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i18n: Sync translations with Weblate

Adds Korean (ko) documentation translations.
Rémi Verschelde 2 日 前
コミット
041207fe41
63 ファイル変更29053 行追加3398 行削除
  1. 73 78
      doc/translations/de.po
  2. 762 39
      doc/translations/es.po
  3. 602 45
      doc/translations/fr.po
  4. 3 314
      doc/translations/ga.po
  5. 165 615
      doc/translations/it.po
  6. 16584 0
      doc/translations/ko.po
  7. 650 56
      doc/translations/ru.po
  8. 12 717
      doc/translations/ta.po
  9. 707 70
      doc/translations/uk.po
  10. 681 69
      doc/translations/zh_CN.po
  11. 91 338
      doc/translations/zh_TW.po
  12. 19 10
      editor/translations/editor/ar.po
  13. 58 9
      editor/translations/editor/bg.po
  14. 3 6
      editor/translations/editor/bn.po
  15. 3 3
      editor/translations/editor/ca.po
  16. 102 14
      editor/translations/editor/cs.po
  17. 460 20
      editor/translations/editor/de.po
  18. 3 3
      editor/translations/editor/el.po
  19. 44 10
      editor/translations/editor/eo.po
  20. 218 114
      editor/translations/editor/es.po
  21. 538 6
      editor/translations/editor/es_AR.po
  22. 3 6
      editor/translations/editor/et.po
  23. 491 6
      editor/translations/editor/fa.po
  24. 555 24
      editor/translations/editor/fi.po
  25. 411 11
      editor/translations/editor/fr.po
  26. 7 16
      editor/translations/editor/ga.po
  27. 13 6
      editor/translations/editor/gl.po
  28. 34 14
      editor/translations/editor/he.po
  29. 3 3
      editor/translations/editor/hu.po
  30. 442 19
      editor/translations/editor/id.po
  31. 62 15
      editor/translations/editor/it.po
  32. 28 17
      editor/translations/editor/ja.po
  33. 219 114
      editor/translations/editor/ko.po
  34. 3 3
      editor/translations/editor/ms.po
  35. 7 4
      editor/translations/editor/nl.po
  36. 266 22
      editor/translations/editor/pl.po
  37. 190 14
      editor/translations/editor/pt.po
  38. 431 9
      editor/translations/editor/pt_BR.po
  39. 58 6
      editor/translations/editor/ro.po
  40. 257 14
      editor/translations/editor/ru.po
  41. 3 3
      editor/translations/editor/sk.po
  42. 3 6
      editor/translations/editor/sv.po
  43. 3 12
      editor/translations/editor/ta.po
  44. 3 3
      editor/translations/editor/th.po
  45. 149 14
      editor/translations/editor/tr.po
  46. 257 12
      editor/translations/editor/uk.po
  47. 9 9
      editor/translations/editor/vi.po
  48. 249 17
      editor/translations/editor/zh_CN.po
  49. 15 16
      editor/translations/editor/zh_TW.po
  50. 8 0
      editor/translations/extractable/extractable.pot
  51. 219 4
      editor/translations/properties/de.po
  52. 328 22
      editor/translations/properties/es.po
  53. 4 3
      editor/translations/properties/fa.po
  54. 460 25
      editor/translations/properties/fr.po
  55. 309 3
      editor/translations/properties/ga.po
  56. 302 98
      editor/translations/properties/ko.po
  57. 310 3
      editor/translations/properties/pl.po
  58. 198 273
      editor/translations/properties/pt.po
  59. 310 2
      editor/translations/properties/ru.po
  60. 4 1
      editor/translations/properties/tr.po
  61. 310 3
      editor/translations/properties/uk.po
  62. 28 3
      editor/translations/properties/vi.po
  63. 314 7
      editor/translations/properties/zh_CN.po

+ 73 - 78
doc/translations/de.po

@@ -107,12 +107,13 @@
 # Sky64Redstone <[email protected]>, 2025.
 # terraquad <[email protected]>, 2025.
 # linesgamer <[email protected]>, 2025.
+# gebirgsbaerbel <[email protected]>, 2025.
 msgid ""
 msgstr ""
 "Project-Id-Version: Godot Engine class reference\n"
 "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2025-06-22 09:13+0000\n"
-"Last-Translator: linesgamer <linesgamer202@gmail.com>\n"
+"PO-Revision-Date: 2025-08-27 07:52+0000\n"
+"Last-Translator: gebirgsbaerbel <reichart.barbara@gmail.com>\n"
 "Language-Team: German <https://hosted.weblate.org/projects/godot-engine/godot-"
 "class-reference/de/>\n"
 "Language: de\n"
@@ -120,7 +121,7 @@ msgstr ""
 "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 5.13-dev\n"
+"X-Generator: Weblate 5.13\n"
 
 msgid "All classes"
 msgstr "Alle Klassen"
@@ -481,6 +482,26 @@ msgstr ""
 "können also nicht als [Callable] darauf zugreifen oder es innerhalb von "
 "Ausdrücken verwenden."
 
+msgid ""
+"Returns a single character (as a [String] of length 1) of the given Unicode "
+"code point [param code].\n"
+"[codeblock]\n"
+"print(char(65))     # Prints \"A\"\n"
+"print(char(129302)) # Prints \"🤖\" (robot face emoji)\n"
+"[/codeblock]\n"
+"This is the inverse of [method ord]. See also [method String.chr] and [method "
+"String.unicode_at]."
+msgstr ""
+"Gibt ein einzelnes Zeichen (als [String] der Länge 1) mit dem entsprechenden "
+"Unicodewert zurück.\n"
+"[param code].\n"
+"[codeblock]\n"
+"print(char(65))     # Schreibt \"A\" auf die Konsole\n"
+"print(char(129302)) # Schreibt \"🤖\" (Robotergesichtemoji)\n"
+"[/codeblock]\n"
+"Dies ist das Gegenteil von [method ord]. Siehe auch [method String.chr] und "
+"[method String.unicode_at]."
+
 msgid "Use [method @GlobalScope.type_convert] instead."
 msgstr "Verwenden Sie stattdessen [method @GlobalScope.type_convert]."
 
@@ -529,6 +550,55 @@ msgstr ""
 "Verwende stattdessen [Methode JSON.from_native] oder [Methode "
 "Object.get_property_list]."
 
+msgid ""
+"Returns the passed [param instance] converted to a [Dictionary]. Can be "
+"useful for serializing.\n"
+"[codeblock]\n"
+"var foo = \"bar\"\n"
+"func _ready():\n"
+"\tvar d = inst_to_dict(self)\n"
+"\tprint(d.keys())\n"
+"\tprint(d.values())\n"
+"[/codeblock]\n"
+"Prints out:\n"
+"[codeblock lang=text]\n"
+"[@subpath, @path, foo]\n"
+"[, res://test.gd, bar]\n"
+"[/codeblock]\n"
+"[b]Note:[/b] This function can only be used to serialize objects with an "
+"attached [GDScript] stored in a separate file. Objects without an attached "
+"script, with a script written in another language, or with a built-in script "
+"are not supported.\n"
+"[b]Note:[/b] This function is not recursive, which means that nested objects "
+"will not be represented as dictionaries. Also, properties passed by reference "
+"([Object], [Dictionary], [Array], and packed arrays) are copied by reference, "
+"not duplicated."
+msgstr ""
+"Gibt die übergebene [param instance] als [Dictionary] zurück. Kann für "
+"Serialisierung nützlich sein.\n"
+"[codeblock]\n"
+"var foo = \"bar\"\n"
+"func _ready():\n"
+"\tvar d = inst_to_dict(self)\n"
+"\tprint(d.keys())\n"
+"\tprint(d.values())\n"
+"[/codeblock]\n"
+"Gibt aus:\n"
+"[codeblock lang=text]\n"
+"[@subpath, @path, foo]\n"
+"[, res://test.gd, bar]\n"
+"[/codeblock]\n"
+"[b]Hinweis:[/b] Diese Funktion kann nur mit Objekten verwendet werden, die "
+"ein [GDScript] verknüpft haben, das in einer separaten Datei gespeichert "
+"wird. Objekte ohne ein verknüpftes Script, mit einem Script einer anderen "
+"Programmiersprache, oder mit einem integrierten Script werden nicht "
+"unterstützt.\n"
+"[b]Hinweis:[/b] Diese Funktion ist nicht rekursiv, was bedeutet, dass "
+"vernestete Objekte nicht als Dictionaries repräsentiert werden. Zusätzlich "
+"werden Eigenschaften, die durch eine Referenz übergeben werden ([Object], "
+"[Dictionary], [Array], und gepackte Arrays) nicht dupliziert, sondern als "
+"Referenz kopiert."
+
 msgid ""
 "Returns the length of the given Variant [param var]. The length can be the "
 "character count of a [String] or [StringName], the element count of any array "
@@ -15104,81 +15174,6 @@ msgstr ""
 "Viewport.set_input_as_handled] beeinflusst, da diese Methoden nur die Art und "
 "Weise betreffen, wie Eingaben im [SceneTree] weitergegeben werden."
 
-msgid ""
-"Returns [code]true[/code] when the user has [i]started[/i] pressing the "
-"action event in the current frame or physics tick. It will only return "
-"[code]true[/code] on the frame or tick 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 [param exact_match] is [code]false[/code], it ignores additional input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events.\n"
-"[b]Note:[/b] Returning [code]true[/code] does not imply that the action is "
-"[i]still[/i] pressed. An action can be pressed and released again rapidly, "
-"and [code]true[/code] will still be returned so as not to miss input.\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=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
-"examples[/url] in the documentation for more information.\n"
-"[b]Note:[/b] During input handling (e.g. [method Node._input]), use [method "
-"InputEvent.is_action_pressed] instead to query the action state of the "
-"current event."
-msgstr ""
-"Gibt [code]true[/code] zurück, wenn der Benutzer [i]begonnen hat[/i], das "
-"Aktionsereignis im aktuellen Frame oder Physik-Tick zu drücken. Es wird nur "
-"[code]true[/code] in dem Frame oder Tick zurückgegeben, in dem der Benutzer "
-"die Aktion gedrückt hat.\n"
-"Dies ist nützlich für Code, der nur einmal ausgeführt werden muss, wenn eine "
-"Aktion gedrückt wird, anstatt bei jedem Frame, während sie gedrückt gelassen "
-"wird.\n"
-"Wenn [param exact_match] [code]false[/code] ist, werden zusätzliche "
-"Eingabemodifikatoren für [InputEventKey]- und [InputEventMouseButton]-"
-"Ereignisse sowie die Richtung für [InputEventJoypadMotion]-Ereignisse "
-"ignoriert.\n"
-"[b]Hinweis:[/b] Die Rückgabe von [code]true[/code] bedeutet nicht, dass die "
-"Aktion [i]noch[/i] gedrückt ist. Eine Aktion kann schnell gedrückt und wieder "
-"losgelassen werden, und [code]true[/code] wird trotzdem zurückgegeben, um "
-"keine Eingabe zu verpassen.\n"
-"[b]Hinweis:[/b] Aufgrund von Tastatur-Ghosting kann [method "
-"is_action_just_pressed] auch dann [code]false[/code] zurückgeben, wenn eine "
-"der Tasten der Aktion gedrückt ist. Siehe [url=$DOCS_URL/tutorials/inputs/"
-"input_examples.html#keyboard-events]Eingabebeispiele[/url] in der "
-"Dokumentation für weitere Informationen.\n"
-"[b]Hinweis:[/b] Verwenden Sie bei der Eingabeverarbeitung (z.B. [Methode "
-"Node._input]) stattdessen [Methode InputEvent.is_action_pressed], um den "
-"Aktionsstatus des aktuellen Ereignisses abzufragen."
-
-msgid ""
-"Returns [code]true[/code] when the user [i]stops[/i] pressing the action "
-"event in the current frame or physics tick. It will only return [code]true[/"
-"code] on the frame or tick that the user releases the button.\n"
-"[b]Note:[/b] Returning [code]true[/code] does not imply that the action is "
-"[i]still[/i] not pressed. An action can be released and pressed again "
-"rapidly, and [code]true[/code] will still be returned so as not to miss "
-"input.\n"
-"If [param exact_match] is [code]false[/code], it ignores additional input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events.\n"
-"[b]Note:[/b] During input handling (e.g. [method Node._input]), use [method "
-"InputEvent.is_action_released] instead to query the action state of the "
-"current event."
-msgstr ""
-"Gibt [code]true[/code] zurück, wenn der Benutzer [i]aufhört[/i], das Aktions-"
-"Event im aktuellen Frame oder Physik-Tick zu drücken. Es wird nur dann "
-"[code]true[/code] zurückgegeben, wenn der Benutzer die Taste loslässt.\n"
-"[b]Hinweis:[/b] Die Rückgabe von [code]true[/code] bedeutet nicht, dass die "
-"Aktion [i]noch[/i] nicht gedrückt ist. Eine Aktion kann schnell losgelassen "
-"und wieder gedrückt werden, und [code]true[/code] wird trotzdem "
-"zurückgegeben, um keine Eingabe zu verpassen.\n"
-"Wenn [param exact_match] [code]false[/code] ist, werden zusätzliche "
-"Eingabemodifikatoren für die Ereignisse [InputEventKey] und "
-"[InputEventMouseButton] sowie die Richtung für die Ereignisse "
-"[InputEventJoypadMotion] ignoriert.\n"
-"[b]Hinweis:[/b] Verwenden Sie bei der Eingabeverarbeitung (z.B. [method "
-"Node._input]) stattdessen [method InputEvent.is_action_released], um den "
-"Aktionsstatus des aktuellen Ereignisses abzufragen."
-
 msgid ""
 "Returns [code]true[/code] if you are pressing the action event.\n"
 "If [param exact_match] is [code]false[/code], it ignores additional input "

ファイルの差分が大きいため隠しています
+ 762 - 39
doc/translations/es.po


ファイルの差分が大きいため隠しています
+ 602 - 45
doc/translations/fr.po


+ 3 - 314
doc/translations/ga.po

@@ -21855,10 +21855,6 @@ msgstr "Ga an chiorcail."
 msgid "A class information repository."
 msgstr "Stór faisnéise ranga."
 
-msgid "Provides access to metadata stored for every available class."
-msgstr ""
-"Soláthraíonn sé rochtain ar mheiteashonraí stóráilte do gach rang atá ar fáil."
-
 msgid ""
 "Returns [code]true[/code] if objects can be instantiated from the specified "
 "[param class], otherwise returns [code]false[/code]."
@@ -22002,16 +21998,6 @@ msgstr ""
 msgid "Sets [param property] value of [param object] to [param value]."
 msgstr "Socraíonn [airí param] luach [param oibiacht] go [luach param]."
 
-msgid "Returns the names of all the classes available."
-msgstr "Seoltar ar ais ainmneacha na ranganna go léir atá ar fáil."
-
-msgid ""
-"Returns the names of all the classes that directly or indirectly inherit from "
-"[param class]."
-msgstr ""
-"Seoltar ar ais ainmneacha na n-aicmí go léir a fhaigheann oidhreacht go "
-"díreach nó go hindíreach ó [rang param]."
-
 msgid "Returns the parent class of [param class]."
 msgstr "Filleann an rang tuismitheora de [rang param]."
 
@@ -31472,38 +31458,6 @@ msgstr ""
 "ar [method get_drive_name] chun an t-innéacs fillte a thiontú go dtí ainm an "
 "tiomántáin."
 
-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 ""
-"Ar Windows, filleann sé líon na dtiomántáin (Deighiltí) atá suite ar an "
-"gcóras comhaid reatha.\n"
-"Ar macOS, filleann sé líon na n-imleabhar gléasta.\n"
-"Ar Linux, filleann sé líon na n-imleabhar gléasta agus leabharmharcanna GTK "
-"3.\n"
-"Ar ardáin eile, filleann an modh 0."
-
-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 ""
-"Ar Windows, cuireann sé ar ais ainm an tiomántáin (deighilt) a ritheadh mar "
-"argóint (m.sh. [code]C:[/code]).\n"
-"Ar macOS, filleann sé an cosán chuig an toirt gléasta a ritheadh mar "
-"argóint.\n"
-"Ar Linux, filleann an cosán ar ais chuig an toirt gléasta nó leabharmharc GTK "
-"3 a ritheadh mar argóint.\n"
-"Ar ardáin eile, nó mura bhfuil an tiomántán iarrtha ann, filleann an modh "
-"Teaghrán folamh."
-
 msgid ""
 "Returns a [PackedStringArray] containing filenames of the directory contents, "
 "excluding directories. The array is sorted alphabetically.\n"
@@ -34487,6 +34441,9 @@ msgstr ""
 msgid "Utterance reached a word or sentence boundary."
 msgstr "Shroich an chaint teorainn focal nó abairte."
 
+msgid "Resizes the texture to the specified dimensions."
+msgstr "Athraíonn sé an uigeacht go dtí na toisí sonraithe."
+
 msgid "Helper class to implement a DTLS server."
 msgstr "Rang cúntóir chun freastalaí DTLS a chur i bhfeidhm."
 
@@ -36423,33 +36380,12 @@ msgstr ""
 "féidir ach carachtair uimhriúla ([code]0-9[/code]) agus tréimhsí ([code].[/"
 "code])."
 
-msgid ""
-"Application version visible to the user, can only contain numeric characters "
-"([code]0-9[/code]) and periods ([code].[/code]). Falls back to [member "
-"ProjectSettings.application/config/version] if left empty."
-msgstr ""
-"Leagan feidhmchláir infheicthe ag an úsáideoir, ní féidir ach carachtair "
-"uimhriúla ([code]0-9[/code]) agus tréimhsí ([code].[/code]) a bheith ann. "
-"Titeann sé ar ais go [comhalta ProjectSettings.application/config/version] má "
-"fhágtar folamh é."
-
 msgid "A four-character creator code that is specific to the bundle. Optional."
 msgstr "Cód cruthaitheoir ceithre charachtar atá sonrach don bheart. Roghnach."
 
 msgid "Supported device family."
 msgstr "Teaghlach gléas tacaithe."
 
-msgid ""
-"Machine-readable application version, in the [code]major.minor.patch[/code] "
-"format, can only contain numeric characters ([code]0-9[/code]) and periods "
-"([code].[/code]). This must be incremented on every new release pushed to the "
-"App Store."
-msgstr ""
-"Ní féidir ach carachtair uimhriúla ([code]0-9[/code]) agus tréimhsí ([code].[/"
-"code]) a bheith sa leagan feidhmchláir atá inléite ag meaisín, san fhormáid "
-"[code]major.minor.patch[/code]. ). Ní mór é seo a mhéadú ar gach scaoileadh "
-"nua a bhrúitear chuig an App Store."
-
 msgid ""
 "If [code]true[/code], networking features related to Wi-Fi access are "
 "enabled. See [url=https://developer.apple.com/support/required-device-"
@@ -59507,9 +59443,6 @@ msgstr ""
 "méid) a athrú, bain úsáid as [nuashonrú modh] ina ionad sin le haghaidh "
 "feidhmíochta níos fearr."
 
-msgid "Resizes the texture to the specified dimensions."
-msgstr "Athraíonn sé an uigeacht go dtí na toisí sonraithe."
-
 msgid ""
 "Replaces the texture's data with a new [Image].\n"
 "[b]Note:[/b] The texture has to be created using [method create_from_image] "
@@ -60004,79 +59937,6 @@ msgstr ""
 "criosanna marbha gníomhaíochta. Mar sin féin, is féidir leat an crios marbh a "
 "shárú le bheith cibé rud is mian leat (ar an raon 0 go 1)."
 
-msgid ""
-"Returns [code]true[/code] when the user has [i]started[/i] pressing the "
-"action event in the current frame or physics tick. It will only return "
-"[code]true[/code] on the frame or tick 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 [param exact_match] is [code]false[/code], it ignores additional input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events.\n"
-"[b]Note:[/b] Returning [code]true[/code] does not imply that the action is "
-"[i]still[/i] pressed. An action can be pressed and released again rapidly, "
-"and [code]true[/code] will still be returned so as not to miss input.\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=$DOCS_URL/tutorials/inputs/input_examples.html#keyboard-events]Input "
-"examples[/url] in the documentation for more information.\n"
-"[b]Note:[/b] During input handling (e.g. [method Node._input]), use [method "
-"InputEvent.is_action_pressed] instead to query the action state of the "
-"current event."
-msgstr ""
-"Filleann sé [code]true[/code] nuair a [i]thosaigh an t-úsáideoir[/i] an t-"
-"imeacht gníomhaíochta a bhrú sa fhráma reatha nó tic fisice. Ní thabharfaidh "
-"sé ar ais ach [code]true[/code] ar an bhfráma nó cuir tic leis gur bhrúigh an "
-"t-úsáideoir síos an cnaipe.\n"
-"Tá sé seo úsáideach le haghaidh cód nach mór a rith ach uair amháin nuair a "
-"bhíonn gníomh brúite, in ionad gach fráma agus é brúite.\n"
-"Má tá [param exact_match] [code]false[/code], déanann sé neamhaird ar "
-"mhionathraithe ionchuir breise d’imeachtaí [InputEventKey] agus "
-"[InputEventMouseButton], agus an treo d’imeachtaí [InputEventJoypadMotion].\n"
-"[b]Nóta:[/b] Má sheoltar ar ais [code]true[/code], ní thugtar le tuiscint go "
-"bhfuil an gníomh [i]fós[/i] brúite. Is féidir gníomh a bhrú agus a scaoileadh "
-"arís go tapa, agus cuirfear [code]true[/code] ar ais go fóill ionas nach "
-"gcaillfear ionchur.\n"
-"[b]Nóta:[/b] De bharr taibhsí méarchláir, féadfaidh [method "
-"is_action_just_pressed] [code]false[/code] a thabhairt ar ais fiú má tá ceann "
-"d’eochracha an ghnímh brúite. Féach [url=$DOCS_URL/tutorials/inputs/"
-"input_examples.html#keyboard-events]Samplaí ionchuir[/url] sna doiciméid le "
-"haghaidh tuilleadh faisnéise.\n"
-"[b]Nóta:[/b] Le linn láimhsiú ionchuir (m.sh. [method Node._input]), úsáid "
-"[method InputEvent.is_action_pressed] ina ionad sin chun staid gníomhaíochta "
-"an imeachta reatha a cheistiú."
-
-msgid ""
-"Returns [code]true[/code] when the user [i]stops[/i] pressing the action "
-"event in the current frame or physics tick. It will only return [code]true[/"
-"code] on the frame or tick that the user releases the button.\n"
-"[b]Note:[/b] Returning [code]true[/code] does not imply that the action is "
-"[i]still[/i] not pressed. An action can be released and pressed again "
-"rapidly, and [code]true[/code] will still be returned so as not to miss "
-"input.\n"
-"If [param exact_match] is [code]false[/code], it ignores additional input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events.\n"
-"[b]Note:[/b] During input handling (e.g. [method Node._input]), use [method "
-"InputEvent.is_action_released] instead to query the action state of the "
-"current event."
-msgstr ""
-"Filleann sé [code]true[/code] nuair a stopann an t-úsáideoir [i][/i] ag brú "
-"ar an imeacht gníomhaíochta sa fhráma reatha nó san fhisic tic. Ní "
-"thabharfaidh sé ar ais ach [code]true[/code] ar an bhfráma nó cuir tic le go "
-"scaoileann an t-úsáideoir an cnaipe.\n"
-"[b]Nóta:[/b] Má sheoltar ar ais [code]true[/code], ní thugtar le tuiscint "
-"nach bhfuil an gníomh [i]fós[/i] brúite. Is féidir gníomh a scaoileadh agus a "
-"bhrú arís go tapa, agus cuirfear [code]true[/code] ar ais fós ionas nach "
-"gcaillfear ionchur.\n"
-"Má tá [param exact_match] [code]false[/code], déanann sé neamhaird ar "
-"mhionathraithe ionchuir breise d’imeachtaí [InputEventKey] agus "
-"[InputEventMouseButton], agus an treo d’imeachtaí [InputEventJoypadMotion].\n"
-"[b]Nóta:[/b] Le linn láimhsiú ionchuir (m.sh. [method Node._input]), úsáid "
-"[method InputEvent.is_action_released] ina ionad sin chun staid gníomhaíochta "
-"an imeachta reatha a cheistiú."
-
 msgid ""
 "Returns [code]true[/code] if you are pressing the action event.\n"
 "If [param exact_match] is [code]false[/code], it ignores additional input "
@@ -60583,13 +60443,6 @@ msgstr ""
 "mhionathraithe ionchuir breise d’imeachtaí [InputEventKey] agus "
 "[InputEventMouseButton], agus an treo d’imeachtaí [InputEventJoypadMotion]."
 
-msgid ""
-"Returns [code]true[/code] if this input event's type is one that can be "
-"assigned to an input action."
-msgstr ""
-"Filleann sé [code]true[/code] más cineál an teagmhais ionchuir seo ceann is "
-"féidir a shannadh do ghníomh ionchuir."
-
 msgid "Returns [code]true[/code] if this input event has been canceled."
 msgstr ""
 "Filleann sé [code]true[/code] má tá an teagmhas ionchuir seo curtha ar ceal."
@@ -63641,18 +63494,6 @@ msgstr "Íoslódáil an téacs a thaispeáint ar an scáileán."
 msgid "If [code]true[/code], all the text displays as UPPERCASE."
 msgstr "Más [code]true[/code], taispeántar an téacs ar fad mar UPPERCASE."
 
-msgid ""
-"The number of characters to display. If set to [code]-1[/code], all "
-"characters are displayed. This can be useful when animating the text "
-"appearing in a dialog box.\n"
-"[b]Note:[/b] Setting this property updates [member visible_ratio] accordingly."
-msgstr ""
-"Líon na gcarachtar le taispeáint. Má tá sé socraithe go [code]-1[/code], "
-"taispeántar na carachtair go léir. Is féidir é seo a bheith úsáideach agus an "
-"téacs atá le feiceáil i mbosca dialóige á bheochan.\n"
-"[b]Nóta:[/b] Ag socrú an airí seo nuashonraithe [member visible_cóimheas] dá "
-"réir."
-
 msgid ""
 "The fraction of characters to display, relative to the total number of "
 "characters (see [method get_total_character_count]). If set to [code]1.0[/"
@@ -80955,32 +80796,6 @@ msgstr ""
 "Gan a mheascadh le [method get_data_dir], a sheolann an t-eolaire baile "
 "úsáideora [i]global[/i] (neamh-thionscadail-shonrach) ar ais."
 
-msgid ""
-"Returns the video adapter driver name and version for the user's currently "
-"active graphics card, as a [PackedStringArray]. See also [method "
-"RenderingServer.get_video_adapter_api_version].\n"
-"The first element holds the driver name, such as [code]nvidia[/code], "
-"[code]amdgpu[/code], etc.\n"
-"The second element holds the driver version. For example, on the "
-"[code]nvidia[/code] driver on a Linux/BSD platform, the version is in the "
-"format [code]510.85.02[/code]. For Windows, the driver's format is "
-"[code]31.0.15.1659[/code].\n"
-"[b]Note:[/b] This method is only supported on Linux/BSD and Windows when not "
-"running in headless mode. On other platforms, it returns an empty array."
-msgstr ""
-"Seoltar ar ais ainm thiománaí an oiriúntóra físeáin agus leagan do chárta "
-"grafaice an úsáideora atá gníomhach faoi láthair, mar [PackedStringArray]. "
-"Féach freisin [method RenderingServer.get_video_adapter_api_version].\n"
-"Coinníonn an chéad eilimint ainm an tiománaí, mar shampla [code]nvidia[/"
-"code], [code] amdgpu[/code], etc.\n"
-"Coinníonn an dara eilimint leagan an tiománaí. Mar shampla, ar an "
-"[code]nvidia[/code] tiománaí ar ardán Linux/BSD, tá an leagan san fhormáid "
-"[code]510.85.02[/code]. I gcás Windows, is é [code]31.0.15.1659[/code] "
-"formáid an tiománaí.\n"
-"[b] Nóta:[/b] Ní thacaítear leis an modh seo ach ar Linux/BSD agus Windows "
-"nuair nach bhfuil sé ag rith sa mhód gan cheann. Ar ardáin eile, cuireann sé "
-"eagar folamh ar ais."
-
 msgid ""
 "Returns [code]true[/code] if the environment variable with the name [param "
 "variable] exists.\n"
@@ -91098,72 +90913,6 @@ msgstr ""
 "agus é á úsáid le haghaidh ceisteanna, mar sin is fearr i gcónaí é seo a "
 "úsáid thar [member shape_rid]."
 
-msgid ""
-"The queried shape's [RID] that will be used for collision/intersection "
-"queries. Use this over [member shape] if you want to optimize for performance "
-"using the Servers API:\n"
-"[codeblocks]\n"
-"[gdscript]\n"
-"var shape_rid = PhysicsServer3D.shape_create(PhysicsServer3D.SHAPE_SPHERE)\n"
-"var radius = 2.0\n"
-"PhysicsServer3D.shape_set_data(shape_rid, radius)\n"
-"\n"
-"var params = PhysicsShapeQueryParameters3D.new()\n"
-"params.shape_rid = shape_rid\n"
-"\n"
-"# Execute physics queries here...\n"
-"\n"
-"# Release the shape when done with physics queries.\n"
-"PhysicsServer3D.free_rid(shape_rid)\n"
-"[/gdscript]\n"
-"[csharp]\n"
-"RID shapeRid = "
-"PhysicsServer3D.ShapeCreate(PhysicsServer3D.ShapeType.Sphere);\n"
-"float radius = 2.0f;\n"
-"PhysicsServer3D.ShapeSetData(shapeRid, radius);\n"
-"\n"
-"var params = new PhysicsShapeQueryParameters3D();\n"
-"params.ShapeRid = shapeRid;\n"
-"\n"
-"// Execute physics queries here...\n"
-"\n"
-"// Release the shape when done with physics queries.\n"
-"PhysicsServer3D.FreeRid(shapeRid);\n"
-"[/csharp]\n"
-"[/codeblocks]"
-msgstr ""
-"[RID] an chrutha ceistithe a úsáidfear le haghaidh fiosrúcháin imbhuailte/"
-"trasnaithe. Úsáid é seo thar [member shape] más mian leat an fheidhmíocht a "
-"bharrfheabhsú ag baint úsáide as an Servers API:\n"
-"[codeblocks]\n"
-"[gdscript]\n"
-"var shape_rid = FisicServer3D.shape_create(PhysicsServer3D.SHAPE_SPHERE)\n"
-"ga var = 2.0\n"
-"PhysicsServer3D.shape_set_data(cruth_rid, ga)\n"
-"\n"
-"var params = FisicShapeQueryParameters3D.new()\n"
-"params.shape_rid = cruth_rid\n"
-"\n"
-"# Déan fiosruithe fisice anseo...\n"
-"\n"
-"# Scaoil an cruth nuair a dhéantar é le ceisteanna fisice.\n"
-"PhysicsServer3D.free_rid(cruth_rid)\n"
-"[/gdscript]\n"
-"[csharp]\n"
-"RID shapeRid = FisicServer3D.ShapeCreate(PhysicsServer3D.ShapeType.Sphere);\n"
-"ga snámhphointe = 2.0f;\n"
-"PhysicsServer3D.ShapeSetData(shapeRid, ga);\n"
-"\n"
-"var params = nua PhysicsShapeQueryParameters3D();\n"
-"params.ShapeRid = shapeRid;\n"
-"\n"
-"// Déan ceisteanna fisice anseo...\n"
-"\n"
-"// Scaoil an cruth nuair a dhéantar é le ceisteanna fisice.\n"
-"PhysicsServer3D.FreeRid(shapeRid);\n"
-"[/csharp]\n"
-"[/codeblocks]"
-
 msgid "Provides parameters for [method PhysicsServer2D.body_test_motion]."
 msgstr ""
 "Soláthraíonn sé paraiméadair le haghaidh [method "
@@ -94901,25 +94650,6 @@ msgstr ""
 "[Athróg] mar luach tosaigh, rud a fhágann gurb é an cineál statach freisin "
 "Athrú."
 
-msgid ""
-"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
-"error respectively when a variable, constant, or parameter has an implicitly "
-"inferred static type.\n"
-"[b]Note:[/b] This warning is recommended [i]in addition[/i] to [member debug/"
-"gdscript/warnings/untyped_declaration] if you want to always specify the type "
-"explicitly. Having [code]INFERRED_DECLARATION[/code] warning level higher "
-"than [code]UNTYPED_DECLARATION[/code] warning level makes little sense and is "
-"not recommended."
-msgstr ""
-"Nuair a shocraítear é chun [code]rabhadh[/code] nó [code]earráid[/code], "
-"cruthaítear rabhadh nó earráid faoi seach nuair a bhíonn cineál statach tátal "
-"go hintuigthe ag athróg, tairiseach nó paraiméadar.\n"
-"[b]Nóta:[/b] Moltar an rabhadh seo [i] sa bhreis[/i] le [member debug/"
-"gdscript/warnings/untyped_declaration] más mian leat an cineál a shonrú go "
-"sainráite i gcónaí. Níl mórán ciall le leibhéal rabhaidh "
-"[code]INFERRED_DECLARATION[/code] níos airde ná [code]UNTYPED_DECLARATION[/"
-"code] agus ní mholtar é."
-
 msgid ""
 "When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
 "error respectively when trying to use an integer as an enum without an "
@@ -102063,17 +101793,6 @@ msgstr ""
 "Más rud é [code]true[/code], déanfar [luach na mball] a shlánú go dtí an "
 "tslánuimhir is gaire i gcónaí."
 
-msgid ""
-"If greater than 0, [member value] will always be rounded to a multiple of "
-"this property's value. If [member rounded] is also [code]true[/code], [member "
-"value] will first be rounded to a multiple of this property's value, then "
-"rounded to the nearest integer."
-msgstr ""
-"Más mó ná 0 é, déanfar [ballluach] a shlánú i gcónaí go iolraí de luach an "
-"mhaoine seo. Más [code]true[/code] é [ball slánaithe] freisin, déanfar [luach "
-"na mball] a shlánú ar dtús go iolraí de luach an mhaoine seo, ansin é a "
-"shlánú go dtí an tslánuimhir is gaire."
-
 msgid ""
 "Range's current value. Changing this property (even via code) will trigger "
 "[signal value_changed] signal. Use [method set_value_no_signal] if you want "
@@ -118747,26 +118466,6 @@ msgstr ""
 "Más [code]true[/code], is féidir leis an gcorp an modh codlata a chur isteach "
 "nuair nach mbíonn aon ghluaiseacht ann. Féach [codladh ball]."
 
-msgid ""
-"The body's custom center of mass, relative to the body's origin position, "
-"when [member center_of_mass_mode] is set to [constant "
-"CENTER_OF_MASS_MODE_CUSTOM]. This is the balanced point of the body, where "
-"applied forces only cause linear acceleration. Applying forces outside of the "
-"center of mass causes angular acceleration.\n"
-"When [member center_of_mass_mode] is set to [constant "
-"CENTER_OF_MASS_MODE_AUTO] (default value), the center of mass is "
-"automatically computed."
-msgstr ""
-"Lárionad mais saincheaptha an chomhlachta, i gcoibhneas le suíomh tionscnaimh "
-"an chomhlachta, nuair a shocraítear [member centre_of_mass_mode] go "
-"[seasmhach CENTER_OF_MASS_MODE_CUSTOM]. Is é seo pointe cothromaithe an "
-"choirp, áit nach mbíonn fórsaí feidhmeacha ina gcúis ach le luasghéarú "
-"líneach. Má chuirtear fórsaí lasmuigh de lár na maise is cúis le luasghéarú "
-"uilleach.\n"
-"Nuair a shocraítear [member centre_of_mass_mode] go "
-"[CENTRE_OF_MASS_MODE_AUTO] (luach réamhshocraithe), ríomhtar lár na maise go "
-"huathoibríoch."
-
 msgid ""
 "The body's total constant positional forces applied during each physics "
 "update.\n"
@@ -124995,13 +124694,6 @@ msgstr ""
 "tsraith chéanna agus an colún céanna). Mura bhfuil sé sin dodhéanta, "
 "athshocraítear [fráma na mball] go [code]0[/code]."
 
-msgid ""
-"If [code]true[/code], texture is cut from a larger atlas texture. See [member "
-"region_rect]."
-msgstr ""
-"Más [code]true[/code], gearrtar uigeacht as uigeacht atlais níos mó. Féach ar "
-"[ball region_rect]."
-
 msgid ""
 "The region of the atlas texture to display. [member region_enabled] must be "
 "[code]true[/code]."
@@ -138832,9 +138524,6 @@ msgstr ""
 "é le teagmhas ionchuir [code]ui_accept[/code] (m.sh. ag baint úsáide as "
 "[kbd]Cuir isteach[/kbd] nó [kbd]Space[/kbd] ar an méarchlár)."
 
-msgid "Emitted when an item is collapsed by a click on the folding arrow."
-msgstr "Astaítear nuair a thiteann mír trí chliceáil ar an tsaighead fillte."
-
 msgid "Emitted when an item is edited."
 msgstr "Astaithe nuair a chuirtear mír in eagar."
 

ファイルの差分が大きいため隠しています
+ 165 - 615
doc/translations/it.po


+ 16584 - 0
doc/translations/ko.po

@@ -0,0 +1,16584 @@
+# Korean translation of the Godot Engine class reference.
+# Copyright (c) 2014-present Godot Engine contributors.
+# Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.
+# This file is distributed under the same license as the Godot source code.
+#
+# Doyun Kwon <[email protected]>, 2020.
+# Pierre Stempin <[email protected]>, 2020.
+# Yungjoong Song <[email protected]>, 2020.
+# Myeongjin Lee <[email protected]>, 2021, 2022, 2023, 2025.
+# H-S Kim <[email protected]>, 2021.
+# moolow <[email protected]>, 2021.
+# Jaemin Park <[email protected]>, 2021.
+# dewcked <[email protected]>, 2021.
+# 신동규 <[email protected]>, 2021.
+# whatthesamuel <[email protected]>, 2021.
+# 한수현 <[email protected]>, 2022.
+# vrSono <[email protected]>, 2022.
+# 김태우 <[email protected]>, 2022.
+# 이지민 <[email protected]>, 2022.
+# nulltable <[email protected]>, 2022.
+# Godoto <[email protected]>, 2022.
+# 오지훈 <[email protected]>, 2023.
+# 이정희 <[email protected]>, 2023.
+# Seania Twix <[email protected]>, 2023.
+# nulta <[email protected]>, 2023.
+# 조현민 <[email protected]>, 2023.
+# rethinking21 <[email protected]>, 2023.
+# TQQQBuffett <[email protected]>, 2023.
+# maldron <[email protected]>, 2024.
+# Sovlus Haesaun <[email protected]>, 2024.
+# seunghoon baek <[email protected]>, 2024.
+# 손성호 <[email protected]>, 2024.
+# ID J <[email protected]>, 2024.
+# Y Oh <[email protected]>, 2024.
+# Creta Park <[email protected]>, 2024.
+# Jun Hwi Ku <[email protected]>, 2024.
+# BaekNothing <[email protected]>, 2024, 2025.
+# 포항제철지곡초gbe-22-211891 <[email protected]>, 2024.
+# 정원빈 <[email protected]>, 2024.
+# Amdid <[email protected]>, 2024.
+# 유호찬 <[email protected]>, 2025.
+# HaeBunYeok <[email protected]>, 2025.
+# Clover <[email protected]>, 2025.
+# samidare20 <[email protected]>, 2025.
+# vitalcoffee12 <[email protected]>, 2025.
+msgid ""
+msgstr ""
+"Project-Id-Version: Godot Engine class reference\n"
+"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
+"PO-Revision-Date: 2025-09-07 17:17+0000\n"
+"Last-Translator: Myeongjin <[email protected]>\n"
+"Language-Team: Korean <https://hosted.weblate.org/projects/godot-engine/godot-"
+"class-reference/ko/>\n"
+"Language: ko\n"
+"MIME-Version: 1.0\n"
+"Content-Type: text/plain; charset=UTF-8\n"
+"Content-Transfer-Encoding: 8-bit\n"
+"Plural-Forms: nplurals=1; plural=0;\n"
+"X-Generator: Weblate 5.14-dev\n"
+
+msgid "All classes"
+msgstr "모든 클래스"
+
+msgid "Globals"
+msgstr "전역"
+
+msgid "Nodes"
+msgstr "노드"
+
+msgid "Resources"
+msgstr "리소스"
+
+msgid "Editor-only"
+msgstr "편집기 전용"
+
+msgid "Other objects"
+msgstr "다른 오브젝트"
+
+msgid "Variant types"
+msgstr "변종 유형"
+
+msgid "Description"
+msgstr "설명"
+
+msgid "Tutorials"
+msgstr "튜토리얼"
+
+msgid "Properties"
+msgstr "속성"
+
+msgid "Constructors"
+msgstr "생성자"
+
+msgid "Methods"
+msgstr "메서드"
+
+msgid "Operators"
+msgstr "연산자"
+
+msgid "Theme Properties"
+msgstr "테마 속성"
+
+msgid "Signals"
+msgstr "시그널"
+
+msgid "Enumerations"
+msgstr "열거형"
+
+msgid "Constants"
+msgstr "상수"
+
+msgid "Annotations"
+msgstr "주석"
+
+msgid "Property Descriptions"
+msgstr "속성 설명"
+
+msgid "Constructor Descriptions"
+msgstr "생성자 설명"
+
+msgid "Method Descriptions"
+msgstr "메서드 설명"
+
+msgid "Operator Descriptions"
+msgstr "연산자 설명"
+
+msgid "Theme Property Descriptions"
+msgstr "테마 속성 설명"
+
+msgid "Inherits:"
+msgstr "상속됨:"
+
+msgid "Inherited By:"
+msgstr "파생:"
+
+msgid "(overrides %s)"
+msgstr "(%s를 덮어씀)"
+
+msgid "Default"
+msgstr "디폴트"
+
+msgid "Setter"
+msgstr "Setter"
+
+msgid "value"
+msgstr "값"
+
+msgid "Getter"
+msgstr "Getter"
+
+msgid ""
+"This method should typically be overridden by the user to have any effect."
+msgstr "이 메서드는 일반적으로 사용자가 재정의해야 작동합니다."
+
+msgid ""
+"This method has no side effects. It doesn't modify any of the instance's "
+"member variables."
+msgstr ""
+"이 메서드에는 부가 작용이 없습니다. 이 메서드는 인스턴스의 어떤 멤버변수도 수"
+"정하지 않습니다."
+
+msgid ""
+"This method accepts any number of arguments after the ones described here."
+msgstr ""
+"이 메서드는 여기 설명된 인수 뒤에 얼마든지 많은 인수를 받을 수 있습니다."
+
+msgid "This method is used to construct a type."
+msgstr "이 메서드는 타입을 만드는 데 사용됩니다."
+
+msgid ""
+"This method doesn't need an instance to be called, so it can be called "
+"directly using the class name."
+msgstr ""
+"이 메서드의 호출에는 인스턴스가 필요 없기 때문에 클래스 이름을 통해 직접 호출"
+"될 수 있습니다."
+
+msgid ""
+"This method describes a valid operator to use with this type as left-hand "
+"operand."
+msgstr ""
+"이 메서드는 이 타입을 왼쪽 피연산자로 사용하는 올바른 연산자를 알려줍니다."
+
+msgid "This value is an integer composed as a bitmask of the following flags."
+msgstr "이 값은 다음과 같은 플래그들의 비트마스크로 이루어진 정수입니다."
+
+msgid "No return value."
+msgstr "반환값이 없습니다."
+
+msgid ""
+"There is currently no description for this class. Please help us "
+"by :ref:`contributing one <doc_updating_the_class_reference>`!"
+msgstr ""
+"현재 이 클래스에 대한 설명이 없습니다. :ref:`기여 "
+"<doc_updating_the_class_reference>`\\ 하여 우리를 도와주세요!"
+
+msgid ""
+"There is currently no description for this signal. Please help us "
+"by :ref:`contributing one <doc_updating_the_class_reference>`!"
+msgstr ""
+"현재 이 시그널에 대한 설명이 없습니다. :ref:`기여 "
+"<doc_updating_the_class_reference>`\\ 하여 우리를 도와주세요!"
+
+msgid ""
+"There is currently no description for this enum. Please help us "
+"by :ref:`contributing one <doc_updating_the_class_reference>`!"
+msgstr ""
+"현재 이 열거형에 대한 설명이 없습니다. :ref:`기여 "
+"<doc_updating_the_class_reference>`\\ 하여 우리를 도와주세요!"
+
+msgid ""
+"There is currently no description for this constant. Please help us "
+"by :ref:`contributing one <doc_updating_the_class_reference>`!"
+msgstr ""
+"현재 이 상수에 대한 설명이 없습니다. :ref:`기여 "
+"<doc_updating_the_class_reference>`\\ 하여 우리를 도와주세요!"
+
+msgid ""
+"There is currently no description for this annotation. Please help us "
+"by :ref:`contributing one <doc_updating_the_class_reference>`!"
+msgstr ""
+"현재 이 어노테이션에 대한 설명이 없습니다. :ref:`기여 "
+"<doc_updating_the_class_reference>`\\ 하여 우리를 도와주세요!"
+
+msgid ""
+"There is currently no description for this property. Please help us "
+"by :ref:`contributing one <doc_updating_the_class_reference>`!"
+msgstr ""
+"현재 이 속성에 대한 설명이 없습니다. :ref:`기여 "
+"<doc_updating_the_class_reference>`\\ 하여 우리를 도와주세요!"
+
+msgid ""
+"There is currently no description for this constructor. Please help us "
+"by :ref:`contributing one <doc_updating_the_class_reference>`!"
+msgstr ""
+"현재 이 생성자에 대한 설명이 없습니다. :ref:`기여 "
+"<doc_updating_the_class_reference>`\\ 하여 우리를 도와주세요!"
+
+msgid ""
+"There is currently no description for this method. Please help us "
+"by :ref:`contributing one <doc_updating_the_class_reference>`!"
+msgstr ""
+"현재 이 메서드에 대한 설명이 없습니다. :ref:`기여 "
+"<doc_updating_the_class_reference>`\\ 하여 우리를 도와주세요!"
+
+msgid ""
+"There is currently no description for this operator. Please help us "
+"by :ref:`contributing one <doc_updating_the_class_reference>`!"
+msgstr ""
+"현재 이 연산자에 대한 설명이 없습니다. :ref:`기여 "
+"<doc_updating_the_class_reference>`\\ 하여 우리를 도와주세요!"
+
+msgid ""
+"There is currently no description for this theme property. Please help us "
+"by :ref:`contributing one <doc_updating_the_class_reference>`!"
+msgstr ""
+"현재 이 테마 속성에 대한 설명이 없습니다. :ref:`기여 "
+"<doc_updating_the_class_reference>`\\ 하여 우리를 도와주세요!"
+
+msgid ""
+"There are notable differences when using this API with C#. "
+"See :ref:`doc_c_sharp_differences` for more information."
+msgstr ""
+"이 API를 C#와 함께 사용할 때 주목할 만한 차이점이 있습니다. 자세한 정보"
+"는 :ref:`doc_c_sharp_differences`\\ 을 참조하세요."
+
+msgid "Deprecated:"
+msgstr "사용되지 않음:"
+
+msgid "Experimental:"
+msgstr "실험적:"
+
+msgid "This signal may be changed or removed in future versions."
+msgstr "이 시그널은 향후 버전에서 변경되거나 제거될 수 있습니다."
+
+msgid "This constant may be changed or removed in future versions."
+msgstr "해당 상수는 추후 나오는 버전에서 제거되거나 변경될 수 있습니다."
+
+msgid "This property may be changed or removed in future versions."
+msgstr "이 속성은 향후 버전에서 변경되거나 제거될 수 있습니다."
+
+msgid "This constructor may be changed or removed in future versions."
+msgstr "이 생성자는 향후 버전에서 변경되거나 제거될 수 있습니다."
+
+msgid "This method may be changed or removed in future versions."
+msgstr "이 메서드는 향후 버전에서 변경되거나 제거될 수 있습니다."
+
+msgid "This operator may be changed or removed in future versions."
+msgstr "이 연산자는 향후 버전에서 변경되거나 제거될 수 있습니다."
+
+msgid "This theme property may be changed or removed in future versions."
+msgstr "이 테마 속성은 향후 버전에서 변경되거나 제거될 수 있습니다."
+
+msgid "Built-in GDScript constants, functions, and annotations."
+msgstr "내장된 GDScript 상수, 함수 및 주석."
+
+msgid ""
+"A list of utility functions and annotations accessible from any script "
+"written in GDScript.\n"
+"For the list of global functions and constants that can be accessed in any "
+"scripting language, see [@GlobalScope]."
+msgstr ""
+"어떤 스크립트에서든 접근이 가능한 특정 GDScript 함수들과 선언(어노테이션) 목록"
+"입니다.\n"
+"모든 스크립트 언어에서 접근이 가능한 전역 함수와 상수 목록은 [@GlobalScope]을 "
+"참조하세요."
+
+msgid "GDScript exports"
+msgstr "GDScript 내보내기"
+
+msgid "Use [method Color.from_rgba8] instead."
+msgstr "대신 [method Color.from_rgba8]를 사용하세요."
+
+msgid ""
+"Returns a [Color] constructed from red ([param r8]), green ([param g8]), blue "
+"([param b8]), and optionally alpha ([param a8]) integer channels, each "
+"divided by [code]255.0[/code] for their final value. Using [method Color8] "
+"instead of the standard [Color] constructor is useful when you need to match "
+"exact color values in an [Image].\n"
+"[codeblock]\n"
+"var red = Color8(255, 0, 0)             # Same as Color(1, 0, 0).\n"
+"var dark_blue = Color8(0, 0, 51)        # Same as Color(0, 0, 0.2).\n"
+"var my_color = Color8(306, 255, 0, 102) # Same as Color(1.2, 1, 0, 0.4).\n"
+"[/codeblock]\n"
+"[b]Note:[/b] Due to the lower precision of [method Color8] compared to the "
+"standard [Color] constructor, a color created with [method Color8] will "
+"generally not be equal to the same color created with the standard [Color] "
+"constructor. Use [method Color.is_equal_approx] for comparisons to avoid "
+"issues with floating-point precision error."
+msgstr ""
+"각각 최종적으로 값이 [code]255.0[/code]으로 나눠지는 정수 채널의 빨간색 "
+"([param r8]), 초록색 ([param g8]), 파란색 ([param b8]), 그리고 선택적으로 알"
+"파 값([param a8]) 으로 생성된 [Color] 를 반환합니다. [Image] 에서 정확한 색상 "
+"값을 일치시키기 위해선 [Color] 생성자 대신 [method Color8] 을 사용하는 것이 "
+"더 유용합니다.\n"
+"[codeblock]\n"
+"var red = Color8(255, 0, 0)             # Same as Color(1, 0, 0).\n"
+"var dark_blue = Color8(0, 0, 51)        # Same as Color(0, 0, 0.2).\n"
+"var my_color = Color8(306, 255, 0, 102) # Same as Color(1.2, 1, 0, 0.4).\n"
+"[/codeblock]\n"
+"[b]Note:[/b] [method Color8] 의 [Color] 생성자보다 낮은 정밀도로 인해, "
+"[method Color8] 를 통해 생성된 색상은 [Color] 생성자로 생성된 색상과 일반적으"
+"로 같지 않습니다. 부동 소수점의 정밀도 오류를 해결하고 싶다면 [method "
+"Color.is_equal_approx] 를 통해 비교하십시오."
+
+msgid ""
+"Asserts that the [param condition] is [code]true[/code]. If the [param "
+"condition] 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 @GlobalScope.push_error] for "
+"reporting errors to project developers or add-on users.\n"
+"An optional [param message] can be shown in addition to the generic "
+"\"Assertion failed\" message. You can use this to provide additional details "
+"about why the assertion failed.\n"
+"[b]Warning:[/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"
+"[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, \"the speed limit is 20\") # Show a message.\n"
+"[/codeblock]\n"
+"[b]Note:[/b] [method assert] is a keyword, not a function. So you cannot "
+"access it as a [Callable] or use it inside expressions."
+msgstr ""
+"[param condition]이 [code]true[/code]인지 확인하십시오. [param condition]이 "
+"[code]false[/code]이면 오류가 발생합니다. 편집기에서 실행한 경우, 실행 중인 프"
+"로젝트는 사용자가 재개할 때까지 정지됩니다. 이는 프로젝트 개발자나 애드온 사용"
+"자에게 [method @GlobalScope.push_error]으로 더 강한 방식으로 오류를 알리는 데 "
+"사용될 수 있습니다.\n"
+"선택적인 파리미터 [param message]로 \"Assertion failed\" 메시지 외의 메시지를 "
+"추가적으로 보여줄 수 있습니다. 이를 사용하여 assertion이 실패한 원인에 대한 추"
+"가적인 정보를 제공할 수 있습니다.\n"
+"[b]경고:[/b] 성능에 관한 이유로, 코드 안 [method assert]는 디버그 빌드 모드에"
+"서 실행되거나 편집기에서 프로젝트를 실행할 때만 실행됩니다. [method assert] 호"
+"출에 작업 내용이 달라지는 코드를 작성하지 마십시오. 그렇지 않을 경우 프로젝트"
+"가 릴리즈 모드일 때 다르게 작동 될 수 있습니다.\n"
+"[codeblock]\n"
+"# 항상 속도가 0에서 20 사이이길 원한다면\n"
+"speed = -10\n"
+"assert(speed < 20) # True, 프로그램이 계속됩니다\n"
+"assert(speed >= 0) # False, 프로그램이 정지됩니다\n"
+"assert(speed >= 0 && speed < 20) # 두 가지 조건을 한 번에 확인하도록 조합할 "
+"수 있습니다.\n"
+"assert(speed < 20, \"the speed limit is 20\") # 메시지를 보여줍니다\n"
+"[/codeblock]\n"
+"[b]참고:[/b] [method assert] 함수가 아니라 키워드입니다. 사용자는 이것을 "
+"[Callable]하거나 내부 표현식에 접근할 수 없습니다."
+
+msgid ""
+"Returns a single character (as a [String] of length 1) of the given Unicode "
+"code point [param code].\n"
+"[codeblock]\n"
+"print(char(65))     # Prints \"A\"\n"
+"print(char(129302)) # Prints \"🤖\" (robot face emoji)\n"
+"[/codeblock]\n"
+"This is the inverse of [method ord]. See also [method String.chr] and [method "
+"String.unicode_at]."
+msgstr ""
+"주어진 유니코드 코드 포인트 [param code]에 상응하는 단일 문자(길이 1의 "
+"[String])를 반환합니다.\n"
+"[codeblock]\n"
+"print(char(65))     # \"A\"를 출력합니다\n"
+"print(char(129302)) # \"🤖\"(로봇 얼굴 이모지)를 출력합니다\n"
+"[/codeblock]\n"
+"[method ord]의 역입니다. [method String.chr]과 [method String.unicode._at]도 "
+"참조하세요."
+
+msgid "Use [method @GlobalScope.type_convert] instead."
+msgstr "대신 [method @GlobalScope.type_convert]를 사용하세요."
+
+msgid ""
+"Converts [param what] to [param type] in the best way possible. The [param "
+"type] uses the [enum Variant.Type] values.\n"
+"[codeblock]\n"
+"var a = [4, 2.5, 1.2]\n"
+"print(a is Array) # Prints true\n"
+"\n"
+"var b = convert(a, TYPE_PACKED_BYTE_ARRAY)\n"
+"print(b)          # Prints [4, 2, 1]\n"
+"print(b is Array) # Prints false\n"
+"[/codeblock]"
+msgstr ""
+"가능한 최선의 방법으로 [param what]을 [param type]으로 변환합니다. [param "
+"type]은 [enum Variant.Type]의 값을 사용합니다.\n"
+"[codeblock]\n"
+"var a = [4, 2.5, 1.2]\n"
+"print(a is Array) # true 출력\n"
+"\n"
+"var b = convert(a, TYPE_PACKED_BYTE_ARRAY)\n"
+"print(b)          # [4, 2, 1] 출력\n"
+"print(b is Array) # false 출력\n"
+"[/codeblock]"
+
+msgid ""
+"Consider using [method JSON.to_native] or [method Object.get_property_list] "
+"instead."
+msgstr ""
+"대신 [method JSON.to_native] 또는 [method Object.get_property_list]를 사용하"
+"는 것을 고려하세요."
+
+msgid ""
+"Converts a [param dictionary] (created with [method inst_to_dict]) back to an "
+"Object instance. Can be useful for deserializing."
+msgstr ""
+"([method inst_to_dict]으로 생성된) [param dictionary]를 오브젝트 인스턴스로 변"
+"경합니다. 역직렬화에 유용하게 사용될 수 있습니다."
+
+msgid ""
+"Consider using [method JSON.from_native] or [method Object.get_property_list] "
+"instead."
+msgstr ""
+"대신 [method JSON.from_native] 또는 [method Object.get_property_list]를 사용하"
+"는 것을 고려하세요."
+
+msgid ""
+"Returns the passed [param instance] converted to a [Dictionary]. Can be "
+"useful for serializing.\n"
+"[codeblock]\n"
+"var foo = \"bar\"\n"
+"func _ready():\n"
+"\tvar d = inst_to_dict(self)\n"
+"\tprint(d.keys())\n"
+"\tprint(d.values())\n"
+"[/codeblock]\n"
+"Prints out:\n"
+"[codeblock lang=text]\n"
+"[@subpath, @path, foo]\n"
+"[, res://test.gd, bar]\n"
+"[/codeblock]\n"
+"[b]Note:[/b] This function can only be used to serialize objects with an "
+"attached [GDScript] stored in a separate file. Objects without an attached "
+"script, with a script written in another language, or with a built-in script "
+"are not supported.\n"
+"[b]Note:[/b] This function is not recursive, which means that nested objects "
+"will not be represented as dictionaries. Also, properties passed by reference "
+"([Object], [Dictionary], [Array], and packed arrays) are copied by reference, "
+"not duplicated."
+msgstr ""
+"전달된 [param instance]를 딕셔너리 형태로 반환합니다. 이는 직렬화 작업에 유용"
+"하게 사용될 수 있습니다.\n"
+"[codeblock]\n"
+"var foo = \"bar\"\n"
+"func _ready():\n"
+"\tvar d = inst_to_dict(self)\n"
+"\tprint(d.keys())\n"
+"\tprint(d.values())\n"
+"[/codeblock]\n"
+"이는 다음과 같은 결과를 출력합니다:\n"
+"[codeblock lang=text]\n"
+"[@subpath, @path, foo]\n"
+"[, res://test.gd, bar]\n"
+"[/codeblock]\n"
+"[b]참고:[/b] 이 함수는 별도 파일에 저장된 [GDScript]가 붙은 개체를 직렬화하는 "
+"데에만 사용될 수 있습니다. 붙은 스크립트가 없거나, 다른 프로그래밍 언어로 작성"
+"된 스크립트, 또는 내장 스크립트가 붙은 개체들은 지원되지 않습니다.\n"
+"[b]참고:[/b] 이 함수는 재귀적이지 않으므로, 중첩된(nested) 개체는 딕셔너리로 "
+"표현되지 않을 것입니다. 또한 참조로 넘겨진 속성([Object], [Dictionary], "
+"[Array], 그리고 패킹된 배열)은 참조로 복사되는 것이며, 복제되지 않습니다."
+
+msgid ""
+"Returns the length of the given Variant [param var]. The length can be the "
+"character count of a [String] or [StringName], the element count of any array "
+"type, or the size of a [Dictionary]. For every other Variant type, a run-time "
+"error is generated and execution is stopped.\n"
+"[codeblock]\n"
+"var a = [1, 2, 3, 4]\n"
+"len(a) # Returns 4\n"
+"\n"
+"var b = \"Hello!\"\n"
+"len(b) # Returns 6\n"
+"[/codeblock]"
+msgstr ""
+"주어진 Variant(변수) [param var]의 길이를 반환합니다. 길이는 [String] 또는 "
+"[StringName]의 문자 수, 모든 배열 유형의 요소 수 또는 [Dictionary]의 크기일 "
+"수 있습니다. 다른 모든 Variant(변수) 유형에 대해서는 런타임 오류가 발생하고 실"
+"행이 중지됩니다.\n"
+"[codeblock]\n"
+"var a = [1, 2, 3, 4]\n"
+"len(a) # 4를 반환합니다.\n"
+"\n"
+"var b = “Hello!”\n"
+"len(b) # 6을 반환합니다.\n"
+"[/codeblock]"
+
+msgid ""
+"Returns a [Resource] from the filesystem located at the absolute [param "
+"path]. Unless it's already referenced elsewhere (such as in another script or "
+"in the scene), the resource is loaded from disk on function call, which might "
+"cause a slight delay, especially when loading large scenes. To avoid "
+"unnecessary delays when loading something multiple times, either store the "
+"resource in a variable or use [method preload]. This method is equivalent of "
+"using [method ResourceLoader.load] with [constant "
+"ResourceLoader.CACHE_MODE_REUSE].\n"
+"[b]Note:[/b] Resource paths can be obtained by right-clicking on a resource "
+"in the FileSystem dock and choosing \"Copy Path\", or by dragging the file "
+"from the FileSystem dock into the current script.\n"
+"[codeblock]\n"
+"# Load a scene called \"main\" located in the root of the project directory "
+"and cache it in a variable.\n"
+"var main = load(\"res://main.tscn\") # main will contain a PackedScene "
+"resource.\n"
+"[/codeblock]\n"
+"[b]Important:[/b] Relative paths are [i]not[/i] relative to the script "
+"calling this method, instead it is prefixed with [code]\"res://\"[/code]. "
+"Loading from relative paths might not work as expected.\n"
+"This function is a simplified version of [method ResourceLoader.load], which "
+"can be used for more advanced scenarios.\n"
+"[b]Note:[/b] Files have to be imported into the engine first to load them "
+"using this function. If you want to load [Image]s at run-time, you may use "
+"[method Image.load]. If you want to import audio files, you can use the "
+"snippet described in [member AudioStreamMP3.data].\n"
+"[b]Note:[/b] If [member ProjectSettings.editor/export/"
+"convert_text_resources_to_binary] is [code]true[/code], [method "
+"@GDScript.load] will not be able to read converted files in an exported "
+"project. If you rely on run-time loading of files present within the PCK, set "
+"[member ProjectSettings.editor/export/convert_text_resources_to_binary] to "
+"[code]false[/code]."
+msgstr ""
+"파일시스템에서 절대 [param path]에 위치한 [Resource]를 반환합니다. 다른 스크립"
+"트나 씬에서 이미 참조되고 있지 않은 경우, 리소스는 함수 호출 시 디스크에서 불"
+"러오며, 큰 씬을 로드할 때 약간의 지연이 발생할 수 있습니다. 동일한 리소스를 여"
+"러 번 로드해야 하는 경우, 긴 로딩을 방지하려면 리소스를 변수에 저장하거나 "
+"[method preload]를 사용하는 것이 좋습니다. 이 메서드는 [constant "
+"ResourceLoader.CACHE_MODE_REUSE] 모드로 [method ResourceLoader.load]를 사용하"
+"는 것과 동등합니다.\n"
+"[b]참고:[/b] 리소스 경로는 파일시스템 독에서 리소스를 마우스 오른쪽 버튼으로 "
+"클릭하고 \"경로 복사\"를 선택하거나, 파일시스템 독에서 현재 스크립트로 파일을 "
+"드래그하여 얻을 수 있습니다.\n"
+"[codeblock]\n"
+"# 프로젝트 디렉터리의 루트에 위치한 \"main\" 씬을 로드하고 이를 변수에 캐시합"
+"니다.\n"
+"var main = load(\"res://main.tscn\") # main에는 PackedScene 리소스가 포함됩니"
+"다.\n"
+"[/codeblock]\n"
+"[b]중요:[/b] 상대 경로는 이 함수를 호출하는 스크립트의 상대 경로가 [i]아니며[/"
+"i], 대신 [code]\"res://[/code]로 시작해야 합니다. 상대 경로를 사용하면 예상대"
+"로 동작하지 않을 수 있습니다.\n"
+"이 함수는 [method ResourceLoader.load]의 단순화된 버전이며, 보다 고급 시나리오"
+"에서는 [method ResourceLoader.load]를 사용할 수 있습니다.\n"
+"[b]참고:[/b] 이 함수를 사용하여 파일을 로드하려면 파일이 먼저 엔진에 가져와야 "
+"합니다. 런타임에 [Image]를 불러오려면 [method Image.load]를 사용할 수 있습니"
+"다. 오디오 파일을 가져오려면 [member AudioStreamMP3.data]에 설명된 스니펫을 사"
+"용할 수 있습니다.\n"
+"[b]참고:[/b] 만약 [member ProjectSettings.editor/export/"
+"convert_text_resources_to_binary]가 [code]true[/code]로 설정되어 있다면, "
+"[method @GDScript.load]는 내보낸 프로젝트에서 변환된 파일을 읽을 수 없습니다. "
+"PCK 내의 파일을 런타임에 불러와야 하는 경우, [member ProjectSettings.editor/"
+"export/convert_text_resources_to_binary]를 [code]false[/code]로 설정하세요."
+
+msgid ""
+"Returns an integer representing the Unicode code point of the given character "
+"[param char], which should be a string of length 1.\n"
+"[codeblock]\n"
+"print(ord(\"A\")) # Prints 65\n"
+"print(ord(\"🤖\")) # Prints 129302\n"
+"[/codeblock]\n"
+"This is the inverse of [method char]. See also [method String.chr] and "
+"[method String.unicode_at]."
+msgstr ""
+"주어진 문자 [param char]의 유니코드 코드 포인트를 나타내는 정수형을 반환합니"
+"다. 길이 1의 문자열이어야 합니다.\n"
+"[codeblock]\n"
+"print(ord(\"A\")) # 65를 출력합니다\n"
+"print(ord(\"🤖\")) # 129302를 출력합니다\n"
+"[/codeblock]\n"
+"[method char]의 역입니다. [method String.chr]과 [method String.unicode_at]도 "
+"참조하세요."
+
+msgid ""
+"Returns a [Resource] from the filesystem located at [param path]. During run-"
+"time, the resource is loaded when the script is being parsed. This function "
+"effectively acts as a reference to that resource. Note that this function "
+"requires [param path] to be a constant [String]. 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 current script.\n"
+"[codeblock]\n"
+"# Create instance of a scene.\n"
+"var diamond = preload(\"res://diamond.tscn\").instantiate()\n"
+"[/codeblock]\n"
+"[b]Note:[/b] [method preload] is a keyword, not a function. So you cannot "
+"access it as a [Callable]."
+msgstr ""
+"파일시스템에서 [param path]에 위치한 [Resource]를 반환합니다. 런타임 동안 스크"
+"립트가 분석될 때 해당 리소스를 불러옵니다. 이 함수는 해당 리소스에 대한 참조"
+"로 효과적으로 작동합니다. 이 함수는 [param path]가 상수 [String]이어야 한다는 "
+"점을 참고하세요. 동적/변수 경로에서 리소스를 불러오려면 [method load]를 사용하"
+"세요.\n"
+"[b]참고:[/b] 리소스 경로는 자산 패널에서 리소스를 우클릭하고 \"경로 복사\"를 "
+"선택하거나, 파일시스템 독에서 파일을 현재 스크립트로 끌어다 놓음으로써 얻을 "
+"수 있습니다.\n"
+"[codeblock]\n"
+"# 씬의 인스턴스를 생성합니다.\n"
+"var diamond = preload(\"res://diamond.tscn\").instantiate()\n"
+"[/codeblock]\n"
+"[b]참고:[/b] [method preload]는 키워드이며 함수가 아닙니다. 따라서 [Callable]"
+"로 액세스할 수 없습니다."
+
+msgid ""
+"Like [method @GlobalScope.print], but includes the current stack frame when "
+"running with the debugger turned on.\n"
+"The output in the console may look like the following:\n"
+"[codeblock lang=text]\n"
+"Test print\n"
+"At: res://test.gd:15:_process()\n"
+"[/codeblock]\n"
+"See also [method print_stack], [method get_stack], and [method "
+"Engine.capture_script_backtraces].\n"
+"[b]Note:[/b] By default, backtraces are only available in editor builds and "
+"debug builds. To enable them for release builds as well, you need to enable "
+"[member ProjectSettings.debug/settings/gdscript/always_track_call_stacks]."
+msgstr ""
+"[method @GlobalScope.print]와 유사하지만, 디버거가 켜져 있을 때 현재 스택 프레"
+"임을 포함합니다.\n"
+"콘솔에 출력된 내용은 다음과 같을 수 있습니다:\n"
+"[codeblock lang=text]\n"
+"Test print\n"
+"At: res://test.gd:15:_process()\n"
+"[/codeblock]\n"
+"[method print_stack], [method get_stack], 그리고 [method "
+"Engine.capture_script_backtraces]도 참조하세요.\n"
+"[b]참고:[/b] 이 함수를 [Thread]에서 호출하는 것은 지원되지 않습니다. 대신 스레"
+"드 ID가 출력됩니다."
+
+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"
+"[b]Examples:[/b]\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() - 1, -1, -1):\n"
+"\tprint(array[i])\n"
+"[/codeblock]\n"
+"Output:\n"
+"[codeblock lang=text]\n"
+"9\n"
+"6\n"
+"3\n"
+"[/codeblock]\n"
+"To iterate over [float], convert them in the loop.\n"
+"[codeblock]\n"
+"for i in range (3, 0, -1):\n"
+"\tprint(i / 10.0)\n"
+"[/codeblock]\n"
+"Output:\n"
+"[codeblock lang=text]\n"
+"0.3\n"
+"0.2\n"
+"0.1\n"
+"[/codeblock]"
+msgstr ""
+"주어진 범위를 가진 배열을 반환합니다. [method range]는 세 가지 방식으로 호출"
+"할 수 있습니다:\n"
+"[code]range(n: int)[/code]: 0부터 시작하여 1씩 증가하며, [code]n[/code] [i]이"
+"전에[/i] 멈춥니다. 매개변수 [code]n[/code]은 [b]제외[/b]됩니다.\n"
+"[code]range(b: int, n: int)[/code]: [code]b[/code]부터 시작하여 1씩 증가하며, "
+"[code]n[/code] [i]이전에[/i] 멈춥니다. [code]b[/code]와 [code]n[/code]은 각각 "
+"[b]포함[/b]되고 [b]제외[/b]됩니다.\n"
+"[code]range(b: int, n: int, s: int)[/code]: [code]b[/code]부터 시작하여 "
+"[code]s[/code]씩 증가/감소하며, [code]n[/code] [i]이전에[/i] 멈춥니다. "
+"[code]b[/code]와 [code]n[/code]은 각각 [b]포함[/b]되고 [b]제외[/b]됩니다. "
+"[code]s[/code]는 음수일 수 [b]있지만[/b], [code]0[/code]일 수는 없습니다. "
+"[code]s[/code]가 [code]0[/code]이면 오류 메시지가 출력됩니다.\n"
+"[method range]는 모든 인수를 [int]로 변환한 후 처리합니다.\n"
+"[b]참고:[/b] 값 제약을 만족하는 값이 없으면 빈 배열을 반환합니다 (예를 들어 "
+"[code]range(2, 5, -1)[/code] 또는 [code]range(5, 5, 1)[/code]).\n"
+"[b]예시:[/b]\n"
+"[codeblock]\n"
+"print(range(4)) # [0, 1, 2, 3]을 출력합니다.\n"
+"print(range(2, 5)) # [2, 3, 4]를 출력합니다.\n"
+"print(range(0, 6, 2)) # [0, 2, 4]를 출력합니다.\n"
+"print(range(4, 1, -1)) # [4, 3, 2]를 출력합니다.\n"
+"[/codeblock]\n"
+"[Array]를 역순으로 반복하려면 이러한 예제를 참조하십시오:\n"
+"[codeblock]\n"
+"var array = [3, 6, 9]\n"
+"for i in range(array.size() - 1, -1, -1):\n"
+"\tprint(array[i])\n"
+"[/codeblock]\n"
+"출력:\n"
+"[codeblock lang=text]\n"
+"9\n"
+"6\n"
+"3\n"
+"[/codeblock]\n"
+"[float]을 반복하려면 반복문 안에서 변환하세요.\n"
+"[codeblock]\n"
+"for i in range (3, 0, -1):\n"
+"\tprint(i / 10.0)\n"
+"[/codeblock]\n"
+"출력:\n"
+"[codeblock lang=text]\n"
+"0.3\n"
+"0.2\n"
+"0.1\n"
+"[/codeblock]"
+
+msgid ""
+"Returns [code]true[/code] if the given [Object]-derived class exists in "
+"[ClassDB]. Note that [Variant] data types are not registered in [ClassDB].\n"
+"[codeblock]\n"
+"type_exists(\"Sprite2D\") # Returns true\n"
+"type_exists(\"NonExistentClass\") # Returns false\n"
+"[/codeblock]"
+msgstr ""
+"주어진 [Object] 파생 클래스가 [ClassDB]에 존재하면 [code]true[/code]를 반환합"
+"니다. [Variant] 데이터 유형은 [ClassDB]에 등록되어 있지 않다는 점에 주의하세"
+"요.\n"
+"[codeblock]\n"
+"type_exists(\"Sprite2D\") # 참을 반환합니다.\n"
+"type_exists(\"NonExistentClass\") # 거짓을 반환합니다.\n"
+"[/codeblock]"
+
+msgid ""
+"Constant that represents how many times the diameter of a circle fits around "
+"its perimeter. This is equivalent to [code]TAU / 2[/code], or 180 degrees in "
+"rotations."
+msgstr ""
+"원의 지름이 둘레에 몇 번이나 들어맞는지를 나타내는 상수입니다. 이는 [code]TAU/"
+"2[/code], 즉 180도 회전하는 것과 같습니다."
+
+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 ""
+"원 상수, 단위 원의 둘레를 라디안 단위로 나타낸 값입니다. 이는 [code]PI * 2[/"
+"code], 즉 360도 회전과 같습니다."
+
+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]Warning:[/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 ""
+"양의 부동소수점 무한대입니다. 이는 피제수([code]0.0[/code])로 나누었을 때 부동"
+"소수점 나눗셈의 결과입니다. 음의 무한대는 [code]-INF[/code]를 사용하세요. "
+"[code]-0.0[/code]으로 나누면 분자가 양수일 경우 음의 무한대가 되므로, "
+"[code]0.0[/code]으로 나누는 것과 [code]-0.0[/code]으로 나누는 것은 동일하지 않"
+"습니다 (비록 [code]0.0 == -0.0[/code]이 [code]true[/code]를 반환하더라도).\n"
+"[b]참고:[/b] 수치적 무한대는 부동소수점 수에서만 존재하는 개념이며, 정수에는 "
+"해당하는 값이 없습니다. 정수로 [code]0[/code]으로 나누면 [constant INF]가 반환"
+"되지 않고 대신 런타임 오류가 발생합니다."
+
+msgid ""
+"\"Not a Number\", an invalid floating-point value. It is returned by some "
+"invalid operations, such as dividing floating-point [code]0.0[/code] by "
+"[code]0.0[/code].\n"
+"[constant NAN] has special properties, including that [code]!=[/code] always "
+"returns [code]true[/code], while other comparison operators always return "
+"[code]false[/code]. This is true even when comparing with itself ([code]NAN "
+"== NAN[/code] returns [code]false[/code] and [code]NAN != NAN[/code] returns "
+"[code]true[/code]). Due to this, you must use [method @GlobalScope.is_nan] to "
+"check whether a number is equal to [constant NAN].\n"
+"[b]Warning:[/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 ""
+"\"숫자가 아님\"을 나타내는 부동소수점 값으로, 예를 들어 소수를 [code]0.0[/"
+"code] 를 [code]0.0[/code]로 나누는 것과 같이 잘못된 값을 의미합니다. \n"
+"[constant NAN]은 특별한 속성을 가지고 있으며, [code]!=[/code]는 항상 "
+"[code]true[/code]를 반환하고, 다른 비교 연산자는 항상 [code]false[/code]를 반"
+"환합니다. 이는 자기 자신과 비교할 때도 마찬가지입니다 ([code]NAN == NAN[/code]"
+"은 [code]false[/code]를 반환하고, [code]NAN != NAN[/code]은 [code]true[/code]"
+"를 반환합니다). 이는 부동소수점 [code]0.0[/code]을 [code]0.0[/code]으로 나누"
+"는 등의 잘못된 연산에서 반환됩니다.\n"
+"[b]참고:[/b] \"숫자가 아님\"은 부동소수점 수에서만 존재하는 개념이며, 정수에"
+"는 해당하는 값이 없습니다. 정수로 [code]0[/code]을 [code]0[/code]으로 나누면 "
+"[constant NAN]이 반환되지 않고 대신 런타임 오류가 발생합니다."
+
+msgid ""
+"Mark the following property as exported (editable in the Inspector dock and "
+"saved to disk). To control the type of the exported property, use the type "
+"hint notation.\n"
+"[codeblock]\n"
+"extends Node\n"
+"\n"
+"enum Direction {LEFT, RIGHT, UP, DOWN}\n"
+"\n"
+"# Built-in types.\n"
+"@export var string = \"\"\n"
+"@export var int_number = 5\n"
+"@export var float_number: float = 5\n"
+"\n"
+"# Enums.\n"
+"@export var type: Variant.Type\n"
+"@export var format: Image.Format\n"
+"@export var direction: Direction\n"
+"\n"
+"# Resources.\n"
+"@export var image: Image\n"
+"@export var custom_resource: CustomResource\n"
+"\n"
+"# Nodes.\n"
+"@export var node: Node\n"
+"@export var custom_node: CustomNode\n"
+"\n"
+"# Typed arrays.\n"
+"@export var int_array: Array[int]\n"
+"@export var direction_array: Array[Direction]\n"
+"@export var image_array: Array[Image]\n"
+"@export var node_array: Array[Node]\n"
+"[/codeblock]\n"
+"[b]Note:[/b] Custom resources and nodes should be registered as global "
+"classes using [code]class_name[/code], since the Inspector currently only "
+"supports global classes. Otherwise, a less specific type will be exported "
+"instead.\n"
+"[b]Note:[/b] Node export is only supported in [Node]-derived classes and has "
+"a number of other limitations."
+msgstr ""
+"다음 속성을 내보낸 것(인스펙터 독에서 편집 가능하고 디스크에 저장됨)으로 표시"
+"합니다. 내보낸 속성의 유형을 제어하려면 타입 힌트 노테이션을 이용하세요.\n"
+"[codeblock]\n"
+"extends Node\n"
+"\n"
+"enum Direction {LEFT, RIGHT, UP, DOWN}\n"
+"\n"
+"# 내장 유형입니다.\n"
+"@export var string = \"\"\n"
+"@export var int_number = 5\n"
+"@export var float_number: float = 5\n"
+"\n"
+"# 열거형입니다.\n"
+"@export var type: Variant.Type\n"
+"@export var format: Image.Format\n"
+"@export var direction: Direction\n"
+"\n"
+"# 리소스입니다.\n"
+"@export var image: Image\n"
+"@export var custom_resource: CustomResource\n"
+"\n"
+"# 노드입니다.\n"
+"@export var node: Node\n"
+"@export var custom_node: CustomNode\n"
+"\n"
+"# 유형이 지정된 배열입니다.\n"
+"@export var int_array: Array[int]\n"
+"@export var direction_array: Array[Direction]\n"
+"@export var image_array: Array[Image]\n"
+"@export var node_array: Array[Node]\n"
+"[/codeblock]\n"
+"[b]참고:[/b] 사용자 지정 리소스와 노드는 현재 인스펙터가 전역 클래스를 지원하"
+"기 때문에 [code]class_name[/code]을 사용하여 전역 클래스로 등록해야 합니다. 그"
+"렇지 않으면 덜 구체적인 유형이 내보내집니다.\n"
+"[b]참고:[/b] 노드 내보내기는 [Node]에서 파생된 클래스에서만 지원되며 몇 가지 "
+"제한이 있습니다."
+
+msgid ""
+"Define a new category for the following exported properties. This helps to "
+"organize properties in the Inspector dock.\n"
+"See also [constant PROPERTY_USAGE_CATEGORY].\n"
+"[codeblock]\n"
+"@export_category(\"Statistics\")\n"
+"@export var hp = 30\n"
+"@export var speed = 1.25\n"
+"[/codeblock]\n"
+"[b]Note:[/b] Categories in the Inspector dock's list usually divide "
+"properties coming from different classes (Node, Node2D, Sprite, etc.). For "
+"better clarity, it's recommended to use [annotation @export_group] and "
+"[annotation @export_subgroup], instead."
+msgstr ""
+"다음 내보낸 속성에 대해 새로운 카테고리를 정의합니다. 이는 인스펙터 독에서 속"
+"성을 조직하는 데 도움이 됩니다.\n"
+"[constant PROPERTY_USAGE_CATEGORY]도 참조하세요.\n"
+"[codeblock]\n"
+"@export_category(\"Statistics\")\n"
+"@export var hp = 30\n"
+"@export var speed = 1.25\n"
+"[/codeblock]\n"
+"[b]참고:[/b] 인스펙터 독의 목록에서 카테고리는 보통 다른 클래스(Node, Node2D, "
+"Sprite 등)의 속성들을 구분합니다. 더 나은 명확성을 위해서는 대신 [annotation "
+"@export_group]과 [annotation @export_subgroup]을 사용하는 것이 권장됩니다."
+
+msgid ""
+"Export a [Color], [Array][lb][Color][rb], or [PackedColorArray] property "
+"without allowing its transparency ([member Color.a]) to be edited.\n"
+"See also [constant PROPERTY_HINT_COLOR_NO_ALPHA].\n"
+"[codeblock]\n"
+"@export_color_no_alpha var dye_color: Color\n"
+"@export_color_no_alpha var dye_colors: Array[Color]\n"
+"[/codeblock]"
+msgstr ""
+"[Color], [Array][lb][Color][rb], [PackedColorArray]를 투명도([member "
+"Color.a]) 편집을 제한한 채로 내보냅니다.\n"
+"[constant PROPERTY_HINT_COLOR_NO_ALPHA]도 참조하세요.\n"
+"[codeblock]\n"
+"@export_color_no_alpha var dye_color: Color\n"
+"@export_color_no_alpha var dye_colors: Array[Color]\n"
+"[/codeblock]"
+
+msgid ""
+"Allows you to set a custom hint, hint string, and usage flags for the "
+"exported property. Note that there's no validation done in GDScript, it will "
+"just pass the parameters to the editor.\n"
+"[codeblock]\n"
+"@export_custom(PROPERTY_HINT_NONE, \"suffix:m\") var suffix: Vector3\n"
+"[/codeblock]\n"
+"[b]Note:[/b] Regardless of the [param usage] value, the [constant "
+"PROPERTY_USAGE_SCRIPT_VARIABLE] flag is always added, as with any explicitly "
+"declared script variable."
+msgstr ""
+"내보낸 속성에 대해 사용자 지정 힌트, 힌트 문자열, 사용 플래그를 설정할 수 있습"
+"니다. GDScript에서는 유효성 검사가 수행되지 않으며, 단순히 매개변수를 편집기"
+"에 전달한다는 점을 참고하세요.\n"
+"[codeblock]\n"
+"@export_custom(PROPERTY_HINT_NONE, \"suffix:m\") var suffix: Vector3\n"
+"[/codeblock]\n"
+"[b]참고:[/b] [param usage] 값과 관계없이, [constant "
+"PROPERTY_USAGE_SCRIPT_VARIABLE] 플래그는 명시적으로 선언된 모든 스크립트 변수"
+"에 항상 추가됩니다."
+
+msgid ""
+"Export a [String], [Array][lb][String][rb], or [PackedStringArray] property "
+"as a path to a directory. The path will be limited to the project folder and "
+"its subfolders. See [annotation @export_global_dir] to allow picking from the "
+"entire filesystem.\n"
+"See also [constant PROPERTY_HINT_DIR].\n"
+"[codeblock]\n"
+"@export_dir var sprite_folder_path: String\n"
+"@export_dir var sprite_folder_paths: Array[String]\n"
+"[/codeblock]"
+msgstr ""
+"[String], [Array][lb][String][rb], 또는 [PackedStringArray] 속성을 디렉터리 경"
+"로로 내보냅니다. 이 경로는 프로젝트 폴더와 그 하위 폴더로 제한됩니다. 전체 파"
+"일시스템에서 선택을 허용하려면 [annotation @export_global_dir]를 참조하세"
+"요. \n"
+"[constant PROPERTY_HINT_DIR] 또한 좋은 선택입니다.\n"
+"[codeblock]\n"
+"@export_dir var sprite_folder_path: String\n"
+"@export_dir var sprite_folder_paths: Array[String]\n"
+"[/codeblock]"
+
+msgid ""
+"Export an [int], [String], [Array][lb][int][rb], [Array][lb][String][rb], "
+"[PackedByteArray], [PackedInt32Array], [PackedInt64Array], or "
+"[PackedStringArray] property as an enumerated list of options (or an array of "
+"options). If the property is an [int], then the index of the value is stored, "
+"in the same order the values are provided. You can add explicit values using "
+"a colon. If the property is a [String], then the value is stored.\n"
+"See also [constant PROPERTY_HINT_ENUM].\n"
+"[codeblock]\n"
+"@export_enum(\"Warrior\", \"Magician\", \"Thief\") var character_class: int\n"
+"@export_enum(\"Slow:30\", \"Average:60\", \"Very Fast:200\") var "
+"character_speed: int\n"
+"@export_enum(\"Rebecca\", \"Mary\", \"Leah\") var character_name: String\n"
+"\n"
+"@export_enum(\"Sword\", \"Spear\", \"Mace\") var character_items: Array[int]\n"
+"@export_enum(\"double_jump\", \"climb\", \"dash\") var character_skills: "
+"Array[String]\n"
+"[/codeblock]\n"
+"If you want to set an initial value, you must specify it explicitly:\n"
+"[codeblock]\n"
+"@export_enum(\"Rebecca\", \"Mary\", \"Leah\") var character_name: String = "
+"\"Rebecca\"\n"
+"[/codeblock]\n"
+"If you want to use named GDScript enums, then use [annotation @export] "
+"instead:\n"
+"[codeblock]\n"
+"enum CharacterName {REBECCA, MARY, LEAH}\n"
+"@export var character_name: CharacterName\n"
+"\n"
+"enum CharacterItem {SWORD, SPEAR, MACE}\n"
+"@export var character_items: Array[CharacterItem]\n"
+"[/codeblock]"
+msgstr ""
+"[int], [String], [Array][lb][int][rb], [Array][lb][String][rb], "
+"[PackedByteArray], [PackedInt32Array], [PackedInt64Array], 또는 "
+"[PackedStringArray] 속성을 열거된 옵션(또는 그러한 옵션들의 배열)으로 내보냅니"
+"다. 속성이 [int]일 경우, 제공된 값의 순서대로 해당 값의 인덱스가 저장됩니다. "
+"콜론(:)을 사용하여 명시적인 값을 추가할 수 있습니다. 속성이 [String]일 경우, "
+"해당 값이 그대로 저장됩니다.\n"
+"[constant PROPERTY_HINT_ENUM] 도 참조하세요.\n"
+"[codeblock]\n"
+"@export_enum(\"Warrior\", \"Magician\", \"Thief\") var character_class: int\n"
+"@export_enum(\"Slow:30\", \"Average:60\", \"Very Fast:200\") var "
+"character_speed: int\n"
+"@export_enum(\"Rebecca\", \"Mary\", \"Leah\") var character_name: String\n"
+"\n"
+"@export_enum(\"Sword\", \"Spear\", \"Mace\") var character_items: Array[int]\n"
+"@export_enum(\"double_jump\", \"climb\", \"dash\") var character_skills: "
+"Array[String]\n"
+"[/codeblock]\n"
+"초기 값을 설정하려면 명시적으로 지정해야 합니다:\n"
+"[codeblock]\n"
+"@export_enum(\"Rebecca\", \"Mary\", \"Leah\") var character_name: String = "
+"\"Rebecca\"\n"
+"[/codeblock]\n"
+"이름이 지정된 GDScript 열거형을 사용하려면 [annotation @export]를 대신 사용하"
+"세요:\n"
+"[codeblock]\n"
+"enum CharacterName {REBECCA, MARY, LEAH}\n"
+"@export var character_name: CharacterName\n"
+"\n"
+"enum CharacterItem {SWORD, SPEAR, MACE}\n"
+"@export var character_items: Array[CharacterItem]\n"
+"[/codeblock]"
+
+msgid ""
+"Export a floating-point property with an easing editor widget. Additional "
+"hints can be provided to adjust the behavior of the widget. [code]"
+"\"attenuation\"[/code] flips the curve, which makes it more intuitive for "
+"editing attenuation properties. [code]\"positive_only\"[/code] limits values "
+"to only be greater than or equal to zero.\n"
+"See also [constant PROPERTY_HINT_EXP_EASING].\n"
+"[codeblock]\n"
+"@export_exp_easing var transition_speed\n"
+"@export_exp_easing(\"attenuation\") var fading_attenuation\n"
+"@export_exp_easing(\"positive_only\") var effect_power\n"
+"@export_exp_easing var speeds: Array[float]\n"
+"[/codeblock]"
+msgstr ""
+"실수 속성을 이징 편집기 위젯으로 내보냅니다. 위젯의 동작을 조정하기 위해 추가 "
+"힌트를 제공할 수 있습니다. [code]\"attenuation\"[/code]은 곡선을 반전시켜 감"
+"쇠 속성 편집 시 더 직관적으로 만듭니다. [code]\"positive_only\"[/code]는 값을 "
+"0 이상으로만 제한합니다.\n"
+"[constant PROPERTY_HINT_EXP_EASING]도 참조하세요.\n"
+"[codeblock]\n"
+"@export_exp_easing var transition_speed\n"
+"@export_exp_easing(\"attenuation\") var fading_attenuation\n"
+"@export_exp_easing(\"positive_only\") var effect_power\n"
+"@export_exp_easing var speeds: Array[float]\n"
+"[/codeblock]"
+
+msgid ""
+"Export a [String], [Array][lb][String][rb], or [PackedStringArray] property "
+"as a path to a file. The path will be limited to the project folder and its "
+"subfolders. See [annotation @export_global_file] to allow picking from the "
+"entire filesystem.\n"
+"If [param filter] is provided, only matching files will be available for "
+"picking.\n"
+"See also [constant PROPERTY_HINT_FILE].\n"
+"[codeblock]\n"
+"@export_file var sound_effect_path: String\n"
+"@export_file(\"*.txt\") var notes_path: String\n"
+"@export_file var level_paths: Array[String]\n"
+"[/codeblock]\n"
+"[b]Note:[/b] The file will be stored and referenced as UID, if available. "
+"This ensures that the reference is valid even when the file is moved. You can "
+"use [ResourceUID] methods to convert it to path."
+msgstr ""
+"[String], [Array][lb][String][rb], 또는 [PackedStringArray] 속성을 파일 경로"
+"로 내보냅니다. 이 경로는 프로젝트 폴더와 그 하위 폴더로 제한됩니다. 전체 파일"
+"시스템에서 선택을 허용하려면 [annotation @export_global_file]을 참조하세요.\n"
+"[param filter]가 제공되면, 해당 패턴에 맞는 파일만 선택할 수 있습니다.\n"
+"[constant PROPERTY_HINT_FILE]도 참조하세요.\n"
+"[codeblock]\n"
+"@export_file var sound_effect_path: String\n"
+"@export_file(\"*.txt\") var notes_path: String\n"
+"@export_file var level_paths: Array[String]\n"
+"[/codeblock]\n"
+"[b]참고:[/b] 만약 가능하다면, 파일은 저장되고 UID를 참조할 것입니다. 이것은 파"
+"일이 이동되었을 때에도 참조가 올바르다는 것을 확실히 합니다. 여러분은 그것을 "
+"경로로 변환하기 위해 [ResourceUID] 메서드를 사용할 수 있습니다."
+
+msgid ""
+"Export an integer property as a bit flag field. This allows to store several "
+"\"checked\" or [code]true[/code] values with one property, and comfortably "
+"select them from the Inspector dock.\n"
+"See also [constant PROPERTY_HINT_FLAGS].\n"
+"[codeblock]\n"
+"@export_flags(\"Fire\", \"Water\", \"Earth\", \"Wind\") var spell_elements = "
+"0\n"
+"[/codeblock]\n"
+"You can add explicit values using a colon:\n"
+"[codeblock]\n"
+"@export_flags(\"Self:4\", \"Allies:8\", \"Foes:16\") var spell_targets = 0\n"
+"[/codeblock]\n"
+"You can also combine several flags:\n"
+"[codeblock]\n"
+"@export_flags(\"Self:4\", \"Allies:8\", \"Self and Allies:12\", \"Foes:16\")\n"
+"var spell_targets = 0\n"
+"[/codeblock]\n"
+"[b]Note:[/b] A flag value must be at least [code]1[/code] and at most [code]2 "
+"** 32 - 1[/code].\n"
+"[b]Note:[/b] Unlike [annotation @export_enum], the previous explicit value is "
+"not taken into account. In the following example, A is 16, B is 2, C is 4.\n"
+"[codeblock]\n"
+"@export_flags(\"A:16\", \"B\", \"C\") var x\n"
+"[/codeblock]\n"
+"You can also use the annotation on [Array][lb][int][rb], [PackedByteArray], "
+"[PackedInt32Array], and [PackedInt64Array]\n"
+"[codeblock]\n"
+"@export_flags(\"Fire\", \"Water\", \"Earth\", \"Wind\") var phase_elements: "
+"Array[int]\n"
+"[/codeblock]"
+msgstr ""
+"정수 속성을 비트 플래그 필드(역: bool형의 집합을 수로 변환한 것)으로 내보냅니"
+"다. 이는 여러 \"선택된\" 또는 [code]true[/code] 값을 하나의 속성으로 저장하고 "
+"그들을 인스펙터 독에서 손쉽게 선택할 수 있도록 합니다.\n"
+"[constant PROPERTY_HINT_FLAGS]도 참조하세요.\n"
+"[codeblock]\n"
+"@export_flags(\"Fire\", \"Water\", \"Earth\", \"Wind\") var spell_elements = "
+"0 # 아무것도 선택되지 않음\n"
+"[/codeblock]\n"
+"콜론(:)을 사용하여 자체 값을 설정할 수 있습니다:\n"
+"[codeblock]\n"
+"@export_flags(\"Self:4\", \"Allies:8\", \"Foes:16\") var spell_targets = 0\n"
+"[/codeblock]\n"
+"또 여러 플래그를 결합할 수 있습니다:\n"
+"[codeblock]\n"
+"@export_flags(\"Self:4\", \"Allies:8\", \"Self and Allies:12\", \"Foes:16\") "
+"var spell_targets = 0\n"
+"[/codeblock]\n"
+"[b]참고:[/b] flag 값은 최소 [code]1[/code], 최대 [code]2 ** 32 - 1[/code] 사이"
+"의 값을 가져야합니다\n"
+"[b]참고:[/b] [annotation @export_enum]와 달리, 이전의 (콜론으로 지정한) 자체 "
+"값은 관계없습니다. 아래 예제에서, A는 16, B는 2, C는 4입니다.\n"
+"[codeblock]\n"
+"@export_flags(\"A:16\", \"B\", \"C\") var x #@export_enum의 경우 B는 17, C는 "
+"18\n"
+"[/codeblock]\n"
+"[Array][lb][int][rb], [PackedByteArray], [PackedInt32Array], 그리고 "
+"[PackedInt64Array] 등의 타입 명시도 사용할 수 있습니다.\n"
+"[codeblock]\n"
+"@export_flags(\"Fire\", \"Water\", \"Earth\", \"Wind\") var phase_elements: "
+"Array[int]\n"
+"# 이 경우 Array의 각 요소가 bit flag 형식으로 내보내집니다.\n"
+"[/codeblock]"
+
+msgid ""
+"Export an integer property as a bit flag field for 2D navigation layers. The "
+"widget in the Inspector dock will use the layer names defined in [member "
+"ProjectSettings.layer_names/2d_navigation/layer_1].\n"
+"See also [constant PROPERTY_HINT_LAYERS_2D_NAVIGATION].\n"
+"[codeblock]\n"
+"@export_flags_2d_navigation var navigation_layers: int\n"
+"@export_flags_2d_navigation var navigation_layers_array: Array[int]\n"
+"[/codeblock]"
+msgstr ""
+"정수 속성을 2D 내비게이션 레이어의 비트 플래그 필드(bool형 정보 여러 개 이진"
+"수 형태로 정수로 변환한 것)로 내보냅니다. 인스펙터 독의 위젯은 [member "
+"ProjectSettings.layer_names/2d_navigation/layer_1]에 정의된 레이어 이름을 사용"
+"할 것입니다.\n"
+"[constant PROPERTY_HINT_LAYERS_2D_NAVIGATION]도 참조하세요\n"
+"[codeblock]\n"
+"@export_flags_2d_navigation var navigation_layers: int\n"
+"@export_flags_2d_navigation var navigation_layers_array: Array[int] # bit "
+"flag field의 배열\n"
+"[/codeblock]"
+
+msgid ""
+"Export an integer property as a bit flag field for 2D physics layers. The "
+"widget in the Inspector dock will use the layer names defined in [member "
+"ProjectSettings.layer_names/2d_physics/layer_1].\n"
+"See also [constant PROPERTY_HINT_LAYERS_2D_PHYSICS].\n"
+"[codeblock]\n"
+"@export_flags_2d_physics var physics_layers: int\n"
+"@export_flags_2d_physics var physics_layers_array: Array[int]\n"
+"[/codeblock]"
+msgstr ""
+"정수 속성을 2D 물리 레이어의 비트 플래그 필드(bool형 정보 여러 개 이진수 형태"
+"로 정수로 변환한 것)로 내보냅니다. 인스펙터 독의 위젯은 [member "
+"ProjectSettings.layer_names/2d_physics/layer_1]에 정의된 레이어 이름을 사용할 "
+"것입니다.\n"
+"[constant PROPERTY_HINT_LAYERS_2D_PHYSICS]도 참조하세요.\n"
+"[codeblock]\n"
+"@export_flags_2d_physics var physics_layers: int\n"
+"@export_flags_2d_physics var physics_layers_array: Array[int] # bit flag field"
+"의 배열\n"
+"[/codeblock]"
+
+msgid ""
+"Export an integer property as a bit flag field for 2D render layers. The "
+"widget in the Inspector dock will use the layer names defined in [member "
+"ProjectSettings.layer_names/2d_render/layer_1].\n"
+"See also [constant PROPERTY_HINT_LAYERS_2D_RENDER].\n"
+"[codeblock]\n"
+"@export_flags_2d_render var render_layers: int\n"
+"@export_flags_2d_render var render_layers_array: Array[int]\n"
+"[/codeblock]"
+msgstr ""
+"정수 속성을 2D 렌더 레이어의 비트 플래그 필드(bool형 정보 여러 개 이진수 형태"
+"로 정수로 변환한 것)로 내보냅니다. 인스펙터 독의 위젯은 [member "
+"ProjectSettings.layer_names/2d_render/layer_1]에 정의된 레이어 이름을 사용할 "
+"것입니다.\n"
+"[constant PROPERTY_HINT_LAYERS_2D_RENDER]도 참조하세요.\n"
+"[codeblock]\n"
+"@export_flags_2d_render var render_layers: int\n"
+"@export_flags_2d_render var render_layers_array: Array[int] # bit flag field"
+"의 배열\n"
+"[/codeblock]"
+
+msgid ""
+"Export an integer property as a bit flag field for 3D navigation layers. The "
+"widget in the Inspector dock will use the layer names defined in [member "
+"ProjectSettings.layer_names/3d_navigation/layer_1].\n"
+"See also [constant PROPERTY_HINT_LAYERS_3D_NAVIGATION].\n"
+"[codeblock]\n"
+"@export_flags_3d_navigation var navigation_layers: int\n"
+"@export_flags_3d_navigation var navigation_layers_array: Array[int]\n"
+"[/codeblock]"
+msgstr ""
+"정수 속성을 3D 내비게이션 레이어의 비트 플래그 필드(bool형 정보 여러 개 이진"
+"수 형태로 정수로 변환한 것)로 내보냅니다. 인스펙터 독의 위젯은 [member "
+"ProjectSettings.layer_names/3d_navigation/layer_1]에 정의된 레이어 이름을 사용"
+"할 것입니다.\n"
+"[constant PROPERTY_HINT_LAYERS_3D_NAVIGATION]도 참조하세요.\n"
+"[codeblock]\n"
+"@export_flags_3d_navigation var navigation_layers: int\n"
+"@export_flags_3d_navigation var navigation_layers_array: Array[int] # bit "
+"flag field의 배열\n"
+"[/codeblock]"
+
+msgid ""
+"Export an integer property as a bit flag field for 3D physics layers. The "
+"widget in the Inspector dock will use the layer names defined in [member "
+"ProjectSettings.layer_names/3d_physics/layer_1].\n"
+"See also [constant PROPERTY_HINT_LAYERS_3D_PHYSICS].\n"
+"[codeblock]\n"
+"@export_flags_3d_physics var physics_layers: int\n"
+"@export_flags_3d_physics var physics_layers_array: Array[int]\n"
+"[/codeblock]"
+msgstr ""
+"정수 속성을 3D 물리 레이어의 비트 플래그 필드(bool형 정보 여러 개 이진수 형태"
+"로 정수로 변환한 것)로 내보냅니다. 인스펙터 독의 위젯은 [member "
+"ProjectSettings.layer_names/3d_physics/layer_1]에 정의된 레이어 이름을 사용할 "
+"것입니다.\n"
+"[constant PROPERTY_HINT_LAYERS_3D_PHYSICS]도 참조하세요.\n"
+"[codeblock]\n"
+"@export_flags_3d_physics var physics_layers: int\n"
+"@export_flags_3d_physics var physics_layers_array: Array[int] # bit flag field"
+"의 배열\n"
+"[/codeblock]"
+
+msgid ""
+"Export an integer property as a bit flag field for 3D render layers. The "
+"widget in the Inspector dock will use the layer names defined in [member "
+"ProjectSettings.layer_names/3d_render/layer_1].\n"
+"See also [constant PROPERTY_HINT_LAYERS_3D_RENDER].\n"
+"[codeblock]\n"
+"@export_flags_3d_render var render_layers: int\n"
+"@export_flags_3d_render var render_layers_array: Array[int]\n"
+"[/codeblock]"
+msgstr ""
+"정수 속성을 3D 렌더 레이어의 비트 플래그 필드(bool형 정보 여러 개 이진수 형태"
+"로 정수로 변환한 것)로 내보냅니다. 인스펙터 독의 위젯은 [member "
+"ProjectSettings.layer_names/3d_render/layer_1]에 정의된 레이어 이름을 사용할 "
+"것입니다.\n"
+"[constant PROPERTY_HINT_LAYERS_3D_RENDER]도 참조하세요.\n"
+"[codeblock]\n"
+"@export_flags_3d_render var render_layers: int\n"
+"@export_flags_3d_render var render_layers_array: Array[int] # bit flag field"
+"의 배열\n"
+"[/codeblock]"
+
+msgid ""
+"Export an integer property as a bit flag field for navigation avoidance "
+"layers. The widget in the Inspector dock will use the layer names defined in "
+"[member ProjectSettings.layer_names/avoidance/layer_1].\n"
+"See also [constant PROPERTY_HINT_LAYERS_AVOIDANCE].\n"
+"[codeblock]\n"
+"@export_flags_avoidance var avoidance_layers: int\n"
+"@export_flags_avoidance var avoidance_layers_array: Array[int]\n"
+"[/codeblock]"
+msgstr ""
+"정수 속성을 내비게이션 어보이던스 레이어의 비트 플래그 필드(bool형 정보 여러 "
+"개 이진수 형태로 정수로 변환한 것)로 내보냅니다. 인스펙터 독의 위젯은 [member "
+"ProjectSettings.layer_names/avoidance/layer_ 1]에 정의된 레이어 이름을 사용할 "
+"것입니다.\n"
+"[constant PROPERTY_HINT_LAYERS_AVOIDANCE]도 참조하세요.\n"
+"[codeblock]\n"
+"@export_flags_avoidance var avoidance_layers: int\n"
+"@export_flags_avoidance var avoidance_layers_array: Array[int] # bit flag "
+"field의 배열\n"
+"[/codeblock]"
+
+msgid ""
+"Export a [String], [Array][lb][String][rb], or [PackedStringArray] property "
+"as an absolute path to a directory. The path can be picked from the entire "
+"filesystem. See [annotation @export_dir] to limit it to the project folder "
+"and its subfolders.\n"
+"See also [constant PROPERTY_HINT_GLOBAL_DIR].\n"
+"[codeblock]\n"
+"@export_global_dir var sprite_folder_path: String\n"
+"@export_global_dir var sprite_folder_paths: Array[String]\n"
+"[/codeblock]"
+msgstr ""
+"[String], [Array][lb][String][rb], 또는 [PackedStringArray] 속성을 디렉터리에 "
+"대한 절대 경로로 내보냅니다. 경로는 전체 파일시스템에서 가져와질 수 있습니다. "
+"[annotation @export_dir]릉 참조하여 프로젝트 폴더와 하위 폴더로 제한하세요.\n"
+"[constant PROPERTY_HINT_GLOBAL_DIR]도 참조하세요.\n"
+"[codeblock]\n"
+"@export_global_dir var sprite_folder_path: String\n"
+"@export_global_dir var sprite_folder_paths: Array[String] # 경로의 배열\n"
+"[/codeblock]"
+
+msgid ""
+"Export a [String], [Array][lb][String][rb], or [PackedStringArray] property "
+"as an absolute path to a file. The path can be picked from the entire "
+"filesystem. See [annotation @export_file] to limit it to the project folder "
+"and its subfolders.\n"
+"If [param filter] is provided, only matching files will be available for "
+"picking.\n"
+"See also [constant PROPERTY_HINT_GLOBAL_FILE].\n"
+"[codeblock]\n"
+"@export_global_file var sound_effect_path: String\n"
+"@export_global_file(\"*.txt\") var notes_path: String\n"
+"@export_global_file var multiple_paths: Array[String]\n"
+"[/codeblock]"
+msgstr ""
+"[String], [Array][lb][String][rb], 또는 [PackedStringArray] 속성을 디렉터리에 "
+"대한 절대 경로로 내보냅니다. 경로는 전체 파일시스템에서 가져와질 수 있습니다. "
+"[annotation @export_file]을 참조하여 프로젝트 폴더와 하위 폴더로 제한하세요.\n"
+"만약 [param filter]가 주어진 경우, 부합하는 파일만이 가져오기의 대상이 됩니"
+"다.\n"
+"[constant PROPERTY_HINT_GLOBAL_FILE]도 참조하새요.\n"
+"[codeblock]\n"
+"@export_global_file var sound_effect_path: String\n"
+"@export_global_file(\"*.txt\") var notes_path: String # .txt 확장자 파일만 제"
+"한\n"
+"@export_global_file var multiple_paths: Array[String] # 파일 경로의 집합\n"
+"[/codeblock]"
+
+msgid ""
+"Define a new group for the following exported properties. This helps to "
+"organize properties in the Inspector dock. Groups can be added with an "
+"optional [param prefix], which would make group to only consider properties "
+"that have this prefix. The grouping will break on the first property that "
+"doesn't have a prefix. The prefix is also removed from the property's name in "
+"the Inspector dock.\n"
+"If no [param prefix] is provided, then every following property will be added "
+"to the group. The group ends when then next group or category is defined. You "
+"can also force end a group by using this annotation with empty strings for "
+"parameters, [code]@export_group(\"\", \"\")[/code].\n"
+"Groups cannot be nested, use [annotation @export_subgroup] to add subgroups "
+"within groups.\n"
+"See also [constant PROPERTY_USAGE_GROUP].\n"
+"[codeblock]\n"
+"@export_group(\"Racer Properties\")\n"
+"@export var nickname = \"Nick\"\n"
+"@export var age = 26\n"
+"\n"
+"@export_group(\"Car Properties\", \"car_\")\n"
+"@export var car_label = \"Speedy\"\n"
+"@export var car_number = 3\n"
+"\n"
+"@export_group(\"\", \"\")\n"
+"@export var ungrouped_number = 3\n"
+"[/codeblock]"
+msgstr ""
+"뒤따르는 내보낸 속성에 대한 새로운 그룹을 정의합니다. 이는 인스펙터 독에서 속"
+"성을 체계화하도록 돕습니다. 그룹은 선택적인 [param prefix]와 함께 추가될 수 있"
+"으며, 이는 그룹이 그 접두사가 붙은 속성만 다루도록 합니다. 그룹화는 앞에 해당 "
+"[param prefix]가 붙지 않은 변수의 이름을 만나면 자동으로 풀립니다. 접두사는 인"
+"스펙터 독에서의 속성의 이름에서도 제거됩니다.\n"
+"만약 [param prefix]가 주어지지 않은 경우, 모든 뒤따르는 속성이 그룹에 추가됩니"
+"다. 그룹은 다음 그룹이나 카테고리가 정의된 경우 끝납니다. 또한 이 어노테이션"
+"에 매개변수로 빈 문자열을 줌으로써 그룹화를 강제로 풀 수 있습니다. "
+"([code]@export_group(\"\", \"\")[/code]와 같이)\n"
+"그룹은 중첩될 수 없으므로, [annotation @export_subgroup]을 사용하여 그룹 안에 "
+"하위 그룹을 추가하세요.\n"
+"[constant PROPERTY_USAGE_GROUP]도 참조하세요.\n"
+"[codeblock]\n"
+"@export_group(\"Racer Properties\")\n"
+"@export var nickname = \"Nick\"\n"
+"@export var age = 26\n"
+"\n"
+"@export_group(\"Car Properties\", \"car_\")\n"
+"@export var car_label = \"Speedy\"\n"
+"@export var car_number = 3\n"
+"\n"
+"@export_group(\"\", \"\")\n"
+"@export var ungrouped_number = 3\n"
+"[/codeblock]"
+
+msgid ""
+"Export a [String], [Array][lb][String][rb], [PackedStringArray], [Dictionary] "
+"or [Array][lb][Dictionary][rb] property with a large [TextEdit] widget "
+"instead of a [LineEdit]. This adds support for multiline content and makes it "
+"easier to edit large amount of text stored in the property.\n"
+"See also [constant PROPERTY_HINT_MULTILINE_TEXT].\n"
+"[codeblock]\n"
+"@export_multiline var character_biography\n"
+"@export_multiline var npc_dialogs: Array[String]\n"
+"[/codeblock]"
+msgstr ""
+"[String], [Array][lb][String][rb], [PackedStringArray], [Dictionary] 또는 "
+"[Array][lb][Dictionary][rb] 속성을 [LineEdit] 대신 큰 [TextEdit]로 내보냅니"
+"다. 이는 여러 줄 내용에 대한 지원을 더하고, 속성에 저장된 큰 양의 텍스트를 편"
+"집하는 데에 편리함을 줍니다.\n"
+"[constant PROPERTY_HINT_MULTILINE_TEXT]도 참조하세요.\n"
+"[codeblock]\n"
+"@export_multiline var character_biography\n"
+"@export_multiline var npc_dialogs: Array[String]\n"
+"[/codeblock]"
+
+msgid ""
+"Export a [NodePath] or [Array][lb][NodePath][rb] property with a filter for "
+"allowed node types.\n"
+"See also [constant PROPERTY_HINT_NODE_PATH_VALID_TYPES].\n"
+"[codeblock]\n"
+"@export_node_path(\"Button\", \"TouchScreenButton\") var some_button\n"
+"@export_node_path(\"Button\", \"TouchScreenButton\") var many_buttons: "
+"Array[NodePath]\n"
+"[/codeblock]\n"
+"[b]Note:[/b] The type must be a native class or a globally registered script "
+"(using the [code]class_name[/code] keyword) that inherits [Node]."
+msgstr ""
+"[NodePath] 또는 [Array][lb][NodePath][rb] 속성을 허용된 노드 유형에 한해 내보"
+"냅니다.\n"
+"[constant PROPERTY_HINT_NODE_PATH_VALID_TYPES]도 참조하세요.\n"
+"[codeblock]\n"
+"@export_node_path(\"Button\", \"TouchScreenButton\") var some_button\n"
+"@export_node_path(\"Button\", \"TouchScreenButton\") var many_buttons: "
+"Array[NodePath]\n"
+"[/codeblock]\n"
+"[b]참고:[/b] 유형은 자체 클래스나 노드를 상속받는 전역으로 등록된 스크립트"
+"([code]class_name[/code]을 사용)여야 합니다."
+
+msgid ""
+"Export a [String], [Array][lb][String][rb], or [PackedStringArray] property "
+"with a placeholder text displayed in the editor widget when no value is "
+"present.\n"
+"See also [constant PROPERTY_HINT_PLACEHOLDER_TEXT].\n"
+"[codeblock]\n"
+"@export_placeholder(\"Name in lowercase\") var character_id: String\n"
+"@export_placeholder(\"Name in lowercase\") var friend_ids: Array[String]\n"
+"[/codeblock]"
+msgstr ""
+"[String], [Array][lb][String][rb] 또는 [PackedStringArray] 속성을 내보내며, 아"
+"무런 값도 지정되지 않았을 때 편집기 위젯에 자리표시자 텍스트를 표시합니다.\n"
+"[constant PROPERTY_HINT_PLACEHOLDER_TEXT]도 참조하세요.\n"
+"[codeblock]\n"
+"@export_placeholder(\"Name in lowercase\") var character_id: String\n"
+"@export_placeholder(\"Name in lowercase\") var friend_ids: Array[String]\n"
+"[/codeblock]"
+
+msgid ""
+"Export an [int], [float], [Array][lb][int][rb], [Array][lb][float][rb], "
+"[PackedByteArray], [PackedInt32Array], [PackedInt64Array], "
+"[PackedFloat32Array], or [PackedFloat64Array] property as a range value. The "
+"range must be defined by [param min] and [param max], as well as an optional "
+"[param step] and a variety of extra hints. The [param step] defaults to "
+"[code]1[/code] for integer properties. For floating-point numbers this value "
+"depends on your [member EditorSettings.interface/inspector/"
+"default_float_step] setting.\n"
+"If hints [code]\"or_greater\"[/code] and [code]\"or_less\"[/code] are "
+"provided, the editor widget will not cap the value at range boundaries. The "
+"[code]\"exp\"[/code] hint will make the edited values on range to change "
+"exponentially. The [code]\"hide_slider\"[/code] hint will hide the slider "
+"element of the editor widget.\n"
+"Hints also allow to indicate the units for the edited value. Using [code]"
+"\"radians_as_degrees\"[/code] you can specify that the actual value is in "
+"radians, but should be displayed in degrees in the Inspector dock (the range "
+"values are also in degrees). [code]\"degrees\"[/code] allows to add a degree "
+"sign as a unit suffix (the value is unchanged). Finally, a custom suffix can "
+"be provided using [code]\"suffix:unit\"[/code], where \"unit\" can be any "
+"string.\n"
+"See also [constant PROPERTY_HINT_RANGE].\n"
+"[codeblock]\n"
+"@export_range(0, 20) var number\n"
+"@export_range(-10, 20) var number\n"
+"@export_range(-10, 20, 0.2) var number: float\n"
+"@export_range(0, 20) var numbers: Array[float]\n"
+"\n"
+"@export_range(0, 100, 1, \"or_greater\") var power_percent\n"
+"@export_range(0, 100, 1, \"or_greater\", \"or_less\") var health_delta\n"
+"\n"
+"@export_range(-180, 180, 0.001, \"radians_as_degrees\") var angle_radians\n"
+"@export_range(0, 360, 1, \"degrees\") var angle_degrees\n"
+"@export_range(-8, 8, 2, \"suffix:px\") var target_offset\n"
+"[/codeblock]"
+msgstr ""
+"[int], [float], [Array][lb][int][rb], [Array][lb][float][rb], "
+"[PackedByteArray], [PackedInt32Array], [PackedInt64Array], "
+"[PackedFloat32Array], 또는 [PackedFloat64Array] 속성을 범위 내 값으로 내보냅니"
+"다. 범위는 반드시 [param min]과 [param max]에 의해 정의되어야 하며, 선택적으"
+"로 [param step]과 다양한 추가 힌트를 줄 수 있습니다. [param step]은 정수 속성"
+"에 대해 디폴트로 [code]1[/code]입니다. 실수에 대해 이 값은 여러분의 [member "
+"EditorSettings.interface/inspector/default_float_step] 설정에 따라 변합니다.\n"
+"만약 힌트 [code]\"or_greater\"[/code]와 [code]\"or_less\"[/code]가 주어지면, "
+"편집기 위젯은 값을 범위 영역 내로 한정 짓지 않을 것입니다. [code]\"exp\"[/"
+"code] 힌트는 편집된 값이 범위 내에서 지수함수적으로 변하도록 만듭니다. [code]"
+"\"hide_slider\"[/code] 힌트는 편집기 위젯의 슬라이더 요소를 숨깁니다.\n"
+"힌트는 편집된 값의 단위를 지정하게 합니다. [code]\"radians_as_degrees\"[/code]"
+"를 쓰면 당신은 인스펙터 독에서는 각도(°)로 표시되지만(범위 또한 360° 단위로 설"
+"정됨), 실제 값이 라디안(호도법) 형식이 되도록 특정할 수 있습니다. [code]"
+"\"degrees\"[/code]는 단위 접미사로서 각도 기호(°)를 추가하도록 합니다.(실제 값"
+"은 변하지 않습니다) 마지막으로, [code]\"suffix:unit\"[/code]를 사용하여 커스"
+"텀 접미사를 넣을 수 있고, \"unit\"은 아무 문자열이나 될 수 있습니다.\n"
+"[constant PROPERTY_HINT_RANGE]도 참조하세요.\n"
+"[codeblock]\n"
+"@export_range(0, 20) var number\n"
+"@export_range(-10, 20) var number\n"
+"@export_range(-10, 20, 0.2) var number: float\n"
+"@export_range(0, 20) var numbers: Array[float]\n"
+"\n"
+"@export_range(0, 100, 1, \"or_greater\") var power_percent\n"
+"@export_range(0, 100, 1, \"or_greater\", \"or_less\") var health_delta\n"
+"\n"
+"@export_range(-180, 180, 0.001, \"radians_as_degrees\") var angle_radians\n"
+"@export_range(0, 360, 1, \"degrees\") var angle_degrees\n"
+"@export_range(-8, 8, 2, \"suffix:px\") var target_offset\n"
+"[/codeblock]"
+
+msgid ""
+"Export a property with [constant PROPERTY_USAGE_STORAGE] flag. The property "
+"is not displayed in the editor, but it is serialized and stored in the scene "
+"or resource file. This can be useful for [annotation @tool] scripts. Also the "
+"property value is copied when [method Resource.duplicate] or [method "
+"Node.duplicate] is called, unlike non-exported variables.\n"
+"[codeblock]\n"
+"var a # Not stored in the file, not displayed in the editor.\n"
+"@export_storage var b # Stored in the file, not displayed in the editor.\n"
+"@export var c: int # Stored in the file, displayed in the editor.\n"
+"[/codeblock]"
+msgstr ""
+"[constant PROPERTY_USAGE_STORAGE] 플래그를 통해 속성을 내보냅니다. 속성은 편집"
+"기에 표시되지 않지만, 직렬화되어 씬이나 리소스 파일에 저장됩니다. 이는 "
+"[annotation @tool] 스크립트에서 유용할 수 있습니다. 속성 값은 [method "
+"Resource.duplicate] 또는 [method Node.duplicate] 가 호출될 때 복사되는데, 이"
+"는 내보내지 않은 변수와 다릅니다.\n"
+"[codeblock]\n"
+"var a # 파일에 저장되지 않고, 편집기에 표시되지 않습니다.\n"
+"@export_storage var b # 파일에 저장되고, 편집기에 표시되지 않습니다.\n"
+"@export var c #파일에 저장되고, 편집기에 표시됩니다.\n"
+"[/codeblock]"
+
+msgid ""
+"Define a new subgroup for the following exported properties. This helps to "
+"organize properties in the Inspector dock. Subgroups work exactly like "
+"groups, except they need a parent group to exist. See [annotation "
+"@export_group].\n"
+"See also [constant PROPERTY_USAGE_SUBGROUP].\n"
+"[codeblock]\n"
+"@export_group(\"Racer Properties\")\n"
+"@export var nickname = \"Nick\"\n"
+"@export var age = 26\n"
+"\n"
+"@export_subgroup(\"Car Properties\", \"car_\")\n"
+"@export var car_label = \"Speedy\"\n"
+"@export var car_number = 3\n"
+"[/codeblock]\n"
+"[b]Note:[/b] Subgroups cannot be nested, but you can use the slash separator "
+"([code]/[/code]) to achieve the desired effect:\n"
+"[codeblock]\n"
+"@export_group(\"Car Properties\")\n"
+"@export_subgroup(\"Wheels\", \"wheel_\")\n"
+"@export_subgroup(\"Wheels/Front\", \"front_wheel_\")\n"
+"@export var front_wheel_strength = 10\n"
+"@export var front_wheel_mobility = 5\n"
+"@export_subgroup(\"Wheels/Rear\", \"rear_wheel_\")\n"
+"@export var rear_wheel_strength = 8\n"
+"@export var rear_wheel_mobility = 3\n"
+"@export_subgroup(\"Wheels\", \"wheel_\")\n"
+"@export var wheel_material: PhysicsMaterial\n"
+"[/codeblock]"
+msgstr ""
+"뒤따르는 내보낸 속성들에 새로운 하위 그룹을 정의합니다. 이는 인스펙터 독에서 "
+"속성들을 정리하는 데 도움이 될 것입니다. 하위 그룹은 그룹과 완전히 똑같은 방식"
+"으로 동작하지만, 그들은 부모 그룹이 존재해야 합니다. [annotation "
+"@export_group]을 참조하세요.\n"
+"[constant PROPERTY_USAGE_SUBGROUP]도 참조하세요.\n"
+"[codeblock]\n"
+"@export_group(\"Racer Properties\")\n"
+"@export var nickname = \"Nick\"\n"
+"@export var age = 26\n"
+"\n"
+"@export_subgroup(\"Car Properties\", \"car_\")\n"
+"@export var car_label = \"Speedy\"\n"
+"@export var car_number = 3\n"
+"[/codeblock]\n"
+"[b]참고:[/b] 하위 그룹은 중첩될 수 없지만, [code]/[/code] (슬래시)를 사용해서 "
+"원하는 효과를 얻을 수 있습니다:\n"
+"[codeblock]\n"
+"@export_group(\"Car Properties\")\n"
+"@export_subgroup(\"Wheels\", \"wheel_\")\n"
+"@export_subgroup(\"Wheels/Front\", \"front_wheel_\")\n"
+"@export var front_wheel_strength = 10\n"
+"@export var front_wheel_mobility = 5\n"
+"@export_subgroup(\"Wheels/Rear\", \"rear_wheel_\")\n"
+"@export var rear_wheel_strength = 8\n"
+"@export var rear_wheel_mobility = 3\n"
+"@export_subgroup(\"Wheels\", \"wheel_\")\n"
+"@export var wheel_material: PhysicsMaterial\n"
+"[/codeblock]"
+
+msgid ""
+"Export a [Callable] property as a clickable button with the label [param "
+"text]. When the button is pressed, the callable is called.\n"
+"If [param icon] is specified, it is used to fetch an icon for the button via "
+"[method Control.get_theme_icon], from the [code]\"EditorIcons\"[/code] theme "
+"type. If [param icon] is omitted, the default [code]\"Callable\"[/code] icon "
+"is used instead.\n"
+"Consider using the [EditorUndoRedoManager] to allow the action to be reverted "
+"safely.\n"
+"See also [constant PROPERTY_HINT_TOOL_BUTTON].\n"
+"[codeblock]\n"
+"@tool\n"
+"extends Sprite2D\n"
+"\n"
+"@export_tool_button(\"Hello\") var hello_action = hello\n"
+"@export_tool_button(\"Randomize the color!\", \"ColorRect\")\n"
+"var randomize_color_action = randomize_color\n"
+"\n"
+"func hello():\n"
+"\tprint(\"Hello world!\")\n"
+"\n"
+"func randomize_color():\n"
+"\tvar undo_redo = EditorInterface.get_editor_undo_redo()\n"
+"\tundo_redo.create_action(\"Randomized Sprite2D Color\")\n"
+"\tundo_redo.add_do_property(self, &\"self_modulate\", Color(randf(), randf(), "
+"randf()))\n"
+"\tundo_redo.add_undo_property(self, &\"self_modulate\", self_modulate)\n"
+"\tundo_redo.commit_action()\n"
+"[/codeblock]\n"
+"[b]Note:[/b] The property is exported without the [constant "
+"PROPERTY_USAGE_STORAGE] flag because a [Callable] cannot be properly "
+"serialized and stored in a file.\n"
+"[b]Note:[/b] In an exported project neither [EditorInterface] nor "
+"[EditorUndoRedoManager] exist, which may cause some scripts to break. To "
+"prevent this, you can use [method Engine.get_singleton] and omit the static "
+"type from the variable declaration:\n"
+"[codeblock]\n"
+"var undo_redo = "
+"Engine.get_singleton(&\"EditorInterface\").get_editor_undo_redo()\n"
+"[/codeblock]\n"
+"[b]Note:[/b] Avoid storing lambda callables in member variables of "
+"[RefCounted]-based classes (e.g. resources), as this can lead to memory "
+"leaks. Use only method callables and optionally [method Callable.bind] or "
+"[method Callable.unbind]."
+msgstr ""
+"[Callable] 속성을 [param text] 레이블과 함께 누를 수 있는 버튼으로 내보냅니"
+"다. 버튼이 눌렸을 때, 그 callable이 호출됩니다.\n"
+"만약 [param icon]이 명시되었다면, [code]\"EditorIcons\"[/code] 테마 유형으로부"
+"터, [method Control.get_theme_icon]을 통해 버튼의 아이콘을 가져오는 데에 쓰일 "
+"수 있습니다. 만약 [param icon]이 생략된 경우, [code]\"Callble\"[/code] 디폴트 "
+"아이콘이 대신 사용됩니다.\n"
+"[EditorUndoRedoManager]를 사용해 그 동작이 안전하게 되돌려지도록 하는 것을 고"
+"려해보세요.\n"
+"[constant PROPERTY_HINT_TOOL_BUTTON]도 참조하세요.\n"
+"[codeblock]\n"
+"@tool\n"
+"extends Sprite2D\n"
+"\n"
+"@export_tool_button(\"Hello\") var hello_action = hello\n"
+"@export_tool_button(\"Randomize the color!\", \"ColorRect\")\n"
+"var randomize_color_action = randomize_color\n"
+"\n"
+"func hello():\n"
+"\tprint(\"Hello world!\")\n"
+"\n"
+"func randomize_color():\n"
+"\tvar undo_redo = EditorInterface.get_editor_undo_redo()\n"
+"\tundo_redo.create_action(\"Randomized Sprite2D Color\")\n"
+"\tundo_redo.add_do_property(self, &\"self_modulate\", Color(randf(), randf(), "
+"randf()))\n"
+"\tundo_redo.add_undo_property(self, &\"self_modulate\", self_modulate)\n"
+"\tundo_redo.commit_action()\n"
+"[/codeblock]\n"
+"[b]참고:[/b] [Callble]은 적절히 직렬화되어 파일에 저장될 수 없으므로 속성이 "
+"[constant PROPERTY_USAGE_STORAGE] 플래그 없이 내보냅니다.\n"
+"[b]참고:[/b] 내보낸 프로젝트에는 [EditorInterface]와 [EditorUndoRedoManager]"
+"가 둘 다 없으므로, 몇몇 스크립트가 깨지는 경우가 있을 수 있습니다. 이를 방지하"
+"기 위해, [method Engine.get_singleton]을 사용하고 변수 선언에서 정적 타입을 제"
+"외할 수 있습니다:\n"
+"[codeblock]\n"
+"var undo_redo = "
+"Engine.get_singleton(&\"EditorInterface\").get_editor_undo_redo()\n"
+"[/codeblock]\n"
+"[b]참고:[/b] 메모리 유출의 염려가 있기 때문에, [RefCounted] 기반 클래스(예를 "
+"들어 리소스)의 멤버 변수에 람다 callable을 저장하는 걸 피하시길 바랍니다. 오"
+"직 메서드 callable과 선택적으로 [method Callable.bind] 또는 [method "
+"Callable.unbind]를 사용하세요."
+
+msgid ""
+"Add a custom icon to the current script. The icon specified at [param "
+"icon_path] is displayed in the Scene dock for every node of that class, as "
+"well as in various editor dialogs.\n"
+"[codeblock]\n"
+"@icon(\"res://path/to/class/icon.svg\")\n"
+"[/codeblock]\n"
+"[b]Note:[/b] Only the script can have a custom icon. Inner classes are not "
+"supported.\n"
+"[b]Note:[/b] As annotations describe their subject, the [annotation @icon] "
+"annotation must be placed before the class definition and inheritance.\n"
+"[b]Note:[/b] Unlike most other annotations, the argument of the [annotation "
+"@icon] annotation must be a string literal (constant expressions are not "
+"supported)."
+msgstr ""
+"현재 스크립트에 커스텀 아이콘을 추가합니다. [parma icon_path] 에 지정된 아이콘"
+"이 씬 독에서 그 클래스의 모든 노드에 표시되며, 다양한 편집기 대화 상자에서도 "
+"똑같이 작동합니다.\n"
+"[codeblock]\n"
+"@icon(\"res://path/to/class/icon.svg\")\n"
+"[/codeblock]\n"
+"[b]참고:[/b] 스크립트만 커스텀 아이콘을 가질 수 있습니다. 내부 클래스는 지원되"
+"지 않습니다.\n"
+"[b]참고:[/b] 어노테이션이 그들의 대상을 묘사하므로, [annotation @icon] 은 클래"
+"스 정의와 상속 이전에 위치해야 합니다.\n"
+"[b]참고:[/b] 다른 대부분의 어노테이션과 다르게, [annotation @icon] 어노테이션"
+"의 매개변수는 반드시 문자열이어야 합니다(상수 표현식은 지원되지 않습니다)."
+
+msgid ""
+"Mark the following property as assigned when the [Node] is ready. Values for "
+"these properties are not assigned immediately when the node is initialized "
+"([method Object._init]), and instead are computed and stored right before "
+"[method Node._ready].\n"
+"[codeblock]\n"
+"@onready var character_name = $Label\n"
+"[/codeblock]"
+msgstr ""
+"뒤의 속성이 [Node] 가 준비 상태일 때 배정되도록 합니다. 이 속성의 값은 노드가 "
+"초기화되었을 때([method Object._init] 배정되지 않으며, 대신 [method "
+"Node._ready] 직후에 연산되고 저장됩니다.\n"
+"[codeblock]\n"
+"@onready var character_name = $Label\n"
+"[/codeblock]"
+
+msgid ""
+"Make a script with static variables to not persist after all references are "
+"lost. If the script is loaded again the static variables will revert to their "
+"default values.\n"
+"[b]Note:[/b] As annotations describe their subject, the [annotation "
+"@static_unload] annotation must be placed before the class definition and "
+"inheritance.\n"
+"[b]Warning:[/b] Currently, due to a bug, scripts are never freed, even if "
+"[annotation @static_unload] annotation is used."
+msgstr ""
+"정적 변수가 정의된 스크립트가 모든 참조가 사라진 후에 지속되지 않도록 합니다. "
+"만약 스크립트가 다시 불러오면 정적 변수들은 그들의 디폴트 값으로 돌아갈 것입니"
+"다.\n"
+"[b]참고:[/b] 어노테이션이 그들의 역할을 설명하기 때문에, [annotation "
+"@static_unload] 어노테이션은 반드시 클래스 정의와 상속 이전에 위치해야합니"
+"다.\n"
+"[b]경고:[/b] 현재, 버그로 인해, 스크립트가 절대 해제되지 않으며, [annotation "
+"@static_unload] 어노테이션이 사용된 경우도 그렇습니다."
+
+msgid ""
+"Mark the current script as a tool script, allowing it to be loaded and "
+"executed by the editor. See [url=$DOCS_URL/tutorials/plugins/"
+"running_code_in_the_editor.html]Running code in the editor[/url].\n"
+"[codeblock]\n"
+"@tool\n"
+"extends Node\n"
+"[/codeblock]\n"
+"[b]Note:[/b] As annotations describe their subject, the [annotation @tool] "
+"annotation must be placed before the class definition and inheritance."
+msgstr ""
+"현재 스크립트를 툴 스크립트로 명시하며, 편집기에서 불러오고 실행되도록 합니"
+"다. [url=$DOCS_URL/tutorials/plugins/running_code_in_the_editor.html]편집기에"
+"서 코드 실행하기[/url]를 참조하세요.\n"
+"[codeblock]\n"
+"@tool\n"
+"extends Node\n"
+"[/codeblock]\n"
+"[b]참고:[/b] 어노테이션이 그들의 역할을 설명하기 때문에, [annotation @tool] 어"
+"노테이션은 반드시 클래스 정의와 상속 이전에 위치해야 합니다."
+
+msgid ""
+"Mark the following statement to ignore the specified [param warning]. See "
+"[url=$DOCS_URL/tutorials/scripting/gdscript/warning_system.html]GDScript "
+"warning system[/url].\n"
+"[codeblock]\n"
+"func test():\n"
+"\tprint(\"hello\")\n"
+"\treturn\n"
+"\t@warning_ignore(\"unreachable_code\")\n"
+"\tprint(\"unreachable\")\n"
+"[/codeblock]\n"
+"See also [annotation @warning_ignore_start] and [annotation "
+"@warning_ignore_restore]."
+msgstr ""
+"뒤따르는 명령문을 특정 [param warning] 을 무시하도록 합니다. [url=$DOCS_URL/"
+"tutorials/scripting/gdscript/warning_system.html]GDScript 경고 시스템[/url] "
+"을 참조하세요.\n"
+"[codeblock]\n"
+"func test():\n"
+"\tprint(\"hello\")\n"
+"\treturn\n"
+"\t@warning_ignore(\"unreachable_code\")\n"
+"\tprint(\"unreachable\") # 이 코드는 앞에 return이 이미 있어서 실행되는 경우"
+"가 없어 편집기에서 unreachable_code 오류를 호출하는데, 이를 호출하지 않도록 "
+"함.\n"
+"[/codeblock]\n"
+"[annotation @warning_ignore_start] 와 [annotation @warning_ignore_restore] 도 "
+"참조하세요."
+
+msgid ""
+"Stops ignoring the listed warning types after [annotation "
+"@warning_ignore_start]. Ignoring the specified warning types will be reset to "
+"Project Settings. This annotation can be omitted to ignore the warning types "
+"until the end of the file.\n"
+"[b]Note:[/b] Unlike most other annotations, arguments of the [annotation "
+"@warning_ignore_restore] annotation must be string literals (constant "
+"expressions are not supported)."
+msgstr ""
+"나열된 [annotation @warning_ignore_start] 이후의 경고 유형을 더 이상 무시하지 "
+"않도록 합니다. 특정 경고 유형을 무시하는 것이 프로젝트 설정 값으로 리셋됩니"
+"다. 이 어노테이션은 경고 유형들을 파일 끝까지 무시하기 위해 생략될 수 있습니"
+"다.\n"
+"[b]참고:[/b] 대부분의 다른 어노테이션과 달리, [annotation "
+"@warning_ignore_restore] 어노테이션의 매개변수는 문자열이어야 합니다 (상수 표"
+"현은 지원되지 않습니다)."
+
+msgid ""
+"Starts ignoring the listed warning types until the end of the file or the "
+"[annotation @warning_ignore_restore] annotation with the given warning type.\n"
+"[codeblock]\n"
+"func test():\n"
+"\tvar a = 1 # Warning (if enabled in the Project Settings).\n"
+"\t@warning_ignore_start(\"unused_variable\")\n"
+"\tvar b = 2 # No warning.\n"
+"\tvar c = 3 # No warning.\n"
+"\t@warning_ignore_restore(\"unused_variable\")\n"
+"\tvar d = 4 # Warning (if enabled in the Project Settings).\n"
+"[/codeblock]\n"
+"[b]Note:[/b] To suppress a single warning, use [annotation @warning_ignore] "
+"instead.\n"
+"[b]Note:[/b] Unlike most other annotations, arguments of the [annotation "
+"@warning_ignore_start] annotation must be string literals (constant "
+"expressions are not supported)."
+msgstr ""
+"나열된 경고 타입들을 파일 끝까지 혹은 주어진 경고 타입을 포함한 [annotation "
+"@warning_ignore_restore] 어노테이션을 만날 때까지 무시하기 시작합니다.\n"
+"[codeblock]\n"
+"func test():\n"
+"\tvar a = 1 # 경고 (만약 프로젝트 설정에서 활성화되어 있다면).\n"
+"\t@warning_ignore_start(\"unused_variable\") #사용되지 않은 변수\n"
+"\tvar b = 2 # 경고 없음.\n"
+"\tvar c = 3 # 경고 없음.\n"
+"\t@warning_ignore_restore(\"unused_variable\")\n"
+"\tvar d = 4 # 경고 (만약 프로젝트 설정에서 활성화되어 있다면).\n"
+"[/codeblock]\n"
+"[b]참고:[/b] 단일 경고를 막기 위해서는, [annotation @warning_ignore]를 대신 사"
+"용하세요.\n"
+"[b]참고:[/b] 대부분의 다른 어노테이션과 달리, [annotation "
+"@warning_ignore_start] 어노테이션의 매개변수는 문자열이어야 합니다 (상수 표현"
+"은 지원되지 않습니다)."
+
+msgid "Global scope constants and functions."
+msgstr "전역 범위 상수와 함수."
+
+msgid ""
+"A list of global scope enumerated constants and built-in functions. This is "
+"all that resides in the globals, constants regarding error codes, keycodes, "
+"property hints, etc.\n"
+"Singletons are also documented here, since they can be accessed from "
+"anywhere.\n"
+"For the entries that can only be accessed from scripts written in GDScript, "
+"see [@GDScript]."
+msgstr ""
+"전역 범위의 열거형 상수와 내장 함수의 목록입니다. 이는 전역에 포함된 모든 것이"
+"며, 오류 코드, 키코드, 속성 힌트에 관한 상수, 기타 등등도 해당합니다.\n"
+"싱글턴은 어디서나 접근 가능하므로, 그것들 또한 여기 문서화되어 있습니다.\n"
+"GDScript로 작성된 스크립트에서만 접근가능한 항목에 대해서는, [@GDScript] 를 참"
+"조하세요."
+
+msgid "Random number generation"
+msgstr "무작위 숫자 생성기"
+
+msgid ""
+"Returns the absolute value of a [Variant] parameter [param x] (i.e. non-"
+"negative value). Supported types: [int], [float], [Vector2], [Vector2i], "
+"[Vector3], [Vector3i], [Vector4], [Vector4i].\n"
+"[codeblock]\n"
+"var a = abs(-1)\n"
+"# a is 1\n"
+"\n"
+"var b = abs(-1.2)\n"
+"# b is 1.2\n"
+"\n"
+"var c = abs(Vector2(-3.5, -4))\n"
+"# c is (3.5, 4)\n"
+"\n"
+"var d = abs(Vector2i(-5, -6))\n"
+"# d is (5, 6)\n"
+"\n"
+"var e = abs(Vector3(-7, 8.5, -3.8))\n"
+"# e is (7, 8.5, 3.8)\n"
+"\n"
+"var f = abs(Vector3i(-7, -8, -9))\n"
+"# f is (7, 8, 9)\n"
+"[/codeblock]\n"
+"[b]Note:[/b] For better type safety, use [method absf], [method absi], "
+"[method Vector2.abs], [method Vector2i.abs], [method Vector3.abs], [method "
+"Vector3i.abs], [method Vector4.abs], or [method Vector4i.abs]."
+msgstr ""
+"[Variant] 매개변수 [param x] 의 절댓값을 반환합니다(즉, 음이 아닌 값). 지원되"
+"는 타입들: [int], [float], [Vector2], [Vector2i], [Vector3], [Vector3i], "
+"[Vector4], [Vector4i].\n"
+"[codeblock]\n"
+"var a = abs(-1)\n"
+"# a is 1\n"
+"\n"
+"var b = abs(-1.2)\n"
+"# b is 1.2\n"
+"\n"
+"var c = abs(Vector2(-3.5, -4))\n"
+"# c is (3.5, 4)\n"
+"\n"
+"var d = abs(Vector2i(-5, -6))\n"
+"# d is (5, 6)\n"
+"\n"
+"var e = abs(Vector3(-7, 8.5, -3.8))\n"
+"# e is (7, 8.5, 3.8)\n"
+"\n"
+"var f = abs(Vector3i(-7, -8, -9))\n"
+"# f is (7, 8, 9)\n"
+"[/codeblock]\n"
+"[b]참고:[/b] 더 나은 타입 안정성을 위해, [method absf], [method absi], "
+"[method Vector2.abs], [method Vector2i.abs], [method Vector3.abs], [method "
+"Vector3i.abs], [method Vector4.abs], 또는 [method Vector4i.abs] 를 사용하세요."
+
+msgid ""
+"Returns the absolute value of float parameter [param x] (i.e. positive "
+"value).\n"
+"[codeblock]\n"
+"# a is 1.2\n"
+"var a = absf(-1.2)\n"
+"[/codeblock]"
+msgstr ""
+"실수형 매개변수[param x] 의 절댓값을 반환합니다(즉, 양수 값)\n"
+"[codeblock]\n"
+"# a는 1.2\n"
+"var a = absf(-1.2) \n"
+"[/codeblock]"
+
+msgid ""
+"Returns the absolute value of int parameter [param x] (i.e. positive value).\n"
+"[codeblock]\n"
+"# a is 1\n"
+"var a = absi(-1)\n"
+"[/codeblock]"
+msgstr ""
+"정수형 매개변수 [param x] 의 절댓값을 반환합니다(즉, 양수 값)\n"
+"[codeblock]\n"
+"# a는 1\n"
+"var a = absi(-1)\n"
+"[/codeblock]"
+
+msgid ""
+"Returns the arc cosine of [param x] in radians. Use to get the angle of "
+"cosine [param x]. [param x] will be clamped between [code]-1.0[/code] and "
+"[code]1.0[/code] (inclusive), in order to prevent [method acos] from "
+"returning [constant @GDScript.NAN].\n"
+"[codeblock]\n"
+"# c is 0.523599 or 30 degrees if converted with rad_to_deg(c)\n"
+"var c = acos(0.866025)\n"
+"[/codeblock]"
+msgstr ""
+"[param x] 의 아크코사인(코사인의 역함수) 값을 라디안으로 반환합니다. 코사인 "
+"[param x] 의 각도를 얻기 위해 사용할 수 있습니다. [param x] 는 [code]-1.0[/"
+"code] 이상 [code]1.0[/code] 이하여야 하는데, 이는 [method acos] 가 [constant "
+"@GDScript.NAN]을 반환하는 것을 방지하기 위해서입니다.\n"
+"[codeblock]\n"
+"# c 는 0.523599(라디안) 또는 rad_2_deg(c) 을 사용하여 변환하면 30도\n"
+"var c = acos(0.866025)\n"
+"[/codeblock]"
+
+msgid ""
+"Returns the hyperbolic arc (also called inverse) cosine of [param x], "
+"returning a value in radians. Use it to get the angle from an angle's cosine "
+"in hyperbolic space if [param x] is larger or equal to 1. For values of "
+"[param x] lower than 1, it will return 0, in order to prevent [method acosh] "
+"from returning [constant @GDScript.NAN].\n"
+"[codeblock]\n"
+"var a = acosh(2) # Returns 1.31695789692482\n"
+"cosh(a) # Returns 2\n"
+"\n"
+"var b = acosh(-1) # Returns 0\n"
+"[/codeblock]"
+msgstr ""
+"[param x] 의 하이퍼볼릭 아크(또는 역함수) 코사인 값을 반환하며, 라디안으로 반"
+"환합니다. 만약에 [param x] 가 1 이상인 경우 하이퍼볼릭 공간에서의 코사인 값에"
+"서 그 코사인 값에 해당하는 각도를 얻기 위해 사용할 수 있습니다. [param x] 가 "
+"1 미만인 경우, 0을 반환하며, 이는 [method acosh] 가 [constant @GDScript.NAN] "
+"을 반환하는 것을 막기 위함입니다.\n"
+"[codeblock]\n"
+"var a = acosh(2) # 1.31695789692482를 반환합니다\n"
+"cosh a # 2를 반환합니다\n"
+"\n"
+"var b = acosh(-1) # 0을 반환합니다\n"
+"[/codeblock]"
+
+msgid ""
+"Returns the difference between the two angles (in radians), in the range of "
+"[code][-PI, +PI][/code]. When [param from] and [param to] are opposite, "
+"returns [code]-PI[/code] if [param from] is smaller than [param to], or "
+"[code]PI[/code] otherwise."
+msgstr ""
+"[code][-PI, +PI][/code] 의 범위 내에서, 두 각도의 차를 반환합니다(라디안 단위"
+"로). 만약 [param from] 과 [param to] 가 반대(180도 차이)라면, [param from] 이 "
+"[param to] 보다 작은 경우 [code]-PI[/code] 를, 그렇지 않은 경우 [code]PI[/"
+"code] 를 반환합니다."
+
+msgid ""
+"Returns the arc sine of [param x] in radians. Use to get the angle of sine "
+"[param x]. [param x] will be clamped between [code]-1.0[/code] and [code]1.0[/"
+"code] (inclusive), in order to prevent [method asin] from returning [constant "
+"@GDScript.NAN].\n"
+"[codeblock]\n"
+"# s is 0.523599 or 30 degrees if converted with rad_to_deg(s)\n"
+"var s = asin(0.5)\n"
+"[/codeblock]"
+msgstr ""
+"[param x] 의 아크 사인 값을 라디안으로 반환합니다. 사인 값 [param x] 에 해당하"
+"는 각도를 얻기 위해 사용한다. [param x] 는 [code]-1.0[/code] 이상 [code]1.0[/"
+"code] 이하여야 하는데, 이는 [method asin] 이 [constant @GDScript.NAN] 을 반환"
+"하는 것을 막기 위함입니다.\n"
+"[codeblock]\n"
+"# s 는 0.523599 또는 rad_2_deg(s) 을 사용하여 변환하면 30도\n"
+"var s = asin(0.5)\n"
+"[/codeblock]"
+
+msgid ""
+"Returns the hyperbolic arc (also called inverse) sine of [param x], returning "
+"a value in radians. Use it to get the angle from an angle's sine in "
+"hyperbolic space.\n"
+"[codeblock]\n"
+"var a = asinh(0.9) # Returns 0.8088669356527824\n"
+"sinh(a) # Returns 0.9\n"
+"[/codeblock]"
+msgstr ""
+"[param x] 의 하이퍼볼릭 아크(또는 역함수) 사인 값을 반환하며, 라디안으로 반환"
+"합니다. 하이퍼볼릭 공간에서의 사인 값에서 그 사인 값에 해당하는 각도를 얻기 위"
+"해 사용할 수 있습니다.\n"
+"[codeblock]\n"
+"var a = asinh(0.9) # 0.8088669356527824를 반환합니다.\n"
+"sinh(a) # 0.9를 반환합니다.\n"
+"[/codeblock]"
+
+msgid ""
+"Returns the arc tangent of [param x] in radians. Use it to get the angle from "
+"an angle's tangent in trigonometry.\n"
+"The method cannot know in which quadrant the angle should fall. See [method "
+"atan2] if you have both [code]y[/code] and [code skip-lint]x[/code].\n"
+"[codeblock]\n"
+"var a = atan(0.5) # a is 0.463648\n"
+"[/codeblock]\n"
+"If [param x] is between [code]-PI / 2[/code] and [code]PI / 2[/code] "
+"(inclusive), [code]atan(tan(x))[/code] is equal to [param x]."
+msgstr ""
+"[param x]의 아크 탄젠트 값을 라디안으로 반환합니다. 삼각형에서 탄젠트 값에서 "
+"그 탄젠트 값에 해당하는 각도를 얻기 위해 사용할 수 있습니다.\n"
+"이 메서드는 각도가 어떤 사분면의 값으로 반환되어야 하는지 알 수 없습니다. 만"
+"약 당신이 [code]y[/code]와 [code skip-lint]x[/code]를 둘 다 가지고 있다면 "
+"[method atan2]를 참조하세요\n"
+"[codeblock]\n"
+"var a = atan(0.5) # a 는 0.463648\n"
+"[/codeblock]\n"
+"만약 [param x]가 [code]-PI / 2[/code]와 [code]PI / 2[/code] (양 끝 값 포함) 사"
+"이에 있다면, [code]atan(tan(x))[/code]는 [param x]와 같습니다."
+
+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"
+"var a = atan2(0, -1) # a is 3.141593\n"
+"[/codeblock]"
+msgstr ""
+"[code]y/x[/code] 의 아크 탄젠트 값을 라디안 단위로 리턴합니다. [code]y/x[/"
+"code] 의 탄젠트 각도를 얻을 때 사용한다. 값을 계산할 때, 메서드는 사분면을 결"
+"정하는 두 인자의 부호에 따라 계산합니다.\n"
+"중요한 참고: 전통에 따라 Y 좌표가 먼저 온다.\n"
+"[codeblock]\n"
+"var a = atan2(0, -1) # a는 3.141593\n"
+"[/codeblock]"
+
+msgid ""
+"Returns the hyperbolic arc (also called inverse) tangent of [param x], "
+"returning a value in radians. Use it to get the angle from an angle's tangent "
+"in hyperbolic space if [param x] is between -1 and 1 (non-inclusive).\n"
+"In mathematics, the inverse hyperbolic tangent is only defined for -1 < "
+"[param x] < 1 in the real set, so values equal or lower to -1 for [param x] "
+"return negative [constant @GDScript.INF] and values equal or higher than 1 "
+"return positive [constant @GDScript.INF] in order to prevent [method atanh] "
+"from returning [constant @GDScript.NAN].\n"
+"[codeblock]\n"
+"var a = atanh(0.9) # Returns 1.47221948958322\n"
+"tanh(a) # Returns 0.9\n"
+"\n"
+"var b = atanh(-2) # Returns -inf\n"
+"tanh(b) # Returns -1\n"
+"[/codeblock]"
+msgstr ""
+"[param x] 의 하이퍼볼릭 아크(또는 역함수) 탄젠트 값을 반환하며, 라디안으로 반"
+"환합니다. [param x] 가 -1과 1 사이에 있다면 하이퍼볼릭 공간에서의 탄젠트 값에"
+"서 그 탄젠트 값에 해당하는 각도를 얻기 위해 사용할 수 있습니다.\n"
+"수학에서, 하이퍼볼릭 탄젠트의 역함수는 실수 집합의 -1 < [param x] < 1에서만 정"
+"의되므로, [method atanh] 가 [constant @GDScript.NAN] 을 반환하는 것을 막기 위"
+"해 [param x] 가 -1보다 작거나 같은 값이라면 음의 [constant @GDScript.INF] 를 "
+"반환하고, 1보다 크거나 같은 값이라면 양의 [constant @GDScript.INF] 를 반환합니"
+"다.\n"
+"[codeblock]\n"
+"var a = atanh(0.9) # 1.47221948958322를 반환합니다.\n"
+"tanh(a) # 0.9를 반환합니다.\n"
+"\n"
+"var b = atanh(-2) # -inf를 반환합니다.\n"
+"tanh(b) # -1을 반환합니다.\n"
+"[/codeblock]"
+
+msgid ""
+"Returns the derivative at the given [param t] on a one-dimensional "
+"[url=https://en.wikipedia.org/wiki/B%C3%A9zier_curve]Bézier curve[/url] "
+"defined by the given [param control_1], [param control_2], and [param end] "
+"points."
+msgstr ""
+"주어진 [param control_1], [param control_2], 그리고 [param end] 로 정의된 일차"
+"원 베지에 곡선 상에서 주어진 [param t] 에서의 도함수를 반환합니다."
+
+msgid ""
+"Returns the point at the given [param t] on a one-dimensional [url=https://"
+"en.wikipedia.org/wiki/B%C3%A9zier_curve]Bézier curve[/url] defined by the "
+"given [param control_1], [param control_2], and [param end] points."
+msgstr ""
+"주어진 [param control_1], [param control_2], 그리고 [param end] 로 정의된 일차"
+"원 베지에 곡선 상에서 주어진 [param t] 에서의 점을 반환합니다."
+
+msgid ""
+"Decodes a byte array back to a [Variant] value, without decoding objects.\n"
+"[b]Note:[/b] If you need object deserialization, see [method "
+"bytes_to_var_with_objects]."
+msgstr ""
+"바이트 배열을 [Variant] 값으로 복호화하며, 오브젝트는 디코딩하지 않습니다.\n"
+"[b]참고:[/b] 만약 오브젝트 역직렬화가 필요하다면, [method "
+"bytes_to_var_with_objects] 를 참조하세요."
+
+msgid ""
+"Decodes a byte array back to a [Variant] value. 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 ""
+"바이트 배열을 [Variant] 값으로 복호화합니다. 오브젝트의 디코딩도 가능합니다.\n"
+"[b]경고:[/b] 역직렬화된 오브젝트는 어떠한 코드를 실행할 수도 있습니다. 만약 직"
+"렬화된 오브젝트의 출처를 신뢰할 수 없다면 잠재적인 보안 위협(원격 코드 실행)"
+"을 피하기 위해 이 옵션을 사용하지 마십시오."
+
+msgid ""
+"Rounds [param x] upward (towards positive infinity), returning the smallest "
+"whole number that is not less than [param x]. Supported types: [int], "
+"[float], [Vector2], [Vector2i], [Vector3], [Vector3i], [Vector4], "
+"[Vector4i].\n"
+"[codeblock]\n"
+"var i = ceil(1.45) # i is 2.0\n"
+"i = ceil(1.001)    # i is 2.0\n"
+"[/codeblock]\n"
+"See also [method floor], [method round], and [method snapped].\n"
+"[b]Note:[/b] For better type safety, use [method ceilf], [method ceili], "
+"[method Vector2.ceil], [method Vector3.ceil], or [method Vector4.ceil]."
+msgstr ""
+"[param x] 를 반올림하여 (양의 무한대 방향으로), [param x] 보다 작지 않은 가장 "
+"작은 수를 반환합니다. 지원되는 타입: [int], [float], [Vector2], [Vector2i], "
+"[Vector3], [Vector3i], [Vector4], [Vector4i].\n"
+"[codeblock]\n"
+"var i = ceil(1.45) # i는 2.0\n"
+"i = ceil(1.001) # i는 2.0\n"
+"[/codeblock]\n"
+"[method floor], [method round], [method snapped] 도 참조하세요.\n"
+"[b]참고:[/b] 더 나은 타입 안정성을 위해, [method ceilf], [method ceili], "
+"[method Vector2.ceil], [method Vector3.ceil], 또는 [method Vector4.ceil] 를 사"
+"용하세요."
+
+msgid ""
+"Rounds [param x] upward (towards positive infinity), returning the smallest "
+"whole number that is not less than [param x].\n"
+"A type-safe version of [method ceil], returning a [float]."
+msgstr ""
+"[param x]를 위로(양의 무한대로) 반올림하여 [param x]보다 작지 않은 가장 작은 "
+"정수를 반환합니다.\n"
+"[float]를 반환하는 [method ceil]의 안전한 유형의 버전입니다."
+
+msgid ""
+"Rounds [param x] upward (towards positive infinity), returning the smallest "
+"whole number that is not less than [param x].\n"
+"A type-safe version of [method ceil], returning an [int]."
+msgstr ""
+"[param x]를 위로(양의 무한대로) 반올림하여 [param x]보다 작지 않은 가장 작은 "
+"정수를 반환합니다.\n"
+"[method ceil]의 안전한 유형의 버전으로 [int]를 반환합니다."
+
+msgid ""
+"Clamps the [param value], returning a [Variant] not less than [param min] and "
+"not more than [param max]. Any values that can be compared with the less than "
+"and greater than operators will work.\n"
+"[codeblock]\n"
+"var a = clamp(-10, -1, 5)\n"
+"# a is -1\n"
+"\n"
+"var b = clamp(8.1, 0.9, 5.5)\n"
+"# b is 5.5\n"
+"[/codeblock]\n"
+"[b]Note:[/b] For better type safety, use [method clampf], [method clampi], "
+"[method Vector2.clamp], [method Vector2i.clamp], [method Vector3.clamp], "
+"[method Vector3i.clamp], [method Vector4.clamp], [method Vector4i.clamp], or "
+"[method Color.clamp] (not currently supported by this method).\n"
+"[b]Note:[/b] When using this on vectors it will [i]not[/i] perform component-"
+"wise clamping, and will pick [param min] if [code]value < min[/code] or "
+"[param max] if [code]value > max[/code]. To perform component-wise clamping "
+"use the methods listed above."
+msgstr ""
+"[param value]를 고정시켜, [param min] 보다 작지 않고, [param max] 보다 크지 않"
+"은 [Variant] 로 반환합니다. 크기 비교 연산자로 비교될 수 있는 모든 값으로 작동"
+"될 수 있습니다.\n"
+"[codeblock]\n"
+"var a = clamp(-10, -1, 5) #-10을 -1부터 5까지의 범위 내에 고정시킵니다.\n"
+"# a는 -1\n"
+"\n"
+"var b = clamp(8.1, 0.9, 5.5)\n"
+"# b는 5.5\n"
+"[/codeblock]\n"
+"[b]참고:[/b] 더 나은 타입 안정성을 위해, [method clampf], [method clampi], "
+"[method Vector2.clamp], [method Vector2i.clamp], [method Vector3.clamp], "
+"[method Vector3i.clamp], [method Vector4.clamp], [method Vector4i.clamp], 또"
+"는 [method Color.clamp] (이 메서드에서는 현재 지원하지 않습니다)를 사용하세"
+"요.\n"
+"[b]참고:[/b] 이것을 벡터에 사용했을 때 구성요소(x, y) 별로 고정을 지원하지 [i]"
+"않으며,[/i] [code]value < min[/code] 인 경우 [param min] 을, [code]value > "
+"max[/code] 인 경우 [param max] 를 선택합니다. 구성요소 별 고정을 구현하고 싶다"
+"면 위에 나열된 메서드들을 사용하세요."
+
+msgid ""
+"Clamps the [param value], returning a [float] not less than [param min] and "
+"not more than [param max].\n"
+"[codeblock]\n"
+"var speed = 42.1\n"
+"var a = clampf(speed, 1.0, 20.5) # a is 20.5\n"
+"\n"
+"speed = -10.0\n"
+"var b = clampf(speed, -1.0, 1.0) # b is -1.0\n"
+"[/codeblock]"
+msgstr ""
+"[param value]를 고정하여 [param min] 이상 [param max] 이하의 [float]를 반환합"
+"니다.\n"
+"[codeblock]\n"
+"var speed = 42.1\n"
+"var a = clampf(speed, 1.0, 20.5) # a is 20.5\n"
+"\n"
+"speed = -10.0\n"
+"var b = clampf(speed, -1.0, 1.0) # b is -1.0\n"
+"[/codeblock]"
+
+msgid ""
+"Clamps the [param value], returning an [int] not less than [param min] and "
+"not more than [param max].\n"
+"[codeblock]\n"
+"var speed = 42\n"
+"var a = clampi(speed, 1, 20) # a is 20\n"
+"\n"
+"speed = -10\n"
+"var b = clampi(speed, -1, 1) # b is -1\n"
+"[/codeblock]"
+msgstr ""
+"[param value]를 고정하여 [param min] 이상 [param max] 이하의 [int]를 반환합니"
+"다.\n"
+"[codeblock]\n"
+"var speed = 42\n"
+"var a = clampi(speed, 1, 20) # a is 20\n"
+"\n"
+"speed = -10\n"
+"var b = clampi(speed, -1, 1) # b is -1\n"
+"[/codeblock]"
+
+msgid ""
+"Returns the cosine of angle [param angle_rad] in radians.\n"
+"[codeblock]\n"
+"cos(PI * 2)         # Returns 1.0\n"
+"cos(PI)             # Returns -1.0\n"
+"cos(deg_to_rad(90)) # Returns 0.0\n"
+"[/codeblock]"
+msgstr ""
+"라디안 각도 [param angle_rad] 의 코사인 값을 반환합니다.\n"
+"[codeblock]\n"
+"cos(PI * 2) # 1.0을 반환합니다.\n"
+"cos(PI) # -1.0을 반환합니다.\n"
+"cos(deg_to_rad(90)) # 0.0을 반환합니다.\n"
+"[/codeblock]"
+
+msgid ""
+"Returns the hyperbolic cosine of [param x] in radians.\n"
+"[codeblock]\n"
+"print(cosh(1)) # Prints 1.543081\n"
+"[/codeblock]"
+msgstr ""
+"라디안 각도 [param x] 의 하이퍼볼릭 코사인 값을 반환합니다.\n"
+"[codeblock]\n"
+"print(cosh(1)) # 1.543081을 출력합니다. \n"
+"[/codeblock]"
+
+msgid ""
+"Cubic interpolates between two values by the factor defined in [param weight] "
+"with [param pre] and [param post] values."
+msgstr ""
+"[param weight]에 주어진 요소로 [param pre] 와 [param post] 값을 이용해 두 값 "
+"사이를 세제곱 보간합니다."
+
+msgid ""
+"Cubic interpolates between two rotation values with shortest path by the "
+"factor defined in [param weight] with [param pre] and [param post] values. "
+"See also [method lerp_angle]."
+msgstr ""
+"[param weight]에 주어진 요소로 [param pre] 와 [param post] 값을 이용해 두 회"
+"전 값 사이를 최단 경로로 세제곱 보간합니다. [method lerp_angle] 도 참조하세요."
+
+msgid ""
+"Cubic interpolates between two rotation values with shortest path by the "
+"factor defined in [param weight] with [param pre] and [param post] values. "
+"See also [method lerp_angle].\n"
+"It can perform smoother interpolation than [method cubic_interpolate] by the "
+"time values."
+msgstr ""
+"[param weight]에 주어진 요소로 [param pre] 와 [param post] 값을 이용해 두 회"
+"전 값 사이를 최단 경로로 세제곱 보간합니다. [method lerp_angle] 도 참조하세"
+"요.\n"
+"시간 값을 통해 [method cubic_interpolate] 보다 더 부드러운 보간 과정을 실행할 "
+"수 있습니다."
+
+msgid ""
+"Cubic interpolates between two values by the factor defined in [param weight] "
+"with [param pre] and [param post] values.\n"
+"It can perform smoother interpolation than [method cubic_interpolate] by the "
+"time values."
+msgstr ""
+"[param weight]에 주어진 요소로 [param pre] 와 [param post] 값을 이용해 두 값 "
+"사이를 세제곱 보간합니다.\n"
+"시간 값을 통해 [method cubic_interpolate] 보다 더 부드러운 보간 과정을 실행할 "
+"수 있습니다."
+
+msgid "Converts from decibels to linear energy (audio)."
+msgstr "데시벨에서 선형 에너지(오디오)로 변환합니다."
+
+msgid ""
+"Converts an angle expressed in degrees to radians.\n"
+"[codeblock]\n"
+"var r = deg_to_rad(180) # r is 3.141593\n"
+"[/codeblock]"
+msgstr ""
+"도(°)로 표현된 각도를 라디안으로 변환합니다.\n"
+"[codeblock]\n"
+"var r = deg_to_rad(180) # r은 3.141593\n"
+"[/codeblock]"
+
+msgid ""
+"Returns an \"eased\" value of [param x] based on an easing function defined "
+"with [param curve]. This easing function is based on an exponent. The [param "
+"curve] can be any floating-point number, with specific values leading to the "
+"following behaviors:\n"
+"[codeblock lang=text]\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/master/img/"
+"ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
+"See also [method smoothstep]. If you need to perform more advanced "
+"transitions, use [method Tween.interpolate_value]."
+msgstr ""
+"[param curve]로 정의된 이징(easing) 함수를 바탕으로 [param x] 의 \"매끄럽게"
+"(eased)\" 처리된 값을 반환합니다. 이 이징 함수는 지수에 기반합니다. [param "
+"curve]는 어떤 실수형 수든 될 수 있으며, 그 특정한 값은 다음과 같이 작동합니"
+"다:\n"
+"[codeblock lang=text]\n"
+"- -1.0 미만: Ease in-out(가속하다가 감속)\n"
+"- -1.0: 선형적\n"
+"- -1.0과 0.0 사이: Ease out-in(감속하다가 가속)\n"
+"- 0.0: 상수\n"
+"- 0.0과 1.0 사이: Ease out(감속)\n"
+"- 1.0: 선형적\n"
+"- 1.0 초과: Ease in(가속)\n"
+"[/codeblock]\n"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
+"ease_cheatsheet.png]ease() 곡선 출력값 모음집[/url]\n"
+"[method smoothstep] 도 참조하세요. 만약 더 고도의 값 사이 변화를 구현하고 싶다"
+"면, [method Tween.interpolate_value] 를 사용하세요."
+
+msgid ""
+"Returns a human-readable name for the given [enum Error] code.\n"
+"[codeblock]\n"
+"print(OK)                              # Prints 0\n"
+"print(error_string(OK))                # Prints \"OK\"\n"
+"print(error_string(ERR_BUSY))          # Prints \"Busy\"\n"
+"print(error_string(ERR_OUT_OF_MEMORY)) # Prints \"Out of memory\"\n"
+"[/codeblock]"
+msgstr ""
+"주어진 [enum Error] 코드를 사람이 읽을 수 있는 이름으로 반환합니다.\n"
+"[codeblock]\n"
+"print(OK) # 0을 출력합니다 (열거형에 등록된 정수형으로 변환됨)\n"
+"print(error_string(OK)) # \"OK\"를 출력합니다\n"
+"print(error_string(ERR_BUSY)) # \"Busy\"를 출력합니다\n"
+"print(error_string(ERR_OUT_OF_MEMORY)) # \"Out of memory\"를 출력합니다\n"
+"[/codeblock]"
+
+msgid ""
+"The natural exponential function. It raises the mathematical constant [i]e[/"
+"i] to the power of [param x] and returns it.\n"
+"[i]e[/i] 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"
+"var a = exp(2) # Approximately 7.39\n"
+"[/codeblock]"
+msgstr ""
+"자연상수의 지수 함수입니다. 수학의 상수 [i]e[/i]를 [param x] 제곱하고 그 값을 "
+"반환합니다.\n"
+"[i]e[/i]는 약 2.71828에 해당하는 값이며, [code]exp(1)[/code]를 통해 얻어질 수 "
+"있습니다.\n"
+"다른 밑을 사용하는 지수는 메서드 [method pow]를 사용하세요.\n"
+"[codeblock]\n"
+"var a = exp(2) # 약 7.39\n"
+"[/codeblock]"
+
+msgid ""
+"Rounds [param x] downward (towards negative infinity), returning the largest "
+"whole number that is not more than [param x]. Supported types: [int], "
+"[float], [Vector2], [Vector2i], [Vector3], [Vector3i], [Vector4], "
+"[Vector4i].\n"
+"[codeblock]\n"
+"var 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], and [method snapped].\n"
+"[b]Note:[/b] For better type safety, use [method floorf], [method floori], "
+"[method Vector2.floor], [method Vector3.floor], or [method Vector4.floor]."
+msgstr ""
+"[param x]를 버림하여(음의 무한대 방향), [param x]보다 크지 않은 가장 큰 정수"
+"를 반환합니다.\n"
+"[codeblock]\n"
+"var a = floor(2.99) # a는 2.0\n"
+"a = floor(-2.99)    # a는 -3.0\n"
+"[/codeblock]\n"
+"[method floor], [method round], [method snapped]도 참조하세요.\n"
+"[b]참고:[/b] 더 나은 타입 안정성을 위해, [method floorf], [method floori], "
+"[method Vector2.floor], [method Vector3.floor], 또는 [method Vector4.floor]를 "
+"사용하세요."
+
+msgid ""
+"Rounds [param x] downward (towards negative infinity), returning the largest "
+"whole number that is not more than [param x].\n"
+"A type-safe version of [method floor], returning a [float]."
+msgstr ""
+"[param x]를 버림하여(음의 무한대 방향), [param x]보다 크지 않은 가장 큰 정수"
+"를 반환합니다.\n"
+"[method floor]의 타입 안전 버전이며, [float] 유형을 반환합니다."
+
+msgid ""
+"Rounds [param x] downward (towards negative infinity), returning the largest "
+"whole number that is not more than [param x].\n"
+"A type-safe version of [method floor], returning an [int].\n"
+"[b]Note:[/b] This function is [i]not[/i] the same as [code]int(x)[/code], "
+"which rounds towards 0."
+msgstr ""
+"[param x]를 버림하여(음의 무한대 방향), [param x]보다 크지 않은 가장 큰 정수"
+"를 반환합니다.\n"
+"[method floor]의 타입 안전 버전이며, [int]를 반환합니다.\n"
+"[b]참고:[/b] 이 함수는 [code]int(x)[/code]와 같지 [i]않으며[/i], int 함수는 소"
+"숫점 밑의 숫자를 단순히 버립니다."
+
+msgid ""
+"Returns the floating-point remainder of [param x] divided by [param y], "
+"keeping the sign of [param x].\n"
+"[codeblock]\n"
+"var remainder = fmod(7, 5.5) # remainder is 1.5\n"
+"[/codeblock]\n"
+"For the integer remainder operation, use the [code]%[/code] operator."
+msgstr ""
+"[param x]의 부호를 유지한 채로 [param y]로 나눈 [param x]의 실수형 나머지를 반"
+"환합니다.\n"
+"[codeblock]\n"
+"var remainder = fmod(7, 5.5) # remainder은 1.5\n"
+"[/codeblock]\n"
+"정수 나머지 연산의 경우, [code]%[/code] 연산자를 사용하세요."
+
+msgid ""
+"Returns the floating-point modulus of [param x] divided by [param y], "
+"wrapping equally in positive and negative.\n"
+"[codeblock]\n"
+"print(\" (x)  (fmod(x, 1.5))   (fposmod(x, 1.5))\")\n"
+"for i in 7:\n"
+"\tvar x = i * 0.5 - 1.5\n"
+"\tprint(\"%4.1f           %4.1f  | %4.1f\" % [x, fmod(x, 1.5), fposmod(x, "
+"1.5)])\n"
+"[/codeblock]\n"
+"Prints:\n"
+"[codeblock lang=text]\n"
+" (x)  (fmod(x, 1.5))   (fposmod(x, 1.5))\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 ""
+"[param y] 로 나눈 [param x] 의 실수 나머지를 양수와 음수에서 똑같이 묶어 반환"
+"합니다. ( 나머지 연산자 [code]%[/code] 와 다르게 나머지가 음수인 경우 [param "
+"y] 를 한 번 더해서 반환합니다)\n"
+"[codeblock]\n"
+"print(\" (x)  (fmod(x, 1.5))   (fposmod(x, 1.5))\")\n"
+"for i in 7:\n"
+"\tvar x = i * 0.5 - 1.5\n"
+"\tprint(\"%4.1f           %4.1f  | %4.1f\" % [x, fmod(x, 1.5), fposmod(x, "
+"1.5)])\n"
+"[/codeblock]\n"
+"출력결과:\n"
+"[codeblock lang=text]\n"
+" (x)  (fmod(x, 1.5))   (fposmod(x, 1.5))\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]"
+
+msgid ""
+"Returns the integer hash of the passed [param variable].\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"print(hash(\"a\")) # Prints 177670\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"GD.Print(GD.Hash(\"a\")); // Prints 177670\n"
+"[/csharp]\n"
+"[/codeblocks]"
+msgstr ""
+"주어진 [param variable] 의 정수 해시를 반환합니다.\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"print(hash(\"a\")) # 177670을 출력합니다.\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"GD.Print(GD.Hash(\"a\")); // 177670을 출력합니다.\n"
+"[/csharp]\n"
+"[/codeblocks]"
+
+msgid ""
+"Returns the [Object] that corresponds to [param instance_id]. All Objects "
+"have a unique instance ID. See also [method Object.get_instance_id].\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var drink = \"water\"\n"
+"\n"
+"func _ready():\n"
+"\tvar id = get_instance_id()\n"
+"\tvar instance = instance_from_id(id)\n"
+"\tprint(instance.foo) # Prints \"water\"\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"public partial class MyNode : Node\n"
+"{\n"
+"\tpublic string Drink { get; set; } = \"water\";\n"
+"\n"
+"\tpublic override void _Ready()\n"
+"\t{\n"
+"\t\tulong id = GetInstanceId();\n"
+"\t\tvar instance = (MyNode)InstanceFromId(Id);\n"
+"\t\tGD.Print(instance.Drink); // Prints \"water\"\n"
+"\t}\n"
+"}\n"
+"[/csharp]\n"
+"[/codeblocks]"
+msgstr ""
+"[param instance_id] 에 부응하는 [Object] 를 반환합니다. 모든 오브젝트는 고유"
+"한 인스턴스 ID를 갖습니다. [method Object.get_instance_id] 도 참조하세요.\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var drink = \"water\"\n"
+"\n"
+"func _ready():\n"
+"\tvar id = get_instance_id()\n"
+"\tvar instance = instance_from_id(id)\n"
+"\tprint(instance.foo) # \"water\"를 출력합니다.\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"public partial class MyNode : Node\n"
+"{\n"
+"\tpublic string Drink { get; set; } = \"water\";\n"
+"\n"
+"\tpublic override void _Ready()\n"
+"\t{\n"
+"\t\tulong id = GetInstanceId();\n"
+"\t\tvar instance = (MyNode)InstanceFromId(Id);\n"
+"\t\tGD.Print(instance.Drink); // \"water\"를 출력합니다.\n"
+"\t}\n"
+"}\n"
+"[/csharp]\n"
+"[/codeblocks]"
+
+msgid ""
+"Returns an interpolation or extrapolation factor considering the range "
+"specified in [param from] and [param to], and the interpolated value "
+"specified in [param weight]. The returned value will be between [code]0.0[/"
+"code] and [code]1.0[/code] if [param weight] is between [param from] and "
+"[param to] (inclusive). If [param weight] 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"
+"\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 remap] to map a continuous series of values to another."
+msgstr ""
+"[param from] 과 [param to] 에 명시된 범위와, [param weight] 에 명시된 보간된 "
+"값을 고려하여 보간법을 반환합니다. 반환된 값은 [param weight] 가 [param from] "
+"부터 [param to] 까지의 값을 가진다면 [code]0.0[/code] 부터 [code]1.0[/code] 까"
+"지의 값을 가집니다. 만약 [param weight] 가 이 범위 밖에 위치한다면, 보외법(외"
+"분) 요소가 반환됩니다. ([code]0.0[/code] 미만 또는 [code]1.0[/code] 초과의 값"
+"을 반환합니다). 이를 원하지 않는다면 [method clamp] 를 [method inverse_lerp] "
+"의 결과값에 사용하세요.\n"
+"[codeblock]\n"
+"# 아래의 'lerp()' 호출의 보간 비율은 0.75입니다.\n"
+"var middle = lerp(20, 30, 0.75)\n"
+"# middle은 이제 27.5입니다\n"
+"\n"
+"# 이제 원래 비율을 잊었고 그것을 다시 도출하고 싶다고 가정해봅시다.\n"
+"var ratio = inverse_lerp(20, 30, 27.5)\n"
+"# ratio는 이제 0.75입니다.\n"
+"[/codeblock]\n"
+"이 연산의 역을 수행하는 [method lerp] 도 참조하세요."
+
+msgid ""
+"Returns [code]true[/code] if [param a] and [param b] are approximately equal "
+"to each other.\n"
+"Here, \"approximately equal\" means that [param a] and [param b] 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 ""
+"만약 [param a] 와 [param b] 가 대략적으로 서로 같다면 [code]true[/code]를 반환"
+"합니다.\n"
+"여기서, \"대략적으로 같음\"은 [param a] 와 [param b] 가 서로의 작은 내부 입실"
+"론 범위 내에 있다는 것을 의미하며, 이는 수의 크기에 맞추어 변화합니다.\n"
+"동일 기호의 무한대 값은 서로 같은 것으로 여겨집니다."
+
+msgid ""
+"Returns [code]true[/code] if the Object that corresponds to [param id] is a "
+"valid object (e.g. has not been deleted from memory). All Objects have a "
+"unique instance ID."
+msgstr ""
+"[param id] 에 해당하는 오브젝트가 올바른 오브젝트라면 [code]true[/code]를 반환"
+"합니다. (예를 들어 메모리에서 삭제되지 않은 오브젝트). 모든 오브젝트는 고유한 "
+"인스턴스 ID를 갖습니다."
+
+msgid ""
+"Returns [code]true[/code] if [param instance] is a valid Object (e.g. has not "
+"been deleted from memory)."
+msgstr ""
+"[param instance] 가 올바른 오브젝트라면 [code]true[/code]를 반환합니다. (예를 "
+"들어 메모리에서 삭제되지 않은 오브젝트)."
+
+msgid ""
+"Returns [code]true[/code] if [param x] is a NaN (\"Not a Number\" or invalid) "
+"value. This method is needed as [constant @GDScript.NAN] is not equal to "
+"itself, which means [code]x == NAN[/code] can't be used to check whether a "
+"value is a NaN."
+msgstr ""
+"[param x]가 NaN(\"숫자가 아님\" 또는 잘못된) 값이라면 [code]true[/code]를 반환"
+"합니다. [constant @GDScript.NAN]은 자신과 같지 않으므로, [code]x == NAN[/code]"
+"을 사용하여 값이 NaN인지 확인할 수 없기 때문에 이 메서드가 필요합니다."
+
+msgid ""
+"Returns [code]true[/code], for value types, if [param a] and [param b] share "
+"the same value. Returns [code]true[/code], for reference types, if the "
+"references of [param a] and [param b] are the same.\n"
+"[codeblock]\n"
+"# Vector2 is a value type\n"
+"var vec2_a = Vector2(0, 0)\n"
+"var vec2_b = Vector2(0, 0)\n"
+"var vec2_c = Vector2(1, 1)\n"
+"is_same(vec2_a, vec2_a)  # true\n"
+"is_same(vec2_a, vec2_b)  # true\n"
+"is_same(vec2_a, vec2_c)  # false\n"
+"\n"
+"# Array is a reference type\n"
+"var arr_a = []\n"
+"var arr_b = []\n"
+"is_same(arr_a, arr_a)  # true\n"
+"is_same(arr_a, arr_b)  # false\n"
+"[/codeblock]\n"
+"These are [Variant] value types: [code]null[/code], [bool], [int], [float], "
+"[String], [StringName], [Vector2], [Vector2i], [Vector3], [Vector3i], "
+"[Vector4], [Vector4i], [Rect2], [Rect2i], [Transform2D], [Transform3D], "
+"[Plane], [Quaternion], [AABB], [Basis], [Projection], [Color], [NodePath], "
+"[RID], [Callable] and [Signal].\n"
+"These are [Variant] reference types: [Object], [Dictionary], [Array], "
+"[PackedByteArray], [PackedInt32Array], [PackedInt64Array], "
+"[PackedFloat32Array], [PackedFloat64Array], [PackedStringArray], "
+"[PackedVector2Array], [PackedVector3Array], [PackedVector4Array], and "
+"[PackedColorArray]."
+msgstr ""
+"값 유형의 경우, [param a]와 [param b]가 동일한 값을 공유하면 [code]true[/code]"
+"를 반환합니다. 참조 유형의 경우, [param a]와 [param b]의 참조가 동일하면 "
+"[code]true[/code]를 반환합니다.\n"
+"[codeblock]\n"
+"# Vector2는 값 유형입니다.\n"
+"var vec2_a = Vector2(0, 0)\n"
+"var vec2_b = Vector2(0, 0)\n"
+"var vec2_c = Vector2(1, 1)\n"
+"is_same(vec2_a, vec2_a)  # true\n"
+"is_same(vec2_a, vec2_b)  # true\n"
+"is_same(vec2_a, vec2_c)  # false\n"
+"\n"
+"# Array는 참조 유형입니다.\n"
+"var arr_a = []\n"
+"var arr_b = []\n"
+"is_same(arr_a, arr_a)  # true\n"
+"is_same(arr_a, arr_b)  # false\n"
+"[/codeblock]\n"
+"다음은 [Variant] 값 유형입니다: [code]null[/code], [bool], [int], [float], "
+"[String], [StringName], [Vector2], [Vector2i], [Vector3], [Vector3i], "
+"[Vector4], [Vector4i], [Rect2], [Rect2i], [Transform2D], [Transform3D], "
+"[Plane], [Quaternion], [AABB], [Basis], [Projection], [Color], [NodePath], "
+"[RID], [Callable], 그리고 [Signal].\n"
+"다음은 [Variant] 참조 유형입니다: [Object], [Dictionary], [Array], "
+"[PackedByteArray], [PackedInt32Array], [PackedInt64Array], "
+"[PackedFloat32Array], [PackedFloat64Array], [PackedStringArray], "
+"[PackedVector2Array], [PackedVector3Array], [PackedVector4Array], 그리고 "
+"[PackedColorArray]."
+
+msgid ""
+"Returns [code]true[/code] if [param x] is zero or almost zero. The comparison "
+"is done using a tolerance calculation with a small internal epsilon.\n"
+"This function is faster than using [method is_equal_approx] with one value as "
+"zero."
+msgstr ""
+"[param x] 가 0이거나 0에 인접한 값이면 [code]true[/code]를 반환합니다. 비교는 "
+"작은 내부 입실론을 통한 허용성 계산을 이용하여 수행됩니다.\n"
+"이 함수는 [method is_equal_approx]에 0을 한 인자값으로 사용하는 경우보다 빠릅"
+"니다."
+
+msgid ""
+"Linearly interpolates between two values by the factor defined in [param "
+"weight]. To perform interpolation, [param weight] 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]. If "
+"this is not desired, use [method clampf] to limit [param weight].\n"
+"Both [param from] and [param to] must be the same type. Supported types: "
+"[int], [float], [Vector2], [Vector3], [Vector4], [Color], [Quaternion], "
+"[Basis], [Transform2D], [Transform3D].\n"
+"[codeblock]\n"
+"lerp(0, 4, 0.75) # Returns 3.0\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 remap] to map a continuous "
+"series of values to another.\n"
+"[b]Note:[/b] For better type safety, use [method lerpf], [method "
+"Vector2.lerp], [method Vector3.lerp], [method Vector4.lerp], [method "
+"Color.lerp], [method Quaternion.slerp], [method Basis.slerp], [method "
+"Transform2D.interpolate_with], or [method Transform3D.interpolate_with]."
+msgstr ""
+"[param weight] 에 명시된 요소를 통해 두 값 사이를 선형적으로 보간합니다. 내분"
+"을 구현하기 위해, [param weight] 는 [code]0.0[/code] 부터 [code]1.0[/code] 까"
+"지의 값이여야 합니다. 하지만 이 범위 밖의 값도 가능하며 [i]보외법(외분)[/i] "
+"을 구현하기 위해 사용될 수 있습니다. 만약 이를 원치 않는 다면 [method clampf] "
+"를 사용하여 [param weight] 를 한정하십시오.\n"
+"[param from] 과 [param to] 는 같은 타입이어야 합니다. 지원되는 타입: [int], "
+"[float], [Vector2], [Vector3], [Vector4], [Color], [Quaternion], [Basis], "
+"[Transform2D], [Transform3D].\n"
+"[codeblock]\n"
+"lerp(0, 4, 0.75) # 3.0을 반환합니다.\n"
+"[/codeblock]\n"
+"이 연산의 역을 실행하는 [method inverse_lerp] 도 참조하세요. 매끄러운(eased) "
+"보간을 [method lerp] 로 구현하기 위해서, 이를 [method ease] 또는 [method "
+"smoothstep] 과 결합하세요. 연속된 값들의 나열을 다른 곳으로 매핑하기 위해 "
+"[method remap] 도 참조하세요.\n"
+"[b]참고:[/b] 더 나은 타입 안정성을 위해 [method lerpf], [method "
+"Vector2.lerp], [method Vector3.lerp], [method Vector4.lerp], [method "
+"Color.lerp], [method Quaternion.slerp], [method Basis.slerp], [method "
+"Transform2D.interpolate_with], 또는 [method Transform3D.interpolate_with] 를 "
+"사용하세요."
+
+msgid ""
+"Linearly interpolates between two angles (in radians) by a [param weight] "
+"value between 0.0 and 1.0.\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"
+"\tvar min_angle = deg_to_rad(0.0)\n"
+"\tvar max_angle = deg_to_rad(90.0)\n"
+"\trotation = lerp_angle(min_angle, max_angle, elapsed)\n"
+"\telapsed += delta\n"
+"[/codeblock]\n"
+"[b]Note:[/b] This function lerps through the shortest path between [param "
+"from] and [param to]. 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 ""
+"0.0과 1.0 사이의 [param weight] 값을 이용하여 두 각도 (라디안 단위) 사이를 선"
+"형적 보간합니다.\n"
+"[method lerp] 와 비슷하나, 각도가 [constant @GDScript.TAU] 주위를 감쌀 때 올바"
+"르게 보간합니다. 매끄러운(eased) 보간을 [method lerp] 로 구현하기 위해서, 이"
+"를 [method ease] 또는 [method smoothstep] 과 결합하세요.\n"
+"[codeblock]\n"
+"extends Sprite\n"
+"var elapsed = 0.0\n"
+"func _process(delta):\n"
+"\tvar min_angle = deg_to_rad(0.0)\n"
+"\tvar max_angle = deg_to_rad(90.0)\n"
+"\trotation = lerp_angle(min_angle, max_angle, elapsed)\n"
+"\telapsed += delta\n"
+"[/codeblock]\n"
+"[b]참고:[/b] 이 함수는 [param from] 과 [param to] 사이를 최단 경로를 통해 선형"
+"적 보간합니다. 하지만 이 두 각도가 어떤 정수 [code]k[/code] 에 대해 대략 "
+"[code]PI + k * TAU[/code] (TAU는 라디안에서 2 * PI, 즉 360도를 의미한다.) 떨어"
+"져 있다면, 실수형 정밀도 오류(실수가 프로그래밍에서 근사값으로 저장되어 발생"
+"함)로 인해 선형 보간의 방향이 불분명해집니다. 예를 들어 [code]lerp_angle(0, "
+"PI, weight)[/code] 는 반시계 방향으로 선형 보간하지만, [code]lerp_angle(0, PI "
+"+ 5 * TAU, weight)[/code] 는 시계 방향으로 선형 보간합니다."
+
+msgid ""
+"Linearly interpolates between two values by the factor defined in [param "
+"weight]. To perform interpolation, [param weight] 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]. If "
+"this is not desired, use [method clampf] on the result of this function.\n"
+"[codeblock]\n"
+"lerpf(0, 4, 0.75) # Returns 3.0\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]."
+msgstr ""
+"두 값을 [param weight] 에 정의된 요소로 선형 보간(내분)합니다. 보간을 실행하"
+"기 위해, [param weight] 는 반드시 [code]0.0[/code] 부터 [code]1.0[/code] 까지"
+"의 값이 되어야 합니다. 다만, 이 범위 밖의 값도 쓸 수 있으며, [i]보외법(이 함수"
+"의 경우 외분에 해당)[/i] 을 구현하기 위해 사용될 수 있습니다. 만약 이것이 원하"
+"는 바가 아니라면, 이 함수의 결과를 내기 위해 [method clampf]를 사용하십시오.\n"
+"[codeblock]\n"
+"lerpf(0, 4, 0.75) # 3.0을 반환합니다\n"
+"[/codeblock]\n"
+"이 연산을 역으로 실행하는 [method inverse_lerp] 도 참조하세요. [method lerp] "
+"로 매끄러운(eased) 보간을 구현하고 싶다면, [method ease] 나 [method "
+"smoothsept] 과 결합하세요."
+
+msgid ""
+"Converts from linear energy to decibels (audio). Since volume is not normally "
+"linear, this can be used to implement volume sliders that behave as "
+"expected.\n"
+"[b]Example:[/b] Change the Master bus's volume through a [Slider] node, which "
+"ranges from [code]0.0[/code] to [code]1.0[/code]:\n"
+"[codeblock]\n"
+"AudioServer.set_bus_volume_db(AudioServer.get_bus_index(\"Master\"), "
+"linear_to_db($Slider.value))\n"
+"[/codeblock]"
+msgstr ""
+"선형적인 에너지를 데시벨(오디오)로 변환합니다. 볼륨은 대체적으로 선형적이지 않"
+"기 때문에, 이는 볼륨 슬라이더가 원하는 대로 동작하도록 하는 데에 쓰일 수 있습"
+"니다.\n"
+"[b]예시:[/b] 마스터 버스의 볼륨을 [Slider] 노드를 통해 변화시킬 수 있고, 이때 "
+"슬라이더 노드는 [code]0.0[/code] 부터 [code]1.0[/code] 의 범위를 가집니다.\n"
+"[codeblock]\n"
+"AudioServer.set_bus_volume_db(AudioServer.get_bus_index(\"Master\"), "
+"linear_to_db($Slider.value))\n"
+"[/codeblock]"
+
+msgid ""
+"Returns the [url=https://en.wikipedia.org/wiki/Natural_logarithm]natural "
+"logarithm[/url] of [param x] (base [url=https://en.wikipedia.org/wiki/"
+"E_(mathematical_constant)][i]e[/i][/url], with [i]e[/i] being approximately "
+"2.71828). This is 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. To use base 10 logarithm, use "
+"[code]log(x) / log(10)[/code].\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 ""
+"[param x]의 [url=https://ko.wikipedia.org/wiki/"
+"%EC%9E%90%EC%97%B0%EB%A1%9C%EA%B7%B8]자연 로그[/url]를 반환합니다. (밑을 "
+"[url=https://ko.wikipedia.org/wiki/"
+"%EC%9E%90%EC%97%B0%EB%A1%9C%EA%B7%B8%EC%9D%98_%EB%B0%91][i]e[/i][/url]로 가지"
+"며, [i]e[/i]는 대략 2.71828입니다) 이는 일정 수준의 지속적인 성장에 도달하는 "
+"데 필요한 시간입니다.\n"
+"[b]참고:[/b] 이는 대부분의 계산기의 밑을 10으로 가지는 \"log\" 함수와 같지 않"
+"습니다. 밑을 10으로 가지는 로그를 쓰고 싶다면, [code]log(x) / log(10)[/code]"
+"를 사용하세요.\n"
+"[codeblock]\n"
+"log(10) # 2.302585를 반환합니다\n"
+"[/codeblock]\n"
+"[b]참고:[/b] [code]0[/code]의 로그는 [code]-inf[/code]를 반환하며, 음수는 "
+"[code]-nan[/code]를 반환합니다."
+
+msgid ""
+"Returns the maximum of the given numeric values. This function can take any "
+"number of arguments.\n"
+"[codeblock]\n"
+"max(1, 7, 3, -6, 5) # Returns 7\n"
+"[/codeblock]\n"
+"[b]Note:[/b] When using this on vectors it will [i]not[/i] perform component-"
+"wise maximum, and will pick the largest value when compared using [code]x < "
+"y[/code]. To perform component-wise maximum, use [method Vector2.max], "
+"[method Vector2i.max], [method Vector3.max], [method Vector3i.max], [method "
+"Vector4.max], and [method Vector4i.max]."
+msgstr ""
+"주어진 숫자 값들의 최댓값을 반환합니다. 이 함수는 매개변수를 여러 개 받을 수 "
+"있습니다.\n"
+"[codeblock]\n"
+"max(1, 7, 3, -6, 5) # 7을 반환합니다\n"
+"[/codeblock]\n"
+"[b]참고:[/b] 이것을 벡터에 사용할 경우 구성요소(x, y) 별로 작동하지 [i]않으며,"
+"[/i] [code]x < y[/code] 를 사용했을 때의 최댓값을 고릅니다. 구성요소 별 최댓값"
+"을 구현하기 위해, [method Vector2.max], [method Vector2i.max], [method "
+"Vector3.max], [method Vector3i.max], [method Vector4.max], 그리고 [method "
+"Vector4i.max] 를 사용하세요."
+
+msgid ""
+"Returns the maximum of two [float] values.\n"
+"[codeblock]\n"
+"maxf(3.6, 24)   # Returns 24.0\n"
+"maxf(-3.99, -4) # Returns -3.99\n"
+"[/codeblock]"
+msgstr ""
+"두 [float] 값 중 최댓값을 반환합니다.\n"
+"[codeblock]\n"
+"maxf(3.6, 24)   # 24.0을 반환합니다.\n"
+"maxf(-3.99, -4) # -3.99를 반환합니다.\n"
+"[/codeblock]"
+
+msgid ""
+"Returns the maximum of two [int] values.\n"
+"[codeblock]\n"
+"maxi(1, 2)   # Returns 2\n"
+"maxi(-3, -4) # Returns -3\n"
+"[/codeblock]"
+msgstr ""
+"두 [int] 값 중 최댓값을 반환합니다.\n"
+"[codeblock]\n"
+"maxi(1, 2)   # 2를 반환합니다.\n"
+"maxi(-3, -4) # -3를 반환합니다.\n"
+"[/codeblock]"
+
+msgid ""
+"Returns the minimum of the given numeric values. This function can take any "
+"number of arguments.\n"
+"[codeblock]\n"
+"min(1, 7, 3, -6, 5) # Returns -6\n"
+"[/codeblock]\n"
+"[b]Note:[/b] When using this on vectors it will [i]not[/i] perform component-"
+"wise minimum, and will pick the smallest value when compared using [code]x < "
+"y[/code]. To perform component-wise minimum, use [method Vector2.min], "
+"[method Vector2i.min], [method Vector3.min], [method Vector3i.min], [method "
+"Vector4.min], and [method Vector4i.min]."
+msgstr ""
+"주어진 숫자 값들의 최솟값을 반환합니다. 이 함수는 매개변수를 여러 개 받을 수 "
+"있습니다.\n"
+"[codeblock]\n"
+"max(1, 7, 3, -6, 5) # -6을 반환합니다\n"
+"[/codeblock]\n"
+"[b]참고:[/b] 이것을 벡터에 사용할 경우 구성요소(x, y) 별로 작동하지 [i]않으며,"
+"[/i] [code]x < y[/code] 를 사용했을 때의 최솟값을 고릅니다. 구성요소 별 최솟값"
+"을 구현하기 위해, [method Vector2.max], [method Vector2i.max], [method "
+"Vector3.max], [method Vector3i.max], [method Vector4.max], 그리고 [method "
+"Vector4i.max] 를 사용하세요."
+
+msgid ""
+"Returns the minimum of two [float] values.\n"
+"[codeblock]\n"
+"minf(3.6, 24)   # Returns 3.6\n"
+"minf(-3.99, -4) # Returns -4.0\n"
+"[/codeblock]"
+msgstr ""
+"두 [float] 값 중 최솟값을 반환합니다.\n"
+"[codeblock]\n"
+"maxf(3.6, 24)   # 3.6을 반환합니다.\n"
+"maxf(-3.99, -4) # -4를 반환합니다.\n"
+"[/codeblock]"
+
+msgid ""
+"Returns the minimum of two [int] values.\n"
+"[codeblock]\n"
+"mini(1, 2)   # Returns 1\n"
+"mini(-3, -4) # Returns -4\n"
+"[/codeblock]"
+msgstr ""
+"두 [int] 값 중 최솟값을 반환합니다.\n"
+"[codeblock]\n"
+"maxi(1, 2)   # 1를 반환합니다.\n"
+"maxi(-3, -4) # -4를 반환합니다.\n"
+"[/codeblock]"
+
+msgid ""
+"Moves [param from] toward [param to] by the [param delta] amount. Will not go "
+"past [param to].\n"
+"Use a negative [param delta] 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(5, 10, 9)    # Returns 10\n"
+"move_toward(10, 5, -1.5) # Returns 11.5\n"
+"[/codeblock]"
+msgstr ""
+"[param from] 값을 [param to] 까지 [param delta] 만큼 움직입니다. [param to] "
+"를 넘어가진 않습니다.\n"
+"[param delta] 값을 음수로 설정하면 멀어집니다.\n"
+"[codeblock]\n"
+"move_toward(5, 10, 4)    # 9를 반환합니다\n"
+"move_toward(10, 5, 4)    # 6을 반환합니다\n"
+"move_toward(5, 10, 9)    # 10을 반환합니다\n"
+"move_toward(10, 5, -1.5) # 11.5를 반환합니다\n"
+"[/codeblock]"
+
+msgid ""
+"Returns the smallest integer power of 2 that is greater than or equal to "
+"[param value].\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 expected)\n"
+"nearest_po2(-1) # Returns 0 (this may not be expected)\n"
+"[/codeblock]\n"
+"[b]Warning:[/b] Due to its implementation, this method returns [code]0[/code] "
+"rather than [code]1[/code] for values less than or equal to [code]0[/code], "
+"with an exception for [param value] being the smallest negative 64-bit "
+"integer ([code]-9223372036854775808[/code]) in which case the [param value] "
+"is returned unchanged."
+msgstr ""
+"[param value] 보다 크거나 같은 2의 제곱수 중 최솟값을 반환합니다.\n"
+"[codeblock]\n"
+"nearest_po2(3) # 4를 반환합니다\n"
+"nearest_po2(4) # 4를 반환합니다\n"
+"nearest_po2(5) # 8을 반환합니다\n"
+"\n"
+"nearest_po2(0)  # 0을 반환합니다 (이는 기대된 값이 아닐 수 있습니다)\n"
+"nearest_po2(-1) # 0을 반환합니다 (이는 기대된 값이 아닐 수 있습니다)\n"
+"[/codeblock]\n"
+"[b]경고:[/b] 구현 상의 이유로, 이 메서드는 [code]0[/code] 이하의 값에 대해 "
+"[code]1[/code] 대신 [code]0[/code] 을 반환하며, [param value] 가 가장 작은 64"
+"비트 정수([code]-9223372036854775808[/code])인 경우 예외적으로 [param value] "
+"는 그대로 반환됩니다."
+
+msgid ""
+"Wraps [param value] between [code]0[/code] and the [param length]. If the "
+"limit is reached, the next value the function returns is decreased to the "
+"[code]0[/code] side or increased to the [param length] side (like a triangle "
+"wave). If [param length] is less than zero, it becomes positive.\n"
+"[codeblock]\n"
+"pingpong(-3.0, 3.0) # Returns 3.0\n"
+"pingpong(-2.0, 3.0) # Returns 2.0\n"
+"pingpong(-1.0, 3.0) # Returns 1.0\n"
+"pingpong(0.0, 3.0)  # Returns 0.0\n"
+"pingpong(1.0, 3.0)  # Returns 1.0\n"
+"pingpong(2.0, 3.0)  # Returns 2.0\n"
+"pingpong(3.0, 3.0)  # Returns 3.0\n"
+"pingpong(4.0, 3.0)  # Returns 2.0\n"
+"pingpong(5.0, 3.0)  # Returns 1.0\n"
+"pingpong(6.0, 3.0)  # Returns 0.0\n"
+"[/codeblock]"
+msgstr ""
+"[param value] 를 [code]0[/code] 과 [param length] 사이에 감쌉니다. 만약 끝에 "
+"닿은 경우, 함수가 다음에 반환하는 값은 [code]0[/code] 쪽으로 감소하거나 "
+"[param length] 쪽으로 증가합니다(마치 삼각파처럼). 만약 [param length]가 영보"
+"다 작다면, 양수 값으로 변합니다.\n"
+"[codeblock]\n"
+"pingpong(-3.0, 3.0) # 3.0을 반환합니다\n"
+"pingpong(-2.0, 3.0) # 2.0을 반환합니다\n"
+"pingpong(-1.0, 3.0) # 1.0을 반환합니다\n"
+"pingpong(0.0, 3.0)  # 0.0을 반환합니다\n"
+"pingpong(1.0, 3.0)  # 1.0을 반환합니다\n"
+"pingpong(2.0, 3.0)  # 2.0을 반환합니다\n"
+"pingpong(3.0, 3.0)  # 3.0을 반환합니다\n"
+"pingpong(4.0, 3.0)  # 2.0을 반환합니다\n"
+"pingpong(5.0, 3.0)  # 1.0을 반환합니다\n"
+"pingpong(6.0, 3.0)  # 0.0을 반환합니다\n"
+"[/codeblock]"
+
+msgid ""
+"Returns the integer modulus of [param x] divided by [param y] that wraps "
+"equally in positive and negative.\n"
+"[codeblock]\n"
+"print(\"#(i)  (i % 3)   (posmod(i, 3))\")\n"
+"for i in range(-3, 4):\n"
+"\tprint(\"%2d       %2d  | %2d\" % [i, i % 3, posmod(i, 3)])\n"
+"[/codeblock]\n"
+"Prints:\n"
+"[codeblock lang=text]\n"
+"(i)  (i % 3)   (posmod(i, 3))\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 ""
+"[param y] 로 나눈 [param x] 의 정수 나머지를 양수와 음수에서 똑같이 감싸서 반"
+"환합니다 (즉 나머지 값은 항상 양수입니다)\n"
+"[codeblock]\n"
+"print(\"#(i)  (i % 3)   (posmod(i, 3))\")\n"
+"for i in range(-3, 4):\n"
+"\tprint(\"%2d       %2d  | %2d\" % [i, i % 3, posmod(i, 3)])\n"
+"[/codeblock]\n"
+"출력결과:\n"
+"[codeblock lang=text]\n"
+"(i)  (i % 3)   (posmod(i, 3))\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]"
+
+msgid ""
+"Returns the result of [param base] raised to the power of [param exp].\n"
+"In GDScript, this is the equivalent of the [code]**[/code] operator.\n"
+"[codeblock]\n"
+"pow(2, 5)   # Returns 32.0\n"
+"pow(4, 1.5) # Returns 8.0\n"
+"[/codeblock]"
+msgstr ""
+"[param base] 의 [param exp] 제곱 결과를 반환합니다.\n"
+"GDScrip에서, 이는 [code]**[/code] operator와 동일합니다.\n"
+"[codeblock]\n"
+"pow(2, 5)   # 32.0를 반환합니다\n"
+"pow(4, 1.5) # 8.0를 반환합니다\n"
+"[/codeblock]"
+
+msgid ""
+"Converts one or more arguments of any type to string in the best way possible "
+"and prints them to the console.\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var a = [1, 2, 3]\n"
+"print(\"a\", \"b\", a) # Prints \"ab[1, 2, 3]\"\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"Godot.Collections.Array a = [1, 2, 3];\n"
+"GD.Print(\"a\", \"b\", a); // Prints \"ab[1, 2, 3]\"\n"
+"[/csharp]\n"
+"[/codeblocks]\n"
+"[b]Note:[/b] Consider using [method push_error] and [method push_warning] to "
+"print error and warning messages instead of [method print] or [method "
+"print_rich]. This distinguishes them from print messages used for debugging "
+"purposes, while also displaying a stack trace when an error or warning is "
+"printed. See also [member Engine.print_to_stdout] and [member "
+"ProjectSettings.application/run/disable_stdout]."
+msgstr ""
+"하나 또는 여러 개의 아무 타입 매개변수를 가능한 최선의 방법으로 문자열로 변환"
+"하여 콘솔에 출력합니다.\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var a = [1, 2, 3]\n"
+"print(\"a\", \"b\", a) # \"ab[1, 2, 3]\"을 출력합니다\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"Godot.Collections.Array a = [1, 2, 3];\n"
+"GD.Print(\"a\", \"b\", a); // \"ab[1, 2, 3]\"을 출력합니다\n"
+"[/csharp]\n"
+"[/codeblocks]\n"
+"[b]참고:[/b] 오류와 경고 메시지를 출력하는 경우, [method print] 나 [method "
+"print_rich] 대신 [method push_error] 와 [method push_warning] 을 사용하는 것"
+"을 고려해보세요. 이는 그것들을 디버깅 목적에 사용되는 메시지들과 구분하는 동시"
+"에, 오류나 경고가 출력되었을 때 스택 추적을 표시해줍니다. [member "
+"Engine.print_to_stdout] 와 [member ProjectSettings.application/run/"
+"disable_stdout] 도 참조하세요."
+
+msgid ""
+"If verbose mode is enabled ([method OS.is_stdout_verbose] returning "
+"[code]true[/code]), converts one or more arguments of any type to string in "
+"the best way possible and prints them to the console."
+msgstr ""
+"자세한 모드가 활성화된 경우([method OS.is_stdout_verbose]가 [code]true[/code]"
+"를 반환하는 경우), 하나 이상의 인수를 어떤 유형이든 가능한 최선의 방법으로 문"
+"자열로 변환하여 콘솔에 출력합니다."
+
+msgid ""
+"Prints one or more arguments to strings in the best way possible to standard "
+"error line.\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"printerr(\"prints to stderr\")\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"GD.PrintErr(\"prints to stderr\");\n"
+"[/csharp]\n"
+"[/codeblocks]"
+msgstr ""
+"하나 이상의 인수를 가능한 최선의 방법으로 문자열로 변환하여 표준 오류 라인에 "
+"출력합니다.\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"printerr(\"prints to stderr\")\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"GD.PrintErr(\"prints to stderr\");\n"
+"[/csharp]\n"
+"[/codeblocks]"
+
+msgid ""
+"Prints one or more arguments to strings in the best way possible to the OS "
+"terminal. Unlike [method print], no newline is automatically added at the "
+"end.\n"
+"[b]Note:[/b] The OS terminal is [i]not[/i] the same as the editor's Output "
+"dock. The output sent to the OS terminal can be seen when running Godot from "
+"a terminal. On Windows, this requires using the [code]console.exe[/code] "
+"executable.\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"# Prints \"ABC\" to terminal.\n"
+"printraw(\"A\")\n"
+"printraw(\"B\")\n"
+"printraw(\"C\")\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"// Prints \"ABC\" to terminal.\n"
+"GD.PrintRaw(\"A\");\n"
+"GD.PrintRaw(\"B\");\n"
+"GD.PrintRaw(\"C\");\n"
+"[/csharp]\n"
+"[/codeblocks]"
+msgstr ""
+"하나 이상의 인수를 가능한 최선의 방법으로 문자열로 변환하여 OS 터미널에 출력합"
+"니다. [method print]와 달리, 끝에 새 줄이 자동으로 추가되지 않습니다.\n"
+"[b]참고:[/b] OS 터미널은 편집기의 출력 독과 [i]같지 않습니다[/i]. OS 터미널로 "
+"전송된 출력은 터미널에서 Godot를 실행할 때 볼 수 있습니다. Windows에서는 "
+"[code]console.exe[/code] 실행 파일을 사용해야 합니다.\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"# Prints \"ABC\" to terminal.\n"
+"printraw(\"A\")\n"
+"printraw(\"B\")\n"
+"printraw(\"C\")\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"// Prints \"ABC\" to terminal.\n"
+"GD.PrintRaw(\"A\");\n"
+"GD.PrintRaw(\"B\");\n"
+"GD.PrintRaw(\"C\");\n"
+"[/csharp]\n"
+"[/codeblocks]"
+
+msgid ""
+"Prints one or more arguments to the console with a space between each "
+"argument.\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"prints(\"A\", \"B\", \"C\") # Prints \"A B C\"\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"GD.PrintS(\"A\", \"B\", \"C\"); // Prints \"A B C\"\n"
+"[/csharp]\n"
+"[/codeblocks]"
+msgstr ""
+"하나 혹은 여러 개의 매개변수를 각 매개변수 사이 공백을 추가하여 콘솔에 출력합"
+"니다.\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"prints(\"A\", \"B\", \"C\") # \"A B C\"를 출력합니다.\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"GD.PrintS(\"A\", \"B\", \"C\"); // \"A B C\"를 출력합니다.\n"
+"[/csharp]\n"
+"[/codeblocks]"
+
+msgid ""
+"Prints one or more arguments to the console with a tab between each "
+"argument.\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"printt(\"A\", \"B\", \"C\") # Prints \"A       B       C\"\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"GD.PrintT(\"A\", \"B\", \"C\"); // Prints \"A       B       C\"\n"
+"[/csharp]\n"
+"[/codeblocks]"
+msgstr ""
+"하나 혹은 여러 개의 매개변수를 각 매개변수 사이 들여쓰기를 추가하여 콘솔에 출"
+"력합니다.\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"printt(\"A\", \"B\", \"C\") # \"A       B        C\"를 출력합니다.\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"GD.PrintT(\"A\", \"B\", \"C\"); // \"A       B       C\"를 출력합니다.\n"
+"[/csharp]\n"
+"[/codeblocks]"
+
+msgid ""
+"Pushes an error message to Godot's built-in debugger and to the OS terminal.\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"push_error(\"test error\") # Prints \"test error\" to debugger and terminal "
+"as an error.\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"GD.PushError(\"test error\"); // Prints \"test error\" to debugger and "
+"terminal as an error.\n"
+"[/csharp]\n"
+"[/codeblocks]\n"
+"[b]Note:[/b] This function does 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 ""
+"오류 메시지를 Godot의 내장 디버거와 OS 터미널에 내보냅니다.\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"push_error(\"test error\") # \"test error\"를 디버거와 터미널에 오류로 출력합"
+"니다.\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"GD.PushError(\"test error\"); // \"test error\"를 디버거와 터미널에 오류로 출"
+"력합니다.\n"
+"[/csharp]\n"
+"[/codeblocks]\n"
+"[b]참고:[/b] 이 함수는 프로젝트 실행을 중지하지 않습니다. 오류 메시지를 출력하"
+"고 프로젝트 실행을 중지하기 위해 디버그 빌드에서 멈추기 위해, "
+"[code]assert(false, \"test error\")[/code]를 대신 사용하세요."
+
+msgid ""
+"Pushes a warning message to Godot's built-in debugger and to the OS "
+"terminal.\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"push_warning(\"test warning\") # Prints \"test warning\" to debugger and "
+"terminal as a warning.\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"GD.PushWarning(\"test warning\"); // Prints \"test warning\" to debugger and "
+"terminal as a warning.\n"
+"[/csharp]\n"
+"[/codeblocks]"
+msgstr ""
+"경고 메시지를 Godot의 내장 디버거와 OS 터미널에 내보냅니다.\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"push_error(\"test warning\") # \"test warning\"를 디버거와 터미널에 오류로 출"
+"력합니다.\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"GD.PushError(\"test warning\"); // \"test warning\"를 디버거와 터미널에 오류"
+"로 출력합니다.\n"
+"[/csharp]\n"
+"[/codeblocks]"
+
+msgid ""
+"Converts an angle expressed in radians to degrees.\n"
+"[codeblock]\n"
+"rad_to_deg(0.523599) # Returns 30\n"
+"rad_to_deg(PI)       # Returns 180\n"
+"rad_to_deg(PI * 2)   # Returns 360\n"
+"[/codeblock]"
+msgstr ""
+"라디안으로 표현된 각도를 도(°) 단위로 변환합니다.\n"
+"[codeblock]\n"
+"rad_to_deg(0.523599) # 30를 반환합니다.\n"
+"rad_to_deg(PI)       # 180를 반환합니다.\n"
+"rad_to_deg(PI * 2)   # 360를 반환합니다.\n"
+"[/codeblock]"
+
+msgid ""
+"Given a [param seed], returns a [PackedInt64Array] of size [code]2[/code], "
+"where its first element is the randomized [int] value, and the second element "
+"is the same as [param seed]. Passing the same [param seed] consistently "
+"returns the same array.\n"
+"[b]Note:[/b] \"Seed\" here refers to the internal state of the pseudo random "
+"number generator, currently implemented as a 64 bit integer.\n"
+"[codeblock]\n"
+"var a = rand_from_seed(4)\n"
+"\n"
+"print(a[0]) # Prints 2879024997\n"
+"print(a[1]) # Prints 4\n"
+"[/codeblock]"
+msgstr ""
+"[param seed] 를 받아서 크기 [code]2[/code] 의 [PackedInt64Array] 를 반환하며, "
+"첫번째 요소는 무작위 [int] 값이고, 두번째 요소는 [param seed] 와 같습니다. 같"
+"은 [param seed] 를 지속적으로 넘기는 것은 같은 배열을 반환합니다.\n"
+"[b]참고:[/b] 여기서 \"시드(Seed)\"란 의사난수 생성기의 내부 상태를 의미하고, "
+"현재 64비트 정수로 구현되어 있습니다.\n"
+"[codeblock]\n"
+"var a = rand_from_seed(4)\n"
+"\n"
+"print(a[0]) # 2879024997를 출력합니다.\n"
+"print(a[1]) # 4를 출력합니다.\n"
+"[/codeblock]"
+
+msgid ""
+"Returns a random floating-point value between [code]0.0[/code] and [code]1.0[/"
+"code] (inclusive).\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"randf() # Returns e.g. 0.375671\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"GD.Randf(); // Returns e.g. 0.375671\n"
+"[/csharp]\n"
+"[/codeblocks]"
+msgstr ""
+"[code]0.0[/code] 부터 [code]1.0[/code] 까지의 무작위 실수 값을 반환합니다.\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"randf() # 예시로 0.375671을 반환합니다.\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"GD.Randf(); // 예시로 0.375671을 반환합니다.\n"
+"[/csharp]\n"
+"[/codeblocks]"
+
+msgid ""
+"Returns a random floating-point value between [param from] and [param to] "
+"(inclusive).\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"randf_range(0, 20.5) # Returns e.g. 7.45315\n"
+"randf_range(-10, 10) # Returns e.g. -3.844535\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"GD.RandRange(0.0, 20.5);   // Returns e.g. 7.45315\n"
+"GD.RandRange(-10.0, 10.0); // Returns e.g. -3.844535\n"
+"[/csharp]\n"
+"[/codeblocks]"
+msgstr ""
+"[param from] 부터 [param to] 까지의 무작위 실수 값을 반환합니다.\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"randf_range(0, 20.5) # 예시로 7.45315를 반환합니다.\n"
+"randf_range(-10, 10) # 예시로 -3.844535를 반환합니다.\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"GD.RandRange(0.0, 20.5); // 예시로 7.45315를 반환합니다.\n"
+"GD.RandRange(-10.0, 10.0); // 예시로 -3.844535를 반환합니다.\n"
+"[/csharp]\n"
+"[/codeblocks]"
+
+msgid ""
+"Returns a [url=https://en.wikipedia.org/wiki/Normal_distribution]normally-"
+"distributed[/url], pseudo-random floating-point value from the specified "
+"[param mean] and a standard [param deviation]. This is also known as a "
+"Gaussian distribution.\n"
+"[b]Note:[/b] This method uses the [url=https://en.wikipedia.org/wiki/"
+"Box%E2%80%93Muller_transform]Box-Muller transform[/url] algorithm."
+msgstr ""
+"[url=https://en.wikipedia.org/wiki/Normal_distribution]정규분포를 따르는[/"
+"url], 의사난수 실수 값을 정해진 [param mean] (평균) 과 표준 [param deviation] "
+"(표준편차)를 통해 반환합니다. 이는 가우시안 분배로도 알려져 있습니다.\n"
+"[b]참고:[/b] 이 메서드는 [url=https://en.wikipedia.org/wiki/"
+"Box%E2%80%93Muller_transform]박스-뮐러 변환[/url] 알고리즘을 사용합니다."
+
+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"
+"[codeblocks]\n"
+"[gdscript]\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"
+"[/gdscript]\n"
+"[csharp]\n"
+"GD.Randi();           // Returns random integer between 0 and 2^32 - 1\n"
+"GD.Randi() % 20;      // Returns random integer between 0 and 19\n"
+"GD.Randi() % 100;     // Returns random integer between 0 and 99\n"
+"GD.Randi() % 100 + 1; // Returns random integer between 1 and 100\n"
+"[/csharp]\n"
+"[/codeblocks]"
+msgstr ""
+"무작위의 부호가 없는 32비트 정수를 반환합니다. [code][0, N - 1][/code] (N은 "
+"2^32보다 작을 때) 구간의 무작위 값을 얻기 위해 나머지를 사용하세요.\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"randi() # 0부터 2^32 - 1 까지의 무작위 정수를 반환합니다.\n"
+"randi() % 20 # 0부터 19 까지의 무작위 정수를 반환합니다.\n"
+"randi() % 100 # 0부터 99 까지의 무작위 정수를 반환합니다.\n"
+"randi() % 100 + 1 # 1부터 100 까지의 무작위 정수를 반환합니다.\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"GD.Randi(); // 0부터 2^32 - 1 까지의 무작위 정수를 반환합니다.\n"
+"GD.Randi() % 20; //0부터 19 까지의 무작위 정수를 반환합니다.\n"
+"GD.Randi() % 100; // 0부터 99 까지의 무작위 정수를 반환합니다.\n"
+"GD.Randi() % 100 + 1; // 1부터 100 까지의 무작위 정수를 반환합니다.\n"
+"[/csharp]\n"
+"[/codeblocks]"
+
+msgid ""
+"Returns a random signed 32-bit integer between [param from] and [param to] "
+"(inclusive). If [param to] is lesser than [param from], they are swapped.\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"randi_range(0, 1)      # Returns either 0 or 1\n"
+"randi_range(-10, 1000) # Returns random integer between -10 and 1000\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"GD.RandRange(0, 1);      // Returns either 0 or 1\n"
+"GD.RandRange(-10, 1000); // Returns random integer between -10 and 1000\n"
+"[/csharp]\n"
+"[/codeblocks]"
+msgstr ""
+"[param from] 부터 [param to] 까지의 범위에서 무작위의 부호가 있는 32비트 정수"
+"를 반환합니다. 만약 [param to] 가 [param from] 보다 작다면, 둘의 위치가 바뀝니"
+"다.\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"randi_range(0, 1) # 0 또는 1을 반환합니다.\n"
+"randi_range(-10, 1000) # -10부터 1000까지 무작위 정수를 반환합니다.\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"GD.RandRange(0, 1); // 0 또는 1을 반환합니다.\n"
+"GD.RandRange(-10, 1000); // -10부터 1000까지 무작위 정수를 반환합니다.\n"
+"[/csharp]\n"
+"[/codeblocks]"
+
+msgid ""
+"Randomizes the seed (or the internal state) of the random number generator. "
+"The current implementation uses a number based on the device's time.\n"
+"[b]Note:[/b] This function is called automatically when the project is run. "
+"If you need to fix the seed to have consistent, reproducible results, use "
+"[method seed] to initialize the random number generator."
+msgstr ""
+"난수 생성기의 (내부 상태) 시드를 무작위 값으로 설정합니다. 현재 구현은 기기 시"
+"간에 기반한 수를 쓰고 있습니다.\n"
+"[b]참고:[/b] 이 함수는 프로젝트가 실행될 때 자동적으로 불러와집니다. 만약 당신"
+"이 지속적이고, 재현가능한 결과를 얻기 위해 시드를 고정해야 하는 경우, [method "
+"seed] 를 사용하여 난수 생성기의 초기 값을 설정하세요."
+
+msgid ""
+"Maps a [param value] from range [code][istart, istop][/code] to [code]"
+"[ostart, ostop][/code]. See also [method lerp] and [method inverse_lerp]. If "
+"[param value] is outside [code][istart, istop][/code], then the resulting "
+"value will also be outside [code][ostart, ostop][/code]. If this is not "
+"desired, use [method clamp] on the result of this function.\n"
+"[codeblock]\n"
+"remap(75, 0, 100, -1, 1) # Returns 0.5\n"
+"[/codeblock]\n"
+"For complex use cases where multiple ranges are needed, consider using "
+"[Curve] or [Gradient] instead.\n"
+"[b]Note:[/b] If [code]istart == istop[/code], the return value is undefined "
+"(most likely NaN, INF, or -INF)."
+msgstr ""
+"[param value]를 [code][istart, istop][/code] 범위에서 [code][ostart, ostop][/"
+"code] 범위로 매핑합니다. [method lerp]와 [method inverse_lerp]도 참조하세요. "
+"만약 [param value]가 [code][istart, istop][/code] 밖에 있다면, 결과 값 또한 "
+"[code][ostart, ostop][/code] 밖에 있을 것입니다. 이를 원치 않는 경우 이 함수"
+"의 결과값에 [method clamp]를 사용하세요.\n"
+"[codeblock]\n"
+"remap(75, 0, 100, -1, 1) # 0.5를 반환합니다.\n"
+"[/codeblock]\n"
+"여러 개의 범위가 필요한 복잡한 용례의 경우, [Curve]나 [Gradient]를 대신 사용하"
+"는 것을 고려하세요.\n"
+"[b]참고:[/b] 만약 [code]istart == istop[/code]라면, 반환값은 정의되지 않습니"
+"다 (대부분 NaN, INF, 또는 -INF일 것입니다)."
+
+msgid ""
+"Allocates a unique ID which can be used by the implementation to construct an "
+"RID. This is used mainly from native extensions to implement servers."
+msgstr ""
+"RID(상대 식별자) 작성을 구현하는 데에 쓰이는 고유한 ID를 배정합니다. 이는 서버"
+"를 실행하기 위한 네이티브 확장에 주로 사용됩니다."
+
+msgid ""
+"Creates an RID from a [param base]. This is used mainly from native "
+"extensions to build servers."
+msgstr ""
+"[param base] 로부터 RID를 생성합니다. 이는 주로 서버를 빌드하기 위한 네이티브 "
+"확장에 주로 사용됩니다."
+
+msgid ""
+"Rotates [param from] toward [param to] by the [param delta] amount. Will not "
+"go past [param to].\n"
+"Similar to [method move_toward], but interpolates correctly when the angles "
+"wrap around [constant @GDScript.TAU].\n"
+"If [param delta] is negative, this function will rotate away from [param to], "
+"toward the opposite angle, and will not go past the opposite angle."
+msgstr ""
+"[param from] 을 [param to] 를 향해 [param delta] 값만큼 회전시킵니다. [param "
+"to] 를 넘어가지는 않습니다.\n"
+"[method move_toward] 와 비슷하지만, 각도가 [constant @GDScript.TAU] (360도) 범"
+"위 내에 있어야 올바르게 보간시킵니다.\n"
+"만약 [param delta] 가 음수라면 이 함수는 [param to] 로부터 멀어지게 회전하여, "
+"정반대 각도로 향하게 하며, 그것을 넘지 않을 것입니다."
+
+msgid ""
+"Rounds [param x] to the nearest whole number, with halfway cases rounded away "
+"from 0. Supported types: [int], [float], [Vector2], [Vector2i], [Vector3], "
+"[Vector3i], [Vector4], [Vector4i].\n"
+"[codeblock]\n"
+"round(2.4) # Returns 2\n"
+"round(2.5) # Returns 3\n"
+"round(2.6) # Returns 3\n"
+"[/codeblock]\n"
+"See also [method floor], [method ceil], and [method snapped].\n"
+"[b]Note:[/b] For better type safety, use [method roundf], [method roundi], "
+"[method Vector2.round], [method Vector3.round], or [method Vector4.round]."
+msgstr ""
+"[param x] 를 가장 가까운 정수로 반올림합니다. 지원되는 타입: [int], [float], "
+"[Vector2], [Vector2i], [Vector3], [Vector3i], [Vector4], [Vector4i].\n"
+"[codeblock]\n"
+"round(2.4) # 2를 반환합니다.\n"
+"round(2.5) # 3을 반환합니다.\n"
+"round(2.6) # 3을 반환합니다.\n"
+"[/codeblock]\n"
+"[method floor], [method ceil], 그리고 [method snapped] 도 참조하세요.\n"
+"[b]참고:[/b] 더 나은 타입 안정성을 위해, [method roundf], [method roundi], "
+"[method Vector2.round], [method Vector3.round], 또는 [method Vector4.round] "
+"를 사용하세요."
+
+msgid ""
+"Rounds [param x] to the nearest whole number, with halfway cases rounded away "
+"from 0.\n"
+"A type-safe version of [method round], returning a [float]."
+msgstr ""
+"[param x] 를 가장 가까운 정수로 반올림하며, 중간의 경우 0에서 멀어지는 쪽으로 "
+"반올림합니다.\n"
+"[method round] 의 타입 안전 버전으로, [float] 를 반환합니다."
+
+msgid ""
+"Rounds [param x] to the nearest whole number, with halfway cases rounded away "
+"from 0.\n"
+"A type-safe version of [method round], returning an [int]."
+msgstr ""
+"[param x] 를 가장 가까운 정수로 반올림하며, 중간의 경우 0에서 멀어지는 쪽으로 "
+"반올림합니다.\n"
+"[method round] 의 타입 안전 버전으로, [int] 를 반환합니다."
+
+msgid ""
+"Sets the seed for the random number generator to [param base]. Setting the "
+"seed manually can ensure consistent, repeatable results for most random "
+"functions.\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var my_seed = \"Godot Rocks\".hash()\n"
+"seed(my_seed)\n"
+"var a = randf() + randi()\n"
+"seed(my_seed)\n"
+"var b = randf() + randi()\n"
+"# a and b are now identical\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"ulong mySeed = (ulong)GD.Hash(\"Godot Rocks\");\n"
+"GD.Seed(mySeed);\n"
+"var a = GD.Randf() + GD.Randi();\n"
+"GD.Seed(mySeed);\n"
+"var b = GD.Randf() + GD.Randi();\n"
+"// a and b are now identical\n"
+"[/csharp]\n"
+"[/codeblocks]"
+msgstr ""
+"난수 생성기의 시드 값을 [param base] 로 설정합니다. 시드를 수동으로 설정하는 "
+"것은 대부분의 함수에서 지속적이고, 재현가능한 결과를 보장할 수 있습니다.\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var my_seed = \"Godot Rocks\".hash()\n"
+"seed(my_seed)\n"
+"var a = randf() + randi()\n"
+"seed(my_seed)\n"
+"var b = randf() + randi()\n"
+"# a와 b는 이제 동일합니다.\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"ulong mySeed = (ulong)GD.Hash(\"Godot Rocks\");\n"
+"GD.Seed(mySeed);\n"
+"var a = GD.Randf() + GD.Randi();\n"
+"GD.Seed(mySeed);\n"
+"var b = GD.Randf() + GD.Randi();\n"
+"// a와 b는 이제 동일합니다.\n"
+"[/csharp]\n"
+"[/codeblocks]"
+
+msgid ""
+"Returns the same type of [Variant] as [param x], with [code]-1[/code] for "
+"negative values, [code]1[/code] for positive values, and [code]0[/code] for "
+"zeros. For [code]nan[/code] values it returns 0.\n"
+"Supported types: [int], [float], [Vector2], [Vector2i], [Vector3], "
+"[Vector3i], [Vector4], [Vector4i].\n"
+"[codeblock]\n"
+"sign(-6.0) # Returns -1\n"
+"sign(0.0)  # Returns 0\n"
+"sign(6.0)  # Returns 1\n"
+"sign(NAN)  # Returns 0\n"
+"\n"
+"sign(Vector3(-6.0, 0.0, 6.0)) # Returns (-1, 0, 1)\n"
+"[/codeblock]\n"
+"[b]Note:[/b] For better type safety, use [method signf], [method signi], "
+"[method Vector2.sign], [method Vector2i.sign], [method Vector3.sign], [method "
+"Vector3i.sign], [method Vector4.sign], or [method Vector4i.sign]."
+msgstr ""
+"[param x]와 같은 타입의 [Variant]를 반환하며, 음의 값에는 [code]-1[/code]를, "
+"양의 값에는 [code]1[/code]를, 0에는 [code]0[/code]을 넣습니다. [code]nan[/"
+"code] 값에는 0을 반환합니다.\n"
+"지원되는 타입: [int], [float], [Vector2], [Vector2i], [Vector3], [Vector3i], "
+"[Vector4], [Vector4i].\n"
+"[codeblock]\n"
+"sign(-6.0) # -1을 반환합니다.\n"
+"sign(0.0) # 0을 반환합니다.\n"
+"sign(6.0) # 1을 반환합니다.\n"
+"sign(NAN) # 0을 반환합니다.\n"
+"\n"
+"sign(Vector3(-6.0, 0.0, 6.0)) # (-1, 0, 1)를 반환합니다.\n"
+"[/codeblock]\n"
+"[b]참고:[/b] 더 나은 타입 안정성을 위해, [method signf], [method signi], "
+"[method Vector2.sign], [method Vector2i.sign], [method Vector3.sign], [method "
+"Vector3i.sign], [method Vector4.sign], 또는 [method Vector4i.sign]을 사용하세"
+"요."
+
+msgid ""
+"Returns [code]-1.0[/code] if [param x] is negative, [code]1.0[/code] if "
+"[param x] is positive, and [code]0.0[/code] if [param x] is zero. For "
+"[code]nan[/code] values of [param x] it returns 0.0.\n"
+"[codeblock]\n"
+"signf(-6.5) # Returns -1.0\n"
+"signf(0.0)  # Returns 0.0\n"
+"signf(6.5)  # Returns 1.0\n"
+"signf(NAN)  # Returns 0.0\n"
+"[/codeblock]"
+msgstr ""
+"[param x]가 음의 값이라면 [code]-1.0[/code]을, [param x]가 양의 값이라면 "
+"[code]1.0[/code]을, [param x]가 0이라면 [code]0.0[/code]을 반환합니다. [param "
+"x]의 [code]nan[/code] 값에는 0을 반환합니다.\n"
+"[codeblock]\n"
+"signf(-6.5) # -1.0을 반환합니다.\n"
+"signf(0.0)  # 0.0을 반환합니다.\n"
+"signf(6.5)  # 1.0을 반환합니다.\n"
+"signf(NAN)  # 0.0을 반환합니다.\n"
+"[/codeblock]"
+
+msgid ""
+"Returns [code]-1[/code] if [param x] is negative, [code]1[/code] if [param x] "
+"is positive, and [code]0[/code] if [param x] is zero.\n"
+"[codeblock]\n"
+"signi(-6) # Returns -1\n"
+"signi(0)  # Returns 0\n"
+"signi(6)  # Returns 1\n"
+"[/codeblock]"
+msgstr ""
+"[param x] 가 음의 값이라면 [code]-1[/code] 를, [param x] 가 양의 값이라면 "
+"[code]1[/code] 를, [param x] 가 0이라면 [code]0[/code] 을 반환합니다.\n"
+"[codeblock]\n"
+"signi(-6) # -1을 반환합니다.\n"
+"signi(0)  # 0을 반환합니다.\n"
+"signi(6)  # 1을 반환합니다.\n"
+"[/codeblock]"
+
+msgid ""
+"Returns the sine of angle [param angle_rad] in radians.\n"
+"[codeblock]\n"
+"sin(0.523599)       # Returns 0.5\n"
+"sin(deg_to_rad(90)) # Returns 1.0\n"
+"[/codeblock]"
+msgstr ""
+"라디안 각도 [param angle_rad] 의 사인 값을 반환.\n"
+"[codeblock]\n"
+"sin(0.523599) # 0.5를 반환합니다.\n"
+"sin(deg_to_rad(90)) # 1.0을 반환합니다.\n"
+"[/codeblock]"
+
+msgid ""
+"Returns the hyperbolic sine of [param x].\n"
+"[codeblock]\n"
+"var a = log(2.0) # Returns 0.693147\n"
+"sinh(a) # Returns 0.75\n"
+"[/codeblock]"
+msgstr ""
+"[param x] 의 하이퍼볼릭 사인 값을 반환합니다.\n"
+"[codeblock]\n"
+"var a = log(2.0) # 0.693147을 반환합니다.\n"
+"sinh(a) # 0.75를 반환합니다.\n"
+"[/codeblock]"
+
+msgid ""
+"Returns a smooth cubic Hermite interpolation between [code]0[/code] and "
+"[code]1[/code].\n"
+"For positive ranges (when [code]from <= to[/code]) the return value is "
+"[code]0[/code] when [code]x <= from[/code], and [code]1[/code] when [code]x "
+">= to[/code]. If [param x] lies between [param from] and [param to], the "
+"return value follows an S-shaped curve that smoothly transitions from "
+"[code]0[/code] to [code]1[/code].\n"
+"For negative ranges (when [code]from > to[/code]) the function is mirrored "
+"and returns [code]1[/code] when [code]x <= to[/code] and [code]0[/code] when "
+"[code]x >= from[/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/master/img/"
+"smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, "
+"-1.6521) return values[/url]\n"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
+"smoothstep_range.webp]Smoothstep() return values with positive, zero, and "
+"negative ranges[/url]"
+msgstr ""
+"[code]0[/code] 과 [code]1[/code] 사이의 부드러운 세제곱 에르미트 보간을 반환합"
+"니다.\n"
+"양의 범위에서 ([code]from <= to[/code] 일때) [code]x <= from[/code] 이라면 "
+"[code]0[/code] 을, [code]x >= to[/code] 라면 [code]1[/code] 를 반환합니다. 만"
+"약 [param x] 가 [param from] 과 [param to] 사이에 있다면, 반환값은 [code]0[/"
+"code] 부터 [code]1[/code] 까지 부드럽게 변화하는 S자 곡선을 따릅니다.\n"
+"음의 범위에서 ([code]from > to[/code] 일때) 함수는 뒤집히고 [code]x <= to[/"
+"code] 일때 [code]1[/code] 을, [code]x >= from[/code] 일때 [code]0[/code] 을 반"
+"환합니다.\n"
+"이 S자 곡선은 세제곱 에르미트 보간자이며, [code]y = (x-from) / (to-from)[/"
+"code] 일때 [code]f(y) = 3*y^2 - 2*y^3[/code] 에서 도출됩니다.\n"
+"[codeblock]\n"
+"smoothstep(0, 2, -5.0) # 0.0 을 반환합니다.\n"
+"smoothstep(0, 2, 0.5) # 0.15625를 반환합니다.\n"
+"smoothstep(0, 2, 1.0) # 0.5를 반환합니다.\n"
+"smoothstep(0, 2, 2.0) # 1.0을 반환합니다.\n"
+"[/codeblock]\n"
+"[code]-1.6521[/code] 의 곡선 값을 갖는 [method ease] 와 다르게, [method "
+"smoothstep] 은 도함수의 급격한 변화 없이 가능한 한 부드러운 곡선을 반환합니"
+"다. 만약 더 고도의 변환을 구현하고 싶다면, [Tween] 이나 [AnimationPlayer] 를 "
+"사용하세요.\n"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
+"smoothstep_ease_comparison.png]smoothstep()과 ease(x, -1.6521)의 반환값 비교[/"
+"url]\n"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/"
+"smoothstep_range.webp]양의 범위, 0, 음의 범위에서 Smoothstep()의 반환값[/url]"
+
+msgid ""
+"Returns the multiple of [param step] that is the closest to [param x]. This "
+"can also be used to round a floating-point number to an arbitrary number of "
+"decimals.\n"
+"The returned value is the same type of [Variant] as [param step]. Supported "
+"types: [int], [float], [Vector2], [Vector2i], [Vector3], [Vector3i], "
+"[Vector4], [Vector4i].\n"
+"[codeblock]\n"
+"snapped(100, 32)  # Returns 96\n"
+"snapped(3.14159, 0.01)  # Returns 3.14\n"
+"\n"
+"snapped(Vector2(34, 70), Vector2(8, 8))  # Returns (32, 72)\n"
+"[/codeblock]\n"
+"See also [method ceil], [method floor], and [method round].\n"
+"[b]Note:[/b] For better type safety, use [method snappedf], [method "
+"snappedi], [method Vector2.snapped], [method Vector2i.snapped], [method "
+"Vector3.snapped], [method Vector3i.snapped], [method Vector4.snapped], or "
+"[method Vector4i.snapped]."
+msgstr ""
+"[param step] 의 배수 중 [param x] 에 가장 가까운 값을 반환합니다. 이는 실수를 "
+"임의의 십진 소수로 반올림(round)하는 데에도 사용될 수 있습니다.\n"
+"반환된 값은 [param step] 과 같은 타입의 [Variant] 입니다. 지원되는 타입 목록: "
+"[int], [float], [Vector2], [Vector2i], [Vector3], [Vector3i], [Vector4], "
+"[Vector4i].\n"
+"[codeblock]\n"
+"snapped(100, 32)  # 96을 반환합니다.\n"
+"snapped(3.14159, 0.01)  # 3.14를 반환합니다.\n"
+"\n"
+"snapped(Vector2(34, 70), Vector2(8, 8))  # (32, 72)를 반환합니다.\n"
+"[/codeblock]\n"
+"[method ceil], [method floor], 그리고 [method round] 도 참조하세요.\n"
+"[b]참고:[/b] 더 나은 타입 안정성을 위해 [method snappedf], [method snappedi], "
+"[method Vector2.snapped], [method Vector2i.snapped], [method "
+"Vector3.snapped], [method Vector3i.snapped], [method Vector4.snapped], 또는 "
+"[method Vector4i.snapped] 를 사용하세요."
+
+msgid ""
+"Returns the multiple of [param step] that is the closest to [param x]. This "
+"can also be used to round a floating-point number to an arbitrary number of "
+"decimals.\n"
+"A type-safe version of [method snapped], returning a [float].\n"
+"[codeblock]\n"
+"snappedf(32.0, 2.5)  # Returns 32.5\n"
+"snappedf(3.14159, 0.01)  # Returns 3.14\n"
+"[/codeblock]"
+msgstr ""
+"[param step] 의 배수 중 [param x] 에 가장 가까운 값을 반환합니다. 이는 실수를 "
+"임의의 십진 소수로 반올림하는 데에도 사용될 수 있습니다.\n"
+"[method snapped] 의 타입 안전 버전이며, [float] 를 반환합니다.\n"
+"[codeblock]\n"
+"snappedf(32.0, 2.5)  # 32.5를 반환합니다.\n"
+"snappedf(3.14159, 0.01)  # 3.14를 반환합니다.\n"
+"[/codeblock]"
+
+msgid ""
+"Returns the multiple of [param step] that is the closest to [param x].\n"
+"A type-safe version of [method snapped], returning an [int].\n"
+"[codeblock]\n"
+"snappedi(53, 16)  # Returns 48\n"
+"snappedi(4096, 100)  # Returns 4100\n"
+"[/codeblock]"
+msgstr ""
+"[param step] 의 배수 중 [param x] 에 가장 가까운 값을 반환합니다.\n"
+"[method snapped] 의 타입 안전 버전이며, [int] 를 반환합니다.\n"
+"[codeblock]\n"
+"snappedi(53, 16)  # 48을 반환합니다.\n"
+"snappedi(4096, 100)  # 4100을 반환합니다.\n"
+"[/codeblock]"
+
+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"
+"var 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 ""
+"소수점 이후에, 처음 0이 아닌 숫자가 나오는 위치를 반환합니다. 구현상 디자인 결"
+"정에 의해, 최대 반환값이 10임을 참고하세요.\n"
+"[codeblock]\n"
+"var n = step_decimals(5) # n은 0\n"
+"n = step_decimals(1.0005) # n은 4\n"
+"n = step_decimals(0.000000005) # n은 9\n"
+"[/codeblock]"
+
+msgid ""
+"Converts one or more arguments of any [Variant] type to a [String] in the "
+"best way possible.\n"
+"[codeblock]\n"
+"var a = [10, 20, 30]\n"
+"var b = str(a)\n"
+"print(len(a)) # Prints 3 (the number of elements in the array).\n"
+"print(len(b)) # Prints 12 (the length of the string \"[10, 20, 30]\").\n"
+"[/codeblock]"
+msgstr ""
+"아무 [Variant] 타입의 하나 혹은 그 이상의 인자를 가능한 최선의 방법으로 "
+"[String] 으로 변환합니다.\n"
+"[codeblock]\n"
+"var a = [10, 20, 30]\n"
+"var b = str(a)\n"
+"print(len(a)) # 3을 출력합니다 (배열의 원소 수).\n"
+"pritn(len(b)) # 12를 출력합니다 (문자열 \"[10, 20, 30]\"의 길이)\n"
+"[/codeblock]"
+
+msgid ""
+"Converts a formatted [param string] that was returned by [method var_to_str] "
+"to the original [Variant].\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var data = '{ \"a\": 1, \"b\": 2 }' # data is a String\n"
+"var dict = str_to_var(data)     # dict is a Dictionary\n"
+"print(dict[\"a\"])                # Prints 1\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"string data = \"{ \\\"a\\\": 1, \\\"b\\\": 2 }\";           // data is a "
+"string\n"
+"var dict = GD.StrToVar(data).AsGodotDictionary(); // dict is a Dictionary\n"
+"GD.Print(dict[\"a\"]);                              // Prints 1\n"
+"[/csharp]\n"
+"[/codeblocks]"
+msgstr ""
+"[method var_to_str] 에서 반환된 포맷된 [param string] 을 원본 [Variant] 로 변"
+"환합니다.\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var data = '{ \"a\": 1, \"b\": 2 }' # data는 문자열입니다.\n"
+"var dict = str_to_var(data) # dict는 딕셔너리입니다.\n"
+"print(dict[\"a\"]) # 1을 출력합니다.\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"string data = \"{ \\\"a\\\": 1, \\\"b\\\": 2 }\"; // data는 문자열입니다.\n"
+"var dict = GD.StrToVar(data).AsGodotDictionary(); // dict는 딕셔너리입니다.\n"
+"GD.Print(dict[\"a\"]); // 1을 출력합니다.\n"
+"[/csharp]\n"
+"[/codeblocks]"
+
+msgid ""
+"Returns the tangent of angle [param angle_rad] in radians.\n"
+"[codeblock]\n"
+"tan(deg_to_rad(45)) # Returns 1\n"
+"[/codeblock]"
+msgstr ""
+"라디안 각도 [param angle_rad] 의 탄젠트 값을 반환합니다.\n"
+"[codeblock]\n"
+"tan(deg_to_rad(45)) # 1을 반환합니다.\n"
+"[/codeblock]"
+
+msgid ""
+"Returns the hyperbolic tangent of [param x].\n"
+"[codeblock]\n"
+"var a = log(2.0) # Returns 0.693147\n"
+"tanh(a)          # Returns 0.6\n"
+"[/codeblock]"
+msgstr ""
+"[param x] 의 하이퍼볼릭 탄젠트 값을 반환합니다.\n"
+"[codeblock]\n"
+"var a = log(2.0) # 0.693147을 반환합니다.\n"
+"tanh(a) # 0.6을 반환합니다.\n"
+"[/codeblock]"
+
+msgid ""
+"Converts the given [param variant] to the given [param type], using the [enum "
+"Variant.Type] values. This method is generous with how it handles types, it "
+"can automatically convert between array types, convert numeric [String]s to "
+"[int], and converting most things to [String].\n"
+"If the type conversion cannot be done, this method will return the default "
+"value for that type, for example converting [Rect2] to [Vector2] will always "
+"return [constant Vector2.ZERO]. This method will never show error messages as "
+"long as [param type] is a valid Variant type.\n"
+"The returned value is a [Variant], but the data inside and its type will be "
+"the same as the requested type.\n"
+"[codeblock]\n"
+"type_convert(\"Hi!\", TYPE_INT) # Returns 0\n"
+"type_convert(\"123\", TYPE_INT) # Returns 123\n"
+"type_convert(123.4, TYPE_INT) # Returns 123\n"
+"type_convert(5, TYPE_VECTOR2) # Returns (0, 0)\n"
+"type_convert(\"Hi!\", TYPE_NIL) # Returns null\n"
+"[/codeblock]"
+msgstr ""
+"[enum Variant.Type]을 이용해, 주어진 [param variant]를 주어진 [param type] 타"
+"입으로 변환합니다. 이 메서드는 타입을 다루는 것에 관대하여, 배열 타입 간에 자"
+"동적으로 변환하거나, 숫자로 이루어진 [String]을 [int]로 변환하거나, 대부분의 "
+"것들을 [String]으로 변환할 수 있습니다.\n"
+"만약 타입 변환을 수행할 수 없으면, 이 메서드는 그 타입의 디폴트 값을 반환하"
+"며, 예를 들어 [Rect2]를 [Vector2]로 바꾸는 것은 [constant Vector2.ZERO]를 반환"
+"합니다. 이 메서드는 [param type]이 올바른 변수 타입인 경우 절대 오류 메시지를 "
+"보여주지 않을 것입니다.\n"
+"반환 값은 [Variant]지만, 안의 데이터와 그 타입은 요청된 타입과 항상 같을 것입"
+"니다.\n"
+"[codeblock]\n"
+"type_convert(\"Hi!\", TYPE_INT) # 0을 반환합니다.\n"
+"type_convert(\"123\", TYPE_INT) # 123을 반환합니다.\n"
+"type_convert(123.4, TYPE_INT) # 123을 반환합니다.\n"
+"type_convert(5, TYPE_VECTOR2) # (0, 0)을 반환합니다.\n"
+"type_convert(\"Hi!\", TYPE_NIL) # null을 반환합니다.\n"
+"[/codeblock]"
+
+msgid ""
+"Returns a human-readable name of the given [param type], using the [enum "
+"Variant.Type] values.\n"
+"[codeblock]\n"
+"print(TYPE_INT) # Prints 2\n"
+"print(type_string(TYPE_INT)) # Prints \"int\"\n"
+"print(type_string(TYPE_STRING)) # Prints \"String\"\n"
+"[/codeblock]\n"
+"See also [method typeof]."
+msgstr ""
+"주어진 [param type] 을 사람이 읽을 수 있는 이름으로 반환하며, [enum "
+"Variant.Type] 값을 사용합니다.\n"
+"[codeblock]\n"
+"print(TYPE_INT) # 2를 출력합니다.\n"
+"print(type_string(TYPE_INT)) # \"int\"를 출력합니다.\n"
+"print(type_string(TYPE_STRING)) # \"String\"을 출력합니다.\n"
+"[/codeblock]\n"
+"[method typeof] 도 참조하세요."
+
+msgid ""
+"Returns the internal type of the given [param variable], using the [enum "
+"Variant.Type] values.\n"
+"[codeblock]\n"
+"var json = JSON.new()\n"
+"json.parse('[\"a\", \"b\", \"c\"]')\n"
+"var result = json.get_data()\n"
+"if result is Array:\n"
+"\tprint(result[0]) # Prints \"a\"\n"
+"else:\n"
+"\tprint(\"Unexpected result!\")\n"
+"[/codeblock]\n"
+"See also [method type_string]."
+msgstr ""
+"주어진 [param variable] 의 내부 타입을 반환하며, [enum Variant.Type] 값을 사용"
+"합니다.\n"
+"[codeblock]\n"
+"var json = JSON.new()\n"
+"json.parse('[\"a\", \"b\", \"c\"]')\n"
+"var result = json.get_data()\n"
+"if result is Array:\n"
+"\tprint(result[0]) # \"a\"를 출력합니다.\n"
+"else:\n"
+"\tprint(\"Unexpected result!\")\n"
+"[/codeblock]\n"
+"[method type_string] 도 참조하세요."
+
+msgid ""
+"Encodes a [Variant] value to a byte array, without encoding objects. "
+"Deserialization can be done with [method bytes_to_var].\n"
+"[b]Note:[/b] If you need object serialization, see [method "
+"var_to_bytes_with_objects].\n"
+"[b]Note:[/b] Encoding [Callable] is not supported and will result in an empty "
+"value, regardless of the data."
+msgstr ""
+"[Variant] 값을 바이트 배열로 암호화 오브젝트 없이 암호화합니다. 역직렬화는 "
+"[method bytes_to_var] 를 통해 할 수 있습니다.\n"
+"[b]참고:[/b] 만약 오브젝트 직렬화가 필요한 경우 [method "
+"var_to_bytes_with_objects] 를 참조하세요.\n"
+"[b]참고:[/b] [Callable] 을 암호화하는 것은 지원되지 않으며, 데이터에 상관없이 "
+"빈 값을 도출합니다."
+
+msgid ""
+"Encodes a [Variant] value to a byte array. Encoding objects is allowed (and "
+"can potentially include executable code). Deserialization can be done with "
+"[method bytes_to_var_with_objects].\n"
+"[b]Note:[/b] Encoding [Callable] is not supported and will result in an empty "
+"value, regardless of the data."
+msgstr ""
+"[Variant] 값을 바이트 배열로 암호화합니다. 오브젝트의 암호화가 가능합니다(또"
+"한 잠재적으로 실행가능한 코드를 포함할 수 있습니다). 역직렬화는 [method "
+"bytes_to_var_with_objects] 를 통해 할 수 있습니다.\n"
+"[b]참고:[/b] [Callable] 을 암호화하는 것은 지원되지 않으며, 데이터에 상관없이 "
+"빈 값을 도출합니다."
+
+msgid ""
+"Converts a [Variant] [param variable] to a formatted [String] that can then "
+"be parsed using [method str_to_var].\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var a = { \"a\": 1, \"b\": 2 }\n"
+"print(var_to_str(a))\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"var a = new Godot.Collections.Dictionary { [\"a\"] = 1, [\"b\"] = 2 };\n"
+"GD.Print(GD.VarToStr(a));\n"
+"[/csharp]\n"
+"[/codeblocks]\n"
+"Prints:\n"
+"[codeblock lang=text]\n"
+"{\n"
+"\t\"a\": 1,\n"
+"\t\"b\": 2\n"
+"}\n"
+"[/codeblock]\n"
+"[b]Note:[/b] Converting [Signal] or [Callable] is not supported and will "
+"result in an empty value for these types, regardless of their data."
+msgstr ""
+"[Varint] [param variable] 을 추후 [method str_to_var] 를 사용해 파싱(parse)될 "
+"수 있는 포맷된 [String] 으로 변환합니다.\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var a = { \"a\": 1, \"b\": 2 }\n"
+"print(var_to_str(a))\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"var a = new Godot.Collections.Dictionary { [\"a\"] = 1, [\"b\"] = 2 };\n"
+"GD.Print(GD.VarToStr(a));\n"
+"[/csharp]\n"
+"[/codeblocks]\n"
+"출력결과:\n"
+"[codeblock lang=text]\n"
+"{\n"
+"\t\"a\": 1,\n"
+"\t\"b\": 2\n"
+"}\n"
+"[/codeblock]\n"
+"[b]참고:[/b] [Signal] 또는 [Callable] 을 변환하는 것은 지원되지 않으며, 데이터"
+"에 상관없이 빈 값을 도출합니다."
+
+msgid ""
+"Returns a [WeakRef] instance holding a weak reference to [param obj]. Returns "
+"an empty [WeakRef] instance if [param obj] is [code]null[/code]. Prints an "
+"error and returns [code]null[/code] if [param obj] is neither [Object]-"
+"derived nor [code]null[/code].\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 ""
+"[param obj] 에 대한 약한 참조를 가지고 있는 [WeakRef] 인스턴스를 반환합니다. "
+"[param obj] 가 [code]null[/code] 이라면 빈 [WeakRef] 를 반환합니다. [param "
+"obj] 가 [Object]-기반도 아니며 [code]null[/code] 도 아니라면 오류를 출력하며 "
+"[code]null[/code] 을 반환합니다.\n"
+"오브젝트에 대한 약한 참조는 오브젝트를 유지하는 데에 충분하지 않습니다: 참조 "
+"대상에 대해 남아있는 참조가 약한 참조 뿐이라면, 쓰레기 수집(garbage "
+"collection)은 자유롭게 참조 대상을 파괴하고 그 메모리를 다른 곳에 쓸 수 있습니"
+"다. 그러나, 오브젝트가 실제로 파괴되기 전까지 약한 참조는 그것에 대한 강한 참"
+"조가 없더라도 오브젝트를 반환합니다."
+
+msgid "The [AudioServer] singleton."
+msgstr "[AudioServer] 싱글톤."
+
+msgid "The [CameraServer] singleton."
+msgstr "[CameraServer] 싱글톤."
+
+msgid "The [ClassDB] singleton."
+msgstr "[ClassDB] 싱글톤."
+
+msgid "The [DisplayServer] singleton."
+msgstr "[DisplayServer] 싱글톤."
+
+msgid ""
+"The [EditorInterface] singleton.\n"
+"[b]Note:[/b] Only available in editor builds."
+msgstr ""
+"[EditorInterface] 싱글톤.\n"
+"[b]참고:[/b] 편집기 빌드에서만 사용할 수 있습니다."
+
+msgid "The [Engine] singleton."
+msgstr "[Engine] 싱글톤."
+
+msgid "The [EngineDebugger] singleton."
+msgstr "[EngineDebugger] 싱글턴."
+
+msgid "The [GDExtensionManager] singleton."
+msgstr "[GDExtensionManager] 싱글턴."
+
+msgid "The [Geometry2D] singleton."
+msgstr "[Geometry2D] 싱글턴."
+
+msgid "The [Geometry3D] singleton."
+msgstr "[Geometry3D] 싱글턴."
+
+msgid "The [IP] singleton."
+msgstr "[IP] 싱글톤."
+
+msgid "The [Input] singleton."
+msgstr "[Input] 싱글톤."
+
+msgid "The [InputMap] singleton."
+msgstr "[InputMap] 싱글톤."
+
+msgid ""
+"The [JavaClassWrapper] singleton.\n"
+"[b]Note:[/b] Only implemented on Android."
+msgstr ""
+"[JavaClassWrapper] 싱글톤.\n"
+"[b]참고:[/b] Android에서만 구현됩니다."
+
+msgid ""
+"The [JavaScriptBridge] singleton.\n"
+"[b]Note:[/b] Only implemented on the Web platform."
+msgstr ""
+"[JavaScriptBridge] 싱글톤.\n"
+"[b]참고:[/b] 웹 플랫폼에서만 구현됩니다."
+
+msgid "The [Marshalls] singleton."
+msgstr "[Marshalls] 싱글톤."
+
+msgid ""
+"The [NativeMenu] singleton.\n"
+"[b]Note:[/b] Only implemented on macOS."
+msgstr ""
+"[NativeMenu] 싱글톤.\n"
+"[b]참고:[/b] macOS에서만 구현됩니다."
+
+msgid "The [NavigationMeshGenerator] singleton."
+msgstr "[NavigationMeshGenerator] 싱글턴."
+
+msgid "The [NavigationServer2D] singleton."
+msgstr "[NavigationServer2D] 싱글턴."
+
+msgid "The [NavigationServer3D] singleton."
+msgstr "[NavigationServer3D] 싱글턴."
+
+msgid "The [OS] singleton."
+msgstr "[OS] 싱글톤."
+
+msgid "The [Performance] singleton."
+msgstr "[Performance] 싱글톤."
+
+msgid "The [PhysicsServer2D] singleton."
+msgstr "[PhysicsServer2D] 싱글턴."
+
+msgid "The [PhysicsServer2DManager] singleton."
+msgstr "[PhysicsServer2DManager] 싱글턴."
+
+msgid "The [PhysicsServer3D] singleton."
+msgstr "[PhysicsServer3D] 싱글턴."
+
+msgid "The [PhysicsServer3DManager] singleton."
+msgstr "[PhysicsServer3DManager] 싱글턴."
+
+msgid "The [ProjectSettings] singleton."
+msgstr "[ProjectSettings] 싱글톤."
+
+msgid "The [RenderingServer] singleton."
+msgstr "[RenderingServer] 싱글턴."
+
+msgid "The [ResourceLoader] singleton."
+msgstr "[ResourceLoader] 싱글톤."
+
+msgid "The [ResourceSaver] singleton."
+msgstr "[ResourceSaver] 싱글톤."
+
+msgid "The [ResourceUID] singleton."
+msgstr "[ResourceUID] 싱글톤."
+
+msgid "The [TextServerManager] singleton."
+msgstr "[TextServerManager] 싱글턴."
+
+msgid "The [ThemeDB] singleton."
+msgstr "[ThemeDB] 싱글턴."
+
+msgid "The [Time] singleton."
+msgstr "[Time] 싱글턴."
+
+msgid "The [TranslationServer] singleton."
+msgstr "[TranslationServer] 싱글톤."
+
+msgid "The [WorkerThreadPool] singleton."
+msgstr "[WorkerThreadPool] 싱글턴."
+
+msgid "The [XRServer] singleton."
+msgstr "[XRServer] 싱글턴."
+
+msgid "Left side, usually used for [Control] or [StyleBox]-derived classes."
+msgstr "왼쪽, 주로 [Control]이나 [StyleBox] 기반 클래스에서 사용됩니다."
+
+msgid "Top side, usually used for [Control] or [StyleBox]-derived classes."
+msgstr "위쪽, 주로 [Control]이나 [StyleBox] 기반 클래스에서 사용됩니다."
+
+msgid "Right side, usually used for [Control] or [StyleBox]-derived classes."
+msgstr "오른쪽, 주로 [Control]이나 [StyleBox] 기반 클래스에서 사용됩니다."
+
+msgid "Bottom side, usually used for [Control] or [StyleBox]-derived classes."
+msgstr "아랫쪽, 주로 [Control]이나 [StyleBox] 기반 클래스에서 사용됩니다."
+
+msgid "Top-left corner."
+msgstr "왼쪽 위 모서리."
+
+msgid "Top-right corner."
+msgstr "오른쪽 위 모서리."
+
+msgid "Bottom-right corner."
+msgstr "오른쪽 아래 모서리."
+
+msgid "Bottom-left corner."
+msgstr "왼쪽 아래 모서리."
+
+msgid ""
+"General vertical alignment, usually used for [Separator], [ScrollBar], "
+"[Slider], etc."
+msgstr ""
+"일반적인 수직 정렬, 주로 [Separator], [ScrollBar], [Slider] 등에서 사용됩니다."
+
+msgid ""
+"General horizontal alignment, usually used for [Separator], [ScrollBar], "
+"[Slider], etc."
+msgstr ""
+"일반적인 수평 정렬, 주로 [Separator], [ScrollBar], [Slider] 등에서 사용됩니다."
+
+msgid ""
+"Clockwise rotation. Used by some methods (e.g. [method Image.rotate_90])."
+msgstr ""
+"시계 방향 회전. 몇몇 메서드(예를 들어 [method Image.rotate_90])에서 사용됩니"
+"다."
+
+msgid ""
+"Counter-clockwise rotation. Used by some methods (e.g. [method "
+"Image.rotate_90])."
+msgstr ""
+"반시계 방향 회전. 몇몇 메서드(예를 들어 [method Image.rotate_90])에서 사용됩니"
+"다."
+
+msgid "Horizontal left alignment, usually for text-derived classes."
+msgstr "가로 왼쪽 정렬, 주로 텍스트에서 파생된 클래스에서 사용됩니다."
+
+msgid "Horizontal center alignment, usually for text-derived classes."
+msgstr "가로 가운데 정렬, 주로 텍스트에서 파생된 클래스에서 사용됩니다."
+
+msgid "Horizontal right alignment, usually for text-derived classes."
+msgstr "가로 오른쪽 정렬, 주로 텍스트에서 파생된 클래스에서 사용됩니다."
+
+msgid "Expand row to fit width, usually for text-derived classes."
+msgstr "행을 너비에 맞게 확장하며, 주로 텍스트 기반 클래스에서 사용됩니다."
+
+msgid "Vertical top alignment, usually for text-derived classes."
+msgstr "세로 상단 정렬, 주로 텍스트에서 파생된 클래스에서 사용됩니다."
+
+msgid "Vertical center alignment, usually for text-derived classes."
+msgstr "세로 중앙 정렬, 주로 텍스트에서 파생된 클래스에서 사용됩니다."
+
+msgid "Vertical bottom alignment, usually for text-derived classes."
+msgstr "세로 하단 정렬, 주로 텍스트에서 파생된 클래스에서 사용됩니다."
+
+msgid "Expand rows to fit height, usually for text-derived classes."
+msgstr "행을 높이에 맞게 확장하며, 주로 텍스트 기반 클래스에서 사용됩니다."
+
+msgid ""
+"Aligns the top of the inline object (e.g. image, table) to the position of "
+"the text specified by [code]INLINE_ALIGNMENT_TO_*[/code] constant."
+msgstr ""
+"인라인 오브젝트(예를 들어 이미지, 표)의 상단을 [code]INLINE_ALIGNMENT_TO_*[/"
+"code] 상수가 지정하는 텍스트의 위치에 맞춥니다."
+
+msgid ""
+"Aligns the center of the inline object (e.g. image, table) to the position of "
+"the text specified by [code]INLINE_ALIGNMENT_TO_*[/code] constant."
+msgstr ""
+"인라인 오브젝트(예를 들어 이미지, 표)의 중앙을 [code]INLINE_ALIGNMENT_TO_*[/"
+"code] 상수가 지정하는 텍스트의 위치에 맞춥니다."
+
+msgid ""
+"Aligns the baseline (user defined) of the inline object (e.g. image, table) "
+"to the position of the text specified by [code]INLINE_ALIGNMENT_TO_*[/code] "
+"constant."
+msgstr ""
+"인라인 오브젝트(예를 들어 이미지, 표)의 베이스라인을 "
+"[code]INLINE_ALIGNMENT_TO_*[/code] 상수가 지정하는 텍스트의 위치에 맞춥니다."
+
+msgid ""
+"Aligns the bottom of the inline object (e.g. image, table) to the position of "
+"the text specified by [code]INLINE_ALIGNMENT_TO_*[/code] constant."
+msgstr ""
+"인라인 오브젝트(예를 들어 이미지, 표)의 하단을 [code]INLINE_ALIGNMENT_TO_*[/"
+"code] 상수가 지정하는 텍스트의 위치에 맞춥니다."
+
+msgid ""
+"Aligns the position of the inline object (e.g. image, table) specified by "
+"[code]INLINE_ALIGNMENT_*_TO[/code] constant to the top of the text."
+msgstr ""
+"[code]INLINE_ALIGNMENT_*_TO[/code] 상수가 지정하는 인라인 오브젝트(예를 들어 "
+"이미지, 표)의 위치를 텍스트의 상단에 맞춥니다."
+
+msgid ""
+"Aligns the position of the inline object (e.g. image, table) specified by "
+"[code]INLINE_ALIGNMENT_*_TO[/code] constant to the center of the text."
+msgstr ""
+"[code]INLINE_ALIGNMENT_*_TO[/code] 상수가 지정하는 인라인 오브젝트(예를 들어 "
+"이미지, 표)의 위치를 텍스트의 중앙에 맞춥니다."
+
+msgid ""
+"Aligns the position of the inline object (e.g. image, table) specified by "
+"[code]INLINE_ALIGNMENT_*_TO[/code] constant to the baseline of the text."
+msgstr ""
+"[code]INLINE_ALIGNMENT_*_TO[/code] 상수가 지정하는 인라인 오브젝트(예를 들어 "
+"이미지, 표)의 위치를 텍스트의 베이스라인에 맞춥니다."
+
+msgid "Aligns inline object (e.g. image, table) to the bottom of the text."
+msgstr ""
+"인라인 오브젝트(예를 들어 이미지, 표)의 위치를 텍스트의 베이스라인에 맞춥니다."
+
+msgid ""
+"Aligns top of the inline object (e.g. image, table) to the top of the text. "
+"Equivalent to [code]INLINE_ALIGNMENT_TOP_TO | INLINE_ALIGNMENT_TO_TOP[/code]."
+msgstr ""
+"인라인 오브젝트(예를 들어 이미지, 표)의 상단을 텍스트의 상단에 맞춥니다. "
+"[code]INLINE_ALIGNMENT_TOP_TO | INLINE_ALIGNMENT_TO_TOP[/code] 과 동등합니다."
+
+msgid ""
+"Aligns center of the inline object (e.g. image, table) to the center of the "
+"text. Equivalent to [code]INLINE_ALIGNMENT_CENTER_TO | "
+"INLINE_ALIGNMENT_TO_CENTER[/code]."
+msgstr ""
+"인라인 오브젝트(예를 들어 이미지, 표)의 중앙을 텍스트의 중앙에 맞춥니다. "
+"[code]INLINE_ALIGNMENT_CENTER_TO | INLINE_ALIGNMENT_TO_CENTER[/code] 와 동등합"
+"니다."
+
+msgid ""
+"Aligns bottom of the inline object (e.g. image, table) to the bottom of the "
+"text. Equivalent to [code]INLINE_ALIGNMENT_BOTTOM_TO | "
+"INLINE_ALIGNMENT_TO_BOTTOM[/code]."
+msgstr ""
+"인라인 오브젝트(예를 들어 이미지, 표)의 하단을 텍스트의 하단에 맞춥니다. "
+"[code]INLINE_ALIGNMENT_BOTTOM_TO | INLINE_ALIGNMENT_TO_BOTTOM[/code] 과 동등합"
+"니다."
+
+msgid "A bit mask for [code]INLINE_ALIGNMENT_*_TO[/code] alignment constants."
+msgstr "[code]INLINE_ALIGNMENT_*_TO[/code] 정렬 상수의 비트 마스크."
+
+msgid "A bit mask for [code]INLINE_ALIGNMENT_TO_*[/code] alignment constants."
+msgstr "[code]INLINE_ALIGNMENT_TO_*[/code] 정렬 상수의 비트 마스크."
+
+msgid ""
+"Specifies that Euler angles should be in XYZ order. When composing, the order "
+"is X, Y, Z. When decomposing, the order is reversed, first Z, then Y, and X "
+"last."
+msgstr ""
+"오일러 각도가 XYZ 순을 따르도록 지정합니다. 구성 시에는 순서는 X, Y, Z입니다. "
+"분해 시에는, 순서가 뒤바뀌어, 먼저 Z이고, 그 다음 Y, 그리고 마지막으로 X가 옵"
+"니다."
+
+msgid ""
+"Specifies that Euler angles should be in XZY order. When composing, the order "
+"is X, Z, Y. When decomposing, the order is reversed, first Y, then Z, and X "
+"last."
+msgstr ""
+"오일러 각도가 XZY 순을 따르도록 지정합니다. 구성 시에는 순서는 X, Z, Y입니다. "
+"분해 시에는, 순서가 뒤바뀌어, 먼저 Y이고, 그 다음 Z, 그리고 마지막으로 X가 옵"
+"니다."
+
+msgid ""
+"Specifies that Euler angles should be in YXZ order. When composing, the order "
+"is Y, X, Z. When decomposing, the order is reversed, first Z, then X, and Y "
+"last."
+msgstr ""
+"오일러 각도가 YXZ 순을 따르도록 지정합니다. 구성 시에는 순서는 Y, X, Z입니다. "
+"분해 시에는, 순서가 뒤바뀌어, 먼저 Z이고, 그 다음 X, 그리고 마지막으로 Y가 옵"
+"니다."
+
+msgid ""
+"Specifies that Euler angles should be in YZX order. When composing, the order "
+"is Y, Z, X. When decomposing, the order is reversed, first X, then Z, and Y "
+"last."
+msgstr ""
+"오일러 각도가 YZX 순을 따르도록 지정합니다. 구성 시에는 순서는 Y, Z, X입니다. "
+"분해 시에는, 순서가 뒤바뀌어, 먼저 X이고, 그 다음 Z, 그리고 마지막으로 Y가 옵"
+"니다."
+
+msgid ""
+"Specifies that Euler angles should be in ZXY order. When composing, the order "
+"is Z, X, Y. When decomposing, the order is reversed, first Y, then X, and Z "
+"last."
+msgstr ""
+"오일러 각도가 ZXY 순을 따르도록 지정합니다. 구성 시에는 순서는 Z, X, Y입니다. "
+"분해 시에는, 순서가 뒤바뀌어, 먼저 Y이고, 그 다음 X, 그리고 마지막으로 Z가 옵"
+"니다."
+
+msgid ""
+"Specifies that Euler angles should be in ZYX order. When composing, the order "
+"is Z, Y, X. When decomposing, the order is reversed, first X, then Y, and Z "
+"last."
+msgstr ""
+"오일러 각도가 ZYX 순을 따르도록 지정합니다. 구성 시에는 순서는 Z, Y, X입니다. "
+"분해 시에는, 순서가 뒤바뀌어, 먼저 X이고, 그 다음 Y, 그리고 마지막으로 X가 옵"
+"니다."
+
+msgid ""
+"Enum value which doesn't correspond to any key. This is used to initialize "
+"[enum Key] properties with a generic state."
+msgstr ""
+"어떤 키에도 해당하지 않는 열거형 값. 이는 [enum Key] 속성을 통용 상태로 초기화"
+"하기 위해 사용됩니다."
+
+msgid "Keycodes with this bit applied are non-printable."
+msgstr "이 비트가 적용된 키코드는 출력할 수 없습니다."
+
+msgid "Escape key."
+msgstr "Escape 키."
+
+msgid "Tab key."
+msgstr "Tab 키."
+
+msgid "Shift + Tab key."
+msgstr "Shift + Tab 키."
+
+msgid "Backspace key."
+msgstr "Backspace 키."
+
+msgid "Return key (on the main keyboard)."
+msgstr "Return 키 (메인 키보드에서)."
+
+msgid "Enter key on the numeric keypad."
+msgstr "숫자 키패드에서의 Enter 키."
+
+msgid "Insert key."
+msgstr "Insert 키."
+
+msgid "Delete key."
+msgstr "Delete 키."
+
+msgid "Pause key."
+msgstr "Pause 키."
+
+msgid "Print Screen key."
+msgstr "Print Screen 키."
+
+msgid "System Request key."
+msgstr "System Request 키."
+
+msgid "Clear key."
+msgstr "Clear 키."
+
+msgid "Home key."
+msgstr "Home 키."
+
+msgid "End key."
+msgstr "End 키."
+
+msgid "Left arrow key."
+msgstr "왼쪽 화살표 키."
+
+msgid "Up arrow key."
+msgstr "위쪽 화살표 키."
+
+msgid "Right arrow key."
+msgstr "오른쪽 화살표 키."
+
+msgid "Down arrow key."
+msgstr "아래쪽 화살표 키."
+
+msgid "Page Up key."
+msgstr "Page Up 키."
+
+msgid "Page Down key."
+msgstr "Page Down 키."
+
+msgid "Shift key."
+msgstr "Shift 키."
+
+msgid "Control key."
+msgstr "Control 키."
+
+msgid "Meta key."
+msgstr "Meta 키."
+
+msgid "Alt key."
+msgstr "Alt 키."
+
+msgid "Caps Lock key."
+msgstr "Caps Lock 키."
+
+msgid "Num Lock key."
+msgstr "Num Lock 키."
+
+msgid "Scroll Lock key."
+msgstr "Scroll Lock 키."
+
+msgid "F1 key."
+msgstr "F1 키."
+
+msgid "F2 key."
+msgstr "F2 키."
+
+msgid "F3 key."
+msgstr "F3 키."
+
+msgid "F4 key."
+msgstr "F4 키."
+
+msgid "F5 key."
+msgstr "F5 키."
+
+msgid "F6 key."
+msgstr "F6 키."
+
+msgid "F7 key."
+msgstr "F7 키."
+
+msgid "F8 key."
+msgstr "F8 키."
+
+msgid "F9 key."
+msgstr "F9 키."
+
+msgid "F10 key."
+msgstr "F10 키."
+
+msgid "F11 key."
+msgstr "F11 키."
+
+msgid "F12 key."
+msgstr "F12 키."
+
+msgid "F13 key."
+msgstr "F13 키."
+
+msgid "F14 key."
+msgstr "F14 키."
+
+msgid "F15 key."
+msgstr "F15 키."
+
+msgid "F16 key."
+msgstr "F16 키."
+
+msgid "F17 key."
+msgstr "F17 키."
+
+msgid "F18 key."
+msgstr "F18 키."
+
+msgid "F19 key."
+msgstr "F19 키."
+
+msgid "F20 key."
+msgstr "F20 키."
+
+msgid "F21 key."
+msgstr "F21 키."
+
+msgid "F22 key."
+msgstr "F22 키."
+
+msgid "F23 key."
+msgstr "F23 키."
+
+msgid "F24 key."
+msgstr "F24 키."
+
+msgid "F25 key. Only supported on macOS and Linux due to a Windows limitation."
+msgstr "F25 키. Windows의 제한으로 인해 macOS와 Linux에서만 지원됩니다."
+
+msgid "F26 key. Only supported on macOS and Linux due to a Windows limitation."
+msgstr "F26 키. Windows의 제한으로 인해 macOS와 Linux에서만 지원됩니다."
+
+msgid "F27 key. Only supported on macOS and Linux due to a Windows limitation."
+msgstr "F27 키. Windows의 제한으로 인해 macOS와 Linux에서만 지원됩니다."
+
+msgid "F28 key. Only supported on macOS and Linux due to a Windows limitation."
+msgstr "F28 키. Windows의 제한으로 인해 macOS와 Linux에서만 지원됩니다."
+
+msgid "F29 key. Only supported on macOS and Linux due to a Windows limitation."
+msgstr "F29 키. Windows의 제한으로 인해 macOS와 Linux에서만 지원됩니다."
+
+msgid "F30 key. Only supported on macOS and Linux due to a Windows limitation."
+msgstr "F30 키. Windows의 제한으로 인해 macOS와 Linux에서만 지원됩니다."
+
+msgid "F31 key. Only supported on macOS and Linux due to a Windows limitation."
+msgstr "F31 키. Windows의 제한으로 인해 macOS와 Linux에서만 지원됩니다."
+
+msgid "F32 key. Only supported on macOS and Linux due to a Windows limitation."
+msgstr "F32 키. Windows의 제한으로 인해 macOS와 Linux에서만 지원됩니다."
+
+msgid "F33 key. Only supported on macOS and Linux due to a Windows limitation."
+msgstr "F33 키. Windows의 제한으로 인해 macOS와 Linux에서만 지원됩니다."
+
+msgid "F34 key. Only supported on macOS and Linux due to a Windows limitation."
+msgstr "F34 키. Windows의 제한으로 인해 macOS와 Linux에서만 지원됩니다."
+
+msgid "F35 key. Only supported on macOS and Linux due to a Windows limitation."
+msgstr "F35 키. Windows의 제한으로 인해 macOS와 Linux에서만 지원됩니다."
+
+msgid "Multiply (*) key on the numeric keypad."
+msgstr "숫자 키패드의 곱하기 (*) 키."
+
+msgid "Divide (/) key on the numeric keypad."
+msgstr "숫자 키패드의 나누기 (/) 키."
+
+msgid "Subtract (-) key on the numeric keypad."
+msgstr "숫자 키패드의 빼기 (-) 키."
+
+msgid "Period (.) key on the numeric keypad."
+msgstr "숫자 키패드의 마침표 (.) 키."
+
+msgid "Add (+) key on the numeric keypad."
+msgstr "숫자 키패드의 더하기 (+) 키."
+
+msgid "Number 0 on the numeric keypad."
+msgstr "숫자 키패드의 숫자 0 키."
+
+msgid "Number 1 on the numeric keypad."
+msgstr "숫자 키패드의 숫자 1 키."
+
+msgid "Number 2 on the numeric keypad."
+msgstr "숫자 키패드의 숫자 2 키."
+
+msgid "Number 3 on the numeric keypad."
+msgstr "숫자 키패드의 숫자 3 키."
+
+msgid "Number 4 on the numeric keypad."
+msgstr "숫자 키패드의 숫자 4 키."
+
+msgid "Number 5 on the numeric keypad."
+msgstr "숫자 키패드의 숫자 5 키."
+
+msgid "Number 6 on the numeric keypad."
+msgstr "숫자 키패드의 숫자 6 키."
+
+msgid "Number 7 on the numeric keypad."
+msgstr "숫자 키패드의 숫자 7 키."
+
+msgid "Number 8 on the numeric keypad."
+msgstr "숫자 키패드의 숫자 8 키."
+
+msgid "Number 9 on the numeric keypad."
+msgstr "숫자 키패드의 숫자 9 키."
+
+msgid "Context menu key."
+msgstr "컨텍스트 메뉴 키."
+
+msgid "Hyper key. (On Linux/X11 only)."
+msgstr "하이퍼 키. (Linux/X11 에서만 해당됩니다)."
+
+msgid "Help key."
+msgstr "도움말 키."
+
+msgid "Back key."
+msgstr "뒤로 키."
+
+msgid "Forward key."
+msgstr "앞으로 키."
+
+msgid "Media stop key."
+msgstr "미디어 정지 키."
+
+msgid "Refresh key."
+msgstr "새로 고침 키."
+
+msgid "Volume down key."
+msgstr "음량 낮추기 키."
+
+msgid "Mute volume key."
+msgstr "음소거 음량 키."
+
+msgid "Volume up key."
+msgstr "음량 올리기 키."
+
+msgid "Media play key."
+msgstr "미디어 재생 키."
+
+msgid "Previous song key."
+msgstr "이전 곡 키."
+
+msgid "Next song key."
+msgstr "다음 곡 키."
+
+msgid "Media record key."
+msgstr "미디어 기록 키."
+
+msgid "Home page key."
+msgstr "홈페이지 키."
+
+msgid "Favorites key."
+msgstr "즐겨찾기 키."
+
+msgid "Search key."
+msgstr "검색 키."
+
+msgid "Standby key."
+msgstr "대기 키."
+
+msgid "Open URL / Launch Browser key."
+msgstr "URL 열기 / 브라우저 실행 키."
+
+msgid "Launch Mail key."
+msgstr "메일 실행 키."
+
+msgid "Launch Media key."
+msgstr "미디어 실행 키."
+
+msgid "Launch Shortcut 0 key."
+msgstr "바로가기 0 실행 키."
+
+msgid "Launch Shortcut 1 key."
+msgstr "바로가기 1 실행 키."
+
+msgid "Launch Shortcut 2 key."
+msgstr "바로가기 2 실행 키."
+
+msgid "Launch Shortcut 3 key."
+msgstr "바로가기 3 실행 키."
+
+msgid "Launch Shortcut 4 key."
+msgstr "바로가기 4 실행 키."
+
+msgid "Launch Shortcut 5 key."
+msgstr "바로가기 5 실행 키."
+
+msgid "Launch Shortcut 6 key."
+msgstr "바로가기 6 실행 키."
+
+msgid "Launch Shortcut 7 key."
+msgstr "바로가기 7 실행 키."
+
+msgid "Launch Shortcut 8 key."
+msgstr "바로가기 8 실행 키."
+
+msgid "Launch Shortcut 9 key."
+msgstr "바로가기 9 실행 키."
+
+msgid "Launch Shortcut A key."
+msgstr "바로가기 A 실행 키."
+
+msgid "Launch Shortcut B key."
+msgstr "바로가기 B 실행 키."
+
+msgid "Launch Shortcut C key."
+msgstr "바로가기 C 실행 키."
+
+msgid "Launch Shortcut D key."
+msgstr "바로가기 D 실행 키."
+
+msgid "Launch Shortcut E key."
+msgstr "바로가기 E 실행 키."
+
+msgid "Launch Shortcut F key."
+msgstr "바로가기 F 실행 키."
+
+msgid "\"Globe\" key on Mac / iPad keyboard."
+msgstr "Mac / iPad 키보드의 \"지구본\" 키."
+
+msgid "\"On-screen keyboard\" key on iPad keyboard."
+msgstr "iPad 키보드의 \"화면 키보드\" 키."
+
+msgid "英数 key on Mac keyboard."
+msgstr "Mac 키보드의 英数 키."
+
+msgid "かな key on Mac keyboard."
+msgstr "Mac 키보드의 かな 키."
+
+msgid "Unknown key."
+msgstr "알 수 없는 키."
+
+msgid "Space key."
+msgstr "스페이스 키."
+
+msgid "Exclamation mark ([code]![/code]) key."
+msgstr "느낌표 ([code]![/code]) 키."
+
+msgid "Double quotation mark ([code]\"[/code]) key."
+msgstr "큰 따옴표 ([code]\"[/code]) 키."
+
+msgid "Number sign or [i]hash[/i] ([code]#[/code]) key."
+msgstr "숫자 기호 또는 [i]해시[/i] ([code]#[/code]) 키."
+
+msgid "Dollar sign ([code]$[/code]) key."
+msgstr "달러 기호 ([code]$[/code]) 키."
+
+msgid "Percent sign ([code]%[/code]) key."
+msgstr "퍼센트 기호 ([code]%[/code]) 키."
+
+msgid "Ampersand ([code]&[/code]) key."
+msgstr "앰퍼샌드 ([code]&[/code]) 키."
+
+msgid "Apostrophe ([code]'[/code]) key."
+msgstr "작은 따옴표(어포스트로피) ([code]'[/code]) 키."
+
+msgid "Left parenthesis ([code]([/code]) key."
+msgstr "왼쪽 소괄호 ([code]([/code]) 키."
+
+msgid "Right parenthesis ([code])[/code]) key."
+msgstr "오른쪽 소괄호 ([code])[/code]) 키."
+
+msgid "Asterisk ([code]*[/code]) key."
+msgstr "별표 ([code]*[/code]) 키."
+
+msgid "Plus ([code]+[/code]) key."
+msgstr "더하기 ([code]+[/code]) 키."
+
+msgid "Comma ([code],[/code]) key."
+msgstr "쉼표 ([code],[/code]) 키."
+
+msgid "Minus ([code]-[/code]) key."
+msgstr "빼기 ([code]-[/code]) 키."
+
+msgid "Period ([code].[/code]) key."
+msgstr "마침표 ([code].[/code]) 키."
+
+msgid "Slash ([code]/[/code]) key."
+msgstr "슬래시 ([code]/[/code]) 키."
+
+msgid "Number 0 key."
+msgstr "숫자 0 키."
+
+msgid "Number 1 key."
+msgstr "숫자 1 키."
+
+msgid "Number 2 key."
+msgstr "숫자 2 키."
+
+msgid "Number 3 key."
+msgstr "숫자 3 키."
+
+msgid "Number 4 key."
+msgstr "숫자 4 키."
+
+msgid "Number 5 key."
+msgstr "숫자 5 키."
+
+msgid "Number 6 key."
+msgstr "숫자 6 키."
+
+msgid "Number 7 key."
+msgstr "숫자 7 키."
+
+msgid "Number 8 key."
+msgstr "숫자 8 키."
+
+msgid "Number 9 key."
+msgstr "숫자 9 키."
+
+msgid "Colon ([code]:[/code]) key."
+msgstr "콜론 ([code]:[/code]) 키."
+
+msgid "Semicolon ([code];[/code]) key."
+msgstr "세미콜론 ([code];[/code]) 키."
+
+msgid "Less-than sign ([code]<[/code]) key."
+msgstr "미만 기호 ([code]<[/code]) 키."
+
+msgid "Equal sign ([code]=[/code]) key."
+msgstr "등호 기호 ([code]=[/code]) 키."
+
+msgid "Greater-than sign ([code]>[/code]) key."
+msgstr "초과 기호 ([code]>[/code]) 키."
+
+msgid "Question mark ([code]?[/code]) key."
+msgstr "물음표 ([code]?[/code]) 키."
+
+msgid "At sign ([code]@[/code]) key."
+msgstr "앳 기호 ([code]@[/code]) 키."
+
+msgid "A key."
+msgstr "A 키."
+
+msgid "B key."
+msgstr "B 키."
+
+msgid "C key."
+msgstr "C 키."
+
+msgid "D key."
+msgstr "D 키."
+
+msgid "E key."
+msgstr "E 키."
+
+msgid "F key."
+msgstr "F 키."
+
+msgid "G key."
+msgstr "G 키."
+
+msgid "H key."
+msgstr "H 키."
+
+msgid "I key."
+msgstr "I 키."
+
+msgid "J key."
+msgstr "J 키."
+
+msgid "K key."
+msgstr "K 키."
+
+msgid "L key."
+msgstr "L 키."
+
+msgid "M key."
+msgstr "M 키."
+
+msgid "N key."
+msgstr "N 키."
+
+msgid "O key."
+msgstr "O 키."
+
+msgid "P key."
+msgstr "P 키."
+
+msgid "Q key."
+msgstr "Q 키."
+
+msgid "R key."
+msgstr "R 키."
+
+msgid "S key."
+msgstr "S 키."
+
+msgid "T key."
+msgstr "T 키."
+
+msgid "U key."
+msgstr "U 키."
+
+msgid "V key."
+msgstr "V 키."
+
+msgid "W key."
+msgstr "W 키."
+
+msgid "X key."
+msgstr "X 키."
+
+msgid "Y key."
+msgstr "Y 키."
+
+msgid "Z key."
+msgstr "Z 키."
+
+msgid "Left bracket ([code][lb][/code]) key."
+msgstr "왼쪽 대괄호 ([code][lb][/code]) 키."
+
+msgid "Backslash ([code]\\[/code]) key."
+msgstr "백슬래시 ([code]\\[/code]) 키."
+
+msgid "Right bracket ([code][rb][/code]) key."
+msgstr "오른쪽 대괄호 ([code][rb][/code]) 키."
+
+msgid "Caret ([code]^[/code]) key."
+msgstr "삿갓표 ([code]^[/code]) 키."
+
+msgid "Underscore ([code]_[/code]) key."
+msgstr "밑줄 ([code]_[/code]) 키."
+
+msgid "Backtick ([code]`[/code]) key."
+msgstr "백틱 ([code]`[/code]) 키."
+
+msgid "Left brace ([code]{[/code]) key."
+msgstr "왼쪽 중괄호 ([code]{[/code]) 키."
+
+msgid "Vertical bar or [i]pipe[/i] ([code]|[/code]) key."
+msgstr "수직선 또는 [i]파이프[/i] ([code]|[/code]) 키."
+
+msgid "Right brace ([code]}[/code]) key."
+msgstr "오른쪽 중괄호 ([code]}[/code]) ."
+
+msgid "Tilde ([code]~[/code]) key."
+msgstr "물결표 ([code]~[/code]) 키."
+
+msgid "Yen symbol ([code]¥[/code]) key."
+msgstr "엔 기호 ([code]¥[/code]) 키."
+
+msgid "Section sign ([code]§[/code]) key."
+msgstr "부분 기호 ([code]§[/code]) 키."
+
+msgid "Key Code mask."
+msgstr "키 코드 마스크."
+
+msgid "Modifier key mask."
+msgstr "모디파이어 키 마스크."
+
+msgid ""
+"Automatically remapped to [constant KEY_META] on macOS and [constant "
+"KEY_CTRL] on other platforms, this mask is never set in the actual events, "
+"and should be used for key mapping only."
+msgstr ""
+"macOS에서 [constant KEY_META]에, 다른 플랫폼에서 [constant KEY_CTRL]로 자동적"
+"으로 재매핑되어, 이 마스크는 실제 이벤트에는 설정되지 않으므로, 키 매핑에만 사"
+"용되어야 합니다."
+
+msgid "Shift key mask."
+msgstr "Shift 키 마스크."
+
+msgid "Alt or Option (on macOS) key mask."
+msgstr "Alt 또는 Option (macOS에서) 키 마스크."
+
+msgid "Command (on macOS) or Meta/Windows key mask."
+msgstr "Command (macOS에서) 또는 Meta/Windows 키 마스크."
+
+msgid "Control key mask."
+msgstr "Control 키 마스크."
+
+msgid "Keypad key mask."
+msgstr "Keypad 키 마스크."
+
+msgid "Group Switch key mask."
+msgstr "Group Switch 키 마스크."
+
+msgid ""
+"Used for keys which only appear once, or when a comparison doesn't need to "
+"differentiate the [code]LEFT[/code] and [code]RIGHT[/code] versions.\n"
+"For example, when using [method InputEvent.is_match], an event which has "
+"[constant KEY_LOCATION_UNSPECIFIED] will match any [enum KeyLocation] on the "
+"passed event."
+msgstr ""
+"오직 한 번만 나타나는 키이거나 비교가 [code]LEFT[/code] 와 [code]RIGHT[/code] "
+"버전을 구별할 필요가 없을 때 사용됩니다.\n"
+"예를 들어, [method InputEvent.is_match] 를 사용할 때, [constant "
+"KEY_LOCATION_UNSPECIFIED] 를 가지고 있는 이벤트는 넘겨진 이벤트의 어느 [enum "
+"KeyLocation] 과도 맞을 것입니다."
+
+msgid "A key which is to the left of its twin."
+msgstr "쌍둥이 왼쪽에 있는 키."
+
+msgid "A key which is to the right of its twin."
+msgstr "쌍둥이 오른쪽에 있는 키."
+
+msgid ""
+"Enum value which doesn't correspond to any mouse button. This is used to "
+"initialize [enum MouseButton] properties with a generic state."
+msgstr ""
+"어떤 마우스 버튼에도 해당하지 않는 열거형 값. 이는 [enum MouseButton] 속성을 "
+"통용 상태로 초기화하기 위해 사용됩니다."
+
+msgid "Primary mouse button, usually assigned to the left button."
+msgstr "주요 마우스 버튼이며, 보통 마우스 왼쪽 클릭에 할당됩니다."
+
+msgid "Secondary mouse button, usually assigned to the right button."
+msgstr "보조 마우스 버튼이며, 보통 마우스 오른쪽 클릭에 할당됩니다."
+
+msgid "Middle mouse button."
+msgstr "마우스 가운데 버튼."
+
+msgid "Mouse wheel scrolling up."
+msgstr "마우스 휠을 위로 스크롤했을 때의 입력입니다."
+
+msgid "Mouse wheel scrolling down."
+msgstr "마우스 휠을 아래로 스크롤했을 때의 입력입니다."
+
+msgid "Mouse wheel left button (only present on some mice)."
+msgstr "마우스 휠 왼쪽 버튼 (일부 마우스에만 있음)."
+
+msgid "Mouse wheel right button (only present on some mice)."
+msgstr "마우스 휠 오른쪽 버튼 (일부 마우스에만 있음)."
+
+msgid ""
+"Extra mouse button 1. This is sometimes present, usually to the sides of the "
+"mouse."
+msgstr ""
+"부가 마우스 버튼 1. 이는 가끔씩 존재하며, 주로 마우스의 옆면에 있습니다."
+
+msgid ""
+"Extra mouse button 2. This is sometimes present, usually to the sides of the "
+"mouse."
+msgstr ""
+"부가 마우스 버튼 2. 이는 가끔씩 존재하며, 주로 마우스의 옆면에 있습니다."
+
+msgid "Primary mouse button mask, usually for the left button."
+msgstr "주요 마우스 버튼 마스크이며, 주로 마우스 왼쪽 클릭에 해당합니다."
+
+msgid "Secondary mouse button mask, usually for the right button."
+msgstr "보조 마우스 버튼 마스크이며, 주로 마우스 오른쪽 클릭에 해당합니다."
+
+msgid "Middle mouse button mask."
+msgstr "마우스 가운데 버튼 마스크."
+
+msgid "Extra mouse button 1 mask."
+msgstr "부가 마우스 버튼 1 마스크."
+
+msgid "Extra mouse button 2 mask."
+msgstr "부가 마우스 버튼 2 마스크."
+
+msgid "An invalid game controller button."
+msgstr "잘못된 게임 컨트롤러 버튼입니다."
+
+msgid ""
+"Game controller SDL button A. Corresponds to the bottom action button: Sony "
+"Cross, Xbox A, Nintendo B."
+msgstr ""
+"게임 컨트롤러 SDL 버튼 A입니다. 아래 액션 버튼에 해당합니다: Sony ✕, Xbox A, "
+"닌텐도 B."
+
+msgid ""
+"Game controller SDL button B. Corresponds to the right action button: Sony "
+"Circle, Xbox B, Nintendo A."
+msgstr ""
+"게임 컨트롤러 SDL 버튼 B입니다. 오른쪽 액션 버튼에 해당합니다: Sony ○, Xbox "
+"B, 닌텐도 A."
+
+msgid ""
+"Game controller SDL button X. Corresponds to the left action button: Sony "
+"Square, Xbox X, Nintendo Y."
+msgstr ""
+"게임 컨트롤러 SDL 버튼 X입니다. 왼쪽 액션 버튼에 해당합니다: Sony □, Xbox X, "
+"닌텐도 Y."
+
+msgid ""
+"Game controller SDL button Y. Corresponds to the top action button: Sony "
+"Triangle, Xbox Y, Nintendo X."
+msgstr ""
+"게임 컨트롤러 SDL 버튼 Y입니다. 위 액션 버튼에 해당합니다: Sony △, Xbox Y, 닌"
+"텐도 X."
+
+msgid ""
+"Game controller SDL back button. Corresponds to the Sony Select, Xbox Back, "
+"Nintendo - button."
+msgstr ""
+"게임 컨트롤러 SDL 뒤로 버튼입니다. Sony Select, Xbox 뒤로, 닌텐도 - 버튼에 해"
+"당합니다."
+
+msgid ""
+"Game controller SDL guide button. Corresponds to the Sony PS, Xbox Home "
+"button."
+msgstr ""
+"게임 컨트롤러 SDL 가이드 버튼입니다. Sony PS, Xbox 홈 버튼에 해당합니다."
+
+msgid ""
+"Game controller SDL start button. Corresponds to the Sony Options, Xbox Menu, "
+"Nintendo + button."
+msgstr ""
+"게임 컨트롤러 SDL 시작 버튼입니다. Sony Options, Xbox 메뉴, 닌텐도 + 버튼에 해"
+"당합니다."
+
+msgid ""
+"Game controller SDL left stick button. Corresponds to the Sony L3, Xbox L/LS "
+"button."
+msgstr ""
+"게임 컨트롤러 SDL 왼쪽 스틱 버튼입니다. Sony L3, Xbox L/LS 버튼에 해당합니다."
+
+msgid ""
+"Game controller SDL right stick button. Corresponds to the Sony R3, Xbox R/RS "
+"button."
+msgstr ""
+"게임 컨트롤러 SDL 오른쪽 스틱 버튼입니다. Sony R3, Xbox R/RS 버튼에 해당합니"
+"다."
+
+msgid ""
+"Game controller SDL left shoulder button. Corresponds to the Sony L1, Xbox LB "
+"button."
+msgstr ""
+"게임 컨트롤러 SDL 왼쪽 숄더 버튼입니다. Sony L1, Xbox LB 버튼에 해당합니다."
+
+msgid ""
+"Game controller SDL right shoulder button. Corresponds to the Sony R1, Xbox "
+"RB button."
+msgstr ""
+"게임 컨트롤러 SDL 오른쪽 숄더 버튼입니다. Sony R1, Xbox RB 버튼에 해당합니다."
+
+msgid "Game controller D-pad up button."
+msgstr "게임 컨트롤러 방향 패드 위 버튼입니다."
+
+msgid "Game controller D-pad down button."
+msgstr "게임 컨트롤러 방향 패드 아래 버튼입니다."
+
+msgid "Game controller D-pad left button."
+msgstr "게임 컨트롤러 방향 패드 왼쪽 버튼입니다."
+
+msgid "Game controller D-pad right button."
+msgstr "게임 컨트롤러 방향 패드 오른쪽 버튼입니다."
+
+msgid ""
+"Game controller SDL miscellaneous button. Corresponds to Xbox share button, "
+"PS5 microphone button, Nintendo Switch capture button."
+msgstr ""
+"게임 컨트롤러 SDL 잡다한 버튼입니다. Xbox 공유 버튼, PS5 마이크 버튼, "
+"Nintendo Switch 캡처 버튼에 해당합니다."
+
+msgid "Game controller SDL paddle 1 button."
+msgstr "게임 컨트롤러 SDL 패들 1 버튼입니다."
+
+msgid "Game controller SDL paddle 2 button."
+msgstr "게임 컨트롤러 SDL 패들 2 버튼입니다."
+
+msgid "Game controller SDL paddle 3 button."
+msgstr "게임 컨트롤러 SDL 패들 3 버튼입니다."
+
+msgid "Game controller SDL paddle 4 button."
+msgstr "게임 컨트롤러 SDL 패들 4 버튼입니다."
+
+msgid "Game controller SDL touchpad button."
+msgstr "게임 컨트롤러 SDL 터치패드 버튼입니다."
+
+msgid "The number of SDL game controller buttons."
+msgstr "게임 컨트롤러 SDL 게임 컨트롤러 버튼입니다."
+
+msgid ""
+"The maximum number of game controller buttons supported by the engine. The "
+"actual limit may be lower on specific platforms:\n"
+"- [b]Android:[/b] Up to 36 buttons.\n"
+"- [b]Linux:[/b] Up to 80 buttons.\n"
+"- [b]Windows[/b] and [b]macOS:[/b] Up to 128 buttons."
+msgstr ""
+"엔진이 지원하는 게임 컨트롤러 버튼의 최대 수입니다. 실제 한계는 특정 플랫폼에"
+"서 더 낮을 수도 있습니다:\n"
+"- [b]Android:[/b] 최대 36개 버튼이 있습니다.\n"
+"- [b]Linux:[/b] 최대 80개 버튼이 있습니다.\n"
+"- [b]Windows[/b]와 [b]macOS:[/b] 최대 128개 버튼이 있습니다."
+
+msgid "An invalid game controller axis."
+msgstr "잘못된 게임 컨트롤러 축입니다."
+
+msgid "Game controller left joystick x-axis."
+msgstr "게임 컨트롤러 왼쪽 조이스틱 x축입니다."
+
+msgid "Game controller left joystick y-axis."
+msgstr "게임 컨트롤러 왼쪽 조이스틱 y축입니다."
+
+msgid "Game controller right joystick x-axis."
+msgstr "게임 컨트롤러 오른쪽 조이스틱 x축입니다."
+
+msgid "Game controller right joystick y-axis."
+msgstr "게임 컨트롤러 오른쪽 조이스틱 y축입니다."
+
+msgid "Game controller left trigger axis."
+msgstr "게임 컨트롤러 왼쪽 트리거 축입니다."
+
+msgid "Game controller right trigger axis."
+msgstr "게임 컨트롤러 오른쪽 트리거 축입니다."
+
+msgid "The number of SDL game controller axes."
+msgstr "SDL 게임 컨트롤러 축의 수입니다."
+
+msgid ""
+"The maximum number of game controller axes: OpenVR supports up to 5 Joysticks "
+"making a total of 10 axes."
+msgstr ""
+"게임 컨트롤러 축의 최대 수입니다: OpenVR은 최대 5개의 조이스틱으로 총 10개의 "
+"축을 지원합니다."
+
+msgid ""
+"Does not correspond to any MIDI message. This is the default value of [member "
+"InputEventMIDI.message]."
+msgstr ""
+"어떠한 MIDI 메시지에도 해당하지 않습니다. 이는 [member "
+"InputEventMIDI.message] 의 디폴트 값입니다."
+
+msgid ""
+"MIDI message sent when a note is released.\n"
+"[b]Note:[/b] Not all MIDI devices send this message; some may send [constant "
+"MIDI_MESSAGE_NOTE_ON] with [member InputEventMIDI.velocity] set to [code]0[/"
+"code]."
+msgstr ""
+"음을 뗐을 때 전송되는 MIDI 메시지입니다.\n"
+"[b]참고:[/b] 모든 MIDI 기기가 이 메시지를 전송하지 않습니다; 몇몇은 [constant "
+"MIDI_MESSAGE_NOTE_ON] 을 전송하며 [member InputEventMIDI.velocity] 를 "
+"[code]0[/code]로 설정합니다."
+
+msgid "MIDI message sent when a note is pressed."
+msgstr "음을 눌렀을 때 전송되는 MIDI 메시지입니다."
+
+msgid ""
+"MIDI message sent to indicate a change in pressure while a note is being "
+"pressed down, also called aftertouch."
+msgstr ""
+"음이 눌린 상태에서 압력의 변화를 나타내기 위해 전송되는 MIDI 메시지이며, 후속 "
+"터치라고도 불립니다."
+
+msgid ""
+"MIDI message sent when a controller value changes. In a MIDI device, a "
+"controller is any input that doesn't play notes. These may include sliders "
+"for volume, balance, and panning, as well as switches and pedals. See the "
+"[url=https://en.wikipedia.org/wiki/General_MIDI#Controller_events]General "
+"MIDI specification[/url] for a small list."
+msgstr ""
+"컨트롤러 값이 변경되었을 때 전송되는 MIDI 메시지입니다. MIDI 기기에서, 컨트롤"
+"러는 음을 재생하지 않는 모든 입력입니다. 이는 볼륨, 밸런스, 패닝 슬라이더, 또 "
+"스위치와 페달을 포함할 수 있습니다. 작은 리스트가 담긴[url=https://"
+"en.wikipedia.org/wiki/General_MIDI#Controller_events]일반적인 MIDI 사양[/url] "
+"을 참조하세요."
+
+msgid ""
+"MIDI message sent when the MIDI device changes its current instrument (also "
+"called [i]program[/i] or [i]preset[/i])."
+msgstr ""
+"MIDI 기기가 현재 악기([i]프로그램[/i] 혹은 [i]프리셋[/i] 으로도 불립니다) 를 "
+"변경했을 때 전송되는 MIDI 메시지입니다."
+
+msgid ""
+"MIDI message sent to indicate a change in pressure for the whole channel. "
+"Some MIDI devices may send this instead of [constant MIDI_MESSAGE_AFTERTOUCH]."
+msgstr ""
+"전체 채널의 압력 변화를 나타내기 위해 전송되는 MIDI 메시지입니다. 몇몇 MIDI 기"
+"기는 [constant MIDI_MESSAGE_AFTERTOUCH] 대신 이를 전송할 수도 있습니다."
+
+msgid ""
+"MIDI message sent when the value of the pitch bender changes, usually a wheel "
+"on the MIDI device."
+msgstr ""
+"피치 벤더의 값이 변화할 때 전송되는 MIDI 메시지이며, 이는 주로 MIDI 기기의 휠"
+"입니다."
+
+msgid ""
+"MIDI system exclusive (SysEx) message. This type of message is not "
+"standardized and it's highly dependent on the MIDI device sending it.\n"
+"[b]Note:[/b] Getting this message's data from [InputEventMIDI] is not "
+"implemented."
+msgstr ""
+"MIDI 시스템-독자적인 (SysEx) 메시지입니다. 이 타입의 메시지는 표준화되어 있지 "
+"않으며, 그것을 전송하는 MIDI 기기에 매우 의존적입니다.\n"
+"[b]참고:[/b] 이 메시지의 데이터를 [InputEventMIDI] 에서 받는 것은 구현되어 있"
+"지 않습니다."
+
+msgid ""
+"MIDI message sent every quarter frame to keep connected MIDI devices "
+"synchronized. Related to [constant MIDI_MESSAGE_TIMING_CLOCK].\n"
+"[b]Note:[/b] Getting this message's data from [InputEventMIDI] is not "
+"implemented."
+msgstr ""
+"연결된 MIDI 기기들을 동기화하기 위해 매 쿼터 프레임마다 전송되는 MIDI 메시지입"
+"니다. [constant MIDI_MESSAGE_TIMING_CLOCK] 과 관계가 있습니다.\n"
+"[b]참고:[/b] 이 메시지의 데이터를 [InputEventMIDI] 에서 받는 것은 구현되어 있"
+"지 않습니다."
+
+msgid ""
+"MIDI message sent to jump onto a new position in the current sequence or "
+"song.\n"
+"[b]Note:[/b] Getting this message's data from [InputEventMIDI] is not "
+"implemented."
+msgstr ""
+"현재 진행이나 음악에서 새로운 위치로 넘어가기 위해 전송되는 MIDI 메시지입니"
+"다.\n"
+"[b]참고:[/b] 이 메시지의 데이터를 [InputEventMIDI] 에서 받는 것은 구현되어 있"
+"지 않습니다."
+
+msgid ""
+"MIDI message sent to select a sequence or song to play.\n"
+"[b]Note:[/b] Getting this message's data from [InputEventMIDI] is not "
+"implemented."
+msgstr ""
+"재생할 진행이나 음악을 선택하기 위해 전송되는 MIDI 메시지입니다.\n"
+"[b]참고:[/b] 이 메시지의 데이터를 [InputEventMIDI] 에서 받는 것은 구현되어 있"
+"지 않습니다."
+
+msgid ""
+"MIDI message sent to request a tuning calibration. Used on analog "
+"synthesizers. Most modern MIDI devices do not need this message."
+msgstr ""
+"튜닝 조정을 요청하기 위해 전송되는 MIDI 메시지입니다. 아날로그 신디사이저에 사"
+"용됩니다. 대부분의 현대 MIDI 기기는 이 메시지를 필요로 하지 않습니다."
+
+msgid ""
+"MIDI message sent 24 times after [constant MIDI_MESSAGE_QUARTER_FRAME], to "
+"keep connected MIDI devices synchronized."
+msgstr ""
+"연결된 MIDI 기기들을 동기화하기 위해, [constant MIDI_MESSAGE_QUARTER_FRAME] 뒤"
+"에 24번 전송되는 MIDI 메시지."
+
+msgid ""
+"MIDI message sent to start the current sequence or song from the beginning."
+msgstr "현재 진행이나 음악을 처음부터 시작하기 위해 전송되는 MIDI 메시지."
+
+msgid ""
+"MIDI message sent to resume from the point the current sequence or song was "
+"paused."
+msgstr ""
+"현재 진행이나 음악이 중지된 지점부터 다시 시작하기 위해 전송되는 MIDI 메시지."
+
+msgid "MIDI message sent to pause the current sequence or song."
+msgstr "현재 진행이나 음악을 중지하기 위해 전송되는 MIDI 메시지."
+
+msgid ""
+"MIDI message sent repeatedly while the MIDI device is idle, to tell the "
+"receiver that the connection is alive. Most MIDI devices do not send this "
+"message."
+msgstr ""
+"MIDI 기기가 대기 상태일 때 반복적으로 전송되는 MIDI 메시지이며, 이는 수신자가 "
+"연결이 유지되고 있는 상태임을 알도록 하는 것입니다. 대부분의 MIDI 기기들은 이 "
+"메시지를 전송하지 않습니다."
+
+msgid ""
+"MIDI message sent to reset a MIDI device to its default state, as if it was "
+"just turned on. It should not be sent when the MIDI device is being turned on."
+msgstr ""
+"MIDI 기기를 그 디폴트 상태로 리셋하기 위해 전송되는 MIDI 메시지이며, 막 켜졌"
+"을 때의 상태로 되돌립니다. MIDI 기기가 켜져있는 상태에서는 전송되어선 안됩니"
+"다."
+
+msgid ""
+"Methods that return [enum Error] return [constant OK] when no error "
+"occurred.\n"
+"Since [constant OK] has value [code]0[/code], and all other error constants "
+"are positive integers, it can also be used in boolean checks.\n"
+"[codeblock]\n"
+"var error = method_that_returns_error()\n"
+"if error != OK:\n"
+"\tprinterr(\"Failure!\")\n"
+"\n"
+"# Or, alternatively:\n"
+"if error:\n"
+"\tprinterr(\"Still failing!\")\n"
+"[/codeblock]\n"
+"[b]Note:[/b] Many functions do not return an error code, but will print error "
+"messages to standard output."
+msgstr ""
+"[enum Error] 열거형을 반환하는 메서드들은 오류가 발생하지 않은 경우 [constant "
+"OK]를 반환합니다.\n"
+"[constant OK]는 [code]0[/code]의 값을 가지고, 다른 모든 오류 상수들은 양의 정"
+"수 값을 가지므로, 불리언 값 확인에도 사용할 수 있습니다.\n"
+"[codeblock]\n"
+"var error = method_that_returns_error()\n"
+"if error != OK:\n"
+"\tprinterr(\"Failure!\")\n"
+"\n"
+"# 또는, 이렇게 사용하세요:\n"
+"if error:\n"
+"\tprinterr(\"Still failing!\")\n"
+"[/codeblock]\n"
+"[b]참고:[/b] 많은 함수들은 오류 코드를 반환하지 않지만, 표준 출력에 오류 메시"
+"지를 출력할 것입니다."
+
+msgid "Generic error."
+msgstr "통용 오류."
+
+msgid "Unavailable error."
+msgstr "사용할 수 없음 오류."
+
+msgid "Unconfigured error."
+msgstr "구성되지 않음 오류."
+
+msgid "Unauthorized error."
+msgstr "승인되지 않음 오류."
+
+msgid "Parameter range error."
+msgstr "매개변수 범위 오류."
+
+msgid "Out of memory (OOM) error."
+msgstr "메모리 부족 (OOM) 오류."
+
+msgid "File: Not found error."
+msgstr "파일: 찾을 수 없음 오류."
+
+msgid "File: Bad drive error."
+msgstr "파일: 잘못된 드라이브 오류."
+
+msgid "File: Bad path error."
+msgstr "파일: 잘못된 경로 오류."
+
+msgid "File: No permission error."
+msgstr "파일: 권한이 없음 오류."
+
+msgid "File: Already in use error."
+msgstr "파일: 이미 사용 중 오류."
+
+msgid "File: Can't open error."
+msgstr "파일: 열 수 없음 오류."
+
+msgid "File: Can't write error."
+msgstr "파일: 쓸 수 없음 오류."
+
+msgid "File: Can't read error."
+msgstr "파일: 읽을 수 없음 오류."
+
+msgid "File: Unrecognized error."
+msgstr "파일: 인식할 수 없음 오류."
+
+msgid "File: Corrupt error."
+msgstr "파일: 손상 오류."
+
+msgid "File: Missing dependencies error."
+msgstr "파일: 종속 관계 누락 오류."
+
+msgid "File: End of file (EOF) error."
+msgstr "파일: End of file (EOF) 오류."
+
+msgid "Can't open error."
+msgstr "열 수 없음 오류."
+
+msgid "Can't create error."
+msgstr "생성할 수 없음 오류."
+
+msgid "Query failed error."
+msgstr "쿼리 실패 오류."
+
+msgid "Already in use error."
+msgstr "이미 사용 중 오류."
+
+msgid "Locked error."
+msgstr "잠금 오류."
+
+msgid "Timeout error."
+msgstr "시간 초과 오류."
+
+msgid "Can't connect error."
+msgstr "연결할 수 없음 오류."
+
+msgid "Can't resolve error."
+msgstr "해결할 수 없음 오류."
+
+msgid "Connection error."
+msgstr "연결 오류."
+
+msgid "Can't acquire resource error."
+msgstr "리소스를 얻을 수 없음 오류."
+
+msgid "Can't fork process error."
+msgstr "프로세스를 포크할 수 없음 오류."
+
+msgid "Invalid data error."
+msgstr "잘못된 데이터 오류."
+
+msgid "Invalid parameter error."
+msgstr "잘못된 매개변수 오류."
+
+msgid "Already exists error."
+msgstr "이미 존재함 오류."
+
+msgid "Does not exist error."
+msgstr "존재하지 않음 오류."
+
+msgid "Database: Read error."
+msgstr "데이터베이스: 읽기 오류."
+
+msgid "Database: Write error."
+msgstr "데이터베이스: 쓰기 오류."
+
+msgid "Compilation failed error."
+msgstr "컴파일 실패 오류."
+
+msgid "Method not found error."
+msgstr "메서드를 찾을 수 없음 오류."
+
+msgid "Linking failed error."
+msgstr "연결 실패 오류."
+
+msgid "Script failed error."
+msgstr "스크립트 실패 오류."
+
+msgid "Cycling link (import cycle) error."
+msgstr "순환 링크 (가져오기 순환) 오류."
+
+msgid "Invalid declaration error."
+msgstr "선언이 잘못됨 오류."
+
+msgid "Duplicate symbol error."
+msgstr "중복 기호 오류."
+
+msgid "Parse error."
+msgstr "파서 오류."
+
+msgid "Busy error."
+msgstr "바쁨 오류."
+
+msgid "Skip error."
+msgstr "건너뛰기 오류."
+
+msgid ""
+"Help error. Used internally when passing [code]--version[/code] or [code]--"
+"help[/code] as executable options."
+msgstr ""
+"도움말 오류. 실행가능한 옵션으로서 [code]--version[/code] 또는 [code]--help[/"
+"code] 를 넘기기 위해 내부적으로 사용됩니다."
+
+msgid ""
+"Bug error, caused by an implementation issue in the method.\n"
+"[b]Note:[/b] If a built-in method returns this code, please open an issue on "
+"[url=https://github.com/godotengine/godot/issues]the GitHub Issue Tracker[/"
+"url]."
+msgstr ""
+"메서드의 구현 이슈로 발생하는 버그 오류입니다.\n"
+"[b]참고:[/b] 내장 메서드가 이 코드를 반환한다면, [url=https://github.com/"
+"godotengine/godot/issues]GitHHub 이슈 추적기[/url] 에서 이슈를 열어주세요."
+
+msgid ""
+"Printer on fire error (This is an easter egg, no built-in methods return this "
+"error code)."
+msgstr ""
+"불타는 프린터 오류 (이것은 이스터 에그이며, 내장 메서드는 이 오류 코드를 반환"
+"하지 않습니다)."
+
+msgid "The property has no hint for the editor."
+msgstr "속성이 편집기에 어떠한 힌트도 주지 않습니다."
+
+msgid ""
+"Hints that an [int] 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_less\"[/code] to allow manual input going respectively above "
+"the max or below the min values.\n"
+"[b]Example:[/b] [code]\"-360,360,1,or_greater,or_less\"[/code].\n"
+"Additionally, other keywords can be included: [code]\"exp\"[/code] for "
+"exponential range editing, [code]\"radians_as_degrees\"[/code] for editing "
+"radian angles in degrees (the range values are also in degrees), [code]"
+"\"degrees\"[/code] to hint at an angle and [code]\"hide_slider\"[/code] to "
+"hide the slider."
+msgstr ""
+"[int] 또는 [float] 속성이 [code]\"min,max\"[/code] 또는 [code]"
+"\"min,max,step\"[/code]로 주어진 힌트 문자열에 명시된 범위 안에 있어야 한다는 "
+"힌트를 줍니다. 힌트 문자열은 선택적으로 [code]\"or_greater\"[/code] 그리고/또"
+"는 [code]\"or_less\"[/code]를 포함하여 각각 최댓값보다 크거나 최솟값보다 작은 "
+"값을 직접 입력하는 것을 허용할 수 있습니다.\n"
+"[b]예시:[/b] [code]\"-360,360,1,or_greater,or_less\"[/code].\n"
+"추가적으로, 다른 키워드들도 포함될 수 있습니다: [code]\"exp\"[/code]는 지수적"
+"인 범위 편집을 지원하고, [code]\"radians_as_degrees\"[/code]는 라디안 각도를 "
+"도(°) 단위로 편집하도록 하며 (범위 값도 도 단위를 따릅니다), [code]"
+"\"degrees\"[/code] 를 사용해서 각도라는 힌트를 주고 [code]\"hide_slider\"[/"
+"code]를 이용하면, 슬라이더를 숨길 수 있습니다."
+
+msgid ""
+"Hints that an [int] 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]. Whitespaces are [b]not[/b] removed from "
+"either end of a name. For integer 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 ""
+"[int] 나 [String] 속성이 힌트 문자열로 명시된 리스트에서 선택되어야 하는 열거"
+"된 값이라는 힌트를 줍니다.\n"
+"힌트 문자열은 [code]\"Hello,Something,Else\"[/code] 처럼 쉼표로 구분된 이름의 "
+"리스트입니다. 공백은 이름의 어느쪽 끝에서도 제거되지 [b]않습니다.[/b] 정수 속"
+"성에 대해, 첫번째 이름은 0의 값을 갖고, 다음은 1, 이런 식으로 진행됩니다. 독자"
+"적인 값 또한 이름에 [code]:정수[/code] 를 붙임으로써 명시될 수 있습니다 (예를 "
+"들어 [code]\"Zero,One,Three:3,Four,Six:6\"[/code])."
+
+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 ""
+"[String] 속성이 [code] [code]\"Hello,Something,Else\"[/code] 같은 힌트 문자열"
+"로 명시된 리스트에서 선택되어야 하는 열거된 값일 수 있다는 힌트를 줍니다.\n"
+"[constant PROPERTY_HINT_ENUM] 과 다르게, 이 힌트를 가진 속성은 자의적인 값도 "
+"받아들이고 비어있을 수도 있습니다. 값의 리스트는 가능한 값을 제안하기 위해 쓰"
+"입니다."
+
+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]\"positive_only\"[/code] to exclude in/"
+"out easing and limit values to be greater than or equal to zero."
+msgstr ""
+"[float] 속성이 지수 이징(easing) 함수에 따라 변경되어야 한다는 힌트를 줍니다. "
+"힌트 문자열은 [code]\"attenuation\"[/code] 을 포함하여 곡선을 수평 대칭시킬 수"
+"도 있고, [code]\"positive_only\"[/code] 를 포함하여 in/out 이징을 배제하고 값"
+"이 0보다 크거나 같은 값이 되도록 한정할 수 있으며, 둘 다 쓰일 수도 있습니다."
+
+msgid ""
+"Hints that a vector property should allow its components to be linked. For "
+"example, this allows [member Vector2.x] and [member Vector2.y] to be edited "
+"together."
+msgstr ""
+"벡터 속성의 컴포넌트가 연결되어 있어야 한다는 힌트를 줍니다. 예를 들어 이는 "
+"[member Vector2.x] 와 [member Vector2.y] 가 함께 편집되도록 합니다."
+
+msgid ""
+"Hints that an [int] property is a bitmask with named bit flags.\n"
+"The hint string is a comma separated list of names such as [code]"
+"\"Bit0,Bit1,Bit2,Bit3\"[/code]. Whitespaces are [b]not[/b] removed from "
+"either end of a name. The first name in the list has value 1, the next 2, "
+"then 4, 8, 16 and so on. Explicit values can also be specified by appending "
+"[code]:integer[/code] to the name, e.g. [code]\"A:4,B:8,C:16\"[/code]. You "
+"can also combine several flags ([code]\"A:4,B:8,AB:12,C:16\"[/code]).\n"
+"[b]Note:[/b] A flag value must be at least [code]1[/code] and at most [code]2 "
+"** 32 - 1[/code].\n"
+"[b]Note:[/b] Unlike [constant PROPERTY_HINT_ENUM], the previous explicit "
+"value is not taken into account. For the hint [code]\"A:16,B,C\"[/code], A is "
+"16, B is 2, C is 4."
+msgstr ""
+"[int] 속성이 이름 지정된 비트 플래그를 가진 비트마스크라는 힌트를 줍니다.\n"
+"힌트 문자열은 [code]\"Bit0,Bit1,Bit2,Bit3\"[/code]와 같이 쉼표로 구분된 이름 "
+"목록입니다. 공백은 이름의 양쪽 끝에서 [b]제거되지 않습니다[/b]. 목록의 첫 번"
+"째 이름은 값 1을 가지며, 다음은 2, 그 다음은 4, 8, 16 등으로 이어집니다. 이름"
+"에 [code]:integer[/code]를 추가하여 명시적 값을 지정할 수도 있습니다. 예: "
+"[code]\"A:4,B:8,C:16\"[/code]. 여러 플래그를 결합할 수도 있습니다 ([code]"
+"\"A:4,B:8,AB:12,C:16\"[/code]).\n"
+"[b]참고:[/b] 플래그 값은 최소 [code]1[/code]이고 최대 [code]2 ** 32 - 1[/code]"
+"이어야 합니다.\n"
+"[b]참고:[/b] [constant PROPERTY_HINT_ENUM]과 달리, 이전 명시적 값은 고려되지 "
+"않습니다. [code]\"A:16,B,C\"[/code] 힌트의 경우, A는 16, B는 2, C는 4입니다."
+
+msgid ""
+"Hints that an [int] property is a bitmask using the optionally named 2D "
+"render layers."
+msgstr ""
+"[int] 속성이 선택적으로 이름 붙은 2D render 레이어를 사용한 비트 마스크라는 힌"
+"트를 줍니다."
+
+msgid ""
+"Hints that an [int] property is a bitmask using the optionally named 2D "
+"physics layers."
+msgstr ""
+"[int] 속성이 선택적으로 이름 붙은 2D physics 레이어를 사용한 비트 마스크라는 "
+"힌트를 줍니다."
+
+msgid ""
+"Hints that an [int] property is a bitmask using the optionally named 2D "
+"navigation layers."
+msgstr ""
+"[int] 속성이 선택적으로 이름 붙은 2D navigation 레이어를 사용한 비트 마스크라"
+"는 힌트를 줍니다."
+
+msgid ""
+"Hints that an [int] property is a bitmask using the optionally named 3D "
+"render layers."
+msgstr ""
+"[int] 속성이 선택적으로 이름 붙은 3D render 레이어를 사용한 비트 마스크라는 힌"
+"트를 줍니다."
+
+msgid ""
+"Hints that an [int] property is a bitmask using the optionally named 3D "
+"physics layers."
+msgstr ""
+"[int] 속성이 선택적으로 이름 붙은 3D physics 레이어를 사용한 비트 마스크라는 "
+"힌트를 줍니다."
+
+msgid ""
+"Hints that an [int] property is a bitmask using the optionally named 3D "
+"navigation layers."
+msgstr ""
+"[int] 속성이 선택적으로 이름 붙은 3D navigation 레이어를 사용한 비트 마스크라"
+"는 힌트를 줍니다."
+
+msgid ""
+"Hints that an integer property is a bitmask using the optionally named "
+"avoidance layers."
+msgstr ""
+"[int] 속성이 선택적으로 이름 붙은 avoidance 레이어를 사용한 비트 마스크라는 힌"
+"트를 줍니다."
+
+msgid ""
+"Hints that a [String] property is a path to a directory. Editing it will show "
+"a file dialog for picking the path."
+msgstr ""
+"[String] 속성이 디렉터리에 경로라는 힌트를 줍니다. 편집하면 경로를 고르는 파"
+"일 대화 상자가 띄워집니다."
+
+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 ""
+"[String] 속성이 프로젝트 폴더 밖의 파일에의 절대경로라는 힌트를 줍니다. 편집하"
+"면 경로를 고르는 파일 대화 상자가 띄워집니다. 힌트 문자열은 [code]"
+"\"*.png,*.jpg\"[/code] 같은 와일드카드(아무거나 대응 가능하다는 기호, 여기서"
+"는 *가 사용됨) 를 포함한 필터의 집합이 될 수 있습니다."
+
+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 ""
+"[String] 속성이 프로젝트 폴더 바깥의 디렉터리(폴더 등)에의 절대경로라는 힌트"
+"를 줍니다. 편집하면 경로를 고르는 파일 대화 상자가 띄워집니다."
+
+msgid ""
+"Hints that a property is an instance of a [Resource]-derived type, optionally "
+"specified via the hint string (e.g. [code]\"Texture2D\"[/code]). Editing it "
+"will show a popup menu of valid resource types to instantiate."
+msgstr ""
+"속성이 [Resource] 기반 타입의 인스턴스라는 힌트를 주며, 선택적으로 힌트 문자열"
+"을 통해 특정될 수 있습니다 (예를 들어 [code]\"Texture2D\"[/code]). 변경 시에 "
+"인스턴스화될 가능한 리소스 타입의 팝업 메뉴가 띄워집니다."
+
+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 ""
+"[String] 속성이 줄바꿈을 포함한 텍스트라는 힌트를 줍니다. 변경 시에 줄바꿈을 "
+"입력 가능한 텍스트 입력 영역이 띄워집니다."
+
+msgid "Hints that a [String] property is an [Expression]."
+msgstr ""
+"[String] 속성이 [Expression] (표현식, 어떤 값을 의미하는 구문)이라는 힌트를 줍"
+"니다."
+
+msgid ""
+"Hints that a [String] property should show a placeholder text on its input "
+"field, if empty. The hint string is the placeholder text to use."
+msgstr ""
+"[String] 속성이 비어있는 경우 입력 영역에 플레이스홀더 텍스트를 보여주어야 한"
+"다는 힌트를 줍니다. 힌트 문자열은 사용할 플레이스홀더 텍스트입니다."
+
+msgid ""
+"Hints that a [Color] property should be edited without affecting its "
+"transparency ([member Color.a] is not editable)."
+msgstr ""
+"[Color] 속성이 투명도에 영향을 미치지 않으며 편집되어야 한다는 힌트를 줍니다 "
+"([member Color.a] 가 편집불가능함)."
+
+msgid ""
+"Hints that the property's value is an object encoded as object ID, with its "
+"type specified in the hint string. Used by the debugger."
+msgstr ""
+"속성의 값이 오브젝트 ID로 암호화된 오브젝트라는 힌트를 주며, 힌트 문자열에 타"
+"입이 명시됩니다. 디버거에서 사용됩니다."
+
+msgid ""
+"If a property is [String], hints that the property represents a particular "
+"type (class). This allows to select a type from the create dialog. The "
+"property will store the selected type as a string.\n"
+"If a property is [Array], hints the editor how to show elements. The "
+"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
+"and [code]\"/\"[/code].\n"
+"If a property is [Dictionary], hints the editor how to show elements. The "
+"[code]hint_string[/code] is the same as [Array], with a [code]\";\"[/code] "
+"separating the key and value.\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"# Array of elem_type.\n"
+"hint_string = \"%d:\" % [elem_type]\n"
+"hint_string = \"%d/%d:%s\" % [elem_type, elem_hint, elem_hint_string]\n"
+"# Two-dimensional array of elem_type (array of arrays of elem_type).\n"
+"hint_string = \"%d:%d:\" % [TYPE_ARRAY, elem_type]\n"
+"hint_string = \"%d:%d/%d:%s\" % [TYPE_ARRAY, elem_type, elem_hint, "
+"elem_hint_string]\n"
+"# Three-dimensional array of elem_type (array of arrays of arrays of "
+"elem_type).\n"
+"hint_string = \"%d:%d:%d:\" % [TYPE_ARRAY, TYPE_ARRAY, elem_type]\n"
+"hint_string = \"%d:%d:%d/%d:%s\" % [TYPE_ARRAY, TYPE_ARRAY, elem_type, "
+"elem_hint, elem_hint_string]\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"// Array of elemType.\n"
+"hintString = $\"{elemType:D}:\";\n"
+"hintString = $\"{elemType:}/{elemHint:D}:{elemHintString}\";\n"
+"// Two-dimensional array of elemType (array of arrays of elemType).\n"
+"hintString = $\"{Variant.Type.Array:D}:{elemType:D}:\";\n"
+"hintString = $\"{Variant.Type.Array:D}:{elemType:D}/{elemHint:D}:"
+"{elemHintString}\";\n"
+"// Three-dimensional array of elemType (array of arrays of arrays of "
+"elemType).\n"
+"hintString = $\"{Variant.Type.Array:D}:{Variant.Type.Array:D}:{elemType:D}:"
+"\";\n"
+"hintString = $\"{Variant.Type.Array:D}:{Variant.Type.Array:D}:{elemType:D}/"
+"{elemHint:D}:{elemHintString}\";\n"
+"[/csharp]\n"
+"[/codeblocks]\n"
+"[b]Examples:[/b]\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"hint_string = \"%d:\" % [TYPE_INT] # Array of integers.\n"
+"hint_string = \"%d/%d:1,10,1\" % [TYPE_INT, PROPERTY_HINT_RANGE] # Array of "
+"integers (in range from 1 to 10).\n"
+"hint_string = \"%d/%d:Zero,One,Two\" % [TYPE_INT, PROPERTY_HINT_ENUM] # Array "
+"of integers (an enum).\n"
+"hint_string = \"%d/%d:Zero,One,Three:3,Six:6\" % [TYPE_INT, "
+"PROPERTY_HINT_ENUM] # Array of integers (an enum).\n"
+"hint_string = \"%d/%d:*.png\" % [TYPE_STRING, PROPERTY_HINT_FILE] # Array of "
+"strings (file paths).\n"
+"hint_string = \"%d/%d:Texture2D\" % [TYPE_OBJECT, "
+"PROPERTY_HINT_RESOURCE_TYPE] # Array of textures.\n"
+"\n"
+"hint_string = \"%d:%d:\" % [TYPE_ARRAY, TYPE_FLOAT] # Two-dimensional array "
+"of floats.\n"
+"hint_string = \"%d:%d/%d:\" % [TYPE_ARRAY, TYPE_STRING, "
+"PROPERTY_HINT_MULTILINE_TEXT] # Two-dimensional array of multiline strings.\n"
+"hint_string = \"%d:%d/%d:-1,1,0.1\" % [TYPE_ARRAY, TYPE_FLOAT, "
+"PROPERTY_HINT_RANGE] # Two-dimensional array of floats (in range from -1 to "
+"1).\n"
+"hint_string = \"%d:%d/%d:Texture2D\" % [TYPE_ARRAY, TYPE_OBJECT, "
+"PROPERTY_HINT_RESOURCE_TYPE] # Two-dimensional array of textures.\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"hintString = $\"{Variant.Type.Int:D}/{PropertyHint.Range:D}:1,10,1\"; // "
+"Array of integers (in range from 1 to 10).\n"
+"hintString = $\"{Variant.Type.Int:D}/{PropertyHint.Enum:D}:Zero,One,Two\"; // "
+"Array of integers (an enum).\n"
+"hintString = $\"{Variant.Type.Int:D}/"
+"{PropertyHint.Enum:D}:Zero,One,Three:3,Six:6\"; // Array of integers (an "
+"enum).\n"
+"hintString = $\"{Variant.Type.String:D}/{PropertyHint.File:D}:*.png\"; // "
+"Array of strings (file paths).\n"
+"hintString = $\"{Variant.Type.Object:D}/"
+"{PropertyHint.ResourceType:D}:Texture2D\"; // Array of textures.\n"
+"\n"
+"hintString = $\"{Variant.Type.Array:D}:{Variant.Type.Float:D}:\"; // Two-"
+"dimensional array of floats.\n"
+"hintString = $\"{Variant.Type.Array:D}:{Variant.Type.String:D}/"
+"{PropertyHint.MultilineText:D}:\"; // Two-dimensional array of multiline "
+"strings.\n"
+"hintString = $\"{Variant.Type.Array:D}:{Variant.Type.Float:D}/"
+"{PropertyHint.Range:D}:-1,1,0.1\"; // Two-dimensional array of floats (in "
+"range from -1 to 1).\n"
+"hintString = $\"{Variant.Type.Array:D}:{Variant.Type.Object:D}/"
+"{PropertyHint.ResourceType:D}:Texture2D\"; // Two-dimensional array of "
+"textures.\n"
+"[/csharp]\n"
+"[/codeblocks]\n"
+"[b]Note:[/b] The trailing colon is required for properly detecting built-in "
+"types."
+msgstr ""
+"속성이 [String]인 경우, 해당 속성이 특정 유형(클래스)을 나타낸다는 힌트를 줍니"
+"다. 이를 통해 생성 대화 상자에서 유형을 선택할 수 있습니다. 속성은 선택된 유형"
+"을 문자열로 저장합니다.\n"
+"속성이 [Array]인 경우, 편집기에게 요소를 표시하는 방법을 힌트 줍니다. "
+"[code]hint_string[/code]은 [code]\":\"[/code]과 [code]\"/\"[/code]를 사용하여 "
+"중첩된 유형을 인코딩해야 합니다.\n"
+"속성이 [Dictionary]인 경우, 편집기에게 요소를 표시하는 방법을 힌트 줍니다. "
+"[code]hint_string[/code]은 [Array]와 동일하며, 키와 값을 [code]\";\"[/code]로 "
+"구분합니다.\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"# Array of elem_type.\n"
+"hint_string = \"%d:\" % [elem_type]\n"
+"hint_string = \"%d/%d:%s\" % [elem_type, elem_hint, elem_hint_string]\n"
+"# Two-dimensional array of elem_type (array of arrays of elem_type).\n"
+"hint_string = \"%d:%d:\" % [TYPE_ARRAY, elem_type]\n"
+"hint_string = \"%d:%d/%d:%s\" % [TYPE_ARRAY, elem_type, elem_hint, "
+"elem_hint_string]\n"
+"# Three-dimensional array of elem_type (array of arrays of arrays of "
+"elem_type).\n"
+"hint_string = \"%d:%d:%d:\" % [TYPE_ARRAY, TYPE_ARRAY, elem_type]\n"
+"hint_string = \"%d:%d:%d/%d:%s\" % [TYPE_ARRAY, TYPE_ARRAY, elem_type, "
+"elem_hint, elem_hint_string]\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"// Array of elemType.\n"
+"hintString = $\"{elemType:D}:\";\n"
+"hintString = $\"{elemType:}/{elemHint:D}:{elemHintString}\";\n"
+"// Two-dimensional array of elemType (array of arrays of elemType).\n"
+"hintString = $\"{Variant.Type.Array:D}:{elemType:D}:\";\n"
+"hintString = $\"{Variant.Type.Array:D}:{elemType:D}/{elemHint:D}:"
+"{elemHintString}\";\n"
+"// Three-dimensional array of elemType (array of arrays of arrays of "
+"elemType).\n"
+"hintString = $\"{Variant.Type.Array:D}:{Variant.Type.Array:D}:{elemType:D}:"
+"\";\n"
+"hintString = $\"{Variant.Type.Array:D}:{Variant.Type.Array:D}:{elemType:D}/"
+"{elemHint:D}:{elemHintString}\";\n"
+"[/csharp]\n"
+"[/codeblocks]\n"
+"[b]예시:[/b]\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"hint_string = \"%d:\" % [TYPE_INT] # Array of integers.\n"
+"hint_string = \"%d/%d:1,10,1\" % [TYPE_INT, PROPERTY_HINT_RANGE] # Array of "
+"integers (in range from 1 to 10).\n"
+"hint_string = \"%d/%d:Zero,One,Two\" % [TYPE_INT, PROPERTY_HINT_ENUM] # Array "
+"of integers (an enum).\n"
+"hint_string = \"%d/%d:Zero,One,Three:3,Six:6\" % [TYPE_INT, "
+"PROPERTY_HINT_ENUM] # Array of integers (an enum).\n"
+"hint_string = \"%d/%d:*.png\" % [TYPE_STRING, PROPERTY_HINT_FILE] # Array of "
+"strings (file paths).\n"
+"hint_string = \"%d/%d:Texture2D\" % [TYPE_OBJECT, "
+"PROPERTY_HINT_RESOURCE_TYPE] # Array of textures.\n"
+"\n"
+"hint_string = \"%d:%d:\" % [TYPE_ARRAY, TYPE_FLOAT] # Two-dimensional array "
+"of floats.\n"
+"hint_string = \"%d:%d/%d:\" % [TYPE_ARRAY, TYPE_STRING, "
+"PROPERTY_HINT_MULTILINE_TEXT] # Two-dimensional array of multiline strings.\n"
+"hint_string = \"%d:%d/%d:-1,1,0.1\" % [TYPE_ARRAY, TYPE_FLOAT, "
+"PROPERTY_HINT_RANGE] # Two-dimensional array of floats (in range from -1 to "
+"1).\n"
+"hint_string = \"%d:%d/%d:Texture2D\" % [TYPE_ARRAY, TYPE_OBJECT, "
+"PROPERTY_HINT_RESOURCE_TYPE] # Two-dimensional array of textures.\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"hintString = $\"{Variant.Type.Int:D}/{PropertyHint.Range:D}:1,10,1\"; // "
+"Array of integers (in range from 1 to 10).\n"
+"hintString = $\"{Variant.Type.Int:D}/{PropertyHint.Enum:D}:Zero,One,Two\"; // "
+"Array of integers (an enum).\n"
+"hintString = $\"{Variant.Type.Int:D}/"
+"{PropertyHint.Enum:D}:Zero,One,Three:3,Six:6\"; // Array of integers (an "
+"enum).\n"
+"hintString = $\"{Variant.Type.String:D}/{PropertyHint.File:D}:*.png\"; // "
+"Array of strings (file paths).\n"
+"hintString = $\"{Variant.Type.Object:D}/"
+"{PropertyHint.ResourceType:D}:Texture2D\"; // Array of textures.\n"
+"\n"
+"hintString = $\"{Variant.Type.Array:D}:{Variant.Type.Float:D}:\"; // Two-"
+"dimensional array of floats.\n"
+"hintString = $\"{Variant.Type.Array:D}:{Variant.Type.String:D}/"
+"{PropertyHint.MultilineText:D}:\"; // Two-dimensional array of multiline "
+"strings.\n"
+"hintString = $\"{Variant.Type.Array:D}:{Variant.Type.Float:D}/"
+"{PropertyHint.Range:D}:-1,1,0.1\"; // Two-dimensional array of floats (in "
+"range from -1 to 1).\n"
+"hintString = $\"{Variant.Type.Array:D}:{Variant.Type.Object:D}/"
+"{PropertyHint.ResourceType:D}:Texture2D\"; // Two-dimensional array of "
+"textures.\n"
+"[/csharp]\n"
+"[/codeblocks]\n"
+"[b]참고:[/b] 내장 유형을 올바르게 감지하려면 후행 콜론이 필요합니다."
+
+msgid "This hint is not used by the engine."
+msgstr "이 힌트는 엔진에서 사용되지 않습니다."
+
+msgid "Hints that an object is too big to be sent via the debugger."
+msgstr "오브젝트가 디버거를 통해 전송되기에 너무 크다는 힌트를 줍니다."
+
+msgid ""
+"Hints that the hint string specifies valid node types for property of type "
+"[NodePath]."
+msgstr ""
+"힌트 문자열이 [NodePath] 타입의 속성에 올바른 노드 타입을 명시한다는 힌트를 줍"
+"니다."
+
+msgid ""
+"Hints that a [String] property is a path to a file. Editing it will show a "
+"file dialog for picking the path for the file to be saved at. The dialog has "
+"access to the project's directory. The hint string can be a set of filters "
+"with wildcards like [code]\"*.png,*.jpg\"[/code]. See also [member "
+"FileDialog.filters]."
+msgstr ""
+"[String] 속성이 파일에의 경로라는 힌트를 줍니다. 그것을 편집하는 것은 저장될 "
+"파일의 경로를 고르는 파일 대화 상자를 보여줄 것입니다. 대화 상자는 프로젝트의 "
+"디렉터리에 접근권한을 가지고 있습니다. 힌트 문자열은 [code]\"*.png,*.jpg\"[/"
+"code]와 같이 와일드카드가 달린 필터의 집합일 수 있습니다. [member "
+"FileDialog.filters]도 참조하세요."
+
+msgid ""
+"Hints that a [String] property is a path to a file. Editing it will show a "
+"file dialog for picking the path for the file to be saved at. The dialog has "
+"access to the entire filesystem. The hint string can be a set of filters with "
+"wildcards like [code]\"*.png,*.jpg\"[/code]. See also [member "
+"FileDialog.filters]."
+msgstr ""
+"[String] 속성이 파일에의 경로라는 힌트를 줍니다. 그것을 편집하는 것은 저장될 "
+"파일의 경로를 고르는 파일 대화 상자를 보여줄 것입니다. 대화 상자는 전체 파일시"
+"스템에 접근을 가지고 있습니다. 힌트 문자열은 [code]\"*.png,*.jpg\"[/code]와 같"
+"이 와일드카드가 달린 필터의 집합일 수 있습니다. [member FileDialog.filters]도 "
+"참조하세요."
+
+msgid "Hints that an [int] property is a pointer. Used by GDExtension."
+msgstr "[int] 속성이 포인터라는 힌트를 줍니다. GDExtension에서 사용됩니다."
+
+msgid ""
+"Hints that a property is an [Array] with the stored type specified in the "
+"hint string. The hint string contains the type of the array (e.g. [code]"
+"\"String\"[/code]).\n"
+"Use the hint string format from [constant PROPERTY_HINT_TYPE_STRING] for more "
+"control over the stored type."
+msgstr ""
+"속성이 힌트 문자열에 지정된 저장된 유형을 가진 [Array]라는 힌트를 줍니다. 힌"
+"트 문자열은 배열의 유형(예: [code]\"String\"[/code])을 포함합니다.\n"
+"저장된 유형에 대해 더 세밀하게 제어하려면 [constant PROPERTY_HINT_TYPE_STRING]"
+"의 힌트 문자열 형식을 사용하십시오."
+
+msgid ""
+"Hints that a property is a [Dictionary] with the stored types specified in "
+"the hint string. The hint string contains the key and value types separated "
+"by a semicolon (e.g. [code]\"int;String\"[/code]).\n"
+"Use the hint string format from [constant PROPERTY_HINT_TYPE_STRING] for more "
+"control over the stored types."
+msgstr ""
+"속성이 힌트 문자열에 지정된 저장된 유형이 있는 [Dictionary]임을 나타냅니다. 힌"
+"트 문자열에는 세미콜론으로 구분된 키 및 값 유형이 포함되어 있습니다 (예: "
+"[code]\"int;String\"[/code]).\n"
+"저장된 유형을 더 자세히 제어하려면 [constant PROPERTY_HINT_TYPE_STRING]의 힌"
+"트 문자열 형식을 사용하십시오."
+
+msgid ""
+"Hints that a string property is a locale code. Editing it will show a locale "
+"dialog for picking language and country."
+msgstr ""
+"문자열 속성이 로케일 코드라는 힌트를 줍니다. 그것을 변경하는 것은 언어와 국가"
+"를 고르는 로케일 대화 상자를 보여줄 것입니다."
+
+msgid ""
+"Hints that a dictionary property is string translation map. Dictionary keys "
+"are locale codes and, values are translated strings."
+msgstr ""
+"딕셔너리 속성이 문자열 번역 맵이라는 힌트를 줍니다. 딕셔너리 키는 로케일 코드"
+"이고, 값은 번역된 문자열입니다."
+
+msgid ""
+"Hints that a property is an instance of a [Node]-derived type, optionally "
+"specified via the hint string (e.g. [code]\"Node2D\"[/code]). Editing it will "
+"show a dialog for picking a node from the scene."
+msgstr ""
+"속성이 [Node] 기반 타입의 인스턴스라는 힌트를 주며, 선택적으로 힌트 문자열에 "
+"의해 특정됩니다 (예를 들어, [code]\"Node2D\"[/code]). 그것을 변경하는 것은 씬"
+"에서 노드를 고르는 대화 상자를 보여줄 것입니다."
+
+msgid ""
+"Hints that a quaternion property should disable the temporary euler editor."
+msgstr "사원수 속성이 일시적인 오일러 편집기를 비활성화한다는 힌트를 줍니다."
+
+msgid ""
+"Hints that a string property is a password, and every character is replaced "
+"with the secret character."
+msgstr ""
+"문자열 속성이 비밀번호이며, 모든 문자가 비밀 문자로 교체되어야 한다는 힌트를 "
+"줍니다."
+
+msgid ""
+"Hints that a [Callable] property should be displayed as a clickable button. "
+"When the button is pressed, the callable is called. The hint string specifies "
+"the button text and optionally an icon from the [code]\"EditorIcons\"[/code] "
+"theme type.\n"
+"[codeblock lang=text]\n"
+"\"Click me!\" - A button with the text \"Click me!\" and the default "
+"\"Callable\" icon.\n"
+"\"Click me!,ColorRect\" - A button with the text \"Click me!\" and the "
+"\"ColorRect\" icon.\n"
+"[/codeblock]\n"
+"[b]Note:[/b] A [Callable] cannot be properly serialized and stored in a file, "
+"so it is recommended to use [constant PROPERTY_USAGE_EDITOR] instead of "
+"[constant PROPERTY_USAGE_DEFAULT]."
+msgstr ""
+"[Callable] 속성이 누를 수 있는 버튼으로 표시되어야 한다는 힌트를 줍니다. 버튼"
+"이 눌리면, callable이 호출됩니다. 이 힌트 문자열은 버튼 텍스트와 선택적으로 "
+"[code]\"EditorIcons\"[/code] 테마 타입에서의 아이콘을 명시합니다.\n"
+"[codeblock lang=text]\n"
+"\"Click me!\" - \"Click me!\" 텍스트와 디폴트 \"Callable\" 아이콘이 달린 버튼"
+"입니다.\n"
+"\"Click me!,ColorRect\" -\"Click me!\" 텍스트와 \"ColorRect\" 아이콘이 달린 버"
+"튼입니다..\n"
+"[/codeblock]\n"
+"[b]참고:[/b] [Callable] 은 적절히 직렬화되어 파일에 저장될 수 없으므로, "
+"[constant PROPERTY_USAGE_EDITOR] 를 [constant PROPERTY_USAGE_DEFAULT] 대신 사"
+"용하는 것이 추천됩니다."
+
+msgid ""
+"Hints that a property will be changed on its own after setting, such as "
+"[member AudioStreamPlayer.playing] or [member GPUParticles3D.emitting]."
+msgstr ""
+"[member AudioStreamPlayer.playing] 또는 [member GPUParticles3D.emitting] 처"
+"럼, 속성이 설정된 이후 스스로 변경된다는 힌트를 줍니다."
+
+msgid ""
+"Hints that a [String] or [StringName] property is the name of an input "
+"action. This allows the selection of any action name from the Input Map in "
+"the Project Settings. The hint string may contain two options separated by "
+"commas:\n"
+"- If it contains [code]\"show_builtin\"[/code], built-in input actions are "
+"included in the selection.\n"
+"- If it contains [code]\"loose_mode\"[/code], loose mode is enabled. This "
+"allows inserting any action name even if it's not present in the input map."
+msgstr ""
+"[String] 또는 [StringName] 속성이 입력 액션의 이름이라는 힌트를 줍니다. 이를 "
+"통해 프로젝트 설정의 입력 맵에서 모든 액션 이름을 선택할 수 있습니다. 힌트 문"
+"자열은 쉼표로 구분된 두 가지 옵션을 포함할 수 있습니다:\n"
+"- 만약 [code]\"show_builtin\"[/code]을 포함한다면, 내장 입력 액션이 선택 항목"
+"에 포함됩니다.\n"
+"- 만약 [code]\"loose_mode\"[/code]을 포함한다면, 느슨한 모드가 활성화됩니다. "
+"이는 입력 맵에 존재하지 않더라도 모든 액션 이름을 삽입할 수 있도록 합니다."
+
+msgid "Represents the size of the [enum PropertyHint] enum."
+msgstr "[enum PropertyHint] 열거형의 크기를 나타냅니다."
+
+msgid ""
+"The property is not stored, and does not display in the editor. This is the "
+"default for non-exported properties."
+msgstr ""
+"속성이 저장되지 않고, 편집기에 표시되지 않습니다. 이는 내보내지 않은 속성에 대"
+"한 디폴트입니다."
+
+msgid ""
+"The property is serialized and saved in the scene file (default for exported "
+"properties)."
+msgstr "속성이 직렬화되고 씬 파일에 저장됩니다 (내보낸 속성에 대한 디폴트)."
+
+msgid ""
+"The property is shown in the [EditorInspector] (default for exported "
+"properties)."
+msgstr "속성이 [EditorInspector] 에 보여집니다 (내보낸 속성에 대한 디폴트)."
+
+msgid "The property is excluded from the class reference."
+msgstr "속성이 클래스 참조에서 제외됩니다."
+
+msgid "The property can be checked in the [EditorInspector]."
+msgstr "속성이 [EditorInspector] 에서 선택될 수 있습니다."
+
+msgid "The property is checked in the [EditorInspector]."
+msgstr "속성이 [EditorInspector] 에서 선택되었습니다."
+
+msgid "Used to group properties together in the editor. See [EditorInspector]."
+msgstr ""
+"편집기에서 속성들을 함께 그룹화하기 위해 사용됩니다. [EditorInspector] 를 참조"
+"하세요."
+
+msgid "Used to categorize properties together in the editor."
+msgstr "편집기에서 속성을 함께 카테고리에 묶는 데 사용됩니다."
+
+msgid ""
+"Used to group properties together in the editor in a subgroup (under a "
+"group). See [EditorInspector]."
+msgstr ""
+"편집기에서 속성을 함께 (그룹 아래의) 하위 그룹에 그룹화하기 위해 사용됩니다. "
+"[EditorInspector]를 참조하세요."
+
+msgid ""
+"The property is a bitfield, i.e. it contains multiple flags represented as "
+"bits."
+msgstr "속성이 비트 필드이며, 비트로 나타낸 다수의 플래그를 포함합니다."
+
+msgid "The property does not save its state in [PackedScene]."
+msgstr "속성이 그것의 상태를 [PackedScene] 에 저장하지 않습니다."
+
+msgid "Editing the property prompts the user for restarting the editor."
+msgstr "속성을 편집하는 것이 사용자에게 편집기를 다시 시작하라고 요구합니다."
+
+msgid ""
+"The property is a script variable. [constant PROPERTY_USAGE_SCRIPT_VARIABLE] "
+"can be used to distinguish between exported script variables from built-in "
+"variables (which don't have this usage flag). By default, [constant "
+"PROPERTY_USAGE_SCRIPT_VARIABLE] is [b]not[/b] applied to variables that are "
+"created by overriding [method Object._get_property_list] in a script."
+msgstr ""
+"속성이 스크립트 변수입니다. [constant PROPERTY_USAGE_SCRIPT_VARIABLE]이 내보"
+"낸 스크립트 변수를 내장 변수(이 용도 플래그가 없습니다)와 구분하는 데에 사용"
+"될 수 있습니다. 기본적으로, [constant PROPERTY_USAGE_SCRIPT_VARIABLE]은 스크립"
+"트에서 [method Object._get_property_list]를 덮어씀으로써 만들어지는 변수에는 "
+"적용되지 [b]않음[/b]을 참고하세요."
+
+msgid ""
+"The property value of type [Object] will be stored even if its value is "
+"[code]null[/code]."
+msgstr ""
+"[Object] 타입의 속성 값이 만약 [code]null[/code] 의 값을 갖더라도 저장됩니다."
+
+msgid "If this property is modified, all inspector fields will be refreshed."
+msgstr "만약 이 속성이 수정되면, 모든 인스펙터 영역이 새로 고쳐집니다."
+
+msgid "This flag is not used by the engine."
+msgstr "이 플래그는 엔진에서 사용되지 않습니다."
+
+msgid ""
+"The property is a variable of enum type, i.e. it only takes named integer "
+"constants from its associated enumeration."
+msgstr ""
+"속성이 열거형 타입의 변수이며, 관련 열거형의 이름이 붙은 정수 상수만 받아들입"
+"니다."
+
+msgid ""
+"If property has [code]nil[/code] as default value, its type will be [Variant]."
+msgstr ""
+"속성이 디폴트 값으로 [code]nil[/code]을 갖는다면, 그 유형은 [Variant]가 됩니"
+"다."
+
+msgid "The property is an array."
+msgstr "이 속성이 배열 타입입니다."
+
+msgid ""
+"When duplicating a resource with [method Resource.duplicate], and this flag "
+"is set on a property of that resource, the property should always be "
+"duplicated, regardless of the [code]subresources[/code] bool parameter."
+msgstr ""
+"리소스를 [method Resource.duplicate] 로 복제할 때, 그리고 이 플래그가 그 리소"
+"스의 속성에 붙어있을 때, [code]하위 리소스[/code] 불리언 매개변수에 상관없이, "
+"속성은 언제든지 복제되어야 합니다."
+
+msgid ""
+"When duplicating a resource with [method Resource.duplicate], and this flag "
+"is set on a property of that resource, the property should never be "
+"duplicated, regardless of the [code]subresources[/code] bool parameter."
+msgstr ""
+"리소스를 [method Resource.duplicate] 로 복제할 때, 그리고 이 플래그가 그 리소"
+"스의 속성에 붙어있을 때, [code]하위 리소스[/code] 불리언 매개변수에 상관없이, "
+"속성은 절대 복제되지 않아야 합니다."
+
+msgid ""
+"The property is only shown in the editor if modern renderers are supported "
+"(the Compatibility rendering method is excluded)."
+msgstr ""
+"속성이 현대 렌더러가 지원될 때만 보여집니다 (호환성 렌더링 메서드는 제외)."
+
+msgid ""
+"The [NodePath] property will always be relative to the scene's root. Mostly "
+"useful for local resources."
+msgstr ""
+"[NodePath] 속성이 항상 씬 루트에 상대적입니다. 대체로 로컬 리소스에 활용도가 "
+"높습니다."
+
+msgid ""
+"Use when a resource is created on the fly, i.e. the getter will always return "
+"a different instance. [ResourceSaver] needs this information to properly save "
+"such resources."
+msgstr ""
+"리소스가 그때그때 다르게 만들어질 때 ,즉 Getter 가 언제나 다른 인스턴스를 반환"
+"할 때 사용하세요. [ResourceSaver] 는 해당 리소스를 적절하게 저장하기 위해 이 "
+"정보를 필요로 합니다."
+
+msgid ""
+"Inserting an animation key frame of this property will automatically "
+"increment the value, allowing to easily keyframe multiple values in a row."
+msgstr ""
+"이 속성의 애니메이션 키 프레임을 삽입하는 것은 자동적으로 값을 1씩 증가시키"
+"며, 여러 값을 일렬로 쉽게 이을 수 있도록 합니다."
+
+msgid ""
+"When this property is a [Resource] and base object is a [Node], a resource "
+"instance will be automatically created whenever the node is created in the "
+"editor."
+msgstr ""
+"이 속성이 [Resource] 이며 기반 오브젝트가 [Node] 라면, 리소스 인스턴스는 노드"
+"가 편집기에서 생성될 때마다 자동적으로 생성됩니다."
+
+msgid ""
+"The property is considered a basic setting and will appear even when advanced "
+"mode is disabled. Used for project settings."
+msgstr ""
+"이 속성은 기초 설정으로 여겨지며 고급 모드가 비활성화되어 있더라도 나타납니"
+"다. 프로젝트 설정에서 사용됩니다."
+
+msgid "The property is read-only in the [EditorInspector]."
+msgstr "이 속성은 [EditorInspector]에서 읽기 전용입니다."
+
+msgid ""
+"An export preset property with this flag contains confidential information "
+"and is stored separately from the rest of the export preset configuration."
+msgstr ""
+"이 플래그가 붙은 내보내기 프리셋 속성은 기밀 정보를 담고 있으며 나머지 내보내"
+"기 프리셋 구성과 따로 저장됩니다."
+
+msgid "Default usage (storage and editor)."
+msgstr "디폴트 용도입니다 (저장공간과 편집기)."
+
+msgid "Default usage but without showing the property in the editor (storage)."
+msgstr "디폴트 용도지만 속성을 편집기에 보여주지 않습니다 (저장공간)."
+
+msgid "Flag for a normal method."
+msgstr "보통 메서드용 플래그입니다."
+
+msgid "Flag for an editor method."
+msgstr "편집기 메서드용 플래그입니다."
+
+msgid "Flag for a constant method."
+msgstr "상수 메서드용 플래그입니다."
+
+msgid "Flag for a virtual method."
+msgstr "가상 메서드용 플래그입니다."
+
+msgid "Flag for a method with a variable number of arguments."
+msgstr "가변적인 수의 인수를 받는 메서드 플래그입니다."
+
+msgid "Flag for a static method."
+msgstr "정적 메서드용 플래그입니다."
+
+msgid ""
+"Used internally. Allows to not dump core virtual methods (such as [method "
+"Object._notification]) to the JSON API."
+msgstr ""
+"내부적으로 사용됩니다. ([method Object._notification]과 같은) 코어 가상 메서드"
+"을 JSON API에 덤핑하지 않도록 합니다."
+
+msgid "Default method flags (normal)."
+msgstr "디폴트 메서드 플래그입니다 (보통)."
+
+msgid "Variable is [code]null[/code]."
+msgstr "변수가 [code]null[/code]입니다."
+
+msgid "Variable is of type [bool]."
+msgstr "변수가 [bool] 타입입니다."
+
+msgid "Variable is of type [int]."
+msgstr "변수가 [int] 타입입니다."
+
+msgid "Variable is of type [float]."
+msgstr "변수가 [float] 타입입니다."
+
+msgid "Variable is of type [String]."
+msgstr "변수가 [String] 타입입니다."
+
+msgid "Variable is of type [Vector2]."
+msgstr "변수가 [Vector2] 타입입니다."
+
+msgid "Variable is of type [Vector2i]."
+msgstr "변수가 [Vector2i] 타입입니다."
+
+msgid "Variable is of type [Rect2]."
+msgstr "변수가 [Rect2] 타입입니다."
+
+msgid "Variable is of type [Rect2i]."
+msgstr "변수가 [Rect2i] 타입입니다."
+
+msgid "Variable is of type [Vector3]."
+msgstr "변수가 [Vector3] 타입입니다."
+
+msgid "Variable is of type [Vector3i]."
+msgstr "변수가 [Vector3i] 타입입니다."
+
+msgid "Variable is of type [Transform2D]."
+msgstr "변수가 [Transform2D] 타입입니다."
+
+msgid "Variable is of type [Vector4]."
+msgstr "변수가 [Vector4] 타입입니다."
+
+msgid "Variable is of type [Vector4i]."
+msgstr "변수가 [Vector4i] 타입입니다."
+
+msgid "Variable is of type [Plane]."
+msgstr "변수가 [Plane] 타입입니다."
+
+msgid "Variable is of type [Quaternion]."
+msgstr "변수가 [Quaternion] 타입입니다."
+
+msgid "Variable is of type [AABB]."
+msgstr "변수가 [AABB] 타입입니다."
+
+msgid "Variable is of type [Basis]."
+msgstr "변수가 [Basis] 타입입니다."
+
+msgid "Variable is of type [Transform3D]."
+msgstr "변수가 [Transform3D] 타입입니다."
+
+msgid "Variable is of type [Projection]."
+msgstr "변수가 [Projection] 타입입니다."
+
+msgid "Variable is of type [Color]."
+msgstr "변수가 [Color] 타입입니다."
+
+msgid "Variable is of type [StringName]."
+msgstr "변수가 [StringName] 타입입니다."
+
+msgid "Variable is of type [NodePath]."
+msgstr "변수가 [NodePath] 타입입니다."
+
+msgid "Variable is of type [RID]."
+msgstr "변수가 [RID] 타입입니다."
+
+msgid "Variable is of type [Object]."
+msgstr "변수가 [Object] 타입입니다."
+
+msgid "Variable is of type [Callable]."
+msgstr "변수가 [Callable] 타입입니다."
+
+msgid "Variable is of type [Signal]."
+msgstr "변수가 [Signal] 타입입니다."
+
+msgid "Variable is of type [Dictionary]."
+msgstr "변수가 [Dictionary] 타입입니다."
+
+msgid "Variable is of type [Array]."
+msgstr "변수가 [Array] 타입입니다."
+
+msgid "Variable is of type [PackedByteArray]."
+msgstr "변수가 [PackedByteArray] 타입입니다."
+
+msgid "Variable is of type [PackedInt32Array]."
+msgstr "변수가 [PackedInt32Array] 타입입니다."
+
+msgid "Variable is of type [PackedInt64Array]."
+msgstr "변수가 [PackedInt64Array] 타입입니다."
+
+msgid "Variable is of type [PackedFloat32Array]."
+msgstr "변수가 [PackedFloat32Array] 타입입니다."
+
+msgid "Variable is of type [PackedFloat64Array]."
+msgstr "변수가 [PackedFloat64Array] 타입입니다."
+
+msgid "Variable is of type [PackedStringArray]."
+msgstr "변수가 [PackedStringArray] 타입입니다."
+
+msgid "Variable is of type [PackedVector2Array]."
+msgstr "변수가 [PackedVector2Array] 타입입니다."
+
+msgid "Variable is of type [PackedVector3Array]."
+msgstr "변수가 [PackedVector3Array] 타입입니다."
+
+msgid "Variable is of type [PackedColorArray]."
+msgstr "변수가 [PackedColorArray] 타입입니다."
+
+msgid "Variable is of type [PackedVector4Array]."
+msgstr "변수가 [PackedVector4Array] 타입입니다."
+
+msgid "Represents the size of the [enum Variant.Type] enum."
+msgstr "[enum Variant.Type] 열거형의 크기를 나타냅니다."
+
+msgid "Equality operator ([code]==[/code])."
+msgstr "등가 연산자입니다 ([code]==[/code])."
+
+msgid "Inequality operator ([code]!=[/code])."
+msgstr "비등가 연산자입니다 ([code]!=[/code])."
+
+msgid "Less than operator ([code]<[/code])."
+msgstr "미만 연산자입니다 ([code]<[/code])."
+
+msgid "Less than or equal operator ([code]<=[/code])."
+msgstr "작거나 같음 연산자입니다 ([code]<=[/code])."
+
+msgid "Greater than operator ([code]>[/code])."
+msgstr "초과 연산자입니다 ([code]>[/code])."
+
+msgid "Greater than or equal operator ([code]>=[/code])."
+msgstr "크거나 같음 연산자입니다 ([code]>=[/code])."
+
+msgid "Addition operator ([code]+[/code])."
+msgstr "덧셈 연산자입니다 ([code]+[/code])."
+
+msgid "Subtraction operator ([code]-[/code])."
+msgstr "뺄셈 연산자입니다 ([code]-[/code])."
+
+msgid "Multiplication operator ([code]*[/code])."
+msgstr "곱셈 연산자입니다 ([code]*[/code])."
+
+msgid "Division operator ([code]/[/code])."
+msgstr "나눗셈 연산자입니다 ([code]/[/code])."
+
+msgid "Unary negation operator ([code]-[/code])."
+msgstr "단항 부정 연산자입니다 ([code]-[/code])."
+
+msgid "Unary plus operator ([code]+[/code])."
+msgstr "단항 긍정 연산자입니다 ([code]+[/code])."
+
+msgid "Remainder/modulo operator ([code]%[/code])."
+msgstr "나머지/모듈러 연산자입니다 ([code]%[/code])."
+
+msgid "Power operator ([code]**[/code])."
+msgstr "제곱 연산자입니다 ([code]**[/code])."
+
+msgid "Left shift operator ([code]<<[/code])."
+msgstr "왼쪽 이동 연산자입니다 ([code]<<[/code])."
+
+msgid "Right shift operator ([code]>>[/code])."
+msgstr "오른쪽 이동 연산자입니다 ([code]>>[/code])."
+
+msgid "Bitwise AND operator ([code]&[/code])."
+msgstr "비트상의 AND 연산자입니다 ([code]&[/code])."
+
+msgid "Bitwise OR operator ([code]|[/code])."
+msgstr "비트상의 OR 연산자입니다 ([code]|[/code])."
+
+msgid "Bitwise XOR operator ([code]^[/code])."
+msgstr "비트상의 XOR 연산자입니다 ([code]^[/code])."
+
+msgid "Bitwise NOT operator ([code]~[/code])."
+msgstr "비트상의 NOT 연산자입니다 ([code]~[/code])."
+
+msgid "Logical AND operator ([code]and[/code] or [code]&&[/code])."
+msgstr "논리 AND 연산자입니다 ([code]and[/code] 또는 [code]&&[/code])."
+
+msgid "Logical OR operator ([code]or[/code] or [code]||[/code])."
+msgstr "논리 OR 연산자입니다 ([code]or[/code] 또는 [code]||[/code])."
+
+msgid "Logical XOR operator (not implemented in GDScript)."
+msgstr "논리 XOR 연산자입니다 (GDScript에는 구현되어 있지 않습니다)."
+
+msgid "Logical NOT operator ([code]not[/code] or [code]![/code])."
+msgstr "논리 NOT 연산자입니다 ([code]not[/code] 또는 [code]![/code])."
+
+msgid "Logical IN operator ([code]in[/code])."
+msgstr "논리 IN 연산자입니다 ([code]in[/code])."
+
+msgid "Represents the size of the [enum Variant.Operator] enum."
+msgstr "[enum Variant.Operator] 열거형의 크기를 나타냅니다."
+
+msgid "A 3D axis-aligned bounding box."
+msgstr "3D 축-정렬 바운딩 박스 (Axis-Aligned Bounding Box)."
+
+msgid "Math documentation index"
+msgstr "수학 문서 목록"
+
+msgid "Vector math"
+msgstr "벡터 수학"
+
+msgid "Advanced vector math"
+msgstr "고급 벡터 수학"
+
+msgid ""
+"Constructs an [AABB] with its [member position] and [member size] set to "
+"[constant Vector3.ZERO]."
+msgstr ""
+"[member position] 와 [member size] 가 [constant Vector.ZERO] 로 설정된 [AABB] "
+"를 구성합니다sition] 와 [member size] 가 [constant Vector.ZERO] 로 설정된 "
+"[AABB] 를 생성합니다."
+
+msgid "Constructs an [AABB] as a copy of the given [AABB]."
+msgstr "주어진 [AABB] 의 복사본인 [AABB] 를 생성합니다."
+
+msgid "Constructs an [AABB] by [param position] and [param size]."
+msgstr "[param position] 과 [param size] 로 [AABB] 를 생성합니다."
+
+msgid ""
+"Returns an [AABB] equivalent to this bounding box, with its width, height, "
+"and depth modified to be non-negative values.\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var box = AABB(Vector3(5, 0, 5), Vector3(-20, -10, -5))\n"
+"var absolute = box.abs()\n"
+"print(absolute.position) # Prints (-15.0, -10.0, 0.0)\n"
+"print(absolute.size)     # Prints (20.0, 10.0, 5.0)\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"var box = new Aabb(new Vector3(5, 0, 5), new Vector3(-20, -10, -5));\n"
+"var absolute = box.Abs();\n"
+"GD.Print(absolute.Position); // Prints (-15, -10, 0)\n"
+"GD.Print(absolute.Size);     // Prints (20, 10, 5)\n"
+"[/csharp]\n"
+"[/codeblocks]\n"
+"[b]Note:[/b] It's recommended to use this method when [member size] is "
+"negative, as most other methods in Godot assume that the [member size]'s "
+"components are greater than [code]0[/code]."
+msgstr ""
+"이 바운딩 박스와 동일한 [AABB] 를 반환하며, 너비, 높이, 그리고 깊이를 음이 아"
+"닌 값으로 수정합니다.\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var box = AABB(Vector3(5, 0, 5), Vector3(-20, -10, -5))\n"
+"var absolute = box.abs()\n"
+"print(absolute.position) # (-15.0, -10.0, 0.0)을 출력합니다.\n"
+"print(absolute.size)     # (20.0, 10.0, 5.0)을 출력합니다.\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"var box = new Aabb(new Vector3(5, 0, 5), new Vector3(-20, -10, -5));\n"
+"var absolute = box.Abs();\n"
+"GD.Print(absolute.Position); // (-15, -10, 0)을 출력합니다.\n"
+"GD.Print(absolute.Size);     // (20, 10, 5)를 출력합니다.\n"
+"[/csharp]\n"
+"[/codeblocks]\n"
+"[b]참고:[/b] [member size] 가 음수라면 이 메서드를 사용하는 것이 추천되며, 이"
+"는 Godot의 다른 대부분의 메서드가 [member size] 의 컴포넌트 값이 [code]0[/"
+"code] 보다 크다는 전제 하에 작동하기 때문입니다."
+
+msgid ""
+"Returns [code]true[/code] if this bounding box [i]completely[/i] encloses the "
+"[param with] box. The edges of both boxes are included.\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var a = AABB(Vector3(0, 0, 0), Vector3(4, 4, 4))\n"
+"var b = AABB(Vector3(1, 1, 1), Vector3(3, 3, 3))\n"
+"var c = AABB(Vector3(2, 2, 2), Vector3(8, 8, 8))\n"
+"\n"
+"print(a.encloses(a)) # Prints true\n"
+"print(a.encloses(b)) # Prints true\n"
+"print(a.encloses(c)) # Prints false\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"var a = new Aabb(new Vector3(0, 0, 0), new Vector3(4, 4, 4));\n"
+"var b = new Aabb(new Vector3(1, 1, 1), new Vector3(3, 3, 3));\n"
+"var c = new Aabb(new Vector3(2, 2, 2), new Vector3(8, 8, 8));\n"
+"\n"
+"GD.Print(a.Encloses(a)); // Prints True\n"
+"GD.Print(a.Encloses(b)); // Prints True\n"
+"GD.Print(a.Encloses(c)); // Prints False\n"
+"[/csharp]\n"
+"[/codeblocks]"
+msgstr ""
+"이 바운딩 박스가 [param with] 박스를 [i]완전히[/i] 감쌀 때 [code]true[/code]"
+"를 반환합니다. 양쪽 박스의 가장자리도 포함됩니다.\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var a = AABB(Vector3(0, 0, 0), Vector3(4, 4, 4))\n"
+"var b = AABB(Vector3(1, 1, 1), Vector3(3, 3, 3))\n"
+"var c = AABB(Vector3(2, 2, 2), Vector3(8, 8, 8))\n"
+"\n"
+"print(a.encloses(a)) # true를 출력합니다.\n"
+"print(a.encloses(b)) # true를 출력합니다.\n"
+"print(a.encloses(c)) # false를 출력합니다.\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"var a = new Aabb(new Vector3(0, 0, 0), new Vector3(4, 4, 4));\n"
+"var b = new Aabb(new Vector3(1, 1, 1), new Vector3(3, 3, 3));\n"
+"var c = new Aabb(new Vector3(2, 2, 2), new Vector3(8, 8, 8));\n"
+"\n"
+"GD.Print(a.Encloses(a)); // True를 출력합니다.\n"
+"GD.Print(a.Encloses(b)); // True를 출력합니다.\n"
+"GD.Print(a.Encloses(c)); // False를 출력합니다.\n"
+"[/csharp]\n"
+"[/codeblocks]"
+
+msgid ""
+"Returns a copy of this bounding box expanded to align the edges with the "
+"given [param to_point], if necessary.\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var box = AABB(Vector3(0, 0, 0), Vector3(5, 2, 5))\n"
+"\n"
+"box = box.expand(Vector3(10, 0, 0))\n"
+"print(box.position) # Prints (0.0, 0.0, 0.0)\n"
+"print(box.size)     # Prints (10.0, 2.0, 5.0)\n"
+"\n"
+"box = box.expand(Vector3(-5, 0, 5))\n"
+"print(box.position) # Prints (-5.0, 0.0, 0.0)\n"
+"print(box.size)     # Prints (15.0, 2.0, 5.0)\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"var box = new Aabb(new Vector3(0, 0, 0), new Vector3(5, 2, 5));\n"
+"\n"
+"box = box.Expand(new Vector3(10, 0, 0));\n"
+"GD.Print(box.Position); // Prints (0, 0, 0)\n"
+"GD.Print(box.Size);     // Prints (10, 2, 5)\n"
+"\n"
+"box = box.Expand(new Vector3(-5, 0, 5));\n"
+"GD.Print(box.Position); // Prints (-5, 0, 0)\n"
+"GD.Print(box.Size);     // Prints (15, 2, 5)\n"
+"[/csharp]\n"
+"[/codeblocks]"
+msgstr ""
+"만약 필요한 경우, 이 바운딩 박스를 주어진 [param to_point] 에 가장자리를 맞추"
+"기 위해 확장시켜서 반환합니다.\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var box = AABB(Vector3(0, 0, 0), Vector3(5, 2, 5))\n"
+"\n"
+"box = box.expand(Vector3(10, 0, 0))\n"
+"print(box.position) # (0.0, 0.0, 0.0)을 출력합니다.\n"
+"print(box.size)     # (10.0, 2.0, 5.0)을 출력합니다.\n"
+"\n"
+"box = box.expand(Vector3(-5, 0, 5))\n"
+"print(box.position) # (-5.0, 0.0, 0.0)을 출력합니다.\n"
+"print(box.size)     # (15.0, 2.0, 5.0)을 출력합니다.\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"var box = new Aabb(new Vector3(0, 0, 0), new Vector3(5, 2, 5));\n"
+"\n"
+"box = box.Expand(new Vector3(10, 0, 0));\n"
+"GD.Print(box.Position); // (0, 0, 0)을 출력합니다.\n"
+"GD.Print(box.Size);     // (10, 2, 5)를 출력합니다.\n"
+"\n"
+"box = box.Expand(new Vector3(-5, 0, 5));\n"
+"GD.Print(box.Position); // (-5, 0, 0)을 출력합니다.\n"
+"GD.Print(box.Size);     // (15, 2, 5)를 출력합니다.\n"
+"[/csharp]\n"
+"[/codeblocks]"
+
+msgid ""
+"Returns the center point of the bounding box. This is the same as "
+"[code]position + (size / 2.0)[/code]."
+msgstr ""
+"바운딩 박스의 중앙 점을 반환합니다. 이는 [code]position + (size / 2.0)[/code] "
+"와 같습니다."
+
+msgid ""
+"Returns the longest normalized axis of this bounding box's [member size], as "
+"a [Vector3] ([constant Vector3.RIGHT], [constant Vector3.UP], or [constant "
+"Vector3.BACK]).\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var box = AABB(Vector3(0, 0, 0), Vector3(2, 4, 8))\n"
+"\n"
+"print(box.get_longest_axis())       # Prints (0.0, 0.0, 1.0)\n"
+"print(box.get_longest_axis_index()) # Prints 2\n"
+"print(box.get_longest_axis_size())  # Prints 8.0\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"var box = new Aabb(new Vector3(0, 0, 0), new Vector3(2, 4, 8));\n"
+"\n"
+"GD.Print(box.GetLongestAxis());      // Prints (0, 0, 1)\n"
+"GD.Print(box.GetLongestAxisIndex()); // Prints Z\n"
+"GD.Print(box.GetLongestAxisSize());  // Prints 8\n"
+"[/csharp]\n"
+"[/codeblocks]\n"
+"See also [method get_longest_axis_index] and [method get_longest_axis_size]."
+msgstr ""
+"이 바운딩 박스의 [member size] 에서 가장 긴 축을 단위벡터로 반환하며, 이는 "
+"[Vector3] ([constant Vector3.RIGHT], [constant Vector3.UP], 또는 [constant "
+"Vector3.BACK])입니다.\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var box = AABB(Vector3(0, 0, 0), Vector3(2, 4, 8))\n"
+"\n"
+"print(box.get_longest_axis())       # (0.0, 0.0, 1.0)을 출력합니다.\n"
+"print(box.get_longest_axis_index()) # 2를 출력합니다.\n"
+"print(box.get_longest_axis_size())  # 8.0을 출력합니다.\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"var box = new Aabb(new Vector3(0, 0, 0), new Vector3(2, 4, 8));\n"
+"\n"
+"GD.Print(box.GetLongestAxis());      // (0, 0, 1)을 출력합니다.\n"
+"GD.Print(box.GetLongestAxisIndex()); // Z를 출력합니다.\n"
+"GD.Print(box.GetLongestAxisSize());  // 8을 출력합니다.\n"
+"[/csharp]\n"
+"[/codeblocks]\n"
+"[method get_longest_axis_index] 와 [method get_longest_axis_size] 도 참조하세"
+"요."
+
+msgid ""
+"Returns the index to the longest axis of this bounding box's [member size] "
+"(see [constant Vector3.AXIS_X], [constant Vector3.AXIS_Y], and [constant "
+"Vector3.AXIS_Z]).\n"
+"For an example, see [method get_longest_axis]."
+msgstr ""
+"이 바운딩 박스의 [member size] 에서 가장 긴 축의 인덱스를 반환합니다 "
+"([constant Vector3.AXIS_X], [constant Vector3.AXIS_Y], 그리고 [constant "
+"Vector3.AXIS_Z] 를 참조하세요).\n"
+"[method get_longest_axis] 를 참조하여 예시를 확인하세요."
+
+msgid ""
+"Returns the longest dimension of this bounding box's [member size].\n"
+"For an example, see [method get_longest_axis]."
+msgstr ""
+"이 바운딩 박스의 [member size] 에서 가장 긴 축의 길이를 반환합니다.\n"
+"[method get_longest_axis] 를 참조하여 예시를 확인하세요."
+
+msgid ""
+"Returns the shortest normalized axis of this bounding box's [member size], as "
+"a [Vector3] ([constant Vector3.RIGHT], [constant Vector3.UP], or [constant "
+"Vector3.BACK]).\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var box = AABB(Vector3(0, 0, 0), Vector3(2, 4, 8))\n"
+"\n"
+"print(box.get_shortest_axis())       # Prints (1.0, 0.0, 0.0)\n"
+"print(box.get_shortest_axis_index()) # Prints 0\n"
+"print(box.get_shortest_axis_size())  # Prints 2.0\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"var box = new Aabb(new Vector3(0, 0, 0), new Vector3(2, 4, 8));\n"
+"\n"
+"GD.Print(box.GetShortestAxis());      // Prints (1, 0, 0)\n"
+"GD.Print(box.GetShortestAxisIndex()); // Prints X\n"
+"GD.Print(box.GetShortestAxisSize());  // Prints 2\n"
+"[/csharp]\n"
+"[/codeblocks]\n"
+"See also [method get_shortest_axis_index] and [method get_shortest_axis_size]."
+msgstr ""
+"이 바운딩 박스의 [member size] 에서 가장 짧은 축을 단위벡터로 반환하며, 이는 "
+"[Vector3] ([constant Vector3.RIGHT], [constant Vector3.UP], 또는 [constant "
+"Vector3.BACK])입니다.\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var box = AABB(Vector3(0, 0, 0), Vector3(2, 4, 8))\n"
+"\n"
+"print(box.get_shortest_axis())       # (1.0, 0.0, 0.0)을 출력합니다.\n"
+"print(box.get_shortest_axis_index()) # 0을 출력합니다.\n"
+"print(box.get_shortest_axis_size())  # 2.0을 출력합니다.\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"var box = new Aabb(new Vector3(0, 0, 0), new Vector3(2, 4, 8));\n"
+"\n"
+"GD.Print(box.GetShortestAxis());      // (1, 0, 0)을 출력합니다.\n"
+"GD.Print(box.GetShortestAxisIndex()); // X를 출력합니다.\n"
+"GD.Print(box.GetShortestAxisSize());  // 2를 출력합니다.\n"
+"[/csharp]\n"
+"[/codeblocks]\n"
+"[method get_shortest_axis_index] 와 [method get_shortest_axis_size] 도 참조하"
+"세요."
+
+msgid ""
+"Returns the index to the shortest axis of this bounding box's [member size] "
+"(see [constant Vector3.AXIS_X], [constant Vector3.AXIS_Y], and [constant "
+"Vector3.AXIS_Z]).\n"
+"For an example, see [method get_shortest_axis]."
+msgstr ""
+"이 바운딩 박스의 [member size] 에서 가장 짧은 축의 인덱스를 반환합니다 "
+"([constant Vector3.AXIS_X], [constant Vector3.AXIS_Y], 그리고 [constant "
+"Vector3.AXIS_Z] 를 참조하세요).\n"
+"[method get_shortest_axis] 를 참조하여 예시를 확인하세요."
+
+msgid ""
+"Returns the shortest dimension of this bounding box's [member size].\n"
+"For an example, see [method get_shortest_axis]."
+msgstr ""
+"이 바운딩 박스의 [member size] 에서 가장 짧은 축의 길이를 반환합니다.\n"
+"[method get_shortest_axis] 를 참조하여 예시를 확인하세요."
+
+msgid ""
+"Returns the vertex's position of this bounding box that's the farthest in the "
+"given direction. This point is commonly known as the support point in "
+"collision detection algorithms."
+msgstr ""
+"이 바운딩 박스의 주어진 방향에서 가장 먼 꼭짓점의 위치를 반환합니다. 이 점은 "
+"보편적으로 콜리전 감지 알고리즘에서 지지점(support point)으로 알려져 있습니다."
+
+msgid ""
+"Returns the bounding box's volume. This is equivalent to [code]size.x * "
+"size.y * size.z[/code]. See also [method has_volume]."
+msgstr ""
+"바운딩 박스의 부피를 반환합니다. 이는 [code]size.x * size.y * size.z[/code] "
+"와 동일합니다. [method has_volume] 도 참조하세요."
+
+msgid ""
+"Returns a copy of this bounding box extended on all sides by the given amount "
+"[param by]. A negative amount shrinks the box instead.\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var a = AABB(Vector3(4, 4, 4), Vector3(8, 8, 8)).grow(4)\n"
+"print(a.position) # Prints (0.0, 0.0, 0.0)\n"
+"print(a.size)     # Prints (16.0, 16.0, 16.0)\n"
+"\n"
+"var b = AABB(Vector3(0, 0, 0), Vector3(8, 4, 2)).grow(2)\n"
+"print(b.position) # Prints (-2.0, -2.0, -2.0)\n"
+"print(b.size)     # Prints (12.0, 8.0, 6.0)\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"var a = new Aabb(new Vector3(4, 4, 4), new Vector3(8, 8, 8)).Grow(4);\n"
+"GD.Print(a.Position); // Prints (0, 0, 0)\n"
+"GD.Print(a.Size);     // Prints (16, 16, 16)\n"
+"\n"
+"var b = new Aabb(new Vector3(0, 0, 0), new Vector3(8, 4, 2)).Grow(2);\n"
+"GD.Print(b.Position); // Prints (-2, -2, -2)\n"
+"GD.Print(b.Size);     // Prints (12, 8, 6)\n"
+"[/csharp]\n"
+"[/codeblocks]"
+msgstr ""
+"이 바운딩 박스를 복사해 모든 면을 [param by]만큼 확장해 반환합니다. 대신 음의 "
+"값은 상자를 수축시킵니다.\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var a = AABB(Vector3(4, 4, 4), Vector3(8, 8, 8)).grow(4)\n"
+"print(a.position) # (0.0, 0.0, 0.0)을 출력합니다.\n"
+"print(a.size)     # (16.0, 16.0, 16.0)을 출력합니다.\n"
+"\n"
+"var b = AABB(Vector3(0, 0, 0), Vector3(8, 4, 2)).grow(2)\n"
+"print(b.position) # (-2.0, -2.0, -2.0)을 출력합니다.\n"
+"print(b.size)     # (12.0, 8.0, 6.0)을 출력합니다.\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"var a = new Aabb(new Vector3(4, 4, 4), new Vector3(8, 8, 8)).Grow(4);\n"
+"GD.Print(a.Position); // (0, 0, 0)을 출력합니다.\n"
+"GD.Print(a.Size);     // (16, 16, 16)을 출력합니다.\n"
+"\n"
+"var b = new Aabb(new Vector3(0, 0, 0), new Vector3(8, 4, 2)).Grow(2);\n"
+"GD.Print(b.Position); // (-2, -2, -2)을 출력합니다.\n"
+"GD.Print(b.Size);     // (12, 8, 6)을 출력합니다.\n"
+"[/csharp]\n"
+"[/codeblocks]"
+
+msgid ""
+"Returns [code]true[/code] if the bounding box contains the given [param "
+"point]. By convention, points exactly on the right, top, and front sides are "
+"[b]not[/b] included.\n"
+"[b]Note:[/b] This method is not reliable for [AABB] with a [i]negative[/i] "
+"[member size]. Use [method abs] first to get a valid bounding box."
+msgstr ""
+"바운딩 박스가 주어진 [param point] 를 포함할 때 [code]true[/code]를 반환합니"
+"다. 전통적으로, 정확히 오른쪽, 위, 앞 면에 있는 점은 포함되지 [b]않습니다[/"
+"b].\n"
+"[b]참고:[/b] 이 메서드는 [AABB] 가 [i]음의[/i] [member size] 를 가질 경우 안정"
+"적이지 않습니다. [method abs] 를 먼저 사용하여 적절한 바운딩 박스를 얻으세요."
+
+msgid ""
+"Returns [code]true[/code] if this bounding box has a surface or a length, "
+"that is, at least one component of [member size] is greater than [code]0[/"
+"code]. Otherwise, returns [code]false[/code]."
+msgstr ""
+"바운딩 박스가 평면이나 길이를 가지면, 즉, [member size] 의 컴포넌트 중 하나라"
+"도 [code]0[/code] 보다 크다면 [code]true[/code]를 반환합니다. 만약 그렇지 않다"
+"면 [code]false[/code] 를 반환합니다."
+
+msgid ""
+"Returns [code]true[/code] if this bounding box's width, height, and depth are "
+"all positive. See also [method get_volume]."
+msgstr ""
+"이 바운딩 박스의 너비, 높이, 그리고 깊이가 전부 양의 값이라면 [code]true[/"
+"code]를 반환합니다. [method get_volume] 도 참조하세요."
+
+msgid ""
+"Returns the intersection between this bounding box and [param with]. If the "
+"boxes do not intersect, returns an empty [AABB]. If the boxes intersect at "
+"the edge, returns a flat [AABB] with no volume (see [method has_surface] and "
+"[method has_volume]).\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var box1 = AABB(Vector3(0, 0, 0), Vector3(5, 2, 8))\n"
+"var box2 = AABB(Vector3(2, 0, 2), Vector3(8, 4, 4))\n"
+"\n"
+"var intersection = box1.intersection(box2)\n"
+"print(intersection.position) # Prints (2.0, 0.0, 2.0)\n"
+"print(intersection.size)     # Prints (3.0, 2.0, 4.0)\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"var box1 = new Aabb(new Vector3(0, 0, 0), new Vector3(5, 2, 8));\n"
+"var box2 = new Aabb(new Vector3(2, 0, 2), new Vector3(8, 4, 4));\n"
+"\n"
+"var intersection = box1.Intersection(box2);\n"
+"GD.Print(intersection.Position); // Prints (2, 0, 2)\n"
+"GD.Print(intersection.Size);     // Prints (3, 2, 4)\n"
+"[/csharp]\n"
+"[/codeblocks]\n"
+"[b]Note:[/b] If you only need to know whether two bounding boxes are "
+"intersecting, use [method intersects], instead."
+msgstr ""
+"이 바운딩 박스와 [param with] 의 교차 구간을 반환합니다. 만약 박스들이 교차하"
+"지 않는다면, 빈 [AABB] 를 반환합니다. 만약 박스들이 가장자리에서 교차한다면, "
+"부피가 없는 평평한 [AABB] 를 반환합니다 ([method has_surface] 와 [method "
+"has_volume] 을 참조하세요).\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var box1 = AABB(Vector3(0, 0, 0), Vector3(5, 2, 8))\n"
+"var box2 = AABB(Vector3(2, 0, 2), Vector3(8, 4, 4))\n"
+"\n"
+"var intersection = box1.intersection(box2)\n"
+"print(intersection.position) # (2.0, 0.0, 2.0)을 출력합니다.\n"
+"print(intersection.size)     # (3.0, 2.0, 4.0)을 출력합니다.\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"var box1 = new Aabb(new Vector3(0, 0, 0), new Vector3(5, 2, 8));\n"
+"var box2 = new Aabb(new Vector3(2, 0, 2), new Vector3(8, 4, 4));\n"
+"\n"
+"var intersection = box1.Intersection(box2);\n"
+"GD.Print(intersection.Position); // (2, 0, 2)를 출력합니다.\n"
+"GD.Print(intersection.Size);     // (3, 2, 4)를 출력합니다.\n"
+"[/csharp]\n"
+"[/codeblocks]\n"
+"[b]참고:[/b] 만약 두 바운딩 박스가 교차하는지 여부를 알기 원한다면, 이것 대신 "
+"[method intersects] 를 사용하세요."
+
+msgid ""
+"Returns [code]true[/code] if this bounding box overlaps with the box [param "
+"with]. The edges of both boxes are [i]always[/i] excluded."
+msgstr ""
+"이 바운딩 박스가 [param with] 박스와 겹쳐진다면 [code]true[/code]를 반환합니"
+"다. 두 박스의 가장자리는 [i]항상[/i] 제외됩니다."
+
+msgid ""
+"Returns [code]true[/code] if this bounding box is on both sides of the given "
+"[param plane]."
+msgstr ""
+"이 바운딩 박스가 주어진 [param plane] 의 양쪽에 걸쳐있다면 [code]true[/code]"
+"를 반환합니다."
+
+msgid ""
+"Returns the first point where this bounding box and the given ray intersect, "
+"as a [Vector3]. If no intersection occurs, returns [code]null[/code].\n"
+"The ray begin at [param from], faces [param dir] and extends towards infinity."
+msgstr ""
+"바운딩 박스와 주어진 광선이 교차하는 첫번째 지점을 [Vector3]로 반환합니다. 만"
+"약 교차가 일어나지 않았다면, [code]null[/code]을 반환합니다.\n"
+"광선은 [param from]에서 시작해서, [param dir]를 향해 무한히 뻗어나갑니다."
+
+msgid ""
+"Returns the first point where this bounding box and the given segment "
+"intersect, as a [Vector3]. If no intersection occurs, returns [code]null[/"
+"code].\n"
+"The segment begins at [param from] and ends at [param to]."
+msgstr ""
+"바운딩 박스와 주어진 선분이 교차하는 첫번째 지점을 [Vector3]로 반환합니다. 만"
+"약 교차가 일어나지 않았다면, [code]null[/code]을 반환합니다.\n"
+"선분은 [param from]에서 시작하여 [param to]에서 끝납니다."
+
+msgid ""
+"Returns [code]true[/code] if this bounding box and [param aabb] are "
+"approximately equal, by calling [method Vector3.is_equal_approx] on the "
+"[member position] and the [member size]."
+msgstr ""
+"[member position]과 [member size]에 대해 [method Vector3.is_equal_approx]를 호"
+"출하여, 이 바운딩 박스와 [param aabb]가 거의 비슷하다면 [code]true[/code]를 반"
+"환합니다."
+
+msgid ""
+"Returns [code]true[/code] if this bounding box's values are finite, by "
+"calling [method Vector3.is_finite] on the [member position] and the [member "
+"size]."
+msgstr ""
+"[member position]과 [member size]에 대해 [method Vector3.is_finite]를 호출하"
+"여 이 바운딩 박스의 값이 유한하다면 [code]true[/code]를 반환합니다."
+
+msgid ""
+"Returns an [AABB] that encloses both this bounding box and [param with] "
+"around the edges. See also [method encloses]."
+msgstr ""
+"이 바운딩 박스와 [param with]를 가장자리 기준으로 감싸는 [AABB]를 반환합니다. "
+"[method encloses]도 참조하세요."
+
+msgid ""
+"The ending point. This is usually the corner on the top-right and back of the "
+"bounding box, and is equivalent to [code]position + size[/code]. Setting this "
+"point affects the [member size]."
+msgstr ""
+"끝 점입니다. 이는 주로 바운딩 박스의 상단-우측-뒤 모서리이며, [code]position "
+"+ size[/code]와 같습니다. 이 점을 설정하는 것은 [member size]에 영향을 미칩니"
+"다."
+
+msgid ""
+"The origin point. This is usually the corner on the bottom-left and forward "
+"of the bounding box."
+msgstr "원점입니다. 이는 주로 바운딩 박스의 하단-좌측-앞 모서리입니다."
+
+msgid ""
+"The bounding box's width, height, and depth starting from [member position]. "
+"Setting this value also affects the [member end] point.\n"
+"[b]Note:[/b] It's recommended setting the width, height, and depth to non-"
+"negative values. This is because most methods in Godot assume that the "
+"[member position] is the bottom-left-forward corner, and the [member end] is "
+"the top-right-back corner. To get an equivalent bounding box with non-"
+"negative size, use [method abs]."
+msgstr ""
+"[member position] 에서 시작하는 바운딩 박스의 너비, 높이, 깊이입니다. 이 값을 "
+"설정하는 것은 [member end] 점에도 영향을 미칠 것입니다.\n"
+"[b]참고:[/b] 너비, 높이, 깊이를 음이 아닌 값으로 설정하는 것이 추천됩니다. 이"
+"는 Godot 엔진의 대부분 메서드는 [member position] 이 하단-좌측-앞 모서리이고, "
+"[member end] 가 상단-우측-뒤 모서리라고 가정하기 때문입니다. 음이 아닌 값의 크"
+"기를 가진 동일한 바운딩 박스를 얻기 위해 [method abs] 를 사용하세요."
+
+msgid ""
+"Returns [code]true[/code] if the [member position] or [member size] of both "
+"bounding boxes are not equal.\n"
+"[b]Note:[/b] Due to floating-point precision errors, consider using [method "
+"is_equal_approx] instead, which is more reliable."
+msgstr ""
+"두 바운딩 박스의 [member position] 또는 [member size] 가 같지 않다면 "
+"[code]true[/code]를 반환합니다.\n"
+"[b]참고:[/b] 실수 정밀도 오류로 인해, 더 안정적인 [method is_equal_approx] 를 "
+"대신 사용하는 것을 고려하세요."
+
+msgid ""
+"Inversely transforms (multiplies) the [AABB] by the given [Transform3D] "
+"transformation matrix, under the assumption that the transformation basis is "
+"orthonormal (i.e. rotation/reflection is fine, scaling/skew is not).\n"
+"[code]aabb * transform[/code] is equivalent to [code]transform.inverse() * "
+"aabb[/code]. See [method Transform3D.inverse].\n"
+"For transforming by inverse of an affine transformation (e.g. with scaling) "
+"[code]transform.affine_inverse() * aabb[/code] can be used instead. See "
+"[method Transform3D.affine_inverse]."
+msgstr ""
+"변환기저가 정규직교 상태(90도 회전, 반전은 가능하지만 확대/축소와 기울이기는 "
+"안 됨) 라는 전제 하에 주어진 [Transform3D] 변환 행렬을 사용하여 [AABB]를 역변"
+"환합니다.\n"
+"[code]aabb * transform[/code]는 [code]transform.inverse() * aabb[/code]와 같습"
+"니다. [method Transform3D.inverse]를 참조하세요.\n"
+"역 아핀-변환을 통해 변환하는 경우(예를 들어, 확대/축소와 함께) "
+"[code]transform.affine_inverse() * aabb[/code]가 대신 쓰일 수 있습니다. "
+"[method Transform3D.affine_inverse]를 참조하세요."
+
+msgid ""
+"Returns [code]true[/code] if both [member position] and [member size] of the "
+"bounding boxes are exactly equal, respectively.\n"
+"[b]Note:[/b] Due to floating-point precision errors, consider using [method "
+"is_equal_approx] instead, which is more reliable."
+msgstr ""
+"바운딩 박스의 [member position]와 [member size]가 둘다 정확히 같다면 "
+"[code]true[/code]를 반환합니다.\n"
+"[b]참고:[/b] 실수 정밀도 오류로 인해, 더 안정적인 [method is_equal_approx]를 "
+"대신 사용하는 것을 고려하세요."
+
+msgid "A base dialog used for user notification."
+msgstr "사용자 알림을 위해 사용되는 기본 대화 상자입니다."
+
+msgid ""
+"The default use of [AcceptDialog] is to allow it to only be accepted or "
+"closed, with the same result. However, the [signal confirmed] and [signal "
+"canceled] signals allow to make the two actions different, and the [method "
+"add_button] method allows to add custom buttons and actions."
+msgstr ""
+"[AcceptDialog]의 기본적인 용도는 승인되거나 닫히는 것뿐이고, 같은 결과를 발생"
+"시킵니다. 그러나, [signal confirmed]와 [signal canceled] 시그널이 두 동작을 다"
+"르게 만들고, [method add_button] 메서드로 커스텀 버튼과 동작을 추가할 수 있습"
+"니다."
+
+msgid ""
+"Adds a button with label [param name] 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 ""
+"[param name] 레이블이 붙은 버튼과 취소 버튼을 대화 상자에 추가하고 만들어진 버"
+"튼을 반환합니다.\n"
+"[method remove_button] 메서드를 사용하여 이 메서드로 만들어진 버튼을 대화 상자"
+"에서 제거할 수 있습니다."
+
+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 ""
+"내장 텍스트에 사용되는 레이블을 반환합니다.\n"
+"[b]경고:[/b] 이는 필수적인 내부 노드이며, 제거하거나 해제하는 것은 충돌을 일으"
+"킬 수 있습니다. 만약 그것 또는 그 자식들을 숨기고 싶다면, 그것들의 [member "
+"CanvasItem.visible] 속성을 이용하세요."
+
+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 ""
+"확인 [Button] 인스턴스를 반환합니다.\n"
+"[b]경고:[/b] 이는 필수적인 내부 노드이며, 제거하거나 해제하는 것은 충돌을 일으"
+"킬 수 있습니다. 만약 그것 또는 그 자식들을 숨기고 싶다면, 그것들의 [member "
+"CanvasItem.visible] 속성을 이용하세요."
+
+msgid ""
+"Registers a [LineEdit] in the dialog. When the enter key is pressed, the "
+"dialog will be accepted."
+msgstr ""
+"[LineEdit]을 대화 상자에 등록합니다. Enter 키가 눌렸을 때, 대화 상자는 승인됩"
+"니다."
+
+msgid ""
+"Removes the [param button] from the dialog. Does NOT free the [param button]. "
+"The [param button] must be a [Button] added with [method add_button] or "
+"[method add_cancel_button] method. After removal, pressing the [param button] "
+"will no longer emit this dialog's [signal custom_action] or [signal canceled] "
+"signals."
+msgstr ""
+"[param button]을 대화 상자에서 제거합니다. [param button]을 해제하지는 않습니"
+"다. [param button]은 [method add_button] 또는 [method add_cancel_button] 메서"
+"드로 추가된 [Button]이어야 합니다. 제거 이후, [param button]을 누르는 것은 이 "
+"대화 상자의 [signal custom_action]이나 [signal canceled] 시그널을 방출하지 않"
+"습니다."
+
+msgid "Sets autowrapping for the text in the dialog."
+msgstr "대화 상자에서 텍스트의 자동 줄바꿈을 설정합니다."
+
+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 ""
+"[code]true[/code]인 경우, 대화 상자는 확인 버튼이 눌렸을 때 숨겨집니다. "
+"[code]false[/code]로 설정하여 [signal confirmed] 시그널을 받을 때 입력의 유효"
+"성을 확인하거나, 대화 상자를 숨기는 것을 여러분 만의 로직으로 조정하는 등 원하"
+"는 것들을 할 수 있습니다.\n"
+"[b]참고:[/b] 이 클래스에 기반한 몇몇 노드들은 다른 디폴트 값을 가지고 있을 수 "
+"있고, 그들의 내장 로직이 이 설정을 잠재적으로 덮어씌울 수 있습니다. 예를 들어 "
+"[FileDialog]에서의 기본값은 [code]false[/code]이고, 당신이 확인을 눌렀을 때 호"
+"출되는 자체적인 입력 유효성 확인 코드를 가지고 있어, 입력이 올바른 경우 대화 "
+"상자를 숨기게 합니다. 그러므로, 이 속성은 [FileDialog]에서 확인을 눌렀을 때 대"
+"화 상자를 숨기는 걸 비활성화하지 못합니다."
+
+msgid "The text displayed by the dialog."
+msgstr "대화 상자에서 표시되는 텍스트입니다."
+
+msgid ""
+"The text displayed by the OK button (see [method get_ok_button]). If empty, a "
+"default text will be used."
+msgstr ""
+"확인 버튼에 표시되는 텍스트입니다 ([method get_ok_button]을 참조하세요). 비어 "
+"있다면 디폴트 텍스트가 사용됩니다."
+
+msgid ""
+"Emitted when the dialog is closed or the button created with [method "
+"add_cancel_button] is pressed."
+msgstr ""
+"대화 상자가 닫히거나 [method add_cancel_button]으로 만들어진 버튼이 눌렸을 때 "
+"방출됩니다."
+
+msgid "Emitted when the dialog is accepted, i.e. the OK button is pressed."
+msgstr "대화 상자가 승인되었을 때, 즉 확인 버튼이 눌렸을 때 방출됩니다."
+
+msgid ""
+"The minimum height of each button in the bottom row (such as OK/Cancel) in "
+"pixels. This can be increased to make buttons with short texts easier to "
+"click/tap."
+msgstr ""
+"아래 행에 있는 (확인/취소와 같은) 각 버튼의 픽셀 단위의 최소 높이입니다. 짧은 "
+"텍스트가 있는 버튼을 클릭/탭하기 쉽게 하려면 이를 늘릴 수 있습니다."
+
+msgid ""
+"The minimum width of each button in the bottom row (such as OK/Cancel) in "
+"pixels. This can be increased to make buttons with short texts easier to "
+"click/tap."
+msgstr ""
+"아래 행에 있는 (확인/취소와 같은) 각 버튼의 픽셀 단위의 최소 너비입니다. 짧은 "
+"텍스트가 있는 버튼을 클릭/탭하기 쉽게 하려면 이를 늘릴 수 있습니다."
+
+msgid ""
+"The size of the vertical space between the dialog's content and the button "
+"row."
+msgstr "대화 상자의 내용과 버튼 열 사이의 수직 공간의 크기입니다."
+
+msgid "The panel that fills the background of the window."
+msgstr "창의 배경을 채우는 패널입니다."
+
+msgid "Provides access to AES encryption/decryption of raw data."
+msgstr "비가공(RAW) 데이터의 AES 암호화/해독에의 접근을 제공합니다."
+
+msgid ""
+"This class holds the context information required for encryption and "
+"decryption operations with AES (Advanced Encryption Standard). Both AES-ECB "
+"and AES-CBC modes are supported.\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"extends Node\n"
+"\n"
+"var aes = AESContext.new()\n"
+"\n"
+"func _ready():\n"
+"\tvar key = \"My secret key!!!\" # Key must be either 16 or 32 bytes.\n"
+"\tvar data = \"My secret text!!\" # Data size must be multiple of 16 bytes, "
+"apply padding if needed.\n"
+"\t# Encrypt ECB\n"
+"\taes.start(AESContext.MODE_ECB_ENCRYPT, key.to_utf8_buffer())\n"
+"\tvar encrypted = aes.update(data.to_utf8_buffer())\n"
+"\taes.finish()\n"
+"\t# Decrypt ECB\n"
+"\taes.start(AESContext.MODE_ECB_DECRYPT, key.to_utf8_buffer())\n"
+"\tvar decrypted = aes.update(encrypted)\n"
+"\taes.finish()\n"
+"\t# Check ECB\n"
+"\tassert(decrypted == data.to_utf8_buffer())\n"
+"\n"
+"\tvar iv = \"My secret iv!!!!\" # IV must be of exactly 16 bytes.\n"
+"\t# Encrypt CBC\n"
+"\taes.start(AESContext.MODE_CBC_ENCRYPT, key.to_utf8_buffer(), "
+"iv.to_utf8_buffer())\n"
+"\tencrypted = aes.update(data.to_utf8_buffer())\n"
+"\taes.finish()\n"
+"\t# Decrypt CBC\n"
+"\taes.start(AESContext.MODE_CBC_DECRYPT, key.to_utf8_buffer(), "
+"iv.to_utf8_buffer())\n"
+"\tdecrypted = aes.update(encrypted)\n"
+"\taes.finish()\n"
+"\t# Check CBC\n"
+"\tassert(decrypted == data.to_utf8_buffer())\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"using Godot;\n"
+"using System.Diagnostics;\n"
+"\n"
+"public partial class MyNode : Node\n"
+"{\n"
+"\tprivate AesContext _aes = new AesContext();\n"
+"\n"
+"\tpublic override void _Ready()\n"
+"\t{\n"
+"\t\tstring key = \"My secret key!!!\"; // Key must be either 16 or 32 bytes.\n"
+"\t\tstring data = \"My secret text!!\"; // Data size must be multiple of 16 "
+"bytes, apply padding if needed.\n"
+"\t\t// Encrypt ECB\n"
+"\t\t_aes.Start(AesContext.Mode.EcbEncrypt, key.ToUtf8Buffer());\n"
+"\t\tbyte[] encrypted = _aes.Update(data.ToUtf8Buffer());\n"
+"\t\t_aes.Finish();\n"
+"\t\t// Decrypt ECB\n"
+"\t\t_aes.Start(AesContext.Mode.EcbDecrypt, key.ToUtf8Buffer());\n"
+"\t\tbyte[] decrypted = _aes.Update(encrypted);\n"
+"\t\t_aes.Finish();\n"
+"\t\t// Check ECB\n"
+"\t\tDebug.Assert(decrypted == data.ToUtf8Buffer());\n"
+"\n"
+"\t\tstring iv = \"My secret iv!!!!\"; // IV must be of exactly 16 bytes.\n"
+"\t\t// Encrypt CBC\n"
+"\t\t_aes.Start(AesContext.Mode.EcbEncrypt, key.ToUtf8Buffer(), "
+"iv.ToUtf8Buffer());\n"
+"\t\tencrypted = _aes.Update(data.ToUtf8Buffer());\n"
+"\t\t_aes.Finish();\n"
+"\t\t// Decrypt CBC\n"
+"\t\t_aes.Start(AesContext.Mode.EcbDecrypt, key.ToUtf8Buffer(), "
+"iv.ToUtf8Buffer());\n"
+"\t\tdecrypted = _aes.Update(encrypted);\n"
+"\t\t_aes.Finish();\n"
+"\t\t// Check CBC\n"
+"\t\tDebug.Assert(decrypted == data.ToUtf8Buffer());\n"
+"\t}\n"
+"}\n"
+"[/csharp]\n"
+"[/codeblocks]"
+msgstr ""
+"이 클래스는 AES(Advanced Encryption Standard)를 사용한 암호화 및 해독 작업에 "
+"필요한 컨텍스트 정보를 보유합니다. AES-ECB 및 AES-CBC 모드가 모두 지원됩니"
+"다.\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"extends Node\n"
+"\n"
+"var aes = AESContext.new()\n"
+"\n"
+"func _ready():\n"
+"\tvar key = \"My secret key!!!\" # 키는 16바이트 또는 32바이트여야 합니다.\n"
+"\tvar data = \"My secret text!!\" # 데이터 크기는 16바이트의 배수여야 합니다. "
+"필요한 경우 패딩을 적용하십시오.\n"
+"\t# Encrypt ECB\n"
+"\taes.start(AESContext.MODE_ECB_ENCRYPT, key.to_utf8_buffer())\n"
+"\tvar encrypted = aes.update(data.to_utf8_buffer())\n"
+"\taes.finish()\n"
+"\t# Decrypt ECB\n"
+"\taes.start(AESContext.MODE_ECB_DECRYPT, key.to_utf8_buffer())\n"
+"\tvar decrypted = aes.update(encrypted)\n"
+"\taes.finish()\n"
+"\t# Check ECB\n"
+"\tassert(decrypted == data.to_utf8_buffer())\n"
+"\n"
+"\tvar iv = \"My secret iv!!!!\" # IV는 정확히 16바이트여야 합니다.\n"
+"\t# Encrypt CBC\n"
+"\taes.start(AESContext.MODE_CBC_ENCRYPT, key.to_utf8_buffer(), "
+"iv.to_utf8_buffer())\n"
+"\tencrypted = aes.update(data.to_utf8_buffer())\n"
+"\taes.finish()\n"
+"\t# Decrypt CBC\n"
+"\taes.start(AESContext.MODE_CBC_DECRYPT, key.to_utf8_buffer(), "
+"iv.to_utf8_buffer())\n"
+"\tdecrypted = aes.update(encrypted)\n"
+"\taes.finish()\n"
+"\t# Check CBC\n"
+"\tassert(decrypted == data.to_utf8_buffer())\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"using Godot;\n"
+"using System.Diagnostics;\n"
+"\n"
+"public partial class MyNode : Node\n"
+"{\n"
+"\tprivate AesContext _aes = new AesContext();\n"
+"\n"
+"\tpublic override void _Ready()\n"
+"\t{\n"
+"\t\tstring key = \"My secret key!!!\"; // 키는 16바이트 또는 32바이트여야 합니"
+"다.\n"
+"\t\tstring data = \"My secret text!!\"; // 데이터 크기는 16바이트의 배수여야 "
+"합니다. 필요한 경우 패딩을 적용하십시오.\n"
+"\t\t// Encrypt ECB\n"
+"\t\t_aes.Start(AesContext.Mode.EcbEncrypt, key.ToUtf8Buffer());\n"
+"\t\tbyte[] encrypted = _aes.Update(data.ToUtf8Buffer());\n"
+"\t\t_aes.Finish();\n"
+"\t\t// Decrypt ECB\n"
+"\t\t_aes.Start(AesContext.Mode.EcbDecrypt, key.ToUtf8Buffer());\n"
+"\t\tbyte[] decrypted = _aes.Update(encrypted);\n"
+"\t\t_aes.Finish();\n"
+"\t\t// Check ECB\n"
+"\t\tDebug.Assert(decrypted == data.ToUtf8Buffer());\n"
+"\n"
+"\t\tstring iv = \"My secret iv!!!!\"; // IV는 정확히 16바이트여야 합니다.\n"
+"\t\t// Encrypt CBC\n"
+"\t\t_aes.Start(AesContext.Mode.EcbEncrypt, key.ToUtf8Buffer(), "
+"iv.ToUtf8Buffer());\n"
+"\t\tencrypted = _aes.Update(data.ToUtf8Buffer());\n"
+"\t\t_aes.Finish();\n"
+"\t\t// Decrypt CBC\n"
+"\t\t_aes.Start(AesContext.Mode.EcbDecrypt, key.ToUtf8Buffer(), "
+"iv.ToUtf8Buffer());\n"
+"\t\tbyte[] decrypted = _aes.Update(encrypted);\n"
+"\t\t_aes.Finish();\n"
+"\t\t// Check CBC\n"
+"\t\tDebug.Assert(decrypted == data.ToUtf8Buffer());\n"
+"\t}\n"
+"}\n"
+"[/csharp]\n"
+"[/codeblocks]"
+
+msgid "Close this AES context so it can be started again. See [method start]."
+msgstr ""
+"이 AES 컨텍스트를 닫아 다시 시작할 수 있도록 합니다. [method start]를 참조하세"
+"요."
+
+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 ""
+"이 컨텍스트에 대한 현재 IV 상태를 가져옵니다 (IV는 [method update] 호출 시 업"
+"데이트됩니다). 일반적으로 이 함수는 필요하지 않습니다.\n"
+"[b] 참고:[/b] 이 함수는 컨텍스트가 [constant MODE_CBC_ENCRYPT] 또는 [constant "
+"MODE_CBC_DECRYPT]로 시작된 경우에만 의미가 있습니다."
+
+msgid ""
+"Start the AES context in the given [param mode]. A [param key] of either 16 "
+"or 32 bytes must always be provided, while an [param iv] (initialization "
+"vector) of exactly 16 bytes, is only needed when [param mode] is either "
+"[constant MODE_CBC_ENCRYPT] or [constant MODE_CBC_DECRYPT]."
+msgstr ""
+"주어진 [param mode] 로 AES 컨텍스트를 시작합니다. 16바이트 또는 32바이트의 "
+"[param key] 는 항상 제공해야 하며, 정확히 16바이트의 [param iv] (초기화 벡터)"
+"는 [param mode] 가 [constant MODE_CBC_ENCRYPT] 또는 [constant "
+"MODE_CBC_DECRYPT] 인 경우에만 필요합니다."
+
+msgid ""
+"Run the desired operation for this AES context. Will return a "
+"[PackedByteArray] containing the result of encrypting (or decrypting) the "
+"given [param src]. See [method start] for mode of operation.\n"
+"[b]Note:[/b] The size of [param src] must be a multiple of 16. Apply some "
+"padding if needed."
+msgstr ""
+"이 AES 컨텍스트에 대해 원하는 작업을 실행합니다. 주어진 [param src]를 암호화 "
+"(또는 복호화)한 결과를 포함하는 [PackedByteArray]를 반환합니다. 작동 모드는 "
+"[method start]를 참조하세요.\n"
+"[b] 참고:[/b] [param src]의 크기는 16의 배수여야 합니다. 필요한 경우 패딩을 적"
+"용하세요."
+
+msgid "AES electronic codebook encryption mode."
+msgstr "AES 전자 코드북 암호화 모드."
+
+msgid "Maximum value for the mode enum."
+msgstr "모드 열거형의 최댓값입니다."
+
+msgid ""
+"If sets [param enabled] to [code]true[/code], it provides rotation by two "
+"axes. It is enabled only if [method is_using_euler] is [code]true[/code]."
+msgstr ""
+"[param enabled]를 [code]true[/code]로 설정하면, 두 축을 이용한 회전을 제공합니"
+"다. 이 기능은 [method is_using_euler]가 [code]true[/code]일 경우에만 활성화됩"
+"니다."
+
+msgid ""
+"A 2D physics body that can't be moved by external forces. When moved "
+"manually, it affects other bodies in its path."
+msgstr "외부 힘으로 이동시킬 수 없는 2D 물리 바디입니다."
+
+msgid ""
+"An animatable 2D physics body. It can't be moved by external forces or "
+"contacts, but can be moved manually by other means such as code, "
+"[AnimationMixer]s (with [member AnimationMixer.callback_mode_process] set to "
+"[constant AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_PHYSICS]), and "
+"[RemoteTransform2D].\n"
+"When [AnimatableBody2D] is moved, its linear and angular velocity are "
+"estimated and used to affect other physics bodies in its path. This makes it "
+"useful for moving platforms, doors, and other moving objects."
+msgstr ""
+"애니메이팅 가능한 2D 물리 바디입니다. 외부 힘이나 접촉으로 움직일 수 없지만, "
+"코드나 [AnimationMixer] ([member AnimationMixer.callback_mode_process] 가 "
+"[constant AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_PHYSICS] 로 설정된) "
+"등의 다른 수단으로 수동적으로 움직일 수 있습니다.\n"
+"[AnimatableBody2D] 가 움직이면, 직선 속도와 각속도가 측정되어 그것의 경로에 있"
+"는 물리체들에게 영향을 미치는 데에 쓰입니다. 이는 움직이는 플랫폼, 문, 그리고 "
+"다른 움직이는 오브젝트들에 유용합니다."
+
+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 "
+"PhysicsBody2D.move_and_collide]."
+msgstr ""
+"[code]true[/code] 이면, 바디의 움직임이 물리 프레임과 동기화됩니다. 이는 "
+"[AnimationPlayer] 를 통해 애니메이팅할 때 유용한데, 예를 들어 움직이는 플랫폼 "
+"등이 있습니다. [method PhysicsBody2D.move_and_collide] 와 함께 사용하지 [b]마"
+"십시오[/b]."
+
+msgid ""
+"A 3D physics body that can't be moved by external forces. When moved "
+"manually, it affects other bodies in its path."
+msgstr "외부 힘으로 이동시킬 수 없는 3D 물리 바디입니다."
+
+msgid ""
+"An animatable 3D physics body. It can't be moved by external forces or "
+"contacts, but can be moved manually by other means such as code, "
+"[AnimationMixer]s (with [member AnimationMixer.callback_mode_process] set to "
+"[constant AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_PHYSICS]), and "
+"[RemoteTransform3D].\n"
+"When [AnimatableBody3D] is moved, its linear and angular velocity are "
+"estimated and used to affect other physics bodies in its path. This makes it "
+"useful for moving platforms, doors, and other moving objects."
+msgstr ""
+"애니메이팅 가능한 3D 물리 바디입니다. 외부 힘이나 접촉으로 움직일 수 없지만, "
+"코드나 [AnimationMixer] ([member AnimationMixer.callback_mode_process] 가 "
+"[constant AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_PHYSICS] 로 설정된), "
+"[RemoteTransform3D] 등의 다른 수단으로 수동적으로 움직일 수 있습니다.\n"
+"[AnimatableBody3D] 가 움직이면, 직선 속도와 각속도가 측정되어 그것의 경로에 있"
+"는 물리체들에게 영향을 미치는 데에 쓰입니다. 이는 움직이는 플랫폼, 문, 그리고 "
+"다른 움직이는 오브젝트들에 유용합니다."
+
+msgid "Third Person Shooter (TPS) Demo"
+msgstr "삼인칭 슈팅 게임 (TPS) 데모"
+
+msgid ""
+"Sprite node that contains multiple textures as frames to play for animation."
+msgstr ""
+"애니메이션을 재생하기 위해 여러 텍스처를 프레임으로 포함하는 Sprite 노드입니"
+"다."
+
+msgid ""
+"[AnimatedSprite2D] is similar to the [Sprite2D] 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."
+msgstr ""
+"[AnimatedSprite2D]는 [Sprite2D] 노드와 유사하지만 여러 텍스처를 애니메이션 프"
+"레임으로 전달합니다. 애니메이션은 [SpriteFrames] 리소스를 사용하여 만들어지"
+"며, 이를 통해 이미지 파일 (또는 해당 파일이 포함된 폴더)을 가져와 스프라이트"
+"에 대한 애니메이션 프레임을 제공할 수 있습니다. [SpriteFrames] 리소스는 "
+"SpriteFrames 하단 패널을 통해 편집기에서 구성할 수 있습니다."
+
+msgid "2D Sprite animation"
+msgstr "2D 스프라이트 애니메이션"
+
+msgid "2D Dodge The Creeps Demo"
+msgstr "2D 크립스 피하기 데모"
+
+msgid ""
+"Returns the actual playing speed of current animation or [code]0[/code] if "
+"not playing. This speed is the [member speed_scale] property multiplied by "
+"[code]custom_speed[/code] argument specified when calling the [method play] "
+"method.\n"
+"Returns a negative value if the current animation is playing backwards."
+msgstr ""
+"현재 애니메이션의 실제 재생 속도를 반환하고 실행 중이 아니라면 [code]0[/code] "
+"을 반환합니다. 이 속도는 [member speed_scale] 속성에 [method play] 메서드를 호"
+"출했을 때 명시된 매개변수 [code]custom_speed[/code] 를 곱한 값입니다.\n"
+"현재 애니메이션이 역재생되고 있다면 음수 값을 반환합니다."
+
+msgid ""
+"Returns [code]true[/code] if an animation is currently playing (even if "
+"[member speed_scale] and/or [code]custom_speed[/code] are [code]0[/code])."
+msgstr ""
+"애니메이션이 현재 재생 중이라면 ([member speed_scale]과 [code]custom_speed[/"
+"code] 둘 다 혹은 둘 중 하나가 [code]0[/code]이라도) [code]true[/code]를 반환합"
+"니다."
+
+msgid ""
+"Pauses the currently playing animation. The [member frame] and [member "
+"frame_progress] will be kept and calling [method play] or [method "
+"play_backwards] without arguments will resume the animation from the current "
+"playback position.\n"
+"See also [method stop]."
+msgstr ""
+"현재 재생 중인 애니메이션을 일시정지합니다. [member frame] 과 [member "
+"frame_progress] 는 보존되며 [method play] 나 [method play_backwards] 를 인자 "
+"없이 호출하는 것은 애니메이션을 현재 재생 위치에서 다시 시작할 것입니다.\n"
+"[method stop] 도 참조하세요."
+
+msgid ""
+"Plays the animation with key [param name]. If [param custom_speed] is "
+"negative and [param from_end] is [code]true[/code], the animation will play "
+"backwards (which is equivalent to calling [method play_backwards]).\n"
+"If this method is called with that same animation [param name], or with no "
+"[param name] parameter, the assigned animation will resume playing if it was "
+"paused."
+msgstr ""
+"[param name] 키에 해당하는 애니메이션을 재생합니다. 만약 [param custom_speed] "
+"가 음의 값이고 [param from_end] 가 [code]true[/code] 라면, 애니메이션이 역재생"
+"됩니다 ([method play_backwards] 를 호출하는 것과 같습니다).\n"
+"만약 메서드가 같은 애니메이션 [param name] 으로 호출되거나, [param name] 없이 "
+"호출되면, 해당 애니메이션이 일시 중지된 경우 다시 재생합니다."
+
+msgid ""
+"Plays the animation with key [param name] 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 ""
+"[param name] 키에 해당하는 애니메이션을 역방향으로 재생합니다.\n"
+"이 메서드는 [method play] 에 [code]custom_speed = -1.0[/code] 과 "
+"[code]from_end = true[/code] 를 넘기는 것의 짧은 표현이므로, 더 많은 정보는 "
+"그 설명을 참조하세요."
+
+msgid ""
+"Stops the currently playing animation. The animation position is reset to "
+"[code]0[/code] and the [code]custom_speed[/code] is reset to [code]1.0[/"
+"code]. See also [method pause]."
+msgstr ""
+"현재 재생 중인 애니메이션을 중단합니다. 애니메이션 위치는 [code]0[/code]으로 "
+"돌아가며 [code]custom_speed[/code] 는 [code]1.0[/code]으로 리셋됩니다. "
+"[method pause] 도 참조하세요."
+
+msgid ""
+"The current animation from the [member sprite_frames] resource. If this value "
+"is changed, the [member frame] counter and the [member frame_progress] are "
+"reset."
+msgstr ""
+"[member sprite_frames] 리소스에서의 현재 애니메이션입니다. 만약 이 값이 변경되"
+"면 [member frame]가 대응되고 [member frame_progress]가 재설정됩니다."
+
+msgid "The key of the animation to play when the scene loads."
+msgstr "씬이 불러올 때 플레이할 애니메이션의 키입니다."
+
+msgid ""
+"If [code]true[/code], texture will be centered.\n"
+"[b]Note:[/b] For games with a pixel art aesthetic, textures may appear "
+"deformed when centered. This is caused by their position being between "
+"pixels. To prevent this, set this property to [code]false[/code], or consider "
+"enabling [member ProjectSettings.rendering/2d/snap/snap_2d_vertices_to_pixel] "
+"and [member ProjectSettings.rendering/2d/snap/snap_2d_transforms_to_pixel]."
+msgstr ""
+"[code]true[/code]인 경우, 텍스처가 중앙에 올 것입니다.\n"
+"[b]참고:[/b] 픽셀 아트 화풍의 게임에서, 중앙에 옮겨졌을 때 텍스처가 깨져 보일 "
+"수 있습니다. 이는 그것들의 위치가 픽셀 사이에 있어서 발생합니다. 이를 방지하"
+"기 위해, 이 속성을 [code]false[/code]로 설정하거나, [member "
+"ProjectSettings.rendering/2d/snap/snap_2d_vertices_to_pixel] 과 [member "
+"ProjectSettings.rendering/2d/snap/snap_2d_transforms_to_pixel] 을 활성화하는 "
+"것을 고려하세요."
+
+msgid "If [code]true[/code], texture is flipped horizontally."
+msgstr "[code]true[/code]인 경우, 텍스처가 가로로 뒤집어집니다."
+
+msgid "If [code]true[/code], texture is flipped vertically."
+msgstr "[code]true[/code]인 경우, 텍스처가 세로로 뒤집어집니다."
+
+msgid ""
+"The displayed animation frame's index. Setting this property also resets "
+"[member frame_progress]. If this is not desired, use [method "
+"set_frame_and_progress]."
+msgstr ""
+"표시되는 애니메이션 프레임의 인덱스입니다. 이 속성을 설정하는 것은 [memver "
+"frame_progress] 또한 재설정합니다. 이를 원치 않는다면, [method "
+"set_frame_and_progress]를 사용하세요."
+
+msgid ""
+"The progress value between [code]0.0[/code] and [code]1.0[/code] until the "
+"current frame transitions to the next frame. If the animation is playing "
+"backwards, the value transitions from [code]1.0[/code] to [code]0.0[/code]."
+msgstr ""
+"현재 프레임이 다음 프레임으로 넘어가기까지의 [code]0.0[/code]와 [code]1.0[/"
+"code] 사이에 있는 진행도 값입니다. 만약 애니메이션이 역재생된다면, 값은 "
+"[code]1.0[/code]부터 [code]0.0[/code]으로 변화합니다."
+
+msgid "The texture's drawing offset."
+msgstr "텍스처의 그리기 오프셋입니다."
+
+msgid ""
+"The speed scaling ratio. For example, if this value is [code]1[/code], then "
+"the animation plays at normal speed. If it's [code]0.5[/code], then it plays "
+"at half speed. If it's [code]2[/code], then it plays at double speed.\n"
+"If set to a negative value, the animation is played in reverse. If set to "
+"[code]0[/code], the animation will not advance."
+msgstr ""
+"속도 스케일링 비입니다. 예를 들어 이 값이 [code]1[/code]이라면, 애니메이션이 "
+"보통 속도로 재생됩니다. 만약 [code]0.5[/code]라면, 절반의 속도로 재생됩니다. "
+"만약 [code]2[/code]라면, 두 배의 속도로 재생됩니다.\n"
+"만약 음의 값으로 설정된 경우, 애니메이션은 역방향으로 재생됩니다. 만약 "
+"[code]0[/code]으로 설정되면, 애니메이션이 진행하지 않습니다."
+
+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 ""
+"애니메이션을 포함하는 [SpriteFrames] 리소스입니다. 불러오기, 편집, 비우기, 유"
+"일하게 하거나 [SpriteFrames] 리소스의 상태를 저장할 수 있습니다."
+
+msgid "Emitted when [member animation] changes."
+msgstr "[member animation] 이 변할 경우 방출됩니다."
+
+msgid ""
+"Emitted when the animation reaches the end, or the start if it is played in "
+"reverse. When the animation finishes, it pauses the playback.\n"
+"[b]Note:[/b] This signal is not emitted if an animation is looping."
+msgstr ""
+"애니메이션이 끝에 도달했거나, 역재생되는 경우 처음에 도달했을 경우 방출됩니"
+"다. 애니메이션이 끝났을 때, 재생을 일시 중지합니다.\n"
+"[b]참고:[/b] 이 시그널은 애니메이션이 반복 재생되는 경우 방출되지 않습니다."
+
+msgid "Emitted when the animation loops."
+msgstr "애니메이션이 반복됐을 경우 방출됩니다."
+
+msgid "Emitted when [member frame] changes."
+msgstr "[member frame] 이 변경되었을 경우 방출됩니다."
+
+msgid "Emitted when [member sprite_frames] changes."
+msgstr "[member sprite_frames] 가 변경되었을 경우 방출됩니다."
+
+msgid ""
+"2D sprite node in 3D world, that can use multiple 2D textures for animation."
+msgstr ""
+"3D 세계에 있는 2D 스프라이트 노드이며, 애니메이션을 위한 여러 개의 2D 텍스처"
+"를 사용할 수 있습니다."
+
+msgid ""
+"[AnimatedSprite3D] is similar to the [Sprite3D] node, except it carries "
+"multiple textures as animation [member sprite_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."
+msgstr ""
+"[AnimatedSprite3D] 는 [Sprite3D] 노드와 비슷하나, 여러 개의 텍스처를 [member "
+"sprite_frames] 애니메이션으로 가진다는 점이 다릅니다. 애니메이션은 이미지 파"
+"일 (또는 해당 파일을 포함한 폴더)을 불러와스프라이트에게 애니메이션 프레임을 "
+"제공하는 [SpriteFrames] 리소스를 사용하여 만들어집니다. [SpriteFrames] 리소스"
+"는 SpriteFrames 하단 패널을 통해 편집기에서 배열될 수 있습니다."
+
+msgid "2D Sprite animation (also applies to 3D)"
+msgstr "2D 스프라이트 애니메이션 (3D에도 적용됩니다)"
+
+msgid ""
+"This class does not work properly in current versions and may be removed in "
+"the future. There is currently no equivalent workaround."
+msgstr ""
+"이 클래스는 현재 버전에서 제대로 작동하지 않으며 향후 제거될 수 있습니다. 현재"
+"로서는 이에 상응하는 해결 방법이 없습니다."
+
+msgid "Proxy texture for simple frame-based animations."
+msgstr "간단한 프레임 기반 애니메이션에 대한 프록시 텍스처입니다."
+
+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 [AnimatedSprite2D], it isn't a "
+"[Node], but has the advantage of being usable anywhere a [Texture2D] resource "
+"can be used, e.g. in a [TileSet].\n"
+"The playback of the animation is controlled by the [member speed_scale] "
+"property, as well as each frame's duration (see [method set_frame_duration]). "
+"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 [Texture2D].\n"
+"[b]Warning:[/b] The current implementation is not efficient for the modern "
+"renderers."
+msgstr ""
+"[AnimatedTexture]는 프레임 기반 애니메이션에 대한 리소스 포맷이며, 여러 개의 "
+"텍스처가 각 프레임 당 사전 정의된 시간 간격을 두고 자동으로 연결됩니다. "
+"[AnimationPlayer]나 [AnimatedSprite2D]와 다르게, [Node]가 아니지만, [TileSet]"
+"처럼 [Texture2D]가 사용될 수 있는 어디에나 사용할 수 있다는 장점을 가지고 있습"
+"니다.\n"
+"애니메이션의 재생은 [member speed_scale] 속성과 각 프레임의 지속시간([method "
+"set_frame_duration] 참조)에 의해 제어됩니다. 애니메이션은 반복되며, 즉 마지막 "
+"프레임을 재생하고 난 뒤 0번째 프레임에서 다시 시작합니다.\n"
+"[AnimatedTexture]는 현재 모든 프레임 텍스처가 같은 크기에 있는 걸 필요로 하"
+"며, 그렇지 않다면 더 큰 것이 가장 작은 것에게 맞춰집니다.\n"
+"[b]참고:[/b] AnimatedTexture는 [AtlasTexture]를 지원하지 않습니다. 각 프레임"
+"은 개별 [Texture2D]여야 합니다.\n"
+"[b]경고:[/b] 현재 구현은 현대 렌더러에서 효율적이지 않습니다."
+
+msgid "Returns the given [param frame]'s duration, in seconds."
+msgstr "주어진 [param frame]의 지속시간을 초 단위로 반환합니다."
+
+msgid "Returns the given frame's [Texture2D]."
+msgstr "주어진 프레임의 [Texture2D]를 반환합니다."
+
+msgid ""
+"Sets the duration of any given [param frame]. The final duration is affected "
+"by the [member speed_scale]. If set to [code]0[/code], the frame is skipped "
+"during playback."
+msgstr ""
+"주어진 [param frame]의 지속시간을 설정합니다. 최종 지속시간은 [member "
+"speed_scale]의 영향을 받습니다. 만약 [code]0[/code]으로 설정되면, 재생 중에 프"
+"레임이 건너뛰어집니다."
+
+msgid ""
+"Assigns a [Texture2D] 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 ""
+"주어진 프레임에 [Texture2D]를 할당합니다. 프레임 ID는 0에서부터 시작하므로, 첫"
+"번째 프레임은 ID 0을 가지고, 애니메이션의 마지막 프레임은 ID [member frames] "
+"- 1을 갖습니다.\n"
+"최대 [constant MAX_FRAMES]까지의 어떤 숫자든 정의할 수 있지만, 0부터 [member "
+"frames] - 1까지의 프레임만 애니메이션의 부분이 된다는 사실을 명심하세요."
+
+msgid ""
+"Sets the currently visible frame of the texture. Setting this frame while "
+"playing resets the current frame time, so the newly selected frame plays for "
+"its whole configured frame duration."
+msgstr ""
+"현재 보이는 텍스처의 프레임을 설정합니다. 이 프레임을 재생 중에 설정하는 것은 "
+"현재 프레임 시간을 재설정하므로, 새롭게 선택된 프레임은 구성된 프레임 지속시"
+"간 전체 동안 재생됩니다."
+
+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 ""
+"애니메이션에 사용할 프레임의 수입니다. [method set_frame_texture] 를 통해 독립"
+"적으로 새로운 프레임을 만들 수 있지만, 이 값을 설정해서 새 프레임을 애니메이션"
+"에 포함시켜야 합니다. 프레임의 최대 수는 [constant MAX_FRAMES] 입니다."
+
+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 ""
+"[code]true[/code]인 경우, 애니메이션은 한 번만 실행되며 끝에 도달한 이후 첫번"
+"째 프레임으로 회귀하지 않을 것입니다. 끝에 도달하는 것이 [member pause] 를 "
+"[code]true[/code]로 설정하지 않는다는 것을 참고하세요."
+
+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 ""
+"[code]true[/code]인 경우, 애니메이션이 현재 위치(즉, [member current_frame])에"
+"서 일시 중지됩니다. 애니메이션은 이 속성을 [code]false[/code]로 바꾸면 일시 중"
+"지한 곳에서 계속됩니다."
+
+msgid ""
+"The animation speed is multiplied by this value. If set to a negative value, "
+"the animation is played in reverse."
+msgstr ""
+"애니메이션 속도에 이 값이 곱해집니다. 만약 음의 값으로 설정되면, 애니메이션은 "
+"역방향으로 재생됩니다."
+
+msgid ""
+"The maximum number of frames supported by [AnimatedTexture]. If you need more "
+"frames in your animation, use [AnimationPlayer] or [AnimatedSprite2D]."
+msgstr ""
+"[AnimatedTexture] 에서 지원되는 최대 프레임 수입니다. 만약 애니메이션에 더 많"
+"은 프레임이 필요하다면, [AnimationPlayer] 또는 [AnimatedSprite2D] 를 사용하세"
+"요."
+
+msgid "Holds data that can be used to animate anything in the engine."
+msgstr ""
+"엔진에서 어떤 것을 애니메이팅하기 위해 사용되는 데이터를 가지고 있습니다."
+
+msgid "Animation documentation index"
+msgstr "애니메이션 문서 목록"
+
+msgid "Adds a marker to this Animation."
+msgstr "이 애니메이션에 마커를 추가합니다."
+
+msgid "Adds a track to the Animation."
+msgstr "이 애니메이션에 트랙을 추가합니다."
+
+msgid ""
+"Returns the animation name at the key identified by [param key_idx]. The "
+"[param track_idx] must be the index of an Animation Track."
+msgstr ""
+"[param key_idx] 로 식별된 키의 애니메이션 명을 반환합니다. [param track_idx] "
+"는 애니메이션 트랙의 인덱스여야 합니다."
+
+msgid ""
+"Inserts a key with value [param animation] at the given [param time] (in "
+"seconds). The [param track_idx] must be the index of an Animation Track."
+msgstr ""
+"[param animation] 값을 갖는 키를 주어진 [param time] (초 단위)에 삽입합니다. "
+"[param track_idx] 는 애니메이션 트랙의 인덱스여야 합니다."
+
+msgid ""
+"Sets the key identified by [param key_idx] to value [param animation]. The "
+"[param track_idx] must be the index of an Animation Track."
+msgstr ""
+"[param key_idx] 로 식별된 키의 값을 [param animation] 로 설정합니다. [param "
+"track_idx] 는 애니메이션 트랙의 인덱스여야 합니다."
+
+msgid ""
+"Returns the end offset of the key identified by [param key_idx]. The [param "
+"track_idx] 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 ""
+"[param key_idx] 로 식별된 키의 종료 오프셋을 반환합니다. [param track_idx] 는 "
+"오디오 트랙의 인덱스여야 합니다.\n"
+"종료 오프셋은 오디오 스트림의 끝에서 잘려나가는 초의 수입니다."
+
+msgid ""
+"Returns the start offset of the key identified by [param key_idx]. The [param "
+"track_idx] 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 ""
+"[param key_idx] 로 식별된 키의 시작 오프셋을 반환합니다. [param track_idx] 는 "
+"오디오 트랙의 인덱스여야 합니다.\n"
+"시작 오프셋은 오디오 스트림의 처음에서 잘려나가는 초의 수입니다."
+
+msgid ""
+"Returns the audio stream of the key identified by [param key_idx]. The [param "
+"track_idx] must be the index of an Audio Track."
+msgstr ""
+"[param key_idx] 로 식별된 오디오 스트림을 반환합니다. [param track_idx] 는 오"
+"디오 트랙의 인덱스여야 합니다."
+
+msgid ""
+"Inserts an Audio Track key at the given [param time] in seconds. The [param "
+"track_idx] must be the index of an Audio Track.\n"
+"[param stream] is the [AudioStream] resource to play. [param start_offset] is "
+"the number of seconds cut off at the beginning of the audio stream, while "
+"[param end_offset] is at the ending."
+msgstr ""
+"오디오 트랙 키를 주어진 [param time] (초 단위)에 삽입합니다. [param "
+"track_idx] 는 오디오 트랙의 인덱스여야 합니다.\n"
+"[param stream] 은 실행할 [AudioStream] 리소스입니다. [param start_offset] 은 "
+"오디오 스트림의 처음에서 잘려나갈 초의 수이고, [param end_offset] 은 끝에서 잘"
+"려나갈 초의 수입니다."
+
+msgid ""
+"Returns [code]true[/code] if the track at [param track_idx] will be blended "
+"with other animations."
+msgstr ""
+"[param track_idx]에 있는 트랙이 다른 애니메이션과 블렌딩되었다면 [code]true[/"
+"code]를 반환합니다."
+
+msgid ""
+"Sets the end offset of the key identified by [param key_idx] to value [param "
+"offset]. The [param track_idx] must be the index of an Audio Track."
+msgstr ""
+"[param key_idx]로 식별되는 키의 종료 오프셋을 [param offset] 값으로 설정합니"
+"다. [param track_idx]는 오디오 트랙의 인덱스여야 합니다."
+
+msgid ""
+"Sets the start offset of the key identified by [param key_idx] to value "
+"[param offset]. The [param track_idx] must be the index of an Audio Track."
+msgstr ""
+"[param key_idx]로 식별되는 키의 시작 오프셋을 [param offset] 값으로 설정합니"
+"다. [param track_idx]는 오디오 트랙의 인덱스여야 합니다."
+
+msgid ""
+"Sets the stream of the key identified by [param key_idx] to value [param "
+"stream]. The [param track_idx] must be the index of an Audio Track."
+msgstr ""
+"[param key_idx]로 식별되는 키의 스트림을 [param stream] 값으로 설정합니다. "
+"[param track_idx]는 오디오 트랙의 인덱스여야 합니다."
+
+msgid ""
+"Sets whether the track will be blended with other animations. If [code]true[/"
+"code], the audio playback volume changes depending on the blend value."
+msgstr ""
+"트랙이 다른 애니메이션과 블렌딩될지 여부를 설정합니다. [code]true[/code]인 경"
+"우, 오디오 재생 볼륨이 블렌드 값에 의해 변경됩니다."
+
+msgid ""
+"Returns the in handle of the key identified by [param key_idx]. The [param "
+"track_idx] must be the index of a Bezier Track."
+msgstr ""
+"[param key_idx]로 식별되는 키의 입력 핸들을 반환합니다. [param track_idx]는 베"
+"지어 트랙의 인덱스여야 합니다."
+
+msgid ""
+"Returns the out handle of the key identified by [param key_idx]. The [param "
+"track_idx] must be the index of a Bezier Track."
+msgstr ""
+"[param key_idx]로 식별되는 키의 출력 핸들을 반환합니다. [param trak_idx]는 베"
+"지어 트랙의 인덱스여야 합니다."
+
+msgid ""
+"Returns the value of the key identified by [param key_idx]. The [param "
+"track_idx] must be the index of a Bezier Track."
+msgstr ""
+"[param key_idx]로 식별되는 키의 값을 반환합니다. [param track_idx]는 Bezier 트"
+"랙의 인덱스여야 합니다."
+
+msgid ""
+"Inserts a Bezier Track key at the given [param time] in seconds. The [param "
+"track_idx] must be the index of a Bezier Track.\n"
+"[param in_handle] is the left-side weight of the added Bezier curve point, "
+"[param out_handle] is the right-side one, while [param value] is the actual "
+"value at this point."
+msgstr ""
+"주어진 초 단위의 [param time]에 베지어 트랙 키를 삽입합니다. [param track_idx]"
+"는 베지어 트랙의 인덱스여야 합니다.\n"
+"[param in_handle]은 추가된 베지어 곡선 점의 왼쪽 가중치를, [param out_handle]"
+"은 오른쪽 가중치를 나타내며, [param value]는 해당 점에서의 실제 값에 해당합니"
+"다."
+
+msgid ""
+"Returns the interpolated value at the given [param time] (in seconds). The "
+"[param track_idx] must be the index of a Bezier Track."
+msgstr ""
+"주어진 [param time](초 단위)에서의 보간된 값을 반환합니다. [param track_idx]"
+"는 베지어 트랙의 인덱스여야 합니다."
+
+msgid ""
+"Sets the in handle of the key identified by [param key_idx] to value [param "
+"in_handle]. The [param track_idx] must be the index of a Bezier Track."
+msgstr ""
+"[param key_idx]로 식별되는 키의 입력 핸들을 [param in_value]값으로 설정합니"
+"다. [param track_idx]는 베지어 트랙의 인덱스여야 합니다."
+
+msgid ""
+"Sets the out handle of the key identified by [param key_idx] to value [param "
+"out_handle]. The [param track_idx] must be the index of a Bezier Track."
+msgstr ""
+"[param key_idx]로 식별되는 키의 출력 핸들을 [param out_handle] 값으로 설정합니"
+"다. [param track_idx]는 베지어 트랙의 인덱스여야 합니다."
+
+msgid ""
+"Sets the value of the key identified by [param key_idx] to the given value. "
+"The [param track_idx] must be the index of a Bezier Track."
+msgstr ""
+"[param key_idx]로 식별되는 키의 값을 주어진 값으로 설정합니다. [param "
+"track_idx]는 베지어 트랙의 인덱스여야 합니다."
+
+msgid "Inserts a key in a given blend shape track. Returns the key index."
+msgstr "주어진 블렌드 모양 트랙에 키를 삽입합니다. 키 인덱스를 반환합니다."
+
+msgid ""
+"Returns the interpolated blend shape value at the given time (in seconds). "
+"The [param track_idx] must be the index of a blend shape track."
+msgstr ""
+"주어진 시간(초 단위)에서 보간된 블렌드 모양 값을 반환합니다. [param track_idx]"
+"는 블렌드 모양 트랙의 인덱스여야 합니다."
+
+msgid "Clear the animation (clear all tracks and reset all)."
+msgstr "애니메이션을 비웁니다 (모든 트랙을 비우고 모든 항목을 재설정합니다)."
+
+msgid ""
+"Compress the animation and all its tracks in-place. This will make [method "
+"track_is_compressed] return [code]true[/code] once called on this "
+"[Animation]. Compressed tracks require less memory to be played, and are "
+"designed to be used for complex 3D animations (such as cutscenes) imported "
+"from external 3D software. Compression is lossy, but the difference is "
+"usually not noticeable in real world conditions.\n"
+"[b]Note:[/b] Compressed tracks have various limitations (such as not being "
+"editable from the editor), so only use compressed animations if you actually "
+"need them."
+msgstr ""
+"애니메이션과 그 트랙들을 제자리에 압축합니다. 이는 [method "
+"track_is_compressed] 가 이 [Animation] 에 대해 호출되었을 때 [code]true[/"
+"code] 를 반환하도록 합니다. 압축된 트랙은 실행되는데 메모리를 덜 필요로 하며, "
+"외부 3D 소프트웨어에서 불러와진 복잡한 3D 애니메이션 (컷씬 등)을 위해 사용되도"
+"록 디자인되었습니다. 압축은 손실성이지만, 실제 조건에서는 대체로 큰 차이가 없"
+"습니다.\n"
+"[b]참고:[/b] 압축된 트랙은 다양한 제한이 있으므로 (편집기에서 편집할 수 없는 "
+"등), 정말로 필요한 경우에만 사용하세요."
+
+msgid ""
+"Adds a new track to [param to_animation] that is a copy of the given track "
+"from this animation."
+msgstr ""
+"이 애니메이션에서 주어진 트랙을 복사하여 [param to_animation]에 새로운 트랙을 "
+"추가합니다."
+
+msgid ""
+"Returns the index of the specified track. If the track is not found, return "
+"-1."
+msgstr ""
+"지정된 트랙의 인덱스를 변환합니다. 트랙을 찾을 수 없는 경우, -1을 반환합니다."
+
+msgid "Returns the name of the marker located at the given time."
+msgstr "주어진 시간에 위치한 마커의 이름을 반환합니다."
+
+msgid "Returns the given marker's color."
+msgstr "주어진 마커의 색상을 반환합니다."
+
+msgid "Returns every marker in this Animation, sorted ascending by time."
+msgstr "이 애니메이션의 모든 마커를 오름차순으로 정렬하여 반환합니다."
+
+msgid "Returns the given marker's time."
+msgstr "주어진 마커의 시각을 반환합니다."
+
+msgid ""
+"Returns the closest marker that comes after the given time. If no such marker "
+"exists, an empty string is returned."
+msgstr ""
+"주어진 시각 뒤에 오는 가장 가까운 마커를 반환합니다. 만약 그러한 마커가 없다"
+"면, 빈 문자열이 반환됩니다."
+
+msgid ""
+"Returns the closest marker that comes before the given time. If no such "
+"marker exists, an empty string is returned."
+msgstr ""
+"주어진 시각 앞에 오는 가장 가까운 마커를 반환합니다. 만약 그러한 마커가 없다"
+"면, 빈 문자열이 반환됩니다."
+
+msgid "Returns the amount of tracks in the animation."
+msgstr "애니메이션에 포함된 트랙의 수를 반환합니다."
+
+msgid ""
+"Returns [code]true[/code] if this Animation contains a marker with the given "
+"name."
+msgstr ""
+"이 애니메이션이 주어진 이름을 가진 마커를 가지고 있으면 [code]true[/code]를 반"
+"환합니다."
+
+msgid "Returns the method name of a method track."
+msgstr "메서드 트랙의 메서드 이름을 반환합니다."
+
+msgid ""
+"Returns the arguments values to be called on a method track for a given key "
+"in a given track."
+msgstr ""
+"주어진 트랙에서 주어진 키에 대해 메서드 트랙에서 호출될 인자 값을 반환합니다."
+
+msgid ""
+"Optimize the animation and all its tracks in-place. This will preserve only "
+"as many keys as are necessary to keep the animation within the specified "
+"bounds."
+msgstr ""
+"애니메이션과 그 트랙을 제자리에 최적화합니다. 이는 특정 경계선 안에 애니메이션"
+"을 유지하는 데에 필요한 만큼의 키만 남길 것입니다."
+
+msgid "Inserts a key in a given 3D position track. Returns the key index."
+msgstr "주어진 3D 위치 트랙에 키를 삽입합니다. 키 인덱스를 반환합니다."
+
+msgid ""
+"Returns the interpolated position value at the given time (in seconds). The "
+"[param track_idx] must be the index of a 3D position track."
+msgstr ""
+"주어진 시간(초 단위)에서의 보간된 위치 값을 반환합니다. [param track_idx]는 "
+"3D 위치 트랙의 인덱스여야 합니다."
+
+msgid "Removes the marker with the given name from this Animation."
+msgstr "이 애니메이션에 주어진 이름을 가진 마커를 제거합니다."
+
+msgid "Removes a track by specifying the track index."
+msgstr "트랙 인덱스를 지정하여 트랙을 제거합니다."
+
+msgid "Inserts a key in a given 3D rotation track. Returns the key index."
+msgstr "주어진 3D 회전 트랙에 키를 삽입합니다. 키 인덱스를 반환합니다."
+
+msgid ""
+"Returns the interpolated rotation value at the given time (in seconds). The "
+"[param track_idx] must be the index of a 3D rotation track."
+msgstr ""
+"주어진 시간(초 단위)에서의 보간된 회전 값을 반환합니다. [param track_idx]는 "
+"3D 회전 트랙의 인덱스여야 합니다."
+
+msgid "Inserts a key in a given 3D scale track. Returns the key index."
+msgstr "주어진 3D 스케일 트랙에 키를 삽입합니다. 키 인덱스를 반환합니다."
+
+msgid ""
+"Returns the interpolated scale value at the given time (in seconds). The "
+"[param track_idx] must be the index of a 3D scale track."
+msgstr ""
+"주어진 시간(초 단위)에서의 보간된 스케일 값을 반환합니다. [param track_idx]는 "
+"3D 스케일 트랙의 인덱스여야 합니다."
+
+msgid "Sets the given marker's color."
+msgstr "주어진 마커의 색상을 설정합니다."
+
+msgid ""
+"Returns [code]true[/code] if the track at [param track_idx] wraps the "
+"interpolation loop. New tracks wrap the interpolation loop by default."
+msgstr ""
+"[param track_idx]에 있는 트랙이 보간 루프를 감싸고 있는 경우 [code]true[/code]"
+"를 반환합니다. 새로운 트랙은 기본적으로 보간 루프를 감쌉니다."
+
+msgid "Returns the interpolation type of a given track."
+msgstr "주어진 트랙의 보간 유형을 반환합니다."
+
+msgid "Returns the number of keys in a given track."
+msgstr "주어진 트랙에서 키의 수를 반환합니다."
+
+msgid "Returns the time at which the key is located."
+msgstr "키가 위치한 시각을 반환합니다."
+
+msgid ""
+"Returns the transition curve (easing) for a specific key (see the built-in "
+"math function [method @GlobalScope.ease])."
+msgstr ""
+"특정 키에 대한 전환 곡선(이징)을 반환합니다 (내장 수학 함수 [method "
+"@GlobalScope.ease]를 참조하세요)."
+
+msgid "Returns the value of a given key in a given track."
+msgstr "주어진 트랙에서 주어진 키의 값을 반환합니다."
+
+msgid ""
+"Gets the path of a track. For more information on the path format, see "
+"[method track_set_path]."
+msgstr ""
+"트랙의 경로를 가져옵니다. 경로 형식에 대한 자세한 정보는 [method "
+"track_set_path] 를 참조하세요."
+
+msgid "Gets the type of a track."
+msgstr "트랙의 유형을 가져옵니다."
+
+msgid "Inserts a generic key in a given track. Returns the key index."
+msgstr "주어진 트랙에 통용 키를 삽입합니다. 키 인덱스를 반환합니다."
+
+msgid ""
+"Returns [code]true[/code] if the track is compressed, [code]false[/code] "
+"otherwise. See also [method compress]."
+msgstr ""
+"트랙이 압축된 경우 [code]true[/code] 를 반환하고, 그렇지 않으면 [code]false[/"
+"code] 를 반환합니다. 또한 [method compress] 를 참조하세요."
+
+msgid ""
+"Returns [code]true[/code] if the track at index [param track_idx] is enabled."
+msgstr ""
+"만약 [param track_idx]에 있는 트랙이 활성화되어 있으면 [code]true[/code]를 반"
+"환합니다."
+
+msgid ""
+"Returns [code]true[/code] if the given track is imported. Else, return "
+"[code]false[/code]."
+msgstr ""
+"주어진 트랙을 가져온 경우 [code]true[/code]를 반환합니다. 그렇지 않으면 "
+"[code]false[/code]를 반환합니다."
+
+msgid "Moves a track down."
+msgstr "트랙을 아래로 이동시킵니다."
+
+msgid ""
+"Changes the index position of track [param track_idx] to the one defined in "
+"[param to_idx]."
+msgstr ""
+"트랙 [param track_idx]의 인덱스 위치를 [param to_idx]에 정의된 위치로 변경합니"
+"다."
+
+msgid "Moves a track up."
+msgstr "트랙을 위로 이동시킵니다."
+
+msgid "Removes a key by index in a given track."
+msgstr "주어진 트랙에서 인덱스로 키를 제거합니다."
+
+msgid "Removes a key at [param time] in a given track."
+msgstr "주어진 트랙에서 [param time]에 있는 키를 제거합니다."
+
+msgid "Enables/disables the given track. Tracks are enabled by default."
+msgstr ""
+"주어진 트랙을 활성화/비활성화합니다. 트랙은 디폴트로 활성화되어있습니다."
+
+msgid "Sets the given track as imported or not."
+msgstr "주어진 트랙을 가져온 상태로 설정하거나 그렇지 않게 설정합니다."
+
+msgid ""
+"If [code]true[/code], the track at [param track_idx] wraps the interpolation "
+"loop."
+msgstr ""
+"[code]true[/code]인 경우, [param track_idx]에 있는 트랙이 보간 루프를 감쌉니"
+"다."
+
+msgid "Sets the interpolation type of a given track."
+msgstr "주어진 트랙의 보간 타입을 설정합니다."
+
+msgid "Sets the time of an existing key."
+msgstr "기존 키의 시각을 설정합니다."
+
+msgid ""
+"Sets the transition curve (easing) for a specific key (see the built-in math "
+"function [method @GlobalScope.ease])."
+msgstr ""
+"특정 키에 대한 전환 곡선 (easing)을 설정합니다 (내장 수학 함수 [method "
+"@GlobalScope.ease] 를 참조하세요)."
+
+msgid "Sets the value of an existing key."
+msgstr "기존 키의 값을 설정합니다."
+
+msgid ""
+"Sets the path of a track. Paths must be valid scene-tree paths to a node and "
+"must be specified starting from the [member AnimationMixer.root_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 ""
+"트랙의 경로를 설정합니다. 경로는 노드에의 올바른 씬-트리 경로여야하고 애니메이"
+"션을 재생산할 [member AnimationMixer.root_node]에서 시작하여야 합니다. 속성이"
+"나 본을 제어하는 트랙은 그들의 이름을 경로 뒤에 추가해야 하며, [code]\":\"[/"
+"code]로 분리되어야 합니다.\n"
+"예를 들어, [code]\"character/skeleton:ankle\"[/code] 또는 [code]\"character/"
+"mesh:transform/local\"[/code]과 같습니다."
+
+msgid ""
+"Swaps the track [param track_idx]'s index position with the track [param "
+"with_idx]."
+msgstr ""
+"트랙 [param track_idx] 의 인덱스 위치를 트랙 [param with_idx] 와 맞바꿉니다."
+
+msgid "Returns the update mode of a value track."
+msgstr "값 트랙의 업데이트 모드를 반환합니다."
+
+msgid ""
+"Returns the interpolated value at the given time (in seconds). The [param "
+"track_idx] must be the index of a value track.\n"
+"A [param backward] mainly affects the direction of key retrieval of the track "
+"with [constant UPDATE_DISCRETE] converted by [constant "
+"AnimationMixer.ANIMATION_CALLBACK_MODE_DISCRETE_FORCE_CONTINUOUS] to match "
+"the result with [method track_find_key]."
+msgstr ""
+"주어진 시각(초 단위)의 보간된 값을 반환합니다. [param track_idx] 는 값 트랙의 "
+"인덱스여야 합니다.\n"
+"[param backward] 는 주로 트랙의 키 복구의 방향에 영향을 미치고 [method "
+"track_find_key] 와 결과를 맞추기 위해 [constant UPDATE_DISCRETE] 가 [constant "
+"AnimationMixer.ANIMATION_CALLBACK_MODE_DISCRETE_FORCE_CONTINUOUS] 에 의해 변환"
+"됩니다."
+
+msgid ""
+"Returns [code]true[/code] if the capture track is included. This is a cached "
+"readonly value for performance."
+msgstr ""
+"캡쳐 트랙이 포함되어 있을 경우 [code]true[/code]를 반환합니다. 이는 향상성을 "
+"위해 캐시에 저장된 읽기 전용 값입니다."
+
+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 ""
+"애니메이션의 전체 길이입니다 (초 단위).\n"
+"[b]참고:[/b] 길이는 마지막 키에 의해 제한되지 않는데, 이는 마지막 키가 올바른 "
+"보간과 루프 처리를 위해 끝보다 앞이거나 뒤일 수 있기 때문입니다."
+
+msgid "The animation step value."
+msgstr "애니메이션 스텝 값입니다."
+
+msgid "3D position track (values are stored in [Vector3]s)."
+msgstr "3D 위치 트랙 입니다 (값은 [Vector3]로 저장됩니다)."
+
+msgid "3D rotation track (values are stored in [Quaternion]s)."
+msgstr "3D 회전 트랙입니다 (값은 [Quarternion]으로 저장됩니다)."
+
+msgid "3D scale track (values are stored in [Vector3]s)."
+msgstr "3D 스케일 트랙입니다 (값은 [Vector3]으로 저장됩니다)."
+
+msgid "Blend shape track."
+msgstr "블렌드 모양 트랙."
+
+msgid "Method tracks call functions with given arguments per key."
+msgstr "메서드 트랙은 각 키에 대해 주어진 인자로 함수를 호출합니다."
+
+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 ""
+"베지어 트랙은 커스텀 곡선을 사용하여 값을 보간하는 데 사용됩니다. 또한 벡터와 "
+"색상의 하위 속성(예: [Color]의 알파 값)에 애니메이션화하는 데에도 사용될 수 있"
+"습니다."
+
+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 ""
+"오디오 트랙은 [AudioStreamPlayer]의 유형 중에서 오디오 스트림을 재생하는 데에 "
+"사용됩니다. 스트림은 애니메이션에서 다듬어지거나 미리볼 수 있습니다."
+
+msgid "Animation tracks play animations in other [AnimationPlayer] nodes."
+msgstr ""
+"애니메이션 트랙은 다른 [AnimationPlayer] 노드에서 애니메이션을 재생합니다."
+
+msgid "No interpolation (nearest value)."
+msgstr "보간하지 않습니다 (가장 가까운 값)."
+
+msgid "Linear interpolation."
+msgstr "선형 보간입니다."
+
+msgid ""
+"Cubic interpolation. This looks smoother than linear interpolation, but is "
+"more expensive to interpolate. Stick to [constant INTERPOLATION_LINEAR] for "
+"complex 3D animations imported from external software, even if it requires "
+"using a higher animation framerate in return."
+msgstr ""
+"세제곱 보간입니다. 이는 선형 보간보다 부드럽게 보이지만, 보간하는 데에 더 까다"
+"롭습니다. 외부 소프트웨어에서 가져온 복잡한 3D 애니메이션에는 그 대가로 더 높"
+"은 애니메이션 프레임 속도를 필요로 하게 되더라도 [constant "
+"INTERPOLATION_LINEAR]를 주로 사용하세요."
+
+msgid ""
+"Linear interpolation with shortest path rotation.\n"
+"[b]Note:[/b] The result value is always normalized and may not match the key "
+"value."
+msgstr ""
+"최단 경로 회전을 사용하는 선형 보간입니다.\n"
+"[b]참고:[/b] 결과 값은 항상 정규화되며, 키 값과 일치하지 않을 수 있습니다."
+
+msgid ""
+"Cubic interpolation with shortest path rotation.\n"
+"[b]Note:[/b] The result value is always normalized and may not match the key "
+"value."
+msgstr ""
+"최단 경로 회전을 사용하는 세제곱 보간입니다.\n"
+"[b]참고:[/b] 결과 값은 항상 정규화되며, 키 값과 일치하지 않을 수 있습니다."
+
+msgid "Update between keyframes and hold the value."
+msgstr "키프레임 사이를 업데이트하고 값을 유지합니다."
+
+msgid "Update at the keyframes."
+msgstr "키프레임에서 업데이트합니다."
+
+msgid ""
+"Same as [constant UPDATE_CONTINUOUS] but works as a flag to capture the value "
+"of the current object and perform interpolation in some methods. See also "
+"[method AnimationMixer.capture], [member "
+"AnimationPlayer.playback_auto_capture], and [method "
+"AnimationPlayer.play_with_capture]."
+msgstr ""
+"[constant UPDATE_CONTINUOUS] 와 같지만 현재 오브젝트의 값을 가져오고 몇몇 메서"
+"드에서 보간을 실행하기 위한 플래그로 작동합니다. [method "
+"AnimationMixer.capture], [member AnimationPlayer.playback_auto_capture], 그리"
+"고 [method AnimationPlayer.play_with_capture] 도 참조하세요."
+
+msgid "At both ends of the animation, the animation will stop playing."
+msgstr "애니메이션 양 끝에서 애니메이션의 재생을 멈춥니다."
+
+msgid ""
+"At both ends of the animation, the animation will be repeated without "
+"changing the playback direction."
+msgstr ""
+"애니메이션의 양 끝에서 재생 방향을 변경하지 않고 애니메이션이 반복됩니다."
+
+msgid "Repeats playback and reverse playback at both ends of the animation."
+msgstr "애니메이션의 양 끝에서 재생과 역재생을 반복합니다."
+
+msgid "This flag indicates that the animation proceeds without any looping."
+msgstr "이 플래그는 애니메이션이 루프 없이 진행됨을 나타냅니다."
+
+msgid ""
+"This flag indicates that the animation has reached the end of the animation "
+"and just after loop processed."
+msgstr ""
+"이 플래그는 애니메이션이 끝에 도달하고 루프가 진행된 직후임을 나타냅니다."
+
+msgid ""
+"This flag indicates that the animation has reached the start of the animation "
+"and just after loop processed."
+msgstr ""
+"이 플래그는 애니메이션이 시작 부분에 도달하고 루프가 진행된 직후임을 나타냅니"
+"다."
+
+msgid "Finds the nearest time key."
+msgstr "가장 가까운 시각 키를 찾습니다."
+
+msgid "Finds only the key with approximating the time."
+msgstr "시각에 근접하는 키만 찾습니다."
+
+msgid "Finds only the key with matching the time."
+msgstr "시각과 일치하는 키만 찾습니다."
+
+msgid "Container for [Animation] resources."
+msgstr "[Animation] 리소스를 위한 저장공간입니다."
+
+msgid ""
+"An animation library stores a set of animations accessible through "
+"[StringName] keys, for use with [AnimationPlayer] nodes."
+msgstr ""
+"애니메이션 라이브러리는 [StringName] 키를 통해 접근할 수 있는 애니메이션 세트"
+"를 저장하며, [AnimationPlayer] 노드와 함께 사용됩니다."
+
+msgid "Animation tutorial index"
+msgstr "애니메이션 튜토리얼 목록"
+
+msgid ""
+"Adds the [param animation] to the library, accessible by the key [param name]."
+msgstr ""
+"[param animation]을 라이브러리에 추가하며, [param name] 키를 통해 접근할 수 있"
+"습니다."
+
+msgid ""
+"Returns the [Animation] with the key [param name]. If the animation does not "
+"exist, [code]null[/code] is returned and an error is logged."
+msgstr ""
+"[param name] 키에 해당하는 [Animation]을 반환합니다. 애니메이션이 존재하지 않"
+"으면, [code]null[/code]이 반환되며 오류가 기록됩니다."
+
+msgid "Returns the keys for the [Animation]s stored in the library."
+msgstr "라이브러리에 저장된 [Animation]의 키를 반환합니다."
+
+msgid "Returns the key count for the [Animation]s stored in the library."
+msgstr "라이브러리에 저장된 [Animation]의 키 개수를 반환합니다."
+
+msgid ""
+"Returns [code]true[/code] if the library stores an [Animation] with [param "
+"name] as the key."
+msgstr ""
+"라이브러리가 [Animation]을 [param name]을 키로 하여 저장한다면 [code]true[/"
+"code]를 반환합니다."
+
+msgid "Removes the [Animation] with the key [param name]."
+msgstr "[param name] 키로 된 [Animation]을 제거합니다."
+
+msgid ""
+"Changes the key of the [Animation] associated with the key [param name] to "
+"[param newname]."
+msgstr ""
+"[param name] 키와 연결된 [Animation]의 키를 [param newname]으로 변경합니다."
+
+msgid "Emitted when an [Animation] is added, under the key [param name]."
+msgstr "[param name] 키 아래에 [Animation]이 추가될 때 방출됩니다."
+
+msgid ""
+"Emitted when there's a change in one of the animations, e.g. tracks are "
+"added, moved or have changed paths. [param name] is the key of the animation "
+"that was changed.\n"
+"See also [signal Resource.changed], which this acts as a relay for."
+msgstr ""
+"애니메이션 중 하나에 변경사항이 있을 때 방출되며, 예를 들어 트랙이 추가, 이"
+"동, 경로가 변경되었을 때가 있습니다. [param name]은 변경된 애니메이션의 키입니"
+"다.\n"
+"이것을 신호로 작동하는 [signal Resource.changed]도 참조하세요."
+
+msgid "Emitted when an [Animation] stored with the key [param name] is removed."
+msgstr "[param name] 키로 저장된 [Animation]이 제거될 때 방출됩니다."
+
+msgid ""
+"Emitted when the key for an [Animation] is changed, from [param name] to "
+"[param to_name]."
+msgstr ""
+"[param name]에서 [param to_name]으로 [Animation]의 키가 변경될 때 방출됩니다."
+
+msgid "Base class for [AnimationPlayer] and [AnimationTree]."
+msgstr "[AnimationPlayer]와 [AnimationTree]의 기반 클래스입니다."
+
+msgid ""
+"Base class for [AnimationPlayer] and [AnimationTree] to manage animation "
+"lists. It also has general properties and methods for playback and blending.\n"
+"After instantiating the playback information data within the extended class, "
+"the blending is processed by the [AnimationMixer]."
+msgstr ""
+"애니메이션 목록을 관리하기 위한 [AnimationPlayer]와 [AnimationTree]의 기반 클"
+"래스입니다. 재생과 블렌드를 위한 종합적인 속성과 메서드도 가지고 있습니다.\n"
+"상속한 클래스 내에서 재생 정보 데이터를 인스턴스화하고 난 이후, 블렌딩은 "
+"[AnimationMixer]에 의해 처리됩니다."
+
+msgid "Migrating Animations from Godot 4.0 to 4.3"
+msgstr "Godot 4.0에서 4.3으로 애니메이션 이전하기"
+
+msgid "A virtual function for processing after getting a key during playback."
+msgstr "재생 중 키를 얻은 후 처리하는 가상 함수입니다."
+
+msgid ""
+"Adds [param library] to the animation player, under the key [param name].\n"
+"AnimationMixer has a global library by default with an empty string as key. "
+"For adding an animation to the global library:\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var global_library = mixer.get_animation_library(\"\")\n"
+"global_library.add_animation(\"animation_name\", animation_resource)\n"
+"[/gdscript]\n"
+"[/codeblocks]"
+msgstr ""
+"애니메이션 플레이어에 [param library]를 [param name] 하에 추가합니다.\n"
+"AnimationMixer는 기본적으로 빈 문자열을 키로 하여 글로벌 라이브러리를 가지고 "
+"있습니다. 글로벌 라이브러리에 애니메이션을 추가하기 위해서 다음과 같이 하세"
+"요:\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var global_library = mixer.get_animation_library(\"\")\n"
+"global_library.add_animation(\"animation_name\", animation_resource)\n"
+"[/gdscript]\n"
+"[/codeblocks]"
+
+msgid "Manually advance the animations by the specified time (in seconds)."
+msgstr "지정된 시간(초 단위)만큼 애니메이션을 수동으로 진행합니다."
+
+msgid ""
+"If the animation track specified by [param name] has an option [constant "
+"Animation.UPDATE_CAPTURE], stores current values of the objects indicated by "
+"the track path as a cache. If there is already a captured cache, the old "
+"cache is discarded.\n"
+"After this it will interpolate with current animation blending result during "
+"the playback process for the time specified by [param duration], working like "
+"a crossfade.\n"
+"You can specify [param trans_type] as the curve for the interpolation. For "
+"better results, it may be appropriate to specify [constant "
+"Tween.TRANS_LINEAR] for cases where the first key of the track begins with a "
+"non-zero value or where the key value does not change, and [constant "
+"Tween.TRANS_QUAD] for cases where the key value changes linearly."
+msgstr ""
+"만약 [param name] 으로 명시된 애니메이션 트랙이 [constant "
+"Animation.UPDATE_CAPTURE] 옵션을 가지고 있다면, 트랙 경로에 지칭된 오브젝트의 "
+"현재 값을 캐시로 저장합니다. 만약 이미 캡쳐된 캐시가 있다면, 기존 캐시는 버려"
+"집니다.\n"
+"이 이후에 [param duration] 에 명시된 시간 만큼의 재생 과정 동안 블렌딩 결과를 "
+"현재 애니메이션과 보간하고, 크로스페이드처럼 동작합니다.\n"
+"[param trans_type] 을 보간의 곡선으로 명시할 수 있습니다. 더 나은 결과를 위"
+"해, 트랙의 첫 번째 키가 0이 아닌 값으로 시작하는 경우나 키의 값이 변경되지 않"
+"는 경우 [constant Tween.TRANS_LINEAR] 를, 키의 값이 선형적으로 변하는 경우 "
+"[constant Tween.TRANS_QUAD] 를 명시해주는 것이 적절할 수도 있습니다."
+
+msgid ""
+"[AnimationMixer] caches animated nodes. It may not notice if a node "
+"disappears; [method clear_caches] forces it to update the cache again."
+msgstr ""
+"[AnimationMixer는 애니메이션이 적용된 노드를 캐시에 저장합니다. 노드가 사라지"
+"면 이를 인식하지 못할 수 있습니다; [method clear_caches]는 캐시를 다시 업데이"
+"트하도록 강제합니다."
+
+msgid ""
+"Returns the key of [param animation] or an empty [StringName] if not found."
+msgstr ""
+"[param animation] 의 키를 반환하며, 찾을 수 없다면 빈 [StringName] 을 반환합니"
+"다."
+
+msgid ""
+"Returns the key for the [AnimationLibrary] that contains [param animation] or "
+"an empty [StringName] if not found."
+msgstr ""
+"[param animation]을 포함하는 [AnimationLibrary]의 키를 반환하며, 찾을 수 없다"
+"면 빈 [StringName]을 반환합니다."
+
+msgid ""
+"Returns the first [AnimationLibrary] with key [param name] or [code]null[/"
+"code] if not found.\n"
+"To get the [AnimationMixer]'s global animation library, use "
+"[code]get_animation_library(\"\")[/code]."
+msgstr ""
+"[param name] 키를 가진 첫 번째 [AnimationLibrary] 를 반환하며 찾을 수 없다면 "
+"[code]null[/code] 을 반환합니다.\n"
+"[AnimationMixer] 의 전역 애니메이션 라이브러리를 가져오기 위해 "
+"[code]get_animation_library(\"\")[/code] 를 사용하세요."
+
+msgid "Returns the list of stored library keys."
+msgstr "저장된 라이브러리 키들의 목록을 반환합니다."
+
+msgid "Returns the list of stored animation keys."
+msgstr "저장된 애니메이션 키들의 목록을 반환합니다."
+
+msgid ""
+"Retrieve the blended value of the position tracks with the [member "
+"root_motion_track] as a [Vector3] that can be used elsewhere.\n"
+"This is useful in cases where you want to respect the initial key values of "
+"the animation.\n"
+"For example, if an animation with only one key [code]Vector3(0, 0, 0)[/code] "
+"is played in the previous frame and then an animation with only one key "
+"[code]Vector3(1, 0, 1)[/code] is played in the next frame, the difference can "
+"be calculated as follows:\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var prev_root_motion_position_accumulator\n"
+"\n"
+"func _process(delta):\n"
+"\tif Input.is_action_just_pressed(\"animate\"):\n"
+"\t\tstate_machine.travel(\"Animate\")\n"
+"\tvar current_root_motion_position_accumulator = "
+"animation_tree.get_root_motion_position_accumulator()\n"
+"\tvar difference = current_root_motion_position_accumulator - "
+"prev_root_motion_position_accumulator\n"
+"\tprev_root_motion_position_accumulator = "
+"current_root_motion_position_accumulator\n"
+"\ttransform.origin += difference\n"
+"[/gdscript]\n"
+"[/codeblocks]\n"
+"However, if the animation loops, an unintended discrete change may occur, so "
+"this is only useful for some simple use cases."
+msgstr ""
+"[member root_motion_track] 으로 위치 트랙의 블렌드된 값을 다른 곳에서 쓰일 수 "
+"있는 [Vector3] 로 찾아옵니다.\n"
+"이는 애니메이션의 초기 키 값을 보존하고 싶은 경우 유용합니다.\n"
+"예를 들어, 만약 [code]Vector3(0, 0, 0)[/code] 하나의 키만 가지고 있는 애니메이"
+"션이 이전 프레임에 재생되었고 [code]Vector3(1, 0, 1)[/code] 하나의 키만 가지"
+"고 있는 애니메이션이 다음 프레임에 재생된다면, 그 차이는 다음과 같이 계산될 "
+"수 있습니다:\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var prev_root_motion_position_accumulator\n"
+"\n"
+"func _process(delta):\n"
+"\tif Input.is_action_just_pressed(\"animate\"):\n"
+"\t\tstate_machine.travel(\"Animate\")\n"
+"\tvar current_root_motion_position_accumulator = "
+"animation_tree.get_root_motion_position_accumulator()\n"
+"\tvar difference = current_root_motion_position_accumulator - "
+"prev_root_motion_position_accumulator\n"
+"\tprev_root_motion_position_accumulator = "
+"current_root_motion_position_accumulator\n"
+"\ttransform.origin += difference\n"
+"[/gdscript]\n"
+"[/codeblocks]\n"
+"그러나 애니메이션이 반복될 경우, 의도하지 않은 불연속적인 변화가 발생할 수 있"
+"으므로, 이는 일부 간단한 사용 사례에서만 유용합니다."
+
+msgid ""
+"Returns [code]true[/code] if the [AnimationMixer] stores an [Animation] with "
+"key [param name]."
+msgstr ""
+"만약 [AnimationMixer]가 [param name] 키로 [Animation]을 저장한다면 "
+"[code]true[/code]를 반환합니다."
+
+msgid ""
+"Returns [code]true[/code] if the [AnimationMixer] stores an "
+"[AnimationLibrary] with key [param name]."
+msgstr ""
+"[AnimationMixer]가 [param name] 키로 [AnimationLibrary]를 저장한다면 "
+"[code]true[/code]를 반환합니다."
+
+msgid "Removes the [AnimationLibrary] associated with the key [param name]."
+msgstr "[param name] 키와 연관된 [AnimationLibrary] 를 제거합니다."
+
+msgid ""
+"Moves the [AnimationLibrary] associated with the key [param name] to the key "
+"[param newname]."
+msgstr ""
+"[param name] 키와 연결된 [AnimationLibrary]를 [param newname] 키로 이동시킵니"
+"다."
+
+msgid "If [code]true[/code], the [AnimationMixer] will be processing."
+msgstr "[code]true[/code]인 경우, [AnimationMixer]가 진행됩니다."
+
+msgid ""
+"The number of possible simultaneous sounds for each of the assigned "
+"AudioStreamPlayers.\n"
+"For example, if this value is [code]32[/code] and the animation has two audio "
+"tracks, the two [AudioStreamPlayer]s assigned can play simultaneously up to "
+"[code]32[/code] voices each."
+msgstr ""
+"할당된 각 AudioStreamPlayer의 가능한 동시 재생가능한 소리의 수입니다.\n"
+"예를 들어, 만약 이 값이 [code]32[/code] 고 애니메이션이 두 오디오 트랙을 가지"
+"고 있다면, 할당된 두 [AudioStreamPlayer]는 각각 최대 [code]32[/code]개의 소리"
+"를 동시에 재생할 수 있습니다."
+
+msgid "The call mode used for \"Call Method\" tracks."
+msgstr "\"Call Method\" 트랙에 사용되는 호출 모드입니다."
+
+msgid "The process notification in which to update animations."
+msgstr "애니메이션을 업데이트할 프로세스 알림입니다."
+
+msgid ""
+"If [code]true[/code], [method get_root_motion_position] value is extracted as "
+"a local translation value before blending. In other words, it is treated like "
+"the translation is done after the rotation."
+msgstr ""
+"[code]true[/code]인 경우, [method get_root_motion_position] 값은 블렌드 전에 "
+"로컬 번역 값으로 추출됩니다. 즉, 회전 후에 번역이 완료된 것처럼 다루어집니다."
+
+msgid "The node which node path references will travel from."
+msgstr "노드 경로 참조가 시작될 기준 노드입니다."
+
+msgid ""
+"Notifies when an animation finished playing.\n"
+"[b]Note:[/b] This signal is not emitted if an animation is looping."
+msgstr ""
+"애니메이션 재생이 끝났을 때 알림을 보냅니다.\n"
+"[b]참고:[/b] 이 신호는 애니메이션이 반복 중일 경우 발생하지 않습니다."
+
+msgid "Notifies when the animation libraries have changed."
+msgstr "애니메이션 라이브러리가 변경되었을 때 알림을 보냅니다."
+
+msgid "Notifies when an animation list is changed."
+msgstr "애니메이션 리스트가 변경되었을 때 알림을 보냅니다."
+
+msgid ""
+"Notifies when the caches have been cleared, either automatically, or manually "
+"via [method clear_caches]."
+msgstr ""
+"캐시가 자동으로 또는 [method clear caches]를 통해 수동으로 비워졌을 때 알림을 "
+"보냅니다."
+
+msgid ""
+"Notifies when the blending result related have been applied to the target "
+"objects."
+msgstr "블렌딩 결과가 대상 오브젝트에 적용되었을 때 알림을 보냅니다."
+
+msgid "Notifies when the property related process have been updated."
+msgstr "속성과 관련된 프로세스가 업데이트되었을 때 알림을 보냅니다."
+
+msgid ""
+"Process animation during physics frames (see [constant "
+"Node.NOTIFICATION_INTERNAL_PHYSICS_PROCESS]). This is especially useful when "
+"animating physics bodies."
+msgstr ""
+"물리 프레임 중에 애니메이션을 처리합니다.(참고:[constant "
+"Node.NOTIFICATION_INTERNAL_PHYSICS_PROCESS]). 이는 물리적 물체를 애니메이션화 "
+"할 때 특히 유용합니다."
+
+msgid ""
+"Process animation during process frames (see [constant "
+"Node.NOTIFICATION_INTERNAL_PROCESS])."
+msgstr ""
+"프로세스 프레임 중에 애니메이션을 처리합니다. (참고: [constant "
+"Node.NOTIFICATION_INTERNAL_PROCESS] )."
+
+msgid ""
+"Do not process animation. Use [method advance] to process the animation "
+"manually."
+msgstr ""
+"애니메이션을 처리하지 않습니다. 애니메이션을 수동으로 처리하기 위해서는 "
+"[method advance]를 사용하세요."
+
+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 ""
+"애니메이션 진행 중의 메서드 호출을 일괄적으로 저장하고, 이벤트가 처리되고 난 "
+"이후 호출을 실행합니다. 이는 재생 중에 노드를 삭제하거나 AnimationPlayer를 수"
+"정하는 것에서 발생하는 버그를 피하기 위함입니다."
+
+msgid "Make method calls immediately when reached in the animation."
+msgstr "애니메이션에서 도달했을 때 즉시 메서드 호출을 수행합니다."
+
+msgid ""
+"An [constant Animation.UPDATE_DISCRETE] track value takes precedence when "
+"blending [constant Animation.UPDATE_CONTINUOUS] or [constant "
+"Animation.UPDATE_CAPTURE] track values and [constant "
+"Animation.UPDATE_DISCRETE] track values."
+msgstr ""
+"[constant Animation.UPDATE_DISCRETE] 트랙 값이 [constant "
+"Animation.UPDATE_CONTINUOUS] 나 [constant Animation.UPDATE_CAPTURE] 트랙 값과 "
+"[constant Animation.UPDATE_DISCRETE] 트랙 값을 블렌드할 때 우선순위가 됩니다."
+
+msgid ""
+"An [constant Animation.UPDATE_CONTINUOUS] or [constant "
+"Animation.UPDATE_CAPTURE] track value takes precedence when blending the "
+"[constant Animation.UPDATE_CONTINUOUS] or [constant Animation.UPDATE_CAPTURE] "
+"track values and the [constant Animation.UPDATE_DISCRETE] track values. This "
+"is the default behavior for [AnimationPlayer]."
+msgstr ""
+"[constant Animation.UPDATE_CONTINUOUS] 나 [constant Animation.UPDATE_CAPTURE] "
+"트랙 값이 [constant Animation.UPDATE_CONTINUOUS] 나 [constant "
+"Animation.UPDATE_CAPTURE] 트랙 값과 [constant Animation.UPDATE_DISCRETE] 트랙 "
+"값을 블렌드할 때 우선순위가 됩니다. 이는 [AnimationPlayer] 의 디폴트 동작입니"
+"다."
+
+msgid ""
+"Always treat the [constant Animation.UPDATE_DISCRETE] track value as "
+"[constant Animation.UPDATE_CONTINUOUS] with [constant "
+"Animation.INTERPOLATION_NEAREST]. This is the default behavior for "
+"[AnimationTree].\n"
+"If a value track has un-interpolatable type key values, it is internally "
+"converted to use [constant ANIMATION_CALLBACK_MODE_DISCRETE_RECESSIVE] with "
+"[constant Animation.UPDATE_DISCRETE].\n"
+"Un-interpolatable type list:\n"
+"- [constant @GlobalScope.TYPE_NIL]\n"
+"- [constant @GlobalScope.TYPE_NODE_PATH]\n"
+"- [constant @GlobalScope.TYPE_RID]\n"
+"- [constant @GlobalScope.TYPE_OBJECT]\n"
+"- [constant @GlobalScope.TYPE_CALLABLE]\n"
+"- [constant @GlobalScope.TYPE_SIGNAL]\n"
+"- [constant @GlobalScope.TYPE_DICTIONARY]\n"
+"- [constant @GlobalScope.TYPE_PACKED_BYTE_ARRAY]\n"
+"[constant @GlobalScope.TYPE_BOOL] and [constant @GlobalScope.TYPE_INT] are "
+"treated as [constant @GlobalScope.TYPE_FLOAT] during blending and rounded "
+"when the result is retrieved.\n"
+"It is same for arrays and vectors with them such as [constant "
+"@GlobalScope.TYPE_PACKED_INT32_ARRAY] or [constant "
+"@GlobalScope.TYPE_VECTOR2I], they are treated as [constant "
+"@GlobalScope.TYPE_PACKED_FLOAT32_ARRAY] or [constant "
+"@GlobalScope.TYPE_VECTOR2]. Also note that for arrays, the size is also "
+"interpolated.\n"
+"[constant @GlobalScope.TYPE_STRING] and [constant "
+"@GlobalScope.TYPE_STRING_NAME] are interpolated between character codes and "
+"lengths, but note that there is a difference in algorithm between "
+"interpolation between keys and interpolation by blending."
+msgstr ""
+"[constant Animation.UPDATE_DISCRETE] 트랙 값을 언제나 [constant "
+"Animation.INTERPOLATION_NEAREST] 를 통해 [constant "
+"Animation.INTERPOLATION_NEAREST] 처럼 다룹니다. 이는 [AnimationTree] 의 디폴"
+"트 동작입니다.\n"
+"만약 값 트랙이 보간 불가능한 타입의 키 값을 가지고 있다면, 그것은 [constant "
+"Animation.UPDATE_DISCRETE] 를 통해 [constant "
+"ANIMATION_CALLBACK_MODE_DISCRETE_RECESSIVE] 를 사용하도록 내부적으로 변환됩니"
+"다.\n"
+"보간 불가능한 타입 목록:\n"
+"- [constant @GlobalScope.TYPE_NIL]\n"
+"- [constant @GlobalScope.TYPE_NODE_PATH]\n"
+"- [constant @GlobalScope.TYPE_RID]\n"
+"- [constant @GlobalScope.TYPE_OBJECT]\n"
+"- [constant @GlobalScope.TYPE_CALLABLE]\n"
+"- [constant @GlobalScope.TYPE_SIGNAL]\n"
+"- [constant @GlobalScope.TYPE_DICTIONARY]\n"
+"- [constant @GlobalScope.TYPE_PACKED_BYTE_ARRAY]\n"
+"[constant @GlobalScope.TYPE_BOOL] 과 [constant @GlobalScope.TYPE_INT] 는 블렌"
+"딩 과정에서 [constant @GlobalScope.TYPE_FLOAT] 로 취급되며 결과가 도출되면 반"
+"올림됩니다.\n"
+"이는 [constant @GlobalScope.TYPE_PACKED_INT32_ARRAY] 또는 [constant "
+"@GlobalScope.TYPE_VECTOR2I] 같은 위의 두 타입을 포함한 배열과 벡터에도 똑같이 "
+"적용되며, 그들은 각각 [@GlobalScope.TYPE_PACKED_FLOAT32_ARRAY] or [constant "
+"@GlobalScope.TYPE_VECTOR2] 로 취급됩니다. 또한 배열에서는, 크기도 보간된다는 "
+"점을 참고하세요.\n"
+"[constant @GlobalScope.TYPE_STRING] 과 [constant "
+"@GlobalScope.TYPE_STRING_NAME] 은 문자 코드와 길이가 보간되지만, 키들 간의 보"
+"간과 블렌딩에서의 보간은 알고리즘에 차이가 있다는 점을 참고하세요."
+
+msgid "Base class for [AnimationTree] nodes. Not related to scene nodes."
+msgstr "[AnimationTree] 노드의 기본 클래스입니다. 씬 노드와는 관련이 없습니다."
+
+msgid "Using AnimationTree"
+msgstr "AnimationTree를 사용하기"
+
+msgid ""
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"override the text caption for this animation node."
+msgstr ""
+"[AnimationRootNode] 에서 상속할 때, 이 가상 메서드를 이 애니메이션 노드의 텍스"
+"트 캡션을 재정의하도록 구현하세요."
+
+msgid ""
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return a child animation node by its [param name]."
+msgstr ""
+"[AnimationRootNode] 에서 상속할 때, 이 가상 메서드를 [param name]으로 자식 애"
+"니메이션 노드를 반환하도록 구현하세요."
+
+msgid ""
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return all child animation nodes in order as a [code]name: node[/code] "
+"dictionary."
+msgstr ""
+"[AnimationRootNode] 에서 상속할 때, 이 가상 메서드를 모든 자식 애니메이션 노드"
+"들을 [code]name: node[/code] 딕셔너리로 반환하도록 구현하세요."
+
+msgid ""
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return the default value of a [param parameter]. Parameters are custom local "
+"memory used for your animation nodes, given a resource can be reused in "
+"multiple trees."
+msgstr ""
+"[AnimationRootNode] 에서 상속할 때, 이 가상 메서드를 [param parameter] 의 디폴"
+"트 값을 반환하도록 구현하세요. 리소스가 여러 트리에서 재사용될 수 있기 때문"
+"에, 매개변수는 애니메이션 노드들에 사용되는 커스텀 로컬 메모리입니다."
+
+msgid ""
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return a list of the properties on this animation node. Parameters are custom "
+"local memory used for your animation nodes, given a resource can be reused in "
+"multiple trees. Format is similar to [method Object.get_property_list]."
+msgstr ""
+"[AnimationRootNode] 에서 상속할 때, 이 가상 메서드를 이 애니메이션 노드의 속"
+"성 리스트를 반환하도록 구현하세요. 리소스가 여러 트리에서 재사용될 수 있기 때"
+"문에, 매개변수는 애니메이션 노드들에 사용되는 커스텀 로컬 메모리입니다. 형식"
+"은 [method Object.get_preperty_list] 와 비슷합니다."
+
+msgid ""
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return whether the blend tree editor should display filter editing on this "
+"animation node."
+msgstr ""
+"[AnimationRootNode] 에서 상속할 때, 이 가상 메서드를 블렌드 트리 편집기가 이 "
+"애니메이션 노드에 필터 편집을 표시해야 하는지 여부를 반환하도록 구현하세요."
+
+msgid ""
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"return whether the [param parameter] is read-only. Parameters are custom "
+"local memory used for your animation nodes, given a resource can be reused in "
+"multiple trees."
+msgstr ""
+"[AnimationRootNode] 에서 상속할 때, 이 가상 메서드를 [param parameter] 가 읽"
+"기 전용인지 여부를 반환하도록 구현하세요. 리소스가 여러 트리에서 재사용될 수 "
+"있기 때문에, 매개변수는 애니메이션 노드들에 사용되는 커스텀 로컬 메모리입니다."
+
+msgid ""
+"Currently this is mostly useless as there is a lack of many APIs to extend "
+"AnimationNode by GDScript. It is planned that a more flexible API using "
+"structures will be provided in the future."
+msgstr ""
+"GDScript의 AnimationNode 를 상속하는 많은 API의 부재로 인해 대부분 쓸모없습니"
+"다. 미래에 구조를 사용하는 더 유연한 API가 제공될 예정입니다."
+
+msgid ""
+"When inheriting from [AnimationRootNode], implement this virtual method to "
+"run some code when this animation node is processed. The [param time] "
+"parameter is a relative delta, unless [param seek] 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 delta."
+msgstr ""
+"[AnimationRootNode] 에서 상속할 때, 이 가상 메서드를 이 애니메이션 노드가 처리"
+"될 때 몇몇 코드를 작동시키도록 구현하세요. [param time] 매개변수는 상대적인 델"
+"타 값이며, [param seek] 가 [code]true[/code] 라면, 절대적입니다.\n"
+"여기서, [method blend_input], [method blend_node] 또는 [method "
+"blend_animation] 함수를 호출하세요. [method get_parameter] 와 [method "
+"set_parameter] 를 사용하여 로컬 메모리를 수정할 수도 있습니다.\n"
+"이 함수는 델타를 반환해야 합니다."
+
+msgid ""
+"Adds an input to the animation node. This is only useful for animation nodes "
+"created for use in an [AnimationNodeBlendTree]. If the addition fails, "
+"returns [code]false[/code]."
+msgstr ""
+"애니메이션 노드에 입력을 추가합니다. [AnimationNodeBlendTree] 에서 사용되기 위"
+"해 만들어진 애니메이션 노드들에만 유용합니다. 추가가 실패하면, [code]false[/"
+"code] 를 반환합니다."
+
+msgid ""
+"Blend another animation node (in case this animation node contains child "
+"animation nodes). This function is only useful if you inherit from "
+"[AnimationRootNode] instead, otherwise editors will not display your "
+"animation node for addition."
+msgstr ""
+"다른 애니메이션 노드를 블렌드합니다 (어떤 경우 이 애니메이션 노드가 자식 애니"
+"메이션 노드를 포함할 수 있습니다). 이는 [AnimationRootNode] 에서 대신 상속했"
+"을 경우에만 유용하며, 그렇지 않은 경우 편집기가 추가를 위한 여러분의 애니메이"
+"션 노드를 표시하지 않을 것입니다."
+
+msgid ""
+"Returns the input index which corresponds to [param name]. If not found, "
+"returns [code]-1[/code]."
+msgstr ""
+"[param name] 에 해당하는 입력 인덱스를 반환합니다. 찾지 못한 경우, [code]-1[/"
+"code] 를 반환합니다."
+
+msgid ""
+"Amount of inputs in this animation node, only useful for animation nodes that "
+"go into [AnimationNodeBlendTree]."
+msgstr ""
+"이 애니메이션 노드의 입력 수로, [AnimationNodeBlendTree]로 들어가는 애니메이"
+"션 노드에서만 유용합니다."
+
+msgid "Gets the name of an input by index."
+msgstr "인덱스에 의한 입력의 이름을 가져옵니다."
+
+msgid ""
+"Gets the value of a parameter. Parameters are custom local memory used for "
+"your animation nodes, given a resource can be reused in multiple trees."
+msgstr ""
+"매개변수의 값을 가져옵니다. 리소스가 여러 트리에서 재사용될 수 있으므로, 매개"
+"변수는 애니메이션 노드에서 사용하는 커스텀 로컬 메모리입니다."
+
+msgid ""
+"Returns the object id of the [AnimationTree] that owns this node.\n"
+"[b]Note:[/b] This method should only be called from within the [method "
+"AnimationNodeExtension._process_animation_node] method, and will return an "
+"invalid id otherwise."
+msgstr ""
+"이 노드를 소유한 [AnimationTree]의 오브젝트 ID를 반환합니다.\n"
+"[b]참고:[/b] 이 메서드는 [method "
+"AnimationNodeExtension._process_animation_node] 메서드에서만 호출되어야 하며, "
+"그렇지 않은 경우 잘못된 ID를 반환합니다."
+
+msgid "Returns [code]true[/code] if the given path is filtered."
+msgstr "주어진 경로가 필터되었다면 [code]true[/code]를 반환합니다."
+
+msgid ""
+"Returns [code]true[/code] if this animation node is being processed in test-"
+"only mode."
+msgstr ""
+"만약 이 애니메이션 노드가 테스트 전용 모드에서 처리되고 있다면 [code]true[/"
+"code]를 반환합니다."
+
+msgid "Removes an input, call this only when inactive."
+msgstr "입력을 제거합니다, 비활성 상태인 경우에만 호출하세요."
+
+msgid "Adds or removes a path for the filter."
+msgstr "필터를 위한 경로를 추가하거나 제거합니다."
+
+msgid ""
+"Sets the name of the input at the given [param input] index. If the setting "
+"fails, returns [code]false[/code]."
+msgstr ""
+"주어진 [param input] 인덱스에서 입력의 이름을 설정합니다. 설정에 실패한다면, "
+"[code]false[/code]를 반환합니다."
+
+msgid ""
+"Sets a custom parameter. These are used as local memory, because resources "
+"can be reused across the tree or scenes."
+msgstr ""
+"커스텀 매개변수를 설정합니다. 리소스가 여러 트리나 씬에서 재사용될 수 있기 때"
+"문에, 이는 로컬 메모리로 사용됩니다."
+
+msgid "If [code]true[/code], filtering is enabled."
+msgstr "[code]true[/code]이면 필터링이 활성화됩니다."
+
+msgid ""
+"Emitted by nodes that inherit from this class and that have an internal tree "
+"when one of their animation nodes removes. The animation nodes that emit this "
+"signal are [AnimationNodeBlendSpace1D], [AnimationNodeBlendSpace2D], "
+"[AnimationNodeStateMachine], and [AnimationNodeBlendTree]."
+msgstr ""
+"이 클래스를 상속했으며 내부 트리를 가지고 있는 노드에서 애니메이션 노드 중 하"
+"나가 제거되면 방출됩니다. 이 시그널을 방출하는 애니메이션 노드는 "
+"[AnimationNodeBlendSpace1D], [AnimationNodeBlendSpace2D], "
+"[AnimationNodeStateMachine], 그리고 [AnimationNodeBlendTree] 입니다."
+
+msgid ""
+"Emitted by nodes that inherit from this class and that have an internal tree "
+"when one of their animation node names changes. The animation nodes that emit "
+"this signal are [AnimationNodeBlendSpace1D], [AnimationNodeBlendSpace2D], "
+"[AnimationNodeStateMachine], and [AnimationNodeBlendTree]."
+msgstr ""
+"이 클래스를 상속했으며 내부 트리를 가지고 있는 노드에서 애니메이션 노드 이름 "
+"중 하나가 변경되면 방출됩니다.이 시그널을 방출하는 애니메이션 노드는 "
+"[AnimationNodeBlendSpace1D], [AnimationNodeBlendSpace2D], "
+"[AnimationNodeStateMachine], 그리고 [AnimationNodeBlendTree] 입니다."
+
+msgid ""
+"Emitted by nodes that inherit from this class and that have an internal tree "
+"when one of their animation nodes changes. The animation nodes that emit this "
+"signal are [AnimationNodeBlendSpace1D], [AnimationNodeBlendSpace2D], "
+"[AnimationNodeStateMachine], [AnimationNodeBlendTree] and "
+"[AnimationNodeTransition]."
+msgstr ""
+"이 클래스를 상속했으며 내부 트리를 가지고 있는 노드에서 애니메이션 노드 중 하"
+"나가 변경되면 방출됩니다. 이 시그널을 방출하는 애니메이션 노드는 "
+"[AnimationNodeBlendSpace1D], [AnimationNodeBlendSpace2D], "
+"[AnimationNodeStateMachine], [AnimationNodeBlendTree], 그리고 "
+"[AnimationNodeTransition] 입니다."
+
+msgid "Do not use filtering."
+msgstr "필터링을 사용하지 않습니다."
+
+msgid "Paths matching the filter will be allowed to pass."
+msgstr "필터와 일치하는 경로는 통과가 허용됩니다."
+
+msgid "Paths matching the filter will be discarded."
+msgstr "필터와 일치하는 경로는 버려질 것입니다."
+
+msgid "Paths matching the filter will be blended (by the blend value)."
+msgstr "필터와 일치하는 경로는 블렌드될 것입니다 (블렌드 값에 의해서)."
+
+msgid "Blends two animations additively inside of an [AnimationNodeBlendTree]."
+msgstr "[AnimationNodeBlendTree] 안에서 두 애니메이션을 덧셈으로 블렌드합니다."
+
+msgid ""
+"A resource to add to an [AnimationNodeBlendTree]. Blends two animations "
+"additively based on the amount value.\n"
+"If the amount is greater than [code]1.0[/code], the animation connected to "
+"\"in\" port is blended with the amplified animation connected to \"add\" "
+"port.\n"
+"If the amount is less than [code]0.0[/code], the animation connected to "
+"\"in\" port is blended with the inverted animation connected to \"add\" port."
+msgstr ""
+"[AnimationNodeBlendTree]에 추가하기 위한 리소스입니다. 두 애니메이션을 덧셈으"
+"로 블렌드하는 것은 양적 값에 기반합니다.\n"
+"만약 값이 [code]1.0[/code]보다 크다면, \"in\" 포트에 연결된 애니메이션이 "
+"\"add\" 포트에 연결된 증폭된 애니메이션과 블렌드됩니다.\n"
+"만약 값이 [code]0.0[/code]보다 작다면, \"in\" 포트에 연결된 애니메이션이 "
+"\"add\" 포트에 연결된 뒤집힌 애니메이션과 블렌드됩니다."
+
+msgid ""
+"Blends two of three animations additively inside of an "
+"[AnimationNodeBlendTree]."
+msgstr ""
+"[AnimationNodeBlendTree] 안에서 세 개의 애니메이션 중 두 개를 덧셈으로 블렌드"
+"합니다."
+
+msgid "An input animation for an [AnimationNodeBlendTree]."
+msgstr "[AnimationNodeBlendTree]의 입력 애니메이션입니다."
+
+msgid ""
+"A resource to add to an [AnimationNodeBlendTree]. Only has one output port "
+"using the [member animation] property. Used as an input for [AnimationNode]s "
+"that blend animations together."
+msgstr ""
+"[AnimationNodeBlendTree] 에 추가하기 위한 리소스입니다. [member animation] 속"
+"성을 사용하는 하나의 출력 포트만 있습니다. 애니메이션을 함께 블렌드하는 "
+"[AnimationNode] 에의 입력으로 사용됩니다."
+
+msgid "3D Platformer Demo"
+msgstr "3D 플랫포머 데모"
+
+msgid ""
+"Animation to use as an output. It is one of the animations provided by "
+"[member AnimationTree.anim_player]."
+msgstr ""
+"출력으로 사용할 애니메이션입니다. 이는 [member AnimationTree.anim_player]에서 "
+"제공하는 애니메이션 중 하나입니다."
+
+msgid ""
+"If [member use_custom_timeline] is [code]true[/code], offset the start "
+"position of the animation.\n"
+"This is useful for adjusting which foot steps first in 3D walking animations."
+msgstr ""
+"[member use_custom_timeline]이 [code]true[/code]라면, 애니메이션의 시작 위치"
+"를 오프셋합니다. 이는 3D 걷기 애니메이션에서 어느 발이 먼저 나오는지 조정하는 "
+"데 유용합니다."
+
+msgid ""
+"If [member use_custom_timeline] is [code]true[/code], offset the start "
+"position of the animation."
+msgstr ""
+"[member use_custom_timeline]이 [code]true[/code]라면, 애니메이션의 시작 위치"
+"를 오프셋합니다."
+
+msgid ""
+"If [code]true[/code], [AnimationNode] provides an animation based on the "
+"[Animation] resource with some parameters adjusted."
+msgstr ""
+"[code]true[/code]인 경우, [AnimationNode] 는 몇몇 매개변수가 조정된 상태의 "
+"[Animation] 리소스약 [code]true[/code] 라면, [AnimationNode] 는 몇몇 매개변수"
+"를 조정하고 [Animation] 리소스에 기반한 애니메이션을 제공합니다."
+
+msgid "Plays animation in forward direction."
+msgstr "애니메이션을 정방향으로 재생합니다."
+
+msgid "Plays animation in backward direction."
+msgstr "애니메이션을 역방향으로 재생합니다."
+
+msgid "Blends two animations linearly inside of an [AnimationNodeBlendTree]."
+msgstr ""
+"[AnimationNodeBlendTree] 내에서 두 애니메이션을 선형 방식으로 블랜드합니다."
+
+msgid ""
+"Blends two of three animations linearly inside of an [AnimationNodeBlendTree]."
+msgstr ""
+"[AnimationNodeBlendTree] 내에서 세 개의 애니메이션 중 두 개를 선형방식으로 블"
+"랜드합니다."
+
+msgid ""
+"A set of [AnimationRootNode]s placed on a virtual axis, crossfading between "
+"the two adjacent ones. Used by [AnimationTree]."
+msgstr ""
+"가상 축에 배치된 [AnimationRootNode]의 집합으로, 인접한 두 축 사이를 크로스페"
+"이드합니다. [AnimationTree]에서 사용됩니다."
+
+msgid "Returns the number of points on the blend axis."
+msgstr "블랜드 축에서의 점의 수를 반환합니다."
+
+msgid ""
+"Returns the [AnimationNode] referenced by the point at index [param point]."
+msgstr "인덱스 [param point]에 있는 점이 참조하는 [AnimationNode]를 반환합니다."
+
+msgid ""
+"Changes the [AnimationNode] referenced by the point at index [param point]."
+msgstr ""
+"인덱스 [param point]에 해당하는 점에서 참조된 [AnimationNode]를 변경합니다."
+
+msgid ""
+"The blend space's axis's upper limit for the points' position. See [method "
+"add_blend_point]."
+msgstr ""
+"블랜드 공간의 축에 대한 위치의 상한선. [method add_blend_point]를 참고하세요."
+
+msgid ""
+"The blend space's axis's lower limit for the points' position. See [method "
+"add_blend_point]."
+msgstr ""
+"블랜드 공간의 축에 대한 위치의 하한선. [method add_blend_point]를 참고하세요."
+
+msgid "Position increment to snap to when moving a point on the axis."
+msgstr "축에서 점을 이동할 때 맞추기 위한 위치 증가값."
+
+msgid ""
+"If [code]false[/code], the blended animations' frame are stopped when the "
+"blend value is [code]0[/code].\n"
+"If [code]true[/code], forcing the blended animations to advance frame."
+msgstr ""
+"[code]false[/code]이면, 블랜드된 애니메이션의 프레임은 블랜드 값이 [code]0[/"
+"code]일때 멈춥니다. 만약 [code]true[/code]이면, 블랜드 된 애니메이션이 프레임"
+"을 계속 진행하도록 강제로 설정됩니다."
+
+msgid "Label of the virtual axis of the blend space."
+msgstr "블랜드 공간의 가상 축 레이블."
+
+msgid "The interpolation between animations is linear."
+msgstr "애니메이션 간의 보간은 선형적이다."
+
+msgid ""
+"The blend space plays the animation of the animation node which blending "
+"position is closest to. Useful for frame-by-frame 2D animations."
+msgstr ""
+"블렌드 공간은 위치가 가장 가까운 애니메이션 노드의 애니메이션을 재생합니다. 이"
+"는 프레임 단위로 구성된 2D애니메이션에 유용합니다."
+
+msgid ""
+"Similar to [constant BLEND_MODE_DISCRETE], but starts the new animation at "
+"the last animation's playback position."
+msgstr ""
+"[constant BLEND_MODE_DISCRETE]와 유사하지만, 새로운 애니메이션을 이전 애니메이"
+"션의 재생 위치에서 시작시킵니다."
+
+msgid ""
+"A set of [AnimationRootNode]s placed on 2D coordinates, crossfading between "
+"the three adjacent ones. Used by [AnimationTree]."
+msgstr ""
+"[AnimationRootNode] 집합들은 2D 좌표에 배치되며, 세 애니메이션 간의 교차 페이"
+"딩을 제공합니다.이는 [AnimationTree]에서 사용됩니다."
+
+msgid "Returns the number of points in the blend space."
+msgstr "블렌드 공간에 있는 점의 수를 반환합니다."
+
+msgid "Returns the number of triangles in the blend space."
+msgstr "블렌드 공간에 있는 삼각형의 수를 반환합니다."
+
+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 ""
+"[code]true[/code]인 경우 블렌드 공간은 자동으로 삼각형으로 나누어집니다. "
+"[method add_blend_point]와 [method remove_blend_point]로 점을 추가하거나 제거"
+"할 때마다 메시가 업데이트됩니다."
+
+msgid ""
+"The blend space's X and Y axes' upper limit for the points' position. See "
+"[method add_blend_point]."
+msgstr ""
+"블렌드 공간의 X와 Y 축의 점 위치에 대한 상한선입니다. [method add_blend_point]"
+"를 참조하세요."
+
+msgid ""
+"The blend space's X and Y axes' lower limit for the points' position. See "
+"[method add_blend_point]."
+msgstr ""
+"블렌드 공간의 X와 Y 축의 점 위치에 대한 하한선입니다. [method add_blend_point]"
+"를 참조하세요."
+
+msgid "Position increment to snap to when moving a point."
+msgstr "점을 이동시킬 때 스냅되는 위치 증가값입니다."
+
+msgid "Name of the blend space's X axis."
+msgstr "블렌드 공간의 X축의 이름."
+
+msgid "Name of the blend space's Y axis."
+msgstr "블렌드 공간의 Y축의 이름."
+
+msgid ""
+"Emitted every time the blend space's triangles are created, removed, or when "
+"one of their vertices changes position."
+msgstr ""
+"블렌드공간의 삼각형이 생성되거나 제거되거나 꼭짓점 위치가 변경될 때마다 발생하"
+"는 신호입니다."
+
+msgid ""
+"A sub-tree of many type [AnimationNode]s used for complex animations. Used by "
+"[AnimationTree]."
+msgstr ""
+"복잡한 애니메이션에 사용되는 여러 유형의 [AnimationNode]의 하위 트리입니다. "
+"[AnimationTree]에서 사용됩니다."
+
+msgid ""
+"Adds an [AnimationNode] at the given [param position]. The [param name] is "
+"used to identify the created sub animation node later."
+msgstr ""
+"주어진 [param position]에 [AnimationNode]를 추가합니다. [param name]은 나중에 "
+"만들어진 하위 애니메이션 노드를 식별하는 데 사용됩니다."
+
+msgid ""
+"Connects the output of an [AnimationNode] as input for another "
+"[AnimationNode], at the input port specified by [param input_index]."
+msgstr ""
+"[AnimtaionNode]의 출력을 다른 [AnimationNode]의 입력으로 연결하며, 입력 포트"
+"는 [param input_index]로 지정됩니다."
+
+msgid "Disconnects the animation node connected to the specified input."
+msgstr "지정된 입력에 연결된 애니메이션 노드를 해제합니다."
+
+msgid "Returns the sub animation node with the specified [param name]."
+msgstr "지정된 [param name] 를 가진 하위 애니메이션 노드를 반환합니다."
+
+msgid ""
+"Returns the position of the sub animation node with the specified [param "
+"name]."
+msgstr "지정된 [param name] 를 가진 하위 애니메이션 노드의 위치를 반환합니다."
+
+msgid ""
+"Returns [code]true[/code] if a sub animation node with specified [param name] "
+"exists."
+msgstr ""
+"지정된 [param name이 있는 하위 애니메이션 노드가 존재하는 경우 [code]true[/"
+"code]를 반환합니다."
+
+msgid "Removes a sub animation node."
+msgstr "하위 애니메이션 노드를 제거합니다."
+
+msgid "Changes the name of a sub animation node."
+msgstr "하위 애니메이션 노드의 이름 변경합니다."
+
+msgid "Modifies the position of a sub animation node."
+msgstr "하위 애니메이션 노드의 위치를 수정합니다."
+
+msgid "The global offset of all sub animation nodes."
+msgstr "모든 하위 애니메이션 노드의 전역 오프셋."
+
+msgid "Emitted when the input port information is changed."
+msgstr "입력 포트 정보가 변경될 때 발생합니다."
+
+msgid "The connection was successful."
+msgstr "연결은 성공적이었습니다."
+
+msgid "The input node is [code]null[/code]."
+msgstr "입력 노드는 [code]null[/code]입니다."
+
+msgid "The specified input port is out of range."
+msgstr "특정된 입력 포트는 범위를 벗어났습니다."
+
+msgid "The output node is [code]null[/code]."
+msgstr "출력 노드는 [code]null[/code]입니다."
+
+msgid "Input and output nodes are the same."
+msgstr "입력 노드와 출력 노드가 같습니다."
+
+msgid "The specified connection already exists."
+msgstr "특정된 연결은 이미 존재합니다."
+
+msgid "Base class for extending [AnimationRootNode]s from GDScript, C#, or C++."
+msgstr ""
+"[AnimationRootNode]을 확장하는 클래스는 GDScript, C#, or C++에 기반합니다."
+
+msgid "Plays an animation once in an [AnimationNodeBlendTree]."
+msgstr "애니메이션을 일단 [AnimationNodeBlendTree]에서 재생합니다."
+
+msgid "The delay after which the automatic restart is triggered, in seconds."
+msgstr "자동 재시작이 시작되는 지연 시간, 초 단위."
+
+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 ""
+"[member autorestart]가 [code]true[/code]인 경우, [member autorestart_delay]에 "
+"0과 이 값 사이의 무작위 추가 지연(초 단위)이 더해집니다."
+
+msgid ""
+"If [code]true[/code], breaks the loop at the end of the loop cycle for "
+"transition, even if the animation is looping."
+msgstr ""
+"[code]true[/code]인 경우, 애니메이션이 반복 중이더라도, 루프 사이클의 끝에서 "
+"전환을 위해 반복을 중단합니다."
+
+msgid ""
+"Determines how cross-fading between animations is eased. If empty, the "
+"transition will be linear. Should be a unit [Curve]."
+msgstr ""
+"애니메이션 간의 크로스 페이딩이 어떻게 이징될 지 결정합니다. 비어 있으면, 전환"
+"은 선형으로 진행됩니다. [Curve] 단위여야 합니다."
+
+msgid ""
+"The fade-in duration. For example, setting this to [code]1.0[/code] for a 5 "
+"second length animation will produce a cross-fade that starts at 0 second and "
+"ends at 1 second during the animation.\n"
+"[b]Note:[/b] [AnimationNodeOneShot] transitions the current state after the "
+"fading has finished."
+msgstr ""
+"페이드 인 지속시간입니다. 예를 들어 5초짜리 애니메이션에 이를 [code]1.0[/code]"
+"로 설정하는 것은 애니메이션 동안 0초에 시작하여 1초에 끝나는 크로스페이드를 만"
+"들어낼 것입니다.\n"
+"[b]참고:[/b] [AnimationNodeOneShot] 은 페이드가 끝나고 나서 현재 상태를 전환합"
+"니다."
+
+msgid ""
+"The fade-out duration. For example, setting this to [code]1.0[/code] for a 5 "
+"second length animation will produce a cross-fade that starts at 4 second and "
+"ends at 5 second during the animation.\n"
+"[b]Note:[/b] [AnimationNodeOneShot] transitions the current state after the "
+"fading has finished."
+msgstr ""
+"페이드 인 지속시간입니다. 예를 들어 5초짜리 애니메이션에 이를 [code]1.0[/code]"
+"로 설정하는 것은 애니메이션 동안 0초에 시작하여 1초에 끝나는 크로스페이드를 만"
+"들어낼 것입니다.\n"
+"[b]참고:[/b] [AnimationNodeOneShot] 은 페이드가 끝나고 나서 현재 상태를 전환합"
+"니다."
+
+msgid "The blend type."
+msgstr "블렌드 유형."
+
+msgid "The default state of the request. Nothing is done."
+msgstr "요청의 디폴트 상태입니다. 아무 것도 수행되지 않습니다."
+
+msgid "The request to play the animation connected to \"shot\" port."
+msgstr "'shot' 포트에 연결된 애니메이션을 재생하는 요청입니다."
+
+msgid "The request to stop the animation connected to \"shot\" port."
+msgstr "'shot' 포트에 연결된 애니메이션을 멈추는 요청입니다."
+
+msgid "The request to fade out the animation connected to \"shot\" port."
+msgstr "'shot' 포트에 연결된 애니메이션을 페이드아웃하는 요청입니다."
+
+msgid "Blends two animations. See also [AnimationNodeBlend2]."
+msgstr "두 애니메이션을 블렌드합니다. [AnimationNodeBlend2]를 참고하십시오."
+
+msgid "Blends two animations additively. See also [AnimationNodeAdd2]."
+msgstr ""
+"두 애니메이션을 덧셈으로 블렌드합니다. [AnimationNodeAdd2]도 참조하세요."
+
+msgid "The animation output node of an [AnimationNodeBlendTree]."
+msgstr "[AnimationNodeBlendTree]의 애니메이션 출력 노드입니다."
+
+msgid ""
+"A node created automatically in an [AnimationNodeBlendTree] that outputs the "
+"final animation."
+msgstr ""
+"[AnimationNodeBlendTree]에서 자동으로 생성된 노드는 최종 애니메이션을 출력합니"
+"다."
+
+msgid ""
+"A state machine with multiple [AnimationRootNode]s, used by [AnimationTree]."
+msgstr ""
+"[AnimationTree]에서 사용되는, 여러개의 [AnimationRootNode]로 구성된 상태 기계"
+"입니다."
+
+msgid ""
+"Adds a new animation node to the graph. The [param position] is used for "
+"display in the editor."
+msgstr ""
+"새로운 애니메이션 노드를 그래프에 추가합니다. [param position]은 편집기에서 표"
+"시되는 위치에 사용됩니다."
+
+msgid "Adds a transition between the given animation nodes."
+msgstr "주어진 애니메이션 노드들 사이에 전환을 추가합니다."
+
+msgid "Returns the draw offset of the graph. Used for display in the editor."
+msgstr "그래프의 그리기 오프셋을 반환합니다. 편집기에서 표시하는 데 사용됩니다."
+
+msgid "Returns the animation node with the given name."
+msgstr "주어진 이름과 함께 애니메이션 노드를 반환합니다."
+
+msgid "Returns the given animation node's name."
+msgstr "주어진 애니메이션 노드의 이름을 반환합니다."
+
+msgid "Returns the given transition."
+msgstr "주어진 전환을 반환합니다."
+
+msgid "Returns the number of connections in the graph."
+msgstr "그래프에서 연결 숫자를 반환합니다."
+
+msgid "Returns the given transition's start node."
+msgstr "전환의 시작 노드를 반환합니다."
+
+msgid "Returns the given transition's end node."
+msgstr "전환의 마지막 노드를 반환합니다."
+
+msgid "Deletes the given transition by index."
+msgstr "인덱스에 주어진 전환을 삭제합니다."
+
+msgid "Renames the given animation node."
+msgstr "주어진 애니메이션 노드 이름 재설정."
+
+msgid "Sets the draw offset of the graph. Used for display in the editor."
+msgstr "그래프의 그리기 오프셋을 설정합니다. 편집기에서 표시하는 데 사용됩니다."
+
+msgid "Sets the animation node's coordinates. Used for display in the editor."
+msgstr "애니메이션 노드의 좌표를 설정합니다. 편집기에서 표시하는 데 사용됩니다."
+
+msgid ""
+"This property can define the process of transitions for different use cases. "
+"See also [enum AnimationNodeStateMachine.StateMachineType]."
+msgstr ""
+"이 속성은 다양한 사용 사례에 대한 전환 프로세스를 정의할 수 있습니다. [enum "
+"AnimationNodeStateMachine.StateMachineType]을 참조하세요."
+
+msgid ""
+"Seeking to the beginning is treated as playing from the start state. "
+"Transition to the end state is treated as exiting the state machine."
+msgstr ""
+"시작으로 돌아가는 것은 시작 상태에서 실행되는 것으로 여겨집니다. 마지막 상태로"
+"의 전환은 상태 기계를 종료하는 것으로 간주됩니다."
+
+msgid "Provides playback control for an [AnimationNodeStateMachine]."
+msgstr "[AnimationNodeStateMachine]의 재생 제어를 제공합니다."
+
+msgid "Returns the playback position within the current animation state."
+msgstr "현재 애니메이션 상태 내에서 재생 위치를 반환합니다."
+
+msgid ""
+"Returns the current travel path as computed internally by the A* algorithm."
+msgstr "현재 A* 알고리즘에 의해 내부적으로 계산된 이동 경로를 반환합니다."
+
+msgid "Returns [code]true[/code] if an animation is playing."
+msgstr "애니메이션이 재생중이라면 [code]true[/code]를 반환합니다."
+
+msgid ""
+"If there is a next path by travel or auto advance, immediately transitions "
+"from the current state to the next state."
+msgstr ""
+"이동 또는 자동 진행에 의해 다음 경로가 존재한다면, 현재 상태에서 다음 상태로 "
+"즉시 전환합니다."
+
+msgid ""
+"Starts playing the given animation.\n"
+"If [param reset] is [code]true[/code], the animation is played from the "
+"beginning."
+msgstr ""
+"주어진 애니메이션의 재생을 시작합니다. [param reset]이 [code]treu[/code]라면, "
+"애니메이션이 시작부터 재생됩니다."
+
+msgid "Stops the currently playing animation."
+msgstr "현재 재생 중인 애니메이션을 멈춥니다."
+
+msgid ""
+"A transition within an [AnimationNodeStateMachine] connecting two "
+"[AnimationRootNode]s."
+msgstr ""
+"두 개의 [AnimationRootNode]를 연결하는 [AnimationNodeStateMachine]내의 전환."
+
+msgid ""
+"If [code]true[/code], the destination animation is played back from the "
+"beginning when switched."
+msgstr ""
+"만약 [code]true[/code]라면, 전환될 때 목적 애니메이션은 처음부터 재생됩니다."
+
+msgid "The transition type."
+msgstr "전환 유형."
+
+msgid ""
+"Ease curve for better control over cross-fade between this state and the "
+"next. Should be a unit [Curve]."
+msgstr ""
+"이 상태와 다음 상태 사이의 크로스 페이드의 더 나은 제어를 위한 이징 곡선입니"
+"다. [Curve] 단위여야 합니다."
+
+msgid "Emitted when [member advance_condition] is changed."
+msgstr "[member advance_condition]이 변할 때, 발생합니다."
+
+msgid ""
+"Switch to the next state immediately. The current state will end and blend "
+"into the beginning of the new one."
+msgstr ""
+"다음 상태로 즉시 전환합니다. 현재 상태는 종료되고 새로운 상태의 시작 부분으로 "
+"블렌딩됩니다."
+
+msgid ""
+"Switch to the next state immediately, but will seek the new state to the "
+"playback position of the old state."
+msgstr ""
+"다음 상태로 즉시 전환하지만, 새로운 상태는 이전 상태의 재생 위치로 이동합니다."
+
+msgid ""
+"Wait for the current state playback to end, then switch to the beginning of "
+"the next state animation."
+msgstr ""
+"현재 상태의 재생이 끝날 때까지 기다린 후, 다음 상태 애니메이션의 시작으로 전환"
+"합니다."
+
+msgid "Don't use this transition."
+msgstr "이 전환을 사용하면 안됩니다."
+
+msgid ""
+"Only use this transition during [method "
+"AnimationNodeStateMachinePlayback.travel]."
+msgstr "이 전환은 [mehod AnimationNodeStateMachinePlayback]동안에만 사용합니다."
+
+msgid ""
+"Blends two animations subtractively inside of an [AnimationNodeBlendTree]."
+msgstr ""
+"두 개의 애니메이션을 빼는 방식으로 [AnimationNodeBlendTree] 내에서 블렌딩합니"
+"다."
+
+msgid "AnimationTree"
+msgstr "애니메이션 트리"
+
+msgid ""
+"Base class for [AnimationNode]s with multiple input ports that must be "
+"synchronized."
+msgstr "동기화되어야하는 여러 입력 포트를 가진 [AnimationNode]의 기본 클래스."
+
+msgid ""
+"An animation node used to combine, mix, or blend two or more animations "
+"together while keeping them synchronized within an [AnimationTree]."
+msgstr ""
+"두 개 혹은 그 이상의 애니메이션을 결합, 혼합, 블렌딩하여, [AnimationTree] 내에"
+"서 동기화 상태로 유지하는 데 사용되는 애니메이션 노드입니다."
+
+msgid "A time-scaling animation node used in [AnimationTree]."
+msgstr "[AnimationTree] 내에서 사용되는 시간 스케일링 애니메이션 노드입니다."
+
+msgid ""
+"Allows to scale the speed of the animation (or reverse it) in any child "
+"[AnimationNode]s. Setting it to [code]0.0[/code] will pause the animation."
+msgstr ""
+"[AnimationNode] 자식 노드들에서도, 애니메이션의 속도 크기를 조절(또는 반대로)"
+"할 수 있습니다. 속도의 크기를 [code]0.0[/code]로 설정하면 애니메이션이 잠시 중"
+"단됩니다."
+
+msgid "A time-seeking animation node used in [AnimationTree]."
+msgstr "[AnimationTree]에서 사용되는 시간을 탐색하는 애니메이션노드입니다."
+
+msgid "A transition within an [AnimationTree] connecting two [AnimationNode]s."
+msgstr "[AnimationTree] 내에서 두 [AnimationNode]를 연결하는 전환입니다."
+
+msgid "A node used for animation playback."
+msgstr "애니메이션 재생에 사용되는 노드입니다."
+
+msgid ""
+"Triggers the [param animation_to] animation when the [param animation_from] "
+"animation completes."
+msgstr ""
+"[param animation_from]애니메이션이 완료되면 [param animation_to] 애니메이션을 "
+"시작합니다."
+
+msgid "Clears all queued, unplayed animations."
+msgstr "모든 대기 중인, 재생되지 않은 애니메이션을 비웁니다."
+
+msgid ""
+"Returns the blend time (in seconds) between two animations, referenced by "
+"their keys."
+msgstr ""
+"두 애니메이션 간의 블렌드 시간(초 단위)을 반환합니다. 애니메이션은 각각의 키 "
+"값으로 참조됩니다."
+
+msgid "Use [member AnimationMixer.callback_mode_method] instead."
+msgstr "대신 [member AnimationMixer.callback_mode_method]를 사용하세요."
+
+msgid "Use [member AnimationMixer.callback_mode_process] instead."
+msgstr "대신 [member AnimationMixer.callback_mode_process]를 사용하세요."
+
+msgid "Use [member AnimationMixer.root_node] instead."
+msgstr "대신 [member AnimationMixer.root_node]를 사용하세요."
+
+msgid "Returns the node which node path references will travel from."
+msgstr "노드 경로가 이동할 경로를 반환합니다."
+
+msgid "Sets the process notification in which to update animations."
+msgstr "애니메이션을 업데이트할 프로세스 알림을 설정합니다."
+
+msgid "Sets the node which node path references will travel from."
+msgstr "노드 경로 참조가 이동할 노드를 설정합니다."
+
+msgid "The length (in seconds) of the currently playing animation."
+msgstr "현재 재생 중인 애니메이션의 길이(초 단위)입니다."
+
+msgid "The position (in seconds) of the currently playing animation."
+msgstr "현재 재생 중인 애니메이션의 위치(초 단위)입니다."
+
+msgid ""
+"The ease type of the capture interpolation. See also [enum Tween.EaseType]."
+msgstr "캡쳐 보간의 이징 유형. [enum Tween.EaseType]도 참조하세요."
+
+msgid ""
+"The transition type of the capture interpolation. See also [enum "
+"Tween.TransitionType]."
+msgstr "캡처 보간의 전환 유형. [enum Tween.TransitionType]을 참조하십시오."
+
+msgid ""
+"The default time in which to blend animations. Ranges from 0 to 4096 with "
+"0.01 precision."
+msgstr ""
+"애니메이션을 블렌딩하는 디폴트 시간. 0에서 4096범위이며, 정밀도는 0.01입니다."
+
+msgid "See [constant AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_PHYSICS]."
+msgstr ""
+"[constant AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_PHYSICS]을 참조하십시"
+"오."
+
+msgid "See [constant AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_IDLE]."
+msgstr ""
+"[constant AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_IDLE]을 참조하십시오."
+
+msgid "See [constant AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_MANUAL]."
+msgstr ""
+"[constant AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_MANUAL]을 참조하십시"
+"오."
+
+msgid "See [constant AnimationMixer.ANIMATION_CALLBACK_MODE_METHOD_DEFERRED]."
+msgstr ""
+"[constant AnimationMixer.ANIMATION_CALLBACK_MODE_METHOD_DEFERRED]을 참조하십시"
+"오."
+
+msgid "See [constant AnimationMixer.ANIMATION_CALLBACK_MODE_METHOD_IMMEDIATE]."
+msgstr ""
+"[constant AnimationMixer.ANIMATION_CALLBACK_MODE_METHOD_IMMEDIATE]을 참조하십"
+"시오."
+
+msgid ""
+"Base class for [AnimationNode]s that hold one or multiple composite "
+"animations. Usually used for [member AnimationTree.tree_root]."
+msgstr ""
+"[AnimationNode]의 기본 클래스이며, 하나 이상의 복합 혼합 애니메이션을 보유합니"
+"다. 보통 [member AnimationTree.tree_root]에 사용됩니다."
+
+msgid "A node used for advanced animation transitions in an [AnimationPlayer]."
+msgstr "[AnimationPlayer]에서 고급 애니메이션 전환에 사용되는 노드입니다."
+
+msgid ""
+"The path to the [Node] used to evaluate the [AnimationNode] [Expression] if "
+"one is not explicitly specified internally."
+msgstr ""
+"내부적으로 명시적 지정이 되지 않은 경우, [AnimationNode] [Expression]을 평가하"
+"는 데 사용되는 [Node]의 경로입니다."
+
+msgid "The path to the [AnimationPlayer] used for animating."
+msgstr "애니메이션을 적용하는 데 사용되는 [AnimationPlayer]의 경로입니다."
+
+msgid ""
+"The root animation node of this [AnimationTree]. See [AnimationRootNode]."
+msgstr ""
+"이 [AnimationTree]의 루트 애니메이션 노드입니다. [AnimationRootNode]를 참조하"
+"십시오."
+
+msgid "Emitted when the [member anim_player] is changed."
+msgstr "[member anim_player]가 변경될 때, 발생합니다."
+
+msgid ""
+"A region of 2D space that detects other [CollisionObject2D]s entering or "
+"exiting it."
+msgstr ""
+"다른 [CollisionObject2D]가 들어오거나 나가는 것을 감지하는 2D공간의 영역입니"
+"다."
+
+msgid ""
+"[Area2D] is a region of 2D space defined by one or multiple "
+"[CollisionShape2D] or [CollisionPolygon2D] child nodes. It detects when other "
+"[CollisionObject2D]s enter or exit it, and it also keeps track of which "
+"collision objects haven't exited it yet (i.e. which one are overlapping it).\n"
+"This node can also locally alter or override physics parameters (gravity, "
+"damping) and route audio to custom audio buses.\n"
+"[b]Note:[/b] Areas and bodies created with [PhysicsServer2D] might not "
+"interact as expected with [Area2D]s, and might not emit signals or track "
+"objects correctly."
+msgstr ""
+"[Area2D]는 하나 또는 여러 개의 [CollisionShape2D] 또는 [CollisionPolygon2D] 자"
+"식 노드들로 정의된 2D 공간의 영역입니다. 다른 [CollisionObject2D]가 그것에 들"
+"어오거나 나갈 때를 감지하며, 어떤 콜리전 오브젝트가 그것을 아직 나가지 않았는"
+"지(즉, 무엇이 겹쳐있는지)도 추적합니다.\n"
+"이 노드는 지역적으로 물리 매개변수들 (중력, 감쇠)를 변경하거나 덮어쓸 수 있으"
+"며 오디오를 커스텀 오디오 버스에 보낼 수도 있습니다.\n"
+"[b]참고:[/b] [PhysicsServer2D]로 만들어진 영역과 바디는 [Area2D]와 기대한 바"
+"와 같이 상호작용하지 않을 수도 있으며, 정확하게 시그널을 방출하거나 오브젝트"
+"를 추적하지 않을 수 도 있습니다."
+
+msgid "Using Area2D"
+msgstr "Area2D 사용"
+
+msgid "2D Pong Demo"
+msgstr "2D 퐁 데모"
+
+msgid "2D Platformer Demo"
+msgstr "2D 플랫폼 데모"
+
+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 ""
+"교차하는 [Area2D]의 목록을 반환합니다. 겹쳐지는 영역의 [member "
+"CollisionObject2D.collision_layer]는 감지되기 위해선 반드시 이 영역의 [member "
+"CollisionObject2D.collision_mask]의 일부분이어야 합니다.\n"
+"성능상의 이유로 (콜리전이 모두 동시에 처리됨) 이 목록은 오브젝트가 이동한 직후"
+"가 아니라, 물리 스텝 동안 한 번 수정됩니다. 시그널을 대신 사용하는 것을 고려하"
+"세요."
+
+msgid "The name of the area's audio bus."
+msgstr "이 영역 오디오 채널의 이름."
+
+msgid ""
+"If [code]true[/code], the area's audio bus overrides the default audio bus."
+msgstr ""
+"[code]true[/code]인 경우, 영역의 오디오 채널은 디폴트 오디오 채널을 덮어씁니"
+"다."
+
+msgid "The area's gravity vector (not normalized)."
+msgstr "이 영역의 중력 벡터(정규화되지 않음)."
+
+msgid ""
+"If [code]true[/code], gravity is calculated from a point (set via [member "
+"gravity_point_center]). See also [member gravity_space_override]."
+msgstr ""
+"[code]true[/code]라면, 중력은 점에서 계산됩니다.(이 점은 [member "
+"gravity_point_center]를 통해 설정됨). 또한 [member_gravity_space_override]를 "
+"참조하십시오."
+
+msgid ""
+"If gravity is a point (see [member gravity_point]), this will be the point of "
+"attraction."
+msgstr ""
+"중력이 점이라면([member gravity_point] 참조), 이것은 끌어당기는 점이 됩니다."
+
+msgid "If [code]true[/code], other monitoring areas can detect this area."
+msgstr ""
+"[code]true[/code]라면, 다른 모니터링 구역도 이 구역을 식별할 수 있습니다."
+
+msgid ""
+"If [code]true[/code], the area detects bodies or areas entering and exiting "
+"it."
+msgstr ""
+"[code]true[/code]라면, 이 영역은 물체나 영역이 들어오거나 나가는 것을 식별합니"
+"다."
+
+msgid ""
+"The area's priority. Higher priority areas are processed first. The "
+"[World2D]'s physics is always processed last, after all areas."
+msgstr ""
+"영역의 우선순위입니다. 더 높은 우선순위를 가진 영역은 먼저 실행됩니다."
+"[Wolrd2D]의 물리는 항상 모든 영역의 처리 이후에 마지막으로 처리됩니다."
+
+msgid ""
+"Emitted when the received [param area] enters this area. Requires [member "
+"monitoring] to be set to [code]true[/code]."
+msgstr ""
+"이 영역에 [param area]가 들어왔을 때 발생합니다. [member monitor]은 "
+"[code]true[/code]로 설정되어 있어야 합니다."
+
+msgid ""
+"Emitted when the received [param area] exits this area. Requires [member "
+"monitoring] to be set to [code]true[/code]."
+msgstr ""
+"이 영역에서 [param area]가 나갈 때 발생합니다. [member monitoring]이 "
+"[code]true[/code]로 설정되어 있어야 합니다."
+
+msgid "This area does not affect gravity/damping."
+msgstr "이 영역은 중력/감쇠에 영향을 미치지 않습니다."
+
+msgid ""
+"This area adds its gravity/damping values to whatever has been calculated so "
+"far (in [member priority] order)."
+msgstr ""
+"이 영역은 지금까지 계산된 값에 중력/감쇠 값을 추가합니다.([member priority]순"
+"서에 따라서)."
+
+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 ""
+"이 영역은 지금까지 계산된 값에 중력/감쇠 값을 추가합니다([member priority] 순"
+"서에 따라서), 낮은 우선순위 영역은 무시됩니다."
+
+msgid ""
+"This area replaces any gravity/damping, even the defaults, ignoring any lower "
+"priority areas."
+msgstr ""
+"이 영역은 디폴트를 포함한 중력/감쇠 값을 대체하며, 낮은 우선순위 영역을 무시합"
+"니다."
+
+msgid ""
+"This area replaces any gravity/damping calculated so far (in [member "
+"priority] order), but keeps calculating the rest of the areas."
+msgstr ""
+"이 영역은 지금까지 계산된 어느 중력/감쇠 값을 대체하지만([member priority] 순"
+"서에 따라서), 나머지 영역은 계속 계산합니다."
+
+msgid ""
+"A region of 3D space that detects other [CollisionObject3D]s entering or "
+"exiting it."
+msgstr ""
+"다른 [CollisionObject3D]로 들어가거나 나가는 것을 감지하는 3D 공간의 영역입니"
+"다."
+
+msgid "GUI in 3D Viewport Demo"
+msgstr "3D 뷰포트 데모에서의 GUI"
+
+msgid ""
+"The area's priority. Higher priority areas are processed first. The "
+"[World3D]'s physics is always processed last, after all areas."
+msgstr ""
+"영역의 우선순위입니다. 더 높은 우선순위 영역이 먼저 처리됩니다. [World3D]의 물"
+"리 계산은 항상 모든 영역 처리 후에 마지막으로 처리됩니다."
+
+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 ""
+"이 영역이 관련된 오디오에 리버브를 적용하는 정도입니다. [code]0[/code]부터 "
+"[code]0.1[/code]까지이며 [code]0.1[/code]의 정밀도를 가집니다."
+
+msgid "If [code]true[/code], the area applies reverb to its associated audio."
+msgstr ""
+"[code]true[/code]라면, 이 영역은 이것과 연관된 오디오에 리버브를 적용합니다."
+
+msgid "The name of the reverb bus to use for this area's associated audio."
+msgstr "이 영역의 관련 오디오에 사용할 리버브 버스의 이름."
+
+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 ""
+"이 영역의 리버브가 균일한 효과인 정도입니다. [code]0[/code]부터 [code]1[/code]"
+"까지이며, [code]0.1[/code]의 정밀도를 가집니다."
+
+msgid "A built-in data structure that holds a sequence of elements."
+msgstr "요소들의 순서를 담고 있는 내장 데이터의 구조입니다."
+
+msgid "Constructs an empty [Array]."
+msgstr "비어있는 [Array]를 생성합니다."
+
+msgid ""
+"Returns the same array as [param from]. If you need a copy of the array, use "
+"[method duplicate]."
+msgstr ""
+"[param fron]과 같은 배열을 반환합니다. 배열의 복사본이 필요하다면, [method "
+"duplicate]를 사용하십시오."
+
+msgid "Constructs an array from a [PackedByteArray]."
+msgstr "[PackedByteArray]로부터 배열을 생성합니다."
+
+msgid "Constructs an array from a [PackedColorArray]."
+msgstr "[PackedColorArray]로부터 배열을 생성합니다."
+
+msgid "Constructs an array from a [PackedFloat32Array]."
+msgstr "[PackedFloat32Array]로부터 배열을 생성합니다."
+
+msgid "Constructs an array from a [PackedFloat64Array]."
+msgstr "[PackedFloat64Array]로부터 배열을 생성합니다."
+
+msgid "Constructs an array from a [PackedInt32Array]."
+msgstr "[PackedInt32Array]로부터 배열을 생성합니다."
+
+msgid "Constructs an array from a [PackedInt64Array]."
+msgstr "[PackedInt64Array]로부터 배열을 생성합니다."
+
+msgid "Constructs an array from a [PackedStringArray]."
+msgstr "[PackedStringArray]로부터 배열을 생성합니다."
+
+msgid "Constructs an array from a [PackedVector2Array]."
+msgstr "[PackedVector2Array]로부터 배열을 생성합니다."
+
+msgid "Constructs an array from a [PackedVector3Array]."
+msgstr "[PackedVector3Array]로부터 배열을 생성합니다."
+
+msgid ""
+"Appends [param value] at the end of the array (alias of [method push_back])."
+msgstr "[param value]를 배열의 끝에 추가합니다([method push_back]의 별명)."
+
+msgid ""
+"Removes all elements from the array. This is equivalent to using [method "
+"resize] with a size of [code]0[/code]."
+msgstr ""
+"배열의 모든 요소를 제거합니다. 이는 [method resize]를 [code]0[/code]크기로 사"
+"용하는 것과 동일합니다."
+
+msgid ""
+"Returns a random element from the array. Generates an error and returns "
+"[code]null[/code] if the array is empty.\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"# May print 1, 2, 3.25, or \"Hi\".\n"
+"print([1, 2, 3.25, \"Hi\"].pick_random())\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"Godot.Collections.Array array = [1, 2, 3.25f, \"Hi\"];\n"
+"GD.Print(array.PickRandom()); // May print 1, 2, 3.25, or \"Hi\".\n"
+"[/csharp]\n"
+"[/codeblocks]\n"
+"[b]Note:[/b] Like many similar functions in the engine (such as [method "
+"@GlobalScope.randi] or [method shuffle]), this method uses a common, global "
+"random seed. To get a predictable outcome from this method, see [method "
+"@GlobalScope.seed]."
+msgstr ""
+"배열로부터 무작위 요소를 반환합니다. 배열이 비어있으면 오류를 생성하고 "
+"[code]null[/code]을 반환합니다.\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"# 1, 2, 3.25, 또는 \"Hi\"를 출력할 수 있습니다.\n"
+"print([1, 2, 3.25, \"Hi\"].pick_random())\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"Godot.Collections.Array array = [1, 2, 3.25f, \"Hi\"];\n"
+"GD.Print(array.PickRandom()); // 1, 2, 3.25, 또는 \"Hi\"를 출력할 수 있습니"
+"다.\n"
+"[/csharp]\n"
+"[/codeblocks]\n"
+"[b]참고:[/b] 엔진에서 ([method @GlobalScope.randi]나 [method shuffle]와 같은) "
+"많은 유사한 기능과 마찬가지로 이 메서드는 일반적인 전역 난수 시드를 사용합니"
+"다. 이 메서드로부터 예측 가능한 결과를 얻으려면, [method @GlobalScope.seed]를 "
+"참조하세요."
+
+msgid "Reverses the order of all elements in the array."
+msgstr "배열에서 모든 요소의 순서를 거꾸로 비꿉니다."
+
+msgid ""
+"Shuffles all elements of the array in a random order.\n"
+"[b]Note:[/b] Like many similar functions in the engine (such as [method "
+"@GlobalScope.randi] or [method pick_random]), this method uses a common, "
+"global random seed. To get a predictable outcome from this method, see "
+"[method @GlobalScope.seed]."
+msgstr ""
+"배열의 모든 요소를 무작위 순서로 섞습니다.\n"
+"[b]참고:[/b] 엔진에서 ([method @GlobalScope.randi]나 [method pick_random]와 같"
+"은) 많은 유사한 기능과 마찬가지로 이 메서드는 일반적인 전역 난수 시드를 사용합"
+"니다. 이 메서드로부터 예측 가능한 결과를 얻으려면, [method @GlobalScope.seed]"
+"를 참조하세요."
+
+msgid "Removes all blend shapes from this [ArrayMesh]."
+msgstr "이 [ArrayMesh]에서 모든 블렌드 모양을 제거합니다."
+
+msgid "Removes all surfaces from this [ArrayMesh]."
+msgstr "이 [ArrayMesh]에서 모든 표면을 제거합니다."
+
+msgid "Returns the number of blend shapes that the [ArrayMesh] holds."
+msgstr "[ArrayMesh]가 보유한 블렌드 모양의 숫자를 반환합니다."
+
+msgid "Returns the name of the blend shape at this index."
+msgstr "이 인덱스에서 블렌드 모량의 이름을 반환합니다."
+
+msgid ""
+"Performs a UV unwrap on the [ArrayMesh] to prepare the mesh for lightmapping."
+msgstr "ArrayMesh에 UV 언랩을 실행해 라이트맵용으로 준비합니다."
+
+msgid ""
+"Returns the index of the first surface with this name held within this "
+"[ArrayMesh]. If none are found, -1 is returned."
+msgstr ""
+"[ArrayMesh]에 포함된 이 이름을 가진 첫번째 표면의 인덱스를 반환합니다. 찾을 "
+"수 없는 경우 -1을 반환합니다."
+
+msgid ""
+"Returns the length in indices of the index array in the requested surface "
+"(see [method add_surface_from_arrays])."
+msgstr ""
+"요청된 표면의 인덱스 배열의 길이를 반환합니다 ([method add "
+"add_surface_from_arrays]를 참조하세요)."
+
+msgid ""
+"Returns the length in vertices of the vertex array in the requested surface "
+"(see [method add_surface_from_arrays])."
+msgstr ""
+"요청된 표면에서 버텍스 배열의 꼭짓점에서 길이를 반환합니다 ([method "
+"add_surface_from_arrays]를 참조하세요)."
+
+msgid ""
+"Returns the format mask of the requested surface (see [method "
+"add_surface_from_arrays])."
+msgstr ""
+"요청된 표면의 형식 마스크를 반환합니다.([method add_surface_from_arrays]를 참"
+"조하십시오)."
+
+msgid "Gets the name assigned to this surface."
+msgstr "이 표면에 할당된 이름을 얻습니다."
+
+msgid ""
+"Returns the primitive type of the requested surface (see [method "
+"add_surface_from_arrays])."
+msgstr ""
+"요청된 표면의 프리미티브 유형을 반환합니다([method add_surface_from_arrays]를 "
+"참조하하세요)."
+
+msgid "Sets a name for a given surface."
+msgstr "주어진 표면의 이름을 설정합니다."
+
+msgid "3D polygon shape for use with occlusion culling in [OccluderInstance3D]."
+msgstr "[OccluderInstance3D]에서 오클루전 컬링에 사용하는 3D 폴리곤 모양."
+
+msgid "Occlusion culling"
+msgstr "오클루전 컬링"
+
+msgid ""
+"Sets [member indices] and [member vertices], while updating the final "
+"occluder only once after both values are set."
+msgstr ""
+"[member indices]와 [member vertices]를 설정하며, 두 값이 모두 설정된 이후에만 "
+"최종 가시성 제거기를 업데이트합니다."
+
+msgid "A container that preserves the proportions of its child controls."
+msgstr "자식 컨트롤의 비율을 유지하는 컨테이너입니다."
+
+msgid "Using Containers"
+msgstr "컨테이너 사용"
+
+msgid "Specifies the horizontal relative position of child controls."
+msgstr "자식 요소의 수평 상대 위치를 지정합니다."
+
+msgid "Specifies the vertical relative position of child controls."
+msgstr "자식 요소의 수직 상대 위치를 지정합니다."
+
+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 ""
+"자식 요소에 적용한 화면 비율입니다. 이는 너비를 높이로 나눈 값입니다. 비율은 "
+"[member stretch_mode]에 의존합니다."
+
+msgid "The stretch mode used to align child controls."
+msgstr "자식 요소를 정렬하는 데 사용되는 스트레치 모드입니다."
+
+msgid ""
+"The height of child controls is automatically adjusted based on the width of "
+"the container."
+msgstr "자식 요소의 높이는 컨테이너의 너비를 기준으로 자동으로 조정됩니다."
+
+msgid ""
+"The width of child controls is automatically adjusted based on the height of "
+"the container."
+msgstr "자식 요소의 너비는 컨테이너의 높이를 기준으로 자동으로 조정됩니다."
+
+msgid ""
+"The bounding rectangle of child controls is automatically adjusted to fit "
+"inside the container while keeping the aspect ratio."
+msgstr ""
+"자식 요소의 경계 사각형은 비율을 유지하면서 컨테이너에 맞게 자동으로 조정됩니"
+"다."
+
+msgid "Aligns child controls with the beginning (left or top) of the container."
+msgstr "자식 요소를 컨테이너의 시작 부분(왼쪽 또는 상단)과 정렬합니다."
+
+msgid "Aligns child controls with the center of the container."
+msgstr "자식 요소를 컨테이너의 중앙과 정렬합니다."
+
+msgid "Aligns child controls with the end (right or bottom) of the container."
+msgstr "자식 요소를 컨테이너의 마지막 부분(오른쪽 또는 하단)과 정렬합니다."
+
+msgid ""
+"An implementation of A* for finding the shortest path between two vertices on "
+"a connected graph in 2D space."
+msgstr ""
+"2D 공간에서 연결된 그래프의 두 정점 사이에서 가장 짧은 경로를 찾기 위한 A* 구"
+"현입니다."
+
+msgid ""
+"Called when computing the cost between two connected points.\n"
+"Note that this function is hidden in the default [AStar2D] class."
+msgstr ""
+"두 개의 연결된 점 사이의 비용을 계산할 때 호출됩니다.\n"
+"이 함수는 디폴트 [AStar2D] 클래스에 숨겨져 있음을 참고하세요."
+
+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 [AStar2D] class."
+msgstr ""
+"한 점과 경로의 끝 점 사이의 비용을 추정할 때 호출됩니다.\n"
+"이 함수는 디폴트 [AStar2D] 클래스에 숨겨져 있음을 참고하세요."
+
+msgid "Clears all the points and segments."
+msgstr "모든 점과 세그먼트를 비웁니다."
+
+msgid "Returns the next available point ID with no point associated to it."
+msgstr "연결된 점이 없는 다음 사용 가능한 점 ID를 반환합니다."
+
+msgid ""
+"Returns the capacity of the structure backing the points, useful in "
+"conjunction with [method reserve_space]."
+msgstr ""
+"이 구조체가 지원하는 점의 용량을 반환하며, [method reserve_space]와 함께 사용"
+"할 때 유용합니다."
+
+msgid "Returns the number of points currently in the points pool."
+msgstr "현재 점의 집합속에 있는 점의 수를 반환합니다."
+
+msgid "Returns an array of all point IDs."
+msgstr "모든 점 ID의 배열을 반환합니다."
+
+msgid ""
+"Returns whether a point is disabled or not for pathfinding. By default, all "
+"points are enabled."
+msgstr ""
+"점이 경로 탐색을 위해 비활성화되었는지 여부를 반환합니다. 기본적으로 모든 점"
+"은 활성화되어 있습니다."
+
+msgid ""
+"Disables or enables the specified point for pathfinding. Useful for making a "
+"temporary obstacle."
+msgstr ""
+"지정된 점을 경로 탐색을 위해 비활성화하거나 활성화합니다. 일시적인 장애물을 만"
+"드는 데 유용합니다."
+
+msgid ""
+"An implementation of A* for finding the shortest path between two vertices on "
+"a connected graph in 3D space."
+msgstr ""
+"3D 공간에서 연결된 그래프의 두 정점 사이에서 최단 경로를 찾기 위한 A*의 구현."
+
+msgid ""
+"Called when computing the cost between two connected points.\n"
+"Note that this function is hidden in the default [AStar3D] class."
+msgstr ""
+"두 개의 연결된 점 사이에서 비용 계산을 할 때 호츌됩니다.\n"
+"이 함수는 디폴트 [AStar3D] 클래스에 숨겨져 있음을 참고하세요."
+
+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 [AStar3D] class."
+msgstr ""
+"한 점과 경로의 끝 점 사이의 비용을 추정할 때 호출됩니다.\n"
+"이 함수는 디폴트 [AStar3D] 클래스에 숨겨져 있음을 참고하세요."
+
+msgid ""
+"An implementation of A* for finding the shortest path between two points on a "
+"partial 2D grid."
+msgstr ""
+"부분 2D 그리드에서 두 점 사이의 최단 경로를 찾기 위한 A* 알고리즘의 구현."
+
+msgid ""
+"Called when computing the cost between two connected points.\n"
+"Note that this function is hidden in the default [AStarGrid2D] class."
+msgstr ""
+"두 연결된 점 사이의 비용을 계산할 때 불러와집니다.\n"
+"이 함수는 디폴트 [AStarGrid2D] 클래스에 숨어 있음을 참고하세요."
+
+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 [AStarGrid2D] class."
+msgstr ""
+"한 점과 경로의 끝점 사이의 비용을 추정할 때 호출됩니다.\n"
+"이 함수는 디폴트 [AStarGrid2D] 함수에 숨겨져 있음을 참고하세요."
+
+msgid ""
+"Clears the grid and sets the [member region] to [code]Rect2i(0, 0, 0, 0)[/"
+"code]."
+msgstr ""
+"그리드를 비우고 [member region]을 [code]Rect2i(0, 0, 0, 0)[/code]로 설정합니"
+"다."
+
+msgid ""
+"Indicates that the grid parameters were changed and [method update] needs to "
+"be called."
+msgstr ""
+"그리드 매개변수가 변경되었음을 나타내며, [method update]를 호출해야 합니다."
+
+msgid ""
+"Returns [code]true[/code] if a point is disabled for pathfinding. By default, "
+"all points are enabled."
+msgstr ""
+"경로 탐색을 위해 점이 비활성화된 경우 [code]true[/code]를 반환합니다. 기본적으"
+"로 모든 점은 활성화되어 있습니다."
+
+msgid ""
+"The cell shape. Affects how the positions are placed in the grid. If changed, "
+"[method update] needs to be called before finding the next path."
+msgstr ""
+"셀 모양. 그리드에서 위치가 배치되는 방식에 영향을 미칩니다. 변경된다면, "
+"[method update]는 다음 경로를 찾기 전에 호출되어야 합니다."
+
+msgid ""
+"The default [enum Heuristic] which will be used to calculate the cost between "
+"two points if [method _compute_cost] was not overridden."
+msgstr ""
+"디폴트 [enum Heuristic]으로, [method _compute_cost]가 오버라이드 되지 않은 경"
+"우 두 점 사이의 비용을 계산하는 데 사용됩니다."
+
+msgid ""
+"The default [enum Heuristic] which will be used to calculate the cost between "
+"the point and the end point if [method _estimate_cost] was not overridden."
+msgstr ""
+"두 점 사이의 비용을 계산할 때 사용되는 디폴트 [enum Heuristic]입니다. [method "
+"_estimate_cost]가 오버라이드되지 않았다면 사용됩니다."
+
+msgid ""
+"A specific [enum DiagonalMode] mode which will force the path to avoid or "
+"accept the specified diagonals."
+msgstr ""
+"지정된 대각선을 피하거나 허용하도록 경로를 강제하는 특정 [enum DiagonalMode] "
+"모드입니다."
+
+msgid ""
+"The offset of the grid which will be applied to calculate the resulting point "
+"position returned by [method get_point_path]. If changed, [method update] "
+"needs to be called before finding the next path."
+msgstr ""
+"결과적으로 반환된 점 위치를 계산하는 데 적용될 그리드의 오프셋입니다. 변경된다"
+"면, 다음 경로를 찾기 이전에 [method update]를 호출해야 합니다."
+
+msgid ""
+"The region of grid cells available for pathfinding. If changed, [method "
+"update] needs to be called before finding the next path."
+msgstr ""
+"경로 탐색에 사용 가능한 그리드 셀의 영역입니다. 변경된다면, 다음 경로를 찾기 "
+"이전에 [method update]를 호출해야 합니다."
+
+msgid "Use [member region] instead."
+msgstr "대신 [member region]을 사용하세요."
+
+msgid ""
+"The size of the grid (number of cells of size [member cell_size] on each "
+"axis). If changed, [method update] needs to be called before finding the next "
+"path."
+msgstr ""
+"그리드의 크기(각 축에 대해 [member cell_size] 크기의 셀 수)입니다. 변경된다"
+"면, 다음 경로를 찾기 전에 [method update]를 호출해야합니다."
+
+msgid "Represents the size of the [enum Heuristic] enum."
+msgstr "[enum Heuristic] 열거형의 크기를 나타냅니다."
+
+msgid ""
+"The pathfinding algorithm will ignore solid neighbors around the target cell "
+"and allow passing using diagonals."
+msgstr ""
+"경로 탐색 알고리즘은 목표 셀 주변의 장애물을 무시하고 대각선을 통해 이동할 수 "
+"있도록 허용합니다."
+
+msgid ""
+"The pathfinding algorithm will ignore all diagonals and the way will be "
+"always orthogonal."
+msgstr "경로 탐색 알고리즘은 모든 대각선을 무시하고 길은 항상 직교 방식입니다."
+
+msgid ""
+"The pathfinding algorithm will avoid using diagonals if at least two "
+"obstacles have been placed around the neighboring cells of the specific path "
+"segment."
+msgstr ""
+"경로 탐색 알고리즘은 특정 경로 구간의 인접 셀 주위에 최소 두 개의 장애물이 배"
+"치된 경우 대각선을 사용하는 것을 피합니다."
+
+msgid ""
+"The pathfinding algorithm will avoid using diagonals if any obstacle has been "
+"placed around the neighboring cells of the specific path segment."
+msgstr ""
+"경로 탐색 알고리즘은 특정 경로 구간의 인접 셀 주위에 장애물이 하나라도 있는 경"
+"우 대각선을 사용하는 것을 피합니다."
+
+msgid "Represents the size of the [enum DiagonalMode] enum."
+msgstr "[enum DiagonalMode] 열거형의 크기를 나타냅니다."
+
+msgid "Rectangular cell shape."
+msgstr "직사각형 셀 모양."
+
+msgid ""
+"Diamond cell shape (for isometric look). Cell coordinates layout where the "
+"horizontal axis goes up-right, and the vertical one goes down-right."
+msgstr ""
+"다이아몬드 셀 형태(등각 투영용). 셀 좌표 레이아웃은 가로 축이 오른쪽 위로 세"
+"로 축이 오른쪽 아래로 진행됩니다."
+
+msgid ""
+"Diamond cell shape (for isometric look). Cell coordinates layout where the "
+"horizontal axis goes down-right, and the vertical one goes down-left."
+msgstr ""
+"다이아몬드 셀 형태(등각 투영용). 셀 좌표 레이아웃은 가로축이 오른쪽 아래로, 세"
+"로축이 왼쩍 아래로 진행됩니다."
+
+msgid "Represents the size of the [enum CellShape] enum."
+msgstr "[enum CellShape] 열거형의 크기를 나타냅니다."
+
+msgid "A texture that crops out part of another Texture2D."
+msgstr "다른 Texture2D의 일부를 잘라내는 텍스처입니다."
+
+msgid ""
+"The texture that contains the atlas. Can be any type inheriting from "
+"[Texture2D], including another [AtlasTexture]."
+msgstr ""
+"지도를 포함하는 텍스처입니다. [Texture2D]를 상속하는 모든 유형, 다른 "
+"[AtlasTexture]도 포함될 수 있습니다."
+
+msgid ""
+"If [code]true[/code], the area outside of the [member region] is clipped to "
+"avoid bleeding of the surrounding texture pixels."
+msgstr ""
+"[code]true[/code]인 경우, [member region]의 외부 영역은 자르기 처리가 되어 주"
+"변 텍스처 픽셀이 번지는 것을 방지합니다."
+
+msgid "Stores information about the audio buses."
+msgstr "오디오 버스에 대한 정보를 저장합니다."
+
+msgid ""
+"Stores position, muting, solo, bypass, effects, effect position, volume, and "
+"the connections between buses. See [AudioServer] for usage."
+msgstr ""
+"위치, 음소거, 솔로, 우회, 효과, 효과 위치, 음량, 그리고 버스 간의 연결을 저장"
+"합니다. 사용법은 [AudioServer]를 참조하세요."
+
+msgid "Audio buses"
+msgstr "오디오 버스"
+
+msgid "Audio Microphone Record Demo"
+msgstr "오디오 마이크 녹음 데모"
+
+msgid "Adds an amplifying audio effect to an audio bus."
+msgstr "오디오 버스에 증폭 오디오 효과를 추가합니다."
+
+msgid "Increases or decreases the volume being routed through the audio bus."
+msgstr "오디오 버스를 통해서 라우팅되는 볼륨을 증가시키거나 감소시킵니다."
+
+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 ""
+"증폭량(데시벨 단위). 양의 값은 더 크게 만들고, 음의 값은 더 작게 만듭니다. 값"
+"은 -80 에서 24 사이일 수 있습니다."
+
+msgid "Adds a band limit filter to the audio bus."
+msgstr "오디오 버스에 밴드 리미트 필터를 추가합니다."
+
+msgid ""
+"Limits the frequencies in a range around the [member "
+"AudioEffectFilter.cutoff_hz] and allows frequencies outside of this range to "
+"pass."
+msgstr ""
+"주파수가 [memebr AudioEffectFilter.cutoff_hz] 주위의 범위에서 제한되며, 이 범"
+"위 밖의 주파수는 통과할 수 있도록 합니다."
+
+msgid "Adds a band pass filter to the audio bus."
+msgstr "오디오 버스에 밴드 패스 필터를 추가합니다."
+
+msgid ""
+"Attenuates the frequencies inside of a range around the [member "
+"AudioEffectFilter.cutoff_hz] and cuts frequencies outside of this band."
+msgstr ""
+"주파수가 [member AudioEffectFilter.cutoff_hz] 주위의 범위 안에 있을 때는 감쇠"
+"시키고, 이 밖의 범위는 차단합니다."
+
+msgid "Captures audio from an audio bus in real-time."
+msgstr "실시간으로 오디오 버스에서 오디오를 캡처합니다."
+
+msgid ""
+"Returns [code]true[/code] if at least [param frames] audio frames are "
+"available to read in the internal ring buffer."
+msgstr ""
+"내부 링 버퍼에서 읽을 수 있는 오디오 프레임이 최소 [param frames] 이상인 경우"
+"[code]true[/code]를 반환합니다."
+
+msgid ""
+"Clears the internal ring buffer.\n"
+"[b]Note:[/b] Calling this during a capture can cause the loss of samples "
+"which causes popping in the playback."
+msgstr ""
+"내부 링 버퍼를 비웁니다.\n"
+"[b]참고:[/b] 캡처 중에 이 함수를 호출하면 샘플이 손상되어 재생 중에 튀는 소리"
+"가 발생할 수 있습니다."
+
+msgid ""
+"Returns the number of audio frames discarded from the audio bus due to full "
+"buffer."
+msgstr ""
+"버퍼가 가득 차서 오디오 버스에서 버려진 오디오 프레임의 수를 반환합니다."
+
+msgid ""
+"Returns the number of frames available to read using [method get_buffer]."
+msgstr "[method get_buffer]를 사용하여 읽을 수 있는 프레임 수를 반환합니다."
+
+msgid "Returns the number of audio frames inserted from the audio bus."
+msgstr "오디오 버스에서 삽입된 오디오 프레임 수를 반환합니다."
+
+msgid ""
+"Length of the internal ring buffer, in seconds. Setting the buffer length "
+"will have no effect if already initialized."
+msgstr ""
+"내부 링 버퍼의 길이(초 단위). 버퍼 길이를 설정해도 이미 초기화 된 경우에는 효"
+"과가 없습니다."
+
+msgid "Adds a chorus audio effect."
+msgstr "코러스 오디오 효과를 추가합니다."
+
+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 ""
+"코러스 오디오 효과를 추가합니다. 이 효과는 음성을 복제하여 필터를 통해 조작하"
+"는 필터를 적용합니다."
+
+msgid "The effect's raw signal."
+msgstr "효과의 가공되지 않은 시그널."
+
+msgid "The voice's cutoff frequency."
+msgstr "목소리의 컷오프 주파수."
+
+msgid "The voice's signal delay."
+msgstr "목소리의 시그널 지연."
+
+msgid "The voice filter's depth."
+msgstr "목소리 필터의 깊이."
+
+msgid "The voice's volume."
+msgstr "목소리의 음량."
+
+msgid "The voice's pan level."
+msgstr "목소리의 패닝 레벨."
+
+msgid "The voice's filter rate."
+msgstr "목소리의 필터 비율."
+
+msgid "The number of voices in the effect."
+msgstr "효과가 적용된 목소리의 수."
+
+msgid "The effect's processed signal."
+msgstr "효과의 처리된 시그널."
+
+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 ""
+"오디오 버스에서 컴프레서 오디오 효과를 추가합니다.\n"
+"특정 임계치를 초과하는 소리를 감소시키고, 다이내민스를 부드럽게하며 전체 볼륨"
+"을 증가시킵니다."
+
+msgid ""
+"Compressor's reaction time when the signal exceeds the threshold, in "
+"microseconds. Value can range from 20 to 2000."
+msgstr ""
+"신호가 임계치를 초과할 때 컴프레서이 반응 시간(마이크로초 단위). 값은 20에서 "
+"2000 사이로 설정할 수 있습니다."
+
+msgid "Gain applied to the output signal."
+msgstr "출력 시그널에 적용되는 이득."
+
+msgid ""
+"Balance between original signal and effect signal. Value can range from 0 "
+"(totally dry) to 1 (totally wet)."
+msgstr ""
+"원래 신호와 효과 신호 간의 균형. 값은 0(효과가 적용되지 않은 상태)에서 1(효과"
+"가 적용된 상태)까지 범위입니다."
+
+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 ""
+"오디오가 역치값 수준을 초과했을 때 적용되는 압축의 양입니다. 비율이 높을수록, "
+"오디오의 큰 소리가 더 많이 압축됩니다. 값의 범위는 1에서 48까지입니다."
+
+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 ""
+"신호 레벨이 임게값 아래로 떨어진 후 신호 감소를 멈추기까지의 지연 시간(밀리초)"
+"입니다. 값의 범위는 20에서 2000사이입니다."
+
+msgid "Reduce the sound level using another audio bus for threshold detection."
+msgstr "역치값 감지를 위해서 다른 오디오를 사용해 사운드 레벨을 줄입니다."
+
+msgid ""
+"The level above which compression is applied to the audio. Value can range "
+"from -60 to 0."
+msgstr ""
+"오디오에 압축이 적용되는 임계 수준입니다. 값의 범위는 -60애서 0사이입니다."
+
+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 ""
+"오디오 버스에 딜레이 오디오 효과를 추가합니다. 일정 시간이 지난 후 입력 신호"
+"를 재생합니다. 두 개의 딜레이와 피드백 옵션을 제공합니다."
+
+msgid ""
+"Output percent of original sound. At 0, only delayed sounds are output. Value "
+"can range from 0 to 1."
+msgstr ""
+"원래 소리의 출력 비율입니다. 값이 0일 경우, 지연된 소리만 출력됩니다. 값의 범"
+"위는 0에서 1사이입니다."
+
+msgid "If [code]true[/code], feedback is enabled."
+msgstr "[code]true[/code]라면 피드백이 가능합니다."
+
+msgid "Feedback delay time in milliseconds."
+msgstr "피드백 지연 시간(밀리초)입니다."
+
+msgid "Sound level for feedback."
+msgstr "피드백의 소리 레벨입니다."
+
+msgid ""
+"Low-pass filter for feedback, in Hz. Frequencies below this value are "
+"filtered out of the source signal."
+msgstr ""
+"피드백용 로우패스 필터(HZ)입니다. 이 값 이하의 주파수는 원본 신호에서 필터링됩"
+"니다."
+
+msgid "If [code]true[/code], the first tap will be enabled."
+msgstr "[code]true[/code]인 경우, 첫번째 탭이 활성화됩니다."
+
+msgid "First tap delay time in milliseconds."
+msgstr "첫번째 탭 지연시간(밀리초)입니다."
+
+msgid "Sound level for the first tap."
+msgstr "첫번째 탭의 소리 레벨입니다."
+
+msgid ""
+"Pan position for the first tap. Value can range from -1 (fully left) to 1 "
+"(fully right)."
+msgstr ""
+"첫 번째 탭의 패닝 위치입니다. 값의 범위는 -1(완전히 왼쪽)에서 1(완전히 오른쪽)"
+"까지입니다."
+
+msgid "If [code]true[/code], the second tap will be enabled."
+msgstr "[code]true[/code]인 경우, 두번째 탭이 활성화됩니다."
+
+msgid "Second tap delay time in milliseconds."
+msgstr "두번째 탭의 지연시간(밀리초)입니다."
+
+msgid "Sound level for the second tap."
+msgstr "두번째 탭의 소리 레벨입니다."
+
+msgid ""
+"Pan position for the second tap. Value can range from -1 (fully left) to 1 "
+"(fully right)."
+msgstr ""
+"두번째 탭의 패닝 위치입니다. 값의 범위는 -1(완전히 왼쪽)에서 1(완전히 오른쪽)"
+"입니다."
+
+msgid ""
+"Adds a distortion audio effect to an Audio bus.\n"
+"Modifies the sound to make it distorted."
+msgstr ""
+"오디오 버스에 왜곡 오디오 효과를 추가합니다. 소리를 왜곡시켜 독특한 효과를 만"
+"듭니다."
+
+msgid "Distortion power. Value can range from 0 to 1."
+msgstr "왜곡 세기입니다. 값의 범위는 0에서 1사이입니다."
+
+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 ""
+"하이패스 필터(HZ)입니다. 이 값보다 높은 주파수는 왜곡의 영향을 받지 않습니다. "
+"값의 범위는 1에서 20000까지입니다."
+
+msgid "Distortion type."
+msgstr "왜곡 종류."
+
+msgid ""
+"Increases or decreases the volume after the effect, in decibels. Value can "
+"range from -80 to 24."
+msgstr ""
+"효과 적용 후 볼륨을 데시벨 단위로 증가 또는 감소시킵니다. 값의 범위는 -80에서 "
+"24사이입니다."
+
+msgid ""
+"Increases or decreases the volume before the effect, in decibels. Value can "
+"range from -60 to 60."
+msgstr ""
+"효과 적용 전 볼륨을 데시벨 단위로 증가시키거나 감소시킵니다. 값의 범위는 -60에"
+"서 60사이입니다."
+
+msgid ""
+"Digital distortion effect which cuts off peaks at the top and bottom of the "
+"waveform."
+msgstr "디지털 왜곡 효과로, 파형의 상단과 하단에서 최고치를 잘라냅니다."
+
+msgid ""
+"Low-resolution digital distortion effect (bit depth reduction). You can use "
+"it to emulate the sound of early digital audio devices."
+msgstr ""
+"저해상도 디지털 왜곡 효과(비트 깊이의 감소)입니다. 초기 디지털 오디오의 소리"
+"를 모방하는 데 사용될 수 있습니다."
+
+msgid ""
+"Waveshaper distortions are used mainly by electronic musicians to achieve an "
+"extra-abrasive sound."
+msgstr ""
+"웨이브셰이퍼 왜곡은 주로 전자 음악가들이 더욱 거친 소리를 얻기 위해 사용됩니"
+"다."
+
+msgid "Returns the number of bands of the equalizer."
+msgstr "이퀄라이저의 밴드 수를 반환합니다."
+
+msgid "Returns the band's gain at the specified index, in dB."
+msgstr "지정된 인덱스의 주파수 대역을 dB단위로 반환합니다."
+
+msgid "Sets band's gain at the specified index, in dB."
+msgstr "지정된 주파수 대역을 dB단위로 설정합니다."
+
+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 ""
+"21밴드 이퀄라이즈 오디오 효과를 오디오 버스에 추가합니다. 22HZ에서 22000HZ까지"
+"의 주파수를 제어할 수 있습니다. 각 주파수는 -60dB에서 +24dB사이로 조정 할 수 "
+"있습니다."
+
+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 ""
+"6밴드 이퀄라이저 오디오 효과를 오디오 버스에 추가합니다. 32Hz까지의 주파수를 "
+"제어할 수 있습니다. 각 주파수는 -60dB에서 +24dB 사이로 조정할 수 있습니다."
+
+msgid "Adds a filter to the audio bus."
+msgstr "필터를 오디오 버스에 추가합니다."
+
+msgid "Allows frequencies other than the [member cutoff_hz] to pass."
+msgstr "[member cutoff_hz]이외의 주파수를 통과시킵니다."
+
+msgid "Threshold frequency for the filter, in Hz."
+msgstr "필터에 대한 역치값 주파수, Hz 단위."
+
+msgid "Gain amount of the frequencies after the filter."
+msgstr "필터의 적용 후 얻은 주파수 대역의 값입니다."
+
+msgid "Amount of boost in the frequency range near the cutoff frequency."
+msgstr "컷오프 주파수 근처 주파수 범위에서의 증폭량입니다."
+
+msgid "Adds a hard limiter audio effect to an Audio bus."
+msgstr "오디오 버스에 하드 리미터 오디오 효과를 추가합니다."
+
+msgid "Gain to apply before limiting, in decibels."
+msgstr "제한전에 적용할 이득(데시벨 단위)입니다."
+
+msgid "Time it takes in seconds for the gain reduction to fully release."
+msgstr "이득 감소가 완전히 해제되는 데 걸리는 시간(초 단위)입닌다."
+
+msgid "Adds a high-pass filter to the audio bus."
+msgstr "오디오 버스에 하이패스 필터를 추가합니다."
+
+msgid ""
+"Cuts frequencies lower than the [member AudioEffectFilter.cutoff_hz] and "
+"allows higher frequencies to pass."
+msgstr ""
+"[member AudioEffectFilter.cutoff_hz]보다 낮은 주파수는 차단하고, 높은 주파수"
+"는 통과시킵니다."
+
+msgid "Adds a high-shelf filter to the audio bus."
+msgstr "오디오 버스에 하이셀프 필터를 추가합니다."
+
+msgid "Reduces all frequencies above the [member AudioEffectFilter.cutoff_hz]."
+msgstr "[meber AudioEffectFilter.cutoff_hz] 이상의 모든 주파수를 감소시킵니다."
+
+msgid "Manipulates the audio it receives for a given effect."
+msgstr "주어진 효과를 위해 수신한 오디오를 조작합니다."
+
+msgid "Use [AudioEffectHardLimiter] instead."
+msgstr "대신 [AudioEffectHardLimiter]를 사용하세요."
+
+msgid "Adds a soft-clip limiter audio effect to an Audio bus."
+msgstr "오디오 버스에 소프트 클립 리미터 오디오 효과를 추가합니다."
+
+msgid ""
+"The waveform's maximum allowed value, in decibels. Value can range from -20 "
+"to -0.1."
+msgstr ""
+"파형의 최대 허용 값(데시벨 단위)입니다. 값의 범위는 -20에서 -0.1까지 입니다."
+
+msgid ""
+"Applies a gain to the limited waves, in decibels. Value can range from 0 to 6."
+msgstr ""
+"제한된 파형에 이득을 적용합니다(데시벨 단위). 값의 범위는 0에서 6사이입니다."
+
+msgid ""
+"Threshold from which the limiter begins to be active, in decibels. Value can "
+"range from -30 to 0."
+msgstr ""
+"리미터가 활성화되기 시작하는 역치값, 데시벨 단위. 값의 범위는 -30에서 0까지입"
+"니다."
+
+msgid "Adds a low-pass filter to the audio bus."
+msgstr "오디오버스에 로우패스 필터를 추가합니다."
+
+msgid ""
+"Cuts frequencies higher than the [member AudioEffectFilter.cutoff_hz] and "
+"allows lower frequencies to pass."
+msgstr ""
+"[member AudioEffectFilter.cutoff_hz]보다 높은 주파수를 차단하고, 낮은 주파수"
+"는 통과시킵니다."
+
+msgid "Adds a low-shelf filter to the audio bus."
+msgstr "오디오 버스에 로우셸프 필터를 추가합니다."
+
+msgid "Reduces all frequencies below the [member AudioEffectFilter.cutoff_hz]."
+msgstr "[member AudioEffectFilter.cutoff_hz] 이하의 모든 주파수를 감소시킵니다."
+
+msgid "Adds a notch filter to the Audio bus."
+msgstr "오디오 버스에 노치 필터를 추가합니다."
+
+msgid ""
+"Attenuates frequencies in a narrow band around the [member "
+"AudioEffectFilter.cutoff_hz] and cuts frequencies outside of this range."
+msgstr ""
+"[meber AudioEffectFilter.cutoff_hz] 주변의 좁은 대역의 주파수는 약화시키고, "
+"이 범위를 벗어난 주파수는 차단합니다."
+
+msgid "Adds a panner audio effect to an audio bus. Pans sound left or right."
+msgstr ""
+"오디오 버스에 패널 오디오 효과를 추가합니다. 소리를 왼쪽 또는 오른쪽으로 패닝"
+"합니다."
+
+msgid ""
+"Determines how much of an audio signal is sent to the left and right buses."
+msgstr "오디오 신호가 왼쪽과 오른쪽 버스로 얼마나 전송될지를 결정합니다."
+
+msgid "Pan position. Value can range from -1 (fully left) to 1 (fully right)."
+msgstr ""
+"패닝의 위치입니다. 값의 범위는 -1(완전히 왼쪽)에서 1(완전히 오른쪽)까지입니다."
+
+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 ""
+"오디오 버스에 페이저 오디오 효과를 추가합니다. 원본 신호와 원본과 약간의 차이"
+"가 있는 복사본을 결합합니다."
+
+msgid ""
+"Combines phase-shifted signals with the original signal. The movement of the "
+"phase-shifted signals is controlled using a low-frequency oscillator."
+msgstr ""
+"위상 이동된 신호를 원본 신호와 결합합니다. 위상 이동된 신호의 움직임은 저주퍼 "
+"오실레이터를 사용하여 제어됩니다."
+
+msgid "Output percent of modified sound. Value can range from 0.1 to 0.9."
+msgstr "수정된 소리의 출력 비율입니다. 값의 범위는 0.1에서 0.9까지입니다."
+
+msgid ""
+"Determines the maximum frequency affected by the LFO modulations, in Hz. "
+"Value can range from 10 to 10000."
+msgstr ""
+"LFO 변조에 의해 영향을 받는 최대 주파수를 결정합니다(HZ 단위). 값의 범위는 10"
+"에서 10000까지입니다."
+
+msgid ""
+"Determines the minimum frequency affected by the LFO modulations, in Hz. "
+"Value can range from 10 to 10000."
+msgstr ""
+"LFO 변조에 의해서 영향을 받는 최소 주파수를 결정합니다(HZ 단위). 값의 범위는 "
+"10에서 10000까지입니다."
+
+msgid ""
+"Adjusts the rate in Hz at which the effect sweeps up and down across the "
+"frequency range."
+msgstr "효과가 주파수 범위에서 위아래로 스윕하는 속도(HZ)를 조정합니다."
+
+msgid ""
+"Adds a pitch-shifting audio effect to an audio bus.\n"
+"Raises or lowers the pitch of original sound."
+msgstr ""
+"오디오 버스에 피치 쉬프팅 오디오 효과를 추가합니다. 원본 소리의 피치를 높이거"
+"나 낮춥니다."
+
+msgid ""
+"Allows modulation of pitch independently of tempo. All frequencies can be "
+"increased/decreased with minimal effect on transients."
+msgstr ""
+"템포와 독립적으로 피치를 변조할 수 있습니다. 모든 주파수는 트랜지언트에 미치"
+"는 영향을 최소화하면서 증가/감소시킬 수 있습니다."
+
+msgid "Represents the size of the [enum FFTSize] enum."
+msgstr "[enum FFTSize] 열거형의 크기를 나타냅니다."
+
+msgid ""
+"Dimensions of simulated room. Bigger means more echoes. Value can range from "
+"0 to 1."
+msgstr ""
+"시뮬레이션된 방의 치수. 클수록 에코가 더 많이 발생합니다. 값의 범위는 0부터 1"
+"까지일 수 있습니다."
+
+msgid "Use the maximum value of the frequency range as magnitude."
+msgstr "주파수 범위의 최댓값을 진도로 사용합니다."
+
+msgid "Returns [code]true[/code] if this [AudioListener2D] is currently active."
+msgstr ""
+"만약 이 [AudioListener2D]가 현재 활성화되어 있다면 [code]true[/code]를 반환합"
+"니다."
+
+msgid "Base class for audio samples."
+msgstr "오디오 샘플의 기본 클래스."
+
+msgid "Represents the size of the [enum PlaybackType] enum."
+msgstr "[enum PlaybackType] 열거형의 크기를 나타냅니다."
+
+msgid "Return the name of a clip."
+msgstr "클립의 이름을 반환합니다."
+
+msgid "If [code]true[/code], audio plays when added to scene tree."
+msgstr "[code]true[/code]인 경우, 씬 트리가 추가되었을 때 오디오가 재생됩니다."
+
+msgid ""
+"If [code]true[/code], the playlist will shuffle each time playback starts and "
+"each time it loops."
+msgstr ""
+"[code]true[/code]인 경우, 재생 목록이 재생이 시작될 때마다 및 반복될 때마다 섞"
+"일 것입니다."
+
+msgid "If [code]true[/code], audio is stereo."
+msgstr "[code]true[/code]인 경우, 오디오는 스테레오 입니다."
+
+msgid "Abstract base class for GUI buttons."
+msgstr "GUI 버튼의 기본 추상 클래스."
+
+msgid "Returns [code]true[/code], if the specified [enum Feature] is enabled."
+msgstr "만약 지정된 [enum Feature] 이 활성화되"
+
+msgid ""
+"Determines which side of the triangle to cull depending on whether the "
+"triangle faces towards or away from the camera."
+msgstr ""
+"삼각형이 카메라를 향하고 있는지, 아니면 반대쪽을 향하고 있는지에 따라 삼각형"
+"의 어느 면을 컬링할지 결정합니다."
+
+msgid "The algorithm used for diffuse light scattering."
+msgstr "확산광 산란에 사용되는 알고리즘입니다."
+
+msgid ""
+"If [code]true[/code], enables the vertex grow setting. This can be used to "
+"create mesh-based outlines using a second material pass and its [member "
+"cull_mode] set to [constant CULL_FRONT]. See also [member grow_amount].\n"
+"[b]Note:[/b] Vertex growth cannot create new vertices, which means that "
+"visible gaps may occur in sharp corners. This can be alleviated by designing "
+"the mesh to use smooth normals exclusively using [url=http://"
+"wiki.polycount.com/wiki/Face_weighted_normals]face weighted normals[/url] in "
+"the 3D authoring software. In this case, grow will be able to join every "
+"outline together, just like in the original mesh."
+msgstr ""
+"[code]true[/code]인 경우, 버텍스 자라기 설정을 활성화합니다. 이는 두 번째 머티"
+"리얼 패스와 [member cull_mode]를 [constant CULL_FRONT]로 설정하여 메시 기반 윤"
+"곽선을 만드는 데 사용할 수 있습니다. [member grow_amount]도 참조하세요.\n"
+"[b]참고:[/b] 버텍스 자라기는 새로운 꼭지점을 만들 수 없으므로 날카로운 모서리"
+"에 눈에 띄는 틈이 발생할 수 있다는 뜻입니다. 이는 3D 저작 소프트웨어에서 "
+"[url=http://wiki.polycount.com/wiki/Face_weighted_normals]면 가중치 법선[/url]"
+"만 사용하여 메시가 매끄러운 법선을 사용하도록 설계함으로써 완화할 수 있습니"
+"다. 이 경우, 자라기는 원본 메시와 마찬가지로 모든 윤곽선을 결합할 수 있습니다."
+
+msgid ""
+"Grows object vertices in the direction of their normals. Only effective if "
+"[member grow] is [code]true[/code]."
+msgstr ""
+"오브젝트 꼭지점을 법선의 방향으로 자라게 해줍니다. [member grow]가 "
+"[code]true[/code]인 경우에만 효과적입니다."
+
+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 ""
+"[code]true[/code]인 경우, 근접 페이드 효과가 활성화합니다. 근접 페이드 효과는 "
+"다른 오브젝트와의 거리에 따라 각 픽셀이 흐려집니다."
+
+msgid "Represents the size of the [enum TextureParam] enum."
+msgstr "[enum TextureParam] 열거형의 크기를 나타냅니다."
+
+msgid "Represents the size of the [enum TextureFilter] enum."
+msgstr "[enum TextureFilter] 열거형의 크기를 나타냅니다."
+
+msgid "Represents the size of the [enum Transparency] enum."
+msgstr "[enum Transparency] 열거형의 크기를 나타냅니다."
+
+msgid "Represents the size of the [enum ShadingMode] enum."
+msgstr "[enum ShadingMode] 열거형의 크기를 나타냅니다."
+
+msgid "Represents the size of the [enum Feature] enum."
+msgstr "[enum Feature] 열거형의 크기를 나타냅니다."
+
+msgid ""
+"Default cull mode. The back of the object is culled when not visible. Back "
+"face triangles will be culled when facing the camera. This results in only "
+"the front side of triangles being drawn. For closed-surface meshes, this "
+"means that only the exterior of the mesh will be visible."
+msgstr ""
+"디폴트 컬링 모드입니다. 보이지 않을 때 오브젝트의 뒤는 가려집니다. 카메라를 향"
+"하는 뒷면 삼각형은 가려집니다. 결과적으로 삼각형의 앞면만 그려집니다. 닫힌 표"
+"면 메시에 대해서는, 메시의 바깥쪽만 보여집니다."
+
+msgid ""
+"Front face triangles will be culled when facing the camera. This results in "
+"only the back side of triangles being drawn. For closed-surface meshes, this "
+"means that the interior of the mesh will be drawn instead of the exterior."
+msgstr ""
+"카메라를 향하는 앞면 삼각형은 가려집니다. 결과적으로 삼각형의 뒷면만 그려집니"
+"다. 닫힌 표면 메시에 대해서는, 메시의 안쪽이 바깥쪽 대신 그려집니다."
+
+msgid ""
+"No face culling is performed; both the front face and back face will be "
+"visible."
+msgstr "수행되는 면 컬링이 없습니다. 앞면과 뒷면이 모두 보여집니다."
+
+msgid "Disables specular occlusion."
+msgstr "스페큘러 오클루전을 비활성화합니다."
+
+msgid "Enables using [member z_clip_scale]."
+msgstr "[member z_clip_scale]을 사용하여 활성화합니다."
+
+msgid "Enables using [member fov_override]."
+msgstr "[member fov_override]를 사용하여 활성화합니다."
+
+msgid "Represents the size of the [enum Flags] enum."
+msgstr "[enum Flags] 열거형의 크기를 나타냅니다."
+
+msgid "Do not use distance fade."
+msgstr "거리 페이드를 사용하지 않습니다."
+
+msgid "Returns bitmap's dimensions."
+msgstr "비트맵의 치수를 반환합니다."
+
+msgid "Returns the number of bitmap elements that are set to [code]true[/code]."
+msgstr "[code]true[/code]로 설정된 비트맵 요소의 수를 반환합니."
+
+msgid ""
+"Applies morphological dilation or erosion to the bitmap. If [param pixels] is "
+"positive, dilation is applied to the bitmap. If [param pixels] is negative, "
+"erosion is applied to the bitmap. [param rect] defines the area where the "
+"morphological operation is applied. Pixels located outside the [param rect] "
+"are unaffected by [method grow_mask]."
+msgstr ""
+"비트맵에 형태학적 팽창 또는 침식을 적용합니다. [param pixels]이 양수이면 비트"
+"맵에 팽창이 적용됩니다. [param pixels]이 음수이면 비트맵에 침식이 적용됩니다. "
+"[param rect]는 형태학적 연산이 적용되는 영역을 정의합니다. [param rect] 바깥"
+"에 위치한 픽셀은 [method grow_mask]의 영향을 받지 않습니다."
+
+msgid "Retargeting 3D Skeletons"
+msgstr "3D 스켈레톤 리타겟팅"
+
+msgid ""
+"Maps a skeleton bone name to [param profile_bone_name].\n"
+"In the retargeting process, the setting bone name is the bone name of the "
+"source skeleton."
+msgstr ""
+"스켈레톤 본 이름을 [param profile_bone_name]으로 매핑합니다.\n"
+"리타겟팅 과정에서, 본 이름을 설정하는 것은 소스 스켈레톤의 본 이름입니다."
+
+msgid "Cuboid shape for use with occlusion culling in [OccluderInstance3D]."
+msgstr "[OccluderInstance3D]에서 오클루전 컬링에 사용하는 직육면체 모양."
+
+msgid "The box's size in 3D units."
+msgstr "3D 단위의 상자의 크기입니다."
+
+msgid ""
+"Autowrap space trimming flags. See [constant "
+"TextServer.BREAK_TRIM_START_EDGE_SPACES] and [constant "
+"TextServer.BREAK_TRIM_END_EDGE_SPACES] for more info."
+msgstr ""
+"자동 줄바꿈 공간 다듬기 플래그. 자세한 정보는 [constant "
+"TextServer.BREAK_TRIM_START_EDGE_SPACES] 및 [constant "
+"TextServer.BREAK_TRIM_END_EDGE_SPACES]를 참조하세요."
+
+msgid "Returns [code]true[/code] if both [Callable]s invoke different targets."
+msgstr "[Callable] 가 서로 다른 대상을 호출하면 [code]true[/code]를 반환합니다."
+
+msgid "The camera's process callback."
+msgstr "카메라의 프로세스 콜백."
+
+msgid "The [CameraAttributes] to use for this camera."
+msgstr "이 카메라에 사용할 [CameraAttributes]."
+
+msgid "The [Compositor] to use for this camera."
+msgstr "이 카메라에 사용할 [Compositor]."
+
+msgid ""
+"The camera's field of view angle (in degrees). Only applicable in perspective "
+"mode. Since [member keep_aspect] locks one axis, [member fov] sets the other "
+"axis' field of view angle.\n"
+"For reference, the default vertical field of view value ([code]75.0[/code]) "
+"is equivalent to a horizontal FOV of:\n"
+"- ~91.31 degrees in a 4:3 viewport\n"
+"- ~101.67 degrees in a 16:10 viewport\n"
+"- ~107.51 degrees in a 16:9 viewport\n"
+"- ~121.63 degrees in a 21:9 viewport"
+msgstr ""
+"카메라의 시야각 (도 단위). 원근 모드에서만 적용됩니다. [member keep_aspect]가 "
+"한 축을 잠그므로 [member fov]는 다른 축의 시야각을 설정합니다.\n"
+"참고로, 디폴트 세로 시야각 값([code]75.0[/code])은 다음과 같은 가로 시야각 값"
+"과 같습니다:\n"
+"- 4:3 뷰포트에서 ~91.31도\n"
+"- 16:10 뷰포트에서 ~101.67도\n"
+"- 16:9 뷰포트에서 ~107.51도\n"
+"- 21:9 뷰포트에서 ~121.63도"
+
+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 ""
+"카메라의 절두체 오프셋. 디폴트를 변경하여 [url=https://zdoom.org/wiki/Y-"
+"shearing]Y 밀림[/url]과 같은 \"기울어진 절두체\" 효과를 만들 수 있습니다.\n"
+"[b]참고:[/b] [member projection]이 [constant PROJECTION_FRUSTUM]인 경우에만 효"
+"과적입니다."
+
+msgid "The horizontal (X) offset of the camera viewport."
+msgstr "카메라 뷰포트의 가로 (X) 오프셋."
+
+msgid "The vertical (Y) offset of the camera viewport."
+msgstr "카메라 뷰포트의 세로(Y) 오프셋."
+
+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 ""
+"가로 종횡비를 유지합니다. Vert- 스케일링이라고도 합니다. 포트레이트 모드로 실"
+"행하는 프로젝트에 가장 적합한 옵션입니다. 종횡비가 높을수록 세로 시야각이 넓어"
+"지는 이점을 얻습니다."
+
+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 ""
+"세로 종횡비를 유지합니다. Hor+ 스케일링이라고도 합니다. 랜드스케이프 모드로 실"
+"행하는 프로젝트에 가장 적합한 옵션입니다. 종횡비가 넓을수록 가로 시야각이 넓어"
+"지는 이점을 얻습니다."
+
+msgid "Parent class for camera settings."
+msgstr "카메라 설정을 위한 부모 클래스."
+
+msgid "Physically-based camera settings."
+msgstr "물리 기반 카메라 설정."
+
+msgid "Physical light and camera units"
+msgstr "물리적 조명 및 카메라 단위"
+
+msgid "Returns feed image data type."
+msgstr "피드 이미지 데이터 유형을 반환합니다."
+
+msgid "If [code]true[/code], the feed is active."
+msgstr "[code]true[/code]인 경우, 피드가 활성화니다."
+
+msgid ""
+"Returns [code]true[/code] if the layer at the given index is set in [member "
+"visibility_layer]."
+msgstr ""
+"주어진 인덱스에서 레이어가 [member visibility_layer]에 설정되어 있으면 "
+"[code]true[/code]를 반환합니다."
+
+msgid "If [code]true[/code], this node draws behind its parent."
+msgstr "[code]true[/code]인 경우, 이 노드는 부모의 뒤에 그려집니다."
+
+msgid "Represents the size of the [enum TextureRepeat] enum."
+msgstr "[enum TextureRepeat] 열거형의 크기를 나타냅니다."
+
+msgid "Represents the size of the [enum ClipChildrenMode] enum."
+msgstr "[enum ClipChildrenMode] 열거형의 크기를 나타냅니다."
+
+msgid "Additive blending mode."
+msgstr "덧셈 블렌딩 모드."
+
+msgid "The tint color to apply."
+msgstr "적용할 틴트 색상."
+
+msgid "A class information repository."
+msgstr "클래스 정보 저장소."
+
+msgid "Returns [code]true[/code] if close key [param close_key] exists."
+msgstr ""
+"만약 닫는 키 [param close_key] 가 존재한다면 [code]true[/code]를 반환합니다."
+
+msgid "Returns [code]true[/code] if open key [param open_key] exists."
+msgstr ""
+"만약 여는 키 [param close_key] 가 존재한다면 [code]true[/code]를 반환합니다."
+
+msgid "Returns [code]true[/code] if comment [param start_key] exists."
+msgstr ""
+"만약 [param start_key] 가 존재한다는 코멘트가 있는 경우 [code]true[/code]를 반"
+"환합니다."
+
+msgid "Returns [code]true[/code] if string [param start_key] exists."
+msgstr ""
+"만약 [param start_key] 문자열이 존재한다면 [code]true[/code]를 반환합니다."
+
+msgid "Returns the color for a keyword."
+msgstr "키워드의 색을 반환합니다."
+
+msgid ""
+"Returns [code]true[/code] if the start key exists, else [code]false[/code]."
+msgstr ""
+"만약 시작 키가 존재한다면 [code]true[/code] 를, 그렇지 않다면 [code]false[/"
+"code] 를 반환합니다."
+
+msgid ""
+"Returns [code]true[/code] if the keyword exists, else [code]false[/code]."
+msgstr ""
+"만약 키워드가 존재한다면 [code]true[/code] 를 반환하고, 그렇지 않으면 "
+"[code]false[/code]를 반환합니다."
+
+msgid ""
+"Returns [code]true[/code] if the member keyword exists, else [code]false[/"
+"code]."
+msgstr ""
+"만약 멤버 키워드가 존재한다면 [code]true[/code] 를, 그렇지 않다면 "
+"[code]false[/code] 를 반환합니다."
+
+msgid "Sets the color for numbers."
+msgstr "숫자의 색을 설정합니다."
+
+msgid "Returns the shape owner's [Transform3D]."
+msgstr "모양 소유자의 [Transform3D]를 반환합니다."
+
+msgid "Use [signal Resource.changed] instead."
+msgstr "대신 [signal Resource.changed]를 사용하세요."
+
+msgid ""
+"Constructs a [Color] from RGB values, typically between 0.0 and 1.0. [member "
+"a] is set to 1.0.\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var color = Color(0.2, 1.0, 0.7) # Similar to `Color8(51, 255, 178, 255)`\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"var color = new Color(0.2f, 1.0f, 0.7f); // Similar to `Color.Color8(51, 255, "
+"178, 255)`\n"
+"[/csharp]\n"
+"[/codeblocks]"
+msgstr ""
+"일반적으로 0.0과 1.0 사이의 RGB 값에서 [Color]를 구성합니다. [member a]는 1.0"
+"으로 설정됩니다.\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var color = Color(0.2, 1.0, 0.7) # 'Color8(51, 255, 178, 255)'과 유사함\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"var color = new Color(0.2f, 1.0f, 0.7f); // 'Color8(51, 255, 178, 255)'과 유사"
+"함\n"
+"[/csharp]\n"
+"[/codeblocks]"
+
+msgid ""
+"Constructs a [Color] from RGBA values, typically between 0.0 and 1.0.\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var color = Color(0.2, 1.0, 0.7, 0.8) # Similar to `Color8(51, 255, 178, "
+"204)`\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"var color = new Color(0.2f, 1.0f, 0.7f, 0.8f); // Similar to "
+"`Color.Color8(51, 255, 178, 255, 204)`\n"
+"[/csharp]\n"
+"[/codeblocks]"
+msgstr ""
+"일반적으로 0.0과 1.0 사이의 RGBA 값에서 [Color]를 구성합니다.\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var color = Color(0.2, 1.0, 0.7, 0.8) # 'Color8(51, 255, 178, 204)'과 유사함\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"var color = new Color(0.2f, 1.0f, 0.7f, 0.8f); // 'Color8(51, 255, 178, "
+"204)'과 유사함\n"
+"[/csharp]\n"
+"[/codeblocks]"
+
+msgid "The HSV hue of this color, on the range 0 to 1."
+msgstr "이 색상의 HSV 색조, 0에서 1까지의 범위."
+
+msgid "The OKHSL hue of this color, on the range 0 to 1."
+msgstr "이 색상의 OKHSL 색조, 0에서 1까지의 범위."
+
+msgid "Aqua color."
+msgstr "물 색."
+
+msgid "Aquamarine color."
+msgstr "아쿠아마린 색."
+
+msgid "Azure color."
+msgstr "하늘색."
+
+msgid "Beige color."
+msgstr "베이지 색."
+
+msgid "Blue color."
+msgstr "파란색."
+
+msgid "Brown color."
+msgstr "갈색."
+
+msgid "Chocolate color."
+msgstr "초콜렛 색."
+
+msgid "Coral color."
+msgstr "구리색."
+
+msgid "Cyan color."
+msgstr "청록색."
+
+msgid "Dim gray color."
+msgstr "짙은 회색."
+
+msgid "Gold color."
+msgstr "금색."
+
+msgid "Gray color."
+msgstr "회색."
+
+msgid "Green color."
+msgstr "초록색."
+
+msgid "Ivory color."
+msgstr "아이보리 색."
+
+msgid "Khaki color."
+msgstr "카키색."
+
+msgid "Lavender color."
+msgstr "라벤더 색."
+
+msgid "Lime color."
+msgstr "라임 색."
+
+msgid "Magenta color."
+msgstr "진홍색."
+
+msgid "If [code]true[/code], the color mode buttons are visible."
+msgstr "만약 [code]true[/code]라면, 색상 모드 버튼이 표시됩니다."
+
+msgid "If [code]true[/code], the color sliders are visible."
+msgstr "[code]true[/code]인 경우, 색 슬라이더가 보여집니다."
+
+msgid "The width of the hue selection slider."
+msgstr "색조 선택 슬라이더의 너비."
+
+msgid "Custom texture for the hue selection slider on the right."
+msgstr "오른쪽의 색상 선택 슬라이더를 위한 사용자 지정 텍스처."
+
+msgid "Represents the size of the [enum EffectCallbackType] enum."
+msgstr "[enum EffectCallbackType] 열거형의 크기를 나타냅니다."
+
+msgid "Texture with 2 dimensions, optionally compressed."
+msgstr "선택적으로 압축된, 2차원으로 된 텍스처."
+
+msgid "Array of 2-dimensional textures, optionally compressed."
+msgstr "선택적으로 압축된, 2차원 텍스처의 배열."
+
+msgid "Texture with 3 dimensions, optionally compressed."
+msgstr "선택적으로 압축된, 3차원으로 된 텍스처."
+
+msgid "Represents the size of the [enum Param] enum."
+msgstr "[enum Param] 열거형의 크기를 나타냅니다."
+
+msgid "Base class for all GUI containers."
+msgstr "모든 GUI 컨테이너의 기본 클래스."
+
+msgid "Give up the focus. No other control will be able to receive input."
+msgstr "포커스를 해제하십시오. 다른 컨트롤은 입력을 받을 수 없습니다."
+
+msgid ""
+"Use [member Node.auto_translate_mode] and [method Node.can_auto_translate] "
+"instead."
+msgstr ""
+"대신 [member Node.auto_translate_mode]와 [method Node.can_auto_translate]를 사"
+"용하세요.."
+
+msgid ""
+"Toggles if any text should automatically change to its translated version "
+"depending on the current locale."
+msgstr ""
+"현재 로케일에 따라 아무 텍스트를 자동으로 번역된 버전으로 변경해야 할지 여부"
+"를 토글합니다."
+
+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 ""
+"컨트롤의 가로 최소 크기가 현재 크기보다 커지게 변경되는 경우, 컨트롤이 가로 축"
+"에서 어느 방향으로 자라야 하는지 제어합니다. 컨트롤은 항상 최소 크기 이상이어"
+"야 하기 때문입니다."
+
+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 ""
+"컨트롤의 세로 최소 크기가 현재 크기보다 커지게 변경되는 경우, 컨트롤이 세로 축"
+"에서 어느 방향으로 자라야 하는지 제어합니다. 컨트롤은 항상 최소 크기 이상이어"
+"야 하기 때문입니다."
+
+msgid ""
+"Defines if tooltip text should automatically change to its translated version "
+"depending on the current locale. Uses the same auto translate mode as this "
+"control when set to [constant Node.AUTO_TRANSLATE_MODE_INHERIT].\n"
+"[b]Note:[/b] Tooltips customized using [method _make_custom_tooltip] do not "
+"use this auto translate mode automatically."
+msgstr ""
+"현재 로케일에 따라 툴팁 텍스트를 번역된 버전으로 자동으로 변경해야 할지 여부"
+"를 정의합니다. [constant Node.AUTO_TRANSLATE_MODE_INHERIT]로 설정할 때 이 컨트"
+"롤과 같은 자동 번역 모드를 사용합니다.\n"
+"[b]참고:[/b] [method _make_custom_tooltip]을 사용하여 사용자 지정한 툴팁은 이 "
+"자동 번역 모드를 자동으로 사용하지 않습니다."
+
+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 ""
+"컨트롤이 해당 축에서 최소 크기가 현재 크기보다 커지게 변경되는 경우 왼쪽이나 "
+"위쪽으로 자라서 맞춥니다."
+
+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 ""
+"컨트롤이 해당 축에서 최소 크기가 현재 크기보다 커지게 변경되는 경우 오른쪽이"
+"나 아래쪽으로 자라서 맞춥니다."
+
+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 ""
+"컨트롤이 최소 크기가 현재 크기보다 커지게 변경되는 경우 컨트롤은 양방향으로 균"
+"등하게 자라서 맞춥니다."
+
+msgid ""
+"Automatic layout direction, determined from the parent control layout "
+"direction."
+msgstr "부모 컨트롤 레이아웃 방향에 따라 결정되는 자동 레이아웃 방향."
+
+msgid "Left-to-right layout direction."
+msgstr "왼쪽에서 오른쪽으로 레이아웃 방향."
+
+msgid "Right-to-left layout direction."
+msgstr "오른쪽에서 왼쪽으로 레이아웃 방향."
+
+msgid "Represents the size of the [enum LayoutDirection] enum."
+msgstr "[enum LayoutDirection] 열거형의 크기를 나타냅니다."
+
+msgid "Use [constant LAYOUT_DIRECTION_APPLICATION_LOCALE] instead."
+msgstr "대신 [constant LAYOUT_DIRECTION_APPLICATION_LOCALE]를 사용하세요."
+
+msgid ""
+"Returns [code]true[/code] if the additive option is enabled in the setting at "
+"[param index]."
+msgstr ""
+"[param index]에서 설정의 덧셈 옵션이 활성화된 경우 [code]true[/code]를 반환합"
+"니다."
+
+msgid ""
+"Returns [code]true[/code] if the relative option is enabled in the setting at "
+"[param index]."
+msgstr ""
+"[param index]에서 설정의 뺄셈 옵션이 활성화된 경우 [code]true[/code]를 반환합"
+"니다."
+
+msgid ""
+"The polygon's list of vertices that form a convex hull. Can be in either "
+"clockwise or counterclockwise order.\n"
+"[b]Warning:[/b] Only set this property to a list of points that actually form "
+"a convex hull. Use [method set_point_cloud] to generate the convex hull of an "
+"arbitrary set of points."
+msgstr ""
+"컨벡스 헐을 형성하는 폴리곤의 꼭짓점 목록입니다. 시계 방향 또는 반시계 방향 정"
+"렬이 될 수 있습니다.\n"
+"[b]경고:[/b] 이 속성을 실제로 컨벡스 헐을 형성하는 점의 목록으로만 설정하세"
+"요. 임의의 점 집합의 컨벡스 헐을 생성하려면 [method set_point_cloud]를 사용하"
+"세요."
+
+msgid "The list of 3D points forming the convex polygon shape."
+msgstr "컨벡스 폴리곤 모양을 형성하는 3D 점의 목록입니다."
+
+msgid "A CPU-based 2D particle emitter."
+msgstr "CPU 기반 2D 입자 방출기."
+
+msgid "Returns the maximum value range for the given parameter."
+msgstr "주어진 매개변수에 대한 최댓값 범위를 반환합니다."
+
+msgid "Returns the minimum value range for the given parameter."
+msgstr "주어진 매개변수에 대한 최솟값 범위를 반환합니다."
+
+msgid "Returns the enabled state of the given particle flag."
+msgstr "주어진 입자 플래그의 활성화된 상태를 반환합니다."
+
+msgid "Sets the maximum value for the given parameter."
+msgstr "주어진 매개변수에 대한 최댓값 범위를 설정합니다."
+
+msgid "Sets the minimum value for the given parameter."
+msgstr "주어진 매개변수에 대한 최솟값 범위를 반환합니다."
+
+msgid "Represents the size of the [enum Parameter] enum."
+msgstr "[enum Parameter] 열거형의 크기를 나타냅니다."
+
+msgid "Represents the size of the [enum ParticleFlags] enum."
+msgstr "[enum ParticleFlags] 열거형의 크기를 나타냅니다."
+
+msgid "Represents the size of the [enum EmissionShape] enum."
+msgstr "[enum EmissionShape] 열거형의 크기를 나타냅니다."
+
+msgid "A CPU-based 3D particle emitter."
+msgstr "CPU 기반 3D 입자 방출기."
+
+msgid ""
+"The inner radius of the ring when using the emitter [constant "
+"EMISSION_SHAPE_RING]."
+msgstr "방출기 [constant EMISSION_SHAPE_RING]을 사용할 때 고리의 안 반경입니다."
+
+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."
+msgstr ""
+"[AABB]는 입자 시스템이 활성이 되기 위해 화면에 보여야 하는 노드의 영역을 결정"
+"합니다.\n"
+"노드가 화면에 들어오거나 나갈 때 입자가 갑자기 나타나거나 사라지면 상자를 자라"
+"게 합니다. [AABB]는 코드를 통하거나 [b]입자 → AABB 생성[/b] 편집 툴로 자랄 수 "
+"있습니다."
+
+msgid ""
+"Verify that a given [param signature] for [param hash] of type [param "
+"hash_type] against the provided public [param key]."
+msgstr ""
+"제공된 공개 [param key]에 맞춘 유형 [param hash_type]의 [param hash]에 대해 주"
+"어진 [param signature]을 검증합니다."
+
+msgid "A CSG Sphere shape."
+msgstr "CSG 구체 모양."
+
+msgid "Number of vertical slices for the sphere."
+msgstr "구체에 대한 수직 썰기의 수입니다."
+
+msgid "Number of horizontal slices for the sphere."
+msgstr "구체에 대한 수평 썰기의 수입니다."
+
+msgid "The inner radius of the torus."
+msgstr "토러스의 안 반경입니다."
+
+msgid "The outer radius of the torus."
+msgstr "토러스의 바깥 반경입니다."
+
+msgid "GDScript basics: Dictionary"
+msgstr "GDScript 기초: 딕셔너리"
+
+msgid "Use [NativeMenu] or [PopupMenu] instead."
+msgstr "대신 [NativeMenu] 또는 [PopupMenu]를 사용하세요."
+
+msgid "Returns the current value of the given window's [param flag]."
+msgstr "주어진 창의 [param flag]의 현재 값을 반환합니다."
+
+msgid ""
+"Returns the window's maximum size (in pixels). See also [method "
+"window_set_max_size]."
+msgstr ""
+"창의 최대 크기(픽셀 단위)를 반환합니다. [method window_set_max_size]도 참조하"
+"세요."
+
+msgid ""
+"Returns the window's minimum size (in pixels). See also [method "
+"window_set_min_size]."
+msgstr ""
+"창의 최소 크기(픽셀 단위)를 반환합니다. [method window_set_min_size]도 참조하"
+"세요."
+
+msgid ""
+"When [constant WINDOW_FLAG_EXTEND_TO_TITLE] flag is set, set offset to the "
+"center of the first titlebar button.\n"
+"[b]Note:[/b] This flag is implemented only on macOS."
+msgstr ""
+"[constant WINDOW_FLAG_EXTEND_TO_TITLE] 플래그가 설정되어 있을 때, 첫 제목 표시"
+"줄 버튼의 가운데로 오프셋을 설정합니다.\n"
+"[b]참고:[/b] 이 플래그는 macOS에서만 구현됩니다."
+
+msgid "Default portrait orientation."
+msgstr "디폴트 포트레이트 방향."
+
+msgid "Represents the size of the [enum CursorShape] enum."
+msgstr "[enum CursorShape] 열거형의 크기를 나타냅니다."
+
+msgid ""
+"Windowed mode, i.e. [Window] doesn't occupy the whole screen (unless set to "
+"the size of the screen)."
+msgstr ""
+"창 모드, 즉 [Window]는 (화면 크기로 설정하지 않는 한) 전체 화면을 차지하지 않"
+"습니다."
+
+msgid "Top-left edge of a window."
+msgstr "창의 왼쪽 위 가장자리."
+
+msgid "Top edge of a window."
+msgstr "창의 위 가장자리."
+
+msgid "Top-right edge of a window."
+msgstr "창의 오른쪽 위 가장자리."
+
+msgid "Left edge of a window."
+msgstr "창의 왼쪽 가장자리."
+
+msgid "Right edge of a window."
+msgstr "창의 오른쪽 가장자리."
+
+msgid "Bottom-left edge of a window."
+msgstr "창의 왼쪽 아래 가장자리."
+
+msgid "Bottom edge of a window."
+msgstr "창의 아래 가장자리."
+
+msgid "Bottom-right edge of a window."
+msgstr "창의 오른쪽 아래 가장자리."
+
+msgid "Represents the size of the [enum WindowResizeEdge] enum."
+msgstr "[enum WindowResizeEdge] 열거형의 크기를 나타냅니다."
+
+msgid "Returns the [EditorDebuggerSession] with the given [param id]."
+msgstr "주어진 [param id]와 [EditorDebuggerSession] 를 반환합니다."
+
+msgid "Exporter for Android."
+msgstr "Android용 익스포터."
+
+msgid "Exporting for Android"
+msgstr "Android로 내보내기"
+
+msgid "Gradle builds for Android"
+msgstr "Android용 Gradle 빌드"
+
+msgid "Android plugins documentation index"
+msgstr "Android 플러그인 문서 인덱스"
+
+msgid ""
+"If [code]true[/code], project resources are stored in the separate APK "
+"expansion file, instead of the APK.\n"
+"[b]Note:[/b] APK expansion should be enabled to use PCK encryption. See "
+"[url=https://developer.android.com/google/play/expansion-files]APK Expansion "
+"Files[/url]"
+msgstr ""
+"[code]true[/code]인 경우, 프로젝트 리소스는 APK 대신 별도의 APK 확장 파일에 저"
+"장됩니다.\n"
+"[b]참고:[/b] PCK 암호화를 사용하려면 APK 확장을 활성화해야 합니다. "
+"[url=https://developer.android.com/google/play/expansion-files]APK 확장 파일[/"
+"url]을 참조하세요"
+
+msgid ""
+"Base64 encoded RSA public key for your publisher account, available from the "
+"profile page on the \"Google Play Console\"."
+msgstr ""
+"\"Google Play 콘솔\"의 프로필 계정에서 사용할 수 있는 게시자 계정에 대한 "
+"Base64 인코딩된 RSA 공개 키."
+
+msgid ""
+"If [code]true[/code], [code]arm64[/code] binaries are included into exported "
+"project."
+msgstr ""
+"[code]true[/code]인 경우, [code]arm64[/code] 바이너리들이 추출된 프로젝트에 포"
+"함됩니다."
+
+msgid ""
+"If [code]true[/code], [code]arm32[/code] binaries are included into exported "
+"project."
+msgstr ""
+"[code]true[/code]인 경우, [code]arm32[/code] 바이너리들이 추출된 프로젝트에 포"
+"함됩니다."
+
+msgid ""
+"If [code]true[/code], [code]x86_32[/code] binaries are included into exported "
+"project."
+msgstr ""
+"[code]true[/code]인 경우, [code]x86_32[/code] 바이너리들이 추출된 프로젝트에 "
+"포함됩니다."
+
+msgid ""
+"If [code]true[/code], [code]x86_64[/code] binaries are included into exported "
+"project."
+msgstr ""
+"[code]true[/code]인 경우, [code]x86_64[/code] 바이너리들이 추출된 프로젝트에 "
+"포함됩니다."
+
+msgid "Name of the application."
+msgstr "애플리케이션의 이름."
+
+msgid ""
+"If [code]true[/code], when the user uninstalls an app, a prompt to keep the "
+"app's data will be shown. See [url=https://developer.android.com/guide/topics/"
+"manifest/application-element#fragileuserdata]android:hasFragileUserData[/url]."
+msgstr ""
+"[code]true[/code]인 경우, 사용자가 앱을 제거하면 앱 데이터를 유지할지 묻는 메"
+"시지가 보여집니다. [url=https://developer.android.com/guide/topics/manifest/"
+"application-element#fragileuserdata]android:hasFragileUserData[/url]를 참조하"
+"세요."
+
+msgid "If [code]true[/code], package signing is enabled."
+msgstr "[code]true[/code]인 경우, 패키지 서명이 활성화됩니다."
+
+msgid ""
+"Allows an application to broadcast sticky intents. See [url=https://"
+"developer.android.com/reference/android/"
+"Manifest.permission#BROADCAST_STICKY]BROADCAST_STICKY[/url]."
+msgstr ""
+"애플리케이션이 고정 인텐트를 브로드캐스트할 수 있도록 합니다. [url=https://"
+"developer.android.com/reference/android/"
+"Manifest.permission#BROADCAST_STICKY]BROADCAST_STICKY[/url]를 참조하세요."
+
+msgid "Allows access to the flashlight."
+msgstr "플래시라이트 접근 허용."
+
+msgid ""
+"Allows an application to read image or video files from external storage that "
+"a user has selected via the permission prompt photo picker. See [url=https://"
+"developer.android.com/reference/android/"
+"Manifest.permission#READ_MEDIA_VISUAL_USER_SELECTED]READ_MEDIA_VISUAL_USER_SELECTED[/"
+"url]."
+msgstr ""
+"애플리케이션이 사용자가 권한 메시지 사진 선택 도구를 통해 선택한 외부 저장소에"
+"서 이미지나 동영상 파일을 읽을 수 있도록 허용합니다. [url=https://"
+"developer.android.com/reference/android/"
+"Manifest.permission#READ_MEDIA_VISUAL_USER_SELECTED]READ_MEDIA_VISUAL_USER_SELECTED[/"
+"url]를 참조하세요."
+
+msgid "Returns [code]true[/code] if export configuration is valid."
+msgstr "내보낸 구성이 올바르다면 [code]true[/code]를 반환합니다."
+
+msgid "Returns [code]true[/code] if project configuration is valid."
+msgstr "프로젝트 구성이 올바르다면 [code]true[/code]를 반환합니다."
+
+msgid "Launch screen image scaling mode."
+msgstr "화면 이미지 스케일링 모드를 실행합니다."
+
+msgid "Exporter for the Web."
+msgstr "웹용 익스포터."
+
+msgid "Exporting for the Web"
+msgstr "웹용 내보내기"
+
+msgid "Web documentation index"
+msgstr "웹 문서 인덱스"
+
+msgid ""
+"If [code]true[/code], the project icon will be used as the favicon for this "
+"application's web page."
+msgstr ""
+"[code]true[/code]인 경우, 프로젝트 아이콘은 이 애플리케이션의 웹 페이지의 패비"
+"콘으로 사용될 것입니다."
+
+msgid "If [code]true[/code] enables [GDExtension] support for this web build."
+msgstr ""
+"만약 [code]true[/code] 라면 [GDExtension] 이 웹 빌드를 돕는 것을 허용합니다."
+
+msgid "If [code]true[/code], executable signing is enabled."
+msgstr "[code]true[/code]인 경우, 실행 파일 서명이 활성화됩니다."
+
+msgid "Use [method add_apple_embedded_platform_bundle_file] instead."
+msgstr "대신 [method add_apple_embedded_platform_bundle_file]를 사용하세요."
+
+msgid "Use [method add_apple_embedded_platform_cpp_code] instead."
+msgstr "대신 [method add_apple_embedded_platform_cpp_code]를 사용하세요."
+
+msgid "Use [method add_apple_embedded_platform_embedded_framework] instead."
+msgstr ""
+"대신 [method add_apple_embedded_platform_embedded_framework]를 사용하세요."
+
+msgid "Use [method add_apple_embedded_platform_framework] instead."
+msgstr "대신 [method add_apple_embedded_platform_framework]를 사용하세요."
+
+msgid "Use [method add_apple_embedded_platform_linker_flags] instead."
+msgstr "대신 [method add_apple_embedded_platform_linker_flags]를 사용하세요."
+
+msgid "Use [method add_apple_embedded_platform_plist_content] instead."
+msgstr "대신 [method add_apple_embedded_platform_plist_content]를 사용하세요."
+
+msgid "Use [method add_apple_embedded_platform_project_static_lib] instead."
+msgstr ""
+"대신 [method add_apple_embedded_platform_project_static_lib]를 사용하세요."
+
+msgid ""
+"Returns [code]true[/code] if the dedicated server export mode is selected in "
+"the export dialog."
+msgstr ""
+"데디케이티드 서버 내보내기 모드가 내보내기 대화 상자에서 선택되어 있으면 "
+"[code]true[/code]를 반환합니다."
+
+msgid ""
+"Returns the default value index of the [OptionButton] or [CheckBox] with "
+"index [param option]."
+msgstr ""
+"[OptionButton] 또는 [CheckBox]의 디폴트 값 인덱스를 인덱스 [param option]으로 "
+"반환합니다."
+
+msgid ""
+"Returns the name of the [OptionButton] or [CheckBox] with index [param "
+"option]."
+msgstr ""
+"[OptionButton] 또는 [CheckBox]의 이름을 인덱스 [param option]으로 반환합니다."
+
+msgid ""
+"Returns an array of values of the [OptionButton] with index [param option]."
+msgstr "[OptionButton]의 값의 배열을 인덱스 [param option]으로 반환합니다."
+
+msgid "Sets the value of the filter for file names."
+msgstr "파일 이름에 대한 필터의 값을 설정합니다."
+
+msgid ""
+"Sets the default value index of the [OptionButton] or [CheckBox] with index "
+"[param option]."
+msgstr ""
+"[OptionButton] 또는 [CheckBox]의 디폴트 값 인덱스를 인덱스 [param option]으로 "
+"설정합니다."
+
+msgid ""
+"Sets the name of the [OptionButton] or [CheckBox] with index [param option]."
+msgstr ""
+"[OptionButton] 또는 [CheckBox]의 이름을 인덱스 [param option]으로 설정합니다."
+
+msgid "Sets the option values of the [OptionButton] with index [param option]."
+msgstr "[OptionButton]의 옵션 값을 인덱스 [param option]으로 설정합니다."
+
+msgid "The currently selected file."
+msgstr "현재 선택된 파일."
+
+msgid "The file system path in the address bar."
+msgstr "주소 표시줄에서 파일 시스템 경로."
+
+msgid "Returns [code]true[/code] if the filesystem is being scanned."
+msgstr "만약 파일시스템이 스캔되고 있다면 [code]true[/code]를 반환합니다."
+
+msgid ""
+"Emitted if at least one resource is reloaded when the filesystem is scanned."
+msgstr "파일시스템을 스캔할 때 적어도 리소스 하나가 다시 불러오면 방출됩니다."
+
+msgid "Return the file extensions supported."
+msgstr "지원되는 파일 확장자를 반환합니다."
+
+msgid "Return whether this importer is active."
+msgstr "이 임포터가 사용중인지에 대해 반환합니다."
+
+msgid "Gets the path of the currently selected property."
+msgstr "현재 선택된 속성의 경로를 얻습니다."
+
+msgid "Returns the [EditorPaths] singleton."
+msgstr "[EditorPaths] 싱글톤을 반환합니다."
+
+msgid "Reloads the scene at the given path."
+msgstr "주어진 경로에서 씬을 다시 불러옵니다."
+
+msgid "Removes the specified context menu plugin."
+msgstr "지정된 컨텍스트 메뉴 플러그인을 제거합니다."
+
+msgid "Use [signal ProjectSettings.settings_changed] instead."
+msgstr "대신 [signal ProjectSettings.settings_changed]를 사용하세요."
+
+msgid "Represents the size of the [enum DockSlot] enum."
+msgstr "[enum DockSlot] 열거형의 크기를 나타냅니다."
+
+msgid "If [code]true[/code], the value can be selected and edited."
+msgstr "[code]true[/code]인 경우, 값은 선택되고 수정될 수 있습니다."
+
+msgid ""
+"Should return [code]true[/code] if the 3D view of the import dialog needs to "
+"update when changing the given option."
+msgstr ""
+"주어진 옵션을 바꿀 때 가져오기 대화 상자의 3D 보기를 업데이트해야 하는 경우 "
+"[code]true[/code]를 반환해야 합니다."
+
+msgid ""
+"Godot editor's control for selecting the [code]script[/code] property of a "
+"[Node]."
+msgstr ""
+"Godot 편집기의 [Node]의 [code]script[/code] 속성을 선택하기 위한 컨트롤."
+
+msgid "The owner [Node] of the script property that holds the edited resource."
+msgstr "편집된 리소스를 보유하는 스크립트 속성의 소유자 [Node]."
+
+msgid "Manages the SceneTree selection in the editor."
+msgstr "편집기에서 씬트리 선택 항목을 관리합니다."
+
+msgid "Clear the selection."
+msgstr "선택 항목을 비웁니다."
+
+msgid "Returns the list of selected nodes."
+msgstr "선택된 노드의 목록을 반환합니다."
+
+msgid "Use [method get_top_selected_nodes] instead."
+msgstr "대신 [method get_top_selected_nodes]를 사용하세요."
+
+msgid "Removes a node from the selection."
+msgstr "선택 항목에서 노드를 제거합니다."
+
+msgid "Emitted when the selection changes."
+msgstr "선택 항목이 변경될 때 방출됩니다."
+
+msgid "Maximum number of matches to show in dialog."
+msgstr "대화 상자에 보여줄 최대 일치 수."
+
+msgid ""
+"If [code]true[/code], editor UI uses OS native file/directory selection "
+"dialogs."
+msgstr ""
+"[code]true[/code]인 경우, 편집기 UI는 OS 네이티브 파일/디렉터리 선택 대화 상자"
+"를 사용합니다."
+
+msgid "If [code]true[/code], draws space characters as centered points."
+msgstr "[code]true[/code]인 경우, 공백 문자를 중심점으로 그립니다."
+
+msgid "If [code]true[/code], draws tab characters as chevrons."
+msgstr "[code]true[/code]인 경우, 탭 문자를 물결표로 그립니다."
+
+msgid ""
+"If [code]true[/code], documentation tooltips will appear when hovering over a "
+"symbol."
+msgstr "[code]true[/code]인 경우, 문서 툴팁이 기호 위에 호버하면 나타납니다."
+
+msgid ""
+"If [code]true[/code], tool scripts will be automatically soft-reloaded after "
+"they are saved."
+msgstr ""
+"[code]true[/code]인 경우, 툴 스크립트가 저장되고 나서 자동으로 소프트 다시 불"
+"러옵니다."
+
+msgid ""
+"If [code]true[/code], automatically reloads scripts and text-based shaders in "
+"the editor when they have been modified and saved by external editors or "
+"tools and the editor regains focus. External changes can be discarded by "
+"using the Undo function after they've been loaded in the editor.\n"
+"If [code]false[/code], a file conflict dialog will always be displayed when "
+"the editor regains focus. This dialog allows you to choose whether to keep "
+"local changes or discard them.\n"
+"[b]Note:[/b] Even when this setting is [code]true[/code], a file conflict "
+"dialog is still displayed in certain situations. For instance, it will "
+"display when the script editor has unsaved changes that the external editor "
+"did not account for."
+msgstr ""
+"[code]true[/code]인 경우, 외부 편집기나 툴에서 스크립트와 텍스트 기반 셰이더"
+"가 수정되고 저장될 때 편집기가 포커스를 다시 얻으면 이를 자동으로 다시 불러옵"
+"니다. 편집기에서 불러온 외부 변경사항은 실행 취소 기능을 사용하여 버릴 수 있습"
+"니다.\n"
+"[code]false[/code]인 경우, 편집기가 포커스를 다시 얻을 때 파일 충돌 대화 상자"
+"가 항상 표시됩니다. 이 대화 상자에서 로컬 변경사항을 유지할지 또는 버릴지 선택"
+"할 수 있게 합니다.\n"
+"[b]참고:[/b] 이 설정이 [code]true[/code]로 설정되어 있어도 특정 상황에서는 파"
+"일 충돌 대화 상자가 계속 표시됩니다. 예를 들어, 스크립트 편집기에 외부 편집기"
+"에서 고려하지 않은 저장되지 않은 변경사항이 있을 때 이 대화 상자가 표시됩니다."
+
+msgid ""
+"If [code]true[/code], when dropping a [Resource] file to script editor while "
+"[kbd]Ctrl[/kbd] is held, the resource will be preloaded with a UID. If "
+"[code]false[/code], the resource will be preloaded with a path.\n"
+"When you hold [kbd]Ctrl+Shift[/kbd], the behavior is reversed."
+msgstr ""
+"[code]true[/code]인 경우, [kbd]Ctrl[/kbd]을 누르는 동안 [Resource] 파일을 스크"
+"립트 편집기에 놓으면 리소스에 UID를 미리 불러옵니다. [code]false[/code]인 경"
+"우, 리소스에 경로를 미리 불러옵니다.\n"
+"[kbd]Ctrl+Shift[/kbd]를 누를 때는 행동이 반대가 됩니다."
+
+msgid ""
+"If [code]true[/code], provides autocompletion suggestions for file paths in "
+"methods such as [code]load()[/code] and [code]preload()[/code]."
+msgstr ""
+"[code]true[/code]인 경우, [code]load()[/code]와 [code]preload()[/code]와 같은 "
+"메서드에서 파일 경로에 대한 자동 완성 제안을 제공합니다."
+
+msgid ""
+"The GDScript syntax highlighter text color for global functions, such as the "
+"ones in [@GlobalScope] (e.g. [code]preload()[/code])."
+msgstr ""
+"[@GlobalScope]에 있는 것과 같은 전역 함수에 대한 GDScript 문법 강조 표시 텍스"
+"트 색상 (예: [code]preload()[/code])."
+
+msgid "If [code]true[/code], the slider can't be interacted with."
+msgstr "[code]true[/code]인 경우, 슬라이더는 상호작용 할 수 없습니다."
+
+msgid ""
+"Plugin for adding custom parsers to extract strings that are to be translated "
+"from custom files (.csv, .json etc.)."
+msgstr ""
+"커스텀 파일(.csv, .json 등)에서 번역할 문자열을 추출하기 위한 사용자 지정 파서"
+"를 추가하는 플러그인."
+
+msgid "Returns and resets host statistics."
+msgstr "호스트 통계를 반환하고 재설정합니다."
+
+msgid "Environment and post-processing"
+msgstr "환경과 후처리"
+
+msgid "If [code]true[/code], fog effects are enabled."
+msgstr "만약 [code]true[/code] 이라면, 안개 효과를 활성화합니다."
+
+msgid ""
+"If set to a value greater than [code]0.0[/code], overrides the field of view "
+"to use for sky rendering. If set to [code]0.0[/code], the same FOV as the "
+"current [Camera3D] is used for sky rendering."
+msgstr ""
+"[code]0.0[/code]보다 큰 값을 설정하면 하늘 렌더링에 사용할 시야각이 오버라이드"
+"됩니다. [code]0.0[/code]으로 설정하면 하늘 렌더링에 현재 [Camera3D]와 같은 시"
+"야각이 사용됩니다."
+
+msgid "Represents the size of the [enum BGMode] enum."
+msgstr "[enum BGMode] 열거형의 크기를 나타냅니다."
+
+msgid "Translate the noise input coordinates by the given [Vector3]."
+msgstr "주어진 [Vector3]로 노이즈 입력 좌표를 옮깁니다."
+
+msgid "Returns the path as a [String] for the current open file."
+msgstr "현재 열려 있는 파일에 대한 경로를 [String]로 반환합니다."
+
+msgid "Returns the absolute path as a [String] for the current open file."
+msgstr "현재 열려 있는 파일에 대한 절대 경로를 [String]로 반환합니다."
+
+msgid ""
+"Returns the file cursor's position in bytes from the beginning of the file. "
+"This is the file reading/writing cursor set by [method seek] or [method "
+"seek_end] and advanced by read/write operations."
+msgstr ""
+"파일 커서의 위치를 파일의 시작 부분부터 바이트 단위로 반환합니다. 이는 "
+"[method seek] 또는 [method seek_end]에 의해 설정된 파일 읽기/쓰기 커서이며 읽"
+"기/쓰기 작업으로 인해 증가합니다."
+
+msgid ""
+"Returns [code]true[/code], if file [code]read only[/code] attribute is set.\n"
+"[b]Note:[/b] This method is implemented on iOS, BSD, macOS, and Windows."
+msgstr ""
+"파일에 [b]읽기 전용[/b] 속성이 설정되어 있으면 [code]true[/code]를 반환합니"
+"다.\n"
+"[b]참고:[/b] 이 메서드는 iOS, BSD, macOS 및 Windows에서 구현됩니다."
+
+msgid "Returns file size in bytes, or [code]-1[/code] on error."
+msgstr ""
+"파일 크기를 바이트 단위로, 또는 오류가 발생하면 [code]-1[/code]을 반환합니다."
+
+msgid ""
+"Returns file UNIX permissions.\n"
+"[b]Note:[/b] This method is implemented on iOS, Linux/BSD, and macOS."
+msgstr ""
+"파일에 UNIX 권한을 반환합니다.\n"
+"[b]참고:[/b] 이 메서드는 iOS, Linux/BSD, macOS에서 구현됩니다."
+
+msgid "Returns [code]true[/code] if the file is currently opened."
+msgstr "파일이 현재 열려 있으면 [code]true[/code]를 반환합니다."
+
+msgid ""
+"Sets file [b]hidden[/b] attribute.\n"
+"[b]Note:[/b] This method is implemented on iOS, BSD, macOS, and Windows."
+msgstr ""
+"파일에 [b]숨김[/b] 속성을 설정합니다.\n"
+"[b]참고:[/b] 이 메서드는 iOS, BSD, macOS 및 Windows에서 구현됩니다."
+
+msgid ""
+"Sets file [b]read only[/b] attribute.\n"
+"[b]Note:[/b] This method is implemented on iOS, BSD, macOS, and Windows."
+msgstr ""
+"파일에 [b]읽기 전용[/b] 속성을 설정합니다.\n"
+"[b]참고:[/b] 이 메서드는 iOS, BSD, macOS 및 Windows에서 구현됩니다."
+
+msgid ""
+"Sets file UNIX permissions.\n"
+"[b]Note:[/b] This method is implemented on iOS, Linux/BSD, and macOS."
+msgstr ""
+"파일에 UNIX 권한을 설정합니다.\n"
+"[b]참고:[/b] 이 메서드는 iOS, Linux/BSD, macOS에서 구현됩니다."
+
+msgid ""
+"Opens the file for read operations. The file cursor is positioned at the "
+"beginning of the file."
+msgstr ""
+"읽기 작업을 위해 파일을 엽니다. 파일 커서는 파일의 시작 부분에 위치합니다."
+
+msgid ""
+"Opens the file for write operations. The file is created if it does not "
+"exist, and truncated if it does.\n"
+"[b]Note:[/b] When creating a file it must be in an already existing "
+"directory. To recursively create directories for a file path, see [method "
+"DirAccess.make_dir_recursive]."
+msgstr ""
+"쓰기 작업을 위해 파일을 엽니다. 파일이 존재하지 않으면 만들어지고, 파일이 있으"
+"면 잘립니다.\n"
+"[b]참고:[/b] 파일을 만들 때는 이미 존재하는 디렉터리에 있어야 합니다. 파일 경"
+"로에 대한 디렉터리를 재귀적으로 만들려면 [method DirAccess.make_dir_recursive]"
+"를 참조하세요."
+
+msgid ""
+"Opens the file for read and write operations. Does not truncate the file. The "
+"file cursor is positioned at the beginning of the file."
+msgstr ""
+"읽기 및 쓰기 작업을 위해 파일을 엽니다. 파일을 자르지 않습니다. 파일 커서는 파"
+"일의 시작 부분에 위치합니다."
+
+msgid ""
+"Opens the file for read and write operations. The file is created if it does "
+"not exist, and truncated if it does. The file cursor is positioned at the "
+"beginning of the file.\n"
+"[b]Note:[/b] When creating a file it must be in an already existing "
+"directory. To recursively create directories for a file path, see [method "
+"DirAccess.make_dir_recursive]."
+msgstr ""
+"읽기 및 쓰기 작업을 위해 파일을 엽니다. 파일이 존재하지 않으면 만들어지고, 파"
+"일이 있으면 잘립니다. 파일 커서는 파일의 시작 부분에 위치합니다.\n"
+"[b]참고:[/b] 파일을 만들 때는 이미 존재하는 디렉터리에 있어야 합니다. 파일 경"
+"로에 대한 디렉터리를 재귀적으로 만들려면 [method DirAccess.make_dir_recursive]"
+"를 참조하세요."
+
+msgid "Uses the [url=https://fastlz.org/]FastLZ[/url] compression method."
+msgstr "[url=https://fastlz.org/]FastLZ[/url] 압축 메서드를 사용합니다."
+
+msgid ""
+"Uses the [url=https://en.wikipedia.org/wiki/DEFLATE]DEFLATE[/url] compression "
+"method."
+msgstr ""
+"[url=https://ko.wikipedia.org/wiki/DEFLATE]DEFLATE[/url] 압축 메서드를 사용합"
+"니다."
+
+msgid ""
+"Uses the [url=https://facebook.github.io/zstd/]Zstandard[/url] compression "
+"method."
+msgstr ""
+"[url=https://facebook.github.io/zstd/]Zstandard[/url] 압축 메서드를 사용합니"
+"다."
+
+msgid "Uses the [url=https://www.gzip.org/]gzip[/url] compression method."
+msgstr "[url=https://www.gzip.org/]gzip[/url] 압축 메서드를 사용합니다."
+
+msgid ""
+"Uses the [url=https://github.com/google/brotli]brotli[/url] compression "
+"method (only decompression is supported)."
+msgstr ""
+"[url=https://github.com/google/brotli]brotli[/url] 압축 메서드를 사용합니다 "
+"(압축 해제만 지원)."
+
+msgid "Read for owner bit."
+msgstr "소유자 비트를 읽습니다."
+
+msgid "Write for owner bit."
+msgstr "소유자 비트를 씁니다."
+
+msgid "Execute for owner bit."
+msgstr "소유자 비트를 실행합니다."
+
+msgid "Read for group bit."
+msgstr "그룹 비트를 읽습니다."
+
+msgid "Write for group bit."
+msgstr "그룹 비트를 씁니다."
+
+msgid "Execute for group bit."
+msgstr "그룹 비트를 실행합니다."
+
+msgid "Read for other bit."
+msgstr "다른 비트를 읽습니다."
+
+msgid "Write for other bit."
+msgstr "다른 비트를 씁니다."
+
+msgid "Execute for other bit."
+msgstr "다른 비트를 실행합니다."
+
+msgid "Set user id on execution bit."
+msgstr "실행 비트에 사용자 id를 설정합니다."
+
+msgid "Set group id on execution bit."
+msgstr "실행 비트에 그룹 id를 설정합니다."
+
+msgid "Restricted deletion (sticky) bit."
+msgstr "비트의 제한된 삭제 (고정)."
+
+msgid "A dialog for selecting files or directories in the filesystem."
+msgstr "파일시스템에서 파일이나 디렉터리를 선택하기 위한 대화 상자."
+
+msgid ""
+"[FileDialog] is a preset dialog used to choose files and directories in the "
+"filesystem. It supports filter masks. [FileDialog] automatically sets its "
+"window title according to the [member file_mode]. If you want to use a custom "
+"title, disable this by setting [member mode_overrides_title] to [code]false[/"
+"code]."
+msgstr ""
+"[FileDialog]는 파일시스템에서 파일과 디렉터리를 선택하는 데 사용되는 프리셋 대"
+"화 상자입니다. 필터 마스크를 지원합니다. [FileDialog]는 [member file_mode]에 "
+"따라 창 제목을 자동으로 설정합니다. 커스텀 제목을 사용하려면 [member "
+"mode_overrides_title]을 [code]false[/code]로 설정하여 비활성화하세요."
+
+msgid "Clear all the added filters in the dialog."
+msgstr "대화 상자에 추가된 필터를 모두 비웁니다."
+
+msgid "Clear all currently selected items in the dialog."
+msgstr "대화 상자에 현재 선택된 항목을 모두 비웁니다."
+
+msgid ""
+"Invalidate and update the current dialog content list.\n"
+"[b]Note:[/b] This method does nothing on native file dialogs."
+msgstr ""
+"현재 대화 상자 내용 목록을 무효화하고 업데이트합니다.\n"
+"[b]참고:[/b] 이 메서드는 네이티브 파일 대화 상자에서 아무 일도 일어나지 않습니"
+"다."
+
+msgid "Returns [code]true[/code] if the provided [param flag] is enabled."
+msgstr "제공된 [param flag]가 활성화된 경우 [code]true[/code]를 반환합니다."
+
+msgid ""
+"Toggles the specified customization [param flag], allowing to customize "
+"features available in this [FileDialog]. See [enum Customization] for options."
+msgstr ""
+"지정된 사용자 지정 [param flag]를 토글하여 이 [FileDialog]에서 사용 가능한 기"
+"능을 사용자 지정할 수 있게 합니다. 옵션에 대해서는 [enum Customization]을 참조"
+"하세요."
+
+msgid ""
+"The file system access scope.\n"
+"[b]Warning:[/b] In Web builds, FileDialog cannot access the host file system. "
+"In sandboxed Linux and macOS environments, [member use_native_dialog] is "
+"automatically used to allow limited access to host file system."
+msgstr ""
+"파일 시스템 접근 범위.\n"
+"[b]경고:[/b] 웹 빌드에서는 FileDialog가 호스트 파일 시스템에 접근할 수 없습니"
+"다. 샌드박스된 Linux와 macOS 환경에서는 [member use_native_dialog]가 자동으로 "
+"사용되어 호스트 파일 시스템으로 제한적인 접근를 허용합니다."
+
+msgid ""
+"The current working directory of the file dialog.\n"
+"[b]Note:[/b] For native file dialogs, this property is only treated as a hint "
+"and may not be respected by specific OS implementations."
+msgstr ""
+"파일 대화 상자의 현재 작업 디렉터리.\n"
+"[b]참고:[/b] 네이티브 파일 대화 상자에 대해 이 속성은 힌트로만 처리되며 특정 "
+"OS 구현에서는 적용되지 않을 수 있습니다."
+
+msgid "The currently selected file of the file dialog."
+msgstr "파일 대화 상자의 현재 선택된 파일."
+
+msgid "The currently selected file path of the file dialog."
+msgstr "파일 대화 상자의 현재 선택된 파일 경로."
+
+msgid "Display mode of the dialog's file list."
+msgstr "대화 상자의 파일 목록의 표시 모드."
+
+msgid ""
+"If [code]true[/code], shows the toggle favorite button and favorite list on "
+"the left side of the dialog."
+msgstr ""
+"[code]true[/code]인 경우, 대화 상자의 왼쪽에 즐겨찾기 토글 버튼과 즐겨찾기 목"
+"록을 보여줍니다."
+
+msgid "If [code]true[/code], shows the toggle file filter button."
+msgstr "[code]true[/code]인 경우, 파일 필터 토글 버튼을 보여줍니다."
+
+msgid "If [code]true[/code], shows the file sorting options button."
+msgstr "[code]true[/code]인 경우, 파일 정렬 옵션 버튼을 보여줍니다."
+
+msgid ""
+"If [code]true[/code], shows the button for creating new directories (when "
+"using [constant FILE_MODE_OPEN_DIR], [constant FILE_MODE_OPEN_ANY], or "
+"[constant FILE_MODE_SAVE_FILE])."
+msgstr ""
+"[code]true[/code]인 경우, ([constant FILE_MODE_OPEN_DIR], [constant "
+"FILE_MODE_OPEN_ANY], or [constant FILE_MODE_SAVE_FILE]을 사용할 때) 새 디렉터"
+"리를 만들기 위한 버튼을 보여줍니다."
+
+msgid "If [code]true[/code], shows the toggle hidden files button."
+msgstr "[code]true[/code]인 경우, 숨긴 파일 토글 버튼을 보여줍니다."
+
+msgid "If [code]true[/code], shows the layout switch buttons (list/thumbnails)."
+msgstr "[code]true[/code]인 경우, 레이아웃 전환 버튼(목록/썸네일)을 보여줍니다."
+
+msgid ""
+"If [code]true[/code], changing the [member file_mode] property will set the "
+"window title accordingly (e.g. setting [member file_mode] to [constant "
+"FILE_MODE_OPEN_FILE] will change the window title to \"Open a File\")."
+msgstr ""
+"[code]true[/code]인 경우, [member file_mode] 속성을 변경하면 창 제목이 이에 따"
+"라 설정됩니다 (예: [member file_mode]를 [constant FILE_MODE_OPEN_FILE]로 설정"
+"하면 창 제목을 \"파일 열기\"로 변경합니다)."
+
+msgid ""
+"If [code]true[/code], shows the recent directories list on the left side of "
+"the dialog."
+msgstr ""
+"[code]true[/code]인 경우, 대화 상자의 왼쪽에 최근 디렉터리 목록을 보여줍니다."
+
+msgid ""
+"If non-empty, the given sub-folder will be \"root\" of this [FileDialog], "
+"i.e. user won't be able to go to its parent directory.\n"
+"[b]Note:[/b] This property is ignored by native file dialogs."
+msgstr ""
+"비어 있지 않으면 주어진 하위 폴더가 [FileDialog]의 \"루트\"가 됩니다. 즉, 사용"
+"자는 상위 디렉토리로 이동할 수 없습니다.\n"
+"[b]참고:[/b] 이 속성은 네이티브 파일 대화 상자에서는 무시됩니다."
+
+msgid ""
+"If [code]true[/code], the dialog will show hidden files.\n"
+"[b]Note:[/b] This property is ignored by native file dialogs on Android and "
+"Linux."
+msgstr ""
+"[code]true[/code]인 경우, 대화 상자에는 숨긴 파일을 보여줄 것입니다.\n"
+"[b]참고:[/b] 이 속성은 Android와 Linux의 네이티브 파일 대화 상자에서는 무시됩"
+"니다."
+
+msgid "Emitted when the user selects a directory."
+msgstr "사용자가 디렉터리를 선택할 때 방출됩니다."
+
+msgid ""
+"Emitted when the user selects a file by double-clicking it or pressing the "
+"[b]OK[/b] button."
+msgstr ""
+"사용자가 파일을 더블 클릭하거나 [b]확인[/b] 버튼을 눌러 선택할 때 방출됩니다."
+
+msgid "Emitted when the user selects multiple files."
+msgstr "사용자가 여러 파일을 선택할 때 방출됩니다."
+
+msgid "The dialog allows selecting one, and only one file."
+msgstr "대화 상자에서 파일을 하나만 선택할 수 있게 합니다."
+
+msgid "The dialog allows selecting multiple files."
+msgstr "대화 상자에서 여러 파일을 선택할 수 있게 합니다."
+
+msgid ""
+"The dialog only allows selecting a directory, disallowing the selection of "
+"any file."
+msgstr ""
+"대화 상자에서 디렉터리만 선택할 수 있게 하고, 아무 파일도 선택할 수 없게 합니"
+"다."
+
+msgid "The dialog allows selecting one file or directory."
+msgstr "대화 상자에서 파일 또는 디렉터리 하나만 선택할 수 있게 합니다."
+
+msgid "The dialog will warn when a file exists."
+msgstr "대화 상자에서 파일이 존재할 때 경고합니다."
+
+msgid ""
+"The dialog only allows accessing files under the [Resource] path ([code]res://"
+"[/code])."
+msgstr ""
+"대화 상자에서 [Resource] 경로 ([code]res://[/code]) 아래에 있는 파일에만 접근"
+"할 수 있게 합니다."
+
+msgid ""
+"The dialog only allows accessing files under user data path ([code]user://[/"
+"code])."
+msgstr ""
+"대화 상자에서 사용자 데이터 경로 ([code]user://[/code]) 아래에 있는 파일에만 "
+"접근할 수 있게 합니다."
+
+msgid "The dialog allows accessing files on the whole file system."
+msgstr "대화 상자에서 전체 파일 시스템에 있는 파일에 접근할 수 있게 합니다."
+
+msgid ""
+"The dialog displays files as a grid of thumbnails. Use [theme_item "
+"thumbnail_size] to adjust their size."
+msgstr ""
+"대화 상자에서 파일을 썸네일의 격자로 표시합니다. 크기를 조정하려면 "
+"[theme_item thumbnail_size]를 사용하세요."
+
+msgid "The dialog displays files as a list of filenames."
+msgstr "대화 상자에서 파일을 파일 이름의 목록으로 표시합니다."
+
+msgid ""
+"Toggles visibility of the favorite button, and the favorite list on the left "
+"side of the dialog.\n"
+"Equivalent to [member hidden_files_toggle_enabled]."
+msgstr ""
+"즐겨찾기 버튼과 대화 상자 왼쪽에 즐겨찾기 목록의 표시 여부를 토글합니다.\n"
+"[member hidden_files_toggle_enabled]와 동일합니다."
+
+msgid ""
+"If enabled, shows the button for creating new directories (when using "
+"[constant FILE_MODE_OPEN_DIR], [constant FILE_MODE_OPEN_ANY], or [constant "
+"FILE_MODE_SAVE_FILE]).\n"
+"Equivalent to [member folder_creation_enabled]."
+msgstr ""
+"활성화되면 ([constant FILE_MODE_OPEN_DIR], [constant FILE_MODE_OPEN_ANY], 또"
+"는 [constant FILE_MODE_SAVE_FILE]을 사용할 때) 새 디렉터리를 만들기 위한 버튼"
+"을 보여줍니다.\n"
+"[member folder_creation_enabled]와 동일합니다."
+
+msgid ""
+"If enabled, shows the toggle file filter button.\n"
+"Equivalent to [member file_filter_toggle_enabled]."
+msgstr ""
+"활성화되면 파일 필터 토글 버튼을 보여줍니다\n"
+"[member file_filter_toggle_enabled]와 동일합니다."
+
+msgid ""
+"If enabled, shows the file sorting options button.\n"
+"Equivalent to [member file_sort_options_enabled]."
+msgstr ""
+"활성화되면 파일 정렬 옵션 버튼을 보여줍니다.\n"
+"[member file_sort_options_enabled]와 동일합니다."
+
+msgid ""
+"If enabled, shows the toggle favorite button and favorite list on the left "
+"side of the dialog.\n"
+"Equivalent to [member favorites_enabled]."
+msgstr ""
+"활성화되면 즐겨찾기 토글 버튼과 대화 상자 왼쪽에 즐겨찾기 목록을 보여줍니다.\n"
+"[member favorites_enabled]와 동일합니다."
+
+msgid ""
+"If enabled, shows the recent directories list on the left side of the "
+"dialog.\n"
+"Equivalent to [member recent_list_enabled]."
+msgstr ""
+"활성화되면 대화 상자의 왼쪽에 최근 디렉터리 목록을 보여줍니다.\n"
+"[member recent_list_enabled]와 동일합니다."
+
+msgid ""
+"If enabled, shows the layout switch buttons (list/thumbnails).\n"
+"Equivalent to [member layout_toggle_enabled]."
+msgstr ""
+"활성화되면 레이아웃 전환 버튼(목록/썸네일)을 보여줍니다.\n"
+"[member layout_toggle_enabled]와 동일합니다."
+
+msgid ""
+"The color tint for disabled files (when the [FileDialog] is used in open "
+"folder mode)."
+msgstr ""
+"([FileDialog]가 폴더 열기 모드에서 사용될 때) 비활성화된 파일에 대한 색상 틴"
+"트."
+
+msgid "The color modulation applied to the file icon."
+msgstr "파일 아이콘에 적용된 색상 변조."
+
+msgid "The color modulation applied to the folder icon."
+msgstr "폴더 아이콘에 적용된 색상 변조."
+
+msgid ""
+"The size of thumbnail icons when [constant DISPLAY_THUMBNAILS] is enabled."
+msgstr "[constant DISPLAY_THUMBNAILS]이 활성화될 때 썸네일 아이콘의 크기."
+
+msgid "Custom icon for the back arrow."
+msgstr "뒤로 화살표에 대한 커스텀 아이콘."
+
+msgid "Custom icon for the create folder button."
+msgstr "폴더 만들기 버튼에 대한 커스텀 아이콘."
+
+msgid "Custom icon for favorite folder button."
+msgstr "즐겨찾기 폴더 버튼에 대한 커스텀 아이콘."
+
+msgid "Custom icon for button to move down a favorite entry."
+msgstr "즐겨찾기 항목을 아래로 이동하는 버튼에 대한 커스텀 아이콘."
+
+msgid "Custom icon for button to move up a favorite entry."
+msgstr "즐겨찾기 항목을 위로 이동하는 버튼에 대한 커스텀 아이콘."
+
+msgid "Custom icon for files."
+msgstr "파일에 대한 커스텀 아이콘."
+
+msgid "Icon for files when in thumbnail mode."
+msgstr "썸네일 모드일 때 파일에 대한 아이콘."
+
+msgid "Custom icon for folders."
+msgstr "폴더에 대한 커스텀 아이콘."
+
+msgid "Icon for folders when in thumbnail mode."
+msgstr "썸네일 모드일 때 폴더에 대한 아이콘."
+
+msgid "Custom icon for the forward arrow."
+msgstr "앞으로 화살표에 대한 커스텀 아이콘."
+
+msgid "Icon for the button that enables list mode."
+msgstr "목록 모드를 활성화하는 버튼에 대한 아이콘."
+
+msgid "Custom icon for the parent folder arrow."
+msgstr "상위 폴더 화살표에 대한 커스텀 아이콘."
+
+msgid "Custom icon for the reload button."
+msgstr "다시 불러옴 버튼에 대한 커스텀 아이콘."
+
+msgid "Custom icon for the sorting options menu."
+msgstr "정렬 옵션 메뉴에 대한 커스텀 아이콘."
+
+msgid "Icon for the button that enables thumbnail mode."
+msgstr "썸네일 모드를 활성화하는 버튼에 대한 아이콘."
+
+msgid "Custom icon for the toggle button for the filter for file names."
+msgstr "파일 이름을 필터링하기 위한 토글 버튼에 대한 커스텀 아이콘."
+
+msgid "Custom icon for the toggle hidden button."
+msgstr "숨김 토글 버튼에 대한 커스텀 아이콘."
+
+msgid "Returns the current line count."
+msgstr "현재 줄 개수를 반환합니다."
+
+msgid "The container's title text."
+msgstr "컨테이너의 제목 텍스트."
+
+msgid "Returns font family name."
+msgstr "글꼴 패밀리 이름을 반환합니다."
+
+msgid "Returns font style name."
+msgstr "글꼴 스타일 이름을 반환합니다."
+
+msgid "Returns glyph offset from the baseline."
+msgstr "베이스라인의 글리프 오프셋을 반환합니다."
+
+msgid "Returns glyph size."
+msgstr "글리프 크기를 반환합니다."
+
+msgid "Returns list of the kerning overrides."
+msgstr "커널링 오버라이드의 리스트를 반환합니다."
+
+msgid "Returns list of language support overrides."
+msgstr "언어 지원 오버라이드의 리스트를 반환합니다."
+
+msgid "Returns list of script support overrides."
+msgstr "스크립트 지원 오버라이드의 리스트를 반환합니다."
+
+msgid "Sets glyph offset from the baseline."
+msgstr "베이스라인의 글리프 오프셋을 지정합니다."
+
+msgid "Sets font cache texture image."
+msgstr "글꼴 캐시 텍스처 이미지를 설정합니다."
+
+msgid ""
+"Unloads an extension by file path. The [param path] needs to point to an "
+"already loaded [GDExtension], otherwise this method returns [constant "
+"LOAD_STATUS_NOT_LOADED]."
+msgstr ""
+"파일 경로로 확장 기능을 언로드합니다. [param path]는 이미 불러온 [GDExtension]"
+"을 가리켜야 합니다. 그렇지 않으면 이 메서드는 [constant "
+"LOAD_STATUS_NOT_LOADED]를 반환합니다."
+
+msgid ""
+"Emitted before the editor starts unloading an extension.\n"
+"[b]Note:[/b] This signal is only emitted in editor builds."
+msgstr ""
+"편집기가 확장 기능을 언로드를 시작하기 전에 방출합니다.\n"
+"[b]참고:[/b] 이 시그널은 편집기 빌드에서만 방출합니다."
+
+msgid "If [code]true[/code], rotation across the X axis is limited."
+msgstr "[code]true[/code]인 경우, X 축을 기준으로 하는 회전이 제한됩니다."
+
+msgid "If [code]true[/code], rotation across the Y axis is limited."
+msgstr "[code]true[/code]인 경우, Y 축을 기준으로 하는 회전이 제한됩니다."
+
+msgid "If [code]true[/code], rotation across the Z axis is limited."
+msgstr "[code]true[/code]인 경우, Z 축을 기준으로 하는 회전이 제한됩니다."
+
+msgid "Represents the size of the [enum Flag] enum."
+msgstr "[enum Flag] 열거형의 크기를 나타냅니다."
+
+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 ""
+"[Vector2]의 배열이 주어지면, 반시계 방향으로 정렬된 점의 목록으로 컨벡스 헐을 "
+"반환합니다. 마지막 점은 첫 번째 점과 같습니다."
+
+msgid ""
+"Inflates or deflates [param polygon] by [param delta] units (pixels). If "
+"[param delta] is positive, makes the polygon grow outward. If [param delta] "
+"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 [param delta] 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 [param join_type].\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, multiply them "
+"to a [Transform2D]:\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var polygon = PackedVector2Array([Vector2(0, 0), Vector2(100, 0), "
+"Vector2(100, 100), Vector2(0, 100)])\n"
+"var offset = Vector2(50, 50)\n"
+"polygon = Transform2D(0, offset) * polygon\n"
+"print(polygon) # Prints [(50.0, 50.0), (150.0, 50.0), (150.0, 150.0), (50.0, "
+"150.0)]\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"Vector2[] polygon = [new Vector2(0, 0), new Vector2(100, 0), new Vector2(100, "
+"100), new Vector2(0, 100)];\n"
+"var offset = new Vector2(50, 50);\n"
+"polygon = new Transform2D(0, offset) * polygon;\n"
+"GD.Print((Variant)polygon); // Prints [(50, 50), (150, 50), (150, 150), (50, "
+"150)]\n"
+"[/csharp]\n"
+"[/codeblocks]"
+msgstr ""
+"[param polygon]을 [param delta] 단위(픽셀)만큼 확대하거나 축소합니다. [param "
+"delta]가 양수이면 폴리곤이 바깥쪽으로 자랍니다. [param delta]가 음수이면 폴리"
+"곤이 안쪽으로 줄어듭니다. 확대/축소 시 여러 개의 개별 폴리곤이 생성될 수 있으"
+"므로 폴리곤 배열을 반환합니다. [param delta]가 음수이고 절댓값이 폴리곤의 최"
+"소 경계 사각형 크기를 대략 초과하는 경우 빈 배열을 반환합니다.\n"
+"각 폴리곤의 꼭짓점은 [param join_type]에 따라 반올림됩니다.\n"
+"이 작업으로 인해 바깥쪽 폴리곤(경계)과 안쪽 폴리곤(구멍)이 생성될 수 있으며, "
+"[method is_polygon_clock]을 호출하여 구분할 수 있습니다.\n"
+"[b]참고:[/b] 폴리곤의 꼭지점을 구체적으로 옮기려면 [Transform2D]에 곱하세요.\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var polygon = PackedVector2Array([Vector2(0, 0), Vector2(100, 0), "
+"Vector2(100, 100), Vector2(0, 100)])\n"
+"var offset = Vector2(50, 50)\n"
+"polygon = Transform2D(0, offset) * polygon\n"
+"print(polygon) # [(50.0, 50.0), (150.0, 50.0), (150.0, 150.0), (50.0, 150.0)] "
+"출력\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"Vector2[] polygon = [new Vector2(0, 0), new Vector2(100, 0), new Vector2(100, "
+"100), new Vector2(0, 100)];\n"
+"var offset = new Vector2(50, 50);\n"
+"polygon = new Transform2D(0, offset) * polygon;\n"
+"GD.Print((Variant)polygon); // [(50, 50), (150, 50), (150, 150), (50, 150)] 출"
+"력\n"
+"[/csharp]\n"
+"[/codeblocks]"
+
+msgid "Visibility ranges (HLOD)"
+msgstr "가시성 범위 (HLOD)"
+
+msgid "Use [member gi_lightmap_texel_scale] instead."
+msgstr "대신 [member gi_lightmap_texel_scale]을 사용하세요."
+
+msgid "Represents the size of the [enum LightmapScale] enum."
+msgstr "[enum LightmapScale] 열거형의 크기를 나타냅니다."
+
+msgid "The number of elements referenced by this accessor."
+msgstr "이 액세서에 의해 참조되는 요소의 수."
+
+msgid "Maximum value of each component in this accessor."
+msgstr "이 액세서의 각 컴포넌트의 최댓값."
+
+msgid "Minimum value of each component in this accessor."
+msgstr "이 액세서의 각 컴포넌트의 최솟값."
+
+msgid "Use [member accessor_type] instead."
+msgstr "대신 [member accessor_type]을 사용하세요."
+
+msgid ""
+"The FOV of the camera. This class and glTF define the camera FOV in radians, "
+"while Godot uses degrees. This maps to glTF's [code]yfov[/code] property. "
+"This value is only used for perspective cameras, when [member perspective] is "
+"[code]true[/code]."
+msgstr ""
+"카메라의 시야각. 이 클래스와 glTF는 카메라 시야각을 라디안 단위로 정의할 때 "
+"Godot는 도를 사용합니다. 이것은 glTF의 [code]yfov[/code] 속성으로 매핑합니다. "
+"이 값은 [member perspective]가 [code]true[/code]일 때 원근 카메라를 위해서만 "
+"사용됩니다."
+
+msgid "The diffuse texture."
+msgstr "확산된 텍스처."
+
+msgid ""
+"The root nodes of the glTF file. Typically, a glTF file will only have one "
+"scene, and therefore one root node. However, a glTF file may have multiple "
+"scenes and therefore multiple root nodes, which will be generated as siblings "
+"of each other and as children of the root node of the generated Godot scene."
+msgstr ""
+"glTF 파일의 루트 노드입니다. 일반적으로 glTF 파일에는 하나의 씬만 있으므로 하"
+"나의 루트 노드만 있습니다. 하지만 glTF 파일에는 여러 씬이 있을 수 있으므로 여"
+"러 루트 노드도 있을 수 있으며, 이는 서로의 형제로 생성되고 생성된 Godot 씬의 "
+"루트 노드의 자식으로 생성됩니다."
+
+msgid "Represents a glTF texture sampler"
+msgstr "glTF 텍스처 샘플러를 나타냅니다"
+
+msgid "A 2D particle emitter."
+msgstr "2D 입자 방출기."
+
+msgid "A 3D particle emitter."
+msgstr "3D 입자 방출기."
+
+msgid "The attractor box's size in 3D units."
+msgstr "3D 단위의 어트랙터 상자의 크기입니다."
+
+msgid "The size of the vector field box in 3D units."
+msgstr "3D 단위의 벡터 필드 상자의 크기입니다."
+
+msgid "The collision box's size in 3D units."
+msgstr "3D 단위의 콜리전 상자의 크기입니다."
+
+msgid "Represents the size of the [enum Resolution] enum."
+msgstr "[enum Resolution] 열거형의 크기를 나타냅니다."
+
+msgid "The collision sphere's radius in 3D units."
+msgstr "3D 단위의 콜리전 구체의 반경."
+
+msgid "The gradient's fill type."
+msgstr "그라디언트의 채우기 유형."
+
+msgid "The gradient's repeat type."
+msgstr "그라디언트의 반복 유형."
+
+msgid "If [code]true[/code], the lines between nodes will use antialiasing."
+msgstr ""
+"[code]true[/code]인 경우, 노드 사이의 선들에 안티앨리어싱이 적용될 것입니다."
+
+msgid "If [code]true[/code], the minimap is visible."
+msgstr "[code]true[/code]인 경우, 미니맵이 보여집니다."
+
+msgid "If [code]true[/code], the grid is visible."
+msgstr "[code]true[/code]인 경우, 그리드가 보여집니다."
+
+msgid "If [code]true[/code], the menu toolbar is visible."
+msgstr "[code]true[/code]인 경우, 메뉴 툴바가 보여집니다."
+
+msgid "If [code]true[/code], enables snapping."
+msgstr "[code]true[/code]인 경우, 스내핑을 활성화합니다."
+
+msgid ""
+"A container that represents a basic element that can be placed inside a "
+"[GraphEdit] control."
+msgstr "[GraphEdit] 컨트롤 내부에 배치할 수 있는 기초 요소를 나타내는 컨테이너."
+
+msgid "If [code]true[/code], the user can drag the GraphElement."
+msgstr ""
+"[code]true[/code]인 경우, 사용자는 GraphElement를 드래그 할 수 있습니다."
+
+msgid "If [code]true[/code], the user can select the GraphElement."
+msgstr "[code]true[/code]인 경우, 사용자는 GraphElement를 선택할 수 있습니다."
+
+msgid "If [code]true[/code], the GraphElement is selected."
+msgstr "[code]true[/code]인 경우, GraphElement가 선택됩니다."
+
+msgid ""
+"The margin around the attached nodes that is used to calculate the size of "
+"the frame when [member autoshrink_enabled] is [code]true[/code]."
+msgstr ""
+"[member autoshrink_enabled]이 [code]true[/code]일 때 프레임의 크기를 계산하는 "
+"데 사용되는 첨부된 노드 주변의 여백."
+
+msgid "If [code]true[/code], the tint color will be used to tint the frame."
+msgstr ""
+"[code]true[/code]인 경우, 틴트 색상은 프레임에 틴트를 입히는 데 사용됩니다."
+
+msgid ""
+"Emitted when [member autoshrink_enabled] or [member autoshrink_margin] "
+"changes."
+msgstr ""
+"[member autoshrink_enabled] 또는 [member autoshrink_margin]이 바뀔 때 방출됩니"
+"다."
+
+msgid "If [code]true[/code], grid items are centered on the X axis."
+msgstr "[code]true[/code]인 경우, 그리드 항목들은 X 축 기준으로 정렬됩니다."
+
+msgid "If [code]true[/code], grid items are centered on the Y axis."
+msgstr "[code]true[/code]인 경우, 그리드 항목들은 Y 축 기준으로 정렬됩니다."
+
+msgid "If [code]true[/code], grid items are centered on the Z axis."
+msgstr "[code]true[/code]인 경우, 그리드 항목들은 Z 축 기준으로 정렬됩니다."
+
+msgid "Returns [code]true[/code] if there are selected cells."
+msgstr "만약 선택된 셀들이 있다면 [code]true[/code]를 반환합니다."
+
+msgid "If [code]true[/code], enables the specified flag."
+msgstr "[code]true[/code]인 경우, 지정된 플래그를 활성화합니다."
+
+msgid "Low-level hyper-text transfer protocol client."
+msgstr "저수준 하이퍼텍스트 전송 프로토콜 클라이언트."
+
+msgid "HTTP client class"
+msgstr "HTTP 클라이언트 클래스"
+
+msgid "TLS certificates"
+msgstr "TLS 인증서"
+
+msgid "Represents the size of the [enum Method] enum."
+msgstr "[enum Method] 열거형의 크기를 나타냅니다."
+
+msgid "If [code]true[/code], multithreading is used to improve performance."
+msgstr ""
+"[code]true[/code]인 경우, 성능을 향상시키기 위해 멀티쓰레딩이 사용됩니다."
+
+msgid "Image datatype."
+msgstr "이미지 데이터유형."
+
+msgid "Represents the size of the [enum Format] enum."
+msgstr "[enum Format] 열거형의 크기를 나타냅니다."
+
+msgid "Represents the size of the [enum CompressMode] enum."
+msgstr "[enum CompressMode] 열거형의 크기를 나타냅니다."
+
+msgid "Texture with 3 dimensions."
+msgstr "3차원으로 된 텍스처."
+
+msgid ""
+"Returns the primitive type of the requested surface (see [method "
+"add_surface])."
+msgstr ""
+"요청된 표면의 프리미티브 유형을 반환합니다([method add_surface]를 참조하세요)."
+
+msgid "Abstract base class for input events."
+msgstr "입력 이벤트의 기본 추상 클래스."
+
+msgid "Returns [code]true[/code] if this input event has been canceled."
+msgstr "만약 이 입력 이벤트가 취소되었다면 [code]true[/code]를 반환합니다."
+
+msgid "An input event type for actions."
+msgstr "행동에 대한 입력 이벤트 형식."
+
+msgid "Abstract base class for touch gestures."
+msgstr "터치 제스처의 기본 추상 클래스."
+
+msgid "If [code]true[/code], the mouse button event has been canceled."
+msgstr "[code]true[/code]인 경우, 마우스 버튼 이벤트가 취소됩니다."
+
+msgid "If [code]true[/code], the mouse button's state is a double-click."
+msgstr "[code]true[/code]인 경우, 마우스 버튼의 상태는 더블 클릭입니다."
+
+msgid "Represents a screen drag event."
+msgstr "스크린 드래그 이벤트를 나타냅니다."
+
+msgid "Represents a screen touch event."
+msgstr "스크린 터치 이벤트를 나타냅니다."
+
+msgid "If [code]true[/code], the touch event has been canceled."
+msgstr "[code]true[/code]인 경우, 터치 이벤트가 취소됩니다."
+
+msgid "Returns a deadzone value for the action."
+msgstr "액션에 대한 데드존 값을 반환합니다."
+
+msgid "Returns [code]true[/code] if the [int]s are not equal."
+msgstr "만약 [int]가 일치하지 않는다면 [code]true[/code]를 반환합니다."
+
+msgid "Returns [code]true[/code] if the two [int]s are equal."
+msgstr "만약 두개의 [int]가 동일하다면 [code]true[/code]를 반환합니다."
+
+msgid "Returns item's auto translate mode."
+msgstr "항목의 자동 번역 모드를 반환합니다."
+
+msgid "Returns item's text language code."
+msgstr "항목의 텍스트 언어 코드를 반환합니다."
+
+msgid ""
+"Sets the auto translate mode of the item associated with the specified "
+"index.\n"
+"Items use [constant Node.AUTO_TRANSLATE_MODE_INHERIT] by default, which uses "
+"the same auto translate mode as the [ItemList] itself."
+msgstr ""
+"지정된 인덱스와 연관된 항목의 자동 번역 모드를 설정합니다.\n"
+"항목은 디폴트로 [constant Node.AUTO_TRANSLATE_MODE_INHERIT]를 사용하며, 이는 "
+"[ItemList] 자체와 같은 자동 번역 모드를 사용합니다."
+
+msgid "If [code]true[/code], right mouse button click can select items."
+msgstr ""
+"[code]true[/code]인 경우, 오른쪽 마우스 버튼 클릭은 항목을 선택할 수 있습니다."
+
+msgid "Returns the colliding body's attached [Object]."
+msgstr "충돌 물체에 추가된 [Object] 를 반환합니다."
+
+msgid "Returns the colliding body's shape."
+msgstr "충돌하는 물체의 모양을 반환합니다."
+
+msgid "Returns the colliding body's velocity."
+msgstr "충돌하는 물체의 속도를 반환합니다."
+
+msgid "Returns the moving object's colliding shape."
+msgstr "움직이는 물체의 충돌 모양을 반환합니다."
+
+msgid "Returns the number of detected collisions."
+msgstr "감지된 콜리전의 수를 반환합니다."
+
+msgid "Default text [Color] of the [Label]."
+msgstr "[Label]의 디폴트 텍스트 [Color]."
+
+msgid "The color of text outline."
+msgstr "텍스트 윤곽선의 색상."
+
+msgid "[Color] of the text's shadow effect."
+msgstr "텍스트의 그림자 효과의 [Color]."
+
+msgid "The horizontal offset of the text's shadow."
+msgstr "텍스트의 그림자의 가로 오프셋."
+
+msgid "The vertical offset of the text's shadow."
+msgstr "텍스트의 그림자의 세로 오프셋."
+
+msgid "The size of the shadow outline."
+msgstr "그림자 윤곽선의 크기."
+
+msgid "[Font] used for the [Label]'s text."
+msgstr "[Label]의 텍스트에 사용되는 [Font]."
+
+msgid "Font size of the [Label]'s text."
+msgstr "[Label]의 텍스트의 글꼴 크기."
+
+msgid "Background [StyleBox] for the [Label]."
+msgstr "[Label]에 대한 배경 [StyleBox]."
+
+msgid "A node for displaying plain text in 3D space."
+msgstr "3D 공간에 일반 텍스트를 표시하기 위한 노드."
+
+msgid "3D text"
+msgstr "3D 텍스트"
+
+msgid "If [code]true[/code], the specified [param flag] will be enabled."
+msgstr "[code]true[/code]인 경우, 지정된 [param flag] 이 활성화됩니다."
+
+msgid "Represents the size of the [enum DrawFlags] enum."
+msgstr "[enum DrawFlags] 열거형의 크기를 나타냅니다."
+
+msgid "[Font] used for the text."
+msgstr "문자열에 사용된 [Font]."
+
+msgid "If [code]true[/code], Light2D will emit light."
+msgstr "[code]true[/code]인 경우, Light2D는 빛을 방출할 것입니다."
+
+msgid "Lowest level of subdivision (fastest bake times, smallest file sizes)."
+msgstr "세분의 가장 낮은 수준 (가장 빠른 굽기 시간, 가장 작은 파일 크기)."
+
+msgid "Low level of subdivision (fast bake times, small file sizes)."
+msgstr "세분의 낮은 수준 (빠른 굽기 시간, 작은 파일 크기)."
+
+msgid "High level of subdivision (slow bake times, large file sizes)."
+msgstr "세분의 높은 수준 (느린 굽기 시간, 큰 파일 크기)."
+
+msgid "Highest level of subdivision (slowest bake times, largest file sizes)."
+msgstr "세분의 가장 높은 수준 (가장 느린 굽기 시간, 가장 큰 파일 크기)."
+
+msgid "Returns the number of points in the polyline."
+msgstr "폴리라인의 점의 수를 반환합니다."
+
+msgid "Returns [code]true[/code] if the user has selected text."
+msgstr "만약 유저가 텍스트를 선택했다면 [code]true[/code]를 반환합니다."
+
+msgid "If [code]true[/code], makes the caret blink."
+msgstr "[code]true[/code]인 경우, 캐럿을 깜빡이게 합니다."
+
+msgid "If [code]true[/code], allow drag and drop of selected text."
+msgstr ""
+"[code]true[/code]인 경우, 선택된 텍스트를 드래그하고 드롭 하는 것을 허용합니"
+"다."
+
+msgid "If [code]true[/code], control characters are displayed."
+msgstr "[code]true[/code]인 경우, 조작 캐릭터들이 보여집니다."
+
+msgid "If [code]true[/code], \"Emoji and Symbols\" menu is enabled."
+msgstr "[code]true[/code]인 경우, \"이모지와 아이콘\" 메뉴가 활성화됩니다."
+
+msgid "If [code]true[/code], the [LineEdit] doesn't display decoration."
+msgstr "[code]true[/code]인 경우, [LineEdit]은 장식을 표시하지 않습니다."
+
+msgid "Sets text direction to inherited."
+msgstr "텍스트 방향을 상속받아 지정합니다."
+
+msgid "Sets text direction to automatic."
+msgstr "텍스트 방향을 자동적으로 지정합니다."
+
+msgid "Represents the size of the [enum MenuItems] enum."
+msgstr "[enum MenuItems] 열거형의 크기를 나타냅니다."
+
+msgid "Font color for [member placeholder_text]."
+msgstr "[member placeholder_text]에 대한 글꼴 색상."
+
+msgid ""
+"The ease type of the time-based interpolation. See also [enum Tween.EaseType]."
+msgstr "시간 기반 보간의 이징 유형. [enum Tween.EaseType]도 참조하세요."
+
+msgid "If [code]true[/code], provides rotation by two axes."
+msgstr "[code]true[/code]인 경우, 두 개의 축에 대한 회전을 제공합니다."
+
+msgid "Creates a placeholder version of this resource ([PlaceholderMaterial])."
+msgstr "이 리소스의 자리표시자 버전([PlaceholderMaterial])을 만듭니다."
+
+msgid "Returns number of menu items."
+msgstr "메뉴 항목의 수를 반환합니다."
+
+msgid "Returns [PopupMenu] associated with menu item."
+msgstr "메뉴 항목과 관련된 [PopupMenu]를 반환합니다."
+
+msgid "Returns menu item title."
+msgstr "메뉴 항목 제목을 반환합니다."
+
+msgid "Returns menu item tooltip."
+msgstr "메뉴 항목 툴팁을 반환합니다."
+
+msgid "Returns [code]true[/code], if menu item is disabled."
+msgstr "메뉴 항목이 비활성화되어 있으면 [code]true[/code]를 반환합니다."
+
+msgid "Returns [code]true[/code], if menu item is hidden."
+msgstr "메뉴 항목이 숨겨져 있으면 [code]true[/code]를 반환합니다."
+
+msgid ""
+"Returns [code]true[/code], if system global menu is supported and used by "
+"this [MenuBar]."
+msgstr ""
+"시스템 전역 메뉴가 이 [MenuBar]에 의해 지원되고 사용되고 있으면 [code]true[/"
+"code]를 반환합니다."
+
+msgid ""
+"If [code]true[/code], shortcuts are disabled and cannot be used to trigger "
+"the button."
+msgstr ""
+"[code]true[/code]인 경우, 단축키가 비활성화되어 버튼을 트리거하는 데 사용할 "
+"수 없습니다."
+
+msgid "If [code]true[/code], menu item is disabled."
+msgstr "[code]true[/code]인 경우, 메뉴 항목이 비활성화됩니다."
+
+msgid "If [code]true[/code], menu item is hidden."
+msgstr "[code]true[/code]인 경우, 메뉴 항목이 숨겨집니다."
+
+msgid "Sets menu item title."
+msgstr "메뉴 항목 제목을 설정합니다."
+
+msgid "Sets menu item tooltip."
+msgstr "메뉴 항목 툴팁을 설정합니다."
+
+msgid "Flat [MenuBar] don't display item decoration."
+msgstr "평평한 [MenuBar]에는 항목 장식이 표시되지 않습니다."
+
+msgid "Default text [Color] of the menu item."
+msgstr "메뉴 항목의 디폴트 텍스트 [Color]."
+
+msgid "Text [Color] used when the menu item is disabled."
+msgstr "메뉴 항목이 비활성화되어 있을 때 사용되는 텍스트 [Color]."
+
+msgid "Text [Color] used when the menu item is being hovered."
+msgstr "메뉴 항목이 호버되어 있을 때 사용되는 텍스트 [Color]."
+
+msgid "Text [Color] used when the menu item is being hovered and pressed."
+msgstr "메뉴 항목이 호버되고 눌러져 있을 때 사용되는 텍스트 [Color]."
+
+msgid "The tint of text outline of the menu item."
+msgstr "메뉴 항목의 텍스트 윤곽선의 틴트."
+
+msgid "Text [Color] used when the menu item is being pressed."
+msgstr "메뉴 항목이 눌러져 있을 때 사용되는 텍스트 [Color]."
+
+msgid "The horizontal space between menu items."
+msgstr "메뉴 항목 사이의 가로 공간."
+
+msgid "[Font] of the menu item's text."
+msgstr "메뉴 항목의 텍스트의 [Font]."
+
+msgid "Font size of the menu item's text."
+msgstr "메뉴 항목의 텍스트의 글꼴 크기."
+
+msgid ""
+"Calculate a [ConvexPolygonShape3D] from the mesh.\n"
+"If [param clean] 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 [param simplify] is [code]true[/code], the geometry can be further "
+"simplified to reduce the number of vertices. Disabled by default."
+msgstr ""
+"메시로부터 [ConvexPolygonShape3D]를 계산합니다.\n"
+"[param clean]이 [code]true[/code](디폴트)인 경우, 중복 및 내부 꼭짓점은 자동으"
+"로 제거됩니다. 필요하지 않으면 프로세스를 더 빠르게 만들기 위해 [code]false[/"
+"code]로 설정할 수 있습니다.\n"
+"[param simplify]가 [code]true[/code]인 경우, 꼭짓점의 수를 줄이기 위해 지오메"
+"트리를 더욱 단순화할 수 있습니다. 기본적으로 비활성화되어 있습니다."
+
+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 ""
+"원본 메시로부터 정의된 오프셋(여백)에서 윤곽선 메시를 계산합니다.\n"
+"[b]참고:[/b] 이 메서드는 일반적으로 꼭짓점을 역순으로 반환합니다 (예: 시계 방"
+"향에서 반시계 방향으로)."
+
+msgid "Creates a placeholder version of this resource ([PlaceholderMesh])."
+msgstr "이 리소스의 자리표시자 버전([PlaceholderMesh])을 만듭니다."
+
+msgid "Calculate a [ConcavePolygonShape3D] from the mesh."
+msgstr "메시로부터 [ConcavePolygonShape3D]를 계산합니다."
+
+msgid ""
+"Generate a [TriangleMesh] from the mesh. Considers only surfaces using one of "
+"these primitive types: [constant PRIMITIVE_TRIANGLES], [constant "
+"PRIMITIVE_TRIANGLE_STRIP]."
+msgstr ""
+"메시로부터 [TriangleMesh]를 생성합니다. 이러한 프리미티브 유형 중 하나를 사용"
+"하는 표면만 고려합니다: [constant PRIMITIVE_TRIANGLES], [constant "
+"PRIMITIVE_TRIANGLE_STRIP]."
+
+msgid "Represents the size of the [enum ArrayType] enum."
+msgstr "[enum ArrayType] 열거형의 크기를 나타냅니다."
+
+msgid "Represents the size of the [enum ArrayCustomFormat] enum."
+msgstr "[enum ArrayCustomFormat] 열거형의 크기를 나타냅니다."
+
+msgid "Library of meshes."
+msgstr "메시의 라이브러리."
+
+msgid "Clears the library."
+msgstr "라이브러리를 비웁니다."
+
+msgid "Returns the list of item IDs in use."
+msgstr "사용 중인 항목 ID의 목록을 반환합니다."
+
+msgid "Returns the item's mesh."
+msgstr "항목의 메시를 반환합니다."
+
+msgid "Returns the item's shadow casting mode."
+msgstr "항목의 그림자 캐스팅 모드를 반환합니다."
+
+msgid "Returns the item's name."
+msgstr "항목의 이름을 반환합니다."
+
+msgid "Returns the item's navigation layers bitmask."
+msgstr "항목의 내비게이션 레이어 비트마스크를 반환합니다."
+
+msgid "Returns the item's navigation mesh."
+msgstr "항목의 내비게이션 메시를 반환합니다."
+
+msgid "Removes the item."
+msgstr "항목을 제거합니다."
+
+msgid "Sets the item's mesh."
+msgstr "항목의 메시를 설정합니다."
+
+msgid "Sets the item's shadow casting mode to [param shadow_casting_setting]."
+msgstr ""
+"항목의 그림자 캐스팅 모드를 [param shadow_casting_setting]으로 설정합니다."
+
+msgid "Sets the item's navigation layers bitmask."
+msgstr "항목의 내비게이션 레이어 비트마스크를 설정합니다."
+
+msgid "Sets the item's navigation mesh."
+msgstr "항목의 내비게이션 메시를 설정합니다."
+
+msgid "Returns [code]true[/code] if there is a [member multiplayer_peer] set."
+msgstr ""
+"만약 [member multiplayer_peer] 셋이 있다면 [code]true[/code]를 반환합니다."
+
+msgid "Returns the ID of this [MultiplayerPeer]."
+msgstr "이 [MultiplayerPeer] 의 ID를 반환합니다."
+
+msgid "If [code]true[/code], this [MultiplayerPeer] refuses new connections."
+msgstr "[code]true[/code]인 경우, [MultiplayerPeer]는 새로운 연결을 거부합니다."
+
+msgid "[NativeMenu] supports native global main menu."
+msgstr "[NativeMenu]는 네이티브 전역 주요 메뉴를 지원합니다."
+
+msgid "Global main menu ID."
+msgstr "전역 주요 메뉴 ID."
+
+msgid "If [code]true[/code] shows debug visuals for this agent."
+msgstr ""
+"만약 [code]true[/code] 라면 이 에이전트에 대한 디버그 비주얼을 보여줍니다."
+
+msgid "Represents the size of the [enum SamplePartitionType] enum."
+msgstr "[enum SamplePartitionType] 열거형의 크기를 나타냅니다."
+
+msgid "Represents the size of the [enum ParsedGeometryType] enum."
+msgstr "[enum ParsedGeometryType] 열거형의 크기를 나타냅니다."
+
+msgid "Represents the size of the [enum SourceGeometryMode] enum."
+msgstr "[enum SourceGeometryMode] 열거형의 크기를 나타냅니다."
+
+msgid "Clears the internal data."
+msgstr "내부 데이터를 비웁니다."
+
+msgid "Clears all projected obstructions."
+msgstr "예상되는 모든 방해물을 비웁니다."
+
+msgid "Returns all the obstructed area outlines arrays."
+msgstr "모든 방해받은 영역 윤곽선 배열을 반환합니다."
+
+msgid ""
+"Use [method NavigationServer2D.parse_source_geometry_data] and [method "
+"NavigationServer2D.bake_from_source_geometry_data] instead."
+msgstr ""
+"대신 [method NavigationServer2D.parse_source_geometry_data]와 [method "
+"NavigationServer2D.bake_from_source_geometry_data]를 사용하세요."
+
+msgid "Use [method get_rid] instead."
+msgstr "대신 [method get_rid]를 사용하세요."
+
+msgid "Returns [code]true[/code] when the NavigationServer has debug enabled."
+msgstr "내비게이션 서버가 디버그를 허용했을 때 [code]true[/code]를 반환합니다."
+
+msgid "Returns [code]true[/code] if the specified [param link] is enabled."
+msgstr ""
+"지정된 [param link]가 활성화되어 있는 경우 [code]true[/code]를 반환합니다."
+
+msgid "Returns [code]true[/code] if the map is active."
+msgstr "맵이 활성 상태인 경우 [code]true[/code]를 반환합니다."
+
+msgid "Sets the map active."
+msgstr "맵 활성 상태를 설정합니다."
+
+msgid "Set the obstacles's [code]avoidance_layers[/code] bitmask."
+msgstr "장애물의 [code]avoidance_layers[/code] 비트마스크를 지정합니다."
+
+msgid "Returns the region's navigation layers."
+msgstr "지역의 내비게이션 레이어를 반환합니다."
+
+msgid "If [code]true[/code] enables debug mode on the NavigationServer."
+msgstr ""
+"만약 [code]true[/code] 라면 내비게이션서버의 디버그 모드가 활성화됩니다."
+
+msgid "Returns the [code]height[/code] of the specified [param agent]."
+msgstr "지정된 [param agent]의 [code]height[/code]를 반환합니다."
+
+msgid "Base class for all scene objects."
+msgstr "모든 씬 오브젝트에 대한 기본 클래스."
+
+msgid "Nodes and scenes"
+msgstr "노드와 씬"
+
+msgid "All Demos"
+msgstr "모든 데모"
+
+msgid ""
+"Called when the node enters the [SceneTree] (e.g. upon instantiating, 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 ""
+"노드가 [SceneTree]에 들어갈 때 호출됩니다 (예: 인스턴스화, 씬 변경 또는 스크립"
+"트에서 [method add_child] 호출 후). 노드에 자식이 있는 경우, 해당 노드의 "
+"[method _enter_tree] 콜백이 먼저 호출되고 나서 자식의 콜백이 호출됩니다.\n"
+"[method Object._notification]의 [constant NOTIFICATION_ENTER_TREE] 알림에 해당"
+"합니다."
+
+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 ""
+"노드가 [SceneTree]에서 나가려고 할 때 호출됩니다 (예를 들어 노드가 해제되거"
+"나, 씬이 바뀌거나 스크립트에서 [method remove_child]를 호출한 경우). 노드가 자"
+"식을 가지고 있다면 모든 자식들이 트리에서 제거된 뒤 가장 나중에 자신의 "
+"[method _exit_tree]가 호출될 것입니다.\n"
+"[method Object._notification]의 [constant NOTIFICATION_EXIT_TREE]와 [signal "
+"tree_exiting] 시그널에 대응합니다. 노드가 완전히 트리에서 제거된 경우에 알림"
+"을 받고 싶으면 [signal tree_exited] 시그널에 연결하세요."
+
+msgid ""
+"The elements in the array returned from this method are displayed as warnings "
+"in the Scene dock if the script that overrides it is a [code]tool[/code] "
+"script.\n"
+"Returning an empty array produces no warnings.\n"
+"Call [method update_configuration_warnings] when the warnings need to be "
+"updated for this node.\n"
+"[codeblock]\n"
+"@export var energy = 0:\n"
+"\tset(value):\n"
+"\t\tenergy = value\n"
+"\t\tupdate_configuration_warnings()\n"
+"\n"
+"func _get_configuration_warnings():\n"
+"\tif energy < 0:\n"
+"\t\treturn [\"Energy must be 0 or greater.\"]\n"
+"\telse:\n"
+"\t\treturn []\n"
+"[/codeblock]"
+msgstr ""
+"이 메서드에서 반환된 배열의 요소는 해당 요소를 오버라이드하는 스크립트가 "
+"[code]tool[/code] 스크립트인 경우 씬 독에 경고로 표시됩니다.\n"
+"빈 배열을 반환하면 경고를 생산하지 않습니다.\n"
+"이 노드에 대한 경고가 업데이트되어야 하는 경우 [method "
+"update_configuration_warnings]를 호출하세요.\n"
+"[codeblock]\n"
+"@export var energy = 0:\n"
+"\tset(value):\n"
+"\t\tenergy = value\n"
+"\t\tupdate_configuration_warnings()\n"
+"\n"
+"func _get_configuration_warnings():\n"
+"\tif energy < 0:\n"
+"\t\treturn [\"에너지는 0 이상이어야 합니다.\"]\n"
+"\telse:\n"
+"\t\treturn []\n"
+"[/codeblock]"
+
+msgid ""
+"Returns object IDs of all orphan nodes (nodes outside the [SceneTree]). Used "
+"for debugging.\n"
+"[b]Note:[/b] [method get_orphan_node_ids] only works in debug builds. When "
+"called in a project exported in release mode, [method get_orphan_node_ids] "
+"will return an empty array."
+msgstr ""
+"모든 외톨이 노드([SceneTree] 바깥의 노드)의 오브젝트 ID를 반환합니다. 디버깅"
+"에 유용합니다.\n"
+"[b]참고:[/b] [method get_orphan_node_ids]는 디버그 빌드에서만 작동합니다. 출"
+"시 모드로 내보낸 프로젝트에서 호출할 때에는 [method get_orphan_node_ids]는 빈 "
+"배열을 반환합니다."
+
+msgid ""
+"Prints all orphan nodes (nodes outside the [SceneTree]). Useful for "
+"debugging.\n"
+"[b]Note:[/b] This method only works in debug builds. Does nothing in a "
+"project exported in release mode."
+msgstr ""
+"모든 외톨이 노드([SceneTree] 바깥의 노드)를 출력합니다. 디버깅에 유용합니다.\n"
+"[b]참고:[/b] 이 메서드는 디버그 빌드에서만 작동합니다. 출시 모드로 내보낸 프로"
+"젝트에서는 아무 작업도 이루어지지 않습니다."
+
+msgid ""
+"Defines if any text should automatically change to its translated version "
+"depending on the current locale (for nodes such as [Label], [RichTextLabel], "
+"[Window], etc.). Also decides if the node's strings should be parsed for POT "
+"generation.\n"
+"[b]Note:[/b] For the root node, auto translate mode can also be set via "
+"[member ProjectSettings.internationalization/rendering/"
+"root_node_auto_translate]."
+msgstr ""
+"([Label], [RichTextLabel], [Window] 등과 같은 노드에 대한) 현재 로케일에 따라 "
+"아무 텍스트를 번역된 버전으로 자동 변경해야 할지 여부를 정의합니다. 또한 POT "
+"생성을 위해 노드의 문자열을 파싱할지 여부도 결정합니다.\n"
+"[b]참고:[/b] 루트 노드에 대해서는 [member "
+"ProjectSettings.internationalization/rendering/root_node_auto_translate]를 통"
+"해 자동 번역 모드를 설정할 수도 있습니다."
+
+msgid "Returns [code]true[/code] if two node paths are not equal."
+msgstr ""
+"만약 두 개의 노드 경로가 일치하지 않는다면 [code]true[/code]를 반환합니다."
+
+msgid ""
+"Occluder shape resource for use with occlusion culling in "
+"[OccluderInstance3D]."
+msgstr "[OccluderInstance3D]에서 오클루전 컬링에 사용하는 오클루더 모양 리소스."
+
+msgid ""
+"Provides occlusion culling for 3D nodes, which improves performance in closed "
+"areas."
+msgstr ""
+"3D 노드에 대한 오클루전 컬링을 제공하여 닫힌 영역에서의 성능을 향상시킵니다."
+
+msgid "The culling mode to use."
+msgstr "사용할 컬링 모드."
+
+msgid "A [Vector2] array with the index for polygon's vertices positions."
+msgstr "폴리곤의 꼭짓점 위치에 대한 인덱스가 있는 [Vector2] 배열."
+
+msgid "Culling is disabled. See [member cull_mode]."
+msgstr "컬링이 비활성화되어 있습니다. [member cull_mode]를 참조하세요."
+
+msgid "Culling is performed in the clockwise direction. See [member cull_mode]."
+msgstr "컬링은 시계 방향으로 수행됩니다. [member cull_mode]를 참조하세요."
+
+msgid ""
+"Culling is performed in the counterclockwise direction. See [member "
+"cull_mode]."
+msgstr "컬링은 반시계 방향으로 수행됩니다. [member cull_mode]를 참조하세요."
+
+msgid "The type of action."
+msgstr "액션의 유형."
+
+msgid "Add an action set."
+msgstr "액션 세트를 추가합니다."
+
+msgid "Add an interaction profile."
+msgstr "상호작용 프로필을 추가합니다."
+
+msgid "The priority for this action set."
+msgstr "이 액션 세트에 대한 우선순위."
+
+msgid "Returns [code]true[/code] if OpenXR is initialized."
+msgstr "OpenXR이 초기화 되었다면 [code]true[/code]를 반환합니다."
+
+msgid "Returns [code]true[/code] if OpenXR is enabled."
+msgstr "OpenXR이 활성화되었다면 [code]true[/code]를 반환합니다."
+
+msgid "Registers the given extension as a composition layer provider."
+msgstr "주어진 확장 기능을 컴포지션 레이어 공급자로 등록합니다."
+
+msgid "Unregisters the given extension as a composition layer provider."
+msgstr "주어진 확장 기능을 컴포지션 레이어 공급자로 등록 해제합니다."
+
+msgid "The parent class of all OpenXR composition layer nodes."
+msgstr "모든 OpenXR 컴포지션 레이어 노드의 부모 클래스."
+
+msgid "The [SubViewport] to render on the composition layer."
+msgstr "컴포지션 레이어에 렌더링할 [SubViewport]."
+
+msgid "The radius of the sphere."
+msgstr "구체의 반경."
+
+msgid "The dimensions of the quad."
+msgstr "사변형의 치수."
+
+msgid "Use [OpenXRExtensionWrapper] instead."
+msgstr "대신 [OpenXRExtensionWrapper]를 사용하세요."
+
+msgid "Use [XRHandModifier3D] instead."
+msgstr "대신 [XRHandModifier3D]를 사용하세요."
+
+msgid ""
+"Use [method XRHandTracker.get_hand_joint_angular_velocity] obtained from "
+"[method XRServer.get_tracker] instead."
+msgstr ""
+"대신 [method XRServer.get_tracker]에서 얻은 [method "
+"XRHandTracker.get_hand_joint_angular_velocity]를 사용하세요."
+
+msgid ""
+"Use [method XRHandTracker.get_hand_joint_flags] obtained from [method "
+"XRServer.get_tracker] instead."
+msgstr ""
+"대신 [method XRServer.get_tracker]에서 얻은 [method "
+"XRHandTracker.get_hand_joint_flags]를 사용하세요."
+
+msgid ""
+"Use [method XRHandTracker.get_hand_joint_linear_velocity] obtained from "
+"[method XRServer.get_tracker] instead."
+msgstr ""
+"대신 [method XRServer.get_tracker]에서 얻은 [method "
+"XRHandTracker.get_hand_joint_linear_velocity]를 사용하세요."
+
+msgid ""
+"Use [method XRHandTracker.get_hand_joint_transform] obtained from [method "
+"XRServer.get_tracker] instead."
+msgstr ""
+"대신 [method XRServer.get_tracker]에서 얻은 [method "
+"XRHandTracker.get_hand_joint_transform]을 사용하세요."
+
+msgid ""
+"Use [method XRHandTracker.get_hand_joint_radius] obtained from [method "
+"XRServer.get_tracker] instead."
+msgstr ""
+"대신 [method XRServer.get_tracker]에서 얻은 [method "
+"XRHandTracker.get_hand_joint_radius]를 사용하세요."
+
+msgid ""
+"Use [member XRHandTracker.hand_tracking_source] obtained from [method "
+"XRServer.get_tracker] instead."
+msgstr ""
+"대신 [method XRServer.get_tracker]에서 얻은 [member "
+"XRHandTracker.hand_tracking_source]를 사용하세요."
+
+msgid "Returns [code]true[/code] if the given action set is active."
+msgstr "주어진 액션 세트가 활성 상태이면 [code]true[/code]를 반환합니다."
+
+msgid "Left hand."
+msgstr "왼손."
+
+msgid "Right hand."
+msgstr "오른손."
+
+msgid "Maximum value for the hand enum."
+msgstr "손 열거형의 최댓값."
+
+msgid "Maximum value for the motion range enum."
+msgstr "움직임 범위 열거형에 대한 최댓값."
+
+msgid "Binding modifiers for this binding."
+msgstr "이 바인딩에 대한 바인딩 모디파이어."
+
+msgid "Use [member binding_path] instead."
+msgstr "대신 [member binding_path]를 사용하세요."
+
+msgid "Draws a stereo correct visibility mask."
+msgstr "스테레오 올바른 가시성 마스크를 그립니다."
+
+msgid "Returns the auto translate mode of the item at index [param idx]."
+msgstr "인덱스 [param idx]에서 항목의 자동 번역 모드를 반환합니다."
+
+msgid ""
+"Sets the auto translate mode of the item at index [param idx].\n"
+"Items use [constant Node.AUTO_TRANSLATE_MODE_INHERIT] by default, which uses "
+"the same auto translate mode as the [OptionButton] itself."
+msgstr ""
+"인덱스 [param idx]에서 항목의 자동 번역 모드를 설정합니다.\n"
+"항목은 디폴트로 [constant Node.AUTO_TRANSLATE_MODE_INHERIT]를 사용하며, 이는 "
+"[OptionButton] 자체와 같은 자동 번역 모드를 사용합니다."
+
+msgid "Returns [code]true[/code] if the array contains [param value]."
+msgstr "배열이 [param value]를 포함한다면 [code]true[/code]를 반환합니다."
+
+msgid "Returns [code]true[/code] if contents of the arrays differ."
+msgstr "만약 배열의 내용이 다르다면 [code]true[/code]를 반환합니다."
+
+msgid ""
+"Use [method @GlobalScope.var_to_bytes] or [method FileAccess.store_var] "
+"instead. To enable data compression, use [method PackedByteArray.compress] or "
+"[method FileAccess.open_compressed]."
+msgstr ""
+"대신 [method @GlobalScope.var_to_bytes] 또는 [method FileAccess.store_var]를 "
+"사용하세요. 데이터 압축을 활성화하려면, [method PackedByteArray.compress] 또"
+"는 [method FileAccess.open_compressed]를 사용하세요."
+
+msgid "The [StyleBox] of this control."
+msgstr "이 조작의 [StyleBox]."
+
+msgid "Returns [code]true[/code] if the specified particle flag is enabled."
+msgstr "만약 지정된 입자 플래그가 활성화된다면 [code]true[/code]를 반환합니다."
+
+msgid "Sets the maximum value range for the given parameter."
+msgstr "주어진 매개변수에 대한 최댓값 범위를 설정합니다."
+
+msgid "Sets the minimum value range for the given parameter."
+msgstr "주어진 매개변수에 대한 최솟값 범위를 설정합니다."
+
+msgid "Represents the size of the [enum SubEmitterMode] enum."
+msgstr "[enum SubEmitterMode] 열거형의 크기를 나타냅니다."
+
+msgid "Represents the size of the [enum CollisionMode] enum."
+msgstr "[enum CollisionMode] 열거형의 크기를 나타냅니다."
+
+msgid ""
+"Number of orphan nodes, i.e. nodes which are not parented to a node of the "
+"scene tree. [i]Lower is better.[/i]"
+msgstr ""
+"외톨이 노드, 즉 씬 트리의 노드에 부모가 없는 노드의 수입니다. [i]낮을수록 좋습"
+"니다.[/i]"
+
+msgid "Represents the size of the [enum Monitor] enum."
+msgstr "[enum Monitor] 열거형의 크기를 나타냅니다."
+
+msgid "Ray-casting"
+msgstr "레이캐스팅"
+
+msgid "Returns the shape's type."
+msgstr "모양의 유형을 반환합니다."
+
+msgid "Returns the value of the given space parameter."
+msgstr "주어진 공간 매개변수의 값을 반환합니다."
+
+msgid "Returns [code]true[/code] if the space is active."
+msgstr "공간이 활성 상태인 경우 [code]true[/code]를 반환합니다."
+
+msgid "Sets the value of the given space parameter."
+msgstr "주어진 공간 매개변수의 값을 설정합니다."
+
+msgid "Represents the size of the [enum BodyParameter] enum."
+msgstr "[enum BodyParameter] 열거형의 크기를 나타냅니다."
+
+msgid "Represents the size of the [enum JointType] enum."
+msgstr "[enum JointType] 열거형의 크기를 나타냅니다."
+
+msgid "Removes all shapes from a body."
+msgstr "바디에서 모든 모양을 제거합니다."
+
+msgid "Returns the body's collision priority."
+msgstr "바디의 콜리전 우선순위를 반환합니다."
+
+msgid "Returns the body mode."
+msgstr "바디 모드를 반환합니다."
+
+msgid "Returns the type of the Joint3D."
+msgstr "Joint3D의 형식을 반환합니다."
+
+msgid "Creates a new soft body and returns its internal [RID]."
+msgstr "새로운 연체를 만들고 내부 [RID]를 반환합니다."
+
+msgid "Returns the bounds of the given soft body in global coordinates."
+msgstr "주어진 연체의 경계를 전역 좌표로 반환합니다."
+
+msgid "Returns the physics layer or layers that the given soft body belongs to."
+msgstr "주어진 연체가 속한 물리 레이어 또는 레이어를 반환합니다."
+
+msgid ""
+"Returns the physics layer or layers that the given soft body can collide with."
+msgstr "주어진 연체가 충돌할 수 있는 물리 레이어 또는 레이어를 반환합니다."
+
+msgid ""
+"Returns the current position of the given soft body point in global "
+"coordinates."
+msgstr "주어진 연체 점의 현재 위치를 전역 좌표로 반환합니다."
+
+msgid "Returns the [RID] of the space assigned to the given soft body."
+msgstr "주어진 연체에 할당된 공간의 [RID]를 반환합니다."
+
+msgid ""
+"Returns the given soft body state.\n"
+"[b]Note:[/b] Godot's default physics implementation does not support "
+"[constant BODY_STATE_LINEAR_VELOCITY], [constant "
+"BODY_STATE_ANGULAR_VELOCITY], [constant BODY_STATE_SLEEPING], or [constant "
+"BODY_STATE_CAN_SLEEP]."
+msgstr ""
+"주어진 연체 상태를 반환합니다.\n"
+"[b]참고:[/b] Godot의 디폴트 물리 구현은 [constant "
+"BODY_STATE_LINEAR_VELOCITY], [constant BODY_STATE_ANGULAR_VELOCITY], "
+"[constant BODY_STATE_SLEEPING], 또는 [constant BODY_STATE_CAN_SLEEP]을 지원하"
+"지 않습니다."
+
+msgid "Returns whether the given soft body point is pinned."
+msgstr "주어진 연체 점이 고정되어 있는지 여부를 반환합니다."
+
+msgid "Moves the given soft body point to a position in global coordinates."
+msgstr "주어진 연체 점을 전역 좌표에서 위치로 이동합니다."
+
+msgid "Unpins all points of the given soft body."
+msgstr "주어진 연체의 모든 점을 고정 해제합니다."
+
+msgid "Sets the physics layer or layers the given soft body belongs to."
+msgstr "주어진 연체가 속한 물리 레이어 또는 레이어를 설정합니다."
+
+msgid "Sets the physics layer or layers the given soft body can collide with."
+msgstr "주어진 연체가 충돌할 수 있는 물리 레이어 또는 레이어를 설정합니다."
+
+msgid "Sets the mesh of the given soft body."
+msgstr "주어진 연체의 메시를 설정합니다."
+
+msgid ""
+"Sets whether the given soft body will be pickable when using object picking."
+msgstr ""
+"오브젝트 선택을 사용할 때 주어진 연체를 선택할 수 있는지 여부를 설정합니다."
+
+msgid "Assigns a space to the given soft body (see [method space_create])."
+msgstr "주어진 연체에 공간을 할당합니다 ([method space_create]를 참조하세요)."
+
+msgid ""
+"Sets the given body state for the given body.\n"
+"[b]Note:[/b] Godot's default physics implementation does not support "
+"[constant BODY_STATE_LINEAR_VELOCITY], [constant "
+"BODY_STATE_ANGULAR_VELOCITY], [constant BODY_STATE_SLEEPING], or [constant "
+"BODY_STATE_CAN_SLEEP]."
+msgstr ""
+"주어진 바디에 대한 주어진 바디 상태를 설정합니다.\n"
+"[b]참고:[/b] Godot의 디폴트 물리 구현은 [constant "
+"BODY_STATE_LINEAR_VELOCITY], [constant BODY_STATE_ANGULAR_VELOCITY], "
+"[constant BODY_STATE_SLEEPING], 또는 [constant BODY_STATE_CAN_SLEEP]을 지원하"
+"지 않습니다."
+
+msgid "Sets the global transform of the given soft body."
+msgstr "주어진 연체의 전역 변형을 설정합니다."
+
+msgid "Represents the size of the [enum SliderJointParam] enum."
+msgstr "[enum SliderJointParam] 열거형의 크기를 나타냅니다."
+
+msgid "Represents the size of the [enum G6DOFJointAxisParam] enum."
+msgstr "[enum G6DOFJointAxisParam] 열거형의 크기를 나타냅니다."
+
+msgid "Represents the size of the [enum G6DOFJointAxisFlag] enum."
+msgstr "[enum G6DOFJointAxisFlag] 열거형의 크기를 나타냅니다."
+
+msgid ""
+"A class used to provide [method "
+"PhysicsServer3DExtension._soft_body_update_rendering_server] with a rendering "
+"handler for soft bodies."
+msgstr ""
+"[method PhysicsServer3DExtension._soft_body_update_rendering_server]에 연체에 "
+"대한 렌더링 핸들러를 제공하는 데 사용되는 클래스."
+
+msgid "Placeholder class for a material."
+msgstr "머티리얼에 대한 자리표시자 클래스."
+
+msgid "Placeholder class for a mesh."
+msgstr "메시에 대한 자리표시자 클래스."
+
+msgid "Placeholder class for a 2-dimensional texture."
+msgstr "2차원 텍스처에 대한 자리표시자 클래스."
+
+msgid "Placeholder class for a 2-dimensional texture array."
+msgstr "2차원 텍스처 배열에 대한 자리표시자 클래스."
+
+msgid "Placeholder class for a 3-dimensional texture."
+msgstr "3차원 텍스처에 대한 자리표시자 클래스."
+
+msgid "Number of subdivision along the Z axis."
+msgstr "Z축을 따라 세분의 수."
+
+msgid "Number of subdivision along the X axis."
+msgstr "X축을 따라 세분의 수."
+
+msgid ""
+"Flat 2D polygon shape for use with occlusion culling in [OccluderInstance3D]."
+msgstr ""
+"[OccluderInstance3D]에서 오클루전 컬링에 사용하는 평평한 2D 폴리곤 모양."
+
+msgid "Prefer using [method add_submenu_node_item] instead."
+msgstr "대신 [method add_submenu_node_item]을 사용하는 것이 좋습니다."
+
+msgid "Returns the auto translate mode of the item at the given [param index]."
+msgstr "주어진 [param index]에서 항목의 자동 번역 모드를 반환합니다."
+
+msgid "Prefer using [method get_item_submenu_node] instead."
+msgstr "대신 [method get_item_submenu_node]를 사용하는 것이 좋습니다."
+
+msgid ""
+"Sets the auto translate mode of the item at the given [param index].\n"
+"Items use [constant Node.AUTO_TRANSLATE_MODE_INHERIT] by default, which uses "
+"the same auto translate mode as the [PopupMenu] itself."
+msgstr ""
+"주어진 [param index]에서 항목의 자동 번역 모드를 설정합니다.\n"
+"항목은 디폴트로 [constant Node.AUTO_TRANSLATE_MODE_INHERIT]를 사용하며, 이는 "
+"[PopupMenu] 자체와 같은 자동 번역 모드를 사용합니다."
+
+msgid "Prefer using [method set_item_submenu_node] instead."
+msgstr "대신 [method set_item_submenu_node]를 사용하는 것이 좋습니다."
+
+msgid "Font size of the labeled separator."
+msgstr "매개변수의 사인 값을 반환합니다."
+
+msgid "Font size of the menu items."
+msgstr "메뉴 항목의 글꼴 크기."
+
+msgid "Number of added edge loops along the Z axis."
+msgstr "Z축을 따라 추가된 에지 루프의 수."
+
+msgid "Number of added edge loops along the Y axis."
+msgstr "Y축을 따라 추가된 에지 루프의 수."
+
+msgid "Number of added edge loops along the X axis."
+msgstr "X축을 따라 추가된 에지 루프의 수."
+
+msgid "Returns the horizontal field of view of the projection (in degrees)."
+msgstr "투영의 수평 시야각을 반환합니다 (도 단위)."
+
+msgid "Project Settings"
+msgstr "프로젝트 설정"
+
+msgid ""
+"If [code]true[/code], the application automatically accepts quitting requests."
+msgstr ""
+"[code]true[/code]인 경우, 어플리케이션이 자동적으로 종료 요청을 수락합니다."
+
+msgid ""
+"Translations of the project's name. This setting is used by OS tools to "
+"translate application name on Android, iOS and macOS."
+msgstr ""
+"프로젝트의 이름의 번역. 이 설정은 OS 툴에 의해 Android, iOS 및 macOS에서 애플"
+"리케이션 이름을 번역하는 데 사용됩니다."
+
+msgid "When set to [code]true[/code], warnings are treated as errors."
+msgstr "[code]true[/code] 로 설정되었을 때, 경고는 에러로 여겨집니다."
+
+msgid "If [code]true[/code], the main window's maximize button is disabled."
+msgstr "[code]true[/code]인 경우, 메인 창의 최대화 버튼은 비활성화됩니다."
+
+msgid "If [code]true[/code], the main window's minimize button is disabled."
+msgstr "[code]true[/code]인 경우, 메인 창의 최소화 버튼은 비활성화됩니다."
+
+msgid ""
+"Main window mode. See [enum DisplayServer.WindowMode] for possible values and "
+"how each mode behaves.\n"
+"[b]Note:[/b] Game embedding is available only in the \"Windowed\" mode."
+msgstr ""
+"주요 창 모드. 가능한 값과 각 모드의 동작 방식에 대해서는 [enum "
+"DisplayServer.WindowMode]를 참고하세요.\n"
+"[b]참고:[/b] 게임 임베딩은 \"창\" 모드에서만 사용할 수 있습니다."
+
+msgid ""
+"The maximum width to use when importing textures as an atlas. The value will "
+"be rounded to the nearest power of two when used. Use this to prevent "
+"imported textures from growing too large in the other direction."
+msgstr ""
+"텍스처를 아틀라스로 가져올 때 사용할 최대 너비. 값은 가장 가까운 2의 제곱으로 "
+"반올림됩니다. 가져온 텍스처가 반대 방향으로 너무 커지는 것을 방지하려면 이를 "
+"사용하세요."
+
+msgid ""
+"Default [InputEventAction] to add an additional caret above every caret of a "
+"text."
+msgstr "텍스트의 매 캐럿 위에 추가 캐럿을 추가하는 디폴트 [InputEventAction]."
+
+msgid ""
+"Default [InputEventAction] to add an additional caret below every caret of a "
+"text."
+msgstr "텍스트의 매 캐럿 아래에 추가 캐럿을 추가하는 디폴트 [InputEventAction]."
+
+msgid ""
+"If [code]true[/code], root node will use [constant "
+"Node.AUTO_TRANSLATE_MODE_ALWAYS], otherwise [constant "
+"Node.AUTO_TRANSLATE_MODE_DISABLED] will be used.\n"
+"[b]Note:[/b] This property is only read when the project starts. To change "
+"the auto translate mode at runtime, set [member Node.auto_translate_mode] of "
+"[member SceneTree.root] instead."
+msgstr ""
+"[code]true[/code]인 경우, 루트 노드는 [constant "
+"Node.AUTO_TRANSLATE_MODE_ALWAYS]를 사용하며, 그렇지 않으면 [constant "
+"Node.AUTO_TRANSLATE_MODE_DISABLED]이 사용됩니다.\n"
+"[b]참고:[/b] 이 속성은 프로젝트가 시작할 때만 읽습니다. 런타임에서 자동 번역 "
+"모드를 변경하려면 [member SceneTree.root]의 [member Node.auto_translate_mode]"
+"를 대신 설정하세요."
+
+msgid "Root node default layout direction."
+msgstr "루트 노드의 기본 레이아웃 방향."
+
+msgid ""
+"Fraction of a body's inner radius that may penetrate another body while using "
+"continuous collision detection."
+msgstr ""
+"연속 콜리전 감지를 사용하는 동안 다른 바디를 관통할 수 있는 바디의 내부 반경"
+"의 비례입니다."
+
+msgid ""
+"Fraction of a body's inner radius that the body must move per step to make "
+"use of continuous collision detection."
+msgstr ""
+"연속 콜리전 감지를 사용하기 위해 바디가 단계마다 이동해야 하는 바디의 내부 반"
+"지름의 비례입니다."
+
+msgid "If [code]true[/code], reduces reflections based on ambient light."
+msgstr "[code]true[/code]인 경우, 주변광에 따른 반사를 줄입니다."
+
+msgid "If [code]true[/code], Godot will compile shaders required for XR."
+msgstr ""
+"[code]true[/code]인 경우, Godot은 XR에 필요한 셰이더를 컴파일 할 것입니다."
+
+msgid "Flat plane shape for use with occlusion culling in [OccluderInstance3D]."
+msgstr "[OccluderInstance3D]에서 오클루전 컬링에 사용하는 평평한 평면 모양."
+
+msgid "If [code]true[/code], collisions with [Area2D]s will be reported."
+msgstr "[code]true[/code]인 경우, [Area2D]와의 콜리전이 보고됩니다."
+
+msgid "If [code]true[/code], collisions with [PhysicsBody2D]s will be reported."
+msgstr "[code]true[/code]인 경우, [PhysicsBody2D]와의 콜리전이 보고됩니다."
+
+msgid "If [code]true[/code], collisions will be reported."
+msgstr "[code]true[/code]인 경우, 콜리전이 보고됩니다."
+
+msgid ""
+"Removes a collision exception so the ray can report collisions with the "
+"specified [param node]."
+msgstr ""
+"콜리전 예외를 제거함으로써 광선이 지정된 [param node]와의 콜리전을 보고할 수 "
+"있습니다."
+
+msgid "If [code]true[/code], collisions with [Area3D]s will be reported."
+msgstr "[code]true[/code]인 경우, [Area3D]와의 콜리전이 보고됩니다."
+
+msgid "If [code]true[/code], collisions with [PhysicsBody3D]s will be reported."
+msgstr "[code]true[/code]인 경우, [PhysicsBody3D]와의 콜리전이 보고됩니다."
+
+msgid "Attachment format (used by [RenderingDevice])."
+msgstr "첨부 형식 ([RenderingDevice]에 의해 사용됨)."
+
+msgid "The attachment's data format."
+msgstr "첨부의 데이터 헝식."
+
+msgid "The number of samples used when sampling the attachment."
+msgstr "첨부를 샘플링할 때 사용되는 샘플의 수."
+
+msgid "The attachment's usage flags, which determine what can be done with it."
+msgstr "첨부로 무엇을 할 수 있는지를 결정하는 첨부의 사용 플래그."
+
+msgid "Framebuffer pass attachment description (used by [RenderingDevice])."
+msgstr "프레임버퍼 패스 첨부 설명 ([RenderingDevice]에 의해 사용됨)."
+
+msgid "Attachment is unused."
+msgstr "첨부가 사용되지 않습니다."
+
+msgid "The attachments that are blended together."
+msgstr "함께 블렌딩된 첨부."
+
+msgid "Pipeline color blend state attachment (used by [RenderingDevice])."
+msgstr "파이프라인 색상 블렌드 상태 첨부 ([RenderingDevice]에 의해 사용됨)."
+
+msgid ""
+"The cull mode to use when drawing polygons, which determines whether front "
+"faces or backfaces are hidden."
+msgstr ""
+"폴리곤을 그릴 때 사용하는 컬링 모드로, 앞면과 뒷면 중 어느 면을 숨길지 결정합"
+"니다."
+
+msgid ""
+"If [code]true[/code], primitives are discarded immediately before the "
+"rasterization stage."
+msgstr ""
+"[code]true[/code]인 경우, 프리미티브는 레스터화 단계 전에 즉시 버려집니다."
+
+msgid "The texture's height (in pixels)."
+msgstr "텍스처의 높이 (픽셀 기준)."
+
+msgid "The texture type."
+msgstr "텍스처 유형."
+
+msgid "The texture's width (in pixels)."
+msgstr "텍스처의 넓이 (픽셀 기준)."
+
+msgid "Shader uniform (used by [RenderingDevice])."
+msgstr "셰이더 유니폼 ([RenderingDevice]에 사용됨)."
+
+msgid "Unbinds all ids currently bound to the uniform."
+msgstr "현재 유니폼에 바인딩된 모든 ID를 바인딩 해제합니다."
+
+msgid "Returns an array of all ids currently bound to the uniform."
+msgstr "현재 유니폼에 바인딩된 모든 ID의 배열을 반환합니다."
+
+msgid "The uniform's binding."
+msgstr "유니폼의 바인딩."
+
+msgid "The uniform's data type."
+msgstr "유니폼의 데이터 유형."
+
+msgid "Vertex attribute (used by [RenderingDevice])."
+msgstr "버텍스 속성 ([RenderingDevice]에 사용됨)."
+
+msgid ""
+"Returns a copy of this rectangle extended on all sides by the given [param "
+"amount]. A negative [param amount] shrinks the rectangle instead. See also "
+"[method grow_individual] and [method grow_side].\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var a = Rect2(4, 4, 8, 8).grow(4) # a is Rect2(0, 0, 16, 16)\n"
+"var b = Rect2(0, 0, 8, 4).grow(2) # b is Rect2(-2, -2, 12, 8)\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"var a = new Rect2(4, 4, 8, 8).Grow(4); // a is Rect2(0, 0, 16, 16)\n"
+"var b = new Rect2(0, 0, 8, 4).Grow(2); // b is Rect2(-2, -2, 12, 8)\n"
+"[/csharp]\n"
+"[/codeblocks]"
+msgstr ""
+"주어진 [param amount]만큼 모든 변이 확장된 이 사각형의 복사본을 반환합니다. 대"
+"신 음수 [param amount]이면 사각형이 수축됩니다. [method grow_individual]과 "
+"[method grow_side]도 참조하세요.\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var a = Rect2(4, 4, 8, 8).grow(4) # a는 Rect2(0, 0, 16, 16)입니다\n"
+"var b = Rect2(0, 0, 8, 4).grow(2) # b는 Rect2(-2, -2, 12, 8)입니다\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"var a = new Rect2(4, 4, 8, 8).Grow(4); // a는 Rect2(0, 0, 16, 16)입니다\n"
+"var b = new Rect2(0, 0, 8, 4).Grow(2); // b는 Rect2(-2, -2, 12, 8)입니다\n"
+"[/csharp]\n"
+"[/codeblocks]"
+
+msgid ""
+"Returns a copy of this rectangle with its [param left], [param top], [param "
+"right], and [param bottom] sides extended by the given amounts. Negative "
+"values shrink the sides, instead. See also [method grow] and [method "
+"grow_side]."
+msgstr ""
+"주어진 양만큼 [param left], [param top], [param right], 및 [param bottom] 변"
+"이 확장된 이 사각형의 복사본을 반환합니다. 대신 음수 값이면 변이 수축됩니다. "
+"[method grow]와 [method grow_side]도 참조하세요."
+
+msgid ""
+"Returns a copy of this rectangle with its [param side] extended by the given "
+"[param amount] (see [enum Side] constants). A negative [param amount] shrinks "
+"the rectangle, instead. See also [method grow] and [method grow_individual]."
+msgstr ""
+"주어진 [param amount]만큼 [param side]이 확장된 이 사각형의 복사본을 반환합니"
+"다 ([enum Side] 상수 참조). 대신 음수 [param amount]이면 사각형이 수축됩니다. "
+"[method grow]와 [method grow_individual]도 참조하세요."
+
+msgid ""
+"Returns a copy of this rectangle extended on all sides by the given [param "
+"amount]. A negative [param amount] shrinks the rectangle instead. See also "
+"[method grow_individual] and [method grow_side].\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var a = Rect2i(4, 4, 8, 8).grow(4) # a is Rect2i(0, 0, 16, 16)\n"
+"var b = Rect2i(0, 0, 8, 4).grow(2) # b is Rect2i(-2, -2, 12, 8)\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"var a = new Rect2I(4, 4, 8, 8).Grow(4); // a is Rect2I(0, 0, 16, 16)\n"
+"var b = new Rect2I(0, 0, 8, 4).Grow(2); // b is Rect2I(-2, -2, 12, 8)\n"
+"[/csharp]\n"
+"[/codeblocks]"
+msgstr ""
+"주어진 [param amount]만큼 모든 변이 확장된 이 사각형의 복사본을 반환합니다. 대"
+"신 음수 [param amount]이면 사각형이 수축됩니다. [method grow_individual]과 "
+"[method grow_side]도 참조하세요.\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var a = Rect2i(4, 4, 8, 8).grow(4) # a는 Rect2i(0, 0, 16, 16)입니다\n"
+"var b = Rect2i(0, 0, 8, 4).grow(2) # b는 Rect2i(-2, -2, 12, 8)입니다\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"var a = new Rect2I(4, 4, 8, 8).Grow(4); // a는 Rect2I(0, 0, 16, 16)입니다\n"
+"var b = new Rect2I(0, 0, 8, 4).Grow(2); // b Rect2I(-2, -2, 12, 8)입니다\n"
+"[/csharp]\n"
+"[/codeblocks]"
+
+msgid "Returns the current reference count."
+msgstr "현재 참조 횟수를 반환합니다."
+
+msgid "Reflection probes"
+msgstr "반사 프로브"
+
+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 ""
+"[code]true[/code]인 경우, 반사 프로브에서 그림자를 연산합니다. 이렇게 하면 반"
+"사 프로브의 렌더링을 느려지게 합니다. [constant UPDATE_ALWAYS] [member "
+"update_mode]를 사용하는 경우 이를 비활성화하는 것이 좋습니다."
+
+msgid ""
+"Use [method get_driver_resource] with [constant DRIVER_RESOURCE_TEXTURE] "
+"instead."
+msgstr ""
+"대신 [method get_driver_resource]를 [constant DRIVER_RESOURCE_TEXTURE]로 사용"
+"하세요."
+
+msgid "Represents the size of the [enum DeviceType] enum."
+msgstr "[enum DeviceType] 열거형의 크기를 나타냅니다."
+
+msgid "Use [constant DRIVER_RESOURCE_LOGICAL_DEVICE] instead."
+msgstr "대신 [constant DRIVER_RESOURCE_LOGICAL_DEVICE]를 사용하세요."
+
+msgid "Use [constant DRIVER_RESOURCE_PHYSICAL_DEVICE] instead."
+msgstr "대신 [constant DRIVER_RESOURCE_PHYSICAL_DEVICE]를 사용하세요."
+
+msgid "Use [constant DRIVER_RESOURCE_TOPMOST_OBJECT] instead."
+msgstr "대신 [constant DRIVER_RESOURCE_TOPMOST_OBJECT]를 사용하세요."
+
+msgid "Use [constant DRIVER_RESOURCE_COMMAND_QUEUE] instead."
+msgstr "대신 [constant DRIVER_RESOURCE_COMMAND_QUEUE]를 사용하세요."
+
+msgid "Use [constant DRIVER_RESOURCE_QUEUE_FAMILY] instead."
+msgstr "대신 [constant DRIVER_RESOURCE_QUEUE_FAMILY]를 사용하세요."
+
+msgid "Use [constant DRIVER_RESOURCE_TEXTURE] instead."
+msgstr "대신 [constant DRIVER_RESOURCE_TEXTURE]를 사용하세요."
+
+msgid "Use [constant DRIVER_RESOURCE_TEXTURE_VIEW] instead."
+msgstr "대신 [constant DRIVER_RESOURCE_TEXTURE_VIEW]를 사용하세요."
+
+msgid "Use [constant DRIVER_RESOURCE_TEXTURE_DATA_FORMAT] instead."
+msgstr "대신 [constant DRIVER_RESOURCE_TEXTURE_DATA_FORMAT]을 사용하세요."
+
+msgid "Use [constant DRIVER_RESOURCE_SAMPLER] instead."
+msgstr "대신 [constant DRIVER_RESOURCE_SAMPLER]를 사용하세요."
+
+msgid "Use [constant DRIVER_RESOURCE_UNIFORM_SET] instead."
+msgstr "대신 [constant DRIVER_RESOURCE_UNIFORM_SET]를 사용하세요."
+
+msgid "Use [constant DRIVER_RESOURCE_BUFFER] instead."
+msgstr "대신 [constant DRIVER_RESOURCE_BUFFER]를 사용하세요."
+
+msgid "Use [constant DRIVER_RESOURCE_COMPUTE_PIPELINE] instead."
+msgstr "대신 [constant DRIVER_RESOURCE_COMPUTE_PIPELINE]을 사용하세요."
+
+msgid "Use [constant DRIVER_RESOURCE_RENDER_PIPELINE] instead."
+msgstr "대신 [constant DRIVER_RESOURCE_RENDER_PIPELINE]을 사용하세요."
+
+msgid "Represents the size of the [enum DataFormat] enum."
+msgstr "[enum DataFormat] 열거형의 크기를 나타냅니다."
+
+msgid "1-dimensional texture."
+msgstr "1차원 텍스처."
+
+msgid "2-dimensional texture."
+msgstr "2차원 텍스처."
+
+msgid "3-dimensional texture."
+msgstr "3차원 텍스처."
+
+msgid "[Cubemap] texture."
+msgstr "[Cubemap] 텍스처."
+
+msgid "Array of 1-dimensional textures."
+msgstr "1차원 텍스처의 배열."
+
+msgid "Array of 2-dimensional textures."
+msgstr "2차원 텍스처의 배열."
+
+msgid "Array of [Cubemap] textures."
+msgstr "[Cubemap] 텍스처의 배열."
+
+msgid "Represents the size of the [enum TextureType] enum."
+msgstr "[enum TextureType] 열거형의 크기를 나타냅니다."
+
+msgid ""
+"Perform 1 texture sample (this is the fastest but lowest-quality for "
+"antialiasing)."
+msgstr ""
+"텍스처 샘플 1개를 수행합니다 (이것은 가장 빠르지만 앤티앨리어싱의 품질이 가장 "
+"낮습니다)."
+
+msgid "Perform 2 texture samples."
+msgstr "텍스처 샘플 2개를 수행합니다."
+
+msgid "Perform 4 texture samples."
+msgstr "텍스처 샘플 4개를 수행합니다."
+
+msgid ""
+"Perform 8 texture samples. Not supported on mobile GPUs (including Apple "
+"Silicon)."
+msgstr ""
+"텍스처 샘플 8개를 수행합니다. 모바일 GPU(Apple Silicon 포함)에서는 지원되지 않"
+"습니다."
+
+msgid ""
+"Perform 16 texture samples. Not supported on mobile GPUs and many desktop "
+"GPUs."
+msgstr ""
+"텍스처 샘플 16개를 수행합니다. 모바일 GPU와 대다수의 데스크톱 GPU에서는 지원되"
+"지 않습니다."
+
+msgid "Perform 32 texture samples. Not supported on most GPUs."
+msgstr "텍스처 샘플 32개를 수행합니다. 대부분의 GPU에서는 지원되지 않습니다."
+
+msgid ""
+"Perform 64 texture samples (this is the slowest but highest-quality for "
+"antialiasing). Not supported on most GPUs."
+msgstr ""
+"텍스처 샘플 64개를 수행합니다. (이것은 가장 느리지만 앤티앨리어싱의 품질이 가"
+"장 높습니다). 대부분의 GPU에서는 지원되지 않습니다."
+
+msgid "Represents the size of the [enum TextureSamples] enum."
+msgstr "[enum TextureSamples] 열거형의 크기를 나타냅니다."
+
+msgid "Texture can be sampled."
+msgstr "텍스처를 샘플링할 수 있습니다."
+
+msgid "Texture can be used as a color attachment in a framebuffer."
+msgstr "텍스처는 프레임버퍼에서 색상 첨부로 사용될 수 있습니다."
+
+msgid "Texture can be used as a depth/stencil attachment in a framebuffer."
+msgstr "텍스처는 프레임버퍼에서 깊이/스텐실 첨부로 사용될 수 있습니다."
+
+msgid ""
+"Texture can be used as a [url=https://registry.khronos.org/vulkan/specs/1.3-"
+"extensions/html/vkspec.html#descriptorsets-storageimage]storage image[/url]."
+msgstr ""
+"텍스처는 [url=https://registry.khronos.org/vulkan/specs/1.3-extensions/html/"
+"vkspec.html#descriptorsets-storageimage]저장공간 이미지[/url]로 사용될 수 있습"
+"니다."
+
+msgid ""
+"Texture can be used as a [url=https://registry.khronos.org/vulkan/specs/1.3-"
+"extensions/html/vkspec.html#descriptorsets-storageimage]storage image[/url] "
+"with support for atomic operations."
+msgstr ""
+"텍스처는 원자 연산을 지원하여 [url=https://registry.khronos.org/vulkan/specs/"
+"1.3-extensions/html/vkspec.html#descriptorsets-storageimage]저장공간 이미지[/"
+"url]로 사용될 수 있습니다."
+
+msgid "Texture can be updated using [method texture_update]."
+msgstr "텍스처는 [method texture_update]를 사용하여 업데이트될 수 있습니다."
+
+msgid "Texture can be a source for [method texture_copy]."
+msgstr "텍스처는 [method texture_copy]에 대한 소스가 될 수 있습니다."
+
+msgid "Texture can be a destination for [method texture_copy]."
+msgstr "텍스처는 [method texture_copy]에 대한 목적지가 될 수 있습니다."
+
+msgid ""
+"Texture can be used as a [url=https://registry.khronos.org/vulkan/specs/1.3-"
+"extensions/html/vkspec.html#descriptorsets-inputattachment]input attachment[/"
+"url] in a framebuffer."
+msgstr ""
+"텍스처는 프레임버퍼에서 [url=https://registry.khronos.org/vulkan/specs/1.3-"
+"extensions/html/vkspec.html#descriptorsets-inputattachment]입력 첨부[/url]로 "
+"사용될 수 있습니다."
+
+msgid "Return the sampled value as-is."
+msgstr "샘플링된 값을 그대로 반환합니다."
+
+msgid "Always return [code]0.0[/code] when sampling."
+msgstr "샘플링할 때 항상 [code]0.0[/code]을 반환합니다."
+
+msgid "Always return [code]1.0[/code] when sampling."
+msgstr "샘플링할 때 항상 [code]1.0[/code]을 반환합니다."
+
+msgid "Sample the red color channel."
+msgstr "빨간색 채널을 샘플링합니다."
+
+msgid "Sample the green color channel."
+msgstr "초록색 채널을 샘플링합니다."
+
+msgid "Sample the blue color channel."
+msgstr "파란색 채널을 샘플링합니다."
+
+msgid "Sample the alpha channel."
+msgstr "알파 채널을 샘플링합니다."
+
+msgid "Represents the size of the [enum TextureSwizzle] enum."
+msgstr "[enum TextureSwizzle] 열거형의 크기를 나타냅니다."
+
+msgid "2-dimensional texture slice."
+msgstr "2차원 텍스처 썰기."
+
+msgid "Cubemap texture slice."
+msgstr "큐브맵 텍스처 썰기."
+
+msgid "3-dimensional texture slice."
+msgstr "3차원 텍스처 썰기."
+
+msgid "Represents the size of the [enum SamplerRepeatMode] enum."
+msgstr "[enum SamplerRepeatMode] 열거형의 크기를 나타냅니다."
+
+msgid "Represents the size of the [enum SamplerBorderColor] enum."
+msgstr "[enum SamplerBorderColor] 열거형의 크기를 나타냅니다."
+
+msgid "Input attachment uniform."
+msgstr "입력 첨부 유니폼."
+
+msgid "Represents the size of the [enum UniformType] enum."
+msgstr "[enum UniformType] 열거형의 크기를 나타냅니다."
+
+msgid "Represents the size of the [enum RenderPrimitive] enum."
+msgstr "[enum RenderPrimitive] 열거형의 크기를 나타냅니다."
+
+msgid "Do not use polygon front face or backface culling."
+msgstr "폴리곤 앞면이나 뒷면 컬링을 사용하지 않습니다."
+
+msgid ""
+"Use polygon frontface culling (faces pointing towards the camera are hidden)."
+msgstr "폴리곤 앞면 컬링을 사용합니다 (카메라를 향하는 면은 숨겨짐)."
+
+msgid ""
+"Use polygon backface culling (faces pointing away from the camera are hidden)."
+msgstr "폴리곤 뒷면 컬링을 사용합니다 (카메라의 반대쪽을 향하는 면은 숨겨짐)."
+
+msgid "Keep the current stencil value."
+msgstr "현재 스텐실 값을 유지합니다."
+
+msgid "Set the stencil value to [code]0[/code]."
+msgstr "스텐실 값을 [code]0[/code]로 지정합니다."
+
+msgid "Represents the size of the [enum StencilOperation] enum."
+msgstr "[enum StencilOperation] 열거형의 크기를 나타냅니다."
+
+msgid "Represents the size of the [enum CompareOperator] enum."
+msgstr "[enum CompareOperator] 열거형의 크기를 나타냅니다."
+
+msgid "Represents the size of the [enum LogicOperation] enum."
+msgstr "[enum LogicOperation] 열거형의 크기를 나타냅니다."
+
+msgid "Represents the size of the [enum BlendFactor] enum."
+msgstr "[enum BlendFactor] 열거형의 크기를 나타냅니다."
+
+msgid "Additive blending operation ([code]source + destination[/code])."
+msgstr "덧셈 블렌딩 작업 ([code]source + destination[/code])."
+
+msgid "Subtractive blending operation ([code]source - destination[/code])."
+msgstr "뺄셈 블렌딩 작업 ([code]source - destination[/code])."
+
+msgid ""
+"Reverse subtractive blending operation ([code]destination - source[/code])."
+msgstr "역뺄셈 블렌딩 작업 ([code]destination - source[/code])."
+
+msgid "Represents the size of the [enum BlendOperation] enum."
+msgstr "[enum BlendOperation] 열거형의 크기를 나타냅니다."
+
+msgid "Represents the size of the [enum InitialAction] enum."
+msgstr "[enum InitialAction] 열거형의 크기를 나타냅니다."
+
+msgid "Represents the size of the [enum FinalAction] enum."
+msgstr "[enum FinalAction] 열거형의 크기를 나타냅니다."
+
+msgid "Represents the size of the [enum ShaderStage] enum."
+msgstr "[enum ShaderStage] 열거형의 크기를 나타냅니다."
+
+msgid "Support for MetalFX spatial upscaling."
+msgstr "MetalFX 공간 업스케일링에 대한 지원."
+
+msgid ""
+"Maximum number of color framebuffer attachments that can be used at a given "
+"time."
+msgstr "주어진 시간에 사용할 수 있는 컬러 프레임버퍼 첨부의 최대 수."
+
+msgid "Maximum number of texture array layers."
+msgstr "텍스처 배열 레이어의 최대 수."
+
+msgid ""
+"Maximum supported 1-dimensional texture size (in pixels on a single axis)."
+msgstr "최대 지원되는 1차원 텍스처 크기 (단일 축에서 픽셀 단위)."
+
+msgid ""
+"Maximum supported 2-dimensional texture size (in pixels on a single axis)."
+msgstr "최대 지원되는 2차원 텍스처 크기 (단일 축에서 픽셀 단위)."
+
+msgid ""
+"Maximum supported 3-dimensional texture size (in pixels on a single axis)."
+msgstr "최대 지원되는 3차원 텍스처 크기 (단일 축에서 픽셀 단위)."
+
+msgid "Maximum size of a uniform buffer."
+msgstr "유니폼 버퍼의 최대 크기."
+
+msgid "Maximum vertex input attribute offset."
+msgstr "최대 버텍스 입력 속성 오프셋."
+
+msgid "Maximum number of vertex input attributes."
+msgstr "버텍스 입력 속성의 최대 수."
+
+msgid "Maximum number of vertex input bindings."
+msgstr "버텍스 입력 바이딩의 최대 수."
+
+msgid "Maximum vertex input binding stride."
+msgstr "최대 버텍스 입력 바인딩 스트라이드."
+
+msgid "Minimum uniform buffer offset alignment."
+msgstr "최대 유니폼 버퍼 오프셋 정렬."
+
+msgid "Maximum viewport width (in pixels)."
+msgstr "최대 뷰포트 너비 (픽셀 단위)."
+
+msgid "Maximum viewport height (in pixels)."
+msgstr "최대 뷰포트 높이 (픽셀 단위)."
+
+msgid "Memory taken by textures."
+msgstr "텍스처가 차지하는 메모리."
+
+msgid "Memory taken by buffers."
+msgstr "버퍼가 차지하는 메모리."
+
+msgid "Do not clear or ignore any attachments."
+msgstr "첨부를 비우거나 무시하지 않습니다."
+
+msgid "Clear the first color attachment."
+msgstr "첫 번째 색상 첨부를 비웁니다."
+
+msgid "Clear the second color attachment."
+msgstr "두 번째 색상 첨부를 비웁니다."
+
+msgid "Clear the third color attachment."
+msgstr "세 번째 색상 첨부를 비웁니다."
+
+msgid "Clear the fourth color attachment."
+msgstr "네 번째 색상 첨부를 비웁니다."
+
+msgid "Clear the fifth color attachment."
+msgstr "다섯 번째 색상 첨부를 비웁니다."
+
+msgid "Clear the sixth color attachment."
+msgstr "여섯 번째 색상 첨부를 비웁니다."
+
+msgid "Clear the seventh color attachment."
+msgstr "일곱 번째 색상 첨부를 비웁니다."
+
+msgid "Clear the eighth color attachment."
+msgstr "여덟 번째 색상 첨부를 비웁니다."
+
+msgid "Mask for clearing all color attachments."
+msgstr "모든 색상 첨부를 비우기 위한 마스크."
+
+msgid "Clear all color attachments."
+msgstr "모든 색상 첨부를 비웁니다."
+
+msgid "Ignore the previous contents of the first color attachment."
+msgstr "첫 번째 색상 첨부의 이전 내용을 무시합니다."
+
+msgid "Ignore the previous contents of the second color attachment."
+msgstr "두 번째 색상 첨부의 이전 내용을 무시합니다."
+
+msgid "Ignore the previous contents of the third color attachment."
+msgstr "세 번째 색상 첨부의 이전 내용을 무시합니다."
+
+msgid "Ignore the previous contents of the fourth color attachment."
+msgstr "네 번째 색상 첨부의 이전 내용을 무시합니다."
+
+msgid "Ignore the previous contents of the fifth color attachment."
+msgstr "다섯 번째 색상 첨부의 이전 내용을 무시합니다."
+
+msgid "Ignore the previous contents of the sixth color attachment."
+msgstr "여섯 번째 색상 첨부의 이전 내용을 무시합니다."
+
+msgid "Ignore the previous contents of the seventh color attachment."
+msgstr "일곱 번째 색상 첨부의 이전 내용을 무시합니다."
+
+msgid "Ignore the previous contents of the eighth color attachment."
+msgstr "여덟 번째 색상 첨부의 이전 내용을 무시합니다."
+
+msgid "Mask for ignoring all the previous contents of the color attachments."
+msgstr "모든 색상 첨부의 이전 내용을 무시하기 위한 마스크."
+
+msgid "Ignore the previous contents of all color attachments."
+msgstr "모든 색상 첨부의 이전 내용을 무시합니다."
+
+msgid "Clear the depth attachment."
+msgstr "깊이 첨부를 비웁니다."
+
+msgid "Ignore the previous contents of the depth attachment."
+msgstr "깊이 첨부의 이전 내용을 무시합니다."
+
+msgid "Clear all attachments."
+msgstr "모든 첨부를 비웁니다."
+
+msgid "Ignore the previous contents of all attachments."
+msgstr "모든 첨부의 이전 내용을 무시합니다."
+
+msgid "Sets the visibility of the [CanvasItem]."
+msgstr "[CanvasItem]의 가시성을 지정합니다."
+
+msgid "Sets the canvas light's [Transform2D]."
+msgstr "캔버스 조명의 [Transform2D]를 설정합니다."
+
+msgid "Sets an occluder polygon's cull mode."
+msgstr "오클루더 폴리곤의 컬링 모드를 설정합니다."
+
+msgid "Sets the shape of the occluder polygon."
+msgstr "오클루더 폴리곤의 모양을 설정합니다."
+
+msgid ""
+"Returns the stride of the attribute buffer for a mesh with given [param "
+"format]."
+msgstr ""
+"주어진 [param format]로 된 메시에 대한 속성 버퍼의 스트라이드를 반환합니다."
+
+msgid ""
+"Returns the stride of the index buffer for a mesh with the given [param "
+"format]."
+msgstr ""
+"주어진 [param format]로 된 메시에 대한 인덱스 버퍼의 스트라이드를 반환합니다."
+
+msgid ""
+"Returns the offset of a given attribute by [param array_index] in the start "
+"of its respective buffer."
+msgstr ""
+"해당 버퍼의 시작에서 [param array_index]로 주어진 속성의 오프셋을 반환합니다."
+
+msgid ""
+"Returns the stride of the skin buffer for a mesh with given [param format]."
+msgstr ""
+"주어진 [param format]로 된 메시에 대한 스킨 버퍼의 스트라이드를 반환합니다."
+
+msgid "Returns a mesh's surface's material."
+msgstr "메시의 표면의 머티리얼을 반환합니다."
+
+msgid "Sets a mesh's surface's material."
+msgstr "메시의 표면의 머티리얼을 설정합니다."
+
+msgid "If [code]true[/code], the viewport's 3D elements are not rendered."
+msgstr "[code]true[/code]인 경우, 뷰포트의 3D 요소들을 렌더링하지 않습니다."
+
+msgid "2D texture."
+msgstr "2D 텍스처."
+
+msgid "Layered texture."
+msgstr "레이어 텍스처."
+
+msgid "3D texture."
+msgstr "3D 텍스처."
+
+msgid "Array of 2-dimensional textures (see [Texture2DArray])."
+msgstr "2차원 텍스처의 배열 ([Texture2DArray]를 참조하세요)."
+
+msgid "Cubemap texture (see [Cubemap])."
+msgstr "큐브맵 텍스처 ([Cubemap]을 참조하세요)."
+
+msgid "Array of cubemap textures (see [CubemapArray])."
+msgstr "큐브맵 텍스처의 배열 ([CubemapArray]를 참조하세요)."
+
+msgid "Left face of a [Cubemap]."
+msgstr "[Cubemap]의 왼쪽면."
+
+msgid "Right face of a [Cubemap]."
+msgstr "[Cubemap]의 오른쪽면."
+
+msgid "Bottom face of a [Cubemap]."
+msgstr "[Cubemap]의 아랫면."
+
+msgid "Top face of a [Cubemap]."
+msgstr "[Cubemap]의 윗면."
+
+msgid "Front face of a [Cubemap]."
+msgstr "[Cubemap]의 앞면."
+
+msgid "Back face of a [Cubemap]."
+msgstr "[Cubemap]의 뒷면."
+
+msgid "Shader is a 3D shader."
+msgstr "셰이더가 3D 셰이더입니다."
+
+msgid "Shader is a 2D shader."
+msgstr "셰이더가 2D 셰이더입니다."
+
+msgid "Shader is a particle shader (can be used in both 2D and 3D)."
+msgstr "셰이더가 입자 셰이더입니다 (2D와 3D 모두에서 사용할 수 있음)."
+
+msgid "Shader is a 3D sky shader."
+msgstr "셰이더가 3D 하늘 셰이더입니다."
+
+msgid "Shader is a 3D fog shader."
+msgstr "셰이더가 3D 안개 셰이더입니다."
+
+msgid "Represents the size of the [enum ShaderMode] enum."
+msgstr "[enum ShaderMode] 열거형의 크기를 나타냅니다."
+
+msgid "Represents the size of the [enum PrimitiveType] enum."
+msgstr "[enum PrimitiveType] 열거형의 크기를 나타냅니다."
+
+msgid "Represents the size of the [enum LightParam] enum."
+msgstr "[enum LightParam] 열거형의 크기를 나타냅니다."
+
+msgid "Represents the size of the [enum ShadowQuality] enum."
+msgstr "[enum ShadowQuality] 열거형의 크기를 나타냅니다."
+
+msgid "Represents the size of the [enum DecalTexture] enum."
+msgstr "[enum DecalTexture] 열거형의 크기를 나타냅니다."
+
+msgid ""
+"Represents the size of the [enum ParticlesCollisionHeightfieldResolution] "
+"enum."
+msgstr ""
+"[enum ParticlesCollisionHeightfieldResolution] 열거형의 크기를 나타냅니다."
+
+msgid "[FogVolume] will be shaped like an ellipsoid (stretched sphere)."
+msgstr "[FogVolume]은 타원형(늘어난 구) 모양이 됩니다."
+
+msgid "[FogVolume] will be shaped like a box."
+msgstr "[FogVolume]은 상자와 같은 모양이 됩니다."
+
+msgid ""
+"[FogVolume] will have no shape, will cover the whole world and will not be "
+"culled."
+msgstr "[FogVolume]은 모양이 없으며, 전체 세계를 덮으며, 가려지지 않습니다."
+
+msgid "Represents the size of the [enum FogVolumeShape] enum."
+msgstr "[enum FogVolumeShape] 열거형의 크기를 나타냅니다."
+
+msgid "Represents the size of the [enum ViewportScaling3DMode] enum."
+msgstr "[enum ViewportScaling3DMode] 열거형의 크기를 나타냅니다."
+
+msgid "Represents the size of the [enum ViewportEnvironmentMode] enum."
+msgstr "[enum ViewportEnvironmentMode] 열거형의 크기를 나타냅니다."
+
+msgid "Represents the size of the [enum ViewportSDFOversize] enum."
+msgstr "[enum ViewportSDFOversize] 열거형의 크기를 나타냅니다."
+
+msgid "Represents the size of the [enum ViewportSDFScale] enum."
+msgstr "[enum ViewportSDFScale] 열거형의 크기를 나타냅니다."
+
+msgid "Represents the size of the [enum ViewportMSAA] enum."
+msgstr "[enum ViewportMSAA] 열거형의 크기를 나타냅니다."
+
+msgid "Anisotropic filtering is disabled."
+msgstr "Anisotropic 필터링이 비활성화되었습니다."
+
+msgid "Represents the size of the [enum ViewportAnisotropicFiltering] enum."
+msgstr "[enum ViewportAnisotropicFiltering] 열거형의 크기를 나타냅니다."
+
+msgid "Represents the size of the [enum ViewportScreenSpaceAA] enum."
+msgstr "[enum ViewportScreenSpaceAA] 열거형의 크기를 나타냅니다."
+
+msgid "Represents the size of the [enum ViewportRenderInfo] enum."
+msgstr "[enum ViewportRenderInfo] 열거형의 크기를 나타냅니다."
+
+msgid "Represents the size of the [enum ViewportRenderInfoType] enum."
+msgstr "[enum ViewportRenderInfoType] 열거형의 크기를 나타냅니다."
+
+msgid "Represents the size of the [enum ViewportVRSMode] enum."
+msgstr "[enum ViewportVRSMode] 열거형의 크기를 나타냅니다."
+
+msgid "Represents the size of the [enum ViewportVRSUpdateMode] enum."
+msgstr "[enum ViewportVRSUpdateMode] 열거형의 크기를 나타냅니다."
+
+msgid "Represents the size of the [enum EnvironmentBG] enum."
+msgstr "[enum EnvironmentBG] 열거형의 크기를 나타냅니다."
+
+msgid "Represents the size of the [enum EnvironmentSDFGIRayCount] enum."
+msgstr "[enum EnvironmentSDFGIRayCount] 열거형의 크기를 나타냅니다."
+
+msgid "Represents the size of the [enum EnvironmentSDFGIFramesToConverge] enum."
+msgstr "[enum EnvironmentSDFGIFramesToConverge] 열거형의 크기를 나타냅니다."
+
+msgid ""
+"Represents the size of the [enum EnvironmentSDFGIFramesToUpdateLight] enum."
+msgstr "[enum EnvironmentSDFGIFramesToUpdateLight] 열거형의 크기를 나타냅니다."
+
+msgid "The instance does not have a type."
+msgstr "인스턴스가 유형이 없습니다."
+
+msgid "The instance is a mesh."
+msgstr "인스턴스가 메시입니다."
+
+msgid "The instance is a multimesh."
+msgstr "인스턴스가 다중메시입니다."
+
+msgid "The instance is a particle emitter."
+msgstr "인스턴스가 입자 방출기입니다."
+
+msgid "The instance is a GPUParticles collision shape."
+msgstr "인스턴스가 GPUParticles 콜리전 모양입니다."
+
+msgid "The instance is a light."
+msgstr "인스턴스가 조명입니다."
+
+msgid "The instance is a reflection probe."
+msgstr "인스턴스가 반사 프로브입니다."
+
+msgid "The instance is a decal."
+msgstr "인스턴스가 데칼입니다."
+
+msgid "The instance is a VoxelGI."
+msgstr "인스턴스가 VoxelGI입니다."
+
+msgid "The instance is a lightmap."
+msgstr "인스턴스가 라이트맵입니다."
+
+msgid "The instance is an occlusion culling occluder."
+msgstr "인스턴스가 오클루전 컬링 오클루더입니다."
+
+msgid "The instance is a visible on-screen notifier."
+msgstr "인스턴스가 화면에 보이는 알림입니다."
+
+msgid "The instance is a fog volume."
+msgstr "인스턴스가 안개 볼륨입니다."
+
+msgid "Represents the size of the [enum InstanceType] enum."
+msgstr "[enum InstanceType] 열거형의 크기를 나타냅니다."
+
+msgid "Represents the size of the [enum InstanceFlags] enum."
+msgstr "[enum InstanceFlags] 열거형의 크기를 나타냅니다."
+
+msgid "2D point light (see [PointLight2D])."
+msgstr "2D 점 조명 ([PointLight2D]를 참조하세요)."
+
+msgid "2D directional (sun/moon) light (see [DirectionalLight2D])."
+msgstr "2D 방향성 (태양/달) 조명 ([DirectionalLight2D]를 참조하세요)."
+
+msgid "Adds light color additive to the canvas."
+msgstr "캔버스에 조명 색상 덧셈을 추가합니다."
+
+msgid "Adds light color subtractive to the canvas."
+msgstr "캔버스에 조명 색상 뺄셈을 추가합니다."
+
+msgid "The light adds color depending on transparency."
+msgstr "조명은 투명도에 따라 색상을 추가합니다."
+
+msgid "Do not apply a filter to canvas light shadows."
+msgstr "캔버스 조명 그림자에 필터를 적용하지 않습니다."
+
+msgid "Use PCF5 filtering to filter canvas light shadows."
+msgstr "PCF5 필터링을 사용하여 캔버스 조명 그림자를 필터링합니다."
+
+msgid "Use PCF13 filtering to filter canvas light shadows."
+msgstr "PCF13 필터링을 사용하여 캔버스 조명 그림자를 필터링합니다."
+
+msgid "Max value of the [enum CanvasLightShadowFilter] enum."
+msgstr "[enum CanvasLightShadowFilter] 열거형의 최대 값."
+
+msgid "Culling of the canvas occluder is disabled."
+msgstr "캔버스 오클루더의 컬링이 비활성화되어 있습니다."
+
+msgid "Culling of the canvas occluder is clockwise."
+msgstr "캔버스 오클루더의 컬링이 시계 방향입니다."
+
+msgid "Culling of the canvas occluder is counterclockwise."
+msgstr "캔버스 오클루더의 컬링이 반시계 방향입니다."
+
+msgid "Boolean global shader parameter ([code]global uniform bool ...[/code])."
+msgstr "불리언 전역 셰이더 매개변수 ([code]global uniform bool ...[/code])."
+
+msgid ""
+"2-dimensional boolean vector global shader parameter ([code]global uniform "
+"bvec2 ...[/code])."
+msgstr ""
+"2차원 불리언 벡터 전역 셰이더 매개변수 ([code]global uniform bvec2 ...[/"
+"code])."
+
+msgid ""
+"3-dimensional boolean vector global shader parameter ([code]global uniform "
+"bvec3 ...[/code])."
+msgstr ""
+"3차원 불리언 벡터 전역 셰이더 매개변수 ([code]global uniform bvec3 ...[/"
+"code])."
+
+msgid ""
+"4-dimensional boolean vector global shader parameter ([code]global uniform "
+"bvec4 ...[/code])."
+msgstr ""
+"4차원 불리언 벡터 전역 셰이더 매개변수 ([code]global uniform bvec4 ...[/"
+"code])."
+
+msgid "Integer global shader parameter ([code]global uniform int ...[/code])."
+msgstr "정수 전역 셰이더 매개변수 ([code]global uniform int ...[/code])."
+
+msgid ""
+"2-dimensional integer vector global shader parameter ([code]global uniform "
+"ivec2 ...[/code])."
+msgstr ""
+"2차원 정수 벡터 전역 셰이더 매개변수 ([code]global uniform ivec2 ...[/code])."
+
+msgid ""
+"3-dimensional integer vector global shader parameter ([code]global uniform "
+"ivec3 ...[/code])."
+msgstr ""
+"3차원 정수 벡터 전역 셰이더 매개변수 ([code]global uniform ivec3 ...[/code])."
+
+msgid ""
+"4-dimensional integer vector global shader parameter ([code]global uniform "
+"ivec4 ...[/code])."
+msgstr ""
+"4차원 정수 벡터 전역 셰이더 매개변수 ([code]global uniform ivec4 ...[/code])."
+
+msgid ""
+"Unsigned integer global shader parameter ([code]global uniform uint ...[/"
+"code])."
+msgstr ""
+"부호 없는 정수 전역 셰이더 매개변수 ([code]global uniform uint ...[/code])."
+
+msgid ""
+"2-dimensional unsigned integer vector global shader parameter ([code]global "
+"uniform uvec2 ...[/code])."
+msgstr ""
+"2차원 부호 없는 정수 벡터 전역 셰이더 매개변수 ([code]global uniform uvec2 ..."
+"[/code])."
+
+msgid ""
+"3-dimensional unsigned integer vector global shader parameter ([code]global "
+"uniform uvec3 ...[/code])."
+msgstr ""
+"3차원 부호 없는 정수 벡터 전역 셰이더 매개변수 ([code]global uniform uvec3 ..."
+"[/code])."
+
+msgid ""
+"4-dimensional unsigned integer vector global shader parameter ([code]global "
+"uniform uvec4 ...[/code])."
+msgstr ""
+"4차원 부호 없는 정수 벡터 전역 셰이더 매개변수 ([code]global uniform uvec4 ..."
+"[/code])."
+
+msgid ""
+"Single-precision floating-point global shader parameter ([code]global uniform "
+"float ...[/code])."
+msgstr ""
+"단정밀 부동 소수점 전역 셰이더 매개변수 ([code]global uniform float ...[/"
+"code])."
+
+msgid ""
+"2-dimensional floating-point vector global shader parameter ([code]global "
+"uniform vec2 ...[/code])."
+msgstr ""
+"2차원 부동 소수점 벡터 전역 셰이더 매개변수 ([code]global uniform vec2 ...[/"
+"code])."
+
+msgid ""
+"3-dimensional floating-point vector global shader parameter ([code]global "
+"uniform vec3 ...[/code])."
+msgstr ""
+"3차원 부동 소수점 벡터 전역 셰이더 매개변수 ([code]global uniform vec3 ...[/"
+"code])."
+
+msgid ""
+"4-dimensional floating-point vector global shader parameter ([code]global "
+"uniform vec4 ...[/code])."
+msgstr ""
+"4차원 부동 소수점 벡터 전역 셰이더 매개변수 ([code]global uniform vec4 ...[/"
+"code])."
+
+msgid "Represents the size of the [enum GlobalShaderParameterType] enum."
+msgstr "[enum GlobalShaderParameterType] 열거형의 크기를 나타냅니다."
+
+msgid "Represents the size of the [enum PipelineSource] enum."
+msgstr "[enum PipelineSource] 열거형의 크기를 나타냅니다."
+
+msgid "Returns a specific slice (layer or mipmap) for a cached texture."
+msgstr "캐시된 텍스처에 대한 특정 썰기(레이어나 밉맵)를 반환합니다."
+
+msgid "Returns the texture size of a given slice of a cached texture."
+msgstr "캐시된 텍스처의 주어진 썰기의 텍스처 크기를 반환합니다."
+
+msgid ""
+"Returns a specific view of a slice (layer or mipmap) for a cached texture."
+msgstr "캐시된 텍스처에 대한 썰기(레이어나 밉맵)의 특정 뷰를 반환합니다."
+
+msgid "Returns [code]true[/code] if TAA is enabled."
+msgstr "TAA가 활성화되었다면 [code]true[/code]를 반환합니다."
+
+msgid "Base class for serializable objects."
+msgstr "직렬화 가능한 오브젝트의 기본 클래스."
+
+msgid "Base class for resource importers."
+msgstr "리소스 임포터의 기본 클래스."
+
+msgid "Use [method AudioStreamOggVorbis.load_from_buffer] instead."
+msgstr "대신 [method AudioStreamOggVorbis.load_from_buffer]를 사용하세요."
+
+msgid "Use [method AudioStreamOggVorbis.load_from_file] instead."
+msgstr "대신 [method AudioStreamOggVorbis.load_from_file]을 사용하세요."
+
+msgid "If [code]true[/code], import animations from the 3D scene."
+msgstr "[code]true[/code]인 경우, 3D 씬으로부터 애니메이션을 불러옵니다."
+
+msgid "Returns the resource associated to [param name]."
+msgstr "[param name]에 연관된 리소스를 반환합니다."
+
+msgid "Returns the list of resources inside the preloader."
+msgstr "프리로더 안의 리소스 목록을 반환합니다."
+
+msgid ""
+"Returns [code]true[/code] if the preloader contains a resource associated to "
+"[param name]."
+msgstr ""
+"프리로더에 [param name]에 연관된 리소스가 포함되어 있으면 [code]true[/code]를 "
+"반환합니다."
+
+msgid ""
+"[SkeletonProfile] for retargeting bones with names matching the bone list."
+msgstr ""
+"본 목록과 일치하는 이름으로 된 본을 리타겟팅하기 위한 [SkeletonProfile]."
+
+msgid "If set, allows to retarget the position."
+msgstr "설정된 경우 위치의 리타겟팅을 허용합니다."
+
+msgid "If set, allows to retarget the rotation."
+msgstr "설정된 경우 회전의 리타겟팅을 허용합니다."
+
+msgid "If set, allows to retarget the scale."
+msgstr "설정된 경우 스케일의 리타겟팅을 허용합니다."
+
+msgid "If set, allows to retarget the position/rotation/scale."
+msgstr "설정된 경우 위치/회전/스케일의 리타겟팅을 허용합니다."
+
+msgid ""
+"A control for displaying text that can contain different font styles, images, "
+"and basic formatting."
+msgstr ""
+"다양한 글꼴 스타일, 이미지, 기초 서식을 포함할 수 있는 텍스트를 표시하기 위한 "
+"컨트롤."
+
+msgid "Returns the text without BBCode mark-up."
+msgstr "문자열을 BBC 코드 마크업 없이 반환합니다."
+
+msgid "Use [method is_finished] instead."
+msgstr "대신 [method is_finished]를 사용하세요."
+
+msgid "If [code]true[/code], a right-click displays the context menu."
+msgstr "[code]true[/code]인 경우, 우클릭은 컨텍스트 메뉴를 띄울 것입니다."
+
+msgid "If [code]true[/code], the label allows text selection."
+msgstr "[code]true[/code]인 경우, 레이블의 텍스트 선택이 허용됩니다."
+
+msgid "Selects the whole [RichTextLabel] text."
+msgstr "전체 [RichTextLabel] 문자열을 선택합니다."
+
+msgid "Returns [code]true[/code] if the [RID] is not [code]0[/code]."
+msgstr "만약 [RID]가 [code]0[/code] 이 아니라면 [code]true[/code]를 반환합니다."
+
+msgid "Returns [code]true[/code] if the [RID]s are not equal."
+msgstr "만약 [RID]가 동일하지 않다면 [code]true[/code]를 반환합니다."
+
+msgid "The grid's cell size in 3D units."
+msgstr "3D 단위의 격자의 셀 크기입니다."
+
+msgid "Use [method property_get_replication_mode] instead."
+msgstr "대신 [method property_get_replication_mode]를 사용하세요."
+
+msgid ""
+"Use [method property_set_replication_mode] with [constant "
+"REPLICATION_MODE_ALWAYS] instead."
+msgstr ""
+"대신 [method property_set_replication_mode]를 [constant "
+"REPLICATION_MODE_ALWAYS]로 사용하세요."
+
+msgid ""
+"Use [method property_set_replication_mode] with [constant "
+"REPLICATION_MODE_ON_CHANGE] instead."
+msgstr ""
+"대신 [method property_set_replication_mode]를 [constant "
+"REPLICATION_MODE_ON_CHANGE]로 사용하세요."
+
+msgid "SceneTree"
+msgstr "씬트리"
+
+msgid "Returns the number of stack frames in the backtrace."
+msgstr "백트레이스에서 스택 프레임의 수를 반환합니다."
+
+msgid "Returns [code]true[/code] if the backtrace has no stack frames."
+msgstr "만약 백트레이스에 스택 프레임이 없다면 [code]true[/code]를 반환합니다."
+
+msgid "Abstract base class for scrollbars."
+msgstr "스크롤바의 기본 추상 클래스."
+
+msgid "Abstract base class for separators."
+msgstr "분리자의 기본 추상 클래스."
+
+msgid "Using Signals"
+msgstr "시그널 사용하기"
+
+msgid "GDScript Basics"
+msgstr "GDScript 기초"
+
+msgid "Returns the name of this signal."
+msgstr "이 신호의 이름을 반환합니다."
+
+msgid "Use [member SkeletonModifier3D.influence] instead."
+msgstr "대신 [member SkeletonModifier3D.influence]를 사용하세요."
+
+msgid "A node that may modify a Skeleton3D's bones."
+msgstr "Skeleton3D의 본을 수정할 수 있는 노드."
+
+msgid "Use [method _process_modification_with_delta] instead."
+msgstr "대신 [method _process_modification_with_delta]를 사용하세요."
+
+msgid "If [code]true[/code], the [SkeletonModifier3D] will be processing."
+msgstr "[code]true[/code]인 경우, [SkeletonModifier3D]는 실행될 것입니다."
+
+msgid ""
+"Base class for a profile of a virtual skeleton used as a target for "
+"retargeting."
+msgstr "리타겟팅의 대상으로 사용되는 가상 스켈레톤의 프로필을 위한 기본 클래스."
+
+msgid "Represents the size of the [enum RadianceSize] enum."
+msgstr "[enum RadianceSize] 열거형의 크기를 나타냅니다."
+
+msgid "Abstract base class for sliders."
+msgstr "슬라이더의 기본 추상 클래스."
+
+msgid "Returns the internal [RID] used by the [PhysicsServer3D] for this body."
+msgstr "이 바디의 [PhysicsServer3D] 에서 사용된 내부 [RID] 를 반환합니다."
+
+msgid ""
+"Sets the pinned state of a surface vertex. When set to [code]true[/code], the "
+"optional [param attachment_path] can define a [Node3D] the pinned vertex will "
+"be attached to."
+msgstr ""
+"표면 버텍스의 고정된 상태를 설정합니다. [code]true[/code]로 설정할 때, 선택적 "
+"[param attachment_path]는 고정된 버텍스가 첨부될 [Node3D]를 정의할 수 있습니"
+"다."
+
+msgid "Full height of the sphere."
+msgstr "구체의 전체 높이."
+
+msgid "Radius of sphere."
+msgstr "구체의 반경."
+
+msgid "Spherical shape for use with occlusion culling in [OccluderInstance3D]."
+msgstr "[OccluderInstance3D]에서 오클루전 컬링에 사용하는 구체 모양."
+
+msgid "The sphere's radius in 3D units."
+msgstr "3D 단위의 구체의 반경."
+
+msgid "A 3D sphere shape used for physics collision."
+msgstr "물리 콜리전에 사용되는 3D 구체 모양."
+
+msgid "An input field for numbers."
+msgstr "숫자의 입력란."
+
+msgid "The sphere's radius."
+msgstr "구체의 반경."
+
+msgid "If [code]true[/code], the specified flag will be enabled."
+msgstr "[code]true[/code]인 경우, 지정된 플래그가 활성화됩니다."
+
+msgid "If [code]true[/code], texture will be centered."
+msgstr "[code]true[/code]인 경우, 텍스처가 중심이 됩니다."
+
+msgid "Returns [code]true[/code] if the [param anim] animation exists."
+msgstr ""
+"만약 [param anim] 애니메이션이 존재한다면 [code]true[/code]를 반환합니다."
+
+msgid "Status indicator icon."
+msgstr "상태 표시기 아이콘."
+
+msgid "Status indicator tooltip."
+msgstr "상태 표시기 툴팁."
+
+msgid "If [code]true[/code], the status indicator is visible."
+msgstr "[code]true[/code]인 경우, 상태 표시기가 보입니다."
+
+msgid "Returns the current cursor position."
+msgstr "현재 커서 위치를 반환합니다."
+
+msgid "Returns the size of [member data_array]."
+msgstr "[member data_array] 의 크기를 반환합니다."
+
+msgid "Use [method is_valid_ascii_identifier] instead."
+msgstr "대신 [method is_valid_ascii_identifier]를 사용하세요."
+
+msgid ""
+"Removes a set of characters defined in [param chars] from the string's "
+"beginning. See also [method rstrip].\n"
+"[b]Note:[/b] [param chars] is not a prefix. Use [method trim_prefix] to "
+"remove a single prefix, rather than a set of characters."
+msgstr ""
+"[param chars]에 정의된 문자의 집합을 문자열의 시작에서 제거합니다. [method "
+"rstrip]도 참조하세요.\n"
+"[b]참고:[/b] [param chars]는 접두사가 아닙니다. 문자의 집합보다 단일 접두사를 "
+"제거하려면 [method trim_prefix]를 사용하세요."
+
+msgid ""
+"Removes a set of characters defined in [param chars] from the string's end. "
+"See also [method lstrip].\n"
+"[b]Note:[/b] [param chars] is not a suffix. Use [method trim_suffix] to "
+"remove a single suffix, rather than a set of characters."
+msgstr ""
+"[param chars]에 정의된 문자의 집합을 문자열의 끝에서 제거합니다. [method "
+"rstrip]도 참조하세요.\n"
+"[b]참고:[/b] [param chars]는 접미사가 아닙니다. 문자의 집합보다 단일 접미사를 "
+"제거하려면 [method trim_suffix]를 사용하세요."
+
+msgid "Returns the string converted to [code]camelCase[/code]."
+msgstr "[code]camelCase[/code]로 변환된 문자열을 반환합니다."
+
+msgid "Returns the string converted to [code]PascalCase[/code]."
+msgstr "[code]PascalCase[/code]로 변환된 문자열을 반환합니다."
+
+msgid ""
+"This method is unused internally, as it does not preserve normals or UVs. "
+"Consider using [method ImporterMesh.generate_lods] instead."
+msgstr ""
+"이 메서드는 법선이나 UV를 보존하지 않으므로 내부적으로는 사용되지 않습니다. 대"
+"신 [method ImporterMesh.generate_lods]를 사용하는 것을 고려하세요."
+
+msgid "Returns tab title language code."
+msgstr "탭 제목 언어 코드를 반환합니다."
+
+msgid "If [code]true[/code], tabs can be rearranged with mouse drag."
+msgstr "[code]true[/code]인 경우, 탭이 마우스 드래그로 재배치될 수 있습니다."
+
+msgid "Places tabs to the left."
+msgstr "탭을 왼쪽으로 위치시킵니다."
+
+msgid "Represents the size of the [enum AlignmentMode] enum."
+msgstr "[enum AlignmentMode] 열거형의 크기를 나타냅니다."
+
+msgid "Represents the size of the [enum CloseButtonDisplayPolicy] enum."
+msgstr "[enum CloseButtonDisplayPolicy] 열거형의 크기를 나타냅니다."
+
+msgid "Font size of the tab names."
+msgstr "탭 이름의 글꼴 크기."
+
+msgid "Represents the size of the [enum TabPosition] enum."
+msgstr "[enum TabPosition] 열거형의 크기를 나타냅니다."
+
+msgid "Deletes the selected text."
+msgstr "선택한 텍스트를 삭제합니다."
+
+msgid "Returns the first visible line."
+msgstr "처음으로 보이는 줄을 반환합니다."
+
+msgid "Returns the [HScrollBar] used by [TextEdit]."
+msgstr "[TextEdit]을 이용한"
+
+msgid "Use [method get_selection_origin_column] instead."
+msgstr "대신 [method get_selection_origin_column]를 사용하세요."
+
+msgid "Use [method get_selection_origin_line] instead."
+msgstr "대신 [method get_selection_origin_line]를 사용하세요."
+
+msgid "Returns the current selection mode."
+msgstr "현재 선택 모드를 반환합니다."
+
+msgid "Returns the [TextEdit]'s' tab size."
+msgstr "[TextEdit]의 탭 사이즈를 반환합니다."
+
+msgid "Returns the [VScrollBar] of the [TextEdit]."
+msgstr "[TextEdit]의 [VScrollBar] 를 반환합니다."
+
+msgid "Returns the word at [param position]."
+msgstr "[param position]의 단어를 반환합니다."
+
+msgid "Removes all additional carets."
+msgstr "모든 추가 캐럿을 제거합니다."
+
+msgid "Removes text between the given positions."
+msgstr "주어진 위치 사이의 텍스트를 제거합니다."
+
+msgid "Selects the word under the caret."
+msgstr "캐럿 아래의 단어를 선택합니다."
+
+msgid "Sets the current selection mode."
+msgstr "현재 선택 모드를 지정합니다."
+
+msgid "Tag the current version as saved."
+msgstr "현재 버전을 저장되었다고 태그합니다."
+
+msgid ""
+"If [code]true[/code], the \"space\" character will have a visible "
+"representation."
+msgstr "[code]true[/code]인 경우, \"스페이스\" 문자가 보이는 형태를 가집니다."
+
+msgid ""
+"If [code]true[/code], the \"tab\" character will have a visible "
+"representation."
+msgstr "[code]true[/code]인 경우, \"탭\" 문자가 보이는 형태를 가집니다."
+
+msgid "Vertical line caret."
+msgstr "세로 줄 캐럿."
+
+msgid "Block caret."
+msgstr "블록 캐럿."
+
+msgid "Returns thickness of the underline."
+msgstr "밑줄의 두께를 반환합니다."
+
+msgid "Text writing direction."
+msgstr "텍스트 작성 방향."
+
+msgid "If set to [code]true[/code] text will display invalid characters."
+msgstr ""
+"만약 [code]true[/code] 로 설정된다면 텍스트는 올바르지 않은 문자를 보여줄 것입"
+"니다."
+
+msgid "Limits the lines of text shown."
+msgstr "보여지는 텍스트 줄을 제한합니다."
+
+msgid "Returns bitmap font fixed size."
+msgstr "비트맵 글꼴 고정 크기를 반환합니다."
+
+msgid "Returns size of the glyph."
+msgstr "글리프의 사이즈를 반환합니다."
+
+msgid "Returns font cache texture image data."
+msgstr "글꼴 캐시 텍스처 이미지 데이터를 반환합니다."
+
+msgid "Sets size of the glyph."
+msgstr "글리프의 사이즈를 지정합니다."
+
+msgid "Sets the font family name."
+msgstr "글꼴 패밀리 이름을 지정합니다."
+
+msgid "Sets the font style name."
+msgstr "글꼴 스타일 이름을 지정합니다."
+
+msgid "Sets font cache texture image data."
+msgstr "글꼴 캐시 텍스처 이미지 데이터를 지정합니다."
+
+msgid "Returns [code]true[/code] if locale is right-to-left."
+msgstr "만약 방향이 오른쪽에서 왼쪽이라면 [code]true[/code]를 반환합니다."
+
+msgid "Returns text span metadata."
+msgstr "텍스트 스팬 메타데이터를 반환합니다."
+
+msgid "Returns direction of the text."
+msgstr "텍스트의 방향을 반환합니다."
+
+msgid "Returns position of the ellipsis."
+msgstr "타원의 위치를 반환합니다."
+
+msgid "Returns number of glyphs in the buffer."
+msgstr "버퍼로 글리프의 수를 반환합니다."
+
+msgid "Returns an array of glyphs in the visual order."
+msgstr "시각 순서로 글리프의 배열을 반환합니다."
+
+msgid "Returns text orientation."
+msgstr "방향의 텍스트를 반환합니다."
+
+msgid "Returns size of the text."
+msgstr "텍스트 크기를 반환합니다."
+
+msgid ""
+"If set to [code]true[/code] text buffer will display invalid characters as "
+"hexadecimal codes, otherwise nothing is displayed."
+msgstr ""
+"텍스트 버퍼를 [code]true[/code]로 설정하면 잘못된 문자가 16진수 코드로 표시되"
+"며, 그렇지 않으면 아무것도 표시되지 않습니다."
+
+msgid "Represents the size of the [enum FontLCDSubpixelLayout] enum."
+msgstr "[enum FontLCDSubpixelLayout] 열거형의 크기를 나타냅니다."
+
+msgid "No text trimming is performed."
+msgstr "텍스트 다듬기를 수행하지 않습니다."
+
+msgid "Trims the text per character."
+msgstr "문자별로 텍스트를 다듬습니다."
+
+msgid "Trims the text per word."
+msgstr "단어별로 텍스트를 다듬습니다."
+
+msgid "No trimming is performed."
+msgstr "다듬기를 수행하지 않습니다."
+
+msgid "Trims the text when it exceeds the given width."
+msgstr "주어진 너비를 초과할 때 텍스트를 다듬습니다."
+
+msgid "Trims the text per word instead of per grapheme."
+msgstr "단어 단위 대신에 문자소 단위로 텍스트를 다듬습니다."
+
+msgid "Represents the size of the [enum SpacingType] enum."
+msgstr "[enum SpacingType] 열거형의 크기를 나타냅니다."
+
+msgid "Base class for all texture types."
+msgstr "모든 텍스처 형식의 기본 클래스."
+
+msgid "Returns the texture height in pixels."
+msgstr "텍스처 높이를 픽셀로 반환합니다."
+
+msgid "Returns the texture size in pixels."
+msgstr "텍스처 크기를 픽셀로 반환합니다."
+
+msgid "Returns the texture width in pixels."
+msgstr "텍스처 너비를 픽셀로 반환합니다."
+
+msgid "Base class for 3-dimensional textures."
+msgstr "3차원 텍스처의 기본 클래스."
+
+msgid "Returns [code]true[/code] if the [Texture3D] has generated mipmaps."
+msgstr "만약 [Texture3D]가 밉맵을 생성했다면 [code]true[/code]를 반환합니다."
+
+msgid "Returns the number of referenced [Image]s."
+msgstr "참조된 [Image]의 수를 반환합니다."
+
+msgid "Returns [code]true[/code] if the layers have generated mipmaps."
+msgstr "만약 레이어가 밉맵을 생성했다면 [code]true[/code]를 반환합니다."
+
+msgid "[Texture2D] that draws under the progress bar. The bar's background."
+msgstr "진행 표시줄 아래에 그리는 [Texture2D]. 표시줄의 배경."
+
+msgid ""
+"Multiplies the color of the bar's [member texture_over] texture. The effect "
+"is similar to [member CanvasItem.modulate], except it only affects this "
+"specific texture instead of the entire node."
+msgstr ""
+"표시줄의 [member texture_over] 텍스처의 색상을 곱합니다. 효과는 [member "
+"CanvasItem.modulate]와 비슷하지만, 전체 노드가 아닌 이 특정 텍스처에만 영향을 "
+"미칩니다."
+
+msgid "Multiplies the color of the bar's [member texture_progress] texture."
+msgstr "표시줄의 [member texture_progress] 텍스처의 색상을 곱합니다."
+
+msgid "Multiplies the color of the bar's [member texture_under] texture."
+msgstr "표시줄의 [member texture_under] 텍스처의 색상을 곱합니다."
+
+msgid "The [member texture_progress] fills from left to right."
+msgstr "[member texture_progress]는 왼쪽에서 오른쪽으로 채웁니다."
+
+msgid "The [member texture_progress] fills from right to left."
+msgstr "[member texture_progress]는 오른쪽에서 왼쪽으로 채웁니다."
+
+msgid "The [member texture_progress] fills from top to bottom."
+msgstr "[member texture_progress]는 위에서 아래로 채웁니다."
+
+msgid "The [member texture_progress] fills from bottom to top."
+msgstr "[member texture_progress]는 아래에서 위로 채웁니다."
+
+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 ""
+"노드를 방사형 표시줄 안으로 회전합니다. [member texture_progress]는 시계 방향"
+"으로 채웁니다. 표시줄이 채워지는 방식을 제어하려면 [member "
+"radial_center_offset], [member radial_initial_angle]과 [member "
+"radial_fill_degrees]를 참조하세요."
+
+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 ""
+"노드를 방사형 표시줄 안으로 회전합니다. [member texture_progress]는 반시계 방"
+"향으로 채웁니다. 표시줄이 채워지는 방식을 제어하려면 [member "
+"radial_center_offset], [member radial_initial_angle]과 [member "
+"radial_fill_degrees]를 참조하세요."
+
+msgid ""
+"The [member texture_progress] fills from the center, expanding both towards "
+"the left and the right."
+msgstr ""
+"[member texture_progress]는 가운데에서 시작하여 왼쪽과 오른쪽을 향해 펼쳐서 채"
+"웁니다."
+
+msgid ""
+"The [member texture_progress] fills from the center, expanding both towards "
+"the top and the bottom."
+msgstr ""
+"[member texture_progress]는 가운데에서 시작하여 위와 아래를 향해 펼쳐서 채웁니"
+"다."
+
+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 ""
+"노드를 방사형 표시줄 안으로 회전합니다. [member texture_progress]는 가운데에"
+"서 시작하여 시계 방향과 반시계 방향으로 펼쳐서 채웁니다. 표시줄이 채워지는 방"
+"식을 제어하려면 [member radial_center_offset], [member radial_initial_angle]"
+"과 [member radial_fill_degrees]를 참조하세요."
+
+msgid "A control that displays a texture."
+msgstr "텍스처를 표시하는 컨트롤."
+
+msgid "The node's [Texture2D] resource."
+msgstr "노드의 [Texture2D] 리소스."
+
+msgid "Use [method get_occluder_polygon] instead."
+msgstr "대신 [method get_occluder_polygon]를 사용하세요."
+
+msgid "Use [method set_occluder_polygon] instead."
+msgstr "대신 [method set_occluder_polygon]을 사용하세요."
+
+msgid ""
+"Use [method notify_runtime_tile_data_update] and/or [method update_internals] "
+"instead."
+msgstr ""
+"대신 [method notify_runtime_tile_data_update] 및/또는 [method "
+"update_internals]를 사용하세요."
+
+msgid "Use [method get_layer_navigation_map] instead."
+msgstr "대신 [method get_layer_navigation_map]를 사용하세요."
+
+msgid "Use [method set_layer_navigation_map] instead."
+msgstr "대신 [method set_layer_navigation_map]을 사용하세요."
+
+msgid ""
+"The [TileSet] used by this [TileMap]. The textures, collisions, and "
+"additional behavior of all available tiles are stored here."
+msgstr ""
+"이 [TileMap]에 사용하는 [TileSet]. 사용 가능한 모든 타일의 텍스처, 콜리전과 추"
+"가 행동이 여기에 저장됩니다."
+
+msgid "Emitted when the [TileSet] of this TileMap changes."
+msgstr "이 TileMap의 [TileSet]이 변경될 때 방출됩니다."
+
+msgid "Use the debug settings to determine visibility."
+msgstr "가시성을 결정하려면 디버그 설정을 사용하세요."
+
+msgid "Always hide."
+msgstr "항상 숨깁니다."
+
+msgid "Always show."
+msgstr "항상 보여줍니다."
+
+msgid "If [code]true[/code], navigation regions are enabled."
+msgstr "[code]true[/code]인 경우, 내비게이션 영역이 활성화됩니다."
+
+msgid ""
+"The [TileSet] used by this layer. The textures, collisions, and additional "
+"behavior of all available tiles are stored here."
+msgstr ""
+"이 레이어에 사용하는 [TileSet]. 사용 가능한 모든 타일의 텍스처, 콜리전과 추가 "
+"행동이 여기에 저장됩니다."
+
+msgid "Sets the size of the pattern."
+msgstr "패턴의 크기를 지정합니다."
+
+msgid "Tile library for tilemaps."
+msgstr "타일맵에 대한 라이브러리."
+
+msgid "Returns the custom data layers count."
+msgstr "커스텀 데이터 레이어 개수를 반환합니다."
+
+msgid "Returns the navigation layers count."
+msgstr "내비게이션 레이어 개수를 반환합니다."
+
+msgid "Returns the occlusion layers count."
+msgstr "오클루전 레이어 개수를 반환합니다."
+
+msgid "Returns the physics layers count."
+msgstr "물리적 레이어 개수를 반환합니다."
+
+msgid "Returns a terrain's color."
+msgstr "지형의 색을 반환합니다."
+
+msgid "Returns a terrain's name."
+msgstr "지형의 이름을 반환합니다."
+
+msgid "Returns a terrain set mode."
+msgstr "지형 설정 모드를 반환합니다."
+
+msgid "Returns the terrain sets count."
+msgstr "지형 설정 개수를 반환합니다."
+
+msgid "Returns the number of terrains in the given terrain set."
+msgstr "주어진 지형 세트에서 지형의 수를 반환합니다."
+
+msgid "Sets a terrain's name."
+msgstr "지형의 이름을 설정합니다."
+
+msgid "The atlas texture."
+msgstr "아틀라스 텍스처."
+
+msgid "Represents the size of the [enum TileAnimationMode] enum."
+msgstr "[enum TileAnimationMode] 열거형의 크기를 나타냅니다."
+
+msgid "The button's visibility mode."
+msgstr "버튼의 가시성 모드."
+
+msgid ""
+"A language translation that maps a collection of strings to their individual "
+"translations."
+msgstr "문자열의 모음을 개별 번역에 매핑하는 언어 번역입니다."
+
+msgid ""
+"[Translation]s are resources that can be loaded and unloaded on demand. They "
+"map a collection of strings to their individual translations, and they also "
+"provide convenience methods for pluralization."
+msgstr ""
+"[Translation]은 필요에 따라 로드 및 언로드할 수 있는 리소스입니다. 문자열의 모"
+"음을 개별 번역에 매핑하고, 복수형 변환을 위한 편리한 메서드도 제공합니다."
+
+msgid "Internationalizing games"
+msgstr "게임 국제화하기"
+
+msgid "Locales"
+msgstr "로케일"
+
+msgid "Virtual method to override [method get_message]."
+msgstr "[method get_message]를 오버라이드하는 가상 메서드."
+
+msgid "Virtual method to override [method get_plural_message]."
+msgstr "[method get_plural_message]를 오버라이드하는 가상 메서드."
+
+msgid ""
+"Adds a message if nonexistent, followed by its translation.\n"
+"An additional context could be used to specify the translation context or "
+"differentiate polysemic words."
+msgstr ""
+"존재하지 않는 경우 메시지를 추가하고, 그 뒤에 번역문을 붙입니다.\n"
+"추가 맥락을 번역 맥락을 명시하거나 다의어를 구분하기 위해 사용할 수 있습니다."
+
+msgid "Erases a message."
+msgstr "메시지를 지웁니다."
+
+msgid "Returns a message's translation."
+msgstr "메시지의 번역을 반환합니다."
+
+msgid "Returns the number of existing messages."
+msgstr "기존 메시지의 수를 반환합니다."
+
+msgid "Returns all the messages (keys)."
+msgstr "모든 메시지(키)를 반환합니다."
+
+msgid "Returns all the messages (translated text)."
+msgstr "모든 메시지(번역된 텍스트)를 반환합니다."
+
+msgid "The locale of the translation."
+msgstr "번역의 로케일입니다."
+
+msgid "A self-contained collection of [Translation] resources."
+msgstr "[Translation] 리소스의 독립형 모음입니다."
+
+msgid ""
+"[TranslationDomain] is a self-contained collection of [Translation] "
+"resources. Translations can be added to or removed from it.\n"
+"If you're working with the main translation domain, it is more convenient to "
+"use the wrap methods on [TranslationServer]."
+msgstr ""
+"[TranslationDomain]은 [Translation] 리소스의 독립형 모음입니다. 번역은 그곳에"
+"서 추가하거나 제거할 수 있습니다.\n"
+"기본 번역 도메인으로 작업하고 있으면 [TranslationServer]의 래핑 메서드를 사용"
+"하는 것이 더 편리합니다."
+
+msgid "Adds a translation."
+msgstr "번역을 추가합니다."
+
+msgid "Removes all translations."
+msgstr "모든 번역을 제거합니다."
+
+msgid ""
+"Returns the locale override of the domain. Returns an empty string if locale "
+"override is disabled."
+msgstr ""
+"도메인의 로케일 오버라이드를 반환합니다. 로케일 오버라이드가 비활성화된 경우 "
+"빈 문자열을 반환합니다."
+
+msgid ""
+"Returns the [Translation] instance that best matches [param locale]. Returns "
+"[code]null[/code] if there are no matches."
+msgstr ""
+"[param locale]과 가장 잘 일치하는 [Translation] 인스턴스를 반환합니다. 일치하"
+"는 인스턴스가 없으면 [code]null[/code]을 반환합니다."
+
+msgid ""
+"Returns the pseudolocalized string based on the [param message] passed in."
+msgstr "전달된 [param message]를 기반으로 의사 현지화된 문자열을 반환합니다."
+
+msgid "Removes the given translation."
+msgstr "주어진 번역을 제거합니다."
+
+msgid ""
+"Sets the locale override of the domain.\n"
+"If [param locale] is an empty string, locale override is disabled. Otherwise, "
+"[param locale] will be standardized to match known locales (e.g. [code]en-US[/"
+"code] would be matched to [code]en_US[/code]).\n"
+"[b]Note:[/b] Calling this method does not automatically update texts in the "
+"scene tree. Please propagate the [constant "
+"MainLoop.NOTIFICATION_TRANSLATION_CHANGED] signal manually."
+msgstr ""
+"도메인의 로케일 오버라이드를 설정합니다.\n"
+"[param locale]이 빈 문자열이면 로케일 오버라이드가 비활성화됩니다. 그렇지 않으"
+"면 [param locale]은 알려진 로케일과 일치하도록 표준화됩니다 (예: [code]ko_KR[/"
+"code]은 [code]ko_KR[/code]과 일치됩니다).\n"
+"[b]참고:[/b] 이 메서드를 호출해도 씬 트리에서 텍스트는 자동으로 업데이트되지 "
+"않습니다. [constant MainLoop.NOTIFICATION_TRANSLATION_CHANGED] 시그널을 수동으"
+"로 전파해 주세요."
+
+msgid ""
+"Returns the current locale's translation for the given message and context."
+msgstr "주어진 메시지와 문맥을 위한 현재 로케일의 번역을 반환합니다."
+
+msgid ""
+"Returns the current locale's translation for the given message, plural "
+"message and context.\n"
+"The number [param n] is the number or quantity of the plural object. It will "
+"be used to guide the translation system to fetch the correct plural form for "
+"the selected language."
+msgstr ""
+"주어진 메시지, 복수형 메시지와 문맥을 위한 현재 로케일의 번역을 반환합니다.\n"
+"숫자 [param n]은 복수형 오브젝트의 수 또는 개수입니다. 이 값은 번역 시스템이 "
+"선택된 언어를 위한 올바른 복수형을 가져오도록 안내하는 데 사용됩니다."
+
+msgid ""
+"If [code]true[/code], translation is enabled. Otherwise, [method translate] "
+"and [method translate_plural] will return the input message unchanged "
+"regardless of the current locale."
+msgstr ""
+"[code]true[/code]인 경우, 번역이 활성화됩니다. 그렇지 않으면, [method "
+"translate]와 [method translate_plural]은 현재 로케일에 상관없이 입력 메시지를 "
+"변경하지 않고 반환합니다."
+
+msgid ""
+"Replace all characters with their accented variants during "
+"pseudolocalization.\n"
+"[b]Note:[/b] Updating this property does not automatically update texts in "
+"the scene tree. Please propagate the [constant "
+"MainLoop.NOTIFICATION_TRANSLATION_CHANGED] notification manually after you "
+"have finished modifying pseudolocalization related options."
+msgstr ""
+"의사 현지화 중에 모든 문자를 악센트가 있는 변종으로 찾아 바꿉니다.\n"
+"[b]참고:[/b] 이 속성을 업데이트해도 씬 트리에서 텍스트는 자동으로 업데이트되"
+"지 않습니다. 의사 현지화 관련 옵션 수정을 마친 후에는 [constant "
+"MainLoop.NOTIFICATION_TRANSLATION_CHANGED] 알림을 수동으로 전파해 주세요."
+
+msgid ""
+"Double vowels in strings during pseudolocalization to simulate the "
+"lengthening of text due to localization.\n"
+"[b]Note:[/b] Updating this property does not automatically update texts in "
+"the scene tree. Please propagate the [constant "
+"MainLoop.NOTIFICATION_TRANSLATION_CHANGED] notification manually after you "
+"have finished modifying pseudolocalization related options."
+msgstr ""
+"의사 현지화 중 문자열에 이중 모음을 사용하여 현지화로 인해 텍스트가 길어지는 "
+"현상을 시뮬레이션합니다.\n"
+"[b]참고:[/b] 이 속성을 업데이트해도 씬 트리에서 텍스트는 자동으로 업데이트되"
+"지 않습니다. 의사 현지화 관련 옵션 수정을 마친 후에는 [constant "
+"MainLoop.NOTIFICATION_TRANSLATION_CHANGED] 알림을 수동으로 전파해 주세요."
+
+msgid ""
+"If [code]true[/code], enables pseudolocalization for the project. This can be "
+"used to spot untranslatable strings or layout issues that may occur once the "
+"project is localized to languages that have longer strings than the source "
+"language.\n"
+"[b]Note:[/b] Updating this property does not automatically update texts in "
+"the scene tree. Please propagate the [constant "
+"MainLoop.NOTIFICATION_TRANSLATION_CHANGED] notification manually after you "
+"have finished modifying pseudolocalization related options."
+msgstr ""
+"[code]true[/code]인 경우, 프로젝트를 위한 의사 현지화를 활성화합니다. 이것은 "
+"프로젝트가 원본 언어보다 긴 문자열을 가진 언어로 현지화될 때 발생할 수 있는 번"
+"역 불가능한 문자열이나 레이아웃 문제를 파악하는 데 사용될 수 있습니다.\n"
+"[b]참고:[/b] 이 속성을 업데이트해도 씬 트리에서 텍스트는 자동으로 업데이트되"
+"지 않습니다. 의사 현지화 관련 옵션 수정을 마친 후에는 [constant "
+"MainLoop.NOTIFICATION_TRANSLATION_CHANGED] 알림을 수동으로 전파해 주세요."
+
+msgid ""
+"The expansion ratio to use during pseudolocalization. A value of [code]0.3[/"
+"code] is sufficient for most practical purposes, and will increase the length "
+"of each string by 30%.\n"
+"[b]Note:[/b] Updating this property does not automatically update texts in "
+"the scene tree. Please propagate the [constant "
+"MainLoop.NOTIFICATION_TRANSLATION_CHANGED] notification manually after you "
+"have finished modifying pseudolocalization related options."
+msgstr ""
+"의사 현지화 중에 사용할 확장 비율입니다. [code]0.3[/code] 값은 대부분의 실제 "
+"목적에 충분하며, 각 문자열의 길이가 30% 증가합니다.\n"
+"[b]참고:[/b] 이 속성을 업데이트해도 씬 트리에서 텍스트는 자동으로 업데이트되"
+"지 않습니다. 의사 현지화 관련 옵션 수정을 마친 후에는 [constant "
+"MainLoop.NOTIFICATION_TRANSLATION_CHANGED] 알림을 수동으로 전파해 주세요."
+
+msgid ""
+"If [code]true[/code], emulate bidirectional (right-to-left) text when "
+"pseudolocalization is enabled. This can be used to spot issues with RTL "
+"layout and UI mirroring that will crop up if the project is localized to RTL "
+"languages such as Arabic or Hebrew.\n"
+"[b]Note:[/b] Updating this property does not automatically update texts in "
+"the scene tree. Please propagate the [constant "
+"MainLoop.NOTIFICATION_TRANSLATION_CHANGED] notification manually after you "
+"have finished modifying pseudolocalization related options."
+msgstr ""
+"[code]true[/code]인 경우, 의사 현지화가 활성화될 때 양방향(오른쪽에서 왼쪽) 텍"
+"스트를 에뮬레이션합니다. 이것은 프로젝트가 아랍어나 히브리어와 같은 RTL 언어"
+"로 현지화된 경우 발생하는 RTL 레이아웃 및 UI 미러링의 문제를 파악하는 데 사용"
+"될 수 있습니다.\n"
+"[b]참고:[/b] 이 속성을 업데이트해도 씬 트리에서 텍스트는 자동으로 업데이트되"
+"지 않습니다. 의사 현지화 관련 옵션 수정을 마친 후에는 [constant "
+"MainLoop.NOTIFICATION_TRANSLATION_CHANGED] 알림을 수동으로 전파해 주세요."
+
+msgid ""
+"Replace all characters in the string with [code]*[/code]. Useful for finding "
+"non-localizable strings.\n"
+"[b]Note:[/b] Updating this property does not automatically update texts in "
+"the scene tree. Please propagate the [constant "
+"MainLoop.NOTIFICATION_TRANSLATION_CHANGED] notification manually after you "
+"have finished modifying pseudolocalization related options."
+msgstr ""
+"문자열의 모든 문자를 [code]*[/code]로 찾아 바꿉니다. 현지화할 수 없는 문자열"
+"을 찾는 데 유용합니다.\n"
+"[b]참고:[/b] 이 속성을 업데이트해도 씬 트리에서 텍스트는 자동으로 업데이트되"
+"지 않습니다. 의사 현지화 관련 옵션 수정을 마친 후에는 [constant "
+"MainLoop.NOTIFICATION_TRANSLATION_CHANGED] 알림을 수동으로 전파해 주세요."
+
+msgid ""
+"Prefix that will be prepended to the pseudolocalized string.\n"
+"[b]Note:[/b] Updating this property does not automatically update texts in "
+"the scene tree. Please propagate the [constant "
+"MainLoop.NOTIFICATION_TRANSLATION_CHANGED] notification manually after you "
+"have finished modifying pseudolocalization related options."
+msgstr ""
+"의사 현지화된 문자열에 추가될 접두사입니다.\n"
+"[b]참고:[/b] 이 속성을 업데이트해도 씬 트리에서 텍스트는 자동으로 업데이트되"
+"지 않습니다. 의사 현지화 관련 옵션 수정을 마친 후에는 [constant "
+"MainLoop.NOTIFICATION_TRANSLATION_CHANGED] 알림을 수동으로 전파해 주세요."
+
+msgid ""
+"Skip placeholders for string formatting like [code]%s[/code] or [code]%f[/"
+"code] during pseudolocalization. Useful to identify strings which need "
+"additional control characters to display correctly.\n"
+"[b]Note:[/b] Updating this property does not automatically update texts in "
+"the scene tree. Please propagate the [constant "
+"MainLoop.NOTIFICATION_TRANSLATION_CHANGED] notification manually after you "
+"have finished modifying pseudolocalization related options."
+msgstr ""
+"의사 현지화 중에 [code]%s[/code] 또는 [code]%f[/code]와 같은 문자열 서식을 위"
+"한 자리 표시자를 건너뜁니다. 올바르게 표시하기 위해 추가 제어 문자가 필요한 문"
+"자열을 식별하는 데 유용합니다.\n"
+"[b]참고:[/b] 이 속성을 업데이트해도 씬 트리에서 텍스트는 자동으로 업데이트되"
+"지 않습니다. 의사 현지화 관련 옵션 수정을 마친 후에는 [constant "
+"MainLoop.NOTIFICATION_TRANSLATION_CHANGED] 알림을 수동으로 전파해 주세요."
+
+msgid ""
+"Suffix that will be appended to the pseudolocalized string.\n"
+"[b]Note:[/b] Updating this property does not automatically update texts in "
+"the scene tree. Please propagate the [constant "
+"MainLoop.NOTIFICATION_TRANSLATION_CHANGED] notification manually after you "
+"have finished modifying pseudolocalization related options."
+msgstr ""
+"의사 현지화된 문자열에 추가될 접미사입니다.\n"
+"[b]참고:[/b] 이 속성을 업데이트해도 씬 트리에서 텍스트는 자동으로 업데이트되"
+"지 않습니다. 의사 현지화 관련 옵션 수정을 마친 후에는 [constant "
+"MainLoop.NOTIFICATION_TRANSLATION_CHANGED] 알림을 수동으로 전파해 주세요."
+
+msgid "The server responsible for language translations."
+msgstr "언어 번역을 담당하는 서버."
+
+msgid ""
+"The translation server is the API backend that manages all language "
+"translations.\n"
+"Translations are stored in [TranslationDomain]s, which can be accessed by "
+"name. The most commonly used translation domain is the main translation "
+"domain. It always exists and can be accessed using an empty [StringName]. The "
+"translation server provides wrapper methods for accessing the main "
+"translation domain directly, without having to fetch the translation domain "
+"first. Custom translation domains are mainly for advanced usages like editor "
+"plugins. Names starting with [code]godot.[/code] are reserved for engine "
+"internals."
+msgstr ""
+"번역 서버는 모든 언어 번역을 관리하는 API 백엔드입니다.\n"
+"번역은 [TranslationDomain]에 저장되며 이름별로 접근할 수 있습니다. 가장 일반적"
+"으로 사용되는 번역 도메인은 주요 번역 도메인입니다. 그건 항상 존재하며 빈 "
+"[StringName]을 사용하여 접근할 수 있습니다. 번역 서버는 번역 도메인을 먼저 얻"
+"어오지 않고도 주요 번역 도메인에 직접 접근할 수 있는 래퍼 메서드를 제공합니"
+"다. 사용자 지정 번역 도메인은 주로 편집기 플러그인과 같은 고급 용도에 사용됩니"
+"다. [code]godot.[/code]로 시작하는 이름은 엔진 내부를 위해 예약됩니다."
+
+msgid "Adds a translation to the main translation domain."
+msgstr "주요 번역 도메인에 번역을 추가합니다."
+
+msgid "Removes all translations from the main translation domain."
+msgstr "주요 번역 도메인에서 모든 번역을 제거합니다."
+
+msgid ""
+"Compares two locales and returns a similarity score between [code]0[/code] "
+"(no match) and [code]10[/code] (full match)."
+msgstr ""
+"두 로케일을 비교하여 [code]0[/code](일치 없음)에서 [code]10[/code](완전 일치) "
+"사이의 유사도 점수를 반환합니다."
+
+msgid "Returns an array of known country codes."
+msgstr "알려진 국가 코드의 배열을 반환합니다."
+
+msgid "Returns array of known language codes."
+msgstr "알려진 언어 코드의 배열을 반환합니다."
+
+msgid "Returns an array of known script codes."
+msgstr "알려진 스크립트 코드의 배열을 반환합니다."
+
+msgid "Returns a readable country name for the [param country] code."
+msgstr "[param country] 코드를 위한 읽을 수 있는 국가 이름을 반환합니다."
+
+msgid "Returns a readable language name for the [param language] code."
+msgstr "[param language] 코드를 위한 읽을 수 있는 언어 이름을 반환합니다."
+
+msgid "Returns an array of all loaded locales of the project."
+msgstr "프로젝트의 모든 불러온 로케일의 배열을 반환합니다."
+
+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 ""
+"프로젝트의 현재 로케일을 반환합니다.\n"
+"사용자 시스템의 로케일을 쿼리하려면 [method OS.get_locale]과 [method "
+"OS.get_locale_language]도 참조하세요."
+
+msgid ""
+"Returns a locale's language and its variant (e.g. [code]\"en_US\"[/code] "
+"would return [code]\"English (United States)\"[/code])."
+msgstr ""
+"로케일의 언어와 변형을 반환합니다 (예: [code]\"ko_KR\"[/code]은 [code]\"한국"
+"어 (대한민국)\"[/code]을 반환합니다)."
+
+msgid ""
+"Returns the translation domain with the specified name. An empty translation "
+"domain will be created and added if it does not exist."
+msgstr ""
+"지정된 이름으로 된 번역 도메인을 반환합니다. 존재하지 않으면 빈 번역 도메인이 "
+"만들어지고 추가될 것입니다."
+
+msgid "Returns a readable script name for the [param script] code."
+msgstr "[param script] 코드를 위한 읽을 수 있는 스크립트 이름을 반환합니다."
+
+msgid ""
+"Returns the current locale of the editor.\n"
+"[b]Note:[/b] When called from an exported project returns the same value as "
+"[method get_locale]."
+msgstr ""
+"편집기의 현재 로케일을 반환합니다.\n"
+"[b]참고:[/b] 내보낸 프로젝트에서 호출하면 [method get_locale]과 같은 값을 반환"
+"합니다."
+
+msgid ""
+"Returns the [Translation] instance that best matches [param locale] in the "
+"main translation domain. Returns [code]null[/code] if there are no matches."
+msgstr ""
+"주요 번역 도메인에서 [param locale]과 가장 잘 일치하는 [Translation] 인스턴스"
+"를 반환합니다. 일치하는 항목이 없으면 [code]null[/code]을 반환합니다."
+
+msgid ""
+"Returns [code]true[/code] if a translation domain with the specified name "
+"exists."
+msgstr ""
+"지정된 이름을 가진 번역 도메인이 존재하면 [code]true[/code]를 반환합니다."
+
+msgid ""
+"Returns the pseudolocalized string based on the [param message] passed in.\n"
+"[b]Note:[/b] This method always uses the main translation domain."
+msgstr ""
+"전달된 [param message]를 기반으로 의사 현지화된 문자열을 반환합니다.\n"
+"[b]참고:[/b] 이 메서드는 항상 주요 번역 도메인을 사용합니다."
+
+msgid ""
+"Reparses the pseudolocalization options and reloads the translation for the "
+"main translation domain."
+msgstr ""
+"의사 현지화 옵션을 다시 분석하고 주요 번역 도메인을 위한 번역을 다시 불러옵니"
+"다."
+
+msgid ""
+"Removes the translation domain with the specified name.\n"
+"[b]Note:[/b] Trying to remove the main translation domain is an error."
+msgstr ""
+"지정된 이름으로 된 번역 도메인을 제거합니다.\n"
+"[b]참고:[/b] 주요 번역 도메인을 제거하려고 하면 오류가 발생합니다."
+
+msgid "Removes the given translation from the main translation domain."
+msgstr "주요 번역 도메인에서 주어진 번역을 제거합니다."
+
+msgid ""
+"Sets the locale of the project. The [param locale] 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 ""
+"프로젝트의 로케일을 설정합니다. [param locale] 문자열은 알려진 로케일과 일치하"
+"도록 표준화됩니다 (예: [code]ko_KR[/code]은 [code]ko_KR[/code]과 일치됩니"
+"다).\n"
+"새로운 로케일에 대한 번역이 미리 불러와 있으면 해당 번역이 적용됩니다."
+
+msgid ""
+"Returns a [param locale] string standardized to match known locales (e.g. "
+"[code]en-US[/code] would be matched to [code]en_US[/code]). If [param "
+"add_defaults] is [code]true[/code], the locale may have a default script or "
+"country added."
+msgstr ""
+"알려진 로케일과 일치하도록 표준화된 [param locale] 문자열을 반환합니다. (예: "
+"[code]ko_KR[/code]은 [code]ko_KR[/code]과 일치됩니다). [param add_defaults]가 "
+"[code]true[/code]인 경우 로케일에 디폴트 스크립트나 국가가 추가될 수 있습니다."
+
+msgid ""
+"Returns the current locale's translation for the given message and context.\n"
+"[b]Note:[/b] This method always uses the main translation domain."
+msgstr ""
+"주어진 메시지와 문맥을 위한 현재 로케일의 번역을 반환합니다.\n"
+"[b]참고:[/b] 이 메서드는 항상 주요 번역 도메인을 사용합니다."
+
+msgid ""
+"Returns the current locale's translation for the given message, plural "
+"message and context.\n"
+"The number [param n] is the number or quantity of the plural object. It will "
+"be used to guide the translation system to fetch the correct plural form for "
+"the selected language.\n"
+"[b]Note:[/b] This method always uses the main translation domain."
+msgstr ""
+"주어진 메시지, 복수형 메시지와 문맥을 위한 현재 로케일의 번역을 반환합니다.\n"
+"숫자 [param n]은 복수형 오브젝트의 수 또는 개수입니다. 이 값은 번역 시스템이 "
+"선택된 언어에 대한 올바른 복수형을 가져오도록 안내하는 데 사용됩니다.\n"
+"[b]참고:[/b] 이 메서드는 항상 주요 번역 도메인을 사용합니다."
+
+msgid ""
+"If [code]true[/code], enables the use of pseudolocalization on the main "
+"translation domain. See [member ProjectSettings.internationalization/"
+"pseudolocalization/use_pseudolocalization] for details."
+msgstr ""
+"[code]true[/code]인 경우, 주요 번역 도메인에서 의사 현지화를 사용할 수 있습니"
+"다. 자세한 사항은 [member ProjectSettings.internationalization/"
+"pseudolocalization/use_pseudolocalization]를 참조하세요."
+
+msgid "If [code]true[/code], the currently selected cell may be selected again."
+msgstr "[code]true[/code]인 경우, 현재 선택된 셀이 다시 선택될 수도 있습니다."
+
+msgid "If [code]true[/code], a right mouse button click can select items."
+msgstr ""
+"[code]true[/code]인 경우, 마우스 오른쪽 버튼을 클릭하면 항목을 선택할 수 있습"
+"니다."
+
+msgid "If [code]true[/code], column titles are visible."
+msgstr "[code]true[/code]인 경우, 열 제목이 보여질 것입니다."
+
+msgid "If [code]true[/code], the tree's root is hidden."
+msgstr "[code]true[/code]인 경우, 트리의 루트가 숨겨집니다."
+
+msgid "If [code]true[/code], enables horizontal scrolling."
+msgstr "[code]true[/code]인 경우, 수평 스크롤을 활성화합니다."
+
+msgid "If [code]true[/code], enables vertical scrolling."
+msgstr "[code]true[/code]인 경우, 수직 스크롤을 활성화합니다."
+
+msgid "Returns the column's auto translate mode."
+msgstr "열의 자동 번역 모드를 반환합니다."
+
+msgid "Returns the number of child items."
+msgstr "자식 항목의 수를 반환합니다."
+
+msgid "Returns an array of references to the item's children."
+msgstr "항목의 자식으로 참조의 배열을 반환합니다."
+
+msgid "Returns [code]true[/code] if [code]expand_right[/code] is set."
+msgstr ""
+"만약 [code]expand_right[/code] 가 지정되었다면 [code]true[/code]를 반환합니다."
+
+msgid "Returns the TreeItem's first child."
+msgstr "TreeItem의 첫 번째 자식을 반환합니다."
+
+msgid "Returns the value of a [constant CELL_MODE_RANGE] column."
+msgstr "[constant CELL_MODE_RANGE] 열의 값을 반환합니다."
+
+msgid "Returns the BiDi algorithm override set for this cell."
+msgstr "이 셀에 대한 BiDi 알고리즘 오버라이드 세트를 반환합니다."
+
+msgid "Returns the additional BiDi options set for this cell."
+msgstr "이 셀에 대한 추가 BiDi 옵션 세트를 반환합니다."
+
+msgid "Returns the given column's text."
+msgstr "주어진 열의 텍스트를 반환합니다."
+
+msgid "Returns the given column's text alignment."
+msgstr "주어진 열의 텍스트 정렬을 반환합니다."
+
+msgid "Returns the given column's tooltip text."
+msgstr "주어진 열의 툴팁 텍스트를 반환합니다."
+
+msgid "Returns [code]true[/code] if the given [param column] is checked."
+msgstr ""
+"만약 주어진 [param column]이 확인되었다면 [code]true[/code]를 반환합니다."
+
+msgid "Returns [code]true[/code] if the given [param column] is editable."
+msgstr ""
+"만약 주어진 [param column]이 수정 가능하다면 [code]true[/code]를 반환합니다."
+
+msgid "Returns [code]true[/code] if the given [param column] is indeterminate."
+msgstr ""
+"만약 주어진 [param column]이 불확실하다면 [code]true[/code]를 반환합니다."
+
+msgid "Returns [code]true[/code] if the given [param column] is selectable."
+msgstr ""
+"만약 주어진 [param column]이 선택 가능하다면 [code]true[/code]를 반환합니다."
+
+msgid "Returns [code]true[/code] if the given [param column] is selected."
+msgstr ""
+"만약 주어진 [param column]이 선택되었다면 [code]true[/code]를 반환합니다."
+
+msgid "Selects the given [param column]."
+msgstr "주어진 [param column]을 선택합니다."
+
+msgid ""
+"Sets the given column's auto translate mode to [param mode].\n"
+"All columns use [constant Node.AUTO_TRANSLATE_MODE_INHERIT] by default, which "
+"uses the same auto translate mode as the [Tree] itself."
+msgstr ""
+"주어진 열의 자동 번역 모드를 [param index]로 설정합니다.\n"
+"모든 열은 디폴트로 [constant Node.AUTO_TRANSLATE_MODE_INHERIT]를 사용하며, 이"
+"는 [Tree] 자체와 같은 자동 번역 모드를 사용합니다."
+
+msgid "Use [method TreeItem.set_custom_draw_callback] instead."
+msgstr "대신 [method TreeItem.set_custom_draw_callback]을 사용하세요."
+
+msgid ""
+"Set additional options for BiDi override. Has effect for cells that display "
+"text."
+msgstr ""
+"BiDi 오버라이드에 대한 추가 옵션을 설정합니다. 텍스트가 표시된 셀에 적용됩니"
+"다."
+
+msgid "Sets the given column's text value."
+msgstr "주어진 열의 텍스트 값을 설정합니다."
+
+msgid "Sets the given column's text alignment to [param text_alignment]."
+msgstr "주어진 열의 텍스트 정렬을 [param text_alignment]으로 설정합니다."
+
+msgid "Sets the given column's tooltip text."
+msgstr "주어진 열의 툴팁 텍스트를 설정합니다."
+
+msgid "If [code]true[/code], the TreeItem is collapsed."
+msgstr "[code]true[/code]인 경우, TreeItem이 접힙니다."
+
+msgid "If [code]true[/code], folding is disabled for this TreeItem."
+msgstr "[code]true[/code]인 경우, 이 TreeItem에 대해 접기가 비활성화됩니다."
+
+msgid "Invalid gateway."
+msgstr "잘못된 게이트웨이."
+
+msgid "Unknown error."
+msgstr "알 수 없는 오류."
+
+msgid "OK."
+msgstr "양호."
+
+msgid "Disconnected."
+msgstr "연결 해제됨."
+
+msgid "Returns [code]true[/code] if the vectors are not equal."
+msgstr "만약 벡터가 일치하지 않는다면 [code]true[/code]를 반환합니다."
+
+msgid "Returns [code]true[/code] if the vectors are equal."
+msgstr "만약 벡터가 같다면 [code]true[/code]를 반환합니다."
+
+msgid "Returns [code]true[/code] if the vectors are exactly equal."
+msgstr "만약 벡터가 정확하게 일치한다면 [code]true[/code]를 반환합니다."
+
+msgid "Returns the number of audio channels."
+msgstr "오디오 채널의 숫자를 반환합니다."
+
+msgid "If [code]true[/code], the video is paused."
+msgstr "[code]true[/code]인 경우, 비디오는 일시 정지됩니다."
+
+msgid "Returns the currently active 3D camera."
+msgstr "현재 활성 중인 3D 카메라를 반환합니다."
+
+msgid ""
+"Returns the positional shadow atlas quadrant subdivision of the specified "
+"quadrant."
+msgstr "지정된 사분면의 위치 그림자 아틀라스 사분면 세분을 반환합니다."
+
+msgid "Returns [code]true[/code] if the drag operation is successful."
+msgstr "만약 드래그 작업이 성공적이라면 [code]true[/code]를 반환합니다."
+
+msgid "Use [method push_input] instead."
+msgstr "대신 [method push_input]을 사용하세요."
+
+msgid "If [code]true[/code], the viewport will not receive input events."
+msgstr "[code]true[/code]인 경우, 뷰포트는 입력 이벤트를 수신하지 않습니다."
+
+msgid ""
+"Represents the size of the [enum PositionalShadowAtlasQuadrantSubdiv] enum."
+msgstr "[enum PositionalShadowAtlasQuadrantSubdiv] 열거형의 크기를 나타냅니다."
+
+msgid "Represents the size of the [enum Scaling3DMode] enum."
+msgstr "[enum Scaling3DMode] 열거형의 크기를 나타냅니다."
+
+msgid "Represents the size of the [enum MSAA] enum."
+msgstr "[enum MSAA] 열거형의 크기를 나타냅니다."
+
+msgid "Represents the size of the [enum AnisotropicFiltering] enum."
+msgstr "[enum AnisotropicFiltering] 열거형의 크기를 나타냅니다."
+
+msgid "Represents the size of the [enum ScreenSpaceAA] enum."
+msgstr "[enum ScreenSpaceAA] 열거형의 크기를 나타냅니다."
+
+msgid "Represents the size of the [enum RenderInfo] enum."
+msgstr "[enum RenderInfo] 열거형의 크기를 나타냅니다."
+
+msgid "Represents the size of the [enum RenderInfoType] enum."
+msgstr "[enum RenderInfoType] 열거형의 크기를 나타냅니다."
+
+msgid "Represents the size of the [enum DefaultCanvasItemTextureFilter] enum."
+msgstr "[enum DefaultCanvasItemTextureFilter] 열거형의 크기를 나타냅니다."
+
+msgid "Represents the size of the [enum DefaultCanvasItemTextureRepeat] enum."
+msgstr "[enum DefaultCanvasItemTextureRepeat] 열거형의 크기를 나타냅니다."
+
+msgid "Represents the size of the [enum SDFOversize] enum."
+msgstr "[enum SDFOversize] 열거형의 크기를 나타냅니다."
+
+msgid "Represents the size of the [enum SDFScale] enum."
+msgstr "[enum SDFScale] 열거형의 크기를 나타냅니다."
+
+msgid "Represents the size of the [enum VRSMode] enum."
+msgstr "[enum VRSMode] 열거형의 크기를 나타냅니다."
+
+msgid "Represents the size of the [enum VRSUpdateMode] enum."
+msgstr "[enum VRSUpdateMode] 열거형의 크기를 나타냅니다."
+
+msgid "Using VisualShaders"
+msgstr "비주얼 셰이더 사용"
+
+msgid "Attaches the given node to the given frame."
+msgstr "주어진 노드를 주어진 프레임에 부착합니다."
+
+msgid "Deprecated."
+msgstr "사용되지 않습니다."
+
+msgid "Represents the size of the [enum Type] enum."
+msgstr "[enum Type] 열거형의 크기를 나타냅니다."
+
+msgid "Represents the size of the [enum VaryingMode] enum."
+msgstr "[enum VaryingMode] 열거형의 크기를 나타냅니다."
+
+msgid "Represents the size of the [enum VaryingType] enum."
+msgstr "[enum VaryingType] 열거형의 크기를 나타냅니다."
+
+msgid "Clears the default input ports value."
+msgstr "디폴트 입력 포트 값을 비웁니다."
+
+msgid "Returns the default value of the input [param port]."
+msgstr "입력 [param port]의 디폴트 값을 반환합니다."
+
+msgid "Removes the default value of the input [param port]."
+msgstr "입력 [param port]의 디폴트 값을 제거합니다."
+
+msgid "Sets the default [param value] for the selected input [param port]."
+msgstr "선택된 입력 [param port]에 대한 디폴트 [param value]을 설정합니다."
+
+msgid "Represents the size of the [enum PortType] enum."
+msgstr "[enum PortType] 열거형의 크기를 나타냅니다."
+
+msgid "Represents the size of the [enum BillboardType] enum."
+msgstr "[enum BillboardType] 열거형의 크기를 나타냅니다."
+
+msgid "Represents the size of the [enum OpType] enum."
+msgstr "[enum OpType] 열거형의 크기를 나타냅니다."
+
+msgid "A function to be applied to the input color."
+msgstr "입력 색상에 적용할 함수."
+
+msgid "Converts HSV vector to RGB equivalent."
+msgstr "HSV 벡터를 RGB로 변환합니다."
+
+msgid "Converts RGB vector to HSV equivalent."
+msgstr "RGB 벡터를 HSV로 변환합니다."
+
+msgid "Represents the size of the [enum Function] enum."
+msgstr "[enum Function] 열거형의 크기를 나타냅니다."
+
+msgid "Represents the size of the [enum Operator] enum."
+msgstr "[enum Operator] 열거형의 크기를 나타냅니다."
+
+msgid "Represents the size of the [enum ComparisonType] enum."
+msgstr "[enum ComparisonType] 열거형의 크기를 나타냅니다."
+
+msgid "Represents the size of the [enum Condition] enum."
+msgstr "[enum Condition] 열거형의 크기를 나타냅니다."
+
+msgid "Represents the size of the [enum Source] enum."
+msgstr "[enum Source] 열거형의 크기를 나타냅니다."
+
+msgid "Represents the size of the [enum Precision] enum."
+msgstr "[enum Precision] 열거형의 크기를 나타냅니다."
+
+msgid "Translates to [code]determinant(x)[/code] in the shader language."
+msgstr "셰이더 언어에서 [code]determinant(x)[/code]로 번역합니다."
+
+msgid "A visual shader node representing distance fade effect."
+msgstr "거리 페이드 효과를 나타내는 비주얼 셰이더 노드."
+
+msgid ""
+"The distance fade effect fades out each pixel based on its distance to "
+"another object."
+msgstr "거리 페이드 효과는 다른 오브젝트와의 거리에 따라 각 픽셀이 흐려집니다."
+
+msgid "Translates to [code]dot(a, b)[/code] in the shader language."
+msgstr "셰이더 언어에서 [code]dot(a, b)[/code]로 번역합니다."
+
+msgid "A function to be applied to the scalar."
+msgstr "스칼라에 적용할 함수."
+
+msgid "Negates the [code]x[/code] using [code]-(x)[/code]."
+msgstr "[code]-(x)[/code] 를 사용하여 [code]x[/code] 의 부호를 바꿉니다."
+
+msgid "Represents the size of the [enum Hint] enum."
+msgstr "[enum Hint] 열거형의 크기를 나타냅니다."
+
+msgid ""
+"Returns falloff based on the dot product of surface normal and view direction "
+"of camera (pass associated inputs to it)."
+msgstr ""
+"표면의 법선 벡터와 카메라가 바라보는 방향 벡터의 내적을 기반으로 한 폴오프를 "
+"반환합니다. (폴오프와 관련된 입력을 전달함)."
+
+msgid "Defines the scope of the parameter."
+msgstr "매개변수의 범위를 정의합니다."
+
+msgid "Represents the size of the [enum Qualifier] enum."
+msgstr "[enum Qualifier] 열거형의 크기를 나타냅니다."
+
+msgid "Represents the size of the [enum Mode] enum."
+msgstr "[enum Mode] 열거형의 크기를 나타냅니다."
+
+msgid "Visual shader node for randomizing particle values."
+msgstr "입자 값을 무작위로 지정하기 위한 비주얼 셰이더 노드."
+
+msgid ""
+"Randomness node will output pseudo-random values of the given type based on "
+"the specified minimum and maximum values."
+msgstr ""
+"무작위성 노드는 지정된 최솟값과 최댓값을 기준으로 주어진 유형의 의사 무작위 값"
+"을 출력합니다."
+
+msgid "A visual shader node that makes particles emitted in a ring shape."
+msgstr "고리 모양으로 입자를 방출하는 비주얼 셰이더 노드."
+
+msgid "A visual shader node that makes particles emitted in a sphere shape."
+msgstr "구체 모양으로 입자를 방출하도록 만드는 비주얼 셰이더 노드."
+
+msgid "A visual shader node representing proximity fade effect."
+msgstr "근접 페이드 효과를 나타내는 비주얼 셰이더 노드."
+
+msgid ""
+"The proximity fade effect fades out each pixel based on its distance to "
+"another object."
+msgstr "근접 페이드 효과는 다른 오브젝트와의 거리에 따라 각 픽셀이 흐려집니다."
+
+msgid "A visual shader node that generates a pseudo-random scalar."
+msgstr "의사 무작위 스칼라를 생성하는 비주얼 셰이더 노드."
+
+msgid ""
+"Random range node will output a pseudo-random scalar value in the specified "
+"range, based on the seed. The value is always the same for the given seed and "
+"range, so you should provide a changing input, e.g. by using time."
+msgstr ""
+"무작위 범위 노드는 시드에 따라 지정된 범위 에서 의사 무작위 스칼라 값을 출력합"
+"니다. 값은 주어진 시드와 범위에 대해 항상 같으므로, 시간을 사용하는 등 가변적"
+"인 입력을 제공해야 합니다."
+
+msgid "A visual shader node for remap function."
+msgstr "리맵 함수에 대한 비주얼 셰이더 노드."
+
+msgid "Represents the size of the [enum ColorDefault] enum."
+msgstr "[enum ColorDefault] 열거형의 크기를 나타냅니다."
+
+msgid "Represents the size of the [enum TextureSource] enum."
+msgstr "[enum TextureSource] 열거형의 크기를 나타냅니다."
+
+msgid "Returns the opposite value of the parameter."
+msgstr "매개변수의 반대 값을 반환합니다."
+
+msgid "Returns the absolute value of the parameter."
+msgstr "매개변수의 절댓값을 반환합니다."
+
+msgid "Returns the arc-cosine of the parameter."
+msgstr "매개변수의 아크코사인 값을 반환합니다."
+
+msgid "Returns the inverse hyperbolic cosine of the parameter."
+msgstr "매개변수의 역쌍곡코사인 값을 반환합니다."
+
+msgid "Returns the arc-sine of the parameter."
+msgstr "매개변수의 아크사인 값을 반환합니다."
+
+msgid "Returns the inverse hyperbolic sine of the parameter."
+msgstr "매개변수의 역쌍곡사인 값을 반환합니다."
+
+msgid "Returns the arc-tangent of the parameter."
+msgstr "매개변수의 아크탄젠트 값을 반환합니다."
+
+msgid "Returns the inverse hyperbolic tangent of the parameter."
+msgstr "매개변수의 역쌍곡탄젠트 값을 반환합니다."
+
+msgid ""
+"Finds the nearest integer that is greater than or equal to the parameter."
+msgstr "매개변수보다 크거나 같은 가장 가까운 정수를 찾습니다."
+
+msgid "Returns the cosine of the parameter."
+msgstr "매개변수의 코사인 값을 반환합니다."
+
+msgid "Returns the hyperbolic cosine of the parameter."
+msgstr "매개변수의 쌍곡코사인 값을 반환합니다."
+
+msgid "Converts a quantity in radians to degrees."
+msgstr "각도 단위를 라디안에서 도로 변환합니다."
+
+msgid "Base-e Exponential."
+msgstr "e가 밑인 지수 함수입니다."
+
+msgid "Base-2 Exponential."
+msgstr "2가 밑인 지수 함수입니다."
+
+msgid "Finds the nearest integer less than or equal to the parameter."
+msgstr "매개변수보다 적거나 같은 가장 가까운 정수를 찾습니다."
+
+msgid "Computes the fractional part of the argument."
+msgstr "인수의 소수 부분을 계산합니다."
+
+msgid "Returns the inverse of the square root of the parameter."
+msgstr "매개변수의 제곱근 역함수 값을 반환합니다."
+
+msgid "Natural logarithm."
+msgstr "자연로그입니다."
+
+msgid "Base-2 logarithm."
+msgstr "2가 밑인 로그 함수입니다."
+
+msgid "Converts a quantity in degrees to radians."
+msgstr "각도 단위를 도에서 라디안으로 변환합니다."
+
+msgid "Finds the nearest integer to the parameter."
+msgstr "매개변수에서 가장 가까운 정수를 찾습니다."
+
+msgid "Finds the nearest even integer to the parameter."
+msgstr "매개변수에서 가장 가까운 짝수 정수를 찾습니다."
+
+msgid "Returns the sine of the parameter."
+msgstr "매개변수의 사인 값을 반환합니다."
+
+msgid "Returns the hyperbolic sine of the parameter."
+msgstr "매개변수의 쌍곡사인 값을 반환합니다."
+
+msgid "Returns the square root of the parameter."
+msgstr "매개변수의 제곱근을 반환합니다."
+
+msgid "Returns the tangent of the parameter."
+msgstr "매개변수의 탄젠트 값을 반환합니다."
+
+msgid "Returns the hyperbolic tangent of the parameter."
+msgstr "매개변수의 쌍곡탄젠트 값을 반환합니다."
+
+msgid "Divides vector by vector."
+msgstr "벡터를 벡터로 나눕니다."
+
+msgid "Returns the remainder of the two vectors."
+msgstr "두 벡터의 나머지를 반환합니다."
+
+msgid "Calculates the cross product of two vectors."
+msgstr "두 벡터의 벡터곱 값을 계산합니다."
+
+msgid "Returns the arc-tangent of the parameters."
+msgstr "매개변수들의 아크탄젠트 값을 반환합니다."
+
+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 ""
+"64 세분을 사용합니다. 가장 낮은 품질 설정이지만 가장 빠릅니다. 가능하다면 사용"
+"할 수 있지만, 특히 저사양 하드웨어에서 사용합니다."
+
+msgid "Use 128 subdivisions. This is the default quality setting."
+msgstr "128 세분을 사용합니다. 디폴트 품질 설정입니다."
+
+msgid "Use 256 subdivisions."
+msgstr "256 세분을 사용합니다."
+
+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 ""
+"512 세분을 사용합니다. 가장 높은 품질 설정이지만 가장 느립니다. 저사양 하드웨"
+"어에서는 이로 인해 GPU가 멈출 수 있습니다."
+
+msgid "Represents the size of the [enum Subdiv] enum."
+msgstr "[enum Subdiv] 열거형의 크기를 나타냅니다."
+
+msgid "Base class for all windows, dialogs, and popups."
+msgstr "모든 창, 대화 상자 및 팝업을 위한 기본 클래스."
+
+msgid "Returns [code]true[/code] if the [param flag] is set."
+msgstr "만약 [param flag]가 지정되었다면 [code]true[/code]를 반환합니다."
+
+msgid "Returns [code]true[/code] if the window is focused."
+msgstr "만약 창에 집중되어 있다면 [code]true[/code]를 반환합니다."
+
+msgid "Returns [code]true[/code] if the layout is right-to-left."
+msgstr ""
+"만약 레이아웃이 오른쪽에서 왼쪽으로 향한다면 [code]true[/code]를 반환합니다."
+
+msgid "Use [method Window.grab_focus] instead."
+msgstr "대신 [method Window.grab_focus]를 사용하세요."
+
+msgid "If [code]true[/code], the window will have no borders."
+msgstr "[code]true[/code]인 경우, 창은 테두리 없음이 설정됩니다."
+
+msgid ""
+"If [code]true[/code], the [Window] width is expanded to keep the title bar "
+"text fully visible."
+msgstr ""
+"[code]true[/code]인 경우, [Window] 너비는 제목 표시줄 텍스트가 완전히 보일 정"
+"도로 확장되고 유지합니다."
+
+msgid ""
+"If [code]true[/code], the [Window] can't be focused nor interacted with. It "
+"can still be visible."
+msgstr ""
+"[code]true[/code]인 경우, [Window]는 집중하거나 상호작용할 수 없습니다. 여전"
+"히 보일 수 있습니다."
+
+msgid "If [code]true[/code], the window can't be resized."
+msgstr "[code]true[/code]인 경우, 창의 크기는 다시 설정될 수 없습니다."
+
+msgid "If [code]true[/code], the window is visible."
+msgstr "[code]true[/code]인 경우, 창이 보입니다."
+
+msgid "The background style used when the [Window] is embedded and unfocused."
+msgstr "[Window]가 임베딩되고 포커스 잃을 때 사용되는 배경 스타일."
+
+msgid "An unknown node type."
+msgstr "알 수 없는 노드 형식."
+
+msgid "Represents the size of the [enum BoneUpdate] enum."
+msgstr "[enum BoneUpdate] 열거형의 크기를 나타냅니다."
+
+msgid "If [code]true[/code], the body tracking data is valid."
+msgstr "[code]true[/code]인 경우, 바디 추적 데이터가 허용됩니다."
+
+msgid "Represents the size of the [enum Joint] enum."
+msgstr "[enum Joint] 열거형의 크기를 나타냅니다."
+
+msgid "Represents the size of the [enum BlendShapeEntry] enum."
+msgstr "[enum BlendShapeEntry] 열거형의 크기를 나타냅니다."
+
+msgid "A tracked hand in XR."
+msgstr "XR에서 추적된 손."
+
+msgid "Returns the angular velocity for the given hand joint."
+msgstr "주어진 손 조인트에 대한 각속도를 반환합니다."
+
+msgid ""
+"Returns flags about the validity of the tracking data for the given hand "
+"joint."
+msgstr ""
+"주어진 손 조인트에 대한 추적 데이터의 유효성에 대한 플래그를 반환합니다."
+
+msgid "Returns the linear velocity for the given hand joint."
+msgstr "주어진 손 조인트에 대한 선속도를 반환합니다."
+
+msgid "Returns the radius of the given hand joint."
+msgstr "주어진 손 조인트의 반경을 반환합니다."
+
+msgid "Returns the transform for the given hand joint."
+msgstr "주어진 손 조인트에 대한 변형을 반환합니다."
+
+msgid "Sets the angular velocity for the given hand joint."
+msgstr "주어진 손 조인트에 대한 각속도를 설정합니다."
+
+msgid ""
+"Sets flags about the validity of the tracking data for the given hand joint."
+msgstr ""
+"주어진 손 조인트에 대한 추적 데이터의 유효성에 대한 플래그를 설정합니다."
+
+msgid "Sets the linear velocity for the given hand joint."
+msgstr "주어진 손 조인트에 대한 선속도를 설정합니다."
+
+msgid "Sets the radius of the given hand joint."
+msgstr "주어진 손 조인트의 반경을 설정합니다."
+
+msgid "Sets the transform for the given hand joint."
+msgstr "주어진 손 조인트에 대한 변형을 설정합니다."
+
+msgid "The source of the hand tracking data."
+msgstr "손 추적 데이터의 소스."
+
+msgid "If [code]true[/code], the hand tracking data is valid."
+msgstr "[code]true[/code]인 경우, 손 추적 데이터가 올바릅니다."
+
+msgid "The source of hand tracking data is unknown."
+msgstr "손 추적 데이터의 소스는 알 수 없습니다."
+
+msgid "Represents the size of the [enum HandTrackingSource] enum."
+msgstr "[enum HandTrackingSource] 열거형의 크기를 나타냅니다."
+
+msgid "Represents the size of the [enum HandJoint] enum."
+msgstr "[enum HandJoint] 열거형의 크기를 나타냅니다."
+
+msgid "Returns [code]true[/code] if this interface has been initialized."
+msgstr "이 인터페이스가 초기화된 경우 [code]true[/code]를 반환합니다."
+
+msgid "Returns [code]true[/code] if passthrough is enabled."
+msgstr "패스스루가 활성화된 경우 [code]true[/code]를 반환합니다."
+
+msgid "Returns [code]true[/code] if this interface supports passthrough."
+msgstr ""
+"이 인터페이스가 패스스루를 지원하는 경우 [code]true[/code]를 반환합니다."
+
+msgid "This interface supports quad rendering (not yet supported by Godot)."
+msgstr ""
+"이 인터페이스는 사변형 렌더링을 지원합니다(Godot에 의해 아직 지원되지 않음)."
+
+msgid ""
+"Additive blend mode. This is typically used for AR devices or VR devices with "
+"passthrough."
+msgstr ""
+"덧셈 블렌드 모드. 일반적으로 패스스루가 있는 AR 기기나 VR 기기에 사용됩니다."
+
+msgid "Returns the capabilities of this interface."
+msgstr "이 인터페이스의 능력을 반환합니다."
+
+msgid "Returns the name of this interface."
+msgstr "이 인터페이스의 이름을 반환합니다."
+
+msgid "Represents the size of the [enum TrackerHand] enum."
+msgstr "[enum TrackerHand] 열거형의 크기를 나타냅니다."

ファイルの差分が大きいため隠しています
+ 650 - 56
doc/translations/ru.po


+ 12 - 717
doc/translations/ta.po

@@ -14916,29 +14916,6 @@ msgstr "புள்ளிகள் குளத்தில் தற்போ
 msgid "Returns an array of all point IDs."
 msgstr "அனைத்து புள்ளி ஐடிகளின் வரிசையை வழங்குகிறது."
 
-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"
-"If there is no valid path to the target, and [param allow_partial_path] is "
-"[code]true[/code], returns a path to the point closest to the target that can "
-"be reached.\n"
-"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it "
-"will return an empty array and will print an error message.\n"
-"Additionally, when [param allow_partial_path] is [code]true[/code] and [param "
-"to_id] is disabled the search may take an unusually long time to finish."
-msgstr ""
-"கொடுக்கப்பட்ட புள்ளிகளுக்கு இடையில் Astar2d ஆல் கண்டுபிடிக்கப்பட்ட பாதையில் உள்ள "
-"புள்ளிகளுடன் ஒரு வரிசையை வழங்குகிறது. வரிசை தொடக்க புள்ளியிலிருந்து பாதையின் இறுதி "
-"புள்ளி வரை ஆர்டர் செய்யப்படுகிறது. \n"
-"இலக்குக்கு சரியான பாதை இல்லை என்றால், [PARAM Allow_partial_path] [குறியீடு] உண்மை [/"
-"குறியீடு] என்றால், அடையக்கூடிய இலக்குக்கு மிக நெருக்கமான இடத்திற்கு ஒரு பாதையை "
-"வழங்குகிறது. \n"
-"[b] குறிப்பு: [/b] இந்த முறை நூல்-பாதுகாப்பானது அல்ல. ஒரு [நூல்] இலிருந்து "
-"அழைக்கப்பட்டால், அது வெற்று வரிசையைத் தரும் மற்றும் பிழை செய்தியை அச்சிடும். \n"
-"கூடுதலாக, [PARAM Allow_partial_path] [குறியீடு] உண்மை [/குறியீடு] மற்றும் [PARAM "
-"TO_ID] முடக்கப்பட்டிருக்கும் போது, தேடல் முடிக்க வழக்கத்திற்கு மாறாக நீண்ட நேரம் ஆகலாம்."
-
 msgid "Returns the position of the point associated with the given [param id]."
 msgstr "கொடுக்கப்பட்ட [பரம் ஐடி] உடன் தொடர்புடைய புள்ளியின் நிலையை வழங்குகிறது."
 
@@ -15428,29 +15405,6 @@ msgstr ""
 " [/csharp]\n"
 " [/codeBlocks]"
 
-msgid ""
-"Returns an array with the points that are in the path found by AStar3D "
-"between the given points. The array is ordered from the starting point to the "
-"ending point of the path.\n"
-"If there is no valid path to the target, and [param allow_partial_path] is "
-"[code]true[/code], returns a path to the point closest to the target that can "
-"be reached.\n"
-"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it "
-"will return an empty array and will print an error message.\n"
-"Additionally, when [param allow_partial_path] is [code]true[/code] and [param "
-"to_id] is disabled the search may take an unusually long time to finish."
-msgstr ""
-"கொடுக்கப்பட்ட புள்ளிகளுக்கு இடையில் ASTAR3D ஆல் கண்டுபிடிக்கப்பட்ட பாதையில் உள்ள "
-"புள்ளிகளுடன் ஒரு வரிசையை வழங்குகிறது. வரிசை தொடக்க புள்ளியிலிருந்து பாதையின் இறுதி "
-"புள்ளி வரை ஆர்டர் செய்யப்படுகிறது. \n"
-"இலக்குக்கு சரியான பாதை இல்லை என்றால், [PARAM Allow_partial_path] [குறியீடு] உண்மை [/"
-"குறியீடு] என்றால், அடையக்கூடிய இலக்குக்கு மிக நெருக்கமான இடத்திற்கு ஒரு பாதையை "
-"வழங்குகிறது. \n"
-"[b] குறிப்பு: [/b] இந்த முறை நூல்-பாதுகாப்பானது அல்ல. ஒரு [நூல்] இலிருந்து "
-"அழைக்கப்பட்டால், அது வெற்று வரிசையைத் தரும் மற்றும் பிழை செய்தியை அச்சிடும். \n"
-"கூடுதலாக, [PARAM Allow_partial_path] [குறியீடு] உண்மை [/குறியீடு] மற்றும் [PARAM "
-"TO_ID] முடக்கப்பட்டிருக்கும் போது, தேடல் முடிக்க வழக்கத்திற்கு மாறாக நீண்ட நேரம் ஆகலாம்."
-
 msgid ""
 "An implementation of A* for finding the shortest path between two points on a "
 "partial 2D grid."
@@ -15596,29 +15550,6 @@ msgstr ""
 "குறியீடு]: [திசையன்] திட [/குறியீடு]: [பூல்], [குறியீடு] எடை_ அளவிலான [/குறியீடு]: "
 "[மிதவை]) ஒரு [பரம் பிராந்தியத்திற்குள்]."
 
-msgid ""
-"Returns an array with the points that are in the path found by [AStarGrid2D] "
-"between the given points. The array is ordered from the starting point to the "
-"ending point of the path.\n"
-"If there is no valid path to the target, and [param allow_partial_path] is "
-"[code]true[/code], returns a path to the point closest to the target that can "
-"be reached.\n"
-"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it "
-"will return an empty array and will print an error message.\n"
-"Additionally, when [param allow_partial_path] is [code]true[/code] and [param "
-"to_id] is solid the search may take an unusually long time to finish."
-msgstr ""
-"கொடுக்கப்பட்ட புள்ளிகளுக்கு இடையில் [astargrid2d] கண்டறிந்த பாதையில் உள்ள புள்ளிகளுடன் "
-"ஒரு வரிசையை வழங்குகிறது. வரிசை தொடக்க புள்ளியிலிருந்து பாதையின் இறுதி புள்ளி வரை "
-"ஆர்டர் செய்யப்படுகிறது. \n"
-"இலக்குக்கு சரியான பாதை இல்லை என்றால், [PARAM Allow_partial_path] [குறியீடு] உண்மை [/"
-"குறியீடு] என்றால், அடையக்கூடிய இலக்குக்கு மிக நெருக்கமான இடத்திற்கு ஒரு பாதையை "
-"வழங்குகிறது. \n"
-"[b] குறிப்பு: [/b] இந்த முறை நூல்-பாதுகாப்பானது அல்ல. ஒரு [நூல்] இலிருந்து "
-"அழைக்கப்பட்டால், அது வெற்று வரிசையைத் தரும் மற்றும் பிழை செய்தியை அச்சிடும். \n"
-"கூடுதலாக, [PARAM Allow_Partial_Path] [குறியீடு] உண்மை [/குறியீடு] மற்றும் [PARAM "
-"TO_ID] திடமாக இருக்கும்போது, தேடல் முடிக்க வழக்கத்திற்கு மாறாக நீண்ட நேரம் ஆகலாம்."
-
 msgid ""
 "Indicates that the grid parameters were changed and [method update] needs to "
 "be called."
@@ -25414,17 +25345,6 @@ msgstr "பதிவுசெய்யப்பட்ட [கேமராஃப
 msgid "Removes the specified camera [param feed]."
 msgstr "குறிப்பிட்ட கேமராவை [பரம் ஃபீட்] நீக்குகிறது."
 
-msgid ""
-"If [code]true[/code], the server is actively monitoring available camera "
-"feeds.\n"
-"This has a performance cost, so only set it to [code]true[/code] when you're "
-"actively accessing the camera."
-msgstr ""
-"[குறியீடு] உண்மை [/குறியீடு] என்றால், கிடைக்கக்கூடிய கேமரா ஊட்டங்களை சேவையகம் தீவிரமாக "
-"கண்காணிக்கிறது. \n"
-"இது செயல்திறன் செலவைக் கொண்டுள்ளது, எனவே நீங்கள் கேமராவை தீவிரமாக அணுகும்போது அதை "
-"[குறியீடு] உண்மை [/குறியீடு] என மட்டுமே அமைக்கவும்."
-
 msgid "Emitted when a [CameraFeed] is added (e.g. a webcam is plugged in)."
 msgstr "[கேமராஃபீட்] சேர்க்கப்படும்போது உமிழப்படும் (எ.கா. ஒரு வெப்கேம் செருகப்படுகிறது)."
 
@@ -28165,10 +28085,6 @@ msgstr "வட்டத்தின் ஆரம்."
 msgid "A class information repository."
 msgstr "ஒரு வகுப்பு செய்தி களஞ்சியம்."
 
-msgid "Provides access to metadata stored for every available class."
-msgstr ""
-"கிடைக்கக்கூடிய ஒவ்வொரு வகுப்பிற்கும் சேமிக்கப்பட்ட மெட்டாடேட்டாவிற்கான அணுகலை வழங்குகிறது."
-
 msgid ""
 "Returns [code]true[/code] if objects can be instantiated from the specified "
 "[param class], otherwise returns [code]false[/code]."
@@ -28316,16 +28232,6 @@ msgstr ""
 msgid "Sets [param property] value of [param object] to [param value]."
 msgstr "[பாரம் பொருளின்] மதிப்பை [பாரம் மதிப்பு] க்கு அமைக்கிறது."
 
-msgid "Returns the names of all the classes available."
-msgstr "கிடைக்கக்கூடிய அனைத்து வகுப்புகளின் பெயர்களையும் வழங்குகிறது."
-
-msgid ""
-"Returns the names of all the classes that directly or indirectly inherit from "
-"[param class]."
-msgstr ""
-"[பரம் வகுப்பிலிருந்து] நேரடியாகவோ அல்லது மறைமுகமாகவோ பெறும் அனைத்து வகுப்புகளின் "
-"பெயர்களையும் வழங்குகிறது."
-
 msgid "Returns the parent class of [param class]."
 msgstr "[பரம் வகுப்பின்] பெற்றோர் வகுப்பை வழங்குகிறது."
 
@@ -35808,23 +35714,6 @@ msgstr "இடது முதல் வலது தளவமைப்பு 
 msgid "Right-to-left layout direction."
 msgstr "வலது-இடது தளவமைப்பு திசை."
 
-msgid ""
-"Automatic layout direction, determined from the system locale. Right-to-left "
-"layout direction is automatically used for languages that require it such as "
-"Arabic and Hebrew, but only if a valid translation file is loaded for the "
-"given language.. For all other languages (or if no valid translation file is "
-"found by Godot), left-to-right layout direction is used. If using "
-"[TextServerFallback] ([member ProjectSettings.internationalization/rendering/"
-"text_driver]), left-to-right layout direction is always used regardless of "
-"the language."
-msgstr ""
-"தானியங்கி தளவமைப்பு திசை, கணினி இருப்பிடத்திலிருந்து தீர்மானிக்கப்படுகிறது. அரபு மற்றும் "
-"எபிரேயம் போன்ற மொழிகளுக்கு வலது-இடது தளவமைப்பு திசை தானாகவே பயன்படுத்தப்படுகிறது, "
-"ஆனால் கொடுக்கப்பட்ட மொழிக்கு செல்லுபடியாகும் மொழிபெயர்ப்பு கோப்பு ஏற்றப்பட்டால் மட்டுமே .. "
-"மற்ற எல்லா மொழிகளுக்கும் (அல்லது கோடோட்டால் சரியான மொழிபெயர்ப்பு கோப்பு கிடைக்கவில்லை "
-"என்றால்), இடது முதல் வலது தளவமைப்பு திசை பயன்படுத்தப்படுகிறது. [டெக்ச்டெர்வர்ஃபாக்பேக்] "
-"([உறுப்பினர் திட்டங்கள்."
-
 msgid "Represents the size of the [enum LayoutDirection] enum."
 msgstr "[Enum layoutIrection] enum இன் அளவைக் குறிக்கிறது."
 
@@ -40341,36 +40230,6 @@ msgstr ""
 "பயன்படுத்தவும். \n"
 "."
 
-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 ""
-"சாளரங்களில், தற்போதைய கோப்பு முறைமையில் பொருத்தப்பட்ட டிரைவ்களின் (பகிர்வுகள்) எண்ணிக்கையை "
-"வழங்குகிறது.\n"
-" மேகோசில், ஏற்றப்பட்ட தொகுதிகளின் எண்ணிக்கையை வழங்குகிறது.\n"
-" லினக்சில், ஏற்றப்பட்ட தொகுதிகள் மற்றும் சி.டி.கே 3 புக்மார்க்குகளின் எண்ணிக்கையை "
-"வழங்குகிறது.\n"
-" மற்ற தளங்களில், முறை 0 ஐ வழங்குகிறது."
-
-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 ""
-"சாளரங்களில், இயக்ககத்தின் பெயரை (பகிர்வு) ஒரு வாதமாக அனுப்புகிறது (எ.கா. [குறியீடு] "
-"சி: [/குறியீடு]).\n"
-" MACOS இல், ஏற்றப்பட்ட அளவிற்கான பாதையை ஒரு வாதமாக அனுப்புகிறது.\n"
-" லினக்சில், ஏற்றப்பட்ட தொகுதிக்கான பாதையை வழங்குகிறது அல்லது சி.டி.கே 3 புக்மார்க்கு ஒரு "
-"வாதமாக அனுப்பப்பட்டது.\n"
-" பிற தளங்களில், அல்லது கோரப்பட்ட இயக்கி இல்லாவிட்டால், முறை ஒரு வெற்று சரத்தை வழங்குகிறது."
-
 msgid ""
 "Returns a [PackedStringArray] containing filenames of the directory contents, "
 "excluding directories. The array is sorted alphabetically.\n"
@@ -43900,19 +43759,6 @@ msgstr ""
 "மாற்றுகிறது. [முறை சாளரம்_ச்டார்ட்_டிஆர்ஏசி] மற்றும் [முறை சாளரம்_ச்டார்ட்_ரேசைச்] ஐப் "
 "பார்க்கவும்."
 
-msgid ""
-"Display server supports [constant WINDOW_FLAG_EXCLUDE_FROM_CAPTURE] window "
-"flag."
-msgstr ""
-"காட்சி சேவையகம் ஆதரிக்கிறது [நிலையான சாளரம்_எக்ச் கிளூட்_ஃப்ரோம்_காப்சர்] சாளரக் கொடி."
-
-msgid ""
-"Display server supports embedding a window from another process. [b]Windows, "
-"Linux (X11)[/b]"
-msgstr ""
-"காட்சி சேவையகம் மற்றொரு செயல்முறையிலிருந்து ஒரு சாளரத்தை உட்பொதிப்பதை ஆதரிக்கிறது. [b] "
-"சாளரங்கள், லினக்ச் (x11) [/b]"
-
 msgid "Native file selection dialog supports MIME types as filters."
 msgstr "சொந்த கோப்பு தேர்வு உரையாடல் மைம் வகைகளை வடிப்பான்களாக ஆதரிக்கிறது."
 
@@ -44892,6 +44738,18 @@ msgstr "சொல் ரத்து செய்யப்பட்டது, 
 msgid "Utterance reached a word or sentence boundary."
 msgstr "சொல் ஒரு சொல் அல்லது வாக்கிய எல்லையை எட்டியது."
 
+msgid "Returns SVG source code."
+msgstr "எச்.வி.சி மூலக் குறியீட்டை வழங்குகிறது."
+
+msgid "Resizes the texture to the specified dimensions."
+msgstr "குறிப்பிட்ட பரிமாணங்களுக்கு அமைப்பை மறுஅளவிடுகிறது."
+
+msgid "Sets SVG source code."
+msgstr "எச்.வி.சி மூலக் குறியீட்டை அமைக்கிறது."
+
+msgid "Overrides texture saturation."
+msgstr "அமைப்பு செறிவூட்டலை மீறுகிறது."
+
 msgid "Helper class to implement a DTLS server."
 msgstr "டி.டி.எல்.எச் சேவையகத்தை செயல்படுத்த உதவி வகுப்பு."
 
@@ -48176,32 +48034,12 @@ msgstr ""
 "சுற்றுச்சூழல் மாறி [குறியீடு] "
 "godot_apple_platform_provisioning_profile_uuid_release [/code] உடன் மீறப்படலாம்."
 
-msgid ""
-"Application version visible to the user, can only contain numeric characters "
-"([code]0-9[/code]) and periods ([code].[/code]). Falls back to [member "
-"ProjectSettings.application/config/version] if left empty."
-msgstr ""
-"பயன்பாட்டு பதிப்பு பயனருக்குத் தெரியும், எண் எழுத்துக்கள் ([குறியீடு] 0-9 [/குறியீடு]) "
-"மற்றும் காலங்கள் ([குறியீடு]. [/குறியீடு]) மட்டுமே இருக்க முடியும். காலியாக விடப்பட்டால் "
-"[உறுப்பினர் திட்டங்கள்."
-
 msgid "A four-character creator code that is specific to the bundle. Optional."
 msgstr "மூட்டைக்கு குறிப்பிட்ட நான்கு எழுத்துக்கள் கொண்ட படைப்பாளர் குறியீடு. விரும்பினால்."
 
 msgid "Supported device family."
 msgstr "ஆதரிக்கப்பட்ட சாதன குடும்பம்."
 
-msgid ""
-"Machine-readable application version, in the [code]major.minor.patch[/code] "
-"format, can only contain numeric characters ([code]0-9[/code]) and periods "
-"([code].[/code]). This must be incremented on every new release pushed to the "
-"App Store."
-msgstr ""
-"[குறியீடு] மேசர்.மினோர்.பாட்ச் [/குறியீடு] வடிவத்தில் இயந்திர-படிக்கக்கூடிய பயன்பாட்டு "
-"பதிப்பு, எண் எழுத்துக்கள் ([குறியீடு] 0-9 [/குறியீடு]) மற்றும் காலங்கள் ([குறியீடு]. [/"
-"குறியீடு] மட்டுமே கொண்டிருக்க முடியும் ). ஆப் ச்டோருக்கு தள்ளப்பட்ட ஒவ்வொரு புதிய "
-"வெளியீட்டிலும் இது அதிகரிக்கப்பட வேண்டும்."
-
 msgid ""
 "If [code]true[/code], networking features related to Wi-Fi access are "
 "enabled. See [url=https://developer.apple.com/support/required-device-"
@@ -77629,9 +77467,6 @@ msgstr ""
 " நீங்கள் படத்தைப் புதுப்பிக்க விரும்பினால், ஆனால் அதன் அளவுருக்களை (வடிவம், அளவு) மாற்றத் "
 "தேவையில்லை என்றால், சிறந்த செயல்திறனுக்கு பதிலாக [முறை புதுப்பிப்பு] ஐப் பயன்படுத்தவும்."
 
-msgid "Resizes the texture to the specified dimensions."
-msgstr "குறிப்பிட்ட பரிமாணங்களுக்கு அமைப்பை மறுஅளவிடுகிறது."
-
 msgid ""
 "Replaces the texture's data with a new [Image].\n"
 "[b]Note:[/b] The texture has to be created using [method create_from_image] "
@@ -78223,38 +78058,6 @@ msgstr ""
 "சாளரங்களில், அனைத்து சின்புட் சாய்பேட் கய்டுகளும் கோடோட்டால் [குறியீடு] __ xinput_device "
 "__ [/code] என மீறப்படும், ஏனெனில் அவற்றின் மேப்பிங்ச் ஒன்றே."
 
-msgid ""
-"Returns a dictionary with extra platform-specific information about the "
-"device, e.g. the raw gamepad name from the OS or the Steam Input index.\n"
-"On Windows, the dictionary contains the following fields:\n"
-"[code]xinput_index[/code]: The index of the controller in the XInput system. "
-"Undefined for DirectInput devices.\n"
-"[code]vendor_id[/code]: The USB vendor ID of the device.\n"
-"[code]product_id[/code]: The USB product ID of the device.\n"
-"On Linux:\n"
-"[code]raw_name[/code]: The name of the controller as it came from the OS, "
-"before getting renamed by the godot controller database.\n"
-"[code]vendor_id[/code]: The USB vendor ID of the device.\n"
-"[code]product_id[/code]: The USB product ID of the device.\n"
-"[code]steam_input_index[/code]: The Steam Input gamepad index, if the device "
-"is not a Steam Input device this key won't be present.\n"
-"[b]Note:[/b] The returned dictionary is always empty on Web, iOS, Android, "
-"and macOS."
-msgstr ""
-"சாதனத்தைப் பற்றிய கூடுதல் இயங்குதள-குறிப்பிட்ட தகவலுடன் ஒரு அகராதியை வழங்குகிறது, "
-"எ.கா. OS அல்லது நீராவி உள்ளீட்டு குறியீட்டிலிருந்து மூல கேம்பேட் பெயர். \n"
-"சாளரங்களில், அகராதியில் பின்வரும் புலங்கள் உள்ளன: \n"
-". டைரக்ட் இன்யூட் சாதனங்களுக்கு வரையறுக்கப்படவில்லை. \n"
-"[குறியீடு] விற்பனையாளர்_ஐடி [/குறியீடு]: சாதனத்தின் யூ.எச்.பி விற்பனையாளர் அடையாளம். \n"
-"[குறியீடு] தயாரிப்பு_ஐடி [/குறியீடு]: சாதனத்தின் யூ.எச்.பி தயாரிப்பு அடையாளம். \n"
-"லினக்சில்: \n"
-". \n"
-"[குறியீடு] விற்பனையாளர்_ஐடி [/குறியீடு]: சாதனத்தின் யூ.எச்.பி விற்பனையாளர் அடையாளம். \n"
-"[குறியீடு] தயாரிப்பு_ஐடி [/குறியீடு]: சாதனத்தின் யூ.எச்.பி தயாரிப்பு அடையாளம். \n"
-". \n"
-"[b] குறிப்பு: [/b] திரும்பிய அகராதி எப்போதும் வலை, iOS, ஆண்ட்ராய்டு மற்றும் Macos இல் "
-"காலியாக இருக்கும்."
-
 msgid ""
 "Returns the name of the joypad at the specified device index, e.g. [code]PS4 "
 "Controller[/code]. Godot uses the [url=https://github.com/gabomdq/"
@@ -78337,62 +78140,6 @@ msgstr ""
 " இயல்பாக, டெட்சோன் தானாகவே அதிரடி டெட்சோன்களின் சராசரியிலிருந்து கணக்கிடப்படுகிறது. "
 "இருப்பினும், நீங்கள் எதை வேண்டுமானாலும் (0 முதல் 1 வரம்பில்) இருக்க டெட்சோனை மேலெழுதலாம்."
 
-msgid ""
-"Returns [code]true[/code] when the user has [i]started[/i] pressing the "
-"action event in the current frame or physics tick. It will only return "
-"[code]true[/code] on the frame or tick 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 [param exact_match] is [code]false[/code], it ignores additional input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events.\n"
-"[b]Note:[/b] Returning [code]true[/code] does not imply that the action is "
-"[i]still[/i] pressed. An action can be pressed and released again rapidly, "
-"and [code]true[/code] will still be returned so as not to miss input.\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.\n"
-"[b]Note:[/b] During input handling (e.g. [method Node._input]), use [method "
-"InputEvent.is_action_pressed] instead to query the action state of the "
-"current event."
-msgstr ""
-"பயனர் [i] தொடங்கியதும் [/i] தற்போதைய சட்டகம் அல்லது இயற்பியல் டிக்கில் செயல் நிகழ்வை "
-"அழுத்தும் போது [குறியீடு] உண்மை [/குறியீடு] திரும்பும். இது சட்டகத்தில் [குறியீடு] உண்மை "
-"[/குறியீட்டை] மட்டுமே திரும்பும் அல்லது பயனர் பொத்தானை அழுத்தியதாக டிக்.\n"
-" ஒவ்வொரு சட்டகத்திற்கும் பதிலாக, ஒவ்வொரு சட்டகத்திற்கும் பதிலாக, ஒரு செயல் அழுத்தும்போது "
-"ஒரு முறை மட்டுமே இயங்க வேண்டிய குறியீட்டிற்கு இது பயனுள்ளதாக இருக்கும்.\n"
-" .\n"
-" . ஒரு செயலை அழுத்தி மீண்டும் விரைவாக வெளியிடலாம், மேலும் [குறியீடு] உண்மை [/குறியீடு] "
-"உள்ளீட்டைத் தவறவிடாமல் திரும்பும்.\n"
-" . மேலும் தகவலுக்கு ஆவணத்தில் [url = $ docs_url/டுடோரியல்கள்/உள்ளீடுகள்/உள்ளீட்டுகள்/"
-"உள்ளீடு_எக்ச்எம்எல்ச்.\n"
-" ."
-
-msgid ""
-"Returns [code]true[/code] when the user [i]stops[/i] pressing the action "
-"event in the current frame or physics tick. It will only return [code]true[/"
-"code] on the frame or tick that the user releases the button.\n"
-"[b]Note:[/b] Returning [code]true[/code] does not imply that the action is "
-"[i]still[/i] not pressed. An action can be released and pressed again "
-"rapidly, and [code]true[/code] will still be returned so as not to miss "
-"input.\n"
-"If [param exact_match] is [code]false[/code], it ignores additional input "
-"modifiers for [InputEventKey] and [InputEventMouseButton] events, and the "
-"direction for [InputEventJoypadMotion] events.\n"
-"[b]Note:[/b] During input handling (e.g. [method Node._input]), use [method "
-"InputEvent.is_action_released] instead to query the action state of the "
-"current event."
-msgstr ""
-"பயனர் [i] நிறுத்தும்போது [குறியீடு] உண்மை [/குறியீடு] [/i] தற்போதைய சட்டகம் அல்லது "
-"இயற்பியல் டிக்கில் செயல் நிகழ்வை அழுத்துகிறது. இது சட்டகத்தில் [குறியீடு] உண்மை [/"
-"குறியீட்டை] மட்டுமே திரும்பும் அல்லது பயனர் பொத்தானை வெளியிடுகிறது.\n"
-" . ஒரு செயலை வெளியிட்டு மீண்டும் விரைவாக அழுத்தலாம், மேலும் [குறியீடு] உண்மை [/"
-"குறியீடு] உள்ளீட்டைத் தவறவிடாமல் திரும்பும்.\n"
-" .\n"
-" ."
-
 msgid ""
 "Returns [code]true[/code] if you are pressing the action event.\n"
 "If [param exact_match] is [code]false[/code], it ignores additional input "
@@ -78958,13 +78705,6 @@ msgstr ""
 "[குறியீடு] உண்மை [/குறியீடு] திரும்பும்.\n"
 " ."
 
-msgid ""
-"Returns [code]true[/code] if this input event's type is one that can be "
-"assigned to an input action."
-msgstr ""
-"இந்த உள்ளீட்டு நிகழ்வு வகை உள்ளீட்டு செயலுக்கு ஒதுக்கக்கூடிய ஒன்றாகும் என்றால் [குறியீடு] "
-"உண்மை [/குறியீடு]."
-
 msgid "Returns [code]true[/code] if this input event has been canceled."
 msgstr ""
 "இந்த உள்ளீட்டு நிகழ்வு ரத்து செய்யப்பட்டிருந்தால் [குறியீடு] உண்மை [/குறியீடு] திரும்பும்."
@@ -82643,17 +82383,6 @@ msgstr ""
 "உரையின் செங்குத்து சீரமைப்பைக் கட்டுப்படுத்துகிறது. மேல், நடுவண், கீழ் மற்றும் நிரப்புதல் "
 "ஆகியவற்றை ஆதரிக்கிறது."
 
-msgid ""
-"The number of characters to display. If set to [code]-1[/code], all "
-"characters are displayed. This can be useful when animating the text "
-"appearing in a dialog box.\n"
-"[b]Note:[/b] Setting this property updates [member visible_ratio] accordingly."
-msgstr ""
-"காண்பிக்க வேண்டிய எழுத்துகளின் எண்ணிக்கை. [குறியீடு] -1 [/குறியீடு] என அமைக்கப்பட்டால், "
-"அனைத்து எழுத்துக்களும் காட்டப்படும். உரையாடல் பெட்டியில் தோன்றும் உரையை அனிமேசன் செய்யும் "
-"போது இது பயனுள்ளதாக இருக்கும்.\n"
-" ."
-
 msgid ""
 "The clipping behavior when [member visible_characters] or [member "
 "visible_ratio] is set."
@@ -86034,63 +85763,6 @@ msgstr "நிரல் வெளியேறுவதற்கு முன்
 msgid "Called once during initialization."
 msgstr "துவக்கத்தின் போது ஒரு முறை அழைக்கப்படுகிறது."
 
-msgid ""
-"Called each physics frame with the time since the last physics frame as "
-"argument ([param delta], 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.\n"
-"[b]Note:[/b] [param delta] will be larger than expected if running at a "
-"framerate lower than [member Engine.physics_ticks_per_second] / [member "
-"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of "
-"death\" scenarios where performance would plummet due to an ever-increasing "
-"number of physics steps per frame. This behavior affects both [method "
-"_process] and [method _physics_process]. As a result, avoid using [param "
-"delta] for time measurements in real-world seconds. Use the [Time] "
-"singleton's methods for this purpose instead, such as [method "
-"Time.get_ticks_usec]."
-msgstr ""
-"ஒவ்வொரு இயற்பியல் சட்டத்தையும் கடைசி இயற்பியல் சட்டகத்திலிருந்து வாதமாக ([பரம் டெல்டா], "
-"நொடிகளில்) நேரத்துடன் அழைக்கப்படுகிறது. [முறை node._physics_process] க்கு சமம். \n"
-"செயல்படுத்தப்பட்டால், முறை ஒரு பூலியன் மதிப்பை வழங்க வேண்டும். [குறியீடு] உண்மை [/"
-"குறியீடு] முதன்மையான வளையத்தை முடிக்கிறது, அதே நேரத்தில் [குறியீடு] பொய் [/குறியீடு] "
-"அடுத்த சட்டகத்திற்கு செல்ல அனுமதிக்கிறது. \n"
-". \"சுழல் ஆஃப் டெத்\" காட்சிகளைத் தவிர்ப்பதற்காக இது செய்யப்படுகிறது, அங்கு ஒரு "
-"சட்டகத்திற்கு தொடர்ந்து அதிகரித்து வரும் இயற்பியல் படிகள் காரணமாக செயல்திறன் வீழ்ச்சியடையும். "
-"இந்த நடத்தை [முறை _ செயல்முறை] மற்றும் [முறை _PHYSICS_PROCESS] இரண்டையும் "
-"பாதிக்கிறது. இதன் விளைவாக, நிச உலக நொடிகளில் நேர அளவீடுகளுக்கு [பரம் டெல்டா] "
-"பயன்படுத்துவதைத் தவிர்க்கவும். [முறை] சிங்கிள்டனின் முறைகளைப் பயன்படுத்தவும், அதற்கு பதிலாக "
-"[முறை நேரம்."
-
-msgid ""
-"Called each process (idle) frame with the time since the last process 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.\n"
-"[b]Note:[/b] [param delta] will be larger than expected if running at a "
-"framerate lower than [member Engine.physics_ticks_per_second] / [member "
-"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of "
-"death\" scenarios where performance would plummet due to an ever-increasing "
-"number of physics steps per frame. This behavior affects both [method "
-"_process] and [method _physics_process]. As a result, avoid using [param "
-"delta] for time measurements in real-world seconds. Use the [Time] "
-"singleton's methods for this purpose instead, such as [method "
-"Time.get_ticks_usec]."
-msgstr ""
-"ஒவ்வொரு செயல்முறையும் (செயலற்ற) சட்டகத்தை கடைசி செயல்முறை சட்டத்திலிருந்து வாதமாக "
-"(நொடிகளில்) நேரத்துடன் அழைக்கப்படுகிறது. [முறை node._process] க்கு சமம். \n"
-"செயல்படுத்தப்பட்டால், முறை ஒரு பூலியன் மதிப்பை வழங்க வேண்டும். [குறியீடு] உண்மை [/"
-"குறியீடு] முதன்மையான வளையத்தை முடிக்கிறது, அதே நேரத்தில் [குறியீடு] பொய் [/குறியீடு] "
-"அடுத்த சட்டகத்திற்கு செல்ல அனுமதிக்கிறது. \n"
-". \"சுழல் ஆஃப் டெத்\" காட்சிகளைத் தவிர்ப்பதற்காக இது செய்யப்படுகிறது, அங்கு ஒரு "
-"சட்டகத்திற்கு தொடர்ந்து அதிகரித்து வரும் இயற்பியல் படிகள் காரணமாக செயல்திறன் வீழ்ச்சியடையும். "
-"இந்த நடத்தை [முறை _ செயல்முறை] மற்றும் [முறை _PHYSICS_PROCESS] இரண்டையும் "
-"பாதிக்கிறது. இதன் விளைவாக, நிச உலக நொடிகளில் நேர அளவீடுகளுக்கு [பரம் டெல்டா] "
-"பயன்படுத்துவதைத் தவிர்க்கவும். [முறை] சிங்கிள்டனின் முறைகளைப் பயன்படுத்தவும், அதற்கு பதிலாக "
-"[முறை நேரம்."
-
 msgid "Emitted when a user responds to a permission request."
 msgstr "இசைவு கோரிக்கைக்கு ஒரு பயனர் பதிலளிக்கும் போது உமிழப்படும்."
 
@@ -94784,96 +94456,6 @@ msgstr ""
 " [b] குறிப்பு: [/b] காட்சி மரத்தில் முனை இருந்தால் மட்டுமே இந்த முறை அழைக்கப்படுகிறது "
 "(அதாவது இது அனாதை இல்லையென்றால்)."
 
-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 "
-"[param delta] parameter will [i]generally[/i] be constant (see exceptions "
-"below). [param delta] 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"
-"Processing happens in order of [member process_physics_priority], lower "
-"priority values are called first. Nodes with the same priority are processed "
-"in tree order, or top to bottom as seen in the editor (also known as pre-"
-"order traversal).\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).\n"
-"[b]Note:[/b] [param delta] will be larger than expected if running at a "
-"framerate lower than [member Engine.physics_ticks_per_second] / [member "
-"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of "
-"death\" scenarios where performance would plummet due to an ever-increasing "
-"number of physics steps per frame. This behavior affects both [method "
-"_process] and [method _physics_process]. As a result, avoid using [param "
-"delta] for time measurements in real-world seconds. Use the [Time] "
-"singleton's methods for this purpose instead, such as [method "
-"Time.get_ticks_usec]."
-msgstr ""
-"முதன்மையான வளையத்தின் இயற்பியல் செயலாக்க படியின் போது அழைக்கப்படுகிறது. இயற்பியல் "
-"செயலாக்கம் என்பது பிரேம் வீதம் இயற்பியலுடன் ஒத்திசைக்கப்படுகிறது, அதாவது [பரம் டெல்டா] "
-"அளவுரு [i] பொதுவாக [/i] மாறாமல் இருக்கும் (கீழே உள்ள விதிவிலக்குகளைக் காண்க). [பரம் "
-"டெல்டா] நொடிகளில் உள்ளது. \n"
-"இயற்பியல் செயலாக்கம் இயக்கப்பட்டிருந்தால் மட்டுமே இது அழைக்கப்படுகிறது, இந்த முறை மீறப்பட்டால் "
-"தானாகவே செய்யப்படும், மேலும் [முறை Set_Physics_Process] உடன் மாற்றப்படலாம். \n"
-"செயலாக்கம் [உறுப்பினர் செயல்முறை_பிசிக்ச்_பிரியோரிட்டி] வரிசையில் நிகழ்கிறது, குறைந்த "
-"முன்னுரிமை மதிப்புகள் முதலில் அழைக்கப்படுகின்றன. அதே முன்னுரிமையைக் கொண்ட முனைகள் மர "
-"வரிசையில் செயலாக்கப்படுகின்றன, அல்லது எடிட்டரில் காணப்படுவது போல் மேலிருந்து கீழாக "
-"(முன்கூட்டிய ஆர்டர் டிராவர்சல் என்றும் அழைக்கப்படுகிறது). \n"
-"[முறை பொருள். \n"
-"[b] குறிப்பு: [/b] காட்சி மரத்தில் முனை இருந்தால் மட்டுமே இந்த முறை அழைக்கப்படுகிறது "
-"(அதாவது இது அனாதை இல்லையென்றால்). \n"
-". \"சுழல் ஆஃப் டெத்\" காட்சிகளைத் தவிர்ப்பதற்காக இது செய்யப்படுகிறது, அங்கு ஒரு "
-"சட்டகத்திற்கு தொடர்ந்து அதிகரித்து வரும் இயற்பியல் படிகள் காரணமாக செயல்திறன் வீழ்ச்சியடையும். "
-"இந்த நடத்தை [முறை _ செயல்முறை] மற்றும் [முறை _PHYSICS_PROCESS] இரண்டையும் "
-"பாதிக்கிறது. இதன் விளைவாக, நிச உலக நொடிகளில் நேர அளவீடுகளுக்கு [பரம் டெல்டா] "
-"பயன்படுத்துவதைத் தவிர்க்கவும். [முறை] சிங்கிள்டனின் முறைகளைப் பயன்படுத்தவும், அதற்கு பதிலாக "
-"[முறை நேரம்."
-
-msgid ""
-"Called during the processing step of the main loop. Processing happens at "
-"every frame and as fast as possible, so the [param delta] time since the "
-"previous frame is not constant. [param delta] 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"
-"Processing happens in order of [member process_priority], lower priority "
-"values are called first. Nodes with the same priority are processed in tree "
-"order, or top to bottom as seen in the editor (also known as pre-order "
-"traversal).\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).\n"
-"[b]Note:[/b] [param delta] will be larger than expected if running at a "
-"framerate lower than [member Engine.physics_ticks_per_second] / [member "
-"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of "
-"death\" scenarios where performance would plummet due to an ever-increasing "
-"number of physics steps per frame. This behavior affects both [method "
-"_process] and [method _physics_process]. As a result, avoid using [param "
-"delta] for time measurements in real-world seconds. Use the [Time] "
-"singleton's methods for this purpose instead, such as [method "
-"Time.get_ticks_usec]."
-msgstr ""
-"முதன்மையான வளையத்தின் செயலாக்க படியின் போது அழைக்கப்படுகிறது. செயலாக்கம் ஒவ்வொரு "
-"சட்டத்திலும், முடிந்தவரை விரைவாகவும் நிகழ்கிறது, எனவே [பரம் டெல்டா] முந்தைய சட்டகம் "
-"நிலையானது அல்ல. [பரம் டெல்டா] நொடிகளில் உள்ளது. \n"
-"செயலாக்கம் இயக்கப்பட்டிருந்தால் மட்டுமே இது அழைக்கப்படுகிறது, இது இந்த முறை மீறப்பட்டால் "
-"தானாகவே செய்யப்படும், மேலும் [முறை Set_Process] உடன் மாற்றப்படலாம். \n"
-"செயலாக்கம் [உறுப்பினர் செயல்முறை_ முன்னேற்றத்தின்] வரிசையில் நிகழ்கிறது, குறைந்த "
-"முன்னுரிமை மதிப்புகள் முதலில் அழைக்கப்படுகின்றன. அதே முன்னுரிமையைக் கொண்ட முனைகள் மர "
-"வரிசையில் செயலாக்கப்படுகின்றன, அல்லது எடிட்டரில் காணப்படுவது போல் மேலிருந்து கீழாக "
-"(முன்கூட்டிய ஆர்டர் டிராவர்சல் என்றும் அழைக்கப்படுகிறது). \n"
-"[முறை பொருள் ._ரொட்டிஃபிகேசன்] இல் [நிலையான அறிவிப்பு_பிராசி] அறிவிப்புக்கு "
-"ஒத்திருக்கிறது. \n"
-"[b] குறிப்பு: [/b] காட்சி மரத்தில் முனை இருந்தால் மட்டுமே இந்த முறை அழைக்கப்படுகிறது "
-"(அதாவது இது அனாதை இல்லையென்றால்). \n"
-". \"சுழல் ஆஃப் டெத்\" காட்சிகளைத் தவிர்ப்பதற்காக இது செய்யப்படுகிறது, அங்கு ஒரு "
-"சட்டகத்திற்கு தொடர்ந்து அதிகரித்து வரும் இயற்பியல் படிகள் காரணமாக செயல்திறன் வீழ்ச்சியடையும். "
-"இந்த நடத்தை [முறை _ செயல்முறை] மற்றும் [முறை _PHYSICS_PROCESS] இரண்டையும் "
-"பாதிக்கிறது. இதன் விளைவாக, நிச உலக நொடிகளில் நேர அளவீடுகளுக்கு [பரம் டெல்டா] "
-"பயன்படுத்துவதைத் தவிர்க்கவும். [முறை] சிங்கிள்டனின் முறைகளைப் பயன்படுத்தவும், அதற்கு பதிலாக "
-"[முறை நேரம்."
-
 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] "
@@ -104676,31 +104258,6 @@ msgstr ""
 "ஆதரிக்கப்படுகிறது. பிற இயக்க முறைமைகளில், இது [முறை get_version] இன் அதே மதிப்பை "
 "வழங்குகிறது."
 
-msgid ""
-"Returns the video adapter driver name and version for the user's currently "
-"active graphics card, as a [PackedStringArray]. See also [method "
-"RenderingServer.get_video_adapter_api_version].\n"
-"The first element holds the driver name, such as [code]nvidia[/code], "
-"[code]amdgpu[/code], etc.\n"
-"The second element holds the driver version. For example, on the "
-"[code]nvidia[/code] driver on a Linux/BSD platform, the version is in the "
-"format [code]510.85.02[/code]. For Windows, the driver's format is "
-"[code]31.0.15.1659[/code].\n"
-"[b]Note:[/b] This method is only supported on Linux/BSD and Windows when not "
-"running in headless mode. On other platforms, it returns an empty array."
-msgstr ""
-"பயனரின் தற்போது செயலில் உள்ள கிராபிக்ச் அட்டைக்கான வீடியோ அடாப்டர் டிரைவர் பெயர் மற்றும் "
-"பதிப்பை [பேக்ச்டிரிங்அரே] என வழங்குகிறது. [முறை "
-"renderingserver.get_video_adapter_api_version] ஐயும் காண்க.\n"
-" முதல் உறுப்பு [குறியீடு] என்விடியா [/குறியீடு], [குறியீடு] AMDGPU [/code], முதலியன "
-"போன்ற இயக்கி பெயரைக் கொண்டுள்ளது.\n"
-" இரண்டாவது உறுப்பு இயக்கி பதிப்பைக் கொண்டுள்ளது. எடுத்துக்காட்டாக, லினக்ச்/பி.எச்.டி "
-"இயங்குதளத்தில் [குறியீடு] என்விடியா [/குறியீடு] இயக்கியில், பதிப்பு [குறியீடு] "
-"510.85.02 [/குறியீடு] வடிவத்தில் உள்ளது. விண்டோசைப் பொறுத்தவரை, இயக்கி வடிவம் "
-"[குறியீடு] 31.0.15.1659 [/குறியீடு].\n"
-" [b] குறிப்பு: [/b] இந்த முறை எட்லெச் பயன்முறையில் இயங்காதபோது லினக்ச்/பி.எச்.டி மற்றும் "
-"சாளரங்களில் மட்டுமே ஆதரிக்கப்படுகிறது. மற்ற தளங்களில், இது வெற்று வரிசையை வழங்குகிறது."
-
 msgid ""
 "Returns [code]true[/code] if the environment variable with the name [param "
 "variable] exists.\n"
@@ -116247,74 +115804,6 @@ msgstr ""
 "சேமிக்கிறது, இது வினவல்களுக்குப் பயன்படுத்தப்படும்போது வெளியிடப்பட வேண்டிய வடிவத்தைத் "
 "தவிர்க்கிறது, எனவே இதை எப்போதும் [உறுப்பினர் வடிவம்_ரிட்] பயன்படுத்த விரும்புகிறது."
 
-msgid ""
-"The queried shape's [RID] that will be used for collision/intersection "
-"queries. Use this over [member shape] if you want to optimize for performance "
-"using the Servers API:\n"
-"[codeblocks]\n"
-"[gdscript]\n"
-"var shape_rid = PhysicsServer3D.shape_create(PhysicsServer3D.SHAPE_SPHERE)\n"
-"var radius = 2.0\n"
-"PhysicsServer3D.shape_set_data(shape_rid, radius)\n"
-"\n"
-"var params = PhysicsShapeQueryParameters3D.new()\n"
-"params.shape_rid = shape_rid\n"
-"\n"
-"# Execute physics queries here...\n"
-"\n"
-"# Release the shape when done with physics queries.\n"
-"PhysicsServer3D.free_rid(shape_rid)\n"
-"[/gdscript]\n"
-"[csharp]\n"
-"RID shapeRid = "
-"PhysicsServer3D.ShapeCreate(PhysicsServer3D.ShapeType.Sphere);\n"
-"float radius = 2.0f;\n"
-"PhysicsServer3D.ShapeSetData(shapeRid, radius);\n"
-"\n"
-"var params = new PhysicsShapeQueryParameters3D();\n"
-"params.ShapeRid = shapeRid;\n"
-"\n"
-"// Execute physics queries here...\n"
-"\n"
-"// Release the shape when done with physics queries.\n"
-"PhysicsServer3D.FreeRid(shapeRid);\n"
-"[/csharp]\n"
-"[/codeblocks]"
-msgstr ""
-"மோதல்/குறுக்குவெட்டு வினவல்களுக்குப் பயன்படுத்தப்படும் வினவல் வடிவத்தின் [RID]. பநிஇ "
-"சேவையகங்களைப் பயன்படுத்தி செயல்திறனை மேம்படுத்த விரும்பினால் இதைப் பயன்படுத்தவும் "
-"[உறுப்பினர் வடிவம்]:\n"
-" [கோட் பிளாக்ச்]\n"
-" [GDSCRIPT]\n"
-" var shate_rid = இயற்பியல் சேவையகம் 3d.shape_create (இயற்பியல் சேவையகம் "
-"3d.shape_sphere)\n"
-" var ஆரம் = 2.0\n"
-" இயற்பியல் சேவையகம் 3D.SHAPE_SET_DATA (வடிவம்_ரிட், ஆரம்)\n"
-"\n"
-" var params = இயற்பியல் பகிர்வு parameters3d.new ()\n"
-" params.shape_rid = shate_rid\n"
-"\n"
-" # இயற்பியல் வினவல்களை இங்கே இயக்கவும் ...\n"
-"\n"
-" # இயற்பியல் வினவல்களுடன் செய்யும்போது வடிவத்தை வெளியிடுங்கள்.\n"
-" இயற்பியல் சேவையகம் 3d.free_rid (shate_rid)\n"
-" [/gdscript]\n"
-" [csharp]\n"
-" Rid shaperid = இயற்பியல் சேவையகம் 3d.shapecreate (இயற்பியல் சேவையகம் "
-"3d.shapetype.sphere);\n"
-" மிதவை ஆரம் = 2.0 எஃப்;\n"
-" இயற்பியல் சேவையகம் 3 டி.\n"
-"\n"
-" var params = புதிய இயற்பியல் பகிர்வு parameters3d ();\n"
-" params.shaperid = சேப்பரிட்;\n"
-"\n"
-" // இயற்பியல் வினவல்களை இங்கே இயக்கவும் ...\n"
-"\n"
-" // இயற்பியல் வினவல்களுடன் செய்யும்போது வடிவத்தை வெளியிடுங்கள்.\n"
-" இயற்பியல் சேவையகம் 3D.freerid (சேப்பரிட்);\n"
-" [/csharp]\n"
-" [/codeBlocks]"
-
 msgid "Provides parameters for [method PhysicsServer2D.body_test_motion]."
 msgstr "[முறை இயற்பியல் சேவையகம் 2D.BODY_TEST_MOTION] க்கான அளவுருக்களை வழங்குகிறது."
 
@@ -120433,23 +119922,6 @@ msgstr ""
 "ஒரு எச்சரிக்கை அல்லது பிழையை உருவாக்குகிறது, இது நிலையான வகையாகவும் இருக்க வைக்கிறது "
 "மாறுபாடு."
 
-msgid ""
-"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
-"error respectively when a variable, constant, or parameter has an implicitly "
-"inferred static type.\n"
-"[b]Note:[/b] This warning is recommended [i]in addition[/i] to [member debug/"
-"gdscript/warnings/untyped_declaration] if you want to always specify the type "
-"explicitly. Having [code]INFERRED_DECLARATION[/code] warning level higher "
-"than [code]UNTYPED_DECLARATION[/code] warning level makes little sense and is "
-"not recommended."
-msgstr ""
-"[குறியீடு] எச்சரிக்கை [/குறியீடு] அல்லது [குறியீடு] பிழை [/குறியீடு] என அமைக்கப்பட்டால், "
-"ஒரு மாறி, நிலையான அல்லது அளவுரு மறைமுகமாக ஊகிக்கப்பட்ட நிலையான வகையைக் "
-"கொண்டிருக்கும்போது முறையே எச்சரிக்கை அல்லது பிழையை உருவாக்குகிறது.\n"
-" . [குறியீடு] அனுமானிக்கப்பட்ட_டிக்ளரேசன் [/குறியீடு] எச்சரிக்கை நிலை [குறியீடு] "
-"Untyped_declaration [/code] எச்சரிக்கை நிலை கொஞ்சம் அர்த்தமுள்ளதாக இருக்கும், மேலும் "
-"இது பரிந்துரைக்கப்படவில்லை."
-
 msgid ""
 "When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
 "error respectively when trying to use an integer as an enum without an "
@@ -121938,18 +121410,6 @@ msgstr ""
 msgid "Maximum undo/redo history size for [TextEdit] fields."
 msgstr "[டெக்ச்டெடிட்] புலங்களுக்கான அதிகபட்ச செயல்தவிர்/மீண்டும் வரலாற்று அளவு."
 
-msgid ""
-"If set to [code]true[/code] and [member display/window/stretch/mode] is set "
-"to [b]\"canvas_items\"[/b], font and [SVGTexture] oversampling is enabled in "
-"the main window. Use [member Viewport.oversampling] to control oversampling "
-"in other viewports and windows."
-msgstr ""
-"[குறியீடு] உண்மை [/குறியீடு] மற்றும் [உறுப்பினர் காட்சி/சாளரம்/நீட்சி/பயன்முறை] என "
-"அமைக்கப்பட்டால் [b] \"Canvas_items\" [/b], எழுத்துரு மற்றும் [SVGTexture] "
-"மிகைப்படுத்தல் ஆகியவை முதன்மையான சாளரத்தில் இயக்கப்பட்டுள்ளன. பிற காட்சியகங்கள் மற்றும் "
-"சாளரங்களில் அதிகப்படியான பயன்பாட்டைக் கட்டுப்படுத்த [உறுப்பினர் ViewPort.oversampling] "
-"ஐப் பயன்படுத்தவும்."
-
 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)."
@@ -129335,17 +128795,6 @@ msgstr ""
 "[குறியீடு] உண்மை [/குறியீடு] என்றால், [உறுப்பினர் மதிப்பு] எப்போதும் அருகிலுள்ள முழு "
 "எண்ணுக்கு வட்டமிடப்படும்."
 
-msgid ""
-"If greater than 0, [member value] will always be rounded to a multiple of "
-"this property's value. If [member rounded] is also [code]true[/code], [member "
-"value] will first be rounded to a multiple of this property's value, then "
-"rounded to the nearest integer."
-msgstr ""
-"0 ஐ விட அதிகமாக இருந்தால், [உறுப்பினர் மதிப்பு] எப்போதும் இந்த சொத்தின் மதிப்பின் "
-"பலத்திற்கு வட்டமிடப்படும். [உறுப்பினர் வட்டமானது] [குறியீடு] உண்மை [/குறியீடு] என்றால், "
-"[உறுப்பினர் மதிப்பு] முதலில் இந்த சொத்தின் மதிப்பில் பலவற்றிற்கு வட்டமிடப்படும், பின்னர் "
-"அருகிலுள்ள முழு எண்ணுக்கு வட்டமானது."
-
 msgid ""
 "Range's current value. Changing this property (even via code) will trigger "
 "[signal value_changed] signal. Use [method set_value_no_signal] if you want "
@@ -138429,22 +137878,6 @@ msgstr ""
 "ரெண்டரிங்சர்வர் நேரடியாகப் பயன்படுத்தும் போது நினைவக மேலாண்மை தானாக நிகழாது என்பதால் இது "
 "ஒரு பொருளைப் பயன்படுத்திய பிறகு அழைக்கப்பட வேண்டும்."
 
-msgid ""
-"Returns the name of the current rendering driver. This can be [code]vulkan[/"
-"code], [code]d3d12[/code], [code]metal[/code], [code]opengl3[/code], "
-"[code]opengl3_es[/code], or [code]opengl3_angle[/code]. See also [method "
-"get_current_rendering_method].\n"
-"The rendering driver is determined by [member ProjectSettings.rendering/"
-"rendering_device/driver], the [code]--rendering-driver[/code] command line "
-"argument that overrides this project setting, or an automatic fallback that "
-"is applied depending on the hardware."
-msgstr ""
-"தற்போதைய வழங்குதல் டிரைவரின் பெயரை வழங்குகிறது. இது [குறியீடு] வல்கான் [/குறியீடு], "
-"[குறியீடு] D3D12 [/குறியீடு], [குறியீடு] மெட்டல் [/குறியீடு], [குறியீடு] ஓபன்சிஎல் 3 [/"
-"குறியீடு], [குறியீடு] ஓபன்சிஎல் 3_இக்கள் [/குறியீடு], அல்லது [குறியீடு] ஓபன் 3_ANGLAN [/"
-"குறியீடு] ஆக இருக்கலாம். [முறை get_current_rendering_method] ஐயும் காண்க. \n"
-"வழங்குதல் டிரைவர் [உறுப்பினர் திட்டங்கள்."
-
 msgid ""
 "Returns the name of the current rendering method. This can be "
 "[code]forward_plus[/code], [code]mobile[/code], or [code]gl_compatibility[/"
@@ -141208,39 +140641,6 @@ msgstr ""
 msgid "Sets when the viewport should be updated."
 msgstr "வியூபோர்ட் புதுப்பிக்கப்படும்போது அமைக்கிறது."
 
-msgid ""
-"If [code]true[/code], 2D rendering will use a high dynamic range (HDR) format "
-"framebuffer matching the bit depth of the 3D framebuffer. When using the "
-"Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while when "
-"using the Mobile renderer it will be an [code]RGB10_A2[/code] framebuffer. "
-"Additionally, 2D rendering will take place in linear color space and will be "
-"converted to sRGB space immediately before blitting to the screen (if the "
-"Viewport is attached to the screen). Practically speaking, this means that "
-"the end result of the Viewport will not be clamped into the [code]0-1[/code] "
-"range and can be used in 3D rendering without color space adjustments. This "
-"allows 2D rendering to take advantage of effects requiring high dynamic range "
-"(e.g. 2D glow) as well as substantially improves the appearance of effects "
-"requiring highly detailed gradients. This setting has the same effect as "
-"[member Viewport.use_hdr_2d].\n"
-"[b]Note:[/b] This setting will have no effect when using the Compatibility "
-"renderer, which always renders in low dynamic range for performance reasons."
-msgstr ""
-"[குறியீடு] உண்மை [/குறியீடு] என்றால், 2 டி வழங்குதல் 3D பிரேம் பஃபரின் பிட் ஆழத்துடன் "
-"பொருந்தக்கூடிய உயர் மாறும் ரேஞ்ச் (எச்டிஆர்) வடிவமைப்பைப் பயன்படுத்தும். முன்னோக்கி+ "
-"ரெண்டரரைப் பயன்படுத்தும் போது இது ஒரு [குறியீடு] RGBA16 [/code] பிரேம் பஃபர் ஆகும், "
-"அதே நேரத்தில் மொபைல் ரெண்டரரைப் பயன்படுத்தும் போது அது [குறியீடு] RGB10_A2 [/குறியீடு] "
-"பிரேம் பஃபர் ஆகும். கூடுதலாக, 2 டி வழங்குதல் நேரியல் வண்ண இடத்தில் நடைபெறும், மேலும் "
-"திரையில் கலப்பதற்கு முன்பு உடனடியாக SRGB இடமாக மாற்றப்படும் (காட்சியகம் திரையில் "
-"இணைக்கப்பட்டிருந்தால்). நடைமுறையில், வியாபோர்ட்டின் இறுதி முடிவு [குறியீடு] 0-1 [/"
-"குறியீடு] வரம்பில் பிணைக்கப்படாது, மேலும் வண்ண விண்வெளி மாற்றங்கள் இல்லாமல் 3D ரெண்டரிங்கில் "
-"பயன்படுத்தலாம். இது 2 டி வழங்குதல் உயர் மாறும் வரம்பு (எ.கா. 2 டி பளபளப்பு) தேவைப்படும் "
-"விளைவுகளைப் பயன்படுத்த அனுமதிக்கிறது, அத்துடன் மிகவும் விரிவான சாய்வு தேவைப்படும் "
-"விளைவுகளின் தோற்றத்தை கணிசமாக மேம்படுத்துகிறது. இந்த அமைப்பு [உறுப்பினர் "
-"ViewPort.use_hdr_2d] அதே விளைவைக் கொண்டுள்ளது. \n"
-"[b] குறிப்பு: [/b] பொருந்தக்கூடிய ரெண்டரரைப் பயன்படுத்தும் போது இந்த அமைப்பு எந்த "
-"விளைவையும் ஏற்படுத்தாது, இது செயல்திறன் காரணங்களுக்காக எப்போதும் குறைந்த மாறும் வரம்பில் "
-"வழங்குகிறது."
-
 msgid ""
 "If [code]true[/code], enables occlusion culling on the specified viewport. "
 "Equivalent to [member ProjectSettings.rendering/occlusion_culling/"
@@ -146009,33 +145409,11 @@ msgstr ""
 "அளவிலான [renderingdevice] செயல்பாடுகளுடன் பயன்படுத்த. இந்த இறக்குமதியாளர் [i] [/i] "
 "ஐக் கையாளவில்லை [குறியீடு] .gdshader [/code] கோப்புகள்."
 
-msgid ""
-"This importer imports [SVGTexture] resources. See also "
-"[ResourceImporterTexture] and [ResourceImporterImage]."
-msgstr ""
-"இந்த இறக்குமதியாளர் [SVGTexture] வளங்களை இறக்குமதி செய்கிறார். "
-"[Resourceimportertexture] மற்றும் [resourceimporterimage] ஐயும் காண்க."
-
-msgid ""
-"SVG texture scale. [code]1.0[/code] is the original SVG size. Higher values "
-"result in a larger image."
-msgstr ""
-"எச்.வி.சி அமைப்பு அளவு. [குறியீடு] 1.0 [/குறியீடு] என்பது அசல் எச்.வி.சி அளவு. அதிக "
-"மதிப்புகள் ஒரு பெரிய படத்தை விளைவிக்கின்றன."
-
-msgid "If set, remaps SVG texture colors according to [Color]-[Color] map."
-msgstr ""
-"அமைக்கப்பட்டால், [வண்ணம்]-[வண்ண] வரைபடத்தின் படி SVG அமைப்பு வண்ணங்களை மறுபரிசீலனை "
-"செய்யுங்கள்."
-
 msgid "If [code]true[/code], uses lossless compression for the SVG source."
 msgstr ""
 "[குறியீடு] உண்மை [/குறியீடு] என்றால், எச்.வி.சி மூலத்திற்கு இழப்பற்ற சுருக்கத்தைப் "
 "பயன்படுத்துகிறது."
 
-msgid "Overrides texture saturation."
-msgstr "அமைப்பு செறிவூட்டலை மீறுகிறது."
-
 msgid "Imports an image for use in 2D or 3D rendering."
 msgstr "2D அல்லது 3D வழங்குதல் பயன்படுத்த ஒரு படத்தை இறக்குமதி செய்கிறது."
 
@@ -148666,23 +148044,6 @@ msgstr ""
 "[குறியீடு] உண்மை [/குறியீடு] என்றால், இயக்கம் இல்லாதபோது உடல் தூக்க பயன்முறையில் நுழைய "
 "முடியும். [உறுப்பினர் தூங்க] பார்க்கவும்."
 
-msgid ""
-"The body's custom center of mass, relative to the body's origin position, "
-"when [member center_of_mass_mode] is set to [constant "
-"CENTER_OF_MASS_MODE_CUSTOM]. This is the balanced point of the body, where "
-"applied forces only cause linear acceleration. Applying forces outside of the "
-"center of mass causes angular acceleration.\n"
-"When [member center_of_mass_mode] is set to [constant "
-"CENTER_OF_MASS_MODE_AUTO] (default value), the center of mass is "
-"automatically computed."
-msgstr ""
-"[உறுப்பினர் மையம்_ஓஎஃப்_மாச்_மோட்] [நிலையான மையம்_எஃப்_மாச்_மோட்_கச்டம்] என அமைக்கப்படும் "
-"போது, உடலின் வம்சாவளியுடன் தொடர்புடைய உடலின் தனிப்பயன் நடுவண். இது உடலின் சீரான புள்ளி, "
-"அங்கு பயன்படுத்தப்படும் சக்திகள் நேரியல் முடுக்கம் மட்டுமே ஏற்படுத்துகின்றன. வெகுசன "
-"மையத்திற்கு வெளியே சக்திகளைப் பயன்படுத்துவது கோண முடுக்கம் ஏற்படுகிறது.\n"
-" [MEMBER CENTER_OF_MASS_MODE] [நிலையான CENTER_OF_MASS_MODE_AUTO] (இயல்புநிலை "
-"மதிப்பு) என அமைக்கப்பட்டால், வெகுசன நடுவண் தானாகவே கணக்கிடப்படுகிறது."
-
 msgid "Defines the way the body's center of mass is set."
 msgstr "உடலின் வெகுசன நடுவண் அமைக்கப்பட்ட விதத்தை வரையறுக்கிறது."
 
@@ -157091,13 +156452,6 @@ msgstr ""
 "அமைப்பின் வரைதல் ஆஃப்செட். \n"
 "."
 
-msgid ""
-"If [code]true[/code], texture is cut from a larger atlas texture. See [member "
-"region_rect]."
-msgstr ""
-"[குறியீடு] உண்மை [/குறியீடு] என்றால், ஒரு பெரிய அட்லச் அமைப்பிலிருந்து அமைப்பு "
-"வெட்டப்படுகிறது. [உறுப்பினர் பிராந்திய_ரெக்ட்] பார்க்கவும்."
-
 msgid ""
 "If [code]true[/code], the area outside of the [member region_rect] is clipped "
 "to avoid bleeding of the surrounding texture pixels. [member region_enabled] "
@@ -161782,29 +161136,6 @@ msgstr "ஒவ்வொரு தனிப்பட்ட வெர்டெக
 msgid "Each individual vertex can be influenced by up to 8 bone weights."
 msgstr "ஒவ்வொரு தனிப்பட்ட வெர்டெக்சையும் 8 எலும்பு எடைகள் வரை பாதிக்கலாம்."
 
-msgid "A scalable [Texture2D] based on an SVG image."
-msgstr "ஒரு எச்.வி.சி படத்தின் அடிப்படையில் அளவிடக்கூடிய [அமைப்பு 2 டி]."
-
-msgid ""
-"A scalable [Texture2D] based on an SVG image. [SVGTexture]s are automatically "
-"re-rasterized to match font oversampling."
-msgstr ""
-"ஒரு எச்.வி.சி படத்தின் அடிப்படையில் அளவிடக்கூடிய [அமைப்பு 2 டி]. [SVGTexture] "
-"எழுத்துரு மிகைப்படுத்தல் பொருந்துவதற்கு தானாகவே மீண்டும் ரச்டி செய்யப்படுகிறது."
-
-msgid ""
-"Creates a new [SVGTexture] and initializes it by allocating and setting the "
-"SVG data from string."
-msgstr ""
-"ஒரு புதிய [SVGTexture] ஐ உருவாக்கி, SVG தரவை சரத்திலிருந்து ஒதுக்கி அமைப்பதன் மூலம் "
-"அதைத் தொடங்குகிறது."
-
-msgid "Returns SVG source code."
-msgstr "எச்.வி.சி மூலக் குறியீட்டை வழங்குகிறது."
-
-msgid "Sets SVG source code."
-msgstr "எச்.வி.சி மூலக் குறியீட்டை அமைக்கிறது."
-
 msgid ""
 "Base class for syntax highlighters. Provides syntax highlighting data to a "
 "[TextEdit]."
@@ -174130,9 +173461,6 @@ msgstr ""
 "உள்ளீட்டு நிகழ்வுடன் தேர்ந்தெடுக்கப்பட்டால் (எ.கா. [KBD] [/KBD] அல்லது [KBD] இடம் [/KBD] "
 "ஐப் பயன்படுத்தி விசைப்பலகையில்)."
 
-msgid "Emitted when an item is collapsed by a click on the folding arrow."
-msgstr "மடிப்பு அம்புக்குறியின் சொடுக்கு மூலம் ஒரு உருப்படி சரிந்தால் உமிழப்படும்."
-
 msgid "Emitted when an item is edited."
 msgstr "ஒரு உருப்படி திருத்தப்படும் போது உமிழப்படும்."
 
@@ -180788,31 +180116,6 @@ msgstr ""
 "பயன்படுத்தப்படாது. திரும்பிய மதிப்பில் [முறை டிரான்ச்ஃபார்ம் 2 டி. \n"
 ". [உறுப்பினர் சாளரம்."
 
-msgid ""
-"Returns the viewport's texture.\n"
-"[b]Note:[/b] When trying to store the current texture (e.g. in a file), it "
-"might be completely black or outdated if used too early, especially when used "
-"in e.g. [method Node._ready]. To make sure the texture you get is correct, "
-"you can await [signal RenderingServer.frame_post_draw] signal.\n"
-"[codeblock]\n"
-"func _ready():\n"
-"\tawait RenderingServer.frame_post_draw\n"
-"\t$Viewport.get_texture().get_image().save_png(\"user://Screenshot.png\")\n"
-"[/codeblock]\n"
-"[b]Note:[/b] When [member use_hdr_2d] is [code]true[/code] the returned "
-"texture will be an HDR image encoded in linear space."
-msgstr ""
-"வியூபோர்ட்டின் அமைப்பை வழங்குகிறது. \n"
-". [முறை முனை ._ரெடி]. நீங்கள் பெறும் அமைப்பு சரியானது என்பதை உறுதிப்படுத்த, நீங்கள் "
-"[சிக்னல் ரெண்டரிங்சர்.பிரேம்_போச்ட்_ டிரா] சமிக்ஞைக்கு காத்திருக்கலாம். \n"
-"[கோட் பிளாக்] \n"
-"func _ready (): \n"
-"Renderingserver.frame_post_draw காத்திருங்கள் \n"
-"$ Viewport.get_texture (). Get_image (). Save_png (\"பயனர்: //"
-"screenshot.png\") \n"
-"[/codeBlock] \n"
-"."
-
 msgid "Returns the viewport's RID from the [RenderingServer]."
 msgstr "[ரெண்டரிங்சர்வர்] இலிருந்து வியூபோர்ட்டின் RID ஐ வழங்குகிறது."
 
@@ -181222,14 +180525,6 @@ msgstr ""
 "எந்த விளைவையும் ஏற்படுத்தாது. \n"
 "[உறுப்பினர் ப்ராசெக்டெட்டிங்ச்."
 
-msgid ""
-"If [code]true[/code] and one of the following conditions is true: [member "
-"SubViewport.size_2d_override_stretch] and [member "
-"SubViewport.size_2d_override] are set, [member Window.content_scale_factor] "
-"is set and scaling is enabled, [member oversampling_override] is set, font "
-"and [SVGTexture] oversampling is enabled."
-msgstr ". இயக்கப்பட்டது."
-
 msgid ""
 "If greater than zero, this value is used as the font oversampling factor, "
 "otherwise oversampling is equal to viewport scale."

ファイルの差分が大きいため隠しています
+ 707 - 70
doc/translations/uk.po


ファイルの差分が大きいため隠しています
+ 681 - 69
doc/translations/zh_CN.po


+ 91 - 338
doc/translations/zh_TW.po

@@ -34,12 +34,13 @@
 # powder <[email protected]>, 2025.
 # Myeongjin <[email protected]>, 2025.
 # sashimi <[email protected]>, 2025.
+# 源来是小白 <[email protected]>, 2025.
 msgid ""
 msgstr ""
 "Project-Id-Version: Godot Engine class reference\n"
 "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2025-07-06 12:16+0000\n"
-"Last-Translator: sashimi <kyle2160k@gmail.com>\n"
+"PO-Revision-Date: 2025-08-03 16:15+0000\n"
+"Last-Translator: 源来是小白 <baijinyuan0603@outlook.com>\n"
 "Language-Team: Chinese (Traditional Han script) <https://hosted.weblate.org/"
 "projects/godot-engine/godot-class-reference/zh_Hant/>\n"
 "Language: zh_TW\n"
@@ -14096,27 +14097,6 @@ msgstr "回傳目前點池中的點數。"
 msgid "Returns an array of all point IDs."
 msgstr "回傳所有點 ID 的陣列。"
 
-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"
-"If there is no valid path to the target, and [param allow_partial_path] is "
-"[code]true[/code], returns a path to the point closest to the target that can "
-"be reached.\n"
-"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it "
-"will return an empty array and will print an error message.\n"
-"Additionally, when [param allow_partial_path] is [code]true[/code] and [param "
-"to_id] is disabled the search may take an unusually long time to finish."
-msgstr ""
-"返回一個陣列,其中包含 AStar2D 在給定兩點之間找到之路徑的所有座標 "
-"([Vector2])。陣列的順序會按照路徑從起點排到終點。\n"
-"若找不到通往目標的有效路徑且 [param allow_partial_path] 為 [code]true[/code],"
-"則會回傳一條通往最接近目標、且可抵達之點的路徑。\n"
-"[b]注意:[/b] 此方法並非執行緒安全,若於 [Thread] 中呼叫,將回傳空陣列並輸出錯"
-"誤訊息。\n"
-"此外,當 [param allow_partial_path] 為 [code]true[/code] 且 [param to_id] 被停"
-"用時,搜尋可能需要異常久的時間才能完成。"
-
 msgid "Returns the position of the point associated with the given [param id]."
 msgstr "回傳與指定 [param id] 相關聯之點的位置。"
 
@@ -14583,27 +14563,6 @@ msgstr ""
 "[/csharp]\n"
 "[/codeblocks]"
 
-msgid ""
-"Returns an array with the points that are in the path found by AStar3D "
-"between the given points. The array is ordered from the starting point to the "
-"ending point of the path.\n"
-"If there is no valid path to the target, and [param allow_partial_path] is "
-"[code]true[/code], returns a path to the point closest to the target that can "
-"be reached.\n"
-"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it "
-"will return an empty array and will print an error message.\n"
-"Additionally, when [param allow_partial_path] is [code]true[/code] and [param "
-"to_id] is disabled the search may take an unusually long time to finish."
-msgstr ""
-"返回一個陣列,包含 AStar3D 在指定兩點間找到的路徑座標。陣列按起點至終點排"
-"序。\n"
-"若不存在通往目標的有效路徑且 [param allow_partial_path] 為 [code]true[/code],"
-"則回傳通往最接近目標且可到達之點的路徑。\n"
-"[b]注意:[/b]此方法並非執行緒安全;若從 [Thread] 呼叫,將回傳空陣列並輸出錯誤"
-"訊息。\n"
-"此外,當 [param allow_partial_path] 為 [code]true[/code] 且 [param to_id] 已被"
-"停用時,搜尋可能需要異常長的時間才能完成。"
-
 msgid ""
 "An implementation of A* for finding the shortest path between two points on a "
 "partial 2D grid."
@@ -14736,27 +14695,6 @@ msgstr ""
 "[Vector2i]、[code]position[/code]: [Vector2]、[code]solid[/code]: [bool]、"
 "[code]weight_scale[/code]: [float])。"
 
-msgid ""
-"Returns an array with the points that are in the path found by [AStarGrid2D] "
-"between the given points. The array is ordered from the starting point to the "
-"ending point of the path.\n"
-"If there is no valid path to the target, and [param allow_partial_path] is "
-"[code]true[/code], returns a path to the point closest to the target that can "
-"be reached.\n"
-"[b]Note:[/b] This method is not thread-safe. If called from a [Thread], it "
-"will return an empty array and will print an error message.\n"
-"Additionally, when [param allow_partial_path] is [code]true[/code] and [param "
-"to_id] is solid the search may take an unusually long time to finish."
-msgstr ""
-"返回一個陣列,包含 [AStarGrid2D] 在指定兩點之間找到的路徑座標。陣列按起點至終"
-"點排序。\n"
-"若不存在通往目標的有效路徑且 [param allow_partial_path] 為 [code]true[/code],"
-"將回傳通往最接近目標且可到達之點的路徑。\n"
-"[b]注意:[/b]此方法並非執行緒安全;若從 [Thread] 呼叫,將回傳空陣列並輸出錯誤"
-"訊息。\n"
-"此外,當 [param allow_partial_path] 為 [code]true[/code] 且 [param to_id] 為實"
-"心時,搜尋可能需要異常長的時間才能完成。"
-
 msgid ""
 "Indicates that the grid parameters were changed and [method update] needs to "
 "be called."
@@ -24341,9 +24279,6 @@ msgstr "圓的半徑。"
 msgid "A class information repository."
 msgstr "類資訊的儲存庫。"
 
-msgid "Provides access to metadata stored for every available class."
-msgstr "提供對為每個可用類儲存的中繼資料的存取。"
-
 msgid ""
 "Returns [code]true[/code] if objects can be instantiated from the specified "
 "[param class], otherwise returns [code]false[/code]."
@@ -24453,14 +24388,6 @@ msgstr "返回類 [param class] 或其祖類是否有名為 [param signal] 的
 msgid "Sets [param property] value of [param object] to [param value]."
 msgstr "將物件 [param object] 的 [param property] 屬性值設定為 [param value]。"
 
-msgid "Returns the names of all the classes available."
-msgstr "返回所有可用類的名稱。"
-
-msgid ""
-"Returns the names of all the classes that directly or indirectly inherit from "
-"[param class]."
-msgstr "返回所有直接或間接繼承自 [param class] 的類的名稱。"
-
 msgid "Returns the parent class of [param class]."
 msgstr "返回 [param class] 的父類。"
 
@@ -31402,33 +31329,6 @@ msgstr ""
 "返回目前打開目錄的驅動器索引。要將返回的索引轉換為驅動器名稱,請參閱 [method "
 "get_drive_name]。"
 
-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 ""
-"在 Windows 上,返回掛載在目前檔案系統上的驅動器(分區)數量。\n"
-"在 macOS 上,返回掛載磁碟區的數量。\n"
-"在 Linux 上,返回掛載磁碟區與 GTK 3 書簽的數量。\n"
-"在其他平臺上,該方法返回 0。"
-
-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 ""
-"在 Windows 上,返回作為參數傳遞的驅動器(分區)的名稱(例如 [code]C:[/"
-"code])。\n"
-"在 macOS 上,返回作為參數傳遞的掛載磁碟區的路徑。\n"
-"在 Linux 上,返回作為參數傳遞的掛載磁碟區或 GTK 3 書簽的路徑。\n"
-"在其他平臺上,或者當請求的驅動器不存在時,該方法會返回空的 String。"
-
 msgid ""
 "Returns a [PackedStringArray] containing filenames of the directory contents, "
 "excluding directories. The array is sorted alphabetically.\n"
@@ -32872,6 +32772,9 @@ msgstr "發言取消,或者 TTS 服務無法處理。"
 msgid "Utterance reached a word or sentence boundary."
 msgstr "發言到達單詞或句子的邊界。"
 
+msgid "Resizes the texture to the specified dimensions."
+msgstr "將紋理的大小調整為指定的尺寸。"
+
 msgid "Helper class to implement a DTLS server."
 msgstr "實作 DTLS 伺服器的輔助類。"
 
@@ -34364,29 +34267,12 @@ msgstr ""
 msgid "Interpolation method used to resize application icon."
 msgstr "用於調整套用程式圖示大小的插值方法。"
 
-msgid ""
-"Application version visible to the user, can only contain numeric characters "
-"([code]0-9[/code]) and periods ([code].[/code]). Falls back to [member "
-"ProjectSettings.application/config/version] if left empty."
-msgstr ""
-"使用者可見的套用程式版本,只能包含數位字元([code]0-9[/code])和句點([code]."
-"[/code])。"
-
 msgid "A four-character creator code that is specific to the bundle. Optional."
 msgstr "特定於該組合包的四字元建立者碼。可選的。"
 
 msgid "Supported device family."
 msgstr "支援的裝置家族。"
 
-msgid ""
-"Machine-readable application version, in the [code]major.minor.patch[/code] "
-"format, can only contain numeric characters ([code]0-9[/code]) and periods "
-"([code].[/code]). This must be incremented on every new release pushed to the "
-"App Store."
-msgstr ""
-"機器可讀的套用程式版本,採用 [code]major.minor.patch[/code] 格式,只能包含數字"
-"字元 ([code]0-9[/code]) 和句點 ([code].[/code])。"
-
 msgid ""
 "If [code]true[/code], networking features related to Wi-Fi access are "
 "enabled. See [url=https://developer.apple.com/support/required-device-"
@@ -49337,9 +49223,6 @@ msgstr ""
 "如果要更新圖像,但不需要更改其參數(格式、大小),請改用 [method update] 以獲"
 "得更好的性能。"
 
-msgid "Resizes the texture to the specified dimensions."
-msgstr "將紋理的大小調整為指定的尺寸。"
-
 msgid ""
 "Replaces the texture's data with a new [Image].\n"
 "[b]Note:[/b] The texture has to be created using [method create_from_image] "
@@ -50032,12 +49915,6 @@ msgstr ""
 "[InputEventMouseButton] 事件的額外輸入修飾鍵,以及 [InputEventJoypadMotion] 事"
 "件的方向。"
 
-msgid ""
-"Returns [code]true[/code] if this input event's type is one that can be "
-"assigned to an input action."
-msgstr ""
-"如果這個輸入事件的型別是可以分配給輸入動作的型別,則返回 [code]true[/code]。"
-
 msgid "Returns [code]true[/code] if this input event has been canceled."
 msgstr "如果這個輸入事件已被取消,則返回 [code]true[/code]。"
 
@@ -51957,16 +51834,6 @@ msgstr "要在螢幕上顯示的文字。"
 msgid "If [code]true[/code], all the text displays as UPPERCASE."
 msgstr "如果為 [code]true[/code],所有文字都將顯示為大寫。"
 
-msgid ""
-"The number of characters to display. If set to [code]-1[/code], all "
-"characters are displayed. This can be useful when animating the text "
-"appearing in a dialog box.\n"
-"[b]Note:[/b] Setting this property updates [member visible_ratio] accordingly."
-msgstr ""
-"要顯示的字元數。如果設定為 [code]-1[/code],則顯示所有字元。這用於在對話方塊中"
-"為顯示的文字設定動畫。\n"
-"[b]注意:[/b]設定該屬性會相應地更新 [member visible_ratio]。"
-
 msgid ""
 "The fraction of characters to display, relative to the total number of "
 "characters (see [method get_total_character_count]). If set to [code]1.0[/"
@@ -58727,86 +58594,6 @@ msgstr ""
 "樣 GUI 可以優先攔截事件。\n"
 "[b]注意:[/b]僅當節點存在於場景樹中(即不是孤立節點)時才會呼叫本方法。"
 
-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 "
-"[param delta] parameter will [i]generally[/i] be constant (see exceptions "
-"below). [param delta] 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"
-"Processing happens in order of [member process_physics_priority], lower "
-"priority values are called first. Nodes with the same priority are processed "
-"in tree order, or top to bottom as seen in the editor (also known as pre-"
-"order traversal).\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).\n"
-"[b]Note:[/b] [param delta] will be larger than expected if running at a "
-"framerate lower than [member Engine.physics_ticks_per_second] / [member "
-"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of "
-"death\" scenarios where performance would plummet due to an ever-increasing "
-"number of physics steps per frame. This behavior affects both [method "
-"_process] and [method _physics_process]. As a result, avoid using [param "
-"delta] for time measurements in real-world seconds. Use the [Time] "
-"singleton's methods for this purpose instead, such as [method "
-"Time.get_ticks_usec]."
-msgstr ""
-"在主迴圈的物理處理階段時被呼叫。物理處理代表影格率會與物理同步,因此 [param "
-"delta] 參數[i]通常[/i]為固定值(秒),例外情況見下。\n"
-"僅在啟用物理處理時才會呼叫,覆寫本方法時會自動啟用,也可透過 [method "
-"set_physics_process] 切換。\n"
-"處理順序依 [member process_physics_priority],數值越小越先呼叫。優先順序相同"
-"時,依樹狀結構順序(編輯器中由上而下)呼叫。\n"
-"對應於 [method Object._notification] 內的 [constant "
-"NOTIFICATION_PHYSICS_PROCESS] 通知。\n"
-"[b]注意:[/b]僅當節點存在於場景樹中(即不是孤立節點)時才會呼叫。\n"
-"[b]注意:[/b]若執行時的影格率低於 [member Engine.physics_ticks_per_second] / "
-"[member Engine.max_physics_steps_per_frame],[param delta] 會大於預期,以避免"
-"每影格物理步驟數遞增造成效能崩潰(spiral of death)。這會影響 [method "
-"_process] 與 [method _physics_process]。因此請避免用 [param delta] 來做實際時"
-"間計算,請改用 [Time] 單例的方法,如 [method Time.get_ticks_usec]。"
-
-msgid ""
-"Called during the processing step of the main loop. Processing happens at "
-"every frame and as fast as possible, so the [param delta] time since the "
-"previous frame is not constant. [param delta] 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"
-"Processing happens in order of [member process_priority], lower priority "
-"values are called first. Nodes with the same priority are processed in tree "
-"order, or top to bottom as seen in the editor (also known as pre-order "
-"traversal).\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).\n"
-"[b]Note:[/b] [param delta] will be larger than expected if running at a "
-"framerate lower than [member Engine.physics_ticks_per_second] / [member "
-"Engine.max_physics_steps_per_frame] FPS. This is done to avoid \"spiral of "
-"death\" scenarios where performance would plummet due to an ever-increasing "
-"number of physics steps per frame. This behavior affects both [method "
-"_process] and [method _physics_process]. As a result, avoid using [param "
-"delta] for time measurements in real-world seconds. Use the [Time] "
-"singleton's methods for this purpose instead, such as [method "
-"Time.get_ticks_usec]."
-msgstr ""
-"在主迴圈的處理階段時被呼叫。處理會在每個影格以最快速度觸發,因此 [param delta]"
-"(自上一影格以來的時間,單位秒)不一定固定。\n"
-"只有處理被啟用時才會呼叫,覆寫本方法時會自動啟用,也可透過 [method "
-"set_process] 切換。\n"
-"處理順序依 [member process_priority],數值越小越先呼叫。優先順序相同時,依樹狀"
-"結構順序(編輯器中由上而下)呼叫。\n"
-"對應於 [method Object._notification] 內的 [constant NOTIFICATION_PROCESS] 通"
-"知。\n"
-"[b]注意:[/b]僅當節點存在於場景樹中(即不是孤立節點)時才會呼叫。\n"
-"[b]注意:[/b]若執行時影格率低於 [member Engine.physics_ticks_per_second] / "
-"[member Engine.max_physics_steps_per_frame],[param delta] 會大於預期,以避免"
-"每影格物理步驟數遞增造成效能崩潰(spiral of death)。這會影響 [method "
-"_process] 與 [method _physics_process]。因此請避免用 [param delta] 來做實際時"
-"間計算,請改用 [Time] 單例的方法,如 [method Time.get_ticks_usec]。"
-
 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] "
@@ -70003,72 +69790,6 @@ msgstr ""
 "將用於碰撞/相交查詢的 [Shape3D]。儲存的是實際的引用,可以避免該形狀在進行查詢"
 "時被釋放,因此請優先使用這個屬性,而不是 [member shape_rid]。"
 
-msgid ""
-"The queried shape's [RID] that will be used for collision/intersection "
-"queries. Use this over [member shape] if you want to optimize for performance "
-"using the Servers API:\n"
-"[codeblocks]\n"
-"[gdscript]\n"
-"var shape_rid = PhysicsServer3D.shape_create(PhysicsServer3D.SHAPE_SPHERE)\n"
-"var radius = 2.0\n"
-"PhysicsServer3D.shape_set_data(shape_rid, radius)\n"
-"\n"
-"var params = PhysicsShapeQueryParameters3D.new()\n"
-"params.shape_rid = shape_rid\n"
-"\n"
-"# Execute physics queries here...\n"
-"\n"
-"# Release the shape when done with physics queries.\n"
-"PhysicsServer3D.free_rid(shape_rid)\n"
-"[/gdscript]\n"
-"[csharp]\n"
-"RID shapeRid = "
-"PhysicsServer3D.ShapeCreate(PhysicsServer3D.ShapeType.Sphere);\n"
-"float radius = 2.0f;\n"
-"PhysicsServer3D.ShapeSetData(shapeRid, radius);\n"
-"\n"
-"var params = new PhysicsShapeQueryParameters3D();\n"
-"params.ShapeRid = shapeRid;\n"
-"\n"
-"// Execute physics queries here...\n"
-"\n"
-"// Release the shape when done with physics queries.\n"
-"PhysicsServer3D.FreeRid(shapeRid);\n"
-"[/csharp]\n"
-"[/codeblocks]"
-msgstr ""
-"將用於碰撞/相交查詢的形狀的 [RID]。如果你想要使用伺服器 API 優化性能,請使用這"
-"個屬性而不是 [member shape]:\n"
-"[codeblocks]\n"
-"[gdscript]\n"
-"var shape_rid = PhysicsServer3D.shape_create(PhysicsServer3D.SHAPE_SPHERE)\n"
-"var radius = 2.0\n"
-"PhysicsServer3D.shape_set_data(shape_rid, radius)\n"
-"\n"
-"var params = PhysicsShapeQueryParameters3D.new()\n"
-"params.shape_rid = shape_rid\n"
-"\n"
-"# 在此處執行物理查詢...\n"
-"\n"
-"# 完成物理查詢後釋放形狀。\n"
-"PhysicsServer3D.free_rid(shape_rid)\n"
-"[/gdscript]\n"
-"[csharp]\n"
-"RID shapeRid = "
-"PhysicsServer3D.ShapeCreate(PhysicsServer3D.ShapeType.Sphere);\n"
-"float radius = 2.0f;\n"
-"PhysicsServer3D.ShapeSetData(shapeRid, radius);\n"
-"\n"
-"var params = new PhysicsShapeQueryParameters3D();\n"
-"params.ShapeRid = shapeRid;\n"
-"\n"
-"// 在此處執行物理查詢...\n"
-"\n"
-"// 完成物理查詢後釋放形狀。\n"
-"PhysicsServer3D.FreeRid(shapeRid);\n"
-"[/csharp]\n"
-"[/codeblocks]"
-
 msgid "Provides parameters for [method PhysicsServer2D.body_test_motion]."
 msgstr "為 [method PhysicsServer2D.body_test_motion] 提供參數。"
 
@@ -72685,23 +72406,6 @@ msgstr ""
 "[Variant] 作為初始值時,這使得靜態型別也成為 Variant,會分別產生一個警告或一個"
 "錯誤。"
 
-msgid ""
-"When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
-"error respectively when a variable, constant, or parameter has an implicitly "
-"inferred static type.\n"
-"[b]Note:[/b] This warning is recommended [i]in addition[/i] to [member debug/"
-"gdscript/warnings/untyped_declaration] if you want to always specify the type "
-"explicitly. Having [code]INFERRED_DECLARATION[/code] warning level higher "
-"than [code]UNTYPED_DECLARATION[/code] warning level makes little sense and is "
-"not recommended."
-msgstr ""
-"設定為 [code]warn[/code] 或 [code]error[/code] 時,當變數、常數或參數具有隱式"
-"推斷靜態型別。\n"
-"[b]注意:[/b]如果您希望始終明確指定型別,則建議[i]除了[/i][member debug/"
-"gdscript/warnings/untyped_declaration]此警告。 [code]INFERRED_DECLARATION[/"
-"code] 警告等級高於 [code]UNTYPED_DECLARATION[/code] 警告等級毫無意義,不建議這"
-"樣做。"
-
 msgid ""
 "When set to [code]warn[/code] or [code]error[/code], produces a warning or an "
 "error respectively when trying to use an integer as an enum without an "
@@ -77178,16 +76882,6 @@ msgid ""
 "integer."
 msgstr "如果為 [code]true[/code],[member value] 將始終四捨五入到最接近的整數。"
 
-msgid ""
-"If greater than 0, [member value] will always be rounded to a multiple of "
-"this property's value. If [member rounded] is also [code]true[/code], [member "
-"value] will first be rounded to a multiple of this property's value, then "
-"rounded to the nearest integer."
-msgstr ""
-"如果大於 0,[member value] 將總是被四捨五入為這個屬性的倍數。如果 [member "
-"rounded] 也是 [code]true[/code],[member value] 將首先被四捨五入為這個屬性的倍"
-"數,然後四捨五入為最近的整數。"
-
 msgid ""
 "Range's current value. Changing this property (even via code) will trigger "
 "[signal value_changed] signal. Use [method set_value_no_signal] if you want "
@@ -89581,22 +89275,6 @@ msgstr ""
 "如果為 [code]true[/code],則物體未運動時可以進入睡眠模式。見 [member "
 "sleeping] 。"
 
-msgid ""
-"The body's custom center of mass, relative to the body's origin position, "
-"when [member center_of_mass_mode] is set to [constant "
-"CENTER_OF_MASS_MODE_CUSTOM]. This is the balanced point of the body, where "
-"applied forces only cause linear acceleration. Applying forces outside of the "
-"center of mass causes angular acceleration.\n"
-"When [member center_of_mass_mode] is set to [constant "
-"CENTER_OF_MASS_MODE_AUTO] (default value), the center of mass is "
-"automatically computed."
-msgstr ""
-"當 [member center_of_mass_mode] 設定為 [constant CENTER_OF_MASS_MODE_CUSTOM] "
-"時,物體的自訂質心相對於物體原點位置的位置。這是物體的平衡點,只有施加在質心內"
-"的力才會引起線性加速度。施加在質心之外的力會引起角加速度。\n"
-"當 [member center_of_mass_mode] 設定為 [constant CENTER_OF_MASS_MODE_AUTO](預"
-"設值)時,會自動計算質心。"
-
 msgid ""
 "The body's total constant positional forces applied during each physics "
 "update.\n"
@@ -93668,13 +93346,6 @@ msgstr ""
 "顯示的影格在精靈表中的座標。這是 [member frame] 屬性的別名。[member vframes] "
 "或 [member hframes] 必須大於 1。"
 
-msgid ""
-"If [code]true[/code], texture is cut from a larger atlas texture. See [member "
-"region_rect]."
-msgstr ""
-"如果為 [code]true[/code],則從較大的合集紋理中剪切紋理。見 [member "
-"region_rect]。"
-
 msgid ""
 "The region of the atlas texture to display. [member region_enabled] must be "
 "[code]true[/code]."
@@ -103401,9 +103072,6 @@ msgstr ""
 "按兩下某一項,或使用 [code]ui_accept[/code] 輸入事件(例如鍵盤的[kbd]確認[/"
 "kbd]或[kbd]空格[/kbd]鍵)選中某一項時發出。"
 
-msgid "Emitted when an item is collapsed by a click on the folding arrow."
-msgstr "點擊折疊箭頭折疊某一項時發出。"
-
 msgid "Emitted when an item is edited."
 msgstr "編輯某一項時發出。"
 
@@ -112759,6 +112427,91 @@ msgstr "返回憑證的字串表示,如果憑證無效則返回空字串。"
 msgid "Provides a low-level interface for creating parsers for XML files."
 msgstr "為建立 XML 檔解析器提供低階介面。"
 
+msgid ""
+"Provides a low-level interface for creating parsers for [url=https://"
+"en.wikipedia.org/wiki/XML]XML[/url] files. This class can serve as base to "
+"make custom XML parsers.\n"
+"To parse XML, you must open a file with the [method open] method or a buffer "
+"with the [method open_buffer] method. Then, the [method read] method must be "
+"called to parse the next nodes. Most of the methods take into consideration "
+"the currently parsed node.\n"
+"Here is an example of using [XMLParser] to parse an SVG file (which is based "
+"on XML), printing each element and its attributes as a dictionary:\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var parser = XMLParser.new()\n"
+"parser.open(\"path/to/file.svg\")\n"
+"while parser.read() != ERR_FILE_EOF:\n"
+"\tif parser.get_node_type() == XMLParser.NODE_ELEMENT:\n"
+"\t\tvar node_name = parser.get_node_name()\n"
+"\t\tvar attributes_dict = {}\n"
+"\t\tfor idx in range(parser.get_attribute_count()):\n"
+"\t\t\tattributes_dict[parser.get_attribute_name(idx)] = "
+"parser.get_attribute_value(idx)\n"
+"\t\tprint(\"The \", node_name, \" element has the following attributes: \", "
+"attributes_dict)\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"var parser = new XmlParser();\n"
+"parser.Open(\"path/to/file.svg\");\n"
+"while (parser.Read() != Error.FileEof)\n"
+"{\n"
+"\tif (parser.GetNodeType() == XmlParser.NodeType.Element)\n"
+"\t{\n"
+"\t\tvar nodeName = parser.GetNodeName();\n"
+"\t\tvar attributesDict = new Godot.Collections.Dictionary();\n"
+"\t\tfor (int idx = 0; idx < parser.GetAttributeCount(); idx++)\n"
+"\t\t{\n"
+"\t\t\tattributesDict[parser.GetAttributeName(idx)] = "
+"parser.GetAttributeValue(idx);\n"
+"\t\t}\n"
+"\t\tGD.Print($\"The {nodeName} element has the following attributes: "
+"{attributesDict}\");\n"
+"\t}\n"
+"}\n"
+"[/csharp]\n"
+"[/codeblocks]"
+msgstr ""
+"為建立 [url=https://zh.wikipedia.org/wiki/XML]XML[/url] 檔解析器提供低階介面。"
+"製作自訂 XML 解析器時,可以將這個類作為基礎。\n"
+"要解析 XML,你必須使用 [method open] 方法打開檔,或者使用 [method "
+"open_buffer] 方法打開緩衝區。然後必須使用 [method read] 方法解析後續節點。大多"
+"數方法使用的是目前解析節點。\n"
+"以下是使用 [XMLParser] 解析 SVG 檔(基於 XML)的例子,會輸出所有的元素,以字典"
+"的形式輸出對應的屬性:\n"
+"[codeblocks]\n"
+"[gdscript]\n"
+"var parser = XMLParser.new()\n"
+"parser.open(\"path/to/file.svg\")\n"
+"while parser.read() != ERR_FILE_EOF:\n"
+"\tif parser.get_node_type() == XMLParser.NODE_ELEMENT:\n"
+"\t\tvar node_name = parser.get_node_name()\n"
+"\t\tvar attributes_dict = {}\n"
+"\t\tfor idx in range(parser.get_attribute_count()):\n"
+"\t\t\tattributes_dict[parser.get_attribute_name(idx)] = "
+"parser.get_attribute_value(idx)\n"
+"\t\tprint(\"元素 \", node_name, \" 包含的屬性有:\", attributes_dict)\n"
+"[/gdscript]\n"
+"[csharp]\n"
+"var parser = new XmlParser();\n"
+"parser.Open(\"path/to/file.svg\");\n"
+"while (parser.Read() != Error.FileEof)\n"
+"{\n"
+"\tif (parser.GetNodeType() == XmlParser.NodeType.Element)\n"
+"\t{\n"
+"\t\tvar nodeName = parser.GetNodeName();\n"
+"\t\tvar attributesDict = new Godot.Collections.Dictionary();\n"
+"\t\tfor (int idx = 0; idx < parser.GetAttributeCount(); idx++)\n"
+"\t\t{\n"
+"\t\t\tattributesDict[parser.GetAttributeName(idx)] = "
+"parser.GetAttributeValue(idx);\n"
+"\t\t}\n"
+"\t\tGD.Print($\"元素 {nodeName} 包含的屬性有:{attributesDict}\");\n"
+"\t}\n"
+"}\n"
+"[/csharp]\n"
+"[/codeblocks]"
+
 msgid ""
 "Returns the number of attributes in the currently parsed element.\n"
 "[b]Note:[/b] If this method is used while the currently parsed node is not "

+ 19 - 10
editor/translations/editor/ar.po

@@ -87,7 +87,7 @@
 # ZAID G <[email protected]>, 2023.
 # Jugy <[email protected]>, 2023.
 # 7D <[email protected]>, 2023.
-# Emad Alhaddad <[email protected]>, 2023.
+# Emad Alhaddad <[email protected]>, 2023, 2025.
 # Varga <[email protected]>, 2024.
 # Ahmed Nehad <[email protected]>, 2024.
 # Rashid Al Haqbany <[email protected]>, 2024.
@@ -108,8 +108,8 @@ msgstr ""
 "Project-Id-Version: Godot Engine editor interface\n"
 "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
 "POT-Creation-Date: \n"
-"PO-Revision-Date: 2025-07-01 11:01+0000\n"
-"Last-Translator: Elias Dammach <eliasdammach208@gmail.com>\n"
+"PO-Revision-Date: 2025-08-16 14:33+0000\n"
+"Last-Translator: Emad Alhaddad <emad142240@gmail.com>\n"
 "Language-Team: Arabic <https://hosted.weblate.org/projects/godot-engine/godot/"
 "ar/>\n"
 "Language: ar\n"
@@ -118,7 +118,7 @@ msgstr ""
 "Content-Transfer-Encoding: 8bit\n"
 "Plural-Forms: nplurals=6; plural=n==0 ? 0 : n==1 ? 1 : n==2 ? 2 : n%100>=3 && "
 "n%100<=10 ? 3 : n%100>=11 ? 4 : 5;\n"
-"X-Generator: Weblate 5.13-dev\n"
+"X-Generator: Weblate 5.13\n"
 
 msgid "Unset"
 msgstr "غير محدد"
@@ -349,6 +349,9 @@ msgstr "نسخ"
 msgid "Paste"
 msgstr "لصق"
 
+msgid "Toggle Tab Focus Mode"
+msgstr "حول إلى وضع التركيز"
+
 msgid "Undo"
 msgstr "تراجع"
 
@@ -466,6 +469,12 @@ msgstr "مضاعفة العُقد"
 msgid "Delete Nodes"
 msgstr "حذف العُقد"
 
+msgid "Follow Input Port Connection"
+msgstr "إتبع مدخل الإتصال"
+
+msgid "Follow Output Port Connection"
+msgstr "إتبع مخرج الإتصال"
+
 msgid "Go Up One Level"
 msgstr "إذهب مرحلة للأعلى"
 
@@ -481,6 +490,9 @@ msgstr "تبديل جهة الإدخال"
 msgid "Start Unicode Character Input"
 msgstr "بدء إدخال حروف يونيكود"
 
+msgid "ColorPicker: Delete Preset"
+msgstr "أداة اختيار الألوان: احذف الإعدادات المسبقة"
+
 msgid "Invalid input %d (not passed) in expression"
 msgstr "مدخلات خاطئة %d (لم يتم تمريرها) في التعبير"
 
@@ -7995,9 +8007,6 @@ msgstr "أنشر إلى رابع جهاز في القائمة"
 msgid "Project Run"
 msgstr "تشغيل المشروع"
 
-msgid "Select Mode"
-msgstr "وضع الاختيار"
-
 msgid "Press play to start the game."
 msgstr "اضغط على التشغيل لبدء اللعبة."
 
@@ -9876,6 +9885,9 @@ msgstr ""
 "بيئة-العالم.\n"
 "المعاينة معطلة."
 
+msgid "Select Mode"
+msgstr "وضع الاختيار"
+
 msgid "Move Mode"
 msgstr "وضع التنقيل"
 
@@ -13630,9 +13642,6 @@ msgstr "تعيين الثابت: %s"
 msgid "Invalid name for varying."
 msgstr "اسم غير صالح للتنوع."
 
-msgid "Varying with that name is already exist."
-msgstr "المتغير بهذا الاسم موجود بالفعل."
-
 msgid "Add Node(s) to Visual Shader"
 msgstr "إضافة عُقدة للتظليل البصري"
 

+ 58 - 9
editor/translations/editor/bg.po

@@ -24,13 +24,14 @@
 # Макар Разин <[email protected]>, 2025.
 # Ivan Dortulov <[email protected]>, 2025.
 # tomsterBG <[email protected]>, 2025.
+# Jivko Chterev <[email protected]>, 2025.
 msgid ""
 msgstr ""
 "Project-Id-Version: Godot Engine editor interface\n"
 "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
 "POT-Creation-Date: \n"
-"PO-Revision-Date: 2025-06-08 19:07+0000\n"
-"Last-Translator: tomsterBG <tomi444332[email protected]>\n"
+"PO-Revision-Date: 2025-08-20 10:26+0000\n"
+"Last-Translator: Jivko Chterev <Jivko9[email protected]>\n"
 "Language-Team: Bulgarian <https://hosted.weblate.org/projects/godot-engine/"
 "godot/bg/>\n"
 "Language: bg\n"
@@ -38,10 +39,7 @@ msgstr ""
 "Content-Type: text/plain; charset=UTF-8\n"
 "Content-Transfer-Encoding: 8bit\n"
 "Plural-Forms: nplurals=2; plural=n != 1;\n"
-"X-Generator: Weblate 5.12-dev\n"
-
-msgid "Unset"
-msgstr "Незададен"
+"X-Generator: Weblate 5.13\n"
 
 msgid "Physical"
 msgstr "Физически"
@@ -401,6 +399,12 @@ msgstr "Промяна на посоката на въвеждане"
 msgid "Start Unicode Character Input"
 msgstr "Въвеждане на Unicode символ"
 
+msgid "ColorPicker: Delete Preset"
+msgstr "Избирач на цвят: Изтрии конфигурация"
+
+msgid "Accessibility: Keyboard Drag and Drop"
+msgstr "Достъпност: клавиатурно хващане и пускане"
+
 msgid "Invalid input %d (not passed) in expression"
 msgstr "Неправилен входящ параметър %d (не е подаден) в израза"
 
@@ -477,12 +481,33 @@ msgstr "Поставяне на избран(и) ключ(ове)"
 msgid "Delete Selected Key(s)"
 msgstr "Изтриване на избран(и) ключ(ове)"
 
+msgid "Make Handles Free"
+msgstr "Направи дръжките свободни"
+
+msgid "Make Handles Linear"
+msgstr "Направи дръжките линейни"
+
+msgid "Make Handles Balanced"
+msgstr "Направи дръжките балансирани"
+
+msgid "Make Handles Mirrored"
+msgstr "Направи дръжките огледални"
+
+msgid "Make Handles Balanced (Auto Tangent)"
+msgstr "Направи дръжките балансирани (авто тангент)"
+
+msgid "Make Handles Mirrored (Auto Tangent)"
+msgstr "Направи дръжките огледални (авто тангент)"
+
 msgid "Add Bezier Point"
 msgstr "Добавяне на точка на Безие"
 
 msgid "Move Bezier Points"
 msgstr "Преместване на точки на Безие"
 
+msgid "Scale Bezier Points"
+msgstr "Оразмеряване на Безие точки"
+
 msgid "Select All Keys"
 msgstr "Избиране на всички ключове"
 
@@ -1190,6 +1215,30 @@ msgstr "Оптимизиране"
 msgid "Clean-Up"
 msgstr "Почистване"
 
+msgctxt "Transition Type"
+msgid "Sine"
+msgstr "Синус"
+
+msgctxt "Transition Type"
+msgid "Quad"
+msgstr "четириъгълник"
+
+msgctxt "Transition Type"
+msgid "Elastic"
+msgstr "Еластично"
+
+msgctxt "Transition Type"
+msgid "Back"
+msgstr "Назад"
+
+msgctxt "Transition Type"
+msgid "Spring"
+msgstr "Пружина"
+
+msgctxt "Ease Type"
+msgid "In"
+msgstr "Вход"
+
 msgid "Select Tracks to Copy"
 msgstr "Изберете пътечки за копиране"
 
@@ -3022,9 +3071,6 @@ msgstr "Профилиране на мрежата"
 msgid "Run the project's default scene."
 msgstr "Пусни цената по подразбиране на проекта."
 
-msgid "Select Mode"
-msgstr "Режим на избиране"
-
 msgid "Clear All"
 msgstr "Изчистване на всичко"
 
@@ -3544,6 +3590,9 @@ msgstr "Задай цвят на предварителен изглед на п
 msgid "Set Preview Environment Ground Color"
 msgstr "Задай цвят на предварителен изглед на земя"
 
+msgid "Select Mode"
+msgstr "Режим на избиране"
+
 msgid "Move Mode"
 msgstr "Режим на преместване"
 

+ 3 - 6
editor/translations/editor/bn.po

@@ -3422,9 +3422,6 @@ msgstr "পূর্বে প্লে করা দৃশ্য পুনর
 msgid "Project Run"
 msgstr "প্রজেক্ট রান করুন"
 
-msgid "Select Mode"
-msgstr "মোড (Mode) বাছাই করুন"
-
 msgid "Show list of selectable nodes at position clicked."
 msgstr "ক্লিক করা অবস্থানে নির্বাচনযোগ্য নোডের তালিকা দেখান।"
 
@@ -3996,6 +3993,9 @@ msgstr "ড্র্যাগ: স্ন্যাপ ব্যবহার ক
 msgid "Preview disabled."
 msgstr "প্রিভিউ ডিসেবল করা।"
 
+msgid "Select Mode"
+msgstr "মোড (Mode) বাছাই করুন"
+
 msgid "Move Mode"
 msgstr "মোড (Mode) সরান"
 
@@ -5319,9 +5319,6 @@ msgstr "ধ্রুবক(গুলি) কে প্যারামিটা
 msgid "Set Constant: %s"
 msgstr "ধ্রুবক সেট করুন: %s"
 
-msgid "Varying with that name is already exist."
-msgstr "এই নামের সাথে ভিন্নতা ইতিমধ্যেই বিদ্যমান।"
-
 msgid "Fragment"
 msgstr "ফ্রাগমেন্ট"
 

+ 3 - 3
editor/translations/editor/ca.po

@@ -4397,9 +4397,6 @@ msgstr "Reprodueix l'escena editada."
 msgid "Network Profiler"
 msgstr "Perfilador de Xarxa"
 
-msgid "Select Mode"
-msgstr "Mode de selecció"
-
 msgid "Clear All"
 msgstr "Neteja-ho tot"
 
@@ -5004,6 +5001,9 @@ msgstr ""
 "Alt + RMB: Mostra la llista de tots els nodes a la posició en què es fa clic, "
 "inclòs el bloquejat."
 
+msgid "Select Mode"
+msgstr "Mode de selecció"
+
 msgid "Move Mode"
 msgstr "Mode de moviment"
 

+ 102 - 14
editor/translations/editor/cs.po

@@ -56,13 +56,14 @@
 # Filip Jaruška <[email protected]>, 2025.
 # NoNormal <[email protected]>, 2025.
 # kubfaf <[email protected]>, 2025.
+# GrenewerearE <[email protected]>, 2025.
 msgid ""
 msgstr ""
 "Project-Id-Version: Godot Engine editor interface\n"
 "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
 "POT-Creation-Date: \n"
-"PO-Revision-Date: 2025-07-09 10:03+0000\n"
-"Last-Translator: kubfaf <[email protected]>\n"
+"PO-Revision-Date: 2025-09-05 11:02+0000\n"
+"Last-Translator: GrenewerearE <[email protected]>\n"
 "Language-Team: Czech <https://hosted.weblate.org/projects/godot-engine/godot/"
 "cs/>\n"
 "Language: cs\n"
@@ -70,7 +71,7 @@ msgstr ""
 "Content-Type: text/plain; charset=UTF-8\n"
 "Content-Transfer-Encoding: 8bit\n"
 "Plural-Forms: nplurals=3; plural=((n==1) ? 0 : (n>=2 && n<=4) ? 1 : 2);\n"
-"X-Generator: Weblate 5.13-dev\n"
+"X-Generator: Weblate 5.13.1-rc\n"
 
 msgid "Unset"
 msgstr "Nenastaveno"
@@ -301,6 +302,9 @@ msgstr "Kopírovat"
 msgid "Paste"
 msgstr "Vložit"
 
+msgid "Toggle Tab Focus Mode"
+msgstr "Přepnout režim Zaměření Záložek"
+
 msgid "Undo"
 msgstr "Zpět"
 
@@ -436,6 +440,9 @@ msgstr "Obrátit směr vstupu"
 msgid "Start Unicode Character Input"
 msgstr "Zahájit vstup Unicode znaků"
 
+msgid "Accessibility: Keyboard Drag and Drop"
+msgstr "Přístupnost: Přetáhnout a pustit pomocí klávesnice"
+
 msgid "Invalid input %d (not passed) in expression"
 msgstr "Neplatný vstup %d (nepředán) ve výrazu"
 
@@ -640,6 +647,9 @@ msgstr "Bod"
 msgid "Open Editor"
 msgstr "Otevřít editor"
 
+msgid "Max"
+msgstr "Max"
+
 msgid "Value"
 msgstr "Hodnota"
 
@@ -679,6 +689,15 @@ msgstr "Odstranit body a trojúhelníky."
 msgid "Generate blend triangles automatically (instead of manually)"
 msgstr "Vygenerovat prolínací trojúhelníky automaticky (namísto manuálně)"
 
+msgid "Max Y"
+msgstr "Max Y"
+
+msgid "Min Y"
+msgstr "Min Y"
+
+msgid "Min X"
+msgstr "Min X"
+
 msgid "Parameter Changed: %s"
 msgstr "Parametr změněn: %s"
 
@@ -873,6 +892,17 @@ msgstr "Uložit knihovnu animací do souboru: %s"
 msgid "Save Animation to File: %s"
 msgstr "Uložit animaci do souboru: %s"
 
+msgid ""
+"The file you selected is not a valid AnimationLibrary.\n"
+"\n"
+"If the animations you want are inside of this file, save them to a separate "
+"file first."
+msgstr ""
+"Soubor, který jste vybrali, není platná AnimationLibrary.\n"
+"\n"
+"Pokud chcete používat animace z tohoto souboru, uložte je nejprve jako "
+"samostatný soubor."
+
 msgid "Some of the selected libraries were already added to the mixer."
 msgstr "Některé z vybraných knihoven již byly do směšovače přidány."
 
@@ -1686,6 +1716,15 @@ msgstr "Přepnout mezi editorem Bézierovy křivky a editorem stopy."
 msgid "Only show tracks from nodes selected in tree."
 msgstr "Zobrazit pouze stopy uzlů vybraných ve stromu."
 
+msgid ""
+"Sort tracks/groups alphabetically.\n"
+"If disabled, tracks are shown in the order they are added and can be "
+"reordered using drag-and-drop."
+msgstr ""
+"Řadit stopy/skupiny podle abecedy.\n"
+"Pokud je zakázáno, jsou stopy zobrazovány v tom pořadí, v jakém byly přidány, "
+"a mohou být přeuspořádány přetáhnutím."
+
 msgid "Group tracks by node or display them as plain list."
 msgstr "Seskupit stopy podle uzlu nebo je zobrazit jako jednoduchý seznam."
 
@@ -2005,6 +2044,9 @@ msgstr "Strom animace"
 msgid "Toggle AnimationTree Bottom Panel"
 msgstr "Přepnout spodní panel Strom animace"
 
+msgid "Title"
+msgstr "Název"
+
 msgid "Author"
 msgstr "Autor"
 
@@ -2585,6 +2627,15 @@ msgstr "Relace %d"
 msgid "Debug"
 msgstr "Ladění"
 
+msgid ""
+"Some remote nodes were not selected, as the configured maximum selection is "
+"%d. This can be changed at \"debugger/max_node_selection\" in the Editor "
+"Settings."
+msgstr ""
+"Některé vzdálené uzly nebyly vybrány, protože maximální nakonfigurovaný počet "
+"vybraných prvků je %d. To může být změněno v \"debugger/max_node_selection\" "
+"v Nastavení editoru."
+
 msgid "Save Branch as Scene..."
 msgstr "Uložit větev jako scénu..."
 
@@ -3622,6 +3673,9 @@ msgstr "Přejít do další vybrané složky/souboru."
 msgid "Change Split Mode"
 msgstr "Změnit režim rozdělení"
 
+msgid "Dock Placement"
+msgstr "Umístění doku"
+
 msgid "Filter Files"
 msgstr "Filtrovat soubory"
 
@@ -4637,6 +4691,12 @@ msgstr "Nelze znovu načíst scénu, která nebyla nikdy uložena."
 msgid "Save & Reload"
 msgstr "Uložit a znovu načíst"
 
+msgid "Stop running project before reloading the current project?"
+msgstr "Zastavit běh projektu předtím, než se projekt znovu načte z disku?"
+
+msgid "Stop running project before exiting the editor?"
+msgstr "Zastavit běh projektu před ukončením editoru?"
+
 msgid "Save modified resources before reloading?"
 msgstr "Uložit změněné zdroje před opětovným načtením?"
 
@@ -4798,6 +4858,9 @@ msgstr ""
 "Vybraná scéna '%s' není soubor scény. Vybrat platnou?\n"
 "Můžete ji později změnit v \"Nastavení projektu\", v kategorii 'Aplikace'."
 
+msgid "User data dir '%s' is not valid. Change to a valid one?"
+msgstr "Adresář uživatelských dat '%s' je neplatný. Změnit na platný adresář?"
+
 msgid "Cannot run the script because it contains errors, check the output log."
 msgstr ""
 "Skript nelze spustit, protože obsahuje chyby. Zkontrolujte výstupní log."
@@ -5186,6 +5249,9 @@ msgstr "Znovu načíst z disku"
 msgid "Ignore external changes"
 msgstr "Ignorovat externí změny"
 
+msgid "Project data folder (.godot) is missing. Please restart editor."
+msgstr "Chybí složka s daty projektu (.godot). Restartujte prosím editor."
+
 msgid "Restart"
 msgstr "Restartovat"
 
@@ -5394,6 +5460,15 @@ msgid "At least one system boot time access reason should be selected."
 msgstr ""
 "Měl by být vybrán alespoň jeden důvod pro přístup k času spuštění systému."
 
+msgid ""
+"The editor is currently using a different renderer than what the target "
+"platform will use. \"Shader Baker\" won't be able to include core shaders. "
+"Switch to \"%s\" renderer temporarily to fix this."
+msgstr ""
+"Editor používá jiný renderer než ten, který bude používat cílová platforma. "
+"\"Shader Baker\" nebude obsahovat základní shadery. Přepněte dočasně na "
+"\"%s\" renderer, abyste problém opravili."
+
 msgid "Target folder does not exist or is inaccessible: \"%s\""
 msgstr "Cílová složka neexistuje, nebo k ní nelze přistoupit: \"%s\""
 
@@ -5504,6 +5579,15 @@ msgstr "Instalace selhala, více informací naleznete v logu editoru."
 msgid "Running failed, see editor log for details."
 msgstr "Běh selhal, více informací naleznete v logu editoru."
 
+msgid ""
+"The editor is currently using a different renderer than what the target "
+"platform will use. \"Shader Baker\" won't be able to include core shaders. "
+"Switch to the \"%s\" renderer temporarily to fix this."
+msgstr ""
+"Editor používá jiný renderer než ten, který bude používat cílová platforma. "
+"\"Shader Baker\" nebude obsahovat základní shadery. Přepněte dočasně na "
+"\"%s\" renderer, abyste problém opravili."
+
 msgid ""
 "A texture format must be selected to export the project. Please select at "
 "least one texture format."
@@ -6579,6 +6663,9 @@ msgstr "Vybrat scénu"
 msgid "Fuzzy Search"
 msgstr "Přibližné vyhledávání"
 
+msgid "Include approximate matches."
+msgstr "Zahrnout přibližné shody."
+
 msgid "Addons"
 msgstr "Doplňky"
 
@@ -6650,6 +6737,9 @@ msgstr "Spuštění vlastního skriptu..."
 msgid "Couldn't load post-import script:"
 msgstr "Nepodařilo se načíst skript pro post-import:"
 
+msgid "Script is not a subtype of EditorScenePostImport:"
+msgstr "Skript není podtyp EditorScenePostImport:"
+
 msgid "Invalid/broken script for post-import (check console):"
 msgstr "Neplatný/nefunkční skript pro post-import (viz konzole):"
 
@@ -7315,6 +7405,9 @@ msgstr "Nový klíč:"
 msgid "New Value:"
 msgstr "Nová hodnota:"
 
+msgid "Reorder"
+msgstr "Změnit pořadí"
+
 msgid "(Nil) %s"
 msgstr "(Nic) %s"
 
@@ -8225,6 +8318,9 @@ msgstr "Měřítko zobrazení"
 msgid "Network Mode"
 msgstr "Režim sítě"
 
+msgid "Check for Updates"
+msgstr "Zkontrolovat aktualizace"
+
 msgid "Directory Naming Convention"
 msgstr "Konvence pojmenování složek"
 
@@ -8404,9 +8500,6 @@ msgstr "Běh projektu"
 msgid "Next Frame"
 msgstr "Další snímek"
 
-msgid "Select Mode"
-msgstr "Režim výběru"
-
 msgid "Connection impossible to the game process."
 msgstr "Připojení k hernímu procesu není možné."
 
@@ -10838,6 +10931,9 @@ msgstr ""
 "WorldEnvironment.\n"
 "Náhled deaktivován."
 
+msgid "Select Mode"
+msgstr "Režim výběru"
+
 msgid "Move Mode"
 msgstr "Režim přesouvání"
 
@@ -14816,9 +14912,6 @@ msgstr "Nastavit konstantu: %s"
 msgid "Invalid name for varying."
 msgstr "Neplatný název pro interpolovanou proměnnou."
 
-msgid "Varying with that name is already exist."
-msgstr "Interpolovaná proměnná s tímto názvem již existuje."
-
 msgid "Boolean type cannot be used with `%s` varying mode."
 msgstr "Booleovský typ nelze použít s režimem interpolované proměnné `%s`."
 
@@ -19116,11 +19209,6 @@ msgstr "Rekurze není povolená."
 msgid "Function '%s' can't be called from source code."
 msgstr "Funkci '%s' nelze volat ze zdrojového kódu."
 
-msgid ""
-"Invalid argument for \"%s(%s)\" function: argument %d should be %s but is %s."
-msgstr ""
-"Neplatný argument pro funkci \"%s(%s)\": argument %d by měl být %s, ale je %s."
-
 msgid ""
 "Too few arguments for \"%s(%s)\" call. Expected at least %d but received %d."
 msgstr ""

ファイルの差分が大きいため隠しています
+ 460 - 20
editor/translations/editor/de.po


+ 3 - 3
editor/translations/editor/el.po

@@ -4316,9 +4316,6 @@ msgstr ""
 "Δεν βρέθηκε εκτελέσιμη διαμόρφωση εξαγωγής για αυτή την πλατφόρμα.\n"
 "Παρακαλούμε προσθέστε μία εκτελέσιμη διαμόρφωση στο μενού εξαγωγής."
 
-msgid "Select Mode"
-msgstr "Επιλογή Λειτουργίας"
-
 msgid "Clear All"
 msgstr "Εκκαθάριση όλων"
 
@@ -5046,6 +5043,9 @@ msgstr ""
 "Alt+Δεξί Κλικ Ποντικιού: Εμφάνιση λίστας όλων των κόμβων στη θέση που έγινε "
 "κλικ, συμπεριλαμβανομένων των κλειδωμένων."
 
+msgid "Select Mode"
+msgstr "Επιλογή Λειτουργίας"
+
 msgid "Move Mode"
 msgstr "Λειτουργία Μετακίνησης"
 

+ 44 - 10
editor/translations/editor/eo.po

@@ -23,22 +23,23 @@
 # clement lee <[email protected]>, 2024.
 # casuallyblue <[email protected]>, 2024.
 # programutox <[email protected]>, 2024.
+# Julián Lacomba <[email protected]>, 2025.
 msgid ""
 msgstr ""
 "Project-Id-Version: Godot Engine editor interface\n"
 "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2024-09-27 03:18+0000\n"
-"Last-Translator: programutox <[email protected]>\n"
+"PO-Revision-Date: 2025-08-18 09:02+0000\n"
+"Last-Translator: Julián Lacomba <[email protected]>\n"
 "Language-Team: Esperanto <https://hosted.weblate.org/projects/godot-engine/"
 "godot/eo/>\n"
 "Language: eo\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 5.8-dev\n"
+"X-Generator: Weblate 5.13\n"
 
 msgid "Unset"
-msgstr "malŝalti"
+msgstr "Ne agordite"
 
 msgid "Physical"
 msgstr "Fizika"
@@ -115,17 +116,50 @@ msgstr "Nekonata Stirstanga Akso"
 msgid "Joypad Motion on Axis %d (%s) with Value %.2f"
 msgstr "Stirstanga moviĝo sur akso %d (%s) kun valoro %.2f"
 
+msgid "Bottom Action, Sony Cross, Xbox A, Nintendo B"
+msgstr "Suba ago, X ĉe Sony, A ĉe Xbox, B ĉe Nintendo"
+
+msgid "Right Action, Sony Circle, Xbox B, Nintendo A"
+msgstr "Dekstra ago, O ĉe Sony, B ĉe Xbox, A ĉe Nintendo"
+
+msgid "Left Action, Sony Square, Xbox X, Nintendo Y"
+msgstr "Maldekstra ago, ☐ ĉe Sony, X ĉe Xbox, Y ĉe Nintendo"
+
+msgid "Top Action, Sony Triangle, Xbox Y, Nintendo X"
+msgstr "Supra ago, 🜂 ĉe Sony, Y ĉe Xbox, X ĉe Nintendo"
+
+msgid "Back, Sony Select, Xbox Back, Nintendo -"
+msgstr "Reen, SELECT ĉe Sony, ⧉ ĉe Xbox, — ĉe Nintendo"
+
 msgid "Guide, Sony PS, Xbox Home"
 msgstr "Gvidilo, Sony PS, Xbox Home"
 
 msgid "Start, Xbox Menu, Nintendo +"
-msgstr "Starti, Xbox Menuo, Nintendo +"
+msgstr "Komenci, START/OPTIONS ĉe Sony, ☰ ĉe Xbox, + ĉe Nintendo"
 
 msgid "Left Stick, Sony L3, Xbox L/LS"
-msgstr "Maldesktra Strangeto, Sony L3, Xbox L/LS"
+msgstr "Maldekstra stirstango, L3 ĉe Sony, L/LS ĉe Xbox"
 
 msgid "Right Stick, Sony R3, Xbox R/RS"
-msgstr "Dekstra Strangeto, Sony R3, Xbox R/RS"
+msgstr "Dekstra stirstango, R3 ĉe Sony, R/RS ĉe Xbox"
+
+msgid "Left Shoulder, Sony L1, Xbox LB"
+msgstr "Maldekstra antaŭa butono, L1 ĉe Sony, LB ĉe Xbox"
+
+msgid "Right Shoulder, Sony R1, Xbox RB"
+msgstr "Dekstra antaŭa butono, R1 ĉe Sony, RB ĉe Xbox"
+
+msgid "D-pad Up"
+msgstr "Movkruco supren"
+
+msgid "D-pad Down"
+msgstr "Movkruco malsupren"
+
+msgid "D-pad Left"
+msgstr "Movkruco maldekstren"
+
+msgid "D-pad Right"
+msgstr "Movkruco dekstren"
 
 msgid "PS4/5 Touchpad"
 msgstr "PS4/5 Tuŝplato"
@@ -3047,9 +3081,6 @@ msgstr ""
 "Bonvolu aldoni ruleblan antaŭagordon per la Eksporto menuo aŭ defini "
 "ekzistantan antaŭagordon kiel rulebla."
 
-msgid "Select Mode"
-msgstr "Elektada reĝimo"
-
 msgid "Create Polygon"
 msgstr "Krei plurlateron"
 
@@ -3211,6 +3242,9 @@ msgstr ""
 "Duonferma okulo: Gizmo estas ankaŭ videbla tra maldiafanaj surfacoj (\"iks-"
 "rada\")."
 
+msgid "Select Mode"
+msgstr "Elektada reĝimo"
+
 msgid "Move Mode"
 msgstr "Movada reĝimo"
 

ファイルの差分が大きいため隠しています
+ 218 - 114
editor/translations/editor/es.po


+ 538 - 6
editor/translations/editor/es_AR.po

@@ -37,13 +37,15 @@
 # Adrián Ricardo Iazbeck Scalia <[email protected]>, 2025.
 # zirzak <[email protected]>, 2025.
 # Santiago Vazquez <[email protected]>, 2025.
+# Nahuel <[email protected]>, 2025.
+# a <[email protected]>, 2025.
 msgid ""
 msgstr ""
 "Project-Id-Version: Godot Engine editor interface\n"
 "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
 "POT-Creation-Date: \n"
-"PO-Revision-Date: 2025-04-23 23:56+0000\n"
-"Last-Translator: zirzak <gdarluc[email protected]>\n"
+"PO-Revision-Date: 2025-08-26 18:02+0000\n"
+"Last-Translator: a <ramsesvillacol@gmail.com>\n"
 "Language-Team: Spanish (Argentina) <https://hosted.weblate.org/projects/godot-"
 "engine/godot/es_AR/>\n"
 "Language: es_AR\n"
@@ -51,7 +53,7 @@ msgstr ""
 "Content-Type: text/plain; charset=UTF-8\n"
 "Content-Transfer-Encoding: 8bit\n"
 "Plural-Forms: nplurals=2; plural=n != 1;\n"
-"X-Generator: Weblate 5.11.1-dev\n"
+"X-Generator: Weblate 5.13\n"
 
 msgid "Unset"
 msgstr "Sin establecer"
@@ -230,6 +232,9 @@ msgstr "Entrada de MIDI en el canal=%s Mensaje=%s"
 msgid "Input Event with Shortcut=%s"
 msgstr "Evento de entrada con atajo=%s"
 
+msgid "Action has no bound inputs"
+msgstr "La acción no tiene entradas asignadas"
+
 msgid "Accept"
 msgstr "Aceptar"
 
@@ -278,6 +283,9 @@ msgstr "Copiar"
 msgid "Paste"
 msgstr "Pegar"
 
+msgid "Toggle Tab Focus Mode"
+msgstr "Act./Desact. Modo Foco de Pestaña"
+
 msgid "Undo"
 msgstr "Deshacer"
 
@@ -886,6 +894,9 @@ msgstr "Conectar nodos."
 msgid "Remove selected node or transition."
 msgstr "Quitar el nodo o transición seleccionado/a."
 
+msgid "Transition:"
+msgstr "Transición:"
+
 msgid "Play Mode:"
 msgstr "Modo de Reproducción:"
 
@@ -997,6 +1008,15 @@ msgstr "Duración de la animación (frames)"
 msgid "Animation length (seconds)"
 msgstr "Duración de la animación (segundos)"
 
+msgid "Select a new track by type to add to this animation."
+msgstr "Seleccioná una nueva pista por tipo para añadirle a está animación."
+
+msgid "Filter Tracks"
+msgstr "Filtrar Pistas"
+
+msgid "Filter tracks by entering part of their node name or property."
+msgstr "Filtrar pistas con insertar parte del nombre de su nodo o propiedad."
+
 msgid "Animation Looping"
 msgstr "Loop de Animación"
 
@@ -1015,6 +1035,9 @@ msgstr "Cambiar Ruta de la Pista"
 msgid "Toggle this track on/off."
 msgstr "Act./Desact. esta pista."
 
+msgid "Select node in scene."
+msgstr "Seleccionar nodo en la escena."
+
 msgid "Use Blend"
 msgstr "Usar Mezcla"
 
@@ -1413,6 +1436,9 @@ msgstr "Ratio de Escala:"
 msgid "Select Transition and Easing"
 msgstr "Seleccionar Transición y Easing"
 
+msgid "Transition Type:"
+msgstr "Tipo de Transición:"
+
 msgctxt "Transition Type"
 msgid "Sine"
 msgstr "Sinusoide"
@@ -1897,6 +1923,15 @@ msgstr ""
 msgid "Visible Navigation"
 msgstr "Navegación Visible"
 
+msgid ""
+"When this option is enabled, redraw requests of 2D objects will become "
+"visible (as a short flash) in the running project.\n"
+"This is useful to troubleshoot low processor mode."
+msgstr ""
+"Cuando esta opción está activada, las mallas de navegación y los polígonos "
+"serán visibles en el proyecto en ejecución.\n"
+"Ésto es útil para resolver problemas en modo de procesador bajo"
+
 msgid "Synchronize Scene Changes"
 msgstr "Sincronizar Cambios de Escena"
 
@@ -1928,6 +1963,9 @@ msgstr ""
 msgid "Set %s"
 msgstr "Asignar %s"
 
+msgid "Remote %s: %d"
+msgstr "Remoto %s: %d"
+
 msgid "Session %d"
 msgstr "Sesión %d"
 
@@ -2586,6 +2624,17 @@ msgstr "No se indicó ningún nombre."
 msgid "Name contains invalid characters."
 msgstr "El nombre indicado contiene caracteres inválidos."
 
+msgid ""
+"This filename begins with a dot rendering the file invisible to the editor.\n"
+"If you want to rename it anyway, use your operating system's file manager."
+msgstr ""
+"El nombre del archivo inicia con un punto\n"
+"haciendo que no sea reconocido por el editor.\n"
+"Si querés renombrarla de todos modos, usá el administrador de archivos de tu "
+"sistema operativo.\n"
+"Después de renombrar a una extensión desconocida, el archivo ya no se "
+"mostrará en el editor."
+
 msgid ""
 "This file extension is not recognized by the editor.\n"
 "If you want to rename it anyway, use your operating system's file manager.\n"
@@ -4437,6 +4486,9 @@ msgstr "Refrescar archivos."
 msgid "(Un)favorite current folder."
 msgstr "Quitar carpeta actual de favoritos."
 
+msgid "Current Drive"
+msgstr "Perfil Actual"
+
 msgid "Directories & Files:"
 msgstr "Directorios y Archivos:"
 
@@ -4446,6 +4498,9 @@ msgstr "Mostrar/Ocultar archivos ocultos."
 msgid "Preview:"
 msgstr "Vista Previa:"
 
+msgid "Filename Filter:"
+msgstr "Filtrar nombres de archivos:"
+
 msgid "File:"
 msgstr "Archivo:"
 
@@ -4455,9 +4510,83 @@ msgstr "No se encontró ningún sub-recurso."
 msgid "Open a list of sub-resources."
 msgstr "Abra una lista de sub-recursos."
 
+msgid "Search files..."
+msgstr "Buscar archivos..."
+
+msgid "Select Scene"
+msgstr "Seleccionar Escena"
+
+msgid "Include approximate matches."
+msgstr "Incluir resultados aproximados."
+
+msgid "Addons"
+msgstr "Addons"
+
+msgid "Include files from addons"
+msgstr "Incluir archivos de addons"
+
+msgid "No files found for this type"
+msgstr "No se encontraron archivos para éste tipo"
+
+msgid "No results found"
+msgstr "No hay resultados encontrados"
+
+msgid " (recently opened)"
+msgstr " (recientemente abierto)"
+
+msgid "Grid view"
+msgstr "Step de Grilla"
+
+msgid "List view"
+msgstr "Ver lista"
+
+msgid ""
+"Hold %s to round to integers.\n"
+"Hold Shift for more precise changes."
+msgstr ""
+"Mantené %s para redondear números enteros.\n"
+"Mantené Mayús para cambios más precisos."
+
+msgid "No notifications."
+msgstr "No notificaciones."
+
+msgid "Show notifications."
+msgstr "Mostrar notificaciones."
+
+msgid "Notifications:"
+msgstr "Notificaciones:"
+
+msgid "Silence the notifications."
+msgstr "Silenciar las notificaciones."
+
 msgid "Remove Item"
 msgstr "Remover Item"
 
+msgid "(unknown)"
+msgstr "(desconocido)"
+
+msgid ""
+"Git commit date: %s\n"
+"Click to copy the version information."
+msgstr ""
+"Fechas deñ commit de Git: %s\n"
+"Dale clic para copiar la información de versión."
+
+msgid "Switch Embedded Panel Position"
+msgstr "Alternar posición del panel integrado"
+
+msgid "Make this panel floating in the screen %d."
+msgstr "Hacer éste panel flotante en la pantalla %d."
+
+msgid "Right-click to open the screen selector."
+msgstr "Presiona Clic-derecho para abrir el selector de pantalla."
+
+msgid "Select Screen"
+msgstr "Seleccionar Pantalla"
+
+msgid "Pre-Import Scene"
+msgstr "Pre-Importar Escena"
+
 msgid "Importing Scene..."
 msgstr "Importando Escena..."
 
@@ -4470,6 +4599,9 @@ msgstr "Ejecutando Script Personalizado..."
 msgid "Couldn't load post-import script:"
 msgstr "No se pudo cargar el script post importación:"
 
+msgid "Script is not a subtype of EditorScenePostImport:"
+msgstr "Script no es un subtipo de EditorScenePostImport:"
+
 msgid "Invalid/broken script for post-import (check console):"
 msgstr "Script para post importación inválido/roto (revisá la consola):"
 
@@ -4479,15 +4611,137 @@ msgstr "Error ejecutando el script de post-importacion:"
 msgid "Saving..."
 msgstr "Guardando..."
 
+msgid "<Unnamed Material>"
+msgstr "<Material sin nombre>"
+
+msgid "Import ID: %s"
+msgstr "Importar ID: %s"
+
+msgid ""
+"Type: %s\n"
+"Import ID: %s"
+msgstr ""
+"Tipo: %s\n"
+"Importar ID: %s"
+
+msgid "Error opening scene"
+msgstr "Error al abrir escena"
+
+msgid "Advanced Import Settings for AnimationLibrary '%s'"
+msgstr "Ajustes Avanzados de Importación para AnimationLibrary '%s'"
+
+msgid "Advanced Import Settings for Scene '%s'"
+msgstr "Ajustes Avanzados de Importación para la Escena '%s'"
+
+msgid "Select folder to extract material resources"
+msgstr "Seleccionar carpeta para extraer recursos de materiales"
+
+msgid "Select folder where mesh resources will save on import"
+msgstr ""
+"Selecciona la carpeta donde los recursos del mesh seran guardados al importar"
+
+msgid "Select folder where animations will save on import"
+msgstr "Selecciona la carpeta donde las animaciones seran guardadas al importar"
+
+msgid "Warning: File exists"
+msgstr "Advertencia: El archivo existe"
+
+msgid "Existing file with the same name will be replaced."
+msgstr "Archivo ya existente con el mismo nombre sera reemplazado."
+
+msgid "Will create new file"
+msgstr "Se creará un nuevo archivo"
+
+msgid "Already External"
+msgstr "Ya Externo"
+
+msgid ""
+"This material already references an external file, no action will be taken.\n"
+"Disable the external property for it to be extracted again."
+msgstr ""
+"Esté material ya está referenciando un archivo externo, no se tomará ninguna "
+"acción.\n"
+"Desactiva la propiedad externa para que pueda ser extraida nuevamente."
+
+msgid "No import ID"
+msgstr "No importar ID"
+
+msgid ""
+"Material has no name nor any other way to identify on re-import.\n"
+"Please name it or ensure it is exported with an unique ID."
+msgstr ""
+"El material no tiene nombre ni ningúna otra manera para identificarlo al re-"
+"importar.\n"
+"Por favor nombralo o asegúrate que esté exportado con una ID única."
+
+msgid "Extract Materials to Resource Files"
+msgstr "Extraer Materiales a Archivos de Recurso"
+
+msgid "Extract"
+msgstr "Extraer"
+
+msgid "Already Saving"
+msgstr "Ya está guardandose"
+
+msgid ""
+"This mesh already saves to an external resource, no action will be taken."
+msgstr ""
+"Esté mesh ya tiene un recurso externo guardado, ninguna acción se tomará."
+
+msgid "Existing file with the same name will be replaced on import."
+msgstr "Archivo ya existente con el mismo nombre será reemplazado al importar."
+
+msgid "Will save to new file"
+msgstr "Se guardará al nuevo archivo"
+
+msgid "Set Paths"
+msgstr "Establecer Rutas"
+
+msgid ""
+"This animation already saves to an external resource, no action will be taken."
+msgstr "Está animación ya guarda un recurso externo, ninguna acción se tomará."
+
+msgid "Set paths to save animations as resource files on Reimport"
+msgstr ""
+"Establecer rutas para guardar animaciones como archivos de recurso al Re-"
+"importar"
+
+msgid "Actions..."
+msgstr "Acciónes..."
+
+msgid "Extract Materials"
+msgstr "Extraer Materiales:"
+
+msgid "Meshes"
+msgstr "Meshes"
+
+msgid "Primary Light"
+msgstr "Luz principal"
+
 msgid "Status"
 msgstr "Estado"
 
+msgid "Text Resource"
+msgstr "Recurso de Texto"
+
 msgid "Enable"
 msgstr "Activar"
 
 msgid "Offset:"
 msgstr "Offset:"
 
+msgid "New Configuration"
+msgstr "Nueva Configuración"
+
+msgid "Rendering Options"
+msgstr "Opciones de Renderizado"
+
+msgid "Disable FBX2glTF & Restart"
+msgstr "Desactivar FBX2glTF y reiniciar"
+
+msgid "Click this link to download FBX2glTF"
+msgstr "Hacele clic a éste enlace para descargar FBX2glTF"
+
 msgid "Browse"
 msgstr "Examinar"
 
@@ -4503,6 +4757,16 @@ msgstr "2D"
 msgid "3D"
 msgstr "3D"
 
+msgid ""
+"%s: Atlas texture significantly larger on one axis (%d), consider changing "
+"the `editor/import/atlas_max_width` Project Setting to allow a wider texture, "
+"making the result more even in size."
+msgstr ""
+"%s: Textura Atlas significativamente larga en un eje (%d), considera cambiar "
+"el ajuste`editor/importar/atlas_max_width` en Ajustes del Proyecto para "
+"permitir una textura más ancha, haciendo el resultado más equilibrado en "
+"tamaño."
+
 msgid "Add"
 msgstr "Agregar"
 
@@ -4526,6 +4790,9 @@ msgstr ""
 "Los nombres que comienzan con _ están reservados para metadatos exclusivos "
 "del editor."
 
+msgid "Property: %s"
+msgstr "Propiedad: %s"
+
 msgid "Unfavorite Property"
 msgstr "Quitar Propiedad de Favoritos"
 
@@ -4541,9 +4808,17 @@ msgid "Pinning a value forces it to be saved even if it's equal to the default."
 msgstr ""
 "Fijar un valor fuerza que sea guardado incluso si es igual predeterminado."
 
+msgid "Revert Value"
+msgstr "Revertir valor"
+
 msgid "On"
 msgstr "On"
 
+msgid "(%d change)"
+msgid_plural "(%d changes)"
+msgstr[0] "(%d cambio)"
+msgstr[1] "(%d cambios)"
+
 msgid "Add element to property array with prefix %s."
 msgstr "Añadir elemento al array de propiedades con el prefijo %s."
 
@@ -4570,12 +4845,18 @@ msgstr "Insertar Nuevo Antes"
 msgid "Insert New After"
 msgstr "Insertar Nuevo Después"
 
+msgid "Clear Array"
+msgstr "Limpiar Array"
+
 msgid "Resize Array"
 msgstr "Redimensionar Array"
 
 msgid "Add Metadata"
 msgstr "Añadir metadatos"
 
+msgid "Remove metadata %s"
+msgstr "Remover metadatos %s"
+
 msgid "Pinned %s"
 msgstr "Fijado: %s"
 
@@ -4594,9 +4875,19 @@ msgstr "Editar Texto:"
 msgid "Locale"
 msgstr "Idioma"
 
+msgid ""
+"Toggles displaying between path and UID.\n"
+"The UID is the actual value of this property."
+msgstr ""
+"Alterna entre mostrar la ruta y UID.\n"
+"El UID es el valor real de está propiedad."
+
 msgid "Bit %d, value %d"
 msgstr "Bit %d, valor %d"
 
+msgid "Temporary Euler %s"
+msgstr "Euler Temporario %s"
+
 msgid "Assign..."
 msgstr "Asignar..."
 
@@ -4647,6 +4938,9 @@ msgstr "Nueva Clave:"
 msgid "New Value:"
 msgstr "Nuevo Valor:"
 
+msgid "Reorder"
+msgstr "Reordenar"
+
 msgid "(Nil) %s"
 msgstr "(Nulo) %s"
 
@@ -4665,6 +4959,9 @@ msgstr "Tamaño"
 msgid "Add Key/Value Pair"
 msgstr "Agregar Par Clave/Valor"
 
+msgid "Localizable String (Nil)"
+msgstr "String Localizable (Nulo)"
+
 msgid "Remove Translation"
 msgstr "Quitar Traducción"
 
@@ -4681,6 +4978,9 @@ msgstr "Convertir a %s"
 msgid "New"
 msgstr "Nuevo"
 
+msgid "New Shader..."
+msgstr "Nuevo Shader..."
+
 msgid "Select Property"
 msgstr "Seleccionar Propiedad"
 
@@ -4711,9 +5011,21 @@ msgstr "Nombre del Plugin:"
 msgid "Subfolder:"
 msgstr "Subcarpeta:"
 
+msgid ""
+"Optional. This description should be kept relatively short (up to 5 lines).\n"
+"It will display when hovering the plugin in the list of plugins."
+msgstr ""
+"Opcional. Está descripción debería ser relativamente corta (hasta 5 lineas).\n"
+"Se mostrara al pasar por encima del plugin en la lista de plugins."
+
 msgid "Author:"
 msgstr "Autor:"
 
+msgid "Optional. The author's username, full name, or organization name."
+msgstr ""
+"Opcional. El nombre de usuario del Autor, nombre completo, o nombre de la "
+"organización."
+
 msgid "Language:"
 msgstr "Lenguaje:"
 
@@ -4723,6 +5035,15 @@ msgstr "Nombre del Script:"
 msgid "Activate now?"
 msgstr "Activar ahora?"
 
+msgid "Subfolder name is valid."
+msgstr "El nombre de la subcarpeta es valido."
+
+msgid "Received JSON data is not a valid version array."
+msgstr "Datos recibidos de JSON no son una versión en array valida."
+
+msgid "Update checks disabled."
+msgstr "Verificar actualizaciónes desactivado."
+
 msgid "It would be a good idea to name your project."
 msgstr "Sería buena idea darle un nombre a tu proyecto."
 
@@ -4732,21 +5053,41 @@ msgstr ""
 "Archivo de projecto \".zip\" inválido; no contiene un archivo "
 "\"project.godot\"."
 
+msgid ""
+"Creating a project at the engine's working directory or executable directory "
+"is not allowed, as it would prevent the project manager from starting."
+msgstr ""
+"Crear un proyecto en el directorio donde funciona el motor o el directorio "
+"donde está el ejecutable no está permitido, ya que interferira en la "
+"inicialización del manejador de proyectos."
+
 msgid "The path specified doesn't exist."
 msgstr "La ruta especificada no existe."
 
 msgid "New Game Project"
 msgstr "Nuevo Proyecto de Juego"
 
+msgid "Less advanced 3D graphics."
+msgstr "Gráficos 3D menos avanzados."
+
 msgid "Couldn't create project.godot in project path."
 msgstr "No se pudo crear project.godot en la ruta de proyecto."
 
+msgid "Couldn't create icon.svg in project path."
+msgstr "No se pudo crear el archivo icon.svg en la ruta de proyecto."
+
 msgid "Error opening package file, not in ZIP format."
 msgstr "Error al abrir el archivo comprimido, no está en formato ZIP."
 
 msgid "The following files failed extraction from package:"
 msgstr "Los siguientes archivos no se pudieron extraer del paquete:"
 
+msgid ""
+"Couldn't load project at '%s' (error %d). It may be missing or corrupted."
+msgstr ""
+"No se pudo cargar el proyecto en '%s' (error %d). La ruta no existe o está "
+"corrupta."
+
 msgid "Rename Project"
 msgstr "Renombrar Proyecto"
 
@@ -4771,6 +5112,15 @@ msgstr "Ruta de Instalación del Proyecto:"
 msgid "Renderer:"
 msgstr "Renderizador:"
 
+msgid ""
+"RenderingDevice-based methods not available on this GPU:\n"
+"%s\n"
+"Please use the Compatibility renderer."
+msgstr ""
+"Métodos basados en RenderingDevice no disponibles en éste GPU:\n"
+"%s\n"
+"Por favor utiliza el renderizador de Compatibilidad."
+
 msgid "Error: Project is missing on the filesystem."
 msgstr "Error: Proyecto faltante en el sistema de archivos."
 
@@ -4780,9 +5130,75 @@ msgstr "Proyecto Faltante"
 msgid "New Window"
 msgstr "Nueva Ventana"
 
+msgid ""
+"Get started by creating a new one,\n"
+"importing one that exists, or by downloading a project template from the "
+"Asset Library!"
+msgstr ""
+"¡Inicia creando un nuevo proyecto,\n"
+"Importar uno ya existente, o mediante la descarga de una plantilla de la "
+"Librería de Assets!"
+
 msgid "Are you sure to run %d projects at once?"
 msgstr "¿Estás seguro/a que querés ejecutar %d proyectos a la vez?"
 
+msgid ""
+"Can't open project at '%s'.\n"
+"Failed to start the editor."
+msgstr ""
+"No se puede abrir el proyecto en '%s'.\n"
+"Error al intentar iniciar el editor."
+
+msgid ""
+"The selected project \"%s\" does not specify its supported Godot version in "
+"its configuration file (\"project.godot\").\n"
+"\n"
+"Project path: %s\n"
+"\n"
+"If you proceed with opening it, it will be converted to Godot's current "
+"configuration file format.\n"
+"\n"
+"Warning: You won't be able to open the project with previous versions of the "
+"engine anymore."
+msgstr ""
+"El siguiente archivo de configuración del proyecto no especifica la versión "
+"de Godot con la que fue creado (\"project.godot\").\n"
+"\n"
+"%s\n"
+"\n"
+"Si procedés a abrirlo, sera convertido al formato actual de configuración de "
+"Godot. \n"
+"Advertencia: Ya no podras volver a abrir el proyecto con versiones anteriores "
+"del motor."
+
+msgid ""
+"The selected project \"%s\" was generated by an older engine version, and "
+"needs to be converted for this version.\n"
+"\n"
+"Project path: %s\n"
+"\n"
+"Do you want to convert it?\n"
+"\n"
+"Warning: You won't be able to open the project with previous versions of the "
+"engine anymore."
+msgstr ""
+"El siguiente archivo de configuración de proyecto fue generado por una "
+"versión anterior del motor, y debe se convertido para esta versión:\n"
+"\n"
+"%s\n"
+"\n"
+"¿Querés convertirlo?\n"
+"Advertencia: No podras abrir el proyecto con versiones anteriores del motor."
+
+msgid ""
+"Warning: This project uses C#, but this build of Godot does not have\n"
+"the Mono module. If you proceed you will not be able to use any C# scripts.\n"
+"\n"
+msgstr ""
+"Advertencia: Este proyecto utiliza C#, pero está versión de Godot no tiene\n"
+"el módulo Mono, si procedes, no serás capaz de usar ningún script en C#.\n"
+"\n"
+
 msgid "Remove %d projects from the list?"
 msgstr "¿Quitar %d proyectos de la lista?"
 
@@ -4796,6 +5212,11 @@ msgstr ""
 "¿Eliminar todos los proyectos faltantes de la lista?\n"
 "El contenido de las carpetas del proyecto no se modificará."
 
+msgid "Couldn't load project at '%s'. It may be missing or corrupted."
+msgstr ""
+"No se pudo cargar el proyecto desde la ruta de proyecto en '%s' (error %d). "
+"La ruta no existe o está corrupta."
+
 msgid "New Project"
 msgstr "Proyecto Nuevo"
 
@@ -4842,18 +5263,28 @@ msgstr "Seleccionar una Carpeta para Examinar"
 msgid "Remove All"
 msgstr "Quitar Todos"
 
+msgid "Edit normally"
+msgstr "Editar Normalmente"
+
 msgid "Error"
 msgstr "Error"
 
 msgid "Restart Now"
 msgstr "Reiniciar Ahora"
 
+msgid "Re-saving scene:"
+msgstr "Volver a guardar la Escena"
+
 msgid "Play the project."
 msgstr "Reproducir el proyecto."
 
 msgid "Play the edited scene."
 msgstr "Reproducir la escena editada."
 
+msgid "Recovery Mode is enabled. Disable it to run the project."
+msgstr ""
+"El modo de Recuperación está activado. Desactivalo para ejecutar el proyecto."
+
 msgid "Network Profiler"
 msgstr "Profiler de Red"
 
@@ -4866,9 +5297,6 @@ msgstr ""
 "Por favor agregá un preset ejecutable en el menú Exportar o definí un preset "
 "como ejecutable."
 
-msgid "Select Mode"
-msgstr "Modo Seleccionar"
-
 msgid "Clear All"
 msgstr "Limpiar Todo"
 
@@ -5155,6 +5583,15 @@ msgstr "Geometría inválida, no es posible crear un oclusor de luz."
 msgid "Create LightOccluder2D Sibling"
 msgstr "Crear hermano de LightOccluder2D"
 
+msgid "Simplification:"
+msgstr "Simplificación:"
+
+msgid "Shrink (Pixels):"
+msgstr "Achicar (Píxeles):"
+
+msgid "Grow (Pixels):"
+msgstr "Crecer (Píxeles):"
+
 msgid "Update Preview"
 msgstr "Actualizar Vista Previa"
 
@@ -5179,6 +5616,9 @@ msgstr "Espejar Verticalmente"
 msgid "Grid Snap"
 msgstr "Ajustar a Grilla"
 
+msgid "Scattering:"
+msgstr "Dispersión:"
+
 msgid "Atlas"
 msgstr "Atlas"
 
@@ -5283,6 +5723,9 @@ msgstr "Crear Outline Mesh"
 msgid "Outline Size:"
 msgstr "Tamaño de Outline:"
 
+msgid "Sibling"
+msgstr "Hermano"
+
 msgid ""
 "Creates a polygon-based collision shape.\n"
 "This is the most accurate (but slowest) option for collision detection."
@@ -5461,6 +5904,9 @@ msgstr "Ortogonal Trasera"
 msgid "Rear Perspective"
 msgstr "Perspectiva Trasera"
 
+msgid "[auto]"
+msgstr "[auto]"
+
 msgid "Locked"
 msgstr "Bloqueado"
 
@@ -5485,6 +5931,9 @@ msgstr "Poner claves está desactivado (no se insertaron claves)."
 msgid "Animation Key Inserted."
 msgstr "Clave de Animación Insertada."
 
+msgid "Translating:"
+msgstr "Trasladar:"
+
 msgid "Top View."
 msgstr "Vista Superior."
 
@@ -5515,9 +5964,18 @@ msgstr "Rotar"
 msgid "Translate"
 msgstr "Trasladar"
 
+msgid "Scaling:"
+msgstr "Escalando:"
+
 msgid "Rotating %s degrees."
 msgstr "Rotando %s grados."
 
+msgid "Translating %s."
+msgstr "Traduciendo %s."
+
+msgid "Scaling %s."
+msgstr "Escalando %s."
+
 msgid "View"
 msgstr "Vista"
 
@@ -5539,6 +5997,12 @@ msgstr "Mostrar Overdraw"
 msgid "Display Unshaded"
 msgstr "Mostrar Sin Sombreado"
 
+msgid "Normal Buffer"
+msgstr "Búfer de Normales"
+
+msgid "Internal Buffer"
+msgstr "Búfer Interno"
+
 msgid "View Environment"
 msgstr "Ver Entorno"
 
@@ -5639,6 +6103,9 @@ msgstr ""
 "Alt+Click Der.: Mostrar una lista de todos los nodos en la posición "
 "clickeada, incluyendo bloqueados."
 
+msgid "Select Mode"
+msgstr "Modo Seleccionar"
+
 msgid "Move Mode"
 msgstr "Modo Mover"
 
@@ -5819,6 +6286,9 @@ msgstr "Crear Emisor"
 msgid "Emission Points:"
 msgstr "Puntos de Emisión:"
 
+msgid "Emission Source:"
+msgstr "Fuente de Emisión:"
+
 msgid "Surface Points"
 msgstr "Puntos de Superficie"
 
@@ -6110,6 +6580,9 @@ msgstr "Dividir step de grilla por 2"
 msgid "Adding %s..."
 msgstr "Agregando %s..."
 
+msgid "Instantiating: "
+msgstr "Instanciando: "
+
 msgid "Method in target node must be specified."
 msgstr "El método en el nodo objetivo debe ser especificado."
 
@@ -7026,6 +7499,9 @@ msgstr "Script Integrado (Built-In):"
 msgid "Attach Node Script"
 msgstr "Adjuntar Script de Nodo"
 
+msgid "Current value: "
+msgstr "Valor actual: "
+
 msgid "Can't open '%s'. The file could have been moved or deleted."
 msgstr "No se puede abrir '%s'. El archivo puede haber sido movido o eliminado."
 
@@ -8462,6 +8938,15 @@ msgstr "Rotar Z en Cursor"
 msgid "Give a MeshLibrary resource to this GridMap to use its meshes."
 msgstr "Asignar un recurso MeshLibrary a este GridMap para usar sus meshes."
 
+msgid "Use Transition:"
+msgstr "Usar Transición:"
+
+msgid "Transition From:"
+msgstr "Transición desde:"
+
+msgid "Transition To:"
+msgstr "Transición Hasta:"
+
 msgid "Begin Bake"
 msgstr "Iniciar Bake"
 
@@ -8773,9 +9258,44 @@ msgstr "Versión de archivo inválida."
 msgid "Invalid product version."
 msgstr "Versión de producto inválida."
 
+msgid "Invalid icon file \"%s\"."
+msgstr "Archivo de icono no valido: \"%s\"."
+
 msgid "No identity found."
 msgstr "No se encontró identidad."
 
+msgid "Invalid identity type."
+msgstr "Tipo de identificador inválido."
+
+msgid ""
+"Could not start osslsigncode executable. Configure signtool path in the "
+"Editor Settings (Export > Windows > osslsigncode), or disable \"Codesign\" in "
+"the export preset."
+msgstr ""
+"No se pudo iniciar el ejecutable osslsigncode. Configura la ruta de "
+"osslsigncode en Ajustes del Editor (Exportar > Windows > osslsigncode), o "
+"desaciva \"Codesign\" en las opciones del preset de exportación."
+
+msgid "Run exported project on remote Windows system"
+msgstr "Ejecutar el proyecto exportado en un sistema remoto de Windows"
+
+msgid ""
+"Ancestor \"%s\" clips its children, so this CanvasGroup will not function "
+"properly."
+msgstr ""
+"El nodo ancestro \"%s\" sobrepasa sus nodos hijos, por lo qué este "
+"CanvasGroup no funcionara apropiadamente."
+
+msgid ""
+"Only one visible CanvasModulate is allowed per canvas.\n"
+"When there are more than one, only one of them will be active. Which one is "
+"undefined."
+msgstr ""
+"Solo se permite un CanvasModulate visible por escena (o set de escenas "
+"instanciadas).\n"
+"Si hay más de uno, el primero creado va a funcionar pero no está determinado "
+"cual es, mientras que el resto van a ser ignorados."
+
 msgid ""
 "CPUParticles2D animation requires the usage of a CanvasItemMaterial with "
 "\"Particles Animation\" enabled."
@@ -8815,6 +9335,12 @@ msgstr ""
 "El polígono oclusor para este oclusor está vacío. Por favor, dibujá un "
 "polígono."
 
+msgid ""
+"The NavigationAgent2D can be used only under a Node2D inheriting parent node."
+msgstr ""
+"El nodo NavigationAgent2D solo puede ser usado bajo un nodo padre que herede "
+"de la clase Nodo2D."
+
 msgid ""
 "ParallaxLayer node only works when set as child of a ParallaxBackground node."
 msgstr ""
@@ -8892,6 +9418,9 @@ msgstr "Nada visible ya que no se asignó ningún mesh."
 msgid "Nothing is visible because meshes have not been assigned to draw passes."
 msgstr "Nada visible ya que no se asigno pasadas de dibujado a los meshes."
 
+msgid "Generating Probe Volumes"
+msgstr "Generando Volúmenes de Sonda"
+
 msgid "This body will be ignored until you set a mesh."
 msgstr "Este cuerpo será ignorado hasta que se establezca un mesh."
 
@@ -9021,6 +9550,9 @@ msgstr "Redefinición de: '%s'"
 msgid "Macro redefinition."
 msgstr "Redefinición de Macros."
 
+msgid "Invalid argument name."
+msgstr "Nombre de argumento inválido."
+
 msgid "Invalid '%s' directive."
 msgstr "Directiva '%s' Invalida."
 

+ 3 - 6
editor/translations/editor/et.po

@@ -4279,9 +4279,6 @@ msgstr ""
 msgid "Project Run"
 msgstr "Projekti Käivitamine"
 
-msgid "Select Mode"
-msgstr "Valimisrežiim"
-
 msgid "Show list of selectable nodes at position clicked."
 msgstr "Näita valitavate sõlmede Loendit klikkimis asukohas."
 
@@ -5711,6 +5708,9 @@ msgstr ""
 "WorldEnvironment.\n"
 "Eelvaade keelatud."
 
+msgid "Select Mode"
+msgstr "Valimisrežiim"
+
 msgid "Move Mode"
 msgstr "Liigutamisrežiim"
 
@@ -8191,9 +8191,6 @@ msgstr "Määratud konstant: %s"
 msgid "Invalid name for varying."
 msgstr "Kehtetu nimi muutuja jaoks."
 
-msgid "Varying with that name is already exist."
-msgstr "Selle nimega muutuja juba eksisteerib."
-
 msgid "Add Node(s) to Visual Shader"
 msgstr "Lisa Sõlm(ed) Visual Shader'isse"
 

ファイルの差分が大きいため隠しています
+ 491 - 6
editor/translations/editor/fa.po


ファイルの差分が大きいため隠しています
+ 555 - 24
editor/translations/editor/fi.po


ファイルの差分が大きいため隠しています
+ 411 - 11
editor/translations/editor/fr.po


+ 7 - 16
editor/translations/editor/ga.po

@@ -3,12 +3,12 @@
 # Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.
 # This file is distributed under the same license as the Godot source code.
 # Rónán Quill <[email protected]>, 2019, 2020.
-# Aindriú Mac Giolla Eoin <[email protected]>, 2024.
+# Aindriú Mac Giolla Eoin <[email protected]>, 2024, 2025.
 msgid ""
 msgstr ""
 "Project-Id-Version: Godot Engine editor interface\n"
 "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2024-09-18 19:41+0000\n"
+"PO-Revision-Date: 2025-08-17 11:00+0000\n"
 "Last-Translator: Aindriú Mac Giolla Eoin <[email protected]>\n"
 "Language-Team: Irish <https://hosted.weblate.org/projects/godot-engine/godot/"
 "ga/>\n"
@@ -17,10 +17,10 @@ msgstr ""
 "Content-Transfer-Encoding: 8-bit\n"
 "Plural-Forms: nplurals=5; plural=n==1 ? 0 : n==2 ? 1 : (n>2 && n<7) ? 2 :(n>6 "
 "&& n<11) ? 3 : 4;\n"
-"X-Generator: Weblate 5.8-dev\n"
+"X-Generator: Weblate 5.13\n"
 
 msgid "Unset"
-msgstr "Díshocraigh"
+msgstr "Díshuiteáil"
 
 msgid "Physical"
 msgstr "Fisiciúil"
@@ -7663,9 +7663,6 @@ msgstr ""
 msgid "Project Run"
 msgstr "Rith an Tionscadail"
 
-msgid "Select Mode"
-msgstr "Roghnaigh Mód"
-
 msgid "Show list of selectable nodes at position clicked."
 msgstr "Taispeáin liosta de nóid inroghnaithe ag an suíomh cliceáil."
 
@@ -9834,6 +9831,9 @@ msgstr ""
 "WorldEnvironment.\n"
 "Díchumasaíodh réamhamharc."
 
+msgid "Select Mode"
+msgstr "Roghnaigh Mód"
+
 msgid "Move Mode"
 msgstr "Bog Mód"
 
@@ -13658,9 +13658,6 @@ msgstr "Socraigh Tairiseach: %s"
 msgid "Invalid name for varying."
 msgstr "Ainm neamhbhailí le haghaidh athraithe."
 
-msgid "Varying with that name is already exist."
-msgstr "Tá éagsúlacht leis an ainm sin ann cheana féin."
-
 msgid "Add Node(s) to Visual Shader"
 msgstr "Cuir nód(anna) le Scáthóir Amhairc"
 
@@ -17496,12 +17493,6 @@ msgstr "Ní cheadaítear athchúrsa."
 msgid "Function '%s' can't be called from source code."
 msgstr "Ní féidir feidhm '%s' a ghlaoch ón gcód foinseach."
 
-msgid ""
-"Invalid argument for \"%s(%s)\" function: argument %d should be %s but is %s."
-msgstr ""
-"Argóint neamhbhailí le haghaidh fheidhm \"%s(%s)\": argóint %d ba chóir a "
-"bheith %s ach is %s."
-
 msgid ""
 "Too few arguments for \"%s(%s)\" call. Expected at least %d but received %d."
 msgstr ""

+ 13 - 6
editor/translations/editor/gl.po

@@ -18,11 +18,12 @@
 # "Miguel A. Bouzada" <[email protected]>, 2025.
 # xuars <[email protected]>, 2025.
 # Yago Raña Gayoso <[email protected]>, 2025.
+# Julián Lacomba <[email protected]>, 2025.
 msgid ""
 msgstr ""
 "Project-Id-Version: Godot Engine editor interface\n"
 "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2025-07-19 09:02+0000\n"
+"PO-Revision-Date: 2025-08-26 18:03+0000\n"
 "Last-Translator: Yago Raña Gayoso <[email protected]>\n"
 "Language-Team: Galician <https://hosted.weblate.org/projects/godot-engine/"
 "godot/gl/>\n"
@@ -30,7 +31,7 @@ msgstr ""
 "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 5.13-dev\n"
+"X-Generator: Weblate 5.13\n"
 
 msgid "Unset"
 msgstr "Desactivar"
@@ -138,7 +139,7 @@ msgid "Right Stick, Sony R3, Xbox R/RS"
 msgstr "Stick Dereito, Sony R3, Xbox R/RS"
 
 msgid "Left Shoulder, Sony L1, Xbox LB"
-msgstr "Botón do ombro esquerdo, Sony R1, Xbox RB"
+msgstr "Botón do ombro esquerdo, Sony L1, Xbox LB"
 
 msgid "Right Shoulder, Sony R1, Xbox RB"
 msgstr "Botón do ombro dereito, Sony R1, Xbox RB"
@@ -562,6 +563,12 @@ msgstr "Valor"
 msgid "Add Triangle"
 msgstr "Engadir Triángulo"
 
+msgid "Min X"
+msgstr "Min X"
+
+msgid "X Value"
+msgstr "Valor X"
+
 msgid "Edit Filters"
 msgstr "Editar Flitros"
 
@@ -3217,9 +3224,6 @@ msgstr ""
 "Engade uns axustes de exportación executables, ou define algún xa existente "
 "como executable."
 
-msgid "Select Mode"
-msgstr "Elixir Modo"
-
 msgid "Show list of selectable nodes at position clicked."
 msgstr ""
 "Amosa unha lista de nodos seleccionables na posición na que se fixo clic."
@@ -3542,6 +3546,9 @@ msgstr ""
 "Alt+Clic Dereito: Amosa unha lista de nodos na posición na que se fixo clic, "
 "incluindo bloqueados."
 
+msgid "Select Mode"
+msgstr "Elixir Modo"
+
 msgid "Move Mode"
 msgstr "Mover Modo"
 

+ 34 - 14
editor/translations/editor/he.po

@@ -40,12 +40,13 @@
 # yoval keshet <[email protected]>, 2024.
 # Walter Le <[email protected]>, 2025.
 # Nimrod Perez <[email protected]>, 2025.
+# Eli Silver <[email protected]>, 2025.
 msgid ""
 msgstr ""
 "Project-Id-Version: Godot Engine editor interface\n"
 "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
 "POT-Creation-Date: \n"
-"PO-Revision-Date: 2025-07-27 16:23+0000\n"
+"PO-Revision-Date: 2025-08-13 00:48+0000\n"
 "Last-Translator: Nimrod Perez <[email protected]>\n"
 "Language-Team: Hebrew <https://hosted.weblate.org/projects/godot-engine/godot/"
 "he/>\n"
@@ -100,10 +101,22 @@ msgid "Mouse motion at position (%s) with velocity (%s)"
 msgstr "תנועת העכבר במיקום (%s) עם מהירות (%s)"
 
 msgid "Left Stick X-Axis, Joystick 0 X-Axis"
-msgstr "ציר X מוט שמאלי, ג׳ויסטיק 1 ציר X"
+msgstr "ציר-X מוט שמאלי, ג׳ויסטיק 0 ציר-X"
 
 msgid "Left Stick Y-Axis, Joystick 0 Y-Axis"
-msgstr "ציר Y מוט שמאלי, ג׳ויסטיק 1 ציר Y"
+msgstr "ציר-Y מוט שמאלי, ג׳ויסטיק 0 ציר-Y"
+
+msgid "Right Stick X-Axis, Joystick 1 X-Axis"
+msgstr "ציר-X מוט ימני, ג׳ויסטיק 1 ציר-X"
+
+msgid "Right Stick Y-Axis, Joystick 1 Y-Axis"
+msgstr "מוט ימני ציר-Y, ג׳ויסטיק 1 ציר-Y"
+
+msgid "Joystick 2 X-Axis, Left Trigger, Sony L2, Xbox LT"
+msgstr "ג׳ויסטיק 2 ציר-X, הדק שמאלי, Sony L2, Xbox LT"
+
+msgid "Joystick 2 Y-Axis, Right Trigger, Sony R2, Xbox RT"
+msgstr "ג׳ויסטיק 2 ציר-Y, הדק ימני, Sony R2, Xbox RT"
 
 msgid "Joystick 3 X-Axis"
 msgstr "ג׳ויסטיק 3 ציר-X"
@@ -120,20 +133,14 @@ msgstr "ג׳ויסטיק 4 ציר-Y"
 msgid "Unknown Joypad Axis"
 msgstr "ציר ג׳ויפד לא ידוע"
 
-msgid "Joypad Motion on Axis %d (%s) with Value %.2f"
-msgstr "ג׳ויסטיק על ציר %d (%s) עם הערך %.2f"
-
 msgid "Bottom Action, Sony Cross, Xbox A, Nintendo B"
 msgstr "כפתור פעולה, Sony Cross, Xbox A, Nintendo B"
 
-msgid "Right Action, Sony Circle, Xbox B, Nintendo A"
-msgstr "פעולה ימני, Sony Circle, Xbox B, Nintendo A"
-
 msgid "Left Action, Sony Square, Xbox X, Nintendo Y"
-msgstr "פעולה שמאלי, Sony Square, Xbox X, נינטנדו Y"
+msgstr "פעולה שמאלית, Sony Square, Xbox X, נינטנדו Y"
 
 msgid "Top Action, Sony Triangle, Xbox Y, Nintendo X"
-msgstr "פעולה עליון, Sony Triangle, Xbox Y, נינטנדו X"
+msgstr "פעולה עליונה, Sony Triangle, Xbox Y, נינטנדו X"
 
 msgid "Back, Sony Select, Xbox Back, Nintendo -"
 msgstr "חזור , Sony בחר, Xbox חזור, נינטנדו -"
@@ -165,12 +172,25 @@ msgstr "כרית כיוונית ימין"
 msgid "Joypad Button %d"
 msgstr "כפתור אמצעי %d"
 
+msgid "Pressure:"
+msgstr "לחץ:"
+
 msgid "canceled"
 msgstr "בוטל"
 
+msgid "touched"
+msgstr "נגע"
+
 msgid "released"
 msgstr "שוחרר"
 
+msgid "Screen %s at (%s) with %s touch points"
+msgstr "מסך %s ב-%s עם %s נקודות נגיעה"
+
+msgid ""
+"Screen dragged with %s touch points at position (%s) with velocity of (%s)"
+msgstr "מסך נגרר עם %s נקודות נגיעה במיקום (%s) עם מהירות של (%s)"
+
 msgid "Accept"
 msgstr "אישור"
 
@@ -3123,9 +3143,6 @@ msgstr "הרצת סצנה בהתאמה אישית."
 msgid "Network Profiler"
 msgstr "מאפיין רשת"
 
-msgid "Select Mode"
-msgstr "בחירת מצב"
-
 msgid "Clear All"
 msgstr "ניקוי הכל"
 
@@ -3277,6 +3294,9 @@ msgstr "חצי רזולוציה"
 msgid "Audio Listener"
 msgstr "מאזין לשמע"
 
+msgid "Select Mode"
+msgstr "בחירת מצב"
+
 msgid "Move Mode"
 msgstr "מצב תנועה"
 

+ 3 - 3
editor/translations/editor/hu.po

@@ -3021,9 +3021,6 @@ msgstr ""
 "Nem található futtatható exportállomány ehhez a platformhoz.\n"
 "Kérem adjon hozzá egy futtatható exportállományt az export menüben."
 
-msgid "Select Mode"
-msgstr "Kiválasztó Mód"
-
 msgid "Clear All"
 msgstr "Mind Bezárása"
 
@@ -3437,6 +3434,9 @@ msgstr "Kijelöltek csoportosítása"
 msgid "Ungroup Selected"
 msgstr "kijelölt csoportok szétbontása"
 
+msgid "Select Mode"
+msgstr "Kiválasztó Mód"
+
 msgid "Move Mode"
 msgstr "Mozgató Mód"
 

+ 442 - 19
editor/translations/editor/id.po

@@ -11,7 +11,7 @@
 # Khairul Hidayat <[email protected]>, 2016.
 # Reza Hidayat Bayu Prabowo <[email protected]>, 2018, 2019.
 # Romi Kusuma Bakti <[email protected]>, 2017, 2018, 2021.
-# Sofyan Sugianto <[email protected]>, 2017-2018, 2019, 2020, 2021.
+# Sofyan Sugianto <[email protected]>, 2017-2018, 2019, 2020, 2021, 2025.
 # Tito <[email protected]>, 2018, 2023.
 # Tom My <[email protected]>, 2017.
 # yursan9 <[email protected]>, 2016.
@@ -49,7 +49,7 @@
 # EngageIndo <[email protected]>, 2023.
 # Septian Kurniawan <[email protected]>, 2023.
 # Septian Ganendra Savero Kurniawan <[email protected]>, 2023.
-# Septian Ganendra Savero Kurniawan <[email protected]>, 2023, 2024.
+# Septian Ganendra Savero Kurniawan <[email protected]>, 2023, 2024, 2025.
 # GID <[email protected]>, 2023.
 # Luqman Firmansyah <[email protected]>, 2023.
 # Bayu Satiyo <[email protected]>, 2023.
@@ -69,13 +69,16 @@
 # gio <[email protected]>, 2025.
 # Fungki <[email protected]>, 2025.
 # Muhammad Affan Fahrozi <[email protected]>, 2025.
+# Belang Sumerlang <[email protected]>, 2025.
+# Wahyu Azizi <[email protected]>, 2025.
+# Agung Adhinata <[email protected]>, 2025.
 msgid ""
 msgstr ""
 "Project-Id-Version: Godot Engine editor interface\n"
 "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
 "POT-Creation-Date: \n"
-"PO-Revision-Date: 2025-07-24 19:04+0000\n"
-"Last-Translator: Muhammad Affan Fahrozi <m.affanfahrozi@protonmail.com>\n"
+"PO-Revision-Date: 2025-08-28 06:30+0000\n"
+"Last-Translator: Agung Adhinata <adhi0asta@gmail.com>\n"
 "Language-Team: Indonesian <https://hosted.weblate.org/projects/godot-engine/"
 "godot/id/>\n"
 "Language: id\n"
@@ -83,7 +86,7 @@ msgstr ""
 "Content-Type: text/plain; charset=UTF-8\n"
 "Content-Transfer-Encoding: 8bit\n"
 "Plural-Forms: nplurals=1; plural=0;\n"
-"X-Generator: Weblate 5.13-dev\n"
+"X-Generator: Weblate 5.13\n"
 
 msgid "Unset"
 msgstr "Belum disetel"
@@ -261,6 +264,9 @@ msgstr "Input MIDI pada Channel=%s Pesan =%s"
 msgid "Input Event with Shortcut=%s"
 msgstr "Memasukkan Event dengan Pintasan=%s"
 
+msgid " or "
+msgstr " ·atau · "
+
 msgid "Action has no bound inputs"
 msgstr "Aksi tidak memiliki masukan yang terikat"
 
@@ -312,6 +318,9 @@ msgstr "Salin"
 msgid "Paste"
 msgstr "Tempel"
 
+msgid "Toggle Tab Focus Mode"
+msgstr "Beralih Mode Fokus Tab"
+
 msgid "Undo"
 msgstr "Batal"
 
@@ -429,6 +438,12 @@ msgstr "Duplikat Node"
 msgid "Delete Nodes"
 msgstr "Hapus Node"
 
+msgid "Follow Input Port Connection"
+msgstr "Ikuti Sambungan Port Masukan"
+
+msgid "Follow Output Port Connection"
+msgstr "Ikuti Sambungan Port Keluaran"
+
 msgid "Go Up One Level"
 msgstr "Naik Satu Tingkat"
 
@@ -444,6 +459,12 @@ msgstr "Tukar Arah Masukan"
 msgid "Start Unicode Character Input"
 msgstr "Mulai Input Karakter Unicode"
 
+msgid "ColorPicker: Delete Preset"
+msgstr "Pengambil Warna: Hapus Preset / Konfigurasi"
+
+msgid "Accessibility: Keyboard Drag and Drop"
+msgstr "Aksesibilitas: Seret dan Letakkan dengan Keyboard"
+
 msgid "Invalid input %d (not passed) in expression"
 msgstr "Masukkan tidak sah %d (tidak lulus) dalam ekspresi"
 
@@ -544,9 +565,15 @@ msgstr "Tambahkan Titik Bezier"
 msgid "Move Bezier Points"
 msgstr "Pindah Titik-titik Bezier"
 
+msgid "Scale Bezier Points"
+msgstr "Skalakan Titik Bézier"
+
 msgid "Animation Duplicate Keys"
 msgstr "Kunci Duplikat Animasi"
 
+msgid "Animation Cut Keys"
+msgstr "Kunci Potong Animasi"
+
 msgid "Animation Paste Keys"
 msgstr "Tempel Kunci Animasi"
 
@@ -631,6 +658,9 @@ msgstr "Hapus titik."
 msgid "Enable snap and show grid."
 msgstr "Izinkan snap dan tampilkan garis-garis kotak."
 
+msgid "Grid Step"
+msgstr "Ukuran Langkah Grid / Kisi-kisi"
+
 msgid "Sync:"
 msgstr "Sinkronisasi:"
 
@@ -640,9 +670,18 @@ msgstr "Campur:"
 msgid "Point"
 msgstr "Titik"
 
+msgid "Blend Value"
+msgstr "Nilai Pencampuran"
+
 msgid "Open Editor"
 msgstr "Buka Editor"
 
+msgid "Min"
+msgstr "Min"
+
+msgid "Max"
+msgstr "Max"
+
 msgid "Value"
 msgstr "Nilai"
 
@@ -682,6 +721,33 @@ msgstr "Hapus titik-titik dan segi tiga."
 msgid "Generate blend triangles automatically (instead of manually)"
 msgstr "Buat segi tiga pembauran secara otomatis (sebagai ganti cara manual)"
 
+msgid "Grid X Step"
+msgstr "Langkah Grid Sumbu X"
+
+msgid "Grid Y Step"
+msgstr "Langkah Grid Sumbu Y"
+
+msgid "Blend X Value"
+msgstr "Nilai Pencampuran Sumbu X"
+
+msgid "Max Y"
+msgstr "Maks Y"
+
+msgid "Y Value"
+msgstr "Nilai Y"
+
+msgid "Min Y"
+msgstr "Min Y"
+
+msgid "Min X"
+msgstr "Min X"
+
+msgid "X Value"
+msgstr "Nilai X"
+
+msgid "Parameter Changed: %s"
+msgstr "Parameter Berubah: %s"
+
 msgid "Inspect Filters"
 msgstr "Periksa Filter"
 
@@ -722,6 +788,15 @@ msgstr "Jungkitkan Filter Nyala/Mati"
 msgid "Change Filter"
 msgstr "Ganti Filter"
 
+msgid "Fill Selected Filter Children"
+msgstr "Isi Filter Children yang dipilih"
+
+msgid "Invert Filter Selection"
+msgstr "Balik Seleksi Pilihan"
+
+msgid "Clear Filter Selection"
+msgstr "Bersihkan Seleksi Pilihan"
+
 msgid ""
 "Animation player has no valid root node path, so unable to retrieve track "
 "names."
@@ -753,9 +828,33 @@ msgstr "Tambah Node..."
 msgid "Enable Filtering"
 msgstr "Aktifkan Penyaringan"
 
+msgid "Fill Selected Children"
+msgstr "Isi Elemen Anak dari Filter yang Dipilih"
+
+msgid "Invert"
+msgstr "Balikkan"
+
 msgid "Clear"
 msgstr "Bersihkan"
 
+msgid "Start of Animation"
+msgstr "Awal dari Animasi"
+
+msgid "End of Animation"
+msgstr "Akhir dari Animasi"
+
+msgid "Set Custom Timeline from Marker"
+msgstr "Atur Linimasa Kustom dari Penanda (Marker)"
+
+msgid "Select Markers"
+msgstr "Pilih Penanda"
+
+msgid "Start Marker"
+msgstr "Mulai Penanda"
+
+msgid "End Marker"
+msgstr "Akhiri Penanda"
+
 msgid "Library Name:"
 msgstr "Nama Library:"
 
@@ -801,7 +900,7 @@ msgid ""
 "This animation library can't be saved because it does not belong to the "
 "edited scene. Make it unique first."
 msgstr ""
-"Library animasi ini tidak dapat disimpan karena tidak termasuk dalam adegan "
+"Library animasi ini tidak dapat disimpan karena tidak termasuk dalam skena "
 "yang diedit. Buatlah unik terlebih dahulu."
 
 msgid ""
@@ -821,7 +920,7 @@ msgid ""
 "This animation can't be saved because it does not belong to the edited scene. "
 "Make it unique first."
 msgstr ""
-"Animasi ini tidak dapat disimpan karena tidak termasuk dalam adegan yang "
+"Animasi ini tidak dapat disimpan karena tidak termasuk dalam skena yang "
 "diedit. Buatlah unik terlebih dahulu."
 
 msgid ""
@@ -843,6 +942,56 @@ msgstr "Simpan Library Animasi ke File: %s"
 msgid "Save Animation to File: %s"
 msgstr "Simpan Animasi ke File: %s"
 
+msgid ""
+"The file you selected is an imported scene from a 3D model such as glTF or "
+"FBX.\n"
+"\n"
+"In Godot, 3D models can be imported as either scenes or animation libraries, "
+"which is why they show up here.\n"
+"\n"
+"If you want to use animations from this 3D model, open the Advanced Import "
+"Settings\n"
+"dialog and save the animations using Actions... -> Set Animation Save Paths,\n"
+"or import the whole scene as a single AnimationLibrary in the Import dock."
+msgstr ""
+"File yang Anda pilih adalah sebuah scene impor dari model 3D seperti glTF "
+"atau FBX.\n"
+"\n"
+"Di Godot, model 3D dapat diimpor sebagai scene atau sebagai perpustakaan "
+"animasi (animation library), itulah sebabnya model tersebut muncul di sini.\n"
+"\n"
+"Jika Anda ingin menggunakan animasi dari model 3D ini, buka dialog Advanced "
+"Import Setting\n"
+"dan simpan animasi menggunakan Actions... -> Set Animation Save Paths,\n"
+"atau impor seluruh scene sebagai satu AnimationLibrary di dock Import."
+
+msgid ""
+"The file you selected is not a valid AnimationLibrary.\n"
+"\n"
+"If the animations you want are inside of this file, save them to a separate "
+"file first."
+msgstr ""
+"Berkas yang Anda pilih bukan AnimationLibrary yang valid.\n"
+"\n"
+"Jika animasi yang Anda cari ada di berkas ini, simpan dulu animasi tersebut "
+"ke berkas terpisah."
+
+msgid "Some of the selected libraries were already added to the mixer."
+msgstr ""
+"Beberapa Perpustakaan yang dipilih sudah ditambahkan ke Penyampur (Mixer)."
+
+msgid "Add Animation Libraries"
+msgstr "Tambah Perpustakaan Animasi"
+
+msgid "Some Animation files were invalid."
+msgstr "Beberapa berkas animasi tidak valid."
+
+msgid "Some of the selected animations were already added to the library."
+msgstr "Beberapa dari animasi yang dipilih sudah ditambahkan ke perpustakaan."
+
+msgid "Load Animations into Library"
+msgstr "Muat Animasi ke Perpustakaan"
+
 msgid "Load Animation into Library: %s"
 msgstr "Muat Animasi ke Perpustakaan: %s"
 
@@ -891,12 +1040,45 @@ msgstr "[asing]"
 msgid "[imported]"
 msgstr "[diimpor]"
 
+msgid "Add animation to library."
+msgstr "Tambahkan Animasi ke Library."
+
+msgid "Load animation from file and add to library."
+msgstr "Muat animasi dari file dan tambahkan ke library."
+
+msgid "Paste animation to library from clipboard."
+msgstr "Tempelkan Animasi ke Library dari papan klip."
+
+msgid "Save animation library to resource on disk."
+msgstr "Simpan library animasi ke sumber daya di disk."
+
+msgid "Remove animation library."
+msgstr "Hapus library animasi."
+
+msgid "Copy animation to clipboard."
+msgstr "Salin animasi ke clipboard."
+
+msgid "Save animation to resource on disk."
+msgstr "Simpan animasi ke sumber daya pada disk."
+
+msgid "Remove animation from Library."
+msgstr "Hapus animasi dari Library."
+
 msgid "Edit Animation Libraries"
 msgstr "Edit Library Animasi"
 
+msgid "New Library"
+msgstr "Library Baru"
+
+msgid "Create new empty animation library."
+msgstr "Buat Library Animasi Baru / Kosong."
+
 msgid "Load Library"
 msgstr "Muat Library"
 
+msgid "Load animation library from disk."
+msgstr "Simpan library animasi ke sumber daya di disk."
+
 msgid "Resource"
 msgstr "Resource"
 
@@ -948,6 +1130,24 @@ msgstr "[Global] (buat)"
 msgid "Duplicated Animation Name:"
 msgstr "Nama Animasi Duplikat:"
 
+msgid "Onion skinning requires a RESET animation."
+msgstr "Fitur onion skinning membutuhkan animasi RESET."
+
+msgid "Play Animation Backwards"
+msgstr "Putar Animasi Mundur"
+
+msgid "Play Animation Backwards from End"
+msgstr "Mainkan Animasi Mundur dari akhir"
+
+msgid "Pause/Stop Animation"
+msgstr "Jeda/Hentikan Animasi"
+
+msgid "Play Animation from Start"
+msgstr "Mainkan Animasi terpilih dari awal"
+
+msgid "Play Animation"
+msgstr "Putar Animasi"
+
 msgid "Animation position (in seconds)."
 msgstr "Posisi Animasi (dalam detik)."
 
@@ -960,6 +1160,9 @@ msgstr "Perkakas Animasi"
 msgid "Animation"
 msgstr "Animasi"
 
+msgid "New..."
+msgstr "Baru..."
+
 msgid "Manage Animations..."
 msgstr "Mengelola Animasi..."
 
@@ -1035,12 +1238,27 @@ msgstr "Waktu Berbaur:"
 msgid "Next (Auto Queue):"
 msgstr "Selanjutnya (Antrian Otomatis):"
 
+msgid "Go to Next Keyframe"
+msgstr "Pergi ke Keyframe Berikutnya"
+
+msgid "Go to Previous Keyframe"
+msgstr "Pergi ke Keyframe Sebelumnya"
+
+msgid "Toggle Animation Bottom Panel"
+msgstr "Tampilkan/Sembunyikan Panel Bawah Animasi"
+
 msgid "Move Node"
 msgstr "Pindahkan Node"
 
 msgid "Transition exists!"
 msgstr "Transisi sudah ada!"
 
+msgid "Play/Travel to %s"
+msgstr "Putar/Pindah ke %s"
+
+msgid "Edit %s"
+msgstr "Ubah%s"
+
 msgid "Add Node and Transition"
 msgstr "Tambahkan Node dan Transisi"
 
@@ -1079,6 +1297,9 @@ msgstr ""
 "Shift+LMB+Seret: Menghubungkan node yang dipilih dengan node lain atau "
 "membuat node baru jika Anda memilih area tanpa node."
 
+msgid "Select and move nodes."
+msgstr "Pilih dan pindahkan node."
+
 msgid "Create new nodes."
 msgstr "Buat node baru."
 
@@ -1139,6 +1360,38 @@ msgstr "Ubah Panjang Animasi"
 msgid "Change Animation Loop"
 msgstr "Ubah Perulangan Animasi"
 
+msgid ""
+"Can't change loop mode on animation instanced from an imported scene.\n"
+"\n"
+"To change this animation's loop mode, navigate to the scene's Advanced Import "
+"settings and select the animation.\n"
+"You can then change the loop mode from the inspector menu."
+msgstr ""
+"Tidak bisa mengubah mode loop pada animasi yang di-instance dari scene hasil "
+"impor.\n"
+"\n"
+"Untuk mengubah mode loop animasi ini, buka Pengaturan Impor Lanjutan dari "
+"scene tersebut lalu pilih animasinya.\n"
+"Setelah itu, Anda bisa mengubah mode loop melalui menu Inspector."
+
+msgid "Can't change loop mode on animation instanced from an imported resource."
+msgstr ""
+"Tidak dapat mengubah mode loop pada animasi yang dibuat dari sumber yang "
+"diimpor."
+
+msgid ""
+"Can't change loop mode on animation embedded in another scene.\n"
+"\n"
+"You must open this scene and change the animation's loop mode from there."
+msgstr ""
+"Tidak dapat mengubah mode loop pada animasi yang disematkan di skena lain.\n"
+"\n"
+"Anda harus membuka skena ini dan mengubah mode loop animasi dari sana."
+
+msgid "Can't change loop mode on animation embedded in another resource."
+msgstr ""
+"Tidak dapat mengubah mode loop pada animasi yang tersemat pada sumber lain."
+
 msgid "Property Track..."
 msgstr "Trek Properti..."
 
@@ -1172,6 +1425,15 @@ msgstr "Panjang Animasi (frame)"
 msgid "Animation length (seconds)"
 msgstr "Panjang Animasi (detik)"
 
+msgid "Select a new track by type to add to this animation."
+msgstr "Pilih track baru berdasarkan tipe untuk ditambahkan ke animasi ini."
+
+msgid "Filter Tracks"
+msgstr "Filter Trek"
+
+msgid "Filter tracks by entering part of their node name or property."
+msgstr "Saring track dengan memasukkan sebagian nama node atau propertinya."
+
 msgid "Animation Looping"
 msgstr "Perulangan Animasi"
 
@@ -1190,6 +1452,9 @@ msgstr "Ubah Jalan Trek"
 msgid "Toggle this track on/off."
 msgstr "Alihkan track ini ke nyala/mati."
 
+msgid "Select node in scene."
+msgstr "Pilih node dalam scene."
+
 msgid "Use Blend"
 msgstr "Gunakan Blend"
 
@@ -1286,6 +1551,9 @@ msgstr "Interpolasi perulangan clamp"
 msgid "Wrap Loop Interp"
 msgstr "Interpolasi perulangan warp"
 
+msgid "Go to Definition"
+msgstr "Pergi ke Definition"
+
 msgid "Insert Key..."
 msgstr "Masukkan Kunci..."
 
@@ -1354,6 +1622,9 @@ msgstr ""
 msgid "property '%s'"
 msgstr "properti '%s'"
 
+msgid "Nearest FPS: %d"
+msgstr "FPS Terdekat:%d"
+
 msgid "Change Animation Step"
 msgstr "Ubah Langkah Animasi"
 
@@ -1399,7 +1670,7 @@ msgid "Track is not of type Node3D, can't insert key"
 msgstr "Trek bukan tipe Node3D, tidak dapat memasukkan kunci"
 
 msgid "Track is not of type MeshInstance3D, can't insert key"
-msgstr "Trek bukan tipe MeshInstance3D, tidak dapat memasukkan kunci"
+msgstr "Track bukan tipe dari MeshInstance3D, tidak dapat memasukkan kunci"
 
 msgid "Track path is invalid, so can't add a method key."
 msgstr ""
@@ -1466,11 +1737,11 @@ msgid ""
 "enable \"Save To File\" and\n"
 "\"Keep Custom Tracks\"."
 msgstr ""
-"Animasi ini termasuk dalam adegan yang diimpor, jadi perubahan pada trek yang "
+"Animasi ini termasuk dalam skena yang diimpor, jadi perubahan pada trek yang "
 "diimpor tidak akan disimpan.\n"
 "\n"
-"Untuk memodifikasi animasi ini, buka pengaturan Impor Lanjutan adegan dan "
-"pilih animasi.\n"
+"Untuk memodifikasi animasi ini, buka Impor Lanjutan pada pengaturan skena "
+"lalu pilih animasinya.\n"
 "Beberapa opsi, termasuk perulangan, tersedia di sini. Untuk menambahkan trek "
 "khusus, aktifkan \"Simpan Ke File\" dan\n"
 "\"Simpan Trek Khusus\"."
@@ -1495,7 +1766,7 @@ msgid "Select an AnimationPlayer node to create and edit animations."
 msgstr "Pilih node AnimationPlayer untuk membuat dan mengedit animasi."
 
 msgid "Imported Scene"
-msgstr "Adegan yang Diimpor"
+msgstr "Skena yang Diimpor"
 
 msgid "Warning: Editing imported animation"
 msgstr "Peringatan: Menyunting animasi yang diimpor"
@@ -1512,15 +1783,51 @@ msgstr "Player Nonaktif"
 msgid "Warning: AnimationPlayer is inactive"
 msgstr "Peringatan: AnimationPlayer tidak aktif"
 
+msgid "Bezier Default Mode:"
+msgstr "Mode Bawaan Bézier:"
+
+msgid "Free"
+msgstr "Bebas"
+
+msgid "Balanced"
+msgstr "Seimbang"
+
+msgid "Mirrored"
+msgstr "Cerminan"
+
+msgid "Set the default behavior of new bezier keys."
+msgstr "Atur perilaku bawaan untuk kunci Bézier baru."
+
 msgid "Toggle between the bezier curve editor and track editor."
 msgstr "Beralih antara editor kurva bezier dan editor trek."
 
+msgid "Toggle method names"
+msgstr "Beralih Mode"
+
+msgid "Toggle function names in the track editor."
+msgstr "Tampilkan/Sembunyikan nama fungsi di editor track."
+
 msgid "Only show tracks from nodes selected in tree."
 msgstr "Hanya tampilkan track dari node terpilih dalam tree."
 
+msgid ""
+"Sort tracks/groups alphabetically.\n"
+"If disabled, tracks are shown in the order they are added and can be "
+"reordered using drag-and-drop."
+msgstr ""
+"Urutkan track/grup secara alfabetis.\n"
+"Jika dinonaktifkan, track ditampilkan sesuai urutan saat ditambahkan dan "
+"dapat diubah urutannya dengan seret-dan-lepas."
+
 msgid "Group tracks by node or display them as plain list."
 msgstr "Susun track berdasarkan node atau tampilkan sebagai daftar biasa."
 
+msgid "Apply snapping to timeline cursor."
+msgstr "Terapkan snapping pada kursor timeline."
+
+msgid "Apply snapping to selected key(s)."
+msgstr "Terapkan snapping pada kunci yang dipilih."
+
 msgid "Animation step value."
 msgstr "Nilai langkah animasi."
 
@@ -2976,7 +3283,7 @@ msgid "Folder..."
 msgstr "Folder..."
 
 msgid "Scene..."
-msgstr "Adegan..."
+msgstr "Skena..."
 
 msgid "Script..."
 msgstr "Skrip..."
@@ -3099,12 +3406,21 @@ msgstr "Simpan Keduanya"
 msgid "Create Script"
 msgstr "Buat Script"
 
+msgid "Scene Groups"
+msgstr "Grup Skena"
+
+msgid "This group belongs to another scene and can't be edited."
+msgstr "Grup ini milik skena lain dan tidak dapat diedit."
+
 msgid "Add to Group"
 msgstr "Tambahkan ke Grup"
 
 msgid "Remove from Group"
 msgstr "Hapus dari Grup"
 
+msgid "Convert to Scene Group"
+msgstr "Konversi ke Grup Skena"
+
 msgid "Rename Group"
 msgstr "Ubah Nama Grup"
 
@@ -3114,6 +3430,12 @@ msgstr "Nama:"
 msgid "Global"
 msgstr "Global"
 
+msgid "Rename references in all scenes"
+msgstr "Ganti semua referensi di semua skena"
+
+msgid "Delete references from all scenes"
+msgstr "Hapus referensi dari semua skena"
+
 msgid "Rename"
 msgstr "Ubah Nama"
 
@@ -3121,7 +3443,7 @@ msgid "The Beginning"
 msgstr "Permulaan"
 
 msgid "Scene"
-msgstr "Adegan"
+msgstr "Skena"
 
 msgid "%d Files"
 msgstr "%d Berkas"
@@ -3250,11 +3572,25 @@ msgstr "Kelompok"
 msgid "Select a single node to edit its signals and groups."
 msgstr "Pilih sebuah node untuk menyunting sinyal dan grup."
 
+msgid "No parent to instantiate the scenes at."
+msgstr "Tidak ada parent untuk menginstansi skena disana."
+
 msgid "Error loading scene from %s"
 msgstr "Error saat memuat skena dari %s"
 
 msgid "Error instantiating scene from %s"
-msgstr "Kesalahan menginstansiasi adegan dari %s"
+msgstr "Kesalahan menginstansiasi skena dari %s"
+
+msgid ""
+"Cannot instantiate the scene '%s' because the current scene exists within one "
+"of its nodes."
+msgstr ""
+"Tidak dapat menginstansi skena '%s' karena skena saat ini ada dalam salah "
+"satu node-nya."
+
+msgid "Instantiate Scene"
+msgid_plural "Instantiate Scenes"
+msgstr[0] "Instansi Skena"
 
 msgid "Replace with Branch Scene"
 msgstr "Ganti dengan Skena Cabang"
@@ -6049,9 +6385,6 @@ msgstr ""
 msgid "Project Run"
 msgstr "Jalankan Proyek"
 
-msgid "Select Mode"
-msgstr "Mode Seleksi"
-
 msgid "Show list of selectable nodes at position clicked."
 msgstr "Tampilkan daftar node yang dapat dipilih pada posisi yang diklik."
 
@@ -7359,6 +7692,9 @@ msgstr ""
 "WorldEnvironment.\n"
 "Pratinjau dinonaktifkan."
 
+msgid "Select Mode"
+msgstr "Mode Seleksi"
+
 msgid "Move Mode"
 msgstr "Mode Pindah"
 
@@ -11240,8 +11576,38 @@ msgstr ""
 "Peringatan: Notarisasi dinonaktifkan. Proyek yang diekspor akan diblokir oleh "
 "Gatekeeper jika diunduh dari sumber yang tidak dikenal."
 
+msgid "Run on remote macOS system"
+msgstr "Jalankan pada Sistem macOS jarak jauh / remote"
+
+msgid "Run exported project on remote macOS system"
+msgstr "Jalankan projek yang di-ekspor pada Sistem macOS jarak jauh"
+
+msgid "Could not open template for export: \"%s\"."
+msgstr "Tidak dapat membuka templat untuk ekspor: \"%s\""
+
+msgid "Invalid export template: \"%s\"."
+msgstr "Templat ekspor tidak valid: \"%s\""
+
+msgid "Could not write file: \"%s\"."
+msgstr "Tidak dapat menulis berkas: \"%s\""
+
+msgid "Icon Creation"
+msgstr "Ikon Pembuatan"
+
+msgid "Could not read file: \"%s\"."
+msgstr "Tidak dapat membaca berkas: \"%s\"."
+
+msgid "Could not read HTML shell: \"%s\"."
+msgstr "Tidak dapat membaca shell HTML: \"%s\"."
+
 msgid "Run in Browser"
-msgstr "Jalankan di Peramban"
+msgstr "Jalankan di Peramban / Browser"
+
+msgid "Start HTTP Server"
+msgstr "Mulai Server HTTP"
+
+msgid "Re-export Project"
+msgstr "Ekspor ulang Projek"
 
 msgid "Stop HTTP Server"
 msgstr "Hentikan Server HTTP"
@@ -11249,9 +11615,60 @@ msgstr "Hentikan Server HTTP"
 msgid "Run exported HTML in the system's default browser."
 msgstr "Jalankan HTML yang diekspor dalam peramban baku sistem."
 
+msgid "Start the HTTP server."
+msgstr "Mulai Server HTTP."
+
+msgid "Export project again to account for updates."
+msgstr "Ekspor ulang proyek agar pembaruan diterapkan."
+
+msgid "Stop the HTTP server."
+msgstr "Hentikan Server HTTP."
+
+msgid "Could not create HTTP server directory: %s."
+msgstr "Tidak dapat menciptakan direktori server HTTP: %s."
+
+msgid "Error starting HTTP server: %d."
+msgstr "Kesalahan memulai server HTTP: %d."
+
+msgid "Resources Modification"
+msgstr "Modifikasi Resource / Sumber Daya"
+
+msgid "Icon size \"%d\" is missing."
+msgstr "Ukuran Ikon \"%d\" hilang / tidak ada."
+
+msgid "Failed to rename temporary file \"%s\"."
+msgstr "Tidak dapat menghapus berkas sementara: \"%s\"."
+
+msgid "Invalid icon path."
+msgstr "Jalur Ikon tidak valid."
+
+msgid "Invalid file version."
+msgstr "Versi file tidak valid."
+
+msgid "Invalid product version."
+msgstr "Versi produk tidak valid."
+
+msgid "Invalid icon file \"%s\"."
+msgstr "Tidak dapat ekspor berkas proyek \"%s\"."
+
+msgid "Could not find signtool executable at \"%s\"."
+msgstr "Tidak dapat menemukan file executable signtool di \"%s\"."
+
+msgid "Could not find osslsigncode executable at \"%s\"."
+msgstr "Tidak dapat menemukan file executable osslsigncode di \"%s\"."
+
 msgid "No identity found."
 msgstr "Identitas tidak ditemukan."
 
+msgid "Signtool failed to sign executable: %s."
+msgstr "Signtool gagal melakukan penandatanganan pada executable: %s."
+
+msgid "Failed to remove temporary file \"%s\"."
+msgstr "Tidak dapat menghapus berkas sementara \"%s\"."
+
+msgid "Run exported project on remote Windows system"
+msgstr "Jalankan projek yang di-ekspor pada Sistem Windows jarak jauh"
+
 msgid ""
 "CPUParticles2D animation requires the usage of a CanvasItemMaterial with "
 "\"Particles Animation\" enabled."
@@ -11289,6 +11706,12 @@ msgid "The occluder polygon for this occluder is empty. Please draw a polygon."
 msgstr ""
 "Polygon occluder untuk occluder ini kosong. Mohon gambar dulu sebuah poligon."
 
+msgid ""
+"NavigationLink2D start position should be different than the end position to "
+"be useful."
+msgstr ""
+"Posisi awal NavigationLink2D harus berbeda dari posisi akhir agar berguna."
+
 msgid ""
 "ParallaxLayer node only works when set as child of a ParallaxBackground node."
 msgstr ""

+ 62 - 15
editor/translations/editor/it.po

@@ -116,13 +116,15 @@
 # Kero0x9 <[email protected]>, 2025.
 # Alessio <[email protected]>, 2025.
 # SolarCTP <[email protected]>, 2025.
+# Marco Giovanni Giuseppe <[email protected]>, 2025.
+# Daniel Colciaghi <[email protected]>, 2025.
 msgid ""
 msgstr ""
 "Project-Id-Version: Godot Engine editor interface\n"
 "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
 "POT-Creation-Date: \n"
-"PO-Revision-Date: 2025-07-02 16:02+0000\n"
-"Last-Translator: SolarCTP <cochinageorge@gmail.com>\n"
+"PO-Revision-Date: 2025-08-26 18:02+0000\n"
+"Last-Translator: Daniel Colciaghi <danielcolciaghi@gmail.com>\n"
 "Language-Team: Italian <https://hosted.weblate.org/projects/godot-engine/"
 "godot/it/>\n"
 "Language: it\n"
@@ -130,7 +132,7 @@ msgstr ""
 "Content-Type: text/plain; charset=UTF-8\n"
 "Content-Transfer-Encoding: 8bit\n"
 "Plural-Forms: nplurals=2; plural=n != 1;\n"
-"X-Generator: Weblate 5.13-dev\n"
+"X-Generator: Weblate 5.13\n"
 
 msgid "Unset"
 msgstr "Non impostato"
@@ -704,6 +706,12 @@ msgstr "Punto"
 msgid "Open Editor"
 msgstr "Apri editor"
 
+msgid "Min"
+msgstr "Min"
+
+msgid "Max"
+msgstr "Max"
+
 msgid "Value"
 msgstr "Valore"
 
@@ -743,6 +751,15 @@ msgstr "Cancella i punti e i triangoli."
 msgid "Generate blend triangles automatically (instead of manually)"
 msgstr "Genera i triangoli di fusione automaticamente (invece che manualmente)"
 
+msgid "Max Y"
+msgstr "Max Y"
+
+msgid "Min Y"
+msgstr "Min Y"
+
+msgid "Min X"
+msgstr "Min X"
+
 msgid "Parameter Changed: %s"
 msgstr "Parametro modificato: %s"
 
@@ -943,6 +960,17 @@ msgstr "Salva la libreria di animazioni in un file: %s"
 msgid "Save Animation to File: %s"
 msgstr "Salva l'animazione in un file: %s"
 
+msgid ""
+"The file you selected is not a valid AnimationLibrary.\n"
+"\n"
+"If the animations you want are inside of this file, save them to a separate "
+"file first."
+msgstr ""
+"Il file selezionato non è un valido AniimationLibrary.\n"
+"\n"
+"Se le animazioni che vuoi sono all'interno di questo file, esportale prima in "
+"un file a parte."
+
 msgid "Some of the selected libraries were already added to the mixer."
 msgstr ""
 "Alcune delle librerie selezionate sono state già aggiunte al riproduttore."
@@ -2130,6 +2158,9 @@ msgstr "AnimationTree"
 msgid "Toggle AnimationTree Bottom Panel"
 msgstr "Commuta il pannello inferiore dell'AnimationTree"
 
+msgid "Title"
+msgstr "Titolo"
+
 msgid "Author"
 msgstr "Autore"
 
@@ -4838,6 +4869,9 @@ msgstr "Impossibile ricaricare una scena che non è mai stata salvata."
 msgid "Save & Reload"
 msgstr "Salva e ricarica"
 
+msgid "Stop running project before exiting the editor?"
+msgstr "Vuoi interrompere il progetto prima di uscire dall'editor?"
+
 msgid "Save modified resources before reloading?"
 msgstr "Salvare le risorse modificate prima di ricaricare?"
 
@@ -5011,6 +5045,9 @@ msgstr ""
 "Potrai cambiarla in seguito da \"Impostazioni del progetto\" sotto la "
 "categoria \"Applicazione\"."
 
+msgid "User data dir '%s' is not valid. Change to a valid one?"
+msgstr "La cartella utente '%s' non è valida. Vuoi cambiarla con una valida?"
+
 msgid "Cannot run the script because it contains errors, check the output log."
 msgstr ""
 "Impossibile eseguire lo script perché contiene errori: controlla il log degli "
@@ -5405,6 +5442,10 @@ msgstr "Ricarica dal disco"
 msgid "Ignore external changes"
 msgstr "Ignora le modifiche esterne"
 
+msgid "Project data folder (.godot) is missing. Please restart editor."
+msgstr ""
+"La cartella dati (.godot) non è esistente. Per favore riavviare l'editor."
+
 msgid "Restart"
 msgstr "Ricomincia"
 
@@ -7583,6 +7624,9 @@ msgstr "Nuova chiave:"
 msgid "New Value:"
 msgstr "Nuovo valore:"
 
+msgid "Reorder"
+msgstr "Riordina"
+
 msgid "(Nil) %s"
 msgstr "(Nullo) %s"
 
@@ -8523,6 +8567,9 @@ msgstr "Scala di visualizzazione"
 msgid "Network Mode"
 msgstr "Modalità di rete"
 
+msgid "Check for Updates"
+msgstr "Controlla per gli aggiornamenti"
+
 msgid "Directory Naming Convention"
 msgstr "Convenzione di denominazione per le cartelle"
 
@@ -8719,9 +8766,6 @@ msgstr "Esecuzione del progetto"
 msgid "Next Frame"
 msgstr "Prossimo frame"
 
-msgid "Select Mode"
-msgstr "Modalità selezione"
-
 msgid "Connection impossible to the game process."
 msgstr "Impossibile connettersi al processo del gioco."
 
@@ -8763,6 +8807,12 @@ msgid "Game embedding not available in single window mode."
 msgstr ""
 "L'incorporamento del gioco non è disponibile in modalità finestra singola."
 
+msgid "Unmute game audio."
+msgstr "Riattiva l'audio del gioco."
+
+msgid "Mute game audio."
+msgstr "Silenzia l'audio del gioco."
+
 msgid "Alt+RMB: Show list of all nodes at position clicked."
 msgstr ""
 "Alt + Clic destro: Mostra una lista di tutti i nodi presenti nella posizione "
@@ -8877,6 +8927,9 @@ msgstr "Sostituisci i tag principali"
 msgid "Feature Tags"
 msgstr "Tag di funzionalità"
 
+msgid "Move Origin to Geometric Center"
+msgstr "Sposta l'Origine al Centro Geometrico"
+
 msgid "Create Polygon"
 msgstr "Crea un poligono"
 
@@ -11204,6 +11257,9 @@ msgstr ""
 "WorldEnvironment\n"
 "Anteprima disabilitata."
 
+msgid "Select Mode"
+msgstr "Modalità selezione"
+
 msgid "Move Mode"
 msgstr "Modalità spostamento"
 
@@ -15248,9 +15304,6 @@ msgstr "Imposta la costante: %s"
 msgid "Invalid name for varying."
 msgstr "Nome non valido per un varying."
 
-msgid "Varying with that name is already exist."
-msgstr "Un varying con quel nome esiste già."
-
 msgid "Boolean type cannot be used with `%s` varying mode."
 msgstr "Il tipo booleano non può essere usato con la modalità di varying `%s`."
 
@@ -19711,12 +19764,6 @@ msgstr "La ricorsione non è consentita."
 msgid "Function '%s' can't be called from source code."
 msgstr "La funzione '%s' non può essere chiamata dal codice sorgente."
 
-msgid ""
-"Invalid argument for \"%s(%s)\" function: argument %d should be %s but is %s."
-msgstr ""
-"Argomento non valido per la funzione \"%s(%s)\": l'argomento %d dovrebbe "
-"essere %s ma è %s."
-
 msgid ""
 "Too few arguments for \"%s(%s)\" call. Expected at least %d but received %d."
 msgstr ""

+ 28 - 17
editor/translations/editor/ja.po

@@ -85,13 +85,15 @@
 # Myeongjin Lee <[email protected]>, 2025.
 # Viktor Jagebrant <[email protected]>, 2025.
 # RockHopperPenguin64 <[email protected]>, 2025.
+# Septian Ganendra Savero Kurniawan <[email protected]>, 2025.
+# testkun08080 <[email protected]>, 2025.
 msgid ""
 msgstr ""
 "Project-Id-Version: Godot Engine editor interface\n"
 "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
 "POT-Creation-Date: \n"
-"PO-Revision-Date: 2025-06-19 17:04+0000\n"
-"Last-Translator: Viktor Jagebrant <vjagebrant@gmail.com>\n"
+"PO-Revision-Date: 2025-08-29 19:03+0000\n"
+"Last-Translator: Myeongjin <aranet100@gmail.com>\n"
 "Language-Team: Japanese <https://hosted.weblate.org/projects/godot-engine/"
 "godot/ja/>\n"
 "Language: ja\n"
@@ -99,7 +101,7 @@ msgstr ""
 "Content-Type: text/plain; charset=UTF-8\n"
 "Content-Transfer-Encoding: 8bit\n"
 "Plural-Forms: nplurals=1; plural=0;\n"
-"X-Generator: Weblate 5.12.1\n"
+"X-Generator: Weblate 5.13.1-dev\n"
 
 msgid "Unset"
 msgstr "未設定"
@@ -454,7 +456,7 @@ msgid "Go Up One Level"
 msgstr "レベルを1つ上げる"
 
 msgid "Refresh"
-msgstr "再読"
+msgstr "再読込"
 
 msgid "Show Hidden"
 msgstr "非表示を表示"
@@ -465,11 +467,14 @@ msgstr "入力方向の入れ替え"
 msgid "Start Unicode Character Input"
 msgstr "Unicode文字の入力を開始"
 
+msgid "ColorPicker: Delete Preset"
+msgstr "カラーピッカー: プリセットの削除"
+
 msgid "Accessibility: Keyboard Drag and Drop"
 msgstr "アクセシビリティ: キーボードのドラッグ&ドロップ"
 
 msgid "Invalid input %d (not passed) in expression"
-msgstr "式に無効入力 %d (渡されていません)"
+msgstr "無効入力 :式に%d が渡されていません"
 
 msgid "self can't be used because instance is null (not passed)"
 msgstr "インスタンスがNULLの(渡されていない)ため、selfは使用できません"
@@ -660,6 +665,9 @@ msgstr "点を消す。"
 msgid "Enable snap and show grid."
 msgstr "スナップとグリッドの表示を有効にする。"
 
+msgid "Grid Step"
+msgstr "グリッドのステップ:"
+
 msgid "Sync:"
 msgstr "同期:"
 
@@ -717,6 +725,12 @@ msgstr "点と三角形を消す。"
 msgid "Generate blend triangles automatically (instead of manually)"
 msgstr "自動的にブレンド三角形を生成"
 
+msgid "Grid X Step"
+msgstr "グリッドXのステップ:"
+
+msgid "Grid Y Step"
+msgstr "グリッドYのステップ:"
+
 msgid "Parameter Changed: %s"
 msgstr "パラメーターが変更されました: %s"
 
@@ -2318,6 +2332,9 @@ msgstr "サポート"
 msgid "Assets ZIP File"
 msgstr "アセットのzipファイル"
 
+msgid "AssetLib"
+msgstr "アセットライブ"
+
 msgid "Error opening asset file for \"%s\" (not in ZIP format)."
 msgstr "\"%s\" のアセットファイルを開けません (ZIP形式ではありません)。"
 
@@ -8537,9 +8554,6 @@ msgstr "プロジェクトの実行"
 msgid "Next Frame"
 msgstr "次フレーム"
 
-msgid "Select Mode"
-msgstr "選択モード"
-
 msgid "Connection impossible to the game process."
 msgstr "ゲームプロセスに接続できません。"
 
@@ -10914,6 +10928,9 @@ msgstr ""
 "シーンに含まれています。\n"
 "プレビューは無効です。"
 
+msgid "Select Mode"
+msgstr "選択モード"
+
 msgid "Move Mode"
 msgstr "移動モード"
 
@@ -12939,6 +12956,9 @@ msgstr "リソースの貼り付け"
 msgid "Load Resource"
 msgstr "リソースを読み込む"
 
+msgid "ResourcePreloader"
+msgstr "リソースプリローダー"
+
 msgid "Toggle ResourcePreloader Bottom Panel"
 msgstr "リソースプリローダーの下部パネルの切り替え"
 
@@ -14840,9 +14860,6 @@ msgstr "定数を設定: %s"
 msgid "Invalid name for varying."
 msgstr "Varyingの名前が無効です。"
 
-msgid "Varying with that name is already exist."
-msgstr "その名前の Varying は既に存在します。"
-
 msgid "Add Node(s) to Visual Shader"
 msgstr "ビジュアルシェーダーにノードを追加"
 
@@ -18749,12 +18766,6 @@ msgstr "再帰は許可されません。"
 msgid "Function '%s' can't be called from source code."
 msgstr "関数 '%s' をソースコードから呼び出すことはできません。"
 
-msgid ""
-"Invalid argument for \"%s(%s)\" function: argument %d should be %s but is %s."
-msgstr ""
-"「%s(%s)」関数の引数が無効です: 引数 %d は %s である必要がありますが、%s で"
-"す。"
-
 msgid ""
 "Too few arguments for \"%s(%s)\" call. Expected at least %d but received %d."
 msgstr ""

ファイルの差分が大きいため隠しています
+ 219 - 114
editor/translations/editor/ko.po


+ 3 - 3
editor/translations/editor/ms.po

@@ -3205,9 +3205,6 @@ msgstr ""
 "Sila tambah pratetap yang dapat dijalankan di menu Eksport atau tentukan "
 "pratetap yang ada sebagai yang dapat dijalankan."
 
-msgid "Select Mode"
-msgstr "Pilih Mod"
-
 msgid "Clear All"
 msgstr "Padam Semua"
 
@@ -3313,6 +3310,9 @@ msgstr ""
 "Alt+RMB: Tunjukkan senarai semua nod pada kedudukan yang diklik, termasuk "
 "yang dikunci."
 
+msgid "Select Mode"
+msgstr "Pilih Mod"
+
 msgid "Move Mode"
 msgstr "Mod Alih"
 

+ 7 - 4
editor/translations/editor/nl.po

@@ -92,7 +92,7 @@ msgstr ""
 "Project-Id-Version: Godot Engine editor interface\n"
 "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
 "POT-Creation-Date: \n"
-"PO-Revision-Date: 2025-07-17 22:02+0000\n"
+"PO-Revision-Date: 2025-08-14 17:49+0000\n"
 "Last-Translator: Sven Slootweg <[email protected]>\n"
 "Language-Team: Dutch <https://hosted.weblate.org/projects/godot-engine/godot/"
 "nl/>\n"
@@ -283,6 +283,9 @@ msgstr "Invoergebeurtenis met sneltoets=%s"
 msgid " or "
 msgstr " of "
 
+msgid "Action has no bound inputs"
+msgstr "Actie heeft geen gebonden invoer"
+
 msgid "Accept"
 msgstr "Aanvaarden"
 
@@ -6018,9 +6021,6 @@ msgstr ""
 "Geen uitvoerbare exporteer preset gevonden voor dit platform.\n"
 "Voeg een uitvoerbare preset toe in het exportmenu."
 
-msgid "Select Mode"
-msgstr "Selecteermodus"
-
 msgid "Show list of selectable nodes at position clicked."
 msgstr "Toont een lijst van selecteerbare nodes op de aangeklikte positie."
 
@@ -6838,6 +6838,9 @@ msgstr ""
 "Alt+RMB: Toont een lijst van alle nodes op de aangeklikte positie, inclusief "
 "vergrendeld."
 
+msgid "Select Mode"
+msgstr "Selecteermodus"
+
 msgid "Move Mode"
 msgstr "Verplaatsingsmodus"
 

+ 266 - 22
editor/translations/editor/pl.po

@@ -97,7 +97,7 @@ msgstr ""
 "Project-Id-Version: Godot Engine editor interface\n"
 "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
 "POT-Creation-Date: \n"
-"PO-Revision-Date: 2025-07-25 21:08+0000\n"
+"PO-Revision-Date: 2025-09-07 17:17+0000\n"
 "Last-Translator: Tomek <[email protected]>\n"
 "Language-Team: Polish <https://hosted.weblate.org/projects/godot-engine/godot/"
 "pl/>\n"
@@ -107,7 +107,7 @@ msgstr ""
 "Content-Transfer-Encoding: 8bit\n"
 "Plural-Forms: nplurals=3; plural=(n==1 ? 0 : n%10>=2 && n%10<=4 && (n%100<10 "
 "|| n%100>=20) ? 1 : 2);\n"
-"X-Generator: Weblate 5.13-dev\n"
+"X-Generator: Weblate 5.14-dev\n"
 
 msgid "Unset"
 msgstr "Nieustalone"
@@ -479,6 +479,9 @@ msgstr "Zamień kierunek wejścia"
 msgid "Start Unicode Character Input"
 msgstr "Zacznij wpisywanie znaków Unicode"
 
+msgid "ColorPicker: Delete Preset"
+msgstr "ColorPicker: Usuń próbkę"
+
 msgid "Accessibility: Keyboard Drag and Drop"
 msgstr "Dostępność: Przeciągnij i upuść klawiaturą"
 
@@ -957,6 +960,39 @@ msgstr "Zapisz bibliotekę animacji do pliku: %s"
 msgid "Save Animation to File: %s"
 msgstr "Zapisz animację do pliku: %s"
 
+msgid ""
+"The file you selected is an imported scene from a 3D model such as glTF or "
+"FBX.\n"
+"\n"
+"In Godot, 3D models can be imported as either scenes or animation libraries, "
+"which is why they show up here.\n"
+"\n"
+"If you want to use animations from this 3D model, open the Advanced Import "
+"Settings\n"
+"dialog and save the animations using Actions... -> Set Animation Save Paths,\n"
+"or import the whole scene as a single AnimationLibrary in the Import dock."
+msgstr ""
+"Zaznaczony plik jest importowaną sceną z modelu 3D (glTF, FBX itp.).\n"
+"\n"
+"W Godocie, modele 3D mogą być zaimportowane jako sceny lub biblioteki "
+"animacji, dlatego są one tutaj widoczne.\n"
+"\n"
+"Jeśli chcesz użyć animacji z tego modelu 3D, otwórz dialog Zaawansowanych "
+"ustawień importu\n"
+"i zapisz animacje używając Akcje... -> Ustaw ścieżki zapisu animacji,\n"
+"lub zaimportuj całą scenę jako jeden zasób AnimationLibrary w doku importu."
+
+msgid ""
+"The file you selected is not a valid AnimationLibrary.\n"
+"\n"
+"If the animations you want are inside of this file, save them to a separate "
+"file first."
+msgstr ""
+"Wybrany przez ciebie plik nie jest prawidłowym zasobem AnimationLibrary.\n"
+"\n"
+"Jeśli animacje, które chcesz są wewnątrz tego pliku, zapisz je najpierw do "
+"oddzielnego pliku."
+
 msgid "Some of the selected libraries were already added to the mixer."
 msgstr "Część wybranych bibliotek została już dodana do miksera."
 
@@ -1277,6 +1313,9 @@ msgstr ""
 "Shift+LPM+Przesuń: Łączy wybrany węzeł z innym węzłem lub tworzy nowy węzeł, "
 "jeśli wybierzesz obszar bez węzłów."
 
+msgid "Select and move nodes."
+msgstr "Wybierz i przesuń węzły."
+
 msgid "Create new nodes."
 msgstr "Utwórz nowe węzły."
 
@@ -1767,7 +1806,7 @@ msgid "Warning: AnimationPlayer is inactive"
 msgstr "Ostrzeżenie: AnimationPlayer jest nieaktywny"
 
 msgid "Bezier Default Mode:"
-msgstr "Domyślny tryb krzywej Béziera:"
+msgstr "Domyślny tryb Béziera:"
 
 msgid "Free"
 msgstr "Swobodny"
@@ -3085,6 +3124,9 @@ msgstr ""
 "Ta metoda nie wymaga instancji, by zostać wywołana.\n"
 "Może być wywołana bezpośrednio na nazwie klasy."
 
+msgid "This method must be implemented to complete the abstract class."
+msgstr "Ta metoda musi być zaimplementowana by uzupełnić klasę abstrakcyjną."
+
 msgid "Code snippet copied to clipboard."
 msgstr "Fragment kodu skopiowany do schowka."
 
@@ -3680,6 +3722,9 @@ msgstr ""
 msgid "Could not create folder: %s"
 msgstr "Nie można utworzyć folderu: %s"
 
+msgid "Open Scene"
+msgstr "Otwórz scenę"
+
 msgid "New Inherited Scene"
 msgstr "Nowa scena dziedzicząca"
 
@@ -4730,6 +4775,9 @@ msgstr "Zapisywanie sceny"
 msgid "Analyzing"
 msgstr "Analizowanie"
 
+msgid "Creating Thumbnail"
+msgstr "Tworzenie miniatury"
+
 msgid "This operation can't be done without a tree root."
 msgstr "Ta operacja nie może być wykonana bez korzenia drzewa."
 
@@ -5206,6 +5254,9 @@ msgstr "Mobilny"
 msgid "Compatibility"
 msgstr "Kompatybilny"
 
+msgid "%s (Overridden)"
+msgstr "%s (nadpisany)"
+
 msgid "Main Menu"
 msgstr "Menu główne"
 
@@ -6438,7 +6489,7 @@ msgid "Search Replacement For:"
 msgstr "Znajdź i zamień:"
 
 msgid "Dependencies For:"
-msgstr "Zależności:"
+msgstr "Zależności dla:"
 
 msgid ""
 "Scene '%s' is currently being edited.\n"
@@ -6603,6 +6654,9 @@ msgstr "Wykonywanie operacji po imporcie..."
 msgid "Copying files..."
 msgstr "Kopiowanie plików..."
 
+msgid "Remapping dependencies..."
+msgstr "Przemapowywanie zależności..."
+
 msgid "Go to Line"
 msgstr "Idź do lini"
 
@@ -7004,6 +7058,9 @@ msgstr "Podgląd:"
 msgid "Filter:"
 msgstr "Filtr:"
 
+msgid "Filename Filter:"
+msgstr "Filtr nazwy pliku:"
+
 msgid "File:"
 msgstr "Plik:"
 
@@ -7039,6 +7096,9 @@ msgstr "Wybierz scenę"
 msgid "Fuzzy Search"
 msgstr "Szukanie rozmyte"
 
+msgid "Include approximate matches."
+msgstr "Włącz przybliżone dopasowania."
+
 msgid "Addons"
 msgstr "Dodatki"
 
@@ -7073,6 +7133,9 @@ msgstr "Brak powiadomień."
 msgid "Show notifications."
 msgstr "Pokaż powiadomienia."
 
+msgid "Notifications:"
+msgstr "Powiadomienia:"
+
 msgid "Silence the notifications."
 msgstr "Wycisz powiadomienia."
 
@@ -7704,6 +7767,12 @@ msgstr "Nowy rozmiar:"
 msgid "First Page"
 msgstr "Pierwsza strona"
 
+msgid "Previous Page"
+msgstr "Poprzednia strona"
+
+msgid "Page Number"
+msgstr "Numer strony"
+
 msgid "Next Page"
 msgstr "Następna strona"
 
@@ -7761,6 +7830,16 @@ msgstr "Anuluj edycję niestandardowej wartości"
 msgid "Locale"
 msgstr "Ustawienia regionalne"
 
+msgid "Toggle Display UID"
+msgstr "Przełącz pokazywanie UID"
+
+msgid ""
+"Toggles displaying between path and UID.\n"
+"The UID is the actual value of this property."
+msgstr ""
+"Przełącza pomiędzy pokazywaniem ścieżki i UID.\n"
+"UID jest faktyczną wartością tej właściwości."
+
 msgid "Renaming layer %d:"
 msgstr "Zmiana nazwy warstwy %d:"
 
@@ -8762,6 +8841,9 @@ msgstr "Zrób najpierw kopię zapasową"
 msgid "Convert Full Project"
 msgstr "Przekonwertuj cały projekt"
 
+msgid "See Migration Guide"
+msgstr "Pokaż przewodnik migracji"
+
 msgid ""
 "This option will perform full project conversion, updating scenes, resources "
 "and scripts from Godot 3 to work in Godot 4.\n"
@@ -9080,9 +9162,6 @@ msgstr "Zawieś/wznów osadzony projekt"
 msgid "Next Frame"
 msgstr "Następna klatka"
 
-msgid "Select Mode"
-msgstr "Tryb zaznaczenia"
-
 msgid "Connection impossible to the game process."
 msgstr "Połączenie z procesem gry niemożliwe."
 
@@ -9204,6 +9283,9 @@ msgstr ""
 "Tryb \"Keep Aspect\" jest używany, gdy Przestrzeń robocza gry jest mniejsza "
 "od pożądanego rozmiaru."
 
+msgid "Embedded game size is based on project settings."
+msgstr "Rozmiar osadzonej gry jest oparty na ustawieniach projektu."
+
 msgid "Keep the aspect ratio of the embedded game."
 msgstr "Zachowaj współczynnik proporcji osadzonej gry."
 
@@ -9263,6 +9345,9 @@ msgstr "Nadpisz główne tagi"
 msgid "Feature Tags"
 msgstr "Tagi funkcjonalności"
 
+msgid "Move Origin to Geometric Center"
+msgstr "Przesuń pozycję początkową do geometrycznego środka"
+
 msgid "Create Polygon"
 msgstr "Utwórz wielokąt"
 
@@ -9275,6 +9360,12 @@ msgstr ""
 "LPM: Przesuwanie punktu\n"
 "PPM: Usuwanie punktu"
 
+msgid "Move center of gravity to geometric center."
+msgstr "Przesuń środek grawitacji do środka geometrycznego."
+
+msgid "Move Geometric Center"
+msgstr "Przesuń środek geometryczny"
+
 msgid "Edit Polygon"
 msgstr "Edytuj wielokąt"
 
@@ -9285,7 +9376,7 @@ msgid "Edit Polygon (Remove Point)"
 msgstr "Edytuj wielokąt (usuń punkt)"
 
 msgid "Remove Polygon And Point"
-msgstr "Usuń wielokąt i punkt"
+msgstr "Usuń wielokąt i punkt"
 
 msgid "Create Polygon Points"
 msgstr "Utwórz punkty wielokąta"
@@ -9296,6 +9387,12 @@ msgstr "Edytuj punkty wielokąta"
 msgid "Delete Polygon Points"
 msgstr "Usuń punkty wielokąta"
 
+msgid "Edit Camera2D Limits"
+msgstr "Edytuj granice kamery 2D"
+
+msgid "Snap Camera2D Limits to the Viewport"
+msgstr "Przytnij granice kamery do ekranu"
+
 msgid "Camera2D"
 msgstr "Kamera 2D"
 
@@ -10057,6 +10154,9 @@ msgstr "Podświetl zaznaczoną warstwę TileMapy"
 msgid "Toggle grid visibility."
 msgstr "Przełącz widoczność siatki."
 
+msgid "Advanced settings."
+msgstr "Ustawienia zaawansowane."
+
 msgid "Automatically Replace Tiles with Proxies"
 msgstr "Automatycznie zastąp kafelki zamiennikami"
 
@@ -11760,6 +11860,9 @@ msgstr "Ustaw mapę tonów podglądowego środowiska"
 msgid "Set Preview Environment Global Illumination"
 msgstr "Ustaw globalne oświetlenie podglądowego środowiska"
 
+msgid "Select Mode"
+msgstr "Tryb zaznaczenia"
+
 msgid "Move Mode"
 msgstr "Tryb przesuwania"
 
@@ -11824,6 +11927,9 @@ msgstr ""
 "Jeśli węzeł DirectionalLight3D node jest dodany do sceny, podgląd światła "
 "słonecznego jest wyłączony."
 
+msgid "Toggle preview sunlight."
+msgstr "Przełącz podglądowe światło słoneczne."
+
 msgid ""
 "Toggle preview environment.\n"
 "If a WorldEnvironment node is added to the scene, preview environment is "
@@ -11833,6 +11939,9 @@ msgstr ""
 "Jeśli węzeł WorldEnvironment jest dodany do sceny, podgląd środowiska jest "
 "wyłączony."
 
+msgid "Toggle preview environment."
+msgstr "Przełącz podglądowe środowisko."
+
 msgid "Edit Sun and Environment settings."
 msgstr "Edytuj ustawienia Słońca i środowiska."
 
@@ -12115,6 +12224,9 @@ msgstr "Powierzchnie geometrii nie zawierają żadnego obszaru."
 msgid "The geometry doesn't contain any faces."
 msgstr "Geometria nie zawiera żadnych powierzchni."
 
+msgid "Generation Time (sec)"
+msgstr "Czas generowania (sek)"
+
 msgid "Create Emitter"
 msgstr "Utwórz Emiter"
 
@@ -13573,6 +13685,9 @@ msgstr ""
 "Przypnij ten StyleBox jako główny styl. Edytowanie jego właściwości "
 "zaktualizuje te same właściwości we wszystkich innych StyleBoxach tego typu."
 
+msgid "Pin this StyleBox as a main style."
+msgstr "Przypnij ten StyleBox jako główny styl."
+
 msgid "Add Item Type"
 msgstr "Dodaj typ elementu"
 
@@ -13757,6 +13872,9 @@ msgstr ""
 msgid "Invalid file, not a PackedScene resource."
 msgstr "Nieprawidłowy plik, nie jest zasobem PackedScene."
 
+msgid "Invalid PackedScene resource, could not instantiate it."
+msgstr "Nieprawidłowy zasób PackedScene, nie udało się zainstancjonować."
+
 msgid "Reload the scene to reflect its most actual state."
 msgstr "Przeładuj scenę, by odzwierciedlić jej najbardziej aktualny stan."
 
@@ -13846,6 +13964,9 @@ msgstr ""
 "Minimalna liczba cyfr dla licznika.\n"
 "Brakujące cyfry są wyrównywane zerami poprzedzającymi."
 
+msgid "Minimum number of digits for the counter."
+msgstr "Minimalna liczba cyfr dla licznika."
+
 msgid "Post-Process"
 msgstr "Przetwarzanie końcowe"
 
@@ -13906,6 +14027,9 @@ msgstr "Wklej zasób"
 msgid "Load Resource"
 msgstr "Wczytaj zasób"
 
+msgid "ResourcePreloader"
+msgstr "Wczytywacz zasobów"
+
 msgid "Toggle ResourcePreloader Bottom Panel"
 msgstr "Przełącz dolny panel ResourcePreloader"
 
@@ -13922,7 +14046,7 @@ msgid "File already exists."
 msgstr "Plik już istnieje."
 
 msgid "Leave empty to derive from scene name"
-msgstr "Pozostaw puste, by użyć nazwy sceny"
+msgstr "Pozostaw puste, aby użyć nazwy sceny"
 
 msgid "Invalid root node name."
 msgstr "Nieprawidłowa nazwa korzenia."
@@ -14298,6 +14422,9 @@ msgstr "SpriteFrames"
 msgid "Toggle SpriteFrames Bottom Panel"
 msgstr "Przełącz dolny panel SpriteFrames"
 
+msgid "Toggle color channel preview selection."
+msgstr "Przełącz wybór podglądu kanału koloru."
+
 msgid "Move GradientTexture2D Fill Point"
 msgstr "Przesuń punkt wypełnienia GradientTexture2D"
 
@@ -14323,7 +14450,7 @@ msgid "Set Margin"
 msgstr "Ustaw margines"
 
 msgid "Region Editor"
-msgstr "Edytor regionu"
+msgstr "Edytor obszaru"
 
 msgid "Snap Mode:"
 msgstr "Tryb przyciągania:"
@@ -14356,7 +14483,7 @@ msgid "Separation Y"
 msgstr "Odstęp Y"
 
 msgid "Edit Region"
-msgstr "Edytuj region"
+msgstr "Edytuj obszar"
 
 msgid "Write your logic in the _run() method."
 msgstr "Wpisz swoją logikę w metodzie _run()."
@@ -14566,6 +14693,30 @@ msgstr "Nie można otworzyć \"%s\". Plik mógł zostać przeniesiony lub usuni
 msgid "Close and save changes?"
 msgstr "Zamknąć i zapisać zmiany?"
 
+msgid "Importing theme failed. File is not a text editor theme file (.tet)."
+msgstr ""
+"Nie udało się zaimportować motywu. Plik nie jest motywem edytora tekstu "
+"(.tet)."
+
+msgid ""
+"Importing theme failed. File name cannot be 'Default', 'Custom', or 'Godot 2'."
+msgstr ""
+"Nie udało się zaimportować motywu. Nazwa pliku nie może być \"Default\", "
+"\"Custom\" ani \"Godot 2\"."
+
+msgid "Importing theme failed. Failed to copy theme file."
+msgstr ""
+"Nie udało się zaimportować motywu. Kopiowanie pliku motywu nie powiodło się."
+
+msgid ""
+"Saving theme failed. File name cannot be 'Default', 'Custom', or 'Godot 2'."
+msgstr ""
+"Nie udało się zapisać motywu. Nazwa pliku nie może być \"Default\", "
+"\"Custom\" ani \"Godot 2\"."
+
+msgid "Saving theme failed."
+msgstr "Nie udało się zapisać motywu."
+
 msgid "Error writing TextFile:"
 msgstr "Błąd zapisywania TextFile:"
 
@@ -14657,10 +14808,10 @@ msgid "Copy Script UID"
 msgstr "Skopiuj UID skryptu"
 
 msgid "History Previous"
-msgstr "Poprzedni plik"
+msgstr "Historia wstecz"
 
 msgid "History Next"
-msgstr "Następny plik"
+msgstr "Historia wprzód"
 
 msgid "Import Theme..."
 msgstr "Importuj motyw..."
@@ -14746,6 +14897,9 @@ msgstr "Źródło"
 msgid "Target"
 msgstr "Cel"
 
+msgid "Error at ([hint=Line %d, column %d]%d, %d[/hint]):"
+msgstr "Błąd w ([hint=Wiersz %d, kolumna %d]%d, %d[/hint]):"
+
 msgid ""
 "Missing connected method '%s' for signal '%s' from node '%s' to node '%s'."
 msgstr ""
@@ -14902,6 +15056,9 @@ msgstr ""
 msgid "An action with the name '%s' already exists."
 msgstr "Akcja o nazwie \"%s\" już istnieje."
 
+msgid "Built-in actions are always shown when searching."
+msgstr "Wbudowane akcje są zawsze widoczne podczas wyszukiwania."
+
 msgid "Action %s"
 msgstr "Akcja %s"
 
@@ -15430,6 +15587,9 @@ msgstr "Wybierz istniejący układ:"
 msgid "Or enter new layout name"
 msgstr "Lub podaj nazwę nowego układu"
 
+msgid "New layout name"
+msgstr "Nazwa nowego układu"
+
 msgid "Edit Built-in Action: %s"
 msgstr "Edytuj wbudowaną akcję: %s"
 
@@ -15574,6 +15734,18 @@ msgstr "Przyciski joysticka"
 msgid "Joypad Axes"
 msgstr "Osie Joypada"
 
+msgctxt "Key Location"
+msgid "Unspecified"
+msgstr "Nieokreślony"
+
+msgctxt "Key Location"
+msgid "Left"
+msgstr "Lewy"
+
+msgctxt "Key Location"
+msgid "Right"
+msgstr "Prawy"
+
 msgid "Event Configuration for \"%s\""
 msgstr "Konfiguracja zdarzenia dla „%s”"
 
@@ -15611,6 +15783,18 @@ msgstr "Etykieta znaku (Unikod, wielkość liter ma znaczenie)"
 msgid "Physical location"
 msgstr "Fizyczna lokalizacja"
 
+msgid "Alt or Option key"
+msgstr "Klawisz Alt lub Option"
+
+msgid "Shift key"
+msgstr "Klawisz Shift"
+
+msgid "Control key"
+msgstr "Klawisz Control"
+
+msgid "Meta/Windows or Command key"
+msgstr "Klawisz Meta/Windows lub Command"
+
 msgid "Add Project Setting"
 msgstr "Dodaj ustawienie projektu"
 
@@ -15791,6 +15975,12 @@ msgstr "Nazwa \"%s\" jest zarezerwowanym słowem kluczowym języka shaderów."
 msgid "Add Shader Global Parameter"
 msgstr "Dodaj parametr globalny shadera"
 
+msgid "Error at line %d:"
+msgstr "Błąd w wierszu %d:"
+
+msgid "Error at line %d in include %s:%d:"
+msgstr "Błąd w wierszu %d w dołączeniu %s:%d:"
+
 msgid "Warnings should be fixed to prevent errors."
 msgstr "Ostrzeżenia powinny zostać naprawione, by zapobiec błędom."
 
@@ -16030,9 +16220,6 @@ msgstr "Ustaw stałą: %s"
 msgid "Invalid name for varying."
 msgstr "Niewłaściwa nazwa dla varying."
 
-msgid "Varying with that name is already exist."
-msgstr "Varying o tej nazwie już istnieje."
-
 msgid "Boolean type cannot be used with `%s` varying mode."
 msgstr "Typ boolowski nie może być użyty z trybem varying `%s`."
 
@@ -17401,6 +17588,9 @@ msgstr "Ściągnij"
 msgid "Push"
 msgstr "Wypchnij"
 
+msgid "Extra options"
+msgstr "Opcje dodatkowe"
+
 msgid "Force Push"
 msgstr "Wypchnij na siłę"
 
@@ -17500,6 +17690,12 @@ msgstr "Zmień zewnętrzny promień torusa"
 msgid "Invalid type argument to convert(), use TYPE_* constants."
 msgstr "Nieprawidłowy typ argumentu dla convert(), użyj stałych TYPE_*."
 
+msgid "Expected an integer between 0 and 2^32 - 1."
+msgstr "Oczekiwano liczby całkowitej pomiędzy 0 i 2^32 - 1."
+
+msgid "Expected a string of length 1 (a character)."
+msgstr "Oczekiwano ciągu znaków o długości 1 (znaku)."
+
 msgid "Cannot resize array."
 msgstr "Nie można zmienić rozmiaru tablicy."
 
@@ -17676,6 +17872,9 @@ msgstr "Kursor Obróć Y"
 msgid "Cursor Rotate Z"
 msgstr "Kursor Obróć Z"
 
+msgid "Change Grid Floor:"
+msgstr "Zmień piętro siatki:"
+
 msgid ""
 "Change Grid Floor:\n"
 "Previous Plane (%s)\n"
@@ -18149,6 +18348,9 @@ msgstr ""
 "Nie można wygenerować siatki nawigacji, ponieważ zasób został zaimportowany z "
 "innego typu."
 
+msgid "Bake"
+msgstr "Wypal"
+
 msgid "Bake NavigationMesh"
 msgstr "Wypal NavigationMesh"
 
@@ -18166,6 +18368,9 @@ msgid "Clears the internal NavigationMesh vertices and polygons."
 msgstr ""
 "Czyści wszystkie wewnętrzne wierzchołki i wielokąty węzła NavigationMesh."
 
+msgid "Baking NavigationMesh ..."
+msgstr "Wypalanie NavigationMesh..."
+
 msgid "Toggles whether the noise preview is computed in 3D space."
 msgstr "Przełącza, czy podgląd szumu jest obliczany w przestrzeni 3D."
 
@@ -18594,6 +18799,10 @@ msgstr "Brakuje folderu \"build-tools\"!"
 msgid "Unable to find Android SDK build-tools' apksigner command."
 msgstr "Nie udało się znaleźć komendy apksigner z narzędzi SDK Androida."
 
+msgid "\"Use Gradle Build\" is required for transparent background on Android"
+msgstr ""
+"\"Użyj kompilacji Gradle\" jest wymagane dla przezroczystego tła na Androidzie"
+
 msgid ""
 "\"Target SDK\" %d is higher than the default version %d. This may work, but "
 "wasn't tested and may be unstable."
@@ -18673,6 +18882,9 @@ msgstr "Nie udało się zweryfikować podpisanego APK."
 msgid "'apksigner' verification of APK failed."
 msgstr "Weryfikacja \"apksigner\" dla APK nieudana."
 
+msgid "Could not create temporary file!"
+msgstr "Nie udało się utworzyć pliku tymczasowego!"
+
 msgid "Exporting for Android"
 msgstr "Eksportowanie na Androida"
 
@@ -18713,6 +18925,12 @@ msgstr ""
 msgid "Unable to overwrite res/*.xml files with project name."
 msgstr "Nie można zastąpić plików res/*.xml nazwą projektu."
 
+msgid "Could not generate sparse pck metadata!"
+msgstr "Nie udało się wygenerować rzadkich metadanych pck!"
+
+msgid "Could not write PCK directory!"
+msgstr "Nie udało się zapisać katalogu PCK!"
+
 msgid "Could not export project files to gradle project."
 msgstr "Nie udało się eksportować plików projektu do projektu gradle."
 
@@ -20590,6 +20808,13 @@ msgstr "Błąd dzielenia przez zero."
 msgid "Modulo by zero error."
 msgstr "Błąd reszty z dzielenia przez zero."
 
+msgid ""
+"Invalid number of arguments when calling stage function '%s', which expects "
+"%d argument(s)."
+msgstr ""
+"Nieprawidłowa liczba argumentów przy wywołaniu funkcji etapu \"%s\", która "
+"oczekuje %d argumentów."
+
 msgid ""
 "Invalid argument type when calling stage function '%s', type expected is '%s'."
 msgstr ""
@@ -20628,12 +20853,6 @@ msgstr "Rekurencja jest niedozwolona."
 msgid "Function '%s' can't be called from source code."
 msgstr "Funkcja \"%s\" nie może być wywołana z kodu źródłowego."
 
-msgid ""
-"Invalid argument for \"%s(%s)\" function: argument %d should be %s but is %s."
-msgstr ""
-"Nieprawidłowy argument dla funkcji \"%s(%s)\": argument %d powinien być %s, "
-"ale jest %s."
-
 msgid ""
 "Too few arguments for \"%s(%s)\" call. Expected at least %d but received %d."
 msgstr ""
@@ -20944,6 +21163,16 @@ msgstr "Nieprawidłowy typ shadera. Prawidłowe typy to: %s"
 msgid "Unexpected token: '%s'."
 msgstr "Nieoczekiwany token: '%s'."
 
+msgid "Duplicated stencil mode reference value: '%s'."
+msgstr "Zduplikowana wartość referencyjna trybu szablonowego: \"%s\"."
+
+msgid "Stencil mode reference value cannot be negative: '%s'."
+msgstr "Wartość referencyjna trybu szablonowego nie może być ujemna: \"%s\"."
+
+msgid "Stencil mode reference value cannot be greater than 255: '%s'."
+msgstr ""
+"Wartość referencyjna trybu szablonowego nie może być większa niż 255: \"%s\"."
+
 msgid "Expected a struct identifier."
 msgstr "Oczekiwano identyfikatora struktury."
 
@@ -21192,17 +21421,32 @@ msgstr ""
 msgid "uniform buffer"
 msgstr "bufor uniformu"
 
+msgid "Expected an identifier for stencil mode."
+msgstr "Oczekiwano identyfikatora dla trybu szablonowego."
+
 msgid "Expected an identifier for render mode."
 msgstr "Oczekiwano identyfikatora dla trybu renderowania."
 
+msgid "Duplicated stencil mode: '%s'."
+msgstr "Zduplikowany tryb szablonowy: \"%s\"."
+
 msgid "Duplicated render mode: '%s'."
 msgstr "Zduplikowany tryb renderowania: \"%s\"."
 
+msgid ""
+"Redefinition of stencil mode: '%s'. The '%s' mode has already been set to "
+"'%s'."
+msgstr ""
+"Redefinicja trybu szablonowego: '%s'. Tryb '%s' został już ustawiony na '%s'."
+
 msgid ""
 "Redefinition of render mode: '%s'. The '%s' mode has already been set to '%s'."
 msgstr ""
 "Redefinicja trybu renderowania: '%s'. Tryb '%s' został już ustawiony na '%s'."
 
+msgid "Invalid stencil mode: '%s'."
+msgstr "Nieprawidłowy tryb szablonowy: '%s'."
+
 msgid "Invalid render mode: '%s'."
 msgstr "Nieprawidłowy tryb renderowania: '%s'."
 

+ 190 - 14
editor/translations/editor/pt.po

@@ -76,13 +76,14 @@
 # Bryam Sidoly <[email protected]>, 2025.
 # Larissa Camargo <[email protected]>, 2025.
 # Augusto Milão <[email protected]>, 2025.
+# Pedro Mateus <[email protected]>, 2025.
 msgid ""
 msgstr ""
 "Project-Id-Version: Godot Engine editor interface\n"
 "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
 "POT-Creation-Date: \n"
-"PO-Revision-Date: 2025-07-30 18:30+0000\n"
-"Last-Translator: ssantos <[email protected]>\n"
+"PO-Revision-Date: 2025-08-10 14:48+0000\n"
+"Last-Translator: Pedro Mateus <[email protected]>\n"
 "Language-Team: Portuguese <https://hosted.weblate.org/projects/godot-engine/"
 "godot/pt/>\n"
 "Language: pt\n"
@@ -463,6 +464,9 @@ msgstr "Trocar Direção da Entrada"
 msgid "Start Unicode Character Input"
 msgstr "Começa Unicode Character Input"
 
+msgid "ColorPicker: Delete Preset"
+msgstr "Clique direito: Apagar predefinição"
+
 msgid "Accessibility: Keyboard Drag and Drop"
 msgstr "Acessibilidade: Arrastar e Soltar com Teclado"
 
@@ -940,6 +944,17 @@ msgstr "Gravar Biblioteca de Animações no Ficheiro: %s"
 msgid "Save Animation to File: %s"
 msgstr "Gravar Animação em Ficheiro: %s"
 
+msgid ""
+"The file you selected is not a valid AnimationLibrary.\n"
+"\n"
+"If the animations you want are inside of this file, save them to a separate "
+"file first."
+msgstr ""
+"O ficheiro que selecionou não é um AnimationLibrary válido.\n"
+"\n"
+"Se as animações que deseja estão neste ficheiro, grave-as primeiro num "
+"ficheiro separado."
+
 msgid "Some of the selected libraries were already added to the mixer."
 msgstr ""
 "Algumas das bibliotecas selecionadas já haviam sido adicionada ao mixer."
@@ -3072,6 +3087,9 @@ msgstr ""
 "Este método não precisa de uma instância para ser chamado.\n"
 "Ele pode ser chamado diretamente usando o nome da classe."
 
+msgid "This method must be implemented to complete the abstract class."
+msgstr "Este método deve ser implementado para completar a classe abstrata."
+
 msgid "Code snippet copied to clipboard."
 msgstr "Trecho de código copiado para a área de transferência."
 
@@ -7020,6 +7038,9 @@ msgstr "Selecione a Cena"
 msgid "Fuzzy Search"
 msgstr "Pesquisa Difusa"
 
+msgid "Include approximate matches."
+msgstr "Incluir correspondências aproximadas."
+
 msgid "Addons"
 msgstr "Complementos"
 
@@ -7724,6 +7745,13 @@ msgstr "Cancelar Edição de Valor Personalizado"
 msgid "Locale"
 msgstr "Localização"
 
+msgid ""
+"Toggles displaying between path and UID.\n"
+"The UID is the actual value of this property."
+msgstr ""
+"Alterna mostar o caminho e o UID.\n"
+"O UID é o valor real desta propriedade."
+
 msgid "Renaming layer %d:"
 msgstr "Renomeando a camada %d:"
 
@@ -8762,6 +8790,9 @@ msgstr "Escala de Exibição"
 msgid "Network Mode"
 msgstr "Modo de Rede"
 
+msgid "Check for Updates"
+msgstr "Verificar se há atualizações"
+
 msgid "Directory Naming Convention"
 msgstr "Convenção de Nomeação de Diretórios"
 
@@ -8964,9 +8995,6 @@ msgstr "Suspender/Continuar Projeto Integrado"
 msgid "Next Frame"
 msgstr "Próximo quadro"
 
-msgid "Select Mode"
-msgstr "Modo Seleção"
-
 msgid "Connection impossible to the game process."
 msgstr "Conexão impossível ao processo do jogo."
 
@@ -9088,6 +9116,9 @@ msgstr ""
 "O modo 'Keep Aspect' é usado quando o espaço de trabalho do jogo é menor que "
 "o tamanho desejado."
 
+msgid "Embedded game size is based on project settings."
+msgstr "O tamanho do jogo incorporado é baseado nas configurações do projeto."
+
 msgid "Keep the aspect ratio of the embedded game."
 msgstr "Mantenha a proporção do jogo incorporado."
 
@@ -9144,6 +9175,9 @@ msgstr "Substituir tags principais"
 msgid "Feature Tags"
 msgstr "Marcadores de recursos"
 
+msgid "Move Origin to Geometric Center"
+msgstr "Mover a origem para o centro geométrico"
+
 msgid "Create Polygon"
 msgstr "Criar Polígono"
 
@@ -9156,6 +9190,9 @@ msgstr ""
 "LMB: Mover Ponto\n"
 "RMB: Apagar Ponto"
 
+msgid "Move center of gravity to geometric center."
+msgstr "Mova o centro da gravidade para o centro geométrico."
+
 msgid "Edit Polygon"
 msgstr "Editar Polígono"
 
@@ -9420,6 +9457,9 @@ msgstr "Pintar pesos com determinada intensidade."
 msgid "Unpaint weights with specified intensity."
 msgstr "Despintar pesos com intensidade específica."
 
+msgid "Strength"
+msgstr "Força"
+
 msgid "Radius:"
 msgstr "Raio:"
 
@@ -11619,6 +11659,9 @@ msgstr "Definir Tonemap da Prévia do Ambiente"
 msgid "Set Preview Environment Global Illumination"
 msgstr "Definir Iluminação Global da Prévia do Ambiente"
 
+msgid "Select Mode"
+msgstr "Modo Seleção"
+
 msgid "Move Mode"
 msgstr "Modo Mover"
 
@@ -14002,6 +14045,9 @@ msgstr "Reproduzir a Animação selecionada a partir do início. (Shift+D)"
 msgid "Play selected animation from current pos. (D)"
 msgstr "Reproduzir a Animação selecionada a partir da presente posição. (D)"
 
+msgid "Empty Before"
+msgstr "Esvaziar Antes"
+
 msgid "Delete Frame"
 msgstr "Apagar Quadro"
 
@@ -14334,6 +14380,26 @@ msgstr "Incapaz de abrir '%s'. O ficheiro pode ter sido movido ou apagado."
 msgid "Close and save changes?"
 msgstr "Fechar e guardar alterações?"
 
+msgid "Importing theme failed. File is not a text editor theme file (.tet)."
+msgstr ""
+"Importar o tema falhou. O ficheiro não é um ficheiro de tema de editor de "
+"texto (.tet)."
+
+msgid ""
+"Importing theme failed. File name cannot be 'Default', 'Custom', or 'Godot 2'."
+msgstr ""
+"Importar o tema falhou. O nome do ficheiro não pode ser \"Default\", "
+"\"Custom\", ou \"Godot 2\"."
+
+msgid "Importing theme failed. Failed to copy theme file."
+msgstr "Importar o tema falhou. Falhado a copiar o ficheiro do tema."
+
+msgid ""
+"Saving theme failed. File name cannot be 'Default', 'Custom', or 'Godot 2'."
+msgstr ""
+"Gravar o tema falhou. O nome do ficheiro não pode ser \"Default\", "
+"\"Custom\", ou \"Godot 2\"."
+
 msgid "Error writing TextFile:"
 msgstr "Erro ao escrever FicheiroTexto:"
 
@@ -15369,6 +15435,15 @@ msgstr "Identificação da Tecla (Unicode, diferencia maiúsculas de minúsculas
 msgid "Physical location"
 msgstr "Local Físico"
 
+msgid "Shift key"
+msgstr "Tecla shift"
+
+msgid "Control key"
+msgstr "Tecla control"
+
+msgid "Meta/Windows or Command key"
+msgstr "Tecla Meta/Windows ou Command"
+
 msgid "Add Project Setting"
 msgstr "Adicionar Configuração ao Projeto"
 
@@ -15779,9 +15854,6 @@ msgstr "Definir Constante: %s"
 msgid "Invalid name for varying."
 msgstr "Nome Inválido para varying."
 
-msgid "Varying with that name is already exist."
-msgstr "Varying com esse nome já existe."
-
 msgid "Boolean type cannot be used with `%s` varying mode."
 msgstr "O tipo booleano não pode ser usado com o modo varying `%s`."
 
@@ -17834,6 +17906,9 @@ msgstr "Editar Obstáculo (Mover Vértice)"
 msgid "Edit Obstacle (Remove Vertex)"
 msgstr "Editar Obstáculo (Remover Vértice)"
 
+msgid "Flip"
+msgstr "Virar"
+
 msgid "Remove all vertices?"
 msgstr "Remover todas as vértices?"
 
@@ -17891,6 +17966,17 @@ msgstr "Renomear Nome Das Ações Traduzidas"
 msgid "Change Action Type"
 msgstr "Alterar Tipo de Ação"
 
+msgid ""
+"Internal name of the action. Some XR runtimes don't allow spaces or special "
+"characters."
+msgstr ""
+"Nome interno da ação. Alguns ambientes de execução XR não permitem espaços ou "
+"caracteres especiais."
+
+msgid "Human-readable name of the action. This can be displayed to end users."
+msgstr ""
+"Nome da ação legível humana. Isso pode ser exibido para utilizadores finais."
+
 msgid "Remove action"
 msgstr "Remover Ação"
 
@@ -17951,6 +18037,19 @@ msgstr "Adicionar Ação"
 msgid "Delete action"
 msgstr "Apagar Ação"
 
+msgid ""
+"Human-readable name of the action set. This can be displayed to end users."
+msgstr ""
+"Nome legível humano do grupo de ações. Isto pode ser exibido a utilizadores "
+"finais."
+
+msgid ""
+"Priority of the action set. If multiple action sets bind to the same input, "
+"the action set with the highest priority will be updated."
+msgstr ""
+"Prioridade do grupo de ações. Se vários grupos de ações estão ligados à mesma "
+"entrada, o grupo de ações com a maior prioridade será atualizado."
+
 msgid "Add action."
 msgstr "Adicionar ação."
 
@@ -19002,6 +19101,20 @@ msgstr ""
 "Um recurso SpriteFrames deve ser criado ou definido na propriedade \"Sprite "
 "Frames\" para que o AnimatedSprite2D exiba quadros."
 
+msgid ""
+"Ancestor \"%s\" clips its children, so this CanvasGroup will not function "
+"properly."
+msgstr ""
+"O ancestor \"%s\" corta os seus filhos, então este CanvasGroup não funcionará "
+"corretamente."
+
+msgid ""
+"Ancestor \"%s\" is a CanvasGroup, so this CanvasGroup will not function "
+"properly."
+msgstr ""
+"O ancestor \"%s\" é um CanvasGroup, então este CanvasGroup não funcionará "
+"corretamente."
+
 msgid ""
 "Only one visible CanvasModulate is allowed per canvas.\n"
 "When there are more than one, only one of them will be active. Which one is "
@@ -19197,6 +19310,15 @@ msgstr ""
 "Um nó PhysicalBone2D deve ter um nó filho baseado em Joint2D para manter os "
 "ossos conectados! Adicione um nó baseado em Joint2D como filho a este nó!"
 
+msgid ""
+"PhysicsBody2D will not work correctly on a non-interpolated branch of the "
+"SceneTree.\n"
+"Check the node's inherited physics_interpolation_mode."
+msgstr ""
+"O PhysicsBody2D não funcionará corretamente num ramo não interpolado do "
+"SceneTree.\n"
+"Verifique o nó herdado Física_interpolation_mode."
+
 msgid ""
 "Size changes to RigidBody2D will be overridden by the physics engine when "
 "running.\n"
@@ -19690,6 +19812,15 @@ msgstr "Junção não está conectado a nenhum PhysicsBody3Ds"
 msgid "Node A and Node B must be different PhysicsBody3Ds"
 msgstr "Nó A e Nó B devem ser diferentes PhysicsBody3Ds"
 
+msgid ""
+"PhysicsBody3D will not work correctly on a non-interpolated branch of the "
+"SceneTree.\n"
+"Check the node's inherited physics_interpolation_mode."
+msgstr ""
+"O PhysicsBody3D não funcionará corretamente num ramo não interpolado do "
+"SceneTree.\n"
+"Verifique o nó herdado Física_interpolation_mode."
+
 msgid ""
 "Scale changes to RigidBody3D will be overridden by the physics engine when "
 "running.\n"
@@ -19841,6 +19972,13 @@ msgstr ""
 "O XRCamera3D pode não funcionar como esperado sem um nó XROrigin3D como o seu "
 "pai."
 
+msgid ""
+"XRCamera3D should have physics_interpolation_mode set to OFF in order to "
+"avoid jitter."
+msgstr ""
+"XRCamera3D deve ter physics_interpolation_mode definido para OFF, para evitar "
+"jitter."
+
 msgid ""
 "XRNode3D may not function as expected without an XROrigin3D node as its "
 "parent."
@@ -19854,6 +19992,13 @@ msgstr "Nenhum nome de rastreador foi definido."
 msgid "No pose is set."
 msgstr "Nenhuma pose foi definida."
 
+msgid ""
+"XRNode3D should have physics_interpolation_mode set to OFF in order to avoid "
+"jitter."
+msgstr ""
+"XRNode3D deve ter physics_interpolation_mode definido para OFF, para evitar "
+"jitter."
+
 msgid "XROrigin3D requires an XRCamera3D child node."
 msgstr "XROrigin3D requer um nó filho XRCamera3D."
 
@@ -19888,6 +20033,9 @@ msgstr ""
 "ButtonGroup destina-se a ser usado apenas com botões que têm toggle_mode "
 "definido como true."
 
+msgid "The changes to this palette have not been saved to a file."
+msgstr "As alterações nesta paleta não foram gravadas num ficheiro."
+
 msgid "Switch between hexadecimal and code values."
 msgstr "Alternar valores entre hexadecimal e código."
 
@@ -19908,6 +20056,21 @@ msgstr ""
 "definido como \"Ignorar\". Para resolver isto, defina o Filtro do Rato como "
 "\"Parar\" ou \"Passar\"."
 
+msgid "Accessibility Name must not be empty, or contain only spaces."
+msgstr "O nome de acessibilidade não deve estar vazio ou conter apenas espaços."
+
+msgid "Accessibility Name must not include Node class name."
+msgstr "O nome de acessibilidade não deve incluir o nome da classe Node."
+
+msgid "Accessibility Name must not include control character."
+msgstr "O nome de acessibilidade não deve incluir o caráter de controle."
+
+msgid "%s can be dropped here. Use %s to drop, use %s to cancel."
+msgstr "%s pode ser solto aqui. Use %s para soltar, use %s para cancelar."
+
+msgid "%s can not be dropped here. Use %s to cancel."
+msgstr "%s não pode ser solto aqui. Use %s para cancelar."
+
 msgid ""
 "Please be aware that GraphEdit and GraphNode will undergo extensive "
 "refactoring in a future 4.x version involving compatibility-breaking API "
@@ -19967,6 +20130,12 @@ msgstr ""
 "A forma padrão do cursor do mouse de SubViewportContainer não tem efeito.\n"
 "Considere deixá-lo com seu valor inicial `CURSOR_ARROW`."
 
+msgid "Cell %d x %d: either text or alternative text must not be empty."
+msgstr "A célula %d x %d: texto ou texto alternativo não deve estar vazio."
+
+msgid "Button %d in %d x %d: alternative text must not be empty."
+msgstr "Botão %d em %d x %d: o texto alternativo não deve estar vazio."
+
 msgid ""
 "This node was an instance of scene '%s', which was no longer available when "
 "this scene was loaded."
@@ -20034,6 +20203,9 @@ msgstr ""
 "Considere usar um ciclo de processo de script em vez de depender de um Timer "
 "para tempos de espera muito baixos."
 
+msgid "Drag-and-drop data"
+msgstr "Arrastar e soltar dados"
+
 msgid ""
 "The Viewport size must be greater than or equal to 2 pixels on both "
 "dimensions to render anything."
@@ -20164,12 +20336,6 @@ msgstr "A recursão não é permitida."
 msgid "Function '%s' can't be called from source code."
 msgstr "A função '%s' não pode ser chamada a partir do código-fonte."
 
-msgid ""
-"Invalid argument for \"%s(%s)\" function: argument %d should be %s but is %s."
-msgstr ""
-"Argumento inválido para a função \"%s(%s)\": o argumento %d deveria ser %s, "
-"mas é %s."
-
 msgid ""
 "Too few arguments for \"%s(%s)\" call. Expected at least %d but received %d."
 msgstr ""
@@ -20470,6 +20636,13 @@ msgstr "Tipo de shader inválido. Os tipos válidos são: %s"
 msgid "Unexpected token: '%s'."
 msgstr "Token inesperado: '%s'."
 
+msgid "Stencil mode reference value cannot be negative: '%s'."
+msgstr "O valor de referência do modo estêncil não pode ser negativo: '%s'."
+
+msgid "Stencil mode reference value cannot be greater than 255: '%s'."
+msgstr ""
+"O valor de referência do modo estêncil não pode ser superior a 255: '%s'."
+
 msgid "Expected a struct identifier."
 msgstr "Esperava-se um identificador de struct."
 
@@ -20538,6 +20711,9 @@ msgstr ""
 msgid "Duplicated hint: '%s'."
 msgstr "Inferência duplicada: '%s'."
 
+msgid "Hint '%s' should be preceded by '%s'."
+msgstr "Dica '%s' deve ser precedida por '%s'."
+
 msgid "Range hint is for '%s' and '%s' only."
 msgstr "O intervalo de inferência é apenas para '%s' e '%s'."
 

ファイルの差分が大きいため隠しています
+ 431 - 9
editor/translations/editor/pt_BR.po


+ 58 - 6
editor/translations/editor/ro.po

@@ -35,13 +35,14 @@
 # Cheesymoon Brainstorms <[email protected]>, 2025.
 # GREEN MONSTER <[email protected]>, 2025.
 # Alin Gheorghe <[email protected]>, 2025.
+# SimonMaracine <[email protected]>, 2025.
 msgid ""
 msgstr ""
 "Project-Id-Version: Godot Engine editor interface\n"
 "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
 "POT-Creation-Date: \n"
-"PO-Revision-Date: 2025-03-04 16:11+0000\n"
-"Last-Translator: Alin Gheorghe <yovngra@gmail.com>\n"
+"PO-Revision-Date: 2025-08-06 12:28+0000\n"
+"Last-Translator: SimonMaracine <simonmaracine@gmail.com>\n"
 "Language-Team: Romanian <https://hosted.weblate.org/projects/godot-engine/"
 "godot/ro/>\n"
 "Language: ro\n"
@@ -50,7 +51,7 @@ msgstr ""
 "Content-Transfer-Encoding: 8bit\n"
 "Plural-Forms: nplurals=3; plural=n==1 ? 0 : (n==0 || (n%100 > 0 && n%100 < "
 "20)) ? 1 : 2;\n"
-"X-Generator: Weblate 5.10.3-dev\n"
+"X-Generator: Weblate 5.13-dev\n"
 
 msgid "Unset"
 msgstr "Nesetat"
@@ -224,6 +225,12 @@ msgstr "Intrare MIDI pe Canalul=%s Mesajul=%s"
 msgid "Input Event with Shortcut=%s"
 msgstr "Eveniment Intrare cu Scurtatura=%s"
 
+msgid " or "
+msgstr " sau "
+
+msgid "Action has no bound inputs"
+msgstr "Acțiunea nu are input-uri legate"
+
 msgid "Accept"
 msgstr "Acceptați"
 
@@ -278,15 +285,24 @@ msgstr "Revenire"
 msgid "Redo"
 msgstr "Reîntoarcere"
 
+msgid "Completion Query"
+msgstr "Interogare de completare"
+
 msgid "New Line"
 msgstr "Linie Nouă"
 
+msgid "New Blank Line"
+msgstr "Linie goală nouă"
+
 msgid "New Line Above"
 msgstr "Linie Nouă Deasupra"
 
 msgid "Indent"
 msgstr "Alineat"
 
+msgid "Dedent"
+msgstr "Deindentare"
+
 msgid "Delete"
 msgstr "Ștergeți"
 
@@ -296,6 +312,42 @@ msgstr "Șterge cuvânt"
 msgid "Delete all to Right"
 msgstr "Șterge tot la Dreapta"
 
+msgid "Caret Left"
+msgstr "Cursor stânga"
+
+msgid "Caret Word Left"
+msgstr "Cursor cuvânt stânga"
+
+msgid "Caret Right"
+msgstr "Cursor dreapta"
+
+msgid "Caret Word Right"
+msgstr "Cursor cuvânt dreapta"
+
+msgid "Caret Up"
+msgstr "Cursor sus"
+
+msgid "Caret Down"
+msgstr "Cursor jos"
+
+msgid "Caret Line Start"
+msgstr "Cursor linie start"
+
+msgid "Caret Line End"
+msgstr "Cursor linie sfârșit"
+
+msgid "Caret Page Up"
+msgstr "Cursor pagină sus"
+
+msgid "Caret Page Down"
+msgstr "Cursor pagină jos"
+
+msgid "Caret Document Start"
+msgstr "Cursor document început"
+
+msgid "Caret Document End"
+msgstr "Cursor document sfârșit"
+
 msgid "Caret Add Below"
 msgstr "Caret Adăugați dedesubt"
 
@@ -2718,9 +2770,6 @@ msgstr "Rulează scena editată."
 msgid "Network Profiler"
 msgstr "Analizator Network"
 
-msgid "Select Mode"
-msgstr "Selectare mod"
-
 msgid "Create Polygon"
 msgstr "Crează poligon"
 
@@ -3042,6 +3091,9 @@ msgstr ""
 msgid "(Available in all modes.)"
 msgstr "(Disponibile in toate modurile.)"
 
+msgid "Select Mode"
+msgstr "Selectare mod"
+
 msgid "Move Mode"
 msgstr "Mod Mutare"
 

+ 257 - 14
editor/translations/editor/ru.po

@@ -231,8 +231,8 @@ msgstr ""
 "Project-Id-Version: Godot Engine editor interface\n"
 "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
 "POT-Creation-Date: \n"
-"PO-Revision-Date: 2025-07-22 11:08+0000\n"
-"Last-Translator: Deniil <[email protected]>\n"
+"PO-Revision-Date: 2025-08-02 06:02+0000\n"
+"Last-Translator: Deniil <[email protected]>\n"
 "Language-Team: Russian <https://hosted.weblate.org/projects/godot-engine/"
 "godot/ru/>\n"
 "Language: ru\n"
@@ -613,6 +613,9 @@ msgstr "Сменить направление ввода"
 msgid "Start Unicode Character Input"
 msgstr "Запустить ввод символов Unicode"
 
+msgid "ColorPicker: Delete Preset"
+msgstr "ColorPicker: Удалить предустановку"
+
 msgid "Accessibility: Keyboard Drag and Drop"
 msgstr "Доступность: Перетаскивание с клавиатуры"
 
@@ -1093,6 +1096,40 @@ msgstr "Сохранить библиотеку анимации в файл: %s
 msgid "Save Animation to File: %s"
 msgstr "Сохранить анимацию в файл: %s"
 
+msgid ""
+"The file you selected is an imported scene from a 3D model such as glTF or "
+"FBX.\n"
+"\n"
+"In Godot, 3D models can be imported as either scenes or animation libraries, "
+"which is why they show up here.\n"
+"\n"
+"If you want to use animations from this 3D model, open the Advanced Import "
+"Settings\n"
+"dialog and save the animations using Actions... -> Set Animation Save Paths,\n"
+"or import the whole scene as a single AnimationLibrary in the Import dock."
+msgstr ""
+"Выбранный вами файл представляет собой импортированную сцену из 3D-модели, "
+"например glTF или FBX..\n"
+"\n"
+"В Godot 3D-модели можно импортировать как сцены или библиотеки анимации, "
+"поэтому они здесь и отображаются.\n"
+"\n"
+"Если вы хотите использовать анимацию из этой 3D-модели, откройте диалоговое "
+"окно Advanced Import Settings \n"
+"и сохраните анимацию с помощью Actions... -> Set Animation Save Paths,\n"
+"или импортировать всю сцену как единую библиотеку анимаций во вкладке Import."
+
+msgid ""
+"The file you selected is not a valid AnimationLibrary.\n"
+"\n"
+"If the animations you want are inside of this file, save them to a separate "
+"file first."
+msgstr ""
+"Выбранный вами файл не является допустимым для AnimationLibrary.\n"
+"\n"
+"Если нужные вам анимации находятся внутри этого файла, сначала сохраните их в "
+"отдельном файле."
+
 msgid "Some of the selected libraries were already added to the mixer."
 msgstr "Некоторые из выбранных библиотек уже добавлены в микшер."
 
@@ -1414,6 +1451,9 @@ msgstr ""
 "Shift+ЛКМ+перетаскивание: соединить выбранный узел с другим узлом или создать "
 "новый узел, если выбрана область без узлов."
 
+msgid "Select and move nodes."
+msgstr "Выберите и переместите узлы."
+
 msgid "Create new nodes."
 msgstr "Создать новый узел."
 
@@ -3223,6 +3263,9 @@ msgstr ""
 "Для вызова данного метода не требуется экземпляр.\n"
 "Его можно вызвать напрямую, используя имя класса."
 
+msgid "This method must be implemented to complete the abstract class."
+msgstr "Этот метод должен быть реализован для завершения абстрактного класса."
+
 msgid "Code snippet copied to clipboard."
 msgstr "Фрагмент кода скопирован в буфер обмена."
 
@@ -3818,6 +3861,9 @@ msgstr "Вы хотите преобразовать эти файлы в %s? (
 msgid "Could not create folder: %s"
 msgstr "Не удалось создать папку: %s"
 
+msgid "Open Scene"
+msgstr "Открытая сцена"
+
 msgid "New Inherited Scene"
 msgstr "Новая унаследованная сцена"
 
@@ -4869,6 +4915,9 @@ msgstr "Сохранение сцены"
 msgid "Analyzing"
 msgstr "Анализ"
 
+msgid "Creating Thumbnail"
+msgstr "Создание Миниатюры"
+
 msgid "This operation can't be done without a tree root."
 msgstr "Эта операция не может быть выполнена без корня дерева."
 
@@ -5347,6 +5396,9 @@ msgstr "Мобильные устройства"
 msgid "Compatibility"
 msgstr "Совместимость"
 
+msgid "%s (Overridden)"
+msgstr "%s (Переопределено)"
+
 msgid "Main Menu"
 msgstr "Основное меню"
 
@@ -6744,6 +6796,9 @@ msgstr "Выполнение операций после реимпорта…"
 msgid "Copying files..."
 msgstr "Копирование файлов…"
 
+msgid "Remapping dependencies..."
+msgstr "Перераспределение зависимостей..."
+
 msgid "Go to Line"
 msgstr "Перейти к строке"
 
@@ -7147,6 +7202,9 @@ msgstr "Предпросмотр:"
 msgid "Filter:"
 msgstr "Фильтр:"
 
+msgid "Filename Filter:"
+msgstr "Фильтр имени файла:"
+
 msgid "File:"
 msgstr "Файл:"
 
@@ -7182,6 +7240,9 @@ msgstr "Выбрать сцену"
 msgid "Fuzzy Search"
 msgstr "Нечеткий Поиск"
 
+msgid "Include approximate matches."
+msgstr "Включите приблизительные совпадения."
+
 msgid "Addons"
 msgstr "Дополнения"
 
@@ -7216,6 +7277,9 @@ msgstr "Нет уведомлений."
 msgid "Show notifications."
 msgstr "Показать уведомления."
 
+msgid "Notifications:"
+msgstr "Уведомления:"
+
 msgid "Silence the notifications."
 msgstr "Заглушить уведомления."
 
@@ -7850,6 +7914,12 @@ msgstr "Новый размер:"
 msgid "First Page"
 msgstr "Первая страница"
 
+msgid "Previous Page"
+msgstr "Предыдущая страница"
+
+msgid "Page Number"
+msgstr "Номер страницы"
+
 msgid "Next Page"
 msgstr "Следующая страница"
 
@@ -7907,6 +7977,16 @@ msgstr "Отменить редактирование пользовательс
 msgid "Locale"
 msgstr "Локаль"
 
+msgid "Toggle Display UID"
+msgstr "Переключить дисплей UID"
+
+msgid ""
+"Toggles displaying between path and UID.\n"
+"The UID is the actual value of this property."
+msgstr ""
+"Переключает отображение пути и UID.\n"
+"UID — это фактическое значение этого свойства."
+
 msgid "Renaming layer %d:"
 msgstr "Переименовать слой %d:"
 
@@ -8908,6 +8988,9 @@ msgstr "Сначала сделать резервную копию проект
 msgid "Convert Full Project"
 msgstr "Конвертировать весь проект"
 
+msgid "See Migration Guide"
+msgstr "См. Руководство по миграции"
+
 msgid ""
 "This option will perform full project conversion, updating scenes, resources "
 "and scripts from Godot 3 to work in Godot 4.\n"
@@ -9226,9 +9309,6 @@ msgstr "Приостановить/возобновить встроенный 
 msgid "Next Frame"
 msgstr "Следующий Кадр"
 
-msgid "Select Mode"
-msgstr "Режим выделения"
-
 msgid "Connection impossible to the game process."
 msgstr "Невозможно подключиться к процессу игры."
 
@@ -9349,6 +9429,9 @@ msgstr ""
 "Режим «Сохранить соотношение сторон» используется, когда игровое рабочее "
 "пространство меньше желаемого размера."
 
+msgid "Embedded game size is based on project settings."
+msgstr "Размер встроенной игры зависит от настроек проекта."
+
 msgid "Keep the aspect ratio of the embedded game."
 msgstr "Сохраните соотношение сторон встроенной игры."
 
@@ -9408,6 +9491,9 @@ msgstr "Переопределить основные метки"
 msgid "Feature Tags"
 msgstr "Метки возможностей"
 
+msgid "Move Origin to Geometric Center"
+msgstr "Переместить начало координат в Геометрический Центр (Geometric Center)"
+
 msgid "Create Polygon"
 msgstr "Создать полигон"
 
@@ -9420,6 +9506,12 @@ msgstr ""
 "ЛКМ: переместить точку.\n"
 "ПКМ: удалить точку"
 
+msgid "Move center of gravity to geometric center."
+msgstr "Переместить центр тяжести в геометрический центр."
+
+msgid "Move Geometric Center"
+msgstr "Переместить Геометрический Центр"
+
 msgid "Edit Polygon"
 msgstr "Редактировать полигон"
 
@@ -9441,6 +9533,12 @@ msgstr "Редактировать точки полигона"
 msgid "Delete Polygon Points"
 msgstr "Удалить точки полигона"
 
+msgid "Edit Camera2D Limits"
+msgstr "Изменить Лимиты Camera2D"
+
+msgid "Snap Camera2D Limits to the Viewport"
+msgstr "Привязка Лимитов Camera2D к Viewport (области просмотра)"
+
 msgid "Camera2D"
 msgstr "Camera2D"
 
@@ -10204,6 +10302,9 @@ msgstr "Выделить выбранный слой карты тайлов"
 msgid "Toggle grid visibility."
 msgstr "Переключить видимость сетки."
 
+msgid "Advanced settings."
+msgstr "Расширенные настройки."
+
 msgid "Automatically Replace Tiles with Proxies"
 msgstr "Автоматически заменять тайлы на прокси"
 
@@ -11913,6 +12014,9 @@ msgstr "Задать предпросмотр карты тональности
 msgid "Set Preview Environment Global Illumination"
 msgstr "Задать предпросмотр глобального освещения окружения"
 
+msgid "Select Mode"
+msgstr "Режим выделения"
+
 msgid "Move Mode"
 msgstr "Режим перемещения"
 
@@ -11977,6 +12081,9 @@ msgstr ""
 "Если в сцену добавлен узел DirectionalLight3D, предварительный просмотр "
 "солнечного света отключён."
 
+msgid "Toggle preview sunlight."
+msgstr "Предварительный просмотр солнечного света."
+
 msgid ""
 "Toggle preview environment.\n"
 "If a WorldEnvironment node is added to the scene, preview environment is "
@@ -11986,6 +12093,9 @@ msgstr ""
 "Если в сцену добавлен узел WorldEnvironment, предварительный просмотр "
 "окружения отключён."
 
+msgid "Toggle preview environment."
+msgstr "Включить предпросмотр окружения."
+
 msgid "Edit Sun and Environment settings."
 msgstr "Изменить параметры «Солнца» и «Окружения»."
 
@@ -12268,6 +12378,9 @@ msgstr "Грани данной геометрии не содержат ник
 msgid "The geometry doesn't contain any faces."
 msgstr "Данная геометрия не содержит граней."
 
+msgid "Generation Time (sec)"
+msgstr "Генерация Времени (сек)"
+
 msgid "Create Emitter"
 msgstr "Создать излучатель"
 
@@ -13729,6 +13842,9 @@ msgstr ""
 "свойств те же свойства будут обновлены во всех других объектах стиля этого "
 "типа."
 
+msgid "Pin this StyleBox as a main style."
+msgstr "Закрепить этот StyleBox как основной стиль."
+
 msgid "Add Item Type"
 msgstr "Добавить тип элемента"
 
@@ -13912,6 +14028,9 @@ msgstr "Недопустимый ресурс PackedScene. Он должен и
 msgid "Invalid file, not a PackedScene resource."
 msgstr "Неверный файл — не ресурс PackedScene."
 
+msgid "Invalid PackedScene resource, could not instantiate it."
+msgstr "Недопустимый ресурс PackedScene, не удалось создать его экземпляр."
+
 msgid "Reload the scene to reflect its most actual state."
 msgstr "Перезагрузить сцену, чтобы отразить её наиболее актуальное состояние."
 
@@ -14005,6 +14124,9 @@ msgstr ""
 "Минимальное количество цифр для счётчика.\n"
 "Недостающие цифры заполняются нулями."
 
+msgid "Minimum number of digits for the counter."
+msgstr "Минимальное количество цифр для счетчика."
+
 msgid "Post-Process"
 msgstr "Постобработка"
 
@@ -14065,6 +14187,9 @@ msgstr "Вставить ресурс"
 msgid "Load Resource"
 msgstr "Загрузить ресурс"
 
+msgid "ResourcePreloader"
+msgstr "ResourcePreloader (Предварительный загрузчик ресурсов)"
+
 msgid "Toggle ResourcePreloader Bottom Panel"
 msgstr "Включить или отключить нижнюю панель «Предзагрузка ресурсов»"
 
@@ -14459,6 +14584,9 @@ msgstr "Кадры спрайта"
 msgid "Toggle SpriteFrames Bottom Panel"
 msgstr "Включить или отключить нижнюю панель «Кадры спрайта»"
 
+msgid "Toggle color channel preview selection."
+msgstr "Переключить выбор предварительного просмотра цветового канала."
+
 msgid "Move GradientTexture2D Fill Point"
 msgstr "Переместить точку заливки GradientTexture2D"
 
@@ -14728,6 +14856,29 @@ msgstr "Не удалось открыть «%s». Файл мог быть пе
 msgid "Close and save changes?"
 msgstr "Закрыть и сохранить изменения?"
 
+msgid "Importing theme failed. File is not a text editor theme file (.tet)."
+msgstr ""
+"Не удалось импортировать тему. Файл не является файлом темы текстового "
+"редактора (.tet)."
+
+msgid ""
+"Importing theme failed. File name cannot be 'Default', 'Custom', or 'Godot 2'."
+msgstr ""
+"Не удалось импортировать тему. Имя файла не может быть 'Default', 'Custom' "
+"или 'Godot 2'."
+
+msgid "Importing theme failed. Failed to copy theme file."
+msgstr "Импорт темы не удался. Не удалось скопировать файл темы."
+
+msgid ""
+"Saving theme failed. File name cannot be 'Default', 'Custom', or 'Godot 2'."
+msgstr ""
+"Не удалось сохранить тему. Имя файла не может быть 'Default', 'Custom', или "
+"'Godot 2'."
+
+msgid "Saving theme failed."
+msgstr "Сохранение темы не удалось."
+
 msgid "Error writing TextFile:"
 msgstr "Ошибка при записи текстового файла:"
 
@@ -14908,6 +15059,9 @@ msgstr "Источник"
 msgid "Target"
 msgstr "Цель"
 
+msgid "Error at ([hint=Line %d, column %d]%d, %d[/hint]):"
+msgstr "Ошибка в ([hint=Строка %d, столбец %d]%d, %d[/hint]):"
+
 msgid ""
 "Missing connected method '%s' for signal '%s' from node '%s' to node '%s'."
 msgstr ""
@@ -15063,6 +15217,9 @@ msgstr ""
 msgid "An action with the name '%s' already exists."
 msgstr "Действие с именем «%s» уже существует."
 
+msgid "Built-in actions are always shown when searching."
+msgstr "Встроенные действия всегда отображаются при поиске."
+
 msgid "Action %s"
 msgstr "Действия: %s"
 
@@ -15601,6 +15758,9 @@ msgstr "Выберите существующий макет:"
 msgid "Or enter new layout name"
 msgstr "Или введите имя нового макета"
 
+msgid "New layout name"
+msgstr "Новое название макета"
+
 msgid "Edit Built-in Action: %s"
 msgstr "Изменить встроенное действие: %s"
 
@@ -15745,6 +15905,18 @@ msgstr "Кнопки джойстика"
 msgid "Joypad Axes"
 msgstr "Оси джойстика"
 
+msgctxt "Key Location"
+msgid "Unspecified"
+msgstr "Unspecified (Не указано)"
+
+msgctxt "Key Location"
+msgid "Left"
+msgstr "Влево"
+
+msgctxt "Key Location"
+msgid "Right"
+msgstr "Вправо"
+
 msgid "Event Configuration for \"%s\""
 msgstr "Конфигурация события для «%s»"
 
@@ -15782,6 +15954,18 @@ msgstr "Подпись клавиши (Юникод, без учёта реги
 msgid "Physical location"
 msgstr "Физическое расположение"
 
+msgid "Alt or Option key"
+msgstr "Клавиша Alt или Option"
+
+msgid "Shift key"
+msgstr "Клавиша Shift"
+
+msgid "Control key"
+msgstr "Клавиша Control"
+
+msgid "Meta/Windows or Command key"
+msgstr "Клавиша Meta/Windows или Command"
+
 msgid "Add Project Setting"
 msgstr "Добавить настройку проекта"
 
@@ -15962,6 +16146,12 @@ msgstr "Имя «%s» — зарезервированное ключевое с
 msgid "Add Shader Global Parameter"
 msgstr "Добавить глобальный параметр шейдера"
 
+msgid "Error at line %d:"
+msgstr "Ошибка в строке %d:"
+
+msgid "Error at line %d in include %s:%d:"
+msgstr "Ошибка в строке %d в заключении %s:%d:"
+
 msgid "Warnings should be fixed to prevent errors."
 msgstr "Для предотвращения ошибок необходимо устранить причины предупреждений."
 
@@ -16202,9 +16392,6 @@ msgstr "Задать константу: %s"
 msgid "Invalid name for varying."
 msgstr "Недопустимое имя вариации."
 
-msgid "Varying with that name is already exist."
-msgstr "Вариация с таким именем уже существует."
-
 msgid "Boolean type cannot be used with `%s` varying mode."
 msgstr "Логический тип не может быть использован с режимом вариации `%s`."
 
@@ -17582,6 +17769,9 @@ msgstr "Получить"
 msgid "Push"
 msgstr "Отправить"
 
+msgid "Extra options"
+msgstr "Дополнительные опции"
+
 msgid "Force Push"
 msgstr "Принудительно отправить"
 
@@ -17681,6 +17871,12 @@ msgstr "Изменить внешний радиус тора"
 msgid "Invalid type argument to convert(), use TYPE_* constants."
 msgstr "Недопустимый аргумент типа для convert(), используйте константы TYPE_*."
 
+msgid "Expected an integer between 0 and 2^32 - 1."
+msgstr "Ожидалось целое число от 0 до 2^32 - 1."
+
+msgid "Expected a string of length 1 (a character)."
+msgstr "Ожидается строка длиной 1 (символ)."
+
 msgid "Cannot resize array."
 msgstr "Не удалось изменить размер массива."
 
@@ -17857,6 +18053,9 @@ msgstr "Поворот курсора по Y"
 msgid "Cursor Rotate Z"
 msgstr "Поворот курсора по Z"
 
+msgid "Change Grid Floor:"
+msgstr "Изменить Grid Floor (сетку пола):"
+
 msgid ""
 "Change Grid Floor:\n"
 "Previous Plane (%s)\n"
@@ -18326,6 +18525,9 @@ msgstr ""
 "Не удалось создать сетку навигации, так как ресурс был импортирован из "
 "другого типа."
 
+msgid "Bake"
+msgstr "Запекание"
+
 msgid "Bake NavigationMesh"
 msgstr "Запечь сетку навигации"
 
@@ -18343,6 +18545,9 @@ msgstr "Очистить сетку навигации"
 msgid "Clears the internal NavigationMesh vertices and polygons."
 msgstr "Очищает внутренние вершины и полигоны сетки навигации."
 
+msgid "Baking NavigationMesh ..."
+msgstr "Запечь NavigationMesh (Сетку Навигации)..."
+
 msgid "Toggles whether the noise preview is computed in 3D space."
 msgstr ""
 "Включает или отключает расчёт предпросмотра порога шума в 3D-пространстве."
@@ -18770,6 +18975,10 @@ msgstr "Каталог «build-tools» отсутствует!"
 msgid "Unable to find Android SDK build-tools' apksigner command."
 msgstr "Не удалось найти команду apksigner в Android SDK build-tools."
 
+msgid "\"Use Gradle Build\" is required for transparent background on Android"
+msgstr ""
+"Для прозрачного фона на Android требуется \"Использовать Сборку Gradle\""
+
 msgid ""
 "\"Target SDK\" %d is higher than the default version %d. This may work, but "
 "wasn't tested and may be unstable."
@@ -18849,6 +19058,9 @@ msgstr "Не удалось проверить подписанный apk."
 msgid "'apksigner' verification of APK failed."
 msgstr "Проверка APK-файла «apksigner» не удалась."
 
+msgid "Could not create temporary file!"
+msgstr "Не удалось создать временный файл!"
+
 msgid "Exporting for Android"
 msgstr "Экспорт для Android"
 
@@ -18888,6 +19100,12 @@ msgstr ""
 msgid "Unable to overwrite res/*.xml files with project name."
 msgstr "Невозможно перезаписать файлы res/*.xml с именем проекта."
 
+msgid "Could not generate sparse pck metadata!"
+msgstr "Не удалось сгенерировать разреженные метаданные pck!"
+
+msgid "Could not write PCK directory!"
+msgstr "Не удалось записать каталог PCK!"
+
 msgid "Could not export project files to gradle project."
 msgstr "Не удалось экспортировать файлы проекта в проект gradle."
 
@@ -20771,6 +20989,13 @@ msgstr "Ошибка деления на ноль."
 msgid "Modulo by zero error."
 msgstr "Ошибка деления по модулю на ноль."
 
+msgid ""
+"Invalid number of arguments when calling stage function '%s', which expects "
+"%d argument(s)."
+msgstr ""
+"Недопустимое количество аргументов при вызове функции этапа '%s', которая "
+"ожидает %d аргументов."
+
 msgid ""
 "Invalid argument type when calling stage function '%s', type expected is '%s'."
 msgstr ""
@@ -20809,12 +21034,6 @@ msgstr "Рекурсия запрещена."
 msgid "Function '%s' can't be called from source code."
 msgstr "Функцию «%s» нельзя вызвать из исходного кода."
 
-msgid ""
-"Invalid argument for \"%s(%s)\" function: argument %d should be %s but is %s."
-msgstr ""
-"Недопустимый аргумент для функции «%s(%s)»: аргумент %d должен иметь значение "
-"%s, но его значение — %s."
-
 msgid ""
 "Too few arguments for \"%s(%s)\" call. Expected at least %d but received %d."
 msgstr ""
@@ -21120,6 +21339,15 @@ msgstr "Неверный тип шейдера. Допустимые типы: %
 msgid "Unexpected token: '%s'."
 msgstr "Неожиданный токен: «%s»."
 
+msgid "Duplicated stencil mode reference value: '%s'."
+msgstr "Дублированное контрольное значение режима трафарета: '%s'."
+
+msgid "Stencil mode reference value cannot be negative: '%s'."
+msgstr "Значение ссылки режима трафарета не может быть отрицательным: '%s'."
+
+msgid "Stencil mode reference value cannot be greater than 255: '%s'."
+msgstr "Значение ссылки режима трафарета не может быть больше 255: '%s'."
+
 msgid "Expected a struct identifier."
 msgstr "Ожидался идентификатор структуры."
 
@@ -21366,18 +21594,33 @@ msgstr ""
 msgid "uniform buffer"
 msgstr "буфер параметров шейдера"
 
+msgid "Expected an identifier for stencil mode."
+msgstr "Ожидается идентификатор для режима stencil (трафарета)."
+
 msgid "Expected an identifier for render mode."
 msgstr "Ожидался идентификатор для режима рендеринга."
 
+msgid "Duplicated stencil mode: '%s'."
+msgstr "Дублированный режим трафарета: '%s'."
+
 msgid "Duplicated render mode: '%s'."
 msgstr "Дублируется режим рендеринга: «%s»."
 
+msgid ""
+"Redefinition of stencil mode: '%s'. The '%s' mode has already been set to "
+"'%s'."
+msgstr ""
+"Переопределение режима трафарета: '%s'. Режим '%s' уже установлен на '%s'."
+
 msgid ""
 "Redefinition of render mode: '%s'. The '%s' mode has already been set to '%s'."
 msgstr ""
 "Переопределение режима рендеринга: «%s». Режим «%s» уже установлен в значение "
 "«%s»."
 
+msgid "Invalid stencil mode: '%s'."
+msgstr "Недопустимый режим трафарета: '%s'."
+
 msgid "Invalid render mode: '%s'."
 msgstr "Недопустимый режим рендеринга: «%s»."
 

+ 3 - 3
editor/translations/editor/sk.po

@@ -4025,9 +4025,6 @@ msgstr ""
 "Prosím pridajte spustiteľný \"preset\" v export menu alebo definujte "
 "existujúci \"preset\" ako spustiteľný."
 
-msgid "Select Mode"
-msgstr "Vybrať Režim"
-
 msgid "Show list of selectable nodes at position clicked."
 msgstr "Zobraziť zoznam vyberateľných nodov na klinutej pozícii."
 
@@ -4676,6 +4673,9 @@ msgstr ""
 "WorldEnvironment.\n"
 "Náhľad vypnutý."
 
+msgid "Select Mode"
+msgstr "Vybrať Režim"
+
 msgid "Move Mode"
 msgstr "Režim presúvania"
 

+ 3 - 6
editor/translations/editor/sv.po

@@ -7894,9 +7894,6 @@ msgstr ""
 "Lägg till en körbar förinställning i exportmenyn eller ställ in en befintlig "
 "förinställning som körbar."
 
-msgid "Select Mode"
-msgstr "Välj läge"
-
 msgid "Show list of selectable nodes at position clicked."
 msgstr "Visa lista över valbara noder på den klickade positionen."
 
@@ -10002,6 +9999,9 @@ msgstr ""
 "WorldEnvironment.\n"
 "Förhandsvisning avaktiverad."
 
+msgid "Select Mode"
+msgstr "Välj läge"
+
 msgid "Move Mode"
 msgstr "Flyttläge"
 
@@ -13847,9 +13847,6 @@ msgstr "Ställ in konstant: %s"
 msgid "Invalid name for varying."
 msgstr "Ogiltigt namn på varying."
 
-msgid "Varying with that name is already exist."
-msgstr "Varying med det namnet finns redan."
-
 msgid "Add Node(s) to Visual Shader"
 msgstr "Lägg till nod(er) i VisualShader"
 

+ 3 - 12
editor/translations/editor/ta.po

@@ -8912,9 +8912,6 @@ msgstr "உட்பொதிக்கப்பட்ட திட்டத்
 msgid "Next Frame"
 msgstr "அடுத்த சட்டகம்"
 
-msgid "Select Mode"
-msgstr "பயன்முறையைத் தேர்ந்தெடுக்கவும்"
-
 msgid "Connection impossible to the game process."
 msgstr "விளையாட்டு செயல்முறைக்கு இணைப்பு சாத்தியமற்றது."
 
@@ -11566,6 +11563,9 @@ msgstr "முன்னோட்ட சுற்றுச்சூழல் ட
 msgid "Set Preview Environment Global Illumination"
 msgstr "முன்னோட்ட சுற்றுச்சூழல் உலகளாவிய வெளிச்சத்தை அமைக்கவும்"
 
+msgid "Select Mode"
+msgstr "பயன்முறையைத் தேர்ந்தெடுக்கவும்"
+
 msgid "Move Mode"
 msgstr "பயன்முறையை நகர்த்தவும்"
 
@@ -15817,9 +15817,6 @@ msgstr "மாறிலி அமைக்கவும்: %s"
 msgid "Invalid name for varying."
 msgstr "மாறுபடுவதற்கான தவறான பெயர்."
 
-msgid "Varying with that name is already exist."
-msgstr "அந்த பெயருடன் மாறுபடுவது ஏற்கனவே உள்ளது."
-
 msgid "Boolean type cannot be used with `%s` varying mode."
 msgstr "`%s` மாறுபட்ட பயன்முறையுடன் பூலியன் வகையைப் பயன்படுத்த முடியாது."
 
@@ -20312,12 +20309,6 @@ msgstr "மறுநிகழ்வு அனுமதிக்கப்பட
 msgid "Function '%s' can't be called from source code."
 msgstr "'%s' செயல்பாட்டை மூலக் குறியீட்டிலிருந்து அழைக்க முடியாது."
 
-msgid ""
-"Invalid argument for \"%s(%s)\" function: argument %d should be %s but is %s."
-msgstr ""
-"\" %s ( %s)\" செயல்பாட்டிற்கான தவறான வாதம்: உரையாடல் %d %s ஆக இருக்க வேண்டும், ஆனால் "
-"%s."
-
 msgid ""
 "Too few arguments for \"%s(%s)\" call. Expected at least %d but received %d."
 msgstr ""

+ 3 - 3
editor/translations/editor/th.po

@@ -3505,9 +3505,6 @@ msgstr ""
 "ไม่มีพรีเซ็ตส่งออกที่สามารถรันเกมได้ของแพลตฟอร์มนี้\n"
 "กรุณาเพิ่มพรีเซ็ตส่งออกที่รันเกมได้ในเมนูส่งออกหรือทำให้พรีเซ็ตเดิมสามารถรันได้"
 
-msgid "Select Mode"
-msgstr "โหมดเลือก"
-
 msgid "Clear All"
 msgstr "ล้างทั้งหมด"
 
@@ -4204,6 +4201,9 @@ msgstr "ไม่สามารถหาชั้นแข็งที่จะ
 msgid "Alt+RMB: Show list of all nodes at position clicked, including locked."
 msgstr "Alt+RMB: แสดงรายการโหนดทั้งหมดที่ตำแหน่งคลิก รวมถึงโหนดที่ถูกล็อก"
 
+msgid "Select Mode"
+msgstr "โหมดเลือก"
+
 msgid "Move Mode"
 msgstr "โหมดเคลื่อนย้าย"
 

+ 149 - 14
editor/translations/editor/tr.po

@@ -120,12 +120,13 @@
 # Talha Öztürak <[email protected]>, 2025.
 # Murat Ugur <[email protected]>, 2025.
 # Aydın Burak Kuşçu <[email protected]>, 2025.
+# anilguneyaltun <[email protected]>, 2025.
 msgid ""
 msgstr ""
 "Project-Id-Version: Godot Engine editor interface\n"
 "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
 "POT-Creation-Date: \n"
-"PO-Revision-Date: 2025-07-26 22:08+0000\n"
+"PO-Revision-Date: 2025-08-23 21:15+0000\n"
 "Last-Translator: Yılmaz Durmaz <[email protected]>\n"
 "Language-Team: Turkish <https://hosted.weblate.org/projects/godot-engine/"
 "godot/tr/>\n"
@@ -134,7 +135,7 @@ msgstr ""
 "Content-Type: text/plain; charset=UTF-8\n"
 "Content-Transfer-Encoding: 8bit\n"
 "Plural-Forms: nplurals=2; plural=n != 1;\n"
-"X-Generator: Weblate 5.13-dev\n"
+"X-Generator: Weblate 5.13\n"
 
 msgid "Unset"
 msgstr "Kaldır"
@@ -506,6 +507,9 @@ msgstr "Giriş Yönünü Değiştir"
 msgid "Start Unicode Character Input"
 msgstr "Evrensel Kod Karakter Girişini Başlat"
 
+msgid "ColorPicker: Delete Preset"
+msgstr "RenkSeçici: Hazır Ayarı Sil"
+
 msgid "Accessibility: Keyboard Drag and Drop"
 msgstr "Erişilebilirlik: Klavye Sürükle ve Bırak"
 
@@ -983,6 +987,42 @@ msgstr "Canlandırma kütüphanesini Dosyaya kaydet: %s"
 msgid "Save Animation to File: %s"
 msgstr "Canlandırmayı Dosyaya Kaydet: %s"
 
+msgid ""
+"The file you selected is an imported scene from a 3D model such as glTF or "
+"FBX.\n"
+"\n"
+"In Godot, 3D models can be imported as either scenes or animation libraries, "
+"which is why they show up here.\n"
+"\n"
+"If you want to use animations from this 3D model, open the Advanced Import "
+"Settings\n"
+"dialog and save the animations using Actions... -> Set Animation Save Paths,\n"
+"or import the whole scene as a single AnimationLibrary in the Import dock."
+msgstr ""
+"Seçtiğiniz dosya, glTF veya FBX gibi bir 3B modelden içe aktarılmış bir "
+"sahnedir.\n"
+"\n"
+"Godot'da 3B modeller, sahne veya canlandırma kütüphanesi olarak içe "
+"aktarılabilirler, bu yüzden burada görünürler.\n"
+"\n"
+"Bu 3B modeldeki canlandırmaları kullanmak istiyorsanız, Gelişmiş İçe Aktarma "
+"Ayarları iletişim kutusunu açın\n"
+"ve canlandırmaları Eylemler... -> Canlandırma Kayıt Yollarını Ayarla öğesini "
+"kullanarak kaydedin,\n"
+"veya tüm sahneyi İçe Aktarma yuvasında tek bir CanlandırmaKütüphanesi olarak "
+"içe aktarın."
+
+msgid ""
+"The file you selected is not a valid AnimationLibrary.\n"
+"\n"
+"If the animations you want are inside of this file, save them to a separate "
+"file first."
+msgstr ""
+"Seçtiğiniz dosya geçerli bir CanlandırmaKütüphanesi değil.\n"
+"\n"
+"İstediğiniz canlandırmalar bu dosyanın içindeyse, bunları önce ayrı bir "
+"dosyaya kaydedin."
+
 msgid "Some of the selected libraries were already added to the mixer."
 msgstr "Seçilen kütüphanelerden bazıları karıştırıcıya zaten eklenmişti."
 
@@ -1303,6 +1343,9 @@ msgstr ""
 "Shift + Sol Fare Düğmesi + Sürükle: Seçilen düğümü başka bir düğüme bağlar, "
 "veya düğümsüz bir alan seçerseniz yeni bir düğüm oluşturur."
 
+msgid "Select and move nodes."
+msgstr "Düğümleri seç ve taşı."
+
 msgid "Create new nodes."
 msgstr "Yeni düğümler oluştur."
 
@@ -3120,6 +3163,9 @@ msgstr ""
 "Bu yöntemin çağrılması için bir kopya oluşum gerekmez.\n"
 "Sınıf adı kullanılarak doğrudan çağrılabilir."
 
+msgid "This method must be implemented to complete the abstract class."
+msgstr "Soyut sınıfın tamamlanması için bu yöntemin uyarlanması gerekir."
+
 msgid "Code snippet copied to clipboard."
 msgstr "Kod parçacığı panoya kopyalandı."
 
@@ -3718,6 +3764,9 @@ msgstr ""
 msgid "Could not create folder: %s"
 msgstr "Klasör oluşturulamadı: %s"
 
+msgid "Open Scene"
+msgstr "Sahneyi Aç"
+
 msgid "New Inherited Scene"
 msgstr "Yeni Miras Alınmış Sahne"
 
@@ -4765,6 +4814,9 @@ msgstr "Sahne Kaydediliyor"
 msgid "Analyzing"
 msgstr "Çözümleniyor"
 
+msgid "Creating Thumbnail"
+msgstr "Küçük Resim Oluşturuluyor"
+
 msgid "This operation can't be done without a tree root."
 msgstr "Bu işlem, ağacın bir kökü olmadan yapılamaz."
 
@@ -5243,6 +5295,9 @@ msgstr "Mobil"
 msgid "Compatibility"
 msgstr "Uyumluluk"
 
+msgid "%s (Overridden)"
+msgstr "%s (Üzerine Yazılmış)"
+
 msgid "Main Menu"
 msgstr "Ana Menü"
 
@@ -5779,6 +5834,18 @@ msgstr "En az bir disk alanı erişimi nedeni seçilmelidir."
 msgid "At least one system boot time access reason should be selected."
 msgstr "En az bir sistem önyükleme zamanı erişimi nedeni seçilmelidir."
 
+msgid "\"Shader Baker\" doesn't work with the Compatibility renderer."
+msgstr "“Gölgelendirici Fırınlayıcı”, Uyumluluk işleyicisi ile çalışmaz."
+
+msgid ""
+"The editor is currently using a different renderer than what the target "
+"platform will use. \"Shader Baker\" won't be able to include core shaders. "
+"Switch to \"%s\" renderer temporarily to fix this."
+msgstr ""
+"Düzenleyici şu anda, hedef platformun kullanacağından farklı bir işleyici "
+"kullanıyor. \"Gölgelendirici Fırınlayıcı\", temel gölgelendiricileri dahil "
+"edemeyecek. Bunu düzeltmek için, geçici olarak \"%s\" işleyicisine geçin."
+
 msgid "Target folder does not exist or is inaccessible: \"%s\""
 msgstr "Hedef klasör mevcut değil veya erişilemiyor: \"%s\""
 
@@ -5918,6 +5985,19 @@ msgstr "Kurulum başarısız oldu, ayrıntılar için düzenleyici günlüğüne
 msgid "Running failed, see editor log for details."
 msgstr "Çalıştırma başarısız oldu, ayrıntılar için düzenleyici günlüğüne bakın."
 
+msgid "\"Shader Baker\" is not supported when using the Compatibility renderer."
+msgstr ""
+"“Gölgelendirici Fırınlayıcı”, Uyumluluk işleyicisi kullanılırken desteklenmez."
+
+msgid ""
+"The editor is currently using a different renderer than what the target "
+"platform will use. \"Shader Baker\" won't be able to include core shaders. "
+"Switch to the \"%s\" renderer temporarily to fix this."
+msgstr ""
+"Düzenleyici şu anda, hedef platformun kullanacağından farklı bir işleyici "
+"kullanıyor. \"Gölgelendirici Fırınlayıcı\", temel gölgelendiricileri dahil "
+"edemeyecek. Bunu düzeltmek için, geçici olarak \"%s\" işleyicisine geçin."
+
 msgid ""
 "A texture format must be selected to export the project. Please select at "
 "least one texture format."
@@ -6619,6 +6699,9 @@ msgstr "Yeniden içe aktarma sonrası işlemler yürütülüyor..."
 msgid "Copying files..."
 msgstr "Dosyalar kopyalanıyor..."
 
+msgid "Remapping dependencies..."
+msgstr "Bağımlılıklar yeniden haritalanıyor..."
+
 msgid "Go to Line"
 msgstr "Satıra Git"
 
@@ -7022,6 +7105,9 @@ msgstr "Önizleme:"
 msgid "Filter:"
 msgstr "Filtre:"
 
+msgid "Filename Filter:"
+msgstr "Dosya Adı Filtresi:"
+
 msgid "File:"
 msgstr "Dosya:"
 
@@ -7057,6 +7143,9 @@ msgstr "Sahne Seç"
 msgid "Fuzzy Search"
 msgstr "Bulanık Arama"
 
+msgid "Include approximate matches."
+msgstr "Yaklaşık eşleşmeleri dahil et."
+
 msgid "Addons"
 msgstr "Eklentiler"
 
@@ -7091,6 +7180,9 @@ msgstr "Bildirim yok."
 msgid "Show notifications."
 msgstr "Bildirimleri göster."
 
+msgid "Notifications:"
+msgstr "Bildirimler:"
+
 msgid "Silence the notifications."
 msgstr "Bildirimleri sessize al."
 
@@ -7727,6 +7819,12 @@ msgstr "Yeni Boyut:"
 msgid "First Page"
 msgstr "İlk Sayfa"
 
+msgid "Previous Page"
+msgstr "Önceki Sayfa"
+
+msgid "Page Number"
+msgstr "Sayfa Numarası"
+
 msgid "Next Page"
 msgstr "Sonraki Sayfa"
 
@@ -7784,6 +7882,16 @@ msgstr "Özel Değer Düzenlemesini İptal Et"
 msgid "Locale"
 msgstr "Yerel kodu"
 
+msgid "Toggle Display UID"
+msgstr "Ekran UID Kimliğini Aç/Kapat"
+
+msgid ""
+"Toggles displaying between path and UID.\n"
+"The UID is the actual value of this property."
+msgstr ""
+"Yol ve UID Kimliği arasında görüntülemeyi açar/kapatır.\n"
+"UID, bu özelliğin asıl değeridir."
+
 msgid "Renaming layer %d:"
 msgstr "%d katmanı yeniden adlandırılıyor:"
 
@@ -9078,9 +9186,6 @@ msgstr "Gömülü Projeyi Duraklat / Devam Ettir"
 msgid "Next Frame"
 msgstr "Sonraki Kare"
 
-msgid "Select Mode"
-msgstr "Seçme Kipi"
-
 msgid "Connection impossible to the game process."
 msgstr "Oyun sürecine bağlantı imkansız."
 
@@ -9206,6 +9311,9 @@ msgstr ""
 "'En Boy Oranını Koru' modu, Oyun Çalışma Alanı istenilen boyuttan daha küçük "
 "olduğunda kullanılır."
 
+msgid "Embedded game size is based on project settings."
+msgstr "Gömülü oyun boyutu proje ayarlarına bağlıdır."
+
 msgid "Keep the aspect ratio of the embedded game."
 msgstr "Gömülü oyun görüntü en-boy oranını koru."
 
@@ -9264,6 +9372,9 @@ msgstr "Ana Etiketlerin Üzerine Yaz"
 msgid "Feature Tags"
 msgstr "Özellik Etiketleri"
 
+msgid "Move Origin to Geometric Center"
+msgstr "Sıfır Noktasını Geometrik Merkeze Taşı"
+
 msgid "Create Polygon"
 msgstr "Çokgen Oluştur"
 
@@ -9276,6 +9387,12 @@ msgstr ""
 "Sol Fare Düğmesi: Noktayı Taşı\n"
 "Sağ Fare Düğmesi: Noktayı Sil"
 
+msgid "Move center of gravity to geometric center."
+msgstr "Ağırlık merkezini geometrik merkeze taşı."
+
+msgid "Move Geometric Center"
+msgstr "Geometrik Merkezi Taşı"
+
 msgid "Edit Polygon"
 msgstr "Çokgeni Düzenle"
 
@@ -9297,6 +9414,9 @@ msgstr "Çokgen Noktalarını Düzenle"
 msgid "Delete Polygon Points"
 msgstr "Çokgen Noktalarını Sil"
 
+msgid "Edit Camera2D Limits"
+msgstr "2B Kamera Limitlerini Düzenle"
+
 msgid "Camera2D"
 msgstr "Camera2D"
 
@@ -10059,6 +10179,9 @@ msgstr "Seçili Karo Haritası Katmanını Vurgula"
 msgid "Toggle grid visibility."
 msgstr "Izgara görünürlüğünü aç/kapat."
 
+msgid "Advanced settings."
+msgstr "Gelişmiş ayarlar."
+
 msgid "Automatically Replace Tiles with Proxies"
 msgstr "Karoları Vekiller ile Otomatik Değiştir"
 
@@ -11358,6 +11481,17 @@ msgstr "Gölgesiz Görüntüle"
 msgid "Directional Shadow Splits"
 msgstr "Yönlü Gölge Ayrıkları"
 
+msgid ""
+"Displays directional shadow splits in different colors to make adjusting "
+"split thresholds easier. \n"
+"Red: 1st split (closest to the camera), Green: 2nd split, Blue: 3rd split, "
+"Yellow: 4th split (furthest from the camera)"
+msgstr ""
+"Ayrık eşiklerinin ayarlanmasını kolaylaştırmak için yönlü gölge ayrıklarını "
+"farklı renklerle görüntüler .\n"
+"Kırmızı: 1. ayrık (kameraya en yakın), Yeşil: 2. ayrık, Mavi: 3. ayrık, Sarı: "
+"4. ayrık(kameraya en uzak)"
+
 msgid "Normal Buffer"
 msgstr "Normal Arabellek"
 
@@ -11421,6 +11555,13 @@ msgstr "Sahne Parlaklığı"
 msgid "SSAO"
 msgstr "Ekran-Uzayı Çevresel Perdeleme (SSAO)"
 
+msgid ""
+"Displays the screen-space ambient occlusion buffer. Requires SSAO to be "
+"enabled in Environment to have a visible effect."
+msgstr ""
+"Ekran-uzayı çevresel perdeleme (SSAO) arabelleğini gösterir. Görülebilir bir "
+"etki için Ortam ayarlarında SSAO’nun etkinleştirilmiş olması gerekir."
+
 msgid "SSIL"
 msgstr "Ekran-Uzayı Dolaylı Aydınlatma (SSIL)"
 
@@ -11688,6 +11829,9 @@ msgstr "Önizleme Ortamı Ton Haritasını Ayarla"
 msgid "Set Preview Environment Global Illumination"
 msgstr "Önizleme Ortamı Genel Aydınlatmayı Ayarla"
 
+msgid "Select Mode"
+msgstr "Seçme Kipi"
+
 msgid "Move Mode"
 msgstr "Taşıma Kipi"
 
@@ -15961,9 +16105,6 @@ msgstr "Sabit Ayarla: %s"
 msgid "Invalid name for varying."
 msgstr "Değişen için geçersiz isim."
 
-msgid "Varying with that name is already exist."
-msgstr "Bu isimle bir değişen zaten var."
-
 msgid "Boolean type cannot be used with `%s` varying mode."
 msgstr "Mantıksal tip `%s` değişen modu ile kullanılamaz."
 
@@ -20562,12 +20703,6 @@ msgstr "Özyinelemeye izin verilmez."
 msgid "Function '%s' can't be called from source code."
 msgstr "'%s' fonksiyonu, kaynak kodun içinden çağrılamaz."
 
-msgid ""
-"Invalid argument for \"%s(%s)\" function: argument %d should be %s but is %s."
-msgstr ""
-"\"%s(%s)\" fonksiyonu için geçersiz girdi değişkeni: %d girdi değişkeni, %s "
-"olmalıydı ancak bir %s'dir."
-
 msgid ""
 "Too few arguments for \"%s(%s)\" call. Expected at least %d but received %d."
 msgstr ""

+ 257 - 12
editor/translations/editor/uk.po

@@ -66,7 +66,7 @@ msgstr ""
 "Project-Id-Version: Ukrainian (Godot Engine)\n"
 "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
 "POT-Creation-Date: \n"
-"PO-Revision-Date: 2025-07-10 18:19+0000\n"
+"PO-Revision-Date: 2025-08-02 06:02+0000\n"
 "Last-Translator: Максим Горпиніч <[email protected]>\n"
 "Language-Team: Ukrainian <https://hosted.weblate.org/projects/godot-engine/"
 "godot/uk/>\n"
@@ -448,6 +448,9 @@ msgstr "Змінити напрям введення"
 msgid "Start Unicode Character Input"
 msgstr "Розпочніть введення символів Unicode"
 
+msgid "ColorPicker: Delete Preset"
+msgstr "ColorPicker: Видалити пресет"
+
 msgid "Accessibility: Keyboard Drag and Drop"
 msgstr "Доступність: перетягування з клавіатури"
 
@@ -932,6 +935,41 @@ msgstr "Зберегти бібліотеку анімації у файл: %s"
 msgid "Save Animation to File: %s"
 msgstr "Зберегти анімацію у файл: %s"
 
+msgid ""
+"The file you selected is an imported scene from a 3D model such as glTF or "
+"FBX.\n"
+"\n"
+"In Godot, 3D models can be imported as either scenes or animation libraries, "
+"which is why they show up here.\n"
+"\n"
+"If you want to use animations from this 3D model, open the Advanced Import "
+"Settings\n"
+"dialog and save the animations using Actions... -> Set Animation Save Paths,\n"
+"or import the whole scene as a single AnimationLibrary in the Import dock."
+msgstr ""
+"Вибраний вами файл – це імпортована сцена з 3D-моделі, такої як glTF або "
+"FBX.\n"
+"\n"
+"У Godot 3D-моделі можна імпортувати як сцени або бібліотеки анімації, тому "
+"вони тут відображаються.\n"
+"\n"
+"Якщо ви хочете використовувати анімацію з цієї 3D-моделі, відкрийте діалогове "
+"вікно «Додаткові налаштування імпорту»\n"
+"та збережіть анімацію за допомогою «Дії...» -> «Встановити шляхи збереження "
+"анімації»\n"
+"або імпортуйте всю сцену як одну бібліотеку анімації на панелі імпорту."
+
+msgid ""
+"The file you selected is not a valid AnimationLibrary.\n"
+"\n"
+"If the animations you want are inside of this file, save them to a separate "
+"file first."
+msgstr ""
+"Вибраний вами файл не є дійсною бібліотекою анімацій (AnimationLibrary).\n"
+"\n"
+"Якщо потрібні анімації знаходяться в цьому файлі, спочатку збережіть їх в "
+"окремому файлі."
+
 msgid "Some of the selected libraries were already added to the mixer."
 msgstr "Деякі з вибраних бібліотек уже додано до мікшера."
 
@@ -1252,6 +1290,9 @@ msgstr ""
 "Shift+ЛКМ+перетягування: з’єднує вибраний вузол з іншим вузлом або створить "
 "новий вузол, якщо вибрати область без вузлів."
 
+msgid "Select and move nodes."
+msgstr "Вибрати та перемістити вузли."
+
 msgid "Create new nodes."
 msgstr "Створити вузли."
 
@@ -3061,6 +3102,9 @@ msgstr ""
 "Для виклику цього методу не потрібен екземпляр.\n"
 "Його можна викликати безпосередньо за допомогою назви класу."
 
+msgid "This method must be implemented to complete the abstract class."
+msgstr "Цей метод необхідно реалізувати для завершення абстрактного класу."
+
 msgid "Code snippet copied to clipboard."
 msgstr "Фрагмент коду скопійовано в буфер обміну."
 
@@ -3664,6 +3708,9 @@ msgstr ""
 msgid "Could not create folder: %s"
 msgstr "Не вдалося створити папку: %s"
 
+msgid "Open Scene"
+msgstr "Відкрити Сцена"
+
 msgid "New Inherited Scene"
 msgstr "Нова успадкована сцена"
 
@@ -4716,6 +4763,9 @@ msgstr "Збереження сцени"
 msgid "Analyzing"
 msgstr "Аналіз"
 
+msgid "Creating Thumbnail"
+msgstr "Створення мініатюри"
+
 msgid "This operation can't be done without a tree root."
 msgstr "Ця операція не може бути виконана без кореня дерева."
 
@@ -5194,6 +5244,9 @@ msgstr "Мобільний"
 msgid "Compatibility"
 msgstr "Сумісність"
 
+msgid "%s (Overridden)"
+msgstr "%s (Перевизначити)"
+
 msgid "Main Menu"
 msgstr "Головне меню"
 
@@ -6580,6 +6633,9 @@ msgstr "Виконання операцій після повторного ім
 msgid "Copying files..."
 msgstr "Копіювання файлів..."
 
+msgid "Remapping dependencies..."
+msgstr "Перепризначення залежностей..."
+
 msgid "Go to Line"
 msgstr "Перейти до рядка"
 
@@ -6983,6 +7039,9 @@ msgstr "Попередній перегляд:"
 msgid "Filter:"
 msgstr "Фільтр:"
 
+msgid "Filename Filter:"
+msgstr "Фільтр назв файлів:"
+
 msgid "File:"
 msgstr "Файл:"
 
@@ -7018,6 +7077,9 @@ msgstr "Виберіть Сцена"
 msgid "Fuzzy Search"
 msgstr "Нечіткий пошук"
 
+msgid "Include approximate matches."
+msgstr "Включіть приблизні збіги."
+
 msgid "Addons"
 msgstr "Аддони"
 
@@ -7052,6 +7114,9 @@ msgstr "Нема сповіщень."
 msgid "Show notifications."
 msgstr "Показати сповіщення."
 
+msgid "Notifications:"
+msgstr "Сповіщення:"
+
 msgid "Silence the notifications."
 msgstr "Вимкнути сповіщення."
 
@@ -7683,6 +7748,12 @@ msgstr "Новий розмір:"
 msgid "First Page"
 msgstr "Перша сторінка"
 
+msgid "Previous Page"
+msgstr "Попередня сторінка"
+
+msgid "Page Number"
+msgstr "Номер сторінки"
+
 msgid "Next Page"
 msgstr "Наступна сторінка"
 
@@ -7740,6 +7811,16 @@ msgstr "Скасувати редагування власного значен
 msgid "Locale"
 msgstr "Мова"
 
+msgid "Toggle Display UID"
+msgstr "Перемикач відображення UID"
+
+msgid ""
+"Toggles displaying between path and UID.\n"
+"The UID is the actual value of this property."
+msgstr ""
+"Перемикає відображення між шляхом та UID.\n"
+"UID – це фактичне значення цієї властивості."
+
 msgid "Renaming layer %d:"
 msgstr "Перейменування шару %d:"
 
@@ -8742,6 +8823,9 @@ msgstr "Спочатку резервне копіювання проекту"
 msgid "Convert Full Project"
 msgstr "Перетворити повний проект"
 
+msgid "See Migration Guide"
+msgstr "Див. Посібник з міграції"
+
 msgid ""
 "This option will perform full project conversion, updating scenes, resources "
 "and scripts from Godot 3 to work in Godot 4.\n"
@@ -9058,9 +9142,6 @@ msgstr "Призупинити/відновити вбудований прое
 msgid "Next Frame"
 msgstr "Наступний кадр"
 
-msgid "Select Mode"
-msgstr "Режим виділення"
-
 msgid "Connection impossible to the game process."
 msgstr "Встановлюємо з'єднання із дзеркалом."
 
@@ -9182,6 +9263,9 @@ msgstr ""
 "Режим «Зберігати пропорції» використовується, коли робоча область гри менша "
 "за потрібний розмір."
 
+msgid "Embedded game size is based on project settings."
+msgstr "Розмір вбудованої гри залежить від налаштувань проєкту."
+
 msgid "Keep the aspect ratio of the embedded game."
 msgstr "Зберігайте співвідношення сторін вбудованої гри."
 
@@ -9240,6 +9324,9 @@ msgstr "Перевизначити основні теги"
 msgid "Feature Tags"
 msgstr "Теги функцій"
 
+msgid "Move Origin to Geometric Center"
+msgstr "Перемістити початок координат до геометричного центру"
+
 msgid "Create Polygon"
 msgstr "Створити полігон"
 
@@ -9252,6 +9339,12 @@ msgstr ""
 "ЛКМ: перемістити точку\n"
 "ПКМ: вилучити точку"
 
+msgid "Move center of gravity to geometric center."
+msgstr "Перемістити центр ваги до геометричного центру."
+
+msgid "Move Geometric Center"
+msgstr "Перемістити геометричний центр"
+
 msgid "Edit Polygon"
 msgstr "Редагувати полігон"
 
@@ -9273,6 +9366,12 @@ msgstr "Редагувати точки полігону"
 msgid "Delete Polygon Points"
 msgstr "Видалити точки полігону"
 
+msgid "Edit Camera2D Limits"
+msgstr "Редагувати обмеження Camera2D"
+
+msgid "Snap Camera2D Limits to the Viewport"
+msgstr "Прив’язати обмеження Camera2D до області перегляду"
+
 msgid "Camera2D"
 msgstr "Camera2D"
 
@@ -10031,6 +10130,9 @@ msgstr "Виділити вибраний шар Карти плиток"
 msgid "Toggle grid visibility."
 msgstr "Перемкнути видимість ґратки."
 
+msgid "Advanced settings."
+msgstr "Розширені налаштування."
+
 msgid "Automatically Replace Tiles with Proxies"
 msgstr "Автоматична заміна плиток на проксі"
 
@@ -11729,6 +11831,9 @@ msgstr "Встановити тональну карту середовища п
 msgid "Set Preview Environment Global Illumination"
 msgstr "Встановити попередній перегляд середовища Глобальне освітлення"
 
+msgid "Select Mode"
+msgstr "Режим виділення"
+
 msgid "Move Mode"
 msgstr "Режим переміщення"
 
@@ -11791,6 +11896,9 @@ msgstr ""
 "Якщо до сцени додано вузол DirectionalLight3D, перегляд сонячного світла буде "
 "вимкнено."
 
+msgid "Toggle preview sunlight."
+msgstr "Увімкнути/вимкнути попередній перегляд сонячного світла."
+
 msgid ""
 "Toggle preview environment.\n"
 "If a WorldEnvironment node is added to the scene, preview environment is "
@@ -11800,6 +11908,9 @@ msgstr ""
 "Якщо до сцени додано вузол WorldEnvironment, перегляд середовища буде "
 "вимкнено."
 
+msgid "Toggle preview environment."
+msgstr "Увімкнути/вимкнути середовище попереднього перегляду."
+
 msgid "Edit Sun and Environment settings."
 msgstr "Редагувати параметри сонця та середовища."
 
@@ -12080,6 +12191,9 @@ msgstr "Сторони геометричної фігури не обмежую
 msgid "The geometry doesn't contain any faces."
 msgstr "Геометрія не містить жодної грані."
 
+msgid "Generation Time (sec)"
+msgstr "Час генерації (сек)"
+
 msgid "Create Emitter"
 msgstr "Створити випромінювач"
 
@@ -13538,6 +13652,9 @@ msgstr ""
 "призведе до оновлення тих сами властивостей в усіх інших панелях стилів цього "
 "типу."
 
+msgid "Pin this StyleBox as a main style."
+msgstr "Закріпити цей StyleBox як основний стиль."
+
 msgid "Add Item Type"
 msgstr "Додати тип запису"
 
@@ -13723,6 +13840,9 @@ msgstr ""
 msgid "Invalid file, not a PackedScene resource."
 msgstr "Некоректний файл. Файл не є ресурсом PackedScene."
 
+msgid "Invalid PackedScene resource, could not instantiate it."
+msgstr "Недійсний ресурс PackedScene, не вдалося створити його екземпляр."
+
 msgid "Reload the scene to reflect its most actual state."
 msgstr "Перезавантажити сцену для відтворення її найактуальнішого стану."
 
@@ -13815,6 +13935,9 @@ msgstr ""
 "Мінімальна кількість цифр для лічильника.\n"
 "Якщо цифр буде менше, значення доповнюватиметься початковими нулями."
 
+msgid "Minimum number of digits for the counter."
+msgstr "Мінімальна кількість цифр для лічильника."
+
 msgid "Post-Process"
 msgstr "Пост-обробка"
 
@@ -13875,6 +13998,9 @@ msgstr "Вставити ресурс"
 msgid "Load Resource"
 msgstr "Завантажити ресурс"
 
+msgid "ResourcePreloader"
+msgstr "ResourcePreloader"
+
 msgid "Toggle ResourcePreloader Bottom Panel"
 msgstr "Перемкнути нижню панель ResourcePreloader"
 
@@ -14268,6 +14394,9 @@ msgstr "SpriteFrames"
 msgid "Toggle SpriteFrames Bottom Panel"
 msgstr "Перемкнути нижню панель SpriteFrames"
 
+msgid "Toggle color channel preview selection."
+msgstr "Перемикання попереднього перегляду колірного каналу."
+
 msgid "Move GradientTexture2D Fill Point"
 msgstr "Перемістити точку заповнення Gradient Texture2D"
 
@@ -14539,6 +14668,29 @@ msgstr "Не вдалося відкрити «%s». Файл могло бут
 msgid "Close and save changes?"
 msgstr "Закрити та зберегти зміни?"
 
+msgid "Importing theme failed. File is not a text editor theme file (.tet)."
+msgstr ""
+"Не вдалося імпортувати тему. Файл не є файлом теми текстового редактора "
+"(.tet)."
+
+msgid ""
+"Importing theme failed. File name cannot be 'Default', 'Custom', or 'Godot 2'."
+msgstr ""
+"Не вдалося імпортувати тему. Назва файлу не може бути «За замовчуванням», "
+"«Налаштування» або «Godot 2»."
+
+msgid "Importing theme failed. Failed to copy theme file."
+msgstr "Не вдалося імпортувати тему. Не вдалося скопіювати файл теми."
+
+msgid ""
+"Saving theme failed. File name cannot be 'Default', 'Custom', or 'Godot 2'."
+msgstr ""
+"Не вдалося зберегти тему. Назва файлу не може бути «За замовчуванням», "
+"«Налаштування» або «Godot 2»."
+
+msgid "Saving theme failed."
+msgstr "Не вдалося зберегти тему."
+
 msgid "Error writing TextFile:"
 msgstr "Помилка запису TextFile:"
 
@@ -14719,6 +14871,9 @@ msgstr "Джерело"
 msgid "Target"
 msgstr "Призначення"
 
+msgid "Error at ([hint=Line %d, column %d]%d, %d[/hint]):"
+msgstr "Помилка на ([hint=Line %d, column %d]%d, %d[/hint]):"
+
 msgid ""
 "Missing connected method '%s' for signal '%s' from node '%s' to node '%s'."
 msgstr ""
@@ -14875,6 +15030,9 @@ msgstr ""
 msgid "An action with the name '%s' already exists."
 msgstr "Дія із назвою «%s» вже існує."
 
+msgid "Built-in actions are always shown when searching."
+msgstr "Вбудовані дії завжди відображаються під час пошуку."
+
 msgid "Action %s"
 msgstr "Дія %s"
 
@@ -15408,6 +15566,9 @@ msgstr "Виберіть існуючий макет:"
 msgid "Or enter new layout name"
 msgstr "Або введіть нову назву макета"
 
+msgid "New layout name"
+msgstr "Нова назва макета"
+
 msgid "Edit Built-in Action: %s"
 msgstr "Редагувати вбудовану дію: %s"
 
@@ -15552,6 +15713,18 @@ msgstr "Кнопки джойстика"
 msgid "Joypad Axes"
 msgstr "Осі джойстика"
 
+msgctxt "Key Location"
+msgid "Unspecified"
+msgstr "Невизначено"
+
+msgctxt "Key Location"
+msgid "Left"
+msgstr "Ліворуч"
+
+msgctxt "Key Location"
+msgid "Right"
+msgstr "Праворуч"
+
 msgid "Event Configuration for \"%s\""
 msgstr "Конфігурація подій для \"%s\""
 
@@ -15589,6 +15762,18 @@ msgstr "Мітка клавіші (Unicode, без урахування регі
 msgid "Physical location"
 msgstr "Фізичне місцезнаходження"
 
+msgid "Alt or Option key"
+msgstr "Клавіша Alt або Option"
+
+msgid "Shift key"
+msgstr "Клавіша Shift"
+
+msgid "Control key"
+msgstr "Клавіша Control"
+
+msgid "Meta/Windows or Command key"
+msgstr "Клавіша Meta/Windows або Command"
+
 msgid "Add Project Setting"
 msgstr "Додавання параметрів проекту"
 
@@ -15769,6 +15954,12 @@ msgstr "Назва '%s' є зарезервованим ключовим сло
 msgid "Add Shader Global Parameter"
 msgstr "Додати глобальний параметр шейдера"
 
+msgid "Error at line %d:"
+msgstr "Помилка в рядку %d:"
+
+msgid "Error at line %d in include %s:%d:"
+msgstr "Помилка в рядку %d у вкладці %s:%d:"
+
 msgid "Warnings should be fixed to prevent errors."
 msgstr "Попередження слід виправити, щоб запобігти помилкам."
 
@@ -16008,9 +16199,6 @@ msgstr "Встановити константу: %s"
 msgid "Invalid name for varying."
 msgstr "Некоректна назва для варіації."
 
-msgid "Varying with that name is already exist."
-msgstr "Варіація з такою назвою вже існує."
-
 msgid "Boolean type cannot be used with `%s` varying mode."
 msgstr "Логічний тип не можна використовувати зі змінним режимом `%s`."
 
@@ -17374,6 +17562,9 @@ msgstr "Отримати"
 msgid "Push"
 msgstr "Записати"
 
+msgid "Extra options"
+msgstr "Додаткові опції"
+
 msgid "Force Push"
 msgstr "Примусово записати"
 
@@ -17474,6 +17665,12 @@ msgstr "Змінити зовнішній радіус тора"
 msgid "Invalid type argument to convert(), use TYPE_* constants."
 msgstr "Недійсний аргумент типу для convert(), використовуйте константи TYPE_*."
 
+msgid "Expected an integer between 0 and 2^32 - 1."
+msgstr "Очікувалося ціле число від 0 до 2^32 - 1."
+
+msgid "Expected a string of length 1 (a character)."
+msgstr "Очікувався рядок довжиною 1 (один символ)."
+
 msgid "Cannot resize array."
 msgstr "Неможливо змінити розмір масиву."
 
@@ -17649,6 +17846,9 @@ msgstr "Обертання вказівника навколо Y"
 msgid "Cursor Rotate Z"
 msgstr "Обертання вказівника навколо Z"
 
+msgid "Change Grid Floor:"
+msgstr "Зміна підлоги сітки:"
+
 msgid ""
 "Change Grid Floor:\n"
 "Previous Plane (%s)\n"
@@ -18120,6 +18320,9 @@ msgstr ""
 "Не вдається згенерувати навігаційну сітку, оскільки ресурс було імпортовано з "
 "іншого типу."
 
+msgid "Bake"
+msgstr "Випікати"
+
 msgid "Bake NavigationMesh"
 msgstr "Запекти NavigationMesh"
 
@@ -18136,6 +18339,9 @@ msgstr "Очистити навігаційну сітку"
 msgid "Clears the internal NavigationMesh vertices and polygons."
 msgstr "Очищає внутрішні вершини та полігони NavigationMesh."
 
+msgid "Baking NavigationMesh ..."
+msgstr "Запікання NavigationMesh ..."
+
 msgid "Toggles whether the noise preview is computed in 3D space."
 msgstr "Перемикає попередній перегляд вирахуваного шуму в 3D просторі."
 
@@ -18571,6 +18777,10 @@ msgid "Unable to find Android SDK build-tools' apksigner command."
 msgstr ""
 "Не вдалося знайти програми apksigner з інструментів збирання SDK для Android."
 
+msgid "\"Use Gradle Build\" is required for transparent background on Android"
+msgstr ""
+"Для прозорого фону на Android потрібне \"Використовувати збірку Gradle\""
+
 msgid ""
 "\"Target SDK\" %d is higher than the default version %d. This may work, but "
 "wasn't tested and may be unstable."
@@ -18649,6 +18859,9 @@ msgstr "Не вдалося перевірити підписаний файл a
 msgid "'apksigner' verification of APK failed."
 msgstr "'apksigner' перевірити APK не вдалося."
 
+msgid "Could not create temporary file!"
+msgstr "Не вдалося створити тимчасовий файл!"
+
 msgid "Exporting for Android"
 msgstr "Експорт на Android"
 
@@ -18692,6 +18905,12 @@ msgstr ""
 msgid "Unable to overwrite res/*.xml files with project name."
 msgstr "Не вдається перезаписати файли res/*.xml назвою проекту."
 
+msgid "Could not generate sparse pck metadata!"
+msgstr "Не вдалося згенерувати розріджені метадані пакета!"
+
+msgid "Could not write PCK directory!"
+msgstr "Не вдалося записати каталог PCK!"
+
 msgid "Could not export project files to gradle project."
 msgstr "Не вдалося експортувати файли проєкту до проєкту gradle."
 
@@ -20578,6 +20797,13 @@ msgstr "Помилка ділення на нуль."
 msgid "Modulo by zero error."
 msgstr "Похибка за модулем нуля."
 
+msgid ""
+"Invalid number of arguments when calling stage function '%s', which expects "
+"%d argument(s)."
+msgstr ""
+"Недійсна кількість аргументів під час виклику функції етапу '%s', яка очікує "
+"%d аргумент(ів)."
+
 msgid ""
 "Invalid argument type when calling stage function '%s', type expected is '%s'."
 msgstr ""
@@ -20615,11 +20841,6 @@ msgstr "Рекурсія не допускається."
 msgid "Function '%s' can't be called from source code."
 msgstr "Функцію '%s' не можна викликати з вихідного коду."
 
-msgid ""
-"Invalid argument for \"%s(%s)\" function: argument %d should be %s but is %s."
-msgstr ""
-"Неправильний аргумент для функції \"%s(%s)\": аргумент %d має бути %s, а є %s."
-
 msgid ""
 "Too few arguments for \"%s(%s)\" call. Expected at least %d but received %d."
 msgstr ""
@@ -20925,6 +21146,15 @@ msgstr "Некоректний тип шейдера. Допустимі тип
 msgid "Unexpected token: '%s'."
 msgstr "Неочікуваний маркер: \"%s\"."
 
+msgid "Duplicated stencil mode reference value: '%s'."
+msgstr "Дубльоване значення посилання в режимі трафарету: '%s'."
+
+msgid "Stencil mode reference value cannot be negative: '%s'."
+msgstr "Довідкове значення режиму трафарету не може бути від'ємним: '%s'."
+
+msgid "Stencil mode reference value cannot be greater than 255: '%s'."
+msgstr "Довідкове значення режиму трафарету не може бути більше 255: '%s'."
+
 msgid "Expected a struct identifier."
 msgstr "Очікується ідентифікатор структури."
 
@@ -21172,17 +21402,32 @@ msgstr ""
 msgid "uniform buffer"
 msgstr "рівномірний буфер"
 
+msgid "Expected an identifier for stencil mode."
+msgstr "Очікувався ідентифікатор для режиму трафарету."
+
 msgid "Expected an identifier for render mode."
 msgstr "Очікується ідентифікатор режиму рендерингу."
 
+msgid "Duplicated stencil mode: '%s'."
+msgstr "Дубльований режим трафарету: '%s'."
+
 msgid "Duplicated render mode: '%s'."
 msgstr "Продубльований режим рендерингу: '%s'."
 
+msgid ""
+"Redefinition of stencil mode: '%s'. The '%s' mode has already been set to "
+"'%s'."
+msgstr ""
+"Перевизначення режиму трафарету: '%s'. Режим '%s' вже встановлено на '%s'."
+
 msgid ""
 "Redefinition of render mode: '%s'. The '%s' mode has already been set to '%s'."
 msgstr ""
 "Перевизначення режиму рендерингу: '%s'. Режим '%s' вже встановлено на '%s'."
 
+msgid "Invalid stencil mode: '%s'."
+msgstr "Недійсний режим трафарету: '%s'."
+
 msgid "Invalid render mode: '%s'."
 msgstr "Неправильний режим рендерингу: '%s'."
 

+ 9 - 9
editor/translations/editor/vi.po

@@ -53,8 +53,8 @@ msgstr ""
 "Project-Id-Version: Godot Engine editor interface\n"
 "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
 "POT-Creation-Date: \n"
-"PO-Revision-Date: 2025-06-06 09:59+0000\n"
-"Last-Translator: kai le <popcap1012@gmail.com>\n"
+"PO-Revision-Date: 2025-08-25 17:35+0000\n"
+"Last-Translator: Đức Anh Nguyễn <ducnah2132k9@gmail.com>\n"
 "Language-Team: Vietnamese <https://hosted.weblate.org/projects/godot-engine/"
 "godot/vi/>\n"
 "Language: vi\n"
@@ -62,7 +62,7 @@ msgstr ""
 "Content-Type: text/plain; charset=UTF-8\n"
 "Content-Transfer-Encoding: 8bit\n"
 "Plural-Forms: nplurals=1; plural=0;\n"
-"X-Generator: Weblate 5.12-dev\n"
+"X-Generator: Weblate 5.13\n"
 
 msgid "Unset"
 msgstr "Hủy bỏ"
@@ -239,6 +239,9 @@ msgstr "Ngõ vào MIDI tại Kênh=%s Tin nhắn=%s"
 msgid "Input Event with Shortcut=%s"
 msgstr "Sự kiện Đầu vào với Phím tắt=%s"
 
+msgid "Action has no bound inputs"
+msgstr "Hành động chưa được gán phím đầu vào nào."
+
 msgid "Accept"
 msgstr "Xác nhận"
 
@@ -4478,9 +4481,6 @@ msgstr "Chạy Cảnh Hiện tại"
 msgid "Run a specific scene."
 msgstr "Chạy một Cảnh cụ thể."
 
-msgid "Select Mode"
-msgstr "Chế độ chọn"
-
 msgid "Show list of selectable nodes at position clicked."
 msgstr ""
 "Hiển thị danh sách tất cả đối tượng có thể chọn tại vị trí đã nhấp chuột."
@@ -4982,6 +4982,9 @@ msgstr ""
 "Alt+nút chuột phải: Hiển thị danh sách tất cả các nút tại vị trí được nhấp "
 "chuột vào, kể cả những nút đang bị khóa."
 
+msgid "Select Mode"
+msgstr "Chế độ chọn"
+
 msgid "Move Mode"
 msgstr "Chế độ Di chuyển"
 
@@ -6644,9 +6647,6 @@ msgstr "Thêm Varying vào Visual Shader: %s"
 msgid "Set Constant: %s"
 msgstr "Thêm hằng số: %s"
 
-msgid "Varying with that name is already exist."
-msgstr "Varying cùng tên đã tồn tại."
-
 msgid "Vertex"
 msgstr "Đỉnh"
 

+ 249 - 17
editor/translations/editor/zh_CN.po

@@ -107,12 +107,13 @@
 # Jianwen Xu <[email protected]>, 2025.
 # bocai-bca <[email protected]>, 2025.
 # Genius Embroider <[email protected]>, 2025.
+# 漏沙的沙漏 <[email protected]>, 2025.
 msgid ""
 msgstr ""
 "Project-Id-Version: Chinese (Simplified) (Godot Engine)\n"
 "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
 "POT-Creation-Date: 2018-01-20 12:15+0200\n"
-"PO-Revision-Date: 2025-07-18 07:26+0000\n"
+"PO-Revision-Date: 2025-09-05 11:02+0000\n"
 "Last-Translator: Haoyu Qiu <[email protected]>\n"
 "Language-Team: Chinese (Simplified Han script) <https://hosted.weblate.org/"
 "projects/godot-engine/godot/zh_Hans/>\n"
@@ -121,7 +122,7 @@ msgstr ""
 "Content-Type: text/plain; charset=UTF-8\n"
 "Content-Transfer-Encoding: 8bit\n"
 "Plural-Forms: nplurals=1; plural=0;\n"
-"X-Generator: Weblate 5.13-dev\n"
+"X-Generator: Weblate 5.13.1-rc\n"
 
 msgid "Unset"
 msgstr "未设置"
@@ -199,7 +200,7 @@ msgid "Unknown Joypad Axis"
 msgstr "未知控制杆轴"
 
 msgid "Joypad Motion on Axis %d (%s) with Value %.2f"
-msgstr "手柄 %d(%s)轴运动 %.2f"
+msgstr "手柄 %d(%s)轴运动 %.2f"
 
 msgid "Bottom Action, Sony Cross, Xbox A, Nintendo B"
 msgstr "下侧动作、索尼叉键、Xbox A、任天堂 B"
@@ -493,6 +494,9 @@ msgstr "交换输入方向"
 msgid "Start Unicode Character Input"
 msgstr "开始 Unicode 字符输入"
 
+msgid "ColorPicker: Delete Preset"
+msgstr "ColorPicker:删除预设"
+
 msgid "Accessibility: Keyboard Drag and Drop"
 msgstr "无障碍:键盘拖放"
 
@@ -795,10 +799,10 @@ msgid "Unable to connect, port may be in use or connection may be invalid."
 msgstr "无法连接,端口可能被占用或者连接无效。"
 
 msgid "Nodes Connected"
-msgstr "节点已连接"
+msgstr "连接节点"
 
 msgid "Nodes Disconnected"
-msgstr "节点断开连接"
+msgstr "断开节点连接"
 
 msgid "Set Animation"
 msgstr "设置动画"
@@ -957,6 +961,36 @@ msgstr "保存动画库到文件:%s"
 msgid "Save Animation to File: %s"
 msgstr "保存动画到文件:%s"
 
+msgid ""
+"The file you selected is an imported scene from a 3D model such as glTF or "
+"FBX.\n"
+"\n"
+"In Godot, 3D models can be imported as either scenes or animation libraries, "
+"which is why they show up here.\n"
+"\n"
+"If you want to use animations from this 3D model, open the Advanced Import "
+"Settings\n"
+"dialog and save the animations using Actions... -> Set Animation Save Paths,\n"
+"or import the whole scene as a single AnimationLibrary in the Import dock."
+msgstr ""
+"选中的文件是从 glTF、FBX 等 3D 模型导入的场景。\n"
+"\n"
+"在 Godot 中,可以将 3D 模型导入为场景或动画库,因而会在此处显示。\n"
+"\n"
+"如果你想要使用 3D 模型中的动画,请打开“高级导入设置”对话框\n"
+"并使用“动作...->设置动画保存路径”来保存动画,\n"
+"也可以在“导入”面板中将整个场景导入为一个 AnimationLibrary。"
+
+msgid ""
+"The file you selected is not a valid AnimationLibrary.\n"
+"\n"
+"If the animations you want are inside of this file, save them to a separate "
+"file first."
+msgstr ""
+"选中的文件不是有效的 AnimationLibrary。\n"
+"\n"
+"如果文件中存在你想要的动画,请先将其保存为单独的文件。"
+
 msgid "Some of the selected libraries were already added to the mixer."
 msgstr "所选库中有一部分已经被添加到混合器中。"
 
@@ -1277,6 +1311,9 @@ msgstr ""
 "Shift+左键+拖动:将选定节点与另一个节点连接,如果你选择一个没有节点的区域,则"
 "创建一个新节点。"
 
+msgid "Select and move nodes."
+msgstr "选择并移动节点。"
+
 msgid "Create new nodes."
 msgstr "创建新节点。"
 
@@ -3041,6 +3078,9 @@ msgstr ""
 "调用本方法无需实例,\n"
 "可直接使用类名调用。"
 
+msgid "This method must be implemented to complete the abstract class."
+msgstr "必须实现本方法,否则抽象类不完整。"
+
 msgid "Code snippet copied to clipboard."
 msgstr "代码片段已复制到剪贴板。"
 
@@ -3611,6 +3651,9 @@ msgstr "是否想要将这些文件转换为 %s?(操作无法撤销!)"
 msgid "Could not create folder: %s"
 msgstr "无法创建文件夹:%s"
 
+msgid "Open Scene"
+msgstr "打开场景"
+
 msgid "New Inherited Scene"
 msgstr "新建继承场景"
 
@@ -4617,6 +4660,9 @@ msgstr "正在保存场景"
 msgid "Analyzing"
 msgstr "正在分析"
 
+msgid "Creating Thumbnail"
+msgstr "正在创建缩略图"
+
 msgid "This operation can't be done without a tree root."
 msgstr "场景树没有根节点时无法进行该操作。"
 
@@ -5047,6 +5093,9 @@ msgstr "移动"
 msgid "Compatibility"
 msgstr "兼容"
 
+msgid "%s (Overridden)"
+msgstr "%s(覆盖)"
+
 msgid "Main Menu"
 msgstr "主菜单"
 
@@ -5976,7 +6025,7 @@ msgid "Show Project Setting"
 msgstr "显示项目设置"
 
 msgid "Runnable"
-msgstr "可执行"
+msgstr "可执行"
 
 msgid "Export the project for all the presets defined."
 msgstr "为定义的每一个预设导出该项目。"
@@ -6380,6 +6429,9 @@ msgstr "正在执行重新加载后的操作……"
 msgid "Copying files..."
 msgstr "正在复制文件……"
 
+msgid "Remapping dependencies..."
+msgstr "重映射依赖..."
+
 msgid "Go to Line"
 msgstr "转到行"
 
@@ -6775,11 +6827,14 @@ msgstr "预览:"
 msgid "Filter:"
 msgstr "筛选:"
 
+msgid "Filename Filter:"
+msgstr "文件名筛选:"
+
 msgid "File:"
 msgstr "文件:"
 
 msgid "File Type Filter"
-msgstr "文件类型筛选"
+msgstr "文件类型筛选"
 
 msgid ""
 "Remove the selected files? For safety only files and empty directories can be "
@@ -6808,6 +6863,9 @@ msgstr "选择场景"
 msgid "Fuzzy Search"
 msgstr "模糊搜索"
 
+msgid "Include approximate matches."
+msgstr "包含近似匹配。"
+
 msgid "Addons"
 msgstr "附加组件"
 
@@ -6842,6 +6900,9 @@ msgstr "无通知。"
 msgid "Show notifications."
 msgstr "显示通知。"
 
+msgid "Notifications:"
+msgstr "通知:"
+
 msgid "Silence the notifications."
 msgstr "将通知静音。"
 
@@ -7429,6 +7490,12 @@ msgstr "新大小:"
 msgid "First Page"
 msgstr "首页"
 
+msgid "Previous Page"
+msgstr "上一页"
+
+msgid "Page Number"
+msgstr "页码"
+
 msgid "Next Page"
 msgstr "下一页"
 
@@ -7486,6 +7553,16 @@ msgstr "取消自定义值编辑"
 msgid "Locale"
 msgstr "区域"
 
+msgid "Toggle Display UID"
+msgstr "开关 UID 显示"
+
+msgid ""
+"Toggles displaying between path and UID.\n"
+"The UID is the actual value of this property."
+msgstr ""
+"在显示路径和显示 UID 之间切换。\n"
+"UID 是该属性的实际值。"
+
 msgid "Renaming layer %d:"
 msgstr "重命名层 %d:"
 
@@ -8429,6 +8506,9 @@ msgstr "事先备份项目"
 msgid "Convert Full Project"
 msgstr "转换完整项目"
 
+msgid "See Migration Guide"
+msgstr "查看迁移指南"
+
 msgid ""
 "This option will perform full project conversion, updating scenes, resources "
 "and scripts from Godot 3 to work in Godot 4.\n"
@@ -8727,9 +8807,6 @@ msgstr "挂起/恢复嵌入的项目"
 msgid "Next Frame"
 msgstr "下一帧"
 
-msgid "Select Mode"
-msgstr "选择模式"
-
 msgid "Connection impossible to the game process."
 msgstr "无法连接游戏进程。"
 
@@ -8843,6 +8920,9 @@ msgstr ""
 "嵌入游戏的大小以项目设置为基础。\n"
 "游戏工作区小于所需尺寸时使用“Keep Aspect”模式。"
 
+msgid "Embedded game size is based on project settings."
+msgstr "嵌入游戏的大小基于项目设置。"
+
 msgid "Keep the aspect ratio of the embedded game."
 msgstr "保持嵌入游戏的纵横比。"
 
@@ -8900,6 +8980,9 @@ msgstr "覆盖主要标签"
 msgid "Feature Tags"
 msgstr "特性标签"
 
+msgid "Move Origin to Geometric Center"
+msgstr "原点移至几何中心"
+
 msgid "Create Polygon"
 msgstr "创建多边形"
 
@@ -8912,6 +8995,12 @@ msgstr ""
 "鼠标左键:移动点\n"
 "鼠标右键:擦除点"
 
+msgid "Move center of gravity to geometric center."
+msgstr "将重心移至几何中心。"
+
+msgid "Move Geometric Center"
+msgstr "移动几何中心"
+
 msgid "Edit Polygon"
 msgstr "编辑多边形"
 
@@ -8933,6 +9022,12 @@ msgstr "编辑多边形顶点"
 msgid "Delete Polygon Points"
 msgstr "删除多边形顶点"
 
+msgid "Edit Camera2D Limits"
+msgstr "编辑 Camera2D 限制"
+
+msgid "Snap Camera2D Limits to the Viewport"
+msgstr "将 Camera2D 限制吸附至视口"
+
 msgid "Camera2D"
 msgstr "Camera2D"
 
@@ -9675,6 +9770,9 @@ msgstr "高亮所选 TileMap 图层"
 msgid "Toggle grid visibility."
 msgstr "切换栅格可见性。"
 
+msgid "Advanced settings."
+msgstr "高级设置。"
+
 msgid "Automatically Replace Tiles with Proxies"
 msgstr "自动将图块替换为代理"
 
@@ -11290,6 +11388,9 @@ msgstr "设置预览环境色调映射"
 msgid "Set Preview Environment Global Illumination"
 msgstr "设置预览环境全局光照"
 
+msgid "Select Mode"
+msgstr "选择模式"
+
 msgid "Move Mode"
 msgstr "移动模式"
 
@@ -11348,6 +11449,9 @@ msgstr ""
 "切换预览阳光。\n"
 "如果一个 DirectionalLight3D 节点被添加到场景中,预览阳光将被禁用。"
 
+msgid "Toggle preview sunlight."
+msgstr "开关预览阳光。"
+
 msgid ""
 "Toggle preview environment.\n"
 "If a WorldEnvironment node is added to the scene, preview environment is "
@@ -11356,6 +11460,9 @@ msgstr ""
 "切换预览环境。\n"
 "如果一个 WorldEnvironment 节点被添加到场景中,预览环境将被禁用。"
 
+msgid "Toggle preview environment."
+msgstr "开关预览环境。"
+
 msgid "Edit Sun and Environment settings."
 msgstr "编辑太阳和环境设置。"
 
@@ -11631,6 +11738,9 @@ msgstr "几何体面不包含任何区域。"
 msgid "The geometry doesn't contain any faces."
 msgstr "几何体不包含任何面。"
 
+msgid "Generation Time (sec)"
+msgstr "生成时间(秒)"
+
 msgid "Create Emitter"
 msgstr "创建发射器"
 
@@ -13039,6 +13149,9 @@ msgid ""
 msgstr ""
 "将此样式盒置顶为主样式。编辑其属性会更新该类型下其他所有样式盒的相同属性。"
 
+msgid "Pin this StyleBox as a main style."
+msgstr "将此样式盒置顶为主样式。"
+
 msgid "Add Item Type"
 msgstr "添加项目类型"
 
@@ -13216,6 +13329,9 @@ msgstr "无效 PackedScene 资源,根节点必须是 Control 节点。"
 msgid "Invalid file, not a PackedScene resource."
 msgstr "无效文件,不是 PackedScene 资源。"
 
+msgid "Invalid PackedScene resource, could not instantiate it."
+msgstr "无效 PackedScene 资源,无法实例化。"
+
 msgid "Reload the scene to reflect its most actual state."
 msgstr "重新加载场景,反映最新状态。"
 
@@ -13305,6 +13421,9 @@ msgstr ""
 "计数器数字的最少个数。\n"
 "缺失的数字将用 0 填充在头部。"
 
+msgid "Minimum number of digits for the counter."
+msgstr "计数器数字的最少个数。"
+
 msgid "Post-Process"
 msgstr "后期处理"
 
@@ -13365,6 +13484,9 @@ msgstr "粘贴资源"
 msgid "Load Resource"
 msgstr "加载资源"
 
+msgid "ResourcePreloader"
+msgstr "ResourcePreloader"
+
 msgid "Toggle ResourcePreloader Bottom Panel"
 msgstr "开关 ResourcePreloader 底部面板"
 
@@ -13749,6 +13871,9 @@ msgstr "SpriteFrames"
 msgid "Toggle SpriteFrames Bottom Panel"
 msgstr "开关精灵帧底部面板"
 
+msgid "Toggle color channel preview selection."
+msgstr "开关颜色通道选择预览。"
+
 msgid "Move GradientTexture2D Fill Point"
 msgstr "移动 GradientTexture2D 填充点"
 
@@ -14010,6 +14135,23 @@ msgstr "无法打开 “%s”。文件可能已被移动或删除。"
 msgid "Close and save changes?"
 msgstr "关闭并保存更改吗?"
 
+msgid "Importing theme failed. File is not a text editor theme file (.tet)."
+msgstr "导入主题失败。文件不是文本编辑器主题文件(.tet)。"
+
+msgid ""
+"Importing theme failed. File name cannot be 'Default', 'Custom', or 'Godot 2'."
+msgstr "导入主题失败。文件名不能为“Default”“Custom”“Godot 2”。"
+
+msgid "Importing theme failed. Failed to copy theme file."
+msgstr "导入主题失败。复制主题文件失败。"
+
+msgid ""
+"Saving theme failed. File name cannot be 'Default', 'Custom', or 'Godot 2'."
+msgstr "保存主题失败。文件名不能为“Default”“Custom”“Godot 2”。"
+
+msgid "Saving theme failed."
+msgstr "保存主题失败。"
+
 msgid "Error writing TextFile:"
 msgstr "写入文本文件出错:"
 
@@ -14190,6 +14332,9 @@ msgstr "来源"
 msgid "Target"
 msgstr "目标"
 
+msgid "Error at ([hint=Line %d, column %d]%d, %d[/hint]):"
+msgstr "错误 ([hint=第 %d 行、第 %d 列]%d, %d[/hint]):"
+
 msgid ""
 "Missing connected method '%s' for signal '%s' from node '%s' to node '%s'."
 msgstr "未找到方法 “%s”(连接于信号“%s”、来自节点“%s”、目标节点“%s”)。"
@@ -14341,6 +14486,9 @@ msgstr "无效的动作名称。动作名不能为空,也不能包含“/”
 msgid "An action with the name '%s' already exists."
 msgstr "已存在名为“%s”的动作。"
 
+msgid "Built-in actions are always shown when searching."
+msgstr "搜索时始终显示内置动作。"
+
 msgid "Action %s"
 msgstr "动作 %s"
 
@@ -14854,6 +15002,9 @@ msgstr "选择现存布局:"
 msgid "Or enter new layout name"
 msgstr "或者输入新的布局名称"
 
+msgid "New layout name"
+msgstr "新的布局名称"
+
 msgid "Edit Built-in Action: %s"
 msgstr "编辑内置动作:%s"
 
@@ -14998,6 +15149,18 @@ msgstr "手柄按键"
 msgid "Joypad Axes"
 msgstr "游戏手柄轴"
 
+msgctxt "Key Location"
+msgid "Unspecified"
+msgstr "未指定"
+
+msgctxt "Key Location"
+msgid "Left"
+msgstr "左侧"
+
+msgctxt "Key Location"
+msgid "Right"
+msgstr "右侧"
+
 msgid "Event Configuration for \"%s\""
 msgstr "“%s”事件配置"
 
@@ -15033,6 +15196,18 @@ msgstr "键标签(Unicode,不区分大小写)"
 msgid "Physical location"
 msgstr "物理位置"
 
+msgid "Alt or Option key"
+msgstr "Alt 或 Option 键"
+
+msgid "Shift key"
+msgstr "Shift 键"
+
+msgid "Control key"
+msgstr "Ctrl 键"
+
+msgid "Meta/Windows or Command key"
+msgstr "Meta/Windows 或 Command 键"
+
 msgid "Add Project Setting"
 msgstr "添加项目设置"
 
@@ -15211,6 +15386,12 @@ msgstr "名称“%s”是为着色器语言保留的关键字。"
 msgid "Add Shader Global Parameter"
 msgstr "添加着色器全局参数"
 
+msgid "Error at line %d:"
+msgstr "第 %d 行存在错误:"
+
+msgid "Error at line %d in include %s:%d:"
+msgstr "第 %d 行存在错误,位于 %s:%d:"
+
 msgid "Warnings should be fixed to prevent errors."
 msgstr "应修复警告以防止出错。"
 
@@ -15448,9 +15629,6 @@ msgstr "设置常量:%s"
 msgid "Invalid name for varying."
 msgstr "Varying 名称无效。"
 
-msgid "Varying with that name is already exist."
-msgstr "已存在使用该名称的 Varying。"
-
 msgid "Boolean type cannot be used with `%s` varying mode."
 msgstr "`%s` Varying 模式无法使用布尔类型。"
 
@@ -16722,6 +16900,9 @@ msgstr "拉取"
 msgid "Push"
 msgstr "推送"
 
+msgid "Extra options"
+msgstr "更多选项"
+
 msgid "Force Push"
 msgstr "强制更新远程分支"
 
@@ -16819,6 +17000,12 @@ msgstr "修改圆环外半径"
 msgid "Invalid type argument to convert(), use TYPE_* constants."
 msgstr "convert() 的类型参数无效,请使用 TYPE_* 常量。"
 
+msgid "Expected an integer between 0 and 2^32 - 1."
+msgstr "预期为 0 到 2^32 -1 之间的整数。"
+
+msgid "Expected a string of length 1 (a character)."
+msgstr "预期为长度为 1 的字符串(单个字符)。"
+
 msgid "Cannot resize array."
 msgstr "无法调整数组大小。"
 
@@ -16982,6 +17169,9 @@ msgstr "光标沿 Y 轴旋转"
 msgid "Cursor Rotate Z"
 msgstr "光标沿 Z 轴旋转"
 
+msgid "Change Grid Floor:"
+msgstr "修改网格所在层:"
+
 msgid ""
 "Change Grid Floor:\n"
 "Previous Plane (%s)\n"
@@ -17434,6 +17624,9 @@ msgid ""
 "another type."
 msgstr "无法生成导航网格,因为该资源是从其他类型导入的。"
 
+msgid "Bake"
+msgstr "烘焙"
+
 msgid "Bake NavigationMesh"
 msgstr "烘焙导航网格"
 
@@ -17449,6 +17642,9 @@ msgstr "清空导航网格"
 msgid "Clears the internal NavigationMesh vertices and polygons."
 msgstr "清空内部导航网格顶点和多边形。"
 
+msgid "Baking NavigationMesh ..."
+msgstr "烘焙导航网格..."
+
 msgid "Toggles whether the noise preview is computed in 3D space."
 msgstr "切换是否在 3D 空间中计算噪声预览。"
 
@@ -17828,6 +18024,9 @@ msgstr "缺失“build-tools”目录!"
 msgid "Unable to find Android SDK build-tools' apksigner command."
 msgstr "找不到 Android SDK 生成工具的 apksigner 命令。"
 
+msgid "\"Use Gradle Build\" is required for transparent background on Android"
+msgstr "必须启用“使用 Gradle 构建”才能启用 Android 的透明背景"
+
 msgid ""
 "\"Target SDK\" %d is higher than the default version %d. This may work, but "
 "wasn't tested and may be unstable."
@@ -17902,6 +18101,9 @@ msgstr "无法校验签名后的 APK。"
 msgid "'apksigner' verification of APK failed."
 msgstr "“apksigner”APK 校验失败。"
 
+msgid "Could not create temporary file!"
+msgstr "无法创建临时文件!"
+
 msgid "Exporting for Android"
 msgstr "正在为 Android 导出"
 
@@ -17939,6 +18141,12 @@ msgstr ""
 msgid "Unable to overwrite res/*.xml files with project name."
 msgstr "无法使用项目名称覆盖 res/*.xml 文件。"
 
+msgid "Could not generate sparse pck metadata!"
+msgstr "无法生成稀疏 PCK 元数据!"
+
+msgid "Could not write PCK directory!"
+msgstr "无法写入 PCK 目录!"
+
 msgid "Could not export project files to gradle project."
 msgstr "无法将项目文件导出至 gradle 项目。"
 
@@ -19589,6 +19797,11 @@ msgstr "除数为零错误。"
 msgid "Modulo by zero error."
 msgstr "用零取模错误。"
 
+msgid ""
+"Invalid number of arguments when calling stage function '%s', which expects "
+"%d argument(s)."
+msgstr "调用阶段函数“%s”时参数数量无效,预期为 %d 个参数。"
+
 msgid ""
 "Invalid argument type when calling stage function '%s', type expected is '%s'."
 msgstr "调用阶段函数“%s”时参数类型无效,预期类型为“%s”。"
@@ -19621,10 +19834,6 @@ msgstr "不允许递归。"
 msgid "Function '%s' can't be called from source code."
 msgstr "函数“%s”不能从源代码中调用。"
 
-msgid ""
-"Invalid argument for \"%s(%s)\" function: argument %d should be %s but is %s."
-msgstr "“%s(%s)”函数的参数无效:参数 %d 应该是 %s 但实际上是 %s。"
-
 msgid ""
 "Too few arguments for \"%s(%s)\" call. Expected at least %d but received %d."
 msgstr "“%s(%s)”调用的参数太少。预计至少 %d 个,但收到 %d 个。"
@@ -19914,6 +20123,15 @@ msgstr "无效的着色器类型。有效的类型有:%s"
 msgid "Unexpected token: '%s'."
 msgstr "意外的标记:“%s”。"
 
+msgid "Duplicated stencil mode reference value: '%s'."
+msgstr "重复的模板模式参考值:“%s”。"
+
+msgid "Stencil mode reference value cannot be negative: '%s'."
+msgstr "模板模式参考值不能为负数:“%s”。"
+
+msgid "Stencil mode reference value cannot be greater than 255: '%s'."
+msgstr "模板模式参考值不能大于 255:“%s”。"
+
 msgid "Expected a struct identifier."
 msgstr "预期为结构体标识符。"
 
@@ -20139,16 +20357,30 @@ msgstr "着色器中使用的 varying 过多(使用了 %d 个,最多支持 %
 msgid "uniform buffer"
 msgstr "uniform 缓冲"
 
+msgid "Expected an identifier for stencil mode."
+msgstr "预期为模板模式标识符。"
+
 msgid "Expected an identifier for render mode."
 msgstr "预期为渲染模式标识符。"
 
+msgid "Duplicated stencil mode: '%s'."
+msgstr "重复的模板模式:“%s”。"
+
 msgid "Duplicated render mode: '%s'."
 msgstr "重复的渲染模式:“%s”。"
 
+msgid ""
+"Redefinition of stencil mode: '%s'. The '%s' mode has already been set to "
+"'%s'."
+msgstr "模板模式“%s”重定义。“%s”模式已经被设置为“%s”。"
+
 msgid ""
 "Redefinition of render mode: '%s'. The '%s' mode has already been set to '%s'."
 msgstr "渲染模式“%s”重定义。“%s”模式已经被设置为“%s”。"
 
+msgid "Invalid stencil mode: '%s'."
+msgstr "无效的模板模式:“%s”。"
+
 msgid "Invalid render mode: '%s'."
 msgstr "无效的渲染模式:“%s”。"
 

+ 15 - 16
editor/translations/editor/zh_TW.po

@@ -70,7 +70,7 @@ msgstr ""
 "Project-Id-Version: Godot Engine editor interface\n"
 "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
 "POT-Creation-Date: \n"
-"PO-Revision-Date: 2025-07-19 09:02+0000\n"
+"PO-Revision-Date: 2025-09-01 00:56+0000\n"
 "Last-Translator: Myeongjin <[email protected]>\n"
 "Language-Team: Chinese (Traditional Han script) <https://hosted.weblate.org/"
 "projects/godot-engine/godot/zh_Hant/>\n"
@@ -79,7 +79,7 @@ msgstr ""
 "Content-Type: text/plain; charset=UTF-8\n"
 "Content-Transfer-Encoding: 8bit\n"
 "Plural-Forms: nplurals=1; plural=0;\n"
-"X-Generator: Weblate 5.13-dev\n"
+"X-Generator: Weblate 5.13.1-dev\n"
 
 msgid "Unset"
 msgstr "未設定"
@@ -4011,7 +4011,7 @@ msgstr "載入音訊串流時發生錯誤,檔案:%s"
 
 msgid "Create AudioStreamPlayer"
 msgid_plural "Create AudioStreamPlayers"
-msgstr[0] "新增音效播放器"
+msgstr[0] "新增 AudioStreamPlayer"
 
 msgid "Replace with Branch Scene"
 msgstr "取代分支場景"
@@ -7442,6 +7442,9 @@ msgstr "取消自訂數值編輯"
 msgid "Locale"
 msgstr "地區"
 
+msgid "Toggle Display UID"
+msgstr "切換 UID 顯示"
+
 msgid "Renaming layer %d:"
 msgstr "重新命名%d圖層:"
 
@@ -8516,7 +8519,7 @@ msgid "Play a custom scene."
 msgstr "執行自定義場景。"
 
 msgid "Reload the played scene."
-msgstr "重新載入播放場景。"
+msgstr "重新載入執行場景。"
 
 msgid ""
 "Movie Maker mode is enabled, but no movie file path has been specified.\n"
@@ -8678,9 +8681,6 @@ msgstr "暫停/恢復嵌入專案"
 msgid "Next Frame"
 msgstr "下一影格"
 
-msgid "Select Mode"
-msgstr "選擇模式"
-
 msgid "Connection impossible to the game process."
 msgstr "無法連線到遊戲進程。"
 
@@ -8691,7 +8691,7 @@ msgid "Game running not embedded."
 msgstr "遊戲未嵌入編輯器中執行。"
 
 msgid "Press play to start the game."
-msgstr "按下播放鍵開始遊戲。"
+msgstr "按下執行鍵開始遊戲。"
 
 msgid "Embedding is disabled."
 msgstr "嵌入功能已停用。"
@@ -11233,6 +11233,9 @@ msgstr "設定預覽環境色調對映"
 msgid "Set Preview Environment Global Illumination"
 msgstr "設定預覽環境全域光照"
 
+msgid "Select Mode"
+msgstr "選擇模式"
+
 msgid "Move Mode"
 msgstr "移動模式"
 
@@ -11782,7 +11785,7 @@ msgid "Bone Transform"
 msgstr "骨骼變換"
 
 msgid "Play IK"
-msgstr "執行 IK"
+msgstr "播放 IK"
 
 msgid "Voxel GI data is not local to the scene."
 msgstr "Voxel GI 資料並非此場景的在地資料。"
@@ -13310,6 +13313,9 @@ msgstr "貼上資源"
 msgid "Load Resource"
 msgstr "載入資源"
 
+msgid "ResourcePreloader"
+msgstr "資源預載器"
+
 msgid "Toggle ResourcePreloader Bottom Panel"
 msgstr "切換資源預載器底部面板"
 
@@ -15395,9 +15401,6 @@ msgstr "設定常數:%s"
 msgid "Invalid name for varying."
 msgstr "Varying 名稱無效。"
 
-msgid "Varying with that name is already exist."
-msgstr "已存在使用該名稱的 Varying。"
-
 msgid "Boolean type cannot be used with `%s` varying mode."
 msgstr "布林型別無法用於 `%s` varying 模式。"
 
@@ -19547,10 +19550,6 @@ msgstr "不允許遞迴。"
 msgid "Function '%s' can't be called from source code."
 msgstr "函式「%s」不可從原始碼中呼叫。"
 
-msgid ""
-"Invalid argument for \"%s(%s)\" function: argument %d should be %s but is %s."
-msgstr "函式「%s(%s)」的參數無效:第 %d 個參數應為 %s,卻為 %s。"
-
 msgid ""
 "Too few arguments for \"%s(%s)\" call. Expected at least %d but received %d."
 msgstr "呼叫「%s(%s)」的參數過少,至少需 %d 個,實得 %d 個。"

+ 8 - 0
editor/translations/extractable/extractable.pot

@@ -22,6 +22,10 @@ msgstr ""
 msgid "New Code Region"
 msgstr ""
 
+#: scene/gui/color_mode.h
+msgid "Linear"
+msgstr ""
+
 #: scene/gui/color_picker.cpp
 msgid "Pick a color from the screen."
 msgstr ""
@@ -284,6 +288,10 @@ msgstr ""
 msgid "Refresh files."
 msgstr ""
 
+#: scene/gui/file_dialog.cpp
+msgid "(Un)favorite current folder."
+msgstr ""
+
 #: scene/gui/file_dialog.cpp
 msgid "Create a new folder."
 msgstr ""

+ 219 - 4
editor/translations/properties/de.po

@@ -95,7 +95,7 @@
 # Ettore Atalan <[email protected]>, 2023, 2024, 2025.
 # Lars Bollmann <[email protected]>, 2023.
 # Benedikt Wicklein <[email protected]>, 2023.
-# Wuzzy <[email protected]>, 2023.
+# Wuzzy <[email protected]>, 2023, 2025.
 # Florian Baumer <[email protected]>, 2023.
 # Rob G <[email protected]>, 2023.
 # oliver pecek <[email protected]>, 2023.
@@ -111,13 +111,15 @@
 # Fabian Donner <[email protected]>, 2025.
 # terraquad <[email protected]>, 2025.
 # linesgamer <[email protected]>, 2025.
+# Timeo Buergler <[email protected]>, 2025.
+# gebirgsbaerbel <[email protected]>, 2025.
 msgid ""
 msgstr ""
 "Project-Id-Version: Godot Engine properties\n"
 "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
 "POT-Creation-Date: \n"
-"PO-Revision-Date: 2025-06-22 09:13+0000\n"
-"Last-Translator: linesgamer <linesgamer202@gmail.com>\n"
+"PO-Revision-Date: 2025-09-02 03:10+0000\n"
+"Last-Translator: Mirco Höhne <mirco.hoehne@gmail.com>\n"
 "Language-Team: German <https://hosted.weblate.org/projects/godot-engine/godot-"
 "properties/de/>\n"
 "Language: de\n"
@@ -125,7 +127,7 @@ msgstr ""
 "Content-Type: text/plain; charset=UTF-8\n"
 "Content-Transfer-Encoding: 8bit\n"
 "Plural-Forms: nplurals=2; plural=n != 1;\n"
-"X-Generator: Weblate 5.13-dev\n"
+"X-Generator: Weblate 5.13.1-dev\n"
 
 msgid "Application"
 msgstr "Anwendung"
@@ -316,6 +318,12 @@ msgstr "Frame-Taktung"
 msgid "Android"
 msgstr "Android"
 
+msgid "Enable Frame Pacing"
+msgstr "Frame Pacing aktivieren"
+
+msgid "Swappy Mode"
+msgstr "Swappy Modus"
+
 msgid "Physics"
 msgstr "Physik"
 
@@ -541,6 +549,9 @@ msgstr "Welt"
 msgid "Map Use Async Iterations"
 msgstr "Map benutzt Async-Iterationen"
 
+msgid "Region Use Async Iterations"
+msgstr "Region benutzt Async-Iterationen"
+
 msgid "Avoidance"
 msgstr "Ausweichen"
 
@@ -622,6 +633,9 @@ msgstr "Veraltetes „Gerade gedrückt“-Verhalten"
 msgid "Sensors"
 msgstr "Sensoren"
 
+msgid "Enable Accelerometer"
+msgstr "Beschleunigungsmesser aktivieren"
+
 msgid "Enable Gravity"
 msgstr "Schwerkraft aktivieren"
 
@@ -805,6 +819,9 @@ msgstr "Datenliste"
 msgid "Max Pending Connections"
 msgstr "Maximale Anzahl hängender Verbindungen"
 
+msgid "Neighbor Filter Enabled"
+msgstr "Nachbarfilter aktiviert"
+
 msgid "Region"
 msgstr "Region"
 
@@ -1036,9 +1053,15 @@ msgstr "Ansprüche"
 msgid "Increased Memory Limit"
 msgstr "Erhöhtes Speicherlimit"
 
+msgid "Game Center"
+msgstr "Spielzentrum"
+
 msgid "Push Notifications"
 msgstr "Push-Benachrichtigungen"
 
+msgid "Additional"
+msgstr "Zusätzlich"
+
 msgid "Capabilities"
 msgstr "Fähigkeiten"
 
@@ -1051,6 +1074,9 @@ msgstr "Performance Gaming-Stufe"
 msgid "Performance A 12"
 msgstr "Performance A 12"
 
+msgid "Shader Baker"
+msgstr "Shader-Bäcker"
+
 msgid "Enabled"
 msgstr "Aktiviert"
 
@@ -1093,6 +1119,15 @@ msgstr "Tracking-Domänen"
 msgid "Icons"
 msgstr "Icons"
 
+msgid "Icon 1024 X 1024"
+msgstr "Icon 1024×1024"
+
+msgid "Icon 1024 X 1024 Dark"
+msgstr "Icon 1024×1024 dunkel"
+
+msgid "Icon 1024 X 1024 Tinted"
+msgstr "Icon 1024×1024 gefärbt"
+
 msgid "Export Console Wrapper"
 msgstr "Konsolenwrapper exportieren"
 
@@ -1147,6 +1182,9 @@ msgstr "Flach"
 msgid "Hide Slider"
 msgstr "Regler ausblenden"
 
+msgid "Editing Integer"
+msgstr "Integer bearbeiten"
+
 msgid "Zoom"
 msgstr "Zoom"
 
@@ -1183,6 +1221,12 @@ msgstr "Alle Knochenposen nach dem Import zurücksetzen"
 msgid "Keep Global Rest on Leftovers"
 msgstr "Globale Standardpose bei Resten beibehalten"
 
+msgid "Use Global Pose"
+msgstr "Globale Pose verwenden"
+
+msgid "Original Skeleton Name"
+msgstr "Ursprünglicher Skelettname"
+
 msgid "Fix Silhouette"
 msgstr "Silhouette korrigieren"
 
@@ -1213,6 +1257,15 @@ msgstr "Tangenten generieren"
 msgid "Generate LODs"
 msgstr "Generiere LODs"
 
+msgid "Generate Shadow Mesh"
+msgstr "Schatten-Mesh erzeugen"
+
+msgid "Generate Lightmap UV2"
+msgstr "Lightmap UV2 erzeugen"
+
+msgid "Generate Lightmap UV2 Texel Size"
+msgstr "Lightmap-UV2-Texelgröße erzeugen"
+
 msgid "Scale Mesh"
 msgstr "Mesh skalieren"
 
@@ -1225,6 +1278,9 @@ msgstr "Mesh-Kompression deaktivert erzwingen"
 msgid "Node"
 msgstr "Node"
 
+msgid "Node Type"
+msgstr "Node-Typ"
+
 msgid "Script"
 msgstr "Skript"
 
@@ -1414,6 +1470,9 @@ msgstr "Wurzeltyp"
 msgid "Root Name"
 msgstr "Wurzelname"
 
+msgid "Root Script"
+msgstr "Root-Skript"
+
 msgid "Apply Root Scale"
 msgstr "Root-Skalierung anwenden"
 
@@ -1423,6 +1482,12 @@ msgstr "Root-Skalierung"
 msgid "Import as Skeleton Bones"
 msgstr "Als Skelettknochen importieren"
 
+msgid "Use Name Suffixes"
+msgstr "Namenssuffixe benutzen"
+
+msgid "Use Node Type Suffixes"
+msgstr "Node-Typ-Suffixe benutzen"
+
 msgid "Meshes"
 msgstr "Meshes"
 
@@ -1465,6 +1530,15 @@ msgstr "Skript importieren"
 msgid "Materials"
 msgstr "Materialien"
 
+msgid "Extract"
+msgstr "Extrahieren"
+
+msgid "Extract Format"
+msgstr "Extraktionsformat"
+
+msgid "Extract Path"
+msgstr "Extraktionspfad"
+
 msgid "Antialiasing"
 msgstr "Antialiasing"
 
@@ -1489,6 +1563,9 @@ msgstr "System-Fallback erlauben"
 msgid "Force Autohinter"
 msgstr "Autohinter erzwingen"
 
+msgid "Modulate Color Glyphs"
+msgstr "Farbglyphen modulieren"
+
 msgid "Hinting"
 msgstr "Hinting"
 
@@ -1576,6 +1653,12 @@ msgstr "Hohe Qualität"
 msgid "Lossy Quality"
 msgstr "Verlustbehaftete Qualität"
 
+msgid "UASTC Level"
+msgstr "UASTC-Level"
+
+msgid "RDO Quality Loss"
+msgstr "RDO-Qualitätsverlust"
+
 msgid "HDR Compression"
 msgstr "HDR-Kompression"
 
@@ -1606,6 +1689,9 @@ msgstr "Grundskalierung"
 msgid "Saturation"
 msgstr "Sättigung"
 
+msgid "Color Map"
+msgstr "Color-Map"
+
 msgid "Normal Map"
 msgstr "Normal-Map"
 
@@ -1618,9 +1704,18 @@ msgstr "Normal Map-Quelle"
 msgid "Process"
 msgstr "Prozessierung"
 
+msgid "Red"
+msgstr "Rot"
+
+msgid "Green"
+msgstr "Grün"
+
 msgid "Blue"
 msgstr "Blau"
 
+msgid "Alpha"
+msgstr "Alpha"
+
 msgid "Fix Alpha Border"
 msgstr "Alpharand beheben"
 
@@ -1724,6 +1819,9 @@ msgstr "Löschbar"
 msgid "Selectable"
 msgstr "Auswählbar"
 
+msgid "Use Folding"
+msgstr "Einklappen benutzen"
+
 msgid "Base Type"
 msgstr "Basistyp"
 
@@ -1829,6 +1927,9 @@ msgstr "3D-Gizmos"
 msgid "Gizmo Colors"
 msgstr "Gizmofarben"
 
+msgid "Particles Emission Shape"
+msgstr "Partikel-Emissions-Shape"
+
 msgid "Interface"
 msgstr "Oberfläche"
 
@@ -1841,6 +1942,9 @@ msgstr "Threads verwenden"
 msgid "Localize Settings"
 msgstr "Einstellungen übersetzen"
 
+msgid "Dock Tab Style"
+msgstr "Dock-Tab-Stil"
+
 msgid "UI Layout Direction"
 msgstr "UI Layout-Richtung"
 
@@ -1853,9 +1957,15 @@ msgstr "Eigene Anzeigeskalierung"
 msgid "Editor Screen"
 msgstr "Bildschirm-Editor"
 
+msgid "Tablet Driver"
+msgstr "Tablet-Treiber"
+
 msgid "Project Manager Screen"
 msgstr "Bildschirm Projektmanager"
 
+msgid "Connection"
+msgstr "Verbindung"
+
 msgid "Check for Updates"
 msgstr "prüfe auf Updates"
 
@@ -1886,12 +1996,18 @@ msgstr "Quellcodeschriftart-spezifische Varianten"
 msgid "Font Antialiasing"
 msgstr "Schrift-Antialiasing"
 
+msgid "Font Hinting"
+msgstr "Schrift-Hinting"
+
 msgid "Font Subpixel Positioning"
 msgstr "Schriftart Subpixel-Rendering"
 
 msgid "Font Disable Embedded Bitmaps"
 msgstr "Schriftart eingebettete Bitmaps deaktivieren"
 
+msgid "Font Allow MSDF"
+msgstr "Schrift erlaubt MSDF"
+
 msgid "Main Font"
 msgstr "Hauptschriftart"
 
@@ -1943,6 +2059,9 @@ msgstr "V-Sync-Modus"
 msgid "Update Continuously"
 msgstr "Fortlaufend aktualisieren"
 
+msgid "Collapse Main Menu"
+msgstr "Hauptmenü einklappen"
+
 msgid "Show Scene Tree Root Selection"
 msgstr "Szenenbaumwurzel-Auswahl anzeigen"
 
@@ -1955,6 +2074,9 @@ msgstr "Docks"
 msgid "Scene Tree"
 msgstr "Szenenbaum"
 
+msgid "Ask Before Revoking Unique Name"
+msgstr "Fragen, bevor eindeutiger Name abgelehnt wird"
+
 msgid "Inspector"
 msgstr "Inspektor"
 
@@ -2012,6 +2134,9 @@ msgstr "Leerzeichen Vorgabe"
 msgid "Icon and Font Color"
 msgstr "Icon- und Schriftfarbe"
 
+msgid "Base Color"
+msgstr "Grundfarbe"
+
 msgid "Use System Accent Color"
 msgstr "System-Akzentfarbe nutzen"
 
@@ -2045,9 +2170,15 @@ msgstr "Eigenes Theme"
 msgid "Touchscreen"
 msgstr "Touchscreen"
 
+msgid "Enable Touch Optimizations"
+msgstr "Touch-Optimierungen aktivieren"
+
 msgid "Scale Gizmo Handles"
 msgstr "Gizmogriffe skalieren"
 
+msgid "Touch Actions Panel"
+msgstr "Touch-Aktionspanel"
+
 msgid "Scene Tabs"
 msgstr "Szenen-Tabs"
 
@@ -2081,6 +2212,9 @@ msgstr "Dateisystem"
 msgid "External Programs"
 msgstr "Externe Programme"
 
+msgid "Raster Image Editor"
+msgstr "Rasterbildbearbeitung"
+
 msgid "Vector Image Editor"
 msgstr "Vectorgrafik Editor"
 
@@ -2129,9 +2263,18 @@ msgstr "Dateidialog"
 msgid "Thumbnail Size"
 msgstr "Vorschaubildgröße"
 
+msgid "Quick Open Dialog"
+msgstr "Schnellöffnungsdialog"
+
 msgid "Max Results"
 msgstr "Max. Ergebnisse"
 
+msgid "Include Addons"
+msgstr "Addons einschließen"
+
+msgid "Default Display Mode"
+msgstr "Standard-Anzeigemodus"
+
 msgid "Blender"
 msgstr "Blender"
 
@@ -2171,12 +2314,21 @@ msgstr "Automatisch auf Auswahl vergrößern"
 msgid "Center Node on Reparent"
 msgstr "Node beim Umhängen zentrieren"
 
+msgid "Hide Filtered Out Parents"
+msgstr "Ausgefilterte Eltern verstecken"
+
+msgid "Accessibility Warnings"
+msgstr "Barrierefreiheitswarnungen"
+
 msgid "Always Show Folders"
 msgstr "Verzeichnisse immer anzeigen"
 
 msgid "TextFile Extensions"
 msgstr "TextFile-Erweiterungen"
 
+msgid "Other File Extensions"
+msgstr "Andere Dateierweiterungen"
+
 msgid "Property Editor"
 msgstr "Eigenschafteneditor"
 
@@ -2354,6 +2506,12 @@ msgstr "Skripte beim Speichern auto-neuladen und parsen"
 msgid "Open Dominant Script on Scene Change"
 msgstr "Dominantes Skript bei Szenenwechsel öffnen"
 
+msgid "Documentation"
+msgstr "Dokumentation"
+
+msgid "Enable Tooltips"
+msgstr "Tooltips aktivieren"
+
 msgid "Script List"
 msgstr "Skriptliste"
 
@@ -2369,6 +2527,9 @@ msgstr "Skript-Temperatur aktiviert"
 msgid "Script Temperature History Size"
 msgstr "Skript-Temperatur-Verlaufsgröße"
 
+msgid "Highlight Scene Scripts"
+msgstr "Szenenskripte hervorheben"
+
 msgid "Group Help Pages"
 msgstr "Hilfeseiten gruppieren"
 
@@ -2432,6 +2593,18 @@ msgstr "Hilfe"
 msgid "Show Help Index"
 msgstr "Hilfeindex anzeigen"
 
+msgid "Help Font Size"
+msgstr "Hilfsschriftgröße"
+
+msgid "Help Source Font Size"
+msgstr "Hilfsquellschriftgröße"
+
+msgid "Help Title Font Size"
+msgstr "Hilfstitelschriftgröße"
+
+msgid "Class Reference Examples"
+msgstr "Klassenreferenzbeispiele"
+
 msgid "Sort Functions Alphabetically"
 msgstr "Funktionen alphabetisch sortieren"
 
@@ -2444,9 +2617,21 @@ msgstr "Auswahldistanz"
 msgid "Palette Min Width"
 msgstr "Minimale Palettenbreite"
 
+msgid "Preview Size"
+msgstr "Vorschaugröße"
+
+msgid "Primary Grid Color"
+msgstr "Primäre Rasterfarbe"
+
+msgid "Secondary Grid Color"
+msgstr "Sekundäre Rasterfarbe"
+
 msgid "Selection Box Color"
 msgstr "Auswahlrechtecksfarbe"
 
+msgid "Active Selection Box Color"
+msgstr "Aktive Auswahlrechtecksfarbe"
+
 msgid "Instantiated"
 msgstr "Instanziiert"
 
@@ -2510,6 +2695,9 @@ msgstr "Ausgewählter Knochen"
 msgid "CSG"
 msgstr "CSG"
 
+msgid "GridMap Grid"
+msgstr "GridMap-Raster"
+
 msgid "Gizmo Settings"
 msgstr "Gizmo-Einstellungen"
 
@@ -2522,9 +2710,15 @@ msgstr "Knochen-Shape"
 msgid "Path 3D Tilt Disk Size"
 msgstr "Größe Path3D Tilt-Disk"
 
+msgid "Lightmap GI Probe Size"
+msgstr "Lightmap-GI-Probe-Größe"
+
 msgid "Primary Grid Steps"
 msgstr "Primäre Grid-Schritte"
 
+msgid "Grid Size"
+msgstr "Rastergröße"
+
 msgid "Grid Division Level Max"
 msgstr "Maximale Rasterteilung"
 
@@ -2549,6 +2743,9 @@ msgstr "X-Achse invertieren"
 msgid "Invert Y Axis"
 msgstr "Y-Achse invertieren"
 
+msgid "Navigation Scheme"
+msgstr "Navigationsschema"
+
 msgid "Emulate Numpad"
 msgstr "Numpad emulieren"
 
@@ -3332,6 +3529,24 @@ msgstr "Max. Call-Stack"
 msgid "Exclude Addons"
 msgstr "Addons ausschließen"
 
+msgid "Unused Local Constant"
+msgstr "Ungenutzte lokale Konstante"
+
+msgid "Unused Private Class Variable"
+msgstr "Ungenutzte private Klassenvariable"
+
+msgid "Unused Parameter"
+msgstr "Ungenutzter Parameter"
+
+msgid "Unused Signal"
+msgstr "Ungenutztes Signal"
+
+msgid "Shadowed Variable"
+msgstr "Schattenvariable"
+
+msgid "Shadowed Variable Base Class"
+msgstr "Schattenbariable der Basisklasse"
+
 msgid "Language Server"
 msgstr "Sprachserver"
 

+ 328 - 22
editor/translations/properties/es.po

@@ -120,7 +120,7 @@ msgstr ""
 "Project-Id-Version: Godot Engine properties\n"
 "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
 "POT-Creation-Date: \n"
-"PO-Revision-Date: 2025-07-24 19:04+0000\n"
+"PO-Revision-Date: 2025-08-26 18:03+0000\n"
 "Last-Translator: Javier <[email protected]>\n"
 "Language-Team: Spanish <https://hosted.weblate.org/projects/godot-engine/"
 "godot-properties/es/>\n"
@@ -129,7 +129,7 @@ msgstr ""
 "Content-Type: text/plain; charset=UTF-8\n"
 "Content-Transfer-Encoding: 8bit\n"
 "Plural-Forms: nplurals=2; plural=n != 1;\n"
-"X-Generator: Weblate 5.13-dev\n"
+"X-Generator: Weblate 5.13\n"
 
 msgid "Application"
 msgstr "Aplicación"
@@ -180,7 +180,7 @@ msgid "Project Settings Override"
 msgstr "Anular Configuración del Proyecto"
 
 msgid "Main Loop Type"
-msgstr "Tipo de Bucle Principal"
+msgstr "Tipo de Loop Principal"
 
 msgid "Auto Accept Quit"
 msgstr "Auto Aceptar Salir"
@@ -213,7 +213,7 @@ msgid "Viewport Width"
 msgstr "Ancho del Viewport"
 
 msgid "Viewport Height"
-msgstr "Altura del Viewport"
+msgstr "Alto del Viewport"
 
 msgid "Mode"
 msgstr "Modo"
@@ -551,6 +551,9 @@ msgstr "Mundo"
 msgid "Map Use Async Iterations"
 msgstr "Uso de Iteraciones Asíncronas en el Mapa"
 
+msgid "Region Use Async Iterations"
+msgstr "Uso de Iteraciones Asíncronas de Región"
+
 msgid "Avoidance"
 msgstr "Evasión"
 
@@ -818,6 +821,9 @@ msgstr "Array de Datos"
 msgid "Max Pending Connections"
 msgstr "Máximo de Conexiones Pendientes"
 
+msgid "Neighbor Filter Enabled"
+msgstr "Filtro de Vecinos Habilitado"
+
 msgid "Region"
 msgstr "Región"
 
@@ -966,7 +972,7 @@ msgid "Easing"
 msgstr "Suavizar"
 
 msgid "Asset Library"
-msgstr "Librería de Assets"
+msgstr "Biblioteca de Recursos"
 
 msgid "Available URLs"
 msgstr "URLs Disponibles"
@@ -1283,6 +1289,9 @@ msgstr "Forzar Desactivación de Compresión de Mesh"
 msgid "Node"
 msgstr "Nodos"
 
+msgid "Node Type"
+msgstr "Tipo de Nodo"
+
 msgid "Script"
 msgstr "Script"
 
@@ -1416,7 +1425,7 @@ msgid "Use External"
 msgstr "Usar Externo"
 
 msgid "Loop Mode"
-msgstr "Modo Bucle"
+msgstr "Modo Loop"
 
 msgid "Keep Custom Tracks"
 msgstr "Mantener Pistas Personalizadas"
@@ -1472,6 +1481,9 @@ msgstr "Tipo de Raíz"
 msgid "Root Name"
 msgstr "Nombre de Raíz"
 
+msgid "Root Script"
+msgstr "Script Raíz"
+
 msgid "Apply Root Scale"
 msgstr "Aplicar Escala de Raíz"
 
@@ -1529,6 +1541,15 @@ msgstr "Importar Script"
 msgid "Materials"
 msgstr "Materiales"
 
+msgid "Extract"
+msgstr "Extraer"
+
+msgid "Extract Format"
+msgstr "Extraer Formato"
+
+msgid "Extract Path"
+msgstr "Extraer Ruta"
+
 msgid "Antialiasing"
 msgstr "Antialiasing"
 
@@ -1786,10 +1807,10 @@ msgid "Normalize"
 msgstr "Normalizar"
 
 msgid "Loop Begin"
-msgstr "Inicio del Bucle"
+msgstr "Inicio del Loop"
 
 msgid "Loop End"
-msgstr "Fin del Bucle"
+msgstr "Fin del Loop"
 
 msgid "Draw Label"
 msgstr "Mostrar Etiqueta"
@@ -2290,7 +2311,7 @@ msgid "Max Fuzzy Misses"
 msgstr "Máximo Errores Difusos"
 
 msgid "Include Addons"
-msgstr "Incluir Complementos"
+msgstr "Incluir Addons"
 
 msgid "Default Display Mode"
 msgstr "Modo Predeterminado de Visualización"
@@ -2751,6 +2772,9 @@ msgstr "Forma del Hueso"
 msgid "Path 3D Tilt Disk Size"
 msgstr "Tamaño del Disco de Inclinación de Path 3D"
 
+msgid "Lightmap GI Probe Size"
+msgstr "Tamaño de Sonda de GI de Lightmap"
+
 msgid "Primary Grid Steps"
 msgstr "Pasos Primarios de Cuadrícula"
 
@@ -2794,16 +2818,16 @@ msgid "Navigation Scheme"
 msgstr "Esquema de Navegación"
 
 msgid "Orbit Mouse Button"
-msgstr "Botón de Ratón para Orbitar"
+msgstr "Botón del Ratón para Orbitar"
 
 msgid "Pan Mouse Button"
-msgstr "Botón de Ratón para Panear"
+msgstr "Botón del Ratón para Desplazar"
 
 msgid "Zoom Mouse Button"
-msgstr "Botón de Ratón para Zoom"
+msgstr "Botón del Ratón para Zoom"
 
 msgid "Zoom Style"
-msgstr "Botón de Ratón para Zoom"
+msgstr "Estilo de Zoom"
 
 msgid "Emulate Numpad"
 msgstr "Emular Teclado Numérico"
@@ -3393,6 +3417,9 @@ msgstr "Interacción con la Ruta del Perfil"
 msgid "Eye Gaze Interaction"
 msgstr "Interacción por Mirada"
 
+msgid "Render Model"
+msgstr "Modelo de Renderizado"
+
 msgid "Binding Modifiers"
 msgstr "Modificadores de Enlace"
 
@@ -3736,11 +3763,143 @@ msgid "Always Track Local Variables"
 msgstr "Siempre Rastrear Variables Locales"
 
 msgid "Exclude Addons"
-msgstr "Excluir Complementos"
+msgstr "Excluir Addons"
 
 msgid "Renamed in Godot 4 Hint"
 msgstr "Renombrado en Godot 4 (Pista)"
 
+msgid "Unassigned Variable"
+msgstr "Variable No Asignada"
+
+msgid "Unassigned Variable Op Assign"
+msgstr "Op. de Asignación a Variable no Asignada"
+
+msgid "Unused Variable"
+msgstr "Variable No Utilizada"
+
+msgid "Unused Local Constant"
+msgstr "Constante Local No Utilizada"
+
+msgid "Unused Private Class Variable"
+msgstr "Variable de Clase Privada No Utilizada"
+
+msgid "Unused Parameter"
+msgstr "Parámetro No Utilizado"
+
+msgid "Unused Signal"
+msgstr "Señal No Utilizada"
+
+msgid "Shadowed Variable"
+msgstr "Variable Sombreada"
+
+msgid "Shadowed Variable Base Class"
+msgstr "Variable de Clase Base Sombreada"
+
+msgid "Shadowed Global Identifier"
+msgstr "Identificador Global Sombreado"
+
+msgid "Unreachable Code"
+msgstr "Código Inaccesible"
+
+msgid "Unreachable Pattern"
+msgstr "Patrón Inaccesible"
+
+msgid "Standalone Expression"
+msgstr "Expresión Independiente"
+
+msgid "Standalone Ternary"
+msgstr "Ternario Independiente"
+
+msgid "Incompatible Ternary"
+msgstr "Ternario Incompatible"
+
+msgid "Untyped Declaration"
+msgstr "Declaración Sin Tipo"
+
+msgid "Inferred Declaration"
+msgstr "Declaración Inferida"
+
+msgid "Unsafe Property Access"
+msgstr "Acceso a Propiedad Inseguro"
+
+msgid "Unsafe Method Access"
+msgstr "Acceso a Método Inseguro"
+
+msgid "Unsafe Cast"
+msgstr "Casteo Inseguro"
+
+msgid "Unsafe Call Argument"
+msgstr "Argumento de Llamada Inseguro"
+
+msgid "Unsafe Void Return"
+msgstr "Retorno Vacío Inseguro"
+
+msgid "Return Value Discarded"
+msgstr "Valor de Retorno Descartado"
+
+msgid "Static Called On Instance"
+msgstr "Llamado Estático En Instancia"
+
+msgid "Missing Tool"
+msgstr "Herramienta Ausente"
+
+msgid "Redundant Static Unload"
+msgstr "Descarga Estática Redundante"
+
+msgid "Redundant Await"
+msgstr "Espera Redundante"
+
+msgid "Assert Always True"
+msgstr "Aserción Siempre Verdadera"
+
+msgid "Assert Always False"
+msgstr "Aserción Siempre Falsa"
+
+msgid "Integer Division"
+msgstr "División Entera"
+
+msgid "Narrowing Conversion"
+msgstr "Conversión Reductora"
+
+msgid "Int As Enum Without Cast"
+msgstr "Int Como Enum Sin Casteo"
+
+msgid "Int As Enum Without Match"
+msgstr "Int Como Enum Sin Match"
+
+msgid "Enum Variable Without Default"
+msgstr "Variable Enum Sin Valor por Defecto"
+
+msgid "Empty File"
+msgstr "Archivo Vacío"
+
+msgid "Deprecated Keyword"
+msgstr "Palabra Clave Obsoleta"
+
+msgid "Confusable Identifier"
+msgstr "Identificador Confuso"
+
+msgid "Confusable Local Declaration"
+msgstr "Declaración Local Confusa"
+
+msgid "Confusable Local Usage"
+msgstr "Uso Local Confuso"
+
+msgid "Confusable Capture Reassignment"
+msgstr "Reasignación de Captura Confusa"
+
+msgid "Inference On Variant"
+msgstr "Inferencia en Variante"
+
+msgid "Native Method Override"
+msgstr "Anulación de Método Nativo"
+
+msgid "Get Node Default Without Onready"
+msgstr "Obtener Nodo Por Defecto Sin Onready"
+
+msgid "Onready With Export"
+msgstr "Onready Con Export"
+
 msgid "Language Server"
 msgstr "Servidor de Lenguaje"
 
@@ -3955,7 +4114,7 @@ msgid "Original Name"
 msgstr "Nombre Original"
 
 msgid "Loop"
-msgstr "Bucle"
+msgstr "Loop"
 
 msgid "Buffer"
 msgstr "Búfer"
@@ -4276,7 +4435,7 @@ msgid "Bar Beats"
 msgstr "Compases y Tiempos"
 
 msgid "Loop Offset"
-msgstr "Offset de Bucle"
+msgstr "Offset de Loop"
 
 msgid "Eye Height"
 msgstr "Altura Ocular"
@@ -4572,6 +4731,9 @@ msgstr "Actualización de Hueso"
 msgid "Tracker"
 msgstr "Rastreador"
 
+msgid "Make Local to Pose"
+msgstr "Hacer Local a Pose"
+
 msgid "Subject"
 msgstr "Asunto"
 
@@ -4797,6 +4959,9 @@ msgstr "Deslizar para Descartar"
 msgid "Immersive Mode"
 msgstr "Modo Inmersivo"
 
+msgid "Edge to Edge"
+msgstr "De Borde a Borde"
+
 msgid "Support Small"
 msgstr "Soporte Corto"
 
@@ -5139,6 +5304,9 @@ msgstr "Descripción de Uso de Volúmenes Extraíbles"
 msgid "Removable Volumes Usage Description Localized"
 msgstr "Descripción de Uso de Volúmenes Extraíbles Localizada"
 
+msgid "Min visionOS Version"
+msgstr "Versión Mínima de visionOS"
+
 msgid "Web"
 msgstr "Web"
 
@@ -5739,6 +5907,18 @@ msgstr "Simplificar Ruta"
 msgid "Simplify Epsilon"
 msgstr "Epsilon de Simplificación"
 
+msgid "Path Return Max Length"
+msgstr "Longitud Máxima de Retorno de Ruta"
+
+msgid "Path Return Max Radius"
+msgstr "Radio Máximo de Retorno de Ruta"
+
+msgid "Path Search Max Polygons"
+msgstr "Máximo de Polígonos para Búsqueda de Ruta"
+
+msgid "Path Search Max Distance"
+msgstr "Distancia Máxima de Búsqueda de Ruta"
+
 msgid "Avoidance Enabled"
 msgstr "Evasión Activada"
 
@@ -7296,7 +7476,7 @@ msgid "Fadeout Curve"
 msgstr "Curva de Fundido de Salida"
 
 msgid "Break Loop at End"
-msgstr "Romper Bucle al Final"
+msgstr "Romper Loop al Final"
 
 msgid "Auto Restart"
 msgstr "Reinicio Automático"
@@ -7745,6 +7925,27 @@ msgstr "Filtro de Nombres de Archivo"
 msgid "Use Native Dialog"
 msgstr "Usar diálogo nativo"
 
+msgid "Hidden Files Toggle Enabled"
+msgstr "Archivos Ocultos Activado"
+
+msgid "File Filter Toggle Enabled"
+msgstr "Filtro de Archivos Activado"
+
+msgid "File Sort Options Enabled"
+msgstr "Opciones de Ordenamiento de Archivos Habilitadas"
+
+msgid "Folder Creation Enabled"
+msgstr "Creación de Carpetas Habilitada"
+
+msgid "Favorites Enabled"
+msgstr "Favoritos Activados"
+
+msgid "Recent List Enabled"
+msgstr "Lista Reciente Habilitada"
+
+msgid "Layout Toggle Enabled"
+msgstr "Layout Habilitado"
+
 msgid "Last Wrap Alignment"
 msgstr "Alineación del Último Ajuste"
 
@@ -7856,6 +8057,9 @@ msgstr "Color de Tinte"
 msgid "Ignore Invalid Connection Type"
 msgstr "Ignorar Tipo de Conexión Inválido"
 
+msgid "Slots Focus Mode"
+msgstr "Modo de Enfoque de Ranuras"
+
 msgid "Select Mode"
 msgstr "Modo de Selección"
 
@@ -7968,7 +8172,7 @@ msgid "Shortcut Keys Enabled"
 msgstr "Atajos Activados"
 
 msgid "Middle Mouse Paste Enabled"
-msgstr "Pegar Con Botón Intermedio Ratón Activado"
+msgstr "Pegar con Botón Central del Ratón Activado"
 
 msgid "Selecting Enabled"
 msgstr "Selección Activada"
@@ -8129,6 +8333,9 @@ msgstr "Scroll Activo"
 msgid "Scroll Following"
 msgstr "Seguir el Scroll"
 
+msgid "Scroll Following Visible Characters"
+msgstr "Desplazamiento Siguiendo Caracteres Visibles"
+
 msgid "Tab Size"
 msgstr "Tamaño de Tabulación"
 
@@ -8192,6 +8399,9 @@ msgstr "Contador de Marcas"
 msgid "Ticks on Borders"
 msgstr "Marcas en los Bordes"
 
+msgid "Ticks Position"
+msgstr "Posición de las Marcas"
+
 msgid "Update on Text Changed"
 msgstr "Actualizar al Cambiar el Texto"
 
@@ -8761,7 +8971,7 @@ msgid "Current Screen"
 msgstr "Pantalla Actual"
 
 msgid "Mouse Passthrough Polygon"
-msgstr "Polígono de Traspaso de Ratón"
+msgstr "Polígono de Paso de Ratón"
 
 msgid "Wrap Controls"
 msgstr "Envolver Controles"
@@ -8785,7 +8995,7 @@ msgid "Popup Window"
 msgstr "Ventana Emergente"
 
 msgid "Mouse Passthrough"
-msgstr "Pasar el Ratón"
+msgstr "Paso de Ratón"
 
 msgid "Exclude From Capture"
 msgstr "Excluir de la Captura"
@@ -9310,7 +9520,7 @@ msgid "Particles Anim V Frames"
 msgstr "Animación de partículas Fotogramas V"
 
 msgid "Particles Anim Loop"
-msgstr "Bucle de Animación de Partículas"
+msgstr "Loop de Animación de Partículas"
 
 msgid "Effect Callback Type"
 msgstr "Tipo de Callback de Efecto"
@@ -9627,6 +9837,9 @@ msgstr "Shader"
 msgid "Depth Draw Mode"
 msgstr "Modo de Dibujo de Profundidad"
 
+msgid "Depth Test"
+msgstr "Test de Profundidad"
+
 msgid "Shading"
 msgstr "Sombreado"
 
@@ -9804,6 +10017,18 @@ msgstr "MSDF"
 msgid "Pixel Range"
 msgstr "Rango de Píxeles"
 
+msgid "Stencil"
+msgstr "Plantilla"
+
+msgid "Compare"
+msgstr "Comparar"
+
+msgid "Reference"
+msgstr "Referencia"
+
+msgid "Outline Thickness"
+msgstr "Grosor del Contorno"
+
 msgid "Convex Hull Downsampling"
 msgstr "Muestreo de Envoltura Convexa"
 
@@ -10125,6 +10350,12 @@ msgstr "Puerto de Salida para Previsualización"
 msgid "Modes"
 msgstr "Modos"
 
+msgid "Stencil Modes"
+msgstr "Modos de Plantilla"
+
+msgid "Stencil Flags"
+msgstr "Indicadores de Plantilla"
+
 msgid "Input Name"
 msgstr "Nombre de Entrada"
 
@@ -10503,6 +10734,9 @@ msgstr "Selector Central"
 msgid "Grabber Offset"
 msgstr "Desplazamiento del Selector"
 
+msgid "Tick Offset"
+msgstr "Desplazamiento de Marcas"
+
 msgid "Updown"
 msgstr "Reducción"
 
@@ -11049,6 +11283,9 @@ msgstr "Preconfiguración de Foco"
 msgid "Preset BG"
 msgstr "Preconfiguración PF"
 
+msgid "Horizontal Rule"
+msgstr "Regla Horizontal"
+
 msgid "Normal Font"
 msgstr "Fuente Normal"
 
@@ -11106,6 +11343,15 @@ msgstr "Alfa de Subrayado"
 msgid "Strikethrough Alpha"
 msgstr "Alfa de Tachado"
 
+msgid "Touch Dragger Color"
+msgstr "Color de Dragger Táctil"
+
+msgid "Touch Dragger Pressed Color"
+msgstr "Color Presionado de Arrastrador Táctil"
+
+msgid "Touch Dragger Hover Color"
+msgstr "Color de Arrastrador Táctil al Pasar"
+
 msgid "H Touch Dragger"
 msgstr "H Dragger Táctil"
 
@@ -11400,6 +11646,21 @@ msgstr "Generador de Videos"
 msgid "Speaker Mode"
 msgstr "Modo Altavoz"
 
+msgid "Video Quality"
+msgstr "Calidad de Video"
+
+msgid "OGV"
+msgstr "OGV"
+
+msgid "Audio Quality"
+msgstr "Calidad de Audio"
+
+msgid "Encoding Speed"
+msgstr "Velocidad de Codificación"
+
+msgid "Keyframe Interval"
+msgstr "Intervalo de Fotogramas Clave"
+
 msgid "Movie File"
 msgstr "Archivo de Video"
 
@@ -11424,6 +11685,9 @@ msgstr "Identificadores unicos de Ruta"
 msgid "Path Owner IDs"
 msgstr "Identificadores de Propietario de Ruta"
 
+msgid "Path Length"
+msgstr "Longitud de Ruta"
+
 msgid "Default Cell Size"
 msgstr "Vista Previa Predeterminada"
 
@@ -11718,6 +11982,15 @@ msgstr "Niebla Desactivada"
 msgid "Specular Occlusion Disabled"
 msgstr "Oclusión Especular Desactivada"
 
+msgid "Read"
+msgstr "Lectura"
+
+msgid "Write"
+msgstr "Escritura"
+
+msgid "Write Depth Fail"
+msgstr "Fallo de Escritura de Profundidad"
+
 msgid "Light Only"
 msgstr "Solo Luz"
 
@@ -11739,6 +12012,36 @@ msgstr "Usar Pase a Mitad de Resolución"
 msgid "Use Quarter Res Pass"
 msgstr "Usar Pase de un Cuarto de Resolución"
 
+msgid "Float Comparison"
+msgstr "Comparación de Flotantes"
+
+msgid "Unused Constant"
+msgstr "Constante No Utilizada"
+
+msgid "Unused Function"
+msgstr "Función No Utilizada"
+
+msgid "Unused Struct"
+msgstr "Estructura No Utilizada"
+
+msgid "Unused Uniform"
+msgstr "Uniforme No Utilizado"
+
+msgid "Unused Varying"
+msgstr "Varying No Utilizado"
+
+msgid "Unused Local Variable"
+msgstr "Variable Local No Utilizada"
+
+msgid "Formatting Error"
+msgstr "Error de Formato"
+
+msgid "Device Limit Exceeded"
+msgstr "Límite de Dispositivos Excedido"
+
+msgid "Magic Position Write"
+msgstr "Escritura de Posición Mágica"
+
 msgid "Internal Size"
 msgstr "Tamaño Interno"
 
@@ -11749,7 +12052,7 @@ msgid "View Count"
 msgstr "Contador de Vistas"
 
 msgid "Render Loop Enabled"
-msgstr "Bucle de Renderización Activado"
+msgstr "Loop de Renderización Activado"
 
 msgid "VRAM Compression"
 msgstr "Compresión VRAM"
@@ -12036,6 +12339,9 @@ msgstr "Distribución de Subpixel LCD"
 msgid "Include Text Server Data"
 msgstr "Incluir Datos del Servidor de Texto"
 
+msgid "Line Breaking Strictness"
+msgstr "Rigidez de Salto de Línea"
+
 msgid "Has Tracking Data"
 msgstr "Tiene Datos de Seguimiento"
 

+ 4 - 3
editor/translations/properties/fa.po

@@ -48,13 +48,14 @@
 # saman balahang <[email protected]>, 2024.
 # Parham Nasehi <[email protected]>, 2025.
 # Mahan Khalili <[email protected]>, 2025.
+# ali zia <[email protected]>, 2025.
 msgid ""
 msgstr ""
 "Project-Id-Version: Godot Engine properties\n"
 "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
 "POT-Creation-Date: \n"
-"PO-Revision-Date: 2025-07-13 14:02+0000\n"
-"Last-Translator: Atur <aturaseman9@gmail.com>\n"
+"PO-Revision-Date: 2025-08-03 07:02+0000\n"
+"Last-Translator: ali zia <sampadpars@gmail.com>\n"
 "Language-Team: Persian <https://hosted.weblate.org/projects/godot-engine/"
 "godot-properties/fa/>\n"
 "Language: fa\n"
@@ -215,7 +216,7 @@ msgid "Audio"
 msgstr "صدا"
 
 msgid "Buses"
-msgstr "باس ها"
+msgstr "غول ها"
 
 msgid "Default Bus Layout"
 msgstr "چیدمان پیش‌فرض باس"

ファイルの差分が大きいため隠しています
+ 460 - 25
editor/translations/properties/fr.po


+ 309 - 3
editor/translations/properties/ga.po

@@ -8,7 +8,7 @@ msgid ""
 msgstr ""
 "Project-Id-Version: Godot Engine properties\n"
 "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2025-06-09 23:47+0000\n"
+"PO-Revision-Date: 2025-08-18 09:02+0000\n"
 "Last-Translator: Aindriú Mac Giolla Eoin <[email protected]>\n"
 "Language-Team: Irish <https://hosted.weblate.org/projects/godot-engine/godot-"
 "properties/ga/>\n"
@@ -17,10 +17,10 @@ msgstr ""
 "Content-Transfer-Encoding: 8-bit\n"
 "Plural-Forms: nplurals=5; plural=n==1 ? 0 : n==2 ? 1 : (n>2 && n<7) ? 2 :(n>6 "
 "&& n<11) ? 3 : 4;\n"
-"X-Generator: Weblate 5.12-dev\n"
+"X-Generator: Weblate 5.13\n"
 
 msgid "Application"
-msgstr "Iarratas"
+msgstr "Feidhmchlár"
 
 msgid "Config"
 msgstr "Cumraíocht"
@@ -439,6 +439,9 @@ msgstr "Domhain"
 msgid "Map Use Async Iterations"
 msgstr "Léarscáil Úsáid Async Iterations"
 
+msgid "Region Use Async Iterations"
+msgstr "Úsáid Réigiún Athruithe Asyncrónacha"
+
 msgid "Avoidance"
 msgstr "Seachaint"
 
@@ -706,6 +709,9 @@ msgstr "Eagar Sonraí"
 msgid "Max Pending Connections"
 msgstr "Naisc Max ar Feitheamh"
 
+msgid "Neighbor Filter Enabled"
+msgstr "Scagaire Comharsanachta Cumasaithe"
+
 msgid "Region"
 msgstr "Réigiún"
 
@@ -1171,6 +1177,9 @@ msgstr "Fórsa Díchumasaigh Comhbhrú Mogalra"
 msgid "Node"
 msgstr "Nód"
 
+msgid "Node Type"
+msgstr "Cineál Nóid"
+
 msgid "Script"
 msgstr "Script"
 
@@ -1360,6 +1369,9 @@ msgstr "Cineál Fréamh"
 msgid "Root Name"
 msgstr "Fréamhainm"
 
+msgid "Root Script"
+msgstr "Script Fréimhe"
+
 msgid "Apply Root Scale"
 msgstr "Cuir Fréamhscála i bhFeidhm"
 
@@ -1417,6 +1429,15 @@ msgstr "Iompórtáil Script"
 msgid "Materials"
 msgstr "Ábhair"
 
+msgid "Extract"
+msgstr "Sliocht"
+
+msgid "Extract Format"
+msgstr "Formáid Sliocht"
+
+msgid "Extract Path"
+msgstr "Cosán Sliocht"
+
 msgid "Antialiasing"
 msgstr "Antialiasing"
 
@@ -2639,6 +2660,9 @@ msgstr "Cruth Cnámh"
 msgid "Path 3D Tilt Disk Size"
 msgstr "Conair 3D Tilt Diosca Méid"
 
+msgid "Lightmap GI Probe Size"
+msgstr "Méid Braiteoir GI Léarscáil Solais"
+
 msgid "Primary Grid Steps"
 msgstr "Céimeanna Eangach Príomhúla"
 
@@ -3281,6 +3305,9 @@ msgstr "Próifíl Idirghníomhaíochta Láimhe"
 msgid "Eye Gaze Interaction"
 msgstr "Idirghníomhaíocht Súl"
 
+msgid "Render Model"
+msgstr "Samhail Rindreála"
+
 msgid "Binding Modifiers"
 msgstr "Mionathraitheoirí Ceangailteacha"
 
@@ -3629,6 +3656,138 @@ msgstr "Ná Cuir Breiseáin as an áireamh"
 msgid "Renamed in Godot 4 Hint"
 msgstr "Athainmníodh i Godot 4 Hint"
 
+msgid "Unassigned Variable"
+msgstr "Samhail Rindreála"
+
+msgid "Unassigned Variable Op Assign"
+msgstr "Athróg Neamhshannta Op Sannadh"
+
+msgid "Unused Variable"
+msgstr "Athróg Neamhúsáidte"
+
+msgid "Unused Local Constant"
+msgstr "Tairiseach Áitiúil Neamhúsáidte"
+
+msgid "Unused Private Class Variable"
+msgstr "Athróg Ranga Príobháideach Neamhúsáidte"
+
+msgid "Unused Parameter"
+msgstr "Paraiméadar Neamhúsáidte"
+
+msgid "Unused Signal"
+msgstr "Comhartha Neamhúsáidte"
+
+msgid "Shadowed Variable"
+msgstr "Athróg Scáthaithe"
+
+msgid "Shadowed Variable Base Class"
+msgstr "Rang Bunathróg Scáthaithe"
+
+msgid "Shadowed Global Identifier"
+msgstr "Aitheantóir Domhanda Scáthaithe"
+
+msgid "Unreachable Code"
+msgstr "Cód Do-shroichte"
+
+msgid "Unreachable Pattern"
+msgstr "Patrún Do-shroichte"
+
+msgid "Standalone Expression"
+msgstr "Léiriú Neamhspleách"
+
+msgid "Standalone Ternary"
+msgstr "Tríonóideach Neamhspleách"
+
+msgid "Incompatible Ternary"
+msgstr "Trínártha Neamh-chomhoiriúnach"
+
+msgid "Untyped Declaration"
+msgstr "Dearbhú Gan Chlóscríobh"
+
+msgid "Inferred Declaration"
+msgstr "Dearbhú Infheistithe"
+
+msgid "Unsafe Property Access"
+msgstr "Rochtain Neamhshábháilte ar Mhaoin"
+
+msgid "Unsafe Method Access"
+msgstr "Rochtain Modh Neamhshábháilte"
+
+msgid "Unsafe Cast"
+msgstr "Teilgean Neamhshábháilte"
+
+msgid "Unsafe Call Argument"
+msgstr "Argóint Glao Neamhshábháilte"
+
+msgid "Unsafe Void Return"
+msgstr "Tuairisceán Neamhshábháilte"
+
+msgid "Return Value Discarded"
+msgstr "Luach Tuairisceáin Caillte"
+
+msgid "Static Called On Instance"
+msgstr "Glaoite Statach ar Chás"
+
+msgid "Missing Tool"
+msgstr "Uirlis ar Iarraidh"
+
+msgid "Redundant Static Unload"
+msgstr "Díluchtú Statach Iomarcach"
+
+msgid "Redundant Await"
+msgstr "Fanacht Iomarcach"
+
+msgid "Assert Always True"
+msgstr "Dearbhaigh Fíor i gCónaí"
+
+msgid "Assert Always False"
+msgstr "Dearbhaigh i gcónaí bréagach"
+
+msgid "Integer Division"
+msgstr "Roinnt Slánuimhir"
+
+msgid "Narrowing Conversion"
+msgstr "Comhshó a chúngú"
+
+msgid "Int As Enum Without Cast"
+msgstr "Int Mar Enum Gan Réitigh"
+
+msgid "Int As Enum Without Match"
+msgstr "Int Mar Uimhir Gan Mheaitseáil"
+
+msgid "Enum Variable Without Default"
+msgstr "Athróg Enum Gan Réamhshocrú"
+
+msgid "Empty File"
+msgstr "Comhad Folamh"
+
+msgid "Deprecated Keyword"
+msgstr "Eochairfhocal atá imithe i léig"
+
+msgid "Confusable Identifier"
+msgstr "Aitheantóir Mearbhallta"
+
+msgid "Confusable Local Declaration"
+msgstr "Dearbhú Áitiúil Mearbhallta"
+
+msgid "Confusable Local Usage"
+msgstr "Úsáid Áitiúil Mhearbhallta"
+
+msgid "Confusable Capture Reassignment"
+msgstr "Athshannadh Gabhála Mearbhallta"
+
+msgid "Inference On Variant"
+msgstr "Inference On Leagan"
+
+msgid "Native Method Override"
+msgstr "Sárú Modh Dúchasach"
+
+msgid "Get Node Default Without Onready"
+msgstr "Faigh Nód Réamhshocraithe Gan Onready"
+
+msgid "Onready With Export"
+msgstr "Réidh le hEaspórtáil"
+
 msgid "Language Server"
 msgstr "Freastalaí Teanga"
 
@@ -4460,6 +4619,9 @@ msgstr "Nuashonrú Cnámh"
 msgid "Tracker"
 msgstr "Lorgaire"
 
+msgid "Make Local to Pose"
+msgstr "Déan Áitiúil le Posáil"
+
 msgid "Subject"
 msgstr "Ábhar"
 
@@ -4685,6 +4847,9 @@ msgstr "Svaidhpeáil chun é a dhífhostú"
 msgid "Immersive Mode"
 msgstr "Mód tumtha"
 
+msgid "Edge to Edge"
+msgstr "Imeall go hImeall"
+
 msgid "Support Small"
 msgstr "Tacú le Fiontair Bheaga"
 
@@ -5027,6 +5192,9 @@ msgstr "Cur Síos ar Úsáid Imleabhair Inbhainte"
 msgid "Removable Volumes Usage Description Localized"
 msgstr "Inbhainte Imleabhair Cur síos Úsáid Logánaithe"
 
+msgid "Min visionOS Version"
+msgstr "Leagan OS Min vision"
+
 msgid "Web"
 msgstr "Gréasán"
 
@@ -5627,6 +5795,18 @@ msgstr "Simpligh an Cosán"
 msgid "Simplify Epsilon"
 msgstr "Simpligh Epsilon"
 
+msgid "Path Return Max Length"
+msgstr "Fad Uasta Fillte an Chosáin"
+
+msgid "Path Return Max Radius"
+msgstr "Ga Uasta Fillte na Cosáin"
+
+msgid "Path Search Max Polygons"
+msgstr "Uasmhéid Polagán Cuardaigh Cosáin"
+
+msgid "Path Search Max Distance"
+msgstr "Uasmhéid Cuardaigh Cosáin"
+
 msgid "Avoidance Enabled"
 msgstr "Seachaint Cumasaithe"
 
@@ -7633,6 +7813,27 @@ msgstr "Scagaire Ainm Comhaid"
 msgid "Use Native Dialog"
 msgstr "Úsáid Dialóg Dhúchasach"
 
+msgid "Hidden Files Toggle Enabled"
+msgstr "Cumasaigh Comhaid Fholaithe"
+
+msgid "File Filter Toggle Enabled"
+msgstr "Cumasaigh Scagaire Comhad"
+
+msgid "File Sort Options Enabled"
+msgstr "Roghanna Sórtála Comhad Cumasaithe"
+
+msgid "Folder Creation Enabled"
+msgstr "Cumasaíodh Cruthú Fillteán"
+
+msgid "Favorites Enabled"
+msgstr "Roghanna Cumasaithe"
+
+msgid "Recent List Enabled"
+msgstr "Liosta Le Déanaí Cumasaithe"
+
+msgid "Layout Toggle Enabled"
+msgstr "Cumasaigh an Leagan Amach"
+
 msgid "Last Wrap Alignment"
 msgstr "Ailíniú Timfhilleadh Deiridh"
 
@@ -7744,6 +7945,9 @@ msgstr "Dath Tint"
 msgid "Ignore Invalid Connection Type"
 msgstr "Déan neamhaird den chineál ceangail neamhbhailí"
 
+msgid "Slots Focus Mode"
+msgstr "Mód Fócais Sliotán"
+
 msgid "Select Mode"
 msgstr "Roghnaigh Mód"
 
@@ -8017,6 +8221,9 @@ msgstr "Scrollaigh Gníomhach"
 msgid "Scroll Following"
 msgstr "Scrollaigh tar éis"
 
+msgid "Scroll Following Visible Characters"
+msgstr "Scrollaigh i ndiaidh Carachtair Infheicthe"
+
 msgid "Tab Size"
 msgstr "Méid na gCluaisíní"
 
@@ -8080,6 +8287,9 @@ msgstr "Cuir tic sa Líon"
 msgid "Ticks on Borders"
 msgstr "Sceartáin ar Theorainneacha"
 
+msgid "Ticks Position"
+msgstr "Seasamh na dTicéad"
+
 msgid "Update on Text Changed"
 msgstr "Nuashonrú ar théacs athraithe"
 
@@ -9515,6 +9725,9 @@ msgstr "Scáthóir"
 msgid "Depth Draw Mode"
 msgstr "Mód Tarraingthe Doimhneachta"
 
+msgid "Depth Test"
+msgstr "Tástáil Doimhneachta"
+
 msgid "Shading"
 msgstr "Scáthú"
 
@@ -9692,6 +9905,18 @@ msgstr "Msdf"
 msgid "Pixel Range"
 msgstr "Raon Picteilíní"
 
+msgid "Stencil"
+msgstr "Stionsal"
+
+msgid "Compare"
+msgstr "Déan comparáid"
+
+msgid "Reference"
+msgstr "Tagairt"
+
+msgid "Outline Thickness"
+msgstr "Tiús Imlíne"
+
 msgid "Convex Hull Downsampling"
 msgstr "Downsampling Cabhail Dronnach"
 
@@ -10013,6 +10238,12 @@ msgstr "Port Aschurtha le haghaidh Réamhamhairc"
 msgid "Modes"
 msgstr "Móid"
 
+msgid "Stencil Modes"
+msgstr "Móid Stionsal"
+
+msgid "Stencil Flags"
+msgstr "Bratacha Stionsal"
+
 msgid "Input Name"
 msgstr "Ainm Ionchurtha"
 
@@ -10391,6 +10622,9 @@ msgstr "Ionad Grabber"
 msgid "Grabber Offset"
 msgstr "Fritháireamh Grabber"
 
+msgid "Tick Offset"
+msgstr "Fritháireamh Tic"
+
 msgid "Updown"
 msgstr "Suas an Dún"
 
@@ -10937,6 +11171,9 @@ msgstr "Fócas Réamhshocraithe"
 msgid "Preset BG"
 msgstr "Réamhshocrú BG"
 
+msgid "Horizontal Rule"
+msgstr "Riail Chothrománach"
+
 msgid "Normal Font"
 msgstr "Gnáthchló"
 
@@ -10994,6 +11231,15 @@ msgstr "Folínigh Alfa"
 msgid "Strikethrough Alpha"
 msgstr "Alfa Stróic Tríd"
 
+msgid "Touch Dragger Color"
+msgstr "Dath Tarraingthe Tadhaill"
+
+msgid "Touch Dragger Pressed Color"
+msgstr "Dath Brúite le Tarraingt Tadhaill"
+
+msgid "Touch Dragger Hover Color"
+msgstr "Dath Luascáin Tadhaill Tarraingthe"
+
 msgid "H Touch Dragger"
 msgstr "Dragaire H Touch"
 
@@ -11288,6 +11534,21 @@ msgstr "Scríbhneoir Scannáin"
 msgid "Speaker Mode"
 msgstr "Mód Cainteoir"
 
+msgid "Video Quality"
+msgstr "Cáilíocht Físeáin"
+
+msgid "OGV"
+msgstr "OGV"
+
+msgid "Audio Quality"
+msgstr "Cáilíocht Fuaime"
+
+msgid "Encoding Speed"
+msgstr "Luas Ionchódaithe"
+
+msgid "Keyframe Interval"
+msgstr "Eatramh Eochairfhráma"
+
 msgid "Movie File"
 msgstr "Comhad Scannáin"
 
@@ -11312,6 +11573,9 @@ msgstr "Rids Cosán"
 msgid "Path Owner IDs"
 msgstr "IDanna Úinéir an Chosáin"
 
+msgid "Path Length"
+msgstr "Fad na Cosáin"
+
 msgid "Default Cell Size"
 msgstr "Méid Réamhshocraithe na Cille"
 
@@ -11606,6 +11870,15 @@ msgstr "Ceo Díchumasaithe"
 msgid "Specular Occlusion Disabled"
 msgstr "Díchumasaíodh Oclúchadh Speictreach"
 
+msgid "Read"
+msgstr "Léigh"
+
+msgid "Write"
+msgstr "Scríobh"
+
+msgid "Write Depth Fail"
+msgstr "Teip Doimhneachta Scríbhneoireachta"
+
 msgid "Light Only"
 msgstr "Solas Amháin"
 
@@ -11627,6 +11900,36 @@ msgstr "Úsáid Pas Leath-Res"
 msgid "Use Quarter Res Pass"
 msgstr "Úsáid Pas Ceathrú Res"
 
+msgid "Float Comparison"
+msgstr "Comparáid Snámh"
+
+msgid "Unused Constant"
+msgstr "Tairiseach Neamhúsáidte"
+
+msgid "Unused Function"
+msgstr "Feidhm Neamhúsáidte"
+
+msgid "Unused Struct"
+msgstr "Struchtúr Neamhúsáidte"
+
+msgid "Unused Uniform"
+msgstr "Éide Neamhúsáidte"
+
+msgid "Unused Varying"
+msgstr "Neamhúsáidte Éagsúil"
+
+msgid "Unused Local Variable"
+msgstr "Athróg Áitiúil Neamhúsáidte"
+
+msgid "Formatting Error"
+msgstr "Earráid Formáidithe"
+
+msgid "Device Limit Exceeded"
+msgstr "Teorainn na Gléas Sáraithe"
+
+msgid "Magic Position Write"
+msgstr "Scríobh Suíomh Draíochta"
+
 msgid "Internal Size"
 msgstr "Méid Inmheánach"
 
@@ -11924,6 +12227,9 @@ msgstr "Leagan Amach Subpixel LCD"
 msgid "Include Text Server Data"
 msgstr "Cuir Sonraí Freastalaí Téacs san áireamh"
 
+msgid "Line Breaking Strictness"
+msgstr "Déine Briste Líne"
+
 msgid "Has Tracking Data"
 msgstr "An bhfuil Sonraí Rianaithe aige"
 

ファイルの差分が大きいため隠しています
+ 302 - 98
editor/translations/properties/ko.po


+ 310 - 3
editor/translations/properties/pl.po

@@ -98,13 +98,14 @@
 # Kordian Lipiecki <[email protected]>, 2025.
 # Piotr Jurczak <[email protected]>, 2025.
 # Karol1165 <[email protected]>, 2025.
+# Myeongjin <[email protected]>, 2025.
 msgid ""
 msgstr ""
 "Project-Id-Version: Godot Engine properties\n"
 "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
 "POT-Creation-Date: \n"
-"PO-Revision-Date: 2025-07-10 03:20+0000\n"
-"Last-Translator: Tomek <kobewi4e@gmail.com>\n"
+"PO-Revision-Date: 2025-08-07 06:42+0000\n"
+"Last-Translator: Myeongjin <aranet100@gmail.com>\n"
 "Language-Team: Polish <https://hosted.weblate.org/projects/godot-engine/godot-"
 "properties/pl/>\n"
 "Language: pl\n"
@@ -535,6 +536,9 @@ msgstr "Świat"
 msgid "Map Use Async Iterations"
 msgstr "Użyj asynchronicznych iteracji mapy"
 
+msgid "Region Use Async Iterations"
+msgstr "Użyj asynchronicznych iteracji obszaru"
+
 msgid "Avoidance"
 msgstr "Omijanie"
 
@@ -802,6 +806,9 @@ msgstr "Tablica danych"
 msgid "Max Pending Connections"
 msgstr "Maks. liczba połączeń oczekujących"
 
+msgid "Neighbor Filter Enabled"
+msgstr "Włącz filtr sąsiadów"
+
 msgid "Region"
 msgstr "Obszar"
 
@@ -1267,6 +1274,9 @@ msgstr "Wymuś wyłączenie kompresji siatki"
 msgid "Node"
 msgstr "Węzeł"
 
+msgid "Node Type"
+msgstr "Typ węzła"
+
 msgid "Script"
 msgstr "Skrypt"
 
@@ -1456,6 +1466,9 @@ msgstr "Typ korzenia"
 msgid "Root Name"
 msgstr "Nazwa korzenia"
 
+msgid "Root Script"
+msgstr "Skrypt główny"
+
 msgid "Apply Root Scale"
 msgstr "Zastosuj skalę korzenia"
 
@@ -1513,6 +1526,15 @@ msgstr "Importuj skrypt"
 msgid "Materials"
 msgstr "Materiały"
 
+msgid "Extract"
+msgstr "Wyciągnij"
+
+msgid "Extract Format"
+msgstr "Format wyciągnięcia"
+
+msgid "Extract Path"
+msgstr "Ścieżka wyciągnięcia"
+
 msgid "Antialiasing"
 msgstr "Wygładzanie"
 
@@ -1589,7 +1611,7 @@ msgid "Face Index"
 msgstr "Indeks ściany"
 
 msgid "Transform"
-msgstr "Przekształcanie"
+msgstr "Przekształcenie"
 
 msgid "Create From"
 msgstr "Utwórz z"
@@ -2736,6 +2758,9 @@ msgstr "Kształt kości"
 msgid "Path 3D Tilt Disk Size"
 msgstr "Rozmiar dysku nachylenia Ścieżki 3D"
 
+msgid "Lightmap GI Probe Size"
+msgstr "Rozmiar sondy GI mapy światła"
+
 msgid "Primary Grid Steps"
 msgstr "Główne kroki siatki"
 
@@ -3378,6 +3403,9 @@ msgstr "Profil interakcji dłoni"
 msgid "Eye Gaze Interaction"
 msgstr "Interakcja wzrokowa"
 
+msgid "Render Model"
+msgstr "Renderowany model"
+
 msgid "Binding Modifiers"
 msgstr "Modyfikatory przypisania"
 
@@ -3726,6 +3754,138 @@ msgstr "Wyklucz dodatki"
 msgid "Renamed in Godot 4 Hint"
 msgstr "Wskazówka zmiany nazwy w Godot 4"
 
+msgid "Unassigned Variable"
+msgstr "Nieprzypisana zmienna"
+
+msgid "Unassigned Variable Op Assign"
+msgstr "Operacja przypisująca nieprzypisanej zmiennej"
+
+msgid "Unused Variable"
+msgstr "Nieużywana zmienna"
+
+msgid "Unused Local Constant"
+msgstr "Nieużywana stała lokalna"
+
+msgid "Unused Private Class Variable"
+msgstr "Nieużywana prywatna zmienna klasy"
+
+msgid "Unused Parameter"
+msgstr "Nieużywany parametr"
+
+msgid "Unused Signal"
+msgstr "Nieużywany sygnał"
+
+msgid "Shadowed Variable"
+msgstr "Przesłonięta zmienna"
+
+msgid "Shadowed Variable Base Class"
+msgstr "Przesłonięta zmienna klasy bazowej"
+
+msgid "Shadowed Global Identifier"
+msgstr "Przesłonięty globalny identyfikator"
+
+msgid "Unreachable Code"
+msgstr "Nieosiągalny kod"
+
+msgid "Unreachable Pattern"
+msgstr "Nieosiągalny wzorzec"
+
+msgid "Standalone Expression"
+msgstr "Samodzielne wyrażenie"
+
+msgid "Standalone Ternary"
+msgstr "Samodzielny operator trójargumentowy"
+
+msgid "Incompatible Ternary"
+msgstr "Niekompatybilny operator trójargumentowy"
+
+msgid "Untyped Declaration"
+msgstr "Deklaracja bez typu"
+
+msgid "Inferred Declaration"
+msgstr "Inferowana deklaracja"
+
+msgid "Unsafe Property Access"
+msgstr "Niebezpieczny dostęp do właściwości"
+
+msgid "Unsafe Method Access"
+msgstr "Niebezpieczny dostęp do metody"
+
+msgid "Unsafe Cast"
+msgstr "Niebezpieczne rzutowanie"
+
+msgid "Unsafe Call Argument"
+msgstr "Niebezpieczny argument wywołania"
+
+msgid "Unsafe Void Return"
+msgstr "Niebezpieczny zwrot niczego"
+
+msgid "Return Value Discarded"
+msgstr "Odrzucona wartość zwrotna"
+
+msgid "Static Called On Instance"
+msgstr "Statyczne wywołanie na instancji"
+
+msgid "Missing Tool"
+msgstr "Brakujący tryb narzędziowy"
+
+msgid "Redundant Static Unload"
+msgstr "Niepotrzebne zwalnianie statyczne"
+
+msgid "Redundant Await"
+msgstr "Niepotrzebne oczekiwanie"
+
+msgid "Assert Always True"
+msgstr "Zawsze prawdziwe zapewnienie"
+
+msgid "Assert Always False"
+msgstr "Zawsze fałszywe zapewnienie"
+
+msgid "Integer Division"
+msgstr "Dzielenie całkowite"
+
+msgid "Narrowing Conversion"
+msgstr "Konwersja zawężająca"
+
+msgid "Int As Enum Without Cast"
+msgstr "Liczba jako wyliczenie bez rzutowania"
+
+msgid "Int As Enum Without Match"
+msgstr "Liczba jako wyliczenie bez dopasowania"
+
+msgid "Enum Variable Without Default"
+msgstr "Zmienna wyliczenia bez domyślnej wartości"
+
+msgid "Empty File"
+msgstr "Pusty plik"
+
+msgid "Deprecated Keyword"
+msgstr "Przestarzałe słowo kluczowe"
+
+msgid "Confusable Identifier"
+msgstr "Mylny identyfikator"
+
+msgid "Confusable Local Declaration"
+msgstr "Mylna deklaracja lokalna"
+
+msgid "Confusable Local Usage"
+msgstr "Mylne użycie lokalne"
+
+msgid "Confusable Capture Reassignment"
+msgstr "Mylne ponowne przypisanie przechwyconej zmiennej"
+
+msgid "Inference On Variant"
+msgstr "Inferencja na wariancie"
+
+msgid "Native Method Override"
+msgstr "Nadpisanie metody natywnej"
+
+msgid "Get Node Default Without Onready"
+msgstr "Domyślna wartość get_node() bez @onready"
+
+msgid "Onready With Export"
+msgstr "Eksportowane @onready"
+
 msgid "Language Server"
 msgstr "Serwer języka"
 
@@ -4557,6 +4717,9 @@ msgstr "Aktualizacja kości"
 msgid "Tracker"
 msgstr "Tracker"
 
+msgid "Make Local to Pose"
+msgstr "Uczyń lokalne dla pozy"
+
 msgid "Subject"
 msgstr "Temat"
 
@@ -4782,6 +4945,9 @@ msgstr "Przesuń aby odrzucić"
 msgid "Immersive Mode"
 msgstr "Tryb Immersyjny"
 
+msgid "Edge to Edge"
+msgstr "Krawędź do krawędzi"
+
 msgid "Support Small"
 msgstr "Wspieraj małe"
 
@@ -5124,6 +5290,9 @@ msgstr "Opis użycia usuwalnych wolumenów"
 msgid "Removable Volumes Usage Description Localized"
 msgstr "Lokalizowany opis użycia usuwalnych wolumenów"
 
+msgid "Min visionOS Version"
+msgstr "Min. wersja visionOS"
+
 msgid "Web"
 msgstr "Przeglądarka (HTML5)"
 
@@ -5724,6 +5893,18 @@ msgstr "Uprość ścieżkę"
 msgid "Simplify Epsilon"
 msgstr "Epsilon uproszczenia"
 
+msgid "Path Return Max Length"
+msgstr "Maks. długość zwróconej ścieżki"
+
+msgid "Path Return Max Radius"
+msgstr "Maks. promień zwróconej ścieżki"
+
+msgid "Path Search Max Polygons"
+msgstr "Maks. wielokąty szukania ścieżki"
+
+msgid "Path Search Max Distance"
+msgstr "Maks. dystans szukania ścieżki"
+
 msgid "Avoidance Enabled"
 msgstr "Włącz omijanie"
 
@@ -7730,6 +7911,27 @@ msgstr "Filtr nazwy pliku"
 msgid "Use Native Dialog"
 msgstr "Użyj natywnego dialogu"
 
+msgid "Hidden Files Toggle Enabled"
+msgstr "Włącz przełączanie ukrytych plików"
+
+msgid "File Filter Toggle Enabled"
+msgstr "Włącz przełączanie filtru plików"
+
+msgid "File Sort Options Enabled"
+msgstr "Włącz opcje sortowania plików"
+
+msgid "Folder Creation Enabled"
+msgstr "Włącz tworzenie folderów"
+
+msgid "Favorites Enabled"
+msgstr "Włącz ulubione"
+
+msgid "Recent List Enabled"
+msgstr "Włącz listę ostatnich"
+
+msgid "Layout Toggle Enabled"
+msgstr "Włącz przełączanie układu"
+
 msgid "Last Wrap Alignment"
 msgstr "Wyrównanie ostatniego zawinięcia"
 
@@ -7841,6 +8043,9 @@ msgstr "Kolor zabarwienia"
 msgid "Ignore Invalid Connection Type"
 msgstr "Ignoruj niewłaściwy typ połączenia"
 
+msgid "Slots Focus Mode"
+msgstr "Tryb skupienia slotów"
+
 msgid "Select Mode"
 msgstr "Tryb zaznaczenia"
 
@@ -8114,6 +8319,9 @@ msgstr "Przewijanie aktywne"
 msgid "Scroll Following"
 msgstr "Podążaj przewijaniem"
 
+msgid "Scroll Following Visible Characters"
+msgstr "Przewijaj razem z widocznymi znakami"
+
 msgid "Tab Size"
 msgstr "Rozmiar tabulatora"
 
@@ -8177,6 +8385,9 @@ msgstr "Liczba znaczników"
 msgid "Ticks on Borders"
 msgstr "Znaczniki na brzegach"
 
+msgid "Ticks Position"
+msgstr "Położenie znaczników"
+
 msgid "Update on Text Changed"
 msgstr "Zaktualizuj przy zmianie tekstu"
 
@@ -9612,6 +9823,9 @@ msgstr "Shader"
 msgid "Depth Draw Mode"
 msgstr "Tryb rysowania głębi"
 
+msgid "Depth Test"
+msgstr "Test głębi"
+
 msgid "Shading"
 msgstr "Cieniowanie"
 
@@ -9789,6 +10003,18 @@ msgstr "MSDF"
 msgid "Pixel Range"
 msgstr "Zakres pikseli"
 
+msgid "Stencil"
+msgstr "Szablon"
+
+msgid "Compare"
+msgstr "Porównanie"
+
+msgid "Reference"
+msgstr "Odniesienie"
+
+msgid "Outline Thickness"
+msgstr "Grubość obrysu"
+
 msgid "Convex Hull Downsampling"
 msgstr "Próbkowanie w dół wypukłej powłoki"
 
@@ -10110,6 +10336,12 @@ msgstr "Port wyjścia do podglądu"
 msgid "Modes"
 msgstr "Tryby"
 
+msgid "Stencil Modes"
+msgstr "Tryby szablonu"
+
+msgid "Stencil Flags"
+msgstr "Flagi szablonu"
+
 msgid "Input Name"
 msgstr "Nazwa wejścia"
 
@@ -10488,6 +10720,9 @@ msgstr "Wyśrodkuj chwytak"
 msgid "Grabber Offset"
 msgstr "Przesunięcie chwytaka"
 
+msgid "Tick Offset"
+msgstr "Przesunięcie znacznika"
+
 msgid "Updown"
 msgstr "Góra/dół"
 
@@ -11034,6 +11269,9 @@ msgstr "Skupienie próbki"
 msgid "Preset BG"
 msgstr "Tło próbki"
 
+msgid "Horizontal Rule"
+msgstr "Linia pozioma"
+
 msgid "Normal Font"
 msgstr "Normalna czcionka"
 
@@ -11091,6 +11329,15 @@ msgstr "Alfa podkreślenia"
 msgid "Strikethrough Alpha"
 msgstr "Alfa przekreślenia"
 
+msgid "Touch Dragger Color"
+msgstr "Kolor dotykowego chwytaka"
+
+msgid "Touch Dragger Pressed Color"
+msgstr "Kolor wciśniętego dotykowego chwytaka"
+
+msgid "Touch Dragger Hover Color"
+msgstr "Kolor najechanego dotykowego chwytaka"
+
 msgid "H Touch Dragger"
 msgstr "Poziomy dotykowy chwytak"
 
@@ -11385,6 +11632,21 @@ msgstr "Tworzenie filmów"
 msgid "Speaker Mode"
 msgstr "Tryb głośnika"
 
+msgid "Video Quality"
+msgstr "Jakość wideo"
+
+msgid "OGV"
+msgstr "OGV"
+
+msgid "Audio Quality"
+msgstr "Jakość audio"
+
+msgid "Encoding Speed"
+msgstr "Szybkość kodowania"
+
+msgid "Keyframe Interval"
+msgstr "Odstęp klatek kluczowych"
+
 msgid "Movie File"
 msgstr "Plik filmu"
 
@@ -11409,6 +11671,9 @@ msgstr "RIDy ścieżki"
 msgid "Path Owner IDs"
 msgstr "Identyfikatory właściciela ścieżki"
 
+msgid "Path Length"
+msgstr "Długość ścieżki"
+
 msgid "Default Cell Size"
 msgstr "Domyślny rozmiar komórki"
 
@@ -11703,6 +11968,15 @@ msgstr "Mgła wyłączona"
 msgid "Specular Occlusion Disabled"
 msgstr "Pochłanianie połysku wyłączone"
 
+msgid "Read"
+msgstr "Czytanie"
+
+msgid "Write"
+msgstr "Pisanie"
+
+msgid "Write Depth Fail"
+msgstr "Błąd zapisu głębokości"
+
 msgid "Light Only"
 msgstr "Tylko światło"
 
@@ -11724,6 +11998,36 @@ msgstr "Użyj przejścia z połową rozdzielczości"
 msgid "Use Quarter Res Pass"
 msgstr "Użyj przejścia z ćwiartką rozdzielczości"
 
+msgid "Float Comparison"
+msgstr "Porównywanie zmiennoprzecinkowe"
+
+msgid "Unused Constant"
+msgstr "Nieużywana stała"
+
+msgid "Unused Function"
+msgstr "Nieużywana funkcja"
+
+msgid "Unused Struct"
+msgstr "Nieużywana struktura"
+
+msgid "Unused Uniform"
+msgstr "Nieużywany uniform"
+
+msgid "Unused Varying"
+msgstr "Nieużywany varying"
+
+msgid "Unused Local Variable"
+msgstr "Nieużywana zmienna lokalna"
+
+msgid "Formatting Error"
+msgstr "Błąd formatowania"
+
+msgid "Device Limit Exceeded"
+msgstr "Przekroczono limit urządzeń"
+
+msgid "Magic Position Write"
+msgstr "Zapis magicznej pozycji"
+
 msgid "Internal Size"
 msgstr "Wewnętrzna wielkość"
 
@@ -12021,6 +12325,9 @@ msgstr "Układ podpikseli LCD"
 msgid "Include Text Server Data"
 msgstr "Dołącz dane serwera tekstów"
 
+msgid "Line Breaking Strictness"
+msgstr "Ścisłość łamania linii"
+
 msgid "Has Tracking Data"
 msgstr "Posiada dane śledzenia"
 

ファイルの差分が大きいため隠しています
+ 198 - 273
editor/translations/properties/pt.po


+ 310 - 2
editor/translations/properties/ru.po

@@ -199,13 +199,15 @@
 # Nikita <[email protected]>, 2025.
 # Deniil <[email protected]>, 2025.
 # Сергей Казорин <[email protected]>, 2025.
+# Георгий <[email protected]>, 2025.
+# sletego <[email protected]>, 2025.
 msgid ""
 msgstr ""
 "Project-Id-Version: Godot Engine properties\n"
 "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
 "POT-Creation-Date: \n"
-"PO-Revision-Date: 2025-07-22 11:09+0000\n"
-"Last-Translator: Deniil <bug@users.noreply.hosted.weblate.org>\n"
+"PO-Revision-Date: 2025-08-10 14:48+0000\n"
+"Last-Translator: sletego <sletego@users.noreply.hosted.weblate.org>\n"
 "Language-Team: Russian <https://hosted.weblate.org/projects/godot-engine/"
 "godot-properties/ru/>\n"
 "Language: ru\n"
@@ -636,6 +638,9 @@ msgstr "Мир"
 msgid "Map Use Async Iterations"
 msgstr "Map использует ассинхронные итерации"
 
+msgid "Region Use Async Iterations"
+msgstr "Регион использует асинхронные итерации"
+
 msgid "Avoidance"
 msgstr "Уклонение"
 
@@ -903,6 +908,9 @@ msgstr "Массив данных"
 msgid "Max Pending Connections"
 msgstr "Макс. кол-во ожидающих подключений"
 
+msgid "Neighbor Filter Enabled"
+msgstr "Neighbor Filter (Фильтр Соседей) Включен"
+
 msgid "Region"
 msgstr "Область"
 
@@ -1368,6 +1376,9 @@ msgstr "Принудительное отключение сжатия сетк
 msgid "Node"
 msgstr "Узел"
 
+msgid "Node Type"
+msgstr "Тип узла"
+
 msgid "Script"
 msgstr "Скрипт"
 
@@ -1557,6 +1568,9 @@ msgstr "Тип корня"
 msgid "Root Name"
 msgstr "Имя корня"
 
+msgid "Root Script"
+msgstr "Корневой скрипт"
+
 msgid "Apply Root Scale"
 msgstr "Применить масштаб корня"
 
@@ -1614,6 +1628,15 @@ msgstr "Импортировать скрипт"
 msgid "Materials"
 msgstr "Материалы"
 
+msgid "Extract"
+msgstr "Извлекать"
+
+msgid "Extract Format"
+msgstr "Формат извлечения"
+
+msgid "Extract Path"
+msgstr "Извлечь путь"
+
 msgid "Antialiasing"
 msgstr "Сглаживание"
 
@@ -2841,6 +2864,9 @@ msgstr "Форма кости"
 msgid "Path 3D Tilt Disk Size"
 msgstr "Размер диска наклона пути 3D"
 
+msgid "Lightmap GI Probe Size"
+msgstr "Размер Проба GI Карты Освещения"
+
 msgid "Primary Grid Steps"
 msgstr "Первичные шаги сетки"
 
@@ -3483,6 +3509,9 @@ msgstr "Профиль взаимодействия рук"
 msgid "Eye Gaze Interaction"
 msgstr "Взаимодействие взгляда"
 
+msgid "Render Model"
+msgstr "Рендеринг Модели"
+
 msgid "Binding Modifiers"
 msgstr "Модификаторы привязки"
 
@@ -3831,6 +3860,138 @@ msgstr "Исключить дополнения"
 msgid "Renamed in Godot 4 Hint"
 msgstr "Переименовано в Godot 4 Hint"
 
+msgid "Unassigned Variable"
+msgstr "Неназначенная Переменная"
+
+msgid "Unassigned Variable Op Assign"
+msgstr "Неназначенная переменная Операция Назначение"
+
+msgid "Unused Variable"
+msgstr "Неиспользуемая переменная"
+
+msgid "Unused Local Constant"
+msgstr "Неиспользуемая Локальная Константа"
+
+msgid "Unused Private Class Variable"
+msgstr "Неиспользуемая Частная Переменная Класса"
+
+msgid "Unused Parameter"
+msgstr "Неиспользуемый параметр"
+
+msgid "Unused Signal"
+msgstr "Неиспользованный сигнал"
+
+msgid "Shadowed Variable"
+msgstr "Затененная переменная"
+
+msgid "Shadowed Variable Base Class"
+msgstr "Базовый класс затенённой переменной"
+
+msgid "Shadowed Global Identifier"
+msgstr "Теневой глобальный идентификатор"
+
+msgid "Unreachable Code"
+msgstr "Недопустимый код"
+
+msgid "Unreachable Pattern"
+msgstr "Недопустимый шаблон"
+
+msgid "Standalone Expression"
+msgstr "Отдельное выражение"
+
+msgid "Standalone Ternary"
+msgstr "Автономный тернарный"
+
+msgid "Incompatible Ternary"
+msgstr "Несовместимые троичные (Ternary)"
+
+msgid "Untyped Declaration"
+msgstr "Нетипизированное объявление"
+
+msgid "Inferred Declaration"
+msgstr "Выведенное объявление"
+
+msgid "Unsafe Property Access"
+msgstr "Небезопасный доступ к Свойству"
+
+msgid "Unsafe Method Access"
+msgstr "Небезопасный метод доступа"
+
+msgid "Unsafe Cast"
+msgstr "Небезопасный состав (Cast)"
+
+msgid "Unsafe Call Argument"
+msgstr "Небезопасный аргумент вызова"
+
+msgid "Unsafe Void Return"
+msgstr "Небезопасный Недействительный Возврат"
+
+msgid "Return Value Discarded"
+msgstr "Возвращаемое Значение Выброшено"
+
+msgid "Static Called On Instance"
+msgstr "Статический Вызывается в Экземпляре класса"
+
+msgid "Missing Tool"
+msgstr "Отсутствует инструмент"
+
+msgid "Redundant Static Unload"
+msgstr "Избыточная Статическая Разгрузка"
+
+msgid "Redundant Await"
+msgstr "Избыточное Ожидание"
+
+msgid "Assert Always True"
+msgstr "Утверждать Всегда Верно (Assert Always True)"
+
+msgid "Assert Always False"
+msgstr "Утверждать всегда ложно (Assert Always False)"
+
+msgid "Integer Division"
+msgstr "Целочисленное Деление"
+
+msgid "Narrowing Conversion"
+msgstr "Сужающее преобразование"
+
+msgid "Int As Enum Without Cast"
+msgstr "Int как перечисление без приведения типа"
+
+msgid "Int As Enum Without Match"
+msgstr "Int как перечисление без сопоставления"
+
+msgid "Enum Variable Without Default"
+msgstr "Переменная Enum без значения по умолчанию"
+
+msgid "Empty File"
+msgstr "Пустой файл"
+
+msgid "Deprecated Keyword"
+msgstr "Устаревшее ключевое слово"
+
+msgid "Confusable Identifier"
+msgstr "Запутанный идентификатор"
+
+msgid "Confusable Local Declaration"
+msgstr "Запутанная локальная декларация"
+
+msgid "Confusable Local Usage"
+msgstr "Запутанное локальное использование"
+
+msgid "Confusable Capture Reassignment"
+msgstr "Спутанное переназначение захвата"
+
+msgid "Inference On Variant"
+msgstr "Вывод по варианту"
+
+msgid "Native Method Override"
+msgstr "Переопределение Собственного Метода"
+
+msgid "Get Node Default Without Onready"
+msgstr "Получить узел по умолчанию без Onready"
+
+msgid "Onready With Export"
+msgstr "Готово к экспорту"
+
 msgid "Language Server"
 msgstr "Языковой сервер"
 
@@ -4662,6 +4823,9 @@ msgstr "Обновление костей"
 msgid "Tracker"
 msgstr "Отслеживание"
 
+msgid "Make Local to Pose"
+msgstr "Сделать локальным к позе"
+
 msgid "Subject"
 msgstr "Субъект"
 
@@ -4888,6 +5052,9 @@ msgstr "Проведите пальцем, чтобы закрыть"
 msgid "Immersive Mode"
 msgstr "Режим погружения"
 
+msgid "Edge to Edge"
+msgstr "От края до края"
+
 msgid "Support Small"
 msgstr "Поддержка малых форм-факторов экрана"
 
@@ -5230,6 +5397,9 @@ msgstr "Описание использования портативных то
 msgid "Removable Volumes Usage Description Localized"
 msgstr "Локализованное описание использования портативных томов"
 
+msgid "Min visionOS Version"
+msgstr "Минимальная версия visionOS"
+
 msgid "Web"
 msgstr "Web"
 
@@ -5832,6 +6002,18 @@ msgstr "Путь упрощения"
 msgid "Simplify Epsilon"
 msgstr "Количество упрощения"
 
+msgid "Path Return Max Length"
+msgstr "Максимальная Длина Возврата Пути"
+
+msgid "Path Return Max Radius"
+msgstr "Максимальный Радиус Возврата Пути"
+
+msgid "Path Search Max Polygons"
+msgstr "Максимальное количество полигонов в поиске пути"
+
+msgid "Path Search Max Distance"
+msgstr "Максимальное расстояние в поиске пути"
+
 msgid "Avoidance Enabled"
 msgstr "Включить уклонение"
 
@@ -7840,6 +8022,27 @@ msgstr "Фильтр имени файла"
 msgid "Use Native Dialog"
 msgstr "Использовать нативный диалог"
 
+msgid "Hidden Files Toggle Enabled"
+msgstr "Включено отображение скрытых файлов"
+
+msgid "File Filter Toggle Enabled"
+msgstr "Включён фильтр файлов"
+
+msgid "File Sort Options Enabled"
+msgstr "Включены параметры сортировки файлов"
+
+msgid "Folder Creation Enabled"
+msgstr "Включено создание папок"
+
+msgid "Favorites Enabled"
+msgstr "Включено избранное"
+
+msgid "Recent List Enabled"
+msgstr "Включён список недавних"
+
+msgid "Layout Toggle Enabled"
+msgstr "Включено переключение раскладки"
+
 msgid "Last Wrap Alignment"
 msgstr "Выравнивание для последнего переноса"
 
@@ -7951,6 +8154,9 @@ msgstr "Оттенок цвета"
 msgid "Ignore Invalid Connection Type"
 msgstr "Игнорировать некорректный тип соединения"
 
+msgid "Slots Focus Mode"
+msgstr "Режим фокуса на вкладках"
+
 msgid "Select Mode"
 msgstr "Режим выделения"
 
@@ -8224,6 +8430,9 @@ msgstr "Видимая полоса прокрутки"
 msgid "Scroll Following"
 msgstr "Автоматическая прокрутка вниз с показом нового содержимого окна"
 
+msgid "Scroll Following Visible Characters"
+msgstr "Прокрутка Видимых Символов"
+
 msgid "Tab Size"
 msgstr "Размер вкладок"
 
@@ -8287,6 +8496,9 @@ msgstr "Счётчик делений"
 msgid "Ticks on Borders"
 msgstr "Деления на границах"
 
+msgid "Ticks Position"
+msgstr "Положение делений"
+
 msgid "Update on Text Changed"
 msgstr "Обновлять при изменении текста"
 
@@ -9724,6 +9936,9 @@ msgstr "Шейдер"
 msgid "Depth Draw Mode"
 msgstr "Режим отрисовки глубины"
 
+msgid "Depth Test"
+msgstr "Тест глубины"
+
 msgid "Shading"
 msgstr "Затенение"
 
@@ -9903,6 +10118,18 @@ msgstr "MSDF"
 msgid "Pixel Range"
 msgstr "Диапазон пикселей"
 
+msgid "Stencil"
+msgstr "Трафарет"
+
+msgid "Compare"
+msgstr "Сравнить"
+
+msgid "Reference"
+msgstr "Ссылка"
+
+msgid "Outline Thickness"
+msgstr "Толщина контура"
+
 msgid "Convex Hull Downsampling"
 msgstr "Понижение разрешения для выпуклой оболочки"
 
@@ -10224,6 +10451,12 @@ msgstr "Выходной порт для предварительного про
 msgid "Modes"
 msgstr "Режимы"
 
+msgid "Stencil Modes"
+msgstr "Режимы трафарета"
+
+msgid "Stencil Flags"
+msgstr "Флаги трафарета"
+
 msgid "Input Name"
 msgstr "Название входа"
 
@@ -10602,6 +10835,9 @@ msgstr "Захват по центру"
 msgid "Grabber Offset"
 msgstr "Смещение захвата"
 
+msgid "Tick Offset"
+msgstr "Смещение деления"
+
 msgid "Updown"
 msgstr "Пользовательская текстура для стрелок «вверх» и «вниз»"
 
@@ -11152,6 +11388,9 @@ msgstr "Предустановка в фокусе"
 msgid "Preset BG"
 msgstr "Задний план предустановки"
 
+msgid "Horizontal Rule"
+msgstr "Горизонтальная линия"
+
 msgid "Normal Font"
 msgstr "Обычный шрифт"
 
@@ -11209,6 +11448,15 @@ msgstr "Прозрачность подчёркивания"
 msgid "Strikethrough Alpha"
 msgstr "Прозрачность зачёркивания"
 
+msgid "Touch Dragger Color"
+msgstr "Цвет ползунка тачскрина"
+
+msgid "Touch Dragger Pressed Color"
+msgstr "Цвет при нажатии ползунка тачскрина"
+
+msgid "Touch Dragger Hover Color"
+msgstr "Цвет при наведении на ползунок тачскрина"
+
 msgid "H Touch Dragger"
 msgstr "Вертикальный ползунок тачскрина"
 
@@ -11504,6 +11752,21 @@ msgstr "Запись клипов"
 msgid "Speaker Mode"
 msgstr "Режим динамиков"
 
+msgid "Video Quality"
+msgstr "Качество видео"
+
+msgid "OGV"
+msgstr "OGV"
+
+msgid "Audio Quality"
+msgstr "Качество аудио"
+
+msgid "Encoding Speed"
+msgstr "Скорость кодирования"
+
+msgid "Keyframe Interval"
+msgstr "Интервал ключевого кадра"
+
 msgid "Movie File"
 msgstr "Файл клипа"
 
@@ -11532,6 +11795,9 @@ msgstr ""
 "Идентификаторы объектов, управляющих областями и ссылками, через которые "
 "проходит каждая точка пути"
 
+msgid "Path Length"
+msgstr "Длина пути"
+
 msgid "Default Cell Size"
 msgstr "Размер ячейки по умолчанию"
 
@@ -11832,6 +12098,15 @@ msgstr "Туман отключён"
 msgid "Specular Occlusion Disabled"
 msgstr "Эффект затенения бликов отключён"
 
+msgid "Read"
+msgstr "Чтение"
+
+msgid "Write"
+msgstr "Письмо"
+
+msgid "Write Depth Fail"
+msgstr "Ошибка записи глубины"
+
 msgid "Light Only"
 msgstr "Только свет"
 
@@ -11853,6 +12128,36 @@ msgstr "Использовать проход половинного разре
 msgid "Use Quarter Res Pass"
 msgstr "Использовать проход четвертного разрешения"
 
+msgid "Float Comparison"
+msgstr "Сравнение Float"
+
+msgid "Unused Constant"
+msgstr "Неиспользуемая константа"
+
+msgid "Unused Function"
+msgstr "Неиспользуемая функция"
+
+msgid "Unused Struct"
+msgstr "Неиспользуемая структура"
+
+msgid "Unused Uniform"
+msgstr "Неиспользованная униформа"
+
+msgid "Unused Varying"
+msgstr "Неиспользуемая переменная"
+
+msgid "Unused Local Variable"
+msgstr "Неиспользуемая локальная переменная"
+
+msgid "Formatting Error"
+msgstr "Ошибка форматирования"
+
+msgid "Device Limit Exceeded"
+msgstr "Превышен лимит устройств"
+
+msgid "Magic Position Write"
+msgstr "Волшебная Позиция Записи"
+
 msgid "Internal Size"
 msgstr "Внутренний размер"
 
@@ -12150,6 +12455,9 @@ msgstr "Макет ЖК-субпикселей"
 msgid "Include Text Server Data"
 msgstr "Включить данные текстового сервера"
 
+msgid "Line Breaking Strictness"
+msgstr "Строгость Разрыва Линии"
+
 msgid "Has Tracking Data"
 msgstr "Имеет данные отслеживания"
 

+ 4 - 1
editor/translations/properties/tr.po

@@ -106,7 +106,7 @@ msgstr ""
 "Project-Id-Version: Godot Engine properties\n"
 "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
 "POT-Creation-Date: \n"
-"PO-Revision-Date: 2025-07-26 22:08+0000\n"
+"PO-Revision-Date: 2025-08-14 17:49+0000\n"
 "Last-Translator: Yılmaz Durmaz <[email protected]>\n"
 "Language-Team: Turkish <https://hosted.weblate.org/projects/godot-engine/"
 "godot-properties/tr/>\n"
@@ -1056,6 +1056,9 @@ msgstr "Performans Oyun Sınıfı"
 msgid "Performance A 12"
 msgstr "Performans A 12"
 
+msgid "Shader Baker"
+msgstr "Gölgelendirici Fırınlayıcı"
+
 msgid "Enabled"
 msgstr "Etkin"
 

+ 310 - 3
editor/translations/properties/uk.po

@@ -38,13 +38,14 @@
 # Максим Горпиніч <[email protected]>, 2024.
 # Максим Горпиніч <[email protected]>, 2025.
 # Максим Горпиніч <[email protected]>, 2025.
+# Максим Горпиніч <[email protected]>, 2025.
 msgid ""
 msgstr ""
 "Project-Id-Version: Ukrainian (Godot Engine)\n"
 "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
 "POT-Creation-Date: \n"
-"PO-Revision-Date: 2025-06-07 18:05+0000\n"
-"Last-Translator: Максим Горпиніч <maksimgorpinic4@gmail.com>\n"
+"PO-Revision-Date: 2025-08-14 05:02+0000\n"
+"Last-Translator: Максим Горпиніч <gorpinicmaksim0@gmail.com>\n"
 "Language-Team: Ukrainian <https://hosted.weblate.org/projects/godot-engine/"
 "godot-properties/uk/>\n"
 "Language: uk\n"
@@ -53,7 +54,7 @@ msgstr ""
 "Content-Transfer-Encoding: 8bit\n"
 "Plural-Forms: nplurals=3; plural=(n%10==1 && n%100!=11 ? 0 : n%10>=2 && "
 "n%10<=4 && (n%100<10 || n%100>=20) ? 1 : 2);\n"
-"X-Generator: Weblate 5.12-dev\n"
+"X-Generator: Weblate 5.13-dev\n"
 
 msgid "Application"
 msgstr "Застосування"
@@ -475,6 +476,9 @@ msgstr "Світ"
 msgid "Map Use Async Iterations"
 msgstr "Карта Використовуйте асинхронні ітерації"
 
+msgid "Region Use Async Iterations"
+msgstr "Використати регіону асинхронних ітерацій"
+
 msgid "Avoidance"
 msgstr "Уникнення"
 
@@ -742,6 +746,9 @@ msgstr "Масив даних"
 msgid "Max Pending Connections"
 msgstr "Макс. к-ть з'єднань у черзі"
 
+msgid "Neighbor Filter Enabled"
+msgstr "Фільтр сусідів увімкнено"
+
 msgid "Region"
 msgstr "Область"
 
@@ -1207,6 +1214,9 @@ msgstr "Примусово вимкнути стиснення сітки"
 msgid "Node"
 msgstr "Вузол"
 
+msgid "Node Type"
+msgstr "Тип вузла"
+
 msgid "Script"
 msgstr "Скрипт"
 
@@ -1396,6 +1406,9 @@ msgstr "Тип кореня"
 msgid "Root Name"
 msgstr "Назва кореня"
 
+msgid "Root Script"
+msgstr "Кореневий скрипт"
+
 msgid "Apply Root Scale"
 msgstr "Застосувати кореневу шкалу"
 
@@ -1453,6 +1466,15 @@ msgstr "Скрипт імпорту"
 msgid "Materials"
 msgstr "Матеріали"
 
+msgid "Extract"
+msgstr "Витяг"
+
+msgid "Extract Format"
+msgstr "Формат вилучення"
+
+msgid "Extract Path"
+msgstr "Вилучення шлях"
+
 msgid "Antialiasing"
 msgstr "Згладжування"
 
@@ -2675,6 +2697,9 @@ msgstr "Форма кістки"
 msgid "Path 3D Tilt Disk Size"
 msgstr "Розмір диска Path 3D Tilt"
 
+msgid "Lightmap GI Probe Size"
+msgstr "Розмір зонда Lightmap GI"
+
 msgid "Primary Grid Steps"
 msgstr "Основні кроки сітки"
 
@@ -3317,6 +3342,9 @@ msgstr "Профіль взаємодії рук"
 msgid "Eye Gaze Interaction"
 msgstr "Взаємодія погляду очей"
 
+msgid "Render Model"
+msgstr "Рендеринг моделі"
+
 msgid "Binding Modifiers"
 msgstr "Модифікатори прив'язки"
 
@@ -3665,6 +3693,138 @@ msgstr "Виключити додатки"
 msgid "Renamed in Godot 4 Hint"
 msgstr "Перейменовано в Godot 4 Підказка"
 
+msgid "Unassigned Variable"
+msgstr "Непризначена змінна"
+
+msgid "Unassigned Variable Op Assign"
+msgstr "Непризначена змінна операція Призначення"
+
+msgid "Unused Variable"
+msgstr "Невикористана змінна"
+
+msgid "Unused Local Constant"
+msgstr "Невикористана локальна константа"
+
+msgid "Unused Private Class Variable"
+msgstr "Невикористана змінна приватного класу"
+
+msgid "Unused Parameter"
+msgstr "Невикористаний параметр"
+
+msgid "Unused Signal"
+msgstr "Невикористаний сигнал"
+
+msgid "Shadowed Variable"
+msgstr "Затінена змінна"
+
+msgid "Shadowed Variable Base Class"
+msgstr "Базовий клас затінених змінних"
+
+msgid "Shadowed Global Identifier"
+msgstr "Затінений глобальний ідентифікатор"
+
+msgid "Unreachable Code"
+msgstr "Недосяжний код"
+
+msgid "Unreachable Pattern"
+msgstr "Недосяжний візерунок"
+
+msgid "Standalone Expression"
+msgstr "Автономний вираз"
+
+msgid "Standalone Ternary"
+msgstr "Автономний потрійний"
+
+msgid "Incompatible Ternary"
+msgstr "Несумісний потрійний"
+
+msgid "Untyped Declaration"
+msgstr "Нетипізована декларація"
+
+msgid "Inferred Declaration"
+msgstr "Виведена декларація"
+
+msgid "Unsafe Property Access"
+msgstr "Небезпечний доступ до доповнення"
+
+msgid "Unsafe Method Access"
+msgstr "Небезпечний доступ до методів"
+
+msgid "Unsafe Cast"
+msgstr "Небезпечний кастинг"
+
+msgid "Unsafe Call Argument"
+msgstr "Аргумент небезпечного виклику"
+
+msgid "Unsafe Void Return"
+msgstr "Небезпечне повернення недійсних даних"
+
+msgid "Return Value Discarded"
+msgstr "Повернене значення відкинуто"
+
+msgid "Static Called On Instance"
+msgstr "Статичний виклик екземпляра"
+
+msgid "Missing Tool"
+msgstr "Відсутній інструмент"
+
+msgid "Redundant Static Unload"
+msgstr "Надмірне статичне розвантаження"
+
+msgid "Redundant Await"
+msgstr "Надлишкове очікування"
+
+msgid "Assert Always True"
+msgstr "Завжди стверджуй, що це правда"
+
+msgid "Assert Always False"
+msgstr "Твердження завжди хибне"
+
+msgid "Integer Division"
+msgstr "Цілочисельне ділення"
+
+msgid "Narrowing Conversion"
+msgstr "Звуження конверсії"
+
+msgid "Int As Enum Without Cast"
+msgstr "Цілоліке як перерахування без приведення типів"
+
+msgid "Int As Enum Without Match"
+msgstr "Ціле число як перерахування без збігу"
+
+msgid "Enum Variable Without Default"
+msgstr "Змінна перерахування без значення за замовчуванням"
+
+msgid "Empty File"
+msgstr "Порожній файл"
+
+msgid "Deprecated Keyword"
+msgstr "Застаріле ключове слово"
+
+msgid "Confusable Identifier"
+msgstr "Заплутаний ідентифікатор"
+
+msgid "Confusable Local Declaration"
+msgstr "Гор. відокремлення у таблиці"
+
+msgid "Confusable Local Usage"
+msgstr "Незрозуміле локальне використання"
+
+msgid "Confusable Capture Reassignment"
+msgstr "Перепризначення захоплення, що може призвести до плутанини"
+
+msgid "Inference On Variant"
+msgstr "Висновок про варіант"
+
+msgid "Native Method Override"
+msgstr "Перевизначення рідного методу"
+
+msgid "Get Node Default Without Onready"
+msgstr "Отримати значення вузла за замовчуванням без Onready"
+
+msgid "Onready With Export"
+msgstr "Готовий з експорту"
+
 msgid "Language Server"
 msgstr "Сервер мови"
 
@@ -4496,6 +4656,9 @@ msgstr "Оновлення кістки"
 msgid "Tracker"
 msgstr "Трекер"
 
+msgid "Make Local to Pose"
+msgstr "Зробити локальним для пози"
+
 msgid "Subject"
 msgstr "Призначення"
 
@@ -4721,6 +4884,9 @@ msgstr "Проведіть пальцем, щоб відхилити"
 msgid "Immersive Mode"
 msgstr "Режим занурення"
 
+msgid "Edge to Edge"
+msgstr "Край до краю"
+
 msgid "Support Small"
 msgstr "Підтримка малих"
 
@@ -5063,6 +5229,9 @@ msgstr "Опис використання портативних томів"
 msgid "Removable Volumes Usage Description Localized"
 msgstr "ФОпис використання знімних томів локалізовано"
 
+msgid "Min visionOS Version"
+msgstr "Мінімальна версія visionOS"
+
 msgid "Web"
 msgstr "Інтернет"
 
@@ -5663,6 +5832,18 @@ msgstr "Спростити шлях"
 msgid "Simplify Epsilon"
 msgstr "Спростіть Epsilon"
 
+msgid "Path Return Max Length"
+msgstr "Максимальна довжина повернення шляху"
+
+msgid "Path Return Max Radius"
+msgstr "Максимальний радіус повернення шляху"
+
+msgid "Path Search Max Polygons"
+msgstr "Пошук шляху: максимальна кількість полігонів"
+
+msgid "Path Search Max Distance"
+msgstr "Максимальна відстань пошуку шляху"
+
 msgid "Avoidance Enabled"
 msgstr "Уникнення ввімкнено"
 
@@ -7669,6 +7850,27 @@ msgstr "Фільтр імен файлів"
 msgid "Use Native Dialog"
 msgstr "Використовувати рідне діалогове вікно"
 
+msgid "Hidden Files Toggle Enabled"
+msgstr "Перемикач прихованих файлів увімкнено"
+
+msgid "File Filter Toggle Enabled"
+msgstr "Перемикач фільтра файлів увімкнено"
+
+msgid "File Sort Options Enabled"
+msgstr "Параметри сортування файлів увімкнено"
+
+msgid "Folder Creation Enabled"
+msgstr "Створення папок увімкнено"
+
+msgid "Favorites Enabled"
+msgstr "Улюблені ввімкнено"
+
+msgid "Recent List Enabled"
+msgstr "Список останніх увімкнено"
+
+msgid "Layout Toggle Enabled"
+msgstr "Перемикач макета ввімкнено"
+
 msgid "Last Wrap Alignment"
 msgstr "Останнє вирівнювання обтікання"
 
@@ -7780,6 +7982,9 @@ msgstr "Колір відтінку"
 msgid "Ignore Invalid Connection Type"
 msgstr "Ігнорувати недійсний тип підключення"
 
+msgid "Slots Focus Mode"
+msgstr "Режим фокусування слотів"
+
 msgid "Select Mode"
 msgstr "Режим виділення"
 
@@ -8053,6 +8258,9 @@ msgstr "Активне гортання"
 msgid "Scroll Following"
 msgstr "Прокрутіть слідом"
 
+msgid "Scroll Following Visible Characters"
+msgstr "Прокручування за видимими символами"
+
 msgid "Tab Size"
 msgstr "Розмір табуляції"
 
@@ -8116,6 +8324,9 @@ msgstr "Вибрати колір"
 msgid "Ticks on Borders"
 msgstr "Кліщі на кордонах"
 
+msgid "Ticks Position"
+msgstr "Положення кліщів"
+
 msgid "Update on Text Changed"
 msgstr "Оновлення тексту змінено"
 
@@ -9551,6 +9762,9 @@ msgstr "Шейдер"
 msgid "Depth Draw Mode"
 msgstr "Режим малювання глибини"
 
+msgid "Depth Test"
+msgstr "Тест глибини"
+
 msgid "Shading"
 msgstr "Затінювання"
 
@@ -9728,6 +9942,18 @@ msgstr "MSDF"
 msgid "Pixel Range"
 msgstr "Діапазон пікселів"
 
+msgid "Stencil"
+msgstr "Трафарет"
+
+msgid "Compare"
+msgstr "Порівняти"
+
+msgid "Reference"
+msgstr "Довідка"
+
+msgid "Outline Thickness"
+msgstr "Товщина контуру"
+
 msgid "Convex Hull Downsampling"
 msgstr "Зменшення роздільної здатності Convex Hull"
 
@@ -10049,6 +10275,12 @@ msgstr "Вихідний порт для попереднього перегля
 msgid "Modes"
 msgstr "Режими"
 
+msgid "Stencil Modes"
+msgstr "Режими трафаретів"
+
+msgid "Stencil Flags"
+msgstr "Трафаретні прапори"
+
 msgid "Input Name"
 msgstr "Карта введення"
 
@@ -10427,6 +10659,9 @@ msgstr "Центр Грабер"
 msgid "Grabber Offset"
 msgstr "Зсув граббера"
 
+msgid "Tick Offset"
+msgstr "Зсув галочки"
+
 msgid "Updown"
 msgstr "Вгору вниз"
 
@@ -10973,6 +11208,9 @@ msgstr "Попередньо встановлений фокус"
 msgid "Preset BG"
 msgstr "Тло набору"
 
+msgid "Horizontal Rule"
+msgstr "Горизонтальне правило"
+
 msgid "Normal Font"
 msgstr "Звичайний шрифт"
 
@@ -11030,6 +11268,15 @@ msgstr "Підкреслення альфа"
 msgid "Strikethrough Alpha"
 msgstr "Закреслений альфа-файл"
 
+msgid "Touch Dragger Color"
+msgstr "Колір сенсорного перетягувача"
+
+msgid "Touch Dragger Pressed Color"
+msgstr "Сенсорний перетягувач Натиснутий колір"
+
+msgid "Touch Dragger Hover Color"
+msgstr "Колір при наведенні курсора на сенсорний перетягувач"
+
 msgid "H Touch Dragger"
 msgstr "H Сенсорний перетягувач"
 
@@ -11324,6 +11571,21 @@ msgstr "Сценарист фільму"
 msgid "Speaker Mode"
 msgstr "Режим динаміка"
 
+msgid "Video Quality"
+msgstr "Якість відео"
+
+msgid "OGV"
+msgstr "OGV"
+
+msgid "Audio Quality"
+msgstr "Якість звуку"
+
+msgid "Encoding Speed"
+msgstr "Швидкість кодування"
+
+msgid "Keyframe Interval"
+msgstr "Інтервал ключових кадрів"
+
 msgid "Movie File"
 msgstr "Файл фільму"
 
@@ -11348,6 +11610,9 @@ msgstr "Доріжки"
 msgid "Path Owner IDs"
 msgstr "Ідентифікатори власника шляху"
 
+msgid "Path Length"
+msgstr "Довжина шляху"
+
 msgid "Default Cell Size"
 msgstr "Розмір комірки за замовчуванням"
 
@@ -11642,6 +11907,15 @@ msgstr "Туман вимкнено"
 msgid "Specular Occlusion Disabled"
 msgstr "Дзеркальну оклюзію вимкнено"
 
+msgid "Read"
+msgstr "Читання"
+
+msgid "Write"
+msgstr "Написання"
+
+msgid "Write Depth Fail"
+msgstr "Помилка глибини запису"
+
 msgid "Light Only"
 msgstr "Тільки світло"
 
@@ -11663,6 +11937,36 @@ msgstr "Використовуйте половина роздільстю па
 msgid "Use Quarter Res Pass"
 msgstr "Використайте Пропуск у чвертьфінал"
 
+msgid "Float Comparison"
+msgstr "Порівняння чисел з плаваючою точкою"
+
+msgid "Unused Constant"
+msgstr "Невикористана константа"
+
+msgid "Unused Function"
+msgstr "Невикористана функція"
+
+msgid "Unused Struct"
+msgstr "Невикористана структура"
+
+msgid "Unused Uniform"
+msgstr "Невикористана уніформа"
+
+msgid "Unused Varying"
+msgstr "Невикористані Змінні"
+
+msgid "Unused Local Variable"
+msgstr "Невикористана локальна змінна"
+
+msgid "Formatting Error"
+msgstr "Помилка форматування"
+
+msgid "Device Limit Exceeded"
+msgstr "Перевищено ліміт пристроїв"
+
+msgid "Magic Position Write"
+msgstr "Магічна позиція написання"
+
 msgid "Internal Size"
 msgstr "Внутрішній розмір"
 
@@ -11960,6 +12264,9 @@ msgstr "Субпіксельна компоновка РК-дисплея"
 msgid "Include Text Server Data"
 msgstr "Включити дані текстового сервера"
 
+msgid "Line Breaking Strictness"
+msgstr "Строгість порушення ліній"
+
 msgid "Has Tracking Data"
 msgstr "Є дані відстеження"
 

+ 28 - 3
editor/translations/properties/vi.po

@@ -30,13 +30,14 @@
 # Đăng khoa Phạm <[email protected]>, 2024.
 # xanhAD <[email protected]>, 2024.
 # a <[email protected]>, 2024.
+# Đức Anh Nguyễn <[email protected]>, 2025.
 msgid ""
 msgstr ""
 "Project-Id-Version: Godot Engine properties\n"
 "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
 "POT-Creation-Date: \n"
-"PO-Revision-Date: 2024-12-12 20:14+0000\n"
-"Last-Translator: a <anhkietcb2008@gmail.com>\n"
+"PO-Revision-Date: 2025-08-25 17:35+0000\n"
+"Last-Translator: Đức Anh Nguyễn <ducnah2132k9@gmail.com>\n"
 "Language-Team: Vietnamese <https://hosted.weblate.org/projects/godot-engine/"
 "godot-properties/vi/>\n"
 "Language: vi\n"
@@ -44,7 +45,7 @@ msgstr ""
 "Content-Type: text/plain; charset=UTF-8\n"
 "Content-Transfer-Encoding: 8bit\n"
 "Plural-Forms: nplurals=1; plural=0;\n"
-"X-Generator: Weblate 5.9-dev\n"
+"X-Generator: Weblate 5.13\n"
 
 msgid "Application"
 msgstr "Ứng dụng"
@@ -103,9 +104,18 @@ msgstr "Tự động Đồng ý Thoát"
 msgid "Quit on Go Back"
 msgstr "Trở lại"
 
+msgid "Accessibility"
+msgstr "Khả năng hiển thị"
+
 msgid "General"
 msgstr "Tổng quan"
 
+msgid "Accessibility Support"
+msgstr "Trình soạn tập lệnh"
+
+msgid "Updates per Second"
+msgstr "Cập nhật mỗi giây"
+
 msgid "Display"
 msgstr "Hiển thị"
 
@@ -151,6 +161,12 @@ msgstr "Mở rộng tiêu đề"
 msgid "No Focus"
 msgstr "Đường dẫn Tập trung"
 
+msgid "Sharp Corners"
+msgstr "Độ sắc nét"
+
+msgid "Maximize Disabled"
+msgstr "Các mục tắt"
+
 msgid "Window Width Override"
 msgstr "Ghi đè chiều rộng cửa sổ"
 
@@ -211,9 +227,18 @@ msgstr "Cửa sổ phụ"
 msgid "Embed Subwindows"
 msgstr "Nhúng cửa sổ phụ"
 
+msgid "Frame Pacing"
+msgstr "Tuỳ chọn bổ sung:"
+
 msgid "Android"
 msgstr "Android"
 
+msgid "Enable Frame Pacing"
+msgstr "Xem Khung hình Liên tiếp"
+
+msgid "Swappy Mode"
+msgstr "Chế độ chọn"
+
 msgid "Physics"
 msgstr "Vật lí"
 

+ 314 - 7
editor/translations/properties/zh_CN.po

@@ -74,7 +74,7 @@
 # BinotaLIU <[email protected]>, 2020, 2021.
 # TakWolf <[email protected]>, 2020.
 # twoBornottwoB <[email protected]>, 2021.
-# Magian <[email protected]>, 2021.
+# Magian <[email protected]>, 2021, 2025.
 # Weiduo Xie <[email protected]>, 2021.
 # suplife <[email protected]>, 2021, 2022, 2023.
 # luoji <[email protected]>, 2021.
@@ -95,13 +95,14 @@
 # J_aphasiac <[email protected]>, 2025.
 # Myeongjin <[email protected]>, 2025.
 # DE YU <[email protected]>, 2025.
+# lan123 <[email protected]>, 2025.
 msgid ""
 msgstr ""
 "Project-Id-Version: Chinese (Simplified) (Godot Engine)\n"
 "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
 "POT-Creation-Date: 2018-01-20 12:15+0200\n"
-"PO-Revision-Date: 2025-07-19 09:02+0000\n"
-"Last-Translator: Myeongjin <aranet100@gmail.com>\n"
+"PO-Revision-Date: 2025-08-19 15:02+0000\n"
+"Last-Translator: Haoyu Qiu <timothyqiu32@gmail.com>\n"
 "Language-Team: Chinese (Simplified Han script) <https://hosted.weblate.org/"
 "projects/godot-engine/godot-properties/zh_Hans/>\n"
 "Language: zh_CN\n"
@@ -109,7 +110,7 @@ msgstr ""
 "Content-Type: text/plain; charset=UTF-8\n"
 "Content-Transfer-Encoding: 8bit\n"
 "Plural-Forms: nplurals=1; plural=0;\n"
-"X-Generator: Weblate 5.13-dev\n"
+"X-Generator: Weblate 5.13\n"
 
 msgid "Application"
 msgstr "应用"
@@ -531,6 +532,9 @@ msgstr "世界"
 msgid "Map Use Async Iterations"
 msgstr "地图使用异步迭代"
 
+msgid "Region Use Async Iterations"
+msgstr "区块使用异步迭代"
+
 msgid "Avoidance"
 msgstr "避障"
 
@@ -798,6 +802,9 @@ msgstr "数据数组"
 msgid "Max Pending Connections"
 msgstr "最大挂起连接数"
 
+msgid "Neighbor Filter Enabled"
+msgstr "启用邻接过滤"
+
 msgid "Region"
 msgstr "区域"
 
@@ -1263,6 +1270,9 @@ msgstr "强制禁用网格压缩"
 msgid "Node"
 msgstr "节点"
 
+msgid "Node Type"
+msgstr "节点类型"
+
 msgid "Script"
 msgstr "脚本"
 
@@ -1452,6 +1462,9 @@ msgstr "根类型"
 msgid "Root Name"
 msgstr "根名称"
 
+msgid "Root Script"
+msgstr "根脚本"
+
 msgid "Apply Root Scale"
 msgstr "应用根缩放"
 
@@ -1459,7 +1472,7 @@ msgid "Root Scale"
 msgstr "根缩放"
 
 msgid "Import as Skeleton Bones"
-msgstr "作为骨架骨骼导入"
+msgstr "导入为骨架骨骼"
 
 msgid "Use Name Suffixes"
 msgstr "使用名称后缀"
@@ -1498,7 +1511,7 @@ msgid "Trimming"
 msgstr "修剪"
 
 msgid "Remove Immutable Tracks"
-msgstr "移除不可修改的轨道"
+msgstr "移除不的轨道"
 
 msgid "Import Rest as Reset"
 msgstr "将放松姿势导入为重置动画"
@@ -1509,6 +1522,15 @@ msgstr "导入脚本"
 msgid "Materials"
 msgstr "材质"
 
+msgid "Extract"
+msgstr "提取"
+
+msgid "Extract Format"
+msgstr "提取格式"
+
+msgid "Extract Path"
+msgstr "提取路径"
+
 msgid "Antialiasing"
 msgstr "抗锯齿"
 
@@ -2731,6 +2753,9 @@ msgstr "骨骼形状"
 msgid "Path 3D Tilt Disk Size"
 msgstr "Path3D 倾斜盘大小"
 
+msgid "Lightmap GI Probe Size"
+msgstr "光照贴图 GI 探针大小"
+
 msgid "Primary Grid Steps"
 msgstr "主栅格步长"
 
@@ -3373,6 +3398,9 @@ msgstr "手部交互配置"
 msgid "Eye Gaze Interaction"
 msgstr "眼动交互"
 
+msgid "Render Model"
+msgstr "渲染模型"
+
 msgid "Binding Modifiers"
 msgstr "绑定修改器"
 
@@ -3721,6 +3749,138 @@ msgstr "排除插件"
 msgid "Renamed in Godot 4 Hint"
 msgstr "在Godot 4提示中重命名"
 
+msgid "Unassigned Variable"
+msgstr "未赋值变量"
+
+msgid "Unassigned Variable Op Assign"
+msgstr "未赋值变量赋值运算"
+
+msgid "Unused Variable"
+msgstr "未使用变量"
+
+msgid "Unused Local Constant"
+msgstr "未使用局部常量"
+
+msgid "Unused Private Class Variable"
+msgstr "未使用私有类变量"
+
+msgid "Unused Parameter"
+msgstr "未使用参数"
+
+msgid "Unused Signal"
+msgstr "未使用信号"
+
+msgid "Shadowed Variable"
+msgstr "遮蔽变量"
+
+msgid "Shadowed Variable Base Class"
+msgstr "遮蔽变量基类"
+
+msgid "Shadowed Global Identifier"
+msgstr "遮蔽全局标识符"
+
+msgid "Unreachable Code"
+msgstr "不可达代码"
+
+msgid "Unreachable Pattern"
+msgstr "不可达模式"
+
+msgid "Standalone Expression"
+msgstr "独立表达式"
+
+msgid "Standalone Ternary"
+msgstr "独立三目运算"
+
+msgid "Incompatible Ternary"
+msgstr "不兼容三目运算"
+
+msgid "Untyped Declaration"
+msgstr "无类型声明"
+
+msgid "Inferred Declaration"
+msgstr "推断声明"
+
+msgid "Unsafe Property Access"
+msgstr "不安全属性访问"
+
+msgid "Unsafe Method Access"
+msgstr "不安全方法访问"
+
+msgid "Unsafe Cast"
+msgstr "不安全转换"
+
+msgid "Unsafe Call Argument"
+msgstr "不安全调用参数"
+
+msgid "Unsafe Void Return"
+msgstr "不安全空返回"
+
+msgid "Return Value Discarded"
+msgstr "返回值丢弃"
+
+msgid "Static Called On Instance"
+msgstr "实例调用静态"
+
+msgid "Missing Tool"
+msgstr "缺失工具"
+
+msgid "Redundant Static Unload"
+msgstr "冗余静态卸载"
+
+msgid "Redundant Await"
+msgstr "冗余 Await"
+
+msgid "Assert Always True"
+msgstr "断言始终成立"
+
+msgid "Assert Always False"
+msgstr "断言始终失败"
+
+msgid "Integer Division"
+msgstr "整数除法"
+
+msgid "Narrowing Conversion"
+msgstr "收缩转换"
+
+msgid "Int As Enum Without Cast"
+msgstr "整型用作枚举不转换"
+
+msgid "Int As Enum Without Match"
+msgstr "整型用作枚举不匹配"
+
+msgid "Enum Variable Without Default"
+msgstr "枚举变量无默认值"
+
+msgid "Empty File"
+msgstr "空文件"
+
+msgid "Deprecated Keyword"
+msgstr "弃用关键字"
+
+msgid "Confusable Identifier"
+msgstr "易混淆标识符"
+
+msgid "Confusable Local Declaration"
+msgstr "易混淆局部声明"
+
+msgid "Confusable Local Usage"
+msgstr "易混淆局部使用"
+
+msgid "Confusable Capture Reassignment"
+msgstr "易混淆捕获重赋值"
+
+msgid "Inference On Variant"
+msgstr "Variant 推断"
+
+msgid "Native Method Override"
+msgstr "覆盖原生方法"
+
+msgid "Get Node Default Without Onready"
+msgstr "默认 get_node 无 onready"
+
+msgid "Onready With Export"
+msgstr "导出 onready"
+
 msgid "Language Server"
 msgstr "语言服务器"
 
@@ -4552,6 +4712,9 @@ msgstr "骨骼更新"
 msgid "Tracker"
 msgstr "追踪器"
 
+msgid "Make Local to Pose"
+msgstr "本地化到姿势"
+
 msgid "Subject"
 msgstr "对象"
 
@@ -4777,6 +4940,9 @@ msgstr "滑动关闭"
 msgid "Immersive Mode"
 msgstr "沉浸模式"
 
+msgid "Edge to Edge"
+msgstr "无边框"
+
 msgid "Support Small"
 msgstr "支持 Small"
 
@@ -5119,6 +5285,9 @@ msgstr "可移除卷使用描述"
 msgid "Removable Volumes Usage Description Localized"
 msgstr "可移除卷使用描述本地化"
 
+msgid "Min visionOS Version"
+msgstr "最低 visionOS 版本"
+
 msgid "Web"
 msgstr "Web"
 
@@ -5719,6 +5888,18 @@ msgstr "简化路径"
 msgid "Simplify Epsilon"
 msgstr "简化阈值"
 
+msgid "Path Return Max Length"
+msgstr "路径返回最大长度"
+
+msgid "Path Return Max Radius"
+msgstr "路径返回最大半径"
+
+msgid "Path Search Max Polygons"
+msgstr "路径搜索最大多边形数"
+
+msgid "Path Search Max Distance"
+msgstr "路径搜索最大距离"
+
 msgid "Avoidance Enabled"
 msgstr "启用避障"
 
@@ -7336,7 +7517,7 @@ msgid "Libraries"
 msgstr "库"
 
 msgid "Deterministic"
-msgstr "确定"
+msgstr "确定"
 
 msgid "Reset on Save"
 msgstr "保存时重置"
@@ -7725,6 +7906,27 @@ msgstr "文件名筛选"
 msgid "Use Native Dialog"
 msgstr "使用原生对话框"
 
+msgid "Hidden Files Toggle Enabled"
+msgstr "启用隐藏文件开关"
+
+msgid "File Filter Toggle Enabled"
+msgstr "启用文件筛选开关"
+
+msgid "File Sort Options Enabled"
+msgstr "启用文件排序选项"
+
+msgid "Folder Creation Enabled"
+msgstr "启用文件夹创建"
+
+msgid "Favorites Enabled"
+msgstr "启用收藏"
+
+msgid "Recent List Enabled"
+msgstr "启用最近列表"
+
+msgid "Layout Toggle Enabled"
+msgstr "启用布局开关"
+
 msgid "Last Wrap Alignment"
 msgstr "最后行列对齐"
 
@@ -7836,6 +8038,9 @@ msgstr "着色颜色"
 msgid "Ignore Invalid Connection Type"
 msgstr "忽略无效连接类型"
 
+msgid "Slots Focus Mode"
+msgstr "槽位聚焦模式"
+
 msgid "Select Mode"
 msgstr "选择模式"
 
@@ -8109,6 +8314,9 @@ msgstr "滚动激活"
 msgid "Scroll Following"
 msgstr "滚动跟随"
 
+msgid "Scroll Following Visible Characters"
+msgstr "滚动跟随可见字符"
+
 msgid "Tab Size"
 msgstr "制表符大小"
 
@@ -8172,6 +8380,9 @@ msgstr "刻度数量"
 msgid "Ticks on Borders"
 msgstr "边界刻度"
 
+msgid "Ticks Position"
+msgstr "刻度位置"
+
 msgid "Update on Text Changed"
 msgstr "文本更改时更新"
 
@@ -9607,6 +9818,9 @@ msgstr "着色器"
 msgid "Depth Draw Mode"
 msgstr "深度绘制模式"
 
+msgid "Depth Test"
+msgstr "深度测试"
+
 msgid "Shading"
 msgstr "着色"
 
@@ -9784,6 +9998,18 @@ msgstr "MSDF"
 msgid "Pixel Range"
 msgstr "像素范围"
 
+msgid "Stencil"
+msgstr "模板"
+
+msgid "Compare"
+msgstr "比较"
+
+msgid "Reference"
+msgstr "参考"
+
+msgid "Outline Thickness"
+msgstr "轮廓粗细"
+
 msgid "Convex Hull Downsampling"
 msgstr "凸包降采样"
 
@@ -10105,6 +10331,12 @@ msgstr "预览输出端口"
 msgid "Modes"
 msgstr "模式"
 
+msgid "Stencil Modes"
+msgstr "模板模式"
+
+msgid "Stencil Flags"
+msgstr "模板标志"
+
 msgid "Input Name"
 msgstr "输入名称"
 
@@ -10483,6 +10715,9 @@ msgstr "抓取器居中"
 msgid "Grabber Offset"
 msgstr "抓取器偏移"
 
+msgid "Tick Offset"
+msgstr "刻度偏移"
+
 msgid "Updown"
 msgstr "上下"
 
@@ -11029,6 +11264,9 @@ msgstr "预设聚焦"
 msgid "Preset BG"
 msgstr "预设背景"
 
+msgid "Horizontal Rule"
+msgstr "水平线"
+
 msgid "Normal Font"
 msgstr "正常字体"
 
@@ -11086,6 +11324,15 @@ msgstr "下划线 Alpha"
 msgid "Strikethrough Alpha"
 msgstr "删除线 Alpha"
 
+msgid "Touch Dragger Color"
+msgstr "触摸拖动器颜色"
+
+msgid "Touch Dragger Pressed Color"
+msgstr "触摸拖动器按下颜色"
+
+msgid "Touch Dragger Hover Color"
+msgstr "触摸拖动器悬停颜色"
+
 msgid "H Touch Dragger"
 msgstr "水平触摸拖动器"
 
@@ -11380,6 +11627,21 @@ msgstr "Movie Writer"
 msgid "Speaker Mode"
 msgstr "扬声器模式"
 
+msgid "Video Quality"
+msgstr "视频质量"
+
+msgid "OGV"
+msgstr "OGV"
+
+msgid "Audio Quality"
+msgstr "音频质量"
+
+msgid "Encoding Speed"
+msgstr "编码速度"
+
+msgid "Keyframe Interval"
+msgstr "关键帧间隔"
+
 msgid "Movie File"
 msgstr "电影文件"
 
@@ -11404,6 +11666,9 @@ msgstr "路径 RID"
 msgid "Path Owner IDs"
 msgstr "路径所有者 ID"
 
+msgid "Path Length"
+msgstr "路径长度"
+
 msgid "Default Cell Size"
 msgstr "默认单元格大小"
 
@@ -11698,6 +11963,15 @@ msgstr "禁用雾"
 msgid "Specular Occlusion Disabled"
 msgstr "禁用镜面反射遮蔽"
 
+msgid "Read"
+msgstr "读取"
+
+msgid "Write"
+msgstr "写入"
+
+msgid "Write Depth Fail"
+msgstr "写入深度失败"
+
 msgid "Light Only"
 msgstr "仅灯光"
 
@@ -11719,6 +11993,36 @@ msgstr "使用二分之一分辨率阶段"
 msgid "Use Quarter Res Pass"
 msgstr "使用四分之一分辨率阶段"
 
+msgid "Float Comparison"
+msgstr "浮点数比较"
+
+msgid "Unused Constant"
+msgstr "未使用常量"
+
+msgid "Unused Function"
+msgstr "未使用函数"
+
+msgid "Unused Struct"
+msgstr "未使用结构体"
+
+msgid "Unused Uniform"
+msgstr "未使用 Uniform"
+
+msgid "Unused Varying"
+msgstr "未使用 Varying"
+
+msgid "Unused Local Variable"
+msgstr "未使用局部变量"
+
+msgid "Formatting Error"
+msgstr "格式错误"
+
+msgid "Device Limit Exceeded"
+msgstr "超出设备限制"
+
+msgid "Magic Position Write"
+msgstr "POSITION 写入魔数"
+
 msgid "Internal Size"
 msgstr "内部大小"
 
@@ -12016,6 +12320,9 @@ msgstr "LCD 次像素布局"
 msgid "Include Text Server Data"
 msgstr "包括文本服务器数据"
 
+msgid "Line Breaking Strictness"
+msgstr "断行严格度"
+
 msgid "Has Tracking Data"
 msgstr "有跟踪数据"
 

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