muestras con formato IMA ADPCM no pueden ser guardadas.\n"
- "[b]Nota:[/b] Una extensión [code].wav[/code] se añade automáticamente a "
- "[code]path[/code] si falta."
- #: doc/classes/AudioStreamSample.xml
- msgid ""
- "Contains the audio data in bytes.\n"
- "[b]Note:[/b] This property expects signed PCM8 data. To convert unsigned "
- "PCM8 to signed PCM8, subtract 128 from each byte."
- msgstr ""
- "Contiene los datos de audio en bytes.\n"
- "[b]Nota:[/b] Esta propiedad espera datos firmados de PCM8. Para convertir "
- "PCM8 sin firmar en PCM8 firmado, reste 128 de cada byte."
- #: doc/classes/AudioStreamSample.xml
- msgid "Audio format. See [enum Format] constants for values."
- msgstr "Formato de audio. Véase las constantes [enum Format] para los valores."
- #: doc/classes/AudioStreamSample.xml
- msgid ""
- "The loop start point (in number of samples, relative to the beginning of the "
- "sample). This information will be imported automatically from the WAV file "
- "if present."
- msgstr ""
- "El punto de inicio del bucle (en número de muestras, en relación con el "
- "inicio de la muestra). Esta información se importará automáticamente desde "
- "el archivo WAV si está presente."
- #: doc/classes/AudioStreamSample.xml
- msgid ""
- "The loop end point (in number of samples, relative to the beginning of the "
- "sample). This information will be imported automatically from the WAV file "
- "if present."
- msgstr ""
- "El punto final del bucle (en número de muestras, relativo al comienzo de la "
- "muestra). Esta información se importará automáticamente desde el archivo WAV "
- "si está presente."
- #: doc/classes/AudioStreamSample.xml
- msgid ""
- "The loop mode. This information will be imported automatically from the WAV "
- "file if present. See [enum LoopMode] constants for values."
- msgstr ""
- "El modo de bucle. Esta información se importará automáticamente desde el "
- "archivo WAV si está presente. Ver las constantes [enum LoopMode] para los "
- "valores."
- #: doc/classes/AudioStreamSample.xml
- msgid ""
- "The sample rate for mixing this audio. Higher values require more storage "
- "space, but result in better quality.\n"
- "In games, common sample rates in use are [code]11025[/code], [code]16000[/"
- "code], [code]22050[/code], [code]32000[/code], [code]44100[/code], and "
- "[code]48000[/code].\n"
- "According to the [url=https://en.wikipedia.org/wiki/"
- "Nyquist%E2%80%93Shannon_sampling_theorem]Nyquist-Shannon sampling theorem[/"
- "url], there is no quality difference to human hearing when going past 40,000 "
- "Hz (since most humans can only hear up to ~20,000 Hz, often less). If you "
- "are using lower-pitched sounds such as voices, lower sample rates such as "
- "[code]32000[/code] or [code]22050[/code] may be usable with no loss in "
- "quality."
- msgstr ""
- #: doc/classes/AudioStreamSample.xml
- msgid "If [code]true[/code], audio is stereo."
- msgstr "Si [code]true[/code], el audio es estéreo."
- #: doc/classes/AudioStreamSample.xml
- msgid "8-bit audio codec."
- msgstr "Códec de audio de 8 bits."
- #: doc/classes/AudioStreamSample.xml
- msgid "16-bit audio codec."
- msgstr "Códec de audio de 16 bits."
- #: doc/classes/AudioStreamSample.xml
- msgid "Audio is compressed using IMA ADPCM."
- msgstr "El audio se comprime usando IMA ADPCM."
- #: doc/classes/AudioStreamSample.xml
- msgid "Audio does not loop."
- msgstr "El audio no se reproduce en bucle."
- #: doc/classes/AudioStreamSample.xml
- msgid ""
- "Audio loops the data between [member loop_begin] and [member loop_end], "
- "playing forward only."
- msgstr ""
- "El audio hace un bucle con los datos entre [member loop_begin] y [member "
- "loop_end], reproduciéndose sólo hacia adelante."
- #: doc/classes/AudioStreamSample.xml
- msgid ""
- "Audio loops the data between [member loop_begin] and [member loop_end], "
- "playing back and forth."
- msgstr ""
- "El audio hace un bucle con los datos entre [member loop_begin] y [member "
- "loop_end], reproduciéndose hacia adelante y hacia atrás."
- #: doc/classes/AudioStreamSample.xml
- msgid ""
- "Audio loops the data between [member loop_begin] and [member loop_end], "
- "playing backward only."
- msgstr ""
- "El audio hace un bucle con los datos entre [member loop_begin] y [member "
- "loop_end], reproduciéndose sólo hacia atrás."
- #: doc/classes/BackBufferCopy.xml
- msgid ""
- "Copies a region of the screen (or the whole screen) to a buffer so it can be "
- "accessed in your shader scripts through the "
- "[code]texture(SCREEN_TEXTURE, ...)[/code] function."
- msgstr ""
- "Copia una región de la pantalla (o toda la pantalla) a un búfer para que se "
- "pueda acceder a ella en sus shader scripts a través de la función "
- "[code]texture(SCREEN_TEXTURE, ...)[/code]."
- #: doc/classes/BackBufferCopy.xml
- #, fuzzy
- msgid ""
- "Node for back-buffering the currently-displayed screen. The region defined "
- "in the [BackBufferCopy] node is buffered with the content of the screen it "
- "covers, or the entire screen according to the copy mode set. Use the "
- "[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
- "access the buffer.\n"
- "[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
- "anchors and margins won't apply to child [Control]-derived nodes. This can "
- "be problematic when resizing the window. To avoid this, add [Control]-"
- "derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
- "adding them as children."
- msgstr ""
- "Nodo para hacer un back-buffer en la pantalla que se muestra actualmente. La "
- "región definida en el nodo BackBufferCopy se almacena en un búfer con el "
- "contenido de la pantalla que cubre, o la pantalla entera según el modo de "
- "copia establecido. Usa la función [code]texture(SCREEN_TEXTURE, ...)[/code] "
- "en tus shader scripts para acceder al buffer.\n"
- "[b]Nota:[/b] Como este nodo hereda de [Nodo2D] (y no de [Control]), los "
- "anclajes y márgenes no se aplicarán a los nodos derivados de [Control]. Esto "
- "puede ser problemático al redimensionar la ventana. Para evitar esto, "
- "agregue los nodos derivados de [Control] como [i]hermanos[/i] al nodo "
- "BackBufferCopy en lugar de agregarlos como niños."
- #: doc/classes/BackBufferCopy.xml
- msgid "Buffer mode. See [enum CopyMode] constants."
- msgstr "Modo de búfer. Ver las constantes de [enum CopyMode]."
- #: doc/classes/BackBufferCopy.xml
- #, fuzzy
- msgid ""
- "The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
- "[constant COPY_MODE_RECT]."
- msgstr ""
- "El área cubierta por el BackBufferCopy. Sólo se usa si [member copy_mode] es "
- "[constant COPY_MODE_RECT]."
- #: doc/classes/BackBufferCopy.xml
- #, fuzzy
- msgid ""
- "Disables the buffering mode. This means the [BackBufferCopy] node will "
- "directly use the portion of screen it covers."
- msgstr ""
- "Deshabilita el modo de almacenamiento intermedio. Esto significa que el nodo "
- "BackBufferCopy utilizará directamente la parte de la pantalla que cubre."
- #: doc/classes/BackBufferCopy.xml
- #, fuzzy
- msgid "[BackBufferCopy] buffers a rectangular region."
- msgstr "BackBufferCopy almacena una región rectangular."
- #: doc/classes/BackBufferCopy.xml
- #, fuzzy
- msgid "[BackBufferCopy] buffers the entire screen."
- msgstr "BackBufferCopy almacena toda la pantalla."
- #: doc/classes/BakedLightmap.xml
- msgid "Prerendered indirect light map for a scene."
- msgstr ""
- #: doc/classes/BakedLightmap.xml
- msgid ""
- "Baked lightmaps are an alternative workflow for adding indirect (or baked) "
- "lighting to a scene. Unlike the [GIProbe] approach, baked lightmaps work "
- "fine on low-end PCs and mobile devices as they consume almost no resources "
- "in run-time.\n"
- "[b]Procedural generation:[/b] Lightmap baking functionality is only "
- "available in the editor. This means [BakedLightmap] is not suited to "
- "procedurally generated or user-built levels. For procedurally generated or "
- "user-built levels, use [GIProbe] instead.\n"
- "[b]Note:[/b] Due to how lightmaps work, most properties only have a visible "
- "effect once lightmaps are baked again."
- msgstr ""
- #: doc/classes/BakedLightmap.xml
- msgid ""
- "Bakes the lightmap, scanning from the given [code]from_node[/code] root and "
- "saves the resulting [BakedLightmapData] in [code]data_save_path[/code]. If "
- "no root node is provided, parent of this node will be used as root instead. "
- "If no save path is provided it will try to match the path from the current "
- "[member light_data]."
- msgstr ""
- #: doc/classes/BakedLightmap.xml
- msgid ""
- "If [code]true[/code], the lightmapper will merge the textures for all meshes "
- "into one or several large layered textures. If [code]false[/code], every "
- "mesh will get its own lightmap texture, which is less efficient.\n"
- "[b]Note:[/b] Atlas lightmap rendering is only supported in GLES3, [i]not[/i] "
- "GLES2. Non-atlas lightmap rendering is supported by both GLES3 and GLES2. If "
- "[member ProjectSettings.rendering/quality/driver/fallback_to_gles2] is "
- "[code]true[/code], consider baking lightmaps with [member atlas_generate] "
- "set to [code]false[/code] so that the resulting lightmap is visible in both "
- "GLES3 and GLES2."
- msgstr ""
- #: doc/classes/BakedLightmap.xml
- msgid ""
- "Maximum size of each lightmap layer, only used when [member atlas_generate] "
- "is enabled."
- msgstr ""
- #: doc/classes/BakedLightmap.xml
- msgid ""
- "Raycasting bias used during baking to avoid floating point precision issues."
- msgstr ""
- #: doc/classes/BakedLightmap.xml
- msgid ""
- "The energy multiplier for each bounce. Higher values will make indirect "
- "lighting brighter. A value of [code]1.0[/code] represents physically "
- "accurate behavior, but higher values can be used to make indirect lighting "
- "propagate more visibly when using a low number of bounces. This can be used "
- "to speed up bake times by lowering the number of [member bounces] then "
- "increasing [member bounce_indirect_energy]. Unlike [member BakedLightmapData."
- "energy], this property does not affect direct lighting emitted by light "
- "nodes, emissive materials and the environment.\n"
- "[b]Note:[/b] [member bounce_indirect_energy] only has an effect if [member "
- "bounces] is set to a value greater than or equal to [code]1[/code]."
- msgstr ""
- #: doc/classes/BakedLightmap.xml
- msgid ""
- "Number of light bounces that are taken into account during baking. See also "
- "[member bounce_indirect_energy]."
- msgstr ""
- #: doc/classes/BakedLightmap.xml
- msgid "Grid size used for real-time capture information on dynamic objects."
- msgstr ""
- #: doc/classes/BakedLightmap.xml
- msgid ""
- "When enabled, an octree containing the scene's lighting information will be "
- "computed. This octree will then be used to light dynamic objects in the "
- "scene."
- msgstr ""
- #: doc/classes/BakedLightmap.xml
- msgid ""
- "Bias value to reduce the amount of light propagation in the captured octree."
- msgstr ""
- #: doc/classes/BakedLightmap.xml
- msgid "Bake quality of the capture data."
- msgstr ""
- #: doc/classes/BakedLightmap.xml
- msgid ""
- "If a baked mesh doesn't have a UV2 size hint, this value will be used to "
- "roughly compute a suitable lightmap size."
- msgstr ""
- #: doc/classes/BakedLightmap.xml
- msgid ""
- "The environment color when [member environment_mode] is set to [constant "
- "ENVIRONMENT_MODE_CUSTOM_COLOR]."
- msgstr ""
- #: doc/classes/BakedLightmap.xml
- msgid ""
- "The energy scaling factor when when [member environment_mode] is set to "
- "[constant ENVIRONMENT_MODE_CUSTOM_COLOR] or [constant "
- "ENVIRONMENT_MODE_CUSTOM_SKY]."
- msgstr ""
- #: doc/classes/BakedLightmap.xml
- #, fuzzy
- msgid ""
- "The [Sky] resource to use when [member environment_mode] is set o [constant "
- "ENVIRONMENT_MODE_CUSTOM_SKY]."
- msgstr ""
- "El fondo utilizado cuando [member overlay] se establece en [constant "
- "OVERLAY_POSITION]."
- #: doc/classes/BakedLightmap.xml
- #, fuzzy
- msgid "The rotation of the baked custom sky."
- msgstr "La raíz de la escena editada."
- #: doc/classes/BakedLightmap.xml
- msgid ""
- "Minimum ambient light for all the lightmap texels. This doesn't take into "
- "account any occlusion from the scene's geometry, it simply ensures a minimum "
- "amount of light on all the lightmap texels. Can be used for artistic control "
- "on shadow color."
- msgstr ""
- #: doc/classes/BakedLightmap.xml
- msgid "Decides which environment to use during baking."
- msgstr ""
- #: doc/classes/BakedLightmap.xml
- msgid ""
- "Size of the baked lightmap. Only meshes inside this region will be included "
- "in the baked lightmap, also used as the bounds of the captured region for "
- "dynamic lighting."
- msgstr ""
- #: doc/classes/BakedLightmap.xml
- msgid ""
- "Deprecated, in previous versions it determined the location where lightmaps "
- "were be saved."
- msgstr ""
- #: doc/classes/BakedLightmap.xml
- #, fuzzy
- msgid "The calculated light data."
- msgstr "La altura de la cápsula."
- #: doc/classes/BakedLightmap.xml
- msgid ""
- "Determines the amount of samples per texel used in indirect light baking. "
- "The amount of samples for each quality level can be configured in the "
- "project settings."
- msgstr ""
- #: doc/classes/BakedLightmap.xml
- msgid ""
- "Store full color values in the lightmap textures. When disabled, lightmap "
- "textures will store a single brightness channel. Can be disabled to reduce "
- "disk usage if the scene contains only white lights or you don't mind losing "
- "color information in indirect lighting."
- msgstr ""
- #: doc/classes/BakedLightmap.xml
- msgid ""
- "When enabled, a lightmap denoiser will be used to reduce the noise inherent "
- "to Monte Carlo based global illumination."
- msgstr ""
- #: doc/classes/BakedLightmap.xml
- msgid ""
- "If [code]true[/code], stores the lightmap textures in a high dynamic range "
- "format (EXR). If [code]false[/code], stores the lightmap texture in a low "
- "dynamic range PNG image. This can be set to [code]false[/code] to reduce "
- "disk usage, but light values over 1.0 will be clamped and you may see "
- "banding caused by the reduced precision.\n"
- "[b]Note:[/b] Setting [member use_hdr] to [code]true[/code] will decrease "
- "lightmap banding even when using the GLES2 backend or if [member "
- "ProjectSettings.rendering/quality/depth/hdr] is [code]false[/code]."
- msgstr ""
- #: doc/classes/BakedLightmap.xml
- msgid "The lowest bake quality mode. Fastest to calculate."
- msgstr ""
- #: doc/classes/BakedLightmap.xml
- #, fuzzy
- msgid "The default bake quality mode."
- msgstr "La fuente por defecto."
- #: doc/classes/BakedLightmap.xml
- msgid "A higher bake quality mode. Takes longer to calculate."
- msgstr ""
- #: doc/classes/BakedLightmap.xml
- msgid "The highest bake quality mode. Takes the longest to calculate."
- msgstr ""
- #: doc/classes/BakedLightmap.xml
- #, fuzzy
- msgid "Baking was successful."
- msgstr "La conexion tuvo éxito."
- #: doc/classes/BakedLightmap.xml
- msgid ""
- "Returns if no viable save path is found. This can happen where an [member "
- "image_path] is not specified or when the save location is invalid."
- msgstr ""
- #: doc/classes/BakedLightmap.xml doc/classes/SpatialMaterial.xml
- msgid "Currently unused."
- msgstr "Actualmente sin uso."
- #: doc/classes/BakedLightmap.xml
- #, fuzzy
- msgid "Returns when the baker cannot save per-mesh textures to file."
- msgstr "Devuelve el número de formas asignadas a un tile."
- #: doc/classes/BakedLightmap.xml
- #, fuzzy
- msgid "The size of the generated lightmaps is too large."
- msgstr "El tamaño del plano generado."
- #: doc/classes/BakedLightmap.xml
- msgid "Some mesh contains UV2 values outside the [code][0,1][/code] range."
- msgstr ""
- #: doc/classes/BakedLightmap.xml
- #, fuzzy
- msgid "Returns if user cancels baking."
- msgstr "Devuelve el botón de cancelación."
- #: doc/classes/BakedLightmap.xml
- msgid ""
- "Returns if lightmapper can't be created. Unless you are using a custom "
- "lightmapper, please report this as bug."
- msgstr ""
- #: doc/classes/BakedLightmap.xml
- msgid ""
- "There is no root node to start baking from. Either provide [code]from_node[/"
- "code] argument or attach this node to a parent that should be used as root."
- msgstr ""
- #: doc/classes/BakedLightmap.xml
- msgid "No environment is used during baking."
- msgstr ""
- #: doc/classes/BakedLightmap.xml
- msgid "The baked environment is automatically picked from the current scene."
- msgstr ""
- #: doc/classes/BakedLightmap.xml
- msgid "A custom sky is used as environment during baking."
- msgstr ""
- #: doc/classes/BakedLightmap.xml
- #, fuzzy
- msgid "A custom solid color is used as environment during baking."
- msgstr ""
- "La [World2D] personalizada que puede ser usada como fuente de entorno 2D."
- #: doc/classes/BakedLightmapData.xml
- msgid ""
- "Global energy multiplier for baked and dynamic capture objects. This can be "
- "changed at run-time without having to bake lightmaps again.\n"
- "To adjust only the energy of indirect lighting (without affecting direct "
- "lighting or emissive materials), adjust [member BakedLightmap."
- "bounce_indirect_energy] and bake lightmaps again."
- msgstr ""
- #: doc/classes/BakedLightmapData.xml
- msgid ""
- "Controls whether dynamic capture objects receive environment lighting or not."
- msgstr ""
- #: doc/classes/BaseButton.xml
- msgid "Base class for different kinds of buttons."
- msgstr "Clase base para diferentes tipos de botones."
- #: doc/classes/BaseButton.xml
- msgid ""
- "BaseButton is the abstract base class for buttons, so it shouldn't be used "
- "directly (it doesn't display anything). Other types of buttons inherit from "
- "it."
- msgstr ""
- "BaseButton es la clase base abstracta para los botones, por lo que no debe "
- "usarse directamente (no muestra nada). Otros tipos de botones heredan de "
- "ella."
- #: doc/classes/BaseButton.xml
- msgid ""
- "Called when the button is pressed. If you need to know the button's pressed "
- "state (and [member toggle_mode] is active), use [method _toggled] instead."
- msgstr ""
- "Se llama cuando se presiona el botón. Si necesita saber el estado de "
- "pulsación del botón (y [member toggle_mode] está activo), utilice en su "
- "lugar el [method _toggled]."
- #: doc/classes/BaseButton.xml
- msgid ""
- "Called when the button is toggled (only if [member toggle_mode] is active)."
- msgstr ""
- "Se llama cuando se cambia el estado del botón(Activado/Desactivado) (sólo si "
- "[member toggle_mode] está activo)."
- #: doc/classes/BaseButton.xml
- msgid ""
- "Returns the visual state used to draw the button. This is useful mainly when "
- "implementing your own draw code by either overriding _draw() or connecting "
- "to \"draw\" signal. The visual state of the button is defined by the [enum "
- "DrawMode] enum."
- msgstr ""
- "Devuelve el estado visual utilizado para dibujar el botón. Esto es útil "
- "principalmente cuando implementas tu propio código de dibujo, ya sea "
- "anulando _draw() o conectando la señal de \"dibujo\". El estado visual del "
- "botón está definido por el enum [enum DrawMode]."
- #: doc/classes/BaseButton.xml
- msgid ""
- "Returns [code]true[/code] if the mouse has entered the button and has not "
- "left it yet."
- msgstr ""
- "Devuelve [code]true[/code] si el ratón ha entrado en el botón y no lo ha "
- "dejado todavía."
- #: doc/classes/BaseButton.xml
- msgid ""
- "Changes the [member pressed] state of the button, without emitting [signal "
- "toggled]. Use when you just want to change the state of the button without "
- "sending the pressed event (e.g. when initializing scene). Only works if "
- "[member toggle_mode] is [code]true[/code].\n"
- "[b]Note:[/b] This method doesn't unpress other buttons in its button [member "
- "group]."
- msgstr ""
- #: doc/classes/BaseButton.xml
- msgid ""
- "Determines when the button is considered clicked, one of the [enum "
- "ActionMode] constants."
- msgstr ""
- "Determina cuándo se considera que se ha hecho clic en el botón, una de las "
- "constantes de [enum ActionMode]."
- #: doc/classes/BaseButton.xml
- msgid ""
- "Binary mask to choose which mouse buttons this button will respond to.\n"
- "To allow both left-click and right-click, use [code]BUTTON_MASK_LEFT | "
- "BUTTON_MASK_RIGHT[/code]."
- msgstr ""
- "Máscara binaria para elegir a qué botones del ratón este botón responderá .\n"
- "Para permitir tanto el clic izquierdo como el derecho, use el "
- "[code]BUTTON_MASK_LEFT | BUTTON_MASK_RIGHT[/code]."
- #: doc/classes/BaseButton.xml
- msgid ""
- "If [code]true[/code], the button is in disabled state and can't be clicked "
- "or toggled."
- msgstr ""
- "Si [code]true[/code], el botón está en estado de desactivación y no se puede "
- "hacer clic o alternar el estado."
- #: doc/classes/BaseButton.xml
- msgid ""
- "[i]Deprecated.[/i] This property has been deprecated due to redundancy and "
- "will be removed in Godot 4.0. This property no longer has any effect when "
- "set. Please use [member Control.focus_mode] instead."
- msgstr ""
- #: doc/classes/BaseButton.xml
- msgid "[ButtonGroup] associated to the button."
- msgstr "[ButtonGroup] asociado al botón."
- #: doc/classes/BaseButton.xml
- msgid ""
- "If [code]true[/code], the button stays pressed when moving the cursor "
- "outside the button while pressing it.\n"
- "[b]Note:[/b] This property only affects the button's visual appearance. "
- "Signals will be emitted at the same moment regardless of this property's "
- "value."
- msgstr ""
- "Si [code]true[/code], el botón permanecee pulsado cuando el cursor se mueve "
- "fuera mientras se presiona.\n"
- "[b]Nota:[/b] Esta propiedad solo afecta la apariencia visual del botón. Se "
- "emitirán señales en el mismo momento sin tener en cuenta el valor de esta "
- "propiedad."
- #: doc/classes/BaseButton.xml
- msgid ""
- "If [code]true[/code], the button's state is pressed. Means the button is "
- "pressed down or toggled (if [member toggle_mode] is active). Only works if "
- "[member toggle_mode] is [code]true[/code].\n"
- "[b]Note:[/b] Setting [member pressed] will result in [signal toggled] to be "
- "emitted. If you want to change the pressed state without emitting that "
- "signal, use [method set_pressed_no_signal]."
- msgstr ""
- #: doc/classes/BaseButton.xml
- msgid "[ShortCut] associated to the button."
- msgstr "Atajo de teclado asociado al botón."
- #: doc/classes/BaseButton.xml
- msgid ""
- "If [code]true[/code], the button will add information about its shortcut in "
- "the tooltip."
- msgstr ""
- "Si [code]true[/code], el botón añadirá información sobre su atajo en el "
- "mensaje de ayuda."
- #: doc/classes/BaseButton.xml
- msgid ""
- "If [code]true[/code], the button is in toggle mode. Makes the button flip "
- "state between pressed and unpressed each time its area is clicked."
- msgstr ""
- "Si [code]true[/code], el botón está en modo de conmutación. Hace que el "
- "botón cambie de estado entre presionado y no presionado cada vez que se hace "
- "clic en su área."
- #: doc/classes/BaseButton.xml
- msgid "Emitted when the button starts being held down."
- msgstr "Emitido cuando el botón comienza a ser presionado."
- #: doc/classes/BaseButton.xml
- msgid "Emitted when the button stops being held down."
- msgstr "Emitido cuando el botón deja de ser presionado."
- #: doc/classes/BaseButton.xml
- msgid ""
- "Emitted when the button is toggled or pressed. This is on [signal "
- "button_down] if [member action_mode] is [constant ACTION_MODE_BUTTON_PRESS] "
- "and on [signal button_up] otherwise.\n"
- "If you need to know the button's pressed state (and [member toggle_mode] is "
- "active), use [signal toggled] instead."
- msgstr ""
- "Se emite cuando el botón se conmuta o se presiona. Esto está en [signal "
- "button_down] si el [member action_mode] es [constant "
- "ACTION_MODE_BUTTON_PRESS] y en [signal button_up] en caso contrario.\n"
- "Si necesita saber el estado de pulsación del botón (y [member toggle_mode] "
- "está activo), utilice [signal toggled] en su lugar."
- #: doc/classes/BaseButton.xml
- msgid ""
- "Emitted when the button was just toggled between pressed and normal states "
- "(only if [member toggle_mode] is active). The new state is contained in the "
- "[code]button_pressed[/code] argument."
- msgstr ""
- "Emitido cuando el botón acaba de conmutar entre los estados de pulsado y "
- "normal (sólo si [member toggle_mode] está activo). El nuevo estado está "
- "contenido en el argumento [code]button_pressed[/code]."
- #: doc/classes/BaseButton.xml
- msgid ""
- "The normal state (i.e. not pressed, not hovered, not toggled and enabled) of "
- "buttons."
- msgstr ""
- "El estado normal (es decir, no presionado, no encima del botón, no activado "
- "y activado) de los botones."
- #: doc/classes/BaseButton.xml
- msgid "The state of buttons are pressed."
- msgstr "El estado de los botones se presiona."
- #: doc/classes/BaseButton.xml
- msgid "The state of buttons are hovered."
- msgstr "El estado de los botones que tienen el cursor encima."
- #: doc/classes/BaseButton.xml
- msgid "The state of buttons are disabled."
- msgstr "El estado de los botones está desactivado."
- #: doc/classes/BaseButton.xml
- msgid "The state of buttons are both hovered and pressed."
- msgstr "El estado de los botones cuyo cursor esta encima y se presiona."
- #: doc/classes/BaseButton.xml
- msgid "Require just a press to consider the button clicked."
- msgstr "Requiere sólo una pulsación para considerar el botón pulsado."
- #: doc/classes/BaseButton.xml
- msgid ""
- "Require a press and a subsequent release before considering the button "
- "clicked."
- msgstr ""
- "Requiere de una pulsación y una posterior liberación antes de considerar el "
- "botón pulsado."
- #: doc/classes/Basis.xml
- msgid "3×3 matrix datatype."
- msgstr "Tipo de datos de matriz 3×3."
- #: doc/classes/Basis.xml
- msgid ""
- "3×3 matrix used for 3D rotation and scale. Almost always used as an "
- "orthogonal basis for a Transform.\n"
- "Contains 3 vector fields X, Y and Z as its columns, which are typically "
- "interpreted as the local basis vectors of a transformation. For such use, it "
- "is composed of a scaling and a rotation matrix, in that order (M = R.S).\n"
- "Can also be accessed as array of 3D vectors. These vectors are normally "
- "orthogonal to each other, but are not necessarily normalized (due to "
- "scaling).\n"
- "For more information, read the \"Matrices and transforms\" documentation "
- "article."
- msgstr ""
- "Matriz de 3×3 usada para la rotación y la escala 3D. Casi siempre se usa "
- "como base ortogonal para una Transformación.\n"
- "Contiene 3 campos vectoriales X, Y y Z como sus columnas, que son "
- "típicamente interpretados como los vectores base locales de una "
- "transformación. Para tal uso, se compone de una matriz de escalamiento y "
- "rotación, en ese orden (M = R.S).\n"
- "También se puede acceder a ella como matriz de vectores tridimensionales. "
- "Estos vectores son normalmente ortogonales entre sí, pero no están "
- "necesariamente normalizados (debido a la escala).\n"
- "Para más información, lea el artículo de documentación \"Matrices y "
- "transformaciones\"."
- #: doc/classes/Basis.xml doc/classes/Transform.xml doc/classes/Transform2D.xml
- msgid "Matrices and transforms"
- msgstr ""
- #: doc/classes/Basis.xml doc/classes/Quat.xml doc/classes/Transform.xml
- #, fuzzy
- msgid "Using 3D transforms"
- msgstr "Utiliza esto cuando uses las transformadas 3D."
- #: doc/classes/Basis.xml doc/classes/Line2D.xml doc/classes/Transform.xml
- #: doc/classes/Transform2D.xml doc/classes/Vector2.xml doc/classes/Vector3.xml
- msgid "Matrix Transform Demo"
- msgstr ""
- #: doc/classes/Basis.xml doc/classes/CylinderShape.xml
- #: doc/classes/Dictionary.xml doc/classes/DynamicFont.xml
- #: doc/classes/DynamicFontData.xml doc/classes/File.xml doc/classes/Input.xml
- #: doc/classes/InputEvent.xml doc/classes/InputEventAction.xml
- #: doc/classes/InputEventMouseMotion.xml doc/classes/KinematicBody.xml
- #: doc/classes/RayCast.xml doc/classes/StaticBody.xml
- #: doc/classes/SurfaceTool.xml doc/classes/TextureButton.xml
- #: doc/classes/TextureRect.xml doc/classes/Thread.xml
- #: doc/classes/VBoxContainer.xml
- msgid "3D Voxel Demo"
- msgstr ""
- #: doc/classes/Basis.xml doc/classes/Line2D.xml doc/classes/Transform.xml
- #: doc/classes/Transform2D.xml
- msgid "2.5D Demo"
- msgstr ""
- #: doc/classes/Basis.xml
- msgid "Constructs a pure rotation basis matrix from the given quaternion."
- msgstr ""
- "Construye una matriz de base de rotación pura a partir del cuaternario dado."
- #: doc/classes/Basis.xml
- msgid ""
- "Constructs a pure rotation basis matrix from the given Euler angles (in the "
- "YXZ convention: when *composing*, first Y, then X, and Z last), given in the "
- "vector format as (X angle, Y angle, Z angle).\n"
- "Consider using the [Quat] constructor instead, which uses a quaternion "
- "instead of Euler angles."
- msgstr ""
- "Construye una matriz de base de rotación pura a partir de los ángulos de "
- "Euler dados (en la convención YXZ: al *componer*, primero Y, luego X y Z en "
- "último lugar), dados en el formato vectorial como (ángulo X, ángulo Y, "
- "ángulo Z).\n"
- "Considere el uso del constructor [Quat] en su lugar, que utiliza un "
- "cuaternio en lugar de los ángulos de Euler."
- #: doc/classes/Basis.xml
- #, fuzzy
- msgid ""
- "Constructs a pure rotation basis matrix, rotated around the given "
- "[code]axis[/code] by [code]angle[/code] (in radians). The axis must be a "
- "normalized vector."
- msgstr ""
- "Construye una matriz de base de rotación pura, rotada alrededor del "
- "[code]axis[/code] dado por el [code]phi[/code], en radianes. El eje debe ser "
- "un vector normalizado."
- #: doc/classes/Basis.xml
- msgid "Constructs a basis matrix from 3 axis vectors (matrix columns)."
- msgstr ""
- "Construye una matriz base a partir de vectores de 3 ejes (columnas de la "
- "matriz)."
- #: doc/classes/Basis.xml
- msgid ""
- "Returns the determinant of the basis matrix. If the basis is uniformly "
- "scaled, its determinant is the square of the scale.\n"
- "A negative determinant means the basis has a negative scale. A zero "
- "determinant means the basis isn't invertible, and is usually considered "
- "invalid."
- msgstr ""
- "Devuelve el determinante de la matriz base. Si la base está uniformemente "
- "escalada, su determinante es el cuadrado de la escala.\n"
- "Un determinante negativo significa que la base tiene una escala negativa. Un "
- "determinante cero significa que la base no es invertible, y normalmente se "
- "considera inválida."
- #: doc/classes/Basis.xml
- msgid ""
- "Returns the basis's rotation in the form of Euler angles (in the YXZ "
- "convention: when decomposing, first Z, then X, and Y last). The returned "
- "vector contains the rotation angles in the format (X angle, Y angle, Z "
- "angle).\n"
- "Consider using the [method get_rotation_quat] method instead, which returns "
- "a [Quat] quaternion instead of Euler angles."
- msgstr ""
- "Devuelve la rotación de la base en forma de ángulos de Euler (en la "
- "convención YXZ: al descomponerse, primero Z, luego X, y por último Y). El "
- "vector devuelto contiene los ángulos de rotación en el formato (ángulo X, "
- "ángulo Y, ángulo Z).\n"
- "Considera usar el método [method get_rotation_quat] en su lugar, que "
- "devuelve una cuaternión [Quat] en lugar de ángulos Euler."
- #: doc/classes/Basis.xml
- msgid ""
- "This function considers a discretization of rotations into 24 points on unit "
- "sphere, lying along the vectors (x,y,z) with each component being either -1, "
- "0, or 1, and returns the index of the point best representing the "
- "orientation of the object. It is mainly used by the [GridMap] editor. For "
- "further details, refer to the Godot source code."
- msgstr ""
- "Esta función considera una discretización de las rotaciones en 24 puntos de "
- "la unidad de la esfera, situados a lo largo de los vectores (x,y,z), siendo "
- "cada componente -1, 0, o 1, y devuelve el índice del punto que mejor "
- "representa la orientación del objeto. Es utilizado principalmente por el "
- "editor [GridMap]. Para más detalles, consulte el código fuente de Godot."
- #: doc/classes/Basis.xml
- msgid ""
- "Returns the basis's rotation in the form of a quaternion. See [method "
- "get_euler] if you need Euler angles, but keep in mind quaternions should "
- "generally be preferred to Euler angles."
- msgstr ""
- "Devuelve la rotación de la base en forma de cuaternario. Véase [method "
- "get_euler] si necesita ángulos de Euler, pero tenga en cuenta que las "
- "cuaterniones generalmente deben ser preferidas a los ángulos de Euler."
- #: doc/classes/Basis.xml
- msgid ""
- "Assuming that the matrix is the combination of a rotation and scaling, "
- "return the absolute value of scaling factors along each axis."
- msgstr ""
- "Asumiendo que la matriz es la combinación de una rotación y un escalado, "
- "devuelve el valor absoluto de los factores de escala a lo largo de cada eje."
- #: doc/classes/Basis.xml
- msgid "Returns the inverse of the matrix."
- msgstr "Devuelve el inverso de la matriz."
- #: doc/classes/Basis.xml
- #, fuzzy
- msgid ""
- "Returns [code]true[/code] if this basis and [code]b[/code] are approximately "
- "equal, by calling [code]is_equal_approx[/code] on each component.\n"
- "[b]Note:[/b] For complicated reasons, the epsilon argument is always "
- "discarded. Don't use the epsilon argument, it does nothing."
- msgstr ""
- "Devuelve [code]true[/code] si esta base y [code]b[/code] son aproximadamente "
- "iguales, llamando a [code]is_equal_approx[/code] en cada componente."
- #: doc/classes/Basis.xml
- msgid ""
- "Returns the orthonormalized version of the matrix (useful to call from time "
- "to time to avoid rounding error for orthogonal matrices). This performs a "
- "Gram-Schmidt orthonormalization on the basis of the matrix."
- msgstr ""
- "Devuelve la versión ortonormalizada de la matriz (útil para llamar de vez en "
- "cuando para evitar el error de redondeo de las matrices ortogonales). "
- "Realiza una ortonormalización de Gram-Schmidt sobre la base de la matriz."
- #: doc/classes/Basis.xml
- #, fuzzy
- msgid ""
- "Introduce an additional rotation around the given axis by [code]angle[/code] "
- "(in radians). The axis must be a normalized vector."
- msgstr ""
- "Introducir una rotación adicional alrededor del eje dado por phi (radianes). "
- "El eje debe ser un vector normalizado."
- #: doc/classes/Basis.xml
- msgid ""
- "Introduce an additional scaling specified by the given 3D scaling factor."
- msgstr ""
- "Introducir una escalado adicional especificada por el factor de escala 3D "
- "dado."
- #: doc/classes/Basis.xml
- msgid ""
- "Assuming that the matrix is a proper rotation matrix, slerp performs a "
- "spherical-linear interpolation with another rotation matrix."
- msgstr ""
- "Asumiendo que la matriz es una matriz de rotación adecuada, slerp realiza "
- "una interpolación esférica-lineal con otra matriz de rotación."
- #: doc/classes/Basis.xml
- msgid "Transposed dot product with the X axis of the matrix."
- msgstr "Producto vectorial transpuesto con el eje X de la matriz."
- #: doc/classes/Basis.xml
- msgid "Transposed dot product with the Y axis of the matrix."
- msgstr "Producto vectorial transpuesto con el eje Y de la matriz."
- #: doc/classes/Basis.xml
- msgid "Transposed dot product with the Z axis of the matrix."
- msgstr "Producto vectorial transpuesto con el eje Z de la matriz."
- #: doc/classes/Basis.xml
- msgid "Returns the transposed version of the matrix."
- msgstr "Devuelve la versión transpuesta de la matriz."
- #: doc/classes/Basis.xml
- msgid "Returns a vector transformed (multiplied) by the matrix."
- msgstr "Devuelve un vector transformado (multiplicado) por la matriz."
- #: doc/classes/Basis.xml
- msgid ""
- "Returns a vector transformed (multiplied) by the transposed basis matrix.\n"
- "[b]Note:[/b] This results in a multiplication by the inverse of the matrix "
- "only if it represents a rotation-reflection."
- msgstr ""
- "Devuelve un vector transformado (multiplicado) por la matriz base "
- "transpuesta.\n"
- "[b]Nota:[/b] Esto da como resultado una multiplicación por el inverso de la "
- "matriz sólo si representa una rotación-reflexión."
- #: doc/classes/Basis.xml doc/classes/Transform2D.xml
- msgid ""
- "The basis matrix's X vector (column 0). Equivalent to array index [code]0[/"
- "code]."
- msgstr ""
- "El vector X de la matriz base (columna 0). Equivalente al índice de la "
- "matriz [code]0[/code]."
- #: doc/classes/Basis.xml doc/classes/Transform2D.xml
- msgid ""
- "The basis matrix's Y vector (column 1). Equivalent to array index [code]1[/"
- "code]."
- msgstr ""
- "El vector Y de la matriz base (columna 1). Equivalente al índice de la "
- "matriz [code]1[/code]."
- #: doc/classes/Basis.xml
- msgid ""
- "The basis matrix's Z vector (column 2). Equivalent to array index [code]2[/"
- "code]."
- msgstr ""
- "El vector Z de la matriz base (columna 2). Equivalente al índice de la "
- "matriz [code]2[/code]."
- #: doc/classes/Basis.xml
- msgid ""
- "The identity basis, with no rotation or scaling applied.\n"
- "This is identical to calling [code]Basis()[/code] without any parameters. "
- "This constant can be used to make your code clearer, and for consistency "
- "with C#."
- msgstr ""
- "La base de la identidad, sin rotación ni escalonamiento aplicado.\n"
- "Esto es idéntico a llamar a [code]Basis()[/code] sin ningún parámetro. Esta "
- "constante puede ser usada para hacer su código más claro, y para la "
- "consistencia con C#."
- #: doc/classes/Basis.xml
- msgid ""
- "The basis that will flip something along the X axis when used in a "
- "transformation."
- msgstr ""
- "La base que volteará algo a lo largo del eje X cuando se use en una "
- "transformación."
- #: doc/classes/Basis.xml
- msgid ""
- "The basis that will flip something along the Y axis when used in a "
- "transformation."
- msgstr ""
- "La base que volteará algo a lo largo del eje Y cuando se use en una "
- "transformación."
- #: doc/classes/Basis.xml
- msgid ""
- "The basis that will flip something along the Z axis when used in a "
- "transformation."
- msgstr ""
- "La base que volteará algo a lo largo del eje Z cuando se use en una "
- "transformación."
- #: doc/classes/BitMap.xml
- msgid "Boolean matrix."
- msgstr "Matriz booleana."
- #: doc/classes/BitMap.xml
- msgid ""
- "A two-dimensional array of boolean values, can be used to efficiently store "
- "a binary matrix (every matrix element takes only one bit) and query the "
- "values using natural cartesian coordinates."
- msgstr ""
- "Una matriz bidimensional de valores booleanos, puede ser usada para "
- "almacenar eficientemente una matriz binaria (cada elemento de la matriz toma "
- "sólo un bit) y consultar los valores usando coordenadas cartesianas "
- "naturales."
- #: doc/classes/BitMap.xml
- msgid ""
- "Returns an image of the same size as the bitmap and with a [enum Image."
- "Format] of type [code]FORMAT_L8[/code]. [code]true[/code] bits of the bitmap "
- "are being converted into white pixels, and [code]false[/code] bits into "
- "black."
- msgstr ""
- #: doc/classes/BitMap.xml
- msgid ""
- "Creates a bitmap with the specified size, filled with [code]false[/code]."
- msgstr ""
- "Crea un mapa de bits con el tamaño especificado, lleno de [code]false[/code]."
- #: doc/classes/BitMap.xml
- msgid ""
- "Creates a bitmap that matches the given image dimensions, every element of "
- "the bitmap is set to [code]false[/code] if the alpha value of the image at "
- "that position is equal to [code]threshold[/code] or less, and [code]true[/"
- "code] in other case."
- msgstr ""
- "Crea un mapa de bits que coincide con las dimensiones de la imagen dada, "
- "cada elemento del mapa de bits se establece en [code]false[/code] si el "
- "valor alfa de la imagen en esa posición es igual al umbral [code]threshold[/"
- "code] o menor, y [code]true[/code] en otro caso."
- #: doc/classes/BitMap.xml
- msgid "Returns bitmap's value at the specified position."
- msgstr "Devuelve el valor del mapa de bits en la posición especificada."
- #: doc/classes/BitMap.xml
- msgid "Returns bitmap's dimensions."
- msgstr "Devuelve las dimensiones del mapa de bits."
- #: doc/classes/BitMap.xml
- msgid ""
- "Returns the amount of bitmap elements that are set to [code]true[/code]."
- msgstr ""
- "Devuelve la cantidad de elementos de mapa de bits que están configurados a "
- "[code]true[/code]."
- #: doc/classes/BitMap.xml
- msgid ""
- "Applies morphological dilation or erosion to the bitmap. If [code]pixels[/"
- "code] is positive, dilation is applied to the bitmap. If [code]pixels[/code] "
- "is negative, erosion is applied to the bitmap. [code]rect[/code] defines the "
- "area where the morphological operation is applied. Pixels located outside "
- "the [code]rect[/code] are unaffected by [method grow_mask]."
- msgstr ""
- #: doc/classes/BitMap.xml
- #, fuzzy
- msgid "Resizes the image to [code]new_size[/code]."
- msgstr "Llena la imagen con un determinado [Color]."
- #: doc/classes/BitMap.xml
- msgid ""
- "Sets the bitmap's element at the specified position, to the specified value."
- msgstr ""
- "Establece el elemento del mapa de bits en la posición especificada, al valor "
- "especificado."
- #: doc/classes/BitMap.xml
- msgid "Sets a rectangular portion of the bitmap to the specified value."
- msgstr ""
- "Establece una porción rectangular del mapa de bits al valor especificado."
- #: doc/classes/BitmapFont.xml
- msgid ""
- "Renders text using fonts under the [url=https://www.angelcode.com/products/"
- "bmfont/]BMFont[/url] format.\n"
- "Handles files with the [code].fnt[/code] extension."
- msgstr ""
- "Renderiza el texto usando fuentes en el formato [url=https://www.angelcode."
- "com/products/bmfont/]BMFont[/url].\n"
- "Maneja archivos con la extensión [code].fnt[/code]."
- #: doc/classes/BitmapFont.xml
- msgid ""
- "Renders text using [code]*.fnt[/code] fonts containing texture atlases. "
- "Supports distance fields. For using vector font files like TTF directly, see "
- "[DynamicFont]."
- msgstr ""
- "Presenta el texto usando fuentes [code]*.fnt[/code] que contienen atlas de "
- "texturas. Soporta campos de distancia. Para usar directamente archivos de "
- "fuentes vectoriales como TTF, ver [DynamicFont]."
- #: doc/classes/BitmapFont.xml
- msgid ""
- "Adds a character to the font, where [code]character[/code] is the Unicode "
- "value, [code]texture[/code] is the texture index, [code]rect[/code] is the "
- "region in the texture (in pixels!), [code]align[/code] is the (optional) "
- "alignment for the character and [code]advance[/code] is the (optional) "
- "advance."
- msgstr ""
- "Añade un carácter a la fuente, donde [code]character[/code] es el valor "
- "Unicode, [code]texture[/code] es el índice de la textura, [code]rect[/code] "
- "es la región de la textura (¡en píxeles!), [code]align[/code] es la "
- "alineación (opcional) del carácter y [code]advance[/code] es el avance "
- "(opcional)."
- #: doc/classes/BitmapFont.xml
- msgid ""
- "Adds a kerning pair to the [BitmapFont] as a difference. Kerning pairs are "
- "special cases where a typeface advance is determined by the next character."
- msgstr ""
- "Añade un par de kerning a la [BitmapFont] como diferencia. Los pares de "
- "Kerning son casos especiales en los que el avance de un tipo de letra viene "
- "determinado por el siguiente carácter."
- #: doc/classes/BitmapFont.xml
- msgid "Adds a texture to the [BitmapFont]."
- msgstr "Añade una textura al [BitmapFont]."
- #: doc/classes/BitmapFont.xml
- msgid "Clears all the font data and settings."
- msgstr "Borra todos los datos y ajustes de la fuente."
- #: doc/classes/BitmapFont.xml
- msgid ""
- "Creates a BitmapFont from the [code]*.fnt[/code] file at [code]path[/code]."
- msgstr ""
- "Crea una fuente de mapa de bits a partir del archivo [code]*.fnt[/code] en "
- "[code]path[/code]."
- #: doc/classes/BitmapFont.xml
- msgid "Returns a kerning pair as a difference."
- msgstr "Devuelve un par de kerning como diferencia."
- #: doc/classes/BitmapFont.xml
- msgid "Returns the font atlas texture at index [code]idx[/code]."
- msgstr ""
- "Devuelve la textura de la fuente del atlas en el índice [code]idx[/code]."
- #: doc/classes/BitmapFont.xml
- msgid "Returns the number of textures in the BitmapFont atlas."
- msgstr "Devuelve el número de texturas en el atlas de BitmapFont."
- #: doc/classes/BitmapFont.xml
- msgid "Ascent (number of pixels above the baseline)."
- msgstr "Ascenso (número de píxeles por encima de la línea de base)."
- #: doc/classes/BitmapFont.xml
- msgid "If [code]true[/code], distance field hint is enabled."
- msgstr ""
- "Si [code]true[/code], la sugerencia de campo de distancia está activada."
- #: doc/classes/BitmapFont.xml
- msgid "The fallback font."
- msgstr "La fuente alternativa."
- #: doc/classes/BitmapFont.xml
- msgid "Total font height (ascent plus descent) in pixels."
- msgstr "Altura total de la fuente (ascenso más descenso) en píxeles."
- #: doc/classes/Bone2D.xml
- msgid "Joint used with [Skeleton2D] to control and animate other nodes."
- msgstr ""
- "Articulación usada con [Skeleton2D] para controlar y animar otros nodos."
- #: doc/classes/Bone2D.xml
- msgid ""
- "Use a hierarchy of [code]Bone2D[/code] bound to a [Skeleton2D] to control, "
- "and animate other [Node2D] nodes.\n"
- "You can use [code]Bone2D[/code] and [code]Skeleton2D[/code] nodes to animate "
- "2D meshes created with the Polygon 2D UV editor.\n"
- "Each bone has a [member rest] transform that you can reset to with [method "
- "apply_rest]. These rest poses are relative to the bone's parent.\n"
- "If in the editor, you can set the rest pose of an entire skeleton using a "
- "menu option, from the code, you need to iterate over the bones to set their "
- "individual rest poses."
- msgstr ""
- "Usar una jerarquía de [code]Bone2D[/code] unido a un [Skeleton2D] para "
- "controlar, y animar otros nodos [Node2D].\n"
- "Puedes usar [code]Bone2D[/code] y [code]Skeleton2D[/code] nodos para animar "
- "mallas 2D creadas con el editor UV de Polygon 2D.\n"
- "Cada hueso tiene una transformación [member rest] a la que puedes volver con "
- "[method apply_rest]. Estas poses de reposo son relativas al padre del "
- "hueso.\n"
- "Si en el editor puedes establecer la pose de reposo de un esqueleto entero "
- "usando una opción del menú, desde el código, necesitas iterar sobre los "
- "huesos para establecer sus poses de reposo individuales."
- #: doc/classes/Bone2D.xml
- msgid "Stores the node's current transforms in [member rest]."
- msgstr "Almacena las transformaciones del nodo actual en [member rest]."
- #: doc/classes/Bone2D.xml
- msgid ""
- "Returns the node's index as part of the entire skeleton. See [Skeleton2D]."
- msgstr ""
- "Devuelve el índice del nodo como parte de todo el esqueleto. Ver "
- "[Skeleton2D]."
- #: doc/classes/Bone2D.xml
- msgid ""
- "Returns the node's [member rest] [code]Transform2D[/code] if it doesn't have "
- "a parent, or its rest pose relative to its parent."
- msgstr ""
- "Devuelve el [member rest] [code]Transform2D[/code] del nodo si no tiene un "
- "padre, o su pose de reposo en relación con su padre."
- #: doc/classes/Bone2D.xml
- msgid ""
- "Length of the bone's representation drawn in the editor's viewport in pixels."
- msgstr ""
- "La longitud de la representación del hueso dibujada en la vista del editor "
- "en píxeles."
- #: doc/classes/Bone2D.xml
- msgid ""
- "Rest transform of the bone. You can reset the node's transforms to this "
- "value using [method apply_rest]."
- msgstr ""
- "La transformación en reposo del hueso. Puedes reajustar las transformaciones "
- "del nodo a este valor usando [method apply_rest]."
- #: doc/classes/BoneAttachment.xml
- msgid "A node that will attach to a bone."
- msgstr "Un nodo que se unirá a un hueso."
- #: doc/classes/BoneAttachment.xml
- #, fuzzy
- msgid ""
- "This node must be the child of a [Skeleton] node. You can then select a bone "
- "for this node to attach to. The BoneAttachment node will copy the transform "
- "of the selected bone."
- msgstr ""
- "Este nodo debe ser hijo de un nodo [Skeleton]. Entonces puedes seleccionar "
- "un hueso para este nodo para que se una a él. El nodo BoneAttachment3D "
- "copiará la transformación del hueso seleccionado."
- #: doc/classes/BoneAttachment.xml
- msgid "The name of the attached bone."
- msgstr "El nombre del hueso unido."
- #: doc/classes/bool.xml
- msgid "Boolean built-in type."
- msgstr "Tipo booleano incorporado."
- #: doc/classes/bool.xml
- #, fuzzy
- msgid ""
- "Boolean is a built-in type. There are two boolean values: [code]true[/code] "
- "and [code]false[/code]. You can think of it as a switch with on or off (1 or "
- "0) setting. Booleans are used in programming for logic in condition "
- "statements, like [code]if[/code] statements.\n"
- "Booleans can be directly used in [code]if[/code] statements. The code below "
- "demonstrates this on the [code]if can_shoot:[/code] line. You don't need to "
- "use [code]== true[/code], you only need [code]if can_shoot:[/code]. "
- "Similarly, use [code]if not can_shoot:[/code] rather than [code]== false[/"
- "code].\n"
- "[codeblock]\n"
- "var can_shoot = true\n"
- "\n"
- "func shoot():\n"
- " if can_shoot:\n"
- " pass # Perform shooting actions here.\n"
- "[/codeblock]\n"
- "The following code will only create a bullet if both conditions are met: "
- "action \"shoot\" is pressed and if [code]can_shoot[/code] is [code]true[/"
- "code].\n"
- "[b]Note:[/b] [code]Input.is_action_pressed(\"shoot\")[/code] is also a "
- "boolean that is [code]true[/code] when \"shoot\" is pressed and [code]false[/"
- "code] when \"shoot\" isn't pressed.\n"
- "[codeblock]\n"
- "var can_shoot = true\n"
- "\n"
- "func shoot():\n"
- " if can_shoot and Input.is_action_pressed(\"shoot\"):\n"
- " create_bullet()\n"
- "[/codeblock]\n"
- "The following code will set [code]can_shoot[/code] to [code]false[/code] and "
- "start a timer. This will prevent player from shooting until the timer runs "
- "out. Next [code]can_shoot[/code] will be set to [code]true[/code] again "
- "allowing player to shoot once again.\n"
- "[codeblock]\n"
- "var can_shoot = true\n"
- "onready var cool_down = $CoolDownTimer\n"
- "\n"
- "func shoot():\n"
- " if can_shoot and Input.is_action_pressed(\"shoot\"):\n"
- " create_bullet()\n"
- " can_shoot = false\n"
- " cool_down.start()\n"
- "\n"
- "func _on_CoolDownTimer_timeout():\n"
- " can_shoot = true\n"
- "[/codeblock]"
- msgstr ""
- "El booleano es un tipo incorporado. Hay dos valores booleanos: [code]true[/"
- "code] y [code]false[/code]. Puedes pensar en ello como un interruptor con un "
- "ajuste de encendido o apagado (1 o 0). Los valores booleanos se usan en la "
- "programación de la lógica de las declaraciones de condición, como las "
- "declaraciones [code]if[/code].\n"
- "Los booleanos se pueden utilizar directamente en las sentencias [code]if[/"
- "code]. El código que se muestra a continuación lo demuestra en la línea "
- "[code]if puede_disparar:[/code]. No es necesario usar [code]== true[/code], "
- "sólo necesitas [code]if puede_disparar:[/code]. De manera similar, usa "
- "[code]if not puede_dispara:[/code] en lugar de [code]== false[/code].\n"
- "[codeblock]\n"
- "var puede_disparar = true\n"
- "\n"
- "func dispara():\n"
- " si puede disparar:\n"
- " pass # Realizar acciones de disparo aquí.\n"
- "[/codeblock]\n"
- "El siguiente código sólo creará una bala si se cumplen ambas condiciones: se "
- "pulsa la acción \"disparar\" y si [code]puede_disparar[/code] es [code]true[/"
- "code].\n"
- "[b]Nota:[/b] [code]Input.is_action_pressed(\"disparar\")[/code] es también "
- "un booleano que es [code]true[/code] cuando se pulsa \"disparar\" y "
- "[code]false[/code] cuando no se pulsa \"disparar\".\n"
- "[codeblock]\n"
- "var puede_disparar = true\n"
- "\n"
- "func shoot():\n"
- " if puede disparar and Input.is_action_pressed(\"dispara\"):\n"
- " crear_bala()\n"
- "[/codeblock]\n"
- "El siguiente código pondrá [code]puede_disparar[/code] en [code]false[/code] "
- "e iniciará un temporizador. Esto evitará que el jugador dispare hasta que el "
- "temporizador se agote. El siguiente [code]puede_disparar[/code] se ajustará "
- "a [code]true[/code] de nuevo permitiendo al jugador disparar una vez más.\n"
- "[codeblock]\n"
- "var puede_disparar = true\n"
- "onready var enfriado = $CoolDownTimer\n"
- "\n"
- "func disparar():\n"
- " if puede_disparar y Input.is_action_pressed(\"dispara\"):\n"
- " crear_bala()\n"
- " puede_disparar = false\n"
- " enfriado.start()\n"
- "\n"
- "func _on_CoolDownTimer_timeout():\n"
- " puede_disparar = true\n"
- "[/codeblock]"
- #: doc/classes/bool.xml
- msgid ""
- "Cast an [int] value to a boolean value, this method will return [code]false[/"
- "code] if [code]0[/code] is passed in, and [code]true[/code] for all other "
- "ints."
- msgstr ""
- "Convierte un valor [int] a un valor booleano, este método devolverá "
- "[code]false[/code] si se pasa [code]0[/code], y [code]true[/code] para todos "
- "los demás valores enteros."
- #: doc/classes/bool.xml
- msgid ""
- "Cast a [float] value to a boolean value, this method will return "
- "[code]false[/code] if [code]0.0[/code] is passed in, and [code]true[/code] "
- "for all other floats."
- msgstr ""
- "Convierte un [float] a un valor booleano, este método devolverá [code]false[/"
- "code] si se pasa [code]0.0[/code], y [code]true[/code] para todos los demás "
- "números reales."
- #: doc/classes/bool.xml
- msgid ""
- "Cast a [String] value to a boolean value, this method will return "
- "[code]false[/code] if [code]\"\"[/code] is passed in, and [code]true[/code] "
- "for all non-empty strings.\n"
- "Examples: [code]bool(\"False\")[/code] returns [code]true[/code], "
- "[code]bool(\"\")[/code] returns [code]false[/code]."
- msgstr ""
- "Convierte un valor [String] a un valor booleano, este método devolverá "
- "[code]false[/code] si se pasa [code]\"[/code], y [code]true[/code] para "
- "todas las cadenas no vacías.\n"
- "Ejemplos: [code]bool(\"False\")[/code] devuelve [code]true[/code], "
- "[code]bool(\"\")[/code] devuelve [code]false[/code]."
- #: doc/classes/BoxContainer.xml
- msgid "Base class for box containers."
- msgstr "Clase de base para contenedores de caja."
- #: doc/classes/BoxContainer.xml
- #, fuzzy
- msgid ""
- "Arranges child controls vertically or horizontally, and rearranges the "
- "controls automatically when their minimum size changes."
- msgstr ""
- "Dispone los nodos infantiles [Control] vertical u horizontalmente, y los "
- "reordena automáticamente cuando cambia su tamaño mínimo."
- #: doc/classes/BoxContainer.xml
- #, fuzzy
- msgid ""
- "Adds a control to the box as a spacer. If [code]true[/code], [code]begin[/"
- "code] will insert the spacer control in front of other children."
- msgstr ""
- "Añade un nodo [Control] a la caja como espaciador. Si [code]begin[/code] es "
- "[code]true[/code], insertará el nodo [Control] delante de todos los demás "
- "niños."
- #: doc/classes/BoxContainer.xml
- #, fuzzy
- msgid ""
- "The alignment of the container's children (must be one of [constant "
- "ALIGN_BEGIN], [constant ALIGN_CENTER] or [constant ALIGN_END])."
- msgstr ""
- "La alineación de los hijos del contenedor (debe ser una de [constant "
- "ALIGN_BEGIN], [constant ALIGN_CENTER], o [constant ALIGN_END])."
- #: doc/classes/BoxContainer.xml
- msgid "Aligns children with the beginning of the container."
- msgstr "Alinea a los niños con el principio del contenedor."
- #: doc/classes/BoxContainer.xml
- msgid "Aligns children with the center of the container."
- msgstr "Alinea a los niños con el centro del contenedor."
- #: doc/classes/BoxContainer.xml
- msgid "Aligns children with the end of the container."
- msgstr "Alinea a los niños con el final del contenedor."
- #: doc/classes/BoxShape.xml
- msgid "Box shape resource."
- msgstr "Recurso en forma de caja."
- #: doc/classes/BoxShape.xml
- #, fuzzy
- msgid "3D box shape that can be a child of a [PhysicsBody] or [Area]."
- msgstr "Forma de caja 3D que puede ser un hijo de un [PhysicsBody] o [Area]."
- #: doc/classes/BoxShape.xml doc/classes/CapsuleShape.xml
- #: doc/classes/ConcavePolygonShape.xml doc/classes/ConvexPolygonShape.xml
- #: doc/classes/CylinderShape.xml doc/classes/ProjectSettings.xml
- #: doc/classes/RigidBody.xml doc/classes/SphereShape.xml
- #: doc/classes/StaticBody.xml
- msgid "3D Physics Tests Demo"
- msgstr ""
- #: doc/classes/BoxShape.xml doc/classes/CollisionShape.xml
- #: modules/gridmap/doc_classes/GridMap.xml doc/classes/KinematicBody.xml
- #: doc/classes/Mesh.xml doc/classes/MeshInstance.xml
- #: doc/classes/MeshLibrary.xml
- msgid "3D Kinematic Character Demo"
- msgstr ""
- #: doc/classes/BoxShape.xml
- msgid ""
- "The box's half extents. The width, height and depth of this shape is twice "
- "the half extents."
- msgstr ""
- "La caja es la mitad de la extensión. El ancho, la altura y la profundidad de "
- "esta forma es el doble de la mitad de la extensión."
- #: doc/classes/Button.xml
- msgid "Standard themed Button."
- msgstr "Botón temático estándar."
- #: doc/classes/Button.xml
- #, fuzzy
- msgid ""
- "Button is the standard themed button. It can contain text and an icon, and "
- "will display them according to the current [Theme].\n"
- "[b]Example of creating a button and assigning an action when pressed by code:"
- "[/b]\n"
- "[codeblock]\n"
- "func _ready():\n"
- " var button = Button.new()\n"
- " button.text = \"Click me\"\n"
- " button.connect(\"pressed\", self, \"_button_pressed\")\n"
- " add_child(button)\n"
- "\n"
- "func _button_pressed():\n"
- " print(\"Hello world!\")\n"
- "[/codeblock]\n"
- "Buttons (like all Control nodes) can also be created in the editor, but some "
- "situations may require creating them from code.\n"
- "See also [BaseButton] which contains common properties and methods "
- "associated with this node.\n"
- "[b]Note:[/b] Buttons do not interpret touch input and therefore don't "
- "support multitouch, since mouse emulation can only press one button at a "
- "given time. Use [TouchScreenButton] for buttons that trigger gameplay "
- "movement or actions, as [TouchScreenButton] supports multitouch."
- msgstr ""
- "El botón es el botón temático estándar. Puede contener texto y un icono, y "
- "los mostrará de acuerdo con el [Theme] actual.\n"
- "[b]Ejemplo de creación de un botón y asignación de una acción cuando se "
- "presiona por código:[/b]\n"
- "[codeblock]\n"
- "func _ready():\n"
- " var button = Button.new()\n"
- " button.text = \"Clickame\"\n"
- " button.connect(\"pressed\", self, \"_button_pressed\")\n"
- " add_child(button)\n"
- "\n"
- "func _button_pressed():\n"
- " print(\"Hola Mundo!\")\n"
- "[/codeblock]\n"
- "Los botones (como todos los nodos de Control) también pueden ser creados en "
- "el editor, pero algunas situaciones pueden requerir crearlos desde el código."
- #: doc/classes/Button.xml doc/classes/Dictionary.xml
- #: doc/classes/GridContainer.xml doc/classes/OS.xml
- #: doc/classes/PoolStringArray.xml doc/classes/ProjectSettings.xml
- #: doc/classes/ResourceLoader.xml doc/classes/RichTextLabel.xml
- msgid "OS Test Demo"
- msgstr ""
- #: doc/classes/Button.xml
- msgid ""
- "Text alignment policy for the button's text, use one of the [enum TextAlign] "
- "constants."
- msgstr ""
- "Política de alineación de texto para el texto del botón, usa una de las "
- "constantes [enum TextAlign]."
- #: doc/classes/Button.xml
- msgid ""
- "When this property is enabled, text that is too large to fit the button is "
- "clipped, when disabled the Button will always be wide enough to hold the "
- "text."
- msgstr ""
- "Cuando esta propiedad está activada, el texto que es demasiado grande para "
- "caber en el botón se recorta, cuando está desactivada el botón siempre será "
- "lo suficientemente ancho para contener el texto."
- #: doc/classes/Button.xml
- msgid ""
- "When enabled, the button's icon will expand/shrink to fit the button's size "
- "while keeping its aspect."
- msgstr ""
- "Cuando se habilita, el icono del botón se expandirá o encogerá para "
- "adaptarse al tamaño del botón, manteniendo su aspecto."
- #: doc/classes/Button.xml
- msgid "Flat buttons don't display decoration."
- msgstr "Los botones planos no muestran decoración."
- #: doc/classes/Button.xml
- msgid ""
- "Button's icon, if text is present the icon will be placed before the text.\n"
- "To edit margin and spacing of the icon, use [code]hseparation[/code] theme "
- "property of [Button] and [code]content_margin_*[/code] properties of the "
- "used [StyleBox]es."
- msgstr ""
- #: doc/classes/Button.xml
- msgid ""
- "Specifies if the icon should be aligned to the left, right, or center of a "
- "button. Uses the same [enum TextAlign] constants as the text alignment. If "
- "centered, text will draw on top of the icon."
- msgstr ""
- #: doc/classes/Button.xml doc/classes/LinkButton.xml
- msgid "The button's text that will be displayed inside the button's area."
- msgstr "El texto del botón que se mostrará dentro del área del botón."
- #: doc/classes/Button.xml
- msgid "Align the text to the left."
- msgstr "Alinea el texto a la izquierda."
- #: doc/classes/Button.xml
- msgid "Align the text to the center."
- msgstr "Alinea el texto con el centro."
- #: doc/classes/Button.xml
- msgid "Align the text to the right."
- msgstr "Alinea el texto a la derecha."
- #: doc/classes/Button.xml
- msgid "Default text [Color] of the [Button]."
- msgstr "[Color] del texto predeterminado del [Button]."
- #: doc/classes/Button.xml
- msgid "Text [Color] used when the [Button] is disabled."
- msgstr "[Color] del texto utilizado cuando el [Button] está desactivado."
- #: doc/classes/Button.xml
- msgid ""
- "Text [Color] used when the [Button] is focused. Only replaces the normal "
- "text color of the button. Disabled, hovered, and pressed states take "
- "precedence over this color."
- msgstr ""
- #: doc/classes/Button.xml
- msgid "Text [Color] used when the [Button] is being hovered."
- msgstr "[Color] del texto usado cuando el [Button] tiene encima el cursor."
- #: doc/classes/Button.xml
- msgid "Text [Color] used when the [Button] is being pressed."
- msgstr "[Color] del texto utilizado cuando se pulsa el [Button]."
- #: doc/classes/Button.xml
- msgid "The horizontal space between [Button]'s icon and text."
- msgstr "El espacio horizontal entre el icono y el texto de [Button]."
- #: doc/classes/Button.xml
- msgid "[Font] of the [Button]'s text."
- msgstr "[Font] del texto del [Button]."
- #: doc/classes/Button.xml
- msgid "[StyleBox] used when the [Button] is disabled."
- msgstr "[StyleBox] usado cuando el [Button] está desactivado."
- #: doc/classes/Button.xml
- msgid ""
- "[StyleBox] used when the [Button] is focused. It is displayed over the "
- "current [StyleBox], so using [StyleBoxEmpty] will just disable the focus "
- "visual effect."
- msgstr ""
- "[StyleBox] que se usa cuando el [Button] está enfocado. Se muestra sobre el "
- "[StyleBox] actual, por lo que al usar [StyleBoxEmpty] sólo desactivará el "
- "efecto visual de enfoque."
- #: doc/classes/Button.xml
- msgid "[StyleBox] used when the [Button] is being hovered."
- msgstr "[StyleBox] que se usa cuando el [Button] tiene encima el cursor."
- #: doc/classes/Button.xml
- msgid "Default [StyleBox] for the [Button]."
- msgstr "[StyleBox] por defecto para el [Button]."
- #: doc/classes/Button.xml
- msgid "[StyleBox] used when the [Button] is being pressed."
- msgstr "[StyleBox] que se usa cuando se presiona el [Button]."
- #: doc/classes/ButtonGroup.xml
- msgid "Group of Buttons."
- msgstr "Grupo de Botones."
- #: doc/classes/ButtonGroup.xml
- msgid ""
- "Group of [Button]. All direct and indirect children buttons become radios. "
- "Only one allows being pressed.\n"
- "[member BaseButton.toggle_mode] should be [code]true[/code]."
- msgstr ""
- "Grupo de [Button]. Todos los botones hijos directos e indirectos se "
- "convierten en radios. Sólo se permite a uno estar seleccionado.\n"
- "[member BaseButton.toggle_mode] debe ser [code]true[/code]."
- #: doc/classes/ButtonGroup.xml
- msgid ""
- "Returns an [Array] of [Button]s who have this as their [ButtonGroup] (see "
- "[member BaseButton.group])."
- msgstr ""
- "Devuelve una [Array] de [Button] que tiene esto como su [ButtonGroup] (ver "
- "[member BaseButton.group])."
- #: doc/classes/ButtonGroup.xml
- msgid "Returns the current pressed button."
- msgstr "Devuelve el botón pulsado."
- #: doc/classes/ButtonGroup.xml
- #, fuzzy
- msgid "Emitted when one of the buttons of the group is pressed."
- msgstr "Se emite cuando se presiona un botón de este controlador."
- #: doc/classes/CallbackTweener.xml
- #, fuzzy
- msgid "Calls the specified method after optional delay."
- msgstr "Bloquea el eje lineal o rotacional especificado."
- #: doc/classes/CallbackTweener.xml
- msgid ""
- "[CallbackTweener] is used to call a method in a tweening sequence. See "
- "[method SceneTreeTween.tween_callback] for more usage information.\n"
- "[b]Note:[/b] [method SceneTreeTween.tween_callback] is the only correct way "
- "to create [CallbackTweener]. Any [CallbackTweener] created manually will not "
- "function correctly."
- msgstr ""
- #: doc/classes/CallbackTweener.xml
- msgid ""
- "Makes the callback call delayed by given time in seconds. Example:\n"
- "[codeblock]\n"
- "var tween = get_tree().create_tween()\n"
- "tween.tween_callback(queue_free).set_delay(2) #this will call queue_free() "
- "after 2 seconds\n"
- "[/codeblock]"
- msgstr ""
- #: doc/classes/Camera.xml
- msgid "Camera node, displays from a point of view."
- msgstr "Nodo de cámara, muestra desde un punto de vista."
- #: doc/classes/Camera.xml
- #, fuzzy
- msgid ""
- "Camera is a special node that displays what is visible from its current "
- "location. Cameras register themselves in the nearest [Viewport] node (when "
- "ascending the tree). Only one camera can be active per viewport. If no "
- "viewport is available ascending the tree, the camera will register in the "
- "global viewport. In other words, a camera just provides 3D display "
- "capabilities to a [Viewport], and, without one, a scene registered in that "
- "[Viewport] (or higher viewports) can't be displayed."
- msgstr ""
- "[Camera] es un nodo especial que muestra lo que es visible desde su "
- "ubicación actual. Las cámaras se registran en el nodo [Viewport] más cercano "
- "(al ascender al árbol). Sólo una cámara puede estar activa por cada "
- "Viewport. Si no hay ninguna ventana disponible al ascender el árbol, la "
- "cámara se registrará en la ventana global. En otras palabras, una cámara "
- "sólo proporciona capacidades de visualización 3D a un [Viewport], y sin uno, "
- "una escena registrada en ese [Viewport] (o en los Viewports superiores) no "
- "puede visualizarse."
- #: doc/classes/Camera.xml
- msgid ""
- "If this is the current camera, remove it from being current. If "
- "[code]enable_next[/code] is [code]true[/code], request to make the next "
- "camera current, if any."
- msgstr ""
- "Si esta es la cámara actual, quítala de ser la actul. Si [code]enable_next[/"
- "code] es [code]true[/code], pide que se actualice la siguiente cámara, si la "
- "hay."
- #: doc/classes/Camera.xml
- #, fuzzy
- msgid "Returns the camera's RID from the [VisualServer]."
- msgstr "Devuelve el RID de la cámara del [VisualServer]."
- #: doc/classes/Camera.xml
- msgid ""
- "Returns the transform of the camera plus the vertical ([member v_offset]) "
- "and horizontal ([member h_offset]) offsets; and any other adjustments made "
- "to the position and orientation of the camera by subclassed cameras such as "
- "[ClippedCamera], [InterpolatedCamera] and [ARVRCamera]."
- msgstr ""
- #: doc/classes/Camera.xml
- msgid ""
- "Returns [code]true[/code] if the given [code]layer[/code] in the [member "
- "cull_mask] is enabled, [code]false[/code] otherwise."
- msgstr ""
- "Devuelve [code]true[/code] si el [code]layer[/code] dado en el [member "
- "cull_mask] está activado, [code]false[/code] en caso contrario."
- #: doc/classes/Camera.xml
- #, fuzzy
- msgid ""
- "Returns the camera's frustum planes in world space units as an array of "
- "[Plane]s in the following order: near, far, left, top, right, bottom. Not to "
- "be confused with [member frustum_offset]."
- msgstr ""
- "Devuelve los planos de frustum de la cámara en unidades del espacio mundo "
- "como un conjunto de [Plane]s en el siguiente orden: cerca, lejos, izquierda, "
- "arriba, derecha, abajo. No debe confundirse con [member frustum_offset]."
- #: doc/classes/Camera.xml
- msgid ""
- "Returns [code]true[/code] if the given position is behind the camera.\n"
- "[b]Note:[/b] A position which returns [code]false[/code] may still be "
- "outside the camera's field of view."
- msgstr ""
- "Devuelve [code]true[/code] si la posición dada está detrás de la cámara.\n"
- "[b]Nota:[/b] Una posición que devuelva [code]false[/code] puede seguir "
- "estando fuera del campo de visión de la camara."
- #: doc/classes/Camera.xml
- msgid ""
- "Makes this camera the current camera for the [Viewport] (see class "
- "description). If the camera node is outside the scene tree, it will attempt "
- "to become current once it's added."
- msgstr ""
- "Hace que esta cámara sea la cámara actual para el [Viewport] (ver "
- "descripción de la clase). Si el nodo de la cámara está fuera del árbol de la "
- "escena, intentará convertirse en actual una vez que se añada."
- #: doc/classes/Camera.xml
- msgid ""
- "Returns a normal vector from the screen point location directed along the "
- "camera. Orthogonal cameras are normalized. Perspective cameras account for "
- "perspective, screen width/height, etc."
- msgstr ""
- "Devuelve un vector normal de la ubicación del punto de la pantalla dirigido "
- "a lo largo de la cámara. Las cámaras ortogonales están normalizadas. Las "
- "cámaras de perspectiva tienen en cuenta la perspectiva, la anchura y la "
- "altura de la pantalla, etc."
- #: doc/classes/Camera.xml
- #, fuzzy
- msgid ""
- "Returns the 3D point in world space that maps to the given 2D coordinate in "
- "the [Viewport] rectangle on a plane that is the given [code]z_depth[/code] "
- "distance into the scene away from the camera."
- msgstr ""
- "Devuelve el punto 3D en el espacio del mundo que se mapea a la coordenada 2D "
- "dada en el rectángulo [Viewport] en un plano que es la distancia "
- "[code]z_profundidad[/code] dada en la escena lejos de la cámara."
- #: doc/classes/Camera.xml
- #, fuzzy
- msgid ""
- "Returns a normal vector in world space, that is the result of projecting a "
- "point on the [Viewport] rectangle by the inverse camera projection. This is "
- "useful for casting rays in the form of (origin, normal) for object "
- "intersection or picking."
- msgstr ""
- "Devuelve un vector normal en el espacio del mundo, que es el resultado de "
- "proyectar un punto en el rectángulo [Viewport] por la proyección de la "
- "cámara. Esto es útil para proyectar rayos en forma de (origen, normal) para "
- "la intersección o recolección de objetos."
- #: doc/classes/Camera.xml
- #, fuzzy
- msgid ""
- "Returns a 3D position in world space, that is the result of projecting a "
- "point on the [Viewport] rectangle by the inverse camera projection. This is "
- "useful for casting rays in the form of (origin, normal) for object "
- "intersection or picking."
- msgstr ""
- "Devuelve una posición 3D en el espacio mundo, que es el resultado de "
- "proyectar un punto en el rectángulo [Viewport] por la proyección de la "
- "cámara. Esto es útil para proyectar rayos en forma de (origen, normal) para "
- "la intersección o recolección de objetos."
- #: doc/classes/Camera.xml
- msgid ""
- "Enables or disables the given [code]layer[/code] in the [member cull_mask]."
- msgstr ""
- "Habilita o deshabilita la [code]layer[/code] dada en el [member cull_mask]."
- #: doc/classes/Camera.xml
- #, fuzzy
- msgid ""
- "Sets the camera projection to frustum mode (see [constant "
- "PROJECTION_FRUSTUM]), by specifying a [code]size[/code], an [code]offset[/"
- "code], and the [code]z_near[/code] and [code]z_far[/code] clip planes in "
- "world space units. See also [member frustum_offset]."
- msgstr ""
- "Establece la proyección de la cámara en modo frustum (ver [constant "
- "PROJECTION_FRUSTUM]), especificando un [code]size[/code], un [code]offset[/"
- "code], y los planos de corte [code]z_near[/code] y [code]z_far[/code] en "
- "unidades del espacio mundo."
- #: doc/classes/Camera.xml
- #, fuzzy
- msgid ""
- "Sets the camera projection to orthogonal mode (see [constant "
- "PROJECTION_ORTHOGONAL]), by specifying a [code]size[/code], and the "
- "[code]z_near[/code] and [code]z_far[/code] clip planes in world space units. "
- "(As a hint, 2D games often use this projection, with values specified in "
- "pixels.)"
- msgstr ""
- "Establece la proyección de la cámara en modo ortogonal (ver [constant "
- "PROJECTION_ORTHOGONAL]), especificando un [code]tamaño[/code], y los planos "
- "de corte [code]z_near[/code] y [code]z_far[/code] en unidades del espacio "
- "mundo. (Como pista, los juegos 2D suelen utilizar esta proyección, con "
- "valores especificados en píxeles.)"
- #: doc/classes/Camera.xml
- #, fuzzy
- msgid ""
- "Sets the camera projection to perspective mode (see [constant "
- "PROJECTION_PERSPECTIVE]), by specifying a [code]fov[/code] (field of view) "
- "angle in degrees, and the [code]z_near[/code] and [code]z_far[/code] clip "
- "planes in world space units."
- msgstr ""
- "Establece la proyección de la cámara en modo de perspectiva (ver [constant "
- "PROJECTION_PERSPECTIVE]), especificando un ángulo [code]fov[/code] (campo de "
- "visión) en grados, y los planos de corte [code]z_near[/code] y [code]z_far[/"
- "code] en unidades del espacio mundo."
- #: doc/classes/Camera.xml
- msgid ""
- "Returns the 2D coordinate in the [Viewport] rectangle that maps to the given "
- "3D point in world space.\n"
- "[b]Note:[/b] When using this to position GUI elements over a 3D viewport, "
- "use [method is_position_behind] to prevent them from appearing if the 3D "
- "point is behind the camera:\n"
- "[codeblock]\n"
- "# This code block is part of a script that inherits from Spatial.\n"
- "# `control` is a reference to a node inheriting from Control.\n"
- "control.visible = not get_viewport().get_camera()."
- "is_position_behind(global_transform.origin)\n"
- "control.rect_position = get_viewport().get_camera()."
- "unproject_position(global_transform.origin)\n"
- "[/codeblock]"
- msgstr ""
- #: doc/classes/Camera.xml
- msgid ""
- "The culling mask that describes which 3D render layers are rendered by this "
- "camera."
- msgstr ""
- "La máscara de selección que describe qué capas de renderizado 3D son "
- "renderizadas por esta cámara."
- #: doc/classes/Camera.xml
- msgid ""
- "If [code]true[/code], the ancestor [Viewport] is currently using this "
- "camera.\n"
- "If multiple cameras are in the scene, one will always be made current. For "
- "example, if two [Camera] nodes are present in the scene and only one is "
- "current, setting one camera's [member current] to [code]false[/code] will "
- "cause the other camera to be made current."
- msgstr ""
- #: doc/classes/Camera.xml
- msgid ""
- "If not [constant DOPPLER_TRACKING_DISABLED], this camera will simulate the "
- "[url=https://en.wikipedia.org/wiki/Doppler_effect]Doppler effect[/url] for "
- "objects changed in particular [code]_process[/code] methods. The Doppler "
- "effect is only simulated for [AudioStreamPlayer3D] nodes that have [member "
- "AudioStreamPlayer3D.doppler_tracking] set to a value other than [constant "
- "AudioStreamPlayer3D.DOPPLER_TRACKING_DISABLED].\n"
- "[b]Note:[/b] To toggle the Doppler effect preview in the editor, use the "
- "Perspective menu in the top-left corner of the 3D viewport and toggle "
- "[b]Enable Doppler[/b]."
- msgstr ""
- #: doc/classes/Camera.xml
- msgid "The [Environment] to use for this camera."
- msgstr "El [Environment] a utilizar para esta cámara."
- #: doc/classes/Camera.xml
- msgid ""
- "The distance to the far culling boundary for this camera relative to its "
- "local Z axis."
- msgstr ""
- "La distancia al límite lejano de selección de esta cámara en relación con su "
- "eje Z local."
- #: doc/classes/Camera.xml
- #, fuzzy
- msgid ""
- "The camera's field of view angle (in degrees). Only applicable in "
- "perspective mode. Since [member keep_aspect] locks one axis, [code]fov[/"
- "code] sets the other axis' field of view angle.\n"
- "For reference, the default vertical field of view value ([code]70.0[/code]) "
- "is equivalent to a horizontal FOV of:\n"
- "- ~86.07 degrees in a 4:3 viewport\n"
- "- ~96.50 degrees in a 16:10 viewport\n"
- "- ~102.45 degrees in a 16:9 viewport\n"
- "- ~117.06 degrees in a 21:9 viewport"
- msgstr ""
- "El ángulo del campo de visión de la cámara (en grados). Sólo aplicable en "
- "modo de perspectiva. Dado que [member keep_aspect] bloquea un eje, "
- "[code]fov[/code] establece el ángulo de campo de visión del otro eje.\n"
- "Como referencia, el valor por defecto del campo de visión vertical "
- "([code]75.0[/code]) es equivalente a un FOV horizontal de:\n"
- "- ~91.31 grados en una vista de 4:3\n"
- "- ~101.67 grados en un ángulo de visión de 16:10\n"
- "- ~107,51 grados en una vista de 16:9\n"
- "- ~121,63 grados en una vista de 21:9"
- #: doc/classes/Camera.xml
- #, fuzzy
- msgid ""
- "The camera's frustum offset. This can be changed from the default to create "
- "\"tilted frustum\" effects such as [url=https://zdoom.org/wiki/Y-shearing]Y-"
- "shearing[/url].\n"
- "[b]Note:[/b] Only effective if [member projection] is [constant "
- "PROJECTION_FRUSTUM]."
- msgstr ""
- "El desplazamiento de la cámara de frustum. Se puede cambiar desde el valor "
- "predeterminado para crear efectos de \"frustum inclinado\" como [url=https://"
- "zdoom.org/wiki/Y-shearing]Y-shearing[/url]."
- #: doc/classes/Camera.xml
- msgid "The horizontal (X) offset of the camera viewport."
- msgstr "El desplazamiento horizontal (X) de la vista de la cámara."
- #: doc/classes/Camera.xml
- msgid ""
- "The axis to lock during [member fov]/[member size] adjustments. Can be "
- "either [constant KEEP_WIDTH] or [constant KEEP_HEIGHT]."
- msgstr ""
- "El eje a bloquear durante los ajustes de [member fov]/[member size]. Puede "
- "ser [constant KEEP_WIDTH] o [constant KEEP_HEIGHT]."
- #: doc/classes/Camera.xml
- msgid ""
- "The distance to the near culling boundary for this camera relative to its "
- "local Z axis."
- msgstr ""
- "La distancia al límite cercano de selección de esta cámara en relación con "
- "su eje Z local."
- #: doc/classes/Camera.xml
- msgid ""
- "The camera's projection mode. In [constant PROJECTION_PERSPECTIVE] mode, "
- "objects' Z distance from the camera's local space scales their perceived "
- "size."
- msgstr ""
- "El modo de proyección de la cámara. En el modo [constant "
- "PROJECTION_PERSPECTIVE], la distancia Z de los objetos al espacio local de "
- "la cámara escala su tamaño percibido."
- #: doc/classes/Camera.xml
- msgid ""
- "The camera's size in meters measured as the diameter of the width or height, "
- "depending on [member keep_aspect]. Only applicable in orthogonal and frustum "
- "modes."
- msgstr ""
- #: doc/classes/Camera.xml
- msgid "The vertical (Y) offset of the camera viewport."
- msgstr "El desplazamiento vertical (Y) del viewport de la cámara."
- #: doc/classes/Camera.xml
- msgid ""
- "Perspective projection. Objects on the screen becomes smaller when they are "
- "far away."
- msgstr ""
- "Proyección de la perspectiva. Los objetos en la pantalla se hacen más "
- "pequeños cuando están lejos."
- #: doc/classes/Camera.xml
- msgid ""
- "Orthogonal projection, also known as orthographic projection. Objects remain "
- "the same size on the screen no matter how far away they are."
- msgstr ""
- "Proyección ortogonal, también conocida como proyección ortográfica. Los "
- "objetos permanecen del mismo tamaño en la pantalla sin importar lo lejos que "
- "estén."
- #: doc/classes/Camera.xml
- msgid ""
- "Frustum projection. This mode allows adjusting [member frustum_offset] to "
- "create \"tilted frustum\" effects."
- msgstr ""
- "Proyección de Frustum. Este modo permite ajustar [member frustum_offset] "
- "para crear efectos de \"frustum inclinado\"."
- #: doc/classes/Camera.xml
- msgid ""
- "Preserves the horizontal aspect ratio; also known as Vert- scaling. This is "
- "usually the best option for projects running in portrait mode, as taller "
- "aspect ratios will benefit from a wider vertical FOV."
- msgstr ""
- "Preserva la relación de aspecto horizontal; también conocida como escala de "
- "Vert-. Esta suele ser la mejor opción para los proyectos que se ejecutan en "
- "modo de retrato, ya que las proporciones de aspecto más altas se "
- "beneficiarán de un mayor FOV vertical."
- #: doc/classes/Camera.xml
- msgid ""
- "Preserves the vertical aspect ratio; also known as Hor+ scaling. This is "
- "usually the best option for projects running in landscape mode, as wider "
- "aspect ratios will automatically benefit from a wider horizontal FOV."
- msgstr ""
- "Preserva la relación de aspecto vertical; también conocida como escala Hor+. "
- "Esta suele ser la mejor opción para los proyectos que se ejecutan en modo "
- "paisaje, ya que las relaciones de aspecto más amplias se beneficiarán "
- "automáticamente de un FOV horizontal más amplio."
- #: doc/classes/Camera.xml
- msgid ""
- "Disables [url=https://en.wikipedia.org/wiki/Doppler_effect]Doppler effect[/"
- "url] simulation (default)."
- msgstr ""
- "Desactiva la simulación del [url=https://en.wikipedia.org/wiki/"
- "Doppler_effect]efecto Doppler[/url] (por defecto)."
- #: doc/classes/Camera.xml
- #, fuzzy
- msgid ""
- "Simulate [url=https://en.wikipedia.org/wiki/Doppler_effect]Doppler effect[/"
- "url] by tracking positions of objects that are changed in [code]_process[/"
- "code]. Changes in the relative velocity of this camera compared to those "
- "objects affect how audio is perceived (changing the audio's [member "
- "AudioStreamPlayer3D.pitch_scale])."
- msgstr ""
- "Simular el [url=https://en.wikipedia.org/wiki/Doppler_effect]efecto Doppler[/"
- "url] rastreando las posiciones de los objetos que se cambian en el "
- "[code]_process[/code]. Los cambios en la velocidad relativa de esta cámara "
- "comparada con esos objetos afectan a la forma en que se percibe el Audio "
- "(cambiando el [code]pitch shift[/code] del Audio)."
- #: doc/classes/Camera.xml
- #, fuzzy
- msgid ""
- "Simulate [url=https://en.wikipedia.org/wiki/Doppler_effect]Doppler effect[/"
- "url] by tracking positions of objects that are changed in "
- "[code]_physics_process[/code]. Changes in the relative velocity of this "
- "camera compared to those objects affect how audio is perceived (changing the "
- "audio's [member AudioStreamPlayer3D.pitch_scale])."
- msgstr ""
- "Simular el [url=https://en.wikipedia.org/wiki/Doppler_effect]efecto Doppler[/"
- "url] rastreando las posiciones de los objetos que se cambian en el "
- "[code]_physics_process[/code]. Los cambios en la velocidad relativa de esta "
- "cámara comparada con esos objetos afectan a la forma en que se percibe el "
- "Audio (cambiando el [code]pitch shift[/code] del Audio)."
- #: doc/classes/Camera2D.xml
- msgid "Camera node for 2D scenes."
- msgstr "Nodo de cámara para escenas 2D."
- #: doc/classes/Camera2D.xml
- #, fuzzy
- msgid ""
- "Camera node for 2D scenes. It forces the screen (current layer) to scroll "
- "following this node. This makes it easier (and faster) to program scrollable "
- "scenes than manually changing the position of [CanvasItem]-based nodes.\n"
- "This node is intended to be a simple helper to get things going quickly, but "
- "more functionality may be desired to change how the camera works. To make "
- "your own custom camera node, inherit it from [Node2D] and change the "
- "transform of the canvas by setting [member Viewport.canvas_transform] in "
- "[Viewport] (you can obtain the current [Viewport] by using [method Node."
- "get_viewport]).\n"
- "Note that the [Camera2D] node's [code]position[/code] doesn't represent the "
- "actual position of the screen, which may differ due to applied smoothing or "
- "limits. You can use [method get_camera_screen_center] to get the real "
- "position."
- msgstr ""
- "Nodo de cámara para escenas 2D. Obliga a la pantalla (capa actual) a "
- "desplazarse siguiendo este nodo. Esto hace que sea más fácil (y rápido) "
- "programar escenas desplazables que cambiar manualmente la posición de los "
- "nodos basados en [CanvasItem].\n"
- "Este nodo pretende ser un simple ayudante para poner las cosas en marcha "
- "rápidamente y puede suceder que se desee más funcionalidad para cambiar el "
- "funcionamiento de la cámara. Para hacer tu propio nodo de cámara "
- "personalizado, hereda de [Node2D] y cambia la transformación del lienzo "
- "estableciendo [member Viewport.canvas_transform] en [Viewport] (puedes "
- "obtener el [Viewport] actual usando el [method Node.get_viewport]).\n"
- "Tenga en cuenta que la[code]position[/code] del nodo [Camera2D] no "
- "representa la posición real de la pantalla, que puede diferir debido al "
- "suavizado o a los límites aplicados. Puedes usar [method "
- "get_camera_screen_center] para obtener la posición real."
- #: doc/classes/Camera2D.xml doc/classes/TileMap.xml doc/classes/TileSet.xml
- msgid "2D Isometric Demo"
- msgstr ""
- #: doc/classes/Camera2D.xml doc/classes/Environment.xml
- #: doc/classes/WorldEnvironment.xml
- msgid "2D HDR Demo"
- msgstr ""
- #: doc/classes/Camera2D.xml
- msgid "Aligns the camera to the tracked node."
- msgstr "Alinea la cámara con el nodo de seguimiento."
- #: doc/classes/Camera2D.xml
- msgid ""
- "Removes any [Camera2D] from the ancestor [Viewport]'s internal currently-"
- "assigned camera."
- msgstr ""
- "Quita cualquier [Camera2D] de la cámara interna del antepasado [Viewport] "
- "actualmente asignada."
- #: doc/classes/Camera2D.xml
- msgid "Forces the camera to update scroll immediately."
- msgstr "Obliga a la cámara a actualizar el scroll inmediatamente."
- #: doc/classes/Camera2D.xml
- msgid ""
- "Returns the camera's [code]position[/code] (the tracked point the camera "
- "attempts to follow), relative to the origin.\n"
- "[b]Note:[/b] The returned value is not the same as [member Node2D.position] "
- "or [member Node2D.global_position], as it is affected by the [code]drag[/"
- "code] properties."
- msgstr ""
- #: doc/classes/Camera2D.xml
- msgid ""
- "Returns the location of the [Camera2D]'s screen-center, relative to the "
- "origin.\n"
- "[b]Note:[/b] The real [code]position[/code] of the camera may be different, "
- "see [method get_camera_position]."
- msgstr ""
- #: doc/classes/Camera2D.xml
- msgid ""
- "Returns the specified margin. See also [member drag_margin_bottom], [member "
- "drag_margin_top], [member drag_margin_left], and [member drag_margin_right]."
- msgstr ""
- "Devuelve el margen especificado. Véase también [member drag_margin_bottom], "
- "[member drag_margin_top], [member drag_margin_left], y [member "
- "drag_margin_right]."
- #: doc/classes/Camera2D.xml
- msgid ""
- "Returns the specified camera limit. See also [member limit_bottom], [member "
- "limit_top], [member limit_left], and [member limit_right]."
- msgstr ""
- "Devuelve el límite de cámara especificado. Consulte también [member "
- "limit_bottom], [member limit_top], [member limit_left] y [member "
- "limit_right]."
- #: doc/classes/Camera2D.xml
- msgid ""
- "Make this the current 2D camera for the scene (viewport and layer), in case "
- "there are many cameras in the scene."
- msgstr ""
- "Haz que esta sea la cámara 2D actual para la escena (viewport y layer), en "
- "caso de que haya muchas cámaras en la escena."
- #: doc/classes/Camera2D.xml
- #, fuzzy
- msgid ""
- "Sets the camera's position immediately to its current smoothing "
- "destination.\n"
- "This method has no effect if [member smoothing_enabled] is [code]false[/"
- "code]."
- msgstr ""
- "Establece la posición de la cámara inmediatamente a su destino de suavizado "
- "actual.\n"
- "Esto no tiene ningún efecto si el suavizado está desactivado."
- #: doc/classes/Camera2D.xml
- msgid ""
- "Sets the specified margin. See also [member drag_margin_bottom], [member "
- "drag_margin_top], [member drag_margin_left], and [member drag_margin_right]."
- msgstr ""
- "Establece el margen especificado. Véase también [member drag_margin_bottom], "
- "[member drag_margin_top], [member drag_margin_left], y [member "
- "drag_margin_right]."
- #: doc/classes/Camera2D.xml
- msgid ""
- "Sets the specified camera limit. See also [member limit_bottom], [member "
- "limit_top], [member limit_left], and [member limit_right]."
- msgstr ""
- "Establece el límite de cámara especificado. Consulte también [member "
- "limit_bottom], [member limit_top], [member limit_left] y [member "
- "limit_right]."
- #: doc/classes/Camera2D.xml
- msgid "The Camera2D's anchor point. See [enum AnchorMode] constants."
- msgstr ""
- "El punto de anclaje de Camera2D. Ver las constantes de [enum AnchorMode]."
- #: doc/classes/Camera2D.xml
- msgid ""
- "If [code]true[/code], the camera is the active camera for the current scene. "
- "Only one camera can be current, so setting a different camera [code]current[/"
- "code] will disable this one."
- msgstr ""
- "Si [code]true[/code], la cámara es la cámara activa para la escena actual. "
- "Sólo una cámara puede ser actual, por lo que configurar una cámara diferente "
- "[code]current[/code] deshabilitará ésta."
- #: doc/classes/Camera2D.xml
- msgid ""
- "The custom [Viewport] node attached to the [Camera2D]. If [code]null[/code] "
- "or not a [Viewport], uses the default viewport instead."
- msgstr ""
- "El nodo personalizado de [Viewport] unido a [Camera2D]. Si [code]null[/code] "
- "o no es un [Viewport], usa el viewport por defecto en su lugar."
- #: doc/classes/Camera2D.xml
- msgid ""
- "Bottom margin needed to drag the camera. A value of [code]1[/code] makes the "
- "camera move only when reaching the edge of the screen."
- msgstr ""
- "El margen inferior se necesita para arrastrar la cámara. Un valor de "
- "[code]1[/code] hace que la cámara se mueva sólo cuando llega al borde de la "
- "pantalla."
- #: doc/classes/Camera2D.xml
- msgid ""
- "If [code]true[/code], the camera only moves when reaching the horizontal "
- "drag margins. If [code]false[/code], the camera moves horizontally "
- "regardless of margins."
- msgstr ""
- "Si [code]true[/code], la cámara sólo se mueve cuando alcanza los márgenes de "
- "arrastre horizontal. Si [code]false[/code], la cámara se mueve "
- "horizontalmente independientemente de los márgenes."
- #: doc/classes/Camera2D.xml
- msgid ""
- "Left margin needed to drag the camera. A value of [code]1[/code] makes the "
- "camera move only when reaching the edge of the screen."
- msgstr ""
- "El margen izquierdo se necesita para arrastrar la cámara. Un valor de "
- "[code]1[/code] hace que la cámara se mueva sólo cuando llega al borde de la "
- "pantalla."
- #: doc/classes/Camera2D.xml
- msgid ""
- "Right margin needed to drag the camera. A value of [code]1[/code] makes the "
- "camera move only when reaching the edge of the screen."
- msgstr ""
- "Se necesita un margen derecho para arrastrar la cámara. Un valor de [code]1[/"
- "code] hace que la cámara se mueva sólo cuando llega al borde de la pantalla."
- #: doc/classes/Camera2D.xml
- msgid ""
- "Top margin needed to drag the camera. A value of [code]1[/code] makes the "
- "camera move only when reaching the edge of the screen."
- msgstr ""
- "Se necesita un margen superior para arrastrar la cámara. Un valor de "
- "[code]1[/code] hace que la cámara se mueva sólo cuando llega al borde de la "
- "pantalla."
- #: doc/classes/Camera2D.xml
- msgid ""
- "If [code]true[/code], the camera only moves when reaching the vertical drag "
- "margins. If [code]false[/code], the camera moves vertically regardless of "
- "margins."
- msgstr ""
- "Si [code]true[/code], la cámara sólo se mueve cuando alcanza los márgenes de "
- "arrastre vertical. Si [code]false[/code], la cámara se mueve verticalmente "
- "sin importar los márgenes."
- #: doc/classes/Camera2D.xml
- msgid ""
- "If [code]true[/code], draws the camera's drag margin rectangle in the editor."
- msgstr ""
- "Si [code]true[/code], dibuja el rectángulo de margen de arrastre de la "
- "cámara en el editor."
- #: doc/classes/Camera2D.xml
- msgid ""
- "If [code]true[/code], draws the camera's limits rectangle in the editor."
- msgstr ""
- "Si [code]true[/code], dibuja el rectángulo de límites de la cámara en el "
- "editor."
- #: doc/classes/Camera2D.xml
- msgid ""
- "If [code]true[/code], draws the camera's screen rectangle in the editor."
- msgstr ""
- "Si [code]true[/code], dibuja el rectángulo de la pantalla de la cámara en el "
- "editor."
- #: doc/classes/Camera2D.xml
- msgid ""
- "Bottom scroll limit in pixels. The camera stops moving when reaching this "
- "value."
- msgstr ""
- "Límite inferior de desplazamiento en píxeles. La cámara deja de moverse "
- "cuando alcanza este valor."
- #: doc/classes/Camera2D.xml
- msgid ""
- "Left scroll limit in pixels. The camera stops moving when reaching this "
- "value."
- msgstr ""
- "Límite de scroll izquierdo en píxeles. La cámara deja de moverse cuando "
- "alcanza este valor."
- #: doc/classes/Camera2D.xml
- msgid ""
- "Right scroll limit in pixels. The camera stops moving when reaching this "
- "value."
- msgstr ""
- "Límite de scroll derecho en píxeles. La cámara deja de moverse cuando "
- "alcanza este valor."
- #: doc/classes/Camera2D.xml
- msgid ""
- "If [code]true[/code], the camera smoothly stops when reaches its limits.\n"
- "This property has no effect if [member smoothing_enabled] is [code]false[/"
- "code].\n"
- "[b]Note:[/b] To immediately update the camera's position to be within limits "
- "without smoothing, even with this setting enabled, invoke [method "
- "reset_smoothing]."
- msgstr ""
- #: doc/classes/Camera2D.xml
- msgid ""
- "Top scroll limit in pixels. The camera stops moving when reaching this value."
- msgstr ""
- "Límite superior de scroll en píxeles. La cámara deja de moverse cuando "
- "alcanza este valor."
- #: doc/classes/Camera2D.xml
- msgid ""
- "The camera's offset, useful for looking around or camera shake animations."
- msgstr ""
- "El desplazamiento de la camara, útil para mirar alrededor o para las "
- "animaciones de agitación de la camara."
- #: doc/classes/Camera2D.xml
- msgid ""
- "The horizontal offset of the camera, relative to the drag margins.\n"
- "[b]Note:[/b] Offset H is used only to force offset relative to margins. It's "
- "not updated in any way if drag margins are enabled and can be used to set "
- "initial offset."
- msgstr ""
- "El desplazamiento horizontal de la cámara, relativo a los márgenes de "
- "arrastre.\n"
- "[b]Nota:[/b] El desplazamiento H se utiliza sólo para forzar el "
- "desplazamiento relativo a los márgenes. No se actualiza de ninguna manera si "
- "los márgenes de arrastre están activados y puede utilizarse para establecer "
- "el desplazamiento inicial."
- #: doc/classes/Camera2D.xml
- msgid ""
- "The vertical offset of the camera, relative to the drag margins.\n"
- "[b]Note:[/b] Used the same as [member offset_h]."
- msgstr ""
- "El desplazamiento vertical de la cámara, relativo a los márgenes de "
- "arrastre.\n"
- "[b]Nota:[/b] Se utiliza igual que [member offset_h]."
- #: doc/classes/Camera2D.xml
- msgid "The camera's process callback. See [enum Camera2DProcessMode]."
- msgstr "La llamada al proceso de la cámara. Ver [enum Camera2DProcessMode]."
- #: doc/classes/Camera2D.xml
- #, fuzzy
- msgid "If [code]true[/code], the camera view rotates with the target."
- msgstr "Si [code]true[/code], la cámara gira con el objetivo."
- #: doc/classes/Camera2D.xml
- msgid ""
- "If [code]true[/code], the camera smoothly moves towards the target at "
- "[member smoothing_speed]."
- msgstr ""
- "Si [code]true[/code], la cámara se mueve suavemente hacia el objetivo a "
- "[member smoothing_speed]."
- #: doc/classes/Camera2D.xml
- msgid ""
- "Speed in pixels per second of the camera's smoothing effect when [member "
- "smoothing_enabled] is [code]true[/code]."
- msgstr ""
- "Velocidad en píxeles por segundo del efecto de suavizado de la cámara cuando "
- "[member smoothing_enabled] es [code]true[/code]."
- #: doc/classes/Camera2D.xml
- msgid ""
- "The camera's zoom relative to the viewport. Values larger than "
- "[code]Vector2(1, 1)[/code] zoom out and smaller values zoom in. For an "
- "example, use [code]Vector2(0.5, 0.5)[/code] for a 2× zoom-in, and "
- "[code]Vector2(4, 4)[/code] for a 4× zoom-out."
- msgstr ""
- "El zoom de la cámara en relación con el punto de vista. Los valores mayores "
- "que [code]Vector2(1, 1)[/code] se alejan y los valores menores se acercan. "
- "Para un ejemplo, use [code]Vector2(0,5, 0,5)[/code] para un zoom invertido "
- "de 2×, y [code]Vector2(4, 4)[/code] para un zoom de 4×."
- #: doc/classes/Camera2D.xml
- msgid ""
- "The camera's position is fixed so that the top-left corner is always at the "
- "origin."
- msgstr ""
- "La posición de la cámara está fijada de tal manera que la esquina superior "
- "izquierda está siempre en el origen."
- #: doc/classes/Camera2D.xml
- msgid ""
- "The camera's position takes into account vertical/horizontal offsets and the "
- "screen size."
- msgstr ""
- "La posición de la cámara tiene en cuenta los desplazamientos verticales/"
- "horizontales y el tamaño de la pantalla."
- #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
- #: doc/classes/InterpolatedCamera.xml
- msgid "The camera updates with the [code]_physics_process[/code] callback."
- msgstr "La cámara se actualiza con la llamada [code]_physics_process[/code]."
- #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
- #: doc/classes/InterpolatedCamera.xml
- msgid "The camera updates with the [code]_process[/code] callback."
- msgstr "La cámara se actualiza con la llamada de [code]_process[/code]."
- #: doc/classes/CameraFeed.xml
- msgid ""
- "A camera feed gives you access to a single physical camera attached to your "
- "device."
- msgstr ""
- "La alimentación de la cámara le da acceso a una única cámara física "
- "conectada a tu dispositivo."
- #: doc/classes/CameraFeed.xml
- #, fuzzy
- msgid ""
- "A camera feed gives you access to a single physical camera attached to your "
- "device. When enabled, Godot will start capturing frames from the camera "
- "which can then be used. See also [CameraServer].\n"
- "[b]Note:[/b] Many cameras will return YCbCr images which are split into two "
- "textures and need to be combined in a shader. Godot does this automatically "
- "for you if you set the environment to show the camera image in the "
- "background."
- msgstr ""
- "La alimentación de la cámara le da acceso a una única cámara física "
- "conectada a su dispositivo. Cuando se habilita, Godot comenzará a capturar "
- "fotogramas de la cámara que luego pueden ser utilizados. Véase también "
- "[CameraServer].\n"
- "[b]Nota:[/b] Muchas cámaras devolverán imágenes YCbCr que están divididas en "
- "dos texturas y necesitan ser combinadas en un sombreador. Godot hace esto "
- "automáticamente para ti, si configuras el entorno para mostrar la imagen de "
- "la cámara en el fondo."
- #: doc/classes/CameraFeed.xml
- #, fuzzy
- msgid "Returns the unique ID for this feed."
- msgstr "Devuelve la IP de este par."
- #: doc/classes/CameraFeed.xml
- #, fuzzy
- msgid "Returns the camera's name."
- msgstr "Devuelve el nombre del artículo."
- #: doc/classes/CameraFeed.xml
- #, fuzzy
- msgid "Returns the position of camera on the device."
- msgstr "Devuelve el rastreador de posición en la identificación dada."
- #: doc/classes/CameraFeed.xml
- #, fuzzy
- msgid "If [code]true[/code], the feed is active."
- msgstr "Si [code]true[/code], el video se pausa."
- #: doc/classes/CameraFeed.xml
- #, fuzzy
- msgid "The transform applied to the camera's image."
- msgstr "Devuelve la transformada aplicada a la malla de navegación del objeto."
- #: doc/classes/CameraFeed.xml
- #, fuzzy
- msgid "No image set for the feed."
- msgstr "No hay sugerencias para la propiedad editada."
- #: doc/classes/CameraFeed.xml
- msgid "Feed supplies RGB images."
- msgstr ""
- #: doc/classes/CameraFeed.xml
- msgid "Feed supplies YCbCr images that need to be converted to RGB."
- msgstr ""
- #: doc/classes/CameraFeed.xml
- msgid ""
- "Feed supplies separate Y and CbCr images that need to be combined and "
- "converted to RGB."
- msgstr ""
- #: doc/classes/CameraFeed.xml
- #, fuzzy
- msgid "Unspecified position."
- msgstr "La posición de arrastre."
- #: doc/classes/CameraFeed.xml
- msgid "Camera is mounted at the front of the device."
- msgstr ""
- #: doc/classes/CameraFeed.xml
- msgid "Camera is mounted at the back of the device."
- msgstr ""
- #: doc/classes/CameraServer.xml
- msgid "Server keeping track of different cameras accessible in Godot."
- msgstr ""
- "El servidor mantiene un seguimiento de las diferentes cámaras accesibles en "
- "Godot."
- #: doc/classes/CameraServer.xml
- #, fuzzy
- msgid ""
- "The [CameraServer] keeps track of different cameras accessible in Godot. "
- "These are external cameras such as webcams or the cameras on your phone.\n"
- "It is notably used to provide AR modules with a video feed from the camera.\n"
- "[b]Note:[/b] This class is currently only implemented on macOS and iOS. On "
- "other platforms, no [CameraFeed]s will be available."
- msgstr ""
- "El [CameraServer] lleva un registro de las diferentes cámaras accesibles en "
- "Godot. Estas son cámaras externas como las webcams o las cámaras de su "
- "teléfono.\n"
- "Se utiliza principalmente para proporcionar a los módulos de AR una "
- "alimentación de vídeo de la cámara.\n"
- "[b]Nota:[/b] Esta clase sólo se implementa actualmente en macOS e iOS. En "
- "otras plataformas, no habrá [CameraFeed]s disponibles."
- #: doc/classes/CameraServer.xml
- #, fuzzy
- msgid "Adds the camera [code]feed[/code] to the camera server."
- msgstr "Añade la cámara [code]feed[/code] al servidor de la cámara."
- #: doc/classes/CameraServer.xml
- msgid "Returns an array of [CameraFeed]s."
- msgstr "Devuelve una array de [CameraFeed]s."
- #: doc/classes/CameraServer.xml
- #, fuzzy
- msgid ""
- "Returns the [CameraFeed] corresponding to the camera with the given "
- "[code]index[/code]."
- msgstr "Devuelve el índice del artículo con el [code]id[/code] dado."
- #: doc/classes/CameraServer.xml
- msgid "Returns the number of [CameraFeed]s registered."
- msgstr "Devuelve el número de [CameraFeed]s registrados."
- #: doc/classes/CameraServer.xml
- #, fuzzy
- msgid "Removes the specified camera [code]feed[/code]."
- msgstr "Elimina el elemento en el índice [code]idx[/code]."
- #: doc/classes/CameraServer.xml
- #, fuzzy
- msgid "Emitted when a [CameraFeed] is added (e.g. a webcam is plugged in)."
- msgstr ""
- "Se emite cuando se agrega una [CameraFeed] (por ejemplo, se conecta una "
- "cámara web)."
- #: doc/classes/CameraServer.xml
- #, fuzzy
- msgid "Emitted when a [CameraFeed] is removed (e.g. a webcam is unplugged)."
- msgstr ""
- "Se emite cuando se retira una [CameraFeed] (por ejemplo, se desenchufa una "
- "cámara web)."
- #: doc/classes/CameraServer.xml
- msgid "The RGBA camera image."
- msgstr "La imagen de la cámara RGBA."
- #: doc/classes/CameraServer.xml
- #, fuzzy
- msgid "The [url=https://en.wikipedia.org/wiki/YCbCr]YCbCr[/url] camera image."
- msgstr ""
- "Utiliza el método de compresión [url=https://en.wikipedia.org/wiki/"
- "DEFLATE]DEFLATE[/url]."
- #: doc/classes/CameraServer.xml
- msgid "The Y component camera image."
- msgstr "La imagen de la cámara del componente Y."
- #: doc/classes/CameraServer.xml
- msgid "The CbCr component camera image."
- msgstr "La imagen de la cámara del componente CbCr."
- #: doc/classes/CameraTexture.xml
- msgid "Texture provided by a [CameraFeed]."
- msgstr "Textura proporcionada por un [CameraFeed]."
- #: doc/classes/CameraTexture.xml
- msgid ""
- "This texture gives access to the camera texture provided by a [CameraFeed].\n"
- "[b]Note:[/b] Many cameras supply YCbCr images which need to be converted in "
- "a shader."
- msgstr ""
- "Esta textura da acceso a la textura de la cámara proporcionada por un "
- "[CameraFeed].\n"
- "[b]Nota:[/b] Muchas cámaras suministran imágenes YCbCr que necesitan ser "
- "convertidas en un sombreador."
- #: doc/classes/CameraTexture.xml
- msgid "The ID of the [CameraFeed] for which we want to display the image."
- msgstr "El ID del [CameraFeed] para el cual queremos mostrar la imagen."
- #: doc/classes/CameraTexture.xml
- msgid ""
- "Convenience property that gives access to the active property of the "
- "[CameraFeed]."
- msgstr ""
- "Propiedad de conveniencia que da acceso a la propiedad activa de la "
- "[CameraFeed]."
- #: doc/classes/CameraTexture.xml
- msgid ""
- "Which image within the [CameraFeed] we want access to, important if the "
- "camera image is split in a Y and CbCr component."
- msgstr ""
- "La imagen dentro de la [CameraFeed] a la que queremos acceder, es importante "
- "si la imagen de la cámara está dividida en un componente Y y CbCr."
- #: doc/classes/CanvasItem.xml
- msgid "Base class of anything 2D."
- msgstr "Clase base de cualquier cosa 2D."
- #: doc/classes/CanvasItem.xml
- #, fuzzy
- msgid ""
- "Base class of anything 2D. Canvas items are laid out in a tree; children "
- "inherit and extend their parent's transform. [CanvasItem] is extended by "
- "[Control] for anything GUI-related, and by [Node2D] for anything related to "
- "the 2D engine.\n"
- "Any [CanvasItem] can draw. For this, [method update] is called by the "
- "engine, then [constant NOTIFICATION_DRAW] will be received on idle time to "
- "request redraw. Because of this, canvas items don't need to be redrawn on "
- "every frame, improving the performance significantly. Several functions for "
- "drawing on the [CanvasItem] are provided (see [code]draw_*[/code] "
- "functions). However, they can only be used inside [method _draw], its "
- "corresponding [method Object._notification] or methods connected to the "
- "[signal draw] signal.\n"
- "Canvas items are drawn in tree order. By default, children are on top of "
- "their parents so a root [CanvasItem] will be drawn behind everything. This "
- "behavior can be changed on a per-item basis.\n"
- "A [CanvasItem] can also be hidden, which will also hide its children. It "
- "provides many ways to change parameters such as modulation (for itself and "
- "its children) and self modulation (only for itself), as well as its blend "
- "mode.\n"
- "Ultimately, a transform notification can be requested, which will notify the "
- "node that its global position changed in case the parent tree changed.\n"
- "[b]Note:[/b] Unless otherwise specified, all methods that have angle "
- "parameters must have angles specified as [i]radians[/i]. To convert degrees "
- "to radians, use [method @GDScript.deg2rad]."
- msgstr ""
- "Clase base de cualquier cosa 2D. Los objetos de Canvas se colocan en un "
- "árbol; los niños heredan y extienden la la transformada de su padre. "
- "[CanvasItem] se extiende por [Control] para cualquier cosa relacionada con "
- "la GUI, y por [Node2D] para cualquier cosa relacionada con el motor 2D.\n"
- "Cualquier [CanvasItem] puede dibujar. Para ello, se debe llamar a [method "
- "update], luego se recibirá [constant NOTIFICATION_DRAW] en tiempo de "
- "inactividad para solicitar el redibujo. Debido a esto, los elementos de "
- "canvas no necesitan ser redibujados en cada cuadro, mejorando el rendimiento "
- "significativamente. Se proporcionan varias funciones para dibujar en el "
- "[CanvasItem] (ver las funciones [code]draw_*[/code]). Sin embargo, sólo "
- "pueden utilizarse dentro de las funciones virtuales [method Object."
- "_notification], de señal o [method _draw].\n"
- "Los elementos de Canvas se dibujan en orden del árbol. Por defecto, los "
- "niños están encima de sus padres, por lo que una raíz [CanvasItem] se "
- "dibujará detrás de todo. Este comportamiento puede ser cambiado por cada "
- "elemento.\n"
- "Un [CanvasItem] también puede ser escondido, lo que también esconderá a sus "
- "hijos. Proporciona muchas maneras de cambiar parámetros como la modulación "
- "(para sí mismo y sus hijos) y la auto-modulación (sólo para sí mismo), así "
- "como su modo de mezcla.\n"
- "En última instancia, se puede solicitar una notificación de transformación, "
- "que notificará al nodo que su posición global ha cambiado en caso de que el "
- "árbol padre haya cambiado.\n"
- "[b]Nota:[/b] A menos que se especifique lo contrario, todos los métodos que "
- "tienen parámetros de ángulo deben tener ángulos especificados como "
- "[i]radianes[/i]. Para convertir los grados a radianes, use [method @GDScript."
- "deg2rad]."
- #: doc/classes/CanvasItem.xml doc/classes/CanvasLayer.xml
- #: doc/classes/InputEvent.xml doc/classes/Viewport.xml
- msgid "Viewport and canvas transforms"
- msgstr ""
- #: doc/classes/CanvasItem.xml doc/classes/Control.xml doc/classes/Node2D.xml
- msgid "Custom drawing in 2D"
- msgstr ""
- #: doc/classes/CanvasItem.xml
- #, fuzzy
- msgid ""
- "Called when [CanvasItem] has been requested to redraw (when [method update] "
- "is called, either manually or by the engine).\n"
- "Corresponds to the [constant NOTIFICATION_DRAW] notification in [method "
- "Object._notification]."
- msgstr ""
- "Llamado cuando el nodo entra en el [SceneTree] (por ejemplo, al instalarse, "
- "al cambiar de escena o después de llamar a [method add_child] en un script). "
- "Si el nodo tiene hijos, su llamada a [method _enter_tree] se llamará "
- "primero, y luego la de los hijos.\n"
- "Corresponde a la notificación [constant NOTIFICATION_ENTER_TREE] en [method "
- "Object._notification]."
- #: doc/classes/CanvasItem.xml
- msgid ""
- "Draws a unfilled arc between the given angles. The larger the value of "
- "[code]point_count[/code], the smoother the curve. See also [method "
- "draw_circle].\n"
- "[b]Note:[/b] Line drawing is not accelerated by batching if "
- "[code]antialiased[/code] is [code]true[/code].\n"
- "[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
- "correct for translucent lines and may not work on certain platforms. As a "
- "workaround, install the [url=https://github.com/godot-extended-libraries/"
- "godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
- "AntialiasedRegularPolygon2D node. That node relies on a texture with custom "
- "mipmaps to perform antialiasing. 2D batching is also still supported with "
- "those antialiased lines."
- msgstr ""
- #: doc/classes/CanvasItem.xml
- msgid ""
- "Draws a string character using a custom font. Returns the advance, depending "
- "on the character width and kerning with an optional next character."
- msgstr ""
- "Dibuja un carácter de cadena usando una fuente personalizada. Devuelve el "
- "avance, dependiendo del ancho del carácter y del kerning con un opcional "
- "siguiente carácter."
- #: doc/classes/CanvasItem.xml
- #, fuzzy
- msgid ""
- "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-"
- "libraries/godot-antialiased-line2d]Antialiased Line2D[/url] add-on then "
- "create an AntialiasedRegularPolygon2D node. That node relies on a texture "
- "with custom mipmaps to perform antialiasing."
- msgstr ""
- "Dibuja múltiples líneas paralelas con un [code]width[/code] uniforme y "
- "coloración segmento por segmento. Los colores asignados a los segmentos de "
- "línea coinciden por índice entre [code]points[/code] y [code]colors[/code]."
- #: doc/classes/CanvasItem.xml
- msgid ""
- "Draws a colored polygon of any amount of points, convex or concave. Unlike "
- "[method draw_polygon], a single color must be specified for the whole "
- "polygon.\n"
- "[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
- "correct for translucent polygons and may not work on certain platforms. As a "
- "workaround, install the [url=https://github.com/godot-extended-libraries/"
- "godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
- "AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
- "to perform antialiasing."
- msgstr ""
- #: doc/classes/CanvasItem.xml
- msgid ""
- "Draws a line from a 2D point to another, with a given color and width. It "
- "can be optionally antialiased. See also [method draw_multiline] and [method "
- "draw_polyline].\n"
- "[b]Note:[/b] Line drawing is not accelerated by batching if "
- "[code]antialiased[/code] is [code]true[/code].\n"
- "[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
- "correct for translucent lines and may not work on certain platforms. As a "
- "workaround, install the [url=https://github.com/godot-extended-libraries/"
- "godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
- "AntialiasedLine2D node. That node relies on a texture with custom mipmaps to "
- "perform antialiasing. 2D batching is also still supported with those "
- "antialiased lines."
- msgstr ""
- #: doc/classes/CanvasItem.xml
- msgid ""
- "Draws a [Mesh] in 2D, using the provided texture. See [MeshInstance2D] for "
- "related documentation."
- msgstr ""
- "Dibuja una [Mesh] en 2D, usando la textura proporcionada. Ver "
- "[MeshInstance2D] para la documentación relacionada."
- #: doc/classes/CanvasItem.xml
- #, fuzzy
- msgid ""
- "Draws multiple disconnected lines with a uniform [code]color[/code]. When "
- "drawing large amounts of lines, this is faster than using individual [method "
- "draw_line] calls. To draw interconnected lines, use [method draw_polyline] "
- "instead.\n"
- "[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently "
- "not implemented and have no effect. As a workaround, install the "
- "[url=https://github.com/godot-extended-libraries/godot-antialiased-"
- "line2d]Antialiased Line2D[/url] add-on then create an AntialiasedLine2D "
- "node. That node relies on a texture with custom mipmaps to perform "
- "antialiasing. 2D batching is also still supported with those antialiased "
- "lines."
- msgstr ""
- "Dibuja múltiples líneas paralelas con un [code]width[/code] uniforme y "
- "coloración segmento por segmento. Los colores asignados a los segmentos de "
- "línea coinciden por índice entre [code]points[/code] y [code]colors[/code]."
- #: doc/classes/CanvasItem.xml
- #, fuzzy
- msgid ""
- "Draws multiple disconnected lines with a uniform [code]width[/code] and "
- "segment-by-segment coloring. Colors assigned to line segments match by index "
- "between [code]points[/code] and [code]colors[/code]. When drawing large "
- "amounts of lines, this is faster than using individual [method draw_line] "
- "calls. To draw interconnected lines, use [method draw_polyline_colors] "
- "instead.\n"
- "[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are currently "
- "not implemented and have no effect. As a workaround, install the "
- "[url=https://github.com/godot-extended-libraries/godot-antialiased-"
- "line2d]Antialiased Line2D[/url] add-on then create an AntialiasedLine2D "
- "node. That node relies on a texture with custom mipmaps to perform "
- "antialiasing. 2D batching is also still supported with those antialiased "
- "lines."
- msgstr ""
- "Dibuja múltiples líneas paralelas con un [code]width[/code] uniforme y "
- "coloración segmento por segmento. Los colores asignados a los segmentos de "
- "línea coinciden por índice entre [code]points[/code] y [code]colors[/code]."
- #: doc/classes/CanvasItem.xml
- msgid ""
- "Draws a [MultiMesh] in 2D with the provided texture. See "
- "[MultiMeshInstance2D] for related documentation."
- msgstr ""
- "Dibuja una [MultiMesh] en 2D con la textura proporcionada. Ver "
- "[MultiMeshInstance2D] para la documentación relacionada."
- #: doc/classes/CanvasItem.xml
- msgid ""
- "Draws a solid polygon of any amount of points, convex or concave. Unlike "
- "[method draw_colored_polygon], each point's color can be changed "
- "individually. See also [method draw_polyline] and [method "
- "draw_polyline_colors].\n"
- "[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
- "correct for translucent polygons and may not work on certain platforms. As a "
- "workaround, install the [url=https://github.com/godot-extended-libraries/"
- "godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
- "AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
- "to perform antialiasing."
- msgstr ""
- #: doc/classes/CanvasItem.xml
- msgid ""
- "Draws interconnected line segments with a uniform [code]color[/code] and "
- "[code]width[/code] and optional antialiasing. When drawing large amounts of "
- "lines, this is faster than using individual [method draw_line] calls. To "
- "draw disconnected lines, use [method draw_multiline] instead. See also "
- "[method draw_polygon].\n"
- "[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
- "correct for translucent polygons and may not work on certain platforms. As a "
- "workaround, install the [url=https://github.com/godot-extended-libraries/"
- "godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
- "AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
- "to perform antialiasing."
- msgstr ""
- #: doc/classes/CanvasItem.xml
- #, fuzzy
- msgid ""
- "Draws interconnected line segments with a uniform [code]width[/code] and "
- "segment-by-segment coloring, and optional antialiasing. Colors assigned to "
- "line segments match by index between [code]points[/code] and [code]colors[/"
- "code]. When drawing large amounts of lines, this is faster than using "
- "individual [method draw_line] calls. To draw disconnected lines, use [method "
- "draw_multiline_colors] instead. See also [method draw_polygon].\n"
- "[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
- "correct for translucent polygons and may not work on certain platforms. As a "
- "workaround, install the [url=https://github.com/godot-extended-libraries/"
- "godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
- "AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
- "to perform antialiasing."
- msgstr ""
- "Dibuja segmentos de líneas interconectadas con un [code]width[/code] "
- "uniforme y coloración segmento por segmento. Los colores asignados a los "
- "segmentos de línea coinciden por índice entre [code]points[/code] y "
- "[code]colors[/code]."
- #: doc/classes/CanvasItem.xml
- msgid ""
- "Draws a custom primitive. 1 point for a point, 2 points for a line, 3 points "
- "for a triangle, and 4 points for a quad. If 0 points or more than 4 points "
- "are specified, nothing will be drawn and an error message will be printed. "
- "See also [method draw_line], [method draw_polyline], [method draw_polygon], "
- "and [method draw_rect]."
- msgstr ""
- #: doc/classes/CanvasItem.xml
- #, fuzzy
- msgid ""
- "Draws a rectangle. If [code]filled[/code] is [code]true[/code], the "
- "rectangle will be filled with the [code]color[/code] specified. If "
- "[code]filled[/code] is [code]false[/code], the rectangle will be drawn as a "
- "stroke with the [code]color[/code] and [code]width[/code] specified. If "
- "[code]antialiased[/code] is [code]true[/code], the lines will attempt to "
- "perform antialiasing using OpenGL line smoothing.\n"
- "[b]Note:[/b] [code]width[/code] and [code]antialiased[/code] are only "
- "effective if [code]filled[/code] is [code]false[/code].\n"
- "[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
- "correct for translucent polygons and may not work on certain platforms. As a "
- "workaround, install the [url=https://github.com/godot-extended-libraries/"
- "godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
- "AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
- "to perform antialiasing."
- msgstr ""
- "Dibuja un rectángulo. Si [code]filled[/code] es [code]true[/code], el "
- "rectángulo se llenará con el [code]color[/code] especificado. Si "
- "[code]filled[/code] es [code]false[/code], el rectángulo se dibujará como un "
- "trazo con el [code]color[/code] y el [code]width[/code] especificados.\n"
- "[b]Nota: [/b] [code]width[/code] sólo es efectivo si [code]filled[/code] es "
- "[code]false[/code]."
- #: doc/classes/CanvasItem.xml
- msgid ""
- "Sets a custom transform for drawing via components. Anything drawn "
- "afterwards will be transformed by this."
- msgstr ""
- "Establece una transformación personalizada para el dibujo a través de los "
- "componentes. Todo lo que se dibuje después será transformado por esto."
- #: doc/classes/CanvasItem.xml
- msgid ""
- "Sets a custom transform for drawing via matrix. Anything drawn afterwards "
- "will be transformed by this."
- msgstr ""
- "Establece una transformación personalizada para dibujar a través de la "
- "matriz. Todo lo que se dibuje después será transformado por esto."
- #: doc/classes/CanvasItem.xml
- #, fuzzy
- msgid ""
- "Draws [code]text[/code] using the specified [code]font[/code] at the "
- "[code]position[/code] (bottom-left corner using the baseline of the font). "
- "The text will have its color multiplied by [code]modulate[/code]. If "
- "[code]clip_w[/code] is greater than or equal to 0, the text will be clipped "
- "if it exceeds the specified width.\n"
- "[b]Example using the default project font:[/b]\n"
- "[codeblock]\n"
- "# If using this method in a script that redraws constantly, move the\n"
- "# `default_font` declaration to a member variable assigned in `_ready()`\n"
- "# so the Control is only created once.\n"
- "var default_font = Control.new().get_font(\"font\")\n"
- "draw_string(default_font, Vector2(64, 64), \"Hello world\")\n"
- "[/codeblock]\n"
- "See also [method Font.draw]."
- msgstr ""
- "Dibuja [code]text[/code] usando la fuente [code]font[/code] especificada en "
- "la posición [code]position[/code] (esquina superior izquierda). El texto "
- "tendrá su color multiplicado por [code]modulate[/code]. Si [code]clip_w[/"
- "code] es mayor o igual a 0, el texto será recortado si excede el ancho "
- "especificado.\n"
- "[b]Ejemplo utilizando la fuente del proyecto por defecto:[/b]\n"
- "[codeblock]\n"
- "# Si se usa este método en un script que se redibuja constantemente, mueve \n"
- "# declaración \"default_font\" a una variable de miembro asignada en "
- "\"ready()`\n"
- "# así que el Control sólo se crea una vez.\n"
- "var fuente_por_defecto = Control.new().get_font(\"font\")\n"
- "draw_string(fuente_por_defecto, Vector2(64, 64), \"Hola Mundo\")\n"
- "[/codeblock]\n"
- "Ver también [method Font.draw]."
- #: doc/classes/CanvasItem.xml
- msgid "Draws a styled rectangle."
- msgstr "Dibuja un rectángulo con estilo."
- #: doc/classes/CanvasItem.xml
- msgid "Draws a texture at a given position."
- msgstr "Dibuja una textura en una posición determinada."
- #: doc/classes/CanvasItem.xml
- msgid ""
- "Draws a textured rectangle at a given position, optionally modulated by a "
- "color. If [code]transpose[/code] is [code]true[/code], the texture will have "
- "its X and Y coordinates swapped."
- msgstr ""
- "Dibuja un rectángulo con textura en una posición determinada, opcionalmente "
- "modulada por un color. Si [code]transpose[/code] es [code]true[/code], la "
- "textura tendrá sus coordenadas X e Y intercambiadas."
- #: doc/classes/CanvasItem.xml
- msgid ""
- "Draws a textured rectangle region at a given position, optionally modulated "
- "by a color. If [code]transpose[/code] is [code]true[/code], the texture will "
- "have its X and Y coordinates swapped."
- msgstr ""
- "Dibuja una región de rectángulo con textura en una posición determinada, "
- "opcionalmente modulada por un color. Si [code]transpose[/code] es "
- "[code]true[/code], la textura tendrá sus coordenadas X e Y intercambiadas."
- #: doc/classes/CanvasItem.xml doc/classes/Spatial.xml
- msgid ""
- "Forces the transform to update. Transform changes in physics are not instant "
- "for performance reasons. Transforms are accumulated and then set. Use this "
- "if you need an up-to-date transform when doing physics operations."
- msgstr ""
- "Obliga a la transformación a actualizarse. Los cambios en la física de las "
- "transformaciones no son instantáneos por razones de rendimiento. Las "
- "transformaciones se acumulan y luego se fijan. Usa esto si necesitas una "
- "transformación actualizada cuando hagas operaciones de física."
- #: doc/classes/CanvasItem.xml
- msgid "Returns the [RID] of the [World2D] canvas where this item is in."
- msgstr "Devuelve el [RID] del canvas [World2D] donde el objeto esta contenido."
- #: doc/classes/CanvasItem.xml
- #, fuzzy
- msgid "Returns the canvas item RID used by [VisualServer] for this item."
- msgstr ""
- "Devuelve el RID del objecto canvas utilizado por [VisualServer] para este "
- "objeto."
- #: doc/classes/CanvasItem.xml
- msgid "Returns the transform matrix of this item's canvas."
- msgstr "Devuelve la matriz de transformación de este objeto canvas."
- #: doc/classes/CanvasItem.xml
- msgid ""
- "Returns the mouse's position in the [CanvasLayer] that this [CanvasItem] is "
- "in using the coordinate system of the [CanvasLayer]."
- msgstr ""
- #: doc/classes/CanvasItem.xml
- msgid "Returns the global transform matrix of this item."
- msgstr "Devuelve la matriz de transformación global de este objeto."
- #: doc/classes/CanvasItem.xml
- msgid ""
- "Returns the global transform matrix of this item in relation to the canvas."
- msgstr ""
- "Devuelve la matriz de transformación global de este objeto en relación con "
- "el canvas."
- #: doc/classes/CanvasItem.xml
- msgid ""
- "Returns the mouse's position in this [CanvasItem] using the local coordinate "
- "system of this [CanvasItem]."
- msgstr ""
- #: doc/classes/CanvasItem.xml
- msgid "Returns the transform matrix of this item."
- msgstr "Devuelve la matriz de transformación de este objecto."
- #: doc/classes/CanvasItem.xml
- msgid "Returns the viewport's boundaries as a [Rect2]."
- msgstr ""
- "Devuelve los límites del viewport como un [Rect2].Devuelve los límites del "
- "viewport como un [Rect2]."
- #: doc/classes/CanvasItem.xml
- msgid "Returns this item's transform in relation to the viewport."
- msgstr "Devuelve la transformación de este objeto en relación con el viewport."
- #: doc/classes/CanvasItem.xml
- msgid "Returns the [World2D] where this item is in."
- msgstr "Devuelve el [World2D] donde está este objeto."
- #: doc/classes/CanvasItem.xml
- #, fuzzy
- msgid ""
- "Hide the [CanvasItem] if it's currently visible. This is equivalent to "
- "setting [member visible] to [code]false[/code]."
- msgstr ""
- "Limpia el array. Esto es equivalente a usar [method resize] con un tamaño de "
- "[code]0[/code]."
- #: doc/classes/CanvasItem.xml
- msgid ""
- "Returns [code]true[/code] if local transform notifications are communicated "
- "to children."
- msgstr ""
- "Devuelve [code]true[/code] si se comunican notificaciones de transformación "
- "local a los hijos."
- #: doc/classes/CanvasItem.xml
- msgid ""
- "Returns [code]true[/code] if the node is set as top-level. See [method "
- "set_as_toplevel]."
- msgstr ""
- "Devuelve [code]true[/code] si el nodo está configurado como de nivel "
- "superior. Ver [method set_as_toplevel]."
- #: doc/classes/CanvasItem.xml
- msgid ""
- "Returns [code]true[/code] if global transform notifications are communicated "
- "to children."
- msgstr ""
- "Devuelve [code]true[/code] si las notificaciones de transformación global se "
- "comunican a los hijos."
- #: doc/classes/CanvasItem.xml
- #, fuzzy
- msgid ""
- "Returns [code]true[/code] if the node is present in the [SceneTree], its "
- "[member visible] property is [code]true[/code] and all its antecedents are "
- "also visible. If any antecedent is hidden, this node will not be visible in "
- "the scene tree, and is consequently not drawn (see [method _draw])."
- msgstr ""
- "Devuelve [code]true[/code] si el nodo está presente en el [SceneTree], su "
- "propiedad [member visible] es [code]true[/code] y todos sus antecedentes "
- "también son visibles. Si algún antecedente está oculto, este nodo no será "
- "visible en el árbol de la escena."
- #: doc/classes/CanvasItem.xml
- msgid "Assigns [code]screen_point[/code] as this node's new local transform."
- msgstr ""
- "Asigna [code]screen_point[/code] como la nueva transformación local de este "
- "nodo."
- #: doc/classes/CanvasItem.xml
- msgid ""
- "Transformations issued by [code]event[/code]'s inputs are applied in local "
- "space instead of global space."
- msgstr ""
- "Las transformaciones emitidas por los [code]event[/code]s de entrada se "
- "aplican en el espacio local en lugar del espacio global."
- #: doc/classes/CanvasItem.xml
- msgid ""
- "If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
- "i] inherit its transform from parent [CanvasItem]s. Its draw order will also "
- "be changed to make it draw on top of other [CanvasItem]s that are not set as "
- "top-level. The [CanvasItem] will effectively act as if it was placed as a "
- "child of a bare [Node]. See also [method is_set_as_toplevel]."
- msgstr ""
- #: doc/classes/CanvasItem.xml
- #, fuzzy
- msgid ""
- "If [code]enable[/code] is [code]true[/code], this node will receive "
- "[constant NOTIFICATION_LOCAL_TRANSFORM_CHANGED] when its local transform "
- "changes."
- msgstr ""
- "Si [code]enable[/code] es [code]true[/code], los hijos serán actualizados "
- "con datos de transformación local."
- #: doc/classes/CanvasItem.xml
- #, fuzzy
- msgid ""
- "If [code]enable[/code] is [code]true[/code], this node will receive "
- "[constant NOTIFICATION_TRANSFORM_CHANGED] when its global transform changes."
- msgstr ""
- "Si [code]enable[/code] es [code]true[/code], los hijos serán actualizados "
- "con los datos de transformación global."
- #: doc/classes/CanvasItem.xml
- #, fuzzy
- msgid ""
- "Show the [CanvasItem] if it's currently hidden. This is equivalent to "
- "setting [member visible] to [code]true[/code]. For controls that inherit "
- "[Popup], the correct way to make them visible is to call one of the multiple "
- "[code]popup*()[/code] functions instead."
- msgstr ""
- "Muestra el [CanvasItem] si está actualmente oculto. Para los controles que "
- "heredan [Popup], la forma correcta de hacerlos visibles es llamar a una de "
- "las múltiples funciones [code]popup*()[/code] en su lugar."
- #: doc/classes/CanvasItem.xml
- msgid ""
- "Queues the [CanvasItem] to redraw. During idle time, if [CanvasItem] is "
- "visible, [constant NOTIFICATION_DRAW] is sent and [method _draw] is called. "
- "This only occurs [b]once[/b] per frame, even if this method has been called "
- "multiple times."
- msgstr ""
- #: doc/classes/CanvasItem.xml
- msgid ""
- "The rendering layers in which this [CanvasItem] responds to [Light2D] nodes."
- msgstr ""
- "Las capas de renderización en las que este [CanvasItem] responde a los nodos "
- "[Light2D]."
- #: doc/classes/CanvasItem.xml
- msgid "The material applied to textures on this [CanvasItem]."
- msgstr "El material aplicado a las texturas en este [CanvasItem]."
- #: doc/classes/CanvasItem.xml
- msgid "The color applied to textures on this [CanvasItem]."
- msgstr "El color aplicado a las texturas en este [CanvasItem]."
- #: doc/classes/CanvasItem.xml
- msgid ""
- "The color applied to textures on this [CanvasItem]. This is not inherited by "
- "children [CanvasItem]s."
- msgstr ""
- "El color aplicado a las texturas en este [CanvasItem]. Esto no es heredado "
- "por los hijos de [CanvasItem]."
- #: doc/classes/CanvasItem.xml
- msgid "If [code]true[/code], the object draws behind its parent."
- msgstr "Si [code]true[/code], el objeto se dibuja detrás de su padre."
- #: doc/classes/CanvasItem.xml
- msgid "If [code]true[/code], the object draws on top of its parent."
- msgstr "Si [code]true[/code], el objeto se dibuja encima de su padre."
- #: doc/classes/CanvasItem.xml
- msgid ""
- "If [code]true[/code], the parent [CanvasItem]'s [member material] property "
- "is used as this one's material."
- msgstr ""
- "Si [code]true[/code], la propiedad del [member material] de [CanvasItem] se "
- "utiliza como el material para este elemento."
- #: doc/classes/CanvasItem.xml
- msgid ""
- "If [code]true[/code], this [CanvasItem] is drawn. The node is only visible "
- "if all of its antecedents are visible as well (in other words, [method "
- "is_visible_in_tree] must return [code]true[/code]).\n"
- "[b]Note:[/b] For controls that inherit [Popup], the correct way to make them "
- "visible is to call one of the multiple [code]popup*()[/code] functions "
- "instead."
- msgstr ""
- "Si [code]true[/code], se dibuja este [CanvasItem]. El nodo sólo es visible "
- "si todos sus antecedentes también lo son (en otras palabras, [method "
- "is_visible_in_tree] debe devolver [code]true[/code]).\n"
- "[b]Nota:[/b] Para los controles que heredan [Popup], la forma correcta de "
- "hacerlos visibles es llamar a una de las múltiples funciones [code]popup*()[/"
- "code] en su lugar."
- #: doc/classes/CanvasItem.xml
- msgid ""
- "Emitted when the [CanvasItem] must redraw, [i]after[/i] the related "
- "[constant NOTIFICATION_DRAW] notification, and [i]before[/i] [method _draw] "
- "is called.\n"
- "[b]Note:[/b] Deferred connections do not allow drawing through the "
- "[code]draw_*[/code] methods."
- msgstr ""
- #: doc/classes/CanvasItem.xml
- msgid "Emitted when becoming hidden."
- msgstr "Emitido al ocultarse."
- #: doc/classes/CanvasItem.xml
- msgid ""
- "Emitted when the item's [Rect2] boundaries (position or size) have changed, "
- "or when an action is taking place that may have impacted these boundaries (e."
- "g. changing [member Sprite.texture])."
- msgstr ""
- #: doc/classes/CanvasItem.xml
- msgid "Emitted when the visibility (hidden/visible) changes."
- msgstr "Emitido cuando la visibilidad (oculta/visible) cambia."
- #: doc/classes/CanvasItem.xml doc/classes/CanvasItemMaterial.xml
- msgid ""
- "Mix blending mode. Colors are assumed to be independent of the alpha "
- "(opacity) value."
- msgstr ""
- "Modo de mezcla. Se supone que los colores son independientes del valor alfa "
- "(opacidad)."
- #: doc/classes/CanvasItem.xml doc/classes/CanvasItemMaterial.xml
- msgid "Additive blending mode."
- msgstr "Modo de mezcla de añadidos."
- #: doc/classes/CanvasItem.xml doc/classes/CanvasItemMaterial.xml
- msgid "Subtractive blending mode."
- msgstr "Modo de mezcla de substracción."
- #: doc/classes/CanvasItem.xml doc/classes/CanvasItemMaterial.xml
- msgid "Multiplicative blending mode."
- msgstr "Modo de mezcla multiplicativo."
- #: doc/classes/CanvasItem.xml doc/classes/CanvasItemMaterial.xml
- msgid ""
- "Mix blending mode. Colors are assumed to be premultiplied by the alpha "
- "(opacity) value."
- msgstr ""
- "Modo de mezcla Mix. Se supone que los colores se premultiplican por el valor "
- "alfa (opacidad)."
- #: doc/classes/CanvasItem.xml
- msgid ""
- "Disables blending mode. Colors including alpha are written as-is. Only "
- "applicable for render targets with a transparent background. No lighting "
- "will be applied."
- msgstr ""
- #: doc/classes/CanvasItem.xml
- #, fuzzy
- msgid ""
- "The [CanvasItem]'s global transform has changed. This notification is only "
- "received if enabled by [method set_notify_transform]."
- msgstr ""
- "La transformada del [CanvasItem] ha cambiado. Esta notificación sólo se "
- "recibe si está habilitada por [method set_notify_transform] o [method "
- "set_notify_local_transform]."
- #: doc/classes/CanvasItem.xml
- #, fuzzy
- msgid ""
- "The [CanvasItem]'s local transform has changed. This notification is only "
- "received if enabled by [method set_notify_local_transform]."
- msgstr ""
- "La transformada del [CanvasItem] ha cambiado. Esta notificación sólo se "
- "recibe si está habilitada por [method set_notify_transform] o [method "
- "set_notify_local_transform]."
- #: doc/classes/CanvasItem.xml
- #, fuzzy
- msgid "The [CanvasItem] is requested to draw (see [method _draw])."
- msgstr "Se solicita al [CanvasItem] que dibuje."
- #: doc/classes/CanvasItem.xml
- msgid "The [CanvasItem]'s visibility has changed."
- msgstr "La visibilidad del [CanvasItem] ha cambiado."
- #: doc/classes/CanvasItem.xml
- msgid "The [CanvasItem] has entered the canvas."
- msgstr "El [CanvasItem] ha entrado en el canvas."
- #: doc/classes/CanvasItem.xml
- msgid "The [CanvasItem] has exited the canvas."
- msgstr "El [CanvasItem] ha salido del canvas."
- #: doc/classes/CanvasItemMaterial.xml
- msgid "A material for [CanvasItem]s."
- msgstr "Un material para [CanvasItem]s."
- #: doc/classes/CanvasItemMaterial.xml
- msgid ""
- "[CanvasItemMaterial]s provide a means of modifying the textures associated "
- "with a CanvasItem. They specialize in describing blend and lighting "
- "behaviors for textures. Use a [ShaderMaterial] to more fully customize a "
- "material's interactions with a [CanvasItem]."
- msgstr ""
- "Los [CanvasItemMaterial]s proporcionan un medio de modificar las texturas "
- "asociadas a un CanvasItem. Se especializan en describir los comportamientos "
- "de mezcla e iluminación de las texturas. Utiliza un [ShaderMaterial] para "
- "personalizar más completamente las interacciones de un material con un "
- "[CanvasItem]."
- #: doc/classes/CanvasItemMaterial.xml
- msgid ""
- "The manner in which a material's rendering is applied to underlying textures."
- msgstr ""
- "La manera en que la representación de un material se aplica a las texturas "
- "inferiores."
- #: doc/classes/CanvasItemMaterial.xml
- msgid "The manner in which material reacts to lighting."
- msgstr "La manera en que el material reacciona a la iluminación."
- #: doc/classes/CanvasItemMaterial.xml
- #, fuzzy
- msgid ""
- "The number of columns in the spritesheet assigned as [Texture] for a "
- "[Particles2D] or [CPUParticles2D].\n"
- "[b]Note:[/b] This property is only used and visible in the editor if [member "
- "particles_animation] is [code]true[/code]."
- msgstr ""
- "El número de columnas en la spritesheet asignada como [Texture2D] para un "
- "[GPUParticles2D] o [CPUParticles2D].\n"
- "[b]Nota:[/b] Esta propiedad sólo se utiliza y es visible en el editor si "
- "[member particles_animation] es [code]true[/code]."
- #: doc/classes/CanvasItemMaterial.xml
- msgid ""
- "If [code]true[/code], the particles animation will loop.\n"
- "[b]Note:[/b] This property is only used and visible in the editor if [member "
- "particles_animation] is [code]true[/code]."
- msgstr ""
- "Si [code]true[/code], la animación de las partículas se hará en bucle.\n"
- "[b]Nota:[/b] Esta propiedad sólo se usa y es visible en el editor si [member "
- "particles_animation] es [code]true[/code]."
- #: doc/classes/CanvasItemMaterial.xml
- #, fuzzy
- msgid ""
- "The number of rows in the spritesheet assigned as [Texture] for a "
- "[Particles2D] or [CPUParticles2D].\n"
- "[b]Note:[/b] This property is only used and visible in the editor if [member "
- "particles_animation] is [code]true[/code]."
- msgstr ""
- "El número de filas en la spriteheet asignado como [Texture2D] para un "
- "[GPUParticles2D] o [CPUParticles2D].\n"
- "[b]Nota:[/b] Esta propiedad sólo se usa y es visible en el editor si [member "
- "particles_animation] es [code]true[/code]."
- #: doc/classes/CanvasItemMaterial.xml
- #, fuzzy
- msgid ""
- "If [code]true[/code], enable spritesheet-based animation features when "
- "assigned to [Particles2D] and [CPUParticles2D] nodes. The [member "
- "ParticlesMaterial.anim_speed] or [member CPUParticles2D.anim_speed] should "
- "also be set to a positive value for the animation to play.\n"
- "This property (and other [code]particles_anim_*[/code] properties that "
- "depend on it) has no effect on other types of nodes."
- msgstr ""
- "Si [code]true[/code], habilitar las características de animación basadas en "
- "spritesheets cuando se asignen a los nodos [GPUParticles2D] y "
- "[CPUParticles2D]. El [member ParticlesMaterial.anim_speed] o el [member "
- "CPUParticles2D.anim_speed] también debe estar configurado con un valor "
- "positivo para que la animación se reproduzca.\n"
- "Esta propiedad (y otras propiedades [code]particles_anim_*[/code] que "
- "dependen de ella) no tiene ningún efecto sobre otros tipos de nodos."
- #: doc/classes/CanvasItemMaterial.xml
- msgid ""
- "Render the material using both light and non-light sensitive material "
- "properties."
- msgstr ""
- "Renderizar el material utilizando tanto las propiedades de los materiales "
- "sensibles a la luz como las que no lo son."
- #: doc/classes/CanvasItemMaterial.xml
- msgid "Render the material as if there were no light."
- msgstr "Renderiza el material como si no hubiera luz."
- #: doc/classes/CanvasItemMaterial.xml
- msgid "Render the material as if there were only light."
- msgstr "Renderizar el material como si sólo hubiera luz."
- #: doc/classes/CanvasLayer.xml
- msgid "Canvas drawing layer."
- msgstr "Capa de dibujo de canvas."
- #: doc/classes/CanvasLayer.xml
- msgid ""
- "Canvas drawing layer. [CanvasItem] nodes that are direct or indirect "
- "children of a [CanvasLayer] will be drawn in that layer. The layer is a "
- "numeric index that defines the draw order. The default 2D scene renders with "
- "index 0, so a [CanvasLayer] with index -1 will be drawn below, and one with "
- "index 1 will be drawn above. This is very useful for HUDs (in layer 1+ or "
- "above), or backgrounds (in layer -1 or below)."
- msgstr ""
- "Capa de dibujo de canvas. Los nodos que son hijos directos o indirectos de "
- "una [CanvasLayer] serán dibujados en esa capa. La capa es un índice numérico "
- "que define el orden de dibujo. La escena 2D por defecto se dibuja con el "
- "índice 0, por lo que una [CanvasLayer] con índice -1 se dibujará abajo, y "
- "una con índice 1 se dibujará arriba. Esto es muy útil para los HUD (en la "
- "capa 1+ o superior), o para los fondos (en la capa -1 o inferior)."
- #: doc/classes/CanvasLayer.xml
- #, fuzzy
- msgid "Canvas layers"
- msgstr "Capa de dibujo de canvas."
- #: doc/classes/CanvasLayer.xml
- msgid "Returns the RID of the canvas used by this layer."
- msgstr "Devuelve el RID del canvas usado por esta capa."
- #: doc/classes/CanvasLayer.xml
- #, fuzzy
- msgid ""
- "Hides any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
- "setting [member visible] to [code]false[/code]."
- msgstr ""
- "Limpia el array. Esto es equivalente a usar [method resize] con un tamaño de "
- "[code]0[/code]."
- #: doc/classes/CanvasLayer.xml
- #, fuzzy
- msgid ""
- "Shows any [CanvasItem] under this [CanvasLayer]. This is equivalent to "
- "setting [member visible] to [code]true[/code]."
- msgstr ""
- "Limpia el array. Esto es equivalente a usar [method resize] con un tamaño de "
- "[code]0[/code]."
- #: doc/classes/CanvasLayer.xml
- msgid ""
- "The custom [Viewport] node assigned to the [CanvasLayer]. If [code]null[/"
- "code], uses the default viewport instead."
- msgstr ""
- "El nodo personalizado [Viewport] asignado al [CanvasLayer]. Si [code]null[/"
- "code], utiliza en su lugar la vista por defecto."
- #: doc/classes/CanvasLayer.xml
- msgid ""
- "If enabled, the [CanvasLayer] will use the viewport's transform, so it will "
- "move when camera moves instead of being anchored in a fixed position on the "
- "screen.\n"
- "Together with [member follow_viewport_scale] it can be used for a pseudo 3D "
- "effect."
- msgstr ""
- #: doc/classes/CanvasLayer.xml
- msgid ""
- "Scales the layer when using [member follow_viewport_enable]. Layers moving "
- "into the foreground should have increasing scales, while layers moving into "
- "the background should have decreasing scales."
- msgstr ""
- "Escala la capa cuando utiliza [member follow_viewport_enable]. Las capas que "
- "se mueven en el primer plano deben tener escalas crecientes, mientras que "
- "las capas que se mueven en el fondo deben tener escalas decrecientes."
- #: doc/classes/CanvasLayer.xml
- msgid "Layer index for draw order. Lower values are drawn first."
- msgstr ""
- "Índice de capas para el orden de dibujado. Los valores más bajos se dibujan "
- "primero."
- #: doc/classes/CanvasLayer.xml
- msgid "The layer's base offset."
- msgstr "El desplazamiento de la capa base."
- #: doc/classes/CanvasLayer.xml
- msgid "The layer's rotation in radians."
- msgstr "La rotación de la capa en radianes."
- #: doc/classes/CanvasLayer.xml
- msgid "The layer's rotation in degrees."
- msgstr "La rotación de la capa en grados."
- #: doc/classes/CanvasLayer.xml
- msgid "The layer's scale."
- msgstr "La escala de la capa."
- #: doc/classes/CanvasLayer.xml
- msgid "The layer's transform."
- msgstr "La transformada de la capa."
- #: doc/classes/CanvasLayer.xml
- msgid ""
- "If [code]false[/code], any [CanvasItem] under this [CanvasLayer] will be "
- "hidden.\n"
- "Unlike [member CanvasItem.visible], visibility of a [CanvasLayer] isn't "
- "propagated to underlying layers."
- msgstr ""
- #: doc/classes/CanvasLayer.xml
- #, fuzzy
- msgid "Emitted when visibility of the layer is changed. See [member visible]."
- msgstr "Emitido cuando el VisibilityNotifier sale de la vista de una [Camera]."
- #: doc/classes/CanvasModulate.xml
- msgid "Tint the entire canvas."
- msgstr "Tiñe todo el canvas."
- #: doc/classes/CanvasModulate.xml
- msgid ""
- "[CanvasModulate] tints the canvas elements using its assigned [member color]."
- msgstr ""
- "[CanvasModulate] tiñe los elementos del lienzo usando su [member color] "
- "asignado."
- #: doc/classes/CanvasModulate.xml
- msgid "The tint color to apply."
- msgstr "El color del tinte a aplicar."
- #: doc/classes/CapsuleMesh.xml
- msgid "Class representing a capsule-shaped [PrimitiveMesh]."
- msgstr "Clase que representa una forma de capsula [PrimitiveMesh]."
- #: doc/classes/CapsuleMesh.xml
- msgid ""
- "Height of the middle cylindrical part of the capsule (without the "
- "hemispherical ends).\n"
- "[b]Note:[/b] The capsule's total height is equal to [member mid_height] + 2 "
- "* [member radius]."
- msgstr ""
- #: doc/classes/CapsuleMesh.xml
- msgid "Number of radial segments on the capsule mesh."
- msgstr "Número de segmentos radiales en la malla de la cápsula."
- #: doc/classes/CapsuleMesh.xml
- msgid "Radius of the capsule mesh."
- msgstr "El radio de la malla de la cápsula."
- #: doc/classes/CapsuleMesh.xml
- msgid "Number of rings along the height of the capsule."
- msgstr "Número de anillos a lo largo de la altura de la cápsula."
- #: doc/classes/CapsuleShape.xml
- msgid "Capsule shape for collisions."
- msgstr "Forma cápsula para las colisiones."
- #: doc/classes/CapsuleShape.xml doc/classes/CapsuleShape2D.xml
- msgid "The capsule's height."
- msgstr "La altura de la cápsula."
- #: doc/classes/CapsuleShape.xml doc/classes/CapsuleShape2D.xml
- msgid "The capsule's radius."
- msgstr "El radio de la cápsula."
- #: doc/classes/CapsuleShape2D.xml
- msgid "Capsule shape for 2D collisions."
- msgstr "Forma de la cápsula para colisiones en 2D."
- #: doc/classes/CenterContainer.xml
- msgid "Keeps children controls centered."
- msgstr "Mantiene los controles de los hijos centrados."
- #: doc/classes/CenterContainer.xml
- msgid ""
- "CenterContainer keeps children controls centered. This container keeps all "
- "children to their minimum size, in the center."
- msgstr ""
- "CenterContainer mantiene los controles de los niños centrados. Este "
- "contenedor mantiene a todos los niños a su tamaño mínimo, en el centro."
- #: doc/classes/CenterContainer.xml
- msgid ""
- "If [code]true[/code], centers children relative to the [CenterContainer]'s "
- "top left corner."
- msgstr ""
- "Si [code]true[/code], centra a los hijos en relación con la esquina superior "
- "izquierda del [CenterContainer]."
- #: doc/classes/CharFXTransform.xml
- msgid ""
- "Controls how an individual character will be displayed in a [RichTextEffect]."
- msgstr ""
- "Controla cómo se mostrará un personaje individual en un [RichTextEffect]."
- #: doc/classes/CharFXTransform.xml
- msgid ""
- "By setting various properties on this object, you can control how individual "
- "characters will be displayed in a [RichTextEffect]."
- msgstr ""
- "Al establecer varias propiedades en este objeto, puede controlar cómo se "
- "mostrarán los caracteres individuales en un [RichTextEffect]."
- #: doc/classes/CharFXTransform.xml
- #, fuzzy
- msgid ""
- "The index of the current character (starting from 0) for the "
- "[RichTextLabel]'s BBCode text. Setting this property won't affect drawing."
- msgstr ""
- "El índice del carácter actual (a partir de 0). Establecer esta propiedad no "
- "afectará al dibujo."
- #: doc/classes/CharFXTransform.xml
- msgid ""
- "The Unicode codepoint the character will use. This only affects non-"
- "whitespace characters. [method @GDScript.ord] can be useful here. For "
- "example, the following will replace all characters with asterisks:\n"
- "[codeblock]\n"
- "# `char_fx` is the CharFXTransform parameter from `_process_custom_fx()`.\n"
- "# See the RichTextEffect documentation for details.\n"
- "char_fx.character = ord(\"*\")\n"
- "[/codeblock]"
- msgstr ""
- "El código Unicode que el carácter usará. Esto sólo afecta a los caracteres "
- "no blancos. El [method @GDScript.ord] puede ser útil aquí. Por ejemplo, lo "
- "siguiente reemplazará todos los caracteres con asteriscos:\n"
- "[codeblock]\n"
- "# \"Char_fx\" es el parámetro CharFXTransform de \"process_custom_fx()`.\n"
- "# Ver la documentación de RichTextEffect para más detalles.\n"
- "char_fx.character = ord(\"*\")\n"
- "[/codeblock]"
- #: doc/classes/CharFXTransform.xml
- msgid "The color the character will be drawn with."
- msgstr "El color con el que se dibujará el carácter."
- #: doc/classes/CharFXTransform.xml
- #, fuzzy
- msgid ""
- "The time elapsed since the [RichTextLabel] was added to the scene tree (in "
- "seconds). Time stops when the [RichTextLabel] is paused (see [member Node."
- "pause_mode]). Resets when the text in the [RichTextLabel] is changed.\n"
- "[b]Note:[/b] Time still passes while the [RichTextLabel] is hidden."
- msgstr ""
- "El tiempo transcurrido desde que el [RichTextLabel] fue añadido al árbol de "
- "la escena (en segundos). El tiempo se detiene cuando el proyecto se pausa, a "
- "menos que el [RichTextLabel] del [member Node.pause_mode] esté ajustado a "
- "[constant Node.PAUSE_MODE_PROCESS].\n"
- "[b]Nota:[/b] El tiempo sigue pasando mientras el [RichTextLabel] está oculto."
- #: doc/classes/CharFXTransform.xml
- msgid ""
- "Contains the arguments passed in the opening BBCode tag. By default, "
- "arguments are strings; if their contents match a type such as [bool], [int] "
- "or [float], they will be converted automatically. Color codes in the form "
- "[code]#rrggbb[/code] or [code]#rgb[/code] will be converted to an opaque "
- "[Color]. String arguments may not contain spaces, even if they're quoted. If "
- "present, quotes will also be present in the final string.\n"
- "For example, the opening BBCode tag [code][example foo=hello bar=true baz=42 "
- "color=#ffffff][/code] will map to the following [Dictionary]:\n"
- "[codeblock]\n"
- "{\"foo\": \"hello\", \"bar\": true, \"baz\": 42, \"color\": Color(1, 1, 1, "
- "1)}\n"
- "[/codeblock]"
- msgstr ""
- "Contiene los argumentos pasados en la etiqueta de apertura de BBCode. Por "
- "defecto, los argumentos son cadenas; si su contenido coincide con un tipo "
- "como [bool], [int] o [float], se convertirán automáticamente. Los códigos de "
- "color en la forma [code]#rrggbb[/code] o [code]#rgb[/code] se convertirán en "
- "un [Color] opaco. Los argumentos de string pueden no contener espacios, "
- "incluso si son citados. Si están presentes, las comillas también estarán "
- "presentes en la string final.\n"
- "Por ejemplo, la etiqueta de apertura de BBCode [code][example foo=hello "
- "bar=true baz=42 color=#ffffff][/code] se asignará al siguiente "
- "[Dictionary]:\n"
- "[codeblock]\n"
- "{\"foo\": \"hola\", \"bar\": true, \"baz\": 42, \"color\": Color(1, 1, 1, "
- "1)}\n"
- "[/codeblock]"
- #: doc/classes/CharFXTransform.xml
- msgid "The position offset the character will be drawn with (in pixels)."
- msgstr ""
- "La posición de desplazamiento con el que el carácter será dibujado (en "
- "píxeles)."
- #: doc/classes/CharFXTransform.xml
- #, fuzzy
- msgid ""
- "The index of the current character (starting from 0) for this "
- "[RichTextEffect] custom block. Setting this property won't affect drawing."
- msgstr ""
- "El índice del carácter actual (a partir de 0). Establecer esta propiedad no "
- "afectará al dibujo."
- #: doc/classes/CharFXTransform.xml
- msgid ""
- "If [code]true[/code], the character will be drawn. If [code]false[/code], "
- "the character will be hidden. Characters around hidden characters will "
- "reflow to take the space of hidden characters. If this is not desired, set "
- "their [member color] to [code]Color(1, 1, 1, 0)[/code] instead."
- msgstr ""
- "Si [code]true[/code], el carácter será dibujado. Si [code]false[/code], el "
- "carácter se ocultará. Los caracteres alrededor de los caracteres ocultos se "
- "posicionarán para tomar el espacio de los caracteres ocultos. Si no se desea "
- "esto, establezca su [member color] a [code]Color(1, 1, 1, 0)[/code] en su "
- "lugar."
- #: doc/classes/CheckBox.xml
- msgid "Binary choice user interface widget. See also [CheckButton]."
- msgstr ""
- "Widget de interfaz de usuario de elección binaria. Véase también "
- "[CheckButton]."
- #: doc/classes/CheckBox.xml
- #, fuzzy
- msgid ""
- "A checkbox allows the user to make a binary choice (choosing only one of two "
- "possible options). It's similar to [CheckButton] in functionality, but it "
- "has a different appearance. To follow established UX patterns, it's "
- "recommended to use CheckBox when toggling it has [b]no[/b] immediate effect "
- "on something. For instance, it should be used when toggling it will only do "
- "something once a confirmation button is pressed.\n"
- "See also [BaseButton] which contains common properties and methods "
- "associated with this node."
- msgstr ""
- "Un checkbox permite al usuario hacer una elección binaria (eligiendo sólo "
- "una de las dos opciones posibles). Es similar a [CheckButton] en "
- "funcionalidad, pero tiene una apariencia diferente. Para seguir los patrones "
- "UX establecidos, se recomienda usar CheckBox cuando la selección [b]no[/b] "
- "tiene efecto inmediato en algo. Por ejemplo, debería usarse cuando al "
- "seleccionar, sólo se hará algo una vez que se pulse un botón de confirmación."
- #: doc/classes/CheckBox.xml
- msgid "The [CheckBox] text's font color."
- msgstr "El color de la fuente del texto [CheckBox]."
- #: doc/classes/CheckBox.xml
- msgid "The [CheckBox] text's font color when it's disabled."
- msgstr "El color de la fuente del texto [CheckBox] cuando está desactivado."
- #: doc/classes/CheckBox.xml
- msgid ""
- "The [CheckBox] text's font color when it's focused. Only replaces the normal "
- "text color of the checkbox. Disabled, hovered, and pressed states take "
- "precedence over this color."
- msgstr ""
- #: doc/classes/CheckBox.xml
- msgid "The [CheckBox] text's font color when it's hovered."
- msgstr ""
- "El color de la fuente del texto [CheckBox] cuando es cursor esta encima de "
- "él."
- #: doc/classes/CheckBox.xml
- msgid "The [CheckBox] text's font color when it's hovered and pressed."
- msgstr ""
- "El color de la fuente del texto del [CheckBox] cuando el cursor se encuentra "
- "encima de él y se presiona."
- #: doc/classes/CheckBox.xml
- msgid "The [CheckBox] text's font color when it's pressed."
- msgstr "El color de la fuente del texto [CheckBox] cuando se presiona."
- #: doc/classes/CheckBox.xml
- msgid "The vertical offset used when rendering the check icons (in pixels)."
- msgstr ""
- "El desplazamiento vertical utilizado al renderizar los check icons (en "
- "píxeles)."
- #: doc/classes/CheckBox.xml
- msgid "The separation between the check icon and the text (in pixels)."
- msgstr "La separación entre el check icon y el texto (en píxeles)."
- #: doc/classes/CheckBox.xml
- msgid "The [Font] to use for the [CheckBox] text."
- msgstr "La [Font] a usar para el texto de [CheckBox]."
- #: doc/classes/CheckBox.xml
- msgid "The check icon to display when the [CheckBox] is checked."
- msgstr "El check icon que se muestra cuando se marca el [CheckBox]."
- #: doc/classes/CheckBox.xml
- #, fuzzy
- msgid "The check icon to display when the [CheckBox] is checked and disabled."
- msgstr ""
- "El icono que se muestra cuando el [CheckButton] está seleccionado y "
- "desactivado."
- #: doc/classes/CheckBox.xml
- msgid ""
- "If the [CheckBox] is configured as a radio button, the icon to display when "
- "the [CheckBox] is checked."
- msgstr ""
- "Si el [CheckBox] está configurado como un botón de radio, el icono que se "
- "muestra cuando se marca el [CheckBox]."
- #: doc/classes/CheckBox.xml
- msgid ""
- "If the [CheckBox] is configured as a radio button, the icon to display when "
- "the [CheckBox] is unchecked."
- msgstr ""
- "Si el [CheckBox] está configurado como un botón de radio, el icono que "
- "aparece cuando el [CheckBox] esta deseleccionado."
- #: doc/classes/CheckBox.xml
- msgid "The check icon to display when the [CheckBox] is unchecked."
- msgstr "El check icon que aparece cuando el [CheckBox] está deseleccionado."
- #: doc/classes/CheckBox.xml
- #, fuzzy
- msgid ""
- "The check icon to display when the [CheckBox] is unchecked and disabled."
- msgstr ""
- "El icono que se muestra cuando el [CheckButton] está deseleccionado y "
- "desactivado."
- #: doc/classes/CheckBox.xml
- msgid ""
- "The [StyleBox] to display as a background when the [CheckBox] is disabled."
- msgstr ""
- "El [StyleBox] a mostrar como fondo cuando el [CheckBox] está desactivado."
- #: doc/classes/CheckBox.xml
- msgid ""
- "The [StyleBox] to display as a background when the [CheckBox] is focused."
- msgstr "El [StyleBox] a mostrar como fondo cuando se enfoca el [CheckBox]."
- #: doc/classes/CheckBox.xml
- msgid ""
- "The [StyleBox] to display as a background when the [CheckBox] is hovered."
- msgstr ""
- "El [StyleBox] para mostrar como fondo cuando el cursor esta encima de el "
- "[CheckBox]."
- #: doc/classes/CheckBox.xml
- msgid ""
- "The [StyleBox] to display as a background when the [CheckBox] is hovered and "
- "pressed."
- msgstr ""
- "El [StyleBox] a mostrar como fondo cuando el cursor se encuentra encima de "
- "el [CheckBox] y se presiona."
- #: doc/classes/CheckBox.xml doc/classes/CheckButton.xml
- msgid "The [StyleBox] to display as a background."
- msgstr "El [StyleBox] para mostrar como fondo."
- #: doc/classes/CheckBox.xml
- msgid ""
- "The [StyleBox] to display as a background when the [CheckBox] is pressed."
- msgstr "El [StyleBox] para mostrar como fondo cuando se pulsa el [CheckBox]."
- #: doc/classes/CheckButton.xml
- msgid "Checkable button. See also [CheckBox]."
- msgstr "Botón chequeable. Véase también [CheckBox]."
- #: doc/classes/CheckButton.xml
- #, fuzzy
- msgid ""
- "CheckButton is a toggle button displayed as a check field. It's similar to "
- "[CheckBox] in functionality, but it has a different appearance. To follow "
- "established UX patterns, it's recommended to use CheckButton when toggling "
- "it has an [b]immediate[/b] effect on something. For instance, it should be "
- "used if toggling it enables/disables a setting without requiring the user to "
- "press a confirmation button.\n"
- "See also [BaseButton] which contains common properties and methods "
- "associated with this node."
- msgstr ""
- "CheckButton es un botón de selección que se muestra como un campo de "
- "selección. Es similar a [CheckBox] en funcionalidad, pero tiene una "
- "apariencia diferente. Para seguir los patrones UX establecidos, se "
- "recomienda usar CheckButton cuando al conmutar se tiene un efecto "
- "[b]inmediato[/b] sobre algo. Por ejemplo, debería usarse si al conmutar se "
- "activa/desactiva una configuración sin necesidad de que el usuario pulse un "
- "botón de confirmación."
- #: doc/classes/CheckButton.xml
- msgid "The [CheckButton] text's font color."
- msgstr "El color de la fuente del texto del [CheckButton]."
- #: doc/classes/CheckButton.xml
- msgid "The [CheckButton] text's font color when it's disabled."
- msgstr ""
- "El color de la fuente del texto del [CheckButton] cuando esté esta "
- "desactivado."
- #: doc/classes/CheckButton.xml
- msgid ""
- "The [CheckButton] text's font color when it's focused. Only replaces the "
- "normal text color of the button. Disabled, hovered, and pressed states take "
- "precedence over this color."
- msgstr ""
- #: doc/classes/CheckButton.xml
- msgid "The [CheckButton] text's font color when it's hovered."
- msgstr ""
- "El color de la fuente del texto del [CheckButton] cuando el cursor esta "
- "encima de él."
- #: doc/classes/CheckButton.xml
- msgid "The [CheckButton] text's font color when it's hovered and pressed."
- msgstr ""
- "El color de la fuente del texto del [CheckButton] cuando el cursor se "
- "mantiene encima de él y se presiona."
- #: doc/classes/CheckButton.xml
- msgid "The [CheckButton] text's font color when it's pressed."
- msgstr "El color de la fuente del texto del [CheckButton] cuando se presiona."
- #: doc/classes/CheckButton.xml
- msgid "The vertical offset used when rendering the toggle icons (in pixels)."
- msgstr ""
- "El desplazamiento vertical que se utiliza al renderizar los iconos de "
- "conmutación (en píxeles)."
- #: doc/classes/CheckButton.xml
- msgid "The separation between the toggle icon and the text (in pixels)."
- msgstr "La separación entre el icono de conmutación y el texto (en píxeles)."
- #: doc/classes/CheckButton.xml
- msgid "The [Font] to use for the [CheckButton] text."
- msgstr "La [Font] que se usará para el texto del [CheckButton]."
- #: doc/classes/CheckButton.xml
- msgid "The icon to display when the [CheckButton] is unchecked."
- msgstr "El icono que se muestra cuando el [CheckButton] está deseleccionado."
- #: doc/classes/CheckButton.xml
- msgid "The icon to display when the [CheckButton] is unchecked and disabled."
- msgstr ""
- "El icono que se muestra cuando el [CheckButton] está deseleccionado y "
- "desactivado."
- #: doc/classes/CheckButton.xml
- msgid "The icon to display when the [CheckButton] is checked."
- msgstr "El icono que se muestra cuando se selecciona el [CheckButton]."
- #: doc/classes/CheckButton.xml
- msgid "The icon to display when the [CheckButton] is checked and disabled."
- msgstr ""
- "El icono que se muestra cuando el [CheckButton] está seleccionado y "
- "desactivado."
- #: doc/classes/CheckButton.xml
- msgid ""
- "The [StyleBox] to display as a background when the [CheckButton] is disabled."
- msgstr ""
- "El [StyleBox] a mostrar como fondo cuando el [CheckButton] está desactivado."
- #: doc/classes/CheckButton.xml
- msgid ""
- "The [StyleBox] to display as a background when the [CheckButton] is focused."
- msgstr ""
- "El [StyleBox] a mostrar como fondo cuando el [CheckButton] está enfocado."
- #: doc/classes/CheckButton.xml
- msgid ""
- "The [StyleBox] to display as a background when the [CheckButton] is hovered."
- msgstr ""
- "El [StyleBox] a mostrar como fondo cuando el cursor esta encima de el "
- "[CheckButton]."
- #: doc/classes/CheckButton.xml
- msgid ""
- "The [StyleBox] to display as a background when the [CheckButton] is hovered "
- "and pressed."
- msgstr ""
- "El [StyleBox] para mostrar como fondo cuando el cursor esta encima del "
- "[CheckButton] y se presiona."
- #: doc/classes/CheckButton.xml
- msgid ""
- "The [StyleBox] to display as a background when the [CheckButton] is pressed."
- msgstr ""
- "El [StyleBox] para mostrar como fondo cuando se pulsa el [CheckButton]."
- #: doc/classes/CircleShape2D.xml
- msgid "Circular shape for 2D collisions."
- msgstr "Forma circular para colisiones 2D."
- #: doc/classes/CircleShape2D.xml
- msgid ""
- "Circular shape for 2D collisions. This shape is useful for modeling balls or "
- "small characters and its collision detection with everything else is very "
- "fast."
- msgstr ""
- "Forma circular para colisiones 2D. Esta forma es útil para modelar bolas o "
- "pequeños personajes y su detección de colisiones con todo lo demás es muy "
- "rápida."
- #: doc/classes/CircleShape2D.xml
- msgid "The circle's radius."
- msgstr "El radio del círculo."
- #: doc/classes/ClassDB.xml
- msgid "Class information repository."
- msgstr "Clase Depósito Información."
- #: doc/classes/ClassDB.xml
- msgid "Provides access to metadata stored for every available class."
- msgstr ""
- "Proporciona acceso a los metadatos almacenados para cada clase disponible."
- #: doc/classes/ClassDB.xml
- msgid ""
- "Returns [code]true[/code] if you can instance objects from the specified "
- "[code]class[/code], [code]false[/code] in other case."
- msgstr ""
- "Devuelve [code]true[/code] si se pueden incluir objetos de la clase "
- "[code]class[/code] especificada, [code]false[/code] en otro caso."
- #: doc/classes/ClassDB.xml
- msgid "Returns whether the specified [code]class[/code] is available or not."
- msgstr "Devuelve si la [code]class[/code] especificada está disponible o no."
- #: doc/classes/ClassDB.xml
- msgid ""
- "Returns a category associated with the class for use in documentation and "
- "the Asset Library. Debug mode required."
- msgstr ""
- "Devuelve una categoría asociada a la clase para su uso en la documentación y "
- "la Biblioteca de recursos. Se requiere el modo de depuración."
- #: doc/classes/ClassDB.xml
- #, fuzzy
- msgid ""
- "Returns an array with all the keys in [code]enum[/code] of [code]class[/"
- "code] or its ancestry."
- msgstr ""
- "Devuelve un arrayt con los nombres de todas las constantes enteras de "
- "[code]class[/code] o su ascendencia."
- #: doc/classes/ClassDB.xml
- #, fuzzy
- msgid ""
- "Returns an array with all the enums of [code]class[/code] or its ancestry."
- msgstr ""
- "Devuelve un arrayt con los nombres de todas las constantes enteras de "
- "[code]class[/code] o su ascendencia."
- #: doc/classes/ClassDB.xml
- msgid ""
- "Returns the value of the integer constant [code]name[/code] of [code]class[/"
- "code] or its ancestry. Always returns 0 when the constant could not be found."
- msgstr ""
- "Devuelve el valor de la constante entera [code]name[/code] de [code]class[/"
- "code] o su ascendencia. Siempre devuelve 0 cuando la constante no se ha "
- "podido encontrar."
- #: doc/classes/ClassDB.xml
- #, fuzzy
- msgid ""
- "Returns which enum the integer constant [code]name[/code] of [code]class[/"
- "code] or its ancestry belongs to."
- msgstr ""
- "Devuelve el valor de la constante entera [code]name[/code] de [code]class[/"
- "code] o su ascendencia. Siempre devuelve 0 cuando la constante no se ha "
- "podido encontrar."
- #: doc/classes/ClassDB.xml
- msgid ""
- "Returns an array with the names all the integer constants of [code]class[/"
- "code] or its ancestry."
- msgstr ""
- "Devuelve un arrayt con los nombres de todas las constantes enteras de "
- "[code]class[/code] o su ascendencia."
- #: doc/classes/ClassDB.xml
- #, fuzzy
- msgid ""
- "Returns an array with all the methods of [code]class[/code] or its ancestry "
- "if [code]no_inheritance[/code] is [code]false[/code]. Every element of the "
- "array is a [Dictionary] with the following keys: [code]args[/code], "
- "[code]default_args[/code], [code]flags[/code], [code]id[/code], [code]name[/"
- "code], [code]return: (class_name, hint, hint_string, name, type, usage)[/"
- "code].\n"
- "[b]Note:[/b] In exported release builds the debug info is not available, so "
- "the returned dictionaries will contain only method names."
- msgstr ""
- "Devuelve un array con todos los métodos de [code]class[/code] o su "
- "ascendencia si [code]no_inheritance[/code] es [code]false[/code]. Cada "
- "elemento del array es un [Dictionary] con las siguientes claves: [code]args[/"
- "code], [code]default_args[/code], [code]flags[/code], [code]id[/code], "
- "[code]name[/code], [code]return: (class_name, hint, hint_string, name, type, "
- "usage)[/code]."
- #: doc/classes/ClassDB.xml
- msgid ""
- "Returns the value of [code]property[/code] of [code]class[/code] or its "
- "ancestry."
- msgstr ""
- "Devuelve el valor de la [code]property[/code] de la [code]class[/code] o de "
- "sus ancestros."
- #: doc/classes/ClassDB.xml
- msgid ""
- "Returns an array with all the properties of [code]class[/code] or its "
- "ancestry if [code]no_inheritance[/code] is [code]false[/code]."
- msgstr ""
- "Devuelve un array con todas las propiedades de [code]class[/code] o su "
- "ascendencia si [code]no_inheritance[/code] es [code]false[/code]."
- #: doc/classes/ClassDB.xml
- msgid ""
- "Returns the [code]signal[/code] data of [code]class[/code] or its ancestry. "
- "The returned value is a [Dictionary] with the following keys: [code]args[/"
- "code], [code]default_args[/code], [code]flags[/code], [code]id[/code], "
- "[code]name[/code], [code]return: (class_name, hint, hint_string, name, type, "
- "usage)[/code]."
- msgstr ""
- "Devuelve los datos de la [code]signal[/code] de la [code]class[/code] o su "
- "ascendencia. El valor devuelto es un [Dictionary] con las siguientes claves: "
- "[code]args[/code], [code]default_args[/code], [code]flags[/code], [code]id[/"
- "code], [code]name[/code], [code]return: (class_name, hint, hint_string, "
- "name, type, usage)[/code]."
- #: doc/classes/ClassDB.xml
- msgid ""
- "Returns an array with all the signals of [code]class[/code] or its ancestry "
- "if [code]no_inheritance[/code] is [code]false[/code]. Every element of the "
- "array is a [Dictionary] as described in [method class_get_signal]."
- msgstr ""
- "Devuelve un array con todas las señales de [code]class[/code] o su "
- "ascendencia si [code]no_inheritance[/code] es [code]false[/code]. Cada "
- "elemento del array es un [Dictionary] como se describe en [method "
- "class_get_signal]."
- #: doc/classes/ClassDB.xml
- #, fuzzy
- msgid ""
- "Returns whether [code]class[/code] or its ancestry has an enum called "
- "[code]name[/code] or not."
- msgstr ""
- "Devuelve si [code]class[/code] o su ascendencia tiene una señal llamada "
- "[code]signal[/code] o no."
- #: doc/classes/ClassDB.xml
- msgid ""
- "Returns whether [code]class[/code] or its ancestry has an integer constant "
- "called [code]name[/code] or not."
- msgstr ""
- "Devuelve si [code]class[/code] o su ascendencia tiene una constante entera "
- "llamada [code]name[/code] o no."
- #: doc/classes/ClassDB.xml
- msgid ""
- "Returns whether [code]class[/code] (or its ancestry if [code]no_inheritance[/"
- "code] is [code]false[/code]) has a method called [code]method[/code] or not."
- msgstr ""
- "Devuelve si [code]class[/code] (o su ascendencia si [code]no_inheritance[/"
- "code] es [code]false[/code]) tiene un método llamado [code]method[/code] o "
- "no."
- #: doc/classes/ClassDB.xml
- msgid ""
- "Returns whether [code]class[/code] or its ancestry has a signal called "
- "[code]signal[/code] or not."
- msgstr ""
- "Devuelve si [code]class[/code] o su ascendencia tiene una señal llamada "
- "[code]signal[/code] o no."
- #: doc/classes/ClassDB.xml
- msgid ""
- "Sets [code]property[/code] value of [code]class[/code] to [code]value[/code]."
- msgstr ""
- "Establece el valor de [code]property[/code] de [code]class[/code] a "
- "[code]value[/code]."
- #: doc/classes/ClassDB.xml
- msgid "Returns the names of all the classes available."
- msgstr "Devuelve los nombres de todas las clases disponibles."
- #: doc/classes/ClassDB.xml
- msgid ""
- "Returns the names of all the classes that directly or indirectly inherit "
- "from [code]class[/code]."
- msgstr ""
- "Devuelve los nombres de todas las clases que directa o indirectamente "
- "heredan de [code]class[/code]."
- #: doc/classes/ClassDB.xml
- msgid "Returns the parent class of [code]class[/code]."
- msgstr "Devuelve la clase padre de [code]class[/code]."
- #: doc/classes/ClassDB.xml
- msgid "Creates an instance of [code]class[/code]."
- msgstr "Crea una instancia de [code]class[/code]."
- #: doc/classes/ClassDB.xml
- msgid "Returns whether this [code]class[/code] is enabled or not."
- msgstr "Devuelve si esta [code]clase[/code] está habilitada o no."
- #: doc/classes/ClassDB.xml
- msgid ""
- "Returns whether [code]inherits[/code] is an ancestor of [code]class[/code] "
- "or not."
- msgstr ""
- "Devuelve si [code]inherits[/code] es un ancestro de [code]class[/code] o no."
- #: doc/classes/ClippedCamera.xml
- #, fuzzy
- msgid "A [Camera] that includes collision."
- msgstr "Una [Camera] que incluye colisión."
- #: doc/classes/ClippedCamera.xml
- #, fuzzy
- msgid ""
- "This node extends [Camera] to add collisions with [Area] and/or "
- "[PhysicsBody] nodes. The camera cannot move through colliding objects."
- msgstr ""
- "Este nodo extiende la [Camera] para añadir colisiones con los nodos [Area] y/"
- "o [PhysicsBody]. La cámara no puede moverse a través de los objetos que "
- "colisionan."
- #: doc/classes/ClippedCamera.xml
- msgid ""
- "Adds a collision exception so the camera does not collide with the specified "
- "node."
- msgstr ""
- "Añade una excepción de colisión para que la cámara no colisione con el nodo "
- "especificado."
- #: doc/classes/ClippedCamera.xml
- msgid ""
- "Adds a collision exception so the camera does not collide with the specified "
- "[RID]."
- msgstr ""
- "Añade una excepción de colisión para que la cámara no colisione con el [RID] "
- "especificado."
- #: doc/classes/ClippedCamera.xml
- msgid "Removes all collision exceptions."
- msgstr "Elimina todas las excepciones de colisión."
- #: doc/classes/ClippedCamera.xml
- msgid "Returns the distance the camera has been offset due to a collision."
- msgstr ""
- "Devuelve la distancia a la que la cámara ha sido desplazada debido a una "
- "colisión."
- #: doc/classes/ClippedCamera.xml
- msgid ""
- "Returns [code]true[/code] if the specified bit index is on.\n"
- "[b]Note:[/b] Bit indices range from 0-19."
- msgstr ""
- "Devuelve [code]true[/code] si el índice de bits especificado está activado.\n"
- "[b]Nota:[/b] Los índices de bits van de 0 a 19."
- #: doc/classes/ClippedCamera.xml
- msgid "Removes a collision exception with the specified node."
- msgstr "Elimina una excepción de colisión con el nodo especificado."
- #: doc/classes/ClippedCamera.xml
- msgid "Removes a collision exception with the specified [RID]."
- msgstr "Elimina una excepción de colisión con el [RID] especificado."
- #: doc/classes/ClippedCamera.xml
- msgid ""
- "Sets the specified bit index to the [code]value[/code].\n"
- "[b]Note:[/b] Bit indices range from 0-19."
- msgstr ""
- "Establece el índice de bits especificado en el [code]value[/code].\n"
- "[b]Nota:[/b] Los índices de bits van de 0 a 19."
- #: doc/classes/ClippedCamera.xml
- #, fuzzy
- msgid "If [code]true[/code], the camera stops on contact with [Area]s."
- msgstr ""
- "Si [code]true[/code], la cámara se detiene al contacto con la o las [Area]s."
- #: doc/classes/ClippedCamera.xml
- #, fuzzy
- msgid "If [code]true[/code], the camera stops on contact with [PhysicsBody]s."
- msgstr ""
- "Si [code]true[/code], la cámara se detiene al contacto con el o los "
- "[PhysicsBody]s."
- #: doc/classes/ClippedCamera.xml
- #, fuzzy
- msgid ""
- "The camera's collision mask. Only objects in at least one collision layer "
- "matching the mask will be detected. See [url=$DOCS_URL/tutorials/physics/"
- "physics_introduction.html#collision-layers-and-masks]Collision layers and "
- "masks[/url] in the documentation for more information."
- msgstr ""
- "La(s) capa(s) física(s) del área. Los objetos coleccionables pueden existir "
- "en cualquiera de las 32 capas diferentes. Se detecta un contacto si el "
- "objeto A está en cualquiera de las capas que el objeto B escanea, o si el "
- "objeto B está en cualquiera de las capas que el objeto A escanea. Véase "
- "también [member collision_mask]."
- #: doc/classes/ClippedCamera.xml
- msgid ""
- "The camera's collision margin. The camera can't get closer than this "
- "distance to a colliding object."
- msgstr ""
- "El margen de colisión de la cámara. La cámara no puede acercarse más que "
- "esta distancia a un objeto en colisión."
- #: doc/classes/ClippedCamera.xml
- msgid "The camera's process callback. See [enum ProcessMode]."
- msgstr "El proceso de llamada de la cámara. Ver [enum ProcessMode]."
- #: doc/classes/CollisionObject.xml
- msgid "Base node for collision objects."
- msgstr "Nodo base para objetos de colisión."
- #: doc/classes/CollisionObject.xml
- #, fuzzy
- msgid ""
- "CollisionObject is the base class for physics objects. It can hold any "
- "number of collision [Shape]s. Each shape must be assigned to a [i]shape "
- "owner[/i]. The CollisionObject can have any number of shape owners. Shape "
- "owners are not nodes and do not appear in the editor, but are accessible "
- "through code using the [code]shape_owner_*[/code] methods."
- msgstr ""
- "CollisionObject3D es la clase base de los objetos de física. Puede contener "
- "cualquier número de colisiones [Shape]. Cada forma debe ser asignada a un "
- "[i]propietario de la forma[/i]. El CollisionObject3D puede tener cualquier "
- "número de propietarios de formas. Los propietarios de formas no son nodos y "
- "no aparecen en el editor, pero son accesibles a través del código usando los "
- "métodos [code]shape_owner_*[/code]."
- #: doc/classes/CollisionObject.xml
- #, fuzzy
- msgid ""
- "Receives unhandled [InputEvent]s. [code]position[/code] is the location in "
- "world space of the mouse pointer on the surface of the shape with index "
- "[code]shape_idx[/code] and [code]normal[/code] is the normal vector of the "
- "surface at that point. Connect to the [signal input_event] signal to easily "
- "pick up these events."
- msgstr ""
- "Acepta [InputEvent]s no manipulados. [code]click_position[/code] es la "
- "ubicación seleccionada en el espacio del mundo y [code]click_normal[/code] "
- "es el vector normal que se extiende desde la superficie seleccionada de la "
- "[Shape] en [code]shape_idx[/code]. Conéctese a la señal [code]input_event[/"
- "code] para recoger fácilmente estos eventos."
- #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
- msgid ""
- "Creates a new shape owner for the given object. Returns [code]owner_id[/"
- "code] of the new owner for future reference."
- msgstr ""
- "Crea un nuevo dueño de la forma para el objeto dado. Devuelve "
- "[code]owner_id[/code] del nuevo propietario para futuras referencias."
- #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
- #, fuzzy
- msgid ""
- "Returns whether or not the specified [code]bit[/code] of the [member "
- "collision_layer] is set."
- msgstr "Devuelve si la [code]class[/code] especificada está disponible o no."
- #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
- #, fuzzy
- msgid ""
- "Returns whether or not the specified [code]bit[/code] of the [member "
- "collision_mask] is set."
- msgstr ""
- "Devuelve [code]true[/code] si el bit de la máscara de colisión dada está "
- "configurado."
- #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
- #: doc/classes/Navigation2D.xml
- msgid "Returns the object's [RID]."
- msgstr "Devuelve el [RID] del objeto."
- #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
- msgid ""
- "Returns an [Array] of [code]owner_id[/code] identifiers. You can use these "
- "ids in other methods that take [code]owner_id[/code] as an argument."
- msgstr ""
- "Devuelve un [Array] de identificadores [code]owner_id[/code]. Puedes usar "
- "estos identificadores en otros métodos que toman [code]owner_id[/code] como "
- "argumento."
- #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
- msgid "If [code]true[/code], the shape owner and its shapes are disabled."
- msgstr ""
- "Si [code]true[/code], el propietario de la forma y sus formas se desactivan."
- #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
- msgid "Removes the given shape owner."
- msgstr "Elimina al dueño de la forma dada."
- #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
- msgid ""
- "If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
- "code] in the [member collision_layer].\n"
- "If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
- "code] in the [member collision_layer]."
- msgstr ""
- #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
- msgid ""
- "If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
- "code] in the [member collision_mask].\n"
- "If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
- "code] in the [member collision_mask]."
- msgstr ""
- #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
- msgid "Returns the [code]owner_id[/code] of the given shape."
- msgstr "Devuelve el [code]owner_id[/code] de la forma dada."
- #: doc/classes/CollisionObject.xml
- #, fuzzy
- msgid "Adds a [Shape] to the shape owner."
- msgstr "Añade un [Shape2D] al dueño de la forma."
- #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
- msgid "Removes all shapes from the shape owner."
- msgstr "Elimina todas las formas del dueño de la forma."
- #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
- msgid "Returns the parent object of the given shape owner."
- msgstr "Devuelve el objeto padre del propietario de la forma dada."
- #: doc/classes/CollisionObject.xml
- #, fuzzy
- msgid "Returns the [Shape] with the given id from the given shape owner."
- msgstr ""
- "Devuelve el [Shape2D] con la identificación dada por el dueño de la forma."
- #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
- msgid "Returns the number of shapes the given shape owner contains."
- msgstr ""
- "Devuelve el número de formas que contiene el propietario de la forma dada."
- #: doc/classes/CollisionObject.xml
- #, fuzzy
- msgid ""
- "Returns the child index of the [Shape] with the given id from the given "
- "shape owner."
- msgstr ""
- "Devuelve el índice de hijos de la [Shape2D] con el id dado del propietario "
- "de la forma."
- #: doc/classes/CollisionObject.xml
- msgid "Returns the shape owner's [Transform]."
- msgstr "Devuelve el [Transform] del dueño de la forma."
- #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
- msgid "Removes a shape from the given shape owner."
- msgstr "Quita una forma del dueño de la forma dada."
- #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
- msgid "If [code]true[/code], disables the given shape owner."
- msgstr "Si [code]true[/code], deshabilita al dueño de la forma dada."
- #: doc/classes/CollisionObject.xml
- msgid "Sets the [Transform] of the given shape owner."
- msgstr "Establece la [Transform] del dueño de la forma dada."
- #: doc/classes/CollisionObject.xml
- #, fuzzy
- msgid ""
- "The physics layers this CollisionObject3D is in. Collision objects can exist "
- "in one or more of 32 different layers. See also [member collision_mask].\n"
- "[b]Note:[/b] A contact is detected if object A is in any of the layers that "
- "object B scans, or object B is in any layers that object A scans. See "
- "[url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-"
- "and-masks]Collision layers and masks[/url] in the documentation for more "
- "information."
- msgstr ""
- "La(s) capa(s) física(s) del área. Los objetos coleccionables pueden existir "
- "en cualquiera de las 32 capas diferentes. Se detecta un contacto si el "
- "objeto A está en cualquiera de las capas que el objeto B escanea, o si el "
- "objeto B está en cualquiera de las capas que el objeto A escanea. Véase "
- "también [member collision_mask]."
- #: doc/classes/CollisionObject.xml
- #, fuzzy
- msgid ""
- "The physics layers this CollisionObject3D scans. Collision objects can scan "
- "one or more of 32 different layers. See also [member collision_layer].\n"
- "[b]Note:[/b] A contact is detected if object A is in any of the layers that "
- "object B scans, or object B is in any layers that object A scans. See "
- "[url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-"
- "and-masks]Collision layers and masks[/url] in the documentation for more "
- "information."
- msgstr ""
- "La(s) capa(s) física(s) del área. Los objetos coleccionables pueden existir "
- "en cualquiera de las 32 capas diferentes. Se detecta un contacto si el "
- "objeto A está en cualquiera de las capas que el objeto B escanea, o si el "
- "objeto B está en cualquiera de las capas que el objeto A escanea. Véase "
- "también [member collision_mask]."
- #: doc/classes/CollisionObject.xml
- #, fuzzy
- msgid ""
- "If [code]true[/code], the [CollisionObject] will continue to receive input "
- "events as the mouse is dragged across its shapes."
- msgstr ""
- "Si [code]true[/code], el [CollisionObject] continuará recibiendo eventos de "
- "entrada mientras el ratón es arrastrado a través de sus formas."
- #: doc/classes/CollisionObject.xml doc/classes/CollisionObject2D.xml
- #, fuzzy
- msgid ""
- "If [code]true[/code], this object is pickable. A pickable object can detect "
- "the mouse pointer entering/leaving, and if the mouse is inside it, report "
- "input events. Requires at least one [member collision_layer] bit to be set."
- msgstr ""
- "Si [code]true[/code], este objeto es seleccionable. Un objeto seleccionable "
- "puede detectar el puntero del ratón entrando y saliendo, y si el ratón está "
- "dentro de él, informar de los eventos de entrada. Requiere al menos un bit "
- "[code]collision_layer[/code] para ser establecido."
- #: doc/classes/CollisionObject.xml
- #, fuzzy
- msgid ""
- "Emitted when the object receives an unhandled [InputEvent]. [code]position[/"
- "code] is the location in world space of the mouse pointer on the surface of "
- "the shape with index [code]shape_idx[/code] and [code]normal[/code] is the "
- "normal vector of the surface at that point."
- msgstr ""
- "Acepta [InputEvent]s no manipulados. [code]click_position[/code] es la "
- "ubicación seleccionada en el espacio del mundo y [code]click_normal[/code] "
- "es el vector normal que se extiende desde la superficie seleccionada de la "
- "[Shape] en [code]shape_idx[/code]. Conéctese a la señal [code]input_event[/"
- "code] para recoger fácilmente estos eventos."
- #: doc/classes/CollisionObject.xml
- msgid "Emitted when the mouse pointer enters any of this object's shapes."
- msgstr ""
- "Emitido cuando el puntero del ratón entra en cualquiera de las formas de "
- "este objeto."
- #: doc/classes/CollisionObject.xml
- msgid "Emitted when the mouse pointer exits all this object's shapes."
- msgstr ""
- "Emitido cuando el puntero del ratón sale de todas las formas de este objeto."
- #: doc/classes/CollisionObject2D.xml
- msgid "Base node for 2D collision objects."
- msgstr "Nodo base para objetos de colisión 2D."
- #: doc/classes/CollisionObject2D.xml
- #, fuzzy
- msgid ""
- "CollisionObject2D is the base class for 2D physics objects. It can hold any "
- "number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape "
- "owner[/i]. The CollisionObject2D can have any number of shape owners. Shape "
- "owners are not nodes and do not appear in the editor, but are accessible "
- "through code using the [code]shape_owner_*[/code] methods.\n"
- "[b]Note:[/b] Only collisions between objects within the same canvas "
- "([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
- "collisions between objects in different canvases is undefined."
- msgstr ""
- "CollisionObject2D es la clase base de los objetos de física 2D. Puede "
- "contener cualquier número de colisiones 2D [Shape2D]. Cada forma debe ser "
- "asignada a un [i]propietario de la forma[/i]. El CollisionObject2D puede "
- "tener cualquier número de propietarios de formas. Los propietarios de formas "
- "no son nodos y no aparecen en el editor, pero son accesibles a través del "
- "código usando los métodos [code]shape_owner_*[/code]."
- #: doc/classes/CollisionObject2D.xml
- msgid ""
- "Accepts unhandled [InputEvent]s. Requires [member input_pickable] to be "
- "[code]true[/code]. [code]shape_idx[/code] is the child index of the clicked "
- "[Shape2D]. Connect to the [code]input_event[/code] signal to easily pick up "
- "these events."
- msgstr ""
- "Acepta [InputEvent]s no manipulados. Requiere que [member input_pickable] "
- "sea [code]true[/code]. [code]shape_idx[/code] es el índice hijo de la "
- "[Shape2D] seleccionada. Conecta con la señal [code]input_event[/code] para "
- "recoger fácilmente estos eventos."
- #: doc/classes/CollisionObject2D.xml
- msgid ""
- "Returns the [code]one_way_collision_margin[/code] of the shape owner "
- "identified by given [code]owner_id[/code]."
- msgstr ""
- "Devuelve el [code]one_way_collision_margin[/code] del propietario de la "
- "forma identificado por el [code]owner_id[/code] dado."
- #: doc/classes/CollisionObject2D.xml
- msgid ""
- "Returns [code]true[/code] if collisions for the shape owner originating from "
- "this [CollisionObject2D] will not be reported to collided with "
- "[CollisionObject2D]s."
- msgstr ""
- "Devuelve [code]true[/code] si las colisiones para el propietario de la forma "
- "originadas por este [CollisionObject2D] no serán reportadas como "
- "colisionadas con los [CollisionObject2D]s."
- #: doc/classes/CollisionObject2D.xml
- msgid "Adds a [Shape2D] to the shape owner."
- msgstr "Añade un [Shape2D] al dueño de la forma."
- #: doc/classes/CollisionObject2D.xml
- msgid "Returns the [Shape2D] with the given id from the given shape owner."
- msgstr ""
- "Devuelve el [Shape2D] con la identificación dada por el dueño de la forma."
- #: doc/classes/CollisionObject2D.xml
- msgid ""
- "Returns the child index of the [Shape2D] with the given id from the given "
- "shape owner."
- msgstr ""
- "Devuelve el índice de hijos de la [Shape2D] con el id dado del propietario "
- "de la forma."
- #: doc/classes/CollisionObject2D.xml
- msgid "Returns the shape owner's [Transform2D]."
- msgstr "Devuelve la forma del dueño [Transform2D]."
- #: doc/classes/CollisionObject2D.xml
- msgid ""
- "If [code]enable[/code] is [code]true[/code], collisions for the shape owner "
- "originating from this [CollisionObject2D] will not be reported to collided "
- "with [CollisionObject2D]s."
- msgstr ""
- "Si [code]enable[/code] es [code]true[/code], las colisiones para el "
- "propietario de la forma originadas por este [CollisionObject2D] no se "
- "comunicarán como colisiones con las de [CollisionObject2D]."
- #: doc/classes/CollisionObject2D.xml
- msgid ""
- "Sets the [code]one_way_collision_margin[/code] of the shape owner identified "
- "by given [code]owner_id[/code] to [code]margin[/code] pixels."
- msgstr ""
- "Establece el [code]one_way_collision_margin[/code] del propietario de la "
- "forma identificado por el [code]owner_id[/code] dado a los píxeles del "
- "[code]margin[/code]."
- #: doc/classes/CollisionObject2D.xml
- msgid "Sets the [Transform2D] of the given shape owner."
- msgstr "Establece la [Transform2D] del propietario de la forma dada."
- #: doc/classes/CollisionObject2D.xml
- #, fuzzy
- msgid ""
- "The physics layers this CollisionObject2D is in. Collision objects can exist "
- "in one or more of 32 different layers. See also [member collision_mask].\n"
- "[b]Note:[/b] A contact is detected if object A is in any of the layers that "
- "object B scans, or object B is in any layers that object A scans. See "
- "[url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-"
- "and-masks]Collision layers and masks[/url] in the documentation for more "
- "information."
- msgstr ""
- "La(s) capa(s) física(s) del área. Los objetos coleccionables pueden existir "
- "en cualquiera de las 32 capas diferentes. Se detecta un contacto si el "
- "objeto A está en cualquiera de las capas que el objeto B escanea, o si el "
- "objeto B está en cualquiera de las capas que el objeto A escanea. Véase "
- "también [member collision_mask]."
- #: doc/classes/CollisionObject2D.xml
- #, fuzzy
- msgid ""
- "The physics layers this CollisionObject2D scans. Collision objects can scan "
- "one or more of 32 different layers. See also [member collision_layer].\n"
- "[b]Note:[/b] A contact is detected if object A is in any of the layers that "
- "object B scans, or object B is in any layers that object A scans. See "
- "[url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-"
- "and-masks]Collision layers and masks[/url] in the documentation for more "
- "information."
- msgstr ""
- "La(s) capa(s) física(s) del área. Los objetos coleccionables pueden existir "
- "en cualquiera de las 32 capas diferentes. Se detecta un contacto si el "
- "objeto A está en cualquiera de las capas que el objeto B escanea, o si el "
- "objeto B está en cualquiera de las capas que el objeto A escanea. Véase "
- "también [member collision_mask]."
- #: doc/classes/CollisionObject2D.xml
- msgid ""
- "Emitted when an input event occurs. Requires [member input_pickable] to be "
- "[code]true[/code] and at least one [code]collision_layer[/code] bit to be "
- "set. See [method _input_event] for details."
- msgstr ""
- "Emitido cuando ocurre un evento de entrada. Requiere que [member "
- "input_pickable] sea [code]true[/code] y que se establezca al menos un bit "
- "[code]collision_layer[/code]. Ver [method _input_event] para más detalles."
- #: doc/classes/CollisionObject2D.xml
- msgid ""
- "Emitted when the mouse pointer enters any of this object's shapes. Requires "
- "[member input_pickable] to be [code]true[/code] and at least one "
- "[code]collision_layer[/code] bit to be set."
- msgstr ""
- "Emitido cuando el puntero del ratón entra en cualquiera de las formas de "
- "este objeto. Requiere que [member input_pickable] sea [code]true[/code] y "
- "que al menos un bit [code]collision_layer[/code] sea establecido."
- #: doc/classes/CollisionObject2D.xml
- msgid ""
- "Emitted when the mouse pointer exits all this object's shapes. Requires "
- "[member input_pickable] to be [code]true[/code] and at least one "
- "[code]collision_layer[/code] bit to be set."
- msgstr ""
- "Emitido cuando el puntero del ratón sale de todas las formas de este objeto. "
- "Requiere que [member input_pickable] sea [code]true[/code] y que al menos un "
- "bit [code]collision_layer[/code] esté activado."
- #: doc/classes/CollisionPolygon.xml
- msgid "Editor-only class for defining a collision polygon in 3D space."
- msgstr ""
- "Clase de edición para definir un polígono de colisión en el espacio 3D."
- #: doc/classes/CollisionPolygon.xml
- #, fuzzy
- msgid ""
- "Allows editing a collision polygon's vertices on a selected plane. Can also "
- "set a depth perpendicular to that plane. This class is only available in the "
- "editor. It will not appear in the scene tree at run-time. Creates a [Shape] "
- "for gameplay. Properties modified during gameplay will have no effect."
- msgstr ""
- "Permite editar los vértices de un polígono de colisión en un plano "
- "seleccionado. También puede establecer una profundidad perpendicular a ese "
- "plano. Esta clase sólo está disponible en el editor. No aparecerá en el "
- "árbol de la escena en tiempo de ejecución. Crea una [Shape] para el juego. "
- "Las propiedades modificadas durante el juego no tendrán ningún efecto."
- #: doc/classes/CollisionPolygon.xml
- msgid ""
- "Length that the resulting collision extends in either direction "
- "perpendicular to its polygon."
- msgstr ""
- "Longitud que la colisión resultante se extiende en cualquier dirección "
- "perpendicular a su polígono."
- #: doc/classes/CollisionPolygon.xml
- msgid "If [code]true[/code], no collision will be produced."
- msgstr "Si [code]true[/code], no se producirá ninguna colisión."
- #: doc/classes/CollisionPolygon.xml
- msgid ""
- "The collision margin for the generated [Shape]. See [member Shape.margin] "
- "for more details."
- msgstr ""
- #: doc/classes/CollisionPolygon.xml
- msgid ""
- "Array of vertices which define the polygon.\n"
- "[b]Note:[/b] The returned value is a copy of the original. Methods which "
- "mutate the size or properties of the return value will not impact the "
- "original polygon. To change properties of the polygon, assign it to a "
- "temporary variable and make changes before reassigning the [code]polygon[/"
- "code] member."
- msgstr ""
- "Conjunto de vértices que definen el polígono.\n"
- "[b]Nota:[/b] El valor devuelto es una copia del original. Los métodos que "
- "mutan el tamaño o las propiedades del valor de retorno no afectarán al "
- "polígono original. Para cambiar las propiedades del polígono, asígnalo a una "
- "variable temporal y haz los cambios antes de reasignar el miembro "
- "[code]polygon[/code]."
- #: doc/classes/CollisionPolygon2D.xml
- msgid "Defines a 2D collision polygon."
- msgstr "Define un polígono de colisión en 2D."
- #: doc/classes/CollisionPolygon2D.xml
- msgid ""
- "Provides a 2D collision polygon to a [CollisionObject2D] parent. Polygons "
- "can be drawn in the editor or specified by a list of vertices."
- msgstr ""
- "Proporciona un polígono de colisión 2D a un padre [CollisionObject2D]. Los "
- "polígonos pueden ser dibujados en el editor o especificados por una lista de "
- "vértices."
- #: doc/classes/CollisionPolygon2D.xml
- msgid "Collision build mode. Use one of the [enum BuildMode] constants."
- msgstr ""
- "Modo de construcción de colisión. Use una de las constantes de [enum "
- "BuildMode]."
- #: doc/classes/CollisionPolygon2D.xml
- msgid "If [code]true[/code], no collisions will be detected."
- msgstr "Si [code]true[/code], no se detectarán colisiones."
- #: doc/classes/CollisionPolygon2D.xml
- #, fuzzy
- msgid ""
- "If [code]true[/code], only edges that face up, relative to "
- "[CollisionPolygon2D]'s rotation, will collide with other objects.\n"
- "[b]Note:[/b] This property has no effect if this [CollisionPolygon2D] is a "
- "child of an [Area2D] node."
- msgstr ""
- "Si [code]true[/code], sólo los bordes que están boca arriba, en relación con "
- "la rotación de [CollisionPolygon2D], colisionarán con otros objetos."
- #: doc/classes/CollisionPolygon2D.xml
- msgid ""
- "The margin used for one-way collision (in pixels). Higher values will make "
- "the shape thicker, and work better for colliders that enter the polygon at a "
- "high velocity."
- msgstr ""
- "El margen utilizado para la colisión en un sentido (en píxeles). Valores más "
- "altos harán la forma más gruesa, y funcionará mejor para los colisionadores "
- "que entran en el polígono a alta velocidad."
- #: doc/classes/CollisionPolygon2D.xml
- #, fuzzy
- msgid ""
- "The polygon's list of vertices. The final point will be connected to the "
- "first. The returned value is a clone of the [PoolVector2Array], not a "
- "reference."
- msgstr ""
- "La lista de vértices del polígono. El punto final estará conectado al "
- "primero. El valor devuelto es un clon del [PackedVector2Array], no una "
- "referencia."
- #: doc/classes/CollisionPolygon2D.xml
- msgid "Collisions will include the polygon and its contained area."
- msgstr "Las colisiones incluirán el polígono y su área de contención."
- #: doc/classes/CollisionPolygon2D.xml
- msgid "Collisions will only include the polygon edges."
- msgstr "Las colisiones sólo incluirán los bordes del polígono."
- #: doc/classes/CollisionShape.xml
- msgid "Node that represents collision shape data in 3D space."
- msgstr ""
- "Nodo que representa los datos de la forma de la colisión en el espacio 3D."
- #: doc/classes/CollisionShape.xml
- #, fuzzy
- msgid ""
- "Editor facility for creating and editing collision shapes in 3D space. Set "
- "the [member shape] property to configure the shape. [b]IMPORTANT[/b]: this "
- "is an Editor-only helper to create shapes, use [method CollisionObject."
- "shape_owner_get_shape] to get the actual shape.\n"
- "You can use this node to represent all sorts of collision shapes, for "
- "example, add this to an [Area] to give it a detection shape, or add it to a "
- "[PhysicsBody] to create a solid object."
- msgstr ""
- "Servicio de edición para crear y editar formas de colisión en el espacio 3D. "
- "Puede usar este nodo para representar todo tipo de formas de colisión, por "
- "ejemplo, añadirlo a un [Area] para darle una forma de detección, o añadirlo "
- "a un [PhysicsBody] para crear un objeto sólido. [b]IMPORTANTE[/b]: este es "
- "un ayudante sólo para el editor para crear formas, usa el [method "
- "CollisionObject.shape_owner_get_shape] para obtener la forma real."
- #: doc/classes/CollisionShape.xml doc/classes/CollisionShape2D.xml
- #: doc/classes/Physics2DDirectBodyState.xml
- #: doc/classes/Physics2DDirectSpaceState.xml
- #: doc/classes/PhysicsDirectBodyState.xml
- #: doc/classes/PhysicsDirectSpaceState.xml doc/classes/RigidBody.xml
- #, fuzzy
- msgid "Physics introduction"
- msgstr "Interpolación cúbica."
- #: doc/classes/CollisionShape.xml
- #, fuzzy
- msgid ""
- "Sets the collision shape's shape to the addition of all its convexed "
- "[MeshInstance] siblings geometry."
- msgstr ""
- "Establece la forma de la colisión a la suma de toda la geometría convexa de "
- "sus hermanos [MeshInstance]."
- #: doc/classes/CollisionShape.xml
- msgid ""
- "If this method exists within a script it will be called whenever the shape "
- "resource has been modified."
- msgstr ""
- "Si este método existe dentro de un script se llamará siempre que el recurso "
- "de forma haya sido modificado."
- #: doc/classes/CollisionShape.xml
- msgid "A disabled collision shape has no effect in the world."
- msgstr "Una forma de colisión desactivada no tiene ningún efecto en el mundo."
- #: doc/classes/CollisionShape.xml doc/classes/CollisionShape2D.xml
- msgid "The actual shape owned by this collision shape."
- msgstr "La forma actual que posee esta forma de colisión."
- #: doc/classes/CollisionShape2D.xml
- msgid "Node that represents collision shape data in 2D space."
- msgstr ""
- "Nodo que representa los datos de la forma de colisión en el espacio 2D."
- #: doc/classes/CollisionShape2D.xml
- #, fuzzy
- msgid ""
- "Editor facility for creating and editing collision shapes in 2D space. Set "
- "the [member shape] property to configure the shape. [b]IMPORTANT[/b]: this "
- "is an Editor-only helper to create shapes, use [method CollisionObject2D."
- "shape_owner_get_shape] to get the actual shape.\n"
- "You can use this node to represent all sorts of collision shapes, for "
- "example, add this to an [Area2D] to give it a detection shape, or add it to "
- "a [PhysicsBody2D] to create a solid object."
- msgstr ""
- "Servicio de edición para crear y editar formas de colisión en el espacio 2D. "
- "Puede usar este nodo para representar todo tipo de formas de colisión, por "
- "ejemplo, añadirlo a un [Area2D] para darle una forma de detección, o "
- "añadirlo a un [PhysicsBody2D] para crear un objeto sólido. [b]IMPORTANTE[/"
- "b]: este es un ayudante sólo para el editor para crear formas, usa el "
- "[method CollisionObject2D.shape_owner_get_shape] para obtener la forma real."
- #: doc/classes/CollisionShape2D.xml doc/classes/KinematicBody2D.xml
- #: doc/classes/RectangleShape2D.xml doc/classes/TileMap.xml
- #: doc/classes/TileSet.xml
- msgid "2D Kinematic Character Demo"
- msgstr ""
- #: doc/classes/CollisionShape2D.xml
- #, fuzzy
- msgid ""
- "A disabled collision shape has no effect in the world. This property should "
- "be changed with [method Object.set_deferred]."
- msgstr "Una forma de colisión desactivada no tiene ningún efecto en el mundo."
- #: doc/classes/CollisionShape2D.xml
- #, fuzzy
- msgid ""
- "Sets whether this collision shape should only detect collision on one side "
- "(top or bottom).\n"
- "[b]Note:[/b] This property has no effect if this [CollisionShape2D] is a "
- "child of an [Area2D] node."
- msgstr ""
- "Establece si esta forma de colisión sólo debe detectar la colisión en un "
- "lado (superior o inferior)."
- #: doc/classes/CollisionShape2D.xml
- msgid ""
- "The margin used for one-way collision (in pixels). Higher values will make "
- "the shape thicker, and work better for colliders that enter the shape at a "
- "high velocity."
- msgstr ""
- "El margen utilizado para la colisión en un sentido (en píxeles). Valores más "
- "altos harán la forma más gruesa, y funcionará mejor para los colisionadores "
- "que entran en la forma a alta velocidad."
- #: doc/classes/Color.xml
- msgid "Color in RGBA format using floats on the range of 0 to 1."
- msgstr "Color en formato RGBA usando reales en el rango de 0 a 1."
- #: doc/classes/Color.xml
- #, fuzzy
- msgid ""
- "A color represented by red, green, blue, and alpha (RGBA) components. The "
- "alpha component is often used for opacity. Values are in floating-point and "
- "usually range from 0 to 1. Some properties (such as CanvasItem.modulate) may "
- "accept values greater than 1 (overbright or HDR colors).\n"
- "You can also create a color from standardized color names by using [method "
- "@GDScript.ColorN] or directly using the color constants defined here. The "
- "standardized color set is based on the [url=https://en.wikipedia.org/wiki/"
- "X11_color_names]X11 color names[/url].\n"
- "If you want to supply values in a range of 0 to 255, you should use [method "
- "@GDScript.Color8].\n"
- "[b]Note:[/b] In a boolean context, a Color will evaluate to [code]false[/"
- "code] if it's equal to [code]Color(0, 0, 0, 1)[/code] (opaque black). "
- "Otherwise, a Color will always evaluate to [code]true[/code].\n"
- "[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
- "color_constants.png]Color constants cheatsheet[/url]"
- msgstr ""
- "Un color representado por los componentes rojo, verde, azul y alfa (RGBA). "
- "El componente alfa se utiliza a menudo para la transparencia. Los valores "
- "están en punto flotante y normalmente van de 0 a 1. Algunas propiedades "
- "(como CanvasItem.modulate) pueden aceptar valores superiores a 1 (colores "
- "con sobrebrillo o HDR).\n"
- "También puede crear un color a partir de nombres de colores estandarizados "
- "utilizando [method @GDScript.ColorN] o directamente utilizando las "
- "constantes de color definidas aquí. El conjunto de colores estandarizados se "
- "basa en los nombres de colores [url=https://en.wikipedia.org/wiki/"
- "X11_color_names]X11[/url].\n"
- "Si desea suministrar valores en un rango de 0 a 255, debe utilizar [method "
- "@GDScript.Color8].\n"
- "[b]Nota:[/b] En un contexto booleano, un Color evaluará a [code]false[/code] "
- "si es igual a [code]Color(0, 0, 0, 1)[/code] (negro opaco). De lo contrario, "
- "un Color siempre se evaluará a [code]true[/code]."
- #: doc/classes/Color.xml doc/classes/ColorPickerButton.xml
- msgid "2D GD Paint Demo"
- msgstr ""
- #: doc/classes/Color.xml doc/classes/ColorPicker.xml
- msgid "Tween Demo"
- msgstr ""
- #: doc/classes/Color.xml doc/classes/ColorPickerButton.xml
- msgid "GUI Drag And Drop Demo"
- msgstr ""
- #: doc/classes/Color.xml
- msgid ""
- "Constructs a color from an HTML hexadecimal color string in ARGB or RGB "
- "format. See also [method @GDScript.ColorN].\n"
- "[codeblock]\n"
- "# Each of the following creates the same color RGBA(178, 217, 10, 255).\n"
- "var c1 = Color(\"#ffb2d90a\") # ARGB format with \"#\".\n"
- "var c2 = Color(\"ffb2d90a\") # ARGB format.\n"
- "var c3 = Color(\"#b2d90a\") # RGB format with \"#\".\n"
- "var c4 = Color(\"b2d90a\") # RGB format.\n"
- "[/codeblock]"
- msgstr ""
- "Construye un color a partir de una cadena de color hexadecimal HTML en "
- "formato ARGB o RGB. Véase también [method @GDScript.ColorN].\n"
- "[codeblock]\n"
- "# Cada uno de los siguientes crea el mismo color RGBA(178, 217, 10, 255).\n"
- "var c1 = Color(\"#ffb2d90a\") # Formato ARGB con \"#\".\n"
- "var c2 = Color(\"ffb2d90a\") # Formato ARGB.\n"
- "var c3 = Color(\"#b2d90a\") # Formato RGB con \"#\".\n"
- "var c4 = Color(\"b2d90a\") # Formato RGB.\n"
- "[/codeblock]"
- #: doc/classes/Color.xml
- #, fuzzy
- msgid ""
- "Constructs a color from a 32-bit integer in RGBA format (each byte "
- "represents a color channel).\n"
- "[codeblock]\n"
- "var color = Color(274) # Similar to Color(0.0, 0.0, 0.004, 0.07)\n"
- "[/codeblock]"
- msgstr ""
- "Construye un color a partir de un entero de 32 bits (cada byte representa un "
- "componente del perfil RGBA).\n"
- "[codeblock]\n"
- "var c = Color(274) # Equivalente a RGBA(0, 0, 1, 18)\n"
- "[/codeblock]"
- #: doc/classes/Color.xml
- #, fuzzy
- msgid ""
- "Constructs a color from RGB values, typically between 0 and 1. Alpha will be "
- "1.\n"
- "[codeblock]\n"
- "var color = Color(0.2, 1.0, 0.7) # Similar to Color8(51, 255, 178, 255)\n"
- "[/codeblock]"
- msgstr ""
- "Construye un color a partir de un perfil RGB usando valores entre 0 y 1. "
- "Alfa siempre será 1.\n"
- "[codeblock]\n"
- "var c = Color(0.2, 1.0, 0.7) # Equivalente a RGBA(51, 255, 178, 255)\n"
- "[/codeblock]"
- #: doc/classes/Color.xml
- #, fuzzy
- msgid ""
- "Constructs a color from RGBA values, typically between 0 and 1.\n"
- "[codeblock]\n"
- "var color = Color(0.2, 1.0, 0.7, 0.8) # Similar to Color8(51, 255, 178, "
- "204)\n"
- "[/codeblock]"
- msgstr ""
- "Construye un color a partir de un perfil RGBA usando valores entre 0 y 1.\n"
- "[codeblock]\n"
- "var c = Color(0.2, 1.0, 0.7, 0.8) # Equivalente a RGBA(51, 255, 178, 204)\n"
- "[/codeblock]"
- #: doc/classes/Color.xml
- msgid ""
- "Returns a new color resulting from blending this color over another. If the "
- "color is opaque, the result is also opaque. The second color may have a "
- "range of alpha values.\n"
- "[codeblock]\n"
- "var bg = Color(0.0, 1.0, 0.0, 0.5) # Green with alpha of 50%\n"
- "var fg = Color(1.0, 0.0, 0.0, 0.5) # Red with alpha of 50%\n"
- "var blended_color = bg.blend(fg) # Brown with alpha of 75%\n"
- "[/codeblock]"
- msgstr ""
- "Devuelve un nuevo color resultante de mezclar este color con otro. Si el "
- "color es opaco, el resultado también es opaco. El segundo color puede tener "
- "un rango de valores alfa.\n"
- "[codeblock]\n"
- "var bg = Color(0.0, 1.0, 0.0, 0.5) # Verde con alfa a 50%\n"
- "var fg = Color(1.0, 0.0, 0.0, 0.5) # Rojo con alfa a 50%\n"
- "var blended_color = bg.blend(fg) # Marron con alfa a 75%\n"
- "[/codeblock]"
- #: doc/classes/Color.xml
- #, fuzzy
- msgid ""
- "Returns the most contrasting color.\n"
- "[codeblock]\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 ""
- "Devuelve el color más contrastado.\n"
- "[codeblock]\n"
- "var c = Color(0.3, 0.4, 0.9)\n"
- "var color_constrastado = c.contrasted() # Equivalente a RGBA(204, 229, 102, "
- "255)\n"
- "[/codeblock]"
- #: doc/classes/Color.xml
- msgid ""
- "Returns a new color resulting from making this color darker by the specified "
- "percentage (ratio from 0 to 1).\n"
- "[codeblock]\n"
- "var green = Color(0.0, 1.0, 0.0)\n"
- "var darkgreen = green.darkened(0.2) # 20% darker than regular green\n"
- "[/codeblock]"
- msgstr ""
- "Devuelve un nuevo color resultante de oscurecer este color en el porcentaje "
- "especificado (proporción de 0 a 1).\n"
- "[codeblock]\n"
- "var verde = Color(0.0, 1.0, 0.0)\n"
- "var verdeoscuro = green.darkened(0.2) # 20% más oscuro que el verde\n"
- "[/codeblock]"
- #: doc/classes/Color.xml
- #, fuzzy
- 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 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 ""
- "Construye un color a partir de un perfil de HSV. [code]h[/code], [code]s[/"
- "code], y [code]v[/code] son valores entre 0 y 1.\n"
- "[codeblock]\n"
- "var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalente a HSV(210, 50, "
- "79, 0.8) or Color8(100, 151, 201, 0.8)\n"
- "[/codeblock]"
- #: doc/classes/Color.xml
- msgid ""
- "Returns the luminance of the color in the [code][0.0, 1.0][/code] range.\n"
- "This is useful when determining light or dark color. Colors with a luminance "
- "smaller than 0.5 can be generally considered dark."
- msgstr ""
- #: doc/classes/Color.xml
- #, fuzzy
- msgid ""
- "Returns the color's grayscale representation.\n"
- "The gray value is calculated as [code](r + g + b) / 3[/code].\n"
- "[codeblock]\n"
- "var color = Color(0.2, 0.45, 0.82)\n"
- "var gray = color.gray() # A value of 0.466667\n"
- "[/codeblock]"
- msgstr ""
- "Devuelve el color invertido [code](1 - r, 1 - g, 1 - b, a)[/code].\n"
- "[codeblock]\n"
- "var c = Color(0.3, 0.4, 0.9)\n"
- "var color_invertido = c.inverted() # Un color de un RGBA(178, 153, 26, 255)\n"
- "[/codeblock]"
- #: doc/classes/Color.xml
- #, fuzzy
- msgid ""
- "Returns the inverted color [code](1 - r, 1 - g, 1 - b, a)[/code].\n"
- "[codeblock]\n"
- "var color = Color(0.3, 0.4, 0.9)\n"
- "var inverted_color = color.inverted() # Equivalent to Color(0.7, 0.6, 0.1)\n"
- "[/codeblock]"
- msgstr ""
- "Devuelve el color invertido [code](1 - r, 1 - g, 1 - b, a)[/code].\n"
- "[codeblock]\n"
- "var c = Color(0.3, 0.4, 0.9)\n"
- "var color_invertido = c.inverted() # Un color de un RGBA(178, 153, 26, 255)\n"
- "[/codeblock]"
- #: doc/classes/Color.xml
- msgid ""
- "Returns [code]true[/code] if this color and [code]color[/code] are "
- "approximately equal, by running [method @GDScript.is_equal_approx] on each "
- "component."
- msgstr ""
- "Devuelve [code]true[/code] si este color y [code]color[/code] son "
- "aproximadamente iguales, ejecutando [method @GDScript.is_equal_approx] en "
- "cada componente."
- #: doc/classes/Color.xml
- msgid ""
- "Returns a new color resulting from making this color lighter by the "
- "specified percentage (ratio from 0 to 1).\n"
- "[codeblock]\n"
- "var green = Color(0.0, 1.0, 0.0)\n"
- "var lightgreen = green.lightened(0.2) # 20% lighter than regular green\n"
- "[/codeblock]"
- msgstr ""
- "Devuelve un nuevo color resultante de hacer este color más claro en el "
- "porcentaje especificado (proporción de 0 a 1).\n"
- "[codeblock]\n"
- "var verde = Color(0.0, 1.0, 0.0)\n"
- "var verdeclaro = green.lightened(0.2) # 20% más claro que el verde regular\n"
- "[/codeblock]"
- #: doc/classes/Color.xml
- #, fuzzy
- msgid ""
- "Returns the linear interpolation with another color. The interpolation "
- "factor [code]weight[/code] is between 0 and 1.\n"
- "[codeblock]\n"
- "var c1 = Color(1.0, 0.0, 0.0)\n"
- "var c2 = Color(0.0, 1.0, 0.0)\n"
- "var li_c = c1.linear_interpolate(c2, 0.5) # Equivalent to Color(0.5, 0.5, "
- "0.0)\n"
- "[/codeblock]"
- msgstr ""
- "Devuelve la interpolación lineal con otro color. El factor de interpolación "
- "[code]t[/code] está entre 0 y 1.\n"
- "[codeblock]\n"
- "var c1 = Color(1.0, 0.0, 0.0)\n"
- "var c2 = Color(0.0, 1.0, 0.0)\n"
- "var li_c = c1.lerp(c2, 0.5) # Un color de un RGBA(128, 128, 0, 255)\n"
- "[/codeblock]"
- #: doc/classes/Color.xml
- #, fuzzy
- msgid ""
- "Returns the color converted to a 32-bit integer in ABGR format (each byte "
- "represents a color channel). ABGR is the reversed version of the default "
- "format.\n"
- "[codeblock]\n"
- "var color = Color(1, 0.5, 0.2)\n"
- "print(color.to_abgr32()) # Prints 4281565439\n"
- "[/codeblock]"
- msgstr ""
- "Devuelve el entero de 32 bits del color en formato ABGR (cada byte "
- "representa un componente del perfil ABGR). ABGR es la versión invertida del "
- "formato por defecto.\n"
- "[codeblock]\n"
- "var c = Color(1, 0.5, 0.2)\n"
- "print(c.to_abgr32()) # Imprime 4281565439\n"
- "[/codeblock]"
- #: doc/classes/Color.xml
- #, fuzzy
- msgid ""
- "Returns the color converted to a 64-bit integer in ABGR format (each word "
- "represents a color channel). ABGR is the reversed version of the default "
- "format.\n"
- "[codeblock]\n"
- "var color = Color(1, 0.5, 0.2)\n"
- "print(color.to_abgr64()) # Prints -225178692812801\n"
- "[/codeblock]"
- msgstr ""
- "Devuelve el entero de 64 bits del color en formato ABGR (cada palabra "
- "representa un componente del perfil ABGR). ABGR es la versión invertida del "
- "formato por defecto.\n"
- "[codeblock]\n"
- "var c = Color(1, 0.5, 0.2)\n"
- "print(c.to_abgr64()) # Imprime -225178692812801\n"
- "[/codeblock]"
- #: doc/classes/Color.xml
- #, fuzzy
- msgid ""
- "Returns the color converted to a 32-bit integer in ARGB format (each byte "
- "represents a color channel). ARGB is more compatible with DirectX.\n"
- "[codeblock]\n"
- "var color = Color(1, 0.5, 0.2)\n"
- "print(color.to_argb32()) # Prints 4294934323\n"
- "[/codeblock]"
- msgstr ""
- "Devuelve el entero de 32 bits del color en formato ARGB (cada byte "
- "representa un componente del perfil ARGB). ARGB es más compatible con "
- "DirectX.\n"
- "[codeblock]\n"
- "var c = Color(1, 0.5, 0.2)\n"
- "print(c.to_argb32()) # Imprime 4294934323\n"
- "[/codeblock]"
- #: doc/classes/Color.xml
- #, fuzzy
- msgid ""
- "Returns the color converted to a 64-bit integer in ARGB format (each word "
- "represents a color channel). ARGB is more compatible with DirectX.\n"
- "[codeblock]\n"
- "var color = Color(1, 0.5, 0.2)\n"
- "print(color.to_argb64()) # Prints -2147470541\n"
- "[/codeblock]"
- msgstr ""
- "Devuelve el entero de 64 bits del color en formato ARGB (cada palabra "
- "representa un componente del perfil ARGB). ARGB es más compatible con "
- "DirectX.\n"
- "[codeblock]\n"
- "var c = Color(1, 0.5, 0.2)\n"
- "print(c.to_argb64()) # Imprime -2147470541\n"
- "[/codeblock]"
- #: doc/classes/Color.xml
- #, fuzzy
- msgid ""
- "Returns the color's HTML hexadecimal color string in ARGB format (ex: "
- "[code]ff34f822[/code]).\n"
- "Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from "
- "the hexadecimal string.\n"
- "[codeblock]\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 ""
- "Devuelve la cadena de color hexadecimal HTML del color en formato ARGB (ex: "
- "[code]ff34f822[/code]).\n"
- "Poniendo [code]with_alpha[/code] en [code]false[/code] se excluye el alfa de "
- "la cadena hexadecimal.\n"
- "[codeblock]\n"
- "var c = Color(1, 1, 1, 0.5)\n"
- "var s1 = c.to_html() # Devuelve \"7fffffff\"\n"
- "var s2 = c.to_html(false) # Devuelve \"ffffff\"\n"
- "[/codeblock]"
- #: doc/classes/Color.xml
- #, fuzzy
- msgid ""
- "Returns the color converted to a 32-bit integer in RGBA format (each byte "
- "represents a color channel). RGBA is Godot's default format.\n"
- "[codeblock]\n"
- "var color = Color(1, 0.5, 0.2)\n"
- "print(color.to_rgba32()) # Prints 4286526463\n"
- "[/codeblock]"
- msgstr ""
- "Devuelve el entero de 32 bits del color en formato RGBA (cada byte "
- "representa un componente del perfil RGBA). RGBA es el formato por defecto de "
- "Godot.\n"
- "[codeblock]\n"
- "var c = Color(1, 0.5, 0.2)\n"
- "print(c.to_rgba32()) # Imprime 4286526463\n"
- "[/codeblock]"
- #: doc/classes/Color.xml
- #, fuzzy
- msgid ""
- "Returns the color converted to a 64-bit integer in RGBA format (each word "
- "represents a color channel). RGBA is Godot's default format.\n"
- "[codeblock]\n"
- "var color = Color(1, 0.5, 0.2)\n"
- "print(color.to_rgba64()) # Prints -140736629309441\n"
- "[/codeblock]"
- msgstr ""
- "Devuelve el entero de 64 bits del color en formato RGBA (cada palabra "
- "representa un componente del perfil RGBA). RGBA es el formato por defecto de "
- "Godot.\n"
- "[codeblock]\n"
- "var c = Color(1, 0.5, 0.2)\n"
- "print(c.to_rgba64()) # Imprime -140736629309441\n"
- "[/codeblock]"
- #: doc/classes/Color.xml
- msgid ""
- "The color's alpha component, typically on the range of 0 to 1. A value of 0 "
- "means that the color is fully transparent. A value of 1 means that the color "
- "is fully opaque."
- msgstr ""
- #: doc/classes/Color.xml
- msgid "Wrapper for [member a] that uses the range 0 to 255 instead of 0 to 1."
- msgstr ""
- "Envoltura para [member a] que utiliza el rango de 0 a 255 en lugar de 0 a 1."
- #: doc/classes/Color.xml
- msgid "The color's blue component, typically on the range of 0 to 1."
- msgstr "El componente azul del color, típicamente en el rango de 0 a 1."
- #: doc/classes/Color.xml
- msgid "Wrapper for [member b] that uses the range 0 to 255 instead of 0 to 1."
- msgstr ""
- "Envoltura para [member b] que utiliza el rango de 0 a 255 en lugar de 0 a 1."
- #: doc/classes/Color.xml
- msgid "The color's green component, typically on the range of 0 to 1."
- msgstr "El componente verde del color, típicamente en el rango de 0 a 1."
- #: doc/classes/Color.xml
- msgid "Wrapper for [member g] that uses the range 0 to 255 instead of 0 to 1."
- msgstr ""
- "Envoltura para [member g] que utiliza el rango de 0 a 255 en lugar de 0 a 1."
- #: doc/classes/Color.xml
- msgid "The HSV hue of this color, on the range 0 to 1."
- msgstr "El tono del HSV de este color, en el rango de 0 a 1.."
- #: doc/classes/Color.xml
- msgid "The color's red component, typically on the range of 0 to 1."
- msgstr "El componente rojo del color, típicamente en el rango de 0 a 1."
- #: doc/classes/Color.xml
- msgid "Wrapper for [member r] that uses the range 0 to 255 instead of 0 to 1."
- msgstr ""
- "Envoltura para [member r] que utiliza el rango de 0 a 255 en lugar de 0 a 1."
- #: doc/classes/Color.xml
- msgid "The HSV saturation of this color, on the range 0 to 1."
- msgstr "La saturación del HSV de este color, en el rango de 0 a 1."
- #: doc/classes/Color.xml
- msgid "The HSV value (brightness) of this color, on the range 0 to 1."
- msgstr "El valor HSV (brillo) de este color, en el rango de 0 a 1."
- #: doc/classes/Color.xml
- msgid "Alice blue color."
- msgstr "El color azul Alicia."
- #: doc/classes/Color.xml
- msgid "Antique white color."
- msgstr "Color blanco antiguo."
- #: doc/classes/Color.xml
- msgid "Aqua color."
- msgstr "Color agua."
- #: doc/classes/Color.xml
- msgid "Aquamarine color."
- msgstr "Color aguamarina."
- #: doc/classes/Color.xml
- msgid "Azure color."
- msgstr "Color Azure."
- #: doc/classes/Color.xml
- msgid "Beige color."
- msgstr "Color beige."
- #: doc/classes/Color.xml
- msgid "Bisque color."
- msgstr "Color bizcocho."
- #: doc/classes/Color.xml
- msgid "Black color."
- msgstr "Color negro."
- #: doc/classes/Color.xml
- msgid "Blanche almond color."
- msgstr "Color almendra blanca."
- #: doc/classes/Color.xml
- msgid "Blue color."
- msgstr "Color azul."
- #: doc/classes/Color.xml
- msgid "Blue violet color."
- msgstr "Color azul violáceo."
- #: doc/classes/Color.xml
- msgid "Brown color."
- msgstr "Color marrón."
- #: doc/classes/Color.xml
- msgid "Burly wood color."
- msgstr "El color de la madera fuerte."
- #: doc/classes/Color.xml
- msgid "Cadet blue color."
- msgstr "Color azul cadete."
- #: doc/classes/Color.xml
- msgid "Chartreuse color."
- msgstr "Color cartujo."
- #: doc/classes/Color.xml
- msgid "Chocolate color."
- msgstr "Color chocolate."
- #: doc/classes/Color.xml
- msgid "Coral color."
- msgstr "Color coral."
- #: doc/classes/Color.xml
- msgid "Cornflower color."
- msgstr "Color aciano."
- #: doc/classes/Color.xml
- msgid "Corn silk color."
- msgstr "Color de seda de maíz."
- #: doc/classes/Color.xml
- msgid "Crimson color."
- msgstr "Color carmesí."
- #: doc/classes/Color.xml
- msgid "Cyan color."
- msgstr "Color cian."
- #: doc/classes/Color.xml
- msgid "Dark blue color."
- msgstr "Color azul oscuro."
- #: doc/classes/Color.xml
- msgid "Dark cyan color."
- msgstr "Color cian oscuro."
- #: doc/classes/Color.xml
- msgid "Dark goldenrod color."
- msgstr "Color de vara dorada oscura."
- #: doc/classes/Color.xml
- msgid "Dark gray color."
- msgstr "Color gris oscuro."
- #: doc/classes/Color.xml
- msgid "Dark green color."
- msgstr "Color verde oscuro."
- #: doc/classes/Color.xml
- msgid "Dark khaki color."
- msgstr "Color caqui oscuro."
- #: doc/classes/Color.xml
- msgid "Dark magenta color."
- msgstr "Color magenta oscuro."
- #: doc/classes/Color.xml
- msgid "Dark olive green color."
- msgstr "Color verde oliva oscuro."
- #: doc/classes/Color.xml
- msgid "Dark orange color."
- msgstr "Color naranja oscuro."
- #: doc/classes/Color.xml
- msgid "Dark orchid color."
- msgstr "Color de orquídea oscura."
- #: doc/classes/Color.xml
- msgid "Dark red color."
- msgstr "Color rojo oscuro."
- #: doc/classes/Color.xml
- msgid "Dark salmon color."
- msgstr "Color salmón oscuro."
- #: doc/classes/Color.xml
- msgid "Dark sea green color."
- msgstr "Color verde mar oscuro."
- #: doc/classes/Color.xml
- msgid "Dark slate blue color."
- msgstr "Color azul pizarra oscuro."
- #: doc/classes/Color.xml
- msgid "Dark slate gray color."
- msgstr "Color gris pizarra oscuro."
- #: doc/classes/Color.xml
- msgid "Dark turquoise color."
- msgstr "Color turquesa oscuro."
- #: doc/classes/Color.xml
- msgid "Dark violet color."
- msgstr "Color violeta oscuro."
- #: doc/classes/Color.xml
- msgid "Deep pink color."
- msgstr "Color rosa intenso."
- #: doc/classes/Color.xml
- msgid "Deep sky blue color."
- msgstr "Color azul cielo profundo."
- #: doc/classes/Color.xml
- msgid "Dim gray color."
- msgstr "Color gris oscuro."
- #: doc/classes/Color.xml
- msgid "Dodger blue color."
- msgstr "Color azul de los Dodgers."
- #: doc/classes/Color.xml
- msgid "Firebrick color."
- msgstr "Color de ladrillo de fuego."
- #: doc/classes/Color.xml
- msgid "Floral white color."
- msgstr "Color blanco floral."
- #: doc/classes/Color.xml
- msgid "Forest green color."
- msgstr "Color verde del bosque."
- #: doc/classes/Color.xml
- msgid "Fuchsia color."
- msgstr "Color fucsia."
- #: doc/classes/Color.xml
- msgid "Gainsboro color."
- msgstr "Color Gainsboro."
- #: doc/classes/Color.xml
- msgid "Ghost white color."
- msgstr "Color blanco fantasma."
- #: doc/classes/Color.xml
- msgid "Gold color."
- msgstr "Color oro."
- #: doc/classes/Color.xml
- msgid "Goldenrod color."
- msgstr "Color de la vara de oro."
- #: doc/classes/Color.xml
- msgid "Gray color."
- msgstr "Color gris."
- #: doc/classes/Color.xml
- msgid "Green color."
- msgstr "Color verde."
- #: doc/classes/Color.xml
- msgid "Green yellow color."
- msgstr "Color amarillo verde."
- #: doc/classes/Color.xml
- msgid "Honeydew color."
- msgstr "Color melón."
- #: doc/classes/Color.xml
- msgid "Hot pink color."
- msgstr "Color rosa vivo."
- #: doc/classes/Color.xml
- msgid "Indian red color."
- msgstr "Color rojo indio."
- #: doc/classes/Color.xml
- msgid "Indigo color."
- msgstr "Color índigo."
- #: doc/classes/Color.xml
- msgid "Ivory color."
- msgstr "Color marfil."
- #: doc/classes/Color.xml
- msgid "Khaki color."
- msgstr "Color caqui."
- #: doc/classes/Color.xml
- msgid "Lavender color."
- msgstr "Color lavanda."
- #: doc/classes/Color.xml
- msgid "Lavender blush color."
- msgstr "Color de rubor lavanda."
- #: doc/classes/Color.xml
- msgid "Lawn green color."
- msgstr "Color verde césped."
- #: doc/classes/Color.xml
- msgid "Lemon chiffon color."
- msgstr "Color chifón limón."
- #: doc/classes/Color.xml
- msgid "Light blue color."
- msgstr "Color azul claro."
- #: doc/classes/Color.xml
- msgid "Light coral color."
- msgstr "Color coral claro."
- #: doc/classes/Color.xml
- msgid "Light cyan color."
- msgstr "Color cian claro."
- #: doc/classes/Color.xml
- msgid "Light goldenrod color."
- msgstr "Color de vara de oro claro."
- #: doc/classes/Color.xml
- msgid "Light gray color."
- msgstr "Color gris claro."
- #: doc/classes/Color.xml
- msgid "Light green color."
- msgstr "Color verde claro."
- #: doc/classes/Color.xml
- msgid "Light pink color."
- msgstr "Color rosa claro."
- #: doc/classes/Color.xml
- msgid "Light salmon color."
- msgstr "Color salmón claro."
- #: doc/classes/Color.xml
- msgid "Light sea green color."
- msgstr "Color verde mar claro."
- #: doc/classes/Color.xml
- msgid "Light sky blue color."
- msgstr "Color azul celeste."
- #: doc/classes/Color.xml
- msgid "Light slate gray color."
- msgstr "Color gris pizarra claro."
- #: doc/classes/Color.xml
- msgid "Light steel blue color."
- msgstr "Color azul acero claro."
- #: doc/classes/Color.xml
- msgid "Light yellow color."
- msgstr "Color amarillo claro."
- #: doc/classes/Color.xml
- msgid "Lime color."
- msgstr "Color lima."
- #: doc/classes/Color.xml
- msgid "Lime green color."
- msgstr "Color verde lima."
- #: doc/classes/Color.xml
- msgid "Linen color."
- msgstr "Color lino."
- #: doc/classes/Color.xml
- msgid "Magenta color."
- msgstr "Color magenta."
- #: doc/classes/Color.xml
- msgid "Maroon color."
- msgstr "Color granate."
- #: doc/classes/Color.xml
- msgid "Medium aquamarine color."
- msgstr "Color aguamarina medio."
- #: doc/classes/Color.xml
- msgid "Medium blue color."
- msgstr "Color azul medio."
- #: doc/classes/Color.xml
- msgid "Medium orchid color."
- msgstr "Color de orquídea medio."
- #: doc/classes/Color.xml
- msgid "Medium purple color."
- msgstr "Color púrpura medio."
- #: doc/classes/Color.xml
- msgid "Medium sea green color."
- msgstr "Color verde marino medio."
- #: doc/classes/Color.xml
- msgid "Medium slate blue color."
- msgstr "Color azul pizarra medio."
- #: doc/classes/Color.xml
- msgid "Medium spring green color."
- msgstr "Color verde primaveral medio."
- #: doc/classes/Color.xml
- msgid "Medium turquoise color."
- msgstr "Color turquesa medio."
- #: doc/classes/Color.xml
- msgid "Medium violet red color."
- msgstr "Color rojo violáceo medio."
- #: doc/classes/Color.xml
- msgid "Midnight blue color."
- msgstr "Color azul medianoche."
- #: doc/classes/Color.xml
- msgid "Mint cream color."
- msgstr "Color crema de menta."
- #: doc/classes/Color.xml
- msgid "Misty rose color."
- msgstr "Color rosa niebla."
- #: doc/classes/Color.xml
- msgid "Moccasin color."
- msgstr "Color mocasín."
- #: doc/classes/Color.xml
- msgid "Navajo white color."
- msgstr "Color blanco navajo."
- #: doc/classes/Color.xml
- msgid "Navy blue color."
- msgstr "Color azul marino."
- #: doc/classes/Color.xml
- msgid "Old lace color."
- msgstr "Color de encaje antiguo."
- #: doc/classes/Color.xml
- msgid "Olive color."
- msgstr "Color oliva."
- #: doc/classes/Color.xml
- msgid "Olive drab color."
- msgstr "Color aceituna monótono."
- #: doc/classes/Color.xml
- msgid "Orange color."
- msgstr "Color naranja."
- #: doc/classes/Color.xml
- msgid "Orange red color."
- msgstr "Color rojo anaranjado."
- #: doc/classes/Color.xml
- msgid "Orchid color."
- msgstr "Color orquídea."
- #: doc/classes/Color.xml
- msgid "Pale goldenrod color."
- msgstr "Color de vara de oro pálido."
- #: doc/classes/Color.xml
- msgid "Pale green color."
- msgstr "Color verde pálido."
- #: doc/classes/Color.xml
- msgid "Pale turquoise color."
- msgstr "Color turquesa pálido."
- #: doc/classes/Color.xml
- msgid "Pale violet red color."
- msgstr "Color rojo violeta pálido."
- #: doc/classes/Color.xml
- msgid "Papaya whip color."
- msgstr "Color del látigo de papaya."
- #: doc/classes/Color.xml
- msgid "Peach puff color."
- msgstr "Color melocotón."
- #: doc/classes/Color.xml
- msgid "Peru color."
- msgstr "Color Perú."
- #: doc/classes/Color.xml
- msgid "Pink color."
- msgstr "Color rosa."
- #: doc/classes/Color.xml
- msgid "Plum color."
- msgstr "Color ciruela."
- #: doc/classes/Color.xml
- msgid "Powder blue color."
- msgstr "Color azul de polvo."
- #: doc/classes/Color.xml
- msgid "Purple color."
- msgstr "Color púrpura."
- #: doc/classes/Color.xml
- msgid "Rebecca purple color."
- msgstr "Color púrpura de Rebecca."
- #: doc/classes/Color.xml
- msgid "Red color."
- msgstr "Color rojo."
- #: doc/classes/Color.xml
- msgid "Rosy brown color."
- msgstr "Color marrón rosado."
- #: doc/classes/Color.xml
- msgid "Royal blue color."
- msgstr "Color azul real."
- #: doc/classes/Color.xml
- msgid "Saddle brown color."
- msgstr "Color marrón silla de montar."
- #: doc/classes/Color.xml
- msgid "Salmon color."
- msgstr "Color salmón."
- #: doc/classes/Color.xml
- msgid "Sandy brown color."
- msgstr "Color marrón arenoso."
- #: doc/classes/Color.xml
- msgid "Sea green color."
- msgstr "Color verde mar."
- #: doc/classes/Color.xml
- msgid "Seashell color."
- msgstr "Color de la concha marina."
- #: doc/classes/Color.xml
- msgid "Sienna color."
- msgstr "Color siena."
- #: doc/classes/Color.xml
- msgid "Silver color."
- msgstr "Color plata."
- #: doc/classes/Color.xml
- msgid "Sky blue color."
- msgstr "Color azul cielo."
- #: doc/classes/Color.xml
- msgid "Slate blue color."
- msgstr "Color azul pizarra."
- #: doc/classes/Color.xml
- msgid "Slate gray color."
- msgstr "Color gris pizarra."
- #: doc/classes/Color.xml
- msgid "Snow color."
- msgstr "Color nieve."
- #: doc/classes/Color.xml
- msgid "Spring green color."
- msgstr "Color verde primaveral."
- #: doc/classes/Color.xml
- msgid "Steel blue color."
- msgstr "Color azul acero."
- #: doc/classes/Color.xml
- msgid "Tan color."
- msgstr "Color bronceado."
- #: doc/classes/Color.xml
- msgid "Teal color."
- msgstr "Color verde azulado."
- #: doc/classes/Color.xml
- msgid "Thistle color."
- msgstr "Color cardo."
- #: doc/classes/Color.xml
- msgid "Tomato color."
- msgstr "Color tomate."
- #: doc/classes/Color.xml
- msgid "Transparent color (white with no alpha)."
- msgstr "Color transparente (blanco sin alfa)."
- #: doc/classes/Color.xml
- msgid "Turquoise color."
- msgstr "Color turquesa."
- #: doc/classes/Color.xml
- msgid "Violet color."
- msgstr "Color violeta."
- #: doc/classes/Color.xml
- msgid "Web gray color."
- msgstr "Color gris web."
- #: doc/classes/Color.xml
- msgid "Web green color."
- msgstr "Color verde web."
- #: doc/classes/Color.xml
- msgid "Web maroon color."
- msgstr "Color granate web."
- #: doc/classes/Color.xml
- msgid "Web purple color."
- msgstr "Color púrpura web."
- #: doc/classes/Color.xml
- msgid "Wheat color."
- msgstr "Color trigo."
- #: doc/classes/Color.xml
- msgid "White color."
- msgstr "Color blanco."
- #: doc/classes/Color.xml
- msgid "White smoke color."
- msgstr "Color humo blanco."
- #: doc/classes/Color.xml
- msgid "Yellow color."
- msgstr "Color amarillo."
- #: doc/classes/Color.xml
- msgid "Yellow green color."
- msgstr "Color verde amarillo."
- #: doc/classes/ColorPicker.xml
- msgid "Color picker control."
- msgstr "Control de selección de color."
- #: doc/classes/ColorPicker.xml
- msgid ""
- "Displays a color picker widget. Useful for selecting a color from an RGB/"
- "RGBA colorspace.\n"
- "[b]Note:[/b] This control is the color picker widget itself. You can use a "
- "[ColorPickerButton] instead if you need a button that brings up a "
- "[ColorPicker] in a pop-up."
- msgstr ""
- #: doc/classes/ColorPicker.xml
- #, fuzzy
- msgid ""
- "Adds the given color to a list of color presets. The presets are displayed "
- "in the color picker and the user will be able to select them.\n"
- "[b]Note:[/b] The presets list is only for [i]this[/i] color picker."
- msgstr ""
- "Añade el color dado a una lista de preselecciones de color. Los preajustes "
- "se muestran en el selector de colores y el usuario podrá seleccionarlos.\n"
- "[b]Nota:[/b] la lista de preajustes es sólo para [i]este[/i] selector de "
- "colores."
- #: doc/classes/ColorPicker.xml
- msgid ""
- "Removes the given color from the list of color presets of this color picker."
- msgstr ""
- "Elimina el color dado de la lista de colores predefinidos de este selector "
- "de colores."
- #: doc/classes/ColorPicker.xml
- msgid "Returns the list of colors in the presets of the color picker."
- msgstr ""
- "Devuelve la lista de colores en los preajustes del selector de colores."
- #: doc/classes/ColorPicker.xml doc/classes/ColorPickerButton.xml
- msgid "The currently selected color."
- msgstr "El color actualmente seleccionado."
- #: doc/classes/ColorPicker.xml
- msgid ""
- "If [code]true[/code], the color will apply only after the user releases the "
- "mouse button, otherwise it will apply immediately even in mouse motion event "
- "(which can cause performance issues)."
- msgstr ""
- "Si [code]true[/code], el color se aplicará sólo después de que el usuario "
- "suelte el botón del ratón, de lo contrario se aplicará inmediatamente "
- "incluso en el evento de movimiento del ratón (lo que puede causar problemas "
- "de rendimiento)."
- #: doc/classes/ColorPicker.xml
- #, fuzzy
- msgid "If [code]true[/code], shows an alpha channel slider (opacity)."
- msgstr ""
- "Si [code]true[/code], muestra un deslizador de canal alfa (transparencia)."
- #: doc/classes/ColorPicker.xml
- msgid ""
- "If [code]true[/code], allows editing the color with Hue/Saturation/Value "
- "sliders.\n"
- "[b]Note:[/b] Cannot be enabled if raw mode is on."
- msgstr ""
- "Si [code]true[/code], permite editar el color con los deslizadores de Tono/"
- "Saturación/Valor.\n"
- "[b]Nota:[/b] No puede ser activado si el modo raw está activado."
- #: doc/classes/ColorPicker.xml
- msgid "If [code]true[/code], the \"add preset\" button is enabled."
- msgstr "Si [code]true[/code], el botón \"añadir preajuste\" está activado."
- #: doc/classes/ColorPicker.xml
- msgid "If [code]true[/code], saved color presets are visible."
- msgstr "Si [code]true[/code], los preajustes de color guardados son visibles."
- #: doc/classes/ColorPicker.xml
- msgid ""
- "If [code]true[/code], allows the color R, G, B component values to go beyond "
- "1.0, which can be used for certain special operations that require it (like "
- "tinting without darkening or rendering sprites in HDR).\n"
- "[b]Note:[/b] Cannot be enabled if HSV mode is on."
- msgstr ""
- "Si [code]true[/code], permite que los valores de los componentes de color R, "
- "G, B vayan más allá de 1.0, lo que puede ser usado para ciertas operaciones "
- "especiales que lo requieran (como teñir sin oscurecer o renderizar sprites "
- "en HDR).\n"
- "[b]Nota:[/b] No se puede activar si el modo HSV está activado."
- #: doc/classes/ColorPicker.xml
- msgid "Emitted when the color is changed."
- msgstr "Emitido cuando se cambia el color."
- #: doc/classes/ColorPicker.xml
- msgid "Emitted when a preset is added."
- msgstr "Emitido cuando se añade un preajuste."
- #: doc/classes/ColorPicker.xml
- msgid "Emitted when a preset is removed."
- msgstr "Se emite cuando se elimina una preajuste."
- #: doc/classes/ColorPicker.xml
- msgid "The width of the hue selection slider."
- msgstr "El ancho del deslizador de selección de tonos."
- #: doc/classes/ColorPicker.xml
- msgid "The margin around the [ColorPicker]."
- msgstr "El margen alrededor del [ColorPicker]."
- #: doc/classes/ColorPicker.xml
- msgid "The height of the saturation-value selection box."
- msgstr "La altura del cuadro de selección del valor de la saturación."
- #: doc/classes/ColorPicker.xml
- msgid "The width of the saturation-value selection box."
- msgstr "El ancho de la caja de selección del valor de saturación."
- #: doc/classes/ColorPicker.xml
- msgid "The icon for the \"Add Preset\" button."
- msgstr "El icono del botón \"Añadir Preajuste\"."
- #: doc/classes/ColorPicker.xml
- msgid "Custom texture for the hue selection slider on the right."
- msgstr ""
- "Textura personalizada para el deslizador de selección de tonos de la derecha."
- #: doc/classes/ColorPicker.xml
- msgid ""
- "The indicator used to signalize that the color value is outside the 0-1 "
- "range."
- msgstr ""
- "El indicador utilizado para señalar que el valor del color está fuera del "
- "rango de 0-1."
- #: doc/classes/ColorPicker.xml
- msgid "The icon for the screen color picker button."
- msgstr "El icono del botón del selector de color de la pantalla."
- #: doc/classes/ColorPickerButton.xml
- msgid "Button that pops out a [ColorPicker]."
- msgstr "Botón que hace aparecer un [ColorPicker]."
- #: doc/classes/ColorPickerButton.xml
- msgid ""
- "Encapsulates a [ColorPicker] making it accessible by pressing a button. "
- "Pressing the button will toggle the [ColorPicker] visibility.\n"
- "See also [BaseButton] which contains common properties and methods "
- "associated with this node.\n"
- "[b]Note:[/b] By default, the button may not be wide enough for the color "
- "preview swatch to be visible. Make sure to set [member Control."
- "rect_min_size] to a big enough value to give the button enough space."
- msgstr ""
- #: doc/classes/ColorPickerButton.xml
- msgid ""
- "Returns the [ColorPicker] that this node toggles.\n"
- "[b]Warning:[/b] This is a required internal node, removing and freeing it "
- "may cause a crash. If you wish to hide it or any of its children, use their "
- "[member CanvasItem.visible] property."
- msgstr ""
- #: doc/classes/ColorPickerButton.xml
- #, fuzzy
- msgid ""
- "Returns the control's [PopupPanel] which allows you to connect to popup "
- "signals. This allows you to handle events when the ColorPicker is shown or "
- "hidden.\n"
- "[b]Warning:[/b] This is a required internal node, removing and freeing it "
- "may cause a crash. If you wish to hide it or any of its children, use their "
- "[member CanvasItem.visible] property."
- msgstr ""
- "Devuelve el [PopupPanel] del control que le permite conectarse a las señales "
- "popup. Esto le permite manejar los eventos cuando el ColorPicker se muestra "
- "u oculta."
- #: doc/classes/ColorPickerButton.xml
- msgid ""
- "If [code]true[/code], the alpha channel in the displayed [ColorPicker] will "
- "be visible."
- msgstr ""
- "Si [code]true[/code], el canal alfa en el [ColorPicker] visualizado será "
- "visible."
- #: doc/classes/ColorPickerButton.xml
- msgid "Emitted when the color changes."
- msgstr "Emitido cuando el color cambia."
- #: doc/classes/ColorPickerButton.xml
- msgid ""
- "Emitted when the [ColorPicker] is created (the button is pressed for the "
- "first time)."
- msgstr ""
- "Se emite cuando se crea el [ColorPicker] (se pulsa el botón por primera vez)."
- #: doc/classes/ColorPickerButton.xml
- msgid "Emitted when the [ColorPicker] is closed."
- msgstr "Emitido cuando el [ColorPicker] está cerrado."
- #: doc/classes/ColorPickerButton.xml
- msgid "Default text [Color] of the [ColorPickerButton]."
- msgstr "El [Color] del texto predeterminado para el [ColorPickerButton]."
- #: doc/classes/ColorPickerButton.xml
- msgid "Text [Color] used when the [ColorPickerButton] is disabled."
- msgstr ""
- "[Color] del texto utilizado cuando el [ColorPickerButton] está desactivado."
- #: doc/classes/ColorPickerButton.xml
- msgid ""
- "Text [Color] used when the [ColorPickerButton] is focused. Only replaces the "
- "normal text color of the button. Disabled, hovered, and pressed states take "
- "precedence over this color."
- msgstr ""
- #: doc/classes/ColorPickerButton.xml
- msgid "Text [Color] used when the [ColorPickerButton] is being hovered."
- msgstr ""
- "[Color] del texto usado cuando el [ColorPickerButton] tiene el cursor encima."
- #: doc/classes/ColorPickerButton.xml
- msgid "Text [Color] used when the [ColorPickerButton] is being pressed."
- msgstr "[Color] del texto utilizado cuando se pulsa el [ColorPickerButton]."
- #: doc/classes/ColorPickerButton.xml
- msgid "The horizontal space between [ColorPickerButton]'s icon and text."
- msgstr ""
- "El espacio horizontal entre el icono y el texto de [ColorPickerButton]."
- #: doc/classes/ColorPickerButton.xml
- msgid "[Font] of the [ColorPickerButton]'s text."
- msgstr "[Font] del texto de [ColorPickerButton]."
- #: doc/classes/ColorPickerButton.xml
- msgid "The background of the color preview rect on the button."
- msgstr "El fondo del rectángulo de vista previa de color en el botón."
- #: doc/classes/ColorPickerButton.xml
- msgid "[StyleBox] used when the [ColorPickerButton] is disabled."
- msgstr "[StyleBox] utilizado cuando el [ColorPickerButton] está desactivado."
- #: doc/classes/ColorPickerButton.xml
- msgid ""
- "[StyleBox] used when the [ColorPickerButton] is focused. It is displayed "
- "over the current [StyleBox], so using [StyleBoxEmpty] will just disable the "
- "focus visual effect."
- msgstr ""
- "[StyleBox] usado cuando el [ColorPickerButton] está enfocado. Se muestra "
- "sobre el [StyleBox] actual, por lo que al usar [StyleBoxEmpty] sólo se "
- "desactivará el efecto visual de enfoque."
- #: doc/classes/ColorPickerButton.xml
- msgid "[StyleBox] used when the [ColorPickerButton] is being hovered."
- msgstr "[StyleBox] usado cuando el [ColorPickerButton] tiene el cursor encima."
- #: doc/classes/ColorPickerButton.xml
- msgid "Default [StyleBox] for the [ColorPickerButton]."
- msgstr "[StyleBox] por defecto para el [ColorPickerButton]."
- #: doc/classes/ColorPickerButton.xml
- msgid "[StyleBox] used when the [ColorPickerButton] is being pressed."
- msgstr "[StyleBox] que se utiliza cuando se pulsa el [ColorPickerButton]."
- #: doc/classes/ColorRect.xml
- msgid "Colored rectangle."
- msgstr "Rectángulo coloreado."
- #: doc/classes/ColorRect.xml
- msgid ""
- "Displays a rectangle filled with a solid [member color]. If you need to "
- "display the border alone, consider using [ReferenceRect] instead."
- msgstr ""
- #: doc/classes/ColorRect.xml
- msgid ""
- "The fill color.\n"
- "[codeblock]\n"
- "$ColorRect.color = Color(1, 0, 0, 1) # Set ColorRect's color to red.\n"
- "[/codeblock]"
- msgstr ""
- "El color de relleno.\n"
- "[codeblock]\n"
- "$ColorRect.color = Color(1, 0, 0, 1) # Establece el color de ColorRect a "
- "rojo.\n"
- "[/codeblock]"
- #: doc/classes/ConcavePolygonShape.xml
- msgid "Concave polygon shape."
- msgstr "Forma de polígono cóncavo."
- #: doc/classes/ConcavePolygonShape.xml
- msgid ""
- "Concave polygon shape resource, which can be set into a [PhysicsBody] or "
- "area. This shape is created by feeding a list of triangles.\n"
- "[b]Note:[/b] When used for collision, [ConcavePolygonShape] is intended to "
- "work with static [PhysicsBody] nodes like [StaticBody] and will not work "
- "with [KinematicBody] or [RigidBody] with a mode other than Static.\n"
- "[b]Warning:[/b] Using this shape for an [Area] (via a [CollisionShape] node, "
- "created e.g. by using the [i]Create Trimesh Collision Sibling[/i] option in "
- "the [i]Mesh[/i] menu that appears when selecting a [MeshInstance] node) may "
- "give unexpected results: when using Godot Physics, the area will only detect "
- "collisions with the triangle faces in the [ConcavePolygonShape] (and not "
- "with any \"inside\" of the shape, for example), and when using Bullet "
- "Physics the area will not detect any collisions with the concave shape at "
- "all (this is a known bug)."
- msgstr ""
- #: doc/classes/ConcavePolygonShape.xml
- msgid "Returns the faces (an array of triangles)."
- msgstr "Devuelve las caras (un array de triángulos)."
- #: doc/classes/ConcavePolygonShape.xml
- msgid "Sets the faces (an array of triangles)."
- msgstr "Establece las caras (un array de triángulos)."
- #: doc/classes/ConcavePolygonShape2D.xml
- msgid "Concave polygon 2D shape resource for physics."
- msgstr "Forma 2D polígonal cóncavo es un recurso para la física."
- #: doc/classes/ConcavePolygonShape2D.xml
- #, fuzzy
- msgid ""
- "Concave polygon 2D shape resource for physics. It is made out of segments "
- "and is optimal for complex polygonal concave collisions. However, it is not "
- "advised to use for [RigidBody2D] nodes. A CollisionPolygon2D in convex "
- "decomposition mode (solids) or several convex objects are advised for that "
- "instead. Otherwise, a concave polygon 2D shape is better for static "
- "collisions.\n"
- "The main difference between a [ConvexPolygonShape2D] and a "
- "[ConcavePolygonShape2D] is that a concave polygon assumes it is concave and "
- "uses a more complex method of collision detection, and a convex one forces "
- "itself to be convex in order to speed up collision detection.\n"
- "[b]Warning:[/b] Using this shape for an [Area2D] (via a [CollisionShape2D] "
- "node) may give unexpected results: the area will only detect collisions with "
- "the segments in the [ConcavePolygonShape2D] (and not with any \"inside\" of "
- "the shape, for example)."
- msgstr ""
- "Forma 2D polígonal cóncavo es un recurso para la física. Está hecho de "
- "segmentos y es óptimo para colisiones poligonales cóncavas complejas. Sin "
- "embargo, no se aconseja su uso para nodos [RigidBody2D]. Un "
- "CollisionPolygon2D en modo de descomposición convexa (sólidos) o varios "
- "objetos convexos se aconsejan para ello. De lo contrario, una forma cóncava "
- "de polígono 2D es mejor para colisiones estáticas.\n"
- "La principal diferencia entre un [ConvexPolygonShape2D] y un "
- "[ConcavePolygonShape2D] es que un polígono cóncavo asume que es cóncavo y "
- "utiliza un método más complejo de detección de colisiones, y uno convexo se "
- "fuerza a sí mismo a ser convexo para acelerar la detección de colisiones."
- #: doc/classes/ConcavePolygonShape2D.xml
- msgid ""
- "The array of points that make up the [ConcavePolygonShape2D]'s line segments."
- msgstr ""
- "El array de puntos que forman los segmentos de línea de un "
- "[ConcavePolygonShape2D]."
- #: doc/classes/ConeTwistJoint.xml
- #, fuzzy
- msgid "A twist joint between two 3D PhysicsBodies."
- msgstr "Una articulación de torsión entre dos cuerpos 3D."
- #: doc/classes/ConeTwistJoint.xml
- #, fuzzy
- msgid ""
- "The joint can rotate the bodies across an axis defined by the local x-axes "
- "of the [Joint].\n"
- "The twist axis is initiated as the X axis of the [Joint].\n"
- "Once the Bodies swing, the twist axis is calculated as the middle of the x-"
- "axes of the Joint in the local space of the two Bodies. See also "
- "[Generic6DOFJoint]."
- msgstr ""
- "La articulación puede rotar los cuerpos a través de un eje definido por los "
- "ejes x locales de la [Joint].\n"
- "El eje de giro se inicia como el eje X de la [Joint].\n"
- "Una vez que los cuerpos giran, el eje de giro se calcula como el medio de "
- "los ejes x de la [Joint] en el espacio local de los dos cuerpos."
- #: doc/classes/ConeTwistJoint.xml doc/classes/PhysicsServer.xml
- msgid ""
- "The speed with which the swing or twist will take place.\n"
- "The higher, the faster."
- msgstr ""
- "La velocidad con la que se producirá la oscilación o la torsión.\n"
- "Cuanto más alto, más rápido."
- #: doc/classes/ConeTwistJoint.xml doc/classes/PhysicsServer.xml
- msgid ""
- "Defines, how fast the swing- and twist-speed-difference on both sides gets "
- "synced."
- msgstr ""
- "Define cuán rápido se sincroniza la diferencia de velocidad de giro en ambos "
- "lados."
- #: doc/classes/ConeTwistJoint.xml
- msgid ""
- "The ease with which the joint starts to twist. If it's too low, it takes "
- "more force to start twisting the joint."
- msgstr ""
- "La facilidad con la que la articulación comienza a girar. Si es demasiado "
- "baja, se necesita más fuerza para empezar a torcer la articulación."
- #: doc/classes/ConeTwistJoint.xml doc/classes/PhysicsServer.xml
- #, fuzzy
- msgid ""
- "Swing is rotation from side to side, around the axis perpendicular to the "
- "twist axis.\n"
- "The swing span defines, how much rotation will not get corrected along the "
- "swing axis.\n"
- "Could be defined as looseness in the [ConeTwistJoint].\n"
- "If below 0.05, this behavior is locked."
- msgstr ""
- "La oscilación es la rotación de lado a lado, alrededor del eje perpendicular "
- "al eje de giro.\n"
- "La amplitud de la oscilación define, cuánta rotación no se corregirá a lo "
- "largo del eje de oscilación.\n"
- "Podría definirse como la holgura en el [ConeTwistJoint].\n"
- "Si está por debajo de 0,05, este comportamiento se bloquea."
- #: doc/classes/ConeTwistJoint.xml doc/classes/PhysicsServer.xml
- msgid ""
- "Twist is the rotation around the twist axis, this value defined how far the "
- "joint can twist.\n"
- "Twist is locked if below 0.05."
- msgstr ""
- "La torsión es la rotación alrededor del eje de la torsión, este valor "
- "definió cuán lejos puede torcerse la articulación.\n"
- "La torsión se bloquea si está por debajo de 0,05."
- #: doc/classes/ConeTwistJoint.xml doc/classes/Generic6DOFJoint.xml
- #: doc/classes/HingeJoint.xml doc/classes/Light.xml doc/classes/SliderJoint.xml
- msgid "Represents the size of the [enum Param] enum."
- msgstr "Representa el tamaño del enum [enum Param]."
- #: doc/classes/ConfigFile.xml
- msgid "Helper class to handle INI-style files."
- msgstr "Clase de ayuda para manejar los archivos de tipo INI."
- #: doc/classes/ConfigFile.xml
- #, fuzzy
- msgid ""
- "This helper class can be used to store [Variant] values on the filesystem "
- "using INI-style formatting. The stored values are identified by a section "
- "and a key:\n"
- "[codeblock]\n"
- "[section]\n"
- "some_key=42\n"
- "string_example=\"Hello World!\"\n"
- "a_vector=Vector3( 1, 0, 2 )\n"
- "[/codeblock]\n"
- "The stored data can be saved to or parsed from a file, though ConfigFile "
- "objects can also be used directly without accessing the filesystem.\n"
- "The following example shows how to create a simple [ConfigFile] and save it "
- "on disk:\n"
- "[codeblock]\n"
- "# Create new ConfigFile object.\n"
- "var config = ConfigFile.new()\n"
- "\n"
- "# Store some values.\n"
- "config.set_value(\"Player1\", \"player_name\", \"Steve\")\n"
- "config.set_value(\"Player1\", \"best_score\", 10)\n"
- "config.set_value(\"Player2\", \"player_name\", \"V3geta\")\n"
- "config.set_value(\"Player2\", \"best_score\", 9001)\n"
- "\n"
- "# Save it to a file (overwrite if already exists).\n"
- "config.save(\"user://scores.cfg\")\n"
- "[/codeblock]\n"
- "This example shows how the above file could be loaded:\n"
- "[codeblock]\n"
- "var score_data = {}\n"
- "var config = ConfigFile.new()\n"
- "\n"
- "# Load data from a file.\n"
- "var err = config.load(\"user://scores.cfg\")\n"
- "\n"
- "# If the file didn't load, ignore it.\n"
- "if err != OK:\n"
- " return\n"
- "\n"
- "# Iterate over all sections.\n"
- "for player in config.get_sections():\n"
- " # Fetch the data for each section.\n"
- " var player_name = config.get_value(player, \"player_name\")\n"
- " var player_score = config.get_value(player, \"best_score\")\n"
- " score_data[player_name] = player_score\n"
- "[/codeblock]\n"
- "Any operation that mutates the ConfigFile such as [method set_value], "
- "[method clear], or [method erase_section], only changes what is loaded in "
- "memory. If you want to write the change to a file, you have to save the "
- "changes with [method save], [method save_encrypted], or [method "
- "save_encrypted_pass].\n"
- "Keep in mind that section and property names can't contain spaces. Anything "
- "after a space will be ignored on save and on load.\n"
- "ConfigFiles can also contain manually written comment lines starting with a "
- "semicolon ([code];[/code]). Those lines will be ignored when parsing the "
- "file. Note that comments will be lost when saving the ConfigFile. This can "
- "still be useful for dedicated server configuration files, which are "
- "typically never overwritten without explicit user action.\n"
- "[b]Note:[/b] The file extension given to a ConfigFile does not have any "
- "impact on its formatting or behavior. By convention, the [code].cfg[/code] "
- "extension is used here, but any other extension such as [code].ini[/code] is "
- "also valid. Since neither [code].cfg[/code] nor [code].ini[/code] are "
- "standardized, Godot's ConfigFile formatting may differ from files written by "
- "other programs."
- msgstr ""
- "Esta clase de ayuda se puede utilizar para almacenar los valores [Variant] "
- "en el sistema de archivos utilizando el formato de estilo INI. Los valores "
- "almacenados se identifican por una sección y una clave:\n"
- "[codeblock]\n"
- "[section]\n"
- "alguna_clave=42\n"
- "string_ejemplo=\"Hola Mundo 3D!\"\n"
- "a_vector=Vector3( 1, 0, 2 )\n"
- "[/codeblock]\n"
- "Los datos almacenados pueden guardarse en un archivo o analizarse desde él, "
- "aunque los objetos ConfigFile también pueden utilizarse directamente sin "
- "acceder al sistema de archivos.\n"
- "El siguiente ejemplo muestra cómo analizar un archivo de tipo INI del "
- "sistema, leer su contenido y almacenar nuevos valores en él:\n"
- "[codeblock]\n"
- "var configuracion = ConfigFile.new()\n"
- "var error = configuracion.load(\"user://ajustes.cfg\")\n"
- "if error == OK: # Si no , algo fue mal con la carga del archivo\n"
- " # Mira al par pantalla/ancho, por defecto es 1024 si no se encuentra el "
- "par\n"
- " var pantalla_ancho = configuracion.get_value(\"pantalla\", \"ancho\", "
- "1024)\n"
- " # Almacena un variable sí y solo sí no ha sido definida\n"
- " if not configuracion.has_section_key(\"audio\", \"silenciadomute\"):\n"
- " configuracion.set_value(\"audio\", \"silenciado\", false)\n"
- " # Guarda los cambios sobreescribiendo el archivo previo\n"
- " configuracion.save(\"user://ajustes.cfg\")\n"
- "[/codeblock]\n"
- "Tengan en cuenta que los nombres de las secciones y propiedades no pueden "
- "contener espacios. Cualquier cosa después de un espacio será ignorada al "
- "guardarla y al cargarla.\n"
- "Los archivos de configuración también pueden contener líneas de comentarios "
- "escritas manualmente que empiecen con un punto y coma ([code];[/code]). Esas "
- "líneas serán ignoradas al analizar el archivo. Tenga en cuenta que los "
- "comentarios se perderán al guardar el ConfigFile. Esto puede ser útil para "
- "los archivos de configuración del servidor dedicado, que normalmente nunca "
- "se sobrescriben sin una acción explícita del usuario."
- #: doc/classes/ConfigFile.xml
- #, fuzzy
- msgid "Removes the entire contents of the config."
- msgstr "Devuelve el desplazamiento de la textura del tile."
- #: doc/classes/ConfigFile.xml
- msgid ""
- "Deletes the specified section along with all the key-value pairs inside. "
- "Raises an error if the section does not exist."
- msgstr ""
- "Borra la sección especificada junto con todos los pares clave-valor que hay "
- "dentro. Provoca un error si la sección no existe."
- #: doc/classes/ConfigFile.xml
- msgid ""
- "Deletes the specified key in a section. Raises an error if either the "
- "section or the key do not exist."
- msgstr ""
- "Borra la clave especificada en una sección. Provoca un error si la sección o "
- "la clave no existen."
- #: doc/classes/ConfigFile.xml
- msgid ""
- "Returns an array of all defined key identifiers in the specified section. "
- "Raises an error and returns an empty array if the section does not exist."
- msgstr ""
- "Devuelve un array de todos los identificadores clave definidos en la sección "
- "especificada. Levanta un error y devuelve un array vacío si la sección no "
- "existe."
- #: doc/classes/ConfigFile.xml
- msgid "Returns an array of all defined section identifiers."
- msgstr "Devuelve un array de todos los identificadores de sección definidos."
- #: doc/classes/ConfigFile.xml
- msgid ""
- "Returns the current value for the specified section and key. If either the "
- "section or the key do not exist, the method returns the fallback "
- "[code]default[/code] value. If [code]default[/code] is not specified or set "
- "to [code]null[/code], an error is also raised."
- msgstr ""
- "Devuelve el valor actual de la sección y la clave especificadas. Si la "
- "sección o la clave no existen, el método devuelve el valor de reserva "
- "[code]default[/code]. Si no se especifica [code]default[/code] o se "
- "establece en [code]null[/code], también se produce un error."
- #: doc/classes/ConfigFile.xml
- msgid "Returns [code]true[/code] if the specified section exists."
- msgstr "Devuelve [code]true[/code] si existe la sección especificada."
- #: doc/classes/ConfigFile.xml
- msgid "Returns [code]true[/code] if the specified section-key pair exists."
- msgstr ""
- "Devuelve [code]true[/code] si existe el par de claves de lasección "
- "especificada."
- #: doc/classes/ConfigFile.xml
- msgid ""
- "Loads the config file specified as a parameter. The file's contents are "
- "parsed and loaded in the [ConfigFile] object which the method was called "
- "on.\n"
- "Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
- msgstr ""
- "Carga el archivo de configuración especificado como parámetro. El contenido "
- "del archivo es analizado y cargado en el objeto [ConfigFile] al que se llamó "
- "el método.\n"
- "Devuelve una de las constantes de código [enum Error] ([code]OK[/code] en "
- "caso de éxito)."
- #: doc/classes/ConfigFile.xml
- msgid ""
- "Loads the encrypted config file specified as a parameter, using the provided "
- "[code]key[/code] to decrypt it. The file's contents are parsed and loaded in "
- "the [ConfigFile] object which the method was called on.\n"
- "Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
- msgstr ""
- "Carga el archivo de configuración cifrado especificado como parámetro, "
- "utilizando la [code]clave[/code] proporcionada para descifrarlo. El "
- "contenido del archivo es analizado y cargado en el objeto [ConfigFile] al "
- "que el método fue llamado.\n"
- "Devuelve una de las constantes de código [enum Error] ([code]OK[/code] en "
- "caso de éxito)."
- #: doc/classes/ConfigFile.xml
- msgid ""
- "Loads the encrypted config file specified as a parameter, using the provided "
- "[code]password[/code] to decrypt it. The file's contents are parsed and "
- "loaded in the [ConfigFile] object which the method was called on.\n"
- "Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
- msgstr ""
- "Carga el archivo de configuración cifrado especificado como parámetro, "
- "utilizando la [code]password[/code] proporcionado para descifrarlo. El "
- "contenido del archivo es analizado y cargado en el objeto [ConfigFile] al "
- "que el método fue llamado.\n"
- "Devuelve una de las constantes de código [enum Error] ([code]OK[/code] en "
- "caso de éxito)."
- #: doc/classes/ConfigFile.xml
- #, fuzzy
- msgid ""
- "Parses the passed string as the contents of a config file. The string is "
- "parsed and loaded in the ConfigFile object which the method was called on.\n"
- "Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
- msgstr ""
- "Analiza la string pasada como el contenido de un archivo de configuración. "
- "La string es analizada y cargada en el objeto ConfigFile en el que el método "
- "fue llamado.\n"
- "Devuelve una de las constantes de código [enum Error] ([code]OK[/code] en "
- "caso de éxito)."
- #: doc/classes/ConfigFile.xml
- msgid ""
- "Saves the contents of the [ConfigFile] object to the file specified as a "
- "parameter. The output file uses an INI-style structure.\n"
- "Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
- msgstr ""
- "Guarda el contenido del objeto [ConfigFile] en el archivo especificado como "
- "parámetro. El archivo de salida utiliza una estructura tipo INI.\n"
- "Devuelve una de las constantes de código [enum Error] ([code]OK[/code] en el "
- "éxito)."
- #: doc/classes/ConfigFile.xml
- msgid ""
- "Saves the contents of the [ConfigFile] object to the AES-256 encrypted file "
- "specified as a parameter, using the provided [code]key[/code] to encrypt it. "
- "The output file uses an INI-style structure.\n"
- "Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
- msgstr ""
- "Guarda el contenido del objeto [ConfigFile] en el archivo cifrado AES-256 "
- "especificado como parámetro, utilizando la [code]key[/code] proporcionada "
- "para cifrarlo. El archivo de salida utiliza una estructura tipo INI.\n"
- "Devuelve una de las constantes de código [enum Error] ([code]OK[/code] en "
- "caso de éxito)."
- #: doc/classes/ConfigFile.xml
- msgid ""
- "Saves the contents of the [ConfigFile] object to the AES-256 encrypted file "
- "specified as a parameter, using the provided [code]password[/code] to "
- "encrypt it. The output file uses an INI-style structure.\n"
- "Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
- msgstr ""
- "Guarda el contenido del objeto [ConfigFile] en el archivo encriptado AES-256 "
- "especificado como parámetro, utilizando la [code]password[/code] "
- "proporcionada para encriptarlo. El archivo de salida utiliza una estructura "
- "de tipo INI.\n"
- "Devuelve una de las constantes de código [enum Error] ([code]OK[/code] en "
- "caso de éxito)."
- #: doc/classes/ConfigFile.xml
- msgid ""
- "Assigns a value to the specified key of the specified section. If either the "
- "section or the key do not exist, they are created. Passing a [code]null[/"
- "code] value deletes the specified key if it exists, and deletes the section "
- "if it ends up empty once the key has been removed."
- msgstr ""
- "Asigna un valor a la clave especificada de la sección especificada. Si la "
- "sección o la clave no existen, se crean. Al pasar un valor [code]null[/code] "
- "se borra la clave especificada si existe, y se borra la sección si termina "
- "vacía una vez que se ha eliminado la clave."
- #: doc/classes/ConfirmationDialog.xml
- msgid "Dialog for confirmation of actions."
- msgstr "Diálogo para la confirmación de las acciones."
- #: doc/classes/ConfirmationDialog.xml
- msgid ""
- "Dialog for confirmation of actions. This dialog inherits from "
- "[AcceptDialog], but has by default an OK and Cancel button (in host OS "
- "order).\n"
- "To get cancel action, you can use:\n"
- "[codeblock]\n"
- "get_cancel().connect(\"pressed\", self, \"cancelled\")\n"
- "[/codeblock]."
- msgstr ""
- "Diálogo para la confirmación de las acciones. Este diálogo hereda de "
- "[AcceptDialog], pero tiene por defecto un botón de OK y Cancelar (en el "
- "orden del sistema operativo).\n"
- "Para obtener la acción de cancelación, puedes usar:\n"
- "[codeblock]\n"
- "get_cancel().connect(\"pressed\", self, \"cancelled\")\n"
- "[/codeblock]."
- #: doc/classes/ConfirmationDialog.xml
- msgid ""
- "Returns the cancel button.\n"
- "[b]Warning:[/b] This is a required internal node, removing and freeing it "
- "may cause a crash. If you wish to hide it or any of its children, use their "
- "[member CanvasItem.visible] property."
- msgstr ""
- #: doc/classes/Container.xml
- msgid "Base node for containers."
- msgstr "Nodo base para los contenedores."
- #: doc/classes/Container.xml
- msgid ""
- "Base node for containers. A [Container] contains other controls and "
- "automatically arranges them in a certain way.\n"
- "A Control can inherit this to create custom container classes."
- msgstr ""
- "Nodo base para los contenedores. Un [Container] contiene otros controles y "
- "los ordena automáticamente de cierta manera.\n"
- "Un Control puede heredar esto para crear clases de contenedores "
- "personalizados."
- #: doc/classes/Container.xml
- msgid ""
- "Fit a child control in a given rect. This is mainly a helper for creating "
- "custom container classes."
- msgstr ""
- "Ajustar un control hijo en un rectángulo dado. Esto es principalmente una "
- "ayuda para crear clases de contenedores personalizados."
- #: doc/classes/Container.xml
- msgid ""
- "Queue resort of the contained children. This is called automatically anyway, "
- "but can be called upon request."
- msgstr ""
- "Encolar la reorganización de los hijos contenidos. Este método es llamado "
- "automáticamente, pero también puede ser llamado manualmente."
- #: doc/classes/Container.xml
- msgid "Emitted when sorting the children is needed."
- msgstr "Emitido cuando se necesita ordenar a los hijos."
- #: doc/classes/Container.xml
- msgid ""
- "Notification for when sorting the children, it must be obeyed immediately."
- msgstr ""
- "La notificación, para cuando se ordenan los hijos, debe ser obedecida "
- "inmediatamente."
- #: doc/classes/Control.xml
- msgid ""
- "All user interface nodes inherit from Control. A control's anchors and "
- "margins adapt its position and size relative to its parent."
- msgstr ""
- "Todos los nodos de la interfaz de usuario heredan de Control. Los anclajes y "
- "márgenes de un control adaptan su posición y tamaño en relación con su "
- "padre.."
- #: doc/classes/Control.xml
- #, fuzzy
- msgid ""
- "Base class for all UI-related nodes. [Control] features a bounding rectangle "
- "that defines its extents, an anchor position relative to its parent control "
- "or the current viewport, and margins that represent an offset to the anchor. "
- "The margins update automatically when the node, any of its parents, or the "
- "screen size change.\n"
- "For more information on Godot's UI system, anchors, margins, and containers, "
- "see the related tutorials in the manual. To build flexible UIs, you'll need "
- "a mix of UI elements that inherit from [Control] and [Container] nodes.\n"
- "[b]User Interface nodes and input[/b]\n"
- "Godot sends input events to the scene's root node first, by calling [method "
- "Node._input]. [method Node._input] forwards the event down the node tree to "
- "the nodes under the mouse cursor, or on keyboard focus. To do so, it calls "
- "[method MainLoop._input_event]. Call [method accept_event] so no other node "
- "receives the event. Once you accept an input, it becomes handled so [method "
- "Node._unhandled_input] will not process it.\n"
- "Only one [Control] node can be in keyboard focus. Only the node in focus "
- "will receive keyboard events. To get the focus, call [method grab_focus]. "
- "[Control] nodes lose focus when another node grabs it, or if you hide the "
- "node in focus.\n"
- "Sets [member mouse_filter] to [constant MOUSE_FILTER_IGNORE] to tell a "
- "[Control] node to ignore mouse or touch events. You'll need it if you place "
- "an icon on top of a button.\n"
- "[Theme] resources change the Control's appearance. If you change the [Theme] "
- "on a [Control] node, it affects all of its children. To override some of the "
- "theme's parameters, call one of the [code]add_*_override[/code] methods, "
- "like [method add_font_override]. You can override the theme with the "
- "inspector.\n"
- "[b]Note:[/b] Theme items are [i]not[/i] [Object] properties. This means you "
- "can't access their values using [method Object.get] and [method Object.set]. "
- "Instead, use [method get_color], [method get_constant], [method get_font], "
- "[method get_icon], [method get_stylebox], and the [code]add_*_override[/"
- "code] methods provided by this class."
- msgstr ""
- "Clase base para todos los nodos relacionados con la UI. [Control] presenta "
- "un rectángulo delimitador que define su extensión, una posición de anclaje "
- "relativa a su control padre o a la vista actual, y márgenes que representan "
- "un desplazamiento al ancla. Los márgenes se actualizan automáticamente "
- "cuando el nodo, cualquiera de sus padres o el tamaño de la pantalla "
- "cambian.\n"
- "Para obtener más información sobre el sistema de interfaz de usuario de "
- "Godot, los anclajes, los márgenes y los contenedores, consulte los "
- "tutoriales relacionados en el manual. Para construir interfaces flexibles, "
- "necesitarás una mezcla de elementos de interfaz de usuario que heredan de "
- "los nodos [Control] y [Container].\n"
- "[b]Nodos de la interfaz de usuario y entrada[/b]\n"
- "Godot envía los eventos de entrada al nodo raíz de la escena primero, "
- "llamando a [Nodo de método._input]. [method Node._input] reenvía el evento "
- "por el árbol de nodos a los nodos bajo el cursor del ratón, o en el foco del "
- "teclado. Para ello, llama a [method MainLoop._input_event]. Llama a [method "
- "accept_event] para que ningún otro nodo reciba el evento. Una vez que se "
- "acepta una entrada, ésta se maneja de manera que [method Node."
- "_unhandled_input] no la procesará.\n"
- "Sólo un nodo [Control] puede estar en el foco del teclado. Sólo el nodo en "
- "foco recibirá eventos de teclado. Para obtener el foco, llama a [method "
- "grab_focus]. Los nodos [Control] pierden el foco cuando otro nodo lo agarra, "
- "o si ocultas el nodo en foco.\n"
- "Establece [member mouse_filter] en [constant MOUSE_FILTER_IGNORE] para "
- "decirle al nodo [Control] que ignore el ratón o que toque los eventos. Lo "
- "necesitarás si colocas un icono encima de un botón.\n"
- "Los recursos [Theme] cambian la apariencia del Control. Si cambia el [Theme] "
- "de un nodo [Control], afecta a todos sus hijos. Para anular algunos de los "
- "parámetros del tema, llama a uno de los métodos [code]add_*_override[/code], "
- "como [method add_font_override]. Puedes anular el tema con el inspector."
- #: doc/classes/Control.xml
- msgid "GUI tutorial index"
- msgstr ""
- #: doc/classes/Control.xml
- #, fuzzy
- msgid "Control node gallery"
- msgstr "Tecla Control."
- #: doc/classes/Control.xml
- msgid "All GUI Demos"
- msgstr ""
- #: doc/classes/Control.xml
- msgid ""
- "Virtual method to be implemented by the user. Returns whether [method "
- "_gui_input] should not be called for children controls outside this "
- "control's rectangle. Input will be clipped to the Rect of this [Control]. "
- "Similar to [member rect_clip_content], but doesn't affect visibility.\n"
- "If not overridden, defaults to [code]false[/code]."
- msgstr ""
- "Método virtual a ser implementado por el usuario. Devuelve si [method "
- "_gui_input] no debe ser llamado para los controles hijos fuera del "
- "rectángulo de este control. La entrada será recortada al rectángulo de este "
- "[Control]. Similar a [member rect_clip_content], pero no afecta a la "
- "visibilidad.\n"
- "Si no se anula, el valor por defecto es [code]false[/code]."
- #: doc/classes/Control.xml
- #, fuzzy
- msgid ""
- "Virtual method to be implemented by the user. Returns the minimum size for "
- "this control. Alternative to [member rect_min_size] for controlling minimum "
- "size via code. The actual minimum size will be the max value of these two "
- "(in each axis separately).\n"
- "If not overridden, defaults to [constant Vector2.ZERO].\n"
- "[b]Note:[/b] This method will not be called when the script is attached to a "
- "[Control] node that already overrides its minimum size (e.g. [Label], "
- "[Button], [PanelContainer] etc.). It can only be used with most basic GUI "
- "nodes, like [Control], [Container], [Panel] etc."
- msgstr ""
- "Método virtual a ser implementado por el usuario. Devuelve el tamaño mínimo "
- "para este control. Alternativa a [member rect_min_size] para controlar el "
- "tamaño mínimo mediante código. El tamaño mínimo real será el valor máximo de "
- "estos dos (en cada eje por separado).\n"
- "Si no se anula, el valor por defecto es [constant Vector2.ZERO]."
- #: doc/classes/Control.xml
- #, fuzzy
- msgid ""
- "Virtual method to be implemented by the user. Use this method to process and "
- "accept inputs on UI elements. See [method accept_event].\n"
- "Example: clicking a control.\n"
- "[codeblock]\n"
- "func _gui_input(event):\n"
- " if event is InputEventMouseButton:\n"
- " if event.button_index == BUTTON_LEFT and event.pressed:\n"
- " print(\"I've been clicked D:\")\n"
- "[/codeblock]\n"
- "The event won't trigger if:\n"
- "* clicking outside the control (see [method has_point]);\n"
- "* control has [member mouse_filter] set to [constant MOUSE_FILTER_IGNORE];\n"
- "* control is obstructed by another [Control] on top of it, which doesn't "
- "have [member mouse_filter] set to [constant MOUSE_FILTER_IGNORE];\n"
- "* control's parent has [member mouse_filter] set to [constant "
- "MOUSE_FILTER_STOP] or has accepted the event;\n"
- "* it happens outside the parent's rectangle and the parent has either "
- "[member rect_clip_content] or [method _clips_input] enabled.\n"
- "[b]Note:[/b] Event position is relative to the control origin."
- msgstr ""
- "Método virtual a ser implementado por el usuario. Utilice este método para "
- "procesar y aceptar entradas en los elementos de la interfaz de usuario. "
- "Véase [method accept_event].\n"
- "Ejemplo: hacer clic en un control.\n"
- "[codeblock]\n"
- "func _gui_input(event):\n"
- " if event is InputEventMouseButton:\n"
- " if event.button_index == BUTTON_LEFT and event.pressed:\n"
- " print(\"Me han hecho click D:\")\n"
- "[/codeblock]\n"
- "El evento no se desencadenará si:\n"
- "* haciendo clic fuera del control (ver [method point]);\n"
- "* el control tiene [member mouse_filter] establecido en [constant "
- "MOUSE_FILTER_IGNORE];\n"
- "* el control está obstruido por otro [Control] encima de él, que no tiene el "
- "[member mouse_filter] puesto a [constant MOUSE_FILTER_IGNORE];\n"
- "* El padre de control tiene el [member mouse_filter] ajustado a [constant "
- "MOUSE_FILTER_STOP] o ha aceptado el evento;\n"
- "* sucede fuera del rectángulo del padre y el padre tiene o bien [member "
- "rect_clip_content] o [method _clips_input] activado."
- #: doc/classes/Control.xml
- #, fuzzy
- msgid ""
- "Virtual method to be implemented by the user. Returns a [Control] node that "
- "should be used as a tooltip instead of the default one. The [code]for_text[/"
- "code] includes the contents of the [member hint_tooltip] property.\n"
- "The returned node must be of type [Control] or Control-derived. It can have "
- "child nodes of any type. It is freed when the tooltip disappears, so make "
- "sure you always provide a new instance (if you want to use a pre-existing "
- "node from your scene tree, you can duplicate it and pass the duplicated "
- "instance). When [code]null[/code] or a non-Control node is returned, the "
- "default tooltip will be used instead.\n"
- "The returned node will be added as child to a [PopupPanel], so you should "
- "only provide the contents of that panel. That [PopupPanel] can be themed "
- "using [method Theme.set_stylebox] for the type [code]\"TooltipPanel\"[/code] "
- "(see [member hint_tooltip] for an example).\n"
- "[b]Note:[/b] The tooltip is shrunk to minimal size. If you want to ensure "
- "it's fully visible, you might want to set its [member rect_min_size] to some "
- "non-zero value.\n"
- "Example of usage with a custom-constructed node:\n"
- "[codeblock]\n"
- "func _make_custom_tooltip(for_text):\n"
- " var label = Label.new()\n"
- " label.text = for_text\n"
- " return label\n"
- "[/codeblock]\n"
- "Example of usage with a custom scene instance:\n"
- "[codeblock]\n"
- "func _make_custom_tooltip(for_text):\n"
- " var tooltip = preload(\"res://SomeTooltipScene.tscn\").instance()\n"
- " tooltip.get_node(\"Label\").text = for_text\n"
- " return tooltip\n"
- "[/codeblock]"
- msgstr ""
- "Método virtual a ser implementado por el usuario. Devuelve un nodo [Control] "
- "que debe ser usado como un tooltip en lugar del predeterminado. Utilice el "
- "parámetro [code]for_text[/code] para determinar qué texto debe contener la "
- "sugerencia (probablemente el contenido de [member hint_tooltip]).\n"
- "El nodo devuelto debe ser de tipo [Control] o derivado de Control. Puede "
- "tener nodos hijos de cualquier tipo. Se libera cuando la \"sugerencia\" "
- "desaparece, así que asegúrese de proporcionar siempre una nueva instancia, "
- "no por ejemplo un nodo de la escena. Cuando se devuelve [code]null[/code] o "
- "un nodo no Control, se utilizará en su lugar la sugerencia por defecto.\n"
- "[b]Nota:[/b] La sugerencia se ha reducido a un tamaño mínimo. Si quiere "
- "asegurarse de que sea completamente visible, puede establecer su [member "
- "rect_min_size] a algún valor distinto de cero.\n"
- "Ejemplo de uso con un nodo construido a medida:\n"
- "[codeblock]\n"
- "func _make_custom_tooltip(for_text):\n"
- " var etiqueta = Label.new()\n"
- " etiqueta.text = para_texto\n"
- " return etiqueta\n"
- "[/codeblock]\n"
- "Ejemplo de uso con una instancia de una escena personalizada<\n"
- "[codeblock]\n"
- "func _make_custom_tooltip(for_text):\n"
- " var sugerencia = preload(\"algunaEscenaSugerencia.tscn\").instance()\n"
- " tooltip.get_node(\"etiqueta\").text = para_texto\n"
- " return sugerencia\n"
- "[/codeblock]"
- #: doc/classes/Control.xml
- msgid ""
- "Marks an input event as handled. Once you accept an input event, it stops "
- "propagating, even to nodes listening to [method Node._unhandled_input] or "
- "[method Node._unhandled_key_input]."
- msgstr ""
- "Marca un evento de entrada como manejado. Una vez que aceptas un evento de "
- "entrada, deja de propagarse, incluso a los nodos que escuchan [method Node."
- "_unhandled_input] o [method Node._unhandled_key_input]."
- #: doc/classes/Control.xml
- msgid ""
- "Creates a local override for a theme [Color] with the specified [code]name[/"
- "code]. Local overrides always take precedence when fetching theme items for "
- "the control.\n"
- "See also [method get_color], [method remove_color_override].\n"
- "[b]Example of overriding a label's color and resetting it later:[/b]\n"
- "[codeblock]\n"
- "# Given the child Label node \"MyLabel\", override its font color with a "
- "custom value.\n"
- "$MyLabel.add_color_override(\"font_color\", Color(1, 0.5, 0))\n"
- "# Reset the font color of the child label.\n"
- "$MyLabel.add_color_override(\"font_color\", get_color(\"font_color\", "
- "\"Label\"))\n"
- "[/codeblock]"
- msgstr ""
- #: doc/classes/Control.xml
- #, fuzzy
- msgid ""
- "Creates a local override for a theme constant with the specified [code]name[/"
- "code]. Local overrides always take precedence when fetching theme items for "
- "the control.\n"
- "See also [method get_constant], [method remove_constant_override]."
- msgstr ""
- "Devuelve [code]true[/code] si existe el ajuste especificado por [code]name[/"
- "code], [code]false[/code] en caso contrario."
- #: doc/classes/Control.xml
- msgid ""
- "Creates a local override for a theme [Font] with the specified [code]name[/"
- "code]. Local overrides always take precedence when fetching theme items for "
- "the control.\n"
- "[b]Note:[/b] An override can be removed by assigning it a [code]null[/code] "
- "value. This behavior is deprecated and will be removed in 4.0, use [method "
- "remove_font_override] instead.\n"
- "See also [method get_font]."
- msgstr ""
- #: doc/classes/Control.xml
- msgid ""
- "Creates a local override for a theme icon with the specified [code]name[/"
- "code]. Local overrides always take precedence when fetching theme items for "
- "the control.\n"
- "[b]Note:[/b] An override can be removed by assigning it a [code]null[/code] "
- "value. This behavior is deprecated and will be removed in 4.0, use [method "
- "remove_icon_override] instead.\n"
- "See also [method get_icon]."
- msgstr ""
- #: doc/classes/Control.xml
- msgid ""
- "Creates a local override for a theme shader with the specified [code]name[/"
- "code]. Local overrides always take precedence when fetching theme items for "
- "the control.\n"
- "[b]Note:[/b] An override can be removed by assigning it a [code]null[/code] "
- "value. This behavior is deprecated and will be removed in 4.0, use [method "
- "remove_shader_override] instead."
- msgstr ""
- #: doc/classes/Control.xml
- msgid ""
- "Creates a local override for a theme [StyleBox] with the specified "
- "[code]name[/code]. Local overrides always take precedence when fetching "
- "theme items for the control.\n"
- "[b]Note:[/b] An override can be removed by assigning it a [code]null[/code] "
- "value. This behavior is deprecated and will be removed in 4.0, use [method "
- "remove_stylebox_override] instead.\n"
- "See also [method get_stylebox].\n"
- "[b]Example of modifying a property in a StyleBox by duplicating it:[/b]\n"
- "[codeblock]\n"
- "# The snippet below assumes the child node MyButton has a StyleBoxFlat "
- "assigned.\n"
- "# Resources are shared across instances, so we need to duplicate it\n"
- "# to avoid modifying the appearance of all other buttons.\n"
- "var new_stylebox_normal = $MyButton.get_stylebox(\"normal\").duplicate()\n"
- "new_stylebox_normal.border_width_top = 3\n"
- "new_stylebox_normal.border_color = Color(0, 1, 0.5)\n"
- "$MyButton.add_stylebox_override(\"normal\", new_stylebox_normal)\n"
- "# Remove the stylebox override.\n"
- "$MyButton.add_stylebox_override(\"normal\", null)\n"
- "[/codeblock]"
- msgstr ""
- #: doc/classes/Control.xml
- msgid ""
- "Godot calls this method to test if [code]data[/code] from a control's "
- "[method get_drag_data] can be dropped at [code]position[/code]. "
- "[code]position[/code] is local to this control.\n"
- "This method should only be used to test the data. Process the data in "
- "[method drop_data].\n"
- "[codeblock]\n"
- "func can_drop_data(position, data):\n"
- " # Check position if it is relevant to you\n"
- " # Otherwise, just check data\n"
- " return typeof(data) == TYPE_DICTIONARY and data.has(\"expected\")\n"
- "[/codeblock]"
- msgstr ""
- "Godot llama a este método para probar si [code]data[/code] de un control "
- "[method get_drag_data] puede ser lanzado en [code]position[/code]. "
- "[code]position[/code] es local a este control.\n"
- "Este método sólo debe usarse para probar los datos. Procesa los datos en "
- "[method drop_data].\n"
- "[codeblock]\n"
- "func can_drop_data(position, data):\n"
- " # Cheque la posición is es relevante para ti\n"
- " # De otra forma solo chequea los datos\n"
- " return typeof(data) == TYPE_DICTIONARY and data.has(\"esperado\")\n"
- "[/codeblock]"
- #: doc/classes/Control.xml
- msgid ""
- "Godot calls this method to pass you the [code]data[/code] from a control's "
- "[method get_drag_data] result. Godot first calls [method can_drop_data] to "
- "test if [code]data[/code] is allowed to drop at [code]position[/code] where "
- "[code]position[/code] is local to this control.\n"
- "[codeblock]\n"
- "func can_drop_data(position, data):\n"
- " return typeof(data) == TYPE_DICTIONARY and data.has(\"color\")\n"
- "\n"
- "func drop_data(position, data):\n"
- " color = data[\"color\"]\n"
- "[/codeblock]"
- msgstr ""
- "Godot llama a este método para pasarle el [code]data[/code] del resultado "
- "del [method get_drag_data] de un control. Godot primero llama a [method "
- "can_drop_data] para probar si [code]data[/code] puede caer en "
- "[code]position[/code] donde [code]position[/code] es local a este control.\n"
- "[codeblock]\n"
- "func can_drop_data(position, data):\n"
- " return typeof(data) == TYPE_DICTIONARY and data.has(\"color\")\n"
- "\n"
- "func drop_data(position, data):\n"
- " color = data[\"color\"]\n"
- "[/codeblock]"
- #: doc/classes/Control.xml
- msgid ""
- "Finds the next (below in the tree) [Control] that can receive the focus."
- msgstr ""
- #: doc/classes/Control.xml
- #, fuzzy
- msgid ""
- "Finds the previous (above in the tree) [Control] that can receive the focus."
- msgstr ""
- "Devuelve el TreeItem anterior del árbol o un objeto nulo si no hay ninguno."
- #: doc/classes/Control.xml
- msgid ""
- "Forces drag and bypasses [method get_drag_data] and [method "
- "set_drag_preview] by passing [code]data[/code] and [code]preview[/code]. "
- "Drag will start even if the mouse is neither over nor pressed on this "
- "control.\n"
- "The methods [method can_drop_data] and [method drop_data] must be "
- "implemented on controls that want to receive drop data."
- msgstr ""
- "Fuerza el arrastre y desvía [method get_drag_data] y [method "
- "set_drag_preview] pasando [code]data[/code] y [code]preview[/code]. El "
- "arrastre se iniciará incluso si el ratón no está encima ni presionado en "
- "este control.\n"
- "Los métodos [method can_drop_data] y [method drop_data] deben ser "
- "implementados en los controles que quieran recibir datos de arrastre."
- #: doc/classes/Control.xml
- msgid ""
- "Returns the anchor identified by [code]margin[/code] constant from [enum "
- "Margin] enum. A getter method for [member anchor_bottom], [member "
- "anchor_left], [member anchor_right] and [member anchor_top]."
- msgstr ""
- "Devuelve el ancla identificada por la constante [code]margin[/code] de enum "
- "[enum Margin]. Un método de obtención para [member anchor_bottom], [member "
- "anchor_left], [member anchor_right] y [member anchor_top]."
- #: doc/classes/Control.xml
- msgid ""
- "Returns [member margin_left] and [member margin_top]. See also [member "
- "rect_position]."
- msgstr ""
- "Devuelve [member margin_left] y [member margin_top]. Véase también [member "
- "rect_position]."
- #: doc/classes/Control.xml
- msgid ""
- "Returns a [Color] from the first matching [Theme] in the tree if that "
- "[Theme] has a color item with the specified [code]name[/code] and "
- "[code]theme_type[/code]. If [code]theme_type[/code] is omitted the class "
- "name of the current control is used as the type, or [member "
- "theme_type_variation] if it is defined. If the type is a class name its "
- "parent classes are also checked, in order of inheritance.\n"
- "For the current control its local overrides are considered first (see "
- "[method add_color_override]), then its assigned [member theme]. After the "
- "current control, each parent control and its assigned [member theme] are "
- "considered; controls without a [member theme] assigned are skipped. If no "
- "matching [Theme] is found in the tree, a custom project [Theme] (see [member "
- "ProjectSettings.gui/theme/custom]) and the default [Theme] are used.\n"
- "[codeblock]\n"
- "func _ready():\n"
- " # Get the font color defined for the current Control's class, if it "
- "exists.\n"
- " modulate = get_color(\"font_color\")\n"
- " # Get the font color defined for the Button class.\n"
- " modulate = get_color(\"font_color\", \"Button\")\n"
- "[/codeblock]"
- msgstr ""
- #: doc/classes/Control.xml
- msgid ""
- "Returns combined minimum size from [member rect_min_size] and [method "
- "get_minimum_size]."
- msgstr ""
- "Devuelve el tamaño mínimo combinado de [member rect_min_size] y [method "
- "get_minimum_size]."
- #: doc/classes/Control.xml
- msgid ""
- "Returns a constant from the first matching [Theme] in the tree if that "
- "[Theme] has a constant item with the specified [code]name[/code] and "
- "[code]theme_type[/code].\n"
- "See [method get_color] for details."
- msgstr ""
- #: doc/classes/Control.xml
- msgid ""
- "Returns the mouse cursor shape the control displays on mouse hover. See "
- "[enum CursorShape]."
- msgstr ""
- "Devuelve la forma del cursor del ratón que el control muestra al pasar el "
- "ratón por encima. Ver [enum CursorShape]."
- #: doc/classes/Control.xml
- msgid ""
- "Godot calls this method to get data that can be dragged and dropped onto "
- "controls that expect drop data. Returns [code]null[/code] if there is no "
- "data to drag. Controls that want to receive drop data should implement "
- "[method can_drop_data] and [method drop_data]. [code]position[/code] is "
- "local to this control. Drag may be forced with [method force_drag].\n"
- "A preview that will follow the mouse that should represent the data can be "
- "set with [method set_drag_preview]. A good time to set the preview is in "
- "this method.\n"
- "[codeblock]\n"
- "func get_drag_data(position):\n"
- " var mydata = make_data()\n"
- " set_drag_preview(make_preview(mydata))\n"
- " return mydata\n"
- "[/codeblock]"
- msgstr ""
- "Godot llama a este método para obtener datos que pueden ser arrastrados y "
- "soltados en los controles que esperan datos de caída. Devuelve [code]null[/"
- "code] si no hay datos que arrastrar. Los controles que quieran recibir datos "
- "de arrastre deben implementar [method can_drop_data] y [method drop_data]. "
- "[code]position[/code] es local para este control. El arrastre puede ser "
- "forzado con [method force_drag].\n"
- "Una vista previa que seguirá al ratón que debe representar los datos se "
- "puede fijar con [method set_drag_preview]. Un buen momento para establecer "
- "la vista previa es en este método.\n"
- "[codeblock]\n"
- "func get_drag_data(position):\n"
- " var misdatos = fabricar_datos()\n"
- " set_drag_preview(make_preview(mydata))\n"
- " return misdatos\n"
- "[/codeblock]"
- #: doc/classes/Control.xml
- msgid "Returns [member margin_right] and [member margin_bottom]."
- msgstr "Devuelve [member margin_right] y [member margin_bottom]."
- #: doc/classes/Control.xml
- msgid ""
- "Returns the focus neighbour identified by [code]margin[/code] constant from "
- "[enum Margin] enum. A getter method for [member focus_neighbour_bottom], "
- "[member focus_neighbour_left], [member focus_neighbour_right] and [member "
- "focus_neighbour_top]."
- msgstr ""
- "Devuelve el vecino de enfocado identificado por la constante [code]margin[/"
- "code] del enum [enum Margin]. Un método de obtención para [member "
- "focus_neighbour_bottom], [member focus_neighbour_left], [member "
- "focus_neighbour_right] y [member focus_neighbour_top]."
- #: doc/classes/Control.xml
- msgid ""
- "Returns the control that has the keyboard focus or [code]null[/code] if none."
- msgstr ""
- "Devuelve el control que tiene el foco del teclado o [code]null[/code] si no "
- "hay ninguno."
- #: doc/classes/Control.xml
- msgid ""
- "Returns a [Font] from the first matching [Theme] in the tree if that [Theme] "
- "has a font item with the specified [code]name[/code] and [code]theme_type[/"
- "code].\n"
- "See [method get_color] for details."
- msgstr ""
- #: doc/classes/Control.xml
- msgid ""
- "Returns the position and size of the control relative to the top-left corner "
- "of the screen. See [member rect_position] and [member rect_size]."
- msgstr ""
- "Devuelve la posición y el tamaño del control en relación con la esquina "
- "superior izquierda de la pantalla. Ver [member rect_position] y [member "
- "rect_size]."
- #: doc/classes/Control.xml
- msgid ""
- "Returns an icon from the first matching [Theme] in the tree if that [Theme] "
- "has an icon item with the specified [code]name[/code] and [code]theme_type[/"
- "code].\n"
- "See [method get_color] for details."
- msgstr ""
- #: doc/classes/Control.xml
- msgid ""
- "Returns the anchor identified by [code]margin[/code] constant from [enum "
- "Margin] enum. A getter method for [member margin_bottom], [member "
- "margin_left], [member margin_right] and [member margin_top]."
- msgstr ""
- "Devuelve el ancla identificada por la constante [code]margin[/code] del enum "
- "[enum Margin]. Un método de obtención para [member margin_bottom], [member "
- "margin_left], [member margin_right] y [member margin_top]."
- #: doc/classes/Control.xml
- msgid "Returns the minimum size for this control. See [member rect_min_size]."
- msgstr ""
- "Devuelve el tamaño mínimo para este control. Ver [member rect_min_size]."
- #: doc/classes/Control.xml
- msgid "Returns the width/height occupied in the parent control."
- msgstr "Devuelve la anchura/altura ocupada en el control parental."
- #: doc/classes/Control.xml
- msgid "Returns the parent control node."
- msgstr "Devuelve el nodo de control del padre."
- #: doc/classes/Control.xml
- msgid ""
- "Returns the position and size of the control relative to the top-left corner "
- "of the parent Control. See [member rect_position] and [member rect_size]."
- msgstr ""
- "Devuelve la posición y el tamaño del control en relación con la esquina "
- "superior izquierda del control principal. Ver [member rect_position] y "
- "[member rect_size]."
- #: doc/classes/Control.xml
- msgid "Returns the rotation (in radians)."
- msgstr "Devuelve la rotación (en radianes)."
- #: doc/classes/Control.xml
- msgid ""
- "Returns a [StyleBox] from the first matching [Theme] in the tree if that "
- "[Theme] has a stylebox item with the specified [code]name[/code] and "
- "[code]theme_type[/code].\n"
- "See [method get_color] for details."
- msgstr ""
- #: doc/classes/Control.xml
- msgid ""
- "Returns the default font from the first matching [Theme] in the tree if that "
- "[Theme] has a valid [member Theme.default_font] value.\n"
- "See [method get_color] for details."
- msgstr ""
- #: doc/classes/Control.xml
- msgid ""
- "Returns the tooltip, which will appear when the cursor is resting over this "
- "control. See [member hint_tooltip]."
- msgstr ""
- "Devuelve la sugerencia, que aparecerá cuando el cursor se apoye sobre este "
- "control. Ver [member hint_tooltip]."
- #: doc/classes/Control.xml
- msgid ""
- "Creates an [InputEventMouseButton] that attempts to click the control. If "
- "the event is received, the control acquires focus.\n"
- "[codeblock]\n"
- "func _process(delta):\n"
- " grab_click_focus() #when clicking another Control node, this node will "
- "be clicked instead\n"
- "[/codeblock]"
- msgstr ""
- "Crea un [InputEventMouseButton] que intenta hacer clic en el control. Si se "
- "recibe el evento, el control adquiere el enfoque.\n"
- "[codeblock]\n"
- "func _process(delta):\n"
- " grab_click_focus() # cuando se hace click otro nodo control, este nodo "
- "sera clickado en vez del previo\n"
- "[/codeblock]"
- #: doc/classes/Control.xml
- msgid ""
- "Steal the focus from another control and become the focused control (see "
- "[member focus_mode]).\n"
- "[b]Note[/b]: Using this method together with [method Object.call_deferred] "
- "makes it more reliable, especially when called inside [method Node._ready]."
- msgstr ""
- #: doc/classes/Control.xml
- #, fuzzy
- msgid ""
- "Returns [code]true[/code] if there is a matching [Theme] in the tree that "
- "has a color item with the specified [code]name[/code] and [code]theme_type[/"
- "code].\n"
- "See [method get_color] for details."
- msgstr ""
- "Devuelve [code]true[/code] si se pueden incluir objetos de la clase "
- "[code]class[/code] especificada, [code]false[/code] en otro caso."
- #: doc/classes/Control.xml
- #, fuzzy
- msgid ""
- "Returns [code]true[/code] if there is a local override for a theme [Color] "
- "with the specified [code]name[/code] in this [Control] node.\n"
- "See [method add_color_override]."
- msgstr ""
- "Devuelve [code]true[/code] si [Color] con el [code]name[/code] dado tiene "
- "una sobreescritura válida en este nodo [Control]."
- #: doc/classes/Control.xml
- #, fuzzy
- msgid ""
- "Returns [code]true[/code] if there is a matching [Theme] in the tree that "
- "has a constant item with the specified [code]name[/code] and "
- "[code]theme_type[/code].\n"
- "See [method get_color] for details."
- msgstr ""
- "Devuelve [code]true[/code] si se pueden incluir objetos de la clase "
- "[code]class[/code] especificada, [code]false[/code] en otro caso."
- #: doc/classes/Control.xml
- #, fuzzy
- msgid ""
- "Returns [code]true[/code] if there is a local override for a theme constant "
- "with the specified [code]name[/code] in this [Control] node.\n"
- "See [method add_constant_override]."
- msgstr ""
- "Devuelve [code]true[/code] si existe el ajuste especificado por [code]name[/"
- "code], [code]false[/code] en caso contrario."
- #: doc/classes/Control.xml
- msgid ""
- "Returns [code]true[/code] if this is the current focused control. See "
- "[member focus_mode]."
- msgstr ""
- "Devuelve [code]true[/code] si este es el control enfocado actual. Ver "
- "[member focus_mode]."
- #: doc/classes/Control.xml
- #, fuzzy
- msgid ""
- "Returns [code]true[/code] if there is a matching [Theme] in the tree that "
- "has a font item with the specified [code]name[/code] and [code]theme_type[/"
- "code].\n"
- "See [method get_color] for details."
- msgstr ""
- "Devuelve [code]true[/code] si se pueden incluir objetos de la clase "
- "[code]class[/code] especificada, [code]false[/code] en otro caso."
- #: doc/classes/Control.xml
- #, fuzzy
- msgid ""
- "Returns [code]true[/code] if there is a local override for a theme [Font] "
- "with the specified [code]name[/code] in this [Control] node.\n"
- "See [method add_font_override]."
- msgstr ""
- "Devuelve [code]true[/code] si existe el ajuste especificado por [code]name[/"
- "code], [code]false[/code] en caso contrario."
- #: doc/classes/Control.xml
- #, fuzzy
- msgid ""
- "Returns [code]true[/code] if there is a matching [Theme] in the tree that "
- "has an icon item with the specified [code]name[/code] and [code]theme_type[/"
- "code].\n"
- "See [method get_color] for details."
- msgstr ""
- "Devuelve [code]true[/code] si se pueden incluir objetos de la clase "
- "[code]class[/code] especificada, [code]false[/code] en otro caso."
- #: doc/classes/Control.xml
- #, fuzzy
- msgid ""
- "Returns [code]true[/code] if there is a local override for a theme icon with "
- "the specified [code]name[/code] in this [Control] node.\n"
- "See [method add_icon_override]."
- msgstr ""
- "Devuelve [code]true[/code] si existe el ajuste especificado por [code]name[/"
- "code], [code]false[/code] en caso contrario."
- #: doc/classes/Control.xml
- msgid ""
- "Virtual method to be implemented by the user. Returns whether the given "
- "[code]point[/code] is inside this control.\n"
- "If not overridden, default behavior is checking if the point is within "
- "control's Rect.\n"
- "[b]Note:[/b] If you want to check if a point is inside the control, you can "
- "use [code]get_rect().has_point(point)[/code]."
- msgstr ""
- "Método virtual a ser implementado por el usuario. Devuelve si el "
- "[code]point[/code] dado está dentro de este control.\n"
- "Si no está sobreescrito, el comportamiento por defecto es comprobar si el "
- "punto está dentro del Rectángulo del control.\n"
- "[b]Nota:[/b] Si quieres comprobar si un punto está dentro del control, "
- "puedes usar [code]get_rect().has_point(point)[/code]."
- #: doc/classes/Control.xml
- #, fuzzy
- msgid ""
- "Returns [code]true[/code] if there is a local override for a theme shader "
- "with the specified [code]name[/code] in this [Control] node.\n"
- "See [method add_shader_override]."
- msgstr ""
- "Devuelve [code]true[/code] si existe el ajuste especificado por [code]name[/"
- "code], [code]false[/code] en caso contrario."
- #: doc/classes/Control.xml
- #, fuzzy
- msgid ""
- "Returns [code]true[/code] if there is a matching [Theme] in the tree that "
- "has a stylebox item with the specified [code]name[/code] and "
- "[code]theme_type[/code].\n"
- "See [method get_color] for details."
- msgstr ""
- "Devuelve [code]true[/code] si se pueden incluir objetos de la clase "
- "[code]class[/code] especificada, [code]false[/code] en otro caso."
- #: doc/classes/Control.xml
- #, fuzzy
- msgid ""
- "Returns [code]true[/code] if there is a local override for a theme "
- "[StyleBox] with the specified [code]name[/code] in this [Control] node.\n"
- "See [method add_stylebox_override]."
- msgstr ""
- "Devuelve [code]true[/code] si el [StyleBox] con el nombre [code]name[/code] "
- "dado tiene una sobreescritura válida en este nodo [Control]."
- #: doc/classes/Control.xml
- msgid ""
- "Returns [code]true[/code] if a drag operation is successful. Alternative to "
- "[method Viewport.gui_is_drag_successful].\n"
- "Best used with [constant Node.NOTIFICATION_DRAG_END]."
- msgstr ""
- #: doc/classes/Control.xml
- msgid ""
- "Invalidates the size cache in this node and in parent nodes up to toplevel. "
- "Intended to be used with [method get_minimum_size] when the return value is "
- "changed. Setting [member rect_min_size] directly calls this method "
- "automatically."
- msgstr ""
- "Invalida el tamaño de la memoria caché en este nodo y en los nodos padres "
- "hasta el nivel superior. Está pensado para ser usado con [method "
- "get_minimum_size] cuando se cambia el valor de retorno. Si se establece "
- "[member rect_min_size] se llama directamente a este método de forma "
- "automática."
- #: doc/classes/Control.xml
- msgid ""
- "Give up the focus. No other control will be able to receive keyboard input."
- msgstr ""
- "Deje el enfoque. Ningún otro control podrá recibir la entrada del teclado."
- #: doc/classes/Control.xml
- #, fuzzy
- msgid ""
- "Removes a theme override for a [Color] with the given [code]name[/code]."
- msgstr "Elimina la animación con la clave [code]name[/code]."
- #: doc/classes/Control.xml
- #, fuzzy
- msgid ""
- "Removes a theme override for a constant with the given [code]name[/code]."
- msgstr "Elimina la animación con la clave [code]name[/code]."
- #: doc/classes/Control.xml
- #, fuzzy
- msgid "Removes a theme override for a [Font] with the given [code]name[/code]."
- msgstr "Elimina la animación con la clave [code]name[/code]."
- #: doc/classes/Control.xml
- #, fuzzy
- msgid "Removes a theme override for an icon with the given [code]name[/code]."
- msgstr "Elimina la animación con la clave [code]name[/code]."
- #: doc/classes/Control.xml
- #, fuzzy
- msgid "Removes a theme override for a shader with the given [code]name[/code]."
- msgstr "Devuelve el índice del artículo con el [code]id[/code] dado."
- #: doc/classes/Control.xml
- #, fuzzy
- msgid ""
- "Removes a theme override for a [StyleBox] with the given [code]name[/code]."
- msgstr "Devuelve el índice del artículo con el [code]id[/code] dado."
- #: doc/classes/Control.xml
- msgid ""
- "Sets the anchor identified by [code]margin[/code] constant from [enum "
- "Margin] enum to value [code]anchor[/code]. A setter method for [member "
- "anchor_bottom], [member anchor_left], [member anchor_right] and [member "
- "anchor_top].\n"
- "If [code]keep_margin[/code] is [code]true[/code], margins aren't updated "
- "after this operation.\n"
- "If [code]push_opposite_anchor[/code] is [code]true[/code] and the opposite "
- "anchor overlaps this anchor, the opposite one will have its value "
- "overridden. For example, when setting left anchor to 1 and the right anchor "
- "has value of 0.5, the right anchor will also get value of 1. If "
- "[code]push_opposite_anchor[/code] was [code]false[/code], the left anchor "
- "would get value 0.5."
- msgstr ""
- "Establece el ancla identificada por la constante [code]margin[/code] del "
- "enum [enum Margin] al valor [code]anchor[/code]. Un método de fijación para "
- "[member anchor_bottom], [member anchor_left], [member anchor_right] y "
- "[member anchor_top].\n"
- "Si [code]keep_margin[/code] es [code]true[/code], los márgenes no se "
- "actualizan después de esta operación.\n"
- "Si [code]push_opposite_anchor[/code] es [code]true[/code] y el ancla opuesta "
- "se superpone a esta ancla, la opuesta tendrá su valor sobreescrito. Por "
- "ejemplo, cuando se ajusta el ancla izquierda a 1 y el ancla derecha tiene el "
- "valor de 0,5, el ancla derecha también obtendrá el valor de 1. Si "
- "[code]push_opposite_anchor[/code] fuera [code]false[/code], el ancla "
- "izquierda obtendría el valor 0,5."
- #: doc/classes/Control.xml
- msgid ""
- "Works the same as [method set_anchor], but instead of [code]keep_margin[/"
- "code] argument and automatic update of margin, it allows to set the margin "
- "offset yourself (see [method set_margin])."
- msgstr ""
- "Funciona igual que [method set_anchor], pero en lugar del argumento "
- "[code]keep_margin[/code] y la actualización automática del margen, permite "
- "establecer el desplazamiento del margen por sí mismo (ver [method "
- "set_margin])."
- #: doc/classes/Control.xml
- msgid ""
- "Sets both anchor preset and margin preset. See [method set_anchors_preset] "
- "and [method set_margins_preset]."
- msgstr ""
- "Establece tanto la preselección del ancla como la preselección del margen. "
- "Ver [method set_anchors_preset] y [method set_margins_preset]."
- #: doc/classes/Control.xml
- #, fuzzy
- msgid ""
- "Sets the anchors to a [code]preset[/code] from [enum Control.LayoutPreset] "
- "enum. This is the code equivalent to using the Layout menu in the 2D "
- "editor.\n"
- "If [code]keep_margins[/code] is [code]true[/code], control's position will "
- "also be updated."
- msgstr ""
- "Establece los anclajes a un [code]preestablecido[/code] del enum [enum "
- "Control.LayoutPreset]. Este es el código equivalente a usar el menú de "
- "diseño en el editor 2D.\n"
- "Si [code]keep_margins[/code] es [code]true[/code], la posición del control "
- "también se actualizará."
- #: doc/classes/Control.xml
- msgid ""
- "Sets [member margin_left] and [member margin_top] at the same time. "
- "Equivalent of changing [member rect_position]."
- msgstr ""
- "Establece [member margin_left] y [member margin_top] al mismo tiempo. "
- "Equivale a cambiar [member rect_position]."
- #: doc/classes/Control.xml
- msgid ""
- "Forwards the handling of this control's drag and drop to [code]target[/code] "
- "control.\n"
- "Forwarding can be implemented in the target control similar to the methods "
- "[method get_drag_data], [method can_drop_data], and [method drop_data] but "
- "with two differences:\n"
- "1. The function name must be suffixed with [b]_fw[/b]\n"
- "2. The function must take an extra argument that is the control doing the "
- "forwarding\n"
- "[codeblock]\n"
- "# ThisControl.gd\n"
- "extends Control\n"
- "func _ready():\n"
- " set_drag_forwarding(target_control)\n"
- "\n"
- "# TargetControl.gd\n"
- "extends Control\n"
- "func can_drop_data_fw(position, data, from_control):\n"
- " return true\n"
- "\n"
- "func drop_data_fw(position, data, from_control):\n"
- " my_handle_data(data)\n"
- "\n"
- "func get_drag_data_fw(position, from_control):\n"
- " set_drag_preview(my_preview)\n"
- " return my_data()\n"
- "[/codeblock]"
- msgstr ""
- "Adelanta el manejo del arrastre y suelta de este control al control de "
- "[code]target[/code].\n"
- "El reenvío puede ser implementado en el control de destino de manera similar "
- "a los métodos [method get_drag_data], [method can_drop_data], y [method "
- "drop_data] pero con dos diferencias:\n"
- "1. El nombre de la función debe ser sufijado con [b]_fw[/b]\n"
- "2. La función debe tener un argumento extra que es el control que hace el "
- "reenvío\n"
- "[codeblock]\n"
- "# EsteControl.gd\n"
- "extends Control\n"
- "func _ready():\n"
- " set_drag_forwarding(control_objetivo)\n"
- "\n"
- "# ControlObjetivo.gd\n"
- "extends Control\n"
- "func puede_arrastrar_datos_fw(posicion, datos, desde_control):\n"
- " return true\n"
- "\n"
- "func arrastra_datos_fw(posicion, datos, desde_control):\n"
- " mi_manejo_de_datos(data)\n"
- "\n"
- "func obtener_datos_arrastrados_fw(posicion, datos, desde_control):\n"
- " set_drag_preview(mi_prevista)\n"
- " return misdatos()\n"
- "[/codeblock]"
- #: doc/classes/Control.xml
- #, fuzzy
- msgid ""
- "Shows the given control at the mouse pointer. A good time to call this "
- "method is in [method get_drag_data]. The control must not be in the scene "
- "tree. You should not free the control, and you should not keep a reference "
- "to the control beyond the duration of the drag. It will be deleted "
- "automatically after the drag has ended.\n"
- "[codeblock]\n"
- "export (Color, RGBA) var color = Color(1, 0, 0, 1)\n"
- "\n"
- "func get_drag_data(position):\n"
- " # Use a control that is not in the tree\n"
- " var cpb = ColorPickerButton.new()\n"
- " cpb.color = color\n"
- " cpb.rect_size = Vector2(50, 50)\n"
- " set_drag_preview(cpb)\n"
- " return color\n"
- "[/codeblock]"
- msgstr ""
- "Muestra el control dado en el puntero del ratón. Un buen momento para llamar "
- "a este método es en [method get_drag_data]. El control no debe estar en el "
- "árbol de la escena.\n"
- "[codeblock]\n"
- "export (Color, RGBA) var color = Color(1, 0, 0, 1)\n"
- "\n"
- "func get_drag_data(position):\n"
- " # Usa un control que no esta en el arbol\n"
- " var cpb = ColorPickerButton.new()\n"
- " cpb.color = color\n"
- " cpb.rect_size = Vector2(50, 50)\n"
- " set_drag_preview(cpb)\n"
- " return color\n"
- "[/codeblock]"
- #: doc/classes/Control.xml
- msgid "Sets [member margin_right] and [member margin_bottom] at the same time."
- msgstr ""
- "Establece [member margin_right] y [member margin_bottom] al mismo tiempo."
- #: doc/classes/Control.xml
- msgid ""
- "Sets the anchor identified by [code]margin[/code] constant from [enum "
- "Margin] enum to [Control] at [code]neighbor[/code] node path. A setter "
- "method for [member focus_neighbour_bottom], [member focus_neighbour_left], "
- "[member focus_neighbour_right] and [member focus_neighbour_top]."
- msgstr ""
- "Establece el ancla identificada por la constante [code]margin[/code] desde "
- "el [enum Margin] hasta [Control] en la ruta del nodo [code]neighbour[/code]. "
- "Un método de fijación para [member focus_neighbour_bottom], [member "
- "focus_neighbour_left], [member focus_neighbour_right] y [member "
- "focus_neighbour_top]."
- #: doc/classes/Control.xml
- msgid ""
- "Sets the [member rect_global_position] to given [code]position[/code].\n"
- "If [code]keep_margins[/code] is [code]true[/code], control's anchors will be "
- "updated instead of margins."
- msgstr ""
- "Establece el [member rect_global_position] a la [code]position[/code] dada.\n"
- "Si [code]keep_margins[/code] es [code]true[/code], los anclajes del control "
- "se actualizarán en lugar de los márgenes."
- #: doc/classes/Control.xml
- msgid ""
- "Sets the margin identified by [code]margin[/code] constant from [enum "
- "Margin] enum to given [code]offset[/code]. A setter method for [member "
- "margin_bottom], [member margin_left], [member margin_right] and [member "
- "margin_top]."
- msgstr ""
- "Establece el margen identificado por [code]margin[/code] constante desde el "
- "enum [enum Margin] hasta determinado [code]offset[/code]. Un método de "
- "fijación para [member margin_bottom], [member margin_left], [member "
- "margin_right] y [member margin_top]."
- #: doc/classes/Control.xml
- #, fuzzy
- msgid ""
- "Sets the margins to a [code]preset[/code] from [enum Control.LayoutPreset] "
- "enum. This is the code equivalent to using the Layout menu in the 2D "
- "editor.\n"
- "Use parameter [code]resize_mode[/code] with constants from [enum Control."
- "LayoutPresetMode] to better determine the resulting size of the [Control]. "
- "Constant size will be ignored if used with presets that change size, e.g. "
- "[code]PRESET_LEFT_WIDE[/code].\n"
- "Use parameter [code]margin[/code] to determine the gap between the [Control] "
- "and the edges."
- msgstr ""
- "Establece los márgenes a un [code]preset[/code] del enum [enum Control."
- "LayoutPreset]. Esto es un código equivalente a usar el menú de diseño en el "
- "editor 2D.\n"
- "Utilice el parámetro [code]resize_mode[/code] con las constantes de [enum "
- "Control.LayoutPresetMode] para determinar mejor el tamaño resultante del "
- "[Control]. El tamaño constante será ignorado si se usa con preajustes que "
- "cambian de tamaño, por ejemplo, [code]PRESET_LEFT_WIDE[/code].\n"
- "Utilice el parámetro [code]margin[/code] para determinar el espacio entre el "
- "[Control] y los bordes."
- #: doc/classes/Control.xml
- msgid ""
- "Sets the [member rect_position] to given [code]position[/code].\n"
- "If [code]keep_margins[/code] is [code]true[/code], control's anchors will be "
- "updated instead of margins."
- msgstr ""
- "Establece la [member rect_position] a la [code]position[/code] dada.\n"
- "Si [code]keep_margins[/code] es [code]true[/code], los anclajes del control "
- "se actualizarán en lugar de los márgenes."
- #: doc/classes/Control.xml
- msgid "Sets the rotation (in radians)."
- msgstr "Establece la rotación (en radianes)."
- #: doc/classes/Control.xml
- msgid ""
- "Sets the size (see [member rect_size]).\n"
- "If [code]keep_margins[/code] is [code]true[/code], control's anchors will be "
- "updated instead of margins."
- msgstr ""
- "Establece el tamaño (ver [member rect_size]).\n"
- "Si [code]keep_margins[/code] es [code]true[/code], los anclajes del control "
- "se actualizarán en lugar de los márgenes."
- #: doc/classes/Control.xml
- msgid ""
- "Displays a control as modal. Control must be a subwindow. Modal controls "
- "capture the input signals until closed or the area outside them is accessed. "
- "When a modal control loses focus, or the ESC key is pressed, they "
- "automatically hide. Modal controls are used extensively for popup dialogs "
- "and menus.\n"
- "If [code]exclusive[/code] is [code]true[/code], other controls will not "
- "receive input and clicking outside this control will not close it."
- msgstr ""
- #: doc/classes/Control.xml
- msgid ""
- "Moves the mouse cursor to [code]to_position[/code], relative to [member "
- "rect_position] of this [Control]."
- msgstr ""
- "Mueve el cursor del ratón a [code]to_position[/code], relativo a la [member "
- "rect_position] de este [Control]."
- #: doc/classes/Control.xml
- msgid ""
- "Anchors the bottom edge of the node to the origin, the center, or the end of "
- "its parent control. It changes how the bottom margin updates when the node "
- "moves or changes size. You can use one of the [enum Anchor] constants for "
- "convenience."
- msgstr ""
- "Ancla el borde inferior del nodo al origen, el centro o el final de su "
- "control parental. Cambia la forma en que el margen inferior se actualiza "
- "cuando el nodo se mueve o cambia de tamaño. Puedes usar una de las "
- "constantes [enum Anchor] por conveniencia."
- #: doc/classes/Control.xml
- msgid ""
- "Anchors the left edge of the node to the origin, the center or the end of "
- "its parent control. It changes how the left margin updates when the node "
- "moves or changes size. You can use one of the [enum Anchor] constants for "
- "convenience."
- msgstr ""
- "Ancla el borde izquierdo del nodo al origen, el centro o el final de su "
- "control parental. Cambia la forma en que el margen izquierdo se actualiza "
- "cuando el nodo se mueve o cambia de tamaño. Puedes usar una de las "
- "constantes [enum Anchor] por conveniencia."
- #: doc/classes/Control.xml
- msgid ""
- "Anchors the right edge of the node to the origin, the center or the end of "
- "its parent control. It changes how the right margin updates when the node "
- "moves or changes size. You can use one of the [enum Anchor] constants for "
- "convenience."
- msgstr ""
- "Ancla el borde derecho del nodo al origen, el centro o el final de su "
- "control parental. Cambia la forma en que el margen derecho se actualiza "
- "cuando el nodo se mueve o cambia de tamaño. Puedes usar una de las "
- "constantes [enum Anchor] por conveniencia."
- #: doc/classes/Control.xml
- #, fuzzy
- msgid ""
- "Anchors the top edge of the node to the origin, the center or the end of its "
- "parent control. It changes how the top margin updates when the node moves or "
- "changes size. You can use one of the [enum Anchor] constants for convenience."
- msgstr ""
- "Ancla el borde superior del nodo al origen, el centro o el final de su "
- "control parental. Cambia la forma en que el margen superior se actualiza "
- "cuando el nodo se mueve o cambia de tamaño. Puedes usar una de las "
- "constantes [enum Anchor] por conveniencia."
- #: doc/classes/Control.xml
- msgid ""
- "The focus access mode for the control (None, Click or All). Only one Control "
- "can be focused at the same time, and it will receive keyboard signals."
- msgstr ""
- "El modo de acceso de enfoque para el control (Ninguno, Clic o Todos). Sólo "
- "un Control puede ser enfocado al mismo tiempo, y recibirá señales del "
- "teclado."
- #: doc/classes/Control.xml
- msgid ""
- "Tells Godot which node it should give keyboard focus to if the user presses "
- "the down arrow on the keyboard or down on a gamepad by default. You can "
- "change the key by editing the [code]ui_down[/code] input action. The node "
- "must be a [Control]. If this property is not set, Godot will give focus to "
- "the closest [Control] to the bottom of this one."
- msgstr ""
- "Le dice a Godot a qué nodo debe darle enfoque de teclado si el usuario "
- "presiona la flecha hacia abajo en el teclado o hacia abajo en un gamepad por "
- "defecto. Puede cambiar la tecla editando la acción de entrada [code]ui_down[/"
- "code]. El nodo debe ser un [Control]. Si no se establece esta propiedad, "
- "Godot dará el foco al [Control] más cercano a la parte inferior de éste."
- #: doc/classes/Control.xml
- msgid ""
- "Tells Godot which node it should give keyboard focus to if the user presses "
- "the left arrow on the keyboard or left on a gamepad by default. You can "
- "change the key by editing the [code]ui_left[/code] input action. The node "
- "must be a [Control]. If this property is not set, Godot will give focus to "
- "the closest [Control] to the left of this one."
- msgstr ""
- "Le dice a Godot a qué nodo debe dar enfoque de teclado si el usuario "
- "presiona la flecha izquierda en el teclado o la izquierda en un gamepad por "
- "defecto. Puede cambiar la tecla editando la acción de entrada [code]ui_left[/"
- "code]. El nodo debe ser un [Control]. Si no se establece esta propiedad, "
- "Godot dará el foco al [Control] más cercano a la izquierda de éste."
- #: doc/classes/Control.xml
- #, fuzzy
- msgid ""
- "Tells Godot which node it should give keyboard focus to if the user presses "
- "the right arrow on the keyboard or right on a gamepad by default. You can "
- "change the key by editing the [code]ui_right[/code] input action. The node "
- "must be a [Control]. If this property is not set, Godot will give focus to "
- "the closest [Control] to the bottom of this one."
- msgstr ""
- "Le dice a Godot a qué nodo debe darle enfoque de teclado si el usuario "
- "presiona la flecha derecha en el teclado o la derecha en un gamepad por "
- "defecto. Puede cambiar la tecla editando la acción de entrada "
- "[code]ui_right[/code]. El nodo debe ser un [Control]. Si no se establece "
- "esta propiedad, Godot dará el foco al [Control] más cercano a la parte "
- "inferior de éste."
- #: doc/classes/Control.xml
- msgid ""
- "Tells Godot which node it should give keyboard focus to if the user presses "
- "the top arrow on the keyboard or top on a gamepad by default. You can change "
- "the key by editing the [code]ui_top[/code] input action. The node must be a "
- "[Control]. If this property is not set, Godot will give focus to the closest "
- "[Control] to the bottom of this one."
- msgstr ""
- "Le dice a Godot a qué nodo debe darle enfoque de teclado si el usuario "
- "presiona la flecha superior del teclado o el arriba de un gamepad por "
- "defecto. Puede cambiar la tecla editando la acción de entrada [code]ui_top[/"
- "code]. El nodo debe ser un [Control]. Si no se establece esta propiedad, "
- "Godot dará el foco al [Control] más cercano a la parte inferior de éste."
- #: doc/classes/Control.xml
- #, fuzzy
- msgid ""
- "Tells Godot which node it should give keyboard focus to if the user presses "
- "Tab on a keyboard by default. You can change the key by editing the "
- "[code]ui_focus_next[/code] input action.\n"
- "If this property is not set, Godot will select a \"best guess\" based on "
- "surrounding nodes in the scene tree."
- msgstr ""
- "Le dice a Godot a qué nodo debe dar enfoque de teclado si el usuario "
- "presiona [kbd]Tab[/kbd] en un teclado por defecto. Puede cambiar la tecla "
- "editando la acción de entrada [code]ui_focus_next[/code].\n"
- "Si esta propiedad no está establecida, Godot seleccionará una \"mejor "
- "suposición\" basada en los nodos circundantes en el árbol de la escena."
- #: doc/classes/Control.xml
- #, fuzzy
- msgid ""
- "Tells Godot which node it should give keyboard focus to if the user presses "
- "Shift+Tab on a keyboard by default. You can change the key by editing the "
- "[code]ui_focus_prev[/code] input action.\n"
- "If this property is not set, Godot will select a \"best guess\" based on "
- "surrounding nodes in the scene tree."
- msgstr ""
- "Le dice a Godot a qué nodo debe dar enfoque de teclado si el usuario "
- "presiona [kbd]Shift + Tab[/kbd] en un teclado por defecto. Puede cambiar la "
- "tecla editando la acción de entrada [code]ui_focus_prev[/code].\n"
- "Si esta propiedad no está establecida, Godot seleccionará una \"mejor "
- "suposición\" basada en los nodos circundantes en el árbol de la escena."
- #: doc/classes/Control.xml
- msgid ""
- "Controls the direction on the horizontal axis in which the control should "
- "grow if its horizontal minimum size is changed to be greater than its "
- "current size, as the control always has to be at least the minimum size."
- msgstr ""
- "Controla la dirección en el eje horizontal en la que el control debe crecer "
- "si su tamaño mínimo horizontal se cambia para que sea mayor que su tamaño "
- "actual, ya que el control siempre tiene que ser al menos del tamaño mínimo."
- #: doc/classes/Control.xml
- msgid ""
- "Controls the direction on the vertical axis in which the control should grow "
- "if its vertical minimum size is changed to be greater than its current size, "
- "as the control always has to be at least the minimum size."
- msgstr ""
- "Controla la dirección en el eje vertical en la que el control debe crecer si "
- "su tamaño mínimo vertical se cambia para que sea mayor que su tamaño actual, "
- "ya que el control siempre tiene que ser al menos del tamaño mínimo."
- #: doc/classes/Control.xml
- msgid ""
- "Changes the tooltip text. The tooltip appears when the user's mouse cursor "
- "stays idle over this control for a few moments, provided that the [member "
- "mouse_filter] property is not [constant MOUSE_FILTER_IGNORE]. You can change "
- "the time required for the tooltip to appear with [code]gui/timers/"
- "tooltip_delay_sec[/code] option in Project Settings.\n"
- "The tooltip popup will use either a default implementation, or a custom one "
- "that you can provide by overriding [method _make_custom_tooltip]. The "
- "default tooltip includes a [PopupPanel] and [Label] whose theme properties "
- "can be customized using [Theme] methods with the [code]\"TooltipPanel\"[/"
- "code] and [code]\"TooltipLabel\"[/code] respectively. For example:\n"
- "[codeblock]\n"
- "var style_box = StyleBoxFlat.new()\n"
- "style_box.set_bg_color(Color(1, 1, 0))\n"
- "style_box.set_border_width_all(2)\n"
- "# We assume here that the `theme` property has been assigned a custom Theme "
- "beforehand.\n"
- "theme.set_stylebox(\"panel\", \"TooltipPanel\", style_box)\n"
- "theme.set_color(\"font_color\", \"TooltipLabel\", Color(0, 1, 1))\n"
- "[/codeblock]"
- msgstr ""
- #: doc/classes/Control.xml
- msgid ""
- "Enables whether input should propagate when you close the control as modal.\n"
- "If [code]false[/code], stops event handling at the viewport input event "
- "handling. The viewport first hides the modal and after marks the input as "
- "handled."
- msgstr ""
- #: doc/classes/Control.xml
- msgid ""
- "Distance between the node's bottom edge and its parent control, based on "
- "[member anchor_bottom].\n"
- "Margins are often controlled by one or multiple parent [Container] nodes, so "
- "you should not modify them manually if your node is a direct child of a "
- "[Container]. Margins update automatically when you move or resize the node."
- msgstr ""
- "Distancia entre el borde inferior del nodo y su control padre, basado en "
- "[member anchor_bottom].\n"
- "Los márgenes suelen estar controlados por uno o varios nodos padre "
- "[Container], por lo que no debe modificarlos manualmente si su nodo es hijo "
- "directo de un [Container]. Los márgenes se actualizan automáticamente cuando "
- "mueve o cambia el tamaño del nodo."
- #: doc/classes/Control.xml
- msgid ""
- "Distance between the node's left edge and its parent control, based on "
- "[member anchor_left].\n"
- "Margins are often controlled by one or multiple parent [Container] nodes, so "
- "you should not modify them manually if your node is a direct child of a "
- "[Container]. Margins update automatically when you move or resize the node."
- msgstr ""
- "Distancia entre el borde izquierdo del nodo y su control padre, basado en "
- "[member anchor_left].\n"
- "Los márgenes suelen estar controlados por uno o varios nodos padre "
- "[Container], por lo que no debe modificarlos manualmente si su nodo es hijo "
- "directo de un [Container]. Los márgenes se actualizan automáticamente cuando "
- "mueve o cambia el tamaño del nodo."
- #: doc/classes/Control.xml
- msgid ""
- "Distance between the node's right edge and its parent control, based on "
- "[member anchor_right].\n"
- "Margins are often controlled by one or multiple parent [Container] nodes, so "
- "you should not modify them manually if your node is a direct child of a "
- "[Container]. Margins update automatically when you move or resize the node."
- msgstr ""
- "Distancia entre el borde derecho del nodo y su control padre, basado en "
- "[member anchor_right].\n"
- "Los márgenes suelen estar controlados por uno o varios nodos padre "
- "[Container], por lo que no debe modificarlos manualmente si su nodo es hijo "
- "directo de un [Container]. Los márgenes se actualizan automáticamente cuando "
- "mueve o cambia el tamaño del nodo."
- #: doc/classes/Control.xml
- msgid ""
- "Distance between the node's top edge and its parent control, based on "
- "[member anchor_top].\n"
- "Margins are often controlled by one or multiple parent [Container] nodes, so "
- "you should not modify them manually if your node is a direct child of a "
- "[Container]. Margins update automatically when you move or resize the node."
- msgstr ""
- "Distancia entre el borde superior del nodo y su control padre, basado en "
- "[member anchor_top].\n"
- "Los márgenes suelen estar controlados por uno o varios nodos padre "
- "[Container], por lo que no debe modificarlos manualmente si su nodo es hijo "
- "directo de un [Container]. Los márgenes se actualizan automáticamente cuando "
- "mueve o cambia el tamaño del nodo."
- #: doc/classes/Control.xml
- msgid ""
- "The default cursor shape for this control. Useful for Godot plugins and "
- "applications or games that use the system's mouse cursors.\n"
- "[b]Note:[/b] On Linux, shapes may vary depending on the cursor theme of the "
- "system."
- msgstr ""
- "La forma del cursor por defecto para este control. Útil para los plugins de "
- "Godot y las aplicaciones o juegos que utilizan los cursores del ratón del "
- "sistema.\n"
- "[b]Nota:[/b] En Linux, las formas pueden variar dependiendo del tema del "
- "cursor del sistema."
- #: doc/classes/Control.xml
- msgid ""
- "Controls whether the control will be able to receive mouse button input "
- "events through [method _gui_input] and how these events should be handled. "
- "Also controls whether the control can receive the [signal mouse_entered], "
- "and [signal mouse_exited] signals. See the constants to learn what each does."
- msgstr ""
- "Controla si el control será capaz de recibir eventos de entrada del botón "
- "del ratón a través del [method _gui_input] y cómo estos eventos deben ser "
- "manejados. También controla si el control puede recibir las señales [signal "
- "mouse_entered], y [signal mouse_exited]. Mira las constantes para aprender "
- "lo que hace cada una."
- #: doc/classes/Control.xml
- msgid ""
- "Enables whether rendering of [CanvasItem] based children should be clipped "
- "to this control's rectangle. If [code]true[/code], parts of a child which "
- "would be visibly outside of this control's rectangle will not be rendered."
- msgstr ""
- "Permite si la representación de los hijos basados en [CanvasItem] debe ser "
- "recortada al rectángulo de este control. Si [code]true[/code], no se "
- "renderizarán las partes de un hijo que estarían visiblemente fuera del "
- "rectángulo de este control."
- #: doc/classes/Control.xml
- msgid ""
- "The node's global position, relative to the world (usually to the top-left "
- "corner of the window)."
- msgstr ""
- "La posición global del nodo, en relación con el mundo (normalmente en la "
- "esquina superior izquierda de la ventana)."
- #: doc/classes/Control.xml
- msgid ""
- "The minimum size of the node's bounding rectangle. If you set it to a value "
- "greater than (0, 0), the node's bounding rectangle will always have at least "
- "this size, even if its content is smaller. If it's set to (0, 0), the node "
- "sizes automatically to fit its content, be it a texture or child nodes."
- msgstr ""
- "El tamaño mínimo del rectángulo delimitador del nodo. Si lo fijas en un "
- "valor mayor que (0, 0), el rectángulo delimitador del nodo siempre tendrá al "
- "menos este tamaño, aunque su contenido sea menor. Si se establece en (0, 0), "
- "el nodo se dimensiona automáticamente para ajustarse a su contenido, ya sea "
- "una textura o un nodo hijo."
- #: doc/classes/Control.xml
- #, fuzzy
- msgid ""
- "By default, the node's pivot is its top-left corner. When you change its "
- "[member rect_rotation] or [member rect_scale], it will rotate or scale "
- "around this pivot. Set this property to [member rect_size] / 2 to pivot "
- "around the Control's center."
- msgstr ""
- "Por defecto, el pivote del nodo es su esquina superior izquierda. Cuando "
- "cambias su [member rect_scale], se escalará alrededor de este pivote. "
- "Establezca esta propiedad en [member rect_size] / 2 para centrar el pivote "
- "en el rectángulo del nodo."
- #: doc/classes/Control.xml
- msgid ""
- "The node's position, relative to its parent. It corresponds to the "
- "rectangle's top-left corner. The property is not affected by [member "
- "rect_pivot_offset]."
- msgstr ""
- "La posición del nodo, en relación con su padre. Corresponde a la esquina "
- "superior izquierda del rectángulo. La propiedad no se ve afectada por "
- "[member rect_pivot_offset]."
- #: doc/classes/Control.xml
- msgid ""
- "The node's rotation around its pivot, in degrees. See [member "
- "rect_pivot_offset] to change the pivot's position."
- msgstr ""
- "La rotación del nodo alrededor de su pivote, en grados. Ver [member "
- "rect_pivot_offset] para cambiar la posición del pivote."
- #: doc/classes/Control.xml
- #, fuzzy
- msgid ""
- "The node's scale, relative to its [member rect_size]. Change this property "
- "to scale the node around its [member rect_pivot_offset]. The Control's "
- "[member hint_tooltip] will also scale according to this value.\n"
- "[b]Note:[/b] This property is mainly intended to be used for animation "
- "purposes. Text inside the Control will look pixelated or blurry when the "
- "Control is scaled. To support multiple resolutions in your project, use an "
- "appropriate viewport stretch mode as described in the [url=$DOCS_URL/"
- "tutorials/rendering/multiple_resolutions.html]documentation[/url] instead of "
- "scaling Controls individually.\n"
- "[b]Note:[/b] If the Control node is a child of a [Container] node, the scale "
- "will be reset to [code]Vector2(1, 1)[/code] when the scene is instanced. To "
- "set the Control's scale when it's instanced, wait for one frame using "
- "[code]yield(get_tree(), \"idle_frame\")[/code] then set its [member "
- "rect_scale] property."
- msgstr ""
- "La escala del nodo, relativa a su [member rect_size]. Cambie esta propiedad "
- "para escalar el nodo alrededor de su [member rect_pivot_offset]. La [member "
- "hint_tooltip] del Control también escalará de acuerdo con este valor.\n"
- "[b]Nota:[/b] Esta propiedad está pensada principalmente para ser usada con "
- "fines de animación. El texto dentro del Control se verá pixelado o borroso "
- "cuando el Control esté escalado. Para soportar múltiples resoluciones en su "
- "proyecto, utilice un modo apropiado de estiramiento de la vista como se "
- "describe en la documentación [url=https://docs.godotengine.org/es/latest/"
- "tutorials/viewports/multiple_resolutions.html]documentation[/url] en lugar "
- "de escalar los Controles individualmente.\n"
- "[b]Nota:[/b] Si el nodo de Control es hijo de un nodo [Container], la escala "
- "se reajustará a [code]Vector2(1, 1)[/code] cuando la escena se instale. Para "
- "establecer la escala del Control cuando está instanciado, espera un cuadro "
- "usando [code]yield(get_tree(), \"idle_frame\")[/code] y luego establece su "
- "propiedad [member rect_scale]."
- #: doc/classes/Control.xml
- msgid ""
- "The size of the node's bounding rectangle, in pixels. [Container] nodes "
- "update this property automatically."
- msgstr ""
- "El tamaño del rectángulo delimitador del nodo, en píxeles. Los nodos "
- "[Container] actualizan esta propiedad automáticamente."
- #: doc/classes/Control.xml
- msgid ""
- "Tells the parent [Container] nodes how they should resize and place the node "
- "on the X axis. Use one of the [enum SizeFlags] constants to change the "
- "flags. See the constants to learn what each does."
- msgstr ""
- "Le dice a los nodos padre [Container] cómo deben cambiar de tamaño y colocar "
- "el nodo en el eje X. Usa una de las constantes [enum SizeFlags] para cambiar "
- "los flags. Vea las constantes para aprender lo que hace cada una."
- #: doc/classes/Control.xml
- msgid ""
- "If the node and at least one of its neighbours uses the [constant "
- "SIZE_EXPAND] size flag, the parent [Container] will let it take more or less "
- "space depending on this property. If this node has a stretch ratio of 2 and "
- "its neighbour a ratio of 1, this node will take two thirds of the available "
- "space."
- msgstr ""
- "Si el nodo y al menos uno de sus vecinos utiliza el flag de tamaño [constant "
- "SIZE_EXPAND], el padre [Container] le dejará ocupar más o menos espacio "
- "dependiendo de esta propiedad. Si este nodo tiene un ratio de estiramiento "
- "de 2 y su vecino un ratio de 1, este nodo tomará dos tercios del espacio "
- "disponible."
- #: doc/classes/Control.xml
- msgid ""
- "Tells the parent [Container] nodes how they should resize and place the node "
- "on the Y axis. Use one of the [enum SizeFlags] constants to change the "
- "flags. See the constants to learn what each does."
- msgstr ""
- "Le dice a los nodos padres [Container] cómo deben cambiar de tamaño y "
- "colocar el nodo en el eje Y. Usa una de las constantes [enum SizeFlags] para "
- "cambiar los flags. Vea las constantes para aprender lo que hace cada una."
- #: doc/classes/Control.xml
- msgid ""
- "Changing this property replaces the current [Theme] resource this node and "
- "all its [Control] children use."
- msgstr ""
- "Cambiar esta propiedad reemplaza el actual recurso [Theme] que este nodo y "
- "todos sus hijos [Control] utilizan."
- #: doc/classes/Control.xml
- msgid ""
- "The name of a theme type variation used by this [Control] to look up its own "
- "theme items. When empty, the class name of the node is used (e.g. "
- "[code]Button[/code] for the [Button] control), as well as the class names of "
- "all parent classes (in order of inheritance).\n"
- "When set, this property gives the highest priority to the type of the "
- "specified name. This type can in turn extend another type, forming a "
- "dependency chain. See [method Theme.set_type_variation]. If the theme item "
- "cannot be found using this type or its base types, lookup falls back on the "
- "class names.\n"
- "[b]Note:[/b] To look up [Control]'s own items use various [code]get_*[/code] "
- "methods without specifying [code]theme_type[/code].\n"
- "[b]Note:[/b] Theme items are looked for in the tree order, from branch to "
- "root, where each [Control] node is checked for its [member theme] property. "
- "The earliest match against any type/class name is returned. The project-"
- "level Theme and the default Theme are checked last."
- msgstr ""
- #: doc/classes/Control.xml
- msgid "Emitted when the node gains keyboard focus."
- msgstr "Se emite cuando el nodo obtiene el foco del teclado."
- #: doc/classes/Control.xml
- msgid "Emitted when the node loses keyboard focus."
- msgstr "Emitido cuando el nodo pierde el foco del teclado."
- #: doc/classes/Control.xml
- msgid "Emitted when the node receives an [InputEvent]."
- msgstr "Emitido cuando el nodo recibe un [InputEvent]."
- #: doc/classes/Control.xml
- msgid "Emitted when the node's minimum size changes."
- msgstr "Emitido cuando el tamaño mínimo del nodo cambia."
- #: doc/classes/Control.xml
- #, fuzzy
- msgid "Emitted when a modal [Control] is closed. See [method show_modal]."
- msgstr ""
- "Se emite cuando se presiona un botón personalizado. Ver [method add_button]."
- #: doc/classes/Control.xml
- msgid ""
- "Emitted when the mouse enters the control's [code]Rect[/code] area, provided "
- "its [member mouse_filter] lets the event reach it.\n"
- "[b]Note:[/b] [signal mouse_entered] will not be emitted if the mouse enters "
- "a child [Control] node before entering the parent's [code]Rect[/code] area, "
- "at least until the mouse is moved to reach the parent's [code]Rect[/code] "
- "area."
- msgstr ""
- #: doc/classes/Control.xml
- msgid ""
- "Emitted when the mouse leaves the control's [code]Rect[/code] area, provided "
- "its [member mouse_filter] lets the event reach it.\n"
- "[b]Note:[/b] [signal mouse_exited] will be emitted if the mouse enters a "
- "child [Control] node, even if the mouse cursor is still inside the parent's "
- "[code]Rect[/code] area.\n"
- "If you want to check whether the mouse truly left the area, ignoring any top "
- "nodes, you can use code like this:\n"
- "[codeblock]\n"
- "func _on_mouse_exited():\n"
- " if not Rect2(Vector2(), rect_size)."
- "has_point(get_local_mouse_position()):\n"
- " # Not hovering over area.\n"
- "[/codeblock]"
- msgstr ""
- #: doc/classes/Control.xml
- msgid "Emitted when the control changes size."
- msgstr "Emitido cuando el control cambia de tamaño."
- #: doc/classes/Control.xml
- msgid ""
- "Emitted when one of the size flags changes. See [member "
- "size_flags_horizontal] and [member size_flags_vertical]."
- msgstr ""
- "Emitido cuando una de las flags de tamaño cambia. Ver [member "
- "size_flags_horizontal] y [member size_flags_vertical]."
- #: doc/classes/Control.xml
- msgid "The node cannot grab focus. Use with [member focus_mode]."
- msgstr "El nodo no puede captar el foco. Usar con [member focus_mode]."
- #: doc/classes/Control.xml
- msgid ""
- "The node can only grab focus on mouse clicks. Use with [member focus_mode]."
- msgstr ""
- "El nodo sólo puede captar el foco en los clics del ratón. Usar con [member "
- "focus_mode]."
- #: doc/classes/Control.xml
- msgid ""
- "The node can grab focus on mouse click or using the arrows and the Tab keys "
- "on the keyboard. Use with [member focus_mode]."
- msgstr ""
- "El nodo sólo puede captar el foco en los clics del ratón. Usar con [member "
- "focus_mode]."
- #: doc/classes/Control.xml
- msgid ""
- "Sent when the node changes size. Use [member rect_size] to get the new size."
- msgstr ""
- "Enviado cuando el nodo cambia de tamaño. Usa [member rect_size] para obtener "
- "el nuevo tamaño."
- #: doc/classes/Control.xml
- msgid "Sent when the mouse pointer enters the node."
- msgstr "Se envía cuando el puntero del ratón entra en el nodo."
- #: doc/classes/Control.xml
- msgid "Sent when the mouse pointer exits the node."
- msgstr "Se envía cuando el puntero del ratón sale del nodo."
- #: doc/classes/Control.xml
- msgid "Sent when the node grabs focus."
- msgstr "Enviado cuando el nodo agarra el foco."
- #: doc/classes/Control.xml
- msgid "Sent when the node loses focus."
- msgstr "Enviado cuando el nodo pierde el enfoque."
- #: doc/classes/Control.xml
- #, fuzzy
- msgid ""
- "Sent when the node's [member theme] changes, right before Godot redraws the "
- "control. Happens when you call one of the [code]add_*_override[/code] "
- "methods."
- msgstr ""
- "Enviado cuando el nodo [member theme] cambia, justo antes de que Godot "
- "redibuje el control. Ocurre cuando llamas a uno de los métodos "
- "[code]add_theme_*_override[/code]."
- #: doc/classes/Control.xml
- msgid "Sent when an open modal dialog closes. See [method show_modal]."
- msgstr ""
- #: doc/classes/Control.xml
- msgid ""
- "Sent when this node is inside a [ScrollContainer] which has begun being "
- "scrolled."
- msgstr ""
- "Enviado cuando este nodo está dentro de un [ScrollContainer] que ha "
- "comenzado a ser desplazado."
- #: doc/classes/Control.xml
- msgid ""
- "Sent when this node is inside a [ScrollContainer] which has stopped being "
- "scrolled."
- msgstr ""
- "Enviado cuando este nodo está dentro de un [ScrollContainer] que ha dejado "
- "de ser desplazado."
- #: doc/classes/Control.xml
- msgid ""
- "Show the system's arrow mouse cursor when the user hovers the node. Use with "
- "[member mouse_default_cursor_shape]."
- msgstr ""
- "Mostrar el cursor del ratón de la flecha del sistema cuando el usuario pasa "
- "por encima del nodo. Usar con [member mouse_default_cursor_shape]."
- #: doc/classes/Control.xml
- msgid ""
- "Show the system's I-beam mouse cursor when the user hovers the node. The I-"
- "beam pointer has a shape similar to \"I\". It tells the user they can "
- "highlight or insert text."
- msgstr ""
- "Muestra el cursor del ratón del sistema I-beam cuando el usuario pasa por "
- "encima del nodo. El puntero del I-beam tiene una forma similar a la de la "
- "\"I\". Le dice al usuario que puede resaltar o insertar texto."
- #: doc/classes/Control.xml
- msgid ""
- "Show the system's pointing hand mouse cursor when the user hovers the node."
- msgstr ""
- "Muestra el cursor del ratón de la mano del sistema cuando el usuario pasa "
- "por encima del nodo."
- #: doc/classes/Control.xml
- msgid "Show the system's cross mouse cursor when the user hovers the node."
- msgstr ""
- "Muestra el cursor cruzado del ratón del sistema cuando el usuario pasa por "
- "encima del nodo."
- #: doc/classes/Control.xml
- #, fuzzy
- msgid ""
- "Show the system's wait mouse cursor when the user hovers the node. Often an "
- "hourglass."
- msgstr ""
- "Muestra el cursor del ratón ocupado del sistema cuando el usuario pasa por "
- "encima del nodo. A menudo un reloj de arena."
- #: doc/classes/Control.xml
- #, fuzzy
- msgid ""
- "Show the system's busy mouse cursor when the user hovers the node. Often an "
- "arrow with a small hourglass."
- msgstr ""
- "Muestra el cursor del ratón ocupado del sistema cuando el usuario pasa por "
- "encima del nodo. A menudo un reloj de arena."
- #: doc/classes/Control.xml
- msgid ""
- "Show the system's drag mouse cursor, often a closed fist or a cross symbol, "
- "when the user hovers the node. It tells the user they're currently dragging "
- "an item, like a node in the Scene dock."
- msgstr ""
- "Muestra el cursor del ratón de arrastre del sistema, a menudo un puño "
- "cerrado o un símbolo de cruz, cuando el usuario pasa por encima del nodo. Le "
- "dice al usuario que está arrastrando un elemento, como un nodo en el Dock de "
- "la escena."
- #: doc/classes/Control.xml
- msgid ""
- "Show the system's drop mouse cursor when the user hovers the node. It can be "
- "an open hand. It tells the user they can drop an item they're currently "
- "grabbing, like a node in the Scene dock."
- msgstr ""
- "Muestra el cursor del ratón del sistema cuando el usuario pasa por encima "
- "del nodo. Puede ser una mano abierta. Le dice al usuario que puede soltar un "
- "elemento que está agarrando, como un nodo en el Dock de la escena."
- #: doc/classes/Control.xml
- msgid ""
- "Show the system's forbidden mouse cursor when the user hovers the node. "
- "Often a crossed circle."
- msgstr ""
- "Muestra el cursor del ratón prohibido del sistema cuando el usuario pasa por "
- "encima del nodo. A menudo un círculo cruzado."
- #: doc/classes/Control.xml
- msgid ""
- "Show the system's vertical resize mouse cursor when the user hovers the "
- "node. A double-headed vertical arrow. It tells the user they can resize the "
- "window or the panel vertically."
- msgstr ""
- "Muestra el cursor del ratón de tamaño vertical del sistema cuando el usuario "
- "pasa por encima del nodo. Una flecha vertical de doble punta. Le dice al "
- "usuario que puede cambiar el tamaño de la ventana o del panel verticalmente."
- #: doc/classes/Control.xml
- msgid ""
- "Show the system's horizontal resize mouse cursor when the user hovers the "
- "node. A double-headed horizontal arrow. It tells the user they can resize "
- "the window or the panel horizontally."
- msgstr ""
- "Muestra el cursor del ratón de tamaño horizontal del sistema cuando el "
- "usuario pasa por encima del nodo. Una flecha horizontal de doble punta. Le "
- "dice al usuario que puede cambiar el tamaño de la ventana o del panel "
- "horizontalmente."
- #: doc/classes/Control.xml
- msgid ""
- "Show the system's window resize mouse cursor when the user hovers the node. "
- "The cursor is a double-headed arrow that goes from the bottom left to the "
- "top right. It tells the user they can resize the window or the panel both "
- "horizontally and vertically."
- msgstr ""
- "Muestra el cursor de cambio de tamaño de la ventana del sistema del ratón "
- "cuando el usuario pasa por encima del nodo. El cursor es una flecha de doble "
- "punta que va de abajo a la izquierda a arriba a la derecha. Le dice al "
- "usuario que puede cambiar el tamaño de la ventana o del panel tanto "
- "horizontal como verticalmente."
- #: doc/classes/Control.xml
- msgid ""
- "Show the system's window resize mouse cursor when the user hovers the node. "
- "The cursor is a double-headed arrow that goes from the top left to the "
- "bottom right, the opposite of [constant CURSOR_BDIAGSIZE]. It tells the user "
- "they can resize the window or the panel both horizontally and vertically."
- msgstr ""
- "Muestra el cursor del cambio de tamaño de la ventana del sistema cuando el "
- "usuario pasa por encima del nodo. El cursor es una flecha de doble punta que "
- "va de arriba a la izquierda a abajo a la derecha, lo opuesto a [constant "
- "CURSOR_BDIAGSIZE]. Le dice al usuario que puede cambiar el tamaño de la "
- "ventana o del panel tanto horizontal como verticalmente."
- #: doc/classes/Control.xml
- msgid ""
- "Show the system's move mouse cursor when the user hovers the node. It shows "
- "2 double-headed arrows at a 90 degree angle. It tells the user they can move "
- "a UI element freely."
- msgstr ""
- "Muestra el cursor del ratón del sistema cuando el usuario pasa por encima "
- "del nodo. Muestra 2 flechas de doble cabeza en un ángulo de 90 grados. Le "
- "dice al usuario que puede mover libremente un elemento de la interfaz de "
- "usuario."
- #: doc/classes/Control.xml
- msgid ""
- "Show the system's vertical split mouse cursor when the user hovers the node. "
- "On Windows, it's the same as [constant CURSOR_VSIZE]."
- msgstr ""
- "Muestra el cursor del ratón dividido verticalmente del sistema cuando el "
- "usuario pasa por encima del nodo. En Windows, es lo mismo que [constant "
- "CURSOR_VSIZE]."
- #: doc/classes/Control.xml
- msgid ""
- "Show the system's horizontal split mouse cursor when the user hovers the "
- "node. On Windows, it's the same as [constant CURSOR_HSIZE]."
- msgstr ""
- "Muestra el cursor del ratón dividido horizontalmente del sistema cuando el "
- "usuario pasa por encima del nodo. En Windows, es lo mismo que [constante "
- "CURSOR_HSIZE]."
- #: doc/classes/Control.xml
- msgid ""
- "Show the system's help mouse cursor when the user hovers the node, a "
- "question mark."
- msgstr ""
- "Mostrar el cursor del ratón de ayuda del sistema cuando el usuario pasa por "
- "encima del nodo, un signo de interrogación."
- #: doc/classes/Control.xml
- msgid ""
- "Snap all 4 anchors to the top-left of the parent control's bounds. Use with "
- "[method set_anchors_preset]."
- msgstr ""
- "Pone las cuatro anclas en la parte superior izquierda de los límites del "
- "control parental. Usar con [method set_anchors_preset]."
- #: doc/classes/Control.xml
- msgid ""
- "Snap all 4 anchors to the top-right of the parent control's bounds. Use with "
- "[method set_anchors_preset]."
- msgstr ""
- "Pone las cuatro anclas en la parte superior derecha de los límites del "
- "control parental. Usar con [method set_anchors_preset]."
- #: doc/classes/Control.xml
- msgid ""
- "Snap all 4 anchors to the bottom-left of the parent control's bounds. Use "
- "with [method set_anchors_preset]."
- msgstr ""
- "Pone las cuatro anclas en la parte inferior izquierda de los límites del "
- "control parental. Usar con [method set_anchors_preset]."
- #: doc/classes/Control.xml
- msgid ""
- "Snap all 4 anchors to the bottom-right of the parent control's bounds. Use "
- "with [method set_anchors_preset]."
- msgstr ""
- "Pone las cuatro anclas en la parte inferior derecha de los límites del "
- "control parental. Usar con [method set_anchors_preset]."
- #: doc/classes/Control.xml
- msgid ""
- "Snap all 4 anchors to the center of the left edge of the parent control's "
- "bounds. Use with [method set_anchors_preset]."
- msgstr ""
- "Pone las 4 anclas en el centro del borde izquierdo de los límites del "
- "control parental. Usar con [method set_anchors_preset]."
- #: doc/classes/Control.xml
- msgid ""
- "Snap all 4 anchors to the center of the top edge of the parent control's "
- "bounds. Use with [method set_anchors_preset]."
- msgstr ""
- "Pone las 4 anclas en el centro del borde superior de los límites del control "
- "parental. Usar con [method set_anchors_preset]."
- #: doc/classes/Control.xml
- msgid ""
- "Snap all 4 anchors to the center of the right edge of the parent control's "
- "bounds. Use with [method set_anchors_preset]."
- msgstr ""
- "Pone las 4 anclas en el centro del borde derecho de los límites del control "
- "parental. Usar con [method set_anchors_preset]."
- #: doc/classes/Control.xml
- msgid ""
- "Snap all 4 anchors to the center of the bottom edge of the parent control's "
- "bounds. Use with [method set_anchors_preset]."
- msgstr ""
- "Pone las 4 anclas en el centro del borde inferior de los límites del control "
- "parental. Usar con [method set_anchors_preset]."
- #: doc/classes/Control.xml
- msgid ""
- "Snap all 4 anchors to the center of the parent control's bounds. Use with "
- "[method set_anchors_preset]."
- msgstr ""
- "Pone las cuatro anclas en el centro de los límites del control parental. "
- "Usar con [method set_anchors_preset]."
- #: doc/classes/Control.xml
- msgid ""
- "Snap all 4 anchors to the left edge of the parent control. The left margin "
- "becomes relative to the left edge and the top margin relative to the top "
- "left corner of the node's parent. Use with [method set_anchors_preset]."
- msgstr ""
- "Pone las 4 anclas en el borde izquierdo del control parental. El margen "
- "izquierdo se convierte en relativo al borde izquierdo y el margen superior "
- "en relativo a la esquina superior izquierda del nodo padre. Usar con [method "
- "set_anchors_preset]."
- #: doc/classes/Control.xml
- msgid ""
- "Snap all 4 anchors to the top edge of the parent control. The left margin "
- "becomes relative to the top left corner, the top margin relative to the top "
- "edge, and the right margin relative to the top right corner of the node's "
- "parent. Use with [method set_anchors_preset]."
- msgstr ""
- "Pone las 4 anclas en el borde superior del control parental. El margen "
- "izquierdo se convierte en relativo a la esquina superior izquierda, el "
- "margen superior relativo al borde superior, y el margen derecho relativo a "
- "la esquina superior derecha del nodo padre. Usar con [method "
- "set_anchors_preset]."
- #: doc/classes/Control.xml
- msgid ""
- "Snap all 4 anchors to the right edge of the parent control. The right margin "
- "becomes relative to the right edge and the top margin relative to the top "
- "right corner of the node's parent. Use with [method set_anchors_preset]."
- msgstr ""
- "Pone las 4 anclas en el borde derecho del control parental. El margen "
- "derecho se convierte en relativo al borde derecho y el margen superior en "
- "relativo a la esquina superior derecha del nodo padre. Usar con [method "
- "set_anchors_preset]."
- #: doc/classes/Control.xml
- msgid ""
- "Snap all 4 anchors to the bottom edge of the parent control. The left margin "
- "becomes relative to the bottom left corner, the bottom margin relative to "
- "the bottom edge, and the right margin relative to the bottom right corner of "
- "the node's parent. Use with [method set_anchors_preset]."
- msgstr ""
- "Pone las 4 anclas en el borde inferior del control parental. El margen "
- "izquierdo se convierte en relativo a la esquina inferior izquierda, el "
- "margen inferior relativo al borde inferior, y el margen derecho relativo a "
- "la esquina inferior derecha del nodo padre. Usar con [method "
- "set_anchors_preset]."
- #: doc/classes/Control.xml
- msgid ""
- "Snap all 4 anchors to a vertical line that cuts the parent control in half. "
- "Use with [method set_anchors_preset]."
- msgstr ""
- "Pone las 4 anclas en una línea vertical que corta el control parental por la "
- "mitad. Usar con [method set_anchors_preset]."
- #: doc/classes/Control.xml
- msgid ""
- "Snap all 4 anchors to a horizontal line that cuts the parent control in "
- "half. Use with [method set_anchors_preset]."
- msgstr ""
- "Pone las 4 anclas en una línea horizontal que corta el control parental por "
- "la mitad. Usar con [method set_anchors_preset]."
- #: doc/classes/Control.xml
- msgid ""
- "Snap all 4 anchors to the respective corners of the parent control. Set all "
- "4 margins to 0 after you applied this preset and the [Control] will fit its "
- "parent control. This is equivalent to the \"Full Rect\" layout option in the "
- "editor. Use with [method set_anchors_preset]."
- msgstr ""
- "Pone las 4 anclas en las respectivas esquinas del control parental. Ponga "
- "los 4 márgenes a 0 después de aplicar este preajuste y el [Control] se "
- "ajustará a su control de padres. Esto equivale a la opción de diseño \"Full "
- "Rect\" del editor. Utilícela con [method set_anchors_preset]."
- #: doc/classes/Control.xml
- msgid "The control will be resized to its minimum size."
- msgstr "El control será redimensionado a su tamaño mínimo."
- #: doc/classes/Control.xml
- msgid "The control's width will not change."
- msgstr "El ancho del control no cambiará."
- #: doc/classes/Control.xml
- msgid "The control's height will not change."
- msgstr "La altura del control no cambiará."
- #: doc/classes/Control.xml
- msgid "The control's size will not change."
- msgstr "El tamaño del control no cambiará."
- #: doc/classes/Control.xml
- msgid ""
- "Tells the parent [Container] to expand the bounds of this node to fill all "
- "the available space without pushing any other node. Use with [member "
- "size_flags_horizontal] and [member size_flags_vertical]."
- msgstr ""
- "Le dice al padre [Container] que expanda los límites de este nodo para "
- "llenar todo el espacio disponible sin empujar ningún otro nodo. Usar con "
- "[member size_flags_horizontal] y [member size_flags_vertical]."
- #: doc/classes/Control.xml
- msgid ""
- "Tells the parent [Container] to let this node take all the available space "
- "on the axis you flag. If multiple neighboring nodes are set to expand, "
- "they'll share the space based on their stretch ratio. See [member "
- "size_flags_stretch_ratio]. Use with [member size_flags_horizontal] and "
- "[member size_flags_vertical]."
- msgstr ""
- "Le dice al padre [Container] que deje que este nodo tome todo el espacio "
- "disponible en el eje que marque. Si varios nodos vecinos están configurados "
- "para expandirse, compartirán el espacio basado en su relación de "
- "estiramiento. Ver [member size_flags_stretch_ratio]. Utilízalo con [member "
- "size_flags_horizontal] y [member size_flags_vertical]."
- #: doc/classes/Control.xml
- msgid ""
- "Sets the node's size flags to both fill and expand. See the 2 constants "
- "above for more information."
- msgstr ""
- "Establece las flags de tamaño del nodo para que se llenen y se expandan. Vea "
- "las 2 constantes anteriores para más información."
- #: doc/classes/Control.xml
- msgid ""
- "Tells the parent [Container] to center the node in itself. It centers the "
- "control based on its bounding box, so it doesn't work with the fill or "
- "expand size flags. Use with [member size_flags_horizontal] and [member "
- "size_flags_vertical]."
- msgstr ""
- "Le dice al padre [Container] que centre el nodo en sí mismo. Centra el "
- "control basado en su caja delimitadora, por lo que no funciona con las flags "
- "de tamaño de relleno o expansión. Úsalo con [member size_flags_horizontal] y "
- "[member size_flags_vertical]."
- #: doc/classes/Control.xml
- msgid ""
- "Tells the parent [Container] to align the node with its end, either the "
- "bottom or the right edge. It doesn't work with the fill or expand size "
- "flags. Use with [member size_flags_horizontal] and [member "
- "size_flags_vertical]."
- msgstr ""
- "Le dice al padre [Container] que alinee el nodo con su extremo, ya sea el "
- "inferior o el derecho. No funciona con las flags de tamaño de relleno o "
- "expansión. Úsalo con [member size_flags_horizontal] y [member "
- "size_flags_vertical]."
- #: doc/classes/Control.xml
- msgid ""
- "The control will receive mouse button input events through [method "
- "_gui_input] if clicked on. And the control will receive the [signal "
- "mouse_entered] and [signal mouse_exited] signals. These events are "
- "automatically marked as handled, and they will not propagate further to "
- "other controls. This also results in blocking signals in other controls."
- msgstr ""
- "El control recibirá los eventos de entrada del botón del ratón a través del "
- "[method _gui_input] si se hace clic en él. Y el control recibirá las señales "
- "[signal mouse_entered] y [signal mouse_exited]. Estos eventos se marcan "
- "automáticamente como manejados, y no se propagarán más a otros controles. "
- "Esto también resulta en el bloqueo de señales en otros controles."
- #: doc/classes/Control.xml
- msgid ""
- "The control will receive mouse button input events through [method "
- "_gui_input] if clicked on. And the control will receive the [signal "
- "mouse_entered] and [signal mouse_exited] signals. If this control does not "
- "handle the event, the parent control (if any) will be considered, and so on "
- "until there is no more parent control to potentially handle it. This also "
- "allows signals to fire in other controls. Even if no control handled it at "
- "all, the event will still be handled automatically, so unhandled input will "
- "not be fired."
- msgstr ""
- "El control recibirá los eventos de entrada del botón del ratón a través del "
- "[method _gui_input] si se hace clic en él. Y el control recibirá las señales "
- "[signal mouse_entered] y [signal mouse_exited]. Si este control no maneja el "
- "evento, se considerará el control padre (si lo hay), y así sucesivamente "
- "hasta que no haya más control padre para manejarlo potencialmente. Esto "
- "también permite que las señales se disparen en otros controles. Incluso si "
- "ningún control lo maneja, el evento será manejado automáticamente, por lo "
- "que las entradas no manejadas no se dispararán."
- #: doc/classes/Control.xml
- msgid ""
- "The control will not receive mouse button input events through [method "
- "_gui_input]. The control will also not receive the [signal mouse_entered] "
- "nor [signal mouse_exited] signals. This will not block other controls from "
- "receiving these events or firing the signals. Ignored events will not be "
- "handled automatically."
- msgstr ""
- "El control no recibirá eventos de entrada del botón del ratón a través del "
- "[method _gui_input]. El control tampoco recibirá las señales [signal "
- "mouse_entered] ni [signal mouse_exited]. Esto no bloqueará a otros controles "
- "para que no reciban estos eventos o para que no disparen las señales. Los "
- "eventos ignorados no se manejarán automáticamente."
- #: doc/classes/Control.xml
- msgid ""
- "The control will grow to the left or top to make up if its minimum size is "
- "changed to be greater than its current size on the respective axis."
- msgstr ""
- "El control crecerá hacia la izquierda o hacia arriba para compensar si su "
- "tamaño mínimo se cambia para que sea mayor que su tamaño actual en el eje "
- "respectivo."
- #: doc/classes/Control.xml
- msgid ""
- "The control will grow to the right or bottom to make up if its minimum size "
- "is changed to be greater than its current size on the respective axis."
- msgstr ""
- "El control crecerá hacia la derecha o hacia abajo para compensar si su "
- "tamaño mínimo se cambia para que sea mayor que su tamaño actual en el eje "
- "respectivo."
- #: doc/classes/Control.xml
- msgid ""
- "The control will grow in both directions equally to make up if its minimum "
- "size is changed to be greater than its current size."
- msgstr ""
- "El control crecerá en ambas direcciones por igual para compensar si su "
- "tamaño mínimo se cambia para que sea mayor que su tamaño actual."
- #: doc/classes/Control.xml
- msgid ""
- "Snaps one of the 4 anchor's sides to the origin of the node's [code]Rect[/"
- "code], in the top left. Use it with one of the [code]anchor_*[/code] member "
- "variables, like [member anchor_left]. To change all 4 anchors at once, use "
- "[method set_anchors_preset]."
- msgstr ""
- "Encaja uno de los 4 lados del ancla en el origen del nodo [code]Rect[/code], "
- "en la parte superior izquierda. Úsalo con una de las variables miembro "
- "[code]anchor_*[/code], como [member anchor_left]. Para cambiar las 4 anclas "
- "a la vez, usa [method set_anchors_preset]."
- #: doc/classes/Control.xml
- msgid ""
- "Snaps one of the 4 anchor's sides to the end of the node's [code]Rect[/"
- "code], in the bottom right. Use it with one of the [code]anchor_*[/code] "
- "member variables, like [member anchor_left]. To change all 4 anchors at "
- "once, use [method set_anchors_preset]."
- msgstr ""
- "Pone uno de los 4 lados del ancla al final del nodo [code]Rect[/code], en la "
- "parte inferior derecha. Úsalo con una de las variables miembros "
- "[code]anchor_*[/code], como [member anchor_left]. Para cambiar las 4 anclas "
- "a la vez, usa [method set_anchors_preset]."
- #: doc/classes/ConvexPolygonShape.xml
- msgid "Convex polygon shape for 3D physics."
- msgstr "Forma de polígono convexo para la física 3D."
- #: doc/classes/ConvexPolygonShape.xml
- #, fuzzy
- msgid ""
- "Convex polygon shape resource, which can be added to a [PhysicsBody] or area."
- msgstr ""
- "Recurso de forma poligonal convexa, que puede añadirse a un [PhysicsBody] o "
- "área."
- #: doc/classes/ConvexPolygonShape.xml
- msgid "The list of 3D points forming the convex polygon shape."
- msgstr "La lista de puntos 3D que forman la forma de polígono convexo."
- #: doc/classes/ConvexPolygonShape2D.xml
- msgid "Convex polygon shape for 2D physics."
- msgstr "Forma de polígono convexo para la física 2D."
- #: doc/classes/ConvexPolygonShape2D.xml
- msgid ""
- "Convex polygon shape for 2D physics. A convex polygon, whatever its shape, "
- "is internally decomposed into as many convex polygons as needed to ensure "
- "all collision checks against it are always done on convex polygons (which "
- "are faster to check).\n"
- "The main difference between a [ConvexPolygonShape2D] and a "
- "[ConcavePolygonShape2D] is that a concave polygon assumes it is concave and "
- "uses a more complex method of collision detection, and a convex one forces "
- "itself to be convex in order to speed up collision detection."
- msgstr ""
- "Forma de polígono convexo para la física 2D. Un polígono convexo, sea cual "
- "sea su forma, se descompone internamente en tantos polígonos convexos como "
- "sea necesario para asegurar que todas las comprobaciones de colisión contra "
- "él se hagan siempre en polígonos convexos (que son más rápidos de "
- "comprobar).\n"
- "La principal diferencia entre un [ConvexPolygonShape2D] y un "
- "[ConcavePolygonShape2D] es que un polígono cóncavo asume que es cóncavo y "
- "utiliza un método más complejo de detección de colisiones, y uno convexo se "
- "fuerza a sí mismo a ser convexo para acelerar la detección de colisiones."
- #: doc/classes/ConvexPolygonShape2D.xml
- #, fuzzy
- msgid ""
- "Based on the set of points provided, this creates and assigns the [member "
- "points] property using the convex hull algorithm. Removing all unneeded "
- "points. See [method Geometry.convex_hull_2d] for details."
- msgstr ""
- "Basándose en el conjunto de puntos proporcionados, esto crea y asigna la "
- "propiedad [member points] utilizando el algoritmo de envolvente convexa. "
- "Eliminando todos los puntos innecesarios. Ver [method Geometry2D."
- "convex_hull] para más detalles."
- #: doc/classes/ConvexPolygonShape2D.xml
- msgid ""
- "The polygon's list of vertices. Can be in either clockwise or "
- "counterclockwise order. Only set this property with convex hull points, use "
- "[method set_point_cloud] to generate a convex hull shape from concave shape "
- "points."
- msgstr ""
- #: doc/classes/CPUParticles.xml
- msgid "CPU-based 3D particle emitter."
- msgstr "Emisor de partículas 3D que utiliza la CPU."
- #: doc/classes/CPUParticles.xml
- #, fuzzy
- msgid ""
- "CPU-based 3D particle node used to create a variety of particle systems and "
- "effects.\n"
- "See also [Particles], which provides the same functionality with hardware "
- "acceleration, but may not run on older devices.\n"
- "[b]Note:[/b] Unlike [Particles], the visibility rect is generated on-the-fly "
- "and doesn't need to be configured by the user."
- msgstr ""
- "Nodo de partículas 3D que utiliza la CPU usado para crear una variedad de "
- "sistemas de partículas y efectos.\n"
- "Véase también [GPUParticles], que proporciona la misma funcionalidad con la "
- "aceleración por hardware, pero puede no funcionar en dispositivos más "
- "antiguos."
- #: doc/classes/CPUParticles.xml
- #, fuzzy
- msgid ""
- "Sets this node's properties to match a given [Particles] node with an "
- "assigned [ParticlesMaterial]."
- msgstr ""
- "Establece las propiedades de este nodo para hacer coincidir un nodo "
- "[GPUParticles2D] dado con un [ParticlesMaterial] asignado."
- #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
- msgid "Returns the base value of the parameter specified by [enum Parameter]."
- msgstr ""
- "Devuelve el valor base del parámetro especificado por [enum Parameter]."
- #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
- msgid "Returns the [Curve] of the parameter specified by [enum Parameter]."
- msgstr "Devuelve la [Curve] del parámetro especificado por [enum Parameter]."
- #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
- msgid ""
- "Returns the randomness factor of the parameter specified by [enum Parameter]."
- msgstr ""
- "Devuelve el factor de aleatoriedad del parámetro especificado por [enum "
- "Parameter]."
- #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
- msgid ""
- "Returns the enabled state of the given flag (see [enum Flags] for options)."
- msgstr ""
- "Devuelve el estado habilitado del flag dado (véase [enum Flags] para las "
- "opciones)."
- #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
- msgid "Restarts the particle emitter."
- msgstr "Reinicia el emisor de partículas."
- #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
- msgid "Sets the base value of the parameter specified by [enum Parameter]."
- msgstr ""
- "Establece el valor base del parámetro especificado por [enum Parameter]."
- #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
- msgid "Sets the [Curve] of the parameter specified by [enum Parameter]."
- msgstr "Establece la [Curve] del parámetro especificado por [enum Parameter]."
- #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
- msgid ""
- "Sets the randomness factor of the parameter specified by [enum Parameter]."
- msgstr ""
- "Establece el factor de aleatoriedad del parámetro especificado por [enum "
- "Parameter]."
- #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
- msgid "Enables or disables the given flag (see [enum Flags] for options)."
- msgstr ""
- "Habilita o deshabilita la flag dada (véase [enum Flags] para las opciones)."
- #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
- #: doc/classes/Particles.xml doc/classes/Particles2D.xml
- msgid ""
- "The number of particles emitted in one emission cycle (corresponding to the "
- "[member lifetime]).\n"
- "[b]Note:[/b] Changing [member amount] will reset the particle emission, "
- "therefore removing all particles that were already emitted before changing "
- "[member amount]."
- msgstr ""
- #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
- msgid "Initial rotation applied to each particle, in degrees."
- msgstr "Rotación inicial aplicada a cada partícula, en grados."
- #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
- msgid "Each particle's rotation will be animated along this [Curve]."
- msgstr "La rotación de cada partícula será animada a lo largo de esta [Curve]."
- #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
- #: doc/classes/ParticlesMaterial.xml
- msgid "Rotation randomness ratio."
- msgstr "Ratio de aleatoriedad de la rotación."
- #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
- #, fuzzy
- msgid ""
- "Initial angular velocity applied to each particle in [i]degrees[/i] per "
- "second. Sets the speed of rotation of the particle."
- msgstr ""
- "Velocidad angular inicial aplicada a cada partícula. Establece la velocidad "
- "de rotación de la partícula."
- #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
- msgid "Each particle's angular velocity will vary along this [Curve]."
- msgstr ""
- "La velocidad angular de cada partícula variará a lo largo de esta [Curve]."
- #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
- #: doc/classes/ParticlesMaterial.xml
- msgid "Angular velocity randomness ratio."
- msgstr "Relación de aleatoriedad de la velocidad angular."
- #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
- #: doc/classes/ParticlesMaterial.xml
- msgid "Particle animation offset."
- msgstr "Desplazamiento de la animación de partículas."
- #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
- msgid "Each particle's animation offset will vary along this [Curve]."
- msgstr ""
- "El desplazamiento de la animación de cada partícula variará a lo largo de "
- "esta [Curve]."
- #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
- #: doc/classes/ParticlesMaterial.xml
- msgid "Animation offset randomness ratio."
- msgstr "La animación desplaza la proporción de aleatoriedad."
- #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
- #: doc/classes/ParticlesMaterial.xml
- msgid "Particle animation speed."
- msgstr "Velocidad de animación de partículas."
- #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
- msgid "Each particle's animation speed will vary along this [Curve]."
- msgstr ""
- "La velocidad de animación de cada partícula variará a lo largo de esta "
- "[Curve]."
- #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
- #: doc/classes/ParticlesMaterial.xml
- msgid "Animation speed randomness ratio."
- msgstr "Ratio de aleatoriedad de la velocidad de la animación."
- #: doc/classes/CPUParticles.xml
- #, fuzzy
- msgid ""
- "Each particle's initial color. To have particle display color in a "
- "[SpatialMaterial] make sure to set [member SpatialMaterial."
- "vertex_color_use_as_albedo] to [code]true[/code]."
- msgstr ""
- "El color inicial de cada partícula. Si se define la [GPUParticles2D] de "
- "[code]texture[/code], se multiplicará por este color. Para que una partícula "
- "muestre el color en un [MaterialBase] asegúrese de establecer el [member "
- "SpatialMaterial.vertex_color_use_as_albedo] en [code]true[/code]."
- #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
- #: doc/classes/ParticlesMaterial.xml
- #, fuzzy
- msgid ""
- "Each particle's initial color will vary along this [GradientTexture] "
- "(multiplied with [member color])."
- msgstr ""
- "El color de cada partícula variará a lo largo de esta [GradientTexture]."
- #: doc/classes/CPUParticles.xml doc/classes/ParticlesMaterial.xml
- #, fuzzy
- msgid ""
- "Each particle's color will vary along this [GradientTexture] over its "
- "lifetime (multiplied with [member color])."
- msgstr ""
- "El color de cada partícula variará a lo largo de esta [GradientTexture]."
- #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
- #: doc/classes/ParticlesMaterial.xml
- msgid "The rate at which particles lose velocity."
- msgstr "La velocidad a la que las partículas pierden velocidad."
- #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
- msgid "Damping will vary along this [Curve]."
- msgstr "La amortiguación variará a lo largo de esta [Curve]."
- #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
- #: doc/classes/ParticlesMaterial.xml
- msgid "Damping randomness ratio."
- msgstr "Amortiguando la proporción de aleatoriedad."
- #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
- #: doc/classes/ParticlesMaterial.xml
- msgid "Unit vector specifying the particles' emission direction."
- msgstr ""
- "Vector unitario que especifica la dirección de emisión de las partículas."
- #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
- #: doc/classes/Particles.xml doc/classes/Particles2D.xml
- msgid "Particle draw order. Uses [enum DrawOrder] values."
- msgstr ""
- "Orden de dibujo de las partículas. Utiliza los valores de [enum DrawOrder]."
- #: doc/classes/CPUParticles.xml
- msgid ""
- "The rectangle's extents if [member emission_shape] is set to [constant "
- "EMISSION_SHAPE_BOX]."
- msgstr ""
- "La extensión del rectángulo si [member emission_shape] se fija en [constant "
- "EMISSION_SHAPE_BOX]."
- #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
- msgid ""
- "Sets the [Color]s to modulate particles by when using [constant "
- "EMISSION_SHAPE_POINTS] or [constant EMISSION_SHAPE_DIRECTED_POINTS]."
- msgstr ""
- "Establece los [Color]s para modular las partículas al usar [constant "
- "EMISSION_SHAPE_POINTS] o [constant EMISSION_SHAPE_DIRECTED_POINTS]."
- #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
- msgid ""
- "Sets the direction the particles will be emitted in when using [constant "
- "EMISSION_SHAPE_DIRECTED_POINTS]."
- msgstr ""
- "Establece la dirección en la que las partículas serán emitidas cuando se use "
- "[constant EMISSION_SHAPE_DIRECTED_POINTS]."
- #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
- msgid ""
- "Sets the initial positions to spawn particles when using [constant "
- "EMISSION_SHAPE_POINTS] or [constant EMISSION_SHAPE_DIRECTED_POINTS]."
- msgstr ""
- "Establece las posiciones iniciales para generar partículas cuando se utiliza "
- "[constant EMISSION_SHAPE_POINTS] o [constant EMISSION_SHAPE_DIRECTED_POINTS]."
- #: doc/classes/CPUParticles.xml
- #, fuzzy
- msgid ""
- "The axis for the ring shaped emitter when using [constant "
- "EMISSION_SHAPE_RING]."
- msgstr ""
- "Establece la dirección en la que las partículas serán emitidas cuando se use "
- "[constant EMISSION_SHAPE_DIRECTED_POINTS]."
- #: doc/classes/CPUParticles.xml
- #, fuzzy
- msgid ""
- "The height for the ring shaped emitter when using [constant "
- "EMISSION_SHAPE_RING]."
- msgstr ""
- "Establece la dirección en la que las partículas serán emitidas cuando se use "
- "[constant EMISSION_SHAPE_DIRECTED_POINTS]."
- #: doc/classes/CPUParticles.xml
- #, fuzzy
- msgid ""
- "The inner radius for the ring shaped emitter when using [constant "
- "EMISSION_SHAPE_RING]."
- msgstr ""
- "Establece la dirección en la que las partículas serán emitidas cuando se use "
- "[constant EMISSION_SHAPE_DIRECTED_POINTS]."
- #: doc/classes/CPUParticles.xml
- #, fuzzy
- msgid ""
- "The radius for the ring shaped emitter when using [constant "
- "EMISSION_SHAPE_RING]."
- msgstr ""
- "Establece la dirección en la que las partículas serán emitidas cuando se use "
- "[constant EMISSION_SHAPE_DIRECTED_POINTS]."
- #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
- msgid ""
- "Particles will be emitted inside this region. See [enum EmissionShape] for "
- "possible values."
- msgstr ""
- "Se emitirán partículas dentro de esta región. Ver [enum EmissionShape] para "
- "los posibles valores."
- #: doc/classes/CPUParticles.xml
- msgid ""
- "The sphere's radius if [enum EmissionShape] is set to [constant "
- "EMISSION_SHAPE_SPHERE]."
- msgstr ""
- "El radio de la esfera si [enum EmissionShape] se fija en [constant "
- "EMISSION_SHAPE_SPHERE]."
- #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
- #: doc/classes/Particles.xml doc/classes/Particles2D.xml
- msgid "If [code]true[/code], particles are being emitted."
- msgstr "Si [code]true[/code], se están emitiendo partículas."
- #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
- #: doc/classes/Particles2D.xml
- msgid ""
- "How rapidly particles in an emission cycle are emitted. If greater than "
- "[code]0[/code], there will be a gap in emissions before the next cycle "
- "begins."
- msgstr ""
- "La rapidez con la que se emiten las partículas en un ciclo de emisión. Si es "
- "mayor que [code]0[/code], habrá una espacio de tiempo en las emisiones antes "
- "de que comience el siguiente ciclo."
- #: doc/classes/CPUParticles.xml
- msgid ""
- "The particle system's frame rate is fixed to a value. For instance, changing "
- "the value to 2 will make the particles render at 2 frames per second. Note "
- "this does not slow down the particle system itself."
- msgstr ""
- "La velocidad de fotogramas del sistema de partículas está fijada en un "
- "valor. Por ejemplo, cambiando el valor a 2 hará que las partículas se "
- "rendericen a 2 fotogramas por segundo. Ten en cuenta que esto no ralentiza "
- "el sistema de partículas en sí mismo."
- #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
- #: doc/classes/ParticlesMaterial.xml
- msgid "Align Y axis of particle with the direction of its velocity."
- msgstr "Alinea el eje Y de la partícula con la dirección de su velocidad."
- #: doc/classes/CPUParticles.xml doc/classes/ParticlesMaterial.xml
- msgid "If [code]true[/code], particles will not move on the z axis."
- msgstr "Si [code]true[/code], las partículas no se moverán en el eje z."
- #: doc/classes/CPUParticles.xml doc/classes/ParticlesMaterial.xml
- msgid "If [code]true[/code], particles rotate around Y axis by [member angle]."
- msgstr ""
- "Si [code]true[/code], las partículas giran alrededor del eje Y por [member "
- "angle]."
- #: doc/classes/CPUParticles.xml
- msgid ""
- "Amount of [member spread] in Y/Z plane. A value of [code]1[/code] restricts "
- "particles to X/Z plane."
- msgstr ""
- "Cantidad de [member spread] en el plano Y/Z. Un valor de [code]1[/code] "
- "restringe las partículas al plano X/Z."
- #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
- #: doc/classes/Particles.xml doc/classes/Particles2D.xml
- msgid ""
- "If [code]true[/code], results in fractional delta calculation which has a "
- "smoother particles display effect."
- msgstr ""
- "Si [code]true[/code], resulta en un cálculo delta fraccionario que tiene un "
- "efecto de visualización de partículas más suave."
- #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
- #: doc/classes/ParticlesMaterial.xml
- msgid "Gravity applied to every particle."
- msgstr "La gravedad aplicada a cada partícula."
- #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
- #: doc/classes/ParticlesMaterial.xml
- msgid "Initial hue variation applied to each particle."
- msgstr "Variación de tono inicial aplicada a cada partícula."
- #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
- msgid "Each particle's hue will vary along this [Curve]."
- msgstr "El tono de cada partícula variará a lo largo de esta [Curve]."
- #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
- #: doc/classes/ParticlesMaterial.xml
- msgid "Hue variation randomness ratio."
- msgstr "Relación de aleatoriedad de la variación del tono."
- #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
- #: doc/classes/ParticlesMaterial.xml
- msgid ""
- "Initial velocity magnitude for each particle. Direction comes from [member "
- "spread] and the node's orientation."
- msgstr ""
- "La magnitud de la velocidad inicial de cada partícula. La dirección viene de "
- "[member spread] y la orientación del nodo."
- #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
- #: doc/classes/ParticlesMaterial.xml
- msgid "Initial velocity randomness ratio."
- msgstr "Ratio de aleatoriedad de la velocidad inicial."
- #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
- #: doc/classes/Particles.xml doc/classes/Particles2D.xml
- #, fuzzy
- msgid "The amount of time each particle will exist (in seconds)."
- msgstr "La cantidad de tiempo que cada partícula existirá."
- #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
- #: doc/classes/ParticlesMaterial.xml
- msgid "Particle lifetime randomness ratio."
- msgstr "El ratio de aleatoriedad del tiempo de vida de las partículas."
- #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
- #: doc/classes/ParticlesMaterial.xml
- msgid ""
- "Linear acceleration applied to each particle in the direction of motion."
- msgstr ""
- "Aceleración lineal aplicada a cada partícula en la dirección del movimiento."
- #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
- msgid "Each particle's linear acceleration will vary along this [Curve]."
- msgstr ""
- "La aceleración lineal de cada partícula variará a lo largo de esta [Curve]."
- #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
- #: doc/classes/ParticlesMaterial.xml
- msgid "Linear acceleration randomness ratio."
- msgstr "Ratio de aleatoriedad de aceleración lineal."
- #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
- #: doc/classes/Particles.xml doc/classes/Particles2D.xml
- msgid ""
- "If [code]true[/code], particles use the parent node's coordinate space. If "
- "[code]false[/code], they use global coordinates."
- msgstr ""
- "Si [code]true[/code], las partículas usan el espacio de coordenadas del nodo "
- "padre. Si [code]false[/code], usan las coordenadas globales."
- #: doc/classes/CPUParticles.xml
- msgid ""
- "The [Mesh] used for each particle. If [code]null[/code], particles will be "
- "spheres."
- msgstr ""
- "La [Mesh] usada para cada partícula. Si [code]null[/code], las partículas "
- "serán esferas."
- #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
- #: doc/classes/Particles2D.xml
- msgid ""
- "If [code]true[/code], only one emission cycle occurs. If set [code]true[/"
- "code] during a cycle, emission will stop at the cycle's end."
- msgstr ""
- "Si [code]true[/code], sólo se produce un ciclo de emisión. Si se establece "
- "[code]true[/code] durante un ciclo, la emisión se detendrá al final del "
- "ciclo."
- #: doc/classes/CPUParticles.xml
- msgid ""
- "Orbital velocity applied to each particle. Makes the particles circle around "
- "origin in the local XY plane. Specified in number of full rotations around "
- "origin per second.\n"
- "This property is only available when [member flag_disable_z] is [code]true[/"
- "code]."
- msgstr ""
- "Velocidad orbital aplicada a cada partícula. Hace que las partículas giren "
- "alrededor de su origen en el plano XY local. Se especifica en el número de "
- "rotaciones completas alrededor del origen por segundo.\n"
- "Esta propiedad sólo está disponible cuando [member flag_disable_z] es "
- "[code]true[/code]."
- #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
- msgid "Each particle's orbital velocity will vary along this [Curve]."
- msgstr ""
- "La velocidad orbital de cada partícula variará a lo largo de esta [Curve]."
- #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
- #: doc/classes/ParticlesMaterial.xml
- msgid "Orbital velocity randomness ratio."
- msgstr "Ratio de aleatoriedad de la velocidad orbital."
- #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
- #: doc/classes/Particles2D.xml
- msgid "Particle system starts as if it had already run for this many seconds."
- msgstr ""
- "El sistema de partículas se inicia como si ya hubiera funcionado durante "
- "este número de segundos."
- #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
- #: doc/classes/ParticlesMaterial.xml
- msgid ""
- "Radial acceleration applied to each particle. Makes particle accelerate away "
- "from origin."
- msgstr ""
- "Aceleración radial aplicada a cada partícula. Hace que la partícula se "
- "acelere lejos de su origen."
- #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
- msgid "Each particle's radial acceleration will vary along this [Curve]."
- msgstr ""
- "La aceleración radial de cada partícula variará a lo largo de esta [Curve]."
- #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
- #: doc/classes/ParticlesMaterial.xml
- msgid "Radial acceleration randomness ratio."
- msgstr "Ratio de aleatoriedad de la aceleración radial."
- #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
- #: doc/classes/Particles2D.xml
- msgid "Emission lifetime randomness ratio."
- msgstr "Proporción de aleatoriedad de la vida útil de las emisiones."
- #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
- #: doc/classes/ParticlesMaterial.xml
- msgid "Initial scale applied to each particle."
- msgstr "Escala inicial aplicada a cada partícula."
- #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
- msgid "Each particle's scale will vary along this [Curve]."
- msgstr "Escala inicial aplicada a cada partícula."
- #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
- #: doc/classes/ParticlesMaterial.xml
- msgid "Scale randomness ratio."
- msgstr "Ratio de la aleatoriedad de la escala."
- #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
- #: doc/classes/Particles2D.xml
- msgid ""
- "Particle system's running speed scaling ratio. A value of [code]0[/code] can "
- "be used to pause the particles."
- msgstr ""
- "El sistema de partículas está funcionando a una velocidad de escalada. Un "
- "valor de [code]0[/code] puede ser usado para pausar las partículas."
- #: doc/classes/CPUParticles.xml
- msgid ""
- "Each particle's initial direction range from [code]+spread[/code] to [code]-"
- "spread[/code] degrees. Applied to X/Z plane and Y/Z planes."
- msgstr ""
- "La dirección inicial de cada partícula va desde [code]+spread[/code] hasta "
- "[code]-spread[/code] grados. Aplicado a los planos X/Z y Y/Z."
- #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
- #: doc/classes/ParticlesMaterial.xml
- msgid ""
- "Tangential acceleration applied to each particle. Tangential acceleration is "
- "perpendicular to the particle's velocity giving the particles a swirling "
- "motion."
- msgstr ""
- "Aceleración tangencial aplicada a cada partícula. La aceleración tangencial "
- "es perpendicular a la velocidad de la partícula, lo que le da a las "
- "partículas un movimiento giratorio."
- #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
- msgid "Each particle's tangential acceleration will vary along this [Curve]."
- msgstr ""
- "La aceleración tangencial de cada partícula variará a lo largo de esta "
- "[Curve]."
- #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
- #: doc/classes/ParticlesMaterial.xml
- msgid "Tangential acceleration randomness ratio."
- msgstr "Ratio de aleatoriedad de la aceleración tangencial."
- #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
- #: doc/classes/Particles.xml doc/classes/Particles2D.xml
- msgid "Particles are drawn in the order emitted."
- msgstr "Las partículas se dibujan en el orden en que se emiten."
- #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
- #: doc/classes/Particles.xml doc/classes/Particles2D.xml
- msgid "Particles are drawn in order of remaining lifetime."
- msgstr "Las partículas se dibujan en orden según el tiempo de vida restante."
- #: doc/classes/CPUParticles.xml doc/classes/Particles.xml
- msgid "Particles are drawn in order of depth."
- msgstr "Las partículas se dibujan en orden de profundidad."
- #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
- msgid ""
- "Use with [method set_param], [method set_param_randomness], and [method "
- "set_param_curve] to set initial velocity properties."
- msgstr ""
- "Utilízalo con [method set_param], [method set_param_randomness], y [method "
- "set_param_curve] para establecer las propiedades iniciales de la velocidad."
- #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
- msgid ""
- "Use with [method set_param], [method set_param_randomness], and [method "
- "set_param_curve] to set angular velocity properties."
- msgstr ""
- "Utilízalo con [method set_param], [method set_param_randomness], y [method "
- "set_param_curve] para establecer las propiedades de la velocidad angular."
- #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
- msgid ""
- "Use with [method set_param], [method set_param_randomness], and [method "
- "set_param_curve] to set orbital velocity properties."
- msgstr ""
- "Utilízalo con [method set_param], [method set_param_randomness], y [method "
- "set_param_curve] para establecer las propiedades de la velocidad orbital."
- #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
- msgid ""
- "Use with [method set_param], [method set_param_randomness], and [method "
- "set_param_curve] to set linear acceleration properties."
- msgstr ""
- "Utilízalo con [method set_param], [method set_param_randomness], y [method "
- "set_param_curve] para establecer las propiedades de la aceleración lineal."
- #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
- msgid ""
- "Use with [method set_param], [method set_param_randomness], and [method "
- "set_param_curve] to set radial acceleration properties."
- msgstr ""
- "Utilízalo con [method set_param], [method set_param_randomness], y [method "
- "set_param_curve] para establecer las propiedades de la aceleración radial."
- #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
- msgid ""
- "Use with [method set_param], [method set_param_randomness], and [method "
- "set_param_curve] to set tangential acceleration properties."
- msgstr ""
- "Utilízalo con [method set_param], [method set_param_randomness], y [method "
- "set_param_curve] para establecer las propiedades de la aceleración "
- "tangencial."
- #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
- msgid ""
- "Use with [method set_param], [method set_param_randomness], and [method "
- "set_param_curve] to set damping properties."
- msgstr ""
- "Utilízalo con [method set_param], [method set_param_randomness], y [method "
- "set_param_curve] para establecer las propiedades de amortiguación."
- #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
- msgid ""
- "Use with [method set_param], [method set_param_randomness], and [method "
- "set_param_curve] to set angle properties."
- msgstr ""
- "Utilízalo con [method set_param], [method set_param_randomness], y [method "
- "set_param_curve] para establecer las propiedades de los ángulos."
- #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
- msgid ""
- "Use with [method set_param], [method set_param_randomness], and [method "
- "set_param_curve] to set scale properties."
- msgstr ""
- "Utilízalo con [method set_param], [method set_param_randomness], y [method "
- "set_param_curve] para establecer las propiedades de la escala."
- #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
- msgid ""
- "Use with [method set_param], [method set_param_randomness], and [method "
- "set_param_curve] to set hue variation properties."
- msgstr ""
- "Utilízalo con [method set_param], [method set_param_randomness], y [method "
- "set_param_curve] para establecer las propiedades de la variación del tono."
- #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
- msgid ""
- "Use with [method set_param], [method set_param_randomness], and [method "
- "set_param_curve] to set animation speed properties."
- msgstr ""
- "Utilízalo con [method set_param], [method set_param_randomness], y [method "
- "set_param_curve] para establecer las propiedades de velocidad de la "
- "animación."
- #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
- msgid ""
- "Use with [method set_param], [method set_param_randomness], and [method "
- "set_param_curve] to set animation offset properties."
- msgstr ""
- "Utilízalo con [method set_param], [method set_param_randomness], y [method "
- "set_param_curve] para establecer las propiedades de desplazamiento de la "
- "animación."
- #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
- #: doc/classes/ParticlesMaterial.xml
- msgid "Represents the size of the [enum Parameter] enum."
- msgstr "Representa el tamaño del enum [enum Parameter]."
- #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
- msgid "Use with [method set_particle_flag] to set [member flag_align_y]."
- msgstr ""
- "Utilízalo con [method set_particle_flag] para establecer [member "
- "flag_align_y]."
- #: doc/classes/CPUParticles.xml
- msgid "Use with [method set_particle_flag] to set [member flag_rotate_y]."
- msgstr ""
- "Utilícelo con [method set_particle_flag] para establecer [member "
- "flag_rotate_y]."
- #: doc/classes/CPUParticles.xml
- msgid "Use with [method set_particle_flag] to set [member flag_disable_z]."
- msgstr ""
- "Usar con [method set_particle_flag] para establecer [member flag_disable_z]."
- #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
- #: doc/classes/GeometryInstance.xml doc/classes/ParticlesMaterial.xml
- #: doc/classes/SpatialMaterial.xml
- msgid "Represents the size of the [enum Flags] enum."
- msgstr "Representa el tamaño del enum [enum Flags]."
- #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
- #: doc/classes/ParticlesMaterial.xml
- msgid "All particles will be emitted from a single point."
- msgstr "Todas las partículas serán emitidas desde un único punto."
- #: doc/classes/CPUParticles.xml doc/classes/ParticlesMaterial.xml
- msgid "Particles will be emitted in the volume of a sphere."
- msgstr "Las partículas se emitirán en el volumen de una esfera."
- #: doc/classes/CPUParticles.xml doc/classes/ParticlesMaterial.xml
- msgid "Particles will be emitted in the volume of a box."
- msgstr "Se emitirán partículas en el volumen de una caja."
- #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
- msgid ""
- "Particles will be emitted at a position chosen randomly among [member "
- "emission_points]. Particle color will be modulated by [member "
- "emission_colors]."
- msgstr ""
- "Las partículas se emitirán en una posición elegida al azar entre [member "
- "emission_points]. El color de las partículas será modulado por [member "
- "emission_colors]."
- #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
- msgid ""
- "Particles will be emitted at a position chosen randomly among [member "
- "emission_points]. Particle velocity and rotation will be set based on "
- "[member emission_normals]. Particle color will be modulated by [member "
- "emission_colors]."
- msgstr ""
- "Las partículas se emitirán en una posición elegida al azar entre [member "
- "emission_points]. La velocidad y rotación de las partículas se fijarán en "
- "base a [member emission_normals]. El color de las partículas será modulado "
- "por [member emission_colors]."
- #: doc/classes/CPUParticles.xml doc/classes/ParticlesMaterial.xml
- #, fuzzy
- msgid "Particles will be emitted in a ring or cylinder."
- msgstr "Se emitirán partículas en el área de un rectángulo."
- #: doc/classes/CPUParticles.xml doc/classes/CPUParticles2D.xml
- #: doc/classes/ParticlesMaterial.xml
- msgid "Represents the size of the [enum EmissionShape] enum."
- msgstr "Representa el tamaño del enum [enum EmissionShape]."
- #: doc/classes/CPUParticles2D.xml
- msgid "CPU-based 2D particle emitter."
- msgstr "Emisor de partículas 2D basado en la CPU."
- #: doc/classes/CPUParticles2D.xml
- #, fuzzy
- msgid ""
- "CPU-based 2D particle node used to create a variety of particle systems and "
- "effects.\n"
- "See also [Particles2D], which provides the same functionality with hardware "
- "acceleration, but may not run on older devices.\n"
- "[b]Note:[/b] Unlike [Particles2D], the visibility rect is generated on-the-"
- "fly and doesn't need to be configured by the user."
- msgstr ""
- "Nodo de partículas 2D basado en la CPU utilizado para crear una variedad de "
- "sistemas de partículas y efectos.\n"
- "Véase también [GPUParticles2D], que proporciona la misma funcionalidad con "
- "la aceleración por hardware, pero puede no funcionar en dispositivos más "
- "antiguos."
- #: doc/classes/CPUParticles2D.xml
- #, fuzzy
- msgid ""
- "Sets this node's properties to match a given [Particles2D] node with an "
- "assigned [ParticlesMaterial]."
- msgstr ""
- "Establece las propiedades de este nodo para hacer coincidir un nodo "
- "[GPUParticles2D] dado con un [ParticlesMaterial] asignado."
- #: doc/classes/CPUParticles2D.xml
- msgid ""
- "Each particle's initial color. If [member texture] is defined, it will be "
- "multiplied by this color."
- msgstr ""
- "El color inicial de cada partícula. Si se define [member texture], se "
- "multiplicará por este color."
- #: doc/classes/CPUParticles2D.xml
- #, fuzzy
- msgid ""
- "Each particle's color will vary along this [Gradient] (multiplied with "
- "[member color])."
- msgstr ""
- "El color de cada partícula variará a lo largo de esta [GradientTexture]."
- #: doc/classes/CPUParticles2D.xml
- msgid ""
- "The rectangle's extents if [member emission_shape] is set to [constant "
- "EMISSION_SHAPE_RECTANGLE]."
- msgstr ""
- "La extensión del rectángulo si [member emission_shape] se fija en [constant "
- "EMISSION_SHAPE_RECTANGLE]."
- #: doc/classes/CPUParticles2D.xml
- msgid ""
- "The sphere's radius if [member emission_shape] is set to [constant "
- "EMISSION_SHAPE_SPHERE]."
- msgstr ""
- "El radio de la esfera si [member emission_shape] se fija en [constant "
- "EMISSION_SHAPE_SPHERE]."
- #: doc/classes/CPUParticles2D.xml doc/classes/Particles.xml
- #: doc/classes/Particles2D.xml
- msgid ""
- "The particle system's frame rate is fixed to a value. For instance, changing "
- "the value to 2 will make the particles render at 2 frames per second. Note "
- "this does not slow down the simulation of the particle system itself."
- msgstr ""
- "La velocidad de fotogramas del sistema de partículas está fijada a un valor. "
- "Por ejemplo, cambiando el valor a 2 hará que las partículas se rendericen a "
- "2 fotogramas por segundo. Ten en cuenta que esto no ralentiza la simulación "
- "del sistema de partículas en sí."
- #: doc/classes/CPUParticles2D.xml doc/classes/Particles2D.xml
- msgid ""
- "Normal map to be used for the [member texture] property.\n"
- "[b]Note:[/b] Godot expects the normal map to use X+, Y-, and Z+ coordinates. "
- "See [url=http://wiki.polycount.com/wiki/"
- "Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for "
- "a comparison of normal map coordinates expected by popular engines."
- msgstr ""
- "Mapa normal para ser usado por la propiedad [member texture].\n"
- "[b]Nota:[/b] Godot espera que el mapa normal utilice las coordenadas X+, Y-, "
- "y Z+. Ver [url=http://wiki.polycount.com/wiki/"
- "Normal_Map_Technical_Details#Common_Swizzle_Coordinates]esta página[/url] "
- "para una comparación de las coordenadas del mapa normal esperadas por los "
- "motores más populares."
- #: doc/classes/CPUParticles2D.xml
- msgid ""
- "Orbital velocity applied to each particle. Makes the particles circle around "
- "origin. Specified in number of full rotations around origin per second."
- msgstr ""
- "Velocidad orbital aplicada a cada partícula. Hace que las partículas giren "
- "alrededor de su origen. Especificada en el número de rotaciones completas "
- "alrededor del origen por segundo."
- #: doc/classes/CPUParticles2D.xml doc/classes/ParticlesMaterial.xml
- msgid ""
- "Each particle's initial direction range from [code]+spread[/code] to [code]-"
- "spread[/code] degrees."
- msgstr ""
- "La dirección inicial de cada partícula va desde [code]+spread[/code] hasta "
- "[code]-spread[/code] grados."
- #: doc/classes/CPUParticles2D.xml doc/classes/Particles2D.xml
- msgid "Particle texture. If [code]null[/code], particles will be squares."
- msgstr ""
- "La textura de las partículas. Si [code]null[/code], las partículas serán "
- "cuadradas."
- #: doc/classes/CPUParticles2D.xml
- msgid "Present for consistency with 3D particle nodes, not used in 2D."
- msgstr ""
- "Presente por coherencia con los nodos de partículas en 3D, no usado en 2D."
- #: doc/classes/CPUParticles2D.xml
- msgid ""
- "Particles will be emitted on the surface of a sphere flattened to two "
- "dimensions."
- msgstr ""
- "Se emitirán partículas en la superficie de una esfera aplanada en dos "
- "dimensiones."
- #: doc/classes/CPUParticles2D.xml
- msgid "Particles will be emitted in the area of a rectangle."
- msgstr "Se emitirán partículas en el área de un rectángulo."
- #: doc/classes/Crypto.xml
- msgid "Access to advanced cryptographic functionalities."
- msgstr "Acceso a funcionalidades criptográficas avanzadas."
- #: doc/classes/Crypto.xml
- msgid ""
- "The Crypto class allows you to access some more advanced cryptographic "
- "functionalities in Godot.\n"
- "For now, this includes generating cryptographically secure random bytes, RSA "
- "keys and self-signed X509 certificates generation, asymmetric key encryption/"
- "decryption, and signing/verification.\n"
- "[codeblock]\n"
- "extends Node\n"
- "\n"
- "var crypto = Crypto.new()\n"
- "var key = CryptoKey.new()\n"
- "var cert = X509Certificate.new()\n"
- "\n"
- "func _ready():\n"
- " # Generate new RSA key.\n"
- " key = crypto.generate_rsa(4096)\n"
- " # Generate new self-signed certificate with the given key.\n"
- " cert = crypto.generate_self_signed_certificate(key, \"CN=mydomain.com,"
- "O=My Game Company,C=IT\")\n"
- " # Save key and certificate in the user folder.\n"
- " key.save(\"user://generated.key\")\n"
- " cert.save(\"user://generated.crt\")\n"
- " # Encryption\n"
- " var data = \"Some data\"\n"
- " var encrypted = crypto.encrypt(key, data.to_utf8())\n"
- " # Decryption\n"
- " var decrypted = crypto.decrypt(key, encrypted)\n"
- " # Signing\n"
- " var signature = crypto.sign(HashingContext.HASH_SHA256, data."
- "sha256_buffer(), key)\n"
- " # Verifying\n"
- " var verified = crypto.verify(HashingContext.HASH_SHA256, data."
- "sha256_buffer(), signature, key)\n"
- " # Checks\n"
- " assert(verified)\n"
- " assert(data.to_utf8() == decrypted)\n"
- "[/codeblock]\n"
- "[b]Note:[/b] Not available in HTML5 exports."
- msgstr ""
- "La clase Criptográfica le permite acceder a algunas funcionalidades "
- "criptográficas más avanzadas en Godot.\n"
- "Por ahora, esto incluye la generación de bytes aleatorios criptográficamente "
- "seguros, claves RSA y generación de certificados X509 autofirmados, "
- "encriptación/desencriptación de claves asimétricas y firma/verificación.\n"
- "[codeblock]\n"
- "extends Node\n"
- "\n"
- "var crypto = Crypto.new()\n"
- "var clave = CryptoKey.new()\n"
- "var certificado = X509Certificate.new()\n"
- "\n"
- "func _ready():\n"
- " # Genera una clave nueva RSA.\n"
- " clave = crypto.generate_rsa(4096)\n"
- " # Genera un certificado autofirmado con la clave dada.\n"
- " certificado = crypto.generate_self_signed_certificate(clave, "
- "\"CN=mydomain.com,O=My Game Company,C=IT\")\n"
- " # Guarda la clave y el certificado en un directorio del usuario.\n"
- " clave.save(\"user://generada.key\")\n"
- " certificado.save(\"user://generada.crt\")\n"
- " # Encripción\n"
- " var datos = \"Algunos datos\"\n"
- " var encriptado = crypto.encrypt(clave, datos.to_utf8())\n"
- " # Desencriptado\n"
- " var desencriptado = crypto.decrypt(clave, encriptado)\n"
- " # Firmada\n"
- " var firma = crypto.sign(HashingContext.HASH_SHA256, datos."
- "sha256_buffer(), clave)\n"
- " # Verificar\n"
- " var verificado = crypto.verify(HashingContext.HASH_SHA256, datos."
- "sha256_buffer(), firma, clave)\n"
- " # Cheque\n"
- " assert(verificado)\n"
- " assert(datos.to_utf8() == desencriptado)\n"
- "[/codeblock]\n"
- "[b]Nota:[/b] No disponible en los exportables HTML5."
- #: doc/classes/Crypto.xml
- msgid ""
- "Compares two [PoolByteArray]s for equality without leaking timing "
- "information in order to prevent timing attacks.\n"
- "See [url=https://paragonie.com/blog/2015/11/preventing-timing-attacks-on-"
- "string-comparison-with-double-hmac-strategy]this blog post[/url] for more "
- "information."
- msgstr ""
- #: doc/classes/Crypto.xml
- #, fuzzy
- msgid ""
- "Decrypt the given [code]ciphertext[/code] with the provided private "
- "[code]key[/code].\n"
- "[b]Note:[/b] The maximum size of accepted ciphertext is limited by the key "
- "size."
- msgstr ""
- "Descifrar el [code]ciphertext[/code] dado con la [code]key[/code] privada "
- "proporcionada.\n"
- "[b]Nota[/b]: El tamaño máximo del texto cifrado aceptado está limitado por "
- "el tamaño de la clave."
- #: doc/classes/Crypto.xml
- #, fuzzy
- msgid ""
- "Encrypt the given [code]plaintext[/code] with the provided public [code]key[/"
- "code].\n"
- "[b]Note:[/b] The maximum size of accepted plaintext is limited by the key "
- "size."
- msgstr ""
- "Cifrar el [code]plaintext[/code] dado con la [code]key[/code] pública "
- "proporcionada.\n"
- "[b]Nota[/b]: El tamaño máximo del texto plano aceptado está limitado por el "
- "tamaño de la clave."
- #: doc/classes/Crypto.xml
- #, fuzzy
- msgid ""
- "Generates a [PoolByteArray] of cryptographically secure random bytes with "
- "given [code]size[/code]."
- msgstr ""
- "Genera un [PackedByteArray] de bytes aleatorios criptográficamente seguros "
- "con un [code]size[/code] dado."
- #: doc/classes/Crypto.xml
- msgid ""
- "Generates an RSA [CryptoKey] that can be used for creating self-signed "
- "certificates and passed to [method StreamPeerSSL.accept_stream]."
- msgstr ""
- "Genera una RSA [CryptoKey] que puede ser utilizada para crear certificados "
- "autofirmados y pasarla a [method StreamPeerSSL.accept_stream]."
- #: doc/classes/Crypto.xml
- msgid ""
- "Generates a self-signed [X509Certificate] from the given [CryptoKey] and "
- "[code]issuer_name[/code]. The certificate validity will be defined by "
- "[code]not_before[/code] and [code]not_after[/code] (first valid date and "
- "last valid date). The [code]issuer_name[/code] must contain at least "
- "\"CN=\" (common name, i.e. the domain name), \"O=\" (organization, i.e. your "
- "company name), \"C=\" (country, i.e. 2 lettered ISO-3166 code of the country "
- "the organization is based in).\n"
- "A small example to generate an RSA key and a X509 self-signed certificate.\n"
- "[codeblock]\n"
- "var crypto = Crypto.new()\n"
- "# Generate 4096 bits RSA key.\n"
- "var key = crypto.generate_rsa(4096)\n"
- "# Generate self-signed certificate using the given key.\n"
- "var cert = crypto.generate_self_signed_certificate(key, \"CN=example.com,O=A "
- "Game Company,C=IT\")\n"
- "[/codeblock]"
- msgstr ""
- "Genera un [X509Certificate] autofirmado a partir de la [CryptoKey] y el "
- "[code]issuer_name[/code] dados. La validez del certificado se definirá "
- "mediante [code]not_before[/code] y [code]not_after[/code] (primera fecha de "
- "validez y última fecha de validez). El [code]issuer_name[/code] debe "
- "contener al menos \"CN=\" (nombre común, es decir, el nombre del dominio), "
- "\"O=\" (organización, es decir, el nombre de su empresa), \"C=\" (país, es "
- "decir, el código ISO-3166 de dos letras del país en el que la organización "
- "tiene su sede).\n"
- "Un pequeño ejemplo para generar una clave RSA y un certificado autofirmado "
- "X509.\n"
- "[codeblock]\n"
- "var criptografia = Crypto.new()\n"
- "# Genera una clave de 4096 bits RSA.\n"
- "var clave = criptografia.generate_rsa(4096)\n"
- "# Genera un certificado autofirmado usando la clave.\n"
- "var certificado = criptografia.generate_self_signed_certificate(key, "
- "\"CN=example.com,O=A Game Company,C=IT\")\n"
- "[/codeblock]"
- #: doc/classes/Crypto.xml
- msgid ""
- "Generates an [url=https://en.wikipedia.org/wiki/HMAC]HMAC[/url] digest of "
- "[code]msg[/code] using [code]key[/code]. The [code]hash_type[/code] "
- "parameter is the hashing algorithm that is used for the inner and outer "
- "hashes.\n"
- "Currently, only [constant HashingContext.HASH_SHA256] and [constant "
- "HashingContext.HASH_SHA1] are supported."
- msgstr ""
- #: doc/classes/Crypto.xml
- msgid ""
- "Sign a given [code]hash[/code] of type [code]hash_type[/code] with the "
- "provided private [code]key[/code]."
- msgstr ""
- "Firma un [code]hash[/code] de tipo [code]hash_type[/code] con la [code]key[/"
- "code] privada proporcionada."
- #: doc/classes/Crypto.xml
- msgid ""
- "Verify that a given [code]signature[/code] for [code]hash[/code] of type "
- "[code]hash_type[/code] against the provided public [code]key[/code]."
- msgstr ""
- "Verifique que un [code]signature[/code] dado para [code]hash[/code] de tipo "
- "[code]hash_tipo[/code] contra el [code]key[/code] público proporcionado."
- #: doc/classes/CryptoKey.xml
- msgid "A cryptographic key (RSA)."
- msgstr "Una clave criptográfica (RSA)."
- #: doc/classes/CryptoKey.xml
- #, fuzzy
- msgid ""
- "The CryptoKey class represents a cryptographic key. Keys can be loaded and "
- "saved like any other [Resource].\n"
- "They can be used to generate a self-signed [X509Certificate] via [method "
- "Crypto.generate_self_signed_certificate] and as private key in [method "
- "StreamPeerSSL.accept_stream] along with the appropriate certificate."
- msgstr ""
- "La clase CryptoKey representa una clave criptográfica. Las claves pueden ser "
- "cargadas y guardadas como cualquier otro [Resource].\n"
- "Pueden utilizarse para generar un [X509Certificate] autofirmado a través del "
- "[method Crypto.generate_self_signed_certificate] y como clave privada en el "
- "[method StreamPeerSSL.accept_stream] junto con el certificado "
- "correspondiente.\n"
- "[b]Nota:[/b] No está disponible en los exportados en HTML5."
- #: doc/classes/CryptoKey.xml
- msgid ""
- "Return [code]true[/code] if this CryptoKey only has the public part, and not "
- "the private one."
- msgstr ""
- "Devuelve [code]true[/code] si esta CryptoKey sólo tiene la parte pública, y "
- "no la privada."
- #: doc/classes/CryptoKey.xml
- #, fuzzy
- msgid ""
- "Loads a key from [code]path[/code]. If [code]public_only[/code] is "
- "[code]true[/code], only the public key will be loaded.\n"
- "[b]Note:[/b] [code]path[/code] should be a \"*.pub\" file if "
- "[code]public_only[/code] is [code]true[/code], a \"*.key\" file otherwise."
- msgstr ""
- "Carga una clave de [code]path[/code]. Si [code]public_only[/code] es "
- "[code]true[/code], sólo se cargará la clave pública.\n"
- "[b]Nota[/b]: [code]path[/code] debe ser un archivo \"*.pub\" si "
- "[code]public_only[/code] es [code]true[/code], un archivo \"*.key\" en caso "
- "contrario."
- #: doc/classes/CryptoKey.xml
- msgid ""
- "Loads a key from the given [code]string[/code]. If [code]public_only[/code] "
- "is [code]true[/code], only the public key will be loaded."
- msgstr ""
- "Carga una clave de la [code]string[/code] dada. Si [code]public_only[/code] "
- "es [code]true[/code], sólo se cargará la clave pública."
- #: doc/classes/CryptoKey.xml
- #, fuzzy
- msgid ""
- "Saves a key to the given [code]path[/code]. If [code]public_only[/code] is "
- "[code]true[/code], only the public key will be saved.\n"
- "[b]Note:[/b] [code]path[/code] should be a \"*.pub\" file if "
- "[code]public_only[/code] is [code]true[/code], a \"*.key\" file otherwise."
- msgstr ""
- "Guarda una clave para el camino [code]path[/code]. Si [code]public_only[/"
- "code] es [code]true[/code], sólo se guardará la clave pública.\n"
- "[b]Nota[/b]: [code]path[/code] debe ser un archivo \"*.pub\" si "
- "[code]public_only[/code] es [code]true[/code], un archivo \"*.key\" en caso "
- "contrario."
- #: doc/classes/CryptoKey.xml
- msgid ""
- "Returns a string containing the key in PEM format. If [code]public_only[/"
- "code] is [code]true[/code], only the public key will be included."
- msgstr ""
- "Devuelve una string que contiene la clave en formato PEM. Si "
- "[code]public_only[/code] es [code]true[/code], sólo se incluirá la clave "
- "pública."
- #: modules/csg/doc_classes/CSGBox.xml
- msgid "A CSG Box shape."
- msgstr "Una forma de caja CSG."
- #: modules/csg/doc_classes/CSGBox.xml
- msgid ""
- "This node allows you to create a box for use with the CSG system.\n"
- "[b]Note:[/b] CSG nodes are intended to be used for level prototyping. "
- "Creating CSG nodes has a significant CPU cost compared to creating a "
- "[MeshInstance] with a [PrimitiveMesh]. Moving a CSG node within another CSG "
- "node also has a significant CPU cost, so it should be avoided during "
- "gameplay."
- msgstr ""
- #: modules/csg/doc_classes/CSGBox.xml modules/csg/doc_classes/CSGCombiner.xml
- #: modules/csg/doc_classes/CSGCylinder.xml modules/csg/doc_classes/CSGMesh.xml
- #: modules/csg/doc_classes/CSGPolygon.xml
- #: modules/csg/doc_classes/CSGPrimitive.xml
- #: modules/csg/doc_classes/CSGShape.xml modules/csg/doc_classes/CSGSphere.xml
- #: modules/csg/doc_classes/CSGTorus.xml
- msgid "Prototyping levels with CSG"
- msgstr ""
- #: modules/csg/doc_classes/CSGBox.xml
- msgid "Depth of the box measured from the center of the box."
- msgstr "Profundidad de la caja medida desde el centro de la caja."
- #: modules/csg/doc_classes/CSGBox.xml
- msgid "Height of the box measured from the center of the box."
- msgstr "La altura de la caja medida desde el centro de la caja."
- #: modules/csg/doc_classes/CSGBox.xml
- msgid "The material used to render the box."
- msgstr "El material utilizado para fabricar la caja."
- #: modules/csg/doc_classes/CSGBox.xml
- msgid "Width of the box measured from the center of the box."
- msgstr "El ancho de la caja medido desde el centro de la caja."
- #: modules/csg/doc_classes/CSGCombiner.xml
- msgid "A CSG node that allows you to combine other CSG modifiers."
- msgstr "Un nodo CSG que permite combinar otros modificadores CSG."
- #: modules/csg/doc_classes/CSGCombiner.xml
- #, fuzzy
- msgid ""
- "For complex arrangements of shapes, it is sometimes needed to add structure "
- "to your CSG nodes. The CSGCombiner node allows you to create this structure. "
- "The node encapsulates the result of the CSG operations of its children. In "
- "this way, it is possible to do operations on one set of shapes that are "
- "children of one CSGCombiner node, and a set of separate operations on a "
- "second set of shapes that are children of a second CSGCombiner node, and "
- "then do an operation that takes the two end results as its input to create "
- "the final shape.\n"
- "[b]Note:[/b] CSG nodes are intended to be used for level prototyping. "
- "Creating CSG nodes has a significant CPU cost compared to creating a "
- "[MeshInstance] with a [PrimitiveMesh]. Moving a CSG node within another CSG "
- "node also has a significant CPU cost, so it should be avoided during "
- "gameplay."
- msgstr ""
- "Para arreglos complejos de formas, a veces es necesario añadir estructura a "
- "sus nodos CSG. El nodo CSGCombiner3D te permite crear esta estructura. El "
- "nodo encapsula el resultado de las operaciones CSG de sus hijos. De esta "
- "manera, es posible hacer operaciones en un conjunto de figuras que son hijos "
- "de un nodo CSGCombiner3D, y un conjunto de operaciones separadas en un "
- "segundo conjunto de figuras que son hijos de un segundo nodo CSGCombiner3D, "
- "y luego hacer una operación que toma los dos resultados finales como su "
- "entrada para crear la forma final."
- #: modules/csg/doc_classes/CSGCylinder.xml
- msgid "A CSG Cylinder shape."
- msgstr "Una forma de cilindro CSG."
- #: modules/csg/doc_classes/CSGCylinder.xml
- msgid ""
- "This node allows you to create a cylinder (or cone) for use with the CSG "
- "system.\n"
- "[b]Note:[/b] CSG nodes are intended to be used for level prototyping. "
- "Creating CSG nodes has a significant CPU cost compared to creating a "
- "[MeshInstance] with a [PrimitiveMesh]. Moving a CSG node within another CSG "
- "node also has a significant CPU cost, so it should be avoided during "
- "gameplay."
- msgstr ""
- #: modules/csg/doc_classes/CSGCylinder.xml
- msgid ""
- "If [code]true[/code] a cone is created, the [member radius] will only apply "
- "to one side."
- msgstr ""
- "Si se crea un cono de [code]true[/code], el [member radius] sólo se aplicará "
- "a un lado."
- #: modules/csg/doc_classes/CSGCylinder.xml
- msgid "The height of the cylinder."
- msgstr "La altura del cilindro."
- #: modules/csg/doc_classes/CSGCylinder.xml
- msgid "The material used to render the cylinder."
- msgstr "El material utilizado para la renderización del cilindro."
- #: modules/csg/doc_classes/CSGCylinder.xml
- msgid "The radius of the cylinder."
- msgstr "El radio del cilindro."
- #: modules/csg/doc_classes/CSGCylinder.xml
- msgid ""
- "The number of sides of the cylinder, the higher this number the more detail "
- "there will be in the cylinder."
- msgstr ""
- "Cuanto más alto sea el número de lados del cilindro, más detalles habrá en "
- "él."
- #: modules/csg/doc_classes/CSGCylinder.xml
- msgid ""
- "If [code]true[/code] the normals of the cylinder are set to give a smooth "
- "effect making the cylinder seem rounded. If [code]false[/code] the cylinder "
- "will have a flat shaded look."
- msgstr ""
- "Si [code]true[/code] las normales del cilindro se ajustan para dar un efecto "
- "suave haciendo que el cilindro parezca redondeado. Si [code]false[/code] el "
- "cilindro tendrá un aspecto de sombra plana."
- #: modules/csg/doc_classes/CSGMesh.xml
- msgid "A CSG Mesh shape that uses a mesh resource."
- msgstr "Una forma de malla de CSG que utiliza un recurso de malla."
- #: modules/csg/doc_classes/CSGMesh.xml
- msgid ""
- "This CSG node allows you to use any mesh resource as a CSG shape, provided "
- "it is closed, does not self-intersect, does not contain internal faces and "
- "has no edges that connect to more than two faces. See also [CSGPolygon] for "
- "drawing 2D extruded polygons to be used as CSG nodes.\n"
- "[b]Note:[/b] CSG nodes are intended to be used for level prototyping. "
- "Creating CSG nodes has a significant CPU cost compared to creating a "
- "[MeshInstance] with a [PrimitiveMesh]. Moving a CSG node within another CSG "
- "node also has a significant CPU cost, so it should be avoided during "
- "gameplay."
- msgstr ""
- #: modules/csg/doc_classes/CSGMesh.xml
- msgid "The [Material] used in drawing the CSG shape."
- msgstr "El [Material] utilizado en el dibujo de la forma CSG."
- #: modules/csg/doc_classes/CSGMesh.xml
- msgid ""
- "The [Mesh] resource to use as a CSG shape.\n"
- "[b]Note:[/b] When using an [ArrayMesh], avoid meshes with vertex normals "
- "unless a flat shader is required. By default, CSGMesh will ignore the mesh's "
- "vertex normals and use a smooth shader calculated using the faces' normals. "
- "If a flat shader is required, ensure that all faces' vertex normals are "
- "parallel."
- msgstr ""
- #: modules/csg/doc_classes/CSGPolygon.xml
- msgid "Extrudes a 2D polygon shape to create a 3D mesh."
- msgstr "Extrae una forma de polígono 2D para crear una malla 3D."
- #: modules/csg/doc_classes/CSGPolygon.xml
- msgid ""
- "An array of 2D points is extruded to quickly and easily create a variety of "
- "3D meshes. See also [CSGMesh] for using 3D meshes as CSG nodes.\n"
- "[b]Note:[/b] CSG nodes are intended to be used for level prototyping. "
- "Creating CSG nodes has a significant CPU cost compared to creating a "
- "[MeshInstance] with a [PrimitiveMesh]. Moving a CSG node within another CSG "
- "node also has a significant CPU cost, so it should be avoided during "
- "gameplay."
- msgstr ""
- #: modules/csg/doc_classes/CSGPolygon.xml
- #, fuzzy
- msgid ""
- "When [member mode] is [constant MODE_DEPTH], the depth of the extrusion."
- msgstr ""
- "Profundidad de extrusión cuando el [member mode] es [constant MODE_DEPTH]."
- #: modules/csg/doc_classes/CSGPolygon.xml
- msgid ""
- "Material to use for the resulting mesh. The UV maps the top half of the "
- "material to the extruded shape (U along the the length of the extrusions and "
- "V around the outline of the [member polygon]), the bottom-left quarter to "
- "the front end face, and the bottom-right quarter to the back end face."
- msgstr ""
- #: modules/csg/doc_classes/CSGPolygon.xml
- msgid "The [member mode] used to extrude the [member polygon]."
- msgstr ""
- #: modules/csg/doc_classes/CSGPolygon.xml
- msgid ""
- "When [member mode] is [constant MODE_PATH], by default, the top half of the "
- "[member material] is stretched along the entire length of the extruded "
- "shape. If [code]false[/code] the top half of the material is repeated every "
- "step of the extrusion."
- msgstr ""
- #: modules/csg/doc_classes/CSGPolygon.xml
- msgid ""
- "When [member mode] is [constant MODE_PATH], the path interval or ratio of "
- "path points to extrusions."
- msgstr ""
- #: modules/csg/doc_classes/CSGPolygon.xml
- msgid ""
- "When [member mode] is [constant MODE_PATH], this will determine if the "
- "interval should be by distance ([constant PATH_INTERVAL_DISTANCE]) or "
- "subdivision fractions ([constant PATH_INTERVAL_SUBDIVIDE])."
- msgstr ""
- #: modules/csg/doc_classes/CSGPolygon.xml
- msgid ""
- "When [member mode] is [constant MODE_PATH], if [code]true[/code] the ends of "
- "the path are joined, by adding an extrusion between the last and first "
- "points of the path."
- msgstr ""
- #: modules/csg/doc_classes/CSGPolygon.xml
- msgid ""
- "When [member mode] is [constant MODE_PATH], if [code]true[/code] the "
- "[Transform] of the [CSGPolygon] is used as the starting point for the "
- "extrusions, not the [Transform] of the [member path_node]."
- msgstr ""
- #: modules/csg/doc_classes/CSGPolygon.xml
- msgid ""
- "When [member mode] is [constant MODE_PATH], the location of the [Path] "
- "object used to extrude the [member polygon]."
- msgstr ""
- #: modules/csg/doc_classes/CSGPolygon.xml
- msgid ""
- "When [member mode] is [constant MODE_PATH], the [enum PathRotation] method "
- "used to rotate the [member polygon] as it is extruded."
- msgstr ""
- #: modules/csg/doc_classes/CSGPolygon.xml
- msgid ""
- "When [member mode] is [constant MODE_PATH], extrusions that are less than "
- "this angle, will be merged together to reduce polygon count."
- msgstr ""
- #: modules/csg/doc_classes/CSGPolygon.xml
- msgid ""
- "When [member mode] is [constant MODE_PATH], this is the distance along the "
- "path, in meters, the texture coordinates will tile. When set to 0, texture "
- "coordinates will match geometry exactly with no tiling."
- msgstr ""
- #: modules/csg/doc_classes/CSGPolygon.xml
- msgid ""
- "The point array that defines the 2D polygon that is extruded. This can be a "
- "convex or concave polygon with 3 or more points. The polygon must [i]not[/i] "
- "have any intersecting edges. Otherwise, triangulation will fail and no mesh "
- "will be generated.\n"
- "[b]Note:[/b] If only 1 or 2 points are defined in [member polygon], no mesh "
- "will be generated."
- msgstr ""
- #: modules/csg/doc_classes/CSGPolygon.xml
- #, fuzzy
- msgid "If [code]true[/code], applies smooth shading to the extrusions."
- msgstr "Si [code]true[/code], oculta la línea del índice especificado."
- #: modules/csg/doc_classes/CSGPolygon.xml
- msgid ""
- "When [member mode] is [constant MODE_SPIN], the total number of degrees the "
- "[member polygon] is rotated when extruding."
- msgstr ""
- #: modules/csg/doc_classes/CSGPolygon.xml
- #, fuzzy
- msgid ""
- "When [member mode] is [constant MODE_SPIN], the number of extrusions made."
- msgstr "Número de extrusiónes cuando el [member mode] es [constant MODE_SPIN]."
- #: modules/csg/doc_classes/CSGPolygon.xml
- msgid "The [member polygon] shape is extruded along the negative Z axis."
- msgstr ""
- #: modules/csg/doc_classes/CSGPolygon.xml
- #, fuzzy
- msgid ""
- "The [member polygon] shape is extruded by rotating it around the Y axis."
- msgstr "Shape3D se extruye girándolo alrededor de un eje."
- #: modules/csg/doc_classes/CSGPolygon.xml
- #, fuzzy
- msgid ""
- "The [member polygon] shape is extruded along the [Path] specified in [member "
- "path_node]."
- msgstr ""
- "Shape3D es extruido a lo largo de un camino establecido por una [Shape] "
- "establecido en [member path_node]."
- #: modules/csg/doc_classes/CSGPolygon.xml
- msgid ""
- "The [member polygon] shape is not rotated.\n"
- "[b]Note:[/b] Requires the path's Z coordinates to continually decrease to "
- "ensure viable shapes."
- msgstr ""
- #: modules/csg/doc_classes/CSGPolygon.xml
- msgid ""
- "The [member polygon] shape is rotated along the path, but it is not rotated "
- "around the path axis.\n"
- "[b]Note:[/b] Requires the path's Z coordinates to continually decrease to "
- "ensure viable shapes."
- msgstr ""
- #: modules/csg/doc_classes/CSGPolygon.xml
- #, fuzzy
- msgid ""
- "The [member polygon] shape follows the path and its rotations around the "
- "path axis."
- msgstr ""
- "La máxima cantidad de fuerza que puede ocurrir, al girar alrededor del eje X."
- #: modules/csg/doc_classes/CSGPolygon.xml
- msgid ""
- "When [member mode] is set to [constant MODE_PATH], [member path_interval] "
- "will determine the distance, in meters, each interval of the path will "
- "extrude."
- msgstr ""
- #: modules/csg/doc_classes/CSGPolygon.xml
- msgid ""
- "When [member mode] is set to [constant MODE_PATH], [member path_interval] "
- "will subdivide the polygons along the path."
- msgstr ""
- #: modules/csg/doc_classes/CSGPrimitive.xml
- msgid "Base class for CSG primitives."
- msgstr "Clase base para primitivas CSG."
- #: modules/csg/doc_classes/CSGPrimitive.xml
- msgid ""
- "Parent class for various CSG primitives. It contains code and functionality "
- "that is common between them. It cannot be used directly. Instead use one of "
- "the various classes that inherit from it.\n"
- "[b]Note:[/b] CSG nodes are intended to be used for level prototyping. "
- "Creating CSG nodes has a significant CPU cost compared to creating a "
- "[MeshInstance] with a [PrimitiveMesh]. Moving a CSG node within another CSG "
- "node also has a significant CPU cost, so it should be avoided during "
- "gameplay."
- msgstr ""
- #: modules/csg/doc_classes/CSGPrimitive.xml
- msgid "Invert the faces of the mesh."
- msgstr "Invierte las caras de la malla."
- #: modules/csg/doc_classes/CSGShape.xml
- msgid "The CSG base class."
- msgstr "La clase base del CSG."
- #: modules/csg/doc_classes/CSGShape.xml
- msgid ""
- "This is the CSG base class that provides CSG operation support to the "
- "various CSG nodes in Godot.\n"
- "[b]Note:[/b] CSG nodes are intended to be used for level prototyping. "
- "Creating CSG nodes has a significant CPU cost compared to creating a "
- "[MeshInstance] with a [PrimitiveMesh]. Moving a CSG node within another CSG "
- "node also has a significant CPU cost, so it should be avoided during "
- "gameplay."
- msgstr ""
- #: modules/csg/doc_classes/CSGShape.xml doc/classes/RayCast2D.xml
- #: doc/classes/SoftBody.xml
- msgid "Returns an individual bit on the collision mask."
- msgstr "Devuelve un bit individual de la máscara de colisión."
- #: modules/csg/doc_classes/CSGShape.xml
- msgid ""
- "Returns an [Array] with two elements, the first is the [Transform] of this "
- "node and the second is the root [Mesh] of this node. Only works when this "
- "node is the root shape."
- msgstr ""
- "Devuelve un [Array] con dos elementos, el primero es la [Transform] de este "
- "nodo y el segundo es la raíz [Mesh] de este nodo. Sólo funciona cuando este "
- "nodo es la forma raíz."
- #: modules/csg/doc_classes/CSGShape.xml
- msgid ""
- "Returns [code]true[/code] if this is a root shape and is thus the object "
- "that is rendered."
- msgstr ""
- "Devuelve [code]true[/code] si se trata de una forma de raíz y por lo tanto "
- "es el objeto que se renderiza."
- #: modules/csg/doc_classes/CSGShape.xml doc/classes/SoftBody.xml
- msgid ""
- "Sets individual bits on the layer mask. Use this if you only need to change "
- "one layer's value."
- msgstr ""
- "Establece bits individuales en la máscara de la capa. Utilízala si sólo "
- "necesitas cambiar el valor de una capa."
- #: modules/csg/doc_classes/CSGShape.xml doc/classes/SoftBody.xml
- msgid ""
- "Sets individual bits on the collision mask. Use this if you only need to "
- "change one layer's value."
- msgstr ""
- "Establece bits individuales en la máscara de colisión. Utilízala si sólo "
- "necesitas cambiar el valor de una capa."
- #: modules/csg/doc_classes/CSGShape.xml
- msgid ""
- "Calculate tangents for the CSG shape which allows the use of normal maps. "
- "This is only applied on the root shape, this setting is ignored on any child."
- msgstr ""
- "Calcular las tangentes para la forma CSG que permite el uso de mapas "
- "normales. Esto sólo se aplica a la forma de la raíz, este ajuste se ignora "
- "en cualquier hijo."
- #: modules/csg/doc_classes/CSGShape.xml
- #, fuzzy
- msgid ""
- "The physics layers this area is in.\n"
- "Collidable objects can exist in any of 32 different layers. These layers "
- "work like a tagging system, and are not visual. A collidable can use these "
- "layers to select with which objects it can collide, using the collision_mask "
- "property.\n"
- "A contact is detected if object A is in any of the layers that object B "
- "scans, or object B is in any layer scanned by object A. See [url=$DOCS_URL/"
- "tutorials/physics/physics_introduction.html#collision-layers-and-"
- "masks]Collision layers and masks[/url] in the documentation for more "
- "information."
- msgstr ""
- "Las capas físicas en las que se encuentra esta área.\n"
- "Los objetos coleccionables pueden existir en cualquiera de las 32 capas "
- "diferentes. Estas capas funcionan como un sistema de etiquetado, y no son "
- "visuales. Un colisionable puede usar estas capas para seleccionar con qué "
- "objetos puede colisionar, usando la propiedad collision_mask.\n"
- "Se detecta un contacto si el objeto A está en cualquiera de las capas que el "
- "objeto B explora, o si el objeto B está en cualquier capa explorada por el "
- "objeto A."
- #: modules/csg/doc_classes/CSGShape.xml
- msgid ""
- "The physics layers this CSG shape scans for collisions. See [url=$DOCS_URL/"
- "tutorials/physics/physics_introduction.html#collision-layers-and-"
- "masks]Collision layers and masks[/url] in the documentation for more "
- "information."
- msgstr ""
- #: modules/csg/doc_classes/CSGShape.xml
- msgid ""
- "The operation that is performed on this shape. This is ignored for the first "
- "CSG child node as the operation is between this node and the previous child "
- "of this nodes parent."
- msgstr ""
- "La operación que se realiza en esta forma. Esto se ignora para el primer "
- "nodo hijo de CSG ya que la operación es entre este nodo y el hijo previo a "
- "este nodo padre."
- #: modules/csg/doc_classes/CSGShape.xml
- msgid ""
- "Snap makes the mesh snap to a given distance so that the faces of two meshes "
- "can be perfectly aligned. A lower value results in greater precision but may "
- "be harder to adjust."
- msgstr ""
- "El recorte hace que la malla se ajuste a una distancia determinada para que "
- "las caras de dos mallas puedan estar perfectamente alineadas. Un valor más "
- "bajo da como resultado una mayor precisión pero puede ser más difícil de "
- "ajustar."
- #: modules/csg/doc_classes/CSGShape.xml
- msgid ""
- "Adds a collision shape to the physics engine for our CSG shape. This will "
- "always act like a static body. Note that the collision shape is still active "
- "even if the CSG shape itself is hidden."
- msgstr ""
- "Añade una forma de colisión al motor de física para nuestra forma CSG. Esto "
- "siempre actuará como un cuerpo estático. Ten en cuenta que la forma de "
- "colisión sigue activa incluso si la propia forma CSG está oculta."
- #: modules/csg/doc_classes/CSGShape.xml
- msgid ""
- "Geometry of both primitives is merged, intersecting geometry is removed."
- msgstr ""
- "La geometría de ambas primitivas se fusiona, la geometría que se intersecta "
- "se elimina."
- #: modules/csg/doc_classes/CSGShape.xml
- msgid "Only intersecting geometry remains, the rest is removed."
- msgstr "Sólo queda la geometría de intersección, el resto se elimina."
- #: modules/csg/doc_classes/CSGShape.xml
- msgid ""
- "The second shape is subtracted from the first, leaving a dent with its shape."
- msgstr ""
- "La segunda forma se resta de la primera, dejando una depresión con su forma."
- #: modules/csg/doc_classes/CSGSphere.xml
- msgid "A CSG Sphere shape."
- msgstr "Una forma de esfera CSG."
- #: modules/csg/doc_classes/CSGSphere.xml
- msgid ""
- "This node allows you to create a sphere for use with the CSG system.\n"
- "[b]Note:[/b] CSG nodes are intended to be used for level prototyping. "
- "Creating CSG nodes has a significant CPU cost compared to creating a "
- "[MeshInstance] with a [PrimitiveMesh]. Moving a CSG node within another CSG "
- "node also has a significant CPU cost, so it should be avoided during "
- "gameplay."
- msgstr ""
- #: modules/csg/doc_classes/CSGSphere.xml
- msgid "The material used to render the sphere."
- msgstr "El material utilizado para la fabricación de la esfera."
- #: modules/csg/doc_classes/CSGSphere.xml
- msgid "Number of vertical slices for the sphere."
- msgstr "Número de cortes verticales para la esfera."
- #: modules/csg/doc_classes/CSGSphere.xml
- msgid "Radius of the sphere."
- msgstr "Radio de la esfera."
- #: modules/csg/doc_classes/CSGSphere.xml
- msgid "Number of horizontal slices for the sphere."
- msgstr "Número de cortes horizontales para la esfera."
- #: modules/csg/doc_classes/CSGSphere.xml
- msgid ""
- "If [code]true[/code] the normals of the sphere are set to give a smooth "
- "effect making the sphere seem rounded. If [code]false[/code] the sphere will "
- "have a flat shaded look."
- msgstr ""
- "Si [code]true[/code] los normales de la esfera se fijan para dar un efecto "
- "suave haciendo que la esfera parezca redondeada. Si [code]false[/code] la "
- "esfera tendrá un aspecto de sombra plana."
- #: modules/csg/doc_classes/CSGTorus.xml
- msgid "A CSG Torus shape."
- msgstr "Una forma de Toroide CSG."
- #: modules/csg/doc_classes/CSGTorus.xml
- msgid ""
- "This node allows you to create a torus for use with the CSG system.\n"
- "[b]Note:[/b] CSG nodes are intended to be used for level prototyping. "
- "Creating CSG nodes has a significant CPU cost compared to creating a "
- "[MeshInstance] with a [PrimitiveMesh]. Moving a CSG node within another CSG "
- "node also has a significant CPU cost, so it should be avoided during "
- "gameplay."
- msgstr ""
- #: modules/csg/doc_classes/CSGTorus.xml
- msgid "The inner radius of the torus."
- msgstr "El radio interior del toroide."
- #: modules/csg/doc_classes/CSGTorus.xml
- msgid "The material used to render the torus."
- msgstr "El material utilizado para la fabricación del toroide."
- #: modules/csg/doc_classes/CSGTorus.xml
- msgid "The outer radius of the torus."
- msgstr "El radio exterior del toroide."
- #: modules/csg/doc_classes/CSGTorus.xml
- msgid "The number of edges each ring of the torus is constructed of."
- msgstr "El número de bordes con que se construye cada anillo del toroide."
- #: modules/csg/doc_classes/CSGTorus.xml
- msgid "The number of slices the torus is constructed of."
- msgstr "El número de piezas de las que está construido el toroide."
- #: modules/csg/doc_classes/CSGTorus.xml
- msgid ""
- "If [code]true[/code] the normals of the torus are set to give a smooth "
- "effect making the torus seem rounded. If [code]false[/code] the torus will "
- "have a flat shaded look."
- msgstr ""
- "Si [code]true[/code] las normales del toro se fijan para dar un efecto suave "
- "haciendo que el toro parezca redondeado. Si [code]false[/code] el toro "
- "tendrá un aspecto de sombra plana."
- #: modules/mono/doc_classes/CSharpScript.xml
- msgid ""
- "A script implemented in the C# programming language (Mono-enabled builds "
- "only)."
- msgstr ""
- "Un script implementado en el lenguaje de programación C# (sólo para "
- "construcciones habilitadas en mono)."
- #: modules/mono/doc_classes/CSharpScript.xml
- 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"
- "See also [GodotSharp]."
- msgstr ""
- "Esta clase representa un guión de C#. Es el equivalente en C# de la clase "
- "[GDScript] y sólo está disponible en construcciones Godot habilitadas para "
- "Mono.\n"
- "Vea también [GodotSharp]."
- #: modules/mono/doc_classes/CSharpScript.xml
- #: modules/gdnative/doc_classes/PluginScript.xml
- msgid "Returns a new instance of the script."
- msgstr "Devuelve una nueva instancia del script."
- #: doc/classes/CubeMap.xml
- msgid "A CubeMap is a 6-sided 3D texture."
- msgstr ""
- #: doc/classes/CubeMap.xml
- msgid ""
- "A 6-sided 3D texture typically used for faking reflections. It can be used "
- "to make an object look as if it's reflecting its surroundings. This usually "
- "delivers much better performance than other reflection methods."
- msgstr ""
- #: doc/classes/CubeMap.xml
- #, fuzzy
- msgid "Returns the [CubeMap]'s height."
- msgstr "Devuelve la altura de la imagen."
- #: doc/classes/CubeMap.xml
- #, fuzzy
- msgid ""
- "Returns an [Image] for a side of the [CubeMap] using one of the [enum Side] "
- "constants."
- msgstr ""
- "Establece el modo corporal usando una de las constantes de [enum BodyMode]."
- #: doc/classes/CubeMap.xml
- #, fuzzy
- msgid "Returns the [CubeMap]'s width."
- msgstr "Devuelve el ancho de la imagen."
- #: doc/classes/CubeMap.xml
- #, fuzzy
- msgid ""
- "Sets an [Image] for a side of the [CubeMap] using one of the [enum Side] "
- "constants."
- msgstr ""
- "Establece el modo corporal usando una de las constantes de [enum BodyMode]."
- #: doc/classes/CubeMap.xml
- #, fuzzy
- msgid ""
- "The render flags for the [CubeMap]. See the [enum Flags] constants for "
- "details."
- msgstr ""
- "La alineación de todas las pestañas en el contenedor de pestañas. Vea las "
- "constantes [enum TabAlign] para más detalles."
- #: doc/classes/CubeMap.xml
- msgid ""
- "The lossy storage quality of the [CubeMap] if the storage mode is set to "
- "[constant STORAGE_COMPRESS_LOSSY]."
- msgstr ""
- #: doc/classes/CubeMap.xml
- #, fuzzy
- msgid "The [CubeMap]'s storage mode. See [enum Storage] constants."
- msgstr ""
- "El punto de anclaje de Camera2D. Ver las constantes de [enum AnchorMode]."
- #: doc/classes/CubeMap.xml
- msgid "Store the [CubeMap] without any compression."
- msgstr ""
- #: doc/classes/CubeMap.xml
- msgid "Store the [CubeMap] with strong compression that reduces image quality."
- msgstr ""
- #: doc/classes/CubeMap.xml
- msgid ""
- "Store the [CubeMap] with moderate compression that doesn't reduce image "
- "quality."
- msgstr ""
- #: doc/classes/CubeMap.xml
- #, fuzzy
- msgid "Identifier for the left face of the [CubeMap]."
- msgstr "Invierte las caras de la malla."
- #: doc/classes/CubeMap.xml
- #, fuzzy
- msgid "Identifier for the right face of the [CubeMap]."
- msgstr "Invierte las caras de la malla."
- #: doc/classes/CubeMap.xml
- msgid "Identifier for the bottom face of the [CubeMap]."
- msgstr ""
- #: doc/classes/CubeMap.xml
- #, fuzzy
- msgid "Identifier for the top face of the [CubeMap]."
- msgstr "Invierte las caras de la malla."
- #: doc/classes/CubeMap.xml
- #, fuzzy
- msgid "Identifier for the front face of the [CubeMap]."
- msgstr "Invierte las caras de la malla."
- #: doc/classes/CubeMap.xml
- #, fuzzy
- msgid "Identifier for the back face of the [CubeMap]."
- msgstr "Invierte las caras de la malla."
- #: doc/classes/CubeMap.xml
- msgid "Generate mipmaps, to enable smooth zooming out of the texture."
- msgstr ""
- #: doc/classes/CubeMap.xml
- msgid "Repeat (instead of clamp to edge)."
- msgstr ""
- #: doc/classes/CubeMap.xml
- msgid "Turn on magnifying filter, to enable smooth zooming in of the texture."
- msgstr ""
- #: doc/classes/CubeMap.xml
- msgid "Default flags. Generate mipmaps, repeat, and filter are enabled."
- msgstr ""
- #: doc/classes/CubeMesh.xml
- msgid "Generate an axis-aligned cuboid [PrimitiveMesh]."
- msgstr "Generar un cuboide alineado con el eje [PrimitiveMesh]."
- #: doc/classes/CubeMesh.xml
- #, fuzzy
- msgid ""
- "Generate an axis-aligned cuboid [PrimitiveMesh].\n"
- "The cube's UV layout is arranged in a 3×2 layout that allows texturing each "
- "face individually. To apply the same texture on all faces, change the "
- "material's UV property to [code]Vector3(3, 2, 1)[/code].\n"
- "[b]Note:[/b] When using a large textured [CubeMesh] (e.g. as a floor), you "
- "may stumble upon UV jittering issues depending on the camera angle. To solve "
- "this, increase [member subdivide_depth], [member subdivide_height] and "
- "[member subdivide_width] until you no longer notice UV jittering."
- msgstr ""
- "Generar un cuboide alineado con el eje [PrimitiveMesh].\n"
- "El diseño UV del cubo está dispuesto en una disposición de 3×2 que permite "
- "texturizar cada cara individualmente. Para aplicar la misma textura en todas "
- "las caras, cambia la propiedad UV del material a [code]Vector3(3, 2, 1)[/"
- "code]."
- #: doc/classes/CubeMesh.xml
- msgid "Size of the cuboid mesh."
- msgstr "El tamaño de la malla del cuboide."
- #: doc/classes/CubeMesh.xml
- msgid "Number of extra edge loops inserted along the Z axis."
- msgstr "Número de bucles de borde extra insertados a lo largo del eje Z."
- #: doc/classes/CubeMesh.xml
- msgid "Number of extra edge loops inserted along the Y axis."
- msgstr "Número de bucles de borde extra insertados a lo largo del eje Y."
- #: doc/classes/CubeMesh.xml
- msgid "Number of extra edge loops inserted along the X axis."
- msgstr "Número de bucles de borde extra insertados a lo largo del eje X."
- #: doc/classes/CullInstance.xml
- msgid "Parent of all nodes that can be culled by the Portal system."
- msgstr ""
- #: doc/classes/CullInstance.xml
- msgid ""
- "Provides common functionality to nodes that can be culled by the [Portal] "
- "system.\n"
- "[code]Static[/code] and [code]Dynamic[/code] objects are the most "
- "efficiently managed objects in the system, but there are some caveats. They "
- "are expected to be present initially when [Room]s are converted using the "
- "[RoomManager] [code]rooms_convert[/code] function, and their lifetime should "
- "be the same as the game level (i.e. present until you call "
- "[code]rooms_clear[/code] on the [RoomManager]. Although you shouldn't "
- "create / delete these objects during gameplay, you can manage their "
- "visibility with the standard [code]hide[/code] and [code]show[/code] "
- "commands.\n"
- "[code]Roaming[/code] objects on the other hand, require extra processing to "
- "keep track of which [Room] they are within. This enables them to be culled "
- "effectively, wherever they are.\n"
- "[code]Global[/code] objects are not culled by the portal system, and use "
- "view frustum culling only.\n"
- "Objects that are not [code]Static[/code] or [code]Dynamic[/code] can be "
- "freely created and deleted during the lifetime of the game level."
- msgstr ""
- #: doc/classes/CullInstance.xml
- msgid ""
- "This allows fine control over the mesh merging feature in the "
- "[RoomManager].\n"
- "Setting this option to [code]false[/code] can be used to prevent an instance "
- "being merged."
- msgstr ""
- #: doc/classes/CullInstance.xml
- msgid ""
- "When set to [code]0[/code], [CullInstance]s will be autoplaced in the [Room] "
- "with the highest priority.\n"
- "When set to a value other than [code]0[/code], the system will attempt to "
- "autoplace in a [Room] with the [code]autoplace_priority[/code], if it is "
- "present.\n"
- "This can be used to control autoplacement of building exteriors in an outer "
- "[RoomGroup]."
- msgstr ""
- #: doc/classes/CullInstance.xml
- msgid ""
- "When a manual bound has not been explicitly specified for a [Room], the "
- "convex hull bound will be estimated from the geometry of the objects within "
- "the room. This setting determines whether the geometry of an object is "
- "included in this estimate of the room bound.\n"
- "[b]Note:[/b] This setting is only relevant when the object is set to "
- "[code]PORTAL_MODE_STATIC[/code] or [code]PORTAL_MODE_DYNAMIC[/code], and for "
- "[Portal]s."
- msgstr ""
- #: doc/classes/CullInstance.xml
- msgid ""
- "When using [Room]s and [Portal]s, this specifies how the [CullInstance] is "
- "processed in the system."
- msgstr ""
- #: doc/classes/CullInstance.xml
- msgid ""
- "Use for instances within [Room]s that will [b]not move[/b] - e.g. walls, "
- "floors.\n"
- "[b]Note:[/b] If you attempt to delete a [code]PORTAL_MODE_STATIC[/code] "
- "instance while the room graph is loaded (converted), it will unload the room "
- "graph and deactivate portal culling. This is because the [b]room graph[/b] "
- "data has been invalidated. You will need to reconvert the rooms using the "
- "[RoomManager] to activate the system again."
- msgstr ""
- #: doc/classes/CullInstance.xml
- msgid ""
- "Use for instances within rooms that will move but [b]not change room[/b] - e."
- "g. moving platforms.\n"
- "[b]Note:[/b] If you attempt to delete a [code]PORTAL_MODE_DYNAMIC[/code] "
- "instance while the room graph is loaded (converted), it will unload the room "
- "graph and deactivate portal culling. This is because the [b]room graph[/b] "
- "data has been invalidated. You will need to reconvert the rooms using the "
- "[RoomManager] to activate the system again."
- msgstr ""
- #: doc/classes/CullInstance.xml
- msgid "Use for instances that will move [b]between[/b] [Room]s - e.g. players."
- msgstr ""
- #: doc/classes/CullInstance.xml
- msgid ""
- "Use for instances that will be frustum culled only - e.g. first person "
- "weapon, debug."
- msgstr ""
- #: doc/classes/CullInstance.xml
- msgid ""
- "Use for instances that will not be shown at all - e.g. [b]manual room "
- "bounds[/b] (specified by prefix [i]'Bound_'[/i])."
- msgstr ""
- #: doc/classes/Curve.xml
- msgid "A mathematic curve."
- msgstr "Una curva matemática."
- #: doc/classes/Curve.xml
- #, fuzzy
- msgid ""
- "A curve that can be saved and re-used for other objects. By default, it "
- "ranges between [code]0[/code] and [code]1[/code] on the Y axis and positions "
- "points relative to the [code]0.5[/code] Y position.\n"
- "See also [Gradient] which is designed for color interpolation. See also "
- "[Curve2D] and [Curve3D]."
- msgstr ""
- "Una curva que puede ser guardada y reutilizada para otros objetos. Por "
- "defecto, oscila entre [code]0[/code] y [code]1[/code] en el eje Y y "
- "posiciona los puntos relativos a la posición [code]0,5[/code] Y."
- #: doc/classes/Curve.xml
- msgid ""
- "Adds a point to the curve. For each side, if the [code]*_mode[/code] is "
- "[constant TANGENT_LINEAR], the [code]*_tangent[/code] angle (in degrees) "
- "uses the slope of the curve halfway to the adjacent point. Allows custom "
- "assignments to the [code]*_tangent[/code] angle if [code]*_mode[/code] is "
- "set to [constant TANGENT_FREE]."
- msgstr ""
- "Añade un punto a la curva. Para cada lado, si el [code]*_mode[/code] es "
- "[constant TANGENT_LINEAR], el ángulo [code]*_tangent[/code] (en grados) "
- "utiliza la pendiente de la curva a mitad de camino del punto adyacente. "
- "Permite asignaciones personalizadas al ángulo [code]*_tangent[/code] si "
- "[code]*_mode[/code] se establece en [constant TANGENT_FREE]."
- #: doc/classes/Curve.xml
- msgid "Recomputes the baked cache of points for the curve."
- msgstr "Recompone la ca ché de puntos cocinada para la curva."
- #: doc/classes/Curve.xml
- msgid ""
- "Removes points that are closer than [code]CMP_EPSILON[/code] (0.00001) units "
- "to their neighbor on the curve."
- msgstr ""
- "Elimina los puntos que están más cerca de las unidades [code]CMP_EPSILON[/"
- "code] (0.00001) de su vecino en la curva."
- #: doc/classes/Curve.xml doc/classes/Curve2D.xml doc/classes/Curve3D.xml
- msgid "Removes all points from the curve."
- msgstr "Elimina todos los puntos de la curva."
- #: doc/classes/Curve.xml doc/classes/Curve2D.xml doc/classes/Curve3D.xml
- msgid "Returns the number of points describing the curve."
- msgstr "Devuelve el número de puntos que describen la curva."
- #: doc/classes/Curve.xml
- msgid ""
- "Returns the left [enum TangentMode] for the point at [code]index[/code]."
- msgstr ""
- "Devuelve la izquierda [enum TangentMode] para el punto en [code]index[/code]."
- #: doc/classes/Curve.xml
- msgid ""
- "Returns the left tangent angle (in degrees) for the point at [code]index[/"
- "code]."
- msgstr ""
- "Devuelve el ángulo de la tangente izquierda (en grados) para el punto en "
- "[code]index[/code]."
- #: doc/classes/Curve.xml
- msgid "Returns the curve coordinates for the point at [code]index[/code]."
- msgstr ""
- "Devuelve las coordenadas de la curva para el punto en [code]index[/code]."
- #: doc/classes/Curve.xml
- msgid ""
- "Returns the right [enum TangentMode] for the point at [code]index[/code]."
- msgstr ""
- "Devuelve el derecho [enum TangentMode] para el punto en [code]index[/code]."
- #: doc/classes/Curve.xml
- msgid ""
- "Returns the right tangent angle (in degrees) for the point at [code]index[/"
- "code]."
- msgstr ""
- "Devuelve el ángulo de la tangente derecha (en grados) para el punto en "
- "[code]index[/code]."
- #: doc/classes/Curve.xml
- msgid ""
- "Returns the Y value for the point that would exist at the X position "
- "[code]offset[/code] along the curve."
- msgstr ""
- "Devuelve el valor de Y para el punto que existiría en la posición X "
- "[code]offset[/code] a lo largo de la curva."
- #: doc/classes/Curve.xml
- msgid ""
- "Returns the Y value for the point that would exist at the X position "
- "[code]offset[/code] along the curve using the baked cache. Bakes the curve's "
- "points if not already baked."
- msgstr ""
- "Devuelve el valor de Y para el punto que existiría en la posición X "
- "[code]offset[/code] a lo largo de la curva usando la caché cocinada. Cocina "
- "los puntos de la curva si no están ya cocinados."
- #: doc/classes/Curve.xml
- msgid "Removes the point at [code]index[/code] from the curve."
- msgstr "Elimina el punto de [code]index[/code] de la curva."
- #: doc/classes/Curve.xml
- msgid ""
- "Sets the left [enum TangentMode] for the point at [code]index[/code] to "
- "[code]mode[/code]."
- msgstr ""
- "Establece el [enum TangentMode] izquierdo para el punto en [code]index[/"
- "code] a [code]mode[/code]."
- #: doc/classes/Curve.xml
- msgid ""
- "Sets the left tangent angle for the point at [code]index[/code] to "
- "[code]tangent[/code]."
- msgstr ""
- "Establece el ángulo de la tangente izquierda del punto en [code]index[/code] "
- "a [code]tangent[/code]."
- #: doc/classes/Curve.xml
- msgid "Sets the offset from [code]0.5[/code]."
- msgstr "Establece el desplazamiento a [code]0.5[/code]."
- #: doc/classes/Curve.xml
- msgid ""
- "Sets the right [enum TangentMode] for the point at [code]index[/code] to "
- "[code]mode[/code]."
- msgstr ""
- "Establece el [enum TangentMode] derecho para el punto de [code]index[/code] "
- "a [code]mode[/code]."
- #: doc/classes/Curve.xml
- msgid ""
- "Sets the right tangent angle for the point at [code]index[/code] to "
- "[code]tangent[/code]."
- msgstr ""
- "Establece el ángulo de la tangente derecha para el punto en [code]index[/"
- "code] a [code]tangent[/code]."
- #: doc/classes/Curve.xml
- msgid ""
- "Assigns the vertical position [code]y[/code] to the point at [code]index[/"
- "code]."
- msgstr ""
- "Asigna la posición vertical [code]y[/code] al punto de [code]index[/code]."
- #: doc/classes/Curve.xml
- msgid "The number of points to include in the baked (i.e. cached) curve data."
- msgstr ""
- "El número de puntos a incluir en los datos de la curva cocinados (es decir, "
- "en caché)."
- #: doc/classes/Curve.xml
- msgid "The maximum value the curve can reach."
- msgstr "El valor máximo que puede alcanzar la curva."
- #: doc/classes/Curve.xml
- msgid "The minimum value the curve can reach."
- msgstr "El valor mínimo que la curva puede alcanzar."
- #: doc/classes/Curve.xml
- msgid "Emitted when [member max_value] or [member min_value] is changed."
- msgstr "Emitido cuando se cambia [member max_value] o [member min_value]."
- #: doc/classes/Curve.xml
- msgid "The tangent on this side of the point is user-defined."
- msgstr "La tangente de este lado del punto es definida por el usuario."
- #: doc/classes/Curve.xml
- msgid ""
- "The curve calculates the tangent on this side of the point as the slope "
- "halfway towards the adjacent point."
- msgstr ""
- "La curva calcula la tangente de este lado del punto como la pendiente a "
- "mitad de camino hacia el punto adyacente."
- #: doc/classes/Curve.xml
- msgid "The total number of available tangent modes."
- msgstr "El número total de modos tangentes disponibles."
- #: doc/classes/Curve2D.xml
- msgid "Describes a Bézier curve in 2D space."
- msgstr "Describe una curva de Bézier en el espacio 2D."
- #: doc/classes/Curve2D.xml
- msgid ""
- "This class describes a Bézier curve in 2D space. It is mainly used to give a "
- "shape to a [Path2D], but can be manually sampled for other purposes.\n"
- "It keeps a cache of precalculated points along the curve, to speed up "
- "further calculations."
- msgstr ""
- "Esta clase describe una curva de Bézier en el espacio 2D. Se utiliza "
- "principalmente para dar una forma a un [Path2D], pero puede ser muestreada "
- "manualmente para otros propósitos.\n"
- "Mantiene un cacheo de puntos precalculados a lo largo de la curva, para "
- "acelerar los cálculos."
- #: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
- #, fuzzy
- msgid ""
- "Adds a point with the specified [code]position[/code] relative to the "
- "curve's own position, with control points [code]in[/code] and [code]out[/"
- "code]. Appends the new point at the end of the point list.\n"
- "If [code]index[/code] is given, the new point is inserted before the "
- "existing point identified by index [code]index[/code]. Every existing point "
- "starting from [code]index[/code] is shifted further down the list of points. "
- "The index must be greater than or equal to [code]0[/code] and must not "
- "exceed the number of existing points in the line. See [method "
- "get_point_count]."
- msgstr ""
- "Añade un punto a una curva en la posición [code]position[/code], con puntos "
- "de control [code]in[/code] y [code]out[/code].\n"
- "Si se da [code]at_position[/code], el punto se inserta antes del número de "
- "punto [code]at_position[/code], desplazando ese punto (y todos los puntos "
- "posteriores) después del punto insertado. Si no se da [code]at_position[/"
- "code], o es un valor ilegal ([code]at_position <0[/code] o [code]at_position "
- ">= [method get_point_count][/code]), el punto se añadirá al final de la "
- "lista de puntos."
- #: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
- msgid ""
- "Returns the total length of the curve, based on the cached points. Given "
- "enough density (see [member bake_interval]), it should be approximate enough."
- msgstr ""
- "Devuelve la longitud total de la curva, basada en los puntos cacheados. Si "
- "se le da suficiente densidad (ver [member bake_interval]), debe ser bastante "
- "aproximada."
- #: doc/classes/Curve2D.xml
- #, fuzzy
- msgid "Returns the cache of points as a [PoolVector2Array]."
- msgstr "Devuelve el caché de puntos como un [PackedVector2Array]."
- #: doc/classes/Curve2D.xml
- msgid ""
- "Returns the closest offset to [code]to_point[/code]. This offset is meant to "
- "be used in [method interpolate_baked].\n"
- "[code]to_point[/code] must be in this curve's local space."
- msgstr ""
- "Devuelve el desplazamiento más cercano a [code]to_point[/code]. Este "
- "desplazamiento está destinado a ser utilizado en [method "
- "interpolate_baked].\n"
- "[code]to_point[/code] debe estar en el espacio local de esta curva."
- #: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
- #, fuzzy
- msgid ""
- "Returns the closest baked point (in curve's local space) to [code]to_point[/"
- "code].\n"
- "[code]to_point[/code] must be in this curve's local space."
- msgstr ""
- "Devuelve el punto más cercano (en el espacio local de la curva) a "
- "[code]to_point[/code].\n"
- "[code]to_point[/code] debe estar en el espacio local de esta curva."
- #: doc/classes/Curve2D.xml
- #, fuzzy
- msgid ""
- "Returns the position of the control point leading to the vertex [code]idx[/"
- "code]. The returned position is relative to the vertex [code]idx[/code]. If "
- "the index is out of bounds, the function sends an error to the console, and "
- "returns [code](0, 0)[/code]."
- msgstr ""
- "Devuelve la posición del punto de control que sale del vértice [code]idx[/"
- "code]. Si el índice está fuera de los límites, la función envía un error a "
- "la consola, y devuelve [code](0, 0)[/code]."
- #: doc/classes/Curve2D.xml
- #, fuzzy
- msgid ""
- "Returns the position of the control point leading out of the vertex "
- "[code]idx[/code]. The returned position is relative to the vertex [code]idx[/"
- "code]. If the index is out of bounds, the function sends an error to the "
- "console, and returns [code](0, 0)[/code]."
- msgstr ""
- "Devuelve la posición del punto de control que sale del vértice [code]idx[/"
- "code]. Si el índice está fuera de los límites, la función envía un error a "
- "la consola, y devuelve [code](0, 0)[/code]."
- #: doc/classes/Curve2D.xml
- msgid ""
- "Returns the position of the vertex [code]idx[/code]. If the index is out of "
- "bounds, the function sends an error to the console, and returns [code](0, 0)"
- "[/code]."
- msgstr ""
- "Devuelve la posición del vértice [code]idx[/code]. Si el índice está fuera "
- "de los límites, la función envía un error a la consola, y devuelve [code](0, "
- "0)[/code]."
- #: doc/classes/Curve2D.xml
- msgid ""
- "Returns the position between the vertex [code]idx[/code] and the vertex "
- "[code]idx + 1[/code], where [code]t[/code] controls if the point is the "
- "first vertex ([code]t = 0.0[/code]), the last vertex ([code]t = 1.0[/code]), "
- "or in between. Values of [code]t[/code] outside the range ([code]0.0 >= t "
- "<=1[/code]) give strange, but predictable results.\n"
- "If [code]idx[/code] is out of bounds it is truncated to the first or last "
- "vertex, and [code]t[/code] is ignored. If the curve has no points, the "
- "function sends an error to the console, and returns [code](0, 0)[/code]."
- msgstr ""
- "Devuelve la posición entre el vértice [code]idx[/code] y el vértice "
- "[code]idx + 1[/code], donde [code]t[/code] controla si el punto es el primer "
- "vértice ([code]t = 0.0[/code]), el último vértice ([code]t = 1.0[/code]), o "
- "en medio. Los valores de [code]t[/code] fuera del rango ([code]0.0 >= t <=1[/"
- "code]) dan resultados extraños, pero predecibles.\n"
- "Si [code]idx[/code] está fuera de los límites se trunca el primer o último "
- "vértice, y [code]t[/code] se ignora. Si la curva no tiene puntos, la función "
- "envía un error a la consola, y devuelve [code](0, 0)[/code]."
- #: doc/classes/Curve2D.xml
- msgid ""
- "Returns a point within the curve at position [code]offset[/code], where "
- "[code]offset[/code] is measured as a pixel distance along the curve.\n"
- "To do that, it finds the two cached points where the [code]offset[/code] "
- "lies between, then interpolates the values. This interpolation is cubic if "
- "[code]cubic[/code] is set to [code]true[/code], or linear if set to "
- "[code]false[/code].\n"
- "Cubic interpolation tends to follow the curves better, but linear is faster "
- "(and often, precise enough)."
- msgstr ""
- "Devuelve un punto dentro de la curva en la posición [code]offset[/code], "
- "donde [code]offset[/code] se mide como una distancia en píxeles a lo largo "
- "de la curva.\n"
- "Para ello, encuentra los dos puntos en caché entre los que se encuentra "
- "[code]offset[/code], e interpola los valores. Esta interpolación es cúbica "
- "si [code]cubic[/code] se establece en [code]true[/code], o lineal si se "
- "establece en [code]false[/code].\n"
- "La interpolación cúbica tiende a seguir mejor las curvas, pero la lineal es "
- "más rápida (y a menudo, suficientemente precisa)."
- #: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
- msgid ""
- "Returns the position at the vertex [code]fofs[/code]. It calls [method "
- "interpolate] using the integer part of [code]fofs[/code] as [code]idx[/"
- "code], and its fractional part as [code]t[/code]."
- msgstr ""
- "Devuelve la posición en el vértice [code]fofs[/code]. Llama a [method "
- "interpolate] usando la parte entera de [code]fofs[/code] como [code]idx[/"
- "code], y su parte fraccionaria como [code]t[/code]."
- #: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
- msgid ""
- "Deletes the point [code]idx[/code] from the curve. Sends an error to the "
- "console if [code]idx[/code] is out of bounds."
- msgstr ""
- "Suprime el punto [code]idx[/code] de la curva. Envía un error a la consola "
- "si [code]idx[/code] está fuera de los límites."
- #: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
- #, fuzzy
- msgid ""
- "Sets the position of the control point leading to the vertex [code]idx[/"
- "code]. If the index is out of bounds, the function sends an error to the "
- "console. The position is relative to the vertex."
- msgstr ""
- "Establece la posición del punto de control que conduce al vértice [code]idx[/"
- "code]. Si el índice está fuera de los límites, la función envía un error a "
- "la consola."
- #: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
- #, fuzzy
- msgid ""
- "Sets the position of the control point leading out of the vertex [code]idx[/"
- "code]. If the index is out of bounds, the function sends an error to the "
- "console. The position is relative to the vertex."
- msgstr ""
- "Establece la posición del punto de control que sale del vértice [code]idx[/"
- "code]. Si el índice está fuera de los límites, la función envía un error a "
- "la consola."
- #: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
- msgid ""
- "Sets the position for the vertex [code]idx[/code]. If the index is out of "
- "bounds, the function sends an error to the console."
- msgstr ""
- "Establece la posición del vértice [code]idx[/code]. Si el índice está fuera "
- "de los límites, la función envía un error a la consola."
- #: doc/classes/Curve2D.xml doc/classes/Curve3D.xml
- msgid ""
- "Returns a list of points along the curve, with a curvature controlled point "
- "density. That is, the curvier parts will have more points than the "
- "straighter parts.\n"
- "This approximation makes straight segments between each point, then "
- "subdivides those segments until the resulting shape is similar enough.\n"
- "[code]max_stages[/code] controls how many subdivisions a curve segment may "
- "face before it is considered approximate enough. Each subdivision splits the "
- "segment in half, so the default 5 stages may mean up to 32 subdivisions per "
- "curve segment. Increase with care!\n"
- "[code]tolerance_degrees[/code] controls how many degrees the midpoint of a "
- "segment may deviate from the real curve, before the segment has to be "
- "subdivided."
- msgstr ""
- "Devuelve una lista de puntos a lo largo de la curva, con una densidad de "
- "puntos controlada por la curvatura. Es decir, las partes más curvadas "
- "tendrán más puntos que las partes más rectas.\n"
- "Esta aproximación hace segmentos rectos entre cada punto, luego subdivide "
- "esos segmentos hasta que la forma resultante es lo suficientemente similar.\n"
- "[code]max_stages[/code] controla cuántas subdivisiones puede afrontar un "
- "segmento de curva antes de que se considere suficientemente aproximado. Cada "
- "subdivisión divide el segmento por la mitad, por lo que las 5 etapas "
- "predeterminadas pueden significar hasta 32 subdivisiones por segmento de "
- "curva. Aumenta con cuidado!\n"
- "[code]tolerance_degrees[/code] controla cuántos grados puede desviarse el "
- "punto medio de un segmento de la curva real, antes de que el segmento tenga "
- "que ser subdividido."
- #: doc/classes/Curve2D.xml
- msgid ""
- "The distance in pixels between two adjacent cached points. Changing it "
- "forces the cache to be recomputed the next time the [method "
- "get_baked_points] or [method get_baked_length] function is called. The "
- "smaller the distance, the more points in the cache and the more memory it "
- "will consume, so use with care."
- msgstr ""
- "La distancia en píxeles entre dos puntos cacheados adyacentes. Cambiarlo "
- "obliga a recomponer la caché la próxima vez que se llame a la función "
- "[method get_baked_points] o [method get_baked_length]. Cuanto menor sea la "
- "distancia, más puntos en el cache y más memoria consumirá, así que úsala con "
- "cuidado."
- #: doc/classes/Curve3D.xml
- msgid "Describes a Bézier curve in 3D space."
- msgstr "Describe una curva de Bézier en el espacio 3D."
- #: doc/classes/Curve3D.xml
- #, fuzzy
- msgid ""
- "This class describes a Bézier curve in 3D space. It is mainly used to give a "
- "shape to a [Path], but can be manually sampled for other purposes.\n"
- "It keeps a cache of precalculated points along the curve, to speed up "
- "further calculations."
- msgstr ""
- "Esta clase describe una curva Bézier en el espacio 3D. Se utiliza "
- "principalmente para dar una forma a un [Path], pero puede ser muestreada "
- "manualmente para otros propósitos.\n"
- "Mantiene un cacheo de puntos precalculados a lo largo de la curva, para "
- "acelerar los cálculos posteriores."
- #: doc/classes/Curve3D.xml
- #, fuzzy
- msgid "Returns the cache of points as a [PoolVector3Array]."
- msgstr "Devuelve el caché de puntos como un [PackedVector3Array]."
- #: doc/classes/Curve3D.xml
- #, fuzzy
- msgid "Returns the cache of tilts as a [PoolRealArray]."
- msgstr "Devuelve el caché de inclinaciones como un [PackedFloat32Array]."
- #: doc/classes/Curve3D.xml
- #, fuzzy
- msgid ""
- "Returns the cache of up vectors as a [PoolVector3Array].\n"
- "If [member up_vector_enabled] is [code]false[/code], the cache will be empty."
- msgstr ""
- "Devuelve la caché de los vectores como un [PackedVector3Array].\n"
- "Si [member up_vector_enabled] es [code]false[/code], el caché estará vacío."
- #: doc/classes/Curve3D.xml
- msgid ""
- "Returns the closest offset to [code]to_point[/code]. This offset is meant to "
- "be used in [method interpolate_baked] or [method "
- "interpolate_baked_up_vector].\n"
- "[code]to_point[/code] must be in this curve's local space."
- msgstr ""
- "Devuelve el desplazamiento más cercano a [code]to_point[/code]. Este "
- "desplazamiento está destinado a ser utilizado en [method interpolate_baked] "
- "o [method interpolate_baked_up_vector].\n"
- "[code]to_point[/code] debe estar en el espacio local de esta curva."
- #: doc/classes/Curve3D.xml
- #, fuzzy
- msgid ""
- "Returns the position of the control point leading to the vertex [code]idx[/"
- "code]. The returned position is relative to the vertex [code]idx[/code]. If "
- "the index is out of bounds, the function sends an error to the console, and "
- "returns [code](0, 0, 0)[/code]."
- msgstr ""
- "Devuelve la posición del punto de control que sale del vértice [code]idx[/"
- "code]. Si el índice está fuera de los límites, la función envía un error a "
- "la consola, y devuelve [code](0, 0, 0)[/code]."
- #: doc/classes/Curve3D.xml
- #, fuzzy
- msgid ""
- "Returns the position of the control point leading out of the vertex "
- "[code]idx[/code]. The returned position is relative to the vertex [code]idx[/"
- "code]. If the index is out of bounds, the function sends an error to the "
- "console, and returns [code](0, 0, 0)[/code]."
- msgstr ""
- "Devuelve la posición del punto de control que sale del vértice [code]idx[/"
- "code]. Si el índice está fuera de los límites, la función envía un error a "
- "la consola, y devuelve [code](0, 0, 0)[/code]."
- #: doc/classes/Curve3D.xml
- msgid ""
- "Returns the position of the vertex [code]idx[/code]. If the index is out of "
- "bounds, the function sends an error to the console, and returns [code](0, 0, "
- "0)[/code]."
- msgstr ""
- "Devuelve la posición del vértice [code]idx[/code]. Si el índice está fuera "
- "de los límites, la función envía un error a la consola, y devuelve [code](0, "
- "0, 0)[/code]."
- #: doc/classes/Curve3D.xml
- msgid ""
- "Returns the tilt angle in radians for the point [code]idx[/code]. If the "
- "index is out of bounds, the function sends an error to the console, and "
- "returns [code]0[/code]."
- msgstr ""
- "Devuelve el ángulo de inclinación en radianes para el punto [code]idx[/"
- "code]. Si el índice está fuera de los límites, la función envía un error a "
- "la consola, y devuelve [code]0[/code]."
- #: doc/classes/Curve3D.xml
- msgid ""
- "Returns the position between the vertex [code]idx[/code] and the vertex "
- "[code]idx + 1[/code], where [code]t[/code] controls if the point is the "
- "first vertex ([code]t = 0.0[/code]), the last vertex ([code]t = 1.0[/code]), "
- "or in between. Values of [code]t[/code] outside the range ([code]0.0 >= t "
- "<=1[/code]) give strange, but predictable results.\n"
- "If [code]idx[/code] is out of bounds it is truncated to the first or last "
- "vertex, and [code]t[/code] is ignored. If the curve has no points, the "
- "function sends an error to the console, and returns [code](0, 0, 0)[/code]."
- msgstr ""
- "Devuelve la posición entre el vértice [code]idx[/code] y el vértice "
- "[code]idx + 1[/code], donde [code]t[/code] controla si el punto es el primer "
- "vértice ([code]t = 0.0[/code]), el último vértice ([code]t = 1.0[/code]), o "
- "en medio. Los valores de [code]t[/code] fuera del rango ([code]0.0 >= t <=1[/"
- "code]) dan resultados extraños, pero predecibles.\n"
- "Si [code]idx[/code] está fuera de los límites se trunca al primer o último "
- "vértice, y [code]t[/code] se ignora. Si la curva no tiene puntos, la función "
- "envía un error a la consola, y devuelve [code](0, 0, 0)[/code]."
- #: doc/classes/Curve3D.xml
- #, fuzzy
- msgid ""
- "Returns a point within the curve at position [code]offset[/code], where "
- "[code]offset[/code] is measured as a distance in 3D units along the curve.\n"
- "To do that, it finds the two cached points where the [code]offset[/code] "
- "lies between, then interpolates the values. This interpolation is cubic if "
- "[code]cubic[/code] is set to [code]true[/code], or linear if set to "
- "[code]false[/code].\n"
- "Cubic interpolation tends to follow the curves better, but linear is faster "
- "(and often, precise enough)."
- msgstr ""
- "Devuelve un punto dentro de la curva en la posición [code]offset[/code], "
- "donde [code]offset[/code] se mide como una distancia en píxeles a lo largo "
- "de la curva.\n"
- "Para ello, encuentra los dos puntos en caché entre los que se encuentra "
- "[code]offset[/code], e interpola los valores. Esta interpolación es cúbica "
- "si [code]cubic[/code] se establece en [code]true[/code], o lineal si se "
- "establece en [code]false[/code].\n"
- "La interpolación cúbica tiende a seguir mejor las curvas, pero la lineal es "
- "más rápida (y a menudo, suficientemente precisa)."
- #: doc/classes/Curve3D.xml
- msgid ""
- "Returns an up vector within the curve at position [code]offset[/code], where "
- "[code]offset[/code] is measured as a distance in 3D units along the curve.\n"
- "To do that, it finds the two cached up vectors where the [code]offset[/code] "
- "lies between, then interpolates the values. If [code]apply_tilt[/code] is "
- "[code]true[/code], an interpolated tilt is applied to the interpolated up "
- "vector.\n"
- "If the curve has no up vectors, the function sends an error to the console, "
- "and returns [code](0, 1, 0)[/code]."
- msgstr ""
- "Devuelve un vector ascendente dentro de la curva en la posición "
- "[code]offset[/code], donde [code]offset[/code] se mide como una distancia en "
- "unidades 3D a lo largo de la curva.\n"
- "Para ello, encuentra los dos vectores ascendentes donde se encuentra el "
- "[code]offset[/code] entre ellos, y luego interpola los valores. Si "
- "[code]apply_tilt[/code] es [code]true[/code], se aplica una inclinación "
- "interpolada al vector interpolado hacia arriba.\n"
- "Si la curva no tiene vectores ascendentes, la función envía un error a la "
- "consola, y devuelve [code](0, 1, 0)[/code]."
- #: doc/classes/Curve3D.xml
- #, fuzzy
- msgid ""
- "Sets the tilt angle in radians for the point [code]idx[/code]. If the index "
- "is out of bounds, the function sends an error to the console.\n"
- "The tilt controls the rotation along the look-at axis an object traveling "
- "the path would have. In the case of a curve controlling a [PathFollow], this "
- "tilt is an offset over the natural tilt the [PathFollow] calculates."
- msgstr ""
- "Establece el ángulo de inclinación en radianes para el punto [code]idx[/"
- "code]. Si el índice está fuera de los límites, la función envía un error a "
- "la consola.\n"
- "La inclinación controla la rotación a lo largo del eje de observación que "
- "tendría un objeto que viajara por el camino. En el caso de una curva que "
- "controla un [PathFollow], esta inclinación es un desplazamiento sobre la "
- "inclinación natural que calcula el [PathFollow]."
- #: doc/classes/Curve3D.xml
- msgid ""
- "The distance in meters between two adjacent cached points. Changing it "
- "forces the cache to be recomputed the next time the [method "
- "get_baked_points] or [method get_baked_length] function is called. The "
- "smaller the distance, the more points in the cache and the more memory it "
- "will consume, so use with care."
- msgstr ""
- "La distancia en metros entre dos puntos cacheados adyacentes. Cambiarlo "
- "obliga a recomponer la caché la próxima vez que se llame a la función "
- "[method get_baked_points] o [method get_baked_length]. Cuanto más pequeña "
- "sea la distancia, más puntos en el cache y más memoria consumirá, así que "
- "úsala con cuidado."
- #: doc/classes/Curve3D.xml
- #, fuzzy
- msgid ""
- "If [code]true[/code], the curve will bake up vectors used for orientation. "
- "This is used when [member PathFollow.rotation_mode] is set to [constant "
- "PathFollow.ROTATION_ORIENTED]. Changing it forces the cache to be recomputed."
- msgstr ""
- "Si [code]true[/code], la curva cocinará los vectores utilizados para la "
- "orientación. Esto se utiliza cuando [member PathFollow3D.rotation_mode] se "
- "establece en [constant PathFollow3D.ROTATION_ORIENTED]. Al cambiarlo se "
- "fuerza a la caché a ser recalculada."
- #: doc/classes/CurveTexture.xml
- msgid "A texture that shows a curve."
- msgstr "Una textura que muestra una curva."
- #: doc/classes/CurveTexture.xml
- msgid ""
- "Renders a given [Curve] provided to it. Simplifies the task of drawing "
- "curves and/or saving them as image files."
- msgstr ""
- "Hace que una determinada [Curve] le sea proporcionada. Simplifica la tarea "
- "de dibujar curvas y/o guardarlas como archivos de imagen."
- #: doc/classes/CurveTexture.xml
- #, fuzzy
- msgid "The [Curve] that is rendered onto the texture."
- msgstr "La [code]curve[/code] renderizada en la textura."
- #: doc/classes/CurveTexture.xml
- msgid ""
- "The width of the texture (in pixels). Higher values make it possible to "
- "represent high-frequency data better (such as sudden direction changes), at "
- "the cost of increased generation time and memory usage."
- msgstr ""
- #: doc/classes/CylinderMesh.xml
- msgid "Class representing a cylindrical [PrimitiveMesh]."
- msgstr "Clase que representa un cilindro [PrimitiveMesh]."
- #: doc/classes/CylinderMesh.xml
- #, fuzzy
- msgid ""
- "Class representing a cylindrical [PrimitiveMesh]. This class can be used to "
- "create cones by setting either the [member top_radius] or [member "
- "bottom_radius] properties to [code]0.0[/code]."
- msgstr ""
- "Clase que representa un cilindro [PrimitiveMesh]. Esta clase puede ser usada "
- "para crear conos estableciendo las propiedades [member top_radius] o [member "
- "bottom_radius] a 0.0."
- #: doc/classes/CylinderMesh.xml
- msgid ""
- "Bottom radius of the cylinder. If set to [code]0.0[/code], the bottom faces "
- "will not be generated, resulting in a conic shape."
- msgstr ""
- #: doc/classes/CylinderMesh.xml
- msgid "Full height of the cylinder."
- msgstr "La altura total del cilindro."
- #: doc/classes/CylinderMesh.xml
- msgid ""
- "Number of radial segments on the cylinder. Higher values result in a more "
- "detailed cylinder/cone at the cost of performance."
- msgstr ""
- #: doc/classes/CylinderMesh.xml
- msgid ""
- "Number of edge rings along the height of the cylinder. Changing [member "
- "rings] does not have any visual impact unless a shader or procedural mesh "
- "tool is used to alter the vertex data. Higher values result in more "
- "subdivisions, which can be used to create smoother-looking effects with "
- "shaders or procedural mesh tools (at the cost of performance). When not "
- "altering the vertex data using a shader or procedural mesh tool, [member "
- "rings] should be kept to its default value."
- msgstr ""
- #: doc/classes/CylinderMesh.xml
- msgid ""
- "Top radius of the cylinder. If set to [code]0.0[/code], the top faces will "
- "not be generated, resulting in a conic shape."
- msgstr ""
- #: doc/classes/CylinderShape.xml
- msgid "Cylinder shape for collisions."
- msgstr "Forma de cilindro para colisiones."
- #: doc/classes/CylinderShape.xml
- msgid ""
- "Cylinder shape for collisions.\n"
- "[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
- "engine, there are several known bugs with cylinder collision shapes. Using "
- "[CapsuleShape] or [BoxShape] instead is recommended."
- msgstr ""
- #: doc/classes/CylinderShape.xml
- msgid "The cylinder's height."
- msgstr "La altura del cilindro."
- #: doc/classes/CylinderShape.xml
- msgid "The cylinder's radius."
- msgstr "El radio del cilindro."
- #: doc/classes/DampedSpringJoint2D.xml
- msgid "Damped spring constraint for 2D physics."
- msgstr "Restricción de muelle amortiguado para la física 2D."
- #: doc/classes/DampedSpringJoint2D.xml
- msgid ""
- "Damped spring constraint for 2D physics. This resembles a spring joint that "
- "always wants to go back to a given length."
- msgstr ""
- "Restricción de muelle amortiguado para la física 2D. Esto se asemeja a una "
- "articulación de resorte que siempre quiere volver a una longitud determinada."
- #: doc/classes/DampedSpringJoint2D.xml
- msgid ""
- "The spring joint's damping ratio. A value between [code]0[/code] and "
- "[code]1[/code]. When the two bodies move into different directions the "
- "system tries to align them to the spring axis again. A high [code]damping[/"
- "code] value forces the attached bodies to align faster."
- msgstr ""
- "El ratio de amortiguación de la articulación del resorte. Un valor entre "
- "[code]0[/code] y [code]1[/code]. Cuando los dos cuerpos se mueven en "
- "direcciones diferentes el sistema intenta alinearlos de nuevo al eje del "
- "resorte. Un valor alto de [code]damping[/code] obliga a los cuerpos adjuntos "
- "a alinearse más rápido."
- #: doc/classes/DampedSpringJoint2D.xml
- msgid ""
- "The spring joint's maximum length. The two attached bodies cannot stretch it "
- "past this value."
- msgstr ""
- "La longitud máxima de la articulación del resorte. Los dos cuerpos unidos no "
- "pueden estirarse más allá de este valor."
- #: doc/classes/DampedSpringJoint2D.xml
- msgid ""
- "When the bodies attached to the spring joint move they stretch or squash it. "
- "The joint always tries to resize towards this length."
- msgstr ""
- "Cuando los cuerpos unidos a la articulación de resorte se mueven, se estiran "
- "o se aplastan. La articulación siempre trata de redimensionarse hacia esta "
- "longitud."
- #: doc/classes/DampedSpringJoint2D.xml
- msgid ""
- "The higher the value, the less the bodies attached to the joint will deform "
- "it. The joint applies an opposing force to the bodies, the product of the "
- "stiffness multiplied by the size difference from its resting length."
- msgstr ""
- "Cuanto más alto sea el valor, menos los cuerpos adheridos a la articulación "
- "la deformarán. La articulación aplica una fuerza opuesta a los cuerpos, "
- "producto de la rigidez multiplicada por la diferencia de tamaño de su "
- "longitud en reposo."
- #: doc/classes/Dictionary.xml
- msgid "Dictionary type."
- msgstr "Tipo diccionario."
- #: doc/classes/Dictionary.xml
- #, fuzzy
- msgid ""
- "Dictionary type. Associative container which contains values referenced by "
- "unique keys. Dictionaries are composed of pairs of keys (which must be "
- "unique) and values. Dictionaries will preserve the insertion order when "
- "adding elements, even though this may not be reflected when printing the "
- "dictionary. In other programming languages, this data structure is sometimes "
- "referred to as a hash map or associative array.\n"
- "You can define a dictionary by placing a comma-separated list of [code]key: "
- "value[/code] pairs in curly braces [code]{}[/code].\n"
- "Erasing elements while iterating over them [b]is not supported[/b] and will "
- "result in undefined behavior.\n"
- "[b]Note:[/b] Dictionaries are always passed by reference. To get a copy of a "
- "dictionary which can be modified independently of the original dictionary, "
- "use [method duplicate].\n"
- "Creating a dictionary:\n"
- "[codeblock]\n"
- "var my_dict = {} # Creates an empty dictionary.\n"
- "\n"
- "var dict_variable_key = \"Another key name\"\n"
- "var dict_variable_value = \"value2\"\n"
- "var another_dict = {\n"
- " \"Some key name\": \"value1\",\n"
- " dict_variable_key: dict_variable_value,\n"
- "}\n"
- "\n"
- "var points_dict = {\"White\": 50, \"Yellow\": 75, \"Orange\": 100}\n"
- "\n"
- "# Alternative Lua-style syntax.\n"
- "# Doesn't require quotes around keys, but only string constants can be used "
- "as key names.\n"
- "# Additionally, key names must start with a letter or an underscore.\n"
- "# Here, `some_key` is a string literal, not a variable!\n"
- "another_dict = {\n"
- " some_key = 42,\n"
- "}\n"
- "[/codeblock]\n"
- "You can access a dictionary's values by referencing the appropriate key. In "
- "the above example, [code]points_dict[\"White\"][/code] will return [code]50[/"
- "code]. You can also write [code]points_dict.White[/code], which is "
- "equivalent. However, you'll have to use the bracket syntax if the key you're "
- "accessing the dictionary with isn't a fixed string (such as a number or "
- "variable).\n"
- "[codeblock]\n"
- "export(String, \"White\", \"Yellow\", \"Orange\") var my_color\n"
- "var points_dict = {\"White\": 50, \"Yellow\": 75, \"Orange\": 100}\n"
- "func _ready():\n"
- " # We can't use dot syntax here as `my_color` is a variable.\n"
- " var points = points_dict[my_color]\n"
- "[/codeblock]\n"
- "In the above code, [code]points[/code] will be assigned the value that is "
- "paired with the appropriate color selected in [code]my_color[/code].\n"
- "Dictionaries can contain more complex data:\n"
- "[codeblock]\n"
- "my_dict = {\"First Array\": [1, 2, 3, 4]} # Assigns an Array to a String "
- "key.\n"
- "[/codeblock]\n"
- "To add a key to an existing dictionary, access it like an existing key and "
- "assign to it:\n"
- "[codeblock]\n"
- "var points_dict = {\"White\": 50, \"Yellow\": 75, \"Orange\": 100}\n"
- "points_dict[\"Blue\"] = 150 # Add \"Blue\" as a key and assign 150 as its "
- "value.\n"
- "[/codeblock]\n"
- "Finally, dictionaries can contain different types of keys and values in the "
- "same dictionary:\n"
- "[codeblock]\n"
- "# This is a valid dictionary.\n"
- "# To access the string \"Nested value\" below, use `my_dict.sub_dict."
- "sub_key` or `my_dict[\"sub_dict\"][\"sub_key\"]`.\n"
- "# Indexing styles can be mixed and matched depending on your needs.\n"
- "var my_dict = {\n"
- " \"String Key\": 5,\n"
- " 4: [1, 2, 3],\n"
- " 7: \"Hello\",\n"
- " \"sub_dict\": {\"sub_key\": \"Nested value\"},\n"
- "}\n"
- "[/codeblock]\n"
- "[b]Note:[/b] Unlike [Array]s, you can't compare dictionaries directly:\n"
- "[codeblock]\n"
- "array1 = [1, 2, 3]\n"
- "array2 = [1, 2, 3]\n"
- "\n"
- "func compare_arrays():\n"
- " print(array1 == array2) # Will print true.\n"
- "\n"
- "var dict1 = {\"a\": 1, \"b\": 2, \"c\": 3}\n"
- "var dict2 = {\"a\": 1, \"b\": 2, \"c\": 3}\n"
- "\n"
- "func compare_dictionaries():\n"
- " print(dict1 == dict2) # Will NOT print true.\n"
- "[/codeblock]\n"
- "You need to first calculate the dictionary's hash with [method hash] before "
- "you can compare them:\n"
- "[codeblock]\n"
- "var dict1 = {\"a\": 1, \"b\": 2, \"c\": 3}\n"
- "var dict2 = {\"a\": 1, \"b\": 2, \"c\": 3}\n"
- "\n"
- "func compare_dictionaries():\n"
- " print(dict1.hash() == dict2.hash()) # Will print true.\n"
- "[/codeblock]\n"
- "[b]Note:[/b] When declaring a dictionary with [code]const[/code], the "
- "dictionary itself can still be mutated by defining the values of individual "
- "keys. Using [code]const[/code] will only prevent assigning the constant with "
- "another value after it was initialized."
- msgstr ""
- "Tipo de diccionario. Contenedor asociativo que contiene valores "
- "referenciados por claves únicas. Los diccionarios se componen de pares de "
- "claves (que deben ser únicas) y valores. Los diccionarios conservarán el "
- "orden de inserción al agregar elementos, aunque esto puede no reflejarse al "
- "imprimir el diccionario. En otros lenguajes de programación, esta estructura "
- "de datos a veces se denomina mapa hash o matriz asociativa. \n"
- "Puede definir un diccionario colocando una lista separada por comas de pares "
- "[code]clave: valor[/code] entre llaves [code]{}[/code].\n"
- "Borrar elementos mientras se itera sobre ellos [b]no es compatible[/b] y "
- "resultará en un comportamiento indefinido.\n"
- "[b]Nota:[/b] Los diccionarios siempre se pasan por referencia. Para obtener "
- "una copia de un diccionario que se pueda modificar independientemente del "
- "diccionario original, utilice [method duplicate].\n"
- "Crear un diccionario:\n"
- "[codeblock]\n"
- "var my_dir = {} # Crea un diccionario vacío.\n"
- "var puntos_dict = {\"Blanco\": 50, \"Amarillo\": 75, \"Naranja\": 100}\n"
- "var otro_dict = {\n"
- " key1: value1,\n"
- " key2: value2,\n"
- " key3: value3,\n"
- "}\n"
- "[/codeblock]\n"
- "Puede acceder a los valores de un diccionario haciendo referencia a la clave "
- "adecuada. En el ejemplo anterior, [code]puntos_dict[\"Blanco\"][/code] "
- "devolverá [code]50[/code]. También puede escribir [code]puntos_dict.Blanco[/"
- "code], que es equivalente. Sin embargo, tendrá que usar la sintaxis de "
- "corchetes si la clave con la que accede al diccionario no es una cadena fija "
- "(como un número o una variable).\n"
- "[codeblock]\n"
- "export (String, \"Blanco\", \"Amarillo\", \"Naranja\") var my_color\n"
- "var puntos_dict = {\"Blanco\": 50, \"Amarillo\": 75, \"Naranja\": 100}\n"
- "\n"
- "func _ready():\n"
- " # No podemos usar la sintaxis de puntos aquí ya que `my_color` es una "
- "variable.\n"
- " var puntos = puntos_dict[my_color]\n"
- "[/codeblock]\n"
- "En el código anterior, a los [code]puntos[/code] se les asignará el valor "
- "que se empareja con el color apropiado seleccionado en [code]my_color[/"
- "code].\n"
- "Los diccionarios pueden contener datos más complejos:\n"
- "[codeblock]\n"
- "my_dict = {\"First Array\": [1, 2, 3, 4]} # Asigna una matriz a una clave de "
- "cadena.\n"
- "[/codeblock]\n"
- "Para agregar una clave a un diccionario existente, acceda a él como una "
- "clave existente y asígnele:\n"
- "[codeblock]\n"
- "var puntos_dict = {\"Blanco\": 50, \"Amarillo\": 75, \"Naranja\": 100}\n"
- "puntos_dict[\"Blue\"] = 150 # Agrega \"Blue\" como clave y asigna 150 como "
- "su valor.\n"
- "[/codeblock]\n"
- "Finalmente, los diccionarios pueden contener diferentes tipos de claves y "
- "valores en el mismo diccionario:\n"
- "[codeblock]\n"
- "# Este es un diccionario válido.\n"
- "# Para acceder a la cadena \"Valor anidado\" a continuación, use `my_dict."
- "sub_dir.sub_key` o `my_dict[\"sub_dir\"][\"sub_key\"]`.\n"
- "# Los estilos de indexación se pueden mezclar y combinar según sus "
- "necesidades.\n"
- "var my_dict = {\n"
- " \"Clave de cadena\": 5,\n"
- " 4: [1, 2, 3],\n"
- " 7: \"Hola\",\n"
- " \"sub_dict\": {\"sub_key\": \"Valor anidado\"},\n"
- "}\n"
- "[/codeblock]\n"
- "[b]Nota:[/b] A diferencia de los [Array], no puede comparar diccionarios "
- "directamente:\n"
- "[codeblock]\n"
- "array1 = [1, 2, 3]\n"
- "array2 = [1, 2, 3]\n"
- "\n"
- "func compare_arrays():\n"
- " print(array1 == array2) # Imprimirá verdadero.\n"
- "\n"
- "dict1 = {\"a\": 1, \"b\": 2, \"c\": 3}\n"
- "dict2 = {\"a\": 1, \"b\": 2, \"c\": 3}\n"
- "\n"
- "func compare_dictionaries():\n"
- " print(dict1 == dict2) # NO imprimirá verdadero.\n"
- "[/codeblock]\n"
- "Primero debes calcular el hash del diccionario con [method hash] antes de "
- "poder compararlos:\n"
- "[codeblock]\n"
- "dict1 = {\"a\": 1, \"b\": 2, \"c\": 3}\n"
- "dict2 = {\"a\": 1, \"b\": 2, \"c\": 3}\n"
- "\n"
- "func compare_dictionaries():\n"
- " print(dict1.hash() == dict2.hash()) # Se imprimirá verdadero.\n"
- "[/codeblock]"
- #: doc/classes/Dictionary.xml
- msgid "GDScript basics: Dictionary"
- msgstr ""
- #: doc/classes/Dictionary.xml
- msgid "Clear the dictionary, removing all key/value pairs."
- msgstr "Limpia el diccionario, eliminando todos los pares clave/valor."
- #: doc/classes/Dictionary.xml
- msgid ""
- "Creates a copy of the dictionary, and returns it. The [code]deep[/code] "
- "parameter causes inner dictionaries and arrays to be copied recursively, but "
- "does not apply to objects."
- msgstr ""
- "Crea una copia del diccionario y la devuelve. El parámetro [code]deep[/code] "
- "hace que los diccionarios y arrays internos se copien de forma recursiva, "
- "pero no se aplica a los objetos."
- #: doc/classes/Dictionary.xml
- msgid "Returns [code]true[/code] if the dictionary is empty."
- msgstr "Devuelve [code]true[/code] si el diccionario está vacío."
- #: doc/classes/Dictionary.xml
- #, fuzzy
- msgid ""
- "Erase a dictionary key/value pair by key. Returns [code]true[/code] if the "
- "given key was present in the dictionary, [code]false[/code] otherwise.\n"
- "[b]Note:[/b] Don't erase elements while iterating over the dictionary. You "
- "can iterate over the [method keys] array instead."
- msgstr ""
- "Borra un par clave/valor del diccionario por clave. Devuelve [code]true[/"
- "code] si la clave dada estaba presente en el diccionario, [code]false[/code] "
- "en caso contrario. No borra elementos mientras itera sobre el diccionario."
- #: doc/classes/Dictionary.xml
- msgid ""
- "Returns the current value for the specified key in the [Dictionary]. If the "
- "key does not exist, the method returns the value of the optional default "
- "argument, or [code]null[/code] if it is omitted."
- msgstr ""
- "Devuelve el valor actual de la clave especificada en el [Dictionary]. Si la "
- "clave no existe, el método devuelve el valor del argumento opcional por "
- "defecto, o [code]null[/code] si se omite."
- #: doc/classes/Dictionary.xml
- msgid ""
- "Returns [code]true[/code] if the dictionary has a given key.\n"
- "[b]Note:[/b] This is equivalent to using the [code]in[/code] operator as "
- "follows:\n"
- "[codeblock]\n"
- "# Will evaluate to `true`.\n"
- "if \"godot\" in {\"godot\": \"engine\"}:\n"
- " pass\n"
- "[/codeblock]\n"
- "This method (like the [code]in[/code] operator) will evaluate to [code]true[/"
- "code] as long as the key exists, even if the associated value is [code]null[/"
- "code]."
- msgstr ""
- "Devuelve [code]true[/code] si el diccionario tiene una clave determinada.\n"
- "[b]Nota:[/b] Esto equivale a utilizar el operador [code]en[/code] de la "
- "siguiente manera:\n"
- "[codeblock]\n"
- "# Evaluará a \"true\".\n"
- "if \"godot\" en {\"godot\": \"motor\":}\n"
- " pass\n"
- "[/codeblock]\n"
- "Este método (como el operador [code]in[/code]) evaluará a [code]true[/code] "
- "mientras exista la clave, incluso si el valor asociado es [code]null[/code]."
- #: doc/classes/Dictionary.xml
- #, fuzzy
- msgid ""
- "Returns [code]true[/code] if the dictionary has all the keys in the given "
- "array."
- msgstr ""
- "Devuelve [code]true[/code] si el diccionario tiene todas las claves del "
- "array dada."
- #: doc/classes/Dictionary.xml
- #, fuzzy
- msgid ""
- "Returns a hashed 32-bit integer value representing the dictionary contents. "
- "This can be used to compare dictionaries by value:\n"
- "[codeblock]\n"
- "var dict1 = {0: 10}\n"
- "var dict2 = {0: 10}\n"
- "# The line below prints `true`, whereas it would have printed `false` if "
- "both variables were compared directly.\n"
- "print(dict1.hash() == dict2.hash())\n"
- "[/codeblock]\n"
- "[b]Note:[/b] Dictionaries with the same keys/values but in a different order "
- "will have a different hash.\n"
- "[b]Note:[/b] Dictionaries with equal content will always produce identical "
- "hash values. However, the reverse is not true. Returning identical hash "
- "values does [i]not[/i] imply the dictionaries are equal, because different "
- "dictionaries can have identical hash values due to hash collisions."
- msgstr ""
- "Devuelve un valor entero hash que representa el contenido del diccionario. "
- "Esto puede ser usado para comparar los diccionarios por su valor:\n"
- "[codeblock]\n"
- "var diccionario1 = {0: 10}\n"
- "var diccionario2 = {0: 10}\n"
- "# La línea de abajo imprime \"true\", mientras que habría impreso \"false\" "
- "si ambas variables se compararan directamente.\n"
- "print(dict1.hash() == dict2.hash())\n"
- "[/codeblock]\n"
- "[b]Nota:[/b] Los diccionarios con las mismas claves/valores pero en un orden "
- "diferente tendrán un hash diferente."
- #: doc/classes/Dictionary.xml
- msgid "Returns the list of keys in the [Dictionary]."
- msgstr "Devuelve la lista de claves en el [Dictionary]."
- #: doc/classes/Dictionary.xml
- msgid ""
- "Adds elements from [code]dictionary[/code] to this [Dictionary]. By default, "
- "duplicate keys will not be copied over, unless [code]overwrite[/code] is "
- "[code]true[/code]."
- msgstr ""
- #: doc/classes/Dictionary.xml
- #, fuzzy
- msgid "Returns the number of keys in the dictionary."
- msgstr "Devuelve el número de archivos en este directorio."
- #: doc/classes/Dictionary.xml
- msgid "Returns the list of values in the [Dictionary]."
- msgstr "Devuelve la lista de valores del [Dictionary]."
- #: doc/classes/DirectionalLight.xml
- msgid "Directional light from a distance, as from the Sun."
- msgstr "Luz direccional desde una distancia, como desde el Sol."
- #: doc/classes/DirectionalLight.xml
- #, fuzzy
- msgid ""
- "A directional light is a type of [Light] node that models an infinite number "
- "of parallel rays covering the entire scene. It is used for lights with "
- "strong intensity that are located far away from the scene to model sunlight "
- "or moonlight. The worldspace location of the DirectionalLight transform "
- "(origin) is ignored. Only the basis is used to determine light direction."
- msgstr ""
- "Una luz direccional es un tipo de nodo [Light] que modela un número infinito "
- "de rayos paralelos que cubren toda la escena. Se utiliza para luces de gran "
- "intensidad que se ubican lejos de la escena para modelar la luz del sol o la "
- "luz de la luna. Se ignora la ubicación en el espacio del mundo de la "
- "transformada DirectionalLight3D (origen). Sólo se utiliza la base para "
- "determinar la dirección de la luz."
- #: doc/classes/DirectionalLight.xml
- msgid ""
- "Amount of extra bias for shadow splits that are far away. If self-shadowing "
- "occurs only on the splits far away, increasing this value can fix them. This "
- "is ignored when [member directional_shadow_mode] is [constant "
- "SHADOW_ORTHOGONAL]."
- msgstr ""
- #: doc/classes/DirectionalLight.xml
- msgid ""
- "If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
- "transitions between splits. Enabling shadow blend splitting also has a "
- "moderate performance cost. This is ignored when [member "
- "directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
- msgstr ""
- #: doc/classes/DirectionalLight.xml
- msgid ""
- "Optimizes shadow rendering for detail versus movement. See [enum "
- "ShadowDepthRange]."
- msgstr ""
- "Optimiza la representación de las sombras para los detalles frente al "
- "movimiento. Ver [enum ShadowDepthRange]."
- #: doc/classes/DirectionalLight.xml
- msgid ""
- "The maximum distance for shadow splits. Increasing this value will make "
- "directional shadows visible from further away, at the cost of lower overall "
- "shadow detail and performance (since more objects need to be included in the "
- "directional shadow rendering)."
- msgstr ""
- #: doc/classes/DirectionalLight.xml
- msgid "The light's shadow rendering algorithm. See [enum ShadowMode]."
- msgstr ""
- "El algoritmo de renderizado de las sombras de la luz. Ver [enum ShadowMode]."
- #: doc/classes/DirectionalLight.xml
- msgid ""
- "Can be used to fix special cases of self shadowing when objects are "
- "perpendicular to the light."
- msgstr ""
- #: doc/classes/DirectionalLight.xml
- #, fuzzy
- msgid ""
- "The distance from camera to shadow split 1. Relative to [member "
- "directional_shadow_max_distance]. Only used when [member "
- "directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
- "SHADOW_PARALLEL_4_SPLITS]."
- msgstr ""
- "La distancia de la cámara a la sombra se divide en 1. Relativo a [member "
- "directional_shadow_max_distance]. Sólo se utiliza cuando [member "
- "directional_shadow_mode] es [code]SHADOW_PARALLEL_2_SPLITS[/code] o "
- "[code]SHADOW_PARALLEL_4_SPLITS[/code]."
- #: doc/classes/DirectionalLight.xml
- #, fuzzy
- msgid ""
- "The distance from shadow split 1 to split 2. Relative to [member "
- "directional_shadow_max_distance]. Only used when [member "
- "directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
- "SHADOW_PARALLEL_4_SPLITS]."
- msgstr ""
- "La distancia de la sombra se divide en dos. Relativo a [member "
- "directional_shadow_max_distance]. Sólo se utiliza cuando [member "
- "directional_shadow_mode] es [code]SHADOW_PARALLEL_2_SPLITS[/code] o "
- "[code]SHADOW_PARALLEL_4_SPLITS[/code]."
- #: doc/classes/DirectionalLight.xml
- #, fuzzy
- msgid ""
- "The distance from shadow split 2 to split 3. Relative to [member "
- "directional_shadow_max_distance]. Only used when [member "
- "directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
- msgstr ""
- "La distancia de la sombra se divide en dos y tres. Relativo a [member "
- "directional_shadow_max_distance]. Sólo se usa cuando [member "
- "directional_shadow_mode] es [code]SHADOW_PARALLEL_4_SPLITS[/code]."
- #: doc/classes/DirectionalLight.xml
- msgid ""
- "Renders the entire scene's shadow map from an orthogonal point of view. This "
- "is the fastest directional shadow mode. May result in blurrier shadows on "
- "close objects."
- msgstr ""
- "Renderiza el mapa de sombras de toda la escena desde un punto de vista "
- "ortogonal. Este es el modo de sombra de dirección más rápida. Puede dar "
- "lugar a sombras más borrosas en objetos cercanos."
- #: doc/classes/DirectionalLight.xml
- msgid ""
- "Splits the view frustum in 2 areas, each with its own shadow map. This "
- "shadow mode is a compromise between [constant SHADOW_ORTHOGONAL] and "
- "[constant SHADOW_PARALLEL_4_SPLITS] in terms of performance."
- msgstr ""
- "Divide la vista del frustum en 2 áreas, cada una con su propio mapa de "
- "sombras. Este modo de sombra es un compromiso entre [constant "
- "SHADOW_ORTHOGONAL] y [constant SHADOW_PARALLEL_4_SPLITS] en términos de "
- "rendimiento."
- #: doc/classes/DirectionalLight.xml
- msgid ""
- "Splits the view frustum in 4 areas, each with its own shadow map. This is "
- "the slowest directional shadow mode."
- msgstr ""
- "Divide el frustum de la vista en 4 áreas, cada una con su propio mapa de "
- "sombras. Este es el modo de sombra direccional más lento."
- #: doc/classes/DirectionalLight.xml
- msgid ""
- "Keeps the shadow stable when the camera moves, at the cost of lower "
- "effective shadow resolution."
- msgstr ""
- "Mantiene la sombra estable cuando la cámara se mueve, a costa de una menor "
- "resolución efectiva de la sombra."
- #: doc/classes/DirectionalLight.xml
- msgid ""
- "Tries to achieve maximum shadow resolution. May result in saw effect on "
- "shadow edges. This mode typically works best in games where the camera will "
- "often move at high speeds, such as most racing games."
- msgstr ""
- "Intenta conseguir la máxima resolución de las sombras. Puede resultar en un "
- "efecto de sierra en los bordes de la sombra. Este modo suele funcionar mejor "
- "en juegos en los que la cámara suele moverse a altas velocidades, como la "
- "mayoría de los juegos de carreras."
- #: doc/classes/Directory.xml
- msgid "Type used to handle the filesystem."
- msgstr "Tipo utilizado para manejar el sistema de archivos."
- #: doc/classes/Directory.xml
- #, fuzzy
- msgid ""
- "Directory type. It is used to manage directories and their content (not "
- "restricted to the project folder).\n"
- "When creating a new [Directory], its default opened directory will be "
- "[code]res://[/code]. This may change in the future, so it is advised to "
- "always use [method open] to initialize your [Directory] where you want to "
- "operate, with explicit error checking.\n"
- "[b]Note:[/b] Many resources types are imported (e.g. textures or sound "
- "files), and their source asset will not be included in the exported game, as "
- "only the imported version is used. Use [ResourceLoader] to access imported "
- "resources.\n"
- "Here is an example on how to iterate through the files of a directory:\n"
- "[codeblock]\n"
- "func dir_contents(path):\n"
- " var dir = Directory.new()\n"
- " if dir.open(path) == OK:\n"
- " dir.list_dir_begin()\n"
- " var file_name = dir.get_next()\n"
- " while file_name != \"\":\n"
- " if dir.current_is_dir():\n"
- " print(\"Found directory: \" + file_name)\n"
- " else:\n"
- " print(\"Found file: \" + file_name)\n"
- " file_name = dir.get_next()\n"
- " else:\n"
- " print(\"An error occurred when trying to access the path.\")\n"
- "[/codeblock]"
- msgstr ""
- "Tipo de directorio. Se utiliza para gestionar los directorios y su contenido "
- "(no se limita a la carpeta de proyectos).\n"
- "Cuando se crea un nuevo [Directory], debe ser abierto explícitamente usando "
- "[method open] antes de que la mayoría de los métodos puedan ser usados. Sin "
- "embargo, [method file_exists] y [method dir_exists] pueden ser utilizados "
- "sin abrir un directorio. Si es así, utilizan una ruta relativa a [code]res://"
- "[/code].\n"
- "Aquí hay un ejemplo de cómo iterar a través de los archivos de un "
- "directorio:\n"
- "[codeblock]\n"
- "func dir_contents(path):\n"
- " var dir = Directory.new()\n"
- " si dir.open(path) == OK:\n"
- " dir.list_dir_begin()\n"
- " var nombre_de_fichero = dir.get_next()\n"
- " while dir.current_is_dir != \"\":\n"
- " if dir.current_is_dir():\n"
- " print(\"Directorio encontrado: \" + nombre_de_fichero)\n"
- " else:\n"
- " print(\"Archivo encontrado: \" + file_name)\n"
- " nombre_de_fichero = dir.get_next()\n"
- " ...sino..:\n"
- " print(\"Se produjo un error al intentar acceder al camino.\")\n"
- "[/codeblock]"
- #: doc/classes/Directory.xml
- msgid ""
- "Changes the currently opened directory to the one passed as an argument. The "
- "argument can be relative to the current directory (e.g. [code]newdir[/code] "
- "or [code]../newdir[/code]), or an absolute path (e.g. [code]/tmp/newdir[/"
- "code] or [code]res://somedir/newdir[/code]).\n"
- "Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
- msgstr ""
- "Cambia el directorio actualmente abierto por el que se pasa como argumento. "
- "El argumento puede ser una ruta relativa al directorio actual (por ejemplo, "
- "[code]newdir[/code] o [code]../newdir[/code]), o una ruta absoluta (por "
- "ejemplo, [code]/tmp/newdir[/code] o [code]res://somedir/newdir[/code]).\n"
- "Devuelve una de las constantes del código [enum Error] o si tiene éxito "
- "[code]OK[/code]."
- #: doc/classes/Directory.xml
- msgid ""
- "Copies the [code]from[/code] file to the [code]to[/code] destination. Both "
- "arguments should be paths to files, either relative or absolute. If the "
- "destination file exists and is not access-protected, it will be "
- "overwritten.\n"
- "Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
- msgstr ""
- "Copia el archivo [code]from[/code] al destino [code]to[/code]. Ambos "
- "argumentos deben ser rutas de acceso a los archivos, ya sea relativas o "
- "absolutas. Si el archivo de destino existe y no está protegido contra el "
- "acceso, será sobrescrito.\n"
- "Devuelve una de las constantes del código [enum Error] o en caso de éxito "
- "[code]OK[/code]."
- #: doc/classes/Directory.xml
- msgid ""
- "Returns whether the current item processed with the last [method get_next] "
- "call is a directory ([code].[/code] and [code]..[/code] are considered "
- "directories)."
- msgstr ""
- "Devuelve si el objeto actual procesado con la última llamada a [method "
- "get_next] es un directorio. [code].[/code] y [code]..[/code] son "
- "considerados directorios."
- #: doc/classes/Directory.xml
- #, fuzzy
- msgid ""
- "Returns whether the target directory exists. The argument can be relative to "
- "the current directory, or an absolute path."
- msgstr ""
- "Devuelve si el directorio de destino existe. El argumento puede ser relativo "
- "al directorio actual, o una ruta absoluta.\n"
- "Si el [Directory] no está abierto, la ruta es relativa a [code]res://[/code]."
- #: doc/classes/Directory.xml
- #, fuzzy
- msgid ""
- "Returns whether the target file exists. The argument can be relative to the "
- "current directory, or an absolute path."
- msgstr ""
- "Devuelve si el archivo de destino existe. El argumento puede ser relativo al "
- "directorio actual, o una ruta absoluta.\n"
- "Si el [Directory] no está abierto, la ruta es relativa a [code]res://[/code]."
- #: doc/classes/Directory.xml
- msgid ""
- "Returns the absolute path to the currently opened directory (e.g. "
- "[code]res://folder[/code] or [code]C:\\tmp\\folder[/code])."
- msgstr ""
- "Devuelve la ruta absoluta del directorio abierto actualmente (por ejemplo, "
- "[code]res://folder[/code] o [code]C:\\tmp\\folder[/code])."
- #: doc/classes/Directory.xml
- msgid ""
- "Returns the currently opened directory's drive index. See [method get_drive] "
- "to convert returned index to the name of the drive."
- msgstr ""
- "Devuelve el índice de la unidad de disco del directorio abierto actualmente. "
- "Vea [method get_drive] para convertir el índice devuelto al nombre de la "
- "unidad."
- #: doc/classes/Directory.xml
- #, fuzzy
- msgid ""
- "On Windows, returns the name of the drive (partition) passed as an argument "
- "(e.g. [code]C:[/code]).\n"
- "On macOS, returns the path to the mounted volume passed as an argument.\n"
- "On Linux, returns the path to the mounted volume or GTK 3 bookmark passed as "
- "an argument.\n"
- "On other platforms, or if the requested drive does not exist, the method "
- "returns an empty String."
- msgstr ""
- "En Windows, devuelve el nombre de la unidad (partición) pasado como "
- "argumento (por ejemplo, [code]C:[/code]). En otras plataformas, o si la "
- "unidad de disco solicitada no existe, el método devuelve un String vacío."
- #: doc/classes/Directory.xml
- #, fuzzy
- msgid ""
- "On Windows, returns the number of drives (partitions) mounted on the current "
- "filesystem.\n"
- "On macOS, returns the number of mounted volumes.\n"
- "On Linux, returns the number of mounted volumes and GTK 3 bookmarks.\n"
- "On other platforms, the method returns 0."
- msgstr ""
- "En Windows, devuelve el número de unidades (particiones) montadas en el "
- "sistema de archivos actual. En otras plataformas, el método devuelve 0."
- #: doc/classes/Directory.xml
- msgid ""
- "Returns the next element (file or directory) in the current directory "
- "(including [code].[/code] and [code]..[/code], unless "
- "[code]skip_navigational[/code] was given to [method list_dir_begin]).\n"
- "The name of the file or directory is returned (and not its full path). Once "
- "the stream has been fully processed, the method returns an empty String and "
- "closes the stream automatically (i.e. [method list_dir_end] would not be "
- "mandatory in such a case)."
- msgstr ""
- "Devuelve el siguiente elemento (archivo o directorio) en el directorio "
- "actual (incluyendo [code].[/code] y [code]..[/code], a menos que "
- "[code]skip_navigational[/code] haya sido dado a [method list_dir_begin]).\n"
- "Se devuelve el nombre del archivo o directorio (y no su ruta completa). Una "
- "vez que la secuencia se ha procesado completamente, el método devuelve una "
- "cadena vacía y cierra la secuencia automáticamente (es decir, [method "
- "list_dir_end] no sería obligatorio en tal caso)."
- #: doc/classes/Directory.xml
- msgid ""
- "On UNIX desktop systems, returns the available space on the current "
- "directory's disk. On other platforms, this information is not available and "
- "the method returns 0 or -1."
- msgstr ""
- "En los sistemas de escritorio UNIX, devuelve el espacio disponible en el "
- "disco del directorio actual. En otras plataformas, esta información no está "
- "disponible y el método devuelve 0 o -1."
- #: doc/classes/Directory.xml
- #, fuzzy
- msgid ""
- "Initializes the stream used to list all files and directories using the "
- "[method get_next] function, closing the currently opened stream if needed. "
- "Once the stream has been processed, it should typically be closed with "
- "[method list_dir_end].\n"
- "If [code]skip_navigational[/code] is [code]true[/code], [code].[/code] and "
- "[code]..[/code] are filtered out.\n"
- "If [code]skip_hidden[/code] is [code]true[/code], hidden files are filtered "
- "out."
- msgstr ""
- "Inicializa el stream usado para listar todos los archivos y directorios "
- "usando la función [method get_next], cerrando el flujo abierto actual si es "
- "necesario. Una vez que la secuencia ha sido procesada, típicamente debería "
- "ser cerrada con [method list_dir_end].\n"
- "Si [code]skip_navigational[/code] es [code]true[/code], [code].[/code] y "
- "[code]..[/code] son filtrados.\n"
- "Si [code]skip_hidden[/code] es [code]true[/code], los archivos ocultos se "
- "filtran."
- #: doc/classes/Directory.xml
- #, fuzzy
- msgid ""
- "Closes the current stream opened with [method list_dir_begin] (whether it "
- "has been fully processed with [method get_next] does not matter)."
- msgstr ""
- "Cierra el stream actual abierto con [method list_dir_begin] (no importa si "
- "se ha procesado completamente con [method get_next] o no)."
- #: doc/classes/Directory.xml
- msgid ""
- "Creates a directory. The argument can be relative to the current directory, "
- "or an absolute path. The target directory should be placed in an already "
- "existing directory (to create the full path recursively, see [method "
- "make_dir_recursive]).\n"
- "Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
- msgstr ""
- "Crea un directorio. El argumento puede ser relativo al directorio actual, o "
- "una ruta absoluta. El directorio de destino debe colocarse en un directorio "
- "ya existente (para crear la ruta completa de forma recursiva, véase [method "
- "make_dir_recursive]).\n"
- "Devuelve una de las constantes de código de [enum Error] ([code]OK[/code] en "
- "el éxito)."
- #: doc/classes/Directory.xml
- msgid ""
- "Creates a target directory and all necessary intermediate directories in its "
- "path, by calling [method make_dir] recursively. The argument can be relative "
- "to the current directory, or an absolute path.\n"
- "Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
- msgstr ""
- "Crea un directorio de destino y todos los directorios intermedios necesarios "
- "en su camino, llamando a [method make_dir] recursivamente. El argumento "
- "puede ser relativo al directorio actual, o un camino absoluto.\n"
- "Devuelve una de las constantes de código de [enum Error] ([code]OK[/code] en "
- "el éxito)."
- #: doc/classes/Directory.xml
- msgid ""
- "Opens an existing directory of the filesystem. The [code]path[/code] "
- "argument can be within the project tree ([code]res://folder[/code]), the "
- "user directory ([code]user://folder[/code]) or an absolute path of the user "
- "filesystem (e.g. [code]/tmp/folder[/code] or [code]C:\\tmp\\folder[/code]).\n"
- "Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
- msgstr ""
- "Abre un directorio existente del sistema de archivos. El argumento "
- "[code]path[/code] puede estar dentro del árbol del proyecto ([code]res://"
- "folder[/code]), el directorio de usuario ([code]user://folder[/code]) o una "
- "ruta absoluta del sistema de archivos de usuario (por ejemplo, [code]/tmp/"
- "folder[/code] o [code]C:\\tmp\\folder[/code]).\n"
- "Devuelve una de las constantes del código [enum Error] ([code]OK[/code] en "
- "caso de éxito)."
- #: doc/classes/Directory.xml
- #, fuzzy
- msgid ""
- "Permanently deletes the target file or an empty directory. The argument can "
- "be relative to the current directory, or an absolute path. If the target "
- "directory is not empty, the operation will fail.\n"
- "If you don't want to delete the file/directory permanently, use [method OS."
- "move_to_trash] instead.\n"
- "Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
- msgstr ""
- "Borra el archivo de destino o un directorio vacío. El argumento puede ser "
- "relativo al directorio actual, o una ruta absoluta. Si el directorio de "
- "destino no está vacío, la operación fallará.\n"
- "Devuelve una de las constantes del código [enum Error] ([code]OK[/code] en "
- "caso de éxito)."
- #: doc/classes/Directory.xml
- #, fuzzy
- msgid ""
- "Renames (move) the [code]from[/code] file or directory to the [code]to[/"
- "code] destination. Both arguments should be paths to files or directories, "
- "either relative or absolute. If the destination file or directory exists and "
- "is not access-protected, it will be overwritten.\n"
- "Returns one of the [enum Error] code constants ([code]OK[/code] on success)."
- msgstr ""
- "Renombra (mueve) el [code]from [/code] archivo al destino [code]to[/code]. "
- "Ambos argumentos deben ser rutas a los archivos, ya sea relativas o "
- "absolutas. Si el archivo de destino existe y no está protegido contra el "
- "acceso, se sobrescribirá.\n"
- "Devuelve una de las constantes del código [enum Error] ([code]OK[/code] en "
- "caso de éxito)."
- #: doc/classes/DTLSServer.xml
- msgid "Helper class to implement a DTLS server."
- msgstr "Clase de ayuda para implementar un servidor DTLS."
- #: doc/classes/DTLSServer.xml
- msgid ""
- "This class is used to store the state of a DTLS server. Upon [method setup] "
- "it converts connected [PacketPeerUDP] to [PacketPeerDTLS] accepting them via "
- "[method take_connection] as DTLS clients. Under the hood, this class is used "
- "to store the DTLS state and cookies of the server. The reason of why the "
- "state and cookies are needed is outside of the scope of this documentation.\n"
- "Below a small example of how to use it:\n"
- "[codeblock]\n"
- "# server.gd\n"
- "extends Node\n"
- "\n"
- "var dtls := DTLSServer.new()\n"
- "var server := UDPServer.new()\n"
- "var peers = []\n"
- "\n"
- "func _ready():\n"
- " server.listen(4242)\n"
- " var key = load(\"key.key\") # Your private key.\n"
- " var cert = load(\"cert.crt\") # Your X509 certificate.\n"
- " dtls.setup(key, cert)\n"
- "\n"
- "func _process(delta):\n"
- " while server.is_connection_available():\n"
- " var peer : PacketPeerUDP = server.take_connection()\n"
- " var dtls_peer : PacketPeerDTLS = dtls.take_connection(peer)\n"
- " if dtls_peer.get_status() != PacketPeerDTLS.STATUS_HANDSHAKING:\n"
- " continue # It is normal that 50% of the connections fails due to "
- "cookie exchange.\n"
- " print(\"Peer connected!\")\n"
- " peers.append(dtls_peer)\n"
- " for p in peers:\n"
- " p.poll() # Must poll to update the state.\n"
- " if p.get_status() == PacketPeerDTLS.STATUS_CONNECTED:\n"
- " while p.get_available_packet_count() > 0:\n"
- " print(\"Received message from client: %s\" % p.get_packet()."
- "get_string_from_utf8())\n"
- " p.put_packet(\"Hello DTLS client\".to_utf8())\n"
- "[/codeblock]\n"
- "[codeblock]\n"
- "# client.gd\n"
- "extends Node\n"
- "\n"
- "var dtls := PacketPeerDTLS.new()\n"
- "var udp := PacketPeerUDP.new()\n"
- "var connected = false\n"
- "\n"
- "func _ready():\n"
- " udp.connect_to_host(\"127.0.0.1\", 4242)\n"
- " dtls.connect_to_peer(udp, false) # Use true in production for "
- "certificate validation!\n"
- "\n"
- "func _process(delta):\n"
- " dtls.poll()\n"
- " if dtls.get_status() == PacketPeerDTLS.STATUS_CONNECTED:\n"
- " if !connected:\n"
- " # Try to contact server\n"
- " dtls.put_packet(\"The answer is... 42!\".to_utf8())\n"
- " while dtls.get_available_packet_count() > 0:\n"
- " print(\"Connected: %s\" % dtls.get_packet()."
- "get_string_from_utf8())\n"
- " connected = true\n"
- "[/codeblock]"
- msgstr ""
- "Esta clase se utiliza para almacenar el estado de un servidor DTLS. Al "
- "[method setup] convierte los [PacketPeerUDP] conectados a [PacketPeerDTLS] "
- "aceptándolos a través del [method take_connection] como clientes DTLS. Bajo "
- "el capó, esta clase se utiliza para almacenar el estado de DTLS y las "
- "cookies del servidor. La razón por la que el estado y las cookies son "
- "necesarios está fuera del alcance de esta documentación.\n"
- "A continuación un pequeño ejemplo de cómo utilizarlo:\n"
- "[codeblock]\n"
- "# server.gd\n"
- "extends Node\n"
- "\n"
- "var dtlsServidor := DTLSServer.new()\n"
- "var udpServidor := UDPServer.new()\n"
- "var pares = []\n"
- "\n"
- "func _ready():\n"
- " UDPServidor.listen(4242)\n"
- " var clave = load(\"clave.key\") # Tu clave privada.\n"
- " var certificado = load(\"certificado.crt\") # Tu certificado X509.\n"
- " dtlsServidor.setup(clave, certificado)\n"
- "\n"
- "func _process(delta):\n"
- " while udpServidor.is_connection_available():\n"
- " var par : PacketPeerUDP = udpServidor.take_connection()\n"
- " var dtls_par : PacketPeerDTLS = dtlsServidor.take_connection(par)\n"
- " if dtls_par.get_status() != PacketPeerDTLS.STATUS_HANDSHAKING:\n"
- " continue # Es normal que aproximadamente la mitad de las "
- "conexiones fallen debido al intercambio de cookies.\n"
- " print(\"Par conectado!\")\n"
- " pares.append(dtls_par)\n"
- " for p in pares:\n"
- " p.poll() # Debe hacer poll para actualizar el estado.\n"
- " if p.get_status() == PacketPeerDTLS.STATUS_CONNECTED:\n"
- " while p.get_available_packet_count() > 0:\n"
- " print(\"Mensaje recibido desde el cliente: %s\" % p."
- "get_packet().get_string_from_utf8())\n"
- " p.put_packet(\"Hola cliente DTLS\".to_utf8())\n"
- "[/codeblock]\n"
- "[codeblock]\n"
- "# client.gd\n"
- "extends Node\n"
- "\n"
- "var dtls := PacketPeerDTLS.new()\n"
- "var udp := PacketPeerUDP.new()\n"
- "var conectado = false\n"
- "\n"
- "func _ready():\n"
- " udp.connect_to_host(\"127.0.0.1\", 4242)\n"
- " dtls.connect_to_peer(udp, false) # Usa verdadero en producción para la "
- "validación del certifícado!\n"
- "\n"
- "func _process(delta):\n"
- " dtls.poll()\n"
- " if dtls.get_status() == PacketPeerDTLS.STATUS_CONNECTED:\n"
- " if !conectado:\n"
- " # Intenta conectar con el servidor\n"
- " dtls.put_packet(\"La respuesta es ... 42!\".to_utf8())\n"
- " while dtls.get_available_packet_count() > 0:\n"
- " print(\"Conectado: %s\" % dtls.get_packet()."
- "get_string_from_utf8())\n"
- " conectado = true\n"
- "[/codeblock]"
- #: doc/classes/DTLSServer.xml
- msgid ""
- "Setup the DTLS server to use the given [code]private_key[/code] and provide "
- "the given [code]certificate[/code] to clients. You can pass the optional "
- "[code]chain[/code] parameter to provide additional CA chain information "
- "along with the certificate."
- msgstr ""
- "Configurar el servidor de DTLS para usar el [code]private_key[/code] dado y "
- "proporcionar el [code]certificate[/code] dado a los clientes. Puede pasar el "
- "parámetro opcional [code]chain[/code] para proporcionar información "
- "adicional de la cadena de CA junto con el certificado."
- #: doc/classes/DTLSServer.xml
- #, fuzzy
- msgid ""
- "Try to initiate the DTLS handshake with the given [code]udp_peer[/code] "
- "which must be already connected (see [method PacketPeerUDP."
- "connect_to_host]).\n"
- "[b]Note:[/b] You must check that the state of the return PacketPeerUDP is "
- "[constant PacketPeerDTLS.STATUS_HANDSHAKING], as it is normal that 50% of "
- "the new connections will be invalid due to cookie exchange."
- msgstr ""
- "Intente iniciar el handshake de DTLS con el [code]udp_peer[/code] dado que "
- "debe estar ya conectado (ver [method PacketPeerUDP.connect_to_host]).\n"
- "[b]Nota[/b]: Debe comprobar que el estado del retorno PacketPeerUDP es "
- "[constant PacketPeerDTLS.STATUS_HANDSHAKING], ya que es normal que el 50% de "
- "las nuevas conexiones sean inválidas debido al intercambio de cookies."
- #: doc/classes/DynamicFont.xml
- msgid "DynamicFont renders vector font files at runtime."
- msgstr ""
- "DynamicFont renderiza archivos de fuentes vectoriales en tiempo de ejecución."
- #: doc/classes/DynamicFont.xml
- #, fuzzy
- msgid ""
- "DynamicFont renders vector font files dynamically at runtime instead of "
- "using a prerendered texture atlas like [BitmapFont]. This trades the faster "
- "loading time of [BitmapFont]s for the ability to change font parameters like "
- "size and spacing during runtime. [DynamicFontData] is used for referencing "
- "the font file paths. DynamicFont also supports defining one or more fallback "
- "fonts, which will be used when displaying a character not supported by the "
- "main font.\n"
- "DynamicFont uses the [url=https://www.freetype.org/]FreeType[/url] library "
- "for rasterization. Supported formats are TrueType ([code].ttf[/code]), "
- "OpenType ([code].otf[/code]), Web Open Font Format 1 ([code].woff[/code]), "
- "and Web Open Font Format 2 ([code].woff2[/code]).\n"
- "[codeblock]\n"
- "var dynamic_font = DynamicFont.new()\n"
- "dynamic_font.font_data = load(\"res://BarlowCondensed-Bold.ttf\")\n"
- "dynamic_font.size = 64\n"
- "$\"Label\".set(\"custom_fonts/font\", dynamic_font)\n"
- "[/codeblock]\n"
- "[b]Note:[/b] DynamicFont doesn't support features such as kerning, right-to-"
- "left typesetting, ligatures, text shaping, variable fonts and optional font "
- "features yet. If you wish to \"bake\" an optional font feature into a TTF "
- "font file, you can use [url=https://fontforge.org/]FontForge[/url] to do so. "
- "In FontForge, use [b]File > Generate Fonts[/b], click [b]Options[/b], choose "
- "the desired features then generate the font."
- msgstr ""
- "DynamicFont renderiza los archivos de fuentes vectoriales (como TTF u OTF) "
- "dinámicamente en tiempo de ejecución en lugar de usar un atlas de texturas "
- "pre-renderizado como [BitmapFont]. Esto cambia el tiempo de carga más rápido "
- "de [BitmapFont] por la capacidad de cambiar los parámetros de la fuente como "
- "el tamaño y el espaciado durante el tiempo de ejecución. [DynamicFontData] "
- "se utiliza para referenciar las rutas de los archivos de fuentes. "
- "DynamicFont también soporta la definición de una o más fuentes alternativas, "
- "que se utilizarán cuando se muestre un carácter no soportado por la fuente "
- "principal.\n"
- "DynamicFont utiliza la biblioteca [url=https://www.freetype.org/]FreeType[/"
- "url] para la rasterización.\n"
- "[codeblock]\n"
- "var fuente_dinamica = DynamicFont.new()\n"
- "fuente_dinamica.font_data = load(\"res://BarlowCondensed-Bold.ttf\")\n"
- "fuente_dinamica.size = 64\n"
- "$\"Etiqueta\".set(\"custom_fonts/font\", fuernte_dinamica)\n"
- "[/codeblock]\n"
- "[b]Nota:[/b] DynamicFont no soporta aún características como composición "
- "tipográfica de derecha a izquierda, ligaduras, formación de texto, fuentes "
- "variables y características de fuentes opcionales. Si deseas \"cocinar\" una "
- "característica de fuente opcional en un archivo de fuente TTF, puedes usar "
- "[url=https://fontforge.org/]FontForge[/url] para hacerlo. En FontForge, usa "
- "[b]File > Generate Fonts[/b], haz clic en [b]Options[/b], elige las "
- "características deseadas y luego genera la fuente."
- #: doc/classes/DynamicFont.xml
- msgid "Adds a fallback font."
- msgstr "Añade una fuente alternativa."
- #: doc/classes/DynamicFont.xml
- msgid ""
- "Returns a string containing all the characters available in the main and all "
- "the fallback fonts.\n"
- "If a given character is included in more than one font, it appears only once "
- "in the returned string."
- msgstr ""
- "Devuelve una string que contiene todos los caracteres disponibles en la "
- "fuente principal y en todas las fuentes secundarias.\n"
- "Si un carácter determinado se incluye en más de una fuente, aparece sólo una "
- "vez en la cadena devuelta."
- #: doc/classes/DynamicFont.xml
- msgid "Returns the fallback font at index [code]idx[/code]."
- msgstr "Devuelve la fuente de reserva en el índice [code]idx[/code]."
- #: doc/classes/DynamicFont.xml
- msgid "Returns the number of fallback fonts."
- msgstr "Devuelve el número de fuentes de reserva."
- #: doc/classes/DynamicFont.xml
- msgid ""
- "Returns the spacing for the given [code]type[/code] (see [enum SpacingType])."
- msgstr ""
- "Devuelve el espacio para el [code]type[/code] dado (véase [enum "
- "SpacingType])."
- #: doc/classes/DynamicFont.xml
- msgid "Removes the fallback font at index [code]idx[/code]."
- msgstr "Elimina la fuente de reserva en el índice [code]idx[/code]."
- #: doc/classes/DynamicFont.xml
- msgid "Sets the fallback font at index [code]idx[/code]."
- msgstr "Establece la fuente alternativa en el índice [code]idx[/code]."
- #: doc/classes/DynamicFont.xml
- msgid ""
- "Sets the spacing for [code]type[/code] (see [enum SpacingType]) to "
- "[code]value[/code] in pixels (not relative to the font size)."
- msgstr ""
- "Establece el espacio para [code]type[/code] (véase [enum SpacingType]) en "
- "[code]value[/code] en píxeles (no en relación con el tamaño de la fuente)."
- #: doc/classes/DynamicFont.xml
- msgid "Extra spacing at the bottom in pixels."
- msgstr "Espacio extra en la parte inferior en píxeles."
- #: doc/classes/DynamicFont.xml
- msgid ""
- "Extra spacing for each character in pixels.\n"
- "This can be a negative number to make the distance between characters "
- "smaller."
- msgstr ""
- #: doc/classes/DynamicFont.xml
- msgid ""
- "Extra spacing for the space character (in addition to [member "
- "extra_spacing_char]) in pixels.\n"
- "This can be a negative number to make the distance between words smaller."
- msgstr ""
- #: doc/classes/DynamicFont.xml
- msgid "Extra spacing at the top in pixels."
- msgstr "Espacio extra en la parte superior en píxeles."
- #: doc/classes/DynamicFont.xml
- msgid "The font data."
- msgstr "Los datos de la fuente."
- #: doc/classes/DynamicFont.xml
- msgid ""
- "The font outline's color.\n"
- "[b]Note:[/b] It's recommended to leave this at the default value so that you "
- "can adjust it in individual controls. For example, if the outline is made "
- "black here, it won't be possible to change its color using a Label's font "
- "outline modulate theme item."
- msgstr ""
- "El color del contorno de la fuente.\n"
- "[b]Nota:[/b] Se recomienda dejar este valor por defecto para poder ajustarlo "
- "en los controles individuales. Por ejemplo, si el contorno se hace negro "
- "aquí, no será posible cambiar su color usando un elemento del tema modular "
- "el contorno de la fuente de una etiqueta."
- #: doc/classes/DynamicFont.xml
- msgid "The font outline's thickness in pixels (not relative to the font size)."
- msgstr ""
- "El grosor del contorno de la fuente en píxeles (no en relación con el tamaño "
- "de la fuente)."
- #: doc/classes/DynamicFont.xml
- msgid "The font size in pixels."
- msgstr "El tamaño de la fuente en píxeles."
- #: doc/classes/DynamicFont.xml
- msgid ""
- "If [code]true[/code], filtering is used. This makes the font blurry instead "
- "of pixelated when scaling it if font oversampling is disabled or "
- "ineffective. It's recommended to enable this when using the font in a "
- "control whose size changes over time, unless a pixel art aesthetic is "
- "desired."
- msgstr ""
- #: doc/classes/DynamicFont.xml
- msgid ""
- "If [code]true[/code], mipmapping is used. This improves the font's "
- "appearance when downscaling it if font oversampling is disabled or "
- "ineffective."
- msgstr ""
- #: doc/classes/DynamicFont.xml
- msgid "Spacing at the top."
- msgstr "El espacio en la parte superior."
- #: doc/classes/DynamicFont.xml
- msgid "Spacing at the bottom."
- msgstr "El espacio en la parte inferior."
- #: doc/classes/DynamicFont.xml
- msgid "Spacing for each character."
- msgstr ""
- #: doc/classes/DynamicFont.xml
- msgid "Spacing for the space character."
- msgstr ""
- #: doc/classes/DynamicFontData.xml
- msgid "Used with [DynamicFont] to describe the location of a font file."
- msgstr ""
- "Se usa con [DynamicFont] para describir la ubicación de un archivo de "
- "fuentes."
- #: doc/classes/DynamicFontData.xml
- msgid ""
- "Used with [DynamicFont] to describe the location of a vector font file for "
- "dynamic rendering at runtime."
- msgstr ""
- "Se utiliza con [DynamicFont] para describir la ubicación de un archivo de "
- "fuente vectorial para la representación dinámica en tiempo de ejecución."
- #: doc/classes/DynamicFontData.xml
- msgid ""
- "If [code]true[/code], the font is rendered with anti-aliasing. This property "
- "applies both to the main font and its outline (if it has one)."
- msgstr ""
- "Si [code]true[/code], la fuente se renderiza con anti-aliasing. Esta "
- "propiedad se aplica tanto a la fuente principal como a su contorno (si lo "
- "tiene)."
- #: doc/classes/DynamicFontData.xml
- msgid "The path to the vector font file."
- msgstr "La ruta del archivo de la fuente vectorial."
- #: doc/classes/DynamicFontData.xml
- msgid "The font hinting mode used by FreeType. See [enum Hinting] for options."
- msgstr ""
- "El modo de sugerencia de fuentes usado por FreeType. Ver [enum Hinting] para "
- "las opciones."
- #: doc/classes/DynamicFontData.xml
- msgid ""
- "If set to a value greater than [code]0.0[/code], it will override default "
- "font oversampling, ignoring [member SceneTree.use_font_oversampling] value "
- "and viewport stretch mode."
- msgstr ""
- #: doc/classes/DynamicFontData.xml
- msgid "Disables font hinting (smoother but less crisp)."
- msgstr "Desactiva la indicación de la fuente (más suave pero menos nítida)."
- #: doc/classes/DynamicFontData.xml
- msgid "Use the light font hinting mode."
- msgstr "Utilice el modo de indicación de la fuente de luz."
- #: doc/classes/DynamicFontData.xml
- msgid "Use the default font hinting mode (crisper but less smooth)."
- msgstr ""
- "Utilice el modo de sugerencia de fuentes predeterminado (más nítido pero "
- "menos suave)."
- #: doc/classes/EditorExportPlugin.xml
- #, fuzzy
- msgid "A script that is executed when exporting the project."
- msgstr "Un script que se ejecuta al exportar proyectos."
- #: doc/classes/EditorExportPlugin.xml
- msgid ""
- "[EditorExportPlugin]s are automatically invoked whenever the user exports "
- "the project. Their most common use is to determine what files are being "
- "included in the exported project. For each plugin, [method _export_begin] is "
- "called at the beginning of the export process and then [method _export_file] "
- "is called for each exported file.\n"
- "To use [EditorExportPlugin], register it using the [method EditorPlugin."
- "add_export_plugin] method first."
- msgstr ""
- #: doc/classes/EditorExportPlugin.xml
- msgid ""
- "Virtual method to be overridden by the user. It is called when the export "
- "starts and provides all information about the export. [code]features[/code] "
- "is the list of features for the export, [code]is_debug[/code] is [code]true[/"
- "code] for debug builds, [code]path[/code] is the target path for the "
- "exported project. [code]flags[/code] is only used when running a runnable "
- "profile, e.g. when using native run on Android."
- msgstr ""
- #: doc/classes/EditorExportPlugin.xml
- msgid ""
- "Virtual method to be overridden by the user. Called when the export is "
- "finished."
- msgstr ""
- "Método virtual que debe ser sobrescrito por el usuario. Llamado cuando la "
- "exportación esté terminada."
- #: doc/classes/EditorExportPlugin.xml
- msgid ""
- "Virtual method to be overridden by the user. Called for each exported file, "
- "providing arguments that can be used to identify the file. [code]path[/code] "
- "is the path of the file, [code]type[/code] is the [Resource] represented by "
- "the file (e.g. [PackedScene]) and [code]features[/code] is the list of "
- "features for the export.\n"
- "Calling [method skip] inside this callback will make the file not included "
- "in the export."
- msgstr ""
- #: doc/classes/EditorExportPlugin.xml
- msgid ""
- "Adds a custom file to be exported. [code]path[/code] is the virtual path "
- "that can be used to load the file, [code]file[/code] is the binary data of "
- "the file. If [code]remap[/code] is [code]true[/code], file will not be "
- "exported, but instead remapped to the given [code]path[/code]."
- msgstr ""
- #: doc/classes/EditorExportPlugin.xml
- #, fuzzy
- msgid ""
- "Adds an iOS bundle file from the given [code]path[/code] to the exported "
- "project."
- msgstr ""
- "Guarda un certificado en el [code]path[/code] dado (debe ser un archivo \"*."
- "crt\")."
- #: doc/classes/EditorExportPlugin.xml
- msgid ""
- "Adds a C++ code to the iOS export. The final code is created from the code "
- "appended by each active export plugin."
- msgstr ""
- #: doc/classes/EditorExportPlugin.xml
- msgid ""
- "Adds a dynamic library (*.dylib, *.framework) to Linking Phase in iOS's "
- "Xcode project and embeds it into resulting binary.\n"
- "[b]Note:[/b] For static libraries (*.a) works in same way as [method "
- "add_ios_framework].\n"
- "This method should not be used for System libraries as they are already "
- "present on the device."
- msgstr ""
- #: doc/classes/EditorExportPlugin.xml
- msgid ""
- "Adds a static library (*.a) or dynamic library (*.dylib, *.framework) to "
- "Linking Phase in iOS's Xcode project."
- msgstr ""
- #: doc/classes/EditorExportPlugin.xml
- #, fuzzy
- msgid "Adds linker flags for the iOS export."
- msgstr "Añade una etiqueta de nueva línea a la pila de etiquetas."
- #: doc/classes/EditorExportPlugin.xml
- msgid "Adds content for iOS Property List files."
- msgstr ""
- #: doc/classes/EditorExportPlugin.xml
- #, fuzzy
- msgid "Adds a static lib from the given [code]path[/code] to the iOS project."
- msgstr ""
- "Guarda un certificado en el [code]path[/code] dado (debe ser un archivo \"*."
- "crt\")."
- #: doc/classes/EditorExportPlugin.xml
- msgid ""
- "Adds file or directory matching [code]path[/code] to [code]PlugIns[/code] "
- "directory of macOS app bundle.\n"
- "[b]Note:[/b] This is useful only for macOS exports."
- msgstr ""
- #: doc/classes/EditorExportPlugin.xml
- msgid ""
- "Adds a shared object or a directory containing only shared objects with the "
- "given [code]tags[/code] and destination [code]path[/code].\n"
- "[b]Note:[/b] In case of macOS exports, those shared objects will be added to "
- "[code]Frameworks[/code] directory of app bundle.\n"
- "In case of a directory code-sign will error if you place non code object in "
- "directory."
- msgstr ""
- #: doc/classes/EditorExportPlugin.xml
- msgid ""
- "To be called inside [method _export_file]. Skips the current file, so it's "
- "not included in the export."
- msgstr ""
- #: doc/classes/EditorFeatureProfile.xml
- msgid ""
- "An editor feature profile which can be used to disable specific features."
- msgstr ""
- "Un perfil de características del editor que puede ser usado para "
- "deshabilitar características específicas."
- #: doc/classes/EditorFeatureProfile.xml
- msgid ""
- "An editor feature profile can be used to disable specific features of the "
- "Godot editor. When disabled, the features won't appear in the editor, which "
- "makes the editor less cluttered. This is useful in education settings to "
- "reduce confusion or when working in a team. For example, artists and level "
- "designers could use a feature profile that disables the script editor to "
- "avoid accidentally making changes to files they aren't supposed to edit.\n"
- "To manage editor feature profiles visually, use [b]Editor > Manage Feature "
- "Profiles...[/b] at the top of the editor window."
- msgstr ""
- "Un perfil de características del editor puede ser usado para deshabilitar "
- "características específicas del editor de Godot. Cuando se deshabilita, las "
- "características no aparecen en el editor, lo que hace que el editor esté "
- "menos desordenado. Esto es útil en entornos educativos para reducir la "
- "confusión o cuando se trabaja en equipo. Por ejemplo, los artistas y los "
- "diseñadores de niveles podrían utilizar un perfil de características que "
- "deshabilite el editor de scripts para evitar hacer accidentalmente cambios "
- "en los archivos que no deben editar.\n"
- "Para gestionar visualmente los perfiles de característica del editor, "
- "utiliza [b]Editor > Manage Feature Profiles...[/b] en la parte superior de "
- "la ventana del editor."
- #: doc/classes/EditorFeatureProfile.xml
- msgid "Returns the specified [code]feature[/code]'s human-readable name."
- msgstr ""
- "Devuelve el nombre legible para los humanos de la [code]feature[/code]."
- #: doc/classes/EditorFeatureProfile.xml
- msgid ""
- "Returns [code]true[/code] if the class specified by [code]class_name[/code] "
- "is disabled. When disabled, the class won't appear in the Create New Node "
- "dialog."
- msgstr ""
- "Devuelve [code]true[/code] si la clase especificada por [code]class_name[/"
- "code] está desactivada. Cuando esté desactivada, la clase no aparecerá en el "
- "diálogo Crear nuevo nodo."
- #: doc/classes/EditorFeatureProfile.xml
- msgid ""
- "Returns [code]true[/code] if editing for the class specified by "
- "[code]class_name[/code] is disabled. When disabled, the class will still "
- "appear in the Create New Node dialog but the inspector will be read-only "
- "when selecting a node that extends the class."
- msgstr ""
- "Devuelve [code]true[/code] si la edición para la clase especificada por "
- "[code]class_name[/code] está desactivada. Cuando esté deshabilitada, la "
- "clase seguirá apareciendo en el diálogo Crear nuevo nodo, pero el inspector "
- "será de sólo lectura cuando seleccione un nodo que extienda la clase."
- #: doc/classes/EditorFeatureProfile.xml
- msgid ""
- "Returns [code]true[/code] if [code]property[/code] is disabled in the class "
- "specified by [code]class_name[/code]. When a property is disabled, it won't "
- "appear in the inspector when selecting a node that extends the class "
- "specified by [code]class_name[/code]."
- msgstr ""
- "Devuelve [code]true[/code] si [code]property[/code] está desactivado en la "
- "clase especificada por [code]class_name[/code]. Cuando una propiedad está "
- "deshabilitada, no aparecerá en el inspector cuando se seleccione un nodo que "
- "extienda la clase especificada por [code]class_name[/code]."
- #: doc/classes/EditorFeatureProfile.xml
- msgid ""
- "Returns [code]true[/code] if the [code]feature[/code] is disabled. When a "
- "feature is disabled, it will disappear from the editor entirely."
- msgstr ""
- "Devuelve [code]true[/code] si la función [code]feature[/code] está "
- "desactivada. Cuando una característica está deshabilitada, desaparecerá por "
- "completo del editor."
- #: doc/classes/EditorFeatureProfile.xml
- msgid ""
- "Loads an editor feature profile from a file. The file must follow the JSON "
- "format obtained by using the feature profile manager's [b]Export[/b] button "
- "or the [method save_to_file] method."
- msgstr ""
- "Carga un perfil de características de editor desde un archivo. El archivo "
- "debe seguir el formato JSON obtenido mediante el botón [b]Exportar[/b] del "
- "administrador de perfiles de características o el método [method "
- "save_to_file]."
- #: doc/classes/EditorFeatureProfile.xml
- #, fuzzy
- msgid ""
- "Saves the editor feature profile to a file in JSON format. It can then be "
- "imported using the feature profile manager's [b]Import[/b] button or the "
- "[method load_from_file] method."
- msgstr ""
- "Guarda el perfil de características del editor en un archivo en formato "
- "JSON. Luego puede ser importado usando el botón [b]Import[/b] del "
- "administrador del perfil de característica o el botón [method "
- "load_from_file]."
- #: doc/classes/EditorFeatureProfile.xml
- msgid ""
- "If [code]disable[/code] is [code]true[/code], disables the class specified "
- "by [code]class_name[/code]. When disabled, the class won't appear in the "
- "Create New Node dialog."
- msgstr ""
- "Si [code]disable[/code] es [code]true[/code], se desactiva la clase "
- "especificada por [code]class_name[/code]. Cuando esté desactivada, la clase "
- "no aparecerá en el diálogo Crear nuevo nodo."
- #: doc/classes/EditorFeatureProfile.xml
- msgid ""
- "If [code]disable[/code] is [code]true[/code], disables editing for the class "
- "specified by [code]class_name[/code]. When disabled, the class will still "
- "appear in the Create New Node dialog but the inspector will be read-only "
- "when selecting a node that extends the class."
- msgstr ""
- "Si [code]disable[/code] es [code]true[/code], desactiva la edición para la "
- "clase especificada por [code]class_name[/code]. Cuando esté desactivada, la "
- "clase seguirá apareciendo en el diálogo Crear nuevo nodo, pero el inspector "
- "será de sólo lectura cuando seleccione un nodo que extienda la clase."
- #: doc/classes/EditorFeatureProfile.xml
- msgid ""
- "If [code]disable[/code] is [code]true[/code], disables editing for "
- "[code]property[/code] in the class specified by [code]class_name[/code]. "
- "When a property is disabled, it won't appear in the inspector when selecting "
- "a node that extends the class specified by [code]class_name[/code]."
- msgstr ""
- "Si [code]disable[/code] es [code]true[/code], desactiva la edición para "
- "[code]property[/code] en la clase especificada por [code]class_name[/code]. "
- "Cuando una propiedad está deshabilitada, no aparecerá en el inspector cuando "
- "se seleccione un nodo que extienda la clase especificada por "
- "[code]class_name[/code]."
- #: doc/classes/EditorFeatureProfile.xml
- msgid ""
- "If [code]disable[/code] is [code]true[/code], disables the editor feature "
- "specified in [code]feature[/code]. When a feature is disabled, it will "
- "disappear from the editor entirely."
- msgstr ""
- "Si [code]disable[/code] es [code]true[/code], se desactiva la función de "
- "edición especificada en [code]feature[/code]. Cuando una característica está "
- "deshabilitada, desaparecerá por completo del editor."
- #: doc/classes/EditorFeatureProfile.xml
- msgid ""
- "The 3D editor. If this feature is disabled, the 3D editor won't display but "
- "3D nodes will still display in the Create New Node dialog."
- msgstr ""
- "El editor 3D. Si esta característica está desactivada, el editor 3D no se "
- "mostrará, pero los nodos 3D seguirán mostrándose en el diálogo Crear nuevo "
- "nodo."
- #: doc/classes/EditorFeatureProfile.xml
- msgid ""
- "The Script tab, which contains the script editor and class reference "
- "browser. If this feature is disabled, the Script tab won't display."
- msgstr ""
- "La pestaña Script, que contiene el editor de scripts y el navegador de "
- "referencia de clases. Si esta característica está desactivada, la pestaña "
- "Script no se mostrará."
- #: doc/classes/EditorFeatureProfile.xml
- msgid ""
- "The AssetLib tab. If this feature is disabled, the AssetLib tab won't "
- "display."
- msgstr ""
- "La pestaña AssetLib. Si esta función está desactivada, la pestaña AssetLib "
- "no se mostrará."
- #: doc/classes/EditorFeatureProfile.xml
- msgid ""
- "Scene tree editing. If this feature is disabled, the Scene tree dock will "
- "still be visible but will be read-only."
- msgstr ""
- "Edición del árbol de la escena. Si esta función está desactivada, el "
- "acoplamiento del árbol de escenas seguirá siendo visible pero será de sólo "
- "lectura."
- #: doc/classes/EditorFeatureProfile.xml
- msgid ""
- "The Node dock. If this feature is disabled, signals and groups won't be "
- "visible and modifiable from the editor."
- msgstr ""
- "El nodo dock. Si esta característica está desactivada, las señales y grupos "
- "no serán visibles y modificables desde el editor."
- #: doc/classes/EditorFeatureProfile.xml
- msgid ""
- "The FileSystem dock. If this feature is disabled, the FileSystem dock won't "
- "be visible."
- msgstr ""
- "El dock del Sistema de Archivo. Si esta función está desactivada, el "
- "acoplamiento del Sistema de archivos no será visible."
- #: doc/classes/EditorFeatureProfile.xml
- msgid ""
- "The Import dock. If this feature is disabled, the Import dock won't be "
- "visible."
- msgstr ""
- "El Import dock. Si esta función está desactivada, el muelle de importación "
- "no será visible."
- #: doc/classes/EditorFeatureProfile.xml doc/classes/SpatialMaterial.xml
- msgid "Represents the size of the [enum Feature] enum."
- msgstr "Representa el tamaño del enum [enum Feature]."
- #: doc/classes/EditorFileDialog.xml
- msgid "A modified version of [FileDialog] used by the editor."
- msgstr "Una versión modificada de [FileDialog] utilizada por el editor."
- #: doc/classes/EditorFileDialog.xml
- msgid ""
- "Adds a comma-delimited file extension filter option to the "
- "[EditorFileDialog] with an optional semi-colon-delimited label.\n"
- "For example, [code]\"*.tscn, *.scn; Scenes\"[/code] results in filter text "
- "\"Scenes (*.tscn, *.scn)\"."
- msgstr ""
- "Añade una opción de filtro de extensión de archivo delimitada por comas al "
- "[EditorFileDialog] con una etiqueta opcional delimitada por punto y coma.\n"
- "Por ejemplo, [code]\"*.tscn, *.scn; Scenes\"[/code] da como resultado el "
- "texto del filtro \"Scenes (*.tscn, *.scn)\"."
- #: doc/classes/EditorFileDialog.xml
- msgid "Removes all filters except for \"All Files (*)\"."
- msgstr "Elimina todos los filtros excepto el de \"Todos los archivos (*)\"."
- #: doc/classes/EditorFileDialog.xml
- msgid ""
- "Returns the [code]VBoxContainer[/code] used to display the file system.\n"
- "[b]Warning:[/b] This is a required internal node, removing and freeing it "
- "may cause a crash. If you wish to hide it or any of its children, use their "
- "[member CanvasItem.visible] property."
- msgstr ""
- #: doc/classes/EditorFileDialog.xml
- msgid ""
- "Notify the [EditorFileDialog] that its view of the data is no longer "
- "accurate. Updates the view contents on next view update."
- msgstr ""
- "Notifique al [EditorFileDialog] que su visión de los datos ya no es precisa. "
- "Actualiza el contenido de la vista en la próxima actualización de la misma."
- #: doc/classes/EditorFileDialog.xml
- msgid ""
- "The location from which the user may select a file, including [code]res://[/"
- "code], [code]user://[/code], and the local file system."
- msgstr ""
- "La ubicación desde la cual el usuario puede seleccionar un archivo, "
- "incluyendo [code]res://[/code], [code]user://[/code], y el sistema de "
- "archivos local."
- #: doc/classes/EditorFileDialog.xml
- msgid "The currently occupied directory."
- msgstr "El directorio actualmente ocupado."
- #: doc/classes/EditorFileDialog.xml
- msgid "The currently selected file."
- msgstr "El archivo actualmente seleccionado."
- #: doc/classes/EditorFileDialog.xml
- msgid "The file system path in the address bar."
- msgstr "La ruta del sistema de archivos en la barra de direcciones."
- #: doc/classes/EditorFileDialog.xml
- msgid ""
- "If [code]true[/code], the [EditorFileDialog] will not warn the user before "
- "overwriting files."
- msgstr ""
- "Si [code]true[/code], el [EditorFileDialog] no avisará al usuario antes de "
- "sobrescribir los archivos."
- #: doc/classes/EditorFileDialog.xml
- msgid ""
- "The view format in which the [EditorFileDialog] displays resources to the "
- "user."
- msgstr ""
- "El formato de visualización en el que el [EditorFileDialog] muestra los "
- "recursos al usuario."
- #: doc/classes/EditorFileDialog.xml
- msgid ""
- "The purpose of the [EditorFileDialog], which defines the allowed behaviors."
- msgstr ""
- #: doc/classes/EditorFileDialog.xml
- msgid ""
- "If [code]true[/code], hidden files and directories will be visible in the "
- "[EditorFileDialog]."
- msgstr ""
- "Si [code]true[/code], los archivos y directorios ocultos serán visibles en "
- "el [EditorFileDialog]."
- #: doc/classes/EditorFileDialog.xml
- msgid "Emitted when a directory is selected."
- msgstr "Emitido cuando se selecciona un directorio."
- #: doc/classes/EditorFileDialog.xml
- msgid "Emitted when a file is selected."
- msgstr "Emitido cuando se selecciona un archivo."
- #: doc/classes/EditorFileDialog.xml
- msgid "Emitted when multiple files are selected."
- msgstr "Emitido cuando se seleccionan varios archivos."
- #: doc/classes/EditorFileDialog.xml
- msgid ""
- "The [EditorFileDialog] can select only one file. Accepting the window will "
- "open the file."
- msgstr ""
- "El [EditorFileDialog] puede seleccionar sólo un archivo. Al aceptar la "
- "ventana se abrirá el archivo."
- #: doc/classes/EditorFileDialog.xml
- msgid ""
- "The [EditorFileDialog] can select multiple files. Accepting the window will "
- "open all files."
- msgstr ""
- "El [EditorFileDialog] puede seleccionar varios archivos. Al aceptar la "
- "ventana se abrirán todos los archivos."
- #: doc/classes/EditorFileDialog.xml
- msgid ""
- "The [EditorFileDialog] can select only one directory. Accepting the window "
- "will open the directory."
- msgstr ""
- "El [EditorFileDialog] puede seleccionar sólo un directorio. Al aceptar la "
- "ventana se abrirá el directorio."
- #: doc/classes/EditorFileDialog.xml
- msgid ""
- "The [EditorFileDialog] can select a file or directory. Accepting the window "
- "will open it."
- msgstr ""
- "El [EditorFileDialog] puede seleccionar un archivo o directorio. Aceptando "
- "la ventana se abrirá."
- #: doc/classes/EditorFileDialog.xml
- msgid ""
- "The [EditorFileDialog] can select only one file. Accepting the window will "
- "save the file."
- msgstr ""
- "El [EditorFileDialog] puede seleccionar sólo un archivo. Al aceptar la "
- "ventana se guardará el archivo."
- #: doc/classes/EditorFileDialog.xml
- msgid ""
- "The [EditorFileDialog] can only view [code]res://[/code] directory contents."
- msgstr ""
- "El [EditorFileDialog] sólo puede ver el contenido del directorio [code]res://"
- "[/code]."
- #: doc/classes/EditorFileDialog.xml
- msgid ""
- "The [EditorFileDialog] can only view [code]user://[/code] directory contents."
- msgstr ""
- "El [EditorFileDialog] sólo puede ver el contenido del directorio "
- "[code]user://[/code]."
- #: doc/classes/EditorFileDialog.xml
- msgid "The [EditorFileDialog] can view the entire local file system."
- msgstr "El [EditorFileDialog] puede ver todo el sistema de archivos locales."
- #: doc/classes/EditorFileDialog.xml
- msgid "The [EditorFileDialog] displays resources as thumbnails."
- msgstr "El [EditorFileDialog] muestra los recursos como miniaturas."
- #: doc/classes/EditorFileDialog.xml
- msgid "The [EditorFileDialog] displays resources as a list of filenames."
- msgstr ""
- "El [EditorFileDialog] muestra los recursos como una lista de nombres de "
- "archivos."
- #: doc/classes/EditorFileSystem.xml
- msgid "Resource filesystem, as the editor sees it."
- msgstr "Sistema de archivos de recursos, como lo ve el editor."
- #: doc/classes/EditorFileSystem.xml
- msgid ""
- "This object holds information of all resources in the filesystem, their "
- "types, etc.\n"
- "[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
- "the singleton using [method EditorInterface.get_resource_filesystem]."
- msgstr ""
- "Este objeto contiene información de todos los recursos del sistema de "
- "archivos, sus tipos, etc.\n"
- "[b]Nota:[/b] Esta clase no debe ser instanciada directamente. En su lugar, "
- "accede al singleton usando [method EditorInterface.get_resource_filesystem]."
- #: doc/classes/EditorFileSystem.xml
- msgid ""
- "Returns the resource type of the file, given the full path. This returns a "
- "string such as [code]\"Resource\"[/code] or [code]\"GDScript\"[/code], "
- "[i]not[/i] a file extension such as [code]\".gd\"[/code]."
- msgstr ""
- #: doc/classes/EditorFileSystem.xml
- msgid "Gets the root directory object."
- msgstr "Obtiene el objeto del directorio raíz."
- #: doc/classes/EditorFileSystem.xml
- msgid "Returns a view into the filesystem at [code]path[/code]."
- msgstr "Devuelve una vista en el sistema de archivos en [code]path[/code]."
- #: doc/classes/EditorFileSystem.xml
- msgid "Returns the scan progress for 0 to 1 if the FS is being scanned."
- msgstr ""
- "Devuelve el progreso del escaneo de 0 a 1 si el FS está siendo escaneado."
- #: doc/classes/EditorFileSystem.xml
- #, fuzzy
- msgid "Returns [code]true[/code] if the filesystem is being scanned."
- msgstr ""
- "Devuelve [code]true[/code] del sistema de archivos está siendo escaneado."
- #: doc/classes/EditorFileSystem.xml
- msgid "Scan the filesystem for changes."
- msgstr "Escanea el sistema de archivos en busca de cambios."
- #: doc/classes/EditorFileSystem.xml
- msgid "Check if the source of any imported resource changed."
- msgstr "Compruebe si ha cambiado la fuente de algún recurso importado."
- #: doc/classes/EditorFileSystem.xml
- msgid ""
- "Update a file information. Call this if an external program (not Godot) "
- "modified the file."
- msgstr ""
- "Actualizar la información de un archivo. Llámalo si un programa externo (no "
- "Godot) modificó el archivo."
- #: doc/classes/EditorFileSystem.xml
- msgid "Scans the script files and updates the list of custom class names."
- msgstr ""
- "Escanea los archivos de script y actualiza la lista de nombres de clase "
- "personalizados."
- #: doc/classes/EditorFileSystem.xml
- msgid "Emitted if the filesystem changed."
- msgstr "Emitido si el sistema de archivos cambió."
- #: doc/classes/EditorFileSystem.xml
- #, fuzzy
- msgid "Emitted if a resource is reimported."
- msgstr "Remitido si un recurso es reimportado."
- #: doc/classes/EditorFileSystem.xml
- msgid ""
- "Emitted if at least one resource is reloaded when the filesystem is scanned."
- msgstr ""
- "Emitido si al menos un recurso se recarga cuando el sistema de archivos es "
- "escaneado."
- #: doc/classes/EditorFileSystem.xml
- msgid "Emitted if the source of any imported file changed."
- msgstr "Emitido si la fuente de cualquier archivo importado cambia."
- #: doc/classes/EditorFileSystemDirectory.xml
- msgid "A directory for the resource filesystem."
- msgstr "Un directorio para el sistema de archivos de recursos."
- #: doc/classes/EditorFileSystemDirectory.xml
- msgid "A more generalized, low-level variation of the directory concept."
- msgstr ""
- "Una variación más generalizada y de bajo nivel del concepto de directorio."
- #: doc/classes/EditorFileSystemDirectory.xml
- msgid ""
- "Returns the index of the directory with name [code]name[/code] or [code]-1[/"
- "code] if not found."
- msgstr ""
- "Devuelve el índice del directorio con el nombre [code]name[/code] o "
- "[code]-1[/code] si no se encuentra."
- #: doc/classes/EditorFileSystemDirectory.xml
- msgid ""
- "Returns the index of the file with name [code]name[/code] or [code]-1[/code] "
- "if not found."
- msgstr ""
- "Devuelve el índice del archivo con el nombre [code]name[/code] o [code]-1[/"
- "code] si no se encuentra."
- #: doc/classes/EditorFileSystemDirectory.xml
- msgid "Returns the name of the file at index [code]idx[/code]."
- msgstr "Devuelve el nombre del archivo en el índice [code]idx[/code]."
- #: doc/classes/EditorFileSystemDirectory.xml
- msgid "Returns the number of files in this directory."
- msgstr "Devuelve el número de archivos en este directorio."
- #: doc/classes/EditorFileSystemDirectory.xml
- msgid ""
- "Returns [code]true[/code] if the file at index [code]idx[/code] imported "
- "properly."
- msgstr ""
- "Devuelve [code]true[/code] si el archivo en el índice [code]idx[/code] se "
- "importó correctamente."
- #: doc/classes/EditorFileSystemDirectory.xml
- msgid "Returns the path to the file at index [code]idx[/code]."
- msgstr "Devuelve la ruta del archivo en el índice [code]idx[/code]."
- #: doc/classes/EditorFileSystemDirectory.xml
- msgid ""
- "Returns the base class of the script class defined in the file at index "
- "[code]idx[/code]. If the file doesn't define a script class using the "
- "[code]class_name[/code] syntax, this will return an empty string."
- msgstr ""
- "Devuelve la clase base de la clase de script definida en el archivo en el "
- "índice [code]idx[/code]. Si el archivo no define una clase de script "
- "utilizando la sintaxis [code]class_name[/code], esto devolverá una string "
- "vacía."
- #: doc/classes/EditorFileSystemDirectory.xml
- msgid ""
- "Returns the name of the script class defined in the file at index [code]idx[/"
- "code]. If the file doesn't define a script class using the [code]class_name[/"
- "code] syntax, this will return an empty string."
- msgstr ""
- "Devuelve el nombre de la clase de guión definida en el archivo en el índice "
- "[code]idx[/code]. Si el archivo no define una clase de guión utilizando la "
- "sintaxis [code]class_name[/code], esto devolverá una cadena vacía."
- #: doc/classes/EditorFileSystemDirectory.xml
- msgid ""
- "Returns the resource type of the file at index [code]idx[/code]. This "
- "returns a string such as [code]\"Resource\"[/code] or [code]\"GDScript\"[/"
- "code], [i]not[/i] a file extension such as [code]\".gd\"[/code]."
- msgstr ""
- #: doc/classes/EditorFileSystemDirectory.xml
- msgid "Returns the name of this directory."
- msgstr "Devuelve el nombre de este directorio."
- #: doc/classes/EditorFileSystemDirectory.xml
- msgid ""
- "Returns the parent directory for this directory or [code]null[/code] if "
- "called on a directory at [code]res://[/code] or [code]user://[/code]."
- msgstr ""
- "Devuelve el directorio principal de este directorio o [code]null[/code] si "
- "se llama a un directorio en [code]res://[/code] o [code]user://[/code]."
- #: doc/classes/EditorFileSystemDirectory.xml
- msgid "Returns the path to this directory."
- msgstr "Devuelve la ruta de este directorio."
- #: doc/classes/EditorFileSystemDirectory.xml
- msgid "Returns the subdirectory at index [code]idx[/code]."
- msgstr "Devuelve el subdirectorio en el índice [code]idx[/code]."
- #: doc/classes/EditorFileSystemDirectory.xml
- msgid "Returns the number of subdirectories in this directory."
- msgstr "Devuelve el número de subdirectorios en este directorio."
- #: doc/classes/EditorImportPlugin.xml
- msgid ""
- "Registers a custom resource importer in the editor. Use the class to parse "
- "any file and import it as a new resource type."
- msgstr ""
- "Registra un importador de recursos personalizados en el editor. Usa la clase "
- "para analizar cualquier archivo e importarlo como un nuevo tipo de recurso."
- #: doc/classes/EditorImportPlugin.xml
- #, fuzzy
- msgid ""
- "[EditorImportPlugin]s provide a way to extend the editor's resource import "
- "functionality. Use them to import resources from custom files or to provide "
- "alternatives to the editor's existing importers.\n"
- "EditorImportPlugins work by associating with specific file extensions and a "
- "resource type. See [method get_recognized_extensions] and [method "
- "get_resource_type]. They may optionally specify some import presets that "
- "affect the import process. EditorImportPlugins are responsible for creating "
- "the resources and saving them in the [code].import[/code] directory (see "
- "[member ProjectSettings.application/config/"
- "use_hidden_project_data_directory]).\n"
- "Below is an example EditorImportPlugin that imports a [Mesh] from a file "
- "with the extension \".special\" or \".spec\":\n"
- "[codeblock]\n"
- "tool\n"
- "extends EditorImportPlugin\n"
- "\n"
- "func get_importer_name():\n"
- " return \"my.special.plugin\"\n"
- "\n"
- "func get_visible_name():\n"
- " return \"Special Mesh\"\n"
- "\n"
- "func get_recognized_extensions():\n"
- " return [\"special\", \"spec\"]\n"
- "\n"
- "func get_save_extension():\n"
- " return \"mesh\"\n"
- "\n"
- "func get_resource_type():\n"
- " return \"Mesh\"\n"
- "\n"
- "func get_preset_count():\n"
- " return 1\n"
- "\n"
- "func get_preset_name(i):\n"
- " return \"Default\"\n"
- "\n"
- "func get_import_options(i):\n"
- " return [{\"name\": \"my_option\", \"default_value\": false}]\n"
- "\n"
- "func import(source_file, save_path, options, platform_variants, gen_files):\n"
- " var file = File.new()\n"
- " if file.open(source_file, File.READ) != OK:\n"
- " return FAILED\n"
- "\n"
- " var mesh = Mesh.new()\n"
- " # Fill the Mesh with data read in \"file\", left as an exercise to the "
- "reader\n"
- "\n"
- " var filename = save_path + \".\" + get_save_extension()\n"
- " return ResourceSaver.save(filename, mesh)\n"
- "[/codeblock]\n"
- "To use [EditorImportPlugin], register it using the [method EditorPlugin."
- "add_import_plugin] method first."
- msgstr ""
- "EditorImportPlugins proporcionan una forma de ampliar la funcionalidad de "
- "importación de recursos del editor. Utilícelos para importar recursos de "
- "archivos personalizados o para proporcionar alternativas a los importadores "
- "existentes del editor. Registra tu [EditorPlugin] con el [method "
- "EditorPlugin.add_import_plugin].\n"
- "Los EditorImportPlugins funcionan asociándose a extensiones de archivo "
- "específicas y a un tipo de recurso. Ver [method get_recognized_extensions] y "
- "[method get_resource_type]. Opcionalmente, pueden especificar algunos "
- "preajustes de importación que afectan al proceso de importación. Los "
- "EditorImportPlugins se encargan de crear los recursos y de guardarlos en el "
- "directorio [code].import[/code].\n"
- "A continuación se muestra un ejemplo de EditorImportPlugin que importa un "
- "[Mesh] de un archivo con la extensión \".special\" o \".spec\":\n"
- "[codeblock]\n"
- "tool\n"
- "extends EditorImportPlugin\n"
- "\n"
- "func get_importer_name():\n"
- " return \"my.special.plugin\"\n"
- "\n"
- "func get_visible_name():\n"
- " return \"Importador de malla especial\"\n"
- "\n"
- "func get_recognized_extensions():\n"
- " return [\"special\", \"spec\"]\n"
- "\n"
- "func get_save_extension():\n"
- " return \"malla\"\n"
- "\n"
- "func get_resource_type():\n"
- " return \"Malla\"\n"
- "\n"
- "func get_preset_count():\n"
- " return 1\n"
- "\n"
- "func get_preset_name(i):\n"
- " return \"Default\"\n"
- "\n"
- "func get_import_options(i):\n"
- " return [{\"name\": \"mi_opcion\", \"default_value\": false}]\n"
- "\n"
- "func import(archivo_fuente, salvar_ruta, opciones, variables_plataforma, "
- "archivos_generados):\n"
- " var archivo = File.new()\n"
- " if archivo.open(archivo_fuente, File.READ) != OK:\n"
- " return FAILED\n"
- "\n"
- " var malla = Mesh.new()\n"
- " # Rellena la malla con los datos leidos de archivo, se deje como un "
- "ejecicio al lector\n"
- "\n"
- " var nombreArchivo = salvar_ruta + \".\" + get_save_extension()\n"
- " ResourceSaver.save(nombreArchivo, malla)\n"
- " return OK\n"
- "[/codeblock]"
- #: doc/classes/EditorImportPlugin.xml
- msgid ""
- "Gets the options and default values for the preset at this index. Returns an "
- "Array of Dictionaries with the following keys: [code]name[/code], "
- "[code]default_value[/code], [code]property_hint[/code] (optional), "
- "[code]hint_string[/code] (optional), [code]usage[/code] (optional)."
- msgstr ""
- "Obtiene las opciones y los valores por defecto para el preajuste en este "
- "índice. Devuelve un array de diccionarios con las siguientes claves: "
- "[code]name[/code], [code]default_value[/code], [code]property_hint[/code] "
- "(opcional), [code]hint_string[/code] (opcional), [code]uso[/code] (opcional)."
- #: doc/classes/EditorImportPlugin.xml
- #, fuzzy
- msgid ""
- "Gets the order of this importer to be run when importing resources. "
- "Importers with [i]lower[/i] import orders will be called first, and higher "
- "values will be called later. Use this to ensure the importer runs after the "
- "dependencies are already imported. The default import order is [code]0[/"
- "code] unless overridden by a specific importer. See [enum ResourceImporter."
- "ImportOrder] for some predefined values."
- msgstr ""
- "Se ejecuta el orden de este importador al importar recursos. Los valores más "
- "altos serán llamados más tarde. Utiliza esto para asegurar que el importador "
- "se ejecuta después de que las dependencias ya han sido importadas."
- #: doc/classes/EditorImportPlugin.xml
- msgid "Gets the unique name of the importer."
- msgstr "Obtiene el nombre único del importador."
- #: doc/classes/EditorImportPlugin.xml
- msgid ""
- "This method can be overridden to hide specific import options if conditions "
- "are met. This is mainly useful for hiding options that depend on others if "
- "one of them is disabled. For example:\n"
- "[codeblock]\n"
- "func get_option_visibility(option, options):\n"
- " # Only show the lossy quality setting if the compression mode is set to "
- "\"Lossy\".\n"
- " if option == \"compress/lossy_quality\" and options.has(\"compress/"
- "mode\"):\n"
- " return int(options[\"compress/mode\"]) == COMPRESS_LOSSY\n"
- "\n"
- " return true\n"
- "[/codeblock]\n"
- "Return [code]true[/code] to make all options always visible."
- msgstr ""
- "Este método puede anularse para ocultar opciones de importación específicas "
- "si se cumplen las condiciones. Esto es principalmente útil para ocultar "
- "opciones que dependen de otras si una de ellas está desactivada. Por "
- "ejemplo:\n"
- "[codeblock]\n"
- "func get_option_visibility(option, options):\n"
- " # Sólo muestra el ajuste de calidad de pérdida si el modo de compresión "
- "está ajustado a \"pérdida\".\n"
- " if option == \"compress/lossy_quality\" y options.has(\"compress/"
- "mode\"):\n"
- " return int(options[\"compress/mode\"]) == COMPRESS_LOSSY\n"
- "\n"
- " retorno true\n"
- "[/codeblock]\n"
- "Devuelve [code]true[/code] para que todas las opciones estén siempre "
- "visibles."
- #: doc/classes/EditorImportPlugin.xml
- msgid ""
- "Gets the number of initial presets defined by the plugin. Use [method "
- "get_import_options] to get the default options for the preset and [method "
- "get_preset_name] to get the name of the preset."
- msgstr ""
- "Obtiene el número de preajustes iniciales definidos por el plugin. Usa "
- "[method get_import_options] para obtener las opciones por defecto de "
- "preajuste y [method get_preset_name] para obtener el nombre del preajuste."
- #: doc/classes/EditorImportPlugin.xml
- msgid "Gets the name of the options preset at this index."
- msgstr "Obtiene el nombre de las opciones de preajuste en este índice."
- #: doc/classes/EditorImportPlugin.xml
- msgid ""
- "Gets the priority of this plugin for the recognized extension. Higher "
- "priority plugins will be preferred. The default priority is [code]1.0[/code]."
- msgstr ""
- "Obtiene la prioridad de este plugin para la extensión reconocida. Se "
- "preferirán los plugins de mayor prioridad. La prioridad por defecto es "
- "[code]1.0[/code]."
- #: doc/classes/EditorImportPlugin.xml
- msgid ""
- "Gets the list of file extensions to associate with this loader (case-"
- "insensitive). e.g. [code][\"obj\"][/code]."
- msgstr ""
- "Obtiene la lista de extensiones de archivos para asociar con este cargador "
- "(sin distinción de mayúsculas y minúsculas). Por ejemplo, [code][\"obj\"][/"
- "code]."
- #: doc/classes/EditorImportPlugin.xml
- msgid ""
- "Gets the Godot resource type associated with this loader. e.g. "
- "[code]\"Mesh\"[/code] or [code]\"Animation\"[/code]."
- msgstr ""
- "Obtiene el tipo de recurso Godot asociado a este cargador. Por ejemplo, "
- "[code]\"Mesh\"[/code] o [code]\"Animation\"[/code]."
- #: doc/classes/EditorImportPlugin.xml
- #, fuzzy
- msgid ""
- "Gets the extension used to save this resource in the [code].import[/code] "
- "directory (see [member ProjectSettings.application/config/"
- "use_hidden_project_data_directory])."
- msgstr ""
- "Obtiene la extensión utilizada para guardar este recurso en el directorio "
- "[code].import[/code]."
- #: doc/classes/EditorImportPlugin.xml
- msgid ""
- "Gets the name to display in the import window. You should choose this name "
- "as a continuation to \"Import as\", e.g. \"Import as Special Mesh\"."
- msgstr ""
- #: doc/classes/EditorImportPlugin.xml
- msgid ""
- "Imports [code]source_file[/code] into [code]save_path[/code] with the import "
- "[code]options[/code] specified. The [code]platform_variants[/code] and "
- "[code]gen_files[/code] arrays will be modified by this function.\n"
- "This method must be overridden to do the actual importing work. See this "
- "class' description for an example of overriding this method."
- msgstr ""
- "Importa el [code]source_file[/code] en [code]save_path[/code] con las "
- "opciones de importación [code]options[/code] especificadas. Los arrays "
- "[code]platform_variants[/code] y [code]gen_files[/code] serán modificadas "
- "por esta función.\n"
- "Este método debe ser anulado para hacer el trabajo de importación real. Ver "
- "la descripción de esta clase para un ejemplo de cómo sobreescribir este "
- "método."
- #: doc/classes/EditorInspector.xml
- #, fuzzy
- msgid "A control used to edit properties of an object."
- msgstr ""
- "Una pestaña que se utiliza para editar las propiedades del nodo seleccionado."
- #: doc/classes/EditorInspector.xml
- msgid ""
- "This is the control that implements property editing in the editor's "
- "Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
- "in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
- "[EditorInspector] will show properties in the same order as the array "
- "returned by [method Object.get_property_list].\n"
- "If a property's name is path-like (i.e. if it contains forward slashes), "
- "[EditorInspector] will create nested sections for \"directories\" along the "
- "path. For example, if a property is named [code]highlighting/gdscript/"
- "node_path_color[/code], it will be shown as \"Node Path Color\" inside the "
- "\"GDScript\" section nested inside the \"Highlighting\" section.\n"
- "If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it "
- "will group subsequent properties whose name starts with the property's hint "
- "string. The group ends when a property does not start with that hint string "
- "or when a new group starts. An empty group name effectively ends the current "
- "group. [EditorInspector] will create a top-level section for each group. For "
- "example, if a property with group usage is named [code]Collide With[/code] "
- "and its hint string is [code]collide_with_[/code], a subsequent "
- "[code]collide_with_area[/code] property will be shown as \"Area\" inside the "
- "\"Collide With\" section.\n"
- "[b]Note:[/b] Unlike sections created from path-like property names, "
- "[EditorInspector] won't capitalize the name for sections created from "
- "groups. So properties with group usage usually use capitalized names instead "
- "of snake_cased names."
- msgstr ""
- #: doc/classes/EditorInspector.xml
- msgid ""
- "Refreshes the inspector.\n"
- "[b]Note:[/b] To save on CPU resources, calling this method will do nothing "
- "if the time specified in [code]docks/property_editor/auto_refresh_interval[/"
- "code] editor setting hasn't passed yet since this method was last called. "
- "(By default, this interval is set to 0.3 seconds.)"
- msgstr ""
- "Refresca al inspector.\n"
- "[b]Nota:[/b] Para ahorrar recursos de la CPU, llamar a este método no hará "
- "nada si el tiempo especificado en el ajuste del editor [code]docks/"
- "property_editor/auto_refresh_interval[/code] no ha pasado aún desde la "
- "última vez que se llamó a este método. (Por defecto, este intervalo está "
- "establecido en 0,3 segundos.)"
- #: doc/classes/EditorInspector.xml
- msgid ""
- "Emitted when the Edit button of an [Object] has been pressed in the "
- "inspector. This is mainly used in the remote scene tree inspector."
- msgstr ""
- "Emitido cuando se ha pulsado el botón de edición de un [Object] en el "
- "inspector. Esto se utiliza principalmente en el inspector de árbol de escena "
- "remota."
- #: doc/classes/EditorInspector.xml
- msgid "Emitted when a property is edited in the inspector."
- msgstr "Emitido cuando una propiedad es editada en el inspector."
- #: doc/classes/EditorInspector.xml
- msgid ""
- "Emitted when a property is keyed in the inspector. Properties can be keyed "
- "by clicking the \"key\" icon next to a property when the Animation panel is "
- "toggled."
- msgstr ""
- "Emitido cuando una propiedad es puesta en clave por el inspector. Las "
- "propiedades pueden ser tecleadas haciendo clic en el icono \"tecla\" junto a "
- "una propiedad cuando el panel de animación se conmuta."
- #: doc/classes/EditorInspector.xml
- msgid "Emitted when a property is selected in the inspector."
- msgstr "Emitido cuando una propiedad es seleccionada en el inspector."
- #: doc/classes/EditorInspector.xml
- msgid ""
- "Emitted when a boolean property is toggled in the inspector.\n"
- "[b]Note:[/b] This signal is never emitted if the internal [code]autoclear[/"
- "code] property enabled. Since this property is always enabled in the editor "
- "inspector, this signal is never emitted by the editor itself."
- msgstr ""
- "Emitido cuando una propiedad booleana se conmuta en el inspector.\n"
- "[b]Nota:[/b] Esta señal nunca se emite si la propiedad interna "
- "[code]autoclear[/code] está activada. Dado que esta propiedad siempre está "
- "activada en el inspector del editor, esta señal nunca es emitida por el "
- "propio editor."
- #: doc/classes/EditorInspector.xml
- msgid "Emitted when a resource is selected in the inspector."
- msgstr "Emitido cuando se selecciona un recurso en el inspector."
- #: doc/classes/EditorInspector.xml
- msgid ""
- "Emitted when a property that requires a restart to be applied is edited in "
- "the inspector. This is only used in the Project Settings and Editor Settings."
- msgstr ""
- "Emitido cuando una propiedad que requiere un reinicio para ser aplicada es "
- "editada en el inspector. Esto sólo se usa en los ajustes del proyecto y en "
- "los ajustes del editor."
- #: doc/classes/EditorInspectorPlugin.xml
- msgid "Plugin for adding custom property editors on inspector."
- msgstr ""
- "Plugin para añadir editores de propiedades personalizados en el inspector."
- #: doc/classes/EditorInspectorPlugin.xml
- #, fuzzy
- msgid ""
- "[EditorInspectorPlugin] allows adding custom property editors to "
- "[EditorInspector].\n"
- "When an object is edited, the [method can_handle] function is called and "
- "must return [code]true[/code] if the object type is supported.\n"
- "If supported, the function [method parse_begin] will be called, allowing to "
- "place custom controls at the beginning of the class.\n"
- "Subsequently, the [method parse_category] and [method parse_property] are "
- "called for every category and property. They offer the ability to add custom "
- "controls to the inspector too.\n"
- "Finally, [method parse_end] will be called.\n"
- "On each of these calls, the \"add\" functions can be called.\n"
- "To use [EditorInspectorPlugin], register it using the [method EditorPlugin."
- "add_inspector_plugin] method first."
- msgstr ""
- "Este plugin permite añadir editores de propiedades personalizados a "
- "[EditorInspector].\n"
- "Los plugins se registran a través del [method EditorPlugin."
- "add_inspector_plugin].\n"
- "Cuando se edita un objeto, se llama a la función [method can_handle] y debe "
- "devolver [code]true[/code] si el tipo de objeto está soportado.\n"
- "Si está soportada, se llamará a la función [method parse_begin], lo que "
- "permitirá colocar controles personalizados al principio de la clase.\n"
- "Posteriormente, el [method parse_category] y el [method parse_property] son "
- "llamados para cada categoría y propiedad. Ofrecen la posibilidad de añadir "
- "controles personalizados al inspector también.\n"
- "Finalmente, se llamará a [method parse_end].\n"
- "En cada una de estas llamadas, las funciones \"add\" pueden ser llamadas."
- #: doc/classes/EditorInspectorPlugin.xml
- msgid "Inspector plugins"
- msgstr ""
- #: doc/classes/EditorInspectorPlugin.xml
- #, fuzzy
- msgid "Adds a custom control, which is not necessarily a property editor."
- msgstr ""
- "Añade un control personalizado, no necesariamente un editor de propiedades."
- #: doc/classes/EditorInspectorPlugin.xml
- #, fuzzy
- msgid ""
- "Adds a property editor for an individual property. The [code]editor[/code] "
- "control must extend [EditorProperty]."
- msgstr "Añade un editor de propiedades, este debe heredar [EditorPropiedad]."
- #: doc/classes/EditorInspectorPlugin.xml
- #, fuzzy
- msgid ""
- "Adds an editor that allows modifying multiple properties. The [code]editor[/"
- "code] control must extend [EditorProperty]."
- msgstr ""
- "Añade un editor que permite modificar múltiples propiedades, este debe "
- "heredar [EditorProperty]."
- #: doc/classes/EditorInspectorPlugin.xml
- msgid "Returns [code]true[/code] if this object can be handled by this plugin."
- msgstr ""
- "Devuelve [code]true[/code] si este objeto puede ser manejado por este plugin."
- #: doc/classes/EditorInspectorPlugin.xml
- msgid "Called to allow adding controls at the beginning of the list."
- msgstr ""
- "Llamado para permitir la adición de controles al principio de la lista."
- #: doc/classes/EditorInspectorPlugin.xml
- msgid "Called to allow adding controls at the beginning of the category."
- msgstr ""
- "Llamado para permitir la adición de controles al principio de la categoría."
- #: doc/classes/EditorInspectorPlugin.xml
- msgid "Called to allow adding controls at the end of the list."
- msgstr "Llamado para permitir la adición de controles al final de la lista."
- #: doc/classes/EditorInspectorPlugin.xml
- msgid ""
- "Called to allow adding property specific editors to the inspector. Usually "
- "these inherit [EditorProperty]. Returning [code]true[/code] removes the "
- "built-in editor for this property, otherwise allows to insert a custom "
- "editor before the built-in one."
- msgstr ""
- "Llamado a permitir que se añadan editores de propiedades específicas al "
- "inspector. Normalmente estos heredan [EditorProperty]. Devolver [code]true[/"
- "code] elimina el editor incorporado para esta propiedad, de lo contrario "
- "permite insertar un editor personalizado antes del incorporado."
- #: doc/classes/EditorInterface.xml
- msgid "Godot editor's interface."
- msgstr "La interfaz del editor de Godot."
- #: doc/classes/EditorInterface.xml
- msgid ""
- "EditorInterface gives you control over Godot editor's window. It allows "
- "customizing the window, saving and (re-)loading scenes, rendering mesh "
- "previews, inspecting and editing resources and objects, and provides access "
- "to [EditorSettings], [EditorFileSystem], [EditorResourcePreview], "
- "[ScriptEditor], the editor viewport, and information about scenes.\n"
- "[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
- "the singleton using [method EditorPlugin.get_editor_interface]."
- msgstr ""
- "EditorInterface te da el control sobre la ventana del editor de Godot. "
- "Permite personalizar la ventana, guardar y (re)cargar escenas, renderizar "
- "vistas previas de la malla, inspeccionar y editar recursos y objetos, y "
- "proporciona acceso a [EditorSettings], [EditorFileSystem], "
- "[EditorResourcePreview], [ScriptEditor], la vista del editor e información "
- "sobre las escenas.\n"
- "[b]Nota:[/b] Esta clase no debe ser instanciada directamente. En lugar de "
- "eso, accede al singleton usando el [method EditorPlugin."
- "get_editor_interface]."
- #: doc/classes/EditorInterface.xml
- msgid ""
- "Edits the given [Node]. The node will be also selected if it's inside the "
- "scene tree."
- msgstr ""
- #: doc/classes/EditorInterface.xml
- msgid ""
- "Edits the given [Resource]. If the resource is a [Script] you can also edit "
- "it with [method edit_script] to specify the line and column position."
- msgstr ""
- #: doc/classes/EditorInterface.xml
- msgid ""
- "Edits the given [Script]. The line and column on which to open the script "
- "can also be specified. The script will be open with the user-configured "
- "editor for the script's language which may be an external editor."
- msgstr ""
- #: doc/classes/EditorInterface.xml
- #, fuzzy
- msgid ""
- "Returns the main container of Godot editor's window. For example, you can "
- "use it to retrieve the size of the container and place your controls "
- "accordingly.\n"
- "[b]Warning:[/b] Removing and freeing this node will render the editor "
- "useless and may cause a crash."
- msgstr ""
- "Devuelve el contenedor principal de la ventana del editor de Godot. Por "
- "ejemplo, puedes usarlo para recuperar el tamaño del contenedor y colocar los "
- "controles en consecuencia."
- #: doc/classes/EditorInterface.xml
- msgid "Returns the current path being viewed in the [FileSystemDock]."
- msgstr "Devuelve la ruta actual que se está viendo en el [FileSystemDock]."
- #: doc/classes/EditorInterface.xml
- msgid "Returns the edited (current) scene's root [Node]."
- msgstr "Devuelve la raíz de la escena editada (actual) [Node]."
- #: doc/classes/EditorInterface.xml
- msgid ""
- "Returns the actual scale of the editor UI ([code]1.0[/code] being 100% "
- "scale). This can be used to adjust position and dimensions of the UI added "
- "by plugins.\n"
- "[b]Note:[/b] This value is set via the [code]interface/editor/display_scale[/"
- "code] and [code]interface/editor/custom_display_scale[/code] editor "
- "settings. Editor must be restarted for changes to be properly applied."
- msgstr ""
- #: doc/classes/EditorInterface.xml
- msgid "Returns the editor's [EditorSettings] instance."
- msgstr "Devuelve la instancia del editor [EditorSettings]."
- #: doc/classes/EditorInterface.xml
- #, fuzzy
- msgid ""
- "Returns the main editor control. Use this as a parent for main screens.\n"
- "[b]Note:[/b] This returns the main editor control containing the whole "
- "editor, not the 2D or 3D viewports specifically.\n"
- "[b]Warning:[/b] Removing and freeing this node will render a part of the "
- "editor useless and may cause a crash."
- msgstr ""
- "Devuelve el control del editor principal. Utilízalo como padre para las "
- "pantallas principales.\n"
- "[b]Nota:[/b] Esto devuelve el control de editor principal que contiene todo "
- "el editor, no las vistas 2D o 3D específicamente."
- #: doc/classes/EditorInterface.xml
- msgid ""
- "Returns the editor's [FileSystemDock] instance.\n"
- "[b]Warning:[/b] Removing and freeing this node will render a part of the "
- "editor useless and may cause a crash."
- msgstr ""
- #: doc/classes/EditorInterface.xml
- msgid ""
- "Returns the editor's [EditorInspector] instance.\n"
- "[b]Warning:[/b] Removing and freeing this node will render a part of the "
- "editor useless and may cause a crash."
- msgstr ""
- #: doc/classes/EditorInterface.xml
- msgid "Returns an [Array] with the file paths of the currently opened scenes."
- msgstr ""
- "Devuelve una [Array] con las rutas de archivo de las escenas abiertas "
- "actualmente."
- #: doc/classes/EditorInterface.xml
- msgid ""
- "Returns the name of the scene that is being played. If no scene is currently "
- "being played, returns an empty string."
- msgstr ""
- "Devuelve el nombre de la escena que se está reproduciendo. Si no se está "
- "reproduciendo ninguna escena, devuelve una string vacía."
- #: doc/classes/EditorInterface.xml
- msgid "Returns the editor's [EditorFileSystem] instance."
- msgstr "Devuelve la instancia del editor [EditorFileSystem]."
- #: doc/classes/EditorInterface.xml
- msgid "Returns the editor's [EditorResourcePreview] instance."
- msgstr "Devuelve la instancia del editor [EditorResourcePreview]."
- #: doc/classes/EditorInterface.xml
- msgid ""
- "Returns the editor's [ScriptEditor] instance.\n"
- "[b]Warning:[/b] Removing and freeing this node will render a part of the "
- "editor useless and may cause a crash."
- msgstr ""
- #: doc/classes/EditorInterface.xml
- msgid ""
- "Returns the path of the directory currently selected in the "
- "[FileSystemDock]. If a file is selected, its base directory will be returned "
- "using [method String.get_base_dir] instead."
- msgstr ""
- "Devuelve la ruta del directorio actualmente seleccionado en el "
- "[FileSystemDock]. Si se selecciona un archivo, su directorio base será "
- "devuelto usando el [method String.get_base_dir] en su lugar."
- #: doc/classes/EditorInterface.xml
- msgid "Returns the editor's [EditorSelection] instance."
- msgstr "Devuelve la instancia del editor [EditorSelection]."
- #: doc/classes/EditorInterface.xml
- #, fuzzy
- msgid ""
- "Shows the given property on the given [code]object[/code] in the editor's "
- "Inspector dock. If [code]inspector_only[/code] is [code]true[/code], plugins "
- "will not attempt to edit [code]object[/code]."
- msgstr ""
- "Muestra la propiedad dada en el [code]object[/code] dado en el muelle "
- "inspector del editor."
- #: doc/classes/EditorInterface.xml
- msgid ""
- "Returns [code]true[/code] if a scene is currently being played, [code]false[/"
- "code] otherwise. Paused scenes are considered as being played."
- msgstr ""
- "Devuelve [code]true[/code] si se está reproduciendo una escena, [code]false[/"
- "code] en caso contrario. Las escenas en pausa se consideran como si "
- "estuvieran siendo reproducidas."
- #: doc/classes/EditorInterface.xml
- msgid ""
- "Returns [code]true[/code] if the specified [code]plugin[/code] is enabled. "
- "The plugin name is the same as its directory name."
- msgstr ""
- "Devuelve [code]true[/code] si el [code]plugin[/code] especificado está "
- "activado. El nombre del plugin es el mismo que su nombre de directorio."
- #: doc/classes/EditorInterface.xml
- #, fuzzy
- msgid ""
- "Returns mesh previews rendered at the given size as an [Array] of [Texture]s."
- msgstr ""
- "Devuelve las previsualizaciones de la malla renderizadas al tamaño dado como "
- "una [Array] de [Texture2D]."
- #: doc/classes/EditorInterface.xml
- msgid "Opens the scene at the given path."
- msgstr "Abre la escena en de la ruta dada."
- #: doc/classes/EditorInterface.xml
- msgid "Plays the currently active scene."
- msgstr "Reproduce la escena actualmente activa."
- #: doc/classes/EditorInterface.xml
- msgid "Plays the scene specified by its filepath."
- msgstr "Reproduce la escena especificada por su ruta de acceso."
- #: doc/classes/EditorInterface.xml
- msgid "Plays the main scene."
- msgstr "Reproduce la escena principal."
- #: doc/classes/EditorInterface.xml
- msgid "Reloads the scene at the given path."
- msgstr "Recarga la escena de la ruta dada."
- #: doc/classes/EditorInterface.xml
- msgid ""
- "Saves the scene. Returns either [code]OK[/code] or [code]ERR_CANT_CREATE[/"
- "code] (see [@GlobalScope] constants)."
- msgstr ""
- "Guarda la escena. Devuelve [code]OK[/code] o [code]ERR_CANT_CREATE[/code] "
- "(ver las constantes de [@GlobalScope])."
- #: doc/classes/EditorInterface.xml
- msgid "Saves the scene as a file at [code]path[/code]."
- msgstr "Guarda la escena como un archivo en [code]path[/code]."
- #: doc/classes/EditorInterface.xml
- msgid ""
- "Selects the file, with the path provided by [code]file[/code], in the "
- "FileSystem dock."
- msgstr ""
- "Selecciona el archivo, con la ruta proporcionada por [code]file[/code], en "
- "el dock de archivos del sistema."
- #: doc/classes/EditorInterface.xml
- msgid ""
- "Sets the editor's current main screen to the one specified in [code]name[/"
- "code]. [code]name[/code] must match the text of the tab in question exactly "
- "([code]2D[/code], [code]3D[/code], [code]Script[/code], [code]AssetLib[/"
- "code])."
- msgstr ""
- "Establece la pantalla principal actual del editor a la especificada en "
- "[code]name[/code]. [code]name[/code] debe coincidir exactamente con el texto "
- "de la pestaña en cuestión ([code]2D[/code], [code]3D[/code], [code]Script[/"
- "code], [code]AssetLib[/code])."
- #: doc/classes/EditorInterface.xml
- msgid ""
- "Sets the enabled status of a plugin. The plugin name is the same as its "
- "directory name."
- msgstr ""
- "Establece el estado habilitado de un plugin. El nombre del plugin es el "
- "mismo que su nombre de directorio."
- #: doc/classes/EditorInterface.xml
- msgid "Stops the scene that is currently playing."
- msgstr "Detiene la escena que se está reproduciendo actualmente."
- #: doc/classes/EditorInterface.xml
- msgid ""
- "If [code]true[/code], enables distraction-free mode which hides side docks "
- "to increase the space available for the main view."
- msgstr ""
- "Si [code]true[/code], permite el modo libre de distracción que oculta los "
- "muelles laterales para aumentar el espacio disponible para la vista "
- "principal."
- #: doc/classes/EditorPlugin.xml
- msgid "Used by the editor to extend its functionality."
- msgstr "Utilizado por el editor para ampliar su funcionalidad."
- #: doc/classes/EditorPlugin.xml
- msgid ""
- "Plugins are used by the editor to extend functionality. The most common "
- "types of plugins are those which edit a given node or resource type, import "
- "plugins and export plugins. See also [EditorScript] to add functions to the "
- "editor."
- msgstr ""
- "Los plugins son usados por el editor para extender la funcionalidad. Los "
- "tipos más comunes de plugins son los que editan un determinado nodo o tipo "
- "de recurso, importan plugins y exportan plugins. Véase también "
- "[EditorScript] para añadir funciones al editor."
- #: doc/classes/EditorPlugin.xml
- msgid ""
- "Adds a script at [code]path[/code] to the Autoload list as [code]name[/code]."
- msgstr ""
- "Añade un script en [code]path[/code] a la lista de Autoload como [code]name[/"
- "code]."
- #: doc/classes/EditorPlugin.xml
- msgid ""
- "Adds a control to the bottom panel (together with Output, Debug, Animation, "
- "etc). Returns a reference to the button added. It's up to you to hide/show "
- "the button when needed. When your plugin is deactivated, make sure to remove "
- "your custom control with [method remove_control_from_bottom_panel] and free "
- "it with [method Node.queue_free]."
- msgstr ""
- "Añade un control al panel inferior (junto con la salida, depuración, "
- "animación, etc.). Devuelve una referencia al botón añadido. Depende de ti "
- "ocultar/mostrar el botón cuando sea necesario. Cuando tu plugin está "
- "desactivado, asegúrate de quitar tu control personalizado con [method "
- "remove_control_from_bottom_panel] y libéralo con [method Node.queue_free]."
- #: doc/classes/EditorPlugin.xml
- msgid ""
- "Adds a custom control to a container (see [enum CustomControlContainer]). "
- "There are many locations where custom controls can be added in the editor "
- "UI.\n"
- "Please remember that you have to manage the visibility of your custom "
- "controls yourself (and likely hide it after adding it).\n"
- "When your plugin is deactivated, make sure to remove your custom control "
- "with [method remove_control_from_container] and free it with [method Node."
- "queue_free]."
- msgstr ""
- "Añade un control personalizado a un contenedor (véase [enum "
- "CustomControlContainer]). Hay muchas ubicaciones donde se pueden agregar "
- "controles personalizados en la interfaz de usuario del editor.\n"
- "Por favor, recuerde que tiene que gestionar la visibilidad de sus controles "
- "personalizados usted mismo (y probablemente lo oculte después de añadirlo).\n"
- "Cuando tu plugin esté desactivado, asegúrate de eliminar tu control "
- "personalizado con [method remove_control_from_container] y libéralo con "
- "[method Node.queue_free]."
- #: doc/classes/EditorPlugin.xml
- msgid ""
- "Adds the control to a specific dock slot (see [enum DockSlot] for options).\n"
- "If the dock is repositioned and as long as the plugin is active, the editor "
- "will save the dock position on further sessions.\n"
- "When your plugin is deactivated, make sure to remove your custom control "
- "with [method remove_control_from_docks] and free it with [method Node."
- "queue_free]."
- msgstr ""
- "Añade el control a una ranura específica del dock (ver [enum DockSlot] para "
- "las opciones).\n"
- "Si se reposiciona el dock y mientras el plugin esté activo, el editor "
- "guardará la posición del dock en sesiones posteriores.\n"
- "Cuando tu plugin esté desactivado, asegúrate de eliminar tu control "
- "personalizado con [method remove_control_from_docks] y libéralo con [method "
- "Node.queue_free]."
- #: doc/classes/EditorPlugin.xml
- #, fuzzy
- msgid ""
- "Adds a custom type, which will appear in the list of nodes or resources. An "
- "icon can be optionally passed.\n"
- "When given node or resource is selected, the base type will be instanced "
- "(ie, \"Spatial\", \"Control\", \"Resource\"), then the script will be loaded "
- "and set to this object.\n"
- "You can use the virtual method [method handles] to check if your custom "
- "object is being edited by checking the script or using the [code]is[/code] "
- "keyword.\n"
- "During run-time, this will be a simple object with a script so this function "
- "does not need to be called then."
- msgstr ""
- "Añade un tipo personalizado, que aparecerá en la lista de nodos o recursos. "
- "Opcionalmente se puede pasar un icono.\n"
- "Cuando se selecciona un nodo o recurso dado, se instanciará el tipo base "
- "(por ejemplo, \"Nodo3D\", \"Control\", \"Recurso\"), luego el script se "
- "cargará y se establecerá en este objeto.\n"
- "Puedes usar el método virtual [method handles] para comprobar si tu objeto "
- "personalizado se está editando comprobando el script o usando la palabra "
- "clave [code]is[/code].\n"
- "Durante el tiempo de ejecución, este será un objeto simple con un script, "
- "por lo que esta función no necesita ser llamada entonces."
- #: doc/classes/EditorPlugin.xml
- msgid ""
- "Registers a new [EditorExportPlugin]. Export plugins are used to perform "
- "tasks when the project is being exported.\n"
- "See [method add_inspector_plugin] for an example of how to register a plugin."
- msgstr ""
- #: doc/classes/EditorPlugin.xml
- msgid ""
- "Registers a new [EditorImportPlugin]. Import plugins are used to import "
- "custom and unsupported assets as a custom [Resource] type.\n"
- "[b]Note:[/b] If you want to import custom 3D asset formats use [method "
- "add_scene_import_plugin] instead.\n"
- "See [method add_inspector_plugin] for an example of how to register a plugin."
- msgstr ""
- #: doc/classes/EditorPlugin.xml
- msgid ""
- "Registers a new [EditorInspectorPlugin]. Inspector plugins are used to "
- "extend [EditorInspector] and provide custom configuration tools for your "
- "object's properties.\n"
- "[b]Note:[/b] Always use [method remove_inspector_plugin] to remove the "
- "registered [EditorInspectorPlugin] when your [EditorPlugin] is disabled to "
- "prevent leaks and an unexpected behavior.\n"
- "[codeblock]\n"
- "const MyInspectorPlugin = preload(\"res://addons/your_addon/path/to/your/"
- "script.gd\")\n"
- "var inspector_plugin = MyInspectorPlugin.new()\n"
- "\n"
- "func _enter_tree():\n"
- " add_inspector_plugin(inspector_plugin)\n"
- "\n"
- "func _exit_tree():\n"
- " remove_inspector_plugin(inspector_plugin)\n"
- "[/codeblock]"
- msgstr ""
- #: doc/classes/EditorPlugin.xml
- msgid ""
- "Registers a new [EditorSceneImporter]. Scene importers are used to import "
- "custom 3D asset formats as scenes."
- msgstr ""
- #: doc/classes/EditorPlugin.xml
- msgid ""
- "Registers a new [EditorSpatialGizmoPlugin]. Gizmo plugins are used to add "
- "custom gizmos to the 3D preview viewport for a [Spatial].\n"
- "See [method add_inspector_plugin] for an example of how to register a plugin."
- msgstr ""
- #: doc/classes/EditorPlugin.xml
- msgid ""
- "Adds a custom menu item to [b]Project > Tools[/b] as [code]name[/code] that "
- "calls [code]callback[/code] on an instance of [code]handler[/code] with a "
- "parameter [code]ud[/code] when user activates it."
- msgstr ""
- "Añade un elemento de menú personalizado a [b]Proyecto > Herramientas[/b] "
- "como [code]name[/code] que llama a [code]callback[/code] en una instancia de "
- "[code]handler[/code] con un parámetro [code]ud[/code] cuando el usuario lo "
- "activa."
- #: doc/classes/EditorPlugin.xml
- msgid ""
- "Adds a custom submenu under [b]Project > Tools >[/b] [code]name[/code]. "
- "[code]submenu[/code] should be an object of class [PopupMenu]. This submenu "
- "should be cleaned up using [code]remove_tool_menu_item(name)[/code]."
- msgstr ""
- "Añade un submenú personalizado en [b]Proyecto > Herramientas >[/b] "
- "[code]name[/code]. El [code]submenu[/code] debe ser un objeto de la clase "
- "[PopupMenu]. Este submenú debe ser limpiado usando "
- "[code]remove_tool_menu_item(name)[/code]."
- #: doc/classes/EditorPlugin.xml
- msgid ""
- "This method is called when the editor is about to save the project, switch "
- "to another tab, etc. It asks the plugin to apply any pending state changes "
- "to ensure consistency.\n"
- "This is used, for example, in shader editors to let the plugin know that it "
- "must apply the shader code being written by the user to the object."
- msgstr ""
- "Este método se llama cuando el editor está a punto de guardar el proyecto, "
- "cambiar a otra pestaña, etc. Le pide al plugin que aplique cualquier cambio "
- "de estado pendiente para asegurar la consistencia.\n"
- "Se utiliza, por ejemplo, en los editores de sombreadores para que el plugin "
- "sepa que debe aplicar el código de sombreado que está escribiendo el usuario "
- "al objeto."
- #: doc/classes/EditorPlugin.xml
- msgid ""
- "This method is called when the editor is about to run the project. The "
- "plugin can then perform required operations before the project runs.\n"
- "This method must return a boolean. If this method returns [code]false[/"
- "code], the project will not run. The run is aborted immediately, so this "
- "also prevents all other plugins' [method build] methods from running."
- msgstr ""
- #: doc/classes/EditorPlugin.xml
- msgid ""
- "Clear all the state and reset the object being edited to zero. This ensures "
- "your plugin does not keep editing a currently existing node, or a node from "
- "the wrong scene."
- msgstr ""
- "Borra todo el estado y pone a cero el objeto que se está editando. Esto "
- "asegura que tu plugin no siga editando un nodo existente o un nodo de la "
- "escena equivocada."
- #: doc/classes/EditorPlugin.xml
- msgid ""
- "Called by the engine when the user disables the [EditorPlugin] in the Plugin "
- "tab of the project settings window."
- msgstr ""
- "Llamado por el motor cuando el usuario desactiva el [EditorPlugin] en la "
- "pestaña Plugin de la ventana de configuración del proyecto."
- #: doc/classes/EditorPlugin.xml
- msgid ""
- "This function is used for plugins that edit specific object types (nodes or "
- "resources). It requests the editor to edit the given object."
- msgstr ""
- "Esta función se utiliza para los plugins que editan tipos de objetos "
- "específicos (nodos o recursos). Solicita al editor que edite el objeto dado."
- #: doc/classes/EditorPlugin.xml
- msgid ""
- "Called by the engine when the user enables the [EditorPlugin] in the Plugin "
- "tab of the project settings window."
- msgstr ""
- "Llamado por el motor cuando el usuario habilita el [EditorPlugin] en la "
- "pestaña Plugin de la ventana de configuración del proyecto."
- #: doc/classes/EditorPlugin.xml
- msgid ""
- "Called by the engine when the 2D editor's viewport is updated. Use the "
- "[code]overlay[/code] [Control] for drawing. You can update the viewport "
- "manually by calling [method update_overlays].\n"
- "[codeblock]\n"
- "func forward_canvas_draw_over_viewport(overlay):\n"
- " # Draw a circle at cursor position.\n"
- " overlay.draw_circle(overlay.get_local_mouse_position(), 64, Color."
- "white)\n"
- "\n"
- "func forward_canvas_gui_input(event):\n"
- " if event is InputEventMouseMotion:\n"
- " # Redraw viewport when cursor is moved.\n"
- " update_overlays()\n"
- " return true\n"
- " return false\n"
- "[/codeblock]"
- msgstr ""
- #: doc/classes/EditorPlugin.xml
- msgid ""
- "This method is the same as [method forward_canvas_draw_over_viewport], "
- "except it draws on top of everything. Useful when you need an extra layer "
- "that shows over anything else.\n"
- "You need to enable calling of this method by using [method "
- "set_force_draw_over_forwarding_enabled]."
- msgstr ""
- #: doc/classes/EditorPlugin.xml
- msgid ""
- "Called when there is a root node in the current edited scene, [method "
- "handles] is implemented and an [InputEvent] happens in the 2D viewport. "
- "Intercepts the [InputEvent], if [code]return true[/code] [EditorPlugin] "
- "consumes the [code]event[/code], otherwise forwards [code]event[/code] to "
- "other Editor classes. Example:\n"
- "[codeblock]\n"
- "# Prevents the InputEvent to reach other Editor classes\n"
- "func forward_canvas_gui_input(event):\n"
- " var forward = true\n"
- " return forward\n"
- "[/codeblock]\n"
- "Must [code]return false[/code] in order to forward the [InputEvent] to other "
- "Editor classes. Example:\n"
- "[codeblock]\n"
- "# Consumes InputEventMouseMotion and forwards other InputEvent types\n"
- "func forward_canvas_gui_input(event):\n"
- " var forward = false\n"
- " if event is InputEventMouseMotion:\n"
- " forward = true\n"
- " return forward\n"
- "[/codeblock]"
- msgstr ""
- "Llamado cuando hay un nodo raíz en la escena editada actual, se implementa "
- "[method handles] y se produce un [InputEvent] en la vista 2D. Intercepta el "
- "[InputEvent], si [code]return true[/code] [EditorPlugin] consume el "
- "[code]event[/code], de lo contrario reenvía el [code]event[/code] a otras "
- "clases de Editor. Ejemplo:\n"
- "[codeblock]\n"
- "# Previene que el InputEvent se reenvie a otras clases Editor\n"
- "func forward_canvas_gui_input(event):\n"
- " var adelante = true\n"
- " return adelante\n"
- "[/codeblock]\n"
- "Obliga [code]return false[/code] para reenviar a otras clases Editor el "
- "[InputEvent]. Ejemplo:\n"
- "[codeblock]\n"
- "# Consume InputEventMouseMotion y lo reenvia hacia otros tipos InputEvent\n"
- "func forward_canvas_gui_input(event):\n"
- " var adelante = false\n"
- " if event is InputEventMouseMotion:\n"
- " adelante = true\n"
- " return adelante\n"
- "[/codeblock]"
- #: doc/classes/EditorPlugin.xml
- msgid ""
- "Called by the engine when the 3D editor's viewport is updated. Use the "
- "[code]overlay[/code] [Control] for drawing. You can update the viewport "
- "manually by calling [method update_overlays].\n"
- "[codeblock]\n"
- "func forward_spatial_draw_over_viewport(overlay):\n"
- " # Draw a circle at cursor position.\n"
- " overlay.draw_circle(overlay.get_local_mouse_position(), 64)\n"
- "\n"
- "func forward_spatial_gui_input(camera, event):\n"
- " if event is InputEventMouseMotion:\n"
- " # Redraw viewport when cursor is moved.\n"
- " update_overlays()\n"
- " return true\n"
- " return false\n"
- "[/codeblock]"
- msgstr ""
- #: doc/classes/EditorPlugin.xml
- msgid ""
- "This method is the same as [method forward_spatial_draw_over_viewport], "
- "except it draws on top of everything. Useful when you need an extra layer "
- "that shows over anything else.\n"
- "You need to enable calling of this method by using [method "
- "set_force_draw_over_forwarding_enabled]."
- msgstr ""
- #: doc/classes/EditorPlugin.xml
- msgid ""
- "Called when there is a root node in the current edited scene, [method "
- "handles] is implemented and an [InputEvent] happens in the 3D viewport. "
- "Intercepts the [InputEvent], if [code]return true[/code] [EditorPlugin] "
- "consumes the [code]event[/code], otherwise forwards [code]event[/code] to "
- "other Editor classes. Example:\n"
- "[codeblock]\n"
- "# Prevents the InputEvent to reach other Editor classes\n"
- "func forward_spatial_gui_input(camera, event):\n"
- " var forward = true\n"
- " return forward\n"
- "[/codeblock]\n"
- "Must [code]return false[/code] in order to forward the [InputEvent] to other "
- "Editor classes. Example:\n"
- "[codeblock]\n"
- "# Consumes InputEventMouseMotion and forwards other InputEvent types\n"
- "func forward_spatial_gui_input(camera, event):\n"
- " var forward = false\n"
- " if event is InputEventMouseMotion:\n"
- " forward = true\n"
- " return forward\n"
- "[/codeblock]"
- msgstr ""
- "Llamado cuando hay un nodo raíz en la escena editada actual, se implementa "
- "[method handles] y se produce un [InputEvent] en el puerto de visualización "
- "3D. Intercepta el [InputEvent], si [code]devuelve true[/code] [EditorPlugin] "
- "consume el [code]event[/code], de lo contrario reenvía el [code]event[/code] "
- "a otras clases de Editor. Ejemplo:\n"
- "[codeblock]\n"
- "# Evita que el InputEvent llegue a otras clases de editores\n"
- "func forward_spatial_gui_input(camera, event):\n"
- " var adelante = true\n"
- " return adelante\n"
- "[/codeblock]\n"
- "Debe [code]return false[/code] para reenviar el [InputEvent] a otras clases "
- "de editores. Ejemplo:\n"
- "[codeblock]\n"
- "# Consume el InputEventMouseMotion y reenvía otros tipos de InputEvent\n"
- "func forward_spatial_gui_input(camera, event):\n"
- " var adelante = false\n"
- " if event is InputEventMouseMotion:\n"
- " adelante = true\n"
- " return adelante\n"
- "[/codeblock]"
- #: doc/classes/EditorPlugin.xml
- msgid ""
- "This is for editors that edit script-based objects. You can return a list of "
- "breakpoints in the format ([code]script:line[/code]), for example: "
- "[code]res://path_to_script.gd:25[/code]."
- msgstr ""
- "Esto es para los editores que editan objetos basados en scripts. Puede "
- "devolver una lista de puntos de interrupción en el formato ([code]script:"
- "line[/code]), por ejemplo: [code]res://ruta_a_script.gd:25[/code]."
- #: doc/classes/EditorPlugin.xml
- msgid ""
- "Returns the [EditorInterface] object that gives you control over Godot "
- "editor's window and its functionalities."
- msgstr ""
- "Devuelve el objeto [EditorInterface] que le da el control sobre la ventana "
- "del editor de Godot y sus funcionalidades."
- #: doc/classes/EditorPlugin.xml
- #, fuzzy
- msgid ""
- "Override this method in your plugin to return a [Texture] in order to give "
- "it an icon.\n"
- "For main screen plugins, this appears at the top of the screen, to the right "
- "of the \"2D\", \"3D\", \"Script\", and \"AssetLib\" buttons.\n"
- "Ideally, the plugin icon should be white with a transparent background and "
- "16x16 pixels in size.\n"
- "[codeblock]\n"
- "func get_plugin_icon():\n"
- " # You can use a custom icon:\n"
- " return preload(\"res://addons/my_plugin/my_plugin_icon.svg\")\n"
- " # Or use a built-in icon:\n"
- " return get_editor_interface().get_base_control().get_icon(\"Node\", "
- "\"EditorIcons\")\n"
- "[/codeblock]"
- msgstr ""
- "Sobrrescribe este método en tu plugin para devolver un [Texture2D] para "
- "darle un icono.\n"
- "Para los plugins de la pantalla principal, esto aparece en la parte superior "
- "de la pantalla, a la derecha de los botones \"2D\", \"3D\", \"Script\" y "
- "\"AssetLib\".\n"
- "Lo ideal es que el icono del plugin sea blanco con un fondo transparente y "
- "un tamaño de 16x16 píxeles.\n"
- "[codeblock]\n"
- "func get_plugin_icon():\n"
- " # Puedes usar un icono personalizado:\n"
- " return preload(\"res://addons/my_plugin/my_plugin_icon.svg\")\n"
- " # O usar uno interno:\n"
- " return get_editor_interface().get_base_control().get_icon(\"Node\", "
- "\"EditorIcons\")\n"
- "[/codeblock]"
- #: doc/classes/EditorPlugin.xml
- msgid ""
- "Override this method in your plugin to provide the name of the plugin when "
- "displayed in the Godot editor.\n"
- "For main screen plugins, this appears at the top of the screen, to the right "
- "of the \"2D\", \"3D\", \"Script\", and \"AssetLib\" buttons."
- msgstr ""
- "Sobrescribe este método en tu plugin para proporcionar el nombre del plugin "
- "cuando se muestra en el editor de Godot.\n"
- "Para los plugins de la pantalla principal, esto aparece en la parte superior "
- "de la pantalla, a la derecha de los botones \"2D\", \"3D\", \"Script\" y "
- "\"AssetLib\"."
- #: doc/classes/EditorPlugin.xml
- #, fuzzy
- msgid ""
- "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."
- msgstr ""
- "Hace que el diálogo del editor se use para hacer los guiones.\n"
- "[b]Nota:[/b] Los usuarios pueden configurarlo antes de su uso."
- #: doc/classes/EditorPlugin.xml
- msgid ""
- "Override this method to provide a state data you want to be saved, like view "
- "position, grid settings, folding, etc. This is used when saving the scene "
- "(so state is kept when opening it again) and for switching tabs (so state "
- "can be restored when the tab returns). This data is automatically saved for "
- "each scene in an [code]editstate[/code] file in the editor metadata folder. "
- "If you want to store global (scene-independent) editor data for your plugin, "
- "you can use [method get_window_layout] instead.\n"
- "Use [method set_state] to restore your saved state.\n"
- "[b]Note:[/b] This method should not be used to save important settings that "
- "should persist with the project.\n"
- "[b]Note:[/b] You must implement [method get_plugin_name] for the state to be "
- "stored and restored correctly.\n"
- "[codeblock]\n"
- "func get_state():\n"
- " var state = {\"zoom\": zoom, \"preferred_color\": my_color}\n"
- " return state\n"
- "[/codeblock]"
- msgstr ""
- #: doc/classes/EditorPlugin.xml
- msgid ""
- "Gets the undo/redo object. Most actions in the editor can be undoable, so "
- "use this object to make sure this happens when it's worth it."
- msgstr ""
- "Consigue el objeto deshacer/rehacer. La mayoría de las acciones del editor "
- "pueden deshacerse, así que usa este objeto para asegurarte de que esto "
- "ocurra cuando valga la pena."
- #: doc/classes/EditorPlugin.xml
- msgid ""
- "Override this method to provide the GUI layout of the plugin or any other "
- "data you want to be stored. This is used to save the project's editor layout "
- "when [method queue_save_layout] is called or the editor layout was changed "
- "(for example changing the position of a dock). The data is stored in the "
- "[code]editor_layout.cfg[/code] file in the editor metadata directory.\n"
- "Use [method set_window_layout] to restore your saved layout.\n"
- "[codeblock]\n"
- "func get_window_layout(configuration):\n"
- " configuration.set_value(\"MyPlugin\", \"window_position\", $Window."
- "position)\n"
- " configuration.set_value(\"MyPlugin\", \"icon_color\", $Icon.modulate)\n"
- "[/codeblock]"
- msgstr ""
- #: doc/classes/EditorPlugin.xml
- msgid ""
- "Implement this function if your plugin edits a specific type of object "
- "(Resource or Node). If you return [code]true[/code], then you will get the "
- "functions [method edit] and [method make_visible] called when the editor "
- "requests them. If you have declared the methods [method "
- "forward_canvas_gui_input] and [method forward_spatial_gui_input] these will "
- "be called too."
- msgstr ""
- "Implementa esta función si tu plugin edita un tipo específico de objeto "
- "(Recurso o Nodo). Si devuelves [code]true[/code], entonces obtendrás las "
- "funciones [method edit] y [method make_visible] llamadas cuando el editor "
- "las solicite. Si has declarado los métodos [method forward_canvas_gui_input] "
- "y [method forward_spatial_gui_input] estos serán llamados también."
- #: doc/classes/EditorPlugin.xml
- msgid ""
- "Returns [code]true[/code] if this is a main screen editor plugin (it goes in "
- "the workspace selector together with [b]2D[/b], [b]3D[/b], [b]Script[/b] and "
- "[b]AssetLib[/b])."
- msgstr ""
- "Devuelve [code]true[/code] si se trata de un plugin de editor de pantalla "
- "principal (va en el selector de espacio de trabajo junto con [b]2D[/b], "
- "[b]3D[/b], [b]Script[/b] y [b]AssetLib[/b])."
- #: doc/classes/EditorPlugin.xml
- msgid "Minimizes the bottom panel."
- msgstr ""
- #: doc/classes/EditorPlugin.xml
- #, fuzzy
- msgid "Makes a specific item in the bottom panel visible."
- msgstr "Guarda un tipo de recurso específico en un archivo."
- #: doc/classes/EditorPlugin.xml
- msgid ""
- "This function will be called when the editor is requested to become visible. "
- "It is used for plugins that edit a specific object type.\n"
- "Remember that you have to manage the visibility of all your editor controls "
- "manually."
- msgstr ""
- "Esta función será llamada cuando se solicite que el editor se haga visible. "
- "Se utiliza para los plugins que editan un tipo de objeto específico.\n"
- "Recuerda que tienes que gestionar la visibilidad de todos los controles del "
- "editor de forma manual."
- #: doc/classes/EditorPlugin.xml
- msgid "Queue save the project's editor layout."
- msgstr "La cola guarda el diseño del editor del proyecto."
- #: doc/classes/EditorPlugin.xml
- msgid "Removes an Autoload [code]name[/code] from the list."
- msgstr "Elimina un Autoload [code]name[/code] de la lista."
- #: doc/classes/EditorPlugin.xml
- msgid ""
- "Removes the control from the bottom panel. You have to manually [method Node."
- "queue_free] the control."
- msgstr ""
- "Quita el control del panel inferior. Tienes que manualmente [method Node."
- "queue_free] el control."
- #: doc/classes/EditorPlugin.xml
- msgid ""
- "Removes the control from the specified container. You have to manually "
- "[method Node.queue_free] the control."
- msgstr ""
- "Retira el control del contenedor especificado. Tienes que hacer manualmente "
- "[method Node.queue_free] el control."
- #: doc/classes/EditorPlugin.xml
- msgid ""
- "Removes the control from the dock. You have to manually [method Node."
- "queue_free] the control."
- msgstr ""
- "Quita el control del dock. Tienes que manualmente [method Node.queue_free] "
- "el control."
- #: doc/classes/EditorPlugin.xml
- msgid "Removes a custom type added by [method add_custom_type]."
- msgstr "Elimina un tipo personalizado añadido por [method add_custom_type]."
- #: doc/classes/EditorPlugin.xml
- #, fuzzy
- msgid "Removes an export plugin registered by [method add_export_plugin]."
- msgstr "Elimina un tipo personalizado añadido por [method add_custom_type]."
- #: doc/classes/EditorPlugin.xml
- #, fuzzy
- msgid "Removes an import plugin registered by [method add_import_plugin]."
- msgstr "Elimina un tipo personalizado añadido por [method add_custom_type]."
- #: doc/classes/EditorPlugin.xml
- #, fuzzy
- msgid "Removes an inspector plugin registered by [method add_import_plugin]"
- msgstr "Elimina un tipo personalizado añadido por [method add_custom_type]."
- #: doc/classes/EditorPlugin.xml
- #, fuzzy
- msgid ""
- "Removes a scene importer registered by [method add_scene_import_plugin]."
- msgstr "Elimina un tipo personalizado añadido por [method add_custom_type]."
- #: doc/classes/EditorPlugin.xml
- #, fuzzy
- msgid "Removes a gizmo plugin registered by [method add_spatial_gizmo_plugin]."
- msgstr "Elimina un tipo personalizado añadido por [method add_custom_type]."
- #: doc/classes/EditorPlugin.xml
- msgid "Removes a menu [code]name[/code] from [b]Project > Tools[/b]."
- msgstr "Elimina un menú [code]name[/code] de [b]Proyecto > Herramientas[/b]."
- #: doc/classes/EditorPlugin.xml
- msgid ""
- "This method is called after the editor saves the project or when it's "
- "closed. It asks the plugin to save edited external scenes/resources."
- msgstr ""
- "Este método se llama después de que el editor guarda el proyecto o cuando se "
- "cierra. Le pide al plugin que guarde las escenas/recursos externos editados."
- #: doc/classes/EditorPlugin.xml
- msgid ""
- "Enables calling of [method forward_canvas_force_draw_over_viewport] for the "
- "2D editor and [method forward_spatial_force_draw_over_viewport] for the 3D "
- "editor when their viewports are updated. You need to call this method only "
- "once and it will work permanently for this plugin."
- msgstr ""
- #: doc/classes/EditorPlugin.xml
- msgid ""
- "Use this method if you always want to receive inputs from 3D view screen "
- "inside [method forward_spatial_gui_input]. It might be especially usable if "
- "your plugin will want to use raycast in the scene."
- msgstr ""
- "Utilice este método si siempre quiere recibir entradas de la pantalla de "
- "vista 3D dentro de [method forward_spatial_gui_input]. Puede ser "
- "especialmente útil si tu plugin quiere usar raycast en la escena."
- #: doc/classes/EditorPlugin.xml
- msgid ""
- "Restore the state saved by [method get_state]. This method is called when "
- "the current scene tab is changed in the editor.\n"
- "[b]Note:[/b] Your plugin must implement [method get_plugin_name], otherwise "
- "it will not be recognized and this method will not be called.\n"
- "[codeblock]\n"
- "func set_state(data):\n"
- " zoom = data.get(\"zoom\", 1.0)\n"
- " preferred_color = data.get(\"my_color\", Color.white)\n"
- "[/codeblock]"
- msgstr ""
- #: doc/classes/EditorPlugin.xml
- msgid ""
- "Restore the plugin GUI layout and data saved by [method get_window_layout]. "
- "This method is called for every plugin on editor startup. Use the provided "
- "[code]configuration[/code] file to read your saved data.\n"
- "[codeblock]\n"
- "func set_window_layout(configuration):\n"
- " $Window.position = configuration.get_value(\"MyPlugin\", "
- "\"window_position\", Vector2())\n"
- " $Icon.modulate = configuration.get_value(\"MyPlugin\", \"icon_color\", "
- "Color.white)\n"
- "[/codeblock]"
- msgstr ""
- #: doc/classes/EditorPlugin.xml
- msgid ""
- "Updates the overlays of the 2D and 3D editor viewport. Causes methods "
- "[method forward_canvas_draw_over_viewport], [method "
- "forward_canvas_force_draw_over_viewport], [method "
- "forward_spatial_draw_over_viewport] and [method "
- "forward_spatial_force_draw_over_viewport] to be called."
- msgstr ""
- #: doc/classes/EditorPlugin.xml
- msgid ""
- "Emitted when user changes the workspace ([b]2D[/b], [b]3D[/b], [b]Script[/"
- "b], [b]AssetLib[/b]). Also works with custom screens defined by plugins."
- msgstr ""
- "Emitido cuando el usuario cambia el espacio de trabajo ([b]2D[/b], [b]3D[/"
- "b], [b]Script[/b], [b]AssetLib[/b]). También funciona con pantallas "
- "personalizadas definidas por plugins."
- #: doc/classes/EditorPlugin.xml
- msgid ""
- "Emitted when the scene is changed in the editor. The argument will return "
- "the root node of the scene that has just become active. If this scene is new "
- "and empty, the argument will be [code]null[/code]."
- msgstr ""
- "Emitido cuando se cambia la escena en el editor. El argumento devolverá el "
- "nodo raíz de la escena que se acaba de activar. Si esta escena es nueva y "
- "está vacía, el argumento será [code]null[/code]."
- #: doc/classes/EditorPlugin.xml
- msgid ""
- "Emitted when user closes a scene. The argument is file path to a closed "
- "scene."
- msgstr ""
- "Emitido cuando el usuario cierra una escena. El argumento es la ruta de "
- "archivo a una escena cerrada."
- #: doc/classes/EditorPlugin.xml
- msgid "Represents the size of the [enum DockSlot] enum."
- msgstr "Representa el tamaño del enum [enum DockSlot]."
- #: doc/classes/EditorProperty.xml
- msgid "Custom control to edit properties for adding into the inspector."
- msgstr ""
- "Control personalizado para editar las propiedades para añadirlas al "
- "inspector."
- #: doc/classes/EditorProperty.xml
- msgid ""
- "This control allows property editing for one or multiple properties into "
- "[EditorInspector]. It is added via [EditorInspectorPlugin]."
- msgstr ""
- "Este control permite la edición de propiedades para una o varias propiedades "
- "en [EditorInspector]. Se agrega a través de [EditorInspectorPlugin]."
- #: doc/classes/EditorProperty.xml
- msgid ""
- "If any of the controls added can gain keyboard focus, add it here. This "
- "ensures that focus will be restored if the inspector is refreshed."
- msgstr ""
- "Si alguno de los controles añadidos puede obtener el enfoque del teclado, "
- "añádalo aquí. Esto asegura que el enfoque se restaurará si el inspector se "
- "refresca."
- #: doc/classes/EditorProperty.xml
- msgid ""
- "If one or several properties have changed, this must be called. [code]field[/"
- "code] is used in case your editor can modify fields separately (as an "
- "example, Vector3.x). The [code]changing[/code] argument avoids the editor "
- "requesting this property to be refreshed (leave as [code]false[/code] if "
- "unsure)."
- msgstr ""
- "Si una o varias propiedades han cambiado, esto debe ser llamado. "
- "[code]field[/code] se utiliza en caso de que tu editor pueda modificar los "
- "campos por separado (como ejemplo, Vector3.x). El argumento [code]changing[/"
- "code] evita que el editor pida que se actualice esta propiedad (deja como "
- "[code]false[/code] si no estás seguro)."
- #: doc/classes/EditorProperty.xml
- msgid "Gets the edited object."
- msgstr "Obtiene el objeto editado."
- #: doc/classes/EditorProperty.xml
- msgid ""
- "Gets the edited property. If your editor is for a single property (added via "
- "[method EditorInspectorPlugin.parse_property]), then this will return the "
- "property."
- msgstr ""
- "Obtiene la propiedad editada. Si tu editor es para una sola propiedad "
- "(añadida mediante el método [method EditorInspectorPlugin.parse_property]), "
- "entonces esto devolverá la propiedad."
- #: doc/classes/EditorProperty.xml
- msgid "Must be implemented to provide a custom tooltip to the property editor."
- msgstr ""
- #: doc/classes/EditorProperty.xml
- msgid ""
- "Puts the [code]editor[/code] control below the property label. The control "
- "must be previously added using [method Node.add_child]."
- msgstr ""
- #: doc/classes/EditorProperty.xml
- msgid "When this virtual function is called, you must update your editor."
- msgstr "Cuando se llama a esta función virtual, tu debes actualizar tu editor."
- #: doc/classes/EditorProperty.xml
- msgid ""
- "Used by the inspector, set to [code]true[/code] when the property is "
- "checkable."
- msgstr ""
- "Usado por el inspector, establecido en [code]true[/code] cuando la propiedad "
- "es comprobable."
- #: doc/classes/EditorProperty.xml
- msgid ""
- "Used by the inspector, set to [code]true[/code] when the property is checked."
- msgstr ""
- "Usado por el inspector, establecido en [code]true[/code] cuando se comprueba "
- "la propiedad."
- #: doc/classes/EditorProperty.xml
- #, fuzzy
- msgid ""
- "Used by the inspector, set to [code]true[/code] when the property is drawn "
- "with the editor theme's warning color. This is used for editable children's "
- "properties."
- msgstr ""
- "Usado por el inspector, establecido en [code]true[/code] cuando la propiedad "
- "debe dibujar con color de error. Se utiliza para las propiedades infantiles "
- "editables."
- #: doc/classes/EditorProperty.xml
- msgid ""
- "Used by the inspector, set to [code]true[/code] when the property can add "
- "keys for animation."
- msgstr ""
- "Usado por el inspector, establecido en [code]true[/code] cuando la propiedad "
- "puede añadir teclas para la animación."
- #: doc/classes/EditorProperty.xml
- msgid "Set this property to change the label (if you want to show one)."
- msgstr ""
- "Establezca esta propiedad para cambiar la etiqueta (si quiere mostrar una)."
- #: doc/classes/EditorProperty.xml
- msgid ""
- "Used by the inspector, set to [code]true[/code] when the property is read-"
- "only."
- msgstr ""
- "Usado por el inspector, establecido en [code]true[/code] cuando la propiedad "
- "es de sólo lectura."
- #: doc/classes/EditorProperty.xml
- msgid ""
- "Emit it if you want multiple properties modified at the same time. Do not "
- "use if added via [method EditorInspectorPlugin.parse_property]."
- msgstr ""
- "Emitelo si quieres que se modifiquen varias propiedades al mismo tiempo. No "
- "lo utilice si se agrega a través de [method EditorInspectorPlugin."
- "parse_property]."
- #: doc/classes/EditorProperty.xml
- msgid "Used by sub-inspectors. Emit it if what was selected was an Object ID."
- msgstr ""
- "Utilizado por los subinspectores. Emitelo si lo que se seleccionó fue una "
- "idde objeto."
- #: doc/classes/EditorProperty.xml
- msgid ""
- "Do not emit this manually, use the [method emit_changed] method instead."
- msgstr ""
- "No lo emita manualmente, utilice en su lugar el método [method emit_changed]."
- #: doc/classes/EditorProperty.xml
- msgid "Emitted when a property was checked. Used internally."
- msgstr "Emitido cuando una propiedad fue comprobada. Usado internamente."
- #: doc/classes/EditorProperty.xml
- msgid ""
- "Emit it if you want to add this value as an animation key (check for keying "
- "being enabled first)."
- msgstr ""
- "Emite si quieres añadir este valor como una clave de animación (comprueba "
- "que la clave esté activada primero)."
- #: doc/classes/EditorProperty.xml
- msgid "Emit it if you want to key a property with a single value."
- msgstr "Emitelo si quieres poner una llave en una propiedad con un solo valor."
- #: doc/classes/EditorProperty.xml
- msgid ""
- "Emit it if you want to mark (or unmark) the value of a property for being "
- "saved regardless of being equal to the default value.\n"
- "The default value is the one the property will get when the node is just "
- "instantiated and can come from an ancestor scene in the inheritance/"
- "instancing chain, a script or a builtin class."
- msgstr ""
- #: doc/classes/EditorProperty.xml
- msgid ""
- "If you want a sub-resource to be edited, emit this signal with the resource."
- msgstr "Si quiere que se edite un subrecurso, emita esta señal con el recurso."
- #: doc/classes/EditorProperty.xml
- msgid "Emitted when selected. Used internally."
- msgstr "Emitido cuando se selecciona. Se utiliza internamente."
- #: doc/classes/EditorResourcePicker.xml
- msgid "Godot editor's control for selecting [Resource] type properties."
- msgstr ""
- #: doc/classes/EditorResourcePicker.xml
- msgid ""
- "This [Control] node is used in the editor's Inspector dock to allow editing "
- "of [Resource] type properties. It provides options for creating, loading, "
- "saving and converting resources. Can be used with [EditorInspectorPlugin] to "
- "recreate the same behavior.\n"
- "[b]Note:[/b] This [Control] does not include any editor for the resource, as "
- "editing is controlled by the Inspector dock itself or sub-Inspectors."
- msgstr ""
- #: doc/classes/EditorResourcePicker.xml
- msgid ""
- "Returns a list of all allowed types and subtypes corresponding to the "
- "[member base_type]. If the [member base_type] is empty, an empty list is "
- "returned."
- msgstr ""
- #: doc/classes/EditorResourcePicker.xml
- msgid ""
- "This virtual method can be implemented to handle context menu items not "
- "handled by default. See [method set_create_options]."
- msgstr ""
- #: doc/classes/EditorResourcePicker.xml
- msgid ""
- "This virtual method is called when updating the context menu of "
- "[EditorResourcePicker]. Implement this method to override the \"New ...\" "
- "items with your own options. [code]menu_node[/code] is a reference to the "
- "[PopupMenu] node.\n"
- "[b]Note:[/b] Implement [method handle_menu_selected] to handle these custom "
- "items."
- msgstr ""
- #: doc/classes/EditorResourcePicker.xml
- msgid ""
- "Sets the toggle mode state for the main button. Works only if [member "
- "toggle_mode] is set to [code]true[/code]."
- msgstr ""
- #: doc/classes/EditorResourcePicker.xml
- msgid ""
- "The base type of allowed resource types. Can be a comma-separated list of "
- "several options."
- msgstr ""
- #: doc/classes/EditorResourcePicker.xml
- #, fuzzy
- msgid "If [code]true[/code], the value can be selected and edited."
- msgstr "Si [code]true[/code], el cuerpo puede ser detectado por los rayos."
- #: doc/classes/EditorResourcePicker.xml
- #, fuzzy
- msgid "The edited resource value."
- msgstr "El recurso [NavigationMesh] a utilizar."
- #: doc/classes/EditorResourcePicker.xml
- msgid ""
- "If [code]true[/code], the main button with the resource preview works in the "
- "toggle mode. Use [method set_toggle_pressed] to manually set the state."
- msgstr ""
- #: doc/classes/EditorResourcePicker.xml
- #, fuzzy
- msgid "Emitted when the value of the edited resource was changed."
- msgstr "Emitido cada vez que el recurso cambia."
- #: doc/classes/EditorResourcePicker.xml
- msgid ""
- "Emitted when the resource value was set and user clicked to edit it. When "
- "[code]edit[/code] is [code]true[/code], the signal was caused by the context "
- "menu \"Edit\" option."
- msgstr ""
- #: doc/classes/EditorResourcePreview.xml
- msgid "Helper to generate previews of resources or files."
- msgstr "Ayudante para generar vistas previas de recursos o archivos."
- #: doc/classes/EditorResourcePreview.xml
- msgid ""
- "This object is used to generate previews for resources of files.\n"
- "[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
- "the singleton using [method EditorInterface.get_resource_previewer]."
- msgstr ""
- "Este objeto se utiliza para generar vistas previas de los recursos de los "
- "archivos.\n"
- "[b]Nota:[/b] Esta clase no debe ser instanciada directamente. En su lugar, "
- "accede al singleton usando [method EditorInterface.get_resource_previewer]."
- #: doc/classes/EditorResourcePreview.xml
- msgid "Create an own, custom preview generator."
- msgstr "Crear un generador de previsualización propio y personalizado."
- #: doc/classes/EditorResourcePreview.xml
- msgid ""
- "Check if the resource changed, if so, it will be invalidated and the "
- "corresponding signal emitted."
- msgstr ""
- "Compruebe si el recurso ha cambiado, si es así, se invalidará y se emitirá "
- "la señal correspondiente."
- #: doc/classes/EditorResourcePreview.xml
- msgid ""
- "Queue the [code]resource[/code] being edited for preview. Once the preview "
- "is ready, the [code]receiver[/code]'s [code]receiver_func[/code] will be "
- "called. The [code]receiver_func[/code] must take the following four "
- "arguments: [String] path, [Texture] preview, [Texture] thumbnail_preview, "
- "[Variant] userdata. [code]userdata[/code] can be anything, and will be "
- "returned when [code]receiver_func[/code] is called.\n"
- "[b]Note:[/b] If it was not possible to create the preview the "
- "[code]receiver_func[/code] will still be called, but the preview will be "
- "null."
- msgstr ""
- #: doc/classes/EditorResourcePreview.xml
- msgid ""
- "Queue a resource file located at [code]path[/code] for preview. Once the "
- "preview is ready, the [code]receiver[/code]'s [code]receiver_func[/code] "
- "will be called. The [code]receiver_func[/code] must take the following four "
- "arguments: [String] path, [Texture] preview, [Texture] thumbnail_preview, "
- "[Variant] userdata. [code]userdata[/code] can be anything, and will be "
- "returned when [code]receiver_func[/code] is called.\n"
- "[b]Note:[/b] If it was not possible to create the preview the "
- "[code]receiver_func[/code] will still be called, but the preview will be "
- "null."
- msgstr ""
- #: doc/classes/EditorResourcePreview.xml
- msgid "Removes a custom preview generator."
- msgstr "Elimina un generador de previsualización personalizado."
- #: doc/classes/EditorResourcePreview.xml
- msgid ""
- "Emitted if a preview was invalidated (changed). [code]path[/code] "
- "corresponds to the path of the preview."
- msgstr ""
- "Emitido si se invalida (cambia) una vista previa. [code]path[/code] "
- "corresponde a la ruta de la vista previa."
- #: doc/classes/EditorResourcePreviewGenerator.xml
- msgid "Custom generator of previews."
- msgstr "Generador personalizado de vistas previas."
- #: doc/classes/EditorResourcePreviewGenerator.xml
- msgid ""
- "Custom code to generate previews. Please check [code]file_dialog/"
- "thumbnail_size[/code] in [EditorSettings] to find out the right size to do "
- "previews at."
- msgstr ""
- "Código personalizado para generar vistas previas. Por favor, comprueba "
- "[code]file_dialog/thumbnail_size[/code] en [EditorSettings] para saber el "
- "tamaño adecuado para hacer las vistas previas."
- #: doc/classes/EditorResourcePreviewGenerator.xml
- msgid ""
- "If this function returns [code]true[/code], the generator will call [method "
- "generate] or [method generate_from_path] for small previews as well.\n"
- "By default, it returns [code]false[/code]."
- msgstr ""
- "Si esta función devuelve [code]true[/code], el generador llamará a [method "
- "generate] o [method generate_from_path] para pequeñas vistas previas "
- "también.\n"
- "Por defecto, devuelve [code]false[/code]."
- #: doc/classes/EditorResourcePreviewGenerator.xml
- msgid ""
- "Generate a preview from a given resource with the specified size. This must "
- "always be implemented.\n"
- "Returning an empty texture is an OK way to fail and let another generator "
- "take care.\n"
- "Care must be taken because this function is always called from a thread (not "
- "the main thread)."
- msgstr ""
- "Generar una vista previa de un recurso dado con el tamaño especificado. Esto "
- "siempre debe ser implementado.\n"
- "Devolver una textura vacía es una buena manera de fallar y dejar que otro "
- "generador se encargue.\n"
- "Hay que tener cuidado porque esta función siempre se llama desde un hilo (no "
- "desde el hilo principal)."
- #: doc/classes/EditorResourcePreviewGenerator.xml
- msgid ""
- "Generate a preview directly from a path with the specified size. "
- "Implementing this is optional, as default code will load and call [method "
- "generate].\n"
- "Returning an empty texture is an OK way to fail and let another generator "
- "take care.\n"
- "Care must be taken because this function is always called from a thread (not "
- "the main thread)."
- msgstr ""
- "Generar una vista previa directamente de una ruta con el tamaño "
- "especificado. La implementación de esto es opcional, ya que el código por "
- "defecto se cargará y llamará [method generate].\n"
- "Devolver una textura vacía es una buena manera de fallar y dejar que otro "
- "generador se encargue.\n"
- "Hay que tener cuidado porque esta función siempre se llama desde un hilo (no "
- "desde el hilo principal)."
- #: doc/classes/EditorResourcePreviewGenerator.xml
- msgid ""
- "If this function returns [code]true[/code], the generator will automatically "
- "generate the small previews from the normal preview texture generated by the "
- "methods [method generate] or [method generate_from_path].\n"
- "By default, it returns [code]false[/code]."
- msgstr ""
- "Si esta función devuelve [code]true[/code], el generador generará "
- "automáticamente las pequeñas vistas previas de la textura de vista previa "
- "normal generada por los métodos [method generate] o [method "
- "generate_from_path].\n"
- "Por defecto, devuelve [code]false[/code]."
- #: doc/classes/EditorResourcePreviewGenerator.xml
- msgid ""
- "Returns [code]true[/code] if your generator supports the resource of type "
- "[code]type[/code]."
- msgstr ""
- "Devuelve [code]true[/code] si tu generador soporta el recurso de tipo "
- "[code]type[/code]."
- #: doc/classes/EditorSceneImporter.xml
- msgid "Imports scenes from third-parties' 3D files."
- msgstr "Importa escenas de archivos 3D de terceros."
- #: doc/classes/EditorSceneImporter.xml
- msgid ""
- "[EditorSceneImporter] allows to define an importer script for a third-party "
- "3D format.\n"
- "To use [EditorSceneImporter], register it using the [method EditorPlugin."
- "add_scene_import_plugin] method first."
- msgstr ""
- #: modules/fbx/doc_classes/EditorSceneImporterFBX.xml
- msgid "FBX 3D asset importer."
- msgstr ""
- #: modules/fbx/doc_classes/EditorSceneImporterFBX.xml
- #, fuzzy
- msgid ""
- "This is an FBX 3D asset importer with full support for most FBX features.\n"
- "If exporting a FBX scene from Autodesk Maya, use these FBX export settings:\n"
- "[codeblock]\n"
- "- Smoothing Groups\n"
- "- Smooth Mesh\n"
- "- Triangluate (for meshes with blend shapes)\n"
- "- Bake Animation\n"
- "- Resample All\n"
- "- Deformed Models\n"
- "- Skins\n"
- "- Blend Shapes\n"
- "- Curve Filters\n"
- "- Constant Key Reducer\n"
- "- Auto Tangents Only\n"
- "- *Do not check* Constraints (as it will break the file)\n"
- "- Can check Embed Media (embeds textures into the exported FBX file)\n"
- " - Note that when importing embedded media, the texture and mesh will be a "
- "single immutable file.\n"
- " - You will have to re-export then re-import the FBX if the texture has "
- "changed.\n"
- "- Units: Centimeters\n"
- "- Up Axis: Y\n"
- "- Binary format in FBX 2017\n"
- "[/codeblock]"
- msgstr ""
- "Este es un importador de recursos FBX 3D basado en [url=http://assimp."
- "org/]Assimp[/url]. Actualmente tiene muchas limitaciones conocidas y "
- "funciona mejor con mallas estáticas. La mayoría de las mallas animadas no se "
- "importan correctamente.\n"
- "Si exporta una escena FBX desde Autodesk Maya, use estos ajustes de "
- "exportación FBX:\n"
- "[codeblock]\n"
- "- Smoothing Groups -Suavizado de grupos\n"
- "- Smooth Mesh - Suavizado de malla.\n"
- "- Triangulate (for meshes with blend shapes) - Triangular (para mallas con "
- "formas mezcladas)\n"
- "- Bake Animation -Cocinado de animación\n"
- "- Resample All\n"
- "- Deformed Models - Modelos deformados\n"
- "- Skins -Pieles\n"
- "- Blend Shapes - Formas mezcladas\n"
- "- Curve Filters -Filtros de Curvas\n"
- "- Constant Key Reducer - Reductor clave Constante\n"
- "- Auto Tangents Only - Solo auto tangentes\n"
- "- No compruebe las Constraints (ya que romperá el archivo)\n"
- "- Puede checkear la media embebida (texturas incrustadas en el archivo FBX "
- "exportado)\n"
- "- Note que cuando se importa media incrustada, las textura y malla estará "
- "contenida en únicor archivo immutable.\n"
- "- Tendrás que reexportar y despues reimportar a FBX si la textura ha "
- "cambiado.\n"
- "- Unidades: Centímetros\n"
- "- Eje superior: Y\n"
- "- Formatio Binario en FBX 2017\n"
- "[/codeblock]"
- #: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml
- msgid ""
- "[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
- "loading and saving is [i]not[/i] available in exported projects. References "
- "to [EditorSceneImporterGLTF] within a script will cause an error in an "
- "exported project."
- msgstr ""
- #: doc/classes/EditorScenePostImport.xml
- msgid "Post-processes scenes after import."
- msgstr "Post-procesa las escenas después de la importación."
- #: doc/classes/EditorScenePostImport.xml
- msgid ""
- "Imported scenes can be automatically modified right after import by setting "
- "their [b]Custom Script[/b] Import property to a [code]tool[/code] script "
- "that inherits from this class.\n"
- "The [method post_import] callback receives the imported scene's root node "
- "and returns the modified version of the scene. Usage example:\n"
- "[codeblock]\n"
- "tool # Needed so it runs in editor\n"
- "extends EditorScenePostImport\n"
- "\n"
- "# This sample changes all node names\n"
- "\n"
- "# Called right after the scene is imported and gets the root node\n"
- "func post_import(scene):\n"
- " # Change all node names to \"modified_[oldnodename]\"\n"
- " iterate(scene)\n"
- " return scene # Remember to return the imported scene\n"
- "\n"
- "func iterate(node):\n"
- " if node != null:\n"
- " node.name = \"modified_\" + node.name\n"
- " for child in node.get_children():\n"
- " iterate(child)\n"
- "[/codeblock]"
- msgstr ""
- "Las escenas importadas pueden ser modificadas automáticamente justo después "
- "de la importación estableciendo su propiedad de importación [b]Custom "
- "Script[/b] a un script [code]tool[/code] que herede de esta clase.\n"
- "La llamada de retorno [method post_import] recibe el nodo raíz de la escena "
- "importada y devuelve la versión modificada de la escena. Ejemplo de uso:\n"
- "[codeblock]\n"
- "tool # Necesita ser ejecutado en el editor\n"
- "extends EditorScenePostImport\n"
- "\n"
- "# Este ejemplo cambia todos los nombres de los nodos\n"
- "\n"
- "# Llamado justo despues de que la escena sea importada y llegue al nodo "
- "raiz\n"
- "func post_import(scene):\n"
- " # Cambia todos los nombres de nodos a modificado_[antiguonombrenodo]\"\n"
- " iterate(scene)\n"
- " return scene # Recuerda devolver la escena importada\n"
- "\n"
- "func iterate(node):\n"
- " if node != null:\n"
- " node.name = \"modificado_\" + node.name\n"
- " for child in node.get_children():\n"
- " iterate(child)\n"
- "[/codeblock]"
- #: doc/classes/EditorScenePostImport.xml
- msgid ""
- "Returns the source file path which got imported (e.g. [code]res://scene.dae[/"
- "code])."
- msgstr ""
- "Devuelve la ruta del archivo de origen que se importó (por ejemplo, "
- "[code]res://scene.dae[/code])."
- #: doc/classes/EditorScenePostImport.xml
- msgid "Returns the resource folder the imported scene file is located in."
- msgstr ""
- "Devuelve la carpeta de recursos en la que se encuentra el archivo de la "
- "escena importada."
- #: doc/classes/EditorScenePostImport.xml
- msgid ""
- "Called after the scene was imported. This method must return the modified "
- "version of the scene."
- msgstr ""
- "Llamado después de que la escena sea importada. Este método debe devolver la "
- "versión modificada de la escena."
- #: doc/classes/EditorScript.xml
- msgid "Base script that can be used to add extension functions to the editor."
- msgstr ""
- "Script base que puede ser usado para añadir funciones de extensión al editor."
- #: doc/classes/EditorScript.xml
- #, fuzzy
- msgid ""
- "Scripts extending this class and implementing its [method _run] method can "
- "be executed from the Script Editor's [b]File > Run[/b] menu option (or by "
- "pressing [code]Ctrl+Shift+X[/code]) while the editor is running. This is "
- "useful for adding custom in-editor functionality to Godot. For more complex "
- "additions, consider using [EditorPlugin]s instead.\n"
- "[b]Note:[/b] Extending scripts need to have [code]tool[/code] mode enabled.\n"
- "[b]Example script:[/b]\n"
- "[codeblock]\n"
- "tool\n"
- "extends EditorScript\n"
- "\n"
- "func _run():\n"
- " print(\"Hello from the Godot Editor!\")\n"
- "[/codeblock]\n"
- "[b]Note:[/b] The script is run in the Editor context, which means the output "
- "is visible in the console window started with the Editor (stdout) instead of "
- "the usual Godot [b]Output[/b] dock.\n"
- "[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
- "nothing references it. This can cause errors during asynchronous operations "
- "if there are no references to the script."
- msgstr ""
- "Los scripts que extienden esta clase e implementan su método [method _run] "
- "pueden ser ejecutados desde la opción de menú [b]File > Run[/b] del editor "
- "de scripts (o presionando [kbd]Ctrl + Shift + X[/kbd]) mientras el editor "
- "está funcionando. Esto es útil para añadir funcionalidad personalizada en el "
- "editor a Godot. Para adiciones más complejas, considera la posibilidad de "
- "usar [EditorPlugin]s en su lugar.\n"
- "[b]Nota:[/b] Los scripts de extensión necesitan tener el modo [code]tool[/"
- "code] habilitado.\n"
- "[b]Script de ejemplo:[/b]\n"
- "[codeblock]\n"
- "tool\n"
- "extends EditorScript\n"
- "\n"
- "func _run():\n"
- " print(\"Hola desde el Editor de Godot!\")\n"
- "[/codeblock]\n"
- "[b]Nota:[/b] El guión se ejecuta en el contexto del Editor, lo que significa "
- "que la salida es visible en la ventana de la consola iniciada con el Editor "
- "(stdout) en lugar del habitual dock de Godot [b]Salida[/b]."
- #: doc/classes/EditorScript.xml
- msgid "This method is executed by the Editor when [b]File > Run[/b] is used."
- msgstr ""
- "Este método es ejecutado por el Editor cuando se utiliza [b]Archivo > "
- "Ejecutar[/b]."
- #: doc/classes/EditorScript.xml
- msgid ""
- "Adds [code]node[/code] as a child of the root node in the editor context.\n"
- "[b]Warning:[/b] The implementation of this method is currently disabled."
- msgstr ""
- "Añade el [code]node[/code] como hijo del nodo raíz en el contexto del "
- "editor.\n"
- "[b]Advertencia:[/b] La implementación de este método está actualmente "
- "desactivada."
- #: doc/classes/EditorScript.xml
- msgid "Returns the [EditorInterface] singleton instance."
- msgstr "Devuelve la instancia del singleton [EditorInterface]."
- #: doc/classes/EditorScript.xml
- msgid "Returns the Editor's currently active scene."
- msgstr "Devuelve la escena actualmente activa del editor."
- #: doc/classes/EditorScriptPicker.xml
- msgid ""
- "Godot editor's control for selecting the [code]script[/code] property of a "
- "[Node]."
- msgstr ""
- #: doc/classes/EditorScriptPicker.xml
- msgid ""
- "Similar to [EditorResourcePicker] this [Control] node is used in the "
- "editor's Inspector dock, but only to edit the [code]script[/code] property "
- "of a [Node]. Default options for creating new resources of all possible "
- "subtypes are replaced with dedicated buttons that open the \"Attach Node "
- "Script\" dialog. Can be used with [EditorInspectorPlugin] to recreate the "
- "same behavior.\n"
- "[b]Note:[/b] You must set the [member script_owner] for the custom context "
- "menu items to work."
- msgstr ""
- #: doc/classes/EditorScriptPicker.xml
- msgid "The owner [Node] of the script property that holds the edited resource."
- msgstr ""
- #: doc/classes/EditorSelection.xml
- msgid "Manages the SceneTree selection in the editor."
- msgstr "Gestiona la selección de SceneTree en el editor."
- #: doc/classes/EditorSelection.xml
- msgid ""
- "This object manages the SceneTree selection in the editor.\n"
- "[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
- "the singleton using [method EditorInterface.get_selection]."
- msgstr ""
- "Este objeto gestiona la selección de SceneTree en el editor.\n"
- "[b]Nota:[/b] Esta clase no debe ser instanciada directamente. En su lugar, "
- "accede al singleton usando [method EditorInterface.get_selection]."
- #: doc/classes/EditorSelection.xml
- msgid ""
- "Adds a node to the selection.\n"
- "[b]Note:[/b] The newly selected node will not be automatically edited in the "
- "inspector. If you want to edit a node, use [method EditorInterface."
- "edit_node]."
- msgstr ""
- #: doc/classes/EditorSelection.xml
- msgid "Clear the selection."
- msgstr "Despeja la selección."
- #: doc/classes/EditorSelection.xml
- msgid "Gets the list of selected nodes."
- msgstr "Obtiene la lista de nodos seleccionados."
- #: doc/classes/EditorSelection.xml
- msgid ""
- "Gets the list of selected nodes, optimized for transform operations (i.e. "
- "moving them, rotating, etc). This list avoids situations where a node is "
- "selected and also child/grandchild."
- msgstr ""
- "Obtiene la lista de nodos seleccionados, optimizada para operaciones de "
- "transformación (es decir, moverlos, rotarlos, etc.). Esta lista evita las "
- "situaciones en las que un nodo es seleccionado y también el hijo/nieto."
- #: doc/classes/EditorSelection.xml
- msgid "Removes a node from the selection."
- msgstr "Elimina un nodo de la selección."
- #: doc/classes/EditorSelection.xml
- msgid "Emitted when the selection changes."
- msgstr "Emitido cuando la selección cambia."
- #: doc/classes/EditorSettings.xml
- msgid "Object that holds the project-independent editor settings."
- msgstr ""
- "Objeto que contiene la configuración del editor independiente del proyecto."
- #: doc/classes/EditorSettings.xml
- msgid ""
- "Object that holds the project-independent editor settings. These settings "
- "are generally visible in the [b]Editor > Editor Settings[/b] menu.\n"
- "Property names use slash delimiters to distinguish sections. Setting values "
- "can be of any [Variant] type. It's recommended to use [code]snake_case[/"
- "code] for editor settings to be consistent with the Godot editor itself.\n"
- "Accessing the settings can be done using the following methods, such as:\n"
- "[codeblock]\n"
- "# `settings.set(\"some/property\", value)` also works as this class "
- "overrides `_set()` internally.\n"
- "settings.set_setting(\"some/property\",value)\n"
- "\n"
- "# `settings.get(\"some/property\", value)` also works as this class "
- "overrides `_get()` internally.\n"
- "settings.get_setting(\"some/property\")\n"
- "\n"
- "var list_of_settings = settings.get_property_list()\n"
- "[/codeblock]\n"
- "[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
- "the singleton using [method EditorInterface.get_editor_settings]."
- msgstr ""
- "Objeto que contiene la configuración del editor independiente del proyecto. "
- "Estos ajustes son generalmente visibles en el menú [b]Editor > Ajustes del "
- "editor[/b].\n"
- "Los nombres de las propiedades utilizan delimitadores de barra para "
- "distinguir las secciones. Los valores de los ajustes pueden ser de cualquier "
- "tipo [Variant]. Se recomienda utilizar [code]snake_case[/code] para que los "
- "ajustes del editor sean coherentes con el propio editor Godot.\n"
- "Se puede acceder a los ajustes mediante los siguientes métodos, como por "
- "ejemplo:\n"
- "[codeblock]\n"
- "# `settings.set(\"alguna/propiedade\", valor)` también funciona ya que esta "
- "clase anula `_set()` internamente.\n"
- "settings.set_setting(\"some/property\",value)\n"
- "\n"
- "# `settings.get(\"alguna/propiedad\", value)` también funciona ya que esta "
- "clase anula `_get()` internamente.\n"
- "settings.get_setting(\"alguna/propiedad\")\n"
- "\n"
- "var lista_de_configuracion = settings.get_property_list()\n"
- "[/codeblock]\n"
- "[b]Nota:[/b] Esta clase no debe ser instanciada directamente. En su lugar, "
- "accede al singleton usando [method EditorInterface.get_editor_settings]."
- #: doc/classes/EditorSettings.xml
- msgid ""
- "Adds a custom property info to a property. The dictionary must contain:\n"
- "- [code]name[/code]: [String] (the name of the property)\n"
- "- [code]type[/code]: [int] (see [enum Variant.Type])\n"
- "- optionally [code]hint[/code]: [int] (see [enum PropertyHint]) and "
- "[code]hint_string[/code]: [String]\n"
- "[b]Example:[/b]\n"
- "[codeblock]\n"
- "editor_settings.set(\"category/property_name\", 0)\n"
- "\n"
- "var property_info = {\n"
- " \"name\": \"category/property_name\",\n"
- " \"type\": TYPE_INT,\n"
- " \"hint\": PROPERTY_HINT_ENUM,\n"
- " \"hint_string\": \"one,two,three\"\n"
- "}\n"
- "\n"
- "editor_settings.add_property_info(property_info)\n"
- "[/codeblock]"
- msgstr ""
- "Añade una información de propiedad personalizada a una propiedad. El "
- "diccionario debe contener:\n"
- "- [code]name[/code]: [String] (el nombre de la propiedad)\n"
- "- [code]type[/code]: [int] (véase [enum Variant.Type])\n"
- "- opcionalmente [code]sugerencia[/code]: [int] (ver [enum PropertyHint]) y "
- "[code]hint_string[/code]: [String]\n"
- "[b]Ejemplo:[/b]\n"
- "[codeblock]\n"
- "editor_settings.set(\"category/property_name\", 0)\n"
- "\n"
- "var informacion_propiedad = {\n"
- " \"name\": \"categoria/nombre_propiedad\",\n"
- " \"type\": TYPE_INT,\n"
- " \"hint\": PROPERTY_HINT_ENUM,\n"
- " \"hint_string\": \"uno, dos, tres\"\n"
- "}\n"
- "\n"
- "editor_settings.add_property_info(property_info)\n"
- "[/codeblock]"
- #: doc/classes/EditorSettings.xml
- msgid "Erases the setting whose name is specified by [code]property[/code]."
- msgstr "Borra el ajuste cuyo nombre se especifica en [code]property[/code]."
- #: doc/classes/EditorSettings.xml
- msgid "Returns the list of favorite files and directories for this project."
- msgstr ""
- "Devuelve la lista de archivos y directorios favoritos para este proyecto."
- #: doc/classes/EditorSettings.xml
- msgid ""
- "Returns project-specific metadata for the [code]section[/code] and "
- "[code]key[/code] specified. If the metadata doesn't exist, [code]default[/"
- "code] will be returned instead. See also [method set_project_metadata]."
- msgstr ""
- "Devuelve los metadatos específicos del proyecto para la [code]section[/code] "
- "y la [code]key[/code] especificados. Si los metadatos no existen, se "
- "devolverá en su lugar [code]default[/code]. Véase también [method "
- "set_project_metadata]."
- #: doc/classes/EditorSettings.xml
- msgid ""
- "Returns the project-specific settings path. Projects all have a unique "
- "subdirectory inside the settings path where project-specific settings are "
- "saved."
- msgstr ""
- "Devuelve la ruta de configuración específica del proyecto. Todos los "
- "proyectos tienen un subdirectorio único dentro de la ruta de ajustes donde "
- "se guardan los ajustes específicos del proyecto."
- #: doc/classes/EditorSettings.xml
- msgid ""
- "Returns the list of recently visited folders in the file dialog for this "
- "project."
- msgstr ""
- "Devuelve la lista de carpetas visitadas recientemente en el diálogo de "
- "archivos de este proyecto."
- #: doc/classes/EditorSettings.xml
- msgid ""
- "Returns the value of the setting specified by [code]name[/code]. This is "
- "equivalent to using [method Object.get] on the EditorSettings instance."
- msgstr ""
- "Devuelve el valor del ajuste especificado por [code]name[/code]. Esto "
- "equivale a usar [method Object.get] en la instancia EditorSettings."
- #: doc/classes/EditorSettings.xml
- msgid ""
- "Gets the global settings path for the engine. Inside this path, you can find "
- "some standard paths such as:\n"
- "[code]settings/tmp[/code] - Used for temporary storage of files\n"
- "[code]settings/templates[/code] - Where export templates are located"
- msgstr ""
- "Obtiene la ruta de configuración global para el motor. Dentro de esta ruta, "
- "puedes encontrar algunas rutas estándar como:\n"
- "[code]settings/tmp[/code] - Se utiliza para el almacenamiento temporal de "
- "archivos\n"
- "[code]settings/templates[/code] - Donde se encuentran las plantillas de "
- "exportación"
- #: doc/classes/EditorSettings.xml
- msgid ""
- "Returns [code]true[/code] if the setting specified by [code]name[/code] "
- "exists, [code]false[/code] otherwise."
- msgstr ""
- "Devuelve [code]true[/code] si existe el ajuste especificado por [code]name[/"
- "code], [code]false[/code] en caso contrario."
- #: doc/classes/EditorSettings.xml
- msgid ""
- "Returns [code]true[/code] if the setting specified by [code]name[/code] can "
- "have its value reverted to the default value, [code]false[/code] otherwise. "
- "When this method returns [code]true[/code], a Revert button will display "
- "next to the setting in the Editor Settings."
- msgstr ""
- "Devuelve [code]true[/code] si el ajuste especificado por [code]name[/code] "
- "puede tener su valor revertido al valor por defecto, [code]false[/code] en "
- "caso contrario. Cuando este método devuelve [code]true[/code], se mostrará "
- "un botón Revertir junto al ajuste en los Ajustes del Editor."
- #: doc/classes/EditorSettings.xml
- msgid ""
- "Returns the default value of the setting specified by [code]name[/code]. "
- "This is the value that would be applied when clicking the Revert button in "
- "the Editor Settings."
- msgstr ""
- "Devuelve el valor por defecto del ajuste especificado por [code]name[/code]. "
- "Este es el valor que se aplicaría al hacer clic en el botón Revertir en los "
- "Ajustes del Editor."
- #: doc/classes/EditorSettings.xml
- msgid "Sets the list of favorite files and directories for this project."
- msgstr ""
- "Establece la lista de archivos y directorios favoritos para este proyecto."
- #: doc/classes/EditorSettings.xml
- msgid ""
- "Sets the initial value of the setting specified by [code]name[/code] to "
- "[code]value[/code]. This is used to provide a value for the Revert button in "
- "the Editor Settings. If [code]update_current[/code] is true, the current "
- "value of the setting will be set to [code]value[/code] as well."
- msgstr ""
- "Establece el valor inicial del ajuste especificado por [code]name[/code] a "
- "[code]value[/code]. Esto se usa para proporcionar un valor para el botón "
- "Revertir en los Ajustes del Editor. Si [code]update_current[/code] es "
- "verdadero, el valor actual del ajuste se fijará también en [code]value[/"
- "code]."
- #: doc/classes/EditorSettings.xml
- msgid ""
- "Sets project-specific metadata with the [code]section[/code], [code]key[/"
- "code] and [code]data[/code] specified. This metadata is stored outside the "
- "project folder and therefore won't be checked into version control. See also "
- "[method get_project_metadata]."
- msgstr ""
- "Establece metadatos específicos para cada proyecto con la [code]section[/"
- "code], [code]key[/code] y [code]data[/code] especificados. Estos metadatos "
- "se almacenan fuera de la carpeta del proyecto y, por lo tanto, no se "
- "comprobarán en el control de versiones. Ver también [method "
- "get_project_metadata]."
- #: doc/classes/EditorSettings.xml
- msgid ""
- "Sets the list of recently visited folders in the file dialog for this "
- "project."
- msgstr ""
- "Establece la lista de carpetas visitadas recientemente en el diálogo de "
- "archivos de este proyecto."
- #: doc/classes/EditorSettings.xml
- msgid ""
- "Sets the [code]value[/code] of the setting specified by [code]name[/code]. "
- "This is equivalent to using [method Object.set] on the EditorSettings "
- "instance."
- msgstr ""
- "Establece el valor [code]valor[/code] del ajuste especificado por "
- "[code]name[/code]. Esto equivale a utilizar el [method Object.set] en la "
- "instancia EditorSettings."
- #: doc/classes/EditorSettings.xml
- msgid "Emitted after any editor setting has changed."
- msgstr "Emitido después de que cualquier ajuste del editor haya cambiado."
- #: doc/classes/EditorSettings.xml
- msgid ""
- "Emitted after any editor setting has changed. It's used by various editor "
- "plugins to update their visuals on theme changes or logic on configuration "
- "changes."
- msgstr ""
- "Emitido después de que cualquier ajuste del editor haya cambiado. Es usado "
- "por varios plugins de edición para actualizar sus visuales en los cambios de "
- "temas o la lógica en los cambios de configuración."
- #: doc/classes/EditorSpatialGizmo.xml
- #, fuzzy
- msgid "Custom gizmo for editing Spatial objects."
- msgstr "Un gizmo personalizado para editar objetos de Spatial."
- #: doc/classes/EditorSpatialGizmo.xml
- #, fuzzy
- msgid ""
- "Custom gizmo that is used for providing custom visualization and editing "
- "(handles) for 3D Spatial objects. See [EditorSpatialGizmoPlugin] for more "
- "information."
- msgstr ""
- "Gizmo personalizado que se utiliza para proporcionar visualización y edición "
- "personalizada (handles) para los objetos de Spatial. Ver "
- "[EditorSpatialGizmoPlugin] para más información."
- #: doc/classes/EditorSpatialGizmo.xml
- msgid ""
- "Adds the specified [code]segments[/code] to the gizmo's collision shape for "
- "picking. Call this function during [method redraw]."
- msgstr ""
- "Añade los [code]segmentos[/code] especificados a la forma de colisión del "
- "gizmo para la recogida. Llama a esta función durante [method redraw]."
- #: doc/classes/EditorSpatialGizmo.xml
- msgid ""
- "Adds collision triangles to the gizmo for picking. A [TriangleMesh] can be "
- "generated from a regular [Mesh] too. Call this function during [method "
- "redraw]."
- msgstr ""
- "Añade triángulos de colisión al gizmo para recoger. También se puede generar "
- "un [TriangleMesh] a partir de un [Mesh] normal. Llama a esta función durante "
- "el [method redraw]."
- #: doc/classes/EditorSpatialGizmo.xml
- msgid ""
- "Adds a list of handles (points) which can be used to deform the object being "
- "edited.\n"
- "There are virtual functions which will be called upon editing of these "
- "handles. Call this function during [method redraw]."
- msgstr ""
- "Añade una lista de manejadores (puntos) que pueden utilizarse para deformar "
- "el objeto que se está editando.\n"
- "Hay funciones virtuales que serán llamadas al editar estos \"manejadores\". "
- "Llama a esta función durante el [method redraw]."
- #: doc/classes/EditorSpatialGizmo.xml
- msgid ""
- "Adds lines to the gizmo (as sets of 2 points), with a given material. The "
- "lines are used for visualizing the gizmo. Call this function during [method "
- "redraw]."
- msgstr ""
- "Añade líneas al gizmo (como conjuntos de 2 puntos), con un material "
- "determinado. Las líneas se utilizan para visualizar el aparato. Llama a esta "
- "función durante [method redraw]."
- #: doc/classes/EditorSpatialGizmo.xml
- msgid ""
- "Adds a mesh to the gizmo with the specified [code]billboard[/code] state, "
- "[code]skeleton[/code] and [code]material[/code]. If [code]billboard[/code] "
- "is [code]true[/code], the mesh will rotate to always face the camera. Call "
- "this function during [method redraw]."
- msgstr ""
- "Añade una malla al gizmo con el estado especificado de [code]billboard[/"
- "code], [code]skeleton[/code] y [code]material[/code]. Si [code]billboard[/"
- "code] es [code]true[/code], la malla girará siempre de cara a la cámara. "
- "Llama a esta función durante [method redraw]."
- #: doc/classes/EditorSpatialGizmo.xml
- msgid ""
- "Adds an unscaled billboard for visualization. Call this function during "
- "[method redraw]."
- msgstr ""
- "Añade una billboard sin escala para la visualización. Llame a esta función "
- "durante el [method redraw]."
- #: doc/classes/EditorSpatialGizmo.xml
- msgid ""
- "Removes everything in the gizmo including meshes, collisions and handles."
- msgstr ""
- "Quita todo lo que hay en el gizmo, incluyendo las mallas, las colisiones y "
- "manejadoras."
- #: doc/classes/EditorSpatialGizmo.xml
- msgid ""
- "Commit a handle being edited (handles must have been previously added by "
- "[method add_handles]).\n"
- "If the [code]cancel[/code] parameter is [code]true[/code], an option to "
- "restore the edited value to the original is provided."
- msgstr ""
- "Comprueba que un \"manejador\" está siendo editado (los \"handles\" deben "
- "haber sido añadidos previamente por [method add_handles]).\n"
- "Si el parámetro [code]cancel[/code] es [code]true[/code], se proporciona una "
- "opción para restaurar el valor editado al original."
- #: doc/classes/EditorSpatialGizmo.xml
- msgid ""
- "Gets the name of an edited handle (handles must have been previously added "
- "by [method add_handles]).\n"
- "Handles can be named for reference to the user when editing."
- msgstr ""
- "Obtiene el nombre de un \"manejador\" editado (los \"manejadores\" deben "
- "haber sido añadidos previamente por [method add_handles]).\n"
- "Los \"manejadores\" pueden ser nombrados por referencia al usuario cuando se "
- "edita."
- #: doc/classes/EditorSpatialGizmo.xml
- msgid ""
- "Gets actual value of a handle. This value can be anything and used for "
- "eventually undoing the motion when calling [method commit_handle]."
- msgstr ""
- "Obtiene el valor real de un manejador. Este valor puede ser cualquier cosa y "
- "se usa para eventualmente deshacer el movimiento cuando se llama a [method "
- "commit_handle]."
- #: doc/classes/EditorSpatialGizmo.xml
- #, fuzzy
- msgid ""
- "Returns the [EditorSpatialGizmoPlugin] that owns this gizmo. It's useful to "
- "retrieve materials using [method EditorSpatialGizmoPlugin.get_material]."
- msgstr ""
- "Devuelve el [EditorSpatialGizmoPlugin] que posee este gizmo. Es útil para "
- "recuperar materiales usando el [method EditorSpatialGizmoPlugin."
- "get_material]."
- #: doc/classes/EditorSpatialGizmo.xml
- #, fuzzy
- msgid "Returns the Spatial node associated with this gizmo."
- msgstr "Devuelve el nodo Spatial asociado a este gizmo."
- #: doc/classes/EditorSpatialGizmo.xml
- msgid ""
- "Returns [code]true[/code] if the handle at index [code]index[/code] is "
- "highlighted by being hovered with the mouse."
- msgstr ""
- "Devuelve [code]true[/code] si el mango del índice [code]index[/code] está "
- "resaltado al pasar el ratón por encima."
- #: doc/classes/EditorSpatialGizmo.xml
- #, fuzzy
- msgid ""
- "This function is called when the [Spatial] this gizmo refers to changes (the "
- "[method Spatial.update_gizmo] is called)."
- msgstr ""
- "Esta función se llama cuando el [Spatial] este gizmo se refiere a los "
- "cambios (se llama el [method Spatial.update_gizmo])."
- #: doc/classes/EditorSpatialGizmo.xml
- #, fuzzy
- msgid ""
- "This function is used when the user drags a gizmo handle (previously added "
- "with [method add_handles]) in screen coordinates.\n"
- "The [Camera] is also provided so screen coordinates can be converted to "
- "raycasts."
- msgstr ""
- "Esta función se utiliza cuando el usuario arrastra un manejador gizmo "
- "(previamente añadido con [method add_handles]) en las coordenadas de la "
- "pantalla.\n"
- "También se proporciona la [Camera] para que las coordenadas de la pantalla "
- "puedan ser convertidas a raycasts."
- #: doc/classes/EditorSpatialGizmo.xml
- msgid ""
- "Sets the gizmo's hidden state. If [code]true[/code], the gizmo will be "
- "hidden. If [code]false[/code], it will be shown."
- msgstr ""
- "Establece el estado oculto del aparato. Si [code]true[/code], el aparato "
- "estará oculto. Si [code]false[/code], se mostrará."
- #: doc/classes/EditorSpatialGizmo.xml
- #, fuzzy
- msgid ""
- "Sets the reference [Spatial] node for the gizmo. [code]node[/code] must "
- "inherit from [Spatial]."
- msgstr ""
- "Establece el nodo de referencia [Spatial] para el aparato. El [code]node[/"
- "code] debe heredar de [Spatial]."
- #: doc/classes/EditorSpatialGizmoPlugin.xml
- #, fuzzy
- msgid "Used by the editor to define Spatial gizmo types."
- msgstr "Usado por el editor para definir los tipos de gizmo de Spatial."
- #: doc/classes/EditorSpatialGizmoPlugin.xml
- #, fuzzy
- msgid ""
- "[EditorSpatialGizmoPlugin] allows you to define a new type of Gizmo. There "
- "are two main ways to do so: extending [EditorSpatialGizmoPlugin] for the "
- "simpler gizmos, or creating a new [EditorSpatialGizmo] type. See the "
- "tutorial in the documentation for more info.\n"
- "To use [EditorSpatialGizmoPlugin], register it using the [method "
- "EditorPlugin.add_spatial_gizmo_plugin] method first."
- msgstr ""
- "EditorSpatialGizmoPlugin te permite definir un nuevo tipo de Gizmo. Hay dos "
- "formas principales de hacerlo: extendiendo [EditorSpatialGizmoPlugin] para "
- "los gizmos más simples, o creando un nuevo tipo [EditorSpatialGizmo]. Mira "
- "el tutorial en la documentación para más información."
- #: doc/classes/EditorSpatialGizmoPlugin.xml
- msgid ""
- "Adds a new material to the internal material list for the plugin. It can "
- "then be accessed with [method get_material]. Should not be overridden."
- msgstr ""
- "Añade un nuevo material a la lista de material interno para el plugin. "
- "Entonces se puede acceder a él con [method get_material]. No debe ser "
- "sobreescrito."
- #: doc/classes/EditorSpatialGizmoPlugin.xml
- msgid ""
- "Override this method to define whether the gizmo can be hidden or not. "
- "Returns [code]true[/code] if not overridden."
- msgstr ""
- "Sobreescribe este método para definir si el gizmo puede ser escondido o no. "
- "Devuelve [code]true[/code] si no está sobrescrito."
- #: doc/classes/EditorSpatialGizmoPlugin.xml
- msgid ""
- "Override this method to commit gizmo handles. Called for this plugin's "
- "active gizmos."
- msgstr ""
- "Sobreescribe este método para confirmar los manejadores de los gizmos. "
- "Llamado por los gizmos activos de este plugin."
- #: doc/classes/EditorSpatialGizmoPlugin.xml
- #, fuzzy
- msgid ""
- "Override this method to return a custom [EditorSpatialGizmo] for the spatial "
- "nodes of your choice, return [code]null[/code] for the rest of nodes. See "
- "also [method has_gizmo]."
- msgstr ""
- "Sobreescribe este método para devolver un [EditorSpatialGizmo] personalizado "
- "para los nodos espaciales de su elección, devuelve [code]null[/code] para el "
- "resto de los nodos. Ver también [method has_gizmo]."
- #: doc/classes/EditorSpatialGizmoPlugin.xml
- #, fuzzy
- msgid ""
- "Creates a handle material with its variants (selected and/or editable) and "
- "adds them to the internal material list. They can then be accessed with "
- "[method get_material] and used in [method EditorSpatialGizmo.add_handles]. "
- "Should not be overridden.\n"
- "You can optionally provide a texture to use instead of the default icon."
- msgstr ""
- "Crea un material manejador con sus variantes (seleccionadas y/o editables) y "
- "las añade a la lista de material interno. Entonces se puede acceder a ellas "
- "con [method get_material] y utilizarlas en [method EditorSpatialGizmo."
- "add_handles]. No debe ser sobreescrito."
- #: doc/classes/EditorSpatialGizmoPlugin.xml
- #, fuzzy
- msgid ""
- "Creates an icon material with its variants (selected and/or editable) and "
- "adds them to the internal material list. They can then be accessed with "
- "[method get_material] and used in [method EditorSpatialGizmo."
- "add_unscaled_billboard]. Should not be overridden."
- msgstr ""
- "Crea un material de iconos con sus variantes (seleccionadas y/o editables) y "
- "las añade a la lista de material interno. Entonces se puede acceder a ellos "
- "con [method get_material] y utilizarlos en [method EditorSpatialGizmo."
- "add_unscaled_billboard]. No debe ser sobrescrito."
- #: doc/classes/EditorSpatialGizmoPlugin.xml
- #, fuzzy
- msgid ""
- "Creates an unshaded material with its variants (selected and/or editable) "
- "and adds them to the internal material list. They can then be accessed with "
- "[method get_material] and used in [method EditorSpatialGizmo.add_mesh] and "
- "[method EditorSpatialGizmo.add_lines]. Should not be overridden."
- msgstr ""
- "Crea un material sin sombras con sus variantes (seleccionadas y/o editables) "
- "y las añade a la lista de material interno. A continuación, se puede acceder "
- "a ellos con [method get_material] y utilizarlos en [method "
- "EditorSpatialGizmo.add_mesh] y [method EditorSpatialGizmo.add_lines]. No "
- "deben ser sobreescrito."
- #: doc/classes/EditorSpatialGizmoPlugin.xml
- msgid ""
- "Override this method to provide gizmo's handle names. Called for this "
- "plugin's active gizmos."
- msgstr ""
- "Sobreescribir este método para proporcionar los nombres de los manejadores "
- "de los gizmos. Llamado por los gizmos activos de este plugin."
- #: doc/classes/EditorSpatialGizmoPlugin.xml
- msgid ""
- "Gets actual value of a handle from gizmo. Called for this plugin's active "
- "gizmos."
- msgstr ""
- "Obtiene el valor real de un manejador de un aparato. Llamado por los gizmos "
- "activos de este plugin."
- #: doc/classes/EditorSpatialGizmoPlugin.xml
- #, fuzzy
- msgid ""
- "Gets material from the internal list of materials. If an "
- "[EditorSpatialGizmo] is provided, it will try to get the corresponding "
- "variant (selected and/or editable)."
- msgstr ""
- "Obtiene el material de la lista interna de materiales. Si se proporciona un "
- "[EditorSpatialGizmo], intentará obtener la variable correspondiente "
- "(seleccionada y/o editable)."
- #: doc/classes/EditorSpatialGizmoPlugin.xml
- msgid ""
- "Override this method to provide the name that will appear in the gizmo "
- "visibility menu."
- msgstr ""
- "Sobrescribe este método para proporcionar el nombre que aparecerá en el menú "
- "de visibilidad del gizmo."
- #: doc/classes/EditorSpatialGizmoPlugin.xml
- msgid ""
- "Override this method to set the gizmo's priority. Higher values correspond "
- "to higher priority. If a gizmo with higher priority conflicts with another "
- "gizmo, only the gizmo with higher priority will be used.\n"
- "All built-in editor gizmos return a priority of [code]-1[/code]. If not "
- "overridden, this method will return [code]0[/code], which means custom "
- "gizmos will automatically override built-in gizmos."
- msgstr ""
- "Sobreescribe este método para establecer la prioridad del aparato. Valores "
- "más altos corresponden a una prioridad más alta. Si un aparato con mayor "
- "prioridad entra en conflicto con otro aparato, sólo se utilizará el aparato "
- "con mayor prioridad.\n"
- "Todos los artilugios de edición incorporados devuelven una prioridad de "
- "[code]-1[/code]. Si no se anula, este método devolverá [code]0[/code], lo "
- "que significa que los gizmos personalizados sobreescribiran automáticamente "
- "los gizmos incorporados."
- #: doc/classes/EditorSpatialGizmoPlugin.xml
- #, fuzzy
- msgid ""
- "Override this method to define which Spatial nodes have a gizmo from this "
- "plugin. Whenever a [Spatial] node is added to a scene this method is called, "
- "if it returns [code]true[/code] the node gets a generic [EditorSpatialGizmo] "
- "assigned and is added to this plugin's list of active gizmos."
- msgstr ""
- "Sobrescribe este método para definir qué nodos de Spatial tienen un gizmo de "
- "este plugin. Cada vez que se añade un nodo [Spatial] a una escena se llama a "
- "este método, si devuelve [code]true[/code] el nodo obtiene un "
- "[EditorSpatialGizmo] genérico asignado y se añade a la lista de gizmos "
- "activos de este plugin."
- #: doc/classes/EditorSpatialGizmoPlugin.xml
- msgid ""
- "Gets whether a handle is highlighted or not. Called for this plugin's active "
- "gizmos."
- msgstr ""
- "Averigua si un manejador está resaltado o no. Llamado por los gizmos activos "
- "de este plugin."
- #: doc/classes/EditorSpatialGizmoPlugin.xml
- #, fuzzy
- msgid ""
- "Override this method to define whether a Spatial with this gizmo should be "
- "selectable even when the gizmo is hidden."
- msgstr ""
- "Sobrescribe este método para definir si Spatial con este aparato debe ser "
- "seleccionable incluso cuando el aparato está oculto."
- #: doc/classes/EditorSpatialGizmoPlugin.xml
- msgid ""
- "Callback to redraw the provided gizmo. Called for this plugin's active "
- "gizmos."
- msgstr ""
- "Llamada para redibujar el gizmo suministrado. Llamado por los gizmos activos "
- "de este plugin."
- #: doc/classes/EditorSpatialGizmoPlugin.xml
- msgid ""
- "Update the value of a handle after it has been updated. Called for this "
- "plugin's active gizmos."
- msgstr ""
- "Actualizar el valor de un manejador después de haber sido actualizado. "
- "Llamado por los artilugios activos de este plugin."
- #: doc/classes/EditorSpinSlider.xml
- #, fuzzy
- msgid "Godot editor's control for editing numeric values."
- msgstr "El editor de script de Godot."
- #: doc/classes/EditorSpinSlider.xml
- msgid ""
- "This [Control] node is used in the editor's Inspector dock to allow editing "
- "of numeric values. Can be used with [EditorInspectorPlugin] to recreate the "
- "same behavior."
- msgstr ""
- #: doc/classes/EditorSpinSlider.xml
- #, fuzzy
- msgid "If [code]true[/code], the slider is hidden."
- msgstr "Si [code]true[/code], la flecha de plegado está oculta."
- #: doc/classes/EditorVCSInterface.xml
- #, fuzzy
- msgid ""
- "Version Control System (VCS) interface, which reads and writes to the local "
- "VCS in use."
- msgstr ""
- "Interfaz del Sistema de Control de Versiones (VCS) que lee y escribe en el "
- "VCS local en uso."
- #: doc/classes/EditorVCSInterface.xml
- #, fuzzy
- msgid ""
- "Defines the API that the editor uses to extract information from the "
- "underlying VCS. The implementation of this API is included in VCS plugins, "
- "which are scripts that inherit [EditorVCSInterface] and are attached (on "
- "demand) to the singleton instance of [EditorVCSInterface]. Instead of "
- "performing the task themselves, all the virtual functions listed below are "
- "calling the internally overridden functions in the VCS plugins to provide a "
- "plug-n-play experience. A custom VCS plugin is supposed to inherit from "
- "[EditorVCSInterface] and override these virtual functions."
- msgstr ""
- "Usado por el editor para mostrar la información extraída del VCS en el "
- "editor. La implementación de esta API está incluida en los addons de VCS, "
- "que son esencialmente plugins GDNative que deben ser puestos en la carpeta "
- "del proyecto. Estos addons VCS son scripts que se adjuntan (bajo demanda) a "
- "la instancia de objeto de [code]EditorVCSInterface[/code]. Todas las "
- "funciones enumeradas a continuación, en lugar de realizar la tarea por sí "
- "mismas, llaman a las funciones definidas internamente en los addons VCS para "
- "proporcionar una experiencia de plug-n-play."
- #: doc/classes/EditorVCSInterface.xml
- #, fuzzy
- msgid "Checks out a [code]branch_name[/code] in the VCS."
- msgstr "Elimina un Autoload [code]name[/code] de la lista."
- #: doc/classes/EditorVCSInterface.xml
- msgid ""
- "Commits the currently staged changes and applies the commit [code]msg[/code] "
- "to the resulting commit."
- msgstr ""
- #: doc/classes/EditorVCSInterface.xml
- #, fuzzy
- msgid "Creates a new branch named [code]branch_name[/code] in the VCS."
- msgstr "Crea una instancia de [code]class[/code]."
- #: doc/classes/EditorVCSInterface.xml
- msgid ""
- "Creates a new remote destination with name [code]remote_name[/code] and "
- "points it to [code]remote_url[/code]. This can be both an HTTPS remote or an "
- "SSH remote."
- msgstr ""
- #: doc/classes/EditorVCSInterface.xml
- #, fuzzy
- msgid "Discards the changes made in file present at [code]file_path[/code]."
- msgstr "Guarda la escena como un archivo en [code]path[/code]."
- #: doc/classes/EditorVCSInterface.xml
- msgid ""
- "Fetches new changes from the remote, but doesn't write changes to the "
- "current working directory. Equivalent to [code]git fetch[/code]."
- msgstr ""
- #: doc/classes/EditorVCSInterface.xml
- msgid ""
- "Gets an instance of an [Array] of [String]s containing available branch "
- "names in the VCS."
- msgstr ""
- #: doc/classes/EditorVCSInterface.xml
- #, fuzzy
- msgid "Gets the current branch name defined in the VCS."
- msgstr "Devuelve la ruta actual que se está viendo en el [FileSystemDock]."
- #: doc/classes/EditorVCSInterface.xml
- msgid ""
- "Returns an [Array] of [Dictionary] items (see [method create_diff_file], "
- "[method create_diff_hunk], [method create_diff_line], [method "
- "add_line_diffs_into_diff_hunk] and [method add_diff_hunks_into_diff_file]), "
- "each containing information about a diff. If [code]identifier[/code] is a "
- "file path, returns a file diff, and if it is a commit identifier, then "
- "returns a commit diff."
- msgstr ""
- #: doc/classes/EditorVCSInterface.xml
- msgid ""
- "Returns an [Array] of [Dictionary] items (see [method create_diff_hunk]), "
- "each containing a line diff between a file at [code]file_path[/code] and the "
- "[code]text[/code] which is passed in."
- msgstr ""
- #: doc/classes/EditorVCSInterface.xml
- msgid ""
- "Returns an [Array] of [Dictionary] items (see [method create_status_file]), "
- "each containing the status data of every modified file in the project folder."
- msgstr ""
- #: doc/classes/EditorVCSInterface.xml
- msgid ""
- "Returns an [Array] of [Dictionary] items (see [method create_commit]), each "
- "containing the data for a past commit."
- msgstr ""
- #: doc/classes/EditorVCSInterface.xml
- #, fuzzy
- msgid ""
- "Returns an [Array] of [String]s, each containing the name of a remote "
- "configured in the VCS."
- msgstr ""
- "Devuelve un [Array] que contiene los Ids de los dispositivos de todos los "
- "joypads conectados actualmente."
- #: doc/classes/EditorVCSInterface.xml
- #, fuzzy
- msgid "Returns the name of the underlying VCS provider."
- msgstr "Devuelve el nombre del nodo en [code]idx[/code]."
- #: doc/classes/EditorVCSInterface.xml
- msgid ""
- "Initializes the VCS plugin when called from the editor. Returns whether or "
- "not the plugin was successfully initialized. A VCS project is initialized at "
- "[code]project_path[/code]."
- msgstr ""
- #: doc/classes/EditorVCSInterface.xml
- msgid "Pulls changes from the remote. This can give rise to merge conflicts."
- msgstr ""
- #: doc/classes/EditorVCSInterface.xml
- msgid ""
- "Pushes changes to the [code]remote[/code]. Optionally, if [code]force[/code] "
- "is set to true, a force push will override the change history already "
- "present on the remote."
- msgstr ""
- #: doc/classes/EditorVCSInterface.xml
- #, fuzzy
- msgid "Remove a branch from the local VCS."
- msgstr "Elimina un nodo de la selección."
- #: doc/classes/EditorVCSInterface.xml
- #, fuzzy
- msgid "Remove a remote from the local VCS."
- msgstr "Elimina un nodo de la selección."
- #: doc/classes/EditorVCSInterface.xml
- msgid ""
- "Set user credentials in the underlying VCS. [code]username[/code] and "
- "[code]password[/code] are used only during HTTPS authentication unless not "
- "already mentioned in the remote URL. [code]ssh_public_key_path[/code], "
- "[code]ssh_private_key_path[/code], and [code]ssh_passphrase[/code] are only "
- "used during SSH authentication."
- msgstr ""
- #: doc/classes/EditorVCSInterface.xml
- msgid ""
- "Shuts down VCS plugin instance. Called when the user either closes the "
- "editor or shuts down the VCS plugin through the editor UI."
- msgstr ""
- #: doc/classes/EditorVCSInterface.xml
- #, fuzzy
- msgid "Stages the file present at [code]file_path[/code] to the staged area."
- msgstr "Añade la cámara [code]feed[/code] al servidor de la cámara."
- #: doc/classes/EditorVCSInterface.xml
- msgid ""
- "Unstages the file present at [code]file_path[/code] from the staged area to "
- "the unstaged area."
- msgstr ""
- #: doc/classes/EditorVCSInterface.xml
- msgid ""
- "Helper function to add an array of [code]diff_hunks[/code] into a "
- "[code]diff_file[/code]."
- msgstr ""
- #: doc/classes/EditorVCSInterface.xml
- msgid ""
- "Helper function to add an array of [code]line_diffs[/code] into a "
- "[code]diff_hunk[/code]."
- msgstr ""
- #: doc/classes/EditorVCSInterface.xml
- msgid ""
- "Helper function to create a commit [Dictionary] item. [code]msg[/code] is "
- "the commit message of the commit. [code]author[/code] is a single human-"
- "readable string containing all the author's details, e.g. the email and name "
- "configured in the VCS. [code]id[/code] is the identifier of the commit, in "
- "whichever format your VCS may provide an identifier to commits. "
- "[code]unix_timestamp[/code] is the UTC Unix timestamp of when the commit was "
- "created. [code]offset_minutes[/code] is the timezone offset in minutes, "
- "recorded from the system timezone where the commit was created."
- msgstr ""
- #: doc/classes/EditorVCSInterface.xml
- msgid ""
- "Helper function to create a [code]Dictionary[/code] for storing old and new "
- "diff file paths."
- msgstr ""
- #: doc/classes/EditorVCSInterface.xml
- msgid ""
- "Helper function to create a [code]Dictionary[/code] for storing diff hunk "
- "data. [code]old_start[/code] is the starting line number in old file. "
- "[code]new_start[/code] is the starting line number in new file. "
- "[code]old_lines[/code] is the number of lines in the old file. "
- "[code]new_lines[/code] is the number of lines in the new file."
- msgstr ""
- #: doc/classes/EditorVCSInterface.xml
- msgid ""
- "Helper function to create a [code]Dictionary[/code] for storing a line diff. "
- "[code]new_line_no[/code] is the line number in the new file (can be "
- "[code]-1[/code] if the line is deleted). [code]old_line_no[/code] is the "
- "line number in the old file (can be [code]-1[/code] if the line is added). "
- "[code]content[/code] is the diff text. [code]status[/code] is a single "
- "character string which stores the line origin."
- msgstr ""
- #: doc/classes/EditorVCSInterface.xml
- msgid ""
- "Helper function to create a [code]Dictionary[/code] used by editor to read "
- "the status of a file."
- msgstr ""
- #: doc/classes/EditorVCSInterface.xml
- #, fuzzy
- msgid "Pops up an error message in the edior."
- msgstr "Se utiliza para agrupar las propiedades en el editor."
- #: doc/classes/EditorVCSInterface.xml
- #, fuzzy
- msgid "A new file has been added."
- msgstr "Emitido cuando se ha añadido una nueva interfaz."
- #: doc/classes/EditorVCSInterface.xml
- msgid "An earlier added file has been modified."
- msgstr ""
- #: doc/classes/EditorVCSInterface.xml
- msgid "An earlier added file has been renamed."
- msgstr ""
- #: doc/classes/EditorVCSInterface.xml
- msgid "An earlier added file has been deleted."
- msgstr ""
- #: doc/classes/EditorVCSInterface.xml
- msgid "An earlier added file has been typechanged."
- msgstr ""
- #: doc/classes/EditorVCSInterface.xml
- msgid "A file is left unmerged."
- msgstr ""
- #: doc/classes/EditorVCSInterface.xml
- msgid "A commit is encountered from the commit area."
- msgstr ""
- #: doc/classes/EditorVCSInterface.xml
- #, fuzzy
- msgid "A file is encountered from the staged area."
- msgstr "Estado: Desconectado del servidor."
- #: doc/classes/EditorVCSInterface.xml
- msgid "A file is encountered from the unstaged area."
- msgstr ""
- #: doc/classes/EncodedObjectAsID.xml
- msgid "Holds a reference to an [Object]'s instance ID."
- msgstr "Contiene una referencia a la id de la instancia de un [Object]."
- #: doc/classes/EncodedObjectAsID.xml
- msgid ""
- "Utility class which holds a reference to the internal identifier of an "
- "[Object] instance, as given by [method Object.get_instance_id]. This ID can "
- "then be used to retrieve the object instance with [method @GDScript."
- "instance_from_id].\n"
- "This class is used internally by the editor inspector and script debugger, "
- "but can also be used in plugins to pass and display objects as their IDs."
- msgstr ""
- "Clase de utilidad que contiene una referencia al identificador interno de "
- "una instancia de [Object], según lo indicado por el [method Object."
- "get_instance_id]. Este identificador puede utilizarse para recuperar la "
- "instancia del objeto con [method @GDScript.instance_from_id].\n"
- "Esta clase es utilizada internamente por el inspector de editores y el "
- "depurador de scripts, pero también puede ser utilizada en los plugins para "
- "pasar y mostrar los objetos como sus IDs."
- #: doc/classes/EncodedObjectAsID.xml
- msgid ""
- "The [Object] identifier stored in this [EncodedObjectAsID] instance. The "
- "object instance can be retrieved with [method @GDScript.instance_from_id]."
- msgstr ""
- "El identificador de [Object] almacenado en esta instancia "
- "[EncodedObjectAsID]. La instancia del objeto puede ser recuperada con "
- "[method @GDScript.instance_from_id]."
- #: doc/classes/Engine.xml
- msgid "Access to engine properties."
- msgstr "Acceso a las propiedades del motor."
- #: doc/classes/Engine.xml
- msgid ""
- "The [Engine] singleton allows you to query and modify the project's run-time "
- "parameters, such as frames per second, time scale, and others."
- msgstr ""
- "El singleton [Engine] permite consultar y modificar los parámetros de tiempo "
- "de ejecución del proyecto, como los fotogramas por segundo, la escala de "
- "tiempo y otros."
- #: doc/classes/Engine.xml
- msgid ""
- "Returns engine author information in a Dictionary.\n"
- "[code]lead_developers[/code] - Array of Strings, lead developer names\n"
- "[code]founders[/code] - Array of Strings, founder names\n"
- "[code]project_managers[/code] - Array of Strings, project manager names\n"
- "[code]developers[/code] - Array of Strings, developer names"
- msgstr ""
- "Devuelve la información del autor del motor en un diccionario.\n"
- "[code]lead_developers[/code] - Array de cadenas, nombres de los "
- "desarrolladores principales\n"
- "[code]founders[/code] - Array of Strings, nombres de los fundadores\n"
- "[code]project_managers[/code] - Array de Strings, nombres de los directores "
- "de proyecto\n"
- "[code]developers[/code] - Array de Strings, nombres de desarrolladores"
- #: doc/classes/Engine.xml
- msgid ""
- "Returns an Array of copyright information Dictionaries.\n"
- "[code]name[/code] - String, component name\n"
- "[code]parts[/code] - Array of Dictionaries {[code]files[/code], "
- "[code]copyright[/code], [code]license[/code]} describing subsections of the "
- "component"
- msgstr ""
- "Devuelve un conjunto de diccionarios de información sobre derechos de "
- "autor.\n"
- "[code]name[/code] - String, nombre del componente\n"
- "[code]parts[/code] - Array de diccionarios{ [code]files[/code], "
- "[code]copyright[/code], [code]license[/code]} que describen las subsecciones "
- "del componente"
- #: doc/classes/Engine.xml
- #, fuzzy
- msgid ""
- "Returns a Dictionary of Arrays of donor names.\n"
- "{[code]platinum_sponsors[/code], [code]gold_sponsors[/code], "
- "[code]silver_sponsors[/code], [code]bronze_sponsors[/code], "
- "[code]mini_sponsors[/code], [code]gold_donors[/code], [code]silver_donors[/"
- "code], [code]bronze_donors[/code]}"
- msgstr ""
- "Devuelve un diccionario de Arrays del nombres de donantes.\n"
- "{[code]platinum_sponsors[/code], [code]gold_sponsors[/code], "
- "[code]mini_sponsors[/code], [code]gold_donors[/code], [code]silver_donors[/"
- "code], [code]bronze_donors[/code]}"
- #: doc/classes/Engine.xml
- #, fuzzy
- msgid ""
- "Returns the total number of frames drawn. On headless platforms, or if the "
- "render loop is disabled with [code]--disable-render-loop[/code] via command "
- "line, [method get_frames_drawn] always returns [code]0[/code]. See [method "
- "get_idle_frames]."
- msgstr ""
- "Devuelve el número total de fotogramas dibujados. Si el bucle de "
- "renderización se desactiva con [code]--disable-render-loop[/code] mediante "
- "la línea de comandos, esto devuelve [code]0[/code]. Ver también [method "
- "get_idle_frames]."
- #: doc/classes/Engine.xml
- msgid "Returns the frames per second of the running game."
- msgstr "Devuelve los fotogramas por segundo del juego en marcha."
- #: doc/classes/Engine.xml
- msgid ""
- "Returns the total number of frames passed since engine initialization which "
- "is advanced on each [b]idle frame[/b], regardless of whether the render loop "
- "is enabled. See also [method get_frames_drawn] and [method "
- "get_physics_frames].\n"
- "[method get_idle_frames] can be used to run expensive logic less often "
- "without relying on a [Timer]:\n"
- "[codeblock]\n"
- "func _process(_delta):\n"
- " if Engine.get_idle_frames() % 2 == 0:\n"
- " pass # Run expensive logic only once every 2 idle (render) frames "
- "here.\n"
- "[/codeblock]"
- msgstr ""
- #: doc/classes/Engine.xml
- msgid ""
- "Returns Dictionary of licenses used by Godot and included third party "
- "components."
- msgstr ""
- "Devuelve el diccionario de licencias utilizado por Godot e incluye "
- "componentes de terceros."
- #: doc/classes/Engine.xml
- msgid "Returns Godot license text."
- msgstr "Devuelve el texto de la licencia de Godot."
- #: doc/classes/Engine.xml
- msgid "Returns the main loop object (see [MainLoop] and [SceneTree])."
- msgstr "Devuelve el objeto del bucle principal (ver [MainLoop] y [SceneTree])."
- #: doc/classes/Engine.xml
- msgid ""
- "Returns the total number of frames passed since engine initialization which "
- "is advanced on each [b]physics frame[/b]. See also [method "
- "get_idle_frames].\n"
- "[method get_physics_frames] can be used to run expensive logic less often "
- "without relying on a [Timer]:\n"
- "[codeblock]\n"
- "func _physics_process(_delta):\n"
- " if Engine.get_physics_frames() % 2 == 0:\n"
- " pass # Run expensive logic only once every 2 physics frames here.\n"
- "[/codeblock]"
- msgstr ""
- #: doc/classes/Engine.xml
- msgid ""
- "Returns the fraction through the current physics tick we are at the time of "
- "rendering the frame. This can be used to implement fixed timestep "
- "interpolation."
- msgstr ""
- "Devuelve la fracción a través de la marca de la física actual en la que "
- "estamos en el momento de renderizar el cuadro. Esto puede ser usado para "
- "implementar una interpolación de pasos de tiempo fijos."
- #: doc/classes/Engine.xml
- #, fuzzy
- msgid ""
- "Returns a global singleton with given [code]name[/code]. Often used for "
- "plugins, e.g. [code]GodotPayment[/code] on Android."
- msgstr ""
- "Devuelve un singleton global con un [code]name[/code] dado. A menudo se "
- "utiliza para los plugins, por ejemplo, GodotPayments."
- #: doc/classes/Engine.xml
- msgid ""
- "Returns the current engine version information in a Dictionary.\n"
- "[code]major[/code] - Holds the major version number as an int\n"
- "[code]minor[/code] - Holds the minor version number as an int\n"
- "[code]patch[/code] - Holds the patch version number as an int\n"
- "[code]hex[/code] - Holds the full version number encoded as a "
- "hexadecimal int with one byte (2 places) per number (see example below)\n"
- "[code]status[/code] - Holds the status (e.g. \"beta\", \"rc1\", "
- "\"rc2\", ... \"stable\") as a String\n"
- "[code]build[/code] - Holds the build name (e.g. \"custom_build\") as a "
- "String\n"
- "[code]hash[/code] - Holds the full Git commit hash as a String\n"
- "[code]year[/code] - Holds the year the version was released in as an "
- "int\n"
- "[code]string[/code] - [code]major[/code] + [code]minor[/code] + "
- "[code]patch[/code] + [code]status[/code] + [code]build[/code] in a single "
- "String\n"
- "The [code]hex[/code] value is encoded as follows, from left to right: one "
- "byte for the major, one byte for the minor, one byte for the patch version. "
- "For example, \"3.1.12\" would be [code]0x03010C[/code]. [b]Note:[/b] It's "
- "still an int internally, and printing it will give you its decimal "
- "representation, which is not particularly meaningful. Use hexadecimal "
- "literals for easy version comparisons from code:\n"
- "[codeblock]\n"
- "if Engine.get_version_info().hex >= 0x030200:\n"
- " # Do things specific to version 3.2 or later\n"
- "else:\n"
- " # Do things specific to versions before 3.2\n"
- "[/codeblock]"
- msgstr ""
- "Devuelve la información de la versión actual del motor en un diccionario.\n"
- "[code]major[/code] - Contiene el número de la versión principal como un int\n"
- "[code]minor[/code] - Contiene el número de la versión menor como un int\n"
- "[code]patch[/code] - Contiene el número de versión del parche como un int\n"
- "[code]hex[/code] - Contiene el número de versión completo codificado como un "
- "int hexadecimal con un byte (2 lugares) por número (ver ejemplo abajo)\n"
- "[code]status[/code] - Mantiene el estado (por ejemplo \"beta\", \"rc1\", "
- "\"rc2\", ... \"estable\") como una String\n"
- "[code]build[/code] - Mantiene el nombre de la construcción (por ejemplo, "
- "\"custom_build\") como una string\n"
- "[code]hash[/code] - Contiene el hash completo del commit de Git como una "
- "string\n"
- "[code]year[/code] - Contiene el año en que la versión fue lanzada como un "
- "int\n"
- "[code]string[/code] - [code]major[/code] + [code]minor[/code] + [code]patch[/"
- "code] + [code]status[/code] + [code]build[/code] en una sola string\n"
- "El valor [code]hex[/code] se codifica de la siguiente manera, de izquierda a "
- "derecha: un byte para el mayor, un byte para el menor, un byte para la "
- "versión de parche. Por ejemplo, \"3.1.12\" sería [code]0x03010C[/code]. "
- "[b]Nota:[/b] Sigue siendo un int interno, e imprimirlo le dará su "
- "representación decimal, que no es particularmente significativa. Utilice los "
- "literales hexadecimales para facilitar las comparaciones de versiones a "
- "partir del código:\n"
- "[codeblock]\n"
- "si Engine.get_version_info().hex >= 0x030200:\n"
- " # Haz cosas específicas de la versión 3.2 o posterior\n"
- "...sino..:\n"
- " # Hacer cosas específicas de las versiones anteriores a la 3.2\n"
- "[/codeblock]"
- #: doc/classes/Engine.xml
- msgid ""
- "Returns [code]true[/code] if a singleton with given [code]name[/code] exists "
- "in global scope."
- msgstr ""
- "Devuelve [code]true[/code] si existe en el ámbito global un singleton con un "
- "[code]name[/code] dado."
- #: doc/classes/Engine.xml
- msgid ""
- "Returns [code]true[/code] if the game is inside the fixed process and "
- "physics phase of the game loop."
- msgstr ""
- "Devuelve [code]true[/code] si el juego está dentro del proceso fijo y la "
- "fase de física del bucle de juego."
- #: doc/classes/Engine.xml
- msgid ""
- "If [code]true[/code], the script is currently running inside the editor. "
- "This is useful for [code]tool[/code] scripts to conditionally draw editor "
- "helpers, or prevent accidentally running \"game\" code that would affect the "
- "scene state while in the editor:\n"
- "[codeblock]\n"
- "if Engine.editor_hint:\n"
- " draw_gizmos()\n"
- "else:\n"
- " simulate_physics()\n"
- "[/codeblock]\n"
- "See [url=$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html]Running "
- "code in the editor[/url] in the documentation for more information.\n"
- "[b]Note:[/b] To detect whether the script is run from an editor [i]build[/i] "
- "(e.g. when pressing [code]F5[/code]), use [method OS.has_feature] with the "
- "[code]\"editor\"[/code] argument instead. [code]OS.has_feature(\"editor\")[/"
- "code] will evaluate to [code]true[/code] both when the code is running in "
- "the editor and when running the project from the editor, but it will "
- "evaluate to [code]false[/code] when the code is run from an exported project."
- msgstr ""
- #: doc/classes/Engine.xml
- #, fuzzy
- msgid ""
- "The number of fixed iterations per second. This controls how often physics "
- "simulation and [method Node._physics_process] methods are run. This value "
- "should generally always be set to [code]60[/code] or above, as Godot doesn't "
- "interpolate the physics step. As a result, values lower than [code]60[/code] "
- "will look stuttery. This value can be increased to make input more reactive "
- "or work around collision tunneling issues, but keep in mind doing so will "
- "increase CPU usage. See also [member target_fps] and [member ProjectSettings."
- "physics/common/physics_fps].\n"
- "[b]Note:[/b] Only 8 physics ticks may be simulated per rendered frame at "
- "most. If more than 8 physics ticks have to be simulated per rendered frame "
- "to keep up with rendering, the game will appear to slow down (even if "
- "[code]delta[/code] is used consistently in physics calculations). Therefore, "
- "it is recommended not to increase [member Engine.iterations_per_second] "
- "above 240. Otherwise, the game will slow down when the rendering framerate "
- "goes below 30 FPS."
- msgstr ""
- "El número de iteraciones fijas por segundo. Esto controla la frecuencia con "
- "la que se ejecutan los métodos de simulación física y [method Node."
- "_physics_process]. Por lo general, este valor debe fijarse siempre en "
- "[code]60[/code] o superior, ya que Godot no interpola el paso de la física. "
- "Como resultado, los valores inferiores a [code]60[/code] parecerán "
- "atascados. Este valor puede aumentarse para hacer que la entrada sea más "
- "reactiva o para trabajar en temas de túneles, pero tenga en cuenta que al "
- "hacerlo aumentará el uso de la CPU."
- #: doc/classes/Engine.xml
- #, fuzzy
- msgid ""
- "Controls how much physics ticks are synchronized with real time. For 0 or "
- "less, the ticks are synchronized. Such values are recommended for network "
- "games, where clock synchronization matters. Higher values cause higher "
- "deviation of the in-game clock and real clock but smooth out framerate "
- "jitters. The default value of 0.5 should be fine for most; values above 2 "
- "could cause the game to react to dropped frames with a noticeable delay and "
- "are not recommended.\n"
- "[b]Note:[/b] For best results, when using a custom physics interpolation "
- "solution, the physics jitter fix should be disabled by setting [member "
- "physics_jitter_fix] to [code]0[/code]."
- msgstr ""
- "Controla cuánto se sincronizan los ticks de la física con el tiempo real. "
- "Para 0 o menos, los ticks están sincronizadas. Estos valores se recomiendan "
- "para los juegos en red, donde la sincronización del reloj es importante. Los "
- "valores más altos causan una mayor desviación del reloj del juego y del "
- "reloj real, pero permiten suavizar los cambios bruscos en la tasa de "
- "fotogramas. El valor predeterminado de 0,5 debería estar bien para la "
- "mayoría; los valores superiores a 2 podrían hacer que el juego reaccionara a "
- "los fotogramas caídos con un retraso notable y no se recomiendan."
- #: doc/classes/Engine.xml
- msgid ""
- "If [code]false[/code], stops printing error and warning messages to the "
- "console and editor Output log. This can be used to hide error and warning "
- "messages during unit test suite runs. This property is equivalent to the "
- "[member ProjectSettings.application/run/disable_stderr] project setting.\n"
- "[b]Warning:[/b] If you set this to [code]false[/code] anywhere in the "
- "project, important error messages may be hidden even if they are emitted "
- "from other scripts. If this is set to [code]false[/code] in a [code]tool[/"
- "code] script, this will also impact the editor itself. Do [i]not[/i] report "
- "bugs before ensuring error messages are enabled (as they are by default).\n"
- "[b]Note:[/b] This property does not impact the editor's Errors tab when "
- "running a project from the editor."
- msgstr ""
- #: doc/classes/Engine.xml
- msgid ""
- "The desired frames per second. If the hardware cannot keep up, this setting "
- "may not be respected. A value of 0 means no limit."
- msgstr ""
- "Los fotogramas deseados por segundo. Si el hardware no puede mantener el "
- "ritmo, este ajuste puede no ser respetado. Un valor de 0 significa que no "
- "hay límite."
- #: doc/classes/Engine.xml
- msgid ""
- "Controls how fast or slow the in-game clock ticks versus the real life one. "
- "It defaults to 1.0. A value of 2.0 means the game moves twice as fast as "
- "real life, whilst a value of 0.5 means the game moves at half the regular "
- "speed."
- msgstr ""
- "Controla la velocidad o la lentitud del reloj del juego en comparación con "
- "el de la vida real. El valor por defecto es 1.0. Un valor de 2.0 significa "
- "que el juego se mueve el doble de rápido que en la vida real, mientras que "
- "un valor de 0.5 significa que el juego se mueve a la mitad de la velocidad "
- "normal."
- #: doc/classes/Environment.xml
- msgid ""
- "Resource for environment nodes (like [WorldEnvironment]) that define "
- "multiple rendering options."
- msgstr ""
- "Recurso para nodos del entorno (como [WorldEnvironment]) que definen "
- "múltiples opciones de renderización."
- #: doc/classes/Environment.xml
- #, fuzzy
- msgid ""
- "Resource for environment nodes (like [WorldEnvironment]) that define "
- "multiple environment operations (such as background [Sky] or [Color], "
- "ambient light, fog, depth-of-field...). These parameters affect the final "
- "render of the scene. The order of these operations is:\n"
- "- Depth of Field Blur\n"
- "- Glow\n"
- "- Tonemap (Auto Exposure)\n"
- "- Adjustments\n"
- "If the target [Viewport] is set to \"2D Without Sampling\", all post-"
- "processing effects will be unavailable. With \"3D Without Effects\", the "
- "following options will be unavailable:\n"
- "- Ssao\n"
- "- Ss Reflections\n"
- "This can be configured for the root Viewport with [member ProjectSettings."
- "rendering/quality/intended_usage/framebuffer_allocation], or for specific "
- "Viewports via the [member Viewport.usage] property.\n"
- "Note that [member ProjectSettings.rendering/quality/intended_usage/"
- "framebuffer_allocation] has a mobile platform override to use \"3D Without "
- "Effects\" by default. It improves the performance on mobile devices, but at "
- "the same time affects the screen display on mobile devices."
- msgstr ""
- "Recurso para los nodos del entorno (como [WorldEnvironment]) que definen "
- "múltiples operaciones del entorno (como el fondo [Sky] o [Color], la luz "
- "ambiental, la niebla, la profundidad de campo...). Estos parámetros afectan "
- "al renderizado final de la escena. El orden de estas operaciones es:\n"
- "- Desenfoque de profundidad de campo\n"
- "- Brillo\n"
- "- Mapa de tonos (Autoexposición)\n"
- "- Ajustes"
- #: doc/classes/Environment.xml doc/classes/WorldEnvironment.xml
- #, fuzzy
- msgid "Environment and post-processing"
- msgstr ""
- "https://docs.godotengine.org/es/latest/tutorials/3d/"
- "environment_and_post_processing.html"
- #: doc/classes/Environment.xml
- msgid "Light transport in game engines"
- msgstr ""
- #: doc/classes/Environment.xml doc/classes/Material.xml doc/classes/Mesh.xml
- #: doc/classes/MeshInstance.xml doc/classes/WorldEnvironment.xml
- msgid "3D Material Testers Demo"
- msgstr ""
- #: doc/classes/Environment.xml
- msgid ""
- "Returns [code]true[/code] if the glow level [code]idx[/code] is specified, "
- "[code]false[/code] otherwise."
- msgstr ""
- "Devuelve [code]true[/code] si se especifica el nivel de brillo [code]idx[/"
- "code], [code]false[/code] en caso contrario."
- #: doc/classes/Environment.xml
- msgid ""
- "Enables or disables the glow level at index [code]idx[/code]. Each level "
- "relies on the previous level. This means that enabling higher glow levels "
- "will slow down the glow effect rendering, even if previous levels aren't "
- "enabled."
- msgstr ""
- "Activa o desactiva el nivel de brillo en el índice [code]idx[/code]. Cada "
- "nivel se basa en el nivel anterior. Esto significa que habilitar niveles de "
- "brillo más altos ralentizará la representación del efecto de brillo, incluso "
- "si los niveles anteriores no están habilitados."
- #: doc/classes/Environment.xml
- msgid ""
- "The global brightness value of the rendered scene. Effective only if "
- "[code]adjustment_enabled[/code] is [code]true[/code]."
- msgstr ""
- "El valor de brillo global de la escena renderizada. Efectivo sólo si "
- "[code]adjustment_enabled[/code] es [code]true[/code]."
- #: doc/classes/Environment.xml
- #, fuzzy
- msgid ""
- "Applies the provided [Texture] resource to affect the global color aspect of "
- "the rendered scene. Effective only if [code]adjustment_enabled[/code] is "
- "[code]true[/code]."
- msgstr ""
- "Aplica el recurso proporcionado [Textura2D] para afectar el aspecto de color "
- "global de la escena renderizada. Efectivo sólo si [code]adjustment_enabled[/"
- "code] es [code]true[/code]."
- #: doc/classes/Environment.xml
- msgid ""
- "The global contrast value of the rendered scene (default value is 1). "
- "Effective only if [code]adjustment_enabled[/code] is [code]true[/code]."
- msgstr ""
- "El valor de contraste global de la escena renderizada (el valor por defecto "
- "es 1). Efectivo sólo si [code]adjustment_enabled[/code] es [code]true[/code]."
- #: doc/classes/Environment.xml
- msgid ""
- "If [code]true[/code], enables the [code]adjustment_*[/code] properties "
- "provided by this resource. If [code]false[/code], modifications to the "
- "[code]adjustment_*[/code] properties will have no effect on the rendered "
- "scene."
- msgstr ""
- "Si [code]true[/code], activa las propiedades [code]adjustment_*[/code] "
- "proporcionadas por este recurso. Si [code]false[/code], las modificaciones "
- "de las propiedades de [code]adjustment_*[/code] no tendrán ningún efecto en "
- "la escena renderizada."
- #: doc/classes/Environment.xml
- msgid ""
- "The global color saturation value of the rendered scene (default value is "
- "1). Effective only if [code]adjustment_enabled[/code] is [code]true[/code]."
- msgstr ""
- "El valor de saturación de color global de la escena renderizada (el valor "
- "por defecto es 1). Efectivo sólo si [code]adjustment_enabled[/code] es "
- "[code]true[/code]."
- #: doc/classes/Environment.xml
- msgid "The ambient light's [Color]."
- msgstr "El [Color] de la luz ambiental."
- #: doc/classes/Environment.xml
- msgid ""
- "The ambient light's energy. The higher the value, the stronger the light."
- msgstr ""
- "La energía de la luz ambiental. Cuanto más alto es el valor, más fuerte es "
- "la luz."
- #: doc/classes/Environment.xml
- #, fuzzy
- msgid ""
- "Defines the amount of light that the sky brings on the scene. A value of "
- "[code]0.0[/code] means that the sky's light emission has no effect on the "
- "scene illumination, thus all ambient illumination is provided by the ambient "
- "light. On the contrary, a value of [code]1.0[/code] means that [i]all[/i] "
- "the light that affects the scene is provided by the sky, thus the ambient "
- "light parameter has no effect on the scene.\n"
- "[b]Note:[/b] [member ambient_light_sky_contribution] is internally clamped "
- "between [code]0.0[/code] and [code]1.0[/code] (inclusive)."
- msgstr ""
- "Define la cantidad de luz que el cielo trae a la escena. Un valor de 0 "
- "significa que la emisión de luz del cielo no tiene efecto en la iluminación "
- "de la escena, por lo tanto toda la iluminación ambiental es proporcionada "
- "por la luz ambiental. Por el contrario, un valor de 1 significa que toda la "
- "luz que afecta a la escena es proporcionada por el cielo, por lo tanto el "
- "parámetro de luz ambiental no tiene efecto en la escena."
- #: doc/classes/Environment.xml
- msgid ""
- "If [code]true[/code], enables the tonemapping auto exposure mode of the "
- "scene renderer. If [code]true[/code], the renderer will automatically "
- "determine the exposure setting to adapt to the scene's illumination and the "
- "observed light."
- msgstr ""
- "Si [code]true[/code], habilita el modo de exposición automática del mapa de "
- "tonos del renderizador de escenas. Si [code]true[/code], el renderizador "
- "determinará automáticamente el ajuste de exposición para adaptarse a la "
- "iluminación de la escena y a la luz observada."
- #: doc/classes/Environment.xml
- msgid "The maximum luminance value for the auto exposure."
- msgstr "El valor máximo de luminosidad para la exposición automática."
- #: doc/classes/Environment.xml
- msgid "The minimum luminance value for the auto exposure."
- msgstr "El valor mínimo de luminosidad para la exposición automática."
- #: doc/classes/Environment.xml
- msgid ""
- "The scale of the auto exposure effect. Affects the intensity of auto "
- "exposure."
- msgstr ""
- "La escala del efecto de la exposición automática. Afecta a la intensidad de "
- "la exposición automática."
- #: doc/classes/Environment.xml
- msgid ""
- "The speed of the auto exposure effect. Affects the time needed for the "
- "camera to perform auto exposure."
- msgstr ""
- "La velocidad del efecto de la exposición automática. Afecta al tiempo "
- "necesario para que la cámara realice la exposición automática."
- #: doc/classes/Environment.xml
- msgid "The ID of the camera feed to show in the background."
- msgstr "La identificación de la feed de la cámara para mostrarla en el fondo."
- #: doc/classes/Environment.xml
- msgid ""
- "The maximum layer ID to display. Only effective when using the [constant "
- "BG_CANVAS] background mode."
- msgstr ""
- "El ID de la capa maxima a mostrar. Sólo es efectivo cuando se utiliza el "
- "modo de fondo [constant BG_CANVAS]."
- #: doc/classes/Environment.xml
- #, fuzzy
- msgid ""
- "The [Color] displayed for clear areas of the scene. Only effective when "
- "using the [constant BG_COLOR] or [constant BG_COLOR_SKY] background modes)."
- msgstr ""
- "El [Color] se muestra para las zonas claras de la escena. Sólo es efectivo "
- "cuando se utiliza el modo de fondo [BG_COLOR constant]."
- #: doc/classes/Environment.xml
- msgid "The power of the light emitted by the background."
- msgstr "El poder de la luz emitida por el fondo."
- #: doc/classes/Environment.xml
- msgid "The background mode. See [enum BGMode] for possible values."
- msgstr "El modo de fondo. Ver [enum BGMode] para los posibles valores."
- #: doc/classes/Environment.xml
- #, fuzzy
- msgid "The [Sky] resource defined as background."
- msgstr "Usar un recurso del cielo para el fondo."
- #: doc/classes/Environment.xml
- #, fuzzy
- msgid "The [Sky] resource's custom field of view."
- msgstr "El recurso [Sky] utilizado para este [Environment]."
- #: doc/classes/Environment.xml
- #, fuzzy
- msgid "The [Sky] resource's rotation expressed as a [Basis]."
- msgstr "El recurso [Malla] para usar como una forma de CSG."
- #: doc/classes/Environment.xml
- #, fuzzy
- msgid "The [Sky] resource's rotation expressed as Euler angles in radians."
- msgstr "La rotación de la textura en radianes."
- #: doc/classes/Environment.xml
- #, fuzzy
- msgid "The [Sky] resource's rotation expressed as Euler angles in degrees."
- msgstr "La rotación de la textura en grados."
- #: doc/classes/Environment.xml
- #, fuzzy
- msgid "The amount of far blur for the depth-of-field effect."
- msgstr "La cantidad de voces en el efecto."
- #: doc/classes/Environment.xml
- msgid ""
- "The distance from the camera where the far blur effect affects the rendering."
- msgstr ""
- "La distancia desde la cámara en la que el efecto de borrosidad afecta a la "
- "representación."
- #: doc/classes/Environment.xml
- #, fuzzy
- msgid "If [code]true[/code], enables the depth-of-field far blur effect."
- msgstr "Si [code]true[/code], activa la flag especificada."
- #: doc/classes/Environment.xml
- msgid ""
- "The depth-of-field far blur's quality. Higher values can mitigate the "
- "visible banding effect seen at higher strengths, but are much slower."
- msgstr ""
- #: doc/classes/Environment.xml
- msgid "The length of the transition between the no-blur area and far blur."
- msgstr ""
- "La longitud de la transición entre la zona no borrosa y la borrosa lejana."
- #: doc/classes/Environment.xml
- #, fuzzy
- msgid "The amount of near blur for the depth-of-field effect."
- msgstr "La cantidad de voces en el efecto."
- #: doc/classes/Environment.xml
- msgid ""
- "Distance from the camera where the near blur effect affects the rendering."
- msgstr ""
- "Distancia desde la cámara donde el efecto de casi borrosidad afecta al "
- "renderizado."
- #: doc/classes/Environment.xml
- #, fuzzy
- msgid "If [code]true[/code], enables the depth-of-field near blur effect."
- msgstr "Si [code]true[/code], activa la flag especificada."
- #: doc/classes/Environment.xml
- msgid ""
- "The depth-of-field near blur's quality. Higher values can mitigate the "
- "visible banding effect seen at higher strengths, but are much slower."
- msgstr ""
- #: doc/classes/Environment.xml
- msgid "The length of the transition between the near blur and no-blur area."
- msgstr ""
- "La longitud de la transición entre la zona casi borrosa y la zona no borrosa."
- #: doc/classes/Environment.xml
- msgid "The fog's [Color]."
- msgstr "El [Color] de la niebla."
- #: doc/classes/Environment.xml
- msgid "The fog's depth starting distance from the camera."
- msgstr "La profundidad de la niebla es la distancia inicial de la cámara."
- #: doc/classes/Environment.xml
- msgid ""
- "The fog depth's intensity curve. A number of presets are available in the "
- "[b]Inspector[/b] by right-clicking the curve."
- msgstr ""
- "La curva de intensidad de la profundidad de la niebla. En el [b]Inspector[/"
- "b] se puede acceder a una serie de preajustes haciendo clic con el botón "
- "derecho del ratón en la curva."
- #: doc/classes/Environment.xml
- msgid ""
- "If [code]true[/code], the depth fog effect is enabled. When enabled, fog "
- "will appear in the distance (relative to the camera)."
- msgstr ""
- "Si [code]true[/code], se activa el efecto de niebla de profundidad. Cuando "
- "se habilita, la niebla aparecerá en la distancia (relativa a la cámara)."
- #: doc/classes/Environment.xml
- #, fuzzy
- msgid ""
- "The fog's depth end distance from the camera. If this value is set to 0, it "
- "will be equal to the current camera's [member Camera.far] value."
- msgstr ""
- "La profundidad de la niebla termina a la distancia de la cámara. Si este "
- "valor se ajusta a 0, será igual al valor actual de la cámara [member "
- "Camera3D.far]."
- #: doc/classes/Environment.xml
- msgid ""
- "If [code]true[/code], fog effects are enabled. [member fog_height_enabled] "
- "and/or [member fog_depth_enabled] must be set to [code]true[/code] to "
- "actually display fog."
- msgstr ""
- "Si [code]true[/code], se activan los efectos de la niebla. [member "
- "fog_height_enabled] y/o [member fog_depth_enabled] deben estar ajustados a "
- "[code]true[/code] para mostrar realmente la niebla."
- #: doc/classes/Environment.xml
- msgid ""
- "The height fog's intensity. A number of presets are available in the "
- "[b]Inspector[/b] by right-clicking the curve."
- msgstr ""
- "La intensidad de la niebla de altura. Se puede acceder a un número de "
- "preajustes en el [b]Inspector[/b] haciendo clic derecho en la curva."
- #: doc/classes/Environment.xml
- msgid ""
- "If [code]true[/code], the height fog effect is enabled. When enabled, fog "
- "will appear in a defined height range, regardless of the distance from the "
- "camera. This can be used to simulate \"deep water\" effects with a lower "
- "performance cost compared to a dedicated shader."
- msgstr ""
- "Si [code]true[/code], se activa el efecto de niebla de altura. Cuando se "
- "habilita, la niebla aparecerá en un rango de altura definido, "
- "independientemente de la distancia de la cámara. Esto puede utilizarse para "
- "simular efectos de \"aguas profundas\" con un coste de rendimiento menor en "
- "comparación con un sombreador dedicado."
- #: doc/classes/Environment.xml
- msgid ""
- "The Y coordinate where the height fog will be the most intense. If this "
- "value is greater than [member fog_height_min], fog will be displayed from "
- "bottom to top. Otherwise, it will be displayed from top to bottom."
- msgstr ""
- "La coordenada Y donde la niebla de altura será más intensa. Si este valor es "
- "mayor que [member fog_height_min], la niebla se mostrará de abajo hacia "
- "arriba. De lo contrario, se mostrará de arriba a abajo."
- #: doc/classes/Environment.xml
- msgid ""
- "The Y coordinate where the height fog will be the least intense. If this "
- "value is greater than [member fog_height_max], fog will be displayed from "
- "top to bottom. Otherwise, it will be displayed from bottom to top."
- msgstr ""
- "La coordenada Y donde la niebla de altura será menos intensa. Si este valor "
- "es mayor que [member fog_height_max], la niebla se mostrará de arriba a "
- "abajo. De lo contrario, se mostrará de abajo hacia arriba."
- #: doc/classes/Environment.xml
- #, fuzzy
- msgid ""
- "The intensity of the depth fog color transition when looking towards the "
- "sun. The sun's direction is determined automatically using the "
- "DirectionalLight node in the scene."
- msgstr ""
- "La intensidad de la transición del color de la niebla de profundidad cuando "
- "se mira hacia el sol. La dirección del sol se determina automáticamente "
- "usando el nodo DirectionalLight3D de la escena."
- #: doc/classes/Environment.xml
- msgid "The depth fog's [Color] when looking towards the sun."
- msgstr "El [Color] de la niebla profunda cuando se mira hacia el sol."
- #: doc/classes/Environment.xml
- msgid ""
- "The intensity of the fog light transmittance effect. Amount of light that "
- "the fog transmits."
- msgstr ""
- "La intensidad del efecto de transmisión de la luz de la niebla. La cantidad "
- "de luz que la niebla transmite."
- #: doc/classes/Environment.xml
- msgid ""
- "Enables fog's light transmission effect. If [code]true[/code], light will be "
- "more visible in the fog to simulate light scattering as in real life."
- msgstr ""
- "Permite el efecto de transmisión de la luz de la niebla. Si [code]true[/"
- "code], la luz será más visible en la niebla para simular la dispersión de la "
- "luz como en la vida real."
- #: doc/classes/Environment.xml
- msgid ""
- "Smooths out the blockiness created by sampling higher levels, at the cost of "
- "performance.\n"
- "[b]Note:[/b] When using the GLES2 renderer, this is only available if the "
- "GPU supports the [code]GL_EXT_gpu_shader4[/code] extension."
- msgstr ""
- #: doc/classes/Environment.xml
- msgid "The glow blending mode."
- msgstr "El modo de mezcla de brillo."
- #: doc/classes/Environment.xml
- msgid ""
- "The bloom's intensity. If set to a value higher than [code]0[/code], this "
- "will make glow visible in areas darker than the [member glow_hdr_threshold]."
- msgstr ""
- "La intensidad del bloom. Si se ajusta a un valor superior a [code]0[/code], "
- "esto hará que el brillo sea visible en áreas más oscuras que el [member "
- "glow_hdr_threshold]."
- #: doc/classes/Environment.xml
- msgid ""
- "If [code]true[/code], the glow effect is enabled.\n"
- "[b]Note:[/b] Only effective if [member ProjectSettings.rendering/quality/"
- "intended_usage/framebuffer_allocation] is [b]3D[/b] ([i]not[/i] [b]3D "
- "Without Effects[/b]). On mobile, [member ProjectSettings.rendering/quality/"
- "intended_usage/framebuffer_allocation] defaults to [b]3D Without Effects[/b] "
- "by default, so its [code].mobile[/code] override needs to be changed to "
- "[b]3D[/b].\n"
- "[b]Note:[/b] When using GLES3 on mobile, HDR rendering is disabled by "
- "default for performance reasons. This means glow will only be visible if "
- "[member glow_hdr_threshold] is decreased below [code]1.0[/code] or if "
- "[member glow_bloom] is increased above [code]0.0[/code]. Also consider "
- "increasing [member glow_intensity] to [code]1.5[/code]. If you want glow to "
- "behave on mobile like it does on desktop (at a performance cost), enable "
- "[member ProjectSettings.rendering/quality/depth/hdr]'s [code].mobile[/code] "
- "override."
- msgstr ""
- #: doc/classes/Environment.xml
- msgid ""
- "The higher threshold of the HDR glow. Areas brighter than this threshold "
- "will be clamped for the purposes of the glow effect."
- msgstr ""
- "El umbral más alto del brillo del HDR. Las áreas más brillantes que este "
- "umbral serán fijadas para el efecto de brillo."
- #: doc/classes/Environment.xml
- msgid "The bleed scale of the HDR glow."
- msgstr "La escala de sangrado del brillo del HDR."
- #: doc/classes/Environment.xml
- msgid ""
- "The lower threshold of the HDR glow. When using the GLES2 renderer (which "
- "doesn't support HDR), this needs to be below [code]1.0[/code] for glow to be "
- "visible. A value of [code]0.9[/code] works well in this case."
- msgstr ""
- "El umbral inferior del brillo del HDR. Cuando se utiliza el renderizador "
- "GLES2 (que no soporta HDR), este debe estar por debajo de [code]1.0[/code] "
- "para que el brillo sea visible. Un valor de [code]0.9[/code] funciona bien "
- "en este caso."
- #: doc/classes/Environment.xml
- msgid ""
- "Takes more samples during downsample pass of glow. This ensures that single "
- "pixels are captured by glow which makes the glow look smoother and more "
- "stable during movement. However, it is very expensive and makes the glow "
- "post process take twice as long."
- msgstr ""
- #: doc/classes/Environment.xml
- msgid ""
- "The glow intensity. When using the GLES2 renderer, this should be increased "
- "to 1.5 to compensate for the lack of HDR rendering."
- msgstr ""
- "La intensidad del brillo. Cuando se utiliza el renderizador GLES2, debe "
- "aumentarse a 1,5 para compensar la falta de renderización HDR."
- #: doc/classes/Environment.xml
- msgid ""
- "If [code]true[/code], the 1st level of glow is enabled. This is the most "
- "\"local\" level (least blurry)."
- msgstr ""
- "Si [code]true[/code], el 1er nivel de brillo está activado. Este es el nivel "
- "más \"local\" (menos borroso)."
- #: doc/classes/Environment.xml
- msgid "If [code]true[/code], the 2th level of glow is enabled."
- msgstr "Si [code]true[/code], se activa el 2º nivel de brillo."
- #: doc/classes/Environment.xml
- msgid "If [code]true[/code], the 3th level of glow is enabled."
- msgstr "Si [code]true[/code], se activa el 3º nivel de brillo."
- #: doc/classes/Environment.xml
- msgid "If [code]true[/code], the 4th level of glow is enabled."
- msgstr "Si [code]true[/code], se activa el 4º nivel de brillo."
- #: doc/classes/Environment.xml
- msgid "If [code]true[/code], the 5th level of glow is enabled."
- msgstr "Si [code]true[/code], el 5º nivel de brillo está activado."
- #: doc/classes/Environment.xml
- msgid "If [code]true[/code], the 6th level of glow is enabled."
- msgstr "Si [code]true[/code], el 6º nivel de brillo está activado."
- #: doc/classes/Environment.xml
- msgid ""
- "If [code]true[/code], the 7th level of glow is enabled. This is the most "
- "\"global\" level (blurriest)."
- msgstr ""
- "Si [code]true[/code], el 7º nivel de brillo está activado. Este es el nivel "
- "más \"global\" (más borroso)."
- #: doc/classes/Environment.xml
- msgid ""
- "The glow strength. When using the GLES2 renderer, this should be increased "
- "to 1.3 to compensate for the lack of HDR rendering."
- msgstr ""
- "La fuerza del brillo. Cuando se utiliza el renderizador GLES2, debe "
- "aumentarse a 1,3 para compensar la falta de renderización HDR."
- #: doc/classes/Environment.xml
- msgid "The depth tolerance for screen-space reflections."
- msgstr ""
- "La tolerancia de profundidad para los reflejos del espacio de la pantalla."
- #: doc/classes/Environment.xml
- msgid ""
- "If [code]true[/code], screen-space reflections are enabled. Screen-space "
- "reflections are more accurate than reflections from [GIProbe]s or "
- "[ReflectionProbe]s, but are slower and can't reflect surfaces occluded by "
- "others."
- msgstr ""
- "Si [code]true[/code], se activan los reflejos en el espacio de la pantalla. "
- "Los reflejos del espacio de la pantalla son más precisos que los de "
- "[GIProbe]s o [ReflectionProbe]s, pero son más lentos y no pueden reflejar "
- "superficies ocluidas por otros."
- #: doc/classes/Environment.xml
- msgid ""
- "The fade-in distance for screen-space reflections. Affects the area from the "
- "reflected material to the screen-space reflection)."
- msgstr ""
- "La distancia de desvanecimiento para los reflejos del espacio de la "
- "pantalla. afecta al área desde el material reflejado hasta el reflejo del "
- "espacio de la pantalla)."
- #: doc/classes/Environment.xml
- msgid ""
- "The fade-out distance for screen-space reflections. Affects the area from "
- "the screen-space reflection to the \"global\" reflection."
- msgstr ""
- "La distancia de desvanecimiento para los reflejos del espacio de la "
- "pantalla. afecta al área que va desde el reflejo del espacio de la pantalla "
- "hasta el reflejo \"global\"."
- #: doc/classes/Environment.xml
- msgid ""
- "The maximum number of steps for screen-space reflections. Higher values are "
- "slower."
- msgstr ""
- "El número máximo de pasos para los reflejos en el espacio de la pantalla. "
- "Los valores más altos son más lentos."
- #: doc/classes/Environment.xml
- #, fuzzy
- msgid ""
- "If [code]true[/code], screen-space reflections will take the material "
- "roughness into account."
- msgstr "Si [code]true[/code], la consulta tendrá en cuenta las [Area2D]s."
- #: doc/classes/Environment.xml
- msgid ""
- "The screen-space ambient occlusion intensity on materials that have an AO "
- "texture defined. Values higher than [code]0[/code] will make the SSAO effect "
- "visible in areas darkened by AO textures."
- msgstr ""
- "La intensidad de la oclusión ambiental del espacio de pantalla en los "
- "materiales que tienen una textura de AO definida. Los valores superiores a "
- "[code]0[/code] harán visible el efecto SSAO en las áreas oscurecidas por las "
- "texturas de AO."
- #: doc/classes/Environment.xml
- msgid ""
- "The screen-space ambient occlusion bias. This should be kept high enough to "
- "prevent \"smooth\" curves from being affected by ambient occlusion."
- msgstr ""
- "El sesgo de oclusión ambiental del espacio de la pantalla. Debe mantenerse "
- "lo suficientemente alto para evitar que las curvas \"suaves\" se vean "
- "afectadas por la oclusión ambiental."
- #: doc/classes/Environment.xml
- msgid ""
- "The screen-space ambient occlusion blur quality. See [enum SSAOBlur] for "
- "possible values."
- msgstr ""
- "La calidad de la difusión de la oclusión ambiental del espacio de la "
- "pantalla. Ver [enum SSAOBlur] para los posibles valores."
- #: doc/classes/Environment.xml
- #, fuzzy
- msgid "The screen-space ambient occlusion color."
- msgstr "La nitidez del borde de oclusión ambiental del espacio de la pantalla."
- #: doc/classes/Environment.xml
- msgid "The screen-space ambient occlusion edge sharpness."
- msgstr "La nitidez del borde de oclusión ambiental del espacio de la pantalla."
- #: doc/classes/Environment.xml
- msgid ""
- "If [code]true[/code], the screen-space ambient occlusion effect is enabled. "
- "This darkens objects' corners and cavities to simulate ambient light not "
- "reaching the entire object as in real life. This works well for small, "
- "dynamic objects, but baked lighting or ambient occlusion textures will do a "
- "better job at displaying ambient occlusion on large static objects. This is "
- "a costly effect and should be disabled first when running into performance "
- "issues."
- msgstr ""
- "Si [code]true[/code], se activa el efecto de oclusión ambiental del espacio "
- "de pantalla. Esto oscurece las esquinas y cavidades de los objetos para "
- "simular que la luz ambiental no llega a todo el objeto como en la vida real. "
- "Esto funciona bien para objetos pequeños y dinámicos, pero la iluminación "
- "cocinada o las texturas de oclusión ambiental funcionarán mejor para mostrar "
- "la oclusión ambiental en grandes objetos estáticos. Este es un efecto "
- "costoso y debe ser desactivado primero cuando se presenten problemas de "
- "rendimiento."
- #: doc/classes/Environment.xml
- msgid ""
- "The primary screen-space ambient occlusion intensity. See also [member "
- "ssao_radius]."
- msgstr ""
- "La intensidad de oclusión ambiental del espacio de pantalla principal. Véase "
- "también [member ssao_radius]."
- #: doc/classes/Environment.xml
- #, fuzzy
- msgid ""
- "The secondary screen-space ambient occlusion intensity. See also [member "
- "ssao_radius2]."
- msgstr ""
- "La intensidad de oclusión ambiental del espacio de pantalla principal. Véase "
- "también [member ssao_radius]."
- #: doc/classes/Environment.xml
- msgid ""
- "The screen-space ambient occlusion intensity in direct light. In real life, "
- "ambient occlusion only applies to indirect light, which means its effects "
- "can't be seen in direct light. Values higher than [code]0[/code] will make "
- "the SSAO effect visible in direct light."
- msgstr ""
- "La intensidad de la oclusión ambiental del espacio de la pantalla en luz "
- "directa. En la vida real, la oclusión ambiental sólo se aplica a la luz "
- "indirecta, lo que significa que sus efectos no se pueden ver con luz "
- "directa. Los valores superiores a [code]0[/code] harán que el efecto SSAO "
- "sea visible en luz directa."
- #: doc/classes/Environment.xml
- msgid ""
- "The screen-space ambient occlusion quality. Higher qualities will make "
- "better use of small objects for ambient occlusion, but are slower."
- msgstr ""
- #: doc/classes/Environment.xml
- msgid "The primary screen-space ambient occlusion radius."
- msgstr "El radio de oclusión ambiental del espacio de pantalla principal."
- #: doc/classes/Environment.xml
- msgid ""
- "The secondary screen-space ambient occlusion radius. If set to a value "
- "higher than [code]0[/code], enables the secondary screen-space ambient "
- "occlusion effect which can be used to improve the effect's appearance (at "
- "the cost of performance)."
- msgstr ""
- #: doc/classes/Environment.xml
- msgid "The default exposure used for tonemapping."
- msgstr "La exposición predeterminada que se utiliza para el mapeo de tonos."
- #: doc/classes/Environment.xml
- #, fuzzy
- msgid ""
- "The tonemapping mode to use. Tonemapping is the process that \"converts\" "
- "HDR values to be suitable for rendering on a SDR display. (Godot doesn't "
- "support rendering on HDR displays yet.)"
- msgstr ""
- "El modo de mapeo de tonos a utilizar. El \"tonemapping\" es el proceso que "
- "\"convierte\" los valores HDR para que sean adecuados para su representación "
- "en una pantalla LDR. (Godot todavía no soporta la renderización en pantallas "
- "HDR)."
- #: doc/classes/Environment.xml
- msgid ""
- "The white reference value for tonemapping. Only effective if the [member "
- "tonemap_mode] isn't set to [constant TONE_MAPPER_LINEAR]."
- msgstr ""
- "El valor de referencia del blanco para el mapa de tonos. Sólo es efectivo si "
- "el [member tonemap_mode] no se establece en [constant TONE_MAPPER_LINEAR]."
- #: doc/classes/Environment.xml
- #, fuzzy
- msgid ""
- "Keeps on screen every pixel drawn in the background. Only select this mode "
- "if you really need to keep the old data. On modern GPUs it will generally "
- "not be faster than clearing the background, and can be significantly slower, "
- "particularly on mobile.\n"
- "It can only be safely used in fully-interior scenes (no visible sky or sky "
- "reflections). If enabled in a scene where the background is visible, \"ghost "
- "trail\" artifacts will be visible when moving the camera."
- msgstr ""
- "Mantiene en pantalla cada píxel dibujado en el fondo. Este es el modo de "
- "fondo más rápido, pero sólo puede ser usado con seguridad en escenas de "
- "interior (sin reflejos visibles en el cielo o en el cielo). Si se activa en "
- "una escena en la que el fondo es visible, los artefactos de \"rastro "
- "fantasma\" serán visibles al mover la cámara."
- #: doc/classes/Environment.xml
- msgid ""
- "Clears the background using the clear color defined in [member "
- "ProjectSettings.rendering/environment/default_clear_color]."
- msgstr ""
- "Borra el fondo usando el color claro definido en [member ProjectSettings."
- "rendering/environment/default_clear_color]."
- #: doc/classes/Environment.xml
- msgid "Clears the background using a custom clear color."
- msgstr "Despeja el fondo usando un color claro personalizado."
- #: doc/classes/Environment.xml
- msgid "Displays a user-defined sky in the background."
- msgstr "Muestra un cielo definido por el usuario en el fondo."
- #: doc/classes/Environment.xml
- msgid ""
- "Clears the background using a custom clear color and allows defining a sky "
- "for shading and reflection. This mode is slightly faster than [constant "
- "BG_SKY] and should be preferred in scenes where reflections can be visible, "
- "but the sky itself never is (e.g. top-down camera)."
- msgstr ""
- #: doc/classes/Environment.xml
- msgid "Displays a [CanvasLayer] in the background."
- msgstr "Muestra una [CanvasLayer] en el fondo."
- #: doc/classes/Environment.xml
- msgid "Displays a camera feed in the background."
- msgstr "Muestra un feed de una cámara en el fondo."
- #: doc/classes/Environment.xml
- msgid "Represents the size of the [enum BGMode] enum."
- msgstr "Representa el tamaño del enum [enum BGMode]."
- #: doc/classes/Environment.xml
- msgid ""
- "Additive glow blending mode. Mostly used for particles, glows (bloom), lens "
- "flare, bright sources."
- msgstr ""
- "Modo de mezcla de brillo aditivo. Se utiliza principalmente para partículas, "
- "brillos (florecimiento), destellos de lentes, fuentes brillantes."
- #: doc/classes/Environment.xml
- msgid ""
- "Screen glow blending mode. Increases brightness, used frequently with bloom."
- msgstr ""
- "Modo de mezcla de brillo de pantalla. Aumenta el brillo, se usa "
- "frecuentemente con el bloom."
- #: doc/classes/Environment.xml
- msgid ""
- "Soft light glow blending mode. Modifies contrast, exposes shadows and "
- "highlights (vivid bloom)."
- msgstr ""
- "Modo de mezcla de brillo de luz suave. Modifica el contraste, expone sombras "
- "y luces (bloom vivo)."
- #: doc/classes/Environment.xml
- msgid ""
- "Replace glow blending mode. Replaces all pixels' color by the glow value. "
- "This can be used to simulate a full-screen blur effect by tweaking the glow "
- "parameters to match the original image's brightness."
- msgstr ""
- "Reemplazar el modo de mezcla de brillo. Reemplaza el color de todos los "
- "píxeles por el valor de brillo. Puede utilizarse para simular un efecto de "
- "desenfoque en pantalla completa ajustando los parámetros de brillo para que "
- "coincidan con el brillo de la imagen original."
- #: doc/classes/Environment.xml
- #, fuzzy
- msgid ""
- "Linear tonemapper operator. Reads the linear data and passes it on "
- "unmodified. This can cause bright lighting to look blown out, with "
- "noticeable clipping in the output colors."
- msgstr ""
- "Operador lineal de mapas de tonos. Lee los datos lineales y los transmite "
- "sin modificar."
- #: doc/classes/Environment.xml
- #, fuzzy
- msgid ""
- "Reinhardt tonemapper operator. Performs a variation on rendered pixels' "
- "colors by this formula: [code]color = color / (1 + color)[/code]. This "
- "avoids clipping bright highlights, but the resulting image can look a bit "
- "dull."
- msgstr ""
- "Operador de mapeado de tonos Reinhardt. Realiza una variación de los colores "
- "de los píxeles renderizados por esta fórmula: [code]color = color / (1 + "
- "color)[/code]."
- #: doc/classes/Environment.xml
- msgid ""
- "Filmic tonemapper operator. This avoids clipping bright highlights, with a "
- "resulting image that usually looks more vivid than [constant "
- "TONE_MAPPER_REINHARDT]."
- msgstr ""
- #: doc/classes/Environment.xml
- msgid ""
- "Use the legacy Godot version of the Academy Color Encoding System "
- "tonemapper. Unlike [constant TONE_MAPPER_ACES_FITTED], this version of ACES "
- "does not handle bright lighting in a physically accurate way. ACES typically "
- "has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] "
- "and [constant TONE_MAPPER_FILMIC].\n"
- "[b]Note:[/b] This tonemapping operator will be removed in Godot 4.0 in favor "
- "of the more accurate [constant TONE_MAPPER_ACES_FITTED]."
- msgstr ""
- #: doc/classes/Environment.xml
- msgid ""
- "Use the Academy Color Encoding System tonemapper. ACES is slightly more "
- "expensive than other options, but it handles bright lighting in a more "
- "realistic fashion by desaturating it as it becomes brighter. ACES typically "
- "has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] "
- "and [constant TONE_MAPPER_FILMIC]."
- msgstr ""
- #: doc/classes/Environment.xml
- msgid "Low depth-of-field blur quality (fastest)."
- msgstr ""
- #: doc/classes/Environment.xml
- msgid "Medium depth-of-field blur quality."
- msgstr ""
- #: doc/classes/Environment.xml
- msgid "High depth-of-field blur quality (slowest)."
- msgstr ""
- #: doc/classes/Environment.xml
- msgid "No blur for the screen-space ambient occlusion effect (fastest)."
- msgstr ""
- "No hay desenfoque para el efecto de oclusión ambiental del espacio de la "
- "pantalla (más rápido)."
- #: doc/classes/Environment.xml
- msgid "1×1 blur for the screen-space ambient occlusion effect."
- msgstr ""
- "Desenfoque de 1×1 para el efecto de oclusión ambiental del espacio de la "
- "pantalla."
- #: doc/classes/Environment.xml
- msgid "2×2 blur for the screen-space ambient occlusion effect."
- msgstr ""
- "Desenfoque de 2×2 para el efecto de oclusión ambiental del espacio de la "
- "pantalla."
- #: doc/classes/Environment.xml
- #, fuzzy
- msgid "3×3 blur for the screen-space ambient occlusion effect (slowest)."
- msgstr ""
- "No hay desenfoque para el efecto de oclusión ambiental del espacio de la "
- "pantalla (más rápido)."
- #: doc/classes/Environment.xml
- #, fuzzy
- msgid "Low quality for the screen-space ambient occlusion effect (fastest)."
- msgstr ""
- "No hay desenfoque para el efecto de oclusión ambiental del espacio de la "
- "pantalla (más rápido)."
- #: doc/classes/Environment.xml
- #, fuzzy
- msgid "Medium quality for the screen-space ambient occlusion effect."
- msgstr ""
- "Desenfoque de 1×1 para el efecto de oclusión ambiental del espacio de la "
- "pantalla."
- #: doc/classes/Environment.xml
- #, fuzzy
- msgid "High quality for the screen-space ambient occlusion effect (slowest)."
- msgstr ""
- "No hay desenfoque para el efecto de oclusión ambiental del espacio de la "
- "pantalla (más rápido)."
- #: doc/classes/Expression.xml
- msgid "A class that stores an expression you can execute."
- msgstr "Una clase que almacena una expresión que puedes ejecutar."
- #: doc/classes/Expression.xml
- msgid ""
- "An expression can be made of any arithmetic operation, built-in math "
- "function call, method call of a passed instance, or built-in type "
- "construction call.\n"
- "An example expression text using the built-in math functions could be "
- "[code]sqrt(pow(3,2) + pow(4,2))[/code].\n"
- "In the following example we use a [LineEdit] node to write our expression "
- "and show the result.\n"
- "[codeblock]\n"
- "onready var expression = Expression.new()\n"
- "\n"
- "func _ready():\n"
- " $LineEdit.connect(\"text_entered\", self, \"_on_text_entered\")\n"
- "\n"
- "func _on_text_entered(command):\n"
- " var error = expression.parse(command, [])\n"
- " if error != OK:\n"
- " print(expression.get_error_text())\n"
- " return\n"
- " var result = expression.execute([], null, true)\n"
- " if not expression.has_execute_failed():\n"
- " $LineEdit.text = str(result)\n"
- "[/codeblock]"
- msgstr ""
- "Se puede hacer una expresión de cualquier operación aritmética, llamada de "
- "función matemática incorporada, llamada de método de una instancia pasada o "
- "llamada de construcción de tipo incorporado.\n"
- "Un ejemplo de expresión de texto utilizando las funciones matemáticas "
- "incorporadas podría ser [code]sqrt(pow(3,2) + pow(4,2))[/code].\n"
- "En el siguiente ejemplo usamos un nodo [LineEdit] para escribir nuestra "
- "expresión y mostrar el resultado.\n"
- "[codeblock]\n"
- "onready var expression = Expression.new()\n"
- "\n"
- "func _ready():\n"
- " $LineEdit.connect(\"text_entered\", self, \"_on_text_entered\")\n"
- "\n"
- "func _on_text_entered(command):\n"
- " var error = expression.parse(command, [])\n"
- " if error != OK:\n"
- " print(expression.get_error_text())\n"
- " return\n"
- " var result = expression.execute([], null, true)\n"
- " if not expression.has_execute_failed():\n"
- " $LineEdit.text = str(result)\n"
- "[/codeblock]"
- #: doc/classes/Expression.xml
- msgid ""
- "Executes the expression that was previously parsed by [method parse] and "
- "returns the result. Before you use the returned object, you should check if "
- "the method failed by calling [method has_execute_failed].\n"
- "If you defined input variables in [method parse], you can specify their "
- "values in the inputs array, in the same order."
- msgstr ""
- "Ejecuta la expresión que fue previamente analizada por [method parse] y "
- "devuelve el resultado. Antes de usar el objeto devuelto, debería comprobar "
- "si el método falló llamando a [method has_execute_failed].\n"
- "Si ha definido las variables de entrada en [method parse], puede especificar "
- "sus valores en el array de entradas, en el mismo orden."
- #: doc/classes/Expression.xml
- msgid "Returns the error text if [method parse] has failed."
- msgstr "Devuelve el texto de error si el [method parse] ha fallado."
- #: doc/classes/Expression.xml
- msgid "Returns [code]true[/code] if [method execute] has failed."
- msgstr "Devuelve [code]true[/code] si [method execute] ha fallado."
- #: doc/classes/Expression.xml
- msgid ""
- "Parses the expression and returns an [enum Error] code.\n"
- "You can optionally specify names of variables that may appear in the "
- "expression with [code]input_names[/code], so that you can bind them when it "
- "gets executed."
- msgstr ""
- "Analiza la expresión y devuelve un código [enum Error].\n"
- "Opcionalmente puedes especificar los nombres de las variables que pueden "
- "aparecer en la expresión con [code]input_names[/code], para que puedas "
- "enlazarlas cuando se ejecute."
- #: doc/classes/ExternalTexture.xml
- msgid "Enable OpenGL ES external texture extension."
- msgstr ""
- #: doc/classes/ExternalTexture.xml
- msgid ""
- "Enable support for the OpenGL ES external texture extension as defined by "
- "[url=https://www.khronos.org/registry/OpenGL/extensions/OES/"
- "OES_EGL_image_external.txt]OES_EGL_image_external[/url].\n"
- "[b]Note:[/b] This is only supported for Android platforms."
- msgstr ""
- #: doc/classes/ExternalTexture.xml
- #, fuzzy
- msgid "Returns the external texture name."
- msgstr "Devuelve la textura del tile."
- #: doc/classes/ExternalTexture.xml
- #, fuzzy
- msgid "External texture size."
- msgstr "Devuelve el tamaño de la textura."
- #: doc/classes/File.xml
- msgid "Type to handle file reading and writing operations."
- msgstr ""
- "Escriba para manejar las operaciones de lectura y escritura de archivos."
- #: doc/classes/File.xml
- #, fuzzy
- msgid ""
- "File type. This is used to permanently store data into the user device's "
- "file system and to read from it. This can be used to store game save data or "
- "player configuration files, for example.\n"
- "Here's a sample on how to write and read from a file:\n"
- "[codeblock]\n"
- "func save(content):\n"
- " var file = File.new()\n"
- " file.open(\"user://save_game.dat\", File.WRITE)\n"
- " file.store_string(content)\n"
- " file.close()\n"
- "\n"
- "func load():\n"
- " var file = File.new()\n"
- " file.open(\"user://save_game.dat\", File.READ)\n"
- " var content = file.get_as_text()\n"
- " file.close()\n"
- " return content\n"
- "[/codeblock]\n"
- "In the example above, the file will be saved in the user data folder as "
- "specified in the [url=$DOCS_URL/tutorials/io/data_paths.html]Data paths[/"
- "url] documentation.\n"
- "[b]Note:[/b] To access project resources once exported, it is recommended to "
- "use [ResourceLoader] instead of the [File] API, as some files are converted "
- "to engine-specific formats and their original source files might not be "
- "present in the exported PCK package.\n"
- "[b]Note:[/b] Files are automatically closed only if the process exits "
- "\"normally\" (such as by clicking the window manager's close button or "
- "pressing [b]Alt + F4[/b]). If you stop the project execution by pressing "
- "[b]F8[/b] while the project is running, the file won't be closed as the game "
- "process will be killed. You can work around this by calling [method flush] "
- "at regular intervals."
- msgstr ""
- "Tipo de archivo. Se utiliza para almacenar permanentemente datos en el "
- "sistema de archivos del dispositivo de usuario y para leer de él. Puede "
- "utilizarse para almacenar datos de guardado de juegos o archivos de "
- "configuración de jugadores, por ejemplo.\n"
- "Aquí hay un ejemplo de cómo escribir y leer de un archivo:\n"
- "[codeblock]\n"
- "func save(contenido):\n"
- " var archivo = File.new()\n"
- " archivo.open(\"user://archivo_guardado.dat\", File.WRITE)\n"
- " archivo.store_string(contenido)\n"
- " archivo.close()\n"
- "\n"
- "func load():\n"
- " var archivo = File.new()\n"
- " file.open(\"user://archivo_guardado.dat\", File.READ)\n"
- " var contenido = archivo.get_as_text()\n"
- " arhcivo.close()\n"
- " devolver el contenido...\n"
- "[/codeblock]\n"
- "En el ejemplo anterior, el archivo se guardará en la carpeta de datos del "
- "usuario, como se especifica en la documentación [url=https://docs."
- "godotengine.org/es/latest/tutorials/io/data_paths.html]Rutas de datos[/url]."
- #: doc/classes/File.xml
- msgid "File system"
- msgstr ""
- #: doc/classes/File.xml
- msgid ""
- "Closes the currently opened file and prevents subsequent read/write "
- "operations. Use [method flush] to persist the data to disk without closing "
- "the file."
- msgstr ""
- #: doc/classes/File.xml
- msgid ""
- "Returns [code]true[/code] if the file cursor has already read past the end "
- "of the file.\n"
- "[b]Note:[/b] [code]eof_reached() == false[/code] cannot be used to check "
- "whether there is more data available. To loop while there is more data "
- "available, use:\n"
- "[codeblock]\n"
- "while file.get_position() < file.get_len():\n"
- " # Read data\n"
- "[/codeblock]"
- msgstr ""
- #: doc/classes/File.xml
- #, fuzzy
- msgid ""
- "Returns [code]true[/code] if the file exists in the given path.\n"
- "[b]Note:[/b] Many resources types are imported (e.g. textures or sound "
- "files), and their source asset will not be included in the exported game, as "
- "only the imported version is used. See [method ResourceLoader.exists] for an "
- "alternative approach that takes resource remapping into account."
- msgstr ""
- "Devuelve [code]true[/code] si el archivo existe en la ruta dada.\n"
- "[b]Nota:[/b] Se importan muchos tipos de recursos (por ejemplo, texturas o "
- "archivos de sonido), y que su activo fuente no se incluirá en el juego "
- "exportado, ya que sólo se utiliza la versión importada (en la carpeta "
- "[code]res://.import[/code]). Para comprobar la existencia de dichos recursos "
- "teniendo en cuenta la redistribución a su ubicación importada, utilice el "
- "[method ResourceLoader.exists]. Normalmente, el uso de [code]File."
- "file_exists[/code] en un recurso importado funcionaría mientras está "
- "desarrollando en el editor (el activo fuente está presente en [code]res://[/"
- "code], pero falla cuando se exporta)."
- #: doc/classes/File.xml
- msgid ""
- "Writes the file's buffer to disk. Flushing is automatically performed when "
- "the file is closed. This means you don't need to call [method flush] "
- "manually before closing a file using [method close]. Still, calling [method "
- "flush] can be used to ensure the data is safe even if the project crashes "
- "instead of being closed gracefully.\n"
- "[b]Note:[/b] Only call [method flush] when you actually need it. Otherwise, "
- "it will decrease performance due to constant disk writes."
- msgstr ""
- #: doc/classes/File.xml
- msgid ""
- "Returns the next 16 bits from the file as an integer. See [method store_16] "
- "for details on what values can be stored and retrieved this way."
- msgstr ""
- "Devuelve los siguientes 16 bits del archivo como un número entero. Ver "
- "[method store_16] para detalles sobre qué valores pueden ser almacenados y "
- "recuperados de esta manera."
- #: doc/classes/File.xml
- msgid ""
- "Returns the next 32 bits from the file as an integer. See [method store_32] "
- "for details on what values can be stored and retrieved this way."
- msgstr ""
- "Devuelve los siguientes 32 bits del archivo como un número entero. Ver "
- "[method store_32] para detalles sobre qué valores pueden ser almacenados y "
- "recuperados de esta manera."
- #: doc/classes/File.xml
- msgid ""
- "Returns the next 64 bits from the file as an integer. See [method store_64] "
- "for details on what values can be stored and retrieved this way."
- msgstr ""
- "Devuelve los siguientes 64 bits del archivo como un entero. Ver [method "
- "store_64] para detalles sobre qué valores pueden ser almacenados y "
- "recuperados de esta manera."
- #: doc/classes/File.xml
- msgid ""
- "Returns the next 8 bits from the file as an integer. See [method store_8] "
- "for details on what values can be stored and retrieved this way."
- msgstr ""
- "Devuelve los siguientes 8 bits del archivo como un entero. Ver [method "
- "store_8] para detalles sobre qué valores pueden ser almacenados y "
- "recuperados de esta manera."
- #: doc/classes/File.xml
- msgid ""
- "Returns the whole file as a [String]. Text is interpreted as being UTF-8 "
- "encoded.\n"
- "If [code]skip_cr[/code] is [code]true[/code], carriage return characters "
- "([code]\\r[/code], CR) will be ignored when parsing the UTF-8, so that only "
- "line feed characters ([code]\\n[/code], LF) represent a new line (Unix "
- "convention)."
- msgstr ""
- #: doc/classes/File.xml
- #, fuzzy
- msgid "Returns next [code]len[/code] bytes of the file as a [PoolByteArray]."
- msgstr ""
- "Devuelve los siguientes [code]len[/code] bytes del archivo como un "
- "[PackedByteArray]."
- #: doc/classes/File.xml
- msgid ""
- "Returns the next value of the file in CSV (Comma-Separated Values) format. "
- "You can pass a different delimiter [code]delim[/code] to use other than the "
- "default [code]\",\"[/code] (comma). This delimiter must be one-character "
- "long, and cannot be a double quotation mark.\n"
- "Text is interpreted as being UTF-8 encoded. Text values must be enclosed in "
- "double quotes if they include the delimiter character. Double quotes within "
- "a text value can be escaped by doubling their occurrence.\n"
- "For example, the following CSV lines are valid and will be properly parsed "
- "as two strings each:\n"
- "[codeblock]\n"
- "Alice,\"Hello, Bob!\"\n"
- "Bob,Alice! What a surprise!\n"
- "Alice,\"I thought you'd reply with \"\"Hello, world\"\".\"\n"
- "[/codeblock]\n"
- "Note how the second line can omit the enclosing quotes as it does not "
- "include the delimiter. However it [i]could[/i] very well use quotes, it was "
- "only written without for demonstration purposes. The third line must use "
- "[code]\"\"[/code] for each quotation mark that needs to be interpreted as "
- "such instead of the end of a text value."
- msgstr ""
- #: doc/classes/File.xml
- msgid "Returns the next 64 bits from the file as a floating-point number."
- msgstr "Devuelve los siguientes 64 bits del archivo como un real."
- #: doc/classes/File.xml
- msgid ""
- "Returns the last error that happened when trying to perform operations. "
- "Compare with the [code]ERR_FILE_*[/code] constants from [enum Error]."
- msgstr ""
- "Devuelve el último error que ocurrió al intentar realizar las operaciones. "
- "Compare con las constantes [code]ERR_FILE_*[/code] de [enum Error]."
- #: doc/classes/File.xml
- msgid "Returns the next 32 bits from the file as a floating-point number."
- msgstr "Devuelve los siguientes 32 bits del archivo como un número real."
- #: doc/classes/File.xml
- msgid "Returns the size of the file in bytes."
- msgstr "Devuelve el tamaño del archivo en bytes."
- #: doc/classes/File.xml
- msgid ""
- "Returns the next line of the file as a [String].\n"
- "Text is interpreted as being UTF-8 encoded."
- msgstr ""
- "Devuelve la siguiente línea del archivo como una [String].\n"
- "El texto se interpreta como codificado en UTF-8."
- #: doc/classes/File.xml
- msgid ""
- "Returns an MD5 String representing the file at the given path or an empty "
- "[String] on failure."
- msgstr ""
- "Devuelve una string MD5 que representa el archivo en la ruta dada o una "
- "[String] vacía al fallar."
- #: doc/classes/File.xml
- msgid ""
- "Returns the last time the [code]file[/code] was modified in unix timestamp "
- "format or returns a [String] \"ERROR IN [code]file[/code]\". This unix "
- "timestamp can be converted to datetime by using [method OS."
- "get_datetime_from_unix_time]."
- msgstr ""
- "Devuelve la última vez que se modificó el archivo [code]file[/code] en "
- "formato de marca de tiempo unix o devuelve un [String] \"ERROR EN EL "
- "[code]file[/code]\". Esta marca de tiempo unix puede ser convertida en fecha "
- "y hora usando el [method OS.get_datetime_from_unix_time]."
- #: doc/classes/File.xml
- msgid ""
- "Returns a [String] saved in Pascal format from the file.\n"
- "Text is interpreted as being UTF-8 encoded."
- msgstr ""
- "Devuelve una [String] guardada en formato Pascal del archivo.\n"
- "El texto se interpreta como codificado en UTF-8."
- #: doc/classes/File.xml
- msgid "Returns the path as a [String] for the current open file."
- msgstr "Devuelve la ruta como una [String] para el archivo abierto actual."
- #: doc/classes/File.xml
- msgid "Returns the absolute path as a [String] for the current open file."
- msgstr ""
- "Devuelve la ruta absoluta como una [String] para el archivo abierto actual."
- #: doc/classes/File.xml
- msgid "Returns the file cursor's position."
- msgstr "Devuelve la posición del cursor del archivo."
- #: doc/classes/File.xml
- msgid "Returns the next bits from the file as a floating-point number."
- msgstr "Devuelve los siguientes bits del archivo como un número real."
- #: doc/classes/File.xml
- msgid ""
- "Returns a SHA-256 [String] representing the file at the given path or an "
- "empty [String] on failure."
- msgstr ""
- "Devuelve un SHA-256 [String] que representa el archivo en la ruta dada o un "
- "[String] vacío al fallar."
- #: doc/classes/File.xml
- msgid ""
- "Returns the next [Variant] value from the file. If [code]allow_objects[/"
- "code] is [code]true[/code], decoding objects is allowed.\n"
- "[b]Warning:[/b] Deserialized objects can contain code which gets executed. "
- "Do not use this option if the serialized object comes from untrusted sources "
- "to avoid potential security threats such as remote code execution."
- msgstr ""
- "Devuelve el siguiente valor [Variant] del archivo. Si [code]allow_objects[/"
- "code] es [code]true[/code], se permite la decodificación de objetos.\n"
- "[b]Advertencia:[/b] Los objetos deserializados pueden contener código que se "
- "ejecuta. No utilice esta opción si el objeto serializado proviene de fuentes "
- "no fiables para evitar posibles amenazas a la seguridad, como la ejecución "
- "remota de código."
- #: doc/classes/File.xml
- msgid "Returns [code]true[/code] if the file is currently opened."
- msgstr "Devuelve [code]true[/code] si el archivo está actualmente abierto."
- #: doc/classes/File.xml
- msgid "Opens the file for writing or reading, depending on the flags."
- msgstr "Abre el archivo para escribir o leer, dependiendo de las flags."
- #: doc/classes/File.xml
- msgid ""
- "Opens a compressed file for reading or writing.\n"
- "[b]Note:[/b] [method open_compressed] can only read files that were saved by "
- "Godot, not third-party compression formats. See [url=https://github.com/"
- "godotengine/godot/issues/28999]GitHub issue #28999[/url] for a workaround."
- msgstr ""
- #: doc/classes/File.xml
- msgid ""
- "Opens an encrypted file in write or read mode. You need to pass a binary key "
- "to encrypt/decrypt it.\n"
- "[b]Note:[/b] The provided key must be 32 bytes long."
- msgstr ""
- "Abre un archivo encriptado en modo de escritura o lectura. Necesitas pasar "
- "una clave binaria para encriptarlo/desencriptarlo.\n"
- "[b]Nota:[/b] La clave proporcionada debe tener 32 bytes de longitud."
- #: doc/classes/File.xml
- msgid ""
- "Opens an encrypted file in write or read mode. You need to pass a password "
- "to encrypt/decrypt it."
- msgstr ""
- "Abre un archivo encriptado en modo de escritura o lectura. Necesitas pasar "
- "una contraseña para encriptarlo/desencriptarlo."
- #: doc/classes/File.xml
- msgid ""
- "Changes the file reading/writing cursor to the specified position (in bytes "
- "from the beginning of the file)."
- msgstr ""
- "Cambia el cursor de lectura/escritura del archivo a la posición especificada "
- "(en bytes desde el principio del archivo)."
- #: doc/classes/File.xml
- msgid ""
- "Changes the file reading/writing cursor to the specified position (in bytes "
- "from the end of the file).\n"
- "[b]Note:[/b] This is an offset, so you should use negative numbers or the "
- "cursor will be at the end of the file."
- msgstr ""
- "Cambia el cursor de lectura/escritura del archivo a la posición especificada "
- "(en bytes desde el final del archivo).\n"
- "[b]Nota:[/b] Se trata de un desplazamiento, por lo que debe utilizar números "
- "negativos o el cursor estará al final del archivo."
- #: doc/classes/File.xml
- msgid ""
- "Stores an integer as 16 bits in the file.\n"
- "[b]Note:[/b] The [code]value[/code] should lie in the interval [code][0, "
- "2^16 - 1][/code]. Any other value will overflow and wrap around.\n"
- "To store a signed integer, use [method store_64] or store a signed integer "
- "from the interval [code][-2^15, 2^15 - 1][/code] (i.e. keeping one bit for "
- "the signedness) and compute its sign manually when reading. For example:\n"
- "[codeblock]\n"
- "const MAX_15B = 1 << 15\n"
- "const MAX_16B = 1 << 16\n"
- "\n"
- "func unsigned16_to_signed(unsigned):\n"
- " return (unsigned + MAX_15B) % MAX_16B - MAX_15B\n"
- "\n"
- "func _ready():\n"
- " var f = File.new()\n"
- " f.open(\"user://file.dat\", File.WRITE_READ)\n"
- " f.store_16(-42) # This wraps around and stores 65494 (2^16 - 42).\n"
- " f.store_16(121) # In bounds, will store 121.\n"
- " f.seek(0) # Go back to start to read the stored value.\n"
- " var read1 = f.get_16() # 65494\n"
- " var read2 = f.get_16() # 121\n"
- " var converted1 = unsigned16_to_signed(read1) # -42\n"
- " var converted2 = unsigned16_to_signed(read2) # 121\n"
- "[/codeblock]"
- msgstr ""
- "Almacena un entero como 16 bits en el archivo.\n"
- "[b]Nota:[/b] El valor [code]value[/code] debe estar en el intervalo [code]"
- "[0, 2^16 - 1][/code]. Cualquier otro valor se desbordará y se envolverá.\n"
- "Para almacenar un entero con signo, use [method store_64] o almacene un "
- "entero con signo del intervalo [code][-2^15, 2^15 - 1][/code] (es decir, "
- "manteniendo un bit para el signo) y calcule su signo manualmente al leer. "
- "Por ejemplo:\n"
- "[codeblock]\n"
- "const MAX_15B = 1 << 15\n"
- "const MAX_16B = 1 << 16\n"
- "\n"
- "func unsigned16_to_signed(unsigned):\n"
- " return (unsigned + MAX_15B) % MAX_16B - MAX_15B\n"
- "\n"
- "func _ready():\n"
- " var f = File.new()\n"
- " f.open(\"user://file.dat\", File.WRITE_READ)\n"
- " f.store_16(-42) # Esto envuelve y almacena 65494 (2^16 - 42).\n"
- " f.store_16(121) # En los límites, almacenará 121.\n"
- " f.seek(0) # Vuelve al comienzo a leer el valor almacenado.\n"
- " var lectura1 = f.get_16() # 65494\n"
- " var lectura2 = f.get_16() # 121\n"
- " var convertido1 = unsigned16_to_signed(lectura2) # -42\n"
- " var convertido2 = unsigned16_to_signed(lectura2) # 121\n"
- "[/codeblock]"
- #: doc/classes/File.xml
- msgid ""
- "Stores an integer as 32 bits in the file.\n"
- "[b]Note:[/b] The [code]value[/code] should lie in the interval [code][0, "
- "2^32 - 1][/code]. Any other value will overflow and wrap around.\n"
- "To store a signed integer, use [method store_64], or convert it manually "
- "(see [method store_16] for an example)."
- msgstr ""
- "Almacena un entero como 32 bits en el archivo.\n"
- "[b]Nota:[/b] El valor [code]value[/code] debe estar en el intervalo [code]"
- "[0, 2^32 - 1][/code]. Cualquier otro valor se desbordará y se envolverá.\n"
- "Para almacenar un entero con signo, usa [method store_64], o conviértelo "
- "manualmente (ver [method store_16] para un ejemplo)."
- #: doc/classes/File.xml
- msgid ""
- "Stores an integer as 64 bits in the file.\n"
- "[b]Note:[/b] The [code]value[/code] must lie in the interval [code][-2^63, "
- "2^63 - 1][/code] (i.e. be a valid [int] value)."
- msgstr ""
- "Almacena un entero como 64 bits en el archivo.\n"
- "[b]Nota:[/b] El [code]value[/code] debe estar en el intervalo [code][-2^63, "
- "2^63 - 1][/code] (es decir, ser un valor [int] válido)."
- #: doc/classes/File.xml
- msgid ""
- "Stores an integer as 8 bits in the file.\n"
- "[b]Note:[/b] The [code]value[/code] should lie in the interval [code][0, 255]"
- "[/code]. Any other value will overflow and wrap around.\n"
- "To store a signed integer, use [method store_64], or convert it manually "
- "(see [method store_16] for an example)."
- msgstr ""
- "Almacena un entero como 8 bits en el archivo.\n"
- "[b]Nota:[/b] El [code]value[/code] debe estar en el intervalo [code][0, 255]"
- "[/code]. Cualquier otro valor se desbordará y se envolverá.\n"
- "Para almacenar un entero firmado, usa [method store_64], o conviértelo "
- "manualmente (ver [method store_16] para un ejemplo)."
- #: doc/classes/File.xml
- msgid "Stores the given array of bytes in the file."
- msgstr "Almacena el array de bytes dados en el archivo."
- #: doc/classes/File.xml
- #, fuzzy
- msgid ""
- "Store the given [PoolStringArray] in the file as a line formatted in the CSV "
- "(Comma-Separated Values) format. You can pass a different delimiter "
- "[code]delim[/code] to use other than the default [code]\",\"[/code] (comma). "
- "This delimiter must be one-character long.\n"
- "Text will be encoded as UTF-8."
- msgstr ""
- "Almacena el [PackedStringArray] dado en el archivo como una línea formateada "
- "en el formato CSV (Comma-Separated Values). Puede pasar un delimitador "
- "diferente [code]delim[/code] para usar otro que no sea el [code]\",\"[/code] "
- "(coma). Este delimitador debe tener un carácter de longitud.\n"
- "El texto se codificará como UTF-8."
- #: doc/classes/File.xml
- msgid "Stores a floating-point number as 64 bits in the file."
- msgstr "Almacena un número de punto flotante como 64 bits en el archivo."
- #: doc/classes/File.xml
- msgid "Stores a floating-point number as 32 bits in the file."
- msgstr "Almacena un número de real como 32 bits en el archivo."
- #: doc/classes/File.xml
- msgid ""
- "Appends [code]line[/code] to the file followed by a line return character "
- "([code]\\n[/code]), encoding the text as UTF-8."
- msgstr ""
- #: doc/classes/File.xml
- msgid ""
- "Stores the given [String] as a line in the file in Pascal format (i.e. also "
- "store the length of the string).\n"
- "Text will be encoded as UTF-8."
- msgstr ""
- "Almacena la [String] dada como una línea en el archivo en formato Pascal (es "
- "decir, también almacena la longitud de la string).\n"
- "El texto será codificado como UTF-8."
- #: doc/classes/File.xml
- msgid "Stores a floating-point number in the file."
- msgstr "Almacena un número de real en el archivo."
- #: doc/classes/File.xml
- msgid ""
- "Appends [code]string[/code] to the file without a line return, encoding the "
- "text as UTF-8.\n"
- "[b]Note:[/b] This method is intended to be used to write text files. The "
- "string is stored as a UTF-8 encoded buffer without string length or "
- "terminating zero, which means that it can't be loaded back easily. If you "
- "want to store a retrievable string in a binary file, consider using [method "
- "store_pascal_string] instead. For retrieving strings from a text file, you "
- "can use [code]get_buffer(length).get_string_from_utf8()[/code] (if you know "
- "the length) or [method get_as_text]."
- msgstr ""
- #: doc/classes/File.xml
- msgid ""
- "Stores any Variant value in the file. If [code]full_objects[/code] is "
- "[code]true[/code], encoding objects is allowed (and can potentially include "
- "code).\n"
- "[b]Note:[/b] Not all properties are included. Only properties that are "
- "configured with the [constant PROPERTY_USAGE_STORAGE] flag set will be "
- "serialized. You can add a new usage flag to a property by overriding the "
- "[method Object._get_property_list] method in your class. You can also check "
- "how property usage is configured by calling [method Object."
- "_get_property_list]. See [enum PropertyUsageFlags] for the possible usage "
- "flags."
- msgstr ""
- #: doc/classes/File.xml
- msgid ""
- "If [code]true[/code], the file is read with big-endian [url=https://en."
- "wikipedia.org/wiki/Endianness]endianness[/url]. If [code]false[/code], the "
- "file is read with little-endian endianness. If in doubt, leave this to "
- "[code]false[/code] as most files are written with little-endian endianness.\n"
- "[b]Note:[/b] [member endian_swap] is only about the file format, not the CPU "
- "type. The CPU endianness doesn't affect the default endianness for files "
- "written.\n"
- "[b]Note:[/b] This is always reset to [code]false[/code] whenever you open "
- "the file. Therefore, you must set [member endian_swap] [i]after[/i] opening "
- "the file, not before."
- msgstr ""
- #: doc/classes/File.xml
- #, fuzzy
- msgid ""
- "Opens the file for read operations. The cursor is positioned at the "
- "beginning of the file."
- msgstr ""
- "Cambia el cursor de lectura/escritura del archivo a la posición especificada "
- "(en bytes desde el principio del archivo)."
- #: doc/classes/File.xml
- #, fuzzy
- msgid ""
- "Opens the file for write operations. The file is created if it does not "
- "exist, and truncated if it does."
- msgstr ""
- "Abre el archivo para las operaciones de escritura. Créalo si el archivo no "
- "existe y truncalo si existe."
- #: doc/classes/File.xml
- #, fuzzy
- msgid ""
- "Opens the file for read and write operations. Does not truncate the file. "
- "The cursor is positioned at the beginning of the file."
- msgstr ""
- "Abre el archivo para operaciones de lectura y escritura. No trunca el "
- "archivo."
- #: doc/classes/File.xml
- #, fuzzy
- msgid ""
- "Opens the file for read and write operations. The file is created if it does "
- "not exist, and truncated if it does. The cursor is positioned at the "
- "beginning of the file."
- msgstr ""
- "Abre el archivo para operaciones de lectura y escritura. Créalo si el "
- "archivo no existe y truncalo si existe."
- #: doc/classes/File.xml
- msgid "Uses the [url=http://fastlz.org/]FastLZ[/url] compression method."
- msgstr "Utiliza el método de compresión [url=http://fastlz.org/]FastLZ[/url]."
- #: doc/classes/File.xml
- msgid ""
- "Uses the [url=https://en.wikipedia.org/wiki/DEFLATE]DEFLATE[/url] "
- "compression method."
- msgstr ""
- "Utiliza el método de compresión [url=https://en.wikipedia.org/wiki/"
- "DEFLATE]DEFLATE[/url]."
- #: doc/classes/File.xml
- msgid ""
- "Uses the [url=https://facebook.github.io/zstd/]Zstandard[/url] compression "
- "method."
- msgstr ""
- "Utiliza el método de compresión [url=https://facebook.github.io/"
- "zstd/]Zstandard[/url]."
- #: doc/classes/File.xml
- msgid "Uses the [url=https://www.gzip.org/]gzip[/url] compression method."
- msgstr "Utiliza el método de compresión [url=https://www.gzip.org/]gzip[/url]."
- #: doc/classes/FileDialog.xml
- msgid "Dialog for selecting files or directories in the filesystem."
- msgstr ""
- "Diálogo para seleccionar archivos o directorios en el sistema de archivos."
- #: doc/classes/FileDialog.xml
- #, fuzzy
- msgid ""
- "FileDialog is a preset dialog used to choose files and directories in the "
- "filesystem. It supports filter masks. The FileDialog automatically sets its "
- "window title according to the [member mode]. If you want to use a custom "
- "title, disable this by setting [member mode_overrides_title] to [code]false[/"
- "code]."
- msgstr ""
- "FileDialog es un diálogo preestablecido que se utiliza para elegir archivos "
- "y directorios en el sistema de archivos. Soporta máscaras de filtro. El "
- "FileDialog establece automáticamente el título de su ventana según el "
- "[member file_mode]. Si quieres usar un título personalizado, desactívalo "
- "estableciendo [member mode_overrides_title] en [code]false[/code]."
- #: doc/classes/FileDialog.xml
- msgid ""
- "Adds [code]filter[/code] to the list of filters, which restricts what files "
- "can be picked.\n"
- "A [code]filter[/code] should be of the form [code]\"filename.extension ; "
- "Description\"[/code], where filename and extension can be [code]*[/code] to "
- "match any string. Filters starting with [code].[/code] (i.e. empty "
- "filenames) are not allowed.\n"
- "Example filters: [code]\"*.png ; PNG Images\"[/code], [code]\"project."
- "godot ; Godot Project\"[/code]."
- msgstr ""
- #: doc/classes/FileDialog.xml
- msgid "Clear all the added filters in the dialog."
- msgstr "Borra todos los filtros añadidos en el diálogo."
- #: doc/classes/FileDialog.xml
- msgid "Clear currently selected items in the dialog."
- msgstr "Borra los elementos actualmente seleccionados en el diálogo."
- #: doc/classes/FileDialog.xml
- msgid ""
- "Returns the LineEdit for the selected file.\n"
- "[b]Warning:[/b] This is a required internal node, removing and freeing it "
- "may cause a crash. If you wish to hide it or any of its children, use their "
- "[member CanvasItem.visible] property."
- msgstr ""
- #: doc/classes/FileDialog.xml
- msgid ""
- "Returns the vertical box container of the dialog, custom controls can be "
- "added to it.\n"
- "[b]Warning:[/b] This is a required internal node, removing and freeing it "
- "may cause a crash. If you wish to hide it or any of its children, use their "
- "[member CanvasItem.visible] property."
- msgstr ""
- #: doc/classes/FileDialog.xml
- msgid "Invalidate and update the current dialog content list."
- msgstr "Invalida y actualiza la lista de contenido del diálogo actual."
- #: doc/classes/FileDialog.xml
- msgid ""
- "The file system access scope. See enum [code]Access[/code] constants.\n"
- "[b]Warning:[/b] Currently, in sandboxed environments such as HTML5 builds or "
- "sandboxed macOS apps, FileDialog cannot access the host file system. See "
- "[url=https://github.com/godotengine/godot-proposals/issues/1123]godot-"
- "proposals#1123[/url]."
- msgstr ""
- #: doc/classes/FileDialog.xml
- msgid "The current working directory of the file dialog."
- msgstr "El directorio de trabajo actual del diálogo de archivos."
- #: doc/classes/FileDialog.xml
- msgid "The currently selected file of the file dialog."
- msgstr "El archivo actualmente seleccionado del diálogo de archivos."
- #: doc/classes/FileDialog.xml
- msgid "The currently selected file path of the file dialog."
- msgstr "La ruta de archivo actualmente seleccionada del diálogo de archivo."
- #: doc/classes/FileDialog.xml
- #, fuzzy
- msgid ""
- "The available file type filters. For example, this shows only [code].png[/"
- "code] and [code].gd[/code] files: [code]set_filters(PoolStringArray([\"*."
- "png ; PNG Images\",\"*.gd ; GDScript Files\"]))[/code]. Multiple file types "
- "can also be specified in a single filter. [code]\"*.png, *.jpg, *.jpeg ; "
- "Supported Images\"[/code] will show both PNG and JPEG files when selected."
- msgstr ""
- "Los filtros de tipo de archivo disponibles. Por ejemplo, esto muestra sólo "
- "los archivos [code].png[/code] y [code].gd[/code]: "
- "[code]set_filters(PackedStringArray([\"*.png ; Imágenes PNG\", \"*.gd ; "
- "Archivos GDScript\"]))[/code]."
- #: doc/classes/FileDialog.xml
- #, fuzzy
- msgid ""
- "The dialog's open or save mode, which affects the selection behavior. See "
- "enum [code]Mode[/code] constants."
- msgstr ""
- "El diálogo está en modo abierto o guardado, lo que afecta al comportamiento "
- "de la selección. Ver [enum FileMode]."
- #: doc/classes/FileDialog.xml
- #, fuzzy
- msgid ""
- "If [code]true[/code], changing the [code]Mode[/code] property will set the "
- "window title accordingly (e.g. setting mode to [constant MODE_OPEN_FILE] "
- "will change the window title to \"Open a File\")."
- msgstr ""
- "Si [code]true[/code], al cambiar la propiedad [code]Mode[/code] el título de "
- "la ventana se ajustará en consecuencia (por ejemplo, al ajustar el modo a "
- "[constant FILE_MODE_OPEN_FILE] se cambiará el título de la ventana a \"Open "
- "a File\")."
- #: doc/classes/FileDialog.xml
- msgid "If [code]true[/code], the dialog will show hidden files."
- msgstr "Si [code]true[/code], el diálogo mostrará los archivos ocultos."
- #: doc/classes/FileDialog.xml
- msgid "Emitted when the user selects a directory."
- msgstr "Emitido cuando el usuario selecciona un directorio."
- #: doc/classes/FileDialog.xml
- msgid ""
- "Emitted when the user selects a file by double-clicking it or pressing the "
- "[b]OK[/b] button."
- msgstr ""
- "Se emite cuando el usuario selecciona un archivo haciendo doble clic en él o "
- "pulsando el botón [b]OK[/b]."
- #: doc/classes/FileDialog.xml
- msgid "Emitted when the user selects multiple files."
- msgstr "Emitido cuando el usuario selecciona varios archivos."
- #: doc/classes/FileDialog.xml
- msgid "The dialog allows selecting one, and only one file."
- msgstr "El diálogo permite seleccionar uno, y sólo un archivo."
- #: doc/classes/FileDialog.xml
- msgid "The dialog allows selecting multiple files."
- msgstr "El diálogo permite seleccionar varios archivos."
- #: doc/classes/FileDialog.xml
- msgid ""
- "The dialog only allows selecting a directory, disallowing the selection of "
- "any file."
- msgstr ""
- "El diálogo sólo permite seleccionar un directorio, no permitiendo la "
- "selección de ningún archivo."
- #: doc/classes/FileDialog.xml
- msgid "The dialog allows selecting one file or directory."
- msgstr "El diálogo permite seleccionar un archivo o directorio."
- #: doc/classes/FileDialog.xml
- msgid "The dialog will warn when a file exists."
- msgstr "El diálogo avisará cuando exista un archivo."
- #: doc/classes/FileDialog.xml
- msgid ""
- "The dialog only allows accessing files under the [Resource] path "
- "([code]res://[/code])."
- msgstr ""
- "El diálogo sólo permite acceder a los archivos bajo la ruta [Resource] "
- "([code]res://[/code])."
- #: doc/classes/FileDialog.xml
- msgid ""
- "The dialog only allows accessing files under user data path ([code]user://[/"
- "code])."
- msgstr ""
- "El diálogo sólo permite acceder a los archivos bajo la ruta de datos del "
- "usuario ([code]user://[/code])."
- #: doc/classes/FileDialog.xml
- msgid "The dialog allows accessing files on the whole file system."
- msgstr ""
- "El diálogo permite acceder a los archivos de todo el sistema de archivos."
- #: doc/classes/FileDialog.xml
- msgid "The color modulation applied to the file icon."
- msgstr "La modulación del color aplicada al icono del archivo."
- #: doc/classes/FileDialog.xml
- msgid ""
- "The color tint for disabled files (when the [FileDialog] is used in open "
- "folder mode)."
- msgstr ""
- "El tinte de color para los archivos desactivados (cuando se utiliza "
- "[FileDialog] en el modo de carpeta abierta)."
- #: doc/classes/FileDialog.xml
- msgid "The color modulation applied to the folder icon."
- msgstr "La modulación del color aplicada al icono de la carpeta."
- #: doc/classes/FileDialog.xml
- msgid "Custom icon for files."
- msgstr "Icono personalizado para los archivos."
- #: doc/classes/FileDialog.xml
- msgid "Custom icon for folders."
- msgstr "Icono personalizado para las carpetas."
- #: doc/classes/FileDialog.xml
- msgid "Custom icon for the parent folder arrow."
- msgstr "Icono personalizado para la flecha de la carpeta principal."
- #: doc/classes/FileDialog.xml
- msgid "Custom icon for the reload button."
- msgstr "Icono personalizado para el botón de recarga."
- #: doc/classes/FileDialog.xml
- msgid "Custom icon for the toggle hidden button."
- msgstr "Icono personalizado para el botón oculto de commutación."
- #: doc/classes/float.xml
- msgid "Float built-in type."
- msgstr "Tipo real."
- #: doc/classes/float.xml
- msgid ""
- "The [float] built-in type is a 64-bit double-precision floating-point "
- "number, equivalent to [code]double[/code] in C++. This type has 14 reliable "
- "decimal digits of precision. The [float] type can be stored in [Variant], "
- "which is the generic type used by the engine. The maximum value of [float] "
- "is approximately [code]1.79769e308[/code], and the minimum is approximately "
- "[code]-1.79769e308[/code].\n"
- "Most methods and properties in the engine use 32-bit single-precision "
- "floating-point numbers instead, equivalent to [code]float[/code] in C++, "
- "which have 6 reliable decimal digits of precision. For data structures such "
- "as [Vector2] and [Vector3], Godot uses 32-bit floating-point numbers.\n"
- "Math done using the [float] type is not guaranteed to be exact or "
- "deterministic, and will often result in small errors. You should usually use "
- "the [method @GDScript.is_equal_approx] and [method @GDScript.is_zero_approx] "
- "methods instead of [code]==[/code] to compare [float] values for equality."
- msgstr ""
- #: doc/classes/float.xml
- #, fuzzy
- msgid "Wikipedia: Double-precision floating-point format"
- msgstr "Pone un real de double-precision en el stream."
- #: doc/classes/float.xml
- #, fuzzy
- msgid "Wikipedia: Single-precision floating-point format"
- msgstr "Pone un real de single-precision en el stream."
- #: doc/classes/float.xml
- msgid ""
- "Cast a [bool] value to a floating-point value, [code]float(true)[/code] will "
- "be equal to 1.0 and [code]float(false)[/code] will be equal to 0.0."
- msgstr ""
- "Convierte un valor [bool] a un valor de real, [code]float(true)[/code] será "
- "igual a 1.0 y [code]float(false)[/code] será igual a 0.0."
- #: doc/classes/float.xml
- msgid ""
- "Cast an [int] value to a floating-point value, [code]float(1)[/code] will be "
- "equal to 1.0."
- msgstr ""
- "Convierte un valor [int] a un valor de real, [code]float(1)[/code] será "
- "igual a 1.0."
- #: doc/classes/float.xml
- msgid ""
- "Cast a [String] value to a floating-point value. This method accepts float "
- "value strings like [code]\"1.23\"[/code] and exponential notation strings "
- "for its parameter so calling [code]float(\"1e3\")[/code] will return 1000.0 "
- "and calling [code]float(\"1e-3\")[/code] will return 0.001. Calling this "
- "method with an invalid float string will return 0. This method stops parsing "
- "at the first invalid character and will return the parsed result so far, so "
- "calling [code]float(\"1a3\")[/code] will return 1 while calling "
- "[code]float(\"1e3a2\")[/code] will return 1000.0."
- msgstr ""
- "Convierte un valor [String] a un valor de real. Este método acepta strings "
- "de reales como [code]\"1.23\"[/code] y strings de notación exponencial para "
- "su parámetro, de modo que al llamar a [code]float(\"1e3\")[/code] devolverá "
- "1000.0 y al llamar a [code]float(\"1e-3\")[/code] devolverá 0.001. Llamar a "
- "este método con una string real inválida devolverá 0. Este método deja de "
- "analizar el primer carácter inválido y devolverá el resultado analizado "
- "hasta el momento, por lo que si se llama a [code]float(\"1a3\")[/code] "
- "devolverá 1 mientras que si se llama a [code]float(\"1e3a2\")[/code] "
- "devolverá 1000.0."
- #: doc/classes/FlowContainer.xml
- #, fuzzy
- msgid "Base class for flow containers."
- msgstr "Clase de base para contenedores de caja."
- #: doc/classes/FlowContainer.xml
- msgid ""
- "Arranges child [Control] nodes vertically or horizontally in a left-to-right "
- "or top-to-bottom flow.\n"
- "A line is filled with [Control] nodes until no more fit on the same line, "
- "similar to text in an autowrapped label."
- msgstr ""
- #: doc/classes/FlowContainer.xml
- #, fuzzy
- msgid "Returns the current line count."
- msgstr "Devuelve la posición de scrolling actual."
- #: doc/classes/Font.xml
- msgid "Internationalized font and text drawing support."
- msgstr "Soporte de fuentes y dibujos de texto internacionalizados."
- #: doc/classes/Font.xml
- msgid ""
- "Font contains a Unicode-compatible character set, as well as the ability to "
- "draw it with variable width, ascent, descent and kerning. For creating fonts "
- "from TTF files (or other font formats), see the editor support for fonts.\n"
- "[b]Note:[/b] If a [DynamicFont] doesn't contain a character used in a "
- "string, the character in question will be replaced with codepoint "
- "[code]0xfffd[/code] if it's available in the [DynamicFont]. If this "
- "replacement character isn't available in the DynamicFont, the character will "
- "be hidden without displaying any replacement character in the string.\n"
- "[b]Note:[/b] If a [BitmapFont] doesn't contain a character used in a string, "
- "the character in question will be hidden without displaying any replacement "
- "character in the string.\n"
- "[b]Note:[/b] Unicode characters after [code]0xffff[/code] (such as most "
- "emoji) are [i]not[/i] supported on Windows. They will display as unknown "
- "characters instead. This will be resolved in Godot 4.0."
- msgstr ""
- #: doc/classes/Font.xml
- msgid ""
- "Draw [code]string[/code] into a canvas item using the font at a given "
- "position, with [code]modulate[/code] color, and optionally clipping the "
- "width. [code]position[/code] specifies the baseline, not the top. To draw "
- "from the top, [i]ascent[/i] must be added to the Y axis.\n"
- "See also [method CanvasItem.draw_string]."
- msgstr ""
- "Dibuja [code]string[/code] en un elemento del lienzo utilizando la fuente en "
- "una posición determinada, con [code]modulate[/code] color, y opcionalmente "
- "recortando el ancho. [code]position[/code] especifica la línea de base, no "
- "la parte superior. Para dibujar desde la cima, [i]ascent[/i] debe añadirse "
- "al eje Y.\n"
- "Véase también [method CanvasItem.draw_string]."
- #: doc/classes/Font.xml
- #, fuzzy
- msgid ""
- "Draw character [code]char[/code] into a canvas item using the font at a "
- "given position, with [code]modulate[/code] color, and optionally kerning if "
- "[code]next[/code] is passed. clipping the width. [code]position[/code] "
- "specifies the baseline, not the top. To draw from the top, [i]ascent[/i] "
- "must be added to the Y axis. The width used by the character is returned, "
- "making this function useful for drawing strings character by character.\n"
- "If [code]outline[/code] is [code]true[/code], the outline of the character "
- "is drawn instead of the character itself."
- msgstr ""
- "Dibuja el carácter [code]char[/code] en un elemento del canvas utilizando la "
- "fuente en una posición determinada, con [code]modular[/code] color, y "
- "opcionalmente kerning si se pasa [code]next[/code]. recortando el ancho. "
- "[code]position[/code] especifica la línea de base, no la parte superior. "
- "Para dibujar desde la cima, [i]ascent[/i] debe añadirse al eje Y. Se "
- "devuelve el ancho utilizado por el carácter, lo que hace que esta función "
- "sea útil para dibujar cadenas carácter por carácter."
- #: doc/classes/Font.xml
- msgid "Returns the font ascent (number of pixels above the baseline)."
- msgstr ""
- "Devuelve el ascenso de la fuente (número de píxeles por encima de la línea "
- "de base)."
- #: doc/classes/Font.xml
- msgid ""
- "Returns outline contours of the glyph as a [code]Dictionary[/code] with the "
- "following contents:\n"
- "[code]points[/code] - [PoolVector3Array], containing outline points. "
- "[code]x[/code] and [code]y[/code] are point coordinates. [code]z[/code] is "
- "the type of the point, using the [enum ContourPointTag] values.\n"
- "[code]contours[/code] - [PoolIntArray], containing indices the end "
- "points of each contour.\n"
- "[code]orientation[/code] - [bool], contour orientation. If [code]true[/"
- "code], clockwise contours must be filled."
- msgstr ""
- #: doc/classes/Font.xml
- #, fuzzy
- msgid ""
- "Returns the size of a character, optionally taking kerning into account if "
- "the next character is provided. Note that the height returned is the font "
- "height (see [method get_height]) and has no relation to the glyph height."
- msgstr ""
- "Devuelve el tamaño de un carácter, opcionalmente teniendo en cuenta el "
- "kerning si se proporciona el siguiente carácter."
- #: doc/classes/Font.xml
- #, fuzzy
- msgid "Returns resource id of the cache texture containing the char."
- msgstr "Devuelve la longitud del cuaternario."
- #: doc/classes/Font.xml
- #, fuzzy
- msgid "Returns size of the cache texture containing the char."
- msgstr "Devuelve la posición de contacto en el colisionador."
- #: doc/classes/Font.xml
- #, fuzzy
- msgid "Returns char offset from the baseline."
- msgstr "Devuelve el desplazamiento de la textura del tile."
- #: doc/classes/Font.xml
- #, fuzzy
- msgid "Returns size of the char."
- msgstr "Devuelve el seno del parámetro."
- #: doc/classes/Font.xml
- #, fuzzy
- msgid "Returns rectangle in the cache texture containing the char."
- msgstr ""
- "Devuelve un rectángulo que encierra los tiles usados (no vacíos) del mapa."
- #: doc/classes/Font.xml
- msgid "Returns the font descent (number of pixels below the baseline)."
- msgstr ""
- "Devuelve el descenso de la fuente (número de píxeles por debajo de la línea "
- "de base)."
- #: doc/classes/Font.xml
- msgid "Returns the total font height (ascent plus descent) in pixels."
- msgstr ""
- "Devuelve el descenso de la fuente (número de píxeles por debajo de la línea "
- "de base)."
- #: doc/classes/Font.xml
- msgid ""
- "Returns the size of a string, taking kerning and advance into account. Note "
- "that the height returned is the font height (see [method get_height]) and "
- "has no relation to the string."
- msgstr ""
- #: doc/classes/Font.xml
- msgid ""
- "Returns the size that the string would have with word wrapping enabled with "
- "a fixed [code]width[/code]."
- msgstr ""
- "Devuelve el tamaño que tendría la string con la envoltura de palabras "
- "habilitada con un [code]width[/code] fijo."
- #: doc/classes/Font.xml
- msgid "Returns [code]true[/code] if the font has an outline."
- msgstr "Devuelve [code]true[/code] si la fuente tiene un contorno."
- #: doc/classes/Font.xml
- msgid ""
- "After editing a font (changing size, ascent, char rects, etc.). Call this "
- "function to propagate changes to controls that might use it."
- msgstr ""
- "Después de editar una fuente (cambiar el tamaño, el ascenso, los caracteres, "
- "etc.). Llame a esta función para propagar los cambios a los controles que "
- "puedan utilizarla."
- #: doc/classes/Font.xml
- #, fuzzy
- msgid "Contour point is on the curve."
- msgstr "Elimina todos los puntos de la curva."
- #: doc/classes/Font.xml
- msgid ""
- "Contour point isn't on the curve, but serves as a control point for a conic "
- "(quadratic) Bézier arc."
- msgstr ""
- #: doc/classes/Font.xml
- msgid ""
- "Contour point isn't on the curve, but serves as a control point for a cubic "
- "Bézier arc."
- msgstr ""
- #: doc/classes/FuncRef.xml
- msgid "Reference to a function in an object."
- msgstr "Referencia a una función en un objeto."
- #: doc/classes/FuncRef.xml
- msgid ""
- "In GDScript, functions are not [i]first-class objects[/i]. This means it is "
- "impossible to store them directly as variables, return them from another "
- "function, or pass them as arguments.\n"
- "However, by creating a [FuncRef] using the [method @GDScript.funcref] "
- "function, a reference to a function in a given object can be created, passed "
- "around and called."
- msgstr ""
- "En GDScript, las funciones no son [i]objetos de primera clase[/i]. Esto "
- "significa que es imposible almacenarlas directamente como variables, "
- "devolverlas desde otra función, o pasarlas como argumentos.\n"
- "Sin embargo, al crear una [FuncRef] usando la función [method @GDScript."
- "funcref], se puede crear, pasar y llamar una referencia a una función en un "
- "objeto dado."
- #: doc/classes/FuncRef.xml
- #, fuzzy
- msgid ""
- "Calls the referenced function previously set in [member function] or [method "
- "@GDScript.funcref]."
- msgstr ""
- "Llama a la función referenciada previamente establecida por [method "
- "set_function] o [method @GDScript.funcref]."
- #: doc/classes/FuncRef.xml
- #, fuzzy
- msgid ""
- "Calls the referenced function previously set in [member function] or [method "
- "@GDScript.funcref]. Contrarily to [method call_func], this method does not "
- "support a variable number of arguments but expects all parameters to be "
- "passed via a single [Array]."
- msgstr ""
- "Llama a la función referenciada previamente establecida por [method "
- "set_function] o [method @GDScript.funcref]. A diferencia de [method "
- "call_func], este método no soporta un número variable de argumentos, sino "
- "que espera que todos los parámetros se pasen a través de un único [Array]."
- #: doc/classes/FuncRef.xml
- msgid "Returns whether the object still exists and has the function assigned."
- msgstr "Devuelve si el objeto todavía existe y tiene la función asignada."
- #: doc/classes/FuncRef.xml
- msgid ""
- "The object containing the referenced function. This object must be of a type "
- "actually inheriting from [Object], not a built-in type such as [int], "
- "[Vector2] or [Dictionary]."
- msgstr ""
- "El objeto que contiene la función referida. Este objeto debe ser de un tipo "
- "realmente heredado de [Object], no de un tipo interno como [int], [Vector2] "
- "o [Dictionary]."
- #: doc/classes/FuncRef.xml
- #, fuzzy
- msgid "The name of the referenced function."
- msgstr "Obtiene el nombre de la acción actual."
- #: modules/gdnative/doc_classes/GDNativeLibrary.xml
- msgid ""
- "An external library containing functions or script classes to use in Godot."
- msgstr ""
- "Una biblioteca externa que contiene funciones o clases de script para usar "
- "en Godot."
- #: modules/gdnative/doc_classes/GDNativeLibrary.xml
- #, fuzzy
- msgid ""
- "A GDNative library can implement [NativeScript]s, global functions to call "
- "with the [GDNative] class, or low-level engine extensions through interfaces "
- "such as [ARVRInterfaceGDNative]. The library must be compiled for each "
- "platform and architecture that the project will run on."
- msgstr ""
- "Una biblioteca GDNative puede implementar [NativeScript], funciones globales "
- "para llamar con la clase [GDNative], o extensiones de motor de bajo nivel a "
- "través de interfaces como [ARVRInterfaceGDNative]. La biblioteca debe ser "
- "compilada para cada plataforma y arquitectura en la que se ejecute el "
- "proyecto."
- #: modules/gdnative/doc_classes/GDNativeLibrary.xml
- msgid ""
- "Returns paths to all dependency libraries for the current platform and "
- "architecture."
- msgstr ""
- "Devuelve los caminos a todas las bibliotecas de dependencia para la "
- "plataforma y la arquitectura actuales."
- #: modules/gdnative/doc_classes/GDNativeLibrary.xml
- msgid ""
- "Returns the path to the dynamic library file for the current platform and "
- "architecture."
- msgstr ""
- "Devuelve la ruta del archivo de la biblioteca dinámica para la plataforma y "
- "la arquitectura actuales."
- #: modules/gdnative/doc_classes/GDNativeLibrary.xml
- msgid ""
- "This resource in INI-style [ConfigFile] format, as in [code].gdnlib[/code] "
- "files."
- msgstr ""
- "Este recurso en formato [ConfigFile] de tipo INI, como en los archivos "
- "[code].gdnlib[/code]."
- #: modules/gdnative/doc_classes/GDNativeLibrary.xml
- msgid ""
- "If [code]true[/code], Godot loads only one copy of the library and each "
- "script that references the library will share static data like static or "
- "global variables.\n"
- "If [code]false[/code], Godot loads a separate copy of the library into "
- "memory for each script that references it."
- msgstr ""
- "Si [code]true[/code], Godot carga sólo una copia de la biblioteca y cada "
- "script que hace referencia a la biblioteca compartirá datos estáticos como "
- "variables estáticas o globales.\n"
- "Si [code]false[/code], Godot carga una copia separada de la biblioteca en la "
- "memoria para cada script que hace referencia a ella."
- #: modules/gdnative/doc_classes/GDNativeLibrary.xml
- msgid ""
- "If [code]true[/code], the editor will temporarily unload the library "
- "whenever the user switches away from the editor window, allowing the user to "
- "recompile the library without restarting Godot.\n"
- "[b]Note:[/b] If the library defines tool scripts that run inside the editor, "
- "[code]reloadable[/code] must be [code]false[/code]. Otherwise, the editor "
- "will attempt to unload the tool scripts while they're in use and crash."
- msgstr ""
- "Si [code]true[/code], el editor descargará temporalmente la biblioteca cada "
- "vez que el usuario se aleje de la ventana del editor, permitiendo al usuario "
- "recompilar la biblioteca sin reiniciar Godot.\n"
- "[b]Nota:[/b] Si la biblioteca define los scripts de herramientas que se "
- "ejecutan dentro del editor, [code]recargable[/code] debe ser [code]false[/"
- "code]. En caso contrario, el editor intentará descargar los scripts de la "
- "herramienta mientras están en uso y se bloqueará."
- #: modules/gdnative/doc_classes/GDNativeLibrary.xml
- msgid ""
- "If [code]true[/code], Godot loads the library at startup rather than the "
- "first time a script uses the library, calling [code]{prefix}"
- "gdnative_singleton[/code] after initializing the library (where [code]"
- "{prefix}[/code] is the value of [member symbol_prefix]). The library remains "
- "loaded as long as Godot is running.\n"
- "[b]Note:[/b] A singleton library cannot be [member reloadable]."
- msgstr ""
- "Si [code]true[/code], Godot carga la biblioteca al inicio en lugar de la "
- "primera vez que un script utiliza la biblioteca, llamando a [code]{prefix}"
- "gdnative_singleton[/code] después de inicializar la biblioteca (donde [code]"
- "{prefix}[/code] es el valor de [member symbol_prefix]). La biblioteca "
- "permanece cargada mientras Godot esté en funcionamiento.\n"
- "[b]Nota:[/b] Una biblioteca de un solo botón no puede ser [member "
- "reloadable]."
- #: modules/gdnative/doc_classes/GDNativeLibrary.xml
- msgid ""
- "The prefix this library's entry point functions begin with. For example, a "
- "GDNativeLibrary would declare its [code]gdnative_init[/code] function as "
- "[code]godot_gdnative_init[/code] by default.\n"
- "On platforms that require statically linking libraries (currently only iOS), "
- "each library must have a different [code]symbol_prefix[/code]."
- msgstr ""
- "El prefijo con el que empiezan las funciones del punto de entrada de esta "
- "biblioteca. Por ejemplo, una GDNativeLibrary declararía su función "
- "[code]gdnative_init[/code] como [code]godot_gdnative_init[/code] por "
- "defecto.\n"
- "En las plataformas que requieren bibliotecas de enlace estático (actualmente "
- "sólo iOS), cada biblioteca debe tener un [code]symbol_prefix[/code] "
- "diferente."
- #: modules/gdscript/doc_classes/GDScript.xml
- msgid "A script implemented in the GDScript programming language."
- msgstr "Un guión implementado en el lenguaje de programación GDScript."
- #: modules/gdscript/doc_classes/GDScript.xml
- msgid ""
- "A script implemented in the GDScript programming language. The script "
- "extends the functionality of all objects that instance it.\n"
- "[method new] creates a new instance of the script. [method Object."
- "set_script] extends an existing object, if that object's class matches one "
- "of the script's base classes."
- msgstr ""
- "Un guión implementado en el lenguaje de programación GDScript. El script "
- "extiende la funcionalidad de todos los objetos que lo ejemplifican.\n"
- "[method new] crea una nueva instancia del script. El [method Object."
- "set_script] extiende un objeto existente, si la clase de ese objeto coincide "
- "con una de las clases base del script."
- #: modules/gdscript/doc_classes/GDScript.xml
- msgid "Returns byte code for the script source code."
- msgstr "Devuelve el código de bytes para el código fuente del script."
- #: modules/gdscript/doc_classes/GDScript.xml
- msgid ""
- "Returns a new instance of the script.\n"
- "For example:\n"
- "[codeblock]\n"
- "var MyClass = load(\"myclass.gd\")\n"
- "var instance = MyClass.new()\n"
- "assert(instance.get_script() == MyClass)\n"
- "[/codeblock]"
- msgstr ""
- "Devuelve una nueva instancia del script.\n"
- "Por ejemplo:\n"
- "[codeblock]\n"
- "var MiClase = load(\"miclase.gd\")\n"
- "var instancia = MiClase.new()\n"
- "assert(instancia.get_script() == MiClase)\n"
- "[/codeblock]"
- #: modules/gdscript/doc_classes/GDScriptFunctionState.xml
- msgid "State of a function call after yielding."
- msgstr "Estado de una llamada de función después de ceder."
- #: modules/gdscript/doc_classes/GDScriptFunctionState.xml
- #, fuzzy
- msgid ""
- "Calling [method @GDScript.yield] within a function will cause that function "
- "to yield and return its current state as an object of this type. The yielded "
- "function call can then be resumed later by calling [method resume] on this "
- "state object."
- msgstr ""
- "ARREGLAME: Documentos obsoletos a partir de la reescritura de GDScript en "
- "4.0.\n"
- "Llamar a [code]yield[/code] dentro de una función hará que esa función ceda "
- "y devuelva su estado actual como un objeto de este tipo. La llamada a la "
- "función cedida puede reanudarse más tarde llamando a [method resume] en este "
- "objeto de estado."
- #: modules/gdscript/doc_classes/GDScriptFunctionState.xml
- msgid ""
- "Check whether the function call may be resumed. This is not the case if the "
- "function state was already resumed.\n"
- "If [code]extended_check[/code] is enabled, it also checks if the associated "
- "script and object still exist. The extended check is done in debug mode as "
- "part of [method GDScriptFunctionState.resume], but you can use this if you "
- "know you may be trying to resume without knowing for sure the object and/or "
- "script have survived up to that point."
- msgstr ""
- "Comprueba si se puede reanudar la llamada de función. No es así si el estado "
- "de la función ya se ha reanudado.\n"
- "Si [code]extended_check[/code] está activado, también comprueba si el script "
- "y el objeto asociados siguen existiendo. La comprobación extendida se "
- "realiza en modo de depuración como parte del [method GDScriptFunctionState."
- "resume], pero puedes utilizarlo si sabes que puedes estar intentando "
- "reanudar sin saber con seguridad que el objeto y/o el script han sobrevivido "
- "hasta ese momento."
- #: modules/gdscript/doc_classes/GDScriptFunctionState.xml
- #, fuzzy
- msgid ""
- "Resume execution of the yielded function call.\n"
- "If handed an argument, return the argument from the [method @GDScript.yield] "
- "call in the yielded function call. You can pass e.g. an [Array] to hand "
- "multiple arguments.\n"
- "This function returns what the resumed function call returns, possibly "
- "another function state if yielded again."
- msgstr ""
- "Reanudar la ejecución de la llamada de la función cedida.\n"
- "Si se le entrega un argumento, devuelva el argumento de la llamada "
- "[code]yield[/code] en la llamada a la función cedida. Puedes pasar por "
- "ejemplo un [Array] para entregar múltiples argumentos.\n"
- "Esta función devuelve lo que devuelve la llamada a la función reanudada, "
- "posiblemente otro estado de la función si se cede de nuevo."
- #: doc/classes/Generic6DOFJoint.xml
- msgid ""
- "The generic 6-degrees-of-freedom joint can implement a variety of joint "
- "types by locking certain axes' rotation or translation."
- msgstr ""
- "La articulación genérica de 6 grados de libertad puede implementar una "
- "variedad de tipos de articulaciones bloqueando la rotación o traslación de "
- "ciertos ejes."
- #: doc/classes/Generic6DOFJoint.xml
- msgid ""
- "The first 3 DOF axes are linear axes, which represent translation of Bodies, "
- "and the latter 3 DOF axes represent the angular motion. Each axis can be "
- "either locked, or limited."
- msgstr ""
- "Los primeros 3 ejes DOF son ejes lineales, que representan la traslación de "
- "los cuerpos, y los últimos 3 ejes DOF representan el movimiento angular. "
- "Cada eje puede ser bloqueado o limitado."
- #: doc/classes/Generic6DOFJoint.xml
- msgid ""
- "The amount of rotational damping across the X axis.\n"
- "The lower, the longer an impulse from one side takes to travel to the other "
- "side."
- msgstr ""
- "La cantidad de amortiguación rotacional a través del eje X.\n"
- "Cuanto más bajo, más tiempo tarda un impulso de un lado en viajar al otro "
- "lado."
- #: doc/classes/Generic6DOFJoint.xml
- msgid "If [code]true[/code], rotation across the X axis is limited."
- msgstr "Si [code]true[/code], la rotación a través del eje X es limitada."
- #: doc/classes/Generic6DOFJoint.xml
- msgid ""
- "When rotating across the X axis, this error tolerance factor defines how "
- "much the correction gets slowed down. The lower, the slower."
- msgstr ""
- "Al girar a través del eje X, este factor de tolerancia al error define "
- "cuánto se ralentiza la corrección. Cuanto más baja, más lenta."
- #: doc/classes/Generic6DOFJoint.xml
- msgid ""
- "The maximum amount of force that can occur, when rotating around the X axis."
- msgstr ""
- "La máxima cantidad de fuerza que puede ocurrir, al girar alrededor del eje X."
- #: doc/classes/Generic6DOFJoint.xml
- msgid ""
- "The minimum rotation in negative direction to break loose and rotate around "
- "the X axis."
- msgstr ""
- "La rotación mínima en dirección negativa para soltarse y girar alrededor del "
- "eje X."
- #: doc/classes/Generic6DOFJoint.xml
- msgid ""
- "The amount of rotational restitution across the X axis. The lower, the more "
- "restitution occurs."
- msgstr ""
- "La cantidad de restitución rotacional a través del eje X. Cuanto más bajo, "
- "más restitución se produce."
- #: doc/classes/Generic6DOFJoint.xml
- msgid "The speed of all rotations across the X axis."
- msgstr "La velocidad de todas las rotaciones a través del eje X."
- #: doc/classes/Generic6DOFJoint.xml
- msgid ""
- "The minimum rotation in positive direction to break loose and rotate around "
- "the X axis."
- msgstr ""
- "La mínima rotación en dirección positiva para soltarse y girar alrededor del "
- "eje X."
- #: doc/classes/Generic6DOFJoint.xml
- msgid ""
- "The amount of rotational damping across the Y axis. The lower, the more "
- "dampening occurs."
- msgstr ""
- "La cantidad de amortiguación rotacional a través del eje Y. Cuanto más bajo, "
- "más amortiguación se produce."
- #: doc/classes/Generic6DOFJoint.xml
- msgid "If [code]true[/code], rotation across the Y axis is limited."
- msgstr "Si [code]true[/code], la rotación a través del eje Y está limitada."
- #: doc/classes/Generic6DOFJoint.xml
- msgid ""
- "When rotating across the Y axis, this error tolerance factor defines how "
- "much the correction gets slowed down. The lower, the slower."
- msgstr ""
- "Al girar sobre el eje Y, este factor de tolerancia al error define cuánto se "
- "ralentiza la corrección. Cuanto más baja, más lenta."
- #: doc/classes/Generic6DOFJoint.xml
- msgid ""
- "The maximum amount of force that can occur, when rotating around the Y axis."
- msgstr ""
- "La máxima cantidad de fuerza que puede ocurrir, al girar alrededor del eje Y."
- #: doc/classes/Generic6DOFJoint.xml
- msgid ""
- "The minimum rotation in negative direction to break loose and rotate around "
- "the Y axis."
- msgstr ""
- "La mínima rotación en dirección negativa para soltarse y girar alrededor del "
- "eje Y."
- #: doc/classes/Generic6DOFJoint.xml
- msgid ""
- "The amount of rotational restitution across the Y axis. The lower, the more "
- "restitution occurs."
- msgstr ""
- "La cantidad de restitución rotacional a través del eje Y. Cuanto más bajo, "
- "más restitución se produce."
- #: doc/classes/Generic6DOFJoint.xml
- msgid "The speed of all rotations across the Y axis."
- msgstr "La velocidad de todas las rotaciones a través del eje Y."
- #: doc/classes/Generic6DOFJoint.xml
- msgid ""
- "The minimum rotation in positive direction to break loose and rotate around "
- "the Y axis."
- msgstr ""
- "La mínima rotación en dirección positiva para soltarse y girar alrededor del "
- "eje Y."
- #: doc/classes/Generic6DOFJoint.xml
- msgid ""
- "The amount of rotational damping across the Z axis. The lower, the more "
- "dampening occurs."
- msgstr ""
- "La cantidad de amortiguación rotacional a través del eje Z. Cuanto más bajo, "
- "más amortiguación se produce."
- #: doc/classes/Generic6DOFJoint.xml
- msgid "If [code]true[/code], rotation across the Z axis is limited."
- msgstr "Si [code]true[/code], la rotación a través del eje Z está limitada."
- #: doc/classes/Generic6DOFJoint.xml
- msgid ""
- "When rotating across the Z axis, this error tolerance factor defines how "
- "much the correction gets slowed down. The lower, the slower."
- msgstr ""
- "Al girar a través del eje Z, este factor de tolerancia al error define "
- "cuánto se ralentiza la corrección. Cuanto más baja, más lenta."
- #: doc/classes/Generic6DOFJoint.xml
- msgid ""
- "The maximum amount of force that can occur, when rotating around the Z axis."
- msgstr ""
- "La máxima cantidad de fuerza que puede ocurrir, al girar alrededor del eje Z."
- #: doc/classes/Generic6DOFJoint.xml
- msgid ""
- "The minimum rotation in negative direction to break loose and rotate around "
- "the Z axis."
- msgstr ""
- "La rotación mínima en dirección negativa para soltarse y girar alrededor del "
- "eje Z."
- #: doc/classes/Generic6DOFJoint.xml
- msgid ""
- "The amount of rotational restitution across the Z axis. The lower, the more "
- "restitution occurs."
- msgstr ""
- "La cantidad de restitución rotacional a través del eje Z. Cuanto más bajo, "
- "más restitución se produce."
- #: doc/classes/Generic6DOFJoint.xml
- msgid "The speed of all rotations across the Z axis."
- msgstr "La velocidad de todas las rotaciones a través del eje Z."
- #: doc/classes/Generic6DOFJoint.xml
- msgid ""
- "The minimum rotation in positive direction to break loose and rotate around "
- "the Z axis."
- msgstr ""
- "La rotación mínima en dirección positiva para soltarse y girar alrededor del "
- "eje Z."
- #: doc/classes/Generic6DOFJoint.xml
- msgid "If [code]true[/code], a rotating motor at the X axis is enabled."
- msgstr "Si [code]true[/code], se activa un motor rotativo en el eje X."
- #: doc/classes/Generic6DOFJoint.xml
- msgid "Maximum acceleration for the motor at the X axis."
- msgstr "Aceleración máxima para el motor en el eje X."
- #: doc/classes/Generic6DOFJoint.xml
- msgid "Target speed for the motor at the X axis."
- msgstr "Velocidad objetivo para el motor en el eje X."
- #: doc/classes/Generic6DOFJoint.xml
- msgid "If [code]true[/code], a rotating motor at the Y axis is enabled."
- msgstr "Si [code]true[/code], se habilita un motor rotativo en el eje Y."
- #: doc/classes/Generic6DOFJoint.xml
- msgid "Maximum acceleration for the motor at the Y axis."
- msgstr "Aceleración máxima para el motor en el eje Y."
- #: doc/classes/Generic6DOFJoint.xml
- msgid "Target speed for the motor at the Y axis."
- msgstr "Velocidad objetivo para el motor en el eje Y."
- #: doc/classes/Generic6DOFJoint.xml
- msgid "If [code]true[/code], a rotating motor at the Z axis is enabled."
- msgstr "Si [code]true[/code], se habilita un motor rotativo en el eje Z."
- #: doc/classes/Generic6DOFJoint.xml
- msgid "Maximum acceleration for the motor at the Z axis."
- msgstr "Aceleración máxima para el motor en el eje Z."
- #: doc/classes/Generic6DOFJoint.xml
- msgid "Target speed for the motor at the Z axis."
- msgstr "La velocidad del objetivo para el motor en el eje Z."
- #: doc/classes/Generic6DOFJoint.xml
- msgid "The amount of damping that happens at the X motion."
- msgstr "La cantidad de amortiguación que ocurre en el movimiento X."
- #: doc/classes/Generic6DOFJoint.xml
- msgid "If [code]true[/code], the linear motion across the X axis is limited."
- msgstr ""
- "Si [code]true[/code], el movimiento lineal a través del eje X está limitado."
- #: doc/classes/Generic6DOFJoint.xml
- msgid "The minimum difference between the pivot points' X axis."
- msgstr "La diferencia mínima entre los puntos de pivote del eje X."
- #: doc/classes/Generic6DOFJoint.xml
- msgid ""
- "The amount of restitution on the X axis movement. The lower, the more "
- "momentum gets lost."
- msgstr ""
- "La cantidad de restitución en el movimiento del eje X. Cuanto más bajo, más "
- "impulso se pierde."
- #: doc/classes/Generic6DOFJoint.xml
- msgid ""
- "A factor applied to the movement across the X axis. The lower, the slower "
- "the movement."
- msgstr ""
- "Un factor aplicado al movimiento a través del eje X. Cuanto más bajo, más "
- "lento es el movimiento."
- #: doc/classes/Generic6DOFJoint.xml
- msgid "The maximum difference between the pivot points' X axis."
- msgstr "La diferencia máxima entre los puntos de pivote del eje X."
- #: doc/classes/Generic6DOFJoint.xml
- msgid "The amount of damping that happens at the Y motion."
- msgstr "La cantidad de amortiguación que ocurre en el movimiento Y."
- #: doc/classes/Generic6DOFJoint.xml
- msgid "If [code]true[/code], the linear motion across the Y axis is limited."
- msgstr ""
- "Si [code]true[/code], el movimiento lineal a través del eje Y está limitado."
- #: doc/classes/Generic6DOFJoint.xml
- msgid "The minimum difference between the pivot points' Y axis."
- msgstr "La diferencia mínima entre los puntos de pivote del eje Y."
- #: doc/classes/Generic6DOFJoint.xml
- msgid ""
- "The amount of restitution on the Y axis movement. The lower, the more "
- "momentum gets lost."
- msgstr ""
- "La cantidad de restitución en el movimiento del eje Y. Cuanto más bajo, más "
- "impulso se pierde."
- #: doc/classes/Generic6DOFJoint.xml
- msgid ""
- "A factor applied to the movement across the Y axis. The lower, the slower "
- "the movement."
- msgstr ""
- "Un factor aplicado al movimiento a través del eje Y. Cuanto más bajo, más "
- "lento es el movimiento."
- #: doc/classes/Generic6DOFJoint.xml
- msgid "The maximum difference between the pivot points' Y axis."
- msgstr "La máxima diferencia entre los puntos de pivote del eje Y ."
- #: doc/classes/Generic6DOFJoint.xml
- msgid "The amount of damping that happens at the Z motion."
- msgstr "La cantidad de amortiguación que ocurre en el movimiento Z."
- #: doc/classes/Generic6DOFJoint.xml
- msgid "If [code]true[/code], the linear motion across the Z axis is limited."
- msgstr ""
- "Si [code]true[/code], el movimiento lineal a través del eje Z está limitado."
- #: doc/classes/Generic6DOFJoint.xml
- msgid "The minimum difference between the pivot points' Z axis."
- msgstr "La diferencia mínima entre los puntos de pivote del eje Z."
- #: doc/classes/Generic6DOFJoint.xml
- msgid ""
- "The amount of restitution on the Z axis movement. The lower, the more "
- "momentum gets lost."
- msgstr ""
- "La cantidad de restitución en el movimiento del eje Z. Cuanto más bajo, más "
- "impulso se pierde."
- #: doc/classes/Generic6DOFJoint.xml
- msgid ""
- "A factor applied to the movement across the Z axis. The lower, the slower "
- "the movement."
- msgstr ""
- "Un factor aplicado al movimiento a través del eje Z. Cuanto más bajo, más "
- "lento es el movimiento."
- #: doc/classes/Generic6DOFJoint.xml
- msgid "The maximum difference between the pivot points' Z axis."
- msgstr "La máxima diferencia entre los puntos de pivote del eje Z ."
- #: doc/classes/Generic6DOFJoint.xml
- msgid ""
- "If [code]true[/code], then there is a linear motor on the X axis. It will "
- "attempt to reach the target velocity while staying within the force limits."
- msgstr ""
- "Si [code]true[/code], entonces hay un motor lineal en el eje X. Intentará "
- "alcanzar la velocidad objetivo mientras se mantiene dentro de los límites de "
- "la fuerza."
- #: doc/classes/Generic6DOFJoint.xml
- msgid ""
- "The maximum force the linear motor can apply on the X axis while trying to "
- "reach the target velocity."
- msgstr ""
- "La máxima fuerza que el motor lineal puede aplicar en el eje X mientras "
- "intenta alcanzar la velocidad objetivo."
- #: doc/classes/Generic6DOFJoint.xml
- msgid "The speed that the linear motor will attempt to reach on the X axis."
- msgstr "La velocidad que el motor lineal intentará alcanzar en el eje X."
- #: doc/classes/Generic6DOFJoint.xml
- msgid ""
- "If [code]true[/code], then there is a linear motor on the Y axis. It will "
- "attempt to reach the target velocity while staying within the force limits."
- msgstr ""
- "Si [code]true[/code], entonces hay un motor lineal en el eje Y. Intentará "
- "alcanzar la velocidad objetivo mientras se mantiene dentro de los límites de "
- "la fuerza."
- #: doc/classes/Generic6DOFJoint.xml
- msgid ""
- "The maximum force the linear motor can apply on the Y axis while trying to "
- "reach the target velocity."
- msgstr ""
- "La máxima fuerza que el motor lineal puede aplicar sobre el eje Y mientras "
- "intenta alcanzar la velocidad objetivo."
- #: doc/classes/Generic6DOFJoint.xml
- msgid "The speed that the linear motor will attempt to reach on the Y axis."
- msgstr "La velocidad que el motor lineal intentará alcanzar en el eje Y."
- #: doc/classes/Generic6DOFJoint.xml
- msgid ""
- "If [code]true[/code], then there is a linear motor on the Z axis. It will "
- "attempt to reach the target velocity while staying within the force limits."
- msgstr ""
- "Si [code]true[/code], entonces hay un motor lineal en el eje Z. Intentará "
- "alcanzar la velocidad objetivo mientras se mantiene dentro de los límites de "
- "la fuerza."
- #: doc/classes/Generic6DOFJoint.xml
- msgid ""
- "The maximum force the linear motor can apply on the Z axis while trying to "
- "reach the target velocity."
- msgstr ""
- "La máxima fuerza que el motor lineal puede aplicar en el eje Z mientras "
- "intenta alcanzar la velocidad objetivo."
- #: doc/classes/Generic6DOFJoint.xml
- msgid "The speed that the linear motor will attempt to reach on the Z axis."
- msgstr "La velocidad que el motor lineal intentará alcanzar en el eje Z."
- #: doc/classes/Generic6DOFJoint.xml doc/classes/PhysicsServer.xml
- msgid "The minimum difference between the pivot points' axes."
- msgstr "La diferencia mínima entre los puntos de pivote de sus ejes."
- #: doc/classes/Generic6DOFJoint.xml doc/classes/PhysicsServer.xml
- msgid "The maximum difference between the pivot points' axes."
- msgstr "La diferencia máxima entre los puntos de pivote de sus ejes."
- #: doc/classes/Generic6DOFJoint.xml
- msgid ""
- "A factor applied to the movement across the axes. The lower, the slower the "
- "movement."
- msgstr ""
- "Un factor aplicado al movimiento a través de los ejes. Cuanto más bajo, más "
- "lento es el movimiento."
- #: doc/classes/Generic6DOFJoint.xml
- msgid ""
- "The amount of restitution on the axes' movement. The lower, the more "
- "momentum gets lost."
- msgstr ""
- "La cantidad de restitución en el movimiento de los ejes. Cuanto más bajo, "
- "más impulso se pierde."
- #: doc/classes/Generic6DOFJoint.xml doc/classes/PhysicsServer.xml
- msgid ""
- "The amount of damping that happens at the linear motion across the axes."
- msgstr ""
- "La cantidad de amortiguación que ocurre en el movimiento lineal a través de "
- "los ejes."
- #: doc/classes/Generic6DOFJoint.xml
- msgid "The velocity the linear motor will try to reach."
- msgstr "La velocidad que el motor lineal intentará alcanzar."
- #: doc/classes/Generic6DOFJoint.xml
- msgid ""
- "The maximum force the linear motor will apply while trying to reach the "
- "velocity target."
- msgstr ""
- "La máxima fuerza que el motor lineal aplicará al intentar alcanzar el "
- "objetivo de velocidad."
- #: doc/classes/Generic6DOFJoint.xml doc/classes/PhysicsServer.xml
- msgid ""
- "The minimum rotation in negative direction to break loose and rotate around "
- "the axes."
- msgstr ""
- "La rotación mínima en dirección negativa para soltarse y girar alrededor de "
- "los ejes."
- #: doc/classes/Generic6DOFJoint.xml doc/classes/PhysicsServer.xml
- msgid ""
- "The minimum rotation in positive direction to break loose and rotate around "
- "the axes."
- msgstr ""
- "La rotación mínima en dirección positiva para soltarse y girar alrededor de "
- "los ejes."
- #: doc/classes/Generic6DOFJoint.xml
- msgid "The speed of all rotations across the axes."
- msgstr "La velocidad de todas las rotaciones a través de los ejes."
- #: doc/classes/Generic6DOFJoint.xml doc/classes/PhysicsServer.xml
- msgid ""
- "The amount of rotational damping across the axes. The lower, the more "
- "dampening occurs."
- msgstr ""
- "La cantidad de amortiguación rotacional a través de los ejes. Cuanto más "
- "bajo, más amortiguación se produce."
- #: doc/classes/Generic6DOFJoint.xml doc/classes/PhysicsServer.xml
- msgid ""
- "The amount of rotational restitution across the axes. The lower, the more "
- "restitution occurs."
- msgstr ""
- "La cantidad de amortiguación rotacional a través de los ejes. Cuanto más "
- "bajo, más amortiguación se produce."
- #: doc/classes/Generic6DOFJoint.xml doc/classes/PhysicsServer.xml
- msgid ""
- "The maximum amount of force that can occur, when rotating around the axes."
- msgstr ""
- "La máxima cantidad de fuerza que puede ocurrir, al girar alrededor de los "
- "ejes."
- #: doc/classes/Generic6DOFJoint.xml
- msgid ""
- "When rotating across the axes, this error tolerance factor defines how much "
- "the correction gets slowed down. The lower, the slower."
- msgstr ""
- "Al girar sobre los ejes, este factor de tolerancia al error define cuánto se "
- "ralentiza la corrección. Cuanto más bajo, más lento."
- #: doc/classes/Generic6DOFJoint.xml doc/classes/PhysicsServer.xml
- msgid "Target speed for the motor at the axes."
- msgstr "La velocidad del objetivo para el motor en los ejes."
- #: doc/classes/Generic6DOFJoint.xml doc/classes/PhysicsServer.xml
- msgid "Maximum acceleration for the motor at the axes."
- msgstr "Aceleración máxima para el motor en los ejes."
- #: doc/classes/Generic6DOFJoint.xml
- msgid "If enabled, linear motion is possible within the given limits."
- msgstr ""
- "Si se activa, el movimiento lineal es posible dentro de los límites dados."
- #: doc/classes/Generic6DOFJoint.xml
- msgid "If enabled, rotational motion is possible within the given limits."
- msgstr ""
- "Si está activado, el movimiento de rotación es posible dentro de los límites "
- "dados."
- #: doc/classes/Generic6DOFJoint.xml
- msgid "If enabled, there is a rotational motor across these axes."
- msgstr "Si se activa, hay un motor de rotación a través de estos ejes."
- #: doc/classes/Generic6DOFJoint.xml
- msgid "If enabled, there is a linear motor across these axes."
- msgstr "Si se activa, hay un motor lineal a través de estos ejes."
- #: doc/classes/Generic6DOFJoint.xml doc/classes/HingeJoint.xml
- msgid "Represents the size of the [enum Flag] enum."
- msgstr "Representa el tamaño del enum [enum Flag]."
- #: doc/classes/Geometry.xml
- #, fuzzy
- msgid "Helper node to calculate generic geometry operations."
- msgstr ""
- "Nodo de ayuda para calcular operaciones de geometría genérica en el espacio "
- "2D."
- #: doc/classes/Geometry.xml
- #, fuzzy
- msgid ""
- "Geometry provides users with a set of helper functions to create geometric "
- "shapes, compute intersections between shapes, and process various other "
- "geometric operations."
- msgstr ""
- "Geometry2D proporciona a los usuarios un conjunto de funciones de ayuda para "
- "crear formas geométricas, calcular las intersecciones entre las formas y "
- "procesar varias otras operaciones geométricas."
- #: doc/classes/Geometry.xml
- msgid ""
- "Returns an array with 6 [Plane]s that describe the sides of a box centered "
- "at the origin. The box size is defined by [code]extents[/code], which "
- "represents one (positive) corner of the box (i.e. half its actual size)."
- msgstr ""
- "Devuelve un array con 6 [Plane]s que describen los lados de una caja "
- "centrada en el origen. El tamaño de la caja está definido por [code]extents[/"
- "code], que representa una esquina (positiva) de la caja (es decir, la mitad "
- "de su tamaño real)."
- #: doc/classes/Geometry.xml
- msgid ""
- "Returns an array of [Plane]s closely bounding a faceted capsule centered at "
- "the origin with radius [code]radius[/code] and height [code]height[/code]. "
- "The parameter [code]sides[/code] defines how many planes will be generated "
- "for the side part of the capsule, whereas [code]lats[/code] gives the number "
- "of latitudinal steps at the bottom and top of the capsule. The parameter "
- "[code]axis[/code] describes the axis along which the capsule is oriented (0 "
- "for X, 1 for Y, 2 for Z)."
- msgstr ""
- "Devuelve un conjunto de [Plane]s que delimita estrechamente una cápsula con "
- "caras centrada en el origen con radio [code]radio[/code] y altura "
- "[code]height[/code]. El parámetro [code]sides[/code] define cuántos planos "
- "se generarán para la parte lateral de la cápsula, mientras que [code]lats[/"
- "code] da el número de pasos latitudinales en la parte inferior y superior de "
- "la cápsula. El parámetro [code]axis[/code] describe el eje a lo largo del "
- "cual se orienta la cápsula (0 para X, 1 para Y, 2 para Z)."
- #: doc/classes/Geometry.xml
- msgid ""
- "Returns an array of [Plane]s closely bounding a faceted cylinder centered at "
- "the origin with radius [code]radius[/code] and height [code]height[/code]. "
- "The parameter [code]sides[/code] defines how many planes will be generated "
- "for the round part of the cylinder. The parameter [code]axis[/code] "
- "describes the axis along which the cylinder is oriented (0 for X, 1 for Y, 2 "
- "for Z)."
- msgstr ""
- "Devuelve un conjunto de [Plane]s que delimita estrechamente un cilindro "
- "facetado centrado en el origen con radio [code]radius[/code] y altura "
- "[code]height[/code]. El parámetro [code]sides[/code] define cuántos planos "
- "se generarán para la parte redonda del cilindro. El parámetro [code]axis[/"
- "code] describe el eje a lo largo del cual se orienta el cilindro (0 para X, "
- "1 para Y, 2 para Z)."
- #: doc/classes/Geometry.xml
- msgid ""
- "Clips the polygon defined by the points in [code]points[/code] against the "
- "[code]plane[/code] and returns the points of the clipped polygon."
- msgstr ""
- "Recorta el polígono definido por los puntos en [code]points[/code] contra el "
- "[code]plane[/code] y devuelve los puntos del polígono recortado."
- #: doc/classes/Geometry.xml
- msgid ""
- "Clips [code]polygon_a[/code] against [code]polygon_b[/code] and returns an "
- "array of clipped polygons. This performs [constant OPERATION_DIFFERENCE] "
- "between polygons. Returns an empty array if [code]polygon_b[/code] "
- "completely overlaps [code]polygon_a[/code].\n"
- "If [code]polygon_b[/code] is enclosed by [code]polygon_a[/code], returns an "
- "outer polygon (boundary) and inner polygon (hole) which could be "
- "distinguished by calling [method is_polygon_clockwise]."
- msgstr ""
- "Recorta el [code]polygon_a[/code] contra [code]polygon_b[/code] y devuelve "
- "un array de polígonos recortados. Esto realiza [constant "
- "OPERATION_DIFFERENCE] entre los polígonos. Devuelve un array vacío si "
- "[code]polygon_b[/code] se superpone completamente a [code]polygon_a[/code].\n"
- "Si [code]polygon_b[/code] está encerrado por [code]polygon_a[/code], "
- "devuelve un polígono exterior (límite) y un polígono interior (agujero) que "
- "se pueden distinguir llamando a [method is_polygon_clockwise]."
- #: doc/classes/Geometry.xml
- msgid ""
- "Clips [code]polyline[/code] against [code]polygon[/code] and returns an "
- "array of clipped polylines. This performs [constant OPERATION_DIFFERENCE] "
- "between the polyline and the polygon. This operation can be thought of as "
- "cutting a line with a closed shape."
- msgstr ""
- "Recorta [code]polyline[/code] contra [code]polygon[/code] y devuelve un "
- "conjunto de polilíneas recortadas. Esto realiza [constant "
- "OPERATION_DIFFERENCE] entre la polilínea y el polígono. Esta operación puede "
- "ser pensada como el corte de una línea con una forma cerrada."
- #: doc/classes/Geometry.xml
- msgid ""
- "Given an array of [Vector2]s, returns the convex hull as a list of points in "
- "counterclockwise order. The last point is the same as the first one."
- msgstr ""
- "Dado un conjunto de [Vector2], devuelve el casco convexo como una lista de "
- "puntos en orden antihorario. El último punto es el mismo que el primero."
- #: doc/classes/Geometry.xml
- #, fuzzy
- msgid ""
- "Mutually excludes common area defined by intersection of [code]polygon_a[/"
- "code] and [code]polygon_b[/code] (see [method intersect_polygons_2d]) and "
- "returns an array of excluded polygons. This performs [constant "
- "OPERATION_XOR] between polygons. In other words, returns all but common area "
- "between polygons.\n"
- "The operation may result in an outer polygon (boundary) and inner polygon "
- "(hole) produced which could be distinguished by calling [method "
- "is_polygon_clockwise]."
- msgstr ""
- "Excluye mutuamente el área común definida por la intersección de "
- "[code]polygon_a[/code] y [code]polygon_b[/code] (véase [method "
- "intersect_polygons]) y devuelve un array de polígonos excluidos. Esto "
- "realiza [constant OPERATION_XOR] entre los polígonos. En otras palabras, "
- "devuelve todos los polígonos excepto el área común entre ellos.\n"
- "La operación puede dar como resultado un polígono exterior (límite) y un "
- "polígono interior (agujero) producidos que pueden ser distinguidos llamando "
- "a [method is_polygon_clockwise]."
- #: doc/classes/Geometry.xml
- msgid ""
- "Returns the 3D point on the 3D segment ([code]s1[/code], [code]s2[/code]) "
- "that is closest to [code]point[/code]. The returned point will always be "
- "inside the specified segment."
- msgstr ""
- "Devuelve el punto 3D en el segmento 3D ([code]s1[/code], [code]s2[/code]) "
- "que está más cerca del [code]point[/code]. El punto devuelto siempre estará "
- "dentro del segmento especificado."
- #: doc/classes/Geometry.xml
- msgid ""
- "Returns the 2D point on the 2D segment ([code]s1[/code], [code]s2[/code]) "
- "that is closest to [code]point[/code]. The returned point will always be "
- "inside the specified segment."
- msgstr ""
- "Devuelve el punto 2D en el segmento 2D ([code]s1[/code], [code]s2[/code]) "
- "que está más cerca del [code]point[/code]. El punto devuelto siempre estará "
- "dentro del segmento especificado."
- #: doc/classes/Geometry.xml
- msgid ""
- "Returns the 3D point on the 3D line defined by ([code]s1[/code], [code]s2[/"
- "code]) that is closest to [code]point[/code]. The returned point can be "
- "inside the segment ([code]s1[/code], [code]s2[/code]) or outside of it, i.e. "
- "somewhere on the line extending from the segment."
- msgstr ""
- "Devuelve el punto 3D en la línea 3D definida por ([code]s1[/code], [code]s2[/"
- "code]) que está más cerca de [code]point[/code]. El punto devuelto puede "
- "estar dentro del segmento ([code]s1[/code], [code]s2[/code]) o fuera de él, "
- "es decir, en algún lugar de la línea que se extiende desde el segmento."
- #: doc/classes/Geometry.xml
- msgid ""
- "Returns the 2D point on the 2D line defined by ([code]s1[/code], [code]s2[/"
- "code]) that is closest to [code]point[/code]. The returned point can be "
- "inside the segment ([code]s1[/code], [code]s2[/code]) or outside of it, i.e. "
- "somewhere on the line extending from the segment."
- msgstr ""
- "Devuelve el punto 2D en la línea 2D definida por ([code]s1[/code], [code]s2[/"
- "code]) que está más cerca del [code]point[/code]. El punto devuelto puede "
- "estar dentro del segmento ([code]s1[/code], [code]s2[/code]) o fuera de él, "
- "es decir, en algún lugar de la línea que se extiende desde el segmento."
- #: doc/classes/Geometry.xml
- #, fuzzy
- msgid ""
- "Given the two 3D segments ([code]p1[/code], [code]p2[/code]) and ([code]q1[/"
- "code], [code]q2[/code]), finds those two points on the two segments that are "
- "closest to each other. Returns a [PoolVector3Array] that contains this point "
- "on ([code]p1[/code], [code]p2[/code]) as well the accompanying point on "
- "([code]q1[/code], [code]q2[/code])."
- msgstr ""
- "Dados los dos segmentos tridimensionales ([code]p1[/code], [code]p2[/code]) "
- "y ([code]q1[/code], [code]q2[/code]), encuentra esos dos puntos en los dos "
- "segmentos que están más cerca uno del otro. Devuelve un [PackedVector3Array] "
- "que contiene este punto en ([code]p1[/code], [code]p2[/code]) así como el "
- "punto que lo acompaña en ([code]q1[/code], [code]q2[/code])."
- #: doc/classes/Geometry.xml
- #, fuzzy
- msgid ""
- "Given the two 2D segments ([code]p1[/code], [code]q1[/code]) and ([code]p2[/"
- "code], [code]q2[/code]), finds those two points on the two segments that are "
- "closest to each other. Returns a [PoolVector2Array] that contains this point "
- "on ([code]p1[/code], [code]q1[/code]) as well the accompanying point on "
- "([code]p2[/code], [code]q2[/code])."
- msgstr ""
- "Dados los dos segmentos 2D ([code]p1[/code], [code]p2[/code]) y ([code]q1[/"
- "code], [code]q2[/code]), encuentra esos dos puntos en los dos segmentos que "
- "están más cerca uno del otro. Devuelve un [PackedVector2Array] que contiene "
- "este punto en ([code]p1[/code], [code]p2[/code]) así como el punto que lo "
- "acompaña en ([code]q1[/code], [code]q2[/code])."
- #: doc/classes/Geometry.xml
- msgid "Used internally by the engine."
- msgstr "Usado internamente por el motor."
- #: doc/classes/Geometry.xml
- msgid ""
- "Intersects [code]polygon_a[/code] with [code]polygon_b[/code] and returns an "
- "array of intersected polygons. This performs [constant "
- "OPERATION_INTERSECTION] between polygons. In other words, returns common "
- "area shared by polygons. Returns an empty array if no intersection occurs.\n"
- "The operation may result in an outer polygon (boundary) and inner polygon "
- "(hole) produced which could be distinguished by calling [method "
- "is_polygon_clockwise]."
- msgstr ""
- "Intersecta [code]polygon_a[/code] con [code]polygon_b[/code] y devuelve una "
- "matriz de polígonos intersectados. Esto realiza [constant "
- "OPERATION_INTERSECTION] entre los polígonos. En otras palabras, devuelve el "
- "área común compartida por los polígonos. Devuelve una matriz vacía si no se "
- "produce ninguna intersección.\n"
- "La operación puede dar como resultado un polígono exterior (límite) y un "
- "polígono interior (agujero) producidos que se podrían distinguir llamando a "
- "[method is_polygon_clockwise]."
- #: doc/classes/Geometry.xml
- msgid ""
- "Intersects [code]polyline[/code] with [code]polygon[/code] and returns an "
- "array of intersected polylines. This performs [constant "
- "OPERATION_INTERSECTION] between the polyline and the polygon. This operation "
- "can be thought of as chopping a line with a closed shape."
- msgstr ""
- "Intersecta [code]polyline[/code] con [code]polygon[/code] y devuelve un "
- "conjunto de polilíneas intersectadas. Esto realiza [constant "
- "OPERATION_INTERSECTION] entre la polilínea y el polígono. Esta operación "
- "puede ser pensada como cortar una línea con una forma cerrada."
- #: doc/classes/Geometry.xml
- msgid ""
- "Returns [code]true[/code] if [code]point[/code] is inside the circle or if "
- "it's located exactly [i]on[/i] the circle's boundary, otherwise returns "
- "[code]false[/code]."
- msgstr ""
- "Devuelve [code]true[/code] si [code]point[/code] está dentro del círculo o "
- "si está situado exactamente [i]on[/i] el límite del círculo, de lo contrario "
- "devuelve [code]false[/code]."
- #: doc/classes/Geometry.xml
- msgid ""
- "Returns [code]true[/code] if [code]point[/code] is inside [code]polygon[/"
- "code] or if it's located exactly [i]on[/i] polygon's boundary, otherwise "
- "returns [code]false[/code]."
- msgstr ""
- "Devuelve [code]true[/code] si [code]point[/code] está dentro de "
- "[code]polygon[/code] o si se encuentra exactamente [i]en[/i] el límite del "
- "polígono, de lo contrario devuelve [code]false[/code]."
- #: doc/classes/Geometry.xml
- msgid ""
- "Returns [code]true[/code] if [code]polygon[/code]'s vertices are ordered in "
- "clockwise order, otherwise returns [code]false[/code]."
- msgstr ""
- "Devuelve [code]true[/code] si los vértices de [code]polygon[/code] están "
- "ordenados en el sentido de las agujas del reloj, de lo contrario devuelve "
- "[code]false[/code]."
- #: doc/classes/Geometry.xml
- #, fuzzy
- msgid ""
- "Checks if the two lines ([code]from_a[/code], [code]dir_a[/code]) and "
- "([code]from_b[/code], [code]dir_b[/code]) intersect. If yes, return the "
- "point of intersection as [Vector2]. If no intersection takes place, returns "
- "[code]null[/code].\n"
- "[b]Note:[/b] The lines are specified using direction vectors, not end points."
- msgstr ""
- "Comprueba si las dos líneas ([code]from_a[/code], [code]dir_a[/code]) y "
- "([code]from_b[/code], [code]dir_b[/code]) se cruzan. Si es así, devuelve el "
- "punto de intersección como [Vector2]. Si no hay intersección, devuelve un "
- "[Variant] vacío.\n"
- "[b]Nota:[/b] Las rectas se especifican usando vectores de dirección, no "
- "puntos finales."
- #: doc/classes/Geometry.xml
- #, fuzzy
- msgid ""
- "Given an array of [Vector2]s representing tiles, builds an atlas. The "
- "returned dictionary has two keys: [code]points[/code] is an array of "
- "[Vector2] that specifies the positions of each tile, [code]size[/code] "
- "contains the overall size of the whole atlas as [Vector2]."
- msgstr ""
- "Dada una serie de [Vector2]s que representan piezas que construye un atlas. "
- "El diccionario devuelto tiene dos claves: [code]points[/code] es un vector "
- "de [Vector2] que especifica las posiciones de cada pieza, [code]size[/code] "
- "contiene el tamaño global de todo el atlas como [Vector2]."
- #: doc/classes/Geometry.xml
- #, fuzzy
- msgid ""
- "Merges (combines) [code]polygon_a[/code] and [code]polygon_b[/code] and "
- "returns an array of merged polygons. This performs [constant "
- "OPERATION_UNION] between polygons.\n"
- "The operation may result in an outer polygon (boundary) and multiple inner "
- "polygons (holes) produced which could be distinguished by calling [method "
- "is_polygon_clockwise]."
- msgstr ""
- "Fusiona (combina) [code]polygon_a[/code] y [code]polygon_b[/code] y devuelve "
- "una matriz de polígonos fusionados. Esto realiza [constant OPERATION_UNION] "
- "entre los polígonos.\n"
- "La operación puede dar como resultado un polígono exterior (límite) y un "
- "polígono interior (agujero) producidos que pueden distinguirse llamando a "
- "[method is_polygon_clockwise]."
- #: doc/classes/Geometry.xml
- #, fuzzy
- msgid ""
- "Inflates or deflates [code]polygon[/code] by [code]delta[/code] units "
- "(pixels). If [code]delta[/code] is positive, makes the polygon grow outward. "
- "If [code]delta[/code] is negative, shrinks the polygon inward. Returns an "
- "array of polygons because inflating/deflating may result in multiple "
- "discrete polygons. Returns an empty array if [code]delta[/code] is negative "
- "and the absolute value of it approximately exceeds the minimum bounding "
- "rectangle dimensions of the polygon.\n"
- "Each polygon's vertices will be rounded as determined by [code]join_type[/"
- "code], see [enum PolyJoinType].\n"
- "The operation may result in an outer polygon (boundary) and inner polygon "
- "(hole) produced which could be distinguished by calling [method "
- "is_polygon_clockwise].\n"
- "[b]Note:[/b] To translate the polygon's vertices specifically, use the "
- "[method Transform2D.xform] method:\n"
- "[codeblock]\n"
- "var polygon = PoolVector2Array([Vector2(0, 0), Vector2(100, 0), Vector2(100, "
- "100), Vector2(0, 100)])\n"
- "var offset = Vector2(50, 50)\n"
- "polygon = Transform2D(0, offset).xform(polygon)\n"
- "print(polygon) # prints [Vector2(50, 50), Vector2(150, 50), Vector2(150, "
- "150), Vector2(50, 150)]\n"
- "[/codeblock]"
- msgstr ""
- "Infla o desinfla el [code]polygon[/code] por [code]delta[/code] unidades "
- "(píxeles). Si [code]delta[/code] es positivo, hace que el polígono crezca "
- "hacia afuera. Si [code]delta[/code] es negativo, hace que el polígono crezca "
- "hacia adentro. Devuelve un conjunto de polígonos porque inflarse/desinflarse "
- "puede resultar en múltiples polígonos discretos. Devuelve una matriz vacía "
- "si [code]delta[/code] es negativo y su valor absoluto excede aproximadamente "
- "las dimensiones mínimas del rectángulo delimitador del polígono.\n"
- "Los vértices de cada polígono se redondearán según lo determinado por "
- "[code]join_type[/code], véase [enum PolyJoinType].\n"
- "La operación puede dar como resultado un polígono exterior (límite) y un "
- "polígono interior (agujero) que se pueden distinguir llamando a [method "
- "is_polygon_clockwise].\n"
- "[b]Nota:[/b] Para traducir específicamente los vértices del polígono, "
- "utilice el método [method Transform2D.xform]:\n"
- "[codeblock]\n"
- "var poligono = PackedVector2Array([Vector2(0, 0), Vector2(100, 0), "
- "Vector2(100, 100), Vector2(0, 100)])\n"
- "var desplazamiento = Vector2(50, 50)\n"
- "poligono = Transform2D(0, desplazamiento).xform(polygon)\n"
- "print(poligonon) # prints [Vector2(50, 50), Vector2(150, 50), Vector2(150, "
- "150), Vector2(50, 150)]\n"
- "[/codeblock]"
- #: doc/classes/Geometry.xml
- msgid ""
- "Inflates or deflates [code]polyline[/code] by [code]delta[/code] units "
- "(pixels), producing polygons. If [code]delta[/code] is positive, makes the "
- "polyline grow outward. Returns an array of polygons because inflating/"
- "deflating may result in multiple discrete polygons. If [code]delta[/code] is "
- "negative, returns an empty array.\n"
- "Each polygon's vertices will be rounded as determined by [code]join_type[/"
- "code], see [enum PolyJoinType].\n"
- "Each polygon's endpoints will be rounded as determined by [code]end_type[/"
- "code], see [enum PolyEndType].\n"
- "The operation may result in an outer polygon (boundary) and inner polygon "
- "(hole) produced which could be distinguished by calling [method "
- "is_polygon_clockwise]."
- msgstr ""
- "Infla o desinfla la [code]polyline[/code] por unidades [code]delta[/code] "
- "(píxeles), produciendo polígonos. Si [code]delta[/code] es positivo, hace "
- "que la polilínea crezca hacia afuera. Devuelve un conjunto de polígonos "
- "porque inflarse/desinflarse puede resultar en múltiples polígonos discretos. "
- "Si [code]delta[/code] es negativo, devuelve una matriz vacía.\n"
- "Los vértices de cada polígono se redondearán según lo determinado por "
- "[code]join_type[/code], ver [enum PolyJoinType].\n"
- "Los vértices de cada polígono se redondearán según lo determinado por "
- "[code]end_type[/code], ver [enum PolyEndType].\n"
- "La operación puede dar como resultado un polígono exterior (límite) y un "
- "polígono interior (agujero) producidos que pueden distinguirse llamando a "
- "[method is_polygon_clockwise]."
- #: doc/classes/Geometry.xml
- msgid ""
- "Returns if [code]point[/code] is inside the triangle specified by [code]a[/"
- "code], [code]b[/code] and [code]c[/code]."
- msgstr ""
- "Regresa si [code]point[/code] está dentro del triángulo especificado por "
- "[code]a[/code], [code]b[/code] y [code]c[/code]."
- #: doc/classes/Geometry.xml
- msgid ""
- "Tests if the 3D ray starting at [code]from[/code] with the direction of "
- "[code]dir[/code] intersects the triangle specified by [code]a[/code], "
- "[code]b[/code] and [code]c[/code]. If yes, returns the point of intersection "
- "as [Vector3]. If no intersection takes place, an empty [Variant] is returned."
- msgstr ""
- "Comprueba si el rayo 3D que comienza en [code]from[/code] con la dirección "
- "de [code]dir[/code] intersecta el triángulo especificado por [code]a[/code], "
- "[code]b[/code] y [code]c[/code]. Si es así, devuelve el punto de "
- "intersección como [Vector3]. Si no hay intersección, se devuelve una "
- "[Variant] vacía."
- #: doc/classes/Geometry.xml
- msgid ""
- "Given the 2D segment ([code]segment_from[/code], [code]segment_to[/code]), "
- "returns the position on the segment (as a number between 0 and 1) at which "
- "the segment hits the circle that is located at position "
- "[code]circle_position[/code] and has radius [code]circle_radius[/code]. If "
- "the segment does not intersect the circle, -1 is returned (this is also the "
- "case if the line extending the segment would intersect the circle, but the "
- "segment does not)."
- msgstr ""
- #: doc/classes/Geometry.xml
- #, fuzzy
- msgid ""
- "Given a convex hull defined though the [Plane]s in the array [code]planes[/"
- "code], tests if the segment ([code]from[/code], [code]to[/code]) intersects "
- "with that hull. If an intersection is found, returns a [PoolVector3Array] "
- "containing the point the intersection and the hull's normal. If no "
- "intersecion is found, an the returned array is empty."
- msgstr ""
- "Dado un casco convexo definido a través de los [Plane]s en el array "
- "[code]planes[/code], se comprueba si el segmento ([code]de[/code], [code]a[/"
- "code]) se cruza con ese casco. Si se encuentra una intersección, devuelve un "
- "[PackedVector3Array] que contiene el punto de la intersección y la "
- "normalidad del casco. Si no se encuentra ninguna intersección, el array "
- "devuelto está vacío."
- #: doc/classes/Geometry.xml
- #, fuzzy
- msgid ""
- "Checks if the segment ([code]from[/code], [code]to[/code]) intersects the "
- "cylinder with height [code]height[/code] that is centered at the origin and "
- "has radius [code]radius[/code]. If no, returns an empty [PoolVector3Array]. "
- "If an intersection takes place, the returned array contains the point of "
- "intersection and the cylinder's normal at the point of intersection."
- msgstr ""
- "Comprueba si el segmento ([code]de[/code], [code]a[/code]) intersecta el "
- "cilindro con altura [code]height[/code] que está centrado en el origen y "
- "tiene radio [code]radio[/code]. Si no, devuelve un [PackedVector3Array] "
- "vacío. Si se produce una intersección, el array devuelto contiene el punto "
- "de intersección y la normalidad del cilindro en el punto de intersección."
- #: doc/classes/Geometry.xml
- #, fuzzy
- msgid ""
- "Checks if the two segments ([code]from_a[/code], [code]to_a[/code]) and "
- "([code]from_b[/code], [code]to_b[/code]) intersect. If yes, return the point "
- "of intersection as [Vector2]. If no intersection takes place, returns "
- "[code]null[/code]."
- msgstr ""
- "Comprueba si los dos segmentos ([code]from_a[/code], [code]to_a[/code]) y "
- "([code]from_b[/code], [code]to_b[/code]) se cruzan. Si es así, devuelve el "
- "punto de intersección como [Vector2]. Si no hay intersección, devuelve un "
- "[Variant] vacío."
- #: doc/classes/Geometry.xml
- #, fuzzy
- msgid ""
- "Checks if the segment ([code]from[/code], [code]to[/code]) intersects the "
- "sphere that is located at [code]sphere_position[/code] and has radius "
- "[code]sphere_radius[/code]. If no, returns an empty [PoolVector3Array]. If "
- "yes, returns a [PoolVector3Array] containing the point of intersection and "
- "the sphere's normal at the point of intersection."
- msgstr ""
- "Comprueba si el segmento ([code]de[/code], [code]a[/code]) intersecta la "
- "esfera que se encuentra en [code]sphere_position[/code] y tiene radio "
- "[code]sphere_radius[/code]. Si no, devuelve un [PackedVector3Array] vacío. "
- "Si es así, devuelve un [PackedVector3Array] que contiene el punto de "
- "intersección y la normalidad de la esfera en el punto de intersección."
- #: doc/classes/Geometry.xml
- msgid ""
- "Tests if the segment ([code]from[/code], [code]to[/code]) intersects the "
- "triangle [code]a[/code], [code]b[/code], [code]c[/code]. If yes, returns the "
- "point of intersection as [Vector3]. If no intersection takes place, an empty "
- "[Variant] is returned."
- msgstr ""
- "Comprueba si el segmento ([code]de[/code], [code]a[/code]) intersecta el "
- "triángulo [code]a[/code], [code]b[/code], [code]c[/code]. Si es así, "
- "devuelve el punto de intersección como [Vector3]. Si no hay intersección, se "
- "devuelve una [Variant] vacía."
- #: doc/classes/Geometry.xml
- #, fuzzy
- msgid ""
- "Triangulates the area specified by discrete set of [code]points[/code] such "
- "that no point is inside the circumcircle of any resulting triangle. Returns "
- "a [PoolIntArray] where each triangle consists of three consecutive point "
- "indices into [code]points[/code] (i.e. the returned array will have [code]n "
- "* 3[/code] elements, with [code]n[/code] being the number of found "
- "triangles). If the triangulation did not succeed, an empty [PoolIntArray] is "
- "returned."
- msgstr ""
- "Triangula el área especificada por un conjunto discreto de [code]points[/"
- "code] de tal manera que ningún punto está dentro del círculo de cualquier "
- "triángulo resultante. Devuelve un [PackedInt32Array] donde cada triángulo "
- "consiste en tres índices de puntos consecutivos en [code]points[/code] (es "
- "decir, el array devuelto tendrá [code]n * 3[/code] elementos, siendo "
- "[code]n[/code] el número de triángulos encontrados). Si la triangulación no "
- "tuvo éxito, se devuelve un [PackedInt32Array] vacío."
- #: doc/classes/Geometry.xml
- #, fuzzy
- msgid ""
- "Triangulates the polygon specified by the points in [code]polygon[/code]. "
- "Returns a [PoolIntArray] where each triangle consists of three consecutive "
- "point indices into [code]polygon[/code] (i.e. the returned array will have "
- "[code]n * 3[/code] elements, with [code]n[/code] being the number of found "
- "triangles). Output triangles will always be counter clockwise, and the "
- "contour will be flipped if it's clockwise. If the triangulation did not "
- "succeed, an empty [PoolIntArray] is returned."
- msgstr ""
- "Triangula el polígono especificado por los puntos en [code]polygon[/code]. "
- "Devuelve un [PackedInt32Array] donde cada triángulo consiste en tres índices "
- "de puntos consecutivos en [code]polygon[/code] (es decir, el array devuelto "
- "tendrá [code]n * 3[/code] elementos, siendo [code]n[/code] el número de "
- "triángulos encontrados). Si la triangulación no tuvo éxito, se devuelve un "
- "[PackedInt32Array] vacío."
- #: doc/classes/Geometry.xml
- msgid ""
- "Create regions where either subject or clip polygons (or both) are filled."
- msgstr ""
- "Crear regiones en las que se llenen los polígonos del sujeto o del recorte "
- "(o ambos)."
- #: doc/classes/Geometry.xml
- msgid ""
- "Create regions where subject polygons are filled except where clip polygons "
- "are filled."
- msgstr ""
- "Crea regiones en las que se rellenen los polígonos del sujeto, excepto "
- "cuando se rellenen los polígonos de clips."
- #: doc/classes/Geometry.xml
- msgid "Create regions where both subject and clip polygons are filled."
- msgstr ""
- "Crea regiones en las que se llenen tanto los polígonos del sujeto como los "
- "del recorte."
- #: doc/classes/Geometry.xml
- msgid ""
- "Create regions where either subject or clip polygons are filled but not "
- "where both are filled."
- msgstr ""
- "Crea regiones en las que se llenen los polígonos del sujeto o del recorte "
- "pero no en las que se llenen ambos."
- #: doc/classes/Geometry.xml
- msgid ""
- "Squaring is applied uniformally at all convex edge joins at [code]1 * delta[/"
- "code]."
- msgstr ""
- "La cuadratura se aplica uniformemente en todas las uniones de bordes "
- "convexos en [code]1 * delta[/code]."
- #: doc/classes/Geometry.xml
- msgid ""
- "While flattened paths can never perfectly trace an arc, they are "
- "approximated by a series of arc chords."
- msgstr ""
- "Mientras que los caminos aplanados nunca pueden trazar perfectamente un "
- "arco, son aproximados por una serie de acordes de arco."
- #: doc/classes/Geometry.xml
- msgid ""
- "There's a necessary limit to mitered joins since offsetting edges that join "
- "at very acute angles will produce excessively long and narrow \"spikes\". "
- "For any given edge join, when miter offsetting would exceed that maximum "
- "distance, \"square\" joining is applied."
- msgstr ""
- "Hay un límite necesario para las uniones a inglete, ya que los bordes "
- "desplazados que se unen en ángulos muy agudos producirán \"picos\" "
- "excesivamente largos y estrechos. Para cualquier unión de borde, cuando la "
- "compensación de inglete exceda esa distancia máxima, se aplica la unión "
- "\"cuadrada\"."
- #: doc/classes/Geometry.xml
- msgid ""
- "Endpoints are joined using the [enum PolyJoinType] value and the path filled "
- "as a polygon."
- msgstr ""
- "Los puntos finales se unen usando el valor [enum PolyJoinType] y el camino "
- "llenado como un polígono."
- #: doc/classes/Geometry.xml
- msgid ""
- "Endpoints are joined using the [enum PolyJoinType] value and the path filled "
- "as a polyline."
- msgstr ""
- "Los puntos finales se unen usando el valor [enum PolyJoinType] y el camino "
- "llenado como una polilínea."
- #: doc/classes/Geometry.xml
- msgid "Endpoints are squared off with no extension."
- msgstr "Los puntos finales son cuadrados sin extensión."
- #: doc/classes/Geometry.xml
- msgid "Endpoints are squared off and extended by [code]delta[/code] units."
- msgstr ""
- "Los puntos finales se cuadran y se amplían con unidades [code]delta[/code]."
- #: doc/classes/Geometry.xml
- msgid "Endpoints are rounded off and extended by [code]delta[/code] units."
- msgstr ""
- "Los puntos finales se redondean y se amplían con unidades [code]delta[/code]."
- #: doc/classes/GeometryInstance.xml
- msgid "Base node for geometry-based visual instances."
- msgstr "Nodo base para instancias visuales basadas en la geometría."
- #: doc/classes/GeometryInstance.xml
- msgid ""
- "Base node for geometry-based visual instances. Shares some common "
- "functionality like visibility and custom materials."
- msgstr ""
- "Nodo base para instancias visuales basadas en la geometría. Comparte algunas "
- "funciones comunes como la visibilidad y los materiales personalizados."
- #: doc/classes/GeometryInstance.xml
- #, fuzzy
- msgid ""
- "Returns the [enum GeometryInstance.Flags] that have been set for this object."
- msgstr ""
- "Devuelve los datos personalizados que se han establecido para una instancia "
- "específica."
- #: doc/classes/GeometryInstance.xml
- msgid ""
- "Overrides the bounding box of this node with a custom one. To remove it, set "
- "an [AABB] with all fields set to zero."
- msgstr ""
- "Anula el cuadro delimitador de este nodo con uno personalizado. Para "
- "eliminarlo, establece un [AABB] con todos los campos puestos a cero."
- #: doc/classes/GeometryInstance.xml
- #, fuzzy
- msgid ""
- "Sets the [enum GeometryInstance.Flags] specified. See [enum GeometryInstance."
- "Flags] for options."
- msgstr ""
- "Establece la bandera de un determinado [enumerar InstanceFlags]. Vea [enum "
- "InstanceFlags] para más detalles."
- #: doc/classes/GeometryInstance.xml
- msgid ""
- "The selected shadow casting flag. See [enum ShadowCastingSetting] for "
- "possible values."
- msgstr ""
- "El flag de sombra seleccionada. Ver [enum ShadowCastingSetting] para los "
- "posibles valores."
- #: doc/classes/GeometryInstance.xml
- #, fuzzy
- msgid ""
- "The extra distance added to the GeometryInstance's bounding box ([AABB]) to "
- "increase its cull box."
- msgstr ""
- "La distancia extra añadida al cuadro delimitador de GeometryInstance3D "
- "([AABB]) para aumentar su cuadro de selección."
- #: doc/classes/GeometryInstance.xml
- msgid ""
- "When disabled, the mesh will be taken into account when computing indirect "
- "lighting, but the resulting lightmap will not be saved. Useful for emissive "
- "only materials or shadow casters."
- msgstr ""
- #: doc/classes/GeometryInstance.xml
- msgid ""
- "Scale factor for the generated baked lightmap. Useful for adding detail to "
- "certain mesh instances."
- msgstr ""
- #: doc/classes/GeometryInstance.xml
- #, fuzzy
- msgid ""
- "The GeometryInstance's max LOD distance.\n"
- "[b]Note:[/b] This property currently has no effect."
- msgstr ""
- "La distancia máxima de LOD de GeometryInstance3D.\n"
- "[b]Nota[/b]: Esta propiedad no tiene actualmente ningún efecto."
- #: doc/classes/GeometryInstance.xml
- #, fuzzy
- msgid ""
- "The GeometryInstance's max LOD margin.\n"
- "[b]Note:[/b] This property currently has no effect."
- msgstr ""
- "El margen máximo de LOD de GeometryInstance3D.\n"
- "[b]Nota:[/b] Esta propiedad no tiene actualmente ningún efecto."
- #: doc/classes/GeometryInstance.xml
- #, fuzzy
- msgid ""
- "The GeometryInstance's min LOD distance.\n"
- "[b]Note:[/b] This property currently has no effect."
- msgstr ""
- "El margen máximo de LOD de GeometryInstance3D.\n"
- "[b]Nota:[/b] Esta propiedad no tiene actualmente ningún efecto."
- #: doc/classes/GeometryInstance.xml
- #, fuzzy
- msgid ""
- "The GeometryInstance's min LOD margin.\n"
- "[b]Note:[/b] This property currently has no effect."
- msgstr ""
- "El margen de LOD mínimo de GeometryInstance3D.\n"
- "[b]Nota:[/b] Esta propiedad no tiene actualmente ningún efecto."
- #: doc/classes/GeometryInstance.xml
- #, fuzzy
- msgid ""
- "The material overlay for the whole geometry.\n"
- "If a material is assigned to this property, it will be rendered on top of "
- "any other active material for all the surfaces."
- msgstr ""
- "La sobreescritura del material para toda la geometría.\n"
- "Si se asigna un material a esta propiedad, se utilizará en lugar de "
- "cualquier material establecido en cualquier ranura de material de la malla."
- #: doc/classes/GeometryInstance.xml
- msgid ""
- "The material override for the whole geometry.\n"
- "If a material is assigned to this property, it will be used instead of any "
- "material set in any material slot of the mesh."
- msgstr ""
- "La sobreescritura del material para toda la geometría.\n"
- "Si se asigna un material a esta propiedad, se utilizará en lugar de "
- "cualquier material establecido en cualquier ranura de material de la malla."
- #: doc/classes/GeometryInstance.xml
- msgid ""
- "If [code]true[/code], this GeometryInstance will be used when baking lights "
- "using a [GIProbe] or [BakedLightmap]."
- msgstr ""
- #: doc/classes/GeometryInstance.xml
- msgid "The generated lightmap texture will have the original size."
- msgstr ""
- #: doc/classes/GeometryInstance.xml
- msgid "The generated lightmap texture will be twice as large, on each axis."
- msgstr ""
- #: doc/classes/GeometryInstance.xml
- msgid "The generated lightmap texture will be 4 times as large, on each axis."
- msgstr ""
- #: doc/classes/GeometryInstance.xml
- msgid "The generated lightmap texture will be 8 times as large, on each axis."
- msgstr ""
- #: doc/classes/GeometryInstance.xml
- msgid "Will not cast any shadows."
- msgstr "No arrojará ninguna sombra."
- #: doc/classes/GeometryInstance.xml
- #, fuzzy
- msgid ""
- "Will cast shadows from all visible faces in the GeometryInstance.\n"
- "Will take culling into account, so faces not being rendered will not be "
- "taken into account when shadow casting."
- msgstr ""
- "Arrojará sombras de todas las caras visibles en la GeometryInstance3D.\n"
- "Tendrá en cuenta la selección, por lo que las caras que no se renderizan no "
- "se tendrán en cuenta al proyectar las sombras."
- #: doc/classes/GeometryInstance.xml
- #, fuzzy
- msgid ""
- "Will cast shadows from all visible faces in the GeometryInstance.\n"
- "Will not take culling into account, so all faces will be taken into account "
- "when shadow casting."
- msgstr ""
- "Arrojará sombras de todas las caras visibles en la GeometryInstance3D.\n"
- "No se tendrá en cuenta la selección, por lo que todas las caras se tendrán "
- "en cuenta al proyectar las sombras."
- #: doc/classes/GeometryInstance.xml
- msgid ""
- "Will only show the shadows casted from this object.\n"
- "In other words, the actual mesh will not be visible, only the shadows casted "
- "from the mesh will be."
- msgstr ""
- "Sólo mostrará las sombras proyectadas por este objeto.\n"
- "En otras palabras, la malla real no será visible, sólo las sombras "
- "proyectadas desde la malla lo serán."
- #: doc/classes/GeometryInstance.xml
- msgid ""
- "Will allow the GeometryInstance to be used when baking lights using a "
- "[GIProbe] or [BakedLightmap]."
- msgstr ""
- #: doc/classes/GeometryInstance.xml
- msgid ""
- "Unused in this class, exposed for consistency with [enum VisualServer."
- "InstanceFlags]."
- msgstr ""
- #: doc/classes/GIProbe.xml
- msgid "Real-time global illumination (GI) probe."
- msgstr "Sonda de iluminación global (GI) en tiempo real."
- #: doc/classes/GIProbe.xml
- #, fuzzy
- msgid ""
- "[GIProbe]s are used to provide high-quality real-time indirect light to "
- "scenes. They precompute the effect of objects that emit light and the effect "
- "of static geometry to simulate the behavior of complex light in real-time. "
- "[GIProbe]s need to be baked before using, however, once baked, dynamic "
- "objects will receive light from them. Further, lights can be fully dynamic "
- "or baked.\n"
- "Having [GIProbe]s in a scene can be expensive, the quality of the probe can "
- "be turned down in exchange for better performance in the [ProjectSettings] "
- "using [member ProjectSettings.rendering/quality/voxel_cone_tracing/"
- "high_quality].\n"
- "[b]Procedural generation:[/b] [GIProbe] can be baked in an exported project, "
- "which makes it suitable for procedurally generated or user-built levels as "
- "long as all the geometry is generated in advance.\n"
- "[b]Performance:[/b] [GIProbe] is relatively demanding on the GPU and is not "
- "suited to low-end hardware such as integrated graphics (consider "
- "[BakedLightmap] instead). To provide a fallback for low-end hardware, "
- "consider adding an option to disable [GIProbe] in your project's options "
- "menus. A [GIProbe] node can be disabled by hiding it.\n"
- "[b]Note:[/b] Meshes should have sufficiently thick walls to avoid light "
- "leaks (avoid one-sided walls). For interior levels, enclose your level "
- "geometry in a sufficiently large box and bridge the loops to close the mesh. "
- "To further prevent light leaks, you can also strategically place temporary "
- "[MeshInstance] nodes with [member GeometryInstance.use_in_baked_light] "
- "enabled. These temporary nodes can then be hidden after baking the [GIProbe] "
- "node.\n"
- "[b]Note:[/b] Due to a renderer limitation, emissive [ShaderMaterial]s cannot "
- "emit light when used in a [GIProbe]. Only emissive [SpatialMaterial]s can "
- "emit light in a [GIProbe]."
- msgstr ""
- "Los GIProbe se utilizan para proporcionar luz indirecta de alta calidad en "
- "tiempo real a las escenas. Precálculan el efecto de los objetos que emiten "
- "luz y el efecto de la geometría estática para simular el comportamiento de "
- "la luz compleja en tiempo real. Las GIProbe necesitan ser cocinadas antes de "
- "ser usadas, sin embargo, una vez cocinadas, los objetos dinámicos recibirán "
- "luz de ellas. Además, las luces pueden ser completamente dinámicas o "
- "cocidas.\n"
- "Tener [GIProbe]s en una escena puede ser costoso, la calidad de la sonda "
- "puede ser rechazada a cambio de un mejor rendimiento en el [ProjectSettings] "
- "usando [member ProjectSettings.rendering/quality/gi_probes/quality]."
- #: doc/classes/GIProbe.xml
- msgid "GI probes"
- msgstr ""
- #: doc/classes/GIProbe.xml
- #, fuzzy
- msgid ""
- "Bakes the effect from all [GeometryInstance]s marked with [member "
- "GeometryInstance.use_in_baked_light] and [Light]s marked with either "
- "[constant Light.BAKE_INDIRECT] or [constant Light.BAKE_ALL]. If "
- "[code]create_visual_debug[/code] is [code]true[/code], after baking the "
- "light, this will generate a [MultiMesh] that has a cube representing each "
- "solid cell with each cube colored to the cell's albedo color. This can be "
- "used to visualize the [GIProbe]'s data and debug any issues that may be "
- "occurring.\n"
- "[b]Note:[/b] [method bake] works from the editor and in exported projects. "
- "This makes it suitable for procedurally generated or user-built levels. "
- "Baking a [GIProbe] generally takes from 5 to 20 seconds in most scenes. "
- "Reducing [member subdiv] can speed up baking.\n"
- "[b]Note:[/b] [GeometryInstance]s and [Light]s must be fully ready before "
- "[method bake] is called. If you are procedurally creating those and some "
- "meshes or lights are missing from your baked [GIProbe], use "
- "[code]call_deferred(\"bake\")[/code] instead of calling [method bake] "
- "directly."
- msgstr ""
- "Cocina el efecto para todas las [GeometryInstance]s marcadas con [constant "
- "GeometryInstance3D.GI_MODE_BAKED] y [Light]s marcadas con [constant Light3D."
- "BAKE_DYNAMIC] o [constant Light3D.BAKE_STATIC]. Si "
- "[code]create_visual_debug[/code] es [code]true[/code], después de cocinar la "
- "luz, esto generará una [MultiMesh] que tiene un cubo que representa cada "
- "celda sólida con cada cubo coloreado al color del albedo de la celda. Esto "
- "puede ser usado para visualizar los datos del [GIProbe] y depurar cualquier "
- "problema que pueda estar ocurriendo."
- #: doc/classes/GIProbe.xml
- msgid "Calls [method bake] with [code]create_visual_debug[/code] enabled."
- msgstr "Llama a [method bake] con [code]create_visual_debug[/code] activado."
- #: doc/classes/GIProbe.xml
- msgid ""
- "Offsets the lookup of the light contribution from the [GIProbe]. This can be "
- "used to avoid self-shadowing, but may introduce light leaking at higher "
- "values. This and [member normal_bias] should be played around with to "
- "minimize self-shadowing and light leaking.\n"
- "[b]Note:[/b] [code]bias[/code] should usually be above 1.0 as that is the "
- "size of the voxels."
- msgstr ""
- #: doc/classes/GIProbe.xml
- msgid ""
- "[i]Deprecated.[/i] This property has been deprecated due to known bugs and "
- "no longer has any effect when enabled."
- msgstr ""
- #: doc/classes/GIProbe.xml
- msgid "The [GIProbeData] resource that holds the data for this [GIProbe]."
- msgstr "El recurso [GIProbeData] que contiene los datos para este [GIProbe]."
- #: doc/classes/GIProbe.xml
- msgid ""
- "The maximum brightness that the [GIProbe] will recognize. Brightness will be "
- "scaled within this range."
- msgstr ""
- #: doc/classes/GIProbe.xml
- msgid ""
- "Energy multiplier. Makes the lighting contribution from the [GIProbe] "
- "brighter."
- msgstr ""
- #: doc/classes/GIProbe.xml
- msgid ""
- "The size of the area covered by the [GIProbe]. If you make the extents "
- "larger without increasing the subdivisions with [member subdiv], the size of "
- "each cell will increase and result in lower detailed lighting."
- msgstr ""
- "El tamaño del área cubierta por la [GIProbe]. Si haces las extensiones más "
- "grandes sin aumentar las subdivisiones con [member subdiv], el tamaño de "
- "cada celda aumentará y resultará en una menor iluminación detallada."
- #: doc/classes/GIProbe.xml
- #, fuzzy
- msgid ""
- "If [code]true[/code], ignores the sky contribution when calculating lighting."
- msgstr "Si [code]true[/code], se resalta la línea que contiene el cursor."
- #: doc/classes/GIProbe.xml
- #, fuzzy
- msgid ""
- "Offsets the lookup into the [GIProbe] based on the object's normal "
- "direction. Can be used to reduce some self-shadowing artifacts."
- msgstr ""
- "Sesgo normal usado para compensar la búsqueda de sombras por el objeto "
- "normal. Puede ser usado para arreglar artefactos de auto-sombra."
- #: doc/classes/GIProbe.xml
- msgid ""
- "How much light propagates through the probe internally. A higher value "
- "allows light to spread further."
- msgstr ""
- #: doc/classes/GIProbe.xml
- msgid ""
- "Number of times to subdivide the grid that the [GIProbe] operates on. A "
- "higher number results in finer detail and thus higher visual quality, while "
- "lower numbers result in better performance."
- msgstr ""
- "Número de veces para subdividir la red en la que opera el [GIProbe]. Un "
- "número mayor resulta en un detalle más fino y por lo tanto en una mayor "
- "calidad visual, mientras que un número menor resulta en un mejor rendimiento."
- #: doc/classes/GIProbe.xml
- msgid ""
- "Use 64 subdivisions. This is the lowest quality setting, but the fastest. "
- "Use it if you can, but especially use it on lower-end hardware."
- msgstr ""
- "Utilice las 64 subdivisiones. Este es el ajuste de menor calidad, pero el "
- "más rápido. Úsalo si puedes, pero sobre todo úsalo en el hardware de gama "
- "baja."
- #: doc/classes/GIProbe.xml
- msgid "Use 128 subdivisions. This is the default quality setting."
- msgstr ""
- "Utiliza 128 subdivisiones. Este es el ajuste de calidad predeterminado."
- #: doc/classes/GIProbe.xml
- msgid "Use 256 subdivisions."
- msgstr "Utilice 256 subdivisiones."
- #: doc/classes/GIProbe.xml
- #, fuzzy
- msgid ""
- "Use 512 subdivisions. This is the highest quality setting, but the slowest. "
- "On lower-end hardware, this could cause the GPU to stall."
- msgstr ""
- "Use las subdivisiones 512. Este es el ajuste de mayor calidad, pero el más "
- "lento. En el hardware de gama baja esto podría causar que la GPU se atasque."
- #: doc/classes/GIProbe.xml
- msgid "Represents the size of the [enum Subdiv] enum."
- msgstr "Representa el tamaño del enum [enum Subdiv]."
- #: modules/gltf/doc_classes/GLTFAccessor.xml
- msgid ""
- "[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
- "loading and saving is [i]not[/i] available in exported projects. References "
- "to [GLTFAccessor] within a script will cause an error in an exported project."
- msgstr ""
- #: modules/gltf/doc_classes/GLTFAnimation.xml
- msgid ""
- "[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
- "loading and saving is [i]not[/i] available in exported projects. References "
- "to [GLTFAnimation] within a script will cause an error in an exported "
- "project."
- msgstr ""
- #: modules/gltf/doc_classes/GLTFBufferView.xml
- msgid ""
- "[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
- "loading and saving is [i]not[/i] available in exported projects. References "
- "to [GLTFBufferView] within a script will cause an error in an exported "
- "project."
- msgstr ""
- #: modules/gltf/doc_classes/GLTFCamera.xml
- msgid ""
- "[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
- "loading and saving is [i]not[/i] available in exported projects. References "
- "to [GLTFCamera] within a script will cause an error in an exported project."
- msgstr ""
- #: modules/gltf/doc_classes/GLTFDocument.xml
- msgid ""
- "[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
- "loading and saving is [i]not[/i] available in exported projects. References "
- "to [GLTFDocument] within a script will cause an error in an exported project."
- msgstr ""
- #: modules/gltf/doc_classes/GLTFLight.xml
- msgid ""
- "[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
- "loading and saving is [i]not[/i] available in exported projects. References "
- "to [GLTFLight] within a script will cause an error in an exported project."
- msgstr ""
- #: modules/gltf/doc_classes/GLTFLight.xml
- msgid ""
- "The [Color] of the light. Defaults to white. A black color causes the light "
- "to have no effect."
- msgstr ""
- #: modules/gltf/doc_classes/GLTFLight.xml
- msgid ""
- "The inner angle of the cone in a spotlight. Must be less than or equal to "
- "the outer cone angle.\n"
- "Within this angle, the light is at full brightness. Between the inner and "
- "outer cone angles, there is a transition from full brightness to zero "
- "brightness. When creating a Godot [SpotLight], the ratio between the inner "
- "and outer cone angles is used to calculate the attenuation of the light."
- msgstr ""
- #: modules/gltf/doc_classes/GLTFLight.xml
- msgid ""
- "The intensity of the light. This is expressed in candelas (lumens per "
- "steradian) for point and spot lights, and lux (lumens per m²) for "
- "directional lights. When creating a Godot light, this value is converted to "
- "a unitless multiplier."
- msgstr ""
- #: modules/gltf/doc_classes/GLTFLight.xml
- msgid ""
- "The outer angle of the cone in a spotlight. Must be greater than or equal to "
- "the inner angle.\n"
- "At this angle, the light drops off to zero brightness. Between the inner and "
- "outer cone angles, there is a transition from full brightness to zero "
- "brightness. If this angle is a half turn, then the spotlight emits in all "
- "directions. When creating a Godot [SpotLight], the outer cone angle is used "
- "as the angle of the spotlight."
- msgstr ""
- #: modules/gltf/doc_classes/GLTFLight.xml
- msgid ""
- "The range of the light, beyond which the light has no effect. GLTF lights "
- "with no range defined behave like physical lights (which have infinite "
- "range). When creating a Godot light, the range is clamped to 4096."
- msgstr ""
- #: modules/gltf/doc_classes/GLTFLight.xml
- msgid ""
- "The type of the light. The values accepted by Godot are \"point\", \"spot\", "
- "and \"directional\", which correspond to Godot's [OmniLight], [SpotLight], "
- "and [DirectionalLight] respectively."
- msgstr ""
- #: modules/gltf/doc_classes/GLTFMesh.xml
- msgid ""
- "[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
- "loading and saving is [i]not[/i] available in exported projects. References "
- "to [GLTFMesh] within a script will cause an error in an exported project."
- msgstr ""
- #: modules/gltf/doc_classes/GLTFNode.xml
- msgid ""
- "[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
- "loading and saving is [i]not[/i] available in exported projects. References "
- "to [GLTFNode] within a script will cause an error in an exported project."
- msgstr ""
- #: modules/gltf/doc_classes/GLTFSkeleton.xml
- msgid ""
- "[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
- "loading and saving is [i]not[/i] available in exported projects. References "
- "to [GLTFSkeleton] within a script will cause an error in an exported project."
- msgstr ""
- #: modules/gltf/doc_classes/GLTFSpecGloss.xml
- msgid ""
- "[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
- "loading and saving is [i]not[/i] available in exported projects. References "
- "to [GLTFSpecGloss] within a script will cause an error in an exported "
- "project."
- msgstr ""
- #: modules/gltf/doc_classes/GLTFState.xml
- msgid ""
- "[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
- "loading and saving is [i]not[/i] available in exported projects. References "
- "to [GLTFState] within a script will cause an error in an exported project."
- msgstr ""
- #: modules/gltf/doc_classes/GLTFTexture.xml
- msgid ""
- "[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
- "loading and saving is [i]not[/i] available in exported projects. References "
- "to [GLTFTexture] within a script will cause an error in an exported project."
- msgstr ""
- #: modules/mono/doc_classes/GodotSharp.xml
- msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
- msgstr ""
- "Puente entre Godot y el Mono runtime (sólo builds habilitadas para Mono)."
- #: modules/mono/doc_classes/GodotSharp.xml
- msgid ""
- "This class is a bridge between Godot and the Mono runtime. It exposes "
- "several low-level operations and is only available in Mono-enabled Godot "
- "builds.\n"
- "See also [CSharpScript]."
- msgstr ""
- "Esta clase es un puente entre Godot y el Mono runtime. Expone varias "
- "operaciones de bajo nivel y sólo está disponible en builds de Godot en "
- "mono.\n"
- " Ver también [CSharpScript]."
- #: modules/mono/doc_classes/GodotSharp.xml
- msgid "Attaches the current thread to the Mono runtime."
- msgstr "Adjunta el hilo actual al Mono runtime."
- #: modules/mono/doc_classes/GodotSharp.xml
- msgid "Detaches the current thread from the Mono runtime."
- msgstr "Desconecta el hilo actual del Mono runtime."
- #: modules/mono/doc_classes/GodotSharp.xml
- msgid ""
- "Returns the current MonoDomain ID.\n"
- "[b]Note:[/b] The Mono runtime must be initialized for this method to work "
- "(use [method is_runtime_initialized] to check). If the Mono runtime isn't "
- "initialized at the time this method is called, the engine will crash."
- msgstr ""
- "Devuelve el actual ID del MonoDominio.\n"
- "[b]Nota:[/b] El tiempo de ejecución de Mono debe ser inicializado para que "
- "este método funcione (use [method is_runtime_initialized] para comprobarlo). "
- "Si el tiempo de ejecución Mono no está inicializado en el momento en que se "
- "llama a este método, el motor se bloqueará."
- #: modules/mono/doc_classes/GodotSharp.xml
- msgid ""
- "Returns the scripts MonoDomain's ID. This will be the same MonoDomain ID as "
- "[method get_domain_id], unless the scripts domain isn't loaded.\n"
- "[b]Note:[/b] The Mono runtime must be initialized for this method to work "
- "(use [method is_runtime_initialized] to check). If the Mono runtime isn't "
- "initialized at the time this method is called, the engine will crash."
- msgstr ""
- "Devuelve el ID de MonoDominio de los guiones. Este será el mismo ID de "
- "MonoDominio que [method get_domain_id], a menos que el dominio de los "
- "scripts no esté cargado.\n"
- "[b]Nota:[/b] El tiempo de ejecución de Mono debe ser inicializado para que "
- "este método funcione (usa [method is_runtime_initialized] para comprobarlo). "
- "Si el tiempo de ejecución de Mono no está inicializado en el momento en que "
- "se llama a este método, el motor se bloqueará."
- #: modules/mono/doc_classes/GodotSharp.xml
- msgid ""
- "Returns [code]true[/code] if the domain is being finalized, [code]false[/"
- "code] otherwise."
- msgstr ""
- "Devuelve [code]true[/code] si el dominio esta siendo finalizado, "
- "[code]false[/code] en caso contrario."
- #: modules/mono/doc_classes/GodotSharp.xml
- msgid ""
- "Returns [code]true[/code] if the Mono runtime is initialized, [code]false[/"
- "code] otherwise."
- msgstr ""
- "Devuelve [code]true[/code] si el Mono runtime está inicializado, "
- "[code]false[/code] en caso contrario."
- #: modules/mono/doc_classes/GodotSharp.xml
- msgid ""
- "Returns [code]true[/code] if the Mono runtime is shutting down, [code]false[/"
- "code] otherwise."
- msgstr ""
- "Devuelve [code]true[/code] si el Mono runtime se está apagando, [code]false[/"
- "code] en caso contrario."
- #: modules/mono/doc_classes/GodotSharp.xml
- msgid ""
- "Returns [code]true[/code] if the scripts domain is loaded, [code]false[/"
- "code] otherwise."
- msgstr ""
- "Devuelve [code]true[/code] si los scripts de dominio están cargados, "
- "[code]false[/code] en caso contrario."
- #: doc/classes/Gradient.xml
- msgid ""
- "A color interpolator resource which can be used to generate colors between "
- "user-defined color points."
- msgstr ""
- "Un recurso interpolador de color que puede ser usado para generar colores "
- "entre puntos de color definidos por el usuario."
- #: doc/classes/Gradient.xml
- #, fuzzy
- msgid ""
- "Given a set of colors, this resource will interpolate them in order. This "
- "means that if you have color 1, color 2 and color 3, the gradient will "
- "interpolate from color 1 to color 2 and from color 2 to color 3. The "
- "gradient will initially have 2 colors (black and white), one (black) at "
- "gradient lower offset 0 and the other (white) at the gradient higher offset "
- "1.\n"
- "See also [Curve] which supports more complex easing methods, but does not "
- "support colors."
- msgstr ""
- "Dado un conjunto de colores, este recurso los interpolará en orden. Esto "
- "significa que si tiene el color 1, el color 2 y el color 3, la rampa "
- "interpolará del color 1 al color 2 y del color 2 al color 3. La rampa tendrá "
- "inicialmente 2 colores (blanco y negro), uno (negro) en la rampa de menor "
- "desplazamiento 0 y el otro (blanco) en la rampa de mayor desplazamiento 1."
- #: doc/classes/Gradient.xml
- msgid ""
- "Adds the specified color to the end of the ramp, with the specified offset."
- msgstr ""
- "Añade el color especificado al final de la rampa, con el desplazamiento "
- "especificado."
- #: doc/classes/Gradient.xml
- msgid "Returns the color of the ramp color at index [code]point[/code]."
- msgstr ""
- "Devuelve el color del color de la rampa en el índice [code]point[/code]."
- #: doc/classes/Gradient.xml
- msgid "Returns the offset of the ramp color at index [code]point[/code]."
- msgstr ""
- "Devuelve el color del color de la rampa en el índice [code]point[/code]."
- #: doc/classes/Gradient.xml
- msgid "Returns the number of colors in the ramp."
- msgstr "Devuelve el número de colores de la rampa."
- #: doc/classes/Gradient.xml
- msgid "Returns the interpolated color specified by [code]offset[/code]."
- msgstr "Devuelve el color interpolado especificado por [code]offset[/code]."
- #: doc/classes/Gradient.xml
- #, fuzzy
- msgid "Removes the color at the index [code]point[/code]."
- msgstr "Elimina el color en el índice [code]offset[/code]."
- #: doc/classes/Gradient.xml
- msgid "Sets the color of the ramp color at index [code]point[/code]."
- msgstr ""
- "Establece el color del color de la rampa en el índice [code]point[/code]."
- #: doc/classes/Gradient.xml
- msgid "Sets the offset for the ramp color at index [code]point[/code]."
- msgstr ""
- "Establece el desplazamiento del color de la rampa en el índice [code]point[/"
- "code]."
- #: doc/classes/Gradient.xml
- #, fuzzy
- msgid "Gradient's colors returned as a [PoolColorArray]."
- msgstr "Los colores de gradiente devueltos como un [PackedColorArray]."
- #: doc/classes/Gradient.xml
- msgid ""
- "Defines how the colors between points of the gradient are interpolated. See "
- "[enum InterpolationMode] for available modes."
- msgstr ""
- #: doc/classes/Gradient.xml
- #, fuzzy
- msgid "Gradient's offsets returned as a [PoolRealArray]."
- msgstr ""
- "Los desplazamientos de gradiente devueltos como un [PackedFloat32Array]."
- #: doc/classes/Gradient.xml
- msgid ""
- "Constant interpolation, color changes abruptly at each point and stays "
- "uniform between. This might cause visible aliasing when used for a gradient "
- "texture in some cases."
- msgstr ""
- #: doc/classes/GradientTexture.xml
- msgid "Gradient-filled texture."
- msgstr "Textura llena de gradientes."
- #: doc/classes/GradientTexture.xml
- #, fuzzy
- msgid ""
- "GradientTexture uses a [Gradient] to fill the texture data. The gradient "
- "will be filled from left to right using colors obtained from the gradient. "
- "This means the texture does not necessarily represent an exact copy of the "
- "gradient, but instead an interpolation of samples obtained from the gradient "
- "at fixed steps (see [member width]). See also [GradientTexture2D] and "
- "[CurveTexture]."
- msgstr ""
- "GradientTexture utiliza un [Gradient] para rellenar los datos de la textura. "
- "El gradiente se rellenará de izquierda a derecha usando los colores "
- "obtenidos del gradiente. Esto significa que la textura no representa "
- "necesariamente una copia exacta del gradiente, sino una interpolación de "
- "muestras obtenidas del gradiente a pasos fijos (ver [member width])."
- #: doc/classes/GradientTexture.xml
- msgid "The [Gradient] that will be used to fill the texture."
- msgstr "El [Gradient] que se usará para rellenar la textura."
- #: doc/classes/GradientTexture.xml
- msgid "The number of color samples that will be obtained from the [Gradient]."
- msgstr "El número de muestras de color que se obtendrán del [Gradient]."
- #: doc/classes/GradientTexture2D.xml
- #, fuzzy
- msgid "Gradient-filled 2D texture."
- msgstr "Textura llena de gradientes."
- #: doc/classes/GradientTexture2D.xml
- #, fuzzy
- msgid ""
- "The texture uses a [Gradient] to fill the texture data in 2D space. The "
- "gradient is filled according to the specified [member fill] and [member "
- "repeat] types using colors obtained from the gradient. The texture does not "
- "necessarily represent an exact copy of the gradient, but instead an "
- "interpolation of samples obtained from the gradient at fixed steps (see "
- "[member width] and [member height]). See also [GradientTexture] and "
- "[CurveTexture]."
- msgstr ""
- "GradientTexture utiliza un [Gradient] para rellenar los datos de la textura. "
- "El gradiente se rellenará de izquierda a derecha usando los colores "
- "obtenidos del gradiente. Esto significa que la textura no representa "
- "necesariamente una copia exacta del gradiente, sino una interpolación de "
- "muestras obtenidas del gradiente a pasos fijos (ver [member width])."
- #: doc/classes/GradientTexture2D.xml
- msgid ""
- "The gradient fill type, one of the [enum Fill] values. The texture is filled "
- "by interpolating colors starting from [member fill_from] to [member fill_to] "
- "offsets."
- msgstr ""
- #: doc/classes/GradientTexture2D.xml
- msgid ""
- "The initial offset used to fill the texture specified in UV coordinates."
- msgstr ""
- #: doc/classes/GradientTexture2D.xml
- msgid "The final offset used to fill the texture specified in UV coordinates."
- msgstr ""
- #: doc/classes/GradientTexture2D.xml
- #, fuzzy
- msgid "The [Gradient] used to fill the texture."
- msgstr "El [Gradient] que se usará para rellenar la textura."
- #: doc/classes/GradientTexture2D.xml
- #, fuzzy
- msgid ""
- "The number of vertical color samples that will be obtained from the "
- "[Gradient], which also represents the texture's height."
- msgstr "El número de muestras de color que se obtendrán del [Gradient]."
- #: doc/classes/GradientTexture2D.xml
- msgid ""
- "The gradient repeat type, one of the [enum Repeat] values. The texture is "
- "filled starting from [member fill_from] to [member fill_to] offsets by "
- "default, but the gradient fill can be repeated to cover the entire texture."
- msgstr ""
- #: doc/classes/GradientTexture2D.xml
- msgid ""
- "If [code]true[/code], the generated texture will support high dynamic range "
- "([constant Image.FORMAT_RGBAF] format). This allows for glow effects to work "
- "if [member Environment.glow_enabled] is [code]true[/code]. If [code]false[/"
- "code], the generated texture will use low dynamic range; overbright colors "
- "will be clamped ([constant Image.FORMAT_RGBA8] format)."
- msgstr ""
- #: doc/classes/GradientTexture2D.xml
- #, fuzzy
- msgid ""
- "The number of horizontal color samples that will be obtained from the "
- "[Gradient], which also represents the texture's width."
- msgstr "El número de muestras de color que se obtendrán del [Gradient]."
- #: doc/classes/GradientTexture2D.xml
- msgid "The colors are linearly interpolated in a straight line."
- msgstr ""
- #: doc/classes/GradientTexture2D.xml
- msgid "The colors are linearly interpolated in a circular pattern."
- msgstr ""
- #: doc/classes/GradientTexture2D.xml
- msgid ""
- "The gradient fill is restricted to the range defined by [member fill_from] "
- "to [member fill_to] offsets."
- msgstr ""
- #: doc/classes/GradientTexture2D.xml
- msgid ""
- "The texture is filled starting from [member fill_from] to [member fill_to] "
- "offsets, repeating the same pattern in both directions."
- msgstr ""
- #: doc/classes/GradientTexture2D.xml
- msgid ""
- "The texture is filled starting from [member fill_from] to [member fill_to] "
- "offsets, mirroring the pattern in both directions."
- msgstr ""
- #: doc/classes/GraphEdit.xml
- msgid ""
- "GraphEdit is an area capable of showing various GraphNodes. It manages "
- "connection events between them."
- msgstr ""
- "GraphEdit es un área capaz de mostrar varios GraphNodes. Gestiona los "
- "eventos de conexión entre ellos."
- #: doc/classes/GraphEdit.xml
- msgid ""
- "GraphEdit manages the showing of GraphNodes it contains, as well as "
- "connections and disconnections between them. Signals are sent for each of "
- "these two events. Disconnection between GraphNode slots is disabled by "
- "default.\n"
- "It is greatly advised to enable low-processor usage mode (see [member OS."
- "low_processor_usage_mode]) when using GraphEdits."
- msgstr ""
- "GraphEdit gestiona la visualización de los GraphNodes que contiene, así como "
- "las conexiones y desconexiones entre ellos. Se envían señales para cada uno "
- "de estos dos eventos. La desconexión entre las ranuras de GraphNode está "
- "desactivada por defecto.\n"
- "Se recomienda encarecidamente habilitar el modo de uso de bajo procesador "
- "(ver [member OS.low_processor_usage_mode]) al usar GraphEdits."
- #: doc/classes/GraphEdit.xml
- msgid ""
- "Makes possible the connection between two different slot types. The type is "
- "defined with the [method GraphNode.set_slot] method."
- msgstr ""
- "Hace posible la conexión entre dos tipos de ranuras diferentes. El tipo se "
- "define con el método [method GraphNode.set_slot]."
- #: doc/classes/GraphEdit.xml
- msgid ""
- "Makes possible to disconnect nodes when dragging from the slot at the left "
- "if it has the specified type."
- msgstr ""
- "Permite desconectar los nodos al arrastrarlos desde la ranura de la "
- "izquierda si tiene el tipo especificado."
- #: doc/classes/GraphEdit.xml
- msgid ""
- "Makes possible to disconnect nodes when dragging from the slot at the right "
- "if it has the specified type."
- msgstr ""
- "Permite desconectar los nodos al arrastrarlos desde la ranura de la derecha "
- "si tiene el tipo especificado."
- #: doc/classes/GraphEdit.xml
- msgid "Removes all connections between nodes."
- msgstr "Elimina todas las conexiones entre los nodos."
- #: doc/classes/GraphEdit.xml
- msgid ""
- "Create a connection between the [code]from_port[/code] slot of the "
- "[code]from[/code] GraphNode and the [code]to_port[/code] slot of the "
- "[code]to[/code] GraphNode. If the connection already exists, no connection "
- "is created."
- msgstr ""
- "Crear una conexión entre la ranura [code]from_port[/code] del [code]from[/"
- "code] GraphNode y la ranura [code]to_port[/code] del [code]to[/code] "
- "GraphNode. Si la conexión ya existe, no se crea ninguna conexión."
- #: doc/classes/GraphEdit.xml
- msgid ""
- "Removes the connection between the [code]from_port[/code] slot of the "
- "[code]from[/code] GraphNode and the [code]to_port[/code] slot of the "
- "[code]to[/code] GraphNode. If the connection does not exist, no connection "
- "is removed."
- msgstr ""
- "Elimina la conexión entre la ranura [code]from_port[/code] del [code]from[/"
- "code] GraphNode y la ranura [code]to_port[/code] del [code]to[/code] "
- "GraphNode. Si la conexión no existe, no se elimina ninguna conexión."
- #: doc/classes/GraphEdit.xml
- msgid ""
- "Returns an Array containing the list of connections. A connection consists "
- "in a structure of the form [code]{ from_port: 0, from: \"GraphNode name 0\", "
- "to_port: 1, to: \"GraphNode name 1\" }[/code]."
- msgstr ""
- "Devuelve un Array que contiene la lista de conexiones. Una conexión consiste "
- "en una estructura de la forma [code]{ from_port: 0, from: \"GraphNode name "
- "0\", to_port: 1, to: \"GraphNode name 1\" }[/code]."
- #: doc/classes/GraphEdit.xml
- #, fuzzy
- msgid ""
- "Gets the [HBoxContainer] that contains the zooming and grid snap controls in "
- "the top left of the graph. You can use this method to reposition the toolbar "
- "or to add your own custom controls to it.\n"
- "[b]Warning:[/b] This is a required internal node, removing and freeing it "
- "may cause a crash. If you wish to hide it or any of its children, use their "
- "[member CanvasItem.visible] property."
- msgstr ""
- "Tiene el [HBoxContainer] que contiene los controles de zoom y de cuadrícula "
- "en la parte superior izquierda del gráfico.\n"
- "Advertencia: El uso previsto de esta función es permitirle reposicionar o "
- "añadir sus propios controles personalizados al contenedor. Este es un "
- "control interno y como tal no debe ser liberado. Si desea ocultar este o "
- "cualquiera de sus hijos utilice su propiedad [member CanvasItem.visible] en "
- "su lugar."
- #: doc/classes/GraphEdit.xml
- msgid ""
- "Returns [code]true[/code] if the [code]from_port[/code] slot of the "
- "[code]from[/code] GraphNode is connected to the [code]to_port[/code] slot of "
- "the [code]to[/code] GraphNode."
- msgstr ""
- "Devuelve [code]true[/code] si la ranura [code]from_port[/code] del "
- "[code]from[/code] GraphNode está conectada a la ranura [code]to_port[/code] "
- "del [code]to[/code] GraphNode."
- #: doc/classes/GraphEdit.xml
- msgid "Returns whether it's possible to connect slots of the specified types."
- msgstr "Devuelve si es posible conectar ranuras de los tipos especificados."
- #: doc/classes/GraphEdit.xml
- msgid ""
- "Makes it not possible to connect between two different slot types. The type "
- "is defined with the [method GraphNode.set_slot] method."
- msgstr ""
- "No es posible conectar entre dos tipos de ranuras diferentes. El tipo se "
- "define con el método [method GraphNode.set_slot]."
- #: doc/classes/GraphEdit.xml
- msgid ""
- "Removes the possibility to disconnect nodes when dragging from the slot at "
- "the left if it has the specified type."
- msgstr ""
- "Elimina la posibilidad de desconectar los nodos al arrastrarlos de la ranura "
- "de la izquierda si tiene el tipo especificado."
- #: doc/classes/GraphEdit.xml
- msgid ""
- "Removes the possibility to disconnect nodes when dragging from the slot at "
- "the right if it has the specified type."
- msgstr ""
- "Elimina la posibilidad de desconectar los nodos al arrastrarlos de la ranura "
- "de la derecha si tiene el tipo especificado."
- #: doc/classes/GraphEdit.xml
- msgid ""
- "Sets the coloration of the connection between [code]from[/code]'s "
- "[code]from_port[/code] and [code]to[/code]'s [code]to_port[/code] with the "
- "color provided in the [code]activity[/code] theme property."
- msgstr ""
- "Establece la coloración de la conexión entre [code]from[/code]'s "
- "[code]from_port[/code] y [code]to[/code]'s [code]to_port[/code] con el color "
- "proporcionado en la propiedad del tema [code]activity[/code]."
- #: doc/classes/GraphEdit.xml
- msgid "Sets the specified [code]node[/code] as the one selected."
- msgstr "Establece el [code]nodo[/code] especificado como el seleccionado."
- #: doc/classes/GraphEdit.xml
- #, fuzzy
- msgid "If [code]true[/code], the minimap is visible."
- msgstr "Si [code]true[/code], la forma del botón es visible."
- #: doc/classes/GraphEdit.xml
- #, fuzzy
- msgid "The opacity of the minimap rectangle."
- msgstr "El color del contorno del rectángulo de selección."
- #: doc/classes/GraphEdit.xml
- msgid ""
- "The size of the minimap rectangle. The map itself is based on the size of "
- "the grid area and is scaled to fit this rectangle."
- msgstr ""
- #: doc/classes/GraphEdit.xml
- msgid ""
- "If [code]true[/code], enables disconnection of existing connections in the "
- "GraphEdit by dragging the right end."
- msgstr ""
- "Si [code]true[/code], permite la desconexión de las conexiones existentes en "
- "el GraphEdit arrastrando el extremo derecho."
- #: doc/classes/GraphEdit.xml
- msgid "The scroll offset."
- msgstr "El desplazamiento del scroll."
- #: doc/classes/GraphEdit.xml
- msgid ""
- "If [code]true[/code], makes a label with the current zoom level visible. The "
- "zoom value is displayed in percents."
- msgstr ""
- #: doc/classes/GraphEdit.xml
- msgid "The snapping distance in pixels."
- msgstr "La distancia de snapping en pixeles."
- #: doc/classes/GraphEdit.xml
- msgid "If [code]true[/code], enables snapping."
- msgstr "Si [code]true[/code], habilita el snapping."
- #: doc/classes/GraphEdit.xml
- msgid "The current zoom value."
- msgstr "El valor de zoom actual."
- #: doc/classes/GraphEdit.xml
- #, fuzzy
- msgid "The upper zoom limit."
- msgstr "El valor de zoom actual."
- #: doc/classes/GraphEdit.xml
- #, fuzzy
- msgid "The lower zoom limit."
- msgstr "La señal a emitir."
- #: doc/classes/GraphEdit.xml
- msgid "The step of each zoom level."
- msgstr ""
- #: doc/classes/GraphEdit.xml
- msgid "Emitted at the beginning of a GraphNode movement."
- msgstr "Emitido al principio de un movimiento de GraphNode."
- #: doc/classes/GraphEdit.xml
- msgid "Emitted at the end of a GraphNode movement."
- msgstr "Emitido al principio de un GraphNode."
- #: doc/classes/GraphEdit.xml
- msgid ""
- "Emitted when user dragging connection from input port into empty space of "
- "the graph."
- msgstr ""
- "Emitido cuando el usuario arrastra la conexión del puerto de entrada al "
- "espacio vacío del gráfico."
- #: doc/classes/GraphEdit.xml
- msgid ""
- "Emitted to the GraphEdit when the connection between the [code]from_slot[/"
- "code] slot of the [code]from[/code] GraphNode and the [code]to_slot[/code] "
- "slot of the [code]to[/code] GraphNode is attempted to be created."
- msgstr ""
- "Emitido al GraphEdit cuando se intenta crear la conexión entre la ranura "
- "[code]from_slot[/code] del [code]from[/code] GraphNode y la ranura "
- "[code]to_slot[/code] del [code]to[/code] GraphNode."
- #: doc/classes/GraphEdit.xml
- msgid ""
- "Emitted when user dragging connection from output port into empty space of "
- "the graph."
- msgstr ""
- "Emitido cuando el usuario arrastra la conexión del puerto de salida al "
- "espacio vacío del gráfico."
- #: doc/classes/GraphEdit.xml
- #, fuzzy
- msgid "Emitted when the user presses [code]Ctrl + C[/code]."
- msgstr "Se emite cuando el usuario pulsa [kbd]Ctrl + C[/kbd]."
- #: doc/classes/GraphEdit.xml
- msgid ""
- "Emitted when a GraphNode is attempted to be removed from the GraphEdit. "
- "Provides a list of node names to be removed (all selected nodes, excluding "
- "nodes without closing button)."
- msgstr ""
- #: doc/classes/GraphEdit.xml
- msgid ""
- "Emitted to the GraphEdit when the connection between [code]from_slot[/code] "
- "slot of [code]from[/code] GraphNode and [code]to_slot[/code] slot of "
- "[code]to[/code] GraphNode is attempted to be removed."
- msgstr ""
- "Emitido al GraphEdit cuando se intenta eliminar la conexión entre la ranura "
- "[code]from_slot[/code] de [code]from[/code] GraphNode y la ranura "
- "[code]to_slot[/code] de [code]to[/code] GraphNode."
- #: doc/classes/GraphEdit.xml
- msgid ""
- "Emitted when a GraphNode is attempted to be duplicated in the GraphEdit."
- msgstr "Emitido cuando se intenta duplicar un GraphNode en el GraphEdit."
- #: doc/classes/GraphEdit.xml
- msgid "Emitted when a GraphNode is selected."
- msgstr "Emitido cuando se selecciona un GraphNode."
- #: doc/classes/GraphEdit.xml
- #, fuzzy
- msgid "Emitted when the user presses [code]Ctrl + V[/code]."
- msgstr "Se emite cuando el usuario pulsa [kbd]Ctrl + V[/kbd]."
- #: doc/classes/GraphEdit.xml
- msgid ""
- "Emitted when a popup is requested. Happens on right-clicking in the "
- "GraphEdit. [code]position[/code] is the position of the mouse pointer when "
- "the signal is sent."
- msgstr ""
- "Emitido cuando se solicita un popup. Ocurre al hacer clic con el botón "
- "derecho del ratón en el GraphEdit. [code]position[/code] es la posición del "
- "puntero del ratón cuando se envía la señal."
- #: doc/classes/GraphEdit.xml
- msgid ""
- "Emitted when the scroll offset is changed by the user. It will not be "
- "emitted when changed in code."
- msgstr ""
- "Emitido cuando el desplazamiento de la pantalla es cambiado por el usuario. "
- "No se emitirá cuando se cambie el código."
- #: doc/classes/GraphEdit.xml
- msgid "Color of major grid lines."
- msgstr "El color de las principales líneas de la cuadrícula."
- #: doc/classes/GraphEdit.xml
- msgid "Color of minor grid lines."
- msgstr "El color de las líneas de la cuadrícula menor."
- #: doc/classes/GraphEdit.xml
- msgid "The fill color of the selection rectangle."
- msgstr "El color de relleno del rectángulo de selección."
- #: doc/classes/GraphEdit.xml
- msgid "The outline color of the selection rectangle."
- msgstr "El color del contorno del rectángulo de selección."
- #: doc/classes/GraphEdit.xml
- msgid ""
- "The horizontal range within which a port can be grabbed (on both sides)."
- msgstr ""
- "El rango horizontal dentro del cual se puede agarrar un puerto (en ambos "
- "lados)."
- #: doc/classes/GraphEdit.xml
- msgid "The vertical range within which a port can be grabbed (on both sides)."
- msgstr ""
- "El rango vertical dentro del cual se puede agarrar un puerto (en ambos "
- "lados)."
- #: doc/classes/GraphEdit.xml
- msgid "The icon for the zoom out button."
- msgstr "El icono para el botón de alejamiento del zoom."
- #: doc/classes/GraphEdit.xml
- msgid "The icon for the zoom in button."
- msgstr "El icono para el botón de acercamiento del zoom."
- #: doc/classes/GraphEdit.xml
- msgid "The icon for the zoom reset button."
- msgstr "El icono del botón de reinicio del zoom."
- #: doc/classes/GraphEdit.xml
- msgid "The icon for the snap toggle button."
- msgstr "El icono para el botón de conmutado de encaje."
- #: doc/classes/GraphEdit.xml
- msgid "The background drawn under the grid."
- msgstr "El fondo dibujado bajo la cuadrícula."
- #: doc/classes/GraphNode.xml
- msgid ""
- "A GraphNode is a container with potentially several input and output slots "
- "allowing connections between GraphNodes. Slots can have different, "
- "incompatible types."
- msgstr ""
- "Un GraphNode es un contenedor con potencialmente varias ranuras de entrada y "
- "salida que permiten conexiones entre los GraphNodes. Las ranuras pueden "
- "tener tipos diferentes e incompatibles."
- #: doc/classes/GraphNode.xml
- #, fuzzy
- msgid ""
- "A GraphNode is a container. Each GraphNode can have several input and output "
- "slots, sometimes referred to as ports, allowing connections between "
- "GraphNodes. To add a slot to GraphNode, add any [Control]-derived child node "
- "to it.\n"
- "After adding at least one child to GraphNode new sections will be "
- "automatically created in the Inspector called 'Slot'. When 'Slot' is "
- "expanded you will see list with index number for each slot. You can click on "
- "each of them to expand further.\n"
- "In the Inspector you can enable (show) or disable (hide) slots. By default, "
- "all slots are disabled so you may not see any slots on your GraphNode "
- "initially. You can assign a type to each slot. Only slots of the same type "
- "will be able to connect to each other. You can also assign colors to slots. "
- "A tuple of input and output slots is defined for each GUI element included "
- "in the GraphNode. Input connections are on the left and output connections "
- "are on the right side of GraphNode. Only enabled slots are counted as "
- "connections."
- msgstr ""
- "Un GraphNode es un contenedor. Cada GraphNode puede tener varias ranuras de "
- "entrada y salida, a veces denominadas puertos, que permiten conexiones entre "
- "los GraphNodes. Para agregar una ranura a un GraphNode, agrega cualquier "
- "nodo hijo derivado de [Control].\n"
- "Después de añadir al menos un hijo a GraphNode se crearán automáticamente "
- "nuevas secciones en el Inspector llamadas 'Slot'. Cuando \"Slot\" se "
- "expande, verás una lista con el número de índice de cada slot. Puedes hacer "
- "clic en cada uno de ellos para expandirlos más.\n"
- "En el Inspector puedes habilitar (mostrar) o deshabilitar (ocultar) los "
- "slots. Por defecto todos los slots están deshabilitados, por lo que es "
- "posible que no veas ningún slot en tu GraphNode inicialmente. Puedes asignar "
- "un tipo a cada ranura. Sólo las ranuras del mismo tipo podrán conectarse "
- "entre sí. También puedes asignar colores a las ranuras. Se define una tupla "
- "de ranuras de entrada y salida para cada elemento GUI incluido en el "
- "GraphNode. Las conexiones de entrada están a la izquierda y las de salida a "
- "la derecha de GraphNode. Sólo las ranuras habilitadas se cuentan como "
- "conexiones."
- #: doc/classes/GraphNode.xml
- msgid "Disables all input and output slots of the GraphNode."
- msgstr "Deshabilita todas las ranuras de entrada y salida del GraphNode."
- #: doc/classes/GraphNode.xml
- msgid "Disables input and output slot whose index is [code]idx[/code]."
- msgstr ""
- "Desactiva la ranura de entrada y salida cuyo índice es [code]idx[/code]."
- #: doc/classes/GraphNode.xml
- #, fuzzy
- msgid "Returns the [Color] of the input connection [code]idx[/code]."
- msgstr "Devuelve el color de la conexión de entrada [code]idx[/code]."
- #: doc/classes/GraphNode.xml
- msgid ""
- "Returns the number of enabled input slots (connections) to the GraphNode."
- msgstr ""
- "Devuelve el número de ranuras de entrada (conexiones) habilitadas al "
- "GraphNode."
- #: doc/classes/GraphNode.xml
- msgid "Returns the position of the input connection [code]idx[/code]."
- msgstr "Devuelve la posición de la conexión de entrada [code]idx[/code]."
- #: doc/classes/GraphNode.xml
- msgid "Returns the type of the input connection [code]idx[/code]."
- msgstr "Devuelve el tipo de la conexión de entrada [code]idx[/code]."
- #: doc/classes/GraphNode.xml
- #, fuzzy
- msgid "Returns the [Color] of the output connection [code]idx[/code]."
- msgstr "Devuelve el color de la conexión de salida [code]idx[/code]."
- #: doc/classes/GraphNode.xml
- msgid ""
- "Returns the number of enabled output slots (connections) of the GraphNode."
- msgstr ""
- "Devuelve el número de ranuras de salida (conexiones) habilitadas del "
- "GraphNode."
- #: doc/classes/GraphNode.xml
- msgid "Returns the position of the output connection [code]idx[/code]."
- msgstr "Devuelve la posición de la conexión de salida [code]idx[/code]."
- #: doc/classes/GraphNode.xml
- msgid "Returns the type of the output connection [code]idx[/code]."
- msgstr "Devuelve el tipo de la conexión de salida [code]idx[/code]."
- #: doc/classes/GraphNode.xml
- #, fuzzy
- msgid "Returns the left (input) [Color] of the slot [code]idx[/code]."
- msgstr "Devuelve el tipo de nodo en [code]idx[/code]."
- #: doc/classes/GraphNode.xml
- #, fuzzy
- msgid "Returns the right (output) [Color] of the slot [code]idx[/code]."
- msgstr "Devuelve el tipo de nodo en [code]idx[/code]."
- #: doc/classes/GraphNode.xml
- #, fuzzy
- msgid "Returns the left (input) type of the slot [code]idx[/code]."
- msgstr "Devuelve el tipo de nodo en [code]idx[/code]."
- #: doc/classes/GraphNode.xml
- #, fuzzy
- msgid "Returns the right (output) type of the slot [code]idx[/code]."
- msgstr "Devuelve el tipo de nodo en [code]idx[/code]."
- #: doc/classes/GraphNode.xml
- #, fuzzy
- msgid ""
- "Returns [code]true[/code] if left (input) side of the slot [code]idx[/code] "
- "is enabled."
- msgstr ""
- "Devuelve [code]true[/code] si la pista en el índice [code]idx[/code] está "
- "habilitada."
- #: doc/classes/GraphNode.xml
- #, fuzzy
- msgid ""
- "Returns [code]true[/code] if right (output) side of the slot [code]idx[/"
- "code] is enabled."
- msgstr ""
- "Devuelve [code]true[/code] si la pista en el índice [code]idx[/code] está "
- "habilitada."
- #: doc/classes/GraphNode.xml
- #, fuzzy
- msgid ""
- "Sets properties of the slot with ID [code]idx[/code].\n"
- "If [code]enable_left[/code]/[code]right[/code], a port will appear and the "
- "slot will be able to be connected from this side.\n"
- "[code]type_left[/code]/[code]right[/code] is an arbitrary type of the port. "
- "Only ports with the same type values can be connected.\n"
- "[code]color_left[/code]/[code]right[/code] is the tint of the port's icon on "
- "this side.\n"
- "[code]custom_left[/code]/[code]right[/code] is a custom texture for this "
- "side's port.\n"
- "[b]Note:[/b] This method only sets properties of the slot. To create the "
- "slot, add a [Control]-derived child to the GraphNode.\n"
- "Individual properties can be set using one of the [code]set_slot_*[/code] "
- "methods. You must enable at least one side of the slot to do so."
- msgstr ""
- "Establece las propiedades de la ranura con ID [code]idx[/code].\n"
- "Si [code]enable_left[/code]/[code]right[/code], aparecerá un puerto y la "
- "ranura podrá conectarse desde este lado.\n"
- "[code]type_left[/code]/[code]right[/code] es un tipo arbitrario de puerto. "
- "Sólo se pueden conectar puertos con los mismos valores de tipo.\n"
- "[code]color_left[/code]/[code]right[/code] es el matiz del icono del puerto "
- "en este lado.\n"
- "[code]custom_left[/code]/[code]right[/code] es una textura personalizada "
- "para el puerto de este lado.\n"
- "[b]Nota:[/b] Este método sólo establece las propiedades de la ranura. Para "
- "crear el slot, añade un hijo derivado de [Control] al GraphNode."
- #: doc/classes/GraphNode.xml
- #, fuzzy
- msgid ""
- "Sets the [Color] of the left (input) side of the slot [code]idx[/code] to "
- "[code]color_left[/code]."
- msgstr ""
- "Establece el desplazamiento de la pieza con el índice [code]idx[/code] a "
- "[code]ofs[/code]."
- #: doc/classes/GraphNode.xml
- #, fuzzy
- msgid ""
- "Sets the [Color] of the right (output) side of the slot [code]idx[/code] to "
- "[code]color_right[/code]."
- msgstr ""
- "Establece el desplazamiento de la pieza con el índice [code]idx[/code] a "
- "[code]ofs[/code]."
- #: doc/classes/GraphNode.xml
- #, fuzzy
- msgid ""
- "Toggles the left (input) side of the slot [code]idx[/code]. If "
- "[code]enable_left[/code] is [code]true[/code], a port will appear on the "
- "left side and the slot will be able to be connected from this side."
- msgstr ""
- "Devuelve el camino al nodo en [code]idx[/code].\n"
- "Si [code]for_parent[/code] es [code]true[/code], devuelve la ruta del padre "
- "del nodo [code]idx[/code] en su lugar."
- #: doc/classes/GraphNode.xml
- msgid ""
- "Toggles the right (output) side of the slot [code]idx[/code]. If "
- "[code]enable_right[/code] is [code]true[/code], a port will appear on the "
- "right side and the slot will be able to be connected from this side."
- msgstr ""
- #: doc/classes/GraphNode.xml
- #, fuzzy
- msgid ""
- "Sets the left (input) type of the slot [code]idx[/code] to [code]type_left[/"
- "code]."
- msgstr ""
- "Establece el ángulo de la tangente izquierda del punto en [code]index[/code] "
- "a [code]tangent[/code]."
- #: doc/classes/GraphNode.xml
- #, fuzzy
- msgid ""
- "Sets the right (output) type of the slot [code]idx[/code] to "
- "[code]type_right[/code]."
- msgstr ""
- "Establece el ángulo de la tangente derecha para el punto en [code]index[/"
- "code] a [code]tangent[/code]."
- #: doc/classes/GraphNode.xml
- msgid "If [code]true[/code], the GraphNode is a comment node."
- msgstr "Si [code]true[/code], el GraphNode es un nodo de comentario."
- #: doc/classes/GraphNode.xml
- msgid ""
- "The offset of the GraphNode, relative to the scroll offset of the "
- "[GraphEdit].\n"
- "[b]Note:[/b] You cannot use position directly, as [GraphEdit] is a "
- "[Container]."
- msgstr ""
- "El desplazamiento del GraphNode, relativo al desplazamiento del "
- "[GraphEdit].\n"
- "[b]Nota:[/b] No puedes usar la posición directamente, ya que [GraphEdit] es "
- "un [Container]."
- #: doc/classes/GraphNode.xml
- msgid "Sets the overlay shown above the GraphNode. See [enum Overlay]."
- msgstr ""
- "Establece la superposición que se muestra sobre el GraphNode. Ver [enum "
- "Overlay]."
- #: doc/classes/GraphNode.xml
- msgid ""
- "If [code]true[/code], the user can resize the GraphNode.\n"
- "[b]Note:[/b] Dragging the handle will only emit the [signal resize_request] "
- "signal, the GraphNode needs to be resized manually."
- msgstr ""
- "Si [code]true[/code], el usuario puede cambiar el tamaño del GraphNode.\n"
- "[b]Nota:[/b] Arrastrando el manejador sólo se emitirá la señal [signal "
- "resize_request], el GraphNode necesita ser redimensionado manualmente."
- #: doc/classes/GraphNode.xml
- msgid "If [code]true[/code], the GraphNode is selected."
- msgstr "Si [code]true[/code], se selecciona el GraphNode."
- #: doc/classes/GraphNode.xml
- msgid ""
- "If [code]true[/code], the close button will be visible.\n"
- "[b]Note:[/b] Pressing it will only emit the [signal close_request] signal, "
- "the GraphNode needs to be removed manually."
- msgstr ""
- "Si [code]true[/code], el botón de cerrado será visible.\n"
- "[b]Nota:[/b] Al pulsarlo sólo se emitirá la señal [signal close_request], el "
- "GraphNode debe ser eliminado manualmente."
- #: doc/classes/GraphNode.xml
- msgid "The text displayed in the GraphNode's title bar."
- msgstr "El texto que se muestra en la barra de título del GraphNode."
- #: doc/classes/GraphNode.xml
- msgid ""
- "Emitted when the GraphNode is requested to be closed. Happens on clicking "
- "the close button (see [member show_close])."
- msgstr ""
- "Emitido cuando se solicita el cierre del GraphNode. Ocurre al hacer clic en "
- "el botón de cierre (ver [member show_close])."
- #: doc/classes/GraphNode.xml
- msgid "Emitted when the GraphNode is dragged."
- msgstr "Se emite cuando se arrastra el GraphNode."
- #: doc/classes/GraphNode.xml
- msgid "Emitted when the GraphNode is moved."
- msgstr "Emitido cuando se mueve el GraphNode."
- #: doc/classes/GraphNode.xml
- msgid ""
- "Emitted when the GraphNode is requested to be displayed over other ones. "
- "Happens on focusing (clicking into) the GraphNode."
- msgstr ""
- "Emitido cuando se solicita que el GraphNode se muestre sobre otros. Ocurre "
- "al enfocar (hacer clic en) el GraphNode."
- #: doc/classes/GraphNode.xml
- msgid ""
- "Emitted when the GraphNode is requested to be resized. Happens on dragging "
- "the resizer handle (see [member resizable])."
- msgstr ""
- "Emitido cuando se pide que el GraphNode sea redimensionado. Ocurre al "
- "arrastrar el mango de redimensionamiento (ver [member resizable])."
- #: doc/classes/GraphNode.xml
- #, fuzzy
- msgid "Emitted when any GraphNode's slot is updated."
- msgstr "Emitido cuando se selecciona un GraphNode."
- #: doc/classes/GraphNode.xml
- msgid "No overlay is shown."
- msgstr "No se muestra ninguna capa superpuesta."
- #: doc/classes/GraphNode.xml
- msgid "Show overlay set in the [code]breakpoint[/code] theme property."
- msgstr ""
- "Muestra la capa superpuesta establecida en la propiedad del tema "
- "[code]breakpoint[/code]."
- #: doc/classes/GraphNode.xml
- msgid "Show overlay set in the [code]position[/code] theme property."
- msgstr ""
- "Muestra la capa superpuesta establecida en la propiedad del tema "
- "[code]position[/code]."
- #: doc/classes/GraphNode.xml
- msgid "The color modulation applied to the close button icon."
- msgstr "La modulación de color aplicada al icono del botón de cierre."
- #: doc/classes/GraphNode.xml
- msgid "The color modulation applied to the resizer icon."
- msgstr "La modulación de color aplicada al icono de redimensionamiento."
- #: doc/classes/GraphNode.xml
- msgid "Color of the title text."
- msgstr "El color del texto del título."
- #: doc/classes/GraphNode.xml doc/classes/WindowDialog.xml
- msgid "The vertical offset of the close button."
- msgstr "El desplazamiento vertical del botón de cierre."
- #: doc/classes/GraphNode.xml
- msgid "Horizontal offset for the ports."
- msgstr "Desplazamiento horizontal de los puertos."
- #: doc/classes/GraphNode.xml
- msgid "The vertical distance between ports."
- msgstr "La distancia vertical entre los puertos."
- #: doc/classes/GraphNode.xml
- msgid "Vertical offset of the title text."
- msgstr "Desplazamiento vertical del texto del título."
- #: doc/classes/GraphNode.xml
- msgid "Font used for the title text."
- msgstr "Fuente usada para el texto del título."
- #: doc/classes/GraphNode.xml
- msgid ""
- "The icon for the close button, visible when [member show_close] is enabled."
- msgstr ""
- "El icono del botón de cierre, visible cuando [member show_close] está "
- "activado."
- #: doc/classes/GraphNode.xml
- msgid "The icon used for representing ports."
- msgstr "El icono utilizado para representar los puertos."
- #: doc/classes/GraphNode.xml
- msgid "The icon used for resizer, visible when [member resizable] is enabled."
- msgstr ""
- "El icono utilizado para el redimensionamiento, visible cuando está activado "
- "el [member resizable]."
- #: doc/classes/GraphNode.xml
- msgid ""
- "The background used when [member overlay] is set to [constant "
- "OVERLAY_BREAKPOINT]."
- msgstr ""
- "El fondo utilizado cuando [member overlay] se establece en [constant "
- "OVERLAY_BREAKPOINT]."
- #: doc/classes/GraphNode.xml
- msgid "The [StyleBox] used when [member comment] is enabled."
- msgstr "El [StyleBox] utilizado cuando el [member comment] está activado."
- #: doc/classes/GraphNode.xml
- msgid ""
- "The [StyleBox] used when [member comment] is enabled and the [GraphNode] is "
- "focused."
- msgstr ""
- "El [StyleBox] utilizado cuando el [member comment] está habilitado y el "
- "[GraphNode] está enfocado."
- #: doc/classes/GraphNode.xml
- msgid "The default background for [GraphNode]."
- msgstr "El fondo por defecto para [GraphNode]."
- #: doc/classes/GraphNode.xml
- msgid ""
- "The background used when [member overlay] is set to [constant "
- "OVERLAY_POSITION]."
- msgstr ""
- "El fondo utilizado cuando [member overlay] se establece en [constant "
- "OVERLAY_POSITION]."
- #: doc/classes/GraphNode.xml
- msgid "The background used when the [GraphNode] is selected."
- msgstr "El fondo utilizado cuando se selecciona el [GraphNode]."
- #: doc/classes/GridContainer.xml
- #, fuzzy
- msgid ""
- "Grid container used to arrange Control-derived children in a grid like "
- "layout."
- msgstr ""
- "Contenedor de rejilla utilizado para organizar los elementos en una rejilla."
- #: doc/classes/GridContainer.xml
- #, fuzzy
- msgid ""
- "GridContainer will arrange its Control-derived children in a grid like "
- "structure, the grid columns are specified using the [member columns] "
- "property and the number of rows will be equal to the number of children in "
- "the container divided by the number of columns. For example, if the "
- "container has 5 children, and 2 columns, there will be 3 rows in the "
- "container.\n"
- "Notice that grid layout will preserve the columns and rows for every size of "
- "the container, and that empty columns will be expanded automatically.\n"
- "[b]Note:[/b] GridContainer only works with child nodes inheriting from "
- "Control. It won't rearrange child nodes inheriting from Node2D."
- msgstr ""
- "El contenedor de la cuadrícula dispondrá sus hijos en una estructura similar "
- "a una cuadrícula, las columnas de la cuadrícula se especifican utilizando la "
- "propiedad [member columns] y el número de filas será igual al número de "
- "hijos del contenedor dividido por el número de columnas. Por ejemplo, si el "
- "contenedor tiene 5 hijos y 2 columnas, habrá 3 filas en el contenedor.\n"
- "Obsérvese que la disposición en cuadrícula preservará las columnas y filas "
- "para cada tamaño del contenedor, y que las columnas vacías se expandirán "
- "automáticamente."
- #: doc/classes/GridContainer.xml
- #, fuzzy
- msgid ""
- "The number of columns in the [GridContainer]. If modified, [GridContainer] "
- "reorders its Control-derived children to accommodate the new layout."
- msgstr ""
- "El número de columnas en el [GridContainer]. Si se modifica, el "
- "[GridContainer] reordena sus hijos para acomodar el nuevo diseño."
- #: doc/classes/GridContainer.xml doc/classes/HFlowContainer.xml
- #: doc/classes/VFlowContainer.xml
- msgid "The horizontal separation of children nodes."
- msgstr "La separación horizontal de los nodos de los niños."
- #: doc/classes/GridContainer.xml doc/classes/HFlowContainer.xml
- #: doc/classes/VFlowContainer.xml
- msgid "The vertical separation of children nodes."
- msgstr "La separación vertical de los nodos de los hijos."
- #: modules/gridmap/doc_classes/GridMap.xml
- msgid "Node for 3D tile-based maps."
- msgstr "Nodo para mapas en 3D basados en tiles."
- #: modules/gridmap/doc_classes/GridMap.xml
- #, fuzzy
- msgid ""
- "GridMap lets you place meshes on a grid interactively. It works both from "
- "the editor and from scripts, which can help you create in-game level "
- "editors.\n"
- "GridMaps use a [MeshLibrary] which contains a list of tiles. Each tile is a "
- "mesh with materials plus optional collision and navigation shapes.\n"
- "A GridMap contains a collection of cells. Each grid cell refers to a tile in "
- "the [MeshLibrary]. All cells in the map have the same dimensions.\n"
- "Internally, a GridMap is split into a sparse collection of octants for "
- "efficient rendering and physics processing. Every octant has the same "
- "dimensions and can contain several cells.\n"
- "[b]Note:[/b] GridMap doesn't extend [VisualInstance] and therefore can't be "
- "hidden or cull masked based on [member VisualInstance.layers]. If you make a "
- "light not affect the first layer, the whole GridMap won't be lit by the "
- "light in question."
- msgstr ""
- "GridMap te permite colocar mallas en una cuadrícula de forma interactiva. "
- "Funciona tanto desde el editor como desde los scripts, que pueden ayudarte a "
- "crear editores de nivel de juego.\n"
- "GridMaps utiliza una [MeshLibrary] que contiene una lista de mallas. Cada "
- "tile es una malla con materiales y formas de colisión y navegación "
- "opcionales.\n"
- "Un GridMap contiene una colección de celdas. Cada celda de la cuadrícula se "
- "refiere a un tile de la [MeshLibrary]. Todas las celdas del mapa tienen las "
- "mismas dimensiones.\n"
- "Internamente, un GridMap se divide en una colección dispersa de octantes "
- "para una representación eficiente y un procesamiento físico. Cada octante "
- "tiene las mismas dimensiones y puede contener varias células."
- #: modules/gridmap/doc_classes/GridMap.xml
- msgid "Using gridmaps"
- msgstr ""
- #: modules/gridmap/doc_classes/GridMap.xml
- msgid "Clear all cells."
- msgstr "Despeja todas las celdas."
- #: modules/gridmap/doc_classes/GridMap.xml
- msgid ""
- "Returns an array of [ArrayMesh]es and [Transform] references of all bake "
- "meshes that exist within the current GridMap."
- msgstr ""
- #: modules/gridmap/doc_classes/GridMap.xml
- #, fuzzy
- msgid ""
- "The [MeshLibrary] item index located at the grid-based X, Y and Z "
- "coordinates. If the cell is empty, [constant INVALID_CELL_ITEM] will be "
- "returned."
- msgstr ""
- "El índice de elementos [MeshLibrary] situado en las coordenadas de la "
- "cuadrícula dada. Si la celda está vacía, se devolverá [constant "
- "INVALID_CELL_ITEM]."
- #: modules/gridmap/doc_classes/GridMap.xml
- #, fuzzy
- msgid ""
- "The orientation of the cell at the grid-based X, Y and Z coordinates. -1 is "
- "returned if the cell is empty."
- msgstr ""
- "La orientación de la celda en las coordenadas de la cuadrícula dada. "
- "[code]-1[/code] se devuelve si la celda está vacía."
- #: modules/gridmap/doc_classes/GridMap.xml
- msgid "Returns an individual bit on the [member collision_layer]."
- msgstr "Devuelve un bit individual en el [member collision_layer]."
- #: modules/gridmap/doc_classes/GridMap.xml
- msgid "Returns an individual bit on the [member collision_mask]."
- msgstr "Devuelve un bit individual en la [member collision_mask]."
- #: modules/gridmap/doc_classes/GridMap.xml
- msgid ""
- "Returns an array of [Transform] and [Mesh] references corresponding to the "
- "non-empty cells in the grid. The transforms are specified in world space."
- msgstr ""
- "Devuelve un array referencias de [Transform] y [Mesh] correspondientes a las "
- "celdas no vacías de la cuadrícula. Las transformaciones se especifican en el "
- "espacio del mundo."
- #: modules/gridmap/doc_classes/GridMap.xml
- msgid ""
- "Returns an array of [Vector3] with the non-empty cell coordinates in the "
- "grid map."
- msgstr ""
- "Devuelve un array de [Vector3] con las coordenadas de la celda no vacía en "
- "el mapa de la cuadrícula."
- #: modules/gridmap/doc_classes/GridMap.xml
- #, fuzzy
- msgid ""
- "Returns an array of all cells with the given item index specified in "
- "[code]item[/code]."
- msgstr ""
- "Devuelve una array de todas las celdas con el [code]index[/code] del tile "
- "dado."
- #: modules/gridmap/doc_classes/GridMap.xml
- msgid ""
- "Returns the position of a grid cell in the GridMap's local coordinate space."
- msgstr ""
- "Devuelve la posición de una celda de la cuadrícula en el espacio de "
- "coordenadas locales del mapa de la cuadrícula."
- #: modules/gridmap/doc_classes/GridMap.xml
- #, fuzzy
- msgid ""
- "Sets the mesh index for the cell referenced by its grid-based X, Y and Z "
- "coordinates.\n"
- "A negative item index such as [constant INVALID_CELL_ITEM] will clear the "
- "cell.\n"
- "Optionally, the item's orientation can be passed. For valid orientation "
- "values, see [method Basis.get_orthogonal_index]."
- msgstr ""
- "Establece el índice de malla para la celda referenciada por sus coordenadas "
- "de cuadrícula.\n"
- "Un índice de ítem negativo como [constant INVALID_CELL_ITEM] borrará la "
- "celda.\n"
- "Opcionalmente, se puede pasar la orientación del ítem. Para valores de "
- "orientación válidos, ver [method Basis.get_orthogonal_index]."
- #: modules/gridmap/doc_classes/GridMap.xml
- msgid "Sets an individual bit on the [member collision_layer]."
- msgstr "Establece un bit individual en el [member collision_layer]."
- #: modules/gridmap/doc_classes/GridMap.xml
- msgid "Sets an individual bit on the [member collision_mask]."
- msgstr "Establece un bit individual en la [member collision_mask]."
- #: modules/gridmap/doc_classes/GridMap.xml
- msgid ""
- "Returns the coordinates of the grid cell containing the given point.\n"
- "[code]pos[/code] should be in the GridMap's local coordinate space."
- msgstr ""
- "Devuelve las coordenadas de la celda de la cuadrícula que contiene el punto "
- "dado.\n"
- "[code]pos[/code] debería estar en el espacio de coordenadas locales del "
- "GridMap."
- #: modules/gridmap/doc_classes/GridMap.xml
- #, fuzzy
- msgid ""
- "If [code]true[/code], this GridMap uses cell navmesh resources to create "
- "navigation regions."
- msgstr ""
- "Si [code]true[/code], actualiza las animaciones en respuesta a las "
- "notificaciones relacionadas con el proceso."
- #: modules/gridmap/doc_classes/GridMap.xml
- msgid "If [code]true[/code], grid items are centered on the X axis."
- msgstr ""
- "Si [code]true[/code], los elementos de la cuadrícula se centran en el eje X."
- #: modules/gridmap/doc_classes/GridMap.xml
- msgid "If [code]true[/code], grid items are centered on the Y axis."
- msgstr ""
- "Si [code]true[/code], los elementos de la cuadrícula se centran en el eje Y."
- #: modules/gridmap/doc_classes/GridMap.xml
- msgid "If [code]true[/code], grid items are centered on the Z axis."
- msgstr ""
- "Si [code]true[/code], los elementos de la cuadrícula se centran en el eje Z."
- #: modules/gridmap/doc_classes/GridMap.xml
- msgid ""
- "The size of each octant measured in number of cells. This applies to all "
- "three axis."
- msgstr ""
- "El tamaño de cada octante medido en número de celdas. Esto se aplica a los "
- "tres ejes."
- #: modules/gridmap/doc_classes/GridMap.xml
- msgid ""
- "The scale of the cell items.\n"
- "This does not affect the size of the grid cells themselves, only the items "
- "in them. This can be used to make cell items overlap their neighbors."
- msgstr ""
- "La escala de los elementos de celda.\n"
- "Esto no afecta al tamaño de las celdas de la cuadrícula en sí, sólo a los "
- "ítems en ellas. Esto puede ser usado para hacer que los elementos de la "
- "celda se superpongan a sus vecinos."
- #: modules/gridmap/doc_classes/GridMap.xml
- msgid ""
- "The dimensions of the grid's cells.\n"
- "This does not affect the size of the meshes. See [member cell_scale]."
- msgstr ""
- "Las dimensiones de las celdas de rejilla.\n"
- "Esto no afecta al tamaño de las mallas. Ver [member cell_scale]."
- #: modules/gridmap/doc_classes/GridMap.xml
- msgid ""
- "The physics layers this GridMap is in.\n"
- "GridMaps act as static bodies, meaning they aren't affected by gravity or "
- "other forces. They only affect other physics bodies that collide with them."
- msgstr ""
- "Las capas físicas en las que se encuentra este GridMap.\n"
- "Los GridMaps actúan como cuerpos estáticos, lo que significa que no son "
- "afectados por la gravedad u otras fuerzas. Sólo afectan a otros cuerpos "
- "físicos que colisionan con ellos."
- #: modules/gridmap/doc_classes/GridMap.xml
- msgid ""
- "The physics layers this GridMap detects collisions in. See [url=$DOCS_URL/"
- "tutorials/physics/physics_introduction.html#collision-layers-and-"
- "masks]Collision layers and masks[/url] in the documentation for more "
- "information."
- msgstr ""
- #: modules/gridmap/doc_classes/GridMap.xml
- msgid "The assigned [MeshLibrary]."
- msgstr "La [MeshLibrary] asignada."
- #: modules/gridmap/doc_classes/GridMap.xml
- msgid "The navigation layers the GridMap generates its navigation regions in."
- msgstr ""
- #: modules/gridmap/doc_classes/GridMap.xml
- msgid ""
- "Overrides the default friction and bounce physics properties for the whole "
- "[GridMap]."
- msgstr ""
- #: modules/gridmap/doc_classes/GridMap.xml
- msgid ""
- "Controls whether this GridMap will be baked in a [BakedLightmap] or not."
- msgstr ""
- #: modules/gridmap/doc_classes/GridMap.xml
- msgid "Emitted when [member cell_size] changes."
- msgstr "Emitido cuando [member cell_size] cambia."
- #: modules/gridmap/doc_classes/GridMap.xml
- msgid ""
- "Invalid cell item that can be used in [method set_cell_item] to clear cells "
- "(or represent an empty cell in [method get_cell_item])."
- msgstr ""
- "Elemento celular inválido que puede ser usado en [method set_cell_item] para "
- "borrar células (o representar una célula vacía en [method get_cell_item])."
- #: doc/classes/GrooveJoint2D.xml
- msgid "Groove constraint for 2D physics."
- msgstr "Restricción de ranura para la física 2D."
- #: doc/classes/GrooveJoint2D.xml
- msgid ""
- "Groove constraint for 2D physics. This is useful for making a body \"slide\" "
- "through a segment placed in another."
- msgstr ""
- "Restricción de surcos para la física 2D. Esto es útil para hacer que un "
- "cuerpo se \"deslice\" a través de un segmento colocado en otro."
- #: doc/classes/GrooveJoint2D.xml
- msgid ""
- "The body B's initial anchor position defined by the joint's origin and a "
- "local offset [member initial_offset] along the joint's Y axis (along the "
- "groove)."
- msgstr ""
- "La posición de anclaje inicial del cuerpo B definida por el origen de la "
- "junta y un desplazamiento local [member initial_offset] a lo largo del eje Y "
- "de la junta (a lo largo de la ranura)."
- #: doc/classes/GrooveJoint2D.xml
- msgid ""
- "The groove's length. The groove is from the joint's origin towards [member "
- "length] along the joint's local Y axis."
- msgstr ""
- "La longitud del surco. La ranura va desde el origen de la unión hacia "
- "[member length] a lo largo del eje Y local de la unión."
- #: doc/classes/HashingContext.xml
- msgid "Context to compute cryptographic hashes over multiple iterations."
- msgstr ""
- "Contexto para calcular los hashes criptográficos en múltiples iteraciones."
- #: doc/classes/HashingContext.xml
- #, fuzzy
- msgid ""
- "The HashingContext class provides an interface for computing cryptographic "
- "hashes over multiple iterations. This is useful for example when computing "
- "hashes of big files (so you don't have to load them all in memory), network "
- "streams, and data streams in general (so you don't have to hold buffers).\n"
- "The [enum HashType] enum shows the supported hashing algorithms.\n"
- "[codeblock]\n"
- "const CHUNK_SIZE = 1024\n"
- "\n"
- "func hash_file(path):\n"
- " var ctx = HashingContext.new()\n"
- " var file = File.new()\n"
- " # Start a SHA-256 context.\n"
- " ctx.start(HashingContext.HASH_SHA256)\n"
- " # Check that file exists.\n"
- " if not file.file_exists(path):\n"
- " return\n"
- " # Open the file to hash.\n"
- " file.open(path, File.READ)\n"
- " # Update the context after reading each chunk.\n"
- " while not file.eof_reached():\n"
- " ctx.update(file.get_buffer(CHUNK_SIZE))\n"
- " # Get the computed hash.\n"
- " var res = ctx.finish()\n"
- " # Print the result as hex string and array.\n"
- " printt(res.hex_encode(), Array(res))\n"
- "[/codeblock]"
- msgstr ""
- "La clase HashingContext proporciona una interfaz para computar hashes "
- "criptográficos en múltiples iteraciones. Esto es útil, por ejemplo, cuando "
- "se calculan hashes de archivos grandes (para no tener que cargarlos todos en "
- "la memoria), flujos de red y flujos de datos en general (para no tener que "
- "mantener búferes).\n"
- "El [enum HashType] enum muestra los algoritmos de hash soportados.\n"
- "[codeblock]\n"
- "const TAMANO_PORCION = 1024\n"
- "\n"
- "func hash_archivo(ruta):\n"
- " var contexto = HashingContext.new()\n"
- " var archivo = File.new()\n"
- " # Empieza un contexto SHA-256\n"
- " contexto.start(HashingContext.HASH_SHA256)\n"
- " # Comprueba que el archivo existe.\n"
- " if not archivo.file_exists(ruta):\n"
- " return\n"
- " # Abre el archivo a hashear.\n"
- " archivo.open(ruta, File.READ)\n"
- " # Actualiza el contexto despues de leer cada porción.\n"
- " while not archivo.eof_reached():\n"
- " contexto.update(file.get_buffer(TAMANO_PORCION))\n"
- " # Obtiene el hash computado.\n"
- " var resultado = contexto.finish()\n"
- " # Imprime el resultado como una string hexadecimal y array.\n"
- " printt(resultado.hex_encode(), Array(resultado))\n"
- "[/codeblock]\n"
- "[b]Nota:[/b] No disponible para exportar HTML5."
- #: doc/classes/HashingContext.xml
- msgid "Closes the current context, and return the computed hash."
- msgstr "Cierra el contexto actual, y devuelve el hash calculado."
- #: doc/classes/HashingContext.xml
- msgid ""
- "Starts a new hash computation of the given [code]type[/code] (e.g. [constant "
- "HASH_SHA256] to start computation of a SHA-256)."
- msgstr ""
- "Inicia un nuevo cálculo de hash del [code]tipo[/code] dado (por ejemplo, "
- "[constant HASH_SHA256] para iniciar el cálculo de un SHA-256)."
- #: doc/classes/HashingContext.xml
- msgid "Updates the computation with the given [code]chunk[/code] of data."
- msgstr "Actualiza el cálculo con el [code]chunk[/code] de datos dado."
- #: doc/classes/HashingContext.xml
- msgid "Hashing algorithm: MD5."
- msgstr "Algoritmo de Hasheado: MD5."
- #: doc/classes/HashingContext.xml
- msgid "Hashing algorithm: SHA-1."
- msgstr "Algoritmo de Hasheado: SHA-1."
- #: doc/classes/HashingContext.xml
- msgid "Hashing algorithm: SHA-256."
- msgstr "Algoritmo de Hasheado: SHA-256."
- #: doc/classes/HBoxContainer.xml
- msgid "Horizontal box container."
- msgstr "Contenedor de caja horizontal."
- #: doc/classes/HBoxContainer.xml
- msgid "Horizontal box container. See [BoxContainer]."
- msgstr "Contenedor de caja horizontal. Véase [BoxContainer]."
- #: doc/classes/HBoxContainer.xml
- msgid "The horizontal space between the [HBoxContainer]'s elements."
- msgstr "El espacio horizontal entre los elementos del [HBoxContainer]."
- #: doc/classes/HeightMapShape.xml
- #, fuzzy
- msgid "Height map shape for 3D physics."
- msgstr "Forma de mapa de altura para la física en 3D (Sólo la bala)."
- #: doc/classes/HeightMapShape.xml
- #, fuzzy
- msgid ""
- "Height map shape resource, which can be added to a [PhysicsBody] or [Area]."
- msgstr ""
- "Recurso de forma de mapa de altura, que puede ser añadido a un [PhysicsBody] "
- "o [Area]."
- #: doc/classes/HeightMapShape.xml
- msgid ""
- "Height map data, pool array must be of [member map_width] * [member "
- "map_depth] size."
- msgstr ""
- "El tamaño de los datos del mapa de altura , debe ser de tamaño [member "
- "map_width] * [member map_depth] ."
- #: doc/classes/HeightMapShape.xml
- #, fuzzy
- msgid ""
- "Number of vertices in the depth of the height map. Changing this will resize "
- "the [member map_data]."
- msgstr ""
- "Los datos del mapa de la altura. Si se cambia esto, se redimensionará el "
- "[member map_data]."
- #: doc/classes/HeightMapShape.xml
- #, fuzzy
- msgid ""
- "Number of vertices in the width of the height map. Changing this will resize "
- "the [member map_data]."
- msgstr ""
- "Ancho de los datos del mapa de altura. Si se cambia esto, se redimensionará "
- "el [member map_data]."
- #: doc/classes/HFlowContainer.xml
- #, fuzzy
- msgid "Horizontal flow container."
- msgstr "Contenedor de caja horizontal."
- #: doc/classes/HFlowContainer.xml
- #, fuzzy
- msgid "Horizontal version of [FlowContainer]."
- msgstr "Contenedor dividido horizontalmente."
- #: doc/classes/HingeJoint.xml
- #, fuzzy
- msgid "A hinge between two 3D PhysicsBodies."
- msgstr "Una bisagra entre dos cuerpos 3D."
- #: doc/classes/HingeJoint.xml
- #, fuzzy
- msgid ""
- "A HingeJoint normally uses the Z axis of body A as the hinge axis, another "
- "axis can be specified when adding it manually though. See also "
- "[Generic6DOFJoint]."
- msgstr ""
- "Un HingeJoint3D normalmente utiliza el eje Z del cuerpo A como eje de "
- "bisagra, aunque se puede especificar otro eje al añadirlo manualmente."
- #: doc/classes/HingeJoint.xml doc/classes/Label3D.xml
- #: doc/classes/SpriteBase3D.xml
- msgid "Returns the value of the specified flag."
- msgstr "Devuelve el valor de la flag especificada."
- #: doc/classes/HingeJoint.xml doc/classes/ParticlesMaterial.xml
- #: doc/classes/PinJoint.xml
- msgid "Returns the value of the specified parameter."
- msgstr "Devuelve el valor del parámetro especificado."
- #: doc/classes/HingeJoint.xml
- msgid "If [code]true[/code], enables the specified flag."
- msgstr "Si [code]true[/code], activa la flag especificada."
- #: doc/classes/HingeJoint.xml doc/classes/PinJoint.xml
- msgid "Sets the value of the specified parameter."
- msgstr "Establece el valor del parámetro especificado."
- #: doc/classes/HingeJoint.xml doc/classes/PhysicsServer.xml
- msgid ""
- "The speed with which the rotation across the axis perpendicular to the hinge "
- "gets corrected."
- msgstr ""
- "La velocidad con la que se corrige la rotación a través del eje "
- "perpendicular a la bisagra."
- #: doc/classes/HingeJoint.xml
- msgid ""
- "If [code]true[/code], the hinges maximum and minimum rotation, defined by "
- "[member angular_limit/lower] and [member angular_limit/upper] has effects."
- msgstr ""
- "Si [code]true[/code], la rotación máxima y mínima de las bisagras, definida "
- "por [member angular_limit/lower] y [member angular_limit/upper] tiene "
- "efectos."
- #: doc/classes/HingeJoint.xml
- msgid ""
- "The minimum rotation. Only active if [member angular_limit/enable] is "
- "[code]true[/code]."
- msgstr ""
- "La rotación mínima. Sólo está activa si [member angular_limit/enable] es "
- "[code]true[/code]."
- #: doc/classes/HingeJoint.xml doc/classes/PhysicsServer.xml
- msgid "The lower this value, the more the rotation gets slowed down."
- msgstr "Cuanto más bajo es este valor, más se ralentiza la rotación."
- #: doc/classes/HingeJoint.xml
- msgid ""
- "The maximum rotation. Only active if [member angular_limit/enable] is "
- "[code]true[/code]."
- msgstr ""
- "La rotación máxima. Sólo está activa si [member angular_limit/enable] es "
- "[code]true[/code]."
- #: doc/classes/HingeJoint.xml
- msgid "When activated, a motor turns the hinge."
- msgstr "Cuando se activa, un motor gira la bisagra."
- #: doc/classes/HingeJoint.xml doc/classes/PhysicsServer.xml
- msgid "Maximum acceleration for the motor."
- msgstr "Aceleración máxima para el motor."
- #: doc/classes/HingeJoint.xml doc/classes/PhysicsServer.xml
- msgid "Target speed for the motor."
- msgstr "Velocidad objetivo para el motor."
- #: doc/classes/HingeJoint.xml doc/classes/PhysicsServer.xml
- msgid ""
- "The speed with which the two bodies get pulled together when they move in "
- "different directions."
- msgstr ""
- "La velocidad con la que los dos cuerpos se juntan cuando se mueven en "
- "diferentes direcciones."
- #: doc/classes/HMACContext.xml
- msgid "Used to create an HMAC for a message using a key."
- msgstr ""
- #: doc/classes/HMACContext.xml
- msgid ""
- "The HMACContext class is useful for advanced HMAC use cases, such as "
- "streaming the message as it supports creating the message over time rather "
- "than providing it all at once.\n"
- "[codeblock]\n"
- "extends Node\n"
- "var ctx = HMACContext.new()\n"
- "\n"
- "func _ready():\n"
- " var key = \"supersecret\".to_utf8()\n"
- " var err = ctx.start(HashingContext.HASH_SHA256, key)\n"
- " assert(err == OK)\n"
- " var msg1 = \"this is \".to_utf8()\n"
- " var msg2 = \"super duper secret\".to_utf8()\n"
- " err = ctx.update(msg1)\n"
- " assert(err == OK)\n"
- " err = ctx.update(msg2)\n"
- " assert(err == OK)\n"
- " var hmac = ctx.finish()\n"
- " print(hmac.hex_encode())\n"
- "[/codeblock]\n"
- "And in C# we can use the following.\n"
- "[codeblock]\n"
- "using Godot;\n"
- "using System;\n"
- "using System.Diagnostics;\n"
- "\n"
- "public class CryptoNode : Node\n"
- "{\n"
- " private HMACContext ctx = new HMACContext();\n"
- " public override void _Ready()\n"
- " {\n"
- " PoolByteArray key = String(\"supersecret\").to_utf8();\n"
- " Error err = ctx.Start(HashingContext.HASH_SHA256, key);\n"
- " GD.Assert(err == OK);\n"
- " PoolByteArray msg1 = String(\"this is \").to_utf8();\n"
- " PoolByteArray msg2 = String(\"super duper secret\").to_utf8();\n"
- " err = ctx.Update(msg1);\n"
- " GD.Assert(err == OK);\n"
- " err = ctx.Update(msg2);\n"
- " GD.Assert(err == OK);\n"
- " PoolByteArray hmac = ctx.Finish();\n"
- " GD.Print(hmac.HexEncode());\n"
- " }\n"
- "}\n"
- "[/codeblock]\n"
- "[b]Note:[/b] Not available in HTML5 exports."
- msgstr ""
- #: doc/classes/HMACContext.xml
- msgid ""
- "Returns the resulting HMAC. If the HMAC failed, an empty [PoolByteArray] is "
- "returned."
- msgstr ""
- #: doc/classes/HMACContext.xml
- msgid ""
- "Initializes the HMACContext. This method cannot be called again on the same "
- "HMACContext until [method finish] has been called."
- msgstr ""
- #: doc/classes/HMACContext.xml
- msgid ""
- "Updates the message to be HMACed. This can be called multiple times before "
- "[method finish] is called to append [code]data[/code] to the message, but "
- "cannot be called until [method start] has been called."
- msgstr ""
- #: doc/classes/HScrollBar.xml
- msgid "Horizontal scroll bar."
- msgstr "Barra de desplazamiento horizontal."
- #: doc/classes/HScrollBar.xml
- msgid ""
- "Horizontal version of [ScrollBar], which goes from left (min) to right (max)."
- msgstr ""
- "Versión horizontal de la [ScrollBar], que va de izquierda (min) a derecha "
- "(máx)."
- #: doc/classes/HScrollBar.xml
- msgid ""
- "Icon used as a button to scroll the [ScrollBar] left. Supports custom step "
- "using the [member ScrollBar.custom_step] property."
- msgstr ""
- "Icono utilizado como botón para desplazar la [ScrollBar] hacia la izquierda. "
- "Soporta el paso personalizado usando la propiedad [member ScrollBar."
- "custom_step]."
- #: doc/classes/HScrollBar.xml doc/classes/VScrollBar.xml
- msgid "Displayed when the mouse cursor hovers over the decrement button."
- msgstr ""
- "Se muestra cuando el cursor del ratón pasa por encima del botón de "
- "disminución."
- #: doc/classes/HScrollBar.xml doc/classes/VScrollBar.xml
- #, fuzzy
- msgid "Displayed when the decrement button is being pressed."
- msgstr "[StyleBox] utilizado cuando se presiona el botón de título."
- #: doc/classes/HScrollBar.xml
- msgid ""
- "Icon used as a button to scroll the [ScrollBar] right. Supports custom step "
- "using the [member ScrollBar.custom_step] property."
- msgstr ""
- "Icono utilizado como botón para desplazar la [ScrollBar] hacia la derecha. "
- "Soporta el paso personalizado usando la propiedad [member ScrollBar."
- "custom_step]."
- #: doc/classes/HScrollBar.xml doc/classes/VScrollBar.xml
- msgid "Displayed when the mouse cursor hovers over the increment button."
- msgstr ""
- "Se muestra cuando el cursor del ratón pasa por encima del botón de "
- "incremento."
- #: doc/classes/HScrollBar.xml doc/classes/VScrollBar.xml
- #, fuzzy
- msgid "Displayed when the increment button is being pressed."
- msgstr "[StyleBox] utilizado cuando se presiona el botón de título."
- #: doc/classes/HScrollBar.xml doc/classes/VScrollBar.xml
- msgid ""
- "Used as texture for the grabber, the draggable element representing current "
- "scroll."
- msgstr ""
- "Usado como textura para el grabber, el elemento arrastrable que representa "
- "el scroll actual."
- #: doc/classes/HScrollBar.xml doc/classes/VScrollBar.xml
- msgid "Used when the mouse hovers over the grabber."
- msgstr "Se usa cuando el ratón esta encima del agarrador."
- #: doc/classes/HScrollBar.xml doc/classes/VScrollBar.xml
- msgid "Used when the grabber is being dragged."
- msgstr "Se usa cuando el agarrador está siendo arrastrado."
- #: doc/classes/HScrollBar.xml doc/classes/VScrollBar.xml
- msgid "Used as background of this [ScrollBar]."
- msgstr "Usado como fondo de esta [ScrollBar]."
- #: doc/classes/HScrollBar.xml doc/classes/VScrollBar.xml
- msgid "Used as background when the [ScrollBar] has the GUI focus."
- msgstr "Se usa como fondo cuando la [ScrollBar] tiene el foco de la GUI."
- #: doc/classes/HSeparator.xml
- msgid "Horizontal separator."
- msgstr "Separador horizontal."
- #: doc/classes/HSeparator.xml
- msgid ""
- "Horizontal separator. See [Separator]. Even though it looks horizontal, it "
- "is used to separate objects vertically."
- msgstr ""
- "Separador horizontal. Ver [Separator]. Aunque parece horizontal, se usa para "
- "separar objetos verticalmente."
- #: doc/classes/HSeparator.xml
- msgid ""
- "The height of the area covered by the separator. Effectively works like a "
- "minimum height."
- msgstr ""
- "La altura del área cubierta por el separador. Efectivamente funciona como "
- "una altura mínima."
- #: doc/classes/HSeparator.xml
- msgid "The style for the separator line. Works best with [StyleBoxLine]."
- msgstr ""
- "El estilo de la línea de separación. Funciona mejor con [StyleBoxLine]."
- #: doc/classes/HSlider.xml
- msgid "Horizontal slider."
- msgstr "Deslizador horizontal."
- #: doc/classes/HSlider.xml
- msgid ""
- "Horizontal slider. See [Slider]. This one goes from left (min) to right "
- "(max).\n"
- "[b]Note:[/b] The [signal Range.changed] and [signal Range.value_changed] "
- "signals are part of the [Range] class which this class inherits from."
- msgstr ""
- #: doc/classes/HSlider.xml doc/classes/VSlider.xml
- msgid "The texture for the grabber (the draggable element)."
- msgstr "La textura para el grabber (el elemento arrastrable)."
- #: doc/classes/HSlider.xml doc/classes/VSlider.xml
- msgid "The texture for the grabber when it's disabled."
- msgstr "La textura para el agarrador cuando está desactivado."
- #: doc/classes/HSlider.xml doc/classes/VSlider.xml
- msgid "The texture for the grabber when it's focused."
- msgstr "La textura para el agarrador cuando está enfocado."
- #: doc/classes/HSlider.xml doc/classes/VSlider.xml
- msgid ""
- "The texture for the ticks, visible when [member Slider.tick_count] is "
- "greater than 0."
- msgstr ""
- "La textura de las marcas, visible cuando [member Slider.tick_count] es mayor "
- "que 0."
- #: doc/classes/HSlider.xml
- msgid "The background of the area to the left of the grabber."
- msgstr "El fondo de la zona a la izquierda del agarrador."
- #: doc/classes/HSlider.xml
- msgid ""
- "The background for the whole slider. Determines the height of the "
- "[code]grabber_area[/code]."
- msgstr ""
- "El fondo para el deslizador completo. Determina la altura del "
- "[code]grabber_area[/code]."
- #: doc/classes/HSplitContainer.xml
- msgid "Horizontal split container."
- msgstr "Contenedor dividido horizontalmente."
- #: doc/classes/HSplitContainer.xml
- msgid ""
- "Horizontal split container. See [SplitContainer]. This goes from left to "
- "right."
- msgstr ""
- "Contenedor dividido horizontalmente. Véase [SplitContainer]. Esto va de "
- "izquierda a derecha."
- #: doc/classes/HSplitContainer.xml doc/classes/VSplitContainer.xml
- msgid ""
- "Boolean value. If 1 ([code]true[/code]), the grabber will hide automatically "
- "when it isn't under the cursor. If 0 ([code]false[/code]), it's always "
- "visible."
- msgstr ""
- "Valor booleano. Si 1 ([code]true[/code]), el grabador se esconderá "
- "automáticamente cuando no esté bajo el cursor. Si 0 ([code]false[/code]), "
- "siempre está visible."
- #: doc/classes/HSplitContainer.xml doc/classes/VSplitContainer.xml
- msgid "The space between sides of the container."
- msgstr "El espacio entre los lados del contenedor."
- #: doc/classes/HSplitContainer.xml doc/classes/VSplitContainer.xml
- msgid "The icon used for the grabber drawn in the middle area."
- msgstr "El icono usado para el agarrador dibujado en la area media."
- #: doc/classes/HTTPClient.xml
- #, fuzzy
- msgid "Low-level hyper-text transfer protocol client."
- msgstr "Cliente HTTP(Hyper-text transfer protocol)."
- #: doc/classes/HTTPClient.xml
- #, fuzzy
- msgid ""
- "Hyper-text transfer protocol client (sometimes called \"User Agent\"). Used "
- "to make HTTP requests to download web content, upload files and other data "
- "or to communicate with various services, among other use cases.\n"
- "See the [HTTPRequest] node for a higher-level alternative.\n"
- "[b]Note:[/b] This client only needs to connect to a host once (see [method "
- "connect_to_host]) to send multiple requests. Because of this, methods that "
- "take URLs usually take just the part after the host instead of the full URL, "
- "as the client is already connected to a host. See [method request] for a "
- "full example and to get started.\n"
- "A [HTTPClient] should be reused between multiple requests or to connect to "
- "different hosts instead of creating one client per request. Supports SSL and "
- "SSL server certificate verification. HTTP status codes in the 2xx range "
- "indicate success, 3xx redirection (i.e. \"try again, but over here\"), 4xx "
- "something was wrong with the request, and 5xx something went wrong on the "
- "server's side.\n"
- "For more information on HTTP, see https://developer.mozilla.org/en-US/docs/"
- "Web/HTTP (or read RFC 2616 to get it straight from the source: https://tools."
- "ietf.org/html/rfc2616).\n"
- "[b]Note:[/b] When performing HTTP requests from a project exported to HTML5, "
- "keep in mind the remote server may not allow requests from foreign origins "
- "due to [url=https://developer.mozilla.org/en-US/docs/Web/HTTP/CORS]CORS[/"
- "url]. If you host the server in question, you should modify its backend to "
- "allow requests from foreign origins by adding the [code]Access-Control-Allow-"
- "Origin: *[/code] HTTP header.\n"
- "[b]Note:[/b] SSL/TLS support is currently limited to TLS 1.0, TLS 1.1, and "
- "TLS 1.2. Attempting to connect to a TLS 1.3-only server will return an "
- "error.\n"
- "[b]Warning:[/b] SSL/TLS certificate revocation and certificate pinning are "
- "currently not supported. Revoked certificates are accepted as long as they "
- "are otherwise valid. If this is a concern, you may want to use automatically "
- "managed certificates with a short validity period."
- msgstr ""
- "Cliente de protocolo de transferencia de hipertexto (a veces llamado "
- "\"Agente de Usuario\"). Se utiliza para hacer peticiones HTTP para descargar "
- "contenido web, cargar archivos y otros datos o para comunicarse con diversos "
- "servicios, entre otros casos de uso. Véase [HTTPRequest] para una "
- "alternativa de nivel superior.\n"
- "[b]Nota:[/b] Este cliente sólo necesita conectarse a un host una vez (véase "
- "[method connect_to_host]) para enviar varias solicitudes. Debido a esto, los "
- "métodos que toman URLs normalmente toman sólo la parte después del host en "
- "lugar de la URL completa, ya que el cliente ya está conectado a un host. "
- "Consulta [method request] para ver un ejemplo completo y para empezar.\n"
- "Un [HTTPClient] debería ser reutilizado entre múltiples peticiones o para "
- "conectar a diferentes hosts en lugar de crear un cliente por petición. "
- "Admite la verificación de certificados SSL y de certificados de servidor "
- "SSL. Los códigos de estado HTTP en el rango de 2xx indican éxito, 3xx "
- "redirección (es decir, \"intentarlo de nuevo, pero por aquí\"), 4xx algo "
- "estaba mal con la solicitud, y 5xx algo salió mal en el lado del servidor.\n"
- "Para más información sobre HTTP, ver https://developer.mozilla.org/en-US/"
- "docs/Web/HTTP (o leer RFC 2616 para obtenerlo directamente de la fuente: "
- "https://tools.ietf.org/html/rfc2616).\n"
- "[b]Nota:[/b] Al realizar peticiones HTTP de un proyecto exportado a HTML5, "
- "tenga en cuenta que el servidor remoto puede no permitir peticiones de "
- "orígenes extranjeros debido a [url=https://developer.mozilla.org/en-US/docs/"
- "Web/HTTP/CORS]CORS[/url]. Si usted hospeda el servidor en cuestión, debería "
- "modificar su backend para permitir las solicitudes de orígenes extranjeros "
- "añadiendo el [code]Access-Control-Allow-Origin: *[/code] encabezado HTTP."
- #: doc/classes/HTTPClient.xml
- msgid "Closes the current connection, allowing reuse of this [HTTPClient]."
- msgstr ""
- "Cierra la conexión actual, permitiendo la reutilización de este [HTTPClient]."
- #: doc/classes/HTTPClient.xml
- msgid ""
- "Connects to a host. This needs to be done before any requests are sent.\n"
- "The host should not have http:// prepended but will strip the protocol "
- "identifier if provided.\n"
- "If no [code]port[/code] is specified (or [code]-1[/code] is used), it is "
- "automatically set to 80 for HTTP and 443 for HTTPS (if [code]use_ssl[/code] "
- "is enabled).\n"
- "[code]verify_host[/code] will check the SSL identity of the host if set to "
- "[code]true[/code]."
- msgstr ""
- "Se conecta a un host. Esto debe hacerse antes de que se envíe cualquier "
- "solicitud.\n"
- "El host no debe tener preparado http://, pero eliminará el identificador del "
- "protocolo si se le proporciona.\n"
- "Si no se especifica [code]port[/code] (o se utiliza [code]-1[/code]), se "
- "establece automáticamente en 80 para HTTP y en 443 para HTTPS (si se activa "
- "[code]use_ssl[/code]).\n"
- "[code]verify_host[/code] comprobará la identidad SSL del host si se "
- "establece en [code]true[/code]."
- #: doc/classes/HTTPClient.xml
- msgid ""
- "Returns the response's body length.\n"
- "[b]Note:[/b] Some Web servers may not send a body length. In this case, the "
- "value returned will be [code]-1[/code]. If using chunked transfer encoding, "
- "the body length will also be [code]-1[/code]."
- msgstr ""
- "Devuelve la longitud del cuerpo de la respuesta.\n"
- "[b]Nota:[/b] Algunos servidores web pueden no enviar la longitud del cuerpo. "
- "En este caso, el valor devuelto será [code]-1[/code]. Si se utiliza la "
- "codificación de transferencia de trozos, la longitud del cuerpo también será "
- "[code]-1[/code]."
- #: doc/classes/HTTPClient.xml
- msgid "Returns the response's HTTP status code."
- msgstr "Devuelve el código de estado HTTP de la respuesta."
- #: doc/classes/HTTPClient.xml
- msgid "Returns the response headers."
- msgstr "Devuelve las cabeceras de la respuesta."
- #: doc/classes/HTTPClient.xml
- msgid ""
- "Returns all response headers as a Dictionary of structure [code]{ \"key\": "
- "\"value1; value2\" }[/code] where the case-sensitivity of the keys and "
- "values is kept like the server delivers it. A value is a simple String, this "
- "string can have more than one value where \"; \" is used as separator.\n"
- "[b]Example:[/b]\n"
- "[codeblock]\n"
- "{\n"
- " \"content-length\": 12,\n"
- " \"Content-Type\": \"application/json; charset=UTF-8\",\n"
- "}\n"
- "[/codeblock]"
- msgstr ""
- "Devuelve todos los encabezados de respuesta como un diccionario de "
- "estructura [code]{\"key\": \"value1; value2\" }[/code] donde la sensibilidad "
- "a mayúsculas y minúsculas de las claves y valores se mantiene como el "
- "servidor lo entrega. Un valor es una simple String, esta string puede tener "
- "más de un valor donde \"; \" se utiliza como separador.\n"
- "[b]Ejemplo:[/b]\n"
- "[codeblock]\n"
- "{\n"
- " \"content-length\": 12,\n"
- " \"Content-Type\": \"application/json; charset=UTF-8\",\n"
- "}\n"
- "[/codeblock]"
- #: doc/classes/HTTPClient.xml
- msgid ""
- "Returns a [enum Status] constant. Need to call [method poll] in order to get "
- "status updates."
- msgstr ""
- "Devuelve una constant [enum Status]. Necesito llamar a [method poll] para "
- "obtener actualizaciones de estado."
- #: doc/classes/HTTPClient.xml
- msgid "If [code]true[/code], this [HTTPClient] has a response available."
- msgstr ""
- "Si [code]true[/code], este [HTTPClient] tiene una respuesta disponible."
- #: doc/classes/HTTPClient.xml
- msgid "If [code]true[/code], this [HTTPClient] has a response that is chunked."
- msgstr ""
- "Si [code]true[/code], este [HTTPClient] tiene una respuesta que es troceada."
- #: doc/classes/HTTPClient.xml
- msgid ""
- "This needs to be called in order to have any request processed. Check "
- "results with [method get_status]."
- msgstr ""
- "Hay que llamar a esto para que se procese cualquier solicitud. Comprueba los "
- "resultados con [method get_status]."
- #: doc/classes/HTTPClient.xml
- msgid ""
- "Generates a GET/POST application/x-www-form-urlencoded style query string "
- "from a provided dictionary, e.g.:\n"
- "[codeblock]\n"
- "var fields = {\"username\": \"user\", \"password\": \"pass\"}\n"
- "var query_string = http_client.query_string_from_dict(fields)\n"
- "# Returns \"username=user&password=pass\"\n"
- "[/codeblock]\n"
- "Furthermore, if a key has a [code]null[/code] value, only the key itself is "
- "added, without equal sign and value. If the value is an array, for each "
- "value in it a pair with the same key is added.\n"
- "[codeblock]\n"
- "var fields = {\"single\": 123, \"not_valued\": null, \"multiple\": [22, 33, "
- "44]}\n"
- "var query_string = http_client.query_string_from_dict(fields)\n"
- "# Returns \"single=123¬_valued&multiple=22&multiple=33&multiple=44\"\n"
- "[/codeblock]"
- msgstr ""
- "Genera una string de consulta de estilo GET/POST/x-www-form-urlencoded desde "
- "un diccionario proporcionado, por ejemplo:\n"
- "codeblock]\n"
- "var campos = {\"nombreusuario\": \"usuario\", \"password\": \"contrasena\"}\n"
- "var query_string = http_client.query_string_from_dict(campos)\n"
- "# Returns \"nombreusuario=usuario&password=contrasena\"\n"
- "[/codeblock]\n"
- "Además, si una clave tiene un valor [code]null[/code], sólo se añade la "
- "propia clave, sin igual signo y valor. Si el valor es un array, por cada "
- "valor en ella se añade un par con la misma clave.\n"
- "[codeblock]\n"
- "var campos = {\"unico\": 123, \"no_valor\": null, \"multiple\": [22, 33, "
- "44]}\n"
- "var query_string = http_client.query_string_from_dict(fields)\n"
- "# Devuelve \"unico=123&no_valor&multiple=22&multiple=33&multiple=44\"\n"
- "[/codeblock]"
- #: doc/classes/HTTPClient.xml
- msgid "Reads one chunk from the response."
- msgstr "Lee un trozo de la respuesta."
- #: doc/classes/HTTPClient.xml
- #, fuzzy
- msgid ""
- "Sends a request to the connected host.\n"
- "The URL parameter is usually just the part after the host, so for "
- "[code]http://somehost.com/index.php[/code], it is [code]/index.php[/code]. "
- "When sending requests to an HTTP proxy server, it should be an absolute URL. "
- "For [constant HTTPClient.METHOD_OPTIONS] requests, [code]*[/code] is also "
- "allowed. For [constant HTTPClient.METHOD_CONNECT] requests, it should be the "
- "authority component ([code]host:port[/code]).\n"
- "Headers are HTTP request headers. For available HTTP methods, see [enum "
- "Method].\n"
- "To create a POST request with query strings to push to the server, do:\n"
- "[codeblock]\n"
- "var fields = {\"username\" : \"user\", \"password\" : \"pass\"}\n"
- "var query_string = http_client.query_string_from_dict(fields)\n"
- "var headers = [\"Content-Type: application/x-www-form-urlencoded\", "
- "\"Content-Length: \" + str(query_string.length())]\n"
- "var result = http_client.request(http_client.METHOD_POST, \"/index.php\", "
- "headers, query_string)\n"
- "[/codeblock]\n"
- "[b]Note:[/b] The [code]request_data[/code] parameter is ignored if "
- "[code]method[/code] is [constant HTTPClient.METHOD_GET]. This is because GET "
- "methods can't contain request data. As a workaround, you can pass request "
- "data as a query string in the URL. See [method String.http_escape] for an "
- "example."
- msgstr ""
- "Envía una solicitud al anfitrión conectado. El parámetro URL es sólo la "
- "parte después del host, así que para [code]http://algunhost.com/index.php[/"
- "code], es [code]index.php[/code].\n"
- "Las cabeceras son cabeceras de peticiones HTTP. Para los métodos HTTP "
- "disponibles, ver [enum Method].\n"
- "Para crear una petición POST con cadenas de consulta para empujar al "
- "servidor, hazlo:\n"
- "[codeblock]\n"
- "var campos = {\"nombreUsuario\" : \"usuario\", \"password\" : "
- "\"contrasena\"}\n"
- "var query = http_client.query_string_from_dict(campos)\n"
- "var headers = [\"Content-Type: application/x-www-form-urlencoded\", "
- "\"Content-Length: \" + str(query_string.length())]]\n"
- "var resultado = http_client.request(http_client.METHOD_POST, \"index.php\", "
- "headers, query)\n"
- "[/codeblock]"
- #: doc/classes/HTTPClient.xml
- #, fuzzy
- msgid ""
- "Sends a raw request to the connected host.\n"
- "The URL parameter is usually just the part after the host, so for "
- "[code]http://somehost.com/index.php[/code], it is [code]/index.php[/code]. "
- "When sending requests to an HTTP proxy server, it should be an absolute URL. "
- "For [constant HTTPClient.METHOD_OPTIONS] requests, [code]*[/code] is also "
- "allowed. For [constant HTTPClient.METHOD_CONNECT] requests, it should be the "
- "authority component ([code]host:port[/code]).\n"
- "Headers are HTTP request headers. For available HTTP methods, see [enum "
- "Method].\n"
- "Sends the body data raw, as a byte array and does not encode it in any way."
- msgstr ""
- "Envía una solicitud raw al host conectado. El parámetro URL es sólo la parte "
- "después del host, así que para [code]http://algunhost.com/index.php[/code], "
- "es [code]index.php[/code].\n"
- "Las cabeceras son cabeceras de peticiones HTTP. Para los métodos HTTP "
- "disponibles, ver [enum Method].\n"
- "Envía los datos del cuerpo en bruto, como un array de bytes y no los "
- "codifica de ninguna manera."
- #: doc/classes/HTTPClient.xml doc/classes/HTTPRequest.xml
- msgid ""
- "Sets the proxy server for HTTP requests.\n"
- "The proxy server is unset if [code]host[/code] is empty or [code]port[/code] "
- "is -1."
- msgstr ""
- #: doc/classes/HTTPClient.xml doc/classes/HTTPRequest.xml
- msgid ""
- "Sets the proxy server for HTTPS requests.\n"
- "The proxy server is unset if [code]host[/code] is empty or [code]port[/code] "
- "is -1."
- msgstr ""
- #: doc/classes/HTTPClient.xml
- msgid ""
- "If [code]true[/code], execution will block until all data is read from the "
- "response."
- msgstr ""
- "Si [code]true[/code], la ejecución se bloqueará hasta que se lean todos los "
- "datos de la respuesta."
- #: doc/classes/HTTPClient.xml
- msgid "The connection to use for this client."
- msgstr "La conexión a usar para este cliente."
- #: doc/classes/HTTPClient.xml
- msgid ""
- "The size of the buffer used and maximum bytes to read per iteration. See "
- "[method read_response_body_chunk]."
- msgstr ""
- "El tamaño de la memoria intermedia utilizada y el máximo de bytes a leer por "
- "iteración. Véase [method read_response_body_chunk]."
- #: doc/classes/HTTPClient.xml
- msgid ""
- "HTTP GET method. The GET method requests a representation of the specified "
- "resource. Requests using GET should only retrieve data."
- msgstr ""
- "Método HTTP GET. El método GET solicita una representación del recurso "
- "especificado. Las solicitudes que utilizan GET sólo deben recuperar datos."
- #: doc/classes/HTTPClient.xml
- msgid ""
- "HTTP HEAD method. The HEAD method asks for a response identical to that of a "
- "GET request, but without the response body. This is useful to request "
- "metadata like HTTP headers or to check if a resource exists."
- msgstr ""
- "Método HTTP HEAD. El método HEAD pide una respuesta idéntica a la de una "
- "petición GET, pero sin el cuerpo de respuesta. Esto es útil para solicitar "
- "metadatos como cabeceras HTTP o para comprobar si existe un recurso."
- #: doc/classes/HTTPClient.xml
- msgid ""
- "HTTP POST method. The POST method is used to submit an entity to the "
- "specified resource, often causing a change in state or side effects on the "
- "server. This is often used for forms and submitting data or uploading files."
- msgstr ""
- "Método HTTP POST. El método POST se utiliza para someter una entidad al "
- "recurso especificado, a menudo causando un cambio de estado o efectos "
- "secundarios en el servidor. A menudo se utiliza para formularios y para "
- "enviar datos o cargar archivos."
- #: doc/classes/HTTPClient.xml
- msgid ""
- "HTTP PUT method. The PUT method asks to replace all current representations "
- "of the target resource with the request payload. (You can think of POST as "
- "\"create or update\" and PUT as \"update\", although many services tend to "
- "not make a clear distinction or change their meaning)."
- msgstr ""
- "Método HTTP PUT. El método PUT pide reemplazar todas las representaciones "
- "actuales del recurso de destino con la carga útil de la solicitud. (Puedes "
- "pensar en POST como \"crear o actualizar\" y en PUT como \"actualizar\", "
- "aunque muchos servicios tienden a no hacer una distinción clara o a cambiar "
- "su significado)."
- #: doc/classes/HTTPClient.xml
- msgid ""
- "HTTP DELETE method. The DELETE method requests to delete the specified "
- "resource."
- msgstr ""
- "Método HTTP DELETE. El método DELETE pide que se elimine el recurso "
- "especificado."
- #: doc/classes/HTTPClient.xml
- msgid ""
- "HTTP OPTIONS method. The OPTIONS method asks for a description of the "
- "communication options for the target resource. Rarely used."
- msgstr ""
- "Método OPTIONS HTTP. El método OPTIONS pide una descripción de las opciones "
- "de comunicación para el recurso objetivo. Rara vez se utiliza."
- #: doc/classes/HTTPClient.xml
- msgid ""
- "HTTP TRACE method. The TRACE method performs a message loop-back test along "
- "the path to the target resource. Returns the entire HTTP request received in "
- "the response body. Rarely used."
- msgstr ""
- "Método HTTP TRACE. El método TRACE realiza una prueba de bucle de mensajes a "
- "lo largo del camino hacia el recurso objetivo. Devuelve toda la petición "
- "HTTP recibida en el cuerpo de respuesta. Rara vez se usa."
- #: doc/classes/HTTPClient.xml
- msgid ""
- "HTTP CONNECT method. The CONNECT method establishes a tunnel to the server "
- "identified by the target resource. Rarely used."
- msgstr ""
- "Método HTTP CONNECT. El método CONNECT establece un túnel hacia el servidor "
- "identificado por el recurso objetivo. Rara vez se utiliza."
- #: doc/classes/HTTPClient.xml
- msgid ""
- "HTTP PATCH method. The PATCH method is used to apply partial modifications "
- "to a resource."
- msgstr ""
- "Método HTTP PATCH. El método PATCH se utiliza para aplicar modificaciones "
- "parciales a un recurso."
- #: doc/classes/HTTPClient.xml
- msgid "Represents the size of the [enum Method] enum."
- msgstr "Representa el tamaño del enum [enum Method]."
- #: doc/classes/HTTPClient.xml
- msgid "Status: Disconnected from the server."
- msgstr "Estado: Desconectado del servidor."
- #: doc/classes/HTTPClient.xml
- msgid "Status: Currently resolving the hostname for the given URL into an IP."
- msgstr ""
- "Estado: Actualmente resolviendo el nombre del host para la URL dada, en una "
- "IP."
- #: doc/classes/HTTPClient.xml
- msgid "Status: DNS failure: Can't resolve the hostname for the given URL."
- msgstr ""
- "Estado: Fallo del DNS: No se puede resolver el nombre de host para la URL "
- "dada."
- #: doc/classes/HTTPClient.xml
- msgid "Status: Currently connecting to server."
- msgstr "Estado: Actualmente conectándose al servidor."
- #: doc/classes/HTTPClient.xml
- msgid "Status: Can't connect to the server."
- msgstr "Estado: No puede conectarse al servidor."
- #: doc/classes/HTTPClient.xml
- msgid "Status: Connection established."
- msgstr "Estado: Conexión establecida."
- #: doc/classes/HTTPClient.xml
- msgid "Status: Currently sending request."
- msgstr "Estado: Actualmente enviando la petición."
- #: doc/classes/HTTPClient.xml
- msgid "Status: HTTP body received."
- msgstr "Estado: Cuerpo HTTP recibido."
- #: doc/classes/HTTPClient.xml
- msgid "Status: Error in HTTP connection."
- msgstr "Estado: Error en la conexión HTTP."
- #: doc/classes/HTTPClient.xml
- msgid "Status: Error in SSL handshake."
- msgstr "Estado: Error en el handshake SSL."
- #: doc/classes/HTTPClient.xml
- msgid ""
- "HTTP status code [code]100 Continue[/code]. Interim response that indicates "
- "everything so far is OK and that the client should continue with the request "
- "(or ignore this status if already finished)."
- msgstr ""
- "Código de estado HTTP [code]100 Continuar [/code]. Respuesta provisional que "
- "indica que todo hasta ahora está bien y que el cliente debe continuar con la "
- "solicitud (o ignorar este estado si ya ha terminado)."
- #: doc/classes/HTTPClient.xml
- msgid ""
- "HTTP status code [code]101 Switching Protocol[/code]. Sent in response to an "
- "[code]Upgrade[/code] request header by the client. Indicates the protocol "
- "the server is switching to."
- msgstr ""
- "Código de estado HTTP [code]101 Switching Protocol[/code]. Enviado en "
- "respuesta a una solicitud de [code]Upgrade[/code] por el cliente. Indica el "
- "protocolo al que el servidor está cambiando."
- #: doc/classes/HTTPClient.xml
- msgid ""
- "HTTP status code [code]102 Processing[/code] (WebDAV). Indicates that the "
- "server has received and is processing the request, but no response is "
- "available yet."
- msgstr ""
- "Código de estado HTTP [code]102 Processing[/code] (WebDAV). Indica que el "
- "servidor ha recibido y está procesando la solicitud, pero aún no hay "
- "respuesta disponible."
- #: doc/classes/HTTPClient.xml
- msgid ""
- "HTTP status code [code]200 OK[/code]. The request has succeeded. Default "
- "response for successful requests. Meaning varies depending on the request. "
- "GET: The resource has been fetched and is transmitted in the message body. "
- "HEAD: The entity headers are in the message body. POST: The resource "
- "describing the result of the action is transmitted in the message body. "
- "TRACE: The message body contains the request message as received by the "
- "server."
- msgstr ""
- "Código de estado HTTP [code]200 OK[/code]. La petición ha tenido éxito. "
- "Respuesta por defecto para las solicitudes con exito. El significado varía "
- "dependiendo de la solicitud. GET: El recurso ha sido recuperado y se "
- "transmite en el cuerpo del mensaje. HEAD: Las cabeceras de la entidad están "
- "en el cuerpo del mensaje. POST: El recurso que describe el resultado de la "
- "acción se transmite en el cuerpo del mensaje. TRACE: El cuerpo del mensaje "
- "contiene el mensaje de solicitud tal y como lo recibió el servidor."
- #: doc/classes/HTTPClient.xml
- msgid ""
- "HTTP status code [code]201 Created[/code]. The request has succeeded and a "
- "new resource has been created as a result of it. This is typically the "
- "response sent after a PUT request."
- msgstr ""
- "Código de estado HTTP [code]201 Creado[/code]. La petición ha tenido éxito y "
- "se ha creado un nuevo recurso como resultado de ella. Esta es típicamente la "
- "respuesta enviada después de una solicitud PUT."
- #: doc/classes/HTTPClient.xml
- msgid ""
- "HTTP status code [code]202 Accepted[/code]. The request has been received "
- "but not yet acted upon. It is non-committal, meaning that there is no way in "
- "HTTP to later send an asynchronous response indicating the outcome of "
- "processing the request. It is intended for cases where another process or "
- "server handles the request, or for batch processing."
- msgstr ""
- "Código de estado HTTP [code]202 Accepted[/code]. La solicitud ha sido "
- "recibida pero aún no se ha actuado al respecto. No se ha tomado ninguna "
- "medida, lo que significa que no hay forma de que HTTP envíe más tarde una "
- "respuesta asincrónica que indique el resultado del procesamiento de la "
- "solicitud. Está destinado a los casos en que otro proceso o servidor se "
- "encarga de la solicitud, o para el procesamiento por lotes."
- #: doc/classes/HTTPClient.xml
- msgid ""
- "HTTP status code [code]203 Non-Authoritative Information[/code]. This "
- "response code means returned meta-information set is not exact set as "
- "available from the origin server, but collected from a local or a third "
- "party copy. Except this condition, 200 OK response should be preferred "
- "instead of this response."
- msgstr ""
- "Código de estado HTTP [code]203 Información no autorizada [/code]. Este "
- "código de respuesta significa que el conjunto de meta-información devuelta "
- "no está exactamente establecida como disponible en el servidor de origen, "
- "sino que se ha recogido de una copia local o de un tercero. Excepto en esta "
- "condición, se debe preferir la respuesta 200 OK en lugar de esta respuesta."
- #: doc/classes/HTTPClient.xml
- msgid ""
- "HTTP status code [code]204 No Content[/code]. There is no content to send "
- "for this request, but the headers may be useful. The user-agent may update "
- "its cached headers for this resource with the new ones."
- msgstr ""
- "Código de estado HTTP [code]204 No hay contenido [/code]. No hay contenido "
- "que enviar para esta petición, pero los encabezados pueden ser útiles. El "
- "user-agent puede actualizar sus cabeceras en caché para este recurso con las "
- "nuevas."
- #: doc/classes/HTTPClient.xml
- msgid ""
- "HTTP status code [code]205 Reset Content[/code]. The server has fulfilled "
- "the request and desires that the client resets the \"document view\" that "
- "caused the request to be sent to its original state as received from the "
- "origin server."
- msgstr ""
- "Código de estado HTTP [code]205 Reset Content[/code]. El servidor ha "
- "cumplido la solicitud y desea que el cliente restablezca la \"vista del "
- "documento\" que causó que la solicitud se enviara a su estado original tal "
- "como se recibió del servidor de origen."
- #: doc/classes/HTTPClient.xml
- msgid ""
- "HTTP status code [code]206 Partial Content[/code]. This response code is "
- "used because of a range header sent by the client to separate download into "
- "multiple streams."
- msgstr ""
- "Código de estado HTTP [code]206 Partial Content[/code]. Este código de "
- "respuesta se utiliza debido a un encabezado de rango enviado por el cliente "
- "para separar la descarga en múltiples flujos."
- #: doc/classes/HTTPClient.xml
- msgid ""
- "HTTP status code [code]207 Multi-Status[/code] (WebDAV). A Multi-Status "
- "response conveys information about multiple resources in situations where "
- "multiple status codes might be appropriate."
- msgstr ""
- "Código de estado HTTP [code]207 Multi-Status[/code] (WebDAV). Una respuesta "
- "Multi-Status transmite información sobre múltiples recursos en situaciones "
- "en las que podrían ser apropiados múltiples códigos de estado."
- #: doc/classes/HTTPClient.xml
- msgid ""
- "HTTP status code [code]208 Already Reported[/code] (WebDAV). Used inside a "
- "DAV: propstat response element to avoid enumerating the internal members of "
- "multiple bindings to the same collection repeatedly."
- msgstr ""
- "Código de estado HTTP [code]208 Already Reported[/code] (WebDAV). Utilizado "
- "dentro de un DAV: elemento de respuesta propstat para evitar enumerar los "
- "miembros internos de múltiples enlaces a la misma colección repetidamente."
- #: doc/classes/HTTPClient.xml
- msgid ""
- "HTTP status code [code]226 IM Used[/code] (WebDAV). The server has fulfilled "
- "a GET request for the resource, and the response is a representation of the "
- "result of one or more instance-manipulations applied to the current instance."
- msgstr ""
- "Código de estado HTTP [code]226 IM Used[/code] (WebDAV). El servidor ha "
- "cumplido una solicitud GET para el recurso, y la respuesta es una "
- "representación del resultado de una o más manipulaciones de instancia "
- "aplicadas a la instancia actual."
- #: doc/classes/HTTPClient.xml
- msgid ""
- "HTTP status code [code]300 Multiple Choice[/code]. The request has more than "
- "one possible responses and there is no standardized way to choose one of the "
- "responses. User-agent or user should choose one of them."
- msgstr ""
- "Código de estado HTTP [code]300 Multiple Choice[/code]. La solicitud tiene "
- "más de una respuesta posible y no hay una forma estandarizada de elegir una "
- "de las respuestas. El user-agent o el usuario debe elegir una de ellas."
- #: doc/classes/HTTPClient.xml
- msgid ""
- "HTTP status code [code]301 Moved Permanently[/code]. Redirection. This "
- "response code means the URI of requested resource has been changed. The new "
- "URI is usually included in the response."
- msgstr ""
- "Código de estado HTTP [code]301 Moved Permanently[/code]. Redirección. Este "
- "código de respuesta significa que la URI del recurso solicitado ha sido "
- "cambiada. La nueva URI suele estar incluida en la respuesta."
- #: doc/classes/HTTPClient.xml
- msgid ""
- "HTTP status code [code]302 Found[/code]. Temporary redirection. This "
- "response code means the URI of requested resource has been changed "
- "temporarily. New changes in the URI might be made in the future. Therefore, "
- "this same URI should be used by the client in future requests."
- msgstr ""
- "Código de estado HTTP [code]302 Found[/code]. Redireccionamiento temporal. "
- "Este código de respuesta significa que la URI del recurso solicitado ha sido "
- "cambiada temporalmente. Nuevos cambios en la URI podrían hacerse en el "
- "futuro. Por lo tanto, esta misma URI debería ser utilizada por el cliente en "
- "futuras solicitudes."
- #: doc/classes/HTTPClient.xml
- msgid ""
- "HTTP status code [code]303 See Other[/code]. The server is redirecting the "
- "user agent to a different resource, as indicated by a URI in the Location "
- "header field, which is intended to provide an indirect response to the "
- "original request."
- msgstr ""
- "Código de estado HTTP [code]303 See Other[/code]. El servidor está "
- "redirigiendo el user agent a un recurso diferente, como se indica en una URI "
- "en el campo de encabezamiento de la localización, que tiene por objeto "
- "proporcionar una respuesta indirecta a la solicitud original."
- #: doc/classes/HTTPClient.xml
- msgid ""
- "HTTP status code [code]304 Not Modified[/code]. A conditional GET or HEAD "
- "request has been received and would have resulted in a 200 OK response if it "
- "were not for the fact that the condition evaluated to [code]false[/code]."
- msgstr ""
- "Código de estado HTTP [code]304 Not Modified[/code]. Se ha recibido una "
- "solicitud condicional GET o HEAD que habría dado lugar a una respuesta de "
- "200 OK si no fuera por el hecho de que la condición fue evaluada a "
- "[code]false[/code]."
- #: doc/classes/HTTPClient.xml
- msgid ""
- "HTTP status code [code]305 Use Proxy[/code]. [i]Deprecated. Do not use.[/i]"
- msgstr ""
- "Código de estado HTTP [code]305 Use Proxy[/code]. [i]Descartado. No Usar.[/i]"
- #: doc/classes/HTTPClient.xml
- msgid ""
- "HTTP status code [code]306 Switch Proxy[/code]. [i]Deprecated. Do not use.[/"
- "i]"
- msgstr ""
- "Código de estado HTTP [code]306 Switch Proxy[/code]. [i]Descartado. No Usar."
- "[/i]"
- #: doc/classes/HTTPClient.xml
- msgid ""
- "HTTP status code [code]307 Temporary Redirect[/code]. The target resource "
- "resides temporarily under a different URI and the user agent MUST NOT change "
- "the request method if it performs an automatic redirection to that URI."
- msgstr ""
- "Código de estado HTTP [code]307 Temporary Redirect[/code]. El recurso "
- "objetivo reside temporalmente bajo una URI diferente y el user-agent NO DEBE "
- "cambiar el método de solicitud si realiza una redirección automática a esa "
- "URI."
- #: doc/classes/HTTPClient.xml
- msgid ""
- "HTTP status code [code]308 Permanent Redirect[/code]. The target resource "
- "has been assigned a new permanent URI and any future references to this "
- "resource ought to use one of the enclosed URIs."
- msgstr ""
- "Código de estado HTTP [code]308 Permanent Redirect[/code]. Al recurso "
- "objetivo se le ha asignado una nueva URI permanente y cualquier referencia "
- "futura a este recurso deberá utilizar una de las URI adjuntas."
- #: doc/classes/HTTPClient.xml
- msgid ""
- "HTTP status code [code]400 Bad Request[/code]. The request was invalid. The "
- "server cannot or will not process the request due to something that is "
- "perceived to be a client error (e.g., malformed request syntax, invalid "
- "request message framing, invalid request contents, or deceptive request "
- "routing)."
- msgstr ""
- "Código de estado HTTP [code]400 Bad Request[/code]. La solicitud era "
- "inválida. El servidor no puede o no quiere procesar la solicitud debido a "
- "algo que se percibe como un error del cliente (por ejemplo, sintaxis de "
- "solicitud mal formada, enmarcado de mensaje de solicitud inválido, contenido "
- "de solicitud inválido o enrutamiento de solicitud engañoso)."
- #: doc/classes/HTTPClient.xml
- msgid ""
- "HTTP status code [code]401 Unauthorized[/code]. Credentials required. The "
- "request has not been applied because it lacks valid authentication "
- "credentials for the target resource."
- msgstr ""
- "Código de estado HTTP [code]401 Unauthorized[/code]. Se requieren "
- "credenciales. La solicitud no se ha aplicado porque carece de credenciales "
- "de autenticación válidas para el recurso de destino."
- #: doc/classes/HTTPClient.xml
- msgid ""
- "HTTP status code [code]402 Payment Required[/code]. This response code is "
- "reserved for future use. Initial aim for creating this code was using it for "
- "digital payment systems, however this is not currently used."
- msgstr ""
- "Código de estado HTTP [code]402 Payment Required[/code]. Este código de "
- "respuesta está reservado para un uso futuro. El objetivo inicial para crear "
- "este código era usarlo para sistemas de pago digitales, sin embargo no se "
- "usa actualmente."
- #: doc/classes/HTTPClient.xml
- msgid ""
- "HTTP status code [code]403 Forbidden[/code]. The client does not have access "
- "rights to the content, i.e. they are unauthorized, so server is rejecting to "
- "give proper response. Unlike [code]401[/code], the client's identity is "
- "known to the server."
- msgstr ""
- "Código de estado HTTP [code]403 Forbidden[/code]. El cliente no tiene "
- "derechos de acceso al contenido, es decir, no están autorizados, por lo que "
- "el servidor se está negando a dar una respuesta adecuada. A diferencia de "
- "[code]401[/code], la identidad del cliente es conocida por el servidor."
- #: doc/classes/HTTPClient.xml
- msgid ""
- "HTTP status code [code]404 Not Found[/code]. The server can not find "
- "requested resource. Either the URL is not recognized or the endpoint is "
- "valid but the resource itself does not exist. May also be sent instead of "
- "403 to hide existence of a resource if the client is not authorized."
- msgstr ""
- "Código de estado HTTP [code]404 Not Found[/code]. El servidor no puede "
- "encontrar el recurso solicitado. La URL no se reconoce o el punto final es "
- "válido pero el recurso en sí no existe. También puede ser enviado en lugar "
- "de 403 para ocultar la existencia de un recurso si el cliente no está "
- "autorizado."
- #: doc/classes/HTTPClient.xml
- msgid ""
- "HTTP status code [code]405 Method Not Allowed[/code]. The request's HTTP "
- "method is known by the server but has been disabled and cannot be used. For "
- "example, an API may forbid DELETE-ing a resource. The two mandatory methods, "
- "GET and HEAD, must never be disabled and should not return this error code."
- msgstr ""
- "Código de estado HTTP [code]405 Method Not Allowed[/code]. El método HTTP de "
- "la petición es conocido por el servidor pero ha sido desactivado y no puede "
- "ser utilizado. Por ejemplo, una API puede prohibir la eliminación de un "
- "recurso. Los dos métodos obligatorios, GET y HEAD, nunca deben ser "
- "desactivados y no deben devolver este código de error."
- #: doc/classes/HTTPClient.xml
- msgid ""
- "HTTP status code [code]406 Not Acceptable[/code]. The target resource does "
- "not have a current representation that would be acceptable to the user "
- "agent, according to the proactive negotiation header fields received in the "
- "request. Used when negotiation content."
- msgstr ""
- "Código de estado HTTP [code]406 Not Acceptable[/code]. El recurso de destino "
- "no tiene una representación actual que sería aceptable para el agente "
- "usuario, según los campos del encabezado de negociación proactiva recibidos "
- "en la solicitud. Se utiliza cuando el contenido de la negociación."
- #: doc/classes/HTTPClient.xml
- msgid ""
- "HTTP status code [code]407 Proxy Authentication Required[/code]. Similar to "
- "401 Unauthorized, but it indicates that the client needs to authenticate "
- "itself in order to use a proxy."
- msgstr ""
- "Código de estado HTTP [code]407 Proxy Authentication Required[/code]. "
- "Similar a 401 No autorizado, pero indica que el cliente necesita "
- "autenticarse para usar un proxy."
- #: doc/classes/HTTPClient.xml
- msgid ""
- "HTTP status code [code]408 Request Timeout[/code]. The server did not "
- "receive a complete request message within the time that it was prepared to "
- "wait."
- msgstr ""
- "Código de estado HTTP [code]408 Solicitud de tiempo de espera [/code]. El "
- "servidor no recibió un mensaje de solicitud completo en el tiempo que estaba "
- "preparado para esperar."
- #: doc/classes/HTTPClient.xml
- msgid ""
- "HTTP status code [code]409 Conflict[/code]. The request could not be "
- "completed due to a conflict with the current state of the target resource. "
- "This code is used in situations where the user might be able to resolve the "
- "conflict and resubmit the request."
- msgstr ""
- "Código de estado HTTP [code]409 Conflict[/code]. La solicitud no pudo "
- "completarse debido a un conflicto con el estado actual del recurso objetivo. "
- "Este código se utiliza en situaciones en las que el usuario podría resolver "
- "el conflicto y volver a enviar la solicitud."
- #: doc/classes/HTTPClient.xml
- msgid ""
- "HTTP status code [code]410 Gone[/code]. The target resource is no longer "
- "available at the origin server and this condition is likely permanent."
- msgstr ""
- "Código de estado HTTP [code]410 Gone[/code]. El recurso objetivo ya no está "
- "disponible en el servidor de origen y esta condición es probablemente "
- "permanente."
- #: doc/classes/HTTPClient.xml
- msgid ""
- "HTTP status code [code]411 Length Required[/code]. The server refuses to "
- "accept the request without a defined Content-Length header."
- msgstr ""
- "Código de estado HTTP [code]411 Length Required[/code]. El servidor se niega "
- "a aceptar la solicitud sin un encabezado de longitud de contenido definido."
- #: doc/classes/HTTPClient.xml
- msgid ""
- "HTTP status code [code]412 Precondition Failed[/code]. One or more "
- "conditions given in the request header fields evaluated to [code]false[/"
- "code] when tested on the server."
- msgstr ""
- "Código de estado HTTP [code]412 Precondition Failed[/code]. Una o más "
- "condiciones dadas en los campos de la cabecera de la petición evaluadas a "
- "[code]false[/code] al ser probadas en el servidor."
- #: doc/classes/HTTPClient.xml
- msgid ""
- "HTTP status code [code]413 Entity Too Large[/code]. The server is refusing "
- "to process a request because the request payload is larger than the server "
- "is willing or able to process."
- msgstr ""
- "Código de estado HTTP [code]413 Entity Too large[/code]. El servidor se "
- "niega a procesar una solicitud porque la carga útil de la solicitud es mayor "
- "de lo que el servidor está dispuesto o puede procesar."
- #: doc/classes/HTTPClient.xml
- msgid ""
- "HTTP status code [code]414 Request-URI Too Long[/code]. The server is "
- "refusing to service the request because the request-target is longer than "
- "the server is willing to interpret."
- msgstr ""
- "Código de estado HTTP [code]414 Request-URI Too Long[/code]. El servidor se "
- "niega a atender la solicitud porque el objetivo de la solicitud es más largo "
- "de lo que el servidor está dispuesto a interpretar."
- #: doc/classes/HTTPClient.xml
- msgid ""
- "HTTP status code [code]415 Unsupported Media Type[/code]. The origin server "
- "is refusing to service the request because the payload is in a format not "
- "supported by this method on the target resource."
- msgstr ""
- "Código de estado HTTP [code]415 Unsupported Media Type[/code]. El servidor "
- "de origen se niega a atender la solicitud porque la carga útil está en un "
- "formato no soportado por este método en el recurso de destino."
- #: doc/classes/HTTPClient.xml
- msgid ""
- "HTTP status code [code]416 Requested Range Not Satisfiable[/code]. None of "
- "the ranges in the request's Range header field overlap the current extent of "
- "the selected resource or the set of ranges requested has been rejected due "
- "to invalid ranges or an excessive request of small or overlapping ranges."
- msgstr ""
- "Código de estado HTTP [code]416 Requested Range Not Satisfiable[/code]. "
- "Ninguno de los rangos en el campo de encabezamiento del rango de la "
- "solicitud se superpone a la extensión actual del recurso seleccionado o el "
- "conjunto de rangos solicitados ha sido rechazado debido a rangos inválidos o "
- "a una solicitud excesiva de rangos pequeños o superpuestos."
- #: doc/classes/HTTPClient.xml
- msgid ""
- "HTTP status code [code]417 Expectation Failed[/code]. The expectation given "
- "in the request's Expect header field could not be met by at least one of the "
- "inbound servers."
- msgstr ""
- "Código de estado HTTP [code]417 Expectation Failed[/code]. La expectativa "
- "dada en el campo de encabezado Expect de la solicitud no pudo ser satisfecha "
- "por al menos uno de los servidores de entrada."
- #: doc/classes/HTTPClient.xml
- msgid ""
- "HTTP status code [code]418 I'm A Teapot[/code]. Any attempt to brew coffee "
- "with a teapot should result in the error code \"418 I'm a teapot\". The "
- "resulting entity body MAY be short and stout."
- msgstr ""
- "Código de estado HTTP [code]418 I'm A Teapot[/code]. Cualquier intento de "
- "preparar café con una tetera debería dar como resultado el código de error "
- "\"418 I'm a Teapot\". El cuerpo de la entidad resultante PUEDE ser corto y "
- "robusto."
- #: doc/classes/HTTPClient.xml
- msgid ""
- "HTTP status code [code]421 Misdirected Request[/code]. The request was "
- "directed at a server that is not able to produce a response. This can be "
- "sent by a server that is not configured to produce responses for the "
- "combination of scheme and authority that are included in the request URI."
- msgstr ""
- "Código de estado HTTP [code]421 Misdirected Request[/code]. La solicitud fue "
- "dirigida a un servidor que no es capaz de producir una respuesta. Esto puede "
- "ser enviado por un servidor que no está configurado para producir respuestas "
- "para la combinación de esquema y autoridad que se incluyen en la URI de la "
- "solicitud."
- #: doc/classes/HTTPClient.xml
- msgid ""
- "HTTP status code [code]422 Unprocessable Entity[/code] (WebDAV). The server "
- "understands the content type of the request entity (hence a 415 Unsupported "
- "Media Type status code is inappropriate), and the syntax of the request "
- "entity is correct (thus a 400 Bad Request status code is inappropriate) but "
- "was unable to process the contained instructions."
- msgstr ""
- "Código de estado HTTP [code]422 Unprocessable Entity[/code] (WebDAV). El "
- "servidor entiende el tipo de contenido de la entidad de solicitud (por lo "
- "tanto, un código de estado 415 Unsupported Media Type es inapropiado), y la "
- "sintaxis de la entidad de solicitud es correcta (por lo tanto, un código de "
- "estado 400 Bad Request es inapropiado) pero no pudo procesar las "
- "instrucciones contenidas."
- #: doc/classes/HTTPClient.xml
- msgid ""
- "HTTP status code [code]423 Locked[/code] (WebDAV). The source or destination "
- "resource of a method is locked."
- msgstr ""
- "Código de estado HTTP [code]423 Locked[/code] (WebDAV). El recurso de origen "
- "o destino de un método está bloqueado."
- #: doc/classes/HTTPClient.xml
- msgid ""
- "HTTP status code [code]424 Failed Dependency[/code] (WebDAV). The method "
- "could not be performed on the resource because the requested action depended "
- "on another action and that action failed."
- msgstr ""
- "Código de estado HTTP [code]424 Failed Dependency[/code] (WebDAV). El método "
- "no pudo realizarse en el recurso porque la acción solicitada dependía de "
- "otra acción y esa acción falló."
- #: doc/classes/HTTPClient.xml
- msgid ""
- "HTTP status code [code]426 Upgrade Required[/code]. The server refuses to "
- "perform the request using the current protocol but might be willing to do so "
- "after the client upgrades to a different protocol."
- msgstr ""
- "Código de estado HTTP [code]426 Upgrade Required[/code]. El servidor se "
- "niega a realizar la solicitud utilizando el protocolo actual, pero podría "
- "estar dispuesto a hacerlo después de que el cliente se actualice a un "
- "protocolo diferente."
- #: doc/classes/HTTPClient.xml
- msgid ""
- "HTTP status code [code]428 Precondition Required[/code]. The origin server "
- "requires the request to be conditional."
- msgstr ""
- "Código de estado HTTP [code]428 Precondition Required[/code]. El servidor de "
- "origen requiere que la petición sea condicional."
- #: doc/classes/HTTPClient.xml
- msgid ""
- "HTTP status code [code]429 Too Many Requests[/code]. The user has sent too "
- "many requests in a given amount of time (see \"rate limiting\"). Back off "
- "and increase time between requests or try again later."
- msgstr ""
- "Código de estado HTTP [code]429 Too Many Requests[/code]. El usuario ha "
- "enviado demasiadas solicitudes en un período de tiempo determinado (véase "
- "\"limitación de la tasa\"). Retroceda y aumente el tiempo entre las "
- "solicitudes o inténtelo de nuevo más tarde."
- #: doc/classes/HTTPClient.xml
- msgid ""
- "HTTP status code [code]431 Request Header Fields Too Large[/code]. The "
- "server is unwilling to process the request because its header fields are too "
- "large. The request MAY be resubmitted after reducing the size of the request "
- "header fields."
- msgstr ""
- "Código de estado HTTP [code]431 Request Header Fields Too Large[/code]. El "
- "servidor no está dispuesto a procesar la solicitud porque los campos de la "
- "cabecera son demasiado grandes. La solicitud PUEDE volver a enviarse después "
- "de reducir el tamaño de los campos de la cabecera de la solicitud."
- #: doc/classes/HTTPClient.xml
- msgid ""
- "HTTP status code [code]451 Response Unavailable For Legal Reasons[/code]. "
- "The server is denying access to the resource as a consequence of a legal "
- "demand."
- msgstr ""
- "Código de estado HTTP [code]451 Response Unavailable for Legal Reasons[/"
- "code]. El servidor está negando el acceso al recurso como consecuencia de "
- "una demanda legal."
- #: doc/classes/HTTPClient.xml
- msgid ""
- "HTTP status code [code]500 Internal Server Error[/code]. The server "
- "encountered an unexpected condition that prevented it from fulfilling the "
- "request."
- msgstr ""
- "Código de estado HTTP [code]500 Internal Server Error[/code]. El servidor se "
- "encontró con una condición inesperada que le impidió cumplir con la "
- "solicitud."
- #: doc/classes/HTTPClient.xml
- msgid ""
- "HTTP status code [code]501 Not Implemented[/code]. The server does not "
- "support the functionality required to fulfill the request."
- msgstr ""
- "Código de estado HTTP [code]501 Not Implemented[/code]. El servidor no "
- "soporta la funcionalidad requerida para cumplir con la solicitud."
- #: doc/classes/HTTPClient.xml
- msgid ""
- "HTTP status code [code]502 Bad Gateway[/code]. The server, while acting as a "
- "gateway or proxy, received an invalid response from an inbound server it "
- "accessed while attempting to fulfill the request. Usually returned by load "
- "balancers or proxies."
- msgstr ""
- "Código de estado HTTP [code]502 Bad Gateway[/code]. El servidor, mientras "
- "actuaba como gateway o proxy, recibió una respuesta inválida de un servidor "
- "entrante al que accedió mientras intentaba cumplir la solicitud. Normalmente "
- "devuelta por los balanceadores de carga o proxies."
- #: doc/classes/HTTPClient.xml
- msgid ""
- "HTTP status code [code]503 Service Unavailable[/code]. The server is "
- "currently unable to handle the request due to a temporary overload or "
- "scheduled maintenance, which will likely be alleviated after some delay. Try "
- "again later."
- msgstr ""
- "Código de estado HTTP [code]503 Service Unavailable[/code]. El servidor no "
- "puede actualmente atender la solicitud debido a una sobrecarga temporal o a "
- "un mantenimiento programado, que probablemente se aliviará después de algún "
- "retraso. Inténtelo de nuevo más tarde."
- #: doc/classes/HTTPClient.xml
- msgid ""
- "HTTP status code [code]504 Gateway Timeout[/code]. The server, while acting "
- "as a gateway or proxy, did not receive a timely response from an upstream "
- "server it needed to access in order to complete the request. Usually "
- "returned by load balancers or proxies."
- msgstr ""
- "Código de estado HTTP [code]504 Gateway Timeout[/code]. El servidor, aunque "
- "actuaba como gateway o proxy, no recibía una respuesta oportuna de un "
- "servidor ascendente al que necesitaba acceder para completar la solicitud. "
- "Normalmente se devuelve por los balanceadores de carga o proxies."
- #: doc/classes/HTTPClient.xml
- msgid ""
- "HTTP status code [code]505 HTTP Version Not Supported[/code]. The server "
- "does not support, or refuses to support, the major version of HTTP that was "
- "used in the request message."
- msgstr ""
- "Código de estado HTTP [code]505 Versión HTTP Not Supported[/code]. El "
- "servidor no soporta, o se niega a soportar, la versión principal de HTTP que "
- "se utilizó en el mensaje de solicitud."
- #: doc/classes/HTTPClient.xml
- msgid ""
- "HTTP status code [code]506 Variant Also Negotiates[/code]. The server has an "
- "internal configuration error: the chosen variant resource is configured to "
- "engage in transparent content negotiation itself, and is therefore not a "
- "proper end point in the negotiation process."
- msgstr ""
- "Código de estado HTTP [code]506 Variant Also Negotiates[/code]. El servidor "
- "tiene un error de configuración interna: el recurso de la variante elegida "
- "está configurado para participar en una negociación de contenido "
- "transparente en sí misma, y por lo tanto no es un punto final adecuado en el "
- "proceso de negociación."
- #: doc/classes/HTTPClient.xml
- msgid ""
- "HTTP status code [code]507 Insufficient Storage[/code]. The method could not "
- "be performed on the resource because the server is unable to store the "
- "representation needed to successfully complete the request."
- msgstr ""
- "Código de estado HTTP [code]507 Insufficient Storage[/code]. El método no "
- "pudo realizarse en el recurso porque el servidor no puede almacenar la "
- "representación necesaria para completar con éxito la solicitud."
- #: doc/classes/HTTPClient.xml
- msgid ""
- "HTTP status code [code]508 Loop Detected[/code]. The server terminated an "
- "operation because it encountered an infinite loop while processing a request "
- "with \"Depth: infinity\". This status indicates that the entire operation "
- "failed."
- msgstr ""
- "Código de estado HTTP [code]508 Loop Detected[/code]. El servidor terminó "
- "una operación porque encontró un bucle infinito mientras procesaba una "
- "petición con \"Depth:infinity\". Este estado indica que la operación entera "
- "falló."
- #: doc/classes/HTTPClient.xml
- msgid ""
- "HTTP status code [code]510 Not Extended[/code]. The policy for accessing the "
- "resource has not been met in the request. The server should send back all "
- "the information necessary for the client to issue an extended request."
- msgstr ""
- "Código de estado HTTP [code]510 Not Extended[/code]. La política de acceso "
- "al recurso no se ha cumplido en la solicitud. El servidor debería devolver "
- "toda la información necesaria para que el cliente emita una solicitud "
- "extendida."
- #: doc/classes/HTTPClient.xml
- msgid ""
- "HTTP status code [code]511 Network Authentication Required[/code]. The "
- "client needs to authenticate to gain network access."
- msgstr ""
- "Código de estado HTTP [code]511 Network Authentication Required[/code]. El "
- "cliente necesita autenticarse para obtener acceso a la red."
- #: doc/classes/HTTPRequest.xml
- msgid "A node with the ability to send HTTP(S) requests."
- msgstr "Un nodo con la capacidad de enviar peticiones HTTP(S)."
- #: doc/classes/HTTPRequest.xml
- #, fuzzy
- msgid ""
- "A node with the ability to send HTTP requests. Uses [HTTPClient] "
- "internally.\n"
- "Can be used to make HTTP requests, i.e. download or upload files or web "
- "content via HTTP.\n"
- "[b]Warning:[/b] See the notes and warnings on [HTTPClient] for limitations, "
- "especially regarding SSL security.\n"
- "[b]Example of contacting a REST API and printing one of its returned fields:"
- "[/b]\n"
- "[codeblock]\n"
- "func _ready():\n"
- " # Create an HTTP request node and connect its completion signal.\n"
- " var http_request = HTTPRequest.new()\n"
- " add_child(http_request)\n"
- " http_request.connect(\"request_completed\", self, "
- "\"_http_request_completed\")\n"
- "\n"
- " # Perform a GET request. The URL below returns JSON as of writing.\n"
- " var error = http_request.request(\"https://httpbin.org/get\")\n"
- " if error != OK:\n"
- " push_error(\"An error occurred in the HTTP request.\")\n"
- "\n"
- " # Perform a POST request. The URL below returns JSON as of writing.\n"
- " # Note: Don't make simultaneous requests using a single HTTPRequest "
- "node.\n"
- " # The snippet below is provided for reference only.\n"
- " var body = to_json({\"name\": \"Godette\"})\n"
- " error = http_request.request(\"https://httpbin.org/post\", [], true, "
- "HTTPClient.METHOD_POST, body)\n"
- " if error != OK:\n"
- " push_error(\"An error occurred in the HTTP request.\")\n"
- "\n"
- "\n"
- "# Called when the HTTP request is completed.\n"
- "func _http_request_completed(result, response_code, headers, body):\n"
- " var response = parse_json(body.get_string_from_utf8())\n"
- "\n"
- " # Will print the user agent string used by the HTTPRequest node (as "
- "recognized by httpbin.org).\n"
- " print(response.headers[\"User-Agent\"])\n"
- "[/codeblock]\n"
- "[b]Example of loading and displaying an image using HTTPRequest:[/b]\n"
- "[codeblock]\n"
- "func _ready():\n"
- " # Create an HTTP request node and connect its completion signal.\n"
- " var http_request = HTTPRequest.new()\n"
- " add_child(http_request)\n"
- " http_request.connect(\"request_completed\", self, "
- "\"_http_request_completed\")\n"
- "\n"
- " # Perform the HTTP request. The URL below returns a PNG image as of "
- "writing.\n"
- " var error = http_request.request(\"https://via.placeholder.com/512\")\n"
- " if error != OK:\n"
- " push_error(\"An error occurred in the HTTP request.\")\n"
- "\n"
- "\n"
- "# Called when the HTTP request is completed.\n"
- "func _http_request_completed(result, response_code, headers, body):\n"
- " var image = Image.new()\n"
- " var error = image.load_png_from_buffer(body)\n"
- " if error != OK:\n"
- " push_error(\"Couldn't load the image.\")\n"
- "\n"
- " var texture = ImageTexture.new()\n"
- " texture.create_from_image(image)\n"
- "\n"
- " # Display the image in a TextureRect node.\n"
- " var texture_rect = TextureRect.new()\n"
- " add_child(texture_rect)\n"
- " texture_rect.texture = texture\n"
- "[/codeblock]"
- msgstr ""
- "Un nodo con la capacidad de enviar peticiones HTTP. Utiliza [HTTPClient] "
- "internamente.\n"
- "Puede ser usado para hacer peticiones HTTP, es decir, descargar o subir "
- "archivos o contenido web a través de HTTP.\n"
- "[b]Ejemplo de contactar una API REST e imprimir uno de sus campos devueltos:"
- "[/b]\n"
- "[codeblock]\n"
- "func _ready():\n"
- " # Crear un nodo de solicitud HTTP y conectar su señal de finalización.\n"
- " var http_request = HTTPRequest.new()\n"
- " add_child(http_request)\n"
- " http_request.connect(\"request_completed\", self, "
- "\"_http_request_completed\")\n"
- "\n"
- " # Realizar una petición GET. El URL de abajo devuelve JSON al momento de "
- "escribir.\n"
- " var error = http_request.request(\"https://httpbin.org/get\")\n"
- " if error != OK:\n"
- " push_error(\"Se ha producido un error en la solicitud HTTP\")\n"
- "\n"
- " # Realizar una solicitud POST. La siguiente URL devuelve JSON al momento "
- "de escribir.\n"
- " # Nota: No hagas peticiones simultáneas usando un solo nodo "
- "HTTPRequest.\n"
- " # El siguiente fragmento se proporciona sólo como referencia.\n"
- " var body = {\"nombre\": \"Godette\"}\n"
- " var error = http_request.request(\"https://httpbin.org/post\", [], true, "
- "HTTPClient.METHOD_POST, body)\n"
- " if error != OK:\n"
- " push_error(\"Se ha producido un error en la solicitud HTTP\")\n"
- "\n"
- "\n"
- "# Llamado cuando la petición HTTP se completa.\n"
- "func _http_request_completed(result, response_code, headers, body):\n"
- " var respuesta = parse_json(body.get_string_from_utf8())\n"
- "\n"
- " # Imprimirá la cadena de agente de usuario usada por el nodo HTTPRequest "
- "(como lo reconoce httpbin.org).\n"
- " print(respuesta.headers[\"User-Agent\"])\n"
- "[/codeblock]\n"
- "[b]Ejemplo de carga y visualización de una imagen mediante HTTPRequest:[/b]\n"
- "[codeblock]\n"
- "func _ready():\n"
- " # Crear un nodo de solicitud HTTP y conectar su señal de finalización.\n"
- " var http_request = HTTPRequest.new()\n"
- " add_child(http_request)\n"
- " http_request.connect(\"request_completed\", self, "
- "\"_http_request_completed\")\n"
- "\n"
- " # Realizar la petición HTTP. La siguiente URL devuelve una imagen PNG al "
- "momento de escribir.\n"
- " var error = http_request.request(\"https://via.placeholder.com/512\")\n"
- " if error != OK:\n"
- " push_error(\"Se ha producido un error en la solicitud HTTP\")\n"
- "\n"
- "\n"
- "# Llamado cuando la petición HTTP se completa.\n"
- "func _http_request_completed(result, response_code, headers, body):\n"
- " var imagen = Image.new()\n"
- " var error = imagen.load_png_from_buffer(body)\n"
- " si el error != OK:\n"
- " push_error(\"No se pudo cargar la imagen.\")\n"
- "\n"
- " var textura = ImageTexture.new()\n"
- " textura.create_from_image(imagen)\n"
- "\n"
- " # Mostrar la imagen en un nodo de TextureRect.\n"
- " var texture_rect = TextureRect.new()\n"
- " add_child(texture_rect)\n"
- " texture_rect.texture = textura\n"
- "[/codeblock]\n"
- "[b]Nota:[/b] Al realizar solicitudes HTTP de un proyecto exportado a HTML5, "
- "tenga en cuenta que el servidor remoto puede no permitir solicitudes de "
- "orígenes extranjeros debido a [url=https://developer.mozilla.org/en-US/docs/"
- "Web/HTTP/CORS]CORS[/url]. Si usted hospeda el servidor en cuestión, debería "
- "modificar su backend para permitir las solicitudes de orígenes extranjeros "
- "añadiendo el [code]Access-Control-Allow-Origin: *[/code] encabezado HTTP."
- #: doc/classes/HTTPRequest.xml
- msgid "Cancels the current request."
- msgstr "Cancela la solicitud actual."
- #: doc/classes/HTTPRequest.xml
- msgid ""
- "Returns the response body length.\n"
- "[b]Note:[/b] Some Web servers may not send a body length. In this case, the "
- "value returned will be [code]-1[/code]. If using chunked transfer encoding, "
- "the body length will also be [code]-1[/code]."
- msgstr ""
- "Devuelve la longitud del cuerpo de respuesta.\n"
- "[b]Nota:[/b] Algunos servidores web pueden no enviar la longitud del cuerpo. "
- "En este caso, el valor devuelto será [code]-1[/code]. Si se utiliza la "
- "codificación de transferencia de trozos, la longitud del cuerpo también será "
- "[code]-1[/code]."
- #: doc/classes/HTTPRequest.xml
- msgid "Returns the amount of bytes this HTTPRequest downloaded."
- msgstr "Devuelve la cantidad de bytes que esta HTTPRequest ha descargado."
- #: doc/classes/HTTPRequest.xml
- msgid ""
- "Returns the current status of the underlying [HTTPClient]. See [enum "
- "HTTPClient.Status]."
- msgstr ""
- "Devuelve el estado actual del [HTTPClient] subyacente. Véase [enum "
- "HTTPClient.Status]."
- #: doc/classes/HTTPRequest.xml
- #, fuzzy
- msgid ""
- "Creates request on the underlying [HTTPClient]. If there is no configuration "
- "errors, it tries to connect using [method HTTPClient.connect_to_host] and "
- "passes parameters onto [method HTTPClient.request].\n"
- "Returns [constant OK] if request is successfully created. (Does not imply "
- "that the server has responded), [constant ERR_UNCONFIGURED] if not in the "
- "tree, [constant ERR_BUSY] if still processing previous request, [constant "
- "ERR_INVALID_PARAMETER] if given string is not a valid URL format, or "
- "[constant ERR_CANT_CONNECT] if not using thread and the [HTTPClient] cannot "
- "connect to host.\n"
- "[b]Note:[/b] When [code]method[/code] is [constant HTTPClient.METHOD_GET], "
- "the payload sent via [code]request_data[/code] might be ignored by the "
- "server or even cause the server to reject the request (check [url=https://"
- "datatracker.ietf.org/doc/html/rfc7231#section-4.3.1]RFC 7231 section 4.3.1[/"
- "url] for more details). As a workaround, you can send data as a query string "
- "in the URL. See [method String.http_escape] for an example."
- msgstr ""
- "Crea una solicitud en el [HTTPClient] subyacente. Si no hay errores de "
- "configuración, intenta conectarse usando [method HTTPClient.connect_to_host] "
- "y pasa los parámetros a [method HTTPClient.request].\n"
- "Devuelve [constant OK] si la petición se crea con éxito. (No implica que el "
- "servidor haya respondido), [constante ERR_UNCONFIGURED] si no está en el "
- "árbol, [constant ERR_BUSY] si aún está procesando la solicitud anterior, "
- "[constant ERR_INVALID_PARAMETER] si la cadena dada no es un formato de URL "
- "válido, o [constanteERR_CANT_CONNECT] si no está usando el hilo y el "
- "[HTTPClient] no puede conectarse al host."
- #: doc/classes/HTTPRequest.xml
- #, fuzzy
- msgid ""
- "Creates request on the underlying [HTTPClient] using a raw array of bytes "
- "for the request body. If there is no configuration errors, it tries to "
- "connect using [method HTTPClient.connect_to_host] and passes parameters onto "
- "[method HTTPClient.request].\n"
- "Returns [constant OK] if request is successfully created. (Does not imply "
- "that the server has responded), [constant ERR_UNCONFIGURED] if not in the "
- "tree, [constant ERR_BUSY] if still processing previous request, [constant "
- "ERR_INVALID_PARAMETER] if given string is not a valid URL format, or "
- "[constant ERR_CANT_CONNECT] if not using thread and the [HTTPClient] cannot "
- "connect to host."
- msgstr ""
- "Crea una solicitud en el [HTTPClient] subyacente. Si no hay errores de "
- "configuración, intenta conectarse usando [method HTTPClient.connect_to_host] "
- "y pasa los parámetros a [method HTTPClient.request].\n"
- "Devuelve [constant OK] si la petición se crea con éxito. (No implica que el "
- "servidor haya respondido), [constante ERR_UNCONFIGURED] si no está en el "
- "árbol, [constant ERR_BUSY] si aún está procesando la solicitud anterior, "
- "[constant ERR_INVALID_PARAMETER] si la cadena dada no es un formato de URL "
- "válido, o [constanteERR_CANT_CONNECT] si no está usando el hilo y el "
- "[HTTPClient] no puede conectarse al host."
- #: doc/classes/HTTPRequest.xml
- msgid ""
- "Maximum allowed size for response bodies ([code]-1[/code] means no limit). "
- "When only small files are expected, this can be used to prevent disallow "
- "receiving files that are too large, preventing potential denial of service "
- "attacks."
- msgstr ""
- #: doc/classes/HTTPRequest.xml
- #, fuzzy
- msgid ""
- "The size of the buffer used and maximum bytes to read per iteration. See "
- "[member HTTPClient.read_chunk_size].\n"
- "Set this to a lower value (e.g. 4096 for 4 KiB) when downloading small files "
- "to decrease memory usage at the cost of download speeds."
- msgstr ""
- "El tamaño del buffer utilizado y el máximo de bytes a leer por iteración. "
- "Ver [member HTTPClient.read_chunk_size].\n"
- "Ponga este valor más alto (por ejemplo, 65536 para 64 KiB) cuando descargue "
- "archivos grandes para lograr mejores velocidades a costa de la memoria."
- #: doc/classes/HTTPRequest.xml
- msgid ""
- "The file to download into. If set to a non-empty string, the request output "
- "will be written to the file located at the path. If a file already exists at "
- "the specified location, it will be overwritten as soon as body data begins "
- "to be received.\n"
- "[b]Note:[/b] Folders are not automatically created when the file is created. "
- "If [member download_file] points to a subfolder, it's recommended to create "
- "the necessary folders beforehand using [method Directory.make_dir_recursive] "
- "to ensure the file can be written."
- msgstr ""
- #: doc/classes/HTTPRequest.xml
- #, fuzzy
- msgid ""
- "Maximum number of allowed redirects. This is used to prevent endless "
- "redirect loops."
- msgstr "Número máximo de redirecciones permitidas."
- #: doc/classes/HTTPRequest.xml
- msgid ""
- "If set to a value greater than [code]0.0[/code] before the request starts, "
- "the HTTP request will time out after [code]timeout[/code] seconds have "
- "passed and the request is not [i]completed[/i] yet. For small HTTP requests "
- "such as REST API usage, set [member timeout] to a value between [code]10.0[/"
- "code] and [code]30.0[/code] to prevent the application from getting stuck if "
- "the request fails to get a response in a timely manner. For file downloads, "
- "leave this to [code]0.0[/code] to prevent the download from failing if it "
- "takes too much time."
- msgstr ""
- #: doc/classes/HTTPRequest.xml
- msgid "If [code]true[/code], multithreading is used to improve performance."
- msgstr ""
- "Si [code]true[/code], se utiliza el multihilo para mejorar el rendimiento."
- #: doc/classes/HTTPRequest.xml
- msgid "Emitted when a request is completed."
- msgstr "Emitido cuando se completa una solicitud."
- #: doc/classes/HTTPRequest.xml
- msgid "Request successful."
- msgstr "Solicitud con éxito."
- #: doc/classes/HTTPRequest.xml
- msgid "Request failed while connecting."
- msgstr "La solicitud falló mientras se conectaba."
- #: doc/classes/HTTPRequest.xml
- msgid "Request failed while resolving."
- msgstr "La solicitud falló al resolverse."
- #: doc/classes/HTTPRequest.xml
- msgid "Request failed due to connection (read/write) error."
- msgstr "La solicitud falló debido a un error de conexión (lectura/escritura)."
- #: doc/classes/HTTPRequest.xml
- msgid "Request failed on SSL handshake."
- msgstr "La solicitud falló en el handshake del SSL."
- #: doc/classes/HTTPRequest.xml
- msgid "Request does not have a response (yet)."
- msgstr "La solicitud no tiene respuesta (todavía)."
- #: doc/classes/HTTPRequest.xml
- msgid "Request exceeded its maximum size limit, see [member body_size_limit]."
- msgstr ""
- "La solicitud excedió su límite de tamaño máximo, ver [member "
- "body_size_limit]."
- #: doc/classes/HTTPRequest.xml
- msgid "Request failed (currently unused)."
- msgstr "Solicitud fallida (actualmente no utilizada)."
- #: doc/classes/HTTPRequest.xml
- msgid "HTTPRequest couldn't open the download file."
- msgstr "HTTPRequest no pudo abrir el archivo descargado."
- #: doc/classes/HTTPRequest.xml
- msgid "HTTPRequest couldn't write to the download file."
- msgstr "HTTPRequest no pudo escribir el archivo descargado."
- #: doc/classes/HTTPRequest.xml
- msgid "Request reached its maximum redirect limit, see [member max_redirects]."
- msgstr ""
- "La solicitud alcanzó su límite máximo de redireccionamiento, ver [member "
- "max_redirects]."
- #: doc/classes/Image.xml
- msgid "Image datatype."
- msgstr "Tipo de datos de imagen."
- #: doc/classes/Image.xml
- #, fuzzy
- msgid ""
- "Native image datatype. Contains image data which can be converted to an "
- "[ImageTexture] and provides commonly used [i]image processing[/i] methods. "
- "The maximum width and height for an [Image] are [constant MAX_WIDTH] and "
- "[constant MAX_HEIGHT].\n"
- "An [Image] cannot be assigned to a [code]texture[/code] property of an "
- "object directly (such as [Sprite]), and has to be converted manually to an "
- "[ImageTexture] first.\n"
- "[b]Note:[/b] The maximum image size is 16384×16384 pixels due to graphics "
- "hardware limitations. Larger images may fail to import."
- msgstr ""
- "Tipo de datos imagen nativa. Contiene datos de imagen, que pueden ser "
- "convertidos en un [Texture2D], y varias funciones para interactuar con él. "
- "El máximo ancho y alto para una [Image] son [constant MAX_WIDTH] y [constant "
- "MAX_HEIGHT].\n"
- "[b]Nota:[/b] El tamaño máximo de la imagen es de 16384×16384 píxeles debido "
- "a las limitaciones del hardware de gráficos. Las imágenes más grandes no se "
- "importarán."
- #: doc/classes/Image.xml doc/classes/ImageTexture.xml
- msgid "Importing images"
- msgstr ""
- #: doc/classes/Image.xml
- #, fuzzy
- msgid ""
- "Alpha-blends [code]src_rect[/code] from [code]src[/code] image to this image "
- "at coordinates [code]dest[/code], clipped accordingly to both image bounds. "
- "This image and [code]src[/code] image [b]must[/b] have the same format. "
- "[code]src_rect[/code] with not positive size is treated as empty."
- msgstr ""
- "[code]src_rect[/code] área de bits de la imagen [code]src[/code] a esta "
- "imagen en las coordenadas dadas por [code]dst[/code]. El pixel de [code]src[/"
- "code] se copia en [code]dst[/code] si el valor alfa del pixel "
- "correspondiente de [code]mask[/code] no es 0. La imagen [code]src[/code] y "
- "la imagen [code]mask[/code] [b]deben[/b] tener el mismo tamaño (anchura y "
- "altura) pero pueden tener formatos diferentes."
- #: doc/classes/Image.xml
- #, fuzzy
- msgid ""
- "Alpha-blends [code]src_rect[/code] from [code]src[/code] image to this image "
- "using [code]mask[/code] image at coordinates [code]dst[/code], clipped "
- "accordingly to both image bounds. Alpha channels are required for both "
- "[code]src[/code] and [code]mask[/code]. [code]dst[/code] pixels and "
- "[code]src[/code] pixels will blend if the corresponding mask pixel's alpha "
- "value is not 0. This image and [code]src[/code] image [b]must[/b] have the "
- "same format. [code]src[/code] image and [code]mask[/code] image [b]must[/b] "
- "have the same size (width and height) but they can have different formats. "
- "[code]src_rect[/code] with not positive size is treated as empty."
- msgstr ""
- "Mezcla usando alfa[code]src_rect[/code] de la imagen [code]src[/code] a esta "
- "imagen usando la imagen [code]mask[/code] en las coordenadas [code]dst[/"
- "code]. Se requieren canales alfa tanto para [code]src[/code] como para "
- "[code]mask[/code]. Los píxeles de [code]dst[/code] y los píxeles de "
- "[code]src[/code] se mezclarán si el valor alfa del píxel de la máscara "
- "correspondiente no es 0. La imagen [code]src[/code] y la imagen [code]mask[/"
- "code] [b] deben[/b] tener el mismo tamaño (ancho y alto) pero pueden tener "
- "formatos diferentes."
- #: doc/classes/Image.xml
- #, fuzzy
- msgid ""
- "Copies [code]src_rect[/code] from [code]src[/code] image to this image at "
- "coordinates [code]dst[/code], clipped accordingly to both image bounds. This "
- "image and [code]src[/code] image [b]must[/b] have the same format. "
- "[code]src_rect[/code] with not positive size is treated as empty."
- msgstr ""
- "[code]src_rect[/code] área de bits de la imagen [code]src[/code] a esta "
- "imagen en las coordenadas dadas por [code]dst[/code]. El pixel de [code]src[/"
- "code] se copia en [code]dst[/code] si el valor alfa del pixel "
- "correspondiente de [code]mask[/code] no es 0. La imagen [code]src[/code] y "
- "la imagen [code]mask[/code] [b]deben[/b] tener el mismo tamaño (anchura y "
- "altura) pero pueden tener formatos diferentes."
- #: doc/classes/Image.xml
- #, fuzzy
- msgid ""
- "Blits [code]src_rect[/code] area from [code]src[/code] image to this image "
- "at the coordinates given by [code]dst[/code], clipped accordingly to both "
- "image bounds. [code]src[/code] pixel is copied onto [code]dst[/code] if the "
- "corresponding [code]mask[/code] pixel's alpha value is not 0. This image and "
- "[code]src[/code] image [b]must[/b] have the same format. [code]src[/code] "
- "image and [code]mask[/code] image [b]must[/b] have the same size (width and "
- "height) but they can have different formats. [code]src_rect[/code] with not "
- "positive size is treated as empty."
- msgstr ""
- "[code]src_rect[/code] área de bits de la imagen [code]src[/code] a esta "
- "imagen en las coordenadas dadas por [code]dst[/code]. El pixel de [code]src[/"
- "code] se copia en [code]dst[/code] si el valor alfa del pixel "
- "correspondiente de [code]mask[/code] no es 0. La imagen [code]src[/code] y "
- "la imagen [code]mask[/code] [b]deben[/b] tener el mismo tamaño (anchura y "
- "altura) pero pueden tener formatos diferentes."
- #: doc/classes/Image.xml
- msgid ""
- "Converts a bumpmap to a normalmap. A bumpmap provides a height offset per-"
- "pixel, while a normalmap provides a normal direction per pixel."
- msgstr ""
- "Convierte un bumpmap en un mapa normal. Un bumpmap proporciona un "
- "desplazamiento de altura por píxel, mientras que un mapa normal proporciona "
- "una dirección normal por píxel."
- #: doc/classes/Image.xml
- msgid "Removes the image's mipmaps."
- msgstr "Elimina los mipmaps de la imagen."
- #: doc/classes/Image.xml
- msgid ""
- "Compresses the image to use less memory. Can not directly access pixel data "
- "while the image is compressed. Returns error if the chosen compression mode "
- "is not available. See [enum CompressMode] and [enum CompressSource] "
- "constants."
- msgstr ""
- "Comprime la imagen para usar menos memoria. No se puede acceder directamente "
- "a los datos de los píxeles mientras la imagen está comprimida. Devuelve el "
- "error si el modo de compresión elegido no está disponible. Vea las "
- "constantes [enum CompressMode] y [enum CompressSource]."
- #: doc/classes/Image.xml
- msgid "Converts the image's format. See [enum Format] constants."
- msgstr "Convierte el formato de la imagen. Ver las constantes [enum Format]."
- #: doc/classes/Image.xml
- msgid "Copies [code]src[/code] image to this image."
- msgstr "Copia la imagen [code]src[/code] a esta imagen."
- #: doc/classes/Image.xml
- msgid ""
- "Creates an empty image of given size and format. See [enum Format] "
- "constants. If [code]use_mipmaps[/code] is [code]true[/code] then generate "
- "mipmaps for this image. See the [method generate_mipmaps]."
- msgstr ""
- "Crea una imagen vacía de un tamaño y formato determinados. Ver las "
- "constantes [enum Format]. Si [code]use_mipmaps[/code] es [code]true[/code] "
- "entonces genera mipmaps para esta imagen. Ver el [method generate_mipmaps]."
- #: doc/classes/Image.xml
- msgid ""
- "Creates a new image of given size and format. See [enum Format] constants. "
- "Fills the image with the given raw data. If [code]use_mipmaps[/code] is "
- "[code]true[/code] then loads mipmaps for this image from [code]data[/code]. "
- "See [method generate_mipmaps]."
- msgstr ""
- "Crea una nueva imagen de un tamaño y formato determinado. Ver las constantes "
- "[enum Format]. Llena la imagen con los datos en bruto dados. Si "
- "[code]use_mipmaps[/code] es [code]true[/code] entonces carga los mipmaps de "
- "esta imagen a partir de [code]data[/code]. Ver [method generate_mipmaps]."
- #: doc/classes/Image.xml
- msgid ""
- "Crops the image to the given [code]width[/code] and [code]height[/code]. If "
- "the specified size is larger than the current size, the extra area is filled "
- "with black pixels."
- msgstr ""
- "Recorta la imagen al [code]width[/code] y [code]alto[/code] dados. Si el "
- "tamaño especificado es mayor que el actual, el área extra se rellena con "
- "píxeles negros."
- #: doc/classes/Image.xml
- msgid ""
- "Decompresses the image if it is compressed. Returns an error if decompress "
- "function is not available."
- msgstr ""
- "Descomprime la imagen si está comprimida. Devuelve un error si la función de "
- "descompresión no está disponible."
- #: doc/classes/Image.xml
- msgid ""
- "Returns [constant ALPHA_BLEND] if the image has data for alpha values. "
- "Returns [constant ALPHA_BIT] if all the alpha values are stored in a single "
- "bit. Returns [constant ALPHA_NONE] if no data for alpha values is found."
- msgstr ""
- "Devuelve [constant ALPHA_BLEND] si la imagen tiene datos para valores alfa. "
- "Devuelve [constant ALPHA_BIT] si todos los valores alfa están almacenados en "
- "un solo bit. Devuelve [constant ALPHA_NONE] si no se encuentran datos para "
- "valores alfa."
- #: doc/classes/Image.xml
- msgid ""
- "Stretches the image and enlarges it by a factor of 2. No interpolation is "
- "done."
- msgstr ""
- #: doc/classes/Image.xml
- #, fuzzy
- msgid "Fills the image with [code]color[/code]."
- msgstr "Llena la imagen con un determinado [Color]."
- #: doc/classes/Image.xml
- #, fuzzy
- msgid "Fills [code]rect[/code] with [code]color[/code]."
- msgstr "Mueve una pestaña de [code]from[/code] a [code]to[/code]."
- #: doc/classes/Image.xml
- msgid "Blends low-alpha pixels with nearby pixels."
- msgstr "Mezcla píxeles con el nivel alfa bajo con píxeles cercanos."
- #: doc/classes/Image.xml
- msgid "Flips the image horizontally."
- msgstr "Voltea la imagen horizontalmente."
- #: doc/classes/Image.xml
- msgid "Flips the image vertically."
- msgstr "Voltea la imagen verticalmente."
- #: doc/classes/Image.xml
- #, fuzzy
- msgid ""
- "Generates mipmaps for the image. Mipmaps are precalculated lower-resolution "
- "copies of the image that are automatically used if the image needs to be "
- "scaled down when rendered. They help improve image quality and performance "
- "when rendering. This method returns an error if the image is compressed, in "
- "a custom format, or if the image's width/height is [code]0[/code].\n"
- "[b]Note:[/b] Mipmap generation is done on the CPU, is single-threaded and is "
- "[i]always[/i] done on the main thread. This means generating mipmaps will "
- "result in noticeable stuttering during gameplay, even if [method "
- "generate_mipmaps] is called from a [Thread]."
- msgstr ""
- "Genera mipmaps para la imagen. Los mipmaps son copias precalculadas y de "
- "menor resolución de la imagen. Los mipmaps se utilizan automáticamente si la "
- "imagen necesita ser reducida cuando se renderiza. Esto mejora la calidad de "
- "la imagen y el rendimiento de la renderización. Devuelve un error si la "
- "imagen está comprimida, en un formato personalizado o si el ancho/alto de la "
- "imagen es 0."
- #: doc/classes/Image.xml
- #, fuzzy
- msgid "Returns a copy of the image's raw data."
- msgstr "Devuelve los datos en bruto de la imagen."
- #: doc/classes/Image.xml
- msgid "Returns the image's format. See [enum Format] constants."
- msgstr "Devuelve el formato de la imagen. Ver las constantes [enum Format]."
- #: doc/classes/Image.xml
- msgid "Returns the image's height."
- msgstr "Devuelve la altura de la imagen."
- #: doc/classes/Image.xml
- msgid ""
- "Returns the offset where the image's mipmap with index [code]mipmap[/code] "
- "is stored in the [code]data[/code] dictionary."
- msgstr ""
- "Devuelve el desplazamiento donde el mipmap de la imagen con el índice "
- "[code]mipmap[/code] se almacena en el diccionario [code]data[/code]."
- #: doc/classes/Image.xml
- #, fuzzy
- msgid ""
- "Returns the color of the pixel at [code](x, y)[/code] if the image is "
- "locked. If the image is unlocked, it always returns a [Color] with the value "
- "[code](0, 0, 0, 1.0)[/code]. This is the same as [method get_pixelv], but "
- "two integer arguments instead of a Vector2 argument."
- msgstr ""
- "Devuelve el color del píxel en [code](x, y)[/code]. Es lo mismo que [method "
- "get_pixelv], pero con dos argumentos enteros en lugar de un argumento "
- "[Vector2]."
- #: doc/classes/Image.xml
- #, fuzzy
- msgid ""
- "Returns the color of the pixel at [code]src[/code] if the image is locked. "
- "If the image is unlocked, it always returns a [Color] with the value [code]"
- "(0, 0, 0, 1.0)[/code]. This is the same as [method get_pixel], but with a "
- "Vector2 argument instead of two integer arguments."
- msgstr ""
- "Devuelve el color del píxel en [code]src[/code]. Es lo mismo que [method "
- "get_pixel], pero con un argumento [Vector2] en lugar de dos argumentos "
- "enteros."
- #: doc/classes/Image.xml
- msgid ""
- "Returns a new image that is a copy of the image's area specified with "
- "[code]rect[/code]."
- msgstr ""
- "Devuelve una nueva imagen que es una copia del área de la imagen "
- "especificada con [code]rect[/code]."
- #: doc/classes/Image.xml
- msgid "Returns the image's size (width and height)."
- msgstr "Devuelve el tamaño de la imagen (anchura y altura)."
- #: doc/classes/Image.xml
- msgid ""
- "Returns a [Rect2] enclosing the visible portion of the image, considering "
- "each pixel with a non-zero alpha channel as visible."
- msgstr ""
- "Devuelve un [Rect2] que encierra la porción visible de la imagen, "
- "considerando cada píxel con un canal alfa no nulo como visible."
- #: doc/classes/Image.xml
- msgid "Returns the image's width."
- msgstr "Devuelve el ancho de la imagen."
- #: doc/classes/Image.xml
- msgid "Returns [code]true[/code] if the image has generated mipmaps."
- msgstr "Devuelve [code]true[/code] si la imagen ha generado mipmaps."
- #: doc/classes/Image.xml
- msgid "Returns [code]true[/code] if the image is compressed."
- msgstr "Devuelve [code]true[/code] si la imagen está comprimida."
- #: doc/classes/Image.xml
- msgid "Returns [code]true[/code] if the image has no data."
- msgstr "Devuelve [code]true[/code] si la imagen no tiene datos."
- #: doc/classes/Image.xml
- msgid ""
- "Returns [code]true[/code] if all the image's pixels have an alpha value of "
- "0. Returns [code]false[/code] if any pixel has an alpha value higher than 0."
- msgstr ""
- "Devuelve [code]true[/code] si todos los píxeles de la imagen tienen un valor "
- "alfa de 0. Devuelve [code]false[/code] si algún píxel tiene un valor alfa "
- "superior a 0."
- #: doc/classes/Image.xml
- #, fuzzy
- msgid ""
- "Loads an image from file [code]path[/code]. See [url=$DOCS_URL/tutorials/"
- "assets_pipeline/importing_images.html#supported-image-formats]Supported "
- "image formats[/url] for a list of supported image formats and limitations.\n"
- "[b]Warning:[/b] This method should only be used in the editor or in cases "
- "when you need to load external images at run-time, such as images located at "
- "the [code]user://[/code] directory, and may not work in exported projects.\n"
- "See also [ImageTexture] description for usage examples."
- msgstr ""
- "Carga una imagen del archivo [code]path[/code]. Ver [url=https://docs."
- "godotengine.org/en/latest/getting_started/workflow/assets/importing_images."
- "html#supported-image-formats]Formatos de imagen soportados[/url] para una "
- "lista de formatos de imagen soportados y sus limitaciones."
- #: doc/classes/Image.xml
- msgid ""
- "Loads an image from the binary contents of a BMP file.\n"
- "[b]Note:[/b] Godot's BMP module doesn't support 16-bit per pixel images. "
- "Only 1-bit, 4-bit, 8-bit, 24-bit, and 32-bit per pixel images are supported."
- msgstr ""
- #: doc/classes/Image.xml
- msgid "Loads an image from the binary contents of a JPEG file."
- msgstr "Carga una imagen del contenido binario de un archivo JPEG."
- #: doc/classes/Image.xml
- msgid "Loads an image from the binary contents of a PNG file."
- msgstr "Carga una imagen del contenido binario de un archivo PNG."
- #: doc/classes/Image.xml
- msgid "Loads an image from the binary contents of a TGA file."
- msgstr "Carga una imagen del contenido binario de un archivo TGA."
- #: doc/classes/Image.xml
- msgid "Loads an image from the binary contents of a WebP file."
- msgstr "Carga una imagen del contenido binario de un archivo WebP."
- #: doc/classes/Image.xml
- msgid ""
- "Locks the data for reading and writing access. Sends an error to the console "
- "if the image is not locked when reading or writing a pixel."
- msgstr ""
- #: doc/classes/Image.xml
- msgid ""
- "Converts the image's data to represent coordinates on a 3D plane. This is "
- "used when the image represents a normalmap. A normalmap can add lots of "
- "detail to a 3D surface without increasing the polygon count."
- msgstr ""
- "Convierte los datos de la imagen para representar las coordenadas en un "
- "plano 3D. Esto se usa cuando la imagen representa un mapa normal. Un mapa "
- "normal puede añadir muchos detalles a una superficie tridimensional sin "
- "aumentar el número de polígonos."
- #: doc/classes/Image.xml
- msgid ""
- "Multiplies color values with alpha values. Resulting color values for a "
- "pixel are [code](color * alpha)/256[/code]."
- msgstr ""
- "Multiplica los valores de color por los valores alfa. Los valores de color "
- "resultantes para un píxel son [code](color * alfa)/256[/code]."
- #: doc/classes/Image.xml
- #, fuzzy
- msgid ""
- "Resizes the image to the given [code]width[/code] and [code]height[/code]. "
- "New pixels are calculated using the [code]interpolation[/code] mode defined "
- "via [enum Interpolation] constants."
- msgstr ""
- "Redimensiona la imagen al [code]width[/code] y [code]height[/code] dados. "
- "Los nuevos píxeles se calculan usando [code]interpolation[/code]. Ver las "
- "constantes de [code]interpolation[/code]."
- #: doc/classes/Image.xml
- #, fuzzy
- msgid ""
- "Resizes the image to the nearest power of 2 for the width and height. If "
- "[code]square[/code] is [code]true[/code] then set width and height to be the "
- "same. New pixels are calculated using the [code]interpolation[/code] mode "
- "defined via [enum Interpolation] constants."
- msgstr ""
- "Redimensiona la imagen a la potencia más cercana de 2 para el ancho y la "
- "altura. Si [code]square[/code] es [code]true[/code] entonces establece que "
- "el ancho y el alto sean iguales."
- #: doc/classes/Image.xml
- msgid ""
- "Converts a standard RGBE (Red Green Blue Exponent) image to an sRGB image."
- msgstr ""
- "Convierte una imagen estándar RGBE (Red Green Blue Exponent) en una imagen "
- "sRGB."
- #: doc/classes/Image.xml
- #, fuzzy
- msgid ""
- "Saves the image as an EXR file to [code]path[/code]. If [code]grayscale[/"
- "code] is [code]true[/code] and the image has only one channel, it will be "
- "saved explicitly as monochrome rather than one red channel. This function "
- "will return [constant ERR_UNAVAILABLE] if Godot was compiled without the "
- "TinyEXR module.\n"
- "[b]Note:[/b] The TinyEXR module is disabled in non-editor builds, which "
- "means [method save_exr] will return [constant ERR_UNAVAILABLE] when it is "
- "called from an exported project."
- msgstr ""
- "Guarda la imagen como un archivo EXR en [code]path[/code]. Si "
- "[code]grayscale[/code] es [code]true[/code] y la imagen tiene sólo un canal, "
- "se guardará explícitamente como monocromo en lugar de un canal rojo. Esta "
- "función devolverá [constant ERR_UNAVAILABLE] si Godot fue compilado sin el "
- "módulo TinyEXR."
- #: doc/classes/Image.xml
- msgid "Saves the image as a PNG file to [code]path[/code]."
- msgstr "Guarda la imagen como un archivo PNG en [code]path[/code]."
- #: doc/classes/Image.xml
- #, fuzzy
- msgid ""
- "Sets the [Color] of the pixel at [code](x, y)[/code] if the image is locked. "
- "Example:\n"
- "[codeblock]\n"
- "var img = Image.new()\n"
- "img.create(img_width, img_height, false, Image.FORMAT_RGBA8)\n"
- "img.lock()\n"
- "img.set_pixel(x, y, color) # Works\n"
- "img.unlock()\n"
- "img.set_pixel(x, y, color) # Does not have an effect\n"
- "[/codeblock]"
- msgstr ""
- "Establece el [Color] del píxel en [code](x, y)[/code]. Ejemplo:\n"
- "[codeblock]\n"
- "var imagen = Image.new()\n"
- "imagen.create(imagen_ancho, imagen_alto, false, Image.FORMAT_RGBA8)\n"
- "imagen.set_pixel(x, y, color)\n"
- "[/codeblock]"
- #: doc/classes/Image.xml
- #, fuzzy
- msgid ""
- "Sets the [Color] of the pixel at [code](dst.x, dst.y)[/code] if the image is "
- "locked. Note that the [code]dst[/code] values must be integers. Example:\n"
- "[codeblock]\n"
- "var img = Image.new()\n"
- "img.create(img_width, img_height, false, Image.FORMAT_RGBA8)\n"
- "img.lock()\n"
- "img.set_pixelv(Vector2(x, y), color) # Works\n"
- "img.unlock()\n"
- "img.set_pixelv(Vector2(x, y), color) # Does not have an effect\n"
- "[/codeblock]"
- msgstr ""
- "Establece el [Color] del píxel en [code](dst.x, dst.y)[/code]. Ten en cuenta "
- "que los valores de [code]dst[/code] deben ser enteros. Ejemplo:\n"
- "[codeblock]\n"
- "var imagen = Image.new()\n"
- "imagen.create(imagen_ancho, imagen_alto, false, Image.FORMAT_RGBA8)\n"
- "imagen.set_pixelv(Vector2(x, y), color)\n"
- "[/codeblock]"
- #: doc/classes/Image.xml
- msgid "Shrinks the image by a factor of 2."
- msgstr "Reduce la imagen en un factor de 2."
- #: doc/classes/Image.xml
- msgid "Converts the raw data from the sRGB colorspace to a linear scale."
- msgstr ""
- "Convierte los datos en bruto del espacio de color sRGB a una escala lineal."
- #: doc/classes/Image.xml
- msgid "Unlocks the data and prevents changes."
- msgstr ""
- #: doc/classes/Image.xml
- #, fuzzy
- msgid ""
- "Holds all the image's color data in a given format. See [enum Format] "
- "constants."
- msgstr ""
- "Contiene todos los datos de color de la imagen en un formato determinado. "
- "Ver las constantes [enum Format]."
- #: doc/classes/Image.xml
- msgid "The maximal width allowed for [Image] resources."
- msgstr "El ancho máximo permitido para los recursos [Image]."
- #: doc/classes/Image.xml
- msgid "The maximal height allowed for [Image] resources."
- msgstr "La altura máxima permitida para los recursos [Image]."
- #: doc/classes/Image.xml
- msgid "Texture format with a single 8-bit depth representing luminance."
- msgstr ""
- "Formato de textura con una única profundidad de 8 bits que representa la "
- "luminancia."
- #: doc/classes/Image.xml
- msgid ""
- "OpenGL texture format with two values, luminance and alpha each stored with "
- "8 bits."
- msgstr ""
- "Formato de textura OpenGL con dos valores, luminancia y alfa, cada uno "
- "almacenado con 8 bits."
- #: doc/classes/Image.xml
- #, fuzzy
- msgid ""
- "OpenGL texture format [code]RED[/code] with a single component and a "
- "bitdepth of 8.\n"
- "[b]Note:[/b] When using the GLES2 backend, this uses the alpha channel "
- "instead of the red channel for storage."
- msgstr ""
- "Formato de textura OpenGL [code]RGB[/code] con tres componentes, cada uno "
- "con una profundidad de 8 bits.\n"
- "[b]Nota:[/b] Al crear una [ImageTexture], se realiza una conversión del "
- "espacio de color sRGB a lineal."
- #: doc/classes/Image.xml
- msgid ""
- "OpenGL texture format [code]RG[/code] with two components and a bitdepth of "
- "8 for each."
- msgstr ""
- "Formato de textura OpenGL [code]RG[/code] con dos componentes y una "
- "profundidad de bits de 8 para cada uno."
- #: doc/classes/Image.xml
- msgid ""
- "OpenGL texture format [code]RGB[/code] with three components, each with a "
- "bitdepth of 8.\n"
- "[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space "
- "conversion is performed."
- msgstr ""
- "Formato de textura OpenGL [code]RGB[/code] con tres componentes, cada uno "
- "con una profundidad de 8 bits.\n"
- "[b]Nota:[/b] Al crear una [ImageTexture], se realiza una conversión del "
- "espacio de color sRGB a lineal."
- #: doc/classes/Image.xml
- msgid ""
- "OpenGL texture format [code]RGBA[/code] with four components, each with a "
- "bitdepth of 8.\n"
- "[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space "
- "conversion is performed."
- msgstr ""
- "Formato de textura OpenGL [code]RGB[/code] con tres componentes, cada uno "
- "con una profundidad de 8 bits.\n"
- "[b]Nota:[/b] Al crear una [ImageTexture], se realiza una conversión del "
- "espacio de color sRGB a lineal."
- #: doc/classes/Image.xml
- msgid ""
- "OpenGL texture format [code]RGBA[/code] with four components, each with a "
- "bitdepth of 4."
- msgstr ""
- "Formato de textura OpenGL [code]RGBA[/code] con cuatro componentes, cada uno "
- "con una profundidad de bits de 4."
- #: doc/classes/Image.xml
- #, fuzzy
- msgid ""
- "OpenGL texture format [code]GL_RGB5_A1[/code] where 5 bits of depth for each "
- "component of RGB and one bit for alpha."
- msgstr ""
- "Formato de textura OpenGL [code]RG[/code] con dos componentes y una "
- "profundidad de bits de 8 para cada uno."
- #: doc/classes/Image.xml
- msgid ""
- "OpenGL texture format [code]GL_R32F[/code] where there's one component, a 32-"
- "bit floating-point value."
- msgstr ""
- "Formato de textura OpenGL [code]GL_R32F[/code] donde hay un componente, un "
- "valor de 32 bits de punto flotante."
- #: doc/classes/Image.xml
- msgid ""
- "OpenGL texture format [code]GL_RG32F[/code] where there are two components, "
- "each a 32-bit floating-point values."
- msgstr ""
- "Formato de textura OpenGL [code]GL_RG32F[/code] donde hay dos componentes, "
- "cada uno con valores de 32 bits de real."
- #: doc/classes/Image.xml
- msgid ""
- "OpenGL texture format [code]GL_RGB32F[/code] where there are three "
- "components, each a 32-bit floating-point values."
- msgstr ""
- "Formato de textura OpenGL [code]GL_RGB32F[/code] donde hay tres componentes, "
- "cada uno con valores de 32 bits real."
- #: doc/classes/Image.xml
- msgid ""
- "OpenGL texture format [code]GL_RGBA32F[/code] where there are four "
- "components, each a 32-bit floating-point values."
- msgstr ""
- "Formato de textura OpenGL [code]GL_RGBA32F[/code] donde hay cuatro "
- "componentes, cada uno con valores de 32 bits real."
- #: doc/classes/Image.xml
- msgid ""
- "OpenGL texture format [code]GL_R32F[/code] where there's one component, a 16-"
- "bit \"half-precision\" floating-point value."
- msgstr ""
- "Formato de textura OpenGL [code]GL_R32F[/code] donde hay un componente, un "
- "valor de punto flotante de 16 bits de \"media precisión\" real."
- #: doc/classes/Image.xml
- msgid ""
- "OpenGL texture format [code]GL_RG32F[/code] where there are two components, "
- "each a 16-bit \"half-precision\" floating-point value."
- msgstr ""
- "Formato de textura OpenGL [code]GL_RG32F[/code] donde hay dos componentes, "
- "cada uno un valor de 16 bits de \"media precisión\" real."
- #: doc/classes/Image.xml
- msgid ""
- "OpenGL texture format [code]GL_RGB32F[/code] where there are three "
- "components, each a 16-bit \"half-precision\" floating-point value."
- msgstr ""
- "Formato de textura OpenGL [code]GL_RGB32F[/code] donde hay tres componentes, "
- "cada uno de ellos un valor de 16 bits de \"media precisión\" real."
- #: doc/classes/Image.xml
- msgid ""
- "OpenGL texture format [code]GL_RGBA32F[/code] where there are four "
- "components, each a 16-bit \"half-precision\" floating-point value."
- msgstr ""
- "Formato de textura OpenGL [code]GL_RGBA32F[/code] donde hay cuatro "
- "componentes, cada uno de ellos un valor de 16 bits de \"media precisión\" "
- "real."
- #: doc/classes/Image.xml
- msgid ""
- "A special OpenGL texture format where the three color components have 9 bits "
- "of precision and all three share a single 5-bit exponent."
- msgstr ""
- "Un formato especial de textura OpenGL donde los tres componentes de color "
- "tienen 9 bits de precisión y los tres comparten un único exponente de 5 bits."
- #: doc/classes/Image.xml
- msgid ""
- "The [url=https://en.wikipedia.org/wiki/S3_Texture_Compression]S3TC[/url] "
- "texture format that uses Block Compression 1, and is the smallest variation "
- "of S3TC, only providing 1 bit of alpha and color data being premultiplied "
- "with alpha.\n"
- "[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space "
- "conversion is performed."
- msgstr ""
- "El formato de textura [url=https://en.wikipedia.org/wiki/"
- "S3_Texture_Compression]S3TC[/url] que utiliza la Compresión de Bloque 1, y "
- "es la variación más pequeña de S3TC, sólo proporciona 1 bit de datos alfa y "
- "de color siendo premultiplicado con alfa.\n"
- "[b]Nota:[/b] Al crear una [ImageTexture], se realiza una conversión del "
- "espacio de color sRGB a lineal."
- #: doc/classes/Image.xml
- msgid ""
- "The [url=https://en.wikipedia.org/wiki/S3_Texture_Compression]S3TC[/url] "
- "texture format that uses Block Compression 2, and color data is interpreted "
- "as not having been premultiplied by alpha. Well suited for images with sharp "
- "alpha transitions between translucent and opaque areas.\n"
- "[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space "
- "conversion is performed."
- msgstr ""
- "El formato de textura [url=https://en.wikipedia.org/wiki/"
- "S3_Texture_Compression]S3TC[/url] que utiliza la Compresión de Bloque 2, y "
- "los datos de color se interpretan como que no han sido premultiplicados por "
- "el alfa. Es muy adecuado para imágenes con transiciones alfa nítidas entre "
- "áreas translúcidas y opacas.\n"
- "[b]Nota:[/b] Al crear una [ImageTexture], se realiza una conversión del "
- "espacio de color sRGB a lineal."
- #: doc/classes/Image.xml
- msgid ""
- "The [url=https://en.wikipedia.org/wiki/S3_Texture_Compression]S3TC[/url] "
- "texture format also known as Block Compression 3 or BC3 that contains 64 "
- "bits of alpha channel data followed by 64 bits of DXT1-encoded color data. "
- "Color data is not premultiplied by alpha, same as DXT3. DXT5 generally "
- "produces superior results for transparent gradients compared to DXT3.\n"
- "[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space "
- "conversion is performed."
- msgstr ""
- "El formato de textura [url=https://en.wikipedia.org/wiki/"
- "S3_Texture_Compression]S3TC[/url] también conocido como Compresión de Bloque "
- "3 o BC3 que contiene 64 bits de datos de canal alfa seguidos de 64 bits de "
- "datos de color codificados en DXT1. Los datos de color no son "
- "premultiplicados por el alfa, igual que el DXT3. DXT5 generalmente produce "
- "resultados superiores para gradientes transparentes en comparación con "
- "DXT3.\n"
- "[b]Nota:[/b] Al crear una [ImageTexture], se realiza una conversión del "
- "espacio de color sRGB a lineal."
- #: doc/classes/Image.xml
- msgid ""
- "Texture format that uses [url=https://www.khronos.org/opengl/wiki/"
- "Red_Green_Texture_Compression]Red Green Texture Compression[/url], "
- "normalizing the red channel data using the same compression algorithm that "
- "DXT5 uses for the alpha channel."
- msgstr ""
- "Formato de textura que utiliza [url=https://www.khronos.org/opengl/wiki/"
- "Red_Green_Texture_Compression]Compresión de textura rojo-verde[/url], "
- "normalizando los datos del canal rojo utilizando el mismo algoritmo de "
- "compresión que DXT5 utiliza para el canal alfa."
- #: doc/classes/Image.xml
- msgid ""
- "Texture format that uses [url=https://www.khronos.org/opengl/wiki/"
- "Red_Green_Texture_Compression]Red Green Texture Compression[/url], "
- "normalizing the red and green channel data using the same compression "
- "algorithm that DXT5 uses for the alpha channel."
- msgstr ""
- "Formato de textura que utiliza [url=https://www.khronos.org/opengl/wiki/"
- "Red_Green_Texture_Compression]Compresión de textura rojo-verde[/url], "
- "normalizando los datos de los canales rojo y verde utilizando el mismo "
- "algoritmo de compresión que DXT5 utiliza para el canal alfa."
- #: doc/classes/Image.xml
- msgid ""
- "Texture format that uses [url=https://www.khronos.org/opengl/wiki/"
- "BPTC_Texture_Compression]BPTC[/url] compression with unsigned normalized "
- "RGBA components.\n"
- "[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space "
- "conversion is performed."
- msgstr ""
- "Formato de textura que utiliza la compresión [url=https://www.khronos.org/"
- "opengl/wiki/BPTC_Texture_Compression]BPTC[/url] con componentes RGBA "
- "normalizados sin signo.\n"
- "[b]Nota:[/b] Al crear una [ImageTexture], se realiza una conversión del "
- "espacio de color sRGB a lineal."
- #: doc/classes/Image.xml
- msgid ""
- "Texture format that uses [url=https://www.khronos.org/opengl/wiki/"
- "BPTC_Texture_Compression]BPTC[/url] compression with signed floating-point "
- "RGB components."
- msgstr ""
- "Formato de textura que utiliza la compresión [url=https://www.khronos.org/"
- "opengl/wiki/BPTC_Texture_Compression]BPTC[/url] con componentes RGB reales "
- "firmados."
- #: doc/classes/Image.xml
- msgid ""
- "Texture format that uses [url=https://www.khronos.org/opengl/wiki/"
- "BPTC_Texture_Compression]BPTC[/url] compression with unsigned floating-point "
- "RGB components."
- msgstr ""
- "Formato de textura que utiliza la compresión [url=https://www.khronos.org/"
- "opengl/wiki/BPTC_Texture_Compression]BPTC[/url] con componentes RGB reales "
- "sin firmar."
- #: doc/classes/Image.xml
- msgid ""
- "Texture format used on PowerVR-supported mobile platforms, uses 2-bit color "
- "depth with no alpha. More information can be found [url=https://en.wikipedia."
- "org/wiki/PVRTC]here[/url].\n"
- "[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space "
- "conversion is performed."
- msgstr ""
- "El formato de textura usado en las plataformas móviles soportadas por "
- "PowerVR, usa una profundidad de color de 2 bits sin alfa. Más información "
- "puede ser encontrada [url=https://en.wikipedia.org/wiki/PVRTC]aquí[/url].\n"
- "[b]Nota:[/b] Al crear una [ImageTexture], se realiza una conversión del "
- "espacio de color sRGB a lineal."
- #: doc/classes/Image.xml
- msgid ""
- "Same as [url=https://en.wikipedia.org/wiki/PVRTC]PVRTC2[/url], but with an "
- "alpha component."
- msgstr ""
- "Igual que [url=https://en.wikipedia.org/wiki/PVRTC]PVRTC2[/url], pero con un "
- "componente alfa."
- #: doc/classes/Image.xml
- msgid ""
- "Similar to [url=https://en.wikipedia.org/wiki/PVRTC]PVRTC2[/url], but with 4-"
- "bit color depth and no alpha."
- msgstr ""
- "Similar a [url=https://en.wikipedia.org/wiki/PVRTC]PVRTC2[/url], pero con "
- "una profundidad de color de 4 bits y sin alfa."
- #: doc/classes/Image.xml
- msgid ""
- "Same as [url=https://en.wikipedia.org/wiki/PVRTC]PVRTC4[/url], but with an "
- "alpha component."
- msgstr ""
- "Igual que [url=https://en.wikipedia.org/wiki/PVRTC]PVRTC4[/url], pero con un "
- "componente alfa."
- #: doc/classes/Image.xml
- msgid ""
- "[url=https://en.wikipedia.org/wiki/"
- "Ericsson_Texture_Compression#ETC1]Ericsson Texture Compression format 1[/"
- "url], also referred to as \"ETC1\", and is part of the OpenGL ES graphics "
- "standard. This format cannot store an alpha channel."
- msgstr ""
- "[url=https://en.wikipedia.org/wiki/Ericsson_Texture_Compression#ETC1]Formato "
- "de Compresión de Textura Ericsson 1[/url], también conocido como \"ETC1\", y "
- "es parte del estándar de gráficos OpenGL ES. Este formato no puede almacenar "
- "un canal alfa."
- #: doc/classes/Image.xml
- msgid ""
- "[url=https://en.wikipedia.org/wiki/"
- "Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression "
- "format 2[/url] ([code]R11_EAC[/code] variant), which provides one channel of "
- "unsigned data."
- msgstr ""
- "[url=https://en.wikipedia.org/wiki/"
- "Ericsson_Texture_Compression#ETC2_and_EAC]Formato de compresión de textura "
- "Ericsson 2[/url] ([code]R11_EAC[/code] variant), que proporciona un canal de "
- "datos sin firmar."
- #: doc/classes/Image.xml
- msgid ""
- "[url=https://en.wikipedia.org/wiki/"
- "Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression "
- "format 2[/url] ([code]SIGNED_R11_EAC[/code] variant), which provides one "
- "channel of signed data."
- msgstr ""
- "[url=https://en.wikipedia.org/wiki/"
- "Ericsson_Texture_Compression#ETC2_and_EAC]Formato de compresión de textura "
- "de Ericsson 2[/url] (variante de [code]SIGNED_R11_EAC[/code]), que "
- "proporciona un canal de datos firmado."
- #: doc/classes/Image.xml
- msgid ""
- "[url=https://en.wikipedia.org/wiki/"
- "Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression "
- "format 2[/url] ([code]RG11_EAC[/code] variant), which provides two channels "
- "of unsigned data."
- msgstr ""
- "[url=https://en.wikipedia.org/wiki/"
- "Ericsson_Texture_Compression#ETC2_and_EAC]Formato de compresión de textura "
- "de Ericsson 2[/url] ([code]RG11_EAC[/code] variant), que proporciona dos "
- "canales de datos sin firmar."
- #: doc/classes/Image.xml
- msgid ""
- "[url=https://en.wikipedia.org/wiki/"
- "Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression "
- "format 2[/url] ([code]SIGNED_RG11_EAC[/code] variant), which provides two "
- "channels of signed data."
- msgstr ""
- "[url=https://en.wikipedia.org/wiki/"
- "Ericsson_Texture_Compression#ETC2_and_EAC]Formato de compresión de textura "
- "de Ericsson 2[/url] (variante de [code]SIGNED_RG11_EAC[/code]), que "
- "proporciona dos canales de datos firmados."
- #: doc/classes/Image.xml
- msgid ""
- "[url=https://en.wikipedia.org/wiki/"
- "Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression "
- "format 2[/url] ([code]RGB8[/code] variant), which is a follow-up of ETC1 and "
- "compresses RGB888 data.\n"
- "[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space "
- "conversion is performed."
- msgstr ""
- "[url=https://en.wikipedia.org/wiki/"
- "Ericsson_Texture_Compression#ETC2_and_EAC]Formato de compresión de textura "
- "de Ericsson 2[/url] ([code]RGB8[/code] variant), que es una continuación del "
- "ETC1 y comprime los datos del RGB888.\n"
- "[b]Nota:[/b] Al crear una [ImageTexture], se realiza una conversión del "
- "espacio de color sRGB a lineal."
- #: doc/classes/Image.xml
- msgid ""
- "[url=https://en.wikipedia.org/wiki/"
- "Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression "
- "format 2[/url] ([code]RGBA8[/code]variant), which compresses RGBA8888 data "
- "with full alpha support.\n"
- "[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space "
- "conversion is performed."
- msgstr ""
- "[url=https://en.wikipedia.org/wiki/"
- "Ericsson_Texture_Compression#ETC2_and_EAC]Formato de compresión de textura "
- "de Ericsson 2[/url] ([code]RGBA8[/code]variant), que comprime los datos de "
- "RGBA8888 con soporte alfa completo.\n"
- "[b]Nota:[/b] Al crear una [ImageTexture], se realiza una conversión del "
- "espacio de color sRGB a lineal."
- #: doc/classes/Image.xml
- msgid ""
- "[url=https://en.wikipedia.org/wiki/"
- "Ericsson_Texture_Compression#ETC2_and_EAC]Ericsson Texture Compression "
- "format 2[/url] ([code]RGB8_PUNCHTHROUGH_ALPHA1[/code] variant), which "
- "compresses RGBA data to make alpha either fully transparent or fully "
- "opaque.\n"
- "[b]Note:[/b] When creating an [ImageTexture], an sRGB to linear color space "
- "conversion is performed."
- msgstr ""
- "[url=https://en.wikipedia.org/wiki/"
- "Ericsson_Texture_Compression#ETC2_and_EAC]Formato de compresión de textura "
- "de Ericsson 2[/url] ([code]RGB8_PUNCHTHROUGH_ALPHA1[/code] variant), que "
- "comprime los datos de RGBA para hacer el alfa totalmente transparente o "
- "totalmente opaco.\n"
- "[b]Nota:[/b] Al crear una [ImageTexture], se realiza una conversión del "
- "espacio de color sRGB a lineal."
- #: doc/classes/Image.xml
- msgid "Represents the size of the [enum Format] enum."
- msgstr "Representa el tamaño del enum [enum Format]."
- #: doc/classes/Image.xml
- msgid ""
- "Performs nearest-neighbor interpolation. If the image is resized, it will be "
- "pixelated."
- msgstr ""
- "Realiza la interpolación del vecino más cercano. Si se cambia el tamaño de "
- "la imagen, será pixelada."
- #: doc/classes/Image.xml
- msgid ""
- "Performs bilinear interpolation. If the image is resized, it will be blurry. "
- "This mode is faster than [constant INTERPOLATE_CUBIC], but it results in "
- "lower quality."
- msgstr ""
- "Realiza una interpolación bilineal. Si se cambia el tamaño de la imagen, "
- "será borrosa. Este modo es más rápido que [constant INTERPOLATE_CUBIC], pero "
- "da como resultado una menor calidad."
- #: doc/classes/Image.xml
- msgid ""
- "Performs cubic interpolation. If the image is resized, it will be blurry. "
- "This mode often gives better results compared to [constant "
- "INTERPOLATE_BILINEAR], at the cost of being slower."
- msgstr ""
- "Realiza una interpolación cúbica. Si se cambia el tamaño de la imagen, será "
- "borrosa. Este modo a menudo da mejores resultados en comparación con "
- "[constant INTERPOLATE_BILINEAR], a costa de ser más lento."
- #: doc/classes/Image.xml
- #, fuzzy
- msgid ""
- "Performs bilinear separately on the two most-suited mipmap levels, then "
- "linearly interpolates between them.\n"
- "It's slower than [constant INTERPOLATE_BILINEAR], but produces higher-"
- "quality results with far fewer aliasing artifacts.\n"
- "If the image does not have mipmaps, they will be generated and used "
- "internally, but no mipmaps will be generated on the resulting image.\n"
- "[b]Note:[/b] If you intend to scale multiple copies of the original image, "
- "it's better to call [method generate_mipmaps]] on it in advance, to avoid "
- "wasting processing power in generating them again and again.\n"
- "On the other hand, if the image already has mipmaps, they will be used, and "
- "a new set will be generated for the resulting image."
- msgstr ""
- "Realiza una operación bilineal por separado en los dos niveles más adecuados "
- "del mipmap, y luego interpola linealmente entre ellos.\n"
- "Es más lento que [constant INTERPOLATE_BILINEAR], pero produce resultados de "
- "mayor calidad con muchos menos artefactos de aliasing.\n"
- "Si la imagen no tiene mipmaps, se generarán y utilizarán internamente, pero "
- "no se generarán mipmaps en la imagen resultante.\n"
- "[b]Nota:[/b] Si se pretende escalar varias copias de la imagen original, es "
- "mejor llamar al [method generate_mipmaps]] con antelación, para evitar "
- "desperdiciar la potencia de procesamiento en generarlas una y otra vez.\n"
- "Por otro lado, si la imagen ya tiene mipmaps, se usarán, y se generará un "
- "nuevo conjunto para la imagen resultante."
- #: doc/classes/Image.xml
- msgid ""
- "Performs Lanczos interpolation. This is the slowest image resizing mode, but "
- "it typically gives the best results, especially when downscalng images."
- msgstr ""
- "Realiza la interpolación de Lanczos. Es el modo de redimensionamiento de "
- "imágenes más lento, pero suele dar los mejores resultados, especialmente "
- "cuando se reducen las imágenes."
- #: doc/classes/Image.xml
- msgid "Image does not have alpha."
- msgstr "La imagen no tiene alfa."
- #: doc/classes/Image.xml
- msgid "Image stores alpha in a single bit."
- msgstr "La imagen almacena el alfa en un solo bit."
- #: doc/classes/Image.xml
- msgid "Image uses alpha."
- msgstr "La imagen usa el alfa."
- #: doc/classes/Image.xml
- msgid "Use S3TC compression."
- msgstr "Use la compresión S3TC."
- #: doc/classes/Image.xml
- msgid "Use PVRTC2 compression."
- msgstr "Use la compresión PVRTC2."
- #: doc/classes/Image.xml
- msgid "Use PVRTC4 compression."
- msgstr "Use la compresión PVRTC4."
- #: doc/classes/Image.xml
- msgid "Use ETC compression."
- msgstr "Use la compresión ETC."
- #: doc/classes/Image.xml
- msgid "Use ETC2 compression."
- msgstr "Use la compresión ETC2."
- #: doc/classes/Image.xml
- msgid ""
- "Source texture (before compression) is a regular texture. Default for all "
- "textures."
- msgstr ""
- "La textura de la fuente (antes de la compresión) es una textura regular. Por "
- "defecto para todas las texturas."
- #: doc/classes/Image.xml
- msgid "Source texture (before compression) is in sRGB space."
- msgstr ""
- "La textura de la fuente (antes de la compresión) está en el espacio sRGB."
- #: doc/classes/Image.xml
- msgid ""
- "Source texture (before compression) is a normal texture (e.g. it can be "
- "compressed into two channels)."
- msgstr ""
- "La textura de la fuente (antes de la compresión) es una textura normal (por "
- "ejemplo, puede ser comprimida en dos canales)."
- #: doc/classes/Image.xml
- #, fuzzy
- msgid "Source texture (before compression) is a [TextureLayered]."
- msgstr ""
- "La textura de la fuente (antes de la compresión) está en el espacio sRGB."
- #: doc/classes/ImageTexture.xml
- #, fuzzy
- msgid "A [Texture] based on an [Image]."
- msgstr "Una [Texture2D] basada en una [Image]."
- #: doc/classes/ImageTexture.xml
- msgid ""
- "A [Texture] based on an [Image]. For an image to be displayed, an "
- "[ImageTexture] has to be created from it using the [method "
- "create_from_image] method:\n"
- "[codeblock]\n"
- "var texture = ImageTexture.new()\n"
- "var image = Image.new()\n"
- "image.load(\"res://icon.png\")\n"
- "texture.create_from_image(image)\n"
- "$Sprite.texture = texture\n"
- "[/codeblock]\n"
- "This way, textures can be created at run-time by loading images both from "
- "within the editor and externally.\n"
- "[b]Warning:[/b] Prefer to load imported textures with [method @GDScript."
- "load] over loading them from within the filesystem dynamically with [method "
- "Image.load], as it may not work in exported projects:\n"
- "[codeblock]\n"
- "var texture = load(\"res://icon.png\")\n"
- "$Sprite.texture = texture\n"
- "[/codeblock]\n"
- "This is because images have to be imported as [StreamTexture] first to be "
- "loaded with [method @GDScript.load]. If you'd still like to load an image "
- "file just like any other [Resource], import it as an [Image] resource "
- "instead, and then load it normally using the [method @GDScript.load] "
- "method.\n"
- "But do note that the image data can still be retrieved from an imported "
- "texture as well using the [method Texture.get_data] method, which returns a "
- "copy of the data:\n"
- "[codeblock]\n"
- "var texture = load(\"res://icon.png\")\n"
- "var image : Image = texture.get_data()\n"
- "[/codeblock]\n"
- "An [ImageTexture] is not meant to be operated from within the editor "
- "interface directly, and is mostly useful for rendering images on screen "
- "dynamically via code. If you need to generate images procedurally from "
- "within the editor, consider saving and importing images as custom texture "
- "resources implementing a new [EditorImportPlugin].\n"
- "[b]Note:[/b] The maximum texture size is 16384×16384 pixels due to graphics "
- "hardware limitations."
- msgstr ""
- #: doc/classes/ImageTexture.xml
- msgid ""
- "Create a new [ImageTexture] with [code]width[/code] and [code]height[/"
- "code].\n"
- "[code]format[/code] is a value from [enum Image.Format], [code]flags[/code] "
- "is any combination of [enum Texture.Flags]."
- msgstr ""
- #: doc/classes/ImageTexture.xml
- msgid ""
- "Initializes the texture by allocating and setting the data from an [Image] "
- "with [code]flags[/code] from [enum Texture.Flags]. An sRGB to linear color "
- "space conversion can take place, according to [enum Image.Format]."
- msgstr ""
- #: doc/classes/ImageTexture.xml
- #, fuzzy
- msgid "Returns the format of the texture, one of [enum Image.Format]."
- msgstr ""
- "Devuelve el formato de la [ImageTexture], uno de los [enum Image.Format]."
- #: doc/classes/ImageTexture.xml
- msgid ""
- "Loads an image from a file path and creates a texture from it.\n"
- "[b]Note:[/b] This method is deprecated and will be removed in Godot 4.0, use "
- "[method Image.load] and [method create_from_image] instead."
- msgstr ""
- #: doc/classes/ImageTexture.xml
- msgid ""
- "Replaces the texture's data with a new [Image].\n"
- "[b]Note:[/b] The texture has to be initialized first with the [method "
- "create_from_image] method before it can be updated. The new image "
- "dimensions, format, and mipmaps configuration should match the existing "
- "texture's image configuration, otherwise it has to be re-created with the "
- "[method create_from_image] method.\n"
- "Use this method over [method create_from_image] if you need to update the "
- "texture frequently, which is faster than allocating additional memory for a "
- "new texture each time."
- msgstr ""
- #: doc/classes/ImageTexture.xml doc/classes/VisualServer.xml
- #, fuzzy
- msgid "Resizes the texture to the specified dimensions."
- msgstr "Redimensiona el [ImageTexture] a las dimensiones especificadas."
- #: doc/classes/ImageTexture.xml
- msgid "The storage quality for [constant STORAGE_COMPRESS_LOSSY]."
- msgstr ""
- #: doc/classes/ImageTexture.xml
- #, fuzzy
- msgid "The storage type (raw, lossy, or compressed)."
- msgstr "El estado de los botones se presiona."
- #: doc/classes/ImageTexture.xml
- msgid "[Image] data is stored raw and unaltered."
- msgstr ""
- #: doc/classes/ImageTexture.xml
- msgid ""
- "[Image] data is compressed with a lossy algorithm. You can set the storage "
- "quality with [member lossy_quality]."
- msgstr ""
- #: doc/classes/ImageTexture.xml
- msgid "[Image] data is compressed with a lossless algorithm."
- msgstr ""
- #: doc/classes/ImmediateGeometry.xml
- msgid "Draws simple geometry from code."
- msgstr "Dibuja una geometría simple desde código."
- #: doc/classes/ImmediateGeometry.xml
- #, fuzzy
- msgid ""
- "Draws simple geometry from code. Uses a drawing mode similar to OpenGL 1.x.\n"
- "See also [ArrayMesh], [MeshDataTool] and [SurfaceTool] for procedural "
- "geometry generation.\n"
- "[b]Note:[/b] ImmediateGeometry3D is best suited to small amounts of mesh "
- "data that change every frame. It will be slow when handling large amounts of "
- "mesh data. If mesh data doesn't change often, use [ArrayMesh], "
- "[MeshDataTool] or [SurfaceTool] instead.\n"
- "[b]Note:[/b] Godot uses clockwise [url=https://learnopengl.com/Advanced-"
- "OpenGL/Face-culling]winding order[/url] for front faces of triangle "
- "primitive modes.\n"
- "[b]Note:[/b] In case of missing points when handling large amounts of mesh "
- "data, try increasing its buffer size limit under [member ProjectSettings."
- "rendering/limits/buffers/immediate_buffer_size_kb]."
- msgstr ""
- "Dibuja la geometría simple del código. Utiliza un modo de dibujo similar al "
- "de OpenGL 1.x.\n"
- "Ver también [ArrayMesh], [MeshDataTool] y [SurfaceTool] para la generación "
- "de la geometría de procedimiento.\n"
- "[b]Nota:[/b] ImmediateGeometry se adapta mejor a pequeñas cantidades de "
- "datos de malla que cambian cada cuadro. Será lenta cuando se manejen grandes "
- "cantidades de datos de malla. Si los datos de la malla no cambian a menudo, "
- "use [ArrayMesh], [MeshDataTool] o [SurfaceTool] en su lugar.\n"
- "[b]Nota:[/b] Godot usa el sentido de las agujas del reloj [url=https://"
- "learnopengl.com/Advanced-OpenGL/Face-culling]orden de giro[/url] para las "
- "caras frontales de los modos primitivos de los triángulos."
- #: doc/classes/ImmediateGeometry.xml
- msgid ""
- "Simple helper to draw an UV sphere with given latitude, longitude and radius."
- msgstr ""
- "Un simple ayudante para dibujar una esfera ultravioleta con la latitud, "
- "longitud y radio dados."
- #: doc/classes/ImmediateGeometry.xml
- msgid ""
- "Adds a vertex in local coordinate space with the currently set color/uv/etc."
- msgstr ""
- "Añade un vértice en el espacio de coordenadas locales con el color/uv/etc "
- "actualmente establecido."
- #: doc/classes/ImmediateGeometry.xml
- msgid ""
- "Begin drawing (and optionally pass a texture override). When done call "
- "[method end]. For more information on how this works, search for "
- "[code]glBegin()[/code] and [code]glEnd()[/code] references.\n"
- "For the type of primitive, see the [enum Mesh.PrimitiveType] enum."
- msgstr ""
- "Comienza a dibujar (y opcionalmente pasa una anulación de la textura). "
- "Cuando termine, llame a [method end]. Para más información sobre cómo "
- "funciona, busca las referencias [code]glBegin()[/code] y [code]glEnd()[/"
- "code].\n"
- "Para el tipo de primitivo, ver el enum [enum Mesh.PrimitiveType]."
- #: doc/classes/ImmediateGeometry.xml
- msgid "Clears everything that was drawn using begin/end."
- msgstr "Borra todo lo que fue dibujado usando el principio/fin."
- #: doc/classes/ImmediateGeometry.xml
- msgid "Ends a drawing context and displays the results."
- msgstr "Termina un contexto de dibujo y muestra los resultados."
- #: doc/classes/ImmediateGeometry.xml
- msgid "The current drawing color."
- msgstr "El color del dibujado actual."
- #: doc/classes/ImmediateGeometry.xml
- msgid "The next vertex's normal."
- msgstr "La normal del próximo vértice."
- #: doc/classes/ImmediateGeometry.xml
- msgid "The next vertex's tangent (and binormal facing)."
- msgstr "La próxima tangente del vértice (y la orientación binormal)."
- #: doc/classes/ImmediateGeometry.xml
- msgid "The next vertex's UV."
- msgstr "El próximo vértice es UV."
- #: doc/classes/ImmediateGeometry.xml
- msgid "The next vertex's second layer UV."
- msgstr "La segunda capa del próximo vértice es UV."
- #: doc/classes/Input.xml
- msgid "A singleton that deals with inputs."
- msgstr "Un singleton que se ocupa de las entradas."
- #: doc/classes/Input.xml
- msgid ""
- "A singleton that deals with inputs. This includes key presses, mouse buttons "
- "and movement, joypads, and input actions. Actions and their events can be "
- "set in the [b]Input Map[/b] tab in the [b]Project > Project Settings[/b], or "
- "with the [InputMap] class."
- msgstr ""
- "Un singleton que se ocupa de las entradas. Esto incluye pulsaciones de "
- "teclas, botones del ratón y movimiento, joypads y acciones de entrada. Las "
- "acciones y sus eventos se pueden configurar en la pestaña [b]Mapa de "
- "entradas[/b] en el [b]Proyecto > Configuración del proyecto[/b], o con la "
- "clase [InputMap]."
- #: doc/classes/Input.xml
- msgid "Inputs tutorial index"
- msgstr ""
- #: doc/classes/Input.xml
- msgid ""
- "This will simulate pressing the specified action.\n"
- "The strength can be used for non-boolean actions, it's ranged between 0 and "
- "1 representing the intensity of the given action.\n"
- "[b]Note:[/b] This method will not cause any [method Node._input] calls. It "
- "is intended to be used with [method is_action_pressed] and [method "
- "is_action_just_pressed]. If you want to simulate [code]_input[/code], use "
- "[method parse_input_event] instead."
- msgstr ""
- "Esto simulará pulsar la acción específica.\n"
- "La fuerza puede ser usada para acciones no booleanas, está entre 0 y 1 "
- "representando la intensidad de la acción dada.\n"
- "[b]Nota:[/b] Este método no causará ninguna llamada al [method Node._input]. "
- "Está pensado para ser usado con [method is_action_pressed] y [method "
- "is_action_just_pressed]. Si quieres simular [code]_input[/code], usa en su "
- "lugar [method parse_input_event]."
- #: doc/classes/Input.xml
- msgid "If the specified action is already pressed, this will release it."
- msgstr "Si la acción especificada ya está presionada, esto la liberará."
- #: doc/classes/Input.xml
- msgid ""
- "Adds a new mapping entry (in SDL2 format) to the mapping database. "
- "Optionally update already connected devices."
- msgstr ""
- "Añade una nueva entrada de mapeo (en formato SDL2) a la base de datos de "
- "mapeo. Opcionalmente actualiza los dispositivos ya conectados."
- #: doc/classes/Input.xml
- msgid ""
- "Sends all input events which are in the current buffer to the game loop. "
- "These events may have been buffered as a result of accumulated input "
- "([member use_accumulated_input]) or agile input flushing ([member "
- "ProjectSettings.input_devices/buffering/agile_event_flushing]).\n"
- "The engine will already do this itself at key execution points (at least "
- "once per frame). However, this can be useful in advanced cases where you "
- "want precise control over the timing of event handling."
- msgstr ""
- #: doc/classes/Input.xml
- msgid ""
- "Returns the acceleration 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 iOS, Android, and UWP. On other "
- "platforms, it always returns [constant Vector3.ZERO]. On Android the unit of "
- "measurement for each axis is m/s² while on iOS and UWP it's a multiple of "
- "the Earth's gravitational acceleration [code]g[/code] (~9.81 m/s²)."
- msgstr ""
- #: doc/classes/Input.xml
- #, fuzzy
- 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 get_action_strength] instead.\n"
- "If [code]exact[/code] is [code]false[/code], it ignores additional input "
- "modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
- "direction for [InputEventJoypadMotion] events."
- msgstr ""
- "Devuelve un valor entre 0.0 y 1.0 dependiendo del estado de las acciones "
- "dadas. Es útil para obtener el valor de los eventos del tipo "
- "[InputEventJoypadMotion]."
- #: doc/classes/Input.xml
- #, fuzzy
- msgid ""
- "Returns a value between 0 and 1 representing the intensity of the given "
- "action. In a joypad, for example, the further away the axis (analog sticks "
- "or L2, R2 triggers) is from the dead zone, the closer the value will be to "
- "1. If the action is mapped to a control that has no axis as the keyboard, "
- "the value returned will be 0 or 1.\n"
- "If [code]exact[/code] is [code]false[/code], it ignores additional input "
- "modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
- "direction for [InputEventJoypadMotion] events."
- msgstr ""
- "Devuelve un valor entre 0 y 1 que representa la intensidad de la acción "
- "dada. En un joypad, por ejemplo, cuanto más lejos esté el eje (palos "
- "analógicos o gatillos L2, R2) de la zona muerta, más cerca estará el valor a "
- "1. Si la acción se asigna a un control que no tiene un eje como el teclado, "
- "el valor devuelto será 0 o 1."
- #: doc/classes/Input.xml
- msgid ""
- "Get axis input by specifying two actions, one negative and one positive.\n"
- "This is a shorthand for writing [code]Input."
- "get_action_strength(\"positive_action\") - Input."
- "get_action_strength(\"negative_action\")[/code]."
- msgstr ""
- #: doc/classes/Input.xml
- msgid ""
- "Returns an [Array] containing the device IDs of all currently connected "
- "joypads."
- msgstr ""
- "Devuelve un [Array] que contiene los Ids de los dispositivos de todos los "
- "joypads conectados actualmente."
- #: doc/classes/Input.xml
- msgid "Returns the currently assigned cursor shape (see [enum CursorShape])."
- msgstr ""
- "Devuelve la forma del cursor actualmente asignada (véase [enum CursorShape])."
- #: doc/classes/Input.xml
- msgid ""
- "Returns the gravity 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]. On Android the unit of "
- "measurement for each axis is m/s² while on iOS it's a multiple of the "
- "Earth's gravitational acceleration [code]g[/code] (~9.81 m/s²)."
- msgstr ""
- #: doc/classes/Input.xml
- 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 ""
- #: doc/classes/Input.xml
- #, fuzzy
- msgid ""
- "Returns the current value of the joypad axis at given index (see [enum "
- "JoystickList])."
- msgstr ""
- "Devuelve el valor actual del eje del joypad en un índice determinado (véase "
- "[enum JoyAxisList])."
- #: doc/classes/Input.xml
- msgid "Returns the index of the provided axis name."
- msgstr "Devuelve el índice del nombre del eje suministrado."
- #: doc/classes/Input.xml
- #, fuzzy
- msgid ""
- "Receives a [enum JoystickList] axis and returns its equivalent name as a "
- "string."
- msgstr ""
- "Recibe un eje [enum JoyAxisList] y devuelve su nombre equivalente como una "
- "String."
- #: doc/classes/Input.xml
- msgid "Returns the index of the provided button name."
- msgstr "Devuelve el índice del nombre del botón proporcionado."
- #: doc/classes/Input.xml
- #, fuzzy
- msgid ""
- "Receives a gamepad button from [enum JoystickList] and returns its "
- "equivalent name as a string."
- msgstr ""
- "Recibe un botón del gamepad de [enum JoyButtonList] y devuelve su nombre "
- "equivalente en forma de cadena."
- #: doc/classes/Input.xml
- msgid ""
- "Returns a SDL2-compatible device GUID on platforms that use gamepad "
- "remapping. Returns [code]\"Default Gamepad\"[/code] otherwise."
- msgstr ""
- "Devuelve una GUID de dispositivo compatible con SDL2 en las plataformas que "
- "usan remapeo de gamepad. Devuelve [code]\"Default Gamepad\"[/code] de otra "
- "manera."
- #: doc/classes/Input.xml
- msgid "Returns the name of the joypad at the specified device index."
- msgstr ""
- "Devuelve el nombre del joypad en el índice del dispositivo especificado."
- #: doc/classes/Input.xml
- msgid "Returns the duration of the current vibration effect in seconds."
- msgstr "Devuelve la duración del efecto de la vibración actual en segundos."
- #: doc/classes/Input.xml
- msgid ""
- "Returns the strength of the joypad vibration: x is the strength of the weak "
- "motor, and y is the strength of the strong motor."
- msgstr ""
- "Devuelve la fuerza de la vibración del joypad: x es la fuerza del motor "
- "débil, e y es la fuerza del motor fuerte."
- #: doc/classes/Input.xml
- msgid ""
- "Returns the mouse speed for the last time the cursor was moved, and this "
- "until the next frame where the mouse moves. This means that even if the "
- "mouse is not moving, this function will still return the value of the last "
- "motion."
- msgstr ""
- "Devuelve la velocidad del ratón, la última vez que se movió el cursor, y "
- "esto hasta el siguiente fotograma donde el ratón se mueve. Esto significa "
- "que aunque el ratón no se mueva, esta función seguirá devolviendo el valor "
- "del último movimiento."
- #: doc/classes/Input.xml
- 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, iOS and UWP. On other "
- "platforms, it always returns [constant Vector3.ZERO]."
- msgstr ""
- #: doc/classes/Input.xml
- msgid ""
- "Returns mouse buttons as a bitmask. If multiple mouse buttons are pressed at "
- "the same time, the bits are added together."
- msgstr ""
- "Devuelve los botones del ratón como una máscara de bits. Si se pulsan varios "
- "botones del ratón al mismo tiempo, los bits se suman."
- #: doc/classes/Input.xml
- msgid ""
- "Gets an input vector by specifying four actions for the positive and "
- "negative X and Y axes.\n"
- "This method is useful when getting vector input, such as from a joystick, "
- "directional pad, arrows, or WASD. The vector has its length limited to 1 and "
- "has a circular deadzone, which is useful for using vector input as "
- "movement.\n"
- "By default, the deadzone is automatically calculated from the average of the "
- "action deadzones. However, you can override the deadzone to be whatever you "
- "want (on the range of 0 to 1)."
- msgstr ""
- #: doc/classes/Input.xml
- #, fuzzy
- msgid ""
- "Returns [code]true[/code] when the user starts pressing the action event, "
- "meaning it's [code]true[/code] only on the frame that the user pressed down "
- "the button.\n"
- "This is useful for code that needs to run only once when an action is "
- "pressed, instead of every frame while it's pressed.\n"
- "If [code]exact[/code] is [code]false[/code], it ignores additional input "
- "modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
- "direction for [InputEventJoypadMotion] events.\n"
- "[b]Note:[/b] Due to keyboard ghosting, [method is_action_just_pressed] may "
- "return [code]false[/code] even if one of the action's keys is pressed. See "
- "[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
- "examples[/url] in the documentation for more information."
- msgstr ""
- "Devuelve [code]true[/code] cuando el usuario empieza a pulsar el evento de "
- "acción, lo que significa que es [code]true[/code] sólo en el marco en el que "
- "el usuario ha pulsado el botón.\n"
- "Esto es útil para el código que necesita ejecutarse sólo una vez cuando se "
- "presiona una acción, en lugar de cada marco mientras se presiona."
- #: doc/classes/Input.xml
- #, fuzzy
- msgid ""
- "Returns [code]true[/code] when the user stops pressing the action event, "
- "meaning it's [code]true[/code] only on the frame that the user released the "
- "button.\n"
- "If [code]exact[/code] is [code]false[/code], it ignores additional input "
- "modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
- "direction for [InputEventJoypadMotion] events."
- msgstr ""
- "Devuelve [code]true[/code] cuando el usuario empieza a pulsar el evento de "
- "acción, lo que significa que es [code]true[/code] sólo en el marco en el que "
- "el usuario ha pulsado el botón.\n"
- "Esto es útil para el código que necesita ejecutarse sólo una vez cuando se "
- "presiona una acción, en lugar de cada marco mientras se presiona."
- #: doc/classes/Input.xml
- #, fuzzy
- msgid ""
- "Returns [code]true[/code] if you are pressing the action event. Note that if "
- "an action has multiple buttons assigned and more than one of them is "
- "pressed, releasing one button will release the action, even if some other "
- "button assigned to this action is still pressed.\n"
- "If [code]exact[/code] is [code]false[/code], it ignores additional input "
- "modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
- "direction for [InputEventJoypadMotion] events.\n"
- "[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return "
- "[code]false[/code] even if one of the action's keys is pressed. See "
- "[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
- "examples[/url] in the documentation for more information."
- msgstr ""
- "Devuelve [code]true[/code] si está pulsando el evento de acción. Ten en "
- "cuenta que si una acción tiene varios botones asignados y se pulsa más de "
- "uno, al soltar un botón se liberará la acción, incluso si algún otro botón "
- "asignado a esta acción sigue estando pulsado."
- #: doc/classes/Input.xml
- #, fuzzy
- msgid ""
- "Returns [code]true[/code] if you are pressing the joypad button (see [enum "
- "JoystickList])."
- msgstr ""
- "Devuelve [code]true[/code] si el ratón ha entrado en el botón y no lo ha "
- "dejado todavía."
- #: doc/classes/Input.xml
- #, fuzzy
- msgid ""
- "Returns [code]true[/code] if the system knows the specified device. This "
- "means that it sets all button and axis indices exactly as defined in [enum "
- "JoystickList]. Unknown joypads are not expected to match these constants, "
- "but you can still retrieve events from them."
- msgstr ""
- "Devuelve [code]true[/code] si el sistema conoce el dispositivo especificado. "
- "Esto significa que establece todos los índices de botones y ejes. No se "
- "espera que los joypads desconocidos coincidan con estas constantes, pero aún "
- "así se pueden recuperar eventos de ellos."
- #: doc/classes/Input.xml
- msgid ""
- "Returns [code]true[/code] if you are pressing the key in the current "
- "keyboard layout. You can pass a [enum KeyList] constant.\n"
- "[method is_key_pressed] is only recommended over [method "
- "is_physical_key_pressed] in non-game applications. This ensures that "
- "shortcut keys behave as expected depending on the user's keyboard layout, as "
- "keyboard shortcuts are generally dependent on the keyboard layout in non-"
- "game applications. If in doubt, use [method is_physical_key_pressed].\n"
- "[b]Note:[/b] Due to keyboard ghosting, [method is_key_pressed] may return "
- "[code]false[/code] even if one of the action's keys is pressed. See "
- "[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
- "examples[/url] in the documentation for more information."
- msgstr ""
- #: doc/classes/Input.xml
- msgid ""
- "Returns [code]true[/code] if you are pressing the mouse button specified "
- "with [enum ButtonList]."
- msgstr ""
- "Devuelve [code]true[/code] si se pulsa el botón del ratón especificado con "
- "[enum ButtonList]."
- #: doc/classes/Input.xml
- msgid ""
- "Returns [code]true[/code] if you are pressing the key in the physical "
- "location on the 101/102-key US QWERTY keyboard. You can pass a [enum "
- "KeyList] constant.\n"
- "[method is_physical_key_pressed] is recommended over [method is_key_pressed] "
- "for in-game actions, as it will make W/A/S/D layouts work regardless of the "
- "user's keyboard layout. [method is_physical_key_pressed] will also ensure "
- "that the top row number keys work on any keyboard layout. If in doubt, use "
- "[method is_physical_key_pressed].\n"
- "[b]Note:[/b] Due to keyboard ghosting, [method is_physical_key_pressed] may "
- "return [code]false[/code] even if one of the action's keys is pressed. See "
- "[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
- "examples[/url] in the documentation for more information."
- msgstr ""
- #: doc/classes/Input.xml
- msgid ""
- "Notifies the [Input] singleton that a connection has changed, to update the "
- "state for the [code]device[/code] index.\n"
- "This is used internally and should not have to be called from user scripts. "
- "See [signal joy_connection_changed] for the signal emitted when this is "
- "triggered internally."
- msgstr ""
- "Notifica al singleton [Input] que una conexión ha cambiado, para actualizar "
- "el estado del índice del [code]device[/code].\n"
- "Este índice se utiliza internamente y no debería tener que ser llamado desde "
- "los scripts de usuario. Véase [signal joy_connection_changed] para la señal "
- "emitida cuando se activa internamente."
- #: doc/classes/Input.xml
- msgid ""
- "Feeds an [InputEvent] to the game. Can be used to artificially trigger input "
- "events from code. Also generates [method Node._input] calls.\n"
- "Example:\n"
- "[codeblock]\n"
- "var a = InputEventAction.new()\n"
- "a.action = \"ui_cancel\"\n"
- "a.pressed = true\n"
- "Input.parse_input_event(a)\n"
- "[/codeblock]"
- msgstr ""
- "Alimenta un [InputEvent] al juego. Puede ser usado para disparar "
- "artificialmente eventos de entrada desde el código. También genera llamadas "
- "de [method Node._input].\n"
- "Ejemplo:\n"
- "[codeblock]\n"
- "var evento = InputEventAction.new()\n"
- "evento.action = \"ui_cancel\"\n"
- "evento.pressed = true\n"
- "Input.parse_input_event(evento)\n"
- "[/codeblock]"
- #: doc/classes/Input.xml
- msgid ""
- "Removes all mappings from the internal database that match the given GUID."
- msgstr ""
- "Elimina todos los mapeos de la base de datos interna que coincidan con la "
- "GUID dada."
- #: doc/classes/Input.xml
- msgid ""
- "Sets the acceleration value of the accelerometer sensor. Can be used for "
- "debugging on devices without a hardware sensor, for example in an editor on "
- "a PC.\n"
- "[b]Note:[/b] This value can be immediately overwritten by the hardware "
- "sensor value on Android and iOS."
- msgstr ""
- #: doc/classes/Input.xml
- #, fuzzy
- msgid ""
- "Sets a custom mouse cursor image, which is only visible inside the game "
- "window. The hotspot can also be specified. Passing [code]null[/code] to the "
- "image parameter resets to the system cursor. See [enum CursorShape] for the "
- "list of shapes.\n"
- "[code]image[/code]'s size must be lower than 256×256.\n"
- "[code]hotspot[/code] must be within [code]image[/code]'s size.\n"
- "[b]Note:[/b] [AnimatedTexture]s aren't supported as custom mouse cursors. If "
- "using an [AnimatedTexture], only the first frame will be displayed.\n"
- "[b]Note:[/b] Only images imported with the [b]Lossless[/b], [b]Lossy[/b] or "
- "[b]Uncompressed[/b] compression modes are supported. The [b]Video RAM[/b] "
- "compression mode can't be used for custom cursors.\n"
- "[b]Note:[/b] On the web platform, the maximum allowed cursor image size is "
- "128×128. Cursor images larger than 32×32 will also only be displayed if the "
- "mouse cursor image is entirely located within the page for [url=https://"
- "chromestatus.com/feature/5825971391299584]security reasons[/url]."
- msgstr ""
- "Establece una imagen personalizada del cursor del ratón, que sólo es visible "
- "dentro de la ventana del juego. También se puede especificar el punto de "
- "acceso. Al pasar [code]null[/code] al parámetro de la imagen se restablece "
- "el cursor del sistema. Ver [enum CursorShape] para la lista de formas.\n"
- "[code]image[/code] debe ser inferior a 256×256.\n"
- "[code]hotspot[/code] debe estar dentro del tamaño de [code]image[/code].\n"
- "[b]Nota: [/b] [AnimatedTexture]s no están soportados como cursores de ratón "
- "personalizados. Si se utiliza una [AnimatedTexture], sólo se mostrará el "
- "primer fotograma.\n"
- "[b]Nota:[/b] Sólo se admiten las imágenes importadas con los modos de "
- "compresión [b]SinPerdida[/b], [b]ConPerdida[/b] o [b]SinCompresion[/b]. El "
- "modo de compresión [b]Video RAM[/b] no puede utilizarse para cursores "
- "personalizados."
- #: doc/classes/Input.xml
- msgid ""
- "Sets the default cursor shape to be used in the viewport instead of "
- "[constant CURSOR_ARROW].\n"
- "[b]Note:[/b] If you want to change the default cursor shape for [Control]'s "
- "nodes, use [member Control.mouse_default_cursor_shape] instead.\n"
- "[b]Note:[/b] This method generates an [InputEventMouseMotion] to update "
- "cursor immediately."
- msgstr ""
- "Establece la forma del cursor por defecto para ser usado en la vista en "
- "lugar de la [constant CURSOR_ARROW].\n"
- "[b]Nota:[/b] Si quieres cambiar la forma del cursor por defecto para los "
- "nodos de [Control], usa [member Control.mouse_default_cursor_shape] en su "
- "lugar.\n"
- "[b]Nota:[/b] Este método genera un [InputEventMouseMotion] para actualizar "
- "el cursor inmediatamente."
- #: doc/classes/Input.xml
- msgid ""
- "Sets the gravity value of the accelerometer sensor. Can be used for "
- "debugging on devices without a hardware sensor, for example in an editor on "
- "a PC.\n"
- "[b]Note:[/b] This value can be immediately overwritten by the hardware "
- "sensor value on Android and iOS."
- msgstr ""
- #: doc/classes/Input.xml
- msgid ""
- "Sets the value of the rotation rate of the gyroscope sensor. Can be used for "
- "debugging on devices without a hardware sensor, for example in an editor on "
- "a PC.\n"
- "[b]Note:[/b] This value can be immediately overwritten by the hardware "
- "sensor value on Android and iOS."
- msgstr ""
- #: doc/classes/Input.xml
- msgid ""
- "Sets the value of the magnetic field of the magnetometer sensor. Can be used "
- "for debugging on devices without a hardware sensor, for example in an editor "
- "on a PC.\n"
- "[b]Note:[/b] This value can be immediately overwritten by the hardware "
- "sensor value on Android and iOS."
- msgstr ""
- #: doc/classes/Input.xml
- msgid ""
- "Starts to vibrate the joypad. Joypads usually come with two rumble motors, a "
- "strong and a weak one. [code]weak_magnitude[/code] is the strength of the "
- "weak motor (between 0 and 1) and [code]strong_magnitude[/code] is the "
- "strength of the strong motor (between 0 and 1). [code]duration[/code] is the "
- "duration of the effect in seconds (a duration of 0 will try to play the "
- "vibration indefinitely).\n"
- "[b]Note:[/b] Not every hardware is compatible with long effect durations; it "
- "is recommended to restart an effect if it has to be played for more than a "
- "few seconds."
- msgstr ""
- "Empieza a vibrar el joypad. Los joypads suelen tener dos motores de "
- "vibración, uno fuerte y otro débil. [code]weak_magnitude[/code] es la fuerza "
- "del motor débil (entre 0 y 1) y [code]strong_magnitude[/code] es la fuerza "
- "del motor fuerte (entre 0 y 1). [code]duración[/code] es la duración del "
- "efecto en segundos (una duración de 0 intentará reproducir la vibración "
- "indefinidamente).\n"
- "[b]Nota:[/b] No todos los equipos son compatibles con las duraciones de "
- "efecto largas; se recomienda reiniciar un efecto si tiene que ser "
- "reproducido durante más de unos pocos segundos."
- #: doc/classes/Input.xml
- msgid "Stops the vibration of the joypad."
- msgstr "Detiene la vibración del joypad."
- #: doc/classes/Input.xml
- #, fuzzy
- msgid ""
- "Vibrate handheld devices.\n"
- "[b]Note:[/b] This method is implemented on Android, iOS, and HTML5.\n"
- "[b]Note:[/b] For Android, it requires enabling the [code]VIBRATE[/code] "
- "permission in the export preset.\n"
- "[b]Note:[/b] For iOS, specifying the duration is supported in iOS 13 and "
- "later.\n"
- "[b]Note:[/b] Some web browsers such as Safari and Firefox for Android do not "
- "support this method."
- msgstr ""
- "Vibración de los dispositivos Android e iOS.\n"
- "[b]Nota:[/b] Necesita permiso de VIBRATE para Android en la configuración de "
- "exportación. iOS no admite duración."
- #: doc/classes/Input.xml
- msgid ""
- "Sets the mouse position to the specified vector, provided in pixels and "
- "relative to an origin at the upper left corner of the game window.\n"
- "Mouse position is clipped to the limits of the screen resolution, or to the "
- "limits of the game window if [enum MouseMode] is set to [constant "
- "MOUSE_MODE_CONFINED]."
- msgstr ""
- #: doc/classes/Input.xml
- #, fuzzy
- msgid "Controls the mouse mode. See [enum MouseMode] for more information."
- msgstr "Establece el modo del ratón. Vea las constantes para más información."
- #: doc/classes/Input.xml
- #, fuzzy
- msgid ""
- "If [code]true[/code], similar input events sent by the operating system are "
- "accumulated. When input accumulation is enabled, all input events generated "
- "during a frame will be merged and emitted when the frame is done rendering. "
- "Therefore, this limits the number of input method calls per second to the "
- "rendering FPS.\n"
- "Input accumulation can be disabled to get slightly more precise/reactive "
- "input at the cost of increased CPU usage. In applications where drawing "
- "freehand lines is required, input accumulation should generally be disabled "
- "while the user is drawing the line to get results that closely follow the "
- "actual input.\n"
- "[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
- "recommended to keep it enabled for games which don't require very reactive "
- "input, as this will decrease CPU usage."
- msgstr ""
- "Habilita o deshabilita la acumulación de eventos de entrada similares "
- "enviados por el sistema operativo. Cuando la acumulación de entrada está "
- "activada, todos los eventos de entrada generados durante una trama se "
- "fusionarán y se emitirán cuando la trama se termine de renderizar. Por lo "
- "tanto, esto limita el número de llamadas del método de entrada por segundo "
- "al FPS de renderización.\n"
- "La acumulación de entrada está habilitada por defecto. Se puede desactivar "
- "para obtener una entrada ligeramente más precisa/reactiva a costa de un "
- "mayor uso de la CPU. En aplicaciones donde se requiere dibujar líneas a mano "
- "alzada, la acumulación de entrada generalmente debe deshabilitarse mientras "
- "el usuario está dibujando la línea para obtener resultados que sigan de "
- "cerca la entrada real."
- #: doc/classes/Input.xml
- msgid "Emitted when a joypad device has been connected or disconnected."
- msgstr "Se emite cuando se ha conectado o desconectado un dispositivo joypad."
- #: doc/classes/Input.xml
- msgid "Makes the mouse cursor visible if it is hidden."
- msgstr "Hace que el cursor del ratón sea visible si está oculto."
- #: doc/classes/Input.xml
- msgid "Makes the mouse cursor hidden if it is visible."
- msgstr "Hace que el cursor del ratón se oculte si es visible."
- #: doc/classes/Input.xml
- msgid ""
- "Captures the mouse. The mouse will be hidden and its position locked at the "
- "center of the screen.\n"
- "[b]Note:[/b] If you want to process the mouse's movement in this mode, you "
- "need to use [member InputEventMouseMotion.relative]."
- msgstr ""
- #: doc/classes/Input.xml
- msgid "Makes the mouse cursor visible but confines it to the game window."
- msgstr ""
- "Hace visible el cursor del ratón pero lo limita a la ventana del juego."
- #: doc/classes/Input.xml
- msgid "Arrow cursor. Standard, default pointing cursor."
- msgstr "Cursor de la flecha. Cursor puntero estándar y predeterminado."
- #: doc/classes/Input.xml
- msgid ""
- "I-beam cursor. Usually used to show where the text cursor will appear when "
- "the mouse is clicked."
- msgstr ""
- "Cursor del rayo I. Normalmente se usa para mostrar dónde aparecerá el cursor "
- "de texto cuando se haga clic con el ratón."
- #: doc/classes/Input.xml
- msgid ""
- "Pointing hand cursor. Usually used to indicate the pointer is over a link or "
- "other interactable item."
- msgstr ""
- "Apuntando con el cursor de la mano. Normalmente se usa para indicar que el "
- "puntero está sobre un enlace u otro elemento interactivo."
- #: doc/classes/Input.xml
- msgid ""
- "Cross cursor. Typically appears over regions in which a drawing operation "
- "can be performed or for selections."
- msgstr ""
- "Cursor en cruz. Normalmente aparece sobre las regiones en las que se puede "
- "realizar una operación de dibujo o para realizar selecciones."
- #: doc/classes/Input.xml
- #, fuzzy
- msgid ""
- "Wait cursor. Indicates that the application is busy performing an operation. "
- "This cursor shape denotes that the application isn't usable during the "
- "operation (e.g. something is blocking its main thread)."
- msgstr ""
- "Cursor ocupado. Indica que la aplicación está ocupada realizando una "
- "operación. Esta forma de cursor denota que la aplicación no es utilizable "
- "durante la operación (por ejemplo, algo está bloqueando su hilo principal)."
- #: doc/classes/Input.xml
- #, fuzzy
- msgid ""
- "Busy cursor. Indicates that the application is busy performing an operation. "
- "This cursor shape denotes that the application is still usable during the "
- "operation."
- msgstr ""
- "Espera el cursor. Indica que la aplicación está ocupada realizando una "
- "operación. La forma del cursor indica que la aplicación sigue siendo "
- "utilizable durante la operación."
- #: doc/classes/Input.xml
- msgid "Drag cursor. Usually displayed when dragging something."
- msgstr "Cursor de arrastre. Normalmente se muestra cuando se arrastra algo."
- #: doc/classes/Input.xml
- msgid ""
- "Can drop cursor. Usually displayed when dragging something to indicate that "
- "it can be dropped at the current position."
- msgstr ""
- "Puede soltar el cursor. Normalmente se muestra cuando se arrastra algo para "
- "indicar que se puede soltar en la posición actual."
- #: doc/classes/Input.xml
- msgid ""
- "Forbidden cursor. Indicates that the current action is forbidden (for "
- "example, when dragging something) or that the control at a position is "
- "disabled."
- msgstr ""
- "Cursor prohibido. Indica que la acción actual está prohibida (por ejemplo, "
- "al arrastrar algo) o que el control en una posición está desactivado."
- #: doc/classes/Input.xml
- msgid ""
- "Vertical resize mouse cursor. A double-headed vertical arrow. It tells the "
- "user they can resize the window or the panel vertically."
- msgstr ""
- "Cursor del ratón de tamaño vertical. Una flecha vertical de doble punta. Le "
- "dice al usuario que puede cambiar el tamaño de la ventana o del panel "
- "verticalmente."
- #: doc/classes/Input.xml
- msgid ""
- "Horizontal resize mouse cursor. A double-headed horizontal arrow. It tells "
- "the user they can resize the window or the panel horizontally."
- msgstr ""
- "Cursor del ratón de tamaño horizontal. Una flecha horizontal de doble "
- "cabeza. Le dice al usuario que puede cambiar el tamaño de la ventana o del "
- "panel horizontalmente."
- #: doc/classes/Input.xml
- msgid ""
- "Window resize mouse cursor. The cursor is a double-headed arrow that goes "
- "from the bottom left to the top right. It tells the user they can resize the "
- "window or the panel both horizontally and vertically."
- msgstr ""
- "La ventana cambia el tamaño del cursor del ratón. El cursor es una flecha de "
- "doble punta que va de abajo a la izquierda a arriba a la derecha. Le dice al "
- "usuario que puede cambiar el tamaño de la ventana o del panel tanto "
- "horizontal como verticalmente."
- #: doc/classes/Input.xml
- msgid ""
- "Window resize mouse cursor. The cursor is a double-headed arrow that goes "
- "from the top left to the bottom right, the opposite of [constant "
- "CURSOR_BDIAGSIZE]. It tells the user they can resize the window or the panel "
- "both horizontally and vertically."
- msgstr ""
- "La ventana cambia el tamaño del cursor del ratón. El cursor es una flecha de "
- "doble punta que va de arriba a la izquierda a abajo a la derecha, lo opuesto "
- "a [constant CURSOR_BDIAGSIZE]. Le dice al usuario que puede cambiar el "
- "tamaño de la ventana o del panel tanto horizontal como verticalmente."
- #: doc/classes/Input.xml
- msgid "Move cursor. Indicates that something can be moved."
- msgstr "Mueve el cursor. Indica que algo puede ser movido."
- #: doc/classes/Input.xml
- msgid ""
- "Vertical split mouse cursor. On Windows, it's the same as [constant "
- "CURSOR_VSIZE]."
- msgstr ""
- "Cursor del ratón dividido verticalmente. En Windows, es lo mismo que "
- "[constant CURSOR_VSIZE]."
- #: doc/classes/Input.xml
- msgid ""
- "Horizontal split mouse cursor. On Windows, it's the same as [constant "
- "CURSOR_HSIZE]."
- msgstr ""
- "Cursor del ratón dividido horizontalmente. En Windows, es lo mismo que "
- "[constant CURSOR_HSIZE]."
- #: doc/classes/Input.xml
- msgid "Help cursor. Usually a question mark."
- msgstr "Cursor de ayuda. Normalmente un signo de interrogación."
- #: doc/classes/InputEvent.xml
- msgid "Generic input event."
- msgstr "Evento de entrada genérico."
- #: doc/classes/InputEvent.xml
- msgid "Base class of all sort of input event. See [method Node._input]."
- msgstr ""
- "Clase base de todo tipo de evento de entrada. Ver [method Node._input]."
- #: doc/classes/InputEvent.xml
- msgid "InputEvent"
- msgstr ""
- #: doc/classes/InputEvent.xml
- msgid ""
- "Returns [code]true[/code] if the given input event and this input event can "
- "be added together (only for events of type [InputEventMouseMotion]).\n"
- "The given input event's position, global position and speed will be copied. "
- "The resulting [code]relative[/code] is a sum of both events. Both events' "
- "modifiers have to be identical."
- msgstr ""
- "Devuelve [code]true[/code] si el evento de entrada dado y este evento de "
- "entrada se pueden sumar (sólo para eventos del tipo "
- "[InputEventMouseMotion]).\n"
- "Se copiarán la posición, la posición global y la velocidad del evento de "
- "entrada dado. El [code]relativo[/code] resultante es una suma de ambos "
- "eventos. Los modificadores de ambos eventos tienen que ser idénticos."
- #: doc/classes/InputEvent.xml
- msgid "Returns a [String] representation of the event."
- msgstr "Devuelve una representación [String] del evento."
- #: doc/classes/InputEvent.xml
- #, fuzzy
- msgid ""
- "Returns a value between 0.0 and 1.0 depending on the given actions' state. "
- "Useful for getting the value of events of type [InputEventJoypadMotion].\n"
- "If [code]exact_match[/code] is [code]false[/code], it ignores additional "
- "input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
- "the direction for [InputEventJoypadMotion] events."
- msgstr ""
- "Devuelve un valor entre 0.0 y 1.0 dependiendo del estado de las acciones "
- "dadas. Es útil para obtener el valor de los eventos del tipo "
- "[InputEventJoypadMotion]."
- #: doc/classes/InputEvent.xml
- #, fuzzy
- msgid ""
- "Returns [code]true[/code] if this input event matches a pre-defined action "
- "of any type.\n"
- "If [code]exact_match[/code] is [code]false[/code], it ignores additional "
- "input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
- "the direction for [InputEventJoypadMotion] events."
- msgstr ""
- "Devuelve [code]true[/code] si se está pulsando la acción dada (y no es un "
- "evento de eco para los eventos [InputEventKey], a menos que "
- "[code]allow_echo[/code] sea [code]true[/code]). No es relevante para los "
- "eventos de tipo [InputEventMouseMotion] o [InputEventScreenDrag]."
- #: doc/classes/InputEvent.xml
- #, fuzzy
- msgid ""
- "Returns [code]true[/code] if the given action is being pressed (and is not "
- "an echo event for [InputEventKey] events, unless [code]allow_echo[/code] is "
- "[code]true[/code]). Not relevant for events of type [InputEventMouseMotion] "
- "or [InputEventScreenDrag].\n"
- "If [code]exact_match[/code] is [code]false[/code], it ignores additional "
- "input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
- "the direction for [InputEventJoypadMotion] events.\n"
- "[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return "
- "[code]false[/code] even if one of the action's keys is pressed. See "
- "[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
- "examples[/url] in the documentation for more information."
- msgstr ""
- "Devuelve [code]true[/code] si se está pulsando la acción dada (y no es un "
- "evento de eco para los eventos [InputEventKey], a menos que "
- "[code]allow_echo[/code] sea [code]true[/code]). No es relevante para los "
- "eventos de tipo [InputEventMouseMotion] o [InputEventScreenDrag]."
- #: doc/classes/InputEvent.xml
- #, fuzzy
- msgid ""
- "Returns [code]true[/code] if the given action is released (i.e. not "
- "pressed). Not relevant for events of type [InputEventMouseMotion] or "
- "[InputEventScreenDrag].\n"
- "If [code]exact_match[/code] is [code]false[/code], it ignores additional "
- "input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
- "the direction for [InputEventJoypadMotion] events."
- msgstr ""
- "Devuelve [code]true[/code] si se está pulsando la acción dada (y no es un "
- "evento de eco para los eventos [InputEventKey], a menos que "
- "[code]allow_echo[/code] sea [code]true[/code]). No es relevante para los "
- "eventos de tipo [InputEventMouseMotion] o [InputEventScreenDrag]."
- #: doc/classes/InputEvent.xml
- msgid ""
- "Returns [code]true[/code] if this input event's type is one that can be "
- "assigned to an input action."
- msgstr ""
- "Devuelve [code]true[/code] si el tipo de este evento de entrada es uno que "
- "puede ser asignado a una acción de entrada."
- #: doc/classes/InputEvent.xml
- msgid ""
- "Returns [code]true[/code] if this input event is an echo event (only for "
- "events of type [InputEventKey])."
- msgstr ""
- "Devuelve [code]true[/code] si este evento de entrada es un evento de eco "
- "(sólo para eventos del tipo [InputEventKey])."
- #: doc/classes/InputEvent.xml
- #, fuzzy
- msgid ""
- "Returns [code]true[/code] if this input event is pressed. Not relevant for "
- "events of type [InputEventMouseMotion] or [InputEventScreenDrag].\n"
- "[b]Note:[/b] Due to keyboard ghosting, [method is_action_pressed] may return "
- "[code]false[/code] even if one of the action's keys is pressed. See "
- "[url=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
- "examples[/url] in the documentation for more information."
- msgstr ""
- "Devuelve [code]true[/code] si se está pulsando la acción dada (y no es un "
- "evento de eco para los eventos [InputEventKey], a menos que "
- "[code]allow_echo[/code] sea [code]true[/code]). No es relevante para los "
- "eventos de tipo [InputEventMouseMotion] o [InputEventScreenDrag]."
- #: doc/classes/InputEvent.xml
- #, fuzzy
- msgid ""
- "Returns [code]true[/code] if the specified [code]event[/code] matches this "
- "event. Only valid for action events i.e key ([InputEventKey]), button "
- "([InputEventMouseButton] or [InputEventJoypadButton]), axis "
- "[InputEventJoypadMotion] or action ([InputEventAction]) events.\n"
- "If [code]exact_match[/code] is [code]false[/code], it ignores additional "
- "input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
- "the direction for [InputEventJoypadMotion] events."
- msgstr ""
- "Devuelve [code]true[/code] si se está pulsando la acción dada (y no es un "
- "evento de eco para los eventos [InputEventKey], a menos que "
- "[code]allow_echo[/code] sea [code]true[/code]). No es relevante para los "
- "eventos de tipo [InputEventMouseMotion] o [InputEventScreenDrag]."
- #: doc/classes/InputEvent.xml
- msgid ""
- "Returns a copy of the given input event which has been offset by "
- "[code]local_ofs[/code] and transformed by [code]xform[/code]. Relevant for "
- "events of type [InputEventMouseButton], [InputEventMouseMotion], "
- "[InputEventScreenTouch], [InputEventScreenDrag], [InputEventMagnifyGesture] "
- "and [InputEventPanGesture]."
- msgstr ""
- "Devuelve una copia del evento de entrada dado que ha sido dezplazado por "
- "[code]local_ofs[/code] y transformado por [code]xform[/code]. Relevante para "
- "eventos del tipo [InputEventMouseButton], [InputEventMouseMotion], "
- "[InputEventScreenTouch], [InputEventScreenDrag], [InputEventMagnifyGesture] "
- "y [InputEventPanGesture]."
- #: doc/classes/InputEvent.xml
- msgid ""
- "The event's device ID.\n"
- "[b]Note:[/b] This device ID will always be [code]-1[/code] for emulated "
- "mouse input from a touchscreen. This can be used to distinguish emulated "
- "mouse input from physical mouse input."
- msgstr ""
- "El ID del dispositivo del evento.\n"
- "[b]Nota:[/b] Este ID de dispositivo siempre será [code]-1[/code] para la "
- "entrada emulada del ratón desde una pantalla táctil. Puede utilizarse para "
- "distinguir la entrada de ratón emulada de la entrada de ratón física."
- #: doc/classes/InputEventAction.xml
- msgid "Input event type for actions."
- msgstr "Tipo de evento de entrada para las acciones."
- #: doc/classes/InputEventAction.xml
- msgid ""
- "Contains a generic action which can be targeted from several types of "
- "inputs. Actions can be created from the [b]Input Map[/b] tab in the "
- "[b]Project > Project Settings[/b] menu. See [method Node._input]."
- msgstr ""
- "Contiene una acción genérica que puede ser dirigida desde varios tipos de "
- "entradas. Las acciones pueden crearse desde la pestaña [b]Mapa de entrada[/"
- "b] del menú [b]Proyecto > Configuración del proyecto[/b]. Ver [method Node."
- "_input]."
- #: doc/classes/InputEventAction.xml
- #, fuzzy
- msgid "InputEvent: Actions"
- msgstr "Tipo de evento de entrada para las acciones."
- #: doc/classes/InputEventAction.xml
- msgid "The action's name. Actions are accessed via this [String]."
- msgstr ""
- "El nombre de la acción. Se accede a las acciones a través de esta [String]."
- #: doc/classes/InputEventAction.xml
- msgid ""
- "If [code]true[/code], the action's state is pressed. If [code]false[/code], "
- "the action's state is released."
- msgstr ""
- "Si [code]true[/code], se presiona el estado de la acción. Si [code]false[/"
- "code], se libera el estado de la acción."
- #: doc/classes/InputEventAction.xml
- #, fuzzy
- msgid ""
- "The action's strength between 0 and 1. This value is considered as equal to "
- "0 if pressed is [code]false[/code]. The event strength allows faking analog "
- "joypad motion events, by specifying how strongly the joypad axis is bent or "
- "pressed."
- msgstr ""
- "La fuerza de la acción entre 0 y 1. Este valor se considera igual a 0 si se "
- "pulsa es [code]false[/code]. La fuerza del evento permite falsificar eventos "
- "de movimiento del joypad analógico, precisando la fuerza con la que se dobla "
- "o presiona el eje del joypad."
- #: doc/classes/InputEventGesture.xml
- msgid "Base class for touch control gestures."
- msgstr "Clase base para gestos de control de tacto."
- #: doc/classes/InputEventGesture.xml
- msgid ""
- "The local gesture position relative to the [Viewport]. If used in [method "
- "Control._gui_input], the position is relative to the current [Control] that "
- "received this gesture."
- msgstr ""
- "La posición de gesto local relativa al [Viewport]. Si se utiliza en [method "
- "Control._gui_input], la posición es relativa al [Control] actual que recibió "
- "este gesto."
- #: doc/classes/InputEventJoypadButton.xml
- msgid "Input event for gamepad buttons."
- msgstr "Evento de entrada para los botones del gamepad."
- #: doc/classes/InputEventJoypadButton.xml
- msgid ""
- "Input event type for gamepad buttons. For gamepad analog sticks and "
- "joysticks, see [InputEventJoypadMotion]."
- msgstr ""
- "Tipo de evento de entrada para los botones del gamepad. Para los palos y "
- "joysticks analógicos de gamepad, ver [InputEventJoypadMotion]."
- #: doc/classes/InputEventJoypadButton.xml
- #, fuzzy
- msgid "Button identifier. One of the [enum JoystickList] button constants."
- msgstr ""
- "Identificador de botones. Una de las constantes del botón [enum "
- "JoyButtonList]."
- #: doc/classes/InputEventJoypadButton.xml
- msgid ""
- "If [code]true[/code], the button's state is pressed. If [code]false[/code], "
- "the button's state is released."
- msgstr ""
- "Si [code]true[/code], el estado del botón es presionado. Si [code]false[/"
- "code], se libera el estado del botón."
- #: doc/classes/InputEventJoypadButton.xml
- #, fuzzy
- msgid ""
- "Represents the pressure the user puts on the button with their finger, if "
- "the controller supports it. Ranges from [code]0[/code] to [code]1[/code]."
- msgstr ""
- "Representa la presión que el usuario ejerce sobre el botón con su dedo, si "
- "el controlador lo soporta. Va de [code]0[/code] a [code]1[/code]."
- #: doc/classes/InputEventJoypadMotion.xml
- msgid ""
- "Input event type for gamepad joysticks and other motions. For buttons, see "
- "[code]InputEventJoypadButton[/code]."
- msgstr ""
- "Tipo de evento de entrada para los joysticks del gamepad y otros "
- "movimientos. Para los botones, ver [code]InputEventJoypadButton[/code]."
- #: doc/classes/InputEventJoypadMotion.xml
- msgid ""
- "Stores information about joystick motions. One [InputEventJoypadMotion] "
- "represents one axis at a time."
- msgstr ""
- "Almacena información sobre los movimientos del joystick. Un "
- "[InputEventJoypadMotion] representa un eje a la vez."
- #: doc/classes/InputEventJoypadMotion.xml
- #, fuzzy
- msgid "Axis identifier. Use one of the [enum JoystickList] axis constants."
- msgstr ""
- "Identificador del eje. Use una de las constantes del eje [enum JoyAxisList]."
- #: doc/classes/InputEventJoypadMotion.xml
- msgid ""
- "Current position of the joystick on the given axis. The value ranges from "
- "[code]-1.0[/code] to [code]1.0[/code]. A value of [code]0[/code] means the "
- "axis is in its resting position."
- msgstr ""
- "Posición actual del joystick en el eje dado. El valor va de [code]-1,0[/"
- "code] a [code]1,0[/code]. Un valor de [code]0[/code] significa que el eje "
- "está en su posición de reposo."
- #: doc/classes/InputEventKey.xml
- msgid "Input event type for keyboard events."
- msgstr "Tipo de evento de entrada para eventos de teclado."
- #: doc/classes/InputEventKey.xml
- msgid ""
- "Stores key presses on the keyboard. Supports key presses, key releases and "
- "[member echo] events."
- msgstr ""
- "Almacena las pulsaciones de teclas en el teclado. Soporta pulsaciones de "
- "teclas, liberaciones de teclas y eventos de [member echo]."
- #: doc/classes/InputEventKey.xml
- #, fuzzy
- msgid ""
- "Returns the physical scancode combined with modifier keys such as "
- "[code]Shift[/code] or [code]Alt[/code]. See also [InputEventWithModifiers].\n"
- "To get a human-readable representation of the [InputEventKey] with "
- "modifiers, use [code]OS.get_scancode_string(event."
- "get_physical_scancode_with_modifiers())[/code] where [code]event[/code] is "
- "the [InputEventKey]."
- msgstr ""
- "Devuelve el código de tecla físico combinado con teclas modificadoras como "
- "[kbd]Shift[/kbd] o [kbd]Alt[/kbd]. Véase también [InputEventWithModifiers].\n"
- "Para obtener una representación legible para los humanos de la "
- "[InputEventKey] con modificadores, utiliza [code]OS.get_keycode_string(event."
- "get_physical_keycode_with_modifiers())[/code] donde [code]event[/code] es la "
- "[InputEventKey]."
- #: doc/classes/InputEventKey.xml
- #, fuzzy
- msgid ""
- "Returns the scancode combined with modifier keys such as [code]Shift[/code] "
- "or [code]Alt[/code]. See also [InputEventWithModifiers].\n"
- "To get a human-readable representation of the [InputEventKey] with "
- "modifiers, use [code]OS.get_scancode_string(event."
- "get_scancode_with_modifiers())[/code] where [code]event[/code] is the "
- "[InputEventKey]."
- msgstr ""
- "Devuelve el código clave combinado con teclas modificadoras como [kbd]Shift[/"
- "kbd] o [kbd]Alt[/kbd]. Véase también [InputEventWithModifiers].\n"
- "Para obtener una representación legible para los humanos de la "
- "[InputEventKey] con modificadores, utiliza [code]OS.get_keycode_string(event."
- "get_keycode_with_modifiers())[/code] donde [code]event[/code] es la "
- "[InputEventKey]."
- #: doc/classes/InputEventKey.xml
- msgid ""
- "If [code]true[/code], the key was already pressed before this event. It "
- "means the user is holding the key down."
- msgstr ""
- "Si [code]true[/code], la tecla ya estaba pulsada antes de este evento. "
- "Significa que el usuario está manteniendo la tecla pulsada."
- #: doc/classes/InputEventKey.xml
- #, fuzzy
- msgid ""
- "Key physical scancode, which corresponds to one of the [enum KeyList] "
- "constants. Represent the physical location of a key on the 101/102-key US "
- "QWERTY keyboard.\n"
- "To get a human-readable representation of the [InputEventKey], use [code]OS."
- "get_scancode_string(event.physical_scancode)[/code] where [code]event[/code] "
- "is the [InputEventKey]."
- msgstr ""
- "Código clave físico de teclado, que corresponde a una de las constantes de "
- "[enum KeyList]. Representa la ubicación física de una tecla en el teclado US "
- "QWERTY de 101/102 teclas.\n"
- "Para obtener una representación legible para los humanos de la "
- "[InputEventKey], utilice [code]OS.get_keycode_string(event.keycode)[/code] "
- "donde [code]event[/code] es la [InputEventKey]."
- #: doc/classes/InputEventKey.xml
- msgid ""
- "If [code]true[/code], the key's state is pressed. If [code]false[/code], the "
- "key's state is released."
- msgstr ""
- "Si [code]true[/code], se pulsa el estado de la tecla. Si [code]false[/code], "
- "el estado de la tecla se libera."
- #: doc/classes/InputEventKey.xml
- #, fuzzy
- msgid ""
- "The key scancode, which corresponds to one of the [enum KeyList] constants. "
- "Represent key in the current keyboard layout.\n"
- "To get a human-readable representation of the [InputEventKey], use [code]OS."
- "get_scancode_string(event.scancode)[/code] where [code]event[/code] is the "
- "[InputEventKey]."
- msgstr ""
- "El código de la clave de teclado, que corresponde a una de las constantes de "
- "[enum KeyList]. Representa la tecla en la disposición actual del teclado.\n"
- "Para obtener una representación legible para el ser humano de la "
- "[InputEventKey], utilice [code]OS.get_keycode_string(event.keycode)[/code] "
- "donde [code]event[/code] es la [InputEventKey]."
- #: doc/classes/InputEventKey.xml
- #, fuzzy
- msgid ""
- "The key Unicode identifier (when relevant). Unicode identifiers for the "
- "composite characters and complex scripts may not be available unless IME "
- "input mode is active. See [method OS.set_ime_active] for more information."
- msgstr ""
- "El identificador clave de Unicode (cuando sea relevante). Es posible que los "
- "identificadores Unicode para los caracteres compuestos y las escrituras "
- "complejas no estén disponibles a menos que el modo de entrada IME esté "
- "activo. Consulte [method Window.set_ime_active] para obtener más información."
- #: doc/classes/InputEventMIDI.xml
- #, fuzzy
- msgid "Input event for MIDI inputs."
- msgstr "Tipo de evento de entrada para las acciones."
- #: doc/classes/InputEventMIDI.xml
- msgid ""
- "InputEventMIDI allows receiving input events from MIDI devices such as a "
- "piano. MIDI stands for Musical Instrument Digital Interface.\n"
- "MIDI signals can be sent over a 5-pin MIDI connector or over USB, if your "
- "device supports both be sure to check the settings in the device to see "
- "which output it's using.\n"
- "To receive input events from MIDI devices, you need to call [method OS."
- "open_midi_inputs]. You can check which devices are detected using [method OS."
- "get_connected_midi_inputs].\n"
- "Note that Godot does not currently support MIDI output, so there is no way "
- "to emit MIDI signals from Godot. Only MIDI input works."
- msgstr ""
- #: doc/classes/InputEventMIDI.xml
- msgid "MIDI Message Status Byte List"
- msgstr ""
- #: doc/classes/InputEventMIDI.xml
- msgid "Wikipedia General MIDI Instrument List"
- msgstr ""
- #: doc/classes/InputEventMIDI.xml
- msgid "Wikipedia Piano Key Frequencies List"
- msgstr ""
- #: doc/classes/InputEventMIDI.xml
- msgid ""
- "The MIDI channel of this input event. There are 16 channels, so this value "
- "ranges from 0 to 15. MIDI channel 9 is reserved for the use with percussion "
- "instruments, the rest of the channels are for non-percussion instruments."
- msgstr ""
- #: doc/classes/InputEventMIDI.xml
- msgid ""
- "If the message is [code]MIDI_MESSAGE_CONTROL_CHANGE[/code], this indicates "
- "the controller number, otherwise this is zero. Controllers include devices "
- "such as pedals and levers."
- msgstr ""
- #: doc/classes/InputEventMIDI.xml
- msgid ""
- "If the message is [code]MIDI_MESSAGE_CONTROL_CHANGE[/code], this indicates "
- "the controller value, otherwise this is zero. Controllers include devices "
- "such as pedals and levers."
- msgstr ""
- #: doc/classes/InputEventMIDI.xml
- msgid ""
- "The instrument of this input event. This value ranges from 0 to 127. Refer "
- "to the instrument list on the General MIDI wikipedia article to see a list "
- "of instruments, except that this value is 0-index, so subtract one from "
- "every number on that chart. A standard piano will have an instrument number "
- "of 0."
- msgstr ""
- #: doc/classes/InputEventMIDI.xml
- msgid ""
- "Returns a value indicating the type of message for this MIDI signal. This is "
- "a member of the [enum @GlobalScope.MidiMessageList] enum.\n"
- "For MIDI messages between 0x80 and 0xEF, only the left half of the bits are "
- "returned as this value, as the other part is the channel (ex: 0x94 becomes "
- "0x9). For MIDI messages from 0xF0 to 0xFF, the value is returned as-is.\n"
- "Notes will return [code]MIDI_MESSAGE_NOTE_ON[/code] when activated, but they "
- "might not always return [code]MIDI_MESSAGE_NOTE_OFF[/code] when deactivated, "
- "therefore your code should treat the input as stopped if some period of time "
- "has passed.\n"
- "For more information, see the MIDI message status byte list chart linked "
- "above."
- msgstr ""
- #: doc/classes/InputEventMIDI.xml
- msgid ""
- "The pitch index number of this MIDI signal. This value ranges from 0 to 127. "
- "On a piano, middle C is 60, and A440 is 69, see the \"MIDI note\" column of "
- "the piano key frequency chart on Wikipedia for more information."
- msgstr ""
- #: doc/classes/InputEventMIDI.xml
- msgid ""
- "The pressure of the MIDI signal. This value ranges from 0 to 127. For many "
- "devices, this value is always zero."
- msgstr ""
- #: doc/classes/InputEventMIDI.xml
- msgid ""
- "The velocity of the MIDI signal. This value ranges from 0 to 127. For a "
- "piano, this corresponds to how quickly the key was pressed, and is rarely "
- "above about 110 in practice."
- msgstr ""
- #: doc/classes/InputEventMouse.xml
- msgid "Base input event type for mouse events."
- msgstr "Tipo de evento de entrada base para eventos de ratón."
- #: doc/classes/InputEventMouse.xml
- msgid "Stores general mouse events information."
- msgstr "Almacena información general de los eventos del ratón."
- #: doc/classes/InputEventMouse.xml
- msgid ""
- "The mouse button mask identifier, one of or a bitwise combination of the "
- "[enum ButtonList] button masks."
- msgstr ""
- "El identificador de la máscara del botón del ratón, una de las máscaras del "
- "botón [enum ButtonList] o una combinación de ellas."
- #: doc/classes/InputEventMouse.xml
- msgid ""
- "When received in [method Node._input] or [method Node._unhandled_input], "
- "returns the mouse's position in the root [Viewport] using the coordinate "
- "system of the root [Viewport].\n"
- "When received in [method Control._gui_input], returns the mouse's position "
- "in the [CanvasLayer] that the [Control] is in using the coordinate system of "
- "the [CanvasLayer]."
- msgstr ""
- #: doc/classes/InputEventMouse.xml
- msgid ""
- "When received in [method Node._input] or [method Node._unhandled_input], "
- "returns the mouse's position in the [Viewport] this [Node] is in using the "
- "coordinate system of this [Viewport].\n"
- "When received in [method Control._gui_input], returns the mouse's position "
- "in the [Control] using the local coordinate system of the [Control]."
- msgstr ""
- #: doc/classes/InputEventMouseButton.xml
- msgid "Input event type for mouse button events."
- msgstr "Tipo de evento de entrada para los eventos del botón del ratón."
- #: doc/classes/InputEventMouseButton.xml
- msgid "Contains mouse click information. See [method Node._input]."
- msgstr ""
- "Contiene información sobre los clics del ratón. Ver [method Node._input]."
- #: doc/classes/InputEventMouseButton.xml
- msgid ""
- "The mouse button identifier, one of the [enum ButtonList] button or button "
- "wheel constants."
- msgstr ""
- "El identificador del botón del ratón, una de las constantes del botón [enum "
- "ButtonList] o de la rueda de botones."
- #: doc/classes/InputEventMouseButton.xml
- msgid "If [code]true[/code], the mouse button's state is a double-click."
- msgstr "Si [code]true[/code], el estado del botón del ratón es un doble clic."
- #: doc/classes/InputEventMouseButton.xml
- msgid ""
- "The amount (or delta) of the event. When used for high-precision scroll "
- "events, this indicates the scroll amount (vertical or horizontal). This is "
- "only supported on some platforms; the reported sensitivity varies depending "
- "on the platform. May be [code]0[/code] if not supported."
- msgstr ""
- "La cantidad (o delta) del evento. Cuando se usa para eventos de "
- "desplazamiento de alta precisión, esto indica la cantidad de desplazamiento "
- "(vertical u horizontal). Esto sólo se admite en algunas plataformas; la "
- "sensibilidad notificada varía según la plataforma. Puede ser [code]0[/code] "
- "si no está soportada."
- #: doc/classes/InputEventMouseButton.xml
- msgid ""
- "If [code]true[/code], the mouse button's state is pressed. If [code]false[/"
- "code], the mouse button's state is released."
- msgstr ""
- "Si [code]true[/code], el estado del botón del ratón está presionado. Si "
- "[code]false[/code], el estado del botón del ratón se libera."
- #: doc/classes/InputEventMouseMotion.xml
- msgid "Input event type for mouse motion events."
- msgstr "Tipo de evento de entrada para los eventos de movimiento del ratón."
- #: doc/classes/InputEventMouseMotion.xml
- #, fuzzy
- msgid ""
- "Contains mouse and pen motion information. Supports relative, absolute "
- "positions and speed. See [method Node._input].\n"
- "[b]Note:[/b] The behavior of this event is affected by the value of [member "
- "Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
- "pen motion events received from the OS will be merged to emit an accumulated "
- "event only once per frame rendered at most. When set to [code]false[/code], "
- "the events will be emitted as received, which means that they can be emitted "
- "multiple times per frame rendered, allowing for precise input reporting at "
- "the expense of CPU usage.\n"
- "[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
- "implementing [url=https://en.wikipedia.org/wiki/"
- "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
- "avoid visible gaps in lines if the user is moving the mouse quickly."
- msgstr ""
- "Contiene información sobre el movimiento del ratón y el bolígrafo. Soporta "
- "posiciones y velocidades relativas y absolutas. Ver [method Node._input].\n"
- "[b]Nota:[/b] Por defecto, este evento sólo se emite una vez por cuadro "
- "renderizado como máximo. Si necesitas un informe de entrada más preciso, "
- "llama a [method Input.set_use_accumulated_input] con [code]false[/code] para "
- "que los eventos se emitan lo más a menudo posible. Si utilizas "
- "InputEventMouseMotion para dibujar líneas, considera la posibilidad de "
- "implementar [url=https://en.wikipedia.org/wiki/"
- "Bresenham%27s_line_algorithm]el algoritmo de línea de Bresenham[/url] "
- "también para evitar los huecos visibles en las líneas si el usuario mueve el "
- "ratón rápidamente."
- #: doc/classes/InputEventMouseMotion.xml
- #, fuzzy
- msgid "Mouse and input coordinates"
- msgstr "Medio desplazamiento en la coordenada X."
- #: doc/classes/InputEventMouseMotion.xml
- #, fuzzy
- msgid ""
- "Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
- "[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
- msgstr ""
- "Devuelve el número de disposiciones del teclado.\n"
- "[b]Nota:[/b] Este método está implementado en Linux, macOS y Windows."
- #: doc/classes/InputEventMouseMotion.xml
- msgid ""
- "Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
- "code] to [code]1.0[/code]."
- msgstr ""
- "Representa la presión que el usuario ejerce sobre el bolígrafo. Va desde "
- "[code]0.0[/code] hasta [code]1.0[/code]."
- #: doc/classes/InputEventMouseMotion.xml
- msgid ""
- "The mouse position relative to the previous position (position at the last "
- "frame).\n"
- "[b]Note:[/b] Since [InputEventMouseMotion] is only emitted when the mouse "
- "moves, the last event won't have a relative position of [code]Vector2(0, 0)[/"
- "code] when the user stops moving the mouse."
- msgstr ""
- "La posición del ratón en relación con la posición anterior (posición en el "
- "último cuadro).\n"
- "[b]Nota:[/b] Dado que [InputEventMouseMotion] sólo se emite cuando el ratón "
- "se mueve, el último evento no tendrá una posición relativa de "
- "[code]Vector2(0, 0)[/code] cuando el usuario deje de mover el ratón."
- #: doc/classes/InputEventMouseMotion.xml
- msgid "The mouse speed in pixels per second."
- msgstr "La velocidad del ratón en píxeles por segundo."
- #: doc/classes/InputEventMouseMotion.xml
- msgid ""
- "Represents the angles of tilt of the pen. Positive X-coordinate value "
- "indicates a tilt to the right. Positive Y-coordinate value indicates a tilt "
- "toward the user. Ranges from [code]-1.0[/code] to [code]1.0[/code] for both "
- "axes."
- msgstr ""
- "Representa los ángulos de inclinación del bolígrafo. El valor positivo de la "
- "coordenada X indica una inclinación hacia la derecha. El valor positivo de "
- "la coordenada Y indica una inclinación hacia el usuario. Va de [code]-1.0[/"
- "code] a [code]1.0[/code] para ambos ejes."
- #: doc/classes/InputEventScreenDrag.xml
- msgid ""
- "Input event type for screen drag events. Only available on mobile devices."
- msgstr ""
- "Tipo de evento de entrada para eventos de arrastre de pantalla. Sólo "
- "disponible en dispositivos móviles."
- #: doc/classes/InputEventScreenDrag.xml
- msgid "Contains screen drag information. See [method Node._input]."
- msgstr ""
- "Contiene información de arrastre de pantalla. Ver [method Node._input]."
- #: doc/classes/InputEventScreenDrag.xml
- msgid "The drag event index in the case of a multi-drag event."
- msgstr ""
- "El índice de eventos de arrastre en el caso de un evento de arrastre "
- "múltiple."
- #: doc/classes/InputEventScreenDrag.xml
- msgid "The drag position."
- msgstr "La posición de arrastre."
- #: doc/classes/InputEventScreenDrag.xml
- #, fuzzy
- msgid ""
- "The drag position relative to the previous position (position at the last "
- "frame)."
- msgstr "La posición de arrastre relativa a su posición inicial."
- #: doc/classes/InputEventScreenDrag.xml
- msgid "The drag speed."
- msgstr "La velocidad de arrastre."
- #: doc/classes/InputEventScreenTouch.xml
- msgid ""
- "Input event type for screen touch events.\n"
- "(only available on mobile devices)"
- msgstr ""
- "Tipo de evento de entrada para los eventos táctiles de la pantalla.\n"
- "(sólo disponible en dispositivos móviles)"
- #: doc/classes/InputEventScreenTouch.xml
- msgid ""
- "Stores multi-touch press/release information. Supports touch press, touch "
- "release and [member index] for multi-touch count and order."
- msgstr ""
- "Almacena información de presión/liberación multitáctil. Soporta presión "
- "táctil, liberación táctil y [member index] para el recuento y el orden "
- "multitáctil."
- #: doc/classes/InputEventScreenTouch.xml
- msgid ""
- "The touch index in the case of a multi-touch event. One index = one finger."
- msgstr ""
- "El índice táctil en el caso de un evento multitáctil. Un índice = un dedo."
- #: doc/classes/InputEventScreenTouch.xml
- msgid "The touch position."
- msgstr "La posición del toque."
- #: doc/classes/InputEventScreenTouch.xml
- msgid ""
- "If [code]true[/code], the touch's state is pressed. If [code]false[/code], "
- "the touch's state is released."
- msgstr ""
- "Si [code]true[/code], el estado del toque se pulsa. Si [code]false[/code], "
- "el estado del toque se libera."
- #: doc/classes/InputEventWithModifiers.xml
- msgid "Base class for keys events with modifiers."
- msgstr "Clase base para eventos clave con modificadores."
- #: doc/classes/InputEventWithModifiers.xml
- #, fuzzy
- msgid ""
- "Contains keys events information with modifiers support like [code]Shift[/"
- "code] or [code]Alt[/code]. See [method Node._input]."
- msgstr ""
- "Contiene información de eventos clave con soporte de modificadores como "
- "[kbd]Shift[/kbd] o [kbd]Alt[/kbd]. Véase [method Node._input]."
- #: doc/classes/InputEventWithModifiers.xml
- #, fuzzy
- msgid "State of the [code]Alt[/code] modifier."
- msgstr "Estado del modificador [kbd]Alt[/kbd]."
- #: doc/classes/InputEventWithModifiers.xml
- #, fuzzy
- msgid "State of the [code]Command[/code] modifier."
- msgstr "Estado del modificador [kbd]Cmd[/kbd]."
- #: doc/classes/InputEventWithModifiers.xml
- #, fuzzy
- msgid "State of the [code]Ctrl[/code] modifier."
- msgstr "Estado del modificador [kbd]Ctrl[/kbd]."
- #: doc/classes/InputEventWithModifiers.xml
- #, fuzzy
- msgid "State of the [code]Meta[/code] modifier."
- msgstr "Estado del modificador [kbd]Meta[/kbd]."
- #: doc/classes/InputEventWithModifiers.xml
- #, fuzzy
- msgid "State of the [code]Shift[/code] modifier."
- msgstr "Estado del modificador [kbd]Shift[/kbd]."
- #: doc/classes/InputMap.xml
- msgid "Singleton that manages [InputEventAction]."
- msgstr "Singleton que gestiona [InputEventAction]."
- #: doc/classes/InputMap.xml
- msgid ""
- "Manages all [InputEventAction] which can be created/modified from the "
- "project settings menu [b]Project > Project Settings > Input Map[/b] or in "
- "code with [method add_action] and [method action_add_event]. See [method "
- "Node._input]."
- msgstr ""
- "Gestiona todos los [InputEventAction] que pueden ser creados/modificados "
- "desde el menú de configuración del proyecto [b]Proyecto > Configuración del "
- "proyecto > Mapa de entrada[/b] o en código con [method add_action] y [method "
- "action_add_event]. Ver [method Node._input]."
- #: doc/classes/InputMap.xml
- msgid ""
- "Adds an [InputEvent] to an action. This [InputEvent] will trigger the action."
- msgstr ""
- "Añade un [InputEvent] a una acción. Este [InputEvent] desencadenará la "
- "acción."
- #: doc/classes/InputMap.xml
- msgid "Removes an [InputEvent] from an action."
- msgstr "Elimina un [InputEvent] de una acción."
- #: doc/classes/InputMap.xml
- msgid "Removes all events from an action."
- msgstr "Elimina todos los eventos de una acción."
- #: doc/classes/InputMap.xml
- #, fuzzy
- msgid "Returns a deadzone value for the action."
- msgstr "Establece un valor de zona muerta para la acción."
- #: doc/classes/InputMap.xml
- msgid ""
- "Returns [code]true[/code] if the action has the given [InputEvent] "
- "associated with it."
- msgstr ""
- "Devuelve [code]true[/code] si la acción tiene asociado el [InputEvent] dado."
- #: doc/classes/InputMap.xml
- msgid "Sets a deadzone value for the action."
- msgstr "Establece un valor de zona muerta para la acción."
- #: doc/classes/InputMap.xml
- msgid ""
- "Adds an empty action to the [InputMap] with a configurable [code]deadzone[/"
- "code].\n"
- "An [InputEvent] can then be added to this action with [method "
- "action_add_event]."
- msgstr ""
- "Añade una acción vacía al [InputMap] con una zona muerta [code]configurable "
- "[/code].\n"
- "A continuación, se puede añadir un [InputEvent] a esta acción con el [method "
- "action_add_event]."
- #: doc/classes/InputMap.xml
- msgid "Removes an action from the [InputMap]."
- msgstr "Elimina una acción del [InputMap]."
- #: doc/classes/InputMap.xml
- #, fuzzy
- msgid ""
- "Returns [code]true[/code] if the given event is part of an existing action. "
- "This method ignores keyboard modifiers if the given [InputEvent] is not "
- "pressed (for proper release detection). See [method action_has_event] if you "
- "don't want this behavior.\n"
- "If [code]exact_match[/code] is [code]false[/code], it ignores additional "
- "input modifiers for [InputEventKey] and [InputEventMouseButton] events, and "
- "the direction for [InputEventJoypadMotion] events."
- msgstr ""
- "Devuelve [code]true[/code] si el evento dado es parte de una acción "
- "existente. Este método ignora los modificadores de teclado si no se pulsa el "
- "[InputEvent] dado (para una detección de liberación adecuada). Ver [method "
- "action_has_event] si no quieres este comportamiento."
- #: doc/classes/InputMap.xml
- msgid ""
- "Returns an array of [InputEvent]s associated with a given action.\n"
- "[b]Note:[/b] When used in the editor (e.g. a tool script or [EditorPlugin]), "
- "this method will return events for the editor action. If you want to access "
- "your project's input binds from the editor, read the [code]input/*[/code] "
- "settings from [ProjectSettings]."
- msgstr ""
- #: doc/classes/InputMap.xml
- msgid "Returns an array of all actions in the [InputMap]."
- msgstr "Devuelve un conjunto de todas las acciones en el [InputMap]."
- #: doc/classes/InputMap.xml
- msgid ""
- "Returns [code]true[/code] if the [InputMap] has a registered action with the "
- "given name."
- msgstr ""
- "Devuelve [code]true[/code] si el [InputMap] tiene una acción registrada con "
- "el nombre dado."
- #: doc/classes/InputMap.xml
- msgid ""
- "Clears all [InputEventAction] in the [InputMap] and load it anew from "
- "[ProjectSettings]."
- msgstr ""
- "Borra todo [InputEventAction] en el [InputMap] y cárgalo de nuevo desde "
- "[ProjectSettings]."
- #: doc/classes/InstancePlaceholder.xml
- msgid "Placeholder for the root [Node] of a [PackedScene]."
- msgstr "Marcador de posición para la raíz [Node] de una [PackedScene]."
- #: doc/classes/InstancePlaceholder.xml
- #, fuzzy
- msgid ""
- "Turning on the option [b]Load As Placeholder[/b] for an instanced scene in "
- "the editor causes it to be replaced by an InstancePlaceholder when running "
- "the game. This makes it possible to delay actually loading the scene until "
- "calling [method replace_by_instance]. This is useful to avoid loading large "
- "scenes all at once by loading parts of it selectively.\n"
- "The InstancePlaceholder does not have a transform. This causes any child "
- "nodes to be positioned relatively to the Viewport from point (0,0), rather "
- "than their parent as displayed in the editor. Replacing the placeholder with "
- "a scene with a transform will transform children relatively to their parent "
- "again."
- msgstr ""
- "Activar la opción [b]Carga como marcador de posición[/b] para una escena "
- "instantánea en el editor hace que se sustituya por un [InstancePlaceholder] "
- "al ejecutar el juego. Esto hace posible retrasar la carga real de la escena "
- "hasta que se llame a [method create_instance]. Esto es útil para evitar "
- "cargar grandes escenas de una sola vez, cargando partes de ellas de forma "
- "selectiva.\n"
- "El [InstancePlaceholder] no tiene una transformación. Esto hace que "
- "cualquier nodo hijo se posicione de forma relativa al [Viewport] desde el "
- "punto (0,0), en lugar de su padre como se muestra en el editor. Reemplazar "
- "el marcador de posición por una escena con una transformación transformará a "
- "los hijos de forma relativa a su padre de nuevo."
- #: doc/classes/InstancePlaceholder.xml
- msgid ""
- "Call this method to actually load in the node. The created node will be "
- "placed as a sibling [i]above[/i] the [InstancePlaceholder] in the scene "
- "tree. The [Node]'s reference is also returned for convenience.\n"
- "[b]Note:[/b] [method create_instance] is not thread-safe. Use [method Object."
- "call_deferred] if calling from a thread."
- msgstr ""
- #: doc/classes/InstancePlaceholder.xml
- #, fuzzy
- msgid ""
- "Gets the path to the [PackedScene] resource file that is loaded by default "
- "when calling [method replace_by_instance]. Not thread-safe. Use [method "
- "Object.call_deferred] if calling from a thread."
- msgstr ""
- "Obtiene la ruta del archivo de recursos de [PackedScene] que se carga por "
- "defecto cuando se llama a [method create_instance]."
- #: doc/classes/InstancePlaceholder.xml
- msgid ""
- "Returns the list of properties that will be applied to the node when [method "
- "create_instance] is called.\n"
- "If [code]with_order[/code] is [code]true[/code], a key named [code].order[/"
- "code] (note the leading period) is added to the dictionary. This [code]."
- "order[/code] key is an [Array] of [String] property names specifying the "
- "order in which properties will be applied (with index 0 being the first)."
- msgstr ""
- #: doc/classes/InstancePlaceholder.xml
- msgid ""
- "Replaces this placeholder by the scene handed as an argument, or the "
- "original scene if no argument is given. As for all resources, the scene is "
- "loaded only if it's not loaded already. By manually loading the scene "
- "beforehand, delays caused by this function can be avoided."
- msgstr ""
- #: doc/classes/int.xml
- msgid "Integer built-in type."
- msgstr "Tipo entero interno."
- #: doc/classes/int.xml
- msgid ""
- "Signed 64-bit integer type.\n"
- "It can take values in the interval [code][-2^63, 2^63 - 1][/code], i.e. "
- "[code][-9223372036854775808, 9223372036854775807][/code]. Exceeding those "
- "bounds will wrap around.\n"
- "[int] is a [Variant] type, and will thus be used when assigning an integer "
- "value to a [Variant]. It can also be enforced with the [code]: int[/code] "
- "type hint.\n"
- "[codeblock]\n"
- "var my_variant = 0 # int, value 0.\n"
- "my_variant += 4.2 # float, value 4.2.\n"
- "var my_int: int = 1 # int, value 1.\n"
- "my_int = 4.2 # int, value 4, the right value is implicitly cast to int.\n"
- "my_int = int(\"6.7\") # int, value 6, the String is explicitly cast with "
- "int.\n"
- "\n"
- "var max_int = 9223372036854775807\n"
- "print(max_int) # 9223372036854775807, OK.\n"
- "max_int += 1\n"
- "print(max_int) # -9223372036854775808, we overflowed and wrapped around.\n"
- "[/codeblock]"
- msgstr ""
- "Tipo entero de 64 bits con signo.\n"
- "Puede tomar valores en el intervalo [code][-2^63, 2^63 - 1][/code], es "
- "decir, [code][-9223372036854775808, 9223372036854775807][/code]. Si se "
- "superan esos límites, se puede supera.\n"
- "[int] es un tipo de [Variant], y por lo tanto se utilizará cuando se asigne "
- "un valor entero a una [Variant]. También se puede hacer cumplir con la pista "
- "del tipo [code]: int[/code].\n"
- "[codeblock]\n"
- "var mi_variable = 0 # entero, valor 0.\n"
- "mi_variable += 4.2 # real, valor 4.2.\n"
- "var mi_entero: int = 1 # entero, valor 1.\n"
- "mi_entero = 4.2 # entero, valor 4, el valor entero es implicitamente "
- "transformado a 4.\n"
- "mi_entero = int(\"6.7\") # entero, valor 6, La string es implicitamente "
- "transformada a un entero.\n"
- "\n"
- "var max_entero = 9223372036854775807\n"
- "print(max_entero) # 9223372036854775807, OK.\n"
- "max_entero += 1\n"
- "print(max_entero) # -9223372036854775808, se sobrepasa y se comienza por el "
- "menor valor posible\n"
- "[/codeblock]"
- #: doc/classes/int.xml
- msgid ""
- "Cast a [bool] value to an integer value, [code]int(true)[/code] will be "
- "equals to 1 and [code]int(false)[/code] will be equals to 0."
- msgstr ""
- "Transforma un valor [bool] a un valor entero, [code]int(true)[/code] será "
- "igual a 1 y [code]int(false)[/code] será igual a 0."
- #: doc/classes/int.xml
- #, fuzzy
- msgid ""
- "Cast a float value to an integer value, this method simply removes the "
- "number fractions (i.e. rounds [code]from[/code] towards zero), so for "
- "example [code]int(2.7)[/code] will be equals to 2, [code]int(0.1)[/code] "
- "will be equals to 0 and [code]int(-2.7)[/code] will be equals to -2. This "
- "operation is also called truncation."
- msgstr ""
- "Transforma un valor real a un valor entero, este método simplemente elimina "
- "las fracciones numéricas, así por ejemplo [code]int(2.7)[/code] será igual a "
- "2, [code]int(.1)[/code] será igual a 0 y [code]int(-2.7)[/code] será igual a "
- "-2."
- #: doc/classes/int.xml
- msgid ""
- "Cast a [String] value to an integer value, this method is an integer parser "
- "from a string, so calling this method with an invalid integer string will "
- "return 0, a valid string will be something like [code]'1.7'[/code]. This "
- "method will ignore all non-number characters, so calling [code]int('1e3')[/"
- "code] will return 13."
- msgstr ""
- "Transforma un valor [String] a un valor entero, este método es un analizador "
- "de enteros de una cadena, por lo que llamar a este método con una cadena de "
- "enteros inválida devolverá 0, una cadena válida será algo así como "
- "[code]'1.7'[/code]. Este método ignorará todos los caracteres no numéricos, "
- "por lo que al llamar a [code]int('1e3')[/code] devolverá 13."
- #: doc/classes/InterpolatedCamera.xml
- msgid "[i]Deprecated.[/i] Camera which moves toward another node."
- msgstr ""
- #: doc/classes/InterpolatedCamera.xml
- msgid ""
- "[i]Deprecated (will be removed in Godot 4.0).[/i] InterpolatedCamera is a "
- "[Camera] which smoothly moves to match a target node's position and "
- "rotation.\n"
- "If it is not [member enabled] or does not have a valid target set, "
- "InterpolatedCamera acts like a normal Camera."
- msgstr ""
- #: doc/classes/InterpolatedCamera.xml
- #, fuzzy
- msgid "Sets the node to move toward and orient with."
- msgstr "Establece el nombre del hilo actual."
- #: doc/classes/InterpolatedCamera.xml
- #, fuzzy
- msgid ""
- "If [code]true[/code], and a target is set, the camera will move "
- "automatically."
- msgstr ""
- "Si [code]true[/code], la ventana se desplaza hacia abajo para mostrar "
- "automáticamente el nuevo contenido."
- #: doc/classes/InterpolatedCamera.xml
- #, fuzzy
- msgid ""
- "The camera's process callback. See [enum InterpolatedCameraProcessMode]."
- msgstr "La llamada al proceso de la cámara. Ver [enum Camera2DProcessMode]."
- #: doc/classes/InterpolatedCamera.xml
- msgid ""
- "How quickly the camera moves toward its target. Higher values will result in "
- "tighter camera motion."
- msgstr ""
- #: doc/classes/InterpolatedCamera.xml
- msgid "The target's [NodePath]."
- msgstr ""
- #: doc/classes/IntervalTweener.xml
- msgid "Creates an idle interval in a [SceneTreeTween] animation."
- msgstr ""
- #: doc/classes/IntervalTweener.xml
- msgid ""
- "[IntervalTweener] is used to make delays in a tweening sequence. See [method "
- "SceneTreeTween.tween_interval] for more usage information.\n"
- "[b]Note:[/b] [method SceneTreeTween.tween_interval] is the only correct way "
- "to create [IntervalTweener]. Any [IntervalTweener] created manually will not "
- "function correctly."
- msgstr ""
- #: doc/classes/IP.xml
- msgid "Internet protocol (IP) support functions such as DNS resolution."
- msgstr ""
- "Funciones de soporte del protocolo de Internet (IP) como la resolución del "
- "DNS."
- #: doc/classes/IP.xml
- msgid ""
- "IP contains support functions for the Internet Protocol (IP). TCP/IP support "
- "is in different classes (see [StreamPeerTCP] and [TCP_Server]). IP provides "
- "DNS hostname resolution support, both blocking and threaded."
- msgstr ""
- "IP contiene funciones de apoyo al Protocolo de Internet (IP). El soporte de "
- "TCP/IP está en diferentes clases (ver [StreamPeerTCP] y [TCP_Server]). IP "
- "proporciona soporte para la resolución de nombres de host DNS, tanto de "
- "bloques como en hilos."
- #: doc/classes/IP.xml
- msgid ""
- "Removes all of a [code]hostname[/code]'s cached references. If no "
- "[code]hostname[/code] is given, all cached IP addresses are removed."
- msgstr ""
- "Elimina todas las referencias de un [code]hostname[/code] en la caché. Si no "
- "se da un [code]hostname[/code], se eliminan todas las direcciones IP en "
- "caché."
- #: doc/classes/IP.xml
- msgid ""
- "Removes a given item [code]id[/code] from the queue. This should be used to "
- "free a queue after it has completed to enable more queries to happen."
- msgstr ""
- "Elimina un determinado elemento [code]id[/code] de la cola. Esto debería "
- "usarse para liberar una cola después de que se haya completado para permitir "
- "que ocurran más consultas."
- #: doc/classes/IP.xml
- #, fuzzy
- msgid "Returns all the user's current IPv4 and IPv6 addresses as an array."
- msgstr ""
- "Devuelve todas las direcciones IPv4 e IPv6 actuales del usuario como una "
- "array."
- #: doc/classes/IP.xml
- msgid ""
- "Returns all network adapters as an array.\n"
- "Each adapter is a dictionary of the form:\n"
- "[codeblock]\n"
- "{\n"
- " \"index\": \"1\", # Interface index.\n"
- " \"name\": \"eth0\", # Interface name.\n"
- " \"friendly\": \"Ethernet One\", # A friendly name (might be empty).\n"
- " \"addresses\": [\"192.168.1.101\"], # An array of IP addresses "
- "associated to this interface.\n"
- "}\n"
- "[/codeblock]"
- msgstr ""
- "Devuelve todos los adaptadores de red como un array.\n"
- "Cada adaptador es un diccionario de la forma:\n"
- "[codeblock]\n"
- "{\n"
- " \"index\": \"1\", # indice interfaz.\n"
- " \"name\": \"eth0\", # nombre interfaz.\n"
- " \"friendly\": \"Ethernet One\", # Un nombre amigable (puede ser vacio).\n"
- " \"addresses\": [\"192.168.1.101\"], # Un array de direcciones IP "
- "asociadas a esta interfaz.\n"
- "}\n"
- "[/codeblock]"
- #: doc/classes/IP.xml
- msgid ""
- "Returns a queued hostname's IP address, given its queue [code]id[/code]. "
- "Returns an empty string on error or if resolution hasn't happened yet (see "
- "[method get_resolve_item_status])."
- msgstr ""
- "Devuelve una elemento encolado de una direccion IP de un hostname, dada su "
- "cola [code]id[/code]. Devuelve una string vacía en caso de error o si la "
- "resolución no se ha producido todavía (ver [method get_resolve_item_status])."
- #: doc/classes/IP.xml
- #, fuzzy
- msgid ""
- "Return resolved addresses, or an empty array if an error happened or "
- "resolution didn't happen yet (see [method get_resolve_item_status])."
- msgstr ""
- "Devuelve una elemento encolado de una direccion IP de un hostname, dada su "
- "cola [code]id[/code]. Devuelve una string vacía en caso de error o si la "
- "resolución no se ha producido todavía (ver [method get_resolve_item_status])."
- #: doc/classes/IP.xml
- msgid ""
- "Returns a queued hostname's status as a [enum ResolverStatus] constant, "
- "given its queue [code]id[/code]."
- msgstr ""
- "Devuelve el estado de un encolado de hostname como una constante de [enum "
- "ResolverStatus], dada su cola [code]id[/code]."
- #: doc/classes/IP.xml
- msgid ""
- "Returns a given hostname's IPv4 or IPv6 address when resolved (blocking-type "
- "method). The address type returned depends on the [enum Type] constant given "
- "as [code]ip_type[/code]."
- msgstr ""
- "Devuelve la dirección IPv4 o IPv6 de un determinado nombre de host cuando se "
- "resuelve (método de bloqueo). El tipo de dirección devuelto depende de la "
- "constante [enum Type] dada como [code]ip_type[/code]."
- #: doc/classes/IP.xml
- msgid ""
- "Resolves a given hostname in a blocking way. Addresses are returned as an "
- "[Array] of IPv4 or IPv6 depending on [code]ip_type[/code]."
- msgstr ""
- #: doc/classes/IP.xml
- msgid ""
- "Creates a queue item to resolve a hostname to an IPv4 or IPv6 address "
- "depending on the [enum Type] constant given as [code]ip_type[/code]. Returns "
- "the queue ID if successful, or [constant RESOLVER_INVALID_ID] on error."
- msgstr ""
- "Crea un elemento de cola para resolver un nombre de host a una dirección "
- "IPv4 o IPv6 dependiendo de la constante [enum Type] dada como [code]ip_type[/"
- "code]. Devuelve el ID de la cola si tiene éxito, o la constante [constant "
- "RESOLVER_INVALID_ID] en caso de error."
- #: doc/classes/IP.xml
- msgid "DNS hostname resolver status: No status."
- msgstr "Estado de la resolución del nombre de host del DNS: No hay estado."
- #: doc/classes/IP.xml
- msgid "DNS hostname resolver status: Waiting."
- msgstr "Estado de la resolución del nombre de host del DNS: Esperando."
- #: doc/classes/IP.xml
- msgid "DNS hostname resolver status: Done."
- msgstr "Estado de la resolución del nombre de host del DNS: Hecho."
- #: doc/classes/IP.xml
- msgid "DNS hostname resolver status: Error."
- msgstr "Estado de la resolución del nombre de host del DNS: Error."
- #: doc/classes/IP.xml
- msgid ""
- "Maximum number of concurrent DNS resolver queries allowed, [constant "
- "RESOLVER_INVALID_ID] is returned if exceeded."
- msgstr ""
- "El máximo número de consultas de resolución DNS concurrentes permitidas, "
- "[constant RESOLVER_INVALID_ID] se devuelve si se excede."
- #: doc/classes/IP.xml
- msgid ""
- "Invalid ID constant. Returned if [constant RESOLVER_MAX_QUERIES] is exceeded."
- msgstr ""
- "Constante de identificación inválida. Devuelta si se supera la constant "
- "[constant RESOLVER_MAX_QUERIES]."
- #: doc/classes/IP.xml
- msgid "Address type: None."
- msgstr "Tipo de dirección: Ninguna."
- #: doc/classes/IP.xml
- msgid "Address type: Internet protocol version 4 (IPv4)."
- msgstr "Tipo de dirección: Protocolo de Internet versión 4 (IPv4)."
- #: doc/classes/IP.xml
- msgid "Address type: Internet protocol version 6 (IPv6)."
- msgstr "Tipo de dirección: Protocolo de Internet versión 6 (IPv6)."
- #: doc/classes/IP.xml
- msgid "Address type: Any."
- msgstr "Tipo de dirección: Cualquiera."
- #: doc/classes/ItemList.xml
- msgid ""
- "Control that provides a list of selectable items (and/or icons) in a single "
- "column, or optionally in multiple columns."
- msgstr ""
- "Control que proporciona una lista de elementos (y/o iconos) seleccionables "
- "en una sola columna, u opcionalmente en varias columnas."
- #: doc/classes/ItemList.xml
- #, fuzzy
- msgid ""
- "This control provides a selectable list of items that may be in a single (or "
- "multiple columns) with option of text, icons, or both text and icon. "
- "Tooltips are supported and may be different for every item in the list.\n"
- "Selectable items in the list may be selected or deselected and multiple "
- "selection may be enabled. Selection with right mouse button may also be "
- "enabled to allow use of popup context menus. Items may also be \"activated\" "
- "by double-clicking them or by pressing Enter.\n"
- "Item text only supports single-line strings, newline characters (e.g. "
- "[code]\\n[/code]) in the string won't produce a newline. Text wrapping is "
- "enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to "
- "fully fit its content by default. You need to set [member "
- "fixed_column_width] greater than zero to wrap the text.\n"
- "[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports "
- "searching within the list while the control is focused. Press a key that "
- "matches the first letter of an item's name to select the first item starting "
- "with the given letter. After that point, there are two ways to perform "
- "incremental search: 1) Press the same key again before the timeout duration "
- "to select the next item starting with the same letter. 2) Press letter keys "
- "that match the rest of the word before the timeout duration to match to "
- "select the item in question directly. Both of these actions will be reset to "
- "the beginning of the list if the timeout duration has passed since the last "
- "keystroke was registered. You can adjust the timeout duration by changing "
- "[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
- msgstr ""
- "Este control proporciona una lista seleccionable de elementos que pueden "
- "estar en una sola (o varias columnas) con opción de texto, iconos o ambos. "
- "Se admiten sugerencias y pueden ser diferentes para cada elemento de la "
- "lista.\n"
- "Los elementos seleccionables de la lista pueden ser seleccionados o "
- "deseleccionados y se puede activar la selección múltiple. La selección con "
- "el botón derecho del ratón también puede habilitarse para permitir el uso de "
- "menús contextuales emergentes. Los elementos también pueden \"activarse\" "
- "haciendo doble clic en ellos o pulsando [kbd]Enter[/kbd].\n"
- "El texto del elemento sólo admite strings de una sola línea, los caracteres "
- "de nueva línea (por ejemplo, [code]\\n[/code]) en la cadena no producirán "
- "una nueva línea. La envoltura de texto está habilitada en el modo [constant "
- "ICON_MODE_TOP], pero el ancho de la columna se ajusta de forma "
- "predeterminada para que se ajuste totalmente a su contenido. Es necesario "
- "establecer [member fixed_column_width] mayor que cero para envolver el texto."
- #: doc/classes/ItemList.xml
- msgid "Adds an item to the item list with no text, only an icon."
- msgstr "Añade un elemento a la lista de elementos sin texto, sólo un icono."
- #: doc/classes/ItemList.xml
- msgid ""
- "Adds an item to the item list with specified text. Specify an [code]icon[/"
- "code], or use [code]null[/code] as the [code]icon[/code] for a list item "
- "with no icon.\n"
- "If selectable is [code]true[/code], the list item will be selectable."
- msgstr ""
- "Añade un elemento a la lista de elementos con un texto especificado. "
- "Especifique un [code]icon[/code], o utilice [code]null[/code] como el "
- "[code]icon[/code] para un elemento de la lista sin icono.\n"
- "Si el elemento de la lista que se puede seleccionar es [code]true[/code], el "
- "elemento de la lista será seleccionable."
- #: doc/classes/ItemList.xml
- msgid "Removes all items from the list."
- msgstr "Elimina todos los elementos de la lista."
- #: doc/classes/ItemList.xml
- msgid ""
- "Ensure current selection is visible, adjusting the scroll position as "
- "necessary."
- msgstr ""
- "Asegúrese de que la selección actual sea visible, ajustando la posición del "
- "scroll según sea necesario."
- #: doc/classes/ItemList.xml
- msgid ""
- "Returns the item index at the given [code]position[/code].\n"
- "When there is no item at that point, -1 will be returned if [code]exact[/"
- "code] is [code]true[/code], and the closest item index will be returned "
- "otherwise."
- msgstr ""
- "Devuelve el índice del artículo en la [code]position[/code] dada.\n"
- "Cuando no hay ningún elemento en ese punto, se devolverá -1 si [code]exact[/"
- "code] es [code]true[/code], y de lo contrario se devolverá el índice de "
- "elemento más cercano."
- #: doc/classes/ItemList.xml
- msgid "Returns the number of items currently in the list."
- msgstr "Devuelve el número de elementos actualmente en la lista."
- #: doc/classes/ItemList.xml
- msgid ""
- "Returns the custom background color of the item specified by [code]idx[/"
- "code] index."
- msgstr ""
- "Devuelve el color de fondo personalizado del elemento especificado por el "
- "índice [code]idx[/code]."
- #: doc/classes/ItemList.xml
- msgid ""
- "Returns the custom foreground color of the item specified by [code]idx[/"
- "code] index."
- msgstr ""
- "Devuelve el color de primer plano personalizado del artículo especificado "
- "por el índice [code]idx[/code]."
- #: doc/classes/ItemList.xml
- msgid "Returns the icon associated with the specified index."
- msgstr "Devuelve el icono asociado al índice especificado."
- #: doc/classes/ItemList.xml
- msgid "Returns a [Color] modulating item's icon at the specified index."
- msgstr ""
- "Devuelve un [Color] del icono de un elemento modulador en el índice "
- "especificado."
- #: doc/classes/ItemList.xml
- msgid ""
- "Returns the region of item's icon used. The whole icon will be used if the "
- "region has no area."
- msgstr ""
- "Devuelve la región del icono del elemento utilizado. El icono completo será "
- "utilizado si la región no tiene área."
- #: doc/classes/ItemList.xml
- msgid "Returns the metadata value of the specified index."
- msgstr "Devuelve el valor de los metadatos del índice especificado."
- #: doc/classes/ItemList.xml
- msgid "Returns the text associated with the specified index."
- msgstr "Devuelve el texto asociado al índice especificado."
- #: doc/classes/ItemList.xml
- msgid "Returns the tooltip hint associated with the specified index."
- msgstr ""
- "Devuelve la sugerencia de la herramienta asociada con el índice especificado."
- #: doc/classes/ItemList.xml
- msgid "Returns an array with the indexes of the selected items."
- msgstr "Devuelve un array con los índices de los elementos seleccionados."
- #: doc/classes/ItemList.xml doc/classes/RichTextLabel.xml
- msgid ""
- "Returns the vertical scrollbar.\n"
- "[b]Warning:[/b] This is a required internal node, removing and freeing it "
- "may cause a crash. If you wish to hide it or any of its children, use their "
- "[member CanvasItem.visible] property."
- msgstr ""
- #: doc/classes/ItemList.xml
- msgid "Returns [code]true[/code] if one or more items are selected."
- msgstr "Devuelve [code]true[/code] si se seleccionan uno o más elementos."
- #: doc/classes/ItemList.xml
- msgid ""
- "Returns [code]true[/code] if the item at the specified index is disabled."
- msgstr ""
- "Devuelve [code]true[/code] si el elemento del índice especificado está "
- "desactivado."
- #: doc/classes/ItemList.xml
- msgid ""
- "Returns [code]true[/code] if the item icon will be drawn transposed, i.e. "
- "the X and Y axes are swapped."
- msgstr ""
- "Devuelve [code]true[/code] si el icono del elemento se dibujará transpuesto, "
- "es decir, los ejes X e Y se intercambian."
- #: doc/classes/ItemList.xml
- msgid ""
- "Returns [code]true[/code] if the item at the specified index is selectable."
- msgstr ""
- "Devuelve [code]true[/code] si el elemento en el índice especificado es "
- "seleccionable."
- #: doc/classes/ItemList.xml
- msgid ""
- "Returns [code]true[/code] if the tooltip is enabled for specified item index."
- msgstr ""
- "Devuelve [code]true[/code] si la sugerencia está habilitada para el índice "
- "del artículo especificado."
- #: doc/classes/ItemList.xml
- msgid ""
- "Returns [code]true[/code] if the item at the specified index is currently "
- "selected."
- msgstr ""
- "Devuelve [code]true[/code] si el elemento del índice especificado está "
- "actualmente seleccionado."
- #: doc/classes/ItemList.xml
- msgid "Moves item from index [code]from_idx[/code] to [code]to_idx[/code]."
- msgstr ""
- "Mueve el elemento del índice [code]from_idx[/code] a [code]to_idx[/code]."
- #: doc/classes/ItemList.xml
- msgid "Removes the item specified by [code]idx[/code] index from the list."
- msgstr ""
- "Elimina de la lista el elemento especificado por el índice [code]idx[/code]."
- #: doc/classes/ItemList.xml
- msgid ""
- "Select the item at the specified index.\n"
- "[b]Note:[/b] This method does not trigger the item selection signal."
- msgstr ""
- "Seleccione el elemento en el índice especificado.\n"
- "[b]Nota:[/b] Este método no dispara la señal de selección del elemento."
- #: doc/classes/ItemList.xml
- #, fuzzy
- msgid ""
- "Sets the background color of the item specified by [code]idx[/code] index to "
- "the specified [Color]."
- msgstr ""
- "Devuelve el color de fondo personalizado del elemento especificado por el "
- "índice [code]idx[/code]."
- #: doc/classes/ItemList.xml
- #, fuzzy
- msgid ""
- "Sets the foreground color of the item specified by [code]idx[/code] index to "
- "the specified [Color]."
- msgstr ""
- "Devuelve el color de primer plano personalizado del artículo especificado "
- "por el índice [code]idx[/code]."
- #: doc/classes/ItemList.xml
- #, fuzzy
- msgid ""
- "Disables (or enables) the item at the specified index.\n"
- "Disabled items cannot be selected and do not trigger activation signals "
- "(when double-clicking or pressing Enter)."
- msgstr ""
- "Desactiva (o activa) el artículo en el índice especificado.\n"
- "Los elementos desactivados no pueden seleccionarse y no activan las señales "
- "de activación (cuando se hace doble clic o se pulsa [kbd]Enter[/kbd])."
- #: doc/classes/ItemList.xml
- #, fuzzy
- msgid ""
- "Sets (or replaces) the icon's [Texture] associated with the specified index."
- msgstr ""
- "Establece (o reemplaza) el icono [Texture2D] asociado al índice especificado."
- #: doc/classes/ItemList.xml
- msgid ""
- "Sets a modulating [Color] of the item associated with the specified index."
- msgstr ""
- "Establece un [Color] modulador del elemento asociado al índice especificado."
- #: doc/classes/ItemList.xml
- msgid ""
- "Sets the region of item's icon used. The whole icon will be used if the "
- "region has no area."
- msgstr ""
- "Establece la región del icono del elemento utilizado. El icono completo se "
- "utilizará si la región no tiene área."
- #: doc/classes/ItemList.xml
- msgid "Sets whether the item icon will be drawn transposed."
- msgstr "Establece si el icono del elemento se dibujará transpuesto."
- #: doc/classes/ItemList.xml
- msgid ""
- "Sets a value (of any type) to be stored with the item associated with the "
- "specified index."
- msgstr ""
- "Establece un valor (de cualquier tipo) que se almacenará con el elemento "
- "asociado al índice especificado."
- #: doc/classes/ItemList.xml
- msgid ""
- "Allows or disallows selection of the item associated with the specified "
- "index."
- msgstr ""
- "Permite o no la selección del elemento asociado al índice especificado."
- #: doc/classes/ItemList.xml
- msgid "Sets text of the item associated with the specified index."
- msgstr "Establece el texto del elemento asociado con el índice especificado."
- #: doc/classes/ItemList.xml
- msgid "Sets the tooltip hint for the item associated with the specified index."
- msgstr ""
- "Establece la sugerencia para el elemento asociado con el índice especificado."
- #: doc/classes/ItemList.xml
- msgid "Sets whether the tooltip hint is enabled for specified item index."
- msgstr ""
- "Establece si la sugerencia está habilitada para el índice de elementos "
- "especificados."
- #: doc/classes/ItemList.xml
- msgid "Sorts items in the list by their text."
- msgstr "Ordena los elementos de la lista por su texto."
- #: doc/classes/ItemList.xml
- msgid "Ensures the item associated with the specified index is not selected."
- msgstr ""
- "Asegura que no se seleccione el elemento asociado al índice especificado."
- #: doc/classes/ItemList.xml
- msgid "Ensures there are no items selected."
- msgstr "Se asegura de que no haya elementos seleccionados."
- #: doc/classes/ItemList.xml
- msgid ""
- "If [code]true[/code], the currently selected item can be selected again."
- msgstr ""
- "Si [code]true[/code], el elemento actualmente seleccionado puede ser "
- "seleccionado de nuevo."
- #: doc/classes/ItemList.xml
- msgid "If [code]true[/code], right mouse button click can select items."
- msgstr ""
- "Si [code]true[/code], al hacer clic con el botón derecho del ratón se pueden "
- "seleccionar elementos."
- #: doc/classes/ItemList.xml
- msgid ""
- "If [code]true[/code], the control will automatically resize the height to "
- "fit its content."
- msgstr ""
- "Si [code]true[/code], el control redimensionará automáticamente la altura "
- "para que se ajuste a su contenido."
- #: doc/classes/ItemList.xml
- msgid ""
- "The width all columns will be adjusted to.\n"
- "A value of zero disables the adjustment, each item will have a width equal "
- "to the width of its content and the columns will have an uneven width."
- msgstr ""
- "El ancho de todas las columnas se ajustará.\n"
- "Un valor de cero desactiva el ajuste, cada elemento tendrá una anchura igual "
- "a la de su contenido y las columnas tendrán una anchura desigual."
- #: doc/classes/ItemList.xml
- msgid ""
- "The size all icons will be adjusted to.\n"
- "If either X or Y component is not greater than zero, icon size won't be "
- "affected."
- msgstr ""
- "El tamaño de todos los iconos se ajustará.\n"
- "Si el componente X o Y no es mayor que cero, el tamaño del icono no se verá "
- "afectado."
- #: doc/classes/ItemList.xml
- msgid ""
- "The icon position, whether above or to the left of the text. See the [enum "
- "IconMode] constants."
- msgstr ""
- "La posición del icono, ya sea arriba o a la izquierda del texto. Vea las "
- "constantes [enum IconMode]."
- #: doc/classes/ItemList.xml
- msgid ""
- "The scale of icon applied after [member fixed_icon_size] and transposing "
- "takes effect."
- msgstr ""
- "La escala de icono aplicada después de [member fixed_icon_size] y la "
- "transposición tiene efecto."
- #: doc/classes/ItemList.xml
- msgid ""
- "Maximum columns the list will have.\n"
- "If greater than zero, the content will be split among the specified "
- "columns.\n"
- "A value of zero means unlimited columns, i.e. all items will be put in the "
- "same row."
- msgstr ""
- "Columnas máximas que tendrá la lista.\n"
- "Si es mayor que cero, el contenido se dividirá entre las columnas "
- "especificadas.\n"
- "Un valor de cero significa que las columnas son ilimitadas, es decir, que "
- "todos los artículos se pondrán en la misma fila."
- #: doc/classes/ItemList.xml
- msgid ""
- "Maximum lines of text allowed in each item. Space will be reserved even when "
- "there is not enough lines of text to display.\n"
- "[b]Note:[/b] This property takes effect only when [member icon_mode] is "
- "[constant ICON_MODE_TOP]. To make the text wrap, [member fixed_column_width] "
- "should be greater than zero."
- msgstr ""
- "Líneas de texto máximas permitidas en cada elemento. Se reservará espacio "
- "incluso cuando no haya suficientes líneas de texto para mostrar.\n"
- "[b]Nota:[/b] Esta propiedad sólo tiene efecto cuando [member icon_mode] es "
- "[constant ICON_MODE_TOP]. Para hacer la envoltura de texto, [member "
- "fixed_column_width] debe ser mayor que cero."
- #: doc/classes/ItemList.xml
- msgid ""
- "Whether all columns will have the same width.\n"
- "If [code]true[/code], the width is equal to the largest column width of all "
- "columns."
- msgstr ""
- "Si todas las columnas tendrán el mismo ancho.\n"
- "Si [code]true[/code], el ancho es igual al mayor ancho de todas las columnas."
- #: doc/classes/ItemList.xml
- msgid ""
- "Allows single or multiple item selection. See the [enum SelectMode] "
- "constants."
- msgstr ""
- "Permite la selección de uno o varios elementos. Vea las constantes [enum "
- "SelectMode]."
- #: doc/classes/ItemList.xml
- #, fuzzy
- msgid ""
- "Triggered when specified list item is activated via double-clicking or by "
- "pressing Enter."
- msgstr ""
- "Se activa cuando el elemento de la lista especificado se activa haciendo "
- "doble clic o pulsando [kbd]Enter[/kbd]."
- #: doc/classes/ItemList.xml
- msgid ""
- "Triggered when specified list item has been selected via right mouse "
- "clicking.\n"
- "The click position is also provided to allow appropriate popup of context "
- "menus at the correct location.\n"
- "[member allow_rmb_select] must be enabled."
- msgstr ""
- "Se activa cuando se ha seleccionado un elemento de la lista especificado "
- "mediante un clic del botón derecho del ratón.\n"
- "La posición del clic también se proporciona para permitir la aparición de "
- "menús contextuales apropiados en la ubicación correcta.\n"
- "La opción [member allow_rmb_select] debe estar activada."
- #: doc/classes/ItemList.xml
- msgid ""
- "Triggered when specified item has been selected.\n"
- "[member allow_reselect] must be enabled to reselect an item."
- msgstr ""
- "Se activa cuando se selecciona un elemento específico.\n"
- "Para poder volver a seleccionar un elemento, se debe activar la opción "
- "[member allow_reselect]."
- #: doc/classes/ItemList.xml
- msgid ""
- "Triggered when a multiple selection is altered on a list allowing multiple "
- "selection."
- msgstr ""
- "Se activa cuando se altera una selección múltiple en una lista que permite "
- "la selección múltiple."
- #: doc/classes/ItemList.xml
- msgid ""
- "Triggered when a left mouse click is issued within the rect of the list but "
- "on empty space."
- msgstr ""
- "Se activa cuando se hace un clic con el botón izquierdo del ratón dentro del "
- "rectángulo de la lista pero en el espacio vacío."
- #: doc/classes/ItemList.xml
- msgid ""
- "Triggered when a right mouse click is issued within the rect of the list but "
- "on empty space.\n"
- "[member allow_rmb_select] must be enabled."
- msgstr ""
- "Se activa cuando se hace un clic con el botón derecho del ratón dentro del "
- "rectángulo de la lista pero en el espacio vacío.\n"
- "[member allow_rmb_select] debe estar activado."
- #: doc/classes/ItemList.xml
- msgid "Icon is drawn above the text."
- msgstr "El icono se dibuja sobre el texto."
- #: doc/classes/ItemList.xml
- msgid "Icon is drawn to the left of the text."
- msgstr "El icono se dibuja a la izquierda del texto."
- #: doc/classes/ItemList.xml
- msgid "Only allow selecting a single item."
- msgstr "Sólo permite seleccionar un único elemento."
- #: doc/classes/ItemList.xml
- #, fuzzy
- msgid "Allows selecting multiple items by holding Ctrl or Shift."
- msgstr ""
- "Permite seleccionar varios elementos manteniendo pulsada la tecla [kbd]Ctrl[/"
- "kbd] o [kbd]Shift[/kbd]."
- #: doc/classes/ItemList.xml doc/classes/Tree.xml
- msgid "Default text [Color] of the item."
- msgstr "[Color] del texto predeterminado del elemento."
- #: doc/classes/ItemList.xml doc/classes/Tree.xml
- msgid "Text [Color] used when the item is selected."
- msgstr "[Color] del texto utilizado cuando se selecciona el elemento."
- #: doc/classes/ItemList.xml
- msgid ""
- "[Color] of the guideline. The guideline is a line drawn between each row of "
- "items."
- msgstr ""
- "[Color] de la pauta. La pauta es una línea trazada entre cada fila de "
- "elementos."
- #: doc/classes/ItemList.xml
- msgid "The horizontal spacing between items."
- msgstr "El espacio horizontal entre los elementos."
- #: doc/classes/ItemList.xml
- msgid "The spacing between item's icon and text."
- msgstr "El espacio entre el icono del elemento y el texto."
- #: doc/classes/ItemList.xml
- msgid "The vertical spacing between each line of text."
- msgstr "El espacio vertical entre cada línea de texto."
- #: doc/classes/ItemList.xml
- msgid "The vertical spacing between items."
- msgstr "El espacio vertical entre los artículos."
- #: doc/classes/ItemList.xml doc/classes/Tree.xml
- msgid "[Font] of the item's text."
- msgstr "[Font] del texto del elemento."
- #: doc/classes/ItemList.xml
- msgid ""
- "Default [StyleBox] for the [ItemList], i.e. used when the control is not "
- "being focused."
- msgstr ""
- "Por defecto, [StyleBox] para la [ItemList], es decir, se utiliza cuando el "
- "control no está siendo enfocado."
- #: doc/classes/ItemList.xml
- msgid "[StyleBox] used when the [ItemList] is being focused."
- msgstr "[StyleBox] que se usa cuando se enfoca la [ItemList]."
- #: doc/classes/ItemList.xml
- msgid "[StyleBox] used for the cursor, when the [ItemList] is being focused."
- msgstr ""
- "[StyleBox] usado para el cursor, cuando el [ItemList] está siendo enfocado."
- #: doc/classes/ItemList.xml
- msgid ""
- "[StyleBox] used for the cursor, when the [ItemList] is not being focused."
- msgstr ""
- "[StyleBox] usado para el cursor, cuando el [ItemList] no está siendo "
- "enfocado."
- #: doc/classes/ItemList.xml
- msgid ""
- "[StyleBox] for the selected items, used when the [ItemList] is not being "
- "focused."
- msgstr ""
- "[StyleBox] para los elementos seleccionados, utilizado cuando la [ItemList] "
- "no está siendo enfocada."
- #: doc/classes/ItemList.xml
- msgid ""
- "[StyleBox] for the selected items, used when the [ItemList] is being focused."
- msgstr ""
- "[StyleBox] para los elementos seleccionados, que se utiliza cuando se enfoca "
- "la [ItemList]."
- #: doc/classes/JavaScript.xml
- msgid ""
- "Singleton that connects the engine with the browser's JavaScript context in "
- "HTML5 export."
- msgstr ""
- "Singleton que conecta el motor con el contexto JavaScript del navegador en "
- "la exportación HTML5."
- #: doc/classes/JavaScript.xml
- msgid ""
- "The JavaScript singleton is implemented only in the HTML5 export. It's used "
- "to access the browser's JavaScript context. This allows interaction with "
- "embedding pages or calling third-party JavaScript APIs.\n"
- "[b]Note:[/b] This singleton can be disabled at build-time to improve "
- "security. By default, the JavaScript singleton is enabled. Official export "
- "templates also have the JavaScript singleton enabled. See [url=$DOCS_URL/"
- "development/compiling/compiling_for_web.html]Compiling for the Web[/url] in "
- "the documentation for more information."
- msgstr ""
- #: doc/classes/JavaScript.xml
- msgid ""
- "Creates a reference to a script function that can be used as a callback by "
- "JavaScript. The reference must be kept until the callback happens, or it "
- "won't be called at all. See [JavaScriptObject] for usage."
- msgstr ""
- #: doc/classes/JavaScript.xml
- msgid ""
- "Creates a new JavaScript object using the [code]new[/code] constructor. The "
- "[code]object[/code] must a valid property of the JavaScript [code]window[/"
- "code]. See [JavaScriptObject] for usage."
- msgstr ""
- #: doc/classes/JavaScript.xml
- msgid ""
- "Prompts the user to download a file containing the specified [code]buffer[/"
- "code]. The file will have the given [code]name[/code] and [code]mime[/code] "
- "type.\n"
- "[b]Note:[/b] The browser may override the [url=https://en.wikipedia.org/wiki/"
- "Media_type]MIME type[/url] provided based on the file [code]name[/code]'s "
- "extension.\n"
- "[b]Note:[/b] Browsers might block the download if [method download_buffer] "
- "is not being called from a user interaction (e.g. button click).\n"
- "[b]Note:[/b] Browsers might ask the user for permission or block the "
- "download if multiple download requests are made in a quick succession."
- msgstr ""
- #: doc/classes/JavaScript.xml
- msgid ""
- "Execute the string [code]code[/code] as JavaScript code within the browser "
- "window. This is a call to the actual global JavaScript function [code]eval()"
- "[/code].\n"
- "If [code]use_global_execution_context[/code] is [code]true[/code], the code "
- "will be evaluated in the global execution context. Otherwise, it is "
- "evaluated in the execution context of a function within the engine's runtime "
- "environment."
- msgstr ""
- "Ejecute la string [code]code[/code] como código JavaScript dentro de la "
- "ventana del navegador. Esta es una llamada a la función global actual de "
- "JavaScript [code]eval()[/code].\n"
- "Si [code]use_global_execution_context[/code] es [code]true[/code], el código "
- "será evaluado en el contexto de ejecución global. De lo contrario, se "
- "evaluará en el contexto de ejecución de una función dentro del entorno de "
- "tiempo de ejecución del motor."
- #: doc/classes/JavaScript.xml
- msgid ""
- "Returns an interface to a JavaScript object that can be used by scripts. The "
- "[code]interface[/code] must be a valid property of the JavaScript "
- "[code]window[/code]. The callback must accept a single [Array] argument, "
- "which will contain the JavaScript [code]arguments[/code]. See "
- "[JavaScriptObject] for usage."
- msgstr ""
- #: doc/classes/JavaScript.xml
- msgid ""
- "Returns [code]true[/code] if a new version of the progressive web app is "
- "waiting to be activated.\n"
- "[b]Note:[/b] Only relevant when exported as a Progressive Web App."
- msgstr ""
- #: doc/classes/JavaScript.xml
- msgid ""
- "Performs the live update of the progressive web app. Forcing the new version "
- "to be installed and the page to be reloaded.\n"
- "[b]Note:[/b] Your application will be [b]reloaded in all browser tabs[/b].\n"
- "[b]Note:[/b] Only relevant when exported as a Progressive Web App and "
- "[method pwa_needs_update] returns [code]true[/code]."
- msgstr ""
- #: doc/classes/JavaScript.xml
- msgid ""
- "Emitted when an update for this progressive web app has been detected but is "
- "waiting to be activated because a previous version is active. See [method "
- "pwa_update] to force the update to take place immediately."
- msgstr ""
- #: doc/classes/JavaScriptObject.xml
- #, fuzzy
- msgid "A wrapper class for native JavaScript objects."
- msgstr "Clase base para todos los objetos [i]escena[/i]."
- #: doc/classes/JavaScriptObject.xml
- msgid ""
- "JavaScriptObject is used to interact with JavaScript objects retrieved or "
- "created via [method JavaScript.get_interface], [method JavaScript."
- "create_object], or [method JavaScript.create_callback].\n"
- "Example:\n"
- "[codeblock]\n"
- "extends Node\n"
- "\n"
- "var _my_js_callback = JavaScript.create_callback(self, \"myCallback\") # "
- "This reference must be kept\n"
- "var console = JavaScript.get_interface(\"console\")\n"
- "\n"
- "func _init():\n"
- " var buf = JavaScript.create_object(\"ArrayBuffer\", 10) # new "
- "ArrayBuffer(10)\n"
- " print(buf) # prints [JavaScriptObject:OBJECT_ID]\n"
- " var uint8arr = JavaScript.create_object(\"Uint8Array\", buf) # new "
- "Uint8Array(buf)\n"
- " uint8arr[1] = 255\n"
- " prints(uint8arr[1], uint8arr.byteLength) # prints 255 10\n"
- " console.log(uint8arr) # prints in browser console \"Uint8Array(10) [ 0, "
- "255, 0, 0, 0, 0, 0, 0, 0, 0 ]\"\n"
- "\n"
- " # Equivalent of JavaScript: Array.from(uint8arr).forEach(myCallback)\n"
- " JavaScript.get_interface(\"Array\").from(uint8arr)."
- "forEach(_my_js_callback)\n"
- "\n"
- "func myCallback(args):\n"
- " # Will be called with the parameters passed to the \"forEach\" callback\n"
- " # [0, 0, [JavaScriptObject:1173]]\n"
- " # [255, 1, [JavaScriptObject:1173]]\n"
- " # ...\n"
- " # [0, 9, [JavaScriptObject:1180]]\n"
- " print(args)\n"
- "[/codeblock]\n"
- "[b]Note:[/b] Only available in the HTML5 platform."
- msgstr ""
- #: doc/classes/JNISingleton.xml
- #, fuzzy
- msgid ""
- "Singleton that connects the engine with Android plugins to interface with "
- "native Android code."
- msgstr ""
- "Singleton que conecta el motor con el contexto JavaScript del navegador en "
- "la exportación HTML5."
- #: doc/classes/JNISingleton.xml
- msgid ""
- "The JNISingleton is implemented only in the Android export. It's used to "
- "call methods and connect signals from an Android plugin written in Java or "
- "Kotlin. Methods and signals can be called and connected to the JNISingleton "
- "as if it is a Node. See [url=https://en.wikipedia.org/wiki/"
- "Java_Native_Interface]Java Native Interface - Wikipedia[/url] for more "
- "information."
- msgstr ""
- #: doc/classes/JNISingleton.xml
- msgid "Creating Android plugins"
- msgstr ""
- #: doc/classes/Joint.xml
- msgid "Base class for all 3D joints."
- msgstr "Clase de base para todas las articulaciones 3D."
- #: doc/classes/Joint.xml
- msgid ""
- "Joints are used to bind together two physics bodies. They have a solver "
- "priority and can define if the bodies of the two attached nodes should be "
- "able to collide with each other."
- msgstr ""
- "Las articulaciones se usan para unir dos cuerpos físicos. Tienen una "
- "prioridad de resolución y pueden definir si los cuerpos de los dos nodos "
- "unidos deben ser capaces de colisionar entre sí."
- #: doc/classes/Joint.xml doc/classes/RigidBody.xml doc/classes/VehicleBody.xml
- #: doc/classes/VehicleWheel.xml
- msgid "3D Truck Town Demo"
- msgstr ""
- #: doc/classes/Joint.xml
- msgid ""
- "If [code]true[/code], the two bodies of the nodes are not able to collide "
- "with each other."
- msgstr ""
- "Si [code]true[/code], los dos cuerpos de los nodos no son capaces de "
- "colisionar entre sí."
- #: doc/classes/Joint.xml
- msgid "The node attached to the first side (A) of the joint."
- msgstr "El nodo unido al primer lado (A) de la articulación."
- #: doc/classes/Joint.xml
- msgid "The node attached to the second side (B) of the joint."
- msgstr "El nodo unido al segundo lado (B) de la articulación."
- #: doc/classes/Joint.xml
- msgid ""
- "The priority used to define which solver is executed first for multiple "
- "joints. The lower the value, the higher the priority."
- msgstr ""
- "La prioridad usada para definir qué solucionador se ejecuta primero para "
- "múltiples articulaciones. Cuanto más bajo es el valor, más alta es la "
- "prioridad."
- #: doc/classes/Joint2D.xml
- msgid "Base node for all joint constraints in 2D physics."
- msgstr "Nodo base para todas las restricciones conjuntas en la física 2D."
- #: doc/classes/Joint2D.xml
- msgid ""
- "Base node for all joint constraints in 2D physics. Joints take 2 bodies and "
- "apply a custom constraint."
- msgstr ""
- "Nodo base para todas las restricciones de las articulaciones en la física "
- "2D. Las articulaciones toman 2 cuerpos y aplican una restricción "
- "personalizada."
- #: doc/classes/Joint2D.xml
- msgid ""
- "When [member node_a] and [member node_b] move in different directions the "
- "[code]bias[/code] controls how fast the joint pulls them back to their "
- "original position. The lower the [code]bias[/code] the more the two bodies "
- "can pull on the joint."
- msgstr ""
- "Cuando [member node_a] y [member node_b] se mueven en diferentes "
- "direcciones, el [code]bias[/code] controla la rapidez con que la "
- "articulación los devuelve a su posición original. Cuanto más bajo sea el "
- "[code]bias[/code], más pueden los dos cuerpos tirar de la articulación."
- #: doc/classes/Joint2D.xml
- msgid ""
- "If [code]true[/code], [member node_a] and [member node_b] can not collide."
- msgstr ""
- "Si [code]true[/code], [member node_a] y [member node_b] no pueden colisionar."
- #: doc/classes/Joint2D.xml
- msgid "The first body attached to the joint. Must derive from [PhysicsBody2D]."
- msgstr ""
- "El primer cuerpo unido a la articulación. Debe derivar de [PhysicsBody2D]."
- #: doc/classes/Joint2D.xml
- msgid ""
- "The second body attached to the joint. Must derive from [PhysicsBody2D]."
- msgstr ""
- "El segundo cuerpo unido a la articulación. Debe derivar de [PhysicsBody2D]."
- #: doc/classes/JSON.xml
- msgid "Helper class for parsing JSON data."
- msgstr "Clase de ayuda para analizar los datos de JSON."
- #: doc/classes/JSON.xml
- msgid ""
- "Helper class for parsing JSON data. For usage example and other important "
- "hints, see [JSONParseResult]."
- msgstr ""
- "Clase de ayuda para analizar los datos de JSON. Para el ejemplo de uso y "
- "otros consejos importantes, ver [JSONParseResult]."
- #: doc/classes/JSON.xml
- msgid ""
- "Parses a JSON-encoded string and returns a [JSONParseResult] containing the "
- "result."
- msgstr ""
- "Analiza una cadena codificada con JSON y devuelve un [JSONParseResult] que "
- "contiene el resultado."
- #: doc/classes/JSON.xml
- msgid ""
- "Converts a [Variant] var to JSON text and returns the result. Useful for "
- "serializing data to store or send over the network.\n"
- "[b]Note:[/b] The JSON specification does not define integer or float types, "
- "but only a [i]number[/i] type. Therefore, converting a Variant to JSON text "
- "will convert all numerical values to [float] types.\n"
- "The [code]indent[/code] parameter controls if and how something is indented, "
- "the string used for this parameter will be used where there should be an "
- "indent in the output, even spaces like [code]\" \"[/code] will work. "
- "[code]\\t[/code] and [code]\\n[/code] can also be used for a tab indent, or "
- "to make a newline for each indent respectively.\n"
- "[b]Example output:[/b]\n"
- "[codeblock]\n"
- "## JSON.print(my_dictionary)\n"
- "{\"name\":\"my_dictionary\",\"version\":\"1.0.0\",\"entities\":[{\"name\":"
- "\"entity_0\",\"value\":\"value_0\"},{\"name\":\"entity_1\",\"value\":"
- "\"value_1\"}]}\n"
- "\n"
- "## JSON.print(my_dictionary, \"\\t\")\n"
- "{\n"
- " \"name\": \"my_dictionary\",\n"
- " \"version\": \"1.0.0\",\n"
- " \"entities\": [\n"
- " {\n"
- " \"name\": \"entity_0\",\n"
- " \"value\": \"value_0\"\n"
- " },\n"
- " {\n"
- " \"name\": \"entity_1\",\n"
- " \"value\": \"value_1\"\n"
- " }\n"
- " ]\n"
- "}\n"
- "\n"
- "## JSON.print(my_dictionary, \"...\")\n"
- "{\n"
- "...\"name\": \"my_dictionary\",\n"
- "...\"version\": \"1.0.0\",\n"
- "...\"entities\": [\n"
- "......{\n"
- ".........\"name\": \"entity_0\",\n"
- ".........\"value\": \"value_0\"\n"
- "......},\n"
- "......{\n"
- ".........\"name\": \"entity_1\",\n"
- ".........\"value\": \"value_1\"\n"
- "......}\n"
- "...]\n"
- "}\n"
- "[/codeblock]"
- msgstr ""
- #: doc/classes/JSONParseResult.xml
- msgid "Data class wrapper for decoded JSON."
- msgstr "Envoltura de clase de datos para JSON decodificado."
- #: doc/classes/JSONParseResult.xml
- msgid ""
- "Returned by [method JSON.parse], [JSONParseResult] contains the decoded JSON "
- "or error information if the JSON source wasn't successfully parsed. You can "
- "check if the JSON source was successfully parsed with [code]if json_result."
- "error == OK[/code]."
- msgstr ""
- "Devuelto por [method JSON.parse], [JSONParseResult] contiene el JSON "
- "decodificado o la información de error si la fuente JSON no fue analizada "
- "con éxito. Puedes comprobar si la fuente JSON fue analizada con éxito con "
- "[code]if json_result.error == OK[/code]."
- #: doc/classes/JSONParseResult.xml
- msgid ""
- "The error type if the JSON source was not successfully parsed. See the [enum "
- "Error] constants."
- msgstr ""
- "El tipo de error si la fuente JSON no fue analizada con éxito. Vea las "
- "constantes [enum Error]."
- #: doc/classes/JSONParseResult.xml
- msgid ""
- "The line number where the error occurred if the JSON source was not "
- "successfully parsed."
- msgstr ""
- "El número de línea donde ocurrió el error si la fuente JSON no fue analizada "
- "con éxito."
- #: doc/classes/JSONParseResult.xml
- msgid ""
- "The error message if the JSON source was not successfully parsed. See the "
- "[enum Error] constants."
- msgstr ""
- "El mensaje de error si la fuente JSON no fue analizada con éxito. Vea las "
- "constantes [enum Error]."
- #: doc/classes/JSONParseResult.xml
- msgid ""
- "A [Variant] containing the parsed JSON. Use [method @GDScript.typeof] or the "
- "[code]is[/code] keyword to check if it is what you expect. For example, if "
- "the JSON source starts with curly braces ([code]{}[/code]), a [Dictionary] "
- "will be returned. If the JSON source starts with brackets ([code][][/code]), "
- "an [Array] will be returned.\n"
- "[b]Note:[/b] The JSON specification does not define integer or float types, "
- "but only a [i]number[/i] type. Therefore, parsing a JSON text will convert "
- "all numerical values to [float] types.\n"
- "[b]Note:[/b] JSON objects do not preserve key order like Godot dictionaries, "
- "thus, you should not rely on keys being in a certain order if a dictionary "
- "is constructed from JSON. In contrast, JSON arrays retain the order of their "
- "elements:\n"
- "[codeblock]\n"
- "var p = JSON.parse('[\"hello\", \"world\", \"!\"]')\n"
- "if typeof(p.result) == TYPE_ARRAY:\n"
- " print(p.result[0]) # Prints \"hello\"\n"
- "else:\n"
- " push_error(\"Unexpected results.\")\n"
- "[/codeblock]"
- msgstr ""
- "Una [Variant] que contiene el JSON analizado. Utilice [method @GDScript."
- "typeof] o la palabra clave [code]is[/code] para comprobar si es lo que "
- "espera. Por ejemplo, si la fuente de JSON comienza con llaves rizadas ([code]"
- "{}[/code]), se devolverá un [Dictionary]. Si la fuente de JSON comienza con "
- "paréntesis ([code][][/code]), se devolverá un [Array].\n"
- "[b]Nota:[/b] La especificación JSON no define los tipos enteros o reales, "
- "sino sólo un tipo [i]number[/i]. Por lo tanto, el análisis sintáctico de un "
- "texto JSON convertirá todos los valores numéricos a tipos [float].\n"
- "[b]Nota:[/b] Los objetos JSON no conservan el orden de las claves como los "
- "diccionarios Godot, por lo tanto, no se debe confiar en que las claves estén "
- "en un cierto orden si se construye un diccionario a partir de JSON. Por el "
- "contrario, los conjuntos de JSON conservan el orden de sus elementos:\n"
- "[codeblock]\n"
- "var p = JSON.parse('[\"hola\", \"mundo\", \"!\"]')\n"
- "if typeof(p.result) == TYPE_ARRAY:\n"
- " print(p.result[0]) # Imprime \"hola\"\n"
- "else:\n"
- " push_error(\"Resultados inesperados.\")\n"
- "[/codeblock]"
- #: doc/classes/JSONRPC.xml
- msgid "A helper to handle dictionaries which look like JSONRPC documents."
- msgstr ""
- #: doc/classes/JSONRPC.xml
- msgid ""
- "[url=https://www.jsonrpc.org/]JSON-RPC[/url] is a standard which wraps a "
- "method call in a [JSON] object. The object has a particular structure and "
- "identifies which method is called, the parameters to that function, and "
- "carries an ID to keep track of responses. This class implements that "
- "standard on top of [Dictionary]; you will have to convert between a "
- "[Dictionary] and [JSON] with other functions."
- msgstr ""
- #: doc/classes/JSONRPC.xml
- msgid ""
- "Returns a dictionary in the form of a JSON-RPC notification. Notifications "
- "are one-shot messages which do not expect a response.\n"
- "- [code]method[/code]: Name of the method being called.\n"
- "- [code]params[/code]: An array or dictionary of parameters being passed to "
- "the method."
- msgstr ""
- #: doc/classes/JSONRPC.xml
- msgid ""
- "Returns a dictionary in the form of a JSON-RPC request. Requests are sent to "
- "a server with the expectation of a response. The ID field is used for the "
- "server to specify which exact request it is responding to.\n"
- "- [code]method[/code]: Name of the method being called.\n"
- "- [code]params[/code]: An array or dictionary of parameters being passed to "
- "the method.\n"
- "- [code]id[/code]: Uniquely identifies this request. The server is expected "
- "to send a response with the same ID."
- msgstr ""
- #: doc/classes/JSONRPC.xml
- msgid ""
- "When a server has received and processed a request, it is expected to send a "
- "response. If you did not want a response then you need to have sent a "
- "Notification instead.\n"
- "- [code]result[/code]: The return value of the function which was called.\n"
- "- [code]id[/code]: The ID of the request this response is targeted to."
- msgstr ""
- #: doc/classes/JSONRPC.xml
- msgid ""
- "Creates a response which indicates a previous reply has failed in some way.\n"
- "- [code]code[/code]: The error code corresponding to what kind of error this "
- "is. See the [enum ErrorCode] constants.\n"
- "- [code]message[/code]: A custom message about this error.\n"
- "- [code]id[/code]: The request this error is a response to."
- msgstr ""
- #: doc/classes/JSONRPC.xml
- msgid ""
- "Given a Dictionary which takes the form of a JSON-RPC request: unpack the "
- "request and run it. Methods are resolved by looking at the field called "
- "\"method\" and looking for an equivalently named function in the JSONRPC "
- "object. If one is found that method is called.\n"
- "To add new supported methods extend the JSONRPC class and call [method "
- "process_action] on your subclass.\n"
- "[code]action[/code]: The action to be run, as a Dictionary in the form of a "
- "JSON-RPC request or notification."
- msgstr ""
- #: doc/classes/JSONRPC.xml
- msgid ""
- "A method call was requested but no function of that name existed in the "
- "JSONRPC subclass."
- msgstr ""
- #: doc/classes/KinematicBody.xml
- msgid "Kinematic body 3D node."
- msgstr "Nodo 3D del cuerpo cinético."
- #: doc/classes/KinematicBody.xml
- #, fuzzy
- msgid ""
- "Kinematic bodies are special types of bodies that are meant to be user-"
- "controlled. They are not affected by physics at all; to other types of "
- "bodies, such as a character or a rigid body, these are the same as a static "
- "body. However, they have two main uses:\n"
- "[b]Simulated motion:[/b] When these bodies are moved manually, either from "
- "code or from an [AnimationPlayer] (with [member AnimationPlayer."
- "playback_process_mode] set to \"physics\"), the physics will automatically "
- "compute an estimate of their linear and angular velocity. This makes them "
- "very useful for moving platforms or other AnimationPlayer-controlled objects "
- "(like a door, a bridge that opens, etc).\n"
- "[b]Kinematic characters:[/b] KinematicBody also has an API for moving "
- "objects (the [method move_and_collide] and [method move_and_slide] methods) "
- "while performing collision tests. This makes them really useful to implement "
- "characters that collide against a world, but don't require advanced physics."
- msgstr ""
- "Los cuerpos cinéticos son tipos especiales de cuerpos que están destinados a "
- "ser controlados por el usuario. No se ven afectados por la física en "
- "absoluto; para otros tipos de cuerpos, como un personaje o un cuerpo rígido, "
- "son lo mismo que un cuerpo estático. Sin embargo, tienen dos usos "
- "principales:\n"
- "[b]Movimiento simulado:[/b] Cuando estos cuerpos se mueven manualmente, ya "
- "sea desde el código o desde un [AnimationPlayer] (con el [member "
- "AnimationPlayer.playback_process_mode] ajustado a \"física\"), la física "
- "calculará automáticamente una estimación de su velocidad lineal y angular. "
- "Esto los hace muy útiles para mover plataformas u otros objetos controlados "
- "por AnimationPlayer (como una puerta, un puente que se abre, etc.).\n"
- "[b]Caracteres cinéticos:[/b] KinematicBody2D también tiene una API para "
- "mover objetos (los métodos [method move_and_collide] y [method "
- "move_and_slide]) mientras se realizan pruebas de colisión. Esto los hace "
- "realmente útiles para implementar personajes que colisionan contra un mundo, "
- "pero que no requieren de una física avanzada."
- #: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml
- msgid "Kinematic character (2D)"
- msgstr ""
- #: doc/classes/KinematicBody.xml
- #, fuzzy
- msgid ""
- "Returns [code]true[/code] if the specified [code]axis[/code] is locked. See "
- "also [member move_lock_x], [member move_lock_y] and [member move_lock_z]."
- msgstr ""
- "Devuelve [code]true[/code] si el eje [code]axis[/code] especificado está "
- "bloqueado. Véase también [member axis_lock_motion_x], [member "
- "axis_lock_motion_y] y [member axis_lock_motion_z]."
- #: doc/classes/KinematicBody.xml
- #, fuzzy
- msgid ""
- "Returns the floor's collision angle at the last collision point according to "
- "[code]up_direction[/code], which is [code]Vector3.UP[/code] by default. This "
- "value is always positive and only valid after calling [method "
- "move_and_slide] and when [method is_on_floor] returns [code]true[/code]."
- msgstr ""
- "Devuelve la velocidad lineal del suelo en el último punto de colisión. Sólo "
- "es válido después de llamar a [method move_and_slide] o [method "
- "move_and_slide_with_snap] y cuando [method is_on_floor] devuelve [code]true[/"
- "code]."
- #: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml
- msgid ""
- "Returns the surface normal of the floor at the last collision point. Only "
- "valid after calling [method move_and_slide] or [method "
- "move_and_slide_with_snap] and when [method is_on_floor] returns [code]true[/"
- "code]."
- msgstr ""
- "Devuelve la normal de la superficie del suelo en el último punto de "
- "colisión. Sólo válido después de llamar a [method move_and_slide] o [method "
- "move_and_slide_with_snap] y cuando [method is_on_floor] devuelve [code]true[/"
- "code]."
- #: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml
- msgid ""
- "Returns the linear velocity of the floor at the last collision point. Only "
- "valid after calling [method move_and_slide] or [method "
- "move_and_slide_with_snap] and when [method is_on_floor] returns [code]true[/"
- "code]."
- msgstr ""
- "Devuelve la velocidad lineal del suelo en el último punto de colisión. Sólo "
- "es válido después de llamar a [method move_and_slide] o [method "
- "move_and_slide_with_snap] y cuando [method is_on_floor] devuelve [code]true[/"
- "code]."
- #: doc/classes/KinematicBody.xml
- #, fuzzy
- msgid ""
- "Returns a [KinematicCollision], which contains information about the latest "
- "collision that occurred during the last call to [method move_and_slide]."
- msgstr ""
- "Devuelve el número de veces que el cuerpo chocó y cambió de dirección "
- "durante la última llamada a [method move_and_slide]."
- #: doc/classes/KinematicBody.xml
- #, fuzzy
- msgid ""
- "Returns a [KinematicCollision], which contains information about a collision "
- "that occurred during the last call to [method move_and_slide] or [method "
- "move_and_slide_with_snap]. Since the body can collide several times in a "
- "single call to [method move_and_slide], you must specify the index of the "
- "collision in the range 0 to ([method get_slide_count] - 1)."
- msgstr ""
- "Devuelve un [KinematicCollision], que contiene información acerca de una "
- "colisión que ocurrió durante la última llamada del [method move_and_slide]. "
- "Dado que el cuerpo puede colisionar varias veces en una sola llamada a "
- "[method move_and_slide], debes especificar el índice de la colisión en el "
- "rango 0 a ([method get_slide_count] - 1)."
- #: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml
- #, fuzzy
- msgid ""
- "Returns the number of times the body collided and changed direction during "
- "the last call to [method move_and_slide] or [method "
- "move_and_slide_with_snap]."
- msgstr ""
- "Devuelve el número de veces que el cuerpo chocó y cambió de dirección "
- "durante la última llamada a [method move_and_slide]."
- #: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml
- #, fuzzy
- msgid ""
- "Returns [code]true[/code] if the body collided with the ceiling on the last "
- "call of [method move_and_slide] or [method move_and_slide_with_snap]. "
- "Otherwise, returns [code]false[/code]."
- msgstr ""
- "Devuelve la normal de la superficie del suelo en el último punto de "
- "colisión. Sólo válido después de llamar a [method move_and_slide] o [method "
- "move_and_slide_with_snap] y cuando [method is_on_floor] devuelve [code]true[/"
- "code]."
- #: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml
- #, fuzzy
- msgid ""
- "Returns [code]true[/code] if the body collided with the floor on the last "
- "call of [method move_and_slide] or [method move_and_slide_with_snap]. "
- "Otherwise, returns [code]false[/code]."
- msgstr ""
- "Devuelve la velocidad lineal del suelo en el último punto de colisión. Sólo "
- "es válido después de llamar a [method move_and_slide] o [method "
- "move_and_slide_with_snap] y cuando [method is_on_floor] devuelve [code]true[/"
- "code]."
- #: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml
- #, fuzzy
- msgid ""
- "Returns [code]true[/code] if the body collided with a wall on the last call "
- "of [method move_and_slide] or [method move_and_slide_with_snap]. Otherwise, "
- "returns [code]false[/code]."
- msgstr ""
- "Devuelve la normal de la superficie del suelo en el último punto de "
- "colisión. Sólo válido después de llamar a [method move_and_slide] o [method "
- "move_and_slide_with_snap] y cuando [method is_on_floor] devuelve [code]true[/"
- "code]."
- #: doc/classes/KinematicBody.xml
- #, fuzzy
- msgid ""
- "Moves the body along the vector [code]rel_vec[/code]. The body will stop if "
- "it collides. Returns a [KinematicCollision], which contains information "
- "about the collision when stopped, or when touching another body along the "
- "motion.\n"
- "If [code]test_only[/code] is [code]true[/code], the body does not move but "
- "the would-be collision information is given."
- msgstr ""
- "Mueve el cuerpo a lo largo del vector [code]rel_vec[/code]. El cuerpo se "
- "detendrá si colisiona. Devuelve un [KinematicCollision2D], que contiene "
- "información sobre la colisión.\n"
- "Si [code]test_only[/code] es [code]true[/code], el cuerpo no se mueve pero "
- "se da la información de la posible colisión."
- #: doc/classes/KinematicBody.xml
- #, fuzzy
- msgid ""
- "Moves the body along a vector. If the body collides with another, it will "
- "slide along the other body rather than stop immediately. If the other body "
- "is a [KinematicBody] or [RigidBody], it will also be affected by the motion "
- "of the other body. You can use this to make moving and rotating platforms, "
- "or to make nodes push other nodes.\n"
- "This method should be used in [method Node._physics_process] (or in a method "
- "called by [method Node._physics_process]), as it uses the physics step's "
- "[code]delta[/code] value automatically in calculations. Otherwise, the "
- "simulation will run at an incorrect speed.\n"
- "[code]linear_velocity[/code] is the velocity vector (typically meters per "
- "second). Unlike in [method move_and_collide], you should [i]not[/i] multiply "
- "it by [code]delta[/code] — the physics engine handles applying the "
- "velocity.\n"
- "[code]up_direction[/code] is the up direction, used to determine what is a "
- "wall and what is a floor or a ceiling. If set to the default value of "
- "[code]Vector3(0, 0, 0)[/code], everything is considered a wall.\n"
- "If [code]stop_on_slope[/code] is [code]true[/code], body will not slide on "
- "slopes when you include gravity in [code]linear_velocity[/code] and the body "
- "is standing still.\n"
- "If the body collides, it will change direction a maximum of "
- "[code]max_slides[/code] times before it stops.\n"
- "[code]floor_max_angle[/code] is the maximum angle (in radians) where a slope "
- "is still considered a floor (or a ceiling), rather than a wall. The default "
- "value equals 45 degrees.\n"
- "If [code]infinite_inertia[/code] is [code]true[/code], body will be able to "
- "push [RigidBody] nodes, but it won't also detect any collisions with them. "
- "If [code]false[/code], it will interact with [RigidBody] nodes like with "
- "[StaticBody].\n"
- "Returns the [code]linear_velocity[/code] vector, rotated and/or scaled if a "
- "slide collision occurred. To get detailed information about collisions that "
- "occurred, use [method get_slide_collision].\n"
- "When the body touches a moving platform, the platform's velocity is "
- "automatically added to the body motion. If a collision occurs due to the "
- "platform's motion, it will always be first in the slide collisions."
- msgstr ""
- "Mueve el cuerpo a lo largo de un vector. Si el cuerpo choca con otro, se "
- "deslizará a lo largo del otro cuerpo en lugar de detenerse inmediatamente. "
- "Si el otro cuerpo es un [KinematicBody] o un [RigidBody], también se verá "
- "afectado por el movimiento del otro cuerpo. Puedes usar esto para hacer "
- "plataformas móviles o giratorias, o para hacer que los nodos empujen a otros "
- "nodos.\n"
- "Este método debe ser usado en [method Node._physics_process] (o en un método "
- "llamado por [method Node._physics_process]), ya que usa el valor del paso de "
- "física [code]delta[/code] automáticamente en los cálculos. De lo contrario, "
- "la simulación se ejecutará a una velocidad incorrecta.\n"
- "[code]linear_velocity[/code] es el vector de velocidad (típicamente metros "
- "por segundo). A diferencia del [method move_and_collide], debes [i]no[/i] "
- "multiplicarlo por [code]delta[/code] - el motor de física se encarga de "
- "aplicar la velocidad.\n"
- "[code]up_direction[/code] es la dirección hacia arriba, usada para "
- "determinar qué es una pared y qué es un piso o un techo. Si se establece el "
- "valor por defecto de [code]Vector3(0, 0, 0)[/code], todo se considera una "
- "pared.\n"
- "Si [code]stop_on_slope[/code] es [code]true[/code], el cuerpo no se "
- "deslizará en las pendientes cuando incluyas la gravedad en "
- "[code]linear_velocity[/code] y el cuerpo se quede quieto.\n"
- "Si el cuerpo colisiona, cambiará de dirección un máximo de [code]max_slides[/"
- "code] veces antes de detenerse.\n"
- "[code]floor_max_angle[/code] es el ángulo máximo (en radianes) en el que una "
- "pendiente se considera todavía un suelo (o un techo), en lugar de una pared. "
- "El valor por defecto es igual a 45 grados.\n"
- "Si [code]infinite_inertia[/code] es [code]true[/code], el cuerpo podrá "
- "empujar los nodos de [RigidBody], pero no detectará ninguna colisión con "
- "ellos. Si [code]false[/code], interactuará con los nodos de [RigidBody] como "
- "con [StaticBody].\n"
- "Devuelve el vector [code]linear_velocity[/code], rotado y/o escalado si se "
- "produjo una colisión de deslizamiento. Para obtener información detallada "
- "sobre las colisiones ocurridas, usa [method get_slide_collision]."
- #: doc/classes/KinematicBody.xml
- msgid ""
- "Moves the body while keeping it attached to slopes. Similar to [method "
- "move_and_slide].\n"
- "As long as the [code]snap[/code] vector is in contact with the ground, the "
- "body will remain attached to the surface. This means you must disable snap "
- "in order to jump, for example. You can do this by setting [code]snap[/code] "
- "to [code](0, 0, 0)[/code] or by using [method move_and_slide] instead."
- msgstr ""
- "Mueve el cuerpo mientras lo mantiene unido a las laderas. Similar al [method "
- "move_and_slide].\n"
- "Mientras el vector [code]snap[/code] esté en contacto con el suelo, el "
- "cuerpo permanecerá unido a la superficie. Esto significa que debes "
- "desactivar el snap para poder saltar, por ejemplo. Puedes hacerlo poniendo "
- "[code]snap[/code] en [code](0, 0, 0)[/code] o usando [method move_and_slide] "
- "en su lugar."
- #: doc/classes/KinematicBody.xml
- #, fuzzy
- msgid ""
- "Locks or unlocks the specified [code]axis[/code] depending on the value of "
- "[code]lock[/code]. See also [member move_lock_x], [member move_lock_y] and "
- "[member move_lock_z]."
- msgstr ""
- "Bloquea o desbloquea el [code]axis[/code] dependiendo del valor de "
- "[code]lock[/code]. Véase también [member axis_lock_motion_x], [member "
- "axis_lock_motion_y] y [member axis_lock_motion_z]."
- #: doc/classes/KinematicBody.xml
- #, fuzzy
- msgid ""
- "Checks for collisions without moving the body. Virtually sets the node's "
- "position, scale and rotation to that of the given [Transform], then tries to "
- "move the body along the vector [code]rel_vec[/code]. Returns [code]true[/"
- "code] if a collision would stop the body from moving along the whole path.\n"
- "Use [method move_and_collide] instead for detecting collision with touching "
- "bodies."
- msgstr ""
- "Comprueba si hay colisiones sin mover el cuerpo. Virtualmente establece la "
- "posición, escala y rotación del nodo a la de la [Transform] dada, luego "
- "intenta mover el cuerpo a lo largo del vector [code]rel_vec[/code]. Devuelve "
- "[code]true[/code] si se produce una colisión."
- #: doc/classes/KinematicBody.xml
- msgid "Lock the body's X axis movement."
- msgstr "Bloquea el movimiento del eje X del cuerpo."
- #: doc/classes/KinematicBody.xml
- msgid "Lock the body's Y axis movement."
- msgstr "Bloquea el movimiento del eje X del cuerpo."
- #: doc/classes/KinematicBody.xml
- msgid "Lock the body's Z axis movement."
- msgstr "Bloquea el movimiento del eje Z del cuerpo."
- #: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml
- msgid ""
- "Extra margin used for collision recovery in motion functions (see [method "
- "move_and_collide], [method move_and_slide], [method "
- "move_and_slide_with_snap]).\n"
- "If the body is at least this close to another body, it will consider them to "
- "be colliding and will be pushed away before performing the actual motion.\n"
- "A higher value means it's more flexible for detecting collision, which helps "
- "with consistently detecting walls and floors.\n"
- "A lower value forces the collision algorithm to use more exact detection, so "
- "it can be used in cases that specifically require precision, e.g at very low "
- "scale to avoid visible jittering, or for stability with a stack of kinematic "
- "bodies."
- msgstr ""
- #: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml
- msgid ""
- "If [code]true[/code], the body's movement will be synchronized to the "
- "physics frame. This is useful when animating movement via [AnimationPlayer], "
- "for example on moving platforms. Do [b]not[/b] use together with [method "
- "move_and_slide] or [method move_and_collide] functions."
- msgstr ""
- "Si [code]true[/code], el movimiento del cuerpo se sincronizará con el marco "
- "de la física. Esto es útil cuando se anima el movimiento a través de "
- "[AnimationPlayer], por ejemplo en plataformas móviles. No uses [b]not[/b] "
- "junto con las funciones [method move_and_slide] o [method move_and_collide]."
- #: doc/classes/KinematicBody.xml
- msgid ""
- "Lock the body's X axis movement. Deprecated alias for [member "
- "axis_lock_motion_x]."
- msgstr ""
- #: doc/classes/KinematicBody.xml
- msgid ""
- "Lock the body's Y axis movement. Deprecated alias for [member "
- "axis_lock_motion_y]."
- msgstr ""
- #: doc/classes/KinematicBody.xml
- msgid ""
- "Lock the body's Z axis movement. Deprecated alias for [member "
- "axis_lock_motion_z]."
- msgstr ""
- #: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml
- msgid ""
- "Sets the behavior to apply when you leave a moving platform. By default, to "
- "be physically accurate, when you leave the last platform velocity is "
- "applied. See [enum MovingPlatformApplyVelocityOnLeave] constants for "
- "available behavior."
- msgstr ""
- #: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml
- msgid "Add the last platform velocity when you leave a moving platform."
- msgstr ""
- #: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml
- msgid ""
- "Add the last platform velocity when you leave a moving platform, but any "
- "downward motion is ignored. It's useful to keep full jump height even when "
- "the platform is moving down."
- msgstr ""
- #: doc/classes/KinematicBody.xml doc/classes/KinematicBody2D.xml
- #, fuzzy
- msgid "Do nothing when leaving a platform."
- msgstr "Utiliza esto cuando uses las transformadas 2D."
- #: doc/classes/KinematicBody2D.xml
- msgid "Kinematic body 2D node."
- msgstr "Nodo 2D del cuerpo cinético."
- #: doc/classes/KinematicBody2D.xml
- #, fuzzy
- msgid ""
- "Kinematic bodies are special types of bodies that are meant to be user-"
- "controlled. They are not affected by physics at all; to other types of "
- "bodies, such as a character or a rigid body, these are the same as a static "
- "body. However, they have two main uses:\n"
- "[b]Simulated motion:[/b] When these bodies are moved manually, either from "
- "code or from an [AnimationPlayer] (with [member AnimationPlayer."
- "playback_process_mode] set to \"physics\"), the physics will automatically "
- "compute an estimate of their linear and angular velocity. This makes them "
- "very useful for moving platforms or other AnimationPlayer-controlled objects "
- "(like a door, a bridge that opens, etc).\n"
- "[b]Kinematic characters:[/b] KinematicBody2D also has an API for moving "
- "objects (the [method move_and_collide] and [method move_and_slide] methods) "
- "while performing collision tests. This makes them really useful to implement "
- "characters that collide against a world, but don't require advanced physics."
- msgstr ""
- "Los cuerpos cinéticos son tipos especiales de cuerpos que están destinados a "
- "ser controlados por el usuario. No se ven afectados por la física en "
- "absoluto; para otros tipos de cuerpos, como un personaje o un cuerpo rígido, "
- "son lo mismo que un cuerpo estático. Sin embargo, tienen dos usos "
- "principales:\n"
- "[b]Movimiento simulado:[/b] Cuando estos cuerpos se mueven manualmente, ya "
- "sea desde el código o desde un [AnimationPlayer] (con el [member "
- "AnimationPlayer.playback_process_mode] ajustado a \"física\"), la física "
- "calculará automáticamente una estimación de su velocidad lineal y angular. "
- "Esto los hace muy útiles para mover plataformas u otros objetos controlados "
- "por AnimationPlayer (como una puerta, un puente que se abre, etc.).\n"
- "[b]Caracteres cinéticos:[/b] KinematicBody2D también tiene una API para "
- "mover objetos (los métodos [method move_and_collide] y [method "
- "move_and_slide]) mientras se realizan pruebas de colisión. Esto los hace "
- "realmente útiles para implementar personajes que colisionan contra un mundo, "
- "pero que no requieren de una física avanzada."
- #: doc/classes/KinematicBody2D.xml
- #, fuzzy
- msgid "Using KinematicBody2D"
- msgstr "Nodo 2D del cuerpo cinético."
- #: doc/classes/KinematicBody2D.xml
- #, fuzzy
- msgid ""
- "Returns the floor's collision angle at the last collision point according to "
- "[code]up_direction[/code], which is [code]Vector2.UP[/code] by default. This "
- "value is always positive and only valid after calling [method "
- "move_and_slide] and when [method is_on_floor] returns [code]true[/code]."
- msgstr ""
- "Devuelve la velocidad lineal del suelo en el último punto de colisión. Sólo "
- "es válido después de llamar a [method move_and_slide] o [method "
- "move_and_slide_with_snap] y cuando [method is_on_floor] devuelve [code]true[/"
- "code]."
- #: doc/classes/KinematicBody2D.xml
- #, fuzzy
- msgid ""
- "Returns a [KinematicCollision2D], which contains information about the "
- "latest collision that occurred during the last call to [method "
- "move_and_slide]."
- msgstr ""
- "Devuelve el número de veces que el cuerpo chocó y cambió de dirección "
- "durante la última llamada a [method move_and_slide]."
- #: doc/classes/KinematicBody2D.xml
- #, fuzzy
- msgid ""
- "Returns a [KinematicCollision2D], which contains information about a "
- "collision that occurred during the last call to [method move_and_slide] or "
- "[method move_and_slide_with_snap]. Since the body can collide several times "
- "in a single call to [method move_and_slide], you must specify the index of "
- "the collision in the range 0 to ([method get_slide_count] - 1).\n"
- "[b]Example usage:[/b]\n"
- "[codeblock]\n"
- "for i in get_slide_count():\n"
- " var collision = get_slide_collision(i)\n"
- " print(\"Collided with: \", collision.collider.name)\n"
- "[/codeblock]"
- msgstr ""
- "Devuelve un [KinematicCollision2D], que contiene información acerca de una "
- "colisión que ocurrió durante la última llamada del [method move_and_slide]. "
- "Dado que el cuerpo puede colisionar varias veces en una sola llamada a "
- "[method move_and_slide], debes especificar el índice de la colisión en el "
- "rango 0 a ([method get_slide_count] - 1).\n"
- "[b]Ejemplo de uso:[/b]\n"
- "[codeblock]\n"
- "for i in get_slide_count():\n"
- " var colision = get_slide_collision(i)\n"
- " print(\"Colisionó con: \", colision.collider.name)\n"
- "[/codeblock]"
- #: doc/classes/KinematicBody2D.xml
- #, fuzzy
- msgid ""
- "Moves the body along the vector [code]rel_vec[/code]. The body will stop if "
- "it collides. Returns a [KinematicCollision2D], which contains information "
- "about the collision when stopped, or when touching another body along the "
- "motion.\n"
- "If [code]test_only[/code] is [code]true[/code], the body does not move but "
- "the would-be collision information is given."
- msgstr ""
- "Mueve el cuerpo a lo largo del vector [code]rel_vec[/code]. El cuerpo se "
- "detendrá si colisiona. Devuelve un [KinematicCollision2D], que contiene "
- "información sobre la colisión.\n"
- "Si [code]test_only[/code] es [code]true[/code], el cuerpo no se mueve pero "
- "se da la información de la posible colisión."
- #: doc/classes/KinematicBody2D.xml
- msgid ""
- "Moves the body along a vector. If the body collides with another, it will "
- "slide along the other body rather than stop immediately. If the other body "
- "is a [KinematicBody2D] or [RigidBody2D], it will also be affected by the "
- "motion of the other body. You can use this to make moving and rotating "
- "platforms, or to make nodes push other nodes.\n"
- "This method should be used in [method Node._physics_process] (or in a method "
- "called by [method Node._physics_process]), as it uses the physics step's "
- "[code]delta[/code] value automatically in calculations. Otherwise, the "
- "simulation will run at an incorrect speed.\n"
- "[code]linear_velocity[/code] is the velocity vector in pixels per second. "
- "Unlike in [method move_and_collide], you should [i]not[/i] multiply it by "
- "[code]delta[/code] — the physics engine handles applying the velocity.\n"
- "[code]up_direction[/code] is the up direction, used to determine what is a "
- "wall and what is a floor or a ceiling. If set to the default value of "
- "[code]Vector2(0, 0)[/code], everything is considered a wall. This is useful "
- "for topdown games.\n"
- "If [code]stop_on_slope[/code] is [code]true[/code], body will not slide on "
- "slopes when you include gravity in [code]linear_velocity[/code] and the body "
- "is standing still.\n"
- "If the body collides, it will change direction a maximum of "
- "[code]max_slides[/code] times before it stops.\n"
- "[code]floor_max_angle[/code] is the maximum angle (in radians) where a slope "
- "is still considered a floor (or a ceiling), rather than a wall. The default "
- "value equals 45 degrees.\n"
- "If [code]infinite_inertia[/code] is [code]true[/code], body will be able to "
- "push [RigidBody2D] nodes, but it won't also detect any collisions with them. "
- "If [code]false[/code], it will interact with [RigidBody2D] nodes like with "
- "[StaticBody2D].\n"
- "Returns the [code]linear_velocity[/code] vector, rotated and/or scaled if a "
- "slide collision occurred. To get detailed information about collisions that "
- "occurred, use [method get_slide_collision].\n"
- "When the body touches a moving platform, the platform's velocity is "
- "automatically added to the body motion. If a collision occurs due to the "
- "platform's motion, it will always be first in the slide collisions."
- msgstr ""
- "Mueve el cuerpo a lo largo de un vector. Si el cuerpo choca con otro, se "
- "deslizará a lo largo del otro cuerpo en lugar de detenerse inmediatamente. "
- "Si el otro cuerpo es un [KinematicBody2D] o un [RigidBody2D], también se "
- "verá afectado por el movimiento del otro cuerpo. Puedes usar esto para hacer "
- "plataformas móviles o giratorias, o para hacer que los nodos empujen a otros "
- "nodos.\n"
- "Este método debe ser usado en [method Node._physics_process] (o en un método "
- "llamado por [method Node._physics_process]), ya que usa el valor del paso de "
- "física [code]delta[/code] automáticamente en los cálculos. De lo contrario, "
- "la simulación se ejecutará a una velocidad incorrecta.\n"
- "[code]linear_velocity[/code] es el vector de velocidad en píxeles por "
- "segundo. A diferencia del [method move_and_collide], debes [i]no[/i] "
- "multiplicarlo por [code]delta[/code] - el motor de física se encarga de "
- "aplicar la velocidad.\n"
- "[code]up_direction[/code] es la dirección hacia arriba, usada para "
- "determinar qué es una pared y qué es un piso o un techo. Si se establece el "
- "valor por defecto de [code]Vector2(0, 0)[/code], todo se considera una "
- "pared. Esto es útil para los juegos de arriba hacia abajo.\n"
- "Si [code]stop_on_slope[/code] es [code]true[/code], el cuerpo no se "
- "deslizará por las pendientes cuando incluyas la gravedad en "
- "[code]linear_velocity[/code] y el cuerpo se quede quieto.\n"
- "Si el cuerpo colisiona, cambiará de dirección un máximo de [code]max_slides[/"
- "code] veces antes de detenerse.\n"
- "[code]floor_max_angle[/code] es el ángulo máximo (en radianes) en el que una "
- "pendiente se considera todavía un suelo (o un techo), en lugar de una pared. "
- "El valor por defecto es igual a 45 grados.\n"
- "Si [code]infinite_inertia[/code] es [code]true[/code], el cuerpo podrá "
- "empujar los nodos de [RigidBody2D], pero no detectará ninguna colisión con "
- "ellos. Si [code]false[/code], interactuará con los nodos de [RigidBody2D] "
- "como con [StaticBody2D].\n"
- "Devuelve el vector [code]linear_velocity[/code], rotado y/o escalado si se "
- "produjo una colisión de deslizamiento. Para obtener información detallada "
- "sobre las colisiones ocurridas, usa [method get_slide_collision]."
- #: doc/classes/KinematicBody2D.xml
- msgid ""
- "Moves the body while keeping it attached to slopes. Similar to [method "
- "move_and_slide].\n"
- "As long as the [code]snap[/code] vector is in contact with the ground, the "
- "body will remain attached to the surface. This means you must disable snap "
- "in order to jump, for example. You can do this by setting [code]snap[/code] "
- "to [code](0, 0)[/code] or by using [method move_and_slide] instead."
- msgstr ""
- "Mueve el cuerpo mientras lo mantiene unido a las laderas. Similar al [method "
- "move_and_slide].\n"
- "Mientras el vector [code]snap[/code] esté en contacto con el suelo, el "
- "cuerpo permanecerá unido a la superficie. Esto significa que debes "
- "desactivar el snap para poder saltar, por ejemplo. Puedes hacerlo poniendo "
- "[code]snap[/code] en [code](0, 0)[/code] o usando [method move_and_slide] en "
- "su lugar."
- #: doc/classes/KinematicBody2D.xml
- #, fuzzy
- msgid ""
- "Checks for collisions without moving the body. Virtually sets the node's "
- "position, scale and rotation to that of the given [Transform2D], then tries "
- "to move the body along the vector [code]rel_vec[/code]. Returns [code]true[/"
- "code] if a collision would stop the body from moving along the whole path.\n"
- "Use [method move_and_collide] instead for detecting collision with touching "
- "bodies."
- msgstr ""
- "Comprueba si hay colisiones sin mover el cuerpo. Virtualmente establece la "
- "posición, escala y rotación del nodo a la de la [Transform2D] dada, luego "
- "intenta mover el cuerpo a lo largo del vector [code]rel_vec[/code]. Devuelve "
- "[code]true[/code] si se produce una colisión."
- #: doc/classes/KinematicCollision.xml
- #, fuzzy
- msgid "Collision data for [KinematicBody] collisions."
- msgstr "Datos de colisiones de [KinematicBody2D]."
- #: doc/classes/KinematicCollision.xml
- #, fuzzy
- msgid ""
- "Contains collision data for [KinematicBody] collisions. When a "
- "[KinematicBody] is moved using [method KinematicBody.move_and_collide], it "
- "stops if it detects a collision with another body. If a collision is "
- "detected, a KinematicCollision object is returned.\n"
- "This object contains information about the collision, including the "
- "colliding object, the remaining motion, and the collision position. This "
- "information can be used to calculate a collision response."
- msgstr ""
- "Contiene los datos de las colisiones de [KinematicBody2D]. Cuando se mueve "
- "un [KinematicBody2D] usando el [method KinematicBody2D.move_and_collide], se "
- "detiene si detecta una colisión con otro cuerpo. Si se detecta una colisión, "
- "se devuelve un objeto KinematicCollision2D.\n"
- "Este objeto contiene información sobre la colisión, incluyendo el objeto que "
- "colisiona, el movimiento restante y la posición de la colisión. Esta "
- "información puede utilizarse para calcular una respuesta de colisión."
- #: doc/classes/KinematicCollision.xml
- msgid ""
- "The collision angle according to [code]up_direction[/code], which is "
- "[code]Vector3.UP[/code] by default. This value is always positive."
- msgstr ""
- #: doc/classes/KinematicCollision.xml doc/classes/KinematicCollision2D.xml
- msgid "The colliding body."
- msgstr "El cuerpo en colisión."
- #: doc/classes/KinematicCollision.xml doc/classes/KinematicCollision2D.xml
- msgid ""
- "The colliding body's unique instance ID. See [method Object.get_instance_id]."
- msgstr ""
- "La identificación de la instancia única del cuerpo que colisiona. Ver "
- "[method Object.get_instance_id]."
- #: doc/classes/KinematicCollision.xml doc/classes/KinematicCollision2D.xml
- msgid "The colliding body's metadata. See [Object]."
- msgstr "Los metadatos del cuerpo en colisión. Ver [Object]."
- #: doc/classes/KinematicCollision.xml
- #, fuzzy
- msgid "The colliding body's [RID] used by the [PhysicsServer]."
- msgstr "La forma del cuerpo en colisión."
- #: doc/classes/KinematicCollision.xml doc/classes/KinematicCollision2D.xml
- msgid "The colliding body's shape."
- msgstr "La forma del cuerpo en colisión."
- #: doc/classes/KinematicCollision.xml
- #, fuzzy
- msgid "The colliding shape's index. See [CollisionObject]."
- msgstr "El índice de la forma de colisión. Ver [CollisionObject2D]."
- #: doc/classes/KinematicCollision.xml doc/classes/KinematicCollision2D.xml
- msgid "The colliding object's velocity."
- msgstr "La velocidad del objeto que colisiona."
- #: doc/classes/KinematicCollision.xml doc/classes/KinematicCollision2D.xml
- msgid "The moving object's colliding shape."
- msgstr "La forma de colisión del objeto en movimiento."
- #: doc/classes/KinematicCollision.xml doc/classes/KinematicCollision2D.xml
- msgid "The colliding body's shape's normal at the point of collision."
- msgstr "La normal de la forma del cuerpo que choca en el punto de colisión."
- #: doc/classes/KinematicCollision.xml doc/classes/KinematicCollision2D.xml
- msgid "The point of collision, in global coordinates."
- msgstr "El punto de colisión, en coordenadas globales."
- #: doc/classes/KinematicCollision.xml doc/classes/KinematicCollision2D.xml
- msgid "The moving object's remaining movement vector."
- msgstr "El vector de movimiento restante del objeto en movimiento."
- #: doc/classes/KinematicCollision.xml doc/classes/KinematicCollision2D.xml
- msgid "The distance the moving object traveled before collision."
- msgstr "La distancia que el objeto en movimiento viajó antes de la colisión."
- #: doc/classes/KinematicCollision2D.xml
- msgid "Collision data for [KinematicBody2D] collisions."
- msgstr "Datos de colisiones de [KinematicBody2D]."
- #: doc/classes/KinematicCollision2D.xml
- msgid ""
- "Contains collision data for [KinematicBody2D] collisions. When a "
- "[KinematicBody2D] is moved using [method KinematicBody2D.move_and_collide], "
- "it stops if it detects a collision with another body. If a collision is "
- "detected, a KinematicCollision2D object is returned.\n"
- "This object contains information about the collision, including the "
- "colliding object, the remaining motion, and the collision position. This "
- "information can be used to calculate a collision response."
- msgstr ""
- "Contiene los datos de las colisiones de [KinematicBody2D]. Cuando se mueve "
- "un [KinematicBody2D] usando el [method KinematicBody2D.move_and_collide], se "
- "detiene si detecta una colisión con otro cuerpo. Si se detecta una colisión, "
- "se devuelve un objeto KinematicCollision2D.\n"
- "Este objeto contiene información sobre la colisión, incluyendo el objeto que "
- "colisiona, el movimiento restante y la posición de la colisión. Esta "
- "información puede utilizarse para calcular una respuesta de colisión."
- #: doc/classes/KinematicCollision2D.xml
- msgid ""
- "The collision angle according to [code]up_direction[/code], which is "
- "[code]Vector2.UP[/code] by default. This value is always positive."
- msgstr ""
- #: doc/classes/KinematicCollision2D.xml
- msgid "The colliding body's [RID] used by the [Physics2DServer]."
- msgstr ""
- #: doc/classes/KinematicCollision2D.xml
- msgid "The colliding shape's index. See [CollisionObject2D]."
- msgstr "El índice de la forma de colisión. Ver [CollisionObject2D]."
- #: doc/classes/Label.xml
- msgid ""
- "Displays plain text in a line or wrapped inside a rectangle. For formatted "
- "text, use [RichTextLabel]."
- msgstr ""
- "Muestra un texto simple en una línea o envuelto dentro de un rectángulo. "
- "Para texto formateado, use [RichTextLabel]."
- #: doc/classes/Label.xml
- #, fuzzy
- msgid ""
- "Label displays plain text on the screen. It gives you control over the "
- "horizontal and vertical alignment and can wrap the text inside the node's "
- "bounding rectangle. It doesn't support bold, italics, or other formatting. "
- "For that, use [RichTextLabel] instead.\n"
- "[b]Note:[/b] Contrarily to most other [Control]s, Label's [member Control."
- "mouse_filter] defaults to [constant Control.MOUSE_FILTER_IGNORE] (i.e. it "
- "doesn't react to mouse input events). This implies that a label won't "
- "display any configured [member Control.hint_tooltip], unless you change its "
- "mouse filter.\n"
- "[b]Note:[/b] Unicode characters after [code]0xffff[/code] (such as most "
- "emoji) are [i]not[/i] supported on Windows. They will display as unknown "
- "characters instead. This will be resolved in Godot 4.0."
- msgstr ""
- "La etiqueta muestra texto simple en la pantalla. Te da control sobre la "
- "alineación horizontal y vertical, y puede envolver el texto dentro del "
- "rectángulo delimitador del nodo. No admite negrita, cursiva u otro formato. "
- "Para eso, usa [RichTextLabel] en su lugar.\n"
- "[b]Nota:[/b] A diferencia de la mayoría de los otros [Control]s, el [member "
- "Control.mouse_filter] de la etiqueta tiene como valor por defecto [constant "
- "Control.MOUSE_FILTER_IGNORE] (es decir, no reacciona a los eventos de "
- "entrada del ratón). Esto implica que una etiqueta no mostrará ningún [member "
- "Control.hint_tooltip] configurado, a menos que cambie su filtro de ratón."
- #: doc/classes/Label.xml
- msgid "Returns the amount of lines of text the Label has."
- msgstr "Devuelve la cantidad de líneas de texto que tiene la etiqueta."
- #: doc/classes/Label.xml
- msgid "Returns the font size in pixels."
- msgstr "Devuelve el tamaño de la fuente en píxeles."
- #: doc/classes/Label.xml
- msgid ""
- "Returns the total number of printable characters in the text (excluding "
- "spaces and newlines)."
- msgstr ""
- "Devuelve el número total de caracteres imprimibles en el texto (excluyendo "
- "espacios y líneas nuevas)."
- #: doc/classes/Label.xml
- msgid ""
- "Returns the number of lines shown. Useful if the [Label]'s height cannot "
- "currently display all lines."
- msgstr ""
- "Devuelve el número de líneas mostradas. Es útil si la altura de la [Label] "
- "no puede mostrar actualmente todas las líneas."
- #: doc/classes/Label.xml
- msgid ""
- "Controls the text's horizontal align. Supports left, center, right, and "
- "fill, or justify. Set it to one of the [enum Align] constants."
- msgstr ""
- "Controla la alineación horizontal del texto. Apoya la izquierda, el centro, "
- "la derecha, y el relleno, o la justificación. Ponlo en una de las constantes "
- "[enum Align]."
- #: doc/classes/Label.xml
- msgid ""
- "If [code]true[/code], wraps the text inside the node's bounding rectangle. "
- "If you resize the node, it will change its height automatically to show all "
- "the text."
- msgstr ""
- "Si [code]true[/code], envuelve el texto dentro del rectángulo delimitador "
- "del nodo. Si cambias el tamaño del nodo, éste cambiará su altura "
- "automáticamente para mostrar todo el texto."
- #: doc/classes/Label.xml
- #, fuzzy
- msgid ""
- "If [code]true[/code], the Label only shows the text that fits inside its "
- "bounding rectangle and will clip text horizontally."
- msgstr ""
- "Si [code]true[/code], la etiqueta sólo muestra el texto que cabe dentro de "
- "su rectángulo delimitador. También te permite reducir la escala del nodo "
- "libremente."
- #: doc/classes/Label.xml
- msgid ""
- "The node ignores the first [code]lines_skipped[/code] lines before it starts "
- "to display text."
- msgstr ""
- "El nodo ignora las primeras líneas [code]lines_skipped[/code] antes de "
- "empezar a mostrar el texto."
- #: doc/classes/Label.xml
- msgid "Limits the lines of text the node shows on screen."
- msgstr "Limita las líneas de texto que el nodo muestra en la pantalla."
- #: doc/classes/Label.xml
- msgid ""
- "Limits the amount of visible characters. If you set [code]percent_visible[/"
- "code] to 0.5, only up to half of the text's characters will display on "
- "screen. Useful to animate the text in a dialog box."
- msgstr ""
- "Limita la cantidad de caracteres visibles. Si establece "
- "[code]percent_visible[/code] en 0,5, sólo se mostrará en pantalla hasta la "
- "mitad de los caracteres del texto. Es útil para animar el texto en un cuadro "
- "de diálogo."
- #: doc/classes/Label.xml doc/classes/Label3D.xml
- msgid "The text to display on screen."
- msgstr "El texto a mostrar en la pantalla."
- #: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
- msgid "If [code]true[/code], all the text displays as UPPERCASE."
- msgstr "Si [code]true[/code], todo el texto se muestra como MAYÚSCULAS."
- #: doc/classes/Label.xml
- msgid ""
- "Controls the text's vertical align. Supports top, center, bottom, and fill. "
- "Set it to one of the [enum VAlign] constants."
- msgstr ""
- "Controla la alineación vertical del texto. Soporta la parte superior, el "
- "centro, la parte inferior y el relleno. Ponlo en una de las constantes [enum "
- "VAlign]."
- #: doc/classes/Label.xml
- msgid "Restricts the number of characters to display. Set to -1 to disable."
- msgstr ""
- "Restringe el número de caracteres a mostrar. Ponlo en -1 para desactivarlo."
- #: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
- msgid "Align rows to the left (default)."
- msgstr "Alinea las filas a la izquierda (por defecto)."
- #: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
- msgid "Align rows centered."
- msgstr "Alinea las filas centradas."
- #: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
- msgid "Align rows to the right."
- msgstr "Alinea las filas a la derecha."
- #: doc/classes/Label.xml doc/classes/Label3D.xml
- msgid "Expand row whitespaces to fit the width."
- msgstr ""
- "Ampliar los espacios en blanco de las filas para que se ajusten al ancho."
- #: doc/classes/Label.xml doc/classes/Label3D.xml
- msgid "Align the whole text to the top."
- msgstr "Alinea todo el texto en la parte superior."
- #: doc/classes/Label.xml doc/classes/Label3D.xml
- msgid "Align the whole text to the center."
- msgstr "Alinea todo el texto al centro."
- #: doc/classes/Label.xml doc/classes/Label3D.xml
- msgid "Align the whole text to the bottom."
- msgstr "Alinea todo el texto al fondo."
- #: doc/classes/Label.xml doc/classes/Label3D.xml
- msgid "Align the whole text by spreading the rows."
- msgstr "Alinear todo el texto extendiendo las filas."
- #: doc/classes/Label.xml
- msgid "Default text [Color] of the [Label]."
- msgstr "[Color] del texto predeterminado de la [Label]."
- #: doc/classes/Label.xml
- msgid "[Color] of the text's shadow effect."
- msgstr "[Color] del efecto de sombra del texto."
- #: doc/classes/Label.xml
- msgid "The tint of [Font]'s outline. See [member DynamicFont.outline_color]."
- msgstr ""
- "El tinte del contorno de [Font]. Ver [member DynamicFont.outline_color]."
- #: doc/classes/Label.xml
- msgid "Vertical space between lines in multiline [Label]."
- msgstr "Espacio vertical entre líneas en multilínea [Label]."
- #: doc/classes/Label.xml
- msgid ""
- "Boolean value. If set to 1 ([code]true[/code]), the shadow will be displayed "
- "around the whole text as an outline."
- msgstr ""
- "Valor booleano. Si se ajusta a 1 ([code]true[/code]), la sombra se mostrará "
- "alrededor de todo el texto como un contorno."
- #: doc/classes/Label.xml
- msgid "The horizontal offset of the text's shadow."
- msgstr "El desplazamiento horizontal de la sombra del texto."
- #: doc/classes/Label.xml
- msgid "The vertical offset of the text's shadow."
- msgstr "El desplazamiento vertical de la sombra del texto."
- #: doc/classes/Label.xml
- msgid "[Font] used for the [Label]'s text."
- msgstr "[Font] que se usa para el texto de las [Label]."
- #: doc/classes/Label.xml
- msgid "Background [StyleBox] for the [Label]."
- msgstr "Fondo [StyleBox] para la [Label]."
- #: doc/classes/Label3D.xml
- #, fuzzy
- msgid "Displays plain text in a 3D world."
- msgstr "Nodo de sprite 2D en un mundo 3D."
- #: doc/classes/Label3D.xml
- msgid ""
- "Label3D displays plain text in a 3D world. It gives you control over the "
- "horizontal and vertical alignment."
- msgstr ""
- #: doc/classes/Label3D.xml
- msgid ""
- "Returns a [TriangleMesh] with the label's vertices following its current "
- "configuration (such as its [member pixel_size])."
- msgstr ""
- #: doc/classes/Label3D.xml
- #, fuzzy
- msgid ""
- "If [code]true[/code], the specified flag will be enabled. See [enum Label3D."
- "DrawFlags] for a list of flags."
- msgstr ""
- "Devuelve [code]true[/code], si el flag especificado está activado. Ver el "
- "enumerador [enum Flags] para las opciones."
- #: doc/classes/Label3D.xml
- #, fuzzy
- msgid ""
- "The alpha cutting mode to use for the sprite. See [enum AlphaCutMode] for "
- "possible values."
- msgstr ""
- "El modo de orientación de TileMap. Vea [enum Mode] para los posibles valores."
- #: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
- msgid "Threshold at which the alpha scissor will discard values."
- msgstr "Umbral en el que el alpha scissor descartará los valores."
- #: doc/classes/Label3D.xml
- #, fuzzy
- msgid "If [code]true[/code], wraps the text to the [member width]."
- msgstr "Si [code]true[/code], oculta la línea del índice especificado."
- #: doc/classes/Label3D.xml
- #, fuzzy
- msgid ""
- "The billboard mode to use for the label. See [enum SpatialMaterial."
- "BillboardMode] for possible values."
- msgstr ""
- "La dirección de llenado. Ver [enum FillMode] para los posibles valores."
- #: doc/classes/Label3D.xml
- #, fuzzy
- msgid ""
- "If [code]true[/code], text can be seen from the back as well, if "
- "[code]false[/code], it is invisible when looking at it from behind."
- msgstr ""
- "Si [code]true[/code], la textura también se puede ver desde atrás, si "
- "[code]false[/code], es invisible cuando se mira desde atrás."
- #: doc/classes/Label3D.xml doc/classes/SpriteBase3D.xml
- #, fuzzy
- msgid ""
- "If [code]true[/code], the label is rendered at the same size regardless of "
- "distance."
- msgstr ""
- "Si [code]true[/code], el objeto se renderiza con el mismo tamaño "
- "independientemente de la distancia."
- #: doc/classes/Label3D.xml
- #, fuzzy
- msgid "[Font] used for the [Label3D]'s text."
- msgstr "[Font] que se usa para el texto de las [Label]."
- #: doc/classes/Label3D.xml
- #, fuzzy
- msgid ""
- "Controls the text's horizontal alignment. Supports left, center, right. Set "
- "it to one of the [enum Align] constants."
- msgstr ""
- "Controla la alineación horizontal del texto. Apoya la izquierda, el centro, "
- "la derecha, y el relleno, o la justificación. Ponlo en una de las constantes "
- "[enum Align]."
- #: doc/classes/Label3D.xml
- #, fuzzy
- msgid "Vertical space between lines in multiline [Label3D]."
- msgstr "Espacio vertical entre líneas en multilínea [Label]."
- #: doc/classes/Label3D.xml
- #, fuzzy
- msgid "Text [Color] of the [Label3D]."
- msgstr "[Color] del texto predeterminado de la [Label]."
- #: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
- #: doc/classes/SpriteBase3D.xml
- msgid ""
- "If [code]true[/code], depth testing is disabled and the object will be drawn "
- "in render order."
- msgstr ""
- "Si [code]true[/code], la prueba de profundidad está desactivada y el objeto "
- "se dibujará en orden de renderización."
- #: doc/classes/Label3D.xml
- #, fuzzy
- msgid "The text drawing offset (in pixels)."
- msgstr "El desplazamiento al dibujar de la textura."
- #: doc/classes/Label3D.xml
- #, fuzzy
- msgid "The tint of [Font]'s outline."
- msgstr "La altura del cilindro."
- #: doc/classes/Label3D.xml
- #, fuzzy
- msgid ""
- "Sets the render priority for the text outline. Higher priority objects will "
- "be sorted in front of lower priority objects.\n"
- "[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
- "ALPHA_CUT_DISABLED] (default value).\n"
- "[b]Note:[/b] This only applies to sorting of transparent objects. This will "
- "not impact how transparent objects are sorted relative to opaque objects. "
- "This is because opaque objects are not sorted, while transparent objects are "
- "sorted from back to front (subject to priority)."
- msgstr ""
- "Establece la prioridad de renderización de los objetos transparentes en las "
- "escenas 3D. Los objetos de mayor prioridad se clasificarán delante de los de "
- "menor prioridad.\n"
- "[b]Nota:[/b] esto sólo se aplica a la clasificación de los objetos "
- "transparentes. Esto no afectará a la forma en que se clasifican los objetos "
- "transparentes en relación con los opacos. Esto se debe a que los objetos "
- "opacos no se clasifican, mientras que los transparentes se clasifican de "
- "atrás hacia adelante (sujetos a prioridad)."
- #: doc/classes/Label3D.xml
- #, fuzzy
- msgid "The size of one pixel's width on the label to scale it in 3D."
- msgstr "El tamaño del ancho de un píxel en el sprite para escalarlo en 3D."
- #: doc/classes/Label3D.xml
- #, fuzzy
- msgid ""
- "Sets the render priority for the text. Higher priority objects will be "
- "sorted in front of lower priority objects.\n"
- "[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
- "ALPHA_CUT_DISABLED] (default value).\n"
- "[b]Note:[/b] This only applies to sorting of transparent objects. This will "
- "not impact how transparent objects are sorted relative to opaque objects. "
- "This is because opaque objects are not sorted, while transparent objects are "
- "sorted from back to front (subject to priority)."
- msgstr ""
- "Establece la prioridad de renderización de los objetos transparentes en las "
- "escenas 3D. Los objetos de mayor prioridad se clasificarán delante de los de "
- "menor prioridad.\n"
- "[b]Nota:[/b] esto sólo se aplica a la clasificación de los objetos "
- "transparentes. Esto no afectará a la forma en que se clasifican los objetos "
- "transparentes en relación con los opacos. Esto se debe a que los objetos "
- "opacos no se clasifican, mientras que los transparentes se clasifican de "
- "atrás hacia adelante (sujetos a prioridad)."
- #: doc/classes/Label3D.xml
- #, fuzzy
- msgid ""
- "If [code]true[/code], the [Light] in the [Environment] has effects on the "
- "label."
- msgstr ""
- "Si [code]true[/code], la [Light] en el [Environment] tiene efectos sobre el "
- "sprite."
- #: doc/classes/Label3D.xml
- #, fuzzy
- msgid ""
- "Controls the text's vertical alignment. Supports top, center, bottom. Set it "
- "to one of the [enum VAlign] constants."
- msgstr ""
- "Controla la alineación vertical del texto. Soporta la parte superior, el "
- "centro, la parte inferior y el relleno. Ponlo en una de las constantes [enum "
- "VAlign]."
- #: doc/classes/Label3D.xml
- msgid "Text width (in pixels), used for autowrap and fill alignment."
- msgstr ""
- #: doc/classes/Label3D.xml
- #, fuzzy
- msgid "If set, lights in the environment affect the label."
- msgstr "Si se ajusta, las luces del entorno afectan al sprite."
- #: doc/classes/Label3D.xml
- #, fuzzy
- msgid ""
- "If set, text can be seen from the back as well. If not, the text is "
- "invisible when looking at it from behind."
- msgstr ""
- "Si se fija, la textura puede ser vista desde atrás también, si no, es "
- "invisible cuando se mira desde atrás."
- #: doc/classes/Label3D.xml doc/classes/SpatialMaterial.xml
- #: doc/classes/SpriteBase3D.xml
- msgid ""
- "Disables the depth test, so this object is drawn on top of all others. "
- "However, objects drawn after it in the draw order may cover it."
- msgstr ""
- "Desactiva la prueba de profundidad, así que este objeto se dibuja encima de "
- "todos los demás. Sin embargo, los objetos dibujados después de él en el "
- "orden de dibujo pueden cubrirlo."
- #: doc/classes/Label3D.xml
- #, fuzzy
- msgid ""
- "Label is scaled by depth so that it always appears the same size on screen."
- msgstr ""
- "El objeto se escala según la profundidad para que siempre aparezca del mismo "
- "tamaño en la pantalla."
- #: doc/classes/Label3D.xml doc/classes/SpriteBase3D.xml
- msgid "Represents the size of the [enum DrawFlags] enum."
- msgstr "Representa el tamaño del enum [enum DrawFlags]."
- #: doc/classes/Label3D.xml
- msgid ""
- "This mode performs standard alpha blending. It can display translucent "
- "areas, but transparency sorting issues may be visible when multiple "
- "transparent materials are overlapping."
- msgstr ""
- #: doc/classes/Label3D.xml
- msgid ""
- "This mode only allows fully transparent or fully opaque pixels. This mode is "
- "also known as [i]alpha testing[/i] or [i]1-bit transparency[/i].\n"
- "[b]Note:[/b] This mode might have issues with anti-aliased fonts and "
- "outlines, try adjusting [member alpha_scissor_threshold] or using SDF font.\n"
- "[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive "
- "scripts), this mode might have transparency sorting issues between the main "
- "text and the outline."
- msgstr ""
- #: doc/classes/Label3D.xml
- msgid ""
- "This mode draws fully opaque pixels in the depth prepass. This is slower "
- "than [constant ALPHA_CUT_DISABLED] or [constant ALPHA_CUT_DISCARD], but it "
- "allows displaying translucent areas and smooth edges while using proper "
- "sorting.\n"
- "[b]Note:[/b] When using text with overlapping glyphs (e.g., cursive "
- "scripts), this mode might have transparency sorting issues between the main "
- "text and the outline."
- msgstr ""
- #: doc/classes/LargeTexture.xml
- #, fuzzy
- msgid ""
- "[i]Deprecated.[/i] A [Texture] capable of storing many smaller textures with "
- "offsets."
- msgstr ""
- "Una [Texture2D] capaz de almacenar muchas texturas más pequeñas con "
- "desplazamientos."
- #: doc/classes/LargeTexture.xml
- #, fuzzy
- msgid ""
- "[i]Deprecated (will be removed in Godot 4.0).[/i] A [Texture] capable of "
- "storing many smaller textures with offsets.\n"
- "You can dynamically add pieces ([Texture]s) to this [LargeTexture] using "
- "different offsets."
- msgstr ""
- "Una [Texture2D] capaz de almacenar muchas texturas más pequeñas con "
- "desplazamientos.\n"
- "Puedes añadir dinámicamente piezas ([Texture2D]) a esta [LargeTexture] "
- "usando diferentes desplazamientos."
- #: doc/classes/LargeTexture.xml
- msgid ""
- "Adds [code]texture[/code] to this [LargeTexture], starting on offset "
- "[code]ofs[/code]."
- msgstr ""
- "Añade [code]texture[/code] a esta [LargeTexture], empezando por el "
- "desplazamiento [code]ofs[/code]."
- #: doc/classes/LargeTexture.xml
- msgid "Clears the [LargeTexture]."
- msgstr "Limpia la [LargeTexture]."
- #: doc/classes/LargeTexture.xml
- msgid "Returns the number of pieces currently in this [LargeTexture]."
- msgstr ""
- "Devuelve el número de piezas que hay actualmente en este [LargeTexture]."
- #: doc/classes/LargeTexture.xml
- msgid "Returns the offset of the piece with the index [code]idx[/code]."
- msgstr "Devuelve el desplazamiento de la pieza con el índice [code]idx[/code]."
- #: doc/classes/LargeTexture.xml
- #, fuzzy
- msgid "Returns the [Texture] of the piece with the index [code]idx[/code]."
- msgstr "Devuelve la [Texture2D] de la pieza con el índice [code]idx[/code]."
- #: doc/classes/LargeTexture.xml
- msgid ""
- "Sets the offset of the piece with the index [code]idx[/code] to [code]ofs[/"
- "code]."
- msgstr ""
- "Establece el desplazamiento de la pieza con el índice [code]idx[/code] a "
- "[code]ofs[/code]."
- #: doc/classes/LargeTexture.xml
- #, fuzzy
- msgid ""
- "Sets the [Texture] of the piece with index [code]idx[/code] to "
- "[code]texture[/code]."
- msgstr ""
- "Establece la [Texture2D] de la pieza con el índice [code]idx[/code] a "
- "[code]texture[/code]."
- #: doc/classes/LargeTexture.xml
- msgid "Sets the size of this [LargeTexture]."
- msgstr "Establece el tamaño de este [LargeTexture]."
- #: doc/classes/Light.xml
- msgid "Provides a base class for different kinds of light nodes."
- msgstr "Proporciona una clase base para diferentes tipos de nodos de luz."
- #: doc/classes/Light.xml
- #, fuzzy
- msgid ""
- "Light is the [i]abstract[/i] base class for light nodes. As it can't be "
- "instanced, it shouldn't be used directly. Other types of light nodes inherit "
- "from it. Light contains the common variables and parameters used for "
- "lighting."
- msgstr ""
- "Light3D es la clase de base [i]abstract[/i] para los nodos de luz. Como no "
- "puede ser instanciado, no debe ser usado directamente. Otros tipos de nodos "
- "de luz heredan de ella. Light3D contiene las variables y parámetros comunes "
- "usados para la iluminación."
- #: doc/classes/Light.xml doc/classes/SpotLight.xml
- msgid "3D lights and shadows"
- msgstr ""
- #: doc/classes/Light.xml
- #, fuzzy
- msgid "Returns the value of the specified [enum Light.Param] parameter."
- msgstr "Devuelve el valor del parámetro [enum Light3D.Param] especificado."
- #: doc/classes/Light.xml
- #, fuzzy
- msgid "Sets the value of the specified [enum Light.Param] parameter."
- msgstr "Establece el valor del parámetro especificado [enum Light3D.Param]."
- #: doc/classes/Light.xml
- msgid ""
- "If [code]true[/code], the light only appears in the editor and will not be "
- "visible at runtime."
- msgstr ""
- "Si [code]true[/code], la luz sólo aparece en el editor y no será visible en "
- "tiempo de ejecución."
- #: doc/classes/Light.xml
- msgid "The light's bake mode. See [enum BakeMode]."
- msgstr "La luz está en modo cocinado. Ver [enum BakeMode]."
- #: doc/classes/Light.xml
- msgid ""
- "The light's color. An [i]overbright[/i] color can be used to achieve a "
- "result equivalent to increasing the light's [member light_energy]."
- msgstr ""
- "El color de la luz. Un color [i]sobrebrillante[/i] puede ser usado para "
- "lograr un resultado equivalente a incrementar la [member light_energy] de la "
- "luz."
- #: doc/classes/Light.xml
- msgid "The light will affect objects in the selected layers."
- msgstr "La luz afectará a los objetos en las capas seleccionadas."
- #: doc/classes/Light.xml
- #, fuzzy
- msgid ""
- "The light's strength multiplier (this is not a physical unit). For "
- "[OmniLight] and [SpotLight], changing this value will only change the light "
- "color's intensity, not the light's radius."
- msgstr ""
- "El multiplicador de la fuerza de la luz (esto no es una unidad física). Para "
- "[OmniLight] y [SpotLight], cambiar este valor sólo cambiará la intensidad "
- "del color de la luz, no el radio de la luz."
- #: doc/classes/Light.xml
- #, fuzzy
- msgid ""
- "Secondary multiplier used with indirect light (light bounces). This works on "
- "both [BakedLightmap] and [GIProbe]."
- msgstr ""
- "Multiplicador secundario utilizado con luz indirecta (rebote de luz). "
- "Utilizado con [GIProbe]."
- #: doc/classes/Light.xml
- msgid ""
- "If [code]true[/code], the light's effect is reversed, darkening areas and "
- "casting bright shadows."
- msgstr ""
- "Si [code]true[/code], el efecto de la luz se invierte, oscureciendo áreas y "
- "proyectando sombras brillantes."
- #: doc/classes/Light.xml
- #, fuzzy
- msgid ""
- "The size of the light in Godot units. Only considered in baked lightmaps and "
- "only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
- "this value will make the shadows appear blurrier. This can be used to "
- "simulate area lights to an extent.\n"
- "[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
- "(the light's scale or its parent's scale)."
- msgstr ""
- "El tamaño de la luz en unidades Godot. Sólo disponible para [OmniLight] y "
- "[SpotLight]. Aumentar este valor hará que la luz se desvanezca más "
- "lentamente y que las sombras se vean más borrosas. Esto puede ser usado para "
- "simular las luces del área hasta cierto punto."
- #: doc/classes/Light.xml
- msgid ""
- "The intensity of the specular blob in objects affected by the light. At "
- "[code]0[/code], the light becomes a pure diffuse light. When not baking "
- "emission, this can be used to avoid unrealistic reflections when placing "
- "lights above an emissive surface."
- msgstr ""
- "La intensidad de la mancha especular en los objetos afectados por la luz. En "
- "[code]0[/code], la luz se convierte en una luz difusa pura. Cuando no se "
- "emite, puede utilizarse para evitar reflejos poco realistas al colocar las "
- "luces sobre una superficie emisora."
- #: doc/classes/Light.xml
- msgid ""
- "Used to adjust shadow appearance. Too small a value results in self-"
- "shadowing (\"shadow acne\"), while too large a value causes shadows to "
- "separate from casters (\"peter-panning\"). Adjust as needed."
- msgstr ""
- "Se usa para ajustar la apariencia de las sombras. Un valor demasiado pequeño "
- "da como resultado una sombra propia (\"shadow acne\"), mientras que un valor "
- "demasiado grande hace que las sombras se separen de las ruedas (\"peter-"
- "panning\"). Ajústelo según sea necesario."
- #: doc/classes/Light.xml
- msgid "The color of shadows cast by this light."
- msgstr "El color de las sombras proyectadas por esta luz."
- #: doc/classes/Light.xml
- msgid ""
- "Attempts to reduce [member shadow_bias] gap by rendering screen-space "
- "contact shadows. This has a performance impact, especially at higher "
- "values.\n"
- "[b]Note:[/b] Contact shadows can look broken, so leaving this property to "
- "[code]0.0[/code] is recommended."
- msgstr ""
- #: doc/classes/Light.xml
- msgid "If [code]true[/code], the light will cast shadows."
- msgstr "Si [code]true[/code], la luz proyectará sombras."
- #: doc/classes/Light.xml
- #, fuzzy
- msgid ""
- "If [code]true[/code], reverses the backface culling of the mesh. This can be "
- "useful when you have a flat mesh that has a light behind it. If you need to "
- "cast a shadow on both sides of the mesh, set the mesh to use double-sided "
- "shadows with [constant GeometryInstance.SHADOW_CASTING_SETTING_DOUBLE_SIDED]."
- msgstr ""
- "Si [code]true[/code], invierte la selección de la malla. Esto puede ser útil "
- "cuando se tiene una malla plana que tiene una luz detrás de ella. Si "
- "necesitas proyectar una sombra en ambos lados de la malla, establece la "
- "malla para usar sombras de doble cara con [constant GeometryInstance3D."
- "SHADOW_CASTING_SETTING_DOUBLE_SIDED]."
- #: doc/classes/Light.xml
- msgid "Constant for accessing [member light_energy]."
- msgstr "Constante para acceder a [member light_energy]."
- #: doc/classes/Light.xml
- msgid "Constant for accessing [member light_indirect_energy]."
- msgstr "Constante para acceder a [member light_indirect_energy]."
- #: doc/classes/Light.xml
- msgid "Constant for accessing [member light_size]."
- msgstr "Constante para el acceso a [member light_size]."
- #: doc/classes/Light.xml
- msgid "Constant for accessing [member light_specular]."
- msgstr "Constante para acceder a [member light_specular]."
- #: doc/classes/Light.xml
- #, fuzzy
- msgid ""
- "Constant for accessing [member OmniLight.omni_range] or [member SpotLight."
- "spot_range]."
- msgstr ""
- "Constante para acceder a [member OmniLight3D.omni_range] o [member "
- "SpotLight3D.spot_range]."
- #: doc/classes/Light.xml
- #, fuzzy
- msgid ""
- "Constant for accessing [member OmniLight.omni_attenuation] or [member "
- "SpotLight.spot_attenuation]."
- msgstr ""
- "Constante para acceder a [member OmniLight3D.omni_attenuation] o [member "
- "SpotLight3D.spot_attenuation]."
- #: doc/classes/Light.xml
- #, fuzzy
- msgid "Constant for accessing [member SpotLight.spot_angle]."
- msgstr "Constante para acceder a [member SpotLight3D.spot_angle]."
- #: doc/classes/Light.xml
- #, fuzzy
- msgid "Constant for accessing [member SpotLight.spot_angle_attenuation]."
- msgstr "Constante para acceder a [member SpotLight3D.spot_angle_attenuation]."
- #: doc/classes/Light.xml
- #, fuzzy
- msgid "Constant for accessing [member shadow_contact]."
- msgstr "Constante para acceder a [member shadow_bias]."
- #: doc/classes/Light.xml
- #, fuzzy
- msgid ""
- "Constant for accessing [member DirectionalLight."
- "directional_shadow_max_distance]."
- msgstr ""
- "Constante para acceder a [member DirectionalLight3D."
- "directional_shadow_max_distance]."
- #: doc/classes/Light.xml
- #, fuzzy
- msgid ""
- "Constant for accessing [member DirectionalLight.directional_shadow_split_1]."
- msgstr ""
- "Constante para acceder a [member DirectionalLight3D."
- "directional_shadow_split_1]."
- #: doc/classes/Light.xml
- #, fuzzy
- msgid ""
- "Constant for accessing [member DirectionalLight.directional_shadow_split_2]."
- msgstr ""
- "Constante para acceder a [member DirectionalLight3D."
- "directional_shadow_split_2]."
- #: doc/classes/Light.xml
- #, fuzzy
- msgid ""
- "Constant for accessing [member DirectionalLight.directional_shadow_split_3]."
- msgstr ""
- "Constante para acceder a [member DirectionalLight3D."
- "directional_shadow_split_3]."
- #: doc/classes/Light.xml
- #, fuzzy
- msgid ""
- "Constant for accessing [member DirectionalLight."
- "directional_shadow_normal_bias]."
- msgstr ""
- "Constante para acceder a [member DirectionalLight3D."
- "directional_shadow_max_distance]."
- #: doc/classes/Light.xml
- msgid "Constant for accessing [member shadow_bias]."
- msgstr "Constante para acceder a [member shadow_bias]."
- #: doc/classes/Light.xml
- #, fuzzy
- msgid ""
- "Constant for accessing [member DirectionalLight."
- "directional_shadow_bias_split_scale]."
- msgstr ""
- "Constante para acceder a [member DirectionalLight3D."
- "directional_shadow_split_1]."
- #: doc/classes/Light.xml
- msgid ""
- "Light is ignored when baking.\n"
- "[b]Note:[/b] Hiding a light does [i]not[/i] affect baking."
- msgstr ""
- "La luz es ignorada cuando se cocina.\n"
- "[b]Nota[/b]: Ocultar una luz [i]no[/i] afecta al cocinado."
- #: doc/classes/Light.xml
- msgid "Only indirect lighting will be baked (default)."
- msgstr "Sólo se cocinará la iluminación indirecta (por defecto)."
- #: doc/classes/Light.xml
- msgid ""
- "Both direct and indirect light will be baked.\n"
- "[b]Note:[/b] You should hide the light if you don't want it to appear twice "
- "(dynamic and baked)."
- msgstr ""
- "Tanto la luz directa como la indirecta serán cocinadas.\n"
- "[b]Nota:[/b] Debes ocultar la luz si no quieres que aparezca dos veces "
- "(dinámica y cocinada)."
- #: doc/classes/Light2D.xml
- msgid "Casts light in a 2D environment."
- msgstr "Emite luz en un entorno 2D."
- #: doc/classes/Light2D.xml
- msgid ""
- "Casts light in a 2D environment. Light is defined by a (usually grayscale) "
- "texture, a color, an energy value, a mode (see constants), and various other "
- "parameters (range and shadows-related).\n"
- "[b]Note:[/b] Light2D can also be used as a mask."
- msgstr ""
- "Emite luz en un entorno 2D. La luz se define por una textura (normalmente en "
- "escala de grises), un color, un valor de energía, un modo (ver constantes), "
- "y varios otros parámetros (relacionados con el rango y las sombras).\n"
- "[b]Nota:[/b] Light2D también puede ser usado como una máscara."
- #: doc/classes/Light2D.xml
- msgid "The Light2D's [Color]."
- msgstr "El [Color] de la Light2D."
- #: doc/classes/Light2D.xml
- msgid "If [code]true[/code], Light2D will only appear when editing the scene."
- msgstr ""
- "Si [code]true[/code], Light2D sólo aparecerá cuando se edite la escena."
- #: doc/classes/Light2D.xml
- msgid "If [code]true[/code], Light2D will emit light."
- msgstr "Si [code]true[/code], Light2D emitirá luz."
- #: doc/classes/Light2D.xml
- msgid ""
- "The Light2D's energy value. The larger the value, the stronger the light."
- msgstr ""
- "El valor energético de Light2D. Cuanto mayor sea el valor, más fuerte es la "
- "luz."
- #: doc/classes/Light2D.xml
- msgid "The Light2D's mode. See [enum Mode] constants for values."
- msgstr "El modo de Light2D. Vea las constantes [enum Mode] para los valores."
- #: doc/classes/Light2D.xml
- msgid "The offset of the Light2D's [code]texture[/code]."
- msgstr "El desplazamiento de la [code]texture[/code] de Light2D."
- #: doc/classes/Light2D.xml
- msgid "The height of the Light2D. Used with 2D normal mapping."
- msgstr "La altura de Light2D. Usado con el mapeo de normales 2D."
- #: doc/classes/Light2D.xml
- msgid ""
- "The layer mask. Only objects with a matching mask will be affected by the "
- "Light2D."
- msgstr ""
- "La máscara de la capa. Sólo los objetos con una máscara adecuada se verán "
- "afectados por Light2D."
- #: doc/classes/Light2D.xml
- msgid "Maximum layer value of objects that are affected by the Light2D."
- msgstr "Valor máximo de la capa de los objetos afectados por Light2D."
- #: doc/classes/Light2D.xml
- msgid "Minimum layer value of objects that are affected by the Light2D."
- msgstr "Valor mínimo de la capa de los objetos afectados por Light2D."
- #: doc/classes/Light2D.xml
- msgid ""
- "Maximum [code]z[/code] value of objects that are affected by the Light2D."
- msgstr "Valor máximo de [code]z[/code] de los objetos afectados por Light2D."
- #: doc/classes/Light2D.xml
- msgid ""
- "Minimum [code]z[/code] value of objects that are affected by the Light2D."
- msgstr "Valor mínimo de [code]z[/code] de los objetos afectados por Light2D."
- #: doc/classes/Light2D.xml
- msgid "Shadow buffer size."
- msgstr "El tamaño del buffer de la sombra."
- #: doc/classes/Light2D.xml
- msgid "[Color] of shadows cast by the Light2D."
- msgstr "[Color] de las sombras proyectadas por el Light2D."
- #: doc/classes/Light2D.xml
- msgid "If [code]true[/code], the Light2D will cast shadows."
- msgstr "Si [code]true[/code], Light2D proyectará sombras."
- #: doc/classes/Light2D.xml
- msgid "Shadow filter type. See [enum ShadowFilter] for possible values."
- msgstr ""
- "Tipo de filtro de sombra. Ver [enum ShadowFilter] para los posibles valores."
- #: doc/classes/Light2D.xml
- msgid "Smoothing value for shadows."
- msgstr "Suavizar el valor de las sombras."
- #: doc/classes/Light2D.xml
- msgid "Smooth shadow gradient length."
- msgstr ""
- #: doc/classes/Light2D.xml
- msgid ""
- "The shadow mask. Used with [LightOccluder2D] to cast shadows. Only occluders "
- "with a matching light mask will cast shadows."
- msgstr ""
- "La máscara de sombra. Se usa con [LightOccluder2D] para proyectar sombras. "
- "Sólo los oclusores con una máscara de luz pueden proyectar sombras."
- #: doc/classes/Light2D.xml
- #, fuzzy
- msgid "[Texture] used for the Light2D's appearance."
- msgstr "[Texture2D] usada para la apariencia de Light2D."
- #: doc/classes/Light2D.xml
- msgid "The [code]texture[/code]'s scale factor."
- msgstr "El factor de escala de la [code]texture[/code]."
- #: doc/classes/Light2D.xml
- msgid ""
- "Adds the value of pixels corresponding to the Light2D to the values of "
- "pixels under it. This is the common behavior of a light."
- msgstr ""
- "Añade el valor de los píxeles correspondientes a Light2D a los valores de "
- "los píxeles que están debajo de él. Este es el comportamiento común de una "
- "luz."
- #: doc/classes/Light2D.xml
- msgid ""
- "Subtracts the value of pixels corresponding to the Light2D to the values of "
- "pixels under it, resulting in inversed light effect."
- msgstr ""
- "Resta el valor de los píxeles correspondientes a Light2D a los valores de "
- "los píxeles que están debajo de él, lo que resulta en un efecto de luz "
- "invertida."
- #: doc/classes/Light2D.xml
- msgid ""
- "Mix the value of pixels corresponding to the Light2D to the values of pixels "
- "under it by linear interpolation."
- msgstr ""
- "Mezcla el valor de los píxeles correspondientes a Light2D con los valores de "
- "los píxeles que están debajo de él por interpolación lineal."
- #: doc/classes/Light2D.xml
- msgid ""
- "The light texture of the Light2D is used as a mask, hiding or revealing "
- "parts of the screen underneath depending on the value of each pixel of the "
- "light (mask) texture."
- msgstr ""
- "La textura de luz de Light2D se utiliza como una máscara, ocultando o "
- "revelando partes de la pantalla debajo dependiendo del valor de cada píxel "
- "de la textura de luz (máscara)."
- #: doc/classes/Light2D.xml
- msgid "No filter applies to the shadow map. See [member shadow_filter]."
- msgstr ""
- "No se aplica ningún filtro al mapa de sombras. Ver [member shadow_filter]."
- #: doc/classes/Light2D.xml
- #, fuzzy
- msgid ""
- "Percentage closer filtering (3 samples) applies to the shadow map. See "
- "[member shadow_filter]."
- msgstr ""
- "El porcentaje de filtrado más cercano (5 muestras) se aplica al mapa de "
- "sombras. Ver [member shadow_filter]."
- #: doc/classes/Light2D.xml
- msgid ""
- "Percentage closer filtering (5 samples) applies to the shadow map. See "
- "[member shadow_filter]."
- msgstr ""
- "El porcentaje de filtrado más cercano (5 muestras) se aplica al mapa de "
- "sombras. Ver [member shadow_filter]."
- #: doc/classes/Light2D.xml
- #, fuzzy
- msgid ""
- "Percentage closer filtering (7 samples) applies to the shadow map. See "
- "[member shadow_filter]."
- msgstr ""
- "El porcentaje de filtrado más cercano (5 muestras) se aplica al mapa de "
- "sombras. Ver [member shadow_filter]."
- #: doc/classes/Light2D.xml
- #, fuzzy
- msgid ""
- "Percentage closer filtering (9 samples) applies to the shadow map. See "
- "[member shadow_filter]."
- msgstr ""
- "El porcentaje de filtrado más cercano (5 muestras) se aplica al mapa de "
- "sombras. Ver [member shadow_filter]."
- #: doc/classes/Light2D.xml
- msgid ""
- "Percentage closer filtering (13 samples) applies to the shadow map. See "
- "[member shadow_filter]."
- msgstr ""
- "El porcentaje de filtrado más cercano (5 muestras) se aplica al mapa de "
- "sombras. Ver [member shadow_filter]."
- #: doc/classes/LightOccluder2D.xml
- msgid "Occludes light cast by a Light2D, casting shadows."
- msgstr "Ocluye la luz emitida por un Light2D, proyectando sombras."
- #: doc/classes/LightOccluder2D.xml
- msgid ""
- "Occludes light cast by a Light2D, casting shadows. The LightOccluder2D must "
- "be provided with an [OccluderPolygon2D] in order for the shadow to be "
- "computed."
- msgstr ""
- "Ocluye la luz emitida por un Light2D, proyectando sombras. El "
- "LightOccluder2D debe estar provisto de un [OccluderPolygon2D] para que la "
- "sombra sea computada."
- #: doc/classes/LightOccluder2D.xml
- msgid ""
- "The LightOccluder2D's light mask. The LightOccluder2D will cast shadows only "
- "from Light2D(s) that have the same light mask(s)."
- msgstr ""
- "La máscara de luz del LightOccluder2D. El LightOccluder2D arrojará sombras "
- "sólo de Light2D(s) que tengan la(s) misma(s) máscara(s) de luz."
- #: doc/classes/LightOccluder2D.xml
- msgid "The [OccluderPolygon2D] used to compute the shadow."
- msgstr "El [OccluderPolygon2D] utilizado para calcular la sombra."
- #: doc/classes/Line2D.xml
- msgid "A 2D line."
- msgstr "Una línea 2D."
- #: doc/classes/Line2D.xml
- #, fuzzy
- msgid ""
- "A line through several points in 2D space. Supports varying width and color "
- "over the line's length, texturing, and several cap/joint types.\n"
- "[b]Note:[/b] By default, Godot can only draw up to 4,096 polygon points at a "
- "time. To increase this limit, open the Project Settings and increase [member "
- "ProjectSettings.rendering/limits/buffers/canvas_polygon_buffer_size_kb] and "
- "[member ProjectSettings.rendering/limits/buffers/"
- "canvas_polygon_index_buffer_size_kb]."
- msgstr ""
- "Un Polígono2D se define por un conjunto de puntos. Cada punto está conectado "
- "al siguiente, y el punto final está conectado al primero, resultando en un "
- "polígono cerrado. Los Polígonos2D pueden ser rellenados con color (sólido o "
- "gradiente) o rellenados con una textura dada."
- #: doc/classes/Line2D.xml
- msgid ""
- "Adds a point with the specified [code]position[/code] relative to the line's "
- "own position. Appends the new point at the end of the point list.\n"
- "If [code]index[/code] is given, the new point is inserted before the "
- "existing point identified by index [code]index[/code]. Every existing point "
- "starting from [code]index[/code] is shifted further down the list of points. "
- "The index must be greater than or equal to [code]0[/code] and must not "
- "exceed the number of existing points in the line. See [method "
- "get_point_count]."
- msgstr ""
- #: doc/classes/Line2D.xml
- msgid "Removes all points from the line."
- msgstr "Elimina todos los puntos de la línea."
- #: doc/classes/Line2D.xml
- #, fuzzy
- msgid "Returns the amount of points in the line."
- msgstr "Devuelve la cantidad de huesos del esqueleto."
- #: doc/classes/Line2D.xml
- #, fuzzy
- msgid "Returns the position of the point at index [code]index[/code]."
- msgstr "Devuelve la posición del punto en el índice [code]point[/code]."
- #: doc/classes/Line2D.xml
- #, fuzzy
- msgid "Removes the point at index [code]index[/code] from the line."
- msgstr "Elimina el punto en el índice [code]i[/code] de la línea."
- #: doc/classes/Line2D.xml
- #, fuzzy
- msgid ""
- "Overwrites the position of the point at index [code]index[/code] with the "
- "supplied [code]position[/code]."
- msgstr ""
- "Sobrescribe la posición en el punto [code]i[/code] con la [code]position[/"
- "code] suministrada."
- #: doc/classes/Line2D.xml
- msgid ""
- "If [code]true[/code], the line's border will attempt to perform antialiasing "
- "by drawing thin OpenGL smooth lines on the line's edges.\n"
- "[b]Note:[/b] Line2D is not accelerated by batching if [member antialiased] "
- "is [code]true[/code].\n"
- "[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
- "correct for translucent lines and may not work on certain platforms. As a "
- "workaround, install the [url=https://github.com/godot-extended-libraries/"
- "godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
- "AntialiasedLine2D node. That node relies on a texture with custom mipmaps to "
- "perform antialiasing. 2D batching is also still supported with those "
- "antialiased lines."
- msgstr ""
- #: doc/classes/Line2D.xml
- msgid ""
- "Controls the style of the line's first point. Use [enum LineCapMode] "
- "constants."
- msgstr ""
- "Controla el estilo del primer punto de la línea. Usa las constantes [enum "
- "LineCapMode]."
- #: doc/classes/Line2D.xml
- msgid "The line's color. Will not be used if a gradient is set."
- msgstr "El color de la línea. No se usará si se establece un gradiente."
- #: doc/classes/Line2D.xml
- msgid ""
- "Controls the style of the line's last point. Use [enum LineCapMode] "
- "constants."
- msgstr ""
- "Controla el estilo del último punto de la línea. Usa las constantes [enum "
- "LineCapMode]."
- #: doc/classes/Line2D.xml
- msgid ""
- "The gradient is drawn through the whole line from start to finish. The "
- "default color will not be used if a gradient is set."
- msgstr ""
- "El gradiente se dibuja a través de toda la línea de principio a fin. El "
- "color por defecto no se usará si se establece un gradiente."
- #: doc/classes/Line2D.xml
- msgid "The style for the points between the start and the end."
- msgstr "El estilo de los puntos entre el comienzo y el final."
- #: doc/classes/Line2D.xml
- #, fuzzy
- msgid ""
- "The points that form the lines. The line is drawn between every point set in "
- "this array. Points are interpreted as local vectors."
- msgstr ""
- "Los puntos que forman las líneas. La línea se dibuja entre cada punto "
- "establecido en esta array."
- #: doc/classes/Line2D.xml
- msgid ""
- "The smoothness of the rounded joints and caps. Higher values result in "
- "smoother corners, but are more demanding to render and update. This is only "
- "used if a cap or joint is set as round.\n"
- "[b]Note:[/b] The default value is tuned for lines with the default [member "
- "width]. For thin lines, this value should be reduced to a number between "
- "[code]2[/code] and [code]4[/code] to improve performance."
- msgstr ""
- #: doc/classes/Line2D.xml
- #, fuzzy
- msgid ""
- "The direction difference in radians between vector points. This value is "
- "only used if [member joint_mode] is set to [constant LINE_JOINT_SHARP]."
- msgstr ""
- "La diferencia de dirección en radianes entre puntos de vectores. Este valor "
- "sólo se utiliza si [code]joint mode[/code] se establece en [constant "
- "LINE_JOINT_SHARP]."
- #: doc/classes/Line2D.xml
- msgid ""
- "The texture used for the line's texture. Uses [code]texture_mode[/code] for "
- "drawing style."
- msgstr ""
- "La textura usada para la textura de la línea. Utiliza [code]texture_mode[/"
- "code] para el estilo de dibujo."
- #: doc/classes/Line2D.xml
- msgid ""
- "The style to render the [code]texture[/code] on the line. Use [enum "
- "LineTextureMode] constants."
- msgstr ""
- "El estilo para renderizar la [code]texture[/code] en la línea. Usa las "
- "constantes de [enum LineTextureMode]."
- #: doc/classes/Line2D.xml
- msgid "The line's width."
- msgstr "El ancho de la línea."
- #: doc/classes/Line2D.xml
- msgid ""
- "The line's width varies with the curve. The original width is simply "
- "multiply by the value of the Curve."
- msgstr ""
- "El ancho de la línea varía con la curva. El ancho original simplemente se "
- "multiplica por el valor de la curva."
- #: doc/classes/Line2D.xml
- msgid ""
- "The line's joints will be pointy. If [code]sharp_limit[/code] is greater "
- "than the rotation of a joint, it becomes a bevel joint instead."
- msgstr ""
- "Las articulaciones de la línea serán puntiagudas. Si [code]sharp_limit[/"
- "code] es mayor que la rotación de una articulación, se convierte en una "
- "articulación en bisel en su lugar."
- #: doc/classes/Line2D.xml
- msgid "The line's joints will be bevelled/chamfered."
- msgstr "Las uniones de la línea serán biseladas/chamfered."
- #: doc/classes/Line2D.xml
- msgid "The line's joints will be rounded."
- msgstr "Las articulaciones de la línea serán redondeadas."
- #: doc/classes/Line2D.xml
- msgid "Don't draw a line cap."
- msgstr "No dibujes una cubierta de línea."
- #: doc/classes/Line2D.xml
- msgid "Draws the line cap as a box."
- msgstr "Dibuja la cubierta de la línea como una caja."
- #: doc/classes/Line2D.xml
- msgid "Draws the line cap as a circle."
- msgstr "Dibuja la cubierta de la línea como un círculo."
- #: doc/classes/Line2D.xml
- msgid ""
- "Takes the left pixels of the texture and renders it over the whole line."
- msgstr ""
- "Toma los píxeles izquierdos de la textura y la renderiza sobre toda la línea."
- #: doc/classes/Line2D.xml
- msgid ""
- "Tiles the texture over the line. The texture must be imported with "
- "[b]Repeat[/b] enabled for it to work properly."
- msgstr ""
- "Tesela la textura sobre la línea. La textura debe ser importada con "
- "[b]Repeat[/b] habilitado para que funcione correctamente."
- #: doc/classes/Line2D.xml
- msgid ""
- "Stretches the texture across the line. Import the texture with [b]Repeat[/b] "
- "disabled for best results."
- msgstr ""
- "Estira la textura a través de la línea. Importa la textura con [b]Repeat[/b] "
- "desactivado para obtener mejores resultados."
- #: doc/classes/LineEdit.xml
- msgid "Control that provides single-line string editing."
- msgstr "Control que proporciona la edición de string de una sola línea."
- #: doc/classes/LineEdit.xml
- #, fuzzy
- msgid ""
- "LineEdit provides a single-line string editor, used for text fields.\n"
- "It features many built-in shortcuts which will always be available "
- "([code]Ctrl[/code] here maps to [code]Command[/code] on macOS):\n"
- "- Ctrl + C: Copy\n"
- "- Ctrl + X: Cut\n"
- "- Ctrl + V or Ctrl + Y: Paste/\"yank\"\n"
- "- Ctrl + Z: Undo\n"
- "- Ctrl + Shift + Z: Redo\n"
- "- Ctrl + U: Delete text from the cursor position to the beginning of the "
- "line\n"
- "- Ctrl + K: Delete text from the cursor position to the end of the line\n"
- "- Ctrl + A: Select all text\n"
- "- Up/Down arrow: Move the cursor to the beginning/end of the line\n"
- "On macOS, some extra keyboard shortcuts are available:\n"
- "- Ctrl + F: Like the right arrow key, move the cursor one character right\n"
- "- Ctrl + B: Like the left arrow key, move the cursor one character left\n"
- "- Ctrl + P: Like the up arrow key, move the cursor to the previous line\n"
- "- Ctrl + N: Like the down arrow key, move the cursor to the next line\n"
- "- Ctrl + D: Like the Delete key, delete the character on the right side of "
- "cursor\n"
- "- Ctrl + H: Like the Backspace key, delete the character on the left side of "
- "the cursor\n"
- "- Command + Left arrow: Like the Home key, move the cursor to the beginning "
- "of the line\n"
- "- Command + Right arrow: Like the End key, move the cursor to the end of the "
- "line"
- msgstr ""
- "LineEdit proporciona un editor de string de una sola línea, utilizado para "
- "los campos de texto.\n"
- "Tiene muchos atajos incorporados que siempre estarán disponibles ([kbd]Ctrl[/"
- "kbd] aquí se mapea a [kbd]Cmd[/kbd] en macOS):\n"
- "- [kbd]Ctrl + C[/kbd]: Copia\n"
- "- [kbd]Ctrl + X[/kbd]: Cortar\n"
- "- [kbd]Ctrl + V[/kbd] o [kbd]Ctrl + Y[/kbd]: Pegar/\"tirar\"\n"
- "- [kbd]Ctrl + Z[/kbd]: Deshacer\n"
- "- [kbd]Ctrl + Shift + Z[/kbd]: Rehacer\n"
- "- [kbd]Ctrl + U[/kbd]: Suprimir el texto desde la posición del cursor hasta "
- "el comienzo de la línea\n"
- "- [kbd]Ctrl + K[/kbd]: Suprimir el texto desde la posición del cursor hasta "
- "el final de la línea\n"
- "- [kbd]Ctrl + A[/kbd]: Seleccionar todo el texto\n"
- "- [kbd]Flecha Arriba[/kbd] y [kbd]Flecha Abajo[/kbd]: Mueve el cursor al "
- "principio/fin de la línea\n"
- "En MacOS, hay disponibles algunos atajos de teclado adicionales:\n"
- "- [kbd]Ctrl + F[/kbd]: Igual que [kbd]Flecha derecha[/kbd], mueve el cursor "
- "un carácter hacia la derecha\n"
- "- [kbd]Ctrl + B[/kbd]: Igual que [kbd]Flecha izquierda[/kbd], mueve el "
- "cursor un carácter a la izquierda\n"
- "- [kbd]Ctrl + P[/kbd]: Igual que [kbd]Flecha arriba[/kbd], mueve el cursor a "
- "la línea anterior\n"
- "- [kbd]Ctrl + N[/kbd]: Igual que [kbd]Flecha abajo[/kbd], mueve el cursor a "
- "la siguiente línea\n"
- "- [kbd]Ctrl + D[/kbd]: Al igual que [kbd]Suprimir[/kbd], suprimir el "
- "carácter a la derecha del cursor\n"
- "- [kbd]Ctrl + H[/kbd]: Igual que [kbd]Retroceso[/kbd], borra el carácter a "
- "la izquierda del cursor\n"
- "- [kbd]Ctrl + A[/kbd]: Igual que [kbd]Home[/kbd], mueve el cursor al "
- "principio de la línea\n"
- "- [kbd]Ctrl + E[/kbd]: Igual que [kbd]End[/kbd], mueve el cursor al final de "
- "la línea\n"
- "- [kbd]Cmd + Flecha Izquierda[/kbd]: Igual que [kbd]Inicio[/kbd], mueve el "
- "cursor al principio de la línea\n"
- "- [kbd]Cmd + Flecha derecha[/kbd]: Igual que [kbd]End[/kbd], mueve el cursor "
- "al final de la línea"
- #: doc/classes/LineEdit.xml
- msgid ""
- "Adds [code]text[/code] after the cursor. If the resulting value is longer "
- "than [member max_length], nothing happens."
- msgstr ""
- "Añade [code]text[/code] después del cursor. Si el valor resultante es mayor "
- "que [member max_length], no pasa nada."
- #: doc/classes/LineEdit.xml
- msgid "Erases the [LineEdit]'s [member text]."
- msgstr "Borra el [member text] de [LineEdit]."
- #: doc/classes/LineEdit.xml
- #, fuzzy
- msgid ""
- "Deletes one character at the cursor's current position (equivalent to "
- "pressing the [code]Delete[/code] key)."
- msgstr ""
- "Borra un carácter en la posición actual del cursor (equivalente a pulsar "
- "[kbd]Suprimir[/kbd])."
- #: doc/classes/LineEdit.xml
- msgid ""
- "Deletes a section of the [member text] going from position "
- "[code]from_column[/code] to [code]to_column[/code]. Both parameters should "
- "be within the text's length."
- msgstr ""
- "Elimina una sección del [member text] que va de la posición "
- "[code]from_column[/code] a [code]to_column[/code]. Ambos parámetros deben "
- "estar dentro de la longitud del texto."
- #: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
- msgid "Clears the current selection."
- msgstr "Borra la selección actual."
- #: doc/classes/LineEdit.xml
- msgid ""
- "Returns the [PopupMenu] of this [LineEdit]. By default, this menu is "
- "displayed when right-clicking on the [LineEdit].\n"
- "[b]Warning:[/b] This is a required internal node, removing and freeing it "
- "may cause a crash. If you wish to hide it or any of its children, use their "
- "[member CanvasItem.visible] property."
- msgstr ""
- #: doc/classes/LineEdit.xml
- msgid ""
- "Returns the scroll offset due to [member caret_position], as a number of "
- "characters."
- msgstr ""
- #: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
- msgid "Returns the selection begin column."
- msgstr "Devuelve la columna de inicio de la selección."
- #: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
- msgid "Returns the selection end column."
- msgstr "Devuelve la columna de final de selección."
- #: doc/classes/LineEdit.xml
- #, fuzzy
- msgid "Returns [code]true[/code] if the user has selected text."
- msgstr "Devuelve [code]true[/code] si el temporizador se detiene."
- #: doc/classes/LineEdit.xml
- msgid "Executes a given action as defined in the [enum MenuItems] enum."
- msgstr ""
- "Ejecuta una acción determinada según se define en el enum [enum MenuItems]."
- #: doc/classes/LineEdit.xml
- msgid ""
- "Selects characters inside [LineEdit] between [code]from[/code] and [code]to[/"
- "code]. By default, [code]from[/code] is at the beginning and [code]to[/code] "
- "at the end.\n"
- "[codeblock]\n"
- "text = \"Welcome\"\n"
- "select() # Will select \"Welcome\".\n"
- "select(4) # Will select \"ome\".\n"
- "select(2, 5) # Will select \"lco\".\n"
- "[/codeblock]"
- msgstr ""
- "Selecciona los caracteres dentro de [LineEdit] entre [code]from[/code] y "
- "[code]to[/code]. Por defecto, [code]from[/code] está al principio y "
- "[code]to[/code] al final.\n"
- "[codeblock]\n"
- "text = \"Bienvenido\"\n"
- "select() # Seleccionará \"Bienvenido\".\n"
- "select(4) # Seleccionará \"venido\".\n"
- "select(2, 5) # Seleccionará \"env\".\n"
- "[/codeblock]"
- #: doc/classes/LineEdit.xml
- msgid "Selects the whole [String]."
- msgstr "Selecciona toda la [String]."
- #: doc/classes/LineEdit.xml
- msgid "Text alignment as defined in the [enum Align] enum."
- msgstr "Alineación del texto como se define en el enum [enum Align]."
- #: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
- msgid "If [code]true[/code], the caret (visual cursor) blinks."
- msgstr "Si [code]true[/code], el caret (cursor visual) parpadea."
- #: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
- msgid "Duration (in seconds) of a caret's blinking cycle."
- msgstr "Duración (en segundos) del ciclo de parpadeo de un caret."
- #: doc/classes/LineEdit.xml
- msgid ""
- "The cursor's position inside the [LineEdit]. When set, the text may scroll "
- "to accommodate it."
- msgstr ""
- "La posición del cursor dentro de la [LineEdit]. Cuando se ajusta, el texto "
- "puede desplazarse para acomodarlo."
- #: doc/classes/LineEdit.xml
- msgid ""
- "If [code]true[/code], the [LineEdit] will show a clear button if [code]text[/"
- "code] is not empty, which can be used to clear the text quickly."
- msgstr ""
- "Si [code]true[/code], el [LineEdit] mostrará un botón de borrado si "
- "[code]text[/code] no está vacío, que puede utilizarse para borrar el texto "
- "rápidamente."
- #: doc/classes/LineEdit.xml
- msgid "If [code]true[/code], the context menu will appear when right-clicked."
- msgstr ""
- "Si [code]true[/code], el menú contextual aparecerá al hacer clic con el "
- "botón derecho del ratón."
- #: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
- #: doc/classes/TextEdit.xml
- #, fuzzy
- msgid ""
- "If [code]true[/code], the selected text will be deselected when focus is "
- "lost."
- msgstr ""
- "Si [code]true[/code], el elemento actualmente seleccionado puede ser "
- "seleccionado de nuevo."
- #: doc/classes/LineEdit.xml
- msgid ""
- "If [code]false[/code], existing text cannot be modified and new text cannot "
- "be added."
- msgstr ""
- "Si [code]false[/code], el texto existente no puede ser modificado y no se "
- "puede añadir un nuevo texto."
- #: doc/classes/LineEdit.xml
- msgid ""
- "If [code]true[/code], the [LineEdit] width will increase to stay longer than "
- "the [member text]. It will [b]not[/b] compress if the [member text] is "
- "shortened."
- msgstr ""
- "Si [code]true[/code], el ancho de [LineEdit] aumentará para permanecer más "
- "tiempo que el [member text].[b]No[/b] se comprimirá si el [member text] se "
- "acorta."
- #: doc/classes/LineEdit.xml
- msgid ""
- "Maximum amount of characters that can be entered inside the [LineEdit]. If "
- "[code]0[/code], there is no limit.\n"
- "When a limit is defined, characters that would exceed [member max_length] "
- "are truncated. This happens both for existing [member text] contents when "
- "setting the max length, or for new text inserted in the [LineEdit], "
- "including pasting. If any input text is truncated, the [signal "
- "text_change_rejected] signal is emitted with the truncated substring as "
- "parameter.\n"
- "[b]Example:[/b]\n"
- "[codeblock]\n"
- "text = \"Hello world\"\n"
- "max_length = 5\n"
- "# `text` becomes \"Hello\".\n"
- "max_length = 10\n"
- "text += \" goodbye\"\n"
- "# `text` becomes \"Hello good\".\n"
- "# `text_change_rejected` is emitted with \"bye\" as parameter.\n"
- "[/codeblock]"
- msgstr ""
- #: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
- #, fuzzy
- msgid ""
- "If [code]false[/code], using middle mouse button to paste clipboard will be "
- "disabled.\n"
- "[b]Note:[/b] This method is only implemented on Linux."
- msgstr ""
- "Devuelve [code]true[/code] si el video se está reproduciendo.\n"
- "[b]Nota:[/b] El vídeo sigue considerándose en reproducción si se interrumpe "
- "durante la reproducción."
- #: doc/classes/LineEdit.xml
- msgid ""
- "Opacity of the [member placeholder_text]. From [code]0[/code] to [code]1[/"
- "code]."
- msgstr ""
- "Opacidad del [member placeholder_text]. De [code]0[/code] a [code]1[/code]."
- #: doc/classes/LineEdit.xml
- msgid ""
- "Text shown when the [LineEdit] is empty. It is [b]not[/b] the [LineEdit]'s "
- "default value (see [member text])."
- msgstr ""
- "El texto se muestra cuando la [LineEdit] está vacía. Es [b]no[/b] el valor "
- "por defecto de [LineEdit] (véase el [member text])."
- #: doc/classes/LineEdit.xml
- msgid ""
- "Sets the icon that will appear in the right end of the [LineEdit] if there's "
- "no [member text], or always, if [member clear_button_enabled] is set to "
- "[code]false[/code]."
- msgstr ""
- "Establece el icono que aparecerá en el extremo derecho de la [LineEdit] si "
- "no hay [member text], o siempre, si [member clear_button_enabled] está "
- "establecido en [code]false[/code]."
- #: doc/classes/LineEdit.xml
- msgid ""
- "If [code]true[/code], every character is replaced with the secret character "
- "(see [member secret_character])."
- msgstr ""
- "Si [code]true[/code], cada carácter se sustituye por el carácter secreto "
- "(véase [member secret_character])."
- #: doc/classes/LineEdit.xml
- msgid ""
- "The character to use to mask secret input (defaults to \"*\"). Only a single "
- "character can be used as the secret character."
- msgstr ""
- "El carácter que se usará para enmascarar la entrada secreta (por defecto es "
- "\"*\"). Sólo se puede utilizar un único carácter como el carácter secreto."
- #: doc/classes/LineEdit.xml
- msgid ""
- "If [code]false[/code], it's impossible to select the text using mouse nor "
- "keyboard."
- msgstr ""
- "Si [code]false[/code], es imposible seleccionar el texto usando el ratón o "
- "el teclado."
- #: doc/classes/LineEdit.xml
- msgid "If [code]false[/code], using shortcuts will be disabled."
- msgstr "Si [code]false[/code], el uso de atajos se desactivará."
- #: doc/classes/LineEdit.xml
- msgid ""
- "String value of the [LineEdit].\n"
- "[b]Note:[/b] Changing text using this property won't emit the [signal "
- "text_changed] signal."
- msgstr ""
- "Valor de la strting de la [LineEdit].\n"
- "[b]Nota:[/b] Cambiar el texto usando esta propiedad no emitirá la señal "
- "[signal text_changed]."
- #: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
- msgid ""
- "If [code]true[/code], the native virtual keyboard is shown when focused on "
- "platforms that support it."
- msgstr ""
- "Si [code]true[/code], el teclado virtual nativo se muestra cuando se enfoca "
- "en plataformas que lo soportan."
- #: doc/classes/LineEdit.xml
- msgid ""
- "Emitted when appending text that overflows the [member max_length]. The "
- "appended text is truncated to fit [member max_length], and the part that "
- "couldn't fit is passed as the [code]rejected_substring[/code] argument."
- msgstr ""
- #: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
- msgid "Emitted when the text changes."
- msgstr "Emitido cuando el texto cambia."
- #: doc/classes/LineEdit.xml
- msgid "Emitted when the user presses [constant KEY_ENTER] on the [LineEdit]."
- msgstr ""
- "Emitido cuando el usuario presiona [constant KEY_ENTER] en la [LineEdit]."
- #: doc/classes/LineEdit.xml
- msgid "Aligns the text on the left-hand side of the [LineEdit]."
- msgstr "Alinea el texto en el lado izquierdo de la [LineEdit]."
- #: doc/classes/LineEdit.xml
- msgid "Centers the text in the middle of the [LineEdit]."
- msgstr "Centra el texto en el centro de la [LineEdit]."
- #: doc/classes/LineEdit.xml
- msgid "Aligns the text on the right-hand side of the [LineEdit]."
- msgstr "Alinea el texto en el lado derecho de la [LineEdit]."
- #: doc/classes/LineEdit.xml
- msgid "Stretches whitespaces to fit the [LineEdit]'s width."
- msgstr ""
- "Estira los espacios en blanco para que se ajusten al ancho de la [LineEdit]."
- #: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
- msgid "Cuts (copies and clears) the selected text."
- msgstr "Corta (copia y borra) el texto seleccionado."
- #: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
- msgid "Copies the selected text."
- msgstr "Copia el texto seleccionado."
- #: doc/classes/LineEdit.xml
- msgid ""
- "Pastes the clipboard text over the selected text (or at the cursor's "
- "position).\n"
- "Non-printable escape characters are automatically stripped from the OS "
- "clipboard via [method String.strip_escapes]."
- msgstr ""
- "Pega el texto del portapapeles sobre el texto seleccionado (o en la posición "
- "del cursor).\n"
- "Los caracteres de escape no imprimibles se eliminan automáticamente del "
- "portapapeles del sistema operativo a través del [method String."
- "strip_escapes]."
- #: doc/classes/LineEdit.xml
- msgid "Erases the whole [LineEdit] text."
- msgstr "Borra todo el texto [LineEdit]."
- #: doc/classes/LineEdit.xml
- msgid "Selects the whole [LineEdit] text."
- msgstr "Selecciona todo el texto [LineEdit]."
- #: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
- msgid "Undoes the previous action."
- msgstr "Deshace la acción anterior."
- #: doc/classes/LineEdit.xml
- msgid "Reverse the last undo action."
- msgstr "Invierte la última acción de deshacer."
- #: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
- msgid "Represents the size of the [enum MenuItems] enum."
- msgstr "Representa el tamaño del enum [enum MenuItems]."
- #: doc/classes/LineEdit.xml
- msgid "Color used as default tint for the clear button."
- msgstr "Color utilizado como tinte predeterminado para el botón de despejar."
- #: doc/classes/LineEdit.xml
- msgid "Color used for the clear button when it's pressed."
- msgstr "Color usado para el botón de borrado cuando se presiona."
- #: doc/classes/LineEdit.xml
- msgid "Color of the [LineEdit]'s visual cursor (caret)."
- msgstr "Color del cursor visual (caret) de la [LineEdit]."
- #: doc/classes/LineEdit.xml
- msgid "Default font color."
- msgstr "Color de fuente predeterminado."
- #: doc/classes/LineEdit.xml
- msgid "Font color for selected text (inside the selection rectangle)."
- msgstr ""
- "Color de fuente para el texto seleccionado (dentro del rectángulo de "
- "selección)."
- #: doc/classes/LineEdit.xml
- msgid "Font color when editing is disabled."
- msgstr "El color de la fuente cuando la edición está desactivada."
- #: doc/classes/LineEdit.xml
- msgid "Color of the selection rectangle."
- msgstr "Color del rectángulo de selección."
- #: doc/classes/LineEdit.xml
- msgid ""
- "Minimum horizontal space for the text (not counting the clear button and "
- "content margins). This value is measured in count of space characters (i.e. "
- "this amount of space characters can be displayed without scrolling)."
- msgstr ""
- "Espacio horizontal mínimo para el texto (sin contar el botón de borrar y los "
- "márgenes de contenido). Este valor se mide en el recuento de caracteres de "
- "espacio (es decir, esta cantidad de caracteres de espacio pueden ser "
- "mostrados sin desplazamiento)."
- #: doc/classes/LineEdit.xml
- msgid "Font used for the text."
- msgstr "Fuente usada para el texto."
- #: doc/classes/LineEdit.xml
- msgid "Texture for the clear button. See [member clear_button_enabled]."
- msgstr ""
- "La textura para el botón de despejar. Ver [member clear_button_enabled]."
- #: doc/classes/LineEdit.xml
- msgid "Background used when [LineEdit] has GUI focus."
- msgstr ""
- "Fondo utilizado cuando [LineEdit] tiene el enfoque de la interfaz gráfica de "
- "usuario(GUI)."
- #: doc/classes/LineEdit.xml
- msgid "Default background for the [LineEdit]."
- msgstr "Fondo predeterminado para la [LineEdit]."
- #: doc/classes/LineEdit.xml
- msgid ""
- "Background used when [LineEdit] is in read-only mode ([member editable] is "
- "set to [code]false[/code])."
- msgstr ""
- "Fondo utilizado cuando [LineEdit] está en modo de sólo lectura ([member "
- "editable] está configurado como [code]false[/code])."
- #: doc/classes/LineShape2D.xml
- msgid "Line shape for 2D collisions."
- msgstr "Forma de línea para colisiones 2D."
- #: doc/classes/LineShape2D.xml
- msgid ""
- "Line shape for 2D collisions. It works like a 2D plane and will not allow "
- "any physics body to go to the negative side. Not recommended for rigid "
- "bodies, and usually not recommended for static bodies either because it "
- "forces checks against it on every frame."
- msgstr ""
- "Forma de línea para colisiones 2D. Funciona como un plano 2D y no permitirá "
- "que ningún cuerpo físico vaya al lado negativo. No se recomienda para "
- "cuerpos rígidos, y normalmente tampoco se recomienda para cuerpos estáticos "
- "porque fuerza las comprobaciones contra él en cada cuadro."
- #: doc/classes/LineShape2D.xml
- msgid "The line's distance from the origin."
- msgstr "La distancia de la línea desde el origen."
- #: doc/classes/LineShape2D.xml
- msgid "The line's normal."
- msgstr "La normal de la línea."
- #: doc/classes/LinkButton.xml
- msgid "Simple button used to represent a link to some resource."
- msgstr "Un simple botón usado para representar un enlace a algún recurso."
- #: doc/classes/LinkButton.xml
- #, fuzzy
- msgid ""
- "This kind of button is primarily used when the interaction with the button "
- "causes a context change (like linking to a web page).\n"
- "See also [BaseButton] which contains common properties and methods "
- "associated with this node."
- msgstr ""
- "Este tipo de botón se utiliza principalmente cuando la interacción con el "
- "botón provoca un cambio de contexto (como el enlace a una página web)."
- #: doc/classes/LinkButton.xml
- msgid ""
- "Determines when to show the underline. See [enum UnderlineMode] for options."
- msgstr ""
- "Determina cuándo mostrar el subrayado. Ver [enum UnderlineMode] para las "
- "opciones."
- #: doc/classes/LinkButton.xml
- msgid "The LinkButton will always show an underline at the bottom of its text."
- msgstr ""
- "El LinkButton siempre mostrará un subrayado en la parte inferior de su texto."
- #: doc/classes/LinkButton.xml
- msgid ""
- "The LinkButton will show an underline at the bottom of its text when the "
- "mouse cursor is over it."
- msgstr ""
- "El LinkButton mostrará un subrayado en la parte inferior de su texto cuando "
- "el cursor del ratón esté sobre él."
- #: doc/classes/LinkButton.xml
- msgid "The LinkButton will never show an underline at the bottom of its text."
- msgstr ""
- "El LinkButton nunca mostrará un subrayado en la parte inferior de su texto."
- #: doc/classes/LinkButton.xml
- msgid "Default text [Color] of the [LinkButton]."
- msgstr "[Color] del texto predeterminado del [LinkButton]."
- #: doc/classes/LinkButton.xml
- msgid ""
- "Text [Color] used when the [LinkButton] is focused. Only replaces the normal "
- "text color of the button. Disabled, hovered, and pressed states take "
- "precedence over this color."
- msgstr ""
- #: doc/classes/LinkButton.xml
- msgid "Text [Color] used when the [LinkButton] is being hovered."
- msgstr "[Color] del texto usado cuando el [LinkButton] está siendo movido."
- #: doc/classes/LinkButton.xml
- msgid "Text [Color] used when the [LinkButton] is being pressed."
- msgstr "[Color] del texto utilizado cuando se pulsa el [LinkButton]."
- #: doc/classes/LinkButton.xml
- msgid "The vertical space between the baseline of text and the underline."
- msgstr "El espacio vertical entre la línea de base del texto y el subrayado."
- #: doc/classes/LinkButton.xml
- msgid "[Font] of the [LinkButton]'s text."
- msgstr "[Font] del texto del [LinkButton]."
- #: doc/classes/LinkButton.xml
- msgid ""
- "[StyleBox] used when the [LinkButton] is focused. It is displayed over the "
- "current [StyleBox], so using [StyleBoxEmpty] will just disable the focus "
- "visual effect."
- msgstr ""
- "[StyleBox] usado cuando el [LinkButton] está enfocado. Se muestra sobre el "
- "[StyleBox] actual, por lo que al usar [StyleBoxEmpty] sólo se desactivará el "
- "efecto visual de enfoque."
- #: doc/classes/Listener.xml doc/classes/Listener2D.xml
- msgid "Overrides the location sounds are heard from."
- msgstr "Anula los sonidos de localización que se escuchan."
- #: doc/classes/Listener.xml
- #, fuzzy
- msgid ""
- "Once added to the scene tree and enabled using [method make_current], this "
- "node will override the location sounds are heard from. This can be used to "
- "listen from a location different from the [Camera]."
- msgstr ""
- "Una vez añadido al árbol de la escena y activado con [method make_current], "
- "este nodo anulará los sonidos de localización que se escuchen. Esto puede "
- "ser usado para escuchar desde una ubicación diferente a la [Camera].\n"
- "[b]Nota:[/b] No hay equivalente 2D para este nodo todavía."
- #: doc/classes/Listener.xml
- msgid "Disables the listener to use the current camera's listener instead."
- msgstr ""
- "Desactiva la escucha para usar la escucha de la cámara actual en su lugar."
- #: doc/classes/Listener.xml
- msgid "Returns the listener's global orthonormalized [Transform]."
- msgstr "Devuelve al listener la [Transform] de la global ortonormalizada."
- #: doc/classes/Listener.xml
- #, fuzzy
- msgid ""
- "Returns [code]true[/code] if the listener was made current using [method "
- "make_current], [code]false[/code] otherwise.\n"
- "[b]Note:[/b] There may be more than one Listener marked as \"current\" in "
- "the scene tree, but only the one that was made current last will be used."
- msgstr ""
- "Devuelve [code]true[/code] si el listener se hizo actualmente usando [method "
- "make_current], [code]false[/code] en caso contrario.\n"
- "[b]Nota:[/b] Puede haber más de un Listener3D marcado como \"actual\" en el "
- "árbol de la escena, pero sólo se usará el que se hizo actual en último lugar."
- #: doc/classes/Listener.xml
- msgid "Enables the listener. This will override the current camera's listener."
- msgstr "Habilita el listener. Esto anulará el listener de la cámara actual."
- #: doc/classes/Listener2D.xml
- #, fuzzy
- msgid ""
- "Once added to the scene tree and enabled using [method make_current], this "
- "node will override the location sounds are heard from. Only one [Listener2D] "
- "can be current. Using [method make_current] will disable the previous "
- "[Listener2D].\n"
- "If there is no active [Listener2D] in the current [Viewport], center of the "
- "screen will be used as a hearing point for the audio. [Listener2D] needs to "
- "be inside [SceneTree] to function."
- msgstr ""
- "Una vez añadido al árbol de la escena y activado con [method make_current], "
- "este nodo anulará los sonidos de localización que se escuchen. Esto puede "
- "ser usado para escuchar desde una ubicación diferente a la [Camera].\n"
- "[b]Nota:[/b] No hay equivalente 2D para este nodo todavía."
- #: doc/classes/Listener2D.xml
- msgid ""
- "Disables the [Listener2D]. If it's not set as current, this method will have "
- "no effect."
- msgstr ""
- #: doc/classes/Listener2D.xml
- #, fuzzy
- msgid "Returns [code]true[/code] if this [Listener2D] is currently active."
- msgstr "Devuelve [code]true[/code] si este par está actualmente conectado."
- #: doc/classes/Listener2D.xml
- msgid ""
- "Makes the [Listener2D] active, setting it as the hearing point for the "
- "sounds. If there is already another active [Listener2D], it will be "
- "disabled.\n"
- "This method will have no effect if the [Listener2D] is not added to "
- "[SceneTree]."
- msgstr ""
- #: doc/classes/MainLoop.xml
- msgid "Abstract base class for the game's main loop."
- msgstr "Clase base abstracta para el bucle principal del juego."
- #: doc/classes/MainLoop.xml
- #, fuzzy
- msgid ""
- "[MainLoop] is the abstract base class for a Godot project's game loop. It is "
- "inherited by [SceneTree], which is the default game loop implementation used "
- "in Godot projects, though it is also possible to write and use one's own "
- "[MainLoop] subclass instead of the scene tree.\n"
- "Upon the application start, a [MainLoop] implementation must be provided to "
- "the OS; otherwise, the application will exit. This happens automatically "
- "(and a [SceneTree] is created) unless a main [Script] is provided from the "
- "command line (with e.g. [code]godot -s my_loop.gd[/code], which should then "
- "be a [MainLoop] implementation.\n"
- "Here is an example script implementing a simple [MainLoop]:\n"
- "[codeblock]\n"
- "extends MainLoop\n"
- "\n"
- "var time_elapsed = 0\n"
- "var keys_typed = []\n"
- "var quit = false\n"
- "\n"
- "func _initialize():\n"
- " print(\"Initialized:\")\n"
- " print(\" Starting time: %s\" % str(time_elapsed))\n"
- "\n"
- "func _idle(delta):\n"
- " time_elapsed += delta\n"
- " # Return true to end the main loop.\n"
- " return quit\n"
- "\n"
- "func _input_event(event):\n"
- " # Record keys.\n"
- " if event is InputEventKey and event.pressed and !event.echo:\n"
- " keys_typed.append(OS.get_scancode_string(event.scancode))\n"
- " # Quit on Escape press.\n"
- " if event.scancode == KEY_ESCAPE:\n"
- " quit = true\n"
- " # Quit on any mouse click.\n"
- " if event is InputEventMouseButton:\n"
- " quit = true\n"
- "\n"
- "func _finalize():\n"
- " print(\"Finalized:\")\n"
- " print(\" End time: %s\" % str(time_elapsed))\n"
- " print(\" Keys typed: %s\" % var2str(keys_typed))\n"
- "[/codeblock]"
- msgstr ""
- "[MainLoop] es la clase base abstracta para el bucle de juego de un proyecto "
- "Godot. Es heredada por [SceneTree], que es la implementación por defecto del "
- "bucle del juego usado en los proyectos de Godot, aunque también es posible "
- "escribir y usar su propia subclase [MainLoop] en lugar del árbol de la "
- "escena.\n"
- "Al iniciar la aplicación, se debe proporcionar una implementación [MainLoop] "
- "al SO; de lo contrario, la aplicación terminará. Esto sucede automáticamente "
- "(y se crea un [Árbol de Escenas]) a menos que se proporcione un [Script] "
- "principal desde la línea de comandos (con, por ejemplo, [code]godot -s "
- "my_loop.gd[/code], que entonces debería ser una implementación [MainLoop].\n"
- "Aquí hay un ejemplo de script que implementa un simple [MainLoop]:\n"
- "[b]Arreglame:[/b] Ya no es válido después de la división del DisplayServer y "
- "la refactorización de la entrada.\n"
- "[codeblock]\n"
- "extends MainLoop\n"
- "\n"
- "var tiempo_pasado = 0\n"
- "var teclas_escritas = []\n"
- "var quitar = false\n"
- "\n"
- "func _initialize():\n"
- " print(\"Iniciado:\")\n"
- " print(\" Tiempo de comienzo: %s\" % str(tiempo_pasado))\n"
- "\n"
- "func _idle(delta):\n"
- " tiempo_pasado += delta\n"
- " # Devuelve verdadero al finalizar el bucle principal.\n"
- " return quitar\n"
- "\n"
- "func _input_event(event):\n"
- " # Graba claves.\n"
- " if event is InputEventKey and event.pressed and !event.echo:\n"
- " keys_typed.append(OS.get_keycode_string(event.keycode))\n"
- " # Sale del bucle si se pulsa Escape.\n"
- " if event.keycode == KEY_ESCAPE:\n"
- " quitar = true\n"
- " # Si se pulsa cualquier click con el ratón.\n"
- " if event is InputEventMouseButton:\n"
- " quitar = true\n"
- "\n"
- "func _finalize():\n"
- " print(\"Finalizado:\")\n"
- " print(\" Tiempo final: %s\" % str(tiempo_pasado))\n"
- " print(\" Teclas pulsadas: %s\" % var2str(keys_typed))\n"
- "[/codeblock]"
- #: doc/classes/MainLoop.xml
- #, fuzzy
- msgid ""
- "Called when files are dragged from the OS file manager and dropped in the "
- "game window. The arguments are a list of file paths and the identifier of "
- "the screen where the drag originated."
- msgstr ""
- "Se emite cuando los archivos se arrastran desde el administrador de archivos "
- "del sistema operativo y se sueltan en la ventana del juego. Los argumentos "
- "son una lista de las rutas de los archivos y el identificador de la pantalla "
- "donde se originó el arrastre."
- #: doc/classes/MainLoop.xml
- msgid "Called before the program exits."
- msgstr "Llamada previa a la salida del programa."
- #: doc/classes/MainLoop.xml
- msgid ""
- "Called when the user performs an action in the system global menu (e.g. the "
- "Mac OS menu bar)."
- msgstr ""
- #: doc/classes/MainLoop.xml
- msgid ""
- "Called each idle frame with the time since the last idle frame as argument "
- "(in seconds). Equivalent to [method Node._process].\n"
- "If implemented, the method must return a boolean value. [code]true[/code] "
- "ends the main loop, while [code]false[/code] lets it proceed to the next "
- "frame."
- msgstr ""
- "Llamada a cada fotograma ocioso con el tiempo desde el último fotograma "
- "ocioso como argumento (en segundos). Equivalente a [method Node._process].\n"
- "Si se implementa, el método debe devolver un valor booleano. [code]true[/"
- "code] termina el bucle principal, mientras que [code]false[/code] le permite "
- "pasar al siguiente fotograma."
- #: doc/classes/MainLoop.xml
- msgid "Called once during initialization."
- msgstr "Llamado una vez durante la inicialización."
- #: doc/classes/MainLoop.xml
- msgid "Called whenever an [InputEvent] is received by the main loop."
- msgstr ""
- #: doc/classes/MainLoop.xml
- msgid ""
- "Deprecated callback, does not do anything. Use [method _input_event] to "
- "parse text input. Will be removed in Godot 4.0."
- msgstr ""
- #: doc/classes/MainLoop.xml
- #, fuzzy
- msgid ""
- "Called each physics frame with the time since the last physics frame as "
- "argument ([code]delta[/code], in seconds). Equivalent to [method Node."
- "_physics_process].\n"
- "If implemented, the method must return a boolean value. [code]true[/code] "
- "ends the main loop, while [code]false[/code] lets it proceed to the next "
- "frame."
- msgstr ""
- "Llamado a cada fotograma de la física con el tiempo desde el último "
- "fotograma de la física como argumento (en segundos). Equivalente a [method "
- "Node._physics_process].\n"
- "Si se implementa, el método debe devolver un valor booleano. [code]true[/"
- "code] termina el bucle principal, mientras que [code]false[/code] le permite "
- "pasar al siguiente marco."
- #: doc/classes/MainLoop.xml
- msgid ""
- "Should not be called manually, override [method _finalize] instead. Will be "
- "removed in Godot 4.0."
- msgstr ""
- "No debe llamarse manualmente, en su lugar, anular [method _finalize]. Será "
- "eliminado en Godot 4.0."
- #: doc/classes/MainLoop.xml
- msgid ""
- "Should not be called manually, override [method _idle] instead. Will be "
- "removed in Godot 4.0."
- msgstr ""
- "No se debe llamar manualmente, anular [method _idle] en su lugar. Será "
- "eliminado en Godot 4.0."
- #: doc/classes/MainLoop.xml
- msgid ""
- "Should not be called manually, override [method _initialize] instead. Will "
- "be removed in Godot 4.0."
- msgstr ""
- "No se debe llamar manualmente, anular [method _initialize] en su lugar. Será "
- "eliminado en Godot 4.0."
- #: doc/classes/MainLoop.xml
- #, fuzzy
- msgid ""
- "Should not be called manually, override [method _input_event] instead. Will "
- "be removed in Godot 4.0."
- msgstr ""
- "No se debe llamar manualmente, anular [method _idle] en su lugar. Será "
- "eliminado en Godot 4.0."
- #: doc/classes/MainLoop.xml
- #, fuzzy
- msgid ""
- "Should not be called manually, override [method _input_text] instead. Will "
- "be removed in Godot 4.0."
- msgstr ""
- "No se debe llamar manualmente, anular [method _idle] en su lugar. Será "
- "eliminado en Godot 4.0."
- #: doc/classes/MainLoop.xml
- msgid ""
- "Should not be called manually, override [method _iteration] instead. Will be "
- "removed in Godot 4.0."
- msgstr ""
- "No se debe llamar manualmente, anular [method iteration] en su lugar. Será "
- "eliminado en Godot 4.0."
- #: doc/classes/MainLoop.xml
- msgid "Emitted when a user responds to a permission request."
- msgstr "Emitido cuando un usuario responde a una solicitud de permiso."
- #: doc/classes/MainLoop.xml doc/classes/Node.xml
- msgid ""
- "Notification received from the OS when the mouse enters the game window.\n"
- "Implemented on desktop and web platforms."
- msgstr ""
- "Notificación recibida del sistema operativo cuando el ratón entra en la "
- "ventana del juego.\n"
- "Implementado en plataformas de escritorio y web."
- #: doc/classes/MainLoop.xml doc/classes/Node.xml
- msgid ""
- "Notification received from the OS when the mouse leaves the game window.\n"
- "Implemented on desktop and web platforms."
- msgstr ""
- "Notificación recibida del sistema operativo cuando el ratón sale de la "
- "ventana del juego.\n"
- "Implementado en plataformas de escritorio y web."
- #: doc/classes/MainLoop.xml doc/classes/Node.xml
- msgid ""
- "Notification received from the OS when the game window is focused.\n"
- "Implemented on all platforms."
- msgstr ""
- "Notificación recibida del sistema operativo cuando la ventana del juego está "
- "enfocada.\n"
- "Implementado en todas las plataformas."
- #: doc/classes/MainLoop.xml doc/classes/Node.xml
- msgid ""
- "Notification received from the OS when the game window is unfocused.\n"
- "Implemented on all platforms."
- msgstr ""
- "Notificación recibida del sistema operativo cuando la ventana del juego está "
- "desenfocada.\n"
- "Implementado en todas las plataformas."
- #: doc/classes/MainLoop.xml doc/classes/Node.xml
- #, fuzzy
- msgid ""
- "Notification received from the OS when a quit request is sent (e.g. closing "
- "the window with a \"Close\" button or Alt+F4).\n"
- "Implemented on desktop platforms."
- msgstr ""
- "Notificación recibida del sistema operativo cuando se envía una solicitud de "
- "cierre (por ejemplo, cerrando la ventana con un botón de \"Cerrar\" o "
- "[kbd]Alt + F4[/kbd]).\n"
- "Implementado en plataformas de escritorio."
- #: doc/classes/MainLoop.xml doc/classes/Node.xml
- msgid ""
- "Notification received from the OS when a go back request is sent (e.g. "
- "pressing the \"Back\" button on Android).\n"
- "Specific to the Android platform."
- msgstr ""
- "Notificación recibida del sistema operativo cuando se envía una solicitud de "
- "retroceso (por ejemplo, pulsando el botón \"Back\" en Android).\n"
- "Específico de la plataforma Android."
- #: doc/classes/MainLoop.xml doc/classes/Node.xml
- #, fuzzy
- msgid ""
- "Notification received from the OS when an unfocus request is sent (e.g. "
- "another OS window wants to take the focus).\n"
- "No supported platforms currently send this notification."
- msgstr ""
- "Notificación recibida del sistema operativo cuando se envía una solicitud de "
- "cierre (por ejemplo, cerrando la ventana con un botón de \"Cerrar\" o "
- "[kbd]Alt + F4[/kbd]).\n"
- "Implementado en plataformas de escritorio."
- #: doc/classes/MainLoop.xml doc/classes/Node.xml
- msgid ""
- "Notification received from the OS when the application is exceeding its "
- "allocated memory.\n"
- "Specific to the iOS platform."
- msgstr ""
- "Notificación recibida del sistema operativo cuando la aplicación supera su "
- "memoria asignada.\n"
- "Específico de la plataforma iOS."
- #: doc/classes/MainLoop.xml doc/classes/Node.xml
- msgid ""
- "Notification received when translations may have changed. Can be triggered "
- "by the user changing the locale. Can be used to respond to language changes, "
- "for example to change the UI strings on the fly. Useful when working with "
- "the built-in translation support, like [method Object.tr]."
- msgstr ""
- "Notificación recibida cuando las traducciones pueden haber cambiado. Puede "
- "ser activada por el usuario al cambiar el locale. Puede utilizarse para "
- "responder a los cambios de idioma, por ejemplo, para cambiar las strings de "
- "la interfaz de usuario sobre la marcha. Útil cuando se trabaja con el "
- "soporte de traducción incorporado, como [method Object.tr]."
- #: doc/classes/MainLoop.xml doc/classes/Node.xml
- msgid ""
- "Notification received from the OS when a request for \"About\" information "
- "is sent.\n"
- "Specific to the macOS platform."
- msgstr ""
- "Notificación recibida del sistema operativo cuando se envía una solicitud de "
- "información \"Acerca de\".\n"
- "Específico de la plataforma MacOS."
- #: doc/classes/MainLoop.xml doc/classes/Node.xml
- msgid ""
- "Notification received from Godot's crash handler when the engine is about to "
- "crash.\n"
- "Implemented on desktop platforms if the crash handler is enabled."
- msgstr ""
- "Notificación recibida del controlador de fallos de Godot cuando el motor "
- "está a punto de fallar.\n"
- "Implementado en las plataformas de escritorio si el manejador de fallos está "
- "habilitado."
- #: doc/classes/MainLoop.xml doc/classes/Node.xml
- msgid ""
- "Notification received from the OS when an update of the Input Method Engine "
- "occurs (e.g. change of IME cursor position or composition string).\n"
- "Specific to the macOS platform."
- msgstr ""
- "Notificación recibida del sistema operativo cuando se produce una "
- "actualización del motor del método de entrada (por ejemplo, cambio de la "
- "posición del cursor de la IME o de la string de composición).\n"
- "Específico de la plataforma MacOS."
- #: doc/classes/MainLoop.xml doc/classes/Node.xml
- #, fuzzy
- msgid ""
- "Notification received from the OS when the app is resumed.\n"
- "Specific to the Android platform."
- msgstr ""
- "Notificación recibida del sistema operativo cuando se reanuda la "
- "aplicación.\n"
- "Específica de la plataforma Android."
- #: doc/classes/MainLoop.xml doc/classes/Node.xml
- #, fuzzy
- msgid ""
- "Notification received from the OS when the app is paused.\n"
- "Specific to the Android platform."
- msgstr ""
- "Notificación recibida del sistema operativo cuando la aplicación está en "
- "pausa.\n"
- "Específico de la plataforma Android."
- #: doc/classes/MarginContainer.xml
- msgid "Simple margin container."
- msgstr "Un simple contenedor de margen."
- #: doc/classes/MarginContainer.xml
- #, fuzzy
- msgid ""
- "Adds a top, left, bottom, and right margin to all [Control] nodes that are "
- "direct children of the container. To control the [MarginContainer]'s margin, "
- "use the [code]margin_*[/code] theme properties listed below.\n"
- "[b]Note:[/b] Be careful, [Control] margin values are different than the "
- "constant margin values. If you want to change the custom margin values of "
- "the [MarginContainer] by code, you should use the following examples:\n"
- "[codeblock]\n"
- "# This code sample assumes the current script is extending MarginContainer.\n"
- "var margin_value = 100\n"
- "add_constant_override(\"margin_top\", margin_value)\n"
- "add_constant_override(\"margin_left\", margin_value)\n"
- "add_constant_override(\"margin_bottom\", margin_value)\n"
- "add_constant_override(\"margin_right\", margin_value)\n"
- "[/codeblock]"
- msgstr ""
- "Añade un margen superior, izquierdo, inferior y derecho a todos los nodos "
- "[Control] que son hijos directos del contenedor. Para controlar el margen "
- "del [MarginContainer], utiliza las propiedades del tema [code]margin_*[/"
- "code] que se indican a continuación.\n"
- "[b]Nota:[/b] Ten cuidado, los valores de margen de [Control] son diferentes "
- "de los valores de margen constantes. Si desea cambiar los valores de margen "
- "personalizados del [MarginContainer] por código, debe utilizar los "
- "siguientes ejemplos:\n"
- "[codeblock]\n"
- "var valor_de_margen = 100\n"
- "set(\"custom_constants/margin_top\", valor_de_margen)\n"
- "set(\"custom_constants/margin_left\", valor_de_margen)\n"
- "set(\"custom_constants/margin_bottom\", valor_de_margen)\n"
- "set(\"custom_constants/margin_right\", valor_de_margen)\n"
- "[/codeblock]"
- #: doc/classes/MarginContainer.xml
- msgid ""
- "All direct children of [MarginContainer] will have a bottom margin of "
- "[code]margin_bottom[/code] pixels."
- msgstr ""
- "Todos los hijos directos de [MarginContainer] tendrán un margen inferior de "
- "[code]margin_bottom[/code] píxeles."
- #: doc/classes/MarginContainer.xml
- msgid ""
- "All direct children of [MarginContainer] will have a left margin of "
- "[code]margin_left[/code] pixels."
- msgstr ""
- "Todos los hijos directos de [MarginContainer] tendrán un margen izquierdo de "
- "[code]margin_left[/code] píxeles."
- #: doc/classes/MarginContainer.xml
- msgid ""
- "All direct children of [MarginContainer] will have a right margin of "
- "[code]margin_right[/code] pixels."
- msgstr ""
- "Todos los hijos directos de [MarginContainer] tendrán un margen derecho de "
- "[code]margin_right[/code] píxeles."
- #: doc/classes/MarginContainer.xml
- msgid ""
- "All direct children of [MarginContainer] will have a top margin of "
- "[code]margin_top[/code] pixels."
- msgstr ""
- "Todos los hijos directos de [MarginContainer] tendrán un margen superior de "
- "[code]margin_top[/code] píxeles."
- #: doc/classes/Marshalls.xml
- msgid "Data transformation (marshalling) and encoding helpers."
- msgstr "Ayudantes de transformación(marshalling) y codificación de datos."
- #: doc/classes/Marshalls.xml
- msgid "Provides data transformation and encoding utility functions."
- msgstr ""
- "Proporciona funciones de utilidad de transformación y codificación de datos."
- #: doc/classes/Marshalls.xml
- #, fuzzy
- msgid ""
- "Returns a decoded [PoolByteArray] corresponding to the Base64-encoded string "
- "[code]base64_str[/code]."
- msgstr ""
- "Devuelve un [PackedByteArray] decodificado que corresponde a la string "
- "[code]base64_str[/code] codificada en Base64."
- #: doc/classes/Marshalls.xml
- msgid ""
- "Returns a decoded string corresponding to the Base64-encoded string "
- "[code]base64_str[/code]."
- msgstr ""
- "Devuelve una cadena decodificada que corresponde a la string codificada en "
- "Base64 [code]base64_str[/code]."
- #: doc/classes/Marshalls.xml
- msgid ""
- "Returns a decoded [Variant] corresponding to the Base64-encoded string "
- "[code]base64_str[/code]. If [code]allow_objects[/code] is [code]true[/code], "
- "decoding objects is allowed.\n"
- "[b]Warning:[/b] Deserialized objects can contain code which gets executed. "
- "Do not use this option if the serialized object comes from untrusted sources "
- "to avoid potential security threats such as remote code execution."
- msgstr ""
- "Devuelve una [Variant] decodificada que corresponde a la string "
- "[code]base64_str[/code] codificada en Base64. Si [code]allow_objects[/code] "
- "es [code]true[/code], se permite decodificar los objetos.\n"
- "[b]Advertencia:[/b] Los objetos deserializados pueden contener código que se "
- "ejecuta. No utilice esta opción si el objeto serializado proviene de fuentes "
- "no fiables para evitar posibles amenazas a la seguridad, como la ejecución "
- "remota de código."
- #: doc/classes/Marshalls.xml
- #, fuzzy
- msgid "Returns a Base64-encoded string of a given [PoolByteArray]."
- msgstr ""
- "Devuelve una string codificada en Base64 de un determinado [PackedByteArray]."
- #: doc/classes/Marshalls.xml
- msgid ""
- "Returns a Base64-encoded string of the UTF-8 string [code]utf8_str[/code]."
- msgstr ""
- "Devuelve una string codificada en Base64 de la cadena UTF-8 [code]utf8_str[/"
- "code]."
- #: doc/classes/Marshalls.xml
- msgid ""
- "Returns a Base64-encoded string of the [Variant] [code]variant[/code]. If "
- "[code]full_objects[/code] is [code]true[/code], encoding objects is allowed "
- "(and can potentially include code)."
- msgstr ""
- "Devuelve una string codificada en Base64 de la [Variant] [code]variant[/"
- "code]. Si [code]full_objects[/code] es [code]true[/code], se permite "
- "codificar objetos (y potencialmente puede incluir código)."
- #: doc/classes/Material.xml
- msgid "Abstract base [Resource] for coloring and shading geometry."
- msgstr "Base abstracta [Resource] para colorear y sombrear la geometría."
- #: doc/classes/Material.xml
- #, fuzzy
- msgid ""
- "Material is a base [Resource] used for coloring and shading geometry. All "
- "materials inherit from it and almost all [VisualInstance] derived nodes "
- "carry a Material. A few flags and parameters are shared between all material "
- "types and are configured here."
- msgstr ""
- "El material es un [Resource] base usado para colorear y sombrear la "
- "geometría. Todos los materiales heredan de él y casi todos los nodos "
- "derivados de [VisualInstance] llevan un Material. Algunos indicadores y "
- "parámetros son compartidos por todos los tipos de materiales y se configuran "
- "aquí."
- #: doc/classes/Material.xml
- #, fuzzy
- msgid ""
- "Sets the [Material] to be used for the next pass. This renders the object "
- "again using a different material.\n"
- "[b]Note:[/b] This only applies to [SpatialMaterial]s and [ShaderMaterial]s "
- "with type \"Spatial\"."
- msgstr ""
- "Establece el [Material] que se usará para la siguiente pasada. Esto hace que "
- "el objeto vuelva a utilizar un material diferente.\n"
- "[b]Nota:[/b] sólo se aplica a los [StandardMaterial] y a los "
- "[ShaderMaterial]s con el tipo \"Espacial\"."
- #: doc/classes/Material.xml
- #, fuzzy
- msgid ""
- "Sets the render priority for transparent objects in 3D scenes. Higher "
- "priority objects will be sorted in front of lower priority objects.\n"
- "[b]Note:[/b] This only applies to sorting of transparent objects. This will "
- "not impact how transparent objects are sorted relative to opaque objects. "
- "This is because opaque objects are not sorted, while transparent objects are "
- "sorted from back to front (subject to priority)."
- msgstr ""
- "Establece la prioridad de renderización de los objetos transparentes en las "
- "escenas 3D. Los objetos de mayor prioridad se clasificarán delante de los de "
- "menor prioridad.\n"
- "[b]Nota:[/b] esto sólo se aplica a la clasificación de los objetos "
- "transparentes. Esto no afectará a la forma en que se clasifican los objetos "
- "transparentes en relación con los opacos. Esto se debe a que los objetos "
- "opacos no se clasifican, mientras que los transparentes se clasifican de "
- "atrás hacia adelante (sujetos a prioridad)."
- #: doc/classes/Material.xml
- msgid "Maximum value for the [member render_priority] parameter."
- msgstr "Valor máximo del parámetro [member render_priority]."
- #: doc/classes/Material.xml
- msgid "Minimum value for the [member render_priority] parameter."
- msgstr "Valor mínimo del parámetro [member render_priority]."
- #: doc/classes/MenuButton.xml
- msgid "Special button that brings up a [PopupMenu] when clicked."
- msgstr "Botón especial que hace aparecer un [PopupMenu] cuando se hace clic."
- #: doc/classes/MenuButton.xml
- #, fuzzy
- msgid ""
- "Special button that brings up a [PopupMenu] when clicked.\n"
- "New items can be created inside this [PopupMenu] using [code]get_popup()."
- "add_item(\"My Item Name\")[/code]. You can also create them directly from "
- "the editor. To do so, select the [MenuButton] node, then in the toolbar at "
- "the top of the 2D editor, click [b]Items[/b] then click [b]Add[/b] in the "
- "popup. You will be able to give each item new properties.\n"
- "See also [BaseButton] which contains common properties and methods "
- "associated with this node."
- msgstr ""
- "Botón especial que hace aparecer un [PopupMenu] cuando se hace clic.\n"
- "Se pueden crear nuevos elementos dentro de este [PopupMenu] usando "
- "[code]get_popup().add_item(\"My Item Name\")[/code]. También puedes crearlos "
- "directamente desde el editor. Para ello, selecciona el nodo [MenuButton], "
- "luego en la barra de herramientas en la parte superior del editor 2D, haz "
- "clic en [b]Items[/b] y luego en [b]Add[/b] en el popup. Podrás dar a cada "
- "ítem nuevas propiedades."
- #: doc/classes/MenuButton.xml doc/classes/OptionButton.xml
- msgid ""
- "Returns the [PopupMenu] contained in this button.\n"
- "[b]Warning:[/b] This is a required internal node, removing and freeing it "
- "may cause a crash. If you wish to hide it or any of its children, use their "
- "[member CanvasItem.visible] property."
- msgstr ""
- #: doc/classes/MenuButton.xml
- msgid ""
- "If [code]true[/code], shortcuts are disabled and cannot be used to trigger "
- "the button."
- msgstr ""
- "Si [code]true[/code], los atajos están desactivados y no se pueden utilizar "
- "para activar el botón."
- #: doc/classes/MenuButton.xml
- msgid ""
- "If [code]true[/code], when the cursor hovers above another [MenuButton] "
- "within the same parent which also has [code]switch_on_hover[/code] enabled, "
- "it will close the current [MenuButton] and open the other one."
- msgstr ""
- "Si [code]true[/code], cuando el cursor se sitúe sobre otro [MenuButton] "
- "dentro del mismo padre que también tenga activado [code]switch_on_hover[/"
- "code], cerrará el [MenuButton] actual y abrirá el otro."
- #: doc/classes/MenuButton.xml
- #, fuzzy
- msgid "Emitted when [PopupMenu] of this MenuButton is about to show."
- msgstr ""
- "Emitido cuando el [PopupMenu] de este MenuButton está a punto de aparecer."
- #: doc/classes/MenuButton.xml
- msgid "Default text [Color] of the [MenuButton]."
- msgstr "[Color] del Texto predeterminado del [MenuButton]."
- #: doc/classes/MenuButton.xml
- msgid "Text [Color] used when the [MenuButton] is disabled."
- msgstr "[Color] del texto utilizado cuando el [MenuButton] está desactivado."
- #: doc/classes/MenuButton.xml
- msgid ""
- "Text [Color] used when the [MenuButton] is focused. Only replaces the normal "
- "text color of the button. Disabled, hovered, and pressed states take "
- "precedence over this color."
- msgstr ""
- #: doc/classes/MenuButton.xml
- msgid "Text [Color] used when the [MenuButton] is being hovered."
- msgstr "[Color] del texto usado cuando el puntero esta sobre el [MenuButton]."
- #: doc/classes/MenuButton.xml
- msgid "Text [Color] used when the [MenuButton] is being pressed."
- msgstr "[Color] del texto utilizado cuando se pulsa el [MenuButton]."
- #: doc/classes/MenuButton.xml
- msgid "The horizontal space between [MenuButton]'s icon and text."
- msgstr "El espacio horizontal entre el icono y el texto de [MenuButton]."
- #: doc/classes/MenuButton.xml
- msgid "[Font] of the [MenuButton]'s text."
- msgstr "[Font] del texto del [MenuButton]."
- #: doc/classes/MenuButton.xml
- msgid "[StyleBox] used when the [MenuButton] is disabled."
- msgstr "[StyleBox] utilizado cuando el [MenuButton] está desactivado."
- #: doc/classes/MenuButton.xml
- msgid ""
- "[StyleBox] used when the [MenuButton] is focused. It is displayed over the "
- "current [StyleBox], so using [StyleBoxEmpty] will just disable the focus "
- "visual effect."
- msgstr ""
- "[StyleBox] usado cuando el [MenuButton] está enfocado. Se muestra sobre el "
- "[StyleBox] actual, por lo que al usar [StyleBoxEmpty] sólo se desactivará el "
- "efecto visual de enfoque."
- #: doc/classes/MenuButton.xml
- msgid "[StyleBox] used when the [MenuButton] is being hovered."
- msgstr ""
- "[StyleBox] usado cuando el puntero del ratón esta sobre el [MenuButton]."
- #: doc/classes/MenuButton.xml
- msgid "Default [StyleBox] for the [MenuButton]."
- msgstr "[StyleBox] por defecto para el [MenuButton]."
- #: doc/classes/MenuButton.xml
- msgid "[StyleBox] used when the [MenuButton] is being pressed."
- msgstr "[StyleBox] que se utiliza cuando se pulsa el [MenuButton]."
- #: doc/classes/Mesh.xml
- msgid "A [Resource] that contains vertex array-based geometry."
- msgstr "Un [Resource] que contiene un array de vértices de una geometría."
- #: doc/classes/Mesh.xml
- msgid ""
- "Mesh is a type of [Resource] that contains vertex array-based geometry, "
- "divided in [i]surfaces[/i]. Each surface contains a completely separate "
- "array and a material used to draw it. Design wise, a mesh with multiple "
- "surfaces is preferred to a single surface, because objects created in 3D "
- "editing software commonly contain multiple materials."
- msgstr ""
- "La malla es un tipo de [Resource] que contiene una geometría basada en un "
- "array de vértices, dividida en [i]superficies[/i]. Cada superficie contiene "
- "un array completamente separado y un material utilizado para dibujarlo. En "
- "cuanto al diseño, se prefiere una malla con múltiples superficies a una sola "
- "superficie, porque los objetos creados en un software de edición 3D suelen "
- "contener múltiples materiales."
- #: doc/classes/Mesh.xml
- msgid ""
- "Calculate a [ConvexPolygonShape] from the mesh.\n"
- "If [code]clean[/code] is [code]true[/code] (default), duplicate and interior "
- "vertices are removed automatically. You can set it to [code]false[/code] to "
- "make the process faster if not needed.\n"
- "If [code]simplify[/code] is [code]true[/code], the geometry can be further "
- "simplified to reduce the amount of vertices. Disabled by default."
- msgstr ""
- #: doc/classes/Mesh.xml
- msgid ""
- "Calculate an outline mesh at a defined offset (margin) from the original "
- "mesh.\n"
- "[b]Note:[/b] This method typically returns the vertices in reverse order (e."
- "g. clockwise to counterclockwise)."
- msgstr ""
- "Calcular una malla de contorno en un desplazamiento definido (margen) de la "
- "malla original.\n"
- "[b]Nota:[/b] Este método típicamente devuelve los vértices en orden inverso "
- "(por ejemplo, de derecha a izquierda)."
- #: doc/classes/Mesh.xml
- #, fuzzy
- msgid "Calculate a [ConcavePolygonShape] from the mesh."
- msgstr "Calcula un [ConcavePolygonShape] desde la malla."
- #: doc/classes/Mesh.xml
- msgid "Generate a [TriangleMesh] from the mesh."
- msgstr "Genera un [TriangleMesh] desde la malla."
- #: doc/classes/Mesh.xml
- #, fuzzy
- msgid ""
- "Returns the smallest [AABB] enclosing this mesh in local space. Not affected "
- "by [code]custom_aabb[/code]. See also [method VisualInstance."
- "get_transformed_aabb].\n"
- "[b]Note:[/b] This is only implemented for [ArrayMesh] and [PrimitiveMesh]."
- msgstr ""
- "Devuelve el más pequeño [AABB] que encierra esta malla. No está afectado por "
- "[code]custom_aabb[/code].\n"
- "[b]Nota:[/b] Esto está sólo implementado para [ArrayMesh] y [PrimitiveMesh]."
- #: doc/classes/Mesh.xml
- msgid ""
- "Returns all the vertices that make up the faces of the mesh. Each three "
- "vertices represent one triangle."
- msgstr ""
- "Devuelve todos los vértices que forman las caras de la malla. Cada tres "
- "vértices representan un triángulo."
- #: doc/classes/Mesh.xml
- msgid "Returns the amount of surfaces that the [Mesh] holds."
- msgstr "Devuelve la cantidad de superficies que la [Mesh] sostiene."
- #: doc/classes/Mesh.xml
- msgid ""
- "Returns the arrays for the vertices, normals, uvs, etc. that make up the "
- "requested surface (see [method ArrayMesh.add_surface_from_arrays])."
- msgstr ""
- "Devuelve los arrays para los vértices, normales, uvs, etc. que conforman la "
- "superficie solicitada (ver [method ArrayMesh.add_surface_from_arrays])."
- #: doc/classes/Mesh.xml
- msgid "Returns the blend shape arrays for the requested surface."
- msgstr "Devuelve los arrays de formas de mezcla para la superficie solicitada."
- #: doc/classes/Mesh.xml
- msgid ""
- "Returns a [Material] in a given surface. Surface is rendered using this "
- "material."
- msgstr ""
- "Devuelve un [Material] en una superficie determinada. La superficie se "
- "renderiza usando este material."
- #: doc/classes/Mesh.xml
- msgid ""
- "Sets a [Material] for a given surface. Surface will be rendered using this "
- "material."
- msgstr ""
- "Establece un [Material] para una superficie determinada. La superficie se "
- "renderizará usando este material."
- #: doc/classes/Mesh.xml
- msgid ""
- "Sets a hint to be used for lightmap resolution in [BakedLightmap]. Overrides "
- "[member BakedLightmap.default_texels_per_unit]."
- msgstr ""
- #: doc/classes/Mesh.xml
- msgid "Render array as points (one vertex equals one point)."
- msgstr "Renderizar un array como puntos (un vértice es igual a un punto)."
- #: doc/classes/Mesh.xml
- msgid "Render array as lines (every two vertices a line is created)."
- msgstr "Renderiza el array como líneas (cada dos vértices se crea una línea)."
- #: doc/classes/Mesh.xml
- msgid "Render array as line strip."
- msgstr "Renderiza un array como una tira de líneas."
- #: doc/classes/Mesh.xml
- #, fuzzy
- msgid "Render array as line loop (like line strip, but closed)."
- msgstr "Renderiza un array como una tira de líneas."
- #: doc/classes/Mesh.xml
- msgid "Render array as triangles (every three vertices a triangle is created)."
- msgstr ""
- "Renderizar la matriz como triángulos (cada tres vértices se crea un "
- "triángulo)."
- #: doc/classes/Mesh.xml
- msgid "Render array as triangle strips."
- msgstr "Renderizar un array como tiras de triángulo."
- #: doc/classes/Mesh.xml
- #, fuzzy
- msgid "Render array as triangle fans."
- msgstr "Renderizar un array como tiras de triángulo."
- #: doc/classes/Mesh.xml doc/classes/VisualServer.xml
- msgid "Blend shapes are normalized."
- msgstr "Las formas de la mezcla se normalizan."
- #: doc/classes/Mesh.xml doc/classes/VisualServer.xml
- msgid "Blend shapes are relative to base weight."
- msgstr "Las formas de la mezcla son relativas al peso base."
- #: doc/classes/Mesh.xml
- msgid ""
- "Mesh array contains vertices. All meshes require a vertex array so this "
- "should always be present."
- msgstr ""
- "El array de malla contiene vértices. Todas las mallas requieren un array de "
- "vértices, así que esto siempre debe estar presente."
- #: doc/classes/Mesh.xml
- msgid "Mesh array contains normals."
- msgstr "El array de malla contiene normales."
- #: doc/classes/Mesh.xml
- msgid "Mesh array contains tangents."
- msgstr "El array de malla contiene tangentes."
- #: doc/classes/Mesh.xml
- msgid "Mesh array contains colors."
- msgstr "El array de malla contiene colores."
- #: doc/classes/Mesh.xml
- msgid "Mesh array contains UVs."
- msgstr "El array de malla contiene UVs."
- #: doc/classes/Mesh.xml
- msgid "Mesh array contains second UV."
- msgstr "El array de malla contiene un segundo UV."
- #: doc/classes/Mesh.xml
- msgid "Mesh array contains bones."
- msgstr "El array de malla contiene huesos."
- #: doc/classes/Mesh.xml
- msgid "Mesh array contains bone weights."
- msgstr "El array de malla contiene pesos de huesos."
- #: doc/classes/Mesh.xml
- msgid "Mesh array uses indices."
- msgstr "El array de malla usa índices."
- #: doc/classes/Mesh.xml
- msgid ""
- "Used internally to calculate other [code]ARRAY_COMPRESS_*[/code] enum "
- "values. Do not use."
- msgstr ""
- #: doc/classes/Mesh.xml doc/classes/VisualServer.xml
- #, fuzzy
- msgid "Flag used to mark a compressed (half float) vertex array."
- msgstr "Flag utilizada para marcar un array tangencial comprimido (real)."
- #: doc/classes/Mesh.xml doc/classes/VisualServer.xml
- msgid "Flag used to mark a compressed (half float) normal array."
- msgstr "Flag utilizada para marcar un array normal comprimido (real)."
- #: doc/classes/Mesh.xml doc/classes/VisualServer.xml
- msgid "Flag used to mark a compressed (half float) tangent array."
- msgstr "Flag utilizada para marcar un array tangencial comprimido (real)."
- #: doc/classes/Mesh.xml
- msgid ""
- "Flag used to mark a compressed (half float) color array.\n"
- "[b]Note:[/b] If this flag is enabled, vertex colors will be stored as 8-bit "
- "unsigned integers. This will clamp overbright colors to [code]Color(1, 1, 1, "
- "1)[/code] and reduce colors' precision."
- msgstr ""
- #: doc/classes/Mesh.xml doc/classes/VisualServer.xml
- msgid "Flag used to mark a compressed (half float) UV coordinates array."
- msgstr "Flag usada para marcar un array de coordenadas UV comprimidas (real)."
- #: doc/classes/Mesh.xml doc/classes/VisualServer.xml
- msgid ""
- "Flag used to mark a compressed (half float) UV coordinates array for the "
- "second UV coordinates."
- msgstr ""
- "Flag usada para marcar un array de coordenadas UV comprimidas (real) para "
- "las segundas coordenadas UV."
- #: doc/classes/Mesh.xml doc/classes/VisualServer.xml
- #, fuzzy
- msgid "Flag used to mark a compressed bone array."
- msgstr "Flag usada para marcar un array de índices comprimida."
- #: doc/classes/Mesh.xml doc/classes/VisualServer.xml
- #, fuzzy
- msgid "Flag used to mark a compressed (half float) weight array."
- msgstr "Flag utilizada para marcar un array tangencial comprimido (real)."
- #: doc/classes/Mesh.xml doc/classes/VisualServer.xml
- msgid "Flag used to mark a compressed index array."
- msgstr "Flag usada para marcar un array de índices comprimida."
- #: doc/classes/Mesh.xml doc/classes/VisualServer.xml
- msgid "Flag used to mark that the array contains 2D vertices."
- msgstr "Flag usada para marcar que el array contiene vértices 2D."
- #: doc/classes/Mesh.xml doc/classes/VisualServer.xml
- #, fuzzy
- msgid "Flag used to mark that the array uses 16-bit bones instead of 8-bit."
- msgstr "Flag usada para marcar que el array contiene vértices 2D."
- #: doc/classes/Mesh.xml doc/classes/VisualServer.xml
- msgid ""
- "Flag used to mark that the array uses an octahedral representation of normal "
- "and tangent vectors rather than cartesian."
- msgstr ""
- #: doc/classes/Mesh.xml
- #, fuzzy
- msgid ""
- "Used to set flags [constant ARRAY_COMPRESS_VERTEX], [constant "
- "ARRAY_COMPRESS_NORMAL], [constant ARRAY_COMPRESS_TANGENT], [constant "
- "ARRAY_COMPRESS_COLOR], [constant ARRAY_COMPRESS_TEX_UV], [constant "
- "ARRAY_COMPRESS_TEX_UV2], [constant ARRAY_COMPRESS_WEIGHTS], and [constant "
- "ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] quickly.\n"
- "[b]Note:[/b] Since this flag enables [constant ARRAY_COMPRESS_COLOR], vertex "
- "colors will be stored as 8-bit unsigned integers. This will clamp overbright "
- "colors to [code]Color(1, 1, 1, 1)[/code] and reduce colors' precision."
- msgstr ""
- "Se usa para poner las banderas [constante ARRAY_COMPRESS_NORMAL], [constant "
- "ARRAY_COMPRESS_TANGENT], [constant ARRAY_COMPRESS_COLOR], [constant "
- "ARRAY_COMPRESS_TEX_UV] y [constant ARRAY_COMPRESS_TEX_UV2] rápidamente."
- #: doc/classes/Mesh.xml
- msgid "Array of vertices."
- msgstr "Array de vértices."
- #: doc/classes/Mesh.xml
- msgid "Array of normals."
- msgstr "Array de normales."
- #: doc/classes/Mesh.xml
- msgid "Array of tangents as an array of floats, 4 floats per tangent."
- msgstr "Array de tangentes como un array de reales, 4 reales por tangente."
- #: doc/classes/Mesh.xml
- msgid "Array of colors."
- msgstr "Array de colores."
- #: doc/classes/Mesh.xml
- msgid "Array of UV coordinates."
- msgstr "Array de coordenadas UV."
- #: doc/classes/Mesh.xml
- msgid "Array of second set of UV coordinates."
- msgstr "Array de un segundo conjunto de coordenadas UV."
- #: doc/classes/Mesh.xml
- msgid "Array of bone data."
- msgstr "Array de datos de los huesos."
- #: doc/classes/Mesh.xml
- msgid "Array of weights."
- msgstr "Array de pesos."
- #: doc/classes/Mesh.xml
- msgid "Array of indices."
- msgstr "Array de índices."
- #: doc/classes/MeshDataTool.xml
- msgid "Helper tool to access and edit [Mesh] data."
- msgstr "Herramienta de ayuda para acceder y editar los datos de la [Mesh]."
- #: doc/classes/MeshDataTool.xml
- #, fuzzy
- msgid ""
- "MeshDataTool provides access to individual vertices in a [Mesh]. It allows "
- "users to read and edit vertex data of meshes. It also creates an array of "
- "faces and edges.\n"
- "To use MeshDataTool, load a mesh with [method create_from_surface]. When you "
- "are finished editing the data commit the data to a mesh with [method "
- "commit_to_surface].\n"
- "Below is an example of how MeshDataTool may be used.\n"
- "[codeblock]\n"
- "var mesh = ArrayMesh.new()\n"
- "mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, CubeMesh.new()."
- "get_mesh_arrays())\n"
- "var mdt = MeshDataTool.new()\n"
- "mdt.create_from_surface(mesh, 0)\n"
- "for i in range(mdt.get_vertex_count()):\n"
- " var vertex = mdt.get_vertex(i)\n"
- " # In this example we extend the mesh by one unit, which results in "
- "separated faces as it is flat shaded.\n"
- " vertex += mdt.get_vertex_normal(i)\n"
- " # Save your change.\n"
- " mdt.set_vertex(i, vertex)\n"
- "mesh.surface_remove(0)\n"
- "mdt.commit_to_surface(mesh)\n"
- "var mi = MeshInstance.new()\n"
- "mi.mesh = mesh\n"
- "add_child(mi)\n"
- "[/codeblock]\n"
- "See also [ArrayMesh], [ImmediateGeometry] and [SurfaceTool] for procedural "
- "geometry generation.\n"
- "[b]Note:[/b] Godot uses clockwise [url=https://learnopengl.com/Advanced-"
- "OpenGL/Face-culling]winding order[/url] for front faces of triangle "
- "primitive modes."
- msgstr ""
- "La MeshDataTool proporciona acceso a los vértices individuales de una "
- "[Mesh]. Permite a los usuarios leer y editar los datos de los vértices de "
- "las mallas. También crea un conjunto de caras y bordes.\n"
- "Para usar MeshDataTool, cargue una malla con [method create_from_surface]. "
- "Cuando termines de editar los datos, confirma los datos a una malla con "
- "[method commit_to_surface].\n"
- "A continuación se muestra un ejemplo de cómo se puede usar MeshDataTool.\n"
- "[codeblock]\n"
- "var herramientaDeDatosDeMalla = MeshDataTool.new()\n"
- "herramientaDeDatosDeMalla.create_from_surface(malla, 0)\n"
- "for i in range(herramientaDeDatosDeMalla.get_vertex_count()):\n"
- " var vertice =herramientaDeDatosDeMalla .get_vertex(i)\n"
- " ...\n"
- " herramientaDeDatosDeMalla.set_vertex(i, vertice)\n"
- "malla.surface_remove(0)\n"
- "herramientaDeDatosDeMalla.commit_to_surface(malla)\n"
- "[/codeblock]\n"
- "Ver también [ArrayMesh], [ImmediateGeometry] y [SurfaceTool] para la "
- "generación de la geometría de procedimiento.\n"
- "[b]Nota:[/b] Godot utiliza el orden de giro en el sentido de las agujas del "
- "reloj [url=https://learnopengl.com/Advanced-OpenGL/Face-culling] para las "
- "caras frontales de los modos primitivos de los triángulos."
- #: doc/classes/MeshDataTool.xml
- msgid "Clears all data currently in MeshDataTool."
- msgstr "Borra todos los datos que actualmente están en la MeshDataTool."
- #: doc/classes/MeshDataTool.xml
- msgid "Adds a new surface to specified [Mesh] with edited data."
- msgstr ""
- "Añade una nueva superficie a la [Mesh] especificada con datos editados."
- #: doc/classes/MeshDataTool.xml
- msgid ""
- "Uses specified surface of given [Mesh] to populate data for MeshDataTool.\n"
- "Requires [Mesh] with primitive type [constant Mesh.PRIMITIVE_TRIANGLES]."
- msgstr ""
- "Utiliza la superficie especificada de la [Mesh] dada para poblar los datos "
- "de la MeshDataTool.\n"
- "Requiere [Mesh] con el tipo primitivo [constant Mesh.PRIMITIVE_TRIANGLES]."
- #: doc/classes/MeshDataTool.xml
- msgid "Returns the number of edges in this [Mesh]."
- msgstr "Devuelve el número de bordes en esta [Mesh]."
- #: doc/classes/MeshDataTool.xml
- msgid "Returns array of faces that touch given edge."
- msgstr "Devuelve el conjunto de rostros que tocan el borde dado."
- #: doc/classes/MeshDataTool.xml
- msgid "Returns meta information assigned to given edge."
- msgstr "Devuelve la meta información asignada a un borde dado."
- #: doc/classes/MeshDataTool.xml
- msgid ""
- "Returns index of specified vertex connected to given edge.\n"
- "Vertex argument can only be 0 or 1 because edges are comprised of two "
- "vertices."
- msgstr ""
- "Devuelve el índice de un vértice específico conectado a un borde "
- "determinado.\n"
- "El argumento de vértice sólo puede ser 0 o 1 porque los bordes están "
- "compuestos por dos vértices."
- #: doc/classes/MeshDataTool.xml
- msgid "Returns the number of faces in this [Mesh]."
- msgstr "Devuelve el número de caras en esta [Mesh]."
- #: doc/classes/MeshDataTool.xml
- #, fuzzy
- msgid ""
- "Returns specified edge associated with given face.\n"
- "Edge argument must be either 0, 1, or 2 because a face only has three edges."
- msgstr ""
- "Devuelve un borde específico asociado a una cara determinada.\n"
- "El argumento de borde debe ser 2 o menos porque una cara sólo tiene tres "
- "bordes."
- #: doc/classes/MeshDataTool.xml
- msgid "Returns the metadata associated with the given face."
- msgstr "Devuelve los metadatos asociados con la cara dada."
- #: doc/classes/MeshDataTool.xml
- msgid "Calculates and returns the face normal of the given face."
- msgstr "Calcula y devuelve la cara normal de la cara dada."
- #: doc/classes/MeshDataTool.xml
- #, fuzzy
- msgid ""
- "Returns the specified vertex of the given face.\n"
- "Vertex argument must be either 0, 1, or 2 because faces contain three "
- "vertices."
- msgstr ""
- "Devuelve el vértice especificado de la cara dada.\n"
- "El argumento del vértice debe ser 2 o menos porque las caras contienen tres "
- "vértices."
- #: doc/classes/MeshDataTool.xml
- msgid ""
- "Returns the [Mesh]'s format. Format is an integer made up of [Mesh] format "
- "flags combined together. For example, a mesh containing both vertices and "
- "normals would return a format of [code]3[/code] because [constant ArrayMesh."
- "ARRAY_FORMAT_VERTEX] is [code]1[/code] and [constant ArrayMesh."
- "ARRAY_FORMAT_NORMAL] is [code]2[/code].\n"
- "See [enum ArrayMesh.ArrayFormat] for a list of format flags."
- msgstr ""
- "Devuelve el formato de la [Mesh]. El formato es un entero compuesto de "
- "banderas de formato [Mesh] combinadas entre sí. Por ejemplo, una malla que "
- "contiene tanto vértices como normales devolvería un formato de [code]3[/"
- "code] porque [constant ArrayMesh.ARRAY_FORMAT_VERTEX] es [code]1[/code] y "
- "[constant ArrayMesh.ARRAY_FORMAT_NORMAL] es [code]2[/code].\n"
- "Ver [enum ArrayMesh.ArrayFormat] para una lista de flags de formato."
- #: doc/classes/MeshDataTool.xml
- msgid "Returns the material assigned to the [Mesh]."
- msgstr "Devuelve el material asignado a la [Mesh]."
- #: doc/classes/MeshDataTool.xml
- msgid "Returns the vertex at given index."
- msgstr "Devuelve el vértice en un índice determinado."
- #: doc/classes/MeshDataTool.xml
- msgid "Returns the bones of the given vertex."
- msgstr "Devuelve los huesos del vértice dado."
- #: doc/classes/MeshDataTool.xml
- msgid "Returns the color of the given vertex."
- msgstr "Devuelve el color del vértice dado."
- #: doc/classes/MeshDataTool.xml
- msgid "Returns the total number of vertices in [Mesh]."
- msgstr "Devuelve el número total de vértices en [Mesh]."
- #: doc/classes/MeshDataTool.xml
- msgid "Returns an array of edges that share the given vertex."
- msgstr "Devuelve un array de bordes que comparten el vértice dado."
- #: doc/classes/MeshDataTool.xml
- msgid "Returns an array of faces that share the given vertex."
- msgstr "Devuelve un array de caras que comparten el vértice dado."
- #: doc/classes/MeshDataTool.xml
- msgid "Returns the metadata associated with the given vertex."
- msgstr "Devuelve los metadatos asociados con el vértice dado."
- #: doc/classes/MeshDataTool.xml
- msgid "Returns the normal of the given vertex."
- msgstr "Devuelve la normal del vértice dado."
- #: doc/classes/MeshDataTool.xml
- msgid "Returns the tangent of the given vertex."
- msgstr "Devuelve la tangente del vértice dado."
- #: doc/classes/MeshDataTool.xml
- msgid "Returns the UV of the given vertex."
- msgstr "Devuelve el UV del vértice dado."
- #: doc/classes/MeshDataTool.xml
- msgid "Returns the UV2 of the given vertex."
- msgstr "Devuelve el UV2 del vértice dado."
- #: doc/classes/MeshDataTool.xml
- msgid "Returns bone weights of the given vertex."
- msgstr "Devuelve los pesos del hueso del vértice dado."
- #: doc/classes/MeshDataTool.xml
- msgid "Sets the metadata of the given edge."
- msgstr "Establece los metadatos del borde dado."
- #: doc/classes/MeshDataTool.xml
- msgid "Sets the metadata of the given face."
- msgstr "Establece los metadatos de la cara dada."
- #: doc/classes/MeshDataTool.xml
- msgid "Sets the material to be used by newly-constructed [Mesh]."
- msgstr "Establece el material a ser usado por la [Mesh] recién construida."
- #: doc/classes/MeshDataTool.xml
- msgid "Sets the position of the given vertex."
- msgstr "Establece la posición del vértice dado."
- #: doc/classes/MeshDataTool.xml
- msgid "Sets the bones of the given vertex."
- msgstr "Establece los huesos del vértice dado."
- #: doc/classes/MeshDataTool.xml
- msgid "Sets the color of the given vertex."
- msgstr "Establece el color del vértice dado."
- #: doc/classes/MeshDataTool.xml
- msgid "Sets the metadata associated with the given vertex."
- msgstr "Establece los metadatos asociados con el vértice dado."
- #: doc/classes/MeshDataTool.xml
- msgid "Sets the normal of the given vertex."
- msgstr "Establece la normal del vértice dado."
- #: doc/classes/MeshDataTool.xml
- msgid "Sets the tangent of the given vertex."
- msgstr "Establece la tangente del vértice dado."
- #: doc/classes/MeshDataTool.xml
- msgid "Sets the UV of the given vertex."
- msgstr "Establece el UV del vértice dado."
- #: doc/classes/MeshDataTool.xml
- msgid "Sets the UV2 of the given vertex."
- msgstr "Establece el UV2 del vértice dado."
- #: doc/classes/MeshDataTool.xml
- msgid "Sets the bone weights of the given vertex."
- msgstr "Establece los pesos del hueso del vértice dado."
- #: doc/classes/MeshInstance.xml
- msgid "Node that instances meshes into a scenario."
- msgstr "Nodo que instancia mallas en un escenario."
- #: doc/classes/MeshInstance.xml
- #, fuzzy
- msgid ""
- "MeshInstance is a node that takes a [Mesh] resource and adds it to the "
- "current scenario by creating an instance of it. This is the class most often "
- "used to get 3D geometry rendered and can be used to instance a single [Mesh] "
- "in many places. This allows reusing geometry, which can save on resources. "
- "When a [Mesh] has to be instanced more than thousands of times at close "
- "proximity, consider using a [MultiMesh] in a [MultiMeshInstance] instead."
- msgstr ""
- "MeshInstance es un nodo que toma un recurso [Mesh] y lo añade al escenario "
- "actual creando una instancia del mismo. Esta es la clase más usada para "
- "representar la geometría 3D y puede ser usada para dar una instancia a una "
- "sola [Mesh] en muchos lugares. Esto permite la reutilización de la "
- "geometría, lo que puede ahorrar recursos. Cuando una [Mesh] tiene que ser "
- "instanciada más de miles de veces en una proximidad cercana, considere el "
- "uso de una [MultiMesh] en una [MultiMeshInstance] en su lugar."
- #: doc/classes/MeshInstance.xml
- msgid ""
- "This helper creates a [StaticBody] child node with a [ConvexPolygonShape] "
- "collision shape calculated from the mesh geometry. It's mainly used for "
- "testing.\n"
- "If [code]clean[/code] is [code]true[/code] (default), duplicate and interior "
- "vertices are removed automatically. You can set it to [code]false[/code] to "
- "make the process faster if not needed.\n"
- "If [code]simplify[/code] is [code]true[/code], the geometry can be further "
- "simplified to reduce the amount of vertices. Disabled by default."
- msgstr ""
- #: doc/classes/MeshInstance.xml
- #, fuzzy
- msgid ""
- "This helper creates a [MeshInstance] child node with gizmos at every vertex "
- "calculated from the mesh geometry. It's mainly used for testing."
- msgstr ""
- "Este ayudante crea un nodo hijo [MeshInstance] con gizmos en cada vértice "
- "calculados a partir de la geometría de la malla. Se utiliza principalmente "
- "para las pruebas."
- #: doc/classes/MeshInstance.xml
- #, fuzzy
- msgid ""
- "This helper creates a [StaticBody] child node with multiple "
- "[ConvexPolygonShape] collision shapes calculated from the mesh geometry via "
- "convex decomposition. It's mainly used for testing."
- msgstr ""
- "Este ayudante crea un nodo hijo [StaticBody] con una forma de colisión "
- "[ConvexPolygonShape] calculada a partir de la geometría de la malla. Se usa "
- "principalmente para pruebas."
- #: doc/classes/MeshInstance.xml
- #, fuzzy
- msgid ""
- "This helper creates a [StaticBody] child node with a [ConcavePolygonShape] "
- "collision shape calculated from the mesh geometry. It's mainly used for "
- "testing."
- msgstr ""
- "Este ayudante crea un nodo hijo [StaticBody] con una forma de colisión "
- "[ConcavePolygonShape] calculada a partir de la geometría de la malla. Se usa "
- "principalmente para pruebas."
- #: doc/classes/MeshInstance.xml
- #, fuzzy
- msgid ""
- "Returns the [Material] that will be used by the [Mesh] when drawing. This "
- "can return the [member GeometryInstance.material_override], the surface "
- "override [Material] defined in this [MeshInstance], or the surface "
- "[Material] defined in the [Mesh]. For example, if [member GeometryInstance."
- "material_override] is used, all surfaces will return the override material."
- msgstr ""
- "Devuelve el [Material] que será utilizado por la [Malla] al dibujar. Puede "
- "devolver el [member GeometryInstance3D.material_override], la anulación de "
- "la superficie [Material] definida en esta [MeshInstance], o la superficie "
- "[Material] definida en la [Mesh]. Por ejemplo, si se utiliza "
- "[GeometryInstance3D.material_override], todas las superficies devolverán el "
- "material de anulación."
- #: doc/classes/MeshInstance.xml
- msgid ""
- "Returns the override [Material] for a surface of the [Mesh] resource.\n"
- "[b]Note:[/b] This function only returns [i]override[/i] materials associated "
- "with this [MeshInstance]. Consider using [method get_active_material] or "
- "[method Mesh.surface_get_material] to get materials associated with the "
- "[Mesh] resource."
- msgstr ""
- #: doc/classes/MeshInstance.xml
- #, fuzzy
- msgid "Returns the number of surface override materials."
- msgstr "Devuelve el número de materiales de la superficie."
- #: doc/classes/MeshInstance.xml
- msgid ""
- "Returns [code]true[/code] if this [MeshInstance] can be merged with the "
- "specified [code]other_mesh_instance[/code], using the [method MeshInstance."
- "merge_meshes] function.\n"
- "In order to be mergeable, properties of the [MeshInstance] must match, and "
- "each surface must match, in terms of material, attributes and vertex format."
- msgstr ""
- #: doc/classes/MeshInstance.xml
- msgid ""
- "This function can merge together the data from several source "
- "[MeshInstance]s into a single destination [MeshInstance] (the MeshInstance "
- "the function is called from). This is primarily useful for improving "
- "performance by reducing the number of drawcalls and [Node]s.\n"
- "Merging should only be attempted for simple meshes that do not contain "
- "animation.\n"
- "The final vertices can either be returned in global space, or in local space "
- "relative to the destination [MeshInstance] global transform (the destination "
- "Node must be inside the [SceneTree] for local space to work).\n"
- "The function will make a final check for compatibility between the "
- "[MeshInstance]s by default, this should always be used unless you have "
- "previously checked for compatibility using [method MeshInstance."
- "is_mergeable_with]. If the compatibility check is omitted and the meshes are "
- "merged, you may see rendering errors.\n"
- "[b]Note:[/b] The requirements for similarity between meshes are quite "
- "stringent. They can be checked using the [method MeshInstance."
- "is_mergeable_with] function prior to calling [method MeshInstance."
- "merge_meshes].\n"
- "Also note that any initial data in the destination [MeshInstance] data will "
- "be discarded."
- msgstr ""
- #: doc/classes/MeshInstance.xml
- msgid ""
- "Sets the override [Material] for the specified surface of the [Mesh] "
- "resource. This material is associated with this [MeshInstance] rather than "
- "with the [Mesh] resource."
- msgstr ""
- #: doc/classes/MeshInstance.xml
- msgid "The [Mesh] resource for the instance."
- msgstr "El recurso [Mesh] para la instancia."
- #: doc/classes/MeshInstance.xml
- #, fuzzy
- msgid "[NodePath] to the [Skeleton] associated with the instance."
- msgstr "[NodePath] al [Skeleton] asociado con la instancia."
- #: doc/classes/MeshInstance.xml
- msgid "Sets the skin to be used by this instance."
- msgstr "Establece la piel que se utilizará en esta instancia."
- #: doc/classes/MeshInstance.xml
- msgid ""
- "If [code]true[/code], normals are transformed when software skinning is "
- "used. Set to [code]false[/code] when normals are not needed for better "
- "performance.\n"
- "See [member ProjectSettings.rendering/quality/skinning/"
- "software_skinning_fallback] for details about how software skinning is "
- "enabled."
- msgstr ""
- #: doc/classes/MeshInstance2D.xml
- msgid "Node used for displaying a [Mesh] in 2D."
- msgstr "Nodo utilizado para mostrar una [Mesh] en 2D."
- #: doc/classes/MeshInstance2D.xml
- #, fuzzy
- msgid ""
- "Node used for displaying a [Mesh] in 2D. A [MeshInstance2D] can be "
- "automatically created from an existing [Sprite] via a tool in the editor "
- "toolbar. Select the [Sprite] node, then choose [b]Sprite > Convert to "
- "MeshInstance2D[/b] at the top of the 2D editor viewport."
- msgstr ""
- "Nodo utilizado para mostrar una [Mesh] en 2D. Puede ser construido a partir "
- "de un [Sprite2D] existente mediante una herramienta en la barra de "
- "herramientas del editor. Selecciona \"Sprite2D\" y luego \"Convertir a "
- "Mesh2D\", selecciona los ajustes en el popup y pulsa \"Crear Mesh2D\"."
- #: doc/classes/MeshInstance2D.xml
- msgid "The [Mesh] that will be drawn by the [MeshInstance2D]."
- msgstr "La [Mesh] que será dibujada por la [MeshInstance2D]."
- #: doc/classes/MeshInstance2D.xml doc/classes/MultiMeshInstance2D.xml
- #, fuzzy
- msgid ""
- "The normal map that will be used if using the default [CanvasItemMaterial].\n"
- "[b]Note:[/b] Godot expects the normal map to use X+, Y+, and Z+ coordinates. "
- "See [url=http://wiki.polycount.com/wiki/"
- "Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for "
- "a comparison of normal map coordinates expected by popular engines."
- msgstr ""
- "El mapa normal que se utilizará si se utiliza el [CanvasItemMaterial] "
- "predeterminado.\n"
- "[b]Nota:[/b] Godot espera que el mapa normal use las coordenadas X+, Y-, y "
- "Z+. Ver [url=http://wiki.polycount.com/wiki/"
- "Normal_Map_Technical_Details#Common_Swizzle_Coordinates]esta página[/url] "
- "para una comparación de las coordenadas del mapa normal esperadas por los "
- "motores populares."
- #: doc/classes/MeshInstance2D.xml doc/classes/MultiMeshInstance2D.xml
- #, fuzzy
- msgid ""
- "The [Texture] that will be used if using the default [CanvasItemMaterial]. "
- "Can be accessed as [code]TEXTURE[/code] in CanvasItem shader."
- msgstr ""
- "La [Textura2D] que se utilizará si se usa el [CanvasItemMaterial] por "
- "defecto. Se puede acceder como [code]TEXTURE[/code] en el sombreador "
- "CanvasItem."
- #: doc/classes/MeshInstance2D.xml doc/classes/MultiMeshInstance2D.xml
- msgid "Emitted when the [member texture] is changed."
- msgstr "Emitido cuando se cambia la [member texture]."
- #: doc/classes/MeshLibrary.xml
- msgid "Library of meshes."
- msgstr "Biblioteca de mallas."
- #: doc/classes/MeshLibrary.xml
- msgid ""
- "A library of meshes. Contains a list of [Mesh] resources, each with a name "
- "and ID. Each item can also include collision and navigation shapes. This "
- "resource is used in [GridMap]."
- msgstr ""
- "Una biblioteca de mallas. Contiene una lista de recursos de [Mesh], cada uno "
- "con un nombre y una identificación. Cada elemento también puede incluir "
- "formas de colisión y de navegación. Este recurso se utiliza en [GridMap]."
- #: doc/classes/MeshLibrary.xml
- msgid "Clears the library."
- msgstr "Limpia la biblioteca."
- #: doc/classes/MeshLibrary.xml
- msgid ""
- "Creates a new item in the library with the given ID.\n"
- "You can get an unused ID from [method get_last_unused_item_id]."
- msgstr ""
- "Crea un nuevo artículo en la biblioteca con la identificación dada.\n"
- "Puedes obtener un ID sin usar con el [method get_last_unused_item_id]."
- #: doc/classes/MeshLibrary.xml
- msgid "Returns the first item with the given name."
- msgstr "Devuelve el primer objeto con el nombre dado."
- #: doc/classes/MeshLibrary.xml
- msgid "Returns the list of item IDs in use."
- msgstr "Devuelve la lista de ids de objetos en uso."
- #: doc/classes/MeshLibrary.xml
- msgid "Returns the item's mesh."
- msgstr "Devuelve la malla del objeto."
- #: doc/classes/MeshLibrary.xml
- #, fuzzy
- msgid "Returns the transform applied to the item's mesh."
- msgstr "Devuelve la transformada aplicada a la malla de navegación del objeto."
- #: doc/classes/MeshLibrary.xml
- msgid "Returns the item's name."
- msgstr "Devuelve el nombre del artículo."
- #: doc/classes/MeshLibrary.xml
- msgid "Returns the item's navigation mesh."
- msgstr "Devuelve la malla de navegación del objeto."
- #: doc/classes/MeshLibrary.xml
- msgid "Returns the transform applied to the item's navigation mesh."
- msgstr "Devuelve la transformada aplicada a la malla de navegación del objeto."
- #: doc/classes/MeshLibrary.xml
- #, fuzzy
- msgid ""
- "When running in the editor, returns a generated item preview (a 3D rendering "
- "in isometric perspective). When used in a running project, returns the "
- "manually-defined item preview which can be set using [method "
- "set_item_preview]. Returns an empty [Texture] if no preview was manually set "
- "in a running project."
- msgstr ""
- "Cuando se ejecuta en el editor, devuelve una vista previa del elemento "
- "generado (una representación 3D en perspectiva isométrica). Cuando se "
- "utiliza en un proyecto en ejecución, devuelve la vista previa del elemento "
- "definido manualmente que puede ser establecida usando [method "
- "set_item_preview]. Devuelve un [Texture2D] vacío si no se ha establecido "
- "manualmente una vista previa en un proyecto en ejecución."
- #: doc/classes/MeshLibrary.xml
- #, fuzzy
- msgid ""
- "Returns an item's collision shapes.\n"
- "The array consists of each [Shape] followed by its [Transform]."
- msgstr ""
- "Devuelve las formas de colisión de un objeto.\n"
- "El array consiste en cada [Shape] seguido de su [Transform]."
- #: doc/classes/MeshLibrary.xml
- msgid "Gets an unused ID for a new item."
- msgstr "Obtiene un id sin usar para un nuevo objeto."
- #: doc/classes/MeshLibrary.xml
- msgid "Removes the item."
- msgstr "Quita el objeto."
- #: doc/classes/MeshLibrary.xml
- msgid "Sets the item's mesh."
- msgstr "Establece la malla del objeto."
- #: doc/classes/MeshLibrary.xml
- #, fuzzy
- msgid "Sets the transform to apply to the item's mesh."
- msgstr ""
- "Establece la transformada para aplicarla a la malla de navegación del objeto."
- #: doc/classes/MeshLibrary.xml
- msgid ""
- "Sets the item's name.\n"
- "This name is shown in the editor. It can also be used to look up the item "
- "later using [method find_item_by_name]."
- msgstr ""
- "Establece el nombre del artículo.\n"
- "Este nombre se muestra en el editor. También puede ser usado para buscar el "
- "ítem más tarde usando [method find_item_by_name]."
- #: doc/classes/MeshLibrary.xml
- msgid "Sets the item's navigation mesh."
- msgstr "Establece la malla de navegación del objeto."
- #: doc/classes/MeshLibrary.xml
- msgid "Sets the transform to apply to the item's navigation mesh."
- msgstr ""
- "Establece la transformada para aplicarla a la malla de navegación del objeto."
- #: doc/classes/MeshLibrary.xml
- msgid "Sets a texture to use as the item's preview icon in the editor."
- msgstr ""
- "Establece una textura para usar como el icono de vista previa del objeto en "
- "el editor."
- #: doc/classes/MeshLibrary.xml
- #, fuzzy
- msgid ""
- "Sets an item's collision shapes.\n"
- "The array should consist of [Shape] objects, each followed by a [Transform] "
- "that will be applied to it. For shapes that should not have a transform, use "
- "[constant Transform.IDENTITY]."
- msgstr ""
- "Establece las formas de colisión de un objeto.\n"
- "El array debe consistir en objetos [Shape], cada uno seguido de una "
- "[Transform] que se le aplicará. Para las formas que no deben tener una "
- "transformación, usa [constant Transform.IDENTITY]."
- #: doc/classes/MeshTexture.xml
- msgid "Simple texture that uses a mesh to draw itself."
- msgstr "Una simple textura que usa una malla para dibujarse a sí misma."
- #: doc/classes/MeshTexture.xml
- msgid ""
- "Simple texture that uses a mesh to draw itself. It's limited because flags "
- "can't be changed and region drawing is not supported."
- msgstr ""
- "Una textura simple que usa una malla para dibujarse a sí misma. Es limitada "
- "porque las flags no pueden ser cambiadas y el dibujo de la región no esta "
- "soportado."
- #: doc/classes/MeshTexture.xml
- msgid "Sets the base texture that the Mesh will use to draw."
- msgstr "Establece la textura base que la malla usará para dibujar."
- #: doc/classes/MeshTexture.xml
- msgid "Sets the size of the image, needed for reference."
- msgstr "Establece el tamaño de la imagen, necesario para la referencia."
- #: doc/classes/MeshTexture.xml
- msgid "Sets the mesh used to draw. It must be a mesh using 2D vertices."
- msgstr ""
- "Establece la malla utilizada para dibujar. Debe ser una malla que usa "
- "vértices 2D."
- #: doc/classes/MethodTweener.xml
- msgid ""
- "Interpolates an abstract value and supplies it to a method called over time."
- msgstr ""
- #: doc/classes/MethodTweener.xml
- msgid ""
- "[MethodTweener] is similar to a combination of [CallbackTweener] and "
- "[PropertyTweener]. It calls a method providing an interpolated value as a "
- "parameter. See [method SceneTreeTween.tween_method] for more usage "
- "information.\n"
- "[b]Note:[/b] [method SceneTreeTween.tween_method] is the only correct way to "
- "create [MethodTweener]. Any [MethodTweener] created manually will not "
- "function correctly."
- msgstr ""
- #: doc/classes/MethodTweener.xml
- msgid ""
- "Sets the time in seconds after which the [MethodTweener] will start "
- "interpolating. By default there's no delay."
- msgstr ""
- #: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml
- msgid ""
- "Sets the type of used easing from [enum Tween.EaseType]. If not set, the "
- "default easing is used from the [SceneTreeTween] that contains this Tweener."
- msgstr ""
- #: doc/classes/MethodTweener.xml doc/classes/PropertyTweener.xml
- msgid ""
- "Sets the type of used transition from [enum Tween.TransitionType]. If not "
- "set, the default transition is used from the [SceneTreeTween] that contains "
- "this Tweener."
- msgstr ""
- #: modules/mobile_vr/doc_classes/MobileVRInterface.xml
- msgid "Generic mobile VR implementation."
- msgstr "Implementación de la RealidadVirtual(VR) móvil genérica."
- #: modules/mobile_vr/doc_classes/MobileVRInterface.xml
- #, fuzzy
- msgid ""
- "This is a generic mobile VR implementation where you need to provide details "
- "about the phone and HMD used. It does not rely on any existing framework. "
- "This is the most basic interface we have. For the best effect, you need a "
- "mobile phone with a gyroscope and accelerometer.\n"
- "Note that even though there is no positional tracking, the camera will "
- "assume the headset is at a height of 1.85 meters. You can change this by "
- "setting [member eye_height].\n"
- "You can initialise this interface as follows:\n"
- "[codeblock]\n"
- "var interface = ARVRServer.find_interface(\"Native mobile\")\n"
- "if interface and interface.initialize():\n"
- " get_viewport().arvr = true\n"
- "[/codeblock]"
- msgstr ""
- "Se trata de una implementación genérica de RealidadVirtual(VR) móvil en la "
- "que es necesario proporcionar detalles sobre el teléfono y el HMD utilizado. "
- "No se basa en ningún framework existente. Esta es la interfaz más básica que "
- "tenemos. Para obtener el mejor efecto, se necesita un teléfono móvil con un "
- "giroscopio y un acelerómetro.\n"
- "Tenga en cuenta que aunque no hay un seguimiento posicional, la cámara "
- "asumirá que el auricular está a una altura de 1,85 metros. Puedes cambiar "
- "esto ajustando [member eye_height].\n"
- "Puede inicializar esta interfaz de la siguiente manera:\n"
- "[codeblock]\n"
- "var interfaz = XRServer.find_interface(\"Native mobile\")\n"
- "if interfaz and interfaz.initialize():\n"
- " get_viewport().xr = true\n"
- "[/codeblock]"
- #: modules/mobile_vr/doc_classes/MobileVRInterface.xml
- msgid ""
- "The distance between the display and the lenses inside of the device in "
- "centimeters."
- msgstr ""
- "La distancia entre la pantalla y las lentes dentro del dispositivo en "
- "centímetros."
- #: modules/mobile_vr/doc_classes/MobileVRInterface.xml
- msgid "The width of the display in centimeters."
- msgstr "El ancho de la pantalla en centímetros."
- #: modules/mobile_vr/doc_classes/MobileVRInterface.xml
- #, fuzzy
- msgid ""
- "The height at which the camera is placed in relation to the ground (i.e. "
- "[ARVROrigin] node)."
- msgstr ""
- "La altura a la que se coloca la cámara en relación con el suelo (es decir, "
- "el nodo [ARVROrigin])."
- #: modules/mobile_vr/doc_classes/MobileVRInterface.xml
- msgid ""
- "The interocular distance, also known as the interpupillary distance. The "
- "distance between the pupils of the left and right eye."
- msgstr ""
- "La distancia interocular, también conocida como distancia interpupilar. La "
- "distancia entre las pupilas del ojo izquierdo y del derecho."
- #: modules/mobile_vr/doc_classes/MobileVRInterface.xml
- msgid ""
- "The k1 lens factor is one of the two constants that define the strength of "
- "the lens used and directly influences the lens distortion effect."
- msgstr ""
- "El factor k1 de la lente es una de las dos constantes que definen la fuerza "
- "de la lente utilizada e influye directamente en el efecto de distorsión de "
- "la lente."
- #: modules/mobile_vr/doc_classes/MobileVRInterface.xml
- msgid "The k2 lens factor, see k1."
- msgstr "El factor de lente k2, ver k1."
- #: modules/mobile_vr/doc_classes/MobileVRInterface.xml
- msgid ""
- "The oversample setting. Because of the lens distortion we have to render our "
- "buffers at a higher resolution then the screen can natively handle. A value "
- "between 1.5 and 2.0 often provides good results but at the cost of "
- "performance."
- msgstr ""
- "El ajuste de sobremuestreo. Debido a la distorsión de la lente, tenemos que "
- "renderizar nuestros buffers a una resolución más alta de la que la pantalla "
- "puede manejar nativamente. Un valor entre 1,5 y 2,0 a menudo proporciona "
- "buenos resultados pero a costa del rendimiento."
- #: doc/classes/MultiMesh.xml
- msgid "Provides high-performance mesh instancing."
- msgstr "Proporciona un instanciamiento de malla de alto rendimiento."
- #: doc/classes/MultiMesh.xml
- #, fuzzy
- msgid ""
- "MultiMesh provides low-level mesh instancing. Drawing thousands of "
- "[MeshInstance] nodes can be slow, since each object is submitted to the GPU "
- "then drawn individually.\n"
- "MultiMesh is much faster as it can draw thousands of instances with a single "
- "draw call, resulting in less API overhead.\n"
- "As a drawback, if the instances are too far away from each other, "
- "performance may be reduced as every single instance will always render (they "
- "are spatially indexed as one, for the whole object).\n"
- "Since instances may have any behavior, the AABB used for visibility must be "
- "provided by the user."
- msgstr ""
- "MultiMesh proporciona una malla de bajo nivel de instanciación. Dibujar "
- "miles de nodos [MeshInstance] puede ser lento, ya que cada objeto se somete "
- "a la GPU y luego se dibuja individualmente.\n"
- "MultiMesh es mucho más rápido ya que puede dibujar miles de instancias con "
- "una sola llamada de dibujo, lo que resulta en una menor sobrecarga de la "
- "API.\n"
- "Como desventaja, si las instancias están demasiado lejos unas de otras, el "
- "rendimiento puede reducirse ya que cada instancia individual siempre se "
- "renderizará (se indexan espacialmente como una sola, para todo el objeto).\n"
- "Dado que las instancias pueden tener cualquier comportamiento, el AABB "
- "utilizado para la visibilidad debe ser proporcionado por el usuario."
- #: doc/classes/MultiMesh.xml
- msgid ""
- "Returns the visibility axis-aligned bounding box in local space. See also "
- "[method VisualInstance.get_transformed_aabb]."
- msgstr ""
- #: doc/classes/MultiMesh.xml
- msgid "Gets a specific instance's color."
- msgstr "Obtiene el color de una instancia específica."
- #: doc/classes/MultiMesh.xml
- msgid "Returns the custom data that has been set for a specific instance."
- msgstr ""
- "Devuelve los datos personalizados que se han establecido para una instancia "
- "específica."
- #: doc/classes/MultiMesh.xml
- msgid "Returns the [Transform] of a specific instance."
- msgstr "Devuelve la [Transform] de una instancia específica."
- #: doc/classes/MultiMesh.xml
- msgid "Returns the [Transform2D] of a specific instance."
- msgstr "Devuelve la [Transform2D] de una instancia específica."
- #: doc/classes/MultiMesh.xml
- msgid ""
- "When using [i]physics interpolation[/i], this function allows you to prevent "
- "interpolation on an instance in the current physics tick.\n"
- "This allows you to move instances instantaneously, and should usually be "
- "used when initially placing an instance such as a bullet to prevent "
- "graphical glitches."
- msgstr ""
- #: doc/classes/MultiMesh.xml
- msgid ""
- "Sets all data related to the instances in one go. This is especially useful "
- "when loading the data from disk or preparing the data from GDNative.\n"
- "All data is packed in one large float array. An array may look like this: "
- "Transform for instance 1, color data for instance 1, custom data for "
- "instance 1, transform for instance 2, color data for instance 2, etc...\n"
- "[Transform] is stored as 12 floats, [Transform2D] is stored as 8 floats, "
- "[code]COLOR_8BIT[/code] / [code]CUSTOM_DATA_8BIT[/code] is stored as 1 float "
- "(4 bytes as is) and [code]COLOR_FLOAT[/code] / [code]CUSTOM_DATA_FLOAT[/"
- "code] is stored as 4 floats."
- msgstr ""
- #: doc/classes/MultiMesh.xml
- msgid ""
- "An alternative version of [method MultiMesh.set_as_bulk_array] which can be "
- "used with [i]physics interpolation[/i]. This method takes two arrays, and "
- "can set the data for the current and previous tick in one go. The renderer "
- "will automatically interpolate the data at each frame.\n"
- "This is useful for situations where the order of instances may change from "
- "physics tick to tick, such as particle systems.\n"
- "When the order of instances is coherent, the simpler [method MultiMesh."
- "set_as_bulk_array] can still be used with interpolation."
- msgstr ""
- #: doc/classes/MultiMesh.xml
- #, fuzzy
- msgid ""
- "Sets the color of a specific instance by [i]multiplying[/i] the mesh's "
- "existing vertex colors.\n"
- "For the color to take effect, ensure that [member color_format] is non-"
- "[code]null[/code] on the [MultiMesh] and [member SpatialMaterial."
- "vertex_color_use_as_albedo] is [code]true[/code] on the material. If the "
- "color doesn't look as expected, make sure the material's albedo color is set "
- "to pure white ([code]Color(1, 1, 1)[/code])."
- msgstr ""
- "Establece el color de una instancia específica.\n"
- "Para que el color tenga efecto, asegúrate de que [member use_colors] es "
- "[code]true[/code] en el [MultiMesh] y [member BaseMaterial3D."
- "vertex_color_use_as_albedo] es [code]true[/code] en el material."
- #: doc/classes/MultiMesh.xml
- #, fuzzy
- msgid ""
- "Sets custom data for a specific instance. Although [Color] is used, it is "
- "just a container for 4 floating point numbers. The format of the number can "
- "change depending on the [enum CustomDataFormat] used."
- msgstr ""
- "Establece datos personalizados para una instancia específica. Aunque se "
- "utiliza [Color], es sólo un contenedor para 4 números reales.\n"
- "Para que se utilicen los datos personalizados, asegúrese de que [member "
- "use_custom_data] es [code]true[/code]."
- #: doc/classes/MultiMesh.xml
- msgid "Sets the [Transform] for a specific instance."
- msgstr "Establece la [Transform] para una instancia específica."
- #: doc/classes/MultiMesh.xml
- msgid "Sets the [Transform2D] for a specific instance."
- msgstr "Establece el [Transform2D] para una instancia específica."
- #: doc/classes/MultiMesh.xml
- msgid "Format of colors in color array that gets passed to shader."
- msgstr ""
- #: doc/classes/MultiMesh.xml
- msgid "Format of custom data in custom data array that gets passed to shader."
- msgstr ""
- #: doc/classes/MultiMesh.xml
- msgid ""
- "Number of instances that will get drawn. This clears and (re)sizes the "
- "buffers. By default, all instances are drawn but you can limit this with "
- "[member visible_instance_count]."
- msgstr ""
- "Número de instancias que se dibujarán. Esto limpia y (re)dimensiona los "
- "buffers. Por defecto, todas las instancias se dibujan pero puedes limitar "
- "esto con [member visible_instance_count]."
- #: doc/classes/MultiMesh.xml
- msgid "Mesh to be drawn."
- msgstr "Malla para ser dibujada."
- #: doc/classes/MultiMesh.xml
- msgid ""
- "Choose whether to use an interpolation method that favors speed or quality.\n"
- "When using low physics tick rates (typically below 20) or high rates of "
- "object rotation, you may get better results from the high quality setting.\n"
- "[b]Note:[/b] Fast quality does not equate to low quality. Except in the "
- "special cases mentioned above, the quality should be comparable to high "
- "quality."
- msgstr ""
- #: doc/classes/MultiMesh.xml
- msgid "Format of transform used to transform mesh, either 2D or 3D."
- msgstr ""
- "Formato de transformación usado para transformar la malla, ya sea 2D o 3D."
- #: doc/classes/MultiMesh.xml
- msgid ""
- "Limits the number of instances drawn, -1 draws all instances. Changing this "
- "does not change the sizes of the buffers."
- msgstr ""
- "Limita el número de instancias dibujadas, -1 dibuja todas las instancias. "
- "Cambiar esto no cambia el tamaño de los buffers."
- #: doc/classes/MultiMesh.xml
- msgid "Use this when using 2D transforms."
- msgstr "Utiliza esto cuando uses las transformadas 2D."
- #: doc/classes/MultiMesh.xml
- msgid "Use this when using 3D transforms."
- msgstr "Utiliza esto cuando uses las transformadas 3D."
- #: doc/classes/MultiMesh.xml
- msgid "Use when you are not using per-instance [Color]s."
- msgstr ""
- #: doc/classes/MultiMesh.xml
- msgid ""
- "Compress [Color] data into 8 bits when passing to shader. This uses less "
- "memory and can be faster, but the [Color] loses precision."
- msgstr ""
- #: doc/classes/MultiMesh.xml
- msgid ""
- "The [Color] passed into [method set_instance_color] will use 4 floats. Use "
- "this for highest precision [Color]."
- msgstr ""
- #: doc/classes/MultiMesh.xml
- msgid "Use when you are not using per-instance custom data."
- msgstr ""
- #: doc/classes/MultiMesh.xml
- msgid ""
- "Compress custom_data into 8 bits when passing to shader. This uses less "
- "memory and can be faster, but loses precision and range. Floats packed into "
- "8 bits can only represent values between 0 and 1, numbers outside that range "
- "will be clamped."
- msgstr ""
- #: doc/classes/MultiMesh.xml
- msgid ""
- "The [Color] passed into [method set_instance_custom_data] will use 4 floats. "
- "Use this for highest precision."
- msgstr ""
- #: doc/classes/MultiMesh.xml
- msgid ""
- "Always interpolate using Basis lerping, which can produce warping artifacts "
- "in some situations."
- msgstr ""
- #: doc/classes/MultiMesh.xml
- msgid ""
- "Attempt to interpolate using Basis slerping (spherical linear interpolation) "
- "where possible, otherwise fall back to lerping."
- msgstr ""
- #: doc/classes/MultiMeshInstance.xml
- msgid "Node that instances a [MultiMesh]."
- msgstr "Nodo que instancia un [MultiMesh]."
- #: doc/classes/MultiMeshInstance.xml
- #, fuzzy
- msgid ""
- "[MultiMeshInstance] is a specialized node to instance [GeometryInstance]s "
- "based on a [MultiMesh] resource.\n"
- "This is useful to optimize the rendering of a high amount of instances of a "
- "given mesh (for example trees in a forest or grass strands)."
- msgstr ""
- "[MultiMeshInstance] es un nodo especializado para instancias "
- "[GeometryInstance] basadas en un recurso [MultiMesh].\n"
- "Esto es útil para optimizar la representación de una gran cantidad de "
- "instancias de una malla determinada (por ejemplo, árboles en un bosque o "
- "hebras de hierba)."
- #: doc/classes/MultiMeshInstance.xml
- #, fuzzy
- msgid ""
- "The [MultiMesh] resource that will be used and shared among all instances of "
- "the [MultiMeshInstance]."
- msgstr ""
- "El recurso [MultiMesh] que se utilizará y compartirá entre todas las "
- "instancias de la [MultiMeshInstance]."
- #: doc/classes/MultiMeshInstance2D.xml
- msgid "Node that instances a [MultiMesh] in 2D."
- msgstr "Nodo que instancia un [MultiMesh] en 2D."
- #: doc/classes/MultiMeshInstance2D.xml
- #, fuzzy
- msgid ""
- "[MultiMeshInstance2D] is a specialized node to instance a [MultiMesh] "
- "resource in 2D.\n"
- "Usage is the same as [MultiMeshInstance]."
- msgstr ""
- "[MultiMeshInstance2D] es un nodo especializado para la instancia de un "
- "recurso [MultiMesh] en 2D.\n"
- "El uso es el mismo que el de [MultiMeshInstance]."
- #: doc/classes/MultiMeshInstance2D.xml
- msgid "The [MultiMesh] that will be drawn by the [MultiMeshInstance2D]."
- msgstr "La [MultiMesh] que será dibujada por la [MultiMeshInstance2D]."
- #: doc/classes/MultiplayerAPI.xml
- msgid "High-level multiplayer API."
- msgstr "API multijugador de alto nivel."
- #: doc/classes/MultiplayerAPI.xml
- #, fuzzy
- msgid ""
- "This class implements most of the logic behind the high-level multiplayer "
- "API. See also [NetworkedMultiplayerPeer].\n"
- "By default, [SceneTree] has a reference to this class that is used to "
- "provide multiplayer capabilities (i.e. RPC/RSET) across the whole scene.\n"
- "It is possible to override the MultiplayerAPI instance used by specific "
- "Nodes by setting the [member Node.custom_multiplayer] property, effectively "
- "allowing to run both client and server in the same scene.\n"
- "[b]Note:[/b] The high-level multiplayer API protocol is an implementation "
- "detail and isn't meant to be used by non-Godot servers. It may change "
- "without notice."
- msgstr ""
- "Esta clase implementa la mayor parte de la lógica detrás de la API "
- "multijugador de alto nivel.\n"
- "Por defecto, [SceneTree] tiene una referencia a esta clase que se utiliza "
- "para proporcionar capacidades multijugador (es decir, RPC/RSET) en toda la "
- "escena.\n"
- "Es posible anular la instancia de la API multijugador utilizada por nodos "
- "específicos estableciendo la propiedad [member Node.custom_multiplayer], lo "
- "que permite ejecutar de forma efectiva tanto el cliente como el servidor en "
- "la misma escena."
- #: doc/classes/MultiplayerAPI.xml
- msgid ""
- "Clears the current MultiplayerAPI network state (you shouldn't call this "
- "unless you know what you are doing)."
- msgstr ""
- "Borra el estado actual de la red MultiplayerAPI (no deberías llamar a esto a "
- "menos que sepas lo que estás haciendo)."
- #: doc/classes/MultiplayerAPI.xml
- msgid ""
- "Returns the peer IDs of all connected peers of this MultiplayerAPI's [member "
- "network_peer]."
- msgstr ""
- "Devuelve los ID de todos los pares conectados de esta MultiplayerAPI's "
- "[member network_peer]."
- #: doc/classes/MultiplayerAPI.xml
- msgid ""
- "Returns the unique peer ID of this MultiplayerAPI's [member network_peer]."
- msgstr ""
- "Devuelve el ID de par único de este MultiplayerAPI's [member network_peer]."
- #: doc/classes/MultiplayerAPI.xml
- msgid ""
- "Returns the sender's peer ID for the RPC currently being executed.\n"
- "[b]Note:[/b] If not inside an RPC this method will return 0."
- msgstr ""
- "Devuelve la identificación del remitente para la RPC que se está ejecutando "
- "actualmente.\n"
- "[b]Nota:[/b] Si no está dentro de una RPC este método devolverá 0."
- #: doc/classes/MultiplayerAPI.xml doc/classes/SceneTree.xml
- msgid "Returns [code]true[/code] if there is a [member network_peer] set."
- msgstr ""
- "Devuelve [code]true[/code] si hay un conjunto de [member network_peer]."
- #: doc/classes/MultiplayerAPI.xml
- msgid ""
- "Returns [code]true[/code] if this MultiplayerAPI's [member network_peer] is "
- "in server mode (listening for connections)."
- msgstr ""
- "Devuelve [code]true[/code] si esta MultiplayerAPI's [member network_peer] "
- "está en modo servidor (escuchando las conexiones)."
- #: doc/classes/MultiplayerAPI.xml
- msgid ""
- "Method used for polling the MultiplayerAPI. You only need to worry about "
- "this if you are using [member Node.custom_multiplayer] override or you set "
- "[member SceneTree.multiplayer_poll] to [code]false[/code]. By default, "
- "[SceneTree] will poll its MultiplayerAPI for you.\n"
- "[b]Note:[/b] This method results in RPCs and RSETs being called, so they "
- "will be executed in the same context of this function (e.g. [code]_process[/"
- "code], [code]physics[/code], [Thread])."
- msgstr ""
- "Método utilizado para la votación del MultiplayerAPI. Sólo tienes que "
- "preocuparte por esto si utilizas la anulación de [member Node."
- "custom_multiplayer] o pones [member SceneTree.multiplayer_poll] en "
- "[code]false[/code]. De forma predeterminada, [SceneTree] sondeará su API "
- "multijugador por ti.\n"
- "[b]Nota:[/b] Este método hace que se llamen RPC y RSET, por lo que se "
- "ejecutarán en el mismo contexto de esta función (por ejemplo, "
- "[code]_process[/code], [code]physics[/code], [Thread])."
- #: doc/classes/MultiplayerAPI.xml
- msgid ""
- "Sends the given raw [code]bytes[/code] to a specific peer identified by "
- "[code]id[/code] (see [method NetworkedMultiplayerPeer.set_target_peer]). "
- "Default ID is [code]0[/code], i.e. broadcast to all peers."
- msgstr ""
- "Envía los [code]bytes[/code] en bruto dados a un par específico identificado "
- "por [code]id[/code] (véase el [method NetworkedMultiplayerPeer."
- "set_target_peer]). El ID predeterminado es [code]0[/code], es decir, la "
- "difusión a todos los pares."
- #: doc/classes/MultiplayerAPI.xml
- #, fuzzy
- msgid ""
- "If [code]true[/code] (or if the [member network_peer] has [member PacketPeer."
- "allow_object_decoding] set to [code]true[/code]), the MultiplayerAPI will "
- "allow encoding and decoding of object during RPCs/RSETs.\n"
- "[b]Warning:[/b] Deserialized objects can contain code which gets executed. "
- "Do not use this option if the serialized object comes from untrusted sources "
- "to avoid potential security threats such as remote code execution."
- msgstr ""
- "Si [code]true[/code], la MultiplayerAPI permitirá la codificación y "
- "decodificación del objeto durante los RPCs/RSETs.\n"
- "[b]Advertencia:[/b] Los objetos deserializados pueden contener código que se "
- "ejecuta. No utilice esta opción si el objeto serializado proviene de fuentes "
- "no fiables para evitar posibles amenazas a la seguridad, como la ejecución "
- "remota de código."
- #: doc/classes/MultiplayerAPI.xml
- msgid ""
- "The peer object to handle the RPC system (effectively enabling networking "
- "when set). Depending on the peer itself, the MultiplayerAPI will become a "
- "network server (check with [method is_network_server]) and will set root "
- "node's network mode to master, or it will become a regular peer with root "
- "node set to puppet. All child nodes are set to inherit the network mode by "
- "default. Handling of networking-related events (connection, disconnection, "
- "new clients) is done by connecting to MultiplayerAPI's signals."
- msgstr ""
- "El objeto paritario para manejar el sistema RPC (que permite efectivamente "
- "la conexión en red cuando se establece). Dependiendo del par en sí mismo, el "
- "MultiplayerAPI se convertirá en un servidor de red (compruébelo con [method "
- "is_network_server]) y establecerá el modo de red del nodo raíz como maestro, "
- "o se convertirá en un par normal con el nodo raíz establecido como "
- "marioneta. Todos los nodos hijos están configurados para heredar el modo de "
- "red por defecto. El manejo de los eventos relacionados con la red (conexión, "
- "desconexión, nuevos clientes) se hace conectando a las señales de "
- "MultiplayerAPI."
- #: doc/classes/MultiplayerAPI.xml
- msgid ""
- "If [code]true[/code], the MultiplayerAPI's [member network_peer] refuses new "
- "incoming connections."
- msgstr ""
- "Si [code]true[/code], el MultiplayerAPI's [member network_peer] rechaza las "
- "nuevas conexiones entrantes."
- #: doc/classes/MultiplayerAPI.xml
- #, fuzzy
- msgid ""
- "The root node to use for RPCs. Instead of an absolute path, a relative path "
- "will be used to find the node upon which the RPC should be executed.\n"
- "This effectively allows to have different branches of the scene tree to be "
- "managed by different MultiplayerAPI, allowing for example to run both client "
- "and server in the same scene."
- msgstr ""
- "Establece el nodo base de la raíz para utilizarlo para las RPC. En lugar de "
- "una ruta absoluta, se usará una ruta relativa para encontrar el nodo sobre "
- "el que se debe ejecutar la RPC.\n"
- "Esto permite efectivamente tener diferentes ramas del árbol de la escena "
- "para ser gestionadas por diferentes MultiplayerAPI, permitiendo por ejemplo "
- "ejecutar tanto el cliente como el servidor en la misma escena."
- #: doc/classes/MultiplayerAPI.xml
- msgid ""
- "Emitted when this MultiplayerAPI's [member network_peer] successfully "
- "connected to a server. Only emitted on clients."
- msgstr ""
- "Emitido cuando esta MultiplayerAPI's [member network_peer] se conectó con "
- "éxito a un servidor. Sólo se emite en los clientes."
- #: doc/classes/MultiplayerAPI.xml
- msgid ""
- "Emitted when this MultiplayerAPI's [member network_peer] fails to establish "
- "a connection to a server. Only emitted on clients."
- msgstr ""
- "Emitido cuando esta MultiplayerAPI [member network_peer] falla al establecer "
- "una conexión con un servidor. Sólo se emite en los clientes."
- #: doc/classes/MultiplayerAPI.xml
- msgid ""
- "Emitted when this MultiplayerAPI's [member network_peer] connects with a new "
- "peer. ID is the peer ID of the new peer. Clients get notified when other "
- "clients connect to the same server. Upon connecting to a server, a client "
- "also receives this signal for the server (with ID being 1)."
- msgstr ""
- "Emitido cuando este MultiplayerAPI's [member network_peer] se conecta con un "
- "nuevo par. ID es el ID del nuevo par. Los clientes son notificados cuando "
- "otros clientes se conectan al mismo servidor. Al conectarse a un servidor, "
- "un cliente también recibe esta señal para el servidor (con el ID siendo 1)."
- #: doc/classes/MultiplayerAPI.xml
- msgid ""
- "Emitted when this MultiplayerAPI's [member network_peer] disconnects from a "
- "peer. Clients get notified when other clients disconnect from the same "
- "server."
- msgstr ""
- "Emitida cuando esta MultiplayerAPI [member network_peer] se desconecta de un "
- "par. Los clientes son notificados cuando otros clientes se desconectan del "
- "mismo servidor."
- #: doc/classes/MultiplayerAPI.xml
- msgid ""
- "Emitted when this MultiplayerAPI's [member network_peer] receive a "
- "[code]packet[/code] with custom data (see [method send_bytes]). ID is the "
- "peer ID of the peer that sent the packet."
- msgstr ""
- "Se emite cuando esta MultiplayerAPI [member network_peer] recibe un "
- "[code]packet[/code] con datos personalizados (ver [method send_bytes]). ID "
- "es el ID del par que envió el paquete."
- #: doc/classes/MultiplayerAPI.xml
- msgid ""
- "Emitted when this MultiplayerAPI's [member network_peer] disconnects from "
- "server. Only emitted on clients."
- msgstr ""
- "Emitida cuando esta MultiplayerAPI de [member network_peer] se desconecta "
- "del servidor. Sólo se emite en los clientes."
- #: doc/classes/MultiplayerAPI.xml
- msgid ""
- "Used with [method Node.rpc_config] or [method Node.rset_config] to disable a "
- "method or property for all RPC calls, making it unavailable. Default for all "
- "methods."
- msgstr ""
- "Se utiliza con [method Node.rpc_config] o [method Node.rset_config] para "
- "desactivar un método o propiedad para todas las llamadas RPC, por lo que no "
- "está disponible. Por defecto para todos los métodos."
- #: doc/classes/MultiplayerAPI.xml
- msgid ""
- "Used with [method Node.rpc_config] or [method Node.rset_config] to set a "
- "method to be called or a property to be changed only on the remote end, not "
- "locally. Analogous to the [code]remote[/code] keyword. Calls and property "
- "changes are accepted from all remote peers, no matter if they are node's "
- "master or puppets."
- msgstr ""
- "Se utiliza con [method Node.rpc_config] o [method Node.rset_config] para "
- "establecer un método a ser llamado o una propiedad a ser cambiada sólo en el "
- "extremo remoto, no localmente. Análogo a la palabra clave [code]remote[/"
- "code]. Las llamadas y los cambios de propiedad se aceptan de todos los pares "
- "remotos, sin importar si son maestros o títeres del nodo."
- #: doc/classes/MultiplayerAPI.xml
- msgid ""
- "Used with [method Node.rpc_config] or [method Node.rset_config] to set a "
- "method to be called or a property to be changed only on the network master "
- "for this node. Analogous to the [code]master[/code] keyword. Only accepts "
- "calls or property changes from the node's network puppets, see [method Node."
- "set_network_master]."
- msgstr ""
- "Se utiliza con [method Node.rpc_config] o [method Node.rset_config] para "
- "establecer un método a ser llamado o una propiedad a ser cambiada sólo en el "
- "maestro de la red para este nodo. Análogo a la palabra clave [code]master[/"
- "code]. Sólo acepta llamadas o cambios de propiedades de los títeres de red "
- "del nodo, ver [method Node.set_network_master]."
- #: doc/classes/MultiplayerAPI.xml
- msgid ""
- "Used with [method Node.rpc_config] or [method Node.rset_config] to set a "
- "method to be called or a property to be changed only on puppets for this "
- "node. Analogous to the [code]puppet[/code] keyword. Only accepts calls or "
- "property changes from the node's network master, see [method Node."
- "set_network_master]."
- msgstr ""
- "Se utiliza con [method Node.rpc_config] o [method Node.rset_config] para "
- "establecer un método a ser llamado o una propiedad a ser cambiada sólo en "
- "las marionetas para este nodo. Análogo a la palabra clave [code]puppet[/"
- "code]. Sólo acepta llamadas o cambios de propiedades del maestro de red del "
- "nodo, ver [method Node.set_network_master]."
- #: doc/classes/MultiplayerAPI.xml
- #, fuzzy
- msgid ""
- "[i]Deprecated.[/i] Use [constant RPC_MODE_PUPPET] instead. Analogous to the "
- "[code]slave[/code] keyword."
- msgstr ""
- "Se comporta como [constant RPC_MODE_PUPPET] pero también hace que la llamada "
- "o la propiedad cambie localmente. Análogo a la palabra clave "
- "[code]puppetsync[/code]."
- #: doc/classes/MultiplayerAPI.xml
- msgid ""
- "Behave like [constant RPC_MODE_REMOTE] but also make the call or property "
- "change locally. Analogous to the [code]remotesync[/code] keyword."
- msgstr ""
- "Se comporta como [constant RPC_MODE_REMOTE] pero también hace que la llamada "
- "o la propiedad cambie localmente. Análogo a la palabra clave "
- "[code]remotesync[/code]."
- #: doc/classes/MultiplayerAPI.xml
- #, fuzzy
- msgid ""
- "[i]Deprecated.[/i] Use [constant RPC_MODE_REMOTESYNC] instead. Analogous to "
- "the [code]sync[/code] keyword."
- msgstr ""
- "Se comporta como [constant RPC_MODE_REMOTE] pero también hace que la llamada "
- "o la propiedad cambie localmente. Análogo a la palabra clave "
- "[code]remotesync[/code]."
- #: doc/classes/MultiplayerAPI.xml
- msgid ""
- "Behave like [constant RPC_MODE_MASTER] but also make the call or property "
- "change locally. Analogous to the [code]mastersync[/code] keyword."
- msgstr ""
- "Se comporta como [constant RPC_MODE_MASTER] pero también hace que la llamada "
- "o la propiedad cambie localmente. Análogo a la palabra clave "
- "[code]mastersync[/code]."
- #: doc/classes/MultiplayerAPI.xml
- msgid ""
- "Behave like [constant RPC_MODE_PUPPET] but also make the call or property "
- "change locally. Analogous to the [code]puppetsync[/code] keyword."
- msgstr ""
- "Se comporta como [constant RPC_MODE_PUPPET] pero también hace que la llamada "
- "o la propiedad cambie localmente. Análogo a la palabra clave "
- "[code]puppetsync[/code]."
- #: doc/classes/Mutex.xml
- msgid "A synchronization mutex (mutual exclusion)."
- msgstr "Un mutex de sincronización (exclusión mutua)."
- #: doc/classes/Mutex.xml
- msgid ""
- "A synchronization mutex (mutual exclusion). This is used to synchronize "
- "multiple [Thread]s, and is equivalent to a binary [Semaphore]. It guarantees "
- "that only one thread can ever acquire the lock at a time. A mutex can be "
- "used to protect a critical section; however, be careful to avoid deadlocks."
- msgstr ""
- "Un mutex de sincronización (exclusión mutua). Se utiliza para sincronizar "
- "múltiples [Thread]s, y equivale a un [Semaphore] binario. Garantiza que sólo "
- "un hilo puede adquirir el bloqueo a la vez. Un mutex puede utilizarse para "
- "proteger una sección crítica; sin embargo, hay que tener cuidado de evitar "
- "los bloqueos."
- #: doc/classes/Mutex.xml
- msgid ""
- "Locks this [Mutex], blocks until it is unlocked by the current owner.\n"
- "[b]Note:[/b] This function returns without blocking if the thread already "
- "has ownership of the mutex."
- msgstr ""
- #: doc/classes/Mutex.xml
- #, fuzzy
- msgid ""
- "Tries locking this [Mutex], but does not block. Returns [constant OK] on "
- "success, [constant ERR_BUSY] otherwise.\n"
- "[b]Note:[/b] This function returns [constant OK] if the thread already has "
- "ownership of the mutex."
- msgstr ""
- "Trata de bloquear este [Mutex], pero no bloquea. Devuelve [constant OK] en "
- "el éxito, [constant ERR_BUSY] en caso contrario."
- #: doc/classes/Mutex.xml
- msgid ""
- "Unlocks this [Mutex], leaving it to other threads.\n"
- "[b]Note:[/b] If a thread called [method lock] or [method try_lock] multiple "
- "times while already having ownership of the mutex, it must also call [method "
- "unlock] the same number of times in order to unlock it correctly."
- msgstr ""
- #: modules/gdnative/doc_classes/NativeScript.xml
- msgid ""
- "Returns the documentation string that was previously set with "
- "[code]godot_nativescript_set_class_documentation[/code]."
- msgstr ""
- "Devuelve la string de documentación que se estableció previamente con "
- "[code]godot_nativescript_set_class_documentation[/code]."
- #: modules/gdnative/doc_classes/NativeScript.xml
- msgid ""
- "Returns the documentation string that was previously set with "
- "[code]godot_nativescript_set_method_documentation[/code]."
- msgstr ""
- "Devuelve la string de documentación que se estableció previamente con "
- "[code]godot_nativescript_set_method_documentation[/code]."
- #: modules/gdnative/doc_classes/NativeScript.xml
- msgid ""
- "Returns the documentation string that was previously set with "
- "[code]godot_nativescript_set_property_documentation[/code]."
- msgstr ""
- "Devuelve la string de documentación que se estableció previamente con "
- "[code]godot_nativescript_set_property_documentation[/code]."
- #: modules/gdnative/doc_classes/NativeScript.xml
- msgid ""
- "Returns the documentation string that was previously set with "
- "[code]godot_nativescript_set_signal_documentation[/code]."
- msgstr ""
- "Devuelve la string de documentación que se estableció previamente con "
- "[code]godot_nativescript_set_signal_documentation[/code]."
- #: modules/gdnative/doc_classes/NativeScript.xml
- #, fuzzy
- msgid ""
- "Constructs a new object of the base type with a script of this type already "
- "attached.\n"
- "[b]Note:[/b] Any arguments passed to this function will be ignored and not "
- "passed to the native constructor function. This will change with in a future "
- "API extension."
- msgstr ""
- "Construye un nuevo objeto del tipo base con un script de este tipo ya "
- "adjunto.\n"
- "[i]Nota [/i]: Cualquier argumento que se pase a esta función será ignorado y "
- "no se pasará a la función constructora nativa. Esto cambiará con una futura "
- "extensión de la API."
- #: doc/classes/Navigation.xml
- msgid "Mesh-based navigation and pathfinding node."
- msgstr "Nodo de navegación y busqueda de caminos basado en una malla."
- #: doc/classes/Navigation.xml
- #, fuzzy
- msgid ""
- "[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
- "deprecated and will be removed in a future version. Use [method "
- "NavigationServer.map_get_path] instead.\n"
- "Provides navigation and pathfinding within a collection of "
- "[NavigationMesh]es. By default, these will be automatically collected from "
- "child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this "
- "class also assists with aligning navigation agents with the meshes they are "
- "navigating on."
- msgstr ""
- "Proporciona navegación y búsqueda de caminos dentro de una colección de "
- "[NavigationMesh]es. Estos serán recogidos automáticamente de los nodos hijos "
- "de [NavigationRegion]. Además de la búsqueda básica, esta clase también "
- "ayuda a alinear los agentes de navegación con las mallas en las que están "
- "navegando."
- #: doc/classes/Navigation.xml doc/classes/NavigationMesh.xml
- #: doc/classes/NavigationServer.xml
- msgid "3D Navmesh Demo"
- msgstr ""
- #: doc/classes/Navigation.xml doc/classes/Navigation2D.xml
- #, fuzzy
- msgid ""
- "Returns the navigation point closest to the point given. Points are in local "
- "coordinate space."
- msgstr ""
- "Devuelve el polígono de navegación del subsuelo de un atlas/autotile dadas "
- "sus coordenadas."
- #: doc/classes/Navigation.xml
- msgid ""
- "Returns the surface normal at the navigation point closest to the point "
- "given. Useful for rotating a navigation agent according to the navigation "
- "mesh it moves on."
- msgstr ""
- #: doc/classes/Navigation.xml
- #, fuzzy
- msgid ""
- "Returns the owner of the [NavigationMesh] which contains the navigation "
- "point closest to the point given. This is usually a [NavigationMeshInstance]."
- msgstr ""
- "Devuelve el polígono de navegación del subsuelo de un atlas/autotile dadas "
- "sus coordenadas."
- #: doc/classes/Navigation.xml
- msgid ""
- "Returns the navigation point closest to the given line segment. When "
- "enabling [code]use_collision[/code], only considers intersection points "
- "between segment and navigation meshes. If multiple intersection points are "
- "found, the one closest to the segment start point is returned."
- msgstr ""
- #: doc/classes/Navigation.xml
- #, fuzzy
- msgid "Returns the [RID] of the navigation map on the [NavigationServer]."
- msgstr "Devuelve el [RID] de la forma enésima de un área."
- #: doc/classes/Navigation.xml
- #, fuzzy
- msgid ""
- "[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
- "deprecated and will be removed in a future version. Use [method "
- "NavigationServer.map_get_path] instead.\n"
- "Returns the path between two given points. Points are in local coordinate "
- "space. If [code]optimize[/code] is [code]true[/code] (the default), the "
- "agent properties associated with each [NavigationMesh] (radius, height, "
- "etc.) are considered in the path calculation, otherwise they are ignored."
- msgstr ""
- "Devuelve el camino entre dos puntos dados. Los puntos están en el espacio de "
- "coordenadas locales. Si [code]optimize[/code] es [code]true[/code] (el valor "
- "por defecto), las propiedades del agente asociadas a cada [NavigationMesh] "
- "(radio, altura, etc.) se consideran en el cálculo del camino, de lo "
- "contrario se ignoran."
- #: doc/classes/Navigation.xml
- #, fuzzy
- msgid "The cell height to use for fields."
- msgstr "El modo de llamada a utilizar para las Call Method Tracks."
- #: doc/classes/Navigation.xml doc/classes/NavigationMesh.xml
- msgid "The XZ plane cell size to use for fields."
- msgstr ""
- #: doc/classes/Navigation.xml doc/classes/Navigation2D.xml
- msgid ""
- "This value is used to detect the near edges to connect compatible regions."
- msgstr ""
- #: doc/classes/Navigation.xml
- msgid ""
- "A bitfield determining all navigation map layers the navigation can use on a "
- "[method Navigation.get_simple_path] path query."
- msgstr ""
- #: doc/classes/Navigation.xml
- msgid ""
- "Defines which direction is up. By default, this is [code](0, 1, 0)[/code], "
- "which is the world's \"up\" direction."
- msgstr ""
- "Define qué dirección es hacia arriba. Por defecto, esto es [code](0, 1, 0)[/"
- "code], que es la dirección \"arriba\" del mundo."
- #: doc/classes/Navigation.xml doc/classes/Navigation2DServer.xml
- #: doc/classes/NavigationServer.xml
- msgid ""
- "Emitted when a navigation map is updated, when a region moves or is modified."
- msgstr ""
- #: doc/classes/Navigation2D.xml
- msgid "2D navigation and pathfinding node."
- msgstr "Navegación 2D y nodo de búsqueda de caminos."
- #: doc/classes/Navigation2D.xml
- #, fuzzy
- msgid ""
- "[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
- "deprecated and will be removed in a future version. Use [method "
- "Navigation2DServer.map_get_path] instead.\n"
- "Navigation2D provides navigation and pathfinding within a 2D area, specified "
- "as a collection of [NavigationPolygon] resources. By default, these are "
- "automatically collected from child [NavigationPolygonInstance] nodes."
- msgstr ""
- "Navigation2D proporciona navegación y busqueda de caminos dentro de un área "
- "2D, especificada como una colección de recursos de [NavigationPolygon]. "
- "Estos se recogen automáticamente de los nodos hijos de [NavigationRegion2D]."
- #: doc/classes/Navigation2D.xml doc/classes/Navigation2DServer.xml
- #: doc/classes/NavigationPolygon.xml
- msgid "2D Navigation Demo"
- msgstr ""
- #: doc/classes/Navigation2D.xml
- msgid ""
- "Returns the owner of the [NavigationPolygon] which contains the navigation "
- "point closest to the point given. This is usually a "
- "[NavigationPolygonInstance]."
- msgstr ""
- #: doc/classes/Navigation2D.xml
- #, fuzzy
- msgid ""
- "[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
- "deprecated and will be removed in a future version. Use [method "
- "Navigation2DServer.map_get_path] instead.\n"
- "Returns the path between two given points. Points are in local coordinate "
- "space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
- "is smoothed by merging path segments where possible."
- msgstr ""
- "Devuelve el camino entre dos puntos dados. Los puntos están en el espacio de "
- "coordenadas locales. Si [code]optimize[/code] es [code]true[/code] (el valor "
- "por defecto), el camino se suaviza fusionando los segmentos de camino cuando "
- "es posible."
- #: doc/classes/Navigation2D.xml
- #, fuzzy
- msgid "The XY plane cell size to use for fields."
- msgstr "El modo de llamada a utilizar para las Call Method Tracks."
- #: doc/classes/Navigation2D.xml
- msgid ""
- "A bitfield determining all navigation map layers the navigation can use on a "
- "[method Navigation2D.get_simple_path] path query."
- msgstr ""
- #: doc/classes/Navigation2DServer.xml
- #, fuzzy
- msgid "Server interface for low-level 2D navigation access."
- msgstr "Interfaz de servidor para acceso de audio de bajo nivel."
- #: doc/classes/Navigation2DServer.xml
- 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.\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 navigation map [code]edge_connection_margin[/"
- "code] to the respective other edge's vertex.\n"
- "You may assign navigation layers to regions with [method Navigation2DServer."
- "region_set_navigation_layers], which then can be checked upon when "
- "requesting a path with [method Navigation2DServer.map_get_path]. This allows "
- "allowing or forbidding some areas to 2D objects.\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"
- "[b]Note:[/b] The collision avoidance system ignores regions. Using the "
- "modified velocity as-is might lead to pushing and agent outside of a "
- "navigable area. This is a limitation of the collision avoidance system, any "
- "more complex situation may require the use of the physics engine.\n"
- "This server keeps tracks of any call and executes them during the sync "
- "phase. This means that you can request any change to the map, using any "
- "thread, without worrying."
- msgstr ""
- #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
- #, fuzzy
- msgid "Creates the agent."
- msgstr "Crea un [HingeJoint]."
- #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
- #, fuzzy
- msgid ""
- "Returns the navigation map [RID] the requested [code]agent[/code] is "
- "currently assigned to."
- msgstr ""
- "Devuelve la [Animation] con clave [code]name[/code] or [code]null[/code] si "
- "no se encuentra."
- #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
- #, fuzzy
- msgid "Returns [code]true[/code] if the map got changed the previous frame."
- msgstr "Devuelve [code]true[/code] si el script puede ser instanciado."
- #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
- msgid ""
- "Callback called at the end of the RVO process. If a callback is created "
- "manually and the agent is placed on a navigation map it will calculate "
- "avoidance for the agent and dispatch the calculated [code]safe_velocity[/"
- "code] to the [code]receiver[/code] object with a signal to the chosen "
- "[code]method[/code] name.\n"
- "[b]Note:[/b] Created callbacks are always processed independently of the "
- "SceneTree state as long as the agent is on a navigation map and not freed. "
- "To disable the dispatch of a callback from an agent use [method "
- "agent_set_callback] again with a [code]null[/code] object as the "
- "[code]receiver[/code]."
- msgstr ""
- #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
- #, fuzzy
- msgid "Puts the agent in the map."
- msgstr "Devuelve la tangente de la entrada."
- #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
- msgid ""
- "Sets the maximum number of other agents the agent takes into account in the "
- "navigation. The larger this number, the longer the running time of the "
- "simulation. If the number is too low, the simulation will not be safe."
- msgstr ""
- #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
- #, fuzzy
- msgid "Sets the maximum speed of the agent. Must be positive."
- msgstr "Establece el [enum BitmaskMode] del autotile."
- #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
- msgid ""
- "Sets the maximum distance to other agents this agent takes into account in "
- "the navigation. The larger this number, the longer the running time of the "
- "simulation. If the number is too low, the simulation will not be safe."
- msgstr ""
- #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
- #, fuzzy
- msgid "Sets the position of the agent in world space."
- msgstr "Establece la posición del vértice dado."
- #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
- #, fuzzy
- msgid "Sets the radius of the agent."
- msgstr "Establece la normal del vértice dado."
- #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
- #, fuzzy
- msgid "Sets the new target velocity."
- msgstr "Establece los huesos del vértice dado."
- #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
- msgid ""
- "The minimal amount of time for which the agent's velocities that are "
- "computed by the simulation are safe with respect to other agents. The larger "
- "this number, the sooner this agent will respond to the presence of other "
- "agents, but the less freedom this agent has in choosing its velocities. Must "
- "be positive."
- msgstr ""
- #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
- #, fuzzy
- msgid "Sets the current velocity of the agent."
- msgstr "Devuelve la tiempo actual del tween."
- #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
- #, fuzzy
- msgid "Destroys the given RID."
- msgstr "Quita la identificación del tile dado."
- #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
- msgid ""
- "Returns all created navigation map [RID]s on the NavigationServer. This "
- "returns both 2D and 3D created navigation maps as there is technically no "
- "distinction between them."
- msgstr ""
- #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
- #, fuzzy
- msgid "Create a new map."
- msgstr "Crea un [Area2D]."
- #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
- msgid ""
- "This function immediately forces synchronization of the specified navigation "
- "[code]map[/code] [RID]. By default navigation maps are only synchronized at "
- "the end of each physics frame. This function can be used to immediately "
- "(re)calculate all the navigation meshes and region connections of the "
- "navigation map. This makes it possible to query a navigation path for a "
- "changed map immediately and in the same frame (multiple times if needed).\n"
- "Due to technical restrictions the current NavigationServer command queue "
- "will be flushed. This means all already queued update commands for this "
- "physics frame will be executed, even those intended for other maps, regions "
- "and agents not part of the specified map. The expensive computation of the "
- "navigation meshes and region connections of a map will only be done for the "
- "specified map. Other maps will receive the normal synchronization at the end "
- "of the physics frame. Should the specified map receive changes after the "
- "forced update it will update again as well when the other maps receive their "
- "update.\n"
- "Avoidance processing and dispatch of the [code]safe_velocity[/code] signals "
- "is untouched by this function and continues to happen for all maps and "
- "agents at the end of the physics frame.\n"
- "[b]Note:[/b] With great power comes great responsibility. This function "
- "should only be used by users that really know what they are doing and have a "
- "good reason for it. Forcing an immediate update of a navigation map requires "
- "locking the NavigationServer and flushing the entire NavigationServer "
- "command queue. Not only can this severely impact the performance of a game "
- "but it can also introduce bugs if used inappropriately without much "
- "foresight."
- msgstr ""
- #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
- msgid ""
- "Returns all navigation agents [RID]s that are currently assigned to the "
- "requested navigation [code]map[/code]."
- msgstr ""
- #: doc/classes/Navigation2DServer.xml
- #, fuzzy
- msgid "Returns the map cell height. [b]Note:[/b] Currently not implemented."
- msgstr ""
- "Obtiene la línea actual en el archivo analizado (actualmente no "
- "implementado)."
- #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
- #, fuzzy
- msgid "Returns the map cell size."
- msgstr "Devuelve el tamaño del array."
- #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
- #, fuzzy
- msgid ""
- "Returns the point closest to the provided [code]to_point[/code] on the "
- "navigation mesh surface."
- msgstr ""
- "Devuelve la posición del punto en el índice [code]point[/code] en el "
- "triángulo del índice [code]triangle[/code]."
- #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
- #, fuzzy
- msgid ""
- "Returns the owner region RID for the point returned by [method "
- "map_get_closest_point]."
- msgstr ""
- "Devuelve el número de puertos de entrada en uso. Alternativa para [method "
- "get_free_input_port_id]."
- #: doc/classes/Navigation2DServer.xml
- msgid ""
- "Returns the edge connection margin of the map. The edge connection margin is "
- "a distance used to connect two regions."
- msgstr ""
- #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
- msgid ""
- "Returns the navigation path to reach the destination from the origin. "
- "[code]navigation_layers[/code] is a bitmask of all region layers that are "
- "allowed to be in the path."
- msgstr ""
- #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
- msgid ""
- "Returns all navigation regions [RID]s that are currently assigned to the "
- "requested navigation [code]map[/code]."
- msgstr ""
- #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
- #, fuzzy
- msgid "Returns [code]true[/code] if the map is active."
- msgstr "Devuelve [code]true[/code] si la selección está activa."
- #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
- #, fuzzy
- msgid "Sets the map active."
- msgstr "Detiene el temporizador."
- #: doc/classes/Navigation2DServer.xml
- #, fuzzy
- msgid ""
- "Set the map cell height used to weld the navigation mesh polygons. [b]Note:[/"
- "b] Currently not implemented."
- msgstr "Devuelve la transformada aplicada a la malla de navegación del objeto."
- #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
- #, fuzzy
- msgid "Set the map cell size used to weld the navigation mesh polygons."
- msgstr "Devuelve la transformada aplicada a la malla de navegación del objeto."
- #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
- msgid ""
- "Set the map edge connection margin used to weld the compatible region edges."
- msgstr ""
- #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
- #, fuzzy
- msgid "Creates a new region."
- msgstr "Crea un [Area2D]."
- #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
- msgid ""
- "Returns the ending point of a connection door. [code]connection[/code] is an "
- "index between 0 and the return value of [method "
- "region_get_connections_count]."
- msgstr ""
- #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
- msgid ""
- "Returns the starting point of a connection door. [code]connection[/code] is "
- "an index between 0 and the return value of [method "
- "region_get_connections_count]."
- msgstr ""
- #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
- #, fuzzy
- msgid ""
- "Returns how many connections this [code]region[/code] has with other regions "
- "in the map."
- msgstr ""
- "Devuelve la proyección ortogonal de [code]point[/code] en un punto del plano."
- #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
- #, fuzzy
- msgid "Returns the [code]enter_cost[/code] of this [code]region[/code]."
- msgstr "Devuelve [code]true[/code] si existe la [code]signal[/code] dada."
- #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
- msgid ""
- "Returns the navigation map [RID] the requested [code]region[/code] is "
- "currently assigned to."
- msgstr ""
- #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
- #, fuzzy
- msgid "Returns the region's navigation layers."
- msgstr "Devuelve la malla de navegación del objeto."
- #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
- #, fuzzy
- msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]."
- msgstr "Devuelve [code]true[/code] si existe la [code]signal[/code] dada."
- #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
- msgid ""
- "Returns [code]true[/code] if the provided [code]point[/code] in world space "
- "is currently owned by the provided navigation [code]region[/code]. Owned in "
- "this context means that one of the region's navigation mesh polygon faces "
- "has a possible position at the closest distance to this point compared to "
- "all other navigation meshes from other navigation regions that are also "
- "registered on the navigation map of the provided region.\n"
- "If multiple navigation meshes have positions at equal distance the "
- "navigation region whose polygons are processed first wins the ownership. "
- "Polygons are processed in the same order that navigation regions were "
- "registered on the NavigationServer.\n"
- "[b]Note:[/b] If navigation meshes from different navigation regions overlap "
- "(which should be avoided in general) the result might not be what is "
- "expected."
- msgstr ""
- #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
- #, fuzzy
- msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
- msgstr ""
- "Coloca la [code]position[/code] para el punto con el [code]id[/code] dado."
- #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
- #, fuzzy
- msgid "Sets the map for the region."
- msgstr "Establece los metadatos del borde dado."
- #: doc/classes/Navigation2DServer.xml
- msgid ""
- "Set the region's navigation layers. This allows selecting regions from a "
- "path request (when using [method Navigation2DServer.map_get_path])."
- msgstr ""
- #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
- #, fuzzy
- msgid "Sets the navigation mesh for the region."
- msgstr "Establece la malla de navegación del objeto."
- #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
- #, fuzzy
- msgid "Sets the global transformation for the region."
- msgstr "Establece la matriz de transformación global del Viewport."
- #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
- #, fuzzy
- msgid "Sets the [code]travel_cost[/code] for this [code]region[/code]."
- msgstr ""
- "Coloca la [code]position[/code] para el punto con el [code]id[/code] dado."
- #: doc/classes/NavigationAgent.xml
- msgid "3D agent used in navigation for collision avoidance."
- msgstr ""
- #: doc/classes/NavigationAgent.xml
- msgid ""
- "3D agent that is used in navigation to reach a location while avoiding "
- "static and dynamic obstacles. The dynamic obstacles are avoided using RVO "
- "(Reciprocal Velocity Obstacles) collision avoidance. The agent needs "
- "navigation data to work correctly. By default this node will register to the "
- "default [World] navigation map. If this node is a child of a [Navigation] "
- "node it will register to the navigation map of the navigation node or the "
- "function [method set_navigation] can be used to set the navigation node "
- "directly. [NavigationAgent] is physics safe.\n"
- "[b]Note:[/b] After [method set_target_location] is used it is required to "
- "use the [method get_next_location] function once every physics frame to "
- "update the internal path logic of the NavigationAgent. The returned vector "
- "position from this function should be used as the next movement position for "
- "the agent's parent Node.\n"
- "[b]Note:[/b] By default, the expensive calculations for avoidance are done "
- "in a thread. In HTML5 exports without thread support, they will be done on "
- "the main thread, which can lead to performance issues."
- msgstr ""
- #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
- msgid ""
- "Returns the distance to the target location, using the agent's global "
- "position. The user must set the target location with [method "
- "set_target_location] in order for this to be accurate."
- msgstr ""
- #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
- msgid ""
- "Returns the reachable final location in global coordinates. This can change "
- "if the navigation path is altered in any way. Because of this, it would be "
- "best to check this each frame."
- msgstr ""
- #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
- msgid ""
- "Returns this agent's current path from start to finish in global "
- "coordinates. The path only updates when the target location is changed or "
- "the agent requires a repath. The path array is not intended to be used in "
- "direct path movement as the agent has its own internal path logic that would "
- "get corrupted by changing the path array manually. Use the intended [method "
- "get_next_location] once every physics frame to receive the next path point "
- "for the agents movement as this function also updates the internal path "
- "logic."
- msgstr ""
- #: doc/classes/NavigationAgent.xml
- #, fuzzy
- msgid ""
- "Returns which index the agent is currently on in the navigation path's "
- "[PoolVector3Array]."
- msgstr "Devuelve el caché de puntos como un [PackedVector3Array]."
- #: doc/classes/NavigationAgent.xml
- #, fuzzy
- msgid ""
- "Returns the [Navigation] node that the agent is using for its navigation "
- "system."
- msgstr "Devuelve el nodo animacion con el nombre dado."
- #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
- msgid ""
- "Returns the [RID] of the navigation map for this NavigationAgent node. This "
- "function returns always the map set on the NavigationAgent node and not the "
- "map of the abstract agent on the NavigationServer. If the agent map is "
- "changed directly with the NavigationServer API the NavigationAgent node will "
- "not be aware of the map change. Use [method set_navigation_map] to change "
- "the navigation map for the NavigationAgent and also update the agent on the "
- "NavigationServer."
- msgstr ""
- #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
- msgid ""
- "Returns the next location in global coordinates that can be moved to, making "
- "sure that there are no static objects in the way. If the agent does not have "
- "a navigation path, it will return the position of the agent's parent. The "
- "use of this function once every physics frame is required to update the "
- "internal path logic of the NavigationAgent."
- msgstr ""
- #: doc/classes/NavigationAgent.xml
- #, fuzzy
- msgid "Returns the [RID] of this agent on the [NavigationServer]."
- msgstr "Devuelve el [RID] de la forma enésima de un área."
- #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
- #, fuzzy
- msgid ""
- "Returns the user-defined target location (set with [method "
- "set_target_location])."
- msgstr "Devuelve el texto de error si el [method parse] ha fallado."
- #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
- #, fuzzy
- msgid ""
- "Returns [code]true[/code] if the navigation path's final location has been "
- "reached."
- msgstr "Devuelve [code]true[/code] si un camino dado es filtrado."
- #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
- #, fuzzy
- msgid ""
- "Returns [code]true[/code] if the target location is reachable. The target "
- "location is set using [method set_target_location]."
- msgstr ""
- "Devuelve [code]true[/code] si el nodo está configurado como de nivel "
- "superior. Ver [method set_as_toplevel]."
- #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
- msgid ""
- "Returns [code]true[/code] if the target location is reached. The target "
- "location is set using [method set_target_location]. It may not always be "
- "possible to reach the target location. It should always be possible to reach "
- "the final location though. See [method get_final_location]."
- msgstr ""
- #: doc/classes/NavigationAgent.xml
- msgid ""
- "Sets the [Navigation] node used by the agent. Useful when you don't want to "
- "make the agent a child of a [Navigation] node."
- msgstr ""
- #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
- msgid ""
- "Sets the [RID] of the navigation map this NavigationAgent node should use "
- "and also updates the [code]agent[/code] on the NavigationServer."
- msgstr ""
- #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
- msgid ""
- "Sets the user desired final location. This will clear the current navigation "
- "path."
- msgstr ""
- #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
- msgid ""
- "Sends the passed in velocity to the collision avoidance algorithm. It will "
- "adjust the velocity to avoid collisions. Once the adjustment to the velocity "
- "is complete, it will emit the [signal velocity_computed] signal."
- msgstr ""
- #: doc/classes/NavigationAgent.xml
- msgid ""
- "The NavigationAgent height offset is subtracted from the y-axis value of any "
- "vector path position for this NavigationAgent. The NavigationAgent height "
- "offset does not change or influence the navigation mesh or pathfinding query "
- "result. Additional navigation maps that use regions with navigation meshes "
- "that the developer baked with appropriate agent radius or height values are "
- "required to support different-sized agents."
- msgstr ""
- #: doc/classes/NavigationAgent.xml
- msgid ""
- "If [code]true[/code] the agent is registered for an RVO avoidance callback "
- "on the [NavigationServer]. When [method set_velocity] is used and the "
- "processing is completed a [code]safe_velocity[/code] Vector3 is received "
- "with a signal connection to [signal velocity_computed]. Avoidance processing "
- "with many registered agents has a significant performance cost and should "
- "only be enabled on agents that currently require it."
- msgstr ""
- #: doc/classes/NavigationAgent.xml
- msgid ""
- "Ignores collisions on the Y axis. Must be [code]true[/code] to move on a "
- "horizontal plane."
- msgstr ""
- #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
- #, fuzzy
- msgid "The maximum number of neighbors for the agent to consider."
- msgstr "El valor máximo de luminosidad para la exposición automática."
- #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
- #, fuzzy
- msgid "The maximum speed that an agent can move."
- msgstr "El valor máximo que puede alcanzar la curva."
- #: doc/classes/NavigationAgent.xml
- msgid ""
- "A bitfield determining all navigation map layers the [NavigationAgent] "
- "belongs to. On path requests the agent will ignore navmeshes without at "
- "least one matching layer."
- msgstr ""
- #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
- #, fuzzy
- msgid "The distance to search for other agents."
- msgstr "La instancia no tiene un tipo."
- #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
- msgid ""
- "The distance threshold before a path point is considered to be reached. This "
- "will allow an agent to not have to hit a path point on the path exactly, but "
- "in the area. If this value is set to high the NavigationAgent will skip "
- "points on the path which can lead to leaving the navigation mesh. If this "
- "value is set to low the NavigationAgent will be stuck in a repath loop cause "
- "it will constantly overshoot or undershoot the distance to the next point on "
- "each physics frame update."
- msgstr ""
- #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
- msgid ""
- "The maximum distance the agent is allowed away from the ideal path to the "
- "final location. This can happen due to trying to avoid collisions. When the "
- "maximum distance is exceeded, it recalculates the ideal path."
- msgstr ""
- #: doc/classes/NavigationAgent.xml
- msgid ""
- "The radius of the avoidance agent. This is the \"body\" of the avoidance "
- "agent and not the avoidance maneuver starting radius (which is controlled by "
- "[member neighbor_dist]).\n"
- "Does not affect normal pathfinding. To change an actor's pathfinding radius "
- "bake [NavigationMesh] resources with a different [member NavigationMesh."
- "agent_radius] property and use different navigation maps for each actor size."
- msgstr ""
- #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
- msgid ""
- "The distance threshold before the final target point is considered to be "
- "reached. This will allow an agent to not have to hit the point of the final "
- "target exactly, but only the area. If this value is set to low the "
- "NavigationAgent will be stuck in a repath loop cause it will constantly "
- "overshoot or undershoot the distance to the final target point on each "
- "physics frame update."
- msgstr ""
- #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
- msgid ""
- "The minimal amount of time for which this agent's velocities, that are "
- "computed with the collision avoidance algorithm, are safe with respect to "
- "other agents. The larger the number, the sooner the agent will respond to "
- "other agents, but the less freedom in choosing its velocities. Must be "
- "positive."
- msgstr ""
- #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
- #, fuzzy
- msgid "Notifies when the final location is reached."
- msgstr "Notifica cuando una animación ha terminado de reproducirse."
- #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
- msgid ""
- "Notifies when the navigation path changes. This can be triggered by the "
- "navigation system or by the user changing the path."
- msgstr ""
- #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
- msgid ""
- "Notifies when the player-defined target, set with [method "
- "set_target_location], is reached."
- msgstr ""
- #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
- msgid ""
- "Notifies when the collision avoidance velocity is calculated after a call to "
- "[method set_velocity]. Only emitted when [member avoidance_enabled] is true."
- msgstr ""
- #: doc/classes/NavigationAgent2D.xml
- msgid "2D agent used in navigation for collision avoidance."
- msgstr ""
- #: doc/classes/NavigationAgent2D.xml
- msgid ""
- "2D agent that is used in navigation to reach a location while avoiding "
- "static and dynamic obstacles. The dynamic obstacles are avoided using RVO "
- "(Reciprocal Velocity Obstacles) collision avoidance. The agent needs "
- "navigation data to work correctly. By default this node will register to the "
- "default [World2D] navigation map. If this node is a child of a "
- "[Navigation2D] node it will register to the navigation map of the navigation "
- "node or the function [method set_navigation] can be used to set the "
- "navigation node directly. [NavigationAgent2D] is physics safe.\n"
- "[b]Note:[/b] After [method set_target_location] is used it is required to "
- "use the [method get_next_location] function once every physics frame to "
- "update the internal path logic of the NavigationAgent. The returned vector "
- "position from this function should be used as the next movement position for "
- "the agent's parent Node.\n"
- "[b]Note:[/b] By default, the expensive calculations for avoidance are done "
- "in a thread. In HTML5 exports without thread support, they will be done on "
- "the main thread, which can lead to performance issues."
- msgstr ""
- #: doc/classes/NavigationAgent2D.xml
- #, fuzzy
- msgid ""
- "Returns which index the agent is currently on in the navigation path's "
- "[PoolVector2Array]."
- msgstr "Devuelve el caché de puntos como un [PackedVector2Array]."
- #: doc/classes/NavigationAgent2D.xml
- #, fuzzy
- msgid ""
- "Returns the [Navigation2D] node that the agent is using for its navigation "
- "system."
- msgstr "Devuelve el nodo animacion con el nombre dado."
- #: doc/classes/NavigationAgent2D.xml
- #, fuzzy
- msgid "Returns the [RID] of this agent on the [Navigation2DServer]."
- msgstr "Devuelve el [RID] de la forma enésima de un área."
- #: doc/classes/NavigationAgent2D.xml
- msgid ""
- "Sets the [Navigation2D] node used by the agent. Useful when you don't want "
- "to make the agent a child of a [Navigation2D] node."
- msgstr ""
- #: doc/classes/NavigationAgent2D.xml
- msgid ""
- "If [code]true[/code] the agent is registered for an RVO avoidance callback "
- "on the [Navigation2DServer]. When [method set_velocity] is used and the "
- "processing is completed a [code]safe_velocity[/code] Vector2 is received "
- "with a signal connection to [signal velocity_computed]. Avoidance processing "
- "with many registered agents has a significant performance cost and should "
- "only be enabled on agents that currently require it."
- msgstr ""
- #: doc/classes/NavigationAgent2D.xml
- msgid ""
- "A bitfield determining all navigation map layers the [NavigationAgent2D] "
- "belongs to. On path requests the agent will ignore navmeshes without at "
- "least one matching layer."
- msgstr ""
- #: doc/classes/NavigationAgent2D.xml
- msgid ""
- "The radius of the avoidance agent. This is the \"body\" of the avoidance "
- "agent and not the avoidance maneuver starting radius (which is controlled by "
- "[member neighbor_dist]).\n"
- "Does not affect normal pathfinding."
- msgstr ""
- #: doc/classes/NavigationMesh.xml
- msgid "A mesh to approximate the walkable areas and obstacles."
- msgstr ""
- #: doc/classes/NavigationMesh.xml
- msgid ""
- "A navigation mesh is a collection of polygons that define which areas of an "
- "environment are traversable to aid agents in pathfinding through complicated "
- "spaces."
- msgstr ""
- #: doc/classes/NavigationMesh.xml doc/classes/NavigationPolygon.xml
- msgid ""
- "Adds a polygon using the indices of the vertices you get when calling "
- "[method get_vertices]."
- msgstr ""
- "Añade un polígono usando los índices de los vértices que obtienes al llamar "
- "a [method get_vertices]."
- #: doc/classes/NavigationMesh.xml
- #, fuzzy
- msgid ""
- "Clears the array of polygons, but it doesn't clear the array of vertices."
- msgstr ""
- "Limpia el array de polígonos, pero no limpia el array de contornos y "
- "vértices."
- #: doc/classes/NavigationMesh.xml
- msgid ""
- "Initializes the navigation mesh by setting the vertices and indices "
- "according to a [Mesh]."
- msgstr ""
- #: doc/classes/NavigationMesh.xml
- #, fuzzy
- msgid ""
- "Returns whether the specified [code]bit[/code] of the [member "
- "geometry_collision_mask] is set."
- msgstr ""
- "Devuelve [code]true[/code] si el bit de la máscara de colisión dada está "
- "configurado."
- #: doc/classes/NavigationMesh.xml doc/classes/NavigationPolygon.xml
- #, fuzzy
- msgid ""
- "Returns a [PoolIntArray] containing the indices of the vertices of a created "
- "polygon."
- msgstr ""
- "Devuelve un [PackedInt32Array] que contiene los índices de los vértices de "
- "un polígono creado."
- #: doc/classes/NavigationMesh.xml
- #, fuzzy
- msgid "Returns the number of polygons in the navigation mesh."
- msgstr "Devuelve el número de fotogramas de la animación."
- #: doc/classes/NavigationMesh.xml
- #, fuzzy
- msgid ""
- "Returns a [PoolVector3Array] containing all the vertices being used to "
- "create the polygons."
- msgstr ""
- "Devuelve un [PackedVector2Array] que contiene todos los vértices que se "
- "están usando para crear los polígonos."
- #: doc/classes/NavigationMesh.xml
- msgid ""
- "If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/"
- "code] in the [member geometry_collision_mask].\n"
- "If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/"
- "code] in the [member geometry_collision_mask]."
- msgstr ""
- #: doc/classes/NavigationMesh.xml doc/classes/NavigationPolygon.xml
- msgid ""
- "Sets the vertices that can be then indexed to create polygons with the "
- "[method add_polygon] method."
- msgstr ""
- "Establece los vértices que pueden ser indexados para crear polígonos con el "
- "método [method add_polygon]."
- #: doc/classes/NavigationMesh.xml
- msgid ""
- "The minimum floor to ceiling height that will still allow the floor area to "
- "be considered walkable.\n"
- "[b]Note:[/b] While baking, this value will be rounded up to the nearest "
- "multiple of [member cell_height]."
- msgstr ""
- #: doc/classes/NavigationMesh.xml
- msgid ""
- "The minimum ledge height that is considered to still be traversable.\n"
- "[b]Note:[/b] While baking, this value will be rounded down to the nearest "
- "multiple of [member cell_height]."
- msgstr ""
- #: doc/classes/NavigationMesh.xml
- #, fuzzy
- msgid "The maximum slope that is considered walkable, in degrees."
- msgstr "La máxima velocidad que un agente puede alcanzar."
- #: doc/classes/NavigationMesh.xml
- msgid ""
- "The distance to erode/shrink the walkable area of the heightfield away from "
- "obstructions.\n"
- "[b]Note:[/b] While baking, this value will be rounded up to the nearest "
- "multiple of [member cell_size]."
- msgstr ""
- #: doc/classes/NavigationMesh.xml
- #, fuzzy
- msgid "The Y axis cell size to use for fields."
- msgstr "El modo de llamada a utilizar para las Call Method Tracks."
- #: doc/classes/NavigationMesh.xml
- msgid ""
- "The sampling distance to use when generating the detail mesh, in cell unit."
- msgstr ""
- #: doc/classes/NavigationMesh.xml
- msgid ""
- "The maximum distance the detail mesh surface should deviate from "
- "heightfield, in cell unit."
- msgstr ""
- #: doc/classes/NavigationMesh.xml
- msgid ""
- "The maximum distance a simplfied contour's border edges should deviate the "
- "original raw contour."
- msgstr ""
- #: doc/classes/NavigationMesh.xml
- msgid ""
- "The maximum allowed length for contour edges along the border of the mesh.\n"
- "[b]Note:[/b] While baking, this value will be rounded up to the nearest "
- "multiple of [member cell_size]."
- msgstr ""
- #: doc/classes/NavigationMesh.xml
- msgid ""
- "If the baking [AABB] has a volume the navigation mesh baking will be "
- "restricted to its enclosing area."
- msgstr ""
- #: doc/classes/NavigationMesh.xml
- msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
- msgstr ""
- #: doc/classes/NavigationMesh.xml
- #, fuzzy
- msgid "If [code]true[/code], marks spans that are ledges as non-walkable."
- msgstr "Si [code]true[/code], se activan las pulsaciones de paso."
- #: doc/classes/NavigationMesh.xml
- msgid ""
- "If [code]true[/code], marks non-walkable spans as walkable if their maximum "
- "is within [member agent_max_climb] of a walkable neighbor."
- msgstr ""
- #: doc/classes/NavigationMesh.xml
- #, fuzzy
- msgid ""
- "If [code]true[/code], marks walkable spans as not walkable if the clearance "
- "above the span is less than [member agent_height]."
- msgstr ""
- "Si [code]true[/code], las partículas emitirán una vez y luego se detendrán. "
- "Equivalente a [member GPUParticles.one_shot]."
- #: doc/classes/NavigationMesh.xml
- msgid ""
- "The physics layers to scan for static colliders.\n"
- "Only used when [member geometry_parsed_geometry_type] is [constant "
- "PARSED_GEOMETRY_STATIC_COLLIDERS] or [constant PARSED_GEOMETRY_BOTH]."
- msgstr ""
- #: doc/classes/NavigationMesh.xml
- #, fuzzy
- msgid ""
- "Determines which type of nodes will be parsed as geometry. See [enum "
- "ParsedGeometryType] for possible values."
- msgstr ""
- "Establece el tipo de articulación. Ver [enum JointType] para los posibles "
- "valores."
- #: doc/classes/NavigationMesh.xml
- #, fuzzy
- msgid ""
- "The source of the geometry used when baking. See [enum SourceGeometryMode] "
- "for possible values."
- msgstr "El modo de fondo. Ver [enum BGMode] para los posibles valores."
- #: doc/classes/NavigationMesh.xml
- msgid ""
- "The name of the group to scan for geometry.\n"
- "Only used when [member geometry_source_geometry_mode] is [constant "
- "SOURCE_GEOMETRY_GROUPS_WITH_CHILDREN] or [constant "
- "SOURCE_GEOMETRY_GROUPS_EXPLICIT]."
- msgstr ""
- #: doc/classes/NavigationMesh.xml
- msgid ""
- "The maximum number of vertices allowed for polygons generated during the "
- "contour to polygon conversion process."
- msgstr ""
- #: doc/classes/NavigationMesh.xml
- msgid ""
- "Any regions with a size smaller than this will be merged with larger regions "
- "if possible.\n"
- "[b]Note:[/b] This value will be squared to calculate the number of cells. "
- "For example, a value of 20 will set the number of cells to 400."
- msgstr ""
- #: doc/classes/NavigationMesh.xml
- msgid ""
- "The minimum size of a region for it to be created.\n"
- "[b]Note:[/b] This value will be squared to calculate the minimum number of "
- "cells allowed to form isolated island areas. For example, a value of 8 will "
- "set the number of cells to 64."
- msgstr ""
- #: doc/classes/NavigationMesh.xml
- #, fuzzy
- msgid ""
- "Partitioning algorithm for creating the navigation mesh polys. See [enum "
- "SamplePartitionType] for possible values."
- msgstr ""
- "Posición para el origen del tile. Ver [enum TileOrigin] para los posibles "
- "valores."
- #: doc/classes/NavigationMesh.xml
- msgid ""
- "Watershed partitioning. Generally the best choice if you precompute the "
- "navigation mesh, use this if you have large open areas."
- msgstr ""
- #: doc/classes/NavigationMesh.xml
- msgid ""
- "Monotone partitioning. Use this if you want fast navigation mesh generation."
- msgstr ""
- #: doc/classes/NavigationMesh.xml
- msgid ""
- "Layer partitioning. Good choice to use for tiled navigation mesh with medium "
- "and small sized tiles."
- msgstr ""
- #: doc/classes/NavigationMesh.xml
- #, fuzzy
- msgid "Represents the size of the [enum SamplePartitionType] enum."
- msgstr "Representa el tamaño del enum[enum PortType]."
- #: doc/classes/NavigationMesh.xml
- msgid ""
- "Parses mesh instances as geometry. This includes [MeshInstance], [CSGShape], "
- "and [GridMap] nodes."
- msgstr ""
- #: doc/classes/NavigationMesh.xml
- msgid ""
- "Parses [StaticBody] colliders as geometry. The collider should be in any of "
- "the layers specified by [member geometry_collision_mask]."
- msgstr ""
- #: doc/classes/NavigationMesh.xml
- msgid ""
- "Both [constant PARSED_GEOMETRY_MESH_INSTANCES] and [constant "
- "PARSED_GEOMETRY_STATIC_COLLIDERS]."
- msgstr ""
- #: doc/classes/NavigationMesh.xml
- #, fuzzy
- msgid "Represents the size of the [enum ParsedGeometryType] enum."
- msgstr "Representa el tamaño del enum[enum PortType]."
- #: doc/classes/NavigationMesh.xml
- msgid ""
- "Scans the child nodes of [NavigationMeshInstance] recursively for geometry."
- msgstr ""
- #: doc/classes/NavigationMesh.xml
- msgid ""
- "Scans nodes in a group and their child nodes recursively for geometry. The "
- "group is specified by [member geometry_source_group_name]."
- msgstr ""
- #: doc/classes/NavigationMesh.xml
- msgid ""
- "Uses nodes in a group for geometry. The group is specified by [member "
- "geometry_source_group_name]."
- msgstr ""
- #: doc/classes/NavigationMesh.xml
- #, fuzzy
- msgid "Represents the size of the [enum SourceGeometryMode] enum."
- msgstr "Representa el tamaño del enum [enum ShaderMode]."
- #: doc/classes/NavigationMeshGenerator.xml
- msgid "Helper class for creating and clearing navigation meshes."
- msgstr ""
- #: doc/classes/NavigationMeshGenerator.xml
- msgid ""
- "This class is responsible for creating and clearing 3D navigation meshes "
- "used as [NavigationMesh] resources inside [NavigationMeshInstance]. The "
- "[NavigationMeshGenerator] has very limited to no use for 2D as the "
- "navigation mesh baking process expects 3D node types and 3D source geometry "
- "to parse.\n"
- "The entire navigation mesh baking is best done in a separate thread as the "
- "voxelization, collision tests and mesh optimization steps involved are very "
- "performance and time hungry operations.\n"
- "Navigation mesh baking happens in multiple steps and the result depends on "
- "3D source geometry and properties of the [NavigationMesh] resource. In the "
- "first step, starting from a root node and depending on [NavigationMesh] "
- "properties all valid 3D source geometry nodes are collected from the "
- "[SceneTree]. Second, all collected nodes are parsed for their relevant 3D "
- "geometry data and a combined 3D mesh is build. Due to the many different "
- "types of parsable objects, from normal [MeshInstance]s to [CSGShape]s or "
- "various [CollisionObject]s, some operations to collect geometry data can "
- "trigger [VisualServer] and [PhysicsServer] synchronizations. Server "
- "synchronization can have a negative effect on baking time or framerate as it "
- "often involves [Mutex] locking for thread security. Many parsable objects "
- "and the continuous synchronization with other threaded Servers can increase "
- "the baking time significantly. On the other hand only a few but very large "
- "and complex objects will take some time to prepare for the Servers which can "
- "noticeably stall the next frame render. As a general rule the total amount "
- "of parsable objects and their individual size and complexity should be "
- "balanced to avoid framerate issues or very long baking times. The combined "
- "mesh is then passed to the Recast Navigation Object to test the source "
- "geometry for walkable terrain suitable to [NavigationMesh] agent properties "
- "by creating a voxel world around the meshes bounding area.\n"
- "The finalized navigation mesh is then returned and stored inside the "
- "[NavigationMesh] for use as a resource inside [NavigationMeshInstance] "
- "nodes.\n"
- "[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
- "obstruct navigation baking does not always work. The navigation baking has "
- "no concept of what is a geometry \"inside\" when dealing with mesh source "
- "geometry and this is intentional. Depending on current baking parameters, as "
- "soon as the obstructing mesh is large enough to fit a navigation mesh area "
- "inside, the baking will generate navigation mesh areas that are inside the "
- "obstructing source geometry mesh."
- msgstr ""
- #: doc/classes/NavigationMeshGenerator.xml
- msgid ""
- "Bakes navigation data to the provided [code]nav_mesh[/code] by parsing child "
- "nodes under the provided [code]root_node[/code] or a specific group of nodes "
- "for potential source geometry. The parse behavior can be controlled with the "
- "[member NavigationMesh.geometry_parsed_geometry_type] and [member "
- "NavigationMesh.geometry_source_geometry_mode] properties on the "
- "[NavigationMesh] resource."
- msgstr ""
- #: doc/classes/NavigationMeshGenerator.xml
- #, fuzzy
- msgid ""
- "Removes all polygons and vertices from the provided [code]nav_mesh[/code] "
- "resource."
- msgstr "Elimina la animación con la clave [code]name[/code]."
- #: doc/classes/NavigationMeshInstance.xml
- #, fuzzy
- msgid "An instance of a [NavigationMesh]."
- msgstr "Nodo que instancia un [MultiMesh]."
- #: doc/classes/NavigationMeshInstance.xml
- msgid ""
- "An instance of a [NavigationMesh]. It tells the [Navigation] node what can "
- "be navigated and what cannot, based on the [NavigationMesh] resource.\n"
- "By default this node will register to the default [World] navigation map. If "
- "this node is a child of a [Navigation] node it will register to the "
- "navigation map of the navigation node.\n"
- "Two regions can be connected to each other if they share a similar edge. You "
- "can set the minimum distance between two vertices required to connect two "
- "edges by using [method NavigationServer.map_set_edge_connection_margin].\n"
- "[b]Note:[/b] Overlapping two regions' navmeshes is not enough for connecting "
- "two regions. They must share a similar edge.\n"
- "The cost of entering this region from another region can be controlled with "
- "the [member enter_cost] value.\n"
- "[b]Note:[/b] This value is not added to the path cost when the start "
- "position is already inside this region.\n"
- "The cost of traveling distances inside this region can be controlled with "
- "the [member travel_cost] multiplier."
- msgstr ""
- #: doc/classes/NavigationMeshInstance.xml
- msgid ""
- "Bakes the [NavigationMesh]. If [code]on_thread[/code] is set to [code]true[/"
- "code] (default), the baking is done on a separate thread. Baking on separate "
- "thread is useful because navigation baking is not a cheap operation. When it "
- "is completed, it automatically sets the new [NavigationMesh]. Please note "
- "that baking on separate thread may be very slow if geometry is parsed from "
- "meshes as async access to each mesh involves heavy synchronization. Also, "
- "please note that baking on a separate thread is automatically disabled on "
- "operating systems that cannot use threads (such as HTML5 with threads "
- "disabled)."
- msgstr ""
- #: doc/classes/NavigationMeshInstance.xml
- msgid ""
- "Returns the [RID] of this region on the [NavigationServer]. Combined with "
- "[method NavigationServer.map_get_closest_point_owner] can be used to "
- "identify the [NavigationMeshInstance] closest to a point on the merged "
- "navigation map."
- msgstr ""
- #: doc/classes/NavigationMeshInstance.xml
- msgid "Determines if the [NavigationMeshInstance] is enabled or disabled."
- msgstr ""
- #: doc/classes/NavigationMeshInstance.xml
- #: doc/classes/NavigationPolygonInstance.xml
- msgid ""
- "When pathfinding enters this region's navmesh from another regions navmesh "
- "the [code]enter_cost[/code] value is added to the path distance for "
- "determining the shortest path."
- msgstr ""
- #: doc/classes/NavigationMeshInstance.xml
- msgid ""
- "A bitfield determining all navigation map layers the [NavigationMesh] "
- "belongs to. On path requests with [method NavigationServer.map_get_path] "
- "navmeshes without matching layers will be ignored and the navigation map "
- "will only proximity merge different navmeshes with matching layers."
- msgstr ""
- #: doc/classes/NavigationMeshInstance.xml
- #, fuzzy
- msgid "The [NavigationMesh] resource to use."
- msgstr "El recurso [Mesh] para la instancia."
- #: doc/classes/NavigationMeshInstance.xml
- #: doc/classes/NavigationPolygonInstance.xml
- msgid ""
- "When pathfinding moves inside this region's navmesh the traveled distances "
- "are multiplied with [code]travel_cost[/code] for determining the shortest "
- "path."
- msgstr ""
- #: doc/classes/NavigationMeshInstance.xml
- #, fuzzy
- msgid "Notifies when the navigation mesh bake operation is completed."
- msgstr "Notifica cuando una animación comienza a reproducirse."
- #: doc/classes/NavigationMeshInstance.xml
- #, fuzzy
- msgid "Notifies when the [NavigationMesh] has changed."
- msgstr "Notifica cuando una animación comienza a reproducirse."
- #: doc/classes/NavigationObstacle.xml
- msgid "3D obstacle used in navigation for collision avoidance."
- msgstr ""
- #: doc/classes/NavigationObstacle.xml
- msgid ""
- "3D obstacle used in navigation for collision avoidance. The obstacle needs "
- "navigation data to work correctly. This can be done by having the obstacle "
- "as a child of a [Navigation] node, or using [method set_navigation]. "
- "[NavigationObstacle] is physics safe.\n"
- "[b]Note:[/b] Obstacles are intended as a last resort option for constantly "
- "moving objects that cannot be (re)baked to a navigation mesh efficiently."
- msgstr ""
- #: doc/classes/NavigationObstacle.xml
- #, fuzzy
- msgid ""
- "Returns the [Navigation] node that the obstacle is using for its navigation "
- "system."
- msgstr "Devuelve el nodo animacion con el nombre dado."
- #: doc/classes/NavigationObstacle.xml
- #, fuzzy
- msgid "Returns the [RID] of this obstacle on the [NavigationServer]."
- msgstr "Devuelve el [RID] de la forma enésima de un área."
- #: doc/classes/NavigationObstacle.xml
- msgid ""
- "Sets the [Navigation] node used by the obstacle. Useful when you don't want "
- "to make the obstacle a child of a [Navigation] node."
- msgstr ""
- #: doc/classes/NavigationObstacle.xml doc/classes/NavigationObstacle2D.xml
- msgid ""
- "Enables radius estimation algorithm which uses parent's collision shapes to "
- "determine the obstacle radius."
- msgstr ""
- #: doc/classes/NavigationObstacle.xml doc/classes/NavigationObstacle2D.xml
- #, fuzzy
- msgid ""
- "The radius of the agent. Used only if [member estimate_radius] is set to "
- "[code]false[/code]."
- msgstr ""
- "Fondo utilizado cuando [LineEdit] está en modo de sólo lectura ([member "
- "editable] está configurado como [code]false[/code])."
- #: doc/classes/NavigationObstacle2D.xml
- msgid "2D obstacle used in navigation for collision avoidance."
- msgstr ""
- #: doc/classes/NavigationObstacle2D.xml
- msgid ""
- "2D obstacle used in navigation for collision avoidance. The obstacle needs "
- "navigation data to work correctly. This can be done by having the obstacle "
- "as a child of a [Navigation2D] node, or using [method set_navigation]. "
- "[NavigationObstacle2D] is physics safe.\n"
- "[b]Note:[/b] Obstacles are intended as a last resort option for constantly "
- "moving objects that cannot be (re)baked to a navigation mesh efficiently."
- msgstr ""
- #: doc/classes/NavigationObstacle2D.xml
- msgid ""
- "Returns the [Navigation2D] node that the obstacle is using for its "
- "navigation system."
- msgstr ""
- #: doc/classes/NavigationObstacle2D.xml
- #, fuzzy
- msgid "Returns the [RID] of this obstacle on the [Navigation2DServer]."
- msgstr "Devuelve el [RID] de la forma enésima de un área."
- #: doc/classes/NavigationObstacle2D.xml
- msgid ""
- "Sets the [Navigation2D] node used by the obstacle. Useful when you don't "
- "want to make the obstacle a child of a [Navigation2D] node."
- msgstr ""
- #: doc/classes/NavigationPolygon.xml
- msgid ""
- "A node that has methods to draw outlines or use indices of vertices to "
- "create navigation polygons."
- msgstr ""
- "Un nodo que tiene métodos para dibujar contornos o usar índices de vértices "
- "para crear polígonos de navegación."
- #: doc/classes/NavigationPolygon.xml
- #, fuzzy
- msgid ""
- "There are two ways to create polygons. Either by using the [method "
- "add_outline] method, or using the [method add_polygon] method.\n"
- "Using [method add_outline]:\n"
- "[codeblock]\n"
- "var polygon = NavigationPolygon.new()\n"
- "var outline = PoolVector2Array([Vector2(0, 0), Vector2(0, 50), Vector2(50, "
- "50), Vector2(50, 0)])\n"
- "polygon.add_outline(outline)\n"
- "polygon.make_polygons_from_outlines()\n"
- "$NavigationPolygonInstance.navpoly = polygon\n"
- "[/codeblock]\n"
- "Using [method add_polygon] and indices of the vertices array.\n"
- "[codeblock]\n"
- "var polygon = NavigationPolygon.new()\n"
- "var vertices = PoolVector2Array([Vector2(0, 0), Vector2(0, 50), Vector2(50, "
- "50), Vector2(50, 0)])\n"
- "polygon.set_vertices(vertices)\n"
- "var indices = PoolIntArray([0, 1, 2, 3])\n"
- "polygon.add_polygon(indices)\n"
- "$NavigationPolygonInstance.navpoly = polygon\n"
- "[/codeblock]"
- msgstr ""
- "Hay dos formas de crear polígonos. O bien usando el método [method "
- "add_outline], o bien usando el método [method add_polygon].\n"
- "Usando el método [method add_outline]:\n"
- "[codeblock]\n"
- "var poligono = NavigationPolygon.new()\n"
- "var contorno = PackedVector2Array([Vector2(0, 0), Vector2(0, 50), "
- "Vector2(50, 50), Vector2(50, 0)])\n"
- "poligono.add_outline(contorno)\n"
- "poligono.make_polygons_from_outlines()\n"
- "$NavigationRegion2D.navpoly = poligono\n"
- "[/codeblock]\n"
- "Usando [method add_polygon] y los índices del array de vértices.\n"
- "[codeblock]\n"
- "var poligono = NavigationPolygon.new()\n"
- "var vertices = PackedVector2Array([Vector2(0, 0), Vector2(0, 50), "
- "Vector2(50, 50), Vector2(50, 0)])\n"
- "poligono.set_vertices(vertices)\n"
- "var indices = PackedInt32Array(0, 3, 1)\n"
- "polygon.add_polygon(indices)\n"
- "$NavigationRegion2D.navpoly = poligono\n"
- "[/codeblock]"
- #: doc/classes/NavigationPolygon.xml
- #, fuzzy
- msgid ""
- "Appends a [PoolVector2Array] that contains the vertices of an outline to the "
- "internal array that contains all the outlines. You have to call [method "
- "make_polygons_from_outlines] in order for this array to be converted to "
- "polygons that the engine will use."
- msgstr ""
- "Añade un [PackedVector2Array] que contiene los vértices de un contorno al "
- "array interno que contiene todos los contornos. Tienes que llamar a [method "
- "make_polygons_from_outlines] para que este array se convierta en polígonos "
- "que el motor utilizará."
- #: doc/classes/NavigationPolygon.xml
- #, fuzzy
- msgid ""
- "Adds a [PoolVector2Array] that contains the vertices of an outline to the "
- "internal array that contains all the outlines at a fixed position. You have "
- "to call [method make_polygons_from_outlines] in order for this array to be "
- "converted to polygons that the engine will use."
- msgstr ""
- "Añade un [PackedVector2Array] que contiene los vértices de un contorno al "
- "array interno que contiene todos los contornos en una posición fija. Tienes "
- "que llamar a [method make_polygons_from_outlines] para que este array se "
- "convierta en polígonos que el motor utilizará."
- #: doc/classes/NavigationPolygon.xml
- msgid ""
- "Clears the array of the outlines, but it doesn't clear the vertices and the "
- "polygons that were created by them."
- msgstr ""
- "Limpia el array de los contornos, pero no limpia los vértices y los "
- "polígonos que fueron creados por ellos."
- #: doc/classes/NavigationPolygon.xml
- msgid ""
- "Clears the array of polygons, but it doesn't clear the array of outlines and "
- "vertices."
- msgstr ""
- "Limpia el array de polígonos, pero no limpia el array de contornos y "
- "vértices."
- #: doc/classes/NavigationPolygon.xml
- msgid ""
- "Returns the [NavigationMesh] resulting from this navigation polygon. This "
- "navmesh can be used to update the navmesh of a region with the [method "
- "NavigationServer.region_set_navmesh] API directly (as 2D uses the 3D server "
- "behind the scene)."
- msgstr ""
- #: doc/classes/NavigationPolygon.xml
- #, fuzzy
- msgid ""
- "Returns a [PoolVector2Array] containing the vertices of an outline that was "
- "created in the editor or by script."
- msgstr ""
- "Devuelve un [PackedVector2Array] que contiene los vértices de un contorno "
- "que fue creado en el editor o mediante un script."
- #: doc/classes/NavigationPolygon.xml
- msgid ""
- "Returns the number of outlines that were created in the editor or by script."
- msgstr ""
- "Devuelve el número de contornos que fueron creados en el editor o por el "
- "script."
- #: doc/classes/NavigationPolygon.xml
- msgid "Returns the count of all polygons."
- msgstr "Devuelve el recuento de todos los polígonos."
- #: doc/classes/NavigationPolygon.xml
- #, fuzzy
- msgid ""
- "Returns a [PoolVector2Array] containing all the vertices being used to "
- "create the polygons."
- msgstr ""
- "Devuelve un [PackedVector2Array] que contiene todos los vértices que se "
- "están usando para crear los polígonos."
- #: doc/classes/NavigationPolygon.xml
- msgid "Creates polygons from the outlines added in the editor or by script."
- msgstr ""
- "Crea polígonos a partir de los contornos añadidos en el editor o por el "
- "script."
- #: doc/classes/NavigationPolygon.xml
- msgid ""
- "Removes an outline created in the editor or by script. You have to call "
- "[method make_polygons_from_outlines] for the polygons to update."
- msgstr ""
- "Elimina un esquema creado en el editor o por el guión. Tienes que llamar a "
- "[method make_polygons_from_outlines] para que los polígonos se actualicen."
- #: doc/classes/NavigationPolygon.xml
- msgid ""
- "Changes an outline created in the editor or by script. You have to call "
- "[method make_polygons_from_outlines] for the polygons to update."
- msgstr ""
- "Cambia un contorno creado en el editor o por el script. Tienes que llamar a "
- "[method make_polygons_from_outlines] para que los polígonos se actualicen."
- #: doc/classes/NavigationPolygonInstance.xml
- #, fuzzy
- msgid "A region of the 2D navigation map."
- msgstr "Establece la malla de navegación del objeto."
- #: doc/classes/NavigationPolygonInstance.xml
- msgid ""
- "A region of the navigation map. It tells the [Navigation2DServer] what can "
- "be navigated and what cannot, based on its [NavigationPolygon] resource.\n"
- "By default this node will register to the default [World2D] navigation map. "
- "If this node is a child of a [Navigation2D] node it will register to the "
- "navigation map of the navigation node.\n"
- "Two regions can be connected to each other if they share a similar edge. You "
- "can set the minimum distance between two vertices required to connect two "
- "edges by using [method Navigation2DServer.map_set_edge_connection_margin].\n"
- "[b]Note:[/b] Overlapping two regions' polygons is not enough for connecting "
- "two regions. They must share a similar edge.\n"
- "The pathfinding cost of entering this region from another region can be "
- "controlled with the [member enter_cost] value.\n"
- "[b]Note:[/b] This value is not added to the path cost when the start "
- "position is already inside this region.\n"
- "The pathfinding cost of traveling distances inside this region can be "
- "controlled with the [member travel_cost] multiplier."
- msgstr ""
- #: doc/classes/NavigationPolygonInstance.xml
- msgid ""
- "Returns the [RID] of this region on the [Navigation2DServer]. Combined with "
- "[method Navigation2DServer.map_get_closest_point_owner] can be used to "
- "identify the [NavigationPolygonInstance] closest to a point on the merged "
- "navigation map."
- msgstr ""
- #: doc/classes/NavigationPolygonInstance.xml
- msgid "Determines if the [NavigationPolygonInstance] is enabled or disabled."
- msgstr ""
- #: doc/classes/NavigationPolygonInstance.xml
- msgid ""
- "A bitfield determining all navigation map layers the [NavigationPolygon] "
- "belongs to. On path requests with [method Navigation2DServer.map_get_path] "
- "navmeshes without matching layers will be ignored and the navigation map "
- "will only proximity merge different navmeshes with matching layers."
- msgstr ""
- #: doc/classes/NavigationPolygonInstance.xml
- #, fuzzy
- msgid "The [NavigationPolygon] resource to use."
- msgstr "El recurso [Mesh] para la instancia."
- #: doc/classes/NavigationServer.xml
- #, fuzzy
- msgid "Server interface for low-level 3D navigation access."
- msgstr "Interfaz de servidor para acceso de audio de bajo nivel."
- #: doc/classes/NavigationServer.xml
- 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.\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"
- "[b]Note:[/b] The collision avoidance system ignores regions. Using the "
- "modified velocity as-is might lead to pushing and agent outside of a "
- "navigable area. This is a limitation of the collision avoidance system, any "
- "more complex situation may require the use of the physics engine.\n"
- "[b]Note:[/b] By default, the expensive calculations for avoidance are done "
- "in a thread. In HTML5 exports without thread support, they will be done on "
- "the main thread, which can lead to performance issues.\n"
- "This server keeps tracks of any call and executes them during the sync "
- "phase. This means that you can request any change to the map, using any "
- "thread, without worrying."
- msgstr ""
- #: doc/classes/NavigationServer.xml
- #, fuzzy
- msgid "Returns the map cell height."
- msgstr "Devuelve el tamaño del array."
- #: doc/classes/NavigationServer.xml
- #, fuzzy
- msgid ""
- "Returns the normal for the point returned by [method map_get_closest_point]."
- msgstr ""
- "Devuelve la normalidad de la forma del objeto que se intersecta en el punto "
- "de colisión."
- #: doc/classes/NavigationServer.xml
- #, fuzzy
- msgid ""
- "Returns the closest point between the navigation surface and the segment."
- msgstr "El estilo de los puntos entre el comienzo y el final."
- #: doc/classes/NavigationServer.xml
- msgid ""
- "Returns the edge connection margin of the map. This distance is the minimum "
- "vertex distance needed to connect two edges from different regions."
- msgstr ""
- #: doc/classes/NavigationServer.xml
- #, fuzzy
- msgid "Returns the map's up direction."
- msgstr "Devuelve las dimensiones del mapa de bits."
- #: doc/classes/NavigationServer.xml
- #, fuzzy
- msgid "Set the map cell height used to weld the navigation mesh polygons."
- msgstr "Devuelve la transformada aplicada a la malla de navegación del objeto."
- #: doc/classes/NavigationServer.xml
- #, fuzzy
- msgid "Sets the map up direction."
- msgstr "Detiene el audio."
- #: doc/classes/NavigationServer.xml
- msgid ""
- "Process the collision avoidance agents.\n"
- "The result of this process is needed by the physics server, so this must be "
- "called in the main thread.\n"
- "[b]Note:[/b] This function is not thread safe."
- msgstr ""
- #: doc/classes/NavigationServer.xml
- #, fuzzy
- msgid "Bakes the navigation mesh."
- msgstr "Establece la malla de navegación del objeto."
- #: doc/classes/NavigationServer.xml
- msgid ""
- "Set the region's navigation layers. This allows selecting regions from a "
- "path request (when using [method NavigationServer.map_get_path])."
- msgstr ""
- #: doc/classes/NavigationServer.xml
- #, fuzzy
- msgid "Control activation of this server."
- msgstr "Traducción local de este nodo."
- #: doc/classes/NetworkedMultiplayerCustom.xml
- msgid ""
- "A [NetworkedMultiplayerPeer] implementation that can be controlled from a "
- "script."
- msgstr ""
- #: doc/classes/NetworkedMultiplayerCustom.xml
- msgid ""
- "A [NetworkedMultiplayerPeer] implementation that can be used as a [member "
- "MultiplayerAPI.network_peer] and controlled from a script.\n"
- "Its purpose is to allow adding a new backend for the high-Level multiplayer "
- "API without needing to use GDNative."
- msgstr ""
- #: doc/classes/NetworkedMultiplayerCustom.xml
- msgid ""
- "Deliver a packet to the local [MultiplayerAPI].\n"
- "When your script receives a packet from other peers over the network "
- "(originating from the [signal packet_generated] signal on the sending peer), "
- "passing it to this method will deliver it locally."
- msgstr ""
- #: doc/classes/NetworkedMultiplayerCustom.xml
- msgid ""
- "Initialize the peer with the given [code]peer_id[/code] (must be between 1 "
- "and 2147483647).\n"
- "Can only be called if the connection status is [constant "
- "NetworkedMultiplayerPeer.CONNECTION_CONNECTING]. See [method "
- "set_connection_status]."
- msgstr ""
- #: doc/classes/NetworkedMultiplayerCustom.xml
- msgid ""
- "Set the state of the connection. See [enum NetworkedMultiplayerPeer."
- "ConnectionStatus].\n"
- "This will emit the [signal NetworkedMultiplayerPeer.connection_succeeded], "
- "[signal NetworkedMultiplayerPeer.connection_failed] or [signal "
- "NetworkedMultiplayerPeer.server_disconnected] signals depending on the "
- "status and if the peer has the unique network id of [code]1[/code].\n"
- "You can only change to [constant NetworkedMultiplayerPeer."
- "CONNECTION_CONNECTING] from [constant NetworkedMultiplayerPeer."
- "CONNECTION_DISCONNECTED] and to [constant NetworkedMultiplayerPeer."
- "CONNECTION_CONNECTED] from [constant NetworkedMultiplayerPeer."
- "CONNECTION_CONNECTING]."
- msgstr ""
- #: doc/classes/NetworkedMultiplayerCustom.xml
- #, fuzzy
- msgid "Set the max packet size that this peer can handle."
- msgstr "Establece la piel que se utilizará en esta instancia."
- #: doc/classes/NetworkedMultiplayerCustom.xml
- msgid ""
- "Emitted when the local [MultiplayerAPI] generates a packet.\n"
- "Your script should take this packet and send it to the requested peer over "
- "the network (which should call [method deliver_packet] with the data when "
- "it's received)."
- msgstr ""
- #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
- msgid ""
- "PacketPeer implementation using the [url=http://enet.bespin.org/index."
- "html]ENet[/url] library."
- msgstr ""
- "Implementación de PacketPeer usando la biblioteca [url=http://enet.bespin."
- "org/index.html]ENet[/url]."
- #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
- msgid ""
- "A PacketPeer implementation that should be passed to [member SceneTree."
- "network_peer] after being initialized as either a client or server. Events "
- "can then be handled by connecting to [SceneTree] signals.\n"
- "ENet's purpose is to provide a relatively thin, simple and robust network "
- "communication layer on top of UDP (User Datagram Protocol).\n"
- "[b]Note:[/b] ENet only uses UDP, not TCP. When forwarding the server port to "
- "make your server accessible on the public Internet, you only need to forward "
- "the server port in UDP. You can use the [UPNP] class to try to forward the "
- "server port automatically when starting the server."
- msgstr ""
- #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
- msgid ""
- "Closes the connection. Ignored if no connection is currently established. If "
- "this is a server it tries to notify all clients before forcibly "
- "disconnecting them. If this is a client it simply closes the connection to "
- "the server."
- msgstr ""
- "Cierra la conexión. Ignorado si no se establece ninguna conexión "
- "actualmente. Si se trata de un servidor, intenta notificar a todos los "
- "clientes antes de desconectarlos por la fuerza. Si se trata de un cliente, "
- "simplemente cierra la conexión con el servidor."
- #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
- msgid ""
- "Create client that connects to a server at [code]address[/code] using "
- "specified [code]port[/code]. The given address needs to be either a fully "
- "qualified domain name (e.g. [code]\"www.example.com\"[/code]) or an IP "
- "address in IPv4 or IPv6 format (e.g. [code]\"192.168.1.1\"[/code]). The "
- "[code]port[/code] is the port the server is listening on. The "
- "[code]in_bandwidth[/code] and [code]out_bandwidth[/code] parameters can be "
- "used to limit the incoming and outgoing bandwidth to the given number of "
- "bytes per second. The default of 0 means unlimited bandwidth. Note that ENet "
- "will strategically drop packets on specific sides of a connection between "
- "peers to ensure the peer's bandwidth is not overwhelmed. The bandwidth "
- "parameters also determine the window size of a connection which limits the "
- "amount of reliable packets that may be in transit at any given time. Returns "
- "[constant OK] if a client was created, [constant ERR_ALREADY_IN_USE] if this "
- "NetworkedMultiplayerENet instance already has an open connection (in which "
- "case you need to call [method close_connection] first) or [constant "
- "ERR_CANT_CREATE] if the client could not be created. If [code]client_port[/"
- "code] is specified, the client will also listen to the given port; this is "
- "useful for some NAT traversal techniques."
- msgstr ""
- "Crear el cliente que se conecta a un servidor en la [code]address[/code] "
- "usando el [code]port[/code] especificado. La dirección especificada debe ser "
- "un nombre de dominio completamente cualificado (por ejemplo, [code]\"www."
- "example.com\"[/code]) o una dirección IP en formato IPv4 o IPv6 (por "
- "ejemplo, [code]\"192.168.1.1\"[/code]). El [code]port[/code] es el puerto en "
- "el que el servidor está escuchando. Los parámetros [code]in_bandwith[/code] "
- "y [code]out_bandwidth[/code] pueden utilizarse para limitar el ancho de "
- "banda de entrada y de salida al número dado de bytes por segundo. El valor "
- "predeterminado de 0 significa ancho de banda ilimitado. Tenga en cuenta que "
- "el ENet dejará caer estratégicamente paquetes en lados específicos de una "
- "conexión entre pares para asegurarse de que el ancho de banda del par no se "
- "vea sobrepasado. Los parámetros de ancho de banda también determinan el "
- "tamaño de la ventana de una conexión que limita la cantidad de paquetes "
- "confiables que pueden estar en tránsito en un momento dado. Devuelve "
- "[constant OK] si se creó un cliente, [constant ERR_ALREADY_IN_USE] si esta "
- "instancia NetworkedMultiplayerENet ya tiene una conexión abierta (en cuyo "
- "caso necesita llamar primero a [method close_connection]) o [constant "
- "ERR_CANT_CREATE] si no se pudo crear el cliente. Si se especifica "
- "[code]client_port[/code], el cliente también escuchará el puerto dado; esto "
- "es útil para algunas técnicas de travesía de NAT."
- #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
- msgid ""
- "Create server that listens to connections via [code]port[/code]. The port "
- "needs to be an available, unused port between 0 and 65535. Note that ports "
- "below 1024 are privileged and may require elevated permissions depending on "
- "the platform. To change the interface the server listens on, use [method "
- "set_bind_ip]. The default IP is the wildcard [code]\"*\"[/code], which "
- "listens on all available interfaces. [code]max_clients[/code] is the maximum "
- "number of clients that are allowed at once, any number up to 4095 may be "
- "used, although the achievable number of simultaneous clients may be far "
- "lower and depends on the application. For additional details on the "
- "bandwidth parameters, see [method create_client]. Returns [constant OK] if a "
- "server was created, [constant ERR_ALREADY_IN_USE] if this "
- "NetworkedMultiplayerENet instance already has an open connection (in which "
- "case you need to call [method close_connection] first) or [constant "
- "ERR_CANT_CREATE] if the server could not be created."
- msgstr ""
- "Crear un servidor que escuche las conexiones a través de [code]port[/code]. "
- "El puerto debe ser un puerto disponible y no utilizado entre 0 y 65535. "
- "Tenga en cuenta que los puertos por debajo de 1024 son privilegiados y "
- "pueden requerir permisos elevados dependiendo de la plataforma. Para cambiar "
- "la interfaz en la que escucha el servidor, utilice [method set_bind_ip]. La "
- "IP por defecto es el comodín [code]\"*\"[/code], que escucha en todas las "
- "interfaces disponibles. [code]max_clients[/code] es el número máximo de "
- "clientes que se permiten a la vez, se puede utilizar cualquier número hasta "
- "4095, aunque el número alcanzable de clientes simultáneos puede ser muy "
- "inferior y depende de la aplicación. Para más detalles sobre los parámetros "
- "de ancho de banda, véase [method create_client]. Devuelve [constant OK] si "
- "se ha creado un servidor, [constant ERR_ALREADY_IN_USE] si esta instancia "
- "NetworkedMultiplayerENet ya tiene una conexión abierta (en cuyo caso hay que "
- "llamar primero a [method close_connection]) o [constant ERR_CANT_CREATE] si "
- "no se ha podido crear el servidor."
- #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
- msgid ""
- "Disconnect the given peer. If \"now\" is set to [code]true[/code], the "
- "connection will be closed immediately without flushing queued messages."
- msgstr ""
- "Desconecta el par dado. Si \"ahora\" está configurado como [code]true[/"
- "code], la conexión se cerrará inmediatamente sin eliminar los mensajes de la "
- "cola."
- #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
- msgid ""
- "Returns the channel of the last packet fetched via [method PacketPeer."
- "get_packet]."
- msgstr ""
- "Devuelve el canal del último paquete obtenido a través del [method "
- "PacketPeer.get_packet]."
- #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
- msgid ""
- "Returns the channel of the next packet that will be retrieved via [method "
- "PacketPeer.get_packet]."
- msgstr ""
- "Devuelve el canal del siguiente paquete que será recuperado a través del "
- "[method PacketPeer.get_packet]."
- #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
- #: modules/websocket/doc_classes/WebSocketServer.xml
- msgid "Returns the IP address of the given peer."
- msgstr "Devuelve la dirección IP del par dado."
- #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
- #: modules/websocket/doc_classes/WebSocketServer.xml
- msgid "Returns the remote port of the given peer."
- msgstr "Devuelve el puerto remoto del par dado."
- #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
- msgid ""
- "The IP used when creating a server. This is set to the wildcard [code]\"*\"[/"
- "code] by default, which binds to all available interfaces. The given IP "
- "needs to be in IPv4 or IPv6 address format, for example: "
- "[code]\"192.168.1.1\"[/code]."
- msgstr ""
- "La IP usada cuando se crea un servidor. Está configurada por defecto con el "
- "comodín [code]\"*\"[/code], que se une a todas las interfaces disponibles. "
- "La IP dada debe estar en formato de dirección IPv4 o IPv6, por ejemplo: "
- "[code]\"192.168.1.1\"[/code]."
- #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
- msgid ""
- "Configure the [X509Certificate] to use when [member use_dtls] is [code]true[/"
- "code]. For servers, you must also setup the [CryptoKey] via [method "
- "set_dtls_key]."
- msgstr ""
- "Configure el [X509Certificate] para usarlo cuando [member use_dtls] sea "
- "[code]true[/code Configure el [X509Certificate] para usarlo cuando [member "
- "use_dtls] sea [code]true[/code]. Para los servidores, también debe "
- "configurar la [CryptoKey] mediante el [method set_dtls_key].]. Para los "
- "servidores, también debe configurar la [CryptoKey] a través de [method "
- "set_dtls_key]."
- #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
- msgid ""
- "Configure the [CryptoKey] to use when [member use_dtls] is [code]true[/"
- "code]. Remember to also call [method set_dtls_certificate] to setup your "
- "[X509Certificate]."
- msgstr ""
- "Configure el [X509Certificate] para usarlo cuando [member use_dtls] sea "
- "[code]true[/code]. Para los servidores, también debe configurar la "
- "[CryptoKey] mediante el [method set_dtls_key]."
- #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
- msgid ""
- "Sets the timeout parameters for a peer.The timeout parameters control how "
- "and when a peer will timeout from a failure to acknowledge reliable traffic. "
- "Timeout values are expressed in milliseconds.\n"
- "The [code]timeout_limit[/code] is a factor that, multiplied by a value based "
- "on the average round trip time, will determine the timeout limit for a "
- "reliable packet. When that limit is reached, the timeout will be doubled, "
- "and the peer will be disconnected if that limit has reached "
- "[code]timeout_min[/code]. The [code]timeout_max[/code] parameter, on the "
- "other hand, defines a fixed timeout for which any packet must be "
- "acknowledged or the peer will be dropped."
- msgstr ""
- #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
- msgid ""
- "Enforce ordered packets when using [constant NetworkedMultiplayerPeer."
- "TRANSFER_MODE_UNRELIABLE] (thus behaving similarly to [constant "
- "NetworkedMultiplayerPeer.TRANSFER_MODE_UNRELIABLE_ORDERED]). This is the "
- "only way to use ordering with the RPC system."
- msgstr ""
- "Fuerza el orden de los paquetes cuando se utiliza [constant "
- "NetworkedMultiplayerPeer.TRANSFER_MODE_UNRELIABLE] (por lo que se comporta "
- "de manera similar a [constant NetworkedMultiplayerPeer."
- "TRANSFER_MODE_UNRELIABLE_ORDERED]). Esta es la única manera de usar el "
- "sistema de pedidos con el sistema RPC."
- #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
- msgid ""
- "The number of channels to be used by ENet. Channels are used to separate "
- "different kinds of data. In reliable or ordered mode, for example, the "
- "packet delivery order is ensured on a per-channel basis. This is done to "
- "combat latency and reduces ordering restrictions on packets. The delivery "
- "status of a packet in one channel won't stall the delivery of other packets "
- "in another channel."
- msgstr ""
- "El número de canales que será usado por ENet. Los canales se usan para "
- "separar diferentes tipos de datos. En el modo fiable o pedido, por ejemplo, "
- "la orden de entrega de paquetes se asegura por cada canal. Esto se hace para "
- "combatir la latencia y reducir las restricciones de pedido de los paquetes. "
- "El estado de entrega de un paquete en un canal no detendrá la entrega de "
- "otros paquetes en otro canal."
- #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
- msgid ""
- "The compression method used for network packets. These have different "
- "tradeoffs of compression speed versus bandwidth, you may need to test which "
- "one works best for your use case if you use compression at all.\n"
- "[b]Note:[/b] Most games' network design involve sending many small packets "
- "frequently (smaller than 4 KB each). If in doubt, it is recommended to keep "
- "the default compression algorithm as it works best on these small packets.\n"
- "[b]Note:[/b] [member compression_mode] must be set to the same value on both "
- "the server and all its clients. Clients will fail to connect if the [member "
- "compression_mode] set on the client differs from the one set on the server. "
- "Prior to Godot 3.4, the default [member compression_mode] was [constant "
- "COMPRESS_NONE]. Nonetheless, mixing engine versions between clients and "
- "server is not recommended and not officially supported."
- msgstr ""
- #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
- msgid ""
- "The hostname used for DTLS verification, to be compared against the \"CN\" "
- "value in the certificate provided by the server.\n"
- "When set to an empty string, the [code]address[/code] parameter passed to "
- "[method create_client] is used instead."
- msgstr ""
- #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
- #, fuzzy
- msgid ""
- "Enable or disable certificate verification when [member use_dtls] is "
- "[code]true[/code]."
- msgstr ""
- "Habilitar o deshabilitar la verificación del certificado cuando [member "
- "use_dtls] [code]true[/code]."
- #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
- msgid ""
- "Enable or disable the server feature that notifies clients of other peers' "
- "connection/disconnection, and relays messages between them. When this option "
- "is [code]false[/code], clients won't be automatically notified of other "
- "peers and won't be able to send them packets through the server."
- msgstr ""
- "Habilitar o deshabilitar la función del servidor que notifica a los clientes "
- "de la conexión/desconexión de otros compañeros, y retransmitir mensajes "
- "entre ellos. Cuando esta opción es [code]false[/code], los clientes no serán "
- "notificados automáticamente de la conexión/desconexión de otros compañeros y "
- "no podrán enviarles paquetes a través del servidor."
- #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
- msgid ""
- "Set the default channel to be used to transfer data. By default, this value "
- "is [code]-1[/code] which means that ENet will only use 2 channels: one for "
- "reliable packets, and one for unreliable packets. The channel [code]0[/code] "
- "is reserved and cannot be used. Setting this member to any value between "
- "[code]0[/code] and [member channel_count] (excluded) will force ENet to use "
- "that channel for sending data. See [member channel_count] for more "
- "information about ENet channels."
- msgstr ""
- "Establezca el canal predeterminado que se utilizará para la transferencia de "
- "datos. Por defecto, este valor es [code]-1[/code], lo que significa que ENet "
- "sólo utilizará 2 canales: uno para los paquetes fiables y otro para los no "
- "fiables. El canal [code]0[/code] está reservado y no puede ser utilizado. "
- "Ajustar este miembro a cualquier valor entre [code]0[/code] y [member "
- "channel_count] (excluido) obligará a ENet a utilizar ese canal para enviar "
- "datos. Vea [member channel_count] para más información sobre los canales de "
- "ENet."
- #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
- #, fuzzy
- msgid ""
- "When enabled, the client or server created by this peer, will use "
- "[PacketPeerDTLS] instead of raw UDP sockets for communicating with the "
- "remote peer. This will make the communication encrypted with DTLS at the "
- "cost of higher resource usage and potentially larger packet size.\n"
- "[b]Note:[/b] When creating a DTLS server, make sure you setup the key/"
- "certificate pair via [method set_dtls_key] and [method "
- "set_dtls_certificate]. For DTLS clients, have a look at the [member "
- "dtls_verify] option, and configure the certificate accordingly via [method "
- "set_dtls_certificate]."
- msgstr ""
- "Cuando esta habilitado, el cliente o servidor creado por este par, usará "
- "[PacketPeerDTLS] en lugar de los sockets UDP en bruto para comunicarse con "
- "el par remoto. Esto hará que la comunicación se cifre con DTLS a costa de un "
- "mayor uso de recursos y un tamaño de paquete potencialmente mayor.\n"
- "Nota: Al crear un servidor DTLS, asegúrese de configurar el par clave/"
- "certificado mediante [method set_dtls_key] y [method set_dtls_certificate]. "
- "Para los clientes DTLS, eche un vistazo a la opción [member dtls_verify], y "
- "configure el certificado en consecuencia a través de [method "
- "set_dtls_certificate]."
- #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
- #, fuzzy
- msgid ""
- "No compression. This uses the most bandwidth, but has the upside of "
- "requiring the fewest CPU resources. This option may also be used to make "
- "network debugging using tools like Wireshark easier."
- msgstr ""
- "No hay compresión. Esto utiliza la mayor cantidad de ancho de banda, pero "
- "tiene la ventaja de que requiere menos recursos de CPU."
- #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
- msgid ""
- "ENet's built-in range encoding. Works well on small packets, but is not the "
- "most efficient algorithm on packets larger than 4 KB."
- msgstr ""
- #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
- msgid ""
- "[url=http://fastlz.org/]FastLZ[/url] compression. This option uses less CPU "
- "resources compared to [constant COMPRESS_ZLIB], at the expense of using more "
- "bandwidth."
- msgstr ""
- "[url=http://fastlz.org/]Compresión FastLZ[/url]. Esta opción utiliza menos "
- "recursos de CPU en comparación con [constant COMPRESS_ZLIB], a expensas de "
- "utilizar más ancho de banda."
- #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
- #, fuzzy
- msgid ""
- "[url=https://www.zlib.net/]Zlib[/url] compression. This option uses less "
- "bandwidth compared to [constant COMPRESS_FASTLZ], at the expense of using "
- "more CPU resources. Note that this algorithm is not very efficient on "
- "packets smaller than 4 KB. Therefore, it's recommended to use other "
- "compression algorithms in most cases."
- msgstr ""
- "[url=https://www.zlib.net/]Zlib[/url] compresión. Esta opción utiliza menos "
- "ancho de banda en comparación con [constant COMPRESS_FASTLZ], a expensas de "
- "utilizar más recursos de la CPU."
- #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
- msgid "[url=https://facebook.github.io/zstd/]Zstandard[/url] compression."
- msgstr "[url=https://facebook.github.io/zstd/]Compresión estándar [/url]."
- #: doc/classes/NetworkedMultiplayerPeer.xml
- msgid "A high-level network interface to simplify multiplayer interactions."
- msgstr ""
- "Una interfaz de red de alto nivel para simplificar las interacciones "
- "multijugador."
- #: doc/classes/NetworkedMultiplayerPeer.xml
- msgid ""
- "Manages the connection to network peers. Assigns unique IDs to each client "
- "connected to the server. See also [MultiplayerAPI].\n"
- "[b]Note:[/b] The high-level multiplayer API protocol is an implementation "
- "detail and isn't meant to be used by non-Godot servers. It may change "
- "without notice."
- msgstr ""
- #: doc/classes/NetworkedMultiplayerPeer.xml
- #, fuzzy
- msgid "High-level multiplayer"
- msgstr "API multijugador de alto nivel."
- #: doc/classes/NetworkedMultiplayerPeer.xml
- msgid "WebRTC Signaling Demo"
- msgstr ""
- #: doc/classes/NetworkedMultiplayerPeer.xml
- msgid ""
- "Returns the current state of the connection. See [enum ConnectionStatus]."
- msgstr "Devuelve el estado actual de la conexión. Ver [enum ConnectionStatus]."
- #: doc/classes/NetworkedMultiplayerPeer.xml
- msgid ""
- "Returns the ID of the [NetworkedMultiplayerPeer] who sent the most recent "
- "packet."
- msgstr ""
- "Devuelve el ID del [NetworkedMultiplayerPeer] que envió el paquete más "
- "reciente."
- #: doc/classes/NetworkedMultiplayerPeer.xml
- msgid "Returns the ID of this [NetworkedMultiplayerPeer]."
- msgstr "Devuelve el ID de este [NetworkedMultiplayerPeer]."
- #: doc/classes/NetworkedMultiplayerPeer.xml
- msgid "Waits up to 1 second to receive a new network event."
- msgstr "Espera hasta 1 segundo para recibir un nuevo evento de red."
- #: doc/classes/NetworkedMultiplayerPeer.xml
- msgid ""
- "Sets the peer to which packets will be sent.\n"
- "The [code]id[/code] can be one of: [constant TARGET_PEER_BROADCAST] to send "
- "to all connected peers, [constant TARGET_PEER_SERVER] to send to the peer "
- "acting as server, a valid peer ID to send to that specific peer, a negative "
- "peer ID to send to all peers except that one. By default, the target peer is "
- "[constant TARGET_PEER_BROADCAST]."
- msgstr ""
- "Establece el par al que se enviarán los paquetes.\n"
- "El [code]id[/code] puede ser uno de: [constant TARGET_PEER_BROADCAST] para "
- "enviar a todos los pares conectados, [constant TARGET_PEER_SERVER] para "
- "enviar al par que actúa como servidor, un ID de par válido para enviar a ese "
- "par específico, un ID de par negativo para enviar a todos los pares excepto "
- "a ese. Por defecto, el par objetivo es [constant TARGET_PEER_BROADCAST]."
- #: doc/classes/NetworkedMultiplayerPeer.xml
- msgid ""
- "If [code]true[/code], this [NetworkedMultiplayerPeer] refuses new "
- "connections."
- msgstr ""
- "Si [code]true[/code], este [NetworkedMultiplayerPeer] rechaza las nuevas "
- "conexiones."
- #: doc/classes/NetworkedMultiplayerPeer.xml
- msgid ""
- "The manner in which to send packets to the [code]target_peer[/code]. See "
- "[enum TransferMode]."
- msgstr ""
- "La manera de enviar paquetes al [code]target_peer[/code]. Véase [enum "
- "TransferMode]."
- #: doc/classes/NetworkedMultiplayerPeer.xml
- msgid "Emitted when a connection attempt fails."
- msgstr "Emitido cuando falla un intento de conexión."
- #: doc/classes/NetworkedMultiplayerPeer.xml
- msgid "Emitted when a connection attempt succeeds."
- msgstr "Emitido cuando un intento de conexión tiene éxito."
- #: doc/classes/NetworkedMultiplayerPeer.xml
- msgid "Emitted by the server when a client connects."
- msgstr "Emitido por el servidor cuando un cliente se conecta."
- #: doc/classes/NetworkedMultiplayerPeer.xml
- msgid "Emitted by the server when a client disconnects."
- msgstr "Emitido por el servidor cuando un cliente se desconecta."
- #: doc/classes/NetworkedMultiplayerPeer.xml
- msgid "Emitted by clients when the server disconnects."
- msgstr "Emitido por los clientes cuando el servidor se desconecta."
- #: doc/classes/NetworkedMultiplayerPeer.xml
- msgid ""
- "Packets are not acknowledged, no resend attempts are made for lost packets. "
- "Packets may arrive in any order. Potentially faster than [constant "
- "TRANSFER_MODE_UNRELIABLE_ORDERED]. Use for non-critical data, and always "
- "consider whether the order matters."
- msgstr ""
- "No se reconocen los paquetes, no se hacen intentos de reenvío de los "
- "paquetes perdidos. Los paquetes pueden llegar en cualquier orden. "
- "Potencialmente más rápido que [constant TRANSFER_MODE_UNRELIABLE_ORDERED]. "
- "Utilícela para datos no críticos, y siempre considere si el orden importa."
- #: doc/classes/NetworkedMultiplayerPeer.xml
- msgid ""
- "Packets are not acknowledged, no resend attempts are made for lost packets. "
- "Packets are received in the order they were sent in. Potentially faster than "
- "[constant TRANSFER_MODE_RELIABLE]. Use for non-critical data or data that "
- "would be outdated if received late due to resend attempt(s) anyway, for "
- "example movement and positional data."
- msgstr ""
- "No se reconocen los paquetes, no se hacen intentos de reenvío de los "
- "paquetes perdidos. Los paquetes se reciben en el orden en que fueron "
- "enviados. Potencialmente más rápido que [constant TRANSFER_MODE_RELIABLE]. "
- "Se utiliza para datos no críticos o datos que estarían desactualizados si se "
- "recibieran tarde debido a un intento de reenvío de todas formas, por "
- "ejemplo, datos de movimiento y de posición."
- #: doc/classes/NetworkedMultiplayerPeer.xml
- msgid ""
- "Packets must be received and resend attempts should be made until the "
- "packets are acknowledged. Packets must be received in the order they were "
- "sent in. Most reliable transfer mode, but potentially the slowest due to the "
- "overhead. Use for critical data that must be transmitted and arrive in "
- "order, for example an ability being triggered or a chat message. Consider "
- "carefully if the information really is critical, and use sparingly."
- msgstr ""
- "Los paquetes deben ser recibidos y se debe intentar reenviarlos hasta que se "
- "acuse recibo de los mismos. Los paquetes deben ser recibidos en el orden en "
- "que fueron enviados. Es el modo de transferencia más fiable, pero "
- "potencialmente el más lento debido a la sobrecarga. Se utiliza para los "
- "datos críticos que deben transmitirse y llegar en orden, por ejemplo, una "
- "capacidad que se está activando o un mensaje de chat. Considere "
- "cuidadosamente si la información es realmente crítica, y utilícela con "
- "moderación."
- #: doc/classes/NetworkedMultiplayerPeer.xml
- msgid "The ongoing connection disconnected."
- msgstr "La conexión en curso se ha desconectado."
- #: doc/classes/NetworkedMultiplayerPeer.xml
- msgid "A connection attempt is ongoing."
- msgstr "Un intento de conexión está en curso."
- #: doc/classes/NetworkedMultiplayerPeer.xml
- msgid "The connection attempt succeeded."
- msgstr "El intento de conexión tuvo éxito."
- #: doc/classes/NetworkedMultiplayerPeer.xml
- msgid "Packets are sent to the server and then redistributed to other peers."
- msgstr ""
- "Los paquetes se envían al servidor y luego se redistribuyen a otros pares."
- #: doc/classes/NetworkedMultiplayerPeer.xml
- msgid "Packets are sent to the server alone."
- msgstr "Los paquetes se envían sólo al servidor."
- #: doc/classes/NinePatchRect.xml
- msgid ""
- "Scalable texture-based frame that tiles the texture's centers and sides, but "
- "keeps the corners' original size. Perfect for panels and dialog boxes."
- msgstr ""
- "Un fotograma escalable basado en la textura que enmarca el centro y los "
- "lados de la textura, pero mantiene el tamaño original de las esquinas. "
- "Perfecto para paneles y cuadros de diálogo."
- #: doc/classes/NinePatchRect.xml
- msgid ""
- "Also known as 9-slice panels, NinePatchRect produces clean panels of any "
- "size, based on a small texture. To do so, it splits the texture in a 3×3 "
- "grid. When you scale the node, it tiles the texture's sides horizontally or "
- "vertically, the center on both axes but it doesn't scale or tile the corners."
- msgstr ""
- "También conocido como paneles de 9 cortes, el NinePatchRect produce paneles "
- "limpios de cualquier tamaño, basados en una pequeña textura. Para ello, "
- "divide la textura en una cuadrícula de 3×3. Cuando escalas el nodo, se "
- "nivelan los lados de la textura horizontal o verticalmente, el centro en "
- "ambos ejes, pero no se escalan o se nivelan las esquinas."
- #: doc/classes/NinePatchRect.xml
- msgid ""
- "Returns the size of the margin identified by the given [enum Margin] "
- "constant."
- msgstr ""
- "Devuelve el tamaño del margen identificado por la constante [enum Margin] "
- "dada."
- #: doc/classes/NinePatchRect.xml
- msgid ""
- "Sets the size of the margin identified by the given [enum Margin] constant "
- "to [code]value[/code] in pixels."
- msgstr ""
- "Establece el tamaño del margen identificado por la constante [enum Margin] "
- "dada a [code]value[/code] en píxeles."
- #: doc/classes/NinePatchRect.xml
- #, fuzzy
- msgid ""
- "The stretch mode to use for horizontal stretching/tiling. See [enum "
- "NinePatchRect.AxisStretchMode] for possible values."
- msgstr ""
- "Controla cómo la textura de la caja de estilo será estirada o embaldosada "
- "horizontalmente. Ver [enum AxisStretchMode] para los posibles valores."
- #: doc/classes/NinePatchRect.xml
- #, fuzzy
- msgid ""
- "The stretch mode to use for vertical stretching/tiling. See [enum "
- "NinePatchRect.AxisStretchMode] for possible values."
- msgstr ""
- "Controla cómo la textura de la caja de estilo será estirada o embaldosada "
- "horizontalmente. Ver [enum AxisStretchMode] para los posibles valores."
- #: doc/classes/NinePatchRect.xml
- msgid ""
- "If [code]true[/code], draw the panel's center. Else, only draw the 9-slice's "
- "borders."
- msgstr ""
- "Si [code]true[/code], dibuja el centro del panel. Si no, sólo dibuja los "
- "bordes de los 9 cortes."
- #: doc/classes/NinePatchRect.xml
- msgid ""
- "The height of the 9-slice's bottom row. A margin of 16 means the 9-slice's "
- "bottom corners and side will have a height of 16 pixels. You can set all 4 "
- "margin values individually to create panels with non-uniform borders."
- msgstr ""
- "La altura de la fila inferior del 9-cortes. Un margen de 16 significa que "
- "las esquinas inferiores y el lado de los 9 cortes tendrán una altura de 16 "
- "píxeles. Puede establecer los 4 valores de margen individualmente para crear "
- "paneles con bordes no uniformes."
- #: doc/classes/NinePatchRect.xml
- #, fuzzy
- msgid ""
- "The width of the 9-slice's left column. A margin of 16 means the 9-slice's "
- "left corners and side will have a width of 16 pixels. You can set all 4 "
- "margin values individually to create panels with non-uniform borders."
- msgstr ""
- "La altura de la fila inferior del 9-cortes. Un margen de 16 significa que "
- "las esquinas inferiores y el lado de los 9 cortes tendrán una altura de 16 "
- "píxeles. Puede establecer los 4 valores de margen individualmente para crear "
- "paneles con bordes no uniformes."
- #: doc/classes/NinePatchRect.xml
- #, fuzzy
- msgid ""
- "The width of the 9-slice's right column. A margin of 16 means the 9-slice's "
- "right corners and side will have a width of 16 pixels. You can set all 4 "
- "margin values individually to create panels with non-uniform borders."
- msgstr ""
- "La altura de la fila inferior del 9-cortes. Un margen de 16 significa que "
- "las esquinas inferiores y el lado de los 9 cortes tendrán una altura de 16 "
- "píxeles. Puede establecer los 4 valores de margen individualmente para crear "
- "paneles con bordes no uniformes."
- #: doc/classes/NinePatchRect.xml
- #, fuzzy
- msgid ""
- "The height of the 9-slice's top row. A margin of 16 means the 9-slice's top "
- "corners and side will have a height of 16 pixels. You can set all 4 margin "
- "values individually to create panels with non-uniform borders."
- msgstr ""
- "La altura de la fila inferior del 9-cortes. Un margen de 16 significa que "
- "las esquinas inferiores y el lado de los 9 cortes tendrán una altura de 16 "
- "píxeles. Puede establecer los 4 valores de margen individualmente para crear "
- "paneles con bordes no uniformes."
- #: doc/classes/NinePatchRect.xml
- msgid ""
- "Rectangular region of the texture to sample from. If you're working with an "
- "atlas, use this property to define the area the 9-slice should use. All "
- "other properties are relative to this one. If the rect is empty, "
- "NinePatchRect will use the whole texture."
- msgstr ""
- "Región rectangular de la textura de la que tomar la muestra. Si trabajas con "
- "un atlas, usa esta propiedad para definir el área que el 9-cortes debe usar. "
- "Todas las demás propiedades son relativas a esta. Si el rectángulo está "
- "vacío, el NinePatchRect usará toda la textura."
- #: doc/classes/NinePatchRect.xml
- msgid "The node's texture resource."
- msgstr "El recurso de textura del nodo."
- #: doc/classes/NinePatchRect.xml
- msgid "Emitted when the node's texture changes."
- msgstr "Emitido cuando la textura del nodo cambia."
- #: doc/classes/NinePatchRect.xml
- #, fuzzy
- msgid ""
- "Stretches the center texture across the NinePatchRect. This may cause the "
- "texture to be distorted."
- msgstr ""
- "Estira la textura a través de la línea. Importa la textura con [b]Repeat[/b] "
- "desactivado para obtener mejores resultados."
- #: doc/classes/NinePatchRect.xml
- msgid ""
- "Repeats the center texture across the NinePatchRect. This won't cause any "
- "visible distortion. The texture must be seamless for this to work without "
- "displaying artifacts between edges.\n"
- "[b]Note:[/b] Only supported when using the GLES3 renderer. When using the "
- "GLES2 renderer, this will behave like [constant AXIS_STRETCH_MODE_STRETCH]."
- msgstr ""
- #: doc/classes/NinePatchRect.xml
- msgid ""
- "Repeats the center texture across the NinePatchRect, but will also stretch "
- "the texture to make sure each tile is visible in full. This may cause the "
- "texture to be distorted, but less than [constant AXIS_STRETCH_MODE_STRETCH]. "
- "The texture must be seamless for this to work without displaying artifacts "
- "between edges.\n"
- "[b]Note:[/b] Only supported when using the GLES3 renderer. When using the "
- "GLES2 renderer, this will behave like [constant AXIS_STRETCH_MODE_STRETCH]."
- msgstr ""
- #: doc/classes/Node.xml
- msgid "Base class for all [i]scene[/i] objects."
- msgstr "Clase base para todos los objetos [i]escena[/i]."
- #: doc/classes/Node.xml
- msgid ""
- "Nodes are Godot's building blocks. They can be assigned as the child of "
- "another node, resulting in a tree arrangement. A given node can contain any "
- "number of nodes as children with the requirement that all siblings (direct "
- "children of a node) should have unique names.\n"
- "A tree of nodes is called a [i]scene[/i]. Scenes can be saved to the disk "
- "and then instanced into other scenes. This allows for very high flexibility "
- "in the architecture and data model of Godot projects.\n"
- "[b]Scene tree:[/b] The [SceneTree] contains the active tree of nodes. When a "
- "node is added to the scene tree, it receives the [constant "
- "NOTIFICATION_ENTER_TREE] notification and its [method _enter_tree] callback "
- "is triggered. Child nodes are always added [i]after[/i] their parent node, i."
- "e. the [method _enter_tree] callback of a parent node will be triggered "
- "before its child's.\n"
- "Once all nodes have been added in the scene tree, they receive the [constant "
- "NOTIFICATION_READY] notification and their respective [method _ready] "
- "callbacks are triggered. For groups of nodes, the [method _ready] callback "
- "is called in reverse order, starting with the children and moving up to the "
- "parent nodes.\n"
- "This means that when adding a node to the scene tree, the following order "
- "will be used for the callbacks: [method _enter_tree] of the parent, [method "
- "_enter_tree] of the children, [method _ready] of the children and finally "
- "[method _ready] of the parent (recursively for the entire scene tree).\n"
- "[b]Processing:[/b] Nodes can override the \"process\" state, so that they "
- "receive a callback on each frame requesting them to process (do something). "
- "Normal processing (callback [method _process], toggled with [method "
- "set_process]) happens as fast as possible and is dependent on the frame "
- "rate, so the processing time [i]delta[/i] (in seconds) is passed as an "
- "argument. Physics processing (callback [method _physics_process], toggled "
- "with [method set_physics_process]) happens a fixed number of times per "
- "second (60 by default) and is useful for code related to the physics "
- "engine.\n"
- "Nodes can also process input events. When present, the [method _input] "
- "function will be called for each input that the program receives. In many "
- "cases, this can be overkill (unless used for simple projects), and the "
- "[method _unhandled_input] function might be preferred; it is called when the "
- "input event was not handled by anyone else (typically, GUI [Control] nodes), "
- "ensuring that the node only receives the events that were meant for it.\n"
- "To keep track of the scene hierarchy (especially when instancing scenes into "
- "other scenes), an \"owner\" can be set for the node with the [member owner] "
- "property. This keeps track of who instanced what. This is mostly useful when "
- "writing editors and tools, though.\n"
- "Finally, when a node is freed with [method Object.free] or [method "
- "queue_free], it will also free all its children.\n"
- "[b]Groups:[/b] Nodes can be added to as many groups as you want to be easy "
- "to manage, you could create groups like \"enemies\" or \"collectables\" for "
- "example, depending on your game. See [method add_to_group], [method "
- "is_in_group] and [method remove_from_group]. You can then retrieve all nodes "
- "in these groups, iterate them and even call methods on groups via the "
- "methods on [SceneTree].\n"
- "[b]Networking with nodes:[/b] After connecting to a server (or making one, "
- "see [NetworkedMultiplayerENet]), it is possible to use the built-in RPC "
- "(remote procedure call) system to communicate over the network. By calling "
- "[method rpc] with a method name, it will be called locally and in all "
- "connected peers (peers = clients and the server that accepts connections). "
- "To identify which node receives the RPC call, Godot will use its [NodePath] "
- "(make sure node names are the same on all peers). Also, take a look at the "
- "high-level networking tutorial and corresponding demos."
- msgstr ""
- "Los nodos son los componentes básicos de Godot. Se pueden asignar como hijos "
- "de otro nodo, lo que da como resultado una disposición de árbol. Un nodo "
- "dado puede contener cualquier número de nodos como hijos con el requisito de "
- "que todos los hermanos (hijos directos de un nodo) deben tener nombres "
- "únicos.\n"
- "Un árbol de nodos se llama [i]escena[/i]. Las escenas se pueden guardar en "
- "el disco y luego instanciarlas en otras escenas. Esto permite una gran "
- "flexibilidad en la arquitectura y el modelo de datos de los proyectos de "
- "Godot.\n"
- "[b]Árbol de escenas:[/b] El [SceneTree] contiene el árbol activo de nodos. "
- "Cuando se agrega un nodo al árbol de la escena, recibe la notificación "
- "[constant NOTIFICATION_ENTER_TREE] constante y se activa su devolución de "
- "llamada [method _enter_tree]. Los nodos secundarios siempre se agregan "
- "[i]después de[/i] su nodo principal, es decir, la devolución de llamada del "
- "[method _enter_tree] de un nodo principal se activará antes que su nodo "
- "principal.\n"
- "Una vez que se han agregado todos los nodos en el árbol de escenas, reciben "
- "la notificación [constant NOTIFICATION_READY] y se activan sus respectivas "
- "devoluciones de llamada de [method _ready]. Para grupos de nodos, la "
- "devolución de llamada [method _ready] se llama en orden inverso, comenzando "
- "con los nodos secundarios y subiendo a los nodos principales.\n"
- "Esto significa que al agregar un nodo al árbol de la escena, se usará el "
- "siguiente orden para las devoluciones de llamada: [method _enter_tree] del "
- "padre, [method _enter_tree] de los hijos, [method _ready] de los hijos y "
- "finalmente [method _ready] del padre (recursivamente para todo el árbol de "
- "escenas).\n"
- "[b]Procesamiento:[/b] Los nodos pueden anular el estado de \"proceso\", para "
- "que reciban una devolución de llamada en cada marco solicitándoles que "
- "procesen (hagan algo). El procesamiento normal (devolución de llamada "
- "[method _process], conmutado con [method set_process]) ocurre lo más rápido "
- "posible y depende de la velocidad de fotogramas, por lo que el tiempo de "
- "procesamiento [i]delta[/i] se pasa como argumento. El procesamiento de "
- "física (devolución de llamada [method _physics_process], alternado con "
- "[method set_physics_process]) ocurre un número fijo de veces por segundo (60 "
- "por defecto) y es útil para el código relacionado con el motor de física.\n"
- "Los nodos también pueden procesar eventos de entrada. Cuando esté presente, "
- "se llamará a la función [method _input] para cada entrada que reciba el "
- "programa. En muchos casos, esto puede ser excesivo (a menos que se use para "
- "proyectos simples), y la función [method _unhandled_input] podría ser "
- "preferible; se llama cuando el evento de entrada no fue manejado por nadie "
- "más (típicamente, nodos GUI [Control]), asegurando que el nodo solo reciba "
- "los eventos que estaban destinados a él.\n"
- "Para realizar un seguimiento de la jerarquía de escenas (especialmente "
- "cuando se instalan escenas en otras escenas), se puede establecer un "
- "\"propietario\" para el nodo con la propiedad [member owner]. Esto realiza "
- "un seguimiento de quién instancia qué. Sin embargo, esto es sobre todo útil "
- "cuando se escriben editores y herramientas.\n"
- "Finalmente, cuando un nodo se libera con [method Object.free] o [method "
- "queue_free], también liberará a todos sus hijos.\n"
- "[b]Grupos:[/b] Los nodos se pueden agregar a tantos grupos como quieras para "
- "que sea fácil de administrar, puedes crear grupos como \"enemigos\" o "
- "\"coleccionables\", por ejemplo, dependiendo de tu juego. Consulte [method "
- "add_to_group], [method is_in_group] y [method remove_from_group]. A "
- "continuación, puede recuperar todos los nodos de estos grupos, iterarlos e "
- "incluso llamar a métodos en grupos a través de los métodos en [SceneTree].\n"
- "[b]Conexión en red con nodos:[/b] Después de conectarse a un servidor (o "
- "crear uno, consulte [NetworkedMultiplayerENet]), es posible utilizar el "
- "sistema integrado RPC (llamada a procedimiento remoto) para comunicarse a "
- "través de la red. Al llamar a [method rpc] con un nombre de método, se "
- "llamará localmente y en todos los pares conectados (pares = clientes y el "
- "servidor que acepta conexiones). Para identificar qué nodo recibe la llamada "
- "RPC, Godot usará su [NodePath] (asegúrese de que los nombres de los nodos "
- "sean los mismos en todos los pares). Además, eche un vistazo al tutorial de "
- "redes de alto nivel y las demostraciones correspondientes."
- #: doc/classes/Node.xml
- msgid "Nodes and Scenes"
- msgstr "Nodos y escenas"
- #: doc/classes/Node.xml
- msgid "All Demos"
- msgstr ""
- #: doc/classes/Node.xml
- msgid ""
- "Called when the node enters the [SceneTree] (e.g. upon instancing, scene "
- "changing, or after calling [method add_child] in a script). If the node has "
- "children, its [method _enter_tree] callback will be called first, and then "
- "that of the children.\n"
- "Corresponds to the [constant NOTIFICATION_ENTER_TREE] notification in "
- "[method Object._notification]."
- msgstr ""
- "Llamado cuando el nodo entra en el [SceneTree] (por ejemplo, al instalarse, "
- "al cambiar de escena o después de llamar a [method add_child] en un script). "
- "Si el nodo tiene hijos, su llamada a [method _enter_tree] se llamará "
- "primero, y luego la de los hijos.\n"
- "Corresponde a la notificación [constant NOTIFICATION_ENTER_TREE] en [method "
- "Object._notification]."
- #: doc/classes/Node.xml
- msgid ""
- "Called when the node is about to leave the [SceneTree] (e.g. upon freeing, "
- "scene changing, or after calling [method remove_child] in a script). If the "
- "node has children, its [method _exit_tree] callback will be called last, "
- "after all its children have left the tree.\n"
- "Corresponds to the [constant NOTIFICATION_EXIT_TREE] notification in [method "
- "Object._notification] and signal [signal tree_exiting]. To get notified when "
- "the node has already left the active tree, connect to the [signal "
- "tree_exited]."
- msgstr ""
- "Llamado cuando el nodo está a punto de salir del [SceneTree] (por ejemplo, "
- "al liberarse, al cambiar de escena o después de llamar a [method "
- "remove_child] en un script). Si el nodo tiene hijos, su llamada a [method "
- "_exit_tree] se llamará al final, después de que todos sus hijos hayan dejado "
- "el árbol.\n"
- "Corresponde a la notificación [constant NOTIFICATION_EXIT_TREE] en [method "
- "Object._notification] y a la señal [signal tree_exiting]. Para ser "
- "notificado cuando el nodo ya ha dejado el árbol activo, conéctese al [signal "
- "tree_exited]."
- #: doc/classes/Node.xml
- msgid ""
- "The string returned from this method is displayed as a warning in the Scene "
- "Dock if the script that overrides it is a [code]tool[/code] script.\n"
- "Returning an empty string produces no warning.\n"
- "Call [method update_configuration_warning] when the warning needs to be "
- "updated for this node."
- msgstr ""
- "La string devuelta por este método se muestra como una advertencia en el "
- "Scene Dock si el script que la tsobreescribe es un script [code]tool[/"
- "code].\n"
- "Devolver una string vacía no produce ninguna advertencia.\n"
- "Llame a [method update_configuration_warning] cuando necesite actualizar el "
- "aviso para este nodo."
- #: doc/classes/Node.xml
- #, fuzzy
- msgid ""
- "Called when there is an input event. The input event propagates up through "
- "the node tree until a node consumes it.\n"
- "It is only called if input processing is enabled, which is done "
- "automatically if this method is overridden, and can be toggled with [method "
- "set_process_input].\n"
- "To consume the input event and stop it propagating further to other nodes, "
- "[method SceneTree.set_input_as_handled] can be called.\n"
- "For gameplay input, [method _unhandled_input] and [method "
- "_unhandled_key_input] are usually a better fit as they allow the GUI to "
- "intercept the events first.\n"
- "[b]Note:[/b] This method is only called if the node is present in the scene "
- "tree (i.e. if it's not an orphan)."
- msgstr ""
- "Llamado cuando hay un evento de entrada. El evento de entrada se propaga a "
- "través del árbol de nodos hasta que un nodo lo consume.\n"
- "Sólo se llama si el procesamiento de entrada está activado, lo que se hace "
- "automáticamente si este método se anula, y se puede conmutar con [method "
- "set_process_input].\n"
- "Para consumir el evento de entrada y evitar que se propague a otros nodos, "
- "se puede llamar al [method Viewport.set_input_as_handled].\n"
- "Para la entrada del juego, [method _unhandled_input] y [method "
- "_unhandled_key_input] suelen ser más adecuados ya que permiten que la GUI "
- "intercepte los eventos primero.\n"
- "[b]Nota:[/b] Este método sólo se llama si el nodo está presente en el árbol "
- "de la escena (es decir, si no es huérfano)."
- #: doc/classes/Node.xml
- #, fuzzy
- msgid ""
- "Called during the physics processing step of the main loop. Physics "
- "processing means that the frame rate is synced to the physics, i.e. the "
- "[code]delta[/code] variable should be constant. [code]delta[/code] is in "
- "seconds.\n"
- "It is only called if physics processing is enabled, which is done "
- "automatically if this method is overridden, and can be toggled with [method "
- "set_physics_process].\n"
- "Corresponds to the [constant NOTIFICATION_PHYSICS_PROCESS] notification in "
- "[method Object._notification].\n"
- "[b]Note:[/b] This method is only called if the node is present in the scene "
- "tree (i.e. if it's not an orphan)."
- msgstr ""
- "Llamado durante el paso de procesamiento físico del bucle principal. El "
- "procesamiento físico significa que la velocidad de fotograma está "
- "sincronizada con la física, es decir, la variable [code]delta[/code] debe "
- "ser constante.\n"
- "Sólo se llama si se habilita el procesamiento físico, lo que se hace "
- "automáticamente si se anula este método, y puede conmutarse con [method "
- "set_physics_process].\n"
- "Corresponde a la notificación [constante NOTIFICATION_PHYSICS_PROCESS] en "
- "[method Object._notification].\n"
- "[b]Nota:[/b] Este método sólo se llama si el nodo está presente en el árbol "
- "de la escena (es decir, si no es huérfano)."
- #: doc/classes/Node.xml
- #, fuzzy
- msgid ""
- "Called during the processing step of the main loop. Processing happens at "
- "every frame and as fast as possible, so the [code]delta[/code] time since "
- "the previous frame is not constant. [code]delta[/code] is in seconds.\n"
- "It is only called if processing is enabled, which is done automatically if "
- "this method is overridden, and can be toggled with [method set_process].\n"
- "Corresponds to the [constant NOTIFICATION_PROCESS] notification in [method "
- "Object._notification].\n"
- "[b]Note:[/b] This method is only called if the node is present in the scene "
- "tree (i.e. if it's not an orphan)."
- msgstr ""
- "Llamado durante la etapa de procesamiento del bucle principal. El "
- "procesamiento se realiza en cada fotograma y lo más rápido posible, por lo "
- "que el tiempo [code]delta[/code] desde el fotograma anterior no es "
- "constante.\n"
- "Sólo se llama si el procesamiento está habilitado, lo que se hace "
- "automáticamente si este método es anulado, y puede ser conmutado con [method "
- "set_process].\n"
- "Corresponde a la notificación [constant NOTIFICATION_PROCESS] en [method "
- "Object._notification].\n"
- "[b]Nota:[/b] Este método sólo se llama si el nodo está presente en el árbol "
- "de la escena (es decir, si no es huérfano)."
- #: doc/classes/Node.xml
- #, fuzzy
- msgid ""
- "Called when the node is \"ready\", i.e. when both the node and its children "
- "have entered the scene tree. If the node has children, their [method _ready] "
- "callbacks get triggered first, and the parent node will receive the ready "
- "notification afterwards.\n"
- "Corresponds to the [constant NOTIFICATION_READY] notification in [method "
- "Object._notification]. See also the [code]onready[/code] keyword for "
- "variables.\n"
- "Usually used for initialization. For even earlier initialization, [method "
- "Object._init] may be used. See also [method _enter_tree].\n"
- "[b]Note:[/b] [method _ready] may be called only once for each node. After "
- "removing a node from the scene tree and adding it again, [code]_ready[/code] "
- "will not be called a second time. This can be bypassed by requesting another "
- "call with [method request_ready], which may be called anywhere before adding "
- "the node again."
- msgstr ""
- "Se llama cuando el nodo está \"listo\", es decir, cuando tanto el nodo como "
- "sus hijos han entrado en el árbol de la escena. Si el nodo tiene hijos, sus "
- "llamadas [method _ready] se activan primero, y el nodo padre recibirá la "
- "notificación de listo después.\n"
- "Corresponde a la notificación [constant NOTIFICATION_READY] en [method "
- "Object._notification]. Véase también la palabra clave [code]onready[/code] "
- "para las variables.\n"
- "Normalmente se utiliza para la inicialización. Para una inicialización aún "
- "más temprana, se puede utilizar [method Object._init]. Véase también [method "
- "_enter_tree].\n"
- "[b]Nota:[/b] [method _ready] puede ser llamado sólo una vez para cada nodo. "
- "Después de eliminar un nodo del árbol de la escena y volver a añadirlo, "
- "[code]_ready[/code] no se llamará por segunda vez. Esto puede ser obviado "
- "con la petición de otra llamada con [method request_ready], que puede ser "
- "llamada en cualquier lugar antes de añadir el nodo de nuevo."
- #: doc/classes/Node.xml
- #, fuzzy
- msgid ""
- "Called when an [InputEvent] hasn't been consumed by [method _input] or any "
- "GUI [Control] item. The input event propagates up through the node tree "
- "until a node consumes it.\n"
- "It is only called if unhandled input processing is enabled, which is done "
- "automatically if this method is overridden, and can be toggled with [method "
- "set_process_unhandled_input].\n"
- "To consume the input event and stop it propagating further to other nodes, "
- "[method SceneTree.set_input_as_handled] can be called.\n"
- "For gameplay input, this and [method _unhandled_key_input] are usually a "
- "better fit than [method _input] as they allow the GUI to intercept the "
- "events first.\n"
- "[b]Note:[/b] This method is only called if the node is present in the scene "
- "tree (i.e. if it's not an orphan)."
- msgstr ""
- "Llamado cuando un [InputEvent] no ha sido consumido por [method _input] o "
- "cualquier GUI. El evento de entrada se propaga a través del árbol de nodos "
- "hasta que un nodo lo consume.\n"
- "Sólo se llama si se activa el procesamiento de entrada no manejado, lo que "
- "se hace automáticamente si se anula este método, y se puede conmutar con "
- "[method set_process_unhandled_input].\n"
- "Para consumir el evento de entrada y evitar que se propague a otros nodos, "
- "se puede llamar al [method Viewport.set_input_as_handled].\n"
- "Para la entrada del juego, este y [method _unhandled_key_input] suelen "
- "encajar mejor que [method _input] ya que permiten que la GUI intercepte los "
- "eventos primero.\n"
- "[b]Nota:[/b] Este método sólo se llama si el nodo está presente en el árbol "
- "de la escena (es decir, si no es huérfano)."
- #: doc/classes/Node.xml
- #, fuzzy
- msgid ""
- "Called when an [InputEventKey] hasn't been consumed by [method _input] or "
- "any GUI [Control] item. The input event propagates up through the node tree "
- "until a node consumes it.\n"
- "It is only called if unhandled key input processing is enabled, which is "
- "done automatically if this method is overridden, and can be toggled with "
- "[method set_process_unhandled_key_input].\n"
- "To consume the input event and stop it propagating further to other nodes, "
- "[method SceneTree.set_input_as_handled] can be called.\n"
- "For gameplay input, this and [method _unhandled_input] are usually a better "
- "fit than [method _input] as they allow the GUI to intercept the events "
- "first.\n"
- "[b]Note:[/b] This method is only called if the node is present in the scene "
- "tree (i.e. if it's not an orphan)."
- msgstr ""
- "Llamado cuando un [InputEventKey] no ha sido consumido por [method _input] o "
- "cualquier GUI. El evento de entrada se propaga a través del árbol de nodos "
- "hasta que un nodo lo consume.\n"
- "Sólo se llama si se activa el procesamiento de entrada de clave no "
- "manipulada, lo que se hace automáticamente si se anula este método, y se "
- "puede conmutar con [method set_process_unhandled_key_input].\n"
- "Para consumir el evento de entrada y evitar que se propague a otros nodos, "
- "se puede llamar al [method Viewport.set_input_as_handled].\n"
- "Para la entrada del juego, esto y [method _unhandled_input] suelen encajar "
- "mejor que [method _input] ya que permiten que la GUI intercepte los eventos "
- "primero.\n"
- "[b]Nota:[/b] Este método sólo se llama si el nodo está presente en el árbol "
- "de la escena (es decir, si no es huérfano)."
- #: doc/classes/Node.xml
- #, fuzzy
- msgid ""
- "Adds a child node. Nodes can have any number of children, but every child "
- "must have a unique name. Child nodes are automatically deleted when the "
- "parent node is deleted, so an entire scene can be removed by deleting its "
- "topmost node.\n"
- "If [code]legible_unique_name[/code] is [code]true[/code], the child node "
- "will have a human-readable name based on the name of the node being "
- "instanced instead of its type.\n"
- "[b]Note:[/b] If the child node already has a parent, the function will fail. "
- "Use [method remove_child] first to remove the node from its current parent. "
- "For example:\n"
- "[codeblock]\n"
- "if child_node.get_parent():\n"
- " child_node.get_parent().remove_child(child_node)\n"
- "add_child(child_node)\n"
- "[/codeblock]\n"
- "[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you "
- "must set [member owner] in addition to calling [method add_child]. This is "
- "typically relevant for [url=$DOCS_URL/tutorials/plugins/"
- "running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/"
- "tutorials/plugins/editor/index.html]editor plugins[/url]. If [method "
- "add_child] is called without setting [member owner], the newly added [Node] "
- "will not be visible in the scene tree, though it will be visible in the "
- "2D/3D view."
- msgstr ""
- "Añade un nodo infantil. Los nodos pueden tener cualquier número de niños, "
- "pero cada niño debe tener un nombre único. Los nodos hijos se eliminan "
- "automáticamente cuando se elimina el nodo padre, por lo que una escena "
- "entera puede ser eliminada eliminando su nodo superior.\n"
- "Si [code]legible_unique_name[/code] es [code]true[/code], el nodo hijo "
- "tendrá un nombre legible para los humanos basado en el nombre del nodo que "
- "se instale en lugar de su tipo.\n"
- "[b]Nota:[/b] Si el nodo hijo ya tiene un padre, la función fallará. Use "
- "[method remove_child] primero para eliminar el nodo de su padre actual. Por "
- "ejemplo:\n"
- "[codeblock]\n"
- "if child_node.get_parent():\n"
- " child_node.get_parent().remove_child(child_node)\n"
- "add_child(child_node)\n"
- "[/codeblock]\n"
- "Si necesita que el nodo hijo se añada debajo de un nodo específico en la "
- "lista de hijos, use [method add_sibling] en lugar de este método.\n"
- "[b]Nota:[/b] Si quieres que un hijo sea perseguido en un [PackedScene], "
- "debes establecer [member owner] además de llamar a [method add_child]. Esto "
- "es típicamente relevante para los scripts de la herramienta [url=https://"
- "godot.readthedocs.io/es/latest/tutorials/misc/running_code_in_the_editor."
- "html]tool[/url] y para los plugins de edición [/url] de [url=https://godot."
- "readthedocs.io/es/latest/tutorials/plugins/editor/index.html]. Si se llama a "
- "[method add_child] sin establecer [member owner], el [Node] recién agregado "
- "no será visible en el árbol de la escena, aunque sí lo será en la vista "
- "2D/3D."
- #: doc/classes/Node.xml
- #, fuzzy
- msgid ""
- "Adds [code]child_node[/code] as a child. The child is placed below the given "
- "[code]node[/code] in the list of children.\n"
- "If [code]legible_unique_name[/code] is [code]true[/code], the child node "
- "will have a human-readable name based on the name of the node being "
- "instanced instead of its type."
- msgstr ""
- "Añade un nodo [code]sibling[/code] al nodo padre de la corriente, al mismo "
- "nivel que ese nodo, justo debajo de él.\n"
- "Si [code]legible_unique_name[/code] es [code]true[/code], el nodo hijo "
- "tendrá un nombre legible para los humanos basado en el nombre del nodo que "
- "se instale en lugar de su tipo.\n"
- "Usa [method add_child] en lugar de este método si no necesitas que el nodo "
- "hijo se añada debajo de un nodo específico en la lista de hijos."
- #: doc/classes/Node.xml
- #, fuzzy
- msgid ""
- "Adds the node to a group. Groups are helpers to name and organize a subset "
- "of nodes, for example \"enemies\" or \"collectables\". A node can be in any "
- "number of groups. Nodes can be assigned a group at any time, but will not be "
- "added until they are inside the scene tree (see [method is_inside_tree]). "
- "See notes in the description, and the group methods in [SceneTree].\n"
- "The [code]persistent[/code] option is used when packing node to "
- "[PackedScene] and saving to file. Non-persistent groups aren't stored.\n"
- "[b]Note:[/b] For performance reasons, the order of node groups is [i]not[/i] "
- "guaranteed. The order of node groups should not be relied upon as it can "
- "vary across project runs."
- msgstr ""
- "Añade el nodo a un grupo. Los grupos ayudan a nombrar y organizar un "
- "subconjunto de nodos, por ejemplo \"enemigos\" o \"coleccionables\". Un nodo "
- "puede estar en cualquier número de grupos. A los nodos se les puede asignar "
- "un grupo en cualquier momento, pero no se añadirán hasta que estén dentro "
- "del árbol de la escena (ver [method is_inside_tree]). Vea las notas en la "
- "descripción, y los métodos de grupo en [SceneTree].\n"
- "La opción [code]persistent[/code] se usa cuando se empaqueta el nodo en "
- "[PackedScene] y se guarda en un archivo. Los grupos no persistentes no se "
- "almacenan."
- #: doc/classes/Node.xml
- msgid ""
- "Returns [code]true[/code] if the node can process while the scene tree is "
- "paused (see [member pause_mode]). Always returns [code]true[/code] if the "
- "scene tree is not paused, and [code]false[/code] if the node is not in the "
- "tree."
- msgstr ""
- "Devuelve [code]true[/code] si el nodo puede procesar mientras el árbol de la "
- "escena está en pausa (ver [member pause_mode]). Siempre devuelve [code]true[/"
- "code] si el árbol de la escena no está pausado, y [code]false[/code] si el "
- "nodo no está en el árbol."
- #: doc/classes/Node.xml
- msgid ""
- "Creates a new [SceneTreeTween] and binds it to this node. This is equivalent "
- "of doing:\n"
- "[codeblock]\n"
- "get_tree().create_tween().bind_node(self)\n"
- "[/codeblock]"
- msgstr ""
- #: doc/classes/Node.xml
- msgid ""
- "Duplicates the node, returning a new node.\n"
- "You can fine-tune the behavior using the [code]flags[/code] (see [enum "
- "DuplicateFlags]).\n"
- "[b]Note:[/b] It will not work properly if the node contains a script with "
- "constructor arguments (i.e. needs to supply arguments to [method Object."
- "_init] method). In that case, the node will be duplicated without a script."
- msgstr ""
- "Duplica el nodo, devolviendo un nuevo nodo.\n"
- "Puedes afinar el comportamiento usando las [code]flags[/code] (ver [enum "
- "DuplicateFlags]).\n"
- "[b]Nota:[/b] No funcionará correctamente si el nodo contiene un script con "
- "argumentos de constructor (es decir, necesita suministrar argumentos al "
- "método [method Object._init]). En ese caso, el nodo se duplicará sin un "
- "script."
- #: doc/classes/Node.xml
- #, fuzzy
- msgid ""
- "Finds a descendant of this node whose name matches [code]mask[/code] as in "
- "[method String.match] (i.e. case-sensitive, but [code]\"*\"[/code] matches "
- "zero or more characters and [code]\"?\"[/code] matches any single character "
- "except [code]\".\"[/code]). Returns [code]null[/code] if no matching [Node] "
- "is found.\n"
- "[b]Note:[/b] It does not match against the full path, just against "
- "individual node names.\n"
- "If [code]owned[/code] is [code]true[/code], this method only finds nodes "
- "whose owner is this node. This is especially important for scenes "
- "instantiated through a script, because those scenes don't have an owner.\n"
- "[b]Note:[/b] As this method walks through all the descendants of the node, "
- "it is the slowest way to get a reference to another node. Whenever possible, "
- "consider using [method get_node] instead. To avoid using [method find_node] "
- "too often, consider caching the node reference into a variable."
- msgstr ""
- "Encuentra un descendiente de este nodo cuyo nombre coincide con [code]mask[/"
- "code] como en el [method String.match] (es decir, distingue entre mayúsculas "
- "y minúsculas, pero [code]\"*\"[/code] coincide con cero o más caracteres y "
- "[code]\"?\"[/code] coincide con cualquier carácter individual excepto con "
- "[code]\".\"[/code]).\n"
- "[b]Nota:[/b] No coincide con la ruta completa, sólo con los nombres de los "
- "nodos individuales.\n"
- "Si [code]owned[/code] es [code]true[/code], este método sólo encuentra nodos "
- "cuyo propietario es este nodo. Esto es especialmente importante para las "
- "escenas instanciadas a través de un guión, porque esas escenas no tienen "
- "dueño."
- #: doc/classes/Node.xml
- #, fuzzy
- msgid ""
- "Finds the first parent of the current node whose name matches [code]mask[/"
- "code] as in [method String.match] (i.e. case-sensitive, but [code]\"*\"[/"
- "code] matches zero or more characters and [code]\"?\"[/code] matches any "
- "single character except [code]\".\"[/code]).\n"
- "[b]Note:[/b] It does not match against the full path, just against "
- "individual node names.\n"
- "[b]Note:[/b] As this method walks upwards in the scene tree, it can be slow "
- "in large, deeply nested scene trees. Whenever possible, consider using "
- "[method get_node] instead. To avoid using [method find_parent] too often, "
- "consider caching the node reference into a variable."
- msgstr ""
- "Encuentra un descendiente de este nodo cuyo nombre coincide con [code]mask[/"
- "code] como en el [method String.match] (es decir, distingue entre mayúsculas "
- "y minúsculas, pero [code]\"*\"[/code] coincide con cero o más caracteres y "
- "[code]\"?\"[/code] coincide con cualquier carácter individual excepto con "
- "[code]\".\"[/code]).\n"
- "[b]Nota:[/b] No coincide con la ruta completa, sólo con los nombres de los "
- "nodos individuales.\n"
- "Si [code]owned[/code] es [code]true[/code], este método sólo encuentra nodos "
- "cuyo propietario es este nodo. Esto es especialmente importante para las "
- "escenas instanciadas a través de un guión, porque esas escenas no tienen "
- "dueño."
- #: doc/classes/Node.xml
- msgid ""
- "Returns a child node by its index (see [method get_child_count]). This "
- "method is often used for iterating all children of a node.\n"
- "To access a child node via its name, use [method get_node]."
- msgstr ""
- "Devuelve un nodo hijo por su índice (ver [method get_child_count]). Este "
- "método se usa a menudo para iterar todos los hijos de un nodo.\n"
- "Para acceder a un nodo hijo a través de su nombre, usa [method get_node]."
- #: doc/classes/Node.xml
- msgid "Returns the number of child nodes."
- msgstr "Devuelve el número de nodos infantiles."
- #: doc/classes/Node.xml
- msgid "Returns an array of references to node's children."
- msgstr "Devuelve un array de referencias a los hijos del nodo."
- #: doc/classes/Node.xml
- msgid ""
- "Returns an array listing the groups that the node is a member of.\n"
- "[b]Note:[/b] For performance reasons, the order of node groups is [i]not[/i] "
- "guaranteed. The order of node groups should not be relied upon as it can "
- "vary across project runs.\n"
- "[b]Note:[/b] The engine uses some group names internally (all starting with "
- "an underscore). To avoid conflicts with internal groups, do not add custom "
- "groups whose name starts with an underscore. To exclude internal groups "
- "while looping over [method get_groups], use the following snippet:\n"
- "[codeblock]\n"
- "# Stores the node's non-internal groups only (as an array of Strings).\n"
- "var non_internal_groups = []\n"
- "for group in get_groups():\n"
- " if not group.begins_with(\"_\"):\n"
- " non_internal_groups.push_back(group)\n"
- "[/codeblock]"
- msgstr ""
- #: doc/classes/Node.xml
- msgid ""
- "Returns the node's index, i.e. its position among the siblings of its parent."
- msgstr ""
- #: doc/classes/Node.xml
- msgid ""
- "Returns the peer ID of the network master for this node. See [method "
- "set_network_master]."
- msgstr ""
- "Devuelve el ID del par del maestro de la red para este nodo. Ver [method "
- "set_network_master]."
- #: doc/classes/Node.xml
- #, fuzzy
- msgid ""
- "Fetches a node. The [NodePath] can be either a relative path (from the "
- "current node) or an absolute path (in the scene tree) to a node. If the path "
- "does not exist, [code]null[/code] is returned and an error is logged. "
- "Attempts to access methods on the return value will result in an \"Attempt "
- "to call <method> on a null instance.\" error.\n"
- "[b]Note:[/b] Fetching absolute paths only works when the node is inside the "
- "scene tree (see [method is_inside_tree]).\n"
- "[b]Example:[/b] Assume your current node is Character and the following "
- "tree:\n"
- "[codeblock]\n"
- "/root\n"
- "/root/Character\n"
- "/root/Character/Sword\n"
- "/root/Character/Backpack/Dagger\n"
- "/root/MyGame\n"
- "/root/Swamp/Alligator\n"
- "/root/Swamp/Mosquito\n"
- "/root/Swamp/Goblin\n"
- "[/codeblock]\n"
- "Possible paths are:\n"
- "[codeblock]\n"
- "get_node(\"Sword\")\n"
- "get_node(\"Backpack/Dagger\")\n"
- "get_node(\"../Swamp/Alligator\")\n"
- "get_node(\"/root/MyGame\")\n"
- "[/codeblock]"
- msgstr ""
- "Busca un nodo. El [NodePath] puede ser un camino relativo (desde el nodo "
- "actual) o un camino absoluto (en el árbol de la escena) a un nodo. Si la "
- "ruta no existe, se devuelve una instancia [code]null[/code] y se registra un "
- "error. Los intentos de acceder a los métodos en el valor de retorno darán "
- "como resultado un error \"Attempt to call <method> on a null instance\".\n"
- "[b]Nota:[/b] La búsqueda de rutas absolutas sólo funciona cuando el nodo "
- "está dentro del árbol de la escena (ver [method is_inside_tree]).\n"
- "[b]Ejemplo:[/b] Supongamos que tu nodo actual es Character y el siguiente "
- "árbol:\n"
- "[codeblock]\n"
- "/root\n"
- "/root/Personaje\n"
- "/root/Personaje/Espada\n"
- "/root/Personaje/Mochila/Daga\n"
- "/root/MiJuego\n"
- "/root/Pantano/Caimán\n"
- "/root/Pantano/Mosquito\n"
- "/root/Pantano/Goblin\n"
- "[/codeblock]\n"
- "Las posibles rutas son:\n"
- "[codeblock]\n"
- "get_node(\"Espada\")\n"
- "get_node(\"Mochila/Daga\")\n"
- "get_node(\"../Pantano/Caimán\")\n"
- "get_node(\"/root/MiJuego\")\n"
- "[/codeblock]"
- #: doc/classes/Node.xml
- msgid ""
- "Fetches a node and one of its resources as specified by the [NodePath]'s "
- "subname (e.g. [code]Area2D/CollisionShape2D:shape[/code]). If several nested "
- "resources are specified in the [NodePath], the last one will be fetched.\n"
- "The return value is an array of size 3: the first index points to the [Node] "
- "(or [code]null[/code] if not found), the second index points to the "
- "[Resource] (or [code]null[/code] if not found), and the third index is the "
- "remaining [NodePath], if any.\n"
- "For example, assuming that [code]Area2D/CollisionShape2D[/code] is a valid "
- "node and that its [code]shape[/code] property has been assigned a "
- "[RectangleShape2D] resource, one could have this kind of output:\n"
- "[codeblock]\n"
- "print(get_node_and_resource(\"Area2D/CollisionShape2D\")) # "
- "[[CollisionShape2D:1161], Null, ]\n"
- "print(get_node_and_resource(\"Area2D/CollisionShape2D:shape\")) # "
- "[[CollisionShape2D:1161], [RectangleShape2D:1156], ]\n"
- "print(get_node_and_resource(\"Area2D/CollisionShape2D:shape:extents\")) # "
- "[[CollisionShape2D:1161], [RectangleShape2D:1156], :extents]\n"
- "[/codeblock]"
- msgstr ""
- "Busca un nodo y uno de sus recursos como se especifica en el subnombre de "
- "[NodePath] (por ejemplo, [code]Area2D/CollisionShape2D:shape[/code]). Si se "
- "especifican varios recursos anidados en el [NodePath], el último será "
- "recuperado.\n"
- "El valor de retorno es un array de tamaño 3: el primer índice apunta al "
- "[Node] (o al [code]null[/code] si no se encuentra), el segundo índice apunta "
- "al [Resource] (o al [code]null[/code] si no se encuentra), y el tercero es "
- "el [NodePath] restante, si lo hay.\n"
- "Por ejemplo, suponiendo que [code]Area2D/CollisionShape2D[/code] es un nodo "
- "válido y que a su propiedad [code]shape[/code] se le ha asignado un recurso "
- "[RectangleShape2D], se podría tener este tipo de salida:\n"
- "[codeblock]\n"
- "print(get_node_and_resource(\"Area2D/CollisionShape2D\")) # "
- "[[CollisionShape2D:1161], Null, ]\n"
- "print(get_node_and_resource(\"Area2D/CollisionShape2D:shape\")) # "
- "[[CollisionShape2D:1161], [RectangleShape2D:1156], ]\n"
- "print(get_node_and_resource(\"Area2D/CollisionShape2D:shape:extents\")) # "
- "[[CollisionShape2D:1161], [RectangleShape2D:1156], :extents]\n"
- "[/codeblock]"
- #: doc/classes/Node.xml
- msgid ""
- "Similar to [method get_node], but does not log an error if [code]path[/code] "
- "does not point to a valid [Node]."
- msgstr ""
- "Similar a [method get_node], pero no registra un error si [code]path[/code] "
- "no apunta a un [Node] válido."
- #: doc/classes/Node.xml
- #, fuzzy
- msgid ""
- "Returns the parent node of the current node, or [code]null[/code] if the "
- "node lacks a parent."
- msgstr ""
- "Devuelve el nodo padre del nodo actual, o una instancia [code]null [/code] "
- "si el nodo carece de un padre."
- #: doc/classes/Node.xml
- msgid ""
- "Returns the absolute path of the current node. This only works if the "
- "current node is inside the scene tree (see [method is_inside_tree])."
- msgstr ""
- "Devuelve la ruta absoluta del nodo actual. Esto sólo funciona si el nodo "
- "actual está dentro del árbol de la escena (ver [method is_inside_tree])."
- #: doc/classes/Node.xml
- msgid ""
- "Returns the relative [NodePath] from this node to the specified [code]node[/"
- "code]. Both nodes must be in the same scene or the function will fail."
- msgstr ""
- "Devuelve la ruta relativa [NodePath] de este nodo al [code]node[/code] "
- "especificado. Ambos nodos deben estar en la misma escena o la función "
- "fallará."
- #: doc/classes/Node.xml
- #, fuzzy
- msgid ""
- "Returns the time elapsed (in seconds) since the last physics-bound frame "
- "(see [method _physics_process]). This is always a constant value in physics "
- "processing unless the frames per second is changed via [member Engine."
- "iterations_per_second]."
- msgstr ""
- "Devuelve el tiempo transcurrido desde el último fotograma vinculado a la "
- "física (ver [method _physics_process]). Este es siempre un valor constante "
- "en el procesamiento de la física, a menos que se cambien las tramas por "
- "segundo a través del [member Engine.iterations_per_second]."
- #: doc/classes/Node.xml
- msgid ""
- "Returns the node's order in the scene tree branch. For example, if called on "
- "the first child node the position is [code]0[/code]."
- msgstr ""
- "Devuelve el orden del nodo en la rama del árbol de la escena. Por ejemplo, "
- "si se llama al primer nodo hijo la posición es [code]0[/code]."
- #: doc/classes/Node.xml
- msgid ""
- "Returns the time elapsed (in seconds) since the last process callback. This "
- "value may vary from frame to frame."
- msgstr ""
- "Devuelve el tiempo transcurrido (en segundos) desde la última llamada del "
- "proceso. Este valor puede variar de un fotograma a otro."
- #: doc/classes/Node.xml
- msgid ""
- "Returns [code]true[/code] if this is an instance load placeholder. See "
- "[InstancePlaceholder]."
- msgstr ""
- "Devuelve [code]true[/code] si se trata de un marcador de posición de carga "
- "de instancia. Ver [InstancePlaceholder]."
- #: doc/classes/Node.xml
- msgid "Returns the [SceneTree] that contains this node."
- msgstr "Devuelve el [SceneTree] que contiene este nodo."
- #: doc/classes/Node.xml
- msgid "Returns the node's [Viewport]."
- msgstr "Devuelve el [Viewport] del nodo."
- #: doc/classes/Node.xml
- msgid ""
- "Returns [code]true[/code] if the node that the [NodePath] points to exists."
- msgstr "Devuelve [code]true[/code] si el nodo al que apunta [NodePath] existe."
- #: doc/classes/Node.xml
- msgid ""
- "Returns [code]true[/code] if the [NodePath] points to a valid node and its "
- "subname points to a valid resource, e.g. [code]Area2D/CollisionShape2D:"
- "shape[/code]. Properties with a non-[Resource] type (e.g. nodes or primitive "
- "math types) are not considered resources."
- msgstr ""
- "Devuelve [code]true[/code] si el [NodePath] apunta a un nodo válido y su "
- "subnombre apunta a un recurso válido, por ejemplo, [code]Area2D/"
- "CollisionShape2D:shape[/code]. Las propiedades que no son de tipo [Resource] "
- "(por ejemplo, nodos o tipos matemáticos primitivos) no se consideran "
- "recursos."
- #: doc/classes/Node.xml
- msgid ""
- "Returns [code]true[/code] if the given node is a direct or indirect child of "
- "the current node."
- msgstr ""
- "Devuelve [code]true[/code] si el nodo dado es un hijo directo o indirecto "
- "del nodo actual."
- #: doc/classes/Node.xml
- msgid ""
- "Returns [code]true[/code] if the node is folded (collapsed) in the Scene "
- "dock."
- msgstr ""
- "Devuelve [code]true[/code] si el nodo está plegado (colapsado) en el muelle "
- "de la escena."
- #: doc/classes/Node.xml
- msgid ""
- "Returns [code]true[/code] if the given node occurs later in the scene "
- "hierarchy than the current node."
- msgstr ""
- "Devuelve [code]true[/code] si el nodo dado se produce más tarde en la "
- "jerarquía de la escena que el nodo actual."
- #: doc/classes/Node.xml
- msgid ""
- "Returns [code]true[/code] if this node is in the specified group. See notes "
- "in the description, and the group methods in [SceneTree]."
- msgstr ""
- "Devuelve [code]true[/code] si este nodo está en el grupo especificado. Vea "
- "las notas en la descripción, y los métodos de grupo en [SceneTree]."
- #: doc/classes/Node.xml
- msgid ""
- "Returns [code]true[/code] if this node is currently inside a [SceneTree]."
- msgstr ""
- "Devuelve [code]true[/code] si este nodo está actualmente dentro de un "
- "[SceneTree]."
- #: doc/classes/Node.xml
- msgid ""
- "Returns [code]true[/code] if the local system is the master of this node."
- msgstr ""
- "Devuelve [code]true[/code] si el sistema local es el maestro de este nodo."
- #: doc/classes/Node.xml
- msgid ""
- "Returns [code]true[/code] if the physics interpolated flag is set for this "
- "Node (see [member physics_interpolation_mode]).\n"
- "[b]Note:[/b] Interpolation will only be active if both the flag is set "
- "[b]and[/b] physics interpolation is enabled within the [SceneTree]. This can "
- "be tested using [method is_physics_interpolated_and_enabled]."
- msgstr ""
- #: doc/classes/Node.xml
- msgid ""
- "Returns [code]true[/code] if physics interpolation is enabled (see [member "
- "physics_interpolation_mode]) [b]and[/b] enabled in the [SceneTree].\n"
- "This is a convenience version of [method is_physics_interpolated] that also "
- "checks whether physics interpolation is enabled globally.\n"
- "See [member SceneTree.physics_interpolation] and [member ProjectSettings."
- "physics/common/physics_interpolation]."
- msgstr ""
- #: doc/classes/Node.xml
- msgid ""
- "Returns [code]true[/code] if physics processing is enabled (see [method "
- "set_physics_process])."
- msgstr ""
- "Devuelve [code]true[/code] si el procesamiento de la física está activado "
- "(véase [method set_physics_process])."
- #: doc/classes/Node.xml
- msgid ""
- "Returns [code]true[/code] if internal physics processing is enabled (see "
- "[method set_physics_process_internal])."
- msgstr ""
- "Devuelve [code]true[/code] si el procesamiento de la física interna está "
- "activado (véase [method set_physics_process_internal])."
- #: doc/classes/Node.xml
- msgid ""
- "Returns [code]true[/code] if processing is enabled (see [method "
- "set_process])."
- msgstr ""
- "Devuelve [code]true[/code] si el procesamiento está activado (véase [method "
- "set_process])."
- #: doc/classes/Node.xml
- msgid ""
- "Returns [code]true[/code] if the node is processing input (see [method "
- "set_process_input])."
- msgstr ""
- "Devuelve [code]true[/code] si el nodo está procesando la entrada (ver "
- "[method set_process_input])."
- #: doc/classes/Node.xml
- msgid ""
- "Returns [code]true[/code] if internal processing is enabled (see [method "
- "set_process_internal])."
- msgstr ""
- "Devuelve [code]true[/code] si el procesamiento interno está activado (véase "
- "[method set_process_internal])."
- #: doc/classes/Node.xml
- msgid ""
- "Returns [code]true[/code] if the node is processing unhandled input (see "
- "[method set_process_unhandled_input])."
- msgstr ""
- "Devuelve [code]true[/code] si el nodo está procesando una entrada no "
- "manejada (ver [method set_process_unhandled_input])."
- #: doc/classes/Node.xml
- msgid ""
- "Returns [code]true[/code] if the node is processing unhandled key input (see "
- "[method set_process_unhandled_key_input])."
- msgstr ""
- "Devuelve [code]true[/code] si el nodo está procesando una entrada de clave "
- "no manejada (ver [method set_process_unhandled_key_input])."
- #: doc/classes/Node.xml
- msgid ""
- "Moves a child node to a different position (order) among the other children. "
- "Since calls, signals, etc are performed by tree order, changing the order of "
- "children nodes may be useful."
- msgstr ""
- "Mueve un nodo hijo a una posición diferente (orden) entre los otros hijos. "
- "Dado que las llamadas, señales, etc. se realizan por orden de árbol, cambiar "
- "el orden de los nodos hijos puede ser útil."
- #: doc/classes/Node.xml
- msgid ""
- "Prints all stray nodes (nodes outside the [SceneTree]). Used for debugging. "
- "Works only in debug builds."
- msgstr ""
- "Imprime todos los nodos perdidos (nodos fuera del [SceneTree]). Se utiliza "
- "para la depuración. Funciona sólo en construcciones de depuración."
- #: doc/classes/Node.xml
- msgid ""
- "Prints the tree to stdout. Used mainly for debugging purposes. This version "
- "displays the path relative to the current node, and is good for copy/pasting "
- "into the [method get_node] function.\n"
- "[b]Example output:[/b]\n"
- "[codeblock]\n"
- "TheGame\n"
- "TheGame/Menu\n"
- "TheGame/Menu/Label\n"
- "TheGame/Menu/Camera2D\n"
- "TheGame/SplashScreen\n"
- "TheGame/SplashScreen/Camera2D\n"
- "[/codeblock]"
- msgstr ""
- "Imprime el árbol a stdout. Se utiliza principalmente para fines de "
- "depuración. Esta versión muestra la ruta relativa al nodo actual, y es buena "
- "para copiar/pegar en la función [method get_node].\n"
- "[b]Ejemplo de salida:[/b]\n"
- "[codeblock]\n"
- "ElJuego\n"
- "ElJuego/Menu\n"
- "ElJuego/Menu/Label\n"
- "ElJuego/Menu/Camera2D\n"
- "ElJuego/PantallaInicial\n"
- "ElJuego/PantallaInicial/Camera2D\n"
- "[/codeblock]"
- #: doc/classes/Node.xml
- #, fuzzy
- msgid ""
- "Similar to [method print_tree], this prints the tree to stdout. This version "
- "displays a more graphical representation similar to what is displayed in the "
- "scene inspector. It is useful for inspecting larger trees.\n"
- "[b]Example output:[/b]\n"
- "[codeblock]\n"
- " ┖╴TheGame\n"
- " ┠╴Menu\n"
- " ┃ ┠╴Label\n"
- " ┃ ┖╴Camera2D\n"
- " ┖╴SplashScreen\n"
- " ┖╴Camera2D\n"
- "[/codeblock]"
- msgstr ""
- "Similar al [method print_tree], este imprime el árbol a stdout. Esta versión "
- "muestra una representación más gráfica similar a la que se muestra en el "
- "inspector de escenas. Es útil para inspeccionar árboles más grandes.\n"
- "[b]Ejemplo de salida:[/b]\n"
- "[codeblock]\n"
- " ┖╴ElJuego\n"
- " ┠╴Menu\n"
- " ┃ ┠╴Label\n"
- " ┃ ┖╴Camera2D\n"
- " ┖-PantallaInicial\n"
- " ┖╴Camera2D\n"
- "[/codeblock]"
- #: doc/classes/Node.xml
- msgid ""
- "Calls the given method (if present) with the arguments given in [code]args[/"
- "code] on this node and recursively on all its children. If the "
- "[code]parent_first[/code] argument is [code]true[/code], the method will be "
- "called on the current node first, then on all its children. If "
- "[code]parent_first[/code] is [code]false[/code], the children will be called "
- "first."
- msgstr ""
- "Llama al método dado (si está presente) con los argumentos dados en "
- "[code]args[/code] en este nodo y recursivamente en todos sus hijos. Si el "
- "argumento [code]parent_first[/code] es [code]true[/code], el método será "
- "llamado primero al nodo actual, y luego a todos sus hijos. Si "
- "[code]parent_first[/code] es [code]false[/code], los hijos serán llamados "
- "primero."
- #: doc/classes/Node.xml
- msgid ""
- "Notifies the current node and all its children recursively by calling "
- "[method Object.notification] on all of them."
- msgstr ""
- "Notifica al nodo actual y a todos sus hijos de forma recursiva llamando al "
- "[method Object.notification] en todos ellos."
- #: doc/classes/Node.xml
- #, fuzzy
- msgid ""
- "Queues a node for deletion at the end of the current frame. When deleted, "
- "all of its child nodes will be deleted as well. This method ensures it's "
- "safe to delete the node, contrary to [method Object.free]. Use [method "
- "Object.is_queued_for_deletion] to check whether a node will be deleted at "
- "the end of the frame.\n"
- "[b]Important:[/b] If you have a variable pointing to a node, it will [i]not[/"
- "i] be assigned to [code]null[/code] once the node is freed. Instead, it will "
- "point to a [i]previously freed instance[/i] and you should validate it with "
- "[method @GDScript.is_instance_valid] before attempting to call its methods "
- "or access its properties."
- msgstr ""
- "Coloca en cola un nodo para su eliminación al final del fotograma actual. "
- "Cuando se elimine, todos sus nodos hijos también serán eliminados. Este "
- "método asegura que es seguro borrar el nodo, al contrario que el [method "
- "Object.free]. Utilice [method Object.is_queued_for_deletion] para comprobar "
- "si un nodo será eliminado al final del fotograma."
- #: doc/classes/Node.xml
- #, fuzzy
- msgid ""
- "Moves this node to the bottom of parent node's children hierarchy. This is "
- "often useful in GUIs ([Control] nodes), because their order of drawing "
- "depends on their order in the tree. The top Node is drawn first, then any "
- "siblings below the top Node in the hierarchy are successively drawn on top "
- "of it. After using [code]raise[/code], a Control will be drawn on top of its "
- "siblings."
- msgstr ""
- "Mueve este nodo al fondo de la jerarquía de los hijos del nodo padre. Esto "
- "suele ser útil en los GUI (nodos [Control]), porque su orden de dibujo "
- "depende de su orden en el árbol, es decir, cuanto más lejos estén en la "
- "lista de nodos, más alto se dibujarán. Después de usar [code]raise[/code], "
- "un Control se dibujará encima de sus hermanos."
- #: doc/classes/Node.xml
- msgid ""
- "Removes a node and sets all its children as children of the parent node (if "
- "it exists). All event subscriptions that pass by the removed node will be "
- "unsubscribed."
- msgstr ""
- "Quita un nodo y pone a todos sus hijos como hijos del nodo padre (si "
- "existe). Todas las suscripciones de eventos que pasen por el nodo eliminado "
- "serán canceladas."
- #: doc/classes/Node.xml
- msgid ""
- "Removes a child node. The node is NOT deleted and must be deleted manually.\n"
- "[b]Note:[/b] This function may set the [member owner] of the removed Node "
- "(or its descendants) to be [code]null[/code], if that [member owner] is no "
- "longer a parent or ancestor."
- msgstr ""
- #: doc/classes/Node.xml
- msgid ""
- "Removes a node from a group. See notes in the description, and the group "
- "methods in [SceneTree]."
- msgstr ""
- "Elimina un nodo de un grupo. Vea las notas en la descripción, y los métodos "
- "de grupo en [SceneTree]."
- #: doc/classes/Node.xml
- msgid ""
- "Replaces a node in a scene by the given one. Subscriptions that pass through "
- "this node will be lost.\n"
- "[b]Note:[/b] The given node will become the new parent of any child nodes "
- "that the replaced node had.\n"
- "[b]Note:[/b] The replaced node is not automatically freed, so you either "
- "need to keep it in a variable for later use or free it using [method Object."
- "free]."
- msgstr ""
- #: doc/classes/Node.xml
- msgid ""
- "Requests that [code]_ready[/code] be called again. Note that the method "
- "won't be called immediately, but is scheduled for when the node is added to "
- "the scene tree again (see [method _ready]). [code]_ready[/code] is called "
- "only for the node which requested it, which means that you need to request "
- "ready for each child if you want them to call [code]_ready[/code] too (in "
- "which case, [code]_ready[/code] will be called in the same order as it would "
- "normally)."
- msgstr ""
- "Solicita que se llame de nuevo a [code]_ready[/code]. Tenga en cuenta que el "
- "método no se llamará inmediatamente, sino que está programado para cuando el "
- "nodo se añada de nuevo al árbol de la escena (véase [method _ready]). "
- "[code]_ready[/code] se llama sólo para el nodo que lo ha solicitado, lo que "
- "significa que necesita solicitar ready para cada niño si quiere que también "
- "llamen a [code]_ready[/code] (en cuyo caso, se llamará a [code]_ready[/code] "
- "en el mismo orden que normalmente)."
- #: doc/classes/Node.xml
- msgid ""
- "When physics interpolation is active, moving a node to a radically different "
- "transform (such as placement within a level) can result in a visible glitch "
- "as the object is rendered moving from the old to new position over the "
- "physics tick.\n"
- "This glitch can be prevented by calling [code]reset_physics_interpolation[/"
- "code], which temporarily turns off interpolation until the physics tick is "
- "complete.\n"
- "[constant NOTIFICATION_RESET_PHYSICS_INTERPOLATION] will be received by the "
- "node and all children recursively.\n"
- "[b]Note:[/b] This function should be called [b]after[/b] moving the node, "
- "rather than before."
- msgstr ""
- #: doc/classes/Node.xml
- #, fuzzy
- msgid ""
- "Sends a remote procedure call request for the given [code]method[/code] to "
- "peers on the network (and locally), optionally sending all additional "
- "arguments as arguments to the method called by the RPC. The call request "
- "will only be received by nodes with the same [NodePath], including the exact "
- "same node name. Behaviour depends on the RPC configuration for the given "
- "method, see [method rpc_config]. Methods are not exposed to RPCs by default. "
- "See also [method rset] and [method rset_config] for properties. Returns "
- "[code]null[/code].\n"
- "[b]Note:[/b] You can only safely use RPCs on clients after you received the "
- "[code]connected_to_server[/code] signal from the [SceneTree]. You also need "
- "to keep track of the connection state, either by the [SceneTree] signals "
- "like [code]server_disconnected[/code] or by checking [code]SceneTree."
- "network_peer.get_connection_status() == CONNECTION_CONNECTED[/code]."
- msgstr ""
- "Envía una solicitud de llamada de procedimiento a distancia para el "
- "[code]method[/code] dado a los pares en la red (y localmente), opcionalmente "
- "enviando todos los argumentos adicionales como argumentos al método llamado "
- "por la RPC. La solicitud de llamada sólo será recibida por nodos con el "
- "mismo [NodePath], incluyendo exactamente el mismo nombre de nodo. El "
- "comportamiento depende de la configuración de la RPC para el método dado, "
- "véase [method rpc_config]. Los métodos no están expuestos a las RPC por "
- "defecto. Véase también [method rset] y [method rset_config] para las "
- "propiedades. Devuelve una [Variant] vacía.\n"
- "[b]Nota:[/b] Sólo se pueden utilizar RPCs de forma segura en clientes "
- "después de haber recibido la señal [code]connected_to_server[/code] de la "
- "[SceneTree]. También es necesario hacer un seguimiento del estado de la "
- "conexión, ya sea por las señales de [SceneTree] como "
- "[code]server_disconnected[/code] o comprobando [code]SceneTree.network_peer."
- "get_connection_status() == CONNECTION_CONNECTED[/code]."
- #: doc/classes/Node.xml
- msgid ""
- "Changes the RPC mode for the given [code]method[/code] to the given "
- "[code]mode[/code]. See [enum MultiplayerAPI.RPCMode]. An alternative is "
- "annotating methods and properties with the corresponding keywords "
- "([code]remote[/code], [code]master[/code], [code]puppet[/code], "
- "[code]remotesync[/code], [code]mastersync[/code], [code]puppetsync[/code]). "
- "By default, methods are not exposed to networking (and RPCs). See also "
- "[method rset] and [method rset_config] for properties."
- msgstr ""
- "Cambia el modo RPC para el [code]method[/code] dado al [code]mode[/code] "
- "dado. Ver [enum MultiplayerAPI.RPCMode]. Una alternativa es anotar los "
- "métodos y propiedades con las palabras clave correspondientes ([code]remote[/"
- "code], [code]master[/code], [code]puppet[/code], [code]remotesync[/code], "
- "[code]mastersync[/code], [code]puppetsync[/code]). Por defecto, los métodos "
- "no están expuestos a las redes (y a los RPC). Ver también [method rset] y "
- "[method rset_config] para las propiedades."
- #: doc/classes/Node.xml
- #, fuzzy
- msgid ""
- "Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] "
- "(see [method NetworkedMultiplayerPeer.set_target_peer]). Returns [code]null[/"
- "code]."
- msgstr ""
- "Envía un [method rpc] a un par específico identificado por [code]peer_id[/"
- "code] (véase [method NetworkedMultiplayerPeer.set_target_peer]). Devuelve "
- "una [Variant] vacía."
- #: doc/classes/Node.xml
- #, fuzzy
- msgid ""
- "Sends a [method rpc] using an unreliable protocol. Returns [code]null[/code]."
- msgstr ""
- "Envía un [method rpc] usando un protocolo poco fiable. Devuelve una "
- "[Variant] vacía."
- #: doc/classes/Node.xml
- #, fuzzy
- msgid ""
- "Sends a [method rpc] to a specific peer identified by [code]peer_id[/code] "
- "using an unreliable protocol (see [method NetworkedMultiplayerPeer."
- "set_target_peer]). Returns [code]null[/code]."
- msgstr ""
- "Envía un [method rpc] a un par específico identificado por [code]peer_id[/"
- "code] utilizando un protocolo poco fiable (véase [method "
- "NetworkedMultiplayerPeer.set_target_peer]). Devuelve una [Variant] vacía."
- #: doc/classes/Node.xml
- msgid ""
- "Remotely changes a property's value on other peers (and locally). Behaviour "
- "depends on the RPC configuration for the given property, see [method "
- "rset_config]. See also [method rpc] for RPCs for methods, most information "
- "applies to this method as well."
- msgstr ""
- "Cambia remotamente el valor de una propiedad en otros pares (y localmente). "
- "El comportamiento depende de la configuración RPC de la propiedad dada, ver "
- "[method rset_config]. Véase también [method rpc] para los métodos RPC, la "
- "mayoría de la información se aplica también a este método."
- #: doc/classes/Node.xml
- msgid ""
- "Changes the RPC mode for the given [code]property[/code] to the given "
- "[code]mode[/code]. See [enum MultiplayerAPI.RPCMode]. An alternative is "
- "annotating methods and properties with the corresponding keywords "
- "([code]remote[/code], [code]master[/code], [code]puppet[/code], "
- "[code]remotesync[/code], [code]mastersync[/code], [code]puppetsync[/code]). "
- "By default, properties are not exposed to networking (and RPCs). See also "
- "[method rpc] and [method rpc_config] for methods."
- msgstr ""
- "Cambia el modo RPC para la [code]property[/code] dada al [code]mode[/code] "
- "dado. Ver [enum MultiplayerAPI.RPCMode]. Una alternativa es anotar los "
- "métodos y propiedades con las palabras clave correspondientes ([code]remote[/"
- "code], [code]master[/code], [code]puppet[/code], [code]remotesync[/code], "
- "[code]mastersync[/code], [code]puppetsync[/code]). Por defecto, las "
- "propiedades no están expuestas a las redes (y a los RPCs). Ver también "
- "[method rpc] y [method rpc_config] para los métodos."
- #: doc/classes/Node.xml
- msgid ""
- "Remotely changes the property's value on a specific peer identified by "
- "[code]peer_id[/code] (see [method NetworkedMultiplayerPeer.set_target_peer])."
- msgstr ""
- "Cambia remotamente el valor de la propiedad en un par específico "
- "identificado por [code]peer_id[/code] (véase el [method "
- "NetworkedMultiplayerPeer.set_target_peer])."
- #: doc/classes/Node.xml
- msgid ""
- "Remotely changes the property's value on other peers (and locally) using an "
- "unreliable protocol."
- msgstr ""
- "Cambia remotamente el valor de la propiedad en otros pares (y localmente) "
- "usando un protocolo poco fiable."
- #: doc/classes/Node.xml
- msgid ""
- "Remotely changes property's value on a specific peer identified by "
- "[code]peer_id[/code] using an unreliable protocol (see [method "
- "NetworkedMultiplayerPeer.set_target_peer])."
- msgstr ""
- "Cambia remotamente el valor de la propiedad en un par específico "
- "identificado por [code]peer_id[/code] utilizando un protocolo poco fiable "
- "(véase el [method NetworkedMultiplayerPeer.set_target_peer])."
- #: doc/classes/Node.xml
- msgid "Sets the folded state of the node in the Scene dock."
- msgstr "Establece el estado de plegado del nodo en el muelle de la escena."
- #: doc/classes/Node.xml
- msgid ""
- "Sets the node's network master to the peer with the given peer ID. The "
- "network master is the peer that has authority over the node on the network. "
- "Useful in conjunction with the [code]master[/code] and [code]puppet[/code] "
- "keywords. Inherited from the parent node by default, which ultimately "
- "defaults to peer ID 1 (the server). If [code]recursive[/code], the given "
- "peer is recursively set as the master for all children of this node."
- msgstr ""
- "Establece el maestro de la red del nodo al par con el ID del par dado. El "
- "maestro de la red es el par que tiene autoridad sobre el nodo de la red. "
- "Útil en conjunción con las palabras clave [code]master[/code] y "
- "[code]puppet[/code]. Heredado del nodo padre por defecto, que en última "
- "instancia es el ID del par 1 (el servidor). Si [code]recursive[/code], el "
- "par dado se establece recursivamente como el maestro para todos los hijos de "
- "este nodo."
- #: doc/classes/Node.xml
- msgid ""
- "Enables or disables physics (i.e. fixed framerate) processing. When a node "
- "is being processed, it will receive a [constant "
- "NOTIFICATION_PHYSICS_PROCESS] at a fixed (usually 60 FPS, see [member Engine."
- "iterations_per_second] to change) interval (and the [method "
- "_physics_process] callback will be called if exists). Enabled automatically "
- "if [method _physics_process] is overridden. Any calls to this before [method "
- "_ready] will be ignored."
- msgstr ""
- "Activa o desactiva el procesamiento físico (es decir, la velocidad de "
- "fotogramas fijos). Cuando un nodo está siendo procesado, recibirá una "
- "[constant NOTIFICATION_PHYSICS_PROCESS] a un intervalo fijo (normalmente 60 "
- "FPS, ver [member Engine.iterations_per_second] para cambiar) (y se llamará a "
- "la devolución de llamada de [method _physics_process] si existe). Se "
- "habilita automáticamente si se anula [method _physics_process]. Cualquier "
- "llamada a esto antes de [method _ready] será ignorada."
- #: doc/classes/Node.xml
- #, fuzzy
- msgid ""
- "Enables or disables internal physics for this node. Internal physics "
- "processing happens in isolation from the normal [method _physics_process] "
- "calls and is used by some nodes internally to guarantee proper functioning "
- "even if the node is paused or physics processing is disabled for scripting "
- "([method set_physics_process]). Only useful for advanced uses to manipulate "
- "built-in nodes' behavior.\n"
- "[b]Warning:[/b] Built-in Nodes rely on the internal processing for their own "
- "logic, so changing this value from your code may lead to unexpected "
- "behavior. Script access to this internal logic is provided for specific "
- "advanced uses, but is unsafe and not supported."
- msgstr ""
- "Habilita o deshabilita la física interna de este nodo. El procesamiento de "
- "la física interna ocurre de forma aislada de las llamadas normales de "
- "[method _physics_process] y es usado por algunos nodos internamente para "
- "garantizar el correcto funcionamiento incluso si el nodo está en pausa o el "
- "procesamiento de la física está deshabilitado para el scripting ([method "
- "set_physics_process]). Sólo es útil para usos avanzados para manipular el "
- "comportamiento de los nodos incorporados."
- #: doc/classes/Node.xml
- msgid ""
- "Enables or disables processing. When a node is being processed, it will "
- "receive a [constant NOTIFICATION_PROCESS] on every drawn frame (and the "
- "[method _process] callback will be called if exists). Enabled automatically "
- "if [method _process] is overridden. Any calls to this before [method _ready] "
- "will be ignored."
- msgstr ""
- "Habilita o deshabilita el procesamiento. Cuando un nodo está siendo "
- "procesado, recibirá una [constant NOTIFICATION_PROCESS] en cada fotograma "
- "dibujado (y se llamará a la devolución de llamada [method _process] si "
- "existe). Se habilita automáticamente si se anula [method _process]. "
- "Cualquier llamada a esto antes de [method _ready] será ignorada."
- #: doc/classes/Node.xml
- msgid ""
- "Enables or disables input processing. This is not required for GUI controls! "
- "Enabled automatically if [method _input] is overridden. Any calls to this "
- "before [method _ready] will be ignored."
- msgstr ""
- "Habilita o deshabilita el procesamiento de la entrada. ¡Esto no es necesario "
- "para los controles GUI! Se activa automáticamente si se anula [method "
- "_input]. Cualquier llamada a esto antes de [method _ready] será ignorada."
- #: doc/classes/Node.xml
- #, fuzzy
- msgid ""
- "Enables or disabled internal processing for this node. Internal processing "
- "happens in isolation from the normal [method _process] calls and is used by "
- "some nodes internally to guarantee proper functioning even if the node is "
- "paused or processing is disabled for scripting ([method set_process]). Only "
- "useful for advanced uses to manipulate built-in nodes' behavior.\n"
- "[b]Warning:[/b] Built-in Nodes rely on the internal processing for their own "
- "logic, so changing this value from your code may lead to unexpected "
- "behavior. Script access to this internal logic is provided for specific "
- "advanced uses, but is unsafe and not supported."
- msgstr ""
- "Habilita o deshabilita el procesamiento interno de este nodo. El "
- "procesamiento interno ocurre de forma aislada de las llamadas normales de "
- "[method _process] y es usado por algunos nodos internamente para garantizar "
- "el correcto funcionamiento incluso si el nodo está en pausa o el "
- "procesamiento está deshabilitado para la escritura ([method set_process]). "
- "Sólo es útil para usos avanzados para manipular el comportamiento de los "
- "nodos incorporados."
- #: doc/classes/Node.xml
- msgid ""
- "Enables unhandled input processing. This is not required for GUI controls! "
- "It enables the node to receive all input that was not previously handled "
- "(usually by a [Control]). Enabled automatically if [method _unhandled_input] "
- "is overridden. Any calls to this before [method _ready] will be ignored."
- msgstr ""
- "Permite el procesamiento de entradas sin manejar. ¡Esto no es necesario para "
- "los controles GUI! Permite que el nodo reciba todas las entradas que no "
- "hayan sido manejadas previamente (normalmente por un [Control]). Se habilita "
- "automáticamente si se anula [method _unhandled_input]. Cualquier llamada a "
- "esto antes de [method _ready] será ignorada."
- #: doc/classes/Node.xml
- msgid ""
- "Enables unhandled key input processing. Enabled automatically if [method "
- "_unhandled_key_input] is overridden. Any calls to this before [method "
- "_ready] will be ignored."
- msgstr ""
- "Permite el procesamiento de entradas de claves sin manejar. Se activa "
- "automáticamente si se anula [method _unhandled_key_input]. Cualquier llamada "
- "a esto antes de [method _ready] será ignorada."
- #: doc/classes/Node.xml
- msgid ""
- "Sets whether this is an instance load placeholder. See [InstancePlaceholder]."
- msgstr ""
- "Establece si se trata de un marcador de posición de carga de instancia. Ver "
- "[InstancePlaceholder]."
- #: doc/classes/Node.xml
- msgid ""
- "Updates the warning displayed for this node in the Scene Dock.\n"
- "Use [method _get_configuration_warning] to setup the warning message to "
- "display."
- msgstr ""
- "Actualiza la advertencia que se muestra para este nodo en el Scene Dock.\n"
- "Utiliza [method _get_configuration_warning] para configurar el mensaje de "
- "advertencia a mostrar."
- #: doc/classes/Node.xml
- msgid ""
- "The override to the default [MultiplayerAPI]. Set to [code]null[/code] to "
- "use the default [SceneTree] one."
- msgstr ""
- "La anulación del valor por defecto [MultiplayerAPI]. La anulación a "
- "[code]null[/code] para usar la predeterminada [SceneTree]."
- #: doc/classes/Node.xml
- msgid ""
- "If a scene is instantiated from a file, its topmost node contains the "
- "absolute file path from which it was loaded in [member filename] (e.g. "
- "[code]res://levels/1.tscn[/code]). Otherwise, [member filename] is set to an "
- "empty string."
- msgstr ""
- #: doc/classes/Node.xml
- msgid ""
- "The [MultiplayerAPI] instance associated with this node. Either the [member "
- "custom_multiplayer], or the default SceneTree one (if inside tree)."
- msgstr ""
- "La instancia [MultiplayerAPI] asociada a este nodo. O bien el [member "
- "custom_multiplayer], o el predeterminado SceneTree uno (si está dentro del "
- "árbol)."
- #: doc/classes/Node.xml
- #, fuzzy
- msgid ""
- "The name of the node. This name is unique among the siblings (other child "
- "nodes from the same parent). When set to an existing name, the node will be "
- "automatically renamed.\n"
- "[b]Note:[/b] Auto-generated names might include the [code]@[/code] "
- "character, which is reserved for unique names when using [method add_child]. "
- "When setting the name manually, any [code]@[/code] will be removed."
- msgstr ""
- "El nombre del nodo. Este nombre es único entre los hermanos (otros nodos "
- "hijos del mismo padre). Cuando se establece un nombre existente, el nodo "
- "será renombrado automáticamente."
- #: doc/classes/Node.xml
- msgid ""
- "The node owner. A node can have any other node as owner (as long as it is a "
- "valid parent, grandparent, etc. ascending in the tree). When saving a node "
- "(using [PackedScene]), all the nodes it owns will be saved with it. This "
- "allows for the creation of complex [SceneTree]s, with instancing and "
- "subinstancing.\n"
- "[b]Note:[/b] If you want a child to be persisted to a [PackedScene], you "
- "must set [member owner] in addition to calling [method add_child]. This is "
- "typically relevant for [url=$DOCS_URL/tutorials/plugins/"
- "running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/"
- "tutorials/plugins/editor/index.html]editor plugins[/url]. If [method "
- "add_child] is called without setting [member owner], the newly added [Node] "
- "will not be visible in the scene tree, though it will be visible in the "
- "2D/3D view."
- msgstr ""
- "Añade un nodo infantil. Los nodos pueden tener cualquier número de niños, "
- "pero cada niño debe tener un nombre único. Los nodos hijos se eliminan "
- "automáticamente cuando se elimina el nodo padre, por lo que una escena "
- "entera puede ser eliminada eliminando su nodo superior.\n"
- "Si [code]legible_unique_name[/code] es [code]true[/code], el nodo hijo "
- "tendrá un nombre legible para los humanos basado en el nombre del nodo que "
- "se instale en lugar de su tipo.\n"
- "[b]Nota:[/b] Si el nodo hijo ya tiene un padre, la función fallará. Use "
- "[method remove_child] primero para eliminar el nodo de su padre actual. Por "
- "ejemplo:\n"
- "[codeblock]\n"
- "if child_node.get_parent():\n"
- " child_node.get_parent().remove_child(child_node)\n"
- "add_child(child_node)\n"
- "[/codeblock]\n"
- "Si necesita que el nodo hijo se añada debajo de un nodo específico en la "
- "lista de hijos, use [method add_sibling] en lugar de este método.\n"
- "[b]Nota:[/b] Si quieres que un hijo sea perseguido en un [PackedScene], "
- "debes establecer [member owner] además de llamar a [method add_child]. Esto "
- "es típicamente relevante para los scripts de la herramienta [url=https://"
- "godot.readthedocs.io/es/latest/tutorials/misc/running_code_in_the_editor."
- "html]tool[/url] y para los plugins de edición [/url] de [url=https://godot."
- "readthedocs.io/es/latest/tutorials/plugins/editor/index.html]. Si se llama a "
- "[method add_child] sin establecer [member owner], el [Node] recién agregado "
- "no será visible en el árbol de la escena, aunque sí lo será en la vista "
- "2D/3D."
- #: doc/classes/Node.xml
- msgid "Pause mode. How the node will behave if the [SceneTree] is paused."
- msgstr ""
- "Modo de pausa. Cómo se comportará el nodo si el [SceneTree] está en pausa."
- #: doc/classes/Node.xml
- msgid ""
- "Allows enabling or disabling physics interpolation per node, offering a "
- "finer grain of control than turning physics interpolation on and off "
- "globally.\n"
- "[b]Note:[/b] This can be especially useful for [Camera]s, where custom "
- "interpolation can sometimes give superior results."
- msgstr ""
- #: doc/classes/Node.xml
- msgid ""
- "The node's priority in the execution order of the enabled processing "
- "callbacks (i.e. [constant NOTIFICATION_PROCESS], [constant "
- "NOTIFICATION_PHYSICS_PROCESS] and their internal counterparts). Nodes whose "
- "process priority value is [i]lower[/i] will have their processing callbacks "
- "executed first."
- msgstr ""
- "La prioridad del nodo en el orden de ejecución de las llamadas de "
- "procesamiento habilitadas (es decir, [constant NOTIFICATION_PROCESS], "
- "[constant NOTIFICATION_PHYSICS_PROCESS] y sus contrapartes internas). Los "
- "nodos cuyo valor de prioridad de proceso sea [i]lower[/i] tendrán sus "
- "devoluciones de procesamiento ejecutadas primero."
- #: doc/classes/Node.xml
- msgid ""
- "Sets this node's name as a unique name in its [member owner]. This allows "
- "the node to be accessed as [code]%Name[/code] instead of the full path, from "
- "any node within that scene.\n"
- "If another node with the same owner already had that name declared as "
- "unique, that other node's name will no longer be set as having a unique name."
- msgstr ""
- #: doc/classes/Node.xml
- msgid ""
- "Emitted when a child node enters the scene tree, either because it entered "
- "on its own or because this node entered with it.\n"
- "This signal is emitted [i]after[/i] the child node's own [constant "
- "NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
- msgstr ""
- #: doc/classes/Node.xml
- msgid ""
- "Emitted when a child node is about to exit the scene tree, either because it "
- "is being removed or freed directly, or because this node is exiting the "
- "tree.\n"
- "When this signal is received, the child [code]node[/code] is still in the "
- "tree and valid. This signal is emitted [i]after[/i] the child node's own "
- "[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
- msgstr ""
- #: doc/classes/Node.xml
- msgid "Emitted when the node is ready."
- msgstr "Emitido cuando el nodo esté listo."
- #: doc/classes/Node.xml
- msgid "Emitted when the node is renamed."
- msgstr "Emitido cuando el nodo es renombrado."
- #: doc/classes/Node.xml
- msgid ""
- "Emitted when the node enters the tree.\n"
- "This signal is emitted [i]after[/i] the related [constant "
- "NOTIFICATION_ENTER_TREE] notification."
- msgstr ""
- #: doc/classes/Node.xml
- msgid "Emitted after the node exits the tree and is no longer active."
- msgstr "Emitido después de que el nodo sale del árbol y ya no está activo."
- #: doc/classes/Node.xml
- #, fuzzy
- msgid ""
- "Emitted when the node is still active but about to exit the tree. This is "
- "the right place for de-initialization (or a \"destructor\", if you will).\n"
- "This signal is emitted [i]before[/i] the related [constant "
- "NOTIFICATION_EXIT_TREE] notification."
- msgstr ""
- "Emitido cuando el nodo está todavía activo pero a punto de salir del árbol. "
- "Este es el lugar adecuado para la des-inicialización (o un \"destructor\", "
- "si se quiere)."
- #: doc/classes/Node.xml
- msgid ""
- "Notification received when the node enters a [SceneTree].\n"
- "This notification is emitted [i]before[/i] the related [signal tree_entered]."
- msgstr ""
- #: doc/classes/Node.xml
- #, fuzzy
- msgid ""
- "Notification received when the node is about to exit a [SceneTree].\n"
- "This notification is emitted [i]after[/i] the related [signal tree_exiting]."
- msgstr ""
- "Notificación recibida cuando el nodo está a punto de salir de un [SceneTree]."
- #: doc/classes/Node.xml
- msgid "Notification received when the node is moved in the parent."
- msgstr "Notificación recibida cuando el nodo se mueve en el padre."
- #: doc/classes/Node.xml
- msgid "Notification received when the node is ready. See [method _ready]."
- msgstr ""
- "Notificación recibida cuando el nodo esté listo. Véase [method _ready]."
- #: doc/classes/Node.xml
- msgid "Notification received when the node is paused."
- msgstr "Notificación recibida cuando el nodo está en pausa."
- #: doc/classes/Node.xml
- msgid "Notification received when the node is unpaused."
- msgstr "Notificación recibida cuando el nodo no está en pausa."
- #: doc/classes/Node.xml
- msgid ""
- "Notification received every frame when the physics process flag is set (see "
- "[method set_physics_process])."
- msgstr ""
- "Notificación recibida en cada fotograma cuando se fija el indicador de "
- "proceso físico (ver [method set_physics_process])."
- #: doc/classes/Node.xml
- msgid ""
- "Notification received every frame when the process flag is set (see [method "
- "set_process])."
- msgstr ""
- "Notificación recibida en cada fotograma cuando se fija el indicador de "
- "proceso (véase [method set_process])."
- #: doc/classes/Node.xml
- msgid ""
- "Notification received when a node is set as a child of another node.\n"
- "[b]Note:[/b] This doesn't mean that a node entered the [SceneTree]."
- msgstr ""
- "Notificación recibida cuando un nodo se establece como hijo de otro nodo.\n"
- "[b]Nota:[/b] Esto no significa que un nodo haya entrado en el [SceneTree]."
- #: doc/classes/Node.xml
- msgid ""
- "Notification received when a node is unparented (parent removed it from the "
- "list of children)."
- msgstr ""
- "Notificación recibida cuando un nodo no tiene padre (el padre o la madre lo "
- "ha eliminado de la lista de hijos)."
- #: doc/classes/Node.xml
- msgid "Notification received when the node is instanced."
- msgstr "Notificación recibida cuando el nodo es instanciado."
- #: doc/classes/Node.xml
- msgid ""
- "Notification received when a drag operation begins. All nodes receive this "
- "notification, not only the dragged one.\n"
- "Can be triggered either by dragging a [Control] that provides drag data (see "
- "[method Control.get_drag_data]) or using [method Control.force_drag].\n"
- "Use [method Viewport.gui_get_drag_data] to get the dragged data."
- msgstr ""
- #: doc/classes/Node.xml
- msgid ""
- "Notification received when a drag operation ends.\n"
- "Use [method Viewport.gui_is_drag_successful] to check if the drag succeeded."
- msgstr ""
- #: doc/classes/Node.xml
- msgid "Notification received when the node's [NodePath] changed."
- msgstr "Notificación recibida cuando el [NodePath] del nodo cambió."
- #: doc/classes/Node.xml
- msgid ""
- "Notification received every frame when the internal process flag is set (see "
- "[method set_process_internal])."
- msgstr ""
- "Notificación recibida en cada fotograma cuando se fija el indicador de "
- "proceso interno (véase [method set_process_internal])."
- #: doc/classes/Node.xml
- msgid ""
- "Notification received every frame when the internal physics process flag is "
- "set (see [method set_physics_process_internal])."
- msgstr ""
- "Notificación recibida en cada fotograma cuando se fija el flag de proceso de "
- "física interna (véase [method set_physics_process_internal])."
- #: doc/classes/Node.xml
- msgid ""
- "Notification received when the node is ready, just before [constant "
- "NOTIFICATION_READY] is received. Unlike the latter, it's sent every time the "
- "node enters tree, instead of only once."
- msgstr ""
- #: doc/classes/Node.xml
- #, fuzzy
- msgid ""
- "Notification received when [method reset_physics_interpolation] is called on "
- "the node or parent nodes."
- msgstr "Notificación recibida cuando el nodo se mueve en el padre."
- #: doc/classes/Node.xml
- msgid ""
- "Inherits pause mode from the node's parent. For the root node, it is "
- "equivalent to [constant PAUSE_MODE_STOP]. Default."
- msgstr ""
- "Heredó el modo de pausa del padre del nodo. Para el nodo raíz, es "
- "equivalente a [constant PAUSE_MODE_STOP]. Por defecto."
- #: doc/classes/Node.xml
- msgid "Stops processing when the [SceneTree] is paused."
- msgstr "Detiene el procesamiento cuando el [SceneTree] está en pausa."
- #: doc/classes/Node.xml
- msgid "Continue to process regardless of the [SceneTree] pause state."
- msgstr "Continúe el proceso sin importar el estado de pausa de [SceneTree]."
- #: doc/classes/Node.xml
- #, fuzzy
- msgid ""
- "Inherits physics interpolation mode from the node's parent. For the root "
- "node, it is equivalent to [constant PHYSICS_INTERPOLATION_MODE_ON]. Default."
- msgstr ""
- "Heredó el modo de pausa del padre del nodo. Para el nodo raíz, es "
- "equivalente a [constant PAUSE_MODE_STOP]. Por defecto."
- #: doc/classes/Node.xml
- msgid ""
- "Turn off physics interpolation in this node and children set to [constant "
- "PHYSICS_INTERPOLATION_MODE_INHERIT]."
- msgstr ""
- #: doc/classes/Node.xml
- msgid ""
- "Turn on physics interpolation in this node and children set to [constant "
- "PHYSICS_INTERPOLATION_MODE_INHERIT]."
- msgstr ""
- #: doc/classes/Node.xml
- msgid "Duplicate the node's signals."
- msgstr "Duplica las señales del nodo."
- #: doc/classes/Node.xml
- msgid "Duplicate the node's groups."
- msgstr "Duplica los grupos del nodo."
- #: doc/classes/Node.xml
- msgid "Duplicate the node's scripts."
- msgstr "Duplica los scripts del nodo."
- #: doc/classes/Node.xml
- msgid ""
- "Duplicate using instancing.\n"
- "An instance stays linked to the original so when the original changes, the "
- "instance changes too."
- msgstr ""
- "Duplicar usando instancias.\n"
- "Una instancia permanece ligado al original, así que cuando el original "
- "cambia, la instancia también cambia."
- #: doc/classes/Node2D.xml
- msgid ""
- "A 2D game object, inherited by all 2D-related nodes. Has a position, "
- "rotation, scale, and Z index."
- msgstr ""
- "Un objeto de juego en 2D, heredado por todos los nodos relacionados con el "
- "2D. Tiene una posición, rotación, escala e índice Z."
- #: doc/classes/Node2D.xml
- msgid ""
- "A 2D game object, with a transform (position, rotation, and scale). All 2D "
- "nodes, including physics objects and sprites, inherit from Node2D. Use "
- "Node2D as a parent node to move, scale and rotate children in a 2D project. "
- "Also gives control of the node's render order."
- msgstr ""
- "Un objeto de juego 2D, con una transformada (posición, rotación y escala). "
- "Todos los nodos 2D, incluyendo los objetos de física y los sprites, heredan "
- "de Node2D. Utiliza Node2D como nodo padre para mover, escalar y rotar a los "
- "niños en un proyecto 2D. También da control del orden de renderización del "
- "nodo."
- #: doc/classes/Node2D.xml doc/classes/Vector2.xml
- msgid "All 2D Demos"
- msgstr ""
- #: doc/classes/Node2D.xml
- msgid "Multiplies the current scale by the [code]ratio[/code] vector."
- msgstr "Multiplica la escala actual por el vector [code]ratio[/code]."
- #: doc/classes/Node2D.xml
- msgid ""
- "Returns the angle between the node and the [code]point[/code] in radians.\n"
- "[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
- "node2d_get_angle_to.png]Illustration of the returned angle.[/url]"
- msgstr ""
- #: doc/classes/Node2D.xml
- msgid "Returns the [Transform2D] relative to this node's parent."
- msgstr "Devuelve el [Transform2D] relativo al padre de este nodo."
- #: doc/classes/Node2D.xml
- msgid "Adds the [code]offset[/code] vector to the node's global position."
- msgstr "Añade el vector [code]offset[/code] a la posición global del nodo."
- #: doc/classes/Node2D.xml
- msgid ""
- "Rotates the node so it points towards the [code]point[/code], which is "
- "expected to use global coordinates."
- msgstr ""
- "Gira el nodo para que apunte hacia el [code]punto[/code], que se espera que "
- "utilice coordenadas globales."
- #: doc/classes/Node2D.xml
- msgid ""
- "Applies a local translation on the node's X axis based on the [method Node."
- "_process]'s [code]delta[/code]. If [code]scaled[/code] is [code]false[/"
- "code], normalizes the movement."
- msgstr ""
- "Aplica una traducción local en el eje X del nodo basada en la [code]delta[/"
- "code] del [method Node._process]. Si [code]scaled[/code] es [code]false[/"
- "code], normaliza el movimiento."
- #: doc/classes/Node2D.xml
- msgid ""
- "Applies a local translation on the node's Y axis based on the [method Node."
- "_process]'s [code]delta[/code]. If [code]scaled[/code] is [code]false[/"
- "code], normalizes the movement."
- msgstr ""
- "Aplica una traducción local en el eje Y del nodo basada en el [method Node."
- "_process]'s [code]delta[/code]. Si [code]scaled[/code] es [code]false[/"
- "code], normaliza el movimiento."
- #: doc/classes/Node2D.xml
- msgid ""
- "Applies a rotation to the node, in radians, starting from its current "
- "rotation."
- msgstr ""
- "Aplica una rotación al nodo, en radianes, a partir de su rotación actual."
- #: doc/classes/Node2D.xml
- msgid ""
- "Transforms the provided local position into a position in global coordinate "
- "space. The input is expected to be local relative to the [Node2D] it is "
- "called on. e.g. Applying this method to the positions of child nodes will "
- "correctly transform their positions into the global coordinate space, but "
- "applying it to a node's own position will give an incorrect result, as it "
- "will incorporate the node's own transformation into its global position."
- msgstr ""
- "Transforma la posición local proporcionada en una posición en el espacio de "
- "coordenadas globales. Se espera que la entrada sea local en relación con el "
- "[Node2D] al que se llama. Por ejemplo, aplicar este método a las posiciones "
- "de los nodos hijos transformará correctamente sus posiciones en el espacio "
- "de coordenadas globales, pero aplicarlo a la propia posición de un nodo dará "
- "un resultado incorrecto, ya que incorporará la propia transformación del "
- "nodo en su posición global."
- #: doc/classes/Node2D.xml
- msgid ""
- "Transforms the provided global position into a position in local coordinate "
- "space. The output will be local relative to the [Node2D] it is called on. e."
- "g. It is appropriate for determining the positions of child nodes, but it is "
- "not appropriate for determining its own position relative to its parent."
- msgstr ""
- "Transforma la posición global proporcionada en una posición en el espacio de "
- "coordenadas locales. La salida será local en relación con el [Node2D] al que "
- "se llama. Por ejemplo, es apropiado para determinar las posiciones de los "
- "nodos hijos, pero no es apropiado para determinar su propia posición en "
- "relación con su padre."
- #: doc/classes/Node2D.xml
- msgid ""
- "Translates the node by the given [code]offset[/code] in local coordinates."
- msgstr ""
- "Traduce el nodo por el [code]offset[/code] dado en coordenadas locales."
- #: doc/classes/Node2D.xml
- msgid "Global position."
- msgstr "Posición global."
- #: doc/classes/Node2D.xml
- msgid "Global rotation in radians."
- msgstr "Rotación global en radianes."
- #: doc/classes/Node2D.xml
- msgid "Global rotation in degrees."
- msgstr "Rotación global en grados."
- #: doc/classes/Node2D.xml
- msgid "Global scale."
- msgstr "Escala global."
- #: doc/classes/Node2D.xml
- msgid "Global [Transform2D]."
- msgstr "[Transform2D] Global."
- #: doc/classes/Node2D.xml
- msgid "Position, relative to the node's parent."
- msgstr "Posición, relativa al padre del nodo."
- #: doc/classes/Node2D.xml
- msgid "Rotation in radians, relative to the node's parent."
- msgstr "Rotación en radianes, en relación con el padre del nodo."
- #: doc/classes/Node2D.xml
- msgid "Rotation in degrees, relative to the node's parent."
- msgstr "Rotación en grados, en relación con el padre del nodo."
- #: doc/classes/Node2D.xml
- msgid ""
- "The node's scale. Unscaled value: [code](1, 1)[/code].\n"
- "[b]Note:[/b] Negative X scales in 2D are not decomposable from the "
- "transformation matrix. Due to the way scale is represented with "
- "transformation matrices in Godot, negative scales on the X axis will be "
- "changed to negative scales on the Y axis and a rotation of 180 degrees when "
- "decomposed."
- msgstr ""
- #: doc/classes/Node2D.xml
- msgid "Local [Transform2D]."
- msgstr "[Transform2D] Local ."
- #: doc/classes/Node2D.xml
- msgid ""
- "If [code]true[/code], the node's Z index is relative to its parent's Z "
- "index. If this node's Z index is 2 and its parent's effective Z index is 3, "
- "then this node's effective Z index will be 2 + 3 = 5."
- msgstr ""
- "Si [code]true[/code], el índice Z del nodo es relativo al índice Z de su "
- "padre. Si el índice Z de este nodo es 2 y el índice Z efectivo de su padre "
- "es 3, entonces el índice Z efectivo de este nodo será 2 + 3 = 5."
- #: doc/classes/Node2D.xml
- #, fuzzy
- msgid ""
- "Z index. Controls the order in which the nodes render. A node with a higher "
- "Z index will display in front of others. Must be between [constant "
- "VisualServer.CANVAS_ITEM_Z_MIN] and [constant VisualServer."
- "CANVAS_ITEM_Z_MAX] (inclusive)."
- msgstr ""
- "Índice Z. Controla el orden en el que los nodos se renderizan. Un nodo con "
- "un índice Z más alto se mostrará delante de los demás."
- #: doc/classes/NodePath.xml
- msgid "Pre-parsed scene tree path."
- msgstr "Camino del árbol de la escena pre-parseado."
- #: doc/classes/NodePath.xml
- #, fuzzy
- msgid ""
- "A pre-parsed relative or absolute path in a scene tree, for use with [method "
- "Node.get_node] and similar functions. It can reference a node, a resource "
- "within a node, or a property of a node or resource. For instance, "
- "[code]\"Path2D/PathFollow2D/Sprite:texture:size\"[/code] would refer to the "
- "[code]size[/code] property of the [code]texture[/code] resource on the node "
- "named [code]\"Sprite\"[/code] which is a child of the other named nodes in "
- "the path.\n"
- "You will usually just pass a string to [method Node.get_node] and it will be "
- "automatically converted, but you may occasionally want to parse a path ahead "
- "of time with [NodePath] or the literal syntax [code]@\"path\"[/code]. "
- "Exporting a [NodePath] variable will give you a node selection widget in the "
- "properties panel of the editor, which can often be useful.\n"
- "A [NodePath] is composed of a list of slash-separated node names (like a "
- "filesystem path) and an optional colon-separated list of \"subnames\" which "
- "can be resources or properties.\n"
- "Some examples of NodePaths include the following:\n"
- "[codeblock]\n"
- "# No leading slash means it is relative to the current node.\n"
- "@\"A\" # Immediate child A\n"
- "@\"A/B\" # A's child B\n"
- "@\".\" # The current node.\n"
- "@\"..\" # The parent node.\n"
- "@\"../C\" # A sibling node C.\n"
- "# A leading slash means it is absolute from the SceneTree.\n"
- "@\"/root\" # Equivalent to get_tree().get_root().\n"
- "@\"/root/Main\" # If your main scene's root node were named \"Main\".\n"
- "@\"/root/MyAutoload\" # If you have an autoloaded node or scene.\n"
- "[/codeblock]\n"
- "[b]Note:[/b] In the editor, [NodePath] properties are automatically updated "
- "when moving, renaming or deleting a node in the scene tree, but they are "
- "never updated at runtime."
- msgstr ""
- "Una ruta relativa o absoluta pre-parseada en un árbol de escena, para ser "
- "usada con [method Node.get_node] y funciones similares. Puede hacer "
- "referencia a un nodo, a un recurso dentro de un nodo o a una propiedad de un "
- "nodo o recurso. Por ejemplo, [code]\"Path2D/PathFollow2D/Sprite2D:texture:"
- "size\"[/code] se referiría a la propiedad [code]size[/code] del recurso "
- "[code]texture[/code] en el nodo llamado [code]\"Sprite2D\"[/code] que es "
- "hijo de los otros nodos nombrados en el camino.\n"
- "Normalmente sólo pasarás una string a [method Node.get_node] y se convertirá "
- "automáticamente, pero puede que ocasionalmente quieras analizar un camino "
- "por adelantado con [NodePath] o la sintaxis literal [code]@\"path\"[/code]. "
- "Exportar una variable [NodePath] te dará un widget de selección de nodos en "
- "el panel de propiedades del editor, que a menudo puede ser útil.\n"
- "Una [NodePath] está compuesta por una lista de nombres de nodos separados "
- "por barras (como una ruta de sistema de archivos) y una lista opcional de "
- "\"subnombres\" separados por dos puntos que pueden ser recursos o "
- "propiedades.\n"
- "Algunos ejemplos de NodePaths son los siguientes:\n"
- "[bloque de código]\n"
- "# Sin barra inclinada significa que es relativa al nodo actual.\n"
- "@\"A\" # Hijo inmediato A\n"
- "@\"A/B\" # El hijo de A B\n"
- "@\".\" # El nodo actual.\n"
- "@\"..\" # El nodo padre.\n"
- "@\"../C\" # El nodo hermano C.\n"
- "# Una barra inclinada significa que es absoluta del Árbol de Escenas.\n"
- "@\"/root\" # Equivalente a get_tree().get_root().\n"
- "@\"/root/Main\" # Si el nodo raíz de tu escena principal se llamara "
- "\"Main\".\n"
- "@\"/root/MyAutoload\" # Si tienes un nodo o escena autocargada.\n"
- "[/codeblock]"
- #: doc/classes/NodePath.xml doc/classes/PackedScene.xml doc/classes/Panel.xml
- #: doc/classes/PanelContainer.xml doc/classes/TileMap.xml
- #: doc/classes/TileSet.xml
- msgid "2D Role Playing Game Demo"
- msgstr ""
- #: doc/classes/NodePath.xml
- #, fuzzy
- msgid ""
- "Creates a NodePath from a string, e.g. [code]\"Path2D/PathFollow2D/Sprite:"
- "texture:size\"[/code]. A path is absolute if it starts with a slash. "
- "Absolute paths are only valid in the global scene tree, not within "
- "individual scenes. In a relative path, [code]\".\"[/code] and [code]\"..\"[/"
- "code] indicate the current node and its parent.\n"
- "The \"subnames\" optionally included after the path to the target node can "
- "point to resources or properties, and can also be nested.\n"
- "Examples of valid NodePaths (assuming that those nodes exist and have the "
- "referenced resources or properties):\n"
- "[codeblock]\n"
- "# Points to the Sprite node\n"
- "\"Path2D/PathFollow2D/Sprite\"\n"
- "# Points to the Sprite node and its \"texture\" resource.\n"
- "# get_node() would retrieve \"Sprite\", while get_node_and_resource()\n"
- "# would retrieve both the Sprite node and the \"texture\" resource.\n"
- "\"Path2D/PathFollow2D/Sprite:texture\"\n"
- "# Points to the Sprite node and its \"position\" property.\n"
- "\"Path2D/PathFollow2D/Sprite:position\"\n"
- "# Points to the Sprite node and the \"x\" component of its \"position\" "
- "property.\n"
- "\"Path2D/PathFollow2D/Sprite:position:x\"\n"
- "# Absolute path (from \"root\")\n"
- "\"/root/Level/Path2D\"\n"
- "[/codeblock]"
- msgstr ""
- "Crea un NodePath a partir de una string, por ejemplo, [code]\"Path2D/"
- "PathFollow2D/Sprite2D:texture:size\"[/code]. Un camino es absoluto si "
- "comienza con una barra. Los caminos absolutos sólo son válidos en el árbol "
- "de escenas global, no dentro de las escenas individuales. En un camino "
- "relativo, [code]\".\"[/code] y [code]\"..\"[/code] indican el nodo actual y "
- "su padre.\n"
- "Los \"subnombres\" incluidos opcionalmente después de la ruta al nodo "
- "objetivo pueden apuntar a recursos o propiedades, y también pueden "
- "anidarse.\n"
- "Ejemplos de NodePaths válidos (suponiendo que esos nodos existan y tengan "
- "los recursos o propiedades referenciados):\n"
- "[codeblock]\n"
- "# Apunta al nodo Sprite2D\n"
- "\"Path2D/PathFollow2D/Sprite2D\"\n"
- "# Apunta al nodo Sprite2D y su recurso de \"textura\".\n"
- "# get_node() recuperaría \"Sprite2D\", mientras que get_node_and_resource()\n"
- "# recuperaría tanto el nodo Sprite2D como el recurso de \"textura\".\n"
- "\"Path2D/PathFollow2D/Sprite2D:texture\"\n"
- "# Apunta al nodo Sprite2D y su propiedad de \"posición\".\n"
- "\"Path2D/PathFollow2D/Sprite2D:position\"\n"
- "# Apunta al nodo Sprite2D y al componente \"x\" de su propiedad "
- "\"posición\".\n"
- "\"Path2D/PathFollow2D/Sprite2D:position:x\"\n"
- "# Camino absoluto (desde la \"raíz\")\n"
- "\"/root/Level/Path2D\"\n"
- "[/codeblock]"
- #: doc/classes/NodePath.xml
- msgid ""
- "Returns a node path with a colon character ([code]:[/code]) prepended, "
- "transforming it to a pure property path with no node name (defaults to "
- "resolving from the current node).\n"
- "[codeblock]\n"
- "# This will be parsed as a node path to the \"x\" property in the "
- "\"position\" node\n"
- "var node_path = NodePath(\"position:x\")\n"
- "# This will be parsed as a node path to the \"x\" component of the "
- "\"position\" property in the current node\n"
- "var property_path = node_path.get_as_property_path()\n"
- "print(property_path) # :position:x\n"
- "[/codeblock]"
- msgstr ""
- "Devuelve un camino de nodos con un carácter de dos puntos ([code]:[/code]) "
- "preparado, transformándolo en un camino de propiedades puras sin nombre de "
- "nodo (por defecto para resolver desde el nodo actual).\n"
- "[codeblock]\n"
- "# Esto será analizado como una ruta de nodo a la propiedad \"x\" en el nodo "
- "\"posición\".\n"
- "var node_path = NodePath(\"position:x\")\n"
- "# Esto será analizado como una ruta de nodo al componente \"x\" de la "
- "propiedad \"position\" en el nodo actual\n"
- "var ruta_propiedad = node_path. get_as_property_path()\n"
- "print(ruta_propiedad) # :position:x\n"
- "[/codeblock]"
- #: doc/classes/NodePath.xml
- #, fuzzy
- msgid ""
- "Returns all subnames concatenated with a colon character ([code]:[/code]) as "
- "separator, i.e. the right side of the first colon in a node path.\n"
- "[codeblock]\n"
- "var nodepath = NodePath(\"Path2D/PathFollow2D/Sprite:texture:load_path\")\n"
- "print(nodepath.get_concatenated_subnames()) # texture:load_path\n"
- "[/codeblock]"
- msgstr ""
- "Devuelve todos los subnombres concatenados con un carácter de dos puntos "
- "([code]:[/code]) como separador, es decir, el lado derecho del primer punto "
- "del recorrido de un nodo.\n"
- "[codeblock]\n"
- "var ruta_nodo = NodePath(\"Path2D/PathFollow2D/Sprite2D:texture:"
- "load_path\")\n"
- "print(ruta_nodo.get_concatenated_subnames()) #textura:texture:load_path\n"
- "[/codeblock]"
- #: doc/classes/NodePath.xml
- #, fuzzy
- msgid ""
- "Gets the node name indicated by [code]idx[/code] (0 to [method "
- "get_name_count] - 1).\n"
- "[codeblock]\n"
- "var node_path = NodePath(\"Path2D/PathFollow2D/Sprite\")\n"
- "print(node_path.get_name(0)) # Path2D\n"
- "print(node_path.get_name(1)) # PathFollow2D\n"
- "print(node_path.get_name(2)) # Sprite\n"
- "[/codeblock]"
- msgstr ""
- "Obtiene el nombre del nodo indicado por [code]idx[/code] (0 a [method "
- "get_name_count]).\n"
- "[codeblock]\n"
- "var ruta_nodo = NodePath(\"Path2D/PathFollow2D/Sprite2D\")\n"
- "print(ruta_nodo.get_name(0)) # Path2D\n"
- "print(ruta_nodo.get_name(1)) # PathFollow2D\n"
- "print(ruta_nodo.get_name(2)) # Sprite\n"
- "[/codeblock]"
- #: doc/classes/NodePath.xml
- #, fuzzy
- msgid ""
- "Gets the number of node names which make up the path. Subnames (see [method "
- "get_subname_count]) are not included.\n"
- "For example, [code]\"Path2D/PathFollow2D/Sprite\"[/code] has 3 names."
- msgstr ""
- "Obtiene el número de nombres de los nodos que componen el camino. Los "
- "subnombres (ver [method get_subname_count]) no están incluidos.\n"
- "Por ejemplo, [code]\"Path2D/PathFollow2D/Sprite2D\"[/code] tiene 3 nombres."
- #: doc/classes/NodePath.xml
- #, fuzzy
- msgid ""
- "Gets the resource or property name indicated by [code]idx[/code] (0 to "
- "[method get_subname_count]).\n"
- "[codeblock]\n"
- "var node_path = NodePath(\"Path2D/PathFollow2D/Sprite:texture:load_path\")\n"
- "print(node_path.get_subname(0)) # texture\n"
- "print(node_path.get_subname(1)) # load_path\n"
- "[/codeblock]"
- msgstr ""
- "Obtiene el nombre del recurso o propiedad indicado por [code]idx[/code] (0 a "
- "[method get_subname_count]).\n"
- "[codeblock]\n"
- "var ruta_nodo = NodePath(\"Path2D/PathFollow2D/Sprite2D:textura:"
- "load_path\")\n"
- "print(ruta_nodo.get_subname(0)) # texture\n"
- "print(ruta_nodo.get_subname(1)) # load_path\n"
- "[/codeblock]"
- #: doc/classes/NodePath.xml
- #, fuzzy
- msgid ""
- "Gets the number of resource or property names (\"subnames\") in the path. "
- "Each subname is listed after a colon character ([code]:[/code]) in the node "
- "path.\n"
- "For example, [code]\"Path2D/PathFollow2D/Sprite:texture:load_path\"[/code] "
- "has 2 subnames."
- msgstr ""
- "Obtiene el número de nombres de recursos o propiedades (\"subnombres\") en "
- "el camino. Cada subnombre aparece después de un carácter de dos puntos "
- "([code]:[/code]) en la ruta de nodos.\n"
- "Por ejemplo, [code]\"Path2D/PathFollow2D/Sprite2D:texture:load_path\"[/code] "
- "tiene 2 subnombres."
- #: doc/classes/NodePath.xml
- msgid ""
- "Returns [code]true[/code] if the node path is absolute (as opposed to "
- "relative), which means that it starts with a slash character ([code]/[/"
- "code]). Absolute node paths can be used to access the root node ([code]\"/"
- "root\"[/code]) or autoloads (e.g. [code]\"/global\"[/code] if a \"global\" "
- "autoload was registered)."
- msgstr ""
- "Devuelve [code]true[/code] si la ruta del nodo es absoluta (en "
- "contraposición a la relativa), lo que significa que comienza con un carácter "
- "de barra inclinada ([code]/[/code]). Las rutas de nodo absolutas pueden "
- "utilizarse para acceder al nodo raíz ([code]\"/root\"[/code]) o a las "
- "autocargas (por ejemplo, [code]\"/global\"[/code] si se registró un "
- "autocarga \"global\")."
- #: doc/classes/NodePath.xml
- msgid "Returns [code]true[/code] if the node path is empty."
- msgstr "Devuelve [code]true[/code] si la ruta del nodo está vacía."
- #: modules/opensimplex/doc_classes/NoiseTexture.xml
- msgid "[OpenSimplexNoise] filled texture."
- msgstr "Textura rellenada [OpenSimplexNoise]."
- #: modules/opensimplex/doc_classes/NoiseTexture.xml
- #, fuzzy
- msgid ""
- "Uses an [OpenSimplexNoise] to fill the texture data. You can specify the "
- "texture size but keep in mind that larger textures will take longer to "
- "generate and seamless noise only works with square sized textures.\n"
- "NoiseTexture can also generate normalmap textures.\n"
- "The class uses [Thread]s to generate the texture data internally, so [method "
- "Texture.get_data] may return [code]null[/code] if the generation process has "
- "not completed yet. In that case, you need to wait for the texture to be "
- "generated before accessing the data:\n"
- "[codeblock]\n"
- "var texture = preload(\"res://noise.tres\")\n"
- "yield(texture, \"changed\")\n"
- "var image = texture.get_data()\n"
- "[/codeblock]"
- msgstr ""
- "Utiliza un [OpenSimplexNoise] para rellenar los datos de la textura. Puedes "
- "especificar el tamaño de la textura pero ten en cuenta que las texturas más "
- "grandes tardarán más tiempo en generarse y el ruido sin fisuras sólo "
- "funciona con texturas de tamaño cuadrado.\n"
- "NoiseTexture también puede generar texturas de mapa normal.\n"
- "La clase utiliza [Thread]s para generar los datos de la textura "
- "internamente, por lo que el [method Texture2D.get_data] puede devolver "
- "[code]null[/code] si el proceso de generación no se ha completado todavía. "
- "En ese caso, es necesario esperar a que se genere la textura antes de "
- "acceder a los datos:\n"
- "[codeblock]\n"
- "var textura = preload(\"res://ruido.tres\")\n"
- "yield(textura, \"changed\")\n"
- "var imagen = textura.get_data()\n"
- "[/codeblock]"
- #: modules/opensimplex/doc_classes/NoiseTexture.xml
- msgid ""
- "If [code]true[/code], the resulting texture contains a normal map created "
- "from the original noise interpreted as a bump map."
- msgstr ""
- "Si [code]true[/code], la textura resultante contiene un mapa normal creado a "
- "partir del ruido original interpretado como un bump map."
- #: modules/opensimplex/doc_classes/NoiseTexture.xml
- msgid ""
- "Strength of the bump maps used in this texture. A higher value will make the "
- "bump maps appear larger while a lower value will make them appear softer."
- msgstr ""
- "La fuerza de los bump maps usados en esta textura. Un valor más alto hará "
- "que los bump maps parezcan más grandes mientras que un valor más bajo los "
- "hará parecer más suaves."
- #: modules/opensimplex/doc_classes/NoiseTexture.xml
- msgid "Height of the generated texture."
- msgstr "Altura de la textura generada."
- #: modules/opensimplex/doc_classes/NoiseTexture.xml
- msgid "The [OpenSimplexNoise] instance used to generate the noise."
- msgstr "La instancia [OpenSimplexNoise] utilizada para generar el ruido."
- #: modules/opensimplex/doc_classes/NoiseTexture.xml
- msgid ""
- "An offset used to specify the noise space coordinate of the top left corner "
- "of the generated noise. This value is ignored if [member seamless] is "
- "enabled."
- msgstr ""
- #: modules/opensimplex/doc_classes/NoiseTexture.xml
- msgid ""
- "Whether the texture can be tiled without visible seams or not. Seamless "
- "textures take longer to generate.\n"
- "[b]Note:[/b] Seamless noise has a lower contrast compared to non-seamless "
- "noise. This is due to the way noise uses higher dimensions for generating "
- "seamless noise."
- msgstr ""
- #: modules/opensimplex/doc_classes/NoiseTexture.xml
- msgid "Width of the generated texture."
- msgstr "El ancho de la textura generada."
- #: doc/classes/Object.xml
- #, fuzzy
- msgid "Base class for all non-built-in types."
- msgstr "Clase base para todos los tipos no integrados."
- #: doc/classes/Object.xml
- #, fuzzy
- msgid ""
- "Every class which is not a built-in type inherits from this class.\n"
- "You can construct Objects from scripting languages, using [code]Object.new()"
- "[/code] in GDScript, [code]new Object[/code] in C#, or the \"Construct "
- "Object\" node in VisualScript.\n"
- "Objects do not manage memory. If a class inherits from Object, you will have "
- "to delete instances of it manually. To do so, call the [method free] method "
- "from your script or delete the instance from C++.\n"
- "Some classes that extend Object add memory management. This is the case of "
- "[Reference], which counts references and deletes itself automatically when "
- "no longer referenced. [Node], another fundamental type, deletes all its "
- "children when freed from memory.\n"
- "Objects export properties, which are mainly useful for storage and editing, "
- "but not really so much in programming. Properties are exported in [method "
- "_get_property_list] and handled in [method _get] and [method _set]. However, "
- "scripting languages and C++ have simpler means to export them.\n"
- "Property membership can be tested directly in GDScript using [code]in[/"
- "code]:\n"
- "[codeblock]\n"
- "var n = Node2D.new()\n"
- "print(\"position\" in n) # Prints \"True\".\n"
- "print(\"other_property\" in n) # Prints \"False\".\n"
- "[/codeblock]\n"
- "The [code]in[/code] operator will evaluate to [code]true[/code] as long as "
- "the key exists, even if the value is [code]null[/code].\n"
- "Objects also receive notifications. Notifications are a simple way to notify "
- "the object about different events, so they can all be handled together. See "
- "[method _notification].\n"
- "[b]Note:[/b] Unlike references to a [Reference], references to an Object "
- "stored in a variable can become invalid without warning. Therefore, it's "
- "recommended to use [Reference] for data classes instead of [Object].\n"
- "[b]Note:[/b] Due to a bug, you can't create a \"plain\" Object using "
- "[code]Object.new()[/code]. Instead, use [code]ClassDB.instance(\"Object\")[/"
- "code]. This bug only applies to Object itself, not any of its descendents "
- "like [Reference]."
- msgstr ""
- "Toda clase que no es un tipo incorporado hereda de esta clase.\n"
- "Puedes construir Objetos desde lenguajes de scripting, usando [code]Object."
- "new()[/code] en GDScript, [code]new Object[/code] en C#, o el nodo "
- "\"Construct Object\" en VisualScript.\n"
- "Los objetos no administran la memoria. Si una clase hereda de Object, "
- "tendrás que eliminar manualmente las instancias de la misma. Para ello, "
- "llama al método [method free] desde tu script o elimina la instancia desde C+"
- "+.\n"
- "Algunas clases que extienden a Object añaden gestión de memoria. Este es el "
- "caso de [Reference], que cuenta las referencias y se borra a sí misma "
- "automáticamente cuando deja de estar referenciada. [Node], otro tipo "
- "fundamental, borra todos sus hijos cuando se libera de la memoria.\n"
- "Los objetos exportan propiedades, que son principalmente útiles para el "
- "almacenamiento y la edición, pero no tanto en la programación. Las "
- "propiedades se exportan en [method _get_property_list] y se manejan en "
- "[method _get] y [method _set]. Sin embargo, los lenguajes de scripting y C++ "
- "tienen medios más sencillos para exportarlas.\n"
- "La pertenencia de las propiedades puede ser probada directamente en GDScript "
- "usando [code]en[/code]:\n"
- "[codeblock]\n"
- "var n = Node2D.new()\n"
- "print(\"position\" in n) # Imprime \"True\".\n"
- "print(\"other_property\" en n) # Imprime \"Falso\".\n"
- "[/codeblock]\n"
- "El operador [code]in[/code] evaluará a [code]true[/code] siempre que la "
- "clave exista, incluso si el valor es [code]null[/code].\n"
- "Los objetos también reciben notificaciones. Las notificaciones son una forma "
- "sencilla de notificar al objeto sobre diferentes eventos, de modo que todos "
- "ellos pueden ser manejados juntos. Véase [method _notification].\n"
- "[b]Nota:[/b] A diferencia de las referencias a una [Reference], las "
- "referencias a un objeto almacenado en una variable pueden perder su validez "
- "sin previo aviso. Por lo tanto, se recomienda utilizar [Reference] para las "
- "clases de datos en lugar de [Object]."
- #: doc/classes/Object.xml doc/classes/Reference.xml doc/classes/Resource.xml
- msgid "When and how to avoid using nodes for everything"
- msgstr ""
- #: doc/classes/Object.xml
- msgid "Advanced exports using _get_property_list()"
- msgstr ""
- #: doc/classes/Object.xml
- msgid ""
- "Virtual method which can be overridden to customize the return value of "
- "[method get].\n"
- "Returns the given property. Returns [code]null[/code] if the [code]property[/"
- "code] does not exist."
- msgstr ""
- "Método virtual que puede ser anulado para personalizar el valor de retorno "
- "de [method get].\n"
- "Devuelve la propiedad dada. Devuelve [code]null[/code] si la [code]property[/"
- "code] no existe."
- #: doc/classes/Object.xml
- msgid ""
- "Virtual method which can be overridden to customize the return value of "
- "[method get_property_list].\n"
- "Returns the object's property list as an [Array] of dictionaries.\n"
- "Each property's [Dictionary] must contain at least [code]name: String[/code] "
- "and [code]type: int[/code] (see [enum Variant.Type]) entries. Optionally, it "
- "can also include [code]hint: int[/code] (see [enum PropertyHint]), "
- "[code]hint_string: String[/code], and [code]usage: int[/code] (see [enum "
- "PropertyUsageFlags])."
- msgstr ""
- "Método virtual que puede ser anulado para personalizar el valor de retorno "
- "de [method get_property_list].\n"
- "Devuelve la lista de propiedades del objeto como un [Array] de "
- "diccionarios.\n"
- "El [Dictionary] de cada propiedad debe contener al menos entradas de "
- "[code]name: String[/code] y [code]type: int[/code] (ver [enum Variant."
- "Type]). Opcionalmente, también puede incluir [code]hint: int[/code] (ver "
- "[enum PropertyHint]), [code]hint_string: String[/code], y [code]usage: int[/"
- "code] (ver [enum PropertyUsageFlags])."
- #: doc/classes/Object.xml
- msgid ""
- "Called when the object is initialized in memory. Can be defined to take in "
- "parameters, that are passed in when constructing.\n"
- "[b]Note:[/b] If [method _init] is defined with required parameters, then "
- "explicit construction is the only valid means of creating an Object of the "
- "class. If any other means (such as [method PackedScene.instance]) is used, "
- "then initialization will fail."
- msgstr ""
- #: doc/classes/Object.xml
- msgid ""
- "Called whenever the object receives a notification, which is identified in "
- "[code]what[/code] by a constant. The base [Object] has two constants "
- "[constant NOTIFICATION_POSTINITIALIZE] and [constant "
- "NOTIFICATION_PREDELETE], but subclasses such as [Node] define a lot more "
- "notifications which are also received by this method."
- msgstr ""
- "Llamado cada vez que el objeto recibe una notificación, que se identifica en "
- "[code]what[/code] por una constante. La base [Object] tiene dos constantes "
- "[constant NOTIFICATION_POSTINITIALIZE] y [constant NOTIFICATION_PREDELETE], "
- "pero subclases como [Node] definen muchas más notificaciones que también se "
- "reciben por este método."
- #: doc/classes/Object.xml
- msgid ""
- "Virtual method which can be overridden to customize the return value of "
- "[method set].\n"
- "Sets a property. Returns [code]true[/code] if the [code]property[/code] "
- "exists."
- msgstr ""
- "Método virtual que puede ser anulado para personalizar el valor de retorno "
- "de [method set].\n"
- "Establece una propiedad. Devuelve [code]true[/code] si existe la "
- "[code]property[/code]."
- #: doc/classes/Object.xml
- msgid ""
- "Virtual method which can be overridden to customize the return value of "
- "[method to_string], and thus the object's representation where it is "
- "converted to a string, e.g. with [code]print(obj)[/code].\n"
- "Returns a [String] representing the object. If not overridden, defaults to "
- "[code]\"[ClassName:RID]\"[/code]."
- msgstr ""
- "Método virtual que puede ser anulado para personalizar el valor de retorno "
- "de [method to_string], y por lo tanto la representación del objeto donde se "
- "convierte en una cadena, por ejemplo con [code]print(obj)[/code].\n"
- "Devuelve una [String] que representa el objeto. Si no se anula, por defecto "
- "es [code]\"[ClassName:RID]\"[/code]."
- #: doc/classes/Object.xml
- msgid ""
- "Adds a user-defined [code]signal[/code]. Arguments are optional, but can be "
- "added as an [Array] of dictionaries, each containing [code]name: String[/"
- "code] and [code]type: int[/code] (see [enum Variant.Type]) entries."
- msgstr ""
- "Añade una [code]signal[/code] definida por el usuario. Los argumentos son "
- "opcionales, pero pueden añadirse como una [Array] de diccionarios, cada uno "
- "de los cuales contiene entradas de [code]name: String[/code] y [code]type: "
- "int[/code] (véase [enum Variant.Type])."
- #: doc/classes/Object.xml
- msgid ""
- "Calls the [code]method[/code] on the object and returns the result. This "
- "method supports a variable number of arguments, so parameters are passed as "
- "a comma separated list. Example:\n"
- "[codeblock]\n"
- "call(\"set\", \"position\", Vector2(42.0, 0.0))\n"
- "[/codeblock]\n"
- "[b]Note:[/b] In C#, the method name must be specified as snake_case if it is "
- "defined by a built-in Godot node. This doesn't apply to user-defined methods "
- "where you should use the same convention as in the C# source (typically "
- "PascalCase)."
- msgstr ""
- "Llama al [code]method[/code] en el objeto y devuelve el resultado. Este "
- "método soporta un número variable de argumentos, por lo que los parámetros "
- "se pasan como una lista separada por comas. Ejemplo:\n"
- "[codeblock]\n"
- "call(\"set\", \"position\", Vector2(42.0, 0.0))\n"
- "[/codeblock]\n"
- "[b]Nota:[/b] En C#, el nombre del método debe especificarse como snake_case "
- "si está definido por un nodo Godot incorporado. Esto no se aplica a los "
- "métodos definidos por el usuario, en los que se debe utilizar la misma "
- "convención que en el código fuente de C# (típicamente PascalCase)."
- #: doc/classes/Object.xml
- msgid ""
- "Calls the [code]method[/code] on the object during idle time. This method "
- "supports a variable number of arguments, so parameters are passed as a comma "
- "separated list. Example:\n"
- "[codeblock]\n"
- "call_deferred(\"set\", \"position\", Vector2(42.0, 0.0))\n"
- "[/codeblock]\n"
- "[b]Note:[/b] In C#, the method name must be specified as snake_case if it is "
- "defined by a built-in Godot node. This doesn't apply to user-defined methods "
- "where you should use the same convention as in the C# source (typically "
- "PascalCase)."
- msgstr ""
- "Llama al [code]method[/code] en el objeto durante el tiempo de inactividad. "
- "Este método soporta un número variable de argumentos, por lo que los "
- "parámetros se pasan como una lista separada por comas. Ejemplo:\n"
- "[codeblock]\n"
- "call_deferred(\"set\", \"position\", Vector2(42.0, 0.0))\n"
- "[/codeblock]\n"
- "[b]Nota:[/b] En C#, el nombre del método debe especificarse como snake_case "
- "si está definido por un nodo Godot incorporado. Esto no se aplica a los "
- "métodos definidos por el usuario, en los que se debe utilizar la misma "
- "convención que en el código fuente de C# (típicamente PascalCase)."
- #: doc/classes/Object.xml
- msgid ""
- "Calls the [code]method[/code] on the object and returns the result. "
- "Contrarily to [method call], this method does not support a variable number "
- "of arguments but expects all parameters to be via a single [Array].\n"
- "[codeblock]\n"
- "callv(\"set\", [ \"position\", Vector2(42.0, 0.0) ])\n"
- "[/codeblock]"
- msgstr ""
- "Llama al [code]method[/code] en el objeto y devuelve el resultado. A "
- "diferencia de [method call], este método no soporta un número variable de "
- "argumentos, sino que espera que todos los parámetros sean a través de un "
- "único [Array].\n"
- "[codeblock]\n"
- "callv(\"set\", [ \"position\", Vector2(42.0, 0.0) ])\n"
- "[/codeblock]"
- #: doc/classes/Object.xml
- msgid ""
- "Returns [code]true[/code] if the object can translate strings. See [method "
- "set_message_translation] and [method tr]."
- msgstr ""
- "Devuelve [code]true[/code] si el objeto puede traducir cadenas. Ver [method "
- "set_message_translation] y [method tr]."
- #: doc/classes/Object.xml
- #, fuzzy
- msgid ""
- "Connects a [code]signal[/code] to a [code]method[/code] on a [code]target[/"
- "code] object. Pass optional [code]binds[/code] to the call as an [Array] of "
- "parameters. These parameters will be passed to the method after any "
- "parameter used in the call to [method emit_signal]. Use [code]flags[/code] "
- "to set deferred or one-shot connections. See [enum ConnectFlags] constants.\n"
- "A [code]signal[/code] can only be connected once to a [code]method[/code]. "
- "It will print an error if already connected, unless the signal was connected "
- "with [constant CONNECT_REFERENCE_COUNTED]. To avoid this, first, use [method "
- "is_connected] to check for existing connections.\n"
- "If the [code]target[/code] is destroyed in the game's lifecycle, the "
- "connection will be lost.\n"
- "Examples:\n"
- "[codeblock]\n"
- "connect(\"pressed\", self, \"_on_Button_pressed\") # BaseButton signal\n"
- "connect(\"text_entered\", self, \"_on_LineEdit_text_entered\") # LineEdit "
- "signal\n"
- "connect(\"hit\", self, \"_on_Player_hit\", [ weapon_type, damage ]) # User-"
- "defined signal\n"
- "[/codeblock]\n"
- "An example of the relationship between [code]binds[/code] passed to [method "
- "connect] and parameters used when calling [method emit_signal]:\n"
- "[codeblock]\n"
- "connect(\"hit\", self, \"_on_Player_hit\", [ weapon_type, damage ]) # "
- "weapon_type and damage are passed last\n"
- "emit_signal(\"hit\", \"Dark lord\", 5) # \"Dark lord\" and 5 are passed "
- "first\n"
- "func _on_Player_hit(hit_by, level, weapon_type, damage):\n"
- " print(\"Hit by %s (lvl %d) with weapon %s for %d damage\" % [hit_by, "
- "level, weapon_type, damage])\n"
- "[/codeblock]"
- msgstr ""
- "[b]ARREGLAME:[/b] La sintaxis cambió con la adición de [Callable], esto "
- "debería ser actualizado.\n"
- "Conecta una [code]signal[/code] a un [code]method[/code] en un objeto "
- "[code]target[/code]. Pasa la señal opcional [code]binds[/code] a la llamada "
- "como un [Array] de parámetros. Estos parámetros se pasarán al método después "
- "de cualquier parámetro utilizado en la llamada a [method emit_signal]. "
- "Utilice [code]flags[/code] para establecer conexiones diferidas o de un solo "
- "disparo. Ver las constantes de [enum ConnectFlags].\n"
- "Una señal [code]signal[/code] sólo puede ser conectada una vez a un "
- "[code]method[/code]. Lanzará un error si ya está conectada, a menos que la "
- "señal se haya conectado con la [constant CONNECT_REFERENCE_COUNTED]. Para "
- "evitar esto, primero, usa [method is_connected] para comprobar las "
- "conexiones existentes.\n"
- "Si el [code]target[/code] se destruye en el ciclo de vida del juego, la "
- "conexión se perderá.\n"
- "Ejemplos:\n"
- "[codeblock]\n"
- "connect(\"pulsado\", self, \"_on_Button_pressed\") # Señal BaseButton \n"
- "connect(\"ha_entrado_en_texto\", self, \"_on_LineEdit_text_entered\") # "
- "Señal LineEdit \n"
- "connect(\"golpe\", self, \"_on_Player_hit\", [ tipo_arma, daño ]) # Señal "
- "User-defined \n"
- "[/codeblock]\n"
- "Un ejemplo de la relación entre [code]binds[/code] pasado a [method connect] "
- "y los parámetros utilizados al llamar a [method emit_signal]:\n"
- "[codeblock]\n"
- "connect(\"golpe\", self, \"_on_Player_hit\", [ tipo_arma, daño ]) # tipo de "
- "arma y daño son pasados en último lugar\n"
- "emit_signal(\"golpe\", \"Señor de la Oscuridad\", 5) # \"Señor de la "
- "Oscuridad\" y 5 son pasados en primer lugar\n"
- "func _on_Player_hit(golpeado_por, nivel, tipo_arma, daño):\n"
- " print(\"Golpeado por %s (lvl %d) con arma %s con daño %d\" % "
- "[golpeado_por, nivel, tipo_arma, daño]);\n"
- "[/codeblock]"
- #: doc/classes/Object.xml
- #, fuzzy
- msgid ""
- "Disconnects a [code]signal[/code] from a [code]method[/code] on the given "
- "[code]target[/code].\n"
- "If you try to disconnect a connection that does not exist, the method will "
- "print an error. Use [method is_connected] to ensure that the connection "
- "exists."
- msgstr ""
- "[b]ARREGLAME[/b] La sintaxis cambió con el añadido de [Callable], esto "
- "debería ser actualizado.\n"
- "Desconecta una [code]signal[/code] de un [code]method[/code] en el "
- "[code]target[/code] dado.\n"
- "Si intentas desconectar una conexión que no existe, el método arrojará un "
- "error. Utiliza [method is_connected] para asegurarte de que la conexión "
- "existe."
- #: doc/classes/Object.xml
- msgid ""
- "Emits the given [code]signal[/code]. The signal must exist, so it should be "
- "a built-in signal of this class or one of its parent classes, or a user-"
- "defined signal. This method supports a variable number of arguments, so "
- "parameters are passed as a comma separated list. Example:\n"
- "[codeblock]\n"
- "emit_signal(\"hit\", weapon_type, damage)\n"
- "emit_signal(\"game_over\")\n"
- "[/codeblock]"
- msgstr ""
- "Emite la [code]signal[/code]. La señal debe existir, por lo que debe ser una "
- "señal incorporada de esta clase o de una de sus clases superiores, o una "
- "señal definida por el usuario. Este método admite un número variable de "
- "argumentos, por lo que los parámetros se pasan como una lista separada por "
- "comas. Ejemplo:\n"
- "[codeblock]\n"
- "emit_signal(\"golpe\", tipo_arma, daño)\n"
- "emit_signal(\"Juego_Terminado\")\n"
- "[/codeblock]"
- #: doc/classes/Object.xml
- msgid ""
- "Deletes the object from memory immediately. For [Node]s, you may want to use "
- "[method Node.queue_free] to queue the node for safe deletion at the end of "
- "the current frame.\n"
- "[b]Important:[/b] If you have a variable pointing to an object, it will "
- "[i]not[/i] be assigned to [code]null[/code] once the object is freed. "
- "Instead, it will point to a [i]previously freed instance[/i] and you should "
- "validate it with [method @GDScript.is_instance_valid] before attempting to "
- "call its methods or access its properties."
- msgstr ""
- #: doc/classes/Object.xml
- msgid ""
- "Returns the [Variant] value of the given [code]property[/code]. If the "
- "[code]property[/code] doesn't exist, this will return [code]null[/code].\n"
- "[b]Note:[/b] In C#, the property name must be specified as snake_case if it "
- "is defined by a built-in Godot node. This doesn't apply to user-defined "
- "properties where you should use the same convention as in the C# source "
- "(typically PascalCase)."
- msgstr ""
- "Devuelve el valor de la [Variant] de la [code]property[/code]. Si la "
- "[code]property[/code] no existe, esto devolverá [code]null[/code].\n"
- "[b]Nota:[/b] En C#, el nombre de la propiedad debe especificarse como "
- "snake_case si está definida por un nodo Godot incorporado. Esto no se aplica "
- "a las propiedades definidas por el usuario, en las que se debe utilizar la "
- "misma convención que en el código fuente de C# (típicamente PascalCase)."
- #: doc/classes/Object.xml
- msgid ""
- "Returns the object's class as a [String]. See also [method is_class].\n"
- "[b]Note:[/b] [method get_class] does not take [code]class_name[/code] "
- "declarations into account. If the object has a [code]class_name[/code] "
- "defined, the base class name will be returned instead."
- msgstr ""
- #: doc/classes/Object.xml
- msgid ""
- "Returns an [Array] of dictionaries with information about signals that are "
- "connected to the object.\n"
- "Each [Dictionary] contains three String entries:\n"
- "- [code]source[/code] is a reference to the signal emitter.\n"
- "- [code]signal_name[/code] is the name of the connected signal.\n"
- "- [code]method_name[/code] is the name of the method to which the signal is "
- "connected."
- msgstr ""
- "Devuelve un [Array] de diccionarios con información sobre las señales que "
- "están conectadas al objeto.\n"
- "Cada [Dictionary] contiene tres entradas String:\n"
- "- [code]source[/code] es una referencia al emisor de la señal.\n"
- "- [code]signal_name[/code] es el nombre de la señal conectada.\n"
- "- [code]method_name[/code] es el nombre del método al que está conectada la "
- "señal."
- #: doc/classes/Object.xml
- #, fuzzy
- msgid ""
- "Gets the object's property indexed by the given [NodePath]. The node path "
- "should be relative to the current object and can use the colon character "
- "([code]:[/code]) to access nested properties. Examples: [code]\"position:"
- "x\"[/code] or [code]\"material:next_pass:blend_mode\"[/code].\n"
- "[b]Note:[/b] Even though the method takes [NodePath] argument, it doesn't "
- "support actual paths to [Node]s in the scene tree, only colon-separated sub-"
- "property paths. For the purpose of nodes, use [method Node."
- "get_node_and_resource] instead."
- msgstr ""
- "Obtiene la propiedad del objeto indexada por la [NodePath] dada. La ruta del "
- "nodo debe ser relativa al objeto actual y puede utilizar el carácter de dos "
- "puntos ([code]:[/code]) para acceder a las propiedades anidadas. Ejemplos: "
- "[code]\"posición:x\"[/code] o [code]\"material:next_pass:blend_mode\"[/code]."
- #: doc/classes/Object.xml
- msgid ""
- "Returns the object's unique instance ID.\n"
- "This ID can be saved in [EncodedObjectAsID], and can be used to retrieve the "
- "object instance with [method @GDScript.instance_from_id]."
- msgstr ""
- "Devuelve la identificación de instancia única del objeto.\n"
- "Este ID puede guardarse en [EncodedObjectAsID], y puede utilizarse para "
- "recuperar la instancia del objeto con [method @GDScript.instance_from_id]."
- #: doc/classes/Object.xml
- #, fuzzy
- msgid ""
- "Returns the object's metadata entry for the given [code]name[/code].\n"
- "Throws error if the entry does not exist, unless [code]default[/code] is not "
- "[code]null[/code] (in which case the default value will be returned)."
- msgstr ""
- "Devuelve el índice del artículo en la [code]position[/code] dada.\n"
- "Cuando no hay ningún elemento en ese punto, se devolverá -1 si [code]exact[/"
- "code] es [code]true[/code], y de lo contrario se devolverá el índice de "
- "elemento más cercano."
- #: doc/classes/Object.xml
- #, fuzzy
- msgid "Returns the object's metadata as a [PoolStringArray]."
- msgstr "Devuelve los metadatos del objeto como un [PackedStringArray]."
- #: doc/classes/Object.xml
- msgid "Returns the object's methods and their signatures as an [Array]."
- msgstr "Devuelve los métodos del objeto y sus firmas como un [Array]."
- #: doc/classes/Object.xml
- msgid ""
- "Returns the object's property list as an [Array] of dictionaries.\n"
- "Each property's [Dictionary] contain at least [code]name: String[/code] and "
- "[code]type: int[/code] (see [enum Variant.Type]) entries. Optionally, it can "
- "also include [code]hint: int[/code] (see [enum PropertyHint]), "
- "[code]hint_string: String[/code], and [code]usage: int[/code] (see [enum "
- "PropertyUsageFlags])."
- msgstr ""
- "Devuelve la lista de propiedades del objeto como una [Array] de "
- "diccionarios.\n"
- "El [Dictionary] de cada propiedad contiene al menos entradas de [code]name: "
- "String[/code] y [code]type: int[/code] (véase [enum Variant.Type]). "
- "Opcionalmente, también puede incluir [code]hint: int[/code] (ver [enum "
- "PropertyHint]), [code]hint_string: String[/code], y [code]usage: int[/code] "
- "(ver [enum PropertyUsageFlags])."
- #: doc/classes/Object.xml
- msgid ""
- "Returns the object's [Script] instance, or [code]null[/code] if none is "
- "assigned."
- msgstr ""
- "Devuelve la instancia de [Script] del objeto, o [code]null[/code] si no hay "
- "ninguna asignada."
- #: doc/classes/Object.xml
- msgid "Returns an [Array] of connections for the given [code]signal[/code]."
- msgstr "Devuelve un [Array] de conexiones para la [code]signal[/code] dada."
- #: doc/classes/Object.xml
- msgid "Returns the list of signals as an [Array] of dictionaries."
- msgstr "Devuelve la lista de señales como un [Array] de diccionarios."
- #: doc/classes/Object.xml
- msgid ""
- "Returns [code]true[/code] if a metadata entry is found with the given "
- "[code]name[/code]."
- msgstr ""
- "Devuelve [code]true[/code] si se encuentra una entrada de metadatos con el "
- "[code]name[/code] dado."
- #: doc/classes/Object.xml
- msgid ""
- "Returns [code]true[/code] if the object contains the given [code]method[/"
- "code]."
- msgstr ""
- "Devuelve [code]true[/code] si el objeto contiene el [code]method[/code] dado."
- #: doc/classes/Object.xml
- msgid "Returns [code]true[/code] if the given [code]signal[/code] exists."
- msgstr "Devuelve [code]true[/code] si existe la [code]signal[/code] dada."
- #: doc/classes/Object.xml
- msgid ""
- "Returns [code]true[/code] if the given user-defined [code]signal[/code] "
- "exists. Only signals added using [method add_user_signal] are taken into "
- "account."
- msgstr ""
- "Devuelve [code]true[/code] si existe la [code]signal[/code] definida por el "
- "usuario. Sólo se tienen en cuenta las señales añadidas mediante [method "
- "add_user_signal]."
- #: doc/classes/Object.xml
- msgid "Returns [code]true[/code] if signal emission blocking is enabled."
- msgstr ""
- "Devuelve [code]true[/code] si el bloqueo de la emisión de la señal está "
- "activado."
- #: doc/classes/Object.xml
- msgid ""
- "Returns [code]true[/code] if the object inherits from the given [code]class[/"
- "code]. See also [method get_class].\n"
- "[b]Note:[/b] [method is_class] does not take [code]class_name[/code] "
- "declarations into account. If the object has a [code]class_name[/code] "
- "defined, [method is_class] will return [code]false[/code] for that name."
- msgstr ""
- #: doc/classes/Object.xml
- #, fuzzy
- msgid ""
- "Returns [code]true[/code] if a connection exists for a given [code]signal[/"
- "code], [code]target[/code], and [code]method[/code]."
- msgstr ""
- "[b]ARREGLAME:[/b] La sintaxis cambió con la adición de [Callable], esto "
- "debería ser actualizado.\n"
- "Devuelve [code]true[/code] si existe una conexión para una determinada "
- "[code]signal[/code], [code]target[/code], y [code]method[/code]."
- #: doc/classes/Object.xml
- msgid ""
- "Returns [code]true[/code] if the [method Node.queue_free] method was called "
- "for the object."
- msgstr ""
- "Devuelve [code]true[/code] si el método [method Node.queue_free] fue llamado "
- "para el objeto."
- #: doc/classes/Object.xml
- msgid ""
- "Send a given notification to the object, which will also trigger a call to "
- "the [method _notification] method of all classes that the object inherits "
- "from.\n"
- "If [code]reversed[/code] is [code]true[/code], [method _notification] is "
- "called first on the object's own class, and then up to its successive parent "
- "classes. If [code]reversed[/code] is [code]false[/code], [method "
- "_notification] is called first on the highest ancestor ([Object] itself), "
- "and then down to its successive inheriting classes."
- msgstr ""
- "Envíe una notificación determinada al objeto, que también activará una "
- "llamada al método [method _notification] de todas las clases de las que "
- "hereda el objeto.\n"
- "Si [code]reversed[/code] es [code]true[/code], [method _notification] es "
- "llamado primero a la clase propia del objeto, y luego hasta sus sucesivas "
- "clases parentales. Si [code]reversed[/code] es [code]false[/code], [method "
- "_notification] es llamado primero en el ancestro más alto ([Object] itself), "
- "y luego hasta sus sucesivas clases hereditarias."
- #: doc/classes/Object.xml
- msgid ""
- "Notify the editor that the property list has changed, so that editor plugins "
- "can take the new values into account. Does nothing on export builds."
- msgstr ""
- "Notifica al editor que la lista de propiedades ha cambiado, para que los "
- "plugins del editor puedan tener en cuenta los nuevos valores. No hace nada "
- "en las construcciones de exportación."
- #: doc/classes/Object.xml
- #, fuzzy
- msgid ""
- "Removes a given entry from the object's metadata. See also [method set_meta]."
- msgstr "Elimina una entrada determinada de los metadatos del objeto."
- #: doc/classes/Object.xml
- #, fuzzy
- msgid ""
- "Assigns a new value to the given property. If the [code]property[/code] does "
- "not exist or the given value's type doesn't match, nothing will happen.\n"
- "[b]Note:[/b] In C#, the property name must be specified as snake_case if it "
- "is defined by a built-in Godot node. This doesn't apply to user-defined "
- "properties where you should use the same convention as in the C# source "
- "(typically PascalCase)."
- msgstr ""
- "Asigna un nuevo valor a la propiedad dada. Si la [code]property[/code] no "
- "existe, no pasará nada.\n"
- "[b]Nota:[/b] En C#, el nombre de la propiedad debe especificarse como "
- "snake_case si está definida por un nodo Godot incorporado. Esto no se aplica "
- "a las propiedades definidas por el usuario, donde se debe usar la misma "
- "convención que en el código fuente de C# (típicamente PascalCase)."
- #: doc/classes/Object.xml
- msgid "If set to [code]true[/code], signal emission is blocked."
- msgstr "Si se ajusta a [code]true[/code], la emisión de la señal se bloquea."
- #: doc/classes/Object.xml
- msgid ""
- "Assigns a new value to the given property, after the current frame's physics "
- "step. This is equivalent to calling [method set] via [method call_deferred], "
- "i.e. [code]call_deferred(\"set\", property, value)[/code].\n"
- "[b]Note:[/b] In C#, the property name must be specified as snake_case if it "
- "is defined by a built-in Godot node. This doesn't apply to user-defined "
- "properties where you should use the same convention as in the C# source "
- "(typically PascalCase)."
- msgstr ""
- "Asigna un nuevo valor a la propiedad dada, después del paso de la física del "
- "marco actual. Esto equivale a llamar a [method set] mediante [method "
- "call_deferred], es decir, [code]call_deferred(\"set\", property, value)[/"
- "code].\n"
- "[b]Nota:[/b] En C#, el nombre de la propiedad debe especificarse como "
- "snake_case si está definido por un nodo Godot incorporado. Esto no se aplica "
- "a las propiedades definidas por el usuario, en las que se debe utilizar la "
- "misma convención que en el código fuente de C# (típicamente PascalCase)."
- #: doc/classes/Object.xml
- msgid ""
- "Assigns a new value to the property identified by the [NodePath]. The node "
- "path should be relative to the current object and can use the colon "
- "character ([code]:[/code]) to access nested properties. Example:\n"
- "[codeblock]\n"
- "set_indexed(\"position\", Vector2(42, 0))\n"
- "set_indexed(\"position:y\", -10)\n"
- "print(position) # (42, -10)\n"
- "[/codeblock]"
- msgstr ""
- "Asigna un nuevo valor a la propiedad identificada por el [NodePath]. La ruta "
- "del nodo debe ser relativa al objeto actual y puede utilizar el carácter de "
- "dos puntos ([code]:[/code]) para acceder a las propiedades anidadas. \n"
- "[codeblock]\n"
- "set_indexed(\"position\", Vector2(42, 0))\n"
- "set_indexed(\"position:y\", -10)\n"
- "print(position) # (42, -10)\n"
- "[/codeblock]"
- #: doc/classes/Object.xml
- msgid ""
- "Defines whether the object can translate strings (with calls to [method "
- "tr]). Enabled by default."
- msgstr ""
- "Define si el objeto puede traducir strings (con llamadas a [method tr]). "
- "Habilitado por defecto."
- #: doc/classes/Object.xml
- msgid ""
- "Adds, changes or removes a given entry in the object's metadata. Metadata "
- "are serialized and can take any [Variant] value.\n"
- "To remove a given entry from the object's metadata, use [method "
- "remove_meta]. Metadata is also removed if its value is set to [code]null[/"
- "code]. This means you can also use [code]set_meta(\"name\", null)[/code] to "
- "remove metadata for [code]\"name\"[/code]."
- msgstr ""
- #: doc/classes/Object.xml
- msgid ""
- "Assigns a script to the object. Each object can have a single script "
- "assigned to it, which are used to extend its functionality.\n"
- "If the object already had a script, the previous script instance will be "
- "freed and its variables and state will be lost. The new script's [method "
- "_init] method will be called."
- msgstr ""
- "Asigna un script al objeto. Cada objeto puede tener asignado un único "
- "script, que se utiliza para ampliar su funcionalidad.\n"
- "Si el objeto ya tenía un script, la instancia anterior del script se "
- "liberará y sus variables y estado se perderán. Se llamará al método [method "
- "_init] del nuevo script."
- #: doc/classes/Object.xml
- msgid ""
- "Returns a [String] representing the object. If not overridden, defaults to "
- "[code]\"[ClassName:RID]\"[/code].\n"
- "Override the method [method _to_string] to customize the [String] "
- "representation."
- msgstr ""
- "Devuelve una [String] que representa el objeto. Si no está anulado, por "
- "defecto es [code]\"[ClassName:RID]\"[/code].\n"
- "Anula el método [method _to_string] para personalizar la representación de "
- "[String]."
- #: doc/classes/Object.xml
- msgid ""
- "Translates a message using translation catalogs configured in the Project "
- "Settings.\n"
- "Only works if message translation is enabled (which it is by default), "
- "otherwise it returns the [code]message[/code] unchanged. See [method "
- "set_message_translation]."
- msgstr ""
- "Traduce un mensaje usando los catálogos de traducción configurados en la "
- "Configuración del proyecto.\n"
- "Sólo funciona si la traducción del mensaje está activada (lo cual esta por "
- "defecto), de lo contrario devuelve el [code]message[/code] sin cambios. Ver "
- "[method set_message_translation]."
- #: doc/classes/Object.xml
- msgid "Emitted whenever the object's script is changed."
- msgstr "Emitido cada vez que se cambia el script del objeto."
- #: doc/classes/Object.xml
- msgid "Called right when the object is initialized. Not available in script."
- msgstr ""
- "Se llama así cuando el objeto se inicializa. No está disponible en el script."
- #: doc/classes/Object.xml
- msgid "Called before the object is about to be deleted."
- msgstr "Llamado antes de que el objeto esté a punto de ser eliminado."
- #: doc/classes/Object.xml
- msgid ""
- "Connects a signal in deferred mode. This way, signal emissions are stored in "
- "a queue, then set on idle time."
- msgstr ""
- "Conecta una señal en modo diferido. De esta manera, las emisiones de la "
- "señal se almacenan en una cola, y luego se ajustan al tiempo de inactividad."
- #: doc/classes/Object.xml
- msgid "Persisting connections are saved when the object is serialized to file."
- msgstr ""
- "Las conexiones persistentes se guardan cuando el objeto se serializa en un "
- "archivo."
- #: doc/classes/Object.xml
- msgid "One-shot connections disconnect themselves after emission."
- msgstr "Las conexiones de one-shot se desconectan después de la emisión."
- #: doc/classes/Object.xml
- msgid ""
- "Connect a signal as reference-counted. This means that a given signal can be "
- "connected several times to the same target, and will only be fully "
- "disconnected once no references are left."
- msgstr ""
- "Conecta una señal como contador de referencias. Esto significa que una señal "
- "dada puede conectarse varias veces al mismo objetivo, y sólo se desconectará "
- "completamente cuando no queden referencias en el contador."
- #: doc/classes/Occluder.xml
- msgid "Allows [OccluderShape]s to be used for occlusion culling."
- msgstr ""
- #: doc/classes/Occluder.xml
- msgid ""
- "[Occluder]s that are placed within your scene will automatically cull "
- "objects that are hidden from view by the occluder. This can increase "
- "performance by decreasing the amount of objects drawn.\n"
- "[Occluder]s are totally dynamic, you can move them as you wish. This means "
- "you can for example, place occluders on a moving spaceship, and have it "
- "occlude objects as it flies past.\n"
- "You can place a large number of [Occluder]s within a scene. As it would be "
- "counterproductive to cull against hundreds of occluders, the system will "
- "automatically choose a selection of these for active use during any given "
- "frame, based a screen space metric. Larger occluders are favored, as well as "
- "those close to the camera. Note that a small occluder close to the camera "
- "may be a better occluder in terms of screen space than a large occluder far "
- "in the distance.\n"
- "The type of occlusion primitive is determined by the [OccluderShape] that "
- "you add to the [Occluder]. Some [OccluderShape]s may allow more than one "
- "primitive in a single, node, for greater efficiency.\n"
- "Although [Occluder]s work in general use, they also become even more "
- "powerful when used in conjunction with the portal system. Occluders are "
- "placed in rooms (based on their origin), and can block portals (and thus "
- "entire rooms) as well as objects from rendering."
- msgstr ""
- #: doc/classes/OccluderPolygon2D.xml
- msgid "Defines a 2D polygon for LightOccluder2D."
- msgstr "Define un polígono 2D para el LightOccluder2D."
- #: doc/classes/OccluderPolygon2D.xml
- msgid ""
- "Editor facility that helps you draw a 2D polygon used as resource for "
- "[LightOccluder2D]."
- msgstr ""
- "Facilidad de edición que te ayuda a dibujar un polígono 2D usado como "
- "recurso para [LightOccluder2D]."
- #: doc/classes/OccluderPolygon2D.xml
- msgid ""
- "If [code]true[/code], closes the polygon. A closed OccluderPolygon2D "
- "occludes the light coming from any direction. An opened OccluderPolygon2D "
- "occludes the light only at its outline's direction."
- msgstr ""
- "Si [code]true[/code], cierra el polígono. Un OccluderPolygon2D cerrado "
- "ocluye la luz que viene de cualquier dirección. Un OccluderPolygon2D abierto "
- "ocluye la luz sólo en la dirección de su contorno."
- #: doc/classes/OccluderPolygon2D.xml
- msgid "The culling mode to use."
- msgstr "El modo de selección a utilizar."
- #: doc/classes/OccluderPolygon2D.xml
- msgid ""
- "A [Vector2] array with the index for polygon's vertices positions.\n"
- "[b]Note:[/b] The returned value is a copy of the underlying array, rather "
- "than a reference."
- msgstr ""
- "Un array [Vector2] con el índice para las posiciones de los vértices del "
- "polígono.\n"
- "[b]Nota:[/b] El valor devuelto es una copia de la array subyacente, más que "
- "una referencia."
- #: doc/classes/OccluderPolygon2D.xml
- msgid "Culling is disabled. See [member cull_mode]."
- msgstr "La extracción está desactivada. Ver [member cull_mode]."
- #: doc/classes/OccluderPolygon2D.xml
- msgid ""
- "Culling is performed in the clockwise direction. See [member cull_mode]."
- msgstr ""
- "La selección se realiza en el sentido de las agujas del reloj. Ver [member "
- "cull_mode]."
- #: doc/classes/OccluderPolygon2D.xml
- msgid ""
- "Culling is performed in the counterclockwise direction. See [member "
- "cull_mode]."
- msgstr ""
- "La selección se realiza en sentido contrario a las agujas del reloj. Véase "
- "[member cull_mode]."
- #: doc/classes/OccluderShape.xml
- msgid ""
- "Base class for shapes used for occlusion culling by the [Occluder] node."
- msgstr ""
- #: doc/classes/OccluderShape.xml
- msgid "[Occluder]s can use any primitive shape derived from [OccluderShape]."
- msgstr ""
- #: doc/classes/OccluderShapePolygon.xml
- msgid "Polygon occlusion primitive for use with the [Occluder] node."
- msgstr ""
- #: doc/classes/OccluderShapePolygon.xml
- msgid ""
- "[OccluderShape]s are resources used by [Occluder] nodes, allowing geometric "
- "occlusion culling.\n"
- "The polygon must be a convex polygon. The polygon points can be created and "
- "deleted either in the Editor inspector or by calling "
- "[code]set_polygon_points[/code]. The points of the edges can be set by "
- "dragging the handles in the Editor viewport.\n"
- "Additionally each polygon occluder can optionally support a single hole. If "
- "you add at least three points in the Editor inspector to the hole, you can "
- "drag the edge points of the hole in the Editor viewport.\n"
- "In general, the lower the number of edges in polygons and holes, the faster "
- "the system will operate at runtime, so in most cases you will want to use 4 "
- "points for each."
- msgstr ""
- #: doc/classes/OccluderShapePolygon.xml
- #, fuzzy
- msgid "Sets an individual hole point position."
- msgstr "Establece un bit individual en la [member collision_mask]."
- #: doc/classes/OccluderShapePolygon.xml
- #, fuzzy
- msgid "Sets an individual polygon point position."
- msgstr "Establece un bit individual en la [member collision_mask]."
- #: doc/classes/OccluderShapePolygon.xml
- #, fuzzy
- msgid "Allows changing the hole geometry from code."
- msgstr "Dibuja una geometría simple desde código."
- #: doc/classes/OccluderShapePolygon.xml
- #, fuzzy
- msgid "Allows changing the polygon geometry from code."
- msgstr "Dibuja una geometría simple desde código."
- #: doc/classes/OccluderShapePolygon.xml
- msgid ""
- "Specifies whether the occluder should operate from both sides. If "
- "[code]false[/code], the occluder will operate one way only."
- msgstr ""
- #: doc/classes/OccluderShapeSphere.xml
- msgid "Spherical occlusion primitive for use with the [Occluder] node."
- msgstr ""
- #: doc/classes/OccluderShapeSphere.xml
- msgid ""
- "[OccluderShape]s are resources used by [Occluder] nodes, allowing geometric "
- "occlusion culling.\n"
- "This shape can include multiple spheres. These can be created and deleted "
- "either in the Editor inspector or by calling [code]set_spheres[/code]. The "
- "sphere positions can be set by dragging the handle in the Editor viewport. "
- "The radius can be set with the smaller handle."
- msgstr ""
- #: doc/classes/OccluderShapeSphere.xml
- #, fuzzy
- msgid "Sets an individual sphere's position."
- msgstr "Establece un bit individual en la [member collision_mask]."
- #: doc/classes/OccluderShapeSphere.xml
- #, fuzzy
- msgid "Sets an individual sphere's radius."
- msgstr "Devuelve un bit individual de la máscara de la capa."
- #: doc/classes/OccluderShapeSphere.xml
- msgid ""
- "The sphere data can be accessed as an array of [Plane]s. The position of "
- "each sphere is stored in the [code]normal[/code], and the radius is stored "
- "in the [code]d[/code] value of the plane."
- msgstr ""
- #: doc/classes/OmniLight.xml
- msgid "Omnidirectional light, such as a light bulb or a candle."
- msgstr "Luz omnidireccional, como una bombilla o una vela."
- #: doc/classes/OmniLight.xml
- msgid ""
- "An Omnidirectional light is a type of [Light] that emits light in all "
- "directions. The light is attenuated by distance and this attenuation can be "
- "configured by changing its energy, radius, and attenuation parameters.\n"
- "[b]Note:[/b] By default, only 32 OmniLights may affect a single mesh "
- "[i]resource[/i] at once. Consider splitting your level into several meshes "
- "to decrease the likelihood that more than 32 lights will affect the same "
- "mesh resource. Splitting the level mesh will also improve frustum culling "
- "effectiveness, leading to greater performance. If you need to use more "
- "lights per mesh, you can increase [member ProjectSettings.rendering/limits/"
- "rendering/max_lights_per_object] at the cost of shader compilation times."
- msgstr ""
- #: doc/classes/OmniLight.xml
- msgid ""
- "The light's attenuation (drop-off) curve. A number of presets are available "
- "in the [b]Inspector[/b] by right-clicking the curve."
- msgstr ""
- "La curva de atenuación de la luz. En el [b]Inspector[/b] se puede acceder a "
- "una serie de preajustes haciendo clic con el botón derecho del ratón en la "
- "curva."
- #: doc/classes/OmniLight.xml
- #, fuzzy
- msgid ""
- "The light's radius. Note that the effectively lit area may appear to be "
- "smaller depending on the [member omni_attenuation] in use. No matter the "
- "[member omni_attenuation] in use, the light will never reach anything "
- "outside this radius.\n"
- "[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
- "(the light's scale or its parent's scale)."
- msgstr ""
- "El radio de la luz. Tenga en cuenta que el área efectivamente iluminada "
- "puede parecer más pequeña dependiendo del [member omni_attenuation] en uso. "
- "No importa el [member omni_attenuation] en uso, la luz nunca alcanzará nada "
- "fuera de este radio."
- #: doc/classes/OmniLight.xml
- #, fuzzy
- msgid "See [enum ShadowDetail]."
- msgstr "Ver [enum ShadowMode]."
- #: doc/classes/OmniLight.xml
- msgid ""
- "The shadow rendering mode to use for this [OmniLight]. See [enum "
- "ShadowMode].\n"
- "[b]Note:[/b] In GLES2, [constant SHADOW_CUBE] is only supported on GPUs that "
- "feature support for depth cubemaps. Old GPUs such as the Radeon HD 4000 "
- "series don't support cubemap shadows and will fall back to dual paraboloid "
- "shadows as a result."
- msgstr ""
- #: doc/classes/OmniLight.xml
- msgid ""
- "Shadows are rendered to a dual-paraboloid texture. Faster than [constant "
- "SHADOW_CUBE], but lower-quality."
- msgstr ""
- "Las sombras se convierten en una textura de doble paraboloide. Más rápido "
- "que [constant SHADOW_CUBE], pero de menor calidad."
- #: doc/classes/OmniLight.xml
- #, fuzzy
- msgid ""
- "Shadows are rendered to a cubemap. Slower than [constant "
- "SHADOW_DUAL_PARABOLOID], but higher-quality. Only supported on GPUs that "
- "feature support for depth cubemaps."
- msgstr ""
- "Las sombras se representan en un mapa de cubos. Más lento que [constant "
- "SHADOW_DUAL_PARABOLOID], pero de mayor calidad."
- #: doc/classes/OmniLight.xml
- msgid "Use more detail vertically when computing the shadow."
- msgstr ""
- #: doc/classes/OmniLight.xml
- msgid "Use more detail horizontally when computing the shadow."
- msgstr ""
- #: modules/opensimplex/doc_classes/OpenSimplexNoise.xml
- msgid "Noise generator based on Open Simplex."
- msgstr "Generador de ruido basado en Open Simplex."
- #: modules/opensimplex/doc_classes/OpenSimplexNoise.xml
- msgid ""
- "This resource allows you to configure and sample a fractal noise space. Here "
- "is a brief usage example that configures an OpenSimplexNoise and gets "
- "samples at various positions and dimensions:\n"
- "[codeblock]\n"
- "var noise = OpenSimplexNoise.new()\n"
- "\n"
- "# Configure\n"
- "noise.seed = randi()\n"
- "noise.octaves = 4\n"
- "noise.period = 20.0\n"
- "noise.persistence = 0.8\n"
- "\n"
- "# Sample\n"
- "print(\"Values:\")\n"
- "print(noise.get_noise_2d(1.0, 1.0))\n"
- "print(noise.get_noise_3d(0.5, 3.0, 15.0))\n"
- "print(noise.get_noise_4d(0.5, 1.9, 4.7, 0.0))\n"
- "[/codeblock]"
- msgstr ""
- "Este recurso le permite configurar y tomar muestras de un espacio de ruido "
- "fractal. He aquí un breve ejemplo de uso que configura un OpenSimplexNoise y "
- "obtiene muestras en varias posiciones y dimensiones:\n"
- "[codeblock]\n"
- "var ruido = OpenSimplexNoise.new()\n"
- "\n"
- "# Configurar\n"
- "ruido.seed = randi()\n"
- "ruido.octaves = 4\n"
- "ruido.period = 20.0\n"
- "ruido.persistence = 0.8\n"
- "\n"
- "# Muestra\n"
- "print(\"Valores:\")\n"
- "print(ruido.get_noise_2d(1.0, 1.0))\n"
- "print(ruido.get_noise_3d(0.5, 3.0, 15.0))\n"
- "print(ruido.get_noise_4d(0.5, 1.9, 4.7, 0.0))\n"
- "[/codeblock]"
- #: modules/opensimplex/doc_classes/OpenSimplexNoise.xml
- msgid ""
- "Generate a noise image in [constant Image.FORMAT_L8] format with the "
- "requested [code]width[/code] and [code]height[/code], based on the current "
- "noise parameters. If [code]noise_offset[/code] is specified, then the offset "
- "value is used as the coordinates of the top-left corner of the generated "
- "noise."
- msgstr ""
- #: modules/opensimplex/doc_classes/OpenSimplexNoise.xml
- msgid ""
- "Returns the 1D noise value [code][-1,1][/code] at the given x-coordinate.\n"
- "[b]Note:[/b] This method actually returns the 2D noise value [code][-1,1][/"
- "code] with fixed y-coordinate value 0.0."
- msgstr ""
- "Devuelve el valor de ruido 1D [code][-1,1][/code] en la coordenada x dada.\n"
- "[b]Nota:[/b] Este método devuelve realmente el valor de ruido 2D [code][-1,1]"
- "[/code] con el valor fijo de la coordenada y 0,0."
- #: modules/opensimplex/doc_classes/OpenSimplexNoise.xml
- msgid "Returns the 2D noise value [code][-1,1][/code] at the given position."
- msgstr "Devuelve el valor de ruido 2D [code][-1,1][/code] en la posición dada."
- #: modules/opensimplex/doc_classes/OpenSimplexNoise.xml
- msgid "Returns the 3D noise value [code][-1,1][/code] at the given position."
- msgstr "Devuelve el valor de ruido 3D [code][-1,1][/code] en la posición dada."
- #: modules/opensimplex/doc_classes/OpenSimplexNoise.xml
- msgid "Returns the 4D noise value [code][-1,1][/code] at the given position."
- msgstr "Devuelve el valor de ruido 4D [code][-1,1][/code] en la posición dada."
- #: modules/opensimplex/doc_classes/OpenSimplexNoise.xml
- #, fuzzy
- msgid ""
- "Generate a tileable noise image in [constant Image.FORMAT_L8] format, based "
- "on the current noise parameters. Generated seamless images are always square "
- "([code]size[/code] × [code]size[/code]).\n"
- "[b]Note:[/b] Seamless noise has a lower contrast compared to non-seamless "
- "noise. This is due to the way noise uses higher dimensions for generating "
- "seamless noise."
- msgstr ""
- "Generar una imagen de ruido en mosaico, basada en los parámetros de ruido "
- "actuales. Las imágenes generadas sin costura son siempre cuadradas "
- "([code]size[/code] × [code]size[/code])."
- #: modules/opensimplex/doc_classes/OpenSimplexNoise.xml
- msgid "Difference in period between [member octaves]."
- msgstr "Diferencia de período entre [member octaves]."
- #: modules/opensimplex/doc_classes/OpenSimplexNoise.xml
- msgid ""
- "Number of OpenSimplex noise layers that are sampled to get the fractal "
- "noise. Higher values result in more detailed noise but take more time to "
- "generate.\n"
- "[b]Note:[/b] The maximum allowed value is 9."
- msgstr ""
- "Número de capas de ruido de OpenSimplex que se muestrean para obtener el "
- "ruido fractal. Los valores más altos dan como resultado un ruido más "
- "detallado, pero tardan más tiempo en generarse.\n"
- "[b]Nota:[/b] El máximo valor permitido es 9."
- #: modules/opensimplex/doc_classes/OpenSimplexNoise.xml
- msgid ""
- "Period of the base octave. A lower period results in a higher-frequency "
- "noise (more value changes across the same distance)."
- msgstr ""
- "Período de la octava base. Un período más bajo da como resultado un ruido de "
- "mayor frecuencia (más valor cambia a través de la misma distancia)."
- #: modules/opensimplex/doc_classes/OpenSimplexNoise.xml
- msgid ""
- "Contribution factor of the different octaves. A [code]persistence[/code] "
- "value of 1 means all the octaves have the same contribution, a value of 0.5 "
- "means each octave contributes half as much as the previous one."
- msgstr ""
- "Factor de contribución de las diferentes octavas. Un valor de "
- "[code]persistence[/code] de 1 significa que todas las octavas tienen la "
- "misma contribución, un valor de 0,5 significa que cada octava contribuye la "
- "mitad que la anterior."
- #: modules/opensimplex/doc_classes/OpenSimplexNoise.xml
- msgid ""
- "Seed used to generate random values, different seeds will generate different "
- "noise maps."
- msgstr ""
- "La semilla usada para generar valores aleatorios, diferentes semillas "
- "generarán diferentes mapas de ruido."
- #: doc/classes/OptionButton.xml
- msgid "Button control that provides selectable options when pressed."
- msgstr ""
- "Control de botón que proporciona opciones seleccionables cuando se presiona."
- #: doc/classes/OptionButton.xml
- #, fuzzy
- msgid ""
- "OptionButton is a type button that provides a selectable list of items when "
- "pressed. The item selected becomes the \"current\" item and is displayed as "
- "the button text.\n"
- "See also [BaseButton] which contains common properties and methods "
- "associated with this node."
- msgstr ""
- "OptionButton es un tipo de botón que proporciona una lista de elementos "
- "seleccionables cuando se pulsa. El elemento seleccionado se convierte en el "
- "elemento \"actual\" y se muestra como el texto del botón."
- #: doc/classes/OptionButton.xml
- msgid ""
- "Adds an item, with a [code]texture[/code] icon, text [code]label[/code] and "
- "(optionally) [code]id[/code]. If no [code]id[/code] is passed, the item "
- "index will be used as the item's ID. New items are appended at the end."
- msgstr ""
- "Añade un elemento, con un icono de [code]texture[/code], texto [code]label[/"
- "code] y (opcionalmente) [code]id[/code]. Si no se pasa [code]id[/code], el "
- "índice del artículo será utilizado como el ID del artículo. Los nuevos "
- "artículos se añaden al final."
- #: doc/classes/OptionButton.xml
- msgid ""
- "Adds an item, with text [code]label[/code] and (optionally) [code]id[/code]. "
- "If no [code]id[/code] is passed, the item index will be used as the item's "
- "ID. New items are appended at the end."
- msgstr ""
- "Añade un elemento, con el texto [code]label[/code] y (opcionalmente) "
- "[code]id[/code]. Si no se pasa [code]id[/code], el índice del artículo será "
- "utilizado como el ID del artículo. Los nuevos artículos se añaden al final."
- #: doc/classes/OptionButton.xml
- msgid ""
- "Adds a separator to the list of items. Separators help to group items. "
- "Separator also takes up an index and is appended at the end."
- msgstr ""
- "Añade un separador a la lista de artículos. Los separadores ayudan a agrupar "
- "los elementos. El separador también ocupa un índice y se añade al final."
- #: doc/classes/OptionButton.xml
- msgid "Clears all the items in the [OptionButton]."
- msgstr "Borra todos los elementos del [OptionButton]."
- #: doc/classes/OptionButton.xml
- msgid "Returns the amount of items in the OptionButton, including separators."
- msgstr ""
- "Devuelve la cantidad de artículos en el Botón de Opción, incluyendo los "
- "separadores."
- #: doc/classes/OptionButton.xml doc/classes/PopupMenu.xml
- msgid "Returns the icon of the item at index [code]idx[/code]."
- msgstr "Devuelve el icono del artículo en el índice [code]idx[/code]."
- #: doc/classes/OptionButton.xml
- msgid "Returns the ID of the item at index [code]idx[/code]."
- msgstr "Devuelve el ID del artículo en el índice [code]idx[/code]."
- #: doc/classes/OptionButton.xml
- msgid "Returns the index of the item with the given [code]id[/code]."
- msgstr "Devuelve el índice del artículo con el [code]id[/code] dado."
- #: doc/classes/OptionButton.xml
- msgid ""
- "Retrieves the metadata of an item. Metadata may be any type and can be used "
- "to store extra information about an item, such as an external string ID."
- msgstr ""
- "Recupera los metadatos de un elemento. Los metadatos pueden ser de cualquier "
- "tipo y pueden utilizarse para almacenar información adicional sobre un "
- "elemento, como un ID de cadena externa."
- #: doc/classes/OptionButton.xml doc/classes/PopupMenu.xml
- msgid "Returns the text of the item at index [code]idx[/code]."
- msgstr "Devuelve el texto del artículo en el índice [code]idx[/code]."
- #: doc/classes/OptionButton.xml
- #, fuzzy
- msgid "Returns the tooltip of the item at index [code]idx[/code]."
- msgstr "Devuelve el texto del artículo en el índice [code]idx[/code]."
- #: doc/classes/OptionButton.xml
- #, fuzzy
- msgid ""
- "Returns the ID of the selected item, or [code]-1[/code] if no item is "
- "selected."
- msgstr ""
- "Devuelve el ID del elemento seleccionado, o [code]0[/code] si no hay ningún "
- "elemento seleccionado."
- #: doc/classes/OptionButton.xml
- msgid ""
- "Gets the metadata of the selected item. Metadata for items can be set using "
- "[method set_item_metadata]."
- msgstr ""
- "Obtiene los metadatos del elemento seleccionado. Los metadatos de los "
- "elementos pueden establecerse utilizando [method set_item_metadata]."
- #: doc/classes/OptionButton.xml
- msgid ""
- "Returns [code]true[/code] if the item at index [code]idx[/code] is disabled."
- msgstr ""
- "Devuelve [code]true[/code] si el elemento en el índice [code]idx[/code] está "
- "desactivado."
- #: doc/classes/OptionButton.xml
- msgid "Removes the item at index [code]idx[/code]."
- msgstr "Elimina el elemento en el índice [code]idx[/code]."
- #: doc/classes/OptionButton.xml
- #, fuzzy
- msgid ""
- "Selects an item by index and makes it the current item. This will work even "
- "if the item is disabled.\n"
- "Passing [code]-1[/code] as the index deselects any currently selected item."
- msgstr ""
- "Selecciona un elemento por índice y lo convierte en el elemento actual. Esto "
- "funcionará incluso si el elemento está desactivado."
- #: doc/classes/OptionButton.xml
- msgid ""
- "Sets whether the item at index [code]idx[/code] is disabled.\n"
- "Disabled items are drawn differently in the dropdown and are not selectable "
- "by the user. If the current selected item is set as disabled, it will remain "
- "selected."
- msgstr ""
- "Establece si el elemento en el índice [code]idx[/code] está desactivado.\n"
- "Los elementos desactivados se dibujan de forma diferente en el desplegable y "
- "no son seleccionables por el usuario. Si el ítem seleccionado actual se "
- "establece como deshabilitado, permanecerá seleccionado."
- #: doc/classes/OptionButton.xml
- msgid "Sets the icon of the item at index [code]idx[/code]."
- msgstr "Establece el icono del artículo en el índice [code]idx[/code]."
- #: doc/classes/OptionButton.xml
- msgid "Sets the ID of the item at index [code]idx[/code]."
- msgstr "Establece el icono del artículo en el índice [code]idx[/code]."
- #: doc/classes/OptionButton.xml
- msgid ""
- "Sets the metadata of an item. Metadata may be of any type and can be used to "
- "store extra information about an item, such as an external string ID."
- msgstr ""
- "Establece los metadatos de un elemento. Los metadatos pueden ser de "
- "cualquier tipo y pueden utilizarse para almacenar información adicional "
- "sobre un elemento, como un string externa cod un ID."
- #: doc/classes/OptionButton.xml doc/classes/PopupMenu.xml
- msgid "Sets the text of the item at index [code]idx[/code]."
- msgstr "Establece el texto del artículo en el índice [code]idx[/code]."
- #: doc/classes/OptionButton.xml
- #, fuzzy
- msgid "Sets the tooltip of the item at index [code]idx[/code]."
- msgstr "Establece el texto del artículo en el índice [code]idx[/code]."
- #: doc/classes/OptionButton.xml
- msgid ""
- "The index of the currently selected item, or [code]-1[/code] if no item is "
- "selected."
- msgstr ""
- "El índice del artículo actualmente seleccionado, o [code]-1[/code] si no hay "
- "ningún artículo seleccionado."
- #: doc/classes/OptionButton.xml
- #, fuzzy
- msgid ""
- "Emitted when the user navigates to an item using the [code]ui_up[/code] or "
- "[code]ui_down[/code] actions. The index of the item selected is passed as "
- "argument."
- msgstr ""
- "Emitido cuando el usuario navega a un elemento utilizando las acciones "
- "[code]ui_up[/code] o [code]ui_down[/code]. El índice del elemento "
- "seleccionado se pasa como argumento."
- #: doc/classes/OptionButton.xml
- msgid ""
- "Emitted when the current item has been changed by the user. The index of the "
- "item selected is passed as argument."
- msgstr ""
- "Emitido cuando el elemento actual ha sido cambiado por el usuario. El índice "
- "del elemento seleccionado se pasa como argumento."
- #: doc/classes/OptionButton.xml
- msgid "Default text [Color] of the [OptionButton]."
- msgstr "[Color] del texto predeterminado del [OptionButton]."
- #: doc/classes/OptionButton.xml
- msgid "Text [Color] used when the [OptionButton] is disabled."
- msgstr "[Color] del texto utilizado cuando el [OptionButton] está desactivado."
- #: doc/classes/OptionButton.xml
- msgid ""
- "Text [Color] used when the [OptionButton] is focused. Only replaces the "
- "normal text color of the button. Disabled, hovered, and pressed states take "
- "precedence over this color."
- msgstr ""
- #: doc/classes/OptionButton.xml
- msgid "Text [Color] used when the [OptionButton] is being hovered."
- msgstr "[Color] del texto usado cuando el [OptionButton] está siendo movido."
- #: doc/classes/OptionButton.xml
- msgid "Text [Color] used when the [OptionButton] is being pressed."
- msgstr "[Color] del texto utilizado cuando se pulsa el [OptionButton]."
- #: doc/classes/OptionButton.xml
- msgid ""
- "The horizontal space between the arrow icon and the right edge of the button."
- msgstr ""
- "El espacio horizontal entre el icono de la flecha y el borde derecho del "
- "botón."
- #: doc/classes/OptionButton.xml
- msgid "The horizontal space between [OptionButton]'s icon and text."
- msgstr "El espacio horizontal entre el icono de [OptionButton] y el texto."
- #: doc/classes/OptionButton.xml
- msgid "[Font] of the [OptionButton]'s text."
- msgstr "[Font] del texto del [OptionButton]."
- #: doc/classes/OptionButton.xml
- msgid "The arrow icon to be drawn on the right end of the button."
- msgstr "El icono de la flecha que se dibujará en el extremo derecho del botón."
- #: doc/classes/OptionButton.xml
- msgid "[StyleBox] used when the [OptionButton] is disabled."
- msgstr "[StyleBox] utilizado cuando el [OptionButton] está desactivado."
- #: doc/classes/OptionButton.xml
- msgid ""
- "[StyleBox] used when the [OptionButton] is focused. It is displayed over the "
- "current [StyleBox], so using [StyleBoxEmpty] will just disable the focus "
- "visual effect."
- msgstr ""
- "[StyleBox] usado cuando el [OptionButton] está enfocado. Se muestra sobre el "
- "[StyleBox] actual, por lo que al usar [StyleBoxEmpty] sólo se desactivará el "
- "efecto visual de enfoque."
- #: doc/classes/OptionButton.xml
- msgid "[StyleBox] used when the [OptionButton] is being hovered."
- msgstr ""
- "[StyleBox] usado cuando el cursor se encuentra sobre el [OptionButton]."
- #: doc/classes/OptionButton.xml
- msgid "Default [StyleBox] for the [OptionButton]."
- msgstr "Por defecto, [StyleBox] para el [OptionButton]."
- #: doc/classes/OptionButton.xml
- msgid "[StyleBox] used when the [OptionButton] is being pressed."
- msgstr "[StyleBox] utilizado cuando se presiona el [OptionButton]."
- #: doc/classes/OS.xml
- msgid "Operating System functions."
- msgstr "Funciones del sistema operativo."
- #: doc/classes/OS.xml
- msgid ""
- "Operating System functions. OS wraps the most common functionality to "
- "communicate with the host operating system, such as the clipboard, video "
- "driver, date and time, timers, environment variables, execution of binaries, "
- "command line, etc."
- msgstr ""
- "Funciones del sistema operativo. El sistema operativo envuelve las funciones "
- "más comunes para comunicarse con el host del sistema operativo, como el "
- "portapapeles, el controlador de vídeo, la fecha y la hora, los "
- "temporizadores, las variables de entorno, la ejecución de binarios, la línea "
- "de comandos, etc."
- #: doc/classes/OS.xml
- msgid ""
- "Displays a modal dialog box using the host OS' facilities. Execution is "
- "blocked until the dialog is closed."
- msgstr ""
- #: doc/classes/OS.xml
- #, fuzzy
- msgid "Returns [code]true[/code] if the host OS allows drawing."
- msgstr "Devuelve [code]true[/code] si la fuente tiene un contorno."
- #: doc/classes/OS.xml
- msgid ""
- "Returns [code]true[/code] if the current host platform is using multiple "
- "threads."
- msgstr ""
- "Devuelve [code]true[/code] si la plataforma de acogida actual está usando "
- "múltiples hilos."
- #: doc/classes/OS.xml
- #, fuzzy
- msgid "Centers the window on the screen if in windowed mode."
- msgstr "Establece la posición del nodo especificado."
- #: doc/classes/OS.xml
- msgid ""
- "Shuts down system MIDI driver.\n"
- "[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
- msgstr ""
- "Apaga el controlador MIDI del sistema.\n"
- "[b]Nota:[/b] Este método está implementado en Linux, macOS y Windows."
- #: doc/classes/OS.xml
- msgid ""
- "Crashes the engine (or the editor if called within a [code]tool[/code] "
- "script). This should [i]only[/i] be used for testing the system's crash "
- "handler, not for any other purpose. For general error reporting, use (in "
- "order of preference) [method @GDScript.assert], [method @GDScript."
- "push_error] or [method alert]. See also [method kill]."
- msgstr ""
- #: doc/classes/OS.xml
- msgid ""
- "Delays execution of the current thread by [code]msec[/code] milliseconds. "
- "[code]msec[/code] must be greater than or equal to [code]0[/code]. "
- "Otherwise, [method delay_msec] will do nothing and will print an error "
- "message.\n"
- "[b]Note:[/b] [method delay_msec] is a [i]blocking[/i] way to delay code "
- "execution. To delay code execution in a non-blocking way, see [method "
- "SceneTree.create_timer]. Yielding with [method SceneTree.create_timer] will "
- "delay the execution of code placed below the [code]yield[/code] without "
- "affecting the rest of the project (or editor, for [EditorPlugin]s and "
- "[EditorScript]s).\n"
- "[b]Note:[/b] When [method delay_msec] is called on the main thread, it will "
- "freeze the project and will prevent it from redrawing and registering input "
- "until the delay has passed. When using [method delay_msec] as part of an "
- "[EditorPlugin] or [EditorScript], it will freeze the editor but won't freeze "
- "the project if it is currently running (since the project is an independent "
- "child process)."
- msgstr ""
- #: doc/classes/OS.xml
- msgid ""
- "Delays execution of the current thread by [code]usec[/code] microseconds. "
- "[code]usec[/code] must be greater than or equal to [code]0[/code]. "
- "Otherwise, [method delay_usec] will do nothing and will print an error "
- "message.\n"
- "[b]Note:[/b] [method delay_usec] is a [i]blocking[/i] way to delay code "
- "execution. To delay code execution in a non-blocking way, see [method "
- "SceneTree.create_timer]. Yielding with [method SceneTree.create_timer] will "
- "delay the execution of code placed below the [code]yield[/code] without "
- "affecting the rest of the project (or editor, for [EditorPlugin]s and "
- "[EditorScript]s).\n"
- "[b]Note:[/b] When [method delay_usec] is called on the main thread, it will "
- "freeze the project and will prevent it from redrawing and registering input "
- "until the delay has passed. When using [method delay_usec] as part of an "
- "[EditorPlugin] or [EditorScript], it will freeze the editor but won't freeze "
- "the project if it is currently running (since the project is an independent "
- "child process)."
- msgstr ""
- #: doc/classes/OS.xml
- msgid ""
- "Dumps the memory allocation ringlist to a file (only works in debug).\n"
- "Entry format per line: \"Address - Size - Description\"."
- msgstr ""
- "Vuelca la lista de asignación de memoria a un archivo (sólo funciona en la "
- "depuración).\n"
- "Formato de entrada por línea: \"Dirección - Tamaño - Descripción\"."
- #: doc/classes/OS.xml
- msgid ""
- "Dumps all used resources to file (only works in debug).\n"
- "Entry format per line: \"Resource Type : Resource Location\".\n"
- "At the end of the file is a statistic of all used Resource Types."
- msgstr ""
- "Vuelca todos los recursos utilizados para archivar (sólo funciona en la "
- "depuración).\n"
- "Formato de entrada por línea: \"Tipo de recurso : Ubicación del recurso\".\n"
- "Al final del archivo hay una estadística de todos los tipos de recursos "
- "usados."
- #: doc/classes/OS.xml
- #, fuzzy
- msgid ""
- "Execute the file at the given path with the arguments passed as an array of "
- "strings. Platform path resolution will take place. The resolved file must "
- "exist and be executable.\n"
- "The arguments are used in the given order and separated by a space, so "
- "[code]OS.execute(\"ping\", [\"-w\", \"3\", \"godotengine.org\"], false)[/"
- "code] will resolve to [code]ping -w 3 godotengine.org[/code] in the system's "
- "shell.\n"
- "This method has slightly different behavior based on whether the "
- "[code]blocking[/code] mode is enabled.\n"
- "If [code]blocking[/code] is [code]true[/code], the Godot thread will pause "
- "its execution while waiting for the process to terminate. The shell output "
- "of the process will be written to the [code]output[/code] array as a single "
- "string. When the process terminates, the Godot thread will resume "
- "execution.\n"
- "If [code]blocking[/code] is [code]false[/code], the Godot thread will "
- "continue while the new process runs. It is not possible to retrieve the "
- "shell output in non-blocking mode, so [code]output[/code] will be empty.\n"
- "On Windows, if [code]open_console[/code] is [code]true[/code] and process is "
- "console app, new terminal window will be opened, it's ignored on other "
- "platforms.\n"
- "The return value also depends on the blocking mode. When blocking, the "
- "method will return an exit code of the process. When non-blocking, the "
- "method returns a process ID, which you can use to monitor the process (and "
- "potentially terminate it with [method kill]). If the process forking (non-"
- "blocking) or opening (blocking) fails, the method will return [code]-1[/"
- "code] or another exit code.\n"
- "Example of blocking mode and retrieving the shell output:\n"
- "[codeblock]\n"
- "var output = []\n"
- "var exit_code = OS.execute(\"ls\", [\"-l\", \"/tmp\"], true, output)\n"
- "[/codeblock]\n"
- "Example of non-blocking mode, running another instance of the project and "
- "storing its process ID:\n"
- "[codeblock]\n"
- "var pid = OS.execute(OS.get_executable_path(), [], false)\n"
- "[/codeblock]\n"
- "If you wish to access a shell built-in or perform a composite command, a "
- "platform-specific shell can be invoked. For example:\n"
- "[codeblock]\n"
- "OS.execute(\"CMD.exe\", [\"/C\", \"cd %TEMP% && dir\"], true, output)\n"
- "[/codeblock]\n"
- "[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and "
- "Windows.\n"
- "[b]Note:[/b] To execute a Windows command interpreter built-in command, "
- "specify [code]cmd.exe[/code] in [code]path[/code], [code]/c[/code] as the "
- "first argument, and the desired command as the second argument.\n"
- "[b]Note:[/b] To execute a PowerShell built-in command, specify "
- "[code]powershell.exe[/code] in [code]path[/code], [code]-Command[/code] as "
- "the first argument, and the desired command as the second argument.\n"
- "[b]Note:[/b] To execute a Unix shell built-in command, specify shell "
- "executable name in [code]path[/code], [code]-c[/code] as the first argument, "
- "and the desired command as the second argument."
- msgstr ""
- "Ejecute el archivo en la ruta dada con los argumentos pasados como un "
- "conjunto de strings. La resolución de la ruta de la plataforma tendrá lugar. "
- "El archivo resuelto debe existir y ser ejecutable.\n"
- "Los argumentos se utilizan en el orden dado y separados por un espacio, así "
- "que [code]OS.execute(\"ping\", [\"-w\", \"3\", \"godotengine.org\"], false)[/"
- "code] resolverá a [code]ping -w 3 godotengine.org[/code] en el shell del "
- "sistema.\n"
- "Este método tiene un comportamiento ligeramente diferente basado en si el "
- "modo [code]blocking[/code] está activado.\n"
- "Si [code]blocking[/code] es [code]true[/code], el hilo de Godot detendrá su "
- "ejecución mientras espera que el proceso termine. La salida del shell del "
- "proceso se escribirá en el array [code]output[/code] como una sola string. "
- "Cuando el proceso termine, el hilo de Godot reanudará su ejecución.\n"
- "Si [code]blocking[/code] es [code]false[/code], el hilo de Godot continuará "
- "mientras se ejecuta el nuevo proceso. No es posible recuperar la salida del "
- "shell en modo no bloqueante, por lo que [code]output[/code] estará vacío.\n"
- "El valor de retorno también depende del modo de bloqueo. Cuando se bloquea, "
- "el método devolverá un código de salida del proceso. Cuando no se bloquea, "
- "el método devuelve un ID de proceso, que puedes usar para monitorizar el "
- "proceso (y potencialmente terminarlo con [method kill]). Si el proceso se "
- "bifurca (sin bloquear) o se abre (bloquea), el método devolverá [code]-1[/"
- "code] u otro código de salida.\n"
- "Ejemplo de modo de bloqueo y recuperación de la salida del shell:\n"
- "[codeblock]\n"
- "var output = []\n"
- "var exit_code = OS.execute(\"ls\", [\"-l\", \"/tmp\"], true, output)\n"
- "[/codeblock]\n"
- "Ejemplo de modo no bloqueante, ejecutando otra instancia del proyecto y "
- "almacenando su ID de proceso:\n"
- "[codeblock]\n"
- "var pid = OS.execute(OS.get_executable_path(), [], false)\n"
- "[/codeblock]\n"
- "Si desea acceder a un shell incorporado o realizar un comando compuesto, se "
- "puede invocar un shell específico de la plataforma. Por ejemplo:\n"
- "[codeblock]\n"
- "OS.execute(\"CMD.exe\", [\"/C\", \"cd %TEMP% && dir\"], true, output)\n"
- "[/codeblock]\n"
- "[b]Nota:[/b] Este método está implementado en Android, iOS, Linux, macOS y "
- "Windows."
- #: doc/classes/OS.xml
- #, fuzzy
- msgid "Returns the scancode of the given string (e.g. \"Escape\")."
- msgstr "Devuelve el código clave de la string dada (por ejemplo, \"Escape\")."
- #: doc/classes/OS.xml
- #, fuzzy
- msgid "Returns the total number of available audio drivers."
- msgstr "Devuelve el número total de vértices en [Mesh]."
- #: doc/classes/OS.xml
- #, fuzzy
- msgid "Returns the audio driver name for the given index."
- msgstr "Devuelve el vértice en un índice determinado."
- #: doc/classes/OS.xml
- msgid ""
- "Returns the [i]global[/i] cache data directory according to the operating "
- "system's standards. On Linux, this path can be overridden by setting the "
- "[code]XDG_CACHE_HOME[/code] environment variable before starting the "
- "project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
- "projects[/url] in the documentation for more information. See also [method "
- "get_config_dir] and [method get_data_dir].\n"
- "Not to be confused with [method get_user_data_dir], which returns the "
- "[i]project-specific[/i] user data path."
- msgstr ""
- #: doc/classes/OS.xml
- #, fuzzy
- msgid ""
- "Returns the command-line arguments passed to the engine.\n"
- "Command-line arguments can be written in any form, including both [code]--"
- "key value[/code] and [code]--key=value[/code] forms so they can be properly "
- "parsed, as long as custom command-line arguments do not conflict with engine "
- "arguments.\n"
- "You can also incorporate environment variables using the [method "
- "get_environment] method.\n"
- "You can set [member ProjectSettings.editor/main_run_args] to define command-"
- "line arguments to be passed by the editor when running the project.\n"
- "Here's a minimal example on how to parse command-line arguments into a "
- "dictionary using the [code]--key=value[/code] form for arguments:\n"
- "[codeblock]\n"
- "var arguments = {}\n"
- "for argument in OS.get_cmdline_args():\n"
- " if argument.find(\"=\") > -1:\n"
- " var key_value = argument.split(\"=\")\n"
- " arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
- " else:\n"
- " # Options without an argument will be present in the dictionary,\n"
- " # with the value set to an empty string.\n"
- " arguments[argument.lstrip(\"--\")] = \"\"\n"
- "[/codeblock]"
- msgstr ""
- "Devuelve los argumentos de la línea de mando pasados al motor.\n"
- "Los argumentos de línea de comandos pueden escribirse en cualquier forma, "
- "incluyendo tanto la forma [code]--key value[/code] como [code]--key=valor[/"
- "code] para que puedan ser analizados correctamente, siempre que los "
- "argumentos de línea de comandos personalizados no entren en conflicto con "
- "los argumentos del motor.\n"
- "También puedes incorporar variables de entorno usando el método [method "
- "get_environment].\n"
- "Puedes establecer [code]editor/main_run_args[/code] en la Configuración del "
- "proyecto para definir los argumentos de la línea de comandos que el editor "
- "debe pasar cuando se ejecuta el proyecto.\n"
- "Aquí tienes un ejemplo mínimo de cómo analizar los argumentos de la línea de "
- "comandos en un diccionario utilizando el formulario [code]--key=valor[/code] "
- "para los argumentos:\n"
- "[codeblock]\n"
- "var argumentos = {}\n"
- "para el argumento en OS.get_cmdline_args():\n"
- " si el argumento.find(\"=\") > -1:\n"
- " var valor_clave = argumento.split(\"=\")\n"
- " argumentos[valor_clave[0].lstrip(\"--\")]] = valor_clave[1]\n"
- "[/codeblock]"
- #: doc/classes/OS.xml
- msgid ""
- "Returns the [i]global[/i] user configuration directory according to the "
- "operating system's standards. On Linux, this path can be overridden by "
- "setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
- "starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
- "paths in Godot projects[/url] in the documentation for more information. See "
- "also [method get_cache_dir] and [method get_data_dir].\n"
- "Not to be confused with [method get_user_data_dir], which returns the "
- "[i]project-specific[/i] user data path."
- msgstr ""
- #: doc/classes/OS.xml
- msgid ""
- "Returns an array of MIDI device names.\n"
- "The returned array will be empty if the system MIDI driver has not "
- "previously been initialised with [method open_midi_inputs].\n"
- "[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
- msgstr ""
- "Devuelve una serie de nombres de dispositivos MIDI.\n"
- "El array devuelto estará vacío si el controlador MIDI del sistema no ha sido "
- "previamente inicializado con [method open_midi_inputs].\n"
- "[b]Nota:[/b] Este método está implementado en Linux, macOS y Windows."
- #: doc/classes/OS.xml
- #, fuzzy
- msgid ""
- "Returns the currently used video driver, using one of the values from [enum "
- "VideoDriver]."
- msgstr ""
- "Devuelve el artículo actualmente editado. Esto sólo está disponible para el "
- "modo de celdas personalizadas."
- #: doc/classes/OS.xml
- msgid ""
- "Returns the [i]global[/i] user data directory according to the operating "
- "system's standards. On Linux, this path can be overridden by setting the "
- "[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
- "See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
- "projects[/url] in the documentation for more information. See also [method "
- "get_cache_dir] and [method get_config_dir].\n"
- "Not to be confused with [method get_user_data_dir], which returns the "
- "[i]project-specific[/i] user data path."
- msgstr ""
- #: doc/classes/OS.xml
- #, fuzzy
- msgid ""
- "Deprecated, use [method Time.get_date_dict_from_system] instead.\n"
- "Returns current date as a dictionary of keys: [code]year[/code], "
- "[code]month[/code], [code]day[/code], [code]weekday[/code], [code]dst[/code] "
- "(Daylight Savings Time)."
- msgstr ""
- "Devuelve la fecha actual como un diccionario de claves: [code]year[/code], "
- "[code]month[/code], [code]day[/code], [code]weekday[/code], [code]dst[/code] "
- "(Horario de verano)."
- #: doc/classes/OS.xml
- #, fuzzy
- msgid ""
- "Deprecated, use [method Time.get_datetime_dict_from_system] instead.\n"
- "Returns current datetime as a dictionary of keys: [code]year[/code], "
- "[code]month[/code], [code]day[/code], [code]weekday[/code], [code]dst[/code] "
- "(Daylight Savings Time), [code]hour[/code], [code]minute[/code], "
- "[code]second[/code]."
- msgstr ""
- "Devuelve la fecha actual como un diccionario de claves: [code]year[/code], "
- "[code]month[/code], [code]day[/code], [code]weekday[/code], [code]dst[/code] "
- "(horario de verano), [code]hora[/code], [code]minute[/code], [code]second[/"
- "code]."
- #: doc/classes/OS.xml
- #, fuzzy
- msgid ""
- "Deprecated, use [method Time.get_datetime_dict_from_unix_time] instead.\n"
- "Gets a dictionary of time values corresponding to the given UNIX epoch time "
- "(in seconds).\n"
- "The returned Dictionary's values will be the same as [method get_datetime], "
- "with the exception of Daylight Savings Time as it cannot be determined from "
- "the epoch."
- msgstr ""
- "Obtiene un diccionario de valores de tiempo correspondientes al tiempo de "
- "época UNIX dado (en segundos).\n"
- "Los valores del diccionario devueltos serán los mismos que los de [method "
- "get_datetime], con la excepción del horario de verano, ya que no puede "
- "determinarse a partir de la época."
- #: doc/classes/OS.xml
- msgid ""
- "Returns an [Array] of [Rect2], each of which is the bounding rectangle for a "
- "display cutout or notch. These are non-functional areas on edge-to-edge "
- "screens used by cameras and sensors. Returns an empty array if the device "
- "does not have cutouts. See also [method get_window_safe_area].\n"
- "[b]Note:[/b] Currently only implemented on Android. Other platforms will "
- "return an empty array even if they do have display cutouts or notches."
- msgstr ""
- #: doc/classes/OS.xml
- #, fuzzy
- msgid "Returns the total amount of dynamic memory used (only works in debug)."
- msgstr ""
- "Devuelve la cantidad máxima de memoria estática utilizada (sólo funciona en "
- "la depuración)."
- #: doc/classes/OS.xml
- msgid ""
- "Returns the value of an environment variable. Returns an empty string if the "
- "environment variable doesn't exist.\n"
- "[b]Note:[/b] Double-check the casing of [code]variable[/code]. Environment "
- "variable names are case-sensitive on all platforms except Windows."
- msgstr ""
- #: doc/classes/OS.xml
- msgid "Returns the path to the current engine executable."
- msgstr "Devuelve la ruta al ejecutable del motor actual."
- #: doc/classes/OS.xml
- #, fuzzy
- msgid ""
- "With this function, you can get the list of dangerous permissions that have "
- "been granted to the Android application.\n"
- "[b]Note:[/b] This method is implemented on Android."
- msgstr ""
- "Con esta función se puede obtener la lista de permisos peligrosos que se han "
- "concedido a la aplicación Android.\n"
- "[b]Nota:[/b] Este método está implementado en Android."
- #: doc/classes/OS.xml
- msgid ""
- "Returns the IME cursor position (the currently-edited portion of the string) "
- "relative to the characters in the composition string.\n"
- "[constant MainLoop.NOTIFICATION_OS_IME_UPDATE] is sent to the application to "
- "notify it of changes to the IME cursor position.\n"
- "[b]Note:[/b] This method is implemented on macOS."
- msgstr ""
- #: doc/classes/OS.xml
- msgid ""
- "Returns the IME intermediate composition string.\n"
- "[constant MainLoop.NOTIFICATION_OS_IME_UPDATE] is sent to the application to "
- "notify it of changes to the IME composition string.\n"
- "[b]Note:[/b] This method is implemented on macOS."
- msgstr ""
- #: doc/classes/OS.xml
- #, fuzzy
- msgid ""
- "Returns the current latin keyboard variant as a String.\n"
- "Possible return values are: [code]\"QWERTY\"[/code], [code]\"AZERTY\"[/"
- "code], [code]\"QZERTY\"[/code], [code]\"DVORAK\"[/code], [code]\"NEO\"[/"
- "code], [code]\"COLEMAK\"[/code] or [code]\"ERROR\"[/code].\n"
- "[b]Note:[/b] This method is implemented on Linux, macOS and Windows. Returns "
- "[code]\"QWERTY\"[/code] on unsupported platforms."
- msgstr ""
- "Devuelve el nombre del sistema operativo anfitrión. Los posibles valores "
- "son: [code]\"Android\"[/code], [code]\"iOS\"[/code], [code]\"HTML5\"[/code], "
- "[code]\"OSX\"[/code], [code]\"Server\"[/code], [code]\"Windows\"[/code], "
- "[code]\"UWP\"[/code], [code]\"X11\"[/code]."
- #: doc/classes/OS.xml
- msgid ""
- "Returns the host OS locale as a string of the form "
- "[code]language_Script_COUNTRY_VARIANT@extra[/code]. If you want only the "
- "language code and not the fully specified locale from the OS, you can use "
- "[method get_locale_language].\n"
- "[code]language[/code] - 2 or 3-letter [url=https://en.wikipedia.org/wiki/"
- "List_of_ISO_639-1_codes]language code[/url], in lower case.\n"
- "[code]Script[/code] - optional, 4-letter [url=https://en.wikipedia.org/wiki/"
- "ISO_15924]script code[/url], in title case.\n"
- "[code]COUNTRY[/code] - optional, 2 or 3-letter [url=https://en.wikipedia.org/"
- "wiki/ISO_3166-1]country code[/url], in upper case.\n"
- "[code]VARIANT[/code] - optional, language variant, region and sort order. "
- "Variant can have any number of underscored keywords.\n"
- "[code]extra[/code] - optional, semicolon separated list of additional key "
- "words. Currency, calendar, sort order and numbering system information."
- msgstr ""
- #: doc/classes/OS.xml
- msgid ""
- "Returns the host OS locale's 2 or 3-letter [url=https://en.wikipedia.org/"
- "wiki/List_of_ISO_639-1_codes]language code[/url] as a string which should be "
- "consistent on all platforms. This is equivalent to extracting the "
- "[code]language[/code] part of the [method get_locale] string.\n"
- "This can be used to narrow down fully specified locale strings to only the "
- "\"common\" language code, when you don't need the additional information "
- "about country code or variants. For example, for a French Canadian user with "
- "[code]fr_CA[/code] locale, this would return [code]fr[/code]."
- msgstr ""
- #: doc/classes/OS.xml
- msgid ""
- "Returns the ID of the main thread. See [method get_thread_caller_id].\n"
- "[b]Note:[/b] Thread IDs are not deterministic and may be reused across "
- "application restarts."
- msgstr ""
- #: doc/classes/OS.xml
- msgid ""
- "Returns the model name of the current device.\n"
- "[b]Note:[/b] This method is implemented on Android and iOS. Returns "
- "[code]\"GenericDevice\"[/code] on unsupported platforms."
- msgstr ""
- "Devuelve el nombre del modelo del dispositivo actual.\n"
- "[b]Nota:[/b] Este método está implementado en Android e iOS. Devuelve "
- "[code]\"GenericDevice\"[/code] en plataformas no soportadas."
- #: doc/classes/OS.xml
- msgid ""
- "Returns the name of the host OS. Possible values are: [code]\"Android\"[/"
- "code], [code]\"iOS\"[/code], [code]\"HTML5\"[/code], [code]\"OSX\"[/code], "
- "[code]\"Server\"[/code], [code]\"Windows\"[/code], [code]\"UWP\"[/code], "
- "[code]\"X11\"[/code]."
- msgstr ""
- "Devuelve el nombre del sistema operativo anfitrión. Los posibles valores "
- "son: [code]\"Android\"[/code], [code]\"iOS\"[/code], [code]\"HTML5\"[/code], "
- "[code]\"OSX\"[/code], [code]\"Server\"[/code], [code]\"Windows\"[/code], "
- "[code]\"UWP\"[/code], [code]\"X11\"[/code]."
- #: doc/classes/OS.xml
- #, fuzzy
- msgid ""
- "Returns internal structure pointers for use in GDNative plugins.\n"
- "[b]Note:[/b] This method is implemented on Linux and Windows (other OSs will "
- "soon be supported)."
- msgstr ""
- "Devuelve el número de disposiciones del teclado.\n"
- "[b]Nota:[/b] Este método está implementado en Linux, macOS y Windows."
- #: doc/classes/OS.xml
- #, fuzzy
- msgid ""
- "Returns the amount of battery left in the device as a percentage. Returns "
- "[code]-1[/code] if power state is unknown.\n"
- "[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
- msgstr ""
- "Devuelve el nombre localizado de la disposición del teclado en la posición "
- "[code]index[/code].\n"
- "[b]Nota:[/b] Este método está implementado en Linux, macOS y Windows."
- #: doc/classes/OS.xml
- #, fuzzy
- msgid ""
- "Returns an estimate of the time left in seconds before the device runs out "
- "of battery. Returns [code]-1[/code] if power state is unknown.\n"
- "[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
- msgstr ""
- "Devuelve el nombre localizado de la disposición del teclado en la posición "
- "[code]index[/code].\n"
- "[b]Nota:[/b] Este método está implementado en Linux, macOS y Windows."
- #: doc/classes/OS.xml
- #, fuzzy
- msgid ""
- "Returns the current state of the device regarding battery and power. See "
- "[enum PowerState] constants.\n"
- "[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
- msgstr ""
- "Devuelve el nombre localizado de la disposición del teclado en la posición "
- "[code]index[/code].\n"
- "[b]Nota:[/b] Este método está implementado en Linux, macOS y Windows."
- #: doc/classes/OS.xml
- msgid ""
- "Returns the project's process ID.\n"
- "[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and "
- "Windows."
- msgstr ""
- "Devuelve la identificación del proceso del proyecto.\n"
- "[b]Nota:[/b] Este método está implementado en Android, iOS, Linux, macOS y "
- "Windows."
- #: doc/classes/OS.xml
- msgid ""
- "Returns the number of [i]logical[/i] CPU cores available on the host "
- "machine. On CPUs with HyperThreading enabled, this number will be greater "
- "than the number of [i]physical[/i] CPU cores."
- msgstr ""
- #: doc/classes/OS.xml
- msgid ""
- "Returns the name of the CPU model on the host machine (e.g. \"Intel(R) "
- "Core(TM) i7-6700K CPU @ 4.00GHz\").\n"
- "[b]Note:[/b] This method is only implemented on Windows, macOS, Linux and "
- "iOS. On Android, HTML5 and UWP, [method get_processor_name] returns an empty "
- "string."
- msgstr ""
- #: doc/classes/OS.xml
- #, fuzzy
- msgid "Returns the window size including decorations like window borders."
- msgstr "Devuelve la identificación del nodo de entrada de una función."
- #: doc/classes/OS.xml
- #, fuzzy
- msgid ""
- "Returns the given scancode as a string (e.g. Return values: "
- "[code]\"Escape\"[/code], [code]\"Shift+Escape\"[/code]).\n"
- "See also [member InputEventKey.scancode] and [method InputEventKey."
- "get_scancode_with_modifiers]."
- msgstr ""
- "Devuelve el código clave dado como una string (por ejemplo, valores de "
- "retorno: [code]\"Escape\"[/code], [code]\"Shift+Escape\"[/code]).\n"
- "Véase también [member InputEventKey.keycode] y [method InputEventKey."
- "get_keycode_with_modifiers]."
- #: doc/classes/OS.xml
- #, fuzzy
- msgid "Returns the number of displays attached to the host machine."
- msgstr "Devuelve el número de hilos disponibles en el host."
- #: doc/classes/OS.xml
- msgid ""
- "Returns the dots per inch density of the specified screen. If [code]screen[/"
- "code] is [code]-1[/code] (the default value), the current screen will be "
- "used.\n"
- "[b]Note:[/b] On macOS, returned value is inaccurate if fractional display "
- "scaling mode is used.\n"
- "[b]Note:[/b] On Android devices, the actual screen densities are grouped "
- "into six generalized densities:\n"
- "[codeblock]\n"
- " ldpi - 120 dpi\n"
- " mdpi - 160 dpi\n"
- " hdpi - 240 dpi\n"
- " xhdpi - 320 dpi\n"
- " xxhdpi - 480 dpi\n"
- "xxxhdpi - 640 dpi\n"
- "[/codeblock]\n"
- "[b]Note:[/b] This method is implemented on Android, Linux, macOS and "
- "Windows. Returns [code]72[/code] on unsupported platforms."
- msgstr ""
- #: doc/classes/OS.xml
- msgid ""
- "Return the greatest scale factor of all screens.\n"
- "[b]Note:[/b] On macOS returned value is [code]2.0[/code] if there is at "
- "least one hiDPI (Retina) screen in the system, and [code]1.0[/code] in all "
- "other cases.\n"
- "[b]Note:[/b] This method is implemented on macOS."
- msgstr ""
- "Devuelve el mayor factor de escala de todas las pantallas.\n"
- "[b]Nota:[/b] En macOS el valor devuelto es [code]2.0[/code] si hay al menos "
- "una pantalla hiDPI (Retina) en el sistema, y [code]1.0[/code] en todos los "
- "demás casos.\n"
- "[b]Nota:[/b] Este método está implementado en el MacOS."
- #: doc/classes/OS.xml
- #, fuzzy
- msgid ""
- "Returns the position of the specified screen by index. If [code]screen[/"
- "code] is [code]-1[/code] (the default value), the current screen will be "
- "used."
- msgstr ""
- "Devuelve el factor de escala de la pantalla especificada por índice.\n"
- "[b]Nota:[/b] En macOS el valor devuelto es [code]2.0[/code] para la pantalla "
- "hiDPI (Retina), y [code]1.0[/code] para todos los demás casos.\n"
- "[b]Nota:[/b] Este método está implementado en macOS."
- #: doc/classes/OS.xml
- msgid ""
- "Returns the current refresh rate of the specified screen. If [code]screen[/"
- "code] is [code]-1[/code] (the default value), the current screen will be "
- "used.\n"
- "[b]Note:[/b] Returns [code]-1.0[/code] if Godot fails to find the refresh "
- "rate for the specified screen. On HTML5, [method get_screen_refresh_rate] "
- "will always return [code]-1.0[/code] as there is no way to retrieve the "
- "refresh rate on that platform.\n"
- "To fallback to a default refresh rate if the method fails, try:\n"
- "[codeblock]\n"
- "var refresh_rate = OS.get_screen_refresh_rate()\n"
- "if refresh_rate < 0:\n"
- " refresh_rate = 60.0\n"
- "[/codeblock]"
- msgstr ""
- #: doc/classes/OS.xml
- #, fuzzy
- msgid ""
- "Return the scale factor of the specified screen by index. If [code]screen[/"
- "code] is [code]-1[/code] (the default value), the current screen will be "
- "used.\n"
- "[b]Note:[/b] On macOS returned value is [code]2.0[/code] for hiDPI (Retina) "
- "screen, and [code]1.0[/code] for all other cases.\n"
- "[b]Note:[/b] This method is implemented on macOS."
- msgstr ""
- "Devuelve el factor de escala de la pantalla especificada por índice.\n"
- "[b]Nota:[/b] En macOS el valor devuelto es [code]2.0[/code] para la pantalla "
- "hiDPI (Retina), y [code]1.0[/code] para todos los demás casos.\n"
- "[b]Nota:[/b] Este método está implementado en macOS."
- #: doc/classes/OS.xml
- msgid ""
- "Returns the dimensions in pixels of the specified screen. If [code]screen[/"
- "code] is [code]-1[/code] (the default value), the current screen will be "
- "used."
- msgstr ""
- #: doc/classes/OS.xml
- msgid ""
- "Returns the amount of time in milliseconds it took for the boot logo to "
- "appear."
- msgstr ""
- "Devuelve el tiempo en milisegundos que tardó en aparecer el logo de inicio."
- #: doc/classes/OS.xml
- msgid "Returns the maximum amount of static memory used (only works in debug)."
- msgstr ""
- "Devuelve la cantidad máxima de memoria estática utilizada (sólo funciona en "
- "la depuración)."
- #: doc/classes/OS.xml
- #, fuzzy
- msgid ""
- "Returns the amount of static memory being used by the program in bytes (only "
- "works in debug)."
- msgstr ""
- "Devuelve la cantidad de memoria estática que está siendo utilizada por el "
- "programa en bytes."
- #: doc/classes/OS.xml
- #, fuzzy
- msgid ""
- "Returns the actual path to commonly used folders across different platforms. "
- "Available locations are specified in [enum SystemDir].\n"
- "[b]Note:[/b] This method is implemented on Android, Linux, macOS and "
- "Windows.\n"
- "[b]Note:[/b] Shared storage is implemented on Android and allows to "
- "differentiate between app specific and shared directories. Shared "
- "directories have additional restrictions on Android."
- msgstr ""
- "Devuelve el camino real a las carpetas de uso común a través de diferentes "
- "plataformas. Las ubicaciones disponibles se especifican en [enum "
- "SystemDir].\n"
- "[b]Nota:[/b] Este método está implementado en Android, Linux, macOS y "
- "Windows."
- #: doc/classes/OS.xml
- #, fuzzy
- msgid "Returns the epoch time of the operating system in milliseconds."
- msgstr "Devuelve la duración del flujo de audio en segundos."
- #: doc/classes/OS.xml
- #, fuzzy
- msgid "Returns the epoch time of the operating system in seconds."
- msgstr "Devuelve la duración del flujo de audio en segundos."
- #: doc/classes/OS.xml
- msgid ""
- "Returns the total number of available tablet drivers.\n"
- "[b]Note:[/b] This method is implemented on Windows."
- msgstr ""
- "Devuelve el número total de controladores de tabletas disponibles.\n"
- "[b]Nota:[/b] Este método está implementado en Windows."
- #: doc/classes/OS.xml
- msgid ""
- "Returns the tablet driver name for the given index.\n"
- "[b]Note:[/b] This method is implemented on Windows."
- msgstr ""
- "Devuelve el nombre del controlador de la tableta para el índice dado.\n"
- "[b]Nota:[/b] Este método está implementado en Windows."
- #: doc/classes/OS.xml
- msgid ""
- "Returns the ID of the current thread. This can be used in logs to ease "
- "debugging of multi-threaded applications.\n"
- "[b]Note:[/b] Thread IDs are not deterministic and may be reused across "
- "application restarts."
- msgstr ""
- #: doc/classes/OS.xml
- #, fuzzy
- msgid ""
- "Deprecated, use [method Time.get_ticks_msec] instead.\n"
- "Returns the amount of time passed in milliseconds since the engine started."
- msgstr ""
- "Devuelve el tiempo transcurrido en milisegundos desde que el motor se puso "
- "en marcha."
- #: doc/classes/OS.xml
- #, fuzzy
- msgid ""
- "Deprecated, use [method Time.get_ticks_usec] instead.\n"
- "Returns the amount of time passed in microseconds since the engine started."
- msgstr ""
- "Devuelve la cantidad de tiempo transcurrido en microsegundos desde que el "
- "motor se puso en marcha."
- #: doc/classes/OS.xml
- #, fuzzy
- msgid ""
- "Deprecated, use [method Time.get_time_dict_from_system] instead.\n"
- "Returns current time as a dictionary of keys: hour, minute, second."
- msgstr ""
- "Devuelve la hora actual como un diccionario de claves: hora, minuto, segundo."
- #: doc/classes/OS.xml
- msgid ""
- "Returns the current time zone as a dictionary with the keys: bias and name."
- msgstr ""
- "Devuelve la zona horaria actual como un diccionario con las teclas: sesgo y "
- "nombre."
- #: doc/classes/OS.xml
- msgid ""
- "Returns a string that is unique to the device.\n"
- "[b]Note:[/b] This string may change without notice if the user reinstalls/"
- "upgrades their operating system or changes their hardware. This means it "
- "should generally not be used to encrypt persistent data as the data saved "
- "before an unexpected ID change would become inaccessible. The returned "
- "string may also be falsified using external programs, so do not rely on the "
- "string returned by [method get_unique_id] for security purposes.\n"
- "[b]Note:[/b] Returns an empty string on HTML5 and UWP, as this method isn't "
- "implemented on those platforms yet."
- msgstr ""
- #: doc/classes/OS.xml
- msgid ""
- "Returns the current UNIX epoch timestamp in seconds.\n"
- "[b]Important:[/b] This is the system clock that the user can manually set. "
- "[b]Never use[/b] this method for precise time calculation since its results "
- "are also subject to automatic adjustments by the operating system. [b]Always "
- "use[/b] [method get_ticks_usec] or [method get_ticks_msec] for precise time "
- "calculation instead, since they are guaranteed to be monotonic (i.e. never "
- "decrease).\n"
- "[b]Note:[/b] To get a floating point timestamp with sub-second precision, "
- "use [method Time.get_unix_time_from_system]."
- msgstr ""
- #: doc/classes/OS.xml
- #, fuzzy
- msgid ""
- "Gets an epoch time value from a dictionary of time values.\n"
- "[code]datetime[/code] must be populated with the following keys: [code]year[/"
- "code], [code]month[/code], [code]day[/code], [code]hour[/code], "
- "[code]minute[/code], [code]second[/code].\n"
- "If the dictionary is empty [code]0[/code] is returned. If some keys are "
- "omitted, they default to the equivalent values for the UNIX epoch timestamp "
- "0 (1970-01-01 at 00:00:00 UTC).\n"
- "You can pass the output from [method get_datetime_from_unix_time] directly "
- "into this function. Daylight Savings Time ([code]dst[/code]), if present, is "
- "ignored."
- msgstr ""
- "Obtiene un valor de tiempo de época de un diccionario de valores de tiempo.\n"
- "[code]datetime[/code] debe ser rellenado con las siguientes teclas: "
- "[code]year[/code], [code]month[/code], [code]day[/code], [code]hour[/code], "
- "[code]minute[/code], [code]second[/code].\n"
- "Puedes pasar la salida de [method get_datetime_from_unix_time] directamente "
- "a esta función. El horario de verano ([code]dst[/code]), si está presente, "
- "es ignorado."
- #: doc/classes/OS.xml
- #, fuzzy
- msgid ""
- "Returns the absolute directory path where user data is written ([code]user://"
- "[/code]).\n"
- "On Linux, this is [code]~/.local/share/godot/app_userdata/[project_name][/"
- "code], or [code]~/.local/share/[custom_name][/code] if "
- "[code]use_custom_user_dir[/code] is set.\n"
- "On macOS, this is [code]~/Library/Application Support/Godot/app_userdata/"
- "[project_name][/code], or [code]~/Library/Application Support/[custom_name][/"
- "code] if [code]use_custom_user_dir[/code] is set.\n"
- "On Windows, this is [code]%APPDATA%\\Godot\\app_userdata\\[project_name][/"
- "code], or [code]%APPDATA%\\[custom_name][/code] if "
- "[code]use_custom_user_dir[/code] is set. [code]%APPDATA%[/code] expands to "
- "[code]%USERPROFILE%\\AppData\\Roaming[/code].\n"
- "If the project name is empty, [code]user://[/code] falls back to [code]res://"
- "[/code].\n"
- "Not to be confused with [method get_data_dir], which returns the [i]global[/"
- "i] (non-project-specific) user data directory."
- msgstr ""
- "Devuelve la ruta absoluta del directorio donde se escriben los datos del "
- "usuario ([code]user://[/code]).\n"
- "En Linux, esto es [code]~/.local/share/godot/app_userdata/[project_name][/"
- "code], o [code]~/.local/share/[custom_name][/code] si se establece "
- "[code]use_custom_user_dir[/code].\n"
- "En macOS, esto es [code]~/Library/Application Support/Godot/app_userdata/"
- "[project_name][/code], o [code]~/Library/Application Support/[custom_name][/"
- "code] si se establece [code]use_custom_user_dir[/code].\n"
- "En Windows, esto es [code]%APPDATA%\\Godot\\app_userdata\\[project_name][/"
- "code], o [code]%APPDATA%\\[custom_name][/code] si [code]use_custom_user_dir[/"
- "code] está configurado. [code]%APPDATA%[/code] se expande a "
- "[code]%USERPROFILE%\\AppData\\Roaming[/code].\n"
- "Si el nombre del proyecto está vacío, [code]user://[/code] vuelve a "
- "[code]res://[/code]."
- #: doc/classes/OS.xml
- #, fuzzy
- msgid "Returns the number of video drivers supported on the current platform."
- msgstr "Devuelve el número de pestañas ocultas desplazadas a la izquierda."
- #: doc/classes/OS.xml
- msgid ""
- "Returns the name of the video driver matching the given [code]driver[/code] "
- "index. This index is a value from [enum VideoDriver], and you can use "
- "[method get_current_video_driver] to get the current backend's index."
- msgstr ""
- #: doc/classes/OS.xml
- msgid ""
- "Returns the on-screen keyboard's height in pixels. Returns 0 if there is no "
- "keyboard or if it is currently hidden."
- msgstr ""
- "Devuelve la altura del teclado en pantalla en píxeles. Devuelve 0 si no hay "
- "teclado o si está oculto actualmente."
- #: doc/classes/OS.xml
- msgid ""
- "Returns unobscured area of the window where interactive controls should be "
- "rendered."
- msgstr ""
- #: doc/classes/OS.xml
- msgid ""
- "Add a new item with text \"label\" to global menu. Use \"_dock\" menu to add "
- "item to the macOS dock icon menu.\n"
- "[b]Note:[/b] This method is implemented on macOS."
- msgstr ""
- #: doc/classes/OS.xml
- #, fuzzy
- msgid ""
- "Add a separator between items. Separators also occupy an index.\n"
- "[b]Note:[/b] This method is implemented on macOS."
- msgstr ""
- "Añade un separador entre los objetos. Los separadores también ocupan un "
- "índice."
- #: doc/classes/OS.xml
- #, fuzzy
- msgid ""
- "Clear the global menu, in effect removing all items.\n"
- "[b]Note:[/b] This method is implemented on macOS."
- msgstr ""
- "Devuelve el número total de controladores de tabletas disponibles.\n"
- "[b]Nota:[/b] Este método está implementado en Windows."
- #: doc/classes/OS.xml
- #, fuzzy
- msgid ""
- "Removes the item at index \"idx\" from the global menu. Note that the "
- "indexes of items after the removed item are going to be shifted by one.\n"
- "[b]Note:[/b] This method is implemented on macOS."
- msgstr ""
- "Elimina el elemento en el índice [code]idx[/code] del menú.\n"
- "[b]Nota:[/b] Los índices de los ítems después del ítem removido serán "
- "desplazados por uno."
- #: doc/classes/OS.xml
- #, fuzzy
- msgid "Returns [code]true[/code] if there is content on the clipboard."
- msgstr "Devuelve [code]true[/code] si el archivo está actualmente abierto."
- #: doc/classes/OS.xml
- msgid ""
- "Returns [code]true[/code] if the environment variable with the name "
- "[code]variable[/code] exists.\n"
- "[b]Note:[/b] Double-check the casing of [code]variable[/code]. Environment "
- "variable names are case-sensitive on all platforms except Windows."
- msgstr ""
- #: doc/classes/OS.xml
- #, fuzzy
- msgid ""
- "Returns [code]true[/code] if the feature for the given feature tag is "
- "supported in the currently running instance, depending on the platform, "
- "build etc. Can be used to check whether you're currently running a debug "
- "build, on a certain platform or arch, etc. Refer to the [url=$DOCS_URL/"
- "tutorials/export/feature_tags.html]Feature Tags[/url] documentation for more "
- "details.\n"
- "[b]Note:[/b] Tag names are case-sensitive."
- msgstr ""
- "Devuelve [code]true[/code] si la característica para la etiqueta de la "
- "característica dada está soportada en la instancia que se está ejecutando "
- "actualmente, dependiendo de la plataforma, la construcción, etc. Se puede "
- "usar para comprobar si actualmente se está ejecutando una compilación de "
- "depuración, en una determinada plataforma o arco, etc. Consulte la "
- "documentación [url=https://docs.godotengine.org/es/latest/getting_started/"
- "workflow/export/feature_tags.html]Etiquetas de características[/url] para "
- "obtener más detalles.\n"
- "[b]Nota:[/b] Los nombres de las etiquetas distinguen entre mayúsculas y "
- "minúsculas."
- #: doc/classes/OS.xml
- #, fuzzy
- msgid ""
- "Returns [code]true[/code] if the device has a touchscreen or emulates one."
- msgstr "Devuelve [code]true[/code] si este dispositivo rastrea la orientación."
- #: doc/classes/OS.xml
- #, fuzzy
- msgid ""
- "Returns [code]true[/code] if the platform has a virtual keyboard, "
- "[code]false[/code] otherwise."
- msgstr ""
- "Devuelve [code]true[/code] si los scripts de dominio están cargados, "
- "[code]false[/code] en caso contrario."
- #: doc/classes/OS.xml
- msgid "Hides the virtual keyboard if it is shown, does nothing otherwise."
- msgstr "Oculta el teclado virtual si se muestra, no hace nada más."
- #: doc/classes/OS.xml
- msgid ""
- "Returns [code]true[/code] if the Godot binary used to run the project is a "
- "[i]debug[/i] export template, or when running in the editor.\n"
- "Returns [code]false[/code] if the Godot binary used to run the project is a "
- "[i]release[/i] export template.\n"
- "To check whether the Godot binary used to run the project is an export "
- "template (debug or release), use [code]OS.has_feature(\"standalone\")[/code] "
- "instead."
- msgstr ""
- "Devuelve [code]true[/code] si el binario Godot utilizado para ejecutar el "
- "proyecto es una plantilla de exportación [i]debug[/i], o cuando se ejecuta "
- "en el editor.\n"
- "Devuelve [code]false[/code] si el binario de Godot utilizado para ejecutar "
- "el proyecto es una plantilla de exportación [i]release[/i].\n"
- "Para comprobar si el binario Godot utilizado para ejecutar el proyecto es "
- "una plantilla de exportación (depuración o liberación), utiliza en su lugar "
- "[code]OS.has_feature(\"standalone\")[/code]."
- #: doc/classes/OS.xml
- #, fuzzy
- msgid ""
- "Returns [code]true[/code] if the [b]OK[/b] button should appear on the left "
- "and [b]Cancel[/b] on the right."
- msgstr ""
- "Devuelve [code]true[/code] si la acción tiene asociado el [InputEvent] dado."
- #: doc/classes/OS.xml
- #, fuzzy
- msgid ""
- "Returns [code]true[/code] if the child process ID ([code]pid[/code]) is "
- "still running or [code]false[/code] if it has terminated.\n"
- "Must be a valid ID generated from [method execute].\n"
- "[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and "
- "Windows."
- msgstr ""
- "Matar (terminar) el proceso identificado por el ID de proceso dado "
- "([code]pid[/code]), por ejemplo el devuelto por [method execute] en modo no "
- "bloqueante.\n"
- "[b]Nota:[/b] Este método también puede utilizarse para matar procesos que no "
- "fueron generados por el juego.\n"
- "[b]Nota:[/b] Este método está implementado en Android, iOS, Linux, macOS y "
- "Windows."
- #: doc/classes/OS.xml
- #, fuzzy
- msgid ""
- "Returns [code]true[/code] if the input scancode corresponds to a Unicode "
- "character."
- msgstr ""
- "Devuelve [code]true[/code] si el código clave de entrada corresponde a un "
- "carácter Unicode."
- #: doc/classes/OS.xml
- msgid ""
- "Returns [code]true[/code] if the engine was executed with [code]-v[/code] "
- "(verbose stdout)."
- msgstr ""
- "Devuelve [code]true[/code] si el motor se ejecutó con [code]-v[/code] "
- "(verbose stdout)."
- #: doc/classes/OS.xml
- msgid ""
- "If [code]true[/code], the [code]user://[/code] file system is persistent, so "
- "that its state is the same after a player quits and starts the game again. "
- "Relevant to the HTML5 platform, where this persistence may be unavailable."
- msgstr ""
- "Si [code]true[/code], el sistema de archivos de [code]user://[/code] es "
- "persistente, de modo que su estado es el mismo después de que un jugador "
- "abandona y comienza el juego de nuevo. Relevante para la plataforma HTML5, "
- "donde esta persistencia puede no estar disponible."
- #: doc/classes/OS.xml
- #, fuzzy
- msgid ""
- "Returns [code]true[/code] if the window should always be on top of other "
- "windows."
- msgstr ""
- "Devuelve [code]true[/code] si el nodo está plegado (colapsado) en el muelle "
- "de la escena."
- #: doc/classes/OS.xml
- #, fuzzy
- msgid ""
- "Returns [code]true[/code] if the window is currently focused.\n"
- "[b]Note:[/b] Only implemented on desktop platforms. On other platforms, it "
- "will always return [code]true[/code]."
- msgstr ""
- "Devuelve [code]true[/code] si el addon está listo para responder a las "
- "llamadas de la función, si no, devuelve [code]false[/code]."
- #: doc/classes/OS.xml
- msgid ""
- "Returns active keyboard layout index.\n"
- "[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
- msgstr ""
- "Devuelve el índice de disposición del teclado activo.\n"
- "[b]Nota:[/b] Este método está implementado en Linux, macOS y Windows."
- #: doc/classes/OS.xml
- msgid ""
- "Returns the number of keyboard layouts.\n"
- "[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
- msgstr ""
- "Devuelve el número de disposiciones del teclado.\n"
- "[b]Nota:[/b] Este método está implementado en Linux, macOS y Windows."
- #: doc/classes/OS.xml
- msgid ""
- "Returns the ISO-639/BCP-47 language code of the keyboard layout at position "
- "[code]index[/code].\n"
- "[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
- msgstr ""
- "Devuelve el código de idioma ISO-639/BCP-47 de la disposición del teclado en "
- "la posición [code]index[/code].\n"
- "[b]Nota:[/b] Este método está implementado en Linux, macOS y Windows."
- #: doc/classes/OS.xml
- msgid ""
- "Returns the localized name of the keyboard layout at position [code]index[/"
- "code].\n"
- "[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
- msgstr ""
- "Devuelve el nombre localizado de la disposición del teclado en la posición "
- "[code]index[/code].\n"
- "[b]Nota:[/b] Este método está implementado en Linux, macOS y Windows."
- #: doc/classes/OS.xml
- #, fuzzy
- msgid ""
- "Converts a physical (US QWERTY) [code]scancode[/code] to one in the active "
- "keyboard layout.\n"
- "[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
- msgstr ""
- "Establece una disposición de teclado activa.\n"
- "[b]Nota:[/b] Este método está implementado en Linux, macOS y Windows."
- #: doc/classes/OS.xml
- msgid ""
- "Sets active keyboard layout.\n"
- "[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
- msgstr ""
- "Establece una disposición de teclado activa.\n"
- "[b]Nota:[/b] Este método está implementado en Linux, macOS y Windows."
- #: doc/classes/OS.xml
- #, fuzzy
- msgid ""
- "Kill (terminate) the process identified by the given process ID ([code]pid[/"
- "code]), e.g. the one returned by [method execute] in non-blocking mode. See "
- "also [method crash].\n"
- "[b]Note:[/b] This method can also be used to kill processes that were not "
- "spawned by the game.\n"
- "[b]Note:[/b] This method is implemented on Android, iOS, Linux, macOS and "
- "Windows."
- msgstr ""
- "Matar (terminar) el proceso identificado por el ID de proceso dado "
- "([code]pid[/code]), por ejemplo el devuelto por [method execute] en modo no "
- "bloqueante.\n"
- "[b]Nota:[/b] Este método también puede utilizarse para matar procesos que no "
- "fueron generados por el juego.\n"
- "[b]Nota:[/b] Este método está implementado en Android, iOS, Linux, macOS y "
- "Windows."
- #: doc/classes/OS.xml
- msgid ""
- "Moves the file or directory to the system's recycle bin. See also [method "
- "Directory.remove].\n"
- "The method takes only global paths, so you may need to use [method "
- "ProjectSettings.globalize_path]. Do not use it for files in [code]res://[/"
- "code] as it will not work in exported project.\n"
- "[b]Note:[/b] If the user has disabled the recycle bin on their system, the "
- "file will be permanently deleted instead.\n"
- "[codeblock]\n"
- "var file_to_remove = \"user://slot1.sav\"\n"
- "OS.move_to_trash(ProjectSettings.globalize_path(file_to_remove))\n"
- "[/codeblock]"
- msgstr ""
- #: doc/classes/OS.xml
- #, fuzzy
- msgid ""
- "Moves the window to the front.\n"
- "[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
- msgstr ""
- "Devuelve el número de disposiciones del teclado.\n"
- "[b]Nota:[/b] Este método está implementado en Linux, macOS y Windows."
- #: doc/classes/OS.xml
- #, fuzzy
- msgid ""
- "Returns [code]true[/code] if native video is playing.\n"
- "[b]Note:[/b] This method is only implemented on iOS."
- msgstr ""
- "Devuelve [code]true[/code] si el video se está reproduciendo.\n"
- "[b]Nota:[/b] El vídeo sigue considerándose en reproducción si se interrumpe "
- "durante la reproducción."
- #: doc/classes/OS.xml
- #, fuzzy
- msgid ""
- "Pauses native video playback.\n"
- "[b]Note:[/b] This method is only implemented on iOS."
- msgstr ""
- "Establece una disposición de teclado activa.\n"
- "[b]Nota:[/b] Este método está implementado en Linux, macOS y Windows."
- #: doc/classes/OS.xml
- msgid ""
- "Plays native video from the specified path, at the given volume and with "
- "audio and subtitle tracks.\n"
- "[b]Note:[/b] This method is only implemented on iOS."
- msgstr ""
- #: doc/classes/OS.xml
- #, fuzzy
- msgid ""
- "Stops native video playback.\n"
- "[b]Note:[/b] This method is implemented on iOS."
- msgstr ""
- "Establece una disposición de teclado activa.\n"
- "[b]Nota:[/b] Este método está implementado en Linux, macOS y Windows."
- #: doc/classes/OS.xml
- #, fuzzy
- msgid ""
- "Resumes native video playback.\n"
- "[b]Note:[/b] This method is implemented on iOS."
- msgstr ""
- "Establece una disposición de teclado activa.\n"
- "[b]Nota:[/b] Este método está implementado en Linux, macOS y Windows."
- #: doc/classes/OS.xml
- msgid ""
- "Initialises the singleton for the system MIDI driver.\n"
- "[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
- msgstr ""
- "Inicializa el botón único para el controlador MIDI del sistema.\n"
- "[b]Nota:[/b] Este método está implementado en Linux, macOS y Windows."
- #: doc/classes/OS.xml
- msgid ""
- "Shows all resources in the game. Optionally, the list can be written to a "
- "file by specifying a file path in [code]tofile[/code]."
- msgstr ""
- "Muestra todos los recursos del juego. Opcionalmente, la lista puede "
- "escribirse en un archivo especificando una ruta de archivo en [code]tofile[/"
- "code]."
- #: doc/classes/OS.xml
- msgid "Shows the list of loaded textures sorted by size in memory."
- msgstr ""
- "Muestra la lista de texturas cargadas ordenadas por tamaño en la memoria."
- #: doc/classes/OS.xml
- msgid "Shows the number of resources loaded by the game of the given types."
- msgstr ""
- "Muestra el número de recursos cargados por el juego de los tipos dados."
- #: doc/classes/OS.xml
- msgid "Shows all resources currently used by the game."
- msgstr "Muestra todos los recursos utilizados actualmente por el juego."
- #: doc/classes/OS.xml
- #, fuzzy
- msgid ""
- "Request the user attention to the window. It'll flash the taskbar button on "
- "Windows or bounce the dock icon on OSX.\n"
- "[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
- msgstr ""
- "Devuelve el nombre localizado de la disposición del teclado en la posición "
- "[code]index[/code].\n"
- "[b]Nota:[/b] Este método está implementado en Linux, macOS y Windows."
- #: doc/classes/OS.xml
- msgid ""
- "At the moment this function is only used by [code]AudioDriverOpenSL[/code] "
- "to request permission for [code]RECORD_AUDIO[/code] on Android."
- msgstr ""
- "Por el momento esta función sólo es utilizada por [code]AudioDriverOpenSL[/"
- "code] para pedir permiso para [code]RECORD_AUDIO[/code] en Android."
- #: doc/classes/OS.xml
- #, fuzzy
- msgid ""
- "With this function, you can request dangerous permissions since normal "
- "permissions are automatically granted at install time in Android "
- "applications.\n"
- "[b]Note:[/b] This method is implemented on Android."
- msgstr ""
- "Con esta función puede solicitar permisos peligrosos, ya que los permisos "
- "normales se conceden automáticamente en el momento de la instalación en la "
- "aplicación Android.\n"
- "[b]Nota:[/b] Este método está implementado en Android."
- #: doc/classes/OS.xml
- msgid ""
- "Sets the value of the environment variable [code]variable[/code] to "
- "[code]value[/code]. The environment variable will be set for the Godot "
- "process and any process executed with [method execute] after running [method "
- "set_environment]. The environment variable will [i]not[/i] persist to "
- "processes run after the Godot process was terminated.\n"
- "[b]Note:[/b] Double-check the casing of [code]variable[/code]. Environment "
- "variable names are case-sensitive on all platforms except Windows."
- msgstr ""
- #: doc/classes/OS.xml
- msgid ""
- "Sets the game's icon using an [Image] resource.\n"
- "The same image is used for window caption, taskbar/dock and window selection "
- "dialog. Image is scaled as needed.\n"
- "[b]Note:[/b] This method is implemented on HTML5, Linux, macOS and Windows."
- msgstr ""
- #: doc/classes/OS.xml
- msgid ""
- "Sets whether IME input mode should be enabled.\n"
- "If active IME handles key events before the application and creates an "
- "composition string and suggestion list.\n"
- "Application can retrieve the composition status by using [method "
- "get_ime_selection] and [method get_ime_text] functions.\n"
- "Completed composition string is committed when input is finished.\n"
- "[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
- msgstr ""
- #: doc/classes/OS.xml
- #, fuzzy
- msgid ""
- "Sets position of IME suggestion list popup (in window coordinates).\n"
- "[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
- msgstr ""
- "Apaga el controlador MIDI del sistema.\n"
- "[b]Nota:[/b] Este método está implementado en Linux, macOS y Windows."
- #: doc/classes/OS.xml
- msgid ""
- "Sets the game's icon using a multi-size platform-specific icon file ([code]*."
- "ico[/code] on Windows and [code]*.icns[/code] on macOS).\n"
- "Appropriate size sub-icons are used for window caption, taskbar/dock and "
- "window selection dialog.\n"
- "[b]Note:[/b] This method is implemented on macOS and Windows."
- msgstr ""
- #: doc/classes/OS.xml
- msgid "Sets the name of the current thread."
- msgstr "Establece el nombre del hilo actual."
- #: doc/classes/OS.xml
- msgid "Enables backup saves if [code]enabled[/code] is [code]true[/code]."
- msgstr ""
- "Permite guardar la copia de seguridad si [code]enabled[/code] es [code]true[/"
- "code]."
- #: doc/classes/OS.xml
- #, fuzzy
- msgid ""
- "Sets whether the window should always be on top.\n"
- "[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
- msgstr ""
- "Establece una disposición de teclado activa.\n"
- "[b]Nota:[/b] Este método está implementado en Linux, macOS y Windows."
- #: doc/classes/OS.xml
- msgid ""
- "Sets a polygonal region of the window which accepts mouse events. Mouse "
- "events outside the region will be passed through.\n"
- "Passing an empty array will disable passthrough support (all mouse events "
- "will be intercepted by the window, which is the default behavior).\n"
- "[codeblock]\n"
- "# Set region, using Path2D node.\n"
- "OS.set_window_mouse_passthrough($Path2D.curve.get_baked_points())\n"
- "\n"
- "# Set region, using Polygon2D node.\n"
- "OS.set_window_mouse_passthrough($Polygon2D.polygon)\n"
- "\n"
- "# Reset region to default.\n"
- "OS.set_window_mouse_passthrough([])\n"
- "[/codeblock]\n"
- "[b]Note:[/b] On Windows, the portion of a window that lies outside the "
- "region is not drawn, while on Linux and macOS it is.\n"
- "[b]Note:[/b] This method is implemented on Linux, macOS and Windows."
- msgstr ""
- #: doc/classes/OS.xml
- msgid ""
- "Sets the window title to the specified string.\n"
- "[b]Note:[/b] This should be used sporadically. Don't set this every frame, "
- "as that will negatively affect performance on some window managers.\n"
- "[b]Note:[/b] This method is implemented on HTML5, Linux, macOS and Windows."
- msgstr ""
- #: doc/classes/OS.xml
- #, fuzzy
- msgid ""
- "Requests the OS to open a resource with the most appropriate program. For "
- "example:\n"
- "- [code]OS.shell_open(\"C:\\\\Users\\name\\Downloads\")[/code] on Windows "
- "opens the file explorer at the user's Downloads folder.\n"
- "- [code]OS.shell_open(\"https://godotengine.org\")[/code] opens the default "
- "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://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 "
- "and Windows."
- msgstr ""
- "Solicita al sistema operativo que abra un recurso con el programa más "
- "apropiado. Por ejemplo:\n"
- "- [code]OS.shell_open(\"C:\\\\Users\\name\\Downloads\")[/code] en Windows "
- "abre el explorador de archivos en la carpeta de Descargas del usuario.\n"
- "- [code]OS.shell_open(\"https://godotengine.org\")[/code] abre el explorador "
- "por defecto de la página web oficial de Godot.\n"
- "- [code]OS.shell_open(\"mailto:example@example.com\")[/code] abre el cliente "
- "de correo electrónico predeterminado con el campo \"Para\" configurado en "
- "[code]example@example.com[/code]. Véase [url=https://blog.escapecreative.com/"
- "customizing-mailto-links/]Personalización de [code]mailto:[/code] Enlaces[/"
- "url] para obtener una lista de los campos que pueden añadirse.\n"
- "Utilice el [method ProjectSettings.globalize_path] para convertir una ruta "
- "de [code]res://[/code] o [code]user://[/code] en una ruta del sistema para "
- "utilizarla con este método.\n"
- "[b]Nota:[/b] Este método está implementado en Android, iOS, HTML5, Linux, "
- "macOS y Windows."
- #: doc/classes/OS.xml
- #, fuzzy
- msgid ""
- "Shows the virtual keyboard if the platform has one.\n"
- "The [code]existing_text[/code] parameter is useful for implementing your own "
- "[LineEdit] or [TextEdit], as it tells the virtual keyboard what text has "
- "already been typed (the virtual keyboard uses it for auto-correct and "
- "predictions).\n"
- "The [code]multiline[/code] parameter needs to be set to [code]true[/code] to "
- "be able to enter multiple lines of text, as in [TextEdit].\n"
- "[b]Note:[/b] This method is implemented on Android, iOS and UWP."
- msgstr ""
- "Muestra el teclado virtual si la plataforma tiene uno.\n"
- "El parámetro [code]existing_text[/code] es útil para implementar su propio "
- "[LineEdit] o [TextEdit], ya que le dice al teclado virtual qué texto ya ha "
- "sido escrito (el teclado virtual lo usa para autocorrección y "
- "predicciones).\n"
- "El parámetro [code]position[/code] es el espacio de pantalla [Rect2] del "
- "texto editado.\n"
- "El parámetro [code]multiline[/code] necesita ser ajustado a [code]true[/"
- "code] para poder introducir varias líneas de texto, como en [TextEdit].\n"
- "[code]max_length[/code] limita el número de caracteres que pueden "
- "introducirse si son diferentes de [code]-1[/code].\n"
- "[code]cursor_start[/code] puede definir opcionalmente la posición actual del "
- "cursor del texto si [code]cursor_end[/code] no está configurado.\n"
- "[code]cursor_start[/code] y [code]cursor_end[/code] pueden definir "
- "opcionalmente la selección de texto actual.\n"
- "[b]Nota:[/b] Este método está implementado en Android, iOS y UWP."
- #: doc/classes/OS.xml
- msgid "The clipboard from the host OS. Might be unavailable on some platforms."
- msgstr ""
- #: doc/classes/OS.xml
- msgid "The current screen index (starting from 0)."
- msgstr ""
- #: doc/classes/OS.xml
- msgid ""
- "If [code]true[/code], the engine filters the time delta measured between "
- "each frame, and attempts to compensate for random variation. This will only "
- "operate on systems where V-Sync is active."
- msgstr ""
- #: doc/classes/OS.xml
- msgid ""
- "The exit code passed to the OS when the main loop exits. By convention, an "
- "exit code of [code]0[/code] indicates success whereas a non-zero exit code "
- "indicates an error. For portability reasons, the exit code should be set "
- "between 0 and 125 (inclusive).\n"
- "[b]Note:[/b] This value will be ignored if using [method SceneTree.quit] "
- "with an [code]exit_code[/code] argument passed."
- msgstr ""
- "El código de salida pasó al sistema operativo cuando el bucle principal "
- "sale. Por convención, un código de salida de [code]0[/code] indica éxito "
- "mientras que un código de salida distinto de cero indica un error. Por "
- "razones de portabilidad, el código de salida debe establecerse entre 0 y 125 "
- "(inclusive).\n"
- "[b]Nota:[/b] Este valor se ignorará si se utiliza el [method SceneTree.quit] "
- "con un argumento [code]exit_code[/code] pasado."
- #: doc/classes/OS.xml
- #, fuzzy
- msgid ""
- "If [code]true[/code], the engine tries to keep the screen on while the game "
- "is running. Useful on mobile."
- msgstr ""
- "Si [code]true[/code], el motor generará mallas de alambre para su uso con el "
- "modo de depuración de mallas de alambre."
- #: doc/classes/OS.xml
- msgid ""
- "If [code]true[/code], the engine optimizes for low processor usage by only "
- "refreshing the screen if needed. Can improve battery consumption on mobile."
- msgstr ""
- "Si [code]true[/code], el motor se optimiza para un bajo uso del procesador, "
- "sólo refrescando la pantalla si es necesario. Puede mejorar el consumo de la "
- "batería en el móvil."
- #: doc/classes/OS.xml
- msgid ""
- "The amount of sleeping between frames when the low-processor usage mode is "
- "enabled (in microseconds). Higher values will result in lower CPU usage."
- msgstr ""
- "La cantidad de sueño entre cuadros cuando se activa el modo de uso del "
- "procesador bajo (en microsegundos). Valores más altos resultarán en un menor "
- "uso de la CPU."
- #: doc/classes/OS.xml
- msgid ""
- "The maximum size of the window (without counting window manager "
- "decorations). Does not affect fullscreen mode. Set to [code](0, 0)[/code] to "
- "reset to the system default value."
- msgstr ""
- #: doc/classes/OS.xml
- msgid ""
- "The minimum size of the window in pixels (without counting window manager "
- "decorations). Does not affect fullscreen mode. Set to [code](0, 0)[/code] to "
- "reset to the system's default value.\n"
- "[b]Note:[/b] By default, the project window has a minimum size of "
- "[code]Vector2(64, 64)[/code]. This prevents issues that can arise when the "
- "window is resized to a near-zero size."
- msgstr ""
- #: doc/classes/OS.xml
- #, fuzzy
- msgid "The current screen orientation."
- msgstr "La escena actual."
- #: doc/classes/OS.xml
- msgid "The current tablet driver in use."
- msgstr "El actual controlador de la tableta en uso."
- #: doc/classes/OS.xml
- #, fuzzy
- msgid "If [code]true[/code], vertical synchronization (Vsync) is enabled."
- msgstr "Si [code]true[/code], se habilita el mapeado normal."
- #: doc/classes/OS.xml
- #, fuzzy
- msgid ""
- "If [code]true[/code] and [code]vsync_enabled[/code] is true, the operating "
- "system's window compositor will be used for vsync when the compositor is "
- "enabled and the game is in windowed mode.\n"
- "[b]Note:[/b] This option is experimental and meant to alleviate stutter "
- "experienced by some users. However, some users have experienced a Vsync "
- "framerate halving (e.g. from 60 FPS to 30 FPS) when using it.\n"
- "[b]Note:[/b] This property is only implemented on Windows."
- msgstr ""
- "Si se activa [code]Use Vsync[/code] y este ajuste es [code]true[/code], "
- "permite la sincronización vertical a través del compositor de ventanas del "
- "sistema operativo cuando está en modo de ventanas y el compositor está "
- "activado. Esto evitará el tartamudeo en ciertas situaciones. (Sólo en "
- "Windows).\n"
- "[b]Nota:[/b] Esta opción es experimental y está pensada para aliviar el "
- "tartamudeo que experimentan algunos usuarios. Sin embargo, algunos usuarios "
- "han experimentado una reducción de la mitad de la velocidad de los cuadros "
- "Vsync (por ejemplo, de 60 FPS a 30 FPS) al usarla."
- #: doc/classes/OS.xml
- msgid ""
- "If [code]true[/code], removes the window frame.\n"
- "[b]Note:[/b] Setting [code]window_borderless[/code] to [code]false[/code] "
- "disables per-pixel transparency."
- msgstr ""
- #: doc/classes/OS.xml
- #, fuzzy
- msgid "If [code]true[/code], the window is fullscreen."
- msgstr "Si [code]true[/code], el video se pausa."
- #: doc/classes/OS.xml
- #, fuzzy
- msgid "If [code]true[/code], the window is maximized."
- msgstr "Si [code]true[/code], el video se pausa."
- #: doc/classes/OS.xml
- #, fuzzy
- msgid "If [code]true[/code], the window is minimized."
- msgstr "Si [code]true[/code], el video se pausa."
- #: doc/classes/OS.xml
- msgid ""
- "If [code]true[/code], the window background is transparent and the window "
- "frame is removed.\n"
- "Use [code]get_tree().get_root().set_transparent_background(true)[/code] to "
- "disable main viewport background rendering.\n"
- "[b]Note:[/b] This property has no effect if [member ProjectSettings.display/"
- "window/per_pixel_transparency/allowed] setting is disabled.\n"
- "[b]Note:[/b] This property is implemented on HTML5, Linux, macOS, Windows, "
- "and Android. It can't be changed at runtime for Android. Use [member "
- "ProjectSettings.display/window/per_pixel_transparency/enabled] to set it at "
- "startup instead."
- msgstr ""
- #: doc/classes/OS.xml
- msgid ""
- "The window position relative to the screen, the origin is the top left "
- "corner, +Y axis goes to the bottom and +X axis goes to the right."
- msgstr ""
- #: doc/classes/OS.xml
- #, fuzzy
- msgid "If [code]true[/code], the window is resizable by the user."
- msgstr "Si [code]true[/code], el video se pausa."
- #: doc/classes/OS.xml
- msgid "The size of the window (without counting window manager decorations)."
- msgstr ""
- #: doc/classes/OS.xml
- msgid ""
- "The GLES2 rendering backend. It uses OpenGL ES 2.0 on mobile devices, OpenGL "
- "2.1 on desktop platforms and WebGL 1.0 on the web."
- msgstr ""
- "El GLES2 renderiza el backend. Utiliza OpenGL ES 2.0 en los dispositivos "
- "móviles, OpenGL 2.1 en las plataformas de escritorio y WebGL 1.0 en la web."
- #: doc/classes/OS.xml
- #, fuzzy
- msgid ""
- "The GLES3 rendering backend. It uses OpenGL ES 3.0 on mobile devices, OpenGL "
- "3.3 on desktop platforms and WebGL 2.0 on the web."
- msgstr ""
- "El GLES2 renderiza el backend. Utiliza OpenGL ES 2.0 en los dispositivos "
- "móviles, OpenGL 2.1 en las plataformas de escritorio y WebGL 1.0 en la web."
- #: doc/classes/OS.xml
- msgid "Sunday."
- msgstr "Domingo."
- #: doc/classes/OS.xml
- msgid "Monday."
- msgstr "Lunes."
- #: doc/classes/OS.xml
- msgid "Tuesday."
- msgstr "Martes."
- #: doc/classes/OS.xml
- msgid "Wednesday."
- msgstr "Miercoles."
- #: doc/classes/OS.xml
- msgid "Thursday."
- msgstr "Jueves."
- #: doc/classes/OS.xml
- msgid "Friday."
- msgstr "Viernes."
- #: doc/classes/OS.xml
- msgid "Saturday."
- msgstr "Sabado."
- #: doc/classes/OS.xml
- msgid "January."
- msgstr "Enero."
- #: doc/classes/OS.xml
- msgid "February."
- msgstr "Febrero."
- #: doc/classes/OS.xml
- msgid "March."
- msgstr "Marzo."
- #: doc/classes/OS.xml
- msgid "April."
- msgstr "Abril."
- #: doc/classes/OS.xml
- msgid "May."
- msgstr "Mayo."
- #: doc/classes/OS.xml
- msgid "June."
- msgstr "Junio."
- #: doc/classes/OS.xml
- msgid "July."
- msgstr "Julio."
- #: doc/classes/OS.xml
- msgid "August."
- msgstr "Agosto."
- #: doc/classes/OS.xml
- msgid "September."
- msgstr "Septiembre."
- #: doc/classes/OS.xml
- msgid "October."
- msgstr "Octubre."
- #: doc/classes/OS.xml
- msgid "November."
- msgstr "Noviembre."
- #: doc/classes/OS.xml
- msgid "December."
- msgstr "Diciembre."
- #: doc/classes/OS.xml
- msgid ""
- "Application handle:\n"
- "- Windows: [code]HINSTANCE[/code] of the application\n"
- "- MacOS: [code]NSApplication*[/code] of the application (not yet "
- "implemented)\n"
- "- Android: [code]JNIEnv*[/code] of the application (not yet implemented)"
- msgstr ""
- #: doc/classes/OS.xml
- msgid ""
- "Display handle:\n"
- "- Linux: [code]X11::Display*[/code] for the display"
- msgstr ""
- #: doc/classes/OS.xml
- msgid ""
- "Window handle:\n"
- "- Windows: [code]HWND[/code] of the main window\n"
- "- Linux: [code]X11::Window*[/code] of the main window\n"
- "- MacOS: [code]NSWindow*[/code] of the main window (not yet implemented)\n"
- "- Android: [code]jObject[/code] the main android activity (not yet "
- "implemented)"
- msgstr ""
- #: doc/classes/OS.xml
- msgid ""
- "Window view:\n"
- "- Windows: [code]HDC[/code] of the main window drawing context\n"
- "- MacOS: [code]NSView*[/code] of the main windows view (not yet implemented)"
- msgstr ""
- #: doc/classes/OS.xml
- msgid ""
- "OpenGL Context:\n"
- "- Windows: [code]HGLRC[/code]\n"
- "- Linux: [code]X11::GLXContext[/code]\n"
- "- MacOS: [code]NSOpenGLContext*[/code] (not yet implemented)"
- msgstr ""
- #: doc/classes/OS.xml
- msgid "Landscape screen orientation."
- msgstr ""
- #: doc/classes/OS.xml
- #, fuzzy
- msgid "Portrait screen orientation."
- msgstr "Modo de orientación isométrica."
- #: doc/classes/OS.xml
- #, fuzzy
- msgid "Reverse landscape screen orientation."
- msgstr "Invierte la última acción de deshacer."
- #: doc/classes/OS.xml
- #, fuzzy
- msgid "Reverse portrait screen orientation."
- msgstr "Invierte la última acción de deshacer."
- #: doc/classes/OS.xml
- msgid "Uses landscape or reverse landscape based on the hardware sensor."
- msgstr ""
- #: doc/classes/OS.xml
- msgid "Uses portrait or reverse portrait based on the hardware sensor."
- msgstr ""
- #: doc/classes/OS.xml
- msgid "Uses most suitable orientation based on the hardware sensor."
- msgstr ""
- #: doc/classes/OS.xml
- msgid "Desktop directory path."
- msgstr "Ruta de directorio del escritorio."
- #: doc/classes/OS.xml
- msgid "DCIM (Digital Camera Images) directory path."
- msgstr "Ruta del directorio DCIM (Digital Camera Images)."
- #: doc/classes/OS.xml
- msgid "Documents directory path."
- msgstr "Ruta del directorio de documentos."
- #: doc/classes/OS.xml
- msgid "Downloads directory path."
- msgstr "La ruta del directorio de descargas."
- #: doc/classes/OS.xml
- msgid "Movies directory path."
- msgstr "La ruta del directorio de películas."
- #: doc/classes/OS.xml
- msgid "Music directory path."
- msgstr "Ruta del directorio de música."
- #: doc/classes/OS.xml
- msgid "Pictures directory path."
- msgstr "Ruta del directorio de fotos."
- #: doc/classes/OS.xml
- msgid "Ringtones directory path."
- msgstr "Ruta de directorio de tonos."
- #: doc/classes/OS.xml
- #, fuzzy
- msgid "Unknown powerstate."
- msgstr "Nodo desconocido."
- #: doc/classes/OS.xml
- msgid "Unplugged, running on battery."
- msgstr ""
- #: doc/classes/OS.xml
- msgid "Plugged in, no battery available."
- msgstr ""
- #: doc/classes/OS.xml
- msgid "Plugged in, battery charging."
- msgstr ""
- #: doc/classes/OS.xml
- msgid "Plugged in, battery fully charged."
- msgstr ""
- #: doc/classes/PackedDataContainerRef.xml
- msgid "Reference version of [PackedDataContainer]."
- msgstr "Versión de referencia de [PackedDataContainer]."
- #: doc/classes/PackedScene.xml
- msgid "An abstraction of a serialized scene."
- msgstr "Una abstracción de una escena serializada."
- #: doc/classes/PackedScene.xml
- #, fuzzy
- msgid ""
- "A simplified interface to a scene file. Provides access to operations and "
- "checks that can be performed on the scene resource itself.\n"
- "Can be used to save a node to a file. When saving, the node as well as all "
- "the nodes it owns get saved (see [code]owner[/code] property on [Node]).\n"
- "[b]Note:[/b] The node doesn't need to own itself.\n"
- "[b]Example of loading a saved scene:[/b]\n"
- "[codeblock]\n"
- "# Use `load()` instead of `preload()` if the path isn't known at compile-"
- "time.\n"
- "var scene = preload(\"res://scene.tscn\").instance()\n"
- "# Add the node as a child of the node the script is attached to.\n"
- "add_child(scene)\n"
- "[/codeblock]\n"
- "[b]Example of saving a node with different owners:[/b] The following example "
- "creates 3 objects: [code]Node2D[/code] ([code]node[/code]), "
- "[code]RigidBody2D[/code] ([code]rigid[/code]) and [code]CollisionObject2D[/"
- "code] ([code]collision[/code]). [code]collision[/code] is a child of "
- "[code]rigid[/code] which is a child of [code]node[/code]. Only [code]rigid[/"
- "code] is owned by [code]node[/code] and [code]pack[/code] will therefore "
- "only save those two nodes, but not [code]collision[/code].\n"
- "[codeblock]\n"
- "# Create the objects.\n"
- "var node = Node2D.new()\n"
- "var rigid = RigidBody2D.new()\n"
- "var collision = CollisionShape2D.new()\n"
- "\n"
- "# Create the object hierarchy.\n"
- "rigid.add_child(collision)\n"
- "node.add_child(rigid)\n"
- "\n"
- "# Change owner of `rigid`, but not of `collision`.\n"
- "rigid.owner = node\n"
- "\n"
- "var scene = PackedScene.new()\n"
- "# Only `node` and `rigid` are now packed.\n"
- "var result = scene.pack(node)\n"
- "if result == OK:\n"
- " var error = ResourceSaver.save(\"res://path/name.scn\", scene) # Or "
- "\"user://...\"\n"
- " if error != OK:\n"
- " push_error(\"An error occurred while saving the scene to disk.\")\n"
- "[/codeblock]"
- msgstr ""
- "Una interfaz simplificada para un archivo de escena. Proporciona acceso a "
- "las operaciones y comprobaciones que se pueden realizar en el propio recurso "
- "de la escena.\n"
- "Se puede utilizar para guardar un nodo en un archivo. Al guardar, se guarda "
- "el nodo así como todo los nodos que posee (ver propiedad [code]owner[/code] "
- "en [Node]).\n"
- "[b]Nota:[/b] El nodo no necesita ser propietario de sí mismo.\n"
- "[b]Ejemplo de carga de una escena guardada:[/b]\n"
- "[codeblock] \n"
- "# Usa \"load()\" en lugar de \"preload()\" si la ruta no se conoce en tiempo "
- "de compilación.\n"
- "var escena = preload(\"res://escena.tscn\").instance()\n"
- "# Añade el nodo como hijo del nodo al que se adjunta el guión.\n"
- "add_child(escena)\n"
- "[/codeblock]\n"
- "[b]Ejemplo de guardar un nodo con diferentes propietarios:[/b] El siguiente "
- "ejemplo crea 3 objetos: [code]Node2D[/code] ([code]nodo[/code]), "
- "[code]RigidBody2D[/code] ([code]rigido[/code]) y [code]CollisionObject2D[/"
- "code] ([code]colision[/code]). [code]colision[/code] es un hijo de "
- "[code]rigido[/code] que es un hijo de [code]nodo[/code]. Sólo [code]rigido[/"
- "code] es propiedad de [code]nodo[/code] y por lo tanto [code]pack[/code] "
- "sólo salvará esos dos nodos, pero no [code]colision[/code].\n"
- "[codeblock]\n"
- "# Crear los objetos.\n"
- "var nodo = Nodo2D.new()\n"
- "var rigido = RigidBody2D.new()\n"
- "var colision = CollisionShape2D.new()\n"
- "\n"
- "# Crear la jerarquía de objetos.\n"
- "rigido.add_child(colision)\n"
- "nodo.add_child(rigido)\n"
- "\n"
- "# Cambia de dueño de \"rígido\", pero no de \"colision\".\n"
- "rigid.owner = nodo\n"
- "\n"
- "var escena = PackedScene.new()\n"
- "# Sólo el \"nodo\" y el \"rígido\" están ahora empaquetados.\n"
- "var resultado = escena.pack(nodo)\n"
- "si el resultado == OK:\n"
- " var error = ResourceSaver.save(\"res://ruta/nombre.scn\", escena) # O "
- "\"usuario://...\"\n"
- " si error != OK:\n"
- " push_error(\"Se ha producido un error al guardar la escena en el "
- "disco.\")\n"
- "[/codeblock]"
- #: doc/classes/PackedScene.xml
- msgid "Returns [code]true[/code] if the scene file has nodes."
- msgstr "Devuelve [code]true[/code] si el archivo de la escena tiene nodos."
- #: doc/classes/PackedScene.xml
- msgid ""
- "Returns the [code]SceneState[/code] representing the scene file contents."
- msgstr ""
- "Devuelve el [code]SceneState[/code] que representa el contenido del archivo "
- "de la escena."
- #: doc/classes/PackedScene.xml
- msgid ""
- "Instantiates the scene's node hierarchy. Triggers child scene "
- "instantiation(s). Triggers a [constant Node.NOTIFICATION_INSTANCED] "
- "notification on the root node."
- msgstr ""
- "Instala la jerarquía de nodos de la escena. Desencadena la(s) instanciación "
- "de la(s) escena(s) hij(as). Dispara una notificación [constant Node."
- "NOTIFICATION_INSTANCED] en el nodo raíz."
- #: doc/classes/PackedScene.xml
- msgid ""
- "Pack will ignore any sub-nodes not owned by given node. See [member Node."
- "owner]."
- msgstr ""
- "Pack ignorará cualquier subnodo que no pertenezca a un nodo determinado. Ver "
- "[member Node.owner]."
- #: doc/classes/PackedScene.xml
- msgid ""
- "A dictionary representation of the scene contents.\n"
- "Available keys include \"rnames\" and \"variants\" for resources, "
- "\"node_count\", \"nodes\", \"node_paths\" for nodes, \"editable_instances\" "
- "for base scene children overrides, \"conn_count\" and \"conns\" for signal "
- "connections, and \"version\" for the format style of the PackedScene."
- msgstr ""
- "Una representación en el diccionario del contenido de la escena.\n"
- "Las claves disponibles incluyen \"rnames\" y \"variants\" para los recursos, "
- "\"node_count\", \"nodes\", \"node_paths\" para los nodos, "
- "\"editable_instances\" para las anulaciones de hijos de la escena base, "
- "\"conn_count\" y \"conns\" para las conexiones de señales, y \"version\" "
- "para el estilo de formato de la PackedScene."
- #: doc/classes/PackedScene.xml
- msgid "If passed to [method instance], blocks edits to the scene state."
- msgstr ""
- "Si se pasa a [method instance], bloquea las ediciones al estado de la escena."
- #: doc/classes/PackedScene.xml
- msgid ""
- "If passed to [method instance], provides local scene resources to the local "
- "scene.\n"
- "[b]Note:[/b] Only available in editor builds."
- msgstr ""
- "Si se pasa a [method instance], proporciona recursos de la escena local a la "
- "escena local.\n"
- "[b]Nota:[/b] Sólo disponible en las construcciones de los editores."
- #: doc/classes/PackedScene.xml
- msgid ""
- "If passed to [method instance], provides local scene resources to the local "
- "scene. Only the main scene should receive the main edit state.\n"
- "[b]Note:[/b] Only available in editor builds."
- msgstr ""
- "Si se pasa a [method instance], proporciona recursos de la escena local a la "
- "escena local. Sólo la escena principal debe recibir el estado de edición "
- "principal.\n"
- "[b]Nota:[/b] Sólo disponible en las construcciones del editor."
- #: doc/classes/PackedScene.xml
- #, fuzzy
- msgid ""
- "It's similar to [constant GEN_EDIT_STATE_MAIN], but for the case where the "
- "scene is being instantiated to be the base of another one.\n"
- "[b]Note:[/b] Only available in editor builds."
- msgstr ""
- "Si se pasa a [method instance], proporciona recursos de la escena local a la "
- "escena local. Sólo la escena principal debe recibir el estado de edición "
- "principal.\n"
- "[b]Nota:[/b] Sólo disponible en las construcciones del editor."
- #: modules/gltf/doc_classes/PackedSceneGLTF.xml
- msgid ""
- "[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
- "loading and saving is [i]not[/i] available in exported projects. References "
- "to [PackedSceneGLTF] within a script will cause an error in an exported "
- "project."
- msgstr ""
- #: doc/classes/PacketPeer.xml
- msgid "Abstraction and base class for packet-based protocols."
- msgstr "Abstracción y clase base para protocolos basados en paquetes."
- #: doc/classes/PacketPeer.xml
- msgid ""
- "PacketPeer is an abstraction and base class for packet-based protocols (such "
- "as UDP). It provides an API for sending and receiving packets both as raw "
- "data or variables. This makes it easy to transfer data over a protocol, "
- "without having to encode data as low-level bytes or having to worry about "
- "network ordering."
- msgstr ""
- "PacketPeer es una clase de abstracción y base para protocolos basados en "
- "paquetes (como UDP). Proporciona una API para el envío y la recepción de "
- "paquetes tanto como datos en bruto o variables. Esto facilita la "
- "transferencia de datos a través de un protocolo, sin tener que codificar los "
- "datos como bytes de bajo nivel o tener que preocuparse por el ordenamiento "
- "de la red."
- #: doc/classes/PacketPeer.xml
- msgid "Returns the number of packets currently available in the ring-buffer."
- msgstr ""
- "Devuelve el número de paquetes actualmente disponibles en el ring-buffer."
- #: doc/classes/PacketPeer.xml
- msgid "Gets a raw packet."
- msgstr "Recibe un paquete crudo."
- #: doc/classes/PacketPeer.xml
- msgid ""
- "Returns the error state of the last packet received (via [method get_packet] "
- "and [method get_var])."
- msgstr ""
- "Devuelve el estado de error del último paquete recibido (a través de [method "
- "get_packet] y [method get_var])."
- #: doc/classes/PacketPeer.xml
- #, fuzzy
- msgid ""
- "Gets a Variant. If [code]allow_objects[/code] (or [member "
- "allow_object_decoding]) is [code]true[/code], decoding objects is allowed.\n"
- "[b]Warning:[/b] Deserialized objects can contain code which gets executed. "
- "Do not use this option if the serialized object comes from untrusted sources "
- "to avoid potential security threats such as remote code execution."
- msgstr ""
- "Obtiene una variante. Si [code]allow_objects[/code] es [code]true[/code], se "
- "permite la decodificación de objetos.\n"
- "[b]Advertencia:[/b] Los objetos deserializados pueden contener código que se "
- "ejecuta. No utilice esta opción si el objeto serializado proviene de fuentes "
- "no fiables para evitar posibles amenazas a la seguridad, como la ejecución "
- "remota de código."
- #: doc/classes/PacketPeer.xml
- msgid "Sends a raw packet."
- msgstr "Envía un paquete crudo."
- #: doc/classes/PacketPeer.xml
- #, fuzzy
- msgid ""
- "Sends a [Variant] as a packet. If [code]full_objects[/code] (or [member "
- "allow_object_decoding]) is [code]true[/code], encoding objects is allowed "
- "(and can potentially include code)."
- msgstr ""
- "Envía una [Variant] como un paquete. Si [code]full_objects[/code] es "
- "[code]true[/code], se permite codificar objetos (y potencialmente puede "
- "incluir código)."
- #: doc/classes/PacketPeer.xml
- #, fuzzy
- msgid ""
- "[i]Deprecated.[/i] Use [code]get_var[/code] and [code]put_var[/code] "
- "parameters instead.\n"
- "If [code]true[/code], the PacketPeer will allow encoding and decoding of "
- "object via [method get_var] and [method put_var].\n"
- "[b]Warning:[/b] Deserialized objects can contain code which gets executed. "
- "Do not use this option if the serialized object comes from untrusted sources "
- "to avoid potential security threats such as remote code execution."
- msgstr ""
- "Si [code]true[/code], la MultiplayerAPI permitirá la codificación y "
- "decodificación del objeto durante los RPCs/RSETs.\n"
- "[b]Advertencia:[/b] Los objetos deserializados pueden contener código que se "
- "ejecuta. No utilice esta opción si el objeto serializado proviene de fuentes "
- "no fiables para evitar posibles amenazas a la seguridad, como la ejecución "
- "remota de código."
- #: doc/classes/PacketPeer.xml
- msgid ""
- "Maximum buffer size allowed when encoding [Variant]s. Raise this value to "
- "support heavier memory allocations.\n"
- "The [method put_var] method allocates memory on the stack, and the buffer "
- "used will grow automatically to the closest power of two to match the size "
- "of the [Variant]. If the [Variant] is bigger than "
- "[code]encode_buffer_max_size[/code], the method will error out with "
- "[constant ERR_OUT_OF_MEMORY]."
- msgstr ""
- "Tamaño máximo de la memoria intermedia permitido al codificar las "
- "[Variant]s. Aumente este valor para soportar asignaciones de memoria más "
- "pesadas.\n"
- "El método [method put_var] asigna memoria en la pila, y el búfer utilizado "
- "crecerá automáticamente hasta la potencia más cercana a dos para igualar el "
- "tamaño de la [Variant]. Si la [Variant] es más grande que "
- "[code]encode_buffer_max_size[/code], el método dará un error con [constant "
- "ERR_OUT_OF_MEMORY]."
- #: doc/classes/PacketPeerDTLS.xml
- msgid "DTLS packet peer."
- msgstr "Paquete de pares DTLS."
- #: doc/classes/PacketPeerDTLS.xml
- msgid ""
- "This class represents a DTLS peer connection. It can be used to connect to a "
- "DTLS server, and is returned by [method DTLSServer.take_connection].\n"
- "[b]Warning:[/b] SSL/TLS certificate revocation and certificate pinning are "
- "currently not supported. Revoked certificates are accepted as long as they "
- "are otherwise valid. If this is a concern, you may want to use automatically "
- "managed certificates with a short validity period."
- msgstr ""
- #: doc/classes/PacketPeerDTLS.xml
- msgid ""
- "Connects a [code]peer[/code] beginning the DTLS handshake using the "
- "underlying [PacketPeerUDP] which must be connected (see [method "
- "PacketPeerUDP.connect_to_host]). If [code]validate_certs[/code] is "
- "[code]true[/code], [PacketPeerDTLS] will validate that the certificate "
- "presented by the remote peer and match it with the [code]for_hostname[/code] "
- "argument. You can specify a custom [X509Certificate] to use for validation "
- "via the [code]valid_certificate[/code] argument."
- msgstr ""
- "Conecta un [code]peer[/code] comenzando el handshake de DTLS usando el "
- "[PacketPeerUDP] subyacente que debe ser conectado (ver [method PacketPeerUDP."
- "connect_to_host]). Si [code]validate_certs[/code] es [code]true[/code], "
- "[PacketPeerDTLS] validará que el certificado presentado por el par remoto y "
- "lo hará coincidir con el argumento [code]for_hostname[/code]. Puede "
- "especificar un [X509Certificate] personalizado para utilizarlo en la "
- "validación mediante el argumento [code]valid_certificate[/code]."
- #: doc/classes/PacketPeerDTLS.xml
- msgid "Disconnects this peer, terminating the DTLS session."
- msgstr "Desconecta este par, terminando la sesión de DTLS."
- #: doc/classes/PacketPeerDTLS.xml doc/classes/StreamPeerSSL.xml
- msgid "Returns the status of the connection. See [enum Status] for values."
- msgstr "Devuelve el estado de la conexión. Ver [enum Status] para los valores."
- #: doc/classes/PacketPeerDTLS.xml
- msgid ""
- "Poll the connection to check for incoming packets. Call this frequently to "
- "update the status and keep the connection working."
- msgstr ""
- "Sondea la conexión para comprobar si hay paquetes entrantes. Llama a esto "
- "con frecuencia para actualizar el estado y mantener la conexión en "
- "funcionamiento."
- #: doc/classes/PacketPeerDTLS.xml
- msgid "A status representing a [PacketPeerDTLS] that is disconnected."
- msgstr "Un estado que representa un [PacketPeerDTLS] que está desconectado."
- #: doc/classes/PacketPeerDTLS.xml
- msgid ""
- "A status representing a [PacketPeerDTLS] that is currently performing the "
- "handshake with a remote peer."
- msgstr ""
- "Un estado que representa un [PacketPeerDTLS] que está actualmente realizando "
- "el handshake con un par remoto."
- #: doc/classes/PacketPeerDTLS.xml
- msgid ""
- "A status representing a [PacketPeerDTLS] that is connected to a remote peer."
- msgstr ""
- "Un estado que representa un [PacketPeerDTLS] que está conectado a un par "
- "remoto."
- #: doc/classes/PacketPeerDTLS.xml
- msgid "A status representing a [PacketPeerDTLS] in a generic error state."
- msgstr ""
- "Un estado que representa un [PacketPeerDTLS] en un estado de error genérico."
- #: doc/classes/PacketPeerDTLS.xml
- msgid ""
- "An error status that shows a mismatch in the DTLS certificate domain "
- "presented by the host and the domain requested for validation."
- msgstr ""
- "Un estado de error que muestra una falta de coincidencia en el dominio del "
- "certificado DTLS presentado por el host y el dominio solicitado para la "
- "validación."
- #: doc/classes/PacketPeerStream.xml
- msgid "Wrapper to use a PacketPeer over a StreamPeer."
- msgstr "Envoltura para usar un PacketPeer sobre un StreamPeer."
- #: doc/classes/PacketPeerStream.xml
- msgid ""
- "PacketStreamPeer provides a wrapper for working using packets over a stream. "
- "This allows for using packet based code with StreamPeers. PacketPeerStream "
- "implements a custom protocol over the StreamPeer, so the user should not "
- "read or write to the wrapped StreamPeer directly."
- msgstr ""
- "PacketStreamPeer proporciona un envoltorio para trabajar usando paquetes "
- "sobre un flujo. Esto permite usar código basado en paquetes con StreamPeers. "
- "PacketPeerStream implementa un protocolo personalizado sobre el StreamPeer, "
- "por lo que el usuario no debe leer o escribir en el StreamPeer envuelto "
- "directamente."
- #: doc/classes/PacketPeerStream.xml
- msgid "The wrapped [StreamPeer] object."
- msgstr "El objeto envoltorio [StreamPeer]."
- #: doc/classes/PacketPeerUDP.xml
- msgid "UDP packet peer."
- msgstr "Paquete de pares UDP."
- #: doc/classes/PacketPeerUDP.xml
- msgid ""
- "UDP packet peer. Can be used to send raw UDP packets as well as [Variant]s."
- msgstr ""
- "Paquete de pares UDP. Puede ser usado para enviar paquetes UDP sin procesar "
- "así como [Variant]s."
- #: doc/classes/PacketPeerUDP.xml
- msgid "Closes the UDP socket the [PacketPeerUDP] is currently listening on."
- msgstr ""
- "Cierra el socket UDP que el [PacketPeerUDP] está escuchando actualmente."
- #: doc/classes/PacketPeerUDP.xml
- #, fuzzy
- msgid ""
- "Calling this method connects this UDP peer to the given [code]host[/code]/"
- "[code]port[/code] pair. UDP is in reality connectionless, so this option "
- "only means that incoming packets from different addresses are automatically "
- "discarded, and that outgoing packets are always sent to the connected "
- "address (future calls to [method set_dest_address] are not allowed). This "
- "method does not send any data to the remote peer, to do that, use [method "
- "PacketPeer.put_var] or [method PacketPeer.put_packet] as usual. See also "
- "[UDPServer].\n"
- "[b]Note:[/b] Connecting to the remote peer does not help to protect from "
- "malicious attacks like IP spoofing, etc. Think about using an encryption "
- "technique like SSL or DTLS if you feel like your application is transferring "
- "sensitive information."
- msgstr ""
- "Llamando a este método conecta este par UDP al par [code]host[/code]/"
- "[code]port[/code] dado. UDP es en realidad sin conexión, por lo que esta "
- "opción sólo significa que los paquetes entrantes de diferentes direcciones "
- "son automáticamente descartados, y que los paquetes salientes son siempre "
- "enviados a la dirección conectada (no se permiten futuras llamadas a [method "
- "set_dest_address]). Este método no envía ningún dato al par remoto, para "
- "ello, utilice [method PacketPeer.put_var] o [method PacketPeer.put_packet] "
- "como es habitual. Véase también [UDPServer].\n"
- "Nota: Conectarse al par remoto no ayuda a protegerse de ataques maliciosos "
- "como el spoofing de IP, etc. Piense en utilizar una técnica de encriptación "
- "como SSL o DTLS si cree que su aplicación está transfiriendo información "
- "sensible."
- #: doc/classes/PacketPeerUDP.xml
- msgid ""
- "Returns the IP of the remote peer that sent the last packet(that was "
- "received with [method PacketPeer.get_packet] or [method PacketPeer.get_var])."
- msgstr ""
- "Devuelve la IP del par remoto que envió el último paquete (que fue recibido "
- "con [method PacketPeer.get_packet] o [method PacketPeer.get_var])."
- #: doc/classes/PacketPeerUDP.xml
- msgid ""
- "Returns the port of the remote peer that sent the last packet(that was "
- "received with [method PacketPeer.get_packet] or [method PacketPeer.get_var])."
- msgstr ""
- "Devuelve el puerto del par remoto que envió el último paquete (que fue "
- "recibido con [method PacketPeer.get_packet] o [method PacketPeer.get_var])."
- #: doc/classes/PacketPeerUDP.xml
- msgid ""
- "Returns [code]true[/code] if the UDP socket is open and has been connected "
- "to a remote address. See [method connect_to_host]."
- msgstr ""
- "Devuelve [code]true[/code] si el enchufe UDP está abierto y se ha conectado "
- "a una dirección remota. Ver [method connect_to_host]."
- #: doc/classes/PacketPeerUDP.xml
- msgid "Returns whether this [PacketPeerUDP] is listening."
- msgstr "Devuelve si este [PacketPeerUDP] está escuchando."
- #: doc/classes/PacketPeerUDP.xml
- #, fuzzy
- msgid ""
- "Joins the multicast group specified by [code]multicast_address[/code] using "
- "the interface identified by [code]interface_name[/code].\n"
- "You can join the same multicast group with multiple interfaces. Use [method "
- "IP.get_local_interfaces] to know which are available.\n"
- "[b]Note:[/b] Some Android devices might require the "
- "[code]CHANGE_WIFI_MULTICAST_STATE[/code] permission for multicast to work."
- msgstr ""
- "Se une al grupo multicast especificado por [code]multicast_address[/code] "
- "utilizando la interfaz identificada por [code]interface_name[/code].\n"
- "Puede unirse al mismo grupo multicast con múltiples interfaces. Utilice "
- "[method IP.get_local_interfaces] para saber cuáles están disponibles.\n"
- "Nota: Algunos dispositivos Android pueden requerir el permiso "
- "[code]CHANGE_WIFI_MULTICAST_STATE[/code] para que funcione la multidifusión."
- #: doc/classes/PacketPeerUDP.xml
- msgid ""
- "Removes the interface identified by [code]interface_name[/code] from the "
- "multicast group specified by [code]multicast_address[/code]."
- msgstr ""
- "Elimina la interfaz identificada por [code]interface_name[/code] del grupo "
- "de multidifusión especificado por [code]multicast_address[/code]."
- #: doc/classes/PacketPeerUDP.xml
- msgid ""
- "Makes this [PacketPeerUDP] listen on the [code]port[/code] binding to "
- "[code]bind_address[/code] with a buffer size [code]recv_buf_size[/code].\n"
- "If [code]bind_address[/code] is set to [code]\"*\"[/code] (default), the "
- "peer will listen on all available addresses (both IPv4 and IPv6).\n"
- "If [code]bind_address[/code] is set to [code]\"0.0.0.0\"[/code] (for IPv4) "
- "or [code]\"::\"[/code] (for IPv6), the peer will listen on all available "
- "addresses matching that IP type.\n"
- "If [code]bind_address[/code] is set to any valid address (e.g. "
- "[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc), the peer will "
- "only listen on the interface with that addresses (or fail if no interface "
- "with the given address exists)."
- msgstr ""
- "Hace que este [PacketPeerUDP] escuche en el [code]port[/code] vinculándose a "
- "[code]bind_address[/code] con un tamaño de búfer [code]recv_buf_size[/"
- "code].\n"
- "Si [code]bind_address[/code] se establece en [code]\"*\"[/code] (por "
- "defecto), el par escuchará en todas las direcciones disponibles (tanto IPv4 "
- "como IPv6).\n"
- "Si [code]bind_address[/code] está configurado como [code]\"0.0.0.0\"[/code] "
- "(para IPv4) o [code]\"::\"[/code] (para IPv6), el par escuchará en todas las "
- "direcciones disponibles que coincidan con ese tipo de IP.\n"
- "Si [code]bind_address[/code] se establece en cualquier dirección válida (por "
- "ejemplo, [code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc.), el par "
- "sólo escuchará en la interfaz con esas direcciones (o fallará si no existe "
- "una interfaz con la dirección dada)."
- #: doc/classes/PacketPeerUDP.xml
- #, fuzzy
- msgid ""
- "Enable or disable sending of broadcast packets (e.g. "
- "[code]set_dest_address(\"255.255.255.255\", 4343)[/code]. This option is "
- "disabled by default.\n"
- "[b]Note:[/b] Some Android devices might require the "
- "[code]CHANGE_WIFI_MULTICAST_STATE[/code] permission and this option to be "
- "enabled to receive broadcast packets too."
- msgstr ""
- "Habilitar o deshabilitar el envío de paquetes de emisión (por ejemplo, "
- "[code]set_dest_address(\"255.255.255.255\", 4343)[/code]. Esta opción está "
- "desactivada por defecto.\n"
- "Nota: Algunos dispositivos Android pueden requerir el permiso "
- "[code]CHANGE_WIFI_MULTICAST_STATE[/code] y esta opción debe ser habilitada "
- "para recibir paquetes de emisión también."
- #: doc/classes/PacketPeerUDP.xml
- #, fuzzy
- msgid ""
- "Sets the destination address and port for sending packets and variables. A "
- "hostname will be resolved using DNS if needed.\n"
- "[b]Note:[/b] [method set_broadcast_enabled] must be enabled before sending "
- "packets to a broadcast address (e.g. [code]255.255.255.255[/code])."
- msgstr ""
- "Establece la dirección y el puerto de destino para el envío de paquetes y "
- "variables. Un nombre de host será resuelto usando DNS si es necesario.\n"
- "Nota: [method set_broadcast_enabled] debe estar habilitado antes de enviar "
- "paquetes a una dirección de difusión (por ejemplo, [code]255.255.255.255[/"
- "code])."
- #: doc/classes/PacketPeerUDP.xml
- msgid ""
- "Waits for a packet to arrive on the listening port. See [method listen].\n"
- "[b]Note:[/b] [method wait] can't be interrupted once it has been called. "
- "This can be worked around by allowing the other party to send a specific "
- "\"death pill\" packet like this:\n"
- "[codeblock]\n"
- "# Server\n"
- "socket.set_dest_address(\"127.0.0.1\", 789)\n"
- "socket.put_packet(\"Time to stop\".to_ascii())\n"
- "\n"
- "# Client\n"
- "while socket.wait() == OK:\n"
- " var data = socket.get_packet().get_string_from_ascii()\n"
- " if data == \"Time to stop\":\n"
- " return\n"
- "[/codeblock]"
- msgstr ""
- #: doc/classes/Panel.xml
- msgid "Provides an opaque background for [Control] children."
- msgstr "Proporciona un fondo opaco para los [Control] hijos."
- #: doc/classes/Panel.xml
- msgid ""
- "Panel is a [Control] that displays an opaque background. It's commonly used "
- "as a parent and container for other types of [Control] nodes."
- msgstr ""
- "El panel es un [Control] que muestra un fondo opaco. Se usa comúnmente como "
- "padre y contenedor para otros tipos de nodos [Control]."
- #: doc/classes/Panel.xml
- msgid "2D Finite State Machine Demo"
- msgstr ""
- #: doc/classes/Panel.xml doc/classes/Skeleton.xml doc/classes/SkeletonIK.xml
- msgid "3D Inverse Kinematics Demo"
- msgstr ""
- #: doc/classes/Panel.xml
- msgid "The style of this [Panel]."
- msgstr "El estilo de este [Panel]."
- #: doc/classes/PanelContainer.xml
- msgid "Panel container type."
- msgstr "Panel tipo contenedor."
- #: doc/classes/PanelContainer.xml
- msgid ""
- "Panel container type. This container fits controls inside of the delimited "
- "area of a stylebox. It's useful for giving controls an outline."
- msgstr ""
- "Panel tipo contenedor. Este contenedor se ajusta a los controles dentro del "
- "área delimitada de una caja de estilo. Es útil para dar a los controles un "
- "contorno."
- #: doc/classes/PanelContainer.xml
- msgid "The style of [PanelContainer]'s background."
- msgstr "El estilo del fondo de [PanelContainer]."
- #: doc/classes/PanoramaSky.xml
- #, fuzzy
- msgid "A type of [Sky] used to draw a background texture."
- msgstr "Un [Material] usado con [Sky] para dibujar una textura de fondo."
- #: doc/classes/PanoramaSky.xml
- #, fuzzy
- msgid ""
- "A resource referenced in an [Environment] that is used to draw a background. "
- "The Panorama sky functions similar to skyboxes in other engines, except it "
- "uses an equirectangular sky map instead of a cube map.\n"
- "Using an HDR panorama is strongly recommended for accurate, high-quality "
- "reflections. Godot supports the Radiance HDR ([code].hdr[/code]) and OpenEXR "
- "([code].exr[/code]) image formats for this purpose.\n"
- "You can use [url=https://danilw.github.io/GLSL-howto/cubemap_to_panorama_js/"
- "cubemap_to_panorama.html]this tool[/url] to convert a cube map to an "
- "equirectangular sky map."
- msgstr ""
- "Un recurso referenciado en un [Sky] que se utiliza para dibujar un fondo. El "
- "material del cielo panorama funciona de manera similar a los skyboxes de "
- "otros motores, excepto que utiliza un mapa del cielo equidireccional en "
- "lugar de un mapa cúbico.\n"
- "El uso de un panorama HDR es muy recomendable para obtener reflexiones "
- "precisas y de alta calidad. Godot soporta los formatos de imagen Radiance "
- "HDR ([code].hdr[/code]) y OpenEXR ([code].exr[/code]) para este propósito.\n"
- "Puedes usar [url=https://danilw.github.io/GLSL-howto/cubemap_to_panorama_js/"
- "cubemap_to_panorama.html]esta herramienta[/url] para convertir un mapa "
- "cúbico en un mapa celeste equirectangular."
- #: doc/classes/PanoramaSky.xml
- #, fuzzy
- msgid "[Texture] to be applied to the PanoramaSky."
- msgstr "[Texture2D] para ser aplicado al [PanoramaSkyMaterial]."
- #: doc/classes/ParallaxBackground.xml
- msgid "A node used to create a parallax scrolling background."
- msgstr "Un nodo usado para crear un fondo de desplazamiento de paralaje."
- #: doc/classes/ParallaxBackground.xml
- msgid ""
- "A ParallaxBackground uses one or more [ParallaxLayer] child nodes to create "
- "a parallax effect. Each [ParallaxLayer] can move at a different speed using "
- "[member ParallaxLayer.motion_offset]. This creates an illusion of depth in a "
- "2D game. If not used with a [Camera2D], you must manually calculate the "
- "[member scroll_offset]."
- msgstr ""
- "Un ParallaxBackground utiliza uno o más nodos hijos [ParallaxLayer] para "
- "crear un efecto de paralaje. Cada [ParallaxLayer] puede moverse a una "
- "velocidad diferente usando el [member ParallaxLayer.motion_offset]. Esto "
- "crea una ilusión de profundidad en un juego 2D. Si no se usa con una "
- "[Camera2D], debes calcular manualmente el [member scroll_offset]."
- #: doc/classes/ParallaxBackground.xml
- msgid "The base position offset for all [ParallaxLayer] children."
- msgstr ""
- "El dezplazamiento de la posición base para todos los [ParallaxLayer] hijos."
- #: doc/classes/ParallaxBackground.xml
- msgid "The base motion scale for all [ParallaxLayer] children."
- msgstr "La escala de movimiento base para todos los [ParallaxLayer] hijos."
- #: doc/classes/ParallaxBackground.xml
- msgid ""
- "If [code]true[/code], elements in [ParallaxLayer] child aren't affected by "
- "the zoom level of the camera."
- msgstr ""
- "Si [code]true[/code], los elementos en el [ParallaxLayer] hijo no se ven "
- "afectados por el nivel de zoom de la cámara."
- #: doc/classes/ParallaxBackground.xml
- msgid ""
- "Top-left limits for scrolling to begin. If the camera is outside of this "
- "limit, the background will stop scrolling. Must be lower than [member "
- "scroll_limit_end] to work."
- msgstr ""
- "Límite de la parte superior izquierda para que comience el scrolling. Si la "
- "cámara está fuera de este límite, el fondo parará el scrolling. Debe ser "
- "inferior a [member scroll_limit_end] para que funcione."
- #: doc/classes/ParallaxBackground.xml
- msgid ""
- "Bottom-right limits for scrolling to end. If the camera is outside of this "
- "limit, the background will stop scrolling. Must be higher than [member "
- "scroll_limit_begin] to work."
- msgstr ""
- "Límites inferiores de la derecha para el scrolling finalice. Si la cámara "
- "está fuera de este límite, el fondo dejará de parará el scrolling. Debe ser "
- "más alto que [member scroll_limit_begin] para que funcione."
- #: doc/classes/ParallaxBackground.xml
- msgid ""
- "The ParallaxBackground's scroll value. Calculated automatically when using a "
- "[Camera2D], but can be used to manually manage scrolling when no camera is "
- "present."
- msgstr ""
- "El valor de scroll del Fondo de paralaje. Se calcula automáticamente cuando "
- "se usa una [Camera2D], pero puede usarse para manejar manualmente el "
- "scrolling cuando no hay ninguna cámara presente."
- #: doc/classes/ParallaxLayer.xml
- msgid "A parallax scrolling layer to be used with [ParallaxBackground]."
- msgstr ""
- "Una capa de scrolling de paralaje para ser usada con [ParallaxBackground]."
- #: doc/classes/ParallaxLayer.xml
- msgid ""
- "A ParallaxLayer must be the child of a [ParallaxBackground] node. Each "
- "ParallaxLayer can be set to move at different speeds relative to the camera "
- "movement or the [member ParallaxBackground.scroll_offset] value.\n"
- "This node's children will be affected by its scroll offset.\n"
- "[b]Note:[/b] Any changes to this node's position and scale made after it "
- "enters the scene will be ignored."
- msgstr ""
- "Una Capa de paralaje debe ser el hijo de un nodo [ParallaxBackground]. Cada "
- "ParallaxLayer puede ser configurado para moverse a diferentes velocidades "
- "relativas al movimiento de la cámara o al valor [member ParallaxBackground."
- "scroll_offset].\n"
- "Los hijos de este nodo se verán afectados por su desplazamiento.\n"
- "[b]Nota:[/b] Cualquier cambio en la posición y escala de este nodo realizado "
- "después de que entre en la escena será ignorado."
- #: doc/classes/ParallaxLayer.xml
- #, fuzzy
- msgid ""
- "The ParallaxLayer's [Texture] mirroring. Useful for creating an infinite "
- "scrolling background. If an axis is set to [code]0[/code], the [Texture] "
- "will not be mirrored."
- msgstr ""
- "El reflejo de la ParallaxLayer [Texture2D]. Es útil para crear un fondo de "
- "desplazamiento infinito. Si un eje se establece en [code]0[/code], la "
- "[Texture2D] no se reflejará."
- #: doc/classes/ParallaxLayer.xml
- msgid ""
- "The ParallaxLayer's offset relative to the parent ParallaxBackground's "
- "[member ParallaxBackground.scroll_offset]."
- msgstr ""
- "El desplazamiento de la ParallaxLayer en relación con el ParallaxBackground "
- "del padre [member ParallaxBackground.scroll_offset]."
- #: doc/classes/ParallaxLayer.xml
- msgid ""
- "Multiplies the ParallaxLayer's motion. If an axis is set to [code]0[/code], "
- "it will not scroll."
- msgstr ""
- "Multiplica el movimiento de la ParallaxLayer. Si un eje se establece en "
- "[code]0[/code], no se hará scroll."
- #: doc/classes/Particles.xml
- #, fuzzy
- msgid "GPU-based 3D particle emitter."
- msgstr "Emisor de partículas 3D que utiliza la CPU."
- #: doc/classes/Particles.xml
- msgid ""
- "3D particle node used to create a variety of particle systems and effects. "
- "[Particles] features an emitter that generates some number of particles at a "
- "given rate.\n"
- "Use the [code]process_material[/code] property to add a [ParticlesMaterial] "
- "to configure particle appearance and behavior. Alternatively, you can add a "
- "[ShaderMaterial] which will be applied to all particles.\n"
- "[b]Note:[/b] [Particles] only work when using the GLES3 renderer. If using "
- "the GLES2 renderer, use [CPUParticles] instead. You can convert [Particles] "
- "to [CPUParticles] by selecting the node, clicking the [b]Particles[/b] menu "
- "at the top of the 3D editor viewport then choosing [b]Convert to "
- "CPUParticles[/b].\n"
- "[b]Note:[/b] On macOS, [Particles] rendering is much slower than "
- "[CPUParticles] due to transform feedback being implemented on the CPU "
- "instead of the GPU. Consider using [CPUParticles] instead when targeting "
- "macOS.\n"
- "[b]Note:[/b] After working on a Particles node, remember to update its "
- "[member visibility_aabb] by selecting it, clicking the [b]Particles[/b] menu "
- "at the top of the 3D editor viewport then choose [b]Generate Visibility "
- "AABB[/b]. Otherwise, particles may suddenly disappear depending on the "
- "camera position and angle."
- msgstr ""
- #: doc/classes/Particles.xml
- msgid "Controlling thousands of fish with Particles"
- msgstr ""
- #: doc/classes/Particles.xml
- msgid ""
- "Returns the axis-aligned bounding box that contains all the particles that "
- "are active in the current frame."
- msgstr ""
- "Devuelve el cuadro delimitador alineado con el eje que contiene todas las "
- "partículas que están activas en el cuadro actual."
- #: doc/classes/Particles.xml
- msgid "Returns the [Mesh] that is drawn at index [code]pass[/code]."
- msgstr "Devuelve la [Mesh] que se dibuja en el índice [code]pass[/code]."
- #: doc/classes/Particles.xml
- msgid "Restarts the particle emission, clearing existing particles."
- msgstr ""
- "Reinicia la emisión de partículas, limpiando las partículas existentes."
- #: doc/classes/Particles.xml
- msgid "Sets the [Mesh] that is drawn at index [code]pass[/code]."
- msgstr "Establece la [Mesh] que se dibuja en el índice [code]pass[/code]."
- #: doc/classes/Particles.xml
- msgid "[Mesh] that is drawn for the first draw pass."
- msgstr "[Mesh] que se dibuja para el primer pase de dibujado."
- #: doc/classes/Particles.xml
- msgid "[Mesh] that is drawn for the second draw pass."
- msgstr "[Mesh] que se dibuja para el segundo pase de dibujado."
- #: doc/classes/Particles.xml
- msgid "[Mesh] that is drawn for the third draw pass."
- msgstr "[Mesh] que se dibuja para el tercer pase de dibujado."
- #: doc/classes/Particles.xml
- msgid "[Mesh] that is drawn for the fourth draw pass."
- msgstr "[Mesh] que se dibuja para el cuarto pase de dibujado."
- #: doc/classes/Particles.xml
- msgid "The number of draw passes when rendering particles."
- msgstr "El número de pases de dibujado cuando se renderizan las partículas."
- #: doc/classes/Particles.xml
- msgid ""
- "Time ratio between each emission. If [code]0[/code], particles are emitted "
- "continuously. If [code]1[/code], all particles are emitted simultaneously."
- msgstr ""
- "Ratio de tiempo entre cada emisión. Si [code]0[/code], las partículas se "
- "emiten continuamente. Si [code]1[/code], todas las partículas se emiten "
- "simultáneamente."
- #: doc/classes/Particles.xml
- msgid ""
- "If [code]true[/code], only [code]amount[/code] particles will be emitted."
- msgstr ""
- "Si [code]true[/code], sólo se emitirán partículas de [code]amount[/code]."
- #: doc/classes/Particles.xml
- msgid ""
- "Amount of time to preprocess the particles before animation starts. Lets you "
- "start the animation some time after particles have started emitting."
- msgstr ""
- "Cantidad de tiempo para preprocesar las partículas antes de que comience la "
- "animación. Te permite iniciar la animación un tiempo después de que las "
- "partículas hayan empezado a emitir."
- #: doc/classes/Particles.xml doc/classes/Particles2D.xml
- msgid ""
- "[Material] for processing particles. Can be a [ParticlesMaterial] or a "
- "[ShaderMaterial]."
- msgstr ""
- "[Material] para procesar partículas. Puede ser un [ParticlesMaterial] o un "
- "[ShaderMaterial]."
- #: doc/classes/Particles.xml
- msgid "Emission randomness ratio."
- msgstr "Ratio de aleatoriedad de las emisiones."
- #: doc/classes/Particles.xml
- msgid ""
- "Speed scaling ratio. A value of [code]0[/code] can be used to pause the "
- "particles."
- msgstr ""
- "Relación de escala de velocidad. Un valor de [code]0[/code] puede ser usado "
- "para pausar las partículas."
- #: doc/classes/Particles.xml
- msgid ""
- "The [AABB] that determines the node's region which needs to be visible on "
- "screen for the particle system to be active.\n"
- "Grow the box if particles suddenly appear/disappear when the node enters/"
- "exits the screen. The [AABB] can be grown via code or with the [b]Particles "
- "→ Generate AABB[/b] editor tool.\n"
- "[b]Note:[/b] If the [ParticlesMaterial] in use is configured to cast "
- "shadows, you may want to enlarge this AABB to ensure the shadow is updated "
- "when particles are off-screen."
- msgstr ""
- #: doc/classes/Particles.xml
- msgid "Maximum number of draw passes supported."
- msgstr "Número máximo de pases de dibujado soportados."
- #: doc/classes/Particles2D.xml
- #, fuzzy
- msgid "GPU-based 2D particle emitter."
- msgstr "Emisor de partículas 2D basado en la CPU."
- #: doc/classes/Particles2D.xml
- msgid ""
- "2D particle node used to create a variety of particle systems and effects. "
- "[Particles2D] features an emitter that generates some number of particles at "
- "a given rate.\n"
- "Use the [code]process_material[/code] property to add a [ParticlesMaterial] "
- "to configure particle appearance and behavior. Alternatively, you can add a "
- "[ShaderMaterial] which will be applied to all particles.\n"
- "[b]Note:[/b] [Particles2D] only work when using the GLES3 renderer. If using "
- "the GLES2 renderer, use [CPUParticles2D] instead. You can convert "
- "[Particles2D] to [CPUParticles2D] by selecting the node, clicking the "
- "[b]Particles[/b] menu at the top of the 2D editor viewport then choosing "
- "[b]Convert to CPUParticles2D[/b].\n"
- "[b]Note:[/b] On macOS, [Particles2D] rendering is much slower than "
- "[CPUParticles2D] due to transform feedback being implemented on the CPU "
- "instead of the GPU. Consider using [CPUParticles2D] instead when targeting "
- "macOS.\n"
- "[b]Note:[/b] After working on a Particles node, remember to update its "
- "[member visibility_rect] by selecting it, clicking the [b]Particles[/b] menu "
- "at the top of the 2D editor viewport then choose [b]Generate Visibility "
- "Rect[/b]. Otherwise, particles may suddenly disappear depending on the "
- "camera position and angle.\n"
- "[b]Note:[/b] Unlike [CPUParticles2D], [Particles2D] currently ignore the "
- "texture region defined in [AtlasTexture]s."
- msgstr ""
- #: doc/classes/Particles2D.xml
- msgid "Particle systems (2D)"
- msgstr ""
- #: doc/classes/Particles2D.xml
- msgid "2D Particles Demo"
- msgstr ""
- #: doc/classes/Particles2D.xml
- msgid ""
- "2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
- "player)"
- msgstr ""
- #: doc/classes/Particles2D.xml
- msgid "Returns a rectangle containing the positions of all existing particles."
- msgstr ""
- "Devuelve un rectángulo que contiene las posiciones de todas las partículas "
- "existentes."
- #: doc/classes/Particles2D.xml
- msgid "Restarts all the existing particles."
- msgstr "Reinicia todas las partículas existentes."
- #: doc/classes/Particles2D.xml
- msgid ""
- "The [Rect2] that determines the node's region which needs to be visible on "
- "screen for the particle system to be active.\n"
- "Grow the rect if particles suddenly appear/disappear when the node enters/"
- "exits the screen. The [Rect2] can be grown via code or with the [b]Particles "
- "→ Generate Visibility Rect[/b] editor tool."
- msgstr ""
- #: doc/classes/ParticlesMaterial.xml
- #, fuzzy
- msgid "Particle properties for [Particles] and [Particles2D] nodes."
- msgstr ""
- "Propiedades de las partículas para los nodos [GPUParticles] y "
- "[GPUParticles2D]."
- #: doc/classes/ParticlesMaterial.xml
- #, fuzzy
- msgid ""
- "ParticlesMaterial defines particle properties and behavior. It is used in "
- "the [code]process_material[/code] of [Particles] and [Particles2D] emitter "
- "nodes.\n"
- "Some of this material's properties are applied to each particle when "
- "emitted, while others can have a [CurveTexture] applied to vary values over "
- "the lifetime of the particle.\n"
- "When a randomness ratio is applied to a property it is used to scale that "
- "property by a random amount. The random ratio is used to interpolate between "
- "[code]1.0[/code] and a random number less than one, the result is multiplied "
- "by the property to obtain the randomized property. For example a random "
- "ratio of [code]0.4[/code] would scale the original property between "
- "[code]0.4-1.0[/code] of its original value."
- msgstr ""
- "ParticlesMaterial define las propiedades y el comportamiento de las "
- "partículas. Se utiliza en el [code]process_material[/code] de los nodos "
- "emisores [GPUParticles] y [GPUParticles2D].\n"
- "Algunas de las propiedades de este material se aplican a cada partícula "
- "cuando se emite, mientras que otras pueden tener una [CurveTexture] aplicada "
- "para variar los valores a lo largo de la vida de la partícula.\n"
- "Cuando se aplica una relación de aleatoriedad a una propiedad se utiliza "
- "para escalar esa propiedad en una cantidad aleatoria. La razón de "
- "aleatoriedad se utiliza para interpolar entre [code]1.0[/code] y un número "
- "aleatorio menor que uno, el resultado se multiplica por la propiedad para "
- "obtener la propiedad aleatoria. Por ejemplo, una proporción aleatoria de "
- "[code]0,4[/code] escalaría la propiedad original entre [code]0,4-1,0[/code] "
- "de su valor original."
- #: doc/classes/ParticlesMaterial.xml
- msgid "Returns [code]true[/code] if the specified flag is enabled."
- msgstr "Devuelve [code]true[/code] si la bandera especificada está activada."
- #: doc/classes/ParticlesMaterial.xml
- msgid "Returns the randomness ratio associated with the specified parameter."
- msgstr "Devuelve el índice de aleatoriedad asociado al parámetro especificado."
- #: doc/classes/ParticlesMaterial.xml
- #, fuzzy
- msgid "Returns the [Texture] used by the specified parameter."
- msgstr "Devuelve la [Texture2D] utilizada por el parámetro especificado."
- #: doc/classes/ParticlesMaterial.xml
- msgid ""
- "If [code]true[/code], enables the specified flag. See [enum Flags] for "
- "options."
- msgstr ""
- "Si [code]true[/code], activa la bandera especificada. Véase [enum Flags] "
- "para las opciones."
- #: doc/classes/ParticlesMaterial.xml
- msgid "Sets the specified [enum Parameter]."
- msgstr "Establece el [enum Parameter] especificado."
- #: doc/classes/ParticlesMaterial.xml
- msgid "Sets the randomness ratio for the specified [enum Parameter]."
- msgstr ""
- "Establece el índice de aleatoriedad para el [enum Parameter] especificado."
- #: doc/classes/ParticlesMaterial.xml
- #, fuzzy
- msgid "Sets the [Texture] for the specified [enum Parameter]."
- msgstr "Establece la [Texture2D] para el [enum Parameter] especificado."
- #: doc/classes/ParticlesMaterial.xml
- #, fuzzy
- msgid ""
- "Initial rotation applied to each particle, in degrees.\n"
- "[b]Note:[/b] Only applied when [member flag_disable_z] or [member "
- "flag_rotate_y] are [code]true[/code] or the [SpatialMaterial] being used to "
- "draw the particle is using [constant SpatialMaterial.BILLBOARD_PARTICLES]."
- msgstr ""
- "Rotación inicial aplicada a cada partícula, en grados.\n"
- "Sólo se aplica cuando [member flag_disable_z] o [member flag_rotate_y] son "
- "[code]true[/code] o el [MaterialBase] que se usa para dibujar la partícula "
- "está usando [constant SpatialMaterial.BILLBOARD_PARTICLES]."
- #: doc/classes/ParticlesMaterial.xml
- msgid "Each particle's rotation will be animated along this [CurveTexture]."
- msgstr ""
- "La rotación de cada partícula será animada a lo largo de esta [CurveTexture]."
- #: doc/classes/ParticlesMaterial.xml
- #, fuzzy
- msgid ""
- "Initial angular velocity applied to each particle in [i]degrees[/i] per "
- "second. Sets the speed of rotation of the particle.\n"
- "[b]Note:[/b] Only applied when [member flag_disable_z] or [member "
- "flag_rotate_y] are [code]true[/code] or the [SpatialMaterial] being used to "
- "draw the particle is using [constant SpatialMaterial.BILLBOARD_PARTICLES]."
- msgstr ""
- "Velocidad angular inicial aplicada a cada partícula. Establece la velocidad "
- "de rotación de la partícula.\n"
- "Sólo se aplica cuando [member flag_disable_z] o [member flag_rotate_y] son "
- "[code]true[/code] o el [BaseMaterial] que se usa para dibujar la partícula "
- "está usando [constant BaseMaterial3D.BILLBOARD_PARTICLES]."
- #: doc/classes/ParticlesMaterial.xml
- msgid "Each particle's angular velocity will vary along this [CurveTexture]."
- msgstr ""
- "La velocidad angular de cada partícula variará a lo largo de esta "
- "[CurveTexture]."
- #: doc/classes/ParticlesMaterial.xml
- msgid "Each particle's animation offset will vary along this [CurveTexture]."
- msgstr ""
- "El desplazamiento de la animación de cada partícula variará a lo largo de "
- "esta [CurveTexture]."
- #: doc/classes/ParticlesMaterial.xml
- msgid "Each particle's animation speed will vary along this [CurveTexture]."
- msgstr ""
- "La velocidad de animación de cada partícula variará a lo largo de esta "
- "[CurveTexture]."
- #: doc/classes/ParticlesMaterial.xml
- #, fuzzy
- msgid ""
- "Each particle's initial color. If the [Particles2D]'s [code]texture[/code] "
- "is defined, it will be multiplied by this color. To have particle display "
- "color in a [SpatialMaterial] make sure to set [member SpatialMaterial."
- "vertex_color_use_as_albedo] to [code]true[/code]."
- msgstr ""
- "El color inicial de cada partícula. Si se define la [GPUParticles2D] de "
- "[code]texture[/code], se multiplicará por este color. Para que una partícula "
- "muestre el color en un [MaterialBase] asegúrese de establecer el [member "
- "SpatialMaterial.vertex_color_use_as_albedo] en [code]true[/code]."
- #: doc/classes/ParticlesMaterial.xml
- msgid "Damping will vary along this [CurveTexture]."
- msgstr "La amortiguación variará a lo largo de esta [CurveTexture]."
- #: doc/classes/ParticlesMaterial.xml
- msgid ""
- "The box's extents if [code]emission_shape[/code] is set to [constant "
- "EMISSION_SHAPE_BOX]."
- msgstr ""
- "La extensión de la caja si [code]emission_shape[/code] se fija en [constant "
- "EMISSION_SHAPE_BOX]."
- #: doc/classes/ParticlesMaterial.xml
- msgid ""
- "Particle color will be modulated by color determined by sampling this "
- "texture at the same point as the [member emission_point_texture]."
- msgstr ""
- "El color de las partículas será modulado por el color determinado por el "
- "muestreo de esta textura en el mismo punto que la [member "
- "emission_point_texture]."
- #: doc/classes/ParticlesMaterial.xml
- msgid ""
- "Particle velocity and rotation will be set by sampling this texture at the "
- "same point as the [member emission_point_texture]. Used only in [constant "
- "EMISSION_SHAPE_DIRECTED_POINTS]. Can be created automatically from mesh or "
- "node by selecting \"Create Emission Points from Mesh/Node\" under the "
- "\"Particles\" tool in the toolbar."
- msgstr ""
- "La velocidad y la rotación de las partículas se fijarán mediante el muestreo "
- "de esta textura en el mismo punto que la [member emission_point_texture]. Se "
- "utiliza sólo en [constant EMISSION_SHAPE_DIRECTED_POINTS]. Se puede crear "
- "automáticamente a partir de la malla o del nodo seleccionando \"Crear puntos "
- "de emisión a partir de la malla o del nodo\" en la herramienta "
- "\"Partículas\" de la barra de herramientas."
- #: doc/classes/ParticlesMaterial.xml
- msgid ""
- "The number of emission points if [code]emission_shape[/code] is set to "
- "[constant EMISSION_SHAPE_POINTS] or [constant "
- "EMISSION_SHAPE_DIRECTED_POINTS]."
- msgstr ""
- "El número de puntos de emisión si [code]emission_shape[/code] se fija en "
- "[constant EMISSION_SHAPE_POINTS] o [constant EMISSION_SHAPE_DIRECTED_POINTS]."
- #: doc/classes/ParticlesMaterial.xml
- msgid ""
- "Particles will be emitted at positions determined by sampling this texture "
- "at a random position. Used with [constant EMISSION_SHAPE_POINTS] and "
- "[constant EMISSION_SHAPE_DIRECTED_POINTS]. Can be created automatically from "
- "mesh or node by selecting \"Create Emission Points from Mesh/Node\" under "
- "the \"Particles\" tool in the toolbar."
- msgstr ""
- "Las partículas se emitirán en posiciones determinadas por el muestreo de "
- "esta textura en una posición aleatoria. Se utiliza con [constant "
- "EMISSION_SHAPE_POINTS] y [constant EMISSION_SHAPE_DIRECTED_POINTS]. Se puede "
- "crear automáticamente a partir de la malla o del nodo seleccionando \"Crear "
- "puntos de emisión a partir de la malla o del nodo\" en la herramienta "
- "\"Partículas\" de la barra de herramientas."
- #: doc/classes/ParticlesMaterial.xml
- #, fuzzy
- msgid ""
- "The axis of the ring when using the emitter [constant EMISSION_SHAPE_RING]."
- msgstr ""
- "El radio de la esfera si [enum EmissionShape] se fija en [constant "
- "EMISSION_SHAPE_SPHERE]."
- #: doc/classes/ParticlesMaterial.xml
- #, fuzzy
- msgid ""
- "The height of the ring when using the emitter [constant EMISSION_SHAPE_RING]."
- msgstr ""
- "El radio de la esfera si [enum EmissionShape] se fija en [constant "
- "EMISSION_SHAPE_SPHERE]."
- #: doc/classes/ParticlesMaterial.xml
- #, fuzzy
- msgid ""
- "The inner radius of the ring when using the emitter [constant "
- "EMISSION_SHAPE_RING]."
- msgstr ""
- "El radio de la esfera si [enum EmissionShape] se fija en [constant "
- "EMISSION_SHAPE_SPHERE]."
- #: doc/classes/ParticlesMaterial.xml
- #, fuzzy
- msgid ""
- "The radius of the ring when using the emitter [constant EMISSION_SHAPE_RING]."
- msgstr ""
- "El radio de la esfera si [member emission_shape] se fija en [constant "
- "EMISSION_SHAPE_SPHERE]."
- #: doc/classes/ParticlesMaterial.xml
- msgid ""
- "Particles will be emitted inside this region. Use [enum EmissionShape] "
- "constants for values."
- msgstr ""
- "Se emitirán partículas dentro de esta región. Use las constantes [enum "
- "EmissionShape] para los valores."
- #: doc/classes/ParticlesMaterial.xml
- msgid ""
- "The sphere's radius if [code]emission_shape[/code] is set to [constant "
- "EMISSION_SHAPE_SPHERE]."
- msgstr ""
- "El radio de la esfera si [code]emission_shape[/code] se fija en [constant "
- "EMISSION_SHAPE_SPHERE]."
- #: doc/classes/ParticlesMaterial.xml
- #, fuzzy
- msgid "Amount of [member spread] along the Y axis."
- msgstr "Número de bucles de borde extra insertados a lo largo del eje Y."
- #: doc/classes/ParticlesMaterial.xml
- msgid "Each particle's hue will vary along this [CurveTexture]."
- msgstr "El tono de cada partícula variará a lo largo de esta [CurveTexture]."
- #: doc/classes/ParticlesMaterial.xml
- msgid ""
- "Each particle's linear acceleration will vary along this [CurveTexture]."
- msgstr ""
- "La aceleración lineal de cada partícula variará a lo largo de esta "
- "[CurveTexture]."
- #: doc/classes/ParticlesMaterial.xml
- #, fuzzy
- msgid ""
- "Orbital velocity applied to each particle. Makes the particles circle around "
- "origin. Specified in number of full rotations around origin per second.\n"
- "[b]Note:[/b] Only available when [member flag_disable_z] is [code]true[/"
- "code]."
- msgstr ""
- "Velocidad orbital aplicada a cada partícula. Hace que las partículas giren "
- "alrededor de su origen. Especificada en el número de rotaciones completas "
- "alrededor del origen por segundo.\n"
- "Sólo disponible cuando [flag_disable_z] es [code]true[/code]."
- #: doc/classes/ParticlesMaterial.xml
- msgid "Each particle's orbital velocity will vary along this [CurveTexture]."
- msgstr ""
- "La velocidad orbital de cada partícula variará a lo largo de esta "
- "[CurveTexture]."
- #: doc/classes/ParticlesMaterial.xml
- msgid ""
- "Each particle's radial acceleration will vary along this [CurveTexture]."
- msgstr ""
- "La aceleración radial de cada partícula variará a lo largo de esta "
- "[CurveTexture]."
- #: doc/classes/ParticlesMaterial.xml
- msgid "Each particle's scale will vary along this [CurveTexture]."
- msgstr "La escala de cada partícula variará a lo largo de esta [CurveTexture]."
- #: doc/classes/ParticlesMaterial.xml
- msgid ""
- "Each particle's tangential acceleration will vary along this [CurveTexture]."
- msgstr ""
- "La aceleración tangencial de cada partícula variará a lo largo de esta "
- "[CurveTexture]."
- #: doc/classes/ParticlesMaterial.xml
- msgid "Trail particles' color will vary along this [GradientTexture]."
- msgstr ""
- "El color de las partículas de rastro variará a lo largo de esta "
- "[GradientTexture]."
- #: doc/classes/ParticlesMaterial.xml
- msgid ""
- "Emitter will emit [code]amount[/code] divided by [code]trail_divisor[/code] "
- "particles. The remaining particles will be used as trail(s)."
- msgstr ""
- "El emisor emitirá [code]amount[/code] dividido por [code]trail_divisor[/"
- "code] partículas. Las partículas restantes se utilizarán como rastro(s)."
- #: doc/classes/ParticlesMaterial.xml
- msgid "Trail particles' size will vary along this [CurveTexture]."
- msgstr ""
- "El tamaño de las partículas del rastro variará a lo largo de esta "
- "[CurveTexture]."
- #: doc/classes/ParticlesMaterial.xml
- msgid ""
- "Use with [method set_param], [method set_param_randomness], and [method "
- "set_param_texture] to set initial velocity properties."
- msgstr ""
- "Utilízalo con [method set_param], [method set_param_randomness], y [method "
- "set_param_texture] para establecer las propiedades iniciales de la velocidad."
- #: doc/classes/ParticlesMaterial.xml
- msgid ""
- "Use with [method set_param], [method set_param_randomness], and [method "
- "set_param_texture] to set angular velocity properties."
- msgstr ""
- "Usar con [method set_param], [method set_param_randomness], y [method "
- "set_param_texture] para establecer las propiedades de la velocidad angular."
- #: doc/classes/ParticlesMaterial.xml
- msgid ""
- "Use with [method set_param], [method set_param_randomness], and [method "
- "set_param_texture] to set orbital velocity properties."
- msgstr ""
- "Usar con [method set_param], [method set_param_randomness], y [method "
- "set_param_texture] para establecer las propiedades de la velocidad orbital."
- #: doc/classes/ParticlesMaterial.xml
- msgid ""
- "Use with [method set_param], [method set_param_randomness], and [method "
- "set_param_texture] to set linear acceleration properties."
- msgstr ""
- "Utilízalo con [method set_param], [method set_param_randomness], y [method "
- "set_param_texture] para establecer las propiedades de la aceleración lineal."
- #: doc/classes/ParticlesMaterial.xml
- msgid ""
- "Use with [method set_param], [method set_param_randomness], and [method "
- "set_param_texture] to set radial acceleration properties."
- msgstr ""
- "Usar con [method set_param], [method set_param_randomness], y [method "
- "set_param_texture] para establecer las propiedades de la aceleración radial."
- #: doc/classes/ParticlesMaterial.xml
- msgid ""
- "Use with [method set_param], [method set_param_randomness], and [method "
- "set_param_texture] to set tangential acceleration properties."
- msgstr ""
- "Usar con [method set_param], [method set_param_randomness], y [method "
- "set_param_texture] para establecer las propiedades de la aceleración "
- "tangencial."
- #: doc/classes/ParticlesMaterial.xml
- msgid ""
- "Use with [method set_param], [method set_param_randomness], and [method "
- "set_param_texture] to set damping properties."
- msgstr ""
- "Usar con [method set_param], [method set_param_randomness], y [method "
- "set_param_texture] para establecer las propiedades de amortiguación."
- #: doc/classes/ParticlesMaterial.xml
- msgid ""
- "Use with [method set_param], [method set_param_randomness], and [method "
- "set_param_texture] to set angle properties."
- msgstr ""
- "Utilízalo con [method set_param], [method set_param_randomness], y [method "
- "set_param_texture] para establecer las propiedades de los ángulos."
- #: doc/classes/ParticlesMaterial.xml
- msgid ""
- "Use with [method set_param], [method set_param_randomness], and [method "
- "set_param_texture] to set scale properties."
- msgstr ""
- "Utilízalo con [method set_param], [method set_param_randomness], y [method "
- "set_param_texture] para establecer las propiedades de la escala."
- #: doc/classes/ParticlesMaterial.xml
- msgid ""
- "Use with [method set_param], [method set_param_randomness], and [method "
- "set_param_texture] to set hue variation properties."
- msgstr ""
- "Utilízalo con [method set_param], [method set_param_randomness], y [method "
- "set_param_texture] para establecer las propiedades de la variación del tono."
- #: doc/classes/ParticlesMaterial.xml
- msgid ""
- "Use with [method set_param], [method set_param_randomness], and [method "
- "set_param_texture] to set animation speed properties."
- msgstr ""
- "Utilízalo con [method set_param], [method set_param_randomness], y [method "
- "set_param_texture] para establecer las propiedades de velocidad de la "
- "animación."
- #: doc/classes/ParticlesMaterial.xml
- msgid ""
- "Use with [method set_param], [method set_param_randomness], and [method "
- "set_param_texture] to set animation offset properties."
- msgstr ""
- "Utilízalo con [method set_param], [method set_param_randomness], y [method "
- "set_param_texture] para establecer las propiedades de desplazamiento de la "
- "animación."
- #: doc/classes/ParticlesMaterial.xml
- msgid "Use with [method set_flag] to set [member flag_align_y]."
- msgstr "Usar con [method set_flag] para establecer [member flag_align_y]."
- #: doc/classes/ParticlesMaterial.xml
- msgid "Use with [method set_flag] to set [member flag_rotate_y]."
- msgstr "Usar con [method set_flag] para establecer [member flag_rotate_y]."
- #: doc/classes/ParticlesMaterial.xml
- msgid "Use with [method set_flag] to set [member flag_disable_z]."
- msgstr "Usar con [method set_flag] para establecer [member flag_disable_z]."
- #: doc/classes/ParticlesMaterial.xml
- msgid ""
- "Particles will be emitted at a position determined by sampling a random "
- "point on the [member emission_point_texture]. Particle color will be "
- "modulated by [member emission_color_texture]."
- msgstr ""
- "Las partículas se emitirán en una posición determinada por el muestreo de un "
- "punto aleatorio en la [member emission_point_texture]. El color de las "
- "partículas será modulado por [member emission_color_texture]."
- #: doc/classes/ParticlesMaterial.xml
- msgid ""
- "Particles will be emitted at a position determined by sampling a random "
- "point on the [member emission_point_texture]. Particle velocity and rotation "
- "will be set based on [member emission_normal_texture]. Particle color will "
- "be modulated by [member emission_color_texture]."
- msgstr ""
- "Las partículas se emitirán en una posición determinada por el muestreo de un "
- "punto aleatorio en la [member emission_point_texture]. La velocidad y la "
- "rotación de las partículas se fijarán en base a [member "
- "emission_normal_texture]. El color de las partículas será modulado por "
- "[member emission_color_texture]."
- #: doc/classes/Path.xml
- #, fuzzy
- msgid "Contains a [Curve3D] path for [PathFollow] nodes to follow."
- msgstr "Contiene un camino [Curve3D] para que los nodos [PathFollow] lo sigan."
- #: doc/classes/Path.xml
- #, fuzzy
- msgid ""
- "Can have [PathFollow] child nodes moving along the [Curve3D]. See "
- "[PathFollow] for more information on the usage.\n"
- "Note that the path is considered as relative to the moved nodes (children of "
- "[PathFollow]). As such, the curve should usually start with a zero vector "
- "[code](0, 0, 0)[/code]."
- msgstr ""
- "Puede tener nodos hijos [PathFollow] moviéndose a lo largo de la [Curve3D]. "
- "Vea [PathFollow] para más información sobre el uso.\n"
- "Tenga en cuenta que la ruta se considera relativa a los nodos movidos (hijos "
- "de [PathFollow]). Como tal, la curva debería comenzar normalmente con un "
- "vector cero [code](0, 0, 0)[/code]."
- #: doc/classes/Path.xml
- msgid "A [Curve3D] describing the path."
- msgstr "Una [Curve3D] que describe el camino."
- #: doc/classes/Path.xml
- msgid "Emitted when the [member curve] changes."
- msgstr "Emitida cuando la [member curve] cambia."
- #: doc/classes/Path2D.xml
- msgid "Contains a [Curve2D] path for [PathFollow2D] nodes to follow."
- msgstr ""
- "Contiene un camino [Curve2D] para que los nodos [PathFollow2D] lo sigan."
- #: doc/classes/Path2D.xml
- msgid ""
- "Can have [PathFollow2D] child nodes moving along the [Curve2D]. See "
- "[PathFollow2D] for more information on usage.\n"
- "[b]Note:[/b] The path is considered as relative to the moved nodes (children "
- "of [PathFollow2D]). As such, the curve should usually start with a zero "
- "vector ([code](0, 0)[/code])."
- msgstr ""
- "Puede tener nodos infantiles [PathFollow2D] moviéndose a lo largo de la "
- "[Curve2D]. Vea [PathFollow2D] para más información sobre el uso.\n"
- "[b]Nota:[/b] La trayectoria se considera relativa a los nodos movidos (hijos "
- "de [PathFollow2D]). Como tal, la curva debería comenzar normalmente con un "
- "vector cero ([code](0, 0)[/code])."
- #: doc/classes/Path2D.xml
- msgid "A [Curve2D] describing the path."
- msgstr "Una [Curve2D] que describe el camino."
- #: doc/classes/PathFollow.xml
- #, fuzzy
- msgid "Point sampler for a [Path]."
- msgstr "Una muestra de puntos para un [Path2D]."
- #: doc/classes/PathFollow.xml
- #, fuzzy
- msgid ""
- "This node takes its parent [Path], and returns the coordinates of a point "
- "within it, given a distance from the first vertex.\n"
- "It is useful for making other nodes follow a path, without coding the "
- "movement pattern. For that, the nodes must be children of this node. The "
- "descendant nodes will then move accordingly when setting an offset in this "
- "node."
- msgstr ""
- "Este nodo toma su padre [Path2D], y devuelve las coordenadas de un punto "
- "dentro de él, dada una distancia del primer vértice.\n"
- "Es útil para hacer que otros nodos sigan un camino, sin codificar el patrón "
- "de movimiento. Para ello, los nodos deben ser hijos de este nodo. Los nodos "
- "descendientes se moverán en consecuencia cuando se establezca un "
- "desplazamiento en este nodo."
- #: doc/classes/PathFollow.xml
- #, fuzzy
- msgid ""
- "If [code]true[/code], the position between two cached points is interpolated "
- "cubically, and linearly otherwise.\n"
- "The points along the [Curve3D] of the [Path] are precomputed before use, for "
- "faster calculations. The point at the requested offset is then calculated "
- "interpolating between two adjacent cached points. This may present a problem "
- "if the curve makes sharp turns, as the cached points may not follow the "
- "curve closely enough.\n"
- "There are two answers to this problem: either increase the number of cached "
- "points and increase memory consumption, or make a cubic interpolation "
- "between two points at the cost of (slightly) slower calculations."
- msgstr ""
- "Si [code]true[/code], la posición entre dos puntos cacheados se interpola "
- "cúbicamente, y linealmente en caso contrario.\n"
- "Los puntos a lo largo de la [Curve3D] del [Path] se precalculan antes de su "
- "uso, para cálculos más rápidos. El punto en el desplazamiento solicitado se "
- "calcula entonces interpolando entre dos puntos cacheados adyacentes. Esto "
- "puede presentar un problema si la curva hace giros bruscos, ya que los "
- "puntos cacheados pueden no seguir la curva lo suficientemente cerca.\n"
- "Hay dos respuestas a este problema: o bien aumentar el número de puntos "
- "cacheados y aumentar el consumo de memoria, o bien hacer una interpolación "
- "cúbica entre dos puntos a costa de cálculos (ligeramente) más lentos."
- #: doc/classes/PathFollow.xml doc/classes/PathFollow2D.xml
- msgid "The node's offset along the curve."
- msgstr "El nodo está desplazado a lo largo de la curva."
- #: doc/classes/PathFollow.xml doc/classes/PathFollow2D.xml
- msgid ""
- "If [code]true[/code], any offset outside the path's length will wrap around, "
- "instead of stopping at the ends. Use it for cyclic paths."
- msgstr ""
- "Si [code]true[/code], cualquier desplazamiento fuera de la longitud del "
- "camino se envolverá, en lugar de detenerse en los extremos. Úsalo para los "
- "caminos cíclicos."
- #: doc/classes/PathFollow.xml
- msgid ""
- "The distance from the first vertex, measured in 3D units along the path. "
- "This sets this node's position to a point within the path."
- msgstr ""
- "La distancia desde el primer vértice, medida en unidades 3D a lo largo del "
- "camino. Esto establece la posición de este nodo en un punto dentro del "
- "camino."
- #: doc/classes/PathFollow.xml
- msgid ""
- "Allows or forbids rotation on one or more axes, depending on the [enum "
- "RotationMode] constants being used."
- msgstr ""
- "Permite o prohíbe la rotación en uno o más ejes, dependiendo de las "
- "constantes [enum RotationMode] que se utilicen."
- #: doc/classes/PathFollow.xml
- msgid ""
- "The distance from the first vertex, considering 0.0 as the first vertex and "
- "1.0 as the last. This is just another way of expressing the offset within "
- "the path, as the offset supplied is multiplied internally by the path's "
- "length."
- msgstr ""
- "La distancia desde el primer vértice, considerando 0,0 como el primer "
- "vértice y 1,0 como el último. Esta es sólo otra forma de expresar el "
- "desplazamiento dentro de la ruta, ya que el desplazamiento suministrado se "
- "multiplica internamente por la longitud de la ruta."
- #: doc/classes/PathFollow.xml doc/classes/PathFollow2D.xml
- msgid "The node's offset perpendicular to the curve."
- msgstr "El nodo está desplazado perpendicularmente a la curva."
- #: doc/classes/PathFollow.xml
- #, fuzzy
- msgid "Forbids the PathFollow to rotate."
- msgstr "Prohíbe que PathFollow3D rote."
- #: doc/classes/PathFollow.xml
- #, fuzzy
- msgid "Allows the PathFollow to rotate in the Y axis only."
- msgstr "Permite que PathFollow3D rote sólo en el eje Y."
- #: doc/classes/PathFollow.xml
- #, fuzzy
- msgid "Allows the PathFollow to rotate in both the X, and Y axes."
- msgstr "Permite que PathFollow3D rote en los ejes X e Y."
- #: doc/classes/PathFollow.xml
- #, fuzzy
- msgid "Allows the PathFollow to rotate in any axis."
- msgstr "Permite que PathFollow3D rote en cualquier eje."
- #: doc/classes/PathFollow.xml
- #, fuzzy
- msgid ""
- "Uses the up vector information in a [Curve3D] to enforce orientation. This "
- "rotation mode requires the [Path]'s [member Curve3D.up_vector_enabled] "
- "property to be set to [code]true[/code]."
- msgstr ""
- "Utiliza la información del vector ascendente en una [Curve3D] para reforzar "
- "la orientación. Este modo de rotación requiere que la propiedad [member "
- "Curve3D.up_vector_enabled] de [Path] se establezca en [code]true[/code]."
- #: doc/classes/PathFollow2D.xml
- msgid "Point sampler for a [Path2D]."
- msgstr "Una muestra de puntos para un [Path2D]."
- #: doc/classes/PathFollow2D.xml
- msgid ""
- "This node takes its parent [Path2D], and returns the coordinates of a point "
- "within it, given a distance from the first vertex.\n"
- "It is useful for making other nodes follow a path, without coding the "
- "movement pattern. For that, the nodes must be children of this node. The "
- "descendant nodes will then move accordingly when setting an offset in this "
- "node."
- msgstr ""
- "Este nodo toma su padre [Path2D], y devuelve las coordenadas de un punto "
- "dentro de él, dada una distancia del primer vértice.\n"
- "Es útil para hacer que otros nodos sigan un camino, sin codificar el patrón "
- "de movimiento. Para ello, los nodos deben ser hijos de este nodo. Los nodos "
- "descendientes se moverán en consecuencia cuando se establezca un "
- "desplazamiento en este nodo."
- #: doc/classes/PathFollow2D.xml
- msgid ""
- "If [code]true[/code], the position between two cached points is interpolated "
- "cubically, and linearly otherwise.\n"
- "The points along the [Curve2D] of the [Path2D] are precomputed before use, "
- "for faster calculations. The point at the requested offset is then "
- "calculated interpolating between two adjacent cached points. This may "
- "present a problem if the curve makes sharp turns, as the cached points may "
- "not follow the curve closely enough.\n"
- "There are two answers to this problem: either increase the number of cached "
- "points and increase memory consumption, or make a cubic interpolation "
- "between two points at the cost of (slightly) slower calculations."
- msgstr ""
- "Si [code]true[/code], la posición entre dos puntos cacheados se interpola "
- "cúbicamente, y linealmente en caso contrario.\n"
- "Los puntos a lo largo de la [Curve2D] del [Path2D] se precalculan antes de "
- "su uso, para cálculos más rápidos. El punto en el desplazamiento solicitado "
- "se calcula entonces interpolando entre dos puntos cacheados adyacentes. Esto "
- "puede presentar un problema si la curva hace giros bruscos, ya que los "
- "puntos cacheados pueden no seguir la curva lo suficientemente cerca.\n"
- "Hay dos respuestas a este problema: o bien aumentar el número de puntos "
- "cacheados y aumentar el consumo de memoria, o bien hacer una interpolación "
- "cúbica entre dos puntos a costa de cálculos (ligeramente) más lentos."
- #: doc/classes/PathFollow2D.xml
- msgid ""
- "How far to look ahead of the curve to calculate the tangent if the node is "
- "rotating. E.g. shorter lookaheads will lead to faster rotations."
- msgstr ""
- "Cuánto hay que mirar por delante de la curva para calcular la tangente si el "
- "nodo está rotando. Por ejemplo, miradas hacia delante más cortas llevarán a "
- "rotaciones más rápidas."
- #: doc/classes/PathFollow2D.xml
- msgid "The distance along the path in pixels."
- msgstr "La distancia a lo largo del camino en píxeles."
- #: doc/classes/PathFollow2D.xml
- msgid ""
- "If [code]true[/code], this node rotates to follow the path, making its "
- "descendants rotate."
- msgstr ""
- "Si [code]true[/code], este nodo rota para seguir el camino, haciendo que sus "
- "descendientes roten."
- #: doc/classes/PathFollow2D.xml
- msgid ""
- "The distance along the path as a number in the range 0.0 (for the first "
- "vertex) to 1.0 (for the last). This is just another way of expressing the "
- "offset within the path, as the offset supplied is multiplied internally by "
- "the path's length."
- msgstr ""
- "La distancia a lo largo del camino como un número en el rango de 0,0 (para "
- "el primer vértice) a 1,0 (para el último). Esta es sólo otra forma de "
- "expresar el desplazamiento dentro del camino, ya que el desplazamiento "
- "suministrado se multiplica internamente por la longitud del camino."
- #: doc/classes/PCKPacker.xml
- msgid "Creates packages that can be loaded into a running project."
- msgstr "Crea paquetes que pueden ser cargados en un proyecto en curso."
- #: doc/classes/PCKPacker.xml
- msgid ""
- "The [PCKPacker] is used to create packages that can be loaded into a running "
- "project using [method ProjectSettings.load_resource_pack].\n"
- "[codeblock]\n"
- "var packer = PCKPacker.new()\n"
- "packer.pck_start(\"test.pck\")\n"
- "packer.add_file(\"res://text.txt\", \"text.txt\")\n"
- "packer.flush()\n"
- "[/codeblock]\n"
- "The above [PCKPacker] creates package [code]test.pck[/code], then adds a "
- "file named [code]text.txt[/code] at the root of the package."
- msgstr ""
- "El [PCKPacker] se utiliza para crear paquetes que pueden ser cargados en un "
- "proyecto en ejecución utilizando el [method ProjectSettings."
- "load_resource_pack].\n"
- "[codeblock]\n"
- "var packer = PCKPacker.new()\n"
- "packer.pck_start(\"test.pck\")\n"
- "packer.add_file(\"res://texto.txt\", \"texto.txt\")\n"
- "packer.flush()\n"
- "[/codeblock]\n"
- "El anterior [PCKPacker] crea el paquete [code]test.pck[/code], y luego "
- "agrega un archivo llamado [code]text.txt[/code] en la raíz del paquete."
- #: doc/classes/PCKPacker.xml
- msgid ""
- "Adds the [code]source_path[/code] file to the current PCK package at the "
- "[code]pck_path[/code] internal path (should start with [code]res://[/code])."
- msgstr ""
- "Añade el archivo [code]source_path[/code] al paquete PCK actual en la ruta "
- "interna [code]pck_path[/code] (debe comenzar con [code]res://[/code])."
- #: doc/classes/PCKPacker.xml
- msgid ""
- "Writes the files specified using all [method add_file] calls since the last "
- "flush. If [code]verbose[/code] is [code]true[/code], a list of files added "
- "will be printed to the console for easier debugging."
- msgstr ""
- "Escribe los archivos especificados usando todas las llamadas a [method "
- "add_file] desde la última descarga. Si [code]verbose[/code] es [code]true[/"
- "code], se imprimirá una lista de los archivos añadidos en la consola para "
- "facilitar la depuración."
- #: doc/classes/PCKPacker.xml
- msgid ""
- "Creates a new PCK file with the name [code]pck_name[/code]. The [code].pck[/"
- "code] file extension isn't added automatically, so it should be part of "
- "[code]pck_name[/code] (even though it's not required)."
- msgstr ""
- "Crea un nuevo archivo PCK con el nombre [code]pck_name[/code]. La extensión "
- "del archivo [code].pck[/code] no se añade automáticamente, por lo que debe "
- "formar parte de [code]pck_name[/code] (aunque no es obligatorio)."
- #: doc/classes/Performance.xml
- msgid "Exposes performance-related data."
- msgstr "Expone los datos relacionados con el rendimiento."
- #: doc/classes/Performance.xml
- #, fuzzy
- msgid ""
- "This class provides access to a number of different monitors related to "
- "performance, such as memory usage, draw calls, and FPS. These are the same "
- "as the values displayed in the [b]Monitor[/b] tab in the editor's "
- "[b]Debugger[/b] panel. By using the [method get_monitor] method of this "
- "class, you can access this data from your code.\n"
- "[b]Note:[/b] A few of these monitors are only available in debug mode and "
- "will always return 0 when used in a release build.\n"
- "[b]Note:[/b] Many of these monitors are not updated in real-time, so there "
- "may be a short delay between changes."
- msgstr ""
- "Esta clase proporciona acceso a una serie de diferentes monitores "
- "relacionados con el rendimiento, como el uso de la memoria, las llamadas de "
- "sorteo y el fotogramas por segundo. Estos son los mismos valores que se "
- "muestran en la pestaña [b]Monitor[/b] del panel [b]Debugger[/b] del editor. "
- "Usando el método [method get_monitor] de esta clase, puedes acceder a estos "
- "datos desde tu código.\n"
- "Puedes añadir monitores personalizados usando el método [method "
- "add_custom_monitor]. Los monitores personalizados están disponibles en la "
- "pestaña [b]Monitor[/b] del panel [b]Debugger[/b] del editor junto con los "
- "monitores incorporados.\n"
- "[b]Nota:[/b] Algunos de estos monitores sólo están disponibles en modo de "
- "depuración y siempre devolverán 0 cuando se usen en una compilación de la "
- "versión.\n"
- "[b]Nota:[/b] Muchos de estos monitores no se actualizan en tiempo real, por "
- "lo que puede haber un pequeño retraso entre los cambios.\n"
- "[b]Nota:[/b] Los monitores personalizados no admiten valores negativos. Los "
- "valores negativos se fijan en 0."
- #: doc/classes/Performance.xml
- msgid ""
- "Returns the value of one of the available monitors. You should provide one "
- "of the [enum Monitor] constants as the argument, like this:\n"
- "[codeblock]\n"
- "print(Performance.get_monitor(Performance.TIME_FPS)) # Prints the FPS to the "
- "console\n"
- "[/codeblock]"
- msgstr ""
- "Devuelve el valor de uno de los monitores disponibles. Debe proporcionar una "
- "de las constantes [enum Monitor] como argumento, así:\n"
- "[codeblock]\n"
- "print(Performance.get_monitor(Performance.TIME_FPS)) # Imprime el FPS a la "
- "consola\n"
- "[/codeblock]"
- #: doc/classes/Performance.xml
- msgid "Number of frames per second."
- msgstr "Número de fotogramas por segundo."
- #: doc/classes/Performance.xml
- msgid "Time it took to complete one frame, in seconds."
- msgstr "El tiempo que tomó completar un fotograma, en segundos."
- #: doc/classes/Performance.xml
- msgid "Time it took to complete one physics frame, in seconds."
- msgstr "El tiempo que tomó completar un fotograma de la física, en segundos."
- #: doc/classes/Performance.xml
- msgid ""
- "Static memory currently used, in bytes. Not available in release builds."
- msgstr ""
- "Memoria estática actualmente utilizada, en bytes. No está disponible en las "
- "versiones de lanzamiento."
- #: doc/classes/Performance.xml
- #, fuzzy
- msgid ""
- "Dynamic memory currently used, in bytes. Not available in release builds."
- msgstr ""
- "Memoria estática actualmente utilizada, en bytes. No está disponible en las "
- "versiones de lanzamiento."
- #: doc/classes/Performance.xml
- msgid "Available static memory. Not available in release builds."
- msgstr "Memoria estática disponible. No disponible en las builds release."
- #: doc/classes/Performance.xml
- #, fuzzy
- msgid "Available dynamic memory. Not available in release builds."
- msgstr "Memoria estática disponible. No disponible en las builds release."
- #: doc/classes/Performance.xml
- msgid ""
- "Largest amount of memory the message queue buffer has used, in bytes. The "
- "message queue is used for deferred functions calls and notifications."
- msgstr ""
- "La mayor cantidad de memoria que el buffer de la cola de mensajes ha usado, "
- "en bytes. La cola de mensajes se utiliza para llamadas y notificaciones de "
- "funciones diferidas."
- #: doc/classes/Performance.xml
- msgid "Number of objects currently instanced (including nodes)."
- msgstr "Número de objetos actualmente instanciados (incluyendo nodos)."
- #: doc/classes/Performance.xml
- msgid "Number of resources currently used."
- msgstr "Número de recursos utilizados actualmente."
- #: doc/classes/Performance.xml
- msgid ""
- "Number of nodes currently instanced in the scene tree. This also includes "
- "the root node."
- msgstr ""
- "Número de nodos actualmente instanciados en el árbol de la escena. Esto "
- "también incluye el nodo raíz."
- #: doc/classes/Performance.xml
- msgid ""
- "Number of orphan nodes, i.e. nodes which are not parented to a node of the "
- "scene tree."
- msgstr ""
- "Número de nodos huérfanos, es decir, nodos que no están engendrados en un "
- "nodo del árbol de la escena."
- #: doc/classes/Performance.xml
- msgid "3D objects drawn per frame."
- msgstr "Objetos 3D dibujados por fotograma."
- #: doc/classes/Performance.xml
- msgid "Vertices drawn per frame. 3D only."
- msgstr "Vértices dibujados por fotograma. Sólo en 3D."
- #: doc/classes/Performance.xml
- msgid "Material changes per frame. 3D only."
- msgstr "Cambios de material por fotograma. Sólo en 3D."
- #: doc/classes/Performance.xml
- msgid "Shader changes per frame. 3D only."
- msgstr "Cambios de shader por fotograma. Sólo en 3D."
- #: doc/classes/Performance.xml
- msgid "Render surface changes per frame. 3D only."
- msgstr "Cambios en la superficie de renderizado por fotograma. Sólo en 3D."
- #: doc/classes/Performance.xml
- msgid "Draw calls per frame. 3D only."
- msgstr "Llamadas a dibujar por fotograma. Sólo en 3D."
- #: doc/classes/Performance.xml
- #, fuzzy
- msgid "Items or joined items drawn per frame."
- msgstr "Objetos 3D dibujados por fotograma."
- #: doc/classes/Performance.xml
- #, fuzzy
- msgid "Draw calls per frame."
- msgstr "Llamadas a dibujar por fotograma. Sólo en 3D."
- #: doc/classes/Performance.xml doc/classes/VisualServer.xml
- msgid ""
- "The amount of video memory used, i.e. texture and vertex memory combined."
- msgstr ""
- "La cantidad de memoria de vídeo utilizada, es decir, la memoria de texturas "
- "y vértices combinados."
- #: doc/classes/Performance.xml doc/classes/VisualServer.xml
- msgid "The amount of texture memory used."
- msgstr "La cantidad de memoria de textura utilizada."
- #: doc/classes/Performance.xml doc/classes/VisualServer.xml
- msgid "The amount of vertex memory used."
- msgstr "La cantidad de memoria de vértices utilizada."
- #: doc/classes/Performance.xml doc/classes/VisualServer.xml
- #, fuzzy
- msgid ""
- "Unimplemented in the GLES2 and GLES3 rendering backends, always returns 0."
- msgstr ""
- "Sin implementar en el backend de renderizado GLES2, siempre devuelve 0."
- #: doc/classes/Performance.xml
- msgid "Number of active [RigidBody2D] nodes in the game."
- msgstr "Número de nodos activos [RigidBody2D] en el juego."
- #: doc/classes/Performance.xml
- msgid "Number of collision pairs in the 2D physics engine."
- msgstr "Número de pares de colisión en el motor de física 2D."
- #: doc/classes/Performance.xml
- msgid "Number of islands in the 2D physics engine."
- msgstr "Número de islas en el motor de física 2D."
- #: doc/classes/Performance.xml
- #, fuzzy
- msgid "Number of active [RigidBody] and [VehicleBody] nodes in the game."
- msgstr "Número de nodos activos de [RigidBody] y [VehicleBody] en el juego."
- #: doc/classes/Performance.xml
- msgid "Number of collision pairs in the 3D physics engine."
- msgstr "Número de pares de colisión en el motor de física 3D."
- #: doc/classes/Performance.xml
- msgid "Number of islands in the 3D physics engine."
- msgstr "Número de islas en el motor de física 3D."
- #: doc/classes/Performance.xml
- msgid "Output latency of the [AudioServer]."
- msgstr "La latencia de salida del [AudioServer]."
- #: doc/classes/Performance.xml
- msgid "Represents the size of the [enum Monitor] enum."
- msgstr "Representa el tamaño del enum [enum Monitor]."
- #: doc/classes/PHashTranslation.xml
- msgid "Optimized translation."
- msgstr "Traducción optimizada."
- #: doc/classes/PHashTranslation.xml
- msgid ""
- "Optimized translation. Uses real-time compressed translations, which results "
- "in very small dictionaries."
- msgstr ""
- "Traducción optimizada. Utiliza traducciones comprimidas en tiempo real, lo "
- "que resulta en diccionarios muy pequeños."
- #: doc/classes/PHashTranslation.xml
- msgid ""
- "Generates and sets an optimized translation from the given [Translation] "
- "resource."
- msgstr ""
- "Genera y establece una traducción optimizada a partir del recurso de "
- "[Translation] dado."
- #: doc/classes/Physics2DDirectBodyState.xml
- #, fuzzy
- msgid "Direct access object to a physics body in the [Physics2DServer]."
- msgstr "Acceso directo al objeto a un cuerpo físico en el [PhysicsServer2D]."
- #: doc/classes/Physics2DDirectBodyState.xml
- msgid ""
- "Provides direct access to a physics body in the [Physics2DServer], allowing "
- "safe changes to physics properties. This object is passed via the direct "
- "state callback of rigid/character bodies, and is intended for changing the "
- "direct state of that body. See [method RigidBody2D._integrate_forces]."
- msgstr ""
- "Proporciona acceso directo a un cuerpo físico en el [Physics2DServer], "
- "permitiendo cambios seguros en las propiedades físicas. Este objeto pasa a "
- "través de la llamada de estado directo de los cuerpos rígidos/"
- "característicos, y está destinado a cambiar el estado directo de ese cuerpo. "
- "Ver [method RigidBody2D._integrate_forces]."
- #: doc/classes/Physics2DDirectBodyState.xml
- #: doc/classes/Physics2DDirectSpaceState.xml
- #: doc/classes/PhysicsDirectBodyState.xml
- #: doc/classes/PhysicsDirectSpaceState.xml doc/classes/RayCast.xml
- msgid "Ray-casting"
- msgstr ""
- #: doc/classes/Physics2DDirectBodyState.xml doc/classes/RigidBody2D.xml
- msgid "Adds a constant directional force without affecting rotation."
- msgstr "Añade una fuerza direccional constante sin afectar a la rotación."
- #: doc/classes/Physics2DDirectBodyState.xml
- #: doc/classes/PhysicsDirectBodyState.xml doc/classes/RigidBody2D.xml
- msgid ""
- "Adds a positioned force to the body. Both the force and the offset from the "
- "body origin are in global coordinates."
- msgstr ""
- "Añade una fuerza posicionada al cuerpo. Tanto la fuerza como el "
- "desplazamiento del origen del cuerpo están en coordenadas globales."
- #: doc/classes/Physics2DDirectBodyState.xml doc/classes/RigidBody2D.xml
- msgid "Adds a constant rotational force."
- msgstr "Añade una fuerza de rotación constante."
- #: doc/classes/Physics2DDirectBodyState.xml doc/classes/RigidBody2D.xml
- msgid "Applies a directional impulse without affecting rotation."
- msgstr "Aplica un impulso direccional sin afectar a la rotación."
- #: doc/classes/Physics2DDirectBodyState.xml
- msgid ""
- "Applies a positioned impulse to the body. An impulse is time-independent! "
- "Applying an impulse every frame would result in a framerate-dependent force. "
- "For this reason, it should only be used when simulating one-time impacts "
- "(use the \"_force\" functions otherwise). The offset uses the rotation of "
- "the global coordinate system, but is centered at the object's origin."
- msgstr ""
- "Aplica un impulso posicionado al cuerpo. ¡Un impulso es independiente del "
- "tiempo! Aplicar un impulso en cada cuadro resultaría en una fuerza "
- "dependiente del cuadro. Por esta razón, sólo debe utilizarse cuando se "
- "simulan impactos únicos (de lo contrario, utilice las funciones \"_force\"). "
- "El desplazamiento utiliza la rotación del sistema de coordenadas globales, "
- "pero está centrado en el origen del objeto."
- #: doc/classes/Physics2DDirectBodyState.xml doc/classes/RigidBody2D.xml
- msgid "Applies a rotational impulse to the body."
- msgstr "Aplica un impulso de rotación al cuerpo."
- #: doc/classes/Physics2DDirectBodyState.xml
- #: doc/classes/PhysicsDirectBodyState.xml
- msgid "Returns the collider's [RID]."
- msgstr "Devuelve el [RID] del colisionador."
- #: doc/classes/Physics2DDirectBodyState.xml
- #: doc/classes/PhysicsDirectBodyState.xml
- msgid "Returns the collider's object id."
- msgstr "Devuelve la identificación del objeto del colisionador."
- #: doc/classes/Physics2DDirectBodyState.xml
- msgid ""
- "Returns the collider object. This depends on how it was created (will return "
- "a scene node if such was used to create it)."
- msgstr ""
- "Devuelve el objeto del colisionador. Esto depende de cómo fue creado "
- "(devolverá un nodo de la escena si tal fue usado para crearlo)."
- #: doc/classes/Physics2DDirectBodyState.xml
- #: doc/classes/PhysicsDirectBodyState.xml
- msgid "Returns the contact position in the collider."
- msgstr "Devuelve la posición de contacto en el colisionador."
- #: doc/classes/Physics2DDirectBodyState.xml
- #: doc/classes/PhysicsDirectBodyState.xml
- msgid "Returns the collider's shape index."
- msgstr "Devuelve el índice de forma del colisionador."
- #: doc/classes/Physics2DDirectBodyState.xml
- #, fuzzy
- msgid ""
- "Returns the collided shape's metadata. This metadata is different from "
- "[method Object.get_meta], and is set with [method Physics2DServer."
- "shape_set_data]."
- msgstr ""
- "Devuelve los metadatos de la forma colisionada. Estos metadatos son "
- "diferentes de [method Object.get_meta], y se establecen con [method "
- "PhysicsServer2D.shape_set_data]."
- #: doc/classes/Physics2DDirectBodyState.xml
- #: doc/classes/PhysicsDirectBodyState.xml
- msgid "Returns the linear velocity vector at the collider's contact point."
- msgstr ""
- "Devuelve el vector de velocidad lineal en el punto de contacto del "
- "colisionador."
- #: doc/classes/Physics2DDirectBodyState.xml
- msgid ""
- "Returns the number of contacts this body has with other bodies.\n"
- "[b]Note:[/b] By default, this returns 0 unless bodies are configured to "
- "monitor contacts. See [member RigidBody2D.contact_monitor]."
- msgstr ""
- "Devuelve el número de contactos que este cuerpo tiene con otros cuerpos.\n"
- "[b]Nota:[/b] Por defecto, esto devuelve 0 a menos que los cuerpos estén "
- "configurados para monitorear los contactos. Ver [member RigidBody2D."
- "contact_monitor]."
- #: doc/classes/Physics2DDirectBodyState.xml
- #: doc/classes/PhysicsDirectBodyState.xml
- msgid "Returns the local normal at the contact point."
- msgstr "Devuelve la normalidad local en el punto de contacto."
- #: doc/classes/Physics2DDirectBodyState.xml
- #: doc/classes/PhysicsDirectBodyState.xml
- msgid "Returns the local position of the contact point."
- msgstr "Devuelve la posición local del punto de contacto."
- #: doc/classes/Physics2DDirectBodyState.xml
- #: doc/classes/PhysicsDirectBodyState.xml
- msgid "Returns the local shape index of the collision."
- msgstr "Devuelve el índice de forma local de la colisión."
- #: doc/classes/Physics2DDirectBodyState.xml
- #: doc/classes/PhysicsDirectBodyState.xml
- msgid "Returns the current state of the space, useful for queries."
- msgstr "Devuelve el estado actual del espacio, útil para las consultas."
- #: doc/classes/Physics2DDirectBodyState.xml
- #: doc/classes/PhysicsDirectBodyState.xml
- msgid ""
- "Returns the body's velocity at the given relative position, including both "
- "translation and rotation."
- msgstr ""
- #: doc/classes/Physics2DDirectBodyState.xml
- #: doc/classes/PhysicsDirectBodyState.xml
- msgid "Calls the built-in force integration code."
- msgstr "Llama al código de integración de fuerzas incorporado."
- #: doc/classes/Physics2DDirectBodyState.xml doc/classes/RigidBody2D.xml
- #, fuzzy
- msgid "The body's rotational velocity in [i]radians[/i] per second."
- msgstr "La velocidad de rotación del cuerpo."
- #: doc/classes/Physics2DDirectBodyState.xml
- #: doc/classes/PhysicsDirectBodyState.xml
- msgid "The inverse of the inertia of the body."
- msgstr "El inverso de la inercia del cuerpo."
- #: doc/classes/Physics2DDirectBodyState.xml
- #: doc/classes/PhysicsDirectBodyState.xml
- msgid "The inverse of the mass of the body."
- msgstr "El inverso de la masa del cuerpo."
- #: doc/classes/Physics2DDirectBodyState.xml
- #, fuzzy
- msgid "The body's linear velocity in pixels per second."
- msgstr "La velocidad del ratón en píxeles por segundo."
- #: doc/classes/Physics2DDirectBodyState.xml
- #: doc/classes/PhysicsDirectBodyState.xml
- msgid "If [code]true[/code], this body is currently sleeping (not active)."
- msgstr ""
- "Si [code]true[/code], este cuerpo está actualmente durmiendo (no está "
- "activo)."
- #: doc/classes/Physics2DDirectBodyState.xml
- #: doc/classes/PhysicsDirectBodyState.xml
- msgid "The timestep (delta) used for the simulation."
- msgstr "El paso temporal (delta) utilizado para la simulación."
- #: doc/classes/Physics2DDirectBodyState.xml
- #: doc/classes/PhysicsDirectBodyState.xml
- msgid ""
- "The rate at which the body stops rotating, if there are not any other forces "
- "moving it."
- msgstr ""
- "La velocidad a la que el cuerpo deja de girar, si no hay otras fuerzas que "
- "lo muevan."
- #: doc/classes/Physics2DDirectBodyState.xml
- #: doc/classes/PhysicsDirectBodyState.xml
- msgid "The total gravity vector being currently applied to this body."
- msgstr "El vector de gravedad total que se aplica actualmente a este cuerpo."
- #: doc/classes/Physics2DDirectBodyState.xml
- #: doc/classes/PhysicsDirectBodyState.xml
- msgid ""
- "The rate at which the body stops moving, if there are not any other forces "
- "moving it."
- msgstr ""
- "La velocidad a la que el cuerpo deja de moverse, si no hay otras fuerzas que "
- "lo muevan."
- #: doc/classes/Physics2DDirectBodyState.xml
- #: doc/classes/PhysicsDirectBodyState.xml
- msgid "The body's transformation matrix."
- msgstr "La matriz de transformación del cuerpo."
- #: doc/classes/Physics2DDirectSpaceState.xml
- #, fuzzy
- msgid "Direct access object to a space in the [Physics2DServer]."
- msgstr "Acceso directo al objeto a un espacio en el [PhysicsServer2D]."
- #: doc/classes/Physics2DDirectSpaceState.xml
- #, fuzzy
- msgid ""
- "Direct access object to a space in the [Physics2DServer]. It's used mainly "
- "to do queries against objects and areas residing in a given space."
- msgstr ""
- "Acceso directo al objeto a un espacio en el [PhysicsServer2D]. Se utiliza "
- "principalmente para hacer consultas contra objetos y áreas que residen en un "
- "espacio determinado."
- #: doc/classes/Physics2DDirectSpaceState.xml
- msgid ""
- "Checks how far a [Shape2D] can move without colliding. All the parameters "
- "for the query, including the shape and the motion, are supplied through a "
- "[Physics2DShapeQueryParameters] object.\n"
- "Returns an array with the safe and unsafe proportions (between 0 and 1) of "
- "the motion. The safe proportion is the maximum fraction of the motion that "
- "can be made without a collision. The unsafe proportion is the minimum "
- "fraction of the distance that must be moved for a collision. If no collision "
- "is detected a result of [code][1.0, 1.0][/code] will be returned.\n"
- "[b]Note:[/b] Any [Shape2D]s that the shape is already colliding with e.g. "
- "inside of, will be ignored. Use [method collide_shape] to determine the "
- "[Shape2D]s that the shape is already colliding with."
- msgstr ""
- #: doc/classes/Physics2DDirectSpaceState.xml
- #, fuzzy
- msgid ""
- "Checks the intersections of a shape, given through a "
- "[Physics2DShapeQueryParameters] object, against the space. The resulting "
- "array contains a list of points where the shape intersects another. Like "
- "with [method intersect_shape], the number of returned results can be limited "
- "to save processing time."
- msgstr ""
- "Comprueba las intersecciones de una forma, dadas a través de un objeto "
- "[PhysicsShapeQueryParameters2D], contra el espacio. El array resultante "
- "contiene una lista de puntos donde la forma se intersecta con otra. Al igual "
- "que con [method intersect_shape], el número de resultados devueltos puede "
- "limitarse para ahorrar tiempo de procesamiento."
- #: doc/classes/Physics2DDirectSpaceState.xml
- #, fuzzy
- msgid ""
- "Checks the intersections of a shape, given through a "
- "[Physics2DShapeQueryParameters] object, against the space. If it collides "
- "with more than one shape, the nearest one is selected. If the shape did not "
- "intersect anything, then an empty dictionary is returned instead.\n"
- "[b]Note:[/b] This method does not take into account the [code]motion[/code] "
- "property of the object. The returned object is a dictionary containing the "
- "following fields:\n"
- "[code]collider_id[/code]: The colliding object's ID.\n"
- "[code]linear_velocity[/code]: The colliding object's velocity [Vector2]. If "
- "the object is an [Area2D], the result is [code](0, 0)[/code].\n"
- "[code]metadata[/code]: The intersecting shape's metadata. This metadata is "
- "different from [method Object.get_meta], and is set with [method "
- "Physics2DServer.shape_set_data].\n"
- "[code]normal[/code]: The object's surface normal at the intersection point.\n"
- "[code]point[/code]: The intersection point.\n"
- "[code]rid[/code]: The intersecting object's [RID].\n"
- "[code]shape[/code]: The shape index of the colliding shape."
- msgstr ""
- "Comprueba las intersecciones de una forma, dadas a través de un objeto "
- "[PhysicsShapeQueryParameters2D], contra el espacio. Si colisiona con más de "
- "una forma, se selecciona la más cercana. Si la forma no intersectó nada, "
- "entonces se devuelve un diccionario vacío en su lugar.\n"
- "[b]Nota:[/b] Este método no tiene en cuenta la propiedad [code]motion[/code] "
- "del objeto. El objeto devuelto es un diccionario que contiene los siguientes "
- "campos:\n"
- "[code]collider_id[/code]: El ID del objeto que colisiona.\n"
- "[code]velocidad_lineal[/code]: La velocidad del objeto que colisiona "
- "[Vector2]. Si el objeto es un [Area2D], el resultado es [code](0, 0)[/"
- "code].\n"
- "[code]metadatos[/code]: Los metadatos de la forma que se intersecta. Estos "
- "metadatos son diferentes de [method Object.get_meta], y se establecen con "
- "[method PhysicsServer2D.shape_set_data].\n"
- "[code]normal[/code]: La normalidad de la superficie del objeto en el punto "
- "de intersección.\n"
- "[code]point[/code]: El punto de intersección.\n"
- "[code]rid[/code]: El objeto que intersecta [RID].\n"
- "[code]shape[/code]: El índice de la forma de la forma en colisión."
- #: doc/classes/Physics2DDirectSpaceState.xml
- #, fuzzy
- msgid ""
- "Checks whether a point is inside any solid shape. The shapes the point is "
- "inside of are returned in an array containing dictionaries with the "
- "following fields:\n"
- "[code]collider[/code]: The colliding object.\n"
- "[code]collider_id[/code]: The colliding object's ID.\n"
- "[code]metadata[/code]: The intersecting shape's metadata. This metadata is "
- "different from [method Object.get_meta], and is set with [method "
- "Physics2DServer.shape_set_data].\n"
- "[code]rid[/code]: The intersecting object's [RID].\n"
- "[code]shape[/code]: The shape index of the colliding shape.\n"
- "The number of intersections can be limited with the [code]max_results[/code] "
- "parameter, to reduce the processing time.\n"
- "Additionally, the method can take an [code]exclude[/code] array of objects "
- "or [RID]s that are to be excluded from collisions, a [code]collision_mask[/"
- "code] bitmask representing the physics layers to check in, or booleans to "
- "determine if the ray should collide with [PhysicsBody2D]s or [Area2D]s, "
- "respectively.\n"
- "[b]Note:[/b] [ConcavePolygonShape2D]s and [CollisionPolygon2D]s in "
- "[code]Segments[/code] build mode are not solid shapes. Therefore, they will "
- "not be detected."
- msgstr ""
- "Comprueba si un punto está dentro de alguna forma. Las formas en las que el "
- "punto está dentro se devuelven en un array que contiene diccionarios con los "
- "siguientes campos:\n"
- "[code]collider[/code]: El objeto que colisiona.\n"
- "[code]collider_id[/code]: El ID del objeto que colisiona.\n"
- "[code]metadata[/code]: Los metadatos de la forma que se intersecta. Estos "
- "metadatos son diferentes de [method Object.get_meta], y se establecen con "
- "[method PhysicsServer2D.shape_set_data].\n"
- "[code]rid[/code]: El objeto que se intersecta es [RID].\n"
- "[code]shape[/code]: El índice de la forma de la forma que colisiona.\n"
- "Además, el método puede tomar un array [code]exclude[/code] de objetos o "
- "[RID]s que deben ser excluidos de las colisiones, una máscara de bits "
- "[code]collision_mask[/code] que representa las capas de física para "
- "comprobar, o booleanos para determinar si el rayo debe colisionar con "
- "[PhysicsBody2D]s o [Area2D]s, respectivamente."
- #: doc/classes/Physics2DDirectSpaceState.xml
- #, fuzzy
- msgid ""
- "Checks whether a point is inside any solid shape, in a specific canvas layer "
- "given by [code]canvas_instance_id[/code]. The shapes the point is inside of "
- "are returned in an array containing dictionaries with the following fields:\n"
- "[code]collider[/code]: The colliding object.\n"
- "[code]collider_id[/code]: The colliding object's ID.\n"
- "[code]metadata[/code]: The intersecting shape's metadata. This metadata is "
- "different from [method Object.get_meta], and is set with [method "
- "Physics2DServer.shape_set_data].\n"
- "[code]rid[/code]: The intersecting object's [RID].\n"
- "[code]shape[/code]: The shape index of the colliding shape.\n"
- "The number of intersections can be limited with the [code]max_results[/code] "
- "parameter, to reduce the processing time.\n"
- "Additionally, the method can take an [code]exclude[/code] array of objects "
- "or [RID]s that are to be excluded from collisions, a [code]collision_mask[/"
- "code] bitmask representing the physics layers to check in, or booleans to "
- "determine if the ray should collide with [PhysicsBody2D]s or [Area2D]s, "
- "respectively.\n"
- "[b]Note:[/b] [ConcavePolygonShape2D]s and [CollisionPolygon2D]s in "
- "[code]Segments[/code] build mode are not solid shapes. Therefore, they will "
- "not be detected."
- msgstr ""
- "Comprueba si un punto está dentro de alguna forma. Las formas en las que el "
- "punto está dentro se devuelven en un array que contiene diccionarios con los "
- "siguientes campos:\n"
- "[code]collider[/code]: El objeto que colisiona.\n"
- "[code]collider_id[/code]: El ID del objeto que colisiona.\n"
- "[code]metadata[/code]: Los metadatos de la forma que se intersecta. Estos "
- "metadatos son diferentes de [method Object.get_meta], y se establecen con "
- "[method PhysicsServer2D.shape_set_data].\n"
- "[code]rid[/code]: El objeto que se intersecta es [RID].\n"
- "[code]shape[/code]: El índice de la forma de la forma que colisiona.\n"
- "Además, el método puede tomar un array [code]exclude[/code] de objetos o "
- "[RID]s que deben ser excluidos de las colisiones, una máscara de bits "
- "[code]collision_mask[/code] que representa las capas de física para "
- "comprobar, o booleanos para determinar si el rayo debe colisionar con "
- "[PhysicsBody2D]s o [Area2D]s, respectivamente."
- #: doc/classes/Physics2DDirectSpaceState.xml
- #, fuzzy
- msgid ""
- "Intersects a ray in a given space. The returned object is a dictionary with "
- "the following fields:\n"
- "[code]collider[/code]: The colliding object.\n"
- "[code]collider_id[/code]: The colliding object's ID.\n"
- "[code]metadata[/code]: The intersecting shape's metadata. This metadata is "
- "different from [method Object.get_meta], and is set with [method "
- "Physics2DServer.shape_set_data].\n"
- "[code]normal[/code]: The object's surface normal at the intersection point.\n"
- "[code]position[/code]: The intersection point.\n"
- "[code]rid[/code]: The intersecting object's [RID].\n"
- "[code]shape[/code]: The shape index of the colliding shape.\n"
- "If the ray did not intersect anything, then an empty dictionary is returned "
- "instead.\n"
- "Additionally, the method can take an [code]exclude[/code] array of objects "
- "or [RID]s that are to be excluded from collisions, a [code]collision_mask[/"
- "code] bitmask representing the physics layers to check in, or booleans to "
- "determine if the ray should collide with [PhysicsBody2D]s or [Area2D]s, "
- "respectively."
- msgstr ""
- "Intersecta un rayo en un espacio determinado. El objeto devuelto es un "
- "diccionario con los siguientes campos:\n"
- "[code]collider[/code]: El objeto que colisiona.\n"
- "[code]collider_id[/code]: El ID del objeto que colisiona.\n"
- "[code]metadata[/code]: Los metadatos de la forma que se intersecta. Estos "
- "metadatos son diferentes de [method Object.get_meta], y se establecen con "
- "[method PhysicsServer2D.shape_set_data].\n"
- "[code]normal[/code]: La normalidad de la superficie del objeto en el punto "
- "de intersección.\n"
- "[code]position[/code]: El punto de intersección.\n"
- "[code]rid[/code]: El objeto que intersecta [RID].\n"
- "[code]shape[/code]: El índice de la forma de la forma en colisión.\n"
- "Si el rayo no intersectó nada, entonces se devuelve un diccionario vacío en "
- "su lugar.\n"
- "Además, el método puede tomar un array [code]exclude[/code] de objetos o "
- "[RID]s que deben ser excluidos de las colisiones, una máscara de bits "
- "[code]collision_mask[/code] que representa las capas de física para "
- "comprobar, o booleanos para determinar si el rayo debe colisionar con "
- "[PhysicsBody2D]s o [Area2D]s, respectivamente."
- #: doc/classes/Physics2DDirectSpaceState.xml
- #, fuzzy
- msgid ""
- "Checks the intersections of a shape, given through a "
- "[Physics2DShapeQueryParameters] object, against the space. The intersected "
- "shapes are returned in an array containing dictionaries with the following "
- "fields:\n"
- "[code]collider[/code]: The colliding object.\n"
- "[code]collider_id[/code]: The colliding object's ID.\n"
- "[code]metadata[/code]: The intersecting shape's metadata. This metadata is "
- "different from [method Object.get_meta], and is set with [method "
- "Physics2DServer.shape_set_data].\n"
- "[code]rid[/code]: The intersecting object's [RID].\n"
- "[code]shape[/code]: The shape index of the colliding shape.\n"
- "The number of intersections can be limited with the [code]max_results[/code] "
- "parameter, to reduce the processing time."
- msgstr ""
- "Comprueba las intersecciones de una forma, dadas a través de un objeto "
- "[Physics2DShapeQueryParameters], contra el espacio.\n"
- "[b]Nota:[/b] Este método no tiene en cuenta la propiedad [code]motion[/code] "
- "del objeto. Las formas intersectadas se devuelven en una matriz que contiene "
- "diccionarios con los siguientes campos:\n"
- "[code]collider[/code]: El objeto que colisiona.\n"
- "[code]collider_id[/code]: El ID del objeto que colisiona.\n"
- "[code]metadata[/code]: Los metadatos de la forma que se intersecta. Estos "
- "metadatos son diferentes de [method Object.get_meta], y se establecen con "
- "[method Physics2DServer.shape_set_data].\n"
- "[code]rid[/code]: El objeto que se intersecta es [RID].\n"
- "[code]shape[/code]: El índice de la forma de la forma que colisiona.\n"
- "El número de intersecciones puede ser limitado con el parámetro "
- "[code]max_results[/code], para reducir el tiempo de procesamiento."
- #: doc/classes/Physics2DServer.xml
- msgid "Server interface for low-level 2D physics access."
- msgstr "Interfaz de servidor para acceso a la física 2D de bajo nivel."
- #: doc/classes/Physics2DServer.xml
- #, fuzzy
- msgid ""
- "Physics2DServer is the server responsible for all 2D physics. It can create "
- "many kinds of physics objects, but does not insert them on the node tree."
- msgstr ""
- "PhysicsServer2D es el servidor responsable de toda la física 2D. Puede crear "
- "muchos tipos de objetos de física, pero no los inserta en el árbol de nodos."
- #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
- msgid ""
- "Adds a shape to the area, along with a transform matrix. Shapes are usually "
- "referenced by their index, so you should track which shape has a given index."
- msgstr ""
- "Añade una forma a la zona, junto con una matriz de transformación. Las "
- "formas suelen estar referenciadas por su índice, por lo que se debe rastrear "
- "qué forma tiene un índice determinado."
- #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
- msgid ""
- "Assigns the area to a descendant of [Object], so it can exist in the node "
- "tree."
- msgstr ""
- "Asigna el área a un descendiente de [Object], para que pueda existir en el "
- "árbol de nodos."
- #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
- msgid ""
- "Removes all shapes from an area. It does not delete the shapes, so they can "
- "be reassigned later."
- msgstr ""
- "Elimina todas las formas de un área. No elimina las formas, por lo que "
- "pueden ser reasignadas más tarde."
- #: doc/classes/Physics2DServer.xml
- msgid ""
- "Creates an [Area2D]. After creating an [Area2D] with this method, assign it "
- "to a space using [method area_set_space] to use the created [Area2D] in the "
- "physics world."
- msgstr ""
- #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
- msgid "Gets the instance ID of the object the area is assigned to."
- msgstr "Obtiene el ID de la instancia del objeto al que está asignada el área."
- #: doc/classes/Physics2DServer.xml
- msgid ""
- "Returns an area parameter value. See [enum AreaParameter] for a list of "
- "available parameters."
- msgstr ""
- "Devuelve un valor de parámetro de área. Véase [enum AreaParameter] para una "
- "lista de parámetros disponibles."
- #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
- msgid "Returns the [RID] of the nth shape of an area."
- msgstr "Devuelve el [RID] de la forma enésima de un área."
- #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
- msgid "Returns the number of shapes assigned to an area."
- msgstr "Devuelve el número de formas asignadas a un área."
- #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
- msgid "Returns the transform matrix of a shape within an area."
- msgstr "Devuelve la matriz de transformación de una forma dentro de un área."
- #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
- msgid "Returns the space assigned to the area."
- msgstr "Devuelve el espacio asignado a la zona."
- #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
- msgid "Returns the space override mode for the area."
- msgstr "Devuelve el modo de anulación de espacio para el área."
- #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
- msgid "Returns the transform matrix for an area."
- msgstr "Devuelve la matriz de transformación de un área."
- #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
- msgid ""
- "Removes a shape from an area. It does not delete the shape, so it can be "
- "reassigned later."
- msgstr ""
- "Elimina una forma de un área. No borra la forma, por lo que puede ser "
- "reasignada más tarde."
- #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
- msgid "Assigns the area to one or many physics layers."
- msgstr "Asigna el área a una o varias capas de la física."
- #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
- msgid "Sets which physics layers the area will monitor."
- msgstr "Establece qué capas de la física monitoreará el área."
- #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
- msgid ""
- "Sets the function to call when any body/area enters or exits the area. This "
- "callback will be called for any object interacting with the area, and takes "
- "five parameters:\n"
- "1: [constant AREA_BODY_ADDED] or [constant AREA_BODY_REMOVED], depending on "
- "whether the object entered or exited the area.\n"
- "2: [RID] of the object that entered/exited the area.\n"
- "3: Instance ID of the object that entered/exited the area.\n"
- "4: The shape index of the object that entered/exited the area.\n"
- "5: The shape index of the area where the object entered/exited."
- msgstr ""
- "Establece la función de llamar cuando cualquier cuerpo/área entra o sale del "
- "área. Esta llamada será llamada para cualquier objeto que interactúe con el "
- "área, y toma cinco parámetros:\n"
- "1: [constant AREA_BODY_ADDED] o [constant AREA_BODY_REMOVED], dependiendo de "
- "si el objeto entró o salió del área.\n"
- "2: [RID] del objeto que entró/salió del área.\n"
- "3: ID del objeto que entró/salió del área.\n"
- "4: El índice de forma del objeto que entró/salió del área.\n"
- "5: El índice de forma del área donde el objeto entró/salió del área."
- #: doc/classes/Physics2DServer.xml
- msgid ""
- "Sets the value for an area parameter. See [enum AreaParameter] for a list of "
- "available parameters."
- msgstr ""
- "Establece el valor de un parámetro de área. Véase [enum AreaParameter] para "
- "una lista de parámetros disponibles."
- #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
- msgid ""
- "Substitutes a given area shape by another. The old shape is selected by its "
- "index, the new one by its [RID]."
- msgstr ""
- "Sustituye una forma de área dada por otra. La forma antigua es seleccionada "
- "por su índice, la nueva por su [RID]."
- #: doc/classes/Physics2DServer.xml
- msgid "Disables a given shape in an area."
- msgstr "Deshabilita una forma determinada en un área."
- #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
- msgid "Sets the transform matrix for an area shape."
- msgstr "Establece la matriz de transformación para la forma de un área."
- #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
- msgid "Assigns a space to the area."
- msgstr "Asigna un espacio a la zona."
- #: doc/classes/Physics2DServer.xml
- msgid ""
- "Sets the space override mode for the area. See [enum AreaSpaceOverrideMode] "
- "for a list of available modes."
- msgstr ""
- "Establece el modo de anulación de espacio para el área. Ver [enum "
- "AreaSpaceOverrideMode] para una lista de los modos disponibles."
- #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
- msgid "Sets the transform matrix for an area."
- msgstr "Establece la matriz de transformación para un área."
- #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
- msgid "Adds a body to the list of bodies exempt from collisions."
- msgstr "Añade un cuerpo a la lista de cuerpos exentos de colisiones."
- #: doc/classes/Physics2DServer.xml
- msgid ""
- "Adds a positioned force to the applied force and torque. As with [method "
- "body_apply_impulse], both the force and the offset from the body origin are "
- "in global coordinates. A force differs from an impulse in that, while the "
- "two are forces, the impulse clears itself after being applied."
- msgstr ""
- "Añade una fuerza posicionada a la fuerza y el par aplicados. Al igual que "
- "con [method body_apply_impulse], tanto la fuerza como el desplazamiento del "
- "origen del cuerpo están en coordenadas globales. Una fuerza difiere de un "
- "impulso en que, mientras que los dos son fuerzas, el impulso se despeja "
- "después de ser aplicado."
- #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
- msgid ""
- "Adds a shape to the body, along with a transform matrix. Shapes are usually "
- "referenced by their index, so you should track which shape has a given index."
- msgstr ""
- "Añade una forma al cuerpo, junto con una matriz de transformación. Las "
- "formas suelen estar referenciadas por su índice, así que debes rastrear qué "
- "forma tiene un índice determinado."
- #: doc/classes/Physics2DServer.xml
- msgid ""
- "Adds a positioned impulse to the applied force and torque. Both the force "
- "and the offset from the body origin are in global coordinates."
- msgstr ""
- "Añade un impulso posicionado a la fuerza y el par aplicado. Tanto la fuerza "
- "como el desplazamiento del origen del cuerpo están en coordenadas globales."
- #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
- msgid "Removes all shapes from a body."
- msgstr "Elimina todas las formas de un cuerpo."
- #: doc/classes/Physics2DServer.xml
- msgid "Creates a physics body."
- msgstr "Crea un cuerpo físico."
- #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
- msgid "Returns the physics layer or layers a body belongs to."
- msgstr "Devuelve la capa o capas físicas a las que pertenece un cuerpo."
- #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
- msgid "Returns the physics layer or layers a body can collide with."
- msgstr ""
- "Devuelve la capa física o las capas con las que un cuerpo puede colisionar."
- #: doc/classes/Physics2DServer.xml
- msgid "Returns the continuous collision detection mode."
- msgstr "Devuelve el modo de detección de colisión continua."
- #: doc/classes/Physics2DServer.xml
- msgid ""
- "Returns the [Physics2DDirectBodyState] of the body. Returns [code]null[/"
- "code] if the body is destroyed or removed from the physics space."
- msgstr ""
- #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
- msgid ""
- "Returns the maximum contacts that can be reported. See [method "
- "body_set_max_contacts_reported]."
- msgstr ""
- "Devuelve el máximo de contactos que se pueden reportar. Ver [method "
- "body_set_max_contacts_reported]."
- #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
- msgid "Returns the body mode."
- msgstr "Devuelve el modo de cuerpo."
- #: doc/classes/Physics2DServer.xml
- msgid ""
- "Returns the value of a body parameter. See [enum BodyParameter] for a list "
- "of available parameters."
- msgstr ""
- "Devuelve el valor de un parámetro corporal. Véase [enum BodyParameter] para "
- "una lista de parámetros disponibles."
- #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
- msgid "Returns the [RID] of the nth shape of a body."
- msgstr "Devuelve el [RID] de la enésima forma de un cuerpo."
- #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
- msgid "Returns the number of shapes assigned to a body."
- msgstr "Devuelve el número de formas asignadas a un cuerpo."
- #: doc/classes/Physics2DServer.xml
- msgid "Returns the metadata of a shape of a body."
- msgstr "Devuelve los metadatos de la forma de un cuerpo."
- #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
- msgid "Returns the transform matrix of a body shape."
- msgstr "Devuelve la matriz de transformación de una forma corporal."
- #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
- msgid "Returns the [RID] of the space assigned to a body."
- msgstr "Devuelve el [RID] del espacio asignado a un cuerpo."
- #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
- msgid "Returns a body state."
- msgstr "Devuelve un estado corporal."
- #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
- msgid ""
- "Returns whether a body uses a callback function to calculate its own physics "
- "(see [method body_set_force_integration_callback])."
- msgstr ""
- "Devuelve si un cuerpo utiliza una función de retrollamada para calcular su "
- "propia física (ver [method body_set_force_integration_callback])."
- #: doc/classes/Physics2DServer.xml
- msgid "Removes a body from the list of bodies exempt from collisions."
- msgstr "Elimina un cuerpo de la lista de cuerpos exentos de colisiones."
- #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
- msgid ""
- "Removes a shape from a body. The shape is not deleted, so it can be reused "
- "afterwards."
- msgstr ""
- "Quita una forma de un cuerpo. La forma no se borra, por lo que puede ser "
- "reutilizada después."
- #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
- #: doc/classes/RigidBody.xml
- msgid ""
- "Sets an axis velocity. The velocity in the given vector axis will be set as "
- "the given vector length. This is useful for jumping behavior."
- msgstr ""
- "Establece una velocidad del eje. La velocidad en el eje vectorial dado se "
- "fijará como la longitud del vector dado. Esto es útil para el comportamiento "
- "de salto."
- #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
- msgid "Sets the physics layer or layers a body belongs to."
- msgstr "Establece la capa o capas físicas a las que pertenece un cuerpo."
- #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
- msgid "Sets the physics layer or layers a body can collide with."
- msgstr ""
- "Establece la capa física o las capas con las que un cuerpo puede colisionar."
- #: doc/classes/Physics2DServer.xml
- msgid ""
- "Sets the continuous collision detection mode using one of the [enum CCDMode] "
- "constants.\n"
- "Continuous collision detection tries to predict where a moving body will "
- "collide, instead of moving it and correcting its movement if it collided."
- msgstr ""
- "Establece el modo de detección de colisión continua usando una de las "
- "constantes [enum CCDMode].\n"
- "La detección de colisión continua trata de predecir dónde colisionará un "
- "cuerpo en movimiento, en lugar de moverlo y corregir su movimiento si "
- "colisionara."
- #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
- msgid ""
- "Sets the function used to calculate physics for an object, if that object "
- "allows it (see [method body_set_omit_force_integration])."
- msgstr ""
- "Establece la función utilizada para calcular la física de un objeto, si ese "
- "objeto lo permite (véase [method body_set_omit_force_integration])."
- #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
- msgid ""
- "Sets the maximum contacts to report. Bodies can keep a log of the contacts "
- "with other bodies, this is enabled by setting the maximum amount of contacts "
- "reported to a number greater than 0."
- msgstr ""
- "Establece los contactos máximos a reportar. Los organismos pueden mantener "
- "un registro de los contactos con otros organismos, esto se habilita "
- "estableciendo la cantidad máxima de contactos reportados a un número mayor "
- "que 0."
- #: doc/classes/Physics2DServer.xml
- msgid "Sets the body mode using one of the [enum BodyMode] constants."
- msgstr ""
- "Establece el modo corporal usando una de las constantes de [enum BodyMode]."
- #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
- msgid ""
- "Sets whether a body uses a callback function to calculate its own physics "
- "(see [method body_set_force_integration_callback])."
- msgstr ""
- "Establece si un cuerpo utiliza una función de llamada de retorno para "
- "calcular su propia física (ver [method body_set_force_integration_callback])."
- #: doc/classes/Physics2DServer.xml
- msgid ""
- "Sets a body parameter. See [enum BodyParameter] for a list of available "
- "parameters."
- msgstr ""
- "Establece un parámetro corporal. Véase [enum BodyParameter] para una lista "
- "de parámetros disponibles."
- #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
- msgid ""
- "Substitutes a given body shape by another. The old shape is selected by its "
- "index, the new one by its [RID]."
- msgstr ""
- "Sustituye una forma corporal dada por otra. La forma antigua es seleccionada "
- "por su índice, la nueva por su [RID]."
- #: doc/classes/Physics2DServer.xml
- msgid ""
- "Enables one way collision on body if [code]enable[/code] is [code]true[/"
- "code]."
- msgstr ""
- "Permite una colisión unidireccional en el cuerpo si [code]enable[/code] es "
- "[code]true[/code]."
- #: doc/classes/Physics2DServer.xml
- msgid "Disables shape in body if [code]disable[/code] is [code]true[/code]."
- msgstr ""
- "Deshabilita la forma en el cuerpo si [code]disable[/code] es [code]true[/"
- "code]."
- #: doc/classes/Physics2DServer.xml
- msgid ""
- "Sets metadata of a shape within a body. This metadata is different from "
- "[method Object.set_meta], and can be retrieved on shape queries."
- msgstr ""
- "Establece metadatos de una forma dentro de un cuerpo. Estos metadatos son "
- "diferentes de [method Object.set_meta], y pueden ser recuperados en "
- "consultas de formas."
- #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
- msgid "Sets the transform matrix for a body shape."
- msgstr "Establece la matriz de transformación para una forma corporal."
- #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
- msgid "Assigns a space to the body (see [method space_create])."
- msgstr "Asigna un espacio al cuerpo (ver [method space_create])."
- #: doc/classes/Physics2DServer.xml
- msgid ""
- "Sets a body state using one of the [enum BodyState] constants.\n"
- "Note that the method doesn't take effect immediately. The state will change "
- "on the next physics frame."
- msgstr ""
- #: doc/classes/Physics2DServer.xml
- #, fuzzy
- msgid ""
- "Returns [code]true[/code] if a collision would result from moving in the "
- "given direction from a given point in space. Margin increases the size of "
- "the shapes involved in the collision detection. [Physics2DTestMotionResult] "
- "can be passed to return additional information in."
- msgstr ""
- "Devuelve [code]true[/code] si una colisión resultara de moverse en la "
- "dirección dada desde un punto determinado del espacio. El margen aumenta el "
- "tamaño de las formas involucradas en la detección de la colisión. "
- "[PhysicsTestMotionResult2D] puede ser pasado para devolver información "
- "adicional."
- #: doc/classes/Physics2DServer.xml
- msgid ""
- "Creates a damped spring joint between two bodies. If not specified, the "
- "second body is assumed to be the joint itself."
- msgstr ""
- "Crea un resorte amortiguado entre dos cuerpos. Si no se especifica, se "
- "supone que el segundo cuerpo es la propia junta."
- #: doc/classes/Physics2DServer.xml
- #, fuzzy
- msgid "Returns the value of a damped spring joint parameter."
- msgstr "Devuelve el valor de un parámetro de una articulación."
- #: doc/classes/Physics2DServer.xml
- #, fuzzy
- msgid ""
- "Sets a damped spring joint parameter. See [enum DampedStringParam] for a "
- "list of available parameters."
- msgstr ""
- "Establece un parámetro de unión de resorte amortiguado. Ver [enum "
- "DampedSpringParam] para una lista de parámetros disponibles."
- #: doc/classes/Physics2DServer.xml
- #, fuzzy
- msgid ""
- "Destroys any of the objects created by Physics2DServer. If the [RID] passed "
- "is not one of the objects that can be created by Physics2DServer, an error "
- "will be sent to the console."
- msgstr ""
- "Destruye cualquiera de los objetos creados por PhysicsServer2D. Si el [RID] "
- "pasado no es uno de los objetos que puede ser creado por PhysicsServer2D, se "
- "enviará un error a la consola."
- #: doc/classes/Physics2DServer.xml
- msgid ""
- "Returns information about the current state of the 2D physics engine. See "
- "[enum ProcessInfo] for a list of available states."
- msgstr ""
- "Devuelve información sobre el estado actual del motor de física 2D. Ver "
- "[enum ProcessInfo] para una lista de los estados disponibles."
- #: doc/classes/Physics2DServer.xml
- msgid ""
- "Creates a groove joint between two bodies. If not specified, the bodies are "
- "assumed to be the joint itself."
- msgstr ""
- "Crea una unión de ranuras entre dos cuerpos. Si no se especifica, se supone "
- "que los cuerpos son la propia junta."
- #: doc/classes/Physics2DServer.xml
- msgid "Returns the value of a joint parameter."
- msgstr "Devuelve el valor de un parámetro de una articulación."
- #: doc/classes/Physics2DServer.xml
- msgid "Returns a joint's type (see [enum JointType])."
- msgstr "Devuelve el tipo de articulación (véase [enum JointType])."
- #: doc/classes/Physics2DServer.xml
- msgid ""
- "Sets a joint parameter. See [enum JointParam] for a list of available "
- "parameters."
- msgstr ""
- "Establece un parámetro de una articulación. Véase [enum JointParam] para una "
- "lista de parámetros disponibles."
- #: doc/classes/Physics2DServer.xml
- msgid ""
- "Creates a pin joint between two bodies. If not specified, the second body is "
- "assumed to be the joint itself."
- msgstr ""
- "Crea una unión de alfileres entre dos cuerpos. Si no se especifica, se "
- "supone que el segundo cuerpo es la propia articulación."
- #: doc/classes/Physics2DServer.xml
- msgid "Activates or deactivates the 2D physics engine."
- msgstr "Activa o desactiva el motor de física 2D."
- #: doc/classes/Physics2DServer.xml
- msgid ""
- "Sets the amount of iterations for calculating velocities of colliding "
- "bodies. The greater the amount of iterations, the more accurate the "
- "collisions will be. However, a greater amount of iterations requires more "
- "CPU power, which can decrease performance. The default value is [code]8[/"
- "code]."
- msgstr ""
- #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
- msgid "Returns the shape data."
- msgstr "Devuelve los datos de la forma."
- #: doc/classes/Physics2DServer.xml
- msgid "Returns a shape's type (see [enum ShapeType])."
- msgstr "Devuelve el tipo de una forma (ver [enum ShapeType])."
- #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
- msgid ""
- "Sets the shape data that defines its shape and size. The data to be passed "
- "depends on the kind of shape created [method shape_get_type]."
- msgstr ""
- "Establece los datos de forma que definen su forma y tamaño. Los datos que se "
- "pasarán dependen del tipo de forma creada [method shape_get_type]."
- #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
- msgid ""
- "Creates a space. A space is a collection of parameters for the physics "
- "engine that can be assigned to an area or a body. It can be assigned to an "
- "area with [method area_set_space], or to a body with [method body_set_space]."
- msgstr ""
- "Crea un espacio. Un espacio es una colección de parámetros para el motor de "
- "la física que puede ser asignado a un área o a un cuerpo. Puede ser asignado "
- "a un área con [method area_set_space], o a un cuerpo con [method "
- "body_set_space]."
- #: doc/classes/Physics2DServer.xml
- #, fuzzy
- msgid ""
- "Returns the state of a space, a [Physics2DDirectSpaceState]. This object can "
- "be used to make collision/intersection queries."
- msgstr ""
- "Devuelve el estado de un espacio, un [PhysicsDirectSpaceState2D]. Este "
- "objeto puede ser usado para hacer consultas de colisión/intersección."
- #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
- msgid "Returns the value of a space parameter."
- msgstr "Devuelve el valor de un parámetro espacial."
- #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
- msgid "Returns whether the space is active."
- msgstr "Devuelve si el espacio está activo."
- #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
- msgid ""
- "Marks a space as active. It will not have an effect, unless it is assigned "
- "to an area or body."
- msgstr ""
- "Marca un espacio como activo. No tendrá efecto, a menos que se asigne a un "
- "área o cuerpo."
- #: doc/classes/Physics2DServer.xml
- msgid ""
- "Sets the value for a space parameter. See [enum SpaceParameter] for a list "
- "of available parameters."
- msgstr ""
- "Establece el valor de un parámetro espacial. Véase [enum SpaceParameter] "
- "para una lista de parámetros disponibles."
- #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
- msgid ""
- "Constant to set/get the maximum distance a pair of bodies has to move before "
- "their collision status has to be recalculated."
- msgstr ""
- "Constante para fijar/obtener la máxima distancia que un par de cuerpos tiene "
- "que moverse antes de que su estado de colisión tenga que ser recalculado."
- #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
- msgid ""
- "Constant to set/get the maximum distance a shape can be from another before "
- "they are considered separated."
- msgstr ""
- "Constante para fijar/obtener la máxima distancia que una forma puede ser de "
- "otra antes de que se consideren separadas."
- #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
- msgid ""
- "Constant to set/get the maximum distance a shape can penetrate another shape "
- "before it is considered a collision."
- msgstr ""
- "Constante para fijar/obtener la máxima distancia que una forma puede "
- "penetrar en otra forma antes de que se considere una colisión."
- #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
- msgid ""
- "Constant to set/get the threshold linear velocity of activity. A body marked "
- "as potentially inactive for both linear and angular velocity will be put to "
- "sleep after the time given."
- msgstr ""
- "Constante para fijar/obtener el umbral de velocidad lineal de actividad. Un "
- "cuerpo marcado como potencialmente inactivo tanto para la velocidad lineal "
- "como para la angular será puesto a dormir después del tiempo dado."
- #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
- msgid ""
- "Constant to set/get the threshold angular velocity of activity. A body "
- "marked as potentially inactive for both linear and angular velocity will be "
- "put to sleep after the time given."
- msgstr ""
- "Constante para fijar/obtener el umbral de velocidad angular de actividad. Un "
- "cuerpo marcado como potencialmente inactivo tanto para la velocidad lineal "
- "como para la angular será puesto a dormir después del tiempo dado."
- #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
- msgid ""
- "Constant to set/get the maximum time of activity. A body marked as "
- "potentially inactive for both linear and angular velocity will be put to "
- "sleep after this time."
- msgstr ""
- "Constante para fijar/obtener el tiempo máximo de actividad. Un cuerpo "
- "marcado como potencialmente inactivo tanto para la velocidad lineal como "
- "para la angular será puesto a dormir después de este tiempo."
- #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
- msgid ""
- "Constant to set/get the default solver bias for all physics constraints. A "
- "solver bias is a factor controlling how much two objects \"rebound\", after "
- "violating a constraint, to avoid leaving them in that state because of "
- "numerical imprecision."
- msgstr ""
- "Constante para establecer/obtener el sesgo del solucionador por defecto para "
- "todas las restricciones de la física. Un sesgo del solucionador es un factor "
- "que controla cuánto \"rebotan\" dos objetos, después de violar una "
- "restricción, para evitar dejarlos en ese estado debido a la imprecisión "
- "numérica."
- #: doc/classes/Physics2DServer.xml
- msgid ""
- "This is the constant for creating line shapes. A line shape is an infinite "
- "line with an origin point, and a normal. Thus, it can be used for front/"
- "behind checks."
- msgstr ""
- "Esta es la constante para crear formas de líneas. Una forma de línea es una "
- "línea infinita con un punto de origen y una normal. Por lo tanto, se puede "
- "utilizar para controles delanteros y traseros."
- #: doc/classes/Physics2DServer.xml
- msgid ""
- "This is the constant for creating segment shapes. A segment shape is a line "
- "from a point A to a point B. It can be checked for intersections."
- msgstr ""
- "Esta es la constante para crear formas de segmentos. Una forma de segmento "
- "es una línea desde un punto A hasta un punto B. Se puede comprobar si hay "
- "intersecciones."
- #: doc/classes/Physics2DServer.xml
- msgid ""
- "This is the constant for creating circle shapes. A circle shape only has a "
- "radius. It can be used for intersections and inside/outside checks."
- msgstr ""
- "Esta es la constante para crear formas de círculos. Una forma de círculo "
- "sólo tiene un radio. Puede ser usado para intersecciones y controles "
- "internos y externos."
- #: doc/classes/Physics2DServer.xml
- msgid ""
- "This is the constant for creating rectangle shapes. A rectangle shape is "
- "defined by a width and a height. It can be used for intersections and inside/"
- "outside checks."
- msgstr ""
- "Esta es la constante para crear formas de rectángulo. Una forma de "
- "rectángulo se define por un ancho y una altura. Se puede usar para "
- "intersecciones y controles internos y externos."
- #: doc/classes/Physics2DServer.xml
- msgid ""
- "This is the constant for creating capsule shapes. A capsule shape is defined "
- "by a radius and a length. It can be used for intersections and inside/"
- "outside checks."
- msgstr ""
- "Esta es la constante para crear formas de cápsulas. La forma de una cápsula "
- "se define por un radio y una longitud. Se puede usar para intersecciones y "
- "controles internos y externos."
- #: doc/classes/Physics2DServer.xml
- msgid ""
- "This is the constant for creating convex polygon shapes. A polygon is "
- "defined by a list of points. It can be used for intersections and inside/"
- "outside checks. Unlike the [member CollisionPolygon2D.polygon] property, "
- "polygons modified with [method shape_set_data] do not verify that the points "
- "supplied form is a convex polygon."
- msgstr ""
- "Esta es la constante para crear formas poligonales convexas. Un polígono se "
- "define por una lista de puntos. Puede ser usado para intersecciones y "
- "controles internos/externos. A diferencia de la propiedad [member "
- "CollisionPolygon2D.polygon], los polígonos modificados con [method "
- "shape_set_data] no verifican que la forma de los puntos suministrados es un "
- "polígono convexo."
- #: doc/classes/Physics2DServer.xml
- msgid ""
- "This is the constant for creating concave polygon shapes. A polygon is "
- "defined by a list of points. It can be used for intersections checks, but "
- "not for inside/outside checks."
- msgstr ""
- "Esta es la constante para crear formas poligonales cóncavas. Un polígono se "
- "define por una lista de puntos. Puede ser usado para comprobar las "
- "intersecciones, pero no para comprobar el interior/exterior."
- #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
- msgid ""
- "This constant is used internally by the engine. Any attempt to create this "
- "kind of shape results in an error."
- msgstr ""
- "Esta constante es utilizada internamente por el motor. Cualquier intento de "
- "crear este tipo de forma resulta en un error."
- #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
- msgid "Constant to set/get gravity strength in an area."
- msgstr "Constante para fijar/obtener la fuerza de gravedad en un área."
- #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
- msgid "Constant to set/get gravity vector/center in an area."
- msgstr "Constante para fijar/obtener el vector/centro de gravedad en un área."
- #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
- msgid ""
- "Constant to set/get whether the gravity vector of an area is a direction, or "
- "a center point."
- msgstr ""
- "Constante para establecer/obtener si el vector de gravedad de un área es una "
- "dirección, o un punto central."
- #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
- msgid ""
- "Constant to set/get the falloff factor for point gravity of an area. The "
- "greater this value is, the faster the strength of gravity decreases with the "
- "square of distance."
- msgstr ""
- "Constante para fijar/obtener el factor de caída para el punto de gravedad de "
- "un área. Cuanto mayor es este valor, más rápido disminuye la fuerza de "
- "gravedad con el cuadrado de la distancia."
- #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
- msgid ""
- "This constant was used to set/get the falloff factor for point gravity. It "
- "has been superseded by [constant AREA_PARAM_GRAVITY_DISTANCE_SCALE]."
- msgstr ""
- "Esta constante se usó para fijar/obtener el factor de caída para la gravedad "
- "puntual. Ha sido reemplazada por [constant "
- "AREA_PARAM_GRAVITY_DISTANCE_SCALE]."
- #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
- msgid "Constant to set/get the linear dampening factor of an area."
- msgstr ""
- "Constante para fijar/obtener el factor de amortiguación lineal de un área."
- #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
- msgid "Constant to set/get the angular dampening factor of an area."
- msgstr ""
- "Constante para fijar/obtener el factor de amortiguación angular de un área."
- #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
- msgid "Constant to set/get the priority (order of processing) of an area."
- msgstr ""
- "Constante para establecer/obtener la prioridad (orden de procesamiento) de "
- "un área."
- #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
- msgid ""
- "This area does not affect gravity/damp. These are generally areas that exist "
- "only to detect collisions, and objects entering or exiting them."
- msgstr ""
- "Esta zona no afecta a la gravedad/humedad. Estas son generalmente áreas que "
- "existen sólo para detectar colisiones, y objetos que entran o salen de ellas."
- #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
- msgid ""
- "This area adds its gravity/damp values to whatever has been calculated so "
- "far. This way, many overlapping areas can combine their physics to make "
- "interesting effects."
- msgstr ""
- "Esta área añade sus valores de gravedad/humedad a lo que se ha calculado "
- "hasta ahora. De esta manera, muchas áreas superpuestas pueden combinar su "
- "física para hacer efectos interesantes."
- #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
- msgid ""
- "This area adds its gravity/damp values to whatever has been calculated so "
- "far. Then stops taking into account the rest of the areas, even the default "
- "one."
- msgstr ""
- "Esta área añade sus valores de gravedad/amortiguación a lo que se ha "
- "calculado hasta ahora. Luego deja de tener en cuenta el resto de las áreas, "
- "incluso la predeterminada."
- #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
- msgid ""
- "This area replaces any gravity/damp, even the default one, and stops taking "
- "into account the rest of the areas."
- msgstr ""
- "Esta área reemplaza cualquier gravedad/amortiguación, incluso la "
- "predeterminada, y deja de tener en cuenta el resto de las áreas."
- #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
- msgid ""
- "This area replaces any gravity/damp calculated so far, but keeps calculating "
- "the rest of the areas, down to the default one."
- msgstr ""
- "Esta área reemplaza cualquier gravedad/amortiguación calculada hasta ahora, "
- "pero sigue calculando el resto de las áreas, hasta la predeterminada."
- #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
- msgid "Constant for static bodies."
- msgstr "Constante para los cuerpos estáticos."
- #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
- msgid "Constant for kinematic bodies."
- msgstr "Constante para los cuerpos cinemáticos."
- #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
- msgid "Constant for rigid bodies."
- msgstr "Constante para cuerpos rígidos."
- #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
- msgid ""
- "Constant for rigid bodies in character mode. In this mode, a body can not "
- "rotate, and only its linear velocity is affected by physics."
- msgstr ""
- "Constante para cuerpos rígidos en modo personaje. En este modo, un cuerpo no "
- "puede rotar, y sólo su velocidad lineal se ve afectada por la física."
- #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
- msgid "Constant to set/get a body's bounce factor."
- msgstr "Constante para fijar/obtener el factor de rebote de un cuerpo."
- #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
- msgid "Constant to set/get a body's friction."
- msgstr "Constante para fijar/obtener la fricción de un cuerpo."
- #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
- msgid "Constant to set/get a body's mass."
- msgstr "Constante para fijar/obtener la masa de un cuerpo."
- #: doc/classes/Physics2DServer.xml
- msgid "Constant to set/get a body's inertia."
- msgstr "Constante para fijar/obtener la inercia de un cuerpo."
- #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
- msgid "Constant to set/get a body's gravity multiplier."
- msgstr ""
- "Constante para fijar/obtener el multiplicador de gravedad de un cuerpo."
- #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
- msgid "Constant to set/get a body's linear dampening factor."
- msgstr ""
- "Constante para fijar/obtener el factor de amortiguación lineal de un cuerpo."
- #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
- msgid "Constant to set/get a body's angular dampening factor."
- msgstr ""
- "Constante para fijar/obtener el factor de amortiguación angular de un cuerpo."
- #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
- msgid "Represents the size of the [enum BodyParameter] enum."
- msgstr "Representa el tamaño del enum [enum BodyParameter]."
- #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
- msgid "Constant to set/get the current transform matrix of the body."
- msgstr ""
- "Constante para fijar/obtener la matriz de transformación de la corriente del "
- "cuerpo."
- #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
- msgid "Constant to set/get the current linear velocity of the body."
- msgstr "Constante para fijar/obtener la actual velocidad lineal del cuerpo."
- #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
- msgid "Constant to set/get the current angular velocity of the body."
- msgstr "Constante para fijar/obtener la actual velocidad angular del cuerpo."
- #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
- msgid "Constant to sleep/wake up a body, or to get whether it is sleeping."
- msgstr ""
- "Constante para dormir/despertar un cuerpo, o para saber si está durmiendo."
- #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
- msgid "Constant to set/get whether the body can sleep."
- msgstr "Constante para establecer/obtener si el cuerpo puede dormir."
- #: doc/classes/Physics2DServer.xml
- msgid "Constant to create pin joints."
- msgstr "Constante para crear articulaciones de alfileres."
- #: doc/classes/Physics2DServer.xml
- msgid "Constant to create groove joints."
- msgstr "Constantemente para crear uniones ranuradas."
- #: doc/classes/Physics2DServer.xml
- msgid "Constant to create damped spring joints."
- msgstr "Constante para crear juntas de resorte amortiguadas."
- #: doc/classes/Physics2DServer.xml
- msgid ""
- "Sets the resting length of the spring joint. The joint will always try to go "
- "to back this length when pulled apart."
- msgstr ""
- "Establece la longitud de reposo de la articulación del resorte. La "
- "articulación siempre intentará volver a esta longitud cuando se separe."
- #: doc/classes/Physics2DServer.xml
- msgid ""
- "Sets the stiffness of the spring joint. The joint applies a force equal to "
- "the stiffness times the distance from its resting length."
- msgstr ""
- "Establece la rigidez de la articulación del resorte. La articulación aplica "
- "una fuerza igual a la rigidez por la distancia de su longitud en reposo."
- #: doc/classes/Physics2DServer.xml
- msgid ""
- "Sets the damping ratio of the spring joint. A value of 0 indicates an "
- "undamped spring, while 1 causes the system to reach equilibrium as fast as "
- "possible (critical damping)."
- msgstr ""
- "Establece la relación de amortiguación de la articulación del resorte. Un "
- "valor de 0 indica un resorte no amortiguado, mientras que 1 hace que el "
- "sistema alcance el equilibrio lo más rápido posible (amortiguación crítica)."
- #: doc/classes/Physics2DServer.xml
- msgid ""
- "Disables continuous collision detection. This is the fastest way to detect "
- "body collisions, but can miss small, fast-moving objects."
- msgstr ""
- "Desactiva la detección de colisión continua. Es la forma más rápida de "
- "detectar colisiones corporales, pero puede pasar por alto pequeños objetos "
- "de movimiento rápido."
- #: doc/classes/Physics2DServer.xml
- msgid ""
- "Enables continuous collision detection by raycasting. It is faster than "
- "shapecasting, but less precise."
- msgstr ""
- "Permite la detección continua de colisiones mediante la emisión de rayos. Es "
- "más rápido que el \"shapecasting\", pero menos preciso."
- #: doc/classes/Physics2DServer.xml
- msgid ""
- "Enables continuous collision detection by shapecasting. It is the slowest "
- "CCD method, and the most precise."
- msgstr ""
- "Permite la detección continua de colisiones mediante el modelado. Es el "
- "método más lento de CCD, y el más preciso."
- #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
- msgid ""
- "The value of the first parameter and area callback function receives, when "
- "an object enters one of its shapes."
- msgstr ""
- "El valor del primer parámetro y la función de retrollamada de área recibe, "
- "cuando un objeto entra en una de sus formas."
- #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
- msgid ""
- "The value of the first parameter and area callback function receives, when "
- "an object exits one of its shapes."
- msgstr ""
- "El valor del primer parámetro y la función de llamada de área recibe, cuando "
- "un objeto sale de una de sus formas."
- #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
- msgid "Constant to get the number of objects that are not sleeping."
- msgstr "Constante para obtener el número de objetos que no están durmiendo."
- #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
- msgid "Constant to get the number of possible collisions."
- msgstr "Constante para obtener el número de posibles colisiones."
- #: doc/classes/Physics2DServer.xml doc/classes/PhysicsServer.xml
- msgid ""
- "Constant to get the number of space regions where a collision could occur."
- msgstr ""
- "Constante para obtener el número de regiones espaciales donde podría ocurrir "
- "una colisión."
- #: doc/classes/Physics2DShapeQueryParameters.xml
- msgid "Parameters to be sent to a 2D shape physics query."
- msgstr "Parámetros a enviar a una consulta de física de forma 2D."
- #: doc/classes/Physics2DShapeQueryParameters.xml
- #, fuzzy
- msgid ""
- "This class contains the shape and other parameters for 2D intersection/"
- "collision queries."
- msgstr ""
- "Esta clase contiene la forma y otros parámetros para consultas de "
- "intersección/colisión en 2D. Ver también [PhysicsShapeQueryResult2D]."
- #: doc/classes/Physics2DShapeQueryParameters.xml
- #, fuzzy
- msgid ""
- "Sets the [Shape2D] that will be used for collision/intersection queries."
- msgstr ""
- "Devuelve el estado de un espacio, un [PhysicsDirectSpaceState2D]. Este "
- "objeto puede ser usado para hacer consultas de colisión/intersección."
- #: doc/classes/Physics2DShapeQueryParameters.xml
- msgid "If [code]true[/code], the query will take [Area2D]s into account."
- msgstr "Si [code]true[/code], la consulta tendrá en cuenta las [Area2D]s."
- #: doc/classes/Physics2DShapeQueryParameters.xml
- msgid ""
- "If [code]true[/code], the query will take [PhysicsBody2D]s into account."
- msgstr ""
- "Si [code]true[/code], la consulta tendrá en cuenta las [PhysicsBody2D]s."
- #: doc/classes/Physics2DShapeQueryParameters.xml
- #: doc/classes/PhysicsShapeQueryParameters.xml
- msgid ""
- "The physics layer(s) the query will take into account (as a bitmask). See "
- "[url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-"
- "and-masks]Collision layers and masks[/url] in the documentation for more "
- "information."
- msgstr ""
- #: doc/classes/Physics2DShapeQueryParameters.xml
- #: doc/classes/PhysicsShapeQueryParameters.xml
- msgid ""
- "The list of objects or object [RID]s that will be excluded from collisions."
- msgstr "La lista de objetos [RID] que serán excluidos de las colisiones."
- #: doc/classes/Physics2DShapeQueryParameters.xml
- #: doc/classes/PhysicsShapeQueryParameters.xml
- msgid "The collision margin for the shape."
- msgstr "El margen de colisión de la forma."
- #: doc/classes/Physics2DShapeQueryParameters.xml
- msgid "The motion of the shape being queried for."
- msgstr "El movimiento de la forma que se ha encolado."
- #: doc/classes/Physics2DShapeQueryParameters.xml
- #: doc/classes/PhysicsShapeQueryParameters.xml
- msgid "The queried shape's [RID]. See also [method set_shape]."
- msgstr ""
- #: doc/classes/Physics2DShapeQueryParameters.xml
- #: doc/classes/PhysicsShapeQueryParameters.xml
- msgid "The queried shape's transform matrix."
- msgstr "La matriz de transformación de la forma en cuestión."
- #: doc/classes/PhysicsBody.xml
- msgid "Base class for all objects affected by physics in 3D space."
- msgstr ""
- "Clase base para todos los objetos afectados por la física en el espacio 3D."
- #: doc/classes/PhysicsBody.xml
- #, fuzzy
- msgid ""
- "PhysicsBody is an abstract base class for implementing a physics body. All "
- "*Body types inherit from it."
- msgstr ""
- "PhysicsBody es una clase base abstracta para implementar un cuerpo de "
- "física. Todos los tipos de *cuerpo heredan de él."
- #: doc/classes/PhysicsBody.xml doc/classes/PhysicsBody2D.xml
- #: doc/classes/SoftBody.xml
- msgid "Adds a body to the list of bodies that this body can't collide with."
- msgstr ""
- "Añade un cuerpo a la lista de cuerpos con los que este cuerpo no puede "
- "colisionar."
- #: doc/classes/PhysicsBody.xml doc/classes/PhysicsBody2D.xml
- #: doc/classes/SoftBody.xml
- msgid ""
- "Returns an array of nodes that were added as collision exceptions for this "
- "body."
- msgstr ""
- "Devuelve un conjunto de nodos que se añadieron como excepciones de colisión "
- "para este cuerpo."
- #: doc/classes/PhysicsBody.xml doc/classes/PhysicsBody2D.xml
- #: doc/classes/SoftBody.xml
- msgid ""
- "Removes a body from the list of bodies that this body can't collide with."
- msgstr ""
- "Quita un cuerpo de la lista de cuerpos con los que este cuerpo no puede "
- "colisionar."
- #: doc/classes/PhysicsBody2D.xml
- msgid "Base class for all objects affected by physics in 2D space."
- msgstr ""
- "Clase base para todos los objetos afectados por la física en el espacio 2D."
- #: doc/classes/PhysicsBody2D.xml
- msgid ""
- "PhysicsBody2D is an abstract base class for implementing a physics body. All "
- "*Body2D types inherit from it."
- msgstr ""
- "PhysicsBody2D es una clase base abstracta para implementar un cuerpo de "
- "física. Todos los tipos de *Body2D heredan de ella."
- #: doc/classes/PhysicsBody2D.xml
- #, fuzzy
- msgid ""
- "Both collision_layer and collision_mask. Returns collision_layer when "
- "accessed. Updates collision_layer and collision_mask when modified."
- msgstr ""
- "Tanto el [member collision_layer] como la [member collision_mask]. Devuelve "
- "[member collision_layer] cuando se accede a ella. Actualiza [member "
- "collision_layer] y [member collision_mask] cuando son modificados."
- #: doc/classes/PhysicsDirectBodyState.xml
- #, fuzzy
- msgid "Direct access object to a physics body in the [PhysicsServer]."
- msgstr "Acceso directo al objeto a un cuerpo físico en el [PhysicsServer2D]."
- #: doc/classes/PhysicsDirectBodyState.xml
- msgid ""
- "Provides direct access to a physics body in the [PhysicsServer], allowing "
- "safe changes to physics properties. This object is passed via the direct "
- "state callback of rigid/character bodies, and is intended for changing the "
- "direct state of that body. See [method RigidBody._integrate_forces]."
- msgstr ""
- "Proporciona acceso directo a un cuerpo físico en el [PhysicsServer], "
- "permitiendo cambios seguros en las propiedades físicas. Este objeto pasa a "
- "través de la llamada de estado directo de los cuerpos rígidos/"
- "característicos, y está destinado a cambiar el estado directo de ese cuerpo. "
- "Ver [method RigidBody2D._integrate_forces]."
- #: doc/classes/PhysicsDirectBodyState.xml
- msgid ""
- "Adds a constant directional force without affecting rotation.\n"
- "This is equivalent to [code]add_force(force, Vector3(0,0,0))[/code]."
- msgstr ""
- "Añade una fuerza direccional constante sin afectar a la rotación.\n"
- "Esto equivale a [code]add_force(force, Vector3(0,0,0))[/code]."
- #: doc/classes/PhysicsDirectBodyState.xml
- msgid "Adds a constant rotational force without affecting position."
- msgstr "Añade una fuerza de rotación constante sin afectar a la posición."
- #: doc/classes/PhysicsDirectBodyState.xml
- msgid ""
- "Applies a single directional impulse without affecting rotation.\n"
- "This is equivalent to [code]apply_impulse(Vector3(0, 0, 0), impulse)[/code]."
- msgstr ""
- "Aplica un único impulso direccional sin afectar a la rotación.\n"
- "Esto equivale a [code]apply_impulse(Vector3(0, 0, 0), impulso)[/code]."
- #: doc/classes/PhysicsDirectBodyState.xml
- msgid ""
- "Applies a positioned impulse to the body. An impulse is time-independent! "
- "Applying an impulse every frame would result in a framerate-dependent force. "
- "For this reason it should only be used when simulating one-time impacts. The "
- "position uses the rotation of the global coordinate system, but is centered "
- "at the object's origin."
- msgstr ""
- "Aplica un impulso posicionado al cuerpo. ¡Un impulso es independiente del "
- "tiempo! Aplicar un impulso en cada cuadro resultaría en una fuerza "
- "dependiente del cuadro. Por esta razón, sólo debe utilizarse cuando se "
- "simulan impactos únicos. La posición utiliza la rotación del sistema de "
- "coordenadas globales, pero está centrada en el origen del objeto."
- #: doc/classes/PhysicsDirectBodyState.xml
- msgid ""
- "Apply a torque impulse (which will be affected by the body mass and shape). "
- "This will rotate the body around the vector [code]j[/code] passed as "
- "parameter."
- msgstr ""
- "Aplica un impulso de torsión (que se verá afectado por la masa y la forma "
- "del cuerpo). Esto hará girar el cuerpo alrededor del vector [code]j[/code] "
- "pasado como parámetro."
- #: doc/classes/PhysicsDirectBodyState.xml
- msgid "Returns the collider object."
- msgstr "Devuelve el objeto del colisionador."
- #: doc/classes/PhysicsDirectBodyState.xml
- #, fuzzy
- msgid ""
- "Returns the number of contacts this body has with other bodies.\n"
- "[b]Note:[/b] By default, this returns 0 unless bodies are configured to "
- "monitor contacts. See [member RigidBody.contact_monitor]."
- msgstr ""
- "Devuelve el número de contactos que este cuerpo tiene con otros cuerpos.\n"
- "[b]Nota:[/b] Por defecto, esto devuelve 0 a menos que los cuerpos estén "
- "configurados para monitorear los contactos. Ver [member RigidBody2D."
- "contact_monitor]."
- #: doc/classes/PhysicsDirectBodyState.xml
- msgid "Impulse created by the contact. Only implemented for Bullet physics."
- msgstr ""
- "Impulso creado por el contacto. Sólo implementado para la física de la Bala."
- #: doc/classes/PhysicsDirectBodyState.xml doc/classes/RigidBody.xml
- msgid ""
- "The body's rotational velocity in axis-angle format. The magnitude of the "
- "vector is the rotation rate in [i]radians[/i] per second."
- msgstr ""
- #: doc/classes/PhysicsDirectBodyState.xml
- #, fuzzy
- msgid "The body's linear velocity in units per second."
- msgstr "La velocidad lineal del cuerpo."
- #: doc/classes/PhysicsDirectSpaceState.xml
- #, fuzzy
- msgid "Direct access object to a space in the [PhysicsServer]."
- msgstr "Acceso directo al objeto a un espacio en el [PhysicsServer2D]."
- #: doc/classes/PhysicsDirectSpaceState.xml
- #, fuzzy
- msgid ""
- "Direct access object to a space in the [PhysicsServer]. It's used mainly to "
- "do queries against objects and areas residing in a given space."
- msgstr ""
- "Acceso directo al objeto a un espacio en el [PhysicsServer2D]. Se utiliza "
- "principalmente para hacer consultas contra objetos y áreas que residen en un "
- "espacio determinado."
- #: doc/classes/PhysicsDirectSpaceState.xml
- msgid ""
- "Checks how far a [Shape] can move without colliding. All the parameters for "
- "the query, including the shape, are supplied through a "
- "[PhysicsShapeQueryParameters] object.\n"
- "Returns an array with the safe and unsafe proportions (between 0 and 1) of "
- "the motion. The safe proportion is the maximum fraction of the motion that "
- "can be made without a collision. The unsafe proportion is the minimum "
- "fraction of the distance that must be moved for a collision. If no collision "
- "is detected a result of [code][1.0, 1.0][/code] will be returned.\n"
- "[b]Note:[/b] Any [Shape]s that the shape is already colliding with e.g. "
- "inside of, will be ignored. Use [method collide_shape] to determine the "
- "[Shape]s that the shape is already colliding with."
- msgstr ""
- #: doc/classes/PhysicsDirectSpaceState.xml
- #, fuzzy
- msgid ""
- "Checks the intersections of a shape, given through a "
- "[PhysicsShapeQueryParameters] object, against the space. The resulting array "
- "contains a list of points where the shape intersects another. Like with "
- "[method intersect_shape], the number of returned results can be limited to "
- "save processing time."
- msgstr ""
- "Comprueba las intersecciones de una forma, dadas a través de un objeto "
- "[PhysicsShapeQueryParameters2D], contra el espacio. El array resultante "
- "contiene una lista de puntos donde la forma se intersecta con otra. Al igual "
- "que con [method intersect_shape], el número de resultados devueltos puede "
- "limitarse para ahorrar tiempo de procesamiento."
- #: doc/classes/PhysicsDirectSpaceState.xml
- #, fuzzy
- msgid ""
- "Checks the intersections of a shape, given through a "
- "[PhysicsShapeQueryParameters] object, against the space. If it collides with "
- "more than one shape, the nearest one is selected. The returned object is a "
- "dictionary containing the following fields:\n"
- "[code]collider_id[/code]: The colliding object's ID.\n"
- "[code]linear_velocity[/code]: The colliding object's velocity [Vector3]. If "
- "the object is an [Area], the result is [code](0, 0, 0)[/code].\n"
- "[code]normal[/code]: The object's surface normal at the intersection point.\n"
- "[code]point[/code]: The intersection point.\n"
- "[code]rid[/code]: The intersecting object's [RID].\n"
- "[code]shape[/code]: The shape index of the colliding shape.\n"
- "If the shape did not intersect anything, then an empty dictionary is "
- "returned instead."
- msgstr ""
- "Comprueba las intersecciones de una forma, dadas a través de un objeto "
- "[PhysicsShapeQueryParameters], contra el espacio. Si colisiona con más de "
- "una forma, se selecciona la más cercana. El objeto devuelto es un "
- "diccionario que contiene los siguientes campos:\n"
- "[code]collider_id[/code]: El ID del objeto que colisiona.\n"
- "[code]linear_velocity[/code]: La velocidad del objeto que colisiona "
- "[Vector3]. Si el objeto es un [Area], el resultado es [code](0, 0, 0)[/"
- "code].\n"
- "[code]normal[/code]: La normalidad de la superficie del objeto en el punto "
- "de intersección.\n"
- "[code]point[/code]: El punto de intersección.\n"
- "[code]rid[/code]: El objeto que intersecta [RID].\n"
- "[code]shape[/code]: El índice de la forma de la forma en colisión.\n"
- "Si la forma no intersectó nada, entonces se devuelve un diccionario vacío en "
- "su lugar."
- #: doc/classes/PhysicsDirectSpaceState.xml
- #, fuzzy
- msgid ""
- "Checks whether a point is inside any solid shape. The shapes the point is "
- "inside of are returned in an array containing dictionaries with the "
- "following fields:\n"
- "[code]collider[/code]: The colliding object.\n"
- "[code]collider_id[/code]: The colliding object's ID.\n"
- "[code]rid[/code]: The intersecting object's [RID].\n"
- "[code]shape[/code]: The shape index of the colliding shape.\n"
- "The number of intersections can be limited with the [code]max_results[/code] "
- "parameter, to reduce the processing time.\n"
- "Additionally, the method can take an [code]exclude[/code] array of objects "
- "or [RID]s that are to be excluded from collisions, a [code]collision_mask[/"
- "code] bitmask representing the physics layers to check in, or booleans to "
- "determine if the ray should collide with [PhysicsBody]s or [Area]s, "
- "respectively."
- msgstr ""
- "Intersecta un rayo en un espacio determinado. El objeto devuelto es un "
- "diccionario con los siguientes campos:\n"
- "[code]collider[/code]: El objeto que colisiona.\n"
- "[code]collider_id[/code]: El ID del objeto que colisiona.\n"
- "[code]normal[/code]: La normalidad de la superficie del objeto en el punto "
- "de intersección.\n"
- "[code]position[/code]: El punto de intersección.\n"
- "[code]rid[/code]: El objeto que intersecta [RID].\n"
- "[code]shape[/code]: El índice de la forma de la forma en colisión.\n"
- "Si el rayo no intersectó nada, entonces se devuelve un diccionario vacío en "
- "su lugar.\n"
- "Además, el método puede tomar un array [code]exclude[/code] de objetos o "
- "[RID]s que deben ser excluidos de las colisiones, una máscara de bits "
- "[code]collision_mask[/code] que representa las capas de física para "
- "comprobar, o booleanos para determinar si el rayo debe colisionar con "
- "[PhysicsBody]s o [Area]s, respectivamente."
- #: doc/classes/PhysicsDirectSpaceState.xml
- #, fuzzy
- msgid ""
- "Intersects a ray in a given space. The returned object is a dictionary with "
- "the following fields:\n"
- "[code]collider[/code]: The colliding object.\n"
- "[code]collider_id[/code]: The colliding object's ID.\n"
- "[code]normal[/code]: The object's surface normal at the intersection point.\n"
- "[code]position[/code]: The intersection point.\n"
- "[code]rid[/code]: The intersecting object's [RID].\n"
- "[code]shape[/code]: The shape index of the colliding shape.\n"
- "If the ray did not intersect anything, then an empty dictionary is returned "
- "instead.\n"
- "Additionally, the method can take an [code]exclude[/code] array of objects "
- "or [RID]s that are to be excluded from collisions, a [code]collision_mask[/"
- "code] bitmask representing the physics layers to check in, or booleans to "
- "determine if the ray should collide with [PhysicsBody]s or [Area]s, "
- "respectively."
- msgstr ""
- "Intersecta un rayo en un espacio determinado. El objeto devuelto es un "
- "diccionario con los siguientes campos:\n"
- "[code]collider[/code]: El objeto que colisiona.\n"
- "[code]collider_id[/code]: El ID del objeto que colisiona.\n"
- "[code]normal[/code]: La normalidad de la superficie del objeto en el punto "
- "de intersección.\n"
- "[code]position[/code]: El punto de intersección.\n"
- "[code]rid[/code]: El objeto que intersecta [RID].\n"
- "[code]shape[/code]: El índice de la forma de la forma en colisión.\n"
- "Si el rayo no intersectó nada, entonces se devuelve un diccionario vacío en "
- "su lugar.\n"
- "Además, el método puede tomar un array [code]exclude[/code] de objetos o "
- "[RID]s que deben ser excluidos de las colisiones, una máscara de bits "
- "[code]collision_mask[/code] que representa las capas de física para "
- "comprobar, o booleanos para determinar si el rayo debe colisionar con "
- "[PhysicsBody]s o [Area]s, respectivamente."
- #: doc/classes/PhysicsDirectSpaceState.xml
- #, fuzzy
- msgid ""
- "Checks the intersections of a shape, given through a "
- "[PhysicsShapeQueryParameters] object, against the space. The intersected "
- "shapes are returned in an array containing dictionaries with the following "
- "fields:\n"
- "[code]collider[/code]: The colliding object.\n"
- "[code]collider_id[/code]: The colliding object's ID.\n"
- "[code]rid[/code]: The intersecting object's [RID].\n"
- "[code]shape[/code]: The shape index of the colliding shape.\n"
- "The number of intersections can be limited with the [code]max_results[/code] "
- "parameter, to reduce the processing time."
- msgstr ""
- "Comprueba las intersecciones de una forma, dadas a través de un objeto "
- "[PhysicsShapeQueryParameters], contra el espacio. Las formas intersectadas "
- "son devueltas en una matriz que contiene diccionarios con los siguientes "
- "campos:\n"
- "[code]colisionador[/code]: El objeto que colisiona.\n"
- "[code]colisionador[/code]: El ID del objeto que colisiona.\n"
- "[code]rid[/code]: El [RID] del objeto que colisiona.\n"
- "[code]shape[/code]: El índice de la forma del objeto que colisiona.\n"
- "El número de intersecciones puede ser limitado con el parámetro "
- "[code]max_results[/code], para reducir el tiempo de procesamiento."
- #: doc/classes/PhysicsMaterial.xml
- msgid "A material for physics properties."
- msgstr "Un material para las propiedades físicas."
- #: doc/classes/PhysicsMaterial.xml
- #, fuzzy
- msgid ""
- "Provides a means of modifying the collision properties of a [PhysicsBody]."
- msgstr ""
- "Proporciona un medio para modificar las propiedades de colisión de un "
- "[PhysicsBody]."
- #: doc/classes/PhysicsMaterial.xml
- msgid ""
- "If [code]true[/code], subtracts the bounciness from the colliding object's "
- "bounciness instead of adding it."
- msgstr ""
- "Si [code]true[/code], resta el rebote del rebote del objeto que colisiona en "
- "lugar de agregarlo."
- #: doc/classes/PhysicsMaterial.xml
- msgid ""
- "The body's bounciness. Values range from [code]0[/code] (no bounce) to "
- "[code]1[/code] (full bounciness)."
- msgstr ""
- "El rebote del cuerpo. Los valores van desde [code]0[/code] (sin rebote) "
- "hasta [code]1[/code] (rebote completo)."
- #: doc/classes/PhysicsMaterial.xml
- msgid ""
- "The body's friction. Values range from [code]0[/code] (frictionless) to "
- "[code]1[/code] (maximum friction)."
- msgstr ""
- "La fricción del cuerpo. Los valores van desde [code]0[/code] (sin fricción) "
- "hasta [code]1[/code] (fricción máxima)."
- #: doc/classes/PhysicsMaterial.xml
- msgid ""
- "If [code]true[/code], the physics engine will use the friction of the object "
- "marked as \"rough\" when two objects collide. If [code]false[/code], the "
- "physics engine will use the lowest friction of all colliding objects "
- "instead. If [code]true[/code] for both colliding objects, the physics engine "
- "will use the highest friction."
- msgstr ""
- "Si [code]true[/code], el motor de la física utilizará la fricción del objeto "
- "marcado como \"áspero\" cuando dos objetos colisionen. Si [code]false[/"
- "code], el motor de física usará la menor fricción de todos los objetos que "
- "colisionen en su lugar. Si [code]true[/code] para ambos objetos que "
- "colisionan, el motor de física utilizará la fricción más alta."
- #: doc/classes/PhysicsServer.xml
- msgid "Server interface for low-level physics access."
- msgstr "Interfaz de servidor para acceso a la física de bajo nivel."
- #: doc/classes/PhysicsServer.xml
- #, fuzzy
- msgid ""
- "PhysicsServer is the server responsible for all 3D physics. It can create "
- "many kinds of physics objects, but does not insert them on the node tree."
- msgstr ""
- "PhysicsServer3D es el servidor responsable de toda la física 3D. Puede crear "
- "muchos tipos de objetos de física, pero no los inserta en el árbol de nodos."
- #: doc/classes/PhysicsServer.xml
- #, fuzzy
- msgid "Creates an [Area]."
- msgstr "Crea un [Area2D]."
- #: doc/classes/PhysicsServer.xml
- msgid ""
- "Returns an area parameter value. A list of available parameters is on the "
- "[enum AreaParameter] constants."
- msgstr ""
- "Devuelve un valor de parámetro de área. Una lista de los parámetros "
- "disponibles se encuentra en las constantes [enum AreaParameter]."
- #: doc/classes/PhysicsServer.xml
- msgid "If [code]true[/code], area collides with rays."
- msgstr "Si [code]true[/code], el área colisiona con los rayos."
- #: doc/classes/PhysicsServer.xml
- msgid ""
- "Sets the value for an area parameter. A list of available parameters is on "
- "the [enum AreaParameter] constants."
- msgstr ""
- "Establece el valor de un parámetro de área. Una lista de los parámetros "
- "disponibles se encuentra en las constantes [enum AreaParameter]."
- #: doc/classes/PhysicsServer.xml
- msgid "Sets object pickable with rays."
- msgstr "Establece un objeto que se puede recoger con los rayos."
- #: doc/classes/PhysicsServer.xml
- msgid ""
- "Sets the space override mode for the area. The modes are described in the "
- "[enum AreaSpaceOverrideMode] constants."
- msgstr ""
- "Establece el modo de anulación de espacio para el área. Los modos se "
- "describen en las constantes [enum AreaSpaceOverrideMode]."
- #: doc/classes/PhysicsServer.xml
- msgid ""
- "Gives the body a push at a [code]position[/code] in the direction of the "
- "[code]impulse[/code]."
- msgstr ""
- "Da al cuerpo un empujón en una [code]position[/code] en la dirección del "
- "[code]impulse[/code]."
- #: doc/classes/PhysicsServer.xml
- msgid "Gives the body a push to rotate it."
- msgstr "Le da al cuerpo un empujón para rotarlo."
- #: doc/classes/PhysicsServer.xml
- msgid ""
- "Creates a physics body. The first parameter can be any value from [enum "
- "BodyMode] constants, for the type of body created. Additionally, the body "
- "can be created in sleeping state to save processing time."
- msgstr ""
- "Crea un cuerpo físico. El primer parámetro puede ser cualquier valor de las "
- "constantes de [enum BodyMode], para el tipo de cuerpo creado. Además, el "
- "cuerpo puede ser creado en estado de sueño para ahorrar tiempo de "
- "procesamiento."
- #: doc/classes/PhysicsServer.xml
- #, fuzzy
- msgid ""
- "Returns the [PhysicsDirectBodyState] of the body. Returns [code]null[/code] "
- "if the body is destroyed or removed from the physics space."
- msgstr ""
- "Devuelve el valor inicial de la propiedad especificada. Devuelve [code]null[/"
- "code] si la propiedad no existe."
- #: doc/classes/PhysicsServer.xml
- msgid ""
- "Returns the value of a body parameter. A list of available parameters is on "
- "the [enum BodyParameter] constants."
- msgstr ""
- "Devuelve el valor de un parámetro corporal. Una lista de parámetros "
- "disponibles se encuentra en las constantes [enum BodyParameter]."
- #: doc/classes/PhysicsServer.xml
- msgid ""
- "If [code]true[/code], the continuous collision detection mode is enabled."
- msgstr ""
- "Si [code]true[/code], se activa el modo de detección de colisión continua."
- #: doc/classes/PhysicsServer.xml
- msgid "If [code]true[/code], the body can be detected by rays."
- msgstr "Si [code]true[/code], el cuerpo puede ser detectado por los rayos."
- #: doc/classes/PhysicsServer.xml
- msgid ""
- "Removes a body from the list of bodies exempt from collisions.\n"
- "Continuous collision detection tries to predict where a moving body will "
- "collide, instead of moving it and correcting its movement if it collided."
- msgstr ""
- "Elimina un cuerpo de la lista de cuerpos exentos de colisiones.\n"
- "La detección continua de colisiones intenta predecir dónde colisionará un "
- "cuerpo en movimiento, en lugar de moverlo y corregir su movimiento si "
- "colisionara."
- #: doc/classes/PhysicsServer.xml
- msgid ""
- "If [code]true[/code], the continuous collision detection mode is enabled.\n"
- "Continuous collision detection tries to predict where a moving body will "
- "collide, instead of moving it and correcting its movement if it collided."
- msgstr ""
- "Si [code]true[/code], se activa el modo de detección de colisión continua.\n"
- "La detección de colisión continua trata de predecir dónde colisionará un "
- "cuerpo en movimiento, en lugar de moverlo y corregir su movimiento si "
- "colisionara."
- #: doc/classes/PhysicsServer.xml
- msgid "Sets the body mode, from one of the [enum BodyMode] constants."
- msgstr ""
- "Establece el modo del cuerpo, a partir de una de las constantes de [enum "
- "BodyMode]."
- #: doc/classes/PhysicsServer.xml
- msgid ""
- "Sets a body parameter. A list of available parameters is on the [enum "
- "BodyParameter] constants."
- msgstr ""
- "Establece un parámetro corporal. Una lista de parámetros disponibles se "
- "encuentra en las constantes [enum BodyParameter]."
- #: doc/classes/PhysicsServer.xml
- msgid "Sets the body pickable with rays if [code]enabled[/code] is set."
- msgstr ""
- "Establece que el cuerpo puede ser elegido con rayos si se establece el "
- "[code]enabled[/code]."
- #: doc/classes/PhysicsServer.xml
- msgid "Sets a body state (see [enum BodyState] constants)."
- msgstr ""
- "Obtiene un parámetro cone_twist_joint (ver las constantes [enum "
- "ConeTwistJointParam])."
- #: doc/classes/PhysicsServer.xml
- #, fuzzy
- msgid ""
- "Returns [code]true[/code] if a collision would result from moving in the "
- "given direction from a given point in space. [PhysicsTestMotionResult] can "
- "be passed to return additional information in."
- msgstr ""
- "Devuelve [code]true[/code] si una colisión resultara de moverse en la "
- "dirección dada desde un punto determinado del espacio. El margen aumenta el "
- "tamaño de las formas involucradas en la detección de la colisión. "
- "[PhysicsTestMotionResult2D] puede ser pasado para devolver información "
- "adicional."
- #: doc/classes/PhysicsServer.xml
- msgid ""
- "Gets a cone_twist_joint parameter (see [enum ConeTwistJointParam] constants)."
- msgstr ""
- "Obtiene un parámetro cone_twist_joint (ver las constantes [enum "
- "ConeTwistJointParam])."
- #: doc/classes/PhysicsServer.xml
- msgid ""
- "Sets a cone_twist_joint parameter (see [enum ConeTwistJointParam] constants)."
- msgstr ""
- "Establece un parámetro cone_twist_joint (ver las constantes [enum "
- "ConeTwistJointParam])."
- #: doc/classes/PhysicsServer.xml
- #, fuzzy
- msgid ""
- "Destroys any of the objects created by PhysicsServer. If the [RID] passed is "
- "not one of the objects that can be created by PhysicsServer, an error will "
- "be sent to the console."
- msgstr ""
- "Destruye cualquiera de los objetos creados por PhysicsServer2D. Si el [RID] "
- "pasado no es uno de los objetos que puede ser creado por PhysicsServer2D, se "
- "enviará un error a la consola."
- #: doc/classes/PhysicsServer.xml
- msgid ""
- "Gets a generic_6_DOF_joint flag (see [enum G6DOFJointAxisFlag] constants)."
- msgstr ""
- "Obtiene una flag generic_6_DOF_joint (véase las constantes [enum "
- "G6DOFJointAxisFlag])."
- #: doc/classes/PhysicsServer.xml
- msgid ""
- "Gets a generic_6_DOF_joint parameter (see [enum G6DOFJointAxisParam] "
- "constants)."
- msgstr ""
- "Obtiene un parámetro generic_6_DOF_joint (véase las constantes [enum "
- "G6DOFJointAxisParam])."
- #: doc/classes/PhysicsServer.xml
- msgid ""
- "Sets a generic_6_DOF_joint flag (see [enum G6DOFJointAxisFlag] constants)."
- msgstr ""
- "Establece una flag generic (véase las constantes [enum G6DOFJointAxisFlag])."
- #: doc/classes/PhysicsServer.xml
- msgid ""
- "Sets a generic_6_DOF_joint parameter (see [enum G6DOFJointAxisParam] "
- "constants)."
- msgstr ""
- "Establece un parámetro generic_6_DOF_joint (véase las constantes [enum "
- "G6DOFJointAxisParam])."
- #: doc/classes/PhysicsServer.xml
- #, fuzzy
- msgid ""
- "Returns information about the current state of the 3D physics engine. See "
- "[enum ProcessInfo] for a list of available states. Only implemented for "
- "Godot Physics."
- msgstr ""
- "Devuelve información sobre el estado actual del motor de física 2D. Ver "
- "[enum ProcessInfo] para una lista de los estados disponibles."
- #: doc/classes/PhysicsServer.xml
- msgid "Gets a hinge_joint flag (see [enum HingeJointFlag] constants)."
- msgstr ""
- "Obtiene una flag de hinge_joint (ver constantes de [enum HingeJointFlag])."
- #: doc/classes/PhysicsServer.xml
- msgid "Gets a hinge_joint parameter (see [enum HingeJointParam])."
- msgstr "Obtiene un parámetro de hinge_joint (ver [enum HingeJointParam])."
- #: doc/classes/PhysicsServer.xml
- msgid "Sets a hinge_joint flag (see [enum HingeJointFlag] constants)."
- msgstr ""
- "Establece una flag de hinge_joint (ver las constantes de [enum "
- "HingeJointFlag])."
- #: doc/classes/PhysicsServer.xml
- msgid "Sets a hinge_joint parameter (see [enum HingeJointParam] constants)."
- msgstr ""
- "Establece un parámetro de hinge_joint (ver las constantes [enum "
- "HingeJointParam])."
- #: doc/classes/PhysicsServer.xml
- #, fuzzy
- msgid "Creates a [ConeTwistJoint]."
- msgstr "Crea un [ConeTwistJoint]."
- #: doc/classes/PhysicsServer.xml
- #, fuzzy
- msgid "Creates a [Generic6DOFJoint]."
- msgstr "Crea un [Generic6DOFJoint]."
- #: doc/classes/PhysicsServer.xml
- #, fuzzy
- msgid "Creates a [HingeJoint]."
- msgstr "Crea un [HingeJoint]."
- #: doc/classes/PhysicsServer.xml
- #, fuzzy
- msgid "Creates a [PinJoint]."
- msgstr "Crea un [PinJoint]."
- #: doc/classes/PhysicsServer.xml
- #, fuzzy
- msgid "Creates a [SliderJoint]."
- msgstr "Crea un [SliderJoint]."
- #: doc/classes/PhysicsServer.xml
- #, fuzzy
- msgid "Gets the priority value of the Joint."
- msgstr "Obtiene el valor de prioridad del Joint3D."
- #: doc/classes/PhysicsServer.xml
- #, fuzzy
- msgid "Returns the type of the Joint."
- msgstr "Devuelve el tipo de la Joint3D."
- #: doc/classes/PhysicsServer.xml
- #, fuzzy
- msgid "Sets the priority value of the Joint."
- msgstr "Establece el valor de prioridad del Joint3D."
- #: doc/classes/PhysicsServer.xml
- msgid ""
- "Returns position of the joint in the local space of body a of the joint."
- msgstr ""
- "Devuelve la posición de la articulación en el espacio local del cuerpo a de "
- "la articulación."
- #: doc/classes/PhysicsServer.xml
- msgid ""
- "Returns position of the joint in the local space of body b of the joint."
- msgstr ""
- "Devuelve la posición de la articulación en el espacio local del cuerpo b de "
- "la articulación."
- #: doc/classes/PhysicsServer.xml
- msgid "Gets a pin_joint parameter (see [enum PinJointParam] constants)."
- msgstr ""
- "Obtiene un parámetro pin_joint (ver las constantes [enum PinJointParam])."
- #: doc/classes/PhysicsServer.xml
- msgid "Sets position of the joint in the local space of body a of the joint."
- msgstr ""
- "Establece la posición de la articulación en el espacio local del cuerpo a de "
- "la articulación."
- #: doc/classes/PhysicsServer.xml
- msgid "Sets position of the joint in the local space of body b of the joint."
- msgstr ""
- "Establece la posición de la articulación en el espacio local del cuerpo b de "
- "la articulación."
- #: doc/classes/PhysicsServer.xml
- msgid "Sets a pin_joint parameter (see [enum PinJointParam] constants)."
- msgstr ""
- "Establece un parámetro pin_joint (ver las constantes [enum PinJointParam])."
- #: doc/classes/PhysicsServer.xml
- msgid "Activates or deactivates the 3D physics engine."
- msgstr "Activa o desactiva el motor de física 3D."
- #: doc/classes/PhysicsServer.xml
- msgid ""
- "Sets the amount of iterations for calculating velocities of colliding "
- "bodies. The greater the amount of iterations, the more accurate the "
- "collisions will be. However, a greater amount of iterations requires more "
- "CPU power, which can decrease performance. The default value is [code]8[/"
- "code].\n"
- "[b]Note:[/b] Only has an effect when using the GodotPhysics engine, not the "
- "default Bullet physics engine."
- msgstr ""
- #: doc/classes/PhysicsServer.xml
- msgid ""
- "Creates a shape of a type from [enum ShapeType]. Does not assign it to a "
- "body or an area. To do so, you must use [method area_set_shape] or [method "
- "body_set_shape]."
- msgstr ""
- "Crea una forma de un tipo de [enum ShapeType]. No la asigna a un cuerpo o a "
- "un área. Para ello, debes usar [method area_set_shape] o [method "
- "body_set_shape]."
- #: doc/classes/PhysicsServer.xml
- msgid "Returns the type of shape (see [enum ShapeType] constants)."
- msgstr "Devuelve el tipo de forma (ver las constantes [enum ShapeType])."
- #: doc/classes/PhysicsServer.xml
- msgid "Gets a slider_joint parameter (see [enum SliderJointParam] constants)."
- msgstr ""
- "Obtiene un parámetro slider_joint (ver las constantes [enum "
- "SliderJointParam])."
- #: doc/classes/PhysicsServer.xml
- #, fuzzy
- msgid ""
- "Returns the state of a space, a [PhysicsDirectSpaceState]. This object can "
- "be used to make collision/intersection queries."
- msgstr ""
- "Devuelve el estado de un espacio, un [PhysicsDirectSpaceState2D]. Este "
- "objeto puede ser usado para hacer consultas de colisión/intersección."
- #: doc/classes/PhysicsServer.xml
- msgid ""
- "Sets the value for a space parameter. A list of available parameters is on "
- "the [enum SpaceParameter] constants."
- msgstr ""
- "Establece el valor de un parámetro espacial. Una lista de los parámetros "
- "disponibles se encuentra en las constantes [enum SpaceParameter]."
- #: doc/classes/PhysicsServer.xml
- #, fuzzy
- msgid "The [Joint] is a [PinJoint]."
- msgstr "El [Joint] es un [PinJoint]."
- #: doc/classes/PhysicsServer.xml
- #, fuzzy
- msgid "The [Joint] is a [HingeJoint]."
- msgstr "El [Joint] es un [HingeJoint]."
- #: doc/classes/PhysicsServer.xml
- #, fuzzy
- msgid "The [Joint] is a [SliderJoint]."
- msgstr "El [Joint] es un [SliderJoint]."
- #: doc/classes/PhysicsServer.xml
- #, fuzzy
- msgid "The [Joint] is a [ConeTwistJoint]."
- msgstr "El [Joint] es un [ConeTwistJoint]."
- #: doc/classes/PhysicsServer.xml
- #, fuzzy
- msgid "The [Joint] is a [Generic6DOFJoint]."
- msgstr "El [Joint] es un [Generic6DOFJoint]."
- #: doc/classes/PhysicsServer.xml
- msgid ""
- "The strength with which the pinned objects try to stay in positional "
- "relation to each other.\n"
- "The higher, the stronger."
- msgstr ""
- "La fuerza con la que los objetos clavados tratan de mantenerse en relación "
- "posicional entre sí.\n"
- "Cuanto más alto, más fuerte."
- #: doc/classes/PhysicsServer.xml
- msgid ""
- "The strength with which the pinned objects try to stay in velocity relation "
- "to each other.\n"
- "The higher, the stronger."
- msgstr ""
- "La fuerza con la que los objetos clavados tratan de mantenerse en relación "
- "posicional entre sí.\n"
- "Cuanto más alto, más fuerte."
- #: doc/classes/PhysicsServer.xml
- #, fuzzy
- msgid ""
- "If above 0, this value is the maximum value for an impulse that this Joint "
- "puts on its ends."
- msgstr ""
- "Si está por encima de 0, este valor es el valor máximo para un impulso que "
- "este Joint3D pone en sus extremos."
- #: doc/classes/PhysicsServer.xml
- msgid "The maximum rotation across the Hinge."
- msgstr "La máxima rotación a través de la Hinge."
- #: doc/classes/PhysicsServer.xml
- msgid "The minimum rotation across the Hinge."
- msgstr "La máxima rotación a través de la Hinge."
- #: doc/classes/PhysicsServer.xml
- msgid "If [code]true[/code], the Hinge has a maximum and a minimum rotation."
- msgstr "Si [code]true[/code], la Hinge tiene una rotación máxima y una mínima."
- #: doc/classes/PhysicsServer.xml
- msgid "If [code]true[/code], a motor turns the Hinge."
- msgstr "Si [code]true[/code], un motor hace girar el Hinge."
- #: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml
- msgid ""
- "The maximum difference between the pivot points on their X axis before "
- "damping happens."
- msgstr ""
- "La máxima diferencia entre los puntos de pivote en su eje X antes de que se "
- "produzca la amortiguación."
- #: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml
- msgid ""
- "The minimum difference between the pivot points on their X axis before "
- "damping happens."
- msgstr ""
- "La diferencia mínima entre los puntos de pivote en su eje X antes de que se "
- "produzca la amortiguación."
- #: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml
- msgid ""
- "A factor applied to the movement across the slider axis once the limits get "
- "surpassed. The lower, the slower the movement."
- msgstr ""
- "Un factor aplicado al movimiento a través del eje del deslizador una vez que "
- "se superan los límites. Cuanto más bajo, más lento es el movimiento."
- #: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml
- msgid ""
- "The amount of restitution once the limits are surpassed. The lower, the more "
- "velocityenergy gets lost."
- msgstr ""
- "La cantidad de la restitución una vez que se superen los límites. Cuanto más "
- "bajo, más energía de velocidad se pierde."
- #: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml
- msgid "The amount of damping once the slider limits are surpassed."
- msgstr ""
- "La cantidad de amortiguación una vez que se superan los límites del "
- "deslizador."
- #: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml
- msgid ""
- "A factor applied to the movement across the slider axis as long as the "
- "slider is in the limits. The lower, the slower the movement."
- msgstr ""
- "Un factor aplicado al movimiento a través del eje del deslizador mientras el "
- "deslizador esté en los límites. Cuanto más bajo, más lento es el movimiento."
- #: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml
- msgid "The amount of restitution inside the slider limits."
- msgstr "La cantidad de restitución dentro de los límites del deslizador."
- #: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml
- msgid "The amount of damping inside the slider limits."
- msgstr "La cantidad de amortiguación dentro de los límites del deslizador."
- #: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml
- msgid "A factor applied to the movement across axes orthogonal to the slider."
- msgstr ""
- "Un factor aplicado al movimiento a través de ejes ortogonales al deslizador."
- #: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml
- msgid ""
- "The amount of restitution when movement is across axes orthogonal to the "
- "slider."
- msgstr ""
- "La cantidad de restitución cuando el movimiento es a través de ejes "
- "ortogonales al deslizador."
- #: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml
- msgid ""
- "The amount of damping when movement is across axes orthogonal to the slider."
- msgstr ""
- "La cantidad de amortiguación cuando el movimiento es a través de ejes "
- "ortogonales al deslizador."
- #: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml
- msgid "The upper limit of rotation in the slider."
- msgstr "El límite superior de rotación en el deslizador."
- #: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml
- msgid "The lower limit of rotation in the slider."
- msgstr "El límite inferior de rotación en el deslizador."
- #: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml
- msgid "A factor applied to the all rotation once the limit is surpassed."
- msgstr "Un factor que se aplica a toda la rotación una vez superado el límite."
- #: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml
- msgid "The amount of restitution of the rotation when the limit is surpassed."
- msgstr "La cantidad de restitución de la rotación cuando se supera el límite."
- #: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml
- msgid "The amount of damping of the rotation when the limit is surpassed."
- msgstr ""
- "La cantidad de amortiguación de la rotación cuando se supera el límite."
- #: doc/classes/PhysicsServer.xml
- msgid "A factor that gets applied to the all rotation in the limits."
- msgstr "Un factor que se aplica a toda la rotación en los límites."
- #: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml
- msgid "The amount of restitution of the rotation in the limits."
- msgstr "La cantidad de restitución de la rotación en los límites."
- #: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml
- msgid "The amount of damping of the rotation in the limits."
- msgstr "La cantidad de amortiguación de la rotación en los límites."
- #: doc/classes/PhysicsServer.xml
- msgid ""
- "A factor that gets applied to the all rotation across axes orthogonal to the "
- "slider."
- msgstr ""
- "Un factor que se aplica a toda la rotación a través de ejes ortogonales al "
- "deslizador."
- #: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml
- msgid ""
- "The amount of restitution of the rotation across axes orthogonal to the "
- "slider."
- msgstr ""
- "La cantidad de restitución de la rotación a través de ejes ortogonales al "
- "deslizador."
- #: doc/classes/PhysicsServer.xml doc/classes/SliderJoint.xml
- msgid ""
- "The amount of damping of the rotation across axes orthogonal to the slider."
- msgstr ""
- "La cantidad de amortiguación de la rotación a través de ejes ortogonales al "
- "deslizador."
- #: doc/classes/PhysicsServer.xml
- msgid "Represents the size of the [enum SliderJointParam] enum."
- msgstr "Representa el tamaño del enum [enum SliderJointParam]."
- #: doc/classes/PhysicsServer.xml
- #, fuzzy
- msgid ""
- "The ease with which the Joint twists, if it's too low, it takes more force "
- "to twist the joint."
- msgstr ""
- "La facilidad con la que se retuerce el Joint3D, si es demasiado baja, se "
- "necesita más fuerza para torcer la articulación."
- #: doc/classes/PhysicsServer.xml
- msgid ""
- "A factor that gets applied to the movement across the axes. The lower, the "
- "slower the movement."
- msgstr ""
- "Un factor que se aplica al movimiento a través de los ejes. Cuanto más bajo, "
- "más lento es el movimiento."
- #: doc/classes/PhysicsServer.xml
- msgid ""
- "The amount of restitution on the axes movement. The lower, the more velocity-"
- "energy gets lost."
- msgstr ""
- "La cantidad de restitución en el movimiento de los ejes. Cuanto más bajo, "
- "más energía de velocidad se pierde."
- #: doc/classes/PhysicsServer.xml
- msgid "The velocity that the joint's linear motor will attempt to reach."
- msgstr ""
- "La velocidad que el motor lineal de la articulación intentará alcanzar."
- #: doc/classes/PhysicsServer.xml
- msgid ""
- "The maximum force that the linear motor can apply while trying to reach the "
- "target velocity."
- msgstr ""
- "La máxima fuerza que el motor lineal puede aplicar mientras intenta alcanzar "
- "la velocidad objetivo."
- #: doc/classes/PhysicsServer.xml
- msgid "A factor that gets multiplied onto all rotations across the axes."
- msgstr ""
- "Un factor que se multiplica en todas las rotaciones a través de los ejes."
- #: doc/classes/PhysicsServer.xml
- msgid ""
- "When correcting the crossing of limits in rotation across the axes, this "
- "error tolerance factor defines how much the correction gets slowed down. The "
- "lower, the slower."
- msgstr ""
- "Cuando se corrige el cruce de límites en la rotación a través de los ejes, "
- "este factor de tolerancia al error define cuánto se ralentiza la corrección. "
- "Cuanto más bajo, más lento."
- #: doc/classes/PhysicsServer.xml
- #, fuzzy
- msgid "If set, linear motion is possible within the given limits."
- msgstr ""
- "Si se activa, el movimiento lineal es posible dentro de los límites dados."
- #: doc/classes/PhysicsServer.xml
- #, fuzzy
- msgid "If set, rotational motion is possible."
- msgstr "Si [code]set[/code] hay un movimiento de rotación posible."
- #: doc/classes/PhysicsServer.xml
- #, fuzzy
- msgid "If set, there is a rotational motor across these axes."
- msgstr "Si se activa, hay un motor de rotación a través de estos ejes."
- #: doc/classes/PhysicsServer.xml
- #, fuzzy
- msgid ""
- "If set, there is a linear motor on this axis that targets a specific "
- "velocity."
- msgstr ""
- "Si [code]set[/code] hay un motor lineal en este eje que apunta a una "
- "velocidad específica."
- #: doc/classes/PhysicsServer.xml
- #, fuzzy
- msgid "The [Shape] is a [PlaneShape]."
- msgstr "El [Shape] es un [RayShape]."
- #: doc/classes/PhysicsServer.xml
- #, fuzzy
- msgid "The [Shape] is a [RayShape]."
- msgstr "El [Shape] es un [RayShape]."
- #: doc/classes/PhysicsServer.xml
- #, fuzzy
- msgid "The [Shape] is a [SphereShape]."
- msgstr "La [Shape] es una [SphereShape]."
- #: doc/classes/PhysicsServer.xml
- #, fuzzy
- msgid "The [Shape] is a [BoxShape]."
- msgstr "El [Shape] es un [BoxShape]."
- #: doc/classes/PhysicsServer.xml
- #, fuzzy
- msgid "The [Shape] is a [CapsuleShape]."
- msgstr "La [Shape] es una [CapsuleShape]."
- #: doc/classes/PhysicsServer.xml
- #, fuzzy
- msgid "The [Shape] is a [CylinderShape]."
- msgstr "La [Shape] es una [CylinderShape]."
- #: doc/classes/PhysicsServer.xml
- #, fuzzy
- msgid "The [Shape] is a [ConvexPolygonShape]."
- msgstr "La [Shape] es una [ConvexPolygonShape]."
- #: doc/classes/PhysicsServer.xml
- #, fuzzy
- msgid "The [Shape] is a [ConcavePolygonShape]."
- msgstr "La [Shape] es una [ConcavePolygonShape]."
- #: doc/classes/PhysicsServer.xml
- #, fuzzy
- msgid "The [Shape] is a [HeightMapShape]."
- msgstr "El [Shape] es un [HeightMapShape]."
- #: doc/classes/PhysicsShapeQueryParameters.xml
- msgid "Parameters to be sent to a 3D shape physics query."
- msgstr "Parámetros que se enviarán a una consulta de física de formas 3D."
- #: doc/classes/PhysicsShapeQueryParameters.xml
- #, fuzzy
- msgid ""
- "This class contains the shape and other parameters for 3D intersection/"
- "collision queries."
- msgstr ""
- "Esta clase contiene la forma y otros parámetros para consultas de "
- "intersección/colisión en 3D. Ver también [PhysicsShapeQueryResult]."
- #: doc/classes/PhysicsShapeQueryParameters.xml
- #, fuzzy
- msgid "Sets the [Shape] that will be used for collision/intersection queries."
- msgstr "El [Gradient] que se usará para rellenar la textura."
- #: doc/classes/PhysicsShapeQueryParameters.xml
- #, fuzzy
- msgid "If [code]true[/code], the query will take [Area]s into account."
- msgstr "Si [code]true[/code], la consulta tendrá en cuenta las [Area2D]s."
- #: doc/classes/PhysicsShapeQueryParameters.xml
- #, fuzzy
- msgid "If [code]true[/code], the query will take [PhysicsBody]s into account."
- msgstr ""
- "Si [code]true[/code], la consulta tendrá en cuenta las [PhysicsBody2D]s."
- #: doc/classes/PinJoint.xml
- #, fuzzy
- msgid "Pin joint for 3D PhysicsBodies."
- msgstr "Articulación de clavija para formas 3D."
- #: doc/classes/PinJoint.xml
- #, fuzzy
- msgid ""
- "Pin joint for 3D rigid bodies. It pins 2 bodies (rigid or static) together. "
- "See also [Generic6DOFJoint]."
- msgstr ""
- "Articulación de clavijas para cuerpos rígidos en 3D. Se unen dos cuerpos "
- "(rígidos o estáticos)."
- #: doc/classes/PinJoint.xml
- msgid ""
- "The force with which the pinned objects stay in positional relation to each "
- "other. The higher, the stronger."
- msgstr ""
- "La fuerza con la que los objetos clavados se mantienen en relación "
- "posicional entre sí. Cuanto más alto, más fuerte."
- #: doc/classes/PinJoint.xml
- msgid ""
- "The force with which the pinned objects stay in velocity relation to each "
- "other. The higher, the stronger."
- msgstr ""
- "La fuerza con la que los objetos clavados se mantienen en relación de "
- "velocidad entre sí. Cuanto más alto, más fuerte."
- #: doc/classes/PinJoint.xml
- #, fuzzy
- msgid ""
- "If above 0, this value is the maximum value for an impulse that this Joint "
- "produces."
- msgstr ""
- "Si está por encima de 0, este valor es el valor máximo para un impulso que "
- "este Joint3D produce."
- #: doc/classes/PinJoint2D.xml
- #, fuzzy
- msgid "Pin Joint for 2D shapes."
- msgstr "Articulación de clavijas para formas 2D."
- #: doc/classes/PinJoint2D.xml
- #, fuzzy
- msgid ""
- "Pin Joint for 2D rigid bodies. It pins two bodies (rigid or static) together."
- msgstr ""
- "Articulación de clavijas para cuerpos rígidos 2D. Pega dos cuerpos (rígidos "
- "o estáticos) entre sí."
- #: doc/classes/PinJoint2D.xml
- msgid ""
- "The higher this value, the more the bond to the pinned partner can flex."
- msgstr ""
- "Cuanto más alto es este valor, más se puede flexionar el vínculo con el "
- "compañero clavado."
- #: doc/classes/Plane.xml
- msgid "Plane in hessian form."
- msgstr "Plano en forma hessiana."
- #: doc/classes/Plane.xml
- msgid ""
- "Plane represents a normalized plane equation. Basically, \"normal\" is the "
- "normal of the plane (a,b,c normalized), and \"d\" is the distance from the "
- "origin to the plane (in the direction of \"normal\"). \"Over\" or \"Above\" "
- "the plane is considered the side of the plane towards where the normal is "
- "pointing."
- msgstr ""
- "El plano representa una ecuación plana normalizada. Básicamente, \"normal\" "
- "es la normal del plano (a,b,c normalizada), y \"d\" es la distancia del "
- "origen al plano (en la dirección de \"normal\"). \"Sobre\" o \"Por encima\" "
- "del plano se considera el lado del plano hacia donde la normal está "
- "apuntando."
- #: doc/classes/Plane.xml
- msgid ""
- "Creates a plane from the four parameters. The three components of the "
- "resulting plane's [member normal] are [code]a[/code], [code]b[/code] and "
- "[code]c[/code], and the plane has a distance of [code]d[/code] from the "
- "origin."
- msgstr ""
- "Crea un plano a partir de los cuatro parámetros. Los tres componentes del "
- "[member normal] del plano resultante son [code]a[/code], [code]b[/code] y "
- "[code]c[/code], y el plano tiene una distancia de [code]d[/code] del origen."
- #: doc/classes/Plane.xml
- msgid "Creates a plane from the three points, given in clockwise order."
- msgstr ""
- "Crea un plano a partir de los tres puntos, dados en el sentido de las agujas "
- "del reloj."
- #: doc/classes/Plane.xml
- msgid "Creates a plane from the normal and the plane's distance to the origin."
- msgstr ""
- "Crea un plano a partir de la normalidad y la distancia del plano al origen."
- #: doc/classes/Plane.xml
- msgid "Returns the center of the plane."
- msgstr "Devuelve el centro del avión."
- #: doc/classes/Plane.xml
- msgid ""
- "Returns the shortest distance from the plane to the position [code]point[/"
- "code]."
- msgstr ""
- "Devuelve la distancia más corta del plano a la posición [code]point[/code]."
- #: doc/classes/Plane.xml
- msgid ""
- "Returns the center of the plane.\n"
- "This method is deprecated, please use [method center] instead."
- msgstr ""
- #: doc/classes/Plane.xml
- msgid ""
- "Returns [code]true[/code] if [code]point[/code] is inside the plane. "
- "Comparison uses a custom minimum [code]epsilon[/code] threshold."
- msgstr ""
- "Devuelve [code]true[/code] si [code]point[/code] está dentro del plano. La "
- "comparación utiliza un umbral mínimo personalizado de [code]epsilon[/code]."
- #: doc/classes/Plane.xml
- msgid ""
- "Returns the intersection point of the three planes [code]b[/code], [code]c[/"
- "code] and this plane. If no intersection is found, [code]null[/code] is "
- "returned."
- msgstr ""
- "Devuelve el punto de intersección de los tres planos [code]b[/code], "
- "[code]c[/code] y este plano. Si no se encuentra ninguna intersección, se "
- "devuelve [code]null[/code]."
- #: doc/classes/Plane.xml
- msgid ""
- "Returns the intersection point of a ray consisting of the position "
- "[code]from[/code] and the direction normal [code]dir[/code] with this plane. "
- "If no intersection is found, [code]null[/code] is returned."
- msgstr ""
- "Devuelve el punto de intersección de un rayo que consiste en la posición "
- "[code]de[/code] y la dirección normal [code]dir[/code] con este plano. Si no "
- "se encuentra ninguna intersección, se devuelve [code]null[/code]."
- #: doc/classes/Plane.xml
- msgid ""
- "Returns the intersection point of a segment from position [code]begin[/code] "
- "to position [code]end[/code] with this plane. If no intersection is found, "
- "[code]null[/code] is returned."
- msgstr ""
- "Devuelve el punto de intersección de un segmento desde la posición "
- "[code]begin[/code] hasta la posición [code]end[/code] con este plano. Si no "
- "se encuentra ninguna intersección, se devuelve [code]null[/code]."
- #: doc/classes/Plane.xml
- msgid ""
- "Returns [code]true[/code] if this plane and [code]plane[/code] are "
- "approximately equal, by running [method @GDScript.is_equal_approx] on each "
- "component."
- msgstr ""
- "Devuelve [code]true[/code] si este plano y [code]plano[/code] son "
- "aproximadamente iguales, ejecutando [method @GDScript.is_equal_approx] en "
- "cada componente."
- #: doc/classes/Plane.xml
- msgid ""
- "Returns [code]true[/code] if [code]point[/code] is located above the plane."
- msgstr ""
- "Devuelve [code]true[/code] si [code]point[/code] se encuentra por encima del "
- "plano."
- #: doc/classes/Plane.xml
- msgid "Returns a copy of the plane, normalized."
- msgstr "Devuelve una copia del plano, normalizado."
- #: doc/classes/Plane.xml
- msgid ""
- "Returns the orthogonal projection of [code]point[/code] into a point in the "
- "plane."
- msgstr ""
- "Devuelve la proyección ortogonal de [code]point[/code] en un punto del plano."
- #: doc/classes/Plane.xml
- msgid ""
- "The distance from the origin to the plane, in the direction of [member "
- "normal]. This value is typically non-negative.\n"
- "In the scalar equation of the plane [code]ax + by + cz = d[/code], this is "
- "[code]d[/code], while the [code](a, b, c)[/code] coordinates are represented "
- "by the [member normal] property."
- msgstr ""
- "La distancia desde el origen hasta el plano, en la dirección de [member "
- "normal]. Este valor es típicamente no negativo.\n"
- "En la ecuación escalar del plano [code]ax + por + cz = d[/code], esto es "
- "[code]d[/code], mientras que las coordenadas [code](a, b, c)[/code] están "
- "representadas por la propiedad [member normal]."
- #: doc/classes/Plane.xml
- msgid ""
- "The normal of the plane, which must be normalized.\n"
- "In the scalar equation of the plane [code]ax + by + cz = d[/code], this is "
- "the vector [code](a, b, c)[/code], where [code]d[/code] is the [member d] "
- "property."
- msgstr ""
- "La normal del plano, que debe ser normalizada.\n"
- "En la ecuación escalar del plano [code]ax + por + cz = d[/code], este es el "
- "vector [code](a, b, c)[/code], donde [code]d[/code] es la propiedad [member "
- "d]."
- #: doc/classes/Plane.xml
- msgid "The X component of the plane's [member normal] vector."
- msgstr "El componente X del vector [member normal] del plano."
- #: doc/classes/Plane.xml
- msgid "The Y component of the plane's [member normal] vector."
- msgstr "El componente Y del vector [member normal] del avión."
- #: doc/classes/Plane.xml
- msgid "The Z component of the plane's [member normal] vector."
- msgstr "El componente Z del vector [member normal] del plano."
- #: doc/classes/Plane.xml
- msgid "A plane that extends in the Y and Z axes (normal vector points +X)."
- msgstr ""
- "Un plano que se extiende en los ejes Y y Z (puntos de vector normal +X)."
- #: doc/classes/Plane.xml
- msgid "A plane that extends in the X and Z axes (normal vector points +Y)."
- msgstr ""
- "Un plano que se extiende en los ejes X y Z (puntos de vector normal +Y)."
- #: doc/classes/Plane.xml
- msgid "A plane that extends in the X and Y axes (normal vector points +Z)."
- msgstr ""
- "Un plano que se extiende en los ejes X e Y (puntos de vector normal +Z)."
- #: doc/classes/PlaneMesh.xml
- msgid "Class representing a planar [PrimitiveMesh]."
- msgstr "Clase que representa un plano [PrimitiveMesh]."
- #: doc/classes/PlaneMesh.xml
- #, fuzzy
- msgid ""
- "Class representing a planar [PrimitiveMesh]. This flat mesh does not have a "
- "thickness. By default, this mesh is aligned on the X and Z axes; this "
- "default rotation isn't suited for use with billboarded materials. For "
- "billboarded materials, use [QuadMesh] instead.\n"
- "[b]Note:[/b] When using a large textured [PlaneMesh] (e.g. as a floor), you "
- "may stumble upon UV jittering issues depending on the camera angle. To solve "
- "this, increase [member subdivide_depth] and [member subdivide_width] until "
- "you no longer notice UV jittering."
- msgstr ""
- "Clase que representa un plano [PrimitiveMesh]. Esta malla plana no tiene "
- "espesor. Por defecto, esta malla está alineada en los ejes X y Z; esta "
- "rotación por defecto no es adecuada para su uso con materiales de "
- "cartelería. Para materiales de cartelera, use [QuadMesh] en su lugar."
- #: doc/classes/PlaneMesh.xml
- msgid "Offset from the origin of the generated plane. Useful for particles."
- msgstr ""
- #: doc/classes/PlaneMesh.xml
- msgid "Size of the generated plane."
- msgstr "El tamaño del plano generado."
- #: doc/classes/PlaneMesh.xml
- msgid "Number of subdivision along the Z axis."
- msgstr "Número de subdivisión a lo largo del eje Z."
- #: doc/classes/PlaneMesh.xml
- msgid "Number of subdivision along the X axis."
- msgstr "Número de subdivisión a lo largo del eje X."
- #: doc/classes/PlaneShape.xml
- msgid "Infinite plane shape for 3D collisions."
- msgstr "Forma plana infinita para colisiones 3D."
- #: doc/classes/PlaneShape.xml
- #, fuzzy
- msgid ""
- "An infinite plane shape for 3D collisions. Note that the [Plane]'s normal "
- "matters; anything \"below\" the plane will collide with it. If the "
- "[PlaneShape] is used in a [PhysicsBody], it will cause colliding objects "
- "placed \"below\" it to teleport \"above\" the plane."
- msgstr ""
- "Una forma plana infinita para las colisiones 3D. Tenga en cuenta que el "
- "[Plane] es normal; cualquier cosa \"debajo\" del plano colisionará con él. "
- "Si el [WorldMarginShape] se usa en un [PhysicsBody], causará que los objetos "
- "que colisionen situados \"debajo\" de él se teletransporten \"por encima\" "
- "del plano."
- #: doc/classes/PlaneShape.xml
- #, fuzzy
- msgid "The [Plane] used by the [PlaneShape] for collision."
- msgstr "El [Plane] utilizado por el [WorldMarginShape] para la colisión."
- #: doc/classes/PointMesh.xml
- msgid "Mesh with a single Point primitive."
- msgstr "Malla con un solo punto primitivo."
- #: doc/classes/PointMesh.xml
- #, fuzzy
- msgid ""
- "The PointMesh is made from a single point. Instead of relying on triangles, "
- "points are rendered as a single rectangle on the screen with a constant "
- "size. They are intended to be used with Particle systems, but can be used as "
- "a cheap way to render constant size billboarded sprites (for example in a "
- "point cloud).\n"
- "PointMeshes, must be used with a material that has a point size. Point size "
- "can be accessed in a shader with [code]POINT_SIZE[/code], or in a "
- "[SpatialMaterial] by setting [member SpatialMaterial.flags_use_point_size] "
- "and the variable [member SpatialMaterial.params_point_size].\n"
- "When using PointMeshes, properties that normally alter vertices will be "
- "ignored, including billboard mode, grow, and cull face."
- msgstr ""
- "La malla de puntos está hecha de un solo punto. En lugar de basarse en "
- "triángulos, los puntos se representan como un único rectángulo en la "
- "pantalla con un tamaño constante. Están pensados para ser usados con "
- "sistemas de partículas, pero pueden ser usados como una forma barata de "
- "renderizar sprites de tamaño constante (por ejemplo en una nube de puntos).\n"
- "PointMeshes, debe ser usado con un material que tenga un tamaño de punto. El "
- "tamaño de punto puede ser accedido en un sombreador con [code]POINT_SIZE[/"
- "code], o en un [SpatialMaterial] estableciendo [member SpatialMaterial."
- "use_point_size] y la variable [member SpatialMaterial.point_size].\n"
- "Al usar PointMeshes, las propiedades que normalmente alteran los vértices "
- "serán ignoradas, incluyendo el modo de cartelera, el crecimiento y la cara "
- "de selección."
- #: doc/classes/Polygon2D.xml
- msgid "A 2D polygon."
- msgstr "Un polígono 2D."
- #: doc/classes/Polygon2D.xml
- #, fuzzy
- msgid ""
- "A Polygon2D is defined by a set of points. Each point is connected to the "
- "next, with the final point being connected to the first, resulting in a "
- "closed polygon. Polygon2Ds can be filled with color (solid or gradient) or "
- "filled with a given texture.\n"
- "[b]Note:[/b] By default, Godot can only draw up to 4,096 polygon points at a "
- "time. To increase this limit, open the Project Settings and increase [member "
- "ProjectSettings.rendering/limits/buffers/canvas_polygon_buffer_size_kb] and "
- "[member ProjectSettings.rendering/limits/buffers/"
- "canvas_polygon_index_buffer_size_kb]."
- msgstr ""
- "Un Polígono2D se define por un conjunto de puntos. Cada punto está conectado "
- "al siguiente, y el punto final está conectado al primero, resultando en un "
- "polígono cerrado. Los Polígonos2D pueden ser rellenados con color (sólido o "
- "gradiente) o rellenados con una textura dada."
- #: doc/classes/Polygon2D.xml
- msgid ""
- "Adds a bone with the specified [code]path[/code] and [code]weights[/code]."
- msgstr ""
- "Añade un hueso con el [code]path[/code] y el [code]weights[/code] "
- "especificados."
- #: doc/classes/Polygon2D.xml
- msgid "Removes all bones from this [Polygon2D]."
- msgstr "Quita todos los huesos de este [Polygon2D]."
- #: doc/classes/Polygon2D.xml
- msgid "Removes the specified bone from this [Polygon2D]."
- msgstr "Quita el hueso especificado de este [Polygon2D]."
- #: doc/classes/Polygon2D.xml
- msgid "Returns the number of bones in this [Polygon2D]."
- msgstr "Devuelve el número de huesos en este [Polygon2D]."
- #: doc/classes/Polygon2D.xml
- msgid "Returns the path to the node associated with the specified bone."
- msgstr "Devuelve el camino al nodo asociado con el hueso especificado."
- #: doc/classes/Polygon2D.xml
- msgid "Returns the height values of the specified bone."
- msgstr "Devuelve los valores de altura del hueso especificado."
- #: doc/classes/Polygon2D.xml
- msgid "Sets the path to the node associated with the specified bone."
- msgstr "Establece el camino al nodo asociado con el hueso especificado."
- #: doc/classes/Polygon2D.xml
- msgid "Sets the weight values for the specified bone."
- msgstr "Establece los valores de peso para el hueso especificado."
- #: doc/classes/Polygon2D.xml
- msgid ""
- "If [code]true[/code], attempts to perform antialiasing for polygon edges by "
- "drawing a thin OpenGL smooth line on the edges.\n"
- "[b]Note:[/b] Due to how it works, built-in antialiasing will not look "
- "correct for translucent polygons and may not work on certain platforms. As a "
- "workaround, install the [url=https://github.com/godot-extended-libraries/"
- "godot-antialiased-line2d]Antialiased Line2D[/url] add-on then create an "
- "AntialiasedPolygon2D node. That node relies on a texture with custom mipmaps "
- "to perform antialiasing."
- msgstr ""
- #: doc/classes/Polygon2D.xml
- msgid ""
- "The polygon's fill color. If [code]texture[/code] is defined, it will be "
- "multiplied by this color. It will also be the default color for vertices not "
- "set in [code]vertex_colors[/code]."
- msgstr ""
- "El color de relleno del polígono. Si se define [code]texture[/code], se "
- "multiplicará por este color. También será el color por defecto para los "
- "vértices no definidos en [code]vertex_colors[/code]."
- #: doc/classes/Polygon2D.xml
- msgid ""
- "Added padding applied to the bounding box when using [code]invert[/code]. "
- "Setting this value too small may result in a \"Bad Polygon\" error."
- msgstr ""
- "Se añadió un relleno aplicado al cuadro delimitador cuando se utiliza "
- "[code]invert[/code]. Si se fija este valor demasiado pequeño, puede "
- "producirse un error de \"Polígono malo\"."
- #: doc/classes/Polygon2D.xml
- msgid ""
- "If [code]true[/code], polygon will be inverted, containing the area outside "
- "the defined points and extending to the [code]invert_border[/code]."
- msgstr ""
- "Si [code]true[/code], el polígono se invertirá, conteniendo el área fuera de "
- "los puntos definidos y extendiéndose hasta el [code]invert_border[/code]."
- #: doc/classes/Polygon2D.xml
- msgid "The offset applied to each vertex."
- msgstr "El desplazamiento se aplicó a cada vértice."
- #: doc/classes/Polygon2D.xml
- #, fuzzy
- msgid ""
- "The polygon's list of vertices. The final point will be connected to the "
- "first.\n"
- "[b]Note:[/b] This returns a copy of the [PoolVector2Array] rather than a "
- "reference."
- msgstr ""
- "La lista de vértices del polígono. El punto final estará conectado al "
- "primero.\n"
- "[b]Nota:[/b] Esto devuelve una copia del [PackedVector2Array] en lugar de "
- "una referencia."
- #: doc/classes/Polygon2D.xml
- msgid ""
- "The polygon's fill texture. Use [code]uv[/code] to set texture coordinates."
- msgstr ""
- "La textura de relleno del polígono. Usa [code]uv[/code] para establecer las "
- "coordenadas de la textura."
- #: doc/classes/Polygon2D.xml
- msgid ""
- "Amount to offset the polygon's [code]texture[/code]. If [code](0, 0)[/code] "
- "the texture's origin (its top-left corner) will be placed at the polygon's "
- "[code]position[/code]."
- msgstr ""
- "Cantidad para compensar la [code]texture[/code] del polígono. Si [code](0, 0)"
- "[/code] el origen de la textura (su esquina superior izquierda) se colocará "
- "en la [code]position[/code] del polígono."
- #: doc/classes/Polygon2D.xml
- msgid "The texture's rotation in radians."
- msgstr "La rotación de la textura en radianes."
- #: doc/classes/Polygon2D.xml
- msgid "The texture's rotation in degrees."
- msgstr "La rotación de la textura en grados."
- #: doc/classes/Polygon2D.xml
- msgid ""
- "Amount to multiply the [code]uv[/code] coordinates when using a "
- "[code]texture[/code]. Larger values make the texture smaller, and vice versa."
- msgstr ""
- "Cantidad para multiplicar las coordenadas [code]uv[/code] cuando se utiliza "
- "una [code]texture[/code]. Valores más grandes hacen que la textura sea más "
- "pequeña, y viceversa."
- #: doc/classes/Polygon2D.xml
- msgid ""
- "Texture coordinates for each vertex of the polygon. There should be one "
- "[code]uv[/code] per polygon vertex. If there are fewer, undefined vertices "
- "will use [code](0, 0)[/code]."
- msgstr ""
- "Las coordenadas de la textura de cada vértice del polígono. Debería haber un "
- "[code]uv[/code] por vértice del polígono. Si hay menos vértices no definidos "
- "se usará [code](0, 0)[/code]."
- #: doc/classes/Polygon2D.xml
- msgid ""
- "Color for each vertex. Colors are interpolated between vertices, resulting "
- "in smooth gradients. There should be one per polygon vertex. If there are "
- "fewer, undefined vertices will use [code]color[/code]."
- msgstr ""
- "Color para cada vértice. Los colores se interpolan entre los vértices, lo "
- "que resulta en gradientes suaves. Debería haber uno por vértice del "
- "polígono. Si hay menos vértices no definidos se usará [code]color[/code]."
- #: doc/classes/PoolByteArray.xml
- #, fuzzy
- msgid "A pooled array of bytes."
- msgstr "Un paquete [Array] de bytes."
- #: doc/classes/PoolByteArray.xml
- #, fuzzy
- msgid ""
- "An array specifically designed to hold bytes. Optimized for memory usage, "
- "does not fragment the memory.\n"
- "[b]Note:[/b] This type is passed by value and not by reference. This means "
- "that when [i]mutating[/i] a class property of type [PoolByteArray] or "
- "mutating a [PoolByteArray] within an [Array] or [Dictionary], changes will "
- "be lost:\n"
- "[codeblock]\n"
- "var array = [PoolByteArray()]\n"
- "array[0].push_back(123)\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"
- "[codeblock]\n"
- "var array = [PoolByteArray()]\n"
- "var pool_array = array[0]\n"
- "pool_array.push_back(123)\n"
- "array[0] = pool_array\n"
- "print(array) # [[123]] (PoolByteArray with 1 element inside an Array)\n"
- "[/codeblock]"
- msgstr ""
- "Un [Array] diseñado específicamente para mantener valores enteros de 32 "
- "bits. Empaqueta los datos de forma ajustada, por lo que ahorra memoria para "
- "los tamaños de arrays grandes.\n"
- "[b]Nota:[/b] Este tipo se pasa por valor y no por referencia.\n"
- "[b]Nota:[/b] Este tipo almacena enteros de 32 bits con signo, lo que "
- "significa que puede tomar valores en el intervalo [code][-2^31, 2^31 - 1][/"
- "code], es decir, [code][-2147483648, 2147483647][/code]. Exceder esos "
- "límites volvera los valores al minimo inicial. En comparación, [int] usa "
- "enteros de 64 bits con signo, que pueden contener valores mucho mayores. Si "
- "necesitas empaquetar los enteros de 64 bits de forma apretada, mira "
- "[PackedInt64Array]."
- #: doc/classes/PoolByteArray.xml
- #, fuzzy
- msgid ""
- "Constructs a new [PoolByteArray]. Optionally, you can pass in a generic "
- "[Array] that will be converted."
- msgstr ""
- "Construye un nuevo [PackedByteArray]. Opcionalmente, puedes pasar un [Array] "
- "genérico que será convertido."
- #: doc/classes/PoolByteArray.xml
- #, fuzzy
- msgid "Appends a [PoolByteArray] at the end of this array."
- msgstr "Añade un [PackedByteArray] al final de este array."
- #: doc/classes/PoolByteArray.xml
- #, fuzzy
- msgid ""
- "Returns a new [PoolByteArray] with the data compressed. Set the compression "
- "mode using one of [enum File.CompressionMode]'s constants."
- msgstr ""
- "Devuelve un nuevo [PackedByteArray] con los datos comprimidos. Establece el "
- "modo de compresión usando una de las constantes de [enum File."
- "CompressionMode]."
- #: doc/classes/PoolByteArray.xml
- #, fuzzy
- msgid ""
- "Returns a new [PoolByteArray] with the data decompressed. Set "
- "[code]buffer_size[/code] to the size of the uncompressed data. Set the "
- "compression mode using one of [enum File.CompressionMode]'s constants."
- msgstr ""
- "Devuelve un nuevo [PackedByteArray] con los datos descomprimidos. Establece "
- "el [code]buffer_size[/code] al tamaño de los datos descomprimidos. Establece "
- "el modo de compresión usando una de las constantes de [enum File."
- "CompressionMode]."
- #: doc/classes/PoolByteArray.xml
- msgid ""
- "Returns a new [PoolByteArray] with the data decompressed. Set the "
- "compression mode using one of [enum File.CompressionMode]'s constants. "
- "[b]This method only accepts gzip and deflate compression modes.[/b]\n"
- "This method is potentially slower than [code]decompress[/code], as it may "
- "have to re-allocate its output buffer multiple times while decompressing, "
- "where as [code]decompress[/code] knows its output buffer size from the "
- "beginning.\n"
- "\n"
- "GZIP has a maximal compression ratio of 1032:1, meaning it's very possible "
- "for a small compressed payload to decompress to a potentially very large "
- "output. To guard against this, you may provide a maximum size this function "
- "is allowed to allocate in bytes via [code]max_output_size[/code]. Passing -1 "
- "will allow for unbounded output. If any positive value is passed, and the "
- "decompression exceeds that amount in bytes, then an error will be returned."
- msgstr ""
- #: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
- #: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
- #: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
- #: doc/classes/PoolVector3Array.xml
- msgid ""
- "Assigns the given value to all elements in the array. This can typically be "
- "used together with [method resize] to create an array with a given size and "
- "initialized elements."
- msgstr ""
- #: doc/classes/PoolByteArray.xml
- msgid ""
- "Returns a copy of the array's contents as [String]. Fast alternative to "
- "[method get_string_from_utf8] if the content is ASCII-only. Unlike the UTF-8 "
- "function this function maps every byte to a character in the array. "
- "Multibyte sequences will not be interpreted correctly. For parsing user "
- "input always use [method get_string_from_utf8]."
- msgstr ""
- "Devuelve una copia del contenido del array como [String]. Alternativa rápida "
- "al [method get_string_from_utf8] si el contenido es sólo ASCII. A diferencia "
- "de la función UTF-8, esta función asigna cada byte a un carácter del array. "
- "Las secuencias multibyte no se interpretarán correctamente. Para analizar la "
- "entrada del usuario siempre usa [method get_string_from_utf8]."
- #: doc/classes/PoolByteArray.xml
- msgid ""
- "Returns a copy of the array's contents as [String]. Slower than [method "
- "get_string_from_ascii] but supports UTF-8 encoded data. Use this function if "
- "you are unsure about the source of the data. For user input this function "
- "should always be preferred."
- msgstr ""
- "Devuelve una copia del contenido del array como [String]. Más lento que "
- "[method get_string_from_ascii] pero soporta datos codificados en UTF-8. "
- "Utiliza esta función si no estás seguro de la fuente de los datos. Para la "
- "entrada del usuario esta función siempre debe ser preferida."
- #: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
- #: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
- #: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
- #: doc/classes/PoolVector3Array.xml
- #, fuzzy
- msgid ""
- "Returns [code]true[/code] if the array contains the given value.\n"
- "[b]Note:[/b] This is equivalent to using the [code]in[/code] operator."
- msgstr ""
- "Devuelve [code]true[/code] si el objeto contiene el [code]method[/code] dado."
- #: doc/classes/PoolByteArray.xml
- #, fuzzy
- msgid ""
- "Returns a hexadecimal representation of this array as a [String].\n"
- "[codeblock]\n"
- "var array = PoolByteArray([11, 46, 255])\n"
- "print(array.hex_encode()) # Prints: 0b2eff\n"
- "[/codeblock]"
- msgstr ""
- "Devuelve una representación hexadecimal de este array como una [String].\n"
- "[codeblock]\n"
- "var array = PackedByteArray([11, 46, 255])\n"
- "print(array.hex_encode()) # Imprime: 0b2eff\n"
- "[/codeblock]"
- #: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
- #: doc/classes/PoolRealArray.xml doc/classes/PoolStringArray.xml
- #: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
- msgid ""
- "Inserts a new element at a given position in the array. The position must be "
- "valid, or at the end of the array ([code]idx == size()[/code])."
- msgstr ""
- "Inserta un nuevo elemento en una posición determinada del array. La posición "
- "debe ser válida, o al final del array ([code]idx == size()[/code])."
- #: doc/classes/PoolByteArray.xml doc/classes/PoolRealArray.xml
- msgid "Appends an element at the end of the array."
- msgstr "Concatena un elemen al final del array."
- #: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
- #: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
- #: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
- #: doc/classes/PoolVector3Array.xml
- msgid "Removes an element from the array by index."
- msgstr "Elimina un elemento del array por indice."
- #: doc/classes/PoolByteArray.xml doc/classes/PoolIntArray.xml
- #: doc/classes/PoolRealArray.xml
- #, fuzzy
- msgid ""
- "Sets the size of the array. If the array is grown, reserves elements at the "
- "end of the array. If the array is shrunk, truncates the array to the new "
- "size.\n"
- "[b]Note:[/b] Added elements are not automatically initialized to 0 and will "
- "contain garbage, i.e. indeterminate values."
- msgstr ""
- "Establece el tamaño del conjunto. Si el array crece, reserva elementos al "
- "final del array. Si el array se reduce, trunca el array al nuevo tamaño."
- #: doc/classes/PoolByteArray.xml
- msgid "Changes the byte at the given index."
- msgstr "Cambia el byte en el índice dado."
- #: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
- #: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
- #: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
- #: doc/classes/PoolVector3Array.xml
- #, fuzzy
- msgid "Sorts the elements of the array in ascending order."
- msgstr "Elimina un elemento del array por indice."
- #: doc/classes/PoolByteArray.xml
- #, fuzzy
- msgid ""
- "Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
- "new [PoolByteArray]. Any negative index is considered to be from the end of "
- "the array."
- msgstr ""
- "Devuelve el trozo del [PackedByteArray] entre índices (inclusive) como un "
- "nuevo [PackedByteArray]. Cualquier índice negativo se considera del final "
- "del array."
- #: doc/classes/PoolColorArray.xml
- #, fuzzy
- msgid "A pooled array of [Color]s."
- msgstr "Un paquete de [Array] de [Color]s."
- #: doc/classes/PoolColorArray.xml
- #, fuzzy
- msgid ""
- "An array specifically designed to hold [Color]. Optimized for memory usage, "
- "does not fragment the memory.\n"
- "[b]Note:[/b] This type is passed by value and not by reference. This means "
- "that when [i]mutating[/i] a class property of type [PoolColorArray] or "
- "mutating a [PoolColorArray] within an [Array] or [Dictionary], changes will "
- "be lost:\n"
- "[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 Array)\n"
- "[/codeblock]\n"
- "Instead, the entire [PoolColorArray] property must be [i]reassigned[/i] with "
- "[code]=[/code] for it to be changed:\n"
- "[codeblock]\n"
- "var array = [PoolColorArray()]\n"
- "var pool_array = array[0]\n"
- "pool_array.push_back(Color(0.1, 0.2, 0.3, 0.4))\n"
- "array[0] = pool_array\n"
- "print(array) # [[(0.1, 0.2, 0.3, 0.4)]] (PoolColorArray with 1 element "
- "inside an Array)\n"
- "[/codeblock]"
- msgstr ""
- "Un [Array] diseñado específicamente para mantener valores enteros de 32 "
- "bits. Empaqueta los datos de forma ajustada, por lo que ahorra memoria para "
- "los tamaños de arrays grandes.\n"
- "[b]Nota:[/b] Este tipo se pasa por valor y no por referencia.\n"
- "[b]Nota:[/b] Este tipo almacena enteros de 32 bits con signo, lo que "
- "significa que puede tomar valores en el intervalo [code][-2^31, 2^31 - 1][/"
- "code], es decir, [code][-2147483648, 2147483647][/code]. Exceder esos "
- "límites volvera los valores al minimo inicial. En comparación, [int] usa "
- "enteros de 64 bits con signo, que pueden contener valores mucho mayores. Si "
- "necesitas empaquetar los enteros de 64 bits de forma apretada, mira "
- "[PackedInt64Array]."
- #: doc/classes/PoolColorArray.xml
- #, fuzzy
- msgid ""
- "Constructs a new [PoolColorArray]. Optionally, you can pass in a generic "
- "[Array] that will be converted."
- msgstr ""
- "Construye un nuevo [PackedColorArray]. Opcionalmente, puedes pasar un "
- "[Array] genérico que será convertido."
- #: doc/classes/PoolColorArray.xml
- #, fuzzy
- msgid "Appends a [PoolColorArray] at the end of this array."
- msgstr "Añade un [PackedColorArray] al final de este array."
- #: doc/classes/PoolColorArray.xml doc/classes/PoolIntArray.xml
- msgid "Appends a value to the array."
- msgstr "Añade un valor al array."
- #: doc/classes/PoolColorArray.xml doc/classes/PoolStringArray.xml
- #: doc/classes/PoolVector2Array.xml doc/classes/PoolVector3Array.xml
- msgid ""
- "Sets the size of the array. If the array is grown, reserves elements at the "
- "end of the array. If the array is shrunk, truncates the array to the new "
- "size."
- msgstr ""
- "Establece el tamaño del conjunto. Si el array crece, reserva elementos al "
- "final del array. Si el array se reduce, trunca el array al nuevo tamaño."
- #: doc/classes/PoolColorArray.xml
- msgid "Changes the [Color] at the given index."
- msgstr "Cambia el [Color] en el índice dado."
- #: doc/classes/PoolIntArray.xml
- #, fuzzy
- msgid "A pooled array of integers ([int])."
- msgstr "Un paquete [Array] de 32 bits de tipo entero."
- #: doc/classes/PoolIntArray.xml
- #, fuzzy
- msgid ""
- "An array specifically designed to hold integer values ([int]). Optimized for "
- "memory usage, does not fragment the memory.\n"
- "[b]Note:[/b] This type is passed by value and not by reference. This means "
- "that when [i]mutating[/i] a class property of type [PoolIntArray] or "
- "mutating a [PoolIntArray] within an [Array] or [Dictionary], changes will be "
- "lost:\n"
- "[codeblock]\n"
- "var array = [PoolIntArray()]\n"
- "array[0].push_back(1234)\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"
- "[codeblock]\n"
- "var array = [PoolIntArray()]\n"
- "var pool_array = array[0]\n"
- "pool_array.push_back(1234)\n"
- "array[0] = pool_array\n"
- "print(array) # [[1234]] (PoolIntArray with 1 element inside an Array)\n"
- "[/codeblock]\n"
- "[b]Note:[/b] This type is limited to signed 32-bit integers, which means it "
- "can only take values in the interval [code][-2^31, 2^31 - 1][/code], i.e. "
- "[code][-2147483648, 2147483647][/code]. Exceeding those bounds will wrap "
- "around. In comparison, [int] uses signed 64-bit integers which can hold much "
- "larger values."
- msgstr ""
- "Un [Array] diseñado específicamente para mantener valores enteros de 32 "
- "bits. Empaqueta los datos de forma ajustada, por lo que ahorra memoria para "
- "los tamaños de arrays grandes.\n"
- "[b]Nota:[/b] Este tipo se pasa por valor y no por referencia.\n"
- "[b]Nota:[/b] Este tipo almacena enteros de 32 bits con signo, lo que "
- "significa que puede tomar valores en el intervalo [code][-2^31, 2^31 - 1][/"
- "code], es decir, [code][-2147483648, 2147483647][/code]. Exceder esos "
- "límites volvera los valores al minimo inicial. En comparación, [int] usa "
- "enteros de 64 bits con signo, que pueden contener valores mucho mayores. Si "
- "necesitas empaquetar los enteros de 64 bits de forma apretada, mira "
- "[PackedInt64Array]."
- #: doc/classes/PoolIntArray.xml
- #, fuzzy
- msgid ""
- "Constructs a new [PoolIntArray]. Optionally, you can pass in a generic "
- "[Array] that will be converted."
- msgstr ""
- "Construye un nuevo [PackedInt32Array]. Opcionalmente, puedes pasar un "
- "[Array] genérico que será convertido."
- #: doc/classes/PoolIntArray.xml
- #, fuzzy
- msgid "Appends a [PoolIntArray] at the end of this array."
- msgstr "Añade un [PackedInt32Array] al final de este array."
- #: doc/classes/PoolIntArray.xml
- #, fuzzy
- msgid ""
- "Inserts a new int at a given position in the array. The position must be "
- "valid, or at the end of the array ([code]idx == size()[/code])."
- msgstr ""
- "Inserta un nuevo número entero en una posición determinada de la array. La "
- "posición debe ser válida, o al final de la array ([code]idx == size()[/"
- "code])."
- #: doc/classes/PoolIntArray.xml
- #, fuzzy
- msgid "Changes the int at the given index."
- msgstr "Cambia el entero en el índice dado."
- #: doc/classes/PoolRealArray.xml
- #, fuzzy
- msgid "A pooled array of real numbers ([float])."
- msgstr "Un paquete de [Array] de [Color]s."
- #: doc/classes/PoolRealArray.xml
- #, fuzzy
- msgid ""
- "An array specifically designed to hold floating-point values. Optimized for "
- "memory usage, does not fragment the memory.\n"
- "[b]Note:[/b] This type is passed by value and not by reference. This means "
- "that when [i]mutating[/i] a class property of type [PoolRealArray] or "
- "mutating a [PoolRealArray] within an [Array] or [Dictionary], changes will "
- "be lost:\n"
- "[codeblock]\n"
- "var array = [PoolRealArray()]\n"
- "array[0].push_back(12.34)\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"
- "[codeblock]\n"
- "var array = [PoolRealArray()]\n"
- "var pool_array = array[0]\n"
- "pool_array.push_back(12.34)\n"
- "array[0] = pool_array\n"
- "print(array) # [[12.34]] (PoolRealArray with 1 element inside an Array)\n"
- "[/codeblock]\n"
- "[b]Note:[/b] Unlike primitive [float]s which are 64-bit, numbers stored in "
- "[PoolRealArray] are 32-bit floats. This means values stored in "
- "[PoolRealArray] have lower precision compared to primitive [float]s. If you "
- "need to store 64-bit floats in an array, use a generic [Array] with [float] "
- "elements as these will still be 64-bit. However, using a generic [Array] to "
- "store [float]s will use roughly 6 times more memory compared to a "
- "[PoolRealArray]."
- msgstr ""
- "Un [Array] diseñado específicamente para mantener valores enteros de 32 "
- "bits. Empaqueta los datos de forma ajustada, por lo que ahorra memoria para "
- "los tamaños de arrays grandes.\n"
- "[b]Nota:[/b] Este tipo se pasa por valor y no por referencia.\n"
- "[b]Nota:[/b] Este tipo almacena enteros de 32 bits con signo, lo que "
- "significa que puede tomar valores en el intervalo [code][-2^31, 2^31 - 1][/"
- "code], es decir, [code][-2147483648, 2147483647][/code]. Exceder esos "
- "límites volvera los valores al minimo inicial. En comparación, [int] usa "
- "enteros de 64 bits con signo, que pueden contener valores mucho mayores. Si "
- "necesitas empaquetar los enteros de 64 bits de forma apretada, mira "
- "[PackedInt64Array]."
- #: doc/classes/PoolRealArray.xml
- #, fuzzy
- msgid ""
- "Constructs a new [PoolRealArray]. Optionally, you can pass in a generic "
- "[Array] that will be converted."
- msgstr ""
- "Construye un nuevo [PackedColorArray]. Opcionalmente, puedes pasar un "
- "[Array] genérico que será convertido."
- #: doc/classes/PoolRealArray.xml
- #, fuzzy
- msgid "Appends a [PoolRealArray] at the end of this array."
- msgstr "Añade un [PackedColorArray] al final de este array."
- #: doc/classes/PoolRealArray.xml
- msgid "Changes the float at the given index."
- msgstr "Cambia el real en el índice dado."
- #: doc/classes/PoolStringArray.xml
- #, fuzzy
- msgid "A pooled array of [String]s."
- msgstr "Un paquete de [Array] de [String]s."
- #: doc/classes/PoolStringArray.xml
- #, fuzzy
- msgid ""
- "An array specifically designed to hold [String]s. Optimized for memory "
- "usage, does not fragment the memory.\n"
- "[b]Note:[/b] This type is passed by value and not by reference. This means "
- "that when [i]mutating[/i] a class property of type [PoolStringArray] or "
- "mutating a [PoolStringArray] within an [Array] or [Dictionary], changes will "
- "be lost:\n"
- "[codeblock]\n"
- "var array = [PoolStringArray()]\n"
- "array[0].push_back(\"hello\")\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"
- "[codeblock]\n"
- "var array = [PoolStringArray()]\n"
- "var pool_array = array[0]\n"
- "pool_array.push_back(\"hello\")\n"
- "array[0] = pool_array\n"
- "print(array) # [[hello]] (PoolStringArray with 1 element inside an Array)\n"
- "[/codeblock]"
- msgstr ""
- "Un [Array] diseñado específicamente para mantener valores enteros de 32 "
- "bits. Empaqueta los datos de forma ajustada, por lo que ahorra memoria para "
- "los tamaños de arrays grandes.\n"
- "[b]Nota:[/b] Este tipo se pasa por valor y no por referencia.\n"
- "[b]Nota:[/b] Este tipo almacena enteros de 32 bits con signo, lo que "
- "significa que puede tomar valores en el intervalo [code][-2^31, 2^31 - 1][/"
- "code], es decir, [code][-2147483648, 2147483647][/code]. Exceder esos "
- "límites volvera los valores al minimo inicial. En comparación, [int] usa "
- "enteros de 64 bits con signo, que pueden contener valores mucho mayores. Si "
- "necesitas empaquetar los enteros de 64 bits de forma apretada, mira "
- "[PackedInt64Array]."
- #: doc/classes/PoolStringArray.xml
- #, fuzzy
- msgid ""
- "Constructs a new [PoolStringArray]. Optionally, you can pass in a generic "
- "[Array] that will be converted."
- msgstr ""
- "Construye un nuevo [PackedStringArray]. Opcionalmente, puedes pasar un "
- "[Array] genérico que será convertido."
- #: doc/classes/PoolStringArray.xml
- #, fuzzy
- msgid "Appends a [PoolStringArray] at the end of this array."
- msgstr "Añade un [PackedStringArray] al final de este array."
- #: doc/classes/PoolStringArray.xml
- #, fuzzy
- msgid ""
- "Returns a [String] with each element of the array joined with the given "
- "[code]delimiter[/code]."
- msgstr "Devuelve el peso del punto asociado con el [code]id[/code] dado."
- #: doc/classes/PoolStringArray.xml
- msgid "Appends a string element at end of the array."
- msgstr "Añade un elemento de string al final de la array."
- #: doc/classes/PoolStringArray.xml
- msgid "Changes the [String] at the given index."
- msgstr "Cambia la [String] en el índice dado."
- #: doc/classes/PoolVector2Array.xml
- #, fuzzy
- msgid "A pooled array of [Vector2]s."
- msgstr "Un empaquetado de [Array] de [Vector2]s."
- #: doc/classes/PoolVector2Array.xml
- #, fuzzy
- msgid ""
- "An array specifically designed to hold [Vector2]. Optimized for memory "
- "usage, does not fragment the memory.\n"
- "[b]Note:[/b] This type is passed by value and not by reference. This means "
- "that when [i]mutating[/i] a class property of type [PoolVector2Array] or "
- "mutating a [PoolVector2Array] within an [Array] or [Dictionary], changes "
- "will be lost:\n"
- "[codeblock]\n"
- "var array = [PoolVector2Array()]\n"
- "array[0].push_back(Vector2(12, 34))\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"
- "[codeblock]\n"
- "var array = [PoolVector2Array()]\n"
- "var pool_array = array[0]\n"
- "pool_array.push_back(Vector2(12, 34))\n"
- "array[0] = pool_array\n"
- "print(array) # [[(12, 34)]] (PoolVector2Array with 1 element inside an "
- "Array)\n"
- "[/codeblock]"
- msgstr ""
- "Un [Array] diseñado específicamente para mantener valores enteros de 32 "
- "bits. Empaqueta los datos de forma ajustada, por lo que ahorra memoria para "
- "los tamaños de arrays grandes.\n"
- "[b]Nota:[/b] Este tipo se pasa por valor y no por referencia.\n"
- "[b]Nota:[/b] Este tipo almacena enteros de 32 bits con signo, lo que "
- "significa que puede tomar valores en el intervalo [code][-2^31, 2^31 - 1][/"
- "code], es decir, [code][-2147483648, 2147483647][/code]. Exceder esos "
- "límites volvera los valores al minimo inicial. En comparación, [int] usa "
- "enteros de 64 bits con signo, que pueden contener valores mucho mayores. Si "
- "necesitas empaquetar los enteros de 64 bits de forma apretada, mira "
- "[PackedInt64Array]."
- #: doc/classes/PoolVector2Array.xml doc/classes/TileMap.xml
- #: doc/classes/TileSet.xml
- msgid "2D Navigation Astar Demo"
- msgstr ""
- #: doc/classes/PoolVector2Array.xml
- #, fuzzy
- msgid ""
- "Constructs a new [PoolVector2Array]. Optionally, you can pass in a generic "
- "[Array] that will be converted."
- msgstr ""
- "Construye un nuevo [PackedVector2Array]. Opcionalmente, puedes pasar un "
- "[Array] genérico que será convertido."
- #: doc/classes/PoolVector2Array.xml
- #, fuzzy
- msgid "Appends a [PoolVector2Array] at the end of this array."
- msgstr "Añade un [PackedVector2Array] al final de este array."
- #: doc/classes/PoolVector2Array.xml
- msgid "Inserts a [Vector2] at the end."
- msgstr "Inserta un [Vector2] al final."
- #: doc/classes/PoolVector2Array.xml
- msgid "Changes the [Vector2] at the given index."
- msgstr "Cambia el [Vector2] en el índice dado."
- #: doc/classes/PoolVector3Array.xml
- #, fuzzy
- msgid "A pooled array of [Vector3]."
- msgstr "Un empaquetado [Array] de [Vector3]s."
- #: doc/classes/PoolVector3Array.xml
- #, fuzzy
- msgid ""
- "An array specifically designed to hold [Vector3]. Optimized for memory "
- "usage, does not fragment the memory.\n"
- "[b]Note:[/b] This type is passed by value and not by reference. This means "
- "that when [i]mutating[/i] a class property of type [PoolVector3Array] or "
- "mutating a [PoolVector3Array] within an [Array] or [Dictionary], changes "
- "will be lost:\n"
- "[codeblock]\n"
- "var array = [PoolVector3Array()]\n"
- "array[0].push_back(Vector3(12, 34, 56))\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"
- "[codeblock]\n"
- "var array = [PoolVector3Array()]\n"
- "var pool_array = array[0]\n"
- "pool_array.push_back(Vector3(12, 34, 56))\n"
- "array[0] = pool_array\n"
- "print(array) # [[(12, 34, 56)]] (PoolVector3Array with 1 element inside an "
- "Array)\n"
- "[/codeblock]"
- msgstr ""
- "Un [Array] diseñado específicamente para mantener valores enteros de 32 "
- "bits. Empaqueta los datos de forma ajustada, por lo que ahorra memoria para "
- "los tamaños de arrays grandes.\n"
- "[b]Nota:[/b] Este tipo se pasa por valor y no por referencia.\n"
- "[b]Nota:[/b] Este tipo almacena enteros de 32 bits con signo, lo que "
- "significa que puede tomar valores en el intervalo [code][-2^31, 2^31 - 1][/"
- "code], es decir, [code][-2147483648, 2147483647][/code]. Exceder esos "
- "límites volvera los valores al minimo inicial. En comparación, [int] usa "
- "enteros de 64 bits con signo, que pueden contener valores mucho mayores. Si "
- "necesitas empaquetar los enteros de 64 bits de forma apretada, mira "
- "[PackedInt64Array]."
- #: doc/classes/PoolVector3Array.xml
- #, fuzzy
- msgid ""
- "Constructs a new [PoolVector3Array]. Optionally, you can pass in a generic "
- "[Array] that will be converted."
- msgstr ""
- "Construye un nuevo [PackedVector3Array]. Opcionalmente, puedes pasar un "
- "[Array] genérico que será convertido."
- #: doc/classes/PoolVector3Array.xml
- #, fuzzy
- msgid "Appends a [PoolVector3Array] at the end of this array."
- msgstr "Añade un [PackedVector3Array] al final de este array."
- #: doc/classes/PoolVector3Array.xml
- msgid "Inserts a [Vector3] at the end."
- msgstr "Inserta un [Vector3] al final."
- #: doc/classes/PoolVector3Array.xml
- msgid "Changes the [Vector3] at the given index."
- msgstr "Cambia el [Vector3] en el índice dado."
- #: doc/classes/Popup.xml
- msgid "Base container control for popups and dialogs."
- msgstr "Control del contenedor base para los popups y diálogos."
- #: doc/classes/Popup.xml
- #, fuzzy
- msgid ""
- "Popup is a base [Control] used to show dialogs and popups. It's a subwindow "
- "and modal by default (see [Control]) and has helpers for custom popup "
- "behavior. All popup methods ensure correct placement within the viewport."
- msgstr ""
- "Popup es una base [Control] usada para mostrar diálogos y popups. Es una "
- "subventana y modal por defecto (ver [Control]) y tiene ayudantes para el "
- "comportamiento personalizado del popup."
- #: doc/classes/Popup.xml
- msgid "Popup (show the control in modal form)."
- msgstr ""
- #: doc/classes/Popup.xml
- msgid ""
- "Popup (show the control in modal form) in the center of the screen relative "
- "to its current canvas transform, at the current size, or at a size "
- "determined by [code]size[/code]."
- msgstr ""
- #: doc/classes/Popup.xml
- msgid ""
- "Popup (show the control in modal form) in the center of the screen relative "
- "to the current canvas transform, clamping the size to [code]size[/code], "
- "then ensuring the popup is no larger than the viewport size multiplied by "
- "[code]fallback_ratio[/code]."
- msgstr ""
- #: doc/classes/Popup.xml
- msgid ""
- "Popup (show the control in modal form) in the center of the screen relative "
- "to the current canvas transform, ensuring the size is never smaller than "
- "[code]minsize[/code]."
- msgstr ""
- #: doc/classes/Popup.xml
- msgid ""
- "Popup (show the control in modal form) in the center of the screen relative "
- "to the current canvas transform, scaled at a ratio of size of the screen."
- msgstr ""
- #: doc/classes/Popup.xml
- msgid "Shrink popup to keep to the minimum size of content."
- msgstr ""
- #: doc/classes/Popup.xml
- msgid ""
- "If [code]true[/code], the popup will not be hidden when a click event occurs "
- "outside of it, or when it receives the [code]ui_cancel[/code] action event.\n"
- "[b]Note:[/b] Enabling this property doesn't affect the Close or Cancel "
- "buttons' behavior in dialogs that inherit from this class. As a workaround, "
- "you can use [method WindowDialog.get_close_button] or [method "
- "ConfirmationDialog.get_cancel] and hide the buttons in question by setting "
- "their [member CanvasItem.visible] property to [code]false[/code]."
- msgstr ""
- #: doc/classes/Popup.xml
- msgid ""
- "Emitted when a popup is about to be shown. This is often used in [PopupMenu] "
- "to clear the list of options then create a new one according to the current "
- "context."
- msgstr ""
- #: doc/classes/Popup.xml
- msgid "Emitted when a popup is hidden."
- msgstr "Emitido cuando un popup está oculto."
- #: doc/classes/Popup.xml
- #, fuzzy
- msgid "Notification sent right after the popup is shown."
- msgstr "Notificación recibida cuando el nodo es instanciado."
- #: doc/classes/Popup.xml
- #, fuzzy
- msgid "Notification sent right after the popup is hidden."
- msgstr "Notificación recibida cuando el nodo es instanciado."
- #: doc/classes/PopupDialog.xml
- #, fuzzy
- msgid "Base class for popup dialogs."
- msgstr "Clase base para los separadores."
- #: doc/classes/PopupDialog.xml
- msgid ""
- "PopupDialog is a base class for popup dialogs, along with [WindowDialog]."
- msgstr ""
- #: doc/classes/PopupDialog.xml
- #, fuzzy
- msgid "Sets a custom [StyleBox] for the panel of the [PopupDialog]."
- msgstr ""
- "Establece una costumbre [Texture2D] para las flechas ascendentes y "
- "descendentes del [SpinBox]."
- #: doc/classes/PopupMenu.xml
- msgid "PopupMenu displays a list of options."
- msgstr "El PopupMenu muestra una lista de opciones."
- #: doc/classes/PopupMenu.xml
- msgid ""
- "[PopupMenu] is a [Control] that displays a list of options. They are popular "
- "in toolbars or context menus.\n"
- "[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
- "searching within the list while the control is focused. Press a key that "
- "matches the first letter of an item's name to select the first item starting "
- "with the given letter. After that point, there are two ways to perform "
- "incremental search: 1) Press the same key again before the timeout duration "
- "to select the next item starting with the same letter. 2) Press letter keys "
- "that match the rest of the word before the timeout duration to match to "
- "select the item in question directly. Both of these actions will be reset to "
- "the beginning of the list if the timeout duration has passed since the last "
- "keystroke was registered. You can adjust the timeout duration by changing "
- "[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
- msgstr ""
- #: doc/classes/PopupMenu.xml
- msgid ""
- "Adds a new checkable item with text [code]label[/code].\n"
- "An [code]id[/code] can optionally be provided, as well as an accelerator "
- "([code]accel[/code]). If no [code]id[/code] is provided, one will be created "
- "from the index. If no [code]accel[/code] is provided then the default "
- "[code]0[/code] will be assigned to it. See [method get_item_accelerator] for "
- "more info on accelerators.\n"
- "[b]Note:[/b] Checkable items just display a checkmark, but don't have any "
- "built-in checking behavior and must be checked/unchecked manually. See "
- "[method set_item_checked] for more info on how to control it."
- msgstr ""
- "Añade un nuevo elemento comprobable con el texto [code]label[/code].\n"
- "Opcionalmente se puede proporcionar un [code]id[/code], así como un "
- "acelerador ([code]accel[/code]). Si no se proporciona [code]id[/code], se "
- "creará uno a partir del índice. Si no se proporciona ningún [code]accel[/"
- "code], se le asignará el [code]0[/code] por defecto. Ver [method "
- "get_item_accelerator] para más información sobre los aceleradores.\n"
- "[b]Nota:[/b] Los elementos marcables sólo muestran una marca de "
- "verificación, pero no tienen ningún comportamiento de verificación "
- "incorporado y deben ser marcados/desmarcados manualmente. Ver [method "
- "set_item_checked] para más información sobre cómo controlarlo."
- #: doc/classes/PopupMenu.xml
- msgid ""
- "Adds a new checkable item and assigns the specified [ShortCut] to it. Sets "
- "the label of the checkbox to the [ShortCut]'s name.\n"
- "An [code]id[/code] can optionally be provided. If no [code]id[/code] is "
- "provided, one will be created from the index.\n"
- "[b]Note:[/b] Checkable items just display a checkmark, but don't have any "
- "built-in checking behavior and must be checked/unchecked manually. See "
- "[method set_item_checked] for more info on how to control it."
- msgstr ""
- "Añade un nuevo elemento comprobable y le asigna el [ShortCut] especificado. "
- "Establece la etiqueta de la casilla de verificación al nombre de "
- "[ShortCut].\n"
- "Opcionalmente se puede proporcionar un [code]id[/code]. Si no se proporciona "
- "un [code]id[/code], se creará uno a partir del índice.\n"
- "[b]Nota:[/b] Los elementos marcables sólo muestran una marca de "
- "verificación, pero no tienen ningún comportamiento de verificación "
- "incorporado y deben ser marcados/desmarcados manualmente. Ver [method "
- "set_item_checked] para más información sobre cómo controlarlo."
- #: doc/classes/PopupMenu.xml
- msgid ""
- "Adds a new checkable item with text [code]label[/code] and icon "
- "[code]texture[/code].\n"
- "An [code]id[/code] can optionally be provided, as well as an accelerator "
- "([code]accel[/code]). If no [code]id[/code] is provided, one will be created "
- "from the index. If no [code]accel[/code] is provided then the default "
- "[code]0[/code] will be assigned to it. See [method get_item_accelerator] for "
- "more info on accelerators.\n"
- "[b]Note:[/b] Checkable items just display a checkmark, but don't have any "
- "built-in checking behavior and must be checked/unchecked manually. See "
- "[method set_item_checked] for more info on how to control it."
- msgstr ""
- "Añade un nuevo elemento comprobable con el texto [code]label[/code] y el "
- "icono [code]texture[/code].\n"
- "Opcionalmente se puede proporcionar un [code]id[/code], así como un "
- "acelerador ([code]accel[/code]). Si no se proporciona un [code]id[/code], se "
- "creará uno a partir del índice. Si no se proporciona ningún [code]accel[/"
- "code], se le asignará el [code]0[/code] por defecto. Ver [method "
- "get_item_accelerator] para más información sobre los aceleradores.\n"
- "[b]Nota:[/b] Los elementos marcables sólo muestran una marca de "
- "verificación, pero no tienen ningún comportamiento de verificación "
- "incorporado y deben ser marcados/desmarcados manualmente. Ver [method "
- "set_item_checked] para más información sobre cómo controlarlo."
- #: doc/classes/PopupMenu.xml
- msgid ""
- "Adds a new checkable item and assigns the specified [ShortCut] and icon "
- "[code]texture[/code] to it. Sets the label of the checkbox to the "
- "[ShortCut]'s name.\n"
- "An [code]id[/code] can optionally be provided. If no [code]id[/code] is "
- "provided, one will be created from the index.\n"
- "[b]Note:[/b] Checkable items just display a checkmark, but don't have any "
- "built-in checking behavior and must be checked/unchecked manually. See "
- "[method set_item_checked] for more info on how to control it."
- msgstr ""
- "Añade un nuevo elemento comprobable y le asigna la [ShortCut] especificada y "
- "el icono [code]textura[/code]. Establece la etiqueta de la casilla de "
- "verificación al nombre de [ShortCut].\n"
- "Opcionalmente se puede proporcionar un [code]id[/code]. Si no se proporciona "
- "un [code]id[/code], se creará uno a partir del índice.\n"
- "[b]Nota:[/b] Los elementos marcables sólo muestran una marca de "
- "verificación, pero no tienen ningún comportamiento de verificación "
- "incorporado y deben ser marcados/desmarcados manualmente. Ver [method "
- "set_item_checked] para más información sobre cómo controlarlo."
- #: doc/classes/PopupMenu.xml
- msgid ""
- "Adds a new item with text [code]label[/code] and icon [code]texture[/code].\n"
- "An [code]id[/code] can optionally be provided, as well as an accelerator "
- "([code]accel[/code]). If no [code]id[/code] is provided, one will be created "
- "from the index. If no [code]accel[/code] is provided then the default "
- "[code]0[/code] will be assigned to it. See [method get_item_accelerator] for "
- "more info on accelerators."
- msgstr ""
- "Añade un nuevo elemento con el texto [code]label[/code] y el icono "
- "[code]texture[/code].\n"
- "Opcionalmente se puede proporcionar un [code]id[/code], así como un "
- "acelerador ([code]accel[/code]). Si no se proporciona un [code]id[/code], se "
- "creará uno a partir del índice. Si no se proporciona ningún [code]accel[/"
- "code], se le asignará el [code]0[/code] por defecto. Ver [method "
- "get_item_accelerator] para más información sobre los aceleradores."
- #: doc/classes/PopupMenu.xml
- msgid "Same as [method add_icon_check_item], but uses a radio check button."
- msgstr ""
- "Igual que [method add_icon_check_item], pero utiliza un botón de "
- "comprobación de radio."
- #: doc/classes/PopupMenu.xml
- msgid ""
- "Same as [method add_icon_check_shortcut], but uses a radio check button."
- msgstr ""
- "Igual que [method add_icon_check_shortcut], pero utiliza un botón de "
- "comprobación de radio."
- #: doc/classes/PopupMenu.xml
- msgid ""
- "Adds a new item and assigns the specified [ShortCut] and icon [code]texture[/"
- "code] to it. Sets the label of the checkbox to the [ShortCut]'s name.\n"
- "An [code]id[/code] can optionally be provided. If no [code]id[/code] is "
- "provided, one will be created from the index."
- msgstr ""
- "Añade un nuevo elemento y le asigna la [ShortCut] especificada y el icono "
- "[code]texture[/code]. Establece la etiqueta de la casilla de verificación al "
- "nombre de [ShortCut].\n"
- "Opcionalmente se puede proporcionar un [code]id[/code]. Si no se proporciona "
- "un [code]id[/code], se creará uno a partir del índice."
- #: doc/classes/PopupMenu.xml
- msgid ""
- "Adds a new item with text [code]label[/code].\n"
- "An [code]id[/code] can optionally be provided, as well as an accelerator "
- "([code]accel[/code]). If no [code]id[/code] is provided, one will be created "
- "from the index. If no [code]accel[/code] is provided then the default "
- "[code]0[/code] will be assigned to it. See [method get_item_accelerator] for "
- "more info on accelerators."
- msgstr ""
- "Añade un nuevo elemento con el texto [code]label[/code].\n"
- "Opcionalmente se puede proporcionar un [code]id[/code], así como un "
- "acelerador ([code]accel[/code]). Si no se proporciona [code]id[/code], se "
- "creará uno a partir del índice. Si no se proporciona ningún [code]accel[/"
- "code], se le asignará el [code]0[/code] por defecto. Ver [method "
- "get_item_accelerator] para más información sobre los aceleradores."
- #: doc/classes/PopupMenu.xml
- msgid ""
- "Adds a new multistate item with text [code]label[/code].\n"
- "Contrarily to normal binary items, multistate items can have more than two "
- "states, as defined by [code]max_states[/code]. Each press or activate of the "
- "item will increase the state by one. The default value is defined by "
- "[code]default_state[/code].\n"
- "An [code]id[/code] can optionally be provided, as well as an accelerator "
- "([code]accel[/code]). If no [code]id[/code] is provided, one will be created "
- "from the index. If no [code]accel[/code] is provided then the default "
- "[code]0[/code] will be assigned to it. See [method get_item_accelerator] for "
- "more info on accelerators."
- msgstr ""
- "Añade un nuevo elemento multiestatal con el texto [code]label[/code].\n"
- "A diferencia de los elementos binarios normales, los elementos multiestado "
- "pueden tener más de dos estados, según se define en [code]max_states[/code]. "
- "Cada pulsación o activación del elemento aumentará el estado en uno. El "
- "valor por defecto está definido por [code]default_state[/code].\n"
- "Opcionalmente se puede proporcionar un [code]id[/code], así como un "
- "acelerador ([code]accel[/code]). Si no se proporciona [code]id[/code], se "
- "creará uno a partir del índice. Si no se proporciona ningún [code]accel[/"
- "code], se le asignará el [code]0[/code] por defecto. Ver [method "
- "get_item_accelerator] para más información sobre los aceleradores."
- #: doc/classes/PopupMenu.xml
- msgid ""
- "Adds a new radio check button with text [code]label[/code].\n"
- "An [code]id[/code] can optionally be provided, as well as an accelerator "
- "([code]accel[/code]). If no [code]id[/code] is provided, one will be created "
- "from the index. If no [code]accel[/code] is provided then the default "
- "[code]0[/code] will be assigned to it. See [method get_item_accelerator] for "
- "more info on accelerators.\n"
- "[b]Note:[/b] Checkable items just display a checkmark, but don't have any "
- "built-in checking behavior and must be checked/unchecked manually. See "
- "[method set_item_checked] for more info on how to control it."
- msgstr ""
- "Añade un nuevo botón de comprobación de radio con el texto [code]label[/"
- "code].\n"
- "Opcionalmente se puede proporcionar un [code]id[/code], así como un "
- "acelerador ([code]accel[/code]). Si no se proporciona un [code]id[/code], se "
- "creará uno a partir del índice. Si no se proporciona ningún [code]accel[/"
- "code], se le asignará el [code]0[/code] por defecto. Ver [method "
- "get_item_accelerator] para más información sobre los aceleradores.\n"
- "[b]Nota:[/b] Los elementos marcables sólo muestran una marca de "
- "verificación, pero no tienen ningún comportamiento de verificación "
- "incorporado y deben ser marcados/desmarcados manualmente. Ver [method "
- "set_item_checked] para más información sobre cómo controlarlo."
- #: doc/classes/PopupMenu.xml
- msgid ""
- "Adds a new radio check button and assigns a [ShortCut] to it. Sets the label "
- "of the checkbox to the [ShortCut]'s name.\n"
- "An [code]id[/code] can optionally be provided. If no [code]id[/code] is "
- "provided, one will be created from the index.\n"
- "[b]Note:[/b] Checkable items just display a checkmark, but don't have any "
- "built-in checking behavior and must be checked/unchecked manually. See "
- "[method set_item_checked] for more info on how to control it."
- msgstr ""
- "Añade un nuevo botón de comprobación de radio y le asigna un [ShortCut]. "
- "Establece la etiqueta de la casilla de verificación al nombre de "
- "[ShortCut].\n"
- "Opcionalmente se puede proporcionar un [code]id[/code]. Si no se proporciona "
- "un [code]id[/code], se creará uno a partir del índice.\n"
- "[b]Nota:[/b] Los elementos marcables sólo muestran una marca de "
- "verificación, pero no tienen ningún comportamiento de verificación "
- "incorporado y deben ser marcados/desmarcados manualmente. Ver [method "
- "set_item_checked] para más información sobre cómo controlarlo."
- #: doc/classes/PopupMenu.xml
- msgid ""
- "Adds a separator between items. Separators also occupy an index, which you "
- "can set by using the [code]id[/code] parameter.\n"
- "A [code]label[/code] can optionally be provided, which will appear at the "
- "center of the separator."
- msgstr ""
- #: doc/classes/PopupMenu.xml
- msgid ""
- "Adds a [ShortCut].\n"
- "An [code]id[/code] can optionally be provided. If no [code]id[/code] is "
- "provided, one will be created from the index."
- msgstr ""
- "Añade un [ShortCut].\n"
- "Opcionalmente se puede proporcionar un [code]id[/code]. Si no se proporciona "
- "un [code]id[/code], se creará uno a partir del índice."
- #: doc/classes/PopupMenu.xml
- msgid ""
- "Adds an item that will act as a submenu of the parent [PopupMenu] node when "
- "clicked. The [code]submenu[/code] argument is the name of the child "
- "[PopupMenu] node that will be shown when the item is clicked.\n"
- "An [code]id[/code] can optionally be provided. If no [code]id[/code] is "
- "provided, one will be created from the index."
- msgstr ""
- "Añade un elemento que actuará como un submenú del nodo padre [PopupMenu] "
- "cuando se haga clic. El argumento [code]submenu[/code] es el nombre del nodo "
- "hijo [PopupMenu] que se mostrará cuando se haga clic en el elemento.\n"
- "Opcionalmente se puede proporcionar un [code]id[/code]. Si no se proporciona "
- "un [code]id[/code], se creará uno a partir del índice."
- #: doc/classes/PopupMenu.xml
- msgid "Removes all items from the [PopupMenu]."
- msgstr "Elimina todos los artículos del [PopupMenu]."
- #: doc/classes/PopupMenu.xml
- #, fuzzy
- msgid ""
- "Returns the index of the currently focused item. Returns [code]-1[/code] if "
- "no item is focused."
- msgstr ""
- "El índice del artículo actualmente seleccionado, o [code]-1[/code] si no hay "
- "ningún artículo seleccionado."
- #: doc/classes/PopupMenu.xml
- msgid ""
- "Returns the accelerator of the item at index [code]idx[/code]. Accelerators "
- "are special combinations of keys that activate the item, no matter which "
- "control is focused."
- msgstr ""
- "Devuelve el acelerador del artículo en el índice [code]idx[/code]. Los "
- "aceleradores son combinaciones especiales de teclas que activan el artículo, "
- "sin importar el control que se enfoque."
- #: doc/classes/PopupMenu.xml
- msgid "Returns the number of items in the [PopupMenu]."
- msgstr "Devuelve el número de objetos en el [PopupMenu]."
- #: doc/classes/PopupMenu.xml
- msgid ""
- "Returns the id of the item at index [code]idx[/code]. [code]id[/code] can be "
- "manually assigned, while index can not."
- msgstr ""
- "Devuelve el id del artículo en el índice [code]idx[/code]. El [code]id[/"
- "code] puede asignarse manualmente, mientras que el índice no puede."
- #: doc/classes/PopupMenu.xml
- msgid ""
- "Returns the index of the item containing the specified [code]id[/code]. "
- "Index is automatically assigned to each item by the engine. Index can not be "
- "set manually."
- msgstr ""
- "Devuelve el índice del artículo que contiene el [code]id[/code] "
- "especificado. El índice es asignado automáticamente a cada elemento por el "
- "motor. El índice no se puede establecer manualmente."
- #: doc/classes/PopupMenu.xml
- msgid ""
- "Returns the metadata of the specified item, which might be of any type. You "
- "can set it with [method set_item_metadata], which provides a simple way of "
- "assigning context data to items."
- msgstr ""
- "Devuelve los metadatos del elemento especificado, que pueden ser de "
- "cualquier tipo. Puede configurarlo con [method set_item_metadata], que "
- "proporciona una forma sencilla de asignar datos de contexto a los elementos."
- #: doc/classes/PopupMenu.xml
- msgid ""
- "Returns the [ShortCut] associated with the specified [code]idx[/code] item."
- msgstr ""
- "Devuelve el [ShortCut] asociado al elemento [code]idx[/code] especificado."
- #: doc/classes/PopupMenu.xml
- msgid ""
- "Returns the submenu name of the item at index [code]idx[/code]. See [method "
- "add_submenu_item] for more info on how to add a submenu."
- msgstr ""
- "Devuelve el nombre del submenú del artículo en el índice [code]idx[/code]. "
- "Ver [method add_submenu_item] para más información sobre cómo añadir un "
- "submenú."
- #: doc/classes/PopupMenu.xml
- #, fuzzy
- msgid ""
- "Returns the tooltip associated with the specified index [code]idx[/code]."
- msgstr ""
- "Devuelve la punta de la herramienta asociada al índice especificado "
- "[code]idx[/code]."
- #: doc/classes/PopupMenu.xml
- #, fuzzy
- msgid ""
- "Returns [code]true[/code] if the popup will be hidden when the window loses "
- "focus or not."
- msgstr "Devuelve [code]true[/code] si la string comienza con la string dada."
- #: doc/classes/PopupMenu.xml
- msgid ""
- "Returns [code]true[/code] if the item at index [code]idx[/code] is checkable "
- "in some way, i.e. if it has a checkbox or radio button.\n"
- "[b]Note:[/b] Checkable items just display a checkmark or radio button, but "
- "don't have any built-in checking behavior and must be checked/unchecked "
- "manually."
- msgstr ""
- "Devuelve [code]true[/code] si el elemento en el índice [code]idx[/code] es "
- "comprobable de alguna manera, es decir, si tiene una casilla de verificación "
- "o un botón de radio.\n"
- "[b]Nota:[/b] Los elementos marcables sólo muestran una casilla de "
- "verificación o un botón de radio, pero no tienen ningún comportamiento de "
- "verificación incorporado y deben ser marcados/desmarcados manualmente."
- #: doc/classes/PopupMenu.xml
- msgid ""
- "Returns [code]true[/code] if the item at index [code]idx[/code] is checked."
- msgstr ""
- "Devuelve [code]true[/code] si el elemento en el índice [code]idx[/code] está "
- "marcado."
- #: doc/classes/PopupMenu.xml
- msgid ""
- "Returns [code]true[/code] if the item at index [code]idx[/code] is disabled. "
- "When it is disabled it can't be selected, or its action invoked.\n"
- "See [method set_item_disabled] for more info on how to disable an item."
- msgstr ""
- "Devuelve [code]true[/code] si el elemento en el índice [code]idx[/code] está "
- "desactivado. Cuando está deshabilitado no puede ser seleccionado, o su "
- "acción invocada.\n"
- "Consulta [method set_item_disabled] para más información sobre cómo "
- "desactivar un elemento."
- #: doc/classes/PopupMenu.xml
- msgid ""
- "Returns [code]true[/code] if the item at index [code]idx[/code] has radio "
- "button-style checkability.\n"
- "[b]Note:[/b] This is purely cosmetic; you must add the logic for checking/"
- "unchecking items in radio groups."
- msgstr ""
- "Devuelve [code]true[/code] si el elemento en el índice [code]idx[/code] "
- "tiene un control de tipo botón de radio.\n"
- "[b]Nota:[/b] Esto es puramente cosmético; debes añadir la lógica para "
- "comprobar/descomprobar los elementos en los grupos de radio."
- #: doc/classes/PopupMenu.xml
- msgid ""
- "Returns [code]true[/code] if the item is a separator. If it is, it will be "
- "displayed as a line. See [method add_separator] for more info on how to add "
- "a separator."
- msgstr ""
- "Devuelve [code]true[/code] si el artículo es un separador. Si lo es, se "
- "mostrará como una línea. Ver [method add_separator] para más información "
- "sobre cómo añadir un separador."
- #: doc/classes/PopupMenu.xml
- msgid "Returns [code]true[/code] if the specified item's shortcut is disabled."
- msgstr ""
- "Devuelve [code]true[/code] si el atajo del elemento especificado está "
- "desactivado."
- #: doc/classes/PopupMenu.xml
- msgid ""
- "Removes the item at index [code]idx[/code] from the menu.\n"
- "[b]Note:[/b] The indices of items after the removed item will be shifted by "
- "one."
- msgstr ""
- "Elimina el elemento en el índice [code]idx[/code] del menú.\n"
- "[b]Nota:[/b] Los índices de los ítems después del ítem removido serán "
- "desplazados por uno."
- #: doc/classes/PopupMenu.xml
- #, fuzzy
- msgid ""
- "Sets the currently focused item as the given [code]index[/code].\n"
- "Passing [code]-1[/code] as the index makes so that no item is focused."
- msgstr "Establece el icono del artículo en el índice [code]idx[/code]."
- #: doc/classes/PopupMenu.xml
- #, fuzzy
- msgid "Hides the [PopupMenu] when the window loses focus."
- msgstr "Enviado cuando el nodo pierde el enfoque."
- #: doc/classes/PopupMenu.xml
- msgid ""
- "Sets the accelerator of the item at index [code]idx[/code]. Accelerators are "
- "special combinations of keys that activate the item, no matter which control "
- "is focused."
- msgstr ""
- "Establece el acelerador del objeto en el índice [code]idx[/code]. Los "
- "aceleradores son combinaciones especiales de teclas que activan el artículo, "
- "sin importar el control que se enfoque."
- #: doc/classes/PopupMenu.xml
- msgid ""
- "Sets whether the item at index [code]idx[/code] has a checkbox. If "
- "[code]false[/code], sets the type of the item to plain text.\n"
- "[b]Note:[/b] Checkable items just display a checkmark, but don't have any "
- "built-in checking behavior and must be checked/unchecked manually."
- msgstr ""
- "Establece si el elemento en el índice [code]idx[/code] tiene una casilla de "
- "verificación. Si [code]false[/code], establece el tipo del artículo en texto "
- "plano.\n"
- "[b]Nota:[/b] Los elementos marcables sólo muestran una marca de "
- "verificación, pero no tienen ningún comportamiento de verificación "
- "incorporado y deben ser marcados/desmarcados manualmente."
- #: doc/classes/PopupMenu.xml
- msgid ""
- "Sets the type of the item at the specified index [code]idx[/code] to radio "
- "button. If [code]false[/code], sets the type of the item to plain text."
- msgstr ""
- "Establece el tipo del artículo en el índice especificado [code]idx[/code] al "
- "botón de radio. Si [code]false[/code], establece el tipo del artículo en "
- "texto plano."
- #: doc/classes/PopupMenu.xml
- msgid ""
- "Mark the item at index [code]idx[/code] as a separator, which means that it "
- "would be displayed as a line. If [code]false[/code], sets the type of the "
- "item to plain text."
- msgstr ""
- "Marque el elemento en el índice [code]idx[/code] como separador, lo que "
- "significa que se mostraría como una línea. Si [code]false[/code], establece "
- "el tipo del artículo en texto plano."
- #: doc/classes/PopupMenu.xml
- msgid "Sets the checkstate status of the item at index [code]idx[/code]."
- msgstr ""
- "Establece el estado de verificación del artículo en el índice [code]idx[/"
- "code]."
- #: doc/classes/PopupMenu.xml
- msgid ""
- "Enables/disables the item at index [code]idx[/code]. When it is disabled, it "
- "can't be selected and its action can't be invoked."
- msgstr ""
- "Activa/desactiva el elemento en el índice [code]idx[/code]. Cuando está "
- "desactivado, no puede ser seleccionado y su acción no puede ser invocada."
- #: doc/classes/PopupMenu.xml
- #, fuzzy
- msgid "Replaces the [Texture] icon of the specified [code]idx[/code]."
- msgstr "Sustituye al icono [Texture2D] del [code]idx[/code] especificado."
- #: doc/classes/PopupMenu.xml
- msgid "Sets the [code]id[/code] of the item at index [code]idx[/code]."
- msgstr ""
- "Establece el [code]id[/code] del artículo en el índice [code]idx[/code]."
- #: doc/classes/PopupMenu.xml
- msgid ""
- "Sets the metadata of an item, which may be of any type. You can later get it "
- "with [method get_item_metadata], which provides a simple way of assigning "
- "context data to items."
- msgstr ""
- "Establece los metadatos de un elemento, que pueden ser de cualquier tipo. "
- "Posteriormente se puede obtener con [method get_item_metadata], que "
- "proporciona una forma sencilla de asignar datos de contexto a los elementos."
- #: doc/classes/PopupMenu.xml
- #, fuzzy
- msgid ""
- "Sets the state of a multistate item. See [method add_multistate_item] for "
- "details."
- msgstr ""
- "Establece el estado de un artículo multiestatal. Ver [method "
- "add_multistate_item] para más detalles."
- #: doc/classes/PopupMenu.xml
- msgid "Sets a [ShortCut] for the specified item [code]idx[/code]."
- msgstr ""
- "Establece un [ShortCut] para el elemento especificado [code]idx[/code]."
- #: doc/classes/PopupMenu.xml
- msgid "Disables the [ShortCut] of the specified index [code]idx[/code]."
- msgstr "Desactiva el [ShortCut] del índice especificado [code]idx[/code]."
- #: doc/classes/PopupMenu.xml
- msgid ""
- "Sets the submenu of the item at index [code]idx[/code]. The submenu is the "
- "name of a child [PopupMenu] node that would be shown when the item is "
- "clicked."
- msgstr ""
- "Establece el submenú del artículo en el índice [code]idx[/code]. El submenú "
- "es el nombre de un nodo hijo [PopupMenu] que se mostraría al hacer clic en "
- "el elemento."
- #: doc/classes/PopupMenu.xml
- msgid ""
- "Sets the [String] tooltip of the item at the specified index [code]idx[/"
- "code]."
- msgstr ""
- "Establece la sugerencia [String] del artículo en el índice especificado "
- "[code]idx[/code]."
- #: doc/classes/PopupMenu.xml
- msgid ""
- "Toggles the check state of the item of the specified index [code]idx[/code]."
- msgstr ""
- "Cambia el estado de verificación del elemento del índice especificado "
- "[code]idx[/code]."
- #: doc/classes/PopupMenu.xml
- #, fuzzy
- msgid ""
- "Cycle to the next state of a multistate item. See [method "
- "add_multistate_item] for details."
- msgstr ""
- "Ciclo al siguiente estado de un artículo multiestatal. Ver [method "
- "add_multistate_item] para más detalles."
- #: doc/classes/PopupMenu.xml
- #, fuzzy
- msgid "If [code]true[/code], allows navigating [PopupMenu] with letter keys."
- msgstr ""
- "Si [code]true[/code], permite navegar por [PopupMenu] con las teclas de "
- "letras."
- #: doc/classes/PopupMenu.xml
- msgid ""
- "If [code]true[/code], hides the [PopupMenu] when a checkbox or radio button "
- "is selected."
- msgstr ""
- "Si [code]true[/code], oculta el [PopupMenu] cuando se selecciona una casilla "
- "de verificación o un botón de radio."
- #: doc/classes/PopupMenu.xml
- msgid "If [code]true[/code], hides the [PopupMenu] when an item is selected."
- msgstr ""
- "Si [code]true[/code], oculta el [PopupMenu] cuando se selecciona un elemento."
- #: doc/classes/PopupMenu.xml
- msgid ""
- "If [code]true[/code], hides the [PopupMenu] when a state item is selected."
- msgstr ""
- "Si [code]true[/code], oculta el [PopupMenu] cuando se selecciona un elemento "
- "de estado."
- #: doc/classes/PopupMenu.xml
- msgid ""
- "Sets the delay time in seconds for the submenu item to popup on mouse "
- "hovering. If the popup menu is added as a child of another (acting as a "
- "submenu), it will inherit the delay time of the parent menu item."
- msgstr ""
- "Establece el tiempo de demora en segundos para que el elemento del submenú "
- "aparezca al pasar el ratón por encima. Si el menú emergente se añade como un "
- "hijo de otro (actuando como un submenú), heredará el tiempo de retardo del "
- "elemento de menú superior."
- #: doc/classes/PopupMenu.xml
- msgid ""
- "Emitted when user navigated to an item of some [code]id[/code] using "
- "[code]ui_up[/code] or [code]ui_down[/code] action."
- msgstr ""
- "Se emite cuando el usuario navega a un elemento de algún [code]id[/code] "
- "utilizando la acción [code]ui_up[/code] o [code]ui_down[/code]."
- #: doc/classes/PopupMenu.xml
- msgid ""
- "Emitted when an item of some [code]id[/code] is pressed or its accelerator "
- "is activated."
- msgstr ""
- "Se emite cuando se pulsa un elemento de algún [code]id[/code] o se activa su "
- "acelerador."
- #: doc/classes/PopupMenu.xml
- msgid ""
- "Emitted when an item of some [code]index[/code] is pressed or its "
- "accelerator is activated."
- msgstr ""
- "Se emite cuando un elemento de algún [code]index[/code] es presionado o su "
- "acelerador es activado."
- #: doc/classes/PopupMenu.xml
- msgid "The default text [Color] for menu items' names."
- msgstr ""
- "El texto predeterminado [Color] para los nombres de los elementos del menú."
- #: doc/classes/PopupMenu.xml
- msgid ""
- "The text [Color] used for shortcuts and accelerators that show next to the "
- "menu item name when defined. See [method get_item_accelerator] for more info "
- "on accelerators."
- msgstr ""
- "El texto [Color] utilizado para los atajos y aceleradores que se muestran "
- "junto al nombre del elemento de menú cuando está definido. Ver [method "
- "get_item_accelerator] para más información sobre los aceleradores."
- #: doc/classes/PopupMenu.xml
- msgid "[Color] used for disabled menu items' text."
- msgstr ""
- "[Color] utilizado para el texto de los elementos del menú desactivados."
- #: doc/classes/PopupMenu.xml
- msgid "[Color] used for the hovered text."
- msgstr "[Color] usado por el texto cuando el cursor esta encima del mismo."
- #: doc/classes/PopupMenu.xml
- #, fuzzy
- msgid "[Color] used for labeled separators' text. See [method add_separator]."
- msgstr "[StyleBox] usado para los separadores. Ver [method add_separator]."
- #: doc/classes/PopupMenu.xml
- msgid ""
- "The horizontal space between the item's name and the shortcut text/submenu "
- "arrow."
- msgstr ""
- "El espacio horizontal entre el nombre del elemento y el atajo del texto/"
- "flecha del submenú."
- #: doc/classes/PopupMenu.xml
- msgid "The vertical space between each menu item."
- msgstr "El espacio vertical entre cada elemento del menú."
- #: doc/classes/PopupMenu.xml
- msgid "[Font] used for the menu items."
- msgstr "[Font] usada para los elementos del menú."
- #: doc/classes/PopupMenu.xml
- #, fuzzy
- msgid "[Font] used for the labeled separator."
- msgstr "[Font] que se usa para el texto de las [Label]."
- #: doc/classes/PopupMenu.xml
- #, fuzzy
- msgid "[Texture] icon for the checked checkbox items."
- msgstr "Icono [Texture2D] para las casillas marcadas."
- #: doc/classes/PopupMenu.xml
- #, fuzzy
- msgid "[Texture] icon for the checked radio button items."
- msgstr "[Texture2D] para los elementos de los botones de radio marcados."
- #: doc/classes/PopupMenu.xml
- #, fuzzy
- msgid "[Texture] icon for the unchecked radio button items."
- msgstr "[Texture2D] para los elementos de los botones de radio no marcados."
- #: doc/classes/PopupMenu.xml
- #, fuzzy
- msgid "[Texture] icon for the submenu arrow."
- msgstr "[Texture2D] para la flecha del submenú."
- #: doc/classes/PopupMenu.xml
- #, fuzzy
- msgid "[Texture] icon for the unchecked checkbox items."
- msgstr "Icono [Texture2D] para los elementos de checkbox no marcados."
- #: doc/classes/PopupMenu.xml
- msgid "[StyleBox] displayed when the [PopupMenu] item is hovered."
- msgstr ""
- "[StyleBox] que se muestra cuando el [PopupMenu] elemento tiene el cursor "
- "encima."
- #: doc/classes/PopupMenu.xml
- msgid ""
- "[StyleBox] for the left side of labeled separator. See [method "
- "add_separator]."
- msgstr ""
- "[StyleBox] para el lado izquierdo del separador etiquetado. Ver [method "
- "add_separator]."
- #: doc/classes/PopupMenu.xml
- msgid ""
- "[StyleBox] for the right side of labeled separator. See [method "
- "add_separator]."
- msgstr ""
- "[StyleBox] para el lado derecho del separador etiquetado. Ver [method "
- "add_separator]."
- #: doc/classes/PopupMenu.xml
- msgid "Default [StyleBox] of the [PopupMenu] items."
- msgstr "El [StyleBox] por defecto de los elementos del [PopupMenu]."
- #: doc/classes/PopupMenu.xml
- msgid "[StyleBox] used when the [PopupMenu] item is disabled."
- msgstr "[StyleBox] usado cuando el [PopupMenu] está desactivado."
- #: doc/classes/PopupMenu.xml
- msgid "[StyleBox] used for the separators. See [method add_separator]."
- msgstr "[StyleBox] usado para los separadores. Ver [method add_separator]."
- #: doc/classes/PopupPanel.xml
- msgid "Class for displaying popups with a panel background."
- msgstr "Clase para mostrar popups con un fondo de panel."
- #: doc/classes/PopupPanel.xml
- #, fuzzy
- msgid ""
- "Class for displaying popups with a panel background. In some cases it might "
- "be simpler to use than [Popup], since it provides a configurable background. "
- "If you are making windows, better check [WindowDialog].\n"
- "If any [Control] node is added as a child of this [PopupPanel], it will be "
- "stretched to fit the panel's size (similar to how [PanelContainer] works)."
- msgstr ""
- "Clase para mostrar popups con un fondo de panel. En algunos casos puede ser "
- "más simple de usar que el [Popup], ya que proporciona un fondo configurable. "
- "Si está haciendo ventanas, mejor revise [Window]."
- #: doc/classes/PopupPanel.xml
- msgid "The background panel style of this [PopupPanel]."
- msgstr "El estilo del panel de fondo de este [PopupPanel]."
- #: doc/classes/Portal.xml
- msgid "Portal nodes are used to enable visibility between [Room]s."
- msgstr ""
- #: doc/classes/Portal.xml
- msgid ""
- "[Portal]s are a special type of [MeshInstance] that allow the portal culling "
- "system to 'see' from one room to the next. They often correspond to doors "
- "and windows in level geometry. By only allowing [Camera]s to see through "
- "portals, this allows the system to cull out all the objects in rooms that "
- "cannot be seen through portals. This is a form of [b]occlusion culling[/b], "
- "and can greatly increase performance.\n"
- "There are some limitations to the form of portals:\n"
- "They must be single sided convex polygons, and usually you would orientate "
- "their front faces [b]outward[/b] from the [Room] they are placed in. The "
- "vertices should be positioned on a single plane (although their positioning "
- "does not have to be perfect).\n"
- "There is no need to place an opposite portal in an adjacent room, links are "
- "made two-way automatically."
- msgstr ""
- #: doc/classes/Portal.xml doc/classes/Room.xml
- msgid "Sets individual points. Primarily for use by the editor."
- msgstr ""
- #: doc/classes/Portal.xml
- msgid ""
- "This is a shortcut for setting the linked [Room] in the name of the [Portal] "
- "(the name is used during conversion)."
- msgstr ""
- #: doc/classes/Portal.xml
- msgid ""
- "The points defining the shape of the [Portal] polygon (which should be "
- "convex).\n"
- "These are defined in 2D, with [code]0,0[/code] being the origin of the "
- "[Portal] node's [member Spatial.global_transform].\n"
- "[b]Note:[/b] These raw points are sanitized for winding order internally."
- msgstr ""
- #: doc/classes/Portal.xml
- msgid ""
- "Visibility through [Portal]s can be turned on and off at runtime - this is "
- "useful for having closable doors."
- msgstr ""
- #: doc/classes/Portal.xml
- msgid ""
- "Some objects are so big that they may be present in more than one [Room] "
- "('sprawling'). As we often don't want objects that *just* breach the edges "
- "to be assigned to neighbouring rooms, you can assign an extra margin through "
- "the [Portal] to allow objects to breach without sprawling."
- msgstr ""
- #: doc/classes/Portal.xml
- msgid ""
- "Portals default to being two way - see through in both directions, however "
- "you can make them one way, visible from the source room only."
- msgstr ""
- #: doc/classes/Portal.xml
- msgid ""
- "In most cases you will want to use the default [Portal] margin in your "
- "portals (this is set in the [RoomManager]).\n"
- "If you want to override this default, set this value to [code]false[/code], "
- "and the local [member portal_margin] will take effect."
- msgstr ""
- #: doc/classes/Position2D.xml
- msgid "Generic 2D position hint for editing."
- msgstr "Sugerencia de la posición 2D genérica para editar."
- #: doc/classes/Position2D.xml
- msgid ""
- "Generic 2D position hint for editing. It's just like a plain [Node2D], but "
- "it displays as a cross in the 2D editor at all times. You can set cross' "
- "visual size by using the gizmo in the 2D editor while the node is selected."
- msgstr ""
- "Sugerencia de posición 2D genérica para editar. Es como un plano [Node2D], "
- "pero se muestra como una cruz en el editor 2D en todo momento. Puedes "
- "establecer el tamaño visual de la cruz usando el gizmo en el editor 2D "
- "mientras el nodo está seleccionado."
- #: doc/classes/Position3D.xml
- msgid "Generic 3D position hint for editing."
- msgstr "Sugerencia de posición 3D genérica para la edición."
- #: doc/classes/Position3D.xml
- #, fuzzy
- msgid ""
- "Generic 3D position hint for editing. It's just like a plain [Spatial], but "
- "it displays as a cross in the 3D editor at all times."
- msgstr ""
- "Sugerencia de posición 3D genérica para la edición. Es como un plano "
- "[Spatial], pero se muestra como una cruz en el editor 3D en todo momento."
- #: doc/classes/PrimitiveMesh.xml
- msgid ""
- "Base class for all primitive meshes. Handles applying a [Material] to a "
- "primitive mesh."
- msgstr ""
- "Clase base para todas las mallas primitivas. Maneja la aplicación de un "
- "[Material] a una malla primitiva."
- #: doc/classes/PrimitiveMesh.xml
- msgid ""
- "Base class for all primitive meshes. Handles applying a [Material] to a "
- "primitive mesh. Examples include [CapsuleMesh], [CubeMesh], [CylinderMesh], "
- "[PlaneMesh], [PrismMesh], [QuadMesh], and [SphereMesh]."
- msgstr ""
- "Clase base para todas las mallas primitivas. Maneja la aplicación de un "
- "[Material] a una malla primitiva. Los ejemplos incluyen [CapsuleMesh], "
- "[CubeMesh], [CylinderMesh], [PlaneMesh], [PrismMesh], [QuadMesh], y "
- "[SphereMesh]."
- #: doc/classes/PrimitiveMesh.xml
- msgid ""
- "Returns mesh arrays used to constitute surface of [Mesh]. The result can be "
- "passed to [method ArrayMesh.add_surface_from_arrays] to create a new "
- "surface. For example:\n"
- "[codeblock]\n"
- "var c := CylinderMesh.new()\n"
- "var arr_mesh := ArrayMesh.new()\n"
- "arr_mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, c."
- "get_mesh_arrays())\n"
- "[/codeblock]"
- msgstr ""
- "Devuelve los conjuntos de malla utilizados para constituir la superficie de "
- "[Mesh]. El resultado puede ser pasado al [method ArrayMesh."
- "add_surface_from_arrays] para crear una nueva superficie. Por ejemplo:\n"
- "[codeblock]\n"
- "var c = CylinderMesh.new()\n"
- "var arr_mesh = ArrayMesh.new()\n"
- "arr_mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, c."
- "get_mesh_arrays())\n"
- "[/codeblock]"
- #: doc/classes/PrimitiveMesh.xml
- #, fuzzy
- msgid ""
- "If set, the order of the vertices in each triangle are reversed resulting in "
- "the backside of the mesh being drawn.\n"
- "This gives the same result as using [constant SpatialMaterial.CULL_BACK] in "
- "[member SpatialMaterial.params_cull_mode]."
- msgstr ""
- "Si se establece, el orden de los vértices de cada triángulo se invierte, lo "
- "que hace que se dibuje la parte trasera de la malla.\n"
- "Esto da el mismo resultado que usando [constant SpatialMaterial.CULL_BACK] "
- "en [member SpatialMaterial.cull_mode]."
- #: doc/classes/PrimitiveMesh.xml
- msgid "The current [Material] of the primitive mesh."
- msgstr "El actual [Material] de la malla primitiva."
- #: doc/classes/PrismMesh.xml
- msgid "Class representing a prism-shaped [PrimitiveMesh]."
- msgstr "Clase que representa un prisma en forma de [PrimitiveMesh]."
- #: doc/classes/PrismMesh.xml
- msgid ""
- "Displacement of the upper edge along the X axis. 0.0 positions edge straight "
- "above the bottom-left edge."
- msgstr ""
- "Desplazamiento del borde superior a lo largo del eje X. 0,0 posiciona el "
- "borde recto por encima del borde inferior izquierdo."
- #: doc/classes/PrismMesh.xml
- msgid "Size of the prism."
- msgstr "El tamaño del prisma."
- #: doc/classes/PrismMesh.xml
- msgid "Number of added edge loops along the Z axis."
- msgstr "Número de bucles de borde añadidos a lo largo del eje Z."
- #: doc/classes/PrismMesh.xml
- msgid "Number of added edge loops along the Y axis."
- msgstr "Número de bucles de borde añadidos a lo largo del eje Y."
- #: doc/classes/PrismMesh.xml
- msgid "Number of added edge loops along the X axis."
- msgstr "Número de bucles de borde añadidos a lo largo del eje X."
- #: doc/classes/ProceduralSky.xml
- #, fuzzy
- msgid ""
- "Type of [Sky] that is generated procedurally based on user input parameters."
- msgstr ""
- "Un [Material] usado con [Sky] para generar un fondo basado en los parámetros "
- "de entrada del usuario."
- #: doc/classes/ProceduralSky.xml
- #, fuzzy
- msgid ""
- "ProceduralSky provides a way to create an effective background quickly by "
- "defining procedural parameters for the sun, the sky and the ground. The sky "
- "and ground are very similar, they are defined by a color at the horizon, "
- "another color, and finally an easing curve to interpolate between these two "
- "colors. Similarly, the sun is described by a position in the sky, a color, "
- "and an easing curve. However, the sun also defines a minimum and maximum "
- "angle, these two values define at what distance the easing curve begins and "
- "ends from the sun, and thus end up defining the size of the sun in the sky.\n"
- "The ProceduralSky is updated on the CPU after the parameters change. It is "
- "stored in a texture and then displayed as a background in the scene. This "
- "makes it relatively unsuitable for real-time updates during gameplay. "
- "However, with a small enough texture size, it can still be updated "
- "relatively frequently, as it is updated on a background thread when multi-"
- "threading is available."
- msgstr ""
- "ProceduralSkyMaterial proporciona una manera de crear un fondo efectivo "
- "rápidamente definiendo parámetros de procedimiento para el sol, el cielo y "
- "el suelo. El cielo y el suelo son muy similares, están definidos por un "
- "color en el horizonte, otro color, y finalmente una curva de relajación para "
- "interpolar entre estos dos colores. De manera similar, el sol se describe "
- "por una posición en el cielo, un color y una curva de relajación. Sin "
- "embargo, el sol también define un ángulo mínimo y máximo, estos dos valores "
- "definen a qué distancia comienza y termina la curva de relajación del sol, y "
- "por lo tanto terminan definiendo el tamaño del sol en el cielo.\n"
- "El [ProceduralSkyMaterial] utiliza un sombreador ligero para dibujar el "
- "cielo y por lo tanto es adecuado para las actualizaciones en tiempo real. "
- "Cuando no se necesita un cielo rápido que no es realista, esta es una buena "
- "opción.\n"
- "El [ProceduralSkyMaterial] soporta hasta 4 soles. Cada sol toma su color, "
- "energía y dirección de la correspondiente [DirectionalLight] de la escena."
- #: doc/classes/ProceduralSky.xml
- #, fuzzy
- msgid "Color of the ground at the bottom."
- msgstr "El color del texto del título."
- #: doc/classes/ProceduralSky.xml
- msgid ""
- "How quickly the [member ground_horizon_color] fades into the [member "
- "ground_bottom_color]."
- msgstr ""
- "Qué tan rápido se desvanece el [member ground_horizon_color] en el [member "
- "ground_bottom_color]."
- #: doc/classes/ProceduralSky.xml
- msgid "Amount of energy contribution from the ground."
- msgstr "Cantidad de contribución de energía desde el suelo."
- #: doc/classes/ProceduralSky.xml
- #, fuzzy
- msgid "Color of the ground at the horizon."
- msgstr "[Color] de la guía."
- #: doc/classes/ProceduralSky.xml
- msgid ""
- "How quickly the [member sky_horizon_color] fades into the [member "
- "sky_top_color]."
- msgstr ""
- "La rapidez con la que el [member sky_horizon_color] se desvanece en el "
- "[member sky_top_color]."
- #: doc/classes/ProceduralSky.xml
- msgid "Amount of energy contribution from the sky."
- msgstr "Cantidad de contribución de energía del cielo."
- #: doc/classes/ProceduralSky.xml
- #, fuzzy
- msgid "Color of the sky at the horizon."
- msgstr "El color del texto del título."
- #: doc/classes/ProceduralSky.xml
- #, fuzzy
- msgid "Color of the sky at the top."
- msgstr "El color del texto del título."
- #: doc/classes/ProceduralSky.xml
- msgid "Distance from center of sun where it fades out completely."
- msgstr "Distancia desde el centro del sol donde se desvanece completamente."
- #: doc/classes/ProceduralSky.xml
- #, fuzzy
- msgid "Distance from sun where it goes from solid to starting to fade."
- msgstr "Distancia desde el centro del sol donde se desvanece completamente."
- #: doc/classes/ProceduralSky.xml
- #, fuzzy
- msgid "The sun's color."
- msgstr "El color de la línea."
- #: doc/classes/ProceduralSky.xml
- #, fuzzy
- msgid ""
- "How quickly the sun fades away between [member sun_angle_min] and [member "
- "sun_angle_max]."
- msgstr ""
- "La rapidez con la que el sol se desvanece entre el borde del disco solar y "
- "el [member sun_angle_max]."
- #: doc/classes/ProceduralSky.xml
- #, fuzzy
- msgid "Amount of energy contribution from the sun."
- msgstr "Cantidad de contribución de energía del cielo."
- #: doc/classes/ProceduralSky.xml
- msgid "The sun's height using polar coordinates."
- msgstr ""
- #: doc/classes/ProceduralSky.xml
- #, fuzzy
- msgid "The direction of the sun using polar coordinates."
- msgstr "El punto de colisión, en coordenadas globales."
- #: doc/classes/ProceduralSky.xml
- msgid ""
- "Size of [Texture] that the ProceduralSky will generate. The size is set "
- "using [enum TextureSize]."
- msgstr ""
- #: doc/classes/ProceduralSky.xml
- msgid "Sky texture will be 256x128."
- msgstr ""
- #: doc/classes/ProceduralSky.xml
- msgid "Sky texture will be 512x256."
- msgstr ""
- #: doc/classes/ProceduralSky.xml
- msgid "Sky texture will be 1024x512. This is the default size."
- msgstr ""
- #: doc/classes/ProceduralSky.xml
- msgid "Sky texture will be 2048x1024."
- msgstr ""
- #: doc/classes/ProceduralSky.xml
- msgid "Sky texture will be 4096x2048."
- msgstr ""
- #: doc/classes/ProceduralSky.xml
- #, fuzzy
- msgid "Represents the size of the [enum TextureSize] enum."
- msgstr "Representa el tamaño del enum [enum TextureFilter]."
- #: doc/classes/ProgressBar.xml
- msgid "General-purpose progress bar."
- msgstr "Barra de progreso de propósito general."
- #: doc/classes/ProgressBar.xml
- msgid "General-purpose progress bar. Shows fill percentage from right to left."
- msgstr ""
- "Barra de progreso de propósito general. Muestra el porcentaje de llenado de "
- "derecha a izquierda."
- #: doc/classes/ProgressBar.xml
- msgid "If [code]true[/code], the fill percentage is displayed on the bar."
- msgstr "Si [code]true[/code], el porcentaje de llenado se muestra en la barra."
- #: doc/classes/ProgressBar.xml
- msgid "The color of the text."
- msgstr "El color del texto."
- #: doc/classes/ProgressBar.xml
- msgid "The color of the text's shadow."
- msgstr "El color de la sombra del texto."
- #: doc/classes/ProgressBar.xml
- msgid ""
- "Font used to draw the fill percentage if [member percent_visible] is "
- "[code]true[/code]."
- msgstr ""
- "Fuente utilizada para dibujar el porcentaje de relleno si [member "
- "percent_visible] es [code]true[/code]."
- #: doc/classes/ProgressBar.xml
- msgid "The style of the background."
- msgstr "El estilo del fondo."
- #: doc/classes/ProgressBar.xml
- msgid "The style of the progress (i.e. the part that fills the bar)."
- msgstr "El estilo del progreso (es decir, la parte que llena la barra)."
- #: doc/classes/ProjectSettings.xml
- msgid "Contains global variables accessible from everywhere."
- msgstr "Contiene variables globales accesibles desde cualquier lugar."
- #: doc/classes/ProjectSettings.xml
- #, fuzzy
- msgid ""
- "Contains global variables accessible from everywhere. Use [method "
- "get_setting], [method set_setting] or [method has_setting] to access them. "
- "Variables stored in [code]project.godot[/code] are also loaded into "
- "ProjectSettings, making this object very useful for reading custom game "
- "configuration options.\n"
- "When naming a Project Settings property, use the full path to the setting "
- "including the category. For example, [code]\"application/config/name\"[/"
- "code] for the project name. Category and property names can be viewed in the "
- "Project Settings dialog.\n"
- "[b]Feature tags:[/b] Project settings can be overridden for specific "
- "platforms and configurations (debug, release, ...) using [url=$DOCS_URL/"
- "tutorials/export/feature_tags.html]feature tags[/url].\n"
- "[b]Overriding:[/b] Any project setting can be overridden by creating a file "
- "named [code]override.cfg[/code] in the project's root directory. This can "
- "also be used in exported projects by placing this file in the same directory "
- "as the project binary. Overriding will still take the base project "
- "settings' [url=$DOCS_URL/tutorials/export/feature_tags.html]feature tags[/"
- "url] in account. Therefore, make sure to [i]also[/i] override the setting "
- "with the desired feature tags if you want them to override base project "
- "settings on all platforms and configurations."
- msgstr ""
- "Contiene variables globales accesibles desde cualquier lugar. Usa [method "
- "get_setting], [method set_setting] o [method has_setting] para acceder a "
- "ellas. Las variables almacenadas en [code]project.godot[/code] también se "
- "cargan en ProjectSettings, lo que hace que este objeto sea muy útil para "
- "leer las opciones de configuración de los juegos personalizados.\n"
- "Al nombrar una propiedad de Configuración del Proyecto, usa la ruta completa "
- "de la configuración incluyendo la categoría. Por ejemplo, "
- "[code]\"application/config/name\"[/code] para el nombre del proyecto. Los "
- "nombres de las categorías y propiedades se pueden ver en el diálogo de "
- "Configuración del proyecto.\n"
- "[b]Overriding:[/b] Cualquier configuración del proyecto puede ser anulada "
- "creando un archivo llamado [code]override.cfg[/code] en el directorio raíz "
- "del proyecto. También puede utilizarse en los proyectos exportados colocando "
- "este archivo en el mismo directorio que el binario del proyecto."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Adds a custom property info to a property. The dictionary must contain:\n"
- "- [code]name[/code]: [String] (the property's name)\n"
- "- [code]type[/code]: [int] (see [enum Variant.Type])\n"
- "- optionally [code]hint[/code]: [int] (see [enum PropertyHint]) and "
- "[code]hint_string[/code]: [String]\n"
- "[b]Example:[/b]\n"
- "[codeblock]\n"
- "ProjectSettings.set(\"category/property_name\", 0)\n"
- "\n"
- "var property_info = {\n"
- " \"name\": \"category/property_name\",\n"
- " \"type\": TYPE_INT,\n"
- " \"hint\": PROPERTY_HINT_ENUM,\n"
- " \"hint_string\": \"one,two,three\"\n"
- "}\n"
- "\n"
- "ProjectSettings.add_property_info(property_info)\n"
- "[/codeblock]"
- msgstr ""
- "Añade una información de propiedad personalizada a una propiedad. El "
- "diccionario debe contener:\n"
- "- [code]name[/code]: [String] (el nombre de la propiedad)\n"
- "- [code]type[/code]: [int] (véase [enum Variant.Type])\n"
- "- opcionalmente [code]hint[/code]: [int] (ver [enum PropertyHint]) y "
- "[code]hint_string[/code]: [String]\n"
- "[b]Ejemplo:[/b]\n"
- "[codeblock]\n"
- "ProjectSettings.set(\"category/property_name\", 0)\n"
- "\n"
- "var property_info = {\n"
- " \"name\": \"category/property_name\",\n"
- " \"type\": TYPE_INT,\n"
- " \"hint\": PROPERTY_HINT_ENUM,\n"
- " \"hint_string\": \"uno, dos, tres\"\n"
- "}\n"
- "\n"
- "ProjectSettings.add_property_info(property_info)\n"
- "[/codeblock]"
- #: doc/classes/ProjectSettings.xml
- msgid "Clears the whole configuration (not recommended, may break things)."
- msgstr "Despeja toda la configuración (no recomendado, puede romper cosas)."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Returns the order of a configuration value (influences when saved to the "
- "config file)."
- msgstr ""
- "Devuelve el orden de un valor de configuración (influye cuando se guarda en "
- "el archivo de configuración)."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Returns the value of a setting.\n"
- "[b]Example:[/b]\n"
- "[codeblock]\n"
- "print(ProjectSettings.get_setting(\"application/config/name\"))\n"
- "[/codeblock]"
- msgstr ""
- "Devuelve el valor de un ajuste.\n"
- "[b]Ejemplo:[/b]\n"
- "[codeblock]\n"
- "print(ProjectSettings.get_setting(\"application/config/name\"))\n"
- "[/codeblock]"
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Returns the absolute, native OS path corresponding to the localized "
- "[code]path[/code] (starting with [code]res://[/code] or [code]user://[/"
- "code]). The returned path will vary depending on the operating system and "
- "user preferences. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths "
- "in Godot projects[/url] to see what those paths convert to. See also [method "
- "localize_path].\n"
- "[b]Note:[/b] [method globalize_path] with [code]res://[/code] will not work "
- "in an exported project. Instead, prepend the executable's base directory to "
- "the path when running from an exported project:\n"
- "[codeblock]\n"
- "var path = \"\"\n"
- "if OS.has_feature(\"editor\"):\n"
- " # Running from an editor binary.\n"
- " # `path` will contain the absolute path to `hello.txt` located in the "
- "project root.\n"
- " path = ProjectSettings.globalize_path(\"res://hello.txt\")\n"
- "else:\n"
- " # Running from an exported project.\n"
- " # `path` will contain the absolute path to `hello.txt` next to the "
- "executable.\n"
- " # This is *not* identical to using `ProjectSettings.globalize_path()` "
- "with a `res://` path,\n"
- " # but is close enough in spirit.\n"
- " path = OS.get_executable_path().get_base_dir().plus_file(\"hello.txt\")\n"
- "[/codeblock]"
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid "Returns [code]true[/code] if a configuration value is present."
- msgstr "Devuelve [code]true[/code] si un valor de configuración está presente."
- #: doc/classes/ProjectSettings.xml
- #, fuzzy
- msgid ""
- "Loads the contents of the .pck or .zip file specified by [code]pack[/code] "
- "into the resource filesystem ([code]res://[/code]). Returns [code]true[/"
- "code] on success.\n"
- "[b]Note:[/b] If a file from [code]pack[/code] shares the same path as a file "
- "already in the resource filesystem, any attempts to load that file will use "
- "the file from [code]pack[/code] unless [code]replace_files[/code] is set to "
- "[code]false[/code].\n"
- "[b]Note:[/b] The optional [code]offset[/code] parameter can be used to "
- "specify the offset in bytes to the start of the resource pack. This is only "
- "supported for .pck files."
- msgstr ""
- "Carga el contenido del archivo .pck o .zip especificado por [code]pack[/"
- "code] en el sistema de archivos de recursos ([code]res://[/code]). Devuelve "
- "[code]true[/code] cuando tiene éxito.\n"
- "[b]Nota:[/b] Si un archivo de [code]pack[/code] comparte la misma ruta que "
- "un archivo que ya está en el sistema de archivos de recursos, cualquier "
- "intento de cargar ese archivo utilizará el archivo de [code]pack[/code] a "
- "menos que [code]replace_files[/code] esté configurado como [code]false[/"
- "code]."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Returns the localized path (starting with [code]res://[/code]) corresponding "
- "to the absolute, native OS [code]path[/code]. See also [method "
- "globalize_path]."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Returns [code]true[/code] if the specified property exists and its initial "
- "value differs from the current value."
- msgstr ""
- "Devuelve [code]true[/code] si la propiedad especificada existe y su valor "
- "inicial difiere del valor actual."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Returns the specified property's initial value. Returns [code]null[/code] if "
- "the property does not exist."
- msgstr ""
- "Devuelve el valor inicial de la propiedad especificada. Devuelve [code]null[/"
- "code] si la propiedad no existe."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Saves the configuration to the [code]project.godot[/code] file.\n"
- "[b]Note:[/b] This method is intended to be used by editor plugins, as "
- "modified [ProjectSettings] can't be loaded back in the running app. If you "
- "want to change project settings in exported projects, use [method "
- "save_custom] to save [code]override.cfg[/code] file."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- #, fuzzy
- msgid ""
- "Saves the configuration to a custom file. The file extension must be [code]."
- "godot[/code] (to save in text-based [ConfigFile] format) or [code].binary[/"
- "code] (to save in binary format). You can also save [code]override.cfg[/"
- "code] file, which is also text, but can be used in exported projects unlike "
- "other formats."
- msgstr ""
- "Guarda la configuración en un archivo personalizado. La extensión del "
- "archivo debe ser [code].godot[/code] (para guardarlo en formato de texto "
- "[ConfigFile]) o [code].binary[/code] (para guardarlo en formato binario)."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Sets the specified property's initial value. This is the value the property "
- "reverts to."
- msgstr ""
- "Establece el valor inicial de la propiedad especificada. Este es el valor al "
- "que vuelve la propiedad."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Sets the order of a configuration value (influences when saved to the config "
- "file)."
- msgstr ""
- "Establece el orden de un valor de configuración (influye cuando se guarda en "
- "el archivo de configuración)."
- #: doc/classes/ProjectSettings.xml
- #, fuzzy
- msgid ""
- "Sets the value of a setting.\n"
- "[b]Example:[/b]\n"
- "[codeblock]\n"
- "ProjectSettings.set_setting(\"application/config/name\", \"Example\")\n"
- "[/codeblock]\n"
- "This can also be used to erase custom project settings. To do this change "
- "the setting value to [code]null[/code]."
- msgstr ""
- "Establece el valor de un ajuste.\n"
- "[b]Ejemplo:[/b]\n"
- "[codeblock]\n"
- "ProjectSettings.set_setting(\"application/config/name\", \"Ejemplo\")\n"
- "[/codeblock]"
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Comma-separated list of custom Android modules (which must have been built "
- "in the Android export templates) using their Java package path, e.g. "
- "[code]\"org/godotengine/godot/MyCustomSingleton,com/example/foo/"
- "FrenchFriesFactory\"[/code].\n"
- "[b]Note:[/b] Since Godot 3.2.2, the [code]org/godotengine/godot/"
- "GodotPaymentV3[/code] module was deprecated and replaced by the "
- "[code]GodotPayment[/code] plugin which should be enabled in the Android "
- "export preset under [code]Plugins[/code] section. The singleton to access in "
- "code was also renamed to [code]GodotPayment[/code]."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid "Background color for the boot splash."
- msgstr "Color de fondo para la imagen de arranque."
- #: doc/classes/ProjectSettings.xml
- #, fuzzy
- msgid ""
- "If [code]true[/code], scale the boot splash image to the full window size "
- "(preserving the aspect ratio) when the engine starts. If [code]false[/code], "
- "the engine will leave it at the default pixel size."
- msgstr ""
- "Si [code]true[/code], escala la imagen de arranque a la longitud total de la "
- "ventana cuando el motor se pone en marcha. Si [code]false[/code], el motor "
- "lo dejará con el tamaño de píxeles predeterminado."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Path to an image used as the boot splash. If left empty, the default Godot "
- "Engine splash will be displayed instead.\n"
- "[b]Note:[/b] Only effective if [member application/boot_splash/show_image] "
- "is [code]true[/code]."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "If [code]true[/code], displays the image specified in [member application/"
- "boot_splash/image] when the engine starts. If [code]false[/code], only "
- "displays the plain color specified in [member application/boot_splash/"
- "bg_color]."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- #, fuzzy
- msgid ""
- "If [code]true[/code], applies linear filtering when scaling the image "
- "(recommended for high-resolution artwork). If [code]false[/code], uses "
- "nearest-neighbor interpolation (recommended for pixel art)."
- msgstr ""
- "Si [code]true[/code], aplica un filtrado lineal al escalar la imagen "
- "(recomendado para obras de arte de alta resolución). Si [code]false[/code], "
- "utiliza la interpolación del vecino más cercano (recomendado para el pixel "
- "art)."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "This user directory is used for storing persistent data ([code]user://[/"
- "code] filesystem). If left empty, [code]user://[/code] resolves to a project-"
- "specific folder in Godot's own configuration folder (see [method OS."
- "get_user_data_dir]). If a custom directory name is defined, this name will "
- "be used instead and appended to the system-specific user data directory "
- "(same parent folder as the Godot configuration folder documented in [method "
- "OS.get_user_data_dir]).\n"
- "The [member application/config/use_custom_user_dir] setting must be enabled "
- "for this to take effect."
- msgstr ""
- "Este directorio de usuario se utiliza para almacenar datos persistentes "
- "(sistema de archivos [code]user://[/code]). Si se deja vacío, [code]user://[/"
- "code] se resuelve en una carpeta específica del proyecto en la propia "
- "carpeta de configuración de Godot (véase [method OS.get_user_data_dir]). Si "
- "se define un nombre de directorio personalizado, este nombre se utilizará en "
- "su lugar y se añadirá al directorio de datos de usuario específico del "
- "sistema (la misma carpeta principal que la carpeta de configuración de Godot "
- "documentada en [method OS.get_user_data_dir]).\n"
- "El ajuste [member application/config/use_custom_user_dir] debe estar "
- "activado para que esto surta efecto."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "The project's description, displayed as a tooltip in the Project Manager "
- "when hovering the project."
- msgstr ""
- "La descripción del proyecto, que se muestra como una sugerencia en el "
- "Administrador de Proyectos cuando se pasa el cursor por encima del proyecto."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Icon used for the project, set when project loads. Exporters will also use "
- "this icon when possible."
- msgstr ""
- "Icono utilizado para el proyecto, establecido cuando el proyecto se carga. "
- "Los exportadores también usarán este icono cuando sea posible."
- #: doc/classes/ProjectSettings.xml
- #, fuzzy
- msgid ""
- "Icon set in [code].icns[/code] format used on macOS to set the game's icon. "
- "This is done automatically on start by calling [method OS.set_native_icon]."
- msgstr ""
- "Icono en formato [code].icns[/code] usado en macOS para fijar el icono del "
- "juego. Esto se hace automáticamente al inicio llamando a [method "
- "DisplayServer.set_native_icon]."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "The project's name. It is used both by the Project Manager and by exporters. "
- "The project name can be translated by translating its value in localization "
- "files. The window title will be set to match the project name automatically "
- "on startup.\n"
- "[b]Note:[/b] Changing this value will also change the user data folder's "
- "path if [member application/config/use_custom_user_dir] is [code]false[/"
- "code]. After renaming the project, you will no longer be able to access "
- "existing data in [code]user://[/code] unless you rename the old folder to "
- "match the new project name. See [url=$DOCS_URL/tutorials/io/data_paths."
- "html]Data paths[/url] in the documentation for more information."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- #, fuzzy
- msgid ""
- "Specifies a file to override project settings. For example: [code]user://"
- "custom_settings.cfg[/code]. See \"Overriding\" in the [ProjectSettings] "
- "class description at the top for more information.\n"
- "[b]Note:[/b] Regardless of this setting's value, [code]res://override.cfg[/"
- "code] will still be read to override the project settings."
- msgstr ""
- "Especifica un archivo para anular la configuración del proyecto. Por "
- "ejemplo: [code]user://custom_settings.cfg[/code].\n"
- "[b]Nota:[/b] Independientemente del valor de esta configuración, se seguirá "
- "leyendo [code]res://override.cfg[/code] para anular la configuración del "
- "proyecto (véase la descripción de esta clase en la parte superior)."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "If [code]true[/code], the project will save user data to its own user "
- "directory (see [member application/config/custom_user_dir_name]). This "
- "setting is only effective on desktop platforms. A name must be set in the "
- "[member application/config/custom_user_dir_name] setting for this to take "
- "effect. If [code]false[/code], the project will save user data to [code](OS "
- "user data directory)/Godot/app_userdata/(project name)[/code]."
- msgstr ""
- "Si [code]true[/code], el proyecto guardará los datos de los usuarios en su "
- "propio directorio de usuarios (véase [member application/config/"
- "custom_user_dir_name]). Esta configuración sólo es efectiva en las "
- "plataformas de escritorio. Se debe establecer un nombre en el parámetro "
- "[member application/config/custom_user_dir_name] para que esto tenga efecto. "
- "Si [code]false[/code], el proyecto guardará los datos del usuario en [code]"
- "(directorio de datos de usuario del sistema operativo)/Godot/app_userdata/"
- "(nombre del proyecto)[/code]."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "If [code]true[/code], the project will use a hidden directory ([code]."
- "import[/code]) for storing project-specific data (metadata, shader cache, "
- "etc.).\n"
- "If [code]false[/code], a non-hidden directory ([code]import[/code]) will be "
- "used instead.\n"
- "[b]Note:[/b] Restart the application after changing this setting.\n"
- "[b]Note:[/b] Changing this value can help on platforms or with third-party "
- "tools where hidden directory patterns are disallowed. Only modify this "
- "setting if you know that your environment requires it, as changing the "
- "default can impact compatibility with some external tools or plugins which "
- "expect the default [code].import[/code] folder."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- #, fuzzy
- msgid ""
- "Icon set in [code].ico[/code] format used on Windows to set the game's icon. "
- "This is done automatically on start by calling [method OS.set_native_icon]."
- msgstr ""
- "Icono en formato [code].ico[/code] usado en Windows para fijar el icono del "
- "juego. Esto se hace automáticamente al inicio llamando al [method "
- "DisplayServer.set_native_icon]."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Time samples for frame deltas are subject to random variation introduced by "
- "the platform, even when frames are displayed at regular intervals thanks to "
- "V-Sync. This can lead to jitter. Delta smoothing can often give a better "
- "result by filtering the input deltas to correct for minor fluctuations from "
- "the refresh rate.\n"
- "[b]Note:[/b] Delta smoothing is only attempted when [member display/window/"
- "vsync/use_vsync] is switched on, as it does not work well without V-Sync.\n"
- "It may take several seconds at a stable frame rate before the smoothing is "
- "initially activated. It will only be active on machines where performance is "
- "adequate to render frames at the refresh rate."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "[b]Experimental.[/b] Shifts the measurement of delta time for each frame to "
- "just after the drawing has taken place. This may lead to more consistent "
- "deltas and a reduction in frame stutters."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "If [code]true[/code], disables printing to standard error. If [code]true[/"
- "code], this also hides error and warning messages printed by [method "
- "@GDScript.push_error] and [method @GDScript.push_warning]. See also [member "
- "application/run/disable_stdout].\n"
- "Changes to this setting will only be applied upon restarting the application."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "If [code]true[/code], disables printing to standard output. This is "
- "equivalent to starting the editor or project with the [code]--quiet[/code] "
- "command line argument. See also [member application/run/disable_stderr].\n"
- "Changes to this setting will only be applied upon restarting the application."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "If [code]true[/code], flushes the standard output stream every time a line "
- "is printed. This affects both terminal logging and file logging.\n"
- "When running a project, this setting must be enabled if you want logs to be "
- "collected by service managers such as systemd/journalctl. This setting is "
- "disabled by default on release builds, since flushing on every printed line "
- "will negatively affect performance if lots of lines are printed in a rapid "
- "succession. Also, if this setting is enabled, logged files will still be "
- "written successfully if the application crashes or is otherwise killed by "
- "the user (without being closed \"normally\").\n"
- "[b]Note:[/b] Regardless of this setting, the standard error stream "
- "([code]stderr[/code]) is always flushed when a line is printed to it.\n"
- "Changes to this setting will only be applied upon restarting the application."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Debug build override for [member application/run/flush_stdout_on_print], as "
- "performance is less important during debugging.\n"
- "Changes to this setting will only be applied upon restarting the application."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Forces a delay between frames in the main loop (in milliseconds). This may "
- "be useful if you plan to disable vertical synchronization."
- msgstr ""
- "Fuerza un retardo entre fotogramas en el bucle principal (en milisegundos). "
- "Esto puede ser útil si planea deshabilitar la sincronización vertical."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "If [code]true[/code], enables low-processor usage mode. This setting only "
- "works on desktop platforms. The screen is not redrawn if nothing changes "
- "visually. This is meant for writing applications and editors, but is pretty "
- "useless (and can hurt performance) in most games."
- msgstr ""
- "Si [code]true[/code], habilita el modo de uso del procesador bajo. Esta "
- "configuración sólo funciona en plataformas de escritorio. La pantalla no se "
- "redibuja si nada cambia visualmente. Esto está pensado para escribir "
- "aplicaciones y editores, pero es bastante inútil (y puede perjudicar el "
- "rendimiento) en la mayoría de los juegos."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Amount of sleeping between frames when the low-processor usage mode is "
- "enabled (in microseconds). Higher values will result in lower CPU usage."
- msgstr ""
- "Cantidad de sueño entre fotogramas cuando se activa el modo de uso del "
- "procesador bajo (en microsegundos). Valores más altos resultarán en un menor "
- "uso de la CPU."
- #: doc/classes/ProjectSettings.xml
- msgid "Path to the main scene file that will be loaded when the project runs."
- msgstr ""
- "Ruta al archivo de la escena principal que se cargará cuando se ejecute el "
- "proyecto."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Audio buses will disable automatically when sound goes below a given dB "
- "threshold for a given time. This saves CPU as effects assigned to that bus "
- "will no longer do any processing."
- msgstr ""
- "Los buses de audio se desactivarán automáticamente cuando el sonido baje de "
- "un determinado umbral de dB durante un tiempo determinado. Esto ahorra a la "
- "CPU ya que los efectos asignados a ese bus ya no harán ningún tipo de "
- "procesamiento."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Default [AudioBusLayout] resource file to use in the project, unless "
- "overridden by the scene."
- msgstr ""
- "Archivo de recursos [AudioBusLayout] por defecto para usar en el proyecto, a "
- "menos que sea sobreescrito por la escena."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Specifies the audio driver to use. This setting is platform-dependent as "
- "each platform supports different audio drivers. If left empty, the default "
- "audio driver will be used."
- msgstr ""
- "Especifica el controlador de audio a utilizar. Esta configuración depende de "
- "la plataforma, ya que cada plataforma admite diferentes controladores de "
- "audio. Si se deja en blanco, se utilizará el controlador de audio "
- "predeterminado."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "If [code]true[/code], microphone input will be allowed. This requires "
- "appropriate permissions to be set when exporting to Android or iOS.\n"
- "[b]Note:[/b] If the operating system blocks access to audio input devices "
- "(due to the user's privacy settings), audio capture will only return "
- "silence. On Windows 10 and later, make sure that apps are allowed to access "
- "the microphone in the OS' privacy settings."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- #, fuzzy
- msgid ""
- "The mixing rate used for audio (in Hz). In general, it's better to not touch "
- "this and leave it to the host operating system."
- msgstr ""
- "Tasa de mezcla utilizada para el audio. En general, es mejor no tocar esto y "
- "dejarlo al sistema operativo del host."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Safer override for [member audio/mix_rate] in the Web platform. Here "
- "[code]0[/code] means \"let the browser choose\" (since some browsers do not "
- "like forcing the mix rate)."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Specifies the preferred output latency in milliseconds for audio. Lower "
- "values will result in lower audio latency at the cost of increased CPU "
- "usage. Low values may result in audible cracking on slower hardware.\n"
- "Audio output latency may be constrained by the host operating system and "
- "audio hardware drivers. If the host can not provide the specified audio "
- "output latency then Godot will attempt to use the nearest latency allowed by "
- "the host. As such you should always use [method AudioServer."
- "get_output_latency] to determine the actual audio output latency.\n"
- "[b]Note:[/b] This setting is ignored on Windows."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Safer override for [member audio/output_latency] in the Web platform, to "
- "avoid audio issues especially on mobile devices."
- msgstr ""
- "Sobreescritura más segura para [member audio/output_latency] en la "
- "plataforma web, para evitar problemas de audio especialmente en los "
- "dispositivos móviles."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Setting to hardcode audio delay when playing video. Best to leave this "
- "untouched unless you know what you are doing."
- msgstr ""
- "Ajustar el retardo de audio hardcode cuando se reproduce el video. Es mejor "
- "dejar esto intacto a menos que sepas lo que estás haciendo."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "The default compression level for gzip. Affects compressed scenes and "
- "resources. Higher levels result in smaller files at the cost of compression "
- "speed. Decompression speed is mostly unaffected by the compression level. "
- "[code]-1[/code] uses the default gzip compression level, which is identical "
- "to [code]6[/code] but could change in the future due to underlying zlib "
- "updates."
- msgstr ""
- "El nivel de compresión por defecto para el gzip. Afecta a las escenas y "
- "recursos comprimidos. Los niveles más altos dan como resultado archivos más "
- "pequeños a costa de la velocidad de compresión. La velocidad de "
- "descompresión no se ve afectada por el nivel de compresión. [code]-1[/code] "
- "utiliza el nivel de compresión predeterminado de gzip, que es idéntico al de "
- "[code]6[/code] pero podría cambiar en el futuro debido a las actualizaciones "
- "subyacentes de zlib."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "The default compression level for Zlib. Affects compressed scenes and "
- "resources. Higher levels result in smaller files at the cost of compression "
- "speed. Decompression speed is mostly unaffected by the compression level. "
- "[code]-1[/code] uses the default gzip compression level, which is identical "
- "to [code]6[/code] but could change in the future due to underlying zlib "
- "updates."
- msgstr ""
- "El nivel de compresión por defecto para Zlib. Afecta a las escenas y "
- "recursos comprimidos. Los niveles más altos dan como resultado archivos más "
- "pequeños a costa de la velocidad de compresión. La velocidad de "
- "descompresión no se ve afectada por el nivel de compresión. [code]-1[/code] "
- "utiliza el nivel de compresión predeterminado de gzip, que es idéntico al de "
- "[code]6[/code] pero podría cambiar en el futuro debido a las actualizaciones "
- "subyacentes de zlib."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "The default compression level for Zstandard. Affects compressed scenes and "
- "resources. Higher levels result in smaller files at the cost of compression "
- "speed. Decompression speed is mostly unaffected by the compression level."
- msgstr ""
- "El nivel de compresión por defecto para Zstandard. Afecta a las escenas y "
- "recursos comprimidos. Los niveles más altos dan como resultado archivos más "
- "pequeños a costa de la velocidad de compresión. La velocidad de "
- "descompresión no se ve afectada por el nivel de compresión."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Enables [url=https://github.com/facebook/zstd/releases/tag/v1.3.2]long-"
- "distance matching[/url] in Zstandard."
- msgstr ""
- "Habilita [url=https://github.com/facebook/zstd/releases/tag/v1.3.2]la "
- "coincidencia a larga distancia[/url] en Zstandard."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Largest size limit (in power of 2) allowed when compressing using long-"
- "distance matching with Zstandard. Higher values can result in better "
- "compression, but will require more memory when compressing and decompressing."
- msgstr ""
- "Límite de tamaño más grande (en potencia de 2) permitido cuando se comprime "
- "usando la correspondencia a larga distancia con Zstandard. Valores más altos "
- "pueden resultar en una mejor compresión, pero requerirán más memoria al "
- "comprimir y descomprimir."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "If [code]true[/code], displays getters and setters in autocompletion results "
- "in the script editor. This setting is meant to be used when porting old "
- "projects (Godot 2), as using member variables is the preferred style from "
- "Godot 3 onwards."
- msgstr ""
- "Si [code]true[/code], muestra los resultados de getters y setters en "
- "autocompletado en el editor de scripts. Esta configuración está pensada para "
- "ser usada cuando se portan proyectos antiguos (Godot 2), ya que el uso de "
- "variables de miembros es el estilo preferido a partir de Godot 3."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "If [code]true[/code], enables warnings when a constant is used as a function."
- msgstr ""
- "Si [code]true[/code], habilita las advertencias cuando se utiliza una "
- "constante como función."
- #: doc/classes/ProjectSettings.xml
- #, fuzzy
- msgid ""
- "If [code]true[/code], enables warnings when deprecated keywords such as "
- "[code]slave[/code] are used."
- msgstr ""
- "Si [code]true[/code], activa las advertencias cuando se utilizan palabras "
- "clave obsoletas."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "If [code]true[/code], enables specific GDScript warnings (see [code]debug/"
- "gdscript/warnings/*[/code] settings). If [code]false[/code], disables all "
- "GDScript warnings."
- msgstr ""
- "Si [code]true[/code], habilita advertencias específicas de GDScript (véase "
- "la configuración de [code]debug/gdscript/warnings/*[/code]). Si [code]false[/"
- "code], desactiva todas las advertencias de GDScript."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "If [code]true[/code], scripts in the [code]res://addons[/code] folder will "
- "not generate warnings."
- msgstr ""
- "Si [code]true[/code], los scripts de la carpeta [code]res://addons[/code] no "
- "generarán advertencias."
- #: doc/classes/ProjectSettings.xml
- #, fuzzy
- msgid ""
- "If [code]true[/code], enables warnings when the type of the default value "
- "set to an exported variable is different than the specified export type."
- msgstr ""
- "Si [code]true[/code], habilita advertencias cuando un operador ternario "
- "puede emitir valores con tipos incompatibles."
- #: doc/classes/ProjectSettings.xml
- #, fuzzy
- msgid ""
- "If [code]true[/code], enables warnings when a function is declared with the "
- "same name as a constant."
- msgstr ""
- "Si [code]true[/code], habilita las advertencias cuando se utiliza una "
- "función como si fuera una propiedad."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "If [code]true[/code], enables warnings when a function is declared with the "
- "same name as a variable. This will turn into an error in a future version "
- "when first-class functions become supported in GDScript."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- #, fuzzy
- msgid ""
- "If [code]true[/code], enables warnings when a function assigned to a "
- "variable may yield and return a function state instead of a value."
- msgstr ""
- "Si [code]true[/code], habilita las advertencias al asignar el resultado de "
- "una función que devuelve [code]void[/code] a una variable."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "If [code]true[/code], enables warnings when using a function as if it was a "
- "property."
- msgstr ""
- "Si [code]true[/code], habilita las advertencias cuando se utiliza una "
- "función como si fuera una propiedad."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "If [code]true[/code], enables warnings when a ternary operator may emit "
- "values with incompatible types."
- msgstr ""
- "Si [code]true[/code], habilita advertencias cuando un operador ternario "
- "puede emitir valores con tipos incompatibles."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "If [code]true[/code], enables warnings when dividing an integer by another "
- "integer (the decimal part will be discarded)."
- msgstr ""
- "Si [code]true[/code], habilita las advertencias al dividir un entero por "
- "otro entero (la parte decimal será descartada)."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "If [code]true[/code], enables warnings when passing a floating-point value "
- "to a function that expects an integer (it will be converted and lose "
- "precision)."
- msgstr ""
- "Si [code]true[/code], habilita las advertencias al pasar un valor de real a "
- "una función que espera un número entero (se convertirá y perderá precisión)."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "If [code]true[/code], enables warnings when using a property as if it was a "
- "function."
- msgstr ""
- "Si [code]true[/code], habilita las advertencias cuando se utiliza una "
- "propiedad como si fuera una función."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "If [code]true[/code], enables warnings when calling a function without using "
- "its return value (by assigning it to a variable or using it as a function "
- "argument). Such return values are sometimes used to denote possible errors "
- "using the [enum Error] enum."
- msgstr ""
- "Si [code]true[/code], habilita advertencias cuando se llama a una función "
- "sin utilizar su valor de retorno (asignándolo a una variable o utilizándolo "
- "como argumento de la función). Esos valores de retorno se utilizan a veces "
- "para denotar posibles errores mediante el uso de enum [enum Error]."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "If [code]true[/code], enables warnings when defining a local or subclass "
- "member variable that would shadow a variable at an upper level (such as a "
- "member variable)."
- msgstr ""
- "Si [code]true[/code], habilita las advertencias al definir una variable "
- "miembro local o de subclase que ensombrecería una variable en un nivel "
- "superior (como una variable miembro)."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "If [code]true[/code], enables warnings when calling an expression that has "
- "no effect on the surrounding code, such as writing [code]2 + 2[/code] as a "
- "statement."
- msgstr ""
- "Si [code]true[/code], permite advertencias cuando se llama a una expresión "
- "que no tiene efecto en el código circundante, como escribir [code]2 + 2[/"
- "code] como una declaración."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "If [code]true[/code], enables warnings when calling a ternary expression "
- "that has no effect on the surrounding code, such as writing [code]42 if "
- "active else 0[/code] as a statement."
- msgstr ""
- "Si [code]true[/code], habilita advertencias cuando se llama a una expresión "
- "ternaria que no tiene efecto en el código circundante, como escribir "
- "[code]42 si está activo o 0[/code] como una declaración."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "If [code]true[/code], all warnings will be reported as if they were errors."
- msgstr ""
- "Si [code]true[/code], todas las advertencias serán reportadas como si fueran "
- "errores."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "If [code]true[/code], enables warnings when using a variable that wasn't "
- "previously assigned."
- msgstr ""
- "Si [code]true[/code], habilita las advertencias cuando se utiliza una "
- "variable que no fue asignada previamente."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "If [code]true[/code], enables warnings when assigning a variable using an "
- "assignment operator like [code]+=[/code] if the variable wasn't previously "
- "assigned."
- msgstr ""
- "Si [code]true[/code], habilita advertencias cuando se asigna una variable "
- "utilizando un operador de asignación como [code]+=[/code] si la variable no "
- "fue asignada previamente."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "If [code]true[/code], enables warnings when unreachable code is detected "
- "(such as after a [code]return[/code] statement that will always be executed)."
- msgstr ""
- "Si [code]true[/code], activa advertencias cuando se detecta un código "
- "inalcanzable (como después de una declaración de [code]return[/code] que "
- "siempre se ejecutará)."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "If [code]true[/code], enables warnings when using an expression whose type "
- "may not be compatible with the function parameter expected."
- msgstr ""
- "Si [code]true[/code], habilita las advertencias cuando se utiliza una "
- "expresión cuyo tipo puede no ser compatible con el parámetro de función "
- "esperado."
- #: doc/classes/ProjectSettings.xml
- msgid "If [code]true[/code], enables warnings when performing an unsafe cast."
- msgstr ""
- "Si [code]true[/code], habilita las advertencias cuando se realiza un "
- "lanzamiento inseguro."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "If [code]true[/code], enables warnings when calling a method whose presence "
- "is not guaranteed at compile-time in the class."
- msgstr ""
- "Si [code]true[/code], habilita las advertencias al llamar a un método cuya "
- "presencia no está garantizada en tiempo de compilación en la clase."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "If [code]true[/code], enables warnings when accessing a property whose "
- "presence is not guaranteed at compile-time in the class."
- msgstr ""
- "Si [code]true[/code], habilita las advertencias cuando se accede a una "
- "propiedad cuya presencia no está garantizada en tiempo de compilación en la "
- "clase."
- #: doc/classes/ProjectSettings.xml
- #, fuzzy
- msgid ""
- "If [code]true[/code], enables warnings when a function parameter is unused."
- msgstr ""
- "Si [code]true[/code], habilita las advertencias cuando una señal no es "
- "utilizada."
- #: doc/classes/ProjectSettings.xml
- #, fuzzy
- msgid ""
- "If [code]true[/code], enables warnings when a member variable is unused."
- msgstr ""
- "Si [code]true[/code], habilita las advertencias cuando una variable local no "
- "se utiliza."
- #: doc/classes/ProjectSettings.xml
- msgid "If [code]true[/code], enables warnings when a signal is unused."
- msgstr ""
- "Si [code]true[/code], habilita las advertencias cuando una señal no es "
- "utilizada."
- #: doc/classes/ProjectSettings.xml
- msgid "If [code]true[/code], enables warnings when a local variable is unused."
- msgstr ""
- "Si [code]true[/code], habilita las advertencias cuando una variable local no "
- "se utiliza."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "If [code]true[/code], enables warnings when a variable is declared with the "
- "same name as a function. This will turn into an error in a future version "
- "when first-class functions become supported in GDScript."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "If [code]true[/code], enables warnings when assigning the result of a "
- "function that returns [code]void[/code] to a variable."
- msgstr ""
- "Si [code]true[/code], habilita las advertencias al asignar el resultado de "
- "una función que devuelve [code]void[/code] a una variable."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Message to be displayed before the backtrace when the engine crashes. By "
- "default, this message is only used in exported projects due to the editor-"
- "only override applied to this setting."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Editor-only override for [member debug/settings/crash_handler/message]. Does "
- "not affect exported projects in debug or release mode."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- #, fuzzy
- msgid ""
- "Maximum number of frames per second allowed. The actual number of frames per "
- "second may still be below this value if the game is lagging. See also "
- "[member physics/common/physics_fps].\n"
- "If [member display/window/vsync/use_vsync] is enabled, it takes precedence "
- "and the forced FPS number cannot exceed the monitor's refresh rate.\n"
- "This setting is therefore mostly relevant for lowering the maximum FPS below "
- "VSync, e.g. to perform non-real-time rendering of static frames, or test the "
- "project under lag conditions.\n"
- "[b]Note:[/b] This property is only read when the project starts. To change "
- "the rendering FPS cap at runtime, set [member Engine.target_fps] instead."
- msgstr ""
- "Número máximo de fotogramas por segundo permitido. El número real de "
- "fotogramas por segundo puede estar todavía por debajo de este valor si el "
- "juego se retrasa.\n"
- "Si [member display/window/vsync/use_vsync] está habilitado, tiene prioridad "
- "y el número de FPS forzado no puede exceder la frecuencia de actualización "
- "del monitor.\n"
- "Por lo tanto, esta configuración es relevante sobre todo para reducir el "
- "máximo FPS por debajo de VSync, por ejemplo, para realizar una renderización "
- "no en tiempo real de fotogramas estáticos, o para probar el proyecto en "
- "condiciones de retardo."
- #: doc/classes/ProjectSettings.xml
- msgid "Maximum call stack allowed for debugging GDScript."
- msgstr "Máxima pila de llamadas permitida para depurar GDScript."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "If [code]true[/code], enables warnings which can help pinpoint where nodes "
- "are being incorrectly updated, which will result in incorrect interpolation "
- "and visual glitches.\n"
- "When a node is being interpolated, it is essential that the transform is set "
- "during [method Node._physics_process] (during a physics tick) rather than "
- "[method Node._process] (during a frame)."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid "Maximum amount of functions per frame allowed when profiling."
- msgstr ""
- "Cantidad máxima de funciones por fotograma permitidas en la elaboración de "
- "perfiles."
- #: doc/classes/ProjectSettings.xml
- msgid "Print frames per second to standard output every second."
- msgstr "Imprime fotogramas por segundo a una salida estándar cada segundo."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Print more information to standard output when running. It displays "
- "information such as memory leaks, which scenes and resources are being "
- "loaded, etc."
- msgstr ""
- "Imprima más información a la salida estándar cuando esté funcionando. "
- "Muestra información como las fugas de memoria, qué escenas y recursos se "
- "están cargando, etc."
- #: doc/classes/ProjectSettings.xml
- msgid "Maximum call stack in visual scripting, to avoid infinite recursion."
- msgstr ""
- "Máxima pila de llamadas en el guión visual, para evitar la recursividad "
- "infinita."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Color of the contact points between collision shapes, visible when \"Visible "
- "Collision Shapes\" is enabled in the Debug menu."
- msgstr ""
- "Color de los puntos de contacto entre las formas de colisión, visible cuando "
- "\"Formas de colisión visibles\" está activado en el menú de Depuración."
- #: doc/classes/ProjectSettings.xml
- #, fuzzy
- msgid ""
- "Sets whether 2D physics will display collision outlines in game when "
- "\"Visible Collision Shapes\" is enabled in the Debug menu."
- msgstr ""
- "Color de las formas de colisión, visible cuando \"Formas de colisión "
- "visibles\" está activado en el menú de Depuración."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Maximum number of contact points between collision shapes to display when "
- "\"Visible Collision Shapes\" is enabled in the Debug menu."
- msgstr ""
- "Número máximo de puntos de contacto entre las formas de colisión a mostrar "
- "cuando \"Formas de colisión visibles\" está activado en el menú de "
- "Depuración."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Color of the collision shapes, visible when \"Visible Collision Shapes\" is "
- "enabled in the Debug menu."
- msgstr ""
- "Color de las formas de colisión, visible cuando \"Formas de colisión "
- "visibles\" está activado en el menú de Depuración."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Color of the disabled navigation geometry, visible when \"Visible "
- "Navigation\" is enabled in the Debug menu."
- msgstr ""
- "Color de la geometría de navegación desactivada, visible cuando la "
- "\"Navegación visible\" está activada en el menú de depuración."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Color of the navigation geometry, visible when \"Visible Navigation\" is "
- "enabled in the Debug menu."
- msgstr ""
- "Color de la geometría de navegación, visible cuando la \"Navegación "
- "visible\" está activada en el menú de depuración."
- #: doc/classes/ProjectSettings.xml
- msgid "Custom image for the mouse cursor (limited to 256×256)."
- msgstr "Imagen personalizada para el cursor del ratón (limitada a 256×256)."
- #: doc/classes/ProjectSettings.xml
- msgid "Hotspot for the custom mouse cursor image."
- msgstr "Punto donde se encuentra la imagen personalizada del cursor del ratón."
- #: doc/classes/ProjectSettings.xml
- msgid "Position offset for tooltips, relative to the mouse cursor's hotspot."
- msgstr ""
- "Desplazamiento de la posición de las sugerencias, en relación con el punto "
- "donde se encuentra el cursor del ratón."
- #: doc/classes/ProjectSettings.xml
- #, fuzzy
- msgid ""
- "If [code]true[/code], allows HiDPI display on Windows, macOS, and the HTML5 "
- "platform. This setting has no effect on desktop Linux, as DPI-awareness "
- "fallbacks are not supported there."
- msgstr ""
- "Si [code]true[/code], permite la visualización de HiDPI en Windows y macOS. "
- "Esta configuración no tiene efecto en el escritorio de Linux, ya que los "
- "fallos de conocimiento de DPI no están soportados allí."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "If [code]true[/code], keeps the screen on (even in case of inactivity), so "
- "the screensaver does not take over. Works on desktop and mobile platforms."
- msgstr ""
- "Si [code]true[/code], mantiene la pantalla encendida (incluso en caso de "
- "inactividad), por lo que el salvapantallas no toma el control. Funciona en "
- "plataformas de escritorio y móviles."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "The default screen orientation to use on mobile devices.\n"
- "[b]Note:[/b] When set to a portrait orientation, this project setting does "
- "not flip the project resolution's width and height automatically. Instead, "
- "you have to set [member display/window/size/width] and [member display/"
- "window/size/height] accordingly."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "If [code]true[/code], the home indicator is hidden automatically. This only "
- "affects iOS devices without a physical home button."
- msgstr ""
- "Si [code]verdad[/code], el indicador de casa se oculta automáticamente. Esto "
- "sólo afecta a los dispositivos iOS sin un botón de inicio físico."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "If [code]true[/code], allows per-pixel transparency for the window "
- "background. This affects performance, so leave it on [code]false[/code] "
- "unless you need it.\n"
- "See [member OS.window_per_pixel_transparency_enabled] for more details.\n"
- "[b]Note:[/b] This feature is implemented on HTML5, Linux, macOS, Windows, "
- "and Android."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Sets the window background to transparent when it starts.\n"
- "See [member OS.window_per_pixel_transparency_enabled] for more details.\n"
- "[b]Note:[/b] This feature is implemented on HTML5, Linux, macOS, Windows, "
- "and Android."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Forces the main window to be always on top.\n"
- "[b]Note:[/b] This setting is ignored on iOS, Android, and HTML5."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Forces the main window to be borderless.\n"
- "[b]Note:[/b] This setting is ignored on iOS, Android, and HTML5."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Sets the main window to full screen when the project starts. Note that this "
- "is not [i]exclusive[/i] fullscreen. On Windows and Linux, a borderless "
- "window is used to emulate fullscreen. On macOS, a new desktop is used to "
- "display the running project.\n"
- "Regardless of the platform, enabling fullscreen will change the window size "
- "to match the monitor's size. Therefore, make sure your project supports "
- "[url=$DOCS_URL/tutorials/rendering/multiple_resolutions.html]multiple "
- "resolutions[/url] when enabling fullscreen mode.\n"
- "[b]Note:[/b] This setting is ignored on iOS, Android, and HTML5."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Sets the game's main viewport height. On desktop platforms, this is the "
- "default window size. Stretch mode settings also use this as a reference when "
- "enabled."
- msgstr ""
- "Establece la altura de la vista principal del juego. En las plataformas de "
- "escritorio, este es el tamaño de ventana por defecto. Los ajustes del modo "
- "de estiramiento también utilizan esto como referencia cuando está activado."
- #: doc/classes/ProjectSettings.xml
- #, fuzzy
- msgid ""
- "Allows the window to be resizable by default.\n"
- "[b]Note:[/b] This setting is ignored on iOS."
- msgstr "Permite que la ventana sea redimensionada por defecto."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "If greater than zero, overrides the window height when running the game. "
- "Useful for testing stretch modes."
- msgstr ""
- "Si es mayor que cero, sobreescribe la altura de la ventana al ejecutar el "
- "juego. Es útil para probar los modos de estiramiento."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "If greater than zero, overrides the window width when running the game. "
- "Useful for testing stretch modes."
- msgstr ""
- "Si es mayor que cero, anula el ancho de la ventana al ejecutar el juego. Es "
- "útil para probar los modos de estiramiento."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Sets the game's main viewport width. On desktop platforms, this is the "
- "default window size. Stretch mode settings also use this as a reference when "
- "enabled."
- msgstr ""
- "Establece el ancho de la vista principal del juego. En las plataformas de "
- "escritorio, este es el tamaño de ventana por defecto. La configuración del "
- "modo ampliado también utiliza esto como referencia cuando está activado."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Specifies the tablet driver to use. If left empty, the default driver will "
- "be used."
- msgstr ""
- "Especifica el controlador de la tableta a utilizar. Si se deja vacío, se "
- "utilizará el controlador predeterminado."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "If [code]true[/code], enables vertical synchronization. This eliminates "
- "tearing that may appear in moving scenes, at the cost of higher input "
- "latency and stuttering at lower framerates. If [code]false[/code], vertical "
- "synchronization will be disabled, however, many platforms will enforce it "
- "regardless (such as mobile platforms and HTML5)."
- msgstr ""
- "Si [code]true[/code], permite la sincronización vertical. Esto elimina el "
- "desgarro que puede aparecer en las escenas en movimiento, a costa de una "
- "mayor latencia de entrada y el tartamudeo en los marcos inferiores. Si "
- "[code]false[/code], la sincronización vertical se desactivará, sin embargo, "
- "muchas plataformas la harán cumplir independientemente (como las plataformas "
- "móviles y HTML5)."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "If [code]Use Vsync[/code] is enabled and this setting is [code]true[/code], "
- "enables vertical synchronization via the operating system's window "
- "compositor when in windowed mode and the compositor is enabled. This will "
- "prevent stutter in certain situations. (Windows only.)\n"
- "[b]Note:[/b] This option is experimental and meant to alleviate stutter "
- "experienced by some users. However, some users have experienced a Vsync "
- "framerate halving (e.g. from 60 FPS to 30 FPS) when using it."
- msgstr ""
- "Si se activa [code]Use Vsync[/code] y este ajuste es [code]true[/code], "
- "permite la sincronización vertical a través del compositor de ventanas del "
- "sistema operativo cuando está en modo de ventanas y el compositor está "
- "activado. Esto evitará el tartamudeo en ciertas situaciones. (Sólo en "
- "Windows).\n"
- "[b]Nota:[/b] Esta opción es experimental y está pensada para aliviar el "
- "tartamudeo que experimentan algunos usuarios. Sin embargo, algunos usuarios "
- "han experimentado una reducción de la mitad de la velocidad de los cuadros "
- "Vsync (por ejemplo, de 60 FPS a 30 FPS) al usarla."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "The command-line arguments to append to Godot's own command line when "
- "running the project. This doesn't affect the editor itself.\n"
- "It is possible to make another executable run Godot by using the "
- "[code]%command%[/code] placeholder. The placeholder will be replaced with "
- "Godot's own command line. Program-specific arguments should be placed "
- "[i]before[/i] the placeholder, whereas Godot-specific arguments should be "
- "placed [i]after[/i] the placeholder.\n"
- "For example, this can be used to force the project to run on the dedicated "
- "GPU in a NVIDIA Optimus system on Linux:\n"
- "[codeblock]\n"
- "prime-run %command%\n"
- "[/codeblock]"
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Default naming style for scene files to infer from their root nodes. "
- "Possible options are:\n"
- "- [code]0[/code] (Auto): Uses the scene root name as is without changing its "
- "casing.\n"
- "- [code]1[/code] (PascalCase): Converts the scene root name to PascalCase "
- "casing.\n"
- "- [code]2[/code] (snake_case): Converts the scene root name to snake_case "
- "casing."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- #, fuzzy
- msgid ""
- "Search path for project-specific script templates. Godot will search for "
- "script templates both in the editor-specific path and in this project-"
- "specific path."
- msgstr ""
- "Ruta de búsqueda para plantillas de script específicas del proyecto. Las "
- "plantillas de script se buscarán tanto en la ruta específica del editor como "
- "en esta ruta específica del proyecto."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Text-based file extensions to include in the script editor's \"Find in "
- "Files\" feature. You can add e.g. [code]tscn[/code] if you wish to also "
- "parse your scene files, especially if you use built-in scripts which are "
- "serialized in the scene files."
- msgstr ""
- "Extensiones de archivo basadas en texto para incluir en la función \"Buscar "
- "en los archivos\" del editor de scripts. Puedes añadir, por ejemplo, "
- "[code]tscn[/code] si deseas analizar también los archivos de la escena, "
- "especialmente si utilizas scripts incorporados que se serializan en los "
- "archivos de la escena."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Load the previously opened VCS plugin when the editor starts up. This is set "
- "to [code]true[/code] whenever a new VCS plugin is initialized."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Last loaded VCS plugin name. Used to autoload the plugin when the editor "
- "starts up."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Default value for [member ScrollContainer.scroll_deadzone], which will be "
- "used for all [ScrollContainer]s unless overridden."
- msgstr ""
- "Valor por defecto para [member ScrollContainer.scroll_deadzone], que se "
- "utilizará para todos los [ScrollContainer]s a menos que se sobrescriba."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "If enabled, the moment [member Viewport.gui_disable_input] is set to "
- "[code]false[/code] to disable GUI input in a viewport, current mouse over "
- "and mouse focus will be dropped.\n"
- "That behavior helps to keep a robust GUI state, with no surprises when input "
- "is resumed regardless what has happened in the meantime.\n"
- "If disabled, the legacy behavior is used, which consists in just not doing "
- "anything besides the GUI input disable itself.\n"
- "[b]Note:[/b] This is set to [code]true[/code] by default for new projects "
- "and is the recommended setting."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- #, fuzzy
- msgid ""
- "If [code]true[/code], swaps OK and Cancel buttons in dialogs on Windows and "
- "UWP to follow interface conventions."
- msgstr ""
- "Si [code]true[/code], cambia los botones Cancelar y Aceptar en los diálogos "
- "de Windows y UWP para seguir las convenciones de la interfaz."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Path to a custom [Theme] resource file to use for the project ([code]theme[/"
- "code] or generic [code]tres[/code]/[code]res[/code] extension)."
- msgstr ""
- "Ruta a un archivo de recursos [Theme] personalizado para usar en el proyecto "
- "([code]theme[/code] o genérico [code]tres[/code]/[code]res[/code] extension)."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Path to a custom [Font] resource to use as default for all GUI elements of "
- "the project."
- msgstr ""
- "Ruta a un recurso [Font] personalizado para usar como predeterminado para "
- "todos los elementos de la interfaz gráfica de usuario del proyecto."
- #: doc/classes/ProjectSettings.xml
- msgid "If [code]true[/code], makes sure the theme used works with HiDPI."
- msgstr ""
- "Si [code]true[/code], se asegura de que el tema utilizado funciona con HiDPI."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Timer setting for incremental search in [Tree], [ItemList], etc. controls "
- "(in milliseconds)."
- msgstr ""
- "Ajuste del temporizador para la búsqueda incremental en los controles de "
- "[Tree], [ItemList], etc. (en milisegundos)."
- #: doc/classes/ProjectSettings.xml
- msgid "Timer for detecting idle in [TextEdit] (in seconds)."
- msgstr "Temporizador para detectar la inactividad en [TextEdit] (en segundos)."
- #: doc/classes/ProjectSettings.xml
- msgid "Default delay for tooltips (in seconds)."
- msgstr "Retraso predeterminado para las sugerencias (en segundos)."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Default [InputEventAction] to confirm a focused button, menu or list item, "
- "or validate input.\n"
- "[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
- "necessary for the internal logic of several [Control]s. The events assigned "
- "to the action can however be modified."
- msgstr ""
- "[InputEventAction] por defecto para confirmar un botón enfocado, un menú o "
- "un elemento de la lista, o validar la entrada.\n"
- "[b]Nota:[/b] Las acciones [code]ui_*[/code] por defecto no pueden ser "
- "eliminadas ya que son necesarias para la lógica interna de varios "
- "[Control]s. Sin embargo, los eventos asignados a la acción pueden ser "
- "modificados."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Default [InputEventAction] to discard a modal or pending input.\n"
- "[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
- "necessary for the internal logic of several [Control]s. The events assigned "
- "to the action can however be modified."
- msgstr ""
- "[InputEventAction] por defecto para descartar una entrada modal o "
- "pendiente.\n"
- "[b]Nota:[/b] Las acciones [code]ui_*[/code] por defecto no se pueden "
- "eliminar ya que son necesarias para la lógica interna de varios [Control]s. "
- "Sin embargo, los eventos asignados a la acción pueden ser modificados."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Default [InputEventAction] to move down in the UI.\n"
- "[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
- "necessary for the internal logic of several [Control]s. The events assigned "
- "to the action can however be modified."
- msgstr ""
- "[InputEventAction] por defecto para moverse hacia abajo en la UI.\n"
- "[b]Nota:[/b] Las acciones [code]ui_*[/code] por defecto no se pueden "
- "eliminar ya que son necesarias para la lógica interna de varios [Control]s. "
- "Sin embargo, los eventos asignados a la acción pueden ser modificados."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Default [InputEventAction] to go to the end position of a [Control] (e.g. "
- "last item in an [ItemList] or a [Tree]), matching the behavior of [constant "
- "KEY_END] on typical desktop UI systems.\n"
- "[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
- "necessary for the internal logic of several [Control]s. The events assigned "
- "to the action can however be modified."
- msgstr ""
- "[InputEventAction] por defecto para ir a la posición final de un [Control] "
- "(por ejemplo, el último elemento de una [ItemList] o de un [Tree]), que "
- "coincide con el comportamiento de la [constant KEY_END] en los típicos "
- "sistemas de interfaz de usuario de escritorio.\n"
- "[b]Nota:[/b] Las acciones predeterminadas de [code]ui_*[/code] no se pueden "
- "eliminar ya que son necesarias para la lógica interna de varios [Control]s. "
- "Sin embargo, los eventos asignados a la acción pueden ser modificados."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Default [InputEventAction] to focus the next [Control] in the scene. The "
- "focus behavior can be configured via [member Control.focus_next].\n"
- "[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
- "necessary for the internal logic of several [Control]s. The events assigned "
- "to the action can however be modified."
- msgstr ""
- "[InputEventAction] por defecto para enfocar el siguiente [Control] en la "
- "escena. El comportamiento de enfoque puede ser configurado a través del "
- "[member Control.focus_next].\n"
- "[b]Nota:[/b] Las acciones por defecto de [code]ui_*[/code] no se pueden "
- "eliminar ya que son necesarias para la lógica interna de varios [Control]s. "
- "Sin embargo, los eventos asignados a la acción pueden ser modificados."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Default [InputEventAction] to focus the previous [Control] in the scene. The "
- "focus behavior can be configured via [member Control.focus_previous].\n"
- "[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
- "necessary for the internal logic of several [Control]s. The events assigned "
- "to the action can however be modified."
- msgstr ""
- "[InputEventAction] por defecto para enfocar el [Control] anterior en la "
- "escena. El comportamiento de enfoque puede ser configurado a través del "
- "[member Control.focus_previous].\n"
- "[b]Nota:[/b] Las acciones por defecto de [code]ui_*[/code] no se pueden "
- "eliminar ya que son necesarias para la lógica interna de varios [Control]s. "
- "Sin embargo, los eventos asignados a la acción pueden ser modificados."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Default [InputEventAction] to go to the start position of a [Control] (e.g. "
- "first item in an [ItemList] or a [Tree]), matching the behavior of [constant "
- "KEY_HOME] on typical desktop UI systems.\n"
- "[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
- "necessary for the internal logic of several [Control]s. The events assigned "
- "to the action can however be modified."
- msgstr ""
- "[InputEventAction] por defecto para ir a la posición de inicio de un "
- "[Control] (por ejemplo, el primer elemento de una [ItemList] o de un "
- "[Tree]), que coincide con el comportamiento de [constant KEY_HOME] en los "
- "típicos sistemas de interfaz de usuario de escritorio.\n"
- "[b]Nota:[/b] Las acciones predeterminadas de [code]ui_*[/code] no se pueden "
- "eliminar ya que son necesarias para la lógica interna de varios [Control]s. "
- "Sin embargo, los eventos asignados a la acción pueden ser modificados."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Default [InputEventAction] to move left in the UI.\n"
- "[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
- "necessary for the internal logic of several [Control]s. The events assigned "
- "to the action can however be modified."
- msgstr ""
- "[InputEventAction] por defecto para moverse a la izquierda en la UI.\n"
- "[b]Nota:[/b] Las acciones [code]ui_*[/code] por defecto no se pueden "
- "eliminar ya que son necesarias para la lógica interna de varios [Control]s. "
- "Sin embargo, los eventos asignados a la acción pueden ser modificados."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Default [InputEventAction] to go down a page in a [Control] (e.g. in an "
- "[ItemList] or a [Tree]), matching the behavior of [constant KEY_PAGEDOWN] on "
- "typical desktop UI systems.\n"
- "[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
- "necessary for the internal logic of several [Control]s. The events assigned "
- "to the action can however be modified."
- msgstr ""
- "[InputEventAction] por defecto para bajar una página en un [Control] (por "
- "ejemplo, en una [ItemList] o un [Tree]), coincidiendo con el comportamiento "
- "de [constant KEY_PAGEDOWN] en los típicos sistemas de interfaz de usuario de "
- "escritorio.\n"
- "[b]Nota:[/b] Las acciones predeterminadas de [code]ui_*[/code] no se pueden "
- "eliminar ya que son necesarias para la lógica interna de varios [Control]s. "
- "Sin embargo, los eventos asignados a la acción pueden ser modificados."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Default [InputEventAction] to go up a page in a [Control] (e.g. in an "
- "[ItemList] or a [Tree]), matching the behavior of [constant KEY_PAGEUP] on "
- "typical desktop UI systems.\n"
- "[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
- "necessary for the internal logic of several [Control]s. The events assigned "
- "to the action can however be modified."
- msgstr ""
- "[InputEventAction] por defecto para subir una página en un [Control] (por "
- "ejemplo, en una [ItemList] o en un [Tree]), que coincida con el "
- "comportamiento de [constant KEY_PAGEUP] en los típicos sistemas de interfaz "
- "de usuario de escritorio.\n"
- "[b]Nota:[/b] Las acciones predeterminadas de [code]ui_*[/code] no se pueden "
- "eliminar ya que son necesarias para la lógica interna de varios [Control]s. "
- "Sin embargo, los eventos asignados a la acción pueden ser modificados."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Default [InputEventAction] to move right in the UI.\n"
- "[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
- "necessary for the internal logic of several [Control]s. The events assigned "
- "to the action can however be modified."
- msgstr ""
- "[InputEventAction] por defecto para moverse a la derecha en la UI.\n"
- "[b]Nota:[/b] Las acciones [code]ui_*[/code] por defecto no se pueden "
- "eliminar ya que son necesarias para la lógica interna de varios [Control]s. "
- "Sin embargo, los eventos asignados a la acción pueden ser modificados."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Default [InputEventAction] to select an item in a [Control] (e.g. in an "
- "[ItemList] or a [Tree]).\n"
- "[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
- "necessary for the internal logic of several [Control]s. The events assigned "
- "to the action can however be modified."
- msgstr ""
- "[InputEventAction] por defecto para seleccionar un elemento en un [Control] "
- "(por ejemplo, en una [ItemList] o en un [Tree]).\n"
- "[b]Nota:[/b] Las acciones de [code]ui_*[/code] por defecto no se pueden "
- "eliminar ya que son necesarias para la lógica interna de varios [Control]s. "
- "Sin embargo, los eventos asignados a la acción pueden ser modificados."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Default [InputEventAction] to move up in the UI.\n"
- "[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are "
- "necessary for the internal logic of several [Control]s. The events assigned "
- "to the action can however be modified."
- msgstr ""
- "[InputEventAction] por defecto para subir en la UI.\n"
- "[b]Nota:[/b] Las acciones [code]ui_*[/code] por defecto no se pueden "
- "eliminar ya que son necesarias para la lógica interna de varios [Control]s. "
- "Sin embargo, los eventos asignados a la acción pueden ser modificados."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "If [code]true[/code], key/touch/joystick events will be flushed just before "
- "every idle and physics frame.\n"
- "If [code]false[/code], such events will be flushed only once per idle frame, "
- "between iterations of the engine.\n"
- "Enabling this can greatly improve the responsiveness to input, specially in "
- "devices that need to run multiple physics frames per visible (idle) frame, "
- "because they can't run at the target frame rate.\n"
- "[b]Note:[/b] Currently implemented only in Android."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "If [code]true[/code], sends mouse input events when tapping or swiping on "
- "the touchscreen."
- msgstr ""
- "Si [code]true[/code], envía eventos de entrada de ratón al tocar o deslizar "
- "en la pantalla táctil."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "If [code]true[/code], sends touch input events when clicking or dragging the "
- "mouse."
- msgstr ""
- "Si [code]true[/code], envía eventos de entrada táctil al hacer clic o "
- "arrastrar el ratón."
- #: doc/classes/ProjectSettings.xml
- #, fuzzy
- msgid "Default delay for touch events. This only affects iOS devices."
- msgstr "Retraso predeterminado para las sugerencias (en segundos)."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Optional name for the 2D navigation layer 1. If left empty, the layer will "
- "display as \"Layer 1\"."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Optional name for the 2D navigation layer 10. If left empty, the layer will "
- "display as \"Layer 10\"."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Optional name for the 2D navigation layer 11. If left empty, the layer will "
- "display as \"Layer 11\"."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Optional name for the 2D navigation layer 12. If left empty, the layer will "
- "display as \"Layer 12\"."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Optional name for the 2D navigation layer 13. If left empty, the layer will "
- "display as \"Layer 13\"."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Optional name for the 2D navigation layer 14. If left empty, the layer will "
- "display as \"Layer 14\"."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Optional name for the 2D navigation layer 15. If left empty, the layer will "
- "display as \"Layer 15\"."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Optional name for the 2D navigation layer 16. If left empty, the layer will "
- "display as \"Layer 16\"."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Optional name for the 2D navigation layer 17. If left empty, the layer will "
- "display as \"Layer 17\"."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Optional name for the 2D navigation layer 18. If left empty, the layer will "
- "display as \"Layer 18\"."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Optional name for the 2D navigation layer 19. If left empty, the layer will "
- "display as \"Layer 19\"."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Optional name for the 2D navigation layer 2. If left empty, the layer will "
- "display as \"Layer 2\"."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Optional name for the 2D navigation layer 20. If left empty, the layer will "
- "display as \"Layer 20\"."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Optional name for the 2D navigation layer 21. If left empty, the layer will "
- "display as \"Layer 21\"."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Optional name for the 2D navigation layer 22. If left empty, the layer will "
- "display as \"Layer 22\"."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Optional name for the 2D navigation layer 23. If left empty, the layer will "
- "display as \"Layer 23\"."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Optional name for the 2D navigation layer 24. If left empty, the layer will "
- "display as \"Layer 24\"."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Optional name for the 2D navigation layer 25. If left empty, the layer will "
- "display as \"Layer 25\"."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Optional name for the 2D navigation layer 26. If left empty, the layer will "
- "display as \"Layer 26\"."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Optional name for the 2D navigation layer 27. If left empty, the layer will "
- "display as \"Layer 27\"."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Optional name for the 2D navigation layer 28. If left empty, the layer will "
- "display as \"Layer 28\"."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Optional name for the 2D navigation layer 29. If left empty, the layer will "
- "display as \"Layer 29\"."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Optional name for the 2D navigation layer 3. If left empty, the layer will "
- "display as \"Layer 3\"."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Optional name for the 2D navigation layer 30. If left empty, the layer will "
- "display as \"Layer 30\"."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Optional name for the 2D navigation layer 31. If left empty, the layer will "
- "display as \"Layer 31\"."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Optional name for the 2D navigation layer 32. If left empty, the layer will "
- "display as \"Layer 32\"."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Optional name for the 2D navigation layer 4. If left empty, the layer will "
- "display as \"Layer 4\"."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Optional name for the 2D navigation layer 5. If left empty, the layer will "
- "display as \"Layer 5\"."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Optional name for the 2D navigation layer 6. If left empty, the layer will "
- "display as \"Layer 6\"."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Optional name for the 2D navigation layer 7. If left empty, the layer will "
- "display as \"Layer 7\"."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Optional name for the 2D navigation layer 8. If left empty, the layer will "
- "display as \"Layer 8\"."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Optional name for the 2D navigation layer 9. If left empty, the layer will "
- "display as \"Layer 9\"."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid "Optional name for the 2D physics layer 1."
- msgstr "Nombre opcional para la capa 1 de la física 2D."
- #: doc/classes/ProjectSettings.xml
- msgid "Optional name for the 2D physics layer 10."
- msgstr "Nombre opcional para la capa 10 de física 2D."
- #: doc/classes/ProjectSettings.xml
- msgid "Optional name for the 2D physics layer 11."
- msgstr "Nombre opcional para la capa 11 de física 2D."
- #: doc/classes/ProjectSettings.xml
- msgid "Optional name for the 2D physics layer 12."
- msgstr "Nombre opcional para la capa 12 de física 2D."
- #: doc/classes/ProjectSettings.xml
- msgid "Optional name for the 2D physics layer 13."
- msgstr "Nombre opcional para la capa 13 de la física 2D."
- #: doc/classes/ProjectSettings.xml
- msgid "Optional name for the 2D physics layer 14."
- msgstr "Nombre opcional para la capa 14 de la física 2D."
- #: doc/classes/ProjectSettings.xml
- msgid "Optional name for the 2D physics layer 15."
- msgstr "Nombre opcional para la capa 15 de física 2D."
- #: doc/classes/ProjectSettings.xml
- msgid "Optional name for the 2D physics layer 16."
- msgstr "Nombre opcional para la capa 15 de la física 2D."
- #: doc/classes/ProjectSettings.xml
- msgid "Optional name for the 2D physics layer 17."
- msgstr "Nombre opcional para la capa 17 de la física 2D."
- #: doc/classes/ProjectSettings.xml
- msgid "Optional name for the 2D physics layer 18."
- msgstr "Nombre opcional para la capa 18 de física 2D."
- #: doc/classes/ProjectSettings.xml
- msgid "Optional name for the 2D physics layer 19."
- msgstr "Nombre opcional para la capa 19 de la física 2D."
- #: doc/classes/ProjectSettings.xml
- msgid "Optional name for the 2D physics layer 2."
- msgstr "Nombre opcional para la capa 2 de física 2D."
- #: doc/classes/ProjectSettings.xml
- msgid "Optional name for the 2D physics layer 20."
- msgstr "Nombre opcional para la capa 20 de física 2D."
- #: doc/classes/ProjectSettings.xml
- #, fuzzy
- msgid "Optional name for the 2D physics layer 21."
- msgstr "Nombre opcional para la capa 2 de física 2D."
- #: doc/classes/ProjectSettings.xml
- #, fuzzy
- msgid "Optional name for the 2D physics layer 22."
- msgstr "Nombre opcional para la capa 2 de física 2D."
- #: doc/classes/ProjectSettings.xml
- #, fuzzy
- msgid "Optional name for the 2D physics layer 23."
- msgstr "Nombre opcional para la capa 2 de física 2D."
- #: doc/classes/ProjectSettings.xml
- #, fuzzy
- msgid "Optional name for the 2D physics layer 24."
- msgstr "Nombre opcional para la capa 2 de física 2D."
- #: doc/classes/ProjectSettings.xml
- #, fuzzy
- msgid "Optional name for the 2D physics layer 25."
- msgstr "Nombre opcional para la capa 2 de física 2D."
- #: doc/classes/ProjectSettings.xml
- #, fuzzy
- msgid "Optional name for the 2D physics layer 26."
- msgstr "Nombre opcional para la capa 2 de física 2D."
- #: doc/classes/ProjectSettings.xml
- #, fuzzy
- msgid "Optional name for the 2D physics layer 27."
- msgstr "Nombre opcional para la capa 2 de física 2D."
- #: doc/classes/ProjectSettings.xml
- #, fuzzy
- msgid "Optional name for the 2D physics layer 28."
- msgstr "Nombre opcional para la capa 2 de física 2D."
- #: doc/classes/ProjectSettings.xml
- #, fuzzy
- msgid "Optional name for the 2D physics layer 29."
- msgstr "Nombre opcional para la capa 2 de física 2D."
- #: doc/classes/ProjectSettings.xml
- msgid "Optional name for the 2D physics layer 3."
- msgstr "Nombre opcional para la capa 3 de física 2D."
- #: doc/classes/ProjectSettings.xml
- #, fuzzy
- msgid "Optional name for the 2D physics layer 30."
- msgstr "Nombre opcional para la capa 3 de física 2D."
- #: doc/classes/ProjectSettings.xml
- #, fuzzy
- msgid "Optional name for the 2D physics layer 31."
- msgstr "Nombre opcional para la capa 3 de física 2D."
- #: doc/classes/ProjectSettings.xml
- #, fuzzy
- msgid "Optional name for the 2D physics layer 32."
- msgstr "Nombre opcional para la capa 3 de física 2D."
- #: doc/classes/ProjectSettings.xml
- msgid "Optional name for the 2D physics layer 4."
- msgstr "Nombre opcional para la capa 4 de física 2D."
- #: doc/classes/ProjectSettings.xml
- msgid "Optional name for the 2D physics layer 5."
- msgstr "Nombre opcional para la capa 5 de física 2D."
- #: doc/classes/ProjectSettings.xml
- msgid "Optional name for the 2D physics layer 6."
- msgstr "Nombre opcional para la capa 6 de física 2D."
- #: doc/classes/ProjectSettings.xml
- msgid "Optional name for the 2D physics layer 7."
- msgstr "Nombre opcional para la capa 7 de física 2D."
- #: doc/classes/ProjectSettings.xml
- msgid "Optional name for the 2D physics layer 8."
- msgstr "Nombre opcional para la capa 8 de física 2D."
- #: doc/classes/ProjectSettings.xml
- msgid "Optional name for the 2D physics layer 9."
- msgstr "Nombre opcional para la capa 9 de física 2D."
- #: doc/classes/ProjectSettings.xml
- msgid "Optional name for the 2D render layer 1."
- msgstr "Nombre opcional para la capa 1 del renderizado 2D."
- #: doc/classes/ProjectSettings.xml
- msgid "Optional name for the 2D render layer 10."
- msgstr "Nombre opcional para la capa 10 del renderizado 2D."
- #: doc/classes/ProjectSettings.xml
- msgid "Optional name for the 2D render layer 11."
- msgstr "Nombre opcional para la capa 11 del renderizado 2D."
- #: doc/classes/ProjectSettings.xml
- msgid "Optional name for the 2D render layer 12."
- msgstr "Nombre opcional para la capa 12 del renderizado 2D."
- #: doc/classes/ProjectSettings.xml
- msgid "Optional name for the 2D render layer 13."
- msgstr "Nombre opcional para la capa 13 del renderizado 2D."
- #: doc/classes/ProjectSettings.xml
- msgid "Optional name for the 2D render layer 14."
- msgstr "Nombre opcional para la capa 14 del renderizado 2D."
- #: doc/classes/ProjectSettings.xml
- msgid "Optional name for the 2D render layer 15."
- msgstr "Nombre opcional para la capa 15 del renderizado 2D."
- #: doc/classes/ProjectSettings.xml
- msgid "Optional name for the 2D render layer 16."
- msgstr "Nombre opcional para la capa 16 del renderizado 2D."
- #: doc/classes/ProjectSettings.xml
- msgid "Optional name for the 2D render layer 17."
- msgstr "Nombre opcional para la capa 17 del renderizado 2D."
- #: doc/classes/ProjectSettings.xml
- msgid "Optional name for the 2D render layer 18."
- msgstr "Nombre opcional para la capa 18 del renderizado 2D."
- #: doc/classes/ProjectSettings.xml
- msgid "Optional name for the 2D render layer 19."
- msgstr "Nombre opcional para la capa 19 del renderizado 2D."
- #: doc/classes/ProjectSettings.xml
- msgid "Optional name for the 2D render layer 2."
- msgstr "Nombre opcional para la capa 2 del renderizado 2D."
- #: doc/classes/ProjectSettings.xml
- msgid "Optional name for the 2D render layer 20."
- msgstr "Nombre opcional para la capa 20 del renderizado 2D."
- #: doc/classes/ProjectSettings.xml
- msgid "Optional name for the 2D render layer 3."
- msgstr "Nombre opcional para la capa 3 del renderizado 2D."
- #: doc/classes/ProjectSettings.xml
- msgid "Optional name for the 2D render layer 4."
- msgstr "Nombre opcional para la capa 4 del renderizado 2D."
- #: doc/classes/ProjectSettings.xml
- msgid "Optional name for the 2D render layer 5."
- msgstr "Nombre opcional para la capa 5 del renderizado 2D."
- #: doc/classes/ProjectSettings.xml
- msgid "Optional name for the 2D render layer 6."
- msgstr "Nombre opcional para la capa 6 del renderizado 2D."
- #: doc/classes/ProjectSettings.xml
- msgid "Optional name for the 2D render layer 7."
- msgstr "Nombre opcional para la capa 7 del renderizado 2D."
- #: doc/classes/ProjectSettings.xml
- msgid "Optional name for the 2D render layer 8."
- msgstr "Nombre opcional para la capa 8 del renderizado 2D."
- #: doc/classes/ProjectSettings.xml
- msgid "Optional name for the 2D render layer 9."
- msgstr "Nombre opcional para la capa 9 del renderizado 2D."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Optional name for the 3D navigation layer 1. If left empty, the layer will "
- "display as \"Layer 1\"."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Optional name for the 3D navigation layer 10. If left empty, the layer will "
- "display as \"Layer 10\"."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Optional name for the 3D navigation layer 11. If left empty, the layer will "
- "display as \"Layer 11\"."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Optional name for the 3D navigation layer 12. If left empty, the layer will "
- "display as \"Layer 12\"."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Optional name for the 3D navigation layer 13. If left empty, the layer will "
- "display as \"Layer 13\"."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Optional name for the 3D navigation layer 14. If left empty, the layer will "
- "display as \"Layer 14\"."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Optional name for the 3D navigation layer 15. If left empty, the layer will "
- "display as \"Layer 15\"."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Optional name for the 3D navigation layer 16. If left empty, the layer will "
- "display as \"Layer 16\"."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Optional name for the 3D navigation layer 17. If left empty, the layer will "
- "display as \"Layer 17\"."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Optional name for the 3D navigation layer 18. If left empty, the layer will "
- "display as \"Layer 18\"."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Optional name for the 3D navigation layer 19. If left empty, the layer will "
- "display as \"Layer 19\"."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Optional name for the 3D navigation layer 2. If left empty, the layer will "
- "display as \"Layer 2\"."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Optional name for the 3D navigation layer 20. If left empty, the layer will "
- "display as \"Layer 20\"."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Optional name for the 3D navigation layer 21. If left empty, the layer will "
- "display as \"Layer 21\"."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Optional name for the 3D navigation layer 22. If left empty, the layer will "
- "display as \"Layer 22\"."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Optional name for the 3D navigation layer 23. If left empty, the layer will "
- "display as \"Layer 23\"."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Optional name for the 3D navigation layer 24. If left empty, the layer will "
- "display as \"Layer 24\"."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Optional name for the 3D navigation layer 25. If left empty, the layer will "
- "display as \"Layer 25\"."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Optional name for the 3D navigation layer 26. If left empty, the layer will "
- "display as \"Layer 26\"."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Optional name for the 3D navigation layer 27. If left empty, the layer will "
- "display as \"Layer 27\"."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Optional name for the 3D navigation layer 28. If left empty, the layer will "
- "display as \"Layer 28\"."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Optional name for the 3D navigation layer 29. If left empty, the layer will "
- "display as \"Layer 29\"."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Optional name for the 3D navigation layer 3. If left empty, the layer will "
- "display as \"Layer 3\"."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Optional name for the 3D navigation layer 30. If left empty, the layer will "
- "display as \"Layer 30\"."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Optional name for the 3D navigation layer 31. If left empty, the layer will "
- "display as \"Layer 31\"."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Optional name for the 3D navigation layer 32. If left empty, the layer will "
- "display as \"Layer 32\"."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Optional name for the 3D navigation layer 4. If left empty, the layer will "
- "display as \"Layer 4\"."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Optional name for the 3D navigation layer 5. If left empty, the layer will "
- "display as \"Layer 5\"."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Optional name for the 3D navigation layer 6. If left empty, the layer will "
- "display as \"Layer 6\"."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Optional name for the 3D navigation layer 7. If left empty, the layer will "
- "display as \"Layer 7\"."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Optional name for the 3D navigation layer 8. If left empty, the layer will "
- "display as \"Layer 8\"."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Optional name for the 3D navigation layer 9. If left empty, the layer will "
- "display as \"Layer 9\"."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid "Optional name for the 3D physics layer 1."
- msgstr "Nombre opcional para la capa 1 de la física 3D."
- #: doc/classes/ProjectSettings.xml
- msgid "Optional name for the 3D physics layer 10."
- msgstr "Nombre opcional para la capa 10 de física 3D."
- #: doc/classes/ProjectSettings.xml
- msgid "Optional name for the 3D physics layer 11."
- msgstr "Nombre opcional para la capa 11 de la física 3D."
- #: doc/classes/ProjectSettings.xml
- msgid "Optional name for the 3D physics layer 12."
- msgstr "Nombre opcional para la capa 12 de física 3D."
- #: doc/classes/ProjectSettings.xml
- msgid "Optional name for the 3D physics layer 13."
- msgstr "Nombre opcional para la capa 13 de la física 3D."
- #: doc/classes/ProjectSettings.xml
- msgid "Optional name for the 3D physics layer 14."
- msgstr "Nombre opcional para la capa 14 de la física 3D."
- #: doc/classes/ProjectSettings.xml
- msgid "Optional name for the 3D physics layer 15."
- msgstr "Nombre opcional para la capa 15 de la física 3D."
- #: doc/classes/ProjectSettings.xml
- msgid "Optional name for the 3D physics layer 16."
- msgstr "Nombre opcional para la capa 16 de la física 3D."
- #: doc/classes/ProjectSettings.xml
- msgid "Optional name for the 3D physics layer 17."
- msgstr "Nombre opcional para la capa 17 de la física 3D."
- #: doc/classes/ProjectSettings.xml
- msgid "Optional name for the 3D physics layer 18."
- msgstr "Nombre opcional para la capa 18 de la física 3D."
- #: doc/classes/ProjectSettings.xml
- msgid "Optional name for the 3D physics layer 19."
- msgstr "Nombre opcional para la capa 19 de la física 3D."
- #: doc/classes/ProjectSettings.xml
- msgid "Optional name for the 3D physics layer 2."
- msgstr "Nombre opcional para la capa 2 de la física 3D."
- #: doc/classes/ProjectSettings.xml
- msgid "Optional name for the 3D physics layer 20."
- msgstr "Nombre opcional para la capa 20 de física 3D."
- #: doc/classes/ProjectSettings.xml
- #, fuzzy
- msgid "Optional name for the 3D physics layer 21."
- msgstr "Nombre opcional para la capa 2 de la física 3D."
- #: doc/classes/ProjectSettings.xml
- #, fuzzy
- msgid "Optional name for the 3D physics layer 22."
- msgstr "Nombre opcional para la capa 2 de la física 3D."
- #: doc/classes/ProjectSettings.xml
- #, fuzzy
- msgid "Optional name for the 3D physics layer 23."
- msgstr "Nombre opcional para la capa 2 de la física 3D."
- #: doc/classes/ProjectSettings.xml
- #, fuzzy
- msgid "Optional name for the 3D physics layer 24."
- msgstr "Nombre opcional para la capa 2 de la física 3D."
- #: doc/classes/ProjectSettings.xml
- #, fuzzy
- msgid "Optional name for the 3D physics layer 25."
- msgstr "Nombre opcional para la capa 2 de la física 3D."
- #: doc/classes/ProjectSettings.xml
- #, fuzzy
- msgid "Optional name for the 3D physics layer 26."
- msgstr "Nombre opcional para la capa 2 de la física 3D."
- #: doc/classes/ProjectSettings.xml
- #, fuzzy
- msgid "Optional name for the 3D physics layer 27."
- msgstr "Nombre opcional para la capa 2 de la física 3D."
- #: doc/classes/ProjectSettings.xml
- #, fuzzy
- msgid "Optional name for the 3D physics layer 28."
- msgstr "Nombre opcional para la capa 2 de la física 3D."
- #: doc/classes/ProjectSettings.xml
- #, fuzzy
- msgid "Optional name for the 3D physics layer 29."
- msgstr "Nombre opcional para la capa 2 de la física 3D."
- #: doc/classes/ProjectSettings.xml
- msgid "Optional name for the 3D physics layer 3."
- msgstr "Nombre opcional para la capa 3 de física 3D."
- #: doc/classes/ProjectSettings.xml
- #, fuzzy
- msgid "Optional name for the 3D physics layer 30."
- msgstr "Nombre opcional para la capa 3 de física 3D."
- #: doc/classes/ProjectSettings.xml
- #, fuzzy
- msgid "Optional name for the 3D physics layer 31."
- msgstr "Nombre opcional para la capa 3 de física 3D."
- #: doc/classes/ProjectSettings.xml
- #, fuzzy
- msgid "Optional name for the 3D physics layer 32."
- msgstr "Nombre opcional para la capa 3 de física 3D."
- #: doc/classes/ProjectSettings.xml
- msgid "Optional name for the 3D physics layer 4."
- msgstr "Nombre opcional para la capa 4 de física 3D."
- #: doc/classes/ProjectSettings.xml
- msgid "Optional name for the 3D physics layer 5."
- msgstr "Nombre opcional para la capa 5 de física 3D."
- #: doc/classes/ProjectSettings.xml
- msgid "Optional name for the 3D physics layer 6."
- msgstr "Nombre opcional para la capa 6 de física 3D."
- #: doc/classes/ProjectSettings.xml
- msgid "Optional name for the 3D physics layer 7."
- msgstr "Nombre opcional para la capa 7 de física 3D."
- #: doc/classes/ProjectSettings.xml
- msgid "Optional name for the 3D physics layer 8."
- msgstr "Nombre opcional para la capa 8 de física 3D."
- #: doc/classes/ProjectSettings.xml
- msgid "Optional name for the 3D physics layer 9."
- msgstr "Nombre opcional para la capa 9 de física 3D."
- #: doc/classes/ProjectSettings.xml
- msgid "Optional name for the 3D render layer 1."
- msgstr "Nombre opcional para la capa 1 del renderizado 3D."
- #: doc/classes/ProjectSettings.xml
- msgid "Optional name for the 3D render layer 10."
- msgstr "Nombre opcional para la capa 10 del renderizado 3D."
- #: doc/classes/ProjectSettings.xml
- msgid "Optional name for the 3D render layer 11."
- msgstr "Nombre opcional para la capa 11 del renderizado 3D."
- #: doc/classes/ProjectSettings.xml
- msgid "Optional name for the 3D render layer 12."
- msgstr "Nombre opcional para la capa 12 del renderizado 3D."
- #: doc/classes/ProjectSettings.xml
- msgid "Optional name for the 3D render layer 13."
- msgstr "Nombre opcional para la capa 13 del renderizado 3D."
- #: doc/classes/ProjectSettings.xml
- #, fuzzy
- msgid "Optional name for the 3D render layer 14."
- msgstr "Nombre opcional para la capa 14 del renderizado 3D"
- #: doc/classes/ProjectSettings.xml
- msgid "Optional name for the 3D render layer 15."
- msgstr "Nombre opcional para la capa 15 del renderizado 3D."
- #: doc/classes/ProjectSettings.xml
- msgid "Optional name for the 3D render layer 16."
- msgstr "Nombre opcional para la capa 16 del renderizado 3D."
- #: doc/classes/ProjectSettings.xml
- msgid "Optional name for the 3D render layer 17."
- msgstr "Nombre opcional para la capa 17 del renderizado 3D."
- #: doc/classes/ProjectSettings.xml
- msgid "Optional name for the 3D render layer 18."
- msgstr "Nombre opcional para la capa 18 del renderizado 3D."
- #: doc/classes/ProjectSettings.xml
- msgid "Optional name for the 3D render layer 19."
- msgstr "Nombre opcional para la capa 19 del renderizado 3D."
- #: doc/classes/ProjectSettings.xml
- msgid "Optional name for the 3D render layer 2."
- msgstr "Nombre opcional para la capa 2 del renderizado 3D."
- #: doc/classes/ProjectSettings.xml
- msgid "Optional name for the 3D render layer 20."
- msgstr "Nombre opcional para la capa 20 del renderizado 3D."
- #: doc/classes/ProjectSettings.xml
- msgid "Optional name for the 3D render layer 3."
- msgstr "Nombre opcional para la capa 3 del renderizado 3D."
- #: doc/classes/ProjectSettings.xml
- msgid "Optional name for the 3D render layer 4."
- msgstr "Nombre opcional para la capa 4 del renderizado 3D."
- #: doc/classes/ProjectSettings.xml
- msgid "Optional name for the 3D render layer 5."
- msgstr "Nombre opcional para la capa 5 del renderizado 3D."
- #: doc/classes/ProjectSettings.xml
- msgid "Optional name for the 3D render layer 6."
- msgstr "Nombre opcional para la capa 6 del renderizado 3D."
- #: doc/classes/ProjectSettings.xml
- msgid "Optional name for the 3D render layer 7."
- msgstr "Nombre opcional para la capa 7 del renderizado 3D."
- #: doc/classes/ProjectSettings.xml
- msgid "Optional name for the 3D render layer 8."
- msgstr "Nombre opcional para la capa 8 del renderizado 3D."
- #: doc/classes/ProjectSettings.xml
- msgid "Optional name for the 3D render layer 9."
- msgstr "Nombre opcional para la capa 9 del renderizado 3D."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "The locale to fall back to if a translation isn't available in a given "
- "language. If left empty, [code]en[/code] (English) will be used."
- msgstr ""
- "El lugar al que recurrir si una traducción no está disponible en un idioma "
- "determinado. Si se deja vacío, se usará [code]en[/code] (inglés)."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "If non-empty, this locale will be used when running the project from the "
- "editor."
- msgstr ""
- "Si no está vacío, este lugar se utilizará cuando se ejecute el proyecto "
- "desde el editor."
- #: doc/classes/ProjectSettings.xml
- msgid "If [code]true[/code], logs all output to files."
- msgstr "Si [code]true[/code], registra todos los resultados en archivos."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Desktop override for [member logging/file_logging/enable_file_logging], as "
- "log files are not readily accessible on mobile/Web platforms."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Path to logs within the project. Using an [code]user://[/code] path is "
- "recommended."
- msgstr ""
- "Camino a los registros dentro del proyecto. Se recomienda utilizar una ruta "
- "[code]user://[/code]."
- #: doc/classes/ProjectSettings.xml
- msgid "Specifies the maximum amount of log files allowed (used for rotation)."
- msgstr ""
- "Especifica la cantidad máxima de archivos de registro permitidos (utilizados "
- "para la rotación)."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Godot uses a message queue to defer some function calls. If you run out of "
- "space on it (you will see an error), you can increase the size here."
- msgstr ""
- "Godot utiliza una cola de mensajes para aplazar algunas llamadas a "
- "funciones. Si te quedas sin espacio en ella (verás un error), puedes "
- "aumentar el tamaño aquí."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "This is used by servers when used in multi-threading mode (servers and "
- "visual). RIDs are preallocated to avoid stalling the server requesting them "
- "on threads. If servers get stalled too often when loading resources in a "
- "thread, increase this number."
- msgstr ""
- "Esto es utilizado por los servidores cuando se usa en el modo de multi-hilo "
- "(servidores y visual). Los RIDs son preasignados para evitar que el servidor "
- "los solicite en los hilos. Si los servidores se paralizan con demasiada "
- "frecuencia al cargar recursos en un hilo, aumente este número."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "The policy to use for unhandled Mono (C#) exceptions. The default "
- "\"Terminate Application\" exits the project as soon as an unhandled "
- "exception is thrown. \"Log Error\" logs an error message to the console "
- "instead, and will not interrupt the project execution when an unhandled "
- "exception is thrown.\n"
- "[b]Note:[/b] The unhandled exception policy is always set to \"Log Error\" "
- "in the editor, which also includes C# [code]tool[/code] scripts running "
- "within the editor as well as editor plugin code."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Default cell height for 2D navigation maps. See [method Navigation2DServer."
- "map_set_cell_height].\n"
- "[b]Note:[/b] Currently not implemented."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Default cell size for 2D navigation maps. See [method Navigation2DServer."
- "map_set_cell_size]."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Default edge connection margin for 2D navigation maps. See [method "
- "Navigation2DServer.map_set_edge_connection_margin]."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Default cell height for 3D navigation maps. See [method NavigationServer."
- "map_set_cell_height]."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Default cell size for 3D navigation maps. See [method NavigationServer."
- "map_set_cell_size]."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Default edge connection margin for 3D navigation maps. See [method "
- "NavigationServer.map_set_edge_connection_margin]."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Default map up vector for 3D navigation maps. See [method NavigationServer."
- "map_set_up]."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Maximum amount of characters allowed to send as output from the debugger. "
- "Over this value, content is dropped. This helps not to stall the debugger "
- "connection."
- msgstr ""
- "Cantidad máxima de caracteres que se pueden enviar como salida del "
- "depurador. Por encima de este valor, el contenido se elimina. Esto ayuda a "
- "no detener la conexión del depurador."
- #: doc/classes/ProjectSettings.xml
- #, fuzzy
- msgid ""
- "Maximum number of errors allowed to be sent as output from the debugger. "
- "Over this value, content is dropped. This helps not to stall the debugger "
- "connection."
- msgstr ""
- "Máximo número de errores que se permite enviar desde el depurador. Por "
- "encima de este valor, el contenido se elimina. Esto ayuda a no detener la "
- "conexión del depurador."
- #: doc/classes/ProjectSettings.xml
- #, fuzzy
- msgid ""
- "Maximum amount of messages allowed to send as output from the debugger. Over "
- "this value, content is dropped. This helps not to stall the debugger "
- "connection."
- msgstr ""
- "Cantidad máxima de caracteres que se pueden enviar como salida del "
- "depurador. Por encima de este valor, el contenido se elimina. Esto ayuda a "
- "no detener la conexión del depurador."
- #: doc/classes/ProjectSettings.xml
- #, fuzzy
- msgid ""
- "Maximum number of warnings allowed to be sent as output from the debugger. "
- "Over this value, content is dropped. This helps not to stall the debugger "
- "connection."
- msgstr ""
- "El número máximo de advertencias que se permite enviar desde el depurador. "
- "Por encima de este valor, el contenido se elimina. Esto ayuda a no detener "
- "la conexión del depurador."
- #: doc/classes/ProjectSettings.xml
- #, fuzzy
- msgid ""
- "Default size of packet peer stream for deserializing Godot data (in bytes, "
- "specified as a power of two). The default value [code]16[/code] is equal to "
- "65,536 bytes. Over this size, data is dropped."
- msgstr ""
- "Tamaño por defecto del flujo de paquetes para deserializar los datos de "
- "Godot. Por encima de este tamaño, los datos se eliminan."
- #: doc/classes/ProjectSettings.xml
- msgid "Timeout (in seconds) for connection attempts using TCP."
- msgstr ""
- "Tiempo de espera (en segundos) para los intentos de conexión usando TCP."
- #: doc/classes/ProjectSettings.xml
- msgid "Maximum size (in kiB) for the [WebRTCDataChannel] input buffer."
- msgstr "Tamaño máximo (en kiB) para el buffer de entrada [WebRTCDataChannel]."
- #: doc/classes/ProjectSettings.xml
- #, fuzzy
- msgid "Maximum size (in kiB) for the [WebSocketClient] input buffer."
- msgstr "Tamaño máximo (en kiB) para el buffer de entrada [WebRTCDataChannel]."
- #: doc/classes/ProjectSettings.xml
- msgid "Maximum number of concurrent input packets for [WebSocketClient]."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- #, fuzzy
- msgid "Maximum size (in kiB) for the [WebSocketClient] output buffer."
- msgstr "Tamaño máximo (en kiB) para el buffer de entrada [WebRTCDataChannel]."
- #: doc/classes/ProjectSettings.xml
- msgid "Maximum number of concurrent output packets for [WebSocketClient]."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- #, fuzzy
- msgid "Maximum size (in kiB) for the [WebSocketServer] input buffer."
- msgstr "Tamaño máximo (en kiB) para el buffer de entrada [WebRTCDataChannel]."
- #: doc/classes/ProjectSettings.xml
- msgid "Maximum number of concurrent input packets for [WebSocketServer]."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- #, fuzzy
- msgid "Maximum size (in kiB) for the [WebSocketServer] output buffer."
- msgstr "Tamaño máximo (en kiB) para el buffer de entrada [WebRTCDataChannel]."
- #: doc/classes/ProjectSettings.xml
- msgid "Maximum number of concurrent output packets for [WebSocketServer]."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Amount of read ahead used by remote filesystem. Higher values decrease the "
- "effects of latency at the cost of higher bandwidth usage."
- msgstr ""
- "Cantidad de lectura por adelantado utilizada por el sistema de archivos "
- "remoto. Los valores más altos disminuyen los efectos de la latencia a costa "
- "de un mayor uso del ancho de banda."
- #: doc/classes/ProjectSettings.xml
- msgid "Page size used by remote filesystem (in bytes)."
- msgstr ""
- "Tamaño de la página utilizada por el sistema de archivos remoto (en bytes)."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "The CA certificates bundle to use for SSL connections. If this is set to a "
- "non-empty value, this will [i]override[/i] Godot's default [url=https://"
- "github.com/godotengine/godot/blob/master/thirdparty/certs/ca-certificates."
- "crt]Mozilla certificate bundle[/url]. If left empty, the default certificate "
- "bundle will be used.\n"
- "If in doubt, leave this setting empty."
- msgstr ""
- "El paquete de certificados de CA para usar en las conexiones SSL. Si se "
- "establece en un valor no vacío, esto [i]sobreescribira[/i] el paquete de "
- "certificados de Godot por defecto [url=https://github.com/godotengine/godot/"
- "blob/master/thirdparty/certs/ca-certificates.crt]paquete de certificados de "
- "Mozilla[/url]. Si se deja vacío, se utilizará el paquete de certificados por "
- "defecto.\n"
- "En caso de duda, deje este ajuste vacío."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "When creating node names automatically, set the type of casing in this "
- "project. This is mostly an editor setting."
- msgstr ""
- "Al crear los nombres de los nodos de forma automática, establezca el tipo de "
- "carcasa en este proyecto. Esto es mayormente un ajuste de editor."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "What to use to separate node name from number. This is mostly an editor "
- "setting."
- msgstr ""
- "Qué usar para separar el nombre del nodo del número. Esto es mayormente un "
- "ajuste de editor."
- #: doc/classes/ProjectSettings.xml
- #, fuzzy
- msgid ""
- "Size of the hash table used for the broad-phase 2D hash grid algorithm.\n"
- "[b]Note:[/b] Not used if [member ProjectSettings.physics/2d/use_bvh] is "
- "enabled."
- msgstr ""
- "Tamaño de la tabla hash usada para el algoritmo de la cuadrícula hash 2D de "
- "fase ancha."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Additional expansion applied to object bounds in the 2D physics bounding "
- "volume hierarchy. This can reduce BVH processing at the cost of a slightly "
- "coarser broadphase, which can stress the physics more in some situations.\n"
- "The default value will work well in most situations. A value of 0.0 will "
- "turn this optimization off, and larger values may work better for larger, "
- "faster moving objects.\n"
- "[b]Note:[/b] Used only if [member ProjectSettings.physics/2d/use_bvh] is "
- "enabled."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Cell size used for the broad-phase 2D hash grid algorithm (in pixels).\n"
- "[b]Note:[/b] Not used if [member ProjectSettings.physics/2d/use_bvh] is "
- "enabled."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "The default angular damp in 2D.\n"
- "[b]Note:[/b] Good values are in the range [code]0[/code] to [code]1[/code]. "
- "At value [code]0[/code] objects will keep moving with the same velocity. "
- "Values greater than [code]1[/code] will aim to reduce the velocity to "
- "[code]0[/code] in less than a second e.g. a value of [code]2[/code] will aim "
- "to reduce the velocity to [code]0[/code] in half a second. A value equal to "
- "or greater than the physics frame rate ([member ProjectSettings.physics/"
- "common/physics_fps], [code]60[/code] by default) will bring the object to a "
- "stop in one iteration."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- #, fuzzy
- msgid ""
- "The default gravity strength in 2D (in pixels per second squared).\n"
- "[b]Note:[/b] This property is only read when the project starts. To change "
- "the default gravity at runtime, use the following code sample:\n"
- "[codeblock]\n"
- "# Set the default gravity strength to 98.\n"
- "Physics2DServer.area_set_param(get_viewport().find_world_2d().get_space(), "
- "Physics2DServer.AREA_PARAM_GRAVITY, 98)\n"
- "[/codeblock]"
- msgstr ""
- "La fuerza de gravedad por defecto en 2D.\n"
- "[b]Nota:[/b] Esta propiedad sólo se lee cuando el proyecto comienza. Para "
- "cambiar la gravedad por defecto en tiempo de ejecución, usa el siguiente "
- "ejemplo de código:\n"
- "[codeblock]\n"
- "# Establece la fuerza de gravedad por defecto a 98.\n"
- "PhysicsServer2D.area_set_param(get_viewport().find_world_2d().get_space(), "
- "PhysicsServer2D.AREA_PARAM_GRAVITY, 98)\n"
- "[/codeblock]"
- #: doc/classes/ProjectSettings.xml
- #, fuzzy
- msgid ""
- "The default gravity direction in 2D.\n"
- "[b]Note:[/b] This property is only read when the project starts. To change "
- "the default gravity vector at runtime, use the following code sample:\n"
- "[codeblock]\n"
- "# Set the default gravity direction to `Vector2(0, 1)`.\n"
- "Physics2DServer.area_set_param(get_viewport().find_world_2d().get_space(), "
- "Physics2DServer.AREA_PARAM_GRAVITY_VECTOR, Vector2(0, 1))\n"
- "[/codeblock]"
- msgstr ""
- "La dirección de la gravedad por defecto en 2D.\n"
- "[b]Nota:[/b] Esta propiedad sólo se lee cuando el proyecto comienza. Para "
- "cambiar el vector de gravedad por defecto en tiempo de ejecución, usa el "
- "siguiente ejemplo de código:\n"
- "[codeblock]\n"
- "# Poner la dirección de la gravedad por defecto en \"Vector2(0, 1)`.\n"
- "Servidor de Física2D.area_set_param(get_viewport().find_world_2d()."
- "get_space(), Servidor de Física2D.AREA_PARAM_GRAVITY_VECTOR, Vector2(0, 1))\n"
- "[/codeblock]"
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "The default linear damp in 2D.\n"
- "[b]Note:[/b] Good values are in the range [code]0[/code] to [code]1[/code]. "
- "At value [code]0[/code] objects will keep moving with the same velocity. "
- "Values greater than [code]1[/code] will aim to reduce the velocity to "
- "[code]0[/code] in less than a second e.g. a value of [code]2[/code] will aim "
- "to reduce the velocity to [code]0[/code] in half a second. A value equal to "
- "or greater than the physics frame rate ([member ProjectSettings.physics/"
- "common/physics_fps], [code]60[/code] by default) will bring the object to a "
- "stop in one iteration."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- #, fuzzy
- msgid ""
- "Threshold defining the surface size that constitutes a large object with "
- "regard to cells in the broad-phase 2D hash grid algorithm.\n"
- "[b]Note:[/b] Not used if [member ProjectSettings.physics/2d/use_bvh] is "
- "enabled."
- msgstr ""
- "Umbral que define el tamaño de la superficie que constituye un objeto grande "
- "con respecto a las células en el algoritmo de la cuadrícula hash 2D de fase "
- "ancha."
- #: doc/classes/ProjectSettings.xml
- #, fuzzy
- msgid ""
- "Sets which physics engine to use for 2D physics.\n"
- "\"DEFAULT\" and \"GodotPhysics\" are the same, as there is currently no "
- "alternative 2D physics server implemented."
- msgstr ""
- "Establece qué motor de física usar para la física 2D.\n"
- "\"DEFAULT\" y \"GodotPhysics2D\" son lo mismo, ya que actualmente no hay "
- "ningún servidor de física 2D alternativo implementado."
- #: doc/classes/ProjectSettings.xml
- #, fuzzy
- msgid ""
- "Threshold angular velocity under which a 2D physics body will be considered "
- "inactive. See [constant Physics2DServer."
- "SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD]."
- msgstr ""
- "Velocidad angular umbral bajo la cual un cuerpo de física 2D se considerará "
- "inactivo. Ver [constant PhysicsServer2D."
- "SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD]."
- #: doc/classes/ProjectSettings.xml
- #, fuzzy
- msgid ""
- "Threshold linear velocity under which a 2D physics body will be considered "
- "inactive. See [constant Physics2DServer."
- "SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD]."
- msgstr ""
- "Velocidad lineal umbral bajo la cual un cuerpo de física 2D se considerará "
- "inactivo. Ver [constant PhysicsServer2D."
- "SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD]."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Sets whether physics is run on the main thread or a separate one. Running "
- "the server on a thread increases performance, but restricts API access to "
- "only physics process.\n"
- "[b]Warning:[/b] As of Godot 3.2, there are mixed reports about the use of a "
- "Multi-Threaded thread model for physics. Be sure to assess whether it does "
- "give you extra performance and no regressions when using it."
- msgstr ""
- "Establece si la física se ejecuta en el hilo principal o en uno separado. "
- "Ejecutar el servidor en un hilo aumenta el rendimiento, pero restringe el "
- "acceso a la API sólo a los procesos de física.\n"
- "[b]Advertencia:[/b] A partir de Godot 3.2, hay informes mixtos sobre el uso "
- "de un modelo de hilo multi-hilo para la física. Asegúrate de evaluar si te "
- "da un rendimiento extra y no hay regresiones al usarlo."
- #: doc/classes/ProjectSettings.xml
- #, fuzzy
- msgid ""
- "Time (in seconds) of inactivity before which a 2D physics body will put to "
- "sleep. See [constant Physics2DServer.SPACE_PARAM_BODY_TIME_TO_SLEEP]."
- msgstr ""
- "Tiempo (en segundos) de inactividad antes de que un cuerpo de física 2D se "
- "ponga a dormir. Ver [constant PhysicsServer2D."
- "SPACE_PARAM_BODY_TIME_TO_SLEEP]."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Enables the use of bounding volume hierarchy instead of hash grid for 2D "
- "physics spatial partitioning. This may give better performance."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- #, fuzzy
- msgid ""
- "Sets whether the 3D physics world will be created with support for "
- "[SoftBody] physics. Only applies to the Bullet physics engine."
- msgstr ""
- "Establece si el mundo de la física 3D se creará con soporte para la física "
- "[SoftBody]. Sólo se aplica al motor de física de Bullet."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "The default angular damp in 3D.\n"
- "[b]Note:[/b] Good values are in the range [code]0[/code] to [code]1[/code]. "
- "At value [code]0[/code] objects will keep moving with the same velocity. "
- "Values greater than [code]1[/code] will aim to reduce the velocity to "
- "[code]0[/code] in less than a second e.g. a value of [code]2[/code] will aim "
- "to reduce the velocity to [code]0[/code] in half a second. A value equal to "
- "or greater than the physics frame rate ([member ProjectSettings.physics/"
- "common/physics_fps], [code]60[/code] by default) will bring the object to a "
- "stop in one iteration."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- #, fuzzy
- msgid ""
- "The default gravity strength in 3D (in meters per second squared).\n"
- "[b]Note:[/b] This property is only read when the project starts. To change "
- "the default gravity at runtime, use the following code sample:\n"
- "[codeblock]\n"
- "# Set the default gravity strength to 9.8.\n"
- "PhysicsServer.area_set_param(get_viewport().find_world().get_space(), "
- "PhysicsServer.AREA_PARAM_GRAVITY, 9.8)\n"
- "[/codeblock]"
- msgstr ""
- "La fuerza de gravedad predeterminada en 3D.\n"
- "[b]Nota:[/b] Esta propiedad sólo se lee cuando el proyecto comienza. Para "
- "cambiar la gravedad por defecto en tiempo de ejecución, usa el siguiente "
- "ejemplo de código:\n"
- "[codeblock]\n"
- "# Establece la fuerza de gravedad por defecto a 9.8.\n"
- "PhysicsServer3D.area_set_param(get_viewport().find_world().get_space(), "
- "PhysicsServer3D.AREA_PARAM_GRAVITY, 9.8)\n"
- "[/codeblock]"
- #: doc/classes/ProjectSettings.xml
- #, fuzzy
- msgid ""
- "The default gravity direction in 3D.\n"
- "[b]Note:[/b] This property is only read when the project starts. To change "
- "the default gravity vector at runtime, use the following code sample:\n"
- "[codeblock]\n"
- "# Set the default gravity direction to `Vector3(0, -1, 0)`.\n"
- "PhysicsServer.area_set_param(get_viewport().find_world().get_space(), "
- "PhysicsServer.AREA_PARAM_GRAVITY_VECTOR, Vector3(0, -1, 0))\n"
- "[/codeblock]"
- msgstr ""
- "La dirección de la gravedad por defecto en 3D.\n"
- "[b]Nota:[/b] Esta propiedad sólo se lee cuando el proyecto comienza. Para "
- "cambiar el vector de gravedad por defecto en tiempo de ejecución, usa el "
- "siguiente ejemplo de código:\n"
- "[codeblock]\n"
- "# Poner la dirección de la gravedad por defecto en \"Vector3(0, -1, 0)`.\n"
- "PhysicsServer3D.area_set_param(get_viewport().find_world().get_space(), "
- "PhysicsServer3D.AREA_PARAM_GRAVITY_VECTOR, Vector3(0, -1, 0))\n"
- "[/codeblock]"
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "The default linear damp in 3D.\n"
- "[b]Note:[/b] Good values are in the range [code]0[/code] to [code]1[/code]. "
- "At value [code]0[/code] objects will keep moving with the same velocity. "
- "Values greater than [code]1[/code] will aim to reduce the velocity to "
- "[code]0[/code] in less than a second e.g. a value of [code]2[/code] will aim "
- "to reduce the velocity to [code]0[/code] in half a second. A value equal to "
- "or greater than the physics frame rate ([member ProjectSettings.physics/"
- "common/physics_fps], [code]60[/code] by default) will bring the object to a "
- "stop in one iteration."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Additional expansion applied to object bounds in the 3D physics bounding "
- "volume hierarchy. This can reduce BVH processing at the cost of a slightly "
- "coarser broadphase, which can stress the physics more in some situations.\n"
- "The default value will work well in most situations. A value of 0.0 will "
- "turn this optimization off, and larger values may work better for larger, "
- "faster moving objects.\n"
- "[b]Note:[/b] Used only if [member ProjectSettings.physics/3d/godot_physics/"
- "use_bvh] is enabled."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Enables the use of bounding volume hierarchy instead of octree for 3D "
- "physics spatial partitioning. This may give better performance."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- #, fuzzy
- msgid ""
- "Sets which physics engine to use for 3D physics.\n"
- "\"DEFAULT\" is currently the [url=https://bulletphysics.org]Bullet[/url] "
- "physics engine. The \"GodotPhysics\" engine is still supported as an "
- "alternative."
- msgstr ""
- "Establece qué motor de física usar para la física 3D.\n"
- "\"DEFAULT\" es actualmente el motor de física [url=https://bulletphysics."
- "org]Bullet[/url]. El motor de \"GodotPhysics3D\" sigue siendo soportado como "
- "una alternativa."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "If [code]true[/code], smooths out collision with trimesh shapes "
- "([ConcavePolygonShape]) by telling the Bullet physics engine to generate "
- "internal edge information for every trimesh shape created.\n"
- "[b]Note:[/b] Only effective if [member physics/3d/physics_engine] is set to "
- "[code]DEFAULT[/code] or [code]Bullet[/code], [i]not[/i] [code]GodotPhysics[/"
- "code]."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid "Enables [member Viewport.physics_object_picking] on the root viewport."
- msgstr "Habilita [member Viewport.physics_object_picking] en el viewport raíz."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "If enabled, 2D and 3D physics picking behaves this way in relation to "
- "pause:\n"
- "- When pause is started, every collision object that is hovered or captured "
- "(3D only) is released from that condition, getting the relevant mouse-exit "
- "callback, unless its pause mode makes it immune to pause.\n"
- "- During pause, picking only considers collision objects immune to pause, "
- "sending input events and enter/exit callbacks to them as expected.\n"
- "If disabled, the legacy behavior is used, which consists in queuing the "
- "picking input events during pause (so nodes won't get them) and flushing "
- "that queue on resume, against the state of the 2D/3D world at that point."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "The number of fixed iterations per second. This controls how often physics "
- "simulation and [method Node._physics_process] methods are run. See also "
- "[member debug/settings/fps/force_fps].\n"
- "[b]Note:[/b] This property is only read when the project starts. To change "
- "the physics FPS at runtime, set [member Engine.iterations_per_second] "
- "instead.\n"
- "[b]Note:[/b] Only 8 physics ticks may be simulated per rendered frame at "
- "most. If more than 8 physics ticks have to be simulated per rendered frame "
- "to keep up with rendering, the game will appear to slow down (even if "
- "[code]delta[/code] is used consistently in physics calculations). Therefore, "
- "it is recommended not to increase [member physics/common/physics_fps] above "
- "240. Otherwise, the game will slow down when the rendering framerate goes "
- "below 30 FPS."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "If [code]true[/code], the renderer will interpolate the transforms of "
- "physics objects between the last two transforms, such that smooth motion is "
- "seen when physics ticks do not coincide with rendered frames.\n"
- "[b]Note:[/b] When moving objects to new positions (rather than the usual "
- "physics motion) you may want to temporarily turn off interpolation to "
- "prevent a visible glitch. You can do this using the [method Node."
- "reset_physics_interpolation] function."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- #, fuzzy
- msgid ""
- "Controls how much physics ticks are synchronized with real time. For 0 or "
- "less, the ticks are synchronized. Such values are recommended for network "
- "games, where clock synchronization matters. Higher values cause higher "
- "deviation of in-game clock and real clock, but allows smoothing out "
- "framerate jitters. The default value of 0.5 should be fine for most; values "
- "above 2 could cause the game to react to dropped frames with a noticeable "
- "delay and are not recommended.\n"
- "[b]Note:[/b] For best results, when using a custom physics interpolation "
- "solution, the physics jitter fix should be disabled by setting [member "
- "physics/common/physics_jitter_fix] to [code]0[/code].\n"
- "[b]Note:[/b] Jitter fix is automatically disabled at runtime when [member "
- "physics/common/physics_interpolation] is enabled.\n"
- "[b]Note:[/b] This property is only read when the project starts. To change "
- "the value at runtime, set [member Engine.physics_jitter_fix] instead."
- msgstr ""
- "Controla cuánto se sincronizan los ticks de la física con el tiempo real. "
- "Para 0 o menos, los ticks están sincronizadas. Estos valores se recomiendan "
- "para los juegos en red, donde la sincronización del reloj es importante. Los "
- "valores más altos causan una mayor desviación del reloj del juego y del "
- "reloj real, pero permiten suavizar los cambios bruscos en la tasa de "
- "fotogramas. El valor predeterminado de 0,5 debería estar bien para la "
- "mayoría; los valores superiores a 2 podrían hacer que el juego reaccionara a "
- "los fotogramas caídos con un retraso notable y no se recomiendan."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "[b]Experimental.[/b] Calls [code]glBufferData[/code] with NULL data prior to "
- "uploading batching data. This may not be necessary but can be used for "
- "safety.\n"
- "[b]Note:[/b] Use with care. You are advised to leave this as default for "
- "exports. A non-default setting that works better on your machine may "
- "adversely affect performance for end users."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "[b]Experimental.[/b] If set to on, uses the [code]GL_STREAM_DRAW[/code] flag "
- "for batching buffer uploads. If off, uses the [code]GL_DYNAMIC_DRAW[/code] "
- "flag.\n"
- "[b]Note:[/b] Use with care. You are advised to leave this as default for "
- "exports. A non-default setting that works better on your machine may "
- "adversely affect performance for end users."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "[b]Experimental.[/b] If set to on, this applies buffer orphaning - "
- "[code]glBufferData[/code] is called with NULL data and the full buffer size "
- "prior to uploading new data. This can be important to avoid stalling on some "
- "hardware.\n"
- "[b]Note:[/b] Use with care. You are advised to leave this as default for "
- "exports. A non-default setting that works better on your machine may "
- "adversely affect performance for end users."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "[b]Experimental.[/b] If set to on, uses the [code]GL_STREAM_DRAW[/code] flag "
- "for legacy buffer uploads. If off, uses the [code]GL_DYNAMIC_DRAW[/code] "
- "flag.\n"
- "[b]Note:[/b] Use with care. You are advised to leave this as default for "
- "exports. A non-default setting that works better on your machine may "
- "adversely affect performance for end users."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Choose between fixed mode where corner scalings are preserved matching the "
- "artwork, and scaling mode.\n"
- "Not available in GLES3 when [member rendering/batching/options/use_batching] "
- "is off."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- #, fuzzy
- msgid ""
- "Some NVIDIA GPU drivers have a bug which produces flickering issues for the "
- "[code]draw_rect[/code] method, especially as used in [TileMap]. Refer to "
- "[url=https://github.com/godotengine/godot/issues/9913]GitHub issue 9913[/"
- "url] for details.\n"
- "If [code]true[/code], this option enables a \"safe\" code path for such "
- "NVIDIA GPUs at the cost of performance. This option affects GLES2 and GLES3 "
- "rendering, but only on desktop platforms."
- msgstr ""
- "Algunos controladores de GPU NVIDIA tienen un error que produce problemas de "
- "parpadeo para el método [code]draw_rect[/code], especialmente cuando se "
- "utiliza en [TileMap]. Consulte [url=https://github.com/godotengine/godot/"
- "issues/9913]GitHub número 9913[/url] para más detalles.\n"
- "Si [code]true[/code], esta opción habilita una ruta de código \"segura\" "
- "para tales GPUs NVIDIA a costa del rendimiento. Esta opción sólo afecta al "
- "backend de renderizado GLES2, y sólo a las plataformas de escritorio. No es "
- "necesaria cuando se utiliza el backend de Vulkan."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "If [code]true[/code], performs 2D skinning on the CPU rather than the GPU. "
- "This provides greater compatibility with a wide range of hardware, and also "
- "may be faster in some circumstances.\n"
- "Currently only available when [member rendering/batching/options/"
- "use_batching] is active.\n"
- "[b]Note:[/b] Antialiased software skinned polys are not supported, and will "
- "be rendered without antialiasing.\n"
- "[b]Note:[/b] Custom shaders that use the [code]VERTEX[/code] built-in "
- "operate with [code]VERTEX[/code] position [i]after[/i] skinning, whereas "
- "with hardware skinning, [code]VERTEX[/code] is the position [i]before[/i] "
- "skinning."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "If [code]true[/code], forces snapping of vertices to pixels in 2D rendering. "
- "May help in some pixel art styles.\n"
- "This snapping is performed on the GPU in the vertex shader.\n"
- "Consider using the project setting [member rendering/batching/precision/"
- "uv_contract] to prevent artifacts."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "When batching is on, this regularly prints a frame diagnosis log. Note that "
- "this will degrade performance."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "[b]Experimental.[/b] For regression testing against the old renderer. If "
- "this is switched on, and [code]use_batching[/code] is set, the renderer will "
- "swap alternately between using the old renderer, and the batched renderer, "
- "on each frame. This makes it easy to identify visual differences. "
- "Performance will be degraded."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Lights have the potential to prevent joining items, and break many of the "
- "performance benefits of batching. This setting enables some complex logic to "
- "allow joining items if their lighting is similar, and overlap tests pass. "
- "This can significantly improve performance in some games. Set to 0 to switch "
- "off. With large values the cost of overlap tests may lead to diminishing "
- "returns."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Sets the proportion of the total screen area (in pixels) that must be saved "
- "by a scissor operation in order to activate light scissoring. This can "
- "prevent parts of items being rendered outside the light area. Lower values "
- "scissor more aggressively. A value of 1 scissors none of the items, a value "
- "of 0 scissors every item. The power of 4 of the value is used, in order to "
- "emphasize the lower range, and multiplied by the total screen area in pixels "
- "to give the threshold. This can reduce fill rate requirements in scenes with "
- "a lot of lighting."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Enabling this setting uses the legacy method to draw batches containing only "
- "one rect. The legacy method is faster (approx twice as fast), but can cause "
- "flicker on some systems. In order to directly compare performance with the "
- "non-batching renderer you can set this to true, but it is recommended to "
- "turn this off unless you can guarantee your target hardware will work with "
- "this method."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Turns 2D batching on and off. Batching increases performance by reducing the "
- "amount of graphics API drawcalls."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid "Switches on 2D batching within the editor."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Size of buffer reserved for batched vertices. Larger size enables larger "
- "batches, but there are diminishing returns for the memory used. This should "
- "only have a minor effect on performance."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Including color in the vertex format has a cost, however, not including "
- "color prevents batching across color changes. This threshold determines the "
- "ratio of [code]number of vertex color changes / total number of vertices[/"
- "code] above which vertices will be translated to colored format. A value of "
- "0 will always use colored vertices, 1 will never use colored vertices."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "In certain circumstances, the batcher can reorder items in order to better "
- "join them. This may result in better performance. An overlap test is needed "
- "however for each item lookahead, so there is a trade off, with diminishing "
- "returns. If you are getting no benefit, setting this to 0 will switch it off."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Sets the number of commands to lookahead to determine whether to batch "
- "render items. A value of 1 can join items consisting of single commands, 0 "
- "turns off joining. Higher values are in theory more likely to join, however "
- "this has diminishing returns and has a runtime cost so a small value is "
- "recommended."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "On some platforms (especially mobile), precision issues in shaders can lead "
- "to reading 1 texel outside of bounds, particularly where rects are scaled. "
- "This can particularly lead to border artifacts around tiles in tilemaps.\n"
- "This adjustment corrects for this by making a small contraction to the UV "
- "coordinates used. Note that this can result in a slight squashing of border "
- "texels."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "The amount of UV contraction. This figure is divided by 1000000, and is a "
- "proportion of the total texture dimensions, where the width and height are "
- "both ranged from 0.0 to 1.0.\n"
- "Use the default unless correcting for a problem on particular hardware."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Amount of light samples taken when using [constant BakedLightmap."
- "BAKE_QUALITY_HIGH]."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Amount of light samples taken when using [constant BakedLightmap."
- "BAKE_QUALITY_LOW]."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Amount of light samples taken when using [constant BakedLightmap."
- "BAKE_QUALITY_MEDIUM]."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Amount of light samples taken when using [constant BakedLightmap."
- "BAKE_QUALITY_ULTRA]."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Default background clear color. Overridable per [Viewport] using its "
- "[Environment]. See [member Environment.background_mode] and [member "
- "Environment.background_color] in particular. To change this default color "
- "programmatically, use [method VisualServer.set_default_clear_color]."
- msgstr ""
- "Color de fondo claro por defecto. Sobrescribible por el [Viewport] usando su "
- "[Environment]. Vea [member Environment.background_mode] y [member "
- "Environment.background_color] en particular. Para cambiar este color "
- "predeterminado de forma programada, utilice el [method VisualServer."
- "set_default_clear_color]."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "[Environment] that will be used as a fallback environment in case a scene "
- "does not specify its own environment. The default environment is loaded in "
- "at scene load time regardless of whether you have set an environment or not. "
- "If you do not rely on the fallback environment, it is best to delete "
- "[code]default_env.tres[/code], or to specify a different default environment "
- "here."
- msgstr ""
- "[Environment] que será utilizado como un medio ambiente de reserva en caso "
- "de que una escena no especifique su propio medio ambiente. El entorno por "
- "defecto se carga en el momento de la carga de la escena, independientemente "
- "de si se ha establecido un entorno o no. Si no se confía en el entorno de "
- "reserva, es mejor borrar [code]default_env.tres[/code], o especificar aquí "
- "un entorno por defecto diferente."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "The use of half-float vertex compression may be producing rendering errors "
- "on some platforms (especially iOS). These have been seen particularly in "
- "particles. Disabling half-float may resolve these problems."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "iOS specific override for [member rendering/gles2/compatibility/"
- "disable_half_float], due to poor support for half-float vertex compression "
- "on many devices."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "If [code]true[/code] and available on the target Android device, enables "
- "high floating point precision for all shader computations in GLES2.\n"
- "[b]Warning:[/b] High floating point precision can be extremely slow on older "
- "devices and is often not available at all. Use with caution."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "If [code]true[/code], every time an asynchronous shader compilation or an "
- "asynchronous shader reconstruction from cache starts or finishes, a line "
- "will be logged telling how many of those are happening.\n"
- "If the platform doesn't support parallel shader compile, but only the "
- "compile queue via a secondary GL context, what the message will tell is the "
- "number of shader compiles currently queued.\n"
- "[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
- "shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
- "code]."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "This is the maximum number of shaders that can be compiled (or reconstructed "
- "from cache) at the same time.\n"
- "At runtime, while that count is reached, other shaders that can be "
- "asynchronously compiled will just use their fallback, without their setup "
- "being started until the count gets lower.\n"
- "This is a way to balance the CPU work between running the game and compiling "
- "the shaders. The goal is to have as many asynchronous compiles in flight as "
- "possible without impacting the responsiveness of the game, which beyond some "
- "point would destroy the benefits of asynchronous compilation. In other "
- "words, you may be able to afford that the FPS lowers a bit, and that will "
- "already be better than the stalling that synchronous compilation could "
- "cause.\n"
- "The default value is a conservative one, so you are advised to tweak it "
- "according to the hardware you are targeting.\n"
- "[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
- "shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "The default is a very conservative override for [member rendering/gles3/"
- "shaders/max_simultaneous_compiles].\n"
- "Depending on the specific devices you are targeting, you may want to raise "
- "it.\n"
- "[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
- "shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "The default is a very conservative override for [member rendering/gles3/"
- "shaders/max_simultaneous_compiles].\n"
- "Depending on the specific browsers you are targeting, you may want to raise "
- "it.\n"
- "[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
- "shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "The maximum size, in megabytes, that the ubershader cache can grow up to. On "
- "startup, the least recently used entries will be deleted until the total "
- "size is within bounds.\n"
- "[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
- "shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
- "smaller maximum size can be configured for mobile platforms, where storage "
- "space is more limited.\n"
- "[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
- "shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
- "smaller maximum size can be configured for web platforms, where storage "
- "space is more limited.\n"
- "[b]Note:[/b] Currently, shader caching is generally unavailable on web "
- "platforms.\n"
- "[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
- "shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "If set to [code]Asynchronous[/code] and available on the target device, "
- "asynchronous compilation of shaders is enabled (in contrast to "
- "[code]Asynchronous[/code]).\n"
- "That means that when a shader is first used under some new rendering "
- "situation, the game won't stall while such shader is being compiled. "
- "Instead, a fallback will be used and the real shader will be compiled in the "
- "background. Once the actual shader is compiled, it will be used the next "
- "times it's used to draw a frame.\n"
- "Depending on the async mode configured for a given material/shader, the "
- "fallback will be an \"ubershader\" (the default) or just skip rendering any "
- "item it is applied to.\n"
- "An ubershader is a very complex shader, slow but suited to any rendering "
- "situation, that the engine generates internally so it can be used from the "
- "beginning while the traditional conditioned, optimized version of it is "
- "being compiled.\n"
- "To reduce loading times after the project has been launched at least once, "
- "you can use [code]Asynchronous + Cache[/code]. This also causes the "
- "ubershaders to be cached into storage so they can be ready faster next time "
- "they are used (provided the platform provides support for it).\n"
- "[b]Note:[/b] Asynchronous compilation is currently only supported for "
- "spatial (3D) and particle materials/shaders. CanvasItem (2D) shaders will "
- "not use asynchronous compilation even if this setting is set to "
- "[code]Asynchronous[/code] or [code]Asynchronous + Cache[/code]."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
- "asynchronous compilation can be disabled on mobile platforms.\n"
- "You may want to do that since mobile GPUs generally won't support "
- "ubershaders due to their complexity."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
- "asynchronous compilation can be disabled on web platforms.\n"
- "You may want to do that since certain browsers (especially on mobile "
- "platforms) generally won't support ubershaders due to their complexity."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Max buffer size for blend shapes. Any blend shape bigger than this will not "
- "work."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Max buffer size for drawing polygons. Any polygon bigger than this will not "
- "work."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Max index buffer size for drawing polygons. Any polygon bigger than this "
- "will not work."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Max buffer size for drawing immediate objects (ImmediateGeometry nodes). "
- "Nodes using more than this size will not work."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Max number of lights renderable per object. This is further limited by "
- "hardware support. Most devices only support 409 lights, while many devices "
- "(especially mobile) only support 102. Setting this low will slightly reduce "
- "memory usage and may decrease shader compile times."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Max amount of elements renderable in a frame. If more elements than this are "
- "visible per frame, they will not be drawn. Keep in mind elements refer to "
- "mesh surfaces and not meshes themselves. Setting this low will slightly "
- "reduce memory usage and may decrease shader compile times, particularly on "
- "web. For most uses, the default value is suitable, but consider lowering as "
- "much as possible on web export."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Max number of lights renderable in a frame. If more lights than this number "
- "are used, they will be ignored. Setting this low will slightly reduce memory "
- "usage and may decrease shader compile times, particularly on web. For most "
- "uses, the default value is suitable, but consider lowering as much as "
- "possible on web export."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Max number of reflection probes renderable in a frame. If more reflection "
- "probes than this number are used, they will be ignored. Setting this low "
- "will slightly reduce memory usage and may decrease shader compile times, "
- "particularly on web. For most uses, the default value is suitable, but "
- "consider lowering as much as possible on web export."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Shaders have a time variable that constantly increases. At some point, it "
- "needs to be rolled back to zero to avoid precision errors on shader "
- "animations. This setting specifies when (in seconds)."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- #, fuzzy
- msgid ""
- "If [code]true[/code], the texture importer will import lossless textures "
- "using the PNG format. Otherwise, it will default to using WebP."
- msgstr ""
- "Si [code]true[/code], el importador de texturas importará texturas "
- "comprimidas con VRAM utilizando el algoritmo de compresión de texturas S3. "
- "Este algoritmo sólo es compatible con las plataformas y consolas de "
- "escritorio."
- #: doc/classes/ProjectSettings.xml
- #, fuzzy
- msgid ""
- "The default compression level for lossless WebP. Higher levels result in "
- "smaller files at the cost of compression speed. Decompression speed is "
- "mostly unaffected by the compression level. Supported values are 0 to 9. "
- "Note that compression levels above 6 are very slow and offer very little "
- "savings."
- msgstr ""
- "El nivel de compresión por defecto para Zlib. Afecta a las escenas y "
- "recursos comprimidos. Los niveles más altos dan como resultado archivos más "
- "pequeños a costa de la velocidad de compresión. La velocidad de "
- "descompresión no se ve afectada por el nivel de compresión. [code]-1[/code] "
- "utiliza el nivel de compresión predeterminado de gzip, que es idéntico al de "
- "[code]6[/code] pero podría cambiar en el futuro debido a las actualizaciones "
- "subyacentes de zlib."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "On import, mesh vertex data will be split into two streams within a single "
- "vertex buffer, one for position data and the other for interleaved "
- "attributes data. Recommended to be enabled if targeting mobile devices. "
- "Requires manual reimport of meshes after toggling."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Determines the maximum number of polygon occluders that will be used at any "
- "one time.\n"
- "Although you can have many occluders in a scene, each frame the system will "
- "choose from these the most relevant based on a screen space metric, in order "
- "to give the best overall performance.\n"
- "A greater number of polygons can potentially cull more objects, however the "
- "cost of culling calculations scales with the number of occluders."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Determines the maximum number of sphere occluders that will be used at any "
- "one time.\n"
- "Although you can have many occluders in a scene, each frame the system will "
- "choose from these the most relevant based on a screen space metric, in order "
- "to give the best overall performance."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "The default convention is for portal normals to point outward (face outward) "
- "from the source room.\n"
- "If you accidentally build your level with portals facing the wrong way, this "
- "setting can fix the problem.\n"
- "It will flip named portal meshes (i.e. [code]-portal[/code]) on the initial "
- "conversion to [Portal] nodes."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Show conversion logs.\n"
- "[b]Note:[/b] This will automatically be disabled in exports."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- #, fuzzy
- msgid ""
- "If [code]true[/code], gameplay callbacks will be sent as [code]signals[/"
- "code]. If [code]false[/code], they will be sent as [code]notifications[/"
- "code]."
- msgstr ""
- "Si [code]true[/code], las colisiones de TileMap se manejarán como un cuerpo "
- "cinematico. Si [code]false[/code], las colisiones se manejarán como un "
- "cuerpo estático."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "If enabled, while merging meshes, the system will also attempt to remove "
- "[Spatial] nodes that no longer have any children.\n"
- "Reducing the number of [Node]s in the scene tree can make traversal more "
- "efficient, but can be switched off in case you wish to use empty [Spatial]s "
- "for markers or some other purpose."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Show logs during PVS generation.\n"
- "[b]Note:[/b] This will automatically be disabled in exports."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Uses a simplified method of generating PVS (potentially visible set) data. "
- "The results may not be accurate where more than one portal join adjacent "
- "rooms.\n"
- "[b]Note:[/b] Generally you should only use this option if you encounter bugs "
- "when it is set to [code]false[/code], i.e. there are problems with the "
- "default method."
- msgstr ""
- "Usa un método simplificado para generar datos CPV (Conjunto Potencialmente "
- "Visible). Los resultados pueden no ser precisos cuando más de un portal une "
- "habitaciones adyacentes.\n"
- "[b]Nota:[/b] Por lo general, solo deberías utilizar esta opción si "
- "encuentras errores al estar en [code]false[/code], por ej. cuando hay "
- "problemas con el método predeterminado."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "If [code]true[/code], allocates the root [Viewport]'s framebuffer with high "
- "dynamic range. High dynamic range allows the use of [Color] values greater "
- "than 1. This must be set to [code]true[/code] for glow rendering to work if "
- "[member Environment.glow_hdr_threshold] is greater than or equal to "
- "[code]1.0[/code].\n"
- "[b]Note:[/b] Only available on the GLES3 backend."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Lower-end override for [member rendering/quality/depth/hdr] on mobile "
- "devices, due to performance concerns or driver support. This must be set to "
- "[code]true[/code] for glow rendering to work if [member Environment."
- "glow_hdr_threshold] is greater than or equal to [code]1.0[/code].\n"
- "[b]Note:[/b] Only available on the GLES3 backend."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "If [code]true[/code], allocates the root [Viewport]'s framebuffer with full "
- "floating-point precision (32-bit) instead of half floating-point precision "
- "(16-bit). Only effective when [member rendering/quality/depth/hdr] is also "
- "enabled.\n"
- "[b]Note:[/b] Enabling this setting does not improve rendering quality. Using "
- "full floating-point precision is slower, and is generally only needed for "
- "advanced shaders that require a high level of precision. To reduce banding, "
- "enable [member rendering/quality/filters/use_debanding] instead.\n"
- "[b]Note:[/b] Only available on the GLES3 backend."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Disables depth pre-pass for some GPU vendors (usually mobile), as their "
- "architecture already does this."
- msgstr ""
- "Desactiva el paso previo de profundidad para algunos fabricantes de GPU "
- "(normalmente móviles), ya que su arquitectura ya lo hace."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "If [code]true[/code], performs a previous depth pass before rendering "
- "materials. This increases performance in scenes with high overdraw, when "
- "complex materials and lighting are used."
- msgstr ""
- "Si [code]true[/code], realiza una pasada de profundidad previa antes de "
- "renderizar los materiales. Esto aumenta el rendimiento en escenas con alto "
- "sobregiro, cuando se utilizan materiales complejos e iluminación."
- #: doc/classes/ProjectSettings.xml
- #, fuzzy
- msgid ""
- "The directional shadow's size in pixels. Higher values will result in "
- "sharper shadows, at the cost of performance. The value will be rounded up to "
- "the nearest power of 2. This setting can be changed at run-time; the change "
- "will be applied immediately."
- msgstr ""
- "El tamaño de la sombra direccional en píxeles. Valores más altos resultarán "
- "en sombras más nítidas, a costa del rendimiento. El valor se redondeará a la "
- "potencia más cercana de 2."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Lower-end override for [member rendering/quality/directional_shadow/size] on "
- "mobile devices, due to performance concerns or driver support."
- msgstr ""
- "Sobrescritura del extremo inferior para [member rendering/quality/"
- "directional_shadow/size] en los dispositivos móviles, debido a problemas de "
- "rendimiento o de apoyo al driver."
- #: doc/classes/ProjectSettings.xml
- #, fuzzy
- msgid ""
- "The video driver to use (\"GLES2\" or \"GLES3\").\n"
- "[b]Note:[/b] The backend in use can be overridden at runtime via the [code]--"
- "video-driver[/code] command line argument, or by the [member rendering/"
- "quality/driver/fallback_to_gles2] option if the target system does not "
- "support GLES3 and falls back to GLES2. In such cases, this property is not "
- "updated, so use [method OS.get_current_video_driver] to query it at run-time."
- msgstr ""
- "El controlador de vídeo a utilizar (\"GLES2\" o \"Vulkan\").\n"
- "[b]Nota:[/b] El backend en uso puede ser sobreescrito en tiempo de ejecución "
- "mediante argumentos de línea de comandos [code]--rendering-driver[/code].\n"
- "[b]ARREGLAME:[/b] Ya no es válido después de la división del DisplayServer:\n"
- "En estos casos, esta propiedad no se actualiza, por lo que se debe utilizar "
- "[code]OS.get_current_video_driver[/code] para consultarla en tiempo de "
- "ejecución."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "If [code]true[/code], allows falling back to the GLES2 driver if the GLES3 "
- "driver is not supported.\n"
- "[b]Note:[/b] The two video drivers are not drop-in replacements for each "
- "other, so a game designed for GLES3 might not work properly when falling "
- "back to GLES2. In particular, some features of the GLES3 backend are not "
- "available in GLES2. Enabling this setting also means that both ETC and ETC2 "
- "VRAM-compressed textures will be exported on Android and iOS, increasing the "
- "data pack's size."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Maximum anisotropic filter level used for textures with anisotropy enabled. "
- "Higher values will result in sharper textures when viewed from oblique "
- "angles, at the cost of performance. With the exception of [code]1[/code], "
- "only power-of-two values are valid ([code]2[/code], [code]4[/code], [code]8[/"
- "code], [code]16[/code]). A value of [code]1[/code] forcibly disables "
- "anisotropic filtering, even on textures where it is enabled.\n"
- "[b]Note:[/b] For performance reasons, anisotropic filtering [i]is not "
- "enabled by default[/i] on textures. For this setting to have an effect, "
- "anisotropic texture filtering can be enabled by selecting a texture in the "
- "FileSystem dock, going to the Import dock, checking the [b]Anisotropic[/b] "
- "checkbox then clicking [b]Reimport[/b]. However, anisotropic filtering is "
- "rarely useful in 2D, so only enable it for textures in 2D if it makes a "
- "meaningful visual difference.\n"
- "[b]Note:[/b] This property is only read when the project starts. There is "
- "currently no way to change this setting at run-time."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- #, fuzzy
- msgid ""
- "Sets the number of MSAA samples to use. MSAA is used to reduce aliasing "
- "around the edges of polygons. A higher MSAA value results in smoother edges "
- "but can be significantly slower on some hardware.\n"
- "[b]Note:[/b] MSAA is not available on HTML5 export using the GLES2 backend."
- msgstr ""
- "Establece el número de muestras de MSAA a utilizar (como una potencia de "
- "dos). La MSAA se usa para reducir el aliasing alrededor de los bordes de los "
- "polígonos. Un valor de MSAA más alto da como resultado bordes más suaves "
- "pero puede ser significativamente más lento en algunos equipos.\n"
- "[b]Nota:[/b] La MSAA no está disponible en la exportación a HTML5 utilizando "
- "el backend GLES2."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "If set to a value greater than [code]0.0[/code], contrast-adaptive "
- "sharpening will be applied to the 3D viewport. This has a low performance "
- "cost and can be used to recover some of the sharpness lost from using FXAA. "
- "Values around [code]0.5[/code] generally give the best results. See also "
- "[member rendering/quality/filters/use_fxaa]."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "If [code]true[/code], uses a fast post-processing filter to make banding "
- "significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
- "debanding unless the [member Environment.background_mode] is [constant "
- "Environment.BG_CANVAS]. In this case, [member rendering/quality/"
- "intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
- "In some cases, debanding may introduce a slightly noticeable dithering "
- "pattern. It's recommended to enable debanding only when actually needed "
- "since the dithering pattern will make lossless-compressed screenshots "
- "larger.\n"
- "[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
- "depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
- "[b]Note:[/b] There are known issues with debanding breaking rendering on "
- "mobile platforms. Due to this, it is recommended to leave this option "
- "disabled when targeting mobile platforms.\n"
- "[b]Note:[/b] This property is only read when the project starts. To set "
- "debanding at run-time, set [member Viewport.debanding] on the root "
- "[Viewport] instead."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- #, fuzzy
- msgid ""
- "Enables FXAA in the root Viewport. FXAA is a popular screen-space "
- "antialiasing method, which is fast but will make the image look blurry, "
- "especially at lower resolutions. It can still work relatively well at large "
- "resolutions such as 1440p and 4K. Some of the lost sharpness can be "
- "recovered by enabling contrast-adaptive sharpening (see [member rendering/"
- "quality/filters/sharpen_intensity])."
- msgstr ""
- "Usar un antialiasing aproximado rápido. FXAA es un método popular de "
- "antialiasing en el espacio de la pantalla, que es rápido pero que hará que "
- "la imagen se vea borrosa, especialmente en resoluciones más bajas. Puede "
- "funcionar relativamente bien en resoluciones grandes como 1440p y 4K."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "If [code]true[/code], uses nearest-neighbor mipmap filtering when using "
- "mipmaps (also called \"bilinear filtering\"), which will result in visible "
- "seams appearing between mipmap stages. This may increase performance in "
- "mobile as less memory bandwidth is used. If [code]false[/code], linear "
- "mipmap filtering (also called \"trilinear filtering\") is used."
- msgstr ""
- "Si [code]true[/code], utiliza el filtrado de mipmaps más cercano cuando "
- "utiliza mipmaps (también llamado \"filtrado bilineal\"), lo que dará lugar a "
- "la aparición de vetas visibles entre las etapas del mipmap. Esto puede "
- "aumentar el rendimiento en el móvil, ya que se utiliza menos ancho de banda "
- "de memoria. Si [code]false[/code], se utiliza el filtrado lineal de mipmaps "
- "(también llamado \"filtrado trilíneo\")."
- #: doc/classes/ProjectSettings.xml
- #, fuzzy
- msgid ""
- "Strategy used for framebuffer allocation. The simpler it is, the less "
- "resources it uses (but the less features it supports). If set to \"2D "
- "Without Sampling\" or \"3D Without Effects\", sample buffers will not be "
- "allocated. This means [code]SCREEN_TEXTURE[/code] and [code]DEPTH_TEXTURE[/"
- "code] will not be available in shaders and post-processing effects such as "
- "glow will not be available in [Environment]."
- msgstr ""
- "Estrategia utilizada para la asignación de la memoria intermedia. Cuanto más "
- "simple es, menos recursos utiliza (pero menos características soporta). Si "
- "se configura como \"2D sin muestreo\" o \"3D sin efectos\", no se asignarán "
- "buffers de muestreo. Esto significa que [code]SCREEN_TEXTURE[/code] y "
- "[code]DEPTH_TEXTURE[/code] no estarán disponibles en los shaders y los "
- "efectos de post-procesamiento no estarán disponibles en el [Environment]."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Lower-end override for [member rendering/quality/intended_usage/"
- "framebuffer_allocation] on mobile devices, due to performance concerns or "
- "driver support."
- msgstr ""
- "Anulación del extremo inferior para [member rendering/quality/intended_usage/"
- "framebuffer_allocation] en los dispositivos móviles, debido a problemas de "
- "rendimiento o de compatibilidad con el controlador."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Enable usage of bicubic sampling in baked lightmaps. This results in "
- "smoother looking lighting at the expense of more bandwidth usage. On GLES2, "
- "changes to this setting will only be applied upon restarting the application."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- #, fuzzy
- msgid ""
- "Lower-end override for [member rendering/quality/lightmapping/"
- "use_bicubic_sampling] on mobile devices, in order to reduce bandwidth usage."
- msgstr ""
- "Sobreescritura del extremo inferior para [member rendering/quality/shading/"
- "force_vertex_shading] en los dispositivos móviles, debido a problemas de "
- "rendimiento o de compatibilidad con el controlador."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Size of the atlas used by reflection probes. A larger size can result in "
- "higher visual quality, while a smaller size will be faster and take up less "
- "memory."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Number of subdivisions to use for the reflection atlas. A higher number "
- "lowers the quality of each atlas, but allows you to use more."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "If [code]true[/code], uses a high amount of samples to create blurred "
- "variants of reflection probes and panorama backgrounds (sky). Those blurred "
- "variants are used by rough materials."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- #, fuzzy
- msgid ""
- "Lower-end override for [member rendering/quality/reflections/"
- "high_quality_ggx] on mobile devices, due to performance concerns or driver "
- "support."
- msgstr ""
- "Sobrescritura del extremo inferior para [member rendering/quality/"
- "reflections/ggx_samples] en dispositivos móviles, debido a problemas de "
- "rendimiento o de compatibilidad con el controlador."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Limits the size of the irradiance map which is normally determined by "
- "[member Sky.radiance_size]. A higher size results in a higher quality "
- "irradiance map similarly to [member rendering/quality/reflections/"
- "high_quality_ggx]. Use a higher value when using high-frequency HDRI maps, "
- "otherwise keep this as low as possible.\n"
- "[b]Note:[/b] Low and mid range hardware do not support complex irradiance "
- "maps well and may crash if this is set too high."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- #, fuzzy
- msgid ""
- "If [code]true[/code], uses texture arrays instead of mipmaps for reflection "
- "probes and panorama backgrounds (sky). This reduces jitter noise on "
- "reflections, but costs more performance and memory."
- msgstr ""
- "Si [code]true[/code], utiliza arreglos de texturas en lugar de mipmaps para "
- "las sondas de reflexión y fondos de panorama (cielo). Esto reduce el ruido "
- "del jitter y aumenta la escala de los artefactos en las reflexiones, pero es "
- "significativamente más lento de calcular y utiliza [member rendering/quality/"
- "reflections/roughness_layers] veces más memoria."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Lower-end override for [member rendering/quality/reflections/"
- "texture_array_reflections] on mobile devices, due to performance concerns or "
- "driver support."
- msgstr ""
- "Sobreescritura del extremo inferior para [member rendering/quality/"
- "reflections/texture_array_reflections] en dispositivos móviles, debido a "
- "problemas de rendimiento o compatibilidad con el controlador."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "If [code]true[/code], uses faster but lower-quality Blinn model to generate "
- "blurred reflections instead of the GGX model."
- msgstr ""
- "Si [code]true[/code], utiliza un modelo Blinn más rápido pero de menor "
- "calidad para generar reflejos borrosos en lugar del modelo GGX."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Lower-end override for [member rendering/quality/shading/"
- "force_blinn_over_ggx] on mobile devices, due to performance concerns or "
- "driver support."
- msgstr ""
- "Sobreescritura del extremo inferior para [member rendering/quality/shading/"
- "force_blinn_over_ggx] en los dispositivos móviles, debido a problemas de "
- "rendimiento o de soporte de los conductores."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "If [code]true[/code], uses faster but lower-quality Lambert material "
- "lighting model instead of Burley."
- msgstr ""
- "Si [code]true[/code], utiliza un modelo de iluminación de material Lambert "
- "más rápido pero de menor calidad en lugar del Burley."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Lower-end override for [member rendering/quality/shading/"
- "force_lambert_over_burley] on mobile devices, due to performance concerns or "
- "driver support."
- msgstr ""
- "Sobreescritura del extremo inferior para [member rendering/quality/shading/"
- "force_lambert_over_burley] en los dispositivos móviles, debido a problemas "
- "de rendimiento o de apoyo al conductor."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
- "[ShaderMaterial] rendering. This can be used to improve performance on low-"
- "end mobile devices. The downside is that shading becomes much less accurate, "
- "with visible linear interpolation between vertices that are joined together. "
- "This can be compensated by ensuring meshes have a sufficient level of "
- "subdivision (but not too much, to avoid reducing performance). Some material "
- "features are also not supported when vertex shading is enabled.\n"
- "See also [member SpatialMaterial.flags_vertex_lighting] which can be used to "
- "enable vertex shading on specific materials only.\n"
- "[b]Note:[/b] This setting does not affect unshaded materials."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- #, fuzzy
- msgid ""
- "Lower-end override for [member rendering/quality/shading/"
- "force_vertex_shading] on mobile devices, due to performance concerns or "
- "driver support. If lighting looks broken after exporting the project to a "
- "mobile platform, try disabling this setting."
- msgstr ""
- "Sobreescritura del extremo inferior para [member rendering/quality/shading/"
- "force_vertex_shading] en los dispositivos móviles, debido a problemas de "
- "rendimiento o de compatibilidad con el controlador."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "If [code]true[/code], enables new physical light attenuation for "
- "[OmniLight]s and [SpotLight]s. This results in more realistic lighting "
- "appearance with a very small performance cost. When physical light "
- "attenuation is enabled, lights will appear to be darker as a result of the "
- "new attenuation formula. This can be compensated by adjusting the lights' "
- "energy or attenuation values.\n"
- "Changes to this setting will only be applied upon restarting the application."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Size for cubemap into which the shadow is rendered before being copied into "
- "the shadow atlas. A higher number can result in higher resolution shadows "
- "when used with a higher [member rendering/quality/shadow_atlas/size]. "
- "Setting higher than a quarter of the [member rendering/quality/shadow_atlas/"
- "size] will not result in a perceptible increase in visual quality."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Subdivision quadrant size for shadow mapping. See shadow mapping "
- "documentation."
- msgstr ""
- "Tamaño del cuadrante de subdivisión para el mapeo de sombras. Ver la "
- "documentación del mapeo de sombras."
- #: doc/classes/ProjectSettings.xml
- #, fuzzy
- msgid ""
- "Size for shadow atlas (used for OmniLights and SpotLights). The value will "
- "be rounded up to the nearest power of 2. See shadow mapping documentation."
- msgstr ""
- "Establece el tamaño de las imágenes del atlas de sombras (usado para omni y "
- "focos). El valor se redondeará a la potencia más cercana de 2."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Lower-end override for [member rendering/quality/shadow_atlas/size] on "
- "mobile devices, due to performance concerns or driver support."
- msgstr ""
- "Anulación del extremo inferior para [member rendering/quality/shadow_atlas/"
- "size] en los dispositivos móviles, debido a problemas de rendimiento o de "
- "compatibilidad con el controlador."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Shadow filter mode. Higher-quality settings result in smoother shadows that "
- "flicker less when moving. \"Disabled\" is the fastest option, but also has "
- "the lowest quality. \"PCF5\" is smoother but is also slower. \"PCF13\" is "
- "the smoothest option, but is also the slowest.\n"
- "[b]Note:[/b] When using the GLES2 backend, the \"PCF13\" option actually "
- "uses 16 samples to emulate linear filtering in the shader. This results in a "
- "shadow appearance similar to the one produced by the GLES3 backend."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- #, fuzzy
- msgid ""
- "Lower-end override for [member rendering/quality/shadows/filter_mode] on "
- "mobile devices, due to performance concerns or driver support."
- msgstr ""
- "Anulación del extremo inferior para [member rendering/quality/shadow_atlas/"
- "size] en los dispositivos móviles, debido a problemas de rendimiento o de "
- "compatibilidad con el controlador."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Forces [MeshInstance] to always perform skinning on the CPU (applies to both "
- "GLES2 and GLES3).\n"
- "See also [member rendering/quality/skinning/software_skinning_fallback]."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Allows [MeshInstance] to perform skinning on the CPU when the hardware "
- "doesn't support the default GPU skinning process with GLES2.\n"
- "If [code]false[/code], an alternative skinning process on the GPU is used in "
- "this case (slower in most cases).\n"
- "See also [member rendering/quality/skinning/force_software_skinning].\n"
- "[b]Note:[/b] When the software skinning fallback is triggered, custom vertex "
- "shaders will behave in a different way, because the bone transform will be "
- "already applied to the modelview matrix."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Additional expansion applied to object bounds in the 3D rendering bounding "
- "volume hierarchy. This can reduce BVH processing at the cost of a slightly "
- "reduced accuracy.\n"
- "The default value will work well in most situations. A value of 0.0 will "
- "turn this optimization off, and larger values may work better for larger, "
- "faster moving objects.\n"
- "[b]Note:[/b] Used only if [member ProjectSettings.rendering/quality/"
- "spatial_partitioning/use_bvh] is enabled."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "The rendering octree balance can be changed to favor smaller ([code]0[/"
- "code]), or larger ([code]1[/code]) branches.\n"
- "Larger branches can increase performance significantly in some projects.\n"
- "[b]Note:[/b] Not used if [member ProjectSettings.rendering/quality/"
- "spatial_partitioning/use_bvh] is enabled."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Enables the use of bounding volume hierarchy instead of octree for rendering "
- "spatial partitioning. This may give better performance."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Improves quality of subsurface scattering, but cost significantly increases."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- #, fuzzy
- msgid "Quality setting for subsurface scattering (samples taken)."
- msgstr "La fuerza del efecto de dispersión del subsuelo."
- #: doc/classes/ProjectSettings.xml
- #, fuzzy
- msgid "Max radius used for subsurface scattering samples."
- msgstr "La fuerza del efecto de dispersión del subsuelo."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Weight subsurface scattering samples. Helps to avoid reading samples from "
- "unrelated parts of the screen."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Use high-quality voxel cone tracing. This results in better-looking "
- "reflections, but is much more expensive on the GPU."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Thread model for rendering. Rendering on a thread can vastly improve "
- "performance, but synchronizing to the main thread can cause a bit more "
- "jitter."
- msgstr ""
- "Modelo de hilo para la representación. El renderizado en un hilo puede "
- "mejorar enormemente el rendimiento, pero la sincronización con el hilo "
- "principal puede causar un poco más de temblor."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "If [code]true[/code], a thread safe version of BVH (bounding volume "
- "hierarchy) will be used in rendering and Godot physics.\n"
- "Try enabling this option if you see any visual anomalies in 3D (such as "
- "incorrect object visibility)."
- msgstr ""
- #: doc/classes/ProjectSettings.xml
- #, fuzzy
- msgid ""
- "If [code]true[/code], the texture importer will import VRAM-compressed "
- "textures using the BPTC algorithm. This texture compression algorithm is "
- "only supported on desktop platforms, and only when using the GLES3 "
- "renderer.\n"
- "[b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were "
- "already imported before. To make this setting apply to textures that were "
- "already imported, exit the editor, remove the [code].import/[/code] folder "
- "located inside the project folder then restart the editor (see [member "
- "application/config/use_hidden_project_data_directory])."
- msgstr ""
- "Si [code]true[/code], el importador de texturas importará texturas "
- "comprimidas con VRAM usando el algoritmo BPTC. Este algoritmo de compresión "
- "de texturas sólo está soportado en plataformas de escritorio, y sólo cuando "
- "se utiliza el renderizador Vulkan."
- #: doc/classes/ProjectSettings.xml
- #, fuzzy
- msgid ""
- "If [code]true[/code], the texture importer will import VRAM-compressed "
- "textures using the Ericsson Texture Compression algorithm. This algorithm "
- "doesn't support alpha channels in textures.\n"
- "[b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were "
- "already imported before. To make this setting apply to textures that were "
- "already imported, exit the editor, remove the [code].import/[/code] folder "
- "located inside the project folder then restart the editor (see [member "
- "application/config/use_hidden_project_data_directory])."
- msgstr ""
- "Si [code]true[/code], el importador de texturas importará texturas "
- "comprimidas con VRAM usando el algoritmo BPTC. Este algoritmo de compresión "
- "de texturas sólo está soportado en plataformas de escritorio, y sólo cuando "
- "se utiliza el renderizador Vulkan."
- #: doc/classes/ProjectSettings.xml
- #, fuzzy
- msgid ""
- "If [code]true[/code], the texture importer will import VRAM-compressed "
- "textures using the Ericsson Texture Compression 2 algorithm. This texture "
- "compression algorithm is only supported when using the GLES3 renderer.\n"
- "[b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were "
- "already imported before. To make this setting apply to textures that were "
- "already imported, exit the editor, remove the [code].import/[/code] folder "
- "located inside the project folder then restart the editor (see [member "
- "application/config/use_hidden_project_data_directory])."
- msgstr ""
- "Si [code]true[/code], el importador de texturas importará texturas "
- "comprimidas con VRAM usando el algoritmo BPTC. Este algoritmo de compresión "
- "de texturas sólo está soportado en plataformas de escritorio, y sólo cuando "
- "se utiliza el renderizador Vulkan."
- #: doc/classes/ProjectSettings.xml
- #, fuzzy
- msgid ""
- "If [code]true[/code], the texture importer will import VRAM-compressed "
- "textures using the PowerVR Texture Compression algorithm. This texture "
- "compression algorithm is only supported on iOS.\n"
- "[b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were "
- "already imported before. To make this setting apply to textures that were "
- "already imported, exit the editor, remove the [code].import/[/code] folder "
- "located inside the project folder then restart the editor (see [member "
- "application/config/use_hidden_project_data_directory])."
- msgstr ""
- "Si [code]true[/code], el importador de texturas importará texturas "
- "comprimidas con VRAM usando el algoritmo BPTC. Este algoritmo de compresión "
- "de texturas sólo está soportado en plataformas de escritorio, y sólo cuando "
- "se utiliza el renderizador Vulkan."
- #: doc/classes/ProjectSettings.xml
- #, fuzzy
- msgid ""
- "If [code]true[/code], the texture importer will import VRAM-compressed "
- "textures using the S3 Texture Compression algorithm. This algorithm is only "
- "supported on desktop platforms and consoles.\n"
- "[b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were "
- "already imported before. To make this setting apply to textures that were "
- "already imported, exit the editor, remove the [code].import/[/code] folder "
- "located inside the project folder then restart the editor (see [member "
- "application/config/use_hidden_project_data_directory])."
- msgstr ""
- "Si [code]true[/code], el importador de texturas importará texturas "
- "comprimidas con VRAM usando el algoritmo BPTC. Este algoritmo de compresión "
- "de texturas sólo está soportado en plataformas de escritorio, y sólo cuando "
- "se utiliza el renderizador Vulkan."
- #: doc/classes/ProjectSettings.xml
- #, fuzzy
- msgid ""
- "Cell size used for the 2D hash grid that [VisibilityNotifier2D] uses (in "
- "pixels)."
- msgstr ""
- "Tamaño de la celda usada para la cuadrícula de hash 2D que usa "
- "[VisibilityNotifier2D]."
- #: doc/classes/ProjectSettings.xml
- msgid ""
- "Objects can use this signal to restrict reading of settings only to "
- "situations where a change has been made."
- msgstr ""
- #: doc/classes/PropertyTweener.xml
- #, fuzzy
- msgid "Interpolates an [Object]'s property over time."
- msgstr "Anima suavemente las propiedades de un nodo a lo largo del tiempo."
- #: doc/classes/PropertyTweener.xml
- msgid ""
- "[PropertyTweener] is used to interpolate a property in an object. See "
- "[method SceneTreeTween.tween_property] for more usage information.\n"
- "[b]Note:[/b] [method SceneTreeTween.tween_property] is the only correct way "
- "to create [PropertyTweener]. Any [PropertyTweener] created manually will not "
- "function correctly."
- msgstr ""
- #: doc/classes/PropertyTweener.xml
- msgid ""
- "When called, the final value will be used as a relative value instead. "
- "Example:\n"
- "[codeblock]\n"
- "var tween = get_tree().create_tween()\n"
- "tween.tween_property(self, \"position\", Vector2.RIGHT * 100, 1)."
- "as_relative() #the node will move by 100 pixels to the right\n"
- "[/codeblock]"
- msgstr ""
- #: doc/classes/PropertyTweener.xml
- msgid ""
- "Sets a custom initial value to the [PropertyTweener]. Example:\n"
- "[codeblock]\n"
- "var tween = get_tree().create_tween()\n"
- "tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
- "from(Vector2(100, 100) #this will move the node from position (100, 100) to "
- "(200, 100)\n"
- "[/codeblock]"
- msgstr ""
- #: doc/classes/PropertyTweener.xml
- msgid ""
- "Makes the [PropertyTweener] use the current property value (i.e. at the time "
- "of creating this [PropertyTweener]) as a starting point. This is equivalent "
- "of using [method from] with the current value. These two calls will do the "
- "same:\n"
- "[codeblock]\n"
- "tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
- "from(position)\n"
- "tween.tween_property(self, \"position\", Vector2(200, 100), 1)."
- "from_current()\n"
- "[/codeblock]"
- msgstr ""
- #: doc/classes/PropertyTweener.xml
- msgid ""
- "Sets the time in seconds after which the [PropertyTweener] will start "
- "interpolating. By default there's no delay."
- msgstr ""
- #: doc/classes/ProximityGroup.xml
- #, fuzzy
- msgid "General-purpose 3D proximity detection node."
- msgstr "Nodo de detección de proximidad de propósito general."
- #: doc/classes/ProximityGroup.xml
- msgid ""
- "General-purpose proximity detection node. [ProximityGroup] can be used for "
- "[i]approximate[/i] distance checks, which are faster than exact distance "
- "checks using [method Vector3.distance_to] or [method Vector3."
- "distance_squared_to].\n"
- "[ProximityGroup] nodes are automatically grouped together, as long as they "
- "share the same [member group_name] and intersect with each other. By calling "
- "the [method broadcast], you can invoke a specified method with various "
- "parameters to all intersecting members.\n"
- "[ProximityGroup] is cuboid-shaped and consists of a cluster of [Vector3] "
- "coordinates. The coordinates are automatically calculated by calling [member "
- "grid_radius]. To allow [ProximityGroup] to find its peers (and perform "
- "automatic grouping), you need to define its [member group_name] to a non-"
- "empty [String]. As soon as this object's shape intersects with another "
- "[ProximityGroup] object' shape, and both share the same [member group_name], "
- "they will belong together for as long as they intersect.\n"
- "Since [ProximityGroup] doesn't rely the physics engine, you don't need to "
- "add any other node as a child (unlike [PhysicsBody]).\n"
- "The [ProximityGroup] uses the [SceneTree] groups in the background by "
- "calling the method [method Node.add_to_group] internally. The [SceneTree] "
- "group names are constructed by combining the [member group_name] with its "
- "coordinates, which are calculated using the [member grid_radius] you defined "
- "beforehand.\n"
- "[b]Example:[/b] A [ProximityGroup] node named [code]\"PlanetEarth\"[/code] "
- "at position [code]Vector3(6, 6, 6)[/code] with a [member group_name] set to "
- "[code]\"planets\"[/code] and a [member grid_radius] of [code]Vector3(1, 2, 3)"
- "[/code] will create the following [SceneTree] group names:\n"
- "[codeblock]\n"
- "- \"planets|5|4|3\"\n"
- "- \"planets|5|4|4\"\n"
- "- \"planets|5|4|5\"\n"
- "- \"planets|5|4|6\"\n"
- "- \"planets|5|4|7\"\n"
- "- \"planets|5|4|8\"\n"
- "- \"planets|5|4|9\"\n"
- "- ...\n"
- "[/codeblock]\n"
- "If there is another [ProximityGroup] named [code]\"PlanetMars\"[/code] with "
- "group name [code]\"planets\"[/code], and one of its coordinates is "
- "[code]Vector3(5, 4, 7)[/code], it would normally create the [SceneTree] "
- "group called [code]\"planets|5|4|7\"[/code]. However, since this group name "
- "already exists, this [ProximityGroup] object will be [i]added[/i] to the "
- "existing one. [code]\"PlanetEarth\"[/code] is already in this group. As long "
- "as both nodes don't change their transform and stop intersecting (or exit "
- "the scene tree), they are grouped together. As long as this intersection "
- "exists, any call to [method broadcast] will affect [i]both[/i] "
- "[ProximityGroup] nodes.\n"
- "There are 3 caveats to keep in mind when using [ProximityGroup]:\n"
- "- The larger the grid radius, the more coordinates and the more [SceneTree] "
- "groups are created. This can have a performance impact if too many groups "
- "are created.\n"
- "- If the [ProximityGroup] node is transformed in any way (or is removed from "
- "the scene tree), the groupings will have to be recalculated. This can also "
- "have a performance impact.\n"
- "- If your [member grid_radius] is smaller than [code]Vector3(1, 1, 1)[/"
- "code], it will be rounded up to [code]Vector3(1, 1, 1)[/code]. Therefore, "
- "small grid radius values may lead to unwanted groupings.\n"
- "[b]Note:[/b] [ProximityGroup] will be removed in Godot 4.0 in favor of more "
- "effective and faster [VisibilityNotifier] functionality. For most use cases, "
- "[method Vector3.distance_to] or [method Vector3.distance_squared_to] are "
- "fast enough too, especially if you call them less often using a [Timer] node."
- msgstr ""
- #: doc/classes/ProximityGroup.xml
- msgid ""
- "Calls on all intersecting [ProximityGroup] the given method and parameters.\n"
- "If the [member dispatch_mode] is set to [constant MODE_PROXY] (the default), "
- "all calls are delegated to their respective parent [Node]."
- msgstr ""
- #: doc/classes/ProximityGroup.xml
- msgid ""
- "Specifies which node gets contacted on a call of method [method broadcast]."
- msgstr ""
- #: doc/classes/ProximityGroup.xml
- msgid ""
- "The size of the space in 3D units. This also sets the amount of coordinates "
- "required to calculate whether two [ProximityGroup] nodes are intersecting or "
- "not. Smaller [member grid_radius] values can be used for more precise "
- "proximity checks at the cost of performance, since more groups will be "
- "created."
- msgstr ""
- #: doc/classes/ProximityGroup.xml
- msgid ""
- "Specify the common group name, to let other [ProximityGroup] nodes know, if "
- "they should be auto-grouped with this node in case they intersect with each "
- "other.\n"
- "For example, if you have a [ProximityGroup] node named [code]\"Earth\"[/"
- "code] and another called [code]\"Mars\"[/code], with both nodes having "
- "[code]\"planet\"[/code] as their [member group_name]. Give both planets a "
- "significantly larger [member grid_radius] than their actual radius, position "
- "them close enough and they'll be automatically grouped."
- msgstr ""
- #: doc/classes/ProximityGroup.xml
- msgid ""
- "Emitted when the user calls the [method broadcast] method and has set "
- "[member dispatch_mode] to [constant MODE_SIGNAL].\n"
- "The given method and its parameters are passed on to the listeners who "
- "connected to this signal of this object, as well as any [ProximityGroup] "
- "node this node is grouped together with.\n"
- "[b]Note:[/b] This signal is [i]not[/i] emitted by default, as the default "
- "[member dispatch_mode] is [constant MODE_PROXY]."
- msgstr ""
- #: doc/classes/ProximityGroup.xml
- msgid "This [ProximityGroup]'s parent will be target of [method broadcast]."
- msgstr ""
- #: doc/classes/ProximityGroup.xml
- msgid ""
- "This [ProximityGroup] will emit the [signal broadcast] [i]signal[/i] when "
- "calling the [method broadcast] [i]method[/i]."
- msgstr ""
- #: doc/classes/QuadMesh.xml
- msgid "Class representing a square mesh."
- msgstr "Clase que representa una malla cuadrada."
- #: doc/classes/QuadMesh.xml
- msgid ""
- "Class representing a square [PrimitiveMesh]. This flat mesh does not have a "
- "thickness. By default, this mesh is aligned on the X and Y axes; this "
- "default rotation is more suited for use with billboarded materials. Unlike "
- "[PlaneMesh], this mesh doesn't provide subdivision options."
- msgstr ""
- "Clase que representa un cuadrado [PrimitiveMesh]. Esta malla plana no tiene "
- "espesor. Por defecto, esta malla está alineada en los ejes X e Y; esta "
- "rotación por defecto es más adecuada para su uso con materiales de "
- "cartelería. A diferencia de [PlaneMesh], esta malla no proporciona opciones "
- "de subdivisión."
- #: doc/classes/QuadMesh.xml doc/classes/Viewport.xml
- #: doc/classes/ViewportTexture.xml
- msgid "2D in 3D Demo"
- msgstr ""
- #: doc/classes/QuadMesh.xml
- #, fuzzy
- msgid "Offset of the generated Quad. Useful for particles."
- msgstr "Altura de la textura generada."
- #: doc/classes/QuadMesh.xml
- msgid "Size on the X and Y axes."
- msgstr "Tamaño en los ejes X e Y."
- #: doc/classes/Quat.xml
- msgid "Quaternion."
- msgstr "Cuaternario."
- #: doc/classes/Quat.xml
- msgid ""
- "A unit quaternion used for representing 3D rotations. Quaternions need to be "
- "normalized to be used for rotation.\n"
- "It is similar to Basis, which implements matrix representation of rotations, "
- "and can be parametrized using both an axis-angle pair or Euler angles. Basis "
- "stores rotation, scale, and shearing, while Quat only stores rotation.\n"
- "Due to its compactness and the way it is stored in memory, certain "
- "operations (obtaining axis-angle and performing SLERP, in particular) are "
- "more efficient and robust against floating-point errors."
- msgstr ""
- "Un cuaternario unitario utilizado para representar las rotaciones 3D. Los "
- "cuaterniones deben ser normalizados para ser usados para la rotación.\n"
- "Es similar a Basis, que implementa la representación matricial de las "
- "rotaciones, y puede ser parametrizada usando tanto un par eje-ángulo como "
- "ángulos de Euler. Basis almacena la rotación, la escala y el corte, mientras "
- "que Quat sólo almacena la rotación.\n"
- "Debido a su compactación y a la forma en que se almacena en la memoria, "
- "ciertas operaciones (obtener el ángulo del eje y realizar el SLERP, en "
- "particular) son más eficientes y robustas contra los errores de reales."
- #: doc/classes/Quat.xml
- msgid "Constructs a quaternion from the given [Basis]."
- msgstr "Construye un cuaternario a partir de la [Basis] dada."
- #: doc/classes/Quat.xml
- msgid ""
- "Constructs a quaternion that will perform a rotation specified by Euler "
- "angles (in the YXZ convention: when decomposing, first Z, then X, and Y "
- "last), given in the vector format as (X angle, Y angle, Z angle)."
- msgstr ""
- "Construye un cuaternario que realizará una rotación especificada por los "
- "ángulos de Euler (en la convención YXZ: al descomponerse, primero Z, luego "
- "X, y por último Y), dados en el formato vectorial como (ángulo X, ángulo Y, "
- "ángulo Z)."
- #: doc/classes/Quat.xml
- msgid ""
- "Constructs a quaternion that will rotate around the given axis by the "
- "specified angle. The axis must be a normalized vector."
- msgstr ""
- "Construye un cuaternario que girará alrededor del eje dado por el ángulo "
- "especificado. El eje debe ser un vector normalizado."
- #: doc/classes/Quat.xml
- msgid "Constructs a quaternion defined by the given values."
- msgstr "Construye un cuaternario definido por los valores dados."
- #: doc/classes/Quat.xml
- msgid ""
- "Returns the angle between this quaternion and [code]to[/code]. This is the "
- "magnitude of the angle you would need to rotate by to get from one to the "
- "other.\n"
- "[b]Note:[/b] This method has an abnormally high amount of floating-point "
- "error, so methods such as [method @GDScript.is_zero_approx] will not work "
- "reliably."
- msgstr ""
- #: doc/classes/Quat.xml
- #, fuzzy
- msgid ""
- "Performs a cubic spherical interpolation between quaternions [code]pre_a[/"
- "code], this vector, [code]b[/code], and [code]post_b[/code], by the given "
- "amount [code]weight[/code]."
- msgstr ""
- "Realiza una interpolación esférica cúbica entre los cuaterniones [code]preA[/"
- "code], este vector, [code]b[/code], y [code]postB[/code], por la cantidad "
- "dada [code]t[/code]."
- #: doc/classes/Quat.xml
- msgid "Returns the dot product of two quaternions."
- msgstr "Realiza una interpolación esférica cúbica entre cuaterniones."
- #: doc/classes/Quat.xml
- msgid ""
- "Returns Euler angles (in the YXZ convention: when decomposing, first Z, then "
- "X, and Y last) corresponding to the rotation represented by the unit "
- "quaternion. Returned vector contains the rotation angles in the format (X "
- "angle, Y angle, Z angle)."
- msgstr ""
- "Devuelve los ángulos de Euler (en la convención YXZ: al descomponerse, "
- "primero Z, luego X e Y al final) correspondientes a la rotación representada "
- "por la unidad cuaternaria. El vector devuelto contiene los ángulos de "
- "rotación en el formato (ángulo X, ángulo Y, ángulo Z)."
- #: doc/classes/Quat.xml
- msgid "Returns the inverse of the quaternion."
- msgstr "Devuelve el inverso del cuaternario."
- #: doc/classes/Quat.xml
- #, fuzzy
- msgid ""
- "Returns [code]true[/code] if this quaternion and [code]quat[/code] are "
- "approximately equal, by running [method @GDScript.is_equal_approx] on each "
- "component."
- msgstr ""
- "Devuelve [code]true[/code] si este cuaternario y [code]quat[/code] son "
- "aproximadamente iguales, ejecutando [method @GDScript.is_equal_approx] en "
- "cada componente."
- #: doc/classes/Quat.xml
- msgid "Returns whether the quaternion is normalized or not."
- msgstr "Devuelve si el cuaternario está normalizado o no."
- #: doc/classes/Quat.xml
- msgid "Returns the length of the quaternion."
- msgstr "Devuelve la longitud del cuaternario."
- #: doc/classes/Quat.xml
- msgid "Returns the length of the quaternion, squared."
- msgstr "Devuelve la longitud del cuaternario, cuadrada."
- #: doc/classes/Quat.xml
- msgid "Returns a copy of the quaternion, normalized to unit length."
- msgstr ""
- "Devuelve una copia del cuaternario, normalizada a la longitud de la unidad."
- #: doc/classes/Quat.xml
- msgid ""
- "Sets the quaternion to a rotation which rotates around axis by the specified "
- "angle, in radians. The axis must be a normalized vector."
- msgstr ""
- "Establece el cuaternario a una rotación que gira alrededor del eje por el "
- "ángulo especificado, en radianes. El eje debe ser un vector normalizado."
- #: doc/classes/Quat.xml
- msgid ""
- "Sets the quaternion to a rotation specified by Euler angles (in the YXZ "
- "convention: when decomposing, first Z, then X, and Y last), given in the "
- "vector format as (X angle, Y angle, Z angle)."
- msgstr ""
- "Establece el cuaternario a una rotación especificada por los ángulos de "
- "Euler (en la convención YXZ: al descomponerse, primero Z, luego X e Y en "
- "último lugar), dada en el formato vectorial como (ángulo X, ángulo Y, ángulo "
- "Z)."
- #: doc/classes/Quat.xml
- msgid ""
- "Returns the result of the spherical linear interpolation between this "
- "quaternion and [code]to[/code] by amount [code]weight[/code].\n"
- "[b]Note:[/b] Both quaternions must be normalized."
- msgstr ""
- "Devuelve el resultado de la interpolación lineal esférica entre este "
- "cuaternario y [code]a[/code] por cantidad [code]peso[/code].\n"
- "[b]Nota:[/b] Ambos cuaterniones deben ser normalizados."
- #: doc/classes/Quat.xml
- msgid ""
- "Returns the result of the spherical linear interpolation between this "
- "quaternion and [code]to[/code] by amount [code]weight[/code], but without "
- "checking if the rotation path is not bigger than 90 degrees."
- msgstr ""
- "Devuelve el resultado de la interpolación lineal esférica entre este "
- "cuaternario y [code]a[/code] por cantidad [code]peso[/code], pero sin "
- "comprobar si la trayectoria de rotación no es mayor de 90 grados."
- #: doc/classes/Quat.xml
- msgid "Returns a vector transformed (multiplied) by this quaternion."
- msgstr "Devuelve un vector transformado (multiplicado) por este cuaternario."
- #: doc/classes/Quat.xml
- msgid ""
- "W component of the quaternion (real part).\n"
- "Quaternion components should usually not be manipulated directly."
- msgstr ""
- "Componente W del cuaternario (parte real).\n"
- "Los componentes del cuaternario normalmente no deben ser manipulados "
- "directamente."
- #: doc/classes/Quat.xml
- msgid ""
- "X component of the quaternion (imaginary [code]i[/code] axis part).\n"
- "Quaternion components should usually not be manipulated directly."
- msgstr ""
- "Componente X del cuaternario (parte del eje imaginario [code]i[/code]).\n"
- "Los componentes del cuaternario no deberían ser manipulados directamente."
- #: doc/classes/Quat.xml
- msgid ""
- "Y component of the quaternion (imaginary [code]j[/code] axis part).\n"
- "Quaternion components should usually not be manipulated directly."
- msgstr ""
- "Componente Y del cuaternario (parte del eje imaginario [code]j[/code]).\n"
- "Los componentes del cuaternario normalmente no deben ser manipulados "
- "directamente."
- #: doc/classes/Quat.xml
- msgid ""
- "Z component of the quaternion (imaginary [code]k[/code] axis part).\n"
- "Quaternion components should usually not be manipulated directly."
- msgstr ""
- "Componente Z del cuaternario (parte del eje imaginario [code]k[/code]).\n"
- "Los componentes del cuaternario normalmente no deben ser manipulados "
- "directamente."
- #: doc/classes/Quat.xml
- msgid ""
- "The identity quaternion, representing no rotation. Equivalent to an identity "
- "[Basis] matrix. If a vector is transformed by an identity quaternion, it "
- "will not change."
- msgstr ""
- "El cuaternario de identidad, que no representa una rotación. Equivalente a "
- "una matriz [Basis] de identidad. Si un vector es transformado por un "
- "cuaternario de identidad, no cambiará."
- #: doc/classes/RandomNumberGenerator.xml
- msgid "A class for generating pseudo-random numbers."
- msgstr "Una clase para generar números pseudo-aleatorios."
- #: doc/classes/RandomNumberGenerator.xml
- #, fuzzy
- msgid ""
- "RandomNumberGenerator is a class for generating pseudo-random numbers. It "
- "currently uses [url=http://www.pcg-random.org/]PCG32[/url].\n"
- "[b]Note:[/b] The underlying algorithm is an implementation detail. As a "
- "result, it should not be depended upon for reproducible random streams "
- "across Godot versions.\n"
- "To generate a random float number (within a given range) based on a time-"
- "dependant seed:\n"
- "[codeblock]\n"
- "var rng = RandomNumberGenerator.new()\n"
- "func _ready():\n"
- " rng.randomize()\n"
- " var my_random_number = rng.randf_range(-10.0, 10.0)\n"
- "[/codeblock]\n"
- "[b]Note:[/b] The default values of [member seed] and [member state] "
- "properties are pseudo-random, and changes when calling [method randomize]. "
- "The [code]0[/code] value documented here is a placeholder, and not the "
- "actual default seed."
- msgstr ""
- "RandomNumberGenerator es una clase para generar números pseudo-aleatorios. "
- "Actualmente usa [url=http://www.pcg-random.org/]PCG32[/url].\n"
- "[b]Note:[/b] El algoritmo usado es un detalle de implementación. Por tanto, "
- "no se debería depender de este algoritmo en código que tenga que reproducir "
- "mismo resultados en versiones diferentes de Godot.\n"
- "Para generar un número float aleatorio (dentro de un rango dado) basado en "
- "una semilla dependiente del tiempo:\n"
- "[codeblock]\n"
- "var rng = RandomNumberGenerator.new()\n"
- "func _ready():\n"
- " rng.randomize()\n"
- " var my_random_number = rng.randf_range(-10.0, 10.0)\n"
- "[/codeblock]"
- #: doc/classes/RandomNumberGenerator.xml
- #, fuzzy
- msgid "Random number generation"
- msgstr "Coloca la semilla para el generador de números aleatorios."
- #: doc/classes/RandomNumberGenerator.xml
- msgid ""
- "Generates a pseudo-random float between [code]0.0[/code] and [code]1.0[/"
- "code] (inclusive)."
- msgstr ""
- "Genera un número float pseuodo-aleatorio entre [code]0.0[/code] y [code]1.0[/"
- "code] (ambos incluídos)."
- #: doc/classes/RandomNumberGenerator.xml
- msgid ""
- "Generates a pseudo-random float between [code]from[/code] and [code]to[/"
- "code] (inclusive)."
- msgstr ""
- "Genera un número float pseudo-aleatorio entre [code]from[/code] y [code]to[/"
- "code] (ambos incluidos)."
- #: doc/classes/RandomNumberGenerator.xml
- msgid ""
- "Generates a [url=https://en.wikipedia.org/wiki/Normal_distribution]normally-"
- "distributed[/url] pseudo-random number, using Box-Muller transform with the "
- "specified [code]mean[/code] and a standard [code]deviation[/code]. This is "
- "also called Gaussian distribution."
- msgstr ""
- "Genera un número pseudoaleatorio [url=https://en.wikipedia.org/wiki/"
- "Normal_distribution]distribuido normalmente[/url], utilizando la "
- "transformación Box-Muller con el [code]mean[/code] especificado y una "
- "[code]desviación[/code] estándar. Esto también se denomina distribución "
- "Gaussiana."
- #: doc/classes/RandomNumberGenerator.xml
- msgid ""
- "Generates a pseudo-random 32-bit unsigned integer between [code]0[/code] and "
- "[code]4294967295[/code] (inclusive)."
- msgstr ""
- "Genera un número entero seudoaleatorio de 32 bits sin signo entre [code]0[/"
- "code] y [code]4294967295[/code] (inclusive)."
- #: doc/classes/RandomNumberGenerator.xml
- msgid ""
- "Generates a pseudo-random 32-bit signed integer between [code]from[/code] "
- "and [code]to[/code] (inclusive)."
- msgstr ""
- "Genera un entero seudoaleatorio de 32 bits firmado entre [code]de[/code] y "
- "[code]a[/code] (inclusive)."
- #: doc/classes/RandomNumberGenerator.xml
- msgid "Setups a time-based seed to generator."
- msgstr "Configura una semilla basada en el tiempo para el generador."
- #: doc/classes/RandomNumberGenerator.xml
- msgid ""
- "Initializes the random number generator state based on the given seed value. "
- "A given seed will give a reproducible sequence of pseudo-random numbers.\n"
- "[b]Note:[/b] The RNG does not have an avalanche effect, and can output "
- "similar random streams given similar seeds. Consider using a hash function "
- "to improve your seed quality if they're sourced externally.\n"
- "[b]Note:[/b] Setting this property produces a side effect of changing the "
- "internal [member state], so make sure to initialize the seed [i]before[/i] "
- "modifying the [member state]:\n"
- "[codeblock]\n"
- "var rng = RandomNumberGenerator.new()\n"
- "rng.seed = hash(\"Godot\")\n"
- "rng.state = 100 # Restore to some previously saved state.\n"
- "[/codeblock]\n"
- "[b]Warning:[/b] the getter of this property returns the previous [member "
- "state], and not the initial seed value, which is going to be fixed in Godot "
- "4.0."
- msgstr ""
- #: doc/classes/RandomNumberGenerator.xml
- msgid ""
- "The current state of the random number generator. Save and restore this "
- "property to restore the generator to a previous state:\n"
- "[codeblock]\n"
- "var rng = RandomNumberGenerator.new()\n"
- "print(rng.randf())\n"
- "var saved_state = rng.state # Store current state.\n"
- "print(rng.randf()) # Advance internal state.\n"
- "rng.state = saved_state # Restore the state.\n"
- "print(rng.randf()) # Prints the same value as in previous.\n"
- "[/codeblock]\n"
- "[b]Note:[/b] Do not set state to arbitrary values, since the random number "
- "generator requires the state to have certain qualities to behave properly. "
- "It should only be set to values that came from the state property itself. To "
- "initialize the random number generator with arbitrary input, use [member "
- "seed] instead."
- msgstr ""
- #: doc/classes/Range.xml
- msgid "Abstract base class for range-based controls."
- msgstr "Clase base abstracta para controles basados en el rango."
- #: doc/classes/Range.xml
- #, fuzzy
- msgid ""
- "Range is a base class for [Control] nodes that change a floating-point "
- "[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 ""
- "Rango es una clase base para los nodos [Control] que cambian un [i]valor[/i] "
- "real entre un [i]mínimo[/i] y un [i]máximo[/i], usando [i]paso[/i] y "
- "[i]página[/i], por ejemplo una [ScrollBar]."
- #: doc/classes/Range.xml
- #, fuzzy
- msgid ""
- "Binds two [Range]s together along with any ranges previously grouped with "
- "either of them. When any of range's member variables change, it will share "
- "the new value with all other ranges in its group."
- msgstr ""
- "Une dos rangos junto con cualquier rango previamente agrupado con cualquiera "
- "de ellos. Cuando cualquiera de las variables miembros del rango cambie, "
- "compartirá el nuevo valor con todos los demás rangos de su grupo."
- #: doc/classes/Range.xml
- #, fuzzy
- msgid "Stops the [Range] from sharing its member variables with any other."
- msgstr ""
- "Para el rango, de compartir sus variables de miembros con cualquier otro."
- #: doc/classes/Range.xml
- msgid ""
- "If [code]true[/code], [member value] may be greater than [member max_value]."
- msgstr ""
- "Si [code]true[/code], [member value] puede ser mayor que [member max_value]."
- #: doc/classes/Range.xml
- msgid ""
- "If [code]true[/code], [member value] may be less than [member min_value]."
- msgstr ""
- "Si [code]true[/code], [member value] puede ser menor que [member min_value]."
- #: doc/classes/Range.xml
- msgid ""
- "If [code]true[/code], and [code]min_value[/code] is greater than 0, "
- "[code]value[/code] will be represented exponentially rather than linearly."
- msgstr ""
- "Si [code]true[/code], y [code]min_value[/code] es mayor que 0, [code]value[/"
- "code] se representará exponencialmente en lugar de linealmente."
- #: doc/classes/Range.xml
- msgid ""
- "Maximum value. Range is clamped if [code]value[/code] is greater than "
- "[code]max_value[/code]."
- msgstr ""
- "Valor máximo. El rango se fija si el [code]value[/code] es mayor que el "
- "[code]max_value[/code]."
- #: doc/classes/Range.xml
- msgid ""
- "Minimum value. Range is clamped if [code]value[/code] is less than "
- "[code]min_value[/code]."
- msgstr ""
- "Valor mínimo. El rango se fija si el [code]value[/code] es menor que el "
- "[code]min_value[/code]."
- #: doc/classes/Range.xml
- msgid ""
- "Page size. Used mainly for [ScrollBar]. ScrollBar's length is its size "
- "multiplied by [code]page[/code] over the difference between [code]min_value[/"
- "code] and [code]max_value[/code]."
- msgstr ""
- "Tamaño de la página. Usado principalmente para la [ScrollBar]. La longitud "
- "de la ScrollBar es su tamaño multiplicado por [code]page[/code] sobre la "
- "diferencia entre [code]min_value[/code] y [code]max_value[/code]."
- #: doc/classes/Range.xml
- msgid "The value mapped between 0 and 1."
- msgstr "El valor asignado entre 0 y 1."
- #: doc/classes/Range.xml
- msgid ""
- "If [code]true[/code], [code]value[/code] will always be rounded to the "
- "nearest integer."
- msgstr ""
- "Si [code]true[/code], [code]value[/code] siempre se redondeará al entero más "
- "cercano."
- #: doc/classes/Range.xml
- msgid ""
- "If greater than 0, [code]value[/code] will always be rounded to a multiple "
- "of [code]step[/code]. If [code]rounded[/code] is also [code]true[/code], "
- "[code]value[/code] will first be rounded to a multiple of [code]step[/code] "
- "then rounded to the nearest integer."
- msgstr ""
- "Si es mayor de 0, el valor [code]value[/code] siempre se redondeará a un "
- "múltiplo de [code]step[/code]. Si [code]rounded[/code] es también "
- "[code]true[/code], [code]value[/code] se redondeará primero a un múltiplo de "
- "[code]step[/code] y luego al entero más cercano."
- #: doc/classes/Range.xml
- msgid "Range's current value."
- msgstr "El valor actual del rango."
- #: doc/classes/Range.xml
- msgid ""
- "Emitted when [member min_value], [member max_value], [member page], or "
- "[member step] change."
- msgstr ""
- "Emitido cuando [member min_value], [member max_value], [member page] o "
- "[member step] cambian."
- #: doc/classes/Range.xml
- msgid ""
- "Emitted when [member value] changes. When used on a [Slider], this is called "
- "continuously while dragging (potentially every frame). If you are performing "
- "an expensive operation in a function connected to [signal value_changed], "
- "consider using a [i]debouncing[/i] [Timer] to call the function less often.\n"
- "[b]Note:[/b] Unlike signals such as [signal LineEdit.text_changed], [signal "
- "value_changed] is also emitted when [code]value[/code] is set directly via "
- "code."
- msgstr ""
- #: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
- msgid "Query the closest object intersecting a ray."
- msgstr "Busca el objeto más cercano que intersecta un rayo."
- #: doc/classes/RayCast.xml
- #, fuzzy
- msgid ""
- "A RayCast represents a line from its origin to its destination position, "
- "[code]cast_to[/code]. It is used to query the 3D space in order to find the "
- "closest object along the path of the ray.\n"
- "RayCast can ignore some objects by adding them to the exception list via "
- "[code]add_exception[/code] or by setting proper filtering with collision "
- "layers and masks.\n"
- "RayCast can be configured to report collisions with [Area]s ([member "
- "collide_with_areas]) and/or [PhysicsBody]s ([member collide_with_bodies]).\n"
- "Only enabled raycasts will be able to query the space and report "
- "collisions.\n"
- "RayCast calculates intersection every physics frame (see [Node]), and the "
- "result is cached so it can be used later until the next frame. If multiple "
- "queries are required between physics frames (or during the same frame), use "
- "[method force_raycast_update] after adjusting the raycast."
- msgstr ""
- "Un RayCast representa una línea desde su origen hasta su posición de "
- "destino, [code]cast_to[/code]. Se utiliza para consultar el espacio "
- "tridimensional con el fin de encontrar el objeto más cercano a lo largo de "
- "la trayectoria del rayo.\n"
- "RayCast3D puede ignorar algunos objetos añadiéndolos a la lista de "
- "excepciones mediante [code]add_exception[/code] o estableciendo un filtrado "
- "adecuado con capas y máscaras de colisión.\n"
- "RayCast3D puede ser configurado para reportar colisiones con [Area]s "
- "([member collide_with_areas]) y/o [PhysicsBody]s ([member "
- "collide_with_bodies]).\n"
- "Sólo las emisiones de rayos habilitadas podrán consultar el espacio e "
- "informar de las colisiones.\n"
- "RayCast3D calcula la intersección de cada cuadro de física (ver [Node]), y "
- "el resultado se almacena en caché para poder ser utilizado más tarde hasta "
- "el siguiente cuadro. Si se requieren múltiples consultas entre marcos "
- "físicos (o durante el mismo marco), utilice [method force_raycast_update] "
- "después de ajustar el raycast."
- #: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
- msgid ""
- "Adds a collision exception so the ray does not report collisions with the "
- "specified node."
- msgstr ""
- "Añade una excepción de colisión para que el rayo no informe de las "
- "colisiones con el nodo especificado."
- #: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
- msgid ""
- "Adds a collision exception so the ray does not report collisions with the "
- "specified [RID]."
- msgstr ""
- "Añade una excepción de colisión para que el rayo no reporte colisiones con "
- "el [RID] especificado."
- #: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
- msgid "Removes all collision exceptions for this ray."
- msgstr "Elimina todas las excepciones de colisión para este rayo."
- #: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
- #, fuzzy
- msgid ""
- "Updates the collision information for the ray. Use this method to update the "
- "collision information immediately instead of waiting for the next "
- "[code]_physics_process[/code] call, for example if the ray or its parent has "
- "changed state.\n"
- "[b]Note:[/b] [code]enabled[/code] is not required for this to work."
- msgstr ""
- "Actualiza la información de la colisión para el rayo. Utiliza este método "
- "para actualizar la información de la colisión inmediatamente en lugar de "
- "esperar a la siguiente llamada a [code]_physics_process[/code], por ejemplo "
- "si el rayo o su padre ha cambiado de estado.\n"
- "[b]Nota: [/b] [member enabled] no necesita ser [code]true[/code] para que "
- "esto funcione."
- #: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
- msgid ""
- "Returns the first object that the ray intersects, or [code]null[/code] if no "
- "object is intersecting the ray (i.e. [method is_colliding] returns "
- "[code]false[/code])."
- msgstr ""
- "Devuelve el primer objeto que el rayo intersecta, o [code]null[/code] si no "
- "hay ningún objeto que intersecte el rayo (es decir, [method is_colliding] "
- "devuelve [code]false[/code])."
- #: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
- msgid ""
- "Returns the shape ID of the first object that the ray intersects, or "
- "[code]0[/code] if no object is intersecting the ray (i.e. [method "
- "is_colliding] returns [code]false[/code])."
- msgstr ""
- "Devuelve el ID de la forma del primer objeto que el rayo intersecta, o "
- "[code]0[/code] si no hay ningún objeto que intersecte el rayo (es decir, "
- "[method is_colliding] devuelve [code]false[/code])."
- #: doc/classes/RayCast.xml
- msgid ""
- "Returns [code]true[/code] if the bit index passed is turned on.\n"
- "[b]Note:[/b] Bit indices range from 0-19."
- msgstr ""
- "Devuelve [code]true[/code] si el índice de bits pasado está activado.\n"
- "[b]Nota:[/b] Los índices de bits van de 0 a 19."
- #: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
- msgid ""
- "Returns the normal of the intersecting object's shape at the collision point."
- msgstr ""
- "Devuelve la normalidad de la forma del objeto que se intersecta en el punto "
- "de colisión."
- #: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
- msgid ""
- "Returns the collision point at which the ray intersects the closest object.\n"
- "[b]Note:[/b] This point is in the [b]global[/b] coordinate system."
- msgstr ""
- "Devuelve el punto de colisión en el que el rayo intersecta el objeto más "
- "cercano.\n"
- "[b]Nota:[/b] Este punto está en el sistema de coordenadas [b]global[/b]."
- #: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
- msgid ""
- "Returns whether any object is intersecting with the ray's vector "
- "(considering the vector length)."
- msgstr ""
- "Devuelve si algún objeto se cruza con el vector del rayo (considerando la "
- "longitud del vector)."
- #: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
- msgid ""
- "Removes a collision exception so the ray does report collisions with the "
- "specified node."
- msgstr ""
- "Elimina una excepción de colisión para que el rayo informe de las colisiones "
- "con el nodo especificado."
- #: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
- msgid ""
- "Removes a collision exception so the ray does report collisions with the "
- "specified [RID]."
- msgstr ""
- "Elimina una excepción de colisión para que el rayo reporte colisiones con el "
- "[RID] especificado."
- #: doc/classes/RayCast.xml
- msgid ""
- "Sets the bit index passed to the [code]value[/code] passed.\n"
- "[b]Note:[/b] Bit indexes range from 0-19."
- msgstr ""
- "Establece el índice de bits pasado al [code]value[/code] pasado.\n"
- "[b]Nota:[/b] Los índices de bits van de 0 a 19."
- #: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
- msgid ""
- "The ray's destination point, relative to the RayCast's [code]position[/code]."
- msgstr ""
- "El punto de destino del rayo, relativo a la [code]position[/code] del "
- "RayCast."
- #: doc/classes/RayCast.xml
- #, fuzzy
- msgid "If [code]true[/code], collision with [Area]s will be reported."
- msgstr "Si [code]true[/code], se informará de la colisión con [Area2D]s."
- #: doc/classes/RayCast.xml
- #, fuzzy
- msgid "If [code]true[/code], collision with [PhysicsBody]s will be reported."
- msgstr "Si [code]true[/code], se informará de la colisión con [PhysicsBody2D]."
- #: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
- #, fuzzy
- msgid ""
- "The ray's collision mask. Only objects in at least one collision layer "
- "enabled in the mask will be detected. See [url=$DOCS_URL/tutorials/physics/"
- "physics_introduction.html#collision-layers-and-masks]Collision layers and "
- "masks[/url] in the documentation for more information."
- msgstr ""
- "La(s) capa(s) física(s) del área. Los objetos coleccionables pueden existir "
- "en cualquiera de las 32 capas diferentes. Se detecta un contacto si el "
- "objeto A está en cualquiera de las capas que el objeto B escanea, o si el "
- "objeto B está en cualquiera de las capas que el objeto A escanea. Véase "
- "también [member collision_mask]."
- #: doc/classes/RayCast.xml
- msgid ""
- "The custom color to use to draw the shape in the editor and at run-time if "
- "[b]Visible Collision Shapes[/b] is enabled in the [b]Debug[/b] menu. This "
- "color will be highlighted at run-time if the [RayCast] is colliding with "
- "something.\n"
- "If set to [code]Color(0.0, 0.0, 0.0)[/code] (by default), the color set in "
- "[member ProjectSettings.debug/shapes/collision/shape_color] is used."
- msgstr ""
- #: doc/classes/RayCast.xml
- msgid ""
- "If set to [code]1[/code], a line is used as the debug shape. Otherwise, a "
- "truncated pyramid is drawn to represent the [RayCast]. Requires [b]Visible "
- "Collision Shapes[/b] to be enabled in the [b]Debug[/b] menu for the debug "
- "shape to be visible at run-time."
- msgstr ""
- #: doc/classes/RayCast.xml doc/classes/RayCast2D.xml
- msgid "If [code]true[/code], collisions will be reported."
- msgstr "Si [code]true[/code], se informará de las colisiones."
- #: doc/classes/RayCast.xml
- #, fuzzy
- msgid ""
- "If [code]true[/code], collisions will be ignored for this RayCast's "
- "immediate parent."
- msgstr ""
- "Si [code]true[/code], las colisiones serán ignoradas por el padre inmediato "
- "de este RayCast3D."
- #: doc/classes/RayCast2D.xml
- msgid ""
- "A RayCast represents a line from its origin to its destination position, "
- "[code]cast_to[/code]. It is used to query the 2D space in order to find the "
- "closest object along the path of the ray.\n"
- "RayCast2D can ignore some objects by adding them to the exception list via "
- "[code]add_exception[/code], by setting proper filtering with collision "
- "layers, or by filtering object types with type masks.\n"
- "RayCast2D can be configured to report collisions with [Area2D]s ([member "
- "collide_with_areas]) and/or [PhysicsBody2D]s ([member "
- "collide_with_bodies]).\n"
- "Only enabled raycasts will be able to query the space and report "
- "collisions.\n"
- "RayCast2D calculates intersection every physics frame (see [Node]), and the "
- "result is cached so it can be used later until the next frame. If multiple "
- "queries are required between physics frames (or during the same frame) use "
- "[method force_raycast_update] after adjusting the raycast."
- msgstr ""
- "Un RayCast representa una línea desde su origen hasta su posición de "
- "destino, [code]cast_to[/code]. Se utiliza para consultar el espacio 2D con "
- "el fin de encontrar el objeto más cercano a lo largo de la trayectoria del "
- "rayo.\n"
- "RayCast2D puede ignorar algunos objetos añadiéndolos a la lista de "
- "excepciones mediante [code]add_exception[/code], estableciendo un filtrado "
- "adecuado con las capas de colisión, o filtrando los tipos de objetos con "
- "máscaras de tipo.\n"
- "RayCast2D puede ser configurado para reportar colisiones con [Area2D]s "
- "([member collide_with_areas]) y/o [PhysicsBody2D]s ([member "
- "collide_with_bodies]).\n"
- "Sólo las emisiones de rayos habilitadas podrán consultar el espacio e "
- "informar de las colisiones.\n"
- "RayCast2D calcula la intersección de cada cuadro de física (ver [Node]), y "
- "el resultado se almacena en caché para poder ser utilizado más tarde hasta "
- "el siguiente cuadro. Si se requieren múltiples consultas entre marcos "
- "físicos (o durante el mismo marco) utilice [method force_raycast_update] "
- "después de ajustar el raycast."
- #: doc/classes/RayCast2D.xml
- msgid ""
- "Sets or clears individual bits on the collision mask. This makes selecting "
- "the areas scanned easier."
- msgstr ""
- "Establece o borra bits individuales en la máscara de colisión. Esto hace que "
- "la selección de las áreas escaneadas sea más fácil."
- #: doc/classes/RayCast2D.xml
- msgid "If [code]true[/code], collision with [Area2D]s will be reported."
- msgstr "Si [code]true[/code], se informará de la colisión con [Area2D]s."
- #: doc/classes/RayCast2D.xml
- msgid "If [code]true[/code], collision with [PhysicsBody2D]s will be reported."
- msgstr "Si [code]true[/code], se informará de la colisión con [PhysicsBody2D]."
- #: doc/classes/RayCast2D.xml
- msgid ""
- "If [code]true[/code], the parent node will be excluded from collision "
- "detection."
- msgstr ""
- "Si [code]true[/code], el nodo padre será excluido de la detección de "
- "colisiones."
- #: doc/classes/RayShape.xml
- msgid "Ray shape for 3D collisions."
- msgstr "Forma de rayo para colisiones en 3D."
- #: doc/classes/RayShape.xml
- #, fuzzy
- msgid ""
- "Ray shape for 3D collisions, which can be set into a [PhysicsBody] or "
- "[Area]. A ray is not really a collision body; instead, it tries to separate "
- "itself from whatever is touching its far endpoint. It's often useful for "
- "characters."
- msgstr ""
- "Forma de rayo para colisiones 3D, que puede ser fijada en un [PhysicsBody] o "
- "[Area]. Un rayo no es realmente un cuerpo de colisión, sino que trata de "
- "separarse de lo que está tocando su punto final lejano. A menudo es útil "
- "para los personajes."
- #: doc/classes/RayShape.xml doc/classes/RayShape2D.xml
- msgid "The ray's length."
- msgstr "La longitud del rayo."
- #: doc/classes/RayShape.xml doc/classes/RayShape2D.xml
- msgid "If [code]true[/code], allow the shape to return the correct normal."
- msgstr ""
- "Si [code]true[/code], permite que la forma devuelva la normalidad correcta."
- #: doc/classes/RayShape2D.xml
- msgid "Ray shape for 2D collisions."
- msgstr "Forma de rayo para colisiones en 2D."
- #: doc/classes/RayShape2D.xml
- msgid ""
- "Ray shape for 2D collisions. A ray is not really a collision body; instead, "
- "it tries to separate itself from whatever is touching its far endpoint. It's "
- "often useful for characters."
- msgstr ""
- "Forma de rayo para colisiones en 2D. Un rayo no es realmente un cuerpo de "
- "colisión, sino que intenta separarse de lo que está tocando su punto final "
- "lejano. A menudo es útil para los personajes."
- #: doc/classes/Rect2.xml
- #, fuzzy
- msgid "2D axis-aligned bounding box."
- msgstr "Caja bordeada alineada con el eje."
- #: doc/classes/Rect2.xml
- #, fuzzy
- msgid ""
- "[Rect2] consists of a position, a size, and several utility functions. It is "
- "typically used for fast overlap tests.\n"
- "It uses floating-point coordinates.\n"
- "The 3D counterpart to [Rect2] is [AABB]."
- msgstr ""
- "[Rect2] consta de una posición, un tamaño y varias funciones de utilidad. Se "
- "utiliza típicamente para pruebas de superposición rápida.\n"
- "Utiliza coordenadas reales."
- #: doc/classes/Rect2.xml
- msgid "Constructs a [Rect2] by position and size."
- msgstr "Construye un [Rect2] por posición y tamaño."
- #: doc/classes/Rect2.xml
- msgid "Constructs a [Rect2] by x, y, width, and height."
- msgstr "Construye un [Rect2] por x, y, ancho y alto."
- #: doc/classes/Rect2.xml
- msgid ""
- "Returns a [Rect2] with equivalent position and area, modified so that the "
- "top-left corner is the origin and [code]width[/code] and [code]height[/code] "
- "are positive."
- msgstr ""
- "Devuelve una [Rect2] con posición y área equivalentes, modificada de manera "
- "que la esquina superior izquierda es el origen y [code]width[/code] y "
- "[code]height[/code] son positivos."
- #: doc/classes/Rect2.xml
- msgid "Returns the intersection of this [Rect2] and b."
- msgstr "Devuelve la intersección de esta [Rect2] y b."
- #: doc/classes/Rect2.xml
- msgid ""
- "Returns [code]true[/code] if this [Rect2] completely encloses another one."
- msgstr ""
- "Devuelve [code]true[/code] si este [Rect2] encierra completamente otro."
- #: doc/classes/Rect2.xml
- msgid ""
- "Returns a copy of this [Rect2] expanded to include a given point.\n"
- "[b]Example:[/b]\n"
- "[codeblock]\n"
- "# position (-3, 2), size (1, 1)\n"
- "var rect = Rect2(Vector2(-3, 2), Vector2(1, 1))\n"
- "# position (-3, -1), size (3, 4), so we fit both rect and Vector2(0, -1)\n"
- "var rect2 = rect.expand(Vector2(0, -1))\n"
- "[/codeblock]"
- msgstr ""
- #: doc/classes/Rect2.xml
- #, fuzzy
- msgid "Returns the area of the [Rect2]. See also [method has_no_area]."
- msgstr "Devuelve el área de la [Rect2]."
- #: doc/classes/Rect2.xml
- #, fuzzy
- msgid ""
- "Returns the center of the [Rect2], which is equal to [member position] + "
- "([member size] / 2)."
- msgstr ""
- "Devuelve la relación de aspecto de este vector, la relación de [member x] a "
- "[member y]."
- #: doc/classes/Rect2.xml
- msgid ""
- "Returns a copy of the [Rect2] grown a given amount of units towards all the "
- "sides."
- msgstr ""
- "Devuelve una copia del [Rect2] crecido una cantidad dada de unidades hacia "
- "todos los lados."
- #: doc/classes/Rect2.xml
- msgid ""
- "Returns a copy of the [Rect2] grown a given amount of units towards each "
- "direction individually."
- msgstr ""
- "Devuelve una copia del [Rect2] crecido una cantidad dada de unidades hacia "
- "todos los lados."
- #: doc/classes/Rect2.xml
- msgid ""
- "Returns a copy of the [Rect2] grown a given amount of units towards the "
- "[enum Margin] direction."
- msgstr ""
- "Devuelve una copia del [Rect2] crecido una cantidad dada de unidades hacia "
- "la dirección del [enum Margin]."
- #: doc/classes/Rect2.xml
- msgid ""
- "Returns [code]true[/code] if the [Rect2] is flat or empty, [code]false[/"
- "code] otherwise. See also [method get_area].\n"
- "[b]Note:[/b] If the [Rect2] has a negative size and is not flat or empty, "
- "[method has_no_area] will return [code]true[/code]."
- msgstr ""
- #: doc/classes/Rect2.xml
- msgid ""
- "Returns [code]true[/code] if the [Rect2] contains a point. By convention, "
- "the right and bottom edges of the [Rect2] are considered exclusive, so "
- "points on these edges are [b]not[/b] included.\n"
- "[b]Note:[/b] This method is not reliable for [Rect2] with a [i]negative "
- "size[/i]. Use [method abs] to get a positive sized equivalent rectangle to "
- "check for contained points."
- msgstr ""
- #: doc/classes/Rect2.xml
- msgid ""
- "Returns [code]true[/code] if the [Rect2] overlaps with [code]b[/code] (i.e. "
- "they have at least one point in common).\n"
- "If [code]include_borders[/code] is [code]true[/code], they will also be "
- "considered overlapping if their borders touch, even without intersection."
- msgstr ""
- "Devuelve [code]true[/code] si la [Rect2] se superpone con [code]b[/code] (es "
- "decir, tienen al menos un punto en común).\n"
- "Si [code]include_borders[/code] es [code]true[/code], también se considerará "
- "que se superponen si sus bordes se tocan, incluso sin intersección."
- #: doc/classes/Rect2.xml
- msgid ""
- "Returns [code]true[/code] if this [Rect2] and [code]rect[/code] are "
- "approximately equal, by calling [code]is_equal_approx[/code] on each "
- "component."
- msgstr ""
- "Devuelve [code]true[/code] si este [Rect2] y [code]rect[/code] son "
- "aproximadamente iguales, llamando a [code]is_equal_approx[/code] en cada "
- "componente."
- #: doc/classes/Rect2.xml
- msgid "Returns a larger [Rect2] that contains this [Rect2] and [code]b[/code]."
- msgstr ""
- "Devuelve un [Rect2] más grande que contiene este [Rect2] y [code]b[/code]."
- #: doc/classes/RectangleShape2D.xml
- msgid "Rectangle shape for 2D collisions."
- msgstr "Forma rectangular para colisiones 2D."
- #: doc/classes/RectangleShape2D.xml
- msgid ""
- "Rectangle shape for 2D collisions. This shape is useful for modeling box-"
- "like 2D objects."
- msgstr ""
- "Forma rectangular para colisiones 2D. Esta forma es útil para modelar "
- "objetos 2D tipo caja."
- #: doc/classes/RectangleShape2D.xml
- msgid ""
- "The rectangle's half extents. The width and height of this shape is twice "
- "the half extents."
- msgstr ""
- "El rectángulo es de media extensión. El ancho y la altura de esta forma es "
- "el doble de la mitad de la extensión."
- #: doc/classes/Reference.xml
- msgid "Base class for reference-counted objects."
- msgstr "Clase base para los objetos contados como referencia."
- #: doc/classes/Reference.xml
- #, fuzzy
- msgid ""
- "Base class for any object that keeps a reference count. [Resource] and many "
- "other helper objects inherit this class.\n"
- "Unlike other [Object] types, References keep an internal reference counter "
- "so that they are automatically released when no longer in use, and only "
- "then. References therefore do not need to be freed manually with [method "
- "Object.free].\n"
- "In the vast majority of use cases, instantiating and using [Reference]-"
- "derived types is all you need to do. The methods provided in this class are "
- "only for advanced users, and can cause issues if misused.\n"
- "[b]Note:[/b] In C#, references will not be freed instantly after they are no "
- "longer in use. Instead, garbage collection will run periodically and will "
- "free references that are no longer in use. This means that unused references "
- "will linger on for a while before being removed."
- msgstr ""
- "Clase base para cualquier objeto que mantenga una cuenta de referencia. "
- "[Resource] y muchos otros objetos de ayuda heredan esta clase.\n"
- "A diferencia de los [Object], las Referencias mantienen un contador de "
- "referencia interno, de manera que se liberan automáticamente cuando ya no se "
- "usan, y sólo entonces. Por lo tanto, las referencias no necesitan ser "
- "liberadas manualmente con el [method Object.free].\n"
- "En la gran mayoría de los casos de uso, lo único que hay que hacer es "
- "instanciar y utilizar los tipos derivados de [Reference]. Los métodos "
- "proporcionados en esta clase son sólo para usuarios avanzados, y pueden "
- "causar problemas si se usan mal."
- #: doc/classes/Reference.xml
- msgid ""
- "Initializes the internal reference counter. Use this only if you really know "
- "what you are doing.\n"
- "Returns whether the initialization was successful."
- msgstr ""
- "Inicializa el contador de referencia interno. Usa esto sólo si realmente "
- "sabes lo que estás haciendo.\n"
- "Devuelve si la inicialización tuvo éxito."
- #: doc/classes/Reference.xml
- msgid ""
- "Increments the internal reference counter. Use this only if you really know "
- "what you are doing.\n"
- "Returns [code]true[/code] if the increment was successful, [code]false[/"
- "code] otherwise."
- msgstr ""
- "Incrementa el contador de referencia interno. Usa esto sólo si realmente "
- "sabes lo que estás haciendo.\n"
- "Devuelve [code]true[/code] si el incremento fue exitoso, [code]false[/code] "
- "en caso contrario."
- #: doc/classes/Reference.xml
- msgid ""
- "Decrements the internal reference counter. Use this only if you really know "
- "what you are doing.\n"
- "Returns [code]true[/code] if the decrement was successful, [code]false[/"
- "code] otherwise."
- msgstr ""
- "Disminuye el contador de referencia interno. Usa esto sólo si realmente "
- "sabes lo que estás haciendo.\n"
- "Devuelve [code]true[/code] si el decremento tuvo éxito, [code]false[/code] "
- "en caso contrario."
- #: doc/classes/ReferenceRect.xml
- msgid "Reference frame for GUI."
- msgstr "Marco de referencia para la interfaz gráfica de usuario."
- #: doc/classes/ReferenceRect.xml
- #, fuzzy
- msgid ""
- "A rectangle box that displays only a [member border_color] border color "
- "around its rectangle. [ReferenceRect] has no fill [Color]. If you need to "
- "display a rectangle filled with a solid color, consider using [ColorRect] "
- "instead."
- msgstr ""
- "Una caja de rectángulo que muestra sólo un color de borde [member "
- "border_color] alrededor de su rectángulo. [ReferenceRect] no tiene un "
- "[Color] de relleno."
- #: doc/classes/ReferenceRect.xml
- msgid "Sets the border [Color] of the [ReferenceRect]."
- msgstr "Establece el borde [Color] del [ReferenceRect]."
- #: doc/classes/ReferenceRect.xml
- msgid ""
- "Sets the border width of the [ReferenceRect]. The border grows both inwards "
- "and outwards with respect to the rectangle box."
- msgstr ""
- #: doc/classes/ReferenceRect.xml
- msgid ""
- "If set to [code]true[/code], the [ReferenceRect] will only be visible while "
- "in editor. Otherwise, [ReferenceRect] will be visible in game."
- msgstr ""
- "Si se ajusta a [code]true[/code], el [ReferenceRect] sólo será visible "
- "mientras esté en el editor. De lo contrario, el [ReferenceRect] será visible "
- "en el juego."
- #: doc/classes/ReflectionProbe.xml
- #, fuzzy
- msgid ""
- "Captures its surroundings to create fast, accurate reflections from a given "
- "point."
- msgstr "Captura su entorno para crear reflejos."
- #: doc/classes/ReflectionProbe.xml
- #, fuzzy
- msgid ""
- "Capture its surroundings as a dual paraboloid image, and stores versions of "
- "it with increasing levels of blur to simulate different material "
- "roughnesses.\n"
- "The [ReflectionProbe] is used to create high-quality reflections at a low "
- "performance cost (when [member update_mode] is [constant UPDATE_ONCE]). "
- "[ReflectionProbe]s can be blended together and with the rest of the scene "
- "smoothly. [ReflectionProbe]s can also be combined with [GIProbe] and screen-"
- "space reflections ([member Environment.ss_reflections_enabled]) to get more "
- "accurate reflections in specific areas. [ReflectionProbe]s render all "
- "objects within their [member cull_mask], so updating them can be quite "
- "expensive. It is best to update them once with the important static objects "
- "and then leave them as-is.\n"
- "[b]Note:[/b] Unlike [GIProbe], [ReflectionProbe]s only source their "
- "environment from a [WorldEnvironment] node. If you specify an [Environment] "
- "resource within a [Camera] node, it will be ignored by the "
- "[ReflectionProbe]. This can lead to incorrect lighting within the "
- "[ReflectionProbe].\n"
- "[b]Note:[/b] By default, Godot will only render 16 reflection probes. If you "
- "need more, increase the number of atlas subdivisions. This setting can be "
- "found in [member ProjectSettings.rendering/quality/reflections/"
- "atlas_subdiv].\n"
- "[b]Note:[/b] The GLES2 backend will only display two reflection probes at "
- "the same time for a single mesh. If possible, split up large meshes that "
- "span over multiple reflection probes into smaller ones."
- msgstr ""
- "Captura su entorno como un mapa de cubo, y almacena versiones de él con "
- "niveles crecientes de desenfoque para simular diferentes rugosidades "
- "materiales.\n"
- "La [ReflectionProbe] se utiliza para crear reflejos de alta calidad a costa "
- "del rendimiento. Puede combinarse con [GIProbe] y con los reflejos del "
- "espacio de la pantalla para conseguir reflejos de alta calidad. La "
- "[ReflectionProbe]s renderiza todos los objetos dentro de su [member "
- "cull_mask], por lo que actualizarlos puede ser bastante caro. Es mejor "
- "actualizarlos una vez con los objetos estáticos importantes y luego dejarlos."
- #: doc/classes/ReflectionProbe.xml
- #, fuzzy
- msgid ""
- "If [code]true[/code], enables box projection. This makes reflections look "
- "more correct in rectangle-shaped rooms by offsetting the reflection center "
- "depending on the camera's location.\n"
- "[b]Note:[/b] To better fit rectangle-shaped rooms that are not aligned to "
- "the grid, you can rotate the [ReflectionProbe] node."
- msgstr ""
- "Si [code]true[/code], permite la proyección de la caja. Esto hace que los "
- "reflejos se vean más correctos en habitaciones con forma de rectángulo al "
- "compensar el centro de reflejo dependiendo de la ubicación de la cámara."
- #: doc/classes/ReflectionProbe.xml
- #, fuzzy
- msgid ""
- "Sets the cull mask which determines what objects are drawn by this probe. "
- "Every [VisualInstance] with a layer included in this cull mask will be "
- "rendered by the probe. To improve performance, it is best to only include "
- "large objects which are likely to take up a lot of space in the reflection."
- msgstr ""
- "Establece la máscara de selección que determina qué objetos son dibujados "
- "por esta sonda. Cada [VisualInstance] con una capa incluida en esta máscara "
- "de selección será representada por la sonda. Es mejor incluir sólo los "
- "objetos grandes que probablemente ocupen mucho espacio en el reflejo para "
- "ahorrar en el coste de la renderización."
- #: doc/classes/ReflectionProbe.xml
- msgid ""
- "If [code]true[/code], computes shadows in the reflection probe. This makes "
- "the reflection probe slower to render; you may want to disable this if using "
- "the [constant UPDATE_ALWAYS] [member update_mode]."
- msgstr ""
- "Si [code]true[/code], calcula las sombras en la sonda de reflexión. Esto "
- "hace que la sonda de reflexión se renderice más lentamente; puede que "
- "quieras desactivarlo si utilizas el [constant UPDATE_ALWAYS] [member "
- "update_mode]."
- #: doc/classes/ReflectionProbe.xml
- #, fuzzy
- msgid ""
- "The size of the reflection probe. The larger the extents the more space "
- "covered by the probe which will lower the perceived resolution. It is best "
- "to keep the extents only as large as you need them.\n"
- "[b]Note:[/b] To better fit areas that are not aligned to the grid, you can "
- "rotate the [ReflectionProbe] node."
- msgstr ""
- "El tamaño de la sonda de reflexión. Cuanto más grande sea la extensión, más "
- "espacio cubierto por la sonda, lo que reducirá la resolución percibida. Es "
- "mejor mantener los alcances sólo tan grandes como los necesites."
- #: doc/classes/ReflectionProbe.xml
- msgid ""
- "Defines the reflection intensity. Intensity modulates the strength of the "
- "reflection."
- msgstr ""
- "Define la intensidad del reflejo. La intensidad modula la fuerza de la "
- "reflexión."
- #: doc/classes/ReflectionProbe.xml
- msgid ""
- "Sets the ambient light color to be used when this probe is set to [member "
- "interior_enable]."
- msgstr ""
- #: doc/classes/ReflectionProbe.xml
- msgid ""
- "Sets the contribution value for how much the reflection affects the ambient "
- "light for this reflection probe when set to [member interior_enable]. Useful "
- "so that ambient light matches the color of the room."
- msgstr ""
- #: doc/classes/ReflectionProbe.xml
- msgid ""
- "Sets the energy multiplier for this reflection probe's ambient light "
- "contribution when set to [member interior_enable]."
- msgstr ""
- #: doc/classes/ReflectionProbe.xml
- #, fuzzy
- msgid ""
- "If [code]true[/code], reflections will ignore sky contribution. Ambient "
- "lighting is then controlled by the [code]interior_ambient_*[/code] "
- "properties."
- msgstr ""
- "Si [code]true[/code], los reflejos ignorarán la contribución del cielo. "
- "Equivalente a [member ReflectionProbe.interior]."
- #: doc/classes/ReflectionProbe.xml
- #, fuzzy
- msgid ""
- "The maximum distance away from the [ReflectionProbe] an object can be before "
- "it is culled. Decrease this to improve performance, especially when using "
- "the [constant UPDATE_ALWAYS] [member update_mode].\n"
- "[b]Note:[/b] The maximum reflection distance is always at least equal to the "
- "[member extents]. This means that decreasing [member max_distance] will not "
- "always cull objects from reflections, especially if the reflection probe's "
- "[member extents] are already large."
- msgstr ""
- "Establece la máxima distancia de la sonda a la que puede estar un objeto "
- "antes de ser seleccionado. Equivalente a [member ReflectionProbe."
- "max_distance]."
- #: doc/classes/ReflectionProbe.xml
- msgid ""
- "Sets the origin offset to be used when this [ReflectionProbe] is in [member "
- "box_projection] mode. This can be set to a non-zero value to ensure a "
- "reflection fits a rectangle-shaped room, while reducing the amount of "
- "objects that \"get in the way\" of the reflection."
- msgstr ""
- #: doc/classes/ReflectionProbe.xml
- #, fuzzy
- msgid ""
- "Sets how frequently the [ReflectionProbe] is updated. Can be [constant "
- "UPDATE_ONCE] or [constant UPDATE_ALWAYS]."
- msgstr ""
- "Establece la frecuencia con la que se actualiza la sonda. Puede ser "
- "[constant UPDATE_ONCE] o [constant UPDATE_ALWAYS]."
- #: doc/classes/ReflectionProbe.xml
- msgid ""
- "Update the probe once on the next frame (recommended for most objects). The "
- "corresponding radiance map will be generated over the following six frames. "
- "This takes more time to update than [constant UPDATE_ALWAYS], but it has a "
- "lower performance cost and can result in higher-quality reflections. The "
- "ReflectionProbe is updated when its transform changes, but not when nearby "
- "geometry changes. You can force a [ReflectionProbe] update by moving the "
- "[ReflectionProbe] slightly in any direction."
- msgstr ""
- #: doc/classes/ReflectionProbe.xml
- msgid ""
- "Update the probe every frame. This provides better results for fast-moving "
- "dynamic objects (such as cars). However, it has a significant performance "
- "cost. Due to the cost, it's recommended to only use one ReflectionProbe with "
- "[constant UPDATE_ALWAYS] at most per scene. For all other use cases, use "
- "[constant UPDATE_ONCE]."
- msgstr ""
- #: modules/regex/doc_classes/RegEx.xml
- msgid "Class for searching text for patterns using regular expressions."
- msgstr "Clase para buscar patrones en el texto usando expresiones regulares."
- #: modules/regex/doc_classes/RegEx.xml
- #, fuzzy
- msgid ""
- "A regular expression (or regex) is a compact language that can be used to "
- "recognise strings that follow a specific pattern, such as URLs, email "
- "addresses, complete sentences, etc. For instance, a regex of [code]ab[0-9][/"
- "code] would find any string that is [code]ab[/code] followed by any number "
- "from [code]0[/code] to [code]9[/code]. For a more in-depth look, you can "
- "easily find various tutorials and detailed explanations on the Internet.\n"
- "To begin, the RegEx object needs to be compiled with the search pattern "
- "using [method compile] before it can be used.\n"
- "[codeblock]\n"
- "var regex = RegEx.new()\n"
- "regex.compile(\"\\\\w-(\\\\d+)\")\n"
- "[/codeblock]\n"
- "The search pattern must be escaped first for GDScript before it is escaped "
- "for the expression. For example, [code]compile(\"\\\\d+\")[/code] would be "
- "read by RegEx as [code]\\d+[/code]. Similarly, [code]compile(\"\\\"(?:\\\\\\"
- "\\.|[^\\\"])*\\\"\")[/code] would be read as [code]\"(?:\\\\.|[^\"])*\"[/"
- "code].\n"
- "Using [method search], you can find the pattern within the given text. If a "
- "pattern is found, [RegExMatch] is returned and you can retrieve details of "
- "the results using methods such as [method RegExMatch.get_string] and [method "
- "RegExMatch.get_start].\n"
- "[codeblock]\n"
- "var regex = RegEx.new()\n"
- "regex.compile(\"\\\\w-(\\\\d+)\")\n"
- "var result = regex.search(\"abc n-0123\")\n"
- "if result:\n"
- " print(result.get_string()) # Would print n-0123\n"
- "[/codeblock]\n"
- "The results of capturing groups [code]()[/code] can be retrieved by passing "
- "the group number to the various methods in [RegExMatch]. Group 0 is the "
- "default and will always refer to the entire pattern. In the above example, "
- "calling [code]result.get_string(1)[/code] would give you [code]0123[/code].\n"
- "This version of RegEx also supports named capturing groups, and the names "
- "can be used to retrieve the results. If two or more groups have the same "
- "name, the name would only refer to the first one with a match.\n"
- "[codeblock]\n"
- "var regex = RegEx.new()\n"
- "regex.compile(\"d(?<digit>[0-9]+)|x(?<digit>[0-9a-f]+)\")\n"
- "var result = regex.search(\"the number is x2f\")\n"
- "if result:\n"
- " print(result.get_string(\"digit\")) # Would print 2f\n"
- "[/codeblock]\n"
- "If you need to process multiple results, [method search_all] generates a "
- "list of all non-overlapping results. This can be combined with a [code]for[/"
- "code] loop for convenience.\n"
- "[codeblock]\n"
- "for result in regex.search_all(\"d01, d03, d0c, x3f and x42\"):\n"
- " print(result.get_string(\"digit\"))\n"
- "# Would print 01 03 0 3f 42\n"
- "[/codeblock]\n"
- "[b]Example of splitting a string using a RegEx:[/b]\n"
- "[codeblock]\n"
- "var regex = RegEx.new()\n"
- "regex.compile(\"\\\\S+\") # Negated whitespace character class.\n"
- "var results = []\n"
- "for result in regex.search_all(\"One Two \\n\\tThree\"):\n"
- " results.push_back(result.get_string())\n"
- "# The `results` array now contains \"One\", \"Two\", \"Three\".\n"
- "[/codeblock]\n"
- "[b]Note:[/b] Godot's regex implementation is based on the [url=https://www."
- "pcre.org/]PCRE2[/url] library. You can view the full pattern reference "
- "[url=https://www.pcre.org/current/doc/html/pcre2pattern.html]here[/url].\n"
- "[b]Tip:[/b] You can use [url=https://regexr.com/]Regexr[/url] to test "
- "regular expressions online."
- msgstr ""
- "Una expresión regular (o regex) es un lenguaje compacto que puede utilizarse "
- "para reconocer cadenas que siguen un patrón específico, como URL, "
- "direcciones de correo electrónico, frases completas, etc. Por ejemplo, una "
- "regex de [code]ab[0-9][/code] encontraría cualquier string que sea [code]ab[/"
- "code] seguida de cualquier número desde [code]0[/code] hasta [code]9[/code]. "
- "Para una mirada más profunda, puedes encontrar fácilmente varios tutoriales "
- "y explicaciones detalladas en Internet.\n"
- "Para empezar, el objeto RegEx necesita ser compilado con el patrón de "
- "búsqueda usando [method compile] antes de que pueda ser usado.\n"
- "[codeblock]\n"
- "var regex = RegEx.new()\n"
- "regex.compile(\"\\\\w-(\\\\d+)\")\n"
- "[/codeblock]\n"
- "El patrón de búsqueda debe escaparse primero para el GDScript antes de que "
- "se escape para la expresión. Por ejemplo, [code]compile(\"\\\\d+\")[/code] "
- "sería leído por RegEx como [code]\\d+[/code]. De manera similar, "
- "[code]compile(\"\\\"(?:\\\\\\N-[^^])*[^]\"[/code] sería leído como "
- "[code]\"(?:\\N-[^]])*\"[/code].\n"
- "Usando [method search], puedes encontrar el patrón dentro del texto dado. Si "
- "se encuentra un patrón, se devuelve [RegExMatch] y se pueden recuperar los "
- "detalles de los resultados usando métodos como [method RegExMatch."
- "get_string] y [method RegExMatch.get_start].\n"
- "[codeblock]\n"
- "var regex = RegEx.new()\n"
- "regex.compile(\"\\\\w-(\\\\d+)\")\n"
- "var result = regex.search(\"abc n-0123\")\n"
- "if result:\n"
- " print(result.get_string()) # Se imprimiría el n-0123\n"
- "[/codeblock]\n"
- "Los resultados de la captura de grupos [code]()[/code] pueden ser "
- "recuperados pasando el número de grupo a los diversos métodos en "
- "[RegExMatch]. El grupo 0 es el predeterminado y siempre se referirá al "
- "patrón completo. En el ejemplo anterior, llamando a [code]result."
- "get_string(1)[/code] obtendríamos [code]0123[/code].\n"
- "Esta versión de RegEx también soporta grupos de captura con nombre, y los "
- "nombres pueden ser usados para recuperar los resultados. Si dos o más grupos "
- "tienen el mismo nombre, el nombre sólo se referiría al primero con una "
- "coincidencia.\n"
- "[codeblock]\n"
- "var regex = RegEx.new()\n"
- "regex.compile(\"d(?<dígito>[0-9]+)|x(?<dígito>[0-9a-f]+)\")\n"
- "var result = regex.search(\"el número es x2f\")\n"
- "si el resultado:\n"
- " print(result.get_string(\"digit\")) # Imprimiría 2f\n"
- "[/codeblock]\n"
- "Si necesita procesar varios resultados, [method search_all] genera una lista "
- "de todos los resultados no superpuestos. Esto puede combinarse con un bucle "
- "[code]for[/code] para mayor comodidad.\n"
- "[codeblock]\n"
- "para el resultado en regex.search_all(\"d01, d03, d0c, x3f y x42\"):\n"
- " print(result.get_string(\"digit\"))\n"
- "# Imprimiría 01 03 0 3f 42\n"
- "[/codeblock]\n"
- "[b]Ejemplo de división de una cadena utilizando un RegEx:[/b]\n"
- "[codeblock]\n"
- "var regex = RegEx.new()\n"
- "regex.compile(\"\\\\N-S+\") # Clase de personaje de espacio blanco negado.\n"
- "var results = []\n"
- "for match in regex.search_all(\"Uno Dos \\n\\tTres\"):\n"
- " results.push_back(match.get_string())\n"
- "# El `results` ahora contiene \"Uno\", \"Dos\", \"Tres\".\n"
- "[/codeblock]\n"
- "[b]Nota:[/b] La implementación de regex de Godot se basa en la biblioteca "
- "[url=https://www.pcre.org/]PCRE2[/url]. Puedes ver la referencia completa "
- "del patrón [url=https://www.pcre.org/current/doc/html/pcre2pattern."
- "html]aquí[/url].\n"
- "[b]Consejo:[/b] Puedes usar [url=https://regexr.com/]Regexr[/url] para "
- "probar las expresiones regulares en línea."
- #: modules/regex/doc_classes/RegEx.xml
- msgid ""
- "This method resets the state of the object, as if it was freshly created. "
- "Namely, it unassigns the regular expression of this object."
- msgstr ""
- "Este método restablece el estado del objeto, como si fuera recién creado. Es "
- "decir, desasigna la expresión regular de este objeto."
- #: modules/regex/doc_classes/RegEx.xml
- msgid ""
- "Compiles and assign the search pattern to use. Returns [constant OK] if the "
- "compilation is successful. If an error is encountered, details are printed "
- "to standard output and an error is returned."
- msgstr ""
- "Compila y asigna el patrón de búsqueda a utilizar. Devuelve [constant OK] si "
- "la compilación tiene éxito. Si se encuentra un error, los detalles se "
- "imprimen en la salida estándar y se devuelve un error."
- #: modules/regex/doc_classes/RegEx.xml
- msgid "Returns the number of capturing groups in compiled pattern."
- msgstr "Devuelve el número de grupos de captura en un patrón compilado."
- #: modules/regex/doc_classes/RegEx.xml
- msgid ""
- "Returns an array of names of named capturing groups in the compiled pattern. "
- "They are ordered by appearance."
- msgstr ""
- "Devuelve un array de nombres de grupos de captura de nombres en el patrón "
- "compilado. Están ordenados por su apariencia."
- #: modules/regex/doc_classes/RegEx.xml
- msgid "Returns the original search pattern that was compiled."
- msgstr "Devuelve el patrón de búsqueda original que fue compilado."
- #: modules/regex/doc_classes/RegEx.xml
- msgid "Returns whether this object has a valid search pattern assigned."
- msgstr "Devuelve si este objeto tiene asignado un patrón de búsqueda válido."
- #: modules/regex/doc_classes/RegEx.xml
- msgid ""
- "Searches the text for the compiled pattern. Returns a [RegExMatch] container "
- "of the first matching result if found, otherwise [code]null[/code].\n"
- "The region to search within can be specified with [code]offset[/code] and "
- "[code]end[/code]. This is useful when searching for another match in the "
- "same [code]subject[/code] by calling this method again after a previous "
- "success. Setting these parameters differs from passing over a shortened "
- "string. For example, the start anchor [code]^[/code] is not affected by "
- "[code]offset[/code], and the character before [code]offset[/code] will be "
- "checked for the word boundary [code]\\b[/code]."
- msgstr ""
- #: modules/regex/doc_classes/RegEx.xml
- msgid ""
- "Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
- "containers for each non-overlapping result. If no results were found, an "
- "empty array is returned instead.\n"
- "The region to search within can be specified with [code]offset[/code] and "
- "[code]end[/code]. This is useful when searching for another match in the "
- "same [code]subject[/code] by calling this method again after a previous "
- "success. Setting these parameters differs from passing over a shortened "
- "string. For example, the start anchor [code]^[/code] is not affected by "
- "[code]offset[/code], and the character before [code]offset[/code] will be "
- "checked for the word boundary [code]\\b[/code]."
- msgstr ""
- #: modules/regex/doc_classes/RegEx.xml
- #, fuzzy
- msgid ""
- "Searches the text for the compiled pattern and replaces it with the "
- "specified string. Escapes and backreferences such as [code]$1[/code] and "
- "[code]$name[/code] are expanded and resolved. By default, only the first "
- "instance is replaced, but it can be changed for all instances (global "
- "replacement).\n"
- "The region to search within can be specified with [code]offset[/code] and "
- "[code]end[/code]. This is useful when searching for another match in the "
- "same [code]subject[/code] by calling this method again after a previous "
- "success. Setting these parameters differs from passing over a shortened "
- "string. For example, the start anchor [code]^[/code] is not affected by "
- "[code]offset[/code], and the character before [code]offset[/code] will be "
- "checked for the word boundary [code]\\b[/code]."
- msgstr ""
- "Busca en el texto el patrón compilado y lo reemplaza con la string "
- "especificada. Escapadas y retro-referencias como [code]$1[/code] y "
- "[code]$name[/code] son expandidas y resueltas. Por defecto, sólo se "
- "reemplaza la primera instancia, pero se puede cambiar para todas las "
- "instancias (reemplazo global). La región en la que se debe buscar puede "
- "especificarse sin modificar el lugar en el que se encuentra el ancla de "
- "inicio y fin."
- #: modules/regex/doc_classes/RegExMatch.xml
- msgid "Contains the results of a [RegEx] search."
- msgstr "Contiene los resultados de una búsqueda [RegEx]."
- #: modules/regex/doc_classes/RegExMatch.xml
- msgid ""
- "Contains the results of a single [RegEx] match returned by [method RegEx."
- "search] and [method RegEx.search_all]. It can be used to find the position "
- "and range of the match and its capturing groups, and it can extract its "
- "substring for you."
- msgstr ""
- "Contiene los resultados de una sola coincidencia [RegEx] devuelta por "
- "[method RegEx.search] y [method RegEx.search_all]. Puede ser usado para "
- "encontrar la posición y el rango de la coincidencia y sus grupos de captura, "
- "y puede extraer su subcadena para usted."
- #: modules/regex/doc_classes/RegExMatch.xml
- msgid ""
- "Returns the end position of the match within the source string. The end "
- "position of capturing groups can be retrieved by providing its group number "
- "as an integer or its string name (if it's a named group). The default value "
- "of 0 refers to the whole pattern.\n"
- "Returns -1 if the group did not match or doesn't exist."
- msgstr ""
- "Devuelve la posición final de la coincidencia dentro de la cadena de origen. "
- "La posición final de los grupos de captura puede recuperarse proporcionando "
- "su número de grupo como un número entero o su nombre de cadena (si es un "
- "grupo con nombre). El valor por defecto de 0 se refiere al patrón completo.\n"
- "Devuelve -1 si el grupo no coincide o no existe."
- #: modules/regex/doc_classes/RegExMatch.xml
- msgid "Returns the number of capturing groups."
- msgstr "Devuelve el número de grupos de captura."
- #: modules/regex/doc_classes/RegExMatch.xml
- msgid ""
- "Returns the starting position of the match within the source string. The "
- "starting position of capturing groups can be retrieved by providing its "
- "group number as an integer or its string name (if it's a named group). The "
- "default value of 0 refers to the whole pattern.\n"
- "Returns -1 if the group did not match or doesn't exist."
- msgstr ""
- "Devuelve la posición inicial de la coincidencia dentro de la string de "
- "origen. La posición inicial de los grupos de captura puede recuperarse "
- "proporcionando su número de grupo como un número entero o su nombre de "
- "cadena (si es un grupo con nombre). El valor por defecto de 0 se refiere al "
- "patrón completo.\n"
- "Devuelve -1 si el grupo no coincide o no existe."
- #: modules/regex/doc_classes/RegExMatch.xml
- msgid ""
- "Returns the substring of the match from the source string. Capturing groups "
- "can be retrieved by providing its group number as an integer or its string "
- "name (if it's a named group). The default value of 0 refers to the whole "
- "pattern.\n"
- "Returns an empty string if the group did not match or doesn't exist."
- msgstr ""
- "Devuelve la substring de la coincidencia de la string de origen. Los grupos "
- "de captura pueden recuperarse proporcionando su número de grupo como un "
- "entero o su nombre de string (si es un grupo con nombre). El valor "
- "predeterminado de 0 se refiere al patrón completo.\n"
- "Devuelve una cadena vacía si el grupo no coincidió o no existe."
- #: modules/regex/doc_classes/RegExMatch.xml
- msgid ""
- "A dictionary of named groups and its corresponding group number. Only groups "
- "that were matched are included. If multiple groups have the same name, that "
- "name would refer to the first matching one."
- msgstr ""
- "Un diccionario de grupos nombrados y su correspondiente número de grupo. "
- "Sólo se incluyen los grupos que fueron coincidentes. Si varios grupos tienen "
- "el mismo nombre, ese nombre se referirá al primero que coincida."
- #: modules/regex/doc_classes/RegExMatch.xml
- msgid "An [Array] of the match and its capturing groups."
- msgstr "Una [Array] de la coincidencia y sus grupos de captura."
- #: modules/regex/doc_classes/RegExMatch.xml
- msgid ""
- "The source string used with the search pattern to find this matching result."
- msgstr ""
- "La string de fuente utilizada con el patrón de búsqueda para encontrar este "
- "resultado coincidente."
- #: doc/classes/RemoteTransform.xml
- #, fuzzy
- msgid ""
- "RemoteTransform pushes its own [Transform] to another [Spatial] derived Node "
- "in the scene."
- msgstr ""
- "RemoteTransform3D empuja su propia [Transform] a otro Nodo derivado de "
- "[Spatial] en la escena."
- #: doc/classes/RemoteTransform.xml
- #, fuzzy
- msgid ""
- "RemoteTransform pushes its own [Transform] to another [Spatial] derived Node "
- "(called the remote node) in the scene.\n"
- "It can be set to update another Node's position, rotation and/or scale. It "
- "can use either global or local coordinates."
- msgstr ""
- "RemoteTransform3D empuja su propia [Transform] a otro Nodo derivado de "
- "[Spatial] (llamado el nodo remoto) en la escena.\n"
- "Puede ser configurado para actualizar la posición, rotación y/o escala de "
- "otro Nodo. Puede usar tanto coordenadas globales como locales."
- #: doc/classes/RemoteTransform.xml
- #, fuzzy
- msgid ""
- "[RemoteTransform] caches the remote node. It may not notice if the remote "
- "node disappears; [method force_update_cache] forces it to update the cache "
- "again."
- msgstr ""
- "[RemoteTransform2D] almacena el nodo remoto. Puede que no se dé cuenta si el "
- "nodo remoto desaparece; [method force_update_cache] le obliga a actualizar "
- "la caché de nuevo."
- #: doc/classes/RemoteTransform.xml
- #, fuzzy
- msgid ""
- "The [NodePath] to the remote node, relative to the RemoteTransform's "
- "position in the scene."
- msgstr ""
- "El [NodePath] al nodo remoto, relativo a la posición del RemoteTransform2D "
- "en la escena."
- #: doc/classes/RemoteTransform.xml doc/classes/RemoteTransform2D.xml
- msgid "If [code]true[/code], the remote node's position is updated."
- msgstr "Si [code]true[/code], la posición del nodo remoto se actualiza."
- #: doc/classes/RemoteTransform.xml doc/classes/RemoteTransform2D.xml
- msgid "If [code]true[/code], the remote node's rotation is updated."
- msgstr "Si [code]true[/code], la rotación del nodo remoto se actualiza."
- #: doc/classes/RemoteTransform.xml doc/classes/RemoteTransform2D.xml
- msgid "If [code]true[/code], the remote node's scale is updated."
- msgstr "Si [code]true[/code], la rotación del nodo remoto se actualiza."
- #: doc/classes/RemoteTransform.xml doc/classes/RemoteTransform2D.xml
- msgid ""
- "If [code]true[/code], global coordinates are used. If [code]false[/code], "
- "local coordinates are used."
- msgstr ""
- "Si [code]true[/code], se utilizan las coordenadas globales. Si [code]false[/"
- "code], se utilizan las coordenadas locales."
- #: doc/classes/RemoteTransform2D.xml
- msgid ""
- "RemoteTransform2D pushes its own [Transform2D] to another [CanvasItem] "
- "derived Node in the scene."
- msgstr ""
- "RemoteTransform2D empuja su propio [Transform2D] a otro Nodo derivado de "
- "[CanvasItem] en la escena."
- #: doc/classes/RemoteTransform2D.xml
- msgid ""
- "RemoteTransform2D pushes its own [Transform2D] to another [CanvasItem] "
- "derived Node (called the remote node) in the scene.\n"
- "It can be set to update another Node's position, rotation and/or scale. It "
- "can use either global or local coordinates."
- msgstr ""
- "RemoteTransform2D empuja su propio [Transform2D] a otro Nodo derivado de "
- "[CanvasItem] (llamado el nodo remoto) en la escena.\n"
- "Puede ser configurado para actualizar la posición, rotación y/o escala de "
- "otro Nodo. Puede usar tanto coordenadas globales como locales."
- #: doc/classes/RemoteTransform2D.xml
- msgid ""
- "[RemoteTransform2D] caches the remote node. It may not notice if the remote "
- "node disappears; [method force_update_cache] forces it to update the cache "
- "again."
- msgstr ""
- "[RemoteTransform2D] almacena el nodo remoto. Puede que no se dé cuenta si el "
- "nodo remoto desaparece; [method force_update_cache] le obliga a actualizar "
- "la caché de nuevo."
- #: doc/classes/RemoteTransform2D.xml
- msgid ""
- "The [NodePath] to the remote node, relative to the RemoteTransform2D's "
- "position in the scene."
- msgstr ""
- "El [NodePath] al nodo remoto, relativo a la posición del RemoteTransform2D "
- "en la escena."
- #: doc/classes/Resource.xml
- msgid "Base class for all resources."
- msgstr "Clase base para todos los recursos."
- #: doc/classes/Resource.xml
- #, fuzzy
- msgid ""
- "Resource is the base class for all Godot-specific resource types, serving "
- "primarily as data containers. Since they inherit from [Reference], resources "
- "are reference-counted and freed when no longer in use. They are also cached "
- "once loaded from disk, so that any further attempts to load a resource from "
- "a given path will return the same reference (all this in contrast to a "
- "[Node], which is not reference-counted and can be instanced from disk as "
- "many times as desired). Resources can be saved externally on disk or bundled "
- "into another object, such as a [Node] or another resource.\n"
- "[b]Note:[/b] In C#, resources will not be freed instantly after they are no "
- "longer in use. Instead, garbage collection will run periodically and will "
- "free resources that are no longer in use. This means that unused resources "
- "will linger on for a while before being removed."
- msgstr ""
- "El recurso es la clase base de todos los tipos de recursos específicos de "
- "Godot, sirviendo principalmente como contenedores de datos. A diferencia de "
- "los [Object]s, son contados por referencia y liberados cuando ya no se usan. "
- "También se almacenan en caché una vez cargados desde el disco, de modo que "
- "cualquier otro intento de cargar un recurso desde una ruta determinada "
- "devolverá la misma referencia (todo esto en contraste con un [Node], que no "
- "es contado por referencia y puede ser instanciado desde el disco tantas "
- "veces como se desee). Los recursos pueden guardarse externamente en el disco "
- "o agruparse en otro objeto, como un [Node] u otro recurso."
- #: doc/classes/Resource.xml
- msgid "Resources"
- msgstr ""
- #: doc/classes/Resource.xml
- msgid ""
- "Virtual function which can be overridden to customize the behavior value of "
- "[method setup_local_to_scene]."
- msgstr ""
- "Función virtual que puede ser sobreescrita para personalizar el valor de "
- "comportamiento de [method setup_local_to_scene]."
- #: doc/classes/Resource.xml
- #, fuzzy
- msgid ""
- "Duplicates the resource, returning a new resource with the exported members "
- "copied. [b]Note:[/b] To duplicate the resource the constructor is called "
- "without arguments. This method will error when the constructor doesn't have "
- "default values.\n"
- "By default, sub-resources are shared between resource copies for efficiency. "
- "This can be changed by passing [code]true[/code] to the [code]subresources[/"
- "code] argument which will copy the subresources.\n"
- "[b]Note:[/b] If [code]subresources[/code] is [code]true[/code], this method "
- "will only perform a shallow copy. Nested resources within subresources will "
- "not be duplicated and will still be shared.\n"
- "[b]Note:[/b] When duplicating a resource, only [code]export[/code]ed "
- "properties are copied. Other properties will be set to their default value "
- "in the new resource."
- msgstr ""
- "Duplica el recurso, devolviendo un nuevo recurso. Por defecto, los "
- "subrecursos se comparten entre las copias de los recursos para mayor "
- "eficiencia. Esto puede cambiarse pasando [code]true[/code] al argumento "
- "[code]subresources[/code] que copiará los subrecursos.\n"
- "[b]Nota: [/b] Si [code]subresources[/code] es [code]true[/code], este método "
- "sólo realizará una copia superficial. Los recursos anidados dentro de los "
- "subrecursos no se duplicarán y seguirán siendo compartidos."
- #: doc/classes/Resource.xml
- msgid ""
- "Emits the [signal changed] signal.\n"
- "If external objects which depend on this resource should be updated, this "
- "method must be called manually whenever the state of this resource has "
- "changed (such as modification of properties).\n"
- "The method is equivalent to:\n"
- "[codeblock]\n"
- "emit_signal(\"changed\")\n"
- "[/codeblock]\n"
- "[b]Note:[/b] This method is called automatically for built-in resources."
- msgstr ""
- #: doc/classes/Resource.xml
- msgid ""
- "If [member resource_local_to_scene] is enabled and the resource was loaded "
- "from a [PackedScene] instantiation, returns the local scene where this "
- "resource's unique copy is in use. Otherwise, returns [code]null[/code]."
- msgstr ""
- "Si [member resource_local_to_scene] está activado y el recurso se cargó "
- "desde una instanciación [PackedScene], devuelve la escena local en la que se "
- "utiliza la copia única de este recurso. En caso contrario, devuelve "
- "[code]null[/code]."
- #: doc/classes/Resource.xml
- #, fuzzy
- msgid ""
- "Returns the RID of the resource (or an empty RID). Many resources (such as "
- "[Texture], [Mesh], etc) are high-level abstractions of resources stored in a "
- "server, so this function will return the original RID."
- msgstr ""
- "Devuelve el RID del recurso (o un RID vacío). Muchos recursos (como "
- "[Texture2D], [Mesh], etc.) son abstracciones de alto nivel de recursos "
- "almacenados en un servidor, por lo que esta función devolverá el RID "
- "original."
- #: doc/classes/Resource.xml
- msgid ""
- "This method is called when a resource with [member resource_local_to_scene] "
- "enabled is loaded from a [PackedScene] instantiation. Its behavior can be "
- "customized by overriding [method _setup_local_to_scene] from script.\n"
- "For most resources, this method performs no base logic. [ViewportTexture] "
- "performs custom logic to properly set the proxy texture and flags in the "
- "local viewport."
- msgstr ""
- "Este método se llama cuando un recurso con [member resource_local_to_scene] "
- "activado se carga desde una instanciación [PackedScene]. Su comportamiento "
- "puede ser personalizado anulando [method _setup_local_to_scene] desde el "
- "script.\n"
- "Para la mayoría de los recursos, este método no realiza ninguna lógica de "
- "base. [ViewportTexture] realiza una lógica personalizada para establecer "
- "correctamente la textura del proxy y las banderas en el viewport local."
- #: doc/classes/Resource.xml
- msgid ""
- "Sets the path of the resource, potentially overriding an existing cache "
- "entry for this path. This differs from setting [member resource_path], as "
- "the latter would error out if another resource was already cached for the "
- "given path."
- msgstr ""
- "Establece la ruta del recurso, anulando potencialmente una entrada de caché "
- "existente para esta ruta. Esto difiere del establecimiento de [member "
- "resource_path], ya que este último daría un error si otro recurso ya "
- "estuviera en caché para la ruta dada."
- #: doc/classes/Resource.xml
- msgid ""
- "If [code]true[/code], the resource will be made unique in each instance of "
- "its local scene. It can thus be modified in a scene instance without "
- "impacting other instances of that same scene."
- msgstr ""
- "Si [code]true[/code], el recurso se hará único en cada instancia de su "
- "escena local. Por lo tanto, puede modificarse en una instancia de la escena "
- "sin afectar a otras instancias de la misma escena."
- #: doc/classes/Resource.xml
- msgid ""
- "The name of the resource. This is an optional identifier. If [member "
- "resource_name] is not empty, its value will be displayed to represent the "
- "current resource in the editor inspector. For built-in scripts, the [member "
- "resource_name] will be displayed as the tab name in the script editor."
- msgstr ""
- #: doc/classes/Resource.xml
- msgid ""
- "The path to the resource. In case it has its own file, it will return its "
- "filepath. If it's tied to the scene, it will return the scene's path, "
- "followed by the resource's index."
- msgstr ""
- "El camino hacia el recurso. En caso de que tenga su propio archivo, "
- "devolverá su ruta de acceso. Si está ligado a la escena, devolverá la ruta "
- "de la escena, seguida por el índice del recurso."
- #: doc/classes/Resource.xml
- msgid ""
- "Emitted whenever the resource changes.\n"
- "[b]Note:[/b] This signal is not emitted automatically for custom resources, "
- "which means that you need to create a setter and emit the signal yourself."
- msgstr ""
- #: doc/classes/ResourceFormatLoader.xml
- msgid "Loads a specific resource type from a file."
- msgstr "Carga un tipo de recurso específico de un archivo."
- #: doc/classes/ResourceFormatLoader.xml
- #, fuzzy
- msgid ""
- "Godot loads resources in the editor or in exported games using "
- "ResourceFormatLoaders. They are queried automatically via the "
- "[ResourceLoader] singleton, or when a resource with internal dependencies is "
- "loaded. Each file type may load as a different resource type, so multiple "
- "ResourceFormatLoaders are registered in the engine.\n"
- "Extending this class allows you to define your own loader. Be sure to "
- "respect the documented return types and values. You should give it a global "
- "class name with [code]class_name[/code] for it to be registered. Like built-"
- "in ResourceFormatLoaders, it will be called automatically when loading "
- "resources of its handled type(s). You may also implement a "
- "[ResourceFormatSaver].\n"
- "[b]Note:[/b] You can also extend [EditorImportPlugin] if the resource type "
- "you need exists but Godot is unable to load its format. Choosing one way "
- "over another depends on if the format is suitable or not for the final "
- "exported game. For example, it's better to import [code].png[/code] textures "
- "as [code].stex[/code] ([StreamTexture]) first, so they can be loaded with "
- "better efficiency on the graphics card."
- msgstr ""
- "Godot carga recursos en el editor o en los juegos exportados usando "
- "ResourceFormatLoaders. Se consultan automáticamente a través del singleton "
- "[ResourceLoader], o cuando se carga un recurso con dependencias internas. "
- "Cada tipo de archivo puede cargarse como un tipo de recurso diferente, por "
- "lo que se registran varios ResourceFormatLoaders en el motor.\n"
- "La ampliación de esta clase permite definir su propio cargador. Asegúrate de "
- "respetar los tipos y valores de retorno documentados. Debes darle un nombre "
- "de clase global con [code]class_name[/code] para que se registre. Al igual "
- "que los ResourceFormatLoaders incorporados, se llamará automáticamente "
- "cuando se carguen los recursos de su(s) tipo(s) manejado(s). También puedes "
- "implementar un [ResourceFormatSaver].\n"
- "[b]Nota:[/b] También puedes extender [EditorImportPlugin] si el tipo de "
- "recurso que necesitas existe pero Godot no puede cargar su formato. Elegir "
- "una forma en lugar de otra depende de si el formato es adecuado o no para el "
- "juego exportado final. Por ejemplo, es mejor importar primero las texturas "
- "[code].png[/code] como [code].stex[/code] ([StreamTexture2D]), para que se "
- "puedan cargar con mayor eficacia en la tarjeta gráfica."
- #: doc/classes/ResourceFormatLoader.xml
- msgid ""
- "If implemented, gets the dependencies of a given resource. If "
- "[code]add_types[/code] is [code]true[/code], paths should be appended "
- "[code]::TypeName[/code], where [code]TypeName[/code] is the class name of "
- "the dependency.\n"
- "[b]Note:[/b] Custom resource types defined by scripts aren't known by the "
- "[ClassDB], so you might just return [code]\"Resource\"[/code] for them."
- msgstr ""
- "Si se aplica, obtiene las dependencias de un recurso determinado. Si "
- "[code]add_types[/code] es [code]true[/code], las rutas deben ser anexadas "
- "[code]::TypeName[/code], donde [code]TypeName[/code] es el nombre de la "
- "clase de la dependencia.\n"
- "[b]Nota:[/b] Los tipos de recursos personalizados definidos por los scripts "
- "no son conocidos por la [ClassDB], por lo que sólo se puede devolver "
- "[code]\"Resource\"[/code] por ellos."
- #: doc/classes/ResourceFormatLoader.xml
- msgid "Gets the list of extensions for files this loader is able to read."
- msgstr ""
- "Obtiene la lista de extensiones de los archivos que este cargador es capaz "
- "de leer."
- #: doc/classes/ResourceFormatLoader.xml
- msgid ""
- "Gets the class name of the resource associated with the given path. If the "
- "loader cannot handle it, it should return [code]\"\"[/code].\n"
- "[b]Note:[/b] Custom resource types defined by scripts aren't known by the "
- "[ClassDB], so you might just return [code]\"Resource\"[/code] for them."
- msgstr ""
- "Obtiene el nombre de la clase del recurso asociado con el camino dado. Si el "
- "cargador no puede manejarlo, debe devolver [code]\"[/code].\n"
- "[b]Nota:[/b] Los tipos de recursos personalizados definidos por los scripts "
- "no son conocidos por el [ClassDB], por lo que debería devolver "
- "[code]\"Resource\"[/code] por ellos."
- #: doc/classes/ResourceFormatLoader.xml
- msgid ""
- "Tells which resource class this loader can load.\n"
- "[b]Note:[/b] Custom resource types defined by scripts aren't known by the "
- "[ClassDB], so you might just handle [code]\"Resource\"[/code] for them."
- msgstr ""
- "Dice qué clase de recursos puede cargar este cargador.\n"
- "[b]Nota:[/b] Los tipos de recursos personalizados definidos por los scripts "
- "no son conocidos por la [ClassDB], por lo que sólo puedes manejar "
- "[code]\"Resource\"[/code] para ellos."
- #: doc/classes/ResourceFormatLoader.xml
- msgid ""
- "Loads a resource when the engine finds this loader to be compatible. If the "
- "loaded resource is the result of an import, [code]original_path[/code] will "
- "target the source file. Returns a [Resource] object on success, or an [enum "
- "Error] constant in case of failure."
- msgstr ""
- "Carga un recurso cuando el motor encuentra que este cargador es compatible. "
- "Si el recurso cargado es el resultado de una importación, "
- "[code]original_path[/code] se dirigirá al archivo fuente. Devuelve un objeto "
- "[Resource] en caso de éxito, o una constante [enum Error] en caso de fracaso."
- #: doc/classes/ResourceFormatLoader.xml
- msgid ""
- "If implemented, renames dependencies within the given resource and saves it. "
- "[code]renames[/code] is a dictionary [code]{ String => String }[/code] "
- "mapping old dependency paths to new paths.\n"
- "Returns [constant OK] on success, or an [enum Error] constant in case of "
- "failure."
- msgstr ""
- "Si se implementa, renombra las dependencias dentro del recurso dado y lo "
- "guarda. [code]renambes[/code] es un diccionario [code]{ String => String }[/"
- "code] que mapea las antiguas rutas de dependencia a las nuevas rutas.\n"
- "Devuelve [constant OK] en caso de éxito, o una constante [enum Error] en "
- "caso de fracaso."
- #: doc/classes/ResourceFormatSaver.xml
- msgid "Saves a specific resource type to a file."
- msgstr "Guarda un tipo de recurso específico en un archivo."
- #: doc/classes/ResourceFormatSaver.xml
- msgid ""
- "The engine can save resources when you do it from the editor, or when you "
- "use the [ResourceSaver] singleton. This is accomplished thanks to multiple "
- "[ResourceFormatSaver]s, each handling its own format and called "
- "automatically by the engine.\n"
- "By default, Godot saves resources as [code].tres[/code] (text-based), [code]."
- "res[/code] (binary) or another built-in format, but you can choose to create "
- "your own format by extending this class. Be sure to respect the documented "
- "return types and values. You should give it a global class name with "
- "[code]class_name[/code] for it to be registered. Like built-in "
- "ResourceFormatSavers, it will be called automatically when saving resources "
- "of its recognized type(s). You may also implement a [ResourceFormatLoader]."
- msgstr ""
- "El motor puede ahorrar recursos cuando lo haces desde el editor, o cuando "
- "usas el botón [ResourceSaver]. Esto se logra gracias a los múltiples "
- "[ResourceFormatSaver], cada uno de los cuales maneja su propio formato y es "
- "llamado automáticamente por el motor.\n"
- "Por defecto, Godot guarda recursos como [code].tres[/code] (basado en "
- "texto), [code].res[/code] (binario) u otro formato incorporado, pero puedes "
- "elegir crear tu propio formato extendiendo esta clase. Asegúrate de respetar "
- "los tipos y valores de retorno documentados. Debes darle un nombre de clase "
- "global con [code]class_name[/code] para que se registre. Al igual que los "
- "ResourceFormatSavers incorporados, se llamará automáticamente cuando se "
- "guarden los recursos de su(s) tipo(s) reconocido(s). También puedes "
- "implementar un [ResourceFormatLoader]."
- #: doc/classes/ResourceFormatSaver.xml
- msgid ""
- "Returns the list of extensions available for saving the resource object, "
- "provided it is recognized (see [method recognize])."
- msgstr ""
- "Devuelve la lista de extensiones disponibles para guardar el objeto de "
- "recurso, siempre que se reconozca (véase [method recognize])."
- #: doc/classes/ResourceFormatSaver.xml
- msgid "Returns whether the given resource object can be saved by this saver."
- msgstr ""
- "Devuelve si el objeto de recurso dado puede ser salvado por este salvador."
- #: doc/classes/ResourceFormatSaver.xml
- msgid ""
- "Saves the given resource object to a file at the target [code]path[/code]. "
- "[code]flags[/code] is a bitmask composed with [enum ResourceSaver."
- "SaverFlags] constants.\n"
- "Returns [constant OK] on success, or an [enum Error] constant in case of "
- "failure."
- msgstr ""
- "Guarda el objeto de recurso dado en un archivo en la [code]path[/code] de "
- "destino. [code]flags[/code] es una máscara de bits compuesta con constantes "
- "[enum ResourceSaver.SaverFlags].\n"
- "Devuelve [constant OK] en caso de éxito, o una constante [enum Error] en "
- "caso de fracaso."
- #: doc/classes/ResourceImporter.xml
- #, fuzzy
- msgid "Base class for the implementation of core resource importers."
- msgstr "Clase base para todos los recursos de formas 3D."
- #: doc/classes/ResourceImporter.xml
- msgid ""
- "This is the base class for the resource importers implemented in core. To "
- "implement your own resource importers using editor plugins, see "
- "[EditorImportPlugin]."
- msgstr ""
- #: doc/classes/ResourceImporter.xml
- msgid "Import plugins"
- msgstr ""
- #: doc/classes/ResourceImporter.xml
- #, fuzzy
- msgid "The default import order."
- msgstr "El color de texto por defecto."
- #: doc/classes/ResourceImporter.xml
- msgid ""
- "The import order for scenes, which ensures scenes are imported [i]after[/i] "
- "all other core resources such as textures. Custom importers should generally "
- "have an import order lower than [code]100[/code] to avoid issues when "
- "importing scenes that rely on custom resources."
- msgstr ""
- #: doc/classes/ResourceInteractiveLoader.xml
- #, fuzzy
- msgid "Interactive [Resource] loader."
- msgstr "El [Resource] a cargar."
- #: doc/classes/ResourceInteractiveLoader.xml
- msgid ""
- "Interactive [Resource] loader. This object is returned by [ResourceLoader] "
- "when performing an interactive load. It allows loading resources with high "
- "granularity, which makes it mainly useful for displaying loading bars or "
- "percentages."
- msgstr ""
- #: doc/classes/ResourceInteractiveLoader.xml
- #, fuzzy
- msgid ""
- "Returns the loaded resource if the load operation completed successfully, "
- "[code]null[/code] otherwise."
- msgstr ""
- "Devuelve [code]true[/code] si el dominio esta siendo finalizado, "
- "[code]false[/code] en caso contrario."
- #: doc/classes/ResourceInteractiveLoader.xml
- #, fuzzy
- msgid ""
- "Returns the load stage. The total amount of stages can be queried with "
- "[method get_stage_count]."
- msgstr ""
- "Devuelve la instancia del nodo [Popup] si ya se ha establecido uno con "
- "[method set_popup]."
- #: doc/classes/ResourceInteractiveLoader.xml
- msgid ""
- "Returns the total amount of stages (calls to [method poll]) needed to "
- "completely load this resource."
- msgstr ""
- #: doc/classes/ResourceInteractiveLoader.xml
- msgid ""
- "Polls the loading operation, i.e. loads a data chunk up to the next stage.\n"
- "Returns [constant OK] if the poll is successful but the load operation has "
- "not finished yet (intermediate stage). This means [method poll] will have to "
- "be called again until the last stage is completed.\n"
- "Returns [constant ERR_FILE_EOF] if the load operation has completed "
- "successfully. The loaded resource can be obtained by calling [method "
- "get_resource].\n"
- "Returns another [enum Error] code if the poll has failed."
- msgstr ""
- #: doc/classes/ResourceInteractiveLoader.xml
- msgid ""
- "Polls the loading operation successively until the resource is completely "
- "loaded or a [method poll] fails.\n"
- "Returns [constant ERR_FILE_EOF] if the load operation has completed "
- "successfully. The loaded resource can be obtained by calling [method "
- "get_resource].\n"
- "Returns another [enum Error] code if a poll has failed, aborting the "
- "operation."
- msgstr ""
- #: doc/classes/ResourceLoader.xml
- msgid "Singleton used to load resource files."
- msgstr "Singleton que se usa para cargar archivos de recursos."
- #: doc/classes/ResourceLoader.xml
- #, fuzzy
- msgid ""
- "Singleton used to load resource files from the filesystem.\n"
- "It uses the many [ResourceFormatLoader] classes registered in the engine "
- "(either built-in or from a plugin) to load files into memory and convert "
- "them to a format that can be used by the engine."
- msgstr ""
- "Singleton se utiliza para cargar archivos de recursos del sistema de "
- "archivos.\n"
- "Utiliza las muchas clases [ResourceFormatLoader] registradas en el motor (ya "
- "sea incorporadas o de un plugin) para cargar archivos en la memoria y "
- "convertirlos a un formato que pueda ser utilizado por el motor.\n"
- "GDScript tiene un método simplificado incorporado [method @GDScript.load] "
- "que puede ser usado en la mayoría de las situaciones, dejando el uso de "
- "[ResourceLoader] para escenarios más avanzados."
- #: doc/classes/ResourceLoader.xml
- msgid ""
- "Returns whether a recognized resource exists for the given [code]path[/"
- "code].\n"
- "An optional [code]type_hint[/code] can be used to further specify the "
- "[Resource] type that should be handled by the [ResourceFormatLoader]."
- msgstr ""
- "Devuelve si existe un recurso reconocido para la [code]path[/code] dada.\n"
- "Se puede utilizar un [code]type_hint[/code] opcional para especificar con "
- "más detalle el tipo de [Resource] que debe manejar el [ResourceFormatLoader]."
- #: doc/classes/ResourceLoader.xml
- msgid ""
- "Returns the dependencies for the resource at the given [code]path[/code]."
- msgstr "Devuelve las dependencias del recurso en la [code]path[/code] dada."
- #: doc/classes/ResourceLoader.xml
- msgid "Returns the list of recognized extensions for a resource type."
- msgstr "Devuelve la lista de extensiones reconocidas para un tipo de recurso."
- #: doc/classes/ResourceLoader.xml
- msgid ""
- "[i]Deprecated method.[/i] Use [method has_cached] or [method exists] instead."
- msgstr ""
- #: doc/classes/ResourceLoader.xml
- #, fuzzy
- msgid ""
- "Returns whether a cached resource is available for the given [code]path[/"
- "code].\n"
- "Once a resource has been loaded by the engine, it is cached in memory for "
- "faster access, and future calls to the [method load] or [method "
- "load_interactive] methods will use the cached version. The cached resource "
- "can be overridden by using [method Resource.take_over_path] on a new "
- "resource for that same path."
- msgstr ""
- "Devuelve si un recurso almacenado en caché está disponible para la "
- "[code]path[/code] dada.\n"
- "Una vez que un recurso ha sido cargado por el motor, se almacena en la "
- "memoria para un acceso más rápido, y las futuras llamadas al método [method "
- "load] utilizarán la versión en caché. El recurso cacheado puede ser anulado "
- "usando el [method Resource.take_over_path] en un nuevo recurso para ese "
- "mismo camino."
- #: doc/classes/ResourceLoader.xml
- #, fuzzy
- msgid ""
- "Loads a resource at the given [code]path[/code], caching the result for "
- "further access.\n"
- "The registered [ResourceFormatLoader]s are queried sequentially to find the "
- "first one which can handle the file's extension, and then attempt loading. "
- "If loading fails, the remaining ResourceFormatLoaders are also attempted.\n"
- "An optional [code]type_hint[/code] can be used to further specify the "
- "[Resource] type that should be handled by the [ResourceFormatLoader]. "
- "Anything that inherits from [Resource] can be used as a type hint, for "
- "example [Image].\n"
- "If [code]no_cache[/code] is [code]true[/code], the resource cache will be "
- "bypassed and the resource will be loaded anew. Otherwise, the cached "
- "resource will be returned if it exists.\n"
- "Returns an empty resource if no [ResourceFormatLoader] could handle the "
- "file.\n"
- "GDScript has a simplified [method @GDScript.load] built-in method which can "
- "be used in most situations, leaving the use of [ResourceLoader] for more "
- "advanced scenarios."
- msgstr ""
- "Carga un recurso en la [code]path[/code] dada, almacenando el resultado en "
- "caché para un mayor acceso.\n"
- "Los [ResourceFormatLoader]s registrados son consultados secuencialmente para "
- "encontrar el primero que pueda manejar la extensión del archivo, y luego "
- "intenta cargarlo. Si la carga falla, también se intenta con los restantes "
- "ResourceFormatLoaders.\n"
- "Se puede utilizar un [code]type_hint[/code] opcional para especificar con "
- "más detalle el tipo de [Resource] que debe manejar el "
- "[ResourceFormatLoader].\n"
- "Si [code]no_cache[/code] es [code]true[/code], la caché de recursos será "
- "ignorada y el recurso se cargará de nuevo. De lo contrario, el recurso "
- "cacheado será devuelto si existe.\n"
- "Devuelve un recurso vacío si ningún ResourceFormatLoader pudo manejar el "
- "archivo."
- #: doc/classes/ResourceLoader.xml
- msgid ""
- "Starts loading a resource interactively. The returned "
- "[ResourceInteractiveLoader] object allows to load with high granularity, "
- "calling its [method ResourceInteractiveLoader.poll] method successively to "
- "load chunks.\n"
- "An optional [code]type_hint[/code] can be used to further specify the "
- "[Resource] type that should be handled by the [ResourceFormatLoader]. "
- "Anything that inherits from [Resource] can be used as a type hint, for "
- "example [Image]."
- msgstr ""
- #: doc/classes/ResourceLoader.xml
- msgid ""
- "Changes the behavior on missing sub-resources. The default behavior is to "
- "abort loading."
- msgstr ""
- "Cambia el comportamiento sobre los subrecursos faltantes. El comportamiento "
- "por defecto es abortar la carga."
- #: doc/classes/ResourcePreloader.xml
- msgid "Resource Preloader Node."
- msgstr "Nodo Precargador de Recursos."
- #: doc/classes/ResourcePreloader.xml
- msgid ""
- "This node is used to preload sub-resources inside a scene, so when the scene "
- "is loaded, all the resources are ready to use and can be retrieved from the "
- "preloader.\n"
- "GDScript has a simplified [method @GDScript.preload] built-in method which "
- "can be used in most situations, leaving the use of [ResourcePreloader] for "
- "more advanced scenarios."
- msgstr ""
- "Este nodo se utiliza para precargar subrecursos dentro de una escena, de "
- "modo que cuando se carga la escena, todos los recursos están listos para ser "
- "utilizados y pueden ser recuperados del precargador.\n"
- "GDScript tiene un método simplificado incorporado [method @GDScript.preload] "
- "que puede ser usado en la mayoría de las situaciones, dejando el uso de "
- "[ResourcePreloader] para escenarios más avanzados."
- #: doc/classes/ResourcePreloader.xml
- msgid ""
- "Adds a resource to the preloader with the given [code]name[/code]. If a "
- "resource with the given [code]name[/code] already exists, the new resource "
- "will be renamed to \"[code]name[/code] N\" where N is an incrementing number "
- "starting from 2."
- msgstr ""
- "Añade un recurso al precargador con el [code]name[/code] dado. Si un recurso "
- "con el [code]name[/code] dado ya existe, el nuevo recurso será renombrado a "
- "\"[code]name[/code] N\" donde N es un número incremental que comienza en 2."
- #: doc/classes/ResourcePreloader.xml
- msgid "Returns the resource associated to [code]name[/code]."
- msgstr "Devuelve el recurso asociado a [code]name[/code]."
- #: doc/classes/ResourcePreloader.xml
- msgid "Returns the list of resources inside the preloader."
- msgstr "Devuelve la lista de recursos dentro del precargador."
- #: doc/classes/ResourcePreloader.xml
- msgid ""
- "Returns [code]true[/code] if the preloader contains a resource associated to "
- "[code]name[/code]."
- msgstr ""
- "Devuelve [code]true[/code] si el precargador contiene un recurso asociado a "
- "[code]name[/code]."
- #: doc/classes/ResourcePreloader.xml
- msgid ""
- "Removes the resource associated to [code]name[/code] from the preloader."
- msgstr "Elimina el recurso asociado a [code]name[/code] del precargador."
- #: doc/classes/ResourcePreloader.xml
- msgid ""
- "Renames a resource inside the preloader from [code]name[/code] to "
- "[code]newname[/code]."
- msgstr ""
- "Renombra un recurso dentro del precargador de [code]name[/code] a "
- "[code]newname[/code]."
- #: doc/classes/ResourceSaver.xml
- msgid "Singleton for saving Godot-specific resource types."
- msgstr "Singleton para salvar los tipos de recursos específicos de Godot."
- #: doc/classes/ResourceSaver.xml
- msgid ""
- "Singleton for saving Godot-specific resource types to the filesystem.\n"
- "It uses the many [ResourceFormatSaver] classes registered in the engine "
- "(either built-in or from a plugin) to save engine-specific resource data to "
- "text-based (e.g. [code].tres[/code] or [code].tscn[/code]) or binary files "
- "(e.g. [code].res[/code] or [code].scn[/code])."
- msgstr ""
- "Singleton para guardar tipos de recursos específicos de Godot en el sistema "
- "de archivos.\n"
- "Utiliza las muchas clases [ResourceFormatSaver] registradas en el motor (ya "
- "sea incorporadas o desde un plugin) para guardar datos de recursos "
- "específicos del motor en archivos de texto (por ejemplo, [code].tres[/code] "
- "o [code].tscn[/code]) o binarios (por ejemplo, [code].res[/code] o [code]."
- "scn[/code])."
- #: doc/classes/ResourceSaver.xml
- msgid ""
- "Returns the list of extensions available for saving a resource of a given "
- "type."
- msgstr ""
- "Devuelve la lista de extensiones disponibles para guardar un recurso de un "
- "tipo determinado."
- #: doc/classes/ResourceSaver.xml
- msgid ""
- "Saves a resource to disk to the given path, using a [ResourceFormatSaver] "
- "that recognizes the resource object.\n"
- "The [code]flags[/code] bitmask can be specified to customize the save "
- "behavior.\n"
- "Returns [constant OK] on success."
- msgstr ""
- "Guarda un recurso en el disco en la ruta dada, usando un "
- "[ResourceFormatSaver] que reconoce el objeto recurso.\n"
- "Se puede especificar la máscara de bits [code]flags[/code] para personalizar "
- "el comportamiento de guardado.\n"
- "Devuelve [constant OK] al éxito."
- #: doc/classes/ResourceSaver.xml
- msgid "Save the resource with a path relative to the scene which uses it."
- msgstr "Guarda el recurso con una ruta relativa a la escena que lo utiliza."
- #: doc/classes/ResourceSaver.xml
- msgid "Bundles external resources."
- msgstr "Agrupa los recursos externos."
- #: doc/classes/ResourceSaver.xml
- msgid ""
- "Changes the [member Resource.resource_path] of the saved resource to match "
- "its new location."
- msgstr ""
- "Cambia la [member Resource.resource_path] del recurso guardado para que "
- "coincida con su nueva ubicación."
- #: doc/classes/ResourceSaver.xml
- msgid ""
- "Do not save editor-specific metadata (identified by their [code]__editor[/"
- "code] prefix)."
- msgstr ""
- "No guarde los metadatos específicos del editor (identificados por su prefijo "
- "[code]__editor[/code])."
- #: doc/classes/ResourceSaver.xml
- msgid "Save as big endian (see [member File.endian_swap])."
- msgstr "Guardar como big endian (ver [member File.endian_swap])."
- #: doc/classes/ResourceSaver.xml
- msgid ""
- "Compress the resource on save using [constant File.COMPRESSION_ZSTD]. Only "
- "available for binary resource types."
- msgstr ""
- "Comprime el recurso al guardarlo usando [constant File.COMPRESSION_ZSTD]. "
- "Sólo disponible para tipos de recursos binarios."
- #: doc/classes/ResourceSaver.xml
- msgid ""
- "Take over the paths of the saved subresources (see [method Resource."
- "take_over_path])."
- msgstr ""
- "Asumir las rutas de los subrecursos guardados (ver [method Resource."
- "take_over_path])."
- #: doc/classes/RichTextEffect.xml
- msgid "A custom effect for use with [RichTextLabel]."
- msgstr "Un efecto personalizado para usar con [RichTextLabel]."
- #: doc/classes/RichTextEffect.xml
- msgid ""
- "A custom effect for use with [RichTextLabel].\n"
- "[b]Note:[/b] For a [RichTextEffect] to be usable, a BBCode tag must be "
- "defined as a member variable called [code]bbcode[/code] in the script.\n"
- "[codeblock]\n"
- "# The RichTextEffect will be usable like this: `[example]Some text[/"
- "example]`\n"
- "var bbcode = \"example\"\n"
- "[/codeblock]\n"
- "[b]Note:[/b] As soon as a [RichTextLabel] contains at least one "
- "[RichTextEffect], it will continuously process the effect unless the project "
- "is paused. This may impact battery life negatively."
- msgstr ""
- "Un efecto personalizado para usar con [RichTextLabel].\n"
- "[b]Nota:[/b] Para que un [RichTextEffect] sea utilizable, una etiqueta "
- "BBCode debe ser definida como una variable miembro llamada [code]bbcode[/"
- "code] en el script.\n"
- "[codeblock]\n"
- "# El efecto RichTextEffect será utilizable así: `[example]Algún texto[/"
- "example]`\n"
- "var bbcode = \"example\"\n"
- "[/codeblock]\n"
- "[b]Nota:[/b] Tan pronto como un [RichTextLabel] contenga al menos un "
- "[RichTextEffect], procesará continuamente el efecto a menos que el proyecto "
- "se detenga. Esto puede afectar negativamente a la vida de la batería."
- #: doc/classes/RichTextEffect.xml
- msgid ""
- "Override this method to modify properties in [code]char_fx[/code]. The "
- "method must return [code]true[/code] if the character could be transformed "
- "successfully. If the method returns [code]false[/code], it will skip "
- "transformation to avoid displaying broken text."
- msgstr ""
- "Anula este método para modificar las propiedades en [code]char_fx[/code]. El "
- "método debe devolver [code]true[/code] si el carácter se ha podido "
- "transformar con éxito. Si el método devuelve [code]false[/code], se saltará "
- "la transformación para evitar que se muestre el texto roto."
- #: doc/classes/RichTextLabel.xml
- msgid "Label that displays rich text."
- msgstr "Etiqueta que muestra el texto enriquecido."
- #: doc/classes/RichTextLabel.xml
- msgid ""
- "Rich text can contain custom text, fonts, images and some basic formatting. "
- "The label manages these as an internal tag stack. It also adapts itself to "
- "given width/heights.\n"
- "[b]Note:[/b] Assignments to [member bbcode_text] clear the tag stack and "
- "reconstruct it from the property's contents. Any edits made to [member "
- "bbcode_text] will erase previous edits made from other manual sources such "
- "as [method append_bbcode] and the [code]push_*[/code] / [method pop] "
- "methods.\n"
- "[b]Note:[/b] RichTextLabel doesn't support entangled BBCode tags. For "
- "example, instead of using [code][b]bold[i]bold italic[/b]italic[/i][/code], "
- "use [code][b]bold[i]bold italic[/i][/b][i]italic[/i][/code].\n"
- "[b]Note:[/b] [code]push_*/pop[/code] functions won't affect BBCode.\n"
- "[b]Note:[/b] Unlike [Label], RichTextLabel doesn't have a [i]property[/i] to "
- "horizontally align text to the center. Instead, enable [member "
- "bbcode_enabled] and surround the text in a [code][center][/code] tag as "
- "follows: [code][center]Example[/center][/code]. There is currently no built-"
- "in way to vertically align text either, but this can be emulated by relying "
- "on anchors/containers and the [member fit_content_height] property.\n"
- "[b]Note:[/b] Unicode characters after [code]0xffff[/code] (such as most "
- "emoji) are [i]not[/i] supported on Windows. They will display as unknown "
- "characters instead. This will be resolved in Godot 4.0."
- msgstr ""
- #: doc/classes/RichTextLabel.xml
- msgid "BBCode in RichTextLabel"
- msgstr ""
- #: doc/classes/RichTextLabel.xml
- msgid "GUI Rich Text/BBcode Demo"
- msgstr ""
- #: doc/classes/RichTextLabel.xml
- #, fuzzy
- msgid ""
- "Adds an image's opening and closing tags to the tag stack, optionally "
- "providing a [code]width[/code] and [code]height[/code] to resize the image.\n"
- "If [code]width[/code] or [code]height[/code] is set to 0, the image size "
- "will be adjusted in order to keep the original aspect ratio."
- msgstr ""
- "Añade las etiquetas de apertura y cierre de una imagen a la pila de "
- "etiquetas, proporcionando opcionalmente un [code]width[/code] y un "
- "[code]height[/code] para redimensionar la imagen y un [code]color[/code] "
- "para teñir la imagen.\n"
- "Si [code]width[/code] o [code]height[/code] se pone a 0, el tamaño de la "
- "imagen se ajustará para mantener la relación de aspecto original."
- #: doc/classes/RichTextLabel.xml
- msgid "Adds raw non-BBCode-parsed text to the tag stack."
- msgstr "Añade texto crudo no preparado por BBCode a la pila de etiquetas."
- #: doc/classes/RichTextLabel.xml
- msgid ""
- "Parses [code]bbcode[/code] and adds tags to the tag stack as needed.\n"
- "[b]Note:[/b] Using this method, you can't close a tag that was opened in a "
- "previous [method append_bbcode] call. This is done to improve performance, "
- "especially when updating large RichTextLabels since rebuilding the whole "
- "BBCode every time would be slower. If you absolutely need to close a tag in "
- "a future method call, append the [member bbcode_text] instead of using "
- "[method append_bbcode].\n"
- "[b]Note:[/b] This method internals' can't possibly fail, but an error code "
- "is returned for backwards compatibility, which will always be [constant OK]."
- msgstr ""
- #: doc/classes/RichTextLabel.xml
- msgid "Clears the tag stack and sets [member bbcode_text] to an empty string."
- msgstr ""
- "Borra la pila de etiquetas y establece [member bbcode_text] en una string "
- "vacía."
- #: doc/classes/RichTextLabel.xml
- msgid "Returns the height of the content."
- msgstr "Devuelve la altura del contenido."
- #: doc/classes/RichTextLabel.xml
- msgid ""
- "Returns the total number of newlines in the tag stack's text tags. Considers "
- "wrapped text as one line."
- msgstr ""
- "Devuelve el número total de líneas nuevas en las etiquetas de texto de la "
- "pila de etiquetas. Considera el texto envuelto como una línea."
- #: doc/classes/RichTextLabel.xml
- #, fuzzy
- msgid "Returns the current selection text. Does not include BBCodes."
- msgstr ""
- "Devuelve el número total de caracteres de las etiquetas de texto. No incluye "
- "los BBCodes."
- #: doc/classes/RichTextLabel.xml
- msgid ""
- "Returns the total number of characters from text tags. Does not include "
- "BBCodes."
- msgstr ""
- "Devuelve el número total de caracteres de las etiquetas de texto. No incluye "
- "los BBCodes."
- #: doc/classes/RichTextLabel.xml
- msgid "Returns the number of visible lines."
- msgstr "Devuelve el número de líneas visibles."
- #: doc/classes/RichTextLabel.xml
- msgid ""
- "Installs a custom effect. [code]effect[/code] should be a valid "
- "[RichTextEffect]."
- msgstr ""
- "Instala un efecto personalizado. El [code]effect[/code] debe ser un "
- "[RichTextEffect] válido."
- #: doc/classes/RichTextLabel.xml
- msgid "Adds a newline tag to the tag stack."
- msgstr "Añade una etiqueta de nueva línea a la pila de etiquetas."
- #: doc/classes/RichTextLabel.xml
- #, fuzzy
- msgid ""
- "The assignment version of [method append_bbcode]. Clears the tag stack and "
- "inserts the new content.\n"
- "[b]Note:[/b] This method internals' can't possibly fail, but an error code "
- "is returned for backwards compatibility, which will always be [constant OK]."
- msgstr ""
- "La versión de asignación de [method append_bbcode]. Borra la pila de "
- "etiquetas e inserta el nuevo contenido. Devuelve [constant OK] si parsea "
- "[code]bbcode[/code] con éxito."
- #: doc/classes/RichTextLabel.xml
- msgid "Parses BBCode parameter [code]expressions[/code] into a dictionary."
- msgstr ""
- "Analiza el parámetro BBCode [code]expressions[/code] en un diccionario."
- #: doc/classes/RichTextLabel.xml
- msgid ""
- "Terminates the current tag. Use after [code]push_*[/code] methods to close "
- "BBCodes manually. Does not need to follow [code]add_*[/code] methods."
- msgstr ""
- "Termina la etiqueta actual. Utiliza después de [code]push_*[/code] métodos "
- "para cerrar manualmente los BBCodes. No necesita seguir los métodos "
- "[code]add_*[/code]."
- #: doc/classes/RichTextLabel.xml
- msgid ""
- "Adds an [code][align][/code] tag based on the given [code]align[/code] "
- "value. See [enum Align] for possible values."
- msgstr ""
- "Añade una etiqueta [code]align[/code] basada en el valor [code]align[/code] "
- "dado. Ver [enum Align] para los posibles valores."
- #: doc/classes/RichTextLabel.xml
- msgid ""
- "Adds a [code][font][/code] tag with a bold font to the tag stack. This is "
- "the same as adding a [code][b][/code] tag if not currently in a [code][i][/"
- "code] tag."
- msgstr ""
- "Añade una etiqueta [code][font][/code] con una fuente en negrita a la pila "
- "de etiquetas. Esto es lo mismo que añadir una etiqueta [code]b[/code] si no "
- "está actualmente en una etiqueta [code]i[/code]."
- #: doc/classes/RichTextLabel.xml
- msgid ""
- "Adds a [code][font][/code] tag with a bold italics font to the tag stack."
- msgstr ""
- "Añade una etiqueta [code]font[/code] con una fuente en negrita y cursiva a "
- "la pila de etiquetas."
- #: doc/classes/RichTextLabel.xml
- msgid ""
- "Adds a [code][cell][/code] tag to the tag stack. Must be inside a [code]"
- "[table][/code] tag. See [method push_table] for details."
- msgstr ""
- "Añade una etiqueta de [code]cell[/code] a la pila de etiquetas. Debe estar "
- "dentro de una etiqueta [code]table[/code]. Ver [method push_table] para más "
- "detalles."
- #: doc/classes/RichTextLabel.xml
- msgid "Adds a [code][color][/code] tag to the tag stack."
- msgstr "Añade una etiqueta de [code]color[/code] a la pila de etiquetas."
- #: doc/classes/RichTextLabel.xml
- msgid ""
- "Adds a [code][font][/code] tag to the tag stack. Overrides default fonts for "
- "its duration."
- msgstr ""
- "Añade una etiqueta [code]font[/code] a la pila de etiquetas. Anula las "
- "fuentes predeterminadas para su duración."
- #: doc/classes/RichTextLabel.xml
- msgid ""
- "Adds an [code][indent][/code] tag to the tag stack. Multiplies [code]level[/"
- "code] by current [member tab_size] to determine new margin length."
- msgstr ""
- "Añade una etiqueta de [code]indent[/code] a la pila de etiquetas. Multiplica "
- "el [code]level[/code] por el [member tab_size] actual para determinar la "
- "nueva longitud del margen."
- #: doc/classes/RichTextLabel.xml
- msgid ""
- "Adds a [code][font][/code] tag with a italics font to the tag stack. This is "
- "the same as adding a [code][i][/code] tag if not currently in a [code][b][/"
- "code] tag."
- msgstr ""
- "Añade una etiqueta [code]font[/code] con una fuente en cursiva a la pila de "
- "etiquetas. Esto es lo mismo que añadir una etiqueta [code]i[/code] si no "
- "está actualmente en una etiqueta [code]b[/code]."
- #: doc/classes/RichTextLabel.xml
- msgid ""
- "Adds a [code][list][/code] tag to the tag stack. Similar to the BBCodes "
- "[code][ol][/code] or [code][ul][/code], but supports more list types. Not "
- "fully implemented!"
- msgstr ""
- "Añade una etiqueta [code]list[/code] a la pila de etiquetas. Similar a los "
- "BBCodes [code]ol[/code] o [code]ul[/code], pero soporta más tipos de listas. "
- "No está totalmente implementado!"
- #: doc/classes/RichTextLabel.xml
- msgid ""
- "Adds a [code][meta][/code] tag to the tag stack. Similar to the BBCode [code]"
- "[url=something]{text}[/url][/code], but supports non-[String] metadata types."
- msgstr ""
- "Añade una etiqueta [code]meta[/code] a la pila de etiquetas. Similar al "
- "BBCode [code][url=algo]{text}[/url][/code], pero soporta tipos de metadatos "
- "que no son [String]."
- #: doc/classes/RichTextLabel.xml
- msgid "Adds a [code][font][/code] tag with a monospace font to the tag stack."
- msgstr ""
- "Añade una etiqueta [code]font[/code] con una fuente monoespacio a la pila de "
- "etiquetas."
- #: doc/classes/RichTextLabel.xml
- msgid "Adds a [code][font][/code] tag with a normal font to the tag stack."
- msgstr ""
- "Añade una etiqueta [code]font[/code] con una fuente normal a la pila de "
- "etiquetas."
- #: doc/classes/RichTextLabel.xml
- msgid "Adds a [code][s][/code] tag to the tag stack."
- msgstr "Añade una etiqueta de [code]s[/code] a la pila de etiquetas."
- #: doc/classes/RichTextLabel.xml
- msgid "Adds a [code][table=columns][/code] tag to the tag stack."
- msgstr "Añade una etiqueta [code]table=columns[/code] a la pila de etiquetas."
- #: doc/classes/RichTextLabel.xml
- msgid "Adds a [code][u][/code] tag to the tag stack."
- msgstr "Añade una etiqueta [code]u[/code] a la pila de etiquetas."
- #: doc/classes/RichTextLabel.xml
- msgid ""
- "Removes a line of content from the label. Returns [code]true[/code] if the "
- "line exists.\n"
- "The [code]line[/code] argument is the index of the line to remove, it can "
- "take values in the interval [code][0, get_line_count() - 1][/code]."
- msgstr ""
- "Elimina una línea de contenido de la etiqueta. Devuelve [code]true[/code] si "
- "la línea existe.\n"
- "El argumento [code]line[/code] es el índice de la línea a eliminar, puede "
- "tomar valores en el intervalo [code][0, get_line_count() - 1][/code]."
- #: doc/classes/RichTextLabel.xml
- msgid "Scrolls the window's top line to match [code]line[/code]."
- msgstr ""
- "Desplaza la línea superior de la ventana para que coincida con la "
- "[code]line[/code]."
- #: doc/classes/RichTextLabel.xml
- msgid ""
- "Edits the selected column's expansion options. If [code]expand[/code] is "
- "[code]true[/code], the column expands in proportion to its expansion ratio "
- "versus the other columns' ratios.\n"
- "For example, 2 columns with ratios 3 and 4 plus 70 pixels in available width "
- "would expand 30 and 40 pixels, respectively.\n"
- "If [code]expand[/code] is [code]false[/code], the column will not contribute "
- "to the total ratio."
- msgstr ""
- "Edita las opciones de expansión de la columna seleccionada. Si [code]expand[/"
- "code] es [code]true[/code], la columna se expande en proporción a su ratio "
- "de expansión frente a los ratios de las otras columnas.\n"
- "Por ejemplo, 2 columnas con proporciones de 3 y 4 más 70 píxeles de ancho "
- "disponible se expandirían 30 y 40 píxeles, respectivamente.\n"
- "Si [code]expand[/code] es [code]false[/code], la columna no contribuirá a la "
- "proporción total."
- #: doc/classes/RichTextLabel.xml
- msgid ""
- "If [code]true[/code], the label uses BBCode formatting.\n"
- "[b]Note:[/b] Trying to alter the [RichTextLabel]'s text with [method "
- "add_text] will reset this to [code]false[/code]. Use instead [method "
- "append_bbcode] to preserve BBCode formatting."
- msgstr ""
- #: doc/classes/RichTextLabel.xml
- #, fuzzy
- msgid ""
- "The label's text in BBCode format. Is not representative of manual "
- "modifications to the internal tag stack. Erases changes made by other "
- "methods when edited.\n"
- "[b]Note:[/b] It is unadvised to use the [code]+=[/code] operator with "
- "[code]bbcode_text[/code] (e.g. [code]bbcode_text += \"some string\"[/code]) "
- "as it replaces the whole text and can cause slowdowns. It will also erase "
- "all BBCode that was added to stack using [code]push_*[/code] methods. Use "
- "[method append_bbcode] for adding text instead, unless you absolutely need "
- "to close a tag that was opened in an earlier method call."
- msgstr ""
- "El texto de la etiqueta en formato BBCode. No es representativo de las "
- "modificaciones manuales de la pila de etiquetas internas. Borra los cambios "
- "realizados por otros métodos cuando se edita.\n"
- "[b]Nota:[/b] No se aconseja utilizar el operador [code]+=[/code] con "
- "[code]bbcode_text[/code] (por ejemplo, [code]bbcode_text += \"alguna "
- "string\"[/code]) ya que reemplaza todo el texto y puede causar "
- "ralentizaciones. Utilice [method append_bbcode] para añadir el texto en su "
- "lugar."
- #: doc/classes/RichTextLabel.xml
- msgid ""
- "The currently installed custom effects. This is an array of "
- "[RichTextEffect]s.\n"
- "To add a custom effect, it's more convenient to use [method install_effect]."
- msgstr ""
- "Los efectos personalizados actualmente instalados. Este es un conjunto de "
- "[RichTextEffect].\n"
- "Para añadir un efecto personalizado, es más conveniente usar [method "
- "install_effect]."
- #: doc/classes/RichTextLabel.xml
- msgid ""
- "If [code]true[/code], the label's height will be automatically updated to "
- "fit its content.\n"
- "[b]Note:[/b] This property is used as a workaround to fix issues with "
- "[RichTextLabel] in [Container]s, but it's unreliable in some cases and will "
- "be removed in future versions."
- msgstr ""
- "Si [code]true[/code], la altura de la etiqueta se actualizará "
- "automáticamente para que se ajuste a su contenido.\n"
- "[b]Nota:[/b] Esta propiedad se utiliza como solución provisional para "
- "solucionar los problemas con [RichTextLabel] en los [Container]s, pero no es "
- "fiable en algunos casos y se eliminará en futuras versiones."
- #: doc/classes/RichTextLabel.xml
- msgid ""
- "If [code]true[/code], the label underlines meta tags such as [code][url]"
- "{text}[/url][/code]."
- msgstr ""
- "Si [code]true[/code], la etiqueta subraya las metaetiquetas como [code][url]"
- "{text}[/url][/code]."
- #: doc/classes/RichTextLabel.xml
- msgid "If [code]true[/code], the label uses the custom font color."
- msgstr ""
- "Si [code]true[/code], la etiqueta utiliza el color de fuente personalizado."
- #: doc/classes/RichTextLabel.xml
- msgid ""
- "The range of characters to display, as a [float] between 0.0 and 1.0. When "
- "assigned an out of range value, it's the same as assigning 1.0.\n"
- "[b]Note:[/b] Setting this property updates [member visible_characters] based "
- "on current [method get_total_character_count]."
- msgstr ""
- "El rango de caracteres a mostrar, como un [float] entre 0.0 y 1.0. Cuando se "
- "le asigna un valor fuera de rango, es lo mismo que asignar 1.0.\n"
- "[b]Nota:[/b] Al establecer esta propiedad se actualiza [member "
- "visible_characters] en base al [method get_total_character_count] actual."
- #: doc/classes/RichTextLabel.xml
- msgid ""
- "If [code]true[/code], the scrollbar is visible. Setting this to [code]false[/"
- "code] does not block scrolling completely. See [method scroll_to_line]."
- msgstr ""
- "Si [code]true[/code], la barra de desplazamiento es visible. Ponerla en "
- "[code]false[/code] no bloquea completamente el desplazamiento. Ver [method "
- "scroll_to_line]."
- #: doc/classes/RichTextLabel.xml
- msgid ""
- "If [code]true[/code], the window scrolls down to display new content "
- "automatically."
- msgstr ""
- "Si [code]true[/code], la ventana se desplaza hacia abajo para mostrar "
- "automáticamente el nuevo contenido."
- #: doc/classes/RichTextLabel.xml
- msgid "If [code]true[/code], the label allows text selection."
- msgstr "Si [code]true[/code], la etiqueta permite la selección de texto."
- #: doc/classes/RichTextLabel.xml
- msgid ""
- "The number of spaces associated with a single tab length. Does not affect "
- "[code]\\t[/code] in text tags, only indent tags."
- msgstr ""
- "El número de espacios asociados a una sola pestaña de longitud. No afecta al "
- "[code]\\t[/code] en las etiquetas de texto, sólo a las etiquetas con "
- "indentado."
- #: doc/classes/RichTextLabel.xml
- msgid ""
- "The raw text of the label.\n"
- "When set, clears the tag stack and adds a raw text tag to the top of it. "
- "Does not parse BBCodes. Does not modify [member bbcode_text]."
- msgstr ""
- "El texto en bruto de la etiqueta.\n"
- "Cuando se establece, borra la pila de etiquetas y añade una etiqueta de "
- "texto crudo en la parte superior de la misma. No analiza los BBCodes. No "
- "modifica [member bbcode_text]."
- #: doc/classes/RichTextLabel.xml
- #, fuzzy
- msgid ""
- "The restricted number of characters to display in the label. If [code]-1[/"
- "code], all characters will be displayed.\n"
- "[b]Note:[/b] Setting this property updates [member percent_visible] based on "
- "current [method get_total_character_count]."
- msgstr ""
- "El rango de caracteres a mostrar, como un [float] entre 0.0 y 1.0. Cuando se "
- "le asigna un valor fuera de rango, es lo mismo que asignar 1.0.\n"
- "[b]Nota:[/b] Al establecer esta propiedad se actualiza [member "
- "visible_characters] en base al [method get_total_character_count] actual."
- #: doc/classes/RichTextLabel.xml
- msgid ""
- "Triggered when the user clicks on content between meta tags. If the meta is "
- "defined in text, e.g. [code][url={\"data\"=\"hi\"}]hi[/url][/code], then the "
- "parameter for this signal will be a [String] type. If a particular type or "
- "an object is desired, the [method push_meta] method must be used to manually "
- "insert the data into the tag stack."
- msgstr ""
- "Se activa cuando el usuario hace clic en el contenido entre las meta "
- "etiquetas. Si el meta se define en texto, por ejemplo, [code]"
- "[url={\"data\"=\"hi\"}]hi[/url][/code], entonces el parámetro para esta "
- "señal será del tipo [String]. Si se desea un tipo o un objeto determinado, "
- "se debe utilizar el método [method push_meta] para insertar manualmente los "
- "datos en la pila de etiquetas."
- #: doc/classes/RichTextLabel.xml
- msgid "Triggers when the mouse exits a meta tag."
- msgstr "Se activa cuando el ratón sale de una meta etiqueta."
- #: doc/classes/RichTextLabel.xml
- msgid "Triggers when the mouse enters a meta tag."
- msgstr "Se activa cuando el ratón sale de una meta etiqueta."
- #: doc/classes/RichTextLabel.xml
- msgid "Makes text left aligned."
- msgstr "Hace que el texto se alinee a la izquierda."
- #: doc/classes/RichTextLabel.xml
- msgid "Makes text centered."
- msgstr "Hace que el texto se centre."
- #: doc/classes/RichTextLabel.xml
- msgid "Makes text right aligned."
- msgstr "Hace que el texto se alinee a la derecha."
- #: doc/classes/RichTextLabel.xml
- msgid "Makes text fill width."
- msgstr "Hace que el texto se expanda para rellenar el ancho."
- #: doc/classes/RichTextLabel.xml
- #, fuzzy
- msgid "Aligns top of the inline image to the top of the text."
- msgstr "La altura de la caja medida desde el centro de la caja."
- #: doc/classes/RichTextLabel.xml
- #, fuzzy
- msgid "Aligns center of the inline image to the center of the text."
- msgstr "Alinea a los niños con el centro del contenedor."
- #: doc/classes/RichTextLabel.xml
- #, fuzzy
- msgid "Aligns bottom of the inline image to the baseline of the text."
- msgstr "La altura de la caja medida desde el centro de la caja."
- #: doc/classes/RichTextLabel.xml
- #, fuzzy
- msgid "Aligns bottom of the inline image to the bottom of the text."
- msgstr "Alinea a los niños con el final del contenedor."
- #: doc/classes/RichTextLabel.xml
- msgid "Each list item has a number marker."
- msgstr "Cada elemento de la lista tiene un marcador numérico."
- #: doc/classes/RichTextLabel.xml
- msgid "Each list item has a letter marker."
- msgstr "Cada elemento de la lista tiene un marcador de letras."
- #: doc/classes/RichTextLabel.xml
- msgid "Each list item has a filled circle marker."
- msgstr "Cada elemento de la lista tiene un marcador de círculo lleno."
- #: doc/classes/RichTextLabel.xml
- msgid "The default text color."
- msgstr "El color de texto por defecto."
- #: doc/classes/RichTextLabel.xml
- msgid ""
- "The color of selected text, used when [member selection_enabled] is "
- "[code]true[/code]."
- msgstr ""
- "El color del texto seleccionado, utilizado cuando [member selection_enabled] "
- "es [code]true[/code]."
- #: doc/classes/RichTextLabel.xml
- msgid "The color of the font's shadow."
- msgstr "El color de la sombra de la fuente."
- #: doc/classes/RichTextLabel.xml
- msgid "The color of the selection box."
- msgstr "El color de la caja de selección."
- #: doc/classes/RichTextLabel.xml
- msgid "The vertical space between lines."
- msgstr "El espacio vertical entre las líneas."
- #: doc/classes/RichTextLabel.xml
- msgid ""
- "Boolean value. If 1 ([code]true[/code]), the shadow will be displayed around "
- "the whole text as an outline."
- msgstr ""
- "Valor booleano. Si 1 ([code]true[/code]), la sombra se mostrará alrededor de "
- "todo el texto como un contorno."
- #: doc/classes/RichTextLabel.xml
- msgid "The horizontal offset of the font's shadow."
- msgstr "El desplazamiento horizontal de la sombra de la fuente."
- #: doc/classes/RichTextLabel.xml
- msgid "The vertical offset of the font's shadow."
- msgstr "El desplazamiento vertical de la sombra de la fuente."
- #: doc/classes/RichTextLabel.xml
- msgid "The horizontal separation of elements in a table."
- msgstr "La separación horizontal de elementos en una tabla."
- #: doc/classes/RichTextLabel.xml
- msgid "The vertical separation of elements in a table."
- msgstr "La separación vertical de elementos en una tabla."
- #: doc/classes/RichTextLabel.xml
- msgid "The font used for bold text."
- msgstr "La fuente usada para el texto en negrita."
- #: doc/classes/RichTextLabel.xml
- msgid "The font used for bold italics text."
- msgstr "La fuente usada para el texto en negrita y cursiva."
- #: doc/classes/RichTextLabel.xml
- msgid "The font used for italics text."
- msgstr "La fuente usada para el texto en cursiva."
- #: doc/classes/RichTextLabel.xml
- msgid "The font used for monospace text."
- msgstr "La fuente usada para el texto monoespacio."
- #: doc/classes/RichTextLabel.xml
- msgid "The default text font."
- msgstr "La fuente por defecto."
- #: doc/classes/RichTextLabel.xml
- #, fuzzy
- msgid "The background used when the [RichTextLabel] is focused."
- msgstr "El fondo utilizado cuando se enfoca el [RichTextLabel]."
- #: doc/classes/RichTextLabel.xml
- msgid "The normal background for the [RichTextLabel]."
- msgstr "El fondo normal para el [RichTextLabel]."
- #: doc/classes/RID.xml
- msgid "Handle for a [Resource]'s unique ID."
- msgstr "Manejar para una identificación única de [Resource]."
- #: doc/classes/RID.xml
- msgid ""
- "The RID type is used to access the unique integer ID of a resource. They are "
- "opaque, which means they do not grant access to the associated resource by "
- "themselves. They are used by and with the low-level Server classes such as "
- "[VisualServer]."
- msgstr ""
- "El tipo de RID se utiliza para acceder a la identificación entera única de "
- "un recurso. Son opacos, lo que significa que no permiten el acceso al "
- "recurso asociado por sí mismos. Son utilizados por y con las clases de "
- "servidores de bajo nivel como [VisualServer]."
- #: doc/classes/RID.xml
- msgid ""
- "Creates a new RID instance with the ID of a given resource. When not handed "
- "a valid resource, silently stores the unused ID 0."
- msgstr ""
- "Crea una nueva instancia de RID con la identificación de un recurso "
- "determinado. Cuando no se le entrega un recurso válido, almacena en silencio "
- "el ID 0 no utilizado."
- #: doc/classes/RID.xml
- msgid "Returns the ID of the referenced resource."
- msgstr "Devuelve el ID del recurso referido."
- #: doc/classes/RigidBody.xml
- msgid ""
- "Physics Body whose position is determined through physics simulation in 3D "
- "space."
- msgstr ""
- "Cuerpo físico cuya posición se determina a través de la simulación física en "
- "el espacio 3D."
- #: doc/classes/RigidBody.xml
- #, fuzzy
- msgid ""
- "This is the node that implements full 3D physics. This means that you do not "
- "control a RigidBody directly. Instead, you can apply forces to it (gravity, "
- "impulses, etc.), and the physics simulation will calculate the resulting "
- "movement, collision, bouncing, rotating, etc.\n"
- "A RigidBody has 4 behavior [member mode]s: Rigid, Static, Character, and "
- "Kinematic.\n"
- "[b]Note:[/b] Don't change a RigidBody's position every frame or very often. "
- "Sporadic changes work fine, but physics runs at a different granularity "
- "(fixed Hz) than usual rendering (process callback) and maybe even in a "
- "separate thread, so changing this from a process loop may result in strange "
- "behavior. If you need to directly affect the body's state, use [method "
- "_integrate_forces], which allows you to directly access the physics state.\n"
- "If you need to override the default physics behavior, you can write a custom "
- "force integration function. See [member custom_integrator].\n"
- "With Bullet physics (the default), the center of mass is the RigidBody3D "
- "center. With GodotPhysics, the center of mass is the average of the "
- "[CollisionShape] centers."
- msgstr ""
- "Este es el nodo que implementa la física 3D completa. Esto significa que no "
- "controlas un RigidBody directamente. En su lugar, puedes aplicarle fuerzas "
- "(gravedad, impulsos, etc.), y la simulación física calculará el movimiento "
- "resultante, la colisión, el rebote, la rotación, etc.\n"
- "Un RigidBody tiene 4 comportamientos [member mode]s: Rígido, Estático, "
- "Carácter y Cinemático.\n"
- "[b]Nota:[/b] No cambies la posición de un RigidBody cada fotograma o muy a "
- "menudo. Los cambios esporádicos funcionan bien, pero la física funciona con "
- "una granularidad (Hz fijos) diferente a la de la representación habitual "
- "(llamada de proceso) y tal vez incluso en un hilo separado, por lo que "
- "cambiar esto de un bucle de proceso puede dar lugar a un comportamiento "
- "extraño. Si necesitas afectar directamente el estado del cuerpo, usa [method "
- "_integrate_forces], que te permite acceder directamente al estado de la "
- "física.\n"
- "Si necesitas anular el comportamiento físico predeterminado, puedes escribir "
- "una función de integración de fuerzas personalizada. Ver [member "
- "custom_integrator]."
- #: doc/classes/RigidBody.xml
- msgid ""
- "Called during physics processing, allowing you to read and safely modify the "
- "simulation state for the object. By default, it works in addition to the "
- "usual physics behavior, but the [member custom_integrator] property allows "
- "you to disable the default behavior and do fully custom force integration "
- "for a body."
- msgstr ""
- "Llamado durante el procesamiento de la física, que permite leer y modificar "
- "con seguridad el estado de simulación del objeto. Por defecto, funciona "
- "además del comportamiento físico habitual, pero la propiedad [member "
- "custom_integrator] te permite deshabilitar el comportamiento por defecto y "
- "hacer una integración de fuerza totalmente personalizada para un cuerpo."
- #: doc/classes/RigidBody.xml
- msgid ""
- "Adds a constant directional force (i.e. acceleration) without affecting "
- "rotation.\n"
- "This is equivalent to [code]add_force(force, Vector3(0,0,0))[/code]."
- msgstr ""
- "Añade una fuerza direccional constante (es decir, aceleración) sin afectar a "
- "la rotación.\n"
- "Esto equivale a [code]add_force(force, Vector3(0,0,0))[/code]."
- #: doc/classes/RigidBody.xml
- msgid ""
- "Adds a constant directional force (i.e. acceleration).\n"
- "The position uses the rotation of the global coordinate system, but is "
- "centered at the object's origin."
- msgstr ""
- "Añade una fuerza direccional constante (es decir, aceleración) sin afectar a "
- "la rotación.\n"
- "Esto equivale a [code]add_force(force, Vector3(0,0,0))[/code]."
- #: doc/classes/RigidBody.xml
- msgid ""
- "Adds a constant rotational force (i.e. a motor) without affecting position."
- msgstr ""
- "Añade una fuerza de rotación constante (es decir, un motor) sin afectar a la "
- "posición."
- #: doc/classes/RigidBody.xml
- msgid ""
- "Applies a directional impulse without affecting rotation.\n"
- "This is equivalent to [code]apply_impulse(Vector3(0,0,0), impulse)[/code]."
- msgstr ""
- "Aplica un impulso direccional sin afectar a la rotación.\n"
- "Esto equivale a [code]apply_impulse(Vector3(0,0,0), impulse)[/code]."
- #: doc/classes/RigidBody.xml
- msgid ""
- "Applies a positioned impulse to the body. An impulse is time independent! "
- "Applying an impulse every frame would result in a framerate-dependent force. "
- "For this reason it should only be used when simulating one-time impacts. The "
- "position uses the rotation of the global coordinate system, but is centered "
- "at the object's origin."
- msgstr ""
- "Aplica un impulso posicionado al cuerpo. ¡Un impulso es independiente del "
- "tiempo! Aplicar un impulso en cada cuadro resultaría en una fuerza "
- "dependiente del cuadro. Por esta razón, sólo debe utilizarse cuando se "
- "simulan impactos únicos. La posición utiliza la rotación del sistema de "
- "coordenadas globales, pero está centrada en el origen del objeto."
- #: doc/classes/RigidBody.xml
- msgid ""
- "Applies a torque impulse which will be affected by the body mass and shape. "
- "This will rotate the body around the [code]impulse[/code] vector passed."
- msgstr ""
- "Aplica un impulso de torsión que se verá afectado por la masa y la forma del "
- "cuerpo. Esto hará girar el cuerpo alrededor del vector de [code]impulse[/"
- "code] pasado."
- #: doc/classes/RigidBody.xml
- msgid ""
- "Returns [code]true[/code] if the specified linear or rotational axis is "
- "locked."
- msgstr ""
- "Devuelve [code]true[/code] si el eje lineal o rotativo especificado está "
- "bloqueado."
- #: doc/classes/RigidBody.xml doc/classes/RigidBody2D.xml
- msgid ""
- "Returns a list of the bodies colliding with this one. Requires [member "
- "contact_monitor] to be set to [code]true[/code] and [member "
- "contacts_reported] to be set high enough to detect all the collisions.\n"
- "[b]Note:[/b] The result of this test is not immediate after moving objects. "
- "For performance, list of collisions is updated once per frame and before the "
- "physics step. Consider using signals instead."
- msgstr ""
- "Retorna una lista de los cuerpos que colisionan con éste. Requiere que "
- "[member contact_monitor] sea [code]true[/code], y que [member "
- "contacts_reported] sea lo suficientemente alto para detectar todas las "
- "colisiones.\n"
- "[b]Nota:[/b] El resultado de esta prueba no es inmediato después de mover "
- "los objetos. Para un mejor rendimiento, la lista de superposiciones se "
- "actualiza una vez por cuadro y antes del paso de física. Considere la "
- "posibilidad de utilizar señales en su lugar."
- #: doc/classes/RigidBody.xml
- #, fuzzy
- msgid ""
- "Returns the inverse inertia tensor basis. This is used to calculate the "
- "angular acceleration resulting from a torque applied to the RigidBody."
- msgstr ""
- "Devuelve la base del tensor de inercia inversa. Se utiliza para calcular la "
- "aceleración angular resultante de un par aplicado al [RigidBody]."
- #: doc/classes/RigidBody.xml
- msgid "Locks the specified linear or rotational axis."
- msgstr "Bloquea el eje lineal o rotacional especificado."
- #: doc/classes/RigidBody.xml
- #, fuzzy
- msgid ""
- "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 ""
- "La amortiguación lineal del cuerpo. No puede ser menor de -1.0. Si este "
- "valor es diferente de -1,0, cualquier humedad lineal derivada del mundo o de "
- "las áreas será anulada."
- #: doc/classes/RigidBody.xml
- msgid "Lock the body's rotation in the X axis."
- msgstr "Bloquea la rotación del cuerpo en el eje X."
- #: doc/classes/RigidBody.xml
- msgid "Lock the body's rotation in the Y axis."
- msgstr "Bloquea la rotación del cuerpo en el eje Y."
- #: doc/classes/RigidBody.xml
- msgid "Lock the body's rotation in the Z axis."
- msgstr "Bloquea la rotación del cuerpo en el eje Z."
- #: doc/classes/RigidBody.xml
- msgid "Lock the body's movement in the X axis."
- msgstr "Bloquea el movimiento del cuerpo en el eje X."
- #: doc/classes/RigidBody.xml
- msgid "Lock the body's movement in the Y axis."
- msgstr "Bloquea el movimiento del cuerpo en el eje Y."
- #: doc/classes/RigidBody.xml
- msgid "Lock the body's movement in the Z axis."
- msgstr "Bloquea el movimiento del cuerpo en el eje Z."
- #: doc/classes/RigidBody.xml doc/classes/RigidBody2D.xml
- #: doc/classes/StaticBody.xml doc/classes/StaticBody2D.xml
- #, fuzzy
- msgid ""
- "The body's bounciness. Values range from [code]0[/code] (no bounce) to "
- "[code]1[/code] (full bounciness).\n"
- "Deprecated, use [member PhysicsMaterial.bounce] instead via [member "
- "physics_material_override]."
- msgstr ""
- "El rebote del cuerpo. Los valores van desde [code]0[/code] (sin rebote) "
- "hasta [code]1[/code] (rebote completo)."
- #: doc/classes/RigidBody.xml
- msgid ""
- "If [code]true[/code], the body can enter sleep mode when there is no "
- "movement. See [member sleeping].\n"
- "[b]Note:[/b] A RigidBody3D will never enter sleep mode automatically if its "
- "[member mode] is [constant MODE_CHARACTER]. It can still be put to sleep "
- "manually by setting its [member sleeping] property to [code]true[/code]."
- msgstr ""
- #: doc/classes/RigidBody.xml
- #, fuzzy
- msgid ""
- "If [code]true[/code], the RigidBody will emit signals when it collides with "
- "another RigidBody. See also [member contacts_reported]."
- msgstr ""
- "Si [code]true[/code], el RigidBody emitirá señales cuando colisione con otro "
- "RigidBody. Véase también [member contacts_reported]."
- #: doc/classes/RigidBody.xml
- msgid ""
- "The maximum number of contacts that will be recorded. Requires [member "
- "contact_monitor] to be set to [code]true[/code].\n"
- "[b]Note:[/b] The number of contacts is different from the number of "
- "collisions. Collisions between parallel edges will result in two contacts "
- "(one at each end), and collisions between parallel faces will result in four "
- "contacts (one at each corner)."
- msgstr ""
- "El número máximo de contactos que serán reportados. Requiere que [member "
- "contact_monitor] sea [code]true[/code].\n"
- "[b]Nota:[/b] El número de contactos es diferente al número de colisiones. "
- "Las colisiones entre bordes paralelos resultará en dos contactos (uno en "
- "cada extremo), y las colisiones entre caras paralelas resultará en cuatro "
- "contactos (uno en cada esquina)."
- #: doc/classes/RigidBody.xml
- msgid ""
- "If [code]true[/code], continuous collision detection is used.\n"
- "Continuous collision detection tries to predict where a moving body will "
- "collide, instead of moving it and correcting its movement if it collided. "
- "Continuous collision detection is more precise, and misses fewer impacts by "
- "small, fast-moving objects. Not using continuous collision detection is "
- "faster to compute, but can miss small, fast-moving objects."
- msgstr ""
- "Si [code]true[/code], se utiliza la detección continua de colisiones.\n"
- "La detección de colisión continua trata de predecir dónde colisionará un "
- "cuerpo en movimiento, en lugar de moverlo y corregir su movimiento si "
- "colisionara. La detección de colisión continua es más precisa, y pierde "
- "menos impactos de objetos pequeños y de movimiento rápido. No usar la "
- "detección de colisión continua es más rápido de calcular, pero puede pasar "
- "por alto los objetos pequeños y de movimiento rápido."
- #: doc/classes/RigidBody.xml
- msgid ""
- "If [code]true[/code], internal force integration will be disabled (like "
- "gravity or air friction) for this body. Other than collision response, the "
- "body will only move as determined by the [method _integrate_forces] "
- "function, if defined."
- msgstr ""
- "Si [code]true[/code], la integración de la fuerza interna se desactivará "
- "(como la gravedad o la fricción del aire) para este cuerpo. Aparte de la "
- "respuesta a la colisión, el cuerpo sólo se moverá según lo determinado por "
- "la función [method _integrate_forces], si está definida."
- #: doc/classes/RigidBody.xml
- msgid ""
- "The body's friction, from 0 (frictionless) to 1 (max friction).\n"
- "Deprecated, use [member PhysicsMaterial.friction] instead via [member "
- "physics_material_override]."
- msgstr ""
- #: doc/classes/RigidBody.xml
- #, fuzzy
- msgid ""
- "This is multiplied by the global 3D gravity setting found in [b]Project > "
- "Project Settings > Physics > 3d[/b] to produce RigidBody's gravity. For "
- "example, a value of 1 will be normal gravity, 2 will apply double gravity, "
- "and 0.5 will apply half gravity to this object."
- msgstr ""
- "Esto se multiplica por el ajuste de la gravedad global 3D que se encuentra "
- "en [b]Proyecto > Ajustes del proyecto > Física > 3d[/b] para producir la "
- "gravedad de RigidBody. Por ejemplo, un valor de 1 será la gravedad normal, 2 "
- "aplicará la gravedad doble y 0,5 aplicará la mitad de la gravedad a este "
- "objeto."
- #: doc/classes/RigidBody.xml
- #, fuzzy
- msgid ""
- "The body's linear damp. Cannot be less than -1.0. If this value is different "
- "from -1.0 it will be added to any linear damp derived from the world or "
- "areas.\n"
- "See [member ProjectSettings.physics/3d/default_linear_damp] for more details "
- "about damping."
- msgstr ""
- "La amortiguación lineal del cuerpo. No puede ser menor de -1.0. Si este "
- "valor es diferente de -1,0, cualquier humedad lineal derivada del mundo o de "
- "las áreas será anulada."
- #: doc/classes/RigidBody.xml
- #, fuzzy
- msgid ""
- "The body's linear velocity in units per second. Can be used sporadically, "
- "but [b]don't set this every frame[/b], because physics may run in another "
- "thread and runs at a different granularity. Use [method _integrate_forces] "
- "as your process loop for precise control of the body state."
- msgstr ""
- "La velocidad lineal del cuerpo. Puede ser utilizada esporádicamente, pero "
- "[b]no fijes esto en cada fotograma[/b], porque la física puede correr en "
- "otro hilo y funciona con una granularidad diferente. Utiliza [method "
- "_integrate_forces] como tu bucle de proceso para un control preciso del "
- "estado del cuerpo."
- #: doc/classes/RigidBody.xml doc/classes/RigidBody2D.xml
- msgid "The body's mass."
- msgstr "La masa del cuerpo."
- #: doc/classes/RigidBody.xml
- msgid "The body mode. See [enum Mode] for possible values."
- msgstr ""
- "El modo corporal. Consulte [enum Mode] para conocer los posibles valores."
- #: doc/classes/RigidBody.xml doc/classes/RigidBody2D.xml
- #: doc/classes/StaticBody.xml doc/classes/StaticBody2D.xml
- msgid ""
- "The physics material override for the body.\n"
- "If a material is assigned to this property, it will be used instead of any "
- "other physics material, such as an inherited one."
- msgstr ""
- "El material de la física se sobreescribe para el cuerpo.\n"
- "Si se asigna un material a esta propiedad, se utilizará en lugar de "
- "cualquier otro material de física, como por ejemplo uno heredado."
- #: doc/classes/RigidBody.xml doc/classes/RigidBody2D.xml
- msgid ""
- "If [code]true[/code], the body will not move and will not calculate forces "
- "until woken up by another body through, for example, a collision, or by "
- "using the [method apply_impulse] or [method add_force] methods."
- msgstr ""
- "Si [code]true[/code], el cuerpo no se moverá y no calculará fuerzas hasta "
- "que sea despertado por otro cuerpo a través de, por ejemplo, una colisión, o "
- "utilizando los métodos [method apply_impulse] o [method add_force]."
- #: doc/classes/RigidBody.xml
- msgid ""
- "The body's weight based on its mass and the global 3D gravity. Global values "
- "are set in [b]Project > Project Settings > Physics > 3d[/b]."
- msgstr ""
- "El peso del cuerpo basado en su masa y la gravedad 3D global. Los valores "
- "globales se establecen en [b]Proyecto > Configuración del proyecto > Física "
- "> 3d[/b]."
- #: doc/classes/RigidBody.xml
- #, fuzzy
- msgid ""
- "Emitted when a collision with another [PhysicsBody] or [GridMap] occurs. "
- "Requires [member contact_monitor] to be set to [code]true[/code] and [member "
- "contacts_reported] to be set high enough to detect all the collisions. "
- "[GridMap]s are detected if the [MeshLibrary] has Collision [Shape]s.\n"
- "[code]body[/code] the [Node], if it exists in the tree, of the other "
- "[PhysicsBody] or [GridMap]."
- msgstr ""
- "Emitido cuando un cuerpo entra en contacto con éste. Requiere que [member "
- "contact_monitor] se establezca en [code]true[/code] y que [member "
- "contacts_reported] se establezca lo suficientemente alto para detectar todas "
- "las colisiones.\n"
- "Esta señal no sólo recibe el cuerpo que colisionó con éste, sino también su "
- "[RID] ([code]body_id[/code]), el índice de forma del cuerpo que colisionó "
- "([code]body_shape[/code]), y el índice de forma de este cuerpo "
- "([code]local_shape[/code]) con el que colisionó el otro cuerpo."
- #: doc/classes/RigidBody.xml
- #, fuzzy
- msgid ""
- "Emitted when the collision with another [PhysicsBody] or [GridMap] ends. "
- "Requires [member contact_monitor] to be set to [code]true[/code] and [member "
- "contacts_reported] to be set high enough to detect all the collisions. "
- "[GridMap]s are detected if the [MeshLibrary] has Collision [Shape]s.\n"
- "[code]body[/code] the [Node], if it exists in the tree, of the other "
- "[PhysicsBody] or [GridMap]."
- msgstr ""
- "Emitido cuando un cuerpo entra en contacto con éste. Requiere que [member "
- "contact_monitor] se establezca en [code]true[/code] y que [member "
- "contacts_reported] se establezca lo suficientemente alto para detectar todas "
- "las colisiones.\n"
- "Esta señal no sólo recibe el cuerpo que colisionó con éste, sino también su "
- "[RID] ([code]body_id[/code]), el índice de forma del cuerpo que colisionó "
- "([code]body_shape[/code]), y el índice de forma de este cuerpo "
- "([code]local_shape[/code]) con el que colisionó el otro cuerpo."
- #: doc/classes/RigidBody.xml
- msgid ""
- "Emitted when one of this RigidBody's [Shape]s collides with another "
- "[PhysicsBody] or [GridMap]'s [Shape]s. Requires [member contact_monitor] to "
- "be set to [code]true[/code] and [member contacts_reported] to be set high "
- "enough to detect all the collisions. [GridMap]s are detected if the "
- "[MeshLibrary] has Collision [Shape]s.\n"
- "[code]body_rid[/code] the [RID] of the other [PhysicsBody] or "
- "[MeshLibrary]'s [CollisionObject] used by the [PhysicsServer].\n"
- "[code]body[/code] the [Node], if it exists in the tree, of the other "
- "[PhysicsBody] or [GridMap].\n"
- "[code]body_shape_index[/code] the index of the [Shape] of the other "
- "[PhysicsBody] or [GridMap] used by the [PhysicsServer]. Get the "
- "[CollisionShape] node with [code]body.shape_owner_get_owner(body_shape_index)"
- "[/code].\n"
- "[code]local_shape_index[/code] the index of the [Shape] of this RigidBody "
- "used by the [PhysicsServer]. Get the [CollisionShape] node with [code]self."
- "shape_owner_get_owner(local_shape_index)[/code].\n"
- "[b]Note:[/b] Bullet physics cannot identify the shape index when using a "
- "[ConcavePolygonShape]. Don't use multiple [CollisionShape]s when using a "
- "[ConcavePolygonShape] with Bullet physics if you need shape indices."
- msgstr ""
- #: doc/classes/RigidBody.xml
- msgid ""
- "Emitted when the collision between one of this RigidBody's [Shape]s and "
- "another [PhysicsBody] or [GridMap]'s [Shape]s ends. Requires [member "
- "contact_monitor] to be set to [code]true[/code] and [member "
- "contacts_reported] to be set high enough to detect all the collisions. "
- "[GridMap]s are detected if the [MeshLibrary] has Collision [Shape]s.\n"
- "[code]body_rid[/code] the [RID] of the other [PhysicsBody] or "
- "[MeshLibrary]'s [CollisionObject] used by the [PhysicsServer]. [GridMap]s "
- "are detected if the Meshes have [Shape]s.\n"
- "[code]body[/code] the [Node], if it exists in the tree, of the other "
- "[PhysicsBody] or [GridMap].\n"
- "[code]body_shape_index[/code] the index of the [Shape] of the other "
- "[PhysicsBody] or [GridMap] used by the [PhysicsServer]. Get the "
- "[CollisionShape] node with [code]body.shape_owner_get_owner(body_shape_index)"
- "[/code].\n"
- "[code]local_shape_index[/code] the index of the [Shape] of this RigidBody "
- "used by the [PhysicsServer]. Get the [CollisionShape] node with [code]self."
- "shape_owner_get_owner(local_shape_index)[/code].\n"
- "[b]Note:[/b] Bullet physics cannot identify the shape index when using a "
- "[ConcavePolygonShape]. Don't use multiple [CollisionShape]s when using a "
- "[ConcavePolygonShape] with Bullet physics if you need shape indices."
- msgstr ""
- #: doc/classes/RigidBody.xml doc/classes/RigidBody2D.xml
- msgid ""
- "Emitted when the physics engine changes the body's sleeping state.\n"
- "[b]Note:[/b] Changing the value [member sleeping] will not trigger this "
- "signal. It is only emitted if the sleeping state is changed by the physics "
- "engine or [code]emit_signal(\"sleeping_state_changed\")[/code] is used."
- msgstr ""
- "Emitida cuando el motor físico cambia el estado de sueño del cuerpo.\n"
- "[b]Nota:[/b] Cambiar el valor [member sleeping] no activará esta señal. Sólo "
- "se emite si el motor de física cambia el estado de sueño o si se utiliza "
- "[code]emit_signal(\"sleeping_state_changed\")[/code]."
- #: doc/classes/RigidBody.xml
- msgid ""
- "Rigid body mode. This is the \"natural\" state of a rigid body. It is "
- "affected by forces, and can move, rotate, and be affected by user code."
- msgstr ""
- "Modo de cuerpo rígido. Este es el estado \"natural\" de un cuerpo rígido. Es "
- "afectado por fuerzas, y puede moverse, rotar y ser afectado por el código de "
- "usuario."
- #: doc/classes/RigidBody.xml
- #, fuzzy
- msgid ""
- "Static mode. The body behaves like a [StaticBody], and can only move by user "
- "code."
- msgstr ""
- "Modo estático. El cuerpo se comporta como un [StaticBody], y sólo puede "
- "moverse por el código de usuario."
- #: doc/classes/RigidBody.xml
- msgid ""
- "Character body mode. This behaves like a rigid body, but can not rotate."
- msgstr ""
- "Modo de cuerpo de personaje. Se comporta como un cuerpo rígido, pero no "
- "puede girar."
- #: doc/classes/RigidBody.xml
- #, fuzzy
- msgid ""
- "Kinematic body mode. The body behaves like a [KinematicBody], and can only "
- "move by user code."
- msgstr ""
- "Modo corporal cinemático. El cuerpo se comporta como un [KinematicBody], y "
- "sólo puede moverse por el código de usuario."
- #: doc/classes/RigidBody2D.xml
- msgid "A body that is controlled by the 2D physics engine."
- msgstr "Un cuerpo que es controlado por el motor de física 2D."
- #: doc/classes/RigidBody2D.xml
- #, fuzzy
- msgid ""
- "This node implements simulated 2D physics. You do not control a RigidBody2D "
- "directly. Instead, you apply forces to it (gravity, impulses, etc.) and the "
- "physics simulation calculates the resulting movement based on its mass, "
- "friction, and other physical properties.\n"
- "A RigidBody2D has 4 behavior [member mode]s: Rigid, Static, Character, and "
- "Kinematic.\n"
- "[b]Note:[/b] You should not change a RigidBody2D's [code]position[/code] or "
- "[code]linear_velocity[/code] every frame or even very often. If you need to "
- "directly affect the body's state, use [method _integrate_forces], which "
- "allows you to directly access the physics state.\n"
- "Please also keep in mind that physics bodies manage their own transform "
- "which overwrites the ones you set. So any direct or indirect transformation "
- "(including scaling of the node or its parent) will be visible in the editor "
- "only, and immediately reset at runtime.\n"
- "If you need to override the default physics behavior or add a transformation "
- "at runtime, you can write a custom force integration. See [member "
- "custom_integrator].\n"
- "The center of mass is always located at the node's origin without taking "
- "into account the [CollisionShape2D] centroid offsets."
- msgstr ""
- "Este nodo implementa física 2D simulada. No controla directamente un "
- "RigidBody2D. En su lugar, le aplicas fuerzas (gravedad, impulsos, etc.) y la "
- "simulación física calcula el movimiento resultante basándose en su masa, "
- "fricción y otras propiedades físicas.\n"
- "Un RigidBody2D tiene 4 modos de comportamiento [member mode]s: Rígido, "
- "Estático, Carácter y Cinemático.\n"
- "[b]Nota:[/b] No debes cambiar la [code]position[/code] o la "
- "[code]linear_velocity[/code] de un RigidBody2D en cada cuadro o incluso muy "
- "a menudo. Si necesitas afectar directamente al estado del cuerpo, usa "
- "[method _integrate_forces], que te permite acceder directamente al estado de "
- "la física.\n"
- "Ten en cuenta también que los cuerpos físicos gestionan su propia "
- "transformación que sobrescribe las que tú estableces. Por lo tanto, "
- "cualquier transformación directa o indirecta (incluyendo el escalado del "
- "nodo o de su padre) será visible sólo en el editor, y se reiniciará "
- "inmediatamente en tiempo de ejecución.\n"
- "Si necesitas anular el comportamiento físico predeterminado o añadir una "
- "transformación en tiempo de ejecución, puedes escribir una integración de "
- "fuerzas personalizada. Ver [member custom_integrator]."
- #: doc/classes/RigidBody2D.xml
- msgid "2D Physics Platformer Demo"
- msgstr ""
- #: doc/classes/RigidBody2D.xml doc/classes/Sprite.xml
- msgid "Instancing Demo"
- msgstr ""
- #: doc/classes/RigidBody2D.xml
- msgid ""
- "Allows you to read and safely modify the simulation state for the object. "
- "Use this instead of [method Node._physics_process] if you need to directly "
- "change the body's [code]position[/code] or other physics properties. By "
- "default, it works in addition to the usual physics behavior, but [member "
- "custom_integrator] allows you to disable the default behavior and write "
- "custom force integration for a body."
- msgstr ""
- "Permite leer y modificar con seguridad el estado de simulación del objeto. "
- "Utilízalo en lugar del [method Node._physics_process] si necesitas cambiar "
- "directamente la [code]position[/code] del cuerpo o otras propiedades "
- "físicas. Por defecto, funciona además del comportamiento físico habitual, "
- "pero [member custom_integrator] te permite desactivar el comportamiento por "
- "defecto y escribir la integración de fuerza personalizada para un cuerpo."
- #: doc/classes/RigidBody2D.xml
- msgid ""
- "Applies a positioned impulse to the body. An impulse is time-independent! "
- "Applying an impulse every frame would result in a framerate-dependent force. "
- "For this reason it should only be used when simulating one-time impacts (use "
- "the \"_force\" functions otherwise). The position uses the rotation of the "
- "global coordinate system, but is centered at the object's origin."
- msgstr ""
- "Aplica un impulso posicionado al cuerpo. ¡Un impulso es independiente del "
- "tiempo! Aplicar un impulso en cada cuadro resultaría en una fuerza "
- "dependiente del cuadro. Por esta razón, sólo debe utilizarse cuando se "
- "simulan impactos únicos (de lo contrario, utilice las funciones \"_force\"). "
- "La posición utiliza la rotación del sistema de coordenadas globales, pero "
- "está centrada en el origen del objeto."
- #: doc/classes/RigidBody2D.xml
- msgid ""
- "Sets the body's velocity on the given axis. The velocity in the given vector "
- "axis will be set as the given vector length. This is useful for jumping "
- "behavior."
- msgstr ""
- "Asigna la velocidad del cuerpo en el eje dado. La velocidad en el eje del "
- "vector será asignada como la longitud del vector. Esto es útil para "
- "comportamiento pertinente al salto."
- #: doc/classes/RigidBody2D.xml
- #, fuzzy
- msgid ""
- "Returns [code]true[/code] if a collision would result from moving in the "
- "given vector. [code]margin[/code] increases the size of the shapes involved "
- "in the collision detection, and [code]result[/code] is an object of type "
- "[Physics2DTestMotionResult], which contains additional information about the "
- "collision (should there be one)."
- msgstr ""
- "Retorna [code]true[/code] si una colisión resultaría de mover el cuerpo en "
- "el vector dado. [code]margin[/code] aumenta el tamaño de las formas "
- "involucradas en la detección de colisiones, y [code]result[/code] es un "
- "objeto de tipo [PhysicsTestMotionResult2D], el cual contiene información "
- "adicional acerca de la colisión (si hay una)."
- #: doc/classes/RigidBody2D.xml
- #, fuzzy
- msgid ""
- "Damps the body's [member angular_velocity]. If [code]-1[/code], the body "
- "will use the [b]Default Angular Damp[/b] defined in [b]Project > Project "
- "Settings > Physics > 2d[/b]. If greater than [code]-1[/code] it will be "
- "added to the default project value.\n"
- "See [member ProjectSettings.physics/2d/default_angular_damp] for more "
- "details about damping."
- msgstr ""
- "Amortigua la [member angular_velocity] del cuerpo. Si [code]-1[/code], el "
- "cuerpo usará la [b]Amortiguamiento angular por defecto[/b] definido en "
- "[b]Proyecto > Configuración del proyecto > Física > 2d[/b]."
- #: doc/classes/RigidBody2D.xml
- msgid "The body's total applied force."
- msgstr "La fuerza total aplicada al cuerpo."
- #: doc/classes/RigidBody2D.xml
- msgid "The body's total applied torque."
- msgstr "El torque total aplicado al cuerpo."
- #: doc/classes/RigidBody2D.xml
- msgid ""
- "If [code]true[/code], the body can enter sleep mode when there is no "
- "movement. See [member sleeping].\n"
- "[b]Note:[/b] A RigidBody2D will never enter sleep mode automatically if its "
- "[member mode] is [constant MODE_CHARACTER]. It can still be put to sleep "
- "manually by setting its [member sleeping] property to [code]true[/code]."
- msgstr ""
- #: doc/classes/RigidBody2D.xml
- msgid ""
- "If [code]true[/code], the body will emit signals when it collides with "
- "another RigidBody2D. See also [member contacts_reported]."
- msgstr ""
- "Si es [code]true[/code], el cuerpo emitirá señales cuando colisione con otro "
- "RigidBody2D. Véase tambien [member contacts_reported]."
- #: doc/classes/RigidBody2D.xml
- #, fuzzy
- msgid ""
- "The maximum number of contacts that will be recorded. Requires [member "
- "contact_monitor] to be set to [code]true[/code].\n"
- "[b]Note:[/b] The number of contacts is different from the number of "
- "collisions. Collisions between parallel edges will result in two contacts "
- "(one at each end)."
- msgstr ""
- "El número máximo de contactos que serán reportados. Requiere que [member "
- "contact_monitor] sea [code]true[/code].\n"
- "[b]Nota:[/b] El número de contactos es diferente al número de colisiones. "
- "Las colisiones entre bordes paralelos resultará en dos contactos (uno en "
- "cada extremo), y las colisiones entre caras paralelas resultará en cuatro "
- "contactos (uno en cada esquina)."
- #: doc/classes/RigidBody2D.xml
- msgid ""
- "Continuous collision detection mode.\n"
- "Continuous collision detection tries to predict where a moving body will "
- "collide instead of moving it and correcting its movement after collision. "
- "Continuous collision detection is slower, but more precise and misses fewer "
- "collisions with small, fast-moving objects. Raycasting and shapecasting "
- "methods are available. See [enum CCDMode] for details."
- msgstr ""
- "Modo de detección de colisiones continua.\n"
- "La detección de colisiones continua intenta predecir dónde colisionará un "
- "cuerpo en movimiento en lugar de moverlo y corregir su movimiento después de "
- "la colisión. La detección continua es más lenta, pero más precisa y "
- "desacierta menos colisiones con objetos pequeños y en rápido movimiento. "
- "Métodos para raycasting y shapecasting están disponibles. Véase [enum "
- "CCDMode] para más detalles."
- #: doc/classes/RigidBody2D.xml
- msgid ""
- "If [code]true[/code], internal force integration is disabled for this body. "
- "Aside from collision response, the body will only move as determined by the "
- "[method _integrate_forces] function."
- msgstr ""
- "Si es [code]true[/code], la integración para fuerzas internas está "
- "desabilitada para este cuerpo. Aparte de reaccionar a colisiones, el cuerpo "
- "sólo se moverá por la función [method _integrate_forces]."
- #: doc/classes/RigidBody2D.xml
- #, fuzzy
- msgid ""
- "The body's friction. Values range from [code]0[/code] (frictionless) to "
- "[code]1[/code] (maximum friction).\n"
- "Deprecated, use [member PhysicsMaterial.friction] instead via [member "
- "physics_material_override]."
- msgstr ""
- "La fricción del cuerpo. Los valores van desde [code]0[/code] (sin fricción) "
- "hasta [code]1[/code] (fricción máxima)."
- #: doc/classes/RigidBody2D.xml
- msgid ""
- "Multiplies the gravity applied to the body. The body's gravity is calculated "
- "from the [b]Default Gravity[/b] value in [b]Project > Project Settings > "
- "Physics > 2d[/b] and/or any additional gravity vector applied by [Area2D]s."
- msgstr ""
- "Multiplica la gravedad aplicada al cuerpo. La gravedad del cuerpo se calcula "
- "a partir del valor [b]Gravedad por defecto[/b] en [b]Proyecto > "
- "Configuración del proyecto > Física > 2d[/b] y/o cualquier vector de "
- "gravedad adicional aplicado por [Area2D]s."
- #: doc/classes/RigidBody2D.xml
- msgid ""
- "The body's moment of inertia. This is like mass, but for rotation: it "
- "determines how much torque it takes to rotate the body. The moment of "
- "inertia is usually computed automatically from the mass and the shapes, but "
- "this function allows you to set a custom value. Set 0 inertia to return to "
- "automatically computing it."
- msgstr ""
- "El momento de inercia del cuerpo. Es como la masa, pero para la rotación: "
- "determina la cantidad de torsión que se necesita para girar el cuerpo. El "
- "momento de inercia suele calcularse automáticamente a partir de la masa y "
- "las formas, pero esta función permite establecer un valor personalizado. "
- "Establezca 0 inercia para volver a calcularlo automáticamente."
- #: doc/classes/RigidBody2D.xml
- #, fuzzy
- msgid ""
- "Damps the body's [member linear_velocity]. If [code]-1[/code], the body will "
- "use the [b]Default Linear Damp[/b] in [b]Project > Project Settings > "
- "Physics > 2d[/b]. If greater than [code]-1[/code] it will be added to the "
- "default project value.\n"
- "See [member ProjectSettings.physics/2d/default_linear_damp] for more details "
- "about damping."
- msgstr ""
- "Amortigua la [member linear_velocity] del cuerpo. Si [code]-1[/code], el "
- "cuerpo usará la [b]Amortiguador Lineal por Defecto[/b] en [b]Proyecto > "
- "Configuración del Proyecto > Física > 2d[/b]."
- #: doc/classes/RigidBody2D.xml
- #, fuzzy
- msgid ""
- "The body's linear velocity in pixels per second. Can be used sporadically, "
- "but [b]don't set this every frame[/b], because physics may run in another "
- "thread and runs at a different granularity. Use [method _integrate_forces] "
- "as your process loop for precise control of the body state."
- msgstr ""
- "La velocidad lineal del cuerpo. Puede ser utilizada esporádicamente, pero "
- "[b]no fijes esto en cada fotograma[/b], porque la física puede correr en "
- "otro hilo y funciona con una granularidad diferente. Utiliza [method "
- "_integrate_forces] como tu bucle de proceso para un control preciso del "
- "estado del cuerpo."
- #: doc/classes/RigidBody2D.xml
- msgid "The body's mode. See [enum Mode] for possible values."
- msgstr "El modo del cuerpo. Vea [enum Mode] para los posibles valores."
- #: doc/classes/RigidBody2D.xml
- msgid ""
- "The body's weight based on its mass and the [b]Default Gravity[/b] value in "
- "[b]Project > Project Settings > Physics > 2d[/b]."
- msgstr ""
- "El peso del cuerpo basado en su masa y el valor [b]Gravedad por defecto[/b] "
- "en [b]Proyecto > Configuración del proyecto > Física > 2d[/b]."
- #: doc/classes/RigidBody2D.xml
- #, fuzzy
- msgid ""
- "Emitted when a collision with another [PhysicsBody2D] or [TileMap] occurs. "
- "Requires [member contact_monitor] to be set to [code]true[/code] and [member "
- "contacts_reported] to be set high enough to detect all the collisions. "
- "[TileMap]s are detected if the [TileSet] has Collision [Shape2D]s.\n"
- "[code]body[/code] the [Node], if it exists in the tree, of the other "
- "[PhysicsBody2D] or [TileMap]."
- msgstr ""
- "Emitido cuando un cuerpo entra en contacto con éste. Requiere que [member "
- "contact_monitor] se establezca en [code]true[/code] y que [member "
- "contacts_reported] se establezca lo suficientemente alto para detectar todas "
- "las colisiones.\n"
- "Esta señal no sólo recibe el cuerpo que colisionó con éste, sino también su "
- "[RID] ([code]body_id[/code]), el índice de forma del cuerpo que colisionó "
- "([code]body_shape[/code]), y el índice de forma de este cuerpo "
- "([code]local_shape[/code]) con el que colisionó el otro cuerpo."
- #: doc/classes/RigidBody2D.xml
- #, fuzzy
- msgid ""
- "Emitted when the collision with another [PhysicsBody2D] or [TileMap] ends. "
- "Requires [member contact_monitor] to be set to [code]true[/code] and [member "
- "contacts_reported] to be set high enough to detect all the collisions. "
- "[TileMap]s are detected if the [TileSet] has Collision [Shape2D]s.\n"
- "[code]body[/code] the [Node], if it exists in the tree, of the other "
- "[PhysicsBody2D] or [TileMap]."
- msgstr ""
- "Emitido cuando un cuerpo entra en contacto con éste. Requiere que [member "
- "contact_monitor] se establezca en [code]true[/code] y que [member "
- "contacts_reported] se establezca lo suficientemente alto para detectar todas "
- "las colisiones.\n"
- "Esta señal no sólo recibe el cuerpo que colisionó con éste, sino también su "
- "[RID] ([code]body_id[/code]), el índice de forma del cuerpo que colisionó "
- "([code]body_shape[/code]), y el índice de forma de este cuerpo "
- "([code]local_shape[/code]) con el que colisionó el otro cuerpo."
- #: doc/classes/RigidBody2D.xml
- msgid ""
- "Emitted when one of this RigidBody2D's [Shape2D]s collides with another "
- "[PhysicsBody2D] or [TileMap]'s [Shape2D]s. Requires [member contact_monitor] "
- "to be set to [code]true[/code] and [member contacts_reported] to be set high "
- "enough to detect all the collisions. [TileMap]s are detected if the "
- "[TileSet] has Collision [Shape2D]s.\n"
- "[code]body_rid[/code] the [RID] of the other [PhysicsBody2D] or [TileSet]'s "
- "[CollisionObject2D] used by the [Physics2DServer].\n"
- "[code]body[/code] the [Node], if it exists in the tree, of the other "
- "[PhysicsBody2D] or [TileMap].\n"
- "[code]body_shape_index[/code] the index of the [Shape2D] of the other "
- "[PhysicsBody2D] or [TileMap] used by the [Physics2DServer]. Get the "
- "[CollisionShape2D] node with [code]body."
- "shape_owner_get_owner(body_shape_index)[/code].\n"
- "[code]local_shape_index[/code] the index of the [Shape2D] of this "
- "RigidBody2D used by the [Physics2DServer]. Get the [CollisionShape2D] node "
- "with [code]self.shape_owner_get_owner(local_shape_index)[/code]."
- msgstr ""
- #: doc/classes/RigidBody2D.xml
- msgid ""
- "Emitted when the collision between one of this RigidBody2D's [Shape2D]s and "
- "another [PhysicsBody2D] or [TileMap]'s [Shape2D]s ends. Requires [member "
- "contact_monitor] to be set to [code]true[/code] and [member "
- "contacts_reported] to be set high enough to detect all the collisions. "
- "[TileMap]s are detected if the [TileSet] has Collision [Shape2D]s.\n"
- "[code]body_rid[/code] the [RID] of the other [PhysicsBody2D] or [TileSet]'s "
- "[CollisionObject2D] used by the [Physics2DServer].\n"
- "[code]body[/code] the [Node], if it exists in the tree, of the other "
- "[PhysicsBody2D] or [TileMap].\n"
- "[code]body_shape_index[/code] the index of the [Shape2D] of the other "
- "[PhysicsBody2D] or [TileMap] used by the [Physics2DServer]. Get the "
- "[CollisionShape2D] node with [code]body."
- "shape_owner_get_owner(body_shape_index)[/code].\n"
- "[code]local_shape_index[/code] the index of the [Shape2D] of this "
- "RigidBody2D used by the [Physics2DServer]. Get the [CollisionShape2D] node "
- "with [code]self.shape_owner_get_owner(local_shape_index)[/code]."
- msgstr ""
- #: doc/classes/RigidBody2D.xml
- msgid ""
- "Rigid mode. The body behaves as a physical object. It collides with other "
- "bodies and responds to forces applied to it. This is the default mode."
- msgstr ""
- "Modo rígido. El cuerpo se comporta como un objeto físico. Colisiona con "
- "otros cuerpos y responde a las fuerzas que se le aplican. Este es el modo "
- "por defecto."
- #: doc/classes/RigidBody2D.xml
- msgid "Static mode. The body behaves like a [StaticBody2D] and does not move."
- msgstr ""
- "Modo estático. El cuerpo se comporta como un [StaticBody2D] y no se mueve."
- #: doc/classes/RigidBody2D.xml
- msgid ""
- "Character mode. Similar to [constant MODE_RIGID], but the body can not "
- "rotate."
- msgstr ""
- "Modo de personaje. Similar a [constant MODE_RIGID], pero el cuerpo no puede "
- "rotar."
- #: doc/classes/RigidBody2D.xml
- msgid ""
- "Kinematic mode. The body behaves like a [KinematicBody2D], and must be moved "
- "by code."
- msgstr ""
- "Modo cinemático. El cuerpo se comporta como un [KinematicBody2D], y debe ser "
- "movido por un código."
- #: doc/classes/RigidBody2D.xml
- msgid ""
- "Continuous collision detection disabled. This is the fastest way to detect "
- "body collisions, but can miss small, fast-moving objects."
- msgstr ""
- "Detección de colisión continua desactivada. Es la forma más rápida de "
- "detectar colisiones corporales, pero puede pasar por alto pequeños objetos "
- "de movimiento rápido."
- #: doc/classes/RigidBody2D.xml
- msgid ""
- "Continuous collision detection enabled using raycasting. This is faster than "
- "shapecasting but less precise."
- msgstr ""
- "Detección de colisión continua activada mediante raycasting. Esto es más "
- "rápido que el \"shapecasting\" pero menos preciso."
- #: doc/classes/RigidBody2D.xml
- msgid ""
- "Continuous collision detection enabled using shapecasting. This is the "
- "slowest CCD method and the most precise."
- msgstr ""
- "Detección de colisión continua habilitada mediante el uso de "
- "\"shapecasting\". Este es el método CCD más lento y más preciso."
- #: doc/classes/Room.xml
- msgid "Room node, used to group objects together locally for [Portal] culling."
- msgstr ""
- #: doc/classes/Room.xml
- msgid ""
- "The [Portal] culling system requires levels to be built using objects "
- "grouped together by location in areas called [Room]s. In many cases these "
- "will correspond to actual rooms in buildings, but not necessarily (a canyon "
- "area may be treated as a room).\n"
- "Any [VisualInstance] that is a child or grandchild of a [Room] will be "
- "assigned to that room, if the [code]portal_mode[/code] of that "
- "[VisualInstance] is set to [code]STATIC[/code] (does not move) or "
- "[code]DYNAMIC[/code] (moves only within the room).\n"
- "Internally the room boundary must form a [b]convex hull[/b], and by default "
- "this is determined automatically by the geometry of the objects you place "
- "within the room.\n"
- "You can alternatively precisely specify a [b]manual bound[/b]. If you place "
- "a [MeshInstance] with a name prefixed by [code]Bound_[/code], it will turn "
- "off the bound generation from geometry, and instead use the vertices of this "
- "MeshInstance to directly calculate a convex hull during the conversion stage "
- "(see [RoomManager]).\n"
- "In order to see from one room into an adjacent room, [Portal]s must be "
- "placed over non-occluded openings between rooms. These will often be placed "
- "over doors and windows."
- msgstr ""
- #: doc/classes/Room.xml
- msgid ""
- "If [code]points[/code] are set, the [Room] bounding convex hull will be "
- "built from these points. If no points are set, the room bound will either be "
- "derived from a manual bound ([MeshInstance] with name prefix [code]Bound_[/"
- "code]), or from the geometry within the room.\n"
- "Note that you can use the [code]Generate Points[/code] editor button to get "
- "started. This will use either the geometry or manual bound to generate the "
- "room hull, and save the resulting points, allowing you to edit them to "
- "further refine the bound."
- msgstr ""
- #: doc/classes/Room.xml
- msgid ""
- "The [code]simplify[/code] value determines to what degree room hulls "
- "(bounds) are simplified, by removing similar planes. A value of 0 gives no "
- "simplification, 1 gives maximum simplification."
- msgstr ""
- #: doc/classes/Room.xml
- msgid ""
- "The room hull simplification can either use the default value set in the "
- "[RoomManager], or override this and use the per room setting."
- msgstr ""
- #: doc/classes/RoomGroup.xml
- msgid "Groups [Room]s together to allow common functionality."
- msgstr ""
- #: doc/classes/RoomGroup.xml
- msgid ""
- "Although [Room] behavior can be specified individually, sometimes it is "
- "faster and more convenient to write functionality for a group of rooms.\n"
- "[RoomGroup]s should be placed as children of the [b]room list[/b] (the "
- "parent [Node] of your [Room]s), and [Room]s should be placed in turn as "
- "children of a [RoomGroup] in order to assign them to the RoomGroup.\n"
- "A [RoomGroup] can for example be used to specify [Room]s that are "
- "[b]outside[/b], and switch on or off a directional light, sky, or rain "
- "effect as the player enters / exits the area.\n"
- "[RoomGroup]s receive [b]gameplay callbacks[/b] when the "
- "[code]gameplay_monitor[/code] is switched on, as [code]signal[/code]s or "
- "[code]notification[/code]s as they enter and exit the [b]gameplay area[/b] "
- "(see [RoomManager] for details)."
- msgstr ""
- #: doc/classes/RoomGroup.xml
- msgid ""
- "This priority will be applied to [Room]s within the group. The [Room] "
- "priority allows the use of [b]internal rooms[/b], rooms [i]within[/i] "
- "another room or rooms.\n"
- "When the [Camera] is within more than one room (regular and internal), the "
- "higher priority room will take precedence. So with for example, a house "
- "inside a terrain 'room', you would make the house higher priority, so that "
- "when the camera is within the house, the house is used as the source room, "
- "but outside the house, the terrain room would be used instead."
- msgstr ""
- #: doc/classes/RoomManager.xml
- msgid "The RoomManager node is used to control the portal culling system."
- msgstr ""
- #: doc/classes/RoomManager.xml
- msgid ""
- "In order to utilize the portal occlusion culling system, you must build your "
- "level using [Room]s and [Portal]s. Before these can be used at runtime, they "
- "must undergo a short conversion process to build the [code]room graph[/"
- "code], runtime data needed for portal culling. The [code]room graph[/code] "
- "is controlled by the [RoomManager] node, and the [RoomManager] also contains "
- "settings that are common throughout the portal system."
- msgstr ""
- #: doc/classes/RoomManager.xml
- msgid ""
- "This function clears all converted data from the [b]room graph[/b]. Use this "
- "before unloading a level, when transitioning from level to level, or "
- "returning to a main menu."
- msgstr ""
- #: doc/classes/RoomManager.xml
- msgid ""
- "This is the most important function in the whole portal culling system. "
- "Without it, the system cannot function.\n"
- "First it goes through every [Room] that is a child of the [code]room list[/"
- "code] node (and [RoomGroup]s within) and converts and adds it to the "
- "[code]room graph[/code].\n"
- "This works for both [Room] nodes, and [Spatial] nodes that follow a special "
- "naming convention. They should begin with the prefix [i]'Room_'[/i], "
- "followed by the name you wish to give the room, e.g. [i]'Room_lounge'[/i]. "
- "This will automatically convert such [Spatial]s to [Room] nodes for you. "
- "This is useful if you want to build you entire room system in e.g. Blender, "
- "and reimport multiple times as you work on the level.\n"
- "The conversion will try to assign [VisualInstance]s that are children and "
- "grandchildren of the [Room] to the room. These should be given a suitable "
- "[code]portal mode[/code] (see the [CullInstance] documentation). The default "
- "[code]portal mode[/code] is [code]STATIC[/code] - objects which are not "
- "expected to move while the level is played, which will typically be most "
- "objects.\n"
- "The conversion will usually use the geometry of these [VisualInstance]s (and "
- "the [Portal]s) to calculate a convex hull bound for the room. These bounds "
- "will be shown in the editor with a wireframe. Alternatively you can specify "
- "a manual custom bound for any room, see the [Room] documentation.\n"
- "By definition, [Camera]s within a room can see everything else within the "
- "room (that is one advantage to using convex hulls). However, in order to see "
- "from one room into adjacent rooms, you must place [Portal]s, which represent "
- "openings that the camera can see through, like windows and doors.\n"
- "[Portal]s are really just specialized [MeshInstance]s. In fact you will "
- "usually first create a portal by creating a [MeshInstance], especially a "
- "[code]plane[/code] mesh instance. You would move the plane in the editor to "
- "cover a window or doorway, with the front face pointing outward from the "
- "room. To let the conversion process know you want this mesh to be a portal, "
- "again we use a special naming convention. [MeshInstance]s to be converted to "
- "a [Portal] should start with the prefix [i]'Portal_'[/i].\n"
- "You now have a choice - you can leave the name as [i]'Portal_'[/i] and allow "
- "the system to automatically detect the nearest [Room] to link. In most cases "
- "this will work fine.\n"
- "An alternative method is to specify the [Room] to link to manually, "
- "appending a suffix to the portal name, which should be the name of the room "
- "you intend to link to. For example [i]'Portal_lounge'[/i] will attempt to "
- "link to the room named [i]'Room_lounge'[/i].\n"
- "There is a special case here - Godot does not allow two nodes to share the "
- "same name. What if you want to manually have more than one portal leading "
- "into the same room? Surely they will need to both be called, e.g. "
- "[i]'Portal_lounge'[/i]?\n"
- "The solution is a wildcard character. After the room name, if you use the "
- "character [i]'*'[/i], this character and anything following it will be "
- "ignored. So you can use for example [i]'Portal_lounge*0'[/i], "
- "[i]'Portal_lounge*1'[/i] etc.\n"
- "Note that [Portal]s that have already been converted to [Portal] nodes "
- "(rather than [MeshInstance]s) still need to follow the same naming "
- "convention, as they will be relinked each time during conversion.\n"
- "It is recommended that you only place objects in rooms that are desired to "
- "stay within those rooms - i.e. [code]portal mode[/code]s [code]STATIC[/code] "
- "or [code]DYNAMIC[/code] (not crossing portals). [code]GLOBAL[/code] and "
- "[code]ROAMING[/code] objects are best placed in another part of the scene "
- "tree, to avoid confusion. See [CullInstance] for a full description of "
- "portal modes."
- msgstr ""
- #: doc/classes/RoomManager.xml
- msgid ""
- "Switches the portal culling system on and off.\n"
- "It is important to note that when portal culling is active, it is "
- "responsible for [b]all[/b] the 3d culling. Some editor visual debugging "
- "helpers may not be available when active, so switching the active flag is "
- "intended to be used to ensure your [Room] / [Portal] layout works within the "
- "editor.\n"
- "Switching to [code]active[/code] will have no effect when the [code]room "
- "graph[/code] is unloaded (the rooms have not yet been converted).\n"
- "[b]Note:[/b] For efficiency, the portal system is designed to work with only "
- "the core visual object types. In particular, only nodes derived from "
- "[VisualInstance] are expected to show when the system is active."
- msgstr ""
- #: doc/classes/RoomManager.xml
- msgid ""
- "Large objects can 'sprawl' over (be present in) more than one room. It can "
- "be useful to visualize which objects are sprawling outside the current "
- "room.\n"
- "Toggling this setting turns this debug view on and off."
- msgstr ""
- #: doc/classes/RoomManager.xml
- msgid ""
- "Usually we don't want objects that only [b]just[/b] cross a boundary into an "
- "adjacent [Room] to sprawl into that room. To prevent this, each [Portal] has "
- "an extra margin, or tolerance zone where objects can enter without sprawling "
- "to a neighbouring room.\n"
- "In most cases you can set this here for all portals. It is possible to "
- "override the margin for each portal."
- msgstr ""
- #: doc/classes/RoomManager.xml
- msgid ""
- "When using a partial or full PVS, the gameplay monitor allows you to receive "
- "callbacks when roaming objects or rooms enter or exit the [b]gameplay area[/"
- "b]. The gameplay area is defined as either the primary, or secondary PVS.\n"
- "These callbacks allow you to, for example, reduce processing for objects "
- "that are far from the player, or turn on and off AI.\n"
- "You can either choose to receive callbacks as notifications through the "
- "[code]_notification[/code] function, or as signals.\n"
- "[code]NOTIFICATION_ENTER_GAMEPLAY[/code]\n"
- "[code]NOTIFICATION_EXIT_GAMEPLAY[/code]\n"
- "Signals: [code]\"gameplay_entered\"[/code], [code]\"gameplay_exited\"[/code]"
- msgstr ""
- #: doc/classes/RoomManager.xml
- msgid ""
- "If enabled, the system will attempt to merge similar meshes (particularly in "
- "terms of materials) within [Room]s during conversion. This can significantly "
- "reduce the number of drawcalls and state changes required during rendering, "
- "albeit at a cost of reduced culling granularity.\n"
- "[b]Note:[/b] This operates at runtime during the conversion process, and "
- "will only operate on exported or running projects, in order to prevent "
- "accidental alteration to the scene and loss of data."
- msgstr ""
- #: doc/classes/RoomManager.xml
- msgid ""
- "When converting rooms, the editor will warn you if overlap is detected "
- "between rooms. Overlap can interfere with determining the room that cameras "
- "and objects are within. A small amount can be acceptable, depending on your "
- "level. Here you can alter the threshold at which the editor warning appears. "
- "There are no other side effects."
- msgstr ""
- #: doc/classes/RoomManager.xml
- msgid ""
- "Portal rendering is recursive - each time a portal is seen through an "
- "earlier portal there is some cost. For this reason, and to prevent the "
- "possibility of infinite loops, this setting provides a hard limit on the "
- "recursion depth.\n"
- "[b]Note:[/b] This value is unused when using [code]Full[/code] PVS mode."
- msgstr ""
- #: doc/classes/RoomManager.xml
- msgid ""
- "Portal culling normally operates using the current [Camera] / [Camera]s, "
- "however for debugging purposes within the editor, you can use this setting "
- "to override this behavior and force it to use a particular camera to get a "
- "better idea of what the occlusion culling is doing."
- msgstr ""
- #: doc/classes/RoomManager.xml
- msgid ""
- "Optionally during conversion the potentially visible set (PVS) of rooms that "
- "are potentially visible from each room can be calculated. This can be used "
- "either to aid in dynamic portal culling, or to totally replace portal "
- "culling.\n"
- "In [code]Full[/code] PVS Mode, all objects within the potentially visible "
- "rooms will be frustum culled, and rendered if they are within the view "
- "frustum."
- msgstr ""
- #: doc/classes/RoomManager.xml
- msgid ""
- "In order to reduce processing for roaming objects, an expansion is applied "
- "to their AABB as they move. This expanded volume is used to calculate which "
- "rooms the roaming object is within. If the object's exact AABB is still "
- "within this expanded volume on the next move, there is no need to reprocess "
- "the object, which can save considerable CPU.\n"
- "The downside is that if the expansion is too much, the object may end up "
- "unexpectedly sprawling into neighbouring rooms and showing up where it might "
- "otherwise be culled.\n"
- "In order to balance roaming performance against culling accuracy, this "
- "expansion margin can be customized by the user. It will typically depend on "
- "your room and object sizes, and movement speeds. The default value should "
- "work reasonably in most circumstances."
- msgstr ""
- #: doc/classes/RoomManager.xml
- msgid ""
- "During the conversion process, the geometry of objects within [Room]s, or a "
- "custom specified manual bound, are used to generate a [b]convex hull bound[/"
- "b].\n"
- "This convex hull is [b]required[/b] in the visibility system, and is used "
- "for many purposes. Most importantly, it is used to decide whether the "
- "[Camera] (or an object) is within a [Room]. The convex hull generating "
- "algorithm is good, but occasionally it can create too many (or too few) "
- "planes to give a good representation of the room volume.\n"
- "The [code]room_simplify[/code] value can be used to gain fine control over "
- "this process. It determines how similar planes can be for them to be "
- "considered the same (and duplicates removed). The value can be set between 0 "
- "(no simplification) and 1 (maximum simplification).\n"
- "The value set here is the default for all rooms, but individual rooms can "
- "override this value if desired.\n"
- "The room convex hulls are shown as a wireframe in the editor."
- msgstr ""
- #: doc/classes/RoomManager.xml
- msgid ""
- "For the [Room] conversion process to succeed, you must point the "
- "[RoomManager] to the parent [Node] of your [Room]s and [RoomGroup]s, which "
- "we refer to as the [code]roomlist[/code] (the roomlist is not a special node "
- "type, it is normally just a [Spatial])."
- msgstr ""
- #: doc/classes/RoomManager.xml
- msgid "Shows the [Portal] margins when the portal gizmo is used in the editor."
- msgstr ""
- #: doc/classes/RoomManager.xml
- msgid ""
- "When receiving gameplay callbacks when objects enter and exit gameplay, the "
- "[b]gameplay area[/b] can be defined by either the primary PVS (potentially "
- "visible set) of [Room]s, or the secondary PVS (the primary PVS and their "
- "neighbouring [Room]s).\n"
- "Sometimes using the larger gameplay area of the secondary PVS may be "
- "preferable."
- msgstr ""
- #: doc/classes/RoomManager.xml
- msgid ""
- "Use only [Portal]s at runtime to determine visibility. PVS will not be "
- "generated at [Room]s conversion, and gameplay notifications cannot be used."
- msgstr ""
- #: doc/classes/RoomManager.xml
- msgid ""
- "Use a combination of PVS and [Portal]s to determine visibility (this is "
- "usually fastest and most accurate)."
- msgstr ""
- #: doc/classes/RoomManager.xml
- msgid ""
- "Use only the PVS (potentially visible set) of [Room]s to determine "
- "visibility."
- msgstr ""
- #: doc/classes/RootMotionView.xml
- msgid "Editor-only helper for setting up root motion in [AnimationTree]."
- msgstr ""
- #: doc/classes/RootMotionView.xml
- msgid ""
- "[i]Root motion[/i] refers to an animation technique where a mesh's skeleton "
- "is used to give impulse to a character. When working with 3D animations, a "
- "popular technique is for animators to use the root skeleton bone to give "
- "motion to the rest of the skeleton. This allows animating characters in a "
- "way where steps actually match the floor below. It also allows precise "
- "interaction with objects during cinematics. See also [AnimationTree].\n"
- "[b]Note:[/b] [RootMotionView] is only visible in the editor. It will be "
- "hidden automatically in the running project, and will also be converted to a "
- "plain [Node] in the running project. This means a script attached to a "
- "[RootMotionView] node [i]must[/i] have [code]extends Node[/code] instead of "
- "[code]extends RootMotionView[/code]. Additionally, it must not be a "
- "[code]tool[/code] script."
- msgstr ""
- #: doc/classes/RootMotionView.xml
- msgid "Using AnimationTree - Root motion"
- msgstr ""
- #: doc/classes/RootMotionView.xml
- msgid "Path to an [AnimationTree] node to use as a basis for root motion."
- msgstr ""
- #: doc/classes/RootMotionView.xml
- #, fuzzy
- msgid "The grid's cell size in 3D units."
- msgstr "El tamaño de la celda del TileMap."
- #: doc/classes/RootMotionView.xml
- #, fuzzy
- msgid "The grid's color."
- msgstr "El color de la línea."
- #: doc/classes/RootMotionView.xml
- msgid ""
- "The grid's radius in 3D units. The grid's opacity will fade gradually as the "
- "distance from the origin increases until this [member radius] is reached."
- msgstr ""
- #: doc/classes/RootMotionView.xml
- #, fuzzy
- msgid ""
- "If [code]true[/code], the grid's points will all be on the same Y coordinate "
- "([i]local[/i] Y = 0). If [code]false[/code], the points' original Y "
- "coordinate is preserved."
- msgstr ""
- "Si [code]true[/code], las partículas usan el espacio de coordenadas del nodo "
- "padre. Si [code]false[/code], usan las coordenadas globales."
- #: doc/classes/SceneState.xml
- msgid "A script interface to a scene file's data."
- msgstr "Una interfaz de script para los datos de un archivo de escena."
- #: doc/classes/SceneState.xml
- msgid ""
- "Maintains a list of resources, nodes, exported, and overridden properties, "
- "and built-in scripts associated with a scene.\n"
- "This class cannot be instantiated directly, it is retrieved for a given "
- "scene as the result of [method PackedScene.get_state]."
- msgstr ""
- "Mantiene una lista de recursos, nodos, propiedades exportadas y anuladas, y "
- "scripts incorporados asociados a una escena.\n"
- "Esta clase no puede ser instanciada directamente, se recupera para una "
- "escena dada como resultado del [method PackedScene.get_state]."
- #: doc/classes/SceneState.xml
- msgid ""
- "Returns the list of bound parameters for the signal at [code]idx[/code]."
- msgstr ""
- "Devuelve la lista de parámetros vinculados a la señal en [code]idx[/code]."
- #: doc/classes/SceneState.xml
- msgid ""
- "Returns the number of signal connections in the scene.\n"
- "The [code]idx[/code] argument used to query connection metadata in other "
- "[code]get_connection_*[/code] methods in the interval [code][0, "
- "get_connection_count() - 1][/code]."
- msgstr ""
- "Devuelve el número de conexiones de señales en la escena.\n"
- "El argumento [code]idx[/code] utilizado para consultar los metadatos de "
- "conexión en otros métodos [code]get_connection_*[/code] en el intervalo "
- "[code][0, get_connection_count() - 1][/code]."
- #: doc/classes/SceneState.xml
- msgid ""
- "Returns the connection flags for the signal at [code]idx[/code]. See [enum "
- "Object.ConnectFlags] constants."
- msgstr ""
- "Devuelve las flags de conexión para la señal en [code]idx[/code]. Ver las "
- "constantes [enum Object.ConnectFlags]."
- #: doc/classes/SceneState.xml
- msgid "Returns the method connected to the signal at [code]idx[/code]."
- msgstr "Devuelve el método conectado a la señal en [code]idx[/code]."
- #: doc/classes/SceneState.xml
- msgid "Returns the name of the signal at [code]idx[/code]."
- msgstr "Devuelve el nombre de la señal en [code]idx[/code]."
- #: doc/classes/SceneState.xml
- msgid ""
- "Returns the path to the node that owns the signal at [code]idx[/code], "
- "relative to the root node."
- msgstr ""
- "Devuelve el camino al nodo que posee la señal en [code]idx[/code], relativo "
- "al nodo raíz."
- #: doc/classes/SceneState.xml
- msgid ""
- "Returns the path to the node that owns the method connected to the signal at "
- "[code]idx[/code], relative to the root node."
- msgstr ""
- "Devuelve el camino al nodo que posee el método conectado a la señal en "
- "[code]idx[/code], relativo al nodo raíz."
- #: doc/classes/SceneState.xml
- msgid ""
- "Returns the number of nodes in the scene.\n"
- "The [code]idx[/code] argument used to query node data in other "
- "[code]get_node_*[/code] methods in the interval [code][0, get_node_count() - "
- "1][/code]."
- msgstr ""
- "Devuelve el número de nodos en la escena.\n"
- "El argumento [code]idx[/code] utilizado para consultar los datos de los "
- "nodos en otros métodos [code]get_node_*[/code] en el intervalo [code][0, "
- "get_node_count() - 1][/code]."
- #: doc/classes/SceneState.xml
- msgid ""
- "Returns the list of group names associated with the node at [code]idx[/code]."
- msgstr ""
- "Devuelve la lista de nombres de grupos asociados al nodo en [code]idx[/code]."
- #: doc/classes/SceneState.xml
- msgid ""
- "Returns the node's index, which is its position relative to its siblings. "
- "This is only relevant and saved in scenes for cases where new nodes are "
- "added to an instanced or inherited scene among siblings from the base scene. "
- "Despite the name, this index is not related to the [code]idx[/code] argument "
- "used here and in other methods."
- msgstr ""
- "Devuelve el índice del nodo, que es su posición en relación con sus "
- "hermanos. Esto sólo es relevante y se guarda en las escenas para los casos "
- "en que se añaden nuevos nodos a una escena instanciada o heredada entre "
- "hermanos de la escena base. A pesar del nombre, este índice no está "
- "relacionado con el argumento [code]idx[/code] utilizado aquí y en otros "
- "métodos."
- #: doc/classes/SceneState.xml
- msgid ""
- "Returns a [PackedScene] for the node at [code]idx[/code] (i.e. the whole "
- "branch starting at this node, with its child nodes and resources), or "
- "[code]null[/code] if the node is not an instance."
- msgstr ""
- "Devuelve un [PackedScene] para el nodo en [code]idx[/code] (es decir, toda "
- "la rama que comienza en este nodo, con sus nodos hijos y recursos), o "
- "[code]null[/code] si el nodo no es una instancia."
- #: doc/classes/SceneState.xml
- msgid ""
- "Returns the path to the represented scene file if the node at [code]idx[/"
- "code] is an [InstancePlaceholder]."
- msgstr ""
- "Devuelve la ruta del archivo de la escena representada si el nodo en "
- "[code]idx[/code] es un [InstancePlaceholder]."
- #: doc/classes/SceneState.xml
- msgid "Returns the name of the node at [code]idx[/code]."
- msgstr "Devuelve el nombre del nodo en [code]idx[/code]."
- #: doc/classes/SceneState.xml
- msgid ""
- "Returns the path to the owner of the node at [code]idx[/code], relative to "
- "the root node."
- msgstr ""
- "Devuelve la ruta al propietario del nodo en [code]idx[/code], relativa al "
- "nodo raíz."
- #: doc/classes/SceneState.xml
- msgid ""
- "Returns the path to the node at [code]idx[/code].\n"
- "If [code]for_parent[/code] is [code]true[/code], returns the path of the "
- "[code]idx[/code] node's parent instead."
- msgstr ""
- "Devuelve el camino al nodo en [code]idx[/code].\n"
- "Si [code]for_parent[/code] es [code]true[/code], devuelve la ruta del padre "
- "del nodo [code]idx[/code] en su lugar."
- #: doc/classes/SceneState.xml
- msgid ""
- "Returns the number of exported or overridden properties for the node at "
- "[code]idx[/code].\n"
- "The [code]prop_idx[/code] argument used to query node property data in other "
- "[code]get_node_property_*[/code] methods in the interval [code][0, "
- "get_node_property_count() - 1][/code]."
- msgstr ""
- "Devuelve el número de propiedades exportadas o anuladas del nodo en "
- "[code]idx[/code].\n"
- "El argumento [code]prop_idx[/code] utilizado para consultar los datos de las "
- "propiedades del nodo en otros métodos [code]get_node_property_*[/code] en el "
- "intervalo [code][0, get_node_property_count() - 1][/code]."
- #: doc/classes/SceneState.xml
- msgid ""
- "Returns the name of the property at [code]prop_idx[/code] for the node at "
- "[code]idx[/code]."
- msgstr ""
- "Devuelve el nombre de la propiedad en [code]prop_idx[/code] para el nodo en "
- "[code]idx[/code]."
- #: doc/classes/SceneState.xml
- msgid ""
- "Returns the value of the property at [code]prop_idx[/code] for the node at "
- "[code]idx[/code]."
- msgstr ""
- "Devuelve el valor de la propiedad en [code]prop_idx[/code] para el nodo en "
- "[code]idx[/code]."
- #: doc/classes/SceneState.xml
- msgid "Returns the type of the node at [code]idx[/code]."
- msgstr "Devuelve el tipo de nodo en [code]idx[/code]."
- #: doc/classes/SceneState.xml
- msgid ""
- "Returns [code]true[/code] if the node at [code]idx[/code] is an "
- "[InstancePlaceholder]."
- msgstr ""
- "Devuelve [code]true[/code] si el nodo de [code]idx[/code] es un "
- "[InstancePlaceholder]."
- #: doc/classes/SceneState.xml
- msgid ""
- "If passed to [method PackedScene.instance], blocks edits to the scene state."
- msgstr ""
- "Si se pasa a [method PackedScene.instance], bloquea las ediciones al estado "
- "de escena."
- #: doc/classes/SceneState.xml
- msgid ""
- "If passed to [method PackedScene.instance], provides inherited scene "
- "resources to the local scene.\n"
- "[b]Note:[/b] Only available in editor builds."
- msgstr ""
- "Si se pasa a [method PackedScene.instance], proporciona recursos de escena "
- "heredados a la escena local.\n"
- "[b]Nota:[/b] Sólo disponible en las construcciones de los editores."
- #: doc/classes/SceneState.xml
- msgid ""
- "If passed to [method PackedScene.instance], provides local scene resources "
- "to the local scene. Only the main scene should receive the main edit state.\n"
- "[b]Note:[/b] Only available in editor builds."
- msgstr ""
- "Si se pasa a [method PackedScene.instance], proporciona recursos de la "
- "escena local a la escena local. Sólo la escena principal debería recibir el "
- "estado de edición principal.\n"
- "[b]Nota:[/b] Sólo disponible en las construcciones de los editores."
- #: doc/classes/SceneState.xml
- #, fuzzy
- msgid ""
- "If passed to [method PackedScene.instance], it's similar to [constant "
- "GEN_EDIT_STATE_MAIN], but for the case where the scene is being instantiated "
- "to be the base of another one.\n"
- "[b]Note:[/b] Only available in editor builds."
- msgstr ""
- "Si se pasa a [method PackedScene.instance], proporciona recursos de escena "
- "heredados a la escena local.\n"
- "[b]Nota:[/b] Sólo disponible en las construcciones de los editores."
- #: doc/classes/SceneTree.xml
- msgid "Manages the game loop via a hierarchy of nodes."
- msgstr "Maneja el bucle del juego a través de una jerarquía de nodos."
- #: doc/classes/SceneTree.xml
- #, fuzzy
- msgid ""
- "As one of the most important classes, the [SceneTree] manages the hierarchy "
- "of nodes in a scene as well as scenes themselves. Nodes can be added, "
- "retrieved and removed. The whole scene tree (and thus the current scene) can "
- "be paused. Scenes can be loaded, switched and reloaded.\n"
- "You can also use the [SceneTree] to organize your nodes into groups: every "
- "node can be assigned as many groups as you want to create, e.g. an \"enemy\" "
- "group. You can then iterate these groups or even call methods and set "
- "properties on all the group's members at once.\n"
- "[SceneTree] is the default [MainLoop] implementation used by scenes, and is "
- "thus in charge of the game loop."
- msgstr ""
- "Como una de las clases más importantes, el [SceneTree] maneja la jerarquía "
- "de nodos en una escena así como las escenas mismas. Los nodos pueden ser "
- "añadidos, recuperados y eliminados. Todo el árbol de la escena (y por lo "
- "tanto la escena actual) puede ser pausado. Las escenas pueden ser cargadas, "
- "conmutadas y recargadas.\n"
- "También puede usar el [SceneTree] para organizar sus nodos en grupos: a cada "
- "nodo se le pueden asignar tantos grupos como desee crear, por ejemplo, un "
- "grupo \"enemigo\". Puede entonces iterar estos grupos o incluso llamar a "
- "métodos y establecer propiedades en todos los miembros del grupo a la vez.\n"
- "[SceneTree] es la implementación por defecto del [MainLoop] que utilizan las "
- "escenas, y por lo tanto se encarga del bucle del juego."
- #: doc/classes/SceneTree.xml
- msgid ""
- "Calls [code]method[/code] on each member of the given group. You can pass "
- "arguments to [code]method[/code] by specifying them at the end of the method "
- "call. This method is equivalent of calling [method call_group_flags] with "
- "[constant GROUP_CALL_DEFAULT] flag.\n"
- "[b]Note:[/b] [code]method[/code] may only have 5 arguments at most (7 "
- "arguments passed to this method in total).\n"
- "[b]Note:[/b] Due to design limitations, [method call_group] will fail "
- "silently if one of the arguments is [code]null[/code].\n"
- "[b]Note:[/b] [method call_group] will always call methods with an one-frame "
- "delay, in a way similar to [method Object.call_deferred]. To call methods "
- "immediately, use [method call_group_flags] with the [constant "
- "GROUP_CALL_REALTIME] flag."
- msgstr ""
- #: doc/classes/SceneTree.xml
- msgid ""
- "Calls [code]method[/code] on each member of the given group, respecting the "
- "given [enum GroupCallFlags]. You can pass arguments to [code]method[/code] "
- "by specifying them at the end of the method call.\n"
- "[b]Note:[/b] [code]method[/code] may only have 5 arguments at most (8 "
- "arguments passed to this method in total).\n"
- "[b]Note:[/b] Due to design limitations, [method call_group_flags] will fail "
- "silently if one of the arguments is [code]null[/code].\n"
- "[codeblock]\n"
- "# Call the method immediately and in reverse order.\n"
- "get_tree().call_group_flags(SceneTree.GROUP_CALL_REALTIME | SceneTree."
- "GROUP_CALL_REVERSE, \"bases\", \"destroy\")\n"
- "[/codeblock]"
- msgstr ""
- #: doc/classes/SceneTree.xml
- #, fuzzy
- msgid ""
- "Changes the running scene to the one at the given [code]path[/code], after "
- "loading it into a [PackedScene] and creating a new instance.\n"
- "Returns [constant OK] on success, [constant ERR_CANT_OPEN] if the "
- "[code]path[/code] cannot be loaded into a [PackedScene], or [constant "
- "ERR_CANT_CREATE] if that scene cannot be instantiated.\n"
- "[b]Note:[/b] The scene change is deferred, which means that the new scene "
- "node is added on the next idle frame. You won't be able to access it "
- "immediately after the [method change_scene] call."
- msgstr ""
- "Cambia la escena en curso a la que se encuentra en la [code]path[/code] "
- "dada, después de cargarla en un [PackedScene] y crear una nueva instancia.\n"
- "Devuelve [constant OK] en el éxito, [constant ERR_CANT_OPEN] si el "
- "[code]path[/code] no puede ser cargado en un [PackedScene], o [constant "
- "ERR_CANT_CREATE] si esa escena no puede ser instanciada."
- #: doc/classes/SceneTree.xml
- #, fuzzy
- msgid ""
- "Changes the running scene to a new instance of the given [PackedScene].\n"
- "Returns [constant OK] on success or [constant ERR_CANT_CREATE] if the scene "
- "cannot be instantiated.\n"
- "[b]Note:[/b] The scene change is deferred, which means that the new scene "
- "node is added on the next idle frame. You won't be able to access it "
- "immediately after the [method change_scene_to] call.\n"
- "[b]Note:[/b] Passing a value of [code]null[/code] into the method will "
- "unload the current scene without loading a new one."
- msgstr ""
- "Cambia la escena en curso a una nueva instancia de la [PackedScene] dada.\n"
- "Devuelve [constant OK] en el éxito o [constant ERR_CANT_CREATE] si la escena "
- "no puede ser instanciada."
- #: doc/classes/SceneTree.xml
- #, fuzzy
- msgid ""
- "Returns a [SceneTreeTimer] which will [signal SceneTreeTimer.timeout] after "
- "the given time in seconds elapsed in this [SceneTree]. If "
- "[code]pause_mode_process[/code] is set to [code]false[/code], pausing the "
- "[SceneTree] will also pause the timer.\n"
- "Commonly used to create a one-shot delay timer as in the following example:\n"
- "[codeblock]\n"
- "func some_function():\n"
- " print(\"start\")\n"
- " yield(get_tree().create_timer(1.0), \"timeout\")\n"
- " print(\"end\")\n"
- "[/codeblock]\n"
- "The timer will be automatically freed after its time elapses."
- msgstr ""
- "Devuelve un [SceneTreeTimer] que [signal SceneTreeTimer.timeout] después del "
- "tiempo dado en segundos transcurrido en este [SceneTree]. Si "
- "[code]pause_mode_process[/code] está ajustado a [code]false[/code], la pausa "
- "del [SceneTree] también hará que el temporizador se detenga.\n"
- "Se utiliza comúnmente para crear un temporizador de retardo de una sola vez "
- "como en el siguiente ejemplo:\n"
- "[codeblock]\n"
- "func some_function():\n"
- " print(\"comienza\")\n"
- " yield(get_tree().create_timer(1.0), \"timeout\")\n"
- " imprimir(\"fin\")\n"
- "[/codeblock]"
- #: doc/classes/SceneTree.xml
- msgid "Creates and returns a new [SceneTreeTween]."
- msgstr ""
- #: doc/classes/SceneTree.xml
- msgid ""
- "Returns the current frame number, i.e. the total frame count since the "
- "application started."
- msgstr ""
- "Devuelve el número de fotogramas actual, es decir, el número total de "
- "fotogramas desde que se inició la aplicación."
- #: doc/classes/SceneTree.xml
- msgid ""
- "Returns the peer IDs of all connected peers of this [SceneTree]'s [member "
- "network_peer]."
- msgstr ""
- "Devuelve las identificaciones de todos los pares conectados de este "
- "[SceneTree] de [member network_peer]."
- #: doc/classes/SceneTree.xml
- msgid "Returns the unique peer ID of this [SceneTree]'s [member network_peer]."
- msgstr ""
- "Devuelve la identificación única de este [SceneTree] de [member "
- "network_peer]."
- #: doc/classes/SceneTree.xml
- msgid "Returns the number of nodes in this [SceneTree]."
- msgstr "Devuelve el número de nodos en este [SceneTree]."
- #: doc/classes/SceneTree.xml
- msgid "Returns a list of all nodes assigned to the given group."
- msgstr "Devuelve una lista de todos los nodos asignados al grupo dado."
- #: doc/classes/SceneTree.xml
- msgid ""
- "Returns an array of currently existing [SceneTreeTween]s in the [SceneTree] "
- "(both running and paused)."
- msgstr ""
- #: doc/classes/SceneTree.xml
- msgid "Returns the sender's peer ID for the most recently received RPC call."
- msgstr ""
- "Devuelve la identificación del remitente de la última llamada RPC recibida."
- #: doc/classes/SceneTree.xml
- msgid "Returns [code]true[/code] if the given group exists."
- msgstr "Devuelve [code]true[/code] si el grupo dado existe."
- #: doc/classes/SceneTree.xml
- #, fuzzy
- msgid ""
- "Returns [code]true[/code] if the most recent [InputEvent] was marked as "
- "handled with [method set_input_as_handled]."
- msgstr ""
- "Devuelve [code]true[/code] si el nodo está procesando una entrada no "
- "manejada (ver [method set_process_unhandled_input])."
- #: doc/classes/SceneTree.xml
- msgid ""
- "Returns [code]true[/code] if this [SceneTree]'s [member network_peer] is in "
- "server mode (listening for connections)."
- msgstr ""
- "Devuelve [code]true[/code] si el [member network_peer] de este [SceneTree] "
- "está en modo servidor (escuchando las conexiones)."
- #: doc/classes/SceneTree.xml
- msgid "Sends the given notification to all members of the [code]group[/code]."
- msgstr ""
- "Envía la notificación dada a todos los miembros del [code]group[/code]."
- #: doc/classes/SceneTree.xml
- msgid ""
- "Sends the given notification to all members of the [code]group[/code], "
- "respecting the given [enum GroupCallFlags]."
- msgstr ""
- "Envía la notificación dada a todos los miembros del [code]grupo[/code], "
- "respetando las [enum GroupCallFlags] dadas."
- #: doc/classes/SceneTree.xml
- msgid ""
- "Queues the given object for deletion, delaying the call to [method Object."
- "free] to after the current frame."
- msgstr ""
- "Pone en cola el objeto dado para su eliminación, retrasando la llamada al "
- "[method Object.free] hasta después del fotograma actual."
- #: doc/classes/SceneTree.xml
- #, fuzzy
- msgid ""
- "Quits the application at the end of the current iteration. A process "
- "[code]exit_code[/code] can optionally be passed as an argument. If this "
- "argument is [code]0[/code] or greater, it will override the [member OS."
- "exit_code] defined before quitting the application.\n"
- "[b]Note:[/b] On iOS this method doesn't work. Instead, as recommended by the "
- "iOS Human Interface Guidelines, the user is expected to close apps via the "
- "Home button."
- msgstr ""
- "Deja la solicitud. Un proceso [code]exit_code[/code] puede pasarse "
- "opcionalmente como argumento. Si este argumento es [code]0[/code] o mayor, "
- "anulará el [member OS.exit_code] definido antes de salir de la aplicación."
- #: doc/classes/SceneTree.xml
- msgid ""
- "Reloads the currently active scene.\n"
- "Returns [constant OK] on success, [constant ERR_UNCONFIGURED] if no [member "
- "current_scene] was defined yet, [constant ERR_CANT_OPEN] if [member "
- "current_scene] cannot be loaded into a [PackedScene], or [constant "
- "ERR_CANT_CREATE] if the scene cannot be instantiated."
- msgstr ""
- "Recarga la escena actualmente activa.\n"
- "Devuelve [constant OK] en el éxito, [constant ERR_UNCONFIGURED] si aún no se "
- "ha definido [member current_scene], [constant ERR_CANT_OPEN] si [member "
- "current_scene] no puede ser cargada en una [PackedScene], o [constant "
- "ERR_CANT_CREATE] si la escena no puede ser instanciada."
- #: doc/classes/SceneTree.xml
- msgid ""
- "Sets the given [code]property[/code] to [code]value[/code] on all members of "
- "the given group."
- msgstr ""
- "Establece la [code]property[/code] dada a [code]value[/code] en todos los "
- "miembros del grupo dado."
- #: doc/classes/SceneTree.xml
- msgid ""
- "Sets the given [code]property[/code] to [code]value[/code] on all members of "
- "the given group, respecting the given [enum GroupCallFlags]."
- msgstr ""
- "Establece la [code]property[/code] dada a [code]value[/code] en todos los "
- "miembros del grupo dado, respetando las [enum GroupCallFlags] dadas."
- #: doc/classes/SceneTree.xml
- #, fuzzy
- msgid "Marks the most recent [InputEvent] as handled."
- msgstr "Devuelve el [InputEvent] del atajo como una [String]."
- #: doc/classes/SceneTree.xml
- msgid ""
- "Configures screen stretching to the given [enum StretchMode], [enum "
- "StretchAspect], minimum size and [code]scale[/code]."
- msgstr ""
- #: doc/classes/SceneTree.xml
- #, fuzzy
- msgid ""
- "If [code]true[/code], the application automatically accepts quitting.\n"
- "For mobile platforms, see [member quit_on_go_back]."
- msgstr ""
- "Si [code]true[/code], la aplicación acepta automáticamente salir. Habilitado "
- "por defecto.\n"
- "Para las plataformas móviles, véase [method set_quit_on_go_back]."
- #: doc/classes/SceneTree.xml
- msgid "The current scene."
- msgstr "La escena actual."
- #: doc/classes/SceneTree.xml
- msgid ""
- "If [code]true[/code], collision shapes will be visible when running the game "
- "from the editor for debugging purposes.\n"
- "[b]Note:[/b] This property is not designed to be changed at run-time. "
- "Changing the value of [member debug_collisions_hint] while the project is "
- "running will not have the desired effect."
- msgstr ""
- #: doc/classes/SceneTree.xml
- msgid ""
- "If [code]true[/code], navigation polygons will be visible when running the "
- "game from the editor for debugging purposes.\n"
- "[b]Note:[/b] This property is not designed to be changed at run-time. "
- "Changing the value of [member debug_navigation_hint] while the project is "
- "running will not have the desired effect."
- msgstr ""
- #: doc/classes/SceneTree.xml
- msgid "The root of the edited scene."
- msgstr "La raíz de la escena editada."
- #: doc/classes/SceneTree.xml
- msgid "The default [MultiplayerAPI] instance for this [SceneTree]."
- msgstr "La instancia por defecto [MultiplayerAPI] para este [SceneTree]."
- #: doc/classes/SceneTree.xml
- msgid ""
- "If [code]true[/code] (default value), enables automatic polling of the "
- "[MultiplayerAPI] for this SceneTree during [signal idle_frame].\n"
- "If [code]false[/code], you need to manually call [method MultiplayerAPI."
- "poll] to process network packets and deliver RPCs/RSETs. This allows running "
- "RPCs/RSETs in a different loop (e.g. physics, thread, specific time step) "
- "and for manual [Mutex] protection when accessing the [MultiplayerAPI] from "
- "threads."
- msgstr ""
- "Si [code]true[/code] (valor por defecto), habilita el sondeo automático de "
- "la [MultiplayerAPI] para este Árbol de Escenas durante [signal idle_frame].\n"
- "Si [code]false[/code], necesita llamar manualmente al [method MultiplayerAPI."
- "poll] para procesar los paquetes de red y entregar los RPCs/RSETs. Esto "
- "permite ejecutar RPCs/RSETs en un bucle diferente (por ejemplo, física, "
- "hilo, paso de tiempo específico) y para la protección manual [Mutex] cuando "
- "se accede a la [MultiplayerAPI] desde los hilos."
- #: doc/classes/SceneTree.xml
- msgid ""
- "The peer object to handle the RPC system (effectively enabling networking "
- "when set). Depending on the peer itself, the [SceneTree] will become a "
- "network server (check with [method is_network_server]) and will set the root "
- "node's network mode to master, or it will become a regular peer with the "
- "root node set to puppet. All child nodes are set to inherit the network mode "
- "by default. Handling of networking-related events (connection, "
- "disconnection, new clients) is done by connecting to [SceneTree]'s signals."
- msgstr ""
- "El objeto paritario para manejar el sistema RPC (que permite efectivamente "
- "la conexión en red cuando se establece). Dependiendo del par en sí, el "
- "[SceneTree] se convertirá en un servidor de red (compruébelo con [method "
- "is_network_server]) y establecerá el modo de red del nodo raíz como maestro, "
- "o se convertirá en un par normal con el nodo raíz establecido como "
- "marioneta. Todos los nodos hijos están configurados para heredar el modo de "
- "red por defecto. El manejo de los eventos relacionados con la red (conexión, "
- "desconexión, nuevos clientes) se hace conectando a las señales de "
- "[SceneTree]."
- #: doc/classes/SceneTree.xml
- #, fuzzy
- msgid ""
- "If [code]true[/code], the [SceneTree] is paused. Doing so will have the "
- "following behavior:\n"
- "- 2D and 3D physics will be stopped. This includes signals and collision "
- "detection.\n"
- "- [method Node._process], [method Node._physics_process] and [method Node."
- "_input] will not be called anymore in nodes."
- msgstr ""
- "Si [code]true[/code], el [SceneTree] está en pausa. Al hacerlo, tendrá el "
- "siguiente comportamiento:\n"
- "- La física 2D y 3D se detendrá.\n"
- "- [method Node._process], [method Node._physics_process] y [method Node."
- "_input] no serán llamados más en los nodos."
- #: doc/classes/SceneTree.xml
- msgid ""
- "Although physics interpolation would normally be globally turned on and off "
- "using [member ProjectSettings.physics/common/physics_interpolation], this "
- "property allows control over interpolation at runtime."
- msgstr ""
- #: doc/classes/SceneTree.xml
- #, fuzzy
- msgid ""
- "If [code]true[/code], the application quits automatically on going back (e."
- "g. on Android).\n"
- "To handle 'Go Back' button when this option is disabled, use [constant "
- "MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST]."
- msgstr ""
- "Si [code]true[/code], la aplicación se cierra automáticamente al volver (por "
- "ejemplo, en Android). Habilitado por defecto.\n"
- "Para manejar el botón 'Retroceder' cuando esta opción está desactivada, usa "
- "[constant DisplayServer.WINDOW_EVENT_GO_BACK_REQUEST]."
- #: doc/classes/SceneTree.xml
- msgid ""
- "If [code]true[/code], the [SceneTree]'s [member network_peer] refuses new "
- "incoming connections."
- msgstr ""
- "Si [code]true[/code], el [SceneTree] de [member network_peer] rechaza las "
- "nuevas conexiones entrantes."
- #: doc/classes/SceneTree.xml
- #, fuzzy
- msgid "The [SceneTree]'s root [Viewport]."
- msgstr "La ventana de raíz del [SceneTree]."
- #: doc/classes/SceneTree.xml
- msgid ""
- "If [code]true[/code], font oversampling is enabled. This means that "
- "[DynamicFont]s will be rendered at higher or lower size than configured "
- "based on the viewport's scaling ratio. For example, in a viewport scaled "
- "with a factor 1.5, a font configured with size 14 would be rendered with "
- "size 21 ([code]14 * 1.5[/code]).\n"
- "[b]Note:[/b] Font oversampling is only used if the viewport stretch mode is "
- "[constant STRETCH_MODE_VIEWPORT], and if the stretch aspect mode is "
- "different from [constant STRETCH_ASPECT_IGNORE].\n"
- "[b]Note:[/b] This property is set automatically for the active [SceneTree] "
- "when the project starts based on the configuration of [code]rendering/"
- "quality/dynamic_fonts/use_oversampling[/code] in [ProjectSettings]. The "
- "property can however be overridden at runtime as needed."
- msgstr ""
- #: doc/classes/SceneTree.xml
- msgid ""
- "Emitted whenever this [SceneTree]'s [member network_peer] successfully "
- "connected to a server. Only emitted on clients."
- msgstr ""
- "Emitido siempre que el [SceneTree] de este [member network_peer] se conectó "
- "con éxito a un servidor. Sólo se emite en los clientes."
- #: doc/classes/SceneTree.xml
- msgid ""
- "Emitted whenever this [SceneTree]'s [member network_peer] fails to establish "
- "a connection to a server. Only emitted on clients."
- msgstr ""
- "Emitido siempre que el [member network_peer] de este [SceneTree] no logre "
- "establecer una conexión con un servidor. Sólo se emite en los clientes."
- #: doc/classes/SceneTree.xml
- msgid ""
- "Emitted when files are dragged from the OS file manager and dropped in the "
- "game window. The arguments are a list of file paths and the identifier of "
- "the screen where the drag originated."
- msgstr ""
- "Se emite cuando los archivos se arrastran desde el administrador de archivos "
- "del sistema operativo y se sueltan en la ventana del juego. Los argumentos "
- "son una lista de las rutas de los archivos y el identificador de la pantalla "
- "donde se originó el arrastre."
- #: doc/classes/SceneTree.xml
- #, fuzzy
- msgid "Emitted whenever global menu item is clicked."
- msgstr "Emitido cuando se selecciona un elemento."
- #: doc/classes/SceneTree.xml
- msgid ""
- "Emitted immediately before [method Node._process] is called on every node in "
- "the [SceneTree]."
- msgstr ""
- "Emitido inmediatamente antes de que se llame a [method Node._process] en "
- "cada nodo del [SceneTree]."
- #: doc/classes/SceneTree.xml
- msgid ""
- "Emitted whenever this [SceneTree]'s [member network_peer] connects with a "
- "new peer. ID is the peer ID of the new peer. Clients get notified when other "
- "clients connect to the same server. Upon connecting to a server, a client "
- "also receives this signal for the server (with ID being 1)."
- msgstr ""
- "Emitido cada vez que el [SceneTree] de este [member network_peer] se conecta "
- "con un nuevo par. ID es el ID del nuevo par. Los clientes son notificados "
- "cuando otros clientes se conectan al mismo servidor. Al conectarse a un "
- "servidor, un cliente también recibe esta señal para el servidor (con ID 1)."
- #: doc/classes/SceneTree.xml
- msgid ""
- "Emitted whenever this [SceneTree]'s [member network_peer] disconnects from a "
- "peer. Clients get notified when other clients disconnect from the same "
- "server."
- msgstr ""
- "Emitido cada vez que el [SceneTree] de este [member network_peer] se "
- "desconecta de un par. Los clientes son notificados cuando otros clientes se "
- "desconectan del mismo servidor."
- #: doc/classes/SceneTree.xml
- msgid "Emitted whenever a node is added to the [SceneTree]."
- msgstr "Se emite cada vez que se añade un nodo al [SceneTree]."
- #: doc/classes/SceneTree.xml
- msgid ""
- "Emitted when a node's configuration changed. Only emitted in [code]tool[/"
- "code] mode."
- msgstr ""
- "Emitido cuando la configuración de un nodo cambió. Sólo se emite en el modo "
- "[code]tool[/code]."
- #: doc/classes/SceneTree.xml
- msgid "Emitted whenever a node is removed from the [SceneTree]."
- msgstr "Se emite cada vez que se quita un nodo del [SceneTree]."
- #: doc/classes/SceneTree.xml
- msgid "Emitted whenever a node is renamed."
- msgstr "Emitido cada vez que un nodo es renombrado."
- #: doc/classes/SceneTree.xml
- msgid ""
- "Emitted immediately before [method Node._physics_process] is called on every "
- "node in the [SceneTree]."
- msgstr ""
- "Emitido inmediatamente antes de que [method Node._physics_process] sea "
- "llamado en cada nodo del [SceneTree]."
- #: doc/classes/SceneTree.xml
- msgid ""
- "Emitted when the screen resolution (fullscreen) or window size (windowed) "
- "changes."
- msgstr ""
- #: doc/classes/SceneTree.xml
- msgid ""
- "Emitted whenever this [SceneTree]'s [member network_peer] disconnected from "
- "server. Only emitted on clients."
- msgstr ""
- "Emitido cada vez que el [SceneTree] de este [member network_peer] se "
- "desconecta del servidor. Sólo se emite en los clientes."
- #: doc/classes/SceneTree.xml
- msgid ""
- "Emitted whenever the [SceneTree] hierarchy changed (children being moved or "
- "renamed, etc.)."
- msgstr ""
- "Emitido cada vez que la jerarquía [SceneTree] cambiaba (los niños eran "
- "movidos o renombrados, etc.)."
- #: doc/classes/SceneTree.xml
- msgid "Call a group with no flags (default)."
- msgstr "Llama a un grupo sin flags (por defecto)."
- #: doc/classes/SceneTree.xml
- msgid "Call a group in reverse scene order."
- msgstr "Llama a un grupo en orden inverso al de la escena."
- #: doc/classes/SceneTree.xml
- msgid "Call a group immediately (calls are normally made on idle)."
- msgstr ""
- "Llama a un grupo inmediatamente (las llamadas se hacen normalmente en "
- "reposo)."
- #: doc/classes/SceneTree.xml
- msgid ""
- "Call a group only once even if the call is executed many times.\n"
- "[b]Note:[/b] Arguments are not taken into account when deciding whether the "
- "call is unique or not. Therefore when the same method is called with "
- "different arguments, only the first call will be performed."
- msgstr ""
- #: doc/classes/SceneTree.xml
- #, fuzzy
- msgid "No stretching."
- msgstr "Para de escuchar."
- #: doc/classes/SceneTree.xml
- msgid "Render stretching in higher resolution (interpolated)."
- msgstr ""
- #: doc/classes/SceneTree.xml
- msgid ""
- "Keep the specified display resolution. No interpolation. Content may appear "
- "pixelated."
- msgstr ""
- #: doc/classes/SceneTree.xml
- msgid ""
- "Fill the window with the content stretched to cover excessive space. Content "
- "may appear stretched."
- msgstr ""
- #: doc/classes/SceneTree.xml
- msgid ""
- "Retain the same aspect ratio by padding with black bars on either axis. This "
- "prevents distortion."
- msgstr ""
- #: doc/classes/SceneTree.xml
- msgid ""
- "Expand vertically. Left/right black bars may appear if the window is too "
- "wide."
- msgstr ""
- #: doc/classes/SceneTree.xml
- msgid ""
- "Expand horizontally. Top/bottom black bars may appear if the window is too "
- "tall."
- msgstr ""
- #: doc/classes/SceneTree.xml
- msgid ""
- "Expand in both directions, retaining the same aspect ratio. This prevents "
- "distortion while avoiding black bars."
- msgstr ""
- #: doc/classes/SceneTreeTimer.xml
- msgid "One-shot timer."
- msgstr "Un temporizador de un solo uso."
- #: doc/classes/SceneTreeTimer.xml
- #, fuzzy
- msgid ""
- "A one-shot timer managed by the scene tree, which emits [signal timeout] on "
- "completion. See also [method SceneTree.create_timer].\n"
- "As opposed to [Timer], it does not require the instantiation of a node. "
- "Commonly used to create a one-shot delay timer as in the following example:\n"
- "[codeblock]\n"
- "func some_function():\n"
- " print(\"Timer started.\")\n"
- " yield(get_tree().create_timer(1.0), \"timeout\")\n"
- " print(\"Timer ended.\")\n"
- "[/codeblock]\n"
- "The timer will be dereferenced after its time elapses. To preserve the "
- "timer, you can keep a reference to it. See [Reference]."
- msgstr ""
- "Un temporizador de un solo uso gestionado por el árbol de la escena, que "
- "emite [signal timeout] al finalizar. Véase también [method SceneTree."
- "create_timer].\n"
- "A diferencia de [Timer], no requiere la instanciación de un nodo. Se utiliza "
- "comúnmente para crear un temporizador de retardo de una sola vez como en el "
- "siguiente ejemplo:\n"
- "[codeblock]\n"
- "func some_function():\n"
- " print(\"Tiempo iniciado.\")\n"
- " yield(get_tree().create_timer(1.0), \"timeout\")\n"
- " print(\"Tiempo finalizado.\")\n"
- "[/codeblock]"
- #: doc/classes/SceneTreeTimer.xml
- #, fuzzy
- msgid "The time remaining (in seconds)."
- msgstr "El tiempo restante."
- #: doc/classes/SceneTreeTimer.xml doc/classes/Timer.xml
- msgid "Emitted when the timer reaches 0."
- msgstr "Emitido cuando el temporizador llega a 0."
- #: doc/classes/SceneTreeTween.xml
- msgid ""
- "Lightweight object used for general-purpose animation via script, using "
- "[Tweener]s."
- msgstr ""
- #: doc/classes/SceneTreeTween.xml
- msgid ""
- "[SceneTreeTween] is a tween managed by the scene tree. As opposed to "
- "[Tween], it does not require the instantiation of a node.\n"
- "[SceneTreeTween]s are more light-weight than [AnimationPlayer], so they are "
- "very much suited for simple animations or general tasks that don't require "
- "visual tweaking provided by the editor. They can be used in a fire-and-"
- "forget manner for some logic that normally would be done by code. You can e."
- "g. make something shoot periodically by using a looped [CallbackTweener] "
- "with a delay.\n"
- "A [SceneTreeTween] can be created by using either [method SceneTree."
- "create_tween] or [method Node.create_tween]. [SceneTreeTween]s created "
- "manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be "
- "used for tweening values, but you can do manual interpolation with [method "
- "interpolate_value].\n"
- "A tween animation is created by adding [Tweener]s to the [SceneTreeTween] "
- "object, using [method tween_property], [method tween_interval], [method "
- "tween_callback] or [method tween_method]:\n"
- "[codeblock]\n"
- "var tween = get_tree().create_tween()\n"
- "tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
- "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
- "tween.tween_callback($Sprite, \"queue_free\")\n"
- "[/codeblock]\n"
- "This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
- "before finally calling [method Node.queue_free] to free the sprite. "
- "[Tweener]s are executed one after another by default. This behavior can be "
- "changed using [method parallel] and [method set_parallel].\n"
- "When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
- "chained method call can be used to tweak the properties of this [Tweener]. "
- "For example, if you want to set a different transition type in the above "
- "example, you can use [method set_trans]:\n"
- "[codeblock]\n"
- "var tween = get_tree().create_tween()\n"
- "tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
- "TRANS_SINE)\n"
- "tween.tween_property($Sprite, \"scale\", Vector2(), 1).set_trans(Tween."
- "TRANS_BOUNCE)\n"
- "tween.tween_callback($Sprite, \"queue_free\")\n"
- "[/codeblock]\n"
- "Most of the [SceneTreeTween] methods can be chained this way too. In the "
- "following example the [SceneTreeTween] is bound to the running script's node "
- "and a default transition is set for its [Tweener]s:\n"
- "[codeblock]\n"
- "var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
- "TRANS_ELASTIC)\n"
- "tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
- "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
- "tween.tween_callback($Sprite, \"queue_free\")\n"
- "[/codeblock]\n"
- "Another interesting use for [SceneTreeTween]s is animating arbitrary sets of "
- "objects:\n"
- "[codeblock]\n"
- "var tween = create_tween()\n"
- "for sprite in get_children():\n"
- " tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
- "[/codeblock]\n"
- "In the example above, all children of a node are moved one after another to "
- "position (0, 0).\n"
- "You should avoid using more than one [SceneTreeTween] per object's property. "
- "If two or more tweens animate one property at the same time, the last one "
- "created will take priority and assign the final value. If you want to "
- "interrupt and restart an animation, consider assigning the [SceneTreeTween] "
- "to a variable:\n"
- "[codeblock]\n"
- "var tween\n"
- "func animate():\n"
- " if tween:\n"
- " tween.kill() # Abort the previous animation.\n"
- " tween = create_tween()\n"
- "[/codeblock]\n"
- "Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
- "TransitionType] constant, and refers to the way the timing of the animation "
- "is handled (see [url=https://easings.net/]easings.net[/url] for some "
- "examples). The second accepts an [enum Tween.EaseType] constant, and "
- "controls where the [code]trans_type[/code] is applied to the interpolation "
- "(in the beginning, the end, or both). If you don't know which transition and "
- "easing to pick, you can try different [enum Tween.TransitionType] constants "
- "with [constant Tween.EASE_IN_OUT], and use the one that looks best.\n"
- "[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
- "tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
- "[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
- "prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
- "immediately after it is created.\n"
- "[b]Note:[/b] [SceneTreeTween]s are processing after all of nodes in the "
- "current frame, i.e. after [method Node._process] or [method Node."
- "_physics_process] (depending on [enum Tween.TweenProcessMode])."
- msgstr ""
- #: doc/classes/SceneTreeTween.xml
- msgid ""
- "Binds this [SceneTreeTween] with the given [code]node[/code]. "
- "[SceneTreeTween]s are processed directly by the [SceneTree], so they run "
- "independently of the animated nodes. When you bind a [Node] with the "
- "[SceneTreeTween], the [SceneTreeTween] will halt the animation when the "
- "object is not inside tree and the [SceneTreeTween] will be automatically "
- "killed when the bound object is freed. Also [constant TWEEN_PAUSE_BOUND] "
- "will make the pausing behavior dependent on the bound node.\n"
- "For a shorter way to create and bind a [SceneTreeTween], you can use [method "
- "Node.create_tween]."
- msgstr ""
- #: doc/classes/SceneTreeTween.xml
- msgid ""
- "Used to chain two [Tweener]s after [method set_parallel] is called with "
- "[code]true[/code].\n"
- "[codeblock]\n"
- "var tween = create_tween().set_parallel(true)\n"
- "tween.tween_property(...)\n"
- "tween.tween_property(...) # Will run parallelly with above.\n"
- "tween.chain().tween_property(...) # Will run after two above are finished.\n"
- "[/codeblock]"
- msgstr ""
- #: doc/classes/SceneTreeTween.xml
- msgid ""
- "Processes the [SceneTreeTween] by the given [code]delta[/code] value, in "
- "seconds. This is mostly useful for manual control when the [SceneTreeTween] "
- "is paused. It can also be used to end the [SceneTreeTween] animation "
- "immediately, by setting [code]delta[/code] longer than the whole duration of "
- "the [SceneTreeTween] animation.\n"
- "Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that "
- "haven't finished.\n"
- "[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing "
- "frame after its animation finishes. Calling [method stop] after performing "
- "[method custom_step] instead keeps and resets the [SceneTreeTween]."
- msgstr ""
- #: doc/classes/SceneTreeTween.xml
- msgid ""
- "Returns the total time in seconds the [SceneTreeTween] has been animating (i."
- "e. the time since it started, not counting pauses etc.). The time is "
- "affected by [method set_speed_scale], and [method stop] will reset it to "
- "[code]0[/code].\n"
- "[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
- "after the [SceneTreeTween] has finished animating will be slightly greater "
- "than the actual [SceneTreeTween] duration."
- msgstr ""
- #: doc/classes/SceneTreeTween.xml
- msgid ""
- "This method can be used for manual interpolation of a value, when you don't "
- "want [SceneTreeTween] to do animating for you. It's similar to [method "
- "@GDScript.lerp], but with support for custom transition and easing.\n"
- "[code]initial_value[/code] is the starting value of the interpolation.\n"
- "[code]delta_value[/code] is the change of the value in the interpolation, i."
- "e. it's equal to [code]final_value - initial_value[/code].\n"
- "[code]elapsed_time[/code] is the time in seconds that passed after the "
- "interpolation started and it's used to control the position of the "
- "interpolation. E.g. when it's equal to half of the [code]duration[/code], "
- "the interpolated value will be halfway between initial and final values. "
- "This value can also be greater than [code]duration[/code] or lower than 0, "
- "which will extrapolate the value.\n"
- "[code]duration[/code] is the total time of the interpolation.\n"
- "[b]Note:[/b] If [code]duration[/code] is equal to [code]0[/code], the method "
- "will always return the final value, regardless of [code]elapsed_time[/code] "
- "provided."
- msgstr ""
- #: doc/classes/SceneTreeTween.xml
- msgid ""
- "Returns whether the [SceneTreeTween] is currently running, i.e. it wasn't "
- "paused and it's not finished."
- msgstr ""
- #: doc/classes/SceneTreeTween.xml
- msgid ""
- "Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a "
- "[SceneTreeTween] contained by the scene tree (i.e. the array from [method "
- "SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
- "[SceneTreeTween] might become invalid when it has finished tweening, is "
- "killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
- "[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
- "[method interpolate_value]."
- msgstr ""
- #: doc/classes/SceneTreeTween.xml
- msgid "Aborts all tweening operations and invalidates the [SceneTreeTween]."
- msgstr ""
- #: doc/classes/SceneTreeTween.xml
- msgid ""
- "Makes the next [Tweener] run parallelly to the previous one. Example:\n"
- "[codeblock]\n"
- "var tween = create_tween()\n"
- "tween.tween_property(...)\n"
- "tween.parallel().tween_property(...)\n"
- "tween.parallel().tween_property(...)\n"
- "[/codeblock]\n"
- "All [Tweener]s in the example will run at the same time.\n"
- "You can make the [SceneTreeTween] parallel by default by using [method "
- "set_parallel]."
- msgstr ""
- #: doc/classes/SceneTreeTween.xml
- msgid ""
- "Pauses the tweening. The animation can be resumed by using [method play]."
- msgstr ""
- #: doc/classes/SceneTreeTween.xml
- msgid "Resumes a paused or stopped [SceneTreeTween]."
- msgstr ""
- #: doc/classes/SceneTreeTween.xml
- msgid ""
- "Sets the default ease type for [PropertyTweener]s and [MethodTweener]s "
- "animated by this [SceneTreeTween]."
- msgstr ""
- #: doc/classes/SceneTreeTween.xml
- msgid ""
- "Sets the number of times the tweening sequence will be repeated, i.e. "
- "[code]set_loops(2)[/code] will run the animation twice.\n"
- "Calling this method without arguments will make the [SceneTreeTween] run "
- "infinitely, until either it is killed with [method kill], the "
- "[SceneTreeTween]'s bound node is freed, or all the animated objects have "
- "been freed (which makes further animation impossible).\n"
- "[b]Warning:[/b] Make sure to always add some duration/delay when using "
- "infinite loops. To prevent the game freezing, 0-duration looped animations "
- "(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
- "number of loops, which may produce unexpected results. If a "
- "[SceneTreeTween]'s lifetime depends on some node, always use [method "
- "bind_node]."
- msgstr ""
- #: doc/classes/SceneTreeTween.xml
- msgid ""
- "If [code]parallel[/code] is [code]true[/code], the [Tweener]s appended after "
- "this method will by default run simultaneously, as opposed to sequentially."
- msgstr ""
- #: doc/classes/SceneTreeTween.xml
- msgid ""
- "Determines the behavior of the [SceneTreeTween] when the [SceneTree] is "
- "paused. Check [enum TweenPauseMode] for options.\n"
- "Default value is [constant TWEEN_PAUSE_BOUND]."
- msgstr ""
- #: doc/classes/SceneTreeTween.xml
- msgid ""
- "Determines whether the [SceneTreeTween] should run during idle frame (see "
- "[method Node._process]) or physics frame (see [method Node."
- "_physics_process].\n"
- "Default value is [constant Tween.TWEEN_PROCESS_IDLE]."
- msgstr ""
- #: doc/classes/SceneTreeTween.xml
- msgid ""
- "Scales the speed of tweening. This affects all [Tweener]s and their delays."
- msgstr ""
- #: doc/classes/SceneTreeTween.xml
- msgid ""
- "Sets the default transition type for [PropertyTweener]s and [MethodTweener]s "
- "animated by this [SceneTreeTween]."
- msgstr ""
- #: doc/classes/SceneTreeTween.xml
- msgid ""
- "Stops the tweening and resets the [SceneTreeTween] to its initial state. "
- "This will not remove any appended [Tweener]s."
- msgstr ""
- #: doc/classes/SceneTreeTween.xml
- msgid ""
- "Creates and appends a [CallbackTweener]. This method can be used to call an "
- "arbitrary method in any object. Use [code]binds[/code] to bind additional "
- "arguments for the call.\n"
- "Example: object that keeps shooting every 1 second.\n"
- "[codeblock]\n"
- "var tween = get_tree().create_tween().set_loops()\n"
- "tween.tween_callback(self, \"shoot\").set_delay(1)\n"
- "[/codeblock]\n"
- "Example: turning a sprite red and then blue, with 2 second delay.\n"
- "[codeblock]\n"
- "var tween = get_tree().create_tween()\n"
- "tween.tween_callback($Sprite, \"set_modulate\", [Color.red]).set_delay(2)\n"
- "tween.tween_callback($Sprite, \"set_modulate\", [Color.blue]).set_delay(2)\n"
- "[/codeblock]"
- msgstr ""
- #: doc/classes/SceneTreeTween.xml
- msgid ""
- "Creates and appends an [IntervalTweener]. This method can be used to create "
- "delays in the tween animation, as an alternative to using the delay in other "
- "[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] "
- "acts as a timer). [code]time[/code] is the length of the interval, in "
- "seconds.\n"
- "Example: creating an interval in code execution.\n"
- "[codeblock]\n"
- "# ... some code\n"
- "yield(create_tween().tween_interval(2), \"finished\")\n"
- "# ... more code\n"
- "[/codeblock]\n"
- "Example: creating an object that moves back and forth and jumps every few "
- "seconds.\n"
- "[codeblock]\n"
- "var tween = create_tween().set_loops()\n"
- "tween.tween_property($Sprite, \"position:x\", 200.0, 1).as_relative()\n"
- "tween.tween_callback(self, \"jump\")\n"
- "tween.tween_interval(2)\n"
- "tween.tween_property($Sprite, \"position:x\", -200.0, 1).as_relative()\n"
- "tween.tween_callback(self, \"jump\")\n"
- "tween.tween_interval(2)\n"
- "[/codeblock]"
- msgstr ""
- #: doc/classes/SceneTreeTween.xml
- msgid ""
- "Creates and appends a [MethodTweener]. This method is similar to a "
- "combination of [method tween_callback] and [method tween_property]. It calls "
- "a method over time with a tweened value provided as an argument. The value "
- "is tweened between [code]from[/code] and [code]to[/code] over the time "
- "specified by [code]duration[/code], in seconds. Use [code]binds[/code] to "
- "bind additional arguments for the call. You can use [method MethodTweener."
- "set_ease] and [method MethodTweener.set_trans] to tweak the easing and "
- "transition of the value or [method MethodTweener.set_delay] to delay the "
- "tweening.\n"
- "Example: making a 3D object look from one point to another point.\n"
- "[codeblock]\n"
- "var tween = create_tween()\n"
- "tween.tween_method(self, \"look_at\", Vector3(-1, 0, -1), Vector3(1, 0, -1), "
- "1, [Vector3.UP]) # The look_at() method takes up vector as second argument.\n"
- "[/codeblock]\n"
- "Example: setting a text of a [Label], using an intermediate method and after "
- "a delay.\n"
- "[codeblock]\n"
- "func _ready():\n"
- " var tween = create_tween()\n"
- " tween.tween_method(self, \"set_label_text\", 0, 10, 1).set_delay(1)\n"
- "\n"
- "func set_label_text(value: int):\n"
- " $Label.text = \"Counting \" + str(value)\n"
- "[/codeblock]"
- msgstr ""
- #: doc/classes/SceneTreeTween.xml
- msgid ""
- "Creates and appends a [PropertyTweener]. This method tweens a "
- "[code]property[/code] of an [code]object[/code] between an initial value and "
- "[code]final_val[/code] in a span of time equal to [code]duration[/code], in "
- "seconds. The initial value by default is the property's value at the time "
- "the tweening of the [PropertyTweener] starts. For example:\n"
- "[codeblock]\n"
- "var tween = create_tween()\n"
- "tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
- "tween.tween_property($Sprite, \"position\", Vector2(200, 300), 1)\n"
- "[/codeblock]\n"
- "will move the sprite to position (100, 200) and then to (200, 300). If you "
- "use [method PropertyTweener.from] or [method PropertyTweener.from_current], "
- "the starting position will be overwritten by the given value instead. See "
- "other methods in [PropertyTweener] to see how the tweening can be tweaked "
- "further.\n"
- "[b]Note:[/b] You can find the correct property name by hovering over the "
- "property in the Inspector. You can also provide the components of a property "
- "directly by using [code]\"property:component\"[/code] (eg. [code]position:x[/"
- "code]), where it would only apply to that particular component.\n"
- "Example: moving object twice from the same position, with different "
- "transition types.\n"
- "[codeblock]\n"
- "var tween = create_tween()\n"
- "tween.tween_property($Sprite, \"position\", Vector2.RIGHT * 300, 1)."
- "as_relative().set_trans(Tween.TRANS_SINE)\n"
- "tween.tween_property($Sprite, \"position\", Vector2.RIGHT * 300, 1)."
- "as_relative().from_current().set_trans(Tween.TRANS_EXPO)\n"
- "[/codeblock]"
- msgstr ""
- #: doc/classes/SceneTreeTween.xml
- msgid ""
- "Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
- "when the [SceneTreeTween] is set to infinite looping (see [method "
- "set_loops]).\n"
- "[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next "
- "processing frame after this signal is emitted. Calling [method stop] inside "
- "the signal callback will prevent the [SceneTreeTween] from being removed."
- msgstr ""
- #: doc/classes/SceneTreeTween.xml
- msgid ""
- "Emitted when a full loop is complete (see [method set_loops]), providing the "
- "loop index. This signal is not emitted after the final loop, use [signal "
- "finished] instead for this case."
- msgstr ""
- #: doc/classes/SceneTreeTween.xml
- msgid ""
- "Emitted when one step of the [SceneTreeTween] is complete, providing the "
- "step index. One step is either a single [Tweener] or a group of [Tweener]s "
- "running in parallel."
- msgstr ""
- #: doc/classes/SceneTreeTween.xml
- msgid ""
- "If the [SceneTreeTween] has a bound node, it will process when that node can "
- "process (see [member Node.pause_mode]). Otherwise it's the same as [constant "
- "TWEEN_PAUSE_STOP]."
- msgstr ""
- #: doc/classes/SceneTreeTween.xml
- msgid "If [SceneTree] is paused, the [SceneTreeTween] will also pause."
- msgstr ""
- #: doc/classes/SceneTreeTween.xml
- #, fuzzy
- msgid ""
- "The [SceneTreeTween] will process regardless of whether [SceneTree] is "
- "paused."
- msgstr "Continúe el proceso sin importar el estado de pausa de [SceneTree]."
- #: doc/classes/Script.xml
- msgid "A class stored as a resource."
- msgstr "Una clase almacenada como recurso."
- #: doc/classes/Script.xml
- msgid ""
- "A class stored as a resource. A script extends the functionality of all "
- "objects that instance it.\n"
- "The [code]new[/code] method of a script subclass creates a new instance. "
- "[method Object.set_script] extends an existing object, if that object's "
- "class matches one of the script's base classes."
- msgstr ""
- "Una clase almacenada como recurso. Un script extiende la funcionalidad de "
- "todos los objetos que lo ejemplifican.\n"
- "El método [code]new[/code] de una subclase de un script crea una nueva "
- "instancia. El [method Object.set_script] extiende un objeto existente, si la "
- "clase de ese objeto coincide con una de las clases base del script."
- #: doc/classes/Script.xml
- msgid "Returns [code]true[/code] if the script can be instanced."
- msgstr "Devuelve [code]true[/code] si el script puede ser instanciado."
- #: doc/classes/Script.xml
- msgid "Returns the script directly inherited by this script."
- msgstr "Devuelve el script directamente heredado por este script."
- #: doc/classes/Script.xml
- msgid "Returns the script's base type."
- msgstr "Devuelve el tipo de base del script."
- #: doc/classes/Script.xml
- msgid "Returns the default value of the specified property."
- msgstr "Devuelve el valor por defecto de la propiedad especificada."
- #: doc/classes/Script.xml
- msgid "Returns a dictionary containing constant names and their values."
- msgstr ""
- "Devuelve un diccionario que contiene nombres de constantes y sus valores."
- #: doc/classes/Script.xml
- msgid "Returns the list of methods in this [Script]."
- msgstr "Devuelve la lista de métodos en este [Script]."
- #: doc/classes/Script.xml
- msgid "Returns the list of properties in this [Script]."
- msgstr "Devuelve la lista de propiedades en este [Script]."
- #: doc/classes/Script.xml
- msgid "Returns the list of user signals defined in this [Script]."
- msgstr "Devuelve la lista de señales de usuario definidas en este [Script]."
- #: doc/classes/Script.xml
- msgid ""
- "Returns [code]true[/code] if the script, or a base class, defines a signal "
- "with the given name."
- msgstr ""
- "Devuelve [code]true[/code] si el script, o una clase base, define una señal "
- "con el nombre dado."
- #: doc/classes/Script.xml
- msgid "Returns [code]true[/code] if the script contains non-empty source code."
- msgstr ""
- "Devuelve [code]true[/code] si el script contiene un código fuente no vacío."
- #: doc/classes/Script.xml
- msgid ""
- "Returns [code]true[/code] if [code]base_object[/code] is an instance of this "
- "script."
- msgstr ""
- "Devuelve [code]true[/code] si [code]base_object[/code] es una instancia de "
- "este script."
- #: doc/classes/Script.xml
- msgid ""
- "Returns [code]true[/code] if the script is a tool script. A tool script can "
- "run in the editor."
- msgstr ""
- "Devuelve [code]true[/code] si el script es un script de herramientas. Un "
- "script de herramienta puede ejecutarse en el editor."
- #: doc/classes/Script.xml
- msgid "Reloads the script's class implementation. Returns an error code."
- msgstr ""
- "Recarga la implementación de la clase del script. Devuelve un código de "
- "error."
- #: doc/classes/Script.xml
- msgid ""
- "The script source code or an empty string if source code is not available. "
- "When set, does not reload the class implementation automatically."
- msgstr ""
- "El código fuente del script o una string vacía si el código fuente no está "
- "disponible. Cuando está configurado, no recarga la implementación de la "
- "clase automáticamente."
- #: doc/classes/ScriptCreateDialog.xml
- msgid "The Editor's popup dialog for creating new [Script] files."
- msgstr "El diálogo emergente del editor para crear nuevos archivos [Script]."
- #: doc/classes/ScriptCreateDialog.xml
- #, fuzzy
- msgid ""
- "The [ScriptCreateDialog] creates script files according to a given template "
- "for a given scripting language. The standard use is to configure its fields "
- "prior to calling one of the [method Popup.popup] methods.\n"
- "[codeblock]\n"
- "func _ready():\n"
- " dialog.config(\"Node\", \"res://new_node.gd\") # For in-engine types\n"
- " dialog.config(\"\\\"res://base_node.gd\\\"\", \"res://derived_node.gd\") "
- "# For script types\n"
- " dialog.popup_centered()\n"
- "[/codeblock]"
- msgstr ""
- "El [ScriptCreateDialog] crea archivos de script de acuerdo con una plantilla "
- "determinada para un lenguaje de script determinado. El uso estándar es "
- "configurar sus campos antes de llamar a uno de los métodos [method Window."
- "popup].\n"
- "[codeblock]\n"
- "func _ready():\n"
- " dialog.config(\"Node\", \"res://nodo_nuevo.gd\") # Para los tipos en el "
- "motor\n"
- " dialog.config(\"\\\"res://base_node.gd\\\"\", \"res://derived_node.gd\") "
- "# Para los tipos de guión\n"
- " dialog.popup_centered()\n"
- "[/codeblock]"
- #: doc/classes/ScriptCreateDialog.xml
- msgid "Prefills required fields to configure the ScriptCreateDialog for use."
- msgstr ""
- "Rellena previamente los campos obligatorios para configurar el "
- "ScriptCreateDialog para su uso."
- #: doc/classes/ScriptCreateDialog.xml
- msgid "Emitted when the user clicks the OK button."
- msgstr "Emitido cuando el usuario hace clic en el botón OK."
- #: doc/classes/ScriptEditor.xml
- msgid "Godot editor's script editor."
- msgstr "El editor de script de Godot."
- #: doc/classes/ScriptEditor.xml
- msgid ""
- "[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
- "the singleton using [method EditorInterface.get_script_editor]."
- msgstr ""
- "[b]Nota:[/b] Esta clase no debe ser instanciada directamente. En su lugar, "
- "accede al singleton usando [method EditorInterface.get_script_editor]."
- #: doc/classes/ScriptEditor.xml
- msgid "Returns a [Script] that is currently active in editor."
- msgstr "Devuelve un [Script] que está actualmente activo en el editor."
- #: doc/classes/ScriptEditor.xml
- msgid ""
- "Returns an array with all [Script] objects which are currently open in "
- "editor."
- msgstr ""
- "Devuelve un array con todos los objetos [Script] que están actualmente "
- "abiertos en el editor."
- #: doc/classes/ScriptEditor.xml
- msgid "Goes to the specified line in the current script."
- msgstr "Va a la línea especificada en el script actual."
- #: doc/classes/ScriptEditor.xml
- msgid ""
- "Opens the script create dialog. The script will extend [code]base_name[/"
- "code]. The file extension can be omitted from [code]base_path[/code]. It "
- "will be added based on the selected scripting language."
- msgstr ""
- #: doc/classes/ScriptEditor.xml
- msgid ""
- "Reload all currently opened scripts from disk in case the file contents are "
- "newer."
- msgstr ""
- #: doc/classes/ScriptEditor.xml
- msgid ""
- "Emitted when user changed active script. Argument is a freshly activated "
- "[Script]."
- msgstr ""
- "Emitido cuando el usuario cambió el script activo. El argumento es un "
- "[Script] recién activado."
- #: doc/classes/ScriptEditor.xml
- msgid ""
- "Emitted when editor is about to close the active script. Argument is a "
- "[Script] that is going to be closed."
- msgstr ""
- "Emitido cuando el editor está a punto de cerrar el script activo. El "
- "argumento es un [Script] que va a ser cerrado."
- #: doc/classes/ScrollBar.xml
- msgid "Base class for scroll bars."
- msgstr "Clase base para barras de desplazamiento."
- #: doc/classes/ScrollBar.xml
- msgid ""
- "Scrollbars are a [Range]-based [Control], that display a draggable area (the "
- "size of the page). Horizontal ([HScrollBar]) and Vertical ([VScrollBar]) "
- "versions are available."
- msgstr ""
- "Las barras de desplazamiento son un [Control] basado en [Range], que muestra "
- "un área arrastrable (el tamaño de la página). Están disponibles las "
- "versiones Horizontal ([HScrollBar]) y Vertical ([VScrollBar])."
- #: doc/classes/ScrollBar.xml
- msgid ""
- "Overrides the step used when clicking increment and decrement buttons or "
- "when using arrow keys when the [ScrollBar] is focused."
- msgstr ""
- "Sobreescribe el paso utilizado cuando se hace clic en los botones de "
- "incremento y disminución o cuando se utilizan las teclas de flecha cuando la "
- "[ScrollBar] está enfocada."
- #: doc/classes/ScrollBar.xml
- msgid "Emitted when the scrollbar is being scrolled."
- msgstr "Emitido cuando la barra de desplazamiento se está desplazando."
- #: doc/classes/ScrollContainer.xml
- msgid "A helper node for displaying scrollable elements such as lists."
- msgstr "Un nodo de ayuda para mostrar elementos desplazables como listas."
- #: doc/classes/ScrollContainer.xml
- #, fuzzy
- msgid ""
- "A ScrollContainer node meant to contain a [Control] child. ScrollContainers "
- "will automatically create a scrollbar child ([HScrollBar], [VScrollBar], or "
- "both) when needed and will only draw the Control within the ScrollContainer "
- "area. Scrollbars will automatically be drawn at the right (for vertical) or "
- "bottom (for horizontal) and will enable dragging to move the viewable "
- "Control (and its children) within the ScrollContainer. Scrollbars will also "
- "automatically resize the grabber based on the [member Control.rect_min_size] "
- "of the Control relative to the ScrollContainer. Works great with a [Panel] "
- "control. You can set [code]EXPAND[/code] on the children's size flags, so "
- "they will upscale to the ScrollContainer's size if it's larger (scroll is "
- "invisible for the chosen dimension)."
- msgstr ""
- "Un nodo ScrollContainer destinado a contener un hijo [Control].\n"
- "Los ScrollContainers crearán automáticamente un hijo de la barra de "
- "desplazamiento ([HScrollBar], [VScrollBar], o ambos) cuando sea necesario y "
- "sólo dibujará el Control dentro del área del Contenedor de Desplazamiento. "
- "Las barras de desplazamiento se dibujarán automáticamente a la derecha (para "
- "la vertical) o abajo (para la horizontal) y permitirán el arrastre para "
- "mover el Control visible (y sus hijos) dentro del ScrollContainer. Las "
- "barras de desplazamiento también cambiarán automáticamente el tamaño del "
- "agarrador según el [member Control.rect_min_size] del Control relativo al "
- "ScrollContainer.\n"
- "Funciona muy bien con un control [Panel]. Puede configurar [code]EXPAND[/"
- "code] en las banderas de tamaño infantil, de modo que se eleven al tamaño "
- "del ScrollContainer si es más grande (el desplazamiento es invisible para la "
- "dimensión elegida)."
- #: doc/classes/ScrollContainer.xml
- msgid ""
- "Ensures the given [code]control[/code] is visible (must be a direct or "
- "indirect child of the ScrollContainer). Used by [member follow_focus].\n"
- "[b]Note:[/b] This will not work on a node that was just added during the "
- "same frame. If you want to scroll to a newly added child, you must wait "
- "until the next frame using [signal SceneTree.idle_frame]:\n"
- "[codeblock]\n"
- "add_child(child_node)\n"
- "yield(get_tree(), \"idle_frame\")\n"
- "ensure_control_visible(child_node)\n"
- "[/codeblock]"
- msgstr ""
- #: doc/classes/ScrollContainer.xml
- msgid ""
- "Returns the horizontal scrollbar [HScrollBar] of this [ScrollContainer].\n"
- "[b]Warning:[/b] This is a required internal node, removing and freeing it "
- "may cause a crash. If you wish to disable the horizontal scrollbar, use "
- "[member scroll_horizontal_enabled]. If you want to only hide it instead, use "
- "its [member CanvasItem.visible] property."
- msgstr ""
- #: doc/classes/ScrollContainer.xml
- msgid ""
- "Returns the vertical scrollbar [VScrollBar] of this [ScrollContainer].\n"
- "[b]Warning:[/b] This is a required internal node, removing and freeing it "
- "may cause a crash. If you wish to disable the vertical scrollbar, use "
- "[member scroll_vertical_enabled]. If you want to only hide it instead, use "
- "its [member CanvasItem.visible] property."
- msgstr ""
- #: doc/classes/ScrollContainer.xml
- msgid ""
- "If [code]true[/code], the ScrollContainer will automatically scroll to "
- "focused children (including indirect children) to make sure they are fully "
- "visible."
- msgstr ""
- "Si [code]true[/code], el ScrollContainer se desplazará automáticamente a los "
- "hijos enfocados (incluyendo los niños indirectos) para asegurarse de que son "
- "completamente visibles."
- #: doc/classes/ScrollContainer.xml
- msgid "The current horizontal scroll value."
- msgstr "El valor actual de desplazamiento horizontal."
- #: doc/classes/ScrollContainer.xml
- msgid "If [code]true[/code], enables horizontal scrolling."
- msgstr "Si [code]true[/code], permite el desplazamiento horizontal."
- #: doc/classes/ScrollContainer.xml
- msgid "The current vertical scroll value."
- msgstr "El valor actual de scroll vertical."
- #: doc/classes/ScrollContainer.xml
- msgid "If [code]true[/code], enables vertical scrolling."
- msgstr "Si [code]true[/code], permite el desplazamiento vertical."
- #: doc/classes/ScrollContainer.xml
- msgid "Emitted when scrolling stops."
- msgstr "Emitido cuando el scroll se detiene."
- #: doc/classes/ScrollContainer.xml
- msgid "Emitted when scrolling is started."
- msgstr "Emitido cuando se inicia el scrolling."
- #: doc/classes/ScrollContainer.xml
- msgid "The background [StyleBox] of the [ScrollContainer]."
- msgstr "El fondo [StyleBox] del [ScrollContainer]."
- #: doc/classes/SegmentShape2D.xml
- msgid "Segment shape for 2D collisions."
- msgstr "Forma de segmento para colisiones 2D."
- #: doc/classes/SegmentShape2D.xml
- msgid ""
- "Segment shape for 2D collisions. Consists of two points, [code]a[/code] and "
- "[code]b[/code]."
- msgstr ""
- "Forma de segmento para colisiones 2D. Consiste en dos puntos, [code]a[/code] "
- "y [code]b[/code]."
- #: doc/classes/SegmentShape2D.xml
- msgid "The segment's first point position."
- msgstr "La posición del primer punto del segmento."
- #: doc/classes/SegmentShape2D.xml
- msgid "The segment's second point position."
- msgstr "La posición del segundo punto del segmento."
- #: doc/classes/Semaphore.xml
- msgid "A synchronization semaphore."
- msgstr "Un semáforo de sincronización."
- #: doc/classes/Semaphore.xml
- msgid ""
- "A synchronization semaphore which can be used to synchronize multiple "
- "[Thread]s. Initialized to zero on creation. Be careful to avoid deadlocks. "
- "For a binary version, see [Mutex]."
- msgstr ""
- "Un semáforo de sincronización que puede utilizarse para sincronizar "
- "múltiples [Thread]s. Inicializado a cero en la creación. Tenga cuidado para "
- "evitar los bloqueos. Para una versión binaria, véase [Mutex]."
- #: doc/classes/Semaphore.xml
- msgid ""
- "Lowers the [Semaphore], allowing one more thread in.\n"
- "[b]Note:[/b] This method internals' can't possibly fail, but an error code "
- "is returned for backwards compatibility, which will always be [constant OK]."
- msgstr ""
- #: doc/classes/Semaphore.xml
- msgid ""
- "Like [method wait], but won't block, so if the value is zero, fails "
- "immediately and returns [constant ERR_BUSY]. If non-zero, it returns "
- "[constant OK] to report success."
- msgstr ""
- #: doc/classes/Semaphore.xml
- msgid ""
- "Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n"
- "[b]Note:[/b] This method internals' can't possibly fail, but an error code "
- "is returned for backwards compatibility, which will always be [constant OK]."
- msgstr ""
- #: doc/classes/Separator.xml
- msgid "Base class for separators."
- msgstr "Clase base para los separadores."
- #: doc/classes/Separator.xml
- msgid ""
- "Separator is a [Control] used for separating other controls. It's purely a "
- "visual decoration. Horizontal ([HSeparator]) and Vertical ([VSeparator]) "
- "versions are available."
- msgstr ""
- "El separador es un [Control] que se utiliza para separar otros controles. Es "
- "puramente una decoración visual. Hay versiones horizontales ([HSeparator]) y "
- "verticales ([VSeparator])."
- #: doc/classes/Shader.xml
- msgid "A custom shader program."
- msgstr "Un programa shader personalizado."
- #: doc/classes/Shader.xml
- msgid ""
- "This class allows you to define a custom shader program that can be used by "
- "a [ShaderMaterial]. Shaders allow you to write your own custom behavior for "
- "rendering objects or updating particle information. For a detailed "
- "explanation and usage, please see the tutorials linked below."
- msgstr ""
- "Esta clase permite definir un programa de shader personalizado que puede ser "
- "usado por un [ShaderMaterial]. Los sombreadores le permiten escribir su "
- "propio comportamiento personalizado para renderizar objetos o actualizar la "
- "información de las partículas. Para una explicación detallada y el uso, por "
- "favor vea los tutoriales enlazados a continuación."
- #: doc/classes/Shader.xml
- msgid ""
- "Returns the texture that is set as default for the specified parameter.\n"
- "[b]Note:[/b] [code]param[/code] must match the name of the uniform in the "
- "code exactly."
- msgstr ""
- "Devuelve la textura que está establecida como predeterminada para el "
- "parámetro especificado.\n"
- "[b]Nota:[/b] [code]param[/code] debe coincidir exactamente con el nombre del "
- "uniforme en el código."
- #: doc/classes/Shader.xml
- msgid ""
- "Returns the shader mode for the shader, either [constant MODE_CANVAS_ITEM], "
- "[constant MODE_SPATIAL] or [constant MODE_PARTICLES]."
- msgstr ""
- "Devuelve el modo shader para el shader, ya sea [constant MODE_CANVAS_ITEM], "
- "[constant MODE_SPATIAL] o [constant MODE_PARTICLES]."
- #: doc/classes/Shader.xml
- msgid ""
- "Returns [code]true[/code] if the shader has this param defined as a uniform "
- "in its code.\n"
- "[b]Note:[/b] [code]param[/code] must match the name of the uniform in the "
- "code exactly."
- msgstr ""
- "Devuelve [code]true[/code] si el shader tiene este param definido como "
- "uniforme en su código.\n"
- "[b]Nota: [/b] [code]param[/code] debe coincidir exactamente con el nombre "
- "del uniforme en el código."
- #: doc/classes/Shader.xml
- msgid ""
- "Sets the default texture to be used with a texture uniform. The default is "
- "used if a texture is not set in the [ShaderMaterial].\n"
- "[b]Note:[/b] [code]param[/code] must match the name of the uniform in the "
- "code exactly."
- msgstr ""
- "Establece la textura por defecto que se utilizará con una textura uniforme. "
- "El valor por defecto se usa si una textura no está establecida en el "
- "[ShaderMaterial].\n"
- "[b]Nota:[/b] [code]param[/code] debe coincidir exactamente con el nombre del "
- "uniforme en el código."
- #: doc/classes/Shader.xml
- msgid ""
- "Returns the shader's code as the user has written it, not the full generated "
- "code used internally."
- msgstr ""
- "Devuelve el código del shader tal y como lo ha escrito el usuario, no el "
- "código generado completo usado internamente."
- #: doc/classes/Shader.xml
- msgid ""
- "Returns the shader's custom defines. Custom defines can be used in Godot to "
- "add GLSL preprocessor directives (e.g: extensions) required for the shader "
- "logic.\n"
- "[b]Note:[/b] Custom defines are not validated by the Godot shader parser, so "
- "care should be taken when using them."
- msgstr ""
- #: doc/classes/Shader.xml
- msgid "Mode used to draw all 3D objects."
- msgstr "Modo utilizado para dibujar todos los objetos 3D."
- #: doc/classes/Shader.xml
- msgid "Mode used to draw all 2D objects."
- msgstr "El modo utilizado para dibujar todos los objetos 2D."
- #: doc/classes/Shader.xml
- msgid ""
- "Mode used to calculate particle information on a per-particle basis. Not "
- "used for drawing."
- msgstr ""
- "Modo utilizado para calcular la información de las partículas en base a cada "
- "una de ellas. No se usa para dibujar."
- #: doc/classes/ShaderMaterial.xml
- msgid "A material that uses a custom [Shader] program."
- msgstr "Un material que utiliza un programa personalizado [Shader]."
- #: doc/classes/ShaderMaterial.xml
- #, fuzzy
- msgid ""
- "A material that uses a custom [Shader] program to render either items to "
- "screen or process particles. You can create multiple materials for the same "
- "shader but configure different values for the uniforms defined in the "
- "shader.\n"
- "[b]Note:[/b] Due to a renderer limitation, emissive [ShaderMaterial]s cannot "
- "emit light when used in a [GIProbe]. Only emissive [SpatialMaterial]s can "
- "emit light in a [GIProbe]."
- msgstr ""
- "Un material que utiliza un programa personalizado [Shader] para renderizar "
- "los elementos a la pantalla o procesar las partículas. Puede crear múltiples "
- "materiales para el mismo shader pero configurar diferentes valores para los "
- "uniformes definidos en el shader."
- #: doc/classes/ShaderMaterial.xml
- msgid ""
- "Returns the current value set for this material of a uniform in the shader."
- msgstr ""
- "Devuelve el valor actual establecido para este material de un uniforme en el "
- "shader."
- #: doc/classes/ShaderMaterial.xml
- msgid ""
- "Returns [code]true[/code] if the property identified by [code]name[/code] "
- "can be reverted to a default value."
- msgstr ""
- "Devuelve [code]true[/code] si la propiedad identificada por [code]name[/"
- "code] puede ser revertida a un valor por defecto."
- #: doc/classes/ShaderMaterial.xml
- msgid ""
- "Returns the default value of the material property with given [code]name[/"
- "code]."
- msgstr ""
- "Devuelve el valor por defecto de la propiedad material con el [code]name[/"
- "code] dado."
- #: doc/classes/ShaderMaterial.xml
- #, fuzzy
- msgid ""
- "Changes the value set for this material of a uniform in the shader.\n"
- "[b]Note:[/b] [code]param[/code] must match the name of the uniform in the "
- "code exactly."
- msgstr ""
- "Cambia el valor establecido para este material de un uniforme en el shader. "
- "[b]Nota:[/b] [code]param[/code] debe coincidir exactamente con el nombre del "
- "uniforme en el código."
- #: doc/classes/ShaderMaterial.xml
- msgid "The [Shader] program used to render this material."
- msgstr "El programa [Shader] utilizado para renderizar este material."
- #: doc/classes/Shape.xml
- msgid "Base class for all 3D shape resources."
- msgstr "Clase base para todos los recursos de formas 3D."
- #: doc/classes/Shape.xml
- #, fuzzy
- msgid ""
- "Base class for all 3D shape resources. Nodes that inherit from this can be "
- "used as shapes for a [PhysicsBody] or [Area] objects."
- msgstr ""
- "Clase base para todos los recursos de formas 3D. Los nodos que heredan de "
- "esto pueden ser usados como formas para un objeto [PhysicsBody] o [Area]."
- #: doc/classes/Shape.xml
- msgid ""
- "Returns the [ArrayMesh] used to draw the debug collision for this [Shape]."
- msgstr ""
- #: doc/classes/Shape.xml
- msgid ""
- "The collision margin for the shape. Used in Bullet Physics only.\n"
- "Collision margins allow collision detection to be more efficient by adding "
- "an extra shell around shapes. Collision algorithms are more expensive when "
- "objects overlap by more than their margin, so a higher value for margins is "
- "better for performance, at the cost of accuracy around edges as it makes "
- "them less sharp."
- msgstr ""
- #: doc/classes/Shape2D.xml
- msgid "Base class for all 2D shapes."
- msgstr "Clase base para todas las formas 2D."
- #: doc/classes/Shape2D.xml
- msgid "Base class for all 2D shapes. All 2D shape types inherit from this."
- msgstr ""
- "Clase base para todas las formas 2D. Todos los tipos de formas 2D heredan de "
- "esto."
- #: doc/classes/Shape2D.xml
- msgid ""
- "Returns [code]true[/code] if this shape is colliding with another.\n"
- "This method needs the transformation matrix for this shape "
- "([code]local_xform[/code]), the shape to check collisions with "
- "([code]with_shape[/code]), and the transformation matrix of that shape "
- "([code]shape_xform[/code])."
- msgstr ""
- "Devuelve [code]true[/code] si esta forma está colisionando con otra.\n"
- "Este método necesita la matriz de transformación de esta forma "
- "([code]local_xform[/code]), la forma para comprobar las colisiones con "
- "([code]with_shape[/code]), y la matriz de transformación de esa forma "
- "([code]shape_xform[/code])."
- #: doc/classes/Shape2D.xml
- msgid ""
- "Returns a list of contact point pairs where this shape touches another.\n"
- "If there are no collisions, the returned list is empty. Otherwise, the "
- "returned list contains contact points arranged in pairs, with entries "
- "alternating between points on the boundary of this shape and points on the "
- "boundary of [code]with_shape[/code].\n"
- "A collision pair A, B can be used to calculate the collision normal with "
- "[code](B - A).normalized()[/code], and the collision depth with [code](B - "
- "A).length()[/code]. This information is typically used to separate shapes, "
- "particularly in collision solvers.\n"
- "This method needs the transformation matrix for this shape "
- "([code]local_xform[/code]), the shape to check collisions with "
- "([code]with_shape[/code]), and the transformation matrix of that shape "
- "([code]shape_xform[/code])."
- msgstr ""
- #: doc/classes/Shape2D.xml
- msgid ""
- "Returns whether this shape would collide with another, if a given movement "
- "was applied.\n"
- "This method needs the transformation matrix for this shape "
- "([code]local_xform[/code]), the movement to test on this shape "
- "([code]local_motion[/code]), the shape to check collisions with "
- "([code]with_shape[/code]), the transformation matrix of that shape "
- "([code]shape_xform[/code]), and the movement to test onto the other object "
- "([code]shape_motion[/code])."
- msgstr ""
- "Devuelve si esta forma chocaría con otra, si se aplicara un movimiento "
- "determinado.\n"
- "Este método necesita la matriz de transformación de esta forma "
- "([code]local_xform[/code]), el movimiento a probar en esta forma "
- "([code]local_motion[/code]), la forma para comprobar las colisiones con "
- "([code]with_shape[/code]), la matriz de transformación de esa forma "
- "([code]shape_xform[/code]), y el movimiento a probar en el otro objeto "
- "([code]shape_motion[/code])."
- #: doc/classes/Shape2D.xml
- #, fuzzy
- msgid ""
- "Returns a list of contact point pairs where this shape would touch another, "
- "if a given movement was applied.\n"
- "If there would be no collisions, the returned list is empty. Otherwise, the "
- "returned list contains contact points arranged in pairs, with entries "
- "alternating between points on the boundary of this shape and points on the "
- "boundary of [code]with_shape[/code].\n"
- "A collision pair A, B can be used to calculate the collision normal with "
- "[code](B - A).normalized()[/code], and the collision depth with [code](B - "
- "A).length()[/code]. This information is typically used to separate shapes, "
- "particularly in collision solvers.\n"
- "This method needs the transformation matrix for this shape "
- "([code]local_xform[/code]), the movement to test on this shape "
- "([code]local_motion[/code]), the shape to check collisions with "
- "([code]with_shape[/code]), the transformation matrix of that shape "
- "([code]shape_xform[/code]), and the movement to test onto the other object "
- "([code]shape_motion[/code])."
- msgstr ""
- "Devuelve una lista de los puntos en los que esta forma tocaría a otra, si se "
- "aplicara un movimiento determinado. Si no hay colisiones la lista está "
- "vacía.\n"
- "Este método necesita la matriz de transformación de esta forma "
- "([code]local_xform[/code]), el movimiento a probar en esta forma "
- "([code]local_motion[/code]), la forma para comprobar las colisiones con "
- "([code]with_shape[/code]), la matriz de transformación de esa forma "
- "([code]shape_xform[/code]), y el movimiento a probar en el otro objeto "
- "([code]shape_motion[/code])."
- #: doc/classes/Shape2D.xml
- msgid ""
- "Draws a solid shape onto a [CanvasItem] with the [VisualServer] API filled "
- "with the specified [code]color[/code]. The exact drawing method is specific "
- "for each shape and cannot be configured."
- msgstr ""
- "Dibuja una forma sólida en un [CanvasItem] con la API [VisualServer] "
- "rellenada con el [code]color[/code] especificado. El método exacto de dibujo "
- "es específico para cada forma y no puede ser configurado."
- #: doc/classes/Shape2D.xml
- msgid ""
- "The shape's custom solver bias. Defines how much bodies react to enforce "
- "contact separation when this shape is involved.\n"
- "When set to [code]0.0[/code], the default value of [code]0.3[/code] is used."
- msgstr ""
- #: doc/classes/ShortCut.xml
- msgid "A shortcut for binding input."
- msgstr "Un atajo para vincular la entrada."
- #: doc/classes/ShortCut.xml
- msgid ""
- "A shortcut for binding input.\n"
- "Shortcuts are commonly used for interacting with a [Control] element from a "
- "[InputEvent]."
- msgstr ""
- "Un atajo para vincular la entrada.\n"
- "Los atajos se utilizan comúnmente para interactuar con un elemento de "
- "[Control] de un [InputEvent]."
- #: doc/classes/ShortCut.xml
- msgid "Returns the shortcut's [InputEvent] as a [String]."
- msgstr "Devuelve el [InputEvent] del atajo como una [String]."
- #: doc/classes/ShortCut.xml
- msgid ""
- "Returns [code]true[/code] if the shortcut's [InputEvent] equals [code]event[/"
- "code]."
- msgstr ""
- "Devuelve [code]true[/code] si el [InputEvent] del atajo es igual a "
- "[code]event[/code]."
- #: doc/classes/ShortCut.xml
- msgid "If [code]true[/code], this shortcut is valid."
- msgstr "Si [code]true[/code], este atajo es válido."
- #: doc/classes/ShortCut.xml
- msgid ""
- "The shortcut's [InputEvent].\n"
- "Generally the [InputEvent] is a keyboard key, though it can be any "
- "[InputEvent]."
- msgstr ""
- "El atajo es [InputEvent].\n"
- "Generalmente el [InputEvent] es una tecla del teclado, aunque puede ser "
- "cualquier [InputEvent]."
- #: doc/classes/Skeleton.xml
- msgid "Skeleton for characters and animated objects."
- msgstr "Esqueleto de personajes y objetos animados."
- #: doc/classes/Skeleton.xml
- #, fuzzy
- msgid ""
- "Skeleton provides a hierarchical interface for managing bones, including "
- "pose, rest and animation (see [Animation]). It can also use ragdoll "
- "physics.\n"
- "The overall transform of a bone with respect to the skeleton is determined "
- "by the following hierarchical order: rest pose, custom pose and pose.\n"
- "Note that \"global pose\" below refers to the overall transform of the bone "
- "with respect to skeleton, so it not the actual global/world transform of the "
- "bone."
- msgstr ""
- "Skeleton3D proporciona una interfaz jerárquica para el manejo de los huesos, "
- "incluyendo la pose, el descanso y la animación (ver [Animation]). También "
- "puede utilizar la física de los muñecos de trapo.\n"
- "La transformación global de un hueso con respecto al esqueleto está "
- "determinada por el siguiente orden jerárquico: postura en reposo, postura "
- "personalizada y postura.\n"
- "Obsérvese que la \"postura global\" que figura a continuación se refiere a "
- "la transformación global del hueso con respecto al esqueleto, por lo que no "
- "es la transformación global/mundial real del hueso."
- #: doc/classes/Skeleton.xml
- msgid ""
- "Adds a bone, with name [code]name[/code]. [method get_bone_count] will "
- "become the bone index."
- msgstr ""
- "Añade un hueso, con el nombre [code]name[/code]. [method get_bone_count] se "
- "convertirá en el índice óseo."
- #: doc/classes/Skeleton.xml
- msgid "[i]Deprecated soon.[/i]"
- msgstr "[i]Pronto estara obsoleto.[/i]"
- #: doc/classes/Skeleton.xml
- msgid "Clear all the bones in this skeleton."
- msgstr "Limpia todos los huesos de este esqueleto."
- #: doc/classes/Skeleton.xml
- msgid "Returns the bone index that matches [code]name[/code] as its name."
- msgstr ""
- "Devuelve el índice óseo que coincide con [code]name[/code] como su nombre."
- #: doc/classes/Skeleton.xml
- msgid "Returns the amount of bones in the skeleton."
- msgstr "Devuelve la cantidad de huesos del esqueleto."
- #: doc/classes/Skeleton.xml
- msgid ""
- "Returns the custom pose of the specified bone. Custom pose is applied on top "
- "of the rest pose."
- msgstr ""
- "Devuelve la postura personalizada del hueso especificado. La postura "
- "personalizada se aplica sobre la postura de descanso."
- #: doc/classes/Skeleton.xml
- msgid ""
- "Returns the overall transform of the specified bone, with respect to the "
- "skeleton. Being relative to the skeleton frame, this is not the actual "
- "\"global\" transform of the bone."
- msgstr ""
- "Devuelve la transformación general del hueso especificado, con respecto al "
- "esqueleto. Siendo relativa al marco del esqueleto, esta no es la "
- "transformación \"global\" real del hueso."
- #: doc/classes/Skeleton.xml
- #, fuzzy
- msgid ""
- "Returns the overall transform of the specified bone, with respect to the "
- "skeleton, but without any global pose overrides. Being relative to the "
- "skeleton frame, this is not the actual \"global\" transform of the bone."
- msgstr ""
- "Devuelve la transformación general del hueso especificado, con respecto al "
- "esqueleto. Siendo relativa al marco del esqueleto, esta no es la "
- "transformación \"global\" real del hueso."
- #: doc/classes/Skeleton.xml
- msgid "Returns the name of the bone at index [code]index[/code]."
- msgstr "Devuelve el nombre del hueso en el índice [code]index[/code]."
- #: doc/classes/Skeleton.xml
- msgid ""
- "Returns the bone index which is the parent of the bone at [code]bone_idx[/"
- "code]. If -1, then bone has no parent.\n"
- "[b]Note:[/b] The parent bone returned will always be less than "
- "[code]bone_idx[/code]."
- msgstr ""
- "Devuelve el índice de hueso que es el padre del hueso en [code]bone_idx[/"
- "code]. Si es -1, entonces el hueso no tiene padre.\n"
- "[b]Nota:[/b] El hueso padre devuelto siempre será menor que [code]bone_idx[/"
- "code]."
- #: doc/classes/Skeleton.xml
- msgid ""
- "Returns the pose transform of the specified bone. Pose is applied on top of "
- "the custom pose, which is applied on top the rest pose."
- msgstr ""
- "Devuelve la transformación de la postura del hueso especificado. La pose se "
- "aplica encima de la pose personalizada, que se aplica encima de la pose de "
- "descanso."
- #: doc/classes/Skeleton.xml
- msgid "Returns the rest transform for a bone [code]bone_idx[/code]."
- msgstr ""
- "Devuelve la transformación de reposo para un hueso [code]bone_idx[/code]."
- #: doc/classes/Skeleton.xml
- msgid ""
- "Sets the bone index [code]parent_idx[/code] as the parent of the bone at "
- "[code]bone_idx[/code]. If -1, then bone has no parent.\n"
- "[b]Note:[/b] [code]parent_idx[/code] must be less than [code]bone_idx[/code]."
- msgstr ""
- "Establece el índice óseo [code]parent_idx[/code] como el padre del hueso en "
- "[code]bone_idx[/code]. Si es -1, entonces el hueso no tiene padre.\n"
- "[b]Nota:[/b] [code]parent_idx[/code] debe ser menor que [code]bone_idx[/"
- "code]."
- #: doc/classes/Skeleton.xml
- #, fuzzy
- msgid "Sets the pose transform for bone [code]bone_idx[/code]."
- msgstr ""
- "Establece la transformación del descanso para el hueso [code]bone_idx[/code]."
- #: doc/classes/Skeleton.xml
- msgid "Sets the rest transform for bone [code]bone_idx[/code]."
- msgstr ""
- "Establece la transformación del descanso para el hueso [code]bone_idx[/code]."
- #: doc/classes/Skeleton2D.xml
- msgid "Skeleton for 2D characters and animated objects."
- msgstr "Esqueleto de personajes 2D y objetos animados."
- #: doc/classes/Skeleton2D.xml
- msgid ""
- "Skeleton2D parents a hierarchy of [Bone2D] objects. It is a requirement of "
- "[Bone2D]. Skeleton2D holds a reference to the rest pose of its children and "
- "acts as a single point of access to its bones."
- msgstr ""
- "Skeleton2D tiene una jerarquía de objetos [Bone2D]. Es un requisito de "
- "[Bone2D]. Skeleton2D mantiene una referencia al resto de la pose de sus "
- "hijos y actúa como un único punto de acceso a sus huesos."
- #: doc/classes/Skeleton2D.xml
- msgid ""
- "Returns a [Bone2D] from the node hierarchy parented by Skeleton2D. The "
- "object to return is identified by the parameter [code]idx[/code]. Bones are "
- "indexed by descending the node hierarchy from top to bottom, adding the "
- "children of each branch before moving to the next sibling."
- msgstr ""
- "Devuelve un [Bone2D] de la jerarquía de nodos que tiene Skeleton2D. El "
- "objeto a devolver se identifica con el parámetro [code]idx[/code]. Los "
- "huesos se indexan descendiendo la jerarquía de nodos de arriba a abajo, "
- "añadiendo los hijos de cada rama antes de pasar al siguiente hermano."
- #: doc/classes/Skeleton2D.xml
- msgid ""
- "Returns the number of [Bone2D] nodes in the node hierarchy parented by "
- "Skeleton2D."
- msgstr ""
- "Devuelve el número de nodos [Bone2D] en la jerarquía de nodos que tiene "
- "Skeleton2D."
- #: doc/classes/Skeleton2D.xml
- msgid "Returns the [RID] of a Skeleton2D instance."
- msgstr "Devuelve el [RID] de una instancia de Skeleton2D."
- #: doc/classes/SkeletonIK.xml
- msgid ""
- "SkeletonIK is used to place the end bone of a [Skeleton] bone chain at a "
- "certain point in 3D by rotating all bones in the chain accordingly."
- msgstr ""
- #: doc/classes/SkeletonIK.xml
- msgid ""
- "SkeletonIK is used to place the end bone of a [Skeleton] bone chain at a "
- "certain point in 3D by rotating all bones in the chain accordingly. A "
- "typical scenario for IK in games is to place a characters feet on the ground "
- "or a characters hands on a currently hold object. SkeletonIK uses "
- "FabrikInverseKinematic internally to solve the bone chain and applies the "
- "results to the [Skeleton] [code]bones_global_pose_override[/code] property "
- "for all affected bones in the chain. If fully applied this overwrites any "
- "bone transform from [Animation]s or bone custom poses set by users. The "
- "applied amount can be controlled with the [code]interpolation[/code] "
- "property.\n"
- "[codeblock]\n"
- "# Apply IK effect automatically on every new frame (not the current)\n"
- "skeleton_ik_node.start()\n"
- "\n"
- "# Apply IK effect only on the current frame\n"
- "skeleton_ik_node.start(true)\n"
- "\n"
- "# Stop IK effect and reset bones_global_pose_override on Skeleton\n"
- "skeleton_ik_node.stop()\n"
- "\n"
- "# Apply full IK effect\n"
- "skeleton_ik_node.set_interpolation(1.0)\n"
- "\n"
- "# Apply half IK effect\n"
- "skeleton_ik_node.set_interpolation(0.5)\n"
- "\n"
- "# Apply zero IK effect (a value at or below 0.01 also removes "
- "bones_global_pose_override on Skeleton)\n"
- "skeleton_ik_node.set_interpolation(0.0)\n"
- "[/codeblock]"
- msgstr ""
- #: doc/classes/SkeletonIK.xml
- msgid ""
- "Returns the parent [Skeleton] Node that was present when SkeletonIK entered "
- "the [SceneTree]. Returns null if the parent node was not a [Skeleton] Node "
- "when SkeletonIK entered the [SceneTree]."
- msgstr ""
- #: doc/classes/SkeletonIK.xml
- msgid ""
- "Returns [code]true[/code] if SkeletonIK is applying IK effects on continues "
- "frames to the [Skeleton] bones. Returns [code]false[/code] if SkeletonIK is "
- "stopped or [method start] was used with the [code]one_time[/code] parameter "
- "set to [code]true[/code]."
- msgstr ""
- #: doc/classes/SkeletonIK.xml
- msgid ""
- "Starts applying IK effects on each frame to the [Skeleton] bones but will "
- "only take effect starting on the next frame. If [code]one_time[/code] is "
- "[code]true[/code], this will take effect immediately but also reset on the "
- "next frame."
- msgstr ""
- #: doc/classes/SkeletonIK.xml
- msgid ""
- "Stops applying IK effects on each frame to the [Skeleton] bones and also "
- "calls [method Skeleton.clear_bones_global_pose_override] to remove existing "
- "overrides on all bones."
- msgstr ""
- #: doc/classes/SkeletonIK.xml
- msgid ""
- "Interpolation value for how much the IK results are applied to the current "
- "skeleton bone chain. A value of [code]1.0[/code] will overwrite all skeleton "
- "bone transforms completely while a value of [code]0.0[/code] will visually "
- "disable the SkeletonIK. A value at or below [code]0.01[/code] also calls "
- "[method Skeleton.clear_bones_global_pose_override]."
- msgstr ""
- #: doc/classes/SkeletonIK.xml
- msgid ""
- "Secondary target position (first is [member target] property or [member "
- "target_node]) for the IK chain. Use magnet position (pole target) to control "
- "the bending of the IK chain. Only works if the bone chain has more than 2 "
- "bones. The middle chain bone position will be linearly interpolated with the "
- "magnet position."
- msgstr ""
- #: doc/classes/SkeletonIK.xml
- msgid ""
- "Number of iteration loops used by the IK solver to produce more accurate "
- "(and elegant) bone chain results."
- msgstr ""
- #: doc/classes/SkeletonIK.xml
- msgid ""
- "The minimum distance between bone and goal target. If the distance is below "
- "this value, the IK solver stops further iterations."
- msgstr ""
- #: doc/classes/SkeletonIK.xml
- msgid ""
- "If [code]true[/code] overwrites the rotation of the tip bone with the "
- "rotation of the [member target] (or [member target_node] if defined)."
- msgstr ""
- #: doc/classes/SkeletonIK.xml
- msgid "The name of the current root bone, the first bone in the IK chain."
- msgstr ""
- #: doc/classes/SkeletonIK.xml
- msgid ""
- "First target of the IK chain where the tip bone is placed and, if [member "
- "override_tip_basis] is [code]true[/code], how the tip bone is rotated. If a "
- "[member target_node] path is available the nodes transform is used instead "
- "and this property is ignored."
- msgstr ""
- #: doc/classes/SkeletonIK.xml
- msgid ""
- "Target node [NodePath] for the IK chain. If available, the node's current "
- "[Transform] is used instead of the [member target] property."
- msgstr ""
- #: doc/classes/SkeletonIK.xml
- msgid ""
- "The name of the current tip bone, the last bone in the IK chain placed at "
- "the [member target] transform (or [member target_node] if defined)."
- msgstr ""
- #: doc/classes/SkeletonIK.xml
- msgid ""
- "If [code]true[/code], instructs the IK solver to consider the secondary "
- "magnet target (pole target) when calculating the bone chain. Use the magnet "
- "position (pole target) to control the bending of the IK chain."
- msgstr ""
- #: doc/classes/Sky.xml
- msgid "The base class for [PanoramaSky] and [ProceduralSky]."
- msgstr ""
- #: doc/classes/Sky.xml
- #, fuzzy
- msgid ""
- "The [Sky]'s radiance map size. The higher the radiance map size, the more "
- "detailed the lighting from the [Sky] will be.\n"
- "See [enum RadianceSize] constants for values.\n"
- "[b]Note:[/b] You will only benefit from high radiance sizes if you have "
- "perfectly sharp reflective surfaces in your project and are not using "
- "[ReflectionProbe]s or [GIProbe]s. For most projects, keeping [member "
- "radiance_size] to the default value is the best compromise between visuals "
- "and performance. Be careful when using high radiance size values as these "
- "can cause crashes on low-end GPUs."
- msgstr ""
- "El tamaño del mapa del resplandor del [Sky]. Cuanto más alto sea el tamaño "
- "del mapa de radiación, más detallada será la iluminación del [Sky].\n"
- "Vea las constantes de [enum RadianceSize] para los valores.\n"
- "[b]Nota:[/b] Algunos equipos tendrán problemas con tamaños de radiación más "
- "altos, especialmente [constant RADIANCE_SIZE_512] y superiores. Sólo utilice "
- "valores tan altos en hardware de alta gama."
- #: doc/classes/Sky.xml
- msgid "Radiance texture size is 32×32 pixels."
- msgstr "El tamaño de la textura de la radiación es de 32×32 píxeles."
- #: doc/classes/Sky.xml
- msgid "Radiance texture size is 64×64 pixels."
- msgstr "El tamaño de la textura de la radiación es de 64×64 píxeles."
- #: doc/classes/Sky.xml
- msgid "Radiance texture size is 128×128 pixels."
- msgstr "El tamaño de la textura del resplandor es de 128×128 píxeles."
- #: doc/classes/Sky.xml
- msgid "Radiance texture size is 256×256 pixels."
- msgstr "El tamaño de la textura del resplandor es de 256×256 píxeles."
- #: doc/classes/Sky.xml
- msgid "Radiance texture size is 512×512 pixels."
- msgstr "El tamaño de la textura del resplandor es de 512×512 píxeles."
- #: doc/classes/Sky.xml
- msgid ""
- "Radiance texture size is 1024×1024 pixels.\n"
- "[b]Note:[/b] [constant RADIANCE_SIZE_1024] is not exposed in the inspector "
- "as it is known to cause GPU hangs on certain systems."
- msgstr ""
- #: doc/classes/Sky.xml
- msgid ""
- "Radiance texture size is 2048×2048 pixels.\n"
- "[b]Note:[/b] [constant RADIANCE_SIZE_2048] is not exposed in the inspector "
- "as it is known to cause GPU hangs on certain systems."
- msgstr ""
- #: doc/classes/Sky.xml
- msgid "Represents the size of the [enum RadianceSize] enum."
- msgstr "Representa el tamaño del enum [enum RadianceSize]."
- #: doc/classes/Slider.xml
- msgid "Base class for GUI sliders."
- msgstr "Clase base para los deslizadores GUI."
- #: doc/classes/Slider.xml
- msgid ""
- "Base class for GUI sliders.\n"
- "[b]Note:[/b] The [signal Range.changed] and [signal Range.value_changed] "
- "signals are part of the [Range] class which this class inherits from."
- msgstr ""
- #: doc/classes/Slider.xml
- msgid ""
- "If [code]true[/code], the slider can be interacted with. If [code]false[/"
- "code], the value can be changed only by code."
- msgstr ""
- "Si [code]true[/code], se puede interactuar con el deslizador. Si "
- "[code]false[/code], el valor puede ser cambiado sólo por el código."
- #: doc/classes/Slider.xml
- msgid "If [code]true[/code], the value can be changed using the mouse wheel."
- msgstr ""
- "Si [code]true[/code], el valor puede ser cambiado usando la rueda del ratón."
- #: doc/classes/Slider.xml
- msgid ""
- "Number of ticks displayed on the slider, including border ticks. Ticks are "
- "uniformly-distributed value markers."
- msgstr ""
- "Número de marcas que aparecen en el deslizador, incluyendo las marcas de los "
- "bordes. Las marcas son marcadores de valor uniformemente distribuidos."
- #: doc/classes/Slider.xml
- msgid ""
- "If [code]true[/code], the slider will display ticks for minimum and maximum "
- "values."
- msgstr ""
- "Si [code]true[/code], el deslizador mostrará las marcas de los valores "
- "mínimo y máximo."
- #: doc/classes/Slider.xml
- msgid ""
- "Emitted when dragging stops. If [code]value_changed[/code] is true, [member "
- "Range.value] is different from the value when you started the dragging."
- msgstr ""
- #: doc/classes/Slider.xml
- #, fuzzy
- msgid "Emitted when dragging is started."
- msgstr "Emitido cuando se inicia el scrolling."
- #: doc/classes/SliderJoint.xml
- #, fuzzy
- msgid "Slider between two PhysicsBodies in 3D."
- msgstr "Un tipo de pistón que se desliza entre dos cuerpos en 3D."
- #: doc/classes/SliderJoint.xml
- #, fuzzy
- msgid ""
- "Slides across the X axis of the pivot object. See also [Generic6DOFJoint]."
- msgstr "Se desliza a través del eje X del objeto pivote."
- #: doc/classes/SliderJoint.xml
- msgid ""
- "The amount of damping of the rotation when the limit is surpassed.\n"
- "A lower damping value allows a rotation initiated by body A to travel to "
- "body B slower."
- msgstr ""
- "La cantidad de amortiguación de la rotación cuando se supera el límite.\n"
- "Un valor de amortiguación menor permite que una rotación iniciada por el "
- "cuerpo A viaje al cuerpo B más lentamente."
- #: doc/classes/SliderJoint.xml
- msgid ""
- "The amount of restitution of the rotation when the limit is surpassed.\n"
- "Does not affect damping."
- msgstr ""
- "La cantidad de restitución de la rotación cuando se supera el límite.\n"
- "No afecta a la amortiguación."
- #: doc/classes/SliderJoint.xml
- msgid ""
- "A factor applied to the all rotation once the limit is surpassed.\n"
- "Makes all rotation slower when between 0 and 1."
- msgstr ""
- "Un factor que se aplica a toda la rotación una vez superado el límite.\n"
- "Hace que toda la rotación sea más lenta cuando está entre 0 y 1."
- #: doc/classes/SliderJoint.xml
- msgid "A factor applied to the all rotation in the limits."
- msgstr "Un factor que se aplica a toda la rotación una vez superado el límite."
- #: doc/classes/SliderJoint.xml
- msgid ""
- "A factor applied to the all rotation across axes orthogonal to the slider."
- msgstr ""
- "Un factor aplicado a toda la rotación a través de los ejes ortogonales al "
- "deslizador."
- #: doc/classes/SliderJoint.xml
- msgid ""
- "The amount of damping that happens once the limit defined by [member "
- "linear_limit/lower_distance] and [member linear_limit/upper_distance] is "
- "surpassed."
- msgstr ""
- "La cantidad de amortiguación que ocurre una vez que se supera el límite "
- "definido por [member linear_limit/lower_distance] y [member linear_limit/"
- "upper_distance]."
- #: doc/classes/SliderJoint.xml
- msgid ""
- "The amount of restitution once the limits are surpassed. The lower, the more "
- "velocity-energy gets lost."
- msgstr ""
- "El monto de la restitución una vez que se superen los límites. Cuanto más "
- "bajo, más energía de velocidad se pierde."
- #: doc/classes/SoftBody.xml
- msgid "A soft mesh physics body."
- msgstr "Un cuerpo físico de malla suave."
- #: doc/classes/SoftBody.xml
- msgid ""
- "A deformable physics body. Used to create elastic or deformable objects such "
- "as cloth, rubber, or other flexible materials.\n"
- "[b]Note:[/b] There are many known bugs in [SoftBody]. Therefore, it's not "
- "recommended to use them for things that can affect gameplay (such as a "
- "player character made entirely out of soft bodies)."
- msgstr ""
- #: doc/classes/SoftBody.xml
- #, fuzzy
- msgid "Returns local translation of a vertex in the surface array."
- msgstr "Devuelve la traducción del locale actual para el mensaje dado (clave)."
- #: doc/classes/SoftBody.xml
- #, fuzzy
- msgid "Returns [code]true[/code] if vertex is set to pinned."
- msgstr "Devuelve [code]true[/code] si el temporizador se detiene."
- #: doc/classes/SoftBody.xml
- msgid ""
- "Sets the pinned state of a surface vertex. When set to [code]true[/code], "
- "the optional [code]attachment_path[/code] can define a [Spatial] the pinned "
- "vertex will be attached to."
- msgstr ""
- #: doc/classes/SoftBody.xml
- #, fuzzy
- msgid ""
- "The physics layers this SoftBody is in.\n"
- "Collidable objects can exist in any of 32 different layers. These layers "
- "work like a tagging system, and are not visual. A collidable can use these "
- "layers to select with which objects it can collide, using the collision_mask "
- "property.\n"
- "A contact is detected if object A is in any of the layers that object B "
- "scans, or object B is in any layer scanned by object A. See [url=$DOCS_URL/"
- "tutorials/physics/physics_introduction.html#collision-layers-and-"
- "masks]Collision layers and masks[/url] in the documentation for more "
- "information."
- msgstr ""
- "Las capas físicas en las que se encuentra este SoftBody.\n"
- "Los objetos coleccionables pueden existir en cualquiera de las 32 capas "
- "diferentes. Estas capas funcionan como un sistema de etiquetado, y no son "
- "visuales. Un colisionable puede usar estas capas para seleccionar con qué "
- "objetos puede colisionar, usando la propiedad collision_mask.\n"
- "Se detecta un contacto si el objeto A está en cualquiera de las capas que el "
- "objeto B explora, o si el objeto B está en cualquier capa explorada por el "
- "objeto A."
- #: doc/classes/SoftBody.xml
- msgid ""
- "The physics layers this SoftBody scans for collisions. See [url=$DOCS_URL/"
- "tutorials/physics/physics_introduction.html#collision-layers-and-"
- "masks]Collision layers and masks[/url] in the documentation for more "
- "information."
- msgstr ""
- #: doc/classes/SoftBody.xml
- #, fuzzy
- msgid "[NodePath] to a [CollisionObject] this SoftBody should avoid clipping."
- msgstr ""
- "[NodePath] a un [CollisionObject] este SoftBody debería evitar el recorte."
- #: doc/classes/SoftBody.xml
- #, fuzzy
- msgid ""
- "If [code]true[/code], the [SoftBody] is simulated in physics. Can be set to "
- "[code]false[/code] to pause the physics simulation."
- msgstr ""
- "Si [code]true[/code], el estado del toque se pulsa. Si [code]false[/code], "
- "el estado del toque se libera."
- #: doc/classes/SoftBody.xml
- #, fuzzy
- msgid "If [code]true[/code], the [SoftBody] will respond to [RayCast]s."
- msgstr "Si [code]true[/code], el [SoftBody] responderá a los [RayCast]s."
- #: doc/classes/SoftBody.xml
- msgid ""
- "Increasing this value will improve the resulting simulation, but can affect "
- "performance. Use with care."
- msgstr ""
- "Aumentar este valor mejorará la simulación resultante, pero puede afectar al "
- "rendimiento. Usar con cuidado."
- #: doc/classes/SoftBody.xml
- #, fuzzy
- msgid "The SoftBody's mass."
- msgstr "La masa del SoftBody."
- #: doc/classes/Spatial.xml
- msgid "Most basic 3D game object, parent of all 3D-related nodes."
- msgstr ""
- "El objeto de juego 3D más básico, padre de todos los nodos relacionados con "
- "el 3D."
- #: doc/classes/Spatial.xml
- msgid ""
- "Most basic 3D game object, with a 3D [Transform] and visibility settings. "
- "All other 3D game objects inherit from Spatial. Use [Spatial] as a parent "
- "node to move, scale, rotate and show/hide children in a 3D project.\n"
- "Affine operations (rotate, scale, translate) happen in parent's local "
- "coordinate system, unless the [Spatial] object is set as top-level. Affine "
- "operations in this coordinate system correspond to direct affine operations "
- "on the [Spatial]'s transform. The word local below refers to this coordinate "
- "system. The coordinate system that is attached to the [Spatial] object "
- "itself is referred to as object-local coordinate system.\n"
- "[b]Note:[/b] Unless otherwise specified, all methods that have angle "
- "parameters must have angles specified as [i]radians[/i]. To convert degrees "
- "to radians, use [method @GDScript.deg2rad]."
- msgstr ""
- "El objeto más básico de un juego en 3D, con un [Transform] 3D y ajustes de "
- "visibilidad. Todos los demás objetos de juegos 3D heredan de Spatial. "
- "Utiliza [Spatial] como nodo padre para mover, escalar, rotar y mostrar/"
- "esconder a los hijos en un proyecto 3D.\n"
- "Las operaciones de afinación (rotar, escalar, traducir) ocurren en el "
- "sistema de coordenadas locales del padre, a menos que el objeto [Spatial] se "
- "establezca como de nivel superior. Las operaciones afines en este sistema de "
- "coordenadas corresponden a operaciones afines directas en la transformación "
- "de [Spatial]. La palabra local a continuación se refiere a este sistema de "
- "coordenadas. El sistema de coordenadas que está unido al propio objeto "
- "[Spatial] se denomina sistema de coordenadas objeto-local.\n"
- "[b]Nota:[/b] A menos que se especifique lo contrario, todos los métodos que "
- "tienen parámetros de ángulo deben tener ángulos especificados como "
- "[i]radianes[/i]. Para convertir los grados en radianes, utilice [method "
- "@GDScript.deg2rad]."
- #: doc/classes/Spatial.xml
- msgid "Introduction to 3D"
- msgstr ""
- #: doc/classes/Spatial.xml doc/classes/Vector3.xml
- msgid "All 3D Demos"
- msgstr ""
- #: doc/classes/Spatial.xml
- msgid ""
- "When using physics interpolation, there will be circumstances in which you "
- "want to know the interpolated (displayed) transform of a node rather than "
- "the standard transform (which may only be accurate to the most recent "
- "physics tick).\n"
- "This is particularly important for frame-based operations that take place in "
- "[method Node._process], rather than [method Node._physics_process]. Examples "
- "include [Camera]s focusing on a node, or finding where to fire lasers from "
- "on a frame rather than physics tick."
- msgstr ""
- #: doc/classes/Spatial.xml
- #, fuzzy
- msgid ""
- "Returns the parent [Spatial], or an empty [Object] if no parent exists or "
- "parent is not of type [Spatial]."
- msgstr ""
- "Devuelve el padre [Spatial], o un [Object] vacío si no existe un padre o el "
- "padre no es de tipo [Spatial]."
- #: doc/classes/Spatial.xml
- #, fuzzy
- msgid ""
- "Returns the current [World] resource this [Spatial] node is registered to."
- msgstr ""
- "Devuelve el recurso actual [World] al que este nodo [Spatial] está "
- "registrado."
- #: doc/classes/Spatial.xml
- msgid ""
- "Rotates the global (world) transformation around axis, a unit [Vector3], by "
- "specified angle in radians. The rotation axis is in global coordinate system."
- msgstr ""
- "Gira la transformación global (del mundo) alrededor del eje, una unidad "
- "[Vector3], por un ángulo especificado en radianes. El eje de rotación está "
- "en el sistema de coordenadas globales."
- #: doc/classes/Spatial.xml
- msgid ""
- "Scales the global (world) transformation by the given [Vector3] scale "
- "factors."
- msgstr ""
- "Escala la transformación global (del mundo) por los factores de escala "
- "[Vector3] dados."
- #: doc/classes/Spatial.xml
- msgid ""
- "Moves the global (world) transformation by [Vector3] offset. The offset is "
- "in global coordinate system."
- msgstr ""
- "Mueve la transformación global (del mundo) por el desplazamiento del "
- "[Vector3]. El desplazamiento está en el sistema de coordenadas globales."
- #: doc/classes/Spatial.xml
- msgid ""
- "Disables rendering of this node. Changes [member visible] to [code]false[/"
- "code]."
- msgstr ""
- "Desactiva la representación de este nodo. Cambia [member visible] por "
- "[code]false[/code]."
- #: doc/classes/Spatial.xml
- #, fuzzy
- msgid ""
- "Returns whether node notifies about its local transformation changes. "
- "[Spatial] will not propagate this by default."
- msgstr ""
- "Devuelve si el nodo notifica sobre sus cambios de transformación local. "
- "[Spatial] no propagará esto por defecto."
- #: doc/classes/Spatial.xml
- msgid ""
- "Returns whether this node uses a scale of [code](1, 1, 1)[/code] or its "
- "local transformation scale."
- msgstr ""
- "Devuelve si este nodo utiliza una escala de [code](1, 1, 1)[/code] o su "
- "escala de transformación local."
- #: doc/classes/Spatial.xml
- msgid ""
- "Returns whether this node is set as Toplevel, that is whether it ignores its "
- "parent nodes transformations."
- msgstr ""
- "Devuelve si este nodo se establece como Toplevel, es decir, si ignora las "
- "transformaciones de sus nodos padres."
- #: doc/classes/Spatial.xml
- #, fuzzy
- msgid ""
- "Returns whether the node notifies about its global and local transformation "
- "changes. [Spatial] will not propagate this by default."
- msgstr ""
- "Devuelve si el nodo notifica sobre sus cambios de transformación global y "
- "local. [Spatial] no propagará esto por defecto."
- #: doc/classes/Spatial.xml
- msgid ""
- "Returns [code]true[/code] if the node is present in the [SceneTree], its "
- "[member visible] property is [code]true[/code] and all its antecedents are "
- "also visible. If any antecedent is hidden, this node will not be visible in "
- "the scene tree."
- msgstr ""
- "Devuelve [code]true[/code] si el nodo está presente en el [SceneTree], su "
- "propiedad [member visible] es [code]true[/code] y todos sus antecedentes "
- "también son visibles. Si algún antecedente está oculto, este nodo no será "
- "visible en el árbol de la escena."
- #: doc/classes/Spatial.xml
- msgid ""
- "Rotates the node so that the local forward axis (-Z) points toward the "
- "[code]target[/code] position.\n"
- "The local up axis (+Y) points as close to the [code]up[/code] vector as "
- "possible while staying perpendicular to the local forward axis. The "
- "resulting transform is orthogonal, and the scale is preserved. Non-uniform "
- "scaling may not work correctly.\n"
- "The [code]target[/code] position cannot be the same as the node's position, "
- "the [code]up[/code] vector cannot be zero, and the direction from the node's "
- "position to the [code]target[/code] vector cannot be parallel to the "
- "[code]up[/code] vector.\n"
- "Operations take place in global space."
- msgstr ""
- #: doc/classes/Spatial.xml
- msgid ""
- "Moves the node to the specified [code]position[/code], and then rotates "
- "itself to point toward the [code]target[/code] as per [method look_at]. "
- "Operations take place in global space."
- msgstr ""
- "Mueve el nodo a la posición [code]position[/code] especificada, y luego se "
- "rota para apuntar hacia el [code]target[/code] según el [method look_at]. "
- "Las operaciones tienen lugar en el espacio global."
- #: doc/classes/Spatial.xml
- msgid ""
- "Resets this node's transformations (like scale, skew and taper) preserving "
- "its rotation and translation by performing Gram-Schmidt orthonormalization "
- "on this node's [Transform]."
- msgstr ""
- "Restablece las transformaciones de este nodo (como escala, sesgo y "
- "conicidad) preservando su rotación y traslación al realizar la "
- "ortonormalización de Gram-Schmidt en la [Transform] de este nodo."
- #: doc/classes/Spatial.xml
- msgid ""
- "Rotates the local transformation around axis, a unit [Vector3], by specified "
- "angle in radians."
- msgstr ""
- "Gira la transformación local alrededor del eje, una unidad [Vector3], por un "
- "ángulo especificado en radianes."
- #: doc/classes/Spatial.xml
- msgid ""
- "Rotates the local transformation around axis, a unit [Vector3], by specified "
- "angle in radians. The rotation axis is in object-local coordinate system."
- msgstr ""
- "Gira la transformación local alrededor del eje, una unidad [Vector3], por un "
- "ángulo especificado en radianes. El eje de rotación está en el sistema de "
- "coordenadas locales del objeto."
- #: doc/classes/Spatial.xml
- msgid "Rotates the local transformation around the X axis by angle in radians."
- msgstr ""
- "Gira la transformación local alrededor del eje X por el ángulo en radianes."
- #: doc/classes/Spatial.xml
- msgid "Rotates the local transformation around the Y axis by angle in radians."
- msgstr ""
- "Gira la transformación local alrededor del eje Y por el ángulo en radianes."
- #: doc/classes/Spatial.xml
- msgid "Rotates the local transformation around the Z axis by angle in radians."
- msgstr ""
- "Gira la transformación local alrededor del eje Z por el ángulo en radianes."
- #: doc/classes/Spatial.xml
- msgid ""
- "Scales the local transformation by given 3D scale factors in object-local "
- "coordinate system."
- msgstr ""
- "Escala la transformación local mediante factores de escala tridimensionales "
- "dados en el sistema de coordenadas objeto-local."
- #: doc/classes/Spatial.xml
- msgid ""
- "Makes the node ignore its parents transformations. Node transformations are "
- "only in global space."
- msgstr ""
- "Hace que el nodo ignore las transformaciones de sus padres. Las "
- "transformaciones del nodo sólo se dan en el espacio global."
- #: doc/classes/Spatial.xml
- msgid ""
- "Sets whether the node uses a scale of [code](1, 1, 1)[/code] or its local "
- "transformation scale. Changes to the local transformation scale are "
- "preserved."
- msgstr ""
- "Establece si el nodo utiliza una escala de [code](1, 1, 1)[/code] o su "
- "escala de transformación local. Los cambios en la escala de transformación "
- "local se conservan."
- #: doc/classes/Spatial.xml
- msgid ""
- "Reset all transformations for this node (sets its [Transform] to the "
- "identity matrix)."
- msgstr ""
- "Reinicia todas las transformaciones para este nodo (establece su [Transform] "
- "a la matriz de identidad)."
- #: doc/classes/Spatial.xml
- msgid ""
- "Sets whether the node ignores notification that its transformation (global "
- "or local) changed."
- msgstr ""
- "Establece si el nodo ignora la notificación de que su transformación (global "
- "o local) ha cambiado."
- #: doc/classes/Spatial.xml
- #, fuzzy
- msgid ""
- "Sets whether the node notifies about its local transformation changes. "
- "[Spatial] will not propagate this by default."
- msgstr ""
- "Establece si el nodo notifica sobre sus cambios de transformación local. "
- "[Spatial] no propagará esto por defecto."
- #: doc/classes/Spatial.xml
- #, fuzzy
- msgid ""
- "Sets whether the node notifies about its global and local transformation "
- "changes. [Spatial] will not propagate this by default, unless it is in the "
- "editor context and it has a valid gizmo."
- msgstr ""
- "Establece si el nodo notifica sobre sus cambios de transformación global y "
- "local. [Spatial] no propagará esto por defecto."
- #: doc/classes/Spatial.xml
- msgid ""
- "Enables rendering of this node. Changes [member visible] to [code]true[/"
- "code]."
- msgstr ""
- "Permite la representación de este nodo. Cambia [member visible] a "
- "[code]true[/code]."
- #: doc/classes/Spatial.xml
- msgid ""
- "Transforms [code]local_point[/code] from this node's local space to world "
- "space."
- msgstr ""
- "Transforma [code]local_point[/code] del espacio local de este nodo al "
- "espacio mundial."
- #: doc/classes/Spatial.xml
- msgid ""
- "Transforms [code]global_point[/code] from world space to this node's local "
- "space."
- msgstr ""
- "Transforma [code]global_point[/code] del espacio mundial al espacio local de "
- "este nodo."
- #: doc/classes/Spatial.xml
- msgid ""
- "Changes the node's position by the given offset [Vector3].\n"
- "Note that the translation [code]offset[/code] is affected by the node's "
- "scale, so if scaled by e.g. [code](10, 1, 1)[/code], a translation by an "
- "offset of [code](2, 0, 0)[/code] would actually add 20 ([code]2 * 10[/code]) "
- "to the X coordinate."
- msgstr ""
- "Cambia la posición del nodo por el desplazamiento dado [Vector3].\n"
- "Observe que la traslación [code]offset[/code] se ve afectada por la escala "
- "del nodo, de modo que si se escalara por ejemplo por [code](10, 1, 1)[/"
- "code], una traslación por un offset de [code](2, 0, 0)[/code] añadiría en "
- "realidad 20 ([code]2 * 10[/code]) a la coordenada X."
- #: doc/classes/Spatial.xml
- msgid ""
- "Changes the node's position by the given offset [Vector3] in local space."
- msgstr ""
- "Cambia la posición del nodo por el desplazamiento dado [Vector3] en el "
- "espacio local."
- #: doc/classes/Spatial.xml
- #, fuzzy
- msgid "Updates the [SpatialGizmo] of this node."
- msgstr "Actualiza el [Nodo3DGizmo] de este nodo."
- #: doc/classes/Spatial.xml
- #, fuzzy
- msgid ""
- "The [SpatialGizmo] for this node. Used for example in [EditorSpatialGizmo] "
- "as custom visualization and editing handles in Editor."
- msgstr ""
- "El [SpatialGizmo] para este nodo. Usado por ejemplo en [EditorSpatialGizmo] "
- "como visualización personalizada y manejadores de edición en el Editor."
- #: doc/classes/Spatial.xml
- #, fuzzy
- msgid ""
- "Rotation part of the global transformation in radians, specified in terms of "
- "YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
- "[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
- "vector. The three Euler angles, which are the three independent parameters "
- "of the Euler-angle parametrization of the rotation matrix, are stored in a "
- "[Vector3] data structure not because the rotation is a vector, but only "
- "because [Vector3] exists as a convenient data-structure to store 3 floating-"
- "point numbers. Therefore, applying affine operations on the rotation "
- "\"vector\" is not meaningful."
- msgstr ""
- "Parte de la rotación de la transformación local en radianes, especificada en "
- "términos de ángulos YXZ-Euler en el formato (ángulo X, ángulo Y, ángulo Z).\n"
- "[b]Nota:[/b] En el sentido matemático, la rotación es una matriz y no un "
- "vector. Los tres ángulos de Euler, que son los tres parámetros "
- "independientes de la parametrización del ángulo de Euler de la matriz de "
- "rotación, se almacenan en una estructura de datos [Vector3] no porque la "
- "rotación sea un vector, sino sólo porque el [Vector3] existe como una "
- "estructura de datos conveniente para almacenar 3 números reales. Por lo "
- "tanto, la aplicación de operaciones afines en el \"vector\" de rotación no "
- "es significativa."
- #: doc/classes/Spatial.xml
- #, fuzzy
- msgid "World space (global) [Transform] of this node."
- msgstr "World3D espacio (global) [Transform] de este nodo."
- #: doc/classes/Spatial.xml
- msgid ""
- "Global position of this node. This is equivalent to [code]global_transform."
- "origin[/code]."
- msgstr ""
- #: doc/classes/Spatial.xml
- msgid ""
- "Rotation part of the local transformation in radians, specified in terms of "
- "YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
- "[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
- "vector. The three Euler angles, which are the three independent parameters "
- "of the Euler-angle parametrization of the rotation matrix, are stored in a "
- "[Vector3] data structure not because the rotation is a vector, but only "
- "because [Vector3] exists as a convenient data-structure to store 3 floating-"
- "point numbers. Therefore, applying affine operations on the rotation "
- "\"vector\" is not meaningful."
- msgstr ""
- "Parte de la rotación de la transformación local en radianes, especificada en "
- "términos de ángulos YXZ-Euler en el formato (ángulo X, ángulo Y, ángulo Z).\n"
- "[b]Nota:[/b] En el sentido matemático, la rotación es una matriz y no un "
- "vector. Los tres ángulos de Euler, que son los tres parámetros "
- "independientes de la parametrización del ángulo de Euler de la matriz de "
- "rotación, se almacenan en una estructura de datos [Vector3] no porque la "
- "rotación sea un vector, sino sólo porque el [Vector3] existe como una "
- "estructura de datos conveniente para almacenar 3 números reales. Por lo "
- "tanto, la aplicación de operaciones afines en el \"vector\" de rotación no "
- "es significativa."
- #: doc/classes/Spatial.xml
- msgid ""
- "Rotation part of the local transformation in degrees, specified in terms of "
- "YXZ-Euler angles in the format (X angle, Y angle, Z angle)."
- msgstr ""
- "Parte de la rotación de la transformación local en grados, especificada en "
- "términos de ángulos YXZ-Euler en el formato (ángulo X, ángulo Y, ángulo Z)."
- #: doc/classes/Spatial.xml
- msgid ""
- "Scale part of the local transformation.\n"
- "[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
- "transformation matrix. Due to the way scale is represented with "
- "transformation matrices in Godot, the scale values will either be all "
- "positive or all negative.\n"
- "[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
- "property. For example, [Light]s are not visually affected by [member scale]."
- msgstr ""
- #: doc/classes/Spatial.xml
- msgid "Local space [Transform] of this node, with respect to the parent node."
- msgstr "El espacio local [Transform] de este nodo, con respecto al nodo padre."
- #: doc/classes/Spatial.xml
- msgid "Local translation of this node."
- msgstr "Traducción local de este nodo."
- #: doc/classes/Spatial.xml
- msgid ""
- "If [code]true[/code], this node is drawn. The node is only visible if all of "
- "its antecedents are visible as well (in other words, [method "
- "is_visible_in_tree] must return [code]true[/code])."
- msgstr ""
- "Si [code]true[/code], este nodo se dibuja. El nodo sólo es visible si todos "
- "sus antecedentes también lo son (en otras palabras, [method "
- "is_visible_in_tree] debe devolver [code]true[/code])."
- #: doc/classes/Spatial.xml
- msgid ""
- "Emitted by portal system gameplay monitor when a node enters the gameplay "
- "area."
- msgstr ""
- #: doc/classes/Spatial.xml
- msgid ""
- "Emitted by portal system gameplay monitor when a node exits the gameplay "
- "area."
- msgstr ""
- #: doc/classes/Spatial.xml
- msgid "Emitted when node visibility changes."
- msgstr "Emitido cuando cambia la visibilidad del nodo."
- #: doc/classes/Spatial.xml
- #, fuzzy
- msgid ""
- "Spatial nodes receives this notification when their global transform "
- "changes. This means that either the current or a parent node changed its "
- "transform.\n"
- "In order for [constant NOTIFICATION_TRANSFORM_CHANGED] to work, users first "
- "need to ask for it, with [method set_notify_transform]. The notification is "
- "also sent if the node is in the editor context and it has a valid gizmo."
- msgstr ""
- "Los nodos de Spatial reciben esta notificación cuando su transformación "
- "global cambia. Esto significa que o bien el nodo actual o bien un nodo padre "
- "cambió su transformación.\n"
- "Para que [constant NOTIFICATION_TRANSFORM_CHANGED] funcione, los usuarios "
- "primero tienen que pedirlo, con [method set_notify_transform]."
- #: doc/classes/Spatial.xml
- #, fuzzy
- msgid ""
- "Spatial nodes receives this notification when they are registered to new "
- "[World] resource."
- msgstr ""
- "Los nodos de Spatial reciben esta notificación cuando se registran en el "
- "nuevo recurso [World]."
- #: doc/classes/Spatial.xml
- #, fuzzy
- msgid ""
- "Spatial nodes receives this notification when they are unregistered from "
- "current [World] resource."
- msgstr ""
- "Los nodos de Spatial reciben esta notificación cuando no están registrados "
- "en el recurso actual [World]."
- #: doc/classes/Spatial.xml
- #, fuzzy
- msgid "Spatial nodes receives this notification when their visibility changes."
- msgstr ""
- "Los nodos de Spatial reciben esta notificación cuando su visibilidad cambia."
- #: doc/classes/Spatial.xml
- msgid ""
- "Spatial nodes receives this notification if the portal system gameplay "
- "monitor detects they have entered the gameplay area."
- msgstr ""
- #: doc/classes/Spatial.xml
- msgid ""
- "Spatial nodes receives this notification if the portal system gameplay "
- "monitor detects they have exited the gameplay area."
- msgstr ""
- #: doc/classes/SpatialMaterial.xml
- msgid "Default 3D rendering material."
- msgstr "Material de renderizado 3D por defecto."
- #: doc/classes/SpatialMaterial.xml
- msgid ""
- "This provides a default material with a wide variety of rendering features "
- "and properties without the need to write shader code. See the tutorial below "
- "for details."
- msgstr ""
- "Esto proporciona un material por defecto con una amplia variedad de "
- "características y propiedades de renderizado sin necesidad de escribir "
- "codigo shader. Consulte el siguiente tutorial para obtener más detalles."
- #: doc/classes/SpatialMaterial.xml
- msgid "Returns [code]true[/code], if the specified [enum Feature] is enabled."
- msgstr ""
- "Devuelve [code]true[/code], si el [enum Feature] especificado está activado."
- #: doc/classes/SpatialMaterial.xml
- msgid ""
- "Returns [code]true[/code], if the specified flag is enabled. See [enum "
- "Flags] enumerator for options."
- msgstr ""
- "Devuelve [code]true[/code], si el flag especificado está activado. Ver el "
- "enumerador [enum Flags] para las opciones."
- #: doc/classes/SpatialMaterial.xml
- msgid ""
- "Returns the [Texture] associated with the specified [enum TextureParam]."
- msgstr "Devuelve la [Texture] asociada a la [enum TextureParam] especificada."
- #: doc/classes/SpatialMaterial.xml
- #, fuzzy
- msgid ""
- "If [code]true[/code], enables the specified [enum Feature]. Many features "
- "that are available in [SpatialMaterial]s need to be enabled before use. This "
- "way the cost for using the feature is only incurred when specified. Features "
- "can also be enabled by setting the corresponding member to [code]true[/code]."
- msgstr ""
- "Si [code]true[/code], habilita la [enum Feature] especificada. Muchas de las "
- "características que están disponibles en [SpatialMaterial] deben ser "
- "habilitadas antes de su uso. De esta manera, el costo de usar la "
- "característica sólo se incurre cuando se especifica. Las características "
- "también pueden ser habilitadas estableciendo el miembro correspondiente en "
- "[code]true[/code]."
- #: doc/classes/SpatialMaterial.xml
- #, fuzzy
- msgid ""
- "If [code]true[/code], enables the specified flag. Flags are optional "
- "behavior that can be turned on and off. Only one flag can be enabled at a "
- "time with this function, the flag enumerators cannot be bit-masked together "
- "to enable or disable multiple flags at once. Flags can also be enabled by "
- "setting the corresponding member to [code]true[/code]. See [enum Flags] "
- "enumerator for options."
- msgstr ""
- "Si [code]true[/code], habilita la [enum Feature] especificada. Muchas de las "
- "características que están disponibles en [SpatialMaterial] deben ser "
- "habilitadas antes de su uso. De esta manera, el costo de usar la "
- "característica sólo se incurre cuando se especifica. Las características "
- "también pueden ser habilitadas estableciendo el miembro correspondiente en "
- "[code]true[/code]."
- #: doc/classes/SpatialMaterial.xml
- msgid ""
- "Sets the [Texture] to be used by the specified [enum TextureParam]. This "
- "function is called when setting members ending in [code]*_texture[/code]."
- msgstr ""
- #: doc/classes/SpatialMaterial.xml
- msgid "The material's base color."
- msgstr "El color base del material."
- #: doc/classes/SpatialMaterial.xml
- msgid ""
- "Texture to multiply by [member albedo_color]. Used for basic texturing of "
- "objects."
- msgstr ""
- "La textura se multiplica por [member albedo_color]. Se utiliza para la "
- "textura básica de los objetos."
- #: doc/classes/SpatialMaterial.xml
- msgid ""
- "The strength of the anisotropy effect. This is multiplied by [member "
- "anisotropy_flowmap]'s alpha channel if a texture is defined there and the "
- "texture contains an alpha channel."
- msgstr ""
- #: doc/classes/SpatialMaterial.xml
- msgid ""
- "If [code]true[/code], anisotropy is enabled. Anisotropy changes the shape of "
- "the specular blob and aligns it to tangent space. This is useful for brushed "
- "aluminium and hair reflections.\n"
- "[b]Note:[/b] Mesh tangents are needed for anisotropy to work. If the mesh "
- "does not contain tangents, the anisotropy effect will appear broken.\n"
- "[b]Note:[/b] Material anisotropy should not to be confused with anisotropic "
- "texture filtering. Anisotropic texture filtering can be enabled by selecting "
- "a texture in the FileSystem dock, going to the Import dock, checking the "
- "[b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]. The anisotropic "
- "filtering level can be changed by adjusting [member ProjectSettings."
- "rendering/quality/filters/anisotropic_filter_level]."
- msgstr ""
- #: doc/classes/SpatialMaterial.xml
- msgid ""
- "Texture that offsets the tangent map for anisotropy calculations and "
- "optionally controls the anisotropy effect (if an alpha channel is present). "
- "The flowmap texture is expected to be a derivative map, with the red channel "
- "representing distortion on the X axis and green channel representing "
- "distortion on the Y axis. Values below 0.5 will result in negative "
- "distortion, whereas values above 0.5 will result in positive distortion.\n"
- "If present, the texture's alpha channel will be used to multiply the "
- "strength of the [member anisotropy] effect. Fully opaque pixels will keep "
- "the anisotropy effect's original strength while fully transparent pixels "
- "will disable the anisotropy effect entirely. The flowmap texture's blue "
- "channel is ignored."
- msgstr ""
- #: doc/classes/SpatialMaterial.xml
- msgid ""
- "If [code]true[/code], ambient occlusion is enabled. Ambient occlusion "
- "darkens areas based on the [member ao_texture]."
- msgstr ""
- "Si [code]true[/code], se activa la oclusión ambiental. La oclusión ambiental "
- "oscurece las áreas basadas en el [member ao_texture]."
- #: doc/classes/SpatialMaterial.xml
- msgid ""
- "Amount that ambient occlusion affects lighting from lights. If [code]0[/"
- "code], ambient occlusion only affects ambient light. If [code]1[/code], "
- "ambient occlusion affects lights just as much as it affects ambient light. "
- "This can be used to impact the strength of the ambient occlusion effect, but "
- "typically looks unrealistic."
- msgstr ""
- "La cantidad que la oclusión ambiental afecta a la iluminación de las luces. "
- "Si [code]0[/code], la oclusión ambiental sólo afecta a la luz ambiental. Si "
- "[code]1[/code], la oclusión ambiental afecta a las luces tanto como a la luz "
- "ambiental. Esto puede utilizarse para influir en la intensidad del efecto de "
- "la oclusión ambiental, pero normalmente tiene un aspecto poco realista."
- #: doc/classes/SpatialMaterial.xml
- msgid ""
- "If [code]true[/code], use [code]UV2[/code] coordinates to look up from the "
- "[member ao_texture]."
- msgstr ""
- "Si [code]true[/code], usa las coordenadas [code]UV2[/code] para mirar hacia "
- "arriba desde el [member ao_texture]."
- #: doc/classes/SpatialMaterial.xml
- msgid ""
- "Texture that defines the amount of ambient occlusion for a given point on "
- "the object."
- msgstr ""
- "Textura que define la cantidad de oclusión ambiental para un punto "
- "determinado del objeto."
- #: doc/classes/SpatialMaterial.xml
- msgid ""
- "Specifies the channel of the [member ao_texture] in which the ambient "
- "occlusion information is stored. This is useful when you store the "
- "information for multiple effects in a single texture. For example if you "
- "stored metallic in the red channel, roughness in the blue, and ambient "
- "occlusion in the green you could reduce the number of textures you use."
- msgstr ""
- "Especifica el canal del [member ao_texture] en el que se almacena la "
- "información de oclusión ambiental. Esto es útil cuando se almacena la "
- "información de múltiples efectos en una sola textura. Por ejemplo, si "
- "almacena metálico en el canal rojo, rugosidad en el azul y oclusión "
- "ambiental en el verde podría reducir el número de texturas que utiliza."
- #: doc/classes/SpatialMaterial.xml
- msgid ""
- "If [member ProjectSettings.rendering/gles3/shaders/shader_compilation_mode] "
- "is [code]Synchronous[/code] (with or without cache), this determines how "
- "this material must behave in regards to asynchronous shader compilation.\n"
- "[constant ASYNC_MODE_VISIBLE] is the default and the best for most cases."
- msgstr ""
- #: doc/classes/SpatialMaterial.xml
- msgid ""
- "Sets the strength of the clearcoat effect. Setting to [code]0[/code] looks "
- "the same as disabling the clearcoat effect."
- msgstr ""
- "Establece la fuerza del efecto del barniz. Ajustar a [code]0[/code] se ve "
- "igual que desactivar el efecto de barniz."
- #: doc/classes/SpatialMaterial.xml
- #, fuzzy
- msgid ""
- "If [code]true[/code], clearcoat rendering is enabled. Adds a secondary "
- "transparent pass to the lighting calculation resulting in an added specular "
- "blob. This makes materials appear as if they have a clear layer on them that "
- "can be either glossy or rough.\n"
- "[b]Note:[/b] Clearcoat rendering is not visible if the material has [member "
- "flags_unshaded] set to [code]true[/code]."
- msgstr ""
- "Si [code]true[/code], se habilita la renderización de barniz. Añade un pase "
- "transparente secundario al cálculo de iluminación, lo que resulta en una "
- "mancha especular añadida. Esto hace que los materiales aparezcan como si "
- "tuvieran una capa transparente sobre ellos que puede ser brillante o rugosa."
- #: doc/classes/SpatialMaterial.xml
- msgid ""
- "Sets the roughness of the clearcoat pass. A higher value results in a "
- "smoother clearcoat while a lower value results in a rougher clearcoat."
- msgstr ""
- "Establece la rugosidad del paso del barniz. Un valor más alto resulta en un "
- "barniz más suave mientras que un valor más bajo resulta en un barniz más "
- "áspero."
- #: doc/classes/SpatialMaterial.xml
- msgid ""
- "Texture that defines the strength of the clearcoat effect and the glossiness "
- "of the clearcoat. Strength is specified in the red channel while glossiness "
- "is specified in the green channel."
- msgstr ""
- "Textura que define la fuerza del efecto del barniz y el brillo del barniz. "
- "La fuerza se especifica en el canal rojo mientras que el brillo se "
- "especifica en el canal verde."
- #: doc/classes/SpatialMaterial.xml
- msgid ""
- "If [code]true[/code], the shader will read depth texture at multiple points "
- "along the view ray to determine occlusion and parrallax. This can be very "
- "performance demanding, but results in more realistic looking depth mapping."
- msgstr ""
- #: doc/classes/SpatialMaterial.xml
- msgid ""
- "If [code]true[/code], depth mapping is enabled (also called \"parallax "
- "mapping\" or \"height mapping\"). See also [member normal_enabled].\n"
- "[b]Note:[/b] Depth mapping is not supported if triplanar mapping is used on "
- "the same material. The value of [member depth_enabled] will be ignored if "
- "[member uv1_triplanar] is enabled."
- msgstr ""
- #: doc/classes/SpatialMaterial.xml
- msgid ""
- "If [code]true[/code], direction of the binormal is flipped before using in "
- "the depth effect. This may be necessary if you have encoded your binormals "
- "in a way that is conflicting with the depth effect."
- msgstr ""
- #: doc/classes/SpatialMaterial.xml
- msgid ""
- "If [code]true[/code], direction of the tangent is flipped before using in "
- "the depth effect. This may be necessary if you have encoded your tangents in "
- "a way that is conflicting with the depth effect."
- msgstr ""
- #: doc/classes/SpatialMaterial.xml
- msgid ""
- "Number of layers to use when using [member depth_deep_parallax] and the view "
- "direction is perpendicular to the surface of the object. A higher number "
- "will be more performance demanding while a lower number may not look as "
- "crisp."
- msgstr ""
- #: doc/classes/SpatialMaterial.xml
- msgid ""
- "Number of layers to use when using [member depth_deep_parallax] and the view "
- "direction is parallel to the surface of the object. A higher number will be "
- "more performance demanding while a lower number may not look as crisp."
- msgstr ""
- #: doc/classes/SpatialMaterial.xml
- msgid ""
- "Scales the depth offset effect. A higher number will create a larger depth."
- msgstr ""
- #: doc/classes/SpatialMaterial.xml
- msgid ""
- "Texture used to determine depth at a given pixel. Depth is always stored in "
- "the red channel."
- msgstr ""
- #: doc/classes/SpatialMaterial.xml
- msgid "Texture that specifies the color of the detail overlay."
- msgstr "Textura que especifica el color de la superposición de los detalles."
- #: doc/classes/SpatialMaterial.xml
- msgid ""
- "Specifies how the [member detail_albedo] should blend with the current "
- "[code]ALBEDO[/code]. See [enum BlendMode] for options."
- msgstr ""
- "Especifica cómo el [member detail_albedo] debe mezclarse con el actual "
- "[code]ALBEDO[/code]. Ver [enum BlendMode] para las opciones."
- #: doc/classes/SpatialMaterial.xml
- msgid ""
- "If [code]true[/code], enables the detail overlay. Detail is a second texture "
- "that gets mixed over the surface of the object based on [member "
- "detail_mask]. This can be used to add variation to objects, or to blend "
- "between two different albedo/normal textures."
- msgstr ""
- "Si [code]true[/code], permite la superposición de detalles. El detalle es "
- "una segunda textura que se mezcla sobre la superficie del objeto basada en "
- "[member detail_mask]. Esto puede ser usado para añadir variación a los "
- "objetos, o para mezclar entre dos diferentes texturas de albedo/normal."
- #: doc/classes/SpatialMaterial.xml
- msgid ""
- "Texture used to specify how the detail textures get blended with the base "
- "textures."
- msgstr ""
- "La textura usada para especificar cómo las texturas de detalle se mezclan "
- "con las texturas de base."
- #: doc/classes/SpatialMaterial.xml
- #, fuzzy
- msgid ""
- "Texture that specifies the per-pixel normal of the detail overlay.\n"
- "[b]Note:[/b] Godot expects the normal map to use X+, Y+, and Z+ coordinates. "
- "See [url=http://wiki.polycount.com/wiki/"
- "Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for "
- "a comparison of normal map coordinates expected by popular engines."
- msgstr ""
- "Textura que especifica la normalidad por píxel de la superposición de "
- "detalles.\n"
- "[b]Nota:[/b] Godot espera que el mapa de normales utilice las coordenadas "
- "X+, Y-, y Z+. Ver [url=http://wiki.polycount.com/wiki/"
- "Normal_Map_Technical_Details#Common_Swizzle_Coordinates]esta página[/url] "
- "para una comparación de las coordenadas del mapa normal esperadas por los "
- "motores populares."
- #: doc/classes/SpatialMaterial.xml
- msgid ""
- "Specifies whether to use [code]UV[/code] or [code]UV2[/code] for the detail "
- "layer. See [enum DetailUV] for options."
- msgstr ""
- "Especifica si se utiliza [code]UV[/code] o [code]UV2[/code] para la capa de "
- "detalle. Ver [enum DetailUV] para las opciones."
- #: doc/classes/SpatialMaterial.xml
- msgid ""
- "Distance at which the object appears fully opaque.\n"
- "[b]Note:[/b] If [code]distance_fade_max_distance[/code] is less than "
- "[code]distance_fade_min_distance[/code], the behavior will be reversed. The "
- "object will start to fade away at [code]distance_fade_max_distance[/code] "
- "and will fully disappear once it reaches [code]distance_fade_min_distance[/"
- "code]."
- msgstr ""
- #: doc/classes/SpatialMaterial.xml
- msgid ""
- "Distance at which the object starts to become visible. If the object is less "
- "than this distance away, it will be invisible.\n"
- "[b]Note:[/b] If [code]distance_fade_min_distance[/code] is greater than "
- "[code]distance_fade_max_distance[/code], the behavior will be reversed. The "
- "object will start to fade away at [code]distance_fade_max_distance[/code] "
- "and will fully disappear once it reaches [code]distance_fade_min_distance[/"
- "code]."
- msgstr ""
- #: doc/classes/SpatialMaterial.xml
- msgid ""
- "Specifies which type of fade to use. Can be any of the [enum "
- "DistanceFadeMode]s."
- msgstr ""
- "Especifica el tipo de desvanecimiento a utilizar. Puede ser cualquiera de "
- "los [enum DistanceFadeMode]s."
- #: doc/classes/SpatialMaterial.xml
- msgid "The emitted light's color. See [member emission_enabled]."
- msgstr "El color de la luz emitida. Ver [member emission_enabled]."
- #: doc/classes/SpatialMaterial.xml
- #, fuzzy
- msgid ""
- "If [code]true[/code], the body emits light. Emitting light makes the object "
- "appear brighter. The object can also cast light on other objects if a "
- "[GIProbe] or [BakedLightmap] is used and this object is used in baked "
- "lighting."
- msgstr ""
- "Si [code]true[/code], el cuerpo emite luz. Emitir luz hace que el objeto "
- "parezca más brillante. El objeto también puede emitir luz sobre otros "
- "objetos si se utiliza un [GIProbe] y este objeto se utiliza en el mapa de "
- "iluminacion cocinada."
- #: doc/classes/SpatialMaterial.xml
- msgid "The emitted light's strength. See [member emission_enabled]."
- msgstr "La fuerza de la luz emitida. Ver [member emission_enabled]."
- #: doc/classes/SpatialMaterial.xml
- msgid "Use [code]UV2[/code] to read from the [member emission_texture]."
- msgstr "Utilice [code]UV2[/code] para leer de la [member emission_texture]."
- #: doc/classes/SpatialMaterial.xml
- msgid ""
- "Sets how [member emission] interacts with [member emission_texture]. Can "
- "either add or multiply. See [enum EmissionOperator] for options."
- msgstr ""
- "Establece cómo interactúa [member emission] con [member emission_texture]. "
- "Puede sumar o multiplicar. Ver [enum EmissionOperator] para las opciones."
- #: doc/classes/SpatialMaterial.xml
- msgid "Texture that specifies how much surface emits light at a given point."
- msgstr ""
- "Textura que especifica cuánta superficie emite luz en un punto determinado."
- #: doc/classes/SpatialMaterial.xml
- msgid ""
- "Forces a conversion of the [member albedo_texture] from sRGB space to linear "
- "space."
- msgstr ""
- "Fuerza una conversión del [member albedo_texture] del espacio sRGB al "
- "espacio lineal."
- #: doc/classes/SpatialMaterial.xml
- msgid "Enables signed distance field rendering shader."
- msgstr ""
- #: doc/classes/SpatialMaterial.xml
- msgid "If [code]true[/code], the object receives no ambient light."
- msgstr "Si [code]true[/code], el objeto no recibe luz ambiental."
- #: doc/classes/SpatialMaterial.xml
- msgid ""
- "If [code]true[/code], the object receives no shadow that would otherwise be "
- "cast onto it."
- msgstr ""
- "Si [code]true[/code], el objeto no recibe ninguna sombra que de otra manera "
- "sería arrojada sobre él."
- #: doc/classes/SpatialMaterial.xml
- msgid ""
- "If [code]true[/code], the shader will compute extra operations to make sure "
- "the normal stays correct when using a non-uniform scale. Only enable if "
- "using non-uniform scaling."
- msgstr ""
- #: doc/classes/SpatialMaterial.xml
- msgid ""
- "If [code]true[/code], the object is rendered at the same size regardless of "
- "distance."
- msgstr ""
- "Si [code]true[/code], el objeto se renderiza con el mismo tamaño "
- "independientemente de la distancia."
- #: doc/classes/SpatialMaterial.xml
- #, fuzzy
- msgid ""
- "If [code]true[/code], transparency is enabled on the body. See also [member "
- "params_blend_mode]."
- msgstr ""
- "Si [code]true[/code], se habilita la transparencia en el cuerpo. Véase "
- "también [member blend_mode]."
- #: doc/classes/SpatialMaterial.xml
- #, fuzzy
- msgid "If [code]true[/code], the object is unaffected by lighting."
- msgstr "Si [code]true[/code], el objeto no recibe luz ambiental."
- #: doc/classes/SpatialMaterial.xml
- #, fuzzy
- msgid ""
- "If [code]true[/code], render point size can be changed.\n"
- "[b]Note:[/b] This is only effective for objects whose geometry is point-"
- "based rather than triangle-based. See also [member params_point_size]."
- msgstr ""
- "Si [code]true[/code], el tamaño del punto de renderizado puede ser "
- "cambiado.\n"
- "[b]Nota:[/b] esto sólo es efectivo para los objetos cuya geometría se basa "
- "en puntos en vez de en triángulos. Ver también [member point_size]."
- #: doc/classes/SpatialMaterial.xml
- msgid ""
- "If [code]true[/code], enables the \"shadow to opacity\" render mode where "
- "lighting modifies the alpha so shadowed areas are opaque and non-shadowed "
- "areas are transparent. Useful for overlaying shadows onto a camera feed in "
- "AR."
- msgstr ""
- "Si [code]true[/code], habilita el modo de representación \"sombra a "
- "opacidad\" en el que la iluminación modifica el alfa de modo que las áreas "
- "sombreadas son opacas y las áreas no sombreadas son transparentes. Es útil "
- "para superponer sombras en una cámara de alimentación en AR."
- #: doc/classes/SpatialMaterial.xml
- msgid ""
- "If [code]true[/code], lighting is calculated per vertex rather than per "
- "pixel. This may increase performance on low-end devices, especially for "
- "meshes with a lower polygon count. The downside is that shading becomes much "
- "less accurate, with visible linear interpolation between vertices that are "
- "joined together. This can be compensated by ensuring meshes have a "
- "sufficient level of subdivision (but not too much, to avoid reducing "
- "performance). Some material features are also not supported when vertex "
- "shading is enabled.\n"
- "See also [member ProjectSettings.rendering/quality/shading/"
- "force_vertex_shading] which can globally enable vertex shading on all "
- "materials.\n"
- "[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by "
- "[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s "
- "[code]mobile[/code] override.\n"
- "[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member "
- "flags_unshaded] is [code]true[/code]."
- msgstr ""
- #: doc/classes/SpatialMaterial.xml
- #, fuzzy
- msgid ""
- "If [code]true[/code], triplanar mapping is calculated in world space rather "
- "than object local space. See also [member uv1_triplanar]."
- msgstr ""
- "Si [code]true[/code], el mapeado triplanar para [code]UV[/code] se calcula "
- "en el espacio del mundo en lugar de en el espacio local de los objetos. Ver "
- "también [member uv1_triplanar]."
- #: doc/classes/SpatialMaterial.xml
- msgid ""
- "A high value makes the material appear more like a metal. Non-metals use "
- "their albedo as the diffuse color and add diffuse to the specular "
- "reflection. With non-metals, the reflection appears on top of the albedo "
- "color. Metals use their albedo as a multiplier to the specular reflection "
- "and set the diffuse color to black resulting in a tinted reflection. "
- "Materials work better when fully metal or fully non-metal, values between "
- "[code]0[/code] and [code]1[/code] should only be used for blending between "
- "metal and non-metal sections. To alter the amount of reflection use [member "
- "roughness]."
- msgstr ""
- "Un valor alto hace que el material parezca más como un metal. Los no "
- "metálicos usan su albedo como color difuso y añaden difusión a la reflexión "
- "especular. Con los no metálicos, la reflexión aparece sobre el color del "
- "albedo. Los metales usan su albedo como multiplicador de la reflexión "
- "especular y ponen el color difuso en negro, lo que resulta en una reflexión "
- "teñida. Los materiales funcionan mejor cuando son totalmente metálicos o "
- "totalmente no metálicos, los valores entre [code]0[/code] y [code]1[/code] "
- "sólo deben utilizarse para la mezcla entre secciones metálicas y no "
- "metálicas. Para alterar la cantidad de reflexión utilice [member roughness]."
- #: doc/classes/SpatialMaterial.xml
- #, fuzzy
- msgid ""
- "Sets the size of the specular lobe. The specular lobe is the bright spot "
- "that is reflected from light sources.\n"
- "[b]Note:[/b] Unlike [member metallic], this is not energy-conserving, so it "
- "should be left at [code]0.5[/code] in most cases. See also [member "
- "roughness]."
- msgstr ""
- "Establece el tamaño del lóbulo especular. El lóbulo especular es el punto "
- "brillante que se refleja en las fuentes de luz.\n"
- "[b]Nota:[/b] a diferencia de [member metallic], este no es un conservador de "
- "energía, por lo que debe dejarse en [code]0.5[/code] en la mayoría de los "
- "casos. Véase también [member roughness]."
- #: doc/classes/SpatialMaterial.xml
- msgid ""
- "Texture used to specify metallic for an object. This is multiplied by "
- "[member metallic]."
- msgstr ""
- "Textura utilizada para especificar el metal de un objeto. Se multiplica por "
- "[member metallic]."
- #: doc/classes/SpatialMaterial.xml
- msgid ""
- "Specifies the channel of the [member metallic_texture] in which the metallic "
- "information is stored. This is useful when you store the information for "
- "multiple effects in a single texture. For example if you stored metallic in "
- "the red channel, roughness in the blue, and ambient occlusion in the green "
- "you could reduce the number of textures you use."
- msgstr ""
- "Especifica el canal de la [member metallic_texture] en el que se almacena la "
- "información metálica. Esto es útil cuando se almacena la información para "
- "múltiples efectos en una sola textura. Por ejemplo, si almacenas metálicos "
- "en el canal rojo, rugosidad en el azul y oclusión ambiental en el verde, "
- "podrías reducir el número de texturas que utilizas."
- #: doc/classes/SpatialMaterial.xml
- msgid "If [code]true[/code], normal mapping is enabled."
- msgstr "Si [code]true[/code], se habilita el mapeado normal."
- #: doc/classes/SpatialMaterial.xml
- msgid "The strength of the normal map's effect."
- msgstr "La fuerza del efecto del mapa normal."
- #: doc/classes/SpatialMaterial.xml
- #, fuzzy
- msgid ""
- "Texture used to specify the normal at a given pixel. The "
- "[code]normal_texture[/code] only uses the red and green channels; the blue "
- "and alpha channels are ignored. The normal read from [code]normal_texture[/"
- "code] is oriented around the surface normal provided by the [Mesh].\n"
- "[b]Note:[/b] The mesh must have both normals and tangents defined in its "
- "vertex data. Otherwise, the normal map won't render correctly and will only "
- "appear to darken the whole surface. If creating geometry with [SurfaceTool], "
- "you can use [method SurfaceTool.generate_normals] and [method SurfaceTool."
- "generate_tangents] to automatically generate normals and tangents "
- "respectively.\n"
- "[b]Note:[/b] Godot expects the normal map to use X+, Y+, and Z+ coordinates. "
- "See [url=http://wiki.polycount.com/wiki/"
- "Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for "
- "a comparison of normal map coordinates expected by popular engines."
- msgstr ""
- "Textura utilizada para especificar la normal en un pixel determinado. La "
- "[code]normal_texture[/code] sólo utiliza los canales rojo y verde. El normal "
- "leído de [code]normal_texture[/code] se orienta alrededor del normal de la "
- "superficie proporcionado por la [Mesh].\n"
- "[b]Nota:[/b] Godot espera que el mapa de normales utilice las coordenadas "
- "X+, Y-, y Z+. Ver [url=http://wiki.polycount.com/wiki/"
- "Normal_Map_Technical_Details#Common_Swizzle_Coordinates]esta página[/url] "
- "para una comparación de las coordenadas del mapa normal esperadas por los "
- "motores populares."
- #: doc/classes/SpatialMaterial.xml
- #, fuzzy
- msgid ""
- "If [code]true[/code], the shader will keep the scale set for the mesh. "
- "Otherwise the scale is lost when billboarding. Only applies when [member "
- "params_billboard_mode] is [constant BILLBOARD_ENABLED]."
- msgstr ""
- "Si [code]true[/code], el shader mantendrá la escala establecida para la "
- "malla. De lo contrario, la escala se perderá cuando se haga billboarding. "
- "Sólo se aplica cuando [member billboard_mode] es [constant "
- "BILLBOARD_ENABLED]."
- #: doc/classes/SpatialMaterial.xml
- msgid ""
- "Controls how the object faces the camera. See [enum BillboardMode].\n"
- "[b]Note:[/b] Billboard mode is not suitable for VR because the left-right "
- "vector of the camera is not horizontal when the screen is attached to your "
- "head instead of on the table. See [url=https://github.com/godotengine/godot/"
- "issues/41567]GitHub issue #41567[/url] for details."
- msgstr ""
- #: doc/classes/SpatialMaterial.xml
- msgid ""
- "The material's blend mode.\n"
- "[b]Note:[/b] Values other than [code]Mix[/code] force the object into the "
- "transparent pipeline. See [enum BlendMode]."
- msgstr ""
- "El modo de mezcla del material.\n"
- "[b]Nota:[/b] Los valores distintos a [code]Mix[/code] obligan al objeto a "
- "entrar en el pipeline transparente. Ver [enum BlendMode]."
- #: doc/classes/SpatialMaterial.xml
- msgid ""
- "Which side of the object is not drawn when backfaces are rendered. See [enum "
- "CullMode]."
- msgstr ""
- "Cual lado del objeto no se dibuja cuando se renderizan las caras traseras. "
- "Ver [enum CullMode]."
- #: doc/classes/SpatialMaterial.xml
- #, fuzzy
- msgid ""
- "Determines when depth rendering takes place. See [enum DepthDrawMode]. See "
- "also [member flags_transparent]."
- msgstr ""
- "Determina cuándo el renderizado de profundidad se lleva a cabo. Ver [enum "
- "DepthDrawMode]. Ver también [member transparency]."
- #: doc/classes/SpatialMaterial.xml
- msgid ""
- "The algorithm used for diffuse light scattering. See [enum DiffuseMode]."
- msgstr ""
- "El algoritmo utilizado para la dispersión de la luz difusa. Véase [enum "
- "DiffuseMode]."
- #: doc/classes/SpatialMaterial.xml
- #, fuzzy
- msgid ""
- "If [code]true[/code], enables the vertex grow setting. See [member "
- "params_grow_amount]."
- msgstr ""
- "Si [code]true[/code], permite el ajuste de crecimiento del vértice. Ver "
- "[member grow_amount]."
- #: doc/classes/SpatialMaterial.xml
- msgid "Grows object vertices in the direction of their normals."
- msgstr "Crecen los vértices de los objetos en la dirección de sus normales."
- #: doc/classes/SpatialMaterial.xml
- #, fuzzy
- msgid "Currently unimplemented in Godot."
- msgstr "Actualmente sin implementar en Godot 3.x."
- #: doc/classes/SpatialMaterial.xml
- #, fuzzy
- msgid "The point size in pixels. See [member flags_use_point_size]."
- msgstr "El tamaño del punto en píxeles. Ver [member use_point_size]."
- #: doc/classes/SpatialMaterial.xml
- msgid "The method for rendering the specular blob. See [enum SpecularMode]."
- msgstr ""
- "El método para renderizar la mancha especular. Ver [enum SpecularMode]."
- #: doc/classes/SpatialMaterial.xml
- msgid ""
- "If [code]true[/code], the shader will discard all pixels that have an alpha "
- "value less than [member params_alpha_scissor_threshold]."
- msgstr ""
- #: doc/classes/SpatialMaterial.xml
- #, fuzzy
- msgid ""
- "The number of horizontal frames in the particle sprite sheet. Only enabled "
- "when using [constant BILLBOARD_PARTICLES]. See [member "
- "params_billboard_mode]."
- msgstr ""
- "El número de fotogramas horizontales en la hoja de sprites de partículas. "
- "Sólo se habilita cuando se usa la constante [BILLBOARD_PARTICLES]. Ver "
- "[member billboard_mode]."
- #: doc/classes/SpatialMaterial.xml
- #, fuzzy
- msgid ""
- "If [code]true[/code], particle animations are looped. Only enabled when "
- "using [constant BILLBOARD_PARTICLES]. See [member params_billboard_mode]."
- msgstr ""
- "Si [code]true[/code], las animaciones de las partículas se hacen en bucle. "
- "Sólo se activa cuando se usa [constante BILLBOARD_PARTICLES]. Ver [member "
- "billboard_mode]."
- #: doc/classes/SpatialMaterial.xml
- #, fuzzy
- msgid ""
- "The number of vertical frames in the particle sprite sheet. Only enabled "
- "when using [constant BILLBOARD_PARTICLES]. See [member "
- "params_billboard_mode]."
- msgstr ""
- "El número de fotogramas verticales en la hoja de sprites de partículas. Sólo "
- "se habilita cuando se usa la constante [BILLBOARD_PARTICLES]. Ver [member "
- "billboard_mode]."
- #: doc/classes/SpatialMaterial.xml
- msgid ""
- "Distance over which the fade effect takes place. The larger the distance the "
- "longer it takes for an object to fade."
- msgstr ""
- "Distancia a la que se produce el efecto de desvanecimiento. Cuanto mayor es "
- "la distancia, más tiempo tarda un objeto en desvanecerse."
- #: doc/classes/SpatialMaterial.xml
- msgid ""
- "If [code]true[/code], the proximity fade effect is enabled. The proximity "
- "fade effect fades out each pixel based on its distance to another object."
- msgstr ""
- "Si [code]true[/code], se activa el efecto de desvanecimiento por proximidad. "
- "El efecto de desvanecimiento por proximidad se desvanece cada píxel basado "
- "en su distancia a otro objeto."
- #: doc/classes/SpatialMaterial.xml
- msgid ""
- "If [code]true[/code], the refraction effect is enabled. Refraction distorts "
- "transparency based on light from behind the object. When using the GLES3 "
- "backend, the material's roughness value will affect the blurriness of the "
- "refraction. Higher roughness values will make the refraction look blurrier."
- msgstr ""
- #: doc/classes/SpatialMaterial.xml
- msgid ""
- "The strength of the refraction effect. Higher values result in a more "
- "distorted appearance for the refraction."
- msgstr ""
- #: doc/classes/SpatialMaterial.xml
- msgid ""
- "Texture that controls the strength of the refraction per-pixel. Multiplied "
- "by [member refraction_scale]."
- msgstr ""
- "Textura que controla la fuerza de la refracción por píxel. Multiplicado por "
- "[member refraction_scale]."
- #: doc/classes/SpatialMaterial.xml
- #, fuzzy
- msgid ""
- "Specifies the channel of the [member refraction_texture] in which the "
- "refraction information is stored. This is useful when you store the "
- "information for multiple effects in a single texture. For example if you "
- "stored metallic in the red channel, roughness in the blue, and ambient "
- "occlusion in the green you could reduce the number of textures you use."
- msgstr ""
- "Especifica el canal de la [member metallic_texture] en el que se almacena la "
- "información metálica. Esto es útil cuando se almacena la información para "
- "múltiples efectos en una sola textura. Por ejemplo, si almacenas metálicos "
- "en el canal rojo, rugosidad en el azul y oclusión ambiental en el verde, "
- "podrías reducir el número de texturas que utilizas."
- #: doc/classes/SpatialMaterial.xml
- msgid "Sets the strength of the rim lighting effect."
- msgstr "Establece la fuerza del efecto de iluminación del borde."
- #: doc/classes/SpatialMaterial.xml
- #, fuzzy
- msgid ""
- "If [code]true[/code], rim effect is enabled. Rim lighting increases the "
- "brightness at glancing angles on an object.\n"
- "[b]Note:[/b] Rim lighting is not visible if the material has [member "
- "flags_unshaded] set to [code]true[/code]."
- msgstr ""
- "Si [code]true[/code], el efecto de borde está activado. La iluminación de "
- "los bordes aumenta el brillo en los ángulos de visión de un objeto."
- #: doc/classes/SpatialMaterial.xml
- msgid ""
- "Texture used to set the strength of the rim lighting effect per-pixel. "
- "Multiplied by [member rim]."
- msgstr ""
- "La textura utilizada para establecer la fuerza del efecto de iluminación del "
- "borde por píxel. Multiplicado por el [member rim]."
- #: doc/classes/SpatialMaterial.xml
- msgid ""
- "The amount of to blend light and albedo color when rendering rim effect. If "
- "[code]0[/code] the light color is used, while [code]1[/code] means albedo "
- "color is used. An intermediate value generally works best."
- msgstr ""
- "La cantidad de luz de mezclia y el color del albedo cuando se renderiza el "
- "efecto de borde. Si se utiliza [code]0[/code] el color de la luz, mientras "
- "que [code]1[/code] significa que se utiliza el color del albedo. Un valor "
- "intermedio generalmente funciona mejor."
- #: doc/classes/SpatialMaterial.xml
- msgid ""
- "Surface reflection. A value of [code]0[/code] represents a perfect mirror "
- "while a value of [code]1[/code] completely blurs the reflection. See also "
- "[member metallic]."
- msgstr ""
- "Reflexión de la superficie. Un valor de [code]0[/code] representa un espejo "
- "perfecto mientras que un valor de [code]1[/code] difumina completamente el "
- "reflejo. Véase también [member metallic]."
- #: doc/classes/SpatialMaterial.xml
- msgid ""
- "Texture used to control the roughness per-pixel. Multiplied by [member "
- "roughness]."
- msgstr ""
- "La textura utilizada para controlar la rugosidad por píxel. Multiplicado por "
- "[member roughness]."
- #: doc/classes/SpatialMaterial.xml
- msgid ""
- "If [code]true[/code], subsurface scattering is enabled. Emulates light that "
- "penetrates an object's surface, is scattered, and then emerges."
- msgstr ""
- "Si [code]true[/code], se activa la dispersión subterránea. Emula la luz que "
- "penetra en la superficie de un objeto, se dispersa y luego emerge."
- #: doc/classes/SpatialMaterial.xml
- msgid "The strength of the subsurface scattering effect."
- msgstr "La fuerza del efecto de dispersión del subsuelo."
- #: doc/classes/SpatialMaterial.xml
- msgid ""
- "Texture used to control the subsurface scattering strength. Stored in the "
- "red texture channel. Multiplied by [member subsurf_scatter_strength]."
- msgstr ""
- "La textura utilizada para controlar la fuerza del subsurface scattering. Se "
- "almacena en el canal rojo de la textura. Multiplicado por [member "
- "subsurf_scatter_strength]."
- #: doc/classes/SpatialMaterial.xml
- #, fuzzy
- msgid ""
- "The color used by the transmission effect. Represents the light passing "
- "through an object."
- msgstr ""
- "El color usado por el efecto de luz de fondo. Representa la luz que pasa a "
- "través de un objeto."
- #: doc/classes/SpatialMaterial.xml
- #, fuzzy
- msgid "If [code]true[/code], the transmission effect is enabled."
- msgstr "Si [code]true[/code], se activa el efecto de brillo."
- #: doc/classes/SpatialMaterial.xml
- #, fuzzy
- msgid ""
- "Texture used to control the transmission effect per-pixel. Added to [member "
- "transmission]."
- msgstr ""
- "Textura utilizada para controlar el efecto de luz de fondo por píxel. "
- "Añadido a [member backlight]."
- #: doc/classes/SpatialMaterial.xml
- msgid ""
- "How much to offset the [code]UV[/code] coordinates. This amount will be "
- "added to [code]UV[/code] in the vertex function. This can be used to offset "
- "a texture."
- msgstr ""
- "Cuánto desplazar las coordenadas [code]UV[/code]. Esta cantidad se añadirá a "
- "[code]UV[/code] en la función de vértice. Esto puede ser usado para "
- "desplazar una textura."
- #: doc/classes/SpatialMaterial.xml
- msgid ""
- "How much to scale the [code]UV[/code] coordinates. This is multiplied by "
- "[code]UV[/code] in the vertex function."
- msgstr ""
- "Cuánto escalar las coordenadas [code]UV[/code]. Esto se multiplica por "
- "[code]UV[/code] en la función de vértice."
- #: doc/classes/SpatialMaterial.xml
- msgid ""
- "If [code]true[/code], instead of using [code]UV[/code] textures will use a "
- "triplanar texture lookup to determine how to apply textures. Triplanar uses "
- "the orientation of the object's surface to blend between texture "
- "coordinates. It reads from the source texture 3 times, once for each axis "
- "and then blends between the results based on how closely the pixel aligns "
- "with each axis. This is often used for natural features to get a realistic "
- "blend of materials. Because triplanar texturing requires many more texture "
- "reads per-pixel it is much slower than normal UV texturing. Additionally, "
- "because it is blending the texture between the three axes, it is unsuitable "
- "when you are trying to achieve crisp texturing."
- msgstr ""
- "Si [code]true[/code], en lugar de usar [code]UV[/code] las texturas usarán "
- "una búsqueda de texturas triplanares para determinar cómo aplicarlas. "
- "Triplanar usa la orientación de la superficie del objeto para mezclar entre "
- "las coordenadas de la textura. Lee de la textura fuente 3 veces, una para "
- "cada eje y luego se mezcla entre los resultados en base a cuán cerca se "
- "alinea el píxel con cada eje. Esto se utiliza a menudo para las "
- "características naturales para obtener una mezcla realista de los "
- "materiales. Debido a que la textura triplanar requiere muchas más lecturas "
- "de textura por píxel, es mucho más lenta que la textura UV normal. Además, "
- "debido a que está mezclando la textura entre los tres ejes, es inadecuado "
- "cuando se trata de lograr una textura nítida."
- #: doc/classes/SpatialMaterial.xml
- msgid ""
- "A lower number blends the texture more softly while a higher number blends "
- "the texture more sharply."
- msgstr ""
- "Un número más bajo mezcla la textura más suavemente mientras que un número "
- "más alto mezcla la textura más bruscamente."
- #: doc/classes/SpatialMaterial.xml
- msgid ""
- "How much to offset the [code]UV2[/code] coordinates. This amount will be "
- "added to [code]UV2[/code] in the vertex function. This can be used to offset "
- "a texture."
- msgstr ""
- "Cuánto desplazar las coordenadas [code]UV2[/code]. Esta cantidad se añadirá "
- "a [code]UV2[/code] en la función de vértice. Esto puede ser usado para "
- "compensar una textura."
- #: doc/classes/SpatialMaterial.xml
- msgid ""
- "How much to scale the [code]UV2[/code] coordinates. This is multiplied by "
- "[code]UV2[/code] in the vertex function."
- msgstr ""
- "Cuánto escalar las coordenadas de [code]UV2[/code]. Esto se multiplica por "
- "[code]UV2[/code] en la función de vértice."
- #: doc/classes/SpatialMaterial.xml
- msgid ""
- "If [code]true[/code], instead of using [code]UV2[/code] textures will use a "
- "triplanar texture lookup to determine how to apply textures. Triplanar uses "
- "the orientation of the object's surface to blend between texture "
- "coordinates. It reads from the source texture 3 times, once for each axis "
- "and then blends between the results based on how closely the pixel aligns "
- "with each axis. This is often used for natural features to get a realistic "
- "blend of materials. Because triplanar texturing requires many more texture "
- "reads per-pixel it is much slower than normal UV texturing. Additionally, "
- "because it is blending the texture between the three axes, it is unsuitable "
- "when you are trying to achieve crisp texturing."
- msgstr ""
- "Si [code]true[/code], en lugar de usar [code]UV2[/code] las texturas usarán "
- "una búsqueda de texturas triplanares para determinar cómo aplicarlas. "
- "Triplanar usa la orientación de la superficie del objeto para mezclar entre "
- "las coordenadas de la textura. Lee de la textura fuente 3 veces, una para "
- "cada eje y luego se mezcla entre los resultados en base a cuán cerca se "
- "alinea el píxel con cada eje. Esto se utiliza a menudo para las "
- "características naturales para obtener una mezcla realista de los "
- "materiales. Debido a que la textura triplanar requiere muchas más lecturas "
- "de textura por píxel, es mucho más lenta que la textura UV normal. Además, "
- "debido a que está mezclando la textura entre los tres ejes, es inadecuado "
- "cuando se trata de lograr una textura nítida."
- #: doc/classes/SpatialMaterial.xml
- msgid ""
- "If [code]true[/code], the model's vertex colors are processed as sRGB mode."
- msgstr ""
- "Si [code]true[/code], los colores de los vértices del modelo se procesan "
- "como modo sRGB."
- #: doc/classes/SpatialMaterial.xml
- msgid "If [code]true[/code], the vertex color is used as albedo color."
- msgstr ""
- "Si [code]true[/code], el color del vértice se utiliza como color del albedo."
- #: doc/classes/SpatialMaterial.xml
- msgid "Texture specifying per-pixel color."
- msgstr "Textura que especifica el color por píxel."
- #: doc/classes/SpatialMaterial.xml
- msgid "Texture specifying per-pixel metallic value."
- msgstr "Textura que especifica el valor metálico por píxel."
- #: doc/classes/SpatialMaterial.xml
- msgid "Texture specifying per-pixel roughness value."
- msgstr "Textura que especifica el valor de rugosidad por píxel."
- #: doc/classes/SpatialMaterial.xml
- msgid "Texture specifying per-pixel emission color."
- msgstr "Textura que especifica el color de emisión por píxel."
- #: doc/classes/SpatialMaterial.xml
- msgid "Texture specifying per-pixel normal vector."
- msgstr "Textura que especifica el vector normal por píxel."
- #: doc/classes/SpatialMaterial.xml
- msgid "Texture specifying per-pixel rim value."
- msgstr "Textura que especifica el valor del borde por píxel."
- #: doc/classes/SpatialMaterial.xml
- msgid "Texture specifying per-pixel clearcoat value."
- msgstr "Textura que especifica el valor del barniz por píxel."
- #: doc/classes/SpatialMaterial.xml
- msgid ""
- "Texture specifying per-pixel flowmap direction for use with [member "
- "anisotropy]."
- msgstr ""
- "Textura que especifica la dirección del mapa de flujo por píxel para su uso "
- "con [member anisotropy]."
- #: doc/classes/SpatialMaterial.xml
- msgid "Texture specifying per-pixel ambient occlusion value."
- msgstr "Textura que especifica el valor de oclusión ambiental por píxel."
- #: doc/classes/SpatialMaterial.xml
- #, fuzzy
- msgid "Texture specifying per-pixel depth."
- msgstr "Textura que especifica la altura por píxel."
- #: doc/classes/SpatialMaterial.xml
- msgid "Texture specifying per-pixel subsurface scattering."
- msgstr "Textura que especifica la subsurface scattering por pixel."
- #: doc/classes/SpatialMaterial.xml
- #, fuzzy
- msgid "Texture specifying per-pixel transmission color."
- msgstr "Textura que especifica el color de emisión por píxel."
- #: doc/classes/SpatialMaterial.xml
- msgid "Texture specifying per-pixel refraction strength."
- msgstr "Textura que especifica la fuerza de refracción por píxel."
- #: doc/classes/SpatialMaterial.xml
- msgid "Texture specifying per-pixel detail mask blending value."
- msgstr ""
- "Textura que especifica el valor de mezcla de la máscara de detalles por "
- "píxel."
- #: doc/classes/SpatialMaterial.xml
- msgid "Texture specifying per-pixel detail color."
- msgstr "Textura que especifica el color de detalle por píxel."
- #: doc/classes/SpatialMaterial.xml
- msgid "Texture specifying per-pixel detail normal."
- msgstr "La textura que especifica el detalle de la normal por píxel."
- #: doc/classes/SpatialMaterial.xml
- msgid "Represents the size of the [enum TextureParam] enum."
- msgstr "Representa el tamaño del enum [enum TextureParam]."
- #: doc/classes/SpatialMaterial.xml
- msgid "Use [code]UV[/code] with the detail texture."
- msgstr "Usa [code]UV[/code] con la textura de detalle."
- #: doc/classes/SpatialMaterial.xml
- msgid "Use [code]UV2[/code] with the detail texture."
- msgstr "Usa [code]UV2[/code] con la textura de detalle."
- #: doc/classes/SpatialMaterial.xml
- #, fuzzy
- msgid "Constant for setting [member flags_transparent]."
- msgstr "Constante para configuración [member ao_enabled]."
- #: doc/classes/SpatialMaterial.xml
- msgid "Constant for setting [member emission_enabled]."
- msgstr "Constante para establecer [member emission_enabled]."
- #: doc/classes/SpatialMaterial.xml
- msgid "Constant for setting [member normal_enabled]."
- msgstr "Constante para configuración [member normal_enabled]."
- #: doc/classes/SpatialMaterial.xml
- msgid "Constant for setting [member rim_enabled]."
- msgstr "Constante para configuración [member rim_enabled]."
- #: doc/classes/SpatialMaterial.xml
- msgid "Constant for setting [member clearcoat_enabled]."
- msgstr "Constante para configuración [member clearcoat_enabled]."
- #: doc/classes/SpatialMaterial.xml
- msgid "Constant for setting [member anisotropy_enabled]."
- msgstr "Constante para configuración [member anisotropy_enabled]."
- #: doc/classes/SpatialMaterial.xml
- msgid "Constant for setting [member ao_enabled]."
- msgstr "Constante para configuración [member ao_enabled]."
- #: doc/classes/SpatialMaterial.xml
- #, fuzzy
- msgid "Constant for setting [member depth_enabled]."
- msgstr "Constante para configuración [member detail_enabled]."
- #: doc/classes/SpatialMaterial.xml
- msgid "Constant for setting [member subsurf_scatter_enabled]."
- msgstr "Constante para configuración [member subsurf_scatter_enabled]."
- #: doc/classes/SpatialMaterial.xml
- #, fuzzy
- msgid "Constant for setting [member transmission_enabled]."
- msgstr "Constante para establecer [member emission_enabled]."
- #: doc/classes/SpatialMaterial.xml
- msgid "Constant for setting [member refraction_enabled]."
- msgstr "Constante para configuración [member refraction_enabled]."
- #: doc/classes/SpatialMaterial.xml
- msgid "Constant for setting [member detail_enabled]."
- msgstr "Constante para configuración [member detail_enabled]."
- #: doc/classes/SpatialMaterial.xml
- msgid ""
- "Default blend mode. The color of the object is blended over the background "
- "based on the object's alpha value."
- msgstr ""
- "Modo de mezcla por defecto. El color del objeto se mezcla sobre el fondo en "
- "base al valor alfa del objeto."
- #: doc/classes/SpatialMaterial.xml
- msgid "The color of the object is added to the background."
- msgstr "El color del objeto se añade al fondo."
- #: doc/classes/SpatialMaterial.xml
- msgid "The color of the object is subtracted from the background."
- msgstr "El color del objeto se resta del fondo."
- #: doc/classes/SpatialMaterial.xml
- msgid "The color of the object is multiplied by the background."
- msgstr "El color del objeto se multiplica por el fondo."
- #: doc/classes/SpatialMaterial.xml
- msgid "Default depth draw mode. Depth is drawn only for opaque objects."
- msgstr ""
- "Modo de dibujo de profundidad predeterminado. La profundidad se dibuja sólo "
- "para los objetos opacos."
- #: doc/classes/SpatialMaterial.xml
- msgid "Depth draw is calculated for both opaque and transparent objects."
- msgstr ""
- "El dibujo de profundidad se calcula tanto para objetos opacos como "
- "transparentes."
- #: doc/classes/SpatialMaterial.xml
- msgid "No depth draw."
- msgstr "No hay dibujo de profundidad."
- #: doc/classes/SpatialMaterial.xml
- msgid ""
- "For transparent objects, an opaque pass is made first with the opaque parts, "
- "then transparency is drawn."
- msgstr ""
- #: doc/classes/SpatialMaterial.xml
- msgid "Default cull mode. The back of the object is culled when not visible."
- msgstr ""
- "Modo descarte por defecto. La parte trasera del objeto es descartada(no se "
- "dibuja) cuando no está visible."
- #: doc/classes/SpatialMaterial.xml
- msgid "The front of the object is culled when not visible."
- msgstr "La parte delantera del objeto es descartada cuando no está visible."
- #: doc/classes/SpatialMaterial.xml
- msgid "No culling is performed."
- msgstr "No se realiza ningún descarte."
- #: doc/classes/SpatialMaterial.xml
- msgid ""
- "No lighting is used on the object. Color comes directly from [code]ALBEDO[/"
- "code]."
- msgstr ""
- #: doc/classes/SpatialMaterial.xml
- msgid ""
- "Lighting is calculated per-vertex rather than per-pixel. This can be used to "
- "increase the speed of the shader at the cost of quality."
- msgstr ""
- #: doc/classes/SpatialMaterial.xml
- msgid "Set [code]ALBEDO[/code] to the per-vertex color specified in the mesh."
- msgstr ""
- "Ponga [code]ALBEDO[/code] en el color por vértice especificado en la malla."
- #: doc/classes/SpatialMaterial.xml
- #, fuzzy
- msgid ""
- "Vertex color is in sRGB space and needs to be converted to linear. Only "
- "applies in the GLES3 renderer."
- msgstr ""
- "El color del vértice está en el espacio sRGB y necesita ser convertido a "
- "lineal. Sólo se aplica en el renderizador de Vulkan."
- #: doc/classes/SpatialMaterial.xml
- msgid ""
- "Uses point size to alter the size of primitive points. Also changes the "
- "albedo texture lookup to use [code]POINT_COORD[/code] instead of [code]UV[/"
- "code]."
- msgstr ""
- "Utiliza el tamaño de los puntos para alterar el tamaño de los puntos "
- "primitivos. También cambia la búsqueda de la textura del albedo para usar "
- "[code]POINT_COORD[/code] en lugar de [code]UV[/code]."
- #: doc/classes/SpatialMaterial.xml
- msgid ""
- "Object is scaled by depth so that it always appears the same size on screen."
- msgstr ""
- "El objeto se escala según la profundidad para que siempre aparezca del mismo "
- "tamaño en la pantalla."
- #: doc/classes/SpatialMaterial.xml
- #, fuzzy
- msgid ""
- "Shader will keep the scale set for the mesh. Otherwise the scale is lost "
- "when billboarding. Only applies when [member params_billboard_mode] is "
- "[constant BILLBOARD_ENABLED]."
- msgstr ""
- "Shader mantendrá la escala establecida para la malla. De lo contrario, la "
- "escala se perderá cuando se haga la billboarding. Sólo se aplica cuando "
- "[member billboard_mode] es [constant BILLBOARD_ENABLED]."
- #: doc/classes/SpatialMaterial.xml
- msgid ""
- "Use triplanar texture lookup for all texture lookups that would normally use "
- "[code]UV[/code]."
- msgstr ""
- "Use la búsqueda de texturas triplanares para todas las búsquedas de texturas "
- "que normalmente usarían [code]UV[/code]."
- #: doc/classes/SpatialMaterial.xml
- msgid ""
- "Use triplanar texture lookup for all texture lookups that would normally use "
- "[code]UV2[/code]."
- msgstr ""
- "Use la búsqueda de texturas triplanares para todas las búsquedas de texturas "
- "que normalmente usarían [code]UV2[/code]."
- #: doc/classes/SpatialMaterial.xml
- msgid ""
- "Use [code]UV2[/code] coordinates to look up from the [member ao_texture]."
- msgstr ""
- "Use las coordenadas [code]UV2[/code] para mirar hacia arriba desde el "
- "[member ao_texture]."
- #: doc/classes/SpatialMaterial.xml
- msgid ""
- "Use [code]UV2[/code] coordinates to look up from the [member "
- "emission_texture]."
- msgstr ""
- "Utilice las coordenadas [code]UV2[/code] para mirar hacia arriba desde la "
- "[member emission_texture]."
- #: doc/classes/SpatialMaterial.xml
- msgid "Use alpha scissor. Set by [member params_use_alpha_scissor]."
- msgstr ""
- #: doc/classes/SpatialMaterial.xml
- msgid ""
- "Use world coordinates in the triplanar texture lookup instead of local "
- "coordinates."
- msgstr ""
- #: doc/classes/SpatialMaterial.xml
- msgid "Forces the shader to convert albedo from sRGB space to linear space."
- msgstr ""
- "Obliga al shader a convertir el albedo del espacio sRGB al espacio lineal."
- #: doc/classes/SpatialMaterial.xml
- msgid "Disables receiving shadows from other objects."
- msgstr "Desactiva la recepción de sombras de otros objetos."
- #: doc/classes/SpatialMaterial.xml
- msgid "Disables receiving ambient light."
- msgstr "Desactiva la recepción de luz ambiental."
- #: doc/classes/SpatialMaterial.xml
- msgid "Ensures that normals appear correct, even with non-uniform scaling."
- msgstr ""
- #: doc/classes/SpatialMaterial.xml
- msgid "Enables the shadow to opacity feature."
- msgstr "Habilita la característica de opacidad de la sombra."
- #: doc/classes/SpatialMaterial.xml
- msgid "Default diffuse scattering algorithm."
- msgstr "Algoritmo de dispersión difusa por defecto."
- #: doc/classes/SpatialMaterial.xml
- msgid "Diffuse scattering ignores roughness."
- msgstr "La dispersión difusa ignora las rugosidades."
- #: doc/classes/SpatialMaterial.xml
- msgid "Extends Lambert to cover more than 90 degrees when roughness increases."
- msgstr ""
- "Extiende a Lambert para cubrir más de 90 grados cuando la rugosidad aumenta."
- #: doc/classes/SpatialMaterial.xml
- msgid "Attempts to use roughness to emulate microsurfacing."
- msgstr "Intenta usar la rugosidad para emular la micro superficie."
- #: doc/classes/SpatialMaterial.xml
- msgid "Uses a hard cut for lighting, with smoothing affected by roughness."
- msgstr ""
- "Utiliza un corte duro para la iluminación, con el alisado afectado por la "
- "aspereza."
- #: doc/classes/SpatialMaterial.xml
- msgid "Default specular blob."
- msgstr "Bola especular por defecto."
- #: doc/classes/SpatialMaterial.xml
- msgid "Older specular algorithm, included for compatibility."
- msgstr "Algoritmo especular más antiguo, incluido por compatibilidad."
- #: doc/classes/SpatialMaterial.xml
- msgid "Toon blob which changes size based on roughness."
- msgstr ""
- "La mancha de un dibujo que cambia de tamaño en función de la rugosidad."
- #: doc/classes/SpatialMaterial.xml
- msgid "No specular blob."
- msgstr "No hay manchas especulares."
- #: doc/classes/SpatialMaterial.xml
- msgid "Billboard mode is disabled."
- msgstr "Modo Billboard esta desactivado."
- #: doc/classes/SpatialMaterial.xml
- msgid "The object's Z axis will always face the camera."
- msgstr "El eje Z del objeto siempre estará de cara a la cámara."
- #: doc/classes/SpatialMaterial.xml
- msgid "The object's X axis will always face the camera."
- msgstr "El eje X del objeto siempre estará de cara a la cámara."
- #: doc/classes/SpatialMaterial.xml
- #, fuzzy
- msgid ""
- "Used for particle systems when assigned to [Particles] and [CPUParticles] "
- "nodes. Enables [code]particles_anim_*[/code] properties.\n"
- "The [member ParticlesMaterial.anim_speed] or [member CPUParticles."
- "anim_speed] should also be set to a positive value for the animation to play."
- msgstr ""
- "Se utiliza para sistemas de partículas cuando se asigna a los nodos "
- "[GPUParticles] y [CPUParticles]. Habilita las propiedades de "
- "[code]partículas_anim_*[/code].\n"
- "El [member ParticlesMaterial.anim_speed] o [member CPUParticles3D."
- "anim_speed] también debe tener un valor positivo para que la animación se "
- "reproduzca."
- #: doc/classes/SpatialMaterial.xml
- msgid "Used to read from the red channel of a texture."
- msgstr "Se usa para leer del canal rojo de una textura."
- #: doc/classes/SpatialMaterial.xml
- msgid "Used to read from the green channel of a texture."
- msgstr "Se usa para leer del canal verde de una textura."
- #: doc/classes/SpatialMaterial.xml
- msgid "Used to read from the blue channel of a texture."
- msgstr "Se usa para leer del canal azul de una textura."
- #: doc/classes/SpatialMaterial.xml
- msgid "Used to read from the alpha channel of a texture."
- msgstr "Se usa para leer del canal azul de una textura."
- #: doc/classes/SpatialMaterial.xml
- msgid "Adds the emission color to the color from the emission texture."
- msgstr "Añade el color de la emisión al color de la textura de la emisión."
- #: doc/classes/SpatialMaterial.xml
- msgid "Multiplies the emission color by the color from the emission texture."
- msgstr ""
- "Multiplica el color de la emisión por el color de la textura de la emisión."
- #: doc/classes/SpatialMaterial.xml
- msgid "Do not use distance fade."
- msgstr "No utilice el desvanecimiento de la distancia."
- #: doc/classes/SpatialMaterial.xml
- msgid ""
- "Smoothly fades the object out based on each pixel's distance from the camera "
- "using the alpha channel."
- msgstr ""
- "Suavemente se desvanece el objeto en base a la distancia de cada píxel de la "
- "cámara usando el canal alfa."
- #: doc/classes/SpatialMaterial.xml
- msgid ""
- "Smoothly fades the object out based on each pixel's distance from the camera "
- "using a dither approach. Dithering discards pixels based on a set pattern to "
- "smoothly fade without enabling transparency. On certain hardware this can be "
- "faster than [constant DISTANCE_FADE_PIXEL_ALPHA]."
- msgstr ""
- "Suavemente desvanece el objeto en base a la distancia de cada píxel de la "
- "cámara usando un enfoque de titubeo. Los píxeles descartados siguen un "
- "patrón establecido para desvanecerse suavemente sin permitir la "
- "transparencia. En cierto hardware esto puede ser más rápido que [constant "
- "DISTANCE_FADE_PIXEL_ALPHA]."
- #: doc/classes/SpatialMaterial.xml
- msgid ""
- "Smoothly fades the object out based on the object's distance from the camera "
- "using a dither approach. Dithering discards pixels based on a set pattern to "
- "smoothly fade without enabling transparency. On certain hardware this can be "
- "faster than [constant DISTANCE_FADE_PIXEL_ALPHA]."
- msgstr ""
- "Suavemente desvanece el objeto en base a la distancia de cada píxel de la "
- "cámara usando un enfoque de titubeo. Los píxeles descartados siguen un "
- "patrón establecido para desvanecerse suavemente sin permitir la "
- "transparencia. En cierto hardware esto puede ser más rápido que [constant "
- "DISTANCE_FADE_PIXEL_ALPHA]."
- #: doc/classes/SpatialMaterial.xml
- msgid ""
- "The real conditioned shader needed on each situation will be sent for "
- "background compilation. In the meantime, a very complex shader that adapts "
- "to every situation will be used (\"ubershader\"). This ubershader is much "
- "slower to render, but will keep the game running without stalling to "
- "compile. Once shader compilation is done, the ubershader is replaced by the "
- "traditional optimized shader."
- msgstr ""
- #: doc/classes/SpatialMaterial.xml
- msgid ""
- "Anything with this material applied won't be rendered while this material's "
- "shader is being compiled.\n"
- "This is useful for optimization, in cases where the visuals won't suffer "
- "from having certain non-essential elements missing during the short time "
- "their shaders are being compiled."
- msgstr ""
- #: doc/classes/SphereMesh.xml
- msgid "Class representing a spherical [PrimitiveMesh]."
- msgstr "Clase que representa una malla esférica [PrimitiveMesh]."
- #: doc/classes/SphereMesh.xml
- msgid "Full height of the sphere."
- msgstr "Altura completa de la esfera."
- #: doc/classes/SphereMesh.xml
- msgid ""
- "If [code]true[/code], a hemisphere is created rather than a full sphere.\n"
- "[b]Note:[/b] To get a regular hemisphere, the height and radius of the "
- "sphere must be equal."
- msgstr ""
- "Si [code]true[/code], se crea un hemisferio en lugar de una esfera "
- "completa.\n"
- "[b]Nota:[/b] Para obtener un hemisferio regular, la altura y el radio de la "
- "esfera deben ser iguales."
- #: doc/classes/SphereMesh.xml
- msgid "Number of radial segments on the sphere."
- msgstr "Número de segmentos radiales en la esfera."
- #: doc/classes/SphereMesh.xml
- msgid "Radius of sphere."
- msgstr "Radio de la esfera."
- #: doc/classes/SphereMesh.xml
- msgid "Number of segments along the height of the sphere."
- msgstr "Número de segmentos a lo largo de la altura de la esfera."
- #: doc/classes/SphereShape.xml
- msgid "Sphere shape for 3D collisions."
- msgstr "Forma de la esfera para las colisiones en 3D."
- #: doc/classes/SphereShape.xml
- #, fuzzy
- msgid ""
- "Sphere shape for 3D collisions, which can be set into a [PhysicsBody] or "
- "[Area]. This shape is useful for modeling sphere-like 3D objects."
- msgstr ""
- "Forma de la esfera para colisiones 3D, que puede ser fijada en un "
- "[PhysicsBody] o [Area]. Esta forma es útil para modelar objetos 3D similares "
- "a una esfera."
- #: doc/classes/SphereShape.xml
- msgid "The sphere's radius. The shape's diameter is double the radius."
- msgstr "El radio de la esfera. El diámetro de la forma es el doble del radio."
- #: doc/classes/SpinBox.xml
- msgid "Numerical input text field."
- msgstr "Campo de texto de entrada numérica."
- #: doc/classes/SpinBox.xml
- #, fuzzy
- msgid ""
- "SpinBox is a numerical input text field. It allows entering integers and "
- "floats.\n"
- "[b]Example:[/b]\n"
- "[codeblock]\n"
- "var spin_box = SpinBox.new()\n"
- "add_child(spin_box)\n"
- "var line_edit = spin_box.get_line_edit()\n"
- "line_edit.context_menu_enabled = false\n"
- "spin_box.align = LineEdit.ALIGN_RIGHT\n"
- "[/codeblock]\n"
- "The above code will create a [SpinBox], disable context menu on it and set "
- "the text alignment to right.\n"
- "See [Range] class for more options over the [SpinBox].\n"
- "[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
- "[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n"
- "[b]Note:[/b] If you want to implement drag and drop for the underlying "
- "[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
- "returned by [method get_line_edit]."
- msgstr ""
- "SpinBox es un campo de texto de entrada numérica. Permite introducir números "
- "enteros y reales.\n"
- "[b]Ejemplo:[/b]\n"
- "[codeblock]\n"
- "var spin_box = SpinBox.new()\n"
- "add_child(spin_box)\n"
- "var line_edit = spin_box.get_line_edit()\n"
- "line_edit.context_menu_enabled = false\n"
- "spin_box.align = LineEdit.ALIGN_RIGHT\n"
- "[/codeblock]\n"
- "El código anterior creará un [SpinBox], deshabilitará el menú contextual en "
- "él y establecerá la alineación del texto a la derecha.\n"
- "Ver la clase [Range] para más opciones sobre el [SpinBox]."
- #: doc/classes/SpinBox.xml
- msgid "Applies the current value of this [SpinBox]."
- msgstr "Aplica el valor actual de este [SpinBox]."
- #: doc/classes/SpinBox.xml
- msgid ""
- "Returns the [LineEdit] instance from this [SpinBox]. You can use it to "
- "access properties and methods of [LineEdit].\n"
- "[b]Warning:[/b] This is a required internal node, removing and freeing it "
- "may cause a crash. If you wish to hide it or any of its children, use their "
- "[member CanvasItem.visible] property."
- msgstr ""
- #: doc/classes/SpinBox.xml
- msgid "Sets the text alignment of the [SpinBox]."
- msgstr "Establece la alineación del texto del [SpinBox]."
- #: doc/classes/SpinBox.xml
- msgid ""
- "If [code]true[/code], the [SpinBox] will be editable. Otherwise, it will be "
- "read only."
- msgstr ""
- "Si [code]true[/code], el [SpinBox] será editable. De lo contrario, sólo será "
- "de lectura."
- #: doc/classes/SpinBox.xml
- msgid ""
- "Adds the specified [code]prefix[/code] string before the numerical value of "
- "the [SpinBox]."
- msgstr ""
- "Añade la string especificada del [code]prefix[/code] antes del valor "
- "numérico del [SpinBox]."
- #: doc/classes/SpinBox.xml
- msgid ""
- "Adds the specified [code]suffix[/code] string after the numerical value of "
- "the [SpinBox]."
- msgstr ""
- "Añade la string especificada del [code]prefix[/code] antes del valor "
- "numérico del [SpinBox]."
- #: doc/classes/SpinBox.xml
- #, fuzzy
- msgid "Sets a custom [Texture] for up and down arrows of the [SpinBox]."
- msgstr ""
- "Establece una costumbre [Texture2D] para las flechas ascendentes y "
- "descendentes del [SpinBox]."
- #: doc/classes/SplitContainer.xml
- msgid "Container for splitting and adjusting."
- msgstr "Contenedor para dividir y ajustar."
- #: doc/classes/SplitContainer.xml
- msgid ""
- "Container for splitting two [Control]s vertically or horizontally, with a "
- "grabber that allows adjusting the split offset or ratio."
- msgstr ""
- "Contenedor para dividir dos [Control]s vertical u horizontalmente, con un "
- "agarrador que permite ajustar el desplazamiento o la relación de división."
- #: doc/classes/SplitContainer.xml
- msgid ""
- "Clamps the [member split_offset] value to not go outside the currently "
- "possible minimal and maximum values."
- msgstr ""
- "Bloquea el valor [member split_offset] para que no se salga de los valores "
- "mínimos y máximos actualmente posibles."
- #: doc/classes/SplitContainer.xml
- msgid ""
- "If [code]true[/code], the area of the first [Control] will be collapsed and "
- "the dragger will be disabled."
- msgstr ""
- "Si [code]true[/code], el área del primer [Control] se colapsará y el "
- "arrastrador se desactivará."
- #: doc/classes/SplitContainer.xml
- msgid ""
- "Determines the dragger's visibility. See [enum DraggerVisibility] for "
- "details."
- msgstr ""
- "Determina la visibilidad del arrastrador. Ver [enum DraggerVisibility] para "
- "más detalles."
- #: doc/classes/SplitContainer.xml
- msgid ""
- "The initial offset of the splitting between the two [Control]s, with "
- "[code]0[/code] being at the end of the first [Control]."
- msgstr ""
- "El desplazamiento inicial de la división entre los dos [Control]s, con "
- "[code]0[/code] estando al final del primer [Control]."
- #: doc/classes/SplitContainer.xml
- msgid "Emitted when the dragger is dragged by user."
- msgstr "Emitido cuando el arrastrador es arrastrado por el usuario."
- #: doc/classes/SplitContainer.xml
- msgid "The split dragger is visible when the cursor hovers it."
- msgstr "El arrastre dividido es visible cuando el cursor pasa por encima."
- #: doc/classes/SplitContainer.xml
- msgid "The split dragger is never visible."
- msgstr "El arrastre dividido nunca es visible."
- #: doc/classes/SplitContainer.xml
- msgid "The split dragger is never visible and its space collapsed."
- msgstr "El arrastrador dividido nunca es visible y su espacio se colapsó."
- #: doc/classes/SpotLight.xml
- msgid "A spotlight, such as a reflector spotlight or a lantern."
- msgstr "Un foco, como un reflector o una linterna."
- #: doc/classes/SpotLight.xml
- msgid ""
- "A Spotlight is a type of [Light] node that emits lights in a specific "
- "direction, in the shape of a cone. The light is attenuated through the "
- "distance. This attenuation can be configured by changing the energy, radius "
- "and attenuation parameters of [Light].\n"
- "[b]Note:[/b] By default, only 32 SpotLights may affect a single mesh "
- "[i]resource[/i] at once. Consider splitting your level into several meshes "
- "to decrease the likelihood that more than 32 lights will affect the same "
- "mesh resource. Splitting the level mesh will also improve frustum culling "
- "effectiveness, leading to greater performance. If you need to use more "
- "lights per mesh, you can increase [member ProjectSettings.rendering/limits/"
- "rendering/max_lights_per_object] at the cost of shader compilation times."
- msgstr ""
- #: doc/classes/SpotLight.xml
- msgid ""
- "The spotlight's angle in degrees.\n"
- "[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
- "(the light's scale or its parent's scale)."
- msgstr ""
- #: doc/classes/SpotLight.xml
- msgid "The spotlight's angular attenuation curve."
- msgstr "La curva de atenuación angular del foco."
- #: doc/classes/SpotLight.xml
- msgid "The spotlight's light energy attenuation curve."
- msgstr "La curva de atenuación de la energía de la luz del foco."
- #: doc/classes/SpotLight.xml
- #, fuzzy
- msgid ""
- "The maximal range that can be reached by the spotlight. Note that the "
- "effectively lit area may appear to be smaller depending on the [member "
- "spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
- "the light will never reach anything outside this range.\n"
- "[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
- "(the light's scale or its parent's scale)."
- msgstr ""
- "El máximo rango que puede ser alcanzado por el foco. Tenga en cuenta que el "
- "área efectivamente iluminada puede parecer más pequeña dependiendo del "
- "[member spot_attenuation] en uso. No importa el [member spot_attenuation] en "
- "uso, la luz nunca alcanzará nada fuera de este rango."
- #: doc/classes/SpringArm.xml
- msgid "A helper node, mostly used in 3rd person cameras."
- msgstr "Un nodo de ayuda, usado principalmente en cámaras de tercera persona."
- #: doc/classes/SpringArm.xml
- #, fuzzy
- msgid ""
- "The SpringArm node is a node that casts a ray (or collision shape) along its "
- "z axis and moves all its direct children to the collision point, minus a "
- "margin.\n"
- "The most common use case for this is to make a 3rd person camera that reacts "
- "to collisions in the environment.\n"
- "The SpringArm will either cast a ray, or if a shape is given, it will cast "
- "the shape in the direction of its z axis.\n"
- "If you use the SpringArm as a camera controller for your player, you might "
- "need to exclude the player's collider from the SpringArm's collision check."
- msgstr ""
- "El nodo SpringArm3D es un nodo que proyecta un rayo (o forma de colisión) a "
- "lo largo de su eje z y mueve todos sus hijos directos al punto de colisión, "
- "menos un margen.\n"
- "El caso de uso más común para esto es hacer una cámara de tercera persona "
- "que reaccione a las colisiones del entorno.\n"
- "El SpringArm3D lanzará un rayo, o si se da una forma, lanzará la forma en la "
- "dirección de su eje z.\n"
- "Si utilizas el SpringArm3D como controlador de cámara para tu jugador, puede "
- "que tengas que excluir el colisionador del jugador de la comprobación de "
- "colisión del SpringArm3D."
- #: doc/classes/SpringArm.xml
- #, fuzzy
- msgid ""
- "Adds the [PhysicsBody] object with the given [RID] to the list of "
- "[PhysicsBody] objects excluded from the collision check."
- msgstr ""
- "Añade el objeto [PhysicsBody] con el [RID] dado a la lista de objetos "
- "[PhysicsBody] excluidos de la comprobación de colisión."
- #: doc/classes/SpringArm.xml
- #, fuzzy
- msgid ""
- "Clears the list of [PhysicsBody] objects excluded from the collision check."
- msgstr ""
- "Borra la lista de objetos [PhysicsBody] excluidos de la comprobación de "
- "colisión."
- #: doc/classes/SpringArm.xml
- msgid "Returns the spring arm's current length."
- msgstr "Devuelve la longitud actual del brazo de resorte."
- #: doc/classes/SpringArm.xml
- #, fuzzy
- msgid ""
- "Removes the given [RID] from the list of [PhysicsBody] objects excluded from "
- "the collision check."
- msgstr ""
- "Elimina el [RID] dado de la lista de objetos [PhysicsBody] excluidos de la "
- "comprobación de colisión."
- #: doc/classes/SpringArm.xml
- msgid ""
- "The layers against which the collision check shall be done. See "
- "[url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-"
- "and-masks]Collision layers and masks[/url] in the documentation for more "
- "information."
- msgstr ""
- #: doc/classes/SpringArm.xml
- #, fuzzy
- msgid ""
- "When the collision check is made, a candidate length for the SpringArm is "
- "given.\n"
- "The margin is then subtracted to this length and the translation is applied "
- "to the child objects of the SpringArm.\n"
- "This margin is useful for when the SpringArm has a [Camera] as a child node: "
- "without the margin, the [Camera] would be placed on the exact point of "
- "collision, while with the margin the [Camera] would be placed close to the "
- "point of collision."
- msgstr ""
- "Cuando se hace la comprobación de la colisión, se da una longitud candidata "
- "para el SpringArm3D.\n"
- "El margen se resta a esta longitud y la traducción se aplica a los objetos "
- "hijos del SpringArm3D.\n"
- "Este margen es útil para cuando el SpringArm3D tiene un [Camera] como nodo "
- "hijo: sin el margen, el [Camera] se colocaría en el punto exacto de la "
- "colisión, mientras que con el margen el [Camera] se colocaría cerca del "
- "punto de colisión."
- #: doc/classes/SpringArm.xml
- #, fuzzy
- msgid ""
- "The [Shape] to use for the SpringArm.\n"
- "When the shape is set, the SpringArm will cast the [Shape] on its z axis "
- "instead of performing a ray cast."
- msgstr ""
- "El [Shape] para usar para el SpringArm3D.\n"
- "Cuando la forma se establece, el SpringArm3D arrojará la [Shape] sobre su "
- "eje z en lugar de realizar un lanzamiento de rayos."
- #: doc/classes/SpringArm.xml
- #, fuzzy
- msgid ""
- "The maximum extent of the SpringArm. This is used as a length for both the "
- "ray and the shape cast used internally to calculate the desired position of "
- "the SpringArm's child nodes.\n"
- "To know more about how to perform a shape cast or a ray cast, please consult "
- "the [PhysicsDirectSpaceState] documentation."
- msgstr ""
- "La máxima extensión del SpringArm3D. Se utiliza como una longitud tanto para "
- "el rayo como para el molde de forma usado internamente para calcular la "
- "posición deseada de los nodos hijos del SpringArm3D.\n"
- "Para saber más sobre cómo realizar un molde de forma o un molde de rayos, "
- "por favor consulte la documentación [PhysicsDirectSpaceState]."
- #: doc/classes/Sprite.xml
- msgid "General-purpose sprite node."
- msgstr "Nodo de sprites de propósito general."
- #: doc/classes/Sprite.xml
- msgid ""
- "A node that displays a 2D texture. The texture displayed can be a region "
- "from a larger atlas texture, or a frame from a sprite sheet animation."
- msgstr ""
- "Un nodo que muestra una textura 2D. La textura mostrada puede ser una región "
- "de una textura de atlas más grande, o un cuadro de una animación de hoja de "
- "sprite."
- #: doc/classes/Sprite.xml
- #, fuzzy
- msgid ""
- "Returns a [Rect2] representing the Sprite's boundary in local coordinates. "
- "Can be used to detect if the Sprite was clicked. Example:\n"
- "[codeblock]\n"
- "func _input(event):\n"
- " if event is InputEventMouseButton and event.pressed and event."
- "button_index == BUTTON_LEFT:\n"
- " if get_rect().has_point(to_local(event.position)):\n"
- " print(\"A click!\")\n"
- "[/codeblock]"
- msgstr ""
- "Devuelve un [Rect2] que representa el límite del Sprite2D en coordenadas "
- "locales. Puede ser usado para detectar si el Sprite2D fue pulsado. Ejemplo:\n"
- "[codeblock]\n"
- "func _input(event):\n"
- " if event is InputEventMouseButton y event.pressed y event.button_index "
- "== BUTTON_LEFT:\n"
- " if get_rect().has_point(to_local(event.position)):\n"
- " print(\"Un click!\")\n"
- "[/codeblock]"
- #: doc/classes/Sprite.xml
- msgid ""
- "Returns [code]true[/code], if the pixel at the given position is opaque and "
- "[code]false[/code] in other case.\n"
- "[b]Note:[/b] It also returns [code]false[/code], if the sprite's texture is "
- "[code]null[/code] or if the given position is invalid."
- msgstr ""
- "Devuelve [code]true[/code], si el píxel en la posición dada es opaco y "
- "[code]false[/code] en otro caso.\n"
- "[b]Nota:[/b] También devuelve [code]false[/code], si la textura del sprite "
- "es [code]null[/code] o si la posición dada es inválida."
- #: doc/classes/Sprite.xml
- msgid "If [code]true[/code], texture is centered."
- msgstr "Si [code]true[/code], la textura se centra."
- #: doc/classes/Sprite.xml doc/classes/Sprite3D.xml
- #, fuzzy
- msgid ""
- "Current frame to display from sprite sheet. [member hframes] or [member "
- "vframes] must be greater than 1."
- msgstr ""
- "Fotograma actual para mostrar desde la hoja de sprite. [member vframes] o "
- "[member hframes] debe ser mayor que 1."
- #: doc/classes/Sprite.xml doc/classes/Sprite3D.xml
- #, fuzzy
- msgid ""
- "Coordinates of the frame to display from sprite sheet. This is as an alias "
- "for the [member frame] property. [member hframes] or [member vframes] must "
- "be greater than 1."
- msgstr ""
- "Las coordenadas del fotograma a mostrar desde la hoja de sprite. Esto es "
- "como un alias para la propiedad [member frame]. [member vframes] o [member "
- "hframes] debe ser mayor que 1."
- #: doc/classes/Sprite.xml doc/classes/Sprite3D.xml
- msgid "The number of columns in the sprite sheet."
- msgstr "El número de columnas en la hoja de sprites."
- #: doc/classes/Sprite.xml
- #, fuzzy
- msgid ""
- "The normal map gives depth to the Sprite.\n"
- "[b]Note:[/b] Godot expects the normal map to use X+, Y-, and Z+ coordinates. "
- "See [url=http://wiki.polycount.com/wiki/"
- "Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for "
- "a comparison of normal map coordinates expected by popular engines."
- msgstr ""
- "El mapa normal da profundidad al Sprite2D.\n"
- "[b]Nota:[/b] Godot espera que el mapa normal use las coordenadas X+, Y-, y "
- "Z+. Ver [url=http://wiki.polycount.com/wiki/"
- "Normal_Map_Technical_Details#Common_Swizzle_Coordinates]esta página[/url] "
- "para una comparación de las coordenadas del mapa normal esperadas por los "
- "motores populares."
- #: doc/classes/Sprite.xml
- msgid ""
- "If [code]true[/code], texture is cut from a larger atlas texture. See "
- "[member region_rect]."
- msgstr ""
- "Si [code]true[/code], la textura se corta de una textura de atlas más "
- "grande. Ver [member region_rect]."
- #: doc/classes/Sprite.xml
- msgid "If [code]true[/code], the outermost pixels get blurred out."
- msgstr "Si [code]true[/code], los píxeles más externos se desdibujan."
- #: doc/classes/Sprite.xml doc/classes/Sprite3D.xml
- msgid ""
- "The region of the atlas texture to display. [member region_enabled] must be "
- "[code]true[/code]."
- msgstr ""
- "La región de la textura del atlas a mostrar. [member region_enabled] debe "
- "ser [code]true[/code]."
- #: doc/classes/Sprite.xml
- #, fuzzy
- msgid "[Texture] object to draw."
- msgstr "Objeto [Texture2D] a dibujar."
- #: doc/classes/Sprite.xml doc/classes/Sprite3D.xml
- msgid "The number of rows in the sprite sheet."
- msgstr "El número de filas en la hoja de sprites."
- #: doc/classes/Sprite.xml doc/classes/Sprite3D.xml
- msgid "Emitted when the [member frame] changes."
- msgstr "Emitido cuando el [member frame] cambia."
- #: doc/classes/Sprite.xml
- msgid "Emitted when the [member texture] changes."
- msgstr "Emitido cuando la [member texture] cambia."
- #: doc/classes/Sprite3D.xml
- msgid "2D sprite node in a 3D world."
- msgstr "Nodo de sprite 2D en un mundo 3D."
- #: doc/classes/Sprite3D.xml
- #, fuzzy
- msgid ""
- "A node that displays a 2D texture in a 3D environment. The texture displayed "
- "can be a region from a larger atlas texture, or a frame from a sprite sheet "
- "animation."
- msgstr ""
- "Un nodo que muestra una textura 2D. La textura mostrada puede ser una región "
- "de una textura de atlas más grande, o un cuadro de una animación de hoja de "
- "sprite."
- #: doc/classes/Sprite3D.xml
- msgid ""
- "If [code]true[/code], texture will be cut from a larger atlas texture. See "
- "[member region_rect]."
- msgstr ""
- "Si [code]true[/code], la textura será cortada de una textura de atlas más "
- "grande. Ver [member region_rect]."
- #: doc/classes/Sprite3D.xml
- msgid ""
- "[Texture] object to draw. If [member GeometryInstance.material_override] is "
- "used, this will be overridden. The size information is still used."
- msgstr ""
- #: doc/classes/SpriteBase3D.xml
- msgid "2D sprite node in 3D environment."
- msgstr "Nodo de sprite 2D en un entorno 3D."
- #: doc/classes/SpriteBase3D.xml
- msgid "A node that displays 2D texture information in a 3D environment."
- msgstr "Un nodo que muestra información de textura 2D en un entorno 3D."
- #: doc/classes/SpriteBase3D.xml
- msgid "Returns the rectangle representing this sprite."
- msgstr "Devuelve el rectángulo que representa a este sprite."
- #: doc/classes/SpriteBase3D.xml
- msgid "If [code]true[/code], the specified flag will be enabled."
- msgstr "Si [code]true[/code], se activará la bandera especificada."
- #: doc/classes/SpriteBase3D.xml
- msgid "The direction in which the front of the texture faces."
- msgstr "La dirección en la que se orienta el frente de la textura."
- #: doc/classes/SpriteBase3D.xml
- msgid ""
- "If [code]true[/code], texture can be seen from the back as well, if "
- "[code]false[/code], it is invisible when looking at it from behind."
- msgstr ""
- "Si [code]true[/code], la textura también se puede ver desde atrás, si "
- "[code]false[/code], es invisible cuando se mira desde atrás."
- #: doc/classes/SpriteBase3D.xml
- msgid ""
- "A color value used to [i]multiply[/i] the texture's colors. Can be used for "
- "mood-coloring or to simulate the color of light.\n"
- "[b]Note:[/b] If a [member GeometryInstance.material_override] is defined on "
- "the [SpriteBase3D], the material override must be configured to take vertex "
- "colors into account for albedo. Otherwise, the color defined in [member "
- "modulate] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
- "vertex_color_use_as_albedo] must be [code]true[/code]. For a "
- "[ShaderMaterial], [code]ALBEDO *= COLOR.rgb;[/code] must be inserted in the "
- "shader's [code]fragment()[/code] function."
- msgstr ""
- #: doc/classes/SpriteBase3D.xml
- msgid ""
- "The texture's visibility on a scale from [code]0[/code] (fully invisible) to "
- "[code]1[/code] (fully visible). [member opacity] is a multiplier for the "
- "[member modulate] color's alpha channel.\n"
- "[b]Note:[/b] If a [member GeometryInstance.material_override] is defined on "
- "the [SpriteBase3D], the material override must be configured to take vertex "
- "colors into account for albedo. Otherwise, the opacity defined in [member "
- "opacity] will be ignored. For a [SpatialMaterial], [member SpatialMaterial."
- "vertex_color_use_as_albedo] must be [code]true[/code]. For a "
- "[ShaderMaterial], [code]ALPHA *= COLOR.a;[/code] must be inserted in the "
- "shader's [code]fragment()[/code] function."
- msgstr ""
- #: doc/classes/SpriteBase3D.xml
- msgid "The size of one pixel's width on the sprite to scale it in 3D."
- msgstr "El tamaño del ancho de un píxel en el sprite para escalarlo en 3D."
- #: doc/classes/SpriteBase3D.xml
- #, fuzzy
- msgid ""
- "Sets the render priority for the sprite. Higher priority objects will be "
- "sorted in front of lower priority objects.\n"
- "[b]Note:[/b] This only applies if [member alpha_cut] is set to [constant "
- "ALPHA_CUT_DISABLED] (default value).\n"
- "[b]Note:[/b] This only applies to sorting of transparent objects. This will "
- "not impact how transparent objects are sorted relative to opaque objects. "
- "This is because opaque objects are not sorted, while transparent objects are "
- "sorted from back to front (subject to priority)."
- msgstr ""
- "Establece la prioridad de renderización de los objetos transparentes en las "
- "escenas 3D. Los objetos de mayor prioridad se clasificarán delante de los de "
- "menor prioridad.\n"
- "[b]Nota:[/b] esto sólo se aplica a la clasificación de los objetos "
- "transparentes. Esto no afectará a la forma en que se clasifican los objetos "
- "transparentes en relación con los opacos. Esto se debe a que los objetos "
- "opacos no se clasifican, mientras que los transparentes se clasifican de "
- "atrás hacia adelante (sujetos a prioridad)."
- #: doc/classes/SpriteBase3D.xml
- #, fuzzy
- msgid ""
- "If [code]true[/code], the [Light] in the [Environment] has effects on the "
- "sprite."
- msgstr ""
- "Si [code]true[/code], la [Light] en el [Environment] tiene efectos sobre el "
- "sprite."
- #: doc/classes/SpriteBase3D.xml
- msgid ""
- "If [code]true[/code], the texture's transparency and the opacity are used to "
- "make those parts of the sprite invisible."
- msgstr ""
- "Si [code]true[/code], la transparencia de la textura y la opacidad se usan "
- "para hacer invisibles estas partes del sprite."
- #: doc/classes/SpriteBase3D.xml
- msgid ""
- "If set, the texture's transparency and the opacity are used to make those "
- "parts of the sprite invisible."
- msgstr ""
- "Si se fija, la transparencia de la textura y la opacidad se utilizan para "
- "hacer invisibles esas partes del sprite."
- #: doc/classes/SpriteBase3D.xml
- msgid "If set, lights in the environment affect the sprite."
- msgstr "Si se ajusta, las luces del entorno afectan al sprite."
- #: doc/classes/SpriteBase3D.xml
- msgid ""
- "If set, texture can be seen from the back as well, if not, it is invisible "
- "when looking at it from behind."
- msgstr ""
- "Si se fija, la textura puede ser vista desde atrás también, si no, es "
- "invisible cuando se mira desde atrás."
- #: doc/classes/SpriteBase3D.xml
- #, fuzzy
- msgid ""
- "Sprite is scaled by depth so that it always appears the same size on screen."
- msgstr ""
- "El objeto se escala según la profundidad para que siempre aparezca del mismo "
- "tamaño en la pantalla."
- #: doc/classes/SpriteFrames.xml
- #, fuzzy
- msgid "Sprite frame library for AnimatedSprite and AnimatedSprite3D."
- msgstr "Biblioteca de fotogramas de Sprite para AnimatedSprite2D."
- #: doc/classes/SpriteFrames.xml
- msgid ""
- "Sprite frame library for an [AnimatedSprite] or [AnimatedSprite3D] node. "
- "Contains frames and animation data for playback.\n"
- "[b]Note:[/b] You can associate a set of normal maps by creating additional "
- "[SpriteFrames] resources with a [code]_normal[/code] suffix. For example, "
- "having 2 [SpriteFrames] resources [code]run[/code] and [code]run_normal[/"
- "code] will make it so the [code]run[/code] animation uses the normal map."
- msgstr ""
- #: doc/classes/SpriteFrames.xml
- msgid "Adds a new animation to the library."
- msgstr "Añade una nueva animación a la biblioteca."
- #: doc/classes/SpriteFrames.xml
- msgid "Adds a frame to the given animation."
- msgstr "Añade un fotograma a la animación dada."
- #: doc/classes/SpriteFrames.xml
- msgid "Removes all frames from the given animation."
- msgstr "Elimina todos los fotogramas de la animación dada."
- #: doc/classes/SpriteFrames.xml
- msgid "Removes all animations. A \"default\" animation will be created."
- msgstr ""
- "Elimina todas las animaciones. Se creará una animación \"por defecto\"."
- #: doc/classes/SpriteFrames.xml
- #, fuzzy
- msgid ""
- "Returns [code]true[/code] if the given animation is configured to loop when "
- "it finishes playing. Otherwise, returns [code]false[/code]."
- msgstr ""
- "Devuelve [code]true[/code] si el addon está listo para responder a las "
- "llamadas de la función, si no, devuelve [code]false[/code]."
- #: doc/classes/SpriteFrames.xml
- msgid ""
- "Returns an array containing the names associated to each animation. Values "
- "are placed in alphabetical order."
- msgstr ""
- "Devuelve un array que contiene los nombres asociados a cada animación. Los "
- "valores se colocan en orden alfabético."
- #: doc/classes/SpriteFrames.xml
- msgid "The animation's speed in frames per second."
- msgstr "La velocidad de la animación en fotogramas por segundo."
- #: doc/classes/SpriteFrames.xml
- msgid "Returns the animation's selected frame."
- msgstr "Devuelve el fotograma seleccionado de la animación."
- #: doc/classes/SpriteFrames.xml
- msgid "Returns the number of frames in the animation."
- msgstr "Devuelve el número de fotogramas de la animación."
- #: doc/classes/SpriteFrames.xml
- msgid "If [code]true[/code], the named animation exists."
- msgstr "Si [code]true[/code], la animación nombrada existe."
- #: doc/classes/SpriteFrames.xml
- msgid "Removes the given animation."
- msgstr "Elimina la animación dada."
- #: doc/classes/SpriteFrames.xml
- msgid "Removes the animation's selected frame."
- msgstr "Elimina el fotograma seleccionado de la animación."
- #: doc/classes/SpriteFrames.xml
- msgid "Changes the animation's name to [code]newname[/code]."
- msgstr "Cambia el nombre de la animación a [code]newname[/code]."
- #: doc/classes/SpriteFrames.xml
- msgid "If [code]true[/code], the animation will loop."
- msgstr "Si [code]true[/code], la animación se repetirá."
- #: doc/classes/SpriteFrames.xml
- msgid "Sets the texture of the given frame."
- msgstr "Establece la textura del fotograma dado."
- #: doc/classes/SpriteFrames.xml
- msgid "Compatibility property, always equals to an empty array."
- msgstr "La propiedad de compatibilidad, siempre equivale a una array vacío."
- #: doc/classes/StaticBody.xml
- msgid "Static body for 3D physics."
- msgstr "Cuerpo estático para la física 3D."
- #: doc/classes/StaticBody.xml
- #, fuzzy
- msgid ""
- "Static body for 3D physics. A static body is a simple body that is not "
- "intended to move. In contrast to [RigidBody], they don't consume any CPU "
- "resources as long as they don't move.\n"
- "Additionally, a constant linear or angular velocity can be set for the "
- "static body, so even if it doesn't move, it affects other bodies as if it "
- "was moving (this is useful for simulating conveyor belts or conveyor wheels)."
- msgstr ""
- "Cuerpo estático para la física 3D. Un cuerpo estático es un cuerpo simple "
- "que no está destinado a moverse. A diferencia de [RigidBody], no consumen "
- "recursos de la CPU mientras no se muevan.\n"
- "Además, se puede establecer una velocidad lineal o angular constante para el "
- "cuerpo estático, de modo que aunque no se mueva, afecta a otros cuerpos como "
- "si estuviera en movimiento (esto es útil para simular cintas transportadoras "
- "o ruedas de transporte)."
- #: doc/classes/StaticBody.xml
- msgid ""
- "The body's constant angular velocity. This does not rotate the body, but "
- "affects other bodies that touch it, as if it was in a state of rotation."
- msgstr ""
- "La velocidad angular constante del cuerpo. Esto no rota el cuerpo, sino que "
- "afecta a otros cuerpos que lo tocan, como si estuviera en estado de rotación."
- #: doc/classes/StaticBody.xml
- msgid ""
- "The body's constant linear velocity. This does not move the body, but "
- "affects other bodies that touch it, as if it was in a state of movement."
- msgstr ""
- "La velocidad lineal constante del cuerpo. Esto no mueve el cuerpo, sino que "
- "afecta a otros cuerpos que lo tocan, como si estuviera en estado de "
- "movimiento."
- #: doc/classes/StaticBody.xml
- msgid ""
- "The body's friction, from 0 (frictionless) to 1 (full friction).\n"
- "Deprecated, use [member PhysicsMaterial.friction] instead via [member "
- "physics_material_override]."
- msgstr ""
- #: doc/classes/StaticBody2D.xml
- msgid "Static body for 2D physics."
- msgstr "Cuerpo estático para la física 2D."
- #: doc/classes/StaticBody2D.xml
- msgid ""
- "Static body for 2D physics. A StaticBody2D is a body that is not intended to "
- "move. It is ideal for implementing objects in the environment, such as walls "
- "or platforms.\n"
- "Additionally, a constant linear or angular velocity can be set for the "
- "static body, which will affect colliding bodies as if it were moving (for "
- "example, a conveyor belt)."
- msgstr ""
- "Cuerpo estático para la física 2D. Un StaticBody2D es un cuerpo que no está "
- "destinado a moverse. Es ideal para implementar objetos en el entorno, como "
- "paredes o plataformas.\n"
- "Además, se puede establecer una velocidad lineal o angular constante para el "
- "cuerpo estático, que afectará a los cuerpos que colisionen como si se "
- "movieran (por ejemplo, una cinta transportadora)."
- #: doc/classes/StaticBody2D.xml
- msgid ""
- "The body's constant angular velocity. This does not rotate the body, but "
- "affects colliding bodies, as if it were rotating."
- msgstr ""
- "La velocidad angular constante del cuerpo. Esto no rota el cuerpo, sino que "
- "afecta a los cuerpos en colisión, como si estuviera rotando."
- #: doc/classes/StaticBody2D.xml
- msgid ""
- "The body's constant linear velocity. This does not move the body, but "
- "affects colliding bodies, as if it were moving."
- msgstr ""
- "La velocidad lineal constante del cuerpo. Esto no mueve el cuerpo, sino que "
- "afecta a los cuerpos en colisión, como si se moviera."
- #: doc/classes/StaticBody2D.xml
- #, fuzzy
- msgid ""
- "The body's friction. Values range from [code]0[/code] (no friction) to "
- "[code]1[/code] (full friction).\n"
- "Deprecated, use [member PhysicsMaterial.friction] instead via [member "
- "physics_material_override]."
- msgstr ""
- "La fricción del cuerpo. Los valores van desde [code]0[/code] (sin fricción) "
- "hasta [code]1[/code] (fricción máxima)."
- #: doc/classes/StreamPeer.xml
- msgid "Abstraction and base class for stream-based protocols."
- msgstr "Abstracción y clase base para protocolos basados en streams."
- #: doc/classes/StreamPeer.xml
- #, fuzzy
- msgid ""
- "StreamPeer is an abstraction and base class for stream-based protocols (such "
- "as TCP). It provides an API for sending and receiving data through streams "
- "as raw data or strings."
- msgstr ""
- "StreamPeer es una clase de abstracción y base para protocolos basados en "
- "flujos (como los sockets TCP o UNIX). Proporciona una API para enviar y "
- "recibir datos a través de flujos como datos en bruto o strings."
- #: doc/classes/StreamPeer.xml
- msgid "Gets a signed 16-bit value from the stream."
- msgstr "Obtiene un valor con signo de 16 bits del stream."
- #: doc/classes/StreamPeer.xml
- msgid "Gets a signed 32-bit value from the stream."
- msgstr "Obtiene un valor con signo de 32 bits del stream."
- #: doc/classes/StreamPeer.xml
- msgid "Gets a signed 64-bit value from the stream."
- msgstr "Obtiene un valor con signo de 64 bits del stream."
- #: doc/classes/StreamPeer.xml
- msgid "Gets a signed byte from the stream."
- msgstr "Obtiene un byte con signo del stream."
- #: doc/classes/StreamPeer.xml
- msgid "Returns the amount of bytes this [StreamPeer] has available."
- msgstr "Devuelve la cantidad de bytes que este [StreamPeer] tiene disponible."
- #: doc/classes/StreamPeer.xml
- msgid ""
- "Returns a chunk data with the received bytes. The amount of bytes to be "
- "received can be requested in the [code]bytes[/code] argument. If not enough "
- "bytes are available, the function will block until the desired amount is "
- "received. This function returns two values, an [enum @GlobalScope.Error] "
- "code and a data array."
- msgstr ""
- "Devuelve un trozo de datos con los bytes recibidos. La cantidad de bytes a "
- "recibir puede solicitarse en el argumento [code]bytes[/code]. Si no hay "
- "suficientes bytes disponibles, la función se bloqueará hasta que se reciba "
- "la cantidad deseada. Esta función devuelve dos valores, un código [enum "
- "@GlobalScope.Error] y una array de datos."
- #: doc/classes/StreamPeer.xml
- msgid "Gets a double-precision float from the stream."
- msgstr "Consigue un real de double-precision del stream."
- #: doc/classes/StreamPeer.xml
- msgid "Gets a single-precision float from the stream."
- msgstr "Consigue un real de single-precision del stream."
- #: doc/classes/StreamPeer.xml
- msgid ""
- "Returns a chunk data with the received bytes. The amount of bytes to be "
- "received can be requested in the \"bytes\" argument. If not enough bytes are "
- "available, the function will return how many were actually received. This "
- "function returns two values, an [enum @GlobalScope.Error] code, and a data "
- "array."
- msgstr ""
- "Devuelve un trozo de datos con los bytes recibidos. La cantidad de bytes a "
- "recibir puede ser solicitada en el argumento \"bytes\". Si no hay "
- "suficientes bytes disponibles, la función devolverá cuántos se han recibido "
- "realmente. Esta función devuelve dos valores, un código [enum @GlobalScope."
- "Error], y una array de datos."
- #: doc/classes/StreamPeer.xml
- #, fuzzy
- msgid ""
- "Gets an ASCII string with byte-length [code]bytes[/code] from the stream. If "
- "[code]bytes[/code] is negative (default) the length will be read from the "
- "stream using the reverse process of [method put_string]."
- msgstr ""
- "Obtiene una cadena con longitud de bytes [code]bytes[/code] de la corriente. "
- "Si [code]bytes[/code] es negativo (por defecto) la longitud se leerá de la "
- "corriente usando el proceso inverso de [method put_string]."
- #: doc/classes/StreamPeer.xml
- msgid "Gets an unsigned 16-bit value from the stream."
- msgstr "Obtiene un valor de 16 bits sin signo de la corriente."
- #: doc/classes/StreamPeer.xml
- msgid "Gets an unsigned 32-bit value from the stream."
- msgstr "Obtiene un valor de 32 bits sin signo del stream."
- #: doc/classes/StreamPeer.xml
- msgid "Gets an unsigned 64-bit value from the stream."
- msgstr "Obtiene un valor de 64 bits sin signo del stream."
- #: doc/classes/StreamPeer.xml
- msgid "Gets an unsigned byte from the stream."
- msgstr "Obtiene un byte sin signo del stream."
- #: doc/classes/StreamPeer.xml
- msgid ""
- "Gets an UTF-8 string with byte-length [code]bytes[/code] from the stream "
- "(this decodes the string sent as UTF-8). If [code]bytes[/code] is negative "
- "(default) the length will be read from the stream using the reverse process "
- "of [method put_utf8_string]."
- msgstr ""
- "Obtiene una cadena UTF-8 con longitud de bytes [code]bytes[/code] del flujo "
- "(esto decodifica la cadena enviada como UTF-8). Si [code]bytes[/code] es "
- "negativo (por defecto) la longitud será leída desde la corriente usando el "
- "proceso inverso de [method put_utf8_string]."
- #: doc/classes/StreamPeer.xml
- msgid ""
- "Gets a Variant from the stream. If [code]allow_objects[/code] is [code]true[/"
- "code], decoding objects is allowed.\n"
- "[b]Warning:[/b] Deserialized objects can contain code which gets executed. "
- "Do not use this option if the serialized object comes from untrusted sources "
- "to avoid potential security threats such as remote code execution."
- msgstr ""
- "Obtiene una Variante del stream. Si [code]allow_objects[/code] es "
- "[code]true[/code], se permite la decodificación de objetos.\n"
- "[b]Advertencia:[/b] Los objetos deserializados pueden contener código que se "
- "ejecuta. No utilice esta opción si el objeto serializado proviene de fuentes "
- "no fiables para evitar posibles amenazas a la seguridad, como la ejecución "
- "remota de código."
- #: doc/classes/StreamPeer.xml
- msgid "Puts a signed 16-bit value into the stream."
- msgstr "Pone un valor con signo de 16 bits en el stream."
- #: doc/classes/StreamPeer.xml
- msgid "Puts a signed 32-bit value into the stream."
- msgstr "Pone un valor con signo de 32 bits en el stream."
- #: doc/classes/StreamPeer.xml
- msgid "Puts a signed 64-bit value into the stream."
- msgstr "Pone un valor con signo de 64 bits en el stream."
- #: doc/classes/StreamPeer.xml
- msgid "Puts a signed byte into the stream."
- msgstr "Pone un byte con signo en el stream."
- #: doc/classes/StreamPeer.xml
- msgid ""
- "Sends a chunk of data through the connection, blocking if necessary until "
- "the data is done sending. This function returns an [enum @GlobalScope.Error] "
- "code."
- msgstr ""
- "Envía un trozo de datos a través de la conexión, bloqueando si es necesario "
- "hasta que se termine de enviar los datos. Esta función devuelve un código "
- "[enum @GlobalScope.Error]."
- #: doc/classes/StreamPeer.xml
- msgid "Puts a double-precision float into the stream."
- msgstr "Pone un real de double-precision en el stream."
- #: doc/classes/StreamPeer.xml
- msgid "Puts a single-precision float into the stream."
- msgstr "Pone un real de single-precision en el stream."
- #: doc/classes/StreamPeer.xml
- msgid ""
- "Sends a chunk of data through the connection. If all the data could not be "
- "sent at once, only part of it will. This function returns two values, an "
- "[enum @GlobalScope.Error] code and an integer, describing how much data was "
- "actually sent."
- msgstr ""
- "Envía un trozo de datos a través de la conexión. Si no se pudieron enviar "
- "todos los datos a la vez, sólo una parte de ellos lo hará. Esta función "
- "devuelve dos valores, un código [enum @GlobalScope.Error] y un entero, que "
- "describe cuántos datos se enviaron realmente."
- #: doc/classes/StreamPeer.xml
- #, fuzzy
- msgid ""
- "Puts a zero-terminated ASCII string into the stream prepended by a 32-bit "
- "unsigned integer representing its size.\n"
- "[b]Note:[/b] To put an ASCII string without prepending its size, you can use "
- "[method put_data]:\n"
- "[codeblock]\n"
- "put_data(\"Hello world\".to_ascii())\n"
- "[/codeblock]"
- msgstr ""
- "Coloca una string ASCII terminado en cero en el stream preparado por un "
- "integer de 32 bits sin signo que representa su tamaño.\n"
- "Nota: Para poner una cadena ASCII sin preparar su tamaño, puedes usar "
- "[method put_data]:\n"
- "[codeblock]\n"
- "put_data(\"Hola mundo\".to_ascii())\n"
- "[/codeblock]"
- #: doc/classes/StreamPeer.xml
- msgid "Puts an unsigned 16-bit value into the stream."
- msgstr "Pone un valor de 16 bits sin signo en el stream."
- #: doc/classes/StreamPeer.xml
- msgid "Puts an unsigned 32-bit value into the stream."
- msgstr "Pone un valor de 32 bits sin signo en el stream."
- #: doc/classes/StreamPeer.xml
- msgid "Puts an unsigned 64-bit value into the stream."
- msgstr "Pone un valor de 64 bits sin signo en stream."
- #: doc/classes/StreamPeer.xml
- msgid "Puts an unsigned byte into the stream."
- msgstr "Pone un byte sin signo en el stream."
- #: doc/classes/StreamPeer.xml
- #, fuzzy
- msgid ""
- "Puts a zero-terminated UTF-8 string into the stream prepended by a 32 bits "
- "unsigned integer representing its size.\n"
- "[b]Note:[/b] To put an UTF-8 string without prepending its size, you can use "
- "[method put_data]:\n"
- "[codeblock]\n"
- "put_data(\"Hello world\".to_utf8())\n"
- "[/codeblock]"
- msgstr ""
- "Pone una string de UTF-8 con terminación cero en el stream preparado para un "
- "entero de 32 bits sin signo que representa su tamaño.\n"
- "Nota: Para poner una string UTF-8 sin preparar su tamaño, puedes usar "
- "[method put_data]:\n"
- "[codeblock]\n"
- "put_data(\"Hola mundo\".to_utf8())\n"
- "[/codeblock]"
- #: doc/classes/StreamPeer.xml
- msgid ""
- "Puts a Variant into the stream. If [code]full_objects[/code] is [code]true[/"
- "code] encoding objects is allowed (and can potentially include code)."
- msgstr ""
- "Pone una Variant en el stream. Si [code]full_objects[/code] es [code]true[/"
- "code] se permite la codificación de objetos (y potencialmente puede incluir "
- "código)."
- #: doc/classes/StreamPeer.xml
- msgid ""
- "If [code]true[/code], this [StreamPeer] will using big-endian format for "
- "encoding and decoding."
- msgstr ""
- "Si [code]true[/code], este [StreamPeer] usará el formato big-endian para "
- "codificar y decodificar."
- #: doc/classes/StreamPeerBuffer.xml
- #, fuzzy
- msgid "Data buffer stream peer."
- msgstr "SSL stream peer."
- #: doc/classes/StreamPeerBuffer.xml
- msgid ""
- "Data buffer stream peer that uses a byte array as the stream. This object "
- "can be used to handle binary data from network sessions. To handle binary "
- "data stored in files, [File] can be used directly.\n"
- "A [StreamPeerBuffer] object keeps an internal cursor which is the offset in "
- "bytes to the start of the buffer. Get and put operations are performed at "
- "the cursor position and will move the cursor accordingly."
- msgstr ""
- #: doc/classes/StreamPeerBuffer.xml
- msgid "Clears the [member data_array] and resets the cursor."
- msgstr ""
- #: doc/classes/StreamPeerBuffer.xml
- msgid ""
- "Returns a new [StreamPeerBuffer] with the same [member data_array] content."
- msgstr ""
- #: doc/classes/StreamPeerBuffer.xml
- #, fuzzy
- msgid "Returns the current cursor position."
- msgstr "Devuelve la posición de scrolling actual."
- #: doc/classes/StreamPeerBuffer.xml
- #, fuzzy
- msgid "Returns the size of [member data_array]."
- msgstr "Devuelve el seno del parámetro."
- #: doc/classes/StreamPeerBuffer.xml
- msgid "Resizes the [member data_array]. This [i]doesn't[/i] update the cursor."
- msgstr ""
- #: doc/classes/StreamPeerBuffer.xml
- msgid ""
- "Moves the cursor to the specified position. [code]position[/code] must be a "
- "valid index of [member data_array]."
- msgstr ""
- #: doc/classes/StreamPeerBuffer.xml
- msgid "The underlying data buffer. Setting this value resets the cursor."
- msgstr ""
- #: doc/classes/StreamPeerSSL.xml
- msgid "SSL stream peer."
- msgstr "SSL stream peer."
- #: doc/classes/StreamPeerSSL.xml
- msgid ""
- "SSL stream peer. This object can be used to connect to an SSL server or "
- "accept a single SSL client connection."
- msgstr ""
- "SSL stream peer. Este objeto puede ser usado para conectarse a un servidor "
- "SSL o aceptar una única conexión de cliente SSL."
- #: doc/classes/StreamPeerSSL.xml
- msgid ""
- "Accepts a peer connection as a server using the given [code]private_key[/"
- "code] and providing the given [code]certificate[/code] to the client. You "
- "can pass the optional [code]chain[/code] parameter to provide additional CA "
- "chain information along with the certificate."
- msgstr ""
- "Acepta una conexión entre pares como servidor utilizando el "
- "[code]private_key[/code] dado y proporcionando el [code]certificate[/code] "
- "dado al cliente. Puede pasar el parámetro opcional [code]chain[/code] para "
- "proporcionar información adicional de la cadena de CA junto con el "
- "certificado."
- #: doc/classes/StreamPeerSSL.xml
- msgid ""
- "Connects to a peer using an underlying [StreamPeer] [code]stream[/code]. If "
- "[code]validate_certs[/code] is [code]true[/code], [StreamPeerSSL] will "
- "validate that the certificate presented by the peer matches the "
- "[code]for_hostname[/code].\n"
- "[b]Note:[/b] Specifying a custom [code]valid_certificate[/code] is not "
- "supported in HTML5 exports due to browsers restrictions."
- msgstr ""
- "Se conecta a un par usando un [StreamPeer] [code]stream[/code] subyacente. "
- "Si [code]validate_certs[/code] es [code]true[/code], [StreamPeerSSL] "
- "validará que el certificado presentado por el par coincide con el "
- "[code]for_hostname[/code].\n"
- "[b]Nota:[/b] La especificación de un [code]valid_certificate[/code] "
- "personalizado no se admite en las exportaciones de HTML5 debido a las "
- "restricciones de los navegadores."
- #: doc/classes/StreamPeerSSL.xml doc/classes/StreamPeerTCP.xml
- msgid "Disconnects from host."
- msgstr "Se desconecta del host."
- #: doc/classes/StreamPeerSSL.xml
- msgid ""
- "Poll the connection to check for incoming bytes. Call this right before "
- "[method StreamPeer.get_available_bytes] for it to work properly."
- msgstr ""
- "Sondea la conexión para comprobar los bytes entrantes. Llama a esto justo "
- "antes de [method StreamPeer.get_available_bytes] para que funcione "
- "correctamente."
- #: doc/classes/StreamPeerSSL.xml
- msgid "A status representing a [StreamPeerSSL] that is disconnected."
- msgstr "Un estado que representa un [StreamPeerSSL] que está desconectado."
- #: doc/classes/StreamPeerSSL.xml
- msgid "A status representing a [StreamPeerSSL] during handshaking."
- msgstr "Un estado que representa un [StreamPeerSSL] durante el handshaking."
- #: doc/classes/StreamPeerSSL.xml
- msgid "A status representing a [StreamPeerSSL] that is connected to a host."
- msgstr ""
- "Un estado que representa un [StreamPeerSSL] que está conectado a un host."
- #: doc/classes/StreamPeerSSL.xml
- msgid "A status representing a [StreamPeerSSL] in error state."
- msgstr "Un estado que representa un [StreamPeerSSL] en estado de error."
- #: doc/classes/StreamPeerSSL.xml
- msgid ""
- "An error status that shows a mismatch in the SSL certificate domain "
- "presented by the host and the domain requested for validation."
- msgstr ""
- "Un estado de error que muestra una falta de coincidencia entre el dominio "
- "del certificado SSL presentado por el host y el dominio solicitado para la "
- "validación."
- #: doc/classes/StreamPeerTCP.xml
- msgid "TCP stream peer."
- msgstr "TCP stream peer."
- #: doc/classes/StreamPeerTCP.xml
- msgid ""
- "TCP stream peer. This object can be used to connect to TCP servers, or also "
- "is returned by a TCP server."
- msgstr ""
- "TCP stream peer. Este objeto puede ser utilizado para conectarse a "
- "servidores TCP, o también es devuelto por un servidor TCP."
- #: doc/classes/StreamPeerTCP.xml
- msgid ""
- "Connects to the specified [code]host:port[/code] pair. A hostname will be "
- "resolved if valid. Returns [constant OK] on success or [constant FAILED] on "
- "failure."
- msgstr ""
- "Se conecta al par especificado [code]host:port[/code]. Un nombre de host se "
- "resolverá si es válido. Devuelve [constant OK] en caso de éxito o [constant "
- "FAILED] en caso de fracaso."
- #: doc/classes/StreamPeerTCP.xml
- msgid "Returns the IP of this peer."
- msgstr "Devuelve la IP de este par."
- #: doc/classes/StreamPeerTCP.xml
- msgid "Returns the port of this peer."
- msgstr "Devuelve el puerto de este par."
- #: doc/classes/StreamPeerTCP.xml
- msgid "Returns the status of the connection, see [enum Status]."
- msgstr "Devuelve el estado de la conexión, ver [enum Status]."
- #: doc/classes/StreamPeerTCP.xml
- #, fuzzy
- msgid ""
- "Returns [code]true[/code] if this peer is currently connected or is "
- "connecting to a host, [code]false[/code] otherwise."
- msgstr ""
- "Devuelve [code]true[/code] si este par está actualmente conectado a un host, "
- "[code]false[/code] en caso contrario."
- #: doc/classes/StreamPeerTCP.xml
- msgid ""
- "If [code]enabled[/code] is [code]true[/code], packets will be sent "
- "immediately. If [code]enabled[/code] is [code]false[/code] (the default), "
- "packet transfers will be delayed and combined using [url=https://en."
- "wikipedia.org/wiki/Nagle%27s_algorithm]Nagle's algorithm[/url].\n"
- "[b]Note:[/b] It's recommended to leave this disabled for applications that "
- "send large packets or need to transfer a lot of data, as enabling this can "
- "decrease the total available bandwidth."
- msgstr ""
- #: doc/classes/StreamPeerTCP.xml
- msgid ""
- "The initial status of the [StreamPeerTCP]. This is also the status after "
- "disconnecting."
- msgstr ""
- "El estado inicial del [StreamPeerTCP]. Este es también el estado después de "
- "la desconexión."
- #: doc/classes/StreamPeerTCP.xml
- msgid "A status representing a [StreamPeerTCP] that is connecting to a host."
- msgstr ""
- "Un estado que representa un [StreamPeerTCP] que se está conectando a un host."
- #: doc/classes/StreamPeerTCP.xml
- msgid "A status representing a [StreamPeerTCP] that is connected to a host."
- msgstr ""
- "Un estado que representa un [StreamPeerTCP] que está conectado a un host."
- #: doc/classes/StreamPeerTCP.xml
- msgid "A status representing a [StreamPeerTCP] in error state."
- msgstr "Un estado que representa un [StreamPeerSSL] en estado de error."
- #: doc/classes/StreamTexture.xml
- msgid "A [code].stex[/code] texture."
- msgstr "Una textura [code].stex[/code]."
- #: doc/classes/StreamTexture.xml
- msgid "A texture that is loaded from a [code].stex[/code] file."
- msgstr "Una textura que se carga desde un archivo [code].stex[/code]."
- #: doc/classes/StreamTexture.xml
- msgid "Loads the texture from the given path."
- msgstr "Carga la textura de la ruta dada."
- #: doc/classes/StreamTexture.xml
- msgid "The StreamTexture's file path to a [code].stex[/code] file."
- msgstr "La ruta del archivo de StreamTexture a un archivo [code].stex[/code]."
- #: doc/classes/String.xml
- msgid "Built-in string class."
- msgstr "Clase String integrada."
- #: doc/classes/String.xml
- msgid ""
- "This is the built-in string class (and the one used by GDScript). It "
- "supports Unicode and provides all necessary means for string handling. "
- "Strings are reference-counted and use a copy-on-write approach, so passing "
- "them around is cheap in resources."
- msgstr ""
- "Esta es la clase de string integrada (y la utilizada por GDScript). Soporta "
- "Unicode y proporciona todos los medios necesarios para el manejo de las "
- "strings. Las strings son contadas como referencia y usan un enfoque de copia "
- "sobre escritura, por lo que pasarlas es barato en recursos."
- #: doc/classes/String.xml
- msgid "Constructs a new String from the given [bool]."
- msgstr "Construye una nueva String a partir del [bool] dado."
- #: doc/classes/String.xml
- msgid "Constructs a new String from the given [int]."
- msgstr "Construye un nuevo String a partir del [int] dado."
- #: doc/classes/String.xml
- msgid "Constructs a new String from the given [float]."
- msgstr "Construye una nueva string a partir del [float] dado."
- #: doc/classes/String.xml
- msgid "Constructs a new String from the given [Vector2]."
- msgstr "Construye una nueva string a partir del [Vector2] dado."
- #: doc/classes/String.xml
- msgid "Constructs a new String from the given [Rect2]."
- msgstr "Construye una nueva String a partir del [Rect2] dado."
- #: doc/classes/String.xml
- msgid "Constructs a new String from the given [Vector3]."
- msgstr "Construye una nueva String a partir del [Vector3] dado."
- #: doc/classes/String.xml
- msgid "Constructs a new String from the given [Transform2D]."
- msgstr "Construye un nuevo String a partir del dado [Transform2D]."
- #: doc/classes/String.xml
- msgid "Constructs a new String from the given [Plane]."
- msgstr "Construye una nueva String desde el [Plane] dado."
- #: doc/classes/String.xml
- msgid "Constructs a new String from the given [Quat]."
- msgstr "Construye una nueva String a partir del [Quat] dado."
- #: doc/classes/String.xml
- msgid "Constructs a new String from the given [AABB]."
- msgstr "Construye una nueva String a partir del [AABB] dado."
- #: doc/classes/String.xml
- msgid "Constructs a new String from the given [Basis]."
- msgstr "Construye una nueva String a partir de la [Basis] dada."
- #: doc/classes/String.xml
- msgid "Constructs a new String from the given [Transform]."
- msgstr "Construye un nuevo String a partir de la [Transform] dada."
- #: doc/classes/String.xml
- msgid "Constructs a new String from the given [Color]."
- msgstr "Construye un nuevo String a partir del [Color] dado."
- #: doc/classes/String.xml
- msgid "Constructs a new String from the given [NodePath]."
- msgstr "Construye un nuevo String a partir del [NodePath] dado."
- #: doc/classes/String.xml
- msgid "Constructs a new String from the given [RID]."
- msgstr "Construye una nueva String a partir del [RID] dado."
- #: doc/classes/String.xml
- msgid "Constructs a new String from the given [Dictionary]."
- msgstr "Construye un nuevo String a partir del [Dictionary] dado."
- #: doc/classes/String.xml
- msgid "Constructs a new String from the given [Array]."
- msgstr "Construye un nuevo String a partir del [Array] dado."
- #: doc/classes/String.xml
- #, fuzzy
- msgid "Constructs a new String from the given [PoolByteArray]."
- msgstr "Construye un nuevo String a partir del [PackedByteArray] dado."
- #: doc/classes/String.xml
- #, fuzzy
- msgid "Constructs a new String from the given [PoolIntArray]."
- msgstr "Construye un nuevo String a partir del [Array] dado."
- #: doc/classes/String.xml
- #, fuzzy
- msgid "Constructs a new String from the given [PoolRealArray]."
- msgstr "Construye un nuevo String a partir del [Array] dado."
- #: doc/classes/String.xml
- #, fuzzy
- msgid "Constructs a new String from the given [PoolStringArray]."
- msgstr "Construye una nueva String a partir del [PackedStringArray] dado."
- #: doc/classes/String.xml
- #, fuzzy
- msgid "Constructs a new String from the given [PoolVector2Array]."
- msgstr "Construye un nuevo String a partir del [PackedVector2Array] dado."
- #: doc/classes/String.xml
- #, fuzzy
- msgid "Constructs a new String from the given [PoolVector3Array]."
- msgstr "Construye un nuevo String a partir del [PackedVector3Array] dado."
- #: doc/classes/String.xml
- #, fuzzy
- msgid "Constructs a new String from the given [PoolColorArray]."
- msgstr "Construye un nuevo String a partir del [PackedColorArray] dado."
- #: doc/classes/String.xml
- msgid "Returns [code]true[/code] if the string begins with the given string."
- msgstr "Devuelve [code]true[/code] si la string comienza con la string dada."
- #: doc/classes/String.xml
- msgid ""
- "Returns an array containing the bigrams (pairs of consecutive letters) of "
- "this string.\n"
- "[codeblock]\n"
- "print(\"Bigrams\".bigrams()) # Prints \"[Bi, ig, gr, ra, am, ms]\"\n"
- "[/codeblock]"
- msgstr ""
- #: doc/classes/String.xml
- msgid ""
- "Returns a copy of the string with special characters escaped using the C "
- "language standard."
- msgstr ""
- "Devuelve una copia de la string con caracteres especiales escapados usando "
- "el estándar del lenguaje C."
- #: doc/classes/String.xml
- msgid ""
- "Returns a copy of the string with escaped characters replaced by their "
- "meanings. Supported escape sequences are [code]\\'[/code], [code]\\\"[/"
- "code], [code]\\?[/code], [code]\\\\[/code], [code]\\a[/code], [code]\\b[/"
- "code], [code]\\f[/code], [code]\\n[/code], [code]\\r[/code], [code]\\t[/"
- "code], [code]\\v[/code].\n"
- "[b]Note:[/b] Unlike the GDScript parser, this method doesn't support the "
- "[code]\\uXXXX[/code] escape sequence."
- msgstr ""
- "Devuelve una copia de la cadena con caracteres de escape reemplazados por "
- "sus significados. Las secuencias de escape admitidas son [code]\\'[/code], "
- "[code]\\\"[/code], [code]\\?[/code], [code]\\\\[/code], [code]\\a[/code], "
- "[code]\\b[/code], [code]\\f[/code], [code]\\n[/code], [code]\\r [/code], "
- "[code]\\t [/code], [code]\\v[/code].\n"
- "[b] Nota:[/b] A diferencia del analizador de GDScript, este método no admite "
- "la secuencia de escape [code]\\uXXXX[/code]."
- #: doc/classes/String.xml
- msgid ""
- "Changes the case of some letters. Replaces underscores with spaces, adds "
- "spaces before in-word uppercase characters, converts all letters to "
- "lowercase, then capitalizes the first letter and every letter following a "
- "space character. For [code]capitalize camelCase mixed_with_underscores[/"
- "code], it will return [code]Capitalize Camel Case Mixed With Underscores[/"
- "code]."
- msgstr ""
- "Cambia el caso de algunas cartas. Reemplaza los subrayados por espacios, "
- "añade espacios antes de los caracteres en mayúsculas, convierte todas las "
- "letras en minúsculas, luego pone en mayúsculas la primera letra y cada letra "
- "que sigue a un espacio. Para [code]capitalize CamelCase "
- "mixed_with_underscores[/code], devolverá [code]Capitalize Camel Case Mixed "
- "With Underscores[/code]."
- #: doc/classes/String.xml
- msgid ""
- "Performs a case-sensitive comparison to another string. Returns [code]-1[/"
- "code] if less than, [code]1[/code] if greater than, or [code]0[/code] if "
- "equal. \"less than\" or \"greater than\" are determined by the [url=https://"
- "en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode code points[/url] "
- "of each string, which roughly matches the alphabetical order.\n"
- "[b]Behavior with different string lengths:[/b] Returns [code]1[/code] if the "
- "\"base\" string is longer than the [code]to[/code] string or [code]-1[/code] "
- "if the \"base\" string is shorter than the [code]to[/code] string. Keep in "
- "mind this length is determined by the number of Unicode codepoints, [i]not[/"
- "i] the actual visible characters.\n"
- "[b]Behavior with empty strings:[/b] Returns [code]-1[/code] if the \"base\" "
- "string is empty, [code]1[/code] if the [code]to[/code] string is empty or "
- "[code]0[/code] if both strings are empty.\n"
- "To get a boolean result from a string comparison, use the [code]==[/code] "
- "operator instead. See also [method nocasecmp_to]."
- msgstr ""
- #: doc/classes/String.xml
- msgid ""
- "Returns the number of occurrences of substring [code]what[/code] between "
- "[code]from[/code] and [code]to[/code] positions. If [code]from[/code] and "
- "[code]to[/code] equals 0 the whole string will be used. If only [code]to[/"
- "code] equals 0 the remained substring will be used."
- msgstr ""
- "Devuelve el número de ocurrencias de la substring [code]what[/code] entre "
- "las posiciones de [code]from[/code] y [code]to[/code]. Si [code]from[/code] "
- "y [code]to[/code] es igual a 0 se utilizará la string completa. Si sólo "
- "[code]a[/code] es igual a 0 se usará la substring restante."
- #: doc/classes/String.xml
- msgid ""
- "Returns the number of occurrences of substring [code]what[/code] (ignoring "
- "case) between [code]from[/code] and [code]to[/code] positions. If "
- "[code]from[/code] and [code]to[/code] equals 0 the whole string will be "
- "used. If only [code]to[/code] equals 0 the remained substring will be used."
- msgstr ""
- "Devuelve el número de ocurrencias de la substring [code]what[/code] "
- "(ignorando el caso) entre las posiciones de [code]from[/code] y [code]to[/"
- "code]. Si [code]from[/code] y [code]to[/code] es igual a 0 se utilizará la "
- "string completa. Si sólo [code]a[/code] es igual a 0 se usará la substring "
- "restante."
- #: doc/classes/String.xml
- #, fuzzy
- msgid ""
- "Returns a copy of the string with indentation (leading tabs and spaces) "
- "removed. See also [method indent] to add indentation."
- msgstr ""
- "Devuelve una copia de la string sin indentado (tabuladores y espacios)."
- #: doc/classes/String.xml
- msgid ""
- "Returns [code]true[/code] if the length of the string equals [code]0[/code]."
- msgstr ""
- "Devuelve [code]true[/code] si la longitud de la string es igual a [code]0[/"
- "code]."
- #: doc/classes/String.xml
- msgid "Returns [code]true[/code] if the string ends with the given string."
- msgstr "Devuelve [code]true[/code] si la string termina con la string dada."
- #: doc/classes/String.xml
- msgid ""
- "Erases [code]chars[/code] characters from the string starting from "
- "[code]position[/code]."
- msgstr ""
- "Borra los caracteres [code]chars[/code] de la string que comienza con "
- "[code]position[/code]."
- #: doc/classes/String.xml
- #, fuzzy
- msgid ""
- "Finds the first occurrence of a substring. Returns the starting position of "
- "the substring or [code]-1[/code] if not found. Optionally, the initial "
- "search index can be passed.\n"
- "[b]Note:[/b] If you just want to know whether a string contains a substring, "
- "use the [code]in[/code] operator as follows:\n"
- "[codeblock]\n"
- "# Will evaluate to `false`.\n"
- "if \"i\" in \"team\":\n"
- " pass\n"
- "[/codeblock]"
- msgstr ""
- "Devuelve el índice de la aparición de la string especificada en este caso "
- "[b]primera[/b] mayúscula y minúscula, o [code]-1[/code]. Opcionalmente, se "
- "puede especificar el índice de búsqueda inicial, continuando hasta el final "
- "de la string.\n"
- "[b]Nota:[/b] Si sólo desea saber si una string contiene una substring, "
- "utilice el operador [code]in[/code] de la siguiente manera:\n"
- "[codeblock]\n"
- "# Evaluará a \"falso\".\n"
- "if \"i\" in \"team\":\n"
- " pass\n"
- "[/codeblock]"
- #: doc/classes/String.xml
- #, fuzzy
- msgid ""
- "Finds the last occurrence of a substring. Returns the starting position of "
- "the substring or [code]-1[/code] if not found."
- msgstr ""
- "Busca el array por un valor y devuelve su indice o -1 sino se encuentra. "
- "Opcionalmente, el indice de busqueda inicial puede ser pasado."
- #: doc/classes/String.xml
- #, fuzzy
- msgid ""
- "Finds the first occurrence of a substring, ignoring case. Returns the "
- "starting position of the substring or [code]-1[/code] if not found. "
- "Optionally, the initial search index can be passed."
- msgstr ""
- "Busca el array por un valor y devuelve su indice o -1 sino se encuentra. "
- "Opcionalmente, el indice de busqueda inicial puede ser pasado."
- #: doc/classes/String.xml
- msgid ""
- "Formats the string by replacing all occurrences of [code]placeholder[/code] "
- "with the elements of [code]values[/code].\n"
- "[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
- "[code]placeholder[/code] will be replaced with the corresponding keys in "
- "advance. Array elements use their index as keys.\n"
- "[codeblock]\n"
- "# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
- "named after it.\n"
- "var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
- "named after it.\"\n"
- "print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
- "\n"
- "# Prints: User 42 is Godot.\n"
- "print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
- "[/codeblock]\n"
- "Some additional handling is performed when [code]values[/code] is an array. "
- "If [code]placeholder[/code] does not contain an underscore, the elements of "
- "the array will be used to replace one occurrence of the placeholder in turn; "
- "If an array element is another 2-element array, it'll be interpreted as a "
- "key-value pair.\n"
- "[codeblock]\n"
- "# Prints: User 42 is Godot.\n"
- "print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
- "print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
- "\"Godot\"]]))\n"
- "[/codeblock]"
- msgstr ""
- #: doc/classes/String.xml
- msgid "If the string is a valid file path, returns the base directory name."
- msgstr ""
- "Si la string es una ruta de archivo válida, devuelve el nombre del "
- "directorio base."
- #: doc/classes/String.xml
- msgid ""
- "If the string is a valid file path, returns the full file path without the "
- "extension."
- msgstr ""
- "Si la string es una ruta de archivo válida, devuelve la ruta de archivo "
- "completa sin la extensión."
- #: doc/classes/String.xml
- msgid ""
- "Returns the extension without the leading period character ([code].[/code]) "
- "if the string is a valid file name or path. If the string does not contain "
- "an extension, returns an empty string instead.\n"
- "[codeblock]\n"
- "print(\"/path/to/file.txt\".get_extension()) # \"txt\"\n"
- "print(\"file.txt\".get_extension()) # \"txt\"\n"
- "print(\"file.sample.txt\".get_extension()) # \"txt\"\n"
- "print(\".txt\".get_extension()) # \"txt\"\n"
- "print(\"file.txt.\".get_extension()) # \"\" (empty string)\n"
- "print(\"file.txt..\".get_extension()) # \"\" (empty string)\n"
- "print(\"txt\".get_extension()) # \"\" (empty string)\n"
- "print(\"\".get_extension()) # \"\" (empty string)\n"
- "[/codeblock]"
- msgstr ""
- #: doc/classes/String.xml
- msgid "If the string is a valid file path, returns the filename."
- msgstr ""
- "Si la string es una ruta de archivo válida, devuelve el nombre del archivo."
- #: doc/classes/String.xml
- msgid ""
- "Splits a string using a [code]delimiter[/code] and returns a substring at "
- "index [code]slice[/code]. Returns an empty string if the index doesn't "
- "exist.\n"
- "This is a more performant alternative to [method split] for cases when you "
- "need only one element from the array at a fixed index.\n"
- "Example:\n"
- "[codeblock]\n"
- "print(\"i/am/example/string\".get_slice(\"/\", 2)) # Prints 'example'.\n"
- "[/codeblock]"
- msgstr ""
- #: doc/classes/String.xml
- msgid ""
- "Returns the 32-bit hash value representing the string's contents.\n"
- "[b]Note:[/b] [String]s with equal content will always produce identical hash "
- "values. However, the reverse is not true. Returning identical hash values "
- "does [i]not[/i] imply the strings are equal, because different strings can "
- "have identical hash values due to hash collisions."
- msgstr ""
- #: doc/classes/String.xml
- msgid ""
- "Converts a string containing a hexadecimal number into an integer. "
- "Hexadecimal strings are expected to be prefixed with \"[code]0x[/code]\" "
- "otherwise [code]0[/code] is returned.\n"
- "[codeblock]\n"
- "print(\"0xff\".hex_to_int()) # Print \"255\"\n"
- "[/codeblock]"
- msgstr ""
- "Convierte una string que contiene un número hexadecimal en un entero. Se "
- "espera que las strings hexadecimales lleven el prefijo \"[code]0x[/code]\", "
- "de lo contrario se devuelve [code]0[/code].\n"
- "[codeblock]\n"
- "print(\"0xff\".hex_to_int()) # Imprimir \"255\"\n"
- "[/codeblock]"
- #: doc/classes/String.xml
- msgid ""
- "Escapes (encodes) a string to URL friendly format. Also referred to as 'URL "
- "encode'.\n"
- "[codeblock]\n"
- "print(\"https://example.org/?escaped=\" + \"Godot Engine:'docs'\"."
- "http_escape())\n"
- "[/codeblock]"
- msgstr ""
- "Escapa (codifica) una string a un formato compatible con la URL. También "
- "conocido como 'codificación de URL'.\n"
- "[codeblock]\n"
- "print(\"https://example.org/?escaped=\" + \"Godot Engine:'docs'\"."
- "http_escape())\n"
- "[/codeblock]"
- #: doc/classes/String.xml
- msgid ""
- "Unescapes (decodes) a string in URL encoded format. Also referred to as 'URL "
- "decode'.\n"
- "[codeblock]\n"
- "print(\"https://example.org/?escaped=\" + \"Godot%20Engine%3A%27docs%27\"."
- "http_unescape())\n"
- "[/codeblock]"
- msgstr ""
- "Desvincula (decodifica) una string en formato codificado de URL. También "
- "conocido como \"decodificación de URL\".\n"
- "[codeblock]\n"
- "print(\"https://example.org/?escaped=\" + \"Godot%20Motor%3A%27docs%27\"."
- "http_unescape())\n"
- "[/codeblock]"
- #: doc/classes/String.xml
- msgid ""
- "Converts [code]size[/code] represented as number of bytes to human-readable "
- "format using internationalized set of data size units, namely: B, KiB, MiB, "
- "GiB, TiB, PiB, EiB. Note that the next smallest unit is picked automatically "
- "to hold at most 1024 units.\n"
- "[codeblock]\n"
- "var bytes = 133790307\n"
- "var size = String.humanize_size(bytes)\n"
- "print(size) # prints \"127.5 MiB\"\n"
- "[/codeblock]"
- msgstr ""
- "Convierte el [code]size[/code] representado como número de bytes a un "
- "formato legible para el ser humano utilizando un conjunto de unidades de "
- "tamaño de datos internacionalizados, a saber: B, KiB, MiB, GiB, TiB, PiB, "
- "EiB. Nótese que la siguiente unidad más pequeña es escogida automáticamente "
- "para contener como máximo 1024 unidades.\n"
- "[codeblock]\n"
- "var bytes = 133790307\n"
- "var size = String.humanize_size(bytes)\n"
- "print(size) # imprime \"127.5 MiB\"\n"
- "[/codeblock]"
- #: doc/classes/String.xml
- msgid ""
- "Returns a copy of the string with lines indented with [code]prefix[/code].\n"
- "For example, the string can be indented with two tabs using "
- "[code]\"\\t\\t\"[/code], or four spaces using [code]\" \"[/code]. The "
- "prefix can be any string so it can also be used to comment out strings with "
- "e.g. [code]\"# \"[/code]. See also [method dedent] to remove indentation.\n"
- "[b]Note:[/b] Empty lines are kept empty."
- msgstr ""
- #: doc/classes/String.xml
- msgid ""
- "Returns a copy of the string with the substring [code]what[/code] inserted "
- "at the given position."
- msgstr ""
- "Devuelve una copia de la string con la substring [code]what[/code] insertada "
- "en la posición dada."
- #: doc/classes/String.xml
- msgid ""
- "If the string is a path to a file or directory, returns [code]true[/code] if "
- "the path is absolute."
- msgstr ""
- "Si la string es una ruta a un archivo o directorio, devuelve [code]true[/"
- "code] si la ruta es absoluta."
- #: doc/classes/String.xml
- msgid ""
- "If the string is a path to a file or directory, returns [code]true[/code] if "
- "the path is relative."
- msgstr ""
- "Si la string es una ruta a un archivo o directorio, devuelve [code]true[/"
- "code] si la ruta es relativa."
- #: doc/classes/String.xml
- msgid ""
- "Returns [code]true[/code] if this string is a subsequence of the given "
- "string."
- msgstr ""
- "Devuelve [code]true[/code] si esta string es una subsecuente de la string "
- "dada."
- #: doc/classes/String.xml
- msgid ""
- "Returns [code]true[/code] if this string is a subsequence of the given "
- "string, without considering case."
- msgstr ""
- "Devuelve [code]true[/code] si esta string es una subsecuente de la string "
- "dada, sin considerar el caso."
- #: doc/classes/String.xml
- msgid ""
- "Returns [code]true[/code] if this string is free from characters that aren't "
- "allowed in file names, those being:\n"
- "[code]: / \\ ? * \" | % < >[/code]"
- msgstr ""
- "Devuelve [code]true[/code] si esta string está libre de caracteres que no "
- "están permitidos en los nombres de los archivos, que son:\n"
- "[code]: / \\ ? * \" | % < >[/code]"
- #: doc/classes/String.xml
- #, fuzzy
- msgid ""
- "Returns [code]true[/code] if this string contains a valid float. This is "
- "inclusive of integers, and also supports exponents:\n"
- "[codeblock]\n"
- "print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
- "print(\"24\".is_valid_float()) # Prints \"True\"\n"
- "print(\"7e3\".is_valid_float()) # Prints \"True\"\n"
- "print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
- "[/codeblock]"
- msgstr ""
- "Devuelve [code]true[/code] si esta string es un identificador válido. Un "
- "identificador válido sólo puede contener letras, dígitos y guiones bajos "
- "([code]_[/code]) y el primer carácter no puede ser un dígito."
- #: doc/classes/String.xml
- msgid ""
- "Returns [code]true[/code] if this string contains a valid hexadecimal "
- "number. If [code]with_prefix[/code] is [code]true[/code], then a validity of "
- "the hexadecimal number is determined by [code]0x[/code] prefix, for "
- "instance: [code]0xDEADC0DE[/code]."
- msgstr ""
- "Devuelve [code]true[/code] si esta string contiene un número hexadecimal "
- "válido. Si [code]with_prefix[/code] es [code]true[/code], entonces la "
- "validez del número hexadecimal está determinada por el prefijo [code]0x[/"
- "code], por ejemplo: [code]0xDEADC0DE[/code]."
- #: doc/classes/String.xml
- msgid ""
- "Returns [code]true[/code] if this string contains a valid color in "
- "hexadecimal HTML notation. Other HTML notations such as named colors or "
- "[code]hsl()[/code] colors aren't considered valid by this method and will "
- "return [code]false[/code]."
- msgstr ""
- "Devuelve [code]true[/code] si esta cadena contiene un color válido en "
- "notación HTML hexadecimal. Otras notaciones HTML como colores con nombre o "
- "colores [code]hsl()[/code] no se consideran válidas por este método y "
- "devolverán [code]false[/code]."
- #: doc/classes/String.xml
- #, fuzzy
- msgid ""
- "Returns [code]true[/code] if this string is a valid identifier. A valid "
- "identifier may contain only letters, digits and underscores ([code]_[/code]) "
- "and the first character may not be a digit.\n"
- "[codeblock]\n"
- "print(\"good_ident_1\".is_valid_identifier()) # Prints \"True\"\n"
- "print(\"1st_bad_ident\".is_valid_identifier()) # Prints \"False\"\n"
- "print(\"bad_ident_#2\".is_valid_identifier()) # Prints \"False\"\n"
- "[/codeblock]"
- msgstr ""
- "Devuelve [code]true[/code] si esta string es un identificador válido. Un "
- "identificador válido sólo puede contener letras, dígitos y guiones bajos "
- "([code]_[/code]) y el primer carácter no puede ser un dígito."
- #: doc/classes/String.xml
- #, fuzzy
- msgid ""
- "Returns [code]true[/code] if this string contains a valid integer.\n"
- "[codeblock]\n"
- "print(\"7\".is_valid_integer()) # Prints \"True\"\n"
- "print(\"14.6\".is_valid_integer()) # Prints \"False\"\n"
- "print(\"L\".is_valid_integer()) # Prints \"False\"\n"
- "print(\"+3\".is_valid_integer()) # Prints \"True\"\n"
- "print(\"-12\".is_valid_integer()) # Prints \"True\"\n"
- "[/codeblock]"
- msgstr ""
- "Devuelve [code]true[/code] si esta string es un identificador válido. Un "
- "identificador válido sólo puede contener letras, dígitos y guiones bajos "
- "([code]_[/code]) y el primer carácter no puede ser un dígito."
- #: doc/classes/String.xml
- msgid ""
- "Returns [code]true[/code] if this string contains only a well-formatted IPv4 "
- "or IPv6 address. This method considers [url=https://en.wikipedia.org/wiki/"
- "Reserved_IP_addresses]reserved IP addresses[/url] such as [code]0.0.0.0[/"
- "code] as valid."
- msgstr ""
- #: doc/classes/String.xml
- msgid ""
- "Return a [String] which is the concatenation of the [code]parts[/code]. The "
- "separator between elements is the string providing this method.\n"
- "Example:\n"
- "[codeblock]\n"
- "print(\", \".join([\"One\", \"Two\", \"Three\", \"Four\"]))\n"
- "[/codeblock]"
- msgstr ""
- #: doc/classes/String.xml
- msgid ""
- "Returns a copy of the string with special characters escaped using the JSON "
- "standard."
- msgstr ""
- "Devuelve una copia de la string con caracteres especiales escapados usando "
- "el estándar JSON."
- #: doc/classes/String.xml
- msgid "Returns a number of characters from the left of the string."
- msgstr "Devuelve un número de caracteres de la izquierda de la string."
- #: doc/classes/String.xml
- msgid "Returns the string's amount of characters."
- msgstr "Devuelve la cantidad de caracteres de la string."
- #: doc/classes/String.xml
- msgid ""
- "Returns a copy of the string with characters removed from the left. The "
- "[code]chars[/code] argument is a string specifying the set of characters to "
- "be removed.\n"
- "[b]Note:[/b] The [code]chars[/code] is not a prefix. See [method "
- "trim_prefix] method that will remove a single prefix string rather than a "
- "set of characters."
- msgstr ""
- #: doc/classes/String.xml
- #, fuzzy
- msgid ""
- "Does a simple case-sensitive expression match, where [code]\"*\"[/code] "
- "matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
- "single character except a period ([code]\".\"[/code]). An empty string or "
- "empty expression always evaluates to [code]false[/code]."
- msgstr ""
- "Hace una comparación simple con expresión que distingue entre mayúsculas y "
- "minúsculas, en la que [code]\"*\"[/code] coincide con cero o más caracteres "
- "arbitrarios y [code]\"?\"[/code] coincide con cualquier carácter individual "
- "excepto con un punto ([code]\".\"[/code])."
- #: doc/classes/String.xml
- #, fuzzy
- msgid ""
- "Does a simple case-insensitive expression match, where [code]\"*\"[/code] "
- "matches zero or more arbitrary characters and [code]\"?\"[/code] matches any "
- "single character except a period ([code]\".\"[/code]). An empty string or "
- "empty expression always evaluates to [code]false[/code]."
- msgstr ""
- "Hace una simple comparación expresión insensible a las mayúsculas y "
- "minúsculas, en la que [code]\"*\"[/code] coincide con cero o más caracteres "
- "arbitrarios y [code]\"?\"[/code] coincide con cualquier carácter individual "
- "excepto con un punto ([code]\".\"[/code])."
- #: doc/classes/String.xml
- msgid "Returns the MD5 hash of the string as an array of bytes."
- msgstr "Devuelve el hash MD5 de la string como un conjunto de bytes."
- #: doc/classes/String.xml
- msgid "Returns the MD5 hash of the string as a string."
- msgstr "Devuelve el hash MD5 de la string como una string."
- #: doc/classes/String.xml
- msgid ""
- "Performs a case-insensitive [i]natural order[/i] comparison to another "
- "string. Returns [code]-1[/code] if less than, [code]1[/code] if greater "
- "than, or [code]0[/code] if equal. \"less than\" or \"greater than\" are "
- "determined by the [url=https://en.wikipedia.org/wiki/"
- "List_of_Unicode_characters]Unicode code points[/url] of each string, which "
- "roughly matches the alphabetical order. Internally, lowercase characters "
- "will be converted to uppercase during the comparison.\n"
- "When used for sorting, natural order comparison will order suites of numbers "
- "as expected by most people. If you sort the numbers from 1 to 10 using "
- "natural order, you will get [code][1, 2, 3, ...][/code] instead of [code][1, "
- "10, 2, 3, ...][/code].\n"
- "[b]Behavior with different string lengths:[/b] Returns [code]1[/code] if the "
- "\"base\" string is longer than the [code]to[/code] string or [code]-1[/code] "
- "if the \"base\" string is shorter than the [code]to[/code] string. Keep in "
- "mind this length is determined by the number of Unicode codepoints, [i]not[/"
- "i] the actual visible characters.\n"
- "[b]Behavior with empty strings:[/b] Returns [code]-1[/code] if the \"base\" "
- "string is empty, [code]1[/code] if the [code]to[/code] string is empty or "
- "[code]0[/code] if both strings are empty.\n"
- "To get a boolean result from a string comparison, use the [code]==[/code] "
- "operator instead. See also [method nocasecmp_to] and [method casecmp_to]."
- msgstr ""
- #: doc/classes/String.xml
- msgid ""
- "Performs a case-insensitive comparison to another string. Returns [code]-1[/"
- "code] if less than, [code]1[/code] if greater than, or [code]0[/code] if "
- "equal. \"less than\" or \"greater than\" are determined by the [url=https://"
- "en.wikipedia.org/wiki/List_of_Unicode_characters]Unicode code points[/url] "
- "of each string, which roughly matches the alphabetical order. Internally, "
- "lowercase characters will be converted to uppercase during the comparison.\n"
- "[b]Behavior with different string lengths:[/b] Returns [code]1[/code] if the "
- "\"base\" string is longer than the [code]to[/code] string or [code]-1[/code] "
- "if the \"base\" string is shorter than the [code]to[/code] string. Keep in "
- "mind this length is determined by the number of Unicode codepoints, [i]not[/"
- "i] the actual visible characters.\n"
- "[b]Behavior with empty strings:[/b] Returns [code]-1[/code] if the \"base\" "
- "string is empty, [code]1[/code] if the [code]to[/code] string is empty or "
- "[code]0[/code] if both strings are empty.\n"
- "To get a boolean result from a string comparison, use the [code]==[/code] "
- "operator instead. See also [method casecmp_to]."
- msgstr ""
- #: doc/classes/String.xml
- msgid "Returns the character code at position [code]at[/code]."
- msgstr "Devuelve el código de caracteres en la posición [code]at[/code]."
- #: doc/classes/String.xml
- msgid ""
- "Formats a number to have an exact number of [code]digits[/code] after the "
- "decimal point."
- msgstr ""
- "Formatea un número para tener un número exacto de [code]digits[/code] "
- "después del punto decimal."
- #: doc/classes/String.xml
- msgid ""
- "Formats a number to have an exact number of [code]digits[/code] before the "
- "decimal point."
- msgstr ""
- "Formatea un número para tener un número exacto de [code]digits[/code] "
- "después del punto decimal."
- #: doc/classes/String.xml
- msgid "Decode a percent-encoded string. See [method percent_encode]."
- msgstr ""
- "Decodificar una string de porcentaje codificado. Ver [method percent_encode]."
- #: doc/classes/String.xml
- msgid ""
- "Percent-encodes a string. Encodes parameters in a URL when sending a HTTP "
- "GET request (and bodies of form-urlencoded POST requests)."
- msgstr ""
- "Percent-encodes una string. Codifica los parámetros en una URL enviadon una "
- "solicitud HTTP GET (y los cuerpos de form-urlencoded POST requests)."
- #: doc/classes/String.xml
- msgid ""
- "If the string is a path, this concatenates [code]file[/code] at the end of "
- "the string as a subpath. E.g. [code]\"this/is\".plus_file(\"path\") == "
- "\"this/is/path\"[/code]."
- msgstr ""
- "Si la string es un camino, esto concatena [code]file[/code] al final del "
- "string como un sub camino. Por ejemplo, [code]\"this/is\"."
- "plus_file(\"path\") == \"this/is/path\"[/code]."
- #: doc/classes/String.xml
- msgid ""
- "Returns original string repeated a number of times. The number of "
- "repetitions is given by the argument."
- msgstr ""
- "Devuelve la string original repetida varias veces. El número de repeticiones "
- "viene dado por el argumento."
- #: doc/classes/String.xml
- msgid ""
- "Replaces occurrences of a case-sensitive substring with the given one inside "
- "the string."
- msgstr ""
- "Reemplaza las ocurrencias de una substring que distingue entre mayúsculas y "
- "minúsculas con la dada dentro de la string."
- #: doc/classes/String.xml
- msgid ""
- "Replaces occurrences of a case-insensitive substring with the given one "
- "inside the string."
- msgstr ""
- "Reemplaza las ocurrencias de una substring insensible a las mayúsculas y "
- "minúsculas con la dada dentro de la string."
- #: doc/classes/String.xml
- msgid ""
- "Performs a case-sensitive search for a substring, but starts from the end of "
- "the string instead of the beginning."
- msgstr ""
- #: doc/classes/String.xml
- msgid ""
- "Performs a case-insensitive search for a substring, but starts from the end "
- "of the string instead of the beginning."
- msgstr ""
- #: doc/classes/String.xml
- msgid "Returns the right side of the string from a given position."
- msgstr "Devuelve el lado derecho de la string desde una posición determinada."
- #: doc/classes/String.xml
- #, fuzzy
- msgid ""
- "Splits the string by a [code]delimiter[/code] string and returns an array of "
- "the substrings, starting from right.\n"
- "The splits in the returned array are sorted in the same order as the "
- "original string, from left to right.\n"
- "If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
- "delimiters in the string, it will add an empty string to the array of "
- "substrings at this position.\n"
- "If [code]maxsplit[/code] is specified, it defines the number of splits to do "
- "from the right up to [code]maxsplit[/code]. The default value of 0 means "
- "that all items are split, thus giving the same result as [method split].\n"
- "Example:\n"
- "[codeblock]\n"
- "var some_string = \"One,Two,Three,Four\"\n"
- "var some_array = some_string.rsplit(\",\", true, 1)\n"
- "print(some_array.size()) # Prints 2\n"
- "print(some_array[0]) # Prints \"One,Two,Three\"\n"
- "print(some_array[1]) # Prints \"Four\"\n"
- "[/codeblock]"
- msgstr ""
- "Divide la string por un string de [code]delimiter[/code] y devuelve un array "
- "de substrings, empezando por la derecha.\n"
- "Las divisiones en el array devuelto se ordenan en el mismo orden que la "
- "string original, de izquierda a derecha.\n"
- "Si se especifica [code]maxsplit[/code], define el número de divisiones a "
- "realizar desde la derecha hasta [code]maxsplit[/code]. El valor por defecto "
- "de 0 significa que todos los elementos se dividen, dando así el mismo "
- "resultado que [method split].\n"
- "Ejemplo:\n"
- "[codeblock]\n"
- "var some_string = \"One,Two,Three,Four\"\n"
- "var some_array = some_string.rsplit(\",\", true, 1)\n"
- "print(some_array.size()) # Imprime 2\n"
- "print(some_array[0]) # Imprime \"Cuatro\"\n"
- "print(some_array[1]) # Imprime \"Three,Two,One\"\n"
- "[/codeblock]"
- #: doc/classes/String.xml
- msgid ""
- "Returns a copy of the string with characters removed from the right. The "
- "[code]chars[/code] argument is a string specifying the set of characters to "
- "be removed.\n"
- "[b]Note:[/b] The [code]chars[/code] is not a suffix. See [method "
- "trim_suffix] method that will remove a single suffix string rather than a "
- "set of characters."
- msgstr ""
- #: doc/classes/String.xml
- msgid "Returns the SHA-1 hash of the string as an array of bytes."
- msgstr "Devuelve el hash SHA-1 de la string como un conjunto de bytes."
- #: doc/classes/String.xml
- msgid "Returns the SHA-1 hash of the string as a string."
- msgstr "Devuelve el hash del SHA-1 de la string como una string."
- #: doc/classes/String.xml
- msgid "Returns the SHA-256 hash of the string as an array of bytes."
- msgstr "Devuelve el hash SHA-256 de la string como un array de bytes."
- #: doc/classes/String.xml
- msgid "Returns the SHA-256 hash of the string as a string."
- msgstr "Devuelve el hash SHA-256 de la string como una string."
- #: doc/classes/String.xml
- msgid ""
- "Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
- "S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
- "this string compared to another. A result of 1.0 means totally similar, "
- "while 0.0 means totally dissimilar.\n"
- "[codeblock]\n"
- "print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
- "print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
- "print(\"ABC123\".similarity(\"123ABC\")) # Prints \"0.8\"\n"
- "print(\"ABC123\".similarity(\"abc123\")) # Prints \"0.4\"\n"
- "[/codeblock]"
- msgstr ""
- #: doc/classes/String.xml
- msgid "Returns a simplified canonical path."
- msgstr ""
- #: doc/classes/String.xml
- #, fuzzy
- msgid ""
- "Splits the string by a [code]delimiter[/code] string and returns an array of "
- "the substrings. The [code]delimiter[/code] can be of any length.\n"
- "If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
- "delimiters in the string, it will add an empty string to the array of "
- "substrings at this position.\n"
- "If [code]maxsplit[/code] is specified, it defines the number of splits to do "
- "from the left up to [code]maxsplit[/code]. The default value of [code]0[/"
- "code] means that all items are split.\n"
- "If you need only one element from the array at a specific index, [method "
- "get_slice] is a more performant option.\n"
- "Example:\n"
- "[codeblock]\n"
- "var some_string = \"One,Two,Three,Four\"\n"
- "var some_array = some_string.split(\",\", true, 1)\n"
- "print(some_array.size()) # Prints 2\n"
- "print(some_array[0]) # Prints \"One\"\n"
- "print(some_array[1]) # Prints \"Two,Three,Four\"\n"
- "[/codeblock]\n"
- "If you need to split strings with more complex rules, use the [RegEx] class "
- "instead."
- msgstr ""
- "Divide la string por una string de [code]delimiter[/code] y devuelve un "
- "array de las substrings. El [code]delimiter[/code] puede ser de cualquier "
- "longitud.\n"
- "Si se especifica [code]maxsplit[/code], define el número de divisiones a "
- "realizar desde la izquierda hasta [code]maxsplit[/code]. El valor por "
- "defecto de [code]0[/code] significa que todos los elementos se dividen.\n"
- "Ejemplo:\n"
- "[codeblock]\n"
- "var some_string = \"One,Two,Three,Four\"\n"
- "var some_array = some_string.split(\",\", true, 1)\n"
- "print(some_array.size()) # Imprime 2\n"
- "print(some_array[0]) # Imprime \"One\"\n"
- "print(some_array[1]) # Imprime \"Two,Three,Four\"\n"
- "[/codeblock]\n"
- "Si necesitas dividir string con reglas más complejas, usa la clase [RegEx] "
- "en su lugar."
- #: doc/classes/String.xml
- #, fuzzy
- msgid ""
- "Splits the string in floats by using a delimiter string and returns an array "
- "of the substrings.\n"
- "For example, [code]\"1,2.5,3\"[/code] will return [code][1,2.5,3][/code] if "
- "split by [code]\",\"[/code].\n"
- "If [code]allow_empty[/code] is [code]true[/code], and there are two adjacent "
- "delimiters in the string, it will add an empty string to the array of "
- "substrings at this position."
- msgstr ""
- "Divide la string en reales usando una string delimitadora y devuelve un "
- "array de las substrings..\n"
- "Por ejemplo, [code]\"1,2.5,3\"[/code] devolverá [code][1,2.5,3][/code] si se "
- "divide por [code]\",\"[/code]."
- #: doc/classes/String.xml
- msgid ""
- "Returns a copy of the string stripped of any non-printable character "
- "(including tabulations, spaces and line breaks) at the beginning and the "
- "end. The optional arguments are used to toggle stripping on the left and "
- "right edges respectively."
- msgstr ""
- "Devuelve una copia de la string despojada de cualquier carácter no "
- "imprimible (incluyendo tabulaciones, espacios y saltos de línea) al "
- "principio y al final. Los argumentos opcionales se utilizan para conmutar la "
- "eliminación de la string en los bordes izquierdo y derecho respectivamente"
- #: doc/classes/String.xml
- msgid ""
- "Returns a copy of the string stripped of any escape character. These include "
- "all non-printable control characters of the first page of the ASCII table (< "
- "32), such as tabulation ([code]\\t[/code] in C) and newline ([code]\\n[/"
- "code] and [code]\\r[/code]) characters, but not spaces."
- msgstr ""
- "Devuelve una copia de la string desprovista de cualquier carácter de escape. "
- "Estos incluyen todos los caracteres de control no imprimibles de la primera "
- "página de la tabla ASCII (< 32), como los caracteres de tabulación "
- "([code]\\t[/code] en C) y de nueva línea ([code]\\n[/code] y [code]\\r[/"
- "code]), pero no los espacios."
- #: doc/classes/String.xml
- msgid ""
- "Returns part of the string from the position [code]from[/code] with length "
- "[code]len[/code]. Argument [code]len[/code] is optional and using [code]-1[/"
- "code] will return remaining characters from given position."
- msgstr ""
- "Devuelve parte de la string de la posición [code]from[/code] con la longitud "
- "[code]len[/code]. El argumento [code]len[/code] es opcional y usando "
- "[code]-1[/code] devolverá los caracteres restantes de la posición dada."
- #: doc/classes/String.xml
- #, fuzzy
- msgid ""
- "Converts the String (which is a character array) to [PoolByteArray] (which "
- "is an array of bytes). The conversion is faster compared to [method "
- "to_utf8], as this method assumes that all the characters in the String are "
- "ASCII characters."
- msgstr ""
- "Convierte la String (que es un array de caracteres) en [PackedByteArray] "
- "(que es una array de bytes). La conversión es más rápida en comparación con "
- "[method to_utf8], ya que este método asume que todos los caracteres del "
- "String son caracteres ASCII."
- #: doc/classes/String.xml
- msgid ""
- "Converts a string containing a decimal number into a [code]float[/code]. The "
- "method will stop on the first non-number character except the first [code].[/"
- "code] (decimal point), and [code]e[/code] which is used for exponential.\n"
- "[codeblock]\n"
- "print(\"12.3\".to_float()) # 12.3\n"
- "print(\"1.2.3\".to_float()) # 1.2\n"
- "print(\"12ab3\".to_float()) # 12\n"
- "print(\"1e3\".to_float()) # 1000\n"
- "[/codeblock]"
- msgstr ""
- #: doc/classes/String.xml
- msgid ""
- "Converts a string containing an integer number into an [code]int[/code]. The "
- "method will remove any non-number character and stop if it encounters a "
- "[code].[/code].\n"
- "[codeblock]\n"
- "print(\"123\".to_int()) # 123\n"
- "print(\"a1b2c3\".to_int()) # 123\n"
- "print(\"1.2.3\".to_int()) # 1\n"
- "[/codeblock]"
- msgstr ""
- #: doc/classes/String.xml
- msgid "Returns the string converted to lowercase."
- msgstr "Devuelve la string convertida en minúsculas."
- #: doc/classes/String.xml
- msgid "Returns the string converted to uppercase."
- msgstr "Devuelve la string convertida en mayúsculas."
- #: doc/classes/String.xml
- #, fuzzy
- msgid ""
- "Converts the String (which is an array of characters) to [PoolByteArray] "
- "(which is an array of bytes). The conversion is a bit slower than [method "
- "to_ascii], but supports all UTF-8 characters. Therefore, you should prefer "
- "this function over [method to_ascii]."
- msgstr ""
- "Convierte la Cadena (que es un array de caracteres) en [PackedByteArray] "
- "(que es un array de bytes). La conversión es un poco más lenta que la de "
- "[method to_ascii], pero soporta todos los caracteres UTF-8. Por lo tanto, "
- "debería preferir esta función a [method to_ascii]."
- #: doc/classes/String.xml
- msgid ""
- "Converts the String (which is an array of characters) to [PoolByteArray] "
- "(which is an array of bytes)."
- msgstr ""
- #: doc/classes/String.xml
- msgid ""
- "Removes a given string from the start if it starts with it or leaves the "
- "string unchanged."
- msgstr ""
- "Elimina una determinada string desde el principio si empieza con ella o deja "
- "la string sin cambios."
- #: doc/classes/String.xml
- msgid ""
- "Removes a given string from the end if it ends with it or leaves the string "
- "unchanged."
- msgstr ""
- "Elimina una determinada string del final si termina con ella o deja la "
- "string sin cambios."
- #: doc/classes/String.xml
- #, fuzzy
- msgid ""
- "Removes any characters from the string that are prohibited in [Node] names "
- "([code].[/code] [code]:[/code] [code]@[/code] [code]/[/code] [code]\"[/"
- "code])."
- msgstr ""
- "Devuelve la fecha actual como un diccionario de claves: [code]year[/code], "
- "[code]month[/code], [code]day[/code], [code]weekday[/code], [code]dst[/code] "
- "(Horario de verano)."
- #: doc/classes/String.xml
- msgid ""
- "Returns a copy of the string with special characters escaped using the XML "
- "standard."
- msgstr ""
- "Devuelve una copia de la string con caracteres especiales escapados usando "
- "el estándar XML."
- #: doc/classes/String.xml
- msgid ""
- "Returns a copy of the string with escaped characters replaced by their "
- "meanings according to the XML standard."
- msgstr ""
- "Devuelve una copia de la string con los caracteres escapados reemplazados "
- "por sus significados según el estándar XML."
- #: doc/classes/StyleBox.xml
- msgid "Base class for drawing stylized boxes for the UI."
- msgstr "Clase base para dibujar cajas estilizadas para la UI."
- #: doc/classes/StyleBox.xml
- #, fuzzy
- msgid ""
- "StyleBox is [Resource] that provides an abstract base class for drawing "
- "stylized boxes for the UI. StyleBoxes are used for drawing the styles of "
- "buttons, line edit backgrounds, tree backgrounds, etc. and also for testing "
- "a transparency mask for pointer signals. If mask test fails on a StyleBox "
- "assigned as mask to a control, clicks and motion signals will go through it "
- "to the one below.\n"
- "[b]Note:[/b] For children of [Control] that have [i]Theme Properties[/i], "
- "the [code]focus[/code] [StyleBox] is displayed over the [code]normal[/code], "
- "[code]hover[/code] or [code]pressed[/code] [StyleBox]. This makes the "
- "[code]focus[/code] [StyleBox] more reusable across different nodes."
- msgstr ""
- "StyleBox es [Resource] que proporciona una clase base abstracta para dibujar "
- "cajas estilizadas para la interfaz de usuario. StyleBoxes se utiliza para "
- "dibujar los estilos de los botones, fondos de edición de línea, fondos de "
- "árbol, etc. y también para probar una máscara de transparencia para las "
- "señales de los punteros. Si la prueba de la máscara falla en un StyleBox "
- "asignado como máscara a un control, los clics y las señales de movimiento "
- "pasarán a través de ella a la siguiente."
- #: doc/classes/StyleBox.xml
- msgid ""
- "Draws this stylebox using a canvas item identified by the given [RID].\n"
- "The [RID] value can either be the result of [method CanvasItem."
- "get_canvas_item] called on an existing [CanvasItem]-derived node, or "
- "directly from creating a canvas item in the [VisualServer] with [method "
- "VisualServer.canvas_item_create]."
- msgstr ""
- #: doc/classes/StyleBox.xml
- msgid "Returns the size of this [StyleBox] without the margins."
- msgstr "Devuelve el tamaño de este [StyleBox] sin los márgenes."
- #: doc/classes/StyleBox.xml
- msgid ""
- "Returns the [CanvasItem] that handles its [constant CanvasItem."
- "NOTIFICATION_DRAW] or [method CanvasItem._draw] callback at this moment."
- msgstr ""
- "Devuelve el [CanvasItem] que maneja su [constant CanvasItem."
- "NOTIFICATION_DRAW] o [method CanvasItem._draw] llamada en este momento."
- #: doc/classes/StyleBox.xml
- msgid "Returns the default value of the specified [enum Margin]."
- msgstr "Devuelve el valor por defecto del especificado [enum Margin]."
- #: doc/classes/StyleBox.xml
- msgid ""
- "Returns the content margin offset for the specified [enum Margin].\n"
- "Positive values reduce size inwards, unlike [Control]'s margin values."
- msgstr ""
- "Devuelve el desplazamiento del margen de contenido para el especificado "
- "[enum Margin].\n"
- "Los valores positivos reducen el tamaño hacia adentro, a diferencia de los "
- "valores de margen de [Control]."
- #: doc/classes/StyleBox.xml
- msgid "Returns the minimum size that this stylebox can be shrunk to."
- msgstr "Devuelve el tamaño mínimo al que se puede reducir esta caja de estilo."
- #: doc/classes/StyleBox.xml
- msgid ""
- "Returns the \"offset\" of a stylebox. This helper function returns a value "
- "equivalent to [code]Vector2(style.get_margin(MARGIN_LEFT), style."
- "get_margin(MARGIN_TOP))[/code]."
- msgstr ""
- "Devuelve el \"desplazamiento\" de una caja de estilo. Esta función de ayuda "
- "devuelve un valor equivalente a [code]Vector2(style.get_margin(MARGIN_LEFT), "
- "style.get_margin(MARGIN_TOP))[/code]."
- #: doc/classes/StyleBox.xml
- msgid ""
- "Sets the default value of the specified [enum Margin] to given [code]offset[/"
- "code] in pixels."
- msgstr ""
- "Establece el valor por defecto del [enum Margin] especificado a un "
- "[code]desplazamiento[/code] dado en píxeles."
- #: doc/classes/StyleBox.xml
- msgid "Test a position in a rectangle, return whether it passes the mask test."
- msgstr ""
- "Pruebe una posición en un rectángulo, vuelva si pasa la prueba de la máscara."
- #: doc/classes/StyleBox.xml
- msgid ""
- "The bottom margin for the contents of this style box. Increasing this value "
- "reduces the space available to the contents from the bottom.\n"
- "If this value is negative, it is ignored and a child-specific margin is used "
- "instead. For example for [StyleBoxFlat] the border thickness (if any) is "
- "used instead.\n"
- "It is up to the code using this style box to decide what these contents are: "
- "for example, a [Button] respects this content margin for the textual "
- "contents of the button.\n"
- "[method get_margin] should be used to fetch this value as consumer instead "
- "of reading these properties directly. This is because it correctly respects "
- "negative values and the fallback mentioned above."
- msgstr ""
- "El margen inferior para el contenido de esta caja de estilo. Aumentando este "
- "valor se reduce el espacio disponible para los contenidos desde la parte "
- "inferior.\n"
- "Si este valor es negativo, se ignora y en su lugar se utiliza un margen "
- "específico para el niño. Por ejemplo, para [StyleBoxFlat] se utiliza en su "
- "lugar el grosor del borde (si lo hay).\n"
- "Depende del código que utilice este cuadro de estilo decidir cuáles son "
- "estos contenidos: por ejemplo, un [Button] respeta este margen de contenido "
- "para el contenido textual del botón.\n"
- "El [method get_margin] debe ser usado para obtener este valor como "
- "consumidor en lugar de leer estas propiedades directamente. Esto se debe a "
- "que respeta correctamente los valores negativos y la solución alternativa "
- "mencionada anteriormente."
- #: doc/classes/StyleBox.xml
- msgid ""
- "The left margin for the contents of this style box.Increasing this value "
- "reduces the space available to the contents from the left.\n"
- "Refer to [member content_margin_bottom] for extra considerations."
- msgstr ""
- "El margen izquierdo para el contenido de esta caja de estilo. Aumentando "
- "este valor se reduce el espacio disponible para los contenidos de la "
- "izquierda.\n"
- "Consulte [member content_margin_bottom] para consideraciones adicionales."
- #: doc/classes/StyleBox.xml
- msgid ""
- "The right margin for the contents of this style box. Increasing this value "
- "reduces the space available to the contents from the right.\n"
- "Refer to [member content_margin_bottom] for extra considerations."
- msgstr ""
- "El margen derecho para el contenido de esta caja de estilo. Aumentando este "
- "valor se reduce el espacio disponible para los contenidos de la derecha.\n"
- "Consulte [member content_margin_bottom] para consideraciones adicionales."
- #: doc/classes/StyleBox.xml
- msgid ""
- "The top margin for the contents of this style box. Increasing this value "
- "reduces the space available to the contents from the top.\n"
- "Refer to [member content_margin_bottom] for extra considerations."
- msgstr ""
- "El margen superior para el contenido de esta caja de estilo. Aumentando este "
- "valor se reduce el espacio disponible para los contenidos desde la parte "
- "superior.\n"
- "Consulte [member content_margin_bottom] para consideraciones adicionales."
- #: doc/classes/StyleBoxEmpty.xml
- msgid "Empty stylebox (does not display anything)."
- msgstr "Caja de estilo vacía (no muestra nada)."
- #: doc/classes/StyleBoxEmpty.xml
- msgid "Empty stylebox (really does not display anything)."
- msgstr "Caja de estilo vacía (realmente no muestra nada)."
- #: doc/classes/StyleBoxFlat.xml
- msgid ""
- "Customizable [StyleBox] with a given set of parameters (no texture required)."
- msgstr ""
- "Personalizable [StyleBox] con un conjunto determinado de parámetros (no "
- "requiere textura)."
- #: doc/classes/StyleBoxFlat.xml
- #, fuzzy
- msgid ""
- "This [StyleBox] can be used to achieve all kinds of looks without the need "
- "of a texture. The following properties are customizable:\n"
- "- Color\n"
- "- Border width (individual width for each border)\n"
- "- Rounded corners (individual radius for each corner)\n"
- "- Shadow (with blur and offset)\n"
- "Setting corner radius to high values is allowed. As soon as corners overlap, "
- "the stylebox will switch to a relative system. Example:\n"
- "[codeblock]\n"
- "height = 30\n"
- "corner_radius_top_left = 50\n"
- "corner_radius_bottom_left = 100\n"
- "[/codeblock]\n"
- "The relative system now would take the 1:2 ratio of the two left corners to "
- "calculate the actual corner width. Both corners added will [b]never[/b] be "
- "more than the height. Result:\n"
- "[codeblock]\n"
- "corner_radius_top_left: 10\n"
- "corner_radius_bottom_left: 20\n"
- "[/codeblock]"
- msgstr ""
- "Este [StyleBox] puede ser usado para lograr todo tipo de apariencia sin "
- "necesidad de una textura. Esas propiedades son personalizables:\n"
- "- Color\n"
- "- Ancho de la frontera (ancho individual para cada frontera)\n"
- "- Esquinas redondeadas (radio individual para cada esquina)\n"
- "- Sombra (con desenfoque y desplazamiento)\n"
- "Se permite ajustar el radio de la esquina a valores altos. Tan pronto como "
- "las esquinas se superpongan, el cuadro de estilo cambiará a un sistema "
- "relativo. Ejemplo:\n"
- "[codeblock]\n"
- "height = 30\n"
- "corner_radious_top_left = 50\n"
- "corner_radius_bottom_left = 100\n"
- "[/codeblock]\n"
- "El sistema relativo ahora tomaría la proporción 1:2 de las dos esquinas "
- "izquierdas para calcular el ancho real de la esquina. Ambas esquinas sumadas "
- "[b]nunca[/b] serán más que la altura. Resultado:\n"
- "[codeblock]\n"
- "corner_radius_top_left: 10\n"
- "corner_radius_bottom_left: 20\n"
- "[/codeblock]"
- #: doc/classes/StyleBoxFlat.xml
- msgid ""
- "Returns the given [code]margin[/code]'s border width. See [enum Margin] for "
- "possible values."
- msgstr ""
- "Devuelve el ancho del borde del [code]margin[/code] dado. Ver [enum Margin] "
- "para los posibles valores."
- #: doc/classes/StyleBoxFlat.xml
- msgid "Returns the smallest border width out of all four borders."
- msgstr "Devuelve el menor ancho de borde de los cuatro bordes."
- #: doc/classes/StyleBoxFlat.xml
- msgid ""
- "Returns the given [code]corner[/code]'s radius. See [enum Corner] for "
- "possible values."
- msgstr ""
- "Devuelve el radio de la [code]corner[/code] dado. Ver [enum Corner] para los "
- "posibles valores."
- #: doc/classes/StyleBoxFlat.xml doc/classes/StyleBoxTexture.xml
- msgid ""
- "Returns the size of the given [code]margin[/code]'s expand margin. See [enum "
- "Margin] for possible values."
- msgstr ""
- "Devuelve el tamaño de la expansión del [code]margin[/code]. Ver [enum "
- "Margin] para los posibles valores."
- #: doc/classes/StyleBoxFlat.xml
- msgid ""
- "Sets the border width to [code]width[/code] pixels for the given "
- "[code]margin[/code]. See [enum Margin] for possible values."
- msgstr ""
- "Establece el ancho del borde a [code]width[/code] píxeles para el "
- "[code]margin[/code] dado. Ver [enum Margin] para los posibles valores."
- #: doc/classes/StyleBoxFlat.xml
- msgid "Sets the border width to [code]width[/code] pixels for all margins."
- msgstr ""
- "Establece el ancho del borde a [code]width[/code] pixeles para todos los "
- "márgenes."
- #: doc/classes/StyleBoxFlat.xml
- msgid ""
- "Sets the corner radius to [code]radius[/code] pixels for the given "
- "[code]corner[/code]. See [enum Corner] for possible values."
- msgstr ""
- "Establece el radio de la esquina a [code]radius[/code] píxeles para la "
- "[code]corner[/code] dada. Ver [enum Corner] para los posibles valores."
- #: doc/classes/StyleBoxFlat.xml
- msgid "Sets the corner radius to [code]radius[/code] pixels for all corners."
- msgstr ""
- "Establece el radio de la esquina a [code]radius[/code] píxeles para todas "
- "las esquinas."
- #: doc/classes/StyleBoxFlat.xml
- msgid ""
- "Sets the corner radius for each corner to [code]radius_top_left[/code], "
- "[code]radius_top_right[/code], [code]radius_bottom_right[/code], and "
- "[code]radius_bottom_left[/code] pixels."
- msgstr ""
- "Establece el radio de cada esquina en [code]radius_top_left[/code], "
- "[code]radius_top_right[/code], [code]radius_bottom_right[/code], y "
- "[code]radius_bottom_left[/code] pixeles."
- #: doc/classes/StyleBoxFlat.xml doc/classes/StyleBoxTexture.xml
- msgid ""
- "Sets the expand margin to [code]size[/code] pixels for the given "
- "[code]margin[/code]. See [enum Margin] for possible values."
- msgstr ""
- "Establece el margen de expansión a [code]size[/code] pixels para el "
- "[code]margin[/code] dado. Ver [enum Margin] para los posibles valores."
- #: doc/classes/StyleBoxFlat.xml doc/classes/StyleBoxTexture.xml
- msgid "Sets the expand margin to [code]size[/code] pixels for all margins."
- msgstr ""
- "Establece el margen de expansión a [code]size[/code] pixeles para todos los "
- "márgenes."
- #: doc/classes/StyleBoxFlat.xml doc/classes/StyleBoxTexture.xml
- msgid ""
- "Sets the expand margin for each margin to [code]size_left[/code], "
- "[code]size_top[/code], [code]size_right[/code], and [code]size_bottom[/code] "
- "pixels."
- msgstr ""
- "Establece el margen de expansión de cada margen en [code]size_left[/code], "
- "[code]size_top[/code], [code]size_right[/code], y [code]size_bottom[/code] "
- "pixeles."
- #: doc/classes/StyleBoxFlat.xml
- #, fuzzy
- msgid ""
- "Antialiasing draws a small ring around the edges, which fades to "
- "transparency. As a result, edges look much smoother. This is only noticeable "
- "when using rounded corners or [member skew].\n"
- "[b]Note:[/b] When using beveled corners with 45-degree angles ([member "
- "corner_detail] = 1), it is recommended to set [member anti_aliasing] to "
- "[code]false[/code] to ensure crisp visuals and avoid possible visual "
- "glitches."
- msgstr ""
- "El antialiasing dibuja un pequeño anillo alrededor de los bordes, que se "
- "desvanece en la transparencia. Como resultado, los bordes se ven mucho más "
- "suaves. Esto sólo se nota cuando se usan esquinas redondeadas."
- #: doc/classes/StyleBoxFlat.xml
- msgid ""
- "This changes the size of the faded ring. Higher values can be used to "
- "achieve a \"blurry\" effect."
- msgstr ""
- "Esto cambia el tamaño del anillo descolorido. Se pueden usar valores más "
- "altos para lograr un efecto \"borroso\"."
- #: doc/classes/StyleBoxFlat.xml
- msgid "The background color of the stylebox."
- msgstr "El color de fondo de la caja de estilo."
- #: doc/classes/StyleBoxFlat.xml
- msgid "If [code]true[/code], the border will fade into the background color."
- msgstr "Si [code]true[/code], el borde se desvanecerá en el color de fondo."
- #: doc/classes/StyleBoxFlat.xml
- msgid "Sets the color of the border."
- msgstr "Establece el color del borde."
- #: doc/classes/StyleBoxFlat.xml
- msgid "Border width for the bottom border."
- msgstr "Ancho del borde para el borde inferior."
- #: doc/classes/StyleBoxFlat.xml
- msgid "Border width for the left border."
- msgstr "Ancho del borde para el borde izquierdo."
- #: doc/classes/StyleBoxFlat.xml
- msgid "Border width for the right border."
- msgstr "Ancho del borde para el borde derecho."
- #: doc/classes/StyleBoxFlat.xml
- msgid "Border width for the top border."
- msgstr "Ancho del borde para el borde superior."
- #: doc/classes/StyleBoxFlat.xml
- #, fuzzy
- msgid ""
- "This sets the number of vertices used for each corner. Higher values result "
- "in rounder corners but take more processing power to compute. When choosing "
- "a value, you should take the corner radius ([method set_corner_radius_all]) "
- "into account.\n"
- "For corner radii less than 10, [code]4[/code] or [code]5[/code] should be "
- "enough. For corner radii less than 30, values between [code]8[/code] and "
- "[code]12[/code] should be enough.\n"
- "A corner detail of [code]1[/code] will result in chamfered corners instead "
- "of rounded corners, which is useful for some artistic effects."
- msgstr ""
- "Esto establece la cantidad de vértices utilizados para cada esquina. Valores "
- "más altos resultan en esquinas más redondeadas pero requieren más poder de "
- "procesamiento para calcular. Cuando se elige un valor, se debe tener en "
- "cuenta el radio de la esquina ([method set_corner_radius_all]).\n"
- "Para radios de esquina menores de 10, [code]4[/code] o [code]5[/code] "
- "debería ser suficiente. Para radios de esquina menores de 30, los valores "
- "entre [code]8[/code] y [code]12[/code] deberían ser suficientes.\n"
- "Un detalle de esquina de [code]1[/code] dará lugar a esquinas biseladas en "
- "lugar de esquinas redondeadas, lo que es útil para algunos efectos "
- "artísticos."
- #: doc/classes/StyleBoxFlat.xml
- msgid ""
- "The bottom-left corner's radius. If [code]0[/code], the corner is not "
- "rounded."
- msgstr ""
- "El radio de la esquina inferior izquierda. Si [code]0[/code], la esquina no "
- "está redondeada."
- #: doc/classes/StyleBoxFlat.xml
- msgid ""
- "The bottom-right corner's radius. If [code]0[/code], the corner is not "
- "rounded."
- msgstr ""
- "El radio de la esquina inferior derecha. Si [code]0[/code], la esquina no "
- "está redondeada."
- #: doc/classes/StyleBoxFlat.xml
- msgid ""
- "The top-left corner's radius. If [code]0[/code], the corner is not rounded."
- msgstr ""
- "El radio de la esquina superior izquierda. Si [code]0[/code], la esquina no "
- "está redondeada."
- #: doc/classes/StyleBoxFlat.xml
- msgid ""
- "The top-right corner's radius. If [code]0[/code], the corner is not rounded."
- msgstr ""
- "El radio de la esquina superior derecha. Si [code]0[/code], la esquina no "
- "está redondeada."
- #: doc/classes/StyleBoxFlat.xml
- msgid "Toggles drawing of the inner part of the stylebox."
- msgstr "Cambia el dibujo de la parte interior de la caja de estilo."
- #: doc/classes/StyleBoxFlat.xml
- msgid ""
- "Expands the stylebox outside of the control rect on the bottom edge. Useful "
- "in combination with [member border_width_bottom] to draw a border outside "
- "the control rect.\n"
- "[b]Note:[/b] Unlike [member StyleBox.content_margin_bottom], [member "
- "expand_margin_bottom] does [i]not[/i] affect the size of the clickable area "
- "for [Control]s. This can negatively impact usability if used wrong, as the "
- "user may try to click an area of the StyleBox that cannot actually receive "
- "clicks."
- msgstr ""
- #: doc/classes/StyleBoxFlat.xml
- msgid ""
- "Expands the stylebox outside of the control rect on the left edge. Useful in "
- "combination with [member border_width_left] to draw a border outside the "
- "control rect.\n"
- "[b]Note:[/b] Unlike [member StyleBox.content_margin_left], [member "
- "expand_margin_left] does [i]not[/i] affect the size of the clickable area "
- "for [Control]s. This can negatively impact usability if used wrong, as the "
- "user may try to click an area of the StyleBox that cannot actually receive "
- "clicks."
- msgstr ""
- #: doc/classes/StyleBoxFlat.xml
- msgid ""
- "Expands the stylebox outside of the control rect on the right edge. Useful "
- "in combination with [member border_width_right] to draw a border outside the "
- "control rect.\n"
- "[b]Note:[/b] Unlike [member StyleBox.content_margin_right], [member "
- "expand_margin_right] does [i]not[/i] affect the size of the clickable area "
- "for [Control]s. This can negatively impact usability if used wrong, as the "
- "user may try to click an area of the StyleBox that cannot actually receive "
- "clicks."
- msgstr ""
- #: doc/classes/StyleBoxFlat.xml
- msgid ""
- "Expands the stylebox outside of the control rect on the top edge. Useful in "
- "combination with [member border_width_top] to draw a border outside the "
- "control rect.\n"
- "[b]Note:[/b] Unlike [member StyleBox.content_margin_top], [member "
- "expand_margin_top] does [i]not[/i] affect the size of the clickable area for "
- "[Control]s. This can negatively impact usability if used wrong, as the user "
- "may try to click an area of the StyleBox that cannot actually receive clicks."
- msgstr ""
- #: doc/classes/StyleBoxFlat.xml
- msgid ""
- "The color of the shadow. This has no effect if [member shadow_size] is lower "
- "than 1."
- msgstr ""
- "El color de la sombra. Esto no tiene efecto si [member shadow_size] es "
- "inferior a 1."
- #: doc/classes/StyleBoxFlat.xml
- msgid ""
- "The shadow offset in pixels. Adjusts the position of the shadow relatively "
- "to the stylebox."
- msgstr ""
- "El desplazamiento de la sombra en píxeles. Ajusta la posición de la sombra "
- "relativamente al stylebox."
- #: doc/classes/StyleBoxFlat.xml
- msgid "The shadow size in pixels."
- msgstr "El tamaño de la sombra en píxeles."
- #: doc/classes/StyleBoxFlat.xml
- msgid ""
- "If set to a non-zero value on either axis, [member skew] distorts the "
- "StyleBox horizontally and/or vertically. This can be used for \"futuristic\"-"
- "style UIs. Positive values skew the StyleBox towards the right (X axis) and "
- "upwards (Y axis), while negative values skew the StyleBox towards the left "
- "(X axis) and downwards (Y axis).\n"
- "[b]Note:[/b] To ensure text does not touch the StyleBox's edges, consider "
- "increasing the [StyleBox]'s content margin (see [member StyleBox."
- "content_margin_bottom]). It is preferable to increase the content margin "
- "instead of the expand margin (see [member expand_margin_bottom]), as "
- "increasing the expand margin does not increase the size of the clickable "
- "area for [Control]s."
- msgstr ""
- #: doc/classes/StyleBoxLine.xml
- msgid "[StyleBox] that displays a single line."
- msgstr "[StyleBox] que muestra una sola línea."
- #: doc/classes/StyleBoxLine.xml
- msgid ""
- "[StyleBox] that displays a single line of a given color and thickness. It "
- "can be used to draw things like separators."
- msgstr ""
- "[StyleBox] que muestra una sola línea de un determinado color y grosor. Se "
- "puede usar para dibujar cosas como separadores."
- #: doc/classes/StyleBoxLine.xml
- msgid "The line's color."
- msgstr "El color de la línea."
- #: doc/classes/StyleBoxLine.xml
- msgid ""
- "The number of pixels the line will extend before the [StyleBoxLine]'s "
- "bounds. If set to a negative value, the line will begin inside the "
- "[StyleBoxLine]'s bounds."
- msgstr ""
- "El número de píxeles que la línea se extenderá antes de los límites de la "
- "[StyleBoxLine]. Si se ajusta a un valor negativo, la línea comenzará dentro "
- "de los límites de [StyleBoxLine]."
- #: doc/classes/StyleBoxLine.xml
- msgid ""
- "The number of pixels the line will extend past the [StyleBoxLine]'s bounds. "
- "If set to a negative value, the line will end inside the [StyleBoxLine]'s "
- "bounds."
- msgstr ""
- "El número de píxeles que la línea se extenderá más allá de los límites de "
- "[StyleBoxLine]. Si se ajusta a un valor negativo, la línea terminará dentro "
- "de los límites de [StyleBoxLine]."
- #: doc/classes/StyleBoxLine.xml
- msgid "The line's thickness in pixels."
- msgstr "El grosor de la línea en píxeles."
- #: doc/classes/StyleBoxLine.xml
- msgid ""
- "If [code]true[/code], the line will be vertical. If [code]false[/code], the "
- "line will be horizontal."
- msgstr ""
- "Si [code]true[/code], la línea será vertical. Si [code]false[/code], la "
- "línea será horizontal."
- #: doc/classes/StyleBoxTexture.xml
- msgid "Texture-based nine-patch [StyleBox]."
- msgstr "Textura basada en nine-patch [StyleBox]."
- #: doc/classes/StyleBoxTexture.xml
- msgid ""
- "Texture-based nine-patch [StyleBox], in a way similar to [NinePatchRect]. "
- "This stylebox performs a 3×3 scaling of a texture, where only the center "
- "cell is fully stretched. This makes it possible to design bordered styles "
- "regardless of the stylebox's size."
- msgstr ""
- "Textura basada en nine-patch [StyleBox], de forma similar a [NinePatchRect]. "
- "Este cuadro de estilo realiza una escala de 3×3 de una textura, donde sólo "
- "la celda central se estira completamente. Esto hace posible diseñar estilos "
- "con bordes sin importar el tamaño del cuadro de estilo."
- #: doc/classes/StyleBoxTexture.xml
- msgid ""
- "Returns the size of the given [code]margin[/code]. See [enum Margin] for "
- "possible values."
- msgstr ""
- "Devuelve el tamaño del [code]margin[/code] dado. Ver [enum Margin] para los "
- "posibles valores."
- #: doc/classes/StyleBoxTexture.xml
- msgid ""
- "Sets the margin to [code]size[/code] pixels for the given [code]margin[/"
- "code]. See [enum Margin] for possible values."
- msgstr ""
- "Establece el margen a [code]size[/code] pixels para el [code]margin[/code] "
- "dado. Ver [enum Margin] para los posibles valores."
- #: doc/classes/StyleBoxTexture.xml
- msgid ""
- "Controls how the stylebox's texture will be stretched or tiled horizontally. "
- "See [enum AxisStretchMode] for possible values."
- msgstr ""
- "Controla cómo la textura de la caja de estilo será estirada o embaldosada "
- "horizontalmente. Ver [enum AxisStretchMode] para los posibles valores."
- #: doc/classes/StyleBoxTexture.xml
- msgid ""
- "Controls how the stylebox's texture will be stretched or tiled vertically. "
- "See [enum AxisStretchMode] for possible values."
- msgstr ""
- "Controla cómo la textura de la caja de estilo será estirada o embaldosada "
- "verticalmente. Ver [enum AxisStretchMode] para los posibles valores."
- #: doc/classes/StyleBoxTexture.xml
- msgid ""
- "If [code]true[/code], the nine-patch texture's center tile will be drawn."
- msgstr ""
- "Si [code]true[/code], se dibujará el tile central de la textura nine-patch."
- #: doc/classes/StyleBoxTexture.xml
- msgid ""
- "Expands the bottom margin of this style box when drawing, causing it to be "
- "drawn larger than requested."
- msgstr ""
- "Expande el margen inferior de este cuadro de estilo al dibujar, haciendo que "
- "sea más grande de lo solicitado."
- #: doc/classes/StyleBoxTexture.xml
- msgid ""
- "Expands the left margin of this style box when drawing, causing it to be "
- "drawn larger than requested."
- msgstr ""
- "Expande el margen izquierdo de esta caja de estilo al dibujar, haciendo que "
- "se dibuje más grande de lo solicitado."
- #: doc/classes/StyleBoxTexture.xml
- msgid ""
- "Expands the right margin of this style box when drawing, causing it to be "
- "drawn larger than requested."
- msgstr ""
- "Expande el margen derecho de esta caja de estilo al dibujar, haciendo que se "
- "dibuje más grande de lo solicitado."
- #: doc/classes/StyleBoxTexture.xml
- msgid ""
- "Expands the top margin of this style box when drawing, causing it to be "
- "drawn larger than requested."
- msgstr ""
- "Expande el margen superior de esta caja de estilo al dibujar, haciendo que "
- "se dibuje más grande de lo solicitado."
- #: doc/classes/StyleBoxTexture.xml
- msgid ""
- "Increases the bottom margin of the 3×3 texture box.\n"
- "A higher value means more of the source texture is considered to be part of "
- "the bottom border of the 3×3 box.\n"
- "This is also the value used as fallback for [member StyleBox."
- "content_margin_bottom] if it is negative."
- msgstr ""
- "Aumenta el margen inferior de la caja de textura de 3×3.\n"
- "Un valor más alto significa que se considera que una mayor parte de la "
- "textura fuente forma parte del borde inferior de la caja de 3×3.\n"
- "Este es también el valor usado como respaldo para [member StyleBox."
- "content_margin_bottom] si es negativo."
- #: doc/classes/StyleBoxTexture.xml
- msgid ""
- "Increases the left margin of the 3×3 texture box.\n"
- "A higher value means more of the source texture is considered to be part of "
- "the left border of the 3×3 box.\n"
- "This is also the value used as fallback for [member StyleBox."
- "content_margin_left] if it is negative."
- msgstr ""
- "Aumenta el margen izquierdo de la caja de textura de 3×3.\n"
- "Un valor más alto significa que se considera que una mayor parte de la "
- "textura de la fuente forma parte del margen izquierdo de la caja de 3×3.\n"
- "Este es también el valor usado como respaldo para [member StyleBox."
- "content_margin_left] si es negativo."
- #: doc/classes/StyleBoxTexture.xml
- msgid ""
- "Increases the right margin of the 3×3 texture box.\n"
- "A higher value means more of the source texture is considered to be part of "
- "the right border of the 3×3 box.\n"
- "This is also the value used as fallback for [member StyleBox."
- "content_margin_right] if it is negative."
- msgstr ""
- "Aumenta el margen derecho de la caja de textura de 3×3.\n"
- "Un valor más alto significa que se considera que una mayor parte de la "
- "textura fuente forma parte del margen derecho de la caja de 3×3.\n"
- "Este es también el valor usado como respaldo para [member StyleBox."
- "content_margin_right] si es negativo."
- #: doc/classes/StyleBoxTexture.xml
- msgid ""
- "Increases the top margin of the 3×3 texture box.\n"
- "A higher value means more of the source texture is considered to be part of "
- "the top border of the 3×3 box.\n"
- "This is also the value used as fallback for [member StyleBox."
- "content_margin_top] if it is negative."
- msgstr ""
- "Aumenta el margen superior de la caja de textura de 3×3.\n"
- "Un valor más alto significa que se considera que una mayor parte de la "
- "textura fuente forma parte del borde superior de la caja de 3×3.\n"
- "Este es también el valor usado como respaldo para [member StyleBox."
- "content_margin_top] si es negativo."
- #: doc/classes/StyleBoxTexture.xml
- msgid "Modulates the color of the texture when this style box is drawn."
- msgstr "Modula el color de la textura cuando se dibuja este cuadro de estilo."
- #: doc/classes/StyleBoxTexture.xml
- msgid ""
- "The normal map to use when drawing this style box.\n"
- "[b]Note:[/b] Godot expects the normal map to use X+, Y-, and Z+ coordinates. "
- "See [url=http://wiki.polycount.com/wiki/"
- "Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for "
- "a comparison of normal map coordinates expected by popular engines."
- msgstr ""
- "El mapa normal para usar al dibujar este cuadro de estilo.\n"
- "[b]Nota:[/b] Godot espera que el mapa normal use las coordenadas X+, Y-, y "
- "Z+. Ver [url=http://wiki.polycount.com/wiki/"
- "Normal_Map_Technical_Details#Common_Swizzle_Coordinates]esta página[/url] "
- "para una comparación de las coordenadas del mapa normal esperadas por los "
- "motores populares."
- #: doc/classes/StyleBoxTexture.xml
- msgid ""
- "Species a sub-region of the texture to use.\n"
- "This is equivalent to first wrapping the texture in an [AtlasTexture] with "
- "the same region."
- msgstr ""
- "Especifica una sub-región de la textura a utilizar.\n"
- "Esto equivale a envolver primero la textura en un [AtlasTexture] con la "
- "misma región."
- #: doc/classes/StyleBoxTexture.xml
- msgid "The texture to use when drawing this style box."
- msgstr "La textura a usar al dibujar este cuadro de estilo."
- #: doc/classes/StyleBoxTexture.xml
- msgid "Emitted when the stylebox's texture is changed."
- msgstr "Emitido cuando se cambia la textura del stylebox."
- #: doc/classes/StyleBoxTexture.xml
- msgid ""
- "Stretch the stylebox's texture. This results in visible distortion unless "
- "the texture size matches the stylebox's size perfectly."
- msgstr ""
- "Estira la textura de la stylebox. Esto resulta en una distorsión visible a "
- "menos que el tamaño de la textura coincida perfectamente con el tamaño de la "
- "stylebox."
- #: doc/classes/StyleBoxTexture.xml
- msgid ""
- "Repeats the stylebox's texture to match the stylebox's size according to the "
- "nine-patch system."
- msgstr ""
- "Repite la textura de la stylebox para que coincida con el tamaño de la caja "
- "de estilo según el sistema nine-patch."
- #: doc/classes/StyleBoxTexture.xml
- msgid ""
- "Repeats the stylebox's texture to match the stylebox's size according to the "
- "nine-patch system. Unlike [constant AXIS_STRETCH_MODE_TILE], the texture may "
- "be slightly stretched to make the nine-patch texture tile seamlessly."
- msgstr ""
- "Repite la textura de la stylebox para que coincida con el tamaño de la caja "
- "de estilo según el sistema nine-patch. A diferencia de [constant "
- "AXIS_STRETCH_MODE_TILE], la textura puede ser ligeramente estirada para "
- "hacer que la textura nine-patch se aplique sin fisuras."
- #: doc/classes/SurfaceTool.xml
- msgid "Helper tool to create geometry."
- msgstr "Herramienta de ayuda para crear geometría."
- #: doc/classes/SurfaceTool.xml
- #, fuzzy
- msgid ""
- "The [SurfaceTool] is used to construct a [Mesh] by specifying vertex "
- "attributes individually. It can be used to construct a [Mesh] from a script. "
- "All properties except indices need to be added before calling [method "
- "add_vertex]. For example, to add vertex colors and UVs:\n"
- "[codeblock]\n"
- "var st = SurfaceTool.new()\n"
- "st.begin(Mesh.PRIMITIVE_TRIANGLES)\n"
- "st.add_color(Color(1, 0, 0))\n"
- "st.add_uv(Vector2(0, 0))\n"
- "st.add_vertex(Vector3(0, 0, 0))\n"
- "[/codeblock]\n"
- "The above [SurfaceTool] now contains one vertex of a triangle which has a UV "
- "coordinate and a specified [Color]. If another vertex were added without "
- "calling [method add_uv] or [method add_color], then the last values would be "
- "used.\n"
- "Vertex attributes must be passed [b]before[/b] calling [method add_vertex]. "
- "Failure to do so will result in an error when committing the vertex "
- "information to a mesh.\n"
- "Additionally, the attributes used before the first vertex is added determine "
- "the format of the mesh. For example, if you only add UVs to the first "
- "vertex, you cannot add color to any of the subsequent vertices.\n"
- "See also [ArrayMesh], [ImmediateGeometry] and [MeshDataTool] for procedural "
- "geometry generation.\n"
- "[b]Note:[/b] Godot uses clockwise [url=https://learnopengl.com/Advanced-"
- "OpenGL/Face-culling]winding order[/url] for front faces of triangle "
- "primitive modes."
- msgstr ""
- "La [SurfaceTool] se utiliza para construir una [Mesh] especificando "
- "individualmente los atributos de los vértices. Se puede utilizar para "
- "construir una [Mesh] a partir de un script. Todas las propiedades, excepto "
- "los índices, deben ser añadidas antes de llamar a [method add_vertex]. Por "
- "ejemplo, para añadir colores de vértice y UVs:\n"
- "[codeblock]\n"
- "var st = SurfaceTool.new()\n"
- "st.begin(Mesh.PRIMITIVE_TRIANGLES)\n"
- "st.add_color(Color(1, 0, 0))\n"
- "st.add_uv(Vector2(0, 0))\n"
- "st.add_vertex(Vector3(0, 0, 0))\n"
- "[/codeblock]\n"
- "La [SurfaceTool] anterior contiene ahora un vértice de un triángulo que "
- "tiene una coordenada UV y un [Color] especificado. Si se agregara otro "
- "vértice sin llamar a [method add_uv] o [method add_color], entonces se "
- "utilizarían los últimos valores.\n"
- "Los atributos del vértice deben pasarse [b]antes de[/b] llamar a [method "
- "add_vertex]. Si no se hace así, se producirá un error al confirmar la "
- "información de los vértices en una malla.\n"
- "Además, los atributos utilizados antes de añadir el primer vértice "
- "determinan el formato de la malla. Por ejemplo, si sólo se agregan UVs al "
- "primer vértice, no se puede agregar color a ninguno de los vértices "
- "subsiguientes.\n"
- "Ver también [ArrayMesh], [ImmediateGeometry] y [MeshDataTool] para la "
- "generación de la geometría de procedimiento.\n"
- "[b]Nota:[/b] Godot utiliza el orden de giro en el sentido de las agujas del "
- "reloj [url=https://learnopengl.com/Advanced-OpenGL/Face-culling]para las "
- "caras frontales de los modos primitivos de los triángulos."
- #: doc/classes/SurfaceTool.xml
- #, fuzzy
- msgid ""
- "Specifies an array of bones to use for the [i]next[/i] vertex. [code]bones[/"
- "code] must contain 4 integers."
- msgstr ""
- "Añade un array de huesos para el próximo vértice a utilizar. Los "
- "[code]bones[/code] deben contener 4 enteros."
- #: doc/classes/SurfaceTool.xml
- msgid ""
- "Specifies a [Color] to use for the [i]next[/i] vertex. If every vertex needs "
- "to have this information set and you fail to submit it for the first vertex, "
- "this information may not be used at all.\n"
- "[b]Note:[/b] The material must have [member SpatialMaterial."
- "vertex_color_use_as_albedo] enabled for the vertex color to be visible."
- msgstr ""
- #: doc/classes/SurfaceTool.xml
- msgid ""
- "Adds an index to index array if you are using indexed vertices. Does not "
- "need to be called before adding vertices."
- msgstr ""
- "Añade un índice a un array de índices si está usando vértices indexados. No "
- "es necesario llamar antes de añadir los vértices."
- #: doc/classes/SurfaceTool.xml
- msgid ""
- "Specifies a normal to use for the [i]next[/i] vertex. If every vertex needs "
- "to have this information set and you fail to submit it for the first vertex, "
- "this information may not be used at all."
- msgstr ""
- #: doc/classes/SurfaceTool.xml
- msgid ""
- "Specifies whether the current vertex (if using only vertex arrays) or "
- "current index (if also using index arrays) should use smooth normals for "
- "normal calculation."
- msgstr ""
- "Especifica si el vértice actual (si se utilizan sólo arrays de vértices) o "
- "el índice actual (si también se utilizan arrays de índices) debe utilizar "
- "normales suaves para el cálculo normal."
- #: doc/classes/SurfaceTool.xml
- msgid ""
- "Specifies a tangent to use for the [i]next[/i] vertex. If every vertex needs "
- "to have this information set and you fail to submit it for the first vertex, "
- "this information may not be used at all."
- msgstr ""
- #: doc/classes/SurfaceTool.xml
- msgid ""
- "Inserts a triangle fan made of array data into [Mesh] being constructed.\n"
- "Requires the primitive type be set to [constant Mesh.PRIMITIVE_TRIANGLES]."
- msgstr ""
- "Inserta un triangulo fan hecho de un array de datos en la [Mesh] que se está "
- "construyendo.\n"
- "Requiere que el tipo primitivo se establezca en [constant Mesh."
- "PRIMITIVE_TRIANGLES]."
- #: doc/classes/SurfaceTool.xml
- msgid ""
- "Specifies a set of UV coordinates to use for the [i]next[/i] vertex. If "
- "every vertex needs to have this information set and you fail to submit it "
- "for the first vertex, this information may not be used at all."
- msgstr ""
- #: doc/classes/SurfaceTool.xml
- msgid ""
- "Specifies an optional second set of UV coordinates to use for the [i]next[/"
- "i] vertex. If every vertex needs to have this information set and you fail "
- "to submit it for the first vertex, this information may not be used at all."
- msgstr ""
- #: doc/classes/SurfaceTool.xml
- msgid ""
- "Specifies the position of current vertex. Should be called after specifying "
- "other vertex properties (e.g. Color, UV)."
- msgstr ""
- "Especifica la posición del vértice actual. Debe ser llamado después de "
- "especificar otras propiedades del vértice (por ejemplo, Color, UV)."
- #: doc/classes/SurfaceTool.xml
- msgid ""
- "Specifies weight values to use for the [i]next[/i] vertex. [code]weights[/"
- "code] must contain 4 values. If every vertex needs to have this information "
- "set and you fail to submit it for the first vertex, this information may not "
- "be used at all."
- msgstr ""
- #: doc/classes/SurfaceTool.xml
- msgid ""
- "Append vertices from a given [Mesh] surface onto the current vertex array "
- "with specified [Transform].\n"
- "[b]Note:[/b] Using [method append_from] on a [Thread] is much slower as the "
- "GPU must communicate data back to the CPU, while also causing the main "
- "thread to stall (as OpenGL is not thread-safe). Consider requesting a copy "
- "of the mesh, converting it to an [ArrayMesh] and adding vertices manually "
- "instead."
- msgstr ""
- #: doc/classes/SurfaceTool.xml
- msgid ""
- "Called before adding any vertices. Takes the primitive type as an argument "
- "(e.g. [constant Mesh.PRIMITIVE_TRIANGLES])."
- msgstr ""
- "Llamado antes de añadir cualquier vértice. Toma el tipo primitivo como "
- "argumento (por ejemplo, [constant Mesh.PRIMITIVE_TRIANGLES])."
- #: doc/classes/SurfaceTool.xml
- msgid "Clear all information passed into the surface tool so far."
- msgstr ""
- "Despeja toda la información pasada a la herramienta de la superficie hasta "
- "ahora."
- #: doc/classes/SurfaceTool.xml
- #, fuzzy
- msgid ""
- "Returns a constructed [ArrayMesh] from current information passed in. If an "
- "existing [ArrayMesh] is passed in as an argument, will add an extra surface "
- "to the existing [ArrayMesh].\n"
- "Default flag is [constant Mesh.ARRAY_COMPRESS_DEFAULT] if compression is "
- "enabled. If compression is disabled the default flag is [constant Mesh."
- "ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION]. See [code]ARRAY_COMPRESS_*[/code] "
- "constants in [enum Mesh.ArrayFormat] for other flags."
- msgstr ""
- "Devuelve un [ArrayMesh] construido a partir de la información actual pasada. "
- "Si se pasa un [ArrayMesh] existente como argumento, añadirá una superficie "
- "extra al [ArrayMesh] existente.\n"
- "La bandera por defecto es [Mesh constant.ARRAY_COMPRESS_DEFAULT]. Ver las "
- "constantes [code]ARRAY_COMPRESS_*[/code] en [enum Mesh.ArrayFormat] para "
- "otras banderas."
- #: doc/classes/SurfaceTool.xml
- msgid ""
- "Commits the data to the same format used by [method ArrayMesh."
- "add_surface_from_arrays]. This way you can further process the mesh data "
- "using the [ArrayMesh] API."
- msgstr ""
- "Confirma los datos al mismo formato utilizado por el [method ArrayMesh."
- "add_surface_from_arrays]. De esta manera se puede seguir procesando los "
- "datos de la malla usando la API [ArrayMesh]."
- #: doc/classes/SurfaceTool.xml
- msgid "Creates a vertex array from an existing [Mesh]."
- msgstr "Crea un array de vértices a partir de una [Mesh] existente."
- #: doc/classes/SurfaceTool.xml
- msgid ""
- "Creates a vertex array from the specified blend shape of an existing [Mesh]. "
- "This can be used to extract a specific pose from a blend shape."
- msgstr ""
- "Crea un array de vértices a partir de la forma de mezcla especificada de una "
- "[Mesh] existente. Esto puede ser usado para extraer una pose específica de "
- "una forma de mezcla."
- #: doc/classes/SurfaceTool.xml
- msgid "Removes the index array by expanding the vertex array."
- msgstr "Elimina el array de índices expandiendo el array de vértices."
- #: doc/classes/SurfaceTool.xml
- msgid ""
- "Generates normals from vertices so you do not have to do it manually. If "
- "[code]flip[/code] is [code]true[/code], the resulting normals will be "
- "inverted. [method generate_normals] should be called [i]after[/i] generating "
- "geometry and [i]before[/i] committing the mesh using [method commit] or "
- "[method commit_to_arrays]. For correct display of normal-mapped surfaces, "
- "you will also have to generate tangents using [method generate_tangents].\n"
- "[b]Note:[/b] [method generate_normals] only works if the primitive type to "
- "be set to [constant Mesh.PRIMITIVE_TRIANGLES]."
- msgstr ""
- #: doc/classes/SurfaceTool.xml
- #, fuzzy
- msgid ""
- "Generates a tangent vector for each vertex. Requires that each vertex have "
- "UVs and normals set already (see [method generate_normals])."
- msgstr ""
- "Genera un vector tangente para cada vértice. Requiere que cada vértice tenga "
- "ya fijados los UV y los normales."
- #: doc/classes/SurfaceTool.xml
- #, fuzzy
- msgid ""
- "Shrinks the vertex array by creating an index array. This can improve "
- "performance by avoiding vertex reuse."
- msgstr ""
- "Encoge el array de vértices creando un array de índices (evita la "
- "reutilización de los vértices)."
- #: doc/classes/SurfaceTool.xml
- msgid "Sets [Material] to be used by the [Mesh] you are constructing."
- msgstr ""
- "Establece [Material] para ser usado por la [Mesh] que estás construyendo."
- #: doc/classes/TabContainer.xml
- msgid "Tabbed container."
- msgstr "Contenedor con pestaña."
- #: doc/classes/TabContainer.xml
- msgid ""
- "Arranges [Control] children into a tabbed view, creating a tab for each one. "
- "The active tab's corresponding [Control] has its [code]visible[/code] "
- "property set to [code]true[/code], and all other children's to [code]false[/"
- "code].\n"
- "Ignores non-[Control] children.\n"
- "[b]Note:[/b] The drawing of the clickable tabs themselves is handled by this "
- "node. Adding [Tabs] as children is not needed."
- msgstr ""
- #: doc/classes/TabContainer.xml
- msgid "Returns the child [Control] node located at the active tab index."
- msgstr "Devuelve el nodo hijo [Control] situado en el pestaña activa."
- #: doc/classes/TabContainer.xml
- msgid ""
- "Returns the [Popup] node instance if one has been set already with [method "
- "set_popup].\n"
- "[b]Warning:[/b] This is a required internal node, removing and freeing it "
- "may cause a crash. If you wish to hide it or any of its children, use their "
- "[member CanvasItem.visible] property."
- msgstr ""
- #: doc/classes/TabContainer.xml doc/classes/Tabs.xml
- msgid "Returns the previously active tab index."
- msgstr "Devuelve la pestaña anteriormente activa."
- #: doc/classes/TabContainer.xml
- msgid "Returns the [Control] node from the tab at index [code]tab_idx[/code]."
- msgstr ""
- "Devuelve el nodo [Control] de la pestaña en el índice [code]tab_idx[/code]."
- #: doc/classes/TabContainer.xml doc/classes/Tabs.xml
- msgid "Returns the number of tabs."
- msgstr "Devuelve el número de pestañas."
- #: doc/classes/TabContainer.xml doc/classes/Tabs.xml
- msgid ""
- "Returns [code]true[/code] if the tab at index [code]tab_idx[/code] is "
- "disabled."
- msgstr ""
- "Devuelve [code]true[/code] si la pestaña del índice [code]tab_idx[/code] "
- "está desactivada."
- #: doc/classes/TabContainer.xml
- #, fuzzy
- msgid ""
- "Returns [code]true[/code] if the tab at index [code]tab_idx[/code] is hidden."
- msgstr ""
- "Devuelve [code]true[/code] si la pestaña del índice [code]tab_idx[/code] "
- "está desactivada."
- #: doc/classes/TabContainer.xml doc/classes/Tabs.xml
- #, fuzzy
- msgid ""
- "Returns the [Texture] for the tab at index [code]tab_idx[/code] or "
- "[code]null[/code] if the tab has no [Texture]."
- msgstr ""
- "Devuelve el [Texture2D] para la pestaña en el índice [code]tab_idx[/code] o "
- "[code]null[/code] si la pestaña no tiene [Texture2D]."
- #: doc/classes/TabContainer.xml
- msgid ""
- "Returns the index of the tab at local coordinates [code]point[/code]. "
- "Returns [code]-1[/code] if the point is outside the control boundaries or if "
- "there's no tab at the queried position."
- msgstr ""
- #: doc/classes/TabContainer.xml
- msgid ""
- "Returns the title of the tab at index [code]tab_idx[/code]. Tab titles "
- "default to the name of the indexed child node, but this can be overridden "
- "with [method set_tab_title]."
- msgstr ""
- "Devuelve el título de la pestaña en el índice [code]tab_idx[/code]. Los "
- "títulos de las pestañas predeterminan el nombre del nodo hijo indexado, pero "
- "esto puede ser sobrescrito con [method set_tab_title]."
- #: doc/classes/TabContainer.xml
- msgid "Returns the [TabContainer] rearrange group id."
- msgstr "Devuelve el [TabContainer] reordena la identificación de grupo."
- #: doc/classes/TabContainer.xml
- msgid ""
- "If set on a [Popup] node instance, a popup menu icon appears in the top-"
- "right corner of the [TabContainer]. Clicking it will expand the [Popup] node."
- msgstr ""
- "Si se configura en una instancia de nodo [Popup], aparece un icono de menú "
- "emergente en la esquina superior derecha del [TabContainer]. Al hacer clic "
- "en él se expandirá el nodo [Popup]."
- #: doc/classes/TabContainer.xml doc/classes/Tabs.xml
- #, fuzzy
- msgid ""
- "If [code]disabled[/code] is [code]true[/code], disables the tab at index "
- "[code]tab_idx[/code], making it non-interactable."
- msgstr ""
- "Devuelve [code]true[/code] si la pestaña del índice [code]tab_idx[/code] "
- "está desactivada."
- #: doc/classes/TabContainer.xml
- #, fuzzy
- msgid ""
- "If [code]hidden[/code] is [code]true[/code], hides the tab at index "
- "[code]tab_idx[/code], making it disappear from the tab area."
- msgstr ""
- "Devuelve [code]true[/code] si la pestaña del índice [code]tab_idx[/code] "
- "está desactivada."
- #: doc/classes/TabContainer.xml
- msgid "Sets an icon for the tab at index [code]tab_idx[/code]."
- msgstr "Establece un icono para la pestaña en el índice [code]tab_idx[/code]."
- #: doc/classes/TabContainer.xml
- #, fuzzy
- msgid ""
- "Sets a title for the tab at index [code]tab_idx[/code]. Tab titles default "
- "to the name of the indexed child node."
- msgstr ""
- "Establece un título para la pestaña en el índice [code]tab_idx[/code]. Los "
- "títulos de las pestañas tienen por defecto el nombre del nodo hijo indexado, "
- "pero éste puede ser sobreescrito con [method set_tab_title]."
- #: doc/classes/TabContainer.xml
- #, fuzzy
- msgid ""
- "Defines rearrange group id, choose for each [TabContainer] the same value to "
- "enable tab drag between [TabContainer]. Enable drag with [member "
- "drag_to_rearrange_enabled]."
- msgstr ""
- "Define el id de grupo de reordenación, elige para cada [TabContainer] el "
- "mismo valor para permitir el arrastre de pestañas entre [TabContainer]. "
- "Habilita el arrastre con [code]set_drag_to_rearrange_enabled(true)[/code]."
- #: doc/classes/TabContainer.xml
- #, fuzzy
- msgid ""
- "If [code]true[/code], all tabs are drawn in front of the panel. If "
- "[code]false[/code], inactive tabs are drawn behind the panel."
- msgstr ""
- "Si [code]true[/code], las pestañas son visibles. Si [code]false[/code], el "
- "contenido y los títulos de las pestañas están ocultos."
- #: doc/classes/TabContainer.xml
- msgid ""
- "The current tab index. When set, this index's [Control] node's "
- "[code]visible[/code] property is set to [code]true[/code] and all others are "
- "set to [code]false[/code]."
- msgstr ""
- "El actual índice de pestañas. Cuando se establece, la propiedad "
- "[code]visible[/code] de este índice del nodo [Control] se establece en "
- "[code]true[/code] y todas las demás se establecen en [code]false[/code]."
- #: doc/classes/TabContainer.xml doc/classes/Tabs.xml
- msgid "If [code]true[/code], tabs can be rearranged with mouse drag."
- msgstr ""
- "Si [code]true[/code], las pestañas se pueden reorganizar con el arrastre del "
- "ratón."
- #: doc/classes/TabContainer.xml
- msgid ""
- "The alignment of all tabs in the tab container. See the [enum TabAlign] "
- "constants for details."
- msgstr ""
- "La alineación de todas las pestañas en el contenedor de pestañas. Vea las "
- "constantes [enum TabAlign] para más detalles."
- #: doc/classes/TabContainer.xml
- msgid ""
- "If [code]true[/code], tabs are visible. If [code]false[/code], tabs' content "
- "and titles are hidden."
- msgstr ""
- "Si [code]true[/code], las pestañas son visibles. Si [code]false[/code], el "
- "contenido y los títulos de las pestañas están ocultos."
- #: doc/classes/TabContainer.xml
- msgid ""
- "If [code]true[/code], children [Control] nodes that are hidden have their "
- "minimum size take into account in the total, instead of only the currently "
- "visible one."
- msgstr ""
- "Si [code]true[/code], los nodos hijos [Control] que están ocultos tienen en "
- "cuenta su tamaño mínimo en el total, en lugar de sólo el visible actualmente."
- #: doc/classes/TabContainer.xml
- msgid ""
- "Emitted when the [TabContainer]'s [Popup] button is clicked. See [method "
- "set_popup] for details."
- msgstr ""
- "Se emite cuando se hace clic en el botón [Popup] del [TabContainer]. "
- "Consulte [method set_popup] para obtener más detalles."
- #: doc/classes/TabContainer.xml doc/classes/Tabs.xml
- msgid "Emitted when switching to another tab."
- msgstr "Emitido cuando se cambia a otra pestaña."
- #: doc/classes/TabContainer.xml
- msgid "Emitted when a tab is selected, even if it is the current tab."
- msgstr "Se emite cuando se selecciona una pestaña, aunque sea la actual."
- #: doc/classes/TabContainer.xml doc/classes/Tabs.xml
- msgid "Align the tabs to the left."
- msgstr "Alinea las pestañas a la izquierda."
- #: doc/classes/TabContainer.xml doc/classes/Tabs.xml
- msgid "Align the tabs to the center."
- msgstr "Alinea las pestañas al centro."
- #: doc/classes/TabContainer.xml doc/classes/Tabs.xml
- msgid "Align the tabs to the right."
- msgstr "Alinee las pestañas a la derecha."
- #: doc/classes/TabContainer.xml doc/classes/Tabs.xml
- msgid "Font color of inactive tabs."
- msgstr "El color de la fuente de las pestañas inactivas."
- #: doc/classes/TabContainer.xml doc/classes/Tabs.xml
- msgid "Font color of disabled tabs."
- msgstr "El color de la fuente de las pestañas desactivadas."
- #: doc/classes/TabContainer.xml doc/classes/Tabs.xml
- msgid "Font color of the currently selected tab."
- msgstr "Color de la fuente de la pestaña actualmente seleccionada."
- #: doc/classes/TabContainer.xml
- #, fuzzy
- msgid "Horizontal separation between tabs."
- msgstr "La separación horizontal entre las pestañas."
- #: doc/classes/TabContainer.xml
- msgid "The space at the left and right edges of the tab bar."
- msgstr "El espacio en los bordes izquierdo y derecho de la barra de pestañas."
- #: doc/classes/TabContainer.xml doc/classes/Tabs.xml
- msgid "The font used to draw tab names."
- msgstr "La fuente usada para dibujar los nombres de las pestañas."
- #: doc/classes/TabContainer.xml doc/classes/Tabs.xml
- msgid ""
- "Icon for the left arrow button that appears when there are too many tabs to "
- "fit in the container width. When the button is disabled (i.e. the first tab "
- "is visible), it appears semi-transparent."
- msgstr ""
- "Icono para el botón de la flecha izquierda que aparece cuando hay demasiadas "
- "pestañas que no caben en el ancho del contenedor. Cuando el botón está "
- "desactivado (es decir, la primera pestaña es visible), aparece semi-"
- "transparente."
- #: doc/classes/TabContainer.xml doc/classes/Tabs.xml
- msgid ""
- "Icon for the left arrow button that appears when there are too many tabs to "
- "fit in the container width. Used when the button is being hovered with the "
- "cursor."
- msgstr ""
- "Icono para el botón de la flecha izquierda que aparece cuando hay demasiadas "
- "pestañas que no caben en el ancho del contenedor. Se utiliza cuando el "
- "cursor se mantiene encima del botón."
- #: doc/classes/TabContainer.xml doc/classes/Tabs.xml
- msgid ""
- "Icon for the right arrow button that appears when there are too many tabs to "
- "fit in the container width. When the button is disabled (i.e. the last tab "
- "is visible) it appears semi-transparent."
- msgstr ""
- "Icono para el botón de la flecha derecha que aparece cuando hay demasiadas "
- "pestañas que no caben en el ancho del contenedor. Cuando el botón está "
- "desactivado (es decir, la última pestaña es visible) aparece semi-"
- "transparente."
- #: doc/classes/TabContainer.xml doc/classes/Tabs.xml
- msgid ""
- "Icon for the right arrow button that appears when there are too many tabs to "
- "fit in the container width. Used when the button is being hovered with the "
- "cursor."
- msgstr ""
- "Icono para el botón de la flecha derecha que aparece cuando hay demasiadas "
- "pestañas que no caben en el ancho del contenedor. Se utiliza cuando el "
- "cursor esta encima del botón."
- #: doc/classes/TabContainer.xml
- msgid "The icon for the menu button (see [method set_popup])."
- msgstr "El icono para el botón de menú (ver [method set_popup])."
- #: doc/classes/TabContainer.xml
- msgid ""
- "The icon for the menu button (see [method set_popup]) when it's being "
- "hovered with the cursor."
- msgstr ""
- "El icono del botón de menú (ver [method set_popup]) cuando se pasa el cursor "
- "por encima de él."
- #: doc/classes/TabContainer.xml
- msgid "The style for the background fill."
- msgstr "El estilo para el relleno de fondo."
- #: doc/classes/TabContainer.xml
- msgid "The style of inactive tabs."
- msgstr "El estilo de las pestañas inactivas."
- #: doc/classes/TabContainer.xml
- msgid "The style of disabled tabs."
- msgstr "El estilo de las pestañas desactivadas."
- #: doc/classes/TabContainer.xml doc/classes/Tabs.xml
- msgid "The style of the currently selected tab."
- msgstr "El estilo de la pestaña actualmente seleccionada."
- #: doc/classes/Tabs.xml
- msgid "Tabs control."
- msgstr "Control de pestañas."
- #: doc/classes/Tabs.xml
- #, fuzzy
- msgid ""
- "Simple tabs control, similar to [TabContainer] but is only in charge of "
- "drawing tabs, not interacting with children."
- msgstr ""
- "Control de pestañas simple, similar a [TabContainer] pero sólo se encarga de "
- "dibujar pestañas, no de interactuar con los hijos."
- #: doc/classes/Tabs.xml
- msgid "Adds a new tab."
- msgstr "Añade una nueva pestaña."
- #: doc/classes/Tabs.xml
- msgid "Moves the scroll view to make the tab visible."
- msgstr "Mueve la scroll view para hacer visible la pestaña."
- #: doc/classes/Tabs.xml
- msgid ""
- "Returns [code]true[/code] if the offset buttons (the ones that appear when "
- "there's not enough space for all tabs) are visible."
- msgstr ""
- "Devuelve [code]true[/code] si los botones de desplazamiento (los que "
- "aparecen cuando no hay suficiente espacio para todas las pestañas) son "
- "visibles."
- #: doc/classes/Tabs.xml
- msgid "Returns [code]true[/code] if select with right mouse button is enabled."
- msgstr ""
- "Devuelve [code]true[/code] si la selección con el botón derecho del ratón "
- "está activada."
- #: doc/classes/Tabs.xml
- #, fuzzy
- msgid "Returns the button icon from the tab at index [code]tab_idx[/code]."
- msgstr "Devuelve el texto del artículo en el índice [code]idx[/code]."
- #: doc/classes/Tabs.xml
- msgid "Returns the number of hidden tabs offsetted to the left."
- msgstr "Devuelve el número de pestañas ocultas desplazadas a la izquierda."
- #: doc/classes/Tabs.xml
- msgid "Returns tab [Rect2] with local position and size."
- msgstr "Devuelve la pestaña [Rect2] con la posición y el tamaño local."
- #: doc/classes/Tabs.xml
- #, fuzzy
- msgid "Returns the title of the tab at index [code]tab_idx[/code]."
- msgstr "Devuelve el texto del artículo en el índice [code]idx[/code]."
- #: doc/classes/Tabs.xml
- msgid "Returns the [Tabs]' rearrange group ID."
- msgstr "Devuelve la identificación del grupo de reordenación de [Tabs]."
- #: doc/classes/Tabs.xml
- msgid "Moves a tab from [code]from[/code] to [code]to[/code]."
- msgstr "Mueve una pestaña de [code]from[/code] a [code]to[/code]."
- #: doc/classes/Tabs.xml
- msgid "Removes the tab at index [code]tab_idx[/code]."
- msgstr "Elimina la pestaña del índice [code]tab_idx[/code]."
- #: doc/classes/Tabs.xml
- msgid ""
- "If [code]true[/code], enables selecting a tab with the right mouse button."
- msgstr ""
- "Si [code]true[/code], permite seleccionar una pestaña con el botón derecho "
- "del ratón."
- #: doc/classes/Tabs.xml
- #, fuzzy
- msgid "Sets the button icon from the tab at index [code]tab_idx[/code]."
- msgstr "Establece un icono para la pestaña en el índice [code]tab_idx[/code]."
- #: doc/classes/Tabs.xml
- msgid "Sets an [code]icon[/code] for the tab at index [code]tab_idx[/code]."
- msgstr ""
- "Establece un icono [code]icon[/code] para la pestaña en el índice "
- "[code]tab_idx[/code]."
- #: doc/classes/Tabs.xml
- msgid "Sets a [code]title[/code] for the tab at index [code]tab_idx[/code]."
- msgstr ""
- "Establece un [code]title[/code] para la pestaña en el índice [code]tab_idx[/"
- "code]."
- #: doc/classes/Tabs.xml
- #, fuzzy
- msgid ""
- "Defines the rearrange group ID. Choose for each [Tabs] the same value to "
- "dragging tabs between [Tabs]. Enable drag with [member "
- "drag_to_rearrange_enabled]."
- msgstr ""
- "Define la identificación del grupo de reordenación. Elija para cada [Tabs] "
- "el mismo valor para arrastrar las pestañas entre [Tabs]. Habilita el "
- "arrastre con [code]set_drag_to_rearrange_enabled(true)[/code]."
- #: doc/classes/Tabs.xml
- msgid "Select tab at index [code]tab_idx[/code]."
- msgstr "Seleccione la pestaña en el índice [code]tab_idx[/code]."
- #: doc/classes/Tabs.xml
- #, fuzzy
- msgid ""
- "if [code]true[/code], the mouse's scroll wheel can be used to navigate the "
- "scroll view."
- msgstr ""
- "si [code]true[/code], el scroll del ratón se utiliza para navegar por la "
- "vista de scroll."
- #: doc/classes/Tabs.xml
- msgid "The alignment of all tabs. See [enum TabAlign] for details."
- msgstr ""
- "La alineación de todas las pestañas. Ver [enum TabAlign] para más detalles."
- #: doc/classes/Tabs.xml
- msgid ""
- "Sets when the close button will appear on the tabs. See [enum "
- "CloseButtonDisplayPolicy] for details."
- msgstr ""
- "Establece cuándo aparecerá el botón de cierre en las pestañas. Consulte "
- "[enum CloseButtonDisplayPolicy] para obtener más detalles."
- #: doc/classes/Tabs.xml
- msgid ""
- "Emitted when the active tab is rearranged via mouse drag. See [member "
- "drag_to_rearrange_enabled]."
- msgstr ""
- "Se emite cuando la pestaña activa se reorganiza mediante el arrastre del "
- "ratón. Ver [member drag_to_rearrange_enabled]."
- #: doc/classes/Tabs.xml
- #, fuzzy
- msgid ""
- "Emitted when a tab's right button is pressed. See [method "
- "set_tab_button_icon]."
- msgstr ""
- "Se emite cuando se presiona un botón personalizado. Ver [method add_button]."
- #: doc/classes/Tabs.xml
- msgid "Emitted when a tab is clicked, even if it is the current tab."
- msgstr ""
- "Se emite cuando se hace clic con el botón derecho del ratón en una pestaña."
- #: doc/classes/Tabs.xml
- msgid "Emitted when a tab is closed."
- msgstr "Emitido cuando se cierra una pestaña."
- #: doc/classes/Tabs.xml
- msgid "Emitted when a tab is hovered by the mouse."
- msgstr "Emitido cuando una pestaña tiene encima el cursor del ratón."
- #: doc/classes/Tabs.xml
- msgid "Represents the size of the [enum TabAlign] enum."
- msgstr "Representa el tamaño del [enum TabAlign] enum."
- #: doc/classes/Tabs.xml
- msgid "Never show the close buttons."
- msgstr "Nunca muestra los botones de cerrado."
- #: doc/classes/Tabs.xml
- msgid "Only show the close button on the currently active tab."
- msgstr "Sólo muestra el botón de cierre en la pestaña actualmente activa."
- #: doc/classes/Tabs.xml
- msgid "Show the close button on all tabs."
- msgstr "Mostrar el botón de cerrado en todas las pestañas."
- #: doc/classes/Tabs.xml
- msgid "Represents the size of the [enum CloseButtonDisplayPolicy] enum."
- msgstr "Representa el tamaño del enum [enum CloseButtonDisplayPolicy]."
- #: doc/classes/Tabs.xml
- msgid "The horizontal separation between the tabs."
- msgstr "La separación horizontal entre las pestañas."
- #: doc/classes/Tabs.xml
- msgid "The icon for the close button (see [member tab_close_display_policy])."
- msgstr ""
- "El icono para el botón de cerrado (ver [member tab_close_display_policy])."
- #: doc/classes/Tabs.xml
- msgid "Background of the close button when it's being hovered with the cursor."
- msgstr ""
- "El fondo del botón de cierre cuando se está pasando con el cursor sobre el."
- #: doc/classes/Tabs.xml
- msgid "Background of the close button when it's being pressed."
- msgstr "Fondo del botón de cierre cuando este es presionado."
- #: doc/classes/Tabs.xml
- msgid "The style of an inactive tab."
- msgstr "El estilo de una pestaña inactiva."
- #: doc/classes/Tabs.xml
- msgid "The style of a disabled tab"
- msgstr "El estilo de una pestaña desactivada"
- #: doc/classes/TCP_Server.xml
- msgid "A TCP server."
- msgstr "Un servidor TCP."
- #: doc/classes/TCP_Server.xml
- msgid ""
- "A TCP server. Listens to connections on a port and returns a [StreamPeerTCP] "
- "when it gets an incoming connection."
- msgstr ""
- "Un servidor TCP. Escucha las conexiones en un puerto y devuelve un "
- "[StreamPeerTCP] cuando recibe una conexión entrante."
- #: doc/classes/TCP_Server.xml
- msgid "Returns [code]true[/code] if a connection is available for taking."
- msgstr "Devuelve [code]true[/code] si hay una conexión disponible para tomar."
- #: doc/classes/TCP_Server.xml
- msgid ""
- "Returns [code]true[/code] if the server is currently listening for "
- "connections."
- msgstr ""
- "Devuelve [code]true[/code] si el servidor está actualmente a la escucha de "
- "las conexiones."
- #: doc/classes/TCP_Server.xml
- msgid ""
- "Listen on the [code]port[/code] binding to [code]bind_address[/code].\n"
- "If [code]bind_address[/code] is set as [code]\"*\"[/code] (default), the "
- "server will listen on all available addresses (both IPv4 and IPv6).\n"
- "If [code]bind_address[/code] is set as [code]\"0.0.0.0\"[/code] (for IPv4) "
- "or [code]\"::\"[/code] (for IPv6), the server will listen on all available "
- "addresses matching that IP type.\n"
- "If [code]bind_address[/code] is set to any valid address (e.g. "
- "[code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc), the server will "
- "only listen on the interface with that addresses (or fail if no interface "
- "with the given address exists)."
- msgstr ""
- "Escucha en el [code]port[/code] que se une a [code]bind_address[/code].\n"
- "Si [code]bind_address[/code] está configurado como [code]\"*\"[/code] (por "
- "defecto), el servidor escuchará en todas las direcciones disponibles (tanto "
- "IPv4 como IPv6).\n"
- "Si [code]bind_address[/code] está configurado como [code]\"0.0.0.0\"[/code] "
- "(para IPv4) o [code]\"::\"[/code] (para IPv6), el servidor escuchará todas "
- "las direcciones disponibles que coincidan con ese tipo de IP.\n"
- "Si [code]bind_address[/code] se establece en cualquier dirección válida (por "
- "ejemplo, [code]\"192.168.1.101\"[/code], [code]\"::1\"[/code], etc.), el "
- "servidor sólo escuchará en la interfaz con esas direcciones (o fallará si no "
- "existe una interfaz con la dirección indicada)."
- #: doc/classes/TCP_Server.xml
- msgid "Stops listening."
- msgstr "Para de escuchar."
- #: doc/classes/TCP_Server.xml
- msgid ""
- "If a connection is available, returns a StreamPeerTCP with the connection."
- msgstr ""
- "Si hay una conexión disponible, devuelve un StreamPeerTCP con la conexión."
- #: doc/classes/TextEdit.xml
- msgid "Multiline text editing control."
- msgstr "Control de edición de texto multilínea."
- #: doc/classes/TextEdit.xml
- #, fuzzy
- msgid ""
- "TextEdit is meant for editing large, multiline text. It also has facilities "
- "for editing code, such as syntax highlighting support and multiple levels of "
- "undo/redo.\n"
- "[b]Note:[/b] When holding down [code]Alt[/code], the vertical scroll wheel "
- "will scroll 5 times as fast as it would normally do. This also works in the "
- "Godot script editor."
- msgstr ""
- "TextEdit está pensado para editar textos grandes y de varias líneas. También "
- "tiene facilidades para editar código, como el soporte para resaltar la "
- "sintaxis y múltiples niveles de deshacer/rehacer."
- #: doc/classes/TextEdit.xml
- msgid "Adds color region (given the delimiters) and its colors."
- msgstr ""
- #: doc/classes/TextEdit.xml
- #, fuzzy
- msgid "Adds a [code]keyword[/code] and its [Color]."
- msgstr "Añade una etiqueta de [code]color[/code] a la pila de etiquetas."
- #: doc/classes/TextEdit.xml
- msgid ""
- "Returns if the given line is foldable, that is, it has indented lines right "
- "below it."
- msgstr ""
- "Regresa si la línea dada es plegable, es decir, tiene líneas indentadas "
- "justo debajo de ella."
- #: doc/classes/TextEdit.xml
- msgid ""
- "Centers the viewport on the line the editing cursor is at. This also resets "
- "the [member scroll_horizontal] value to [code]0[/code]."
- msgstr ""
- "Centra la vista en la línea en la que se encuentra el cursor de edición. "
- "Esto también restablece el valor de [member scroll_horizontal] a [code]0[/"
- "code]."
- #: doc/classes/TextEdit.xml
- msgid ""
- "Clears all custom syntax coloring information previously added with [method "
- "add_color_region] or [method add_keyword_color]."
- msgstr ""
- #: doc/classes/TextEdit.xml
- msgid "Clears the undo history."
- msgstr "Limpia el historial de deshacer."
- #: doc/classes/TextEdit.xml
- msgid "Copy's the current text selection."
- msgstr "Copiar es la selección de texto actual."
- #: doc/classes/TextEdit.xml
- msgid "Returns the column the editing cursor is at."
- msgstr "Devuelve la columna en la que se encuentra el cursor de edición."
- #: doc/classes/TextEdit.xml
- msgid "Returns the line the editing cursor is at."
- msgstr "Devuelve la línea en la que está el cursor de edición."
- #: doc/classes/TextEdit.xml
- msgid ""
- "Moves the cursor at the specified [code]column[/code] index.\n"
- "If [code]adjust_viewport[/code] is set to [code]true[/code], the viewport "
- "will center at the cursor position after the move occurs."
- msgstr ""
- "Mueve el cursor en el índice de la [code]column[/code]especificada.\n"
- "Si [code]adjust_viewport[/code] se establece en [code]true[/code], el "
- "viewport se centrará en la posición del cursor después de que se produzca el "
- "movimiento."
- #: doc/classes/TextEdit.xml
- msgid ""
- "Moves the cursor at the specified [code]line[/code] index.\n"
- "If [code]adjust_viewport[/code] is set to [code]true[/code], the viewport "
- "will center at the cursor position after the move occurs.\n"
- "If [code]can_be_hidden[/code] is set to [code]true[/code], the specified "
- "[code]line[/code] can be hidden using [method set_line_as_hidden]."
- msgstr ""
- "Mueve el cursor en el índice especificado de [code]line[/code].\n"
- "Si [code]adjust_viewport[/code] se establece en [code]true[/code], el "
- "viewport se centrará en la posición del cursor después de que se produzca el "
- "movimiento.\n"
- "Si [code]can_be_hidden[/code] se establece en [code]true[/code], la línea "
- "[code]line[/code] especificada puede ser ocultada usando [method "
- "set_line_as_hidden]."
- #: doc/classes/TextEdit.xml
- msgid "Cut's the current selection."
- msgstr "Corta la selección actual."
- #: doc/classes/TextEdit.xml
- msgid "Deselects the current selection."
- msgstr "Deselecciona la selección actual."
- #: doc/classes/TextEdit.xml
- msgid "Folds all lines that are possible to be folded (see [method can_fold])."
- msgstr "Pliega todas las líneas que se pueden plegar (ver [method can_fold])."
- #: doc/classes/TextEdit.xml
- msgid "Folds the given line, if possible (see [method can_fold])."
- msgstr "Dobla la línea dada, si es posible (ver [method can_fold])."
- #: doc/classes/TextEdit.xml
- msgid "Returns an array containing the line number of each breakpoint."
- msgstr "Devuelve un array que contiene el número de línea de cada breakpoint."
- #: doc/classes/TextEdit.xml
- #, fuzzy
- msgid "Returns the [Color] of the specified [code]keyword[/code]."
- msgstr "Devuelve el subnodo con el [code]name[/code] especificado."
- #: doc/classes/TextEdit.xml
- msgid "Returns the text of a specific line."
- msgstr "Devuelve el texto de una línea específica."
- #: doc/classes/TextEdit.xml
- #, fuzzy
- msgid ""
- "Returns the line and column at the given position. In the returned vector, "
- "[code]x[/code] is the column, [code]y[/code] is the line."
- msgstr ""
- "Devuelve el vector que apunta en la dirección de reflejo. [code]a[/code] is "
- "el vector incidente y [code]b[/code] es el vector normal."
- #: doc/classes/TextEdit.xml
- msgid "Returns the amount of total lines in the text."
- msgstr "Devuelve la cantidad de líneas totales en el texto."
- #: doc/classes/TextEdit.xml
- #, fuzzy
- msgid "Returns the height of a largest line."
- msgstr "Devuelve la altura del contenido."
- #: doc/classes/TextEdit.xml
- #, fuzzy
- msgid ""
- "Returns the width in pixels of the [code]wrap_index[/code] on [code]line[/"
- "code]."
- msgstr ""
- "Establece el ángulo de la tangente izquierda del punto en [code]index[/code] "
- "a [code]tangent[/code]."
- #: doc/classes/TextEdit.xml
- #, fuzzy
- msgid "Returns the number of times the given line is wrapped."
- msgstr "Devuelve el número de líneas visibles."
- #: doc/classes/TextEdit.xml
- #, fuzzy
- msgid "Returns an array of [String]s representing each wrapped index."
- msgstr "Devuelve una representación [String] del evento."
- #: doc/classes/TextEdit.xml
- msgid ""
- "Returns the [PopupMenu] of this [TextEdit]. By default, this menu is "
- "displayed when right-clicking on the [TextEdit].\n"
- "[b]Warning:[/b] This is a required internal node, removing and freeing it "
- "may cause a crash. If you wish to hide it or any of its children, use their "
- "[member CanvasItem.visible] property."
- msgstr ""
- #: doc/classes/TextEdit.xml
- msgid ""
- "Returns the local position for the given [code]line[/code] and [code]column[/"
- "code]. If [code]x[/code] or [code]y[/code] of the returned vector equal "
- "[code]-1[/code], the position is outside of the viewable area of the "
- "control.\n"
- "[b]Note:[/b] The Y position corresponds to the bottom side of the line. Use "
- "[method get_rect_at_line_column] to get the top side position."
- msgstr ""
- #: doc/classes/TextEdit.xml
- msgid ""
- "Returns the local position and size for the grapheme at the given "
- "[code]line[/code] and [code]column[/code]. If [code]x[/code] or [code]y[/"
- "code] position of the returned rect equal [code]-1[/code], the position is "
- "outside of the viewable area of the control.\n"
- "[b]Note:[/b] The Y position of the returned rect corresponds to the top side "
- "of the line, unlike [method get_pos_at_line_column] which returns the bottom "
- "side."
- msgstr ""
- #: doc/classes/TextEdit.xml
- msgid "Returns the selection begin line."
- msgstr "Devuelve la línea de inicio de la selección."
- #: doc/classes/TextEdit.xml
- msgid "Returns the text inside the selection."
- msgstr "Devuelve el texto dentro de la selección."
- #: doc/classes/TextEdit.xml
- msgid "Returns the selection end line."
- msgstr "Devuelve la línea final de selección."
- #: doc/classes/TextEdit.xml
- #, fuzzy
- msgid "Returns the total width of all gutters and internal padding."
- msgstr "Devuelve la lista de valores del [Dictionary]."
- #: doc/classes/TextEdit.xml
- #, fuzzy
- msgid "Returns the total amount of lines that could be drawn."
- msgstr "Devuelve la cantidad de líneas de texto que tiene la etiqueta."
- #: doc/classes/TextEdit.xml
- #, fuzzy
- msgid "Returns the number of visible lines, including wrapped text."
- msgstr "Devuelve el número de líneas visibles."
- #: doc/classes/TextEdit.xml
- #, fuzzy
- msgid ""
- "Returns a [String] text with the word under the caret (text cursor) location."
- msgstr ""
- "Devuelve un texto [String] con la palabra bajo la ubicación del cursor del "
- "ratón."
- #: doc/classes/TextEdit.xml
- #, fuzzy
- msgid ""
- "Returns whether the specified [code]keyword[/code] has a color set to it or "
- "not."
- msgstr "Devuelve si la [code]class[/code] especificada está disponible o no."
- #: doc/classes/TextEdit.xml doc/classes/UndoRedo.xml
- msgid "Returns [code]true[/code] if a \"redo\" action is available."
- msgstr "Devuelve [code]true[/code] si una acción de \"redo\" está disponible."
- #: doc/classes/TextEdit.xml doc/classes/UndoRedo.xml
- msgid "Returns [code]true[/code] if an \"undo\" action is available."
- msgstr ""
- "Devuelve [code]true[/code] si se dispone de una acción de \"deshacer\"."
- #: doc/classes/TextEdit.xml
- msgid "Insert the specified text at the cursor position."
- msgstr "Inserta el texto especificado en la posición del cursor."
- #: doc/classes/TextEdit.xml
- msgid "Returns whether the line at the specified index is folded or not."
- msgstr "Devuelve si la línea del índice especificado está doblado o no."
- #: doc/classes/TextEdit.xml
- msgid "Returns whether the line at the specified index is hidden or not."
- msgstr "Devuelve si la línea en el índice especificado está oculta o no."
- #: doc/classes/TextEdit.xml
- #, fuzzy
- msgid ""
- "Returns [code]true[/code] when the specified [code]line[/code] is bookmarked."
- msgstr ""
- "Devuelve [code]true[/code] si existe un subnodo con el [code]name[/code] "
- "especificado."
- #: doc/classes/TextEdit.xml
- #, fuzzy
- msgid ""
- "Returns [code]true[/code] when the specified [code]line[/code] has a "
- "breakpoint."
- msgstr ""
- "Devuelve [code]true[/code] si existe un subnodo con el [code]name[/code] "
- "especificado."
- #: doc/classes/TextEdit.xml
- #, fuzzy
- msgid ""
- "Returns [code]true[/code] when the specified [code]line[/code] is marked as "
- "safe."
- msgstr ""
- "Devuelve [code]true[/code] si existe un subnodo con el [code]name[/code] "
- "especificado."
- #: doc/classes/TextEdit.xml
- #, fuzzy
- msgid "Returns if the given line is wrapped."
- msgstr "Devuelve un tile con una forma determinada."
- #: doc/classes/TextEdit.xml
- #, fuzzy
- msgid ""
- "Returns whether the mouse is over selection. If [code]edges[/code] is "
- "[code]true[/code], the edges are considered part of the selection."
- msgstr ""
- "Devuelve [code]true[/code] si [code]a[/code] y [code]b[/code] son "
- "aproximadamente iguales entre sí."
- #: doc/classes/TextEdit.xml
- msgid "Returns [code]true[/code] if the selection is active."
- msgstr "Devuelve [code]true[/code] si la selección está activa."
- #: doc/classes/TextEdit.xml
- msgid ""
- "Triggers a right-click menu action by the specified index. See [enum "
- "MenuItems] for a list of available indexes."
- msgstr ""
- "Desencadena una acción de menú con el botón derecho del ratón por el índice "
- "especificado. Véase [enum MenuItems] para una lista de los índices "
- "disponibles."
- #: doc/classes/TextEdit.xml
- msgid "Paste the current selection."
- msgstr "Pega la selección actual."
- #: doc/classes/TextEdit.xml
- msgid "Perform redo operation."
- msgstr "Realiza la operación de rehacer."
- #: doc/classes/TextEdit.xml
- msgid ""
- "Removes all the breakpoints. This will not fire the [signal "
- "breakpoint_toggled] signal."
- msgstr ""
- "Elimina todos los breakpoints. Esto no disparará la señal [signal "
- "breakpoint_toggled]."
- #: doc/classes/TextEdit.xml
- #, fuzzy
- msgid ""
- "Perform a search inside the text. Search flags can be specified in the [enum "
- "SearchFlags] enum.\n"
- "Returns an empty [code]PoolIntArray[/code] if no result was found. "
- "Otherwise, the result line and column can be accessed at indices specified "
- "in the [enum SearchResult] enum, e.g:\n"
- "[codeblock]\n"
- "var result = search(key, flags, line, column)\n"
- "if result.size() > 0:\n"
- " # Result found.\n"
- " var res_line = result[TextEdit.SEARCH_RESULT_LINE]\n"
- " var res_column = result[TextEdit.SEARCH_RESULT_COLUMN]\n"
- "[/codeblock]"
- msgstr ""
- "Realiza una búsqueda dentro del texto. Las flags de búsqueda pueden "
- "especificarse en el [enum SearchFlags] enum.\n"
- "Devuelve un [code]Dictionary[/code] si no se ha encontrado ningún resultado. "
- "En caso contrario, devuelve un [code]Dictionary[/code] que contiene entradas "
- "de [code]line[/code] y [code]column[/code], por ejemplo\n"
- "[codeblock]\n"
- "var result = search(key, flags, line, column)\n"
- "if !result.empty():\n"
- " # Resultado encontrado.\n"
- " var line_number = result.line\n"
- " var column_number = result.column\n"
- "[/codeblock]"
- #: doc/classes/TextEdit.xml
- msgid ""
- "Perform selection, from line/column to line/column.\n"
- "If [member selecting_enabled] is [code]false[/code], no selection will occur."
- msgstr ""
- "Realiza la selección, de línea/columna a línea/columna.\n"
- "Si [member selecting_enabled] es [code]false[/code], no se producirá ninguna "
- "selección."
- #: doc/classes/TextEdit.xml
- msgid ""
- "Select all the text.\n"
- "If [member selecting_enabled] is [code]false[/code], no selection will occur."
- msgstr ""
- "Selecciona todo el texto.\n"
- "Si [member selecting_enabled] es [code]false[/code], no se producirá ninguna "
- "selección."
- #: doc/classes/TextEdit.xml
- msgid "Sets the text for a specific line."
- msgstr "Establece el texto para una línea específica."
- #: doc/classes/TextEdit.xml
- msgid ""
- "Bookmarks the [code]line[/code] if [code]bookmark[/code] is [code]true[/"
- "code]. Deletes the bookmark if [code]bookmark[/code] is [code]false[/code].\n"
- "Bookmarks are shown in the [member breakpoint_gutter]."
- msgstr ""
- #: doc/classes/TextEdit.xml
- msgid ""
- "Adds or removes the breakpoint in [code]line[/code]. Breakpoints are shown "
- "in the [member breakpoint_gutter]."
- msgstr ""
- #: doc/classes/TextEdit.xml
- msgid "If [code]true[/code], hides the line of the specified index."
- msgstr "Si [code]true[/code], oculta la línea del índice especificado."
- #: doc/classes/TextEdit.xml
- msgid ""
- "If [code]true[/code], marks the [code]line[/code] as safe.\n"
- "This will show the line number with the color provided in the "
- "[code]safe_line_number_color[/code] theme property."
- msgstr ""
- #: doc/classes/TextEdit.xml
- msgid "Toggle the folding of the code block at the given line."
- msgstr "Cambia el plegado del bloque de código en la línea dada."
- #: doc/classes/TextEdit.xml
- msgid "Perform undo operation."
- msgstr "Realiza la operación de deshacer."
- #: doc/classes/TextEdit.xml
- msgid "Unfolds the given line, if folded."
- msgstr "Despliega la línea dada, si se dobla."
- #: doc/classes/TextEdit.xml
- msgid ""
- "Unhide all lines that were previously set to hidden by [method "
- "set_line_as_hidden]."
- msgstr ""
- "Deshacer todas las líneas que fueron previamente establecidas como ocultas "
- "por [method set_line_as_hidden]."
- #: doc/classes/TextEdit.xml
- #, fuzzy
- msgid "If [code]true[/code], the bookmark gutter is visible."
- msgstr "Si [code]true[/code], el breakpoint es visible."
- #: doc/classes/TextEdit.xml
- msgid "If [code]true[/code], the breakpoint gutter is visible."
- msgstr "Si [code]true[/code], el breakpoint es visible."
- #: doc/classes/TextEdit.xml
- msgid ""
- "If [code]true[/code], the caret displays as a rectangle.\n"
- "If [code]false[/code], the caret displays as a bar."
- msgstr ""
- "Si [code]true[/code], el caret se muestra como un rectángulo.\n"
- "Si [code]false[/code], el caret se muestra como una barra."
- #: doc/classes/TextEdit.xml
- msgid ""
- "If [code]true[/code], a right-click moves the cursor at the mouse position "
- "before displaying the context menu.\n"
- "If [code]false[/code], the context menu disregards mouse location."
- msgstr ""
- "Si [code]true[/code], un clic con el botón derecho mueve el cursor en la "
- "posición del ratón antes de mostrar el menú contextual.\n"
- "Si [code]false[/code], el menú contextual no tiene en cuenta la posición del "
- "ratón."
- #: doc/classes/TextEdit.xml
- msgid "If [code]true[/code], a right-click displays the context menu."
- msgstr ""
- "Si [code]true[/code], un clic con el botón derecho del ratón muestra el menú "
- "contextual."
- #: doc/classes/TextEdit.xml
- #, fuzzy
- msgid "If [code]true[/code], allow drag and drop of selected text."
- msgstr "Si [code]true[/code], el cuerpo puede ser detectado por los rayos."
- #: doc/classes/TextEdit.xml
- msgid ""
- "If [code]true[/code], the \"space\" character will have a visible "
- "representation."
- msgstr ""
- "Si [code]true[/code], el carácter \"espacio\" tendrá una representación "
- "visible."
- #: doc/classes/TextEdit.xml
- msgid ""
- "If [code]true[/code], the \"tab\" character will have a visible "
- "representation."
- msgstr ""
- "Si [code]true[/code], el carácter \"tab\" tendrá una representación visible."
- #: doc/classes/TextEdit.xml
- msgid ""
- "If [code]true[/code], the fold gutter is visible. This enables folding "
- "groups of indented lines."
- msgstr ""
- "Si [code]true[/code], el canalón de pliegue es visible. Esto permite doblar "
- "grupos de líneas indentadas."
- #: doc/classes/TextEdit.xml
- msgid ""
- "If [code]true[/code], all lines that have been set to hidden by [method "
- "set_line_as_hidden], will not be visible."
- msgstr ""
- "Si [code]true[/code], todas las líneas que se han establecido como ocultas "
- "por [method set_line_as_hidden], no serán visibles."
- #: doc/classes/TextEdit.xml
- msgid ""
- "If [code]true[/code], all occurrences of the selected text will be "
- "highlighted."
- msgstr ""
- "Si [code]true[/code], se resaltarán todas las ocurrencias del texto "
- "seleccionado."
- #: doc/classes/TextEdit.xml
- msgid "If [code]true[/code], the line containing the cursor is highlighted."
- msgstr "Si [code]true[/code], se resalta la línea que contiene el cursor."
- #: doc/classes/TextEdit.xml
- msgid ""
- "If [code]true[/code], a minimap is shown, providing an outline of your "
- "source code."
- msgstr ""
- "Si [code]true[/code], se muestra un minimapa, que proporciona un esquema de "
- "su código fuente."
- #: doc/classes/TextEdit.xml
- msgid "The width, in pixels, of the minimap."
- msgstr "El ancho, en píxeles, del minimapa."
- #: doc/classes/TextEdit.xml
- msgid ""
- "If [code]true[/code], custom [code]font_color_selected[/code] will be used "
- "for selected text."
- msgstr ""
- "Si [code]true[/code], se utilizará el [code]font_color_selected[/code] "
- "personalizado para el texto seleccionado."
- #: doc/classes/TextEdit.xml
- msgid ""
- "If [code]true[/code], read-only mode is enabled. Existing text cannot be "
- "modified and new text cannot be added."
- msgstr ""
- "Si [code]true[/code], se activa el modo de sólo lectura. El texto existente "
- "no puede ser modificado y no se puede añadir texto nuevo."
- #: doc/classes/TextEdit.xml
- msgid ""
- "If there is a horizontal scrollbar, this determines the current horizontal "
- "scroll value in pixels."
- msgstr ""
- #: doc/classes/TextEdit.xml
- msgid ""
- "If there is a vertical scrollbar, this determines the current vertical "
- "scroll value in line numbers, starting at 0 for the top line."
- msgstr ""
- #: doc/classes/TextEdit.xml
- msgid ""
- "If [code]true[/code], text can be selected.\n"
- "If [code]false[/code], text can not be selected by the user or by the "
- "[method select] or [method select_all] methods."
- msgstr ""
- "Si [code]true[/code], se puede seleccionar el texto.\n"
- "Si [code]false[/code], el texto no puede ser seleccionado por el usuario o "
- "por los métodos [method select] o [method select_all]."
- #: doc/classes/TextEdit.xml
- msgid ""
- "If [code]true[/code], shortcut keys for context menu items are enabled, even "
- "if the context menu is disabled."
- msgstr ""
- "Si [code]true[/code], las teclas de atajo para los elementos del menú "
- "contextual están habilitadas, incluso si el menú contextual está desactivado."
- #: doc/classes/TextEdit.xml
- msgid ""
- "If [code]true[/code], line numbers are displayed to the left of the text."
- msgstr ""
- "Si [code]true[/code], los números de línea se muestran a la izquierda del "
- "texto."
- #: doc/classes/TextEdit.xml
- msgid ""
- "If [code]true[/code], sets the [code]step[/code] of the scrollbars to "
- "[code]0.25[/code] which results in smoother scrolling."
- msgstr ""
- "Si [code]true[/code], establece el [code]step[/code] de las scrollbars en "
- "[code]0.25[/code] lo que resulta en un desplazamiento más suave."
- #: doc/classes/TextEdit.xml
- #, fuzzy
- msgid ""
- "If [code]true[/code], any custom color properties that have been set for "
- "this [TextEdit] will be visible."
- msgstr ""
- "Si [code]true[/code], todas las líneas que se han establecido como ocultas "
- "por [method set_line_as_hidden], no serán visibles."
- #: doc/classes/TextEdit.xml
- msgid "String value of the [TextEdit]."
- msgstr "Valor de string de [TextEdit]."
- #: doc/classes/TextEdit.xml
- msgid "Vertical scroll sensitivity."
- msgstr "Sensibilidad de scroll vertical."
- #: doc/classes/TextEdit.xml
- msgid ""
- "If [code]true[/code], enables text wrapping when it goes beyond the edge of "
- "what is visible."
- msgstr ""
- "Si [code]true[/code], permite la envoltura del texto cuando va más allá del "
- "borde de lo que es visible."
- #: doc/classes/TextEdit.xml
- msgid "Emitted when a breakpoint is placed via the breakpoint gutter."
- msgstr ""
- "Emitido cuando se coloca un breakpoint a través de la canaleta del "
- "breakpoint."
- #: doc/classes/TextEdit.xml
- msgid "Emitted when the cursor changes."
- msgstr "Emitido cuando el cursor cambia."
- #: doc/classes/TextEdit.xml
- msgid "Emitted when the info icon is clicked."
- msgstr "Emitido cuando se hace clic en el icono de información."
- #: doc/classes/TextEdit.xml
- msgid "Match case when searching."
- msgstr "Coincide con el caso cuando se busca."
- #: doc/classes/TextEdit.xml
- msgid "Match whole words when searching."
- msgstr "Coincide con palabras enteras cuando se busca."
- #: doc/classes/TextEdit.xml
- msgid "Search from end to beginning."
- msgstr "Busca desde el final hasta el principio."
- #: doc/classes/TextEdit.xml
- msgid "Used to access the result column from [method search]."
- msgstr ""
- #: doc/classes/TextEdit.xml
- msgid "Used to access the result line from [method search]."
- msgstr ""
- #: doc/classes/TextEdit.xml
- msgid ""
- "Pastes the clipboard text over the selected text (or at the cursor's "
- "position)."
- msgstr ""
- "Pega el texto del portapapeles sobre el texto seleccionado (o en la posición "
- "del cursor)."
- #: doc/classes/TextEdit.xml
- msgid "Erases the whole [TextEdit] text."
- msgstr "Borra todo el texto [TextEdit]."
- #: doc/classes/TextEdit.xml
- msgid "Selects the whole [TextEdit] text."
- msgstr "Selecciona todo el texto [TextEdit]."
- #: doc/classes/TextEdit.xml
- msgid "Redoes the previous action."
- msgstr "Rehace la acción anterior."
- #: doc/classes/TextEdit.xml
- msgid ""
- "Sets the background [Color] of this [TextEdit]. [member syntax_highlighting] "
- "has to be enabled."
- msgstr ""
- "Establece el fondo [Color] de este [TextEdit]. [member syntax_highlighting] "
- "tiene que estar activada."
- #: doc/classes/TextEdit.xml
- msgid ""
- "Sets the [Color] of the bookmark marker. [member syntax_highlighting] has to "
- "be enabled."
- msgstr ""
- "Establece el [Color] del marcador. [member syntax_highlighting] tiene que "
- "estar activado."
- #: doc/classes/TextEdit.xml
- msgid ""
- "Sets the [Color] of the breakpoints. [member breakpoint_gutter] has to be "
- "enabled."
- msgstr ""
- "Establece el [Color] de los breakpoints. El [member breakpoint_gutter] tiene "
- "que estar activado."
- #: doc/classes/TextEdit.xml
- msgid "Sets the font [Color]."
- msgstr "Establece la fuente [Color]."
- #: doc/classes/TextEdit.xml
- msgid ""
- "Sets the [Color] of the selected text. [member override_selected_font_color] "
- "has to be enabled."
- msgstr ""
- "Establece el [Color] del texto seleccionado. [member "
- "override_selected_font_color] tiene que estar activado."
- #: doc/classes/TextEdit.xml
- msgid ""
- "Sets the [Color] of the line numbers. [member show_line_numbers] has to be "
- "enabled."
- msgstr ""
- "Establece el [Color] de los números de línea. [member show_line_numbers] "
- "tiene que estar activado."
- #: doc/classes/TextEdit.xml
- msgid "Sets the [Color] of marked text."
- msgstr "Establece el [Color] del texto marcado."
- #: doc/classes/TextEdit.xml
- msgid "Sets the highlight [Color] of text selections."
- msgstr "Establece el resaltado [Color] de las selecciones de texto."
- #: doc/classes/TextEdit.xml
- msgid ""
- "Sets the highlight [Color] of multiple occurrences. [member "
- "highlight_all_occurrences] has to be enabled."
- msgstr ""
- "Establece el resaltado [Color] de múltiples ocurrencias. [member "
- "highlight_all_occurrences] tiene que ser activado."
- #: doc/classes/TextEdit.xml
- msgid "Sets the spacing between the lines."
- msgstr "Establece el espacio entre las líneas."
- #: doc/classes/TextEdit.xml
- msgid "Sets the default [Font]."
- msgstr "Establece la [Font] predeterminada."
- #: doc/classes/TextEdit.xml
- #, fuzzy
- msgid "Sets a custom [Texture] for tab text characters."
- msgstr ""
- "Establece un [Texture2D] personalizado para los caracteres del tabulador."
- #: doc/classes/TextEdit.xml
- msgid "Sets the [StyleBox] of this [TextEdit]."
- msgstr "Establece el [StyleBox] de este [TextEdit]."
- #: doc/classes/TextEdit.xml
- msgid ""
- "Sets the [StyleBox] of this [TextEdit] when [member readonly] is enabled."
- msgstr ""
- "Establece el [StyleBox] de este [TextEdit] cuando [member readonly] está "
- "activado."
- #: doc/classes/TextMesh.xml
- #, fuzzy
- msgid "Generate an [PrimitiveMesh] from the text."
- msgstr "Genera un [TriangleMesh] desde la malla."
- #: doc/classes/TextMesh.xml
- msgid ""
- "Generate an [PrimitiveMesh] from the text.\n"
- "TextMesh can be generated only when using dynamic fonts with vector glyph "
- "contours. Bitmap fonts (including bitmap data in the TrueType/OpenType "
- "containers, like color emoji fonts) are not supported.\n"
- "The UV layout is arranged in 4 horizontal strips, top to bottom: 40% of the "
- "height for the front face, 40% for the back face, 10% for the outer edges "
- "and 10% for the inner edges."
- msgstr ""
- #: doc/classes/TextMesh.xml
- msgid "Step (in pixels) used to approximate Bézier curves."
- msgstr ""
- #: doc/classes/TextMesh.xml
- msgid ""
- "Depths of the mesh, if set to [code]0.0[/code] only front surface, is "
- "generated, and UV layout is changed to use full texture for the front face "
- "only."
- msgstr ""
- #: doc/classes/TextMesh.xml
- #, fuzzy
- msgid "[Font] used for the [TextMesh]'s text."
- msgstr "[Font] que se usa para el texto de las [Label]."
- #: doc/classes/TextMesh.xml
- #, fuzzy
- msgid ""
- "Controls the text's horizontal alignment. Supports left, center and right. "
- "Set it to one of the [enum Align] constants."
- msgstr ""
- "Controla la alineación horizontal del texto. Apoya la izquierda, el centro, "
- "la derecha, y el relleno, o la justificación. Ponlo en una de las constantes "
- "[enum Align]."
- #: doc/classes/TextMesh.xml
- #, fuzzy
- msgid "The size of one pixel's width on the text to scale it in 3D."
- msgstr "El tamaño del ancho de un píxel en el sprite para escalarlo en 3D."
- #: doc/classes/TextMesh.xml
- #, fuzzy
- msgid "The text to generate mesh from."
- msgstr "El tipo del que obtener la constante."
- #: doc/classes/Texture.xml
- msgid "Texture for 2D and 3D."
- msgstr "Textura para 2D y 3D."
- #: doc/classes/Texture.xml
- #, fuzzy
- msgid ""
- "A texture works by registering an image in the video hardware, which then "
- "can be used in 3D models or 2D [Sprite] or GUI [Control].\n"
- "Textures are often created by loading them from a file. See [method "
- "@GDScript.load].\n"
- "[Texture] is a base for other resources. It cannot be used directly.\n"
- "[b]Note:[/b] The maximum texture size is 16384×16384 pixels due to graphics "
- "hardware limitations. Larger textures may fail to import."
- msgstr ""
- "Una textura funciona registrando una imagen en el hardware de video, que "
- "luego puede ser usada en modelos 3D o 2D [Sprite2D] o GUI [Control].\n"
- "Las texturas se crean a menudo cargándolas desde un archivo. Ver [method "
- "@GDScript.load].\n"
- "[Texture2D] es una base para otros recursos. No puede ser usado directamente."
- #: doc/classes/Texture.xml
- msgid ""
- "Draws the texture using a [CanvasItem] with the [VisualServer] API at the "
- "specified [code]position[/code]. Equivalent to [method VisualServer."
- "canvas_item_add_texture_rect] with a rect at [code]position[/code] and the "
- "size of this [Texture]."
- msgstr ""
- #: doc/classes/Texture.xml
- #, fuzzy
- msgid ""
- "Draws the texture using a [CanvasItem] with the [VisualServer] API. "
- "Equivalent to [method VisualServer.canvas_item_add_texture_rect]."
- msgstr ""
- "Dibuja la textura utilizando un [CanvasItem] con la API [VisualServer] en la "
- "[code]position[/code] especificada."
- #: doc/classes/Texture.xml
- #, fuzzy
- msgid ""
- "Draws a part of the texture using a [CanvasItem] with the [VisualServer] "
- "API. Equivalent to [method VisualServer.canvas_item_add_texture_rect_region]."
- msgstr ""
- "Dibuja la textura utilizando un [CanvasItem] con la API [VisualServer] en la "
- "[code]position[/code] especificada."
- #: doc/classes/Texture.xml
- #, fuzzy
- msgid ""
- "Returns an [Image] that is a copy of data from this [Texture]. [Image]s can "
- "be accessed and manipulated directly."
- msgstr ""
- "Devuelve una [Image] con los datos de esta [Texture2D]. Las [Image]s pueden "
- "ser accedidas y manipuladas directamente."
- #: doc/classes/Texture.xml
- msgid "Returns the texture height."
- msgstr "Devuelve la altura de la textura."
- #: doc/classes/Texture.xml
- msgid "Returns the texture size."
- msgstr "Devuelve el tamaño de la textura."
- #: doc/classes/Texture.xml
- msgid "Returns the texture width."
- msgstr "Devuelve el ancho de la textura."
- #: doc/classes/Texture.xml
- #, fuzzy
- msgid "Returns [code]true[/code] if this [Texture] has an alpha channel."
- msgstr "Devuelve [code]true[/code] si este [Texture2D] tiene un canal alfa."
- #: doc/classes/Texture.xml
- msgid ""
- "The texture's [enum Flags]. [enum Flags] are used to set various properties "
- "of the [Texture]."
- msgstr ""
- #: doc/classes/Texture.xml
- msgid ""
- "Default flags. [constant FLAG_MIPMAPS], [constant FLAG_REPEAT] and [constant "
- "FLAG_FILTER] are enabled."
- msgstr ""
- #: doc/classes/Texture.xml doc/classes/VisualServer.xml
- msgid ""
- "Generates mipmaps, which are smaller versions of the same texture to use "
- "when zoomed out, keeping the aspect ratio."
- msgstr ""
- #: doc/classes/Texture.xml
- msgid ""
- "Repeats the texture (instead of clamp to edge).\n"
- "[b]Note:[/b] Ignored when using an [AtlasTexture] as these don't support "
- "repetition."
- msgstr ""
- #: doc/classes/Texture.xml doc/classes/VisualServer.xml
- msgid "Uses a magnifying filter, to enable smooth zooming in of the texture."
- msgstr ""
- #: doc/classes/Texture.xml doc/classes/TextureLayered.xml
- #: doc/classes/VisualServer.xml
- msgid ""
- "Uses anisotropic mipmap filtering. Generates smaller versions of the same "
- "texture with different aspect ratios.\n"
- "This results in better-looking textures when viewed from oblique angles."
- msgstr ""
- #: doc/classes/Texture.xml doc/classes/VisualServer.xml
- #, fuzzy
- msgid "Converts the texture to the sRGB color space."
- msgstr ""
- "Convierte los datos en bruto del espacio de color sRGB a una escala lineal."
- #: doc/classes/Texture.xml
- msgid ""
- "Repeats the texture with alternate sections mirrored.\n"
- "[b]Note:[/b] Ignored when using an [AtlasTexture] as these don't support "
- "repetition."
- msgstr ""
- #: doc/classes/Texture.xml doc/classes/VisualServer.xml
- #, fuzzy
- msgid "Texture is a video surface."
- msgstr "Obtiene un nombre para una superficie dada."
- #: doc/classes/Texture3D.xml
- #, fuzzy
- msgid "Texture with 3 dimensions."
- msgstr "Devuelve las dimensiones del mapa de bits."
- #: doc/classes/Texture3D.xml
- msgid ""
- "Texture3D is a 3-dimensional [Texture] that has a width, height, and depth. "
- "See also [TextureArray].\n"
- "[b]Note:[/b] [Texture3D]s can only be sampled in shaders in the GLES3 "
- "backend. In GLES2, their data can be accessed via scripting, but there is no "
- "way to render them in a hardware-accelerated manner."
- msgstr ""
- #: doc/classes/Texture3D.xml
- msgid ""
- "Creates the Texture3D with specified [code]width[/code], [code]height[/"
- "code], and [code]depth[/code]. See [enum Image.Format] for [code]format[/"
- "code] options. See [enum TextureLayered.Flags] enumerator for [code]flags[/"
- "code] options."
- msgstr ""
- #: doc/classes/TextureArray.xml
- #, fuzzy
- msgid "Array of textures stored in a single primitive."
- msgstr "Número de vértices dibujados en un solo fotograma."
- #: doc/classes/TextureArray.xml
- msgid ""
- "[TextureArray]s store an array of [Image]s in a single [Texture] primitive. "
- "Each layer of the texture array has its own mipmap chain. This makes it is a "
- "good alternative to texture atlases. See also [Texture3D].\n"
- "[TextureArray]s must be displayed using shaders. After importing your file "
- "as a [TextureArray] and setting the appropriate Horizontal and Vertical "
- "Slices, display it by setting it as a uniform to a shader, for example "
- "(2D):\n"
- "[codeblock]\n"
- "shader_type canvas_item;\n"
- "\n"
- "uniform sampler2DArray tex;\n"
- "uniform int index;\n"
- "\n"
- "void fragment() {\n"
- " COLOR = texture(tex, vec3(UV.x, UV.y, float(index)));\n"
- "}\n"
- "[/codeblock]\n"
- "Set the integer uniform \"index\" to show a particular part of the texture "
- "as defined by the Horizontal and Vertical Slices in the importer.\n"
- "[b]Note:[/b] When sampling an albedo texture from a texture array in 3D, the "
- "sRGB -> linear conversion hint ([code]hint_albedo[/code]) should be used to "
- "prevent colors from looking washed out:\n"
- "[codeblock]\n"
- "shader_type spatial;\n"
- "\n"
- "uniform sampler2DArray tex : hint_albedo;\n"
- "uniform int index;\n"
- "\n"
- "void fragment() {\n"
- " ALBEDO = texture(tex, vec3(UV.x, UV.y, float(index)));\n"
- "}\n"
- "[/codeblock]\n"
- "[b]Note:[/b] [TextureArray]s can only be sampled in shaders in the GLES3 "
- "backend. In GLES2, their data can be accessed via scripting, but there is no "
- "way to render them in a hardware-accelerated manner."
- msgstr ""
- #: doc/classes/TextureArray.xml
- msgid ""
- "Creates the TextureArray with specified [code]width[/code], [code]height[/"
- "code], and [code]depth[/code]. See [enum Image.Format] for [code]format[/"
- "code] options. See [enum TextureLayered.Flags] enumerator for [code]flags[/"
- "code] options."
- msgstr ""
- #: doc/classes/TextureButton.xml
- msgid ""
- "Texture-based button. Supports Pressed, Hover, Disabled and Focused states."
- msgstr ""
- "Botón basado en la textura. Soporta los estados de Presionado, Cursor "
- "Encima, Desactivado y Enfocado."
- #: doc/classes/TextureButton.xml
- #, fuzzy
- msgid ""
- "[TextureButton] has the same functionality as [Button], except it uses "
- "sprites instead of Godot's [Theme] resource. It is faster to create, but it "
- "doesn't support localization like more complex [Control]s.\n"
- "The \"normal\" state must contain a texture ([member texture_normal]); other "
- "textures are optional.\n"
- "See also [BaseButton] which contains common properties and methods "
- "associated with this node."
- msgstr ""
- "[TextureButton] tiene la misma funcionalidad que [Button], excepto que "
- "utiliza sprites en lugar del recurso [Theme] de Godot. Es más rápido de "
- "crear, pero no soporta la localización como los [Control]s más complejos.\n"
- "El estado \"normal\" debe contener una textura ([member texture_normal]); "
- "las demás texturas son opcionales."
- #: doc/classes/TextureButton.xml
- msgid ""
- "If [code]true[/code], the texture stretches to the edges of the node's "
- "bounding rectangle using the [member stretch_mode]. If [code]false[/code], "
- "the texture will not scale with the node."
- msgstr ""
- "Si [code]true[/code], la textura se extiende hasta los bordes del rectángulo "
- "delimitador del nodo utilizando el [member stretch_mode]. Si [code]false[/"
- "code], la textura no escalará con el nodo."
- #: doc/classes/TextureButton.xml
- msgid ""
- "Controls the texture's behavior when you resize the node's bounding "
- "rectangle, [b]only if[/b] [member expand] is [code]true[/code]. Set it to "
- "one of the [enum StretchMode] constants. See the constants to learn more."
- msgstr ""
- "Controla el comportamiento de la textura al redimensionar el rectángulo "
- "delimitador del nodo, [b]sólo si [/b] [member expand] es [code]true[/code]. "
- "Ponlo en una de las constantes de [enum StretchMode]. Vea las constantes "
- "para obtener más información."
- #: doc/classes/TextureButton.xml
- msgid ""
- "Pure black and white [BitMap] image to use for click detection. On the mask, "
- "white pixels represent the button's clickable area. Use it to create buttons "
- "with curved shapes."
- msgstr ""
- "Imagen en blanco y negro puro [BitMap] para usar en la detección de clics. "
- "En la máscara, los píxeles blancos representan el área donde se puede hacer "
- "clic en el botón. Úsalo para crear botones con formas curvas."
- #: doc/classes/TextureButton.xml
- msgid ""
- "Texture to display when the node is disabled. See [member BaseButton."
- "disabled]."
- msgstr ""
- "La textura se muestra cuando el nodo está desactivado. Ver [member "
- "BaseButton.disabled]."
- #: doc/classes/TextureButton.xml
- msgid "Texture to display when the node has mouse or keyboard focus."
- msgstr ""
- "La textura se muestra cuando el nodo tiene el foco del ratón o del teclado."
- #: doc/classes/TextureButton.xml
- msgid "Texture to display when the mouse hovers the node."
- msgstr "Textura para mostrar cuando el ratón pasa por encima del nodo."
- #: doc/classes/TextureButton.xml
- msgid ""
- "Texture to display by default, when the node is [b]not[/b] in the disabled, "
- "focused, hover or pressed state."
- msgstr ""
- "Textura a mostrar por defecto, cuando el nodo está [b]no[/b] en el estado de "
- "desactivado, enfocado, cursor encima o pulsado."
- #: doc/classes/TextureButton.xml
- msgid ""
- "Texture to display on mouse down over the node, if the node has keyboard "
- "focus and the player presses the Enter key or if the player presses the "
- "[member BaseButton.shortcut] key."
- msgstr ""
- "Textura que se muestra al pasar el ratón por encima del nodo, si el nodo "
- "tiene el foco del teclado y el jugador pulsa la tecla Intro o si el jugador "
- "pulsa la tecla [member BaseButton.shortcut]."
- #: doc/classes/TextureButton.xml doc/classes/TextureRect.xml
- msgid "Scale to fit the node's bounding rectangle."
- msgstr "Escala para ajustarse al rectángulo delimitador del nodo."
- #: doc/classes/TextureButton.xml doc/classes/TextureRect.xml
- msgid "Tile inside the node's bounding rectangle."
- msgstr "Tile dentro del rectángulo delimitador del nodo."
- #: doc/classes/TextureButton.xml doc/classes/TextureRect.xml
- msgid ""
- "The texture keeps its original size and stays in the bounding rectangle's "
- "top-left corner."
- msgstr ""
- "La textura mantiene su tamaño original y se mantiene en la esquina superior "
- "izquierda del rectángulo delimitador."
- #: doc/classes/TextureButton.xml doc/classes/TextureRect.xml
- msgid ""
- "The texture keeps its original size and stays centered in the node's "
- "bounding rectangle."
- msgstr ""
- "La textura mantiene su tamaño original y permanece centrado en el rectángulo "
- "delimitador del nodo."
- #: doc/classes/TextureButton.xml doc/classes/TextureRect.xml
- msgid ""
- "Scale the texture to fit the node's bounding rectangle, but maintain the "
- "texture's aspect ratio."
- msgstr ""
- "Escala la textura para que se ajuste al rectángulo delimitador del nodo, "
- "pero mantén la relación de aspecto de la textura."
- #: doc/classes/TextureButton.xml
- msgid ""
- "Scale the texture to fit the node's bounding rectangle, center it, and "
- "maintain its aspect ratio."
- msgstr ""
- "Escala la textura para que se ajuste al rectángulo delimitador del nodo, "
- "céntrelo y mantenga su relación de aspecto."
- #: doc/classes/TextureButton.xml doc/classes/TextureRect.xml
- msgid ""
- "Scale the texture so that the shorter side fits the bounding rectangle. The "
- "other side clips to the node's limits."
- msgstr ""
- "Escala la textura para que el lado más corto se ajuste al rectángulo "
- "delimitador. El otro lado se ajusta a los límites del nodo."
- #: doc/classes/TextureLayered.xml
- msgid "Base class for 3D texture types."
- msgstr "Clase base para tipos de texturas 3D."
- #: doc/classes/TextureLayered.xml
- #, fuzzy
- msgid ""
- "Base class for [Texture3D] and [TextureArray]. Cannot be used directly, but "
- "contains all the functions necessary for accessing and using [Texture3D] and "
- "[TextureArray]. Data is set on a per-layer basis. For [Texture3D]s, the "
- "layer specifies the depth or Z-index, they can be treated as a bunch of 2D "
- "slices. Similarly, for [TextureArray]s, the layer specifies the array layer."
- msgstr ""
- "Clase base para los tipos de textura 3D. Clase base para [Texture2DArray], "
- "[Cubemap] y [CubemapArray]. No se puede utilizar directamente, pero contiene "
- "todas las funciones necesarias para acceder a los tipos de recursos "
- "derivados. Los datos se establecen por capas. En el caso de "
- "[Texture2DArray], la capa especifica la capa de array."
- #: doc/classes/TextureLayered.xml
- #, fuzzy
- msgid ""
- "Returns the depth of the texture. Depth is the 3rd dimension (typically Z-"
- "axis)."
- msgstr ""
- "Devuelve el ancho de la textura. El ancho es típicamente representado por el "
- "eje X."
- #: doc/classes/TextureLayered.xml
- msgid ""
- "Returns the current format being used by this texture. See [enum Image."
- "Format] for details."
- msgstr ""
- "Devuelve el formato actual que está siendo usado por esta textura. Ver [enum "
- "Image.Format] para más detalles."
- #: doc/classes/TextureLayered.xml
- msgid ""
- "Returns the height of the texture. Height is typically represented by the Y-"
- "axis."
- msgstr ""
- "Devuelve la altura de la textura. La altura está típicamente representada "
- "por el eje Y."
- #: doc/classes/TextureLayered.xml
- msgid ""
- "Returns an [Image] resource with the data from specified [code]layer[/code]."
- msgstr ""
- "Devuelve un recurso de [Image] con los datos de la [code]layer[/code] "
- "especificada."
- #: doc/classes/TextureLayered.xml
- msgid ""
- "Returns the width of the texture. Width is typically represented by the X-"
- "axis."
- msgstr ""
- "Devuelve el ancho de la textura. El ancho es típicamente representado por el "
- "eje X."
- #: doc/classes/TextureLayered.xml
- msgid ""
- "Partially sets the data for a specified [code]layer[/code] by overwriting "
- "using the data of the specified [code]image[/code]. [code]x_offset[/code] "
- "and [code]y_offset[/code] determine where the [Image] is \"stamped\" over "
- "the texture. The [code]image[/code] must fit within the texture."
- msgstr ""
- #: doc/classes/TextureLayered.xml
- #, fuzzy
- msgid ""
- "Sets the data for the specified layer. Data takes the form of a 2-"
- "dimensional [Image] resource."
- msgstr ""
- "Devuelve el [Material] sobreescrito para la superficie especificada del "
- "recurso [Mesh]."
- #: doc/classes/TextureLayered.xml
- #, fuzzy
- msgid "Returns a dictionary with all the data used by this texture."
- msgstr "Devuelve el RID del canvas usado por esta capa."
- #: doc/classes/TextureLayered.xml
- msgid "Specifies which [enum Flags] apply to this texture."
- msgstr ""
- #: doc/classes/TextureLayered.xml
- msgid ""
- "Default flags for [TextureArray]. [constant FLAG_MIPMAPS], [constant "
- "FLAG_REPEAT] and [constant FLAG_FILTER] are enabled."
- msgstr ""
- #: doc/classes/TextureLayered.xml
- msgid "Default flags for [Texture3D]. [constant FLAG_FILTER] is enabled."
- msgstr ""
- #: doc/classes/TextureLayered.xml
- #, fuzzy
- msgid "Texture will generate mipmaps on creation."
- msgstr "La textura no se repetirá."
- #: doc/classes/TextureLayered.xml
- #, fuzzy
- msgid "Texture will repeat when UV used is outside the 0-1 range."
- msgstr ""
- "El indicador utilizado para señalar que el valor del color está fuera del "
- "rango de 0-1."
- #: doc/classes/TextureLayered.xml
- msgid ""
- "Use filtering when reading from texture. Filtering smooths out pixels. "
- "Turning filtering off is slightly faster and more appropriate when you need "
- "access to individual pixels."
- msgstr ""
- #: doc/classes/TextureProgress.xml
- msgid ""
- "Texture-based progress bar. Useful for loading screens and life or stamina "
- "bars."
- msgstr ""
- "Barra de progreso basada en la textura. Útil para cargar pantallas y barras "
- "de vida o resistencia."
- #: doc/classes/TextureProgress.xml
- msgid ""
- "TextureProgress works like [ProgressBar], but uses up to 3 textures instead "
- "of Godot's [Theme] resource. It can be used to create horizontal, vertical "
- "and radial progress bars."
- msgstr ""
- "TextureProgress funciona como [ProgressBar], pero utiliza hasta 3 texturas "
- "en lugar del recurso [Theme] de Godot. Se puede utilizar para crear barras "
- "de progreso horizontales, verticales y radiales."
- #: doc/classes/TextureProgress.xml
- msgid "The fill direction. See [enum FillMode] for possible values."
- msgstr ""
- "La dirección de llenado. Ver [enum FillMode] para los posibles valores."
- #: doc/classes/TextureProgress.xml
- msgid ""
- "If [code]true[/code], Godot treats the bar's textures like in "
- "[NinePatchRect]. Use the [code]stretch_margin_*[/code] properties like "
- "[member stretch_margin_bottom] to set up the nine patch's 3×3 grid. When "
- "using a radial [member fill_mode], this setting will enable stretching."
- msgstr ""
- "Si [code]true[/code], Godot trata las texturas de la barra como en "
- "[NinePatchRect]. Usa las propiedades de [code]stretch_margin_*[/code] como "
- "en [member stretch_margin_bottom] para configurar la cuadrícula de 3×3 del "
- "nueve parche. Cuando se utiliza un [member fill_mode] radial, este ajuste "
- "permitirá el estiramiento."
- #: doc/classes/TextureProgress.xml
- msgid ""
- "Offsets [member texture_progress] if [member fill_mode] is [constant "
- "FILL_CLOCKWISE] or [constant FILL_COUNTER_CLOCKWISE]."
- msgstr ""
- "Desplaza [member texture_progress] si [member fill_mode] es [constant "
- "FILL_CLOCKWISE] o [constant FILL_COUNTER_CLOCKWISE]."
- #: doc/classes/TextureProgress.xml
- msgid ""
- "Upper limit for the fill of [member texture_progress] if [member fill_mode] "
- "is [constant FILL_CLOCKWISE] or [constant FILL_COUNTER_CLOCKWISE]. When the "
- "node's [code]value[/code] is equal to its [code]max_value[/code], the "
- "texture fills up to this angle.\n"
- "See [member Range.value], [member Range.max_value]."
- msgstr ""
- "Límite superior para el relleno de [member texture_progress] si el [member "
- "fill_mode] es [constant FILL_CLOCKWISE] o [constant FILL_COUNTER_CLOCKWISE]. "
- "Cuando el [code]value[/code] del nodo es igual a su [code]max_value[/code], "
- "la textura se rellena hasta este ángulo.\n"
- "Ver [member Range.value], [member Range.max_value]."
- #: doc/classes/TextureProgress.xml
- msgid ""
- "Starting angle for the fill of [member texture_progress] if [member "
- "fill_mode] is [constant FILL_CLOCKWISE] or [constant "
- "FILL_COUNTER_CLOCKWISE]. When the node's [code]value[/code] is equal to its "
- "[code]min_value[/code], the texture doesn't show up at all. When the "
- "[code]value[/code] increases, the texture fills and tends towards [member "
- "radial_fill_degrees]."
- msgstr ""
- "Ángulo inicial para el relleno de [member texture_progress] si [member "
- "fill_mode] es [constant FILL_CLOCKWISE] o [constant FILL_COUNTER_CLOCKWISE]. "
- "Cuando el [code]value[/code] del nodo es igual a su [code]min_value[/code], "
- "la textura no se muestra en absoluto. Cuando el [code]value[/code] aumenta, "
- "la textura se llena y tiende hacia [member radial_fill_degrees]."
- #: doc/classes/TextureProgress.xml
- msgid ""
- "The height of the 9-patch's bottom row. A margin of 16 means the 9-slice's "
- "bottom corners and side will have a height of 16 pixels. You can set all 4 "
- "margin values individually to create panels with non-uniform borders."
- msgstr ""
- "La altura de la fila inferior del 9-patch. Un margen de 16 significa que las "
- "esquinas y el lado inferior del 9-patch tendrán una altura de 16 píxeles. "
- "Puede establecer los 4 valores de margen individualmente para crear paneles "
- "con bordes no uniformes."
- #: doc/classes/TextureProgress.xml
- msgid "The width of the 9-patch's left column."
- msgstr "El ancho de la columna izquierda del 9-patch."
- #: doc/classes/TextureProgress.xml
- msgid "The width of the 9-patch's right column."
- msgstr "El ancho de la columna derecha del 9-patch."
- #: doc/classes/TextureProgress.xml
- msgid "The height of the 9-patch's top row."
- msgstr "La altura de la fila superior del 9-patch."
- #: doc/classes/TextureProgress.xml
- #, fuzzy
- msgid ""
- "[Texture] that draws over the progress bar. Use it to add highlights or an "
- "upper-frame that hides part of [member texture_progress]."
- msgstr ""
- "[Texture2D] que dibuja sobre la barra de progreso. Úsalo para añadir "
- "resaltes o un marco superior que esconda parte de [member texture_progress]."
- #: doc/classes/TextureProgress.xml
- #, fuzzy
- msgid ""
- "[Texture] that clips based on the node's [code]value[/code] and [member "
- "fill_mode]. As [code]value[/code] increased, the texture fills up. It shows "
- "entirely when [code]value[/code] reaches [code]max_value[/code]. It doesn't "
- "show at all if [code]value[/code] is equal to [code]min_value[/code].\n"
- "The [code]value[/code] property comes from [Range]. See [member Range."
- "value], [member Range.min_value], [member Range.max_value]."
- msgstr ""
- "[Texture2D] que se recortan en base al [code]value[/code] y [member "
- "fill_mode] del nodo. A medida que [code]value[/code] aumentaba, la textura "
- "se llena. Se muestra completamente cuando [code]value[/code] alcanza el "
- "[code]max_value[/code]. No se muestra en absoluto si [code]value[/code] es "
- "igual a [code]min_value[/code].\n"
- "La propiedad [code]value[/code] proviene de [Range]. Ver [member Range."
- "value], [member Range.min_value], [member Range.max_value]."
- #: doc/classes/TextureProgress.xml
- msgid ""
- "The offset of [member texture_progress]. Useful for [member texture_over] "
- "and [member texture_under] with fancy borders, to avoid transparent margins "
- "in your progress texture."
- msgstr ""
- #: doc/classes/TextureProgress.xml
- #, fuzzy
- msgid "[Texture] that draws under the progress bar. The bar's background."
- msgstr ""
- "[Texture2D] que dibuja bajo la barra de progreso. El fondo de la barra."
- #: doc/classes/TextureProgress.xml
- msgid ""
- "Multiplies the color of the bar's [code]texture_over[/code] texture. The "
- "effect is similar to [member CanvasItem.modulate], except it only affects "
- "this specific texture instead of the entire node."
- msgstr ""
- "Multiplica el color de la textura [code]texture_over[/code] de la barra. El "
- "efecto es similar al de [member CanvasItem.modulate], excepto que sólo "
- "afecta a esta textura específica en lugar de a todo el nodo."
- #: doc/classes/TextureProgress.xml
- msgid ""
- "Multiplies the color of the bar's [code]texture_progress[/code] texture."
- msgstr ""
- "Multiplica el color de la textura [code]texture_progress[/code] de la barra."
- #: doc/classes/TextureProgress.xml
- msgid "Multiplies the color of the bar's [code]texture_under[/code] texture."
- msgstr ""
- "Multiplica el color de la textura [code]texture_under[/code] de la barra."
- #: doc/classes/TextureProgress.xml
- msgid "The [member texture_progress] fills from left to right."
- msgstr "El [member texture_progress] se llena de izquierda a derecha."
- #: doc/classes/TextureProgress.xml
- msgid "The [member texture_progress] fills from right to left."
- msgstr "El [member texture_progress] se llena de derecha a izquierda."
- #: doc/classes/TextureProgress.xml
- msgid "The [member texture_progress] fills from top to bottom."
- msgstr "El [member texture_progress] se llena de arriba a abajo."
- #: doc/classes/TextureProgress.xml
- msgid "The [member texture_progress] fills from bottom to top."
- msgstr "El [member texture_progress] se llena de abajo a arriba."
- #: doc/classes/TextureProgress.xml
- msgid ""
- "Turns the node into a radial bar. The [member texture_progress] fills "
- "clockwise. See [member radial_center_offset], [member radial_initial_angle] "
- "and [member radial_fill_degrees] to control the way the bar fills up."
- msgstr ""
- "Convierte el nodo en una barra radial. El [member texture_progress] se llena "
- "en el sentido de las agujas del reloj. Vea [member radial_center_offset], "
- "[member radial_initial_angle] y [member radial_fill_degrees] para controlar "
- "la forma en que la barra se llena."
- #: doc/classes/TextureProgress.xml
- msgid ""
- "Turns the node into a radial bar. The [member texture_progress] fills "
- "counterclockwise. See [member radial_center_offset], [member "
- "radial_initial_angle] and [member radial_fill_degrees] to control the way "
- "the bar fills up."
- msgstr ""
- "Convierte el nodo en una barra radial. El [member texture_progress] se llena "
- "en sentido contrario a las agujas del reloj. Ver [member "
- "radial_center_offset], [member radial_initial_angle] y [member "
- "radial_fill_degrees] para controlar la forma en que la barra se llena."
- #: doc/classes/TextureProgress.xml
- msgid ""
- "The [member texture_progress] fills from the center, expanding both towards "
- "the left and the right."
- msgstr ""
- "El [member texture_progress] se llena desde el centro, expandiéndose tanto "
- "hacia la izquierda como hacia la derecha."
- #: doc/classes/TextureProgress.xml
- msgid ""
- "The [member texture_progress] fills from the center, expanding both towards "
- "the top and the bottom."
- msgstr ""
- "El [member texture_progress] se llena desde el centro, expandiéndose tanto "
- "hacia arriba como hacia abajo."
- #: doc/classes/TextureProgress.xml
- msgid ""
- "Turns the node into a radial bar. The [member texture_progress] fills "
- "radially from the center, expanding both clockwise and counterclockwise. See "
- "[member radial_center_offset], [member radial_initial_angle] and [member "
- "radial_fill_degrees] to control the way the bar fills up."
- msgstr ""
- "Convierte el nodo en una barra radial. El [member texture_progress] se llena "
- "radialmente desde el centro, expandiéndose tanto en sentido horario como "
- "antihorario. Vea [member radial_center_offset], [member "
- "radial_initial_angle] y [member radial_fill_degrees] para controlar la forma "
- "en que la barra se llena."
- #: doc/classes/TextureRect.xml
- msgid "Control for drawing textures."
- msgstr "Control para dibujar texturas."
- #: doc/classes/TextureRect.xml
- #, fuzzy
- msgid ""
- "Used to draw icons and sprites in a user interface. The texture's placement "
- "can be controlled with the [member stretch_mode] property. It can scale, "
- "tile, or stay centered inside its bounding rectangle.\n"
- "[b]Note:[/b] You should enable [member flip_v] when using a TextureRect to "
- "display a [ViewportTexture]. Alternatively, you can enable [member Viewport."
- "render_target_v_flip] on the Viewport. Otherwise, the image will appear "
- "upside down."
- msgstr ""
- "Se utiliza para dibujar iconos y sprites en una interfaz de usuario. La "
- "colocación de la textura puede ser controlada con la propiedad [member "
- "stretch_mode]. Puede escalar, poner tiles o permanecer centrada dentro de su "
- "rectángulo delimitador."
- #: doc/classes/TextureRect.xml
- msgid "If [code]true[/code], the texture scales to fit its bounding rectangle."
- msgstr ""
- "Si [code]true[/code], la textura se escala para ajustarse a su rectángulo "
- "delimitador."
- #: doc/classes/TextureRect.xml
- msgid ""
- "Controls the texture's behavior when resizing the node's bounding rectangle. "
- "See [enum StretchMode]."
- msgstr ""
- "Controla el comportamiento de la textura al redimensionar el rectángulo de "
- "delimitación del nodo. Ver [enum StretchMode]."
- #: doc/classes/TextureRect.xml
- #, fuzzy
- msgid "The node's [Texture] resource."
- msgstr "El recurso del nodo [Texture2D]."
- #: doc/classes/TextureRect.xml
- msgid ""
- "Scale to fit the node's bounding rectangle, only if [code]expand[/code] is "
- "[code]true[/code]. Default [code]stretch_mode[/code], for backwards "
- "compatibility. Until you set [code]expand[/code] to [code]true[/code], the "
- "texture will behave like [constant STRETCH_KEEP]."
- msgstr ""
- "Escala para ajustarse al rectángulo delimitador del nodo, sólo si "
- "[code]expand[/code] es [code]true[/code]. Por defecto [code]stretch_mode[/"
- "code], para compatibilidad hacia atrás. Hasta que no pongas [code]expand[/"
- "code] en [code]true[/code], la textura se comportará como [constant "
- "STRETCH_KEEP]."
- #: doc/classes/TextureRect.xml
- msgid ""
- "Scale the texture to fit the node's bounding rectangle, center it and "
- "maintain its aspect ratio."
- msgstr ""
- "Escala la textura para que se ajuste al rectángulo delimitador del nodo, "
- "céntrarlo y mantenga su relación de aspecto."
- #: doc/classes/Theme.xml
- msgid "Theme for controls."
- msgstr "Tema para los controles."
- #: doc/classes/Theme.xml
- msgid ""
- "A theme for skinning controls. Controls can be skinned individually, but for "
- "complex applications, it's more practical to just create a global theme that "
- "defines everything. This theme can be applied to any [Control]; the Control "
- "and its children will automatically use it.\n"
- "Theme resources can alternatively be loaded by writing them in a [code]."
- "theme[/code] file, see the documentation for more information."
- msgstr ""
- "Un tema para los tratamientos de los controles. Los controles pueden ser "
- "modificados individualmente, pero para aplicaciones complejas, es más "
- "práctico crear un tema global que lo defina todo. Este tema puede aplicarse "
- "a cualquier [Control]; el Control y sus hijos lo usarán automáticamente.\n"
- "Los recursos del tema pueden cargarse alternativamente escribiéndolos en un "
- "archivo [code].theme[/code], vea la documentación para más información."
- #: doc/classes/Theme.xml
- msgid ""
- "Adds an empty theme type for every valid data type.\n"
- "[b]Note:[/b] Empty types are not saved with the theme. This method only "
- "exists to perform in-memory changes to the resource. Use available "
- "[code]set_*[/code] methods to add theme items."
- msgstr ""
- #: doc/classes/Theme.xml
- msgid "Clears all values on the theme."
- msgstr "Borra todos los valores del tema."
- #: doc/classes/Theme.xml
- #, fuzzy
- msgid ""
- "Clears the [Color] at [code]name[/code] if the theme has [code]theme_type[/"
- "code]."
- msgstr ""
- "Borra el [Color] en [code]name[/code] si el tema tiene [code]type[/code]."
- #: doc/classes/Theme.xml
- #, fuzzy
- msgid ""
- "Clears the constant at [code]name[/code] if the theme has [code]theme_type[/"
- "code]."
- msgstr ""
- "Limpia la constante en [code]name[/code] si el tema tiene [code]type[/code]."
- #: doc/classes/Theme.xml
- #, fuzzy
- msgid ""
- "Clears the [Font] at [code]name[/code] if the theme has [code]theme_type[/"
- "code]."
- msgstr ""
- "Limpia la [Font] en [code]name[/code] si el tema tiene [code]type[/code]."
- #: doc/classes/Theme.xml
- #, fuzzy
- msgid ""
- "Clears the icon at [code]name[/code] if the theme has [code]theme_type[/"
- "code]."
- msgstr ""
- "Borra el icono en [code]name[/code] si el tema tiene [code]type[/code]."
- #: doc/classes/Theme.xml
- #, fuzzy
- msgid ""
- "Clears [StyleBox] at [code]name[/code] if the theme has [code]theme_type[/"
- "code]."
- msgstr ""
- "Borra [StyleBox] en [code]name[/code] si el tema tiene [code]type[/code]."
- #: doc/classes/Theme.xml
- #, fuzzy
- msgid ""
- "Clears the theme item of [code]data_type[/code] at [code]name[/code] if the "
- "theme has [code]theme_type[/code]."
- msgstr ""
- "Limpia la constante en [code]name[/code] si el tema tiene [code]type[/code]."
- #: doc/classes/Theme.xml
- msgid ""
- "Unmarks [code]theme_type[/code] as being a variation of another theme type. "
- "See [method set_type_variation]."
- msgstr ""
- #: doc/classes/Theme.xml
- msgid "Sets the theme's values to a copy of the default theme values."
- msgstr ""
- "Establece los valores del tema a una copia de los valores del tema por "
- "defecto."
- #: doc/classes/Theme.xml
- msgid "Sets the theme's values to a copy of a given theme."
- msgstr "Establece los valores del tema a una copia de un tema dado."
- #: doc/classes/Theme.xml
- #, fuzzy
- msgid ""
- "Returns the [Color] at [code]name[/code] if the theme has [code]theme_type[/"
- "code]."
- msgstr ""
- "Devuelve el [Color] en [code]name[/code] si el tema tiene [code]type[/code]."
- #: doc/classes/Theme.xml
- #, fuzzy
- msgid ""
- "Returns all the [Color]s as a [PoolStringArray] filled with each [Color]'s "
- "name, for use in [method get_color], if the theme has [code]theme_type[/"
- "code]."
- msgstr ""
- "Devuelve todos los [Color]s como un [PackedStringArray] relleno con el "
- "nombre de cada [Color], para su uso en [method get_color], si el tema tiene "
- "[code]type[/code]."
- #: doc/classes/Theme.xml
- #, fuzzy
- msgid ""
- "Returns all the [Color] types as a [PoolStringArray] filled with unique type "
- "names, for use in [method get_color] and/or [method get_color_list]."
- msgstr ""
- "Devuelve todos los [Color]s como un [PackedStringArray] relleno con el "
- "nombre de cada [Color], para su uso en [method get_color], si el tema tiene "
- "[code]type[/code]."
- #: doc/classes/Theme.xml
- #, fuzzy
- msgid ""
- "Returns the constant at [code]name[/code] if the theme has [code]theme_type[/"
- "code]."
- msgstr ""
- "Devuelve la constante en [code]name[/code] si el tema tiene [code]type[/"
- "code]."
- #: doc/classes/Theme.xml
- #, fuzzy
- msgid ""
- "Returns all the constants as a [PoolStringArray] filled with each constant's "
- "name, for use in [method get_constant], if the theme has [code]theme_type[/"
- "code]."
- msgstr ""
- "Devuelve todas las constantes como un [PackedStringArray] relleno con el "
- "nombre de cada constante, para su uso en [method get_constant], si el tema "
- "tiene [code]type[/code]."
- #: doc/classes/Theme.xml
- #, fuzzy
- msgid ""
- "Returns all the constant types as a [PoolStringArray] filled with unique "
- "type names, for use in [method get_constant] and/or [method "
- "get_constant_list]."
- msgstr ""
- "Devuelve todas las constantes como un [PackedStringArray] relleno con el "
- "nombre de cada constante, para su uso en [method get_constant], si el tema "
- "tiene [code]type[/code]."
- #: doc/classes/Theme.xml
- #, fuzzy
- msgid ""
- "Returns the [Font] at [code]name[/code] if the theme has [code]theme_type[/"
- "code]. If such item does not exist and [member default_font] is set on the "
- "theme, the default font will be returned."
- msgstr ""
- "Devuelve la [Font] en [code]name[/code] si el tema tiene [code]type[/code]."
- #: doc/classes/Theme.xml
- #, fuzzy
- msgid ""
- "Returns all the [Font]s as a [PoolStringArray] filled with each [Font]'s "
- "name, for use in [method get_font], if the theme has [code]theme_type[/code]."
- msgstr ""
- "Devuelve todas las [Fonts] como un [PackedStringArray] rellenado con el "
- "nombre de cada [Font], para su uso en el [method get_font], si el tema tiene "
- "[code]type[/code]."
- #: doc/classes/Theme.xml
- #, fuzzy
- msgid ""
- "Returns all the [Font] types as a [PoolStringArray] filled with unique type "
- "names, for use in [method get_font] and/or [method get_font_list]."
- msgstr ""
- "Devuelve todas las [Fonts] como un [PackedStringArray] rellenado con el "
- "nombre de cada [Font], para su uso en el [method get_font], si el tema tiene "
- "[code]type[/code]."
- #: doc/classes/Theme.xml
- #, fuzzy
- msgid ""
- "Returns the icon [Texture] at [code]name[/code] if the theme has "
- "[code]theme_type[/code]."
- msgstr ""
- "Devuelve el icono [Texture2D] en [code]name[/code] si el tema tiene "
- "[code]type[/code]."
- #: doc/classes/Theme.xml
- #, fuzzy
- msgid ""
- "Returns all the icons as a [PoolStringArray] filled with each [Texture]'s "
- "name, for use in [method get_icon], if the theme has [code]theme_type[/code]."
- msgstr ""
- "Devuelve todos los iconos como un [PackedStringArray] rellenado con el "
- "nombre de cada [Texture2D], para su uso en el [method get_icon], si el tema "
- "tiene [code]type[/code]."
- #: doc/classes/Theme.xml
- #, fuzzy
- msgid ""
- "Returns all the icon types as a [PoolStringArray] filled with unique type "
- "names, for use in [method get_icon] and/or [method get_icon_list]."
- msgstr ""
- "Devuelve todos los iconos como un [PackedStringArray] rellenado con el "
- "nombre de cada [Texture2D], para su uso en el [method get_icon], si el tema "
- "tiene [code]type[/code]."
- #: doc/classes/Theme.xml
- #, fuzzy
- msgid ""
- "Returns the [StyleBox] at [code]name[/code] if the theme has "
- "[code]theme_type[/code].\n"
- "Valid [code]name[/code]s may be found using [method get_stylebox_list]. "
- "Valid [code]theme_type[/code]s may be found using [method "
- "get_stylebox_types]."
- msgstr ""
- "Devuelve todos los [StyleBox]s como un [PackedStringArray] relleno con el "
- "nombre de cada [StyleBox], para su uso en [method get_stylebox], si el tema "
- "tiene [code]type[/code]."
- #: doc/classes/Theme.xml
- #, fuzzy
- msgid ""
- "Returns all the [StyleBox]s as a [PoolStringArray] filled with each "
- "[StyleBox]'s name, for use in [method get_stylebox], if the theme has "
- "[code]theme_type[/code].\n"
- "Valid [code]theme_type[/code]s may be found using [method "
- "get_stylebox_types]."
- msgstr ""
- "Devuelve todos los [StyleBox]s como un [PackedStringArray] relleno con el "
- "nombre de cada [StyleBox], para su uso en [method get_stylebox], si el tema "
- "tiene [code]type[/code]."
- #: doc/classes/Theme.xml
- #, fuzzy
- msgid ""
- "Returns all the [StyleBox] types as a [PoolStringArray] filled with unique "
- "type names, for use in [method get_stylebox] and/or [method "
- "get_stylebox_list]."
- msgstr ""
- "Devuelve todos los tipos de [StyleBox] como un [PackedStringArray] relleno "
- "con el tipo de cada [StyleBox], para su uso en [method get_stylebox] y/o "
- "[method get_stylebox_list], si el tema tiene [code]type[/code]."
- #: doc/classes/Theme.xml
- #, fuzzy
- msgid ""
- "Returns the theme item of [code]data_type[/code] at [code]name[/code] if the "
- "theme has [code]theme_type[/code].\n"
- "Valid [code]name[/code]s may be found using [method get_theme_item_list] or "
- "a data type specific method. Valid [code]theme_type[/code]s may be found "
- "using [method get_theme_item_types] or a data type specific method."
- msgstr ""
- "Establece el [Font] del tema a [code]font[/code] en [code]name[/code] en "
- "[code]type[/code].\n"
- "No hace nada si el tema no tiene [code]type[/code]."
- #: doc/classes/Theme.xml
- #, fuzzy
- msgid ""
- "Returns all the theme items of [code]data_type[/code] as a [PoolStringArray] "
- "filled with each theme items's name, for use in [method get_theme_item] or a "
- "data type specific method, if the theme has [code]theme_type[/code].\n"
- "Valid [code]theme_type[/code]s may be found using [method "
- "get_theme_item_types] or a data type specific method."
- msgstr ""
- "Devuelve todos los [StyleBox]s como un [PackedStringArray] relleno con el "
- "nombre de cada [StyleBox], para su uso en [method get_stylebox], si el tema "
- "tiene [code]type[/code]."
- #: doc/classes/Theme.xml
- #, fuzzy
- msgid ""
- "Returns all the theme items of [code]data_type[/code] types as a "
- "[PoolStringArray] filled with unique type names, for use in [method "
- "get_theme_item], [method get_theme_item_list] or data type specific methods."
- msgstr ""
- "Devuelve todos los tipos de [StyleBox] como un [PackedStringArray] relleno "
- "con el tipo de cada [StyleBox], para su uso en [method get_stylebox] y/o "
- "[method get_stylebox_list], si el tema tiene [code]type[/code]."
- #: doc/classes/Theme.xml
- #, fuzzy
- msgid ""
- "Returns all the theme types as a [PoolStringArray] filled with unique type "
- "names, for use in other [code]get_*[/code] functions of this theme.\n"
- "[b]Note:[/b] [code]theme_type[/code] has no effect and will be removed in "
- "future version."
- msgstr ""
- "Devuelve todos los tipos de [code]type[/code] como un [PackedStringArray] "
- "para su uso en cualquiera de las funciones de [code]get_*[/code], si el tema "
- "tiene [code]type[/code]."
- #: doc/classes/Theme.xml
- #, fuzzy
- msgid ""
- "Returns the name of the base theme type if [code]theme_type[/code] is a "
- "valid variation type. Returns an empty string otherwise."
- msgstr ""
- "Devuelve el nombre de la escena que se está reproduciendo. Si no se está "
- "reproduciendo ninguna escena, devuelve una string vacía."
- #: doc/classes/Theme.xml
- #, fuzzy
- msgid ""
- "Returns a list of all type variations for the given [code]base_type[/code]."
- msgstr "Devuelve un [Array] de conexiones para la [code]signal[/code] dada."
- #: doc/classes/Theme.xml
- #, fuzzy
- msgid ""
- "Returns [code]true[/code] if [Color] with [code]name[/code] is in "
- "[code]theme_type[/code].\n"
- "Returns [code]false[/code] if the theme does not have [code]theme_type[/"
- "code]."
- msgstr ""
- "Devuelve [code]true[/code] si [Color] con [code]name[/code] está en "
- "[code]type[/code].\n"
- "Devuelve [code]false[/code] si el tema no tiene [code]type[/code]."
- #: doc/classes/Theme.xml
- #, fuzzy
- msgid ""
- "Returns [code]true[/code] if constant with [code]name[/code] is in "
- "[code]theme_type[/code].\n"
- "Returns [code]false[/code] if the theme does not have [code]theme_type[/"
- "code]."
- msgstr ""
- "Devuelve [code]true[/code] si la constante con [code]name[/code] está en "
- "[code]type[/code].\n"
- "Devuelve [code]false[/code] si el tema no tiene [code]type[/code]."
- #: doc/classes/Theme.xml
- #, fuzzy
- msgid ""
- "Returns [code]true[/code] if this theme has a valid [member default_font] "
- "value."
- msgstr ""
- "Devuelve [code]true[/code] si hay un conjunto de [member network_peer]."
- #: doc/classes/Theme.xml
- #, fuzzy
- msgid ""
- "Returns [code]true[/code] if [Font] with [code]name[/code] is in "
- "[code]theme_type[/code].\n"
- "Returns [code]false[/code] if the theme does not have [code]theme_type[/"
- "code]."
- msgstr ""
- "Devuelve [code]true[/code] si [Font] con [code]name[/code] está en "
- "[code]type[/code].\n"
- "Devuelve [code]false[/code] si el tema no tiene [code]type[/code]."
- #: doc/classes/Theme.xml
- #, fuzzy
- msgid ""
- "Returns [code]true[/code] if icon [Texture] with [code]name[/code] is in "
- "[code]theme_type[/code].\n"
- "Returns [code]false[/code] if the theme does not have [code]theme_type[/"
- "code]."
- msgstr ""
- "Devuelve [code]true[/code] si el icono [Texture2D] con [code]name[/code] "
- "está en [code]type[/code].\n"
- "Devuelve [code]false[/code] si el tema no tiene [code]type[/code]."
- #: doc/classes/Theme.xml
- #, fuzzy
- msgid ""
- "Returns [code]true[/code] if [StyleBox] with [code]name[/code] is in "
- "[code]theme_type[/code].\n"
- "Returns [code]false[/code] if the theme does not have [code]theme_type[/"
- "code]."
- msgstr ""
- "Devuelve [code]true[/code] si [StyleBox] con [code]name[/code] está en "
- "[code]type[/code].\n"
- "Devuelve [code]false[/code] si el tema no tiene [code]type[/code]."
- #: doc/classes/Theme.xml
- #, fuzzy
- msgid ""
- "Returns [code]true[/code] if a theme item of [code]data_type[/code] with "
- "[code]name[/code] is in [code]theme_type[/code].\n"
- "Returns [code]false[/code] if the theme does not have [code]theme_type[/"
- "code]."
- msgstr ""
- "Devuelve [code]true[/code] si [StyleBox] con [code]name[/code] está en "
- "[code]type[/code].\n"
- "Devuelve [code]false[/code] si el tema no tiene [code]type[/code]."
- #: doc/classes/Theme.xml
- #, fuzzy
- msgid ""
- "Returns [code]true[/code] if [code]theme_type[/code] is marked as a "
- "variation of [code]base_type[/code]."
- msgstr ""
- "Devuelve [code]true[/code] si el precargador contiene un recurso asociado a "
- "[code]name[/code]."
- #: doc/classes/Theme.xml
- msgid ""
- "Adds missing and overrides existing definitions with values from the "
- "[code]other[/code] [Theme].\n"
- "[b]Note:[/b] This modifies the current theme. If you want to merge two "
- "themes together without modifying either one, create a new empty theme and "
- "merge the other two into it one after another."
- msgstr ""
- #: doc/classes/Theme.xml
- msgid ""
- "Removes the theme type, gracefully discarding defined theme items. If the "
- "type is a variation, this information is also erased. If the type is a base "
- "for type variations, those variations lose their base."
- msgstr ""
- #: doc/classes/Theme.xml
- #, fuzzy
- msgid ""
- "Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
- "theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
- "this method fails."
- msgstr ""
- "Devuelve el [Color] en [code]name[/code] si el tema tiene [code]type[/code]."
- #: doc/classes/Theme.xml
- #, fuzzy
- msgid ""
- "Renames the constant at [code]old_name[/code] to [code]name[/code] if the "
- "theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
- "this method fails."
- msgstr ""
- "Devuelve la constante en [code]name[/code] si el tema tiene [code]type[/"
- "code]."
- #: doc/classes/Theme.xml
- #, fuzzy
- msgid ""
- "Renames the [Font] at [code]old_name[/code] to [code]name[/code] if the "
- "theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
- "this method fails."
- msgstr ""
- "Devuelve la [Font] en [code]name[/code] si el tema tiene [code]type[/code]."
- #: doc/classes/Theme.xml
- #, fuzzy
- msgid ""
- "Renames the icon at [code]old_name[/code] to [code]name[/code] if the theme "
- "has [code]theme_type[/code]. If [code]name[/code] is already taken, this "
- "method fails."
- msgstr ""
- "Devuelve el icono [StyleBox] en [code]name[/code] si el tema tiene "
- "[code]type[/code]."
- #: doc/classes/Theme.xml
- #, fuzzy
- msgid ""
- "Renames [StyleBox] at [code]old_name[/code] to [code]name[/code] if the "
- "theme has [code]theme_type[/code]. If [code]name[/code] is already taken, "
- "this method fails."
- msgstr ""
- "Establece el [StyleBox] del tema a [code]stylebox[/code] en [code]name[/"
- "code] en [code]type[/code].\n"
- "No hace nada si el tema no tiene [code]type[/code]."
- #: doc/classes/Theme.xml
- #, fuzzy
- msgid ""
- "Renames the theme item of [code]data_type[/code] at [code]old_name[/code] to "
- "[code]name[/code] if the theme has [code]theme_type[/code]. If [code]name[/"
- "code] is already taken, this method fails."
- msgstr ""
- "Establece la constante del tema en [code]constant[/code] en [code]name[/"
- "code] en [code]type[/code].\n"
- "No hace nada si el tema no tiene [code]type[/code]."
- #: doc/classes/Theme.xml
- #, fuzzy
- msgid ""
- "Sets the theme's [Color] to [code]color[/code] at [code]name[/code] in "
- "[code]theme_type[/code].\n"
- "Creates [code]theme_type[/code] if the theme does not have it."
- msgstr ""
- "Establece el [Color] del tema a [code]color[/code] en [code]name[/code] en "
- "[code]type[/code].\n"
- "No hace nada si el tema no tiene [code]type[/code]."
- #: doc/classes/Theme.xml
- #, fuzzy
- msgid ""
- "Sets the theme's constant to [code]constant[/code] at [code]name[/code] in "
- "[code]theme_type[/code].\n"
- "Creates [code]theme_type[/code] if the theme does not have it."
- msgstr ""
- "Establece la constante del tema en [code]constant[/code] en [code]name[/"
- "code] en [code]type[/code].\n"
- "No hace nada si el tema no tiene [code]type[/code]."
- #: doc/classes/Theme.xml
- #, fuzzy
- msgid ""
- "Sets the theme's [Font] to [code]font[/code] at [code]name[/code] in "
- "[code]theme_type[/code].\n"
- "Creates [code]theme_type[/code] if the theme does not have it."
- msgstr ""
- "Establece el [Font] del tema a [code]font[/code] en [code]name[/code] en "
- "[code]type[/code].\n"
- "No hace nada si el tema no tiene [code]type[/code]."
- #: doc/classes/Theme.xml
- #, fuzzy
- msgid ""
- "Sets the theme's icon [Texture] to [code]texture[/code] at [code]name[/code] "
- "in [code]theme_type[/code].\n"
- "Creates [code]theme_type[/code] if the theme does not have it."
- msgstr ""
- "Establece el [Font] del tema a [code]font[/code] en [code]name[/code] en "
- "[code]type[/code].\n"
- "No hace nada si el tema no tiene [code]type[/code]."
- #: doc/classes/Theme.xml
- #, fuzzy
- msgid ""
- "Sets theme's [StyleBox] to [code]stylebox[/code] at [code]name[/code] in "
- "[code]theme_type[/code].\n"
- "Creates [code]theme_type[/code] if the theme does not have it."
- msgstr ""
- "Establece el [StyleBox] del tema a [code]stylebox[/code] en [code]name[/"
- "code] en [code]type[/code].\n"
- "No hace nada si el tema no tiene [code]type[/code]."
- #: doc/classes/Theme.xml
- #, fuzzy
- msgid ""
- "Sets the theme item of [code]data_type[/code] to [code]value[/code] at "
- "[code]name[/code] in [code]theme_type[/code].\n"
- "Does nothing if the [code]value[/code] type does not match [code]data_type[/"
- "code].\n"
- "Creates [code]theme_type[/code] if the theme does not have it."
- msgstr ""
- "Establece el [Font] del tema a [code]font[/code] en [code]name[/code] en "
- "[code]type[/code].\n"
- "No hace nada si el tema no tiene [code]type[/code]."
- #: doc/classes/Theme.xml
- msgid ""
- "Marks [code]theme_type[/code] as a variation of [code]base_type[/code].\n"
- "This adds [code]theme_type[/code] as a suggested option for [member Control."
- "theme_type_variation] on a [Control] that is of the [code]base_type[/code] "
- "class.\n"
- "Variations can also be nested, i.e. [code]base_type[/code] can be another "
- "variation. If a chain of variations ends with a [code]base_type[/code] "
- "matching the class of the [Control], the whole chain is going to be "
- "suggested as options.\n"
- "[b]Note:[/b] Suggestions only show up if this theme resource is set as the "
- "project default theme. See [member ProjectSettings.gui/theme/custom]."
- msgstr ""
- #: doc/classes/Theme.xml
- msgid ""
- "The default font of this [Theme] resource. Used as a fallback value for font "
- "items defined in this theme, but having invalid values. If this value is "
- "also invalid, the global default value is used.\n"
- "Use [method has_default_font] to check if this value is valid."
- msgstr ""
- #: doc/classes/Theme.xml
- #, fuzzy
- msgid "Theme's [Color] item type."
- msgstr "El [Color] de la niebla."
- #: doc/classes/Theme.xml
- #, fuzzy
- msgid "Theme's constant item type."
- msgstr "El tipo de la constante."
- #: doc/classes/Theme.xml
- #, fuzzy
- msgid "Theme's [Font] item type."
- msgstr "El tipo de la constante."
- #: doc/classes/Theme.xml
- #, fuzzy
- msgid "Theme's icon [Texture] item type."
- msgstr "El recurso del nodo [Texture2D]."
- #: doc/classes/Theme.xml
- msgid "Theme's [StyleBox] item type."
- msgstr ""
- #: doc/classes/Theme.xml
- #, fuzzy
- msgid "Maximum value for the DataType enum."
- msgstr "Valor máximo para el modo enum."
- #: doc/classes/Thread.xml
- msgid "A unit of execution in a process."
- msgstr "Una unidad de ejecución en un proceso."
- #: doc/classes/Thread.xml
- #, fuzzy
- msgid ""
- "A unit of execution in a process. Can run methods on [Object]s "
- "simultaneously. The use of synchronization via [Mutex] or [Semaphore] is "
- "advised if working with shared objects.\n"
- "[b]Note:[/b] Breakpoints won't break on code if it's running in a thread. "
- "This is a current limitation of the GDScript debugger."
- msgstr ""
- "Una unidad de ejecución en un proceso. Puede ejecutar métodos en [Object]s "
- "simultáneamente. Se aconseja el uso de la sincronización a través de [Mutex] "
- "o [Semaphore] si se trabaja con objetos compartidos."
- #: doc/classes/Thread.xml
- msgid "Using multiple threads"
- msgstr ""
- #: doc/classes/Thread.xml
- msgid "Thread-safe APIs"
- msgstr ""
- #: doc/classes/Thread.xml
- #, fuzzy
- msgid ""
- "Returns the current [Thread]'s ID, uniquely identifying it among all "
- "threads. If the [Thread] is not running this returns an empty string."
- msgstr ""
- "Devuelve la identificación del [Thread] actual, identificándolo de forma "
- "única entre todos los hilos."
- #: doc/classes/Thread.xml
- msgid ""
- "Returns [code]true[/code] if this [Thread] has been started. Once started, "
- "this will return [code]true[/code] until it is joined using [method "
- "wait_to_finish]. For checking if a [Thread] is still executing its task, use "
- "[method is_alive]."
- msgstr ""
- #: doc/classes/Thread.xml
- msgid ""
- "Returns [code]true[/code] if this [Thread] is currently running. This is "
- "useful for determining if [method wait_to_finish] can be called without "
- "blocking the calling thread.\n"
- "To check if a [Thread] is joinable, use [method is_active]."
- msgstr ""
- #: doc/classes/Thread.xml
- msgid ""
- "Starts a new [Thread] that runs [code]method[/code] on object "
- "[code]instance[/code] with [code]userdata[/code] passed as an argument. Even "
- "if no userdata is passed, [code]method[/code] must accept one argument and "
- "it will be null. The [code]priority[/code] of the [Thread] can be changed by "
- "passing a value from the [enum Priority] enum.\n"
- "Returns [constant OK] on success, or [constant ERR_CANT_CREATE] on failure."
- msgstr ""
- "Inicia un nuevo [Thread] que ejecuta [code]method[/code] en el objeto "
- "[code]instance[/code] con [code]userdata[/code] pasado como argumento. "
- "Aunque no se pasen userdata, [code]method[/code] debe aceptar un argumento y "
- "será nulo. La [code]priority[/code] del [Thread] puede cambiarse pasando un "
- "valor del enum [enum Priority].\n"
- "Devuelve [constant OK] en el éxito, o [constant ERR_CANT_CREATE] en el "
- "fracaso."
- #: doc/classes/Thread.xml
- msgid ""
- "Joins the [Thread] and waits for it to finish. Returns the output of the "
- "method passed to [method start].\n"
- "Should either be used when you want to retrieve the value returned from the "
- "method called by the [Thread] or before freeing the instance that contains "
- "the [Thread].\n"
- "To determine if this can be called without blocking the calling thread, "
- "check if [method is_alive] is [code]false[/code].\n"
- "[b]Note:[/b] After the [Thread] finishes joining it will be disposed. If you "
- "want to use it again you will have to create a new instance of it."
- msgstr ""
- #: doc/classes/Thread.xml
- msgid "A thread running with lower priority than normally."
- msgstr "Un hilo que corre con menor prioridad de lo normal."
- #: doc/classes/Thread.xml
- msgid "A thread with a standard priority."
- msgstr "Un hilo con una prioridad estándar."
- #: doc/classes/Thread.xml
- msgid "A thread running with higher priority than normally."
- msgstr "Un hilo que corre con mayor prioridad de lo normal."
- #: doc/classes/TileMap.xml
- msgid "Node for 2D tile-based maps."
- msgstr "Nodo para mapas basados en tiles 2D."
- #: doc/classes/TileMap.xml
- msgid ""
- "Node for 2D tile-based maps. Tilemaps use a [TileSet] which contain a list "
- "of tiles (textures plus optional collision, navigation, and/or occluder "
- "shapes) which are used to create grid-based maps.\n"
- "When doing physics queries against the tilemap, the cell coordinates are "
- "encoded as [code]metadata[/code] for each detected collision shape returned "
- "by methods such as [method Physics2DDirectSpaceState.intersect_shape], "
- "[method Physics2DDirectBodyState.get_contact_collider_shape_metadata], etc."
- msgstr ""
- #: doc/classes/TileMap.xml doc/classes/TileSet.xml
- msgid "Using Tilemaps"
- msgstr ""
- #: doc/classes/TileMap.xml doc/classes/TileSet.xml
- msgid "2D Hexagonal Demo"
- msgstr ""
- #: doc/classes/TileMap.xml
- msgid "Clears all cells."
- msgstr "Limpia todas las celdas."
- #: doc/classes/TileMap.xml
- msgid "Clears cells that do not exist in the tileset."
- msgstr "Despeja las celdas que no existen en el tileset."
- #: doc/classes/TileMap.xml
- msgid ""
- "Returns the tile index of the given cell. If no tile exists in the cell, "
- "returns [constant INVALID_CELL]."
- msgstr ""
- "Devuelve el índice de tile de la celda dada. Si no existe ningún tile en la "
- "celda, devuelve [constant INVALID_CELL]."
- #: doc/classes/TileMap.xml
- msgid ""
- "Returns the coordinate (subtile column and row) of the autotile variation in "
- "the tileset. Returns a zero vector if the cell doesn't have autotiling."
- msgstr ""
- "Devuelve la coordenada (columna y fila sutil) de la variación autotile en el "
- "tileset. Devuelve un vector cero si la celda no tiene autotiling."
- #: doc/classes/TileMap.xml
- msgid ""
- "Returns the tile index of the cell given by a Vector2. If no tile exists in "
- "the cell, returns [constant INVALID_CELL]."
- msgstr ""
- "Devuelve el índice de tile de la célula dado por un Vector2. Si no existe "
- "ningún tile en la celda, devuelve [constant INVALID_CELL]."
- #: doc/classes/TileMap.xml
- msgid "Returns [code]true[/code] if the given collision layer bit is set."
- msgstr ""
- "Devuelve [code]true[/code] si el bit de la capa de colisión dada está fijado."
- #: doc/classes/TileMap.xml
- msgid "Returns [code]true[/code] if the given collision mask bit is set."
- msgstr ""
- "Devuelve [code]true[/code] si el bit de la máscara de colisión dada está "
- "configurado."
- #: doc/classes/TileMap.xml
- msgid ""
- "Returns a [Vector2] array with the positions of all cells containing a tile "
- "from the tileset (i.e. a tile index different from [code]-1[/code])."
- msgstr ""
- "Devuelve una array [Vector2] con las posiciones de todas las celdas que "
- "contienen un tile del conjunto de tileset (es decir, un índice de tile "
- "diferente de [code]-1[/code])."
- #: doc/classes/TileMap.xml
- #, fuzzy
- msgid ""
- "Returns an array of all cells with the given tile index specified in "
- "[code]id[/code]."
- msgstr ""
- "Devuelve una array de todas las celdas con el [code]index[/code] del tile "
- "dado."
- #: doc/classes/TileMap.xml
- msgid "Returns a rectangle enclosing the used (non-empty) tiles of the map."
- msgstr ""
- "Devuelve un rectángulo que encierra los tiles usados (no vacíos) del mapa."
- #: doc/classes/TileMap.xml
- msgid ""
- "Returns [code]true[/code] if the given cell is transposed, i.e. the X and Y "
- "axes are swapped."
- msgstr ""
- "Devuelve [code]true[/code] si la celda dada se transpone, es decir, los ejes "
- "X e Y se intercambian."
- #: doc/classes/TileMap.xml
- msgid "Returns [code]true[/code] if the given cell is flipped in the X axis."
- msgstr "Devuelve [code]true[/code] si la celda dada se voltea en el eje X."
- #: doc/classes/TileMap.xml
- msgid "Returns [code]true[/code] if the given cell is flipped in the Y axis."
- msgstr "Devuelve [code]true[/code] si la celda dada se voltea en el eje Y."
- #: doc/classes/TileMap.xml
- msgid ""
- "Returns the local position of the top left corner of the cell corresponding "
- "to the given tilemap (grid-based) coordinates.\n"
- "To get the global position, use [method Node2D.to_global]:\n"
- "[codeblock]\n"
- "var local_position = my_tilemap.map_to_world(map_position)\n"
- "var global_position = my_tilemap.to_global(local_position)\n"
- "[/codeblock]\n"
- "Optionally, the tilemap's half offset can be ignored."
- msgstr ""
- #: doc/classes/TileMap.xml
- #, fuzzy
- msgid ""
- "Sets the tile index for the given cell.\n"
- "An index of [code]-1[/code] clears the cell.\n"
- "Optionally, the tile can also be flipped, transposed, or given autotile "
- "coordinates. The autotile coordinate refers to the column and row of the "
- "subtile.\n"
- "[b]Note:[/b] Data such as navigation polygons and collision shapes are not "
- "immediately updated for performance reasons.\n"
- "If you need these to be immediately updated, you can call [method "
- "update_dirty_quadrants].\n"
- "Overriding this method also overrides it internally, allowing custom logic "
- "to be implemented when tiles are placed/removed:\n"
- "[codeblock]\n"
- "func set_cell(x, y, tile, flip_x=false, flip_y=false, transpose=false, "
- "autotile_coord=Vector2()):\n"
- " # Write your custom logic here.\n"
- " # To call the default method:\n"
- " .set_cell(x, y, tile, flip_x, flip_y, transpose, autotile_coord)\n"
- "[/codeblock]"
- msgstr ""
- "Establece el índice de tile para la célula dada por un Vector2.\n"
- "Un índice de [code]-1[/code] borra la celda.\n"
- "Opcionalmente, la tile también puede ser volteada, transpuesta o se le "
- "pueden dar coordenadas autotiles. La coordenada autotile se refiere a la "
- "columna y la fila del subtile.\n"
- "[b]Nota:[/b] Los datos como los polígonos de navegación y las formas de "
- "colisión no se actualizan inmediatamente por razones de rendimiento.\n"
- "Si necesitas que se actualicen inmediatamente, puedes llamar a [method "
- "update_dirty_quadrants].\n"
- "Anular este método también lo anula internamente, lo que permite implementar "
- "una lógica personalizada cuando se colocan/quitan tiles:\n"
- "[codeblock]\n"
- "func set_cell(x, y, tile, flip_x, flip_y, transpose, autotile_coord)\n"
- " # Escriba su lógica personalizada aquí.\n"
- " # Para llamar al método por defecto:\n"
- " .set_cell(x, y, tile, flip_x, flip_y, transpose, autotile_coord)\n"
- "[/codeblock]"
- #: doc/classes/TileMap.xml
- #, fuzzy
- msgid ""
- "Sets the tile index for the cell given by a Vector2.\n"
- "An index of [code]-1[/code] clears the cell.\n"
- "Optionally, the tile can also be flipped, transposed, or given autotile "
- "coordinates. The autotile coordinate refers to the column and row of the "
- "subtile.\n"
- "[b]Note:[/b] Data such as navigation polygons and collision shapes are not "
- "immediately updated for performance reasons.\n"
- "If you need these to be immediately updated, you can call [method "
- "update_dirty_quadrants]."
- msgstr ""
- "Establece el índice de tiles para la celda dada.\n"
- "Un índice de [code]-1[/code] borra la celda.\n"
- "Opcionalmente, la tile también puede ser volteada o transpuesta.\n"
- "[b]Nota:[/b] Los datos como los polígonos de navegación y las formas de "
- "colisión no se actualizan inmediatamente por razones de rendimiento.\n"
- "Si necesitas que se actualicen inmediatamente, puedes llamar a [method "
- "update_dirty_quadrants]."
- #: doc/classes/TileMap.xml
- msgid "Sets the given collision layer bit."
- msgstr "Establece el bit de la capa de colisión dada."
- #: doc/classes/TileMap.xml
- msgid "Sets the given collision mask bit."
- msgstr "Establece el bit de la máscara de colisión dada."
- #: doc/classes/TileMap.xml
- msgid ""
- "Applies autotiling rules to the cell (and its adjacent cells) referenced by "
- "its grid-based X and Y coordinates."
- msgstr ""
- "Aplica las reglas de autotiling a la célula (y sus células adyacentes) "
- "referidas por sus coordenadas X e Y basadas en la cuadrícula."
- #: doc/classes/TileMap.xml
- msgid ""
- "Applies autotiling rules to the cells in the given region (specified by grid-"
- "based X and Y coordinates).\n"
- "Calling with invalid (or missing) parameters applies autotiling rules for "
- "the entire tilemap."
- msgstr ""
- "Aplica las reglas de autotiling a las celdas de la región dada "
- "(especificadas por las coordenadas X e Y de la cuadrícula).\n"
- "Llamar con parámetros inválidos (o que faltan) aplica las reglas de "
- "autocalibración para todo el mapa de tilemap."
- #: doc/classes/TileMap.xml
- msgid ""
- "Updates the tile map's quadrants, allowing things such as navigation and "
- "collision shapes to be immediately used if modified."
- msgstr ""
- "Actualiza los cuadrantes del mapa de tiles, permitiendo que cosas como la "
- "navegación y las formas de colisión se usen inmediatamente si se modifican."
- #: doc/classes/TileMap.xml
- msgid ""
- "Returns the tilemap (grid-based) coordinates corresponding to the given "
- "local position.\n"
- "To use this with a global position, first determine the local position with "
- "[method Node2D.to_local]:\n"
- "[codeblock]\n"
- "var local_position = my_tilemap.to_local(global_position)\n"
- "var map_position = my_tilemap.world_to_map(local_position)\n"
- "[/codeblock]"
- msgstr ""
- #: doc/classes/TileMap.xml
- #, fuzzy
- msgid "If [code]true[/code], this TileMap bakes a navigation region."
- msgstr "Si [code]true[/code], la animación nombrada existe."
- #: doc/classes/TileMap.xml
- msgid "If [code]true[/code], the cell's UVs will be clipped."
- msgstr "Si [code]true[/code], los UV de la celda serán recortados."
- #: doc/classes/TileMap.xml
- msgid "The custom [Transform2D] to be applied to the TileMap's cells."
- msgstr ""
- "La [Transform2D] personalizada para ser aplicada a las celdas del TileMap."
- #: doc/classes/TileMap.xml
- msgid ""
- "Amount to offset alternating tiles. See [enum HalfOffset] for possible "
- "values."
- msgstr ""
- "Cantidad para compensar las tiles alternadas. Ver [enum HalfOffset] para los "
- "posibles valores."
- #: doc/classes/TileMap.xml
- msgid ""
- "The TileMap's quadrant size. Optimizes drawing by batching, using chunks of "
- "this size."
- msgstr ""
- "El tamaño del cuadrante del TileMap. Optimiza el dibujo por lotes, usando "
- "trozos de este tamaño."
- #: doc/classes/TileMap.xml
- msgid "The TileMap's cell size."
- msgstr "El tamaño de la celda del TileMap."
- #: doc/classes/TileMap.xml
- msgid "Position for tile origin. See [enum TileOrigin] for possible values."
- msgstr ""
- "Posición para el origen del tile. Ver [enum TileOrigin] para los posibles "
- "valores."
- #: doc/classes/TileMap.xml
- #, fuzzy
- msgid ""
- "If [code]true[/code], the TileMap's direct children will be drawn in order "
- "of their Y coordinate."
- msgstr ""
- "Si [code]true[/code], los hijos del TileMap se dibujarán en el orden de su "
- "coordenada Y."
- #: doc/classes/TileMap.xml
- msgid ""
- "If [code]true[/code], the textures will be centered in the middle of each "
- "tile. This is useful for certain isometric or top-down modes when textures "
- "are made larger or smaller than the tiles (e.g. to avoid flickering on tile "
- "edges). The offset is still applied, but from the center of the tile. If "
- "used, [member compatibility_mode] is ignored.\n"
- "If [code]false[/code], the texture position start in the top-left corner "
- "unless [member compatibility_mode] is enabled."
- msgstr ""
- "Si [code]true[/code], las texturas se centrarán en el centro de cada tile. "
- "Esto es útil para ciertos modos isométricos o de arriba hacia abajo cuando "
- "las texturas se hacen más grandes o más pequeñas que las tiles (por ejemplo, "
- "para evitar el parpadeo en los bordes de las tiles). El desplazamiento se "
- "sigue aplicando, pero desde el centro de la tile. Si se utiliza, se ignora "
- "[member compatibility_mode].\n"
- "Si [code]false[/code], la posición de la textura comienza en la esquina "
- "superior izquierda a menos que [member compatibility_mode] esté activado."
- #: doc/classes/TileMap.xml
- msgid ""
- "Bounce value for static body collisions (see [code]collision_use_kinematic[/"
- "code])."
- msgstr ""
- "Valor de rebote para las colisiones de cuerpos estáticos (ver "
- "[code]collision_use_kinematic[/code])."
- #: doc/classes/TileMap.xml
- msgid ""
- "Friction value for static body collisions (see "
- "[code]collision_use_kinematic[/code])."
- msgstr ""
- "Valor de fricción para colisiones de cuerpos estáticos (ver "
- "[code]collision_use_kinematic[/code])."
- #: doc/classes/TileMap.xml
- msgid ""
- "The collision layer(s) for all colliders in the TileMap. See [url=$DOCS_URL/"
- "tutorials/physics/physics_introduction.html#collision-layers-and-"
- "masks]Collision layers and masks[/url] in the documentation for more "
- "information."
- msgstr ""
- #: doc/classes/TileMap.xml
- msgid ""
- "The collision mask(s) for all colliders in the TileMap. See [url=$DOCS_URL/"
- "tutorials/physics/physics_introduction.html#collision-layers-and-"
- "masks]Collision layers and masks[/url] in the documentation for more "
- "information."
- msgstr ""
- #: doc/classes/TileMap.xml
- msgid ""
- "If [code]true[/code], TileMap collisions will be handled as a kinematic "
- "body. If [code]false[/code], collisions will be handled as static body."
- msgstr ""
- "Si [code]true[/code], las colisiones de TileMap se manejarán como un cuerpo "
- "cinematico. Si [code]false[/code], las colisiones se manejarán como un "
- "cuerpo estático."
- #: doc/classes/TileMap.xml
- msgid ""
- "If [code]true[/code], this tilemap's collision shape will be added to the "
- "collision shape of the parent. The parent has to be a [CollisionObject2D]."
- msgstr ""
- "Si [code]true[/code], la forma de colisión de este tilemap se añadirá a la "
- "forma de colisión del padre. El padre tiene que ser un [CollisionObject2D]."
- #: doc/classes/TileMap.xml
- msgid ""
- "If [code]true[/code], the compatibility with the tilemaps made in Godot 3.1 "
- "or earlier is maintained (textures move when the tile origin changes and "
- "rotate if the texture size is not homogeneous). This mode presents problems "
- "when doing [code]flip_h[/code], [code]flip_v[/code] and [code]transpose[/"
- "code] tile operations on non-homogeneous isometric tiles (e.g. 2:1), in "
- "which the texture could not coincide with the collision, thus it is not "
- "recommended for isometric or non-square tiles.\n"
- "If [code]false[/code], the textures do not move when doing [code]flip_h[/"
- "code], [code]flip_v[/code] operations if no offset is used, nor when "
- "changing the tile origin.\n"
- "The compatibility mode doesn't work with the [member centered_textures] "
- "option, because displacing textures with the [member cell_tile_origin] "
- "option or in irregular tiles is not relevant when centering those textures."
- msgstr ""
- "Si [code]true[/code], se mantiene la compatibilidad con los tilemaps "
- "realizados en Godot 3.1 o anteriores (las texturas se mueven cuando cambia "
- "el origen del tile y giran si el tamaño de la textura no es homogéneo). Este "
- "modo presenta problemas al realizar operaciones de colocación de "
- "[code]flip_h[/code], [code]flip_v[/code] y [code]transpose[/code] sobre "
- "tiles isométricas no homogéneas (por ejemplo, 2:1), en las que la textura "
- "podría no coincidir con la colisión, por lo que no se recomienda para las "
- "tiles isométricas o no cuadradas.\n"
- "Si [code]false[/code], las texturas no se mueven al realizar las operaciones "
- "[code]flip_h[/code], [code]flip_v[/code] si no se utiliza el offset, ni al "
- "cambiar el origen de la tile.\n"
- "El modo de compatibilidad no funciona con la opción [member "
- "centered_textures], porque desplazar las texturas con la opción [member "
- "cell_tile_origin] o en tiles irregulares no es relevante al centrar esas "
- "texturas."
- #: doc/classes/TileMap.xml
- msgid "The TileMap orientation mode. See [enum Mode] for possible values."
- msgstr ""
- "El modo de orientación de TileMap. Vea [enum Mode] para los posibles valores."
- #: doc/classes/TileMap.xml
- msgid "The navigation layers the TileMap generates its navigation regions in."
- msgstr ""
- #: doc/classes/TileMap.xml
- msgid ""
- "The light mask assigned to all light occluders in the TileMap. The TileSet's "
- "light occluders will cast shadows only from Light2D(s) that have the same "
- "light mask(s)."
- msgstr ""
- "La máscara de luz asignada a todos los oclusores de luz en el TileMap. Los "
- "oclusores de luz del TileSet arrojarán sombras sólo de los Light2D que "
- "tengan la misma máscara de luz."
- #: doc/classes/TileMap.xml
- msgid ""
- "If [code]true[/code], collision shapes are visible in the editor. Doesn't "
- "affect collision shapes visibility at runtime. To show collision shapes at "
- "runtime, enable [b]Visible Collision Shapes[/b] in the [b]Debug[/b] menu "
- "instead."
- msgstr ""
- #: doc/classes/TileMap.xml
- msgid "The assigned [TileSet]."
- msgstr "El [TileSet] asignado."
- #: doc/classes/TileMap.xml
- msgid "Emitted when a tilemap setting has changed."
- msgstr "Emitido cuando la configuración de un mapa de tiles ha cambiado."
- #: doc/classes/TileMap.xml
- msgid "Returned when a cell doesn't exist."
- msgstr "Devuelto cuando una celda no existe."
- #: doc/classes/TileMap.xml
- msgid "Orthogonal orientation mode."
- msgstr "Modo de orientación ortogonal."
- #: doc/classes/TileMap.xml
- msgid "Isometric orientation mode."
- msgstr "Modo de orientación isométrica."
- #: doc/classes/TileMap.xml
- msgid "Custom orientation mode."
- msgstr "Modo de orientación personalizada."
- #: doc/classes/TileMap.xml
- msgid "Half offset on the X coordinate."
- msgstr "Medio desplazamiento en la coordenada X."
- #: doc/classes/TileMap.xml
- msgid "Half offset on the Y coordinate."
- msgstr "Medio desplazamiento en la coordenada Y."
- #: doc/classes/TileMap.xml
- msgid "Half offset disabled."
- msgstr "Medio desplazamiento desactivado."
- #: doc/classes/TileMap.xml
- msgid "Half offset on the X coordinate (negative)."
- msgstr "Desplazamiento medio en la coordenada X (negativo)."
- #: doc/classes/TileMap.xml
- msgid "Half offset on the Y coordinate (negative)."
- msgstr "Medio desplazamiento en la coordenada Y (negativo)."
- #: doc/classes/TileMap.xml
- msgid "Tile origin at its top-left corner."
- msgstr "Origen del tile en su esquina superior izquierda."
- #: doc/classes/TileMap.xml
- msgid "Tile origin at its center."
- msgstr "El origen del tile en su centro."
- #: doc/classes/TileMap.xml
- msgid "Tile origin at its bottom-left corner."
- msgstr "Origen del tile en su esquina inferior izquierda."
- #: doc/classes/TileSet.xml
- msgid "Tile library for tilemaps."
- msgstr "Biblioteca de tile para tilemaps."
- #: doc/classes/TileSet.xml
- msgid ""
- "A TileSet is a library of tiles for a [TileMap]. It contains a list of "
- "tiles, each consisting of a sprite and optional collision shapes.\n"
- "Tiles are referenced by a unique integer ID."
- msgstr ""
- "Un TileSet es una biblioteca de tiles para un [TileMap]. Contiene una lista "
- "de tiles, cada uno de los cuales consiste en un sprite y formas de colisión "
- "opcionales.\n"
- "Los tiles están referenciados por un ID entero único."
- #: doc/classes/TileSet.xml
- msgid ""
- "Determines when the auto-tiler should consider two different auto-tile IDs "
- "to be bound together.\n"
- "[b]Note:[/b] [code]neighbor_id[/code] will be [code]-1[/code] ([constant "
- "TileMap.INVALID_CELL]) when checking a tile against an empty neighbor tile."
- msgstr ""
- "Determina cuando el auto-tiler debe considerar que dos diferentes "
- "identificaciones de auto-tiler están unidas.\n"
- "[b]Nota:[/b] [code]neighbor_id[/code] será [code]-1[/code] ([constant "
- "TileMap.INVALID_CELL]) al comparar una tile con una tile vecina vacía."
- #: doc/classes/TileSet.xml
- msgid "Clears all bitmask information of the autotile."
- msgstr "Borra toda la información de la máscara de bits del autotile."
- #: doc/classes/TileSet.xml
- msgid ""
- "Returns the bitmask of the subtile from an autotile given its coordinates.\n"
- "The value is the sum of the values in [enum AutotileBindings] present in the "
- "subtile (e.g. a value of 5 means the bitmask has bindings in both the top "
- "left and top right)."
- msgstr ""
- "Devuelve la máscara de bits del subtiles de un autotile dado sus "
- "coordenadas.\n"
- "El valor es la suma de los valores de [enum AutotileBindings] presentes en "
- "el subtile (por ejemplo, un valor de 5 significa que la máscara de bits "
- "tiene enlaces tanto en la parte superior izquierda como en la superior "
- "derecha)."
- #: doc/classes/TileSet.xml
- msgid "Returns the [enum BitmaskMode] of the autotile."
- msgstr "Devuelve el [enum BitmaskMode] del autotile."
- #: doc/classes/TileSet.xml
- msgid ""
- "Returns the subtile that's being used as an icon in an atlas/autotile given "
- "its coordinates.\n"
- "The subtile defined as the icon will be used as a fallback when the atlas/"
- "autotile's bitmask information is incomplete. It will also be used to "
- "represent it in the TileSet editor."
- msgstr ""
- "Devuelve el subtile que se está usando como icono en un atlas/autotile dadas "
- "sus coordenadas.\n"
- "La subtile definida como el icono será utilizada como una alternativa cuando "
- "la información de la máscara de bits del atlas/autotile esté incompleta. "
- "También se usará para representarla en el editor de TileSet."
- #: doc/classes/TileSet.xml
- msgid ""
- "Returns the light occluder of the subtile from an atlas/autotile given its "
- "coordinates."
- msgstr ""
- "Devuelve el oclusor de luz del subtile de un atlas/autotile dadas sus "
- "coordenadas."
- #: doc/classes/TileSet.xml
- msgid ""
- "Returns the navigation polygon of the subtile from an atlas/autotile given "
- "its coordinates."
- msgstr ""
- "Devuelve el polígono de navegación del subsuelo de un atlas/autotile dadas "
- "sus coordenadas."
- #: doc/classes/TileSet.xml
- msgid "Returns the size of the subtiles in an atlas/autotile."
- msgstr "Devuelve el tamaño de los subtiles en un atlas/autotile."
- #: doc/classes/TileSet.xml
- msgid "Returns the spacing between subtiles of the atlas/autotile."
- msgstr "Devuelve el espacio entre los subtiles del atlas/autotile."
- #: doc/classes/TileSet.xml
- msgid ""
- "Returns the priority of the subtile from an autotile given its coordinates.\n"
- "When more than one subtile has the same bitmask value, one of them will be "
- "picked randomly for drawing. Its priority will define how often it will be "
- "picked."
- msgstr ""
- "Devuelve la prioridad del subtile de un autotile dado sus coordenadas.\n"
- "Cuando más de un subtile tiene el mismo valor de máscara de bits, uno de "
- "ellos será elegido al azar para dibujar. Su prioridad definirá la frecuencia "
- "con la que se elegirá."
- #: doc/classes/TileSet.xml
- msgid ""
- "Returns the drawing index of the subtile from an atlas/autotile given its "
- "coordinates."
- msgstr ""
- "Devuelve el índice de dibujo del subtile de un atlas/autotile dadas sus "
- "coordenadas."
- #: doc/classes/TileSet.xml
- msgid ""
- "Sets the bitmask of the subtile from an autotile given its coordinates.\n"
- "The value is the sum of the values in [enum AutotileBindings] present in the "
- "subtile (e.g. a value of 5 means the bitmask has bindings in both the top "
- "left and top right)."
- msgstr ""
- "Establece la máscara de bits del subtile de un autotile dado sus "
- "coordenadas.\n"
- "El valor es la suma de los valores de [enum AutotileBindings] presentes en "
- "el subtile (por ejemplo, un valor de 5 significa que la máscara de bits "
- "tiene enlaces tanto en la parte superior izquierda como en la superior "
- "derecha)."
- #: doc/classes/TileSet.xml
- msgid "Sets the [enum BitmaskMode] of the autotile."
- msgstr "Establece el [enum BitmaskMode] del autotile."
- #: doc/classes/TileSet.xml
- msgid ""
- "Sets the subtile that will be used as an icon in an atlas/autotile given its "
- "coordinates.\n"
- "The subtile defined as the icon will be used as a fallback when the atlas/"
- "autotile's bitmask information is incomplete. It will also be used to "
- "represent it in the TileSet editor."
- msgstr ""
- "Establece el subtile que se usará como icono en un atlas/autotile dadas sus "
- "coordenadas.\n"
- "La subtile definida como el icono será utilizada como una alternativa cuando "
- "la información de la máscara de bits del atlas/autotile esté incompleta. "
- "También se usará para representarla en el editor de TileSet."
- #: doc/classes/TileSet.xml
- msgid ""
- "Sets the light occluder of the subtile from an atlas/autotile given its "
- "coordinates."
- msgstr ""
- "Establece el oclusor de luz del subtile desde un atlas/autotile dado sus "
- "coordenadas."
- #: doc/classes/TileSet.xml
- msgid ""
- "Sets the navigation polygon of the subtile from an atlas/autotile given its "
- "coordinates."
- msgstr ""
- "Establece el polígono de navegación del sutile a partir de un atlas/autotile "
- "dadas sus coordenadas."
- #: doc/classes/TileSet.xml
- msgid "Sets the size of the subtiles in an atlas/autotile."
- msgstr "Establece el tamaño de los subtiles en un atlas/autotile."
- #: doc/classes/TileSet.xml
- msgid "Sets the spacing between subtiles of the atlas/autotile."
- msgstr "Establece el espacio entre los subtiles del atlas/autotile."
- #: doc/classes/TileSet.xml
- msgid ""
- "Sets the priority of the subtile from an autotile given its coordinates.\n"
- "When more than one subtile has the same bitmask value, one of them will be "
- "picked randomly for drawing. Its priority will define how often it will be "
- "picked."
- msgstr ""
- "Establece la prioridad del sutil de un autotile dado sus coordenadas.\n"
- "Cuando más de un subtile tiene el mismo valor de máscara de bits, uno de "
- "ellos será elegido al azar para dibujar. Su prioridad definirá la frecuencia "
- "con la que se elegirá."
- #: doc/classes/TileSet.xml
- msgid ""
- "Sets the drawing index of the subtile from an atlas/autotile given its "
- "coordinates."
- msgstr ""
- "Establece el índice de dibujo del sutile a partir de un atlas/autotile dadas "
- "sus coordenadas."
- #: doc/classes/TileSet.xml
- msgid "Clears all tiles."
- msgstr "Limpia todos los tiles."
- #: doc/classes/TileSet.xml
- msgid "Creates a new tile with the given ID."
- msgstr "Crea un nuevo tile con la identificación dada."
- #: doc/classes/TileSet.xml
- msgid "Returns the first tile matching the given name."
- msgstr "Devuelve el primer tile que coincida con el nombre dado."
- #: doc/classes/TileSet.xml
- msgid ""
- "Returns the ID following the last currently used ID, useful when creating a "
- "new tile."
- msgstr ""
- "Devuelve la identificación que sigue a la última identificación usada "
- "actualmente, útil cuando se crea un nuevo tile."
- #: doc/classes/TileSet.xml
- msgid "Returns an array of all currently used tile IDs."
- msgstr ""
- "Devuelve un array de todas las identificaciones de tiles usadas actualmente."
- #: doc/classes/TileSet.xml
- msgid "Removes the given tile ID."
- msgstr "Quita la identificación del tile dado."
- #: doc/classes/TileSet.xml
- msgid "Adds a shape to the tile."
- msgstr "Añade una forma al tile."
- #: doc/classes/TileSet.xml
- msgid "Returns the tile's light occluder."
- msgstr "Devuelve el oclusor de luz del tile."
- #: doc/classes/TileSet.xml
- msgid "Returns the tile's material."
- msgstr "Devuelve el material del tile."
- #: doc/classes/TileSet.xml
- msgid "Returns the tile's modulation color."
- msgstr "Devuelve el color de modulación del tile."
- #: doc/classes/TileSet.xml
- msgid "Returns the tile's name."
- msgstr "Devuelve el nombre del tile."
- #: doc/classes/TileSet.xml
- msgid "Returns the navigation polygon of the tile."
- msgstr "Devuelve el polígono de navegación del tile."
- #: doc/classes/TileSet.xml
- msgid "Returns the offset of the tile's navigation polygon."
- msgstr "Devuelve el desplazamiento del polígono de navegación del tile."
- #: doc/classes/TileSet.xml
- msgid "Returns the tile's normal map texture."
- msgstr "Devuelve la textura normal del mapa del tile."
- #: doc/classes/TileSet.xml
- msgid "Returns the offset of the tile's light occluder."
- msgstr "Devuelve el desplazamiento del oclusor de luz del tile."
- #: doc/classes/TileSet.xml
- msgid "Returns the tile sub-region in the texture."
- msgstr "Devuelve la sub-región del tile en la textura."
- #: doc/classes/TileSet.xml
- msgid "Returns a tile's given shape."
- msgstr "Devuelve un tile con una forma determinada."
- #: doc/classes/TileSet.xml
- msgid "Returns the number of shapes assigned to a tile."
- msgstr "Devuelve el número de formas asignadas a un tile."
- #: doc/classes/TileSet.xml
- msgid "Returns the offset of a tile's shape."
- msgstr "Devuelve el desplazamiento de la forma de un tile."
- #: doc/classes/TileSet.xml
- msgid "Returns the one-way collision value of a tile's shape."
- msgstr "Devuelve el valor de la colisión en un sentido de la forma de un tile."
- #: doc/classes/TileSet.xml
- msgid "Returns the [Transform2D] of a tile's shape."
- msgstr "Devuelve la [Transform2D] de la forma de un tile."
- #: doc/classes/TileSet.xml
- msgid ""
- "Returns an array of dictionaries describing the tile's shapes.\n"
- "[b]Dictionary structure in the array returned by this method:[/b]\n"
- "[codeblock]\n"
- "{\n"
- " \"autotile_coord\": Vector2,\n"
- " \"one_way\": bool,\n"
- " \"one_way_margin\": int,\n"
- " \"shape\": CollisionShape2D,\n"
- " \"shape_transform\": Transform2D,\n"
- "}\n"
- "[/codeblock]"
- msgstr ""
- "Devuelve una serie de diccionarios que describen las formas de los tiles.\n"
- "[b]Estructura del diccionario en el array devuelto por este método:[/b]\n"
- "[codeblock]\n"
- "{\n"
- " \"autotile_coord\": Vector 2,\n"
- " \"one_way\": bool,\n"
- " \"one_way_margin\": int,\n"
- " \"shape\": CollisionShape2D,\n"
- " \"shape_transform\": Transform2D,\n"
- "}\n"
- "[/codeblock]"
- #: doc/classes/TileSet.xml
- msgid "Returns the tile's texture."
- msgstr "Devuelve la textura del tile."
- #: doc/classes/TileSet.xml
- msgid "Returns the texture offset of the tile."
- msgstr "Devuelve el desplazamiento de la textura del tile."
- #: doc/classes/TileSet.xml
- msgid "Returns the tile's [enum TileMode]."
- msgstr "Devuelve el [enum TileMode] del tile."
- #: doc/classes/TileSet.xml
- msgid "Returns the tile's Z index (drawing layer)."
- msgstr "Devuelve el índice Z del tile (capa de dibujo)."
- #: doc/classes/TileSet.xml
- msgid "Sets a light occluder for the tile."
- msgstr "Establece un oclusor ligero para el tile."
- #: doc/classes/TileSet.xml
- msgid "Sets the tile's material."
- msgstr "Establece el material del tile."
- #: doc/classes/TileSet.xml
- msgid ""
- "Sets the tile's modulation color.\n"
- "[b]Note:[/b] Modulation is performed by setting the tile's vertex color. To "
- "access this in a shader, use [code]COLOR[/code] rather than [code]MODULATE[/"
- "code] (which instead accesses the [TileMap]'s [member CanvasItem.modulate] "
- "property)."
- msgstr ""
- #: doc/classes/TileSet.xml
- msgid "Sets the tile's name."
- msgstr "Establece el nombre del tile."
- #: doc/classes/TileSet.xml
- msgid "Sets the tile's navigation polygon."
- msgstr "Establece el polígono de navegación del tile."
- #: doc/classes/TileSet.xml
- msgid "Sets an offset for the tile's navigation polygon."
- msgstr "Establece un desplazamiento del polígono de navegación del tile."
- #: doc/classes/TileSet.xml
- msgid ""
- "Sets the tile's normal map texture.\n"
- "[b]Note:[/b] Godot expects the normal map to use X+, Y-, and Z+ coordinates. "
- "See [url=http://wiki.polycount.com/wiki/"
- "Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for "
- "a comparison of normal map coordinates expected by popular engines."
- msgstr ""
- "Establece la textura normal del mapa del tile.\n"
- "[b]Nota:[/b] Godot espera que el mapa normal use las coordenadas X+, Y-, y "
- "Z+. Ver [url=http://wiki.polycount.com/wiki/"
- "Normal_Map_Technical_Details#Common_Swizzle_Coordinates]esta página[/url] "
- "para una comparación de las coordenadas del mapa normal esperadas por los "
- "motores populares."
- #: doc/classes/TileSet.xml
- msgid "Sets an offset for the tile's light occluder."
- msgstr "Establece un desplazamiento para el oclusor de luz del tile."
- #: doc/classes/TileSet.xml
- msgid ""
- "Sets the tile's sub-region in the texture. This is common in texture atlases."
- msgstr ""
- "Establece la sub-región del tile en la textura. Esto es común en los atlas "
- "de texturas."
- #: doc/classes/TileSet.xml
- msgid "Sets a shape for the tile, enabling collision."
- msgstr "Establece una forma para el tile, permitiendo la colisión."
- #: doc/classes/TileSet.xml
- msgid "Sets the offset of a tile's shape."
- msgstr "Establece el desplazamiento de la forma de un tile."
- #: doc/classes/TileSet.xml
- msgid "Enables one-way collision on a tile's shape."
- msgstr "Permite una colisión unidireccional en la forma de un tile."
- #: doc/classes/TileSet.xml
- msgid "Sets a [Transform2D] on a tile's shape."
- msgstr "Establece un [Transform2D] en la forma de un tile."
- #: doc/classes/TileSet.xml
- msgid "Sets an array of shapes for the tile, enabling collision."
- msgstr "Establece un [Transform2D] en la forma de un tile."
- #: doc/classes/TileSet.xml
- msgid "Sets the tile's texture."
- msgstr "Establece la textura del tile."
- #: doc/classes/TileSet.xml
- msgid "Sets the tile's texture offset."
- msgstr "Establece el desplazamiento de la textura del tile."
- #: doc/classes/TileSet.xml
- msgid "Sets the tile's [enum TileMode]."
- msgstr "Establece el [enum TileMode] del tile."
- #: doc/classes/TileSet.xml
- msgid "Sets the tile's drawing index."
- msgstr "Establece el índice de dibujo del tile."
- #: doc/classes/Time.xml
- msgid "Time singleton for working with time."
- msgstr ""
- #: doc/classes/Time.xml
- msgid ""
- "The Time singleton allows converting time between various formats and also "
- "getting time information from the system.\n"
- "This class conforms with as many of the ISO 8601 standards as possible. All "
- "dates follow the Proleptic Gregorian calendar. As such, the day before "
- "[code]1582-10-15[/code] is [code]1582-10-14[/code], not [code]1582-10-04[/"
- "code]. The year before 1 AD (aka 1 BC) is number [code]0[/code], with the "
- "year before that (2 BC) being [code]-1[/code], etc.\n"
- "Conversion methods assume \"the same timezone\", and do not handle timezone "
- "conversions or DST automatically. Leap seconds are also not handled, they "
- "must be done manually if desired. Suffixes such as \"Z\" are not handled, "
- "you need to strip them away manually.\n"
- "When getting time information from the system, the time can either be in the "
- "local timezone or UTC depending on the [code]utc[/code] parameter. However, "
- "the [method get_unix_time_from_system] method always returns the time in "
- "UTC.\n"
- "[b]Important:[/b] The [code]_from_system[/code] methods use the system clock "
- "that the user can manually set. [b]Never use[/b] this method for precise "
- "time calculation since its results are subject to automatic adjustments by "
- "the user or the operating system. [b]Always use[/b] [method get_ticks_usec] "
- "or [method get_ticks_msec] for precise time calculation instead, since they "
- "are guaranteed to be monotonic (i.e. never decrease)."
- msgstr ""
- #: doc/classes/Time.xml
- #, fuzzy
- msgid ""
- "Returns the current date as a dictionary of keys: [code]year[/code], "
- "[code]month[/code], [code]day[/code], [code]weekday[/code], and [code]dst[/"
- "code] (Daylight Savings Time).\n"
- "The returned values are in the system's local time when [code]utc[/code] is "
- "false, otherwise they are in UTC."
- msgstr ""
- "Devuelve la fecha actual como un diccionario de claves: [code]year[/code], "
- "[code]month[/code], [code]day[/code], [code]weekday[/code], [code]dst[/code] "
- "(horario de verano), [code]hora[/code], [code]minute[/code], [code]second[/"
- "code]."
- #: doc/classes/Time.xml
- #, fuzzy
- msgid ""
- "Converts the given Unix timestamp to a dictionary of keys: [code]year[/"
- "code], [code]month[/code], [code]day[/code], and [code]weekday[/code]."
- msgstr ""
- "Devuelve la fecha actual como un diccionario de claves: [code]year[/code], "
- "[code]month[/code], [code]day[/code], [code]weekday[/code], [code]dst[/code] "
- "(Horario de verano)."
- #: doc/classes/Time.xml
- msgid ""
- "Returns the current date as an ISO 8601 date string (YYYY-MM-DD).\n"
- "The returned values are in the system's local time when [code]utc[/code] is "
- "false, otherwise they are in UTC."
- msgstr ""
- #: doc/classes/Time.xml
- msgid ""
- "Converts the given Unix timestamp to an ISO 8601 date string (YYYY-MM-DD)."
- msgstr ""
- #: doc/classes/Time.xml
- #, fuzzy
- msgid ""
- "Converts the given ISO 8601 date and time string (YYYY-MM-DDTHH:MM:SS) to a "
- "dictionary of keys: [code]year[/code], [code]month[/code], [code]day[/code], "
- "[code]weekday[/code], [code]hour[/code], [code]minute[/code], and "
- "[code]second[/code].\n"
- "If [code]weekday[/code] is false, then the [code]weekday[/code] entry is "
- "excluded (the calculation is relatively expensive).\n"
- "[b]Note:[/b] Any decimal fraction in the time string will be ignored "
- "silently."
- msgstr ""
- "Devuelve la fecha actual como un diccionario de claves: [code]year[/code], "
- "[code]month[/code], [code]day[/code], [code]weekday[/code], [code]dst[/code] "
- "(horario de verano), [code]hora[/code], [code]minute[/code], [code]second[/"
- "code]."
- #: doc/classes/Time.xml
- #, fuzzy
- msgid ""
- "Returns the current date as a dictionary of keys: [code]year[/code], "
- "[code]month[/code], [code]day[/code], [code]weekday[/code], [code]hour[/"
- "code], [code]minute[/code], and [code]second[/code]."
- msgstr ""
- "Devuelve la fecha actual como un diccionario de claves: [code]year[/code], "
- "[code]month[/code], [code]day[/code], [code]weekday[/code], [code]dst[/code] "
- "(horario de verano), [code]hora[/code], [code]minute[/code], [code]second[/"
- "code]."
- #: doc/classes/Time.xml
- #, fuzzy
- msgid ""
- "Converts the given Unix timestamp to a dictionary of keys: [code]year[/"
- "code], [code]month[/code], [code]day[/code], and [code]weekday[/code].\n"
- "The returned Dictionary's values will be the same as the [method "
- "get_datetime_dict_from_system] if the Unix timestamp is the current time, "
- "with the exception of Daylight Savings Time as it cannot be determined from "
- "the epoch."
- msgstr ""
- "Obtiene un diccionario de valores de tiempo correspondientes al tiempo de "
- "época UNIX dado (en segundos).\n"
- "Los valores del diccionario devueltos serán los mismos que los de [method "
- "get_datetime], con la excepción del horario de verano, ya que no puede "
- "determinarse a partir de la época."
- #: doc/classes/Time.xml
- #, fuzzy
- msgid ""
- "Converts the given dictionary of keys to an ISO 8601 date and time string "
- "(YYYY-MM-DDTHH:MM:SS).\n"
- "The given dictionary can be populated with the following keys: [code]year[/"
- "code], [code]month[/code], [code]day[/code], [code]hour[/code], "
- "[code]minute[/code], and [code]second[/code]. Any other entries (including "
- "[code]dst[/code]) are ignored.\n"
- "If the dictionary is empty, [code]0[/code] is returned. If some keys are "
- "omitted, they default to the equivalent values for the Unix epoch timestamp "
- "0 (1970-01-01 at 00:00:00).\n"
- "If [code]use_space[/code] is true, use a space instead of the letter T in "
- "the middle."
- msgstr ""
- "Obtiene un valor de tiempo de época de un diccionario de valores de tiempo.\n"
- "[code]datetime[/code] debe ser rellenado con las siguientes teclas: "
- "[code]year[/code], [code]month[/code], [code]day[/code], [code]hour[/code], "
- "[code]minute[/code], [code]second[/code].\n"
- "Puedes pasar la salida de [method get_datetime_from_unix_time] directamente "
- "a esta función. El horario de verano ([code]dst[/code]), si está presente, "
- "es ignorado."
- #: doc/classes/Time.xml
- msgid ""
- "Returns the current date and time as an ISO 8601 date and time string (YYYY-"
- "MM-DDTHH:MM:SS).\n"
- "The returned values are in the system's local time when [code]utc[/code] is "
- "false, otherwise they are in UTC.\n"
- "If [code]use_space[/code] is true, use a space instead of the letter T in "
- "the middle."
- msgstr ""
- #: doc/classes/Time.xml
- msgid ""
- "Converts the given Unix timestamp to an ISO 8601 date and time string (YYYY-"
- "MM-DDTHH:MM:SS).\n"
- "If [code]use_space[/code] is true, use a space instead of the letter T in "
- "the middle."
- msgstr ""
- #: doc/classes/Time.xml
- msgid ""
- "Converts the given timezone offset in minutes to a timezone offset string. "
- "For example, -480 returns \"-08:00\", 345 returns \"+05:45\", and 0 returns "
- "\"+00:00\"."
- msgstr ""
- #: doc/classes/Time.xml
- msgid ""
- "Returns the amount of time passed in milliseconds since the engine started.\n"
- "Will always be positive or 0 and uses a 64-bit value (it will wrap after "
- "roughly 500 million years)."
- msgstr ""
- #: doc/classes/Time.xml
- msgid ""
- "Returns the amount of time passed in microseconds since the engine started.\n"
- "Will always be positive or 0 and uses a 64-bit value (it will wrap after "
- "roughly half a million years)."
- msgstr ""
- #: doc/classes/Time.xml
- #, fuzzy
- msgid ""
- "Returns the current time as a dictionary of keys: [code]hour[/code], "
- "[code]minute[/code], and [code]second[/code].\n"
- "The returned values are in the system's local time when [code]utc[/code] is "
- "false, otherwise they are in UTC."
- msgstr ""
- "Devuelve la fecha actual como un diccionario de claves: [code]year[/code], "
- "[code]month[/code], [code]day[/code], [code]weekday[/code], [code]dst[/code] "
- "(Horario de verano)."
- #: doc/classes/Time.xml
- #, fuzzy
- msgid ""
- "Converts the given time to a dictionary of keys: [code]hour[/code], "
- "[code]minute[/code], and [code]second[/code]."
- msgstr ""
- "Devuelve la fecha actual como un diccionario de claves: [code]year[/code], "
- "[code]month[/code], [code]day[/code], [code]weekday[/code], [code]dst[/code] "
- "(Horario de verano)."
- #: doc/classes/Time.xml
- msgid ""
- "Returns the current time as an ISO 8601 time string (HH:MM:SS).\n"
- "The returned values are in the system's local time when [code]utc[/code] is "
- "false, otherwise they are in UTC."
- msgstr ""
- #: doc/classes/Time.xml
- msgid ""
- "Converts the given Unix timestamp to an ISO 8601 time string (HH:MM:SS)."
- msgstr ""
- #: doc/classes/Time.xml
- msgid ""
- "Returns the current time zone as a dictionary of keys: [code]bias[/code] and "
- "[code]name[/code]. The [code]bias[/code] value is the offset from UTC in "
- "minutes, since not all time zones are multiples of an hour from UTC."
- msgstr ""
- #: doc/classes/Time.xml
- #, fuzzy
- msgid ""
- "Converts a dictionary of time values to a Unix timestamp.\n"
- "The given dictionary can be populated with the following keys: [code]year[/"
- "code], [code]month[/code], [code]day[/code], [code]hour[/code], "
- "[code]minute[/code], and [code]second[/code]. Any other entries (including "
- "[code]dst[/code]) are ignored.\n"
- "If the dictionary is empty, [code]0[/code] is returned. If some keys are "
- "omitted, they default to the equivalent values for the Unix epoch timestamp "
- "0 (1970-01-01 at 00:00:00).\n"
- "You can pass the output from [method get_datetime_dict_from_unix_time] "
- "directly into this function and get the same as what was put in.\n"
- "[b]Note:[/b] Unix timestamps are often in UTC. This method does not do any "
- "timezone conversion, so the timestamp will be in the same timezone as the "
- "given datetime dictionary."
- msgstr ""
- "Obtiene un valor de tiempo de época de un diccionario de valores de tiempo.\n"
- "[code]datetime[/code] debe ser rellenado con las siguientes teclas: "
- "[code]year[/code], [code]month[/code], [code]day[/code], [code]hour[/code], "
- "[code]minute[/code], [code]second[/code].\n"
- "Puedes pasar la salida de [method get_datetime_from_unix_time] directamente "
- "a esta función. El horario de verano ([code]dst[/code]), si está presente, "
- "es ignorado."
- #: doc/classes/Time.xml
- msgid ""
- "Converts the given ISO 8601 date and/or time string to a Unix timestamp. The "
- "string can contain a date only, a time only, or both.\n"
- "[b]Note:[/b] Unix timestamps are often in UTC. This method does not do any "
- "timezone conversion, so the timestamp will be in the same timezone as the "
- "given datetime string.\n"
- "[b]Note:[/b] Any decimal fraction in the time string will be ignored "
- "silently."
- msgstr ""
- #: doc/classes/Time.xml
- msgid ""
- "Returns the current Unix timestamp in seconds based on the system time in "
- "UTC. This method is implemented by the operating system and always returns "
- "the time in UTC.\n"
- "[b]Note:[/b] Unlike other methods that use integer timestamps, this method "
- "returns the timestamp as a [float] for sub-second precision."
- msgstr ""
- #: doc/classes/Time.xml
- msgid "The month of January, represented numerically as [code]01[/code]."
- msgstr ""
- #: doc/classes/Time.xml
- msgid "The month of February, represented numerically as [code]02[/code]."
- msgstr ""
- #: doc/classes/Time.xml
- msgid "The month of March, represented numerically as [code]03[/code]."
- msgstr ""
- #: doc/classes/Time.xml
- msgid "The month of April, represented numerically as [code]04[/code]."
- msgstr ""
- #: doc/classes/Time.xml
- msgid "The month of May, represented numerically as [code]05[/code]."
- msgstr ""
- #: doc/classes/Time.xml
- msgid "The month of June, represented numerically as [code]06[/code]."
- msgstr ""
- #: doc/classes/Time.xml
- msgid "The month of July, represented numerically as [code]07[/code]."
- msgstr ""
- #: doc/classes/Time.xml
- msgid "The month of August, represented numerically as [code]08[/code]."
- msgstr ""
- #: doc/classes/Time.xml
- msgid "The month of September, represented numerically as [code]09[/code]."
- msgstr ""
- #: doc/classes/Time.xml
- msgid "The month of October, represented numerically as [code]10[/code]."
- msgstr ""
- #: doc/classes/Time.xml
- msgid "The month of November, represented numerically as [code]11[/code]."
- msgstr ""
- #: doc/classes/Time.xml
- msgid "The month of December, represented numerically as [code]12[/code]."
- msgstr ""
- #: doc/classes/Time.xml
- msgid "The day of the week Sunday, represented numerically as [code]0[/code]."
- msgstr ""
- #: doc/classes/Time.xml
- msgid "The day of the week Monday, represented numerically as [code]1[/code]."
- msgstr ""
- #: doc/classes/Time.xml
- msgid "The day of the week Tuesday, represented numerically as [code]2[/code]."
- msgstr ""
- #: doc/classes/Time.xml
- msgid ""
- "The day of the week Wednesday, represented numerically as [code]3[/code]."
- msgstr ""
- #: doc/classes/Time.xml
- msgid ""
- "The day of the week Thursday, represented numerically as [code]4[/code]."
- msgstr ""
- #: doc/classes/Time.xml
- msgid "The day of the week Friday, represented numerically as [code]5[/code]."
- msgstr ""
- #: doc/classes/Time.xml
- msgid ""
- "The day of the week Saturday, represented numerically as [code]6[/code]."
- msgstr ""
- #: doc/classes/Timer.xml
- msgid "A countdown timer."
- msgstr "Un temporizador de cuenta atrás."
- #: doc/classes/Timer.xml
- #, fuzzy
- msgid ""
- "Counts down a specified interval and emits a signal on reaching 0. Can be "
- "set to repeat or \"one-shot\" mode.\n"
- "[b]Note:[/b] To create a one-shot timer without instantiating a node, use "
- "[method SceneTree.create_timer]."
- msgstr ""
- "Cuenta hacia atrás un intervalo especificado y emite una señal al llegar a "
- "0. Se puede configurar en el modo de repetición o de \"disparo único\".\n"
- "[b]Nota:[/b] Para crear un temporizador de una sola vez sin instanciar un "
- "nodo, utilice el [method SceneTree.create_timer]."
- #: doc/classes/Timer.xml
- msgid "Returns [code]true[/code] if the timer is stopped."
- msgstr "Devuelve [code]true[/code] si el temporizador se detiene."
- #: doc/classes/Timer.xml
- #, fuzzy
- msgid ""
- "Starts the timer. Sets [code]wait_time[/code] to [code]time_sec[/code] if "
- "[code]time_sec > 0[/code]. This also resets the remaining time to "
- "[code]wait_time[/code].\n"
- "[b]Note:[/b] This method will not resume a paused timer. See [member paused]."
- msgstr ""
- "Inicia el temporizador. Establece [code]wait_time[/code] a [code]time_sec[/"
- "code] si [code]time_sec > 0[/code]. También restablece el tiempo restante a "
- "[code]wait_time[/code].\n"
- "[b]Nota:[/b] este método no reanudará un temporizador en pausa. Ver [member "
- "pausado]."
- #: doc/classes/Timer.xml
- msgid "Stops the timer."
- msgstr "Detiene el temporizador."
- #: doc/classes/Timer.xml
- msgid ""
- "If [code]true[/code], the timer will automatically start when entering the "
- "scene tree.\n"
- "[b]Note:[/b] This property is automatically set to [code]false[/code] after "
- "the timer enters the scene tree and starts."
- msgstr ""
- "Si [code]true[/code], el temporizador se iniciará automáticamente al entrar "
- "en el árbol de la escena.\n"
- "[b]Nota:[/b] Esta propiedad se ajusta automáticamente a [code]false[/code] "
- "después de que el temporizador entra en el árbol de la escena y comienza."
- #: doc/classes/Timer.xml
- msgid ""
- "If [code]true[/code], the timer will stop when reaching 0. If [code]false[/"
- "code], it will restart."
- msgstr ""
- "Si [code]true[/code], el temporizador se detendrá al llegar a 0. Si "
- "[code]false[/code], se reiniciará."
- #: doc/classes/Timer.xml
- msgid ""
- "If [code]true[/code], the timer is paused and will not process until it is "
- "unpaused again, even if [method start] is called."
- msgstr ""
- "Si [code]true[/code], el temporizador se pausa y no se procesará hasta que "
- "no se vuelva a pausar, incluso si se llama a [method start]."
- #: doc/classes/Timer.xml
- msgid "Processing mode. See [enum TimerProcessMode]."
- msgstr "Modo de procesamiento. Ver [enum TimerProcessMode]."
- #: doc/classes/Timer.xml
- msgid ""
- "The timer's remaining time in seconds. Returns 0 if the timer is inactive.\n"
- "[b]Note:[/b] You cannot set this value. To change the timer's remaining "
- "time, use [method start]."
- msgstr ""
- "El tiempo restante del temporizador en segundos. Vuelve a 0 si el "
- "temporizador está inactivo.\n"
- "[b]Nota:[/b] No se puede ajustar este valor. Para cambiar el tiempo restante "
- "del temporizador, utilice [method start]."
- #: doc/classes/Timer.xml
- msgid ""
- "The wait time in seconds.\n"
- "[b]Note:[/b] Timers can only emit once per rendered frame at most (or once "
- "per physics frame if [member process_mode] is [constant "
- "TIMER_PROCESS_PHYSICS]). This means very low wait times (lower than 0.05 "
- "seconds) will behave in significantly different ways depending on the "
- "rendered framerate. For very low wait times, it is recommended to use a "
- "process loop in a script instead of using a Timer node."
- msgstr ""
- #: doc/classes/Timer.xml
- msgid ""
- "Update the timer during the physics step at each frame (fixed framerate "
- "processing)."
- msgstr ""
- "Actualizar el temporizador durante el paso de la física en cada fotograma "
- "(procesamiento de cuadros fijos)."
- #: doc/classes/Timer.xml
- msgid "Update the timer during the idle time at each frame."
- msgstr ""
- "Actualiza el temporizador durante el tiempo de inactividad en cada fotograma."
- #: doc/classes/ToolButton.xml
- msgid "Flat button helper class."
- msgstr ""
- #: doc/classes/ToolButton.xml
- msgid ""
- "This is a helper class to generate a flat [Button] (see [member Button."
- "flat]), creating a [ToolButton] is equivalent to:\n"
- "[codeblock]\n"
- "var btn = Button.new()\n"
- "btn.flat = true\n"
- "[/codeblock]"
- msgstr ""
- #: doc/classes/ToolButton.xml
- #, fuzzy
- msgid "Default text [Color] of the [ToolButton]."
- msgstr "[Color] del texto predeterminado del [Button]."
- #: doc/classes/ToolButton.xml
- #, fuzzy
- msgid "Text [Color] used when the [ToolButton] is disabled."
- msgstr "[Color] del texto utilizado cuando el [Button] está desactivado."
- #: doc/classes/ToolButton.xml
- msgid ""
- "Text [Color] used when the [ToolButton] is focused. Only replaces the normal "
- "text color of the button. Disabled, hovered, and pressed states take "
- "precedence over this color."
- msgstr ""
- #: doc/classes/ToolButton.xml
- #, fuzzy
- msgid "Text [Color] used when the [ToolButton] is being hovered."
- msgstr "[Color] del texto usado cuando el [Button] tiene encima el cursor."
- #: doc/classes/ToolButton.xml
- #, fuzzy
- msgid "Text [Color] used when the [ToolButton] is being pressed."
- msgstr "[Color] del texto utilizado cuando se pulsa el [Button]."
- #: doc/classes/ToolButton.xml
- #, fuzzy
- msgid "The horizontal space between [ToolButton]'s icon and text."
- msgstr "El espacio horizontal entre el icono y el texto de [Button]."
- #: doc/classes/ToolButton.xml
- #, fuzzy
- msgid "[Font] of the [ToolButton]'s text."
- msgstr "[Font] del texto del [Button]."
- #: doc/classes/ToolButton.xml
- #, fuzzy
- msgid "[StyleBox] used when the [ToolButton] is disabled."
- msgstr "[StyleBox] usado cuando el [Button] está desactivado."
- #: doc/classes/ToolButton.xml
- #, fuzzy
- msgid ""
- "[StyleBox] used when the [ToolButton] is focused. It is displayed over the "
- "current [StyleBox], so using [StyleBoxEmpty] will just disable the focus "
- "visual effect."
- msgstr ""
- "[StyleBox] que se usa cuando el [Button] está enfocado. Se muestra sobre el "
- "[StyleBox] actual, por lo que al usar [StyleBoxEmpty] sólo desactivará el "
- "efecto visual de enfoque."
- #: doc/classes/ToolButton.xml
- #, fuzzy
- msgid "[StyleBox] used when the [ToolButton] is being hovered."
- msgstr "[StyleBox] que se usa cuando el [Button] tiene encima el cursor."
- #: doc/classes/ToolButton.xml
- #, fuzzy
- msgid "Default [StyleBox] for the [ToolButton]."
- msgstr "[StyleBox] por defecto para el [Button]."
- #: doc/classes/ToolButton.xml
- #, fuzzy
- msgid "[StyleBox] used when the [ToolButton] is being pressed."
- msgstr "[StyleBox] que se usa cuando se presiona el [Button]."
- #: doc/classes/TouchScreenButton.xml
- #, fuzzy
- msgid "Button for touch screen devices for gameplay use."
- msgstr "Botón para dispositivos de pantalla táctil."
- #: doc/classes/TouchScreenButton.xml
- msgid ""
- "TouchScreenButton allows you to create on-screen buttons for touch devices. "
- "It's intended for gameplay use, such as a unit you have to touch to move. "
- "Unlike [Button], TouchScreenButton supports multitouch out of the box. "
- "Several TouchScreenButtons can be pressed at the same time with touch "
- "input.\n"
- "This node inherits from [Node2D]. Unlike with [Control] nodes, you cannot "
- "set anchors on it. If you want to create menus or user interfaces, you may "
- "want to use [Button] nodes instead. To make button nodes react to touch "
- "events, you can enable the Emulate Mouse option in the Project Settings.\n"
- "You can configure TouchScreenButton to be visible only on touch devices, "
- "helping you develop your game both for desktop and mobile devices."
- msgstr ""
- #: doc/classes/TouchScreenButton.xml
- msgid "Returns [code]true[/code] if this button is currently pressed."
- msgstr "Devuelve [code]true[/code] si este botón está actualmente pulsado."
- #: doc/classes/TouchScreenButton.xml
- msgid "The button's action. Actions can be handled with [InputEventAction]."
- msgstr ""
- "La acción del botón. Las acciones se pueden manejar con [InputEventAction]."
- #: doc/classes/TouchScreenButton.xml
- msgid "The button's bitmask."
- msgstr "La máscara del botón."
- #: doc/classes/TouchScreenButton.xml
- msgid "The button's texture for the normal state."
- msgstr "La textura del botón para el estado normal."
- #: doc/classes/TouchScreenButton.xml
- msgid ""
- "If [code]true[/code], the [signal pressed] and [signal released] signals are "
- "emitted whenever a pressed finger goes in and out of the button, even if the "
- "pressure started outside the active area of the button.\n"
- "[b]Note:[/b] This is a \"pass-by\" (not \"bypass\") press mode."
- msgstr ""
- #: doc/classes/TouchScreenButton.xml
- msgid "The button's texture for the pressed state."
- msgstr "La textura del botón para el estado presionado."
- #: doc/classes/TouchScreenButton.xml
- msgid "The button's shape."
- msgstr "La forma del botón."
- #: doc/classes/TouchScreenButton.xml
- msgid ""
- "If [code]true[/code], the button's shape is centered in the provided "
- "texture. If no texture is used, this property has no effect."
- msgstr ""
- "Si [code]true[/code], la forma del botón se centra en la textura "
- "proporcionada. Si no se utiliza ninguna textura, esta propiedad no tiene "
- "ningún efecto."
- #: doc/classes/TouchScreenButton.xml
- msgid "If [code]true[/code], the button's shape is visible."
- msgstr "Si [code]true[/code], la forma del botón es visible."
- #: doc/classes/TouchScreenButton.xml
- msgid ""
- "The button's visibility mode. See [enum VisibilityMode] for possible values."
- msgstr ""
- "El modo de visibilidad del botón. Vea [enum VisibilityMode] para los "
- "posibles valores."
- #: doc/classes/TouchScreenButton.xml
- msgid "Emitted when the button is pressed (down)."
- msgstr "Se emite cuando se presiona el botón (abajo)."
- #: doc/classes/TouchScreenButton.xml
- msgid "Emitted when the button is released (up)."
- msgstr "Se emite cuando se suelta el botón (arriba)."
- #: doc/classes/TouchScreenButton.xml
- msgid "Always visible."
- msgstr "Siempre visible."
- #: doc/classes/TouchScreenButton.xml
- msgid "Visible on touch screens only."
- msgstr "Visible sólo en las pantallas táctiles."
- #: doc/classes/Transform.xml
- msgid "3D transformation (3×4 matrix)."
- msgstr "Transformación 3D (matriz 3×4)."
- #: doc/classes/Transform.xml
- msgid ""
- "3×4 matrix (3 rows, 4 columns) used for 3D linear transformations. It can "
- "represent transformations such as translation, rotation, or scaling. It "
- "consists of a [member basis] (first 3 columns) and a [Vector3] for the "
- "[member origin] (last column).\n"
- "For more information, read the \"Matrices and transforms\" documentation "
- "article."
- msgstr ""
- "Matriz de 3×4 (3 filas, 4 columnas) usada para transformaciones lineales 3D. "
- "Puede representar transformaciones como la traslación, la rotación o el "
- "escalado. Consta de una [member basis] (3 primeras columnas) y un [Vector3] "
- "para el [member origin] (última columna).\n"
- "Para más información, lea el artículo de documentación \"Matrices y "
- "transformaciones\"."
- #: doc/classes/Transform.xml
- msgid ""
- "Constructs a Transform from four [Vector3] values (matrix columns). Each "
- "axis corresponds to local basis vectors (some of which may be scaled)."
- msgstr ""
- "Construye una Transformada a partir de cuatro valores [Vector3] (columnas de "
- "la matriz). Cada eje corresponde a vectores de base local (algunos de los "
- "cuales pueden ser escalados)."
- #: doc/classes/Transform.xml
- msgid "Constructs a Transform from a [Basis] and [Vector3]."
- msgstr "Construye una transformada a partir de un [Basis] y un [Vector3]."
- #: doc/classes/Transform.xml
- msgid "Constructs a Transform from a [Transform2D]."
- msgstr "Construye una Transformada a partir de un [Transform2D]."
- #: doc/classes/Transform.xml
- msgid ""
- "Constructs a Transform from a [Quat]. The origin will be [code]Vector3(0, 0, "
- "0)[/code]."
- msgstr ""
- "Construye una Transformada a partir de un [Quat]. El origen será "
- "[code]Vector3(0, 0, 0)[/code]."
- #: doc/classes/Transform.xml
- msgid ""
- "Constructs the Transform from a [Basis]. The origin will be Vector3(0, 0, 0)."
- msgstr ""
- "Construye la Transformada desde un [Basis]. El origen será el Vector3(0, 0, "
- "0)."
- #: doc/classes/Transform.xml doc/classes/Transform2D.xml
- msgid ""
- "Returns the inverse of the transform, under the assumption that the "
- "transformation is composed of rotation, scaling and translation."
- msgstr ""
- "Devuelve el inverso de la transformada, bajo el supuesto de que la "
- "transformación se compone de rotación, escalado y traslación."
- #: doc/classes/Transform.xml doc/classes/Transform2D.xml
- #, fuzzy
- msgid ""
- "Returns a transform interpolated between this transform and another by a "
- "given [code]weight[/code] (on the range of 0.0 to 1.0)."
- msgstr ""
- "Devuelve una transformación interpolada entre esta transformada y otra por "
- "un peso determinado (en el rango de 0.0 a 1.0)."
- #: doc/classes/Transform.xml doc/classes/Transform2D.xml
- msgid ""
- "Returns the inverse of the transform, under the assumption that the "
- "transformation is composed of rotation and translation (no scaling, use "
- "[method affine_inverse] for transforms with scaling)."
- msgstr ""
- "Devuelve el inverso de la transformada, bajo el supuesto de que la "
- "transformación se compone de rotación y traslación (sin escalamiento, "
- "utilice [method affine_inverse] para las transformadas con escalamiento)."
- #: doc/classes/Transform.xml doc/classes/Transform2D.xml
- msgid ""
- "Returns [code]true[/code] if this transform and [code]transform[/code] are "
- "approximately equal, by calling [code]is_equal_approx[/code] on each "
- "component."
- msgstr ""
- "Devuelve [code]true[/code] si esta transformada y [code]transform[/code] son "
- "aproximadamente iguales, llamando a [code]is_equal_approx[/code] en cada "
- "componente."
- #: doc/classes/Transform.xml
- msgid ""
- "Returns a copy of the transform rotated such that its -Z axis points towards "
- "the [code]target[/code] position.\n"
- "The transform will first be rotated around the given [code]up[/code] vector, "
- "and then fully aligned to the target by a further rotation around an axis "
- "perpendicular to both the [code]target[/code] and [code]up[/code] vectors.\n"
- "Operations take place in global space."
- msgstr ""
- "Devuelve una copia de la transformación girada de tal manera que su eje -Z "
- "apunta hacia la posición [code]target[/code].\n"
- "La transformación se girará primero alrededor del vector [code]up[/code] "
- "dado, y luego se alineará completamente con el objetivo mediante una nueva "
- "rotación alrededor de un eje perpendicular tanto al vector [code]target[/"
- "code] como al [code]up[/code].\n"
- "Las operaciones tienen lugar en el espacio global."
- #: doc/classes/Transform.xml doc/classes/Transform2D.xml
- msgid ""
- "Returns the transform with the basis orthogonal (90 degrees), and normalized "
- "axis vectors (scale of 1 or -1)."
- msgstr ""
- "Devuelve la transformada con la base ortogonal (90 grados), y los vectores "
- "del eje normalizado (escala de 1 o -1)."
- #: doc/classes/Transform.xml
- #, fuzzy
- msgid ""
- "Returns a copy of the transform rotated around the given [code]axis[/code] "
- "by the given [code]angle[/code] (in radians), using matrix multiplication. "
- "The [code]axis[/code] must be a normalized vector."
- msgstr ""
- "Gira la transformación alrededor del eje dado por el ángulo dado (en "
- "radianes), usando la multiplicación de la matriz. El eje debe ser un vector "
- "normalizado."
- #: doc/classes/Transform.xml
- #, fuzzy
- msgid ""
- "Returns a copy of the transform with its basis and origin scaled by the "
- "given [code]scale[/code] factor, using matrix multiplication."
- msgstr ""
- "Base de escala y origen de la transformación por el factor de escala dado, "
- "utilizando la multiplicación de la matriz."
- #: doc/classes/Transform.xml doc/classes/Transform2D.xml
- #, fuzzy
- msgid ""
- "Returns a copy of the transform translated by the given [code]offset[/code], "
- "relative to the transform's basis vectors.\n"
- "Unlike [method rotated] and [method scaled], this does not use matrix "
- "multiplication."
- msgstr ""
- "Traduce la transformación por el desplazamiento dado, relativo a los "
- "vectores base de la transformación.\n"
- "A diferencia de [method rotated] y [method scaled], éste no utiliza la "
- "multiplicación de la matriz."
- #: doc/classes/Transform.xml
- #, fuzzy
- msgid ""
- "Transforms the given [Vector3], [Plane], [AABB], or [PoolVector3Array] by "
- "this transform."
- msgstr ""
- "Transforma el [Vector3], [Plane], [AABB], o [PackedVector3Array] dado por "
- "esta transformación."
- #: doc/classes/Transform.xml
- #, fuzzy
- msgid ""
- "Inverse-transforms the given [Vector3], [Plane], [AABB], or "
- "[PoolVector3Array] by this transform, under the assumption that the "
- "transformation is composed of rotation and translation (no scaling). "
- "Equivalent to calling [code]inverse().xform(v)[/code] on this transform. For "
- "affine transformations (e.g. with scaling) see [method affine_inverse] "
- "method."
- msgstr ""
- "Devuelve el inverso de la transformada, bajo el supuesto de que la "
- "transformación se compone de rotación y traslación (sin escalamiento, "
- "utilice [method affine_inverse] para las transformadas con escalamiento)."
- #: doc/classes/Transform.xml
- msgid ""
- "The basis is a matrix containing 3 [Vector3] as its columns: X axis, Y axis, "
- "and Z axis. These vectors can be interpreted as the basis vectors of local "
- "coordinate system traveling with the object."
- msgstr ""
- "La base es una matriz que contiene 3 [Vector3] como sus columnas: Eje X, eje "
- "Y y eje Z. Estos vectores pueden ser interpretados como los vectores base "
- "del sistema de coordenadas locales que viajan con el objeto."
- #: doc/classes/Transform.xml
- msgid ""
- "The translation offset of the transform (column 3, the fourth column). "
- "Equivalent to array index [code]3[/code]."
- msgstr ""
- "El desplazamiento de la translación en la transformada (columna 3, la cuarta "
- "columna). Equivalente al índice del array [code]3[/code]."
- #: doc/classes/Transform.xml
- msgid ""
- "[Transform] with no translation, rotation or scaling applied. When applied "
- "to other data structures, [constant IDENTITY] performs no transformation."
- msgstr ""
- "[Transform] sin aplicar traslación, rotación o escalamiento. Cuando se "
- "aplica a otras estructuras de datos, [constant IDENTITY] no realiza ninguna "
- "transformación."
- #: doc/classes/Transform.xml
- msgid "[Transform] with mirroring applied perpendicular to the YZ plane."
- msgstr "[Transform] con el espejo aplicado perpendicularmente al plano YZ."
- #: doc/classes/Transform.xml
- msgid "[Transform] with mirroring applied perpendicular to the XZ plane."
- msgstr "[Transform] con el espejo aplicado perpendicularmente al plano XZ."
- #: doc/classes/Transform.xml
- msgid "[Transform] with mirroring applied perpendicular to the XY plane."
- msgstr "[Transform] con el espejo aplicado perpendicularmente al plano XY."
- #: doc/classes/Transform2D.xml
- msgid "2D transformation (2×3 matrix)."
- msgstr "Transformada 2D (matriz 2×3)."
- #: doc/classes/Transform2D.xml
- #, fuzzy
- msgid ""
- "2×3 matrix (2 rows, 3 columns) used for 2D linear transformations. It can "
- "represent transformations such as translation, rotation, or scaling. It "
- "consists of three [Vector2] values: [member x], [member y], and the [member "
- "origin].\n"
- "For more information, read the \"Matrices and transforms\" documentation "
- "article."
- msgstr ""
- "Matriz de 2×3 (2 filas, 3 columnas) usada para transformaciones lineales 2D. "
- "Puede representar transformaciones como la traslación, la rotación o el "
- "escalado. Consiste en tres valores [Vector2]: [member x], [member y], y el "
- "[member origin].\n"
- "Para más información, lea el artículo de documentación \"Matrices y "
- "transformaciones\"."
- #: doc/classes/Transform2D.xml
- msgid "Constructs the transform from a 3D [Transform]."
- msgstr "Construye la transformada a partir de una 3D [Transform]."
- #: doc/classes/Transform2D.xml
- msgid ""
- "Constructs the transform from 3 [Vector2] values representing [member x], "
- "[member y], and the [member origin] (the three column vectors)."
- msgstr ""
- "Construye la transformación a partir de 3 valores de [Vector2] que "
- "representan [member x], [member y], y el [member origin] (los tres vectores "
- "de la columna)."
- #: doc/classes/Transform2D.xml
- msgid "Constructs the transform from a given angle (in radians) and position."
- msgstr ""
- "Construye la transformada a partir de un ángulo (en radianes) y posición "
- "dados."
- #: doc/classes/Transform2D.xml
- msgid ""
- "Returns a vector transformed (multiplied) by the basis matrix.\n"
- "This method does not account for translation (the origin vector)."
- msgstr ""
- "Devuelve un vector transformado (multiplicado) por la matriz base.\n"
- "Este método no tiene en cuenta la translación (el vector de origen."
- #: doc/classes/Transform2D.xml
- msgid ""
- "Returns a vector transformed (multiplied) by the inverse basis matrix.\n"
- "This method does not account for translation (the origin vector)."
- msgstr ""
- "Devuelve un vector transformado (multiplicado) por la matriz de base "
- "inversa.\n"
- "Este método no tiene en cuenta la traducción (el vector de origen)."
- #: doc/classes/Transform2D.xml
- msgid "Returns the transform's origin (translation)."
- msgstr "Devuelve el origen de la transformada (translación)."
- #: doc/classes/Transform2D.xml
- msgid "Returns the transform's rotation (in radians)."
- msgstr "Devuelve la rotación de la transformada (en radianes)."
- #: doc/classes/Transform2D.xml
- msgid "Returns the scale."
- msgstr "Devuelve la escala."
- #: doc/classes/Transform2D.xml
- #, fuzzy
- msgid ""
- "Returns a copy of the transform rotated by the given [code]angle[/code] (in "
- "radians), using matrix multiplication."
- msgstr ""
- "Gira la transformación por el ángulo dado (en radianes), usando la "
- "multiplicación de la matriz."
- #: doc/classes/Transform2D.xml
- msgid ""
- "Returns a copy of the transform scaled by the given [code]scale[/code] "
- "factor, using matrix multiplication.\n"
- "[b]Note:[/b] Negative X scales in 2D are not decomposable from the "
- "transformation matrix. Due to the way scale is represented with "
- "transformation matrices in Godot, negative scales on the X axis will be "
- "changed to negative scales on the Y axis and a rotation of 180 degrees when "
- "decomposed."
- msgstr ""
- #: doc/classes/Transform2D.xml
- #, fuzzy
- msgid ""
- "Transforms the given [Vector2], [Rect2], or [PoolVector2Array] by this "
- "transform."
- msgstr ""
- "Transforma el [Vector2], [Rect2], o [PackedVector2Array] dado por esta "
- "transformada."
- #: doc/classes/Transform2D.xml
- #, fuzzy
- msgid ""
- "Inverse-transforms the given [Vector2], [Rect2], or [PoolVector2Array] by "
- "this transform, under the assumption that the transformation is composed of "
- "rotation and translation (no scaling). Equivalent to calling [code]inverse()."
- "xform(v)[/code] on this transform. For affine transformations (e.g. with "
- "scaling) see [method affine_inverse] method."
- msgstr ""
- "Devuelve el inverso de la transformada, bajo el supuesto de que la "
- "transformación se compone de rotación y traslación (sin escalamiento, "
- "utilice [method affine_inverse] para las transformadas con escalamiento)."
- #: doc/classes/Transform2D.xml
- msgid ""
- "The origin vector (column 2, the third column). Equivalent to array index "
- "[code]2[/code]. The origin vector represents translation."
- msgstr ""
- "El vector de origen (columna 2, la tercera columna). Equivalente al índice "
- "del indice [code]2[/code]. El vector de origen representa la traslación."
- #: doc/classes/Transform2D.xml
- msgid ""
- "The identity [Transform2D] with no translation, rotation or scaling applied. "
- "When applied to other data structures, [constant IDENTITY] performs no "
- "transformation."
- msgstr ""
- "La identidad [Transform2D] sin traducción, rotación o escalamiento aplicado. "
- "Cuando se aplica a otras estructuras de datos, [constant IDENTITY] no "
- "realiza ninguna transformación."
- #: doc/classes/Transform2D.xml
- msgid "The [Transform2D] that will flip something along the X axis."
- msgstr "El [Transform2D] que volteará algo a lo largo del eje X."
- #: doc/classes/Transform2D.xml
- msgid "The [Transform2D] that will flip something along the Y axis."
- msgstr "El [Transform2D] que volteará algo a lo largo del eje Y."
- #: doc/classes/Translation.xml
- msgid "Language Translation."
- msgstr "Traducción del Lenguaje."
- #: doc/classes/Translation.xml
- msgid ""
- "Translations are resources that can be loaded and unloaded on demand. They "
- "map a string to another string."
- msgstr ""
- "Las traducciones son recursos que pueden ser cargados y descargados a "
- "pedido. Mapean una string a otra string."
- #: doc/classes/Translation.xml
- msgid "Virtual method to override [method get_message]."
- msgstr ""
- #: doc/classes/Translation.xml
- msgid "Adds a message if nonexistent, followed by its translation."
- msgstr "Añade un mensaje si no existe, seguido de su traducción."
- #: doc/classes/Translation.xml
- msgid "Erases a message."
- msgstr "Borra un mensaje."
- #: doc/classes/Translation.xml
- msgid "Returns a message's translation."
- msgstr "Devuelve la traducción de un mensaje."
- #: doc/classes/Translation.xml
- msgid "Returns the number of existing messages."
- msgstr "Devuelve el número de mensajes existentes."
- #: doc/classes/Translation.xml
- msgid "Returns all the messages (keys)."
- msgstr "Devuelve todos los mensajes (teclas)."
- #: doc/classes/Translation.xml
- msgid "The locale of the translation."
- msgstr "El locale de la traducción."
- #: doc/classes/TranslationServer.xml
- msgid "Server that manages all translations."
- msgstr "Servidor que gestiona todas las traducciones."
- #: doc/classes/TranslationServer.xml
- msgid ""
- "Server that manages all translations. Translations can be set to it and "
- "removed from it."
- msgstr ""
- "Servidor que gestiona todas las traducciones. Las traducciones pueden ser "
- "configuradas y eliminadas de él."
- #: doc/classes/TranslationServer.xml
- msgid "Adds a [Translation] resource."
- msgstr "Añade un recurso de [Translation]."
- #: doc/classes/TranslationServer.xml
- msgid "Clears the server from all translations."
- msgstr "Borra el servidor de todas las traducciones."
- #: doc/classes/TranslationServer.xml
- #, fuzzy
- msgid "Returns an array of all loaded locales of the project."
- msgstr "Devuelve un Array de todos los locales cargados del juego."
- #: doc/classes/TranslationServer.xml
- msgid ""
- "Returns the current locale of the project.\n"
- "See also [method OS.get_locale] and [method OS.get_locale_language] to query "
- "the locale of the user system."
- msgstr ""
- #: doc/classes/TranslationServer.xml
- msgid ""
- "Returns a locale's language and its variant (e.g. [code]\"en_US\"[/code] "
- "would return [code]\"English (United States)\"[/code])."
- msgstr ""
- "Devuelve el locale de un lenguaje y su variante (por ejemplo, "
- "[code]\"en_US\"[/code] devolvería [code]\"English (United States)\"[/code])."
- #: doc/classes/TranslationServer.xml
- msgid "Removes the given translation from the server."
- msgstr "Elimina la traducción dada del servidor."
- #: doc/classes/TranslationServer.xml
- msgid ""
- "Sets the locale of the project. The [code]locale[/code] string will be "
- "standardized to match known locales (e.g. [code]en-US[/code] would be "
- "matched to [code]en_US[/code]).\n"
- "If translations have been loaded beforehand for the new locale, they will be "
- "applied."
- msgstr ""
- #: doc/classes/TranslationServer.xml
- msgid "Returns the current locale's translation for the given message (key)."
- msgstr "Devuelve la traducción del locale actual para el mensaje dado (clave)."
- #: doc/classes/Tree.xml
- msgid "Control to show a tree of items."
- msgstr "Control para mostrar un árbol de objetos."
- #: doc/classes/Tree.xml
- #, fuzzy
- msgid ""
- "This shows a tree of items that can be selected, expanded and collapsed. The "
- "tree can have multiple columns with custom controls like text editing, "
- "buttons and popups. It can be useful for structured displays and "
- "interactions.\n"
- "Trees are built via code, using [TreeItem] objects to create the structure. "
- "They have a single root but multiple roots can be simulated if a dummy "
- "hidden root is added.\n"
- "[codeblock]\n"
- "func _ready():\n"
- " var tree = Tree.new()\n"
- " var root = tree.create_item()\n"
- " tree.set_hide_root(true)\n"
- " var child1 = tree.create_item(root)\n"
- " var child2 = tree.create_item(root)\n"
- " var subchild1 = tree.create_item(child1)\n"
- " subchild1.set_text(0, \"Subchild1\")\n"
- "[/codeblock]\n"
- "To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
- "TreeItem.get_next] and [method TreeItem.get_children] after getting the root "
- "through [method get_root]. You can use [method Object.free] on a [TreeItem] "
- "to remove it from the [Tree].\n"
- "[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
- "searching within the list while the control is focused. Press a key that "
- "matches the first letter of an item's name to select the first item starting "
- "with the given letter. After that point, there are two ways to perform "
- "incremental search: 1) Press the same key again before the timeout duration "
- "to select the next item starting with the same letter. 2) Press letter keys "
- "that match the rest of the word before the timeout duration to match to "
- "select the item in question directly. Both of these actions will be reset to "
- "the beginning of the list if the timeout duration has passed since the last "
- "keystroke was registered. You can adjust the timeout duration by changing "
- "[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
- msgstr ""
- "Esto muestra un árbol de objetos que pueden ser seleccionados, expandidos y "
- "colapsados. El árbol puede tener múltiples columnas con controles "
- "personalizados como edición de texto, botones y ventanas emergentes. Puede "
- "ser útil para mostrar e interactuar de forma estructurada.\n"
- "Los árboles se construyen a través de código, usando objetos [TreeItem] para "
- "crear la estructura. Tienen una sola raíz pero se pueden simular múltiples "
- "raíces si se añade una raíz oculta ficticia.\n"
- "[codeblock]\n"
- "func _ready():\n"
- " var tree = Tree.new()\n"
- " var root = tree.create_item()\n"
- " tree.set_hide_root(true)\n"
- " var child1 = tree.create_item(raíz)\n"
- " var child2 = tree.create_item(raíz)\n"
- " var subhijo1 = tree.create_item(hijo1)\n"
- " subchild1.set_text(0, \"Subchild1\")\n"
- "[/codeblock]\n"
- "Para iterar sobre todos los objetos [TreeItem] de un objeto [Tree], usa "
- "[method TreeItem.get_next] y [method TreeItem.get_children] después de "
- "obtener la raíz a través de [method get_root]. Puedes usar [method Object."
- "free] en un [TreeItem] para eliminarlo del [Tree]."
- #: doc/classes/Tree.xml
- msgid "Clears the tree. This removes all items."
- msgstr "Despeja el árbol. Esto elimina todos los elementos."
- #: doc/classes/Tree.xml
- #, fuzzy
- msgid ""
- "Creates an item in the tree and adds it as a child of [code]parent[/code], "
- "which can be either a valid [TreeItem] or [code]null[/code].\n"
- "If [code]parent[/code] is [code]null[/code], the root item will be the "
- "parent, or the new item will be the root itself if the tree is empty.\n"
- "The new item will be the [code]idx[/code]th child of parent, or it will be "
- "the last child if there are not enough siblings."
- msgstr ""
- "Crea un elemento en el árbol y lo añade como hijo de [code]parent[/code].\n"
- "Si [code]parent[/code] es [code]null[/code], el elemento raíz será el padre, "
- "o el nuevo elemento será la propia raíz si el árbol está vacío.\n"
- "El nuevo ítem será el [code]idx[/code]th hijo del padre, o será el último "
- "hijo si no hay suficientes hermanos."
- #: doc/classes/Tree.xml
- msgid ""
- "Edits the selected tree item as if it was clicked. The item must be set "
- "editable with [method TreeItem.set_editable]. Returns [code]true[/code] if "
- "the item could be edited. Fails if no item is selected."
- msgstr ""
- #: doc/classes/Tree.xml
- msgid ""
- "Makes the currently focused cell visible.\n"
- "This will scroll the tree if necessary. In [constant SELECT_ROW] mode, this "
- "will not do horizontal scrolling, as all the cells in the selected row is "
- "focused logically.\n"
- "[b]Note:[/b] Despite the name of this method, the focus cursor itself is "
- "only visible in [constant SELECT_MULTI] mode."
- msgstr ""
- "Hace visible la célula actualmente enfocada.\n"
- "Esto desplazará el árbol si es necesario. En el modo [constant SELECT_ROW], "
- "esto no hará un scrolling horizontal, ya que todas las celdas de la fila "
- "seleccionada están enfocadas lógicamente.\n"
- "[b]Nota:[/b] A pesar del nombre de este método, el propio cursor de enfoque "
- "sólo es visible en el modo [constant SELECT_MULTI]."
- #: doc/classes/Tree.xml
- #, fuzzy
- msgid ""
- "Returns the button id at [code]position[/code], or -1 if no button is there."
- msgstr ""
- "Devuelve el índice de la columna en la [code]position[/code], o -1 si no hay "
- "ningún elemento."
- #: doc/classes/Tree.xml
- msgid ""
- "Returns the column index at [code]position[/code], or -1 if no item is there."
- msgstr ""
- "Devuelve el índice de la columna en la [code]position[/code], o -1 si no hay "
- "ningún elemento."
- #: doc/classes/Tree.xml
- msgid "Returns the column's title."
- msgstr "Devuelve el título de la columna."
- #: doc/classes/Tree.xml
- msgid "Returns the column's width in pixels."
- msgstr "Devuelve el ancho de la columna en píxeles."
- #: doc/classes/Tree.xml
- msgid ""
- "Returns the rectangle for custom popups. Helper to create custom cell "
- "controls that display a popup. See [method TreeItem.set_cell_mode]."
- msgstr ""
- "Devuelve el rectángulo para los popups personalizados. Ayuda a crear "
- "controles de celda personalizados que muestran un popup. Ver [method "
- "TreeItem.set_cell_mode]."
- #: doc/classes/Tree.xml
- msgid ""
- "Returns the drop section at [code]position[/code], or -100 if no item is "
- "there.\n"
- "Values -1, 0, or 1 will be returned for the \"above item\", \"on item\", and "
- "\"below item\" drop sections, respectively. See [enum DropModeFlags] for a "
- "description of each drop section.\n"
- "To get the item which the returned drop section is relative to, use [method "
- "get_item_at_position]."
- msgstr ""
- "Devuelve la sección de caída en la [code]position[/code], o -100 si no hay "
- "ningún elemento.\n"
- "Se devolverán los valores -1, 0, o 1 para las secciones de caída \"por "
- "encima del artículo\", \"sobre el artículo\", y \"por debajo del artículo\", "
- "respectivamente. Véase [enum DropModeFlags] para una descripción de cada "
- "sección de caída.\n"
- "Para obtener el elemento con el que la sección de drop devuelta es relativa, "
- "usa [method get_item_at_position]."
- #: doc/classes/Tree.xml
- msgid ""
- "Returns the currently edited item. Can be used with [signal item_edited] to "
- "get the item that was modified.\n"
- "[codeblock]\n"
- "func _ready():\n"
- " $Tree.connect(\"item_edited\", self, \"on_Tree_item_edited\")\n"
- "\n"
- "func on_Tree_item_edited():\n"
- " print($Tree.get_edited()) # This item just got edited (e.g. checked).\n"
- "[/codeblock]"
- msgstr ""
- #: doc/classes/Tree.xml
- #, fuzzy
- msgid "Returns the column for the currently edited item."
- msgstr "Devuelve el número de elementos actualmente en la lista."
- #: doc/classes/Tree.xml
- #, fuzzy
- msgid ""
- "Returns the rectangle area for the specified [TreeItem]. If [code]column[/"
- "code] is specified, only get the position and size of that column, otherwise "
- "get the rectangle containing all columns."
- msgstr ""
- "Devuelve el área del rectángulo para el artículo especificado. Si se "
- "especifica [code]column[/code], sólo se obtiene la posición y el tamaño de "
- "esa columna, de lo contrario se obtiene el rectángulo que contiene todas las "
- "columnas."
- #: doc/classes/Tree.xml
- msgid ""
- "Returns the tree item at the specified position (relative to the tree origin "
- "position)."
- msgstr ""
- "Devuelve el elemento del árbol en la posición especificada (en relación con "
- "la posición de origen del árbol)."
- #: doc/classes/Tree.xml
- #, fuzzy
- msgid ""
- "Returns the next selected [TreeItem] after the given one, or [code]null[/"
- "code] if the end is reached.\n"
- "If [code]from[/code] is [code]null[/code], this returns the first selected "
- "item."
- msgstr ""
- "Devuelve el siguiente elemento seleccionado después del dado, o [code]null[/"
- "code] si se alcanza el final.\n"
- "Si [code]from[/code] es [code]null[/code], esto devuelve el primer elemento "
- "seleccionado."
- #: doc/classes/Tree.xml
- msgid "Returns the last pressed button's index."
- msgstr "Devuelve el índice del último botón pulsado."
- #: doc/classes/Tree.xml
- msgid ""
- "Returns the tree's root item, or [code]null[/code] if the tree is empty."
- msgstr ""
- "Devuelve el elemento raíz del árbol, o [code]null[/code] si el árbol está "
- "vacío."
- #: doc/classes/Tree.xml
- msgid "Returns the current scrolling position."
- msgstr "Devuelve la posición de scrolling actual."
- #: doc/classes/Tree.xml
- msgid ""
- "Returns the currently focused item, or [code]null[/code] if no item is "
- "focused.\n"
- "In [constant SELECT_ROW] and [constant SELECT_SINGLE] modes, the focused "
- "item is same as the selected item. In [constant SELECT_MULTI] mode, the "
- "focused item is the item under the focus cursor, not necessarily selected.\n"
- "To get the currently selected item(s), use [method get_next_selected]."
- msgstr ""
- "Devuelve el elemento enfocado actualmente, o [code]null[/code] si no hay "
- "ningún elemento enfocado.\n"
- "En los modos [constant SELECT_ROW] y [constant SELECT_SINGLE], el elemento "
- "enfocado es el mismo que el elemento seleccionado. En el modo [constante "
- "SELECT_MULTI], el elemento enfocado es el elemento que se encuentra bajo el "
- "cursor de enfoque, no necesariamente seleccionado.\n"
- "Para obtener el/los elemento(s) actualmente seleccionado(s), use [method "
- "get_next_selected]."
- #: doc/classes/Tree.xml
- msgid ""
- "Returns the currently focused column, or -1 if no column is focused.\n"
- "In [constant SELECT_SINGLE] mode, the focused column is the selected column. "
- "In [constant SELECT_ROW] mode, the focused column is always 0 if any item is "
- "selected. In [constant SELECT_MULTI] mode, the focused column is the column "
- "under the focus cursor, and there are not necessarily any column selected.\n"
- "To tell whether a column of an item is selected, use [method TreeItem."
- "is_selected]."
- msgstr ""
- "Devuelve la columna actualmente enfocada, o -1 si no hay ninguna columna "
- "enfocada.\n"
- "En el modo [constant SELECT_SINGLE], la columna enfocada es la columna "
- "seleccionada. En el modo [constant SELECT_ROW], la columna enfocada es "
- "siempre 0 si se selecciona algún elemento. En el modo [constant "
- "SELECT_MULTI], la columna enfocada es la columna que se encuentra bajo el "
- "cursor de enfoque, y no hay necesariamente ninguna columna seleccionada.\n"
- "Para saber si una columna de un elemento está seleccionada, utilice el "
- "[method TreeItem.is_selected]."
- #: doc/classes/Tree.xml
- #, fuzzy
- msgid "Causes the [Tree] to jump to the specified [TreeItem]."
- msgstr "Devuelve la [Transform] de la instancia especificada."
- #: doc/classes/Tree.xml
- msgid ""
- "If [code]true[/code], the column will have the \"Expand\" flag of [Control]. "
- "Columns that have the \"Expand\" flag will use their \"min_width\" in a "
- "similar fashion to [member Control.size_flags_stretch_ratio]."
- msgstr ""
- "Si [code]true[/code], la columna tendrá la flag \"Expandir\" de [Control]. "
- "Las columnas que tienen la flag \"Expandir\" usarán su \"min_width\" de "
- "forma similar a [member Control.size_flags_stretch_ratio]."
- #: doc/classes/Tree.xml
- msgid ""
- "Sets the minimum width of a column. Columns that have the \"Expand\" flag "
- "will use their \"min_width\" in a similar fashion to [member Control."
- "size_flags_stretch_ratio]."
- msgstr ""
- "Establece el ancho mínimo de una columna. Las columnas que tienen la flag "
- "\"Expandir\" usarán su \"ancho mínimo\" de manera similar a [member Control."
- "size_flags_stretch_ratio]."
- #: doc/classes/Tree.xml
- msgid "Sets the title of a column."
- msgstr "Establece el título de una columna."
- #: doc/classes/Tree.xml
- msgid ""
- "If [code]true[/code], the currently selected cell may be selected again."
- msgstr ""
- "Si [code]true[/code], la celda actualmente seleccionada puede ser "
- "seleccionada de nuevo."
- #: doc/classes/Tree.xml
- msgid "If [code]true[/code], a right mouse button click can select items."
- msgstr ""
- "Si [code]true[/code], un clic con el botón derecho del ratón puede "
- "seleccionar los elementos."
- #: doc/classes/Tree.xml
- msgid "If [code]true[/code], column titles are visible."
- msgstr "Si [code]true[/code], los títulos de las columnas son visibles."
- #: doc/classes/Tree.xml
- msgid "The number of columns."
- msgstr "El número de columnas."
- #: doc/classes/Tree.xml
- msgid ""
- "The drop mode as an OR combination of flags. See [enum DropModeFlags] "
- "constants. Once dropping is done, reverts to [constant DROP_MODE_DISABLED]. "
- "Setting this during [method Control.can_drop_data] is recommended.\n"
- "This controls the drop sections, i.e. the decision and drawing of possible "
- "drop locations based on the mouse position."
- msgstr ""
- "El modo de caída como una combinación de flags OR. Ver las constantes de "
- "[enum DropModeFlags]. Una vez que se hace el drop, se vuelve a la constante "
- "[constant DROP_MODE_DISABLED]. Se recomienda configurar esto durante [method "
- "Control.can_drop_data].\n"
- "Esto controla las secciones de caída, es decir, la decisión y el dibujo de "
- "las posibles ubicaciones de caída en función de la posición del ratón."
- #: doc/classes/Tree.xml
- msgid "If [code]true[/code], the folding arrow is hidden."
- msgstr "Si [code]true[/code], la flecha de plegado está oculta."
- #: doc/classes/Tree.xml
- msgid "If [code]true[/code], the tree's root is hidden."
- msgstr "Si [code]true[/code], la raíz del árbol está oculta."
- #: doc/classes/Tree.xml
- msgid ""
- "Allows single or multiple selection. See the [enum SelectMode] constants."
- msgstr ""
- "Permite la selección simple o múltiple. Vea las constantes [enum SelectMode]."
- #: doc/classes/Tree.xml
- msgid ""
- "Emitted when a button on the tree was pressed (see [method TreeItem."
- "add_button])."
- msgstr ""
- "Emitido cuando se presionó un botón del árbol (ver [method TreeItem."
- "add_button])."
- #: doc/classes/Tree.xml
- msgid "Emitted when a cell is selected."
- msgstr "Emitido cuando se selecciona una celda."
- #: doc/classes/Tree.xml
- msgid "Emitted when a column's title is pressed."
- msgstr "Se emite cuando se presiona el título de una columna."
- #: doc/classes/Tree.xml
- msgid ""
- "Emitted when a cell with the [constant TreeItem.CELL_MODE_CUSTOM] is clicked "
- "to be edited."
- msgstr ""
- "Se emite cuando se hace clic en una celda con la [constant TreeItem."
- "CELL_MODE_CUSTOM] para ser editada."
- #: doc/classes/Tree.xml
- msgid ""
- "Emitted when the right mouse button is pressed in the empty space of the "
- "tree."
- msgstr ""
- "Se emite cuando se presiona el botón derecho del ratón en el espacio vacío "
- "del árbol."
- #: doc/classes/Tree.xml
- msgid ""
- "Emitted when the right mouse button is pressed if right mouse button "
- "selection is active and the tree is empty."
- msgstr ""
- "Se emite cuando se pulsa el botón derecho del ratón si la selección del "
- "botón derecho del ratón está activa y el árbol está vacío."
- #: doc/classes/Tree.xml
- msgid "Emitted when an item's label is double-clicked."
- msgstr "Se emite cuando se hace doble clic en la etiqueta de un artículo."
- #: doc/classes/Tree.xml
- msgid "Emitted when an item is collapsed by a click on the folding arrow."
- msgstr ""
- "Se emite cuando un objeto se colapsa por un clic en la flecha de plegado."
- #: doc/classes/Tree.xml
- msgid ""
- "Emitted when a custom button is pressed (i.e. in a [constant TreeItem."
- "CELL_MODE_CUSTOM] mode cell)."
- msgstr ""
- "Se emite cuando se pulsa un botón personalizado (es decir, en una celda de "
- "modo [constant TreeItem.CELL_MODE_CUSTOM])."
- #: doc/classes/Tree.xml
- msgid "Emitted when an item's icon is double-clicked."
- msgstr "Se emite cuando se hace doble clic en el icono de un elemento."
- #: doc/classes/Tree.xml
- msgid "Emitted when an item is edited."
- msgstr "Emitido cuando se edita un artículo."
- #: doc/classes/Tree.xml
- msgid "Emitted when an item is edited using the right mouse button."
- msgstr "Se emite cuando se edita un elemento con el botón derecho del ratón."
- #: doc/classes/Tree.xml
- msgid "Emitted when an item is selected with the right mouse button."
- msgstr ""
- "Se emite cuando se selecciona un elemento con el botón derecho del ratón."
- #: doc/classes/Tree.xml
- msgid "Emitted when an item is selected."
- msgstr "Emitido cuando se selecciona un elemento."
- #: doc/classes/Tree.xml
- msgid ""
- "Emitted instead of [code]item_selected[/code] if [code]select_mode[/code] is "
- "[constant SELECT_MULTI]."
- msgstr ""
- "Emitido en lugar de [code]item_selected[/code] si [code]select_mode[/code] "
- "es [constant SELECT_MULTI]."
- #: doc/classes/Tree.xml
- msgid "Emitted when a left mouse button click does not select any item."
- msgstr ""
- "Emitido cuando un clic con el botón izquierdo del ratón no selecciona ningún "
- "elemento."
- #: doc/classes/Tree.xml
- msgid ""
- "Allows selection of a single cell at a time. From the perspective of items, "
- "only a single item is allowed to be selected. And there is only one column "
- "selected in the selected item.\n"
- "The focus cursor is always hidden in this mode, but it is positioned at the "
- "current selection, making the currently selected item the currently focused "
- "item."
- msgstr ""
- "Permite la selección de una sola celda a la vez. Desde la perspectiva de los "
- "items, sólo se permite seleccionar un único item. Y sólo hay una columna "
- "seleccionada en el item seleccionado.\n"
- "El cursor de enfoque siempre está oculto en este modo, pero se posiciona en "
- "la selección actual, haciendo que el ítem actualmente seleccionado sea el "
- "ítem enfocado actualmente."
- #: doc/classes/Tree.xml
- msgid ""
- "Allows selection of a single row at a time. From the perspective of items, "
- "only a single items is allowed to be selected. And all the columns are "
- "selected in the selected item.\n"
- "The focus cursor is always hidden in this mode, but it is positioned at the "
- "first column of the current selection, making the currently selected item "
- "the currently focused item."
- msgstr ""
- "Permite la selección de una sola fila a la vez. Desde el punto de vista de "
- "los artículos, sólo se permite seleccionar un único artículo. Y todas las "
- "columnas se seleccionan en el artículo seleccionado.\n"
- "El cursor de enfoque siempre está oculto en este modo, pero se posiciona en "
- "la primera columna de la selección actual, haciendo que el elemento "
- "seleccionado sea el elemento enfocado actualmente."
- #: doc/classes/Tree.xml
- msgid ""
- "Allows selection of multiple cells at the same time. From the perspective of "
- "items, multiple items are allowed to be selected. And there can be multiple "
- "columns selected in each selected item.\n"
- "The focus cursor is visible in this mode, the item or column under the "
- "cursor is not necessarily selected."
- msgstr ""
- "Permite la selección de múltiples celdas al mismo tiempo. Desde la "
- "perspectiva de los artículos, se permite seleccionar múltiples artículos. Y "
- "puede haber múltiples columnas seleccionadas en cada elemento seleccionado.\n"
- "El cursor de enfoque es visible en este modo, el ítem o columna bajo el "
- "cursor no está necesariamente seleccionado."
- #: doc/classes/Tree.xml
- msgid ""
- "Disables all drop sections, but still allows to detect the \"on item\" drop "
- "section by [method get_drop_section_at_position].\n"
- "[b]Note:[/b] This is the default flag, it has no effect when combined with "
- "other flags."
- msgstr ""
- "Desactiva todas las secciones de caída, pero aún así permite detectar la "
- "sección de caída \"en el artículo\" por [method "
- "get_drop_section_at_position].\n"
- "[b]Nota:[/b] Esta es la flag por defecto, no tiene ningún efecto cuando se "
- "combina con otras flags."
- #: doc/classes/Tree.xml
- msgid ""
- "Enables the \"on item\" drop section. This drop section covers the entire "
- "item.\n"
- "When combined with [constant DROP_MODE_INBETWEEN], this drop section halves "
- "the height and stays centered vertically."
- msgstr ""
- "Habilita la sección de entrega \"en el artículo\". Esta sección de entrega "
- "cubre todo el artículo.\n"
- "Cuando se combina con [constant DROP_MODE_INBETWEEN], esta sección de caída "
- "reduce a la mitad la altura y se mantiene centrada verticalmente."
- #: doc/classes/Tree.xml
- msgid ""
- "Enables \"above item\" and \"below item\" drop sections. The \"above item\" "
- "drop section covers the top half of the item, and the \"below item\" drop "
- "section covers the bottom half.\n"
- "When combined with [constant DROP_MODE_ON_ITEM], these drop sections halves "
- "the height and stays on top / bottom accordingly."
- msgstr ""
- "Activa las secciones de caída \"por encima del artículo\" y \"por debajo del "
- "artículo\". La sección de caída \"sobre el artículo\" cubre la mitad "
- "superior del artículo, y la sección de caída \"debajo del artículo\" cubre "
- "la mitad inferior.\n"
- "Cuando se combinan con [constant DROP_MODE_ON_ITEM], estas secciones de "
- "caída reducen a la mitad la altura y se mantienen en la parte superior / "
- "inferior en consecuencia."
- #: doc/classes/Tree.xml
- msgid ""
- "Text [Color] for a [constant TreeItem.CELL_MODE_CUSTOM] mode cell when it's "
- "hovered."
- msgstr ""
- "Texto [Color] para una celda de modo [constant TreeItem.CELL_MODE_CUSTOM] "
- "cuando el cursor esta encima."
- #: doc/classes/Tree.xml
- msgid ""
- "[Color] used to draw possible drop locations. See [enum DropModeFlags] "
- "constants for further description of drop locations."
- msgstr ""
- "[Color] usado para dibujar posibles lugares de caída. Ver las constantes "
- "[enum DropModeFlags] para una descripción más detallada de los lugares de "
- "caída."
- #: doc/classes/Tree.xml
- msgid "[Color] of the guideline."
- msgstr "[Color] de la guía."
- #: doc/classes/Tree.xml
- msgid "[Color] of the relationship lines."
- msgstr "[Color] de las líneas de relación."
- #: doc/classes/Tree.xml
- msgid "Default text [Color] of the title button."
- msgstr "Texto predeterminado [Color] del botón de título."
- #: doc/classes/Tree.xml
- msgid "The horizontal space between each button in a cell."
- msgstr "El espacio horizontal entre cada botón de una celda."
- #: doc/classes/Tree.xml
- msgid ""
- "Draws the guidelines if not zero, this acts as a boolean. The guideline is a "
- "horizontal line drawn at the bottom of each item."
- msgstr ""
- "Dibuja las guías si no es cero, esto actúa como un booleano. La guia es una "
- "línea horizontal dibujada en la parte inferior de cada artículo."
- #: doc/classes/Tree.xml
- msgid ""
- "Draws the relationship lines if not zero, this acts as a boolean. "
- "Relationship lines are drawn at the start of child items to show hierarchy."
- msgstr ""
- "Dibuja las líneas de relación si no es cero, esto actúa como un booleano. "
- "Las líneas de relación se dibujan al principio de los elementos hijos para "
- "mostrar la jerarquía."
- #: doc/classes/Tree.xml
- msgid ""
- "The horizontal space between item cells. This is also used as the margin at "
- "the start of an item when folding is disabled."
- msgstr ""
- "El espacio horizontal entre las celdas de los artículos. También se utiliza "
- "como el margen al principio de un artículo cuando el plegado está "
- "desactivado."
- #: doc/classes/Tree.xml
- msgid ""
- "The horizontal margin at the start of an item. This is used when folding is "
- "enabled for the item."
- msgstr ""
- "El margen horizontal al comienzo de un artículo. Se utiliza cuando el "
- "plegado está habilitado para el artículo."
- #: doc/classes/Tree.xml
- msgid ""
- "The maximum distance between the mouse cursor and the control's border to "
- "trigger border scrolling when dragging."
- msgstr ""
- "La distancia máxima entre el cursor del ratón y el borde del control para "
- "activar el desplazamiento del borde al arrastrar."
- #: doc/classes/Tree.xml
- msgid "The speed of border scrolling."
- msgstr "La velocidad del scrolling de la frontera."
- #: doc/classes/Tree.xml
- msgid ""
- "The vertical padding inside each item, i.e. the distance between the item's "
- "content and top/bottom border."
- msgstr ""
- "El relleno vertical dentro de cada artículo, es decir, la distancia entre el "
- "contenido del artículo y el borde superior/inferior."
- #: doc/classes/Tree.xml
- msgid "[Font] of the title button's text."
- msgstr "[Font] del texto del título del botón."
- #: doc/classes/Tree.xml
- msgid "The arrow icon used when a foldable item is not collapsed."
- msgstr ""
- "El icono de la flecha que se usa cuando un elemento plegable no está "
- "colapsado."
- #: doc/classes/Tree.xml
- msgid "The arrow icon used when a foldable item is collapsed."
- msgstr ""
- "El icono de la flecha que se utiliza cuando un elemento plegable se derrumba."
- #: doc/classes/Tree.xml
- msgid ""
- "The check icon to display when the [constant TreeItem.CELL_MODE_CHECK] mode "
- "cell is checked."
- msgstr ""
- "El icono de comprobación que se muestra cuando se comprueba la celda de modo "
- "[constant TreeItem.CELL_MODE_CHECK]."
- #: doc/classes/Tree.xml
- msgid ""
- "The arrow icon to display for the [constant TreeItem.CELL_MODE_RANGE] mode "
- "cell."
- msgstr ""
- "El icono de la flecha que se muestra para la celda de modo [constant "
- "TreeItem.CELL_MODE_RANGE]."
- #: doc/classes/Tree.xml
- msgid ""
- "The check icon to display when the [constant TreeItem.CELL_MODE_CHECK] mode "
- "cell is unchecked."
- msgstr ""
- "El icono de verificación que se muestra cuando la celda de modo [constant "
- "TreeItem.CELL_MODE_CHECK] está desmarcada."
- #: doc/classes/Tree.xml
- msgid ""
- "The updown arrow icon to display for the [constant TreeItem.CELL_MODE_RANGE] "
- "mode cell."
- msgstr ""
- "El icono de flecha arriba/abajo para mostrar el modo celda [constant "
- "TreeItem.CELL_MODE_RANGE]."
- #: doc/classes/Tree.xml
- msgid ""
- "Default [StyleBox] for the [Tree], i.e. used when the control is not being "
- "focused."
- msgstr ""
- "Por defecto [StyleBox] para el [Tree], es decir, se utiliza cuando el "
- "control no está siendo enfocado."
- #: doc/classes/Tree.xml
- msgid "[StyleBox] used when the [Tree] is being focused."
- msgstr "[StyleBox] usado cuando el [Tree] está siendo enfocado."
- #: doc/classes/Tree.xml
- msgid "[StyleBox] used when a button in the tree is pressed."
- msgstr "[StyleBox] usado cuando se pulsa un botón del árbol."
- #: doc/classes/Tree.xml
- msgid "[StyleBox] used for the cursor, when the [Tree] is being focused."
- msgstr ""
- "[StyleBox] usado para el cursor, cuando el [Tree] está siendo enfocado."
- #: doc/classes/Tree.xml
- msgid "[StyleBox] used for the cursor, when the [Tree] is not being focused."
- msgstr ""
- "[StyleBox] usado para el cursor, cuando el [Tree] no está siendo enfocado."
- #: doc/classes/Tree.xml
- msgid ""
- "Default [StyleBox] for a [constant TreeItem.CELL_MODE_CUSTOM] mode cell."
- msgstr ""
- "Por defecto [StyleBox] para una celda de modo [constant TreeItem."
- "CELL_MODE_CUSTOM]."
- #: doc/classes/Tree.xml
- msgid ""
- "[StyleBox] for a [constant TreeItem.CELL_MODE_CUSTOM] mode cell when it's "
- "hovered."
- msgstr ""
- "[StyleBox] para un [constant TreeItem.CELL_MODE_CUSTOM] cuando el cursor "
- "esta encima."
- #: doc/classes/Tree.xml
- msgid ""
- "[StyleBox] for a [constant TreeItem.CELL_MODE_CUSTOM] mode cell when it's "
- "pressed."
- msgstr ""
- "[StyleBox] para una celda de modo [constant TreeItem.CELL_MODE_CUSTOM] "
- "cuando se presiona."
- #: doc/classes/Tree.xml
- msgid ""
- "[StyleBox] for the selected items, used when the [Tree] is not being focused."
- msgstr ""
- "[StyleBox] para los elementos seleccionados, utilizado cuando el [Tree] no "
- "está siendo enfocado."
- #: doc/classes/Tree.xml
- msgid ""
- "[StyleBox] for the selected items, used when the [Tree] is being focused."
- msgstr ""
- "[StyleBox] para los elementos seleccionados, usado cuando el [Tree] está "
- "siendo enfocado."
- #: doc/classes/Tree.xml
- msgid "[StyleBox] used when the title button is being hovered."
- msgstr "[StyleBox] usado cuando el cursor esta encima del botón del título."
- #: doc/classes/Tree.xml
- msgid "Default [StyleBox] for the title button."
- msgstr "Predeterminado [StyleBox] para el título del botón."
- #: doc/classes/Tree.xml
- msgid "[StyleBox] used when the title button is being pressed."
- msgstr "[StyleBox] utilizado cuando se presiona el botón de título."
- #: doc/classes/TreeItem.xml
- msgid "Control for a single item inside a [Tree]."
- msgstr "Control para un solo elemento dentro de un [Tree]."
- #: doc/classes/TreeItem.xml
- msgid ""
- "Control for a single item inside a [Tree]. May have child [TreeItem]s and be "
- "styled as well as contain buttons.\n"
- "You can remove a [TreeItem] by using [method Object.free]."
- msgstr ""
- "Control para un solo elemento dentro de un [Tree]. Puede tener hijos "
- "[TreeItem]s y ser estilizado así como contener botones.\n"
- "Puedes quitar un [TreeItem] usando el [method Object.free]."
- #: doc/classes/TreeItem.xml
- #, fuzzy
- msgid ""
- "Adds a button with [Texture] [code]button[/code] at column [code]column[/"
- "code]. The [code]id[/code] is used to identify the button. If not specified, "
- "the next available index is used, which may be retrieved by calling [method "
- "get_button_count] immediately before this method. Optionally, the button can "
- "be [code]disabled[/code] and have a [code]tooltip[/code]."
- msgstr ""
- "Añade un botón con [Texture2D] [code]button[/code] en la columna "
- "[code]column[/code]. El índice [code]button_idx[/code] se utiliza para "
- "identificar el botón cuando se llaman otros métodos. Si no se especifica, se "
- "utiliza el siguiente índice disponible, que puede ser recuperado llamando a "
- "[method get_button_count] inmediatamente después de este método. "
- "Opcionalmente, el botón puede ser [code]disabled[/code] y tener un "
- "[code]tooltip[/code]."
- #: doc/classes/TreeItem.xml
- msgid ""
- "Calls the [code]method[/code] on the actual TreeItem and its children "
- "recursively. Pass parameters as a comma separated list."
- msgstr ""
- "Llama al [code]method[/code] en el actual TreeItem y sus hijos de forma "
- "recursiva. Pasa los parámetros como una lista separada por comas."
- #: doc/classes/TreeItem.xml
- msgid "Resets the background color for the given column to default."
- msgstr ""
- "Restablece el color de fondo de la columna dada a su valor predeterminado."
- #: doc/classes/TreeItem.xml
- msgid "Resets the color for the given column to default."
- msgstr "Restablece el color de la columna dada a su valor predeterminado."
- #: doc/classes/TreeItem.xml
- msgid "Deselects the given column."
- msgstr "Deselecciona la columna dada."
- #: doc/classes/TreeItem.xml
- msgid ""
- "Removes the button at index [code]button_idx[/code] in column [code]column[/"
- "code]."
- msgstr ""
- "Elimina el botón en el índice [code]button_idx[/code] en la columna "
- "[code]column[/code]."
- #: doc/classes/TreeItem.xml
- #, fuzzy
- msgid ""
- "Returns the [Texture] of the button at index [code]button_idx[/code] in "
- "column [code]column[/code]."
- msgstr ""
- "Devuelve la [Texture2D] del botón en el índice [code]button_idx[/code] en la "
- "columna [code]column[/code]."
- #: doc/classes/TreeItem.xml
- #, fuzzy
- msgid ""
- "Returns the button index if there is a button with id [code]id[/code] in "
- "column [code]column[/code], otherwise returns -1."
- msgstr ""
- "Devuelve la string de sugerencia para el botón en el índice "
- "[code]button_idx[/code] en la columna [code]column[/code]."
- #: doc/classes/TreeItem.xml
- #, fuzzy
- msgid "Returns the number of buttons in column [code]column[/code]."
- msgstr "Devuelve el color personalizado de la columna [code]column[/code]."
- #: doc/classes/TreeItem.xml
- #, fuzzy
- msgid ""
- "Returns the id for the button at index [code]button_idx[/code] in column "
- "[code]column[/code]."
- msgstr ""
- "Devuelve la string de sugerencia para el botón en el índice "
- "[code]button_idx[/code] en la columna [code]column[/code]."
- #: doc/classes/TreeItem.xml
- msgid ""
- "Returns the tooltip string for the button at index [code]button_idx[/code] "
- "in column [code]column[/code]."
- msgstr ""
- "Devuelve la string de sugerencia para el botón en el índice "
- "[code]button_idx[/code] en la columna [code]column[/code]."
- #: doc/classes/TreeItem.xml
- msgid "Returns the column's cell mode."
- msgstr "Devuelve el modo de celda de la columna."
- #: doc/classes/TreeItem.xml
- msgid ""
- "Returns the TreeItem's first child item or a null object if there is none."
- msgstr ""
- "Devuelve el primer objeto hijo del TreeItem o un objeto nulo si no hay "
- "ninguno."
- #: doc/classes/TreeItem.xml
- msgid "Returns the custom background color of column [code]column[/code]."
- msgstr ""
- "Devuelve el color de fondo personalizado de la columna [code]column[/code]."
- #: doc/classes/TreeItem.xml
- msgid "Returns the custom color of column [code]column[/code]."
- msgstr "Devuelve el color personalizado de la columna [code]column[/code]."
- #: doc/classes/TreeItem.xml
- msgid "Returns [code]true[/code] if [code]expand_right[/code] is set."
- msgstr ""
- "Devuelve [code]true[/code] si [code]expand_right[/code] está configurado."
- #: doc/classes/TreeItem.xml
- #, fuzzy
- msgid "Returns the given column's icon [Texture]. Error if no icon is set."
- msgstr ""
- "Devuelve el icono de la columna dada [Texture2D]. Error si no se establece "
- "ningún icono."
- #: doc/classes/TreeItem.xml
- msgid "Returns the column's icon's maximum width."
- msgstr "Devuelve el ancho máximo del icono de la columna."
- #: doc/classes/TreeItem.xml
- msgid "Returns the [Color] modulating the column's icon."
- msgstr "Devuelve el [Color] modulando el icono de la columna."
- #: doc/classes/TreeItem.xml
- #, fuzzy
- msgid "Returns the icon [Texture] region as [Rect2]."
- msgstr "Devuelve la región del icono [Texture2D] como [Rect2]."
- #: doc/classes/TreeItem.xml
- #, fuzzy
- msgid ""
- "Returns the metadata value that was set for the given column using [method "
- "set_metadata]."
- msgstr ""
- "Obtiene los metadatos del elemento seleccionado. Los metadatos de los "
- "elementos pueden establecerse utilizando [method set_item_metadata]."
- #: doc/classes/TreeItem.xml
- #, fuzzy
- msgid ""
- "Returns the next sibling TreeItem in the tree or a null object if there is "
- "none."
- msgstr ""
- "Devuelve el siguiente TreeItem del árbol o un objeto nulo si no hay ninguno."
- #: doc/classes/TreeItem.xml
- #, fuzzy
- msgid ""
- "Returns the next visible sibling TreeItem in the tree or a null object if "
- "there is none.\n"
- "If [code]wrap[/code] is enabled, the method will wrap around to the first "
- "visible element in the tree when called on the last visible element, "
- "otherwise it returns [code]null[/code]."
- msgstr ""
- "Devuelve el siguiente elemento visible del árbol o un objeto nulo si no hay "
- "ninguno.\n"
- "Si [code]wrap[/code] está habilitado, el método envolverá al primer elemento "
- "visible del árbol cuando sea llamado al último elemento visible, de lo "
- "contrario devuelve [code]null[/code]."
- #: doc/classes/TreeItem.xml
- msgid "Returns the parent TreeItem or a null object if there is none."
- msgstr "Devuelve el TreeItem padre o un objeto nulo si no hay ninguno."
- #: doc/classes/TreeItem.xml
- #, fuzzy
- msgid ""
- "Returns the previous sibling TreeItem in the tree or a null object if there "
- "is none."
- msgstr ""
- "Devuelve el TreeItem anterior del árbol o un objeto nulo si no hay ninguno."
- #: doc/classes/TreeItem.xml
- #, fuzzy
- msgid ""
- "Returns the previous visible sibling TreeItem in the tree or a null object "
- "if there is none.\n"
- "If [code]wrap[/code] is enabled, the method will wrap around to the last "
- "visible element in the tree when called on the first visible element, "
- "otherwise it returns [code]null[/code]."
- msgstr ""
- "Devuelve el anterior TreeItem visible en el árbol o un objeto nulo si no hay "
- "ninguno.\n"
- "Si [code]wrap[/code] está habilitado, el método se ajustará al último "
- "elemento visible del árbol cuando sea llamado al primer elemento visible, de "
- "lo contrario devuelve [code]null[/code]."
- #: doc/classes/TreeItem.xml
- #, fuzzy
- msgid "Returns the value of a [constant CELL_MODE_RANGE] column."
- msgstr "Devuelve el valor de un parámetro de una articulación."
- #: doc/classes/TreeItem.xml
- msgid ""
- "Returns a dictionary containing the range parameters for a given column. The "
- "keys are \"min\", \"max\", \"step\", and \"expr\"."
- msgstr ""
- #: doc/classes/TreeItem.xml
- msgid "Gets the suffix string shown after the column value."
- msgstr ""
- #: doc/classes/TreeItem.xml
- msgid "Returns the given column's text."
- msgstr "Devuelve el texto de la columna dada."
- #: doc/classes/TreeItem.xml
- msgid "Returns the given column's text alignment."
- msgstr "Devuelve la alineación del texto de la columna dada."
- #: doc/classes/TreeItem.xml
- msgid "Returns the given column's tooltip."
- msgstr "Devuelve la sugerencia de la columna dada."
- #: doc/classes/TreeItem.xml
- msgid ""
- "Returns [code]true[/code] if the button at index [code]button_idx[/code] for "
- "the given column is disabled."
- msgstr ""
- "Devuelve [code]true[/code] si el botón en el índice [code]button_idx[/code] "
- "para la columna dada está desactivada."
- #: doc/classes/TreeItem.xml
- msgid "Returns [code]true[/code] if the given column is checked."
- msgstr "Devuelve [code]true[/code] si la columna dada está marcada."
- #: doc/classes/TreeItem.xml
- msgid "Returns [code]true[/code] if column [code]column[/code] is editable."
- msgstr ""
- "Devuelve [code]true[/code] si la columna [code]column[/code] es editable."
- #: doc/classes/TreeItem.xml
- msgid "Returns [code]true[/code] if column [code]column[/code] is selectable."
- msgstr ""
- "Devuelve [code]true[/code] si la columna [code]column[/code] es "
- "seleccionable."
- #: doc/classes/TreeItem.xml
- msgid "Returns [code]true[/code] if column [code]column[/code] is selected."
- msgstr ""
- "Devuelve [code]true[/code] si se selecciona la columna [code]column[/code]."
- #: doc/classes/TreeItem.xml
- msgid "Moves this TreeItem to the bottom in the [Tree] hierarchy."
- msgstr "Mueve este TreeItem al fondo de la jerarquía [Tree]."
- #: doc/classes/TreeItem.xml
- msgid "Moves this TreeItem to the top in the [Tree] hierarchy."
- msgstr "Mueve este TreeItem al fondo de la jerarquía [Tree]."
- #: doc/classes/TreeItem.xml
- msgid ""
- "Removes the given child [TreeItem] and all its children from the [Tree]. "
- "Note that it doesn't free the item from memory, so it can be reused later. "
- "To completely remove a [TreeItem] use [method Object.free]."
- msgstr ""
- "Retira al niño dado [TreeItem] y a todos sus hijos del [Tree]. Tenga en "
- "cuenta que no libera el elemento de la memoria, por lo que puede ser "
- "reutilizado más tarde. Para eliminar completamente un [TreeItem] usa el "
- "[method Object.free]."
- #: doc/classes/TreeItem.xml
- msgid "Selects the column [code]column[/code]."
- msgstr "Selecciona la columna [code]column[/code]."
- #: doc/classes/TreeItem.xml
- #, fuzzy
- msgid ""
- "Sets the given column's button [Texture] at index [code]button_idx[/code] to "
- "[code]button[/code]."
- msgstr ""
- "Establece el botón de la columna dada [Texture2D] en el índice "
- "[code]button_idx[/code] a [code]button[/code]."
- #: doc/classes/TreeItem.xml
- msgid ""
- "If [code]true[/code], disables the button at index [code]button_idx[/code] "
- "in column [code]column[/code]."
- msgstr ""
- "Si [code]true[/code], desactiva el botón en el índice [code]button_idx[/"
- "code] en la columna [code]column[/code]."
- #: doc/classes/TreeItem.xml
- msgid ""
- "Sets the given column's cell mode to [code]mode[/code]. See [enum "
- "TreeCellMode] constants."
- msgstr ""
- "Establece el modo de la celda de la columna dada en [code]mode[/code]. Ver "
- "las constantes de [enum TreeCellMode]."
- #: doc/classes/TreeItem.xml
- msgid "If [code]true[/code], the column [code]column[/code] is checked."
- msgstr "Si [code]true[/code], la columna [code]column[/code] está marcada."
- #: doc/classes/TreeItem.xml
- msgid ""
- "Sets the given column's custom background color and whether to just use it "
- "as an outline."
- msgstr ""
- "Establece el color de fondo personalizado de la columna y si sólo se debe "
- "usar como contorno."
- #: doc/classes/TreeItem.xml
- msgid "Sets the given column's custom color."
- msgstr "Establece el color personalizado de la columna dada."
- #: doc/classes/TreeItem.xml
- msgid ""
- "Sets the given column's custom draw callback to [code]callback[/code] method "
- "on [code]object[/code].\n"
- "The [code]callback[/code] should accept two arguments: the [TreeItem] that "
- "is drawn and its position and size as a [Rect2]."
- msgstr ""
- "Establece el método de devolución de llamada de la columna dada en "
- "[code]callback[/code] en [code]object[/code].\n"
- "El [code]callback[/code] debe aceptar dos argumentos: el [TreeItem] que se "
- "dibuja y su posición y tamaño como un [Rect2]."
- #: doc/classes/TreeItem.xml
- msgid "If [code]true[/code], column [code]column[/code] is editable."
- msgstr "Si [code]true[/code], la columna [code]column[/code] es editable."
- #: doc/classes/TreeItem.xml
- msgid ""
- "If [code]true[/code], column [code]column[/code] is expanded to the right."
- msgstr ""
- "Si [code]true[/code], la columna [code]column[/code] se expande a la derecha."
- #: doc/classes/TreeItem.xml
- #, fuzzy
- msgid "Sets the given column's icon [Texture]."
- msgstr "Establece el icono de la columna dada [Texture2D]."
- #: doc/classes/TreeItem.xml
- msgid "Sets the given column's icon's maximum width."
- msgstr "Establece el ancho máximo del icono de la columna dada."
- #: doc/classes/TreeItem.xml
- msgid "Modulates the given column's icon with [code]modulate[/code]."
- msgstr "Modula el icono de la columna dada con [code]modulate[/code]."
- #: doc/classes/TreeItem.xml
- msgid "Sets the given column's icon's texture region."
- msgstr "Establece la región de textura del icono de la columna dada."
- #: doc/classes/TreeItem.xml
- msgid ""
- "Sets the metadata value for the given column, which can be retrieved later "
- "using [method get_metadata]. This can be used, for example, to store a "
- "reference to the original data."
- msgstr ""
- #: doc/classes/TreeItem.xml
- msgid "Sets the value of a [constant CELL_MODE_RANGE] column."
- msgstr ""
- #: doc/classes/TreeItem.xml
- msgid ""
- "Sets the range of accepted values for a column. The column must be in the "
- "[constant CELL_MODE_RANGE] mode.\n"
- "If [code]expr[/code] is [code]true[/code], the edit mode slider will use an "
- "exponential scale as with [member Range.exp_edit]."
- msgstr ""
- #: doc/classes/TreeItem.xml
- msgid "If [code]true[/code], the given column is selectable."
- msgstr "Si [code]true[/code], la columna dada es seleccionable."
- #: doc/classes/TreeItem.xml
- msgid ""
- "Sets a string to be shown after a column's value (for example, a unit "
- "abbreviation)."
- msgstr ""
- #: doc/classes/TreeItem.xml
- #, fuzzy
- msgid "Sets the given column's text value."
- msgstr "Devuelve el texto de la columna dada."
- #: doc/classes/TreeItem.xml
- msgid ""
- "Sets the given column's text alignment. See [enum TextAlign] for possible "
- "values."
- msgstr ""
- "Establece la alineación del texto de la columna dada. Ver [enum TextAlign] "
- "para los posibles valores."
- #: doc/classes/TreeItem.xml
- msgid "Sets the given column's tooltip text."
- msgstr "Establece el texto de la sugerencia de la columna dada."
- #: doc/classes/TreeItem.xml
- msgid "If [code]true[/code], the TreeItem is collapsed."
- msgstr "Si [code]true[/code], el TreeItem se colapsa."
- #: doc/classes/TreeItem.xml
- msgid "The custom minimum height."
- msgstr "La altura mínima personalizada."
- #: doc/classes/TreeItem.xml
- msgid "If [code]true[/code], folding is disabled for this TreeItem."
- msgstr ""
- "Si [code]true[/code], el plegado está deshabilitado para este TreeItem."
- #: doc/classes/TreeItem.xml
- msgid "Cell contains a string."
- msgstr "La celda contiene una string."
- #: doc/classes/TreeItem.xml
- #, fuzzy
- msgid "Cell contains a checkbox."
- msgstr "La celda contiene un icono."
- #: doc/classes/TreeItem.xml
- msgid "Cell contains a range."
- msgstr "La celda contiene un rango."
- #: doc/classes/TreeItem.xml
- msgid "Cell contains an icon."
- msgstr "La celda contiene un icono."
- #: doc/classes/TreeItem.xml
- msgid "Align text to the left. See [code]set_text_align()[/code]."
- msgstr "Alinee el texto a la izquierda. Ver [code]set_text_align()[/code]."
- #: doc/classes/TreeItem.xml
- msgid "Center text. See [code]set_text_align()[/code]."
- msgstr "Centrar el texto. Ver [code]set_text_align()[/code]."
- #: doc/classes/TreeItem.xml
- msgid "Align text to the right. See [code]set_text_align()[/code]."
- msgstr "Alinea el texto a la derecha. Ver [code]set_text_align()[/code]."
- #: doc/classes/TriangleMesh.xml
- msgid "Internal mesh type."
- msgstr "Tipo de malla interna."
- #: doc/classes/TriangleMesh.xml
- msgid "Mesh type used internally for collision calculations."
- msgstr "Tipo de malla utilizada internamente para los cálculos de colisión."
- #: doc/classes/Tween.xml
- msgid "Smoothly animates a node's properties over time."
- msgstr "Anima suavemente las propiedades de un nodo a lo largo del tiempo."
- #: doc/classes/Tween.xml
- #, fuzzy
- msgid ""
- "Tweens are useful for animations requiring a numerical property to be "
- "interpolated over a range of values. The name [i]tween[/i] comes from [i]in-"
- "betweening[/i], an animation technique where you specify [i]keyframes[/i] "
- "and the computer interpolates the frames that appear between them.\n"
- "[Tween] is more suited than [AnimationPlayer] for animations where you don't "
- "know the final values in advance. For example, interpolating a dynamically-"
- "chosen camera zoom value is best done with a [Tween] node; it would be "
- "difficult to do the same thing with an [AnimationPlayer] node.\n"
- "Here is a brief usage example that makes a 2D node move smoothly between two "
- "positions:\n"
- "[codeblock]\n"
- "var tween = get_node(\"Tween\")\n"
- "tween.interpolate_property($Node2D, \"position\",\n"
- " Vector2(0, 0), Vector2(100, 100), 1,\n"
- " Tween.TRANS_LINEAR, Tween.EASE_IN_OUT)\n"
- "tween.start()\n"
- "[/codeblock]\n"
- "Many methods require a property name, such as [code]\"position\"[/code] "
- "above. You can find the correct property name by hovering over the property "
- "in the Inspector. You can also provide the components of a property directly "
- "by using [code]\"property:component\"[/code] (e.g. [code]position:x[/code]), "
- "where it would only apply to that particular component.\n"
- "Many of the methods accept [code]trans_type[/code] and [code]ease_type[/"
- "code]. The first accepts an [enum TransitionType] constant, and refers to "
- "the way the timing of the animation is handled (see [url=https://easings."
- "net/]easings.net[/url] for some examples). The second accepts an [enum "
- "EaseType] constant, and controls where the [code]trans_type[/code] is "
- "applied to the interpolation (in the beginning, the end, or both). If you "
- "don't know which transition and easing to pick, you can try different [enum "
- "TransitionType] constants with [constant EASE_IN_OUT], and use the one that "
- "looks best.\n"
- "[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
- "tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
- "[b]Note:[/b] Tween methods will return [code]false[/code] if the requested "
- "operation cannot be completed.\n"
- "[b]Note:[/b] For an alternative method of tweening, that doesn't require "
- "using nodes, see [SceneTreeTween]."
- msgstr ""
- "Los Tweens son útiles para las animaciones que requieren que una propiedad "
- "numérica sea interpolada en un rango de valores. El nombre [i]tween[/i] "
- "proviene de [i]in-betweening[/i], una técnica de animación en la que se "
- "especifican [i]keyframes[/i] y el ordenador interpola los cuadros que "
- "aparecen entre ellos.\n"
- "[Tween] es más adecuado que [AnimationPlayer] para las animaciones en las "
- "que no conoces los valores finales por adelantado. Por ejemplo, interpolar "
- "un valor de zoom de cámara elegido dinámicamente se hace mejor con un nodo "
- "[Tween]; sería difícil hacer lo mismo con un nodo [AnimationPlayer].\n"
- "Aquí hay un breve ejemplo de uso que hace que un nodo 2D se mueva suavemente "
- "entre dos posiciones:\n"
- "[codeblock]\n"
- "var tween = get_node(\"Tween\")\n"
- "tween.interpolate_property($Node2D, \"position\",\n"
- " Vector2(0, 0), Vector2(100, 100), 1,\n"
- " Tween.TRANS_LINEAR, Tween.EASE_IN_OUT)\n"
- "tween.start()\n"
- "[/codeblock]\n"
- "Muchos métodos requieren un nombre de propiedad, como [code]\"position\"[/"
- "code] arriba. Puede encontrar el nombre correcto de la propiedad pasando el "
- "cursor por encima de la propiedad en el Inspector. También puede "
- "proporcionar los componentes de una propiedad directamente utilizando "
- "[code]\"property:component\"[/code] (por ejemplo, [code]position:x[/code]), "
- "donde sólo se aplicaría a ese componente en particular.\n"
- "Muchos de los métodos aceptan [code]trans_type[/code] y [code]ease_type[/"
- "code]. El primero acepta una constante [enum TransitionType], y se refiere a "
- "la forma en que se maneja el tiempo de la animación (ver [url=https://"
- "easings.net/]easings.net[/url] para algunos ejemplos). El segundo acepta una "
- "constante [enum EaseType], y controla dónde se aplica el [code]trans_type[/"
- "code] a la interpolación (en el principio, en el final, o en ambos). Si no "
- "sabes qué transición y facilidad de elección, puedes probar diferentes "
- "constantes [enum TransitionType] con [constant EASE_IN_OUT], y usar la que "
- "se vea mejor.\n"
- "[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
- "tween_cheatsheet.png]Hoja de ayuda para la función Tween y los tipos de "
- "transición[/url]"
- #: doc/classes/Tween.xml
- msgid ""
- "Follows [code]method[/code] of [code]object[/code] and applies the returned "
- "value on [code]target_method[/code] of [code]target[/code], beginning from "
- "[code]initial_val[/code] for [code]duration[/code] seconds, [code]delay[/"
- "code] later. Methods are called with consecutive values.\n"
- "Use [enum TransitionType] for [code]trans_type[/code] and [enum EaseType] "
- "for [code]ease_type[/code] parameters. These values control the timing and "
- "direction of the interpolation. See the class description for more "
- "information."
- msgstr ""
- "Sigue el [code]method[/code] de [code]object[/code] y aplica el valor "
- "devuelto en [code]target_method[/code] de [code]target[/code], empezando por "
- "[code]initial_val[/code] durante [code]duration[/code] segundos, "
- "[code]delay[/code] más tarde. Los métodos se llaman con valores "
- "consecutivos.\n"
- "Utilice [enum TransitionType] para los parámetros de [code]trans_type[/code] "
- "y [enum EaseType] para los parámetros de [code]ease_type[/code]. Estos "
- "valores controlan el tiempo y la dirección de la interpolación. Vea la "
- "descripción de la clase para más información."
- #: doc/classes/Tween.xml
- msgid ""
- "Follows [code]property[/code] of [code]object[/code] and applies it on "
- "[code]target_property[/code] of [code]target[/code], beginning from "
- "[code]initial_val[/code] for [code]duration[/code] seconds, [code]delay[/"
- "code] seconds later.\n"
- "Use [enum TransitionType] for [code]trans_type[/code] and [enum EaseType] "
- "for [code]ease_type[/code] parameters. These values control the timing and "
- "direction of the interpolation. See the class description for more "
- "information."
- msgstr ""
- "Sigue la [code]property[/code] de [code]object[/code] y la aplica sobre "
- "[code]target_property[/code] de [code]target[/code], empezando por "
- "[code]initial_val[/code] durante [code]duration[/code] segundos, "
- "[code]delay[/code] segundos después.\n"
- "Utilice [enum TransitionType] para los parámetros de [code]trans_type[/code] "
- "y [enum EaseType] para los parámetros de [code]ease_type[/code]. Estos "
- "valores controlan el tiempo y la dirección de la interpolación. Vea la "
- "descripción de la clase para más información."
- #: doc/classes/Tween.xml
- msgid ""
- "Returns the total time needed for all tweens to end. If you have two tweens, "
- "one lasting 10 seconds and the other 20 seconds, it would return 20 seconds, "
- "as by that time all tweens would have finished."
- msgstr ""
- "Devuelve el tiempo total necesario para que todos los tweens terminen. Si "
- "tienes dos tweens, uno que dura 10 segundos y el otro 20 segundos, "
- "devolvería 20 segundos, ya que para entonces todos los tweens habrían "
- "terminado."
- #: doc/classes/Tween.xml
- msgid ""
- "Calls [code]callback[/code] of [code]object[/code] after [code]duration[/"
- "code]. [code]arg1[/code]-[code]arg5[/code] are arguments to be passed to the "
- "callback."
- msgstr ""
- "Llama a [code]callback[/code] de [code]object[/code] después de "
- "[code]duration[/code]. [code]arg1[/code]-[code]arg5[/code] son argumentos "
- "que se pasan a la devolución de llamada."
- #: doc/classes/Tween.xml
- msgid ""
- "Calls [code]callback[/code] of [code]object[/code] after [code]duration[/"
- "code] on the main thread (similar to [method Object.call_deferred]). "
- "[code]arg1[/code]-[code]arg5[/code] are arguments to be passed to the "
- "callback."
- msgstr ""
- "Llama a [code]callback[/code] de [code]object[/code] después de "
- "[code]duration[/code]. [code]arg1[/code]-[code]arg5[/code] son argumentos "
- "que se pasan a la devolución de llamada."
- #: doc/classes/Tween.xml
- msgid ""
- "Animates [code]method[/code] of [code]object[/code] from [code]initial_val[/"
- "code] to [code]final_val[/code] for [code]duration[/code] seconds, "
- "[code]delay[/code] seconds later. Methods are called with consecutive "
- "values.\n"
- "Use [enum TransitionType] for [code]trans_type[/code] and [enum EaseType] "
- "for [code]ease_type[/code] parameters. These values control the timing and "
- "direction of the interpolation. See the class description for more "
- "information."
- msgstr ""
- "Anima el [code]method[/code] de [code]object[/code] desde [code]initial_val[/"
- "code] hasta [code]final_val[/code] durante [code]duración[/code] segundos, "
- "[code]delay[/code] segundos más tarde. Los métodos se llaman con valores "
- "consecutivos.\n"
- "Use [enum TransitionType] para [code]trans_type[/code] y [enum EaseType] "
- "para los parámetros de [code]ease_type[/code]. Estos valores controlan el "
- "tiempo y la dirección de la interpolación. Vea la descripción de la clase "
- "para más información."
- #: doc/classes/Tween.xml
- msgid ""
- "Animates [code]property[/code] of [code]object[/code] from "
- "[code]initial_val[/code] to [code]final_val[/code] for [code]duration[/code] "
- "seconds, [code]delay[/code] seconds later. Setting the initial value to "
- "[code]null[/code] uses the current value of the property.\n"
- "Use [enum TransitionType] for [code]trans_type[/code] and [enum EaseType] "
- "for [code]ease_type[/code] parameters. These values control the timing and "
- "direction of the interpolation. See the class description for more "
- "information."
- msgstr ""
- "Anima la [code]property[/code] del [code]object[/code] desde "
- "[code]initial_val[/code] hasta [code]final_val[/code] durante "
- "[code]duration[/code] segundos, [code]delay[/code] segundos más tarde. Al "
- "fijar el valor inicial en [code]null[/code] se utiliza el valor actual de la "
- "propiedad.\n"
- "Utilice [enum TransitionType] para los parámetros de [code]trans_type[/code] "
- "y [enum EaseType] para los parámetros de [code]ease_type[/code]. Estos "
- "valores controlan el tiempo y la dirección de la interpolación. Vea la "
- "descripción de la clase para más información."
- #: doc/classes/Tween.xml
- msgid ""
- "Returns [code]true[/code] if any tweens are currently running.\n"
- "[b]Note:[/b] This method doesn't consider tweens that have ended."
- msgstr ""
- "Devuelve [code]true[/code] si algún tweens se está ejecutando actualmente.\n"
- "[b]Nota:[/b] Este método no considera a los tweens que han terminado."
- #: doc/classes/Tween.xml
- msgid ""
- "Stops animation and removes a tween, given its object and property/method "
- "pair. By default, all tweens are removed, unless [code]key[/code] is "
- "specified."
- msgstr ""
- "Detiene la animación y elimina un \"tween\", dado su objeto y su par "
- "propiedad/método. Por defecto, se eliminan todos los tweens, a menos que se "
- "especifique [code]key[/code]."
- #: doc/classes/Tween.xml
- msgid "Stops animation and removes all tweens."
- msgstr "Detiene la animación y elimina a todos los tweens."
- #: doc/classes/Tween.xml
- #, fuzzy
- msgid ""
- "Resets a tween to its initial value (the one given, not the one before the "
- "tween), given its object and property/method pair. By default, all tweens "
- "are reset, unless [code]key[/code] is specified."
- msgstr ""
- "Restablece un tween a su valor inicial (el dado, no el anterior al tween), "
- "dada su objeto y su par propiedad/método. Por defecto, se eliminan todos los "
- "tweens, a menos que se especifique [code]key[/code]."
- #: doc/classes/Tween.xml
- msgid ""
- "Resets all tweens to their initial values (the ones given, not those before "
- "the tween)."
- msgstr ""
- "Restablece todos los tweens a sus valores iniciales (los dados, no los "
- "anteriores al tween)."
- #: doc/classes/Tween.xml
- msgid ""
- "Continues animating a stopped tween, given its object and property/method "
- "pair. By default, all tweens are resumed, unless [code]key[/code] is "
- "specified."
- msgstr ""
- "Continúa animando a un tween detenido, dada su objeto y par propiedad/"
- "método. Por defecto, todos los tweens se reanudan, a menos que se "
- "especifique [code]key[/code]."
- #: doc/classes/Tween.xml
- msgid "Continues animating all stopped tweens."
- msgstr "Continúa animando a todos los tweens detenidos."
- #: doc/classes/Tween.xml
- msgid "Sets the interpolation to the given [code]time[/code] in seconds."
- msgstr "Establece la interpolación al [code]time[/code] dado en segundos."
- #: doc/classes/Tween.xml
- msgid ""
- "Activates/deactivates the tween. See also [method stop_all] and [method "
- "resume_all]."
- msgstr ""
- "Activa/desactiva el tween. Ver también [method stop_all] y [method "
- "resume_all]."
- #: doc/classes/Tween.xml
- msgid "Starts the tween. You can define animations both before and after this."
- msgstr ""
- "Empieza el tween. Puedes definir animaciones tanto antes como después de "
- "esto."
- #: doc/classes/Tween.xml
- msgid ""
- "Stops a tween, given its object and property/method pair. By default, all "
- "tweens are stopped, unless [code]key[/code] is specified."
- msgstr ""
- "Detiene un tween, dado su objeto y su par de propiedades/métodos. Por "
- "defecto, todos los tweens se detienen, a menos que se especifique [code]key[/"
- "code]."
- #: doc/classes/Tween.xml
- msgid "Stops animating all tweens."
- msgstr "Para de animar a todos los tweens."
- #: doc/classes/Tween.xml
- msgid ""
- "Animates [code]method[/code] of [code]object[/code] from the value returned "
- "by [code]initial_method[/code] to [code]final_val[/code] for [code]duration[/"
- "code] seconds, [code]delay[/code] seconds later. Methods are animated by "
- "calling them with consecutive values.\n"
- "Use [enum TransitionType] for [code]trans_type[/code] and [enum EaseType] "
- "for [code]ease_type[/code] parameters. These values control the timing and "
- "direction of the interpolation. See the class description for more "
- "information."
- msgstr ""
- "Anima el [code]method[/code] de [code]object[/code] desde el valor devuelto "
- "por [code]initial_method[/code] hasta [code]final_val[/code] durante "
- "[code]duration[/code] segundos, [code]delay[/code] segundos más tarde. Los "
- "métodos se animan llamándolos con valores consecutivos.\n"
- "Utilice [enum TransitionType] para los parámetros [code]trans_type[/code] y "
- "[enum EaseType] para los parámetros [code]ease_type[/code]. Estos valores "
- "controlan el tiempo y la dirección de la interpolación. Vea la descripción "
- "de la clase para más información."
- #: doc/classes/Tween.xml
- msgid ""
- "Animates [code]property[/code] of [code]object[/code] from the current value "
- "of the [code]initial_val[/code] property of [code]initial[/code] to "
- "[code]final_val[/code] for [code]duration[/code] seconds, [code]delay[/code] "
- "seconds later.\n"
- "Use [enum TransitionType] for [code]trans_type[/code] and [enum EaseType] "
- "for [code]ease_type[/code] parameters. These values control the timing and "
- "direction of the interpolation. See the class description for more "
- "information."
- msgstr ""
- "Anima la propiedad [code]property[/code] de [code]object[/code] desde el "
- "valor actual de la propiedad [code]initial_val[/code] de [code]initial[/"
- "code] hasta [code]final_val[/code] durante [code]duration[/code] segundos, "
- "[code]delay[/code] segundos más tarde.\n"
- "Utilice [enum TransitionType] para los parámetros de [code]trans_type[/code] "
- "y [enum EaseType] para los parámetros de [code]ease_type[/code]. Estos "
- "valores controlan el tiempo y la dirección de la interpolación. Vea la "
- "descripción de la clase para más información."
- #: doc/classes/Tween.xml
- msgid "Returns the current time of the tween."
- msgstr "Devuelve la tiempo actual del tween."
- #: doc/classes/Tween.xml
- msgid "The tween's animation process thread. See [enum TweenProcessMode]."
- msgstr ""
- "El hilo del proceso de animación del tween. Ver [enum TweenProcessMode]."
- #: doc/classes/Tween.xml
- msgid ""
- "The tween's speed multiplier. For example, set it to [code]1.0[/code] for "
- "normal speed, [code]2.0[/code] for two times normal speed, or [code]0.5[/"
- "code] for half of the normal speed. A value of [code]0[/code] pauses the "
- "animation, but see also [method set_active] or [method stop_all] for this."
- msgstr ""
- "El multiplicador de velocidad del tween. Por ejemplo, ponlo en [code]1.0[/"
- "code] para la velocidad normal, [code]2.0[/code] para dos veces la velocidad "
- "normal, o [code]0.5[/code] para la mitad de la velocidad normal. Un valor de "
- "[code]0[/code] pausa la animación, pero también ver [method set_active] o "
- "[method stop_all] para esto."
- #: doc/classes/Tween.xml
- msgid "If [code]true[/code], the tween loops."
- msgstr "Si [code]true[/code], el tween realiza un bucle."
- #: doc/classes/Tween.xml
- msgid "Emitted when all processes in a tween end."
- msgstr "Emitido cuando todos los procesos en un tween terminan."
- #: doc/classes/Tween.xml
- msgid "Emitted when a tween ends."
- msgstr "Emitido cuando un tween termina."
- #: doc/classes/Tween.xml
- msgid "Emitted when a tween starts."
- msgstr "Emitido cuando empieza un tween."
- #: doc/classes/Tween.xml
- msgid "Emitted at each step of the animation."
- msgstr "Emitido en cada paso de la animación."
- #: doc/classes/Tween.xml
- msgid "The tween updates with the [code]_physics_process[/code] callback."
- msgstr "El tween se actualiza con la llamada de [code]_physics_process[/code]."
- #: doc/classes/Tween.xml
- msgid "The tween updates with the [code]_process[/code] callback."
- msgstr "El tween se actualiza con la llamada de [code]_process[/code]."
- #: doc/classes/Tween.xml
- msgid "The animation is interpolated linearly."
- msgstr "La animación se interpola linealmente."
- #: doc/classes/Tween.xml
- msgid "The animation is interpolated using a sine function."
- msgstr "La animación se interpola usando una función senoidal."
- #: doc/classes/Tween.xml
- msgid ""
- "The animation is interpolated with a quintic (to the power of 5) function."
- msgstr ""
- "La animación se interpola con una función a la quinta (a la potencia de 5)."
- #: doc/classes/Tween.xml
- msgid ""
- "The animation is interpolated with a quartic (to the power of 4) function."
- msgstr ""
- "La animación se interpola con una función a la cuarta (a la potencia de 4)."
- #: doc/classes/Tween.xml
- msgid ""
- "The animation is interpolated with a quadratic (to the power of 2) function."
- msgstr ""
- "La animación se interpola con una función cuadrática (a la potencia de 2)."
- #: doc/classes/Tween.xml
- msgid ""
- "The animation is interpolated with an exponential (to the power of x) "
- "function."
- msgstr ""
- "La animación se interpola con una función exponencial (a la potencia de x)."
- #: doc/classes/Tween.xml
- msgid ""
- "The animation is interpolated with elasticity, wiggling around the edges."
- msgstr ""
- "La animación se interpola con elasticidad, moviéndose alrededor de los "
- "bordes."
- #: doc/classes/Tween.xml
- msgid ""
- "The animation is interpolated with a cubic (to the power of 3) function."
- msgstr "La animación se interpola con una función cúbica (a la potencia de 3)."
- #: doc/classes/Tween.xml
- msgid "The animation is interpolated with a function using square roots."
- msgstr ""
- "La animación se interpola con una función que utiliza raíces cuadradas."
- #: doc/classes/Tween.xml
- msgid "The animation is interpolated by bouncing at the end."
- msgstr "La animación se interpola al rebotar al final."
- #: doc/classes/Tween.xml
- msgid "The animation is interpolated backing out at ends."
- msgstr "La animación es interpolada retrocediendo en los extremos."
- #: doc/classes/Tween.xml
- msgid "The interpolation starts slowly and speeds up towards the end."
- msgstr "La interpolación comienza lentamente y se acelera hacia el final."
- #: doc/classes/Tween.xml
- msgid "The interpolation starts quickly and slows down towards the end."
- msgstr "La interpolación comienza rápidamente y se ralentiza hacia el final."
- #: doc/classes/Tween.xml
- msgid ""
- "A combination of [constant EASE_IN] and [constant EASE_OUT]. The "
- "interpolation is slowest at both ends."
- msgstr ""
- "Una combinación de [constant EASE_IN] y [constant EASE_OUT]. La "
- "interpolación es más lenta en ambos extremos."
- #: doc/classes/Tween.xml
- msgid ""
- "A combination of [constant EASE_IN] and [constant EASE_OUT]. The "
- "interpolation is fastest at both ends."
- msgstr ""
- "Una combinación de [constant EASE_IN] y [constant EASE_OUT]. La "
- "interpolación es más rápida en ambos extremos."
- #: doc/classes/Tweener.xml
- msgid "Abstract class for all Tweeners used by [SceneTreeTween]."
- msgstr ""
- #: doc/classes/Tweener.xml
- msgid ""
- "Tweeners are objects that perform a specific animating task, e.g. "
- "interpolating a property or calling a method at a given time. A [Tweener] "
- "can't be created manually, you need to use a dedicated method from "
- "[SceneTreeTween]."
- msgstr ""
- #: doc/classes/Tweener.xml
- #, fuzzy
- msgid "Emitted when the [Tweener] has just finished its job."
- msgstr "Emitido cuando el nodo entra en el árbol."
- #: doc/classes/UDPServer.xml
- msgid "Helper class to implement a UDP server."
- msgstr "Clase de ayudante para implementar un servidor UDP."
- #: doc/classes/UDPServer.xml
- msgid ""
- "A simple server that opens a UDP socket and returns connected "
- "[PacketPeerUDP] upon receiving new packets. See also [method PacketPeerUDP."
- "connect_to_host].\n"
- "After starting the server ([method listen]), you will need to [method poll] "
- "it at regular intervals (e.g. inside [method Node._process]) for it to "
- "process new packets, delivering them to the appropriate [PacketPeerUDP], and "
- "taking new connections.\n"
- "Below a small example of how it can be used:\n"
- "[codeblock]\n"
- "# server.gd\n"
- "extends Node\n"
- "\n"
- "var server := UDPServer.new()\n"
- "var peers = []\n"
- "\n"
- "func _ready():\n"
- " server.listen(4242)\n"
- "\n"
- "func _process(delta):\n"
- " server.poll() # Important!\n"
- " if server.is_connection_available():\n"
- " var peer : PacketPeerUDP = server.take_connection()\n"
- " var pkt = peer.get_packet()\n"
- " print(\"Accepted peer: %s:%s\" % [peer.get_packet_ip(), peer."
- "get_packet_port()])\n"
- " print(\"Received data: %s\" % [pkt.get_string_from_utf8()])\n"
- " # Reply so it knows we received the message.\n"
- " peer.put_packet(pkt)\n"
- " # Keep a reference so we can keep contacting the remote peer.\n"
- " peers.append(peer)\n"
- "\n"
- " for i in range(0, peers.size()):\n"
- " pass # Do something with the connected peers.\n"
- "\n"
- "[/codeblock]\n"
- "[codeblock]\n"
- "# client.gd\n"
- "extends Node\n"
- "\n"
- "var udp := PacketPeerUDP.new()\n"
- "var connected = false\n"
- "\n"
- "func _ready():\n"
- " udp.connect_to_host(\"127.0.0.1\", 4242)\n"
- "\n"
- "func _process(delta):\n"
- " if !connected:\n"
- " # Try to contact server\n"
- " udp.put_packet(\"The answer is... 42!\".to_utf8())\n"
- " if udp.get_available_packet_count() > 0:\n"
- " print(\"Connected: %s\" % udp.get_packet().get_string_from_utf8())\n"
- " connected = true\n"
- "[/codeblock]"
- msgstr ""
- "Un simple servidor que abre un socket UDP y devuelve conectado "
- "[PacketPeerUDP] al recibir nuevos paquetes. Véase también [method "
- "PacketPeerUDP.connect_to_host].\n"
- "Después de iniciar el servidor ([method listen]), necesitará [method poll] a "
- "intervalos regulares (por ejemplo, dentro de [method Node._process]) para "
- "que procese nuevos paquetes, entregándolos al [PacketPeerUDP] apropiado, y "
- "tomando nuevas conexiones.\n"
- "A continuación se muestra un pequeño ejemplo de cómo puede utilizarse:\n"
- "[codeblock]\n"
- "# Servidor.gd\n"
- "extends Node\n"
- "\n"
- "var server := UDPServer.new()\n"
- "var peers = []\n"
- "\n"
- "func _ready():\n"
- " server.listen(4242)\n"
- "\n"
- "func _process(delta):\n"
- " server.poll() # ¡Important!\n"
- " if server.is_connection_available():\n"
- " var peer : PacketPeerUDP = server.take_connection()\n"
- " var pkt = peer.get_packet()\n"
- " print(\"Accepted peer: %s:%s\" % [peer.get_packet_ip(), peer."
- "get_packet_port()])\n"
- " print(\"Received data: %s\" % [pkt.get_string_from_utf8()])\n"
- " # Responde para que sepa que hemos recibido el mensaje.\n"
- " peer.put_packet(pkt)\n"
- " # Mantén una referencia para que podamos seguir contactando con el "
- "par remoto.\n"
- " peers.append(peer)\n"
- "\n"
- " for i in range(0, peers.size()):\n"
- " pass # Haz algo con los pares conectados.\n"
- "\n"
- "[/codeblock]\n"
- "[codeblock]\n"
- "# cliente.gd\n"
- "extends Node\n"
- "\n"
- "var udp := PacketPeerUDP.new()\n"
- "var connected = false\n"
- "\n"
- "func _ready():\n"
- " udp.connect_to_host(\"127.0.0.1\", 4242)\n"
- "\n"
- "func _process(delta):\n"
- " if !connected:\n"
- " # Intenta contactar con el servidor\n"
- " udp.put_packet(\"La respuesta es... 42!\".to_utf8())\n"
- " if udp.get_available_packet_count() > 0:\n"
- " print(\"Connected: %s\" % udp.get_packet().get_string_from_utf8())\n"
- " connected = true\n"
- "[/codeblock]"
- #: doc/classes/UDPServer.xml
- msgid ""
- "Returns [code]true[/code] if a packet with a new address/port combination "
- "was received on the socket."
- msgstr ""
- "Devuelve [code]true[/code] si un paquete con una nueva combinación de "
- "dirección/puerto fue recibido en el socket."
- #: doc/classes/UDPServer.xml
- msgid ""
- "Returns [code]true[/code] if the socket is open and listening on a port."
- msgstr ""
- "Devuelve [code]true[/code] si el socket está abierto y escuchando en un "
- "puerto."
- #: doc/classes/UDPServer.xml
- msgid ""
- "Starts the server by opening a UDP socket listening on the given port. You "
- "can optionally specify a [code]bind_address[/code] to only listen for "
- "packets sent to that address. See also [method PacketPeerUDP.listen]."
- msgstr ""
- "Inicia el servidor abriendo un socket UDP que escucha en el puerto dado. "
- "Opcionalmente puede especificar un [code]bind_address[/code] para que sólo "
- "escuche los paquetes enviados a esa dirección. Véase también [method "
- "PacketPeerUDP.listen]."
- #: doc/classes/UDPServer.xml
- msgid ""
- "Call this method at regular intervals (e.g. inside [method Node._process]) "
- "to process new packets. And packet from known address/port pair will be "
- "delivered to the appropriate [PacketPeerUDP], any packet received from an "
- "unknown address/port pair will be added as a pending connection (see [method "
- "is_connection_available], [method take_connection]). The maximum number of "
- "pending connection is defined via [member max_pending_connections]."
- msgstr ""
- "Llame a este método a intervalos regulares (por ejemplo, dentro de [method "
- "Node._process]) para procesar nuevos paquetes. Y el paquete del par "
- "dirección/puerto conocido será entregado al [PacketPeerUDP] apropiado, "
- "cualquier paquete recibido de un par dirección/puerto desconocido será "
- "añadido como una conexión pendiente (ver [method is_connection_available], "
- "[method take_connection]). El número máximo de conexiones pendientes se "
- "define mediante [member max_pending_connections]."
- #: doc/classes/UDPServer.xml
- msgid ""
- "Stops the server, closing the UDP socket if open. Will close all connected "
- "[PacketPeerUDP] accepted via [method take_connection] (remote peers will not "
- "be notified)."
- msgstr ""
- "Detiene el servidor, cerrando el enchufe UDP si está abierto. Cerrará todos "
- "los [PacketPeerUDP] conectados aceptados a través del [method "
- "take_connection] (los compañeros remotos no serán notificados)."
- #: doc/classes/UDPServer.xml
- msgid ""
- "Returns the first pending connection (connected to the appropriate address/"
- "port). Will return [code]null[/code] if no new connection is available. See "
- "also [method is_connection_available], [method PacketPeerUDP."
- "connect_to_host]."
- msgstr ""
- "Devuelve la primera conexión pendiente (conectada a la dirección/puerto "
- "apropiado). Devolverá [code]null[/code] si no hay una nueva conexión "
- "disponible. Ver también [method is_connection_available], [method "
- "PacketPeerUDP.connect_to_host]."
- #: doc/classes/UDPServer.xml
- msgid ""
- "Define the maximum number of pending connections, during [method poll], any "
- "new pending connection exceeding that value will be automatically dropped. "
- "Setting this value to [code]0[/code] effectively prevents any new pending "
- "connection to be accepted (e.g. when all your players have connected)."
- msgstr ""
- "Definir el número máximo de conexiones pendientes, durante el [method poll], "
- "cualquier nueva conexión pendiente que supere ese valor será automáticamente "
- "eliminada. Ajustar este valor a [code]0[/code] impide efectivamente que se "
- "acepte cualquier nueva conexión pendiente (por ejemplo, cuando todos tus "
- "jugadores se han conectado)."
- #: doc/classes/UndoRedo.xml
- msgid "Helper to manage undo/redo operations in the editor or custom tools."
- msgstr ""
- "Ayudante para gestionar las operaciones de deshacer/rehacer en el editor o "
- "las herramientas personalizadas."
- #: doc/classes/UndoRedo.xml
- msgid ""
- "Helper to manage undo/redo operations in the editor or custom tools. It "
- "works by registering methods and property changes inside \"actions\".\n"
- "Common behavior is to create an action, then add do/undo calls to functions "
- "or property changes, then committing the action.\n"
- "Here's an example on how to add an action to the Godot editor's own "
- "[UndoRedo], from a plugin:\n"
- "[codeblock]\n"
- "var undo_redo = get_undo_redo() # Method of EditorPlugin.\n"
- "\n"
- "func do_something():\n"
- " pass # Put your code here.\n"
- "\n"
- "func undo_something():\n"
- " pass # Put here the code that reverts what's done by "
- "\"do_something()\".\n"
- "\n"
- "func _on_MyButton_pressed():\n"
- " var node = get_node(\"MyNode2D\")\n"
- " undo_redo.create_action(\"Move the node\")\n"
- " undo_redo.add_do_method(self, \"do_something\")\n"
- " undo_redo.add_undo_method(self, \"undo_something\")\n"
- " undo_redo.add_do_property(node, \"position\", Vector2(100,100))\n"
- " undo_redo.add_undo_property(node, \"position\", node.position)\n"
- " undo_redo.commit_action()\n"
- "[/codeblock]\n"
- "[method create_action], [method add_do_method], [method add_undo_method], "
- "[method add_do_property], [method add_undo_property], and [method "
- "commit_action] should be called one after the other, like in the example. "
- "Not doing so could lead to crashes.\n"
- "If you don't need to register a method, you can leave [method add_do_method] "
- "and [method add_undo_method] out; the same goes for properties. You can also "
- "register more than one method/property."
- msgstr ""
- "Ayudante para gestionar las operaciones de deshacer/rehacer en el editor o "
- "las herramientas personalizadas. Funciona registrando métodos y cambios de "
- "propiedades dentro de las \"acciones\".\n"
- "El comportamiento común es crear una acción, luego agregar llamadas de hacer/"
- "deshacer a las funciones o cambios de propiedades, y luego confirmar la "
- "acción.\n"
- "Aquí hay un ejemplo de cómo añadir una acción al propio editor de Godot "
- "[UndoRedo], desde un plugin:\n"
- "[codeblock]\n"
- "var undo_redo = get_undo_redo() # Método de EditorPlugin.\n"
- "\n"
- "func do_something():\n"
- " pass # Ponga su código aquí.\n"
- "\n"
- "func undo_something():\n"
- " pass # Ponga aquí el código que revierte lo que se hace con "
- "\"do_something()\".\n"
- "\n"
- "func _on_MyButton_pressed():\n"
- " var node = get_node(\"MiNodo2D\")\n"
- " undo_redo.create_action(\"Mover el nodo\")\n"
- " undo_redo.add_do_method(self, \"do_something\")\n"
- " undo_redo.add_undo_method(self, \"undo_something\")\n"
- " undo_redo.add_do_property(node, \"position\", Vector2(100,100))\n"
- " undo_redo.add_undo_property(node, \"position\", node.position)\n"
- " undo_redo.commit_action()\n"
- "[/codeblock]\n"
- "[method create_action], [method add_do_method], [method add_undo_method], "
- "[method add_do_property], [method add_undo_property], y [method "
- "commit_action] deberían ser llamados uno tras otro, como en el ejemplo. Si "
- "no se hace así, se pueden producir caídas.\n"
- "Si no necesitas registrar un método, puedes dejar fuera [method "
- "add_do_method] y [method add_undo_method]; lo mismo vale para las "
- "propiedades. También puedes registrar más de un método/propiedad."
- #: doc/classes/UndoRedo.xml
- msgid "Register a method that will be called when the action is committed."
- msgstr "Registrar un método que será llamado cuando se cometa la acción."
- #: doc/classes/UndoRedo.xml
- msgid "Register a property value change for \"do\"."
- msgstr "Registrar un cambio de valor de la propiedad para \"hacer\"."
- #: doc/classes/UndoRedo.xml
- msgid ""
- "Register a reference for \"do\" that will be erased if the \"do\" history is "
- "lost. This is useful mostly for new nodes created for the \"do\" call. Do "
- "not use for resources."
- msgstr ""
- "Registra una referencia para \"hacer\" que se borrará si se pierde la "
- "historia de \"hacer\". Esto es útil sobre todo para los nuevos nodos creados "
- "para la llamada \"hacer\". No lo utilice para los recursos."
- #: doc/classes/UndoRedo.xml
- msgid "Register a method that will be called when the action is undone."
- msgstr "Registra un método que se llamará cuando se deshaga la acción."
- #: doc/classes/UndoRedo.xml
- msgid "Register a property value change for \"undo\"."
- msgstr "Registrar un cambio en el valor de la propiedad para \"deshacer\"."
- #: doc/classes/UndoRedo.xml
- msgid ""
- "Register a reference for \"undo\" that will be erased if the \"undo\" "
- "history is lost. This is useful mostly for nodes removed with the \"do\" "
- "call (not the \"undo\" call!)."
- msgstr ""
- "Registra una referencia para \"deshacer\" que se borrará si se pierde la "
- "historia de \"deshacer\". Esto es útil sobre todo para los nodos eliminados "
- "con la llamada \"hacer\" (¡no la llamada \"deshacer\"!)."
- #: doc/classes/UndoRedo.xml
- msgid ""
- "Clear the undo/redo history and associated references.\n"
- "Passing [code]false[/code] to [code]increase_version[/code] will prevent the "
- "version number to be increased from this."
- msgstr ""
- "Borra el historial de deshacer/rehacer y las referencias asociadas.\n"
- "Pasar [code]false[/code] a [code]increase_version[/code] evitará que el "
- "número de versión se incremente a partir de esto."
- #: doc/classes/UndoRedo.xml
- msgid ""
- "Commit the action. All \"do\" methods/properties are called/set when this "
- "function is called."
- msgstr ""
- "Comete la acción. Todos los métodos/propiedades \"hacer\" son llamados/"
- "fijados cuando se llama a esta función."
- #: doc/classes/UndoRedo.xml
- msgid ""
- "Create a new action. After this is called, do all your calls to [method "
- "add_do_method], [method add_undo_method], [method add_do_property], and "
- "[method add_undo_property], then commit the action with [method "
- "commit_action].\n"
- "The way actions are merged is dictated by the [code]merge_mode[/code] "
- "argument. See [enum MergeMode] for details."
- msgstr ""
- "Crear una nueva acción. Después de que esto sea llamado, haz todas tus "
- "llamadas a [method add_do_method], [method add_undo_method], [method "
- "add_do_property], y [method add_undo_property], y luego confirma la acción "
- "con [method commit_action].\n"
- "La forma en que se fusionan las acciones está dictada por el argumento "
- "[code]merge_mode[/code]. Ver [enum MergeMode] para más detalles."
- #: doc/classes/UndoRedo.xml
- msgid "Gets the name of the current action."
- msgstr "Obtiene el nombre de la acción actual."
- #: doc/classes/UndoRedo.xml
- msgid ""
- "Gets the version. Every time a new action is committed, the [UndoRedo]'s "
- "version number is increased automatically.\n"
- "This is useful mostly to check if something changed from a saved version."
- msgstr ""
- "Consigue la versión. Cada vez que se comete una nueva acción, el número de "
- "versión de [UndoRedo]s se incrementa automáticamente.\n"
- "Esto es útil sobre todo para comprobar si algo cambió de una versión "
- "guardada."
- #: doc/classes/UndoRedo.xml
- msgid ""
- "Returns [code]true[/code] if the [UndoRedo] is currently committing the "
- "action, i.e. running its \"do\" method or property change (see [method "
- "commit_action])."
- msgstr ""
- "Devuelve [code]true[/code] si el [UndoRedo] está actualmente cometiendo la "
- "acción, es decir, ejecutando su método \"hacer\" o cambio de propiedad (ver "
- "[method commit_action])."
- #: doc/classes/UndoRedo.xml
- msgid "Redo the last action."
- msgstr "Rehacer la última acción."
- #: doc/classes/UndoRedo.xml
- msgid "Undo the last action."
- msgstr "Deshace la última acción."
- #: doc/classes/UndoRedo.xml
- msgid "Called when [method undo] or [method redo] was called."
- msgstr "Llamado cuando [method undo] o [method redo] fue llamado."
- #: doc/classes/UndoRedo.xml
- msgid "Makes \"do\"/\"undo\" operations stay in separate actions."
- msgstr ""
- "Hace que las operaciones de \"hacer\"/\"deshacer\" se mantengan en acciones "
- "separadas."
- #: doc/classes/UndoRedo.xml
- msgid ""
- "Makes so that the action's \"do\" operation is from the first action created "
- "and the \"undo\" operation is from the last subsequent action with the same "
- "name."
- msgstr ""
- "Hace que la operación \"hacer\" de la acción sea de la primera acción creada "
- "y la operación \"deshacer\" sea de la última acción posterior con el mismo "
- "nombre."
- #: doc/classes/UndoRedo.xml
- msgid "Makes subsequent actions with the same name be merged into one."
- msgstr ""
- "Hace que las acciones subsiguientes con el mismo nombre se fusionen en una "
- "sola."
- #: modules/upnp/doc_classes/UPNP.xml
- msgid ""
- "Universal Plug and Play (UPnP) functions for network device discovery, "
- "querying and port forwarding."
- msgstr ""
- #: modules/upnp/doc_classes/UPNP.xml
- msgid ""
- "This class can be used to discover compatible [UPNPDevice]s on the local "
- "network and execute commands on them, like managing port mappings (for port "
- "forwarding/NAT traversal) and querying the local and remote network IP "
- "address. Note that methods on this class are synchronous and block the "
- "calling thread.\n"
- "To forward a specific port (here [code]7777[/code], note both [method "
- "discover] and [method add_port_mapping] can return errors that should be "
- "checked):\n"
- "[codeblock]\n"
- "var upnp = UPNP.new()\n"
- "upnp.discover()\n"
- "upnp.add_port_mapping(7777)\n"
- "[/codeblock]\n"
- "To close a specific port (e.g. after you have finished using it):\n"
- "[codeblock]\n"
- "upnp.delete_port_mapping(port)\n"
- "[/codeblock]\n"
- "[b]Note:[/b] UPnP discovery blocks the current thread. To perform discovery "
- "without blocking the main thread, use [Thread]s like this:\n"
- "[codeblock]\n"
- "# Emitted when UPnP port mapping setup is completed (regardless of success "
- "or failure).\n"
- "signal upnp_completed(error)\n"
- "\n"
- "# Replace this with your own server port number between 1024 and 65535.\n"
- "const SERVER_PORT = 3928\n"
- "var thread = null\n"
- "\n"
- "func _upnp_setup(server_port):\n"
- " # UPNP queries take some time.\n"
- " var upnp = UPNP.new()\n"
- " var err = upnp.discover()\n"
- "\n"
- " if err != OK:\n"
- " push_error(str(err))\n"
- " emit_signal(\"upnp_completed\", err)\n"
- " return\n"
- "\n"
- " if upnp.get_gateway() and upnp.get_gateway().is_valid_gateway():\n"
- " upnp.add_port_mapping(server_port, server_port, ProjectSettings."
- "get_setting(\"application/config/name\"), \"UDP\")\n"
- " upnp.add_port_mapping(server_port, server_port, ProjectSettings."
- "get_setting(\"application/config/name\"), \"TCP\")\n"
- " emit_signal(\"upnp_completed\", OK)\n"
- "\n"
- "func _ready():\n"
- " thread = Thread.new()\n"
- " thread.start(self, \"_upnp_setup\", SERVER_PORT)\n"
- "\n"
- "func _exit_tree():\n"
- " # Wait for thread finish here to handle game exit while the thread is "
- "running.\n"
- " thread.wait_to_finish()\n"
- "[/codeblock]\n"
- "[b]Terminology:[/b] In the context of UPnP networking, \"gateway\" (or "
- "\"internet gateway device\", short IGD) refers to network devices that allow "
- "computers in the local network to access the internet (\"wide area "
- "network\", WAN). These gateways are often also called \"routers\".\n"
- "[b]Pitfalls:[/b]\n"
- "- As explained above, these calls are blocking and shouldn't be run on the "
- "main thread, especially as they can block for multiple seconds at a time. "
- "Use threading!\n"
- "- Networking is physical and messy. Packets get lost in transit or get "
- "filtered, addresses, free ports and assigned mappings change, and devices "
- "may leave or join the network at any time. Be mindful of this, be diligent "
- "when checking and handling errors, and handle these gracefully if you can: "
- "add clear error UI, timeouts and re-try handling.\n"
- "- Port mappings may change (and be removed) at any time, and the remote/"
- "external IP address of the gateway can change likewise. You should consider "
- "re-querying the external IP and try to update/refresh the port mapping "
- "periodically (for example, every 5 minutes and on networking failures).\n"
- "- Not all devices support UPnP, and some users disable UPnP support. You "
- "need to handle this (e.g. documenting and requiring the user to manually "
- "forward ports, or adding alternative methods of NAT traversal, like a relay/"
- "mirror server, or NAT hole punching, STUN/TURN, etc.).\n"
- "- Consider what happens on mapping conflicts. Maybe multiple users on the "
- "same network would like to play your game at the same time, or maybe another "
- "application uses the same port. Make the port configurable, and optimally "
- "choose a port automatically (re-trying with a different port on failure).\n"
- "[b]Further reading:[/b] If you want to know more about UPnP (and the "
- "Internet Gateway Device (IGD) and Port Control Protocol (PCP) specifically), "
- "[url=https://en.wikipedia.org/wiki/Universal_Plug_and_Play]Wikipedia[/url] "
- "is a good first stop, the specification can be found at the [url=https://"
- "openconnectivity.org/developer/specifications/upnp-resources/upnp/]Open "
- "Connectivity Foundation[/url] and Godot's implementation is based on the "
- "[url=https://github.com/miniupnp/miniupnp]MiniUPnP client[/url]."
- msgstr ""
- #: modules/upnp/doc_classes/UPNP.xml
- msgid "Adds the given [UPNPDevice] to the list of discovered devices."
- msgstr "Añade el [UPNPDevice] dado a la lista de dispositivos descubiertos."
- #: modules/upnp/doc_classes/UPNP.xml
- #, fuzzy
- msgid ""
- "Adds a mapping to forward the external [code]port[/code] (between 1 and "
- "65535, although recommended to use port 1024 or above) on the default "
- "gateway (see [method get_gateway]) to the [code]internal_port[/code] on the "
- "local machine for the given protocol [code]proto[/code] (either [code]TCP[/"
- "code] or [code]UDP[/code], with UDP being the default). If a port mapping "
- "for the given port and protocol combination already exists on that gateway "
- "device, this method tries to overwrite it. If that is not desired, you can "
- "retrieve the gateway manually with [method get_gateway] and call [method "
- "add_port_mapping] on it, if any. Note that forwarding a well-known port "
- "(below 1024) with UPnP may fail depending on the device.\n"
- "Depending on the gateway device, if a mapping for that port already exists, "
- "it will either be updated or it will refuse this command due to that "
- "conflict, especially if the existing mapping for that port wasn't created "
- "via UPnP or points to a different network address (or device) than this "
- "one.\n"
- "If [code]internal_port[/code] is [code]0[/code] (the default), the same port "
- "number is used for both the external and the internal port (the [code]port[/"
- "code] value).\n"
- "The description ([code]desc[/code]) is shown in some routers management UIs "
- "and can be used to point out which application added the mapping.\n"
- "The mapping's lease [code]duration[/code] can be limited by specifying a "
- "duration in seconds. The default of [code]0[/code] means no duration, i.e. a "
- "permanent lease and notably some devices only support these permanent "
- "leases. Note that whether permanent or not, this is only a request and the "
- "gateway may still decide at any point to remove the mapping (which usually "
- "happens on a reboot of the gateway, when its external IP address changes, or "
- "on some models when it detects a port mapping has become inactive, i.e. had "
- "no traffic for multiple minutes). If not [code]0[/code] (permanent), the "
- "allowed range according to spec is between [code]120[/code] (2 minutes) and "
- "[code]86400[/code] seconds (24 hours).\n"
- "See [enum UPNPResult] for possible return values."
- msgstr ""
- "Añade un mapeo para reenviar el [code]port[/code] externo (entre 1 y 65535) "
- "en la pasarela por defecto (ver [method get_gateway]) al "
- "[code]internal_port[/code] en la máquina local para el protocolo dado "
- "[code]proto[/code] (ya sea [code]TCP[/code] o [code]UDP[/code], siendo UDP "
- "el predeterminado). Si ya existe un mapeo de puertos para la combinación de "
- "puertos y protocolos dada en ese dispositivo de entrada, este método intenta "
- "sobrescribirlo. Si no se desea, se puede recuperar la pasarela manualmente "
- "con [method get_gateway] y llamar a [method add_port_mapping] en ella, si "
- "existe.\n"
- "Si [code]internal_port[/code] es [code]0[/code] (el valor por defecto), se "
- "utiliza el mismo número de puerto tanto para el puerto externo como para el "
- "interno (el valor de [code]port[/code]).\n"
- "La descripción ([code]desc[/code]) se muestra en algunas interfaces de "
- "routers y puede utilizarse para señalar qué aplicación añadió el mapeo. La "
- "duración del arrendamiento de la cartografía puede limitarse especificando "
- "una duración [code]duration[/code] (en segundos). Sin embargo, algunos "
- "enrutadores son incompatibles con uno o ambos, por lo que hay que "
- "utilizarlos con precaución y añadir una lógica de reserva en caso de errores "
- "para volver a intentarlo sin ellos en caso de duda.\n"
- "Véase [enum UPNPResult] para los posibles valores de retorno."
- #: modules/upnp/doc_classes/UPNP.xml
- msgid "Clears the list of discovered devices."
- msgstr "Borra la lista de dispositivos descubiertos."
- #: modules/upnp/doc_classes/UPNP.xml
- #, fuzzy
- msgid ""
- "Deletes the port mapping for the given port and protocol combination on the "
- "default gateway (see [method get_gateway]) if one exists. [code]port[/code] "
- "must be a valid port between 1 and 65535, [code]proto[/code] can be either "
- "[code]TCP[/code] or [code]UDP[/code]. May be refused for mappings pointing "
- "to addresses other than this one, for well-known ports (below 1024), or for "
- "mappings not added via UPnP. See [enum UPNPResult] for possible return "
- "values."
- msgstr ""
- "Elimina la asignación de puertos para la combinación de puertos y protocolos "
- "dada en la pasarela por defecto (ver [method get_gateway]) si existe. "
- "[code]port[/code] debe ser un puerto válido entre 1 y 65535, [code]proto[/"
- "code] puede ser [code]TCP[/code] o [code]UDP[/code]. Ver [enum UPNPResult] "
- "para los posibles valores de retorno."
- #: modules/upnp/doc_classes/UPNP.xml
- msgid ""
- "Discovers local [UPNPDevice]s. Clears the list of previously discovered "
- "devices.\n"
- "Filters for IGD (InternetGatewayDevice) type devices by default, as those "
- "manage port forwarding. [code]timeout[/code] is the time to wait for "
- "responses in milliseconds. [code]ttl[/code] is the time-to-live; only touch "
- "this if you know what you're doing.\n"
- "See [enum UPNPResult] for possible return values."
- msgstr ""
- "Descubre los dispositivos locales [UPNPDevice]. Borra la lista de "
- "dispositivos descubiertos anteriormente.\n"
- "Filtra los dispositivos de tipo IGD (InternetGatewayDevice) por defecto, ya "
- "que éstos gestionan el reenvío de puertos. [code]timeout[/code] es el tiempo "
- "de espera de las respuestas en milisegundos. [code]ttl[/code] es el tiempo "
- "de vida; sólo toca esto si sabes lo que estás haciendo.\n"
- "Ver [enum UPNPResult] para los posibles valores de retorno."
- #: modules/upnp/doc_classes/UPNP.xml
- msgid "Returns the [UPNPDevice] at the given [code]index[/code]."
- msgstr "Devuelve el [UPNPDevice] en el [code]index[/code] dado."
- #: modules/upnp/doc_classes/UPNP.xml
- msgid "Returns the number of discovered [UPNPDevice]s."
- msgstr "Devuelve el número de [UPNPDevice] descubiertos."
- #: modules/upnp/doc_classes/UPNP.xml
- msgid ""
- "Returns the default gateway. That is the first discovered [UPNPDevice] that "
- "is also a valid IGD (InternetGatewayDevice)."
- msgstr ""
- "Devuelve la puerta de enlace por defecto. Es el primer dispositivo "
- "descubierto [UPNPDevice] que también es un IGD (InternetGatewayDevice) "
- "válido."
- #: modules/upnp/doc_classes/UPNP.xml
- msgid ""
- "Returns the external [IP] address of the default gateway (see [method "
- "get_gateway]) as string. Returns an empty string on error."
- msgstr ""
- "Devuelve la dirección [IP] externa de la pasarela por defecto (ver [method "
- "get_gateway]) como string. Devuelve una string vacía en caso de error."
- #: modules/upnp/doc_classes/UPNP.xml
- msgid ""
- "Removes the device at [code]index[/code] from the list of discovered devices."
- msgstr ""
- "Elimina el dispositivo en el [code]index[/code] de la lista de dispositivos "
- "descubiertos."
- #: modules/upnp/doc_classes/UPNP.xml
- msgid ""
- "Sets the device at [code]index[/code] from the list of discovered devices to "
- "[code]device[/code]."
- msgstr ""
- "Establece el dispositivo en [code]index[/code] de la lista de dispositivos "
- "descubiertos a [code]device[/code]."
- #: modules/upnp/doc_classes/UPNP.xml
- msgid "If [code]true[/code], IPv6 is used for [UPNPDevice] discovery."
- msgstr ""
- "Si [code]true[/code], IPv6 se utiliza para el descubrimiento de [UPNPDevice]."
- #: modules/upnp/doc_classes/UPNP.xml
- msgid ""
- "If [code]0[/code], the local port to use for discovery is chosen "
- "automatically by the system. If [code]1[/code], discovery will be done from "
- "the source port 1900 (same as destination port). Otherwise, the value will "
- "be used as the port."
- msgstr ""
- "Si [code]0[/code], el puerto local a utilizar para el descubrimiento es "
- "elegido automáticamente por el sistema. Si [code]1[/code], el descubrimiento "
- "se hará desde el puerto de origen 1900 (el mismo que el puerto de destino). "
- "De lo contrario, el valor se utilizará como el puerto."
- #: modules/upnp/doc_classes/UPNP.xml
- msgid ""
- "Multicast interface to use for discovery. Uses the default multicast "
- "interface if empty."
- msgstr ""
- "Interfaz de multidifusión para usar para el descubrimiento. Utiliza la "
- "interfaz de multidifusión predeterminada si está vacía."
- #: modules/upnp/doc_classes/UPNP.xml
- msgid "UPNP command or discovery was successful."
- msgstr "El comando o descubrimiento de la UPNP fue exitoso."
- #: modules/upnp/doc_classes/UPNP.xml
- msgid ""
- "Not authorized to use the command on the [UPNPDevice]. May be returned when "
- "the user disabled UPNP on their router."
- msgstr ""
- "No está autorizado a usar el comando en el [UPNPDevice]. Puede ser devuelto "
- "cuando el usuario deshabilite el UPNP en su router."
- #: modules/upnp/doc_classes/UPNP.xml
- msgid ""
- "No port mapping was found for the given port, protocol combination on the "
- "given [UPNPDevice]."
- msgstr ""
- "No se encontró ningún mapeo de puerto para la combinación de protocolos del "
- "[UPNPDevice] dado."
- #: modules/upnp/doc_classes/UPNP.xml
- msgid "Inconsistent parameters."
- msgstr "Parámetros inconsistentes."
- #: modules/upnp/doc_classes/UPNP.xml
- msgid ""
- "No such entry in array. May be returned if a given port, protocol "
- "combination is not found on an [UPNPDevice]."
- msgstr ""
- "No hay tal entrada en el array. Puede ser devuelto si un puerto dado, la "
- "combinación de protocolos no se encuentra en un [UPNPDevice]."
- #: modules/upnp/doc_classes/UPNP.xml
- msgid "The action failed."
- msgstr "La acción falló."
- #: modules/upnp/doc_classes/UPNP.xml
- msgid ""
- "The [UPNPDevice] does not allow wildcard values for the source IP address."
- msgstr ""
- "El [UPNPDevice] no permite valores comodín para la dirección IP de origen."
- #: modules/upnp/doc_classes/UPNP.xml
- msgid "The [UPNPDevice] does not allow wildcard values for the external port."
- msgstr "El [UPNPDevice] no permite valores comodín para el puerto externo."
- #: modules/upnp/doc_classes/UPNP.xml
- msgid "The [UPNPDevice] does not allow wildcard values for the internal port."
- msgstr "El [UPNPDevice] no permite valores comodín para el puerto interno."
- #: modules/upnp/doc_classes/UPNP.xml
- msgid "The remote host value must be a wildcard."
- msgstr "El valor del host remoto debe ser un comodín."
- #: modules/upnp/doc_classes/UPNP.xml
- msgid "The external port value must be a wildcard."
- msgstr "El valor del puerto externo debe ser un comodín."
- #: modules/upnp/doc_classes/UPNP.xml
- msgid ""
- "No port maps are available. May also be returned if port mapping "
- "functionality is not available."
- msgstr ""
- "No hay mapas de puertos disponibles. También puede ser devuelto si la "
- "funcionalidad de mapas de puertos no está disponible."
- #: modules/upnp/doc_classes/UPNP.xml
- msgid ""
- "Conflict with other mechanism. May be returned instead of [constant "
- "UPNP_RESULT_CONFLICT_WITH_OTHER_MAPPING] if a port mapping conflicts with an "
- "existing one."
- msgstr ""
- "Conflicto con otro mecanismo. Puede ser devuelto en lugar de [constant "
- "UPNP_RESULT_CONFLICT_WITH_OTHER_MAPPING] si un mapeo de puertos entra en "
- "conflicto con uno existente."
- #: modules/upnp/doc_classes/UPNP.xml
- msgid "Conflict with an existing port mapping."
- msgstr "Conflicto con una mapeo de puertos existente."
- #: modules/upnp/doc_classes/UPNP.xml
- msgid "External and internal port values must be the same."
- msgstr "Los valores de los puertos externos e internos deben ser los mismos."
- #: modules/upnp/doc_classes/UPNP.xml
- msgid ""
- "Only permanent leases are supported. Do not use the [code]duration[/code] "
- "parameter when adding port mappings."
- msgstr ""
- "Sólo se admiten los arrendamientos permanentes. No utilice el parámetro "
- "[code]duration[/code] cuando añada mapeos de puertos."
- #: modules/upnp/doc_classes/UPNP.xml
- msgid "Invalid gateway."
- msgstr "Gateway invalida."
- #: modules/upnp/doc_classes/UPNP.xml
- msgid "Invalid port."
- msgstr "Puerto inválido."
- #: modules/upnp/doc_classes/UPNP.xml
- msgid "Invalid protocol."
- msgstr "Protocolo inválido."
- #: modules/upnp/doc_classes/UPNP.xml
- msgid "Invalid duration."
- msgstr "Duración inválida."
- #: modules/upnp/doc_classes/UPNP.xml
- msgid "Invalid arguments."
- msgstr "Argumentos inválidos."
- #: modules/upnp/doc_classes/UPNP.xml
- msgid "Invalid response."
- msgstr "Respuesta inválida."
- #: modules/upnp/doc_classes/UPNP.xml
- msgid "Invalid parameter."
- msgstr "Parámetro inválido."
- #: modules/upnp/doc_classes/UPNP.xml modules/upnp/doc_classes/UPNPDevice.xml
- msgid "HTTP error."
- msgstr "Error HTTP."
- #: modules/upnp/doc_classes/UPNP.xml
- msgid "Socket error."
- msgstr "Error de socket."
- #: modules/upnp/doc_classes/UPNP.xml
- msgid "Error allocating memory."
- msgstr "Error en la asignación de la memoria."
- #: modules/upnp/doc_classes/UPNP.xml
- msgid ""
- "No gateway available. You may need to call [method discover] first, or "
- "discovery didn't detect any valid IGDs (InternetGatewayDevices)."
- msgstr ""
- "No hay ninguna gateway disponible. Puede que tengas que llamar a [method "
- "discover] primero, o el descubrimiento no detectó ningúna IGD "
- "(InternetGatewayDevices) válida."
- #: modules/upnp/doc_classes/UPNP.xml
- msgid ""
- "No devices available. You may need to call [method discover] first, or "
- "discovery didn't detect any valid [UPNPDevice]s."
- msgstr ""
- "No hay dispositivos disponibles. Puede que tengas que llamar a [method "
- "discover] primero, o el descubrimiento no detectó ninguna [UPNPDevice] "
- "válida."
- #: modules/upnp/doc_classes/UPNP.xml modules/upnp/doc_classes/UPNPDevice.xml
- msgid "Unknown error."
- msgstr "Error desconocido."
- #: modules/upnp/doc_classes/UPNPDevice.xml
- msgid "Universal Plug and Play (UPnP) device."
- msgstr ""
- #: modules/upnp/doc_classes/UPNPDevice.xml
- #, fuzzy
- msgid ""
- "Universal Plug and Play (UPnP) device. See [UPNP] for UPnP discovery and "
- "utility functions. Provides low-level access to UPNP control commands. "
- "Allows to manage port mappings (port forwarding) and to query network "
- "information of the device (like local and external IP address and status). "
- "Note that methods on this class are synchronous and block the calling thread."
- msgstr ""
- "Dispositivo UPNP. Véase [UPNP] para las funciones de descubrimiento y "
- "utilidad del UPNP. Proporciona un acceso de bajo nivel a los comandos de "
- "control del UPNP. Permite gestionar las asignaciones de puertos (reenvío de "
- "puertos) y consultar la información de red del dispositivo (como la "
- "dirección IP local y externa y el estado). Tenga en cuenta que los métodos "
- "de esta clase están sincronizados y bloquean el hilo de llamada."
- #: modules/upnp/doc_classes/UPNPDevice.xml
- msgid ""
- "Adds a port mapping to forward the given external port on this [UPNPDevice] "
- "for the given protocol to the local machine. See [method UPNP."
- "add_port_mapping]."
- msgstr ""
- "Añade un mapeo de puertos para reenviar el puerto externo dado en este "
- "[UPNPDevice] para el protocolo dado a la máquina local. Véase [method UPNP."
- "add_port_mapping]."
- #: modules/upnp/doc_classes/UPNPDevice.xml
- msgid ""
- "Deletes the port mapping identified by the given port and protocol "
- "combination on this device. See [method UPNP.delete_port_mapping]."
- msgstr ""
- "Borra el mapeo de puertos identificado por la combinación de puerto y "
- "protocolo dada en este dispositivo. Véase [method UPNP.delete_port_mapping]."
- #: modules/upnp/doc_classes/UPNPDevice.xml
- msgid ""
- "Returns [code]true[/code] if this is a valid IGD (InternetGatewayDevice) "
- "which potentially supports port forwarding."
- msgstr ""
- "Devuelve [code]true[/code] si se trata de un IGD (InternetGatewayDevice) "
- "válido que potencialmente soporta el reenvío de puertos."
- #: modules/upnp/doc_classes/UPNPDevice.xml
- msgid ""
- "Returns the external IP address of this [UPNPDevice] or an empty string."
- msgstr ""
- "Devuelve la dirección IP externa de este [UPNPDevice] o una string vacía."
- #: modules/upnp/doc_classes/UPNPDevice.xml
- msgid "URL to the device description."
- msgstr "URL de la descripción del dispositivo."
- #: modules/upnp/doc_classes/UPNPDevice.xml
- msgid "IDG control URL."
- msgstr "URL de control de IDG."
- #: modules/upnp/doc_classes/UPNPDevice.xml
- msgid ""
- "Address of the local machine in the network connecting it to this "
- "[UPNPDevice]."
- msgstr ""
- "Dirección de la máquina local en la red que la conecta a este [UPNPDevice]."
- #: modules/upnp/doc_classes/UPNPDevice.xml
- msgid "IGD service type."
- msgstr "Tipo de servicio IGD."
- #: modules/upnp/doc_classes/UPNPDevice.xml
- msgid "IGD status. See [enum IGDStatus]."
- msgstr "Estado de la IGD. Ver [enum IGDStatus]."
- #: modules/upnp/doc_classes/UPNPDevice.xml
- msgid "Service type."
- msgstr "Tipo de servicio."
- #: modules/upnp/doc_classes/UPNPDevice.xml
- msgid "OK."
- msgstr "OK."
- #: modules/upnp/doc_classes/UPNPDevice.xml
- msgid "Empty HTTP response."
- msgstr "Respuesta HTTP vacía."
- #: modules/upnp/doc_classes/UPNPDevice.xml
- msgid "Returned response contained no URLs."
- msgstr "La respuesta devuelta no contenía ningún URL."
- #: modules/upnp/doc_classes/UPNPDevice.xml
- msgid "Not a valid IGD."
- msgstr "No es un IGD válido."
- #: modules/upnp/doc_classes/UPNPDevice.xml
- msgid "Disconnected."
- msgstr "Desconectado."
- #: modules/upnp/doc_classes/UPNPDevice.xml
- msgid "Unknown device."
- msgstr "Dispositivo desconocido."
- #: modules/upnp/doc_classes/UPNPDevice.xml
- msgid "Invalid control."
- msgstr "Control inválido."
- #: modules/upnp/doc_classes/UPNPDevice.xml
- msgid "Memory allocation error."
- msgstr "Error de asignación de memoria."
- #: doc/classes/Variant.xml
- msgid "The most important data type in Godot."
- msgstr "El tipo de datos más importante de Godot."
- #: doc/classes/Variant.xml
- msgid ""
- "In computer programming, a Variant class is a class that is designed to "
- "store a variety of other types. Dynamic programming languages like PHP, Lua, "
- "JavaScript and GDScript like to use them to store variables' data on the "
- "backend. With these Variants, properties are able to change value types "
- "freely.\n"
- "[codeblock]\n"
- "var foo = 2 # foo is dynamically an integer\n"
- "foo = \"Now foo is a string!\"\n"
- "foo = Reference.new() # foo is an Object\n"
- "var bar: int = 2 # bar is a statically typed integer.\n"
- "# bar = \"Uh oh! I can't make static variables become a different type!\"\n"
- "[/codeblock]\n"
- "Godot tracks all scripting API variables within Variants. Without even "
- "realizing it, you use Variants all the time. When a particular language "
- "enforces its own rules for keeping data typed, then that language is "
- "applying its own custom logic over the base Variant scripting API.\n"
- "- GDScript automatically wrap values in them. It keeps all data in plain "
- "Variants by default and then optionally enforces custom static typing rules "
- "on variable types.\n"
- "- VisualScript tracks properties inside Variants as well, but it also uses "
- "static typing. The GUI interface enforces that properties have a particular "
- "type that doesn't change over time.\n"
- "- C# is statically typed, but uses the Mono [code]object[/code] type in "
- "place of Godot's Variant class when it needs to represent a dynamic value. "
- "[code]object[/code] is the Mono runtime's equivalent of the same concept.\n"
- "- The statically-typed language NativeScript C++ does not define a built-in "
- "Variant-like class. Godot's GDNative bindings provide their own godot::"
- "Variant class for users; Any point at which the C++ code starts interacting "
- "with the Godot runtime is a place where you might have to start wrapping "
- "data inside Variant objects.\n"
- "The global [method @GDScript.typeof] function returns the enumerated value "
- "of the Variant type stored in the current variable (see [enum Variant."
- "Type]).\n"
- "[codeblock]\n"
- "var foo = 2\n"
- "match typeof(foo):\n"
- " TYPE_NIL:\n"
- " print(\"foo is null\")\n"
- " TYPE_INTEGER:\n"
- " print(\"foo is an integer\")\n"
- " TYPE_OBJECT:\n"
- " # Note that Objects are their own special category.\n"
- " # To get the name of the underlying Object type, you need the "
- "`get_class()` method.\n"
- " print(\"foo is a(n) %s\" % foo.get_class()) # inject the class name "
- "into a formatted string.\n"
- " # Note also that there is not yet any way to get a script's "
- "`class_name` string easily.\n"
- " # To fetch that value, you need to dig deeply into a hidden "
- "ProjectSettings setting: an Array of Dictionaries called "
- "\"_global_script_classes\".\n"
- " # Open your project.godot file to see it up close.\n"
- "[/codeblock]\n"
- "A Variant takes up only 20 bytes and can store almost any engine datatype "
- "inside of it. Variants are rarely used to hold information for long periods "
- "of time. Instead, they are used mainly for communication, editing, "
- "serialization and moving data around.\n"
- "Godot has specifically invested in making its Variant class as flexible as "
- "possible; so much so that it is used for a multitude of operations to "
- "facilitate communication between all of Godot's systems.\n"
- "A Variant:\n"
- "- Can store almost any datatype.\n"
- "- Can perform operations between many variants. GDScript uses Variant as its "
- "atomic/native datatype.\n"
- "- Can be hashed, so it can be compared quickly to other variants.\n"
- "- Can be used to convert safely between datatypes.\n"
- "- Can be used to abstract calling methods and their arguments. Godot exports "
- "all its functions through variants.\n"
- "- Can be used to defer calls or move data between threads.\n"
- "- Can be serialized as binary and stored to disk, or transferred via "
- "network.\n"
- "- Can be serialized to text and use it for printing values and editable "
- "settings.\n"
- "- Can work as an exported property, so the editor can edit it universally.\n"
- "- Can be used for dictionaries, arrays, parsers, etc.\n"
- "[b]Containers (Array and Dictionary):[/b] Both are implemented using "
- "variants. A [Dictionary] can match any datatype used as key to any other "
- "datatype. An [Array] just holds an array of Variants. Of course, a Variant "
- "can also hold a [Dictionary] and an [Array] inside, making it even more "
- "flexible.\n"
- "Modifications to a container will modify all references to it. A [Mutex] "
- "should be created to lock it if multi-threaded access is desired."
- msgstr ""
- "En programación de computadoras, una clase Variante es una clase que está "
- "diseñada para almacenar una variedad de otros tipos. A los lenguajes de "
- "programación dinámicos como PHP, Lua, JavaScript y GDScript les gusta "
- "usarlos para almacenar datos de variables en el backend. Con estas "
- "Variantes, las propiedades son capaces de cambiar los tipos de valores "
- "libremente.\n"
- "[codeblock]\n"
- "var foo = 2 # foo es dinámicamente un entero\n"
- "foo = \"¡Ahora el foo es una string!\"\n"
- "foo = Reference.new() # foo es un objeto\n"
- "var bar int = 2 # la bar es un entero escrito estáticamente.\n"
- "# bar = \"Uh oh! No puedo hacer que las variables estáticas se conviertan en "
- "un tipo diferente!\"\n"
- "[/codeblock]\n"
- "Godot rastrea todas las variables de la API de scripting dentro de las "
- "Variantes. Sin siquiera darse cuenta, usa las Variants todo el tiempo. "
- "Cuando un determinado lenguaje aplica sus propias reglas para mantener los "
- "datos escritos, entonces ese lenguaje está aplicando su propia lógica "
- "personalizada sobre la API de scripting base Variante.\n"
- "- GDScript envuelve automáticamente los valores en ellos. Mantiene todos los "
- "datos en Variantes simples de forma predeterminada y luego, opcionalmente, "
- "aplica reglas de escritura estática personalizadas en los tipos de "
- "variables.\n"
- "- VisualScript también realiza un seguimiento de las propiedades dentro de "
- "las Variantes, pero también utiliza la escritura estática. La interfaz GUI "
- "hace que las propiedades tengan un tipo particular que no cambie con el "
- "tiempo.\n"
- "- C# es de tipo estático, pero utiliza el tipo Mono [code]object[/code] en "
- "lugar de la clase Variant de Godot cuando necesita representar un valor "
- "dinámico. [code]object[/code] es el equivalente del tiempo de ejecución de "
- "Mono del mismo concepto.\n"
- "- El lenguaje estáticamente escrito NativeScript C++ no define una clase "
- "Variant-like incorporada. Los enlaces GDNative de Godot proporcionan su "
- "propio godot::Clase variante para los usuarios; Cualquier punto en el que el "
- "código C++ comience a interactuar con el tiempo de ejecución de Godot es un "
- "lugar en el que podrías tener que comenzar a envolver datos dentro de los "
- "objetos Variant.\n"
- "La función global [method @GDScript.typeof] devuelve el valor enumerado del "
- "tipo de Variante almacenado en la variable actual (véase [enum Variant."
- "Type]).\n"
- "[codeblock]\n"
- "var foo = 2\n"
- "match typeof(foo):\n"
- " TYPE_NIL:\n"
- " print(\"foo es nulo\")\n"
- " TYPE_INTEGER:\n"
- " print(\"foo es un entero\")\n"
- " TIPO_OBJECT:\n"
- " # NotA que los objetos son su propia categoría especial.\n"
- " # Para obtener el nombre del tipo de Objeto subyacente, necesitas el "
- "método `get_class()`.\n"
- " print(\"foo es a(n) %s\" % foo.get_class()) # Inyectar el nombre de "
- "la clase en una string formateada.\n"
- " # Nota también que aún no hay forma de obtener fácilmente la string "
- "\"nombre_de_clase\" de un script.\n"
- " # Para obtener ese valor, es necesario profundizar en una "
- "configuración oculta de ProjectSettings: un Array de diccionarios llamada "
- "\"_global_script_classes\".\n"
- " # Abre tu archivo project.godot para verlo de cerca.\n"
- "[/codeblock]\n"
- "Una Variant sólo ocupa 20 bytes y puede almacenar casi cualquier tipo de "
- "datos de motor en su interior. Las Variants rara vez se utilizan para "
- "mantener la información durante largos períodos de tiempo. En cambio, se "
- "utilizan principalmente para la comunicación, la edición, la serialización y "
- "el desplazamiento de datos.\n"
- "Godot ha invertido específicamente en hacer que su clase de Variant sea lo "
- "más flexible posible; tanto es así que se utiliza para una multitud de "
- "operaciones para facilitar la comunicación entre todos los sistemas de "
- "Godot.\n"
- "Una Variant:\n"
- "- Puede almacenar casi cualquier tipo de datos.\n"
- "- Puede realizar operaciones entre muchas variantes. GDScript utiliza la "
- "Variant como su tipo de datos atómico/nativo.\n"
- "- Puede ser \"hashed\", por lo que puede ser comparado rápidamente con otras "
- "variantes.\n"
- "- Puede ser usado para convertir con seguridad entre tipos de datos.\n"
- "- Puede ser usado para abstraer métodos de llamada y sus argumentos. Godot "
- "exporta todas sus funciones a través de variants.\n"
- "- Puede utilizarse para diferir las llamadas o mover datos entre hilos.\n"
- "- Puede ser serializado como binario y almacenado en disco, o transferido a "
- "través de la red.\n"
- "- Puede ser serializado a texto y usarlo para imprimir valores y "
- "configuraciones editables.\n"
- "- Puede funcionar como una propiedad exportada, de modo que el editor puede "
- "editarla universalmente.\n"
- "- Puede ser usado para diccionarios, arrrays, analizadores, etc.\n"
- "[b]Contenedores (Array y Diccionario):[/b] Ambos se implementan utilizando "
- "variants. Un [Dictionary] puede hacer coincidir cualquier tipo de datos "
- "utilizado como clave con cualquier otro tipo de datos. Un [Array] sólo "
- "contiene una array de Variants. Por supuesto, una Variant también puede "
- "contener un [Dictionary] y un [Array] en su interior, lo que lo hace aún más "
- "flexible.\n"
- "Las modificaciones de un contenedor modificarán todas las referencias a él. "
- "Debe crearse un [Mutex] para bloquearlo si se desea un acceso multihilo."
- #: doc/classes/VBoxContainer.xml
- msgid "Vertical box container."
- msgstr "Contenedor de caja vertical."
- #: doc/classes/VBoxContainer.xml
- msgid "Vertical box container. See [BoxContainer]."
- msgstr "Contenedor de caja vertical. Véase [BoxContainer]."
- #: doc/classes/VBoxContainer.xml
- msgid "The vertical space between the [VBoxContainer]'s elements."
- msgstr "El espacio vertical entre los elementos del [VBoxContainer]."
- #: doc/classes/Vector2.xml
- #, fuzzy
- msgid "Vector used for 2D math."
- msgstr "Vector utilizado para las matemáticas 2D usando coordenadas enteras."
- #: doc/classes/Vector2.xml
- #, fuzzy
- msgid ""
- "2-element structure that can be used to represent positions in 2D space or "
- "any other pair of numeric values.\n"
- "[b]Note:[/b] In a boolean context, a Vector2 will evaluate to [code]false[/"
- "code] if it's equal to [code]Vector2(0, 0)[/code]. Otherwise, a Vector2 will "
- "always evaluate to [code]true[/code]."
- msgstr ""
- "Estructura de 2 elementos que puede ser usada para representar posiciones en "
- "el espacio 2D o cualquier otro par de valores numéricos.\n"
- "Utiliza coordenadas reales. Ver [Vector2i] para su contraparte entera.\n"
- "[b]Nota:[/b] En un contexto booleano, un Vector2 evaluará a [code]false[/"
- "code] si es igual a [code]Vector2(0, 0)[/code]. De lo contrario, un Vector2 "
- "siempre evaluará a [code]true[/code]."
- #: doc/classes/Vector2.xml doc/classes/Vector3.xml
- msgid "3Blue1Brown Essence of Linear Algebra"
- msgstr ""
- #: doc/classes/Vector2.xml
- #, fuzzy
- msgid ""
- "Constructs a new Vector2 from the given [code]x[/code] and [code]y[/code]."
- msgstr ""
- "Construye un nuevo [Vector2] a partir del [code]x[/code] y [code]y[/code] "
- "dados."
- #: doc/classes/Vector2.xml doc/classes/Vector3.xml
- msgid ""
- "Returns a new vector with all components in absolute values (i.e. positive)."
- msgstr ""
- "Devuelve un nuevo vector con todos los componentes en valores absolutos (es "
- "decir, positivos)."
- #: doc/classes/Vector2.xml
- msgid ""
- "Returns this vector's angle with respect to the positive X axis, or [code]"
- "(1, 0)[/code] vector, in radians.\n"
- "For example, [code]Vector2.RIGHT.angle()[/code] will return zero, "
- "[code]Vector2.DOWN.angle()[/code] will return [code]PI / 2[/code] (a quarter "
- "turn, or 90 degrees), and [code]Vector2(1, -1).angle()[/code] will return "
- "[code]-PI / 4[/code] (a negative eighth turn, or -45 degrees).\n"
- "[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
- "vector2_angle.png]Illustration of the returned angle.[/url]\n"
- "Equivalent to the result of [method @GDScript.atan2] when called with the "
- "vector's [member y] and [member x] as parameters: [code]atan2(y, x)[/code]."
- msgstr ""
- #: doc/classes/Vector2.xml
- msgid ""
- "Returns the angle to the given vector, in radians.\n"
- "[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
- "vector2_angle_to.png]Illustration of the returned angle.[/url]"
- msgstr ""
- #: doc/classes/Vector2.xml
- msgid ""
- "Returns the angle between the line connecting the two points and the X axis, "
- "in radians.\n"
- "[url=https://raw.githubusercontent.com/godotengine/godot-docs/stable/img/"
- "vector2_angle_to_point.png]Illustration of the returned angle.[/url]"
- msgstr ""
- #: doc/classes/Vector2.xml
- msgid ""
- "Returns the aspect ratio of this vector, the ratio of [member x] to [member "
- "y]."
- msgstr ""
- "Devuelve la relación de aspecto de este vector, la relación de [member x] a "
- "[member y]."
- #: doc/classes/Vector2.xml doc/classes/Vector3.xml
- msgid ""
- "Returns the vector \"bounced off\" from a plane defined by the given normal."
- msgstr ""
- "Devuelve el vector \"rebotado\" de un plano definido por la normalidad dada."
- #: doc/classes/Vector2.xml doc/classes/Vector3.xml
- msgid ""
- "Returns a new vector with all components rounded up (towards positive "
- "infinity)."
- msgstr ""
- "Devuelve un nuevo vector con todos los componentes redondeados hacia arriba "
- "(hacia el infinito positivo)."
- #: doc/classes/Vector2.xml
- #, fuzzy
- msgid ""
- "Deprecated, please use [method limit_length] instead.\n"
- "Returns the vector with a maximum length by limiting its length to "
- "[code]length[/code]."
- msgstr ""
- "Devuelve el vector con una longitud máxima limitando su longitud a "
- "[code]length[/code]."
- #: doc/classes/Vector2.xml
- msgid ""
- "Returns the 2D analog of the cross product for this vector and [code]with[/"
- "code].\n"
- "This is the signed area of the parallelogram formed by the two vectors. If "
- "the second vector is clockwise from the first vector, then the cross product "
- "is the positive area. If counter-clockwise, the cross product is the "
- "negative area.\n"
- "[b]Note:[/b] Cross product is not defined in 2D mathematically. This method "
- "embeds the 2D vectors in the XY plane of 3D space and uses their cross "
- "product's Z component as the analog."
- msgstr ""
- #: doc/classes/Vector2.xml
- #, fuzzy
- msgid ""
- "Cubically interpolates between this vector and [code]b[/code] using "
- "[code]pre_a[/code] and [code]post_b[/code] as handles, and returns the "
- "result at position [code]weight[/code]. [code]weight[/code] is on the range "
- "of 0.0 to 1.0, representing the amount of interpolation."
- msgstr ""
- "Cúbicamente interpola entre este vector y [code]b[/code] usando [code]pre_a[/"
- "code] y [code]post_b[/code] como manejadores, y devuelve el resultado en la "
- "posición [code]t[/code]. [code]t[/code] está en el rango de 0.0 a 1.0, "
- "representando la cantidad de interpolación."
- #: doc/classes/Vector2.xml doc/classes/Vector3.xml
- #, fuzzy
- msgid ""
- "Returns the normalized vector pointing from this vector to [code]b[/code]. "
- "This is equivalent to using [code](b - a).normalized()[/code]."
- msgstr ""
- "Devuelve el vector normalizado que apunta desde este vector a [code]b[/code]."
- #: doc/classes/Vector2.xml doc/classes/Vector3.xml
- msgid ""
- "Returns the squared distance between this vector and [code]b[/code].\n"
- "This method runs faster than [method distance_to], so prefer it if you need "
- "to compare vectors or need the squared distance for some formula."
- msgstr ""
- "Devuelve la distancia cuadrada entre este vector y [code]b[/code].\n"
- "Este método funciona más rápido que el [method distance_to], por lo que es "
- "preferible si necesitas comparar vectores o necesitas la distancia al "
- "cuadrado para alguna fórmula."
- #: doc/classes/Vector2.xml
- msgid "Returns the distance between this vector and [code]to[/code]."
- msgstr "Devuelve la distancia entre este vector y [code]to[/code]."
- #: doc/classes/Vector2.xml
- msgid ""
- "Returns the dot product of this vector and [code]with[/code]. This can be "
- "used to compare the angle between two vectors. For example, this can be used "
- "to determine whether an enemy is facing the player.\n"
- "The dot product will be [code]0[/code] for a straight angle (90 degrees), "
- "greater than 0 for angles narrower than 90 degrees and lower than 0 for "
- "angles wider than 90 degrees.\n"
- "When using unit (normalized) vectors, the result will always be between "
- "[code]-1.0[/code] (180 degree angle) when the vectors are facing opposite "
- "directions, and [code]1.0[/code] (0 degree angle) when the vectors are "
- "aligned.\n"
- "[b]Note:[/b] [code]a.dot(b)[/code] is equivalent to [code]b.dot(a)[/code]."
- msgstr ""
- "Devuelve el producto escalar de este vector y [code]with[/code]. Esto puede "
- "ser usado para comparar el ángulo entre dos vectores. Por ejemplo, esto "
- "puede ser usado para determinar si un enemigo está de cara al jugador.\n"
- "El producto escalar será [code]0[/code] para un ángulo recto (90 grados), "
- "mayor que 0 para ángulos más estrechos que 90 grados y menor que 0 para "
- "ángulos más anchos que 90 grados.\n"
- "Cuando se utilizan vectores unitarios (normalizados), el resultado siempre "
- "estará entre [code]-1.0[/code] (ángulo de 180 grados) cuando los vectores "
- "estén orientados en direcciones opuestas, y [code]1.0[/code] (ángulo de 0 "
- "grados) cuando los vectores estén alineados.\n"
- "[b]Nota: [/b] [code]a.dot(b)[/code] es equivalente a [code]b.dot(a)[/code]."
- #: doc/classes/Vector2.xml doc/classes/Vector3.xml
- msgid ""
- "Returns a new vector with all components rounded down (towards negative "
- "infinity)."
- msgstr ""
- "Devuelve un nuevo vector con todos los componentes redondeados hacia abajo "
- "(hacia el infinito negativo)."
- #: doc/classes/Vector2.xml doc/classes/Vector3.xml
- msgid ""
- "Returns [code]true[/code] if this vector and [code]v[/code] are "
- "approximately equal, by running [method @GDScript.is_equal_approx] on each "
- "component."
- msgstr ""
- "Devuelve [code]true[/code] si este vector y [code]v[/code] son "
- "aproximadamente iguales, ejecutando [method @GDScript.is_equal_approx] en "
- "cada componente."
- #: doc/classes/Vector2.xml doc/classes/Vector3.xml
- #, fuzzy
- msgid ""
- "Returns [code]true[/code] if the vector is normalized, [code]false[/code] "
- "otherwise."
- msgstr ""
- "Devuelve [code]true[/code] si el vector está normalizado, y false en caso "
- "contrario."
- #: doc/classes/Vector2.xml doc/classes/Vector3.xml
- msgid "Returns the length (magnitude) of this vector."
- msgstr "Devuelve la longitud (magnitud) de este vector."
- #: doc/classes/Vector2.xml doc/classes/Vector3.xml
- msgid ""
- "Returns the squared length (squared magnitude) of this vector.\n"
- "This method runs faster than [method length], so prefer it if you need to "
- "compare vectors or need the squared distance for some formula."
- msgstr ""
- "Devuelve la longitud cuadrada (magnitud cuadrada) de este vector.\n"
- "Este método funciona más rápido que el [method length], por lo que es "
- "preferible si necesitas comparar vectores o necesitas la distancia al "
- "cuadrado para alguna fórmula."
- #: doc/classes/Vector2.xml doc/classes/Vector3.xml
- msgid ""
- "Returns the vector with a maximum length by limiting its length to "
- "[code]length[/code]."
- msgstr ""
- "Devuelve el vector con una longitud máxima limitando su longitud a "
- "[code]length[/code]."
- #: doc/classes/Vector2.xml
- #, fuzzy
- msgid ""
- "Returns the result of the linear interpolation between this vector and "
- "[code]to[/code] by amount [code]weight[/code]. [code]weight[/code] is on the "
- "range of 0.0 to 1.0, representing the amount of interpolation."
- msgstr ""
- "Devuelve el resultado de la interpolación lineal entre este vector y "
- "[code]b[/code] por la cantidad [code]t[/code]. [code]t[/code] se encuentra "
- "en el rango de 0.0 a 1.0, representando la cantidad de la interpolación."
- #: doc/classes/Vector2.xml doc/classes/Vector3.xml
- #, fuzzy
- msgid ""
- "Returns a new vector moved toward [code]to[/code] by the fixed [code]delta[/"
- "code] amount. Will not go past the final value."
- msgstr ""
- "Mueve el vector hacia [code]a[/code] por la cantidad fija de [code]delta[/"
- "code]."
- #: doc/classes/Vector2.xml doc/classes/Vector3.xml
- msgid ""
- "Returns the vector scaled to unit length. Equivalent to [code]v / v.length()"
- "[/code]."
- msgstr ""
- "Devuelve el vector escalado a la longitud de la unidad. Equivalente a "
- "[code]v / v.length()[/code]."
- #: doc/classes/Vector2.xml doc/classes/Vector3.xml
- msgid ""
- "Returns a vector composed of the [method @GDScript.fposmod] of this vector's "
- "components and [code]mod[/code]."
- msgstr ""
- "Devuelve un vector compuesto por el [method @GDScript.fposmod] de los "
- "componentes de este vector y el [code]mod[/code]."
- #: doc/classes/Vector2.xml doc/classes/Vector3.xml
- msgid ""
- "Returns a vector composed of the [method @GDScript.fposmod] of this vector's "
- "components and [code]modv[/code]'s components."
- msgstr ""
- "Devuelve un vector compuesto por el [method @GDScript.fposmod] de los "
- "componentes de este vector y los componentes del [code]modv[/code]."
- #: doc/classes/Vector2.xml doc/classes/Vector3.xml
- #, fuzzy
- msgid "Returns this vector projected onto the vector [code]b[/code]."
- msgstr "Devuelve el vector proyectado sobre el vector [code]b[/code]."
- #: doc/classes/Vector2.xml
- #, fuzzy
- msgid ""
- "Returns the vector reflected (i.e. mirrored, or symmetric) over a line "
- "defined by the given direction vector [code]n[/code]."
- msgstr ""
- "Devuelve el vector reflejado desde un plano definido por la normal dada."
- #: doc/classes/Vector2.xml
- #, fuzzy
- msgid ""
- "Returns the vector rotated by [code]angle[/code] (in radians). See also "
- "[method @GDScript.deg2rad]."
- msgstr ""
- "Devuelve el vector rotado por [code]phi[/code] radianes. Ver también [method "
- "@GDScript.deg2rad]."
- #: doc/classes/Vector2.xml doc/classes/Vector3.xml
- #, fuzzy
- msgid ""
- "Returns a new vector with all components rounded to the nearest integer, "
- "with halfway cases rounded away from zero."
- msgstr ""
- "Devuelve el vector con todos los componentes redondeados al entero más "
- "cercano, con los casos intermedios redondeados desde cero."
- #: doc/classes/Vector2.xml doc/classes/Vector3.xml
- #, fuzzy
- msgid ""
- "Returns a new vector with each component set to one or negative one, "
- "depending on the signs of the components. If a component is zero, it returns "
- "positive one."
- msgstr ""
- "Devuelve el vector con cada componente puesto a uno o negativo, dependiendo "
- "de los signos de los componentes, o cero si el componente es cero, llamando "
- "al [method @GDScript.sign] en cada componente."
- #: doc/classes/Vector2.xml doc/classes/Vector3.xml
- #, fuzzy
- msgid ""
- "Returns the result of spherical linear interpolation between this vector and "
- "[code]to[/code], by amount [code]weight[/code]. [code]weight[/code] is on "
- "the range of 0.0 to 1.0, representing the amount of interpolation.\n"
- "[b]Note:[/b] Both vectors must be normalized."
- msgstr ""
- "Devuelve el resultado de la interpolación lineal esférica entre este vector "
- "y [code]b[/code], por la cantidad [code]t[/code]. [code]t[/code] se "
- "encuentra en el rango de 0,0 a 1,0, representando la cantidad de "
- "interpolación.\n"
- "[b]Nota:[/b] Ambos vectores deben ser normalizados."
- #: doc/classes/Vector2.xml doc/classes/Vector3.xml
- msgid "Returns this vector slid along a plane defined by the given normal."
- msgstr ""
- "Devuelve este vector deslizado a lo largo de un plano definido por la "
- "normalidad dada."
- #: doc/classes/Vector2.xml doc/classes/Vector3.xml
- msgid ""
- "Returns this vector with each component snapped to the nearest multiple of "
- "[code]step[/code]. This can also be used to round to an arbitrary number of "
- "decimals."
- msgstr ""
- "Devuelve este vector con cada componente ajustado al múltiplo más cercano de "
- "[code]step[/code]. Esto también puede ser usado para redondear a un número "
- "arbitrario de decimales."
- #: doc/classes/Vector2.xml
- msgid ""
- "Returns a perpendicular vector rotated 90 degrees counter-clockwise compared "
- "to the original, with the same length."
- msgstr ""
- "Devuelve un vector perpendicular girado 90 grados en sentido contrario a las "
- "agujas del reloj en comparación con el original, con la misma longitud."
- #: doc/classes/Vector2.xml doc/classes/Vector3.xml
- msgid ""
- "The vector's X component. Also accessible by using the index position [code]"
- "[0][/code]."
- msgstr ""
- "El componente X del vector. También se puede acceder utilizando la posición "
- "del índice [code][0][/code]."
- #: doc/classes/Vector2.xml doc/classes/Vector3.xml
- msgid ""
- "The vector's Y component. Also accessible by using the index position [code]"
- "[1][/code]."
- msgstr ""
- "El componente Y del vector. También se puede acceder usando la posición del "
- "índice [code][1][/code]."
- #: doc/classes/Vector2.xml
- msgid "Enumerated value for the X axis."
- msgstr "Valor enumerado para el eje X."
- #: doc/classes/Vector2.xml
- msgid "Enumerated value for the Y axis."
- msgstr "Valor enumerado para el eje Y."
- #: doc/classes/Vector2.xml doc/classes/Vector3.xml
- msgid "Zero vector, a vector with all components set to [code]0[/code]."
- msgstr ""
- "Vector cero, un vector con todos los componentes ajustados a [code]0[/code]."
- #: doc/classes/Vector2.xml doc/classes/Vector3.xml
- msgid "One vector, a vector with all components set to [code]1[/code]."
- msgstr ""
- "Un vector, un vector con todos los componentes ajustados a [code]1[/code]."
- #: doc/classes/Vector2.xml doc/classes/Vector3.xml
- msgid ""
- "Infinity vector, a vector with all components set to [constant @GDScript."
- "INF]."
- msgstr ""
- "Vector infinito, un vector con todos los componentes ajustados a [constant "
- "@GDScript.INF]."
- #: doc/classes/Vector2.xml
- msgid "Left unit vector. Represents the direction of left."
- msgstr ""
- "Vector de la unidad izquierda. Representa la dirección de la izquierda."
- #: doc/classes/Vector2.xml
- msgid "Right unit vector. Represents the direction of right."
- msgstr "Vector de la unidad derecha. Representa la dirección de la derecha."
- #: doc/classes/Vector2.xml
- msgid "Up unit vector. Y is down in 2D, so this vector points -Y."
- msgstr ""
- "Vector de la unidad superior. Y está abajo en 2D, por lo que este vector "
- "apunta -Y."
- #: doc/classes/Vector2.xml
- msgid "Down unit vector. Y is down in 2D, so this vector points +Y."
- msgstr ""
- "Vector de la unidad de descenso. Y está abajo en 2D, así que este vector "
- "apunta a +Y."
- #: doc/classes/Vector3.xml
- #, fuzzy
- msgid "Vector used for 3D math."
- msgstr "Vector utilizado para las matemáticas 3D usando coordenadas enteras."
- #: doc/classes/Vector3.xml
- #, fuzzy
- msgid ""
- "3-element structure that can be used to represent positions in 3D space or "
- "any other triplet of numeric values.\n"
- "[b]Note:[/b] In a boolean context, a Vector3 will evaluate to [code]false[/"
- "code] if it's equal to [code]Vector3(0, 0, 0)[/code]. Otherwise, a Vector3 "
- "will always evaluate to [code]true[/code]."
- msgstr ""
- "Estructura de 3 elementos que puede ser usada para representar posiciones en "
- "el espacio tridimensional o cualquier otro par de valores numéricos.\n"
- "Utiliza coordenadas reales. Ver [Vector3i] para su contraparte entera.\n"
- "[b]Nota:[/b] En un contexto booleano, un Vector3 evaluará a [code]false[/"
- "code] si es igual a [code]Vector3(0, 0, 0)[/code]. De lo contrario, un "
- "Vector3 siempre evaluará a [code]true[/code]."
- #: doc/classes/Vector3.xml
- #, fuzzy
- msgid "Returns a Vector3 with the given components."
- msgstr "Devuelve un [Vector3] con los componentes dados."
- #: doc/classes/Vector3.xml
- #, fuzzy
- msgid "Returns the unsigned minimum angle to the given vector, in radians."
- msgstr "Devuelve el ángulo mínimo del vector dado, en radianes."
- #: doc/classes/Vector3.xml
- msgid "Returns the cross product of this vector and [code]b[/code]."
- msgstr "Devuelve el producto vectorial de este vector y [code]b[/code]."
- #: doc/classes/Vector3.xml
- #, fuzzy
- msgid ""
- "Performs a cubic interpolation between this vector and [code]b[/code] using "
- "[code]pre_a[/code] and [code]post_b[/code] as handles, and returns the "
- "result at position [code]weight[/code]. [code]weight[/code] is on the range "
- "of 0.0 to 1.0, representing the amount of interpolation."
- msgstr ""
- "Cúbicamente interpola entre este vector y [code]b[/code] usando [code]pre_a[/"
- "code] y [code]post_b[/code] como manejadores, y devuelve el resultado en la "
- "posición [code]t[/code]. [code]t[/code] está en el rango de 0.0 a 1.0, "
- "representando la cantidad de interpolación."
- #: doc/classes/Vector3.xml
- msgid "Returns the distance between this vector and [code]b[/code]."
- msgstr "Devuelve la distancia entre este vector y [code]b[/code]."
- #: doc/classes/Vector3.xml
- msgid ""
- "Returns the dot product of this vector and [code]b[/code]. This can be used "
- "to compare the angle between two vectors. For example, this can be used to "
- "determine whether an enemy is facing the player.\n"
- "The dot product will be [code]0[/code] for a straight angle (90 degrees), "
- "greater than 0 for angles narrower than 90 degrees and lower than 0 for "
- "angles wider than 90 degrees.\n"
- "When using unit (normalized) vectors, the result will always be between "
- "[code]-1.0[/code] (180 degree angle) when the vectors are facing opposite "
- "directions, and [code]1.0[/code] (0 degree angle) when the vectors are "
- "aligned.\n"
- "[b]Note:[/b] [code]a.dot(b)[/code] is equivalent to [code]b.dot(a)[/code]."
- msgstr ""
- "Devuelve el producto escalar de este vector y [code]b[/code]. Esto puede ser "
- "usado para comparar el ángulo entre dos vectores. Por ejemplo, puede "
- "utilizarse para determinar si un enemigo está enfrentado al jugador.\n"
- "El producto escalar será [code]0[/code] para un ángulo recto (90 grados), "
- "mayor que 0 para ángulos más estrechos que 90 grados y menor que 0 para "
- "ángulos más amplios que 90 grados.\n"
- "Cuando se utilizan vectores unitarios (normalizados), el resultado siempre "
- "estará entre [code]-1.0[/code] (ángulo de 180 grados) cuando los vectores "
- "estén orientados en direcciones opuestas, y [code]1.0[/code] (ángulo de 0 "
- "grados) cuando los vectores estén alineados.\n"
- "[b]Nota: [/b] [code]a.dot(b)[/code] es equivalente a [code]b.dot(a)[/code]."
- #: doc/classes/Vector3.xml
- msgid ""
- "Returns the inverse of the vector. This is the same as [code]Vector3( 1.0 / "
- "v.x, 1.0 / v.y, 1.0 / v.z )[/code]."
- msgstr ""
- "Devuelve el inverso del vector. Esto es lo mismo que [code]Vector3( 1.0 / v."
- "x, 1.0 / v.y, 1.0 / v.z )[/code]."
- #: doc/classes/Vector3.xml
- #, fuzzy
- msgid ""
- "Returns the result of the linear interpolation between this vector and "
- "[code]to[/code] by amount [code]t[/code]. [code]weight[/code] is on the "
- "range of 0.0 to 1.0, representing the amount of interpolation."
- msgstr ""
- "Devuelve el resultado de la interpolación lineal entre este vector y "
- "[code]b[/code] por la cantidad [code]t[/code]. [code]t[/code] se encuentra "
- "en el rango de 0.0 a 1.0, representando la cantidad de la interpolación."
- #: doc/classes/Vector3.xml
- msgid ""
- "Returns the axis of the vector's largest value. See [code]AXIS_*[/code] "
- "constants. If all components are equal, this method returns [constant "
- "AXIS_X]."
- msgstr ""
- "Devuelve el eje del mayor valor del vector. Ver las constantes [code]AXIS_*[/"
- "code]. Si todos los componentes son iguales, este método devuelve [constant "
- "AXIS_X]."
- #: doc/classes/Vector3.xml
- msgid ""
- "Returns the axis of the vector's smallest value. See [code]AXIS_*[/code] "
- "constants. If all components are equal, this method returns [constant "
- "AXIS_Z]."
- msgstr ""
- "Devuelve el eje del valor más pequeño del vector. Ver las constantes "
- "[code]AXIS_*[/code]. Si todos los componentes son iguales, este método "
- "devuelve [constant AXIS_Z]."
- #: doc/classes/Vector3.xml
- msgid "Returns the outer product with [code]b[/code]."
- msgstr "Devuelve el producto exterior con [code]b[/code]."
- #: doc/classes/Vector3.xml
- msgid "Returns this vector reflected from a plane defined by the given normal."
- msgstr ""
- "Devuelve este vector reflejado desde un plano definido por la normalidad "
- "dada."
- #: doc/classes/Vector3.xml
- #, fuzzy
- msgid ""
- "Rotates this vector around a given axis by [code]angle[/code] (in radians). "
- "The axis must be a normalized vector."
- msgstr ""
- "Gira este vector alrededor de un eje dado por [code]phi[/code] radianes. El "
- "eje debe ser un vector normalizado."
- #: doc/classes/Vector3.xml
- msgid ""
- "Returns the signed angle to the given vector, in radians. The sign of the "
- "angle is positive in a counter-clockwise direction and negative in a "
- "clockwise direction when viewed from the side specified by the [code]axis[/"
- "code]."
- msgstr ""
- #: doc/classes/Vector3.xml
- msgid ""
- "Returns a diagonal matrix with the vector as main diagonal.\n"
- "This is equivalent to a Basis with no rotation or shearing and this vector's "
- "components set as the scale."
- msgstr ""
- "Devuelve una matriz diagonal con el vector como diagonal principal.\n"
- "Esto equivale a una Base sin rotación ni shearing y los componentes de este "
- "vector fijados como la escala."
- #: doc/classes/Vector3.xml
- msgid ""
- "The vector's Z component. Also accessible by using the index position [code]"
- "[2][/code]."
- msgstr ""
- "El componente Z del vector. También se puede acceder usando la posición del "
- "índice [code][2][/code]."
- #: doc/classes/Vector3.xml
- msgid ""
- "Enumerated value for the X axis. Returned by [method max_axis] and [method "
- "min_axis]."
- msgstr ""
- "Valor enumerado para el eje X. Devuelto por [method max_axis] y [method "
- "min_axis]."
- #: doc/classes/Vector3.xml
- msgid ""
- "Enumerated value for the Y axis. Returned by [method max_axis] and [method "
- "min_axis]."
- msgstr ""
- "Valor enumerado para el eje Y. Devuelto por [method max_axis] y [method "
- "min_axis]."
- #: doc/classes/Vector3.xml
- msgid ""
- "Enumerated value for the Z axis. Returned by [method max_axis] and [method "
- "min_axis]."
- msgstr ""
- "Valor enumerado para el eje Z. Devuelto por [method max_axis] y [method "
- "min_axis]."
- #: doc/classes/Vector3.xml
- msgid ""
- "Left unit vector. Represents the local direction of left, and the global "
- "direction of west."
- msgstr ""
- "Vector de la unidad izquierda. Representa la dirección local de la izquierda "
- "y la dirección global del oeste."
- #: doc/classes/Vector3.xml
- msgid ""
- "Right unit vector. Represents the local direction of right, and the global "
- "direction of east."
- msgstr ""
- "Vector de la unidad derecha. Representa la dirección local de la derecha, y "
- "la dirección global del este."
- #: doc/classes/Vector3.xml
- msgid "Up unit vector."
- msgstr "Vector de la unidad superior."
- #: doc/classes/Vector3.xml
- msgid "Down unit vector."
- msgstr "Vector de la unidad inferior."
- #: doc/classes/Vector3.xml
- msgid ""
- "Forward unit vector. Represents the local direction of forward, and the "
- "global direction of north."
- msgstr ""
- "Vector de la unidad de adelante. Representa la dirección local de avance, y "
- "la dirección global del norte."
- #: doc/classes/Vector3.xml
- msgid ""
- "Back unit vector. Represents the local direction of back, and the global "
- "direction of south."
- msgstr ""
- "Vector de la unidad trasera. Representa la dirección local de la espalda, y "
- "la dirección global del sur."
- #: doc/classes/VehicleBody.xml
- msgid "Physics body that simulates the behavior of a car."
- msgstr "Cuerpo físico que simula el comportamiento de un coche."
- #: doc/classes/VehicleBody.xml
- #, fuzzy
- msgid ""
- "This node implements all the physics logic needed to simulate a car. It is "
- "based on the raycast vehicle system commonly found in physics engines. You "
- "will need to add a [CollisionShape] for the main body of your vehicle and "
- "add [VehicleWheel] nodes for the wheels. You should also add a "
- "[MeshInstance] to this node for the 3D model of your car but this model "
- "should not include meshes for the wheels. You should control the vehicle by "
- "using the [member brake], [member engine_force], and [member steering] "
- "properties and not change the position or orientation of this node "
- "directly.\n"
- "[b]Note:[/b] The origin point of your VehicleBody will determine the center "
- "of gravity of your vehicle so it is better to keep this low and move the "
- "[CollisionShape] and [MeshInstance] upwards.\n"
- "[b]Note:[/b] This class has known issues and isn't designed to provide "
- "realistic 3D vehicle physics. If you want advanced vehicle physics, you will "
- "probably have to write your own physics integration using another "
- "[PhysicsBody] class."
- msgstr ""
- "Este nodo implementa toda la lógica física necesaria para simular un coche. "
- "Se basa en el sistema de vehículos de raycast que se encuentra comúnmente en "
- "los motores de la física. Necesitarás añadir un [CollisionShape] para la "
- "carrocería principal de tu vehículo y añadir nodos [VehicleWheel] para las "
- "ruedas. También debes agregar un [MeshInstance] a este nodo para el modelo "
- "3D de tu auto, pero este modelo no debe incluir mallas para las ruedas. "
- "Debes controlar el vehículo usando las propiedades [member brake], [member "
- "engine_force], y [member steering] y no cambiar la posición u orientación de "
- "este nodo directamente.\n"
- "[b]Nota:[/b] El punto de origen de tu VehicleBody determinará el centro de "
- "gravedad de tu vehículo, por lo que es mejor mantenerlo bajo y mover el "
- "[CollisionShape] y el [MeshInstance] hacia arriba.\n"
- "[b]Nota:[/b] Esta clase tiene problemas conocidos y no está diseñada para "
- "proporcionar una física vehicular 3D realista. Si quieres una física "
- "vehicular avanzada, probablemente tendrás que escribir tu propia integración "
- "de la física usando otra clase [PhysicsBody]."
- #: doc/classes/VehicleBody.xml
- #, fuzzy
- msgid ""
- "Slows down the vehicle by applying a braking force. The vehicle is only "
- "slowed down if the wheels are in contact with a surface. The force you need "
- "to apply to adequately slow down your vehicle depends on the [member "
- "RigidBody.mass] of the vehicle. For a vehicle with a mass set to 1000, try a "
- "value in the 25 - 30 range for hard braking."
- msgstr ""
- "Frena el vehículo aplicando una fuerza de frenado. El vehículo sólo se frena "
- "si las ruedas están en contacto con una superficie. La fuerza que debe "
- "aplicar para desacelerar adecuadamente el vehículo depende del [member "
- "RigidBody.mass] del vehículo. Para un vehículo con una masa fijada en 1000, "
- "intente un valor en el rango de 25 - 30 para frenar con fuerza."
- #: doc/classes/VehicleBody.xml
- #, fuzzy
- msgid ""
- "Accelerates the vehicle by applying an engine force. The vehicle is only "
- "sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
- "[code]true[/code] and are in contact with a surface. The [member RigidBody."
- "mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
- "vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
- "acceleration.\n"
- "[b]Note:[/b] The simulation does not take the effect of gears into account, "
- "you will need to add logic for this if you wish to simulate gears.\n"
- "A negative value will result in the vehicle reversing."
- msgstr ""
- "Acelera el vehículo aplicando la fuerza de un motor. El vehículo sólo se "
- "acelera si las ruedas que tienen [member VehicleWheel3D.use_as_traction] "
- "ajustadas a [code]true[/code] y están en contacto con una superficie. El "
- "[member RigidBody.mass] del vehículo tiene un efecto en la aceleración del "
- "vehículo. Para un vehículo con una masa establecida en 1000, pruebe un valor "
- "en el rango 25 - 50 para la aceleración.\n"
- "[b]Nota:[/b] La simulación no tiene en cuenta el efecto de los engranajes, "
- "deberá añadir la lógica para ello si desea simular los engranajes.\n"
- "Un valor negativo hará que el vehículo retroceda."
- #: doc/classes/VehicleBody.xml
- #, fuzzy
- msgid ""
- "The steering angle for the vehicle. Setting this to a non-zero value will "
- "result in the vehicle turning when it's moving. Wheels that have [member "
- "VehicleWheel.use_as_steering] set to [code]true[/code] will automatically be "
- "rotated."
- msgstr ""
- "El ángulo de la dirección del vehículo. Si lo fijamos en un valor distinto "
- "de cero, el vehículo girará cuando esté en movimiento. Las ruedas que tienen "
- "[member VehicleWheel3D.use_as_steering] ajustado a [code]true[/code] se "
- "rotarán automáticamente."
- #: doc/classes/VehicleWheel.xml
- msgid "Physics object that simulates the behavior of a wheel."
- msgstr "Objeto físico que simula el comportamiento de una rueda."
- #: doc/classes/VehicleWheel.xml
- #, fuzzy
- msgid ""
- "This node needs to be used as a child node of [VehicleBody] and simulates "
- "the behavior of one of its wheels. This node also acts as a collider to "
- "detect if the wheel is touching a surface.\n"
- "[b]Note:[/b] This class has known issues and isn't designed to provide "
- "realistic 3D vehicle physics. If you want advanced vehicle physics, you will "
- "probably have to write your own physics integration using another "
- "[PhysicsBody] class."
- msgstr ""
- "Este nodo necesita ser usado como un nodo hijo de [VehicleBody] y simula el "
- "comportamiento de una de sus ruedas. Este nodo también actúa como un "
- "colisionador para detectar si la rueda está tocando una superficie.\n"
- "[b]Nota:[/b] Esta clase tiene problemas conocidos y no está diseñada para "
- "proporcionar una física vehicular 3D realista. Si quieres una física "
- "vehicular avanzada, probablemente tendrás que escribir tu propia integración "
- "de la física utilizando otra clase [PhysicsBody]."
- #: doc/classes/VehicleWheel.xml
- msgid ""
- "Returns the contacting body node if valid in the tree, as [Spatial]. At the "
- "moment, [GridMap] is not supported so the node will be always of type "
- "[PhysicsBody].\n"
- "Returns [code]null[/code] if the wheel is not in contact with a surface, or "
- "the contact body is not a [PhysicsBody]."
- msgstr ""
- #: doc/classes/VehicleWheel.xml
- msgid "Returns the rotational speed of the wheel in revolutions per minute."
- msgstr ""
- "Devuelve la velocidad de rotación de la rueda en revoluciones por minuto."
- #: doc/classes/VehicleWheel.xml
- msgid ""
- "Returns a value between 0.0 and 1.0 that indicates whether this wheel is "
- "skidding. 0.0 is skidding (the wheel has lost grip, e.g. icy terrain), 1.0 "
- "means not skidding (the wheel has full grip, e.g. dry asphalt road)."
- msgstr ""
- "Devuelve un valor entre 0.0 y 1.0 que indica si esta rueda está patinando. "
- "0.0 es patinar (la rueda ha perdido el agarre, por ejemplo, en un terreno "
- "helado), 1.0 significa no patinar (la rueda tiene un agarre total, por "
- "ejemplo, en una carretera de asfalto seco)."
- #: doc/classes/VehicleWheel.xml
- msgid "Returns [code]true[/code] if this wheel is in contact with a surface."
- msgstr ""
- "Devuelve [code]true[/code] si esta rueda está en contacto con una superficie."
- #: doc/classes/VehicleWheel.xml
- #, fuzzy
- msgid ""
- "Slows down the wheel by applying a braking force. The wheel is only slowed "
- "down if it is in contact with a surface. The force you need to apply to "
- "adequately slow down your vehicle depends on the [member RigidBody.mass] of "
- "the vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - "
- "30 range for hard braking."
- msgstr ""
- "Ralentiza la rueda aplicando una fuerza de frenado. La rueda sólo se "
- "ralentiza si está en contacto con una superficie. La fuerza que debe aplicar "
- "para desacelerar adecuadamente su vehículo depende del [member RigidBody."
- "mass] del vehículo. Para un vehículo con una masa fijada en 1000, intente un "
- "valor en el rango de 25 - 30 para un frenado fuerte."
- #: doc/classes/VehicleWheel.xml
- msgid ""
- "The damping applied to the spring when the spring is being compressed. This "
- "value should be between 0.0 (no damping) and 1.0. A value of 0.0 means the "
- "car will keep bouncing as the spring keeps its energy. A good value for this "
- "is around 0.3 for a normal car, 0.5 for a race car."
- msgstr ""
- "La amortiguación aplicada al resorte cuando éste se está comprimiendo. Este "
- "valor debe estar entre 0.0 (sin amortiguación) y 1.0. Un valor de 0.0 "
- "significa que el coche seguirá rebotando mientras el muelle mantiene su "
- "energía. Un buen valor para esto es alrededor de 0.3 para un coche normal, "
- "0.5 para un coche de carreras."
- #: doc/classes/VehicleWheel.xml
- msgid ""
- "The damping applied to the spring when relaxing. This value should be "
- "between 0.0 (no damping) and 1.0. This value should always be slightly "
- "higher than the [member damping_compression] property. For a [member "
- "damping_compression] value of 0.3, try a relaxation value of 0.5."
- msgstr ""
- "La amortiguación aplicada al resorte al relajarse. Este valor debe estar "
- "entre 0.0 (sin amortiguación) y 1.0. Este valor siempre debe ser ligeramente "
- "superior a la propiedad [member damping_compression]. Para un valor de "
- "[member damping_compression] de 0,3, pruebe un valor de relajación de 0,5."
- #: doc/classes/VehicleWheel.xml
- #, fuzzy
- msgid ""
- "Accelerates the wheel by applying an engine force. The wheel is only sped up "
- "if it is in contact with a surface. The [member RigidBody.mass] of the "
- "vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
- "a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
- "[b]Note:[/b] The simulation does not take the effect of gears into account, "
- "you will need to add logic for this if you wish to simulate gears.\n"
- "A negative value will result in the wheel reversing."
- msgstr ""
- "Acelera la rueda aplicando la fuerza de un motor. La rueda sólo se acelera "
- "si está en contacto con una superficie. El [member RigidBody.mass] del "
- "vehículo tiene un efecto en la aceleración del vehículo. Para un vehículo "
- "con una masa fijada en 1000, pruebe un valor en el rango de 25 - 50 para la "
- "aceleración.\n"
- "[b]Nota:[/b] La simulación no tiene en cuenta el efecto de los engranajes, "
- "deberá añadir la lógica para ello si desea simular los engranajes.\n"
- "Un valor negativo hará que la rueda se invierta."
- #: doc/classes/VehicleWheel.xml
- msgid ""
- "The steering angle for the wheel. Setting this to a non-zero value will "
- "result in the vehicle turning when it's moving."
- msgstr ""
- "El ángulo de dirección del volante. Si lo fijamos en un valor distinto de "
- "cero, el vehículo girará cuando esté en movimiento."
- #: doc/classes/VehicleWheel.xml
- #, fuzzy
- msgid ""
- "The maximum force the spring can resist. This value should be higher than a "
- "quarter of the [member RigidBody.mass] of the [VehicleBody] or the spring "
- "will not carry the weight of the vehicle. Good results are often obtained by "
- "a value that is about 3× to 4× this number."
- msgstr ""
- "La máxima fuerza que el resorte puede resistir. Este valor debe ser mayor "
- "que un cuarto del [member RigidBody.mass] del [VehicleBody] o el resorte no "
- "soportará el peso del vehículo. A menudo se obtienen buenos resultados con "
- "un valor que es aproximadamente 3× a 4× este número."
- #: doc/classes/VehicleWheel.xml
- msgid ""
- "This value defines the stiffness of the suspension. Use a value lower than "
- "50 for an off-road car, a value between 50 and 100 for a race car and try "
- "something around 200 for something like a Formula 1 car."
- msgstr ""
- "Este valor define la rigidez de la suspensión. Usa un valor inferior a 50 "
- "para un coche todoterreno, un valor entre 50 y 100 para un coche de carreras "
- "y prueba algo alrededor de 200 para algo como un coche de Fórmula 1."
- #: doc/classes/VehicleWheel.xml
- msgid ""
- "This is the distance the suspension can travel. As Godot units are "
- "equivalent to meters, keep this setting relatively low. Try a value between "
- "0.1 and 0.3 depending on the type of car."
- msgstr ""
- "Esta es la distancia que puede recorrer la suspensión. Como las unidades "
- "Godot equivalen a metros, mantenga este ajuste relativamente bajo. Pruebe "
- "con un valor entre 0,1 y 0,3 dependiendo del tipo de coche."
- #: doc/classes/VehicleWheel.xml
- #, fuzzy
- msgid ""
- "If [code]true[/code], this wheel will be turned when the car steers. This "
- "value is used in conjunction with [member VehicleBody.steering] and ignored "
- "if you are using the per-wheel [member steering] value instead."
- msgstr ""
- "Si [code]true[/code], esta rueda se girará cuando el coche gire. Este valor "
- "se utiliza junto con [member VehicleBody.steering] y se ignora si en su "
- "lugar se utiliza el valor por rueda [member steering]."
- #: doc/classes/VehicleWheel.xml
- #, fuzzy
- msgid ""
- "If [code]true[/code], this wheel transfers engine force to the ground to "
- "propel the vehicle forward. This value is used in conjunction with [member "
- "VehicleBody.engine_force] and ignored if you are using the per-wheel [member "
- "engine_force] value instead."
- msgstr ""
- "Si [code]true[/code], esta rueda transfiere la fuerza del motor al suelo "
- "para impulsar el vehículo hacia adelante. Este valor se usa en conjunto con "
- "[member VehicleBody.engine_force] y se ignora si se usa el valor por rueda "
- "[member engine_force] en su lugar."
- #: doc/classes/VehicleWheel.xml
- msgid ""
- "This determines how much grip this wheel has. It is combined with the "
- "friction setting of the surface the wheel is in contact with. 0.0 means no "
- "grip, 1.0 is normal grip. For a drift car setup, try setting the grip of the "
- "rear wheels slightly lower than the front wheels, or use a lower value to "
- "simulate tire wear.\n"
- "It's best to set this to 1.0 when starting out."
- msgstr ""
- "Esto determina cuánto agarre tiene esta rueda. Se combina con el ajuste de "
- "la fricción de la superficie con la que la rueda está en contacto. 0.0 "
- "significa que no hay agarre, 1.0 es el agarre normal. Para una configuración "
- "de coche a la deriva, intente ajustar el agarre de las ruedas traseras "
- "ligeramente más bajo que el de las ruedas delanteras, o utilice un valor más "
- "bajo para simular el desgaste de los neumáticos.\n"
- "Lo mejor es ajustarlo a 1.0 al comenzar."
- #: doc/classes/VehicleWheel.xml
- msgid "The radius of the wheel in meters."
- msgstr "El radio de la rueda en metros."
- #: doc/classes/VehicleWheel.xml
- msgid ""
- "This is the distance in meters the wheel is lowered from its origin point. "
- "Don't set this to 0.0 and move the wheel into position, instead move the "
- "origin point of your wheel (the gizmo in Godot) to the position the wheel "
- "will take when bottoming out, then use the rest length to move the wheel "
- "down to the position it should be in when the car is in rest."
- msgstr ""
- "Esta es la distancia en metros a la que se baja la rueda desde su punto de "
- "origen. No lo pongas a 0.0 y mueve la rueda a su posición, en su lugar mueve "
- "el punto de origen de tu rueda (el gizmo en Godot) a la posición que la "
- "rueda tomará al descender, luego usa la longitud de reposo para mover la "
- "rueda hacia abajo a la posición en la que debería estar cuando el auto esté "
- "en reposo."
- #: doc/classes/VehicleWheel.xml
- msgid ""
- "This value affects the roll of your vehicle. If set to 1.0 for all wheels, "
- "your vehicle will be prone to rolling over, while a value of 0.0 will resist "
- "body roll."
- msgstr ""
- "Este valor afecta al balanceo de su vehículo. Si se establece en 1,0 para "
- "todas las ruedas, tu vehículo será propenso a volcarse, mientras que un "
- "valor de 0.0 resistirá el balanceo de la carrocería."
- #: doc/classes/VFlowContainer.xml
- #, fuzzy
- msgid "Vertical flow container."
- msgstr "Contenedor de caja vertical."
- #: doc/classes/VFlowContainer.xml
- #, fuzzy
- msgid "Vertical version of [FlowContainer]."
- msgstr "Versión vertical del [Separator]."
- #: doc/classes/VideoPlayer.xml
- msgid "Control for playing video streams."
- msgstr "Control para la reproducción de streams de vídeo."
- #: doc/classes/VideoPlayer.xml
- #, fuzzy
- msgid ""
- "Control node for playing video streams using [VideoStream] resources.\n"
- "Supported video formats are [url=https://www.webmproject.org/]WebM[/url] "
- "([code].webm[/code], [VideoStreamWebm]), [url=https://www.theora.org/]Ogg "
- "Theora[/url] ([code].ogv[/code], [VideoStreamTheora]), and any format "
- "exposed via a GDNative plugin using [VideoStreamGDNative].\n"
- "[b]Note:[/b] Due to a bug, VideoPlayer does not support localization "
- "remapping yet.\n"
- "[b]Warning:[/b] On HTML5, video playback [i]will[/i] perform poorly due to "
- "missing architecture-specific assembly optimizations, especially for VP8/VP9."
- msgstr ""
- "Nodo de control para reproducir streams de vídeo utilizando los recursos de "
- "[VideoStream].\n"
- "Los formatos de vídeo admitidos son [url=https://www.webmproject.org/]WebM[/"
- "url] ([VideoStreamWebm]), [url=https://www.theora.org/]Ogg Theora[/url] "
- "([VideoStreamTheora]), y cualquier formato expuesto mediante un complemento "
- "GDNative usando [VideoStreamGDNative]."
- #: doc/classes/VideoPlayer.xml
- msgid ""
- "Returns the video stream's name, or [code]\"<No Stream>\"[/code] if no video "
- "stream is assigned."
- msgstr ""
- "Devuelve el nombre del stream de video, o [code]\"<No Stream>\"[/code] si no "
- "hay stream de video asignado."
- #: doc/classes/VideoPlayer.xml
- #, fuzzy
- msgid "Returns the current frame as a [Texture]."
- msgstr "Devuelve el fotograma actual como una [Texture2D]."
- #: doc/classes/VideoPlayer.xml
- msgid ""
- "Returns [code]true[/code] if the video is playing.\n"
- "[b]Note:[/b] The video is still considered playing if paused during playback."
- msgstr ""
- "Devuelve [code]true[/code] si el video se está reproduciendo.\n"
- "[b]Nota:[/b] El vídeo sigue considerándose en reproducción si se interrumpe "
- "durante la reproducción."
- #: doc/classes/VideoPlayer.xml
- msgid ""
- "Starts the video playback from the beginning. If the video is paused, this "
- "will not unpause the video."
- msgstr ""
- "Inicia la reproducción del video desde el principio. Si el vídeo está en "
- "pausa, esto no la desactivará."
- #: doc/classes/VideoPlayer.xml
- msgid ""
- "Stops the video playback and sets the stream position to 0.\n"
- "[b]Note:[/b] Although the stream position will be set to 0, the first frame "
- "of the video stream won't become the current frame."
- msgstr ""
- "Detiene la reproducción del video y establece la posición del streaming en "
- "0.\n"
- "[b]Nota:[/b] Aunque la posición del stream se establezca en 0, el primer "
- "fotograma del stream de vídeo no se convertirá en el fotograma actual."
- #: doc/classes/VideoPlayer.xml
- msgid "The embedded audio track to play."
- msgstr "La pista de audio incrustada para reproducir."
- #: doc/classes/VideoPlayer.xml
- msgid "If [code]true[/code], playback starts when the scene loads."
- msgstr ""
- "Si [code]true[/code], la reproducción comienza cuando la escena se carga."
- #: doc/classes/VideoPlayer.xml
- msgid "Amount of time in milliseconds to store in buffer while playing."
- msgstr ""
- "Cantidad de tiempo en milisegundos para almacenar en el buffer mientras se "
- "juega."
- #: doc/classes/VideoPlayer.xml
- msgid "Audio bus to use for sound playback."
- msgstr "Bus de audio para usar para la reproducción de sonido."
- #: doc/classes/VideoPlayer.xml
- msgid ""
- "If [code]true[/code], the video scales to the control size. Otherwise, the "
- "control minimum size will be automatically adjusted to match the video "
- "stream's dimensions."
- msgstr ""
- "Si [code]true[/code], el video se escala al tamaño de control. En caso "
- "contrario, el tamaño mínimo de control se ajustará automáticamente para que "
- "coincida con las dimensiones del stream de vídeo."
- #: doc/classes/VideoPlayer.xml
- msgid "If [code]true[/code], the video is paused."
- msgstr "Si [code]true[/code], el video se pausa."
- #: doc/classes/VideoPlayer.xml
- msgid "The assigned video stream. See description for supported formats."
- msgstr ""
- "El stream de video asignado. Véase la descripción de los formatos soportados."
- #: doc/classes/VideoPlayer.xml
- msgid ""
- "The current position of the stream, in seconds.\n"
- "[b]Note:[/b] Changing this value won't have any effect as seeking is not "
- "implemented yet, except in video formats implemented by a GDNative add-on."
- msgstr ""
- #: doc/classes/VideoPlayer.xml
- msgid "Audio volume as a linear value."
- msgstr "El volumen del audio como un valor lineal."
- #: doc/classes/VideoPlayer.xml
- msgid "Audio volume in dB."
- msgstr "Volumen de audio en dB."
- #: doc/classes/VideoPlayer.xml
- msgid "Emitted when playback is finished."
- msgstr "Se emite cuando termina la reproducción."
- #: doc/classes/VideoStream.xml
- msgid "Base resource for video streams."
- msgstr "Recurso base para los streams de video."
- #: doc/classes/VideoStream.xml
- msgid ""
- "Base resource type for all video streams. Classes that derive from "
- "[VideoStream] can all be used as resource types to play back videos in "
- "[VideoPlayer]."
- msgstr ""
- "Tipo de recurso base para todos los streams de vídeo. Las clases que se "
- "derivan de [VideoStream] pueden utilizarse como tipos de recursos para "
- "reproducir vídeos en [VideoPlayer]."
- #: modules/gdnative/doc_classes/VideoStreamGDNative.xml
- #, fuzzy
- msgid "[VideoStream] resource for video formats implemented via GDNative."
- msgstr ""
- "[VideoStream] recurso para formatos de video implementados a través de "
- "GDNative."
- #: modules/gdnative/doc_classes/VideoStreamGDNative.xml
- #, fuzzy
- msgid ""
- "[VideoStream] resource for video formats implemented via GDNative.\n"
- "It can be used via [url=https://github.com/KidRigger/godot-"
- "videodecoder]godot-videodecoder[/url] which uses the [url=https://ffmpeg."
- "org]FFmpeg[/url] library."
- msgstr ""
- "[VideoStream] recurso para formatos de video implementados a través de "
- "GDNative.\n"
- "Se puede utilizar a través de [url=https://github.com/KidRigger/godot-"
- "videodecoder]godot-videodecoder[/url] que utiliza la biblioteca [url=https://"
- "ffmpeg.org]FFmpeg[/url]."
- #: modules/gdnative/doc_classes/VideoStreamGDNative.xml
- msgid "Returns the video file handled by this [VideoStreamGDNative]."
- msgstr "Devuelve el archivo de vídeo manejado por este [VideoStreamGDNative]."
- #: modules/gdnative/doc_classes/VideoStreamGDNative.xml
- msgid ""
- "Sets the video file that this [VideoStreamGDNative] resource handles. The "
- "supported extensions depend on the GDNative plugins used to expose video "
- "formats."
- msgstr ""
- "Establece el archivo de vídeo que maneja este recurso [VideoStreamGDNative]. "
- "Las extensiones soportadas dependen de los plugins de GDNative utilizados "
- "para exponer los formatos de vídeo."
- #: modules/theora/doc_classes/VideoStreamTheora.xml
- msgid "[VideoStream] resource for Ogg Theora videos."
- msgstr "[VideoStream] recurso para los videos de Ogg Theora."
- #: modules/theora/doc_classes/VideoStreamTheora.xml
- msgid ""
- "[VideoStream] resource handling the [url=https://www.theora.org/]Ogg Theora[/"
- "url] video format with [code].ogv[/code] extension. The Theora codec is less "
- "efficient than [VideoStreamWebm]'s VP8 and VP9, but it requires less CPU "
- "resources to decode. The Theora codec is decoded on the CPU.\n"
- "[b]Note:[/b] While Ogg Theora videos can also have an [code].ogg[/code] "
- "extension, you will have to rename the extension to [code].ogv[/code] to use "
- "those videos within Godot."
- msgstr ""
- #: modules/theora/doc_classes/VideoStreamTheora.xml
- msgid "Returns the Ogg Theora video file handled by this [VideoStreamTheora]."
- msgstr ""
- "Devuelve el archivo de vídeo de Ogg Theora manejado por este "
- "[VideoStreamTheora]."
- #: modules/theora/doc_classes/VideoStreamTheora.xml
- #, fuzzy
- msgid ""
- "Sets the Ogg Theora video file that this [VideoStreamTheora] resource "
- "handles. The [code]file[/code] name should have the [code].ogv[/code] "
- "extension."
- msgstr ""
- "Establece el archivo de vídeo de Ogg Theora que maneja este recurso "
- "[VideoStreamTheora]. El nombre del [code]file[/code] debe tener la extensión "
- "[code].o[/code]."
- #: modules/webm/doc_classes/VideoStreamWebm.xml
- msgid "[VideoStream] resource for WebM videos."
- msgstr "[VideoStream] recurso para videos de WebM."
- #: modules/webm/doc_classes/VideoStreamWebm.xml
- msgid ""
- "[VideoStream] resource handling the [url=https://www.webmproject.org/]WebM[/"
- "url] video format with [code].webm[/code] extension. Both the VP8 and VP9 "
- "codecs are supported. The VP8 and VP9 codecs are more efficient than "
- "[VideoStreamTheora], but they require more CPU resources to decode "
- "(especially VP9). Both the VP8 and VP9 codecs are decoded on the CPU.\n"
- "[b]Note:[/b] Alpha channel (also known as transparency) is not supported. "
- "The video will always appear to have a black background, even if it "
- "originally contains an alpha channel.\n"
- "[b]Note:[/b] There are known bugs and performance issues with WebM video "
- "playback in Godot. If you run into problems, try using the Ogg Theora format "
- "instead: [VideoStreamTheora]"
- msgstr ""
- #: modules/webm/doc_classes/VideoStreamWebm.xml
- msgid "Returns the WebM video file handled by this [VideoStreamWebm]."
- msgstr "Devuelve el archivo de vídeo WebM manejado por este [VideoStreamWebm]."
- #: modules/webm/doc_classes/VideoStreamWebm.xml
- msgid ""
- "Sets the WebM video file that this [VideoStreamWebm] resource handles. The "
- "[code]file[/code] name should have the [code].webm[/code] extension."
- msgstr ""
- "Establece el archivo de vídeo WebM que maneja este recurso "
- "[VideoStreamWebm]. El nombre del [code]file[/code] debe tener la extensión "
- "[code].webm[/code]."
- #: doc/classes/Viewport.xml
- msgid "Creates a sub-view into the screen."
- msgstr "Crea una sub-vista en la pantalla."
- #: doc/classes/Viewport.xml
- #, fuzzy
- msgid ""
- "A Viewport creates a different view into the screen, or a sub-view inside "
- "another viewport. Children 2D Nodes will display on it, and children Camera "
- "3D nodes will render on it too.\n"
- "Optionally, a viewport can have its own 2D or 3D world, so they don't share "
- "what they draw with other viewports.\n"
- "If a viewport is a child of a [ViewportContainer], it will automatically "
- "take up its size, otherwise it must be set manually.\n"
- "Viewports can also choose to be audio listeners, so they generate positional "
- "audio depending on a 2D or 3D camera child of it.\n"
- "Also, viewports can be assigned to different screens in case the devices "
- "have multiple screens.\n"
- "Finally, viewports can also behave as render targets, in which case they "
- "will not be visible unless the associated texture is used to draw.\n"
- "[b]Note:[/b] By default, a newly created Viewport in Godot 3.x will appear "
- "to be upside down. Enabling [member render_target_v_flip] will display the "
- "Viewport with the correct orientation."
- msgstr ""
- "Un Viewport crea una vista diferente en la pantalla, o una sub-vista dentro "
- "de otro Viewport. Los nodos 2D de los hijos aparecerán en él, y los nodos 3D "
- "de la Cámara 3D de los hijos también se mostrarán en él.\n"
- "Opcionalmente, un Viewport puede tener su propio mundo 2D o 3D, así que no "
- "comparten lo que dibujan con otros Viewports.\n"
- "Si un viewport es hijo de un [SubViewportContainer], tomará automáticamente "
- "su tamaño, de lo contrario debe ser configurado manualmente.\n"
- "Los Viewports también pueden elegir ser audio listeners, así que generan "
- "audio posicional dependiendo de una cámara 2D o 3D hijo de el.\n"
- "Además, los Viewports pueden ser asignados a diferentes pantallas en caso de "
- "que los dispositivos tengan varias pantallas.\n"
- "Por último, los Viewports también pueden comportarse como objetivos de "
- "renderización, en cuyo caso no serán visibles a menos que se utilice la "
- "textura asociada para dibujar."
- #: doc/classes/Viewport.xml
- msgid "Viewports tutorial index"
- msgstr ""
- #: doc/classes/Viewport.xml doc/classes/ViewportTexture.xml
- msgid "3D in 2D Demo"
- msgstr ""
- #: doc/classes/Viewport.xml
- msgid "Screen Capture Demo"
- msgstr ""
- #: doc/classes/Viewport.xml
- msgid "Dynamic Split Screen Demo"
- msgstr ""
- #: doc/classes/Viewport.xml doc/classes/ViewportTexture.xml
- msgid "3D Viewport Scaling Demo"
- msgstr ""
- #: doc/classes/Viewport.xml
- #, fuzzy
- msgid ""
- "Returns the first valid [World] for this viewport, searching the [member "
- "world] property of itself and any Viewport ancestor."
- msgstr ""
- "Devuelve el mundo 3D del viewport, o si no, el mundo del viewport del padre."
- #: doc/classes/Viewport.xml
- #, fuzzy
- msgid ""
- "Returns the first valid [World2D] for this viewport, searching the [member "
- "world_2d] property of itself and any Viewport ancestor."
- msgstr ""
- "Devuelve el mundo 3D del viewport, o si no, el mundo del viewport del padre."
- #: doc/classes/Viewport.xml
- msgid "Returns the active 3D camera."
- msgstr "Devuelve la cámara 3D activa."
- #: doc/classes/Viewport.xml
- msgid "Returns the total transform of the viewport."
- msgstr "Devuelve la transformada total de la vista."
- #: doc/classes/Viewport.xml
- #, fuzzy
- msgid "Returns the topmost modal in the stack."
- msgstr "Devuelve la posición en el [AudioStream]."
- #: doc/classes/Viewport.xml
- #, fuzzy
- msgid ""
- "Returns the mouse's position in this [Viewport] using the coordinate system "
- "of this [Viewport]."
- msgstr "Devuelve la posición del ratón en relación con la viewport."
- #: doc/classes/Viewport.xml
- msgid "Returns information about the viewport from the rendering pipeline."
- msgstr "Devuelve la información sobre el viewport del pipeline de renderizado."
- #: doc/classes/Viewport.xml
- msgid "Returns the [enum ShadowAtlasQuadrantSubdiv] of the specified quadrant."
- msgstr ""
- "Devuelve el [enum ShadowAtlasQuadrantSubdiv] del cuadrante especificado."
- #: doc/classes/Viewport.xml
- #, fuzzy
- msgid "Returns the size override set with [method set_size_override]."
- msgstr "Devuelve el texto de error si el [method parse] ha fallado."
- #: doc/classes/Viewport.xml
- #, fuzzy
- msgid ""
- "Returns the viewport's texture.\n"
- "[b]Note:[/b] Due to the way OpenGL works, the resulting [ViewportTexture] is "
- "flipped vertically. You can use [method Image.flip_y] on the result of "
- "[method Texture.get_data] to flip it back, for example:\n"
- "[codeblock]\n"
- "var img = get_viewport().get_texture().get_data()\n"
- "img.flip_y()\n"
- "[/codeblock]"
- msgstr ""
- "Devuelve la textura del viewport.\n"
- "[b]Nota:[/b] Debido a la forma en que funciona OpenGL, el [ViewportTexture] "
- "resultante se voltea verticalmente. Puedes usar [method Image.flip_y] sobre "
- "el resultado de [method Texture2D.get_data] para voltearlo de nuevo, por "
- "ejemplo:\n"
- "[codeblock]\n"
- "var img = get_viewport().get_texture().get_data()\n"
- "img.flip_y()\n"
- "[/codeblock]"
- #: doc/classes/Viewport.xml
- msgid "Returns the viewport's RID from the [VisualServer]."
- msgstr "Devuelve el RID del viewport del [VisualServer]."
- #: doc/classes/Viewport.xml
- msgid "Returns the visible rectangle in global screen coordinates."
- msgstr "Devuelve el RID del viewport del [VisualServer]."
- #: doc/classes/Viewport.xml
- msgid ""
- "Returns the drag data from the GUI, that was previously returned by [method "
- "Control.get_drag_data]."
- msgstr ""
- "Devuelve los datos de arrastre de la GUI, que fueron previamente devueltos "
- "por [method Control.get_drag_data]."
- #: doc/classes/Viewport.xml
- #, fuzzy
- msgid "Returns [code]true[/code] if there are visible modals on-screen."
- msgstr "Devuelve [code]true[/code] si el archivo de la escena tiene nodos."
- #: doc/classes/Viewport.xml
- #, fuzzy
- msgid "Returns [code]true[/code] if the drag operation is successful."
- msgstr "Devuelve [code]true[/code] si la selección está activa."
- #: doc/classes/Viewport.xml
- msgid ""
- "Returns [code]true[/code] if the viewport is currently performing a drag "
- "operation.\n"
- "Alternative to [constant Node.NOTIFICATION_DRAG_BEGIN] and [constant Node."
- "NOTIFICATION_DRAG_END] when you prefer polling the value."
- msgstr ""
- #: doc/classes/Viewport.xml
- #, fuzzy
- msgid ""
- "Returns [code]true[/code] if the size override is enabled. See [method "
- "set_size_override]."
- msgstr ""
- "Devuelve [code]true[/code] si el nodo está configurado como de nivel "
- "superior. Ver [method set_as_toplevel]."
- #: doc/classes/Viewport.xml
- msgid ""
- "Attaches this [Viewport] to the root [Viewport] with the specified "
- "rectangle. This bypasses the need for another node to display this "
- "[Viewport] but makes you responsible for updating the position of this "
- "[Viewport] manually."
- msgstr ""
- #: doc/classes/Viewport.xml
- msgid "Stops the input from propagating further down the [SceneTree]."
- msgstr "Evita que la entrada se propague más abajo en el [SceneTree]."
- #: doc/classes/Viewport.xml
- msgid ""
- "Sets the number of subdivisions to use in the specified quadrant. A higher "
- "number of subdivisions allows you to have more shadows in the scene at once, "
- "but reduces the quality of the shadows. A good practice is to have quadrants "
- "with a varying number of subdivisions and to have as few subdivisions as "
- "possible."
- msgstr ""
- "Establece el número de subdivisiones a utilizar en el cuadrante "
- "especificado. Un mayor número de subdivisiones permite tener más sombras en "
- "la escena a la vez, pero reduce la calidad de las sombras. Una buena "
- "práctica es tener cuadrantes con un número variable de subdivisiones y tener "
- "el menor número posible de subdivisiones."
- #: doc/classes/Viewport.xml
- msgid ""
- "Sets the size override of the viewport. If the [code]enable[/code] parameter "
- "is [code]true[/code] the override is used, otherwise it uses the default "
- "size. If the size parameter is [code](-1, -1)[/code], it won't update the "
- "size."
- msgstr ""
- #: doc/classes/Viewport.xml
- msgid "Forces update of the 2D and 3D worlds."
- msgstr "Fuerza la actualización de los mundos 2D y 3D."
- #: doc/classes/Viewport.xml
- msgid ""
- "Moves the mouse pointer to the specified position in this [Viewport] using "
- "the coordinate system of this [Viewport]."
- msgstr ""
- #: doc/classes/Viewport.xml
- #, fuzzy
- msgid "If [code]true[/code], the viewport will be used in AR/VR process."
- msgstr "Si [code]true[/code], el sub-viewport se usará en el proceso AR/VR."
- #: doc/classes/Viewport.xml
- msgid "If [code]true[/code], the viewport will process 2D audio streams."
- msgstr "Si [code]true[/code], el viewport procesará streams de audio en 2D."
- #: doc/classes/Viewport.xml
- msgid "If [code]true[/code], the viewport will process 3D audio streams."
- msgstr "Si [code]true[/code], el viewport procesará streams de audio en 3D."
- #: doc/classes/Viewport.xml
- msgid ""
- "The canvas transform of the viewport, useful for changing the on-screen "
- "positions of all child [CanvasItem]s. This is relative to the global canvas "
- "transform of the viewport."
- msgstr ""
- "La transformada del canvas del viewport, útil para cambiar las posiciones en "
- "pantalla de todos los [CanvasItem]s hijos. Esto es relativo a la "
- "transformada global del canvas del viewport."
- #: doc/classes/Viewport.xml
- msgid ""
- "If [code]true[/code], uses a fast post-processing filter to make banding "
- "significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
- "debanding unless the [member Environment.background_mode] is [constant "
- "Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
- "[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
- "filters/use_debanding].\n"
- "In some cases, debanding may introduce a slightly noticeable dithering "
- "pattern. It's recommended to enable debanding only when actually needed "
- "since the dithering pattern will make lossless-compressed screenshots "
- "larger.\n"
- "[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
- "[code]true[/code] for debanding to be effective."
- msgstr ""
- #: doc/classes/Viewport.xml
- msgid "The overlay mode for test rendered geometry in debug purposes."
- msgstr ""
- "El modo de superposición para la prueba renderizó la geometría con fines de "
- "depuración."
- #: doc/classes/Viewport.xml
- #, fuzzy
- msgid ""
- "If [code]true[/code], the viewport will disable 3D rendering. To actually "
- "disable allocation of 3D buffers, set [member usage] instead."
- msgstr ""
- "Si [code]true[/code], la etiqueta subraya las metaetiquetas como [code][url]"
- "{text}[/url][/code]."
- #: doc/classes/Viewport.xml
- #, fuzzy
- msgid ""
- "Enables fast approximate antialiasing. FXAA is a popular screen-space "
- "antialiasing method, which is fast but will make the image look blurry, "
- "especially at lower resolutions. It can still work relatively well at large "
- "resolutions such as 1440p and 4K. Some of the lost sharpness can be "
- "recovered by enabling contrast-adaptive sharpening (see [member "
- "sharpen_intensity])."
- msgstr ""
- "Usar un antialiasing aproximado rápido. FXAA es un método popular de "
- "antialiasing en el espacio de la pantalla, que es rápido pero que hará que "
- "la imagen se vea borrosa, especialmente en resoluciones más bajas. Puede "
- "funcionar relativamente bien en resoluciones grandes como 1440p y 4K."
- #: doc/classes/Viewport.xml
- msgid ""
- "The global canvas transform of the viewport. The canvas transform is "
- "relative to this."
- msgstr ""
- "La transformación del canvas global del viewport. La transformada del canvas "
- "es relativa a esto."
- #: doc/classes/Viewport.xml
- #, fuzzy
- msgid "If [code]true[/code], the viewport will not receive input events."
- msgstr "Si [code]true[/code], el viewport no recibirá el evento de entrada."
- #: doc/classes/Viewport.xml
- msgid ""
- "If [code]true[/code], the GUI controls on the viewport will lay pixel "
- "perfectly."
- msgstr ""
- "Si [code]true[/code], los controles GUI en el viewport colocarán los píxeles "
- "perfectamente."
- #: doc/classes/Viewport.xml
- msgid ""
- "If [code]true[/code], the viewport rendering will receive benefits from High "
- "Dynamic Range algorithm. High Dynamic Range allows the viewport to receive "
- "values that are outside the 0-1 range. In Godot, HDR uses half floating-"
- "point precision (16-bit) by default. To use full floating-point precision "
- "(32-bit), enable [member use_32_bpc_depth].\n"
- "[b]Note:[/b] Requires [member usage] to be set to [constant USAGE_3D] or "
- "[constant USAGE_3D_NO_EFFECTS], since HDR is not supported for 2D.\n"
- "[b]Note:[/b] Only available on the GLES3 backend."
- msgstr ""
- #: doc/classes/Viewport.xml
- msgid ""
- "If [code]true[/code], the result after 3D rendering will not have a linear "
- "to sRGB color conversion applied. This is important when the viewport is "
- "used as a render target where the result is used as a texture on a 3D object "
- "rendered in another viewport. It is also important if the viewport is used "
- "to create data that is not color based (noise, heightmaps, pickmaps, etc.). "
- "Do not enable this when the viewport is used as a texture on a 2D object or "
- "if the viewport is your final output. For the GLES2 driver this will convert "
- "the sRGB output to linear, this should only be used for VR plugins that "
- "require input in linear color space!"
- msgstr ""
- #: doc/classes/Viewport.xml
- msgid ""
- "The multisample anti-aliasing mode. A higher number results in smoother "
- "edges at the cost of significantly worse performance. A value of 4 is best "
- "unless targeting very high-end systems."
- msgstr ""
- "El modo antialiasing de multisample. Un número mayor resulta en bordes más "
- "suaves a costa de un rendimiento significativamente peor. Un valor de 4 es "
- "el mejor a menos que se trate de sistemas de muy alta gama."
- #: doc/classes/Viewport.xml
- #, fuzzy
- msgid ""
- "If [code]true[/code], the viewport will use a unique copy of the [World] "
- "defined in [member world]."
- msgstr ""
- "Si [code]true[/code], el viewport utilizará el [World] definido en [member "
- "world_3d]."
- #: doc/classes/Viewport.xml
- msgid ""
- "If [code]true[/code], the objects rendered by viewport become subjects of "
- "mouse picking process."
- msgstr ""
- "Si [code]true[/code], los objetos renderizados por viewport se convierten en "
- "sujetos del proceso de selección del ratón."
- #: doc/classes/Viewport.xml
- msgid ""
- "If [code]true[/code], renders the Viewport directly to the screen instead of "
- "to the root viewport. Only available in GLES2. This is a low-level "
- "optimization and should not be used in most cases. If used, reading from the "
- "Viewport or from [code]SCREEN_TEXTURE[/code] becomes unavailable. For more "
- "information see [method VisualServer.viewport_set_render_direct_to_screen]."
- msgstr ""
- #: doc/classes/Viewport.xml
- #, fuzzy
- msgid ""
- "The clear mode when viewport used as a render target.\n"
- "[b]Note:[/b] This property is intended for 2D usage."
- msgstr ""
- "El modo claro cuando el sub-viewport se utiliza como objetivo de "
- "renderización."
- #: doc/classes/Viewport.xml
- #, fuzzy
- msgid "The update mode when viewport used as a render target."
- msgstr ""
- "El modo de actualización cuando el sub-viewport se utiliza como objetivo de "
- "renderización."
- #: doc/classes/Viewport.xml
- msgid ""
- "If [code]true[/code], the result of rendering will be flipped vertically. "
- "Since Viewports in Godot 3.x render upside-down, it's recommended to set "
- "this to [code]true[/code] in most situations."
- msgstr ""
- #: doc/classes/Viewport.xml
- msgid "The subdivision amount of the first quadrant on the shadow atlas."
- msgstr ""
- "La cantidad de subdivisión del primer cuadrante del atlas de las sombras."
- #: doc/classes/Viewport.xml
- msgid "The subdivision amount of the second quadrant on the shadow atlas."
- msgstr ""
- "La cantidad de subdivisión del segundo cuadrante en el atlas de las sombras."
- #: doc/classes/Viewport.xml
- msgid "The subdivision amount of the third quadrant on the shadow atlas."
- msgstr ""
- "La cantidad de subdivisión del tercer cuadrante en el atlas de las sombras."
- #: doc/classes/Viewport.xml
- msgid "The subdivision amount of the fourth quadrant on the shadow atlas."
- msgstr ""
- "La cantidad de subdivisión del cuarto cuadrante en el atlas de las sombras."
- #: doc/classes/Viewport.xml
- #, fuzzy
- msgid ""
- "The shadow atlas' resolution (used for omni and spot lights). The value will "
- "be rounded up to the nearest power of 2.\n"
- "[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
- "directional shadows won't be visible. Since user-created viewports default "
- "to a value of [code]0[/code], this value must be set above [code]0[/code] "
- "manually (typically at least [code]256[/code])."
- msgstr ""
- "La resolución del atlas de las sombras (usado para luces omni y spot). El "
- "valor se redondeará a la potencia más cercana de 2.\n"
- "[b]Nota:[/b] Si se establece en 0, las sombras no serán visibles. Dado que "
- "los viewports creados por el usuario tienen por defecto el valor 0, este "
- "valor debe establecerse sobre 0 manualmente."
- #: doc/classes/Viewport.xml
- msgid ""
- "If set to a value greater than [code]0.0[/code], contrast-adaptive "
- "sharpening will be applied to the 3D viewport. This has a low performance "
- "cost and can be used to recover some of the sharpness lost from using FXAA. "
- "Values around [code]0.5[/code] generally give the best results. See also "
- "[member fxaa]."
- msgstr ""
- #: doc/classes/Viewport.xml
- msgid ""
- "The width and height of viewport. Must be set to a value greater than or "
- "equal to 2 pixels on both dimensions. Otherwise, nothing will be displayed."
- msgstr ""
- #: doc/classes/Viewport.xml
- #, fuzzy
- msgid "If [code]true[/code], the size override affects stretch as well."
- msgstr ""
- "Si [code]true[/code], la sobreescritura de tamaño 2D afecta también al "
- "estiramiento."
- #: doc/classes/Viewport.xml
- msgid ""
- "If [code]true[/code], the viewport should render its background as "
- "transparent."
- msgstr "Si [code]true[/code], el viewport debería hacer su fondo transparente."
- #: doc/classes/Viewport.xml
- msgid ""
- "The viewport's rendering mode. This controls which buffers are allocated for "
- "the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
- "and improve performance slightly, especially on low-end devices.\n"
- "[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
- "USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
- "HDR is not supported for 2D."
- msgstr ""
- #: doc/classes/Viewport.xml
- msgid ""
- "If [code]true[/code], allocates the viewport's framebuffer with full "
- "floating-point precision (32-bit) instead of half floating-point precision "
- "(16-bit). Only effective when [member hdr] is also enabled.\n"
- "[b]Note:[/b] Enabling this setting does not improve rendering quality. Using "
- "full floating-point precision is slower, and is generally only needed for "
- "advanced shaders that require a high level of precision. To reduce banding, "
- "enable [member debanding] instead.\n"
- "[b]Note:[/b] Only available on the GLES3 backend."
- msgstr ""
- #: doc/classes/Viewport.xml
- #, fuzzy
- msgid "The custom [World] which can be used as 3D environment source."
- msgstr ""
- "El [World] personalizado se puede sert utilizado como fuente de ambiente 3D."
- #: doc/classes/Viewport.xml
- msgid "The custom [World2D] which can be used as 2D environment source."
- msgstr ""
- "La [World2D] personalizada que puede ser usada como fuente de entorno 2D."
- #: doc/classes/Viewport.xml
- msgid "Emitted when a Control node grabs keyboard focus."
- msgstr "Se emite cuando un nodo de control toma el foco del teclado."
- #: doc/classes/Viewport.xml
- #, fuzzy
- msgid ""
- "Emitted when the size of the viewport is changed, whether by [method "
- "set_size_override], resize of window, or some other means."
- msgstr ""
- "Se emitido cuando se cambia el tamaño del viewport, ya sea cambiando el "
- "tamaño de la ventana o por algún otro medio."
- #: doc/classes/Viewport.xml
- msgid "Do not update the render target."
- msgstr "No actualiza el objetivo de renderización."
- #: doc/classes/Viewport.xml
- msgid ""
- "Update the render target once, then switch to [constant UPDATE_DISABLED]."
- msgstr ""
- "Actualiza el objetivo de render una vez, luego cambia a [constant "
- "UPDATE_DISABLED]."
- #: doc/classes/Viewport.xml
- msgid ""
- "Update the render target only when it is visible. This is the default value."
- msgstr ""
- "Actualice el objetivo de renderizado sólo cuando sea visible. Este es el "
- "valor predeterminado."
- #: doc/classes/Viewport.xml
- msgid "Always update the render target."
- msgstr "Siempre actualiza el objetivo de renderización."
- #: doc/classes/Viewport.xml
- msgid "This quadrant will not be used."
- msgstr "Este cuadrante no será utilizado."
- #: doc/classes/Viewport.xml
- msgid "This quadrant will only be used by one shadow map."
- msgstr "Este cuadrante sólo será usado por un mapa de sombras."
- #: doc/classes/Viewport.xml
- msgid "This quadrant will be split in 4 and used by up to 4 shadow maps."
- msgstr ""
- "Este cuadrante se dividirá en 4 y será usado por hasta 4 mapas de sombras."
- #: doc/classes/Viewport.xml
- msgid "This quadrant will be split 16 ways and used by up to 16 shadow maps."
- msgstr ""
- "Este cuadrante se dividirá en 16 partes y será utilizado por hasta 16 mapas "
- "de sombras."
- #: doc/classes/Viewport.xml
- msgid "This quadrant will be split 64 ways and used by up to 64 shadow maps."
- msgstr ""
- "Este cuadrante se dividirá en 64 partes y será utilizado por hasta 64 mapas "
- "de sombras."
- #: doc/classes/Viewport.xml
- msgid ""
- "This quadrant will be split 256 ways and used by up to 256 shadow maps. "
- "Unless the [member shadow_atlas_size] is very high, the shadows in this "
- "quadrant will be very low resolution."
- msgstr ""
- "Este cuadrante se dividirá en 256 partes y será utilizado por hasta 256 "
- "mapas de sombras. A menos que el [member shadow_atlas_size] sea muy alto, "
- "las sombras en este cuadrante serán de muy baja resolución."
- #: doc/classes/Viewport.xml
- msgid ""
- "This quadrant will be split 1024 ways and used by up to 1024 shadow maps. "
- "Unless the [member shadow_atlas_size] is very high, the shadows in this "
- "quadrant will be very low resolution."
- msgstr ""
- "Este cuadrante se dividirá en 1024 partes y será utilizado por hasta 1024 "
- "mapas de sombras. A menos que el [member shadow_atlas_size] sea muy alto, "
- "las sombras en este cuadrante serán de muy baja resolución."
- #: doc/classes/Viewport.xml
- msgid "Represents the size of the [enum ShadowAtlasQuadrantSubdiv] enum."
- msgstr "Representa el tamaño del enum [enum ShadowAtlasQuadrantSubdiv]."
- #: doc/classes/Viewport.xml
- msgid "Amount of objects in frame."
- msgstr "Cantidad de objetos en el fotograma."
- #: doc/classes/Viewport.xml
- msgid "Amount of vertices in frame."
- msgstr "Cantidad de vértices en el fotograma."
- #: doc/classes/Viewport.xml
- msgid "Amount of material changes in frame."
- msgstr "La cantidad de material que cambia en el fotograma."
- #: doc/classes/Viewport.xml
- msgid "Amount of shader changes in frame."
- msgstr "La cantidad de cambios de shader en el fotograma."
- #: doc/classes/Viewport.xml
- msgid "Amount of surface changes in frame."
- msgstr "La cantidad de superficie que cambia en el fotograma."
- #: doc/classes/Viewport.xml
- msgid "Amount of draw calls in frame."
- msgstr "Cantidad de llamadas de dibujo en el fotograma."
- #: doc/classes/Viewport.xml
- #, fuzzy
- msgid "Amount of items or joined items in frame."
- msgstr "Cantidad de objetos en el fotograma."
- #: doc/classes/Viewport.xml
- msgid "Represents the size of the [enum RenderInfo] enum."
- msgstr "Representa el tamaño del enum [enum RenderInfo]."
- #: doc/classes/Viewport.xml
- msgid "Objects are displayed normally."
- msgstr "Los objetos se muestran normalmente."
- #: doc/classes/Viewport.xml
- msgid "Objects are displayed without light information."
- msgstr "Los objetos se muestran sin información de la luz."
- #: doc/classes/Viewport.xml
- msgid ""
- "Objected are displayed semi-transparent with additive blending so you can "
- "see where they intersect."
- msgstr ""
- #: doc/classes/Viewport.xml
- msgid "Objects are displayed in wireframe style."
- msgstr "Los objetos se muestran en el estilo wireframe."
- #: doc/classes/Viewport.xml
- #, fuzzy
- msgid "Multisample anti-aliasing mode disabled. This is the default value."
- msgstr ""
- "Modo antialiasing de multisample desactivado. Este es el valor "
- "predeterminado, y también el ajuste más rápido."
- #: doc/classes/Viewport.xml
- msgid "Use 2x Multisample Antialiasing."
- msgstr "Usar 2x Antialiasing Multisample."
- #: doc/classes/Viewport.xml
- msgid "Use 4x Multisample Antialiasing."
- msgstr "Usar 4x Antialising Multisample."
- #: doc/classes/Viewport.xml
- msgid ""
- "Use 8x Multisample Antialiasing. Likely unsupported on low-end and older "
- "hardware."
- msgstr ""
- "Usar 8x Antialiasing Multisample. Probablemente sin soporte en hardware de "
- "baja gama y más antiguo."
- #: doc/classes/Viewport.xml
- msgid ""
- "Use 16x Multisample Antialiasing. Likely unsupported on medium and low-end "
- "hardware."
- msgstr ""
- "Usar 16x Antialising Multisample. Probablemente sin soporte en hardware de "
- "gama media y baja."
- #: doc/classes/Viewport.xml
- msgid ""
- "Allocates all buffers needed for drawing 2D scenes. This takes less VRAM "
- "than the 3D usage modes. Note that 3D rendering effects such as glow and HDR "
- "are not available when using this mode."
- msgstr ""
- #: doc/classes/Viewport.xml
- msgid ""
- "Allocates buffers needed for 2D scenes without allocating a buffer for "
- "screen copy. Accordingly, you cannot read from the screen. Of the [enum "
- "Usage] types, this requires the least VRAM. Note that 3D rendering effects "
- "such as glow and HDR are not available when using this mode."
- msgstr ""
- #: doc/classes/Viewport.xml
- msgid ""
- "Allocates full buffers for drawing 3D scenes and all 3D effects including "
- "buffers needed for 2D scenes and effects."
- msgstr ""
- #: doc/classes/Viewport.xml
- msgid ""
- "Allocates buffers needed for drawing 3D scenes. But does not allocate "
- "buffers needed for reading from the screen and post-processing effects. "
- "Saves some VRAM."
- msgstr ""
- #: doc/classes/Viewport.xml
- msgid "Always clear the render target before drawing."
- msgstr "Siempre despeja el objetivo de renderizado antes de dibujar."
- #: doc/classes/Viewport.xml
- msgid "Never clear the render target."
- msgstr "Nunca despejen el objetivo de renderizado."
- #: doc/classes/Viewport.xml
- msgid ""
- "Clear the render target next frame, then switch to [constant "
- "CLEAR_MODE_NEVER]."
- msgstr ""
- "Limpia el objetivo de renderizado en el siguiente fotograma, luego cambia a "
- "[constant CLEAR_MODE_NEVER]."
- #: doc/classes/ViewportContainer.xml
- #, fuzzy
- msgid "Control for holding [Viewport]s."
- msgstr "Control para mantener los [SubViewport]s."
- #: doc/classes/ViewportContainer.xml
- #, fuzzy
- msgid ""
- "A [Container] node that holds a [Viewport], automatically setting its size.\n"
- "[b]Note:[/b] Changing a ViewportContainer's [member Control.rect_scale] will "
- "cause its contents to appear distorted. To change its visual size without "
- "causing distortion, adjust the node's margins instead (if it's not already "
- "in a container)."
- msgstr ""
- "Un nodo [Container] que contiene un [SubViewport], estableciendo "
- "automáticamente su tamaño.\n"
- "[b]Nota:[/b] Si se cambia el [member Control.rect_scale] de un "
- "[SubViewportContainer], su contenido aparecerá distorsionado. Para cambiar "
- "su tamaño visual sin causar distorsión, ajuste los márgenes del nodo en su "
- "lugar (si no está ya en un contenedor)."
- #: doc/classes/ViewportContainer.xml
- #, fuzzy
- msgid ""
- "If [code]true[/code], the viewport will be scaled to the control's size."
- msgstr ""
- "Si [code]true[/code], el sub-viewport será escalado al tamaño del control."
- #: doc/classes/ViewportContainer.xml
- #, fuzzy
- msgid ""
- "Divides the viewport's effective resolution by this value while preserving "
- "its scale. This can be used to speed up rendering.\n"
- "For example, a 1280×720 viewport with [member stretch_shrink] set to "
- "[code]2[/code] will be rendered at 640×360 while occupying the same size in "
- "the container.\n"
- "[b]Note:[/b] [member stretch] must be [code]true[/code] for this property to "
- "work."
- msgstr ""
- "Divide la resolución efectiva del sub-viewport por este valor, preservando "
- "su escala. Esto puede ser usado para acelerar la representación.\n"
- "Por ejemplo, un subportal de 1280×720 con [member stretch_shrink] ajustado a "
- "[code]2[/code] se renderizará a 640×360 mientras ocupe el mismo tamaño en el "
- "contenedor.\n"
- "[b]Nota:[/b] [member stretch] debe ser [code]true[/code] para que esta "
- "propiedad funcione."
- #: doc/classes/ViewportTexture.xml
- msgid "Texture which displays the content of a [Viewport]."
- msgstr "Textura que muestra el contenido de un [Viewport]."
- #: doc/classes/ViewportTexture.xml
- #, fuzzy
- msgid ""
- "Displays the content of a [Viewport] node as a dynamic [Texture]. This can "
- "be used to mix controls, 2D, and 3D elements in the same scene.\n"
- "To create a ViewportTexture in code, use the [method Viewport.get_texture] "
- "method on the target viewport."
- msgstr ""
- "Muestra el contenido de un nodo [Viewport] como un [Texture2D] dinámico. "
- "Esto puede ser usado para mezclar controles, elementos 2D y 3D en la misma "
- "escena.\n"
- "Para crear un ViewportTexture en código, usa el método [method Viewport."
- "get_texture] en el viewport de destino."
- #: doc/classes/ViewportTexture.xml
- msgid ""
- "The path to the [Viewport] node to display. This is relative to the scene "
- "root, not to the node which uses the texture."
- msgstr ""
- "La ruta al nodo [Viewport] para visualizar. Es relativa a la raíz de la "
- "escena, no al nodo que usa la textura."
- #: doc/classes/VisibilityEnabler.xml doc/classes/VisibilityEnabler2D.xml
- msgid "Enables certain nodes only when approximately visible."
- msgstr "Habilita ciertos nodos sólo cuando son aproximadamente visibles."
- #: doc/classes/VisibilityEnabler.xml
- #, fuzzy
- msgid ""
- "The VisibilityEnabler will disable [RigidBody] and [AnimationPlayer] nodes "
- "when they are not visible. It will only affect other nodes within the same "
- "scene as the VisibilityEnabler itself.\n"
- "If you just want to receive notifications, use [VisibilityNotifier] "
- "instead.\n"
- "[b]Note:[/b] VisibilityEnabler uses an approximate heuristic for performance "
- "reasons. It doesn't take walls and other occlusion into account (unless you "
- "are using [Portal]s). The heuristic is an implementation detail and may "
- "change in future versions. If you need precise visibility checking, use "
- "another method such as adding an [Area] node as a child of a [Camera] node "
- "and/or [method Vector3.dot].\n"
- "[b]Note:[/b] VisibilityEnabler will not affect nodes added after scene "
- "initialization."
- msgstr ""
- "El VisibilityEnabler deshabilitará los nodos [RigidBody] y [AnimationPlayer] "
- "cuando no sean visibles. Sólo afectará a otros nodos dentro de la misma "
- "escena que el propio VisibilityEnabler.\n"
- "Si sólo quieres recibir notificaciones, usa [VisibilityNotifier] en su "
- "lugar.\n"
- "[b]Nota:[/b] VisibilityEnabler utiliza una heurística aproximada por razones "
- "de rendimiento. No tiene en cuenta las paredes y otras oclusiones. La "
- "heurística es un detalle de implementación y puede cambiar en futuras "
- "versiones. Si necesita una comprobación precisa de la visibilidad, utilice "
- "otro método como añadir un nodo [Area] como hijo de un nodo [Camera] y/o "
- "[method Vector3.dot].\n"
- "[b]Nota:[/b] VisibilityEnabler no afectará a los nodos añadidos después de "
- "la inicialización de la escena."
- #: doc/classes/VisibilityEnabler.xml doc/classes/VisibilityEnabler2D.xml
- msgid ""
- "Returns whether the enabler identified by given [enum Enabler] constant is "
- "active."
- msgstr ""
- "Devuelve si el habilitador identificado por la constante [enum Enabler] dada "
- "está activo."
- #: doc/classes/VisibilityEnabler.xml doc/classes/VisibilityEnabler2D.xml
- msgid ""
- "Sets active state of the enabler identified by given [enum Enabler] constant."
- msgstr ""
- "Establece el estado activo del activador identificado por una constante "
- "[enum Enabler] dada."
- #: doc/classes/VisibilityEnabler.xml
- #, fuzzy
- msgid "If [code]true[/code], [RigidBody] nodes will be paused."
- msgstr "Si [code]true[/code], los nodos de [RigidBody2D] estarán en pausa."
- #: doc/classes/VisibilityEnabler.xml doc/classes/VisibilityEnabler2D.xml
- msgid "If [code]true[/code], [AnimationPlayer] nodes will be paused."
- msgstr "Si [code]true[/code], los nodos de [AnimationPlayer] estarán en pausa."
- #: doc/classes/VisibilityEnabler.xml doc/classes/VisibilityEnabler2D.xml
- msgid "This enabler will pause [AnimationPlayer] nodes."
- msgstr "Este habilitador hará una pausa en los nodos [AnimationPlayer]."
- #: doc/classes/VisibilityEnabler.xml
- #, fuzzy
- msgid "This enabler will freeze [RigidBody] nodes."
- msgstr "Este habilitador congelará los nodos [RigidBody2D]."
- #: doc/classes/VisibilityEnabler.xml doc/classes/VisibilityEnabler2D.xml
- msgid "Represents the size of the [enum Enabler] enum."
- msgstr "Representa el tamaño del enum [enum Enabler]."
- #: doc/classes/VisibilityEnabler2D.xml
- msgid ""
- "The VisibilityEnabler2D will disable [RigidBody2D], [AnimationPlayer], and "
- "other nodes when they are not visible. It will only affect nodes with the "
- "same root node as the VisibilityEnabler2D, and the root node itself.\n"
- "If you just want to receive notifications, use [VisibilityNotifier2D] "
- "instead.\n"
- "[b]Note:[/b] For performance reasons, VisibilityEnabler2D uses an "
- "approximate heuristic with precision determined by [member ProjectSettings."
- "world/2d/cell_size]. If you need precise visibility checking, use another "
- "method such as adding an [Area2D] node as a child of a [Camera2D] node.\n"
- "[b]Note:[/b] VisibilityEnabler2D will not affect nodes added after scene "
- "initialization."
- msgstr ""
- "El VisibilityEnabler2D desactivará [RigidBody2D], [AnimationPlayer] y otros "
- "nodos cuando no sean visibles. Sólo afectará a los nodos con el mismo nodo "
- "raíz que el VisibilityEnabler2D, y al propio nodo raíz.\n"
- "Si sólo quieres recibir notificaciones, usa [VisibilityNotifier2D] en su "
- "lugar.\n"
- "[b]Nota:[/b] Por razones de rendimiento, VisibilityEnabler2D utiliza una "
- "heurística aproximada con una precisión determinada por [member "
- "ProjectSettings.world/2d/cell_size]. Si necesita una comprobación de "
- "visibilidad precisa, utilice otro método como añadir un nodo [Area2D] como "
- "hijo de un nodo [Camera2D].\n"
- "[b]Nota:[/b] VisibilityEnabler2D no afectará a los nodos añadidos después de "
- "la inicialización de la escena."
- #: doc/classes/VisibilityEnabler2D.xml
- msgid "If [code]true[/code], [RigidBody2D] nodes will be paused."
- msgstr "Si [code]true[/code], los nodos de [RigidBody2D] estarán en pausa."
- #: doc/classes/VisibilityEnabler2D.xml
- #, fuzzy
- msgid "If [code]true[/code], [AnimatedSprite] nodes will be paused."
- msgstr ""
- "Si [code]true[/code], los nodos de [AnimatedSprite2D] estarán en pausa."
- #: doc/classes/VisibilityEnabler2D.xml
- #, fuzzy
- msgid "If [code]true[/code], [Particles2D] nodes will be paused."
- msgstr "Si [code]true[/code], los nodos [GPUParticles2D] estarán en pausa."
- #: doc/classes/VisibilityEnabler2D.xml
- msgid ""
- "If [code]true[/code], the parent's [method Node._physics_process] will be "
- "stopped."
- msgstr ""
- "Si [code]true[/code], el [method Node._physics_process] del padre se "
- "detendrá."
- #: doc/classes/VisibilityEnabler2D.xml
- msgid ""
- "If [code]true[/code], the parent's [method Node._process] will be stopped."
- msgstr "Si [code]true[/code], el [method Node._process] del padre se detendrá."
- #: doc/classes/VisibilityEnabler2D.xml
- msgid "This enabler will freeze [RigidBody2D] nodes."
- msgstr "Este habilitador congelará los nodos [RigidBody2D]."
- #: doc/classes/VisibilityEnabler2D.xml
- #, fuzzy
- msgid "This enabler will stop [Particles2D] nodes."
- msgstr "Este habilitador detendrá los nodos [GPUParticles2D]."
- #: doc/classes/VisibilityEnabler2D.xml
- #, fuzzy
- msgid "This enabler will stop the parent's [method Node._process] function."
- msgstr "Este habilitador detendrá la función _process del padre."
- #: doc/classes/VisibilityEnabler2D.xml
- #, fuzzy
- msgid ""
- "This enabler will stop the parent's [method Node._physics_process] function."
- msgstr "Este habilitador detendrá la función del _physics_process del padre."
- #: doc/classes/VisibilityEnabler2D.xml
- #, fuzzy
- msgid "This enabler will stop [AnimatedSprite] nodes animations."
- msgstr ""
- "Este activador detendrá las animaciones de los nodos [AnimatedSprite2D]."
- #: doc/classes/VisibilityNotifier.xml doc/classes/VisibilityNotifier2D.xml
- msgid "Detects approximately when the node is visible on screen."
- msgstr "Detecta aproximadamente cuando el nodo es visible en la pantalla."
- #: doc/classes/VisibilityNotifier.xml
- #, fuzzy
- msgid ""
- "The VisibilityNotifier detects when it is visible on the screen. It also "
- "notifies when its bounding rectangle enters or exits the screen or a "
- "[Camera]'s view.\n"
- "If you want nodes to be disabled automatically when they exit the screen, "
- "use [VisibilityEnabler] instead.\n"
- "[b]Note:[/b] VisibilityNotifier uses an approximate heuristic for "
- "performance reasons. It doesn't take walls and other occlusion into account "
- "(unless you are using [Portal]s). The heuristic is an implementation detail "
- "and may change in future versions. If you need precise visibility checking, "
- "use another method such as adding an [Area] node as a child of a [Camera] "
- "node and/or [method Vector3.dot]."
- msgstr ""
- "El VisibilityNotifier detecta cuando es visible en la pantalla. También "
- "notifica cuando su rectángulo delimitador entra o sale de la pantalla o de "
- "la vista de una [Camera].\n"
- "Si desea que los nodos se deshabiliten automáticamente cuando salen de la "
- "pantalla, utilice [VisibilityEnabler] en su lugar.\n"
- "[b]Nota:[/b] VisibilityNotifier utiliza una heurística aproximada por "
- "razones de rendimiento. No tiene en cuenta las paredes y otras oclusiones. "
- "La heurística es un detalle de implementación y puede cambiar en futuras "
- "versiones. Si necesita una comprobación de visibilidad precisa, utilice otro "
- "método como añadir un nodo [Area] como hijo de un nodo [Camera] y/o [method "
- "Vector3.dot]."
- #: doc/classes/VisibilityNotifier.xml
- msgid ""
- "If [code]true[/code], the bounding box is on the screen.\n"
- "[b]Note:[/b] It takes one frame for the node's visibility to be assessed "
- "once added to the scene tree, so this method will return [code]false[/code] "
- "right after it is instantiated, even if it will be on screen in the draw "
- "pass."
- msgstr ""
- "Si [code]true[/code], el cuadro delimitador está en la pantalla.\n"
- "[b]Nota:[/b] Se necesita un fotograma para evaluar la visibilidad del nodo "
- "una vez añadido al árbol de la escena, por lo que este método devolverá "
- "[code]false[/code] justo después de ser instanciado, aunque esté en pantalla "
- "en el pase de dibujado."
- #: doc/classes/VisibilityNotifier.xml
- #, fuzzy
- msgid "The VisibilityNotifier's bounding box."
- msgstr "El cuadro delimitador del VisibilityNotifier."
- #: doc/classes/VisibilityNotifier.xml
- msgid ""
- "In addition to checking whether a node is on screen or within a [Camera]'s "
- "view, VisibilityNotifier can also optionally check whether a node is within "
- "a specified maximum distance when using a [Camera] with perspective "
- "projection. This is useful for throttling the performance requirements of "
- "nodes that are far away.\n"
- "[b]Note:[/b] This feature will be disabled if set to 0.0."
- msgstr ""
- #: doc/classes/VisibilityNotifier.xml
- #, fuzzy
- msgid "Emitted when the VisibilityNotifier enters a [Camera]'s view."
- msgstr ""
- "Emitido cuando el VisibilityNotifier entra en la vista de una [Camera]."
- #: doc/classes/VisibilityNotifier.xml
- #, fuzzy
- msgid "Emitted when the VisibilityNotifier exits a [Camera]'s view."
- msgstr "Emitido cuando el VisibilityNotifier sale de la vista de una [Camera]."
- #: doc/classes/VisibilityNotifier.xml
- #, fuzzy
- msgid "Emitted when the VisibilityNotifier enters the screen."
- msgstr "Emitido cuando el VisibilityNotifier2D entra en la pantalla."
- #: doc/classes/VisibilityNotifier.xml
- #, fuzzy
- msgid "Emitted when the VisibilityNotifier exits the screen."
- msgstr "Emitido cuando el VisibilityNotifier2D sale de la pantalla."
- #: doc/classes/VisibilityNotifier2D.xml
- msgid ""
- "The VisibilityNotifier2D detects when it is visible on the screen. It also "
- "notifies when its bounding rectangle enters or exits the screen or a "
- "viewport.\n"
- "If you want nodes to be disabled automatically when they exit the screen, "
- "use [VisibilityEnabler2D] instead.\n"
- "[b]Note:[/b] For performance reasons, VisibilityNotifier2D uses an "
- "approximate heuristic with precision determined by [member ProjectSettings."
- "world/2d/cell_size]. If you need precise visibility checking, use another "
- "method such as adding an [Area2D] node as a child of a [Camera2D] node."
- msgstr ""
- "El VisibilityNotifier2D detecta cuando es visible en la pantalla. También "
- "notifica cuando su rectángulo delimitador entra o sale de la pantalla o de "
- "un viewport.\n"
- "Si desea que los nodos se deshabiliten automáticamente cuando salen de la "
- "pantalla, use [VisibilityEnabler2D] en su lugar.\n"
- "[b]Nota:[/b] Por razones de rendimiento, VisibilityNotifier2D utiliza una "
- "heurística aproximada con una precisión determinada por [member "
- "ProjectSettings.world/2d/cell_size]. Si necesita una comprobación precisa de "
- "la visibilidad, utilice otro método como añadir un nodo [Area2D] como hijo "
- "de un nodo [Camera2D]."
- #: doc/classes/VisibilityNotifier2D.xml
- msgid ""
- "If [code]true[/code], the bounding rectangle is on the screen.\n"
- "[b]Note:[/b] It takes one frame for the node's visibility to be assessed "
- "once added to the scene tree, so this method will return [code]false[/code] "
- "right after it is instantiated, even if it will be on screen in the draw "
- "pass."
- msgstr ""
- "Si [code]true[/code], el rectángulo delimitador está en la pantalla.\n"
- "[b]Nota:[/b] Se necesita un fotograma para evaluar la visibilidad del nodo "
- "una vez añadido al árbol de la escena, por lo que este método devolverá "
- "[code]false[/code] justo después de ser instanciado, aun si está en pantalla "
- "en el pase de dibujado."
- #: doc/classes/VisibilityNotifier2D.xml
- msgid "The VisibilityNotifier2D's bounding rectangle."
- msgstr "El rectángulo delimitador del VisibilityNotifier2D."
- #: doc/classes/VisibilityNotifier2D.xml
- msgid "Emitted when the VisibilityNotifier2D enters the screen."
- msgstr "Emitido cuando el VisibilityNotifier2D entra en la pantalla."
- #: doc/classes/VisibilityNotifier2D.xml
- msgid "Emitted when the VisibilityNotifier2D exits the screen."
- msgstr "Emitido cuando el VisibilityNotifier2D sale de la pantalla."
- #: doc/classes/VisibilityNotifier2D.xml
- msgid "Emitted when the VisibilityNotifier2D enters a [Viewport]'s view."
- msgstr ""
- "Emitido cuando el VisibilityNotifier2D entra en la vista de un [Viewport]."
- #: doc/classes/VisibilityNotifier2D.xml
- msgid "Emitted when the VisibilityNotifier2D exits a [Viewport]'s view."
- msgstr ""
- "Emitido cuando el VisibilityNotifier2D sale de la vista de un [Viewport]."
- #: doc/classes/VisualInstance.xml
- msgid "Parent of all visual 3D nodes."
- msgstr "Padre de todos los nodos visuales 3D."
- #: doc/classes/VisualInstance.xml
- msgid ""
- "The [VisualInstance] is used to connect a resource to a visual "
- "representation. All visual 3D nodes inherit from the [VisualInstance]. In "
- "general, you should not access the [VisualInstance] properties directly as "
- "they are accessed and managed by the nodes that inherit from "
- "[VisualInstance]. [VisualInstance] is the node representation of the "
- "[VisualServer] instance."
- msgstr ""
- "La [VisualInstance] se utiliza para conectar un recurso a una representación "
- "visual. Todos los nodos visuales 3D heredan de [VisualInstance]. En general, "
- "no debes acceder directamente a las propiedades de [VisualInstance] ya que "
- "son accedidas y gestionadas por los nodos que heredan de [VisualInstance]. "
- "[VisualInstance] es la representación de nodo de la instancia [VisualServer]."
- #: doc/classes/VisualInstance.xml
- msgid ""
- "Returns the [AABB] (also known as the bounding box) for this "
- "[VisualInstance]. See also [method get_transformed_aabb]."
- msgstr ""
- "Devuelve el [AABB] (también conocido como el cuadro delimitador) para este "
- "[VisualInstance]. Ver también [method get_transformed_aabb]."
- #: doc/classes/VisualInstance.xml
- msgid ""
- "Returns the RID of the resource associated with this [VisualInstance]. For "
- "example, if the Node is a [MeshInstance], this will return the RID of the "
- "associated [Mesh]."
- msgstr ""
- "Devuelve el RID del recurso asociado a este [VisualInstance]. Por ejemplo, "
- "si el Nodo es un [MeshInstance], esto devolverá el RID del [Mesh] asociado."
- #: doc/classes/VisualInstance.xml
- msgid ""
- "Returns the RID of this instance. This RID is the same as the RID returned "
- "by [method VisualServer.instance_create]. This RID is needed if you want to "
- "call [VisualServer] functions directly on this [VisualInstance]."
- msgstr ""
- "Devuelve el RID de esta instancia. Este RID es el mismo que el RID devuelto "
- "por [method VisualServer.instance_create]. Este RID es necesario si quieres "
- "llamar a las funciones de [VisualServer] directamente en este "
- "[VisualInstance]."
- #: doc/classes/VisualInstance.xml
- msgid ""
- "Returns [code]true[/code] when the specified layer is enabled in [member "
- "layers] and [code]false[/code] otherwise."
- msgstr ""
- "Devuelve [code]true[/code] cuando la capa especificada está activada en "
- "[member layers] y [code]false[/code] en caso contrario."
- #: doc/classes/VisualInstance.xml
- msgid ""
- "Returns the transformed [AABB] (also known as the bounding box) for this "
- "[VisualInstance].\n"
- "Transformed in this case means the [AABB] plus the position, rotation, and "
- "scale of the [Spatial]'s [Transform]. See also [method get_aabb]."
- msgstr ""
- "Devuelve el [AABB] transformado (también conocido como el cuadro "
- "delimitador) para este [VisualInstance].\n"
- "Transformado en este caso significa el [AABB] más la posición, rotación y "
- "escala de la [Transform] del [Spatial]. Ver también [method get_aabb]."
- #: doc/classes/VisualInstance.xml
- msgid ""
- "Sets the resource that is instantiated by this [VisualInstance], which "
- "changes how the engine handles the [VisualInstance] under the hood. "
- "Equivalent to [method VisualServer.instance_set_base]."
- msgstr ""
- "Establece el recurso que es instanciado por este [VisualInstance], que "
- "cambia la forma en que el motor maneja el [VisualInstance] bajo el capó. "
- "Equivalente al [method VisualServer.instance_set_base]."
- #: doc/classes/VisualInstance.xml
- msgid "Enables a particular layer in [member layers]."
- msgstr "Permite una capa particular en [member layers]."
- #: doc/classes/VisualInstance.xml
- msgid ""
- "The render layer(s) this [VisualInstance] is drawn on.\n"
- "This object will only be visible for [Camera]s whose cull mask includes the "
- "render object this [VisualInstance] is set to."
- msgstr ""
- "La capa(s) de representación sobre la que se dibuja este [VisualInstance].\n"
- "Este objeto sólo será visible para [Camera] cuya máscara de selección "
- "incluya el objeto renderizado que este [VisualInstance] tiene configurado."
- #: doc/classes/VisualInstance.xml
- msgid ""
- "The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
- "value will make the [VisualInstance] reliably draw on top of other "
- "[VisualInstance]s that are otherwise positioned at the same spot."
- msgstr ""
- #: doc/classes/VisualInstance.xml
- msgid ""
- "If [code]true[/code], the object is sorted based on the [AABB] center. "
- "Sorted based on the global position otherwise.\n"
- "The [AABB] center based sorting is generally more accurate for 3D models. "
- "The position based sorting instead allows to better control the drawing "
- "order when working with [Particles] and [CPUParticles]."
- msgstr ""
- #: modules/visual_script/doc_classes/VisualScript.xml
- msgid "A script implemented in the Visual Script programming environment."
- msgstr "Un script implementado en el entorno de programación de Visual Script."
- #: modules/visual_script/doc_classes/VisualScript.xml
- #, fuzzy
- msgid ""
- "A script implemented in the Visual Script programming environment. The "
- "script extends the functionality of all objects that instance it.\n"
- "[method Object.set_script] extends an existing object, if that object's "
- "class matches one of the script's base classes.\n"
- "You are most likely to use this class via the Visual Script editor or when "
- "writing plugins for it."
- msgstr ""
- "Un script implementado en el entorno de programación de Visual Script. El "
- "script extiende la funcionalidad de todos los objetos que lo instancian.\n"
- "El [method Object.set_script] extiende un objeto existente, si la clase de "
- "ese objeto coincide con una de las clases base del script.\n"
- "Lo más probable es que uses esta clase a través del editor de Visual Script "
- "o cuando escribas plugins para el."
- #: modules/visual_script/doc_classes/VisualScript.xml
- msgid "Add a custom signal with the specified name to the VisualScript."
- msgstr ""
- "Añade una señal personalizada con el nombre especificado al VisualScript."
- #: modules/visual_script/doc_classes/VisualScript.xml
- msgid "Add a function with the specified name to the VisualScript."
- msgstr "Añade una función con el nombre especificado al VisualScript."
- #: modules/visual_script/doc_classes/VisualScript.xml
- msgid "Add a node to a function of the VisualScript."
- msgstr "Añade un nodo a una función del VisualScript."
- #: modules/visual_script/doc_classes/VisualScript.xml
- msgid ""
- "Add a variable to the VisualScript, optionally giving it a default value or "
- "marking it as exported."
- msgstr ""
- "Añade una variable al VisualScript, opcionalmente dándole un valor por "
- "defecto o marcándola como exportada."
- #: modules/visual_script/doc_classes/VisualScript.xml
- msgid ""
- "Add an argument to a custom signal added with [method add_custom_signal]."
- msgstr ""
- "Añade un argumento a una señal personalizada añadida con [method "
- "add_custom_signal]."
- #: modules/visual_script/doc_classes/VisualScript.xml
- msgid "Get the count of a custom signal's arguments."
- msgstr "Consigue el conteo de los argumentos de una señal personalizada."
- #: modules/visual_script/doc_classes/VisualScript.xml
- msgid "Get the name of a custom signal's argument."
- msgstr "Consigue el nombre del argumento de una señal personalizada."
- #: modules/visual_script/doc_classes/VisualScript.xml
- msgid "Get the type of a custom signal's argument."
- msgstr "Obtener el tipo de argumento de una señal personalizada."
- #: modules/visual_script/doc_classes/VisualScript.xml
- msgid "Remove a specific custom signal's argument."
- msgstr "Eliminar el argumento de una señal personalizada específica."
- #: modules/visual_script/doc_classes/VisualScript.xml
- msgid "Rename a custom signal's argument."
- msgstr "Renombrar el argumento de una señal personalizada."
- #: modules/visual_script/doc_classes/VisualScript.xml
- msgid "Change the type of a custom signal's argument."
- msgstr "Cambiar el tipo de argumento de una señal personalizada."
- #: modules/visual_script/doc_classes/VisualScript.xml
- msgid "Swap two of the arguments of a custom signal."
- msgstr "Intercambie dos de los argumentos de una señal personalizada."
- #: modules/visual_script/doc_classes/VisualScript.xml
- msgid ""
- "Connect two data ports. The value of [code]from_node[/code]'s "
- "[code]from_port[/code] would be fed into [code]to_node[/code]'s "
- "[code]to_port[/code]."
- msgstr ""
- "Conecta dos puertos de datos. El valor de [code]from_node[/code]'s "
- "[code]from_port[/code] se introduciría en [code]to_node[/code]'s "
- "[code]to_port[/code]."
- #: modules/visual_script/doc_classes/VisualScript.xml
- msgid ""
- "Disconnect two data ports previously connected with [method data_connect]."
- msgstr ""
- "Desconecte dos puertos de datos previamente conectados con [method "
- "data_connect]."
- #: modules/visual_script/doc_classes/VisualScript.xml
- msgid "Returns the id of a function's entry point node."
- msgstr "Devuelve la identificación del nodo de entrada de una función."
- #: modules/visual_script/doc_classes/VisualScript.xml
- msgid "Returns the position of the center of the screen for a given function."
- msgstr ""
- "Devuelve la posición del centro de la pantalla para una función determinada."
- #: modules/visual_script/doc_classes/VisualScript.xml
- msgid "Returns a node given its id and its function."
- msgstr "Devuelve un nodo dado su id y su función."
- #: modules/visual_script/doc_classes/VisualScript.xml
- msgid "Returns a node's position in pixels."
- msgstr "Devuelve la posición de un nodo en píxeles."
- #: modules/visual_script/doc_classes/VisualScript.xml
- msgid "Returns the default (initial) value of a variable."
- msgstr "Devuelve el valor por defecto (inicial) de una variable."
- #: modules/visual_script/doc_classes/VisualScript.xml
- msgid "Returns whether a variable is exported."
- msgstr "Devuelve si una variable se exporta."
- #: modules/visual_script/doc_classes/VisualScript.xml
- msgid ""
- "Returns the information for a given variable as a dictionary. The "
- "information includes its name, type, hint and usage."
- msgstr ""
- "Devuelve la información de una determinada variable como un diccionario. La "
- "información incluye su nombre, tipo, pista y uso."
- #: modules/visual_script/doc_classes/VisualScript.xml
- msgid "Returns whether a signal exists with the specified name."
- msgstr "Devuelve si existe una señal con el nombre especificado."
- #: modules/visual_script/doc_classes/VisualScript.xml
- msgid "Returns whether the specified data ports are connected."
- msgstr "Devuelve si los puertos de datos especificados están conectados."
- #: modules/visual_script/doc_classes/VisualScript.xml
- msgid "Returns whether a function exists with the specified name."
- msgstr "Devuelve si existe una función con el nombre especificado."
- #: modules/visual_script/doc_classes/VisualScript.xml
- msgid "Returns whether a node exists with the given id."
- msgstr "Devuelve si existe un nodo con el id dado."
- #: modules/visual_script/doc_classes/VisualScript.xml
- msgid "Returns whether the specified sequence ports are connected."
- msgstr "Devuelve si los puertos de secuencia especificados están conectados."
- #: modules/visual_script/doc_classes/VisualScript.xml
- msgid "Returns whether a variable exists with the specified name."
- msgstr "Devuelve si una variable existe con el nombre especificado."
- #: modules/visual_script/doc_classes/VisualScript.xml
- msgid "Remove a custom signal with the given name."
- msgstr "Quita una señal personalizada con el nombre dado."
- #: modules/visual_script/doc_classes/VisualScript.xml
- msgid "Remove a specific function and its nodes from the script."
- msgstr "Eliminar una función específica y sus nodos del script."
- #: modules/visual_script/doc_classes/VisualScript.xml
- msgid "Remove a specific node."
- msgstr "Elimina un nodo específico."
- #: modules/visual_script/doc_classes/VisualScript.xml
- msgid "Remove a variable with the given name."
- msgstr "Elimina una variable con el nombre dado."
- #: modules/visual_script/doc_classes/VisualScript.xml
- msgid "Change the name of a custom signal."
- msgstr "Cambiar el nombre de una señal personalizada."
- #: modules/visual_script/doc_classes/VisualScript.xml
- msgid "Change the name of a function."
- msgstr "Cambia el nombre de una función."
- #: modules/visual_script/doc_classes/VisualScript.xml
- msgid "Change the name of a variable."
- msgstr "Cambiar el nombre de una variable."
- #: modules/visual_script/doc_classes/VisualScript.xml
- msgid ""
- "Connect two sequence ports. The execution will flow from of [code]from_node[/"
- "code]'s [code]from_output[/code] into [code]to_node[/code].\n"
- "Unlike [method data_connect], there isn't a [code]to_port[/code], since the "
- "target node can have only one sequence port."
- msgstr ""
- "Conecta dos puertos de secuencia. La ejecución fluirá desde el "
- "[code]from_node[/code] del [code]from_output[/code] hacia el [code]to_node[/"
- "code].\n"
- "A diferencia de [method data_connect], no hay un [code]to_port[/code], ya "
- "que el nodo destino sólo puede tener un puerto de secuencia."
- #: modules/visual_script/doc_classes/VisualScript.xml
- msgid ""
- "Disconnect two sequence ports previously connected with [method "
- "sequence_connect]."
- msgstr ""
- "Desconecte dos puertos de secuencia previamente conectados con [method "
- "sequence_connect]."
- #: modules/visual_script/doc_classes/VisualScript.xml
- msgid "Position the center of the screen for a function."
- msgstr "Coloca el centro de la pantalla para una función."
- #: modules/visual_script/doc_classes/VisualScript.xml
- msgid "Set the base type of the script."
- msgstr "Establece el tipo de base del script."
- #: modules/visual_script/doc_classes/VisualScript.xml
- msgid "Position a node on the screen."
- msgstr "Coloca un nodo en la pantalla."
- #: modules/visual_script/doc_classes/VisualScript.xml
- msgid "Change the default (initial) value of a variable."
- msgstr "Cambia el valor por defecto (inicial) de una variable."
- #: modules/visual_script/doc_classes/VisualScript.xml
- msgid "Change whether a variable is exported."
- msgstr "Cambia si una variable se exporta."
- #: modules/visual_script/doc_classes/VisualScript.xml
- msgid ""
- "Set a variable's info, using the same format as [method get_variable_info]."
- msgstr ""
- "Establece la información de una variable, usando el mismo formato que "
- "[method get_variable_info]."
- #: modules/visual_script/doc_classes/VisualScript.xml
- msgid "Emitted when the ports of a node are changed."
- msgstr "Emitido cuando se cambian los puertos de un nodo."
- #: modules/visual_script/doc_classes/VisualScriptBasicTypeConstant.xml
- msgid "A Visual Script node representing a constant from the base types."
- msgstr ""
- "Un nodo de Visual Script que representa una constante de los tipos de base."
- #: modules/visual_script/doc_classes/VisualScriptBasicTypeConstant.xml
- msgid ""
- "A Visual Script node representing a constant from base types, such as "
- "[constant Vector3.AXIS_X]."
- msgstr ""
- "Un nodo Visual Script que representa una constante de tipos de base, como "
- "[constant Vector3.AXIS_X]."
- #: modules/visual_script/doc_classes/VisualScriptBasicTypeConstant.xml
- msgid "The type to get the constant from."
- msgstr "El tipo del que obtener la constante."
- #: modules/visual_script/doc_classes/VisualScriptBasicTypeConstant.xml
- msgid "The name of the constant to return."
- msgstr "El nombre de la constante a devolver."
- #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
- msgid "A Visual Script node used to call built-in functions."
- msgstr "Un nodo Visual Script usado para llamar a las funciones incorporadas."
- #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
- msgid ""
- "A built-in function used inside a [VisualScript]. It is usually a math "
- "function or an utility function.\n"
- "See also [@GDScript], for the same functions in the GDScript language."
- msgstr ""
- "Una función incorporada usada dentro de un [VisualScript]. Suele ser una "
- "función matemática o una función de utilidad.\n"
- "Ver también [@GDScript], para las mismas funciones en el lenguaje GDScript."
- #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
- msgid "The function to be executed."
- msgstr "La función a ser ejecutada."
- #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
- msgid "Return the sine of the input."
- msgstr "Devuelve el seno de la entrada."
- #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
- msgid "Return the cosine of the input."
- msgstr "Devuelve el coseno de la entrada."
- #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
- msgid "Return the tangent of the input."
- msgstr "Devuelve la tangente de la entrada."
- #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
- msgid "Return the hyperbolic sine of the input."
- msgstr "Devuelve el seno hiperbólico de la entrada."
- #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
- msgid "Return the hyperbolic cosine of the input."
- msgstr "Devuelve el coseno hiperbólico de la entrada."
- #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
- msgid "Return the hyperbolic tangent of the input."
- msgstr "Devuelve la tangente hiperbólica de la entrada."
- #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
- msgid "Return the arc sine of the input."
- msgstr "Devuelve el arco sinusoidal de la entrada."
- #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
- msgid "Return the arc cosine of the input."
- msgstr "Devuelve el arco coseno de la entrada."
- #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
- msgid "Return the arc tangent of the input."
- msgstr "Devuelve el arco tangente de la entrada."
- #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
- msgid ""
- "Return the arc tangent of the input, using the signs of both parameters to "
- "determine the exact angle."
- msgstr ""
- "Devuelve el arco tangente de la entrada, usando los signos de ambos "
- "parámetros para determinar el ángulo exacto."
- #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
- msgid "Return the square root of the input."
- msgstr "Devuelve la raíz cuadrada de la entrada."
- #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
- msgid ""
- "Return the remainder of one input divided by the other, using floating-point "
- "numbers."
- msgstr ""
- "Devuelve el resto de una entrada dividida por la otra, usando números reales."
- #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
- msgid ""
- "Return the positive remainder of one input divided by the other, using "
- "floating-point numbers."
- msgstr ""
- "Devuelve el resto positivo de una entrada dividido por la otra, usando "
- "números reales."
- #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
- msgid "Return the input rounded down."
- msgstr "Devuelve la entrada redondeada hacia abajo."
- #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
- msgid "Return the input rounded up."
- msgstr "Devuelve la entrada redondeada hacia arriba."
- #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
- msgid "Return the input rounded to the nearest integer."
- msgstr "Devuelve la entrada redondeada al entero más cercano."
- #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
- msgid "Return the absolute value of the input."
- msgstr "Devuelve el valor absoluto de la entrada."
- #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
- msgid ""
- "Return the sign of the input, turning it into 1, -1, or 0. Useful to "
- "determine if the input is positive or negative."
- msgstr ""
- "Devuelve el signo de la entrada, convirtiéndolo en 1, -1, o 0. Útil para "
- "determinar si la entrada es positiva o negativa."
- #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
- msgid "Return the input raised to a given power."
- msgstr "Devuelve la entrada elevada a una potencia determinada."
- #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
- msgid ""
- "Return the natural logarithm of the input. Note that this is not the typical "
- "base-10 logarithm function calculators use."
- msgstr ""
- "Devuelve el logaritmo natural de la entrada. Tenga en cuenta que esta no es "
- "la típica función de logaritmo de base 10 que utilizan las calculadoras."
- #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
- msgid ""
- "Return the mathematical constant [b]e[/b] raised to the specified power of "
- "the input. [b]e[/b] has an approximate value of 2.71828."
- msgstr ""
- "Devuelve la constante matemática [b]e[/b] elevada a la potencia especificada "
- "de la entrada. [b]e[/b] tiene un valor aproximado de 2.71828."
- #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
- msgid ""
- "Return whether the input is NaN (Not a Number) or not. NaN is usually "
- "produced by dividing 0 by 0, though other ways exist."
- msgstr ""
- "Devuelve si la entrada es NaN (No es un número) o no. El NaN se produce "
- "normalmente dividiendo 0 por 0, aunque existen otras formas."
- #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
- msgid ""
- "Return whether the input is an infinite floating-point number or not. "
- "Infinity is usually produced by dividing a number by 0, though other ways "
- "exist."
- msgstr ""
- "Devuelve si la entrada es un número de real infinito o no. El infinito se "
- "produce normalmente dividiendo un número por 0, aunque existen otras formas."
- #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
- msgid ""
- "Easing function, based on exponent. 0 is constant, 1 is linear, 0 to 1 is "
- "ease-in, 1+ is ease out. Negative values are in-out/out in."
- msgstr ""
- "Función easing, basada en exponente. 0 es constante, 1 es lineal, 0 a 1 es "
- "ease-in, mayor de 1 es ease-out, -1 a 0 es out-in, y menor que -1 es in-out."
- #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
- msgid ""
- "Return the number of digit places after the decimal that the first non-zero "
- "digit occurs."
- msgstr ""
- "Devuelve el número de lugares de los dígitos después del decimal que ocurre "
- "el primer dígito no cero."
- #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
- msgid "Return the input snapped to a given step."
- msgstr "Devuelve la entrada ajustada a un paso determinado."
- #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
- msgid ""
- "Return a number linearly interpolated between the first two inputs, based on "
- "the third input. Uses the formula [code]a + (a - b) * t[/code]."
- msgstr ""
- "Devuelve un número interpolado linealmente entre las dos primeras entradas, "
- "basado en la tercera entrada. Utiliza la fórmula [code]a + (a - b) * t[/"
- "code]."
- #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
- msgid "Moves the number toward a value, based on the third input."
- msgstr "Mueve el número hacia un valor, basado en la tercera entrada."
- #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
- msgid ""
- "Return the result of [code]value[/code] decreased by [code]step[/code] * "
- "[code]amount[/code]."
- msgstr ""
- "Devuelve el resultado de [code]value[/code] disminuido por [code]step[/code] "
- "* [code]amount[/code]."
- #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
- msgid ""
- "Randomize the seed (or the internal state) of the random number generator. "
- "Current implementation reseeds using a number based on time."
- msgstr ""
- "Aleatoriza la semilla (o el estado interno) del generador de números "
- "aleatorios. La implementación actual resiembra usando un número basado en el "
- "tiempo."
- #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
- msgid ""
- "Return a random 32 bits integer value. To obtain a random value between 0 to "
- "N (where N is smaller than 2^32 - 1), you can use it with the remainder "
- "function."
- msgstr ""
- "Devuelve un valor entero aleatorio de 32 bits. Para obtener un valor "
- "aleatorio entre 0 y N (donde N es menor que 2^32 - 1), se puede utilizar con "
- "la función resto."
- #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
- msgid ""
- "Return a random floating-point value between 0 and 1. To obtain a random "
- "value between 0 to N, you can use it with multiplication."
- msgstr ""
- "Devuelve un valor de real aleatorio entre 0 y 1. Para obtener un valor "
- "aleatorio entre 0 y N, puedes usarlo con la multiplicación."
- #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
- msgid "Return a random floating-point value between the two inputs."
- msgstr "Devuelve un valor de real aleatorio entre las dos entradas."
- #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
- msgid "Set the seed for the random number generator."
- msgstr "Coloca la semilla para el generador de números aleatorios."
- #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
- msgid "Return a random value from the given seed, along with the new seed."
- msgstr ""
- "Devuelve un valor aleatorio de la semilla dada, junto con la nueva semilla."
- #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
- msgid "Convert the input from degrees to radians."
- msgstr "Convierte la entrada de grados a radianes."
- #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
- msgid "Convert the input from radians to degrees."
- msgstr "Convierte la entrada de radianes a grados."
- #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
- msgid "Convert the input from linear volume to decibel volume."
- msgstr "Convierte la entrada de volumen lineal a volumen en decibelios."
- #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
- msgid "Convert the input from decibel volume to linear volume."
- msgstr "Convierte la entrada de volumen en decibelios a volumen lineal."
- #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
- msgid "Return the greater of the two numbers, also known as their maximum."
- msgstr "Devuelve el mayor de los dos números, también conocido como su máximo."
- #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
- msgid "Return the lesser of the two numbers, also known as their minimum."
- msgstr "Devuelve el menor de los dos números, también conocido como su mínimo."
- #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
- msgid ""
- "Return the input clamped inside the given range, ensuring the result is "
- "never outside it. Equivalent to [code]min(max(input, range_low), range_high)"
- "[/code]."
- msgstr ""
- "Devuelve la entrada sujetada dentro del rango dado, asegurando que el "
- "resultado nunca esté fuera de él. Equivalente a [code]min(max(input, "
- "range_low), range_high)[/code]."
- #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
- msgid "Return the nearest power of 2 to the input."
- msgstr "Devuelve la potencia más cercana de 2 a la entrada."
- #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
- msgid "Create a [WeakRef] from the input."
- msgstr "Crea un [WeakRef] a partir de la entrada."
- #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
- msgid "Create a [FuncRef] from the input."
- msgstr "Crea un [FuncRef] a partir de la entrada."
- #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
- msgid "Convert between types."
- msgstr "Convierte entre tipos."
- #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
- msgid ""
- "Return the type of the input as an integer. Check [enum Variant.Type] for "
- "the integers that might be returned."
- msgstr ""
- "Devuelve el tipo de la entrada como un entero. Comprueba [enum Variant.Type] "
- "para los números enteros que pueden ser devueltos."
- #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
- msgid "Checks if a type is registered in the [ClassDB]."
- msgstr "Comprueba si un tipo está registrado en la [ClassDB]."
- #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
- msgid "Return a character with the given ascii value."
- msgstr "Devuelve un personaje con el valor ascii dado."
- #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
- msgid "Convert the input to a string."
- msgstr "Convierte la entrada en una string."
- #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
- msgid "Print the given string to the output window."
- msgstr "Imprime la string dada en la ventana de salida."
- #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
- msgid "Print the given string to the standard error output."
- msgstr "Imprime la string dada a la salida de error estándar."
- #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
- msgid ""
- "Print the given string to the standard output, without adding a newline."
- msgstr ""
- "Imprime la string dada a la salida de error estándar, sin añadir una nueva "
- "linea."
- #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
- msgid "Serialize a [Variant] to a string."
- msgstr "Serializa una [Variant] a una string."
- #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
- msgid ""
- "Deserialize a [Variant] from a string serialized using [constant VAR_TO_STR]."
- msgstr ""
- "Deserializa una [Variant] de una string serializada usando [constant "
- "VAR_TO_STR]."
- #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
- #, fuzzy
- msgid "Serialize a [Variant] to a [PoolByteArray]."
- msgstr "Serializa una [Variant] a un [PackedByteArray]."
- #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
- #, fuzzy
- msgid ""
- "Deserialize a [Variant] from a [PoolByteArray] serialized using [constant "
- "VAR_TO_BYTES]."
- msgstr ""
- "Deserializa una [Variant] de un [PackedByteArray] serializado usando la "
- "[constant VAR_TO_BYTES]."
- #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
- msgid ""
- "Return the [Color] with the given name and alpha ranging from 0 to 1.\n"
- "[b]Note:[/b] Names are defined in [code]color_names.inc[/code]."
- msgstr ""
- "Devuelve el [Color] con el nombre y el alfa que va de 0 a 1.\n"
- "[b]Nota:[/b] Los nombres están definidos en [code]color_names.inc[/code]."
- #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
- msgid ""
- "Return a number smoothly interpolated between the first two inputs, based on "
- "the third input. Similar to [constant MATH_LERP], but interpolates faster at "
- "the beginning and slower at the end. Using Hermite interpolation formula:\n"
- "[codeblock]\n"
- "var t = clamp((weight - from) / (to - from), 0.0, 1.0)\n"
- "return t * t * (3.0 - 2.0 * t)\n"
- "[/codeblock]"
- msgstr ""
- "Devuelve un número interpolado suavemente entre las dos primeras entradas, "
- "basado en la tercera entrada. Similar a [constant MATH_LERP], pero interpola "
- "más rápido al principio y más lento al final. Usando la fórmula de "
- "interpolación de Hermite:\n"
- "[codeblock]\n"
- "var t = clamp((weight - from) / (to - from), 0.0, 1.0)\n"
- "return t * t * (3.0 - 2.0 * t)\n"
- "[/codeblock]"
- #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
- msgid "Represents the size of the [enum BuiltinFunc] enum."
- msgstr "Representa el tamaño del enum [enum BuiltinFunc]."
- #: modules/visual_script/doc_classes/VisualScriptClassConstant.xml
- msgid "Gets a constant from a given class."
- msgstr "Obtiene una constante de una clase dada."
- #: modules/visual_script/doc_classes/VisualScriptClassConstant.xml
- msgid ""
- "This node returns a constant from a given class, such as [constant "
- "TYPE_INT]. See the given class' documentation for available constants.\n"
- "[b]Input Ports:[/b]\n"
- "none\n"
- "[b]Output Ports:[/b]\n"
- "- Data (variant): [code]value[/code]"
- msgstr ""
- "Este nodo devuelve una constante de una clase dada, como [constant "
- "TYPE_INT]. Ver la documentación de la clase dada para las constantes "
- "disponibles.\n"
- "[b]Puertos de entrada:[/b]\n"
- "ninguno\n"
- "[b]Puertos de salida:[/b]\n"
- "- Datos (variant): [code]value[/code]"
- #: modules/visual_script/doc_classes/VisualScriptClassConstant.xml
- msgid "The constant's parent class."
- msgstr "La clase padre de la constante."
- #: modules/visual_script/doc_classes/VisualScriptClassConstant.xml
- msgid ""
- "The constant to return. See the given class for its available constants."
- msgstr ""
- "La constante a devolver. Vea la clase dada para sus constantes disponibles."
- #: modules/visual_script/doc_classes/VisualScriptComment.xml
- msgid "A Visual Script node used to annotate the script."
- msgstr "Un nodo Visual Script usado para anotar el script."
- #: modules/visual_script/doc_classes/VisualScriptComment.xml
- msgid ""
- "A Visual Script node used to display annotations in the script, so that code "
- "may be documented.\n"
- "Comment nodes can be resized so they encompass a group of nodes."
- msgstr ""
- "Un nodo de Visual Script utilizado para mostrar anotaciones en el script, "
- "para que el código pueda ser documentado.\n"
- "Los nodos de comentarios pueden ser redimensionados para que abarquen un "
- "grupo de nodos."
- #: modules/visual_script/doc_classes/VisualScriptComment.xml
- msgid "The text inside the comment node."
- msgstr "El texto dentro del nodo de comentarios."
- #: modules/visual_script/doc_classes/VisualScriptComment.xml
- msgid "The comment node's size (in pixels)."
- msgstr "El tamaño del nodo de comentarios (en píxeles)."
- #: modules/visual_script/doc_classes/VisualScriptComment.xml
- msgid "The comment node's title."
- msgstr "El título del nodo de comentarios."
- #: modules/visual_script/doc_classes/VisualScriptComposeArray.xml
- msgid "A Visual Script Node used to create array from a list of items."
- msgstr ""
- "Un Nodo de Script Visual usado para crear una array a partir de una lista de "
- "elementos."
- #: modules/visual_script/doc_classes/VisualScriptComposeArray.xml
- msgid ""
- "A Visual Script Node used to compose array from the list of elements "
- "provided with custom in-graph UI hard coded in the VisualScript Editor."
- msgstr ""
- "Un Nodo de Escritura Visual usado para componer un array a partir de la "
- "lista de elementos provistos de una interfaz gráfica personalizada "
- "codificada en el Editor VisualScript."
- #: modules/visual_script/doc_classes/VisualScriptCondition.xml
- msgid "A Visual Script node which branches the flow."
- msgstr "Un nodo Visual Script que ramifica el flujo."
- #: modules/visual_script/doc_classes/VisualScriptCondition.xml
- msgid ""
- "A Visual Script node that checks a [bool] input port. If [code]true[/code], "
- "it will exit via the \"true\" sequence port. If [code]false[/code], it will "
- "exit via the \"false\" sequence port. After exiting either, it exits via the "
- "\"done\" port. Sequence ports may be left disconnected.\n"
- "[b]Input Ports:[/b]\n"
- "- Sequence: [code]if (cond) is[/code]\n"
- "- Data (boolean): [code]cond[/code]\n"
- "[b]Output Ports:[/b]\n"
- "- Sequence: [code]true[/code]\n"
- "- Sequence: [code]false[/code]\n"
- "- Sequence: [code]done[/code]"
- msgstr ""
- "Un nodo Visual Script que comprueba un puerto de entrada [bool]. Si "
- "[code]true[/code], saldrá por el puerto de secuencia \"true\". Si "
- "[code]false[/code], saldrá por el puerto de secuencia \"falso\". Después de "
- "salir de cualquiera de los dos, saldrá a través del puerto \"done\". Los "
- "puertos de secuencia pueden dejarse desconectados.\n"
- "[b]Puertos de entrada:[/b]\n"
- "- Secuencia: [code]if (cond) is[/code]\n"
- "- Data (boolean): [code]cond[/code]\n"
- "[b]Puertos de salida:[/b]\n"
- "- Secuencia: [code]true[/code]\n"
- "- Secuencia: [code]false[/code]\n"
- "- Secuencia: [code]done[/code]"
- #: modules/visual_script/doc_classes/VisualScriptConstant.xml
- msgid "Gets a contant's value."
- msgstr "Obtiene el valor de una constante."
- #: modules/visual_script/doc_classes/VisualScriptConstant.xml
- msgid ""
- "This node returns a constant's value.\n"
- "[b]Input Ports:[/b]\n"
- "none\n"
- "[b]Output Ports:[/b]\n"
- "- Data (variant): [code]get[/code]"
- msgstr ""
- "Este nodo devuelve el valor de una constante.\n"
- "[b]Puertos de entrada:[/b]\n"
- "ninguno\n"
- "[b]Puertos de salida:[/b]\n"
- "- Datos (variante): [code]get[/code]"
- #: modules/visual_script/doc_classes/VisualScriptConstant.xml
- msgid "The constant's type."
- msgstr "El tipo de la constante."
- #: modules/visual_script/doc_classes/VisualScriptConstant.xml
- msgid "The constant's value."
- msgstr "El valor de la constante."
- #: modules/visual_script/doc_classes/VisualScriptConstructor.xml
- msgid "A Visual Script node which calls a base type constructor."
- msgstr "Un nodo Visual Script que llama a un constructor de tipo base."
- #: modules/visual_script/doc_classes/VisualScriptConstructor.xml
- msgid ""
- "A Visual Script node which calls a base type constructor. It can be used for "
- "type conversion as well."
- msgstr ""
- "Un nodo Visual Script que llama a un constructor de tipo base. También puede "
- "ser usado para la conversión de tipos."
- #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
- msgid "A scripted Visual Script node."
- msgstr "Un nodo de Visual Script con script."
- #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
- msgid "A custom Visual Script node which can be scripted in powerful ways."
- msgstr ""
- "Un nodo de Visual Script personalizado que puede ser programado de manera "
- "poderosa."
- #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
- msgid "Return the node's title."
- msgstr "Devuelve el título del nodo."
- #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
- msgid "Return the node's category."
- msgstr "Devuelve la categoría del nodo."
- #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
- msgid "Return the count of input value ports."
- msgstr "Devuelve el recuento de los puertos de valor de entrada."
- #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
- #, fuzzy
- msgid ""
- "Return the specified input port's hint. See the [enum @GlobalScope."
- "PropertyHint] hints."
- msgstr ""
- "Devuelve el tipo de puerto de entrada especificado. Vea los valores de [enum "
- "Variant.Type]."
- #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
- #, fuzzy
- msgid "Return the specified input port's hint string."
- msgstr "Devuelve el nombre del puerto de entrada especificado."
- #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
- msgid "Return the specified input port's name."
- msgstr "Devuelve el nombre del puerto de entrada especificado."
- #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
- msgid ""
- "Return the specified input port's type. See the [enum Variant.Type] values."
- msgstr ""
- "Devuelve el tipo de puerto de entrada especificado. Vea los valores de [enum "
- "Variant.Type]."
- #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
- msgid "Return the amount of output [b]sequence[/b] ports."
- msgstr "Devuelve la cantidad de puertos [b]secuencia[/b] de salida."
- #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
- msgid "Return the specified [b]sequence[/b] output's name."
- msgstr "Devuelve el nombre de la salida de la [b]secuencia[/b] especificada."
- #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
- msgid "Return the amount of output value ports."
- msgstr "Devuelve la cantidad de puertos de valor de salida."
- #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
- #, fuzzy
- msgid ""
- "Return the specified output port's hint. See the [enum @GlobalScope."
- "PropertyHint] hints."
- msgstr ""
- "Devuelve el tipo de puerto de entrada especificado. Vea los valores de [enum "
- "Variant.Type]."
- #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
- #, fuzzy
- msgid "Return the specified output port's hint string."
- msgstr "Devuelve el nombre del puerto de entrada especificado."
- #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
- #, fuzzy
- msgid "Return the specified output port's name."
- msgstr "Devuelve el nombre del puerto de entrada especificado."
- #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
- #, fuzzy
- msgid ""
- "Return the specified output port's type. See the [enum Variant.Type] values."
- msgstr ""
- "Devuelve el tipo de puerto de entrada especificado. Vea los valores de [enum "
- "Variant.Type]."
- #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
- msgid ""
- "Return the custom node's text, which is shown right next to the input "
- "[b]sequence[/b] port (if there is none, on the place that is usually taken "
- "by it)."
- msgstr ""
- "Devuelve el texto del nodo personalizado, que se muestra justo al lado del "
- "puerto de entrada [b]secuencia[/b] (si no hay ninguno, en el lugar que suele "
- "ocupar)."
- #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
- msgid ""
- "Return the size of the custom node's working memory. See [method _step] for "
- "more details."
- msgstr ""
- "Devuelve el texto del nodo personalizado, que se muestra justo al lado del "
- "puerto de entrada [b]secuencia[/b] (si no hay ninguno, en el lugar que suele "
- "ocupar)."
- #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
- msgid "Return whether the custom node has an input [b]sequence[/b] port."
- msgstr ""
- "Devuelve si el nodo personalizado tiene un puerto [b]secuencia[/b] entrada."
- #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
- #, fuzzy
- msgid ""
- "Execute the custom node's logic, returning the index of the output sequence "
- "port to use or a [String] when there is an error.\n"
- "The [code]inputs[/code] array contains the values of the input ports.\n"
- "[code]outputs[/code] is an array whose indices should be set to the "
- "respective outputs.\n"
- "The [code]start_mode[/code] is usually [constant START_MODE_BEGIN_SEQUENCE], "
- "unless you have used the [code]STEP_*[/code] constants.\n"
- "[code]working_mem[/code] is an array which can be used to persist "
- "information between runs of the custom node. The size needs to be predefined "
- "using [method _get_working_memory_size].\n"
- "When returning, you can mask the returned value with one of the "
- "[code]STEP_*[/code] constants."
- msgstr ""
- "Ejecuta la lógica del nodo personalizado, devolviendo el índice del puerto "
- "de la secuencia de salida a utilizar o una [String] cuando haya un error.\n"
- "El array [code]inputs[/code] contiene los valores de los puertos de "
- "entrada.\n"
- "[code]outputs[/code] es un array cuyos índices deben ajustarse a las salidas "
- "respectivas.\n"
- "El [code]start_mode[/code] es normalmente [constant "
- "START_MODE_BEGIN_SEQUENCE], a menos que se hayan utilizado las constantes "
- "[code]STEP_*[/code].\n"
- "[code]working_mem[/code] es una array que puede ser usado para persistir la "
- "información entre las ejecuciones del nodo personalizado.\n"
- "Al regresar, puedes enmascarar el valor devuelto con una de las constantes "
- "[code]STEP_*[/code]."
- #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
- msgid "The start mode used the first time when [method _step] is called."
- msgstr ""
- "El modo de inicio utilizado la primera vez cuando se llama a [method _step]."
- #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
- msgid ""
- "The start mode used when [method _step] is called after coming back from a "
- "[constant STEP_PUSH_STACK_BIT]."
- msgstr ""
- "El modo de inicio utilizado cuando se llama a [method _step] después de "
- "volver de una [constant STEP_PUSH_STACK_BIT]."
- #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
- msgid ""
- "The start mode used when [method _step] is called after resuming from "
- "[constant STEP_YIELD_BIT]."
- msgstr ""
- "El modo de inicio utilizado cuando se llama a [method _step] después de "
- "reanudar desde [constant STEP_YIELD_BIT]."
- #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
- msgid ""
- "Hint used by [method _step] to tell that control should return to it when "
- "there is no other node left to execute.\n"
- "This is used by [VisualScriptCondition] to redirect the sequence to the "
- "\"Done\" port after the [code]true[/code]/[code]false[/code] branch has "
- "finished execution."
- msgstr ""
- "Sugerencia usada por [method _step] para decir que el control debe volver a "
- "él cuando no quede ningún otro nodo por ejecutar.\n"
- "Esto lo usa [VisualScriptCondition] para redirigir la secuencia al puerto "
- "\"Done\" después de que la rama [code]true[/code]/[code]false[/code] haya "
- "terminado la ejecución."
- #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
- msgid ""
- "Hint used by [method _step] to tell that control should return back, either "
- "hitting a previous [constant STEP_PUSH_STACK_BIT] or exiting the function."
- msgstr ""
- "Sugerencia usada por [method _step] para decir que el control debe regresar, "
- "ya sea golpeando una [constant STEP_PUSH_STACK_BIT] anterior o saliendo de "
- "la función."
- #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
- msgid ""
- "Hint used by [method _step] to tell that control should stop and exit the "
- "function."
- msgstr ""
- "Sugerencia usada por [method _step] para decir que el control debe detenerse "
- "y salir de la función."
- #: modules/visual_script/doc_classes/VisualScriptCustomNode.xml
- msgid ""
- "Hint used by [method _step] to tell that the function should be yielded.\n"
- "Using this requires you to have at least one working memory slot, which is "
- "used for the [VisualScriptFunctionState]."
- msgstr ""
- "Sugerencia utilizada por el [method _step] para decir que la función debe "
- "ser cedida.\n"
- "Usar esto requiere que tengas al menos una ranura de memoria de trabajo, que "
- "se usa para el [VisualScriptFunctionState]."
- #: modules/visual_script/doc_classes/VisualScriptDeconstruct.xml
- msgid ""
- "A Visual Script node which deconstructs a base type instance into its parts."
- msgstr ""
- "Un nodo Visual Script que deconstruye una instancia de tipo base en sus "
- "partes."
- #: modules/visual_script/doc_classes/VisualScriptDeconstruct.xml
- msgid "The type to deconstruct."
- msgstr "El tipo para deconstruir."
- #: modules/visual_script/doc_classes/VisualScriptEditor.xml
- msgid ""
- "Add a custom Visual Script node to the editor. It'll be placed under "
- "\"Custom Nodes\" with the [code]category[/code] as the parameter."
- msgstr ""
- "Añade un nodo de Visual Script personalizado al editor. Se colocará en "
- "\"Nodos personalizados\" con la categoría [code]category[/code] como "
- "parámetro."
- #: modules/visual_script/doc_classes/VisualScriptEditor.xml
- msgid ""
- "Remove a custom Visual Script node from the editor. Custom nodes already "
- "placed on scripts won't be removed."
- msgstr ""
- "Eliminar un nodo de Visual Script personalizado del editor. Los nodos "
- "personalizados ya colocados en los scripts no serán removidos."
- #: modules/visual_script/doc_classes/VisualScriptEditor.xml
- msgid "Emitted when a custom Visual Script node is added or removed."
- msgstr ""
- "Se emite cuando se añade o elimina un nodo Visual Script personalizado."
- #: modules/visual_script/doc_classes/VisualScriptEmitSignal.xml
- msgid "Emits a specified signal."
- msgstr "Emite una señal específica."
- #: modules/visual_script/doc_classes/VisualScriptEmitSignal.xml
- msgid ""
- "Emits a specified signal when it is executed.\n"
- "[b]Input Ports:[/b]\n"
- "- Sequence: [code]emit[/code]\n"
- "[b]Output Ports:[/b]\n"
- "- Sequence"
- msgstr ""
- "Emite una señal específica cuando se ejecuta.\n"
- "[b]Puertos de entrada:[/b]\n"
- "- Secuencia: [code]emit[/code]\n"
- "[b]Puertos de salida:[/b]\n"
- "- Secuencia"
- #: modules/visual_script/doc_classes/VisualScriptEmitSignal.xml
- msgid "The signal to emit."
- msgstr "La señal a emitir."
- #: modules/visual_script/doc_classes/VisualScriptEngineSingleton.xml
- msgid "A Visual Script node returning a singleton from [@GlobalScope]."
- msgstr ""
- "Un nodo de Visual Script que devuelve un solo singleton de [@GlobalScope]."
- #: modules/visual_script/doc_classes/VisualScriptEngineSingleton.xml
- msgid "The singleton's name."
- msgstr "El nombre del singleton."
- #: modules/visual_script/doc_classes/VisualScriptExpression.xml
- #, fuzzy
- msgid "A Visual Script node that can execute a custom expression."
- msgstr "Un nodo Visual Script usado para llamar a las funciones incorporadas."
- #: modules/visual_script/doc_classes/VisualScriptExpression.xml
- msgid ""
- "A Visual Script node that can execute a custom expression. Values can be "
- "provided for the input and the expression result can be retrieved from the "
- "output."
- msgstr ""
- #: modules/visual_script/doc_classes/VisualScriptFunction.xml
- #, fuzzy
- msgid "A Visual Script node representing a function."
- msgstr "Un nodo Visual Script usado para llamar a las funciones incorporadas."
- #: modules/visual_script/doc_classes/VisualScriptFunction.xml
- msgid ""
- "[VisualScriptFunction] represents a function header. It is the starting "
- "point for the function body and can be used to tweak the function's "
- "properties (e.g. RPC mode)."
- msgstr ""
- #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
- #, fuzzy
- msgid "A Visual Script node for calling a function."
- msgstr "Un nodo Visual Script usado para llamar a las funciones incorporadas."
- #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
- msgid ""
- "[VisualScriptFunctionCall] is created when you add or drag and drop a "
- "function onto the Visual Script graph. It allows to tweak parameters of the "
- "call, e.g. what object the function is called on."
- msgstr ""
- #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
- #, fuzzy
- msgid ""
- "The script to be used when [member call_mode] is set to [constant "
- "CALL_MODE_INSTANCE]."
- msgstr ""
- "El fondo utilizado cuando [member overlay] se establece en [constant "
- "OVERLAY_POSITION]."
- #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
- #: modules/visual_script/doc_classes/VisualScriptYieldSignal.xml
- #, fuzzy
- msgid ""
- "The base type to be used when [member call_mode] is set to [constant "
- "CALL_MODE_INSTANCE]."
- msgstr ""
- "El fondo utilizado cuando [member overlay] se establece en [constant "
- "OVERLAY_POSITION]."
- #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
- #, fuzzy
- msgid ""
- "The type to be used when [member call_mode] is set to [constant "
- "CALL_MODE_BASIC_TYPE]."
- msgstr ""
- "El fondo utilizado cuando [member overlay] se establece en [constant "
- "OVERLAY_BREAKPOINT]."
- #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
- msgid ""
- "[code]call_mode[/code] determines the target object on which the method will "
- "be called. See [enum CallMode] for options."
- msgstr ""
- #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
- #, fuzzy
- msgid "The name of the function to be called."
- msgstr "La función a ser ejecutada."
- #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
- #: modules/visual_script/doc_classes/VisualScriptYieldSignal.xml
- #, fuzzy
- msgid ""
- "The node path to use when [member call_mode] is set to [constant "
- "CALL_MODE_NODE_PATH]."
- msgstr ""
- "Profundidad de extrusión cuando el [member mode] es [constant MODE_DEPTH]."
- #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
- msgid ""
- "The mode for RPC calls. See [method Node.rpc] for more details and [enum "
- "RPCCallMode] for available options."
- msgstr ""
- #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
- #, fuzzy
- msgid ""
- "The singleton to call the method on. Used when [member call_mode] is set to "
- "[constant CALL_MODE_SINGLETON]."
- msgstr ""
- "El fondo utilizado cuando [member overlay] se establece en [constant "
- "OVERLAY_POSITION]."
- #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
- msgid ""
- "Number of default arguments that will be used when calling the function. "
- "Can't be higher than the number of available default arguments in the "
- "method's declaration."
- msgstr ""
- #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
- #, fuzzy
- msgid ""
- "If [code]false[/code], call errors (e.g. wrong number of arguments) will be "
- "ignored."
- msgstr "Si [code]false[/code], el uso de atajos se desactivará."
- #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
- #, fuzzy
- msgid "The method will be called on this [Object]."
- msgstr "Registrar un método que será llamado cuando se cometa la acción."
- #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
- #, fuzzy
- msgid "The method will be called on the given [Node] in the scene tree."
- msgstr "La ruta del nodo en el árbol de la escena."
- #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
- msgid ""
- "The method will be called on an instanced node with the given type and "
- "script."
- msgstr ""
- #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
- msgid "The method will be called on a GDScript basic type (e.g. [Vector2])."
- msgstr ""
- #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
- #, fuzzy
- msgid "The method will be called on a singleton."
- msgstr "Registra un método que se llamará cuando se deshaga la acción."
- #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
- msgid "The method will be called locally."
- msgstr ""
- #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
- msgid "The method will be called remotely."
- msgstr ""
- #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
- msgid "The method will be called remotely using an unreliable protocol."
- msgstr ""
- #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
- #, fuzzy
- msgid "The method will be called remotely for the given peer."
- msgstr "Devuelve el puerto remoto del par dado."
- #: modules/visual_script/doc_classes/VisualScriptFunctionCall.xml
- #, fuzzy
- msgid ""
- "The method will be called remotely for the given peer, using an unreliable "
- "protocol."
- msgstr ""
- "Cambia remotamente el valor de la propiedad en otros pares (y localmente) "
- "usando un protocolo poco fiable."
- #: modules/visual_script/doc_classes/VisualScriptFunctionState.xml
- #, fuzzy
- msgid "A Visual Script node representing a function state."
- msgstr ""
- "Un nodo de Visual Script que representa una constante de los tipos de base."
- #: modules/visual_script/doc_classes/VisualScriptFunctionState.xml
- msgid ""
- "[VisualScriptFunctionState] is returned from [VisualScriptYield] and can be "
- "used to resume a paused function call."
- msgstr ""
- #: modules/visual_script/doc_classes/VisualScriptFunctionState.xml
- msgid ""
- "Connects this [VisualScriptFunctionState] to a signal in the given object to "
- "automatically resume when it's emitted."
- msgstr ""
- #: modules/visual_script/doc_classes/VisualScriptFunctionState.xml
- #, fuzzy
- msgid "Returns whether the function state is valid."
- msgstr "Devuelve si el espacio está activo."
- #: modules/visual_script/doc_classes/VisualScriptFunctionState.xml
- msgid "Resumes the function to run from the point it was yielded."
- msgstr ""
- #: modules/visual_script/doc_classes/VisualScriptGlobalConstant.xml
- #, fuzzy
- msgid "A Visual Script node returning a constant from [@GlobalScope]."
- msgstr ""
- "Un nodo de Visual Script que devuelve un solo singleton de [@GlobalScope]."
- #: modules/visual_script/doc_classes/VisualScriptGlobalConstant.xml
- #, fuzzy
- msgid "The constant to be used."
- msgstr "El tipo de la constante."
- #: modules/visual_script/doc_classes/VisualScriptIndexGet.xml
- #, fuzzy
- msgid "A Visual Script node for getting a value from an array or a dictionary."
- msgstr ""
- "Un nodo de Visual Script que devuelve un solo singleton de [@GlobalScope]."
- #: modules/visual_script/doc_classes/VisualScriptIndexGet.xml
- msgid ""
- "[VisualScriptIndexGet] will return the value stored in an array or a "
- "dictionary under the given index."
- msgstr ""
- #: modules/visual_script/doc_classes/VisualScriptIndexSet.xml
- #, fuzzy
- msgid "A Visual Script node for setting a value in an array or a dictionary."
- msgstr ""
- "Un nodo de Visual Script que representa una constante de los tipos de base."
- #: modules/visual_script/doc_classes/VisualScriptIndexSet.xml
- msgid ""
- "[VisualScriptIndexSet] will set the value stored in an array or a dictionary "
- "under the given index to the provided new value."
- msgstr ""
- #: modules/visual_script/doc_classes/VisualScriptInputAction.xml
- #, fuzzy
- msgid "A Visual Script node returning a state of an action."
- msgstr ""
- "Un nodo de Visual Script que devuelve un solo singleton de [@GlobalScope]."
- #: modules/visual_script/doc_classes/VisualScriptInputAction.xml
- msgid ""
- "[VisualScriptInputAction] can be used to check if an action is pressed or "
- "released."
- msgstr ""
- #: modules/visual_script/doc_classes/VisualScriptInputAction.xml
- #, fuzzy
- msgid "Name of the action."
- msgstr "Rehacer la última acción."
- #: modules/visual_script/doc_classes/VisualScriptInputAction.xml
- #, fuzzy
- msgid "State of the action to check. See [enum Mode] for options."
- msgstr "La función a computar. Ver [enum Function] para las opciones."
- #: modules/visual_script/doc_classes/VisualScriptInputAction.xml
- #, fuzzy
- msgid "[code]True[/code] if action is pressed."
- msgstr "Devuelve [code]true[/code] si la imagen está comprimida."
- #: modules/visual_script/doc_classes/VisualScriptInputAction.xml
- #, fuzzy
- msgid "[code]True[/code] if action is released (i.e. not pressed)."
- msgstr "Devuelve [code]true[/code] si este botón está actualmente pulsado."
- #: modules/visual_script/doc_classes/VisualScriptInputAction.xml
- #, fuzzy
- msgid "[code]True[/code] on the frame the action was pressed."
- msgstr "Si [code]true[/code], la rotación del nodo remoto se actualiza."
- #: modules/visual_script/doc_classes/VisualScriptInputAction.xml
- #, fuzzy
- msgid "[code]True[/code] on the frame the action was released."
- msgstr "Si [code]true[/code], el TreeItem se colapsa."
- #: modules/visual_script/doc_classes/VisualScriptIterator.xml
- msgid "Steps through items in a given input."
- msgstr "Pasos a través de los elementos de una entrada dada."
- #: modules/visual_script/doc_classes/VisualScriptIterator.xml
- msgid ""
- "This node steps through each item in a given input. Input can be any "
- "sequence data type, such as an [Array] or [String]. When each item has been "
- "processed, execution passed out the [code]exit[/code] Sequence port.\n"
- "[b]Input Ports:[/b]\n"
- "- Sequence: [code]for (elem) in (input)[/code]\n"
- "- Data (variant): [code]input[/code]\n"
- "[b]Output Ports:[/b]\n"
- "- Sequence: [code]each[/code]\n"
- "- Sequence: [code]exit[/code]\n"
- "- Data (variant): [code]elem[/code]"
- msgstr ""
- "Este nodo pasa por cada elemento de una entrada determinada. La entrada "
- "puede ser de cualquier tipo de datos de secuencia, como un [Array] o una "
- "[String]. Cuando cada elemento ha sido procesado, la ejecución pasa por el "
- "puerto de secuencia [code]exit[/code].\n"
- "[b]Puertos de entrada:[/b]\n"
- "- Secuencia: [code]for (elem) in (input)[/code]\n"
- "- Datos (variante): [code]input[/code]\n"
- "[b]Puertos de salida:[/b]\n"
- "- Secuencia: [code]each[/code]\n"
- "- Secuencia: [code]exit[/code]\n"
- "- Datos (variante): [code]elem[/code]"
- #: modules/visual_script/doc_classes/VisualScriptLists.xml
- msgid "A Visual Script virtual class for in-graph editable nodes."
- msgstr "Una clase virtual de Visual Script para nodos editables en gráficos."
- #: modules/visual_script/doc_classes/VisualScriptLists.xml
- #, fuzzy
- msgid ""
- "A Visual Script virtual class that defines the shape and the default "
- "behavior of the nodes that have to be in-graph editable nodes."
- msgstr ""
- "Una clase virtual de Visual Script que define la forma y el comportamiento "
- "por defecto de los nodos que tienen que ser nodos editables en gráfico."
- #: modules/visual_script/doc_classes/VisualScriptLists.xml
- #, fuzzy
- msgid "Adds an input port to the Visual Script node."
- msgstr "Un nodo de Visual Script con script."
- #: modules/visual_script/doc_classes/VisualScriptLists.xml
- #, fuzzy
- msgid "Adds an output port to the Visual Script node."
- msgstr "Añade un nodo a una función del VisualScript."
- #: modules/visual_script/doc_classes/VisualScriptLists.xml
- #, fuzzy
- msgid "Removes an input port from the Visual Script node."
- msgstr "Elimina todos los puntos de la línea."
- #: modules/visual_script/doc_classes/VisualScriptLists.xml
- #, fuzzy
- msgid "Removes an output port from the Visual Script node."
- msgstr "Elimina todos los puntos de la línea."
- #: modules/visual_script/doc_classes/VisualScriptLists.xml
- #, fuzzy
- msgid "Sets the name of an input port."
- msgstr "Obtiene el nombre de una entrada por índice."
- #: modules/visual_script/doc_classes/VisualScriptLists.xml
- #, fuzzy
- msgid "Sets the type of an input port."
- msgstr "Obtiene el tipo de pista."
- #: modules/visual_script/doc_classes/VisualScriptLists.xml
- #, fuzzy
- msgid "Sets the name of an output port."
- msgstr "Obtiene el nombre de una entrada por índice."
- #: modules/visual_script/doc_classes/VisualScriptLists.xml
- #, fuzzy
- msgid "Sets the type of an output port."
- msgstr "Obtiene el tipo de pista."
- #: modules/visual_script/doc_classes/VisualScriptLocalVar.xml
- msgid "Gets a local variable's value."
- msgstr "Obtiene el valor de una variable local."
- #: modules/visual_script/doc_classes/VisualScriptLocalVar.xml
- msgid ""
- "Returns a local variable's value. \"Var Name\" must be supplied, with an "
- "optional type.\n"
- "[b]Input Ports:[/b]\n"
- "none\n"
- "[b]Output Ports:[/b]\n"
- "- Data (variant): [code]get[/code]"
- msgstr ""
- "Devuelve el valor de una variable local. \"Nombre de la Variable\" debe ser "
- "suministrado, con un tipo opcional.\n"
- "[b]Puertos de entrada:[/b]\n"
- "ninguno\n"
- "[b]Puertos de salida:[/b]\n"
- "- Datos (variante): [code]get[/code]"
- #: modules/visual_script/doc_classes/VisualScriptLocalVar.xml
- #: modules/visual_script/doc_classes/VisualScriptLocalVarSet.xml
- msgid "The local variable's type."
- msgstr "El tipo de la variable local."
- #: modules/visual_script/doc_classes/VisualScriptLocalVar.xml
- #: modules/visual_script/doc_classes/VisualScriptLocalVarSet.xml
- msgid "The local variable's name."
- msgstr "El nombre de la variable local."
- #: modules/visual_script/doc_classes/VisualScriptLocalVarSet.xml
- msgid "Changes a local variable's value."
- msgstr "Cambia el valor de una variable local."
- #: modules/visual_script/doc_classes/VisualScriptLocalVarSet.xml
- msgid ""
- "Changes a local variable's value to the given input. The new value is also "
- "provided on an output Data port.\n"
- "[b]Input Ports:[/b]\n"
- "- Sequence\n"
- "- Data (variant): [code]set[/code]\n"
- "[b]Output Ports:[/b]\n"
- "- Sequence\n"
- "- Data (variant): [code]get[/code]"
- msgstr ""
- "Cambia el valor de una variable local a la entrada dada. El nuevo valor "
- "también se proporciona en un puerto de salida de datos.\n"
- "[b]Puertos de entrada:[/b]\n"
- "- Secuencia\n"
- "- Datos (variante): [code]set[/code]\n"
- "[b]Puertos de salida:[/b]\n"
- "- Secuencia\n"
- "- Datos (variante): [code]get[/code]"
- #: modules/visual_script/doc_classes/VisualScriptMathConstant.xml
- msgid "Commonly used mathematical constants."
- msgstr "Constantes matemáticas comúnmente usadas."
- #: modules/visual_script/doc_classes/VisualScriptMathConstant.xml
- msgid ""
- "Provides common math constants, such as Pi, on an output Data port.\n"
- "[b]Input Ports:[/b]\n"
- "none\n"
- "[b]Output Ports:[/b]\n"
- "- Data (variant): [code]get[/code]"
- msgstr ""
- "Proporciona constantes matemáticas comunes, como Pi, en un puerto de salida "
- "de datos.\n"
- "[b]Puertos de entrada:[/b]\n"
- "ninguno\n"
- "[b]Puertos de salida:[/b]\n"
- "- Datos (variante): [code]get[/code]"
- #: modules/visual_script/doc_classes/VisualScriptMathConstant.xml
- msgid "The math constant."
- msgstr "La constante matemática."
- #: modules/visual_script/doc_classes/VisualScriptMathConstant.xml
- msgid "Unity: [code]1[/code]."
- msgstr "Unity: [code]1[/code]."
- #: modules/visual_script/doc_classes/VisualScriptMathConstant.xml
- msgid "Pi: [code]3.141593[/code]."
- msgstr "Pi: [code]3.141593[/code]."
- #: modules/visual_script/doc_classes/VisualScriptMathConstant.xml
- msgid "Pi divided by two: [code]1.570796[/code]."
- msgstr "Pi dividido por dos: [code]1.570796[/code]."
- #: modules/visual_script/doc_classes/VisualScriptMathConstant.xml
- msgid "Tau: [code]6.283185[/code]."
- msgstr "Tau: [code]6.283185[/code]."
- #: modules/visual_script/doc_classes/VisualScriptMathConstant.xml
- msgid ""
- "Mathematical constant [code]e[/code], the natural log base: [code]2.718282[/"
- "code]."
- msgstr ""
- "Constante Matemática [code]e[/code],base de logaritmo natural "
- "[code]2.718282[/code]."
- #: modules/visual_script/doc_classes/VisualScriptMathConstant.xml
- msgid "Square root of two: [code]1.414214[/code]."
- msgstr "Raíz cuadrada de dos: [code]1.414214[/code]."
- #: modules/visual_script/doc_classes/VisualScriptMathConstant.xml
- msgid "Infinity: [code]inf[/code]."
- msgstr "Infinito: [code]inf[/code]."
- #: modules/visual_script/doc_classes/VisualScriptMathConstant.xml
- msgid "Not a number: [code]nan[/code]."
- msgstr "No un nombre: [code]nan[/code]."
- #: modules/visual_script/doc_classes/VisualScriptMathConstant.xml
- msgid "Represents the size of the [enum MathConstant] enum."
- msgstr "Representa el tamaño del enum [enum MathConstant]."
- #: modules/visual_script/doc_classes/VisualScriptNode.xml
- msgid "A node which is part of a [VisualScript]."
- msgstr "Un nodo que es parte de un [VisualScript]."
- #: modules/visual_script/doc_classes/VisualScriptNode.xml
- msgid ""
- "A node which is part of a [VisualScript]. Not to be confused with [Node], "
- "which is a part of a [SceneTree]."
- msgstr ""
- "Un nodo que es parte de un [VisualScript]. No debe confundirse con [Node], "
- "que es parte de un [SceneTree]."
- #: modules/visual_script/doc_classes/VisualScriptNode.xml
- msgid ""
- "Returns the default value of a given port. The default value is used when "
- "nothing is connected to the port."
- msgstr ""
- "Devuelve el valor por defecto de un puerto determinado. El valor por defecto "
- "se utiliza cuando no hay nada conectado al puerto."
- #: modules/visual_script/doc_classes/VisualScriptNode.xml
- msgid "Returns the [VisualScript] instance the node is bound to."
- msgstr "Devuelve la instancia [VisualScript] a la que está vinculado el nodo."
- #: modules/visual_script/doc_classes/VisualScriptNode.xml
- msgid ""
- "Notify that the node's ports have changed. Usually used in conjunction with "
- "[VisualScriptCustomNode] ."
- msgstr ""
- "Notifica que los puertos del nodo han cambiado. Usualmente se usa en "
- "combinación con [VisualScriptCustomNode] ."
- #: modules/visual_script/doc_classes/VisualScriptNode.xml
- msgid "Change the default value of a given port."
- msgstr "Cambiar el valor por defecto de un puerto dado."
- #: modules/visual_script/doc_classes/VisualScriptNode.xml
- msgid "Emitted when the available input/output ports are changed."
- msgstr "Emitido cuando se cambian los puertos de entrada/salida disponibles."
- #: modules/visual_script/doc_classes/VisualScriptOperator.xml
- #, fuzzy
- msgid "A Visual Script node that performs an operation on two values."
- msgstr ""
- "Un Nodo de Script Visual usado para crear una array a partir de una lista de "
- "elementos."
- #: modules/visual_script/doc_classes/VisualScriptOperator.xml
- msgid ""
- "[b]Input Ports:[/b]\n"
- "- Data (variant): [code]A[/code]\n"
- "- Data (variant): [code]B[/code]\n"
- "[b]Output Ports:[/b]\n"
- "- Data (variant): [code]result[/code]"
- msgstr ""
- "[b]Puertos de entrada:[/b]\n"
- "- Datos (variante): [code]A[/code]\n"
- "- Datos (variante): [code]B[/code]\n"
- "[b]Puertos de salida:[/b]\n"
- "- Datos (variante): [code]result[/code]"
- #: modules/visual_script/doc_classes/VisualScriptOperator.xml
- msgid ""
- "The operation to be performed. See [enum Variant.Operator] for available "
- "options."
- msgstr ""
- "El operador a utilizar. Véase [enum Variant.Operator] para las opciones."
- #: modules/visual_script/doc_classes/VisualScriptOperator.xml
- #, fuzzy
- msgid ""
- "The type of the values for this operation. See [enum Variant.Type] for "
- "available options."
- msgstr ""
- "El tipo que se utilizará en la comparación. Véase [enum ComparisonType] para "
- "las opciones."
- #: modules/visual_script/doc_classes/VisualScriptPreload.xml
- msgid "Creates a new [Resource] or loads one from the filesystem."
- msgstr "Crea un nuevo [Resource] o carga uno del sistema de archivos."
- #: modules/visual_script/doc_classes/VisualScriptPreload.xml
- msgid ""
- "Creates a new [Resource] or loads one from the filesystem.\n"
- "[b]Input Ports:[/b]\n"
- "none\n"
- "[b]Output Ports:[/b]\n"
- "- Data (object): [code]res[/code]"
- msgstr ""
- "Crea un nuevo [Resource] o carga uno del sistema de archivos.\n"
- "[b]Puertos de entrada:[/b]\n"
- "ninguno\n"
- "[b]Puertos de salida:[/b]\n"
- "- Datos (objeto): [code]res[/code]"
- #: modules/visual_script/doc_classes/VisualScriptPreload.xml
- msgid "The [Resource] to load."
- msgstr "El [Resource] a cargar."
- #: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml
- #, fuzzy
- msgid "A Visual Script node returning a value of a property from an [Object]."
- msgstr ""
- "Un nodo de Visual Script que devuelve un solo singleton de [@GlobalScope]."
- #: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml
- msgid ""
- "[VisualScriptPropertyGet] can return a value of any property from the "
- "current object or other objects."
- msgstr ""
- #: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml
- #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
- #, fuzzy
- msgid ""
- "The script to be used when [member set_mode] is set to [constant "
- "CALL_MODE_INSTANCE]."
- msgstr ""
- "El fondo utilizado cuando [member overlay] se establece en [constant "
- "OVERLAY_POSITION]."
- #: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml
- #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
- #, fuzzy
- msgid ""
- "The base type to be used when [member set_mode] is set to [constant "
- "CALL_MODE_INSTANCE]."
- msgstr ""
- "El fondo utilizado cuando [member overlay] se establece en [constant "
- "OVERLAY_POSITION]."
- #: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml
- #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
- #, fuzzy
- msgid ""
- "The type to be used when [member set_mode] is set to [constant "
- "CALL_MODE_BASIC_TYPE]."
- msgstr ""
- "El fondo utilizado cuando [member overlay] se establece en [constant "
- "OVERLAY_BREAKPOINT]."
- #: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml
- msgid ""
- "The indexed name of the property to retrieve. See [method Object."
- "get_indexed] for details."
- msgstr ""
- #: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml
- #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
- #, fuzzy
- msgid ""
- "The node path to use when [member set_mode] is set to [constant "
- "CALL_MODE_NODE_PATH]."
- msgstr ""
- "Profundidad de extrusión cuando el [member mode] es [constant MODE_DEPTH]."
- #: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml
- #, fuzzy
- msgid ""
- "The name of the property to retrieve. Changing this will clear [member "
- "index]."
- msgstr ""
- "Los datos del mapa de la altura. Si se cambia esto, se redimensionará el "
- "[member map_data]."
- #: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml
- msgid ""
- "[code]set_mode[/code] determines the target object from which the property "
- "will be retrieved. See [enum CallMode] for options."
- msgstr ""
- #: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml
- #, fuzzy
- msgid "The property will be retrieved from this [Object]."
- msgstr "Emitido cuando una propiedad es quitada del inspector."
- #: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml
- #, fuzzy
- msgid "The property will be retrieved from the given [Node] in the scene tree."
- msgstr ""
- "La propiedad se serializa y se guarda en el archivo de la escena (por "
- "defecto)."
- #: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml
- msgid ""
- "The property will be retrieved from an instanced node with the given type "
- "and script."
- msgstr ""
- #: modules/visual_script/doc_classes/VisualScriptPropertyGet.xml
- msgid ""
- "The property will be retrieved from a GDScript basic type (e.g. [Vector2])."
- msgstr ""
- #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
- #, fuzzy
- msgid "A Visual Script node that sets a property of an [Object]."
- msgstr "Un nodo Visual Script usado para anotar el script."
- #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
- msgid ""
- "[VisualScriptPropertySet] can set the value of any property from the current "
- "object or other objects."
- msgstr ""
- #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
- #, fuzzy
- msgid ""
- "The additional operation to perform when assigning. See [enum AssignOp] for "
- "options."
- msgstr "La función a realizar. Ver [enum Function] para las opciones."
- #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
- msgid ""
- "The indexed name of the property to set. See [method Object.set_indexed] for "
- "details."
- msgstr ""
- #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
- #, fuzzy
- msgid ""
- "The name of the property to set. Changing this will clear [member index]."
- msgstr ""
- "Los datos del mapa de la altura. Si se cambia esto, se redimensionará el "
- "[member map_data]."
- #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
- msgid ""
- "[code]set_mode[/code] determines the target object on which the property "
- "will be set. See [enum CallMode] for options."
- msgstr ""
- #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
- #, fuzzy
- msgid "The property will be set on this [Object]."
- msgstr "La propiedad se comprueba en el inspector de edición."
- #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
- #, fuzzy
- msgid "The property will be set on the given [Node] in the scene tree."
- msgstr ""
- "La propiedad se serializa y se guarda en el archivo de la escena (por "
- "defecto)."
- #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
- msgid ""
- "The property will be set on an instanced node with the given type and script."
- msgstr ""
- #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
- msgid "The property will be set on a GDScript basic type (e.g. [Vector2])."
- msgstr ""
- #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
- msgid "The property will be assigned regularly."
- msgstr ""
- #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
- msgid ""
- "The value will be added to the property. Equivalent of doing [code]+=[/code]."
- msgstr ""
- #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
- msgid ""
- "The value will be subtracted from the property. Equivalent of doing [code]-"
- "=[/code]."
- msgstr ""
- #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
- msgid ""
- "The property will be multiplied by the value. Equivalent of doing [code]*=[/"
- "code]."
- msgstr ""
- #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
- msgid ""
- "The property will be divided by the value. Equivalent of doing [code]/=[/"
- "code]."
- msgstr ""
- #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
- msgid ""
- "A modulo operation will be performed on the property and the value. "
- "Equivalent of doing [code]%=[/code]."
- msgstr ""
- #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
- msgid ""
- "The property will be binarly shifted to the left by the given value. "
- "Equivalent of doing [code]<<[/code]."
- msgstr ""
- #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
- msgid ""
- "The property will be binarly shifted to the right by the given value. "
- "Equivalent of doing [code]>>[/code]."
- msgstr ""
- #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
- msgid ""
- "A binary [code]AND[/code] operation will be performed on the property. "
- "Equivalent of doing [code]&=[/code]."
- msgstr ""
- #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
- msgid ""
- "A binary [code]OR[/code] operation will be performed on the property. "
- "Equivalent of doing [code]|=[/code]."
- msgstr ""
- #: modules/visual_script/doc_classes/VisualScriptPropertySet.xml
- msgid ""
- "A binary [code]XOR[/code] operation will be performed on the property. "
- "Equivalent of doing [code]^=[/code]."
- msgstr ""
- #: modules/visual_script/doc_classes/VisualScriptReturn.xml
- msgid "Exits a function and returns an optional value."
- msgstr "Sale de una función y devuelve un valor opcional."
- #: modules/visual_script/doc_classes/VisualScriptReturn.xml
- msgid ""
- "Ends the execution of a function and returns control to the calling "
- "function. Optionally, it can return a [Variant] value.\n"
- "[b]Input Ports:[/b]\n"
- "- Sequence\n"
- "- Data (variant): [code]result[/code] (optional)\n"
- "[b]Output Ports:[/b]\n"
- "none"
- msgstr ""
- "Termina la ejecución de una función y devuelve el control a la función de "
- "llamada. Opcionalmente, puede devolver un valor [Variant].\n"
- "[b]Puertos de entrada:[/b]\n"
- "- Secuencia\n"
- "- Datos (variante): [code]result[/code] (opcional)\n"
- "[b]Puertos de salida:[/b]\n"
- "ninguno"
- #: modules/visual_script/doc_classes/VisualScriptReturn.xml
- msgid "If [code]true[/code], the [code]return[/code] input port is available."
- msgstr ""
- "Si [code]true[/code], el puerto de entrada de [code]return[/code] está "
- "disponible."
- #: modules/visual_script/doc_classes/VisualScriptReturn.xml
- msgid "The return value's data type."
- msgstr "El tipo de datos del valor de retorno."
- #: modules/visual_script/doc_classes/VisualScriptSceneNode.xml
- msgid "Node reference."
- msgstr "Referencia de nodo."
- #: modules/visual_script/doc_classes/VisualScriptSceneNode.xml
- msgid ""
- "A direct reference to a node.\n"
- "[b]Input Ports:[/b]\n"
- "none\n"
- "[b]Output Ports:[/b]\n"
- "- Data: [code]node[/code] (obj)"
- msgstr ""
- "Una referencia directa a un nodo.\n"
- "[b]Puertos de entrada:[/b]\n"
- "ninguno\n"
- "[b]Puertos de salida:[/b]\n"
- "- Data: [code]node[/code] (obj)"
- #: modules/visual_script/doc_classes/VisualScriptSceneNode.xml
- msgid "The node's path in the scene tree."
- msgstr "La ruta del nodo en el árbol de la escena."
- #: modules/visual_script/doc_classes/VisualScriptSceneTree.xml
- #, fuzzy
- msgid "A Visual Script node for accessing [SceneTree] methods."
- msgstr "Un nodo Visual Script que ramifica el flujo."
- #: modules/visual_script/doc_classes/VisualScriptSelect.xml
- msgid "Chooses between two input values."
- msgstr "Elige entre dos valores de entrada."
- #: modules/visual_script/doc_classes/VisualScriptSelect.xml
- msgid ""
- "Chooses between two input values based on a Boolean condition.\n"
- "[b]Input Ports:[/b]\n"
- "- Data (boolean): [code]cond[/code]\n"
- "- Data (variant): [code]a[/code]\n"
- "- Data (variant): [code]b[/code]\n"
- "[b]Output Ports:[/b]\n"
- "- Data (variant): [code]out[/code]"
- msgstr ""
- "Elige entre dos valores de entrada basados en una condición booleana.\n"
- "[b]Puertos de entrada:[/b]\n"
- "- Data (booleano): [code]cond[/code]\n"
- "- Datos (variante): [code]a[/code]\n"
- "- Datos (variante): [code]b[/code]\n"
- "[b]Puertos de salida:[/b]\n"
- "- Datos (variante): [code]out[/code]"
- #: modules/visual_script/doc_classes/VisualScriptSelect.xml
- msgid "The input variables' type."
- msgstr "El tipo de variables de entrada."
- #: modules/visual_script/doc_classes/VisualScriptSelf.xml
- msgid "Outputs a reference to the current instance."
- msgstr "Da una referencia a la instancia actual."
- #: modules/visual_script/doc_classes/VisualScriptSelf.xml
- msgid ""
- "Provides a reference to the node running the visual script.\n"
- "[b]Input Ports:[/b]\n"
- "none\n"
- "[b]Output Ports:[/b]\n"
- "- Data (object): [code]instance[/code]"
- msgstr ""
- "Proporciona una referencia al nodo que ejecuta el script visual.\n"
- "[b]Puertos de entrada:[/b]\n"
- "ninguno\n"
- "[b]Puertos de salida:[/b]\n"
- "- Datos (objeto): [code]instance[/code]"
- #: modules/visual_script/doc_classes/VisualScriptSequence.xml
- msgid "Executes a series of Sequence ports."
- msgstr "Ejecuta una serie de puertos de secuencia."
- #: modules/visual_script/doc_classes/VisualScriptSequence.xml
- msgid ""
- "Steps through a series of one or more output Sequence ports. The "
- "[code]current[/code] data port outputs the currently executing item.\n"
- "[b]Input Ports:[/b]\n"
- "- Sequence: [code]in order[/code]\n"
- "[b]Output Ports:[/b]\n"
- "- Sequence: [code]1[/code]\n"
- "- Sequence: [code]2 - n[/code] (optional)\n"
- "- Data (int): [code]current[/code]"
- msgstr ""
- "Pasos a través de una serie de uno o más puertos de secuencia de salida. El "
- "puerto de datos [code]current[/code] da salida al elemento que se está "
- "ejecutando actualmente.\n"
- "[b]Puertos de entrada:[/b]\n"
- "- Secuencia: [code]in order[/code]\n"
- "[b]Puertos de salida:[/b]\n"
- "- Secuencia: [code]1[/code]\n"
- "- Secuencia: [code]2 - n[/code] (opcional)\n"
- "- Data (int): [code]current[/code]"
- #: modules/visual_script/doc_classes/VisualScriptSequence.xml
- msgid "The number of steps in the sequence."
- msgstr "El número de pasos en la secuencia."
- #: modules/visual_script/doc_classes/VisualScriptSubCall.xml
- #, fuzzy
- msgid "Calls a method called [code]_subcall[/code] in this object."
- msgstr ""
- "Crea una nueva señal llamada [code]signal_name[/code] en el objeto dado."
- #: modules/visual_script/doc_classes/VisualScriptSubCall.xml
- msgid ""
- "[VisualScriptSubCall] will call method named [code]_subcall[/code] in the "
- "current script. It will fail if the method doesn't exist or the provided "
- "arguments are wrong."
- msgstr ""
- #: modules/visual_script/doc_classes/VisualScriptSubCall.xml
- msgid "Called by this node."
- msgstr ""
- #: modules/visual_script/doc_classes/VisualScriptSwitch.xml
- msgid "Branches program flow based on a given input's value."
- msgstr "Flujo de programa de ramas basado en el valor de una entrada dada."
- #: modules/visual_script/doc_classes/VisualScriptSwitch.xml
- msgid ""
- "Branches the flow based on an input's value. Use [b]Case Count[/b] in the "
- "Inspector to set the number of branches and each comparison's optional "
- "type.\n"
- "[b]Input Ports:[/b]\n"
- "- Sequence: [code]'input' is[/code]\n"
- "- Data (variant): [code]=[/code]\n"
- "- Data (variant): [code]=[/code] (optional)\n"
- "- Data (variant): [code]input[/code]\n"
- "[b]Output Ports:[/b]\n"
- "- Sequence\n"
- "- Sequence (optional)\n"
- "- Sequence: [code]done[/code]"
- msgstr ""
- "Ramifica el flujo basado en el valor de una entrada. Utilice [b]Case Count[/"
- "b] en el Inspector para establecer el número de ramas y el tipo opcional de "
- "cada comparación.\n"
- "[b]Puertos de entrada:[/b]\n"
- "- Secuencia: [code]'input' is[/code]\n"
- "- Datos (variante): [code]=[/code]\n"
- "- Datos (variante): [code]=[/code] (opcional)\n"
- "- Datos (variante): [code]input[/code]\n"
- "[b]Puertos de salida:[/b]\n"
- "- Secuencia\n"
- "- Secuencia (opcional)\n"
- "- Secuencia: [code]done[/code]"
- #: modules/visual_script/doc_classes/VisualScriptTypeCast.xml
- #, fuzzy
- msgid "A Visual Script node that casts the given value to another type."
- msgstr "Un nodo Visual Script usado para anotar el script."
- #: modules/visual_script/doc_classes/VisualScriptTypeCast.xml
- msgid ""
- "[VisualScriptTypeCast] will perform a type conversion to an [Object]-derived "
- "type."
- msgstr ""
- #: modules/visual_script/doc_classes/VisualScriptTypeCast.xml
- msgid ""
- "The target script class to be converted to. If none, only the [member "
- "base_type] will be used."
- msgstr ""
- #: modules/visual_script/doc_classes/VisualScriptTypeCast.xml
- #, fuzzy
- msgid "The target type to be converted to."
- msgstr "El tipo para deconstruir."
- #: modules/visual_script/doc_classes/VisualScriptVariableGet.xml
- msgid "Gets a variable's value."
- msgstr "Obtiene el valor de una variable."
- #: modules/visual_script/doc_classes/VisualScriptVariableGet.xml
- msgid ""
- "Returns a variable's value. \"Var Name\" must be supplied, with an optional "
- "type.\n"
- "[b]Input Ports:[/b]\n"
- "none\n"
- "[b]Output Ports:[/b]\n"
- "- Data (variant): [code]value[/code]"
- msgstr ""
- "Devuelve el valor de una variable. \"Nombre Variable\" debe ser "
- "suministrado, con un tipo opcional.\n"
- "[b]Puertos de entrada:[/b]\n"
- "ninguno\n"
- "[b]Puertos de salida:[/b]\n"
- "- Datos (variante): [code]value[/code]"
- #: modules/visual_script/doc_classes/VisualScriptVariableGet.xml
- #: modules/visual_script/doc_classes/VisualScriptVariableSet.xml
- msgid "The variable's name."
- msgstr "El nombre de la variable."
- #: modules/visual_script/doc_classes/VisualScriptVariableSet.xml
- msgid "Changes a variable's value."
- msgstr "Cambia el valor de una variable."
- #: modules/visual_script/doc_classes/VisualScriptVariableSet.xml
- msgid ""
- "Changes a variable's value to the given input.\n"
- "[b]Input Ports:[/b]\n"
- "- Sequence\n"
- "- Data (variant): [code]set[/code]\n"
- "[b]Output Ports:[/b]\n"
- "- Sequence"
- msgstr ""
- "Cambia el valor de una variable a la entrada dada.\n"
- "[b]Puertos de entrada:[/b]\n"
- "- Secuencia\n"
- "- Datos (variante): [code]set[/code]\n"
- "[b]Puertos de salida:[/b]\n"
- "- Secuencia"
- #: modules/visual_script/doc_classes/VisualScriptWhile.xml
- msgid "Conditional loop."
- msgstr "Bucle condicional."
- #: modules/visual_script/doc_classes/VisualScriptWhile.xml
- msgid ""
- "Loops while a condition is [code]true[/code]. Execution continues out the "
- "[code]exit[/code] Sequence port when the loop terminates.\n"
- "[b]Input Ports:[/b]\n"
- "- Sequence: [code]while(cond)[/code]\n"
- "- Data (bool): [code]cond[/code]\n"
- "[b]Output Ports:[/b]\n"
- "- Sequence: [code]repeat[/code]\n"
- "- Sequence: [code]exit[/code]"
- msgstr ""
- "Bucles mientras una condición es [code]true[/code]. La ejecución continúa "
- "fuera del puerto de secuencia [code]exit[/code] cuando el bucle termina.\n"
- "[b]Puertos de entrada:[/b]\n"
- "- Secuencia: [code]while(cond)[/code]\n"
- "- Data (bool): [code]cond[/code]\n"
- "[b]Puertos de salida:[/b]\n"
- "- Secuencia: [code]repeat[/code]\n"
- "- Secuencia: [code]exit[/code]"
- #: modules/visual_script/doc_classes/VisualScriptYield.xml
- #, fuzzy
- msgid "A Visual Script node used to pause a function execution."
- msgstr "Un nodo Visual Script usado para llamar a las funciones incorporadas."
- #: modules/visual_script/doc_classes/VisualScriptYield.xml
- msgid ""
- "[VisualScriptYield] will pause the function call and return "
- "[VisualScriptFunctionState], which can be used to resume the function."
- msgstr ""
- #: modules/visual_script/doc_classes/VisualScriptYield.xml
- #, fuzzy
- msgid ""
- "The mode to use for yielding. See [enum YieldMode] for available options."
- msgstr "La función a realizar. Ver [enum Function] para las opciones."
- #: modules/visual_script/doc_classes/VisualScriptYield.xml
- #, fuzzy
- msgid "The time to wait when [member mode] is set to [constant YIELD_WAIT]."
- msgstr ""
- "El fondo utilizado cuando [member overlay] se establece en [constant "
- "OVERLAY_BREAKPOINT]."
- #: modules/visual_script/doc_classes/VisualScriptYield.xml
- msgid "Yields during an idle frame."
- msgstr ""
- #: modules/visual_script/doc_classes/VisualScriptYield.xml
- #, fuzzy
- msgid "Yields during a physics frame."
- msgstr "Número de llamadas de dibujo durante este fotograma."
- #: modules/visual_script/doc_classes/VisualScriptYield.xml
- #, fuzzy
- msgid "Yields a function and waits the given time."
- msgstr "Devuelve el nodo animacion con el nombre dado."
- #: modules/visual_script/doc_classes/VisualScriptYieldSignal.xml
- #, fuzzy
- msgid "A Visual Script node yielding for a signal."
- msgstr "Un nodo Visual Script usado para anotar el script."
- #: modules/visual_script/doc_classes/VisualScriptYieldSignal.xml
- msgid ""
- "[VisualScriptYieldSignal] will pause the function execution until the "
- "provided signal is emitted."
- msgstr ""
- #: modules/visual_script/doc_classes/VisualScriptYieldSignal.xml
- #, fuzzy
- msgid ""
- "[code]call_mode[/code] determines the target object to wait for the signal "
- "emission. See [enum CallMode] for options."
- msgstr ""
- "Determina cuándo mostrar el subrayado. Ver [enum UnderlineMode] para las "
- "opciones."
- #: modules/visual_script/doc_classes/VisualScriptYieldSignal.xml
- #, fuzzy
- msgid "The signal name to be waited for."
- msgstr "La señal a emitir."
- #: modules/visual_script/doc_classes/VisualScriptYieldSignal.xml
- msgid "A signal from this [Object] will be used."
- msgstr ""
- #: modules/visual_script/doc_classes/VisualScriptYieldSignal.xml
- msgid "A signal from the given [Node] in the scene tree will be used."
- msgstr ""
- #: modules/visual_script/doc_classes/VisualScriptYieldSignal.xml
- msgid "A signal from an instanced node with the given type will be used."
- msgstr ""
- #: doc/classes/VisualServer.xml
- msgid "Server for anything visible."
- msgstr "Servidor para cualquier cosa visible."
- #: doc/classes/VisualServer.xml
- msgid ""
- "Server for anything visible. The visual server is the API backend for "
- "everything visible. The whole scene system mounts on it to display.\n"
- "The visual server is completely opaque, the internals are entirely "
- "implementation specific and cannot be accessed.\n"
- "The visual server can be used to bypass the scene system entirely.\n"
- "Resources are created using the [code]*_create[/code] functions.\n"
- "All objects are drawn to a viewport. You can use the [Viewport] attached to "
- "the [SceneTree] or you can create one yourself with [method "
- "viewport_create]. When using a custom scenario or canvas, the scenario or "
- "canvas needs to be attached to the viewport using [method "
- "viewport_set_scenario] or [method viewport_attach_canvas].\n"
- "In 3D, all visual objects must be associated with a scenario. The scenario "
- "is a visual representation of the world. If accessing the visual server from "
- "a running game, the scenario can be accessed from the scene tree from any "
- "[Spatial] node with [method Spatial.get_world]. Otherwise, a scenario can be "
- "created with [method scenario_create].\n"
- "Similarly, in 2D, a canvas is needed to draw all canvas items.\n"
- "In 3D, all visible objects are comprised of a resource and an instance. A "
- "resource can be a mesh, a particle system, a light, or any other 3D object. "
- "In order to be visible resources must be attached to an instance using "
- "[method instance_set_base]. The instance must also be attached to the "
- "scenario using [method instance_set_scenario] in order to be visible.\n"
- "In 2D, all visible objects are some form of canvas item. In order to be "
- "visible, a canvas item needs to be the child of a canvas attached to a "
- "viewport, or it needs to be the child of another canvas item that is "
- "eventually attached to the canvas."
- msgstr ""
- "Servidor para cualquier cosa visible. El servidor de renderizado es el "
- "backend de la API para todo lo visible. Todo el sistema de la escena se "
- "monta en él para mostrar.\n"
- "El servidor de renderizado es completamente opaco, los internos son "
- "completamente específicos de la implementación y no se puede acceder a "
- "ellos.\n"
- "El servidor de renderizado puede ser usado para evitar el sistema de escenas "
- "por completo.\n"
- "Los recursos se crean usando las funciones [code]*_create[/code].\n"
- "Todos los objetos se dibujan en una vista. Se puede utilizar la [Viewport] "
- "adjunta al [SceneTree] o se puede crear una por uno mismo con el [method "
- "viewport_create]. Cuando se utiliza un escenario o lienzo personalizado, el "
- "escenario o lienzo debe adjuntarse a la ventana de visualización utilizando "
- "[method viewport_set_scenario] o [method viewport_attach_canvas].\n"
- "En 3D, todos los objetos visuales deben estar asociados a un escenario. El "
- "escenario es una representación visual del mundo. Si se accede al servidor "
- "de renderizado desde un juego en ejecución, se puede acceder al escenario "
- "desde el árbol de la escena desde cualquier nodo [Spatial] con [method "
- "Spatial.get_world]. De lo contrario, se puede crear un escenario con [method "
- "scenario_create].\n"
- "De manera similar, en 2D, se necesita un lienzo para dibujar todos los "
- "elementos del lienzo.\n"
- "En 3D, todos los objetos visibles están compuestos por un recurso y una "
- "instancia. Un recurso puede ser una malla, un sistema de partículas, una luz "
- "o cualquier otro objeto en 3D. Para ser visibles, los recursos deben ser "
- "adjuntados a una instancia usando el [method instance_set_base]. La "
- "instancia también debe ser adjuntada al escenario usando [method "
- "instance_set_scenario] para ser visible.\n"
- "En 2D, todos los objetos visibles son una especie de lienzo. Para ser "
- "visible, un elemento de lienzo debe ser el hijo de un lienzo unido a una "
- "ventana de visualización, o debe ser el hijo de otro elemento de lienzo que "
- "eventualmente se une al lienzo."
- #: doc/classes/VisualServer.xml
- msgid "Sets images to be rendered in the window margin."
- msgstr ""
- "Establece las imágenes que deben ser renderizadas en el margen de la ventana."
- #: doc/classes/VisualServer.xml
- msgid ""
- "Sets margin size, where black bars (or images, if [method "
- "black_bars_set_images] was used) are rendered."
- msgstr ""
- "Establece el tamaño del margen, en el que se renderizan las barras negras (o "
- "las imágenes, si se ha utilizado el [method black_bars_set_images])."
- #: doc/classes/VisualServer.xml
- msgid ""
- "Creates a camera and adds it to the VisualServer. It can be accessed with "
- "the RID that is returned. This RID will be used in all [code]camera_*[/code] "
- "VisualServer functions.\n"
- "Once finished with your RID, you will want to free the RID using the "
- "VisualServer's [method free_rid] static method."
- msgstr ""
- "Crea una cámara y la añade al VisualServer. Se puede acceder a ella con el "
- "RID que se devuelve. Este RID será usado en todas las funciones del "
- "[code]camera_*[/code] VisualServer.\n"
- "Una vez terminado el RID, querrás liberarlo usando el método estático "
- "[method free_rid] del VisualServer."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid ""
- "Sets the cull mask associated with this camera. The cull mask describes "
- "which 3D layers are rendered by this camera. Equivalent to [member Camera."
- "cull_mask]."
- msgstr ""
- "Establece la máscara de sacrificio asociada a esta cámara. La máscara de "
- "selección describe las capas 3D que son renderizadas por esta cámara. "
- "Equivalente a [member Camera.cull_mask]."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid ""
- "Sets the environment used by this camera. Equivalent to [member Camera."
- "environment]."
- msgstr ""
- "Establece el entorno utilizado por esta cámara. Equivalente a [member Camera."
- "environment]."
- #: doc/classes/VisualServer.xml
- msgid ""
- "Sets camera to use frustum projection. This mode allows adjusting the "
- "[code]offset[/code] argument to create \"tilted frustum\" effects."
- msgstr ""
- "Establece la cámara para usar la proyección de frustum. Este modo permite "
- "ajustar el argumento [code]offset[/code] para crear efectos de \"frustum "
- "inclinada\"."
- #: doc/classes/VisualServer.xml
- msgid ""
- "Sets camera to use orthogonal projection, also known as orthographic "
- "projection. Objects remain the same size on the screen no matter how far "
- "away they are."
- msgstr ""
- "Establece la cámara para usar la proyección ortogonal, también conocida como "
- "proyección ortográfica. Los objetos permanecen del mismo tamaño en la "
- "pantalla sin importar lo lejos que estén."
- #: doc/classes/VisualServer.xml
- msgid ""
- "Sets camera to use perspective projection. Objects on the screen becomes "
- "smaller when they are far away."
- msgstr ""
- "Establece la cámara para usar la proyección en perspectiva. Los objetos en "
- "la pantalla se hacen más pequeños cuando están lejos."
- #: doc/classes/VisualServer.xml
- msgid "Sets [Transform] of camera."
- msgstr "Establece la [Transform] de la cámara."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid ""
- "If [code]true[/code], preserves the horizontal aspect ratio which is "
- "equivalent to [constant Camera.KEEP_WIDTH]. If [code]false[/code], preserves "
- "the vertical aspect ratio which is equivalent to [constant Camera."
- "KEEP_HEIGHT]."
- msgstr ""
- "Si [code]true[/code], conserva la relación de aspecto horizontal que es "
- "equivalente a [constant Camera.KEEP_WIDTH]. Si [code]false[/code], preserva "
- "la relación de aspecto vertical que es equivalente a [constant Camera."
- "KEEP_HEIGHT]."
- #: doc/classes/VisualServer.xml
- msgid ""
- "Creates a canvas and returns the assigned [RID]. It can be accessed with the "
- "RID that is returned. This RID will be used in all [code]canvas_*[/code] "
- "VisualServer functions.\n"
- "Once finished with your RID, you will want to free the RID using the "
- "VisualServer's [method free_rid] static method."
- msgstr ""
- "Crea un lienzo y devuelve el [RID] asignado. Se puede acceder a él con el "
- "RID que se devuelve. Este RID se utilizará en todas las funciones del "
- "[code]canvas_*[/code] VisualServer.\n"
- "Una vez terminado el RID, querrás liberar el RID usando el método estático "
- "[method free_rid] de VisualServer."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid "Adds a circle command to the [CanvasItem]'s draw commands."
- msgstr "Despeja el [CanvasItem] y elimina todos los comandos en él."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid ""
- "If ignore is [code]true[/code], the VisualServer does not perform clipping."
- msgstr "Si [code]true[/code], la etiqueta utiliza el formato BBCode."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid "Adds a line command to the [CanvasItem]'s draw commands."
- msgstr "Establece un nuevo material para el [CanvasItem]."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid "Adds a mesh command to the [CanvasItem]'s draw commands."
- msgstr "Establece un nuevo material para el [CanvasItem]."
- #: doc/classes/VisualServer.xml
- msgid ""
- "Adds a [MultiMesh] to the [CanvasItem]'s draw commands. Only affects its "
- "aabb at the moment."
- msgstr ""
- #: doc/classes/VisualServer.xml
- msgid ""
- "Adds a nine patch image to the [CanvasItem]'s draw commands.\n"
- "See [NinePatchRect] for more explanation."
- msgstr ""
- #: doc/classes/VisualServer.xml
- msgid "Adds a particle system to the [CanvasItem]'s draw commands."
- msgstr ""
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid "Adds a polygon to the [CanvasItem]'s draw commands."
- msgstr "Despeja el [CanvasItem] y elimina todos los comandos en él."
- #: doc/classes/VisualServer.xml
- msgid ""
- "Adds a polyline, which is a line from multiple points with a width, to the "
- "[CanvasItem]'s draw commands."
- msgstr ""
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid "Adds a primitive to the [CanvasItem]'s draw commands."
- msgstr "Despeja el [CanvasItem] y elimina todos los comandos en él."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid "Adds a rectangle to the [CanvasItem]'s draw commands."
- msgstr "Establece un nuevo material para el [CanvasItem]."
- #: doc/classes/VisualServer.xml
- msgid ""
- "Adds a [Transform2D] command to the [CanvasItem]'s draw commands.\n"
- "This sets the extra_matrix uniform when executed. This affects the later "
- "commands of the canvas item."
- msgstr ""
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid "Adds a textured rect to the [CanvasItem]'s draw commands."
- msgstr "Añade una textura al [BitmapFont]."
- #: doc/classes/VisualServer.xml
- msgid ""
- "Adds a texture rect with region setting to the [CanvasItem]'s draw commands."
- msgstr ""
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid "Adds a triangle array to the [CanvasItem]'s draw commands."
- msgstr "Establece un nuevo material para el [CanvasItem]."
- #: doc/classes/VisualServer.xml
- msgid "Clears the [CanvasItem] and removes all commands in it."
- msgstr "Despeja el [CanvasItem] y elimina todos los comandos en él."
- #: doc/classes/VisualServer.xml
- msgid ""
- "Creates a new [CanvasItem] and returns its [RID]. It can be accessed with "
- "the RID that is returned. This RID will be used in all [code]canvas_item_*[/"
- "code] VisualServer functions.\n"
- "Once finished with your RID, you will want to free the RID using the "
- "VisualServer's [method free_rid] static method."
- msgstr ""
- "Crea un lienzo y devuelve el [RID] asignado. Se puede acceder a él con el "
- "RID que se devuelve. Este RID se utilizará en todas las funciones del "
- "[code]canvas_*[/code] VisualServer.\n"
- "Una vez terminado el RID, querrás liberar el RID usando el método estático "
- "[method free_rid] de VisualServer."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid "Sets clipping for the [CanvasItem]."
- msgstr "Establece el índice para el [CanvasItem]."
- #: doc/classes/VisualServer.xml
- msgid "Sets the [CanvasItem] to copy a rect to the backbuffer."
- msgstr "Establece el [CanvasItem] para copiar un rectángulo al backbuffer."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid "Defines a custom drawing rectangle for the [CanvasItem]."
- msgstr "Establece el índice para el [CanvasItem]."
- #: doc/classes/VisualServer.xml
- msgid ""
- "Enables the use of distance fields for GUI elements that are rendering "
- "distance field based fonts."
- msgstr ""
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid "Sets [CanvasItem] to be drawn behind its parent."
- msgstr "Si [code]true[/code], el objeto se dibuja detrás de su padre."
- #: doc/classes/VisualServer.xml
- msgid "Sets the index for the [CanvasItem]."
- msgstr "Establece el índice para el [CanvasItem]."
- #: doc/classes/VisualServer.xml
- msgid ""
- "The light mask. See [LightOccluder2D] for more information on light masks."
- msgstr ""
- "La máscara de luz. Vea [LightOccluder2D] para más información sobre las "
- "máscaras de luz."
- #: doc/classes/VisualServer.xml
- msgid "Sets a new material to the [CanvasItem]."
- msgstr "Establece un nuevo material para el [CanvasItem]."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid "Sets the color that modulates the [CanvasItem] and its children."
- msgstr "Establece el color de la sombra de la luz del canvas."
- #: doc/classes/VisualServer.xml
- msgid ""
- "Sets the parent for the [CanvasItem]. The parent can be another canvas item, "
- "or it can be the root canvas that is attached to the viewport."
- msgstr ""
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid "Sets the color that modulates the [CanvasItem] without children."
- msgstr "Establece el color de la sombra de la luz del canvas."
- #: doc/classes/VisualServer.xml
- msgid "Sets if [CanvasItem]'s children should be sorted by y-position."
- msgstr ""
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid "Sets the [CanvasItem]'s [Transform2D]."
- msgstr "Establece la luz del lienzo [Transform2D]."
- #: doc/classes/VisualServer.xml
- msgid "Sets if the [CanvasItem] uses its parent's material."
- msgstr "Establece si el [CanvasItem] utiliza el material de su padre."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid "Sets if the canvas item (including its children) is visible."
- msgstr "Ocultar el [CanvasItem] si es visible actualmente."
- #: doc/classes/VisualServer.xml
- msgid ""
- "If this is enabled, the Z index of the parent will be added to the "
- "children's Z index."
- msgstr ""
- "Si esto está activado, el índice Z del padre se añadirá al índice Z de los "
- "hijos."
- #: doc/classes/VisualServer.xml
- msgid ""
- "Sets the [CanvasItem]'s Z index, i.e. its draw order (lower indexes are "
- "drawn first)."
- msgstr ""
- "Establece el índice Z del [CanvasItem], es decir, su orden de dibujo (los "
- "índices inferiores se dibujan primero)."
- #: doc/classes/VisualServer.xml
- msgid ""
- "Attaches the canvas light to the canvas. Removes it from its previous canvas."
- msgstr "Une la luz del canvas al canvas. Lo quita de su canvas anterior."
- #: doc/classes/VisualServer.xml
- msgid ""
- "Creates a canvas light and adds it to the VisualServer. It can be accessed "
- "with the RID that is returned. This RID will be used in all "
- "[code]canvas_light_*[/code] VisualServer functions.\n"
- "Once finished with your RID, you will want to free the RID using the "
- "VisualServer's [method free_rid] static method."
- msgstr ""
- "Crea una luz de canvas y la añade al VisualServer. Se puede acceder a ella "
- "con el RID que se devuelve. Este RID se usará en todas las funciones del "
- "[code]canvas_light_*[/code] VisualServer.\n"
- "Una vez que hayas terminado con el RID, querrás liberarlo usando el método "
- "estático [method free_rid] de VisualServer."
- #: doc/classes/VisualServer.xml
- msgid ""
- "Attaches a light occluder to the canvas. Removes it from its previous canvas."
- msgstr "Adjunta un oclusor de luz al canvas. Lo quita de su canvas anterior."
- #: doc/classes/VisualServer.xml
- msgid ""
- "Creates a light occluder and adds it to the VisualServer. It can be accessed "
- "with the RID that is returned. This RID will be used in all "
- "[code]canvas_light_ocluder_*[/code] VisualServer functions.\n"
- "Once finished with your RID, you will want to free the RID using the "
- "VisualServer's [method free_rid] static method."
- msgstr ""
- "Crea un oclusor de luz y lo añade al VisualServer. Se puede acceder a él con "
- "el RID que se devuelve. Este RID se usará en todas las funciones del "
- "[code]canvas_light_ocluder_*[/code] VisualServer.\n"
- "Una vez terminado el RID, querrás liberarlo usando el método estático "
- "[method free_rid] de VisualServer."
- #: doc/classes/VisualServer.xml
- msgid "Enables or disables light occluder."
- msgstr "Activa o desactiva el oclusor de luz."
- #: doc/classes/VisualServer.xml
- msgid "Sets a light occluder's polygon."
- msgstr "Establece un polígono de oclusión de luz."
- #: doc/classes/VisualServer.xml
- msgid "Sets a light occluder's [Transform2D]."
- msgstr "Establece un oclusor de luz [Transform2D]."
- #: doc/classes/VisualServer.xml
- msgid "Sets the color for a light."
- msgstr "Establece el color de la luz."
- #: doc/classes/VisualServer.xml
- msgid "Enables or disables a canvas light."
- msgstr "Habilita o deshabilita una luz de canvas."
- #: doc/classes/VisualServer.xml
- msgid "Sets a canvas light's energy."
- msgstr "Establece la energía de la luz de un lienzo."
- #: doc/classes/VisualServer.xml
- msgid "Sets a canvas light's height."
- msgstr "Establece la altura de la luz de un canvas."
- #: doc/classes/VisualServer.xml
- msgid ""
- "The binary mask used to determine which layers this canvas light's shadows "
- "affects. See [LightOccluder2D] for more information on light masks."
- msgstr ""
- "La máscara binaria utilizada para determinar a qué capas afecta la sombra de "
- "la luz del canvas. Ver [LightOccluder2D] para más información sobre las "
- "máscaras de luz."
- #: doc/classes/VisualServer.xml
- msgid "The layer range that gets rendered with this light."
- msgstr "El rango de capas que se renderizan con esta luz."
- #: doc/classes/VisualServer.xml
- msgid "The mode of the light, see [enum CanvasLightMode] constants."
- msgstr "El modo de la luz, ver las constantes [enum CanvasLightMode]."
- #: doc/classes/VisualServer.xml
- msgid ""
- "Sets the texture's scale factor of the light. Equivalent to [member Light2D."
- "texture_scale]."
- msgstr ""
- "Establece el factor de escala de la textura de la luz. Equivalente a [member "
- "Light2D.texture_scale]."
- #: doc/classes/VisualServer.xml
- msgid ""
- "Sets the width of the shadow buffer, size gets scaled to the next power of "
- "two for this."
- msgstr ""
- "Establece el ancho del buffer de sombra, el tamaño se escala a la siguiente "
- "potencia de dos para esto."
- #: doc/classes/VisualServer.xml
- msgid "Sets the color of the canvas light's shadow."
- msgstr "Establece el color de la sombra de la luz del canvas."
- #: doc/classes/VisualServer.xml
- msgid "Enables or disables the canvas light's shadow."
- msgstr "Habilita o deshabilita la sombra de la luz del canvas."
- #: doc/classes/VisualServer.xml
- msgid ""
- "Sets the canvas light's shadow's filter, see [enum CanvasLightShadowFilter] "
- "constants."
- msgstr ""
- "Establece el filtro de la luz de la sombra del lienzo, ver las constantes de "
- "[enum CanvasLightShadowFilter]."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid "Sets the length of the shadow's gradient."
- msgstr "Devuelve la duración del flujo de audio en segundos."
- #: doc/classes/VisualServer.xml
- msgid "Smoothens the shadow. The lower, the smoother."
- msgstr "Suaviza la sombra. Cuanto más baja, más suave."
- #: doc/classes/VisualServer.xml
- msgid ""
- "Sets texture to be used by light. Equivalent to [member Light2D.texture]."
- msgstr ""
- "Establece la textura para ser usada por la luz. Equivalente a [member "
- "Light2D.texture]."
- #: doc/classes/VisualServer.xml
- msgid ""
- "Sets the offset of the light's texture. Equivalent to [member Light2D."
- "offset]."
- msgstr ""
- "Establece el desplazamiento de la textura de la luz. Equivalente a [member "
- "Light2D.offset]."
- #: doc/classes/VisualServer.xml
- msgid "Sets the canvas light's [Transform2D]."
- msgstr "Establece la luz del lienzo [Transform2D]."
- #: doc/classes/VisualServer.xml
- msgid ""
- "Sets the Z range of objects that will be affected by this light. Equivalent "
- "to [member Light2D.range_z_min] and [member Light2D.range_z_max]."
- msgstr ""
- "Establece el rango Z de los objetos que serán afectados por esta luz. "
- "Equivalente a [member Light2D.range_z_min] y [member Light2D.range_z_max]."
- #: doc/classes/VisualServer.xml
- msgid ""
- "Creates a new light occluder polygon and adds it to the VisualServer. It can "
- "be accessed with the RID that is returned. This RID will be used in all "
- "[code]canvas_occluder_polygon_*[/code] VisualServer functions.\n"
- "Once finished with your RID, you will want to free the RID using the "
- "VisualServer's [method free_rid] static method."
- msgstr ""
- "Crea un nuevo polígono oclusor de luz y lo añade al VisualServer. Se puede "
- "acceder a él con el RID que se devuelve. Este RID se usará en todas las "
- "funciones del [code]canvas_occluder_polygon_*[/code] VisualServer.\n"
- "Una vez terminado el RID, querrás liberarlo usando el método estático "
- "[method free_rid] de VisualServer."
- #: doc/classes/VisualServer.xml
- msgid ""
- "Sets an occluder polygons cull mode. See [enum "
- "CanvasOccluderPolygonCullMode] constants."
- msgstr ""
- "Establece un modo de selección de polígonos oclusores. Ver las constantes "
- "[enum CanvasOccluderPolygonCullMode]."
- #: doc/classes/VisualServer.xml
- msgid "Sets the shape of the occluder polygon."
- msgstr "Establece la forma del polígono oclusor."
- #: doc/classes/VisualServer.xml
- msgid "Sets the shape of the occluder polygon as lines."
- msgstr "Establece la forma del polígono oclusor como líneas."
- #: doc/classes/VisualServer.xml
- msgid ""
- "A copy of the canvas item will be drawn with a local offset of the mirroring "
- "[Vector2]."
- msgstr ""
- "Se dibujará una copia del objeto de canvas con un desplazamiento local del "
- "espejo [Vector2]."
- #: doc/classes/VisualServer.xml
- msgid "Modulates all colors in the given canvas."
- msgstr "Modula todos los colores en el canvas dado."
- #: doc/classes/VisualServer.xml
- msgid ""
- "Creates a directional light and adds it to the VisualServer. It can be "
- "accessed with the RID that is returned. This RID can be used in most "
- "[code]light_*[/code] VisualServer functions.\n"
- "Once finished with your RID, you will want to free the RID using the "
- "VisualServer's [method free_rid] static method.\n"
- "To place in a scene, attach this directional light to an instance using "
- "[method instance_set_base] using the returned RID."
- msgstr ""
- "Crea una luz direccional y la añade al VisualServer. Se puede acceder a ella "
- "con el RID que se devuelve. Este RID puede ser usado en la mayoría de las "
- "funciones de [code]light_*[/code] VisualServer.\n"
- "Una vez que hayas terminado con el RID, querrás liberarlo usando el método "
- "estático [method free_rid] de VisualServer.\n"
- "Para colocar en una escena, adjunta esta luz direccional a una instancia "
- "usando [method instance_set_base] usando el RID devuelto."
- #: doc/classes/VisualServer.xml
- msgid ""
- "Draws a frame. [i]This method is deprecated[/i], please use [method "
- "force_draw] instead."
- msgstr ""
- #: doc/classes/VisualServer.xml
- msgid ""
- "Creates an environment and adds it to the VisualServer. It can be accessed "
- "with the RID that is returned. This RID will be used in all "
- "[code]environment_*[/code] VisualServer functions.\n"
- "Once finished with your RID, you will want to free the RID using the "
- "VisualServer's [method free_rid] static method."
- msgstr ""
- "Crea un entorno y lo añade al VisualServer. Se puede acceder a él con el RID "
- "que se devuelve. Este RID se usará en todas las funciones de VisualServer de "
- "[code]environment_*[/code].\n"
- "Una vez terminado el RID, querrás liberarlo usando el método estático "
- "[method free_rid] de VisualServer."
- #: doc/classes/VisualServer.xml
- msgid ""
- "Sets the values to be used with the \"Adjustment\" post-process effect. See "
- "[Environment] for more details."
- msgstr ""
- "Establece los valores que se utilizarán con el efecto de post-proceso de "
- "\"Ajuste\". Ver [Environment] para más detalles."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid "Sets the ambient light parameters. See [Environment] for more details."
- msgstr ""
- "Establece las variables a utilizar con la niebla de la escena. Ver "
- "[Environment] para más detalles."
- #: doc/classes/VisualServer.xml
- msgid ""
- "Sets the [i]BGMode[/i] of the environment. Equivalent to [member Environment."
- "background_mode]."
- msgstr ""
- "Establece el [i]BGMode[/i] del medio ambiente. Equivalente a [member "
- "Environment.background_mode]."
- #: doc/classes/VisualServer.xml
- msgid ""
- "Color displayed for clear areas of the scene (if using Custom color or "
- "Color+Sky background modes)."
- msgstr ""
- "Color mostrado para áreas claras de la escena (si se utilizan los modos de "
- "fondo Color personalizado o Color+Sky)."
- #: doc/classes/VisualServer.xml
- msgid "Sets the intensity of the background color."
- msgstr "Establece la intensidad del color de fondo."
- #: doc/classes/VisualServer.xml
- msgid "Sets the maximum layer to use if using Canvas background mode."
- msgstr ""
- "Establece la capa máxima a usar si se utiliza el modo de fondo de canvas."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid ""
- "Sets the values to be used with the \"DoF Far Blur\" post-process effect. "
- "See [Environment] for more details."
- msgstr ""
- "Establece los valores que se utilizarán con el efecto de post-proceso de "
- "\"Ajuste\". Ver [Environment] para más detalles."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid ""
- "Sets the values to be used with the \"DoF Near Blur\" post-process effect. "
- "See [Environment] for more details."
- msgstr ""
- "Establece las variables que se utilizarán con el efecto de post-proceso "
- "\"tonemap\". Ver [Environment] para más detalles."
- #: doc/classes/VisualServer.xml
- msgid ""
- "Sets the variables to be used with the scene fog. See [Environment] for more "
- "details."
- msgstr ""
- "Establece las variables a utilizar con la niebla de la escena. Ver "
- "[Environment] para más detalles."
- #: doc/classes/VisualServer.xml
- msgid ""
- "Sets the variables to be used with the fog depth effect. See [Environment] "
- "for more details."
- msgstr ""
- "Establece las variables a utilizar con el efecto de profundidad de la "
- "niebla. Ver [Environment] para más detalles."
- #: doc/classes/VisualServer.xml
- msgid ""
- "Sets the variables to be used with the fog height effect. See [Environment] "
- "for more details."
- msgstr ""
- "Establece las variables a utilizar con el efecto de la altura de la niebla. "
- "Ver [Environment] para más detalles."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid ""
- "Sets the variables to be used with the \"glow\" post-process effect. See "
- "[Environment] for more details."
- msgstr ""
- "Establece las variables que se utilizarán con el efecto de post-proceso "
- "\"tonemap\". Ver [Environment] para más detalles."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid ""
- "Sets the [Sky] to be used as the environment's background when using "
- "[i]BGMode[/i] sky. Equivalent to [member Environment.background_sky]."
- msgstr ""
- "Establece el [Sky] para ser usado como fondo del ambiente cuando se usa el "
- "[i]BGMode[/i] cielo. Equivalente a [member Environment.sky]."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid ""
- "Sets a custom field of view for the background [Sky]. Equivalent to [member "
- "Environment.background_sky_custom_fov]."
- msgstr ""
- "Establece un campo de visión personalizado para el fondo [Sky]. Equivalente "
- "a [member Environment.sky_custom_fov]."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid ""
- "Sets the rotation of the background [Sky] expressed as a [Basis]. Equivalent "
- "to [member Environment.background_sky_orientation]."
- msgstr ""
- "Establece la rotación del fondo [Sky] expresada como una [Basis]. "
- "Equivalente a [member Environment.sky_rotation], donde el vector de rotación "
- "se utiliza para construir la [Basis]."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid ""
- "Sets the variables to be used with the \"Screen Space Ambient Occlusion "
- "(SSAO)\" post-process effect. See [Environment] for more details."
- msgstr ""
- "Establece las variables que se utilizarán con el efecto de post-proceso "
- "\"reflejos del espacio de la pantalla\". Ver [Environment] para más detalles."
- #: doc/classes/VisualServer.xml
- msgid ""
- "Sets the variables to be used with the \"screen space reflections\" post-"
- "process effect. See [Environment] for more details."
- msgstr ""
- "Establece las variables que se utilizarán con el efecto de post-proceso "
- "\"reflejos del espacio de la pantalla\". Ver [Environment] para más detalles."
- #: doc/classes/VisualServer.xml
- msgid ""
- "Sets the variables to be used with the \"tonemap\" post-process effect. See "
- "[Environment] for more details."
- msgstr ""
- "Establece las variables que se utilizarán con el efecto de post-proceso "
- "\"tonemap\". Ver [Environment] para más detalles."
- #: doc/classes/VisualServer.xml
- msgid "Removes buffers and clears testcubes."
- msgstr "Elimina los buffers y limpia los cubos de test."
- #: doc/classes/VisualServer.xml
- msgid ""
- "Forces a frame to be drawn when the function is called. Drawing a frame "
- "updates all [Viewport]s that are set to update. Use with extreme caution."
- msgstr ""
- "Fuerza a dibujar un fotograma cuando se llama a la función. Dibujar un marco "
- "actualiza todos los [Viewport]s que están configurados para actualizarse. "
- "Utilícelo con extrema precaución."
- #: doc/classes/VisualServer.xml
- msgid "Synchronizes threads."
- msgstr "Sincroniza los hilos."
- #: doc/classes/VisualServer.xml
- msgid "Tries to free an object in the VisualServer."
- msgstr "Intenta liberar un objeto en el VisualServer."
- #: doc/classes/VisualServer.xml
- msgid "Returns a certain information, see [enum RenderInfo] for options."
- msgstr ""
- "Devuelve cierta información, véase [enum RenderInfo] para las opciones."
- #: doc/classes/VisualServer.xml
- msgid "Returns the id of the test cube. Creates one if none exists."
- msgstr ""
- "Devuelve la identificación del cubo de test. Crea uno si no existe ninguno."
- #: doc/classes/VisualServer.xml
- msgid "Returns the id of the test texture. Creates one if none exists."
- msgstr ""
- "Devuelve la identificación de la textura de prueba. Crea una si no existe "
- "ninguna."
- #: doc/classes/VisualServer.xml
- msgid ""
- "Returns the name of the video adapter (e.g. \"GeForce GTX 1080/PCIe/"
- "SSE2\").\n"
- "[b]Note:[/b] When running a headless or server binary, this function returns "
- "an empty string."
- msgstr ""
- "Devuelve el nombre del adaptador de vídeo (por ejemplo, \"GeForce GTX 1080/"
- "PCIe/SSE2\").\n"
- "[b]Nota:[/b] Cuando se ejecuta un binario headless o de servidor, esta "
- "función devuelve una string vacía."
- #: doc/classes/VisualServer.xml
- msgid ""
- "Returns the vendor of the video adapter (e.g. \"NVIDIA Corporation\").\n"
- "[b]Note:[/b] When running a headless or server binary, this function returns "
- "an empty string."
- msgstr ""
- "Devuelve el proveedor del adaptador de vídeo (por ejemplo, \"NVIDIA "
- "Corporation\").\n"
- "[b]Nota:[/b] Cuando se ejecuta un binario headless o de servidor, esta "
- "función devuelve una string vacía."
- #: doc/classes/VisualServer.xml
- msgid "Returns the id of a white texture. Creates one if none exists."
- msgstr ""
- "Devuelve la identificación de una textura blanca. Crea una si no existe "
- "ninguna."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid ""
- "Creates a GI probe and adds it to the VisualServer. It can be accessed with "
- "the RID that is returned. This RID will be used in all [code]gi_probe_*[/"
- "code] VisualServer functions.\n"
- "Once finished with your RID, you will want to free the RID using the "
- "VisualServer's [method free_rid] static method.\n"
- "To place in a scene, attach this GI probe to an instance using [method "
- "instance_set_base] using the returned RID."
- msgstr ""
- "Crea una sonda de reflexión y la añade al VisualServer. Se puede acceder a "
- "ella con el RID que se devuelve. Este RID se utilizará en todas las "
- "funciones del [code]reflection_probe_*[/code] VisualServer.\n"
- "Una vez que hayas terminado con el RID, querrás liberarlo usando el método "
- "estático [method free_rid] del VisualServer.\n"
- "Para colocarla en una escena, adjunta esta sonda de reflexión a una "
- "instancia usando [method instance_set_base] usando el RID devuelto."
- #: doc/classes/VisualServer.xml
- msgid ""
- "Returns the bias value for the GI probe. Bias is used to avoid self "
- "occlusion. Equivalent to [member GIProbeData.bias]."
- msgstr ""
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid ""
- "Returns the axis-aligned bounding box that covers the full extent of the GI "
- "probe."
- msgstr ""
- "Devuelve el cuadro delimitador alineado con el eje que contiene todas las "
- "partículas que están activas en el cuadro actual."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid "Returns the cell size set by [method gi_probe_set_cell_size]."
- msgstr "Restaurar el estado guardado por [method get_state]."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid "Returns the data used by the GI probe."
- msgstr "Devuelve el espacio asignado a la zona."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid ""
- "Returns the dynamic range set for this GI probe. Equivalent to [member "
- "GIProbe.dynamic_range]."
- msgstr ""
- "Establece el entorno utilizado por esta cámara. Equivalente a [member Camera."
- "environment]."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid ""
- "Returns the energy multiplier for this GI probe. Equivalent to [member "
- "GIProbe.energy]."
- msgstr ""
- "Establece la relación de explosividad. Equivalente a [member de GPUParticles."
- "explosiveness]."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid ""
- "Returns the normal bias for this GI probe. Equivalent to [member GIProbe."
- "normal_bias]."
- msgstr ""
- "Establece la transformación espacial del mundo de la instancia. Equivalente "
- "a [member Spatial.transform]."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid ""
- "Returns the propagation value for this GI probe. Equivalent to [member "
- "GIProbe.propagation]."
- msgstr ""
- "Establece la relación de explosividad. Equivalente a [member de GPUParticles."
- "explosiveness]."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid "Returns the Transform set by [method gi_probe_set_to_cell_xform]."
- msgstr ""
- "Devuelve la normalidad para el punto devuelto por [method get_closest_point]."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid ""
- "Returns [code]true[/code] if the GI probe data associated with this GI probe "
- "is compressed. Equivalent to [member GIProbe.compress]."
- msgstr ""
- "Devuelve [code]true[/code] si el precargador contiene un recurso asociado a "
- "[code]name[/code]."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid ""
- "Returns [code]true[/code] if the GI probe is set to interior, meaning it "
- "does not account for sky light. Equivalent to [member GIProbe.interior]."
- msgstr ""
- "Si [code]true[/code], los reflejos ignorarán la contribución del cielo. "
- "Equivalente a [member ReflectionProbe.interior]."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid ""
- "Sets the bias value to avoid self-occlusion. Equivalent to [member GIProbe."
- "bias]."
- msgstr ""
- "Establece el número de pases de dibujo a utilizar. Equivalente a [member de "
- "GPUParticles.draw_passes]."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid ""
- "Sets the axis-aligned bounding box that covers the extent of the GI probe."
- msgstr ""
- "Devuelve el cuadro delimitador alineado con el eje que contiene todas las "
- "partículas que están activas en el cuadro actual."
- #: doc/classes/VisualServer.xml
- msgid "Sets the size of individual cells within the GI probe."
- msgstr ""
- #: doc/classes/VisualServer.xml
- msgid ""
- "Sets the compression setting for the GI probe data. Compressed data will "
- "take up less space but may look worse. Equivalent to [member GIProbe."
- "compress]."
- msgstr ""
- #: doc/classes/VisualServer.xml
- msgid ""
- "Sets the data to be used in the GI probe for lighting calculations. Normally "
- "this is created and called internally within the [GIProbe] node. You should "
- "not try to set this yourself."
- msgstr ""
- #: doc/classes/VisualServer.xml
- msgid ""
- "Sets the dynamic range of the GI probe. Dynamic range sets the limit for how "
- "bright lights can be. A smaller range captures greater detail but limits how "
- "bright lights can be. Equivalent to [member GIProbe.dynamic_range]."
- msgstr ""
- #: doc/classes/VisualServer.xml
- msgid ""
- "Sets the energy multiplier for this GI probe. A higher energy makes the "
- "indirect light from the GI probe brighter. Equivalent to [member GIProbe."
- "energy]."
- msgstr ""
- #: doc/classes/VisualServer.xml
- msgid ""
- "Sets the interior value of this GI probe. A GI probe set to interior does "
- "not include the sky when calculating lighting. Equivalent to [member GIProbe."
- "interior]."
- msgstr ""
- #: doc/classes/VisualServer.xml
- msgid ""
- "Sets the normal bias for this GI probe. Normal bias behaves similar to the "
- "other form of bias and may help reduce self-occlusion. Equivalent to [member "
- "GIProbe.normal_bias]."
- msgstr ""
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid ""
- "Sets the propagation of light within this GI probe. Equivalent to [member "
- "GIProbe.propagation]."
- msgstr ""
- "Establece el desplazamiento de la textura de la luz. Equivalente a [member "
- "Light2D.offset]."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid "Sets the to cell [Transform] for this GI probe."
- msgstr "Establece la [Transform] del dueño de la forma dada."
- #: doc/classes/VisualServer.xml
- msgid ""
- "Returns [code]true[/code] if changes have been made to the VisualServer's "
- "data. [method draw] is usually called if this happens.\n"
- "As changes are registered as either high or low priority (e.g. dynamic "
- "shaders), this function takes an optional argument to query either low or "
- "high priority changes, or any changes."
- msgstr ""
- #: doc/classes/VisualServer.xml
- msgid "Not yet implemented. Always returns [code]false[/code]."
- msgstr "Aún no se ha implementado. Siempre devuelve [code]false[/code]."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid ""
- "Returns [code]true[/code] if the OS supports a certain feature. Features "
- "might be [code]s3tc[/code], [code]etc[/code], [code]etc2[/code], "
- "[code]pvrtc[/code] and [code]skinning_fallback[/code].\n"
- "When rendering with GLES2, returns [code]true[/code] with "
- "[code]skinning_fallback[/code] in case the hardware doesn't support the "
- "default GPU skinning process."
- msgstr ""
- "Devuelve [code]true[/code] si el sistema operativo soporta una determinada "
- "característica. Las características pueden ser [code]s3tc[/code], [code]etc[/"
- "code], [code]etc2[/code] y [code]pvrtc[/code]."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid ""
- "Sets up [ImmediateGeometry] internals to prepare for drawing. Equivalent to "
- "[method ImmediateGeometry.begin]."
- msgstr ""
- "Establec las partes internas de [ImmediateGeometry] para preparar el "
- "dibujado. Equivalente a [method ImmediateGeometry.begin]."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid ""
- "Clears everything that was set up between [method immediate_begin] and "
- "[method immediate_end]. Equivalent to [method ImmediateGeometry.clear]."
- msgstr ""
- "Borra todo lo que se estableció entre [method immediate_begin] y [method "
- "immediate_end]. Equivalente a [method ImmediateGeometry.clear]."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid ""
- "Sets the color to be used with next vertex. Equivalent to [method "
- "ImmediateGeometry.set_color]."
- msgstr ""
- "Establece el color que se usará con el próximo vértice. Equivalente a "
- "[method ImmediateGeometry.set_color]."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid ""
- "Creates an immediate geometry and adds it to the VisualServer. It can be "
- "accessed with the RID that is returned. This RID will be used in all "
- "[code]immediate_*[/code] VisualServer functions.\n"
- "Once finished with your RID, you will want to free the RID using the "
- "VisualServer's [method free_rid] static method.\n"
- "To place in a scene, attach this immediate geometry to an instance using "
- "[method instance_set_base] using the returned RID."
- msgstr ""
- "Crea una geometría inmediata y la añade al VisualServer. Se puede acceder a "
- "ella con el RID que se devuelve. Este RID se usará en todas las funciones "
- "del [code]immediate_*[/code] VisualServer.\n"
- "Una vez terminado el RID, querrás liberarlo usando el método estático "
- "[method free_rid] de VisualServer.\n"
- "Para colocar en una escena, adjunta esta geometría inmediata a una instancia "
- "usando [method instance_set_base] usando el RID devuelto."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid ""
- "Ends drawing the [ImmediateGeometry] and displays it. Equivalent to [method "
- "ImmediateGeometry.end]."
- msgstr ""
- "Termina de dibujar la [ImmediateGeometry] y la muestra. Equivalente a "
- "[method ImmediateGeometry.end]."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid "Returns the material assigned to the [ImmediateGeometry]."
- msgstr "Devuelve el material asignado a la [ImmediateGeometry]."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid ""
- "Sets the normal to be used with next vertex. Equivalent to [method "
- "ImmediateGeometry.set_normal]."
- msgstr ""
- "Establece la normalidad para ser usada con el siguiente vértice. Equivalente "
- "a [method ImmediateGeometry.set_normal]."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid "Sets the material to be used to draw the [ImmediateGeometry]."
- msgstr ""
- "Establece el material que se utilizará para dibujar la [ImmediateGeometry]."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid ""
- "Sets the tangent to be used with next vertex. Equivalent to [method "
- "ImmediateGeometry.set_tangent]."
- msgstr ""
- "Establece la tangente que se usará con el siguiente vértice. Equivalente a "
- "[method ImmediateGeometry.set_tangent]."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid ""
- "Sets the UV to be used with next vertex. Equivalent to [method "
- "ImmediateGeometry.set_uv]."
- msgstr ""
- "Establece el UV para ser usado con el siguiente vértice. Equivalente a "
- "[method ImmediateGeometry.set_uv]."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid ""
- "Sets the UV2 to be used with next vertex. Equivalent to [method "
- "ImmediateGeometry.set_uv2]."
- msgstr ""
- "Establece el UV2 para ser usado con el siguiente vértice. Equivalente a "
- "[method ImmediateGeometry.set_uv2]."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid ""
- "Adds the next vertex using the information provided in advance. Equivalent "
- "to [method ImmediateGeometry.add_vertex]."
- msgstr ""
- "Añade el siguiente vértice utilizando la información proporcionada por "
- "adelantado. Equivalente a [method ImmediateGeometry.add_vertex]."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid ""
- "Adds the next vertex using the information provided in advance. This is a "
- "helper class that calls [method immediate_vertex] under the hood. Equivalent "
- "to [method ImmediateGeometry.add_vertex]."
- msgstr ""
- "Añade el siguiente vértice utilizando la información proporcionada por "
- "adelantado. Esta es una clase de ayuda que llama a [method immediate_vertex] "
- "bajo el capó. Equivalente a [method ImmediateGeometry.add_vertex]."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid ""
- "Initializes the visual server. This function is called internally by "
- "platform-dependent code during engine initialization. If called from a "
- "running game, it will not do anything."
- msgstr ""
- "Inicializa el servidor de renderizado. Esta función es llamada internamente "
- "por el código dependiente de la plataforma durante la inicialización del "
- "motor. Si se llama desde un juego en ejecución, no hará nada."
- #: doc/classes/VisualServer.xml
- msgid ""
- "Attaches a unique Object ID to instance. Object ID must be attached to "
- "instance for proper culling with [method instances_cull_aabb], [method "
- "instances_cull_convex], and [method instances_cull_ray]."
- msgstr ""
- "Adjunta una identificación de objeto única a la instancia. El ID de objeto "
- "debe adjuntarse a la instancia para una correcta selección con [method "
- "instances_cull_aabb], [method instances_cull_convex], y [method "
- "instances_cull_ray]."
- #: doc/classes/VisualServer.xml
- msgid ""
- "Attaches a skeleton to an instance. Removes the previous skeleton from the "
- "instance."
- msgstr ""
- "Adjunta un esqueleto a una instancia. Elimina el esqueleto anterior de la "
- "instancia."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid ""
- "Creates a visual instance and adds it to the VisualServer. It can be "
- "accessed with the RID that is returned. This RID will be used in all "
- "[code]instance_*[/code] VisualServer functions.\n"
- "Once finished with your RID, you will want to free the RID using the "
- "VisualServer's [method free_rid] static method.\n"
- "An instance is a way of placing a 3D object in the scenario. Objects like "
- "particles, meshes, and reflection probes need to be associated with an "
- "instance to be visible in the scenario using [method instance_set_base]."
- msgstr ""
- "Crea una instancia visual y la añade al VisualServer. Se puede acceder a "
- "ella con el RID que se devuelve. Este RID se usará en todas las funciones de "
- "[code]instance_*[/code] VisualServer.\n"
- "Una vez que hayas terminado con el RID, querrás liberarlo usando el método "
- "estático [method free_rid] de VisualServer.\n"
- "Una instancia es una forma de colocar un objeto 3D en el escenario. Objetos "
- "como partículas, mallas y sondas de reflexión necesitan ser asociados a una "
- "instancia para ser visibles en el escenario usando [method "
- "instance_set_base]."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid ""
- "Creates a visual instance, adds it to the VisualServer, and sets both base "
- "and scenario. It can be accessed with the RID that is returned. This RID "
- "will be used in all [code]instance_*[/code] VisualServer functions.\n"
- "Once finished with your RID, you will want to free the RID using the "
- "VisualServer's [method free_rid] static method."
- msgstr ""
- "Crea una instancia visual, la agrega al VisualServer, y establece tanto la "
- "base como el escenario. Se puede acceder a ella con el RID que se devuelve. "
- "Este RID se usará en todas las funciones de VisualServer de "
- "[code]instance_*[/code].\n"
- "Una vez terminado el RID, querrás liberarlo usando el método estático de "
- "VisualServer [method free_rid]."
- #: doc/classes/VisualServer.xml
- msgid "Not implemented in Godot 3.x."
- msgstr "No se implementó en Godot 3.x."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid ""
- "Sets the shadow casting setting to one of [enum ShadowCastingSetting]. "
- "Equivalent to [member GeometryInstance.cast_shadow]."
- msgstr ""
- "Establece la configuración del lanzamiento de sombras en uno de [enum "
- "ShadowCastingSetting]. Equivalente a [member GeometryInstance.cast_shadow]."
- #: doc/classes/VisualServer.xml
- msgid ""
- "Sets the flag for a given [enum InstanceFlags]. See [enum InstanceFlags] for "
- "more details."
- msgstr ""
- "Establece la bandera de un determinado [enum InstanceFlags]. Vea [enum "
- "InstanceFlags] para más detalles."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid ""
- "Sets a material that will be rendered for all surfaces on top of active "
- "materials for the mesh associated with this instance. Equivalent to [member "
- "GeometryInstance.material_overlay]."
- msgstr ""
- "Establece un material que sobrescribirá el material para todas las "
- "superficies de la malla asociada a este caso. Equivalente a [member "
- "GeometryInstance.material_override]."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid ""
- "Sets a material that will override the material for all surfaces on the mesh "
- "associated with this instance. Equivalent to [member GeometryInstance."
- "material_override]."
- msgstr ""
- "Establece un material que sobrescribirá el material para todas las "
- "superficies de la malla asociada a este caso. Equivalente a [member "
- "GeometryInstance.material_override]."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid ""
- "Sets the base of the instance. A base can be any of the 3D objects that are "
- "created in the VisualServer that can be displayed. For example, any of the "
- "light types, mesh, multimesh, immediate geometry, particle system, "
- "reflection probe, lightmap capture, and the GI probe are all types that can "
- "be set as the base of an instance in order to be displayed in the scenario."
- msgstr ""
- "Establece la base de la instancia. Una base puede ser cualquiera de los "
- "objetos 3D que se crean en el VisualServer que se pueden mostrar. Por "
- "ejemplo, cualquiera de los tipos de luz, malla, multimalla, geometría "
- "inmediata, sistema de partículas, sonda de reflexión, mapa de luz y la sonda "
- "GI son todos los tipos que se pueden establecer como la base de una "
- "instancia para ser mostrados en el escenario."
- #: doc/classes/VisualServer.xml
- msgid "Sets the weight for a given blend shape associated with this instance."
- msgstr ""
- "Establece el peso de una determinada forma de mezcla asociada a este caso."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid ""
- "Sets a custom AABB to use when culling objects from the view frustum. "
- "Equivalent to [method GeometryInstance.set_custom_aabb]."
- msgstr ""
- "Establece un AABB personalizado para usar cuando se seleccionan objetos del "
- "frustum de la vista. Equivalente a [method GeometryInstance.set_custom_aabb]."
- #: doc/classes/VisualServer.xml
- msgid "Function not implemented in Godot 3.x."
- msgstr "Función no implementada en Godot 3.x."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid ""
- "Sets a margin to increase the size of the AABB when culling objects from the "
- "view frustum. This allows you to avoid culling objects that fall outside the "
- "view frustum. Equivalent to [member GeometryInstance.extra_cull_margin]."
- msgstr ""
- "Establece un margen para aumentar el tamaño del AABB cuando se seleccionan "
- "los objetos del frustum de la vista. Esto le permite evitar la selección de "
- "objetos que caen fuera de la capa de hielo. Equivalente a [member "
- "GeometryInstance.extra_cull_margin]."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid ""
- "Sets the render layers that this instance will be drawn to. Equivalent to "
- "[member VisualInstance.layers]."
- msgstr ""
- "Establece las capas de representación a las que se dibujará esta instancia. "
- "Equivalente a [member VisualInstance.layers]."
- #: doc/classes/VisualServer.xml
- msgid ""
- "Sets the scenario that the instance is in. The scenario is the 3D world that "
- "the objects will be displayed in."
- msgstr ""
- "Establece el escenario en el que se encuentra la instancia. El escenario es "
- "el mundo tridimensional en el que se mostrarán los objetos."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid ""
- "Sets the material of a specific surface. Equivalent to [method MeshInstance."
- "set_surface_material]."
- msgstr ""
- "Establece el material de una superficie específica. Equivalente al [method "
- "MeshInstance.set_surface_material]."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid ""
- "Sets the world space transform of the instance. Equivalent to [member "
- "Spatial.transform]."
- msgstr ""
- "Establece la transformación espacial del mundo de la instancia. Equivalente "
- "a [member Spatial.transform]."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid "Sets the lightmap to use with this instance."
- msgstr "Establece la piel que se utilizará en esta instancia."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid ""
- "Sets whether an instance is drawn or not. Equivalent to [member Spatial."
- "visible]."
- msgstr ""
- "Establece si una instancia se dibuja o no. Equivalente a [member Spatial."
- "visible]."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid ""
- "Returns an array of object IDs intersecting with the provided AABB. Only "
- "visual 3D nodes are considered, such as [MeshInstance] or "
- "[DirectionalLight]. Use [method @GDScript.instance_from_id] to obtain the "
- "actual nodes. A scenario RID must be provided, which is available in the "
- "[World] you want to query. This forces an update for all resources queued to "
- "update.\n"
- "[b]Warning:[/b] This function is primarily intended for editor usage. For in-"
- "game use cases, prefer physics collision."
- msgstr ""
- "Devuelve un array de IDs de objetos que se cruzan con el AABB proporcionado. "
- "Sólo se consideran los nodos visuales 3D, como [MeshInstance] o "
- "[DirectionalLight]. Utiliza [method @GDScript.instance_from_id] para obtener "
- "los nodos reales. Se debe proporcionar un escenario RID, que está disponible "
- "en el [World] que se desea consultar. Esto obliga a actualizar todos los "
- "recursos que están en cola.\n"
- "[b]Advertencia:[/b] Esta función está pensada principalmente para el uso del "
- "editor. Para casos de uso en el juego, prefiera la colisión física."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid ""
- "Returns an array of object IDs intersecting with the provided convex shape. "
- "Only visual 3D nodes are considered, such as [MeshInstance] or "
- "[DirectionalLight]. Use [method @GDScript.instance_from_id] to obtain the "
- "actual nodes. A scenario RID must be provided, which is available in the "
- "[World] you want to query. This forces an update for all resources queued to "
- "update.\n"
- "[b]Warning:[/b] This function is primarily intended for editor usage. For in-"
- "game use cases, prefer physics collision."
- msgstr ""
- "Devuelve un array de IDs de objetos que se intersectan con la forma convexa "
- "proporcionada. Sólo se consideran los nodos visuales 3D, como [MeshInstance] "
- "o [DirectionalLight]. Utilice [method @GDScript.instance_from_id] para "
- "obtener los nodos reales. Se debe proporcionar un escenario RID, que está "
- "disponible en el [World] que se desea consultar. Esto obliga a actualizar "
- "todos los recursos que están en cola.\n"
- "[b]Advertencia:[/b] Esta función está pensada principalmente para el uso del "
- "editor. Para casos de uso en el juego, prefiera la colisión física."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid ""
- "Returns an array of object IDs intersecting with the provided 3D ray. Only "
- "visual 3D nodes are considered, such as [MeshInstance] or "
- "[DirectionalLight]. Use [method @GDScript.instance_from_id] to obtain the "
- "actual nodes. A scenario RID must be provided, which is available in the "
- "[World] you want to query. This forces an update for all resources queued to "
- "update.\n"
- "[b]Warning:[/b] This function is primarily intended for editor usage. For in-"
- "game use cases, prefer physics collision."
- msgstr ""
- "Devuelve una serie de identificaciones de objetos que se intersectan con el "
- "rayo 3D proporcionado. Sólo se consideran los nodos 3D visuales, como "
- "[MeshInstance] o [DirectionalLight]. Utilice [method @GDScript."
- "instance_from_id] para obtener los nodos reales. Se debe proporcionar un "
- "escenario RID, que está disponible en el [World] que se desea consultar. "
- "Esto obliga a actualizar todos los recursos que están en cola.\n"
- "[b]Advertencia:[/b] Esta función está pensada principalmente para el uso del "
- "editor. Para casos de uso en el juego, prefiera la colisión física."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid ""
- "If [code]true[/code], this directional light will blend between shadow map "
- "splits resulting in a smoother transition between them. Equivalent to "
- "[member DirectionalLight.directional_shadow_blend_splits]."
- msgstr ""
- "Si [code]true[/code], esta luz direccional se mezclará entre las divisiones "
- "del mapa de sombras resultando en una transición más suave entre ellas. "
- "Equivalente a [member DirectionalLight.directional_shadow_blend_splits]."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid ""
- "Sets the shadow depth range mode for this directional light. Equivalent to "
- "[member DirectionalLight.directional_shadow_depth_range]. See [enum "
- "LightDirectionalShadowDepthRangeMode] for options."
- msgstr ""
- "Establece el modo de alcance de la profundidad de la sombra para esta luz "
- "direccional. Equivalente a [member DirectionalLight."
- "directional_shadow_depth_range]. Vea [enum "
- "LightDirectionalShadowDepthRangeMode] para las opciones."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid ""
- "Sets the shadow mode for this directional light. Equivalent to [member "
- "DirectionalLight.directional_shadow_mode]. See [enum "
- "LightDirectionalShadowMode] for options."
- msgstr ""
- "Establece el modo de sombra para esta luz direccional. Equivalente a [member "
- "DirectionalLight.modo_sombra_direccional]. Ver [enum "
- "LightDirectionalShadowMode] para las opciones."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid ""
- "Sets whether to use vertical or horizontal detail for this omni light. This "
- "can be used to alleviate artifacts in the shadow map. Equivalent to [member "
- "OmniLight.omni_shadow_detail]."
- msgstr ""
- "Establece si se debe usar un paraboloide dual o un mapa de cubos para el "
- "mapa de sombras. El paraboloide dual es más rápido pero puede sufrir de "
- "artefactos. Equivalente a [member OmniLight.omni_shadow_mode]."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid ""
- "Sets whether to use a dual paraboloid or a cubemap for the shadow map. Dual "
- "paraboloid is faster but may suffer from artifacts. Equivalent to [member "
- "OmniLight.omni_shadow_mode]."
- msgstr ""
- "Establece si se debe usar un paraboloide dual o un mapa de cubos para el "
- "mapa de sombras. El paraboloide dual es más rápido pero puede sufrir de "
- "artefactos. Equivalente a [member OmniLight.omni_shadow_mode]."
- #: doc/classes/VisualServer.xml
- msgid ""
- "Sets the bake mode for this light, see [enum LightBakeMode] for options. The "
- "bake mode affects how the light will be baked in [BakedLightmap]s and "
- "[GIProbe]s."
- msgstr ""
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid "Sets the color of the light. Equivalent to [member Light.light_color]."
- msgstr ""
- "Establece el color de la luz. Equivalente a [member Light.light_color]."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid ""
- "Sets the cull mask for this Light. Lights only affect objects in the "
- "selected layers. Equivalent to [member Light.light_cull_mask]."
- msgstr ""
- "Establece la máscara de selección para este Light. Las luces sólo afectan a "
- "los objetos de las capas seleccionadas. Equivalente a [member Light."
- "light_cull_mask]."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid ""
- "If [code]true[/code], light will subtract light instead of adding light. "
- "Equivalent to [member Light.light_negative]."
- msgstr ""
- "Si [code]true[/code], la luz restará luz en lugar de añadirla. Equivalente a "
- "[member Light.light_negative]."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid ""
- "Sets the specified light parameter. See [enum LightParam] for options. "
- "Equivalent to [method Light.set_param]."
- msgstr ""
- "Establece el parámetro de luz especificado. Ver [enum LightParam] para las "
- "opciones. Equivalente a [method Light.set_param]."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid ""
- "If [code]true[/code], reverses the backface culling of the mesh. This can be "
- "useful when you have a flat mesh that has a light behind it. If you need to "
- "cast a shadow on both sides of the mesh, set the mesh to use double sided "
- "shadows with [method instance_geometry_set_cast_shadows_setting]. Equivalent "
- "to [member Light.shadow_reverse_cull_face]."
- msgstr ""
- "Si [code]true[/code], invierte la selección de la malla. Esto puede ser útil "
- "cuando se tiene una malla plana que tiene una luz detrás de ella. Si "
- "necesitas proyectar una sombra en ambos lados de la malla, establece la "
- "malla para usar sombras de doble cara con [method "
- "instance_geometry_set_cast_shadows_setting]. Equivalente a [member Light."
- "shadow_reverse_cull_face]."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid ""
- "If [code]true[/code], light will cast shadows. Equivalent to [member Light."
- "shadow_enabled]."
- msgstr ""
- "Si [code]true[/code], la luz proyectará sombras. Equivalente a [member Light."
- "shadow_enabled]."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid ""
- "Sets the color of the shadow cast by the light. Equivalent to [member Light."
- "shadow_color]."
- msgstr ""
- "Establece el color de la sombra proyectada por la luz. Equivalente a [member "
- "Light.shadow_color]."
- #: doc/classes/VisualServer.xml
- msgid ""
- "Sets whether GI probes capture light information from this light. "
- "[i]Deprecated method.[/i] Use [method light_set_bake_mode] instead. This "
- "method is only kept for compatibility reasons and calls [method "
- "light_set_bake_mode] internally, setting the bake mode to [constant "
- "LIGHT_BAKE_DISABLED] or [constant LIGHT_BAKE_INDIRECT] depending on the "
- "given parameter."
- msgstr ""
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid ""
- "Creates a lightmap capture and adds it to the VisualServer. It can be "
- "accessed with the RID that is returned. This RID will be used in all "
- "[code]lightmap_capture_*[/code] VisualServer functions.\n"
- "Once finished with your RID, you will want to free the RID using the "
- "VisualServer's [method free_rid] static method.\n"
- "To place in a scene, attach this lightmap capture to an instance using "
- "[method instance_set_base] using the returned RID."
- msgstr ""
- "Crea una nueva malla y la añade al VisualServer. Se puede acceder a ella con "
- "el RID que se devuelve. Este RID será usado en todas las funciones del "
- "[code]mesh_*[/code] VisualServer.\n"
- "Una vez terminado el RID, querrás liberarlo usando el método estático del "
- "VisualServer [method free_rid].\n"
- "Para colocar en una escena, adjunta esta malla a una instancia usando "
- "[method instance_set_base] usando el RID devuelto."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid "Returns the size of the lightmap capture area."
- msgstr "Devuelve el tamaño del array."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid "Returns the energy multiplier used by the lightmap capture."
- msgstr "Devuelve un vector transformado (multiplicado) por la matriz."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid "Returns the octree used by the lightmap capture."
- msgstr "Devuelve la [Texture2D] utilizada por el parámetro especificado."
- #: doc/classes/VisualServer.xml
- msgid ""
- "Returns the cell subdivision amount used by this lightmap capture's octree."
- msgstr ""
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid "Returns the cell transform for this lightmap capture's octree."
- msgstr "Devuelve la matriz de transformación de este objeto canvas."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid "Returns [code]true[/code] if capture is in \"interior\" mode."
- msgstr "Devuelve [code]true[/code] si el archivo de la escena tiene nodos."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid ""
- "Sets the size of the area covered by the lightmap capture. Equivalent to "
- "[member BakedLightmapData.bounds]."
- msgstr ""
- "Establece el desplazamiento de la textura de la luz. Equivalente a [member "
- "Light2D.offset]."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid ""
- "Sets the energy multiplier for this lightmap capture. Equivalent to [member "
- "BakedLightmapData.energy]."
- msgstr ""
- "Establece el desplazamiento de la textura de la luz. Equivalente a [member "
- "Light2D.offset]."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid ""
- "Sets the \"interior\" mode for this lightmap capture. Equivalent to [member "
- "BakedLightmapData.interior]."
- msgstr ""
- "Establece el color de la luz. Equivalente a [member Light.light_color]."
- #: doc/classes/VisualServer.xml
- msgid ""
- "Sets the octree to be used by this lightmap capture. This function is "
- "normally used by the [BakedLightmap] node. Equivalent to [member "
- "BakedLightmapData.octree]."
- msgstr ""
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid ""
- "Sets the subdivision level of this lightmap capture's octree. Equivalent to "
- "[member BakedLightmapData.cell_subdiv]."
- msgstr ""
- "Establece el desplazamiento de la textura de la luz. Equivalente a [member "
- "Light2D.offset]."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid ""
- "Sets the octree cell transform for this lightmap capture's octree. "
- "Equivalent to [member BakedLightmapData.cell_space_transform]."
- msgstr ""
- "Establece la transformación espacial del mundo de la instancia. Equivalente "
- "a [member Spatial.transform]."
- #: doc/classes/VisualServer.xml
- msgid ""
- "Returns a mesh of a sphere with the given amount of horizontal and vertical "
- "subdivisions."
- msgstr ""
- "Devuelve una malla de una esfera con la cantidad dada de subdivisiones "
- "horizontales y verticales."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid ""
- "Creates an empty material and adds it to the VisualServer. It can be "
- "accessed with the RID that is returned. This RID will be used in all "
- "[code]material_*[/code] VisualServer functions.\n"
- "Once finished with your RID, you will want to free the RID using the "
- "VisualServer's [method free_rid] static method."
- msgstr ""
- "Crea un material vacío y lo añade al VisualServer. Se puede acceder a él con "
- "el RID que se devuelve. Este RID se utilizará en todas las funciones del "
- "[code]material_*[/code] VisualServer.\n"
- "Una vez terminado el RID, querrás liberarlo usando el método estático "
- "[method free_rid] de VisualServer."
- #: doc/classes/VisualServer.xml
- msgid "Returns the value of a certain material's parameter."
- msgstr "Devuelve el valor del parámetro de un determinado material."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid ""
- "Returns the default value for the param if available. Returns [code]null[/"
- "code] otherwise."
- msgstr "Devuelve el valor por defecto del especificado [enum Margin]."
- #: doc/classes/VisualServer.xml
- msgid ""
- "Returns the shader of a certain material's shader. Returns an empty RID if "
- "the material doesn't have a shader."
- msgstr ""
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid "Sets a material's line width."
- msgstr "Establece la prioridad de renderización de un material."
- #: doc/classes/VisualServer.xml
- msgid "Sets an object's next material."
- msgstr "Establece el próximo material de un objeto."
- #: doc/classes/VisualServer.xml
- msgid "Sets a material's parameter."
- msgstr "Establece el parámetro de un material."
- #: doc/classes/VisualServer.xml
- msgid "Sets a material's render priority."
- msgstr "Establece la prioridad de renderización de un material."
- #: doc/classes/VisualServer.xml
- msgid "Sets a shader material's shader."
- msgstr "Establece un shader como el shader de un material."
- #: doc/classes/VisualServer.xml
- msgid ""
- "Adds a surface generated from the Arrays to a mesh. See [enum PrimitiveType] "
- "constants for types."
- msgstr ""
- #: doc/classes/VisualServer.xml
- msgid "Removes all surfaces from a mesh."
- msgstr "Quita todas las superficies de una malla."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid ""
- "Creates a new mesh and adds it to the VisualServer. It can be accessed with "
- "the RID that is returned. This RID will be used in all [code]mesh_*[/code] "
- "VisualServer functions.\n"
- "Once finished with your RID, you will want to free the RID using the "
- "VisualServer's [method free_rid] static method.\n"
- "To place in a scene, attach this mesh to an instance using [method "
- "instance_set_base] using the returned RID."
- msgstr ""
- "Crea una nueva malla y la añade al VisualServer. Se puede acceder a ella con "
- "el RID que se devuelve. Este RID será usado en todas las funciones del "
- "[code]mesh_*[/code] VisualServer.\n"
- "Una vez terminado el RID, querrás liberarlo usando el método estático del "
- "VisualServer [method free_rid].\n"
- "Para colocar en una escena, adjunta esta malla a una instancia usando "
- "[method instance_set_base] usando el RID devuelto."
- #: doc/classes/VisualServer.xml
- msgid "Returns a mesh's blend shape count."
- msgstr "Devuelve el recuento de la forma de la malla."
- #: doc/classes/VisualServer.xml
- msgid "Returns a mesh's blend shape mode."
- msgstr "Devuelve el modo de mezcla de una malla."
- #: doc/classes/VisualServer.xml
- msgid "Returns a mesh's custom aabb."
- msgstr "Devuelve el aabb personalizado de una malla."
- #: doc/classes/VisualServer.xml
- msgid "Returns a mesh's number of surfaces."
- msgstr "Devuelve el número de superficies de una malla."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid "Removes a mesh's surface."
- msgstr "Establece el material de la superficie de una malla."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid "Sets a mesh's blend shape count."
- msgstr "Devuelve el recuento de la forma de la malla."
- #: doc/classes/VisualServer.xml
- msgid "Sets a mesh's blend shape mode."
- msgstr "Establece el modo de mezcla de una malla."
- #: doc/classes/VisualServer.xml
- msgid "Sets a mesh's custom aabb."
- msgstr "Establece el aabb personalizado de una malla."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid "Returns a mesh's surface's aabb."
- msgstr "Devuelve el material de la superficie de una malla."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid "Returns a mesh's surface's vertex buffer."
- msgstr "Devuelve los array de buffer de superficie de una malla."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid "Returns a mesh's surface's amount of indices."
- msgstr "Devuelve el material de la superficie de una malla."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid "Returns a mesh's surface's amount of vertices."
- msgstr "Devuelve el material de la superficie de una malla."
- #: doc/classes/VisualServer.xml
- msgid "Returns a mesh's surface's buffer arrays."
- msgstr "Devuelve los array de buffer de superficie de una malla."
- #: doc/classes/VisualServer.xml
- msgid "Returns a mesh's surface's arrays for blend shapes."
- msgstr "Devuelve los arrays de la superficie de una malla para mezclar formas."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid "Returns the format of a mesh's surface."
- msgstr "Devuelve el desplazamiento de la forma de un tile."
- #: doc/classes/VisualServer.xml
- msgid "Function is unused in Godot 3.x."
- msgstr "La función no se usa en Godot 3.x."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid "Returns a mesh's surface's index buffer."
- msgstr "Devuelve los array de buffer de superficie de una malla."
- #: doc/classes/VisualServer.xml
- msgid "Returns a mesh's surface's material."
- msgstr "Devuelve el material de la superficie de una malla."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid "Returns the primitive type of a mesh's surface."
- msgstr "Devuelve los parámetros de un shader."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid "Returns the aabb of a mesh's surface's skeleton."
- msgstr "Devuelve el material de la superficie de una malla."
- #: doc/classes/VisualServer.xml
- msgid "Sets a mesh's surface's material."
- msgstr "Establece el material de la superficie de una malla."
- #: doc/classes/VisualServer.xml
- msgid ""
- "Updates a specific region of a vertex buffer for the specified surface. "
- "Warning: this function alters the vertex buffer directly with no safety "
- "mechanisms, you can easily corrupt your mesh."
- msgstr ""
- "Actualiza una región específica de un buffer de vértices para la superficie "
- "especificada. Advertencia: esta función altera el buffer de vértices "
- "directamente sin mecanismos de seguridad, puede fácilmente corromper su "
- "malla."
- #: doc/classes/VisualServer.xml
- msgid ""
- "Allocates space for the multimesh data. Format parameters determine how the "
- "data will be stored by OpenGL. See [enum MultimeshTransformFormat], [enum "
- "MultimeshColorFormat], and [enum MultimeshCustomDataFormat] for usage. "
- "Equivalent to [member MultiMesh.instance_count]."
- msgstr ""
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid ""
- "Creates a new multimesh on the VisualServer and returns an [RID] handle. "
- "This RID will be used in all [code]multimesh_*[/code] VisualServer "
- "functions.\n"
- "Once finished with your RID, you will want to free the RID using the "
- "VisualServer's [method free_rid] static method.\n"
- "To place in a scene, attach this multimesh to an instance using [method "
- "instance_set_base] using the returned RID."
- msgstr ""
- "Crea un nuevo multimalla en el VisualServer y devuelve un manejador [RID]. "
- "Este RID se utilizará en todas las funciones de [code]multimesh_*[/code] "
- "VisualServer.\n"
- "Una vez terminado el RID, querrás liberarlo usando el método estático "
- "[method free_rid] de VisualServer.\n"
- "Para colocar en una escena, adjunta este multimesh a una instancia usando "
- "[method instance_set_base] usando el RID devuelto."
- #: doc/classes/VisualServer.xml
- msgid ""
- "Calculates and returns the axis-aligned bounding box that encloses all "
- "instances within the multimesh."
- msgstr ""
- "Calcula y devuelve el cuadro delimitador alineado con el eje que encierra "
- "todas las instancias dentro de la multimalla."
- #: doc/classes/VisualServer.xml
- msgid "Returns the number of instances allocated for this multimesh."
- msgstr "Devuelve el número de instancias asignadas para esta multimalla."
- #: doc/classes/VisualServer.xml
- msgid ""
- "Returns the RID of the mesh that will be used in drawing this multimesh."
- msgstr "Devuelve el RID de la malla que se usará para dibujar este multimalla."
- #: doc/classes/VisualServer.xml
- msgid "Returns the number of visible instances for this multimesh."
- msgstr "Devuelve el número de instancias visibles para este multimalla."
- #: doc/classes/VisualServer.xml
- msgid "Returns the color by which the specified instance will be modulated."
- msgstr "Devuelve el color por el cual la instancia especificada será modulada."
- #: doc/classes/VisualServer.xml
- msgid "Returns the custom data associated with the specified instance."
- msgstr ""
- "Devuelve los datos personalizados asociados a la instancia especificada."
- #: doc/classes/VisualServer.xml
- msgid "Returns the [Transform] of the specified instance."
- msgstr "Devuelve la [Transform] de la instancia especificada."
- #: doc/classes/VisualServer.xml
- msgid ""
- "Returns the [Transform2D] of the specified instance. For use when the "
- "multimesh is set to use 2D transforms."
- msgstr ""
- "Devuelve la [Transform2D] de la instancia especificada. Para usar cuando el "
- "multimalle está configurado para usar transformaciones 2D."
- #: doc/classes/VisualServer.xml
- msgid ""
- "Sets the color by which this instance will be modulated. Equivalent to "
- "[method MultiMesh.set_instance_color]."
- msgstr ""
- "Establece el color por el cual esta instancia será modulada. Equivalente a "
- "[method MultiMesh.set_instance_color]."
- #: doc/classes/VisualServer.xml
- msgid ""
- "Sets the custom data for this instance. Custom data is passed as a [Color], "
- "but is interpreted as a [code]vec4[/code] in the shader. Equivalent to "
- "[method MultiMesh.set_instance_custom_data]."
- msgstr ""
- "Establece los datos personalizados para este caso. Los datos personalizados "
- "se pasan como un [Color], pero se interpretan como un [code]vec4[/code] en "
- "el sombreador. Equivalente al [method MultiMesh.set_instance_custom_data]."
- #: doc/classes/VisualServer.xml
- msgid ""
- "Sets the [Transform] for this instance. Equivalent to [method MultiMesh."
- "set_instance_transform]."
- msgstr ""
- "Establece la [Transform] para este caso. Equivalente a [method MultiMesh."
- "set_instance_transform]."
- #: doc/classes/VisualServer.xml
- msgid ""
- "Sets the [Transform2D] for this instance. For use when multimesh is used in "
- "2D. Equivalent to [method MultiMesh.set_instance_transform_2d]."
- msgstr ""
- "Establece el [Transform2D] para este caso. Para su uso cuando se utiliza el "
- "multimesh en 2D. Equivalente al [method MultiMesh.set_instance_transform_2d]."
- #: doc/classes/VisualServer.xml
- msgid ""
- "Sets all data related to the instances in one go. This is especially useful "
- "when loading the data from disk or preparing the data from GDNative.\n"
- "\n"
- "All data is packed in one large float array. An array may look like this: "
- "Transform for instance 1, color data for instance 1, custom data for "
- "instance 1, transform for instance 2, color data for instance 2, etc.\n"
- "\n"
- "[Transform] is stored as 12 floats, [Transform2D] is stored as 8 floats, "
- "[code]COLOR_8BIT[/code] / [code]CUSTOM_DATA_8BIT[/code] is stored as 1 float "
- "(4 bytes as is) and [code]COLOR_FLOAT[/code] / [code]CUSTOM_DATA_FLOAT[/"
- "code] is stored as 4 floats."
- msgstr ""
- #: doc/classes/VisualServer.xml
- msgid ""
- "Sets the mesh to be drawn by the multimesh. Equivalent to [member MultiMesh."
- "mesh]."
- msgstr ""
- "Establece la malla a ser dibujada por la multimalla. Equivalente a [member "
- "MultiMesh.mesh]."
- #: doc/classes/VisualServer.xml
- msgid ""
- "Sets the number of instances visible at a given time. If -1, all instances "
- "that have been allocated are drawn. Equivalent to [member MultiMesh."
- "visible_instance_count]."
- msgstr ""
- "Establece el número de instancias visibles en un momento dado. Si es -1, se "
- "sortean todas las instancias que han sido asignadas. Equivalente a [member "
- "MultiMesh.visible_instance_count]."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid ""
- "Creates a new omni light and adds it to the VisualServer. It can be accessed "
- "with the RID that is returned. This RID can be used in most [code]light_*[/"
- "code] VisualServer functions.\n"
- "Once finished with your RID, you will want to free the RID using the "
- "VisualServer's [method free_rid] static method.\n"
- "To place in a scene, attach this omni light to an instance using [method "
- "instance_set_base] using the returned RID."
- msgstr ""
- "Crea una nueva luz omni y la añade al VisualServer. Se puede acceder a él "
- "con el RID que se devuelve. Este RID puede ser usado en la mayoría de las "
- "funciones del [code]light_*[/code] VisualServer.\n"
- "Una vez que hayas terminado con el RID, querrás liberarlo usando el método "
- "estático [method free_rid] de VisualServer.\n"
- "Para colocar en una escena, adjunta esta luz omni a una instancia usando "
- "[method instance_set_base] usando el RID devuelto."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid ""
- "Creates a particle system and adds it to the VisualServer. It can be "
- "accessed with the RID that is returned. This RID will be used in all "
- "[code]particles_*[/code] VisualServer functions.\n"
- "Once finished with your RID, you will want to free the RID using the "
- "VisualServer's [method free_rid] static method.\n"
- "To place in a scene, attach these particles to an instance using [method "
- "instance_set_base] using the returned RID."
- msgstr ""
- "Crea un sistema de partículas y lo añade al VisualServer. Se puede acceder a "
- "él con el RID que se devuelve. Este RID se usará en todas las funciones de "
- "VisualServer de [code]particles_*[/code].\n"
- "Una vez que hayas terminado con el RID, querrás liberarlo usando el método "
- "estático [method free_rid] de VisualServer.\n"
- "Para colocarlas en una escena, adjunta estas partículas a una instancia "
- "usando [method instance_set_base] usando el RID devuelto."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid ""
- "Calculates and returns the axis-aligned bounding box that contains all the "
- "particles. Equivalent to [method Particles.capture_aabb]."
- msgstr ""
- "Calcula y devuelve el cuadro delimitador alineado con el eje que contiene "
- "todas las partículas. Equivalente a [method GPUParticles.capture_aabb]."
- #: doc/classes/VisualServer.xml
- msgid "Returns [code]true[/code] if particles are currently set to emitting."
- msgstr ""
- "Devuelve [code]true[/code] si las partículas están actualmente fijadas para "
- "emitir."
- #: doc/classes/VisualServer.xml
- msgid ""
- "Returns [code]true[/code] if particles are not emitting and particles are "
- "set to inactive."
- msgstr ""
- "Devuelve [code]true[/code] si las partículas no están emitiendo y las "
- "partículas están inactivas."
- #: doc/classes/VisualServer.xml
- msgid ""
- "Add particle system to list of particle systems that need to be updated. "
- "Update will take place on the next frame, or on the next call to [method "
- "instances_cull_aabb], [method instances_cull_convex], or [method "
- "instances_cull_ray]."
- msgstr ""
- "Añade el sistema de partículas a la lista de sistemas de partículas que "
- "deben ser actualizados. La actualización tendrá lugar en el siguiente "
- "fotograma, o en la siguiente llamada a [method instances_cull_aabb], [method "
- "instances_cull_convex], o [method instances_cull_ray]."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid ""
- "Reset the particles on the next update. Equivalent to [method Particles."
- "restart]."
- msgstr ""
- "Reajustar las partículas en la próxima actualización. Equivalente a [method "
- "GPUParticles.restart]."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid ""
- "Sets the number of particles to be drawn and allocates the memory for them. "
- "Equivalent to [member Particles.amount]."
- msgstr ""
- "Establece el número de partículas que se dibujarán y les asigna la memoria. "
- "Equivalente a [member GPUParticles.amount]."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid ""
- "Sets a custom axis-aligned bounding box for the particle system. Equivalent "
- "to [member Particles.visibility_aabb]."
- msgstr ""
- "Establece un cuadro delimitador personalizado alineado con el eje para el "
- "sistema de partículas. Equivalente a [member GPUParticles.visibility_aabb]."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid ""
- "Sets the draw order of the particles to one of the named enums from [enum "
- "ParticlesDrawOrder]. See [enum ParticlesDrawOrder] for options. Equivalent "
- "to [member Particles.draw_order]."
- msgstr ""
- "Establece el orden de arrastre de las partículas a uno de los enums "
- "nombrados de [enum ParticlesDrawOrder]. Ver [enum ParticlesDrawOrder] para "
- "las opciones. Equivalente a [member GPUParticles.draw_order]."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid ""
- "Sets the mesh to be used for the specified draw pass. Equivalent to [member "
- "Particles.draw_pass_1], [member Particles.draw_pass_2], [member Particles."
- "draw_pass_3], and [member Particles.draw_pass_4]."
- msgstr ""
- "Establece la malla que se utilizará para el pase de sorteo especificado. "
- "Equivalente a [member GPUParticles.draw_pass_1], [member GPUParticles."
- "draw_pass_2], [member GPUParticles.draw_pass_3], y [member GPUParticles."
- "draw_pass_4]."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid ""
- "Sets the number of draw passes to use. Equivalent to [member Particles."
- "draw_passes]."
- msgstr ""
- "Establece el número de pases de dibujo a utilizar. Equivalente a [member de "
- "GPUParticles.draw_passes]."
- #: doc/classes/VisualServer.xml
- msgid ""
- "Sets the [Transform] that will be used by the particles when they first emit."
- msgstr ""
- "Establece la [Transform] que será utilizada por las partículas cuando emitan "
- "por primera vez."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid ""
- "If [code]true[/code], particles will emit over time. Setting to false does "
- "not reset the particles, but only stops their emission. Equivalent to "
- "[member Particles.emitting]."
- msgstr ""
- "Si [code]true[/code], las partículas se emitirán con el tiempo. Ponerlo en "
- "falso no restablece las partículas, sino que sólo detiene su emisión. "
- "Equivalente a [member GPUParticles.emitting]."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid ""
- "Sets the explosiveness ratio. Equivalent to [member Particles.explosiveness]."
- msgstr ""
- "Establece la relación de explosividad. Equivalente a [member de GPUParticles."
- "explosiveness]."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid ""
- "Sets the frame rate that the particle system rendering will be fixed to. "
- "Equivalent to [member Particles.fixed_fps]."
- msgstr ""
- "Establece la velocidad de fotogramas a la que se fijará la representación "
- "del sistema de partículas. Equivalente a [member GPUParticles.fixed_fps]."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid ""
- "If [code]true[/code], uses fractional delta which smooths the movement of "
- "the particles. Equivalent to [member Particles.fract_delta]."
- msgstr ""
- "Si [code]true[/code], utiliza el delta fraccionario que suaviza el "
- "movimiento de las partículas. Equivalente a [member GPUParticles."
- "fract_delta]."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid ""
- "Sets the lifetime of each particle in the system. Equivalent to [member "
- "Particles.lifetime]."
- msgstr ""
- "Establece la vida útil de cada partícula del sistema. Equivalente a [member "
- "GPUParticles.lifetime]."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid ""
- "If [code]true[/code], particles will emit once and then stop. Equivalent to "
- "[member Particles.one_shot]."
- msgstr ""
- "Si [code]true[/code], las partículas emitirán una vez y luego se detendrán. "
- "Equivalente a [member GPUParticles.one_shot]."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid ""
- "Sets the preprocess time for the particles' animation. This lets you delay "
- "starting an animation until after the particles have begun emitting. "
- "Equivalent to [member Particles.preprocess]."
- msgstr ""
- "Establece el tiempo de preproceso para la animación de las partículas. Esto "
- "te permite retrasar el inicio de una animación hasta después de que las "
- "partículas hayan empezado a emitir. Equivalente a [member GPUParticles."
- "preprocess]."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid ""
- "Sets the material for processing the particles.\n"
- "[b]Note:[/b] This is not the material used to draw the materials. Equivalent "
- "to [member Particles.process_material]."
- msgstr ""
- "Establece el material para procesar las partículas. Nota: este no es el "
- "material utilizado para dibujar los materiales. Equivalente a [member "
- "GPUParticles.process_material]."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid ""
- "Sets the emission randomness ratio. This randomizes the emission of "
- "particles within their phase. Equivalent to [member Particles.randomness]."
- msgstr ""
- "Establece la relación de aleatoriedad de la emisión. Esto aleatoriza la "
- "emisión de partículas dentro de su fase. Equivalente a [member de "
- "GPUParticles.randomness]."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid ""
- "Sets the speed scale of the particle system. Equivalent to [member Particles."
- "speed_scale]."
- msgstr ""
- "Establece la escala de velocidad del sistema de partículas. Equivalente a "
- "[member GPUParticles.speed_scale]."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid ""
- "If [code]true[/code], particles use local coordinates. If [code]false[/code] "
- "they use global coordinates. Equivalent to [member Particles.local_coords]."
- msgstr ""
- "Si [code]true[/code], las partículas usan coordenadas locales. Si "
- "[code]false[/code] usan coordenadas globales. Equivalente a [member "
- "GPUParticles.local_coords]."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid ""
- "Creates a reflection probe and adds it to the VisualServer. It can be "
- "accessed with the RID that is returned. This RID will be used in all "
- "[code]reflection_probe_*[/code] VisualServer functions.\n"
- "Once finished with your RID, you will want to free the RID using the "
- "VisualServer's [method free_rid] static method.\n"
- "To place in a scene, attach this reflection probe to an instance using "
- "[method instance_set_base] using the returned RID."
- msgstr ""
- "Crea una sonda de reflexión y la añade al VisualServer. Se puede acceder a "
- "ella con el RID que se devuelve. Este RID se utilizará en todas las "
- "funciones del [code]reflection_probe_*[/code] VisualServer.\n"
- "Una vez que hayas terminado con el RID, querrás liberarlo usando el método "
- "estático [method free_rid] del VisualServer.\n"
- "Para colocarla en una escena, adjunta esta sonda de reflexión a una "
- "instancia usando [method instance_set_base] usando el RID devuelto."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid ""
- "If [code]true[/code], reflections will ignore sky contribution. Equivalent "
- "to [member ReflectionProbe.interior_enable]."
- msgstr ""
- "Si [code]true[/code], los reflejos ignorarán la contribución del cielo. "
- "Equivalente a [member ReflectionProbe.interior]."
- #: doc/classes/VisualServer.xml
- msgid ""
- "Sets the render cull mask for this reflection probe. Only instances with a "
- "matching cull mask will be rendered by this probe. Equivalent to [member "
- "ReflectionProbe.cull_mask]."
- msgstr ""
- "Establece la máscara de selección de renderizado para esta sonda de "
- "reflexión. Sólo los casos con una máscara de selección que coincida serán "
- "renderizados por esta sonda. Equivalente a [member ReflectionProbe."
- "cull_mask]."
- #: doc/classes/VisualServer.xml
- msgid ""
- "If [code]true[/code], uses box projection. This can make reflections look "
- "more correct in certain situations. Equivalent to [member ReflectionProbe."
- "box_projection]."
- msgstr ""
- "Si [code]true[/code], usa la proyección de caja. Esto puede hacer que los "
- "reflejos se vean más correctos en ciertas situaciones. Equivalente a [member "
- "ReflectionProbe.box_projection]."
- #: doc/classes/VisualServer.xml
- msgid ""
- "If [code]true[/code], computes shadows in the reflection probe. This makes "
- "the reflection much slower to compute. Equivalent to [member ReflectionProbe."
- "enable_shadows]."
- msgstr ""
- "Si [code]true[/code], calcula las sombras en la sonda de reflexión. Esto "
- "hace que el reflejo sea mucho más lento de calcular. Equivalente a [member "
- "ReflectionProbe.enable_shadows]."
- #: doc/classes/VisualServer.xml
- msgid ""
- "Sets the size of the area that the reflection probe will capture. Equivalent "
- "to [member ReflectionProbe.extents]."
- msgstr ""
- "Establece el tamaño del área que la sonda de reflexión capturará. "
- "Equivalente a [member ReflectionProbe.extents]."
- #: doc/classes/VisualServer.xml
- msgid ""
- "Sets the intensity of the reflection probe. Intensity modulates the strength "
- "of the reflection. Equivalent to [member ReflectionProbe.intensity]."
- msgstr ""
- "Establece la intensidad de la sonda de reflexión. La intensidad modula la "
- "fuerza de la reflexión. Equivalente a [member ReflectionProbe.intensity]."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid ""
- "Sets the ambient light color for this reflection probe when set to interior "
- "mode. Equivalent to [member ReflectionProbe.interior_ambient_color]."
- msgstr ""
- "Establece el desplazamiento de origen que se utilizará cuando esta sonda de "
- "reflexión esté en modo de proyecto de caja. Equivalente a [member "
- "ReflectionProbe.origin_offset]."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid ""
- "Sets the energy multiplier for this reflection probes ambient light "
- "contribution when set to interior mode. Equivalent to [member "
- "ReflectionProbe.interior_ambient_energy]."
- msgstr ""
- "Establece la intensidad de la sonda de reflexión. La intensidad modula la "
- "fuerza de la reflexión. Equivalente a [member ReflectionProbe.intensity]."
- #: doc/classes/VisualServer.xml
- msgid ""
- "Sets the contribution value for how much the reflection affects the ambient "
- "light for this reflection probe when set to interior mode. Useful so that "
- "ambient light matches the color of the room. Equivalent to [member "
- "ReflectionProbe.interior_ambient_contrib]."
- msgstr ""
- #: doc/classes/VisualServer.xml
- msgid ""
- "Sets the max distance away from the probe an object can be before it is "
- "culled. Equivalent to [member ReflectionProbe.max_distance]."
- msgstr ""
- "Establece la máxima distancia de la sonda a la que puede estar un objeto "
- "antes de ser seleccionado. Equivalente a [member ReflectionProbe."
- "max_distance]."
- #: doc/classes/VisualServer.xml
- msgid ""
- "Sets the origin offset to be used when this reflection probe is in box "
- "project mode. Equivalent to [member ReflectionProbe.origin_offset]."
- msgstr ""
- "Establece el desplazamiento de origen que se utilizará cuando esta sonda de "
- "reflexión esté en modo de proyecto de caja. Equivalente a [member "
- "ReflectionProbe.origin_offset]."
- #: doc/classes/VisualServer.xml
- msgid ""
- "Sets how often the reflection probe updates. Can either be once or every "
- "frame. See [enum ReflectionProbeUpdateMode] for options."
- msgstr ""
- "Establece con qué frecuencia se actualiza la sonda de reflexión. Puede ser "
- "una vez o cada fotograma. Ver [enum ReflectionProbeUpdateMode] para las "
- "opciones."
- #: doc/classes/VisualServer.xml
- msgid ""
- "Schedules a callback to the corresponding named [code]method[/code] on "
- "[code]where[/code] after a frame has been drawn.\n"
- "The callback method must use only 1 argument which will be called with "
- "[code]userdata[/code]."
- msgstr ""
- "Programa una llamada al [code]method[/code] correspondiente en [code]where[/"
- "code] después de que se haya dibujado un fotograma.\n"
- "El método de devolución debe utilizar sólo 1 argumento que será llamado con "
- "[code]userdata[/code]."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid ""
- "Creates a scenario and adds it to the VisualServer. It can be accessed with "
- "the RID that is returned. This RID will be used in all [code]scenario_*[/"
- "code] VisualServer functions.\n"
- "Once finished with your RID, you will want to free the RID using the "
- "VisualServer's [method free_rid] static method.\n"
- "The scenario is the 3D world that all the visual instances exist in."
- msgstr ""
- "Crea un escenario y lo añade al VisualServer. Se puede acceder a él con el "
- "RID que se devuelve. Este RID se utilizará en todas las funciones del "
- "[code]scenario_*[/code] VisualServer.\n"
- "Una vez terminado el RID, querrás liberarlo usando el método estático "
- "[method free_rid] de VisualServer.\n"
- "El escenario es el mundo 3D en el que existen todas las instancias visuales."
- #: doc/classes/VisualServer.xml
- msgid ""
- "Sets the [enum ScenarioDebugMode] for this scenario. See [enum "
- "ScenarioDebugMode] for options."
- msgstr ""
- "Establece el [enum ScenarioDebugMode] para este escenario. Vea [enum "
- "ScenarioDebugMode] para las opciones."
- #: doc/classes/VisualServer.xml
- msgid "Sets the environment that will be used with this scenario."
- msgstr "Establece el entorno que se utilizará con este escenario."
- #: doc/classes/VisualServer.xml
- msgid ""
- "Sets the fallback environment to be used by this scenario. The fallback "
- "environment is used if no environment is set. Internally, this is used by "
- "the editor to provide a default environment."
- msgstr ""
- "Establece el entorno de reserva que se utilizará en este escenario. El "
- "entorno de reserva se utiliza si no se establece ningún entorno. "
- "Internamente, es usado por el editor para proporcionar un entorno por "
- "defecto."
- #: doc/classes/VisualServer.xml
- msgid ""
- "Sets the size of the reflection atlas shared by all reflection probes in "
- "this scenario."
- msgstr ""
- #: doc/classes/VisualServer.xml
- msgid ""
- "Sets a boot image. The color defines the background color. If [code]scale[/"
- "code] is [code]true[/code], the image will be scaled to fit the screen size. "
- "If [code]use_filter[/code] is [code]true[/code], the image will be scaled "
- "with linear interpolation. If [code]use_filter[/code] is [code]false[/code], "
- "the image will be scaled with nearest-neighbor interpolation."
- msgstr ""
- "Establece una imagen de arranque. El color define el color de fondo. Si "
- "[code]scale[/code] es [code]true[/code], la imagen será escalada para "
- "ajustarse al tamaño de la pantalla. Si [code]use_filter[/code] es "
- "[code]true[/code], la imagen será escalada con interpolación lineal. Si "
- "[code]use_filter[/code] es [code]false[/code], la imagen se escalará con la "
- "interpolación del vecino más cercano."
- #: doc/classes/VisualServer.xml
- msgid ""
- "If [code]true[/code], the engine will generate wireframes for use with the "
- "wireframe debug mode."
- msgstr ""
- "Si [code]true[/code], el motor generará mallas de alambre para su uso con el "
- "modo de depuración de mallas de alambre."
- #: doc/classes/VisualServer.xml
- msgid ""
- "Sets the default clear color which is used when a specific clear color has "
- "not been selected."
- msgstr ""
- "Establece el color claro predeterminado que se utiliza cuando no se ha "
- "seleccionado un color claro específico."
- #: doc/classes/VisualServer.xml
- msgid ""
- "If asynchronous shader compilation is enabled, this controls whether "
- "[constant SpatialMaterial.ASYNC_MODE_HIDDEN] is obeyed.\n"
- "For instance, you may want to enable this temporarily before taking a "
- "screenshot. This ensures everything is visible even if shaders with async "
- "mode [i]hidden[/i] are not ready yet.\n"
- "Reflection probes use this internally to ensure they capture everything "
- "regardless the shaders are ready or not."
- msgstr ""
- #: doc/classes/VisualServer.xml
- msgid ""
- "Sets the scale to apply to the passage of time for the shaders' [code]TIME[/"
- "code] builtin.\n"
- "The default value is [code]1.0[/code], which means [code]TIME[/code] will "
- "count the real time as it goes by, without narrowing or stretching it."
- msgstr ""
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid "Enables or disables occlusion culling."
- msgstr "Habilita o deshabilita una luz de canvas."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid ""
- "Creates an empty shader and adds it to the VisualServer. It can be accessed "
- "with the RID that is returned. This RID will be used in all [code]shader_*[/"
- "code] VisualServer functions.\n"
- "Once finished with your RID, you will want to free the RID using the "
- "VisualServer's [method free_rid] static method."
- msgstr ""
- "Crea un shader vacío y lo añade al VisualServer. Se puede acceder a él con "
- "el RID que se devuelve. Este RID se usará en todas las funciones del "
- "[code]shader_*[/code] VisualServer.\n"
- "Una vez terminado el RID, querrás liberarlo usando el método estático "
- "[method free_rid] de VisualServer."
- #: doc/classes/VisualServer.xml
- msgid "Returns a shader's code."
- msgstr "Devuelve un código de shader."
- #: doc/classes/VisualServer.xml
- msgid "Returns a default texture from a shader searched by name."
- msgstr "Devuelve una textura por defecto de un shader buscado por nombre."
- #: doc/classes/VisualServer.xml
- msgid "Returns the parameters of a shader."
- msgstr "Devuelve los parámetros de un shader."
- #: doc/classes/VisualServer.xml
- msgid "Sets a shader's code."
- msgstr "Establece un código de shader."
- #: doc/classes/VisualServer.xml
- msgid "Sets a shader's default texture. Overwrites the texture given by name."
- msgstr ""
- "Establece la textura por defecto de un shader. Sobrescribe la textura dada "
- "por el nombre."
- #: doc/classes/VisualServer.xml
- msgid "Allocates the GPU buffers for this skeleton."
- msgstr "Asigna los buffers de la GPU para este esqueleto."
- #: doc/classes/VisualServer.xml
- msgid "Returns the [Transform] set for a specific bone of this skeleton."
- msgstr ""
- "Devuelve el conjunto [Transform] para un hueso específico de este esqueleto."
- #: doc/classes/VisualServer.xml
- msgid "Returns the [Transform2D] set for a specific bone of this skeleton."
- msgstr ""
- "Devuelve el conjunto [Transform] para un hueso específico de este esqueleto."
- #: doc/classes/VisualServer.xml
- msgid "Sets the [Transform] for a specific bone of this skeleton."
- msgstr ""
- "Devuelve el conjunto [Transform] para un hueso específico de este esqueleto."
- #: doc/classes/VisualServer.xml
- msgid "Sets the [Transform2D] for a specific bone of this skeleton."
- msgstr "Establece la [Transform2D] para un hueso específico de este esqueleto."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid ""
- "Creates a skeleton and adds it to the VisualServer. It can be accessed with "
- "the RID that is returned. This RID will be used in all [code]skeleton_*[/"
- "code] VisualServer functions.\n"
- "Once finished with your RID, you will want to free the RID using the "
- "VisualServer's [method free_rid] static method."
- msgstr ""
- "Crea un esqueleto y lo añade al VisualServer. Se puede acceder a él con el "
- "RID que se devuelve. Este RID se usará en todas las funciones del "
- "[code]skeleton_*[/code] VisualServer.\n"
- "Una vez terminado el RID, querrás liberarlo usando el método estático "
- "[method free_rid] de VisualServer."
- #: doc/classes/VisualServer.xml
- msgid "Returns the number of bones allocated for this skeleton."
- msgstr "Devuelve el número de huesos asignados a este esqueleto."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid ""
- "Creates an empty sky and adds it to the VisualServer. It can be accessed "
- "with the RID that is returned. This RID will be used in all [code]sky_*[/"
- "code] VisualServer functions.\n"
- "Once finished with your RID, you will want to free the RID using the "
- "VisualServer's [method free_rid] static method."
- msgstr ""
- "Crea un cielo vacío y lo añade al VisualServer. Se puede acceder a él con el "
- "RID que se devuelve. Este RID se usará en todas las funciones del "
- "[code]sky_*[/code] VisualServer.\n"
- "Una vez terminado el RID, querrás liberarlo usando el método estático de "
- "VisualServer [method free_rid]."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid "Sets a sky's texture."
- msgstr "Establece la textura del tile."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid ""
- "Creates a spot light and adds it to the VisualServer. It can be accessed "
- "with the RID that is returned. This RID can be used in most [code]light_*[/"
- "code] VisualServer functions.\n"
- "Once finished with your RID, you will want to free the RID using the "
- "VisualServer's [method free_rid] static method.\n"
- "To place in a scene, attach this spot light to an instance using [method "
- "instance_set_base] using the returned RID."
- msgstr ""
- "Crea un foco de luz y lo añade al VisualServer. Se puede acceder a él con el "
- "RID que se devuelve. Este RID puede ser usado en la mayoría de las funciones "
- "del [code]light_*[/code] VisualServer.\n"
- "Una vez que hayas terminado con el RID, querrás liberarlo usando el método "
- "estático [method free_rid] de VisualServer.\n"
- "Para colocar en una escena, adjunta este foco a una instancia usando [method "
- "instance_set_base] usando el RID devuelto."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid "Allocates the GPU memory for the texture."
- msgstr "Asigna los buffers de la GPU para este esqueleto."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid "Binds the texture to a texture slot."
- msgstr "Alinea el texto a la izquierda."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid ""
- "Creates an empty texture and adds it to the VisualServer. It can be accessed "
- "with the RID that is returned. This RID will be used in all [code]texture_*[/"
- "code] VisualServer functions.\n"
- "Once finished with your RID, you will want to free the RID using the "
- "VisualServer's [method free_rid] static method."
- msgstr ""
- "Crea un material vacío y lo añade al VisualServer. Se puede acceder a él con "
- "el RID que se devuelve. Este RID se utilizará en todas las funciones del "
- "[code]material_*[/code] VisualServer.\n"
- "Una vez terminado el RID, querrás liberarlo usando el método estático "
- "[method free_rid] de VisualServer."
- #: doc/classes/VisualServer.xml
- msgid ""
- "Creates a texture, allocates the space for an image, and fills in the image."
- msgstr ""
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid "Returns a list of all the textures and their information."
- msgstr "Devuelve la lista de valores del [Dictionary]."
- #: doc/classes/VisualServer.xml
- msgid ""
- "Returns a copy of a texture's image unless it's a CubeMap, in which case it "
- "returns the [RID] of the image at one of the cubes sides."
- msgstr ""
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid "Returns the depth of the texture."
- msgstr "Devuelve la altura del contenido."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid "Returns the flags of a texture."
- msgstr "Devuelve la textura del tile."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid "Returns the format of the texture's image."
- msgstr "Devuelve el determinante de la matriz."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid "Returns the texture's height."
- msgstr "Devuelve la altura de la textura."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid "Returns the texture's path."
- msgstr "Devuelve el ancho de la textura."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid "Returns the opengl id of the texture's image."
- msgstr "Devuelve la longitud del cuaternario."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid "Returns the type of the texture, can be any of the [enum TextureType]."
- msgstr "Devuelve el nombre de la proxima animacion en la cola."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid "Returns the texture's width."
- msgstr "Devuelve el ancho de la textura."
- #: doc/classes/VisualServer.xml
- msgid ""
- "Sets the texture's image data. If it's a CubeMap, it sets the image data at "
- "a cube side."
- msgstr ""
- #: doc/classes/VisualServer.xml
- msgid ""
- "Sets a part of the data for a texture. Warning: this function calls the "
- "underlying graphics API directly and may corrupt your texture if used "
- "improperly."
- msgstr ""
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid "Sets the texture's flags. See [enum TextureFlags] for options."
- msgstr ""
- "Repita las flags para la textura. Ver [enum TextureFilter] para las opciones."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid "Sets the texture's path."
- msgstr "Devuelve el ancho de la textura."
- #: doc/classes/VisualServer.xml
- msgid ""
- "Creates an update link between two textures, similar to how "
- "[ViewportTexture]s operate. When the base texture is the texture of a "
- "[Viewport], every time the viewport renders a new frame, the proxy texture "
- "automatically receives an update.\n"
- "For example, this code links a generic [ImageTexture] to the texture output "
- "of the [Viewport] using the VisualServer API:\n"
- "[codeblock]\n"
- "func _ready():\n"
- " var viewport_rid = get_viewport().get_viewport_rid()\n"
- " var viewport_texture_rid = VisualServer."
- "viewport_get_texture(viewport_rid)\n"
- "\n"
- " var proxy_texture = ImageTexture.new()\n"
- " var viewport_texture_image_data = VisualServer."
- "texture_get_data(viewport_texture_rid)\n"
- "\n"
- " proxy_texture.create_from_image(viewport_texture_image_data)\n"
- " var proxy_texture_rid = proxy_texture.get_rid()\n"
- " VisualServer.texture_set_proxy(proxy_texture_rid, viewport_texture_rid)\n"
- "\n"
- " $TextureRect.texture = proxy_texture\n"
- "[/codeblock]"
- msgstr ""
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid ""
- "If [code]true[/code], sets internal processes to shrink all image data to "
- "half the size."
- msgstr ""
- "Si [code]true[/code], los números de línea se muestran a la izquierda del "
- "texto."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid ""
- "If [code]true[/code], the image will be stored in the texture's images array "
- "if overwritten."
- msgstr ""
- "Si [code]true[/code], todas las advertencias serán reportadas como si fueran "
- "errores."
- #: doc/classes/VisualServer.xml
- msgid "Sets a viewport's camera."
- msgstr "Establece la cámara de un viewport."
- #: doc/classes/VisualServer.xml
- msgid "Sets a viewport's canvas."
- msgstr "Establece el canvas de un viewport."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid ""
- "Copies viewport to a region of the screen specified by [code]rect[/code]. If "
- "[member Viewport.render_direct_to_screen] is [code]true[/code], then "
- "viewport does not use a framebuffer and the contents of the viewport are "
- "rendered directly to screen. However, note that the root viewport is drawn "
- "last, therefore it will draw over the screen. Accordingly, you must set the "
- "root viewport to an area that does not cover the area that you have attached "
- "this viewport to.\n"
- "For example, you can set the root viewport to not render at all with the "
- "following code:\n"
- "[codeblock]\n"
- "func _ready():\n"
- " get_viewport().set_attach_to_screen_rect(Rect2())\n"
- " $Viewport.set_attach_to_screen_rect(Rect2(0, 0, 600, 600))\n"
- "[/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 further optimization, see [method "
- "viewport_set_render_direct_to_screen]."
- msgstr ""
- "Copia el viewport a una región de la pantalla especificada por [code]rect[/"
- "code]. Si [method viewport_set_render_direct_to_screen] es [code]true[/"
- "code], entonces la ventana de visualización no utiliza un framebuffer y el "
- "contenido de la ventana de visualización se muestra directamente en la "
- "pantalla. Sin embargo, nótese que la vista raíz se dibuja en último lugar, "
- "por lo que se dibujará sobre la pantalla. Por consiguiente, debe establecer "
- "la ventana raíz en un área que no cubra el área a la que ha adjuntado esta "
- "ventana.\n"
- "Por ejemplo, puede configurar la ventana raíz para que no se muestre en "
- "absoluto con el siguiente código:\n"
- "[codeblock]\n"
- "func _ready():\n"
- " get_viewport().set_attach_to_screen_rect(Rect2())\n"
- " $Viewport.set_attach_to_screen_rect(Rect2(0, 0, 600, 600))\n"
- "[/codeblock]\n"
- "El uso de esto puede resultar en una optimización significativa, "
- "especialmente en los dispositivos de gama baja. Sin embargo, esto conlleva "
- "el coste de tener que gestionar los visores manualmente. Para una mayor "
- "optimización ver, [method viewport_set_render_direct_to_screen]."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid ""
- "Creates an empty viewport and adds it to the VisualServer. It can be "
- "accessed with the RID that is returned. This RID will be used in all "
- "[code]viewport_*[/code] VisualServer functions.\n"
- "Once finished with your RID, you will want to free the RID using the "
- "VisualServer's [method free_rid] static method."
- msgstr ""
- "Crea un viewport vacío y lo añade al VisualServer. Se puede acceder a él con "
- "el RID que se devuelve. Este RID se utilizará en todas las funciones del "
- "[code]viewport_*[/code] VisualServer.\n"
- "Una vez terminado el RID, querrás liberarlo usando el método estático "
- "[method free_rid] de VisualServer."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid "Detaches the viewport from the screen."
- msgstr "Separa un punto de vista de un canvas y viceversa."
- #: doc/classes/VisualServer.xml
- msgid ""
- "Returns a viewport's render information. For options, see the [enum "
- "ViewportRenderInfo] constants."
- msgstr ""
- "Devuelve la información de renderización de un viewport. Para las opciones, "
- "ver las constantes [enum ViewportRenderInfo]."
- #: doc/classes/VisualServer.xml
- msgid "Returns the viewport's last rendered frame."
- msgstr "Devuelve el último fotograma renderizado del viewport."
- #: doc/classes/VisualServer.xml
- msgid "Detaches a viewport from a canvas and vice versa."
- msgstr "Separa un punto de vista de un canvas y viceversa."
- #: doc/classes/VisualServer.xml
- msgid "If [code]true[/code], sets the viewport active, else sets it inactive."
- msgstr ""
- "Si [code]true[/code], activa la ventana de visualización, si no, la "
- "desactiva."
- #: doc/classes/VisualServer.xml
- msgid ""
- "Sets the stacking order for a viewport's canvas.\n"
- "[code]layer[/code] is the actual canvas layer, while [code]sublayer[/code] "
- "specifies the stacking order of the canvas among those in the same layer."
- msgstr ""
- "Establece el orden de apilamiento para el canvas de un viewport.\n"
- "[code]layer[/code] es la capa real del canvas, mientras que [code]sublayer[/"
- "code] especifica el orden de apilamiento del canvas entre los de la misma "
- "capa."
- #: doc/classes/VisualServer.xml
- msgid "Sets the transformation of a viewport's canvas."
- msgstr "Establece la transformación del canvas de un viewport."
- #: doc/classes/VisualServer.xml
- msgid ""
- "Sets the clear mode of a viewport. See [enum ViewportClearMode] for options."
- msgstr ""
- "Establece el modo claro de una vista. Consulte [enum ViewportClearMode] para "
- "ver las opciones."
- #: doc/classes/VisualServer.xml
- msgid ""
- "Sets the debug draw mode of a viewport. See [enum ViewportDebugDraw] for "
- "options."
- msgstr ""
- "Establece el modo de dibujo de depuración de un viewport. Ver [enum "
- "ViewportDebugDraw] para las opciones."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid "If [code]true[/code], a viewport's 3D rendering is disabled."
- msgstr ""
- "Si [code]true[/code], se desactiva la renderización del entorno de un "
- "viewport."
- #: doc/classes/VisualServer.xml
- msgid ""
- "If [code]true[/code], rendering of a viewport's environment is disabled."
- msgstr ""
- "Si [code]true[/code], se desactiva la renderización del entorno de un "
- "viewport."
- #: doc/classes/VisualServer.xml
- msgid "Sets the viewport's global transformation matrix."
- msgstr "Establece la matriz de transformación global del Viewport."
- #: doc/classes/VisualServer.xml
- msgid ""
- "If [code]true[/code], the viewport renders to high dynamic range (HDR) "
- "instead of standard dynamic range (SDR). See also [method "
- "viewport_set_use_32_bpc_depth].\n"
- "[b]Note:[/b] Only available on the GLES3 backend."
- msgstr ""
- #: doc/classes/VisualServer.xml
- msgid "If [code]true[/code], the viewport's canvas is not rendered."
- msgstr "Si [code]true[/code], el canvas del viewport no se renderiza."
- #: doc/classes/VisualServer.xml
- msgid "Currently unimplemented in Godot 3.x."
- msgstr "Actualmente sin implementar en Godot 3.x."
- #: doc/classes/VisualServer.xml
- msgid "Sets the anti-aliasing mode. See [enum ViewportMSAA] for options."
- msgstr ""
- "Establece el modo anti-aliasing. Ver [enum ViewportMSAA] para las opciones."
- #: doc/classes/VisualServer.xml
- msgid "Sets the viewport's parent to another viewport."
- msgstr "Establece el padre del viewport a otra viewport."
- #: doc/classes/VisualServer.xml
- msgid ""
- "If [code]true[/code], render the contents of the viewport directly to "
- "screen. This allows a low-level optimization where you can skip drawing a "
- "viewport to the root viewport. While this optimization can result in a "
- "significant increase in speed (especially on older devices), it comes at a "
- "cost of usability. When this is enabled, you cannot read from the viewport "
- "or from the [code]SCREEN_TEXTURE[/code]. You also lose the benefit of "
- "certain window settings, such as the various stretch modes. Another "
- "consequence to be aware of is that in 2D the rendering happens in window "
- "coordinates, so if you have a viewport that is double the size of the "
- "window, and you set this, then only the portion that fits within the window "
- "will be drawn, no automatic scaling is possible, even if your game scene is "
- "significantly larger than the window size."
- msgstr ""
- "Si [code]true[/code], renderiza el contenido del viewport directamente a la "
- "pantalla. Esto permite una optimización de bajo nivel en la que se puede "
- "omitir el dibujo de una ventana de visualización en la ventana de la raíz. "
- "Aunque esta optimización puede resultar en un aumento significativo de la "
- "velocidad (especialmente en los dispositivos más antiguos), tiene un costo "
- "de usabilidad. Cuando esto está habilitado, no se puede leer desde el "
- "viewport o desde el [code]SCREEN_TEXTURE[/code]. También se pierde el "
- "beneficio de ciertos ajustes de la ventana, como los diversos modos de "
- "estiramiento. Otra consecuencia que hay que tener en cuenta es que en 2D el "
- "renderizado se produce en coordenadas de ventana, por lo que si tienes una "
- "vista que es el doble del tamaño de la ventana, y la configuras, sólo se "
- "dibujará la parte que cabe dentro de la ventana, no es posible el escalado "
- "automático, incluso si tu escena de juego es significativamente más grande "
- "que el tamaño de la ventana."
- #: doc/classes/VisualServer.xml
- msgid ""
- "Sets a viewport's scenario.\n"
- "The scenario contains information about the [enum ScenarioDebugMode], "
- "environment information, reflection atlas etc."
- msgstr ""
- "Establece el escenario de un viewport.\n"
- "El escenario contiene información sobre el [enum ScenarioDebugMode], "
- "información del entorno, atlas de reflexión, etc."
- #: doc/classes/VisualServer.xml
- msgid "Sets the shadow atlas quadrant's subdivision."
- msgstr "Establece la subdivisión del cuadrante del atlas de las sombras."
- #: doc/classes/VisualServer.xml
- msgid ""
- "Sets the size of the shadow atlas's images (used for omni and spot lights). "
- "The value will be rounded up to the nearest power of 2."
- msgstr ""
- "Establece el tamaño de las imágenes del atlas de sombras (usado para omni y "
- "focos). El valor se redondeará a la potencia más cercana de 2."
- #: doc/classes/VisualServer.xml
- msgid ""
- "Sets the sharpening [code]intensity[/code] for the [code]viewport[/code]. If "
- "set to a value greater than [code]0.0[/code], contrast-adaptive sharpening "
- "will be applied to the 3D viewport. This has a low performance cost and can "
- "be used to recover some of the sharpness lost from using FXAA. Values around "
- "[code]0.5[/code] generally give the best results. See also [method "
- "viewport_set_use_fxaa]."
- msgstr ""
- #: doc/classes/VisualServer.xml
- msgid "Sets the viewport's width and height."
- msgstr "Establece el ancho y la altura del viewport."
- #: doc/classes/VisualServer.xml
- msgid ""
- "If [code]true[/code], the viewport renders its background as transparent."
- msgstr "Si [code]true[/code], el viewport hace que su fondo sea transparente."
- #: doc/classes/VisualServer.xml
- msgid ""
- "Sets when the viewport should be updated. See [enum ViewportUpdateMode] "
- "constants for options."
- msgstr ""
- "Establece cuándo debe actualizarse el viewport. Ver las constantes [enum "
- "ViewportUpdateMode] para las opciones."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid ""
- "Sets the viewport's 2D/3D mode. See [enum ViewportUsage] constants for "
- "options."
- msgstr ""
- "Establece cuándo debe actualizarse el viewport. Ver las constantes [enum "
- "ViewportUpdateMode] para las opciones."
- #: doc/classes/VisualServer.xml
- msgid ""
- "If [code]true[/code], allocates the viewport's framebuffer with full "
- "floating-point precision (32-bit) instead of half floating-point precision "
- "(16-bit). Only effective if [method viewport_set_use_32_bpc_depth] is used "
- "on the same [Viewport] to set HDR to [code]true[/code].\n"
- "[b]Note:[/b] Only available on the GLES3 backend."
- msgstr ""
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid ""
- "If [code]true[/code], the viewport uses augmented or virtual reality "
- "technologies. See [ARVRInterface]."
- msgstr ""
- "Si [code]true[/code], el viewport utiliza tecnologías de realidad aumentada "
- "o virtual. Ver [ARVRInterface]."
- #: doc/classes/VisualServer.xml
- msgid ""
- "If [code]true[/code], uses a fast post-processing filter to make banding "
- "significantly less visible. In some cases, debanding may introduce a "
- "slightly noticeable dithering pattern. It's recommended to enable debanding "
- "only when actually needed since the dithering pattern will make lossless-"
- "compressed screenshots larger.\n"
- "[b]Note:[/b] Only available on the GLES3 backend. [member Viewport.hdr] must "
- "also be [code]true[/code] for debanding to be effective."
- msgstr ""
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid ""
- "Enables fast approximate antialiasing for this viewport. FXAA is a popular "
- "screen-space antialiasing method, which is fast but will make the image look "
- "blurry, especially at lower resolutions. It can still work relatively well "
- "at large resolutions such as 1440p and 4K. Some of the lost sharpness can be "
- "recovered by enabling contrast-adaptive sharpening (see [method "
- "viewport_set_sharpen_intensity])."
- msgstr ""
- "Usar un antialiasing aproximado rápido. FXAA es un método popular de "
- "antialiasing en el espacio de la pantalla, que es rápido pero que hará que "
- "la imagen se vea borrosa, especialmente en resoluciones más bajas. Puede "
- "funcionar relativamente bien en resoluciones grandes como 1440p y 4K."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid "If [code]true[/code], the viewport's rendering is flipped vertically."
- msgstr "Si [code]true[/code], la textura se voltea verticalmente."
- #: doc/classes/VisualServer.xml
- msgid ""
- "If [code]false[/code], disables rendering completely, but the engine logic "
- "is still being processed. You can call [method force_draw] to draw a frame "
- "even with rendering disabled."
- msgstr ""
- "Si [code]false[/code], desactiva la renderización completamente, pero la "
- "lógica del motor sigue siendo procesada. Puedes llamar a [method force_draw] "
- "para dibujar un fotograma incluso con la renderización desactivada."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid ""
- "Emitted at the end of the frame, after the VisualServer has finished "
- "updating all the Viewports."
- msgstr ""
- "Emitido al final del fotograma, después de que el VisualServer haya "
- "terminado de actualizar todos los Viewports."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid ""
- "Emitted at the beginning of the frame, before the VisualServer updates all "
- "the Viewports."
- msgstr ""
- "Emitido al principio del fotograma, antes de que el VisualServer actualice "
- "todos los Viewports."
- #: doc/classes/VisualServer.xml
- msgid "Marks an error that shows that the index array is empty."
- msgstr "Marca un error que muestra que el array de índices está vacío."
- #: doc/classes/VisualServer.xml
- msgid "Number of weights/bones per vertex."
- msgstr "Número de pesos/huesos por vértice."
- #: doc/classes/VisualServer.xml
- msgid "The minimum Z-layer for canvas items."
- msgstr "La capa Z mínima para los objetos del canvas."
- #: doc/classes/VisualServer.xml
- msgid "The maximum Z-layer for canvas items."
- msgstr "La máxima capa Z para los objetos del canvas."
- #: doc/classes/VisualServer.xml
- msgid ""
- "Max number of glow levels that can be used with glow post-process effect."
- msgstr ""
- "Número máximo de niveles de brillo que se pueden utilizar con el efecto de "
- "post-procesado de brillo."
- #: doc/classes/VisualServer.xml
- msgid "Unused enum in Godot 3.x."
- msgstr "La lista no utilizada en Godot 3.x."
- #: doc/classes/VisualServer.xml
- msgid "The minimum renderpriority of all materials."
- msgstr "La prioridad mínima de renderizado de todos los materiales."
- #: doc/classes/VisualServer.xml
- msgid "The maximum renderpriority of all materials."
- msgstr "La máxima prioridad de renderización de todos los materiales."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid "Marks the left side of a cubemap."
- msgstr "Establece el título de una columna."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid "Marks the right side of a cubemap."
- msgstr "Establece el título de una columna."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid "Marks the bottom side of a cubemap."
- msgstr "Establece el título de una columna."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid "Marks the top side of a cubemap."
- msgstr "Establece el título de una columna."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid "Marks the front side of a cubemap."
- msgstr "Establece el título de una columna."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid "Marks the back side of a cubemap."
- msgstr "Establece el título de una columna."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid "Normal texture with 2 dimensions, width and height."
- msgstr "Devuelve el tamaño de la imagen (anchura y altura)."
- #: doc/classes/VisualServer.xml
- msgid ""
- "Texture made up of six faces, can be looked up with a [code]vec3[/code] in "
- "shader."
- msgstr ""
- #: doc/classes/VisualServer.xml
- msgid "An array of 2-dimensional textures."
- msgstr ""
- #: doc/classes/VisualServer.xml
- msgid "A 3-dimensional texture with width, height, and depth."
- msgstr ""
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid "Repeats the texture (instead of clamp to edge)."
- msgstr "Devuelve el desplazamiento de la textura del tile."
- #: doc/classes/VisualServer.xml
- msgid "Repeats the texture with alternate sections mirrored."
- msgstr ""
- #: doc/classes/VisualServer.xml
- msgid ""
- "Default flags. [constant TEXTURE_FLAG_MIPMAPS], [constant "
- "TEXTURE_FLAG_REPEAT] and [constant TEXTURE_FLAG_FILTER] are enabled."
- msgstr ""
- #: doc/classes/VisualServer.xml
- msgid "Shader is a 3D shader."
- msgstr "Shader es un shader 3D."
- #: doc/classes/VisualServer.xml
- msgid "Shader is a 2D shader."
- msgstr "Shader es un shader 2D."
- #: doc/classes/VisualServer.xml
- msgid "Shader is a particle shader."
- msgstr "Shader es un shader de partículas."
- #: doc/classes/VisualServer.xml
- msgid "Represents the size of the [enum ShaderMode] enum."
- msgstr "Representa el tamaño del enum [enum ShaderMode]."
- #: doc/classes/VisualServer.xml
- msgid "Array is a vertex array."
- msgstr "El array es un array de vértices."
- #: doc/classes/VisualServer.xml
- msgid "Array is a normal array."
- msgstr "El array es un array normales."
- #: doc/classes/VisualServer.xml
- msgid "Array is a tangent array."
- msgstr "El Array es una array de tangentes."
- #: doc/classes/VisualServer.xml
- msgid "Array is a color array."
- msgstr "El Array es un array de colores."
- #: doc/classes/VisualServer.xml
- msgid "Array is an UV coordinates array."
- msgstr "El Array es un array de coordenadas UV."
- #: doc/classes/VisualServer.xml
- msgid "Array is an UV coordinates array for the second UV coordinates."
- msgstr ""
- "El Array es un array de coordenadas UV para las segundas coordenadas UV."
- #: doc/classes/VisualServer.xml
- msgid "Array contains bone information."
- msgstr "El Array contiene información sobre los huesos."
- #: doc/classes/VisualServer.xml
- msgid "Array is weight information."
- msgstr "El Array contiene la información de pesos."
- #: doc/classes/VisualServer.xml
- msgid "Array is index array."
- msgstr "El Array es un array de índices."
- #: doc/classes/VisualServer.xml
- msgid "Flag used to mark a vertex array."
- msgstr "Bandera usada para marcar un array de vértices."
- #: doc/classes/VisualServer.xml
- msgid "Flag used to mark a normal array."
- msgstr "Bandera usada para marcar una array de normales."
- #: doc/classes/VisualServer.xml
- msgid "Flag used to mark a tangent array."
- msgstr "Bandera usada para marcar un array de tangentes."
- #: doc/classes/VisualServer.xml
- msgid "Flag used to mark a color array."
- msgstr "Bandera usada para marcar un array de colores."
- #: doc/classes/VisualServer.xml
- msgid "Flag used to mark an UV coordinates array."
- msgstr "Bandera usada para marcar un conjunto de coordenadas UV."
- #: doc/classes/VisualServer.xml
- msgid ""
- "Flag used to mark an UV coordinates array for the second UV coordinates."
- msgstr ""
- "Bandera usada para marcar un array de coordenadas UV para las segundas "
- "coordenadas UV."
- #: doc/classes/VisualServer.xml
- msgid "Flag used to mark a bone information array."
- msgstr "Bandera usada para marcar un array con información de huesos."
- #: doc/classes/VisualServer.xml
- msgid "Flag used to mark a weights array."
- msgstr "Bandera usada para marcar un array de pesos."
- #: doc/classes/VisualServer.xml
- msgid "Flag used to mark an index array."
- msgstr "Bandera usada para marcar un array de índices."
- #: doc/classes/VisualServer.xml
- msgid "Flag used to mark a compressed (half float) color array."
- msgstr "Flag usada para marcar una array de colores comprimida (real)."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid ""
- "Used to set flags [constant ARRAY_COMPRESS_NORMAL], [constant "
- "ARRAY_COMPRESS_TANGENT], [constant ARRAY_COMPRESS_COLOR], [constant "
- "ARRAY_COMPRESS_TEX_UV], [constant ARRAY_COMPRESS_TEX_UV2], [constant "
- "ARRAY_COMPRESS_WEIGHTS], and [constant "
- "ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION] quickly."
- msgstr ""
- "Se usa para poner las banderas [constante ARRAY_COMPRESS_NORMAL], [constant "
- "ARRAY_COMPRESS_TANGENT], [constant ARRAY_COMPRESS_COLOR], [constant "
- "ARRAY_COMPRESS_TEX_UV] y [constant ARRAY_COMPRESS_TEX_UV2] rápidamente."
- #: doc/classes/VisualServer.xml
- msgid "Primitive to draw consists of points."
- msgstr "Primitiva para dibujar vagones de puntos."
- #: doc/classes/VisualServer.xml
- msgid "Primitive to draw consists of lines."
- msgstr "Primitiva para dibujar vagones de líneas."
- #: doc/classes/VisualServer.xml
- msgid "Primitive to draw consists of a line strip from start to end."
- msgstr ""
- "Primitiva para dibujar consiste en una franja de líneas de principio a fin."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid ""
- "Primitive to draw consists of a line loop (a line strip with a line between "
- "the last and the first vertex)."
- msgstr ""
- "Primitiva para dibujar consiste en una tira de triángulo (los últimos 3 "
- "vértices siempre se combinan para formar un triángulo)."
- #: doc/classes/VisualServer.xml
- msgid "Primitive to draw consists of triangles."
- msgstr "Primitiva para dibujar vagones de triángulos."
- #: doc/classes/VisualServer.xml
- msgid ""
- "Primitive to draw consists of a triangle strip (the last 3 vertices are "
- "always combined to make a triangle)."
- msgstr ""
- "Primitiva para dibujar consiste en una tira de triángulo (los últimos 3 "
- "vértices siempre se combinan para formar un triángulo)."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid ""
- "Primitive to draw consists of a triangle strip (the last 2 vertices are "
- "always combined with the first to make a triangle)."
- msgstr ""
- "Primitiva para dibujar consiste en una tira de triángulo (los últimos 3 "
- "vértices siempre se combinan para formar un triángulo)."
- #: doc/classes/VisualServer.xml
- msgid "Represents the size of the [enum PrimitiveType] enum."
- msgstr "Representa el tamaño del enum [enum PrimitiveType]."
- #: doc/classes/VisualServer.xml
- msgid "Is a directional (sun) light."
- msgstr "Es una luz direccional (sol)."
- #: doc/classes/VisualServer.xml
- msgid "Is an omni light."
- msgstr "Es una luz omnipresente."
- #: doc/classes/VisualServer.xml
- msgid "Is a spot light."
- msgstr "Es un foco de luz."
- #: doc/classes/VisualServer.xml
- msgid "The light's energy."
- msgstr "La energía de la luz."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid "Secondary multiplier used with indirect light (light bounces)."
- msgstr ""
- "Multiplicador secundario utilizado con luz indirecta (rebote de luz). "
- "Utilizado con [GIProbe]."
- #: doc/classes/VisualServer.xml
- msgid ""
- "The light's size, currently only used for soft shadows in baked lightmaps."
- msgstr ""
- #: doc/classes/VisualServer.xml
- msgid "The light's influence on specularity."
- msgstr "La influencia de la luz en la especularidad."
- #: doc/classes/VisualServer.xml
- msgid "The light's range."
- msgstr "El rango de la luz."
- #: doc/classes/VisualServer.xml
- msgid "The light's attenuation."
- msgstr "La atenuación de la luz."
- #: doc/classes/VisualServer.xml
- msgid "The spotlight's angle."
- msgstr "El ángulo del foco."
- #: doc/classes/VisualServer.xml
- msgid "The spotlight's attenuation."
- msgstr "La atenuación del foco."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid "Scales the shadow color."
- msgstr "Establece la fuente [Color]."
- #: doc/classes/VisualServer.xml
- msgid "Max distance that shadows will be rendered."
- msgstr "La distancia máxima a la que las sombras se renderizarán."
- #: doc/classes/VisualServer.xml
- msgid "Proportion of shadow atlas occupied by the first split."
- msgstr "Proporción de atlas de sombras ocupados por la primera división."
- #: doc/classes/VisualServer.xml
- msgid "Proportion of shadow atlas occupied by the second split."
- msgstr "Proporción del atlas de las sombras ocupado por la segunda división."
- #: doc/classes/VisualServer.xml
- msgid ""
- "Proportion of shadow atlas occupied by the third split. The fourth split "
- "occupies the rest."
- msgstr ""
- "Proporción del atlas de las sombras ocupado por la tercera división. La "
- "cuarta división ocupa el resto."
- #: doc/classes/VisualServer.xml
- msgid ""
- "Normal bias used to offset shadow lookup by object normal. Can be used to "
- "fix self-shadowing artifacts."
- msgstr ""
- "Sesgo normal usado para compensar la búsqueda de sombras por el objeto "
- "normal. Puede ser usado para arreglar artefactos de auto-sombra."
- #: doc/classes/VisualServer.xml
- msgid "Bias the shadow lookup to fix self-shadowing artifacts."
- msgstr ""
- "Predisponer la búsqueda de sombras para arreglar los artefactos que se "
- "ensombrecen a sí mismos."
- #: doc/classes/VisualServer.xml
- msgid ""
- "Increases bias on further splits to fix self-shadowing that only occurs far "
- "away from the camera."
- msgstr ""
- #: doc/classes/VisualServer.xml
- msgid "Represents the size of the [enum LightParam] enum."
- msgstr "Representa el tamaño del enum [enum LightParam]."
- #: doc/classes/VisualServer.xml
- msgid "Use a dual paraboloid shadow map for omni lights."
- msgstr ""
- "Usar un mapa de sombras paraboloide doble para las luces omnidireccionales."
- #: doc/classes/VisualServer.xml
- msgid ""
- "Use a cubemap shadow map for omni lights. Slower but better quality than "
- "dual paraboloid."
- msgstr ""
- "Usa un mapa de cubo de sombras para las luces omnidireccionales. Más lento "
- "pero de mejor calidad que el paraboloide dual."
- #: doc/classes/VisualServer.xml
- msgid "Use more detail vertically when computing shadow map."
- msgstr ""
- #: doc/classes/VisualServer.xml
- msgid "Use more detail horizontally when computing shadow map."
- msgstr ""
- #: doc/classes/VisualServer.xml
- msgid "Use orthogonal shadow projection for directional light."
- msgstr "Usar proyección de sombra ortogonal para la luz direccional."
- #: doc/classes/VisualServer.xml
- msgid "Use 2 splits for shadow projection when using directional light."
- msgstr ""
- "Use 2 divisiones para la proyección de sombras cuando use luz direccional."
- #: doc/classes/VisualServer.xml
- msgid "Use 4 splits for shadow projection when using directional light."
- msgstr ""
- "Use 4 divisiones para la proyección de sombras cuando use luz direccional."
- #: doc/classes/VisualServer.xml
- msgid ""
- "Keeps shadows stable as camera moves but has lower effective resolution."
- msgstr ""
- "Mantiene las sombras estables a medida que la cámara se mueve, pero tiene "
- "una resolución efectiva más baja."
- #: doc/classes/VisualServer.xml
- msgid ""
- "Optimize use of shadow maps, increasing the effective resolution. But may "
- "result in shadows moving or flickering slightly."
- msgstr ""
- "Optimizar el uso de los mapas de sombra, aumentando la resolución efectiva. "
- "Pero puede dar lugar a que las sombras se muevan o parpadeen ligeramente."
- #: doc/classes/VisualServer.xml
- msgid "Do not update the viewport."
- msgstr "No actualice el viewport."
- #: doc/classes/VisualServer.xml
- msgid "Update the viewport once then set to disabled."
- msgstr "Actualiza el viewport una vez y luego ponlo en desactivado."
- #: doc/classes/VisualServer.xml
- msgid "Update the viewport whenever it is visible."
- msgstr "Actualice el viewport siempre que sea visible."
- #: doc/classes/VisualServer.xml
- msgid "Always update the viewport."
- msgstr "Siempre actualiza el viewport."
- #: doc/classes/VisualServer.xml
- msgid "The viewport is always cleared before drawing."
- msgstr "El viewport siempre se limpia antes de dibujar."
- #: doc/classes/VisualServer.xml
- msgid "The viewport is never cleared before drawing."
- msgstr "El viewport nunca se limpia antes de dibujar."
- #: doc/classes/VisualServer.xml
- msgid ""
- "The viewport is cleared once, then the clear mode is set to [constant "
- "VIEWPORT_CLEAR_NEVER]."
- msgstr ""
- "El viewport se borra una vez, luego el modo de borrado se establece en "
- "[constant VIEWPORT_CLEAR_NEVER]."
- #: doc/classes/VisualServer.xml
- msgid "Multisample antialiasing is disabled."
- msgstr "El antialiasing multimuestra está desactivado."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid "Multisample antialiasing is set to 2×."
- msgstr "El antialiasing multimuestra está desactivado."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid "Multisample antialiasing is set to 4×."
- msgstr "El antialiasing multimuestra está desactivado."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid "Multisample antialiasing is set to 8×."
- msgstr "El antialiasing multimuestra está desactivado."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid "Multisample antialiasing is set to 16×."
- msgstr "El antialiasing multimuestra está desactivado."
- #: doc/classes/VisualServer.xml
- msgid ""
- "Multisample antialiasing is set to 2× on external texture. Special mode for "
- "GLES2 Android VR (Oculus Quest and Go)."
- msgstr ""
- #: doc/classes/VisualServer.xml
- msgid ""
- "Multisample antialiasing is set to 4× on external texture. Special mode for "
- "GLES2 Android VR (Oculus Quest and Go)."
- msgstr ""
- #: doc/classes/VisualServer.xml
- msgid "The Viewport does not render 3D but samples."
- msgstr ""
- #: doc/classes/VisualServer.xml
- msgid "The Viewport does not render 3D and does not sample."
- msgstr ""
- #: doc/classes/VisualServer.xml
- msgid "The Viewport renders 3D with effects."
- msgstr ""
- #: doc/classes/VisualServer.xml
- msgid "The Viewport renders 3D but without effects."
- msgstr ""
- #: doc/classes/VisualServer.xml
- msgid "Number of objects drawn in a single frame."
- msgstr "Número de objetos dibujados en un solo fotograma."
- #: doc/classes/VisualServer.xml
- msgid "Number of vertices drawn in a single frame."
- msgstr "Número de vértices dibujados en un solo fotograma."
- #: doc/classes/VisualServer.xml
- msgid "Number of material changes during this frame."
- msgstr "Número de cambios materiales durante este fotograma."
- #: doc/classes/VisualServer.xml
- msgid "Number of shader changes during this frame."
- msgstr "El número de cambios de shader durante este fotograma."
- #: doc/classes/VisualServer.xml
- msgid "Number of surface changes during this frame."
- msgstr "El número de cambios en la superficie durante este fotograma."
- #: doc/classes/VisualServer.xml
- msgid "Number of draw calls during this frame."
- msgstr "Número de llamadas de dibujo durante este fotograma."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid "Number of 2d items drawn this frame."
- msgstr "Número de llamadas de dibujo durante este fotograma."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid "Number of 2d draw calls during this frame."
- msgstr "Número de llamadas de dibujo durante este fotograma."
- #: doc/classes/VisualServer.xml
- msgid "Represents the size of the [enum ViewportRenderInfo] enum."
- msgstr "Representa el tamaño del enum [enum ViewportRenderInfo]."
- #: doc/classes/VisualServer.xml
- msgid "Debug draw is disabled. Default setting."
- msgstr ""
- "El dibujado de depuración está desactivado. Configuración predeterminada."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid "Debug draw sets objects to unshaded."
- msgstr "El dibujado de depuración dibuja objetos en un marco de alambre."
- #: doc/classes/VisualServer.xml
- msgid "Overwrites clear color to [code](0,0,0,0)[/code]."
- msgstr ""
- #: doc/classes/VisualServer.xml
- msgid "Debug draw draws objects in wireframe."
- msgstr "El dibujado de depuración dibuja objetos en un marco de alambre."
- #: doc/classes/VisualServer.xml
- msgid "Do not use a debug mode."
- msgstr "No utilice el modo de depuración."
- #: doc/classes/VisualServer.xml
- msgid "Draw all objects as wireframe models."
- msgstr "Dibujar todos los objetos como modelos de malla de alambre."
- #: doc/classes/VisualServer.xml
- msgid ""
- "Draw all objects in a way that displays how much overdraw is occurring. "
- "Overdraw occurs when a section of pixels is drawn and shaded and then "
- "another object covers it up. To optimize a scene, you should reduce overdraw."
- msgstr ""
- "Dibuja todos los objetos de manera que se vea cuánto se está sobregirando. "
- "El sobregirado se produce cuando se dibuja y sombrea una sección de píxeles "
- "y luego otro objeto la cubre. Para optimizar una escena, debes reducir el "
- "sobregirado."
- #: doc/classes/VisualServer.xml
- msgid ""
- "Draw all objects without shading. Equivalent to setting all objects shaders "
- "to [code]unshaded[/code]."
- msgstr ""
- "Dibuja todos los objetos sin sombrear. Equivale a poner todos los objetos "
- "shaders en [code]unshaded[/code]."
- #: doc/classes/VisualServer.xml
- msgid "The instance does not have a type."
- msgstr "La instancia no tiene un tipo."
- #: doc/classes/VisualServer.xml
- msgid "The instance is a mesh."
- msgstr "La instancia es una malla."
- #: doc/classes/VisualServer.xml
- msgid "The instance is a multimesh."
- msgstr "La instancia es una multimalla."
- #: doc/classes/VisualServer.xml
- msgid "The instance is an immediate geometry."
- msgstr "La instancia es una geometría inmediata."
- #: doc/classes/VisualServer.xml
- msgid "The instance is a particle emitter."
- msgstr "El caso es un emisor de partículas."
- #: doc/classes/VisualServer.xml
- msgid "The instance is a light."
- msgstr "La instancia es una luz."
- #: doc/classes/VisualServer.xml
- msgid "The instance is a reflection probe."
- msgstr "La instancia es una sonda de reflexión."
- #: doc/classes/VisualServer.xml
- msgid "The instance is a GI probe."
- msgstr "El caso es una sonda GI."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid "The instance is a lightmap capture."
- msgstr "La instancia es un mapa de luz."
- #: doc/classes/VisualServer.xml
- msgid "Represents the size of the [enum InstanceType] enum."
- msgstr "Representa el tamaño del enum[enum InstanceType]."
- #: doc/classes/VisualServer.xml
- msgid ""
- "A combination of the flags of geometry instances (mesh, multimesh, immediate "
- "and particles)."
- msgstr ""
- "Una combinación de las banderas de las instancias de la geometría (malla, "
- "multimesh, inmediata y partículas)."
- #: doc/classes/VisualServer.xml
- msgid "Allows the instance to be used in baked lighting."
- msgstr "Permite que la instancia se utilice en la iluminación del cocinado."
- #: doc/classes/VisualServer.xml
- msgid "When set, manually requests to draw geometry on next frame."
- msgstr ""
- "Cuando se establece, pide manualmente dibujar la geometría en el siguiente "
- "fotograma."
- #: doc/classes/VisualServer.xml
- msgid "Represents the size of the [enum InstanceFlags] enum."
- msgstr "Representa el tamaño del enum [enum InstanceFlags]."
- #: doc/classes/VisualServer.xml
- msgid "Disable shadows from this instance."
- msgstr "Deshabilita sombras de esta instancia."
- #: doc/classes/VisualServer.xml
- msgid "Cast shadows from this instance."
- msgstr "Proyecta sombras de esta instancia."
- #: doc/classes/VisualServer.xml
- msgid ""
- "Disable backface culling when rendering the shadow of the object. This is "
- "slightly slower but may result in more correct shadows."
- msgstr ""
- "Deshabilitar la selección de la cara posterior cuando se renderice la sombra "
- "del objeto. Esto es un poco más lento pero puede resultar en sombras más "
- "correctas."
- #: doc/classes/VisualServer.xml
- msgid ""
- "Only render the shadows from the object. The object itself will not be drawn."
- msgstr ""
- "Sólo se muestran las sombras del objeto. El objeto en sí no será dibujado."
- #: doc/classes/VisualServer.xml
- msgid "The nine patch gets stretched where needed."
- msgstr "El nine patch se estira donde es necesario."
- #: doc/classes/VisualServer.xml
- msgid "The nine patch gets filled with tiles where needed."
- msgstr "El nine patch se llena de tiles donde sea necesario."
- #: doc/classes/VisualServer.xml
- msgid ""
- "The nine patch gets filled with tiles where needed and stretches them a bit "
- "if needed."
- msgstr ""
- "El nine patch se llena de tiles donde sea necesario y se estira un poco si "
- "es necesario."
- #: doc/classes/VisualServer.xml
- msgid "Adds light color additive to the canvas."
- msgstr "Añade un aditivo de color claro al canvas."
- #: doc/classes/VisualServer.xml
- msgid "Adds light color subtractive to the canvas."
- msgstr "Añade el color de la luz que se sustrae al canvas."
- #: doc/classes/VisualServer.xml
- msgid "The light adds color depending on transparency."
- msgstr "La luz añade color dependiendo de la transparencia."
- #: doc/classes/VisualServer.xml
- msgid "The light adds color depending on mask."
- msgstr "La luz añade color dependiendo de la máscara."
- #: doc/classes/VisualServer.xml
- msgid "Do not apply a filter to canvas light shadows."
- msgstr "No aplique un filtro a las sombras de luz del canvas."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid "Use PCF3 filtering to filter canvas light shadows."
- msgstr "Utiliza el filtro PCF13 para filtrar las sombras de luz del canvas."
- #: doc/classes/VisualServer.xml
- msgid "Use PCF5 filtering to filter canvas light shadows."
- msgstr "Utiliza el filtro PCF5 para filtrar las sombras de luz del canvas."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid "Use PCF7 filtering to filter canvas light shadows."
- msgstr "Utiliza el filtro PCF5 para filtrar las sombras de luz del canvas."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid "Use PCF9 filtering to filter canvas light shadows."
- msgstr "Utiliza el filtro PCF5 para filtrar las sombras de luz del canvas."
- #: doc/classes/VisualServer.xml
- msgid "Use PCF13 filtering to filter canvas light shadows."
- msgstr "Utiliza el filtro PCF13 para filtrar las sombras de luz del canvas."
- #: doc/classes/VisualServer.xml
- msgid "Culling of the canvas occluder is disabled."
- msgstr "Selección del oclusor del canvas está desactivado."
- #: doc/classes/VisualServer.xml
- msgid "Culling of the canvas occluder is clockwise."
- msgstr ""
- "La selección del oclusor del canvas se hace en el sentido de las agujas del "
- "reloj."
- #: doc/classes/VisualServer.xml
- msgid "Culling of the canvas occluder is counterclockwise."
- msgstr ""
- "La selección del oclusor del canvas es en sentido contrario a las agujas del "
- "reloj."
- #: doc/classes/VisualServer.xml
- msgid "The amount of objects in the frame."
- msgstr "La cantidad de objetos en el fotograma."
- #: doc/classes/VisualServer.xml
- msgid "The amount of vertices in the frame."
- msgstr "La cantidad de vértices en el fotograma."
- #: doc/classes/VisualServer.xml
- msgid "The amount of modified materials in the frame."
- msgstr "La cantidad de materiales modificados en el fotograma."
- #: doc/classes/VisualServer.xml
- msgid "The amount of shader rebinds in the frame."
- msgstr "La cantidad del shader se repite en el fotograma."
- #: doc/classes/VisualServer.xml
- msgid ""
- "The peak amount of shaders that have been under compilation in the frame.\n"
- "This is useful to know when asynchronous shader compilation has finished for "
- "the current shaders on screen.\n"
- "[b]Note:[/b] For complete certainty, only assume there are no outstanding "
- "compilations when this value is zero for at least two frames in a row.\n"
- "Unimplemented in the GLES2 rendering backend, always returns 0."
- msgstr ""
- #: doc/classes/VisualServer.xml
- msgid "The amount of surface changes in the frame."
- msgstr "La cantidad de superficie cambia en el fotograma."
- #: doc/classes/VisualServer.xml
- msgid "The amount of draw calls in frame."
- msgstr "La cantidad de llamadas de dibujo en el fotograma."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid "The amount of 2d items in the frame."
- msgstr "La cantidad de vértices en el fotograma."
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid "The amount of 2d draw calls in frame."
- msgstr "La cantidad de llamadas de dibujo en el fotograma."
- #: doc/classes/VisualServer.xml
- msgid "Hardware supports shaders. This enum is currently unused in Godot 3.x."
- msgstr ""
- "El hardware soporta los shaders. Esta enum no se usa actualmente en Godot 3."
- "x."
- #: doc/classes/VisualServer.xml
- msgid ""
- "Hardware supports multithreading. This enum is currently unused in Godot 3.x."
- msgstr ""
- "El hardware soporta el multihilo. Este enum no se usa actualmente en Godot 3."
- "x."
- #: doc/classes/VisualServer.xml
- msgid "Use [Transform2D] to store MultiMesh transform."
- msgstr "Use [Transform2D] para almacenar la transformada de MultiMalla."
- #: doc/classes/VisualServer.xml
- msgid "Use [Transform] to store MultiMesh transform."
- msgstr "Use [Transform] para almacenar la transformada de MultiMesh."
- #: doc/classes/VisualServer.xml
- msgid "MultiMesh does not use per-instance color."
- msgstr ""
- #: doc/classes/VisualServer.xml
- msgid ""
- "MultiMesh color uses 8 bits per component. This packs the color into a "
- "single float."
- msgstr ""
- #: doc/classes/VisualServer.xml
- msgid "MultiMesh color uses a float per channel."
- msgstr ""
- #: doc/classes/VisualServer.xml
- msgid "MultiMesh does not use custom data."
- msgstr ""
- #: doc/classes/VisualServer.xml
- msgid ""
- "MultiMesh custom data uses 8 bits per component. This packs the 4-component "
- "custom data into a single float."
- msgstr ""
- #: doc/classes/VisualServer.xml
- msgid "MultiMesh custom data uses a float per component."
- msgstr ""
- #: doc/classes/VisualServer.xml
- msgid "Reflection probe will update reflections once and then stop."
- msgstr ""
- "La sonda de reflexión actualizará las reflexiones una vez y luego se "
- "detendrá."
- #: doc/classes/VisualServer.xml
- msgid ""
- "Reflection probe will update each frame. This mode is necessary to capture "
- "moving objects."
- msgstr ""
- "La sonda de reflexión actualizará cada cuadro. Este modo es necesario para "
- "capturar objetos en movimiento."
- #: doc/classes/VisualServer.xml
- msgid "Draw particles in the order that they appear in the particles array."
- msgstr ""
- "Dibuja las partículas en el orden en que aparecen en el array de partículas."
- #: doc/classes/VisualServer.xml
- msgid "Sort particles based on their lifetime."
- msgstr "Clasificar las partículas en función de su vida útil."
- #: doc/classes/VisualServer.xml
- msgid "Sort particles based on their distance to the camera."
- msgstr "Clasifica las partículas según su distancia a la cámara."
- #: doc/classes/VisualServer.xml
- msgid "Use the clear color as background."
- msgstr "Usa el color limpio como fondo."
- #: doc/classes/VisualServer.xml
- msgid "Use a specified color as the background."
- msgstr "Utilice un color específico como fondo."
- #: doc/classes/VisualServer.xml
- msgid "Use a sky resource for the background."
- msgstr "Usar un recurso del cielo para el fondo."
- #: doc/classes/VisualServer.xml
- msgid ""
- "Use a custom color for background, but use a sky for shading and reflections."
- msgstr ""
- #: doc/classes/VisualServer.xml
- msgid ""
- "Use a specified canvas layer as the background. This can be useful for "
- "instantiating a 2D scene in a 3D world."
- msgstr ""
- "Usar una capa de canvas especifica como fondo. Esto puede ser útil para "
- "instanciar una escena 2D en un mundo 3D."
- #: doc/classes/VisualServer.xml
- msgid ""
- "Do not clear the background, use whatever was rendered last frame as the "
- "background."
- msgstr "No despeje el fondo, use el último fotograma como fondo."
- #: doc/classes/VisualServer.xml
- msgid "Represents the size of the [enum EnvironmentBG] enum."
- msgstr "Representa el tamaño del enum [enum EnvironmentBG]."
- #: doc/classes/VisualServer.xml
- msgid "Use lowest blur quality. Fastest, but may look bad."
- msgstr ""
- #: doc/classes/VisualServer.xml
- msgid "Use medium blur quality."
- msgstr ""
- #: doc/classes/VisualServer.xml
- msgid "Used highest blur quality. Looks the best, but is the slowest."
- msgstr ""
- #: doc/classes/VisualServer.xml
- msgid "Add the effect of the glow on top of the scene."
- msgstr ""
- #: doc/classes/VisualServer.xml
- msgid ""
- "Blends the glow effect with the screen. Does not get as bright as additive."
- msgstr ""
- #: doc/classes/VisualServer.xml
- msgid "Produces a subtle color disturbance around objects."
- msgstr ""
- #: doc/classes/VisualServer.xml
- msgid "Shows the glow effect by itself without the underlying scene."
- msgstr ""
- #: doc/classes/VisualServer.xml
- msgid ""
- "Output color as they came in. This can cause bright lighting to look blown "
- "out, with noticeable clipping in the output colors."
- msgstr ""
- #: doc/classes/VisualServer.xml
- #, fuzzy
- msgid ""
- "Use the Reinhard tonemapper. Performs a variation on rendered pixels' colors "
- "by this formula: [code]color = color / (1 + color)[/code]. This avoids "
- "clipping bright highlights, but the resulting image can look a bit dull."
- msgstr ""
- "Operador de mapeado de tonos Reinhardt. Realiza una variación de los colores "
- "de los píxeles renderizados por esta fórmula: [code]color = color / (1 + "
- "color)[/code]."
- #: doc/classes/VisualServer.xml
- msgid ""
- "Use the filmic tonemapper. This avoids clipping bright highlights, with a "
- "resulting image that usually looks more vivid than [constant "
- "ENV_TONE_MAPPER_REINHARD]."
- msgstr ""
- #: doc/classes/VisualServer.xml
- msgid ""
- "Use the legacy Godot version of the Academy Color Encoding System "
- "tonemapper. Unlike [constant ENV_TONE_MAPPER_ACES_FITTED], this version of "
- "ACES does not handle bright lighting in a physically accurate way. ACES "
- "typically has a more contrasted output compared to [constant "
- "ENV_TONE_MAPPER_REINHARD] and [constant ENV_TONE_MAPPER_FILMIC].\n"
- "[b]Note:[/b] This tonemapping operator will be removed in Godot 4.0 in favor "
- "of the more accurate [constant ENV_TONE_MAPPER_ACES_FITTED]."
- msgstr ""
- #: doc/classes/VisualServer.xml
- msgid ""
- "Use the Academy Color Encoding System tonemapper. ACES is slightly more "
- "expensive than other options, but it handles bright lighting in a more "
- "realistic fashion by desaturating it as it becomes brighter. ACES typically "
- "has a more contrasted output compared to [constant ENV_TONE_MAPPER_REINHARD] "
- "and [constant ENV_TONE_MAPPER_FILMIC]."
- msgstr ""
- #: doc/classes/VisualServer.xml
- msgid "Lowest quality of screen space ambient occlusion."
- msgstr ""
- "La calidad más baja de la oclusión ambiental del espacio de la pantalla."
- #: doc/classes/VisualServer.xml
- msgid "Medium quality screen space ambient occlusion."
- msgstr "Oclusión ambiental del espacio de pantalla de calidad media."
- #: doc/classes/VisualServer.xml
- msgid "Highest quality screen space ambient occlusion."
- msgstr "Oclusión ambiental del espacio de pantalla de la mayor calidad."
- #: doc/classes/VisualServer.xml
- msgid "Disables the blur set for SSAO. Will make SSAO look noisier."
- msgstr ""
- "Deshabilita el set de desenfoque para SSAO. Hará que SSAO parezca más "
- "ruidoso."
- #: doc/classes/VisualServer.xml
- msgid "Perform a 1x1 blur on the SSAO output."
- msgstr "Realiza un desenfoque de 1x1 en la salida de SSAO."
- #: doc/classes/VisualServer.xml
- msgid "Performs a 2x2 blur on the SSAO output."
- msgstr "Realiza un desenfoque de 2x2 en la salida de SSAO."
- #: doc/classes/VisualServer.xml
- msgid "Performs a 3x3 blur on the SSAO output. Use this for smoothest SSAO."
- msgstr ""
- "Realiza un desenfoque de 3x3 en la salida de SSAO. Usa esto para un SSAO más "
- "suave."
- #: doc/classes/VisualServer.xml
- msgid ""
- "Used to query for any changes that request a redraw, whatever the priority."
- msgstr ""
- #: doc/classes/VisualServer.xml
- msgid ""
- "Registered changes which have low priority can be optionally prevented from "
- "causing editor redraws. Examples might include dynamic shaders (typically "
- "using the [code]TIME[/code] built-in)."
- msgstr ""
- #: doc/classes/VisualServer.xml
- msgid "Registered changes which can cause a redraw default to high priority."
- msgstr ""
- #: doc/classes/VisualShader.xml
- msgid "A custom shader program with a visual editor."
- msgstr "Un programa shader personalizado con un editor visual."
- #: doc/classes/VisualShader.xml
- msgid ""
- "This class allows you to define a custom shader program that can be used for "
- "various materials to render objects.\n"
- "The visual shader editor creates the shader."
- msgstr ""
- "Esta clase permite definir un programa shader personalizado que puede ser "
- "usado por varios materiales para renderizar objetos.\n"
- "El editor de shader visual crea el shader."
- #: doc/classes/VisualShader.xml
- msgid "Adds the specified node to the shader."
- msgstr "Añade el nodo especificado al shader."
- #: doc/classes/VisualShader.xml
- msgid ""
- "Returns [code]true[/code] if the specified nodes and ports can be connected "
- "together."
- msgstr ""
- "Devuelve [code]true[/code] si los nodos y puertos especificados pueden ser "
- "conectados juntos."
- #: doc/classes/VisualShader.xml
- msgid "Connects the specified nodes and ports."
- msgstr "Conecta los nodos y puertos especificados."
- #: doc/classes/VisualShader.xml
- msgid ""
- "Connects the specified nodes and ports, even if they can't be connected. "
- "Such connection is invalid and will not function properly."
- msgstr ""
- "Conecta los nodos y puertos especificados, aunque no puedan ser conectados. "
- "Dicha conexión es inválida y no funcionará correctamente."
- #: doc/classes/VisualShader.xml
- msgid ""
- "Returns the shader node instance with specified [code]type[/code] and "
- "[code]id[/code]."
- msgstr ""
- "Devuelve la instancia del nodo shader con el tipo [code]type[/code] y "
- "[code]id[/code] especificados."
- #: doc/classes/VisualShader.xml
- msgid "Returns the list of connected nodes with the specified type."
- msgstr "Devuelve la lista de nodos conectados con el tipo especificado."
- #: doc/classes/VisualShader.xml
- msgid "Returns the list of all nodes in the shader with the specified type."
- msgstr ""
- "Devuelve la lista de todos los nodos del shader con el tipo especificado."
- #: doc/classes/VisualShader.xml
- msgid "Returns the position of the specified node within the shader graph."
- msgstr "Devuelve la posición del nodo especificado dentro del gráfico shader."
- #: doc/classes/VisualShader.xml
- msgid ""
- "Returns [code]true[/code] if the specified node and port connection exist."
- msgstr ""
- "Devuelve [code]true[/code] si existe el nodo y la conexión de puerto "
- "especificados."
- #: doc/classes/VisualShader.xml
- msgid "Removes the specified node from the shader."
- msgstr "Elimina el nodo especificado del shader."
- #: doc/classes/VisualShader.xml
- msgid "Sets the mode of this shader."
- msgstr "Establece el modo de este shader."
- #: doc/classes/VisualShader.xml
- msgid "Sets the position of the specified node."
- msgstr "Establece la posición del nodo especificado."
- #: doc/classes/VisualShader.xml
- msgid "The offset vector of the whole graph."
- msgstr "El vector de desplazamiento de todo el gráfico."
- #: doc/classes/VisualShader.xml
- msgid "A vertex shader, operating on vertices."
- msgstr "Un shader de vértices, operando en vértices."
- #: doc/classes/VisualShader.xml
- msgid "A fragment shader, operating on fragments (pixels)."
- msgstr "Un shader de fragmentos, operando con fragmentos (píxeles)."
- #: doc/classes/VisualShader.xml
- msgid "A shader for light calculations."
- msgstr "Un shader para cálculos de luz."
- #: doc/classes/VisualShader.xml
- msgid "Represents the size of the [enum Type] enum."
- msgstr "Representa el tamaño del enum [enum Type]."
- #: doc/classes/VisualShaderNode.xml
- msgid "Base class for nodes in a visual shader graph."
- msgstr "Clase base para nodos en un gráfico de shader visual."
- #: doc/classes/VisualShaderNode.xml
- msgid ""
- "Visual shader graphs consist of various nodes. Each node in the graph is a "
- "separate object and they are represented as a rectangular boxes with title "
- "and a set of properties. Each node has also connection ports that allow to "
- "connect it to another nodes and control the flow of the shader."
- msgstr ""
- #: doc/classes/VisualShaderNode.xml
- msgid ""
- "Returns an [Array] containing default values for all of the input ports of "
- "the node in the form [code][index0, value0, index1, value1, ...][/code]."
- msgstr ""
- "Devuelve un [Array] que contiene valores por defecto para todos los puertos "
- "de entrada del nodo en la forma [code][index0, value0, index1, value1, ...][/"
- "code]."
- #: doc/classes/VisualShaderNode.xml
- msgid "Returns the default value of the input [code]port[/code]."
- msgstr "Devuelve el valor por defecto de la entrada [code]port[/code]."
- #: doc/classes/VisualShaderNode.xml
- msgid ""
- "Sets the default input ports values using an [Array] of the form [code]"
- "[index0, value0, index1, value1, ...][/code]. For example: [code][0, "
- "Vector3(0, 0, 0), 1, Vector3(0, 0, 0)][/code]."
- msgstr ""
- "Establece los valores de los puertos de entrada por defecto utilizando una "
- "[Array] de la forma [code][index0, value0, index1, value1, ...][/code]. Por "
- "ejemplo: [code][0, Vector3(0, 0, 0), 1, Vector3(0, 0, 0)][/code]."
- #: doc/classes/VisualShaderNode.xml
- msgid "Sets the default value for the selected input [code]port[/code]."
- msgstr ""
- "Establece el valor por defecto para la entrada seleccionada [code]port[/"
- "code]."
- #: doc/classes/VisualShaderNode.xml
- msgid ""
- "Sets the output port index which will be showed for preview. If set to "
- "[code]-1[/code] no port will be open for preview."
- msgstr ""
- "Establece el índice del puerto de salida que se mostrará para la vista "
- "previa. Si se establece en [code]-1[/code] no se abrirá ningún puerto para "
- "la vista previa."
- #: doc/classes/VisualShaderNode.xml
- #, fuzzy
- msgid ""
- "Emitted when the node requests an editor refresh. Currently called only in "
- "setter of [member VisualShaderNodeTexture.source], "
- "[VisualShaderNodeTexture], and [VisualShaderNodeCubeMap] (and their "
- "derivatives)."
- msgstr ""
- "Emitido cuando el nodo solicita un refresco del editor. Actualmente se llama "
- "sólo en el setter de [member VisualShaderNodeTexture.source], "
- "[VisualShaderNodeTexture], y [VisualShaderNodeCubemap] (y sus derivados)."
- #: doc/classes/VisualShaderNode.xml
- msgid ""
- "Floating-point scalar. Translated to [code]float[/code] type in shader code."
- msgstr "Escalar real. Traducido a tipo [code]float[/code] en código shader."
- #: doc/classes/VisualShaderNode.xml
- msgid ""
- "3D vector of floating-point values. Translated to [code]vec3[/code] type in "
- "shader code."
- msgstr ""
- "Vector 3D de valores de reales. Traducido a tipo [code]vec3[/code] en código "
- "shader."
- #: doc/classes/VisualShaderNode.xml
- msgid "Boolean type. Translated to [code]bool[/code] type in shader code."
- msgstr "Tipo booleano. Traducido al tipo [code]bool[/code] en código shader."
- #: doc/classes/VisualShaderNode.xml
- msgid "Transform type. Translated to [code]mat4[/code] type in shader code."
- msgstr ""
- "Tipo de transformada. Traducido al tipo [code]mat4[/code] en código shader."
- #: doc/classes/VisualShaderNode.xml
- msgid ""
- "Sampler type. Translated to reference of sampler uniform in shader code. Can "
- "only be used for input ports in non-uniform nodes."
- msgstr ""
- "Tipo Sampler. Traducido a referencia del uniforme del muestras en el código "
- "shader. Sólo puede utilizarse para puertos de entrada en nodos no uniformes."
- #: doc/classes/VisualShaderNode.xml
- msgid "Represents the size of the [enum PortType] enum."
- msgstr "Representa el tamaño del enum[enum PortType]."
- #: doc/classes/VisualShaderNodeBooleanConstant.xml
- msgid "A boolean constant to be used within the visual shader graph."
- msgstr ""
- "Una constante booleana para ser usada dentro del gráfico visual del shader."
- #: doc/classes/VisualShaderNodeBooleanConstant.xml
- msgid ""
- "Has only one output port and no inputs.\n"
- "Translated to [code]bool[/code] in the shader language."
- msgstr ""
- "Sólo tiene un puerto de salida y no tiene entradas.\n"
- "Traducido a [code]bool[/code] en el lenguaje de los shaders."
- #: doc/classes/VisualShaderNodeBooleanConstant.xml
- msgid "A boolean constant which represents a state of this node."
- msgstr "Una constante booleana que representa un estado de este nodo."
- #: doc/classes/VisualShaderNodeBooleanUniform.xml
- msgid "A boolean uniform to be used within the visual shader graph."
- msgstr ""
- "Un uniforme booleano para ser usado dentro del gráfico de shader visual."
- #: doc/classes/VisualShaderNodeBooleanUniform.xml
- msgid "Translated to [code]uniform bool[/code] in the shader language."
- msgstr "Traducido a [code]bool[/code] uniforme en el lenguaje de los shaders."
- #: doc/classes/VisualShaderNodeBooleanUniform.xml
- #: doc/classes/VisualShaderNodeColorUniform.xml
- #: doc/classes/VisualShaderNodeScalarUniform.xml
- #: doc/classes/VisualShaderNodeTransformUniform.xml
- #: doc/classes/VisualShaderNodeVec3Uniform.xml
- #, fuzzy
- msgid "A default value to be assigned within the shader."
- msgstr "Un efecto Fresnel para ser usado dentro del gráfico shader visual."
- #: doc/classes/VisualShaderNodeBooleanUniform.xml
- #: doc/classes/VisualShaderNodeColorUniform.xml
- #: doc/classes/VisualShaderNodeScalarUniform.xml
- #: doc/classes/VisualShaderNodeTransformUniform.xml
- #: doc/classes/VisualShaderNodeVec3Uniform.xml
- msgid "Enables usage of the [member default_value]."
- msgstr ""
- #: doc/classes/VisualShaderNodeColorConstant.xml
- msgid "A [Color] constant to be used within the visual shader graph."
- msgstr ""
- "Una constante [Color] para ser usada dentro del gráfico de shader visual."
- #: doc/classes/VisualShaderNodeColorConstant.xml
- msgid ""
- "Has two output ports representing RGB and alpha channels of [Color].\n"
- "Translated to [code]vec3 rgb[/code] and [code]float alpha[/code] in the "
- "shader language."
- msgstr ""
- "Tiene dos puertos de salida que representan los canales RGB y alfa de "
- "[Color].\n"
- "Traducido a [code]vec3 rgb[/code] y [code]float alpha[/code] en el lenguaje "
- "shader."
- #: doc/classes/VisualShaderNodeColorConstant.xml
- msgid "A [Color] constant which represents a state of this node."
- msgstr "Una constante [Color] que representa un estado de este nodo."
- #: doc/classes/VisualShaderNodeColorFunc.xml
- msgid "A [Color] function to be used within the visual shader graph."
- msgstr ""
- "Una función [Color] para ser usada dentro del gráfico de shader visual."
- #: doc/classes/VisualShaderNodeColorFunc.xml
- msgid ""
- "Accept a [Color] to the input port and transform it according to [member "
- "function]."
- msgstr ""
- "Acepta un [Color] en el puerto de entrada y transfórmalo de acuerdo con la "
- "[member function]."
- #: doc/classes/VisualShaderNodeColorFunc.xml
- msgid ""
- "A function to be applied to the input color. See [enum Function] for options."
- msgstr ""
- "Una función que se aplica al color de entrada. Ver [enum Function] para las "
- "opciones."
- #: doc/classes/VisualShaderNodeColorFunc.xml
- msgid ""
- "Converts the color to grayscale using the following formula:\n"
- "[codeblock]\n"
- "vec3 c = input;\n"
- "float max1 = max(c.r, c.g);\n"
- "float max2 = max(max1, c.b);\n"
- "float max3 = max(max1, max2);\n"
- "return vec3(max3, max3, max3);\n"
- "[/codeblock]"
- msgstr ""
- "Convierte el color a escala de grises usando la siguiente fórmula:\n"
- "[codeblock]\n"
- "vec3 c = entrada;\n"
- "float max1 = max(c.r, c.g);\n"
- "float max2 = max(max1, c.b);\n"
- "float max3 = max(max1, max2);\n"
- "return vec3(max3, max3, max3);\n"
- "[/codeblock]"
- #: doc/classes/VisualShaderNodeColorFunc.xml
- msgid ""
- "Applies sepia tone effect using the following formula:\n"
- "[codeblock]\n"
- "vec3 c = input;\n"
- "float r = (c.r * 0.393) + (c.g * 0.769) + (c.b * 0.189);\n"
- "float g = (c.r * 0.349) + (c.g * 0.686) + (c.b * 0.168);\n"
- "float b = (c.r * 0.272) + (c.g * 0.534) + (c.b * 0.131);\n"
- "return vec3(r, g, b);\n"
- "[/codeblock]"
- msgstr ""
- "Aplica el efecto de tono sepia usando la siguiente fórmula:\n"
- "[codeblock]\n"
- "vec3 c = input;\n"
- "float r = (c.r * 0.393) + (c.g * 0.769) + (c.b * 0.189);\n"
- "float g = (c.r * 0.349) + (c.g * 0.686) + (c.b * 0.168);\n"
- "float b = (c.r * 0,272) + (c.g * 0,534) + (c.b * 0,131);\n"
- "return vec3(r, g, b);\n"
- "[/codeblock]"
- #: doc/classes/VisualShaderNodeColorOp.xml
- msgid "A [Color] operator to be used within the visual shader graph."
- msgstr ""
- "Un operador [Color] para ser usado dentro del gráfico de shader visual."
- #: doc/classes/VisualShaderNodeColorOp.xml
- msgid "Applies [member operator] to two color inputs."
- msgstr "Aplica [member operator] a dos entradas de color."
- #: doc/classes/VisualShaderNodeColorOp.xml
- msgid ""
- "An operator to be applied to the inputs. See [enum Operator] for options."
- msgstr ""
- "Un operador que se aplicará a las entradas. Véase [enum Operator] para las "
- "opciones."
- #: doc/classes/VisualShaderNodeColorOp.xml
- msgid ""
- "Produce a screen effect with the following formula:\n"
- "[codeblock]\n"
- "result = vec3(1.0) - (vec3(1.0) - a) * (vec3(1.0) - b);\n"
- "[/codeblock]"
- msgstr ""
- "Producir un efecto de pantalla con la siguiente fórmula:\n"
- "[codeblock]\n"
- "result = vec3(1.0) - (vec3(1.0) - a) * (vec3(1.0) - b);\n"
- "[/codeblock]"
- #: doc/classes/VisualShaderNodeColorOp.xml
- msgid ""
- "Produce a difference effect with the following formula:\n"
- "[codeblock]\n"
- "result = abs(a - b);\n"
- "[/codeblock]"
- msgstr ""
- "Produce un efecto de diferencia con la siguiente fórmula:\n"
- "[codeblock]\n"
- "result = abs(a - b);\n"
- "[/codeblock]"
- #: doc/classes/VisualShaderNodeColorOp.xml
- msgid ""
- "Produce a darken effect with the following formula:\n"
- "[codeblock]\n"
- "result = min(a, b);\n"
- "[/codeblock]"
- msgstr ""
- "Produce un efecto de oscurecimiento con la siguiente fórmula:\n"
- "[codeblock]\n"
- "result = min(a, b);\n"
- "[/codeblock]"
- #: doc/classes/VisualShaderNodeColorOp.xml
- msgid ""
- "Produce a lighten effect with the following formula:\n"
- "[codeblock]\n"
- "result = max(a, b);\n"
- "[/codeblock]"
- msgstr ""
- "Produce un efecto de aligeramiento con la siguiente fórmula:\n"
- "[codeblock]\n"
- "result = max(a, b);\n"
- "[/codeblock]"
- #: doc/classes/VisualShaderNodeColorOp.xml
- msgid ""
- "Produce an overlay effect with the following formula:\n"
- "[codeblock]\n"
- "for (int i = 0; i < 3; i++) {\n"
- " float base = a[i];\n"
- " float blend = b[i];\n"
- " if (base < 0.5) {\n"
- " result[i] = 2.0 * base * blend;\n"
- " } else {\n"
- " result[i] = 1.0 - 2.0 * (1.0 - blend) * (1.0 - base);\n"
- " }\n"
- "}\n"
- "[/codeblock]"
- msgstr ""
- "Produce un efecto de superposición con la siguiente fórmula:\n"
- "[codeblock]\n"
- "for (int i = 0; i < 3; i++) {\n"
- " float base = a[i];\n"
- " float blend = b[i];\n"
- " if (base < 0.5) {\n"
- " result[i] = 2.0 * base * blend;\n"
- " } else {\n"
- " result[i] = 1.0 - 2.0 * (1.0 - blend) * (1.0 - base);\n"
- " }\n"
- "}\n"
- "[/codeblock]"
- #: doc/classes/VisualShaderNodeColorOp.xml
- msgid ""
- "Produce a dodge effect with the following formula:\n"
- "[codeblock]\n"
- "result = a / (vec3(1.0) - b);\n"
- "[/codeblock]"
- msgstr ""
- "Produce un efecto de evasión con la siguiente fórmula:\n"
- "[codeblock]\n"
- "result = a / (vec3(1.0) - b);\n"
- "[/codeblock]"
- #: doc/classes/VisualShaderNodeColorOp.xml
- msgid ""
- "Produce a burn effect with the following formula:\n"
- "[codeblock]\n"
- "result = vec3(1.0) - (vec3(1.0) - a) / b;\n"
- "[/codeblock]"
- msgstr ""
- "Produce un efecto de quemadura con la siguiente fórmula:\n"
- "[codeblock]\n"
- "result = vec3(1.0) - (vec3(1.0) - a) / b;\n"
- "[/codeblock]"
- #: doc/classes/VisualShaderNodeColorOp.xml
- msgid ""
- "Produce a soft light effect with the following formula:\n"
- "[codeblock]\n"
- "for (int i = 0; i < 3; i++) {\n"
- " float base = a[i];\n"
- " float blend = b[i];\n"
- " if (base < 0.5) {\n"
- " result[i] = base * (blend + 0.5);\n"
- " } else {\n"
- " result[i] = 1.0 - (1.0 - base) * (1.0 - (blend - 0.5));\n"
- " }\n"
- "}\n"
- "[/codeblock]"
- msgstr ""
- "Produce un efecto de luz suave con la siguiente fórmula:\n"
- "[codeblock]\n"
- "for (int i = 0; i < 3; i++) {\n"
- " float base = a[i];\n"
- " float blend = b[i];\n"
- " if (base < 0.5) {\n"
- " result[i] = base * (blend + 0.5);\n"
- " } más {\n"
- " result[i] = 1.0 - (1.0 - base) * (1.0 - (blend - 0.5));\n"
- " }\n"
- "}\n"
- "[/codeblock]"
- #: doc/classes/VisualShaderNodeColorOp.xml
- msgid ""
- "Produce a hard light effect with the following formula:\n"
- "[codeblock]\n"
- "for (int i = 0; i < 3; i++) {\n"
- " float base = a[i];\n"
- " float blend = b[i];\n"
- " if (base < 0.5) {\n"
- " result[i] = base * (2.0 * blend);\n"
- " } else {\n"
- " result[i] = 1.0 - (1.0 - base) * (1.0 - 2.0 * (blend - 0.5));\n"
- " }\n"
- "}\n"
- "[/codeblock]"
- msgstr ""
- "Produce un efecto de luz suave con la siguiente fórmula:\n"
- "[codeblock]\n"
- "for (int i = 0; i < 3; i++) {\n"
- " float base = a[i];\n"
- " float blend = b[i];\n"
- " if (base < 0.5) {\n"
- " result[i] = base * (blend + 0.5);\n"
- " } más {\n"
- " result[i] = 1.0 - (1.0 - base) * (1.0 - (blend - 0.5));\n"
- " }\n"
- "}\n"
- "[/codeblock]"
- #: doc/classes/VisualShaderNodeColorUniform.xml
- msgid "A [Color] uniform to be used within the visual shader graph."
- msgstr ""
- "Un uniforme [Color] para ser usado dentro del gráfico de shader visual."
- #: doc/classes/VisualShaderNodeColorUniform.xml
- msgid "Translated to [code]uniform vec4[/code] in the shader language."
- msgstr "Traducido a [code]uniform vec4[/code] en el lenguaje shader."
- #: doc/classes/VisualShaderNodeCompare.xml
- msgid "A comparison function for common types within the visual shader graph."
- msgstr ""
- "Una función de comparación para tipos comunes dentro del gráfico shader "
- "visual."
- #: doc/classes/VisualShaderNodeCompare.xml
- msgid ""
- "Compares [code]a[/code] and [code]b[/code] of [member type] by [member "
- "function]. Returns a boolean scalar. Translates to [code]if[/code] "
- "instruction in shader code."
- msgstr ""
- "Compara [code]a[/code] y [code]b[/code] de [member type] por [member "
- "function]. Devuelve un escalar booleano. Se traduce a la instrucción "
- "[code]if[/code] en código shader."
- #: doc/classes/VisualShaderNodeCompare.xml
- msgid ""
- "Extra condition which is applied if [member type] is set to [constant "
- "CTYPE_VECTOR]."
- msgstr ""
- "Condición extra que se aplica si [member type] se establece en [constant "
- "CTYPE_VECTOR]."
- #: doc/classes/VisualShaderNodeCompare.xml
- msgid "A comparison function. See [enum Function] for options."
- msgstr "Una función de comparación. Ver [enum Function] para las opciones."
- #: doc/classes/VisualShaderNodeCompare.xml
- msgid ""
- "The type to be used in the comparison. See [enum ComparisonType] for options."
- msgstr ""
- "El tipo que se utilizará en la comparación. Véase [enum ComparisonType] para "
- "las opciones."
- #: doc/classes/VisualShaderNodeCompare.xml
- msgid "A floating-point scalar."
- msgstr "Un escalar real."
- #: doc/classes/VisualShaderNodeCompare.xml
- msgid "A 3D vector type."
- msgstr "Un tipo vector 3D."
- #: doc/classes/VisualShaderNodeCompare.xml
- msgid "A boolean type."
- msgstr "Un tipo booleano."
- #: doc/classes/VisualShaderNodeCompare.xml
- msgid "A transform ([code]mat4[/code]) type."
- msgstr "Un tipo de transformada ([code]mat4[/code])."
- #: doc/classes/VisualShaderNodeCompare.xml
- msgid "Comparison for equality ([code]a == b[/code])."
- msgstr "Comparación para la igualdad ([code]a == b[/code])."
- #: doc/classes/VisualShaderNodeCompare.xml
- msgid "Comparison for inequality ([code]a != b[/code])."
- msgstr "Comparación de la desigualdad ([code]a != b[/code])."
- #: doc/classes/VisualShaderNodeCompare.xml
- msgid ""
- "Comparison for greater than ([code]a > b[/code]). Cannot be used if [member "
- "type] set to [constant CTYPE_BOOLEAN] or [constant CTYPE_TRANSFORM]."
- msgstr ""
- "Comparación para mayores de ([code]a > b[/code]). No se puede utilizar si el "
- "[member type] se establece en [constant CTYPE_BOOLEAN] o [constant "
- "CTYPE_TRANSFORM]."
- #: doc/classes/VisualShaderNodeCompare.xml
- msgid ""
- "Comparison for greater than or equal ([code]a >= b[/code]). Cannot be used "
- "if [member type] set to [constant CTYPE_BOOLEAN] or [constant "
- "CTYPE_TRANSFORM]."
- msgstr ""
- "Comparación para mayor o igual ([code]a >= b[/code]). No se puede utilizar "
- "si el [member type] se establece en [constant CTYPE_BOOLEAN] o [constant "
- "CTYPE_TRANSFORM]."
- #: doc/classes/VisualShaderNodeCompare.xml
- msgid ""
- "Comparison for less than ([code]a < b[/code]). Cannot be used if [member "
- "type] set to [constant CTYPE_BOOLEAN] or [constant CTYPE_TRANSFORM]."
- msgstr ""
- "Comparación para menos de ([code]a < b[/code]). No se puede utilizar si el "
- "[member type] se establece en [constant CTYPE_BOOLEAN] o [constant "
- "CTYPE_TRANSFORM]."
- #: doc/classes/VisualShaderNodeCompare.xml
- #, fuzzy
- msgid ""
- "Comparison for less than or equal ([code]a < b[/code]). Cannot be used if "
- "[member type] set to [constant CTYPE_BOOLEAN] or [constant CTYPE_TRANSFORM]."
- msgstr ""
- "Comparación para menos o igual ([code]a <= b[/code]). No se puede utilizar "
- "si el [member type] se establece en [constant CTYPE_BOOLEAN] o [constant "
- "CTYPE_TRANSFORM]."
- #: doc/classes/VisualShaderNodeCompare.xml
- msgid ""
- "The result will be true if all of component in vector satisfy the comparison "
- "condition."
- msgstr ""
- "El resultado será cierto si todos los componentes del vector satisfacen la "
- "condición de comparación."
- #: doc/classes/VisualShaderNodeCompare.xml
- msgid ""
- "The result will be true if any of component in vector satisfy the comparison "
- "condition."
- msgstr ""
- "El resultado será verdadero si cualquiera de los componentes del vector "
- "satisface la condición de comparación."
- #: doc/classes/VisualShaderNodeCubeMap.xml
- #, fuzzy
- msgid "A [CubeMap] sampling node to be used within the visual shader graph."
- msgstr ""
- "Un nodo de muestreo [Cubemap] para ser usado dentro del gráfico de shader "
- "visual."
- #: doc/classes/VisualShaderNodeCubeMap.xml
- msgid ""
- "Translated to [code]texture(cubemap, vec3)[/code] in the shader language. "
- "Returns a color vector and alpha channel as scalar."
- msgstr ""
- "Traducido a [code]texture(cubemap, vec3)[/code] en el lenguaje shader. "
- "Devuelve un vector de color y un canal alfa como escalar."
- #: doc/classes/VisualShaderNodeCubeMap.xml
- #, fuzzy
- msgid ""
- "The [CubeMap] texture to sample when using [constant SOURCE_TEXTURE] as "
- "[member source]."
- msgstr ""
- "La textura de [Cubemap] a la muestra cuando se utiliza [constant "
- "SOURCE_TEXTURE] como [member source]."
- #: doc/classes/VisualShaderNodeCubeMap.xml
- msgid ""
- "Defines which source should be used for the sampling. See [enum Source] for "
- "options."
- msgstr ""
- "Define qué fuente debe utilizarse para el muestreo. Véase [enum Source] para "
- "las opciones."
- #: doc/classes/VisualShaderNodeCubeMap.xml
- #: doc/classes/VisualShaderNodeTextureUniform.xml
- msgid ""
- "Defines the type of data provided by the source texture. See [enum "
- "TextureType] for options."
- msgstr ""
- "Define el tipo de datos proporcionados por la textura de la fuente. Véase "
- "[enum TextureType] para las opciones."
- #: doc/classes/VisualShaderNodeCubeMap.xml
- #, fuzzy
- msgid ""
- "Use the [CubeMap] set via [member cube_map]. If this is set to [member "
- "source], the [code]samplerCube[/code] port is ignored."
- msgstr ""
- "Utiliza el [Cubemap] establecido a través de [member cube_map]. Si se "
- "establece en [member source], el puerto [code]samplerCube[/code] se ignora."
- #: doc/classes/VisualShaderNodeCubeMap.xml
- #, fuzzy
- msgid ""
- "Use the [CubeMap] sampler reference passed via the [code]samplerCube[/code] "
- "port. If this is set to [member source], the [member cube_map] texture is "
- "ignored."
- msgstr ""
- "Utiliza la referencia del sampler [Cubemap] pasada a través del puerto "
- "[code]samplerCube[/code]. Si se establece en [member source], la textura "
- "[member cube_map] se ignora."
- #: doc/classes/VisualShaderNodeCubeMap.xml
- #: doc/classes/VisualShaderNodeTexture.xml
- #: doc/classes/VisualShaderNodeTextureUniform.xml
- msgid "No hints are added to the uniform declaration."
- msgstr "No se añade ninguna sugerencia a la declaración del uniforme."
- #: doc/classes/VisualShaderNodeCubeMap.xml
- #: doc/classes/VisualShaderNodeTexture.xml
- #: doc/classes/VisualShaderNodeTextureUniform.xml
- msgid ""
- "Adds [code]hint_albedo[/code] as hint to the uniform declaration for proper "
- "sRGB to linear conversion."
- msgstr ""
- "Añade [code]hint_albedo[/code] como sugerencia a la declaración uniforme "
- "para la conversión adecuada de sRGB a lineal."
- #: doc/classes/VisualShaderNodeCubeMap.xml
- #: doc/classes/VisualShaderNodeTexture.xml
- #: doc/classes/VisualShaderNodeTextureUniform.xml
- msgid ""
- "Adds [code]hint_normal[/code] as hint to the uniform declaration, which "
- "internally converts the texture for proper usage as normal map."
- msgstr ""
- "Añade [code]hint_normal[/code] como sugerencia a la declaración uniforme, lo "
- "que internamente convierte la textura para su uso adecuado como mapa normal."
- #: doc/classes/VisualShaderNodeCubeMapUniform.xml
- #, fuzzy
- msgid "A [CubeMap] uniform node to be used within the visual shader graph."
- msgstr ""
- "Un nodo uniforme [Cubemap] para ser usado dentro del gráfico de shader "
- "visual."
- #: doc/classes/VisualShaderNodeCubeMapUniform.xml
- #, fuzzy
- msgid ""
- "Translated to [code]uniform samplerCube[/code] in the shader language. The "
- "output value can be used as port for [VisualShaderNodeCubeMap]."
- msgstr ""
- "Traducido al [code]samplerCube[/code] uniforme en el lenguaje shader. El "
- "valor de salida puede ser usado como puerto para [VisualShaderNodeCubemap]."
- #: doc/classes/VisualShaderNodeCustom.xml
- msgid ""
- "Virtual class to define custom [VisualShaderNode]s for use in the Visual "
- "Shader Editor."
- msgstr ""
- "Clase virtual para definir los [VisualShaderNode] personalizados para su uso "
- "en el Visual Shader Editor."
- #: doc/classes/VisualShaderNodeCustom.xml
- msgid ""
- "By inheriting this class you can create a custom [VisualShader] script addon "
- "which will be automatically added to the Visual Shader Editor. The "
- "[VisualShaderNode]'s behavior is defined by overriding the provided virtual "
- "methods.\n"
- "In order for the node to be registered as an editor addon, you must use the "
- "[code]tool[/code] keyword and provide a [code]class_name[/code] for your "
- "custom script. For example:\n"
- "[codeblock]\n"
- "tool\n"
- "extends VisualShaderNodeCustom\n"
- "class_name VisualShaderNodeNoise\n"
- "[/codeblock]"
- msgstr ""
- "Heredando esta clase puedes crear un addon de script [VisualShader] "
- "personalizado que se añadirá automáticamente al Visual Shader Editor. El "
- "comportamiento del [VisualShaderNode] se define anulando los métodos "
- "virtuales proporcionados.\n"
- "Para que el nodo se registre como un addon de edición, debes usar la palabra "
- "clave [code]tool[/code] y proporcionar un [code]class_name[/code] para tu "
- "script personalizado. Por ejemplo:\n"
- "[codeblock]\n"
- "tool\n"
- "extends VisualShaderNodeCustom\n"
- "class_name VisualShaderNodeNoise\n"
- "[/codeblock]"
- #: doc/classes/VisualShaderNodeCustom.xml
- #, fuzzy
- msgid ""
- "Override this method to define the category of the associated custom node in "
- "the Visual Shader Editor's members dialog. The path may look like "
- "[code]\"MyGame/MyFunctions/Noise\"[/code].\n"
- "Defining this method is [b]optional[/b]. If not overridden, the node will be "
- "filed under the \"Custom\" category."
- msgstr ""
- "Sobrescribe este método para definir la ruta al nodo personalizado asociado "
- "en el diálogo de miembros del Editor de Shaders Visuales. La ruta puede "
- "parecerse a [code]\"MiJuego/MisFunciones/Ruido\"[/code].\n"
- "La definición de este método es [b]opcional[/b]. Si no se anula, el nodo se "
- "archivará en la categoría \"Addons\"."
- #: doc/classes/VisualShaderNodeCustom.xml
- msgid ""
- "Override this method to define the actual shader code of the associated "
- "custom node. The shader code should be returned as a string, which can have "
- "multiple lines (the [code]\"\"\"[/code] multiline string construct can be "
- "used for convenience).\n"
- "The [code]input_vars[/code] and [code]output_vars[/code] arrays contain the "
- "string names of the various input and output variables, as defined by "
- "[code]_get_input_*[/code] and [code]_get_output_*[/code] virtual methods in "
- "this class.\n"
- "The output ports can be assigned values in the shader code. For example, "
- "[code]return output_vars[0] + \" = \" + input_vars[0] + \";\"[/code].\n"
- "You can customize the generated code based on the shader [code]mode[/code] "
- "(see [enum Shader.Mode]) and/or [code]type[/code] (see [enum VisualShader."
- "Type]).\n"
- "Defining this method is [b]required[/b]."
- msgstr ""
- "Anula este método para definir el código real shader del nodo personalizado "
- "asociado. El código shader debe devolverse como una string, que puede tener "
- "varias líneas (para mayor comodidad, puede utilizarse la construcción de "
- "string multilínea [code]\"\"[/code]).\n"
- "Los arrays [code]input_vars[/code] y [code]output_vars[/code] contienen los "
- "nombres de las strings de las diversas variables de entrada y salida, tal "
- "como se definen en los métodos virtuales [code]_get_input_*[/code] y "
- "[code]_get_output_*[/code] de esta clase.\n"
- "A los puertos de salida se les pueden asignar valores en el código shader. "
- "Por ejemplo, [code]return output_vars[0] + \" = \" + input_vars[0] + \";\"[/"
- "code].\n"
- "Puedes personalizar el código generado en base al shader [code]mode[/code] "
- "(ver [enum Shader.Mode]) y/o [code]type[/code] (ver [enum VisualShader."
- "Type]).\n"
- "La definición de este método es [b]required[/b]."
- #: doc/classes/VisualShaderNodeCustom.xml
- msgid ""
- "Override this method to define the description of the associated custom node "
- "in the Visual Shader Editor's members dialog.\n"
- "Defining this method is [b]optional[/b]."
- msgstr ""
- "Anula este método para definir la descripción del nodo personalizado "
- "asociado en el diálogo de miembros del Editor de shader Visual.\n"
- "La definición de este método es [b]opcional[/b]."
- #: doc/classes/VisualShaderNodeCustom.xml
- msgid ""
- "Override this method to add shader code on top of the global shader, to "
- "define your own standard library of reusable methods, varyings, constants, "
- "uniforms, etc. The shader code should be returned as a string, which can "
- "have multiple lines (the [code]\"\"\"[/code] multiline string construct can "
- "be used for convenience).\n"
- "Be careful with this functionality as it can cause name conflicts with other "
- "custom nodes, so be sure to give the defined entities unique names.\n"
- "You can customize the generated code based on the shader [code]mode[/code] "
- "(see [enum Shader.Mode]).\n"
- "Defining this method is [b]optional[/b]."
- msgstr ""
- "Sobreescribe este método para añadir código de shader encima del shader "
- "global, para definir su propia biblioteca estándar de métodos reutilizables, "
- "variaciones, constantes, uniformes, etc. El código shader debe ser devuelto "
- "como una string, que puede tener múltiples líneas (la construcción de string "
- "multilínea [code]\"\"[/code] puede ser usada para mayor conveniencia).\n"
- "Tenga cuidado con esta funcionalidad ya que puede causar conflictos de "
- "nombres con otros nodos personalizados, así que asegúrese de dar a las "
- "entidades definidas nombres únicos.\n"
- "Puede personalizar el código generado basándose en el shader [code]mode[/"
- "code] (véase [enum Shader.Mode]).\n"
- "Definir este método es [b]opcional[/b]."
- #: doc/classes/VisualShaderNodeCustom.xml
- msgid ""
- "Override this method to define the amount of input ports of the associated "
- "custom node.\n"
- "Defining this method is [b]required[/b]. If not overridden, the node has no "
- "input ports."
- msgstr ""
- "Anular este método para definir la cantidad de puertos de entrada del nodo "
- "personalizado asociado.\n"
- "La definición de este método es [b]required[/b]. Si no se anula, el nodo no "
- "tiene puertos de entrada."
- #: doc/classes/VisualShaderNodeCustom.xml
- msgid ""
- "Override this method to define the names of input ports of the associated "
- "custom node. The names are used both for the input slots in the editor and "
- "as identifiers in the shader code, and are passed in the [code]input_vars[/"
- "code] array in [method _get_code].\n"
- "Defining this method is [b]optional[/b], but recommended. If not overridden, "
- "input ports are named as [code]\"in\" + str(port)[/code]."
- msgstr ""
- "Sobreescribir este método para definir los nombres de los puertos de entrada "
- "del nodo personalizado asociado. Los nombres se usan tanto para los puertos "
- "de entrada en el editor como identificadores en el código shader, y se pasan "
- "en el array [code]input_vars[/code] en [method _get_code].\n"
- "La definición de este método es [b]opcional[/b], pero se recomienda. Si no "
- "se anula, los puertos de entrada se nombran como [code]\"in\" + str(port)[/"
- "code]."
- #: doc/classes/VisualShaderNodeCustom.xml
- msgid ""
- "Override this method to define the returned type of each input port of the "
- "associated custom node (see [enum VisualShaderNode.PortType] for possible "
- "types).\n"
- "Defining this method is [b]optional[/b], but recommended. If not overridden, "
- "input ports will return the [constant VisualShaderNode.PORT_TYPE_SCALAR] "
- "type."
- msgstr ""
- "Sobreescribe este método para definir el tipo devuelto de cada puerto de "
- "entrada del nodo personalizado asociado (véase [enum VisualShaderNode."
- "PortType] para los posibles tipos).\n"
- "Definir este método es [b]opcional[/b], pero se recomienda. Si no se anula, "
- "los puertos de entrada devolverán el tipo [constant VisualShaderNode."
- "PORT_TYPE_SCALAR]."
- #: doc/classes/VisualShaderNodeCustom.xml
- msgid ""
- "Override this method to define the name of the associated custom node in the "
- "Visual Shader Editor's members dialog and graph.\n"
- "Defining this method is [b]optional[/b], but recommended. If not overridden, "
- "the node will be named as \"Unnamed\"."
- msgstr ""
- "Sobreescribe este método para definir el nombre del nodo personalizado "
- "asociado en el diálogo y el gráfico de miembros del Editor de shader "
- "Visual.\n"
- "Definir este método es [b]opcional[/b], pero se recomienda. Si no se anula, "
- "el nodo se nombrará como \"Unnamed\"."
- #: doc/classes/VisualShaderNodeCustom.xml
- msgid ""
- "Override this method to define the amount of output ports of the associated "
- "custom node.\n"
- "Defining this method is [b]required[/b]. If not overridden, the node has no "
- "output ports."
- msgstr ""
- "Sobreescribe este método para definir la cantidad de puertos de salida del "
- "nodo personalizado asociado.\n"
- "La definición de este método es [b]requerida[/b]. Si no se sobreescribe, el "
- "nodo no tiene puertos de salida."
- #: doc/classes/VisualShaderNodeCustom.xml
- msgid ""
- "Override this method to define the names of output ports of the associated "
- "custom node. The names are used both for the output slots in the editor and "
- "as identifiers in the shader code, and are passed in the [code]output_vars[/"
- "code] array in [method _get_code].\n"
- "Defining this method is [b]optional[/b], but recommended. If not overridden, "
- "output ports are named as [code]\"out\" + str(port)[/code]."
- msgstr ""
- "Sobreescribe este método para definir los nombres de los puertos de salida "
- "del nodo personalizado asociado. Los nombres se utilizan tanto para los "
- "puertos de salida en el editor como identificadores en el código shader, y "
- "se pasan en el array [code]output_vars[/code] en [method _get_code].\n"
- "La definición de este método es [b]opcional[/b], pero se recomienda. Si no "
- "se sobreescribe, los puertos de salida se nombran como [code]\"out\" + "
- "str(port)[/code]."
- #: doc/classes/VisualShaderNodeCustom.xml
- msgid ""
- "Override this method to define the returned type of each output port of the "
- "associated custom node (see [enum VisualShaderNode.PortType] for possible "
- "types).\n"
- "Defining this method is [b]optional[/b], but recommended. If not overridden, "
- "output ports will return the [constant VisualShaderNode.PORT_TYPE_SCALAR] "
- "type."
- msgstr ""
- "Sobreescribe este método para definir el tipo devuelto de cada puerto de "
- "salida del nodo personalizado asociado (véase [enum VisualShaderNode."
- "PortType] para los posibles tipos).\n"
- "Definir este método es [b]opcional[/b], pero se recomienda. Si no se anula, "
- "los puertos de salida devolverán el tipo [constant VisualShaderNode."
- "PORT_TYPE_SCALAR]."
- #: doc/classes/VisualShaderNodeCustom.xml
- msgid ""
- "Override this method to define the return icon of the associated custom node "
- "in the Visual Shader Editor's members dialog.\n"
- "Defining this method is [b]optional[/b]. If not overridden, no return icon "
- "is shown."
- msgstr ""
- "Sobrescribe este método para definir el icono de retorno del nodo "
- "personalizado asociado en el diálogo de miembros del Editor Shader Visual.\n"
- "La definición de este método es [b]opcional[/b]. Si no se anula, no se "
- "muestra ningún icono de retorno."
- #: doc/classes/VisualShaderNodeCustom.xml
- #, fuzzy
- msgid ""
- "Override this method to define the subcategory of the associated custom node "
- "in the Visual Shader Editor's members dialog.\n"
- "Defining this method is [b]optional[/b]. If not overridden, the node will be "
- "filed under the root of the main category (see [method _get_category])."
- msgstr ""
- "Sobrescribe este método para definir el icono de retorno del nodo "
- "personalizado asociado en el diálogo de miembros del Editor Shader Visual.\n"
- "La definición de este método es [b]opcional[/b]. Si no se anula, no se "
- "muestra ningún icono de retorno."
- #: doc/classes/VisualShaderNodeDeterminant.xml
- msgid ""
- "Calculates the determinant of a [Transform] within the visual shader graph."
- msgstr ""
- "Calcula el determinante de una [Transform] dentro del gráfico shader visual."
- #: doc/classes/VisualShaderNodeDeterminant.xml
- #, fuzzy
- msgid "Translates to [code]determinant(x)[/code] in the shader language."
- msgstr "Se traduce a [code]deteminant(x)[/code] en el lenguaje shader."
- #: doc/classes/VisualShaderNodeDotProduct.xml
- msgid "Calculates a dot product of two vectors within the visual shader graph."
- msgstr ""
- "Calcula un producto escalar de dos vectores dentro del gráfico shader visual."
- #: doc/classes/VisualShaderNodeDotProduct.xml
- msgid "Translates to [code]dot(a, b)[/code] in the shader language."
- msgstr "Se traduce a [code]dot(a, b)[/code] en el lenguaje shader."
- #: doc/classes/VisualShaderNodeExpression.xml
- msgid ""
- "A custom visual shader graph expression written in Godot Shading Language."
- msgstr ""
- "Una gráfico de shader visual personalizada, escrito en el lenguaje de "
- "sombreado Godot."
- #: doc/classes/VisualShaderNodeExpression.xml
- #, fuzzy
- msgid ""
- "Custom Godot Shading Language expression, with a custom amount of input and "
- "output ports.\n"
- "The provided code is directly injected into the graph's matching shader "
- "function ([code]vertex[/code], [code]fragment[/code], or [code]light[/"
- "code]), so it cannot be used to declare functions, varyings, uniforms, or "
- "global constants. See [VisualShaderNodeGlobalExpression] for such global "
- "definitions."
- msgstr ""
- "Expresión del lenguaje de sombreado Godot personalizado, con una cantidad "
- "personalizada de puertos de entrada y salida.\n"
- "El código proporcionado se inyecta directamente en la función de shader "
- "correspondiente del gráfico ([code]vertex[/code], [code]fragment[/code], o "
- "[code]light[/code]), por lo que no puede utilizarse para declarar funciones, "
- "variaciones, uniformes o constantes globales. Ver "
- "[VisualShaderNodeGlobalExpression] para tales definiciones globales."
- #: doc/classes/VisualShaderNodeExpression.xml
- msgid ""
- "An expression in Godot Shading Language, which will be injected at the start "
- "of the graph's matching shader function ([code]vertex[/code], "
- "[code]fragment[/code], or [code]light[/code]), and thus cannot be used to "
- "declare functions, varyings, uniforms, or global constants."
- msgstr ""
- "Una expresión del Lenguaje de Sombreado Godot, que se inyectará al comienzo "
- "de la función shader correspondiente del gráfico ([code]vertex[/code], "
- "[code]fragment[/code], o [code]light[/code]), y por lo tanto no puede "
- "utilizarse para declarar funciones, variaciones, uniformes o constantes "
- "globales."
- #: doc/classes/VisualShaderNodeFaceForward.xml
- msgid ""
- "Returns the vector that points in the same direction as a reference vector "
- "within the visual shader graph."
- msgstr ""
- "Devuelve el vector que apunta en la misma dirección que un vector de "
- "referencia dentro del gráfico shader visual."
- #: doc/classes/VisualShaderNodeFaceForward.xml
- #, fuzzy
- msgid ""
- "Translates to [code]faceforward(N, I, Nref)[/code] in the shader language. "
- "The function has three vector parameters: [code]N[/code], the vector to "
- "orient, [code]I[/code], the incident vector, and [code]Nref[/code], the "
- "reference vector. If the dot product of [code]I[/code] and [code]Nref[/code] "
- "is smaller than zero the return value is [code]N[/code]. Otherwise, [code]-"
- "N[/code] is returned."
- msgstr ""
- "Se traduce a [code]faceforward(N, I, Nref)[/code] en el lenguaje shader. La "
- "función tiene tres parámetros vectoriales: [code]N[/code], el vector a "
- "orientar, [code]I[/code], el vector incidente, y [code]Nref[/code], el "
- "vector de referencia. Si el producto escalar de [code]I[/code] y [code]Nref[/"
- "code] es menor que cero, el valor de retorno es [code]N[/code]. En caso "
- "contrario, se devuelve [code]-N[/code]."
- #: doc/classes/VisualShaderNodeFresnel.xml
- msgid "A Fresnel effect to be used within the visual shader graph."
- msgstr "Un efecto Fresnel para ser usado dentro del gráfico shader visual."
- #: doc/classes/VisualShaderNodeFresnel.xml
- msgid ""
- "Returns falloff based on the dot product of surface normal and view "
- "direction of camera (pass associated inputs to it)."
- msgstr ""
- "Los retornos decrecen en función del producto punto de la superficie normal "
- "y de la dirección de visión de la cámara (pasando las entradas asociadas a "
- "este)."
- #: doc/classes/VisualShaderNodeGlobalExpression.xml
- msgid ""
- "A custom global visual shader graph expression written in Godot Shading "
- "Language."
- msgstr ""
- "Una expresión gráfica de shader visual global personalizada, escrita en el "
- "Lenguaje Shader de Godot."
- #: doc/classes/VisualShaderNodeGlobalExpression.xml
- msgid ""
- "Custom Godot Shader Language expression, which is placed on top of the "
- "generated shader. You can place various function definitions inside to call "
- "later in [VisualShaderNodeExpression]s (which are injected in the main "
- "shader functions). You can also declare varyings, uniforms and global "
- "constants."
- msgstr ""
- "La expresión del Lenguaje Shader Godot personalizado, que se coloca sobre el "
- "shader generado. Puedes colocar varias definiciones de funciones dentro para "
- "llamarlas más tarde en [VisualShaderNodeExpression]s (que se inyectan en las "
- "principales funciones shader). También puedes declarar variaciones, "
- "uniformes y constantes globales."
- #: doc/classes/VisualShaderNodeGroupBase.xml
- msgid ""
- "Base class for a family of nodes with variable amount of input and output "
- "ports within the visual shader graph."
- msgstr ""
- "Clase base para una familia de nodos con cantidad variable de puertos de "
- "entrada y salida dentro del gráfico de shader visual."
- #: doc/classes/VisualShaderNodeGroupBase.xml
- msgid "Currently, has no direct usage, use the derived classes instead."
- msgstr ""
- "Actualmente, no tiene un uso directo, use las clases derivadas en su lugar."
- #: doc/classes/VisualShaderNodeGroupBase.xml
- msgid ""
- "Adds an input port with the specified [code]type[/code] (see [enum "
- "VisualShaderNode.PortType]) and [code]name[/code]."
- msgstr ""
- "Añade un puerto de entrada con el [code]type[/code] especificado (véase "
- "[enum VisualShaderNode.PortType]) y el [code]name[/code]."
- #: doc/classes/VisualShaderNodeGroupBase.xml
- msgid ""
- "Adds an output port with the specified [code]type[/code] (see [enum "
- "VisualShaderNode.PortType]) and [code]name[/code]."
- msgstr ""
- "Añade un puerto de salida con el [code]type[/code] especificado (véase [enum "
- "VisualShaderNode.PortType]) y el [code]name[/code]."
- #: doc/classes/VisualShaderNodeGroupBase.xml
- msgid "Removes all previously specified input ports."
- msgstr "Elimina todos los puertos de entrada especificados previamente."
- #: doc/classes/VisualShaderNodeGroupBase.xml
- msgid "Removes all previously specified output ports."
- msgstr "Elimina todos los puertos de salida especificados previamente."
- #: doc/classes/VisualShaderNodeGroupBase.xml
- msgid ""
- "Returns a free input port ID which can be used in [method add_input_port]."
- msgstr ""
- "Devuelve un ID de puerto de entrada libre que puede ser usado en [method "
- "add_input_port]."
- #: doc/classes/VisualShaderNodeGroupBase.xml
- msgid ""
- "Returns a free output port ID which can be used in [method add_output_port]."
- msgstr ""
- "Devuelve un ID de puerto de salida libre que puede ser usado en [method "
- "add_output_port]."
- #: doc/classes/VisualShaderNodeGroupBase.xml
- msgid ""
- "Returns the number of input ports in use. Alternative for [method "
- "get_free_input_port_id]."
- msgstr ""
- "Devuelve el número de puertos de entrada en uso. Alternativa para [method "
- "get_free_input_port_id]."
- #: doc/classes/VisualShaderNodeGroupBase.xml
- #, fuzzy
- msgid ""
- "Returns a [String] description of the input ports as a colon-separated list "
- "using the format [code]id,type,name;[/code] (see [method add_input_port])."
- msgstr ""
- "Devuelve una descripción [String] de los puertos de entrada como una lista "
- "separada por dos puntos utilizando el formato [code]id,type,name;[/code] "
- "(véase [method add_input_port])."
- #: doc/classes/VisualShaderNodeGroupBase.xml
- msgid ""
- "Returns the number of output ports in use. Alternative for [method "
- "get_free_output_port_id]."
- msgstr ""
- "Devuelve el número de puertos de salida en uso. Alternativa para [method "
- "get_free_output_port_id]."
- #: doc/classes/VisualShaderNodeGroupBase.xml
- #, fuzzy
- msgid ""
- "Returns a [String] description of the output ports as a colon-separated list "
- "using the format [code]id,type,name;[/code] (see [method add_output_port])."
- msgstr ""
- "Devuelve una descripción [String] de los puertos de salida como una lista "
- "separada por dos puntos utilizando el formato [code]id,type,name;[/code] "
- "(véase [method add_output_port])."
- #: doc/classes/VisualShaderNodeGroupBase.xml
- msgid "Returns [code]true[/code] if the specified input port exists."
- msgstr ""
- "Devuelve [code]true[/code] si existe el puerto de entrada especificado."
- #: doc/classes/VisualShaderNodeGroupBase.xml
- msgid "Returns [code]true[/code] if the specified output port exists."
- msgstr "Devuelve [code]true[/code] si existe el puerto de salida especificado."
- #: doc/classes/VisualShaderNodeGroupBase.xml
- msgid ""
- "Returns [code]true[/code] if the specified port name does not override an "
- "existed port name and is valid within the shader."
- msgstr ""
- "Devuelve [code]true[/code] si el nombre del puerto especificado no "
- "sobreescribe un nombre de puerto existente y es válido dentro del shader."
- #: doc/classes/VisualShaderNodeGroupBase.xml
- msgid "Removes the specified input port."
- msgstr "Elimina el puerto de entrada especificado."
- #: doc/classes/VisualShaderNodeGroupBase.xml
- msgid "Removes the specified output port."
- msgstr "Elimina el puerto de salida especificado."
- #: doc/classes/VisualShaderNodeGroupBase.xml
- msgid "Renames the specified input port."
- msgstr "Renombra el puerto de entrada especificado."
- #: doc/classes/VisualShaderNodeGroupBase.xml
- msgid ""
- "Sets the specified input port's type (see [enum VisualShaderNode.PortType])."
- msgstr ""
- "Establece el tipo de puerto de entrada especificado (ver [enum "
- "VisualShaderNode.PortType])."
- #: doc/classes/VisualShaderNodeGroupBase.xml
- msgid ""
- "Defines all input ports using a [String] formatted as a colon-separated "
- "list: [code]id,type,name;[/code] (see [method add_input_port])."
- msgstr ""
- "Define todos los puertos de entrada usando una [String] formateada como una "
- "lista separada por dos puntos: [code]id,type,name;[/code] (ver [method "
- "add_input_port])."
- #: doc/classes/VisualShaderNodeGroupBase.xml
- msgid "Renames the specified output port."
- msgstr "Renombra el puerto de salida especificado."
- #: doc/classes/VisualShaderNodeGroupBase.xml
- msgid ""
- "Sets the specified output port's type (see [enum VisualShaderNode.PortType])."
- msgstr ""
- "Establece el tipo de puerto de salida especificado (ver [enum "
- "VisualShaderNode.PortType])."
- #: doc/classes/VisualShaderNodeGroupBase.xml
- msgid ""
- "Defines all output ports using a [String] formatted as a colon-separated "
- "list: [code]id,type,name;[/code] (see [method add_output_port])."
- msgstr ""
- "Define todos los puertos de salida utilizando una [String] formateada como "
- "una lista separada por dos puntos: [code]id, type, name;[/code] (ver [method "
- "add_output_port])."
- #: doc/classes/VisualShaderNodeGroupBase.xml
- msgid "The size of the node in the visual shader graph."
- msgstr "El tamaño del nodo en el gráfico shader visual."
- #: doc/classes/VisualShaderNodeInput.xml
- msgid ""
- "Gives access to input variables (built-ins) available for the shader. See "
- "the shading reference for the list of available built-ins for each shader "
- "type (check [code]Tutorials[/code] section for link)."
- msgstr ""
- "Da acceso a las variables de entrada (built-ins) disponibles para el shader. "
- "Consulte la referencia del shader para ver la lista de built-ins disponibles "
- "para cada tipo de shader (consulte la sección [code]Tutorials[/code] para el "
- "enlace)."
- #: doc/classes/VisualShaderNodeInput.xml
- msgid ""
- "One of the several input constants in lower-case style like: "
- "\"vertex\"([code]VERTEX[/code]) or \"point_size\"([code]POINT_SIZE[/code])."
- msgstr ""
- "Una de las varias constantes de entrada en minúsculas como: "
- "\"vértice\"([code]VERTEX[/code]) o \"tamaño_punto\"([code]POINT_SIZE[/code])."
- #: doc/classes/VisualShaderNodeIs.xml
- msgid ""
- "A boolean comparison operator to be used within the visual shader graph."
- msgstr ""
- "Un operador de comparación booleana para ser usado dentro del gráfico shader "
- "visual."
- #: doc/classes/VisualShaderNodeIs.xml
- msgid ""
- "Returns the boolean result of the comparison between [code]INF[/code] or "
- "[code]NaN[/code] and a scalar parameter."
- msgstr ""
- "Devuelve el resultado booleano de la comparación entre [code]INF[/code] o "
- "[code]NaN[/code] y un parámetro escalar."
- #: doc/classes/VisualShaderNodeIs.xml
- msgid "The comparison function. See [enum Function] for options."
- msgstr "La función de comparación. Ver [enum Function] para las opciones."
- #: doc/classes/VisualShaderNodeIs.xml
- msgid "Comparison with [code]INF[/code] (Infinity)."
- msgstr "Comparación con [code]INF[/code] (Infinito)."
- #: doc/classes/VisualShaderNodeIs.xml
- msgid ""
- "Comparison with [code]NaN[/code] (Not a Number; denotes invalid numeric "
- "results, e.g. division by zero)."
- msgstr ""
- "Comparación con [code]NaN[/code] (No es un número; denota resultados "
- "numéricos no válidos, por ejemplo, la división por cero)."
- #: doc/classes/VisualShaderNodeOuterProduct.xml
- msgid ""
- "Calculates an outer product of two vectors within the visual shader graph."
- msgstr ""
- "Calcula un producto exterior de dos vectores dentro del gráfico shader "
- "visual."
- #: doc/classes/VisualShaderNodeOuterProduct.xml
- msgid ""
- "[code]OuterProduct[/code] treats the first parameter [code]c[/code] as a "
- "column vector (matrix with one column) and the second parameter [code]r[/"
- "code] as a row vector (matrix with one row) and does a linear algebraic "
- "matrix multiply [code]c * r[/code], yielding a matrix whose number of rows "
- "is the number of components in [code]c[/code] and whose number of columns is "
- "the number of components in [code]r[/code]."
- msgstr ""
- "[code]OuterProduct[/code] trata el primer parámetro [code]c[/code] como un "
- "vector de columna (matriz con una columna) y el segundo parámetro [code]r[/"
- "code] como un vector de fila (matriz con una fila) y hace una matriz "
- "algebraica lineal multiplicando [code]c * r[/code], obteniendo una matriz "
- "cuyo número de filas es el número de componentes en [code]c[/code] y cuyo "
- "número de columnas es el número de componentes en [code]r[/code]."
- #: doc/classes/VisualShaderNodeOutput.xml
- msgid "Represents the output shader parameters within the visual shader graph."
- msgstr ""
- "Representa los parámetros shader de salida dentro del gráfico shader visual."
- #: doc/classes/VisualShaderNodeOutput.xml
- msgid ""
- "This visual shader node is present in all shader graphs in form of "
- "\"Output\" block with multiple output value ports."
- msgstr ""
- "Este nodo shader visual está presente en todos los gráficos shader en forma "
- "de bloque de \"Salida\" con múltiples puertos de valor de salida."
- #: doc/classes/VisualShaderNodeScalarClamp.xml
- msgid "Clamps a scalar value within the visual shader graph."
- msgstr "Engancha un valor escalar dentro del gráfico shader visual."
- #: doc/classes/VisualShaderNodeScalarClamp.xml
- msgid ""
- "Constrains a value to lie between [code]min[/code] and [code]max[/code] "
- "values."
- msgstr ""
- "Limita un valor a situarse entre los valores [code]min[/code] y [code]max[/"
- "code]."
- #: doc/classes/VisualShaderNodeScalarDerivativeFunc.xml
- msgid "Calculates a scalar derivative within the visual shader graph."
- msgstr "Calcula un derivado escalar dentro del gráfico shader visual."
- #: doc/classes/VisualShaderNodeScalarDerivativeFunc.xml
- #: doc/classes/VisualShaderNodeVectorDerivativeFunc.xml
- msgid ""
- "This node is only available in [code]Fragment[/code] and [code]Light[/code] "
- "visual shaders."
- msgstr ""
- "Este nodo sólo está disponible en shader visuales [code]Fragment[/code] y "
- "[code]Light[/code]."
- #: doc/classes/VisualShaderNodeScalarDerivativeFunc.xml
- msgid "The derivative type. See [enum Function] for options."
- msgstr "El tipo derivado. Ver [enum Function] para las opciones."
- #: doc/classes/VisualShaderNodeScalarDerivativeFunc.xml
- #: doc/classes/VisualShaderNodeVectorDerivativeFunc.xml
- msgid "Sum of absolute derivative in [code]x[/code] and [code]y[/code]."
- msgstr "Suma del derivado absoluto en [code]x[/code] y [code]y[/code]."
- #: doc/classes/VisualShaderNodeScalarDerivativeFunc.xml
- #: doc/classes/VisualShaderNodeVectorDerivativeFunc.xml
- msgid "Derivative in [code]x[/code] using local differencing."
- msgstr "Derivado en [code]x[/code] utilizando la diferenciación local."
- #: doc/classes/VisualShaderNodeScalarDerivativeFunc.xml
- #: doc/classes/VisualShaderNodeVectorDerivativeFunc.xml
- msgid "Derivative in [code]y[/code] using local differencing."
- msgstr "Derivado en [code]y[/code] utilizando la diferenciación local."
- #: doc/classes/VisualShaderNodeScalarInterp.xml
- msgid ""
- "Linearly interpolates between two scalars within the visual shader graph."
- msgstr ""
- "Interpola linealmente entre dos escalares dentro del gráfico shader visual."
- #: doc/classes/VisualShaderNodeScalarInterp.xml
- msgid "Translates to [code]mix(a, b, weight)[/code] in the shader language."
- msgstr "Se traduce a [code]mix(a, b, weight)[/code] en el lenguaje shader."
- #: doc/classes/VisualShaderNodeScalarSmoothStep.xml
- msgid "Calculates a scalar SmoothStep function within the visual shader graph."
- msgstr ""
- "Calcula una función escalar de SmoothStep dentro del gráfico shader visual."
- #: doc/classes/VisualShaderNodeScalarSmoothStep.xml
- msgid ""
- "Translates to [code]smoothstep(edge0, edge1, x)[/code] in the shader "
- "language.\n"
- "Returns [code]0.0[/code] if [code]x[/code] is smaller than [code]edge0[/"
- "code] and [code]1.0[/code] if [code]x[/code] is larger than [code]edge1[/"
- "code]. Otherwise the return value is interpolated between [code]0.0[/code] "
- "and [code]1.0[/code] using Hermite polynomials."
- msgstr ""
- "Se traduce a [code]smoothstep(edge0, edge1, x)[/code] en el lenguaje "
- "shader.\n"
- "Devuelve [code]0.0[/code] si [code]x[/code] es más pequeño que [code]edge0[/"
- "code] y [code]1.0[/code] si [code]x[/code] es más grande que [code]edge1[/"
- "code]. De lo contrario, el valor de retorno se interpola entre [code]0.0[/"
- "code] y [code]1.0[/code] utilizando polinomios de Hermite."
- #: doc/classes/VisualShaderNodeScalarSwitch.xml
- msgid "A boolean/scalar function for use within the visual shader graph."
- msgstr ""
- "Una función booleana/escalar para usar dentro del gráfico shader visual."
- #: doc/classes/VisualShaderNodeScalarSwitch.xml
- msgid ""
- "Returns an associated scalar if the provided boolean value is [code]true[/"
- "code] or [code]false[/code]."
- msgstr ""
- "Devuelve un escalar asociado si el valor booleano proporcionado es "
- "[code]true[/code] o [code]false[/code]."
- #: doc/classes/VisualShaderNodeScalarUniform.xml
- msgid ""
- "A hint applied to the uniform, which controls the values it can take when "
- "set through the inspector."
- msgstr ""
- #: doc/classes/VisualShaderNodeScalarUniform.xml
- msgid ""
- "Minimum value for range hints. Used if [member hint] is set to [constant "
- "HINT_RANGE] or [constant HINT_RANGE_STEP]."
- msgstr ""
- #: doc/classes/VisualShaderNodeScalarUniform.xml
- msgid ""
- "Maximum value for range hints. Used if [member hint] is set to [constant "
- "HINT_RANGE] or [constant HINT_RANGE_STEP]."
- msgstr ""
- #: doc/classes/VisualShaderNodeScalarUniform.xml
- msgid ""
- "Step (increment) value for the range hint with step. Used if [member hint] "
- "is set to [constant HINT_RANGE_STEP]."
- msgstr ""
- #: doc/classes/VisualShaderNodeScalarUniform.xml
- msgid "No hint used."
- msgstr ""
- #: doc/classes/VisualShaderNodeScalarUniform.xml
- msgid ""
- "A range hint for scalar value, which limits possible input values between "
- "[member min] and [member max]. Translated to [code]hint_range(min, max)[/"
- "code] in shader code."
- msgstr ""
- #: doc/classes/VisualShaderNodeScalarUniform.xml
- msgid ""
- "A range hint for scalar value with step, which limits possible input values "
- "between [member min] and [member max], with a step (increment) of [member "
- "step]). Translated to [code]hint_range(min, max, step)[/code] in shader code."
- msgstr ""
- #: doc/classes/VisualShaderNodeScalarUniform.xml
- #, fuzzy
- msgid "Represents the size of the [enum Hint] enum."
- msgstr "Representa el tamaño del enum [enum Monitor]."
- #: doc/classes/VisualShaderNodeSwitch.xml
- msgid "A boolean/vector function for use within the visual shader graph."
- msgstr ""
- "Una función booleana/vectorial para usar dentro del gráfico shader visual."
- #: doc/classes/VisualShaderNodeSwitch.xml
- msgid ""
- "Returns an associated vector if the provided boolean value is [code]true[/"
- "code] or [code]false[/code]."
- msgstr ""
- "Devuelve un vector asociado si el valor booleano proporcionado es "
- "[code]true[/code] o [code]false[/code]."
- #: doc/classes/VisualShaderNodeTexture.xml
- msgid "Performs a texture lookup within the visual shader graph."
- msgstr "Realiza una búsqueda de texturas dentro del gráfico shader visual."
- #: doc/classes/VisualShaderNodeTexture.xml
- msgid ""
- "Performs a lookup operation on the provided texture, with support for "
- "multiple texture sources to choose from."
- msgstr ""
- "Realiza una operación de búsqueda en la textura proporcionada, con soporte "
- "para múltiples fuentes de textura a elegir."
- #: doc/classes/VisualShaderNodeTexture.xml
- msgid "Determines the source for the lookup. See [enum Source] for options."
- msgstr ""
- "Determina la fuente de la búsqueda. Consulte [enum Source] para ver las "
- "opciones."
- #: doc/classes/VisualShaderNodeTexture.xml
- msgid "The source texture, if needed for the selected [member source]."
- msgstr ""
- "La textura de la fuente, si es necesaria para la [member source] "
- "seleccionada."
- #: doc/classes/VisualShaderNodeTexture.xml
- msgid ""
- "Specifies the type of the texture if [member source] is set to [constant "
- "SOURCE_TEXTURE]. See [enum TextureType] for options."
- msgstr ""
- "Especifica el tipo de la textura si [member source] se establece en "
- "[constant SOURCE_TEXTURE]. Ver [enum TextureType] para las opciones."
- #: doc/classes/VisualShaderNodeTexture.xml
- msgid "Use the texture given as an argument for this function."
- msgstr "Utiliza la textura dada como argumento para esta función."
- #: doc/classes/VisualShaderNodeTexture.xml
- msgid "Use the current viewport's texture as the source."
- msgstr "Utiliza la textura del actual viewport como fuente."
- #: doc/classes/VisualShaderNodeTexture.xml
- #, fuzzy
- msgid ""
- "Use the texture from this shader's texture built-in (e.g. a texture of a "
- "[Sprite])."
- msgstr ""
- "Usa la textura de este shader integrado (por ejemplo, una textura de un "
- "[Sprite2D])."
- #: doc/classes/VisualShaderNodeTexture.xml
- msgid "Use the texture from this shader's normal map built-in."
- msgstr "Usa la textura del mapa normal de este shader integrado."
- #: doc/classes/VisualShaderNodeTexture.xml
- msgid "Use the depth texture available for this shader."
- msgstr "Utiliza la textura de profundidad disponible para este shader."
- #: doc/classes/VisualShaderNodeTexture.xml
- msgid "Use the texture provided in the input port for this function."
- msgstr ""
- "Utilice la textura proporcionada en el puerto de entrada para esta función."
- #: doc/classes/VisualShaderNodeTextureUniform.xml
- msgid "Performs a uniform texture lookup within the visual shader graph."
- msgstr ""
- "Realiza una búsqueda de texturas uniformes dentro del gráfico shader visual."
- #: doc/classes/VisualShaderNodeTextureUniform.xml
- msgid ""
- "Performs a lookup operation on the texture provided as a uniform for the "
- "shader."
- msgstr ""
- "Realiza una operación de búsqueda en la textura proporcionada como un "
- "uniforme para el shader."
- #: doc/classes/VisualShaderNodeTextureUniform.xml
- msgid "Sets the default color if no texture is assigned to the uniform."
- msgstr ""
- "Establece el color por defecto si no se asigna una textura al uniforme."
- #: doc/classes/VisualShaderNodeTextureUniform.xml
- msgid ""
- "Adds [code]hint_aniso[/code] as hint to the uniform declaration to use for a "
- "flowmap."
- msgstr ""
- "Añade [code]hint_aniso[/code] como sugerencia a la declaración uniforme a "
- "utilizar para un mapa de flujo."
- #: doc/classes/VisualShaderNodeTextureUniform.xml
- msgid "Defaults to white color."
- msgstr "Por defecto es de color blanco."
- #: doc/classes/VisualShaderNodeTextureUniform.xml
- msgid "Defaults to black color."
- msgstr "Por defecto es de color negro."
- #: doc/classes/VisualShaderNodeTextureUniformTriplanar.xml
- msgid ""
- "Performs a uniform texture lookup with triplanar within the visual shader "
- "graph."
- msgstr ""
- "Realiza una búsqueda de textura uniforme con triplanar dentro del gráfico "
- "shader visual."
- #: doc/classes/VisualShaderNodeTextureUniformTriplanar.xml
- msgid ""
- "Performs a lookup operation on the texture provided as a uniform for the "
- "shader, with support for triplanar mapping."
- msgstr ""
- "Realiza una operación de búsqueda en la textura proporcionada como un "
- "uniforme para el shader, con soporte para el mapeo triplanar."
- #: doc/classes/VisualShaderNodeTransformCompose.xml
- msgid ""
- "Composes a [Transform] from four [Vector3]s within the visual shader graph."
- msgstr ""
- "Compone una [Transform] a partir de cuatro [Vector3]s dentro del gráfico "
- "shader visual."
- #: doc/classes/VisualShaderNodeTransformCompose.xml
- msgid ""
- "Creates a 4x4 transform matrix using four vectors of type [code]vec3[/code]. "
- "Each vector is one row in the matrix and the last column is a [code]vec4(0, "
- "0, 0, 1)[/code]."
- msgstr ""
- "Crea una matriz de transformación 4x4 utilizando cuatro vectores de tipo "
- "[code]vec3[/code]. Cada vector es una fila de la matriz y la última columna "
- "es un [code]vec4(0, 0, 0, 1)[/code]."
- #: doc/classes/VisualShaderNodeTransformConstant.xml
- msgid "A [Transform] constant for use within the visual shader graph."
- msgstr "Una constante [Transform] para usar dentro del gráfico shader visual."
- #: doc/classes/VisualShaderNodeTransformConstant.xml
- msgid "A constant [Transform], which can be used as an input node."
- msgstr ""
- "Una constante [Transform], que puede ser usada como un nodo de entrada."
- #: doc/classes/VisualShaderNodeTransformConstant.xml
- msgid "A [Transform] constant which represents the state of this node."
- msgstr "Una constante [Transform] que representa el estado de este nodo."
- #: doc/classes/VisualShaderNodeTransformDecompose.xml
- msgid ""
- "Decomposes a [Transform] into four [Vector3]s within the visual shader graph."
- msgstr ""
- "Descompone una [Transform] en cuatro [Vector3]s dentro del gráfico shader "
- "visual."
- #: doc/classes/VisualShaderNodeTransformDecompose.xml
- msgid ""
- "Takes a 4x4 transform matrix and decomposes it into four [code]vec3[/code] "
- "values, one from each row of the matrix."
- msgstr ""
- "Toma una matriz de transformación de 4x4 y la descompone en cuatro valores "
- "[code]vec3[/code], uno de cada fila de la matriz."
- #: doc/classes/VisualShaderNodeTransformFunc.xml
- msgid "Computes a [Transform] function within the visual shader graph."
- msgstr "Calcula una función [Transform] dentro del gráfico shader visual."
- #: doc/classes/VisualShaderNodeTransformFunc.xml
- msgid "Computes an inverse or transpose function on the provided [Transform]."
- msgstr ""
- "Calcula una función inversa o de transposición en la [Transform] "
- "proporcionado."
- #: doc/classes/VisualShaderNodeTransformFunc.xml
- msgid "The function to be computed. See [enum Function] for options."
- msgstr "La función a computar. Ver [enum Function] para las opciones."
- #: doc/classes/VisualShaderNodeTransformFunc.xml
- msgid "Perform the inverse operation on the [Transform] matrix."
- msgstr "Realiza la operación inversa en la matriz de la [Transform]."
- #: doc/classes/VisualShaderNodeTransformFunc.xml
- msgid "Perform the transpose operation on the [Transform] matrix."
- msgstr "Realice la operación de transposición en la matriz [Transform]."
- #: doc/classes/VisualShaderNodeTransformMult.xml
- msgid "Multiplies [Transform] by [Transform] within the visual shader graph."
- msgstr ""
- "Multiplica [Transform] por [Transform] dentro del gráfico shader visual."
- #: doc/classes/VisualShaderNodeTransformMult.xml
- msgid ""
- "A multiplication operation on two transforms (4x4 matrices), with support "
- "for different multiplication operators."
- msgstr ""
- "Una operación de multiplicación en dos transformadas (matrices de 4x4), con "
- "soporte para diferentes operadores de multiplicación."
- #: doc/classes/VisualShaderNodeTransformMult.xml
- msgid ""
- "The multiplication type to be performed on the transforms. See [enum "
- "Operator] for options."
- msgstr ""
- "El tipo de multiplicación que se realizará en las transformaciones. Ver "
- "[enum Operator] para las opciones."
- #: doc/classes/VisualShaderNodeTransformMult.xml
- msgid "Multiplies transform [code]a[/code] by the transform [code]b[/code]."
- msgstr ""
- "Multiplica la transformada[code]a[/code] por la transformada [code]b[/code]."
- #: doc/classes/VisualShaderNodeTransformMult.xml
- msgid "Multiplies transform [code]b[/code] by the transform [code]a[/code]."
- msgstr ""
- "Multiplica la transformada [code]b[/code] por la transformación [code]a[/"
- "code]."
- #: doc/classes/VisualShaderNodeTransformMult.xml
- msgid ""
- "Performs a component-wise multiplication of transform [code]a[/code] by the "
- "transform [code]b[/code]."
- msgstr ""
- "Realiza una multiplicación por componentes de la transformada [code]a[/code] "
- "por la transformada [code]b[/code]."
- #: doc/classes/VisualShaderNodeTransformMult.xml
- msgid ""
- "Performs a component-wise multiplication of transform [code]b[/code] by the "
- "transform [code]a[/code]."
- msgstr ""
- "Realiza una multiplicación por componentes de la transformada [code]b[/code] "
- "por la transformada [code]a[/code]."
- #: doc/classes/VisualShaderNodeTransformUniform.xml
- msgid "A [Transform] uniform for use within the visual shader graph."
- msgstr "Un uniforme [Transform] para usar dentro del gráfico shader visual."
- #: doc/classes/VisualShaderNodeTransformUniform.xml
- msgid "Translated to [code]uniform mat4[/code] in the shader language."
- msgstr "Traducido a [code]uniform mat4[/code] en el lenguaje shader."
- #: doc/classes/VisualShaderNodeTransformVecMult.xml
- msgid ""
- "Multiplies a [Transform] and a [Vector3] within the visual shader graph."
- msgstr ""
- "Multiplica una [Transform] y un [Vector3] dentro del gráfico shader visual."
- #: doc/classes/VisualShaderNodeTransformVecMult.xml
- msgid ""
- "A multiplication operation on a transform (4x4 matrix) and a vector, with "
- "support for different multiplication operators."
- msgstr ""
- "Una operación de multiplicación sobre una transformada (matriz 4x4) y un "
- "vector, con soporte para diferentes operadores de multiplicación."
- #: doc/classes/VisualShaderNodeTransformVecMult.xml
- msgid ""
- "The multiplication type to be performed. See [enum Operator] for options."
- msgstr ""
- "El tipo de multiplicación a realizar. Véase [enum Operator] para las "
- "opciones."
- #: doc/classes/VisualShaderNodeTransformVecMult.xml
- msgid "Multiplies transform [code]a[/code] by the vector [code]b[/code]."
- msgstr ""
- "Multiplica la transformada de [code]a[/code] por el vector [code]b[/code]."
- #: doc/classes/VisualShaderNodeTransformVecMult.xml
- msgid "Multiplies vector [code]b[/code] by the transform [code]a[/code]."
- msgstr "Multiplica el vector [code]b[/code] por la transform [code]a[/code]."
- #: doc/classes/VisualShaderNodeTransformVecMult.xml
- msgid ""
- "Multiplies transform [code]a[/code] by the vector [code]b[/code], skipping "
- "the last row and column of the transform."
- msgstr ""
- "Multiplica la transformada [code]a[/code] por el vector [code]b[/code], "
- "saltando la última fila y columna de la transformada."
- #: doc/classes/VisualShaderNodeTransformVecMult.xml
- msgid ""
- "Multiplies vector [code]b[/code] by the transform [code]a[/code], skipping "
- "the last row and column of the transform."
- msgstr ""
- "Multiplica el vector [code]b[/code] por la transformada [code]a[/code], "
- "saltándose la última fila y columna de la transformada."
- #: doc/classes/VisualShaderNodeUniform.xml
- msgid "A base type for the uniforms within the visual shader graph."
- msgstr "Un tipo de base para los uniformes dentro del gráfico shader visual."
- #: doc/classes/VisualShaderNodeUniform.xml
- msgid ""
- "A uniform represents a variable in the shader which is set externally, i.e. "
- "from the [ShaderMaterial]. Uniforms are exposed as properties in the "
- "[ShaderMaterial] and can be assigned from the inspector or from a script."
- msgstr ""
- "Un uniforme representa una variable en el shader que se establece "
- "externamente, es decir, del [ShaderMaterial]. Los uniformes se exponen como "
- "propiedades en el [ShaderMaterial] y pueden asignarse desde el inspector o "
- "desde un script."
- #: doc/classes/VisualShaderNodeUniform.xml
- msgid ""
- "Name of the uniform, by which it can be accessed through the "
- "[ShaderMaterial] properties."
- msgstr ""
- "Nombre del uniforme, por el cual se puede acceder a través de las "
- "propiedades [ShaderMaterial]."
- #: doc/classes/VisualShaderNodeUniformRef.xml
- msgid "A reference to an existing [VisualShaderNodeUniform]."
- msgstr "Una referencia a un [VisualShaderNodeUniform] existente."
- #: doc/classes/VisualShaderNodeUniformRef.xml
- msgid ""
- "Creating a reference to a [VisualShaderNodeUniform] allows you to reuse this "
- "uniform in different shaders or shader stages easily."
- msgstr ""
- "Crea una referencia a un [VisualShaderNodeUniform] te permite reutilizar "
- "este uniforme en diferentes shaders o etapas shader fácilmente."
- #: doc/classes/VisualShaderNodeUniformRef.xml
- msgid "The name of the uniform which this reference points to."
- msgstr "El nombre del uniforme al que apunta esta referencia."
- #: doc/classes/VisualShaderNodeVec3Constant.xml
- msgid "A [Vector3] constant to be used within the visual shader graph."
- msgstr ""
- "Una constante [Vector3] para ser usada dentro del gráfico shader visual."
- #: doc/classes/VisualShaderNodeVec3Constant.xml
- msgid "A constant [Vector3], which can be used as an input node."
- msgstr "Una constante [Vector3], que puede ser usada como un nodo de entrada."
- #: doc/classes/VisualShaderNodeVec3Constant.xml
- msgid "A [Vector3] constant which represents the state of this node."
- msgstr "Una constante [Vector3] que representa el estado de este nodo."
- #: doc/classes/VisualShaderNodeVec3Uniform.xml
- msgid "A [Vector3] uniform to be used within the visual shader graph."
- msgstr "Un uniforme [Vector3] para ser usado dentro del gráfico shader visual."
- #: doc/classes/VisualShaderNodeVec3Uniform.xml
- msgid "Translated to [code]uniform vec3[/code] in the shader language."
- msgstr "Traducido a [code]uniform vec3[/code] en el lenguaje shader."
- #: doc/classes/VisualShaderNodeVectorClamp.xml
- msgid "Clamps a vector value within the visual shader graph."
- msgstr "Bloquea un vector de valores dentro del gráfico shader visual."
- #: doc/classes/VisualShaderNodeVectorClamp.xml
- msgid ""
- "Constrains a value to lie between [code]min[/code] and [code]max[/code] "
- "values. The operation is performed on each component of the vector "
- "individually."
- msgstr ""
- "Limita un valor a situarse entre los valores [code]min[/code] y [code]max[/"
- "code]. La operación se realiza en cada componente del vector de forma "
- "individual."
- #: doc/classes/VisualShaderNodeVectorCompose.xml
- msgid "Composes a [Vector3] from three scalars within the visual shader graph."
- msgstr ""
- "Compone un [Vector3] a partir de tres escalares dentro del gráfico shader "
- "visual."
- #: doc/classes/VisualShaderNodeVectorCompose.xml
- msgid ""
- "Creates a [code]vec3[/code] using three scalar values that can be provided "
- "from separate inputs."
- msgstr ""
- "Crea un [code]vec3[/code] usando tres valores escalares que pueden ser "
- "proporcionados desde entradas separadas."
- #: doc/classes/VisualShaderNodeVectorDecompose.xml
- msgid ""
- "Decomposes a [Vector3] into three scalars within the visual shader graph."
- msgstr ""
- "Descompone un [Vector3] en tres escalares dentro del gráfico shader visual."
- #: doc/classes/VisualShaderNodeVectorDecompose.xml
- msgid ""
- "Takes a [code]vec3[/code] and decomposes it into three scalar values that "
- "can be used as separate inputs."
- msgstr ""
- "Toma un [code]vec3[/code] y lo descompone en tres valores escalares que "
- "pueden ser usados como entradas separadas."
- #: doc/classes/VisualShaderNodeVectorDerivativeFunc.xml
- msgid "Calculates a vector derivative within the visual shader graph."
- msgstr "Calcula un derivado vectorial dentro del gráfico shader visual."
- #: doc/classes/VisualShaderNodeVectorDerivativeFunc.xml
- msgid "A derivative type. See [enum Function] for options."
- msgstr "Un tipo de derivado. Véase [enum Function] para las opciones."
- #: doc/classes/VisualShaderNodeVectorDistance.xml
- msgid ""
- "Returns the distance between two points. To be used within the visual shader "
- "graph."
- msgstr ""
- "Devuelve la distancia entre dos puntos. Para ser usado dentro del gráfico "
- "shader visual."
- #: doc/classes/VisualShaderNodeVectorDistance.xml
- msgid ""
- "Calculates distance from point represented by vector [code]p0[/code] to "
- "vector [code]p1[/code].\n"
- "Translated to [code]distance(p0, p1)[/code] in the shader language."
- msgstr ""
- "Calcula la distancia desde el punto representado por el vector [code]p0[/"
- "code] hasta el vector [code]p1[/code].\n"
- "Traducido a [code]distance(p0, p1)[/code] en el lenguaje shader."
- #: doc/classes/VisualShaderNodeVectorFunc.xml
- msgid "A vector function to be used within the visual shader graph."
- msgstr ""
- "Una función vectorial que se utilizará dentro del gráfico shader visual."
- #: doc/classes/VisualShaderNodeVectorFunc.xml
- msgid "A visual shader node able to perform different functions using vectors."
- msgstr ""
- "Un nodo shader visual capaz de realizar diferentes funciones utilizando "
- "vectores."
- #: doc/classes/VisualShaderNodeVectorFunc.xml
- msgid "The function to be performed. See [enum Function] for options."
- msgstr "La función a realizar. Ver [enum Function] para las opciones."
- #: doc/classes/VisualShaderNodeVectorFunc.xml
- msgid ""
- "Normalizes the vector so that it has a length of [code]1[/code] but points "
- "in the same direction."
- msgstr ""
- "Normaliza el vector de modo que tiene una longitud de [code]1[/code] pero "
- "apunta en la misma dirección."
- #: doc/classes/VisualShaderNodeVectorFunc.xml
- msgid "Clamps the value between [code]0.0[/code] and [code]1.0[/code]."
- msgstr "Bloquea el valor entre [code]0.0[/code] y [code]1.0[/code]."
- #: doc/classes/VisualShaderNodeVectorFunc.xml
- msgid "Returns the opposite value of the parameter."
- msgstr "Devuelve el valor opuesto del parámetro."
- #: doc/classes/VisualShaderNodeVectorFunc.xml
- msgid "Returns [code]1/vector[/code]."
- msgstr "Devuelve [code]1/vector[/code]."
- #: doc/classes/VisualShaderNodeVectorFunc.xml
- msgid "Converts RGB vector to HSV equivalent."
- msgstr "Convierte el vector RGB en el equivalente del HSV."
- #: doc/classes/VisualShaderNodeVectorFunc.xml
- msgid "Converts HSV vector to RGB equivalent."
- msgstr "Convierte el vector HSV a su equivalente RGB."
- #: doc/classes/VisualShaderNodeVectorFunc.xml
- msgid "Returns the absolute value of the parameter."
- msgstr "Devuelve el valor absoluto del parámetro."
- #: doc/classes/VisualShaderNodeVectorFunc.xml
- msgid "Returns the arc-cosine of the parameter."
- msgstr "Devuelve el arco-coseno del parámetro."
- #: doc/classes/VisualShaderNodeVectorFunc.xml
- msgid "Returns the inverse hyperbolic cosine of the parameter."
- msgstr "Devuelve el coseno hiperbólico inverso del parámetro."
- #: doc/classes/VisualShaderNodeVectorFunc.xml
- msgid "Returns the arc-sine of the parameter."
- msgstr "Devuelve el arco-seno del parámetro."
- #: doc/classes/VisualShaderNodeVectorFunc.xml
- msgid "Returns the inverse hyperbolic sine of the parameter."
- msgstr "Devuelve el seno hiperbólico inverso del parámetro."
- #: doc/classes/VisualShaderNodeVectorFunc.xml
- msgid "Returns the arc-tangent of the parameter."
- msgstr "Devuelve el arco-tangente del parámetro."
- #: doc/classes/VisualShaderNodeVectorFunc.xml
- msgid "Returns the inverse hyperbolic tangent of the parameter."
- msgstr "Devuelve la tangente hiperbólica inversa del parámetro."
- #: doc/classes/VisualShaderNodeVectorFunc.xml
- msgid ""
- "Finds the nearest integer that is greater than or equal to the parameter."
- msgstr "Encuentra el entero más cercano que es mayor o igual al parámetro."
- #: doc/classes/VisualShaderNodeVectorFunc.xml
- msgid "Returns the cosine of the parameter."
- msgstr "Devuelve el coseno del parámetro."
- #: doc/classes/VisualShaderNodeVectorFunc.xml
- msgid "Returns the hyperbolic cosine of the parameter."
- msgstr "Devuelve el coseno hiperbólico del parámetro."
- #: doc/classes/VisualShaderNodeVectorFunc.xml
- msgid "Converts a quantity in radians to degrees."
- msgstr "Convierte una cantidad en radianes a grados."
- #: doc/classes/VisualShaderNodeVectorFunc.xml
- msgid "Base-e Exponential."
- msgstr "Exponencial con base e."
- #: doc/classes/VisualShaderNodeVectorFunc.xml
- msgid "Base-2 Exponential."
- msgstr "Exponencial en base 2."
- #: doc/classes/VisualShaderNodeVectorFunc.xml
- msgid "Finds the nearest integer less than or equal to the parameter."
- msgstr "Encuentra el entero más cercano menor o igual al parámetro."
- #: doc/classes/VisualShaderNodeVectorFunc.xml
- msgid "Computes the fractional part of the argument."
- msgstr "Calcula la parte fraccionaria del argumento."
- #: doc/classes/VisualShaderNodeVectorFunc.xml
- msgid "Returns the inverse of the square root of the parameter."
- msgstr "Devuelve el inverso de la raíz cuadrada del parámetro."
- #: doc/classes/VisualShaderNodeVectorFunc.xml
- msgid "Natural logarithm."
- msgstr "Logaritmo natural."
- #: doc/classes/VisualShaderNodeVectorFunc.xml
- msgid "Base-2 logarithm."
- msgstr "Logarítmo en base 2."
- #: doc/classes/VisualShaderNodeVectorFunc.xml
- msgid "Converts a quantity in degrees to radians."
- msgstr "Convierte un valor de grados a radianes."
- #: doc/classes/VisualShaderNodeVectorFunc.xml
- msgid "Finds the nearest integer to the parameter."
- msgstr "Encuentra el entero más cercano al parámetro."
- #: doc/classes/VisualShaderNodeVectorFunc.xml
- msgid "Finds the nearest even integer to the parameter."
- msgstr "Encuentra el entero par más cercano al parámetro."
- #: doc/classes/VisualShaderNodeVectorFunc.xml
- msgid ""
- "Extracts the sign of the parameter, i.e. returns [code]-1[/code] if the "
- "parameter is negative, [code]1[/code] if it's positive and [code]0[/code] "
- "otherwise."
- msgstr ""
- "Extrae el signo del parámetro, es decir, devuelve [code]-1[/code] si el "
- "parámetro es negativo, [code]1[/code] si es positivo y [code]0[/code] en "
- "caso contrario."
- #: doc/classes/VisualShaderNodeVectorFunc.xml
- msgid "Returns the sine of the parameter."
- msgstr "Devuelve el seno del parámetro."
- #: doc/classes/VisualShaderNodeVectorFunc.xml
- msgid "Returns the hyperbolic sine of the parameter."
- msgstr "Devuelve el seno hiperbólico del parámetro."
- #: doc/classes/VisualShaderNodeVectorFunc.xml
- msgid "Returns the square root of the parameter."
- msgstr "Devuelve la raíz cuadrada del parámetro."
- #: doc/classes/VisualShaderNodeVectorFunc.xml
- msgid "Returns the tangent of the parameter."
- msgstr "Devuelve la tangente del parámetro."
- #: doc/classes/VisualShaderNodeVectorFunc.xml
- msgid "Returns the hyperbolic tangent of the parameter."
- msgstr "Devuelve la tangente hiperbólica del parámetro."
- #: doc/classes/VisualShaderNodeVectorFunc.xml
- msgid ""
- "Returns a value equal to the nearest integer to the parameter whose absolute "
- "value is not larger than the absolute value of the parameter."
- msgstr ""
- "Devuelve un valor igual al del entero más cercano al parámetro cuyo valor "
- "absoluto no es mayor que el valor absoluto del parámetro."
- #: doc/classes/VisualShaderNodeVectorFunc.xml
- msgid "Returns [code]1.0 - vector[/code]."
- msgstr "Devuelve [code]1.0 - vector[/code]."
- #: doc/classes/VisualShaderNodeVectorInterp.xml
- msgid ""
- "Linearly interpolates between two vectors within the visual shader graph."
- msgstr ""
- "Interpola linealmente entre dos vectores dentro del gráfico shader visual."
- #: doc/classes/VisualShaderNodeVectorInterp.xml
- msgid ""
- "Translates to [code]mix(a, b, weight)[/code] in the shader language, where "
- "[code]weight[/code] is a [Vector3] with weights for each component."
- msgstr ""
- "Se traduce a [code]mix(a, b, weight)[/code] en el lenguaje shader, donde "
- "[code]weight[/code] es un [Vector3] con pesos para cada componente."
- #: doc/classes/VisualShaderNodeVectorLen.xml
- msgid "Returns the length of a [Vector3] within the visual shader graph."
- msgstr "Devuelve la longitud de un [Vector3] dentro del gráfico shader visual."
- #: doc/classes/VisualShaderNodeVectorLen.xml
- msgid "Translated to [code]length(p0)[/code] in the shader language."
- msgstr "Traducido a [code]length(p0)[/code] en el lenguaje shader."
- #: doc/classes/VisualShaderNodeVectorOp.xml
- msgid "A vector operator to be used within the visual shader graph."
- msgstr "Un operador vectorial para ser usado dentro del gráfico shader visual."
- #: doc/classes/VisualShaderNodeVectorOp.xml
- msgid ""
- "A visual shader node for use of vector operators. Operates on vector "
- "[code]a[/code] and vector [code]b[/code]."
- msgstr ""
- "Un nodo shader visual para uso de los operadores de vectores. Opera en el "
- "vector [code]a[/code] y en el vector [code]b[/code]."
- #: doc/classes/VisualShaderNodeVectorOp.xml
- msgid "The operator to be used. See [enum Operator] for options."
- msgstr "El operador a utilizar. Véase [enum Operator] para las opciones."
- #: doc/classes/VisualShaderNodeVectorOp.xml
- msgid "Adds two vectors."
- msgstr "Añade dos vectores."
- #: doc/classes/VisualShaderNodeVectorOp.xml
- msgid "Subtracts a vector from a vector."
- msgstr "Resta un vector de un vector."
- #: doc/classes/VisualShaderNodeVectorOp.xml
- msgid "Multiplies two vectors."
- msgstr "Multiplica dos vectores."
- #: doc/classes/VisualShaderNodeVectorOp.xml
- msgid "Divides vector by vector."
- msgstr "Divide vector por vector."
- #: doc/classes/VisualShaderNodeVectorOp.xml
- msgid "Returns the remainder of the two vectors."
- msgstr "Devuelve el resto de los dos vectores."
- #: doc/classes/VisualShaderNodeVectorOp.xml
- msgid ""
- "Returns the value of the first parameter raised to the power of the second, "
- "for each component of the vectors."
- msgstr ""
- "Devuelve el valor del primer parámetro elevado a la potencia del segundo, "
- "para cada componente de los vectores."
- #: doc/classes/VisualShaderNodeVectorOp.xml
- msgid "Returns the greater of two values, for each component of the vectors."
- msgstr ""
- "Devuelve el mayor de dos valores, para cada componente de los vectores."
- #: doc/classes/VisualShaderNodeVectorOp.xml
- msgid "Returns the lesser of two values, for each component of the vectors."
- msgstr ""
- "Devuelve el menor de dos valores, para cada componente de los vectores."
- #: doc/classes/VisualShaderNodeVectorOp.xml
- msgid "Calculates the cross product of two vectors."
- msgstr "Calcula el producto vectorial de dos vectores."
- #: doc/classes/VisualShaderNodeVectorOp.xml
- msgid "Returns the arc-tangent of the parameters."
- msgstr "Devuelve la arcotangente de los parámetros."
- #: doc/classes/VisualShaderNodeVectorOp.xml
- msgid ""
- "Returns the vector that points in the direction of reflection. [code]a[/"
- "code] is incident vector and [code]b[/code] is the normal vector."
- msgstr ""
- "Devuelve el vector que apunta en la dirección de reflejo. [code]a[/code] is "
- "el vector incidente y [code]b[/code] es el vector normal."
- #: doc/classes/VisualShaderNodeVectorOp.xml
- msgid ""
- "Vector step operator. Returns [code]0.0[/code] if [code]a[/code] is smaller "
- "than [code]b[/code] and [code]1.0[/code] otherwise."
- msgstr ""
- "Operador de paso de vector. Devuelve [code]0.0[/code] si [code]a[/code] es "
- "más pequeño que [code]b[/code] y [code]1.0[/code] en caso contrario."
- #: doc/classes/VisualShaderNodeVectorRefract.xml
- msgid ""
- "Returns the [Vector3] that points in the direction of refraction. For use "
- "within the visual shader graph."
- msgstr ""
- "Devuelve el [Vector3] que apunta en la dirección de refracción. Para usar "
- "dentro de visual shader graph."
- #: doc/classes/VisualShaderNodeVectorRefract.xml
- msgid ""
- "Translated to [code]refract(I, N, eta)[/code] in the shader language, where "
- "[code]I[/code] is the incident vector, [code]N[/code] is the normal vector "
- "and [code]eta[/code] is the ratio of the indices of the refraction."
- msgstr ""
- "Traducido a [code]refract(I, N, eta)[/code] en el lenguaje shader, donde "
- "[code]I[/code] es el vector incidente, [code]N[/code] es el vector normal y "
- "[code]eta[/code] es la relación de los índices de la refracción."
- #: doc/classes/VisualShaderNodeVectorScalarMix.xml
- msgid ""
- "Linearly interpolates between two vectors using a scalar. For use within the "
- "visual shader graph."
- msgstr ""
- "Interpola linealmente entre dos vectores usando un escalar. Para usar dentro "
- "del visual shader graph."
- #: doc/classes/VisualShaderNodeVectorScalarMix.xml
- msgid ""
- "Translates to [code]mix(a, b, weight)[/code] in the shader language, where "
- "[code]a[/code] and [code]b[/code] are vectors and [code]weight[/code] is a "
- "scalar."
- msgstr ""
- "Se traduce a [code]mix(a, b, weight)[/code] en el lenguaje shader, donde "
- "[code]a[/code] y [code]b[/code] son vectores y [code]weight[/code] es un "
- "escalar."
- #: doc/classes/VisualShaderNodeVectorScalarSmoothStep.xml
- msgid ""
- "Calculates a vector SmoothStep function using scalar within the visual "
- "shader graph."
- msgstr ""
- "Calcula una función vectorial SmoothStep usando el escalar dentro del "
- "gráfico shader visual."
- #: doc/classes/VisualShaderNodeVectorScalarSmoothStep.xml
- msgid ""
- "Translates to [code]smoothstep(edge0, edge1, x)[/code] in the shader "
- "language, where [code]x[/code] is a scalar.\n"
- "Returns [code]0.0[/code] if [code]x[/code] is smaller than [code]edge0[/"
- "code] and [code]1.0[/code] if [code]x[/code] is larger than [code]edge1[/"
- "code]. Otherwise the return value is interpolated between [code]0.0[/code] "
- "and [code]1.0[/code] using Hermite polynomials."
- msgstr ""
- "Se traduce a [code]smoothstep(edge0, edge1, x)[/code] en el lenguaje shader, "
- "donde [code]x[/code] es un escalar.\n"
- "Devuelve [code]0.0[/code] si [code]x[/code] es más pequeño que [code]edge0[/"
- "code] y [code]1.0[/code] si [code]x[/code] es más grande que [code]edge1[/"
- "code]. De lo contrario, el valor de retorno se interpola entre [code]0.0[/"
- "code] y [code]1.0[/code] utilizando polinomios de Hermite."
- #: doc/classes/VisualShaderNodeVectorScalarStep.xml
- msgid "Calculates a vector Step function within the visual shader graph."
- msgstr ""
- "Calcula una función de paso vectorial dentro del gráfico shader visual."
- #: doc/classes/VisualShaderNodeVectorScalarStep.xml
- msgid ""
- "Translates to [code]step(edge, x)[/code] in the shader language.\n"
- "Returns [code]0.0[/code] if [code]x[/code] is smaller than [code]edge[/code] "
- "and [code]1.0[/code] otherwise."
- msgstr ""
- "Se traduce a [code]step(edge, x)[/code] en el lenguaje shader.\n"
- "Devuelve [code]0.0[/code] si [code]x[/code] es más pequeño que [code]edge[/"
- "code] y [code]1.0[/code] en caso contrario."
- #: doc/classes/VisualShaderNodeVectorSmoothStep.xml
- msgid "Calculates a vector SmoothStep function within the visual shader graph."
- msgstr ""
- "Calcula una función vectorial SmoothStep dentro del gráfico shader visual."
- #: doc/classes/VisualShaderNodeVectorSmoothStep.xml
- msgid ""
- "Translates to [code]smoothstep(edge0, edge1, x)[/code] in the shader "
- "language, where [code]x[/code] is a vector.\n"
- "Returns [code]0.0[/code] if [code]x[/code] is smaller than [code]edge0[/"
- "code] and [code]1.0[/code] if [code]x[/code] is larger than [code]edge1[/"
- "code]. Otherwise the return value is interpolated between [code]0.0[/code] "
- "and [code]1.0[/code] using Hermite polynomials."
- msgstr ""
- "Se traduce a [code]smoothstep(edge0, edge1, x)[/code] en el lenguaje shader, "
- "donde [code]x[/code] es un vector.\n"
- "Devuelve [code]0.0[/code] si [code]x[/code] es más pequeño que [code]edge0[/"
- "code] y [code]1.0[/code] si [code]x[/code] es más grande que [code]edge1[/"
- "code]. De lo contrario, el valor de retorno se interpola entre [code]0.0[/"
- "code] y [code]1.0[/code] utilizando polinomios de Hermite."
- #: doc/classes/VScrollBar.xml
- msgid "Vertical scroll bar."
- msgstr "Barra de desplazamiento vertical."
- #: doc/classes/VScrollBar.xml
- msgid ""
- "Vertical version of [ScrollBar], which goes from top (min) to bottom (max)."
- msgstr "Versión vertical de [ScrollBar], que va de arriba (min) a abajo (máx)."
- #: doc/classes/VScrollBar.xml
- msgid ""
- "Icon used as a button to scroll the [ScrollBar] up. Supports custom step "
- "using the [member ScrollBar.custom_step] property."
- msgstr ""
- "Icono utilizado como botón para desplazar la [ScrollBar] hacia arriba. "
- "Soporta el paso personalizado usando la propiedad [member ScrollBar."
- "custom_step]."
- #: doc/classes/VScrollBar.xml
- msgid ""
- "Icon used as a button to scroll the [ScrollBar] down. Supports custom step "
- "using the [member ScrollBar.custom_step] property."
- msgstr ""
- "Icono usado como botón para deslizar el [ScrollBar] hacia abajo. Soporta un "
- "paso personalizado utilizando la propiedad [member ScrollBar.custom_step]."
- #: doc/classes/VSeparator.xml
- msgid "Vertical version of [Separator]."
- msgstr "Versión vertical del [Separator]."
- #: doc/classes/VSeparator.xml
- msgid ""
- "Vertical version of [Separator]. Even though it looks vertical, it is used "
- "to separate objects horizontally."
- msgstr ""
- "Versión vertical de [Separator]. Aunque parece vertical, se utiliza para "
- "separar objetos horizontalmente."
- #: doc/classes/VSeparator.xml
- msgid ""
- "The width of the area covered by the separator. Effectively works like a "
- "minimum width."
- msgstr ""
- "El ancho del área cubierta por el separador. Efectivamente funciona como un "
- "ancho mínimo."
- #: doc/classes/VSeparator.xml
- msgid ""
- "The style for the separator line. Works best with [StyleBoxLine] (remember "
- "to enable [member StyleBoxLine.vertical])."
- msgstr ""
- "El estilo de la línea de separación. Funciona mejor con [StyleBoxLine] "
- "(recuerde activar [member StyleBoxLine.vertical])."
- #: doc/classes/VSlider.xml
- msgid "Vertical slider."
- msgstr "Deslizador vertical."
- #: doc/classes/VSlider.xml
- msgid ""
- "Vertical slider. See [Slider]. This one goes from bottom (min) to top "
- "(max).\n"
- "[b]Note:[/b] The [signal Range.changed] and [signal Range.value_changed] "
- "signals are part of the [Range] class which this class inherits from."
- msgstr ""
- #: doc/classes/VSlider.xml
- msgid "The background of the area below the grabber."
- msgstr "El fondo de la zona debajo del agarrador."
- #: doc/classes/VSlider.xml
- msgid ""
- "The background for the whole slider. Determines the width of the "
- "[code]grabber_area[/code]."
- msgstr ""
- "El fondo para todo el deslizador completo. Determina el ancho del "
- "[code]grabber_area[/code]."
- #: doc/classes/VSplitContainer.xml
- msgid "Vertical split container."
- msgstr "Contenedor vertical dividido."
- #: doc/classes/VSplitContainer.xml
- msgid ""
- "Vertical split container. See [SplitContainer]. This goes from top to bottom."
- msgstr ""
- "Contenedor vertical dividido. Véase [SplitContainer]. Esto va de arriba a "
- "abajo."
- #: doc/classes/WeakRef.xml
- msgid ""
- "Holds an [Object], but does not contribute to the reference count if the "
- "object is a reference."
- msgstr ""
- "Sostiene un [Object], pero no contribuye al conteo de referencia si el "
- "objeto es una referencia."
- #: doc/classes/WeakRef.xml
- msgid ""
- "A weakref can hold a [Reference], without contributing to the reference "
- "counter. A weakref can be created from an [Object] using [method @GDScript."
- "weakref]. If this object is not a reference, weakref still works, however, "
- "it does not have any effect on the object. Weakrefs are useful in cases "
- "where multiple classes have variables that refer to each other. Without "
- "weakrefs, using these classes could lead to memory leaks, since both "
- "references keep each other from being released. Making part of the variables "
- "a weakref can prevent this cyclic dependency, and allows the references to "
- "be released."
- msgstr ""
- "Un weakref puede sostener una [Reference], sin contribuir al contador de "
- "referencia. Un weakref puede ser creado a partir de un [Object] usando "
- "[method @GDScript.weakref]. Si este objeto no es una referencia, weakref "
- "sigue funcionando, sin embargo, no tiene ningún efecto sobre el objeto. Los "
- "weakrefs son útiles en los casos en que múltiples clases tienen variables "
- "que se refieren unas a otras. Sin weakrefs, el uso de estas clases podría "
- "conducir a fugas de memoria, ya que ambas referencias impiden que se libere "
- "la otra. Haciendo parte de las variables un weakref puede prevenir esta "
- "dependencia cíclica, y permite que las referencias sean liberadas."
- #: doc/classes/WeakRef.xml
- #, fuzzy
- msgid ""
- "Returns the [Object] this weakref is referring to. Returns [code]null[/code] "
- "if that object no longer exists."
- msgstr ""
- "Devuelve el valor inicial de la propiedad especificada. Devuelve [code]null[/"
- "code] si la propiedad no existe."
- #: modules/webrtc/doc_classes/WebRTCDataChannel.xml
- msgid "Closes this data channel, notifying the other peer."
- msgstr "Cierra este canal de datos, notificando al otro par."
- #: modules/webrtc/doc_classes/WebRTCDataChannel.xml
- #, fuzzy
- msgid ""
- "Returns the number of bytes currently queued to be sent over this channel."
- msgstr "Devuelve el número de elementos actualmente en la lista."
- #: modules/webrtc/doc_classes/WebRTCDataChannel.xml
- msgid ""
- "Returns the id assigned to this channel during creation (or auto-assigned "
- "during negotiation).\n"
- "If the channel is not negotiated out-of-band the id will only be available "
- "after the connection is established (will return [code]65535[/code] until "
- "then)."
- msgstr ""
- "Devuelve el id asignado a este canal durante la creación (o auto-asignado "
- "durante la negociación).\n"
- "Si el canal no se negocia fuera de banda, el id sólo estará disponible "
- "después de que se establezca la conexión (devolverá [code]65535[/code] hasta "
- "entonces)."
- #: modules/webrtc/doc_classes/WebRTCDataChannel.xml
- msgid "Returns the label assigned to this channel during creation."
- msgstr "Devuelve la etiqueta asignada al canal durante su creación."
- #: modules/webrtc/doc_classes/WebRTCDataChannel.xml
- msgid ""
- "Returns the [code]maxPacketLifeTime[/code] value assigned to this channel "
- "during creation.\n"
- "Will be [code]65535[/code] if not specified."
- msgstr ""
- "Devuelve el valor [code]maxPacketLifeTime[/code] asignado a este canal "
- "durante la creación.\n"
- "Será [code]65535[/code] si no se especifica."
- #: modules/webrtc/doc_classes/WebRTCDataChannel.xml
- msgid ""
- "Returns the [code]maxRetransmits[/code] value assigned to this channel "
- "during creation.\n"
- "Will be [code]65535[/code] if not specified."
- msgstr ""
- "Devuelve el valor [code]maxRetransmits[/code] asignado a este canal durante "
- "la creación.\n"
- "Será [code]65535[/code] si no se especifica."
- #: modules/webrtc/doc_classes/WebRTCDataChannel.xml
- msgid ""
- "Returns the sub-protocol assigned to this channel during creation. An empty "
- "string if not specified."
- msgstr ""
- "Devuelve el sub-protocolo asignado a este canal durante la creación. Una "
- "string vacía si no se especifica."
- #: modules/webrtc/doc_classes/WebRTCDataChannel.xml
- msgid "Returns the current state of this channel, see [enum ChannelState]."
- msgstr "Devuelve el estado actual del canal, ver [enum ChannelState]."
- #: modules/webrtc/doc_classes/WebRTCDataChannel.xml
- msgid ""
- "Returns [code]true[/code] if this channel was created with out-of-band "
- "configuration."
- msgstr ""
- "Devuelve [code]true[/code] si este canal fue creado con una configuración "
- "fuera de banda."
- #: modules/webrtc/doc_classes/WebRTCDataChannel.xml
- msgid ""
- "Returns [code]true[/code] if this channel was created with ordering enabled "
- "(default)."
- msgstr ""
- "Devuelve [code]true[/code] si este canal fue creado con el pedido activado "
- "(por defecto)."
- #: modules/webrtc/doc_classes/WebRTCDataChannel.xml
- msgid "Reserved, but not used for now."
- msgstr "Reservado, pero sin uso de momento."
- #: modules/webrtc/doc_classes/WebRTCDataChannel.xml
- msgid ""
- "Returns [code]true[/code] if the last received packet was transferred as "
- "text. See [member write_mode]."
- msgstr ""
- "Devuelve [code]true[/code] si el último paquete recibido se transfirió como "
- "texto. Ver [member write_mode]."
- #: modules/webrtc/doc_classes/WebRTCDataChannel.xml
- msgid ""
- "The transfer mode to use when sending outgoing packet. Either text or binary."
- msgstr ""
- "Modo de transferencia a usar cuando se mande el paquete de salido. Puede ser "
- "texto o binario."
- #: modules/webrtc/doc_classes/WebRTCDataChannel.xml
- msgid ""
- "Tells the channel to send data over this channel as text. An external peer "
- "(non-Godot) would receive this as a string."
- msgstr ""
- "Indica al canal que mande los datos como texto. Un compañero externo (non-"
- "Godot) lo recibiría como una cadena."
- #: modules/webrtc/doc_classes/WebRTCDataChannel.xml
- msgid ""
- "Tells the channel to send data over this channel as binary. An external peer "
- "(non-Godot) would receive this as array buffer or blob."
- msgstr ""
- "Le dice al canal que envíe datos por este canal en binario. Un par externo "
- "(no Godot) recibiría esto como un buffer o blob del array."
- #: modules/webrtc/doc_classes/WebRTCDataChannel.xml
- msgid "The channel was created, but it's still trying to connect."
- msgstr "El canal fue creado, pero todavía está tratando de conectarse."
- #: modules/webrtc/doc_classes/WebRTCDataChannel.xml
- msgid "The channel is currently open, and data can flow over it."
- msgstr "El canal está actualmente abierto, y los datos pueden fluir sobre él."
- #: modules/webrtc/doc_classes/WebRTCDataChannel.xml
- msgid ""
- "The channel is being closed, no new messages will be accepted, but those "
- "already in queue will be flushed."
- msgstr ""
- "El canal se está cerrando, no se aceptarán nuevos mensajes, pero los que ya "
- "están en cola serán eliminados."
- #: modules/webrtc/doc_classes/WebRTCDataChannel.xml
- msgid "The channel was closed, or connection failed."
- msgstr "El canal se cerró, o la conexión falló."
- #: modules/webrtc/doc_classes/WebRTCMultiplayer.xml
- msgid ""
- "A simple interface to create a peer-to-peer mesh network composed of "
- "[WebRTCPeerConnection] that is compatible with the [MultiplayerAPI]."
- msgstr ""
- "Una simple interfaz para crear una red de malla entre pares compuesta por "
- "[WebRTCPeerConnection] que es compatible con el [MultiplayerAPI]."
- #: modules/webrtc/doc_classes/WebRTCMultiplayer.xml
- msgid ""
- "This class constructs a full mesh of [WebRTCPeerConnection] (one connection "
- "for each peer) that can be used as a [member MultiplayerAPI.network_peer].\n"
- "You can add each [WebRTCPeerConnection] via [method add_peer] or remove them "
- "via [method remove_peer]. Peers must be added in [constant "
- "WebRTCPeerConnection.STATE_NEW] state to allow it to create the appropriate "
- "channels. This class will not create offers nor set descriptions, it will "
- "only poll them, and notify connections and disconnections.\n"
- "[signal NetworkedMultiplayerPeer.connection_succeeded] and [signal "
- "NetworkedMultiplayerPeer.server_disconnected] will not be emitted unless "
- "[code]server_compatibility[/code] is [code]true[/code] in [method "
- "initialize]. Beside that data transfer works like in a "
- "[NetworkedMultiplayerPeer]."
- msgstr ""
- "Esta clase construye una malla completa de [WebRTCPeerConnection] (una "
- "conexión para cada par) que puede ser usada como un [member MultiplayerAPI."
- "network_peer].\n"
- "Puedes añadir cada [WebRTCPeerConnection] a través de [method add_peer] o "
- "eliminarlos a través de [method remove_peer]. Los pares deben ser agregados "
- "en el estado [constant WebRTCPeerConnection.STATE_NEW] para permitirle crear "
- "los canales apropiados. Esta clase no creará ofertas ni establecerá "
- "descripciones, sólo las sondeará, y notificará las conexiones y "
- "desconexiones.\n"
- "La [signal NetworkedMultiplayerPeer.connection_succeeded] y la [signal "
- "NetworkedMultiplayerPeer.server_disconnected] no se emitirán a menos que el "
- "[code]server_compatibility[/code] sea [code]true[/code] en [method "
- "initialize]. Además, la transferencia de datos funciona como en un "
- "[NetworkedMultiplayerPeer]."
- #: modules/webrtc/doc_classes/WebRTCMultiplayer.xml
- msgid ""
- "Add a new peer to the mesh with the given [code]peer_id[/code]. The "
- "[WebRTCPeerConnection] must be in state [constant WebRTCPeerConnection."
- "STATE_NEW].\n"
- "Three channels will be created for reliable, unreliable, and ordered "
- "transport. The value of [code]unreliable_lifetime[/code] will be passed to "
- "the [code]maxPacketLifetime[/code] option when creating unreliable and "
- "ordered channels (see [method WebRTCPeerConnection.create_data_channel])."
- msgstr ""
- "Añade un nuevo par a la malla con el [code]peer_id[/code] dado. El "
- "[WebRTCPeerConnection] debe estar en el estado [constant "
- "WebRTCPeerConnection.STATE_NEW].\n"
- "Se crearán tres canales para un transporte fiable, poco fiable y ordenado. "
- "El valor de [code]unreliable_lifetime[/code] se pasará a la opción "
- "[code]maxPacketLifetime[/code] cuando se creen canales no fiables y "
- "ordenados (véase [method WebRTCPeerConnection.create_data_channel])."
- #: modules/webrtc/doc_classes/WebRTCMultiplayer.xml
- msgid "Close all the add peer connections and channels, freeing all resources."
- msgstr ""
- "Cierra todas las conexiones y canales de add peer, liberando todos los "
- "recursos."
- #: modules/webrtc/doc_classes/WebRTCMultiplayer.xml
- msgid ""
- "Return a dictionary representation of the peer with given [code]peer_id[/"
- "code] with three keys. [code]connection[/code] containing the "
- "[WebRTCPeerConnection] to this peer, [code]channels[/code] an array of three "
- "[WebRTCDataChannel], and [code]connected[/code] a boolean representing if "
- "the peer connection is currently connected (all three channels are open)."
- msgstr ""
- "Devuelve una representación del diccionario del par con el [code]peer_id[/"
- "code] dado con tres claves. [code]connection[/code] que contiene el "
- "[WebRTCPeerConnection] a este par, [code]channels[/code] un array de tres "
- "[WebRTCDataChannel], y [code]connected[/code] un booleano que representa si "
- "la conexión del par está actualmente conectada (los tres canales están "
- "abiertos)."
- #: modules/webrtc/doc_classes/WebRTCMultiplayer.xml
- msgid ""
- "Returns a dictionary which keys are the peer ids and values the peer "
- "representation as in [method get_peer]."
- msgstr ""
- "Devuelve un diccionario cuyas claves son las identificaciones de los pares y "
- "valora la representación de los pares como en [method get_peer]."
- #: modules/webrtc/doc_classes/WebRTCMultiplayer.xml
- msgid ""
- "Returns [code]true[/code] if the given [code]peer_id[/code] is in the peers "
- "map (it might not be connected though)."
- msgstr ""
- "Devuelve [code]true[/code] si el [code]peer_id[/code] dado está en el mapa "
- "de pares (aunque podría no estar conectado)."
- #: modules/webrtc/doc_classes/WebRTCMultiplayer.xml
- msgid ""
- "Initialize the multiplayer peer with the given [code]peer_id[/code] (must be "
- "between 1 and 2147483647).\n"
- "If [code]server_compatibilty[/code] is [code]false[/code] (default), the "
- "multiplayer peer will be immediately in state [constant "
- "NetworkedMultiplayerPeer.CONNECTION_CONNECTED] and [signal "
- "NetworkedMultiplayerPeer.connection_succeeded] will not be emitted.\n"
- "If [code]server_compatibilty[/code] is [code]true[/code] the peer will "
- "suppress all [signal NetworkedMultiplayerPeer.peer_connected] signals until "
- "a peer with id [constant NetworkedMultiplayerPeer.TARGET_PEER_SERVER] "
- "connects and then emit [signal NetworkedMultiplayerPeer."
- "connection_succeeded]. After that the signal [signal "
- "NetworkedMultiplayerPeer.peer_connected] will be emitted for every already "
- "connected peer, and any new peer that might connect. If the server peer "
- "disconnects after that, signal [signal NetworkedMultiplayerPeer."
- "server_disconnected] will be emitted and state will become [constant "
- "NetworkedMultiplayerPeer.CONNECTION_CONNECTED]."
- msgstr ""
- "Inicializar el par multijugador con el [code]peer_id[/code] dado (debe estar "
- "entre 1 y 2147483647).\n"
- "Si [code]server_compatibilty[/code] es [code]false[/code] (por defecto), el "
- "par multijugador estará inmediatamente en el estado [constant "
- "NetworkedMultiplayerPeer.CONNECTION_CONNECTED] y la [signal "
- "NetworkedMultiplayerPeer.connection_succeeded] no se emitirá.\n"
- "Si [code]server_compatibilty[/code] es [code]true[/code] el par suprimirá "
- "todas las señales de [signal NetworkedMultiplayerPeer.peer_connected] hasta "
- "que un par con id [constant NetworkedMultiplayerPeer.TARGET_PEER_SERVER] se "
- "conecte y entonces emitirá [signal NetworkedMultiplayerPeer."
- "connection_succeeded]. Después de eso, la señal [signal "
- "NetworkedMultiplayerPeer.peer_connected] será emitida para cada par ya "
- "conectado, y cualquier nuevo par que pueda conectarse. Si el par del "
- "servidor se desconecta después de eso, se emitirá la señal [signal "
- "NetworkedMultiplayerPeer.server_disconnected] y el estado se convertirá en "
- "[constant NetworkedMultiplayerPeer.CONNECTION_CONNECTED]."
- #: modules/webrtc/doc_classes/WebRTCMultiplayer.xml
- msgid ""
- "Remove the peer with given [code]peer_id[/code] from the mesh. If the peer "
- "was connected, and [signal NetworkedMultiplayerPeer.peer_connected] was "
- "emitted for it, then [signal NetworkedMultiplayerPeer.peer_disconnected] "
- "will be emitted."
- msgstr ""
- "Quita el par con el [code]peer_id[/code] dado de la malla. Si el par estaba "
- "conectado, y se emitió [signal NetworkedMultiplayerPeer.peer_connected] para "
- "él, entonces se emitirá [signal NetworkedMultiplayerPeer.peer_disconnected]."
- #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml
- msgid "Interface to a WebRTC peer connection."
- msgstr "Interfaz a una conexión de pares WebRTC."
- #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml
- msgid ""
- "A WebRTC connection between the local computer and a remote peer. Provides "
- "an interface to connect, maintain and monitor the connection.\n"
- "Setting up a WebRTC connection between two peers from now on) may not seem a "
- "trivial task, but it can be broken down into 3 main steps:\n"
- "- The peer that wants to initiate the connection ([code]A[/code] from now "
- "on) creates an offer and send it to the other peer ([code]B[/code] from now "
- "on).\n"
- "- [code]B[/code] receives the offer, generate and answer, and sends it to "
- "[code]A[/code]).\n"
- "- [code]A[/code] and [code]B[/code] then generates and exchange ICE "
- "candidates with each other.\n"
- "After these steps, the connection should become connected. Keep on reading "
- "or look into the tutorial for more information."
- msgstr ""
- "Una conexión WebRTC entre la computadora local y un par remoto. Proporciona "
- "una interfaz para conectar, mantener y monitorear la conexión.\n"
- "Establecer una conexión WebRTC entre dos pares de ahora en adelante) puede "
- "no parecer una tarea trivial, pero puede ser dividida en 3 pasos "
- "principales:\n"
- "- El par que quiere iniciar la conexión ([code]A[/code] de ahora en "
- "adelante) crea una oferta y la envía al otro par ([code]B[/code] de ahora en "
- "adelante).\n"
- "- [code]B[/code] recibe la oferta, la genera y la responde, y la envía a "
- "[code]A[/code]).\n"
- "- [code]A[/code] y [code]B[/code] luego generan e intercambian candidatos "
- "ICE entre sí.\n"
- "Después de estos pasos, la conexión debe conectarse. Sigue leyendo o mira el "
- "tutorial para más información."
- #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml
- msgid ""
- "Add an ice candidate generated by a remote peer (and received over the "
- "signaling server). See [signal ice_candidate_created]."
- msgstr ""
- "Añade un candidato de hielo generado por un par remoto (y recibido a través "
- "del servidor de señales). Ver [signal ice_candidate_created]."
- #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml
- #, fuzzy
- msgid ""
- "Close the peer connection and all data channels associated with it.\n"
- "[b]Note:[/b] You cannot reuse this object for a new connection unless you "
- "call [method initialize]."
- msgstr ""
- "Cierra la conexión entre pares y todos los canales de datos asociados a "
- "ella. Tenga en cuenta que no puede reutilizar este objeto para una nueva "
- "conexión a menos que llame a [method initialize]."
- #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml
- #, fuzzy
- msgid ""
- "Returns a new [WebRTCDataChannel] (or [code]null[/code] on failure) with "
- "given [code]label[/code] and optionally configured via the [code]options[/"
- "code] dictionary. This method can only be called when the connection is in "
- "state [constant STATE_NEW].\n"
- "There are two ways to create a working data channel: either call [method "
- "create_data_channel] on only one of the peer and listen to [signal "
- "data_channel_received] on the other, or call [method create_data_channel] on "
- "both peers, with the same values, and the [code]negotiated[/code] option set "
- "to [code]true[/code].\n"
- "Valid [code]options[/code] are:\n"
- "[codeblock]\n"
- "{\n"
- " \"negotiated\": true, # When set to true (default off), means the "
- "channel is negotiated out of band. \"id\" must be set too. "
- "\"data_channel_received\" will not be called.\n"
- " \"id\": 1, # When \"negotiated\" is true this value must also be set to "
- "the same value on both peer.\n"
- "\n"
- " # Only one of maxRetransmits and maxPacketLifeTime can be specified, not "
- "both. They make the channel unreliable (but also better at real time).\n"
- " \"maxRetransmits\": 1, # Specify the maximum number of attempt the peer "
- "will make to retransmits packets if they are not acknowledged.\n"
- " \"maxPacketLifeTime\": 100, # Specify the maximum amount of time before "
- "giving up retransmitions of unacknowledged packets (in milliseconds).\n"
- " \"ordered\": true, # When in unreliable mode (i.e. either "
- "\"maxRetransmits\" or \"maxPacketLifetime\" is set), \"ordered\" (true by "
- "default) specify if packet ordering is to be enforced.\n"
- "\n"
- " \"protocol\": \"my-custom-protocol\", # A custom sub-protocol string for "
- "this channel.\n"
- "}\n"
- "[/codeblock]\n"
- "[b]Note:[/b] You must keep a reference to channels created this way, or it "
- "will be closed."
- msgstr ""
- "Devuelve un nuevo [WebRTCDataChannel] (o [code]null[/code] al fallar) con la "
- "etiqueta [code]label[/code] dada y opcionalmente configurado a través del "
- "diccionario [code]options[/code]. Este método sólo puede ser llamado cuando "
- "la conexión está en el estado [constant STATE_NEW].\n"
- "Hay dos formas de crear un canal de datos de trabajo: o bien llamar a "
- "[method create_data_channel] en sólo uno de los pares y escuchar a [signal "
- "data_channel_received] en el otro, o bien llamar a [method "
- "create_data_channel] en ambos pares, con los mismos valores, y la opción "
- "[code]negotiated[/code] configurada a [code]true[/code].\n"
- "Las opciones válidas de [code]options[/code] son:\n"
- "[codeblock]\n"
- "{\n"
- " \"negotiated\": true, # Cuando se ajusta a true (default off), significa "
- "que el canal se negocia fuera de banda. \"id\" también debe ser ajustado. "
- "\"data_channel_received\" no será llamado.\n"
- " \"id\": 1, # Cuando \"negociado\" es verdadero este valor debe ser "
- "también establecido al mismo valor en ambos pares.\n"
- "\n"
- " # Sólo se puede especificar uno de maxRetransmits y maxPacketLifeTime, "
- "no ambos. Hacen que el canal sea poco fiable (pero también mejor en tiempo "
- "real).\n"
- " \"maxRetransmits\": 1, # Especificar el número máximo de intentos que el "
- "par hará para retransmitir los paquetes si no son reconocidos.\n"
- " \"maxPacketLifeTime\": 100, # Especifica la máxima cantidad de tiempo "
- "antes de renunciar a retransmitir los paquetes no reconocidos (en "
- "milisegundos).\n"
- " \"ordered\": true, # Cuando está en modo no fiable (es decir, se "
- "establece \"maxRetransmits\" o \"maxPacketLifetime\"), \"ordered\" (true por "
- "defecto) especifica si se va a aplicar el ordenamiento de paquetes.\n"
- "\n"
- " \"protocol\": \"my-custom-protocol\", # Una cadena de sub-protocolo "
- "personalizada para este canal.\n"
- "}\n"
- "[/codeblock]\n"
- "[b]Nota:[/b] Debe mantener una referencia a los canales creados de esta "
- "manera, o se cerrará."
- #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml
- msgid ""
- "Creates a new SDP offer to start a WebRTC connection with a remote peer. At "
- "least one [WebRTCDataChannel] must have been created before calling this "
- "method.\n"
- "If this functions returns [constant OK], [signal "
- "session_description_created] will be called when the session is ready to be "
- "sent."
- msgstr ""
- "Crea una nueva oferta SDP para iniciar una conexión WebRTC con un par "
- "remoto. Al menos una [WebRTCDataChannel] debe haber sido creada antes de "
- "llamar a este método.\n"
- "Si esta función devuelve [constant OK], se llamará a [signal "
- "session_description_created] cuando la sesión esté lista para ser enviada."
- #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml
- msgid "Returns the connection state. See [enum ConnectionState]."
- msgstr "Devuelve el estado de conexión. Ver [enum ConnectionState]."
- #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml
- #, fuzzy
- msgid ""
- "Re-initialize this peer connection, closing any previously active "
- "connection, and going back to state [constant STATE_NEW]. A dictionary of "
- "[code]options[/code] can be passed to configure the peer connection.\n"
- "Valid [code]options[/code] are:\n"
- "[codeblock]\n"
- "{\n"
- " \"iceServers\": [\n"
- " {\n"
- " \"urls\": [ \"stun:stun.example.com:3478\" ], # One or more STUN "
- "servers.\n"
- " },\n"
- " {\n"
- " \"urls\": [ \"turn:turn.example.com:3478\" ], # One or more TURN "
- "servers.\n"
- " \"username\": \"a_username\", # Optional username for the TURN "
- "server.\n"
- " \"credential\": \"a_password\", # Optional password for the TURN "
- "server.\n"
- " }\n"
- " ]\n"
- "}\n"
- "[/codeblock]"
- msgstr ""
- "Reiniciar esta conexión entre pares, cerrando cualquier conexión previamente "
- "activa, y volviendo al estado [constant STATE_NEW]. Se puede pasar un "
- "diccionario de [code]options[/code] para configurar la conexión entre "
- "pares.\n"
- "Las [code]options[/code] válidas son:\n"
- "[codeblock]\n"
- "{\n"
- " \"IceServers\": [\n"
- " {\n"
- " \"urls\": [ \"stun:stun.example.com:3478\" ], # Uno o más "
- "servidores STUN.\n"
- " },\n"
- " {\n"
- " \"urls\": [ \"turn:turn.example.com:3478\" ], # Uno o más "
- "servidores de TURN.\n"
- " \"username\": \"a_username\", # Nombre de usuario opcional para "
- "el servidor TURN.\n"
- " \"credentials\": \"a_password\", # Contraseña opcional para el "
- "servidor TURN.\n"
- " }\n"
- " ]\n"
- "}\n"
- "[/codeblock]"
- #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml
- msgid ""
- "Call this method frequently (e.g. in [method Node._process] or [method Node."
- "_physics_process]) to properly receive signals."
- msgstr ""
- "Llama a este método con frecuencia (por ejemplo, en [method Node._process] o "
- "[method Node._physics_process]) para recibir correctamente las señales."
- #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml
- msgid ""
- "Sets the SDP description of the local peer. This should be called in "
- "response to [signal session_description_created].\n"
- "After calling this function the peer will start emitting [signal "
- "ice_candidate_created] (unless an [enum Error] different from [constant OK] "
- "is returned)."
- msgstr ""
- "Establece la descripción del SDP del par local. Esto debe ser llamado en "
- "respuesta a [signal session_description_created].\n"
- "Después de llamar a esta función el par empezará a emitir [signal "
- "ice_candidate_created] (a menos que se devuelva un [enum Error] diferente de "
- "[constant OK])."
- #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml
- msgid ""
- "Sets the SDP description of the remote peer. This should be called with the "
- "values generated by a remote peer and received over the signaling server.\n"
- "If [code]type[/code] is [code]offer[/code] the peer will emit [signal "
- "session_description_created] with the appropriate answer.\n"
- "If [code]type[/code] is [code]answer[/code] the peer will start emitting "
- "[signal ice_candidate_created]."
- msgstr ""
- "Establece la descripción SDP del par remoto. Esto debe ser llamado con los "
- "valores generados por un par remoto y recibidos por el servidor de señales.\n"
- "Si [code]type[/code] es [code]offer[/code] el par emitirá [signal "
- "session_description_created] con la respuesta apropiada.\n"
- "Si [code]type[/code] es [code]answer[/code] el par empezará a emitir [signal "
- "ice_candidate_created]."
- #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml
- msgid ""
- "Emitted when a new in-band channel is received, i.e. when the channel was "
- "created with [code]negotiated: false[/code] (default).\n"
- "The object will be an instance of [WebRTCDataChannel]. You must keep a "
- "reference of it or it will be closed automatically. See [method "
- "create_data_channel]."
- msgstr ""
- "Emitido cuando se recibe un nuevo canal en banda, es decir, cuando el canal "
- "fue creado con [code]negotiated: false[/code] (por defecto).\n"
- "El objeto será una instancia de [WebRTCDataChannel]. Debe mantener una "
- "referencia de él o se cerrará automáticamente. Ver [method "
- "create_data_channel]."
- #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml
- msgid ""
- "Emitted when a new ICE candidate has been created. The three parameters are "
- "meant to be passed to the remote peer over the signaling server."
- msgstr ""
- "Emitido cuando se ha creado un nuevo candidato de la ICE. Los tres "
- "parámetros deben ser pasados al par remoto a través del servidor de señales."
- #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml
- msgid ""
- "Emitted after a successful call to [method create_offer] or [method "
- "set_remote_description] (when it generates an answer). The parameters are "
- "meant to be passed to [method set_local_description] on this object, and "
- "sent to the remote peer over the signaling server."
- msgstr ""
- "Emitido después de una llamada exitosa a [method create_offer] o [method "
- "set_remote_description] (cuando genera una respuesta). Los parámetros deben "
- "ser pasados a [method set_local_description] en este objeto, y enviados al "
- "par remoto a través del servidor de señales."
- #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml
- msgid ""
- "The connection is new, data channels and an offer can be created in this "
- "state."
- msgstr ""
- "La conexión es nueva, se pueden crear canales de datos y una oferta en este "
- "estado."
- #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml
- msgid ""
- "The peer is connecting, ICE is in progress, none of the transports has "
- "failed."
- msgstr ""
- "El par está conectando, el ICE está en marcha, ninguno de los transportes ha "
- "fallado."
- #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml
- msgid "The peer is connected, all ICE transports are connected."
- msgstr "El par está conectado, todos los transportes de ICE están conectados."
- #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml
- msgid "At least one ICE transport is disconnected."
- msgstr "Al menos un transporte ICE está desconectado."
- #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml
- msgid "One or more of the ICE transports failed."
- msgstr "Uno o más de los transportes ICE fallaron."
- #: modules/webrtc/doc_classes/WebRTCPeerConnection.xml
- msgid ""
- "The peer connection is closed (after calling [method close] for example)."
- msgstr ""
- "La conexión entre pares se cierra (después de llamar a [method close] por "
- "ejemplo)."
- #: modules/websocket/doc_classes/WebSocketClient.xml
- msgid "A WebSocket client implementation."
- msgstr "Una implementación del cliente WebSocket."
- #: modules/websocket/doc_classes/WebSocketClient.xml
- msgid ""
- "This class implements a WebSocket client compatible with any RFC 6455-"
- "compliant WebSocket server.\n"
- "This client can be optionally used as a network peer for the "
- "[MultiplayerAPI].\n"
- "After starting the client ([method connect_to_url]), you will need to "
- "[method NetworkedMultiplayerPeer.poll] it at regular intervals (e.g. inside "
- "[method Node._process]).\n"
- "You will receive appropriate signals when connecting, disconnecting, or when "
- "new data is available."
- msgstr ""
- "Esta clase implementa un cliente WebSocket compatible con cualquier servidor "
- "WebSocket compatible con RFC 6455.\n"
- "Este cliente puede ser usado opcionalmente como un par de red para la "
- "[MultiplayerAPI].\n"
- "Después de iniciar el cliente ([method connect_to_url]), necesitarás [method "
- "NetworkedMultiplayerPeer.poll] a intervalos regulares (por ejemplo, dentro "
- "de [method Node._process]).\n"
- "Recibirá las señales apropiadas cuando se conecte, desconecte o cuando haya "
- "nuevos datos disponibles."
- #: modules/websocket/doc_classes/WebSocketClient.xml
- #, fuzzy
- msgid ""
- "Connects to the given URL requesting one of the given [code]protocols[/code] "
- "as sub-protocol. If the list empty (default), no sub-protocol will be "
- "requested.\n"
- "If [code]true[/code] is passed as [code]gd_mp_api[/code], the client will "
- "behave like a network peer for the [MultiplayerAPI], connections to non-"
- "Godot servers will not work, and [signal data_received] will not be "
- "emitted.\n"
- "If [code]false[/code] is passed instead (default), you must call "
- "[PacketPeer] functions ([code]put_packet[/code], [code]get_packet[/code], "
- "etc.) on the [WebSocketPeer] returned via [code]get_peer(1)[/code] and not "
- "on this object directly (e.g. [code]get_peer(1).put_packet(data)[/code]).\n"
- "You can optionally pass a list of [code]custom_headers[/code] to be added to "
- "the handshake HTTP request.\n"
- "[b]Note:[/b] To avoid mixed content warnings or errors in HTML5, you may "
- "have to use a [code]url[/code] that starts with [code]wss://[/code] (secure) "
- "instead of [code]ws://[/code]. When doing so, make sure to use the fully "
- "qualified domain name that matches the one defined in the server's SSL "
- "certificate. Do not connect directly via the IP address for [code]wss://[/"
- "code] connections, as it won't match with the SSL certificate.\n"
- "[b]Note:[/b] Specifying [code]custom_headers[/code] is not supported in "
- "HTML5 exports due to browsers restrictions."
- msgstr ""
- "Se conecta al URL dado solicitando uno de los [code]protocols[/code] dados "
- "como sub-protocolo. Si la lista está vacía (por defecto), no se solicitará "
- "ningún subprotocolo.\n"
- "Si se pasa [code]true[/code] como [code]gd_mp_api[/code], el cliente se "
- "comportará como un par de red para la [MultiplayerAPI], las conexiones a "
- "servidores no Godot no funcionarán y no se emitirá [signal data_received].\n"
- "Si en su lugar se pasa [code]false[/code] (por defecto), debe llamar a las "
- "funciones [PacketPeer] ([code]put_packet[/code], [code]get_packet[/code], "
- "etc.) en el [WebSocketPeer] devuelto mediante [code]get_peer(1)[/code] y no "
- "en este objeto directamente (por ejemplo, [code]get_peer(1).put_packet(data)"
- "[/code]).\n"
- "Opcionalmente se puede pasar una lista de [code]custom_headers[/code] para "
- "ser añadida a la petición HTTP de handshake.\n"
- "[b]Nota:[/b] La especificación de [code]custom_headers[/code] no está "
- "soportada en las exportaciones de HTML5 debido a las restricciones de los "
- "navegadores."
- #: modules/websocket/doc_classes/WebSocketClient.xml
- msgid ""
- "Disconnects this client from the connected host. See [method WebSocketPeer."
- "close] for more information."
- msgstr ""
- "Desconecta este cliente del host conectado. Ver [method WebSocketPeer.close] "
- "para más información."
- #: modules/websocket/doc_classes/WebSocketClient.xml
- msgid "Return the IP address of the currently connected host."
- msgstr "Devuelve la dirección IP del host conectado actualmente."
- #: modules/websocket/doc_classes/WebSocketClient.xml
- msgid "Return the IP port of the currently connected host."
- msgstr "Devuelve el puerto IP del host conectado actualmente."
- #: modules/websocket/doc_classes/WebSocketClient.xml
- msgid ""
- "If specified, this [X509Certificate] will be the only one accepted when "
- "connecting to an SSL host. Any other certificate provided by the server will "
- "be regarded as invalid.\n"
- "[b]Note:[/b] Specifying a custom [code]trusted_ssl_certificate[/code] is not "
- "supported in HTML5 exports due to browsers restrictions."
- msgstr ""
- "Si se especifica, este [X509Certificate] será el único aceptado cuando se "
- "conecte a un host SSL. Cualquier otro certificado proporcionado por el "
- "servidor se considerará inválido.\n"
- "[b]Nota:[/b] La especificación de un certificado personalizado "
- "[code]trusted_ssl_certificate[/code] no es compatible con las exportaciones "
- "en HTML5 debido a las restricciones de los navegadores."
- #: modules/websocket/doc_classes/WebSocketClient.xml
- msgid ""
- "If [code]true[/code], SSL certificate verification is enabled.\n"
- "[b]Note:[/b] You must specify the certificates to be used in the Project "
- "Settings for it to work when exported."
- msgstr ""
- "Si [code]true[/code], la verificación del certificado SSL está activada.\n"
- "[b]Nota:[/b] Debe especificar los certificados que se utilizarán en la "
- "Configuración del proyecto para que funcione cuando se exporte."
- #: modules/websocket/doc_classes/WebSocketClient.xml
- msgid ""
- "Emitted when the connection to the server is closed. [code]was_clean_close[/"
- "code] will be [code]true[/code] if the connection was shutdown cleanly."
- msgstr ""
- "Emitido cuando la conexión con el servidor se cierra. [code]was_clean_close[/"
- "code] será [code]true[/code] si la conexión se cerró limpiamente."
- #: modules/websocket/doc_classes/WebSocketClient.xml
- msgid "Emitted when the connection to the server fails."
- msgstr "Emitido cuando la conexión con el servidor falla."
- #: modules/websocket/doc_classes/WebSocketClient.xml
- msgid ""
- "Emitted when a connection with the server is established, [code]protocol[/"
- "code] will contain the sub-protocol agreed with the server."
- msgstr ""
- "Emitido cuando se establece una conexión con el servidor, el [code]protocol[/"
- "code] contendrá el subprotocolo acordado con el servidor."
- #: modules/websocket/doc_classes/WebSocketClient.xml
- msgid ""
- "Emitted when a WebSocket message is received.\n"
- "[b]Note:[/b] This signal is [i]not[/i] emitted when used as high-level "
- "multiplayer peer."
- msgstr ""
- "Emitido cuando se recibe un mensaje de WebSocket.\n"
- "[b]Nota:[/b] Esta señal es [i]no[/i] emitida cuando se usa como par "
- "multijugador de alto nivel."
- #: modules/websocket/doc_classes/WebSocketClient.xml
- msgid ""
- "Emitted when the server requests a clean close. You should keep polling "
- "until you get a [signal connection_closed] signal to achieve the clean "
- "close. See [method WebSocketPeer.close] for more details."
- msgstr ""
- "Emitido cuando el servidor solicita un cierre limpio. Debes seguir "
- "preguntando hasta que recibas una señal [signal connection_closed] para "
- "lograr el cierre limpio. Consulta el [method WebSocketPeer.close] para más "
- "detalles."
- #: modules/websocket/doc_classes/WebSocketMultiplayerPeer.xml
- msgid "Base class for WebSocket server and client."
- msgstr "Clase base para el servidor y cliente de WebSocket."
- #: modules/websocket/doc_classes/WebSocketMultiplayerPeer.xml
- msgid ""
- "Base class for WebSocket server and client, allowing them to be used as "
- "network peer for the [MultiplayerAPI]."
- msgstr ""
- "Clase base para el servidor y el cliente de WebSocket, lo que permite "
- "utilizarlos como par de red para la [MultiplayerAPI]."
- #: modules/websocket/doc_classes/WebSocketMultiplayerPeer.xml
- msgid ""
- "Returns the [WebSocketPeer] associated to the given [code]peer_id[/code]."
- msgstr "Devuelve el [WebSocketPeer] asociado al [code]peer_id[/code] dado."
- #: modules/websocket/doc_classes/WebSocketMultiplayerPeer.xml
- msgid ""
- "Configures the buffer sizes for this WebSocket peer. Default values can be "
- "specified in the Project Settings under [code]network/limits[/code]. For "
- "server, values are meant per connected peer.\n"
- "The first two parameters define the size and queued packets limits of the "
- "input buffer, the last two of the output buffer.\n"
- "Buffer sizes are expressed in KiB, so [code]4 = 2^12 = 4096 bytes[/code]. "
- "All parameters will be rounded up to the nearest power of two.\n"
- "[b]Note:[/b] HTML5 exports only use the input buffer since the output one is "
- "managed by browsers."
- msgstr ""
- "Configura el tamaño de los buffers para este par de WebSocket. Los valores "
- "por defecto pueden ser especificados en la Configuración del Proyecto bajo "
- "[code]network/limits[/code]. Para el servidor, los valores se refieren a "
- "cada par conectado.\n"
- "Los dos primeros parámetros definen el tamaño y los límites de los paquetes "
- "en cola del buffer de entrada, los dos últimos del buffer de salida.\n"
- "Los tamaños del buffer se expresan en KiB, por lo que [code]4 = 2^12 = 4096 "
- "bytes[/code]. Todos los parámetros se redondearán a la potencia más cercana "
- "de dos.\n"
- "[b]Nota:[/b] Las exportaciones en HTML5 sólo utilizan el buffer de entrada "
- "ya que el de salida es manejado por los navegadores."
- #: modules/websocket/doc_classes/WebSocketMultiplayerPeer.xml
- msgid ""
- "Emitted when a packet is received from a peer.\n"
- "[b]Note:[/b] This signal is only emitted when the client or server is "
- "configured to use Godot multiplayer API."
- msgstr ""
- "Emitido cuando se recibe un paquete de un compañero.\n"
- "[b]Nota:[/b] Esta señal sólo se emite cuando el cliente o el servidor está "
- "configurado para utilizar la API multijugador de Godot."
- #: modules/websocket/doc_classes/WebSocketPeer.xml
- msgid "A class representing a specific WebSocket connection."
- msgstr "Una clase que representa una conexión específica de WebSocket."
- #: modules/websocket/doc_classes/WebSocketPeer.xml
- #, fuzzy
- msgid ""
- "This class represents a specific WebSocket connection, allowing you to do "
- "lower level operations with it.\n"
- "You can choose to write to the socket in binary or text mode, and you can "
- "recognize the mode used for writing by the other peer."
- msgstr ""
- "Esta clase representa una conexión específica de WebSocket, puedes hacer "
- "operaciones de nivel inferior con ella.\n"
- "Puedes elegir escribir en el socket en modo binario o de texto, y puedes "
- "reconocer el modo utilizado para la escritura por el otro compañero."
- #: modules/websocket/doc_classes/WebSocketPeer.xml
- msgid ""
- "Closes this WebSocket connection. [code]code[/code] is the status code for "
- "the closure (see RFC 6455 section 7.4 for a list of valid status codes). "
- "[code]reason[/code] is the human readable reason for closing the connection "
- "(can be any UTF-8 string that's smaller than 123 bytes).\n"
- "[b]Note:[/b] To achieve a clean close, you will need to keep polling until "
- "either [signal WebSocketClient.connection_closed] or [signal WebSocketServer."
- "client_disconnected] is received.\n"
- "[b]Note:[/b] The HTML5 export might not support all status codes. Please "
- "refer to browser-specific documentation for more details."
- msgstr ""
- "Cierra esta conexión WebSocket. [code]code[/code] es el código de estado "
- "para el cierre (ver RFC 6455 sección 7.4 para una lista de códigos de estado "
- "válidos). [code]reason[/code] es la razón legible por el ser humano para "
- "cerrar la conexión (puede ser cualquier cadena UTF-8 que sea menor de 123 "
- "bytes).\n"
- "[b]Nota:[/b] Para lograr un cierre limpio, deberá seguir sondeando hasta que "
- "reciba [signal WebSocketClient.connection_closed] o [signal WebSocketServer."
- "client_disconnected].\n"
- "[b]Nota:[/b] Es posible que la exportación a HTML5 no admita todos los "
- "códigos de estado. Consulte la documentación específica del navegador para "
- "obtener más detalles."
- #: modules/websocket/doc_classes/WebSocketPeer.xml
- msgid ""
- "Returns the IP address of the connected peer.\n"
- "[b]Note:[/b] Not available in the HTML5 export."
- msgstr ""
- "Devuelve la dirección IP del par conectado.\n"
- "[b]Nota:[/b] No disponible en la exportación a HTML5."
- #: modules/websocket/doc_classes/WebSocketPeer.xml
- msgid ""
- "Returns the remote port of the connected peer.\n"
- "[b]Note:[/b] Not available in the HTML5 export."
- msgstr ""
- "Devuelve el puerto remoto del par conectado.\n"
- "[b]Nota:[/b] No disponible en la exportación a HTML5."
- #: modules/websocket/doc_classes/WebSocketPeer.xml
- msgid ""
- "Returns the current amount of data in the outbound websocket buffer. [b]Note:"
- "[/b] HTML5 exports use WebSocket.bufferedAmount, while other platforms use "
- "an internal buffer."
- msgstr ""
- #: modules/websocket/doc_classes/WebSocketPeer.xml
- msgid "Gets the current selected write mode. See [enum WriteMode]."
- msgstr ""
- "Obtiene el modo de escritura seleccionado actualmente. Véase [enum "
- "WriteMode]."
- #: modules/websocket/doc_classes/WebSocketPeer.xml
- msgid "Returns [code]true[/code] if this peer is currently connected."
- msgstr "Devuelve [code]true[/code] si este par está actualmente conectado."
- #: modules/websocket/doc_classes/WebSocketPeer.xml
- msgid ""
- "Disable Nagle's algorithm on the underling TCP socket (default). See [method "
- "StreamPeerTCP.set_no_delay] for more information.\n"
- "[b]Note:[/b] Not available in the HTML5 export."
- msgstr ""
- "Deshabilita el algoritmo de Nagle en el socket TCP subyacente (por defecto). "
- "Ver [method StreamPeerTCP.set_no_delay] para más información.\n"
- "[b]Nota:[/b] No está disponible en la exportación a HTML5."
- #: modules/websocket/doc_classes/WebSocketPeer.xml
- msgid "Sets the socket to use the given [enum WriteMode]."
- msgstr "Establece el enchufe para usar el [enum WriteMode] dado."
- #: modules/websocket/doc_classes/WebSocketPeer.xml
- msgid ""
- "Returns [code]true[/code] if the last received packet was sent as a text "
- "payload. See [enum WriteMode]."
- msgstr ""
- "Devuelve [code]true[/code] si el último paquete recibido fue enviado como "
- "una carga de texto. Ver [enum WriteMode]."
- #: modules/websocket/doc_classes/WebSocketPeer.xml
- msgid ""
- "Specifies that WebSockets messages should be transferred as text payload "
- "(only valid UTF-8 is allowed)."
- msgstr ""
- "Especifica que los mensajes de WebSockets deben ser transferidos como carga "
- "de texto (sólo se permite el UTF-8 válido)."
- #: modules/websocket/doc_classes/WebSocketPeer.xml
- msgid ""
- "Specifies that WebSockets messages should be transferred as binary payload "
- "(any byte combination is allowed)."
- msgstr ""
- "Especifica que los mensajes de WebSockets deben ser transferidos como carga "
- "binaria (se permite cualquier combinación de bytes)."
- #: modules/websocket/doc_classes/WebSocketServer.xml
- msgid "A WebSocket server implementation."
- msgstr "Una implementación de un servidor WebSocket."
- #: modules/websocket/doc_classes/WebSocketServer.xml
- msgid ""
- "This class implements a WebSocket server that can also support the high-"
- "level multiplayer API.\n"
- "After starting the server ([method listen]), you will need to [method "
- "NetworkedMultiplayerPeer.poll] it at regular intervals (e.g. inside [method "
- "Node._process]). When clients connect, disconnect, or send data, you will "
- "receive the appropriate signal.\n"
- "[b]Note:[/b] Not available in HTML5 exports."
- msgstr ""
- "Esta clase implementa un servidor WebSocket que también puede soportar la "
- "API multijugador de alto nivel.\n"
- "Después de iniciar el servidor ([method listen]), necesitarás [method "
- "NetworkedMultiplayerPeer.poll] a intervalos regulares (por ejemplo, dentro "
- "de [method Node._process]). Cuando los clientes se conecten, desconecten o "
- "envíen datos, recibirá la señal apropiada.\n"
- "[b]Nota:[/b] No disponible en las exportaciones en HTML5."
- #: modules/websocket/doc_classes/WebSocketServer.xml
- msgid ""
- "Disconnects the peer identified by [code]id[/code] from the server. See "
- "[method WebSocketPeer.close] for more information."
- msgstr ""
- "Desconecta el par identificado por [code]id[/code] del servidor. Ver [method "
- "WebSocketPeer.close] para más información."
- #: modules/websocket/doc_classes/WebSocketServer.xml
- msgid "Returns [code]true[/code] if a peer with the given ID is connected."
- msgstr "Devuelve [code]true[/code] si un par con el ID dado está conectado."
- #: modules/websocket/doc_classes/WebSocketServer.xml
- msgid ""
- "Returns [code]true[/code] if the server is actively listening on a port."
- msgstr ""
- "Devuelve [code]true[/code] si el servidor está escuchando activamente en un "
- "puerto."
- #: modules/websocket/doc_classes/WebSocketServer.xml
- msgid ""
- "Starts listening on the given port.\n"
- "You can specify the desired subprotocols via the \"protocols\" array. If the "
- "list empty (default), no sub-protocol will be requested.\n"
- "If [code]true[/code] is passed as [code]gd_mp_api[/code], the server will "
- "behave like a network peer for the [MultiplayerAPI], connections from non-"
- "Godot clients will not work, and [signal data_received] will not be "
- "emitted.\n"
- "If [code]false[/code] is passed instead (default), you must call "
- "[PacketPeer] functions ([code]put_packet[/code], [code]get_packet[/code], "
- "etc.), on the [WebSocketPeer] returned via [code]get_peer(id)[/code] to "
- "communicate with the peer with given [code]id[/code] (e.g. "
- "[code]get_peer(id).get_available_packet_count[/code])."
- msgstr ""
- "Empieza a escuchar en el puerto dado.\n"
- "Puede especificar los subprotocolos deseados a través del array de "
- "\"protocolos\". Si la lista está vacía (por defecto), no se solicitará "
- "ningún subprotocolo.\n"
- "Si se pasa [code]true[/code] como [code]gd_mp_api[/code], el servidor se "
- "comportará como un par de red para la [MultiplayerAPI], las conexiones de "
- "los clientes que no sean Godot no funcionarán y no se emitirá [signal "
- "data_received].\n"
- "Si en su lugar se pasa [code]false[/code] (por defecto), debe llamar a las "
- "funciones [PacketPeer] ([code]put_packet[/code], [code]get_packet[/code], "
- "etc. ), en el [WebSocketPeer] devuelto a través de [code]get_peer(id)[/code] "
- "para comunicarse con el par con el [code]id[/code] dado (por ejemplo, "
- "[code]get_peer(id).get_available_packet_count[/code])."
- #: modules/websocket/doc_classes/WebSocketServer.xml
- msgid ""
- "Sets additional headers to be sent to clients during the HTTP handshake."
- msgstr ""
- #: modules/websocket/doc_classes/WebSocketServer.xml
- msgid "Stops the server and clear its state."
- msgstr "Detiene el servidor y limpia su estado."
- #: modules/websocket/doc_classes/WebSocketServer.xml
- msgid ""
- "When not set to [code]*[/code] will restrict incoming connections to the "
- "specified IP address. Setting [code]bind_ip[/code] to [code]127.0.0.1[/code] "
- "will cause the server to listen only to the local host."
- msgstr ""
- "Si no se establece en [code]*[/code] se restringirán las conexiones "
- "entrantes a la dirección IP especificada. Si se establece [code]bind_ip[/"
- "code] en [code]127.0.0.1[/code], el servidor sólo escuchará al host local."
- #: modules/websocket/doc_classes/WebSocketServer.xml
- msgid ""
- "When using SSL (see [member private_key] and [member ssl_certificate]), you "
- "can set this to a valid [X509Certificate] to be provided as additional CA "
- "chain information during the SSL handshake."
- msgstr ""
- "Cuando utilice SSL (consulte [member private_key] y [member "
- "ssl_certificate]), puede configurarlo como un [X509Certificate] válido que "
- "se proporcionará como información adicional de la cadena de CA durante el "
- "apretón de manos SSL."
- #: modules/websocket/doc_classes/WebSocketServer.xml
- msgid ""
- "The time in seconds before a pending client (i.e. a client that has not yet "
- "finished the HTTP handshake) is considered stale and forcefully disconnected."
- msgstr ""
- #: modules/websocket/doc_classes/WebSocketServer.xml
- msgid ""
- "When set to a valid [CryptoKey] (along with [member ssl_certificate]) will "
- "cause the server to require SSL instead of regular TCP (i.e. the [code]wss://"
- "[/code] protocol)."
- msgstr ""
- "Cuando se configura en una [CryptoKey] válida (junto con [member "
- "ssl_certificate]) hará que el servidor requiera SSL en lugar del TCP normal "
- "(es decir, el protocolo [code]wss://[/code])."
- #: modules/websocket/doc_classes/WebSocketServer.xml
- msgid ""
- "When set to a valid [X509Certificate] (along with [member private_key]) will "
- "cause the server to require SSL instead of regular TCP (i.e. the [code]wss://"
- "[/code] protocol)."
- msgstr ""
- "Cuando se establece en un [X509Certificate] válido (junto con [member "
- "private_key]) hará que el servidor requiera SSL en lugar del TCP normal (es "
- "decir, el protocolo [code]wss://[/code])."
- #: modules/websocket/doc_classes/WebSocketServer.xml
- msgid ""
- "Emitted when a client requests a clean close. You should keep polling until "
- "you get a [signal client_disconnected] signal with the same [code]id[/code] "
- "to achieve the clean close. See [method WebSocketPeer.close] for more "
- "details."
- msgstr ""
- "Emitido cuando un cliente solicita un cierre limpio. Debes seguir "
- "encuestando hasta que obtengas una señal [signal client_disconnected] con el "
- "mismo [code]id[/code] para lograr el cierre limpio. Ver [method "
- "WebSocketPeer.close] para más detalles."
- #: modules/websocket/doc_classes/WebSocketServer.xml
- msgid ""
- "Emitted when a new client connects. \"protocol\" will be the sub-protocol "
- "agreed with the client."
- msgstr ""
- "Emitido cuando un nuevo cliente se conecta. \"Protocolo\" será el sub-"
- "protocolo acordado con el cliente."
- #: modules/websocket/doc_classes/WebSocketServer.xml
- msgid ""
- "Emitted when a client disconnects. [code]was_clean_close[/code] will be "
- "[code]true[/code] if the connection was shutdown cleanly."
- msgstr ""
- "Emitido cuando un cliente se desconecta. [code]was_clean_close[/code] será "
- "[code]true[/code] si la conexión se ha cerrado limpiamente."
- #: modules/websocket/doc_classes/WebSocketServer.xml
- msgid ""
- "Emitted when a new message is received.\n"
- "[b]Note:[/b] This signal is [i]not[/i] emitted when used as high-level "
- "multiplayer peer."
- msgstr ""
- "Emitido cuando se recibe un nuevo mensaje.\n"
- "[b]Nota:[/b] Esta señal es [i]no[/i] emitida cuando se usa como par "
- "multijugador de alto nivel."
- #: modules/webxr/doc_classes/WebXRInterface.xml
- msgid "AR/VR interface using WebXR."
- msgstr ""
- #: modules/webxr/doc_classes/WebXRInterface.xml
- msgid ""
- "WebXR is an open standard that allows creating VR and AR applications that "
- "run in the web browser.\n"
- "As such, this interface is only available when running in an HTML5 export.\n"
- "WebXR supports a wide range of devices, from the very capable (like Valve "
- "Index, HTC Vive, Oculus Rift and Quest) down to the much less capable (like "
- "Google Cardboard, Oculus Go, GearVR, or plain smartphones).\n"
- "Since WebXR is based on Javascript, it makes extensive use of callbacks, "
- "which means that [WebXRInterface] is forced to use signals, where other AR/"
- "VR interfaces would instead use functions that return a result immediately. "
- "This makes [WebXRInterface] quite a bit more complicated to initialize than "
- "other AR/VR interfaces.\n"
- "Here's the minimum code required to start an immersive VR session:\n"
- "[codeblock]\n"
- "extends Spatial\n"
- "\n"
- "var webxr_interface\n"
- "var vr_supported = false\n"
- "\n"
- "func _ready():\n"
- " # We assume this node has a button as a child.\n"
- " # This button is for the user to consent to entering immersive VR mode.\n"
- " $Button.connect(\"pressed\", self, \"_on_Button_pressed\")\n"
- "\n"
- " webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
- " if webxr_interface:\n"
- " # Map to the standard button/axis ids when possible.\n"
- " webxr_interface.xr_standard_mapping = true\n"
- "\n"
- " # WebXR uses a lot of asynchronous callbacks, so we connect to "
- "various\n"
- " # signals in order to receive them.\n"
- " webxr_interface.connect(\"session_supported\", self, "
- "\"_webxr_session_supported\")\n"
- " webxr_interface.connect(\"session_started\", self, "
- "\"_webxr_session_started\")\n"
- " webxr_interface.connect(\"session_ended\", self, "
- "\"_webxr_session_ended\")\n"
- " webxr_interface.connect(\"session_failed\", self, "
- "\"_webxr_session_failed\")\n"
- "\n"
- " # This returns immediately - our _webxr_session_supported() method\n"
- " # (which we connected to the \"session_supported\" signal above) "
- "will\n"
- " # be called sometime later to let us know if it's supported or not.\n"
- " webxr_interface.is_session_supported(\"immersive-vr\")\n"
- "\n"
- "func _webxr_session_supported(session_mode, supported):\n"
- " if session_mode == 'immersive-vr':\n"
- " vr_supported = supported\n"
- "\n"
- "func _on_Button_pressed():\n"
- " if not vr_supported:\n"
- " OS.alert(\"Your browser doesn't support VR\")\n"
- " return\n"
- "\n"
- " # We want an immersive VR session, as opposed to AR ('immersive-ar') or "
- "a\n"
- " # simple 3DoF viewer ('viewer').\n"
- " webxr_interface.session_mode = 'immersive-vr'\n"
- " # 'bounded-floor' is room scale, 'local-floor' is a standing or sitting\n"
- " # experience (it puts you 1.6m above the ground if you have 3DoF "
- "headset),\n"
- " # whereas as 'local' puts you down at the ARVROrigin.\n"
- " # This list means it'll first try to request 'bounded-floor', then\n"
- " # fallback on 'local-floor' and ultimately 'local', if nothing else is\n"
- " # supported.\n"
- " webxr_interface.requested_reference_space_types = 'bounded-floor, local-"
- "floor, local'\n"
- " # In order to use 'local-floor' or 'bounded-floor' we must also\n"
- " # mark the features as required or optional.\n"
- " webxr_interface.required_features = 'local-floor'\n"
- " webxr_interface.optional_features = 'bounded-floor'\n"
- "\n"
- " # This will return false if we're unable to even request the session,\n"
- " # however, it can still fail asynchronously later in the process, so we\n"
- " # only know if it's really succeeded or failed when our\n"
- " # _webxr_session_started() or _webxr_session_failed() methods are "
- "called.\n"
- " if not webxr_interface.initialize():\n"
- " OS.alert(\"Failed to initialize\")\n"
- " return\n"
- "\n"
- "func _webxr_session_started():\n"
- " $Button.visible = false\n"
- " # This tells Godot to start rendering to the headset.\n"
- " get_viewport().arvr = true\n"
- " # This will be the reference space type you ultimately got, out of the\n"
- " # types that you requested above. This is useful if you want the game "
- "to\n"
- " # work a little differently in 'bounded-floor' versus 'local-floor'.\n"
- " print (\"Reference space type: \" + webxr_interface."
- "reference_space_type)\n"
- "\n"
- "func _webxr_session_ended():\n"
- " $Button.visible = true\n"
- " # If the user exits immersive mode, then we tell Godot to render to the "
- "web\n"
- " # page again.\n"
- " get_viewport().arvr = false\n"
- "\n"
- "func _webxr_session_failed(message):\n"
- " OS.alert(\"Failed to initialize: \" + message)\n"
- "[/codeblock]\n"
- "There are several ways to handle \"controller\" input:\n"
- "- Using [ARVRController] nodes and their [signal ARVRController."
- "button_pressed] and [signal ARVRController.button_release] signals. This is "
- "how controllers are typically handled in AR/VR apps in Godot, however, this "
- "will only work with advanced VR controllers like the Oculus Touch or Index "
- "controllers, for example. The buttons codes are defined by [url=https://"
- "immersive-web.github.io/webxr-gamepads-module/#xr-standard-gamepad-"
- "mapping]Section 3.3 of the WebXR Gamepads Module[/url].\n"
- "- Using [method Node._unhandled_input] and [InputEventJoypadButton] or "
- "[InputEventJoypadMotion]. This works the same as normal joypads, except the "
- "[member InputEvent.device] starts at 100, so the left controller is 100 and "
- "the right controller is 101, and the button codes are also defined by "
- "[url=https://immersive-web.github.io/webxr-gamepads-module/#xr-standard-"
- "gamepad-mapping]Section 3.3 of the WebXR Gamepads Module[/url].\n"
- "- Using the [signal select], [signal squeeze] and related signals. This "
- "method will work for both advanced VR controllers, and non-traditional "
- "\"controllers\" like a tap on the screen, a spoken voice command or a button "
- "press on the device itself. The [code]controller_id[/code] passed to these "
- "signals is the same id as used in [member ARVRController.controller_id].\n"
- "You can use one or all of these methods to allow your game or app to support "
- "a wider or narrower set of devices and input methods, or to allow more "
- "advanced interactions with more advanced devices."
- msgstr ""
- #: modules/webxr/doc_classes/WebXRInterface.xml
- msgid "How to make a VR game for WebXR with Godot"
- msgstr ""
- #: modules/webxr/doc_classes/WebXRInterface.xml
- msgid ""
- "Gets an [ARVRPositionalTracker] for the given [code]controller_id[/code].\n"
- "In the context of WebXR, a \"controller\" can be an advanced VR controller "
- "like the Oculus Touch or Index controllers, or even a tap on the screen, a "
- "spoken voice command or a button press on the device itself. When a non-"
- "traditional controller is used, interpret the position and orientation of "
- "the [ARVRPositionalTracker] as a ray pointing at the object the user wishes "
- "to interact with.\n"
- "Use this method to get information about the controller that triggered one "
- "of these signals:\n"
- "- [signal selectstart]\n"
- "- [signal select]\n"
- "- [signal selectend]\n"
- "- [signal squeezestart]\n"
- "- [signal squeeze]\n"
- "- [signal squeezestart]"
- msgstr ""
- #: modules/webxr/doc_classes/WebXRInterface.xml
- msgid ""
- "Returns the target ray mode for the given [code]controller_id[/code].\n"
- "This can help interpret the input coming from that controller. See "
- "[url=https://developer.mozilla.org/en-US/docs/Web/API/XRInputSource/"
- "targetRayMode]XRInputSource.targetRayMode[/url] for more information."
- msgstr ""
- #: modules/webxr/doc_classes/WebXRInterface.xml
- msgid ""
- "Checks if the given [code]session_mode[/code] is supported by the user's "
- "browser.\n"
- "Possible values come from [url=https://developer.mozilla.org/en-US/docs/Web/"
- "API/XRSessionMode]WebXR's XRSessionMode[/url], including: [code]\"immersive-"
- "vr\"[/code], [code]\"immersive-ar\"[/code], and [code]\"inline\"[/code].\n"
- "This method returns nothing, instead it emits the [signal session_supported] "
- "signal with the result."
- msgstr ""
- #: modules/webxr/doc_classes/WebXRInterface.xml
- msgid ""
- "The vertices of a polygon which defines the boundaries of the user's play "
- "area.\n"
- "This will only be available if [member reference_space_type] is "
- "[code]\"bounded-floor\"[/code] and only on certain browsers and devices that "
- "support it.\n"
- "The [signal reference_space_reset] signal may indicate when this changes."
- msgstr ""
- #: modules/webxr/doc_classes/WebXRInterface.xml
- msgid ""
- "A comma-seperated list of optional features used by [method ARVRInterface."
- "initialize] when setting up the WebXR session.\n"
- "If a user's browser or device doesn't support one of the given features, "
- "initialization will continue, but you won't be able to use the requested "
- "feature.\n"
- "This doesn't have any effect on the interface when already initialized.\n"
- "Possible values come from [url=https://developer.mozilla.org/en-US/docs/Web/"
- "API/XRReferenceSpaceType]WebXR's XRReferenceSpaceType[/url]. If you want to "
- "use a particular reference space type, it must be listed in either [member "
- "required_features] or [member optional_features]."
- msgstr ""
- #: modules/webxr/doc_classes/WebXRInterface.xml
- msgid ""
- "The reference space type (from the list of requested types set in the "
- "[member requested_reference_space_types] property), that was ultimately used "
- "by [method ARVRInterface.initialize] when setting up the WebXR session.\n"
- "Possible values come from [url=https://developer.mozilla.org/en-US/docs/Web/"
- "API/XRReferenceSpaceType]WebXR's XRReferenceSpaceType[/url]. If you want to "
- "use a particular reference space type, it must be listed in either [member "
- "required_features] or [member optional_features]."
- msgstr ""
- #: modules/webxr/doc_classes/WebXRInterface.xml
- msgid ""
- "A comma-seperated list of reference space types used by [method "
- "ARVRInterface.initialize] when setting up the WebXR session.\n"
- "The reference space types are requested in order, and the first on supported "
- "by the users device or browser will be used. The [member "
- "reference_space_type] property contains the reference space type that was "
- "ultimately used.\n"
- "This doesn't have any effect on the interface when already initialized.\n"
- "Possible values come from [url=https://developer.mozilla.org/en-US/docs/Web/"
- "API/XRReferenceSpaceType]WebXR's XRReferenceSpaceType[/url]. If you want to "
- "use a particular reference space type, it must be listed in either [member "
- "required_features] or [member optional_features]."
- msgstr ""
- #: modules/webxr/doc_classes/WebXRInterface.xml
- msgid ""
- "A comma-seperated list of required features used by [method ARVRInterface."
- "initialize] when setting up the WebXR session.\n"
- "If a user's browser or device doesn't support one of the given features, "
- "initialization will fail and [signal session_failed] will be emitted.\n"
- "This doesn't have any effect on the interface when already initialized.\n"
- "Possible values come from [url=https://developer.mozilla.org/en-US/docs/Web/"
- "API/XRReferenceSpaceType]WebXR's XRReferenceSpaceType[/url]. If you want to "
- "use a particular reference space type, it must be listed in either [member "
- "required_features] or [member optional_features]."
- msgstr ""
- #: modules/webxr/doc_classes/WebXRInterface.xml
- msgid ""
- "The session mode used by [method ARVRInterface.initialize] when setting up "
- "the WebXR session.\n"
- "This doesn't have any effect on the interface when already initialized.\n"
- "Possible values come from [url=https://developer.mozilla.org/en-US/docs/Web/"
- "API/XRSessionMode]WebXR's XRSessionMode[/url], including: [code]\"immersive-"
- "vr\"[/code], [code]\"immersive-ar\"[/code], and [code]\"inline\"[/code]."
- msgstr ""
- #: modules/webxr/doc_classes/WebXRInterface.xml
- msgid ""
- "Indicates if the WebXR session's imagery is visible to the user.\n"
- "Possible values come from [url=https://developer.mozilla.org/en-US/docs/Web/"
- "API/XRVisibilityState]WebXR's XRVisibilityState[/url], including "
- "[code]\"hidden\"[/code], [code]\"visible\"[/code], and [code]\"visible-"
- "blurred\"[/code]."
- msgstr ""
- #: modules/webxr/doc_classes/WebXRInterface.xml
- msgid ""
- "If set to true, the button and axes ids will be converted to match the "
- "standard ids used by other AR/VR interfaces, when possible.\n"
- "Otherwise, the ids will be passed through unaltered from WebXR."
- msgstr ""
- #: modules/webxr/doc_classes/WebXRInterface.xml
- msgid ""
- "Emitted to indicate that the reference space has been reset or "
- "reconfigured.\n"
- "When (or whether) this is emitted depends on the user's browser or device, "
- "but may include when the user has changed the dimensions of their play space "
- "(which you may be able to access via [member bounds_geometry]) or pressed/"
- "held a button to recenter their position.\n"
- "See [url=https://developer.mozilla.org/en-US/docs/Web/API/XRReferenceSpace/"
- "reset_event]WebXR's XRReferenceSpace reset event[/url] for more information."
- msgstr ""
- #: modules/webxr/doc_classes/WebXRInterface.xml
- msgid ""
- "Emitted after one of the \"controllers\" has finished its \"primary "
- "action\".\n"
- "Use [method get_controller] to get more information about the controller."
- msgstr ""
- #: modules/webxr/doc_classes/WebXRInterface.xml
- msgid ""
- "Emitted when one of the \"controllers\" has finished its \"primary "
- "action\".\n"
- "Use [method get_controller] to get more information about the controller."
- msgstr ""
- #: modules/webxr/doc_classes/WebXRInterface.xml
- msgid ""
- "Emitted when one of the \"controllers\" has started its \"primary action\".\n"
- "Use [method get_controller] to get more information about the controller."
- msgstr ""
- #: modules/webxr/doc_classes/WebXRInterface.xml
- msgid ""
- "Emitted when the user ends the WebXR session (which can be done using UI "
- "from the browser or device).\n"
- "At this point, you should do [code]get_viewport().arvr = false[/code] to "
- "instruct Godot to resume rendering to the screen."
- msgstr ""
- #: modules/webxr/doc_classes/WebXRInterface.xml
- msgid ""
- "Emitted by [method ARVRInterface.initialize] if the session fails to start.\n"
- "[code]message[/code] may optionally contain an error message from WebXR, or "
- "an empty string if no message is available."
- msgstr ""
- #: modules/webxr/doc_classes/WebXRInterface.xml
- msgid ""
- "Emitted by [method ARVRInterface.initialize] if the session is successfully "
- "started.\n"
- "At this point, it's safe to do [code]get_viewport().arvr = true[/code] to "
- "instruct Godot to start rendering to the AR/VR device."
- msgstr ""
- #: modules/webxr/doc_classes/WebXRInterface.xml
- msgid ""
- "Emitted by [method is_session_supported] to indicate if the given "
- "[code]session_mode[/code] is supported or not."
- msgstr ""
- #: modules/webxr/doc_classes/WebXRInterface.xml
- msgid ""
- "Emitted after one of the \"controllers\" has finished its \"primary squeeze "
- "action\".\n"
- "Use [method get_controller] to get more information about the controller."
- msgstr ""
- #: modules/webxr/doc_classes/WebXRInterface.xml
- msgid ""
- "Emitted when one of the \"controllers\" has finished its \"primary squeeze "
- "action\".\n"
- "Use [method get_controller] to get more information about the controller."
- msgstr ""
- #: modules/webxr/doc_classes/WebXRInterface.xml
- msgid ""
- "Emitted when one of the \"controllers\" has started its \"primary squeeze "
- "action\".\n"
- "Use [method get_controller] to get more information about the controller."
- msgstr ""
- #: modules/webxr/doc_classes/WebXRInterface.xml
- #, fuzzy
- msgid "Emitted when [member visibility_state] has changed."
- msgstr "Emitido cuando [member frame] cambió."
- #: modules/webxr/doc_classes/WebXRInterface.xml
- msgid "We don't know the target ray mode."
- msgstr ""
- #: modules/webxr/doc_classes/WebXRInterface.xml
- msgid ""
- "Target ray originates at the viewer's eyes and points in the direction they "
- "are looking."
- msgstr ""
- #: modules/webxr/doc_classes/WebXRInterface.xml
- msgid "Target ray from a handheld pointer, most likely a VR touch controller."
- msgstr ""
- #: modules/webxr/doc_classes/WebXRInterface.xml
- msgid "Target ray from touch screen, mouse or other tactile input device."
- msgstr ""
- #: doc/classes/WindowDialog.xml
- #, fuzzy
- msgid "Base class for window dialogs."
- msgstr "Clase base para las transmisiones de audio."
- #: doc/classes/WindowDialog.xml
- msgid ""
- "Windowdialog is the base class for all window-based dialogs. It's a by-"
- "default toplevel [Control] that draws a window decoration and allows motion "
- "and resizing."
- msgstr ""
- #: doc/classes/WindowDialog.xml
- msgid ""
- "Returns the close [TextureButton].\n"
- "[b]Warning:[/b] This is a required internal node, removing and freeing it "
- "may cause a crash. If you wish to hide it or any of its children, use their "
- "[member CanvasItem.visible] property."
- msgstr ""
- #: doc/classes/WindowDialog.xml
- #, fuzzy
- msgid "If [code]true[/code], the user can resize the window."
- msgstr "Si [code]true[/code], la cámara gira con el objetivo."
- #: doc/classes/WindowDialog.xml
- #, fuzzy
- msgid "The text displayed in the window's title bar."
- msgstr "El texto que se muestra en la barra de título del GraphNode."
- #: doc/classes/WindowDialog.xml
- #, fuzzy
- msgid "The color of the title text."
- msgstr "El color del texto del título."
- #: doc/classes/WindowDialog.xml
- #, fuzzy
- msgid "The horizontal offset of the close button."
- msgstr "El desplazamiento vertical del botón de cierre."
- #: doc/classes/WindowDialog.xml
- #, fuzzy
- msgid ""
- "The thickness of the border that can be dragged when scaling the window (if "
- "[member resizable] is enabled)."
- msgstr ""
- "El icono utilizado para el redimensionamiento, visible cuando está activado "
- "el [member resizable]."
- #: doc/classes/WindowDialog.xml
- #, fuzzy
- msgid "The vertical offset of the title text."
- msgstr "Desplazamiento vertical del texto del título."
- #: doc/classes/WindowDialog.xml
- #, fuzzy
- msgid "The font used to draw the title."
- msgstr "La fuente usada para dibujar los nombres de las pestañas."
- #: doc/classes/WindowDialog.xml
- #, fuzzy
- msgid "The icon for the close button."
- msgstr "El icono del botón de reinicio del zoom."
- #: doc/classes/WindowDialog.xml
- #, fuzzy
- msgid ""
- "The icon used for the close button when it's hovered with the mouse cursor."
- msgstr ""
- "El fondo del botón de cierre cuando se está pasando con el cursor sobre el."
- #: doc/classes/WindowDialog.xml
- msgid ""
- "The style for both the content background of the [WindowDialog] and the "
- "title bar. The title bar is created with a top border and an expand margin "
- "using the [code]panel[/code] stylebox."
- msgstr ""
- #: doc/classes/World.xml
- msgid "Class that has everything pertaining to a world."
- msgstr "Clase que tiene todo lo que pertenece a un mundo."
- #: doc/classes/World.xml
- #, fuzzy
- msgid ""
- "Class that has everything pertaining to a world. A physics space, a visual "
- "scenario, a navigation map and a sound space. Spatial nodes register their "
- "resources into the current world."
- msgstr ""
- "Clase que tiene todo lo que pertenece a un mundo. Un espacio físico, un "
- "escenario visual y un espacio sonoro. Los nodos de Spatial registran sus "
- "recursos en el mundo actual."
- #: doc/classes/World.xml
- #, fuzzy
- msgid ""
- "Direct access to the world's physics 3D space state. Used for querying "
- "current and potential collisions."
- msgstr ""
- "Acceso directo al estado espacial 3D de la física del mundo. Se utiliza para "
- "consultar las colisiones actuales y potenciales. Sólo debe ser accedido "
- "desde dentro de [code]_physics_process(delta)[/code]."
- #: doc/classes/World.xml
- #, fuzzy
- msgid "The World's [Environment]."
- msgstr "El [Environment] del World."
- #: doc/classes/World.xml
- #, fuzzy
- msgid ""
- "The World's fallback environment will be used if [member environment] fails "
- "or is missing."
- msgstr ""
- "El fallback_environment del World3D se usará si el [Environment] de World3D "
- "falla o falta."
- #: doc/classes/World.xml
- #, fuzzy
- msgid ""
- "The [RID] of this world's navigation map. Used by the [NavigationServer]."
- msgstr "Devuelve el [RID] de la forma enésima de un área."
- #: doc/classes/World.xml
- #, fuzzy
- msgid "The World's visual scenario."
- msgstr "El escenario visual de World."
- #: doc/classes/World.xml
- #, fuzzy
- msgid "The World's physics space."
- msgstr "El espacio físico del World."
- #: doc/classes/World2D.xml
- msgid "Class that has everything pertaining to a 2D world."
- msgstr "Clase que tiene todo lo que pertenece a un mundo 2D."
- #: doc/classes/World2D.xml
- #, fuzzy
- msgid ""
- "Class that has everything pertaining to a 2D world. A physics space, a "
- "visual scenario, a navigation map and a sound space. 2D nodes register their "
- "resources into the current 2D world."
- msgstr ""
- "Clase que tiene todo lo que pertenece a un mundo 2D. Un espacio físico, un "
- "escenario visual y un espacio sonoro. Los nodos 2D registran sus recursos en "
- "el actual mundo 2D."
- #: doc/classes/World2D.xml
- #, fuzzy
- msgid ""
- "The [RID] of this world's canvas resource. Used by the [VisualServer] for 2D "
- "drawing."
- msgstr ""
- "El [RID] de los recursos de canvas de este mundo. Utilizado por el "
- "[VisualServer] para el dibujo 2D."
- #: doc/classes/World2D.xml
- #, fuzzy
- msgid ""
- "Direct access to the world's physics 2D space state. Used for querying "
- "current and potential collisions. When using multi-threaded physics, access "
- "is limited to [code]_physics_process(delta)[/code] in the main thread."
- msgstr ""
- "Acceso directo al estado espacial 3D de la física del mundo. Se utiliza para "
- "consultar las colisiones actuales y potenciales. Sólo debe ser accedido "
- "desde dentro de [code]_physics_process(delta)[/code]."
- #: doc/classes/World2D.xml
- #, fuzzy
- msgid ""
- "The [RID] of this world's navigation map. Used by the [Navigation2DServer]."
- msgstr "Devuelve el [RID] de la forma enésima de un área."
- #: doc/classes/World2D.xml
- #, fuzzy
- msgid ""
- "The [RID] of this world's physics space resource. Used by the "
- "[Physics2DServer] for 2D physics, treating it as both a space and an area."
- msgstr ""
- "El [RID] del recurso espacial de la física de este mundo. Utilizado por el "
- "[PhysicsServer2D] para la física 2D, tratándolo como un espacio y un área."
- #: doc/classes/WorldEnvironment.xml
- msgid ""
- "Default environment properties for the entire scene (post-processing "
- "effects, lighting and background settings)."
- msgstr ""
- "Propiedades de entorno por defecto para toda la escena (efectos de post-"
- "procesamiento, iluminación y ajustes de fondo)."
- #: doc/classes/WorldEnvironment.xml
- #, fuzzy
- msgid ""
- "The [WorldEnvironment] node is used to configure the default [Environment] "
- "for the scene.\n"
- "The parameters defined in the [WorldEnvironment] can be overridden by an "
- "[Environment] node set on the current [Camera]. Additionally, only one "
- "[WorldEnvironment] may be instanced in a given scene at a time.\n"
- "The [WorldEnvironment] allows the user to specify default lighting "
- "parameters (e.g. ambient lighting), various post-processing effects (e.g. "
- "SSAO, DOF, Tonemapping), and how to draw the background (e.g. solid color, "
- "skybox). Usually, these are added in order to improve the realism/color "
- "balance of the scene."
- msgstr ""
- "El nodo [WorldEnvironment] se utiliza para configurar el [Environment] por "
- "defecto para la escena.\n"
- "Los parámetros definidos en [WorldEnvironment] pueden ser sobreescritos por "
- "un nodo [Environment] establecido en la [Camera] actual. Además, sólo se "
- "puede instanciar un [WorldEnvironment] en una escena dada a la vez.\n"
- "El [WorldEnvironment] permite al usuario especificar los parámetros de "
- "iluminación por defecto (p.ej. iluminación ambiental), varios efectos de "
- "post-procesamiento (p.ej. SSAO, DOF, Tonemapping), y cómo dibujar el fondo "
- "(p.ej. color sólido, skybox). Normalmente, estos se añaden para mejorar el "
- "realismo/equilibrio de color de la escena."
- #: doc/classes/WorldEnvironment.xml
- msgid ""
- "The [Environment] resource used by this [WorldEnvironment], defining the "
- "default properties."
- msgstr ""
- "El recurso [Environment] utilizado por este [WorldEnvironment], definiendo "
- "las propiedades por defecto."
- #: doc/classes/X509Certificate.xml
- msgid "An X509 certificate (e.g. for SSL)."
- msgstr "Un certificado X509 (por ejemplo para SSL)."
- #: doc/classes/X509Certificate.xml
- #, fuzzy
- msgid ""
- "The X509Certificate class represents an X509 certificate. Certificates can "
- "be loaded and saved like any other [Resource].\n"
- "They can be used as the server certificate in [method StreamPeerSSL."
- "accept_stream] (along with the proper [CryptoKey]), and to specify the only "
- "certificate that should be accepted when connecting to an SSL server via "
- "[method StreamPeerSSL.connect_to_stream]."
- msgstr ""
- "La clase de certificado X509 representa un certificado X509. Los "
- "certificados pueden ser cargados y guardados como cualquier otro "
- "[Resource].\n"
- "Pueden ser usados como el certificado de servidor en [method StreamPeerSSL."
- "accept_stream] (junto con la [CryptoKey] apropiada), y para especificar el "
- "único certificado que debe ser aceptado cuando se conecta a un servidor SSL "
- "a través del [method StreamPeerSSL.connect_to_stream].\n"
- "[b]Nota:[/b] No está disponible en las exportaciones en HTML5."
- #: doc/classes/X509Certificate.xml
- msgid "Loads a certificate from [code]path[/code] (\"*.crt\" file)."
- msgstr "Carga un certificado de [code]path[/code] (archivo \"*.crt\")."
- #: doc/classes/X509Certificate.xml
- msgid ""
- "Saves a certificate to the given [code]path[/code] (should be a \"*.crt\" "
- "file)."
- msgstr ""
- "Guarda un certificado en el [code]path[/code] dado (debe ser un archivo \"*."
- "crt\")."
- #: doc/classes/XMLParser.xml
- msgid ""
- "Low-level class for creating parsers for [url=https://en.wikipedia.org/wiki/"
- "XML]XML[/url] files."
- msgstr ""
- "Clase de bajo nivel para crear analizadores de archivos [url=https://en."
- "wikipedia.org/wiki/XML]XML[/url]."
- #: doc/classes/XMLParser.xml
- msgid ""
- "This class can serve as base to make custom XML parsers. Since XML is a very "
- "flexible standard, this interface is low-level so it can be applied to any "
- "possible schema."
- msgstr ""
- "Esta clase puede servir como base para hacer analizadores XML "
- "personalizados. Dado que XML es un estándar muy flexible, esta interfaz es "
- "de bajo nivel, por lo que puede aplicarse a cualquier esquema posible."
- #: doc/classes/XMLParser.xml
- msgid "Gets the amount of attributes in the current element."
- msgstr "Obtiene la cantidad de atributos en el elemento actual."
- #: doc/classes/XMLParser.xml
- msgid ""
- "Gets the name of the attribute specified by the index in [code]idx[/code] "
- "argument."
- msgstr ""
- "Obtiene el nombre del atributo especificado por el índice en el argumento "
- "[code]idx[/code]."
- #: doc/classes/XMLParser.xml
- msgid ""
- "Gets the value of the attribute specified by the index in [code]idx[/code] "
- "argument."
- msgstr ""
- "Obtiene el valor del atributo especificado por el índice en el argumento "
- "[code]idx[/code]."
- #: doc/classes/XMLParser.xml
- msgid "Gets the current line in the parsed file (currently not implemented)."
- msgstr ""
- "Obtiene la línea actual en el archivo analizado (actualmente no "
- "implementado)."
- #: doc/classes/XMLParser.xml
- msgid ""
- "Gets the value of a certain attribute of the current element by name. This "
- "will raise an error if the element has no such attribute."
- msgstr ""
- "Obtiene el valor de un determinado atributo del elemento actual por su "
- "nombre. Esto provocará un error si el elemento no tiene tal atributo."
- #: doc/classes/XMLParser.xml
- msgid ""
- "Gets the value of a certain attribute of the current element by name. This "
- "will return an empty [String] if the attribute is not found."
- msgstr ""
- "Obtiene el valor de un determinado atributo del elemento actual por su "
- "nombre. Esto devolverá una [String] vacía si el atributo no se encuentra."
- #: doc/classes/XMLParser.xml
- msgid ""
- "Gets the contents of a text node. This will raise an error in any other type "
- "of node."
- msgstr ""
- "Obtiene el contenido de un nodo de texto. Esto provocará un error en "
- "cualquier otro tipo de nodo."
- #: doc/classes/XMLParser.xml
- msgid ""
- "Gets the name of the current element node. This will raise an error if the "
- "current node type is neither [constant NODE_ELEMENT] nor [constant "
- "NODE_ELEMENT_END]."
- msgstr ""
- "Obtiene el nombre del nodo del elemento actual. Esto provocará un error si "
- "el tipo de nodo actual no es ni [constant NODE_ELEMENT] ni [constant "
- "NODE_ELEMENT_END]."
- #: doc/classes/XMLParser.xml
- msgid ""
- "Gets the byte offset of the current node since the beginning of the file or "
- "buffer."
- msgstr ""
- "Obtiene el desvío de bytes del nodo actual desde el comienzo del archivo o "
- "buffer."
- #: doc/classes/XMLParser.xml
- msgid ""
- "Gets the type of the current node. Compare with [enum NodeType] constants."
- msgstr ""
- "Obtiene el tipo de nodo actual. Compara con las constantes de [enum "
- "NodeType]."
- #: doc/classes/XMLParser.xml
- msgid "Check whether the current element has a certain attribute."
- msgstr "Comprueba si el elemento actual tiene un cierto atributo."
- #: doc/classes/XMLParser.xml
- msgid ""
- "Check whether the current element is empty (this only works for completely "
- "empty tags, e.g. [code]<element \\>[/code])."
- msgstr ""
- "Comprueba si el elemento actual está vacío (esto sólo funciona para las "
- "etiquetas completamente vacías, por ejemplo, [code]<element \\>[/code])."
- #: doc/classes/XMLParser.xml
- msgid "Opens an XML file for parsing. This returns an error code."
- msgstr ""
- "Abre un archivo XML para el análisis. Esto devuelve un código de error."
- #: doc/classes/XMLParser.xml
- msgid "Opens an XML raw buffer for parsing. This returns an error code."
- msgstr ""
- "Abre un búfer XML en bruto para el análisis. Esto devuelve un código de "
- "error."
- #: doc/classes/XMLParser.xml
- msgid "Reads the next node of the file. This returns an error code."
- msgstr "Lee el siguiente nodo del archivo. Esto devuelve un código de error."
- #: doc/classes/XMLParser.xml
- msgid ""
- "Moves the buffer cursor to a certain offset (since the beginning) and read "
- "the next node there. This returns an error code."
- msgstr ""
- "Mueve el cursor de la memoria intermedia a un determinado desplazamiento "
- "(desde el principio) y lee el siguiente nodo allí. Esto devuelve un código "
- "de error."
- #: doc/classes/XMLParser.xml
- msgid ""
- "Skips the current section. If the node contains other elements, they will be "
- "ignored and the cursor will go to the closing of the current element."
- msgstr ""
- "Se salta la sección actual. Si el nodo contiene otros elementos, estos serán "
- "ignorados y el cursor irá al cierre del elemento actual."
- #: doc/classes/XMLParser.xml
- msgid "There's no node (no file or buffer opened)."
- msgstr "No hay ningún nodo (ningún archivo o buffer abierto)."
- #: doc/classes/XMLParser.xml
- msgid "Element (tag)."
- msgstr "Elemento (etiqueta)."
- #: doc/classes/XMLParser.xml
- msgid "End of element."
- msgstr "Fin del elemento."
- #: doc/classes/XMLParser.xml
- msgid "Text node."
- msgstr "Nodo de texto."
- #: doc/classes/XMLParser.xml
- msgid "Comment node."
- msgstr "Nodo de comentarios."
- #: doc/classes/XMLParser.xml
- msgid "CDATA content."
- msgstr "Contenido CDATA."
- #: doc/classes/XMLParser.xml
- msgid "Unknown node."
- msgstr "Nodo desconocido."
- #: doc/classes/YSort.xml
- msgid "Sort all child nodes based on their Y positions."
- msgstr "Ordena todos los nodos infantiles en base a sus posiciones en Y."
- #: doc/classes/YSort.xml
- msgid ""
- "Sort all child nodes based on their Y positions. The child node must inherit "
- "from [CanvasItem] for it to be sorted. Nodes that have a higher Y position "
- "will be drawn later, so they will appear on top of nodes that have a lower Y "
- "position.\n"
- "Nesting of YSort nodes is possible. Children YSort nodes will be sorted in "
- "the same space as the parent YSort, allowing to better organize a scene or "
- "divide it in multiple ones, yet keep the unique sorting."
- msgstr ""
- "Ordena todos los nodos hijos en base a sus posiciones en Y. El nodo hijo "
- "debe heredar de [CanvasItem] para ser ordenado. Los nodos que tienen una "
- "posición Y más alta serán dibujados más tarde, así que aparecerán encima de "
- "los nodos que tienen una posición Y más baja.\n"
- "La anidación de los nodos YSort es posible. Los nodos hijos de la YSort "
- "serán ordenados en el mismo espacio que el padre de la YSort, permitiendo "
- "organizar mejor una escena o dividirla en múltiples, pero manteniendo la "
- "ordenación única."
- #: doc/classes/YSort.xml
- msgid ""
- "If [code]true[/code], child nodes are sorted, otherwise sorting is disabled."
- msgstr ""
- "Si es [code]true[/code], los nodos hijos son ordenados, de lo contrario el "
- "ordenado está deshabilitado."
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