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i18n: Sync classref translations with Weblate

Rémi Verschelde 3 years ago
parent
commit
417f20f06c

+ 87 - 24
doc/translations/ar.po

@@ -12308,10 +12308,12 @@ msgid ""
 msgstr ""
 
 #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
 msgid "The camera updates with the [code]_physics_process[/code] callback."
 msgstr ""
 
 #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
 msgid "The camera updates with the [code]_process[/code] callback."
 msgstr ""
 
@@ -19607,13 +19609,17 @@ msgstr ""
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "Amount of extra bias for shadow splits that are far away. If self-shadowing "
-"occurs only on the splits far away, increasing this value can fix them."
+"occurs only on the splits far away, increasing this value can fix them. This "
+"is ignored when [member directional_shadow_mode] is [constant "
+"SHADOW_ORTHOGONAL]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
-"transitions between splits."
+"transitions between splits. Enabling shadow blend splitting also has a "
+"moderate performance cost. This is ignored when [member "
+"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
@@ -19623,7 +19629,11 @@ msgid ""
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
-msgid "The maximum distance for shadow splits."
+msgid ""
+"The maximum distance for shadow splits. Increasing this value will make "
+"directional shadows visible from further away, at the cost of lower overall "
+"shadow detail and performance (since more objects need to be included in the "
+"directional shadow rendering)."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
@@ -19640,23 +19650,23 @@ msgstr ""
 msgid ""
 "The distance from camera to shadow split 1. Relative to [member "
 "directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "The distance from shadow split 1 to split 2. Relative to [member "
 "directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "The distance from shadow split 2 to split 3. Relative to [member "
 "directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
@@ -30018,7 +30028,10 @@ msgid ""
 "input at the cost of increased CPU usage. In applications where drawing "
 "freehand lines is required, input accumulation should generally be disabled "
 "while the user is drawing the line to get results that closely follow the "
-"actual input."
+"actual input.\n"
+"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
+"compatibility reasons. It is however recommended to enable it for games "
+"which don't require very reactive input, as this will decrease CPU usage."
 msgstr ""
 
 #: doc/classes/Input.xml
@@ -30592,10 +30605,11 @@ msgstr ""
 msgid ""
 "Contains mouse and pen motion information. Supports relative, absolute "
 "positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
-"at most. If you need more precise input reporting, set [member Input."
-"use_accumulated_input] to [code]false[/code] to make events emitted as often "
-"as possible. If you use InputEventMouseMotion to draw lines, consider "
+"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
+"rendered, allowing for precise input reporting, at the expense of CPU usage. "
+"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
+"multiple events merge into a single emitted event per frame.\n"
+"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
 "implementing [url=https://en.wikipedia.org/wiki/"
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
 "avoid visible gaps in lines if the user is moving the mouse quickly."
@@ -30917,6 +30931,11 @@ msgid ""
 "automatically."
 msgstr ""
 
+#: doc/classes/InterpolatedCamera.xml
+msgid ""
+"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
+msgstr ""
+
 #: doc/classes/InterpolatedCamera.xml
 msgid ""
 "How quickly the camera moves toward its target. Higher values will result in "
@@ -36350,7 +36369,7 @@ msgid ""
 "maximum distance is exceeded, it recalculates the ideal path."
 msgstr ""
 
-#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+#: doc/classes/NavigationAgent.xml
 msgid ""
 "The radius of the avoidance agent. This is the \"body\" of the avoidance "
 "agent and not the avoidance maneuver starting radius (which is controlled by "
@@ -36463,6 +36482,14 @@ msgid ""
 "least one matching layer."
 msgstr ""
 
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding."
+msgstr ""
+
 #: doc/classes/NavigationMesh.xml
 msgid "A mesh to approximate the walkable areas and obstacles."
 msgstr ""
@@ -50081,8 +50108,8 @@ msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"Size for shadow atlas (used for OmniLights and SpotLights). See "
-"documentation."
+"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
+"be rounded up to the nearest power of 2. See shadow mapping documentation."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -58455,7 +58482,31 @@ msgstr ""
 #: doc/classes/String.xml
 msgid ""
 "Formats the string by replacing all occurrences of [code]placeholder[/code] "
-"with [code]values[/code]."
+"with the elements of [code]values[/code].\n"
+"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
+"[code]placeholder[/code] will be replaced with the corresponding keys in "
+"advance. Array elements use their index as keys.\n"
+"[codeblock]\n"
+"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
+"named after it.\n"
+"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
+"named after it.\"\n"
+"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
+"\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
+"[/codeblock]\n"
+"Some additional handling is performed when [code]values[/code] is an array. "
+"If [code]placeholder[/code] does not contain an underscore, the elements of "
+"the array will be used to replace one occurrence of the placeholder in turn; "
+"If an array element is another 2-element array, it'll be interpreted as a "
+"key-value pair.\n"
+"[codeblock]\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
+"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
+"\"Godot\"]]))\n"
+"[/codeblock]"
 msgstr ""
 
 #: doc/classes/String.xml
@@ -59052,9 +59103,11 @@ msgstr ""
 
 #: doc/classes/StyleBox.xml
 msgid ""
-"Draws this stylebox using a [CanvasItem] with given [RID].\n"
-"You can get a [RID] value using [method Object.get_instance_id] on a "
-"[CanvasItem]-derived node."
+"Draws this stylebox using a canvas item identified by the given [RID].\n"
+"The [RID] value can either be the result of [method CanvasItem."
+"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
+"directly from creating a canvas item in the [VisualServer] with [method "
+"VisualServer.canvas_item_create]."
 msgstr ""
 
 #: doc/classes/StyleBox.xml
@@ -60598,6 +60651,11 @@ msgstr ""
 msgid "If [code]true[/code], a right-click displays the context menu."
 msgstr ""
 
+#: doc/classes/TextEdit.xml
+#, fuzzy
+msgid "If [code]true[/code], allow drag and drop of selected text."
+msgstr "يُرجع جيب التمام \"cosine \" لقيمة المَعلم."
+
 #: doc/classes/TextEdit.xml
 msgid ""
 "If [code]true[/code], the \"space\" character will have a visible "
@@ -66687,9 +66745,10 @@ msgstr ""
 msgid ""
 "The shadow atlas' resolution (used for omni and spot lights). The value will "
 "be rounded up to the nearest power of 2.\n"
-"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
-"created viewports default to a value of 0, this value must be set above 0 "
-"manually."
+"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
+"directional shadows won't be visible. Since user-created viewports default "
+"to a value of [code]0[/code], this value must be set above [code]0[/code] "
+"manually (typically at least [code]256[/code])."
 msgstr ""
 
 #: doc/classes/Viewport.xml
@@ -66718,7 +66777,11 @@ msgid ""
 msgstr ""
 
 #: doc/classes/Viewport.xml
-msgid "The rendering mode of viewport."
+msgid ""
+"The rendering mode of viewport.\n"
+"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
+"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
+"HDR is not supported for 2D."
 msgstr ""
 
 #: doc/classes/Viewport.xml

+ 86 - 24
doc/translations/ca.po

@@ -12252,10 +12252,12 @@ msgid ""
 msgstr ""
 
 #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
 msgid "The camera updates with the [code]_physics_process[/code] callback."
 msgstr ""
 
 #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
 msgid "The camera updates with the [code]_process[/code] callback."
 msgstr ""
 
@@ -19537,13 +19539,17 @@ msgstr ""
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "Amount of extra bias for shadow splits that are far away. If self-shadowing "
-"occurs only on the splits far away, increasing this value can fix them."
+"occurs only on the splits far away, increasing this value can fix them. This "
+"is ignored when [member directional_shadow_mode] is [constant "
+"SHADOW_ORTHOGONAL]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
-"transitions between splits."
+"transitions between splits. Enabling shadow blend splitting also has a "
+"moderate performance cost. This is ignored when [member "
+"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
@@ -19553,7 +19559,11 @@ msgid ""
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
-msgid "The maximum distance for shadow splits."
+msgid ""
+"The maximum distance for shadow splits. Increasing this value will make "
+"directional shadows visible from further away, at the cost of lower overall "
+"shadow detail and performance (since more objects need to be included in the "
+"directional shadow rendering)."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
@@ -19570,23 +19580,23 @@ msgstr ""
 msgid ""
 "The distance from camera to shadow split 1. Relative to [member "
 "directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "The distance from shadow split 1 to split 2. Relative to [member "
 "directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "The distance from shadow split 2 to split 3. Relative to [member "
 "directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
@@ -29935,7 +29945,10 @@ msgid ""
 "input at the cost of increased CPU usage. In applications where drawing "
 "freehand lines is required, input accumulation should generally be disabled "
 "while the user is drawing the line to get results that closely follow the "
-"actual input."
+"actual input.\n"
+"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
+"compatibility reasons. It is however recommended to enable it for games "
+"which don't require very reactive input, as this will decrease CPU usage."
 msgstr ""
 
 #: doc/classes/Input.xml
@@ -30509,10 +30522,11 @@ msgstr ""
 msgid ""
 "Contains mouse and pen motion information. Supports relative, absolute "
 "positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
-"at most. If you need more precise input reporting, set [member Input."
-"use_accumulated_input] to [code]false[/code] to make events emitted as often "
-"as possible. If you use InputEventMouseMotion to draw lines, consider "
+"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
+"rendered, allowing for precise input reporting, at the expense of CPU usage. "
+"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
+"multiple events merge into a single emitted event per frame.\n"
+"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
 "implementing [url=https://en.wikipedia.org/wiki/"
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
 "avoid visible gaps in lines if the user is moving the mouse quickly."
@@ -30833,6 +30847,11 @@ msgid ""
 "automatically."
 msgstr ""
 
+#: doc/classes/InterpolatedCamera.xml
+msgid ""
+"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
+msgstr ""
+
 #: doc/classes/InterpolatedCamera.xml
 msgid ""
 "How quickly the camera moves toward its target. Higher values will result in "
@@ -36235,7 +36254,7 @@ msgid ""
 "maximum distance is exceeded, it recalculates the ideal path."
 msgstr ""
 
-#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+#: doc/classes/NavigationAgent.xml
 msgid ""
 "The radius of the avoidance agent. This is the \"body\" of the avoidance "
 "agent and not the avoidance maneuver starting radius (which is controlled by "
@@ -36346,6 +36365,14 @@ msgid ""
 "least one matching layer."
 msgstr ""
 
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding."
+msgstr ""
+
 #: doc/classes/NavigationMesh.xml
 msgid "A mesh to approximate the walkable areas and obstacles."
 msgstr ""
@@ -49925,8 +49952,8 @@ msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"Size for shadow atlas (used for OmniLights and SpotLights). See "
-"documentation."
+"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
+"be rounded up to the nearest power of 2. See shadow mapping documentation."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -58295,7 +58322,31 @@ msgstr ""
 #: doc/classes/String.xml
 msgid ""
 "Formats the string by replacing all occurrences of [code]placeholder[/code] "
-"with [code]values[/code]."
+"with the elements of [code]values[/code].\n"
+"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
+"[code]placeholder[/code] will be replaced with the corresponding keys in "
+"advance. Array elements use their index as keys.\n"
+"[codeblock]\n"
+"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
+"named after it.\n"
+"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
+"named after it.\"\n"
+"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
+"\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
+"[/codeblock]\n"
+"Some additional handling is performed when [code]values[/code] is an array. "
+"If [code]placeholder[/code] does not contain an underscore, the elements of "
+"the array will be used to replace one occurrence of the placeholder in turn; "
+"If an array element is another 2-element array, it'll be interpreted as a "
+"key-value pair.\n"
+"[codeblock]\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
+"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
+"\"Godot\"]]))\n"
+"[/codeblock]"
 msgstr ""
 
 #: doc/classes/String.xml
@@ -58892,9 +58943,11 @@ msgstr ""
 
 #: doc/classes/StyleBox.xml
 msgid ""
-"Draws this stylebox using a [CanvasItem] with given [RID].\n"
-"You can get a [RID] value using [method Object.get_instance_id] on a "
-"[CanvasItem]-derived node."
+"Draws this stylebox using a canvas item identified by the given [RID].\n"
+"The [RID] value can either be the result of [method CanvasItem."
+"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
+"directly from creating a canvas item in the [VisualServer] with [method "
+"VisualServer.canvas_item_create]."
 msgstr ""
 
 #: doc/classes/StyleBox.xml
@@ -60430,6 +60483,10 @@ msgstr ""
 msgid "If [code]true[/code], a right-click displays the context menu."
 msgstr ""
 
+#: doc/classes/TextEdit.xml
+msgid "If [code]true[/code], allow drag and drop of selected text."
+msgstr ""
+
 #: doc/classes/TextEdit.xml
 msgid ""
 "If [code]true[/code], the \"space\" character will have a visible "
@@ -66505,9 +66562,10 @@ msgstr ""
 msgid ""
 "The shadow atlas' resolution (used for omni and spot lights). The value will "
 "be rounded up to the nearest power of 2.\n"
-"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
-"created viewports default to a value of 0, this value must be set above 0 "
-"manually."
+"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
+"directional shadows won't be visible. Since user-created viewports default "
+"to a value of [code]0[/code], this value must be set above [code]0[/code] "
+"manually (typically at least [code]256[/code])."
 msgstr ""
 
 #: doc/classes/Viewport.xml
@@ -66536,7 +66594,11 @@ msgid ""
 msgstr ""
 
 #: doc/classes/Viewport.xml
-msgid "The rendering mode of viewport."
+msgid ""
+"The rendering mode of viewport.\n"
+"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
+"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
+"HDR is not supported for 2D."
 msgstr ""
 
 #: doc/classes/Viewport.xml

+ 86 - 24
doc/translations/classes.pot

@@ -12132,10 +12132,12 @@ msgid ""
 msgstr ""
 
 #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
 msgid "The camera updates with the [code]_physics_process[/code] callback."
 msgstr ""
 
 #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
 msgid "The camera updates with the [code]_process[/code] callback."
 msgstr ""
 
@@ -19417,13 +19419,17 @@ msgstr ""
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "Amount of extra bias for shadow splits that are far away. If self-shadowing "
-"occurs only on the splits far away, increasing this value can fix them."
+"occurs only on the splits far away, increasing this value can fix them. This "
+"is ignored when [member directional_shadow_mode] is [constant "
+"SHADOW_ORTHOGONAL]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
-"transitions between splits."
+"transitions between splits. Enabling shadow blend splitting also has a "
+"moderate performance cost. This is ignored when [member "
+"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
@@ -19433,7 +19439,11 @@ msgid ""
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
-msgid "The maximum distance for shadow splits."
+msgid ""
+"The maximum distance for shadow splits. Increasing this value will make "
+"directional shadows visible from further away, at the cost of lower overall "
+"shadow detail and performance (since more objects need to be included in the "
+"directional shadow rendering)."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
@@ -19450,23 +19460,23 @@ msgstr ""
 msgid ""
 "The distance from camera to shadow split 1. Relative to [member "
 "directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "The distance from shadow split 1 to split 2. Relative to [member "
 "directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "The distance from shadow split 2 to split 3. Relative to [member "
 "directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
@@ -29812,7 +29822,10 @@ msgid ""
 "input at the cost of increased CPU usage. In applications where drawing "
 "freehand lines is required, input accumulation should generally be disabled "
 "while the user is drawing the line to get results that closely follow the "
-"actual input."
+"actual input.\n"
+"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
+"compatibility reasons. It is however recommended to enable it for games "
+"which don't require very reactive input, as this will decrease CPU usage."
 msgstr ""
 
 #: doc/classes/Input.xml
@@ -30386,10 +30399,11 @@ msgstr ""
 msgid ""
 "Contains mouse and pen motion information. Supports relative, absolute "
 "positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
-"at most. If you need more precise input reporting, set [member Input."
-"use_accumulated_input] to [code]false[/code] to make events emitted as often "
-"as possible. If you use InputEventMouseMotion to draw lines, consider "
+"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
+"rendered, allowing for precise input reporting, at the expense of CPU usage. "
+"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
+"multiple events merge into a single emitted event per frame.\n"
+"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
 "implementing [url=https://en.wikipedia.org/wiki/"
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
 "avoid visible gaps in lines if the user is moving the mouse quickly."
@@ -30710,6 +30724,11 @@ msgid ""
 "automatically."
 msgstr ""
 
+#: doc/classes/InterpolatedCamera.xml
+msgid ""
+"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
+msgstr ""
+
 #: doc/classes/InterpolatedCamera.xml
 msgid ""
 "How quickly the camera moves toward its target. Higher values will result in "
@@ -36112,7 +36131,7 @@ msgid ""
 "maximum distance is exceeded, it recalculates the ideal path."
 msgstr ""
 
-#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+#: doc/classes/NavigationAgent.xml
 msgid ""
 "The radius of the avoidance agent. This is the \"body\" of the avoidance "
 "agent and not the avoidance maneuver starting radius (which is controlled by "
@@ -36223,6 +36242,14 @@ msgid ""
 "least one matching layer."
 msgstr ""
 
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding."
+msgstr ""
+
 #: doc/classes/NavigationMesh.xml
 msgid "A mesh to approximate the walkable areas and obstacles."
 msgstr ""
@@ -49802,8 +49829,8 @@ msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"Size for shadow atlas (used for OmniLights and SpotLights). See "
-"documentation."
+"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
+"be rounded up to the nearest power of 2. See shadow mapping documentation."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -58172,7 +58199,31 @@ msgstr ""
 #: doc/classes/String.xml
 msgid ""
 "Formats the string by replacing all occurrences of [code]placeholder[/code] "
-"with [code]values[/code]."
+"with the elements of [code]values[/code].\n"
+"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
+"[code]placeholder[/code] will be replaced with the corresponding keys in "
+"advance. Array elements use their index as keys.\n"
+"[codeblock]\n"
+"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
+"named after it.\n"
+"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
+"named after it.\"\n"
+"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
+"\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
+"[/codeblock]\n"
+"Some additional handling is performed when [code]values[/code] is an array. "
+"If [code]placeholder[/code] does not contain an underscore, the elements of "
+"the array will be used to replace one occurrence of the placeholder in turn; "
+"If an array element is another 2-element array, it'll be interpreted as a "
+"key-value pair.\n"
+"[codeblock]\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
+"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
+"\"Godot\"]]))\n"
+"[/codeblock]"
 msgstr ""
 
 #: doc/classes/String.xml
@@ -58769,9 +58820,11 @@ msgstr ""
 
 #: doc/classes/StyleBox.xml
 msgid ""
-"Draws this stylebox using a [CanvasItem] with given [RID].\n"
-"You can get a [RID] value using [method Object.get_instance_id] on a "
-"[CanvasItem]-derived node."
+"Draws this stylebox using a canvas item identified by the given [RID].\n"
+"The [RID] value can either be the result of [method CanvasItem."
+"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
+"directly from creating a canvas item in the [VisualServer] with [method "
+"VisualServer.canvas_item_create]."
 msgstr ""
 
 #: doc/classes/StyleBox.xml
@@ -60307,6 +60360,10 @@ msgstr ""
 msgid "If [code]true[/code], a right-click displays the context menu."
 msgstr ""
 
+#: doc/classes/TextEdit.xml
+msgid "If [code]true[/code], allow drag and drop of selected text."
+msgstr ""
+
 #: doc/classes/TextEdit.xml
 msgid ""
 "If [code]true[/code], the \"space\" character will have a visible "
@@ -66382,9 +66439,10 @@ msgstr ""
 msgid ""
 "The shadow atlas' resolution (used for omni and spot lights). The value will "
 "be rounded up to the nearest power of 2.\n"
-"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
-"created viewports default to a value of 0, this value must be set above 0 "
-"manually."
+"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
+"directional shadows won't be visible. Since user-created viewports default "
+"to a value of [code]0[/code], this value must be set above [code]0[/code] "
+"manually (typically at least [code]256[/code])."
 msgstr ""
 
 #: doc/classes/Viewport.xml
@@ -66413,7 +66471,11 @@ msgid ""
 msgstr ""
 
 #: doc/classes/Viewport.xml
-msgid "The rendering mode of viewport."
+msgid ""
+"The rendering mode of viewport.\n"
+"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
+"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
+"HDR is not supported for 2D."
 msgstr ""
 
 #: doc/classes/Viewport.xml

+ 87 - 24
doc/translations/cs.po

@@ -12653,10 +12653,12 @@ msgid ""
 msgstr ""
 
 #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
 msgid "The camera updates with the [code]_physics_process[/code] callback."
 msgstr ""
 
 #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
 msgid "The camera updates with the [code]_process[/code] callback."
 msgstr ""
 
@@ -19985,13 +19987,17 @@ msgstr ""
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "Amount of extra bias for shadow splits that are far away. If self-shadowing "
-"occurs only on the splits far away, increasing this value can fix them."
+"occurs only on the splits far away, increasing this value can fix them. This "
+"is ignored when [member directional_shadow_mode] is [constant "
+"SHADOW_ORTHOGONAL]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
-"transitions between splits."
+"transitions between splits. Enabling shadow blend splitting also has a "
+"moderate performance cost. This is ignored when [member "
+"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
@@ -20001,7 +20007,11 @@ msgid ""
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
-msgid "The maximum distance for shadow splits."
+msgid ""
+"The maximum distance for shadow splits. Increasing this value will make "
+"directional shadows visible from further away, at the cost of lower overall "
+"shadow detail and performance (since more objects need to be included in the "
+"directional shadow rendering)."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
@@ -20018,23 +20028,23 @@ msgstr ""
 msgid ""
 "The distance from camera to shadow split 1. Relative to [member "
 "directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "The distance from shadow split 1 to split 2. Relative to [member "
 "directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "The distance from shadow split 2 to split 3. Relative to [member "
 "directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
@@ -30408,7 +30418,10 @@ msgid ""
 "input at the cost of increased CPU usage. In applications where drawing "
 "freehand lines is required, input accumulation should generally be disabled "
 "while the user is drawing the line to get results that closely follow the "
-"actual input."
+"actual input.\n"
+"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
+"compatibility reasons. It is however recommended to enable it for games "
+"which don't require very reactive input, as this will decrease CPU usage."
 msgstr ""
 
 #: doc/classes/Input.xml
@@ -30982,10 +30995,11 @@ msgstr ""
 msgid ""
 "Contains mouse and pen motion information. Supports relative, absolute "
 "positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
-"at most. If you need more precise input reporting, set [member Input."
-"use_accumulated_input] to [code]false[/code] to make events emitted as often "
-"as possible. If you use InputEventMouseMotion to draw lines, consider "
+"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
+"rendered, allowing for precise input reporting, at the expense of CPU usage. "
+"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
+"multiple events merge into a single emitted event per frame.\n"
+"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
 "implementing [url=https://en.wikipedia.org/wiki/"
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
 "avoid visible gaps in lines if the user is moving the mouse quickly."
@@ -31307,6 +31321,11 @@ msgid ""
 "automatically."
 msgstr ""
 
+#: doc/classes/InterpolatedCamera.xml
+msgid ""
+"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
+msgstr ""
+
 #: doc/classes/InterpolatedCamera.xml
 msgid ""
 "How quickly the camera moves toward its target. Higher values will result in "
@@ -36749,7 +36768,7 @@ msgid ""
 "maximum distance is exceeded, it recalculates the ideal path."
 msgstr ""
 
-#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+#: doc/classes/NavigationAgent.xml
 msgid ""
 "The radius of the avoidance agent. This is the \"body\" of the avoidance "
 "agent and not the avoidance maneuver starting radius (which is controlled by "
@@ -36862,6 +36881,14 @@ msgid ""
 "least one matching layer."
 msgstr ""
 
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding."
+msgstr ""
+
 #: doc/classes/NavigationMesh.xml
 msgid "A mesh to approximate the walkable areas and obstacles."
 msgstr ""
@@ -50499,8 +50526,8 @@ msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"Size for shadow atlas (used for OmniLights and SpotLights). See "
-"documentation."
+"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
+"be rounded up to the nearest power of 2. See shadow mapping documentation."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -58889,7 +58916,31 @@ msgstr ""
 #: doc/classes/String.xml
 msgid ""
 "Formats the string by replacing all occurrences of [code]placeholder[/code] "
-"with [code]values[/code]."
+"with the elements of [code]values[/code].\n"
+"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
+"[code]placeholder[/code] will be replaced with the corresponding keys in "
+"advance. Array elements use their index as keys.\n"
+"[codeblock]\n"
+"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
+"named after it.\n"
+"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
+"named after it.\"\n"
+"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
+"\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
+"[/codeblock]\n"
+"Some additional handling is performed when [code]values[/code] is an array. "
+"If [code]placeholder[/code] does not contain an underscore, the elements of "
+"the array will be used to replace one occurrence of the placeholder in turn; "
+"If an array element is another 2-element array, it'll be interpreted as a "
+"key-value pair.\n"
+"[codeblock]\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
+"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
+"\"Godot\"]]))\n"
+"[/codeblock]"
 msgstr ""
 
 #: doc/classes/String.xml
@@ -59486,9 +59537,11 @@ msgstr ""
 
 #: doc/classes/StyleBox.xml
 msgid ""
-"Draws this stylebox using a [CanvasItem] with given [RID].\n"
-"You can get a [RID] value using [method Object.get_instance_id] on a "
-"[CanvasItem]-derived node."
+"Draws this stylebox using a canvas item identified by the given [RID].\n"
+"The [RID] value can either be the result of [method CanvasItem."
+"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
+"directly from creating a canvas item in the [VisualServer] with [method "
+"VisualServer.canvas_item_create]."
 msgstr ""
 
 #: doc/classes/StyleBox.xml
@@ -61042,6 +61095,11 @@ msgstr ""
 msgid "If [code]true[/code], a right-click displays the context menu."
 msgstr ""
 
+#: doc/classes/TextEdit.xml
+#, fuzzy
+msgid "If [code]true[/code], allow drag and drop of selected text."
+msgstr "Vrátí [code] true [/code], pokud je vektor normalizován, jinak false."
+
 #: doc/classes/TextEdit.xml
 msgid ""
 "If [code]true[/code], the \"space\" character will have a visible "
@@ -67164,9 +67222,10 @@ msgstr ""
 msgid ""
 "The shadow atlas' resolution (used for omni and spot lights). The value will "
 "be rounded up to the nearest power of 2.\n"
-"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
-"created viewports default to a value of 0, this value must be set above 0 "
-"manually."
+"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
+"directional shadows won't be visible. Since user-created viewports default "
+"to a value of [code]0[/code], this value must be set above [code]0[/code] "
+"manually (typically at least [code]256[/code])."
 msgstr ""
 
 #: doc/classes/Viewport.xml
@@ -67195,7 +67254,11 @@ msgid ""
 msgstr ""
 
 #: doc/classes/Viewport.xml
-msgid "The rendering mode of viewport."
+msgid ""
+"The rendering mode of viewport.\n"
+"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
+"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
+"HDR is not supported for 2D."
 msgstr ""
 
 #: doc/classes/Viewport.xml

+ 87 - 24
doc/translations/de.po

@@ -14222,10 +14222,12 @@ msgid ""
 msgstr ""
 
 #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
 msgid "The camera updates with the [code]_physics_process[/code] callback."
 msgstr ""
 
 #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
 msgid "The camera updates with the [code]_process[/code] callback."
 msgstr ""
 
@@ -21703,13 +21705,17 @@ msgstr ""
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "Amount of extra bias for shadow splits that are far away. If self-shadowing "
-"occurs only on the splits far away, increasing this value can fix them."
+"occurs only on the splits far away, increasing this value can fix them. This "
+"is ignored when [member directional_shadow_mode] is [constant "
+"SHADOW_ORTHOGONAL]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
-"transitions between splits."
+"transitions between splits. Enabling shadow blend splitting also has a "
+"moderate performance cost. This is ignored when [member "
+"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
@@ -21719,7 +21725,11 @@ msgid ""
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
-msgid "The maximum distance for shadow splits."
+msgid ""
+"The maximum distance for shadow splits. Increasing this value will make "
+"directional shadows visible from further away, at the cost of lower overall "
+"shadow detail and performance (since more objects need to be included in the "
+"directional shadow rendering)."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
@@ -21736,23 +21746,23 @@ msgstr ""
 msgid ""
 "The distance from camera to shadow split 1. Relative to [member "
 "directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "The distance from shadow split 1 to split 2. Relative to [member "
 "directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "The distance from shadow split 2 to split 3. Relative to [member "
 "directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
@@ -32199,7 +32209,10 @@ msgid ""
 "input at the cost of increased CPU usage. In applications where drawing "
 "freehand lines is required, input accumulation should generally be disabled "
 "while the user is drawing the line to get results that closely follow the "
-"actual input."
+"actual input.\n"
+"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
+"compatibility reasons. It is however recommended to enable it for games "
+"which don't require very reactive input, as this will decrease CPU usage."
 msgstr ""
 
 #: doc/classes/Input.xml
@@ -32773,10 +32786,11 @@ msgstr ""
 msgid ""
 "Contains mouse and pen motion information. Supports relative, absolute "
 "positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
-"at most. If you need more precise input reporting, set [member Input."
-"use_accumulated_input] to [code]false[/code] to make events emitted as often "
-"as possible. If you use InputEventMouseMotion to draw lines, consider "
+"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
+"rendered, allowing for precise input reporting, at the expense of CPU usage. "
+"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
+"multiple events merge into a single emitted event per frame.\n"
+"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
 "implementing [url=https://en.wikipedia.org/wiki/"
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
 "avoid visible gaps in lines if the user is moving the mouse quickly."
@@ -33102,6 +33116,11 @@ msgstr ""
 "Wenn [code]true[/code], wird die Sub-Animation nach Beendigung automatisch "
 "neu gestartet."
 
+#: doc/classes/InterpolatedCamera.xml
+msgid ""
+"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
+msgstr ""
+
 #: doc/classes/InterpolatedCamera.xml
 msgid ""
 "How quickly the camera moves toward its target. Higher values will result in "
@@ -38619,7 +38638,7 @@ msgid ""
 "maximum distance is exceeded, it recalculates the ideal path."
 msgstr ""
 
-#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+#: doc/classes/NavigationAgent.xml
 msgid ""
 "The radius of the avoidance agent. This is the \"body\" of the avoidance "
 "agent and not the avoidance maneuver starting radius (which is controlled by "
@@ -38734,6 +38753,14 @@ msgid ""
 "least one matching layer."
 msgstr ""
 
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding."
+msgstr ""
+
 #: doc/classes/NavigationMesh.xml
 msgid "A mesh to approximate the walkable areas and obstacles."
 msgstr ""
@@ -52484,8 +52511,8 @@ msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"Size for shadow atlas (used for OmniLights and SpotLights). See "
-"documentation."
+"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
+"be rounded up to the nearest power of 2. See shadow mapping documentation."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -60981,7 +61008,31 @@ msgstr ""
 #: doc/classes/String.xml
 msgid ""
 "Formats the string by replacing all occurrences of [code]placeholder[/code] "
-"with [code]values[/code]."
+"with the elements of [code]values[/code].\n"
+"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
+"[code]placeholder[/code] will be replaced with the corresponding keys in "
+"advance. Array elements use their index as keys.\n"
+"[codeblock]\n"
+"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
+"named after it.\n"
+"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
+"named after it.\"\n"
+"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
+"\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
+"[/codeblock]\n"
+"Some additional handling is performed when [code]values[/code] is an array. "
+"If [code]placeholder[/code] does not contain an underscore, the elements of "
+"the array will be used to replace one occurrence of the placeholder in turn; "
+"If an array element is another 2-element array, it'll be interpreted as a "
+"key-value pair.\n"
+"[codeblock]\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
+"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
+"\"Godot\"]]))\n"
+"[/codeblock]"
 msgstr ""
 
 #: doc/classes/String.xml
@@ -61582,9 +61633,11 @@ msgstr ""
 
 #: doc/classes/StyleBox.xml
 msgid ""
-"Draws this stylebox using a [CanvasItem] with given [RID].\n"
-"You can get a [RID] value using [method Object.get_instance_id] on a "
-"[CanvasItem]-derived node."
+"Draws this stylebox using a canvas item identified by the given [RID].\n"
+"The [RID] value can either be the result of [method CanvasItem."
+"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
+"directly from creating a canvas item in the [VisualServer] with [method "
+"VisualServer.canvas_item_create]."
 msgstr ""
 
 #: doc/classes/StyleBox.xml
@@ -63157,6 +63210,11 @@ msgstr ""
 msgid "If [code]true[/code], a right-click displays the context menu."
 msgstr ""
 
+#: doc/classes/TextEdit.xml
+#, fuzzy
+msgid "If [code]true[/code], allow drag and drop of selected text."
+msgstr "Wenn [code]true[/code], wird die Textur zentriert."
+
 #: doc/classes/TextEdit.xml
 msgid ""
 "If [code]true[/code], the \"space\" character will have a visible "
@@ -69471,9 +69529,10 @@ msgstr ""
 msgid ""
 "The shadow atlas' resolution (used for omni and spot lights). The value will "
 "be rounded up to the nearest power of 2.\n"
-"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
-"created viewports default to a value of 0, this value must be set above 0 "
-"manually."
+"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
+"directional shadows won't be visible. Since user-created viewports default "
+"to a value of [code]0[/code], this value must be set above [code]0[/code] "
+"manually (typically at least [code]256[/code])."
 msgstr ""
 
 #: doc/classes/Viewport.xml
@@ -69505,7 +69564,11 @@ msgid ""
 msgstr ""
 
 #: doc/classes/Viewport.xml
-msgid "The rendering mode of viewport."
+msgid ""
+"The rendering mode of viewport.\n"
+"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
+"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
+"HDR is not supported for 2D."
 msgstr ""
 
 #: doc/classes/Viewport.xml

+ 87 - 24
doc/translations/el.po

@@ -12152,10 +12152,12 @@ msgid ""
 msgstr ""
 
 #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
 msgid "The camera updates with the [code]_physics_process[/code] callback."
 msgstr ""
 
 #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
 msgid "The camera updates with the [code]_process[/code] callback."
 msgstr ""
 
@@ -19452,13 +19454,17 @@ msgstr ""
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "Amount of extra bias for shadow splits that are far away. If self-shadowing "
-"occurs only on the splits far away, increasing this value can fix them."
+"occurs only on the splits far away, increasing this value can fix them. This "
+"is ignored when [member directional_shadow_mode] is [constant "
+"SHADOW_ORTHOGONAL]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
-"transitions between splits."
+"transitions between splits. Enabling shadow blend splitting also has a "
+"moderate performance cost. This is ignored when [member "
+"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
@@ -19468,7 +19474,11 @@ msgid ""
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
-msgid "The maximum distance for shadow splits."
+msgid ""
+"The maximum distance for shadow splits. Increasing this value will make "
+"directional shadows visible from further away, at the cost of lower overall "
+"shadow detail and performance (since more objects need to be included in the "
+"directional shadow rendering)."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
@@ -19485,23 +19495,23 @@ msgstr ""
 msgid ""
 "The distance from camera to shadow split 1. Relative to [member "
 "directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "The distance from shadow split 1 to split 2. Relative to [member "
 "directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "The distance from shadow split 2 to split 3. Relative to [member "
 "directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
@@ -29863,7 +29873,10 @@ msgid ""
 "input at the cost of increased CPU usage. In applications where drawing "
 "freehand lines is required, input accumulation should generally be disabled "
 "while the user is drawing the line to get results that closely follow the "
-"actual input."
+"actual input.\n"
+"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
+"compatibility reasons. It is however recommended to enable it for games "
+"which don't require very reactive input, as this will decrease CPU usage."
 msgstr ""
 
 #: doc/classes/Input.xml
@@ -30437,10 +30450,11 @@ msgstr ""
 msgid ""
 "Contains mouse and pen motion information. Supports relative, absolute "
 "positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
-"at most. If you need more precise input reporting, set [member Input."
-"use_accumulated_input] to [code]false[/code] to make events emitted as often "
-"as possible. If you use InputEventMouseMotion to draw lines, consider "
+"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
+"rendered, allowing for precise input reporting, at the expense of CPU usage. "
+"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
+"multiple events merge into a single emitted event per frame.\n"
+"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
 "implementing [url=https://en.wikipedia.org/wiki/"
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
 "avoid visible gaps in lines if the user is moving the mouse quickly."
@@ -30762,6 +30776,11 @@ msgid ""
 "automatically."
 msgstr ""
 
+#: doc/classes/InterpolatedCamera.xml
+msgid ""
+"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
+msgstr ""
+
 #: doc/classes/InterpolatedCamera.xml
 msgid ""
 "How quickly the camera moves toward its target. Higher values will result in "
@@ -36189,7 +36208,7 @@ msgid ""
 "maximum distance is exceeded, it recalculates the ideal path."
 msgstr ""
 
-#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+#: doc/classes/NavigationAgent.xml
 msgid ""
 "The radius of the avoidance agent. This is the \"body\" of the avoidance "
 "agent and not the avoidance maneuver starting radius (which is controlled by "
@@ -36302,6 +36321,14 @@ msgid ""
 "least one matching layer."
 msgstr ""
 
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding."
+msgstr ""
+
 #: doc/classes/NavigationMesh.xml
 msgid "A mesh to approximate the walkable areas and obstacles."
 msgstr ""
@@ -49907,8 +49934,8 @@ msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"Size for shadow atlas (used for OmniLights and SpotLights). See "
-"documentation."
+"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
+"be rounded up to the nearest power of 2. See shadow mapping documentation."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -58281,7 +58308,31 @@ msgstr ""
 #: doc/classes/String.xml
 msgid ""
 "Formats the string by replacing all occurrences of [code]placeholder[/code] "
-"with [code]values[/code]."
+"with the elements of [code]values[/code].\n"
+"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
+"[code]placeholder[/code] will be replaced with the corresponding keys in "
+"advance. Array elements use their index as keys.\n"
+"[codeblock]\n"
+"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
+"named after it.\n"
+"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
+"named after it.\"\n"
+"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
+"\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
+"[/codeblock]\n"
+"Some additional handling is performed when [code]values[/code] is an array. "
+"If [code]placeholder[/code] does not contain an underscore, the elements of "
+"the array will be used to replace one occurrence of the placeholder in turn; "
+"If an array element is another 2-element array, it'll be interpreted as a "
+"key-value pair.\n"
+"[codeblock]\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
+"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
+"\"Godot\"]]))\n"
+"[/codeblock]"
 msgstr ""
 
 #: doc/classes/String.xml
@@ -58878,9 +58929,11 @@ msgstr ""
 
 #: doc/classes/StyleBox.xml
 msgid ""
-"Draws this stylebox using a [CanvasItem] with given [RID].\n"
-"You can get a [RID] value using [method Object.get_instance_id] on a "
-"[CanvasItem]-derived node."
+"Draws this stylebox using a canvas item identified by the given [RID].\n"
+"The [RID] value can either be the result of [method CanvasItem."
+"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
+"directly from creating a canvas item in the [VisualServer] with [method "
+"VisualServer.canvas_item_create]."
 msgstr ""
 
 #: doc/classes/StyleBox.xml
@@ -60424,6 +60477,11 @@ msgstr ""
 msgid "If [code]true[/code], a right-click displays the context menu."
 msgstr ""
 
+#: doc/classes/TextEdit.xml
+#, fuzzy
+msgid "If [code]true[/code], allow drag and drop of selected text."
+msgstr "Επιστρέφει το συνημίτονο της παραμέτρου."
+
 #: doc/classes/TextEdit.xml
 msgid ""
 "If [code]true[/code], the \"space\" character will have a visible "
@@ -66513,9 +66571,10 @@ msgstr ""
 msgid ""
 "The shadow atlas' resolution (used for omni and spot lights). The value will "
 "be rounded up to the nearest power of 2.\n"
-"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
-"created viewports default to a value of 0, this value must be set above 0 "
-"manually."
+"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
+"directional shadows won't be visible. Since user-created viewports default "
+"to a value of [code]0[/code], this value must be set above [code]0[/code] "
+"manually (typically at least [code]256[/code])."
 msgstr ""
 
 #: doc/classes/Viewport.xml
@@ -66544,7 +66603,11 @@ msgid ""
 msgstr ""
 
 #: doc/classes/Viewport.xml
-msgid "The rendering mode of viewport."
+msgid ""
+"The rendering mode of viewport.\n"
+"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
+"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
+"HDR is not supported for 2D."
 msgstr ""
 
 #: doc/classes/Viewport.xml

+ 97 - 36
doc/translations/es.po

@@ -15915,10 +15915,12 @@ msgstr ""
 "horizontales y el tamaño de la pantalla."
 
 #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
 msgid "The camera updates with the [code]_physics_process[/code] callback."
 msgstr "La cámara se actualiza con la llamada [code]_physics_process[/code]."
 
 #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
 msgid "The camera updates with the [code]_process[/code] callback."
 msgstr "La cámara se actualiza con la llamada de [code]_process[/code]."
 
@@ -25571,16 +25573,18 @@ msgstr ""
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "Amount of extra bias for shadow splits that are far away. If self-shadowing "
-"occurs only on the splits far away, increasing this value can fix them."
+"occurs only on the splits far away, increasing this value can fix them. This "
+"is ignored when [member directional_shadow_mode] is [constant "
+"SHADOW_ORTHOGONAL]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
-"transitions between splits."
+"transitions between splits. Enabling shadow blend splitting also has a "
+"moderate performance cost. This is ignored when [member "
+"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
 msgstr ""
-"Si [code]true[/code], el detalle de la sombra se sacrifica a cambio de "
-"transiciones más suaves entre las divisiones."
 
 #: doc/classes/DirectionalLight.xml
 msgid ""
@@ -25591,8 +25595,12 @@ msgstr ""
 "movimiento. Ver [enum ShadowDepthRange]."
 
 #: doc/classes/DirectionalLight.xml
-msgid "The maximum distance for shadow splits."
-msgstr "La distancia máxima para las divisiones de la sombra."
+msgid ""
+"The maximum distance for shadow splits. Increasing this value will make "
+"directional shadows visible from further away, at the cost of lower overall "
+"shadow detail and performance (since more objects need to be included in the "
+"directional shadow rendering)."
+msgstr ""
 
 #: doc/classes/DirectionalLight.xml
 msgid "The light's shadow rendering algorithm. See [enum ShadowMode]."
@@ -25606,11 +25614,12 @@ msgid ""
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
+#, fuzzy
 msgid ""
 "The distance from camera to shadow split 1. Relative to [member "
 "directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
 msgstr ""
 "La distancia de la cámara a la sombra se divide en 1. Relativo a [member "
 "directional_shadow_max_distance]. Sólo se utiliza cuando [member "
@@ -25618,11 +25627,12 @@ msgstr ""
 "[code]SHADOW_PARALLEL_4_SPLITS[/code]."
 
 #: doc/classes/DirectionalLight.xml
+#, fuzzy
 msgid ""
 "The distance from shadow split 1 to split 2. Relative to [member "
 "directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
 msgstr ""
 "La distancia de la sombra se divide en dos. Relativo a [member "
 "directional_shadow_max_distance]. Sólo se utiliza cuando [member "
@@ -25630,10 +25640,11 @@ msgstr ""
 "[code]SHADOW_PARALLEL_4_SPLITS[/code]."
 
 #: doc/classes/DirectionalLight.xml
+#, fuzzy
 msgid ""
 "The distance from shadow split 2 to split 3. Relative to [member "
 "directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
 msgstr ""
 "La distancia de la sombra se divide en dos y tres. Relativo a [member "
 "directional_shadow_max_distance]. Sólo se usa cuando [member "
@@ -39542,7 +39553,10 @@ msgid ""
 "input at the cost of increased CPU usage. In applications where drawing "
 "freehand lines is required, input accumulation should generally be disabled "
 "while the user is drawing the line to get results that closely follow the "
-"actual input."
+"actual input.\n"
+"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
+"compatibility reasons. It is however recommended to enable it for games "
+"which don't require very reactive input, as this will decrease CPU usage."
 msgstr ""
 "Habilita o deshabilita la acumulación de eventos de entrada similares "
 "enviados por el sistema operativo. Cuando la acumulación de entrada está "
@@ -40301,10 +40315,11 @@ msgstr "Tipo de evento de entrada para los eventos de movimiento del ratón."
 msgid ""
 "Contains mouse and pen motion information. Supports relative, absolute "
 "positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
-"at most. If you need more precise input reporting, set [member Input."
-"use_accumulated_input] to [code]false[/code] to make events emitted as often "
-"as possible. If you use InputEventMouseMotion to draw lines, consider "
+"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
+"rendered, allowing for precise input reporting, at the expense of CPU usage. "
+"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
+"multiple events merge into a single emitted event per frame.\n"
+"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
 "implementing [url=https://en.wikipedia.org/wiki/"
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
 "avoid visible gaps in lines if the user is moving the mouse quickly."
@@ -40744,6 +40759,12 @@ msgstr ""
 "Si [code]true[/code], la ventana se desplaza hacia abajo para mostrar "
 "automáticamente el nuevo contenido."
 
+#: doc/classes/InterpolatedCamera.xml
+#, fuzzy
+msgid ""
+"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
+msgstr "La llamada al proceso de la cámara. Ver [enum Camera2DProcessMode]."
+
 #: doc/classes/InterpolatedCamera.xml
 msgid ""
 "How quickly the camera moves toward its target. Higher values will result in "
@@ -47706,7 +47727,7 @@ msgid ""
 "maximum distance is exceeded, it recalculates the ideal path."
 msgstr ""
 
-#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+#: doc/classes/NavigationAgent.xml
 msgid ""
 "The radius of the avoidance agent. This is the \"body\" of the avoidance "
 "agent and not the avoidance maneuver starting radius (which is controlled by "
@@ -47821,6 +47842,14 @@ msgid ""
 "least one matching layer."
 msgstr ""
 
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding."
+msgstr ""
+
 #: doc/classes/NavigationMesh.xml
 msgid "A mesh to approximate the walkable areas and obstacles."
 msgstr ""
@@ -65718,12 +65747,13 @@ msgstr ""
 "documentación del mapeo de sombras."
 
 #: doc/classes/ProjectSettings.xml
+#, fuzzy
 msgid ""
-"Size for shadow atlas (used for OmniLights and SpotLights). See "
-"documentation."
+"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
+"be rounded up to the nearest power of 2. See shadow mapping documentation."
 msgstr ""
-"Tamaño para el atlas de sombras (usado para OmniLights y SpotLights). Vea la "
-"documentación."
+"Establece el tamaño de las imágenes del atlas de sombras (usado para omni y "
+"focos). El valor se redondeará a la potencia más cercana de 2."
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
@@ -76413,10 +76443,32 @@ msgstr ""
 #: doc/classes/String.xml
 msgid ""
 "Formats the string by replacing all occurrences of [code]placeholder[/code] "
-"with [code]values[/code]."
+"with the elements of [code]values[/code].\n"
+"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
+"[code]placeholder[/code] will be replaced with the corresponding keys in "
+"advance. Array elements use their index as keys.\n"
+"[codeblock]\n"
+"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
+"named after it.\n"
+"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
+"named after it.\"\n"
+"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
+"\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
+"[/codeblock]\n"
+"Some additional handling is performed when [code]values[/code] is an array. "
+"If [code]placeholder[/code] does not contain an underscore, the elements of "
+"the array will be used to replace one occurrence of the placeholder in turn; "
+"If an array element is another 2-element array, it'll be interpreted as a "
+"key-value pair.\n"
+"[codeblock]\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
+"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
+"\"Godot\"]]))\n"
+"[/codeblock]"
 msgstr ""
-"Formatea la string reemplazando todas las ocurrencias de [code]placeholder[/"
-"code] por [code]values[/code]."
 
 #: doc/classes/String.xml
 msgid "If the string is a valid file path, returns the base directory name."
@@ -77186,13 +77238,12 @@ msgstr ""
 
 #: doc/classes/StyleBox.xml
 msgid ""
-"Draws this stylebox using a [CanvasItem] with given [RID].\n"
-"You can get a [RID] value using [method Object.get_instance_id] on a "
-"[CanvasItem]-derived node."
+"Draws this stylebox using a canvas item identified by the given [RID].\n"
+"The [RID] value can either be the result of [method CanvasItem."
+"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
+"directly from creating a canvas item in the [VisualServer] with [method "
+"VisualServer.canvas_item_create]."
 msgstr ""
-"Dibuja este cuadro de estilo usando un [CanvasItem] con un [RID] dado.\n"
-"Puedes obtener un valor [RID] usando el [method Object.get_instance_id] en "
-"un nodo derivado de [CanvasItem]."
 
 #: doc/classes/StyleBox.xml
 msgid "Returns the size of this [StyleBox] without the margins."
@@ -79172,6 +79223,11 @@ msgstr ""
 "Si [code]true[/code], un clic con el botón derecho del ratón muestra el menú "
 "contextual."
 
+#: doc/classes/TextEdit.xml
+#, fuzzy
+msgid "If [code]true[/code], allow drag and drop of selected text."
+msgstr "Si [code]true[/code], el cuerpo puede ser detectado por los rayos."
+
 #: doc/classes/TextEdit.xml
 msgid ""
 "If [code]true[/code], the \"space\" character will have a visible "
@@ -87155,12 +87211,14 @@ msgstr ""
 "La cantidad de subdivisión del cuarto cuadrante en el atlas de las sombras."
 
 #: doc/classes/Viewport.xml
+#, fuzzy
 msgid ""
 "The shadow atlas' resolution (used for omni and spot lights). The value will "
 "be rounded up to the nearest power of 2.\n"
-"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
-"created viewports default to a value of 0, this value must be set above 0 "
-"manually."
+"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
+"directional shadows won't be visible. Since user-created viewports default "
+"to a value of [code]0[/code], this value must be set above [code]0[/code] "
+"manually (typically at least [code]256[/code])."
 msgstr ""
 "La resolución del atlas de las sombras (usado para luces omni y spot). El "
 "valor se redondeará a la potencia más cercana de 2.\n"
@@ -87197,9 +87255,12 @@ msgid ""
 msgstr "Si [code]true[/code], el viewport debería hacer su fondo transparente."
 
 #: doc/classes/Viewport.xml
-#, fuzzy
-msgid "The rendering mode of viewport."
-msgstr "El modo de selección a utilizar."
+msgid ""
+"The rendering mode of viewport.\n"
+"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
+"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
+"HDR is not supported for 2D."
+msgstr ""
 
 #: doc/classes/Viewport.xml
 msgid ""

+ 86 - 24
doc/translations/fa.po

@@ -12573,10 +12573,12 @@ msgid ""
 msgstr ""
 
 #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
 msgid "The camera updates with the [code]_physics_process[/code] callback."
 msgstr ""
 
 #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
 msgid "The camera updates with the [code]_process[/code] callback."
 msgstr ""
 
@@ -19858,13 +19860,17 @@ msgstr ""
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "Amount of extra bias for shadow splits that are far away. If self-shadowing "
-"occurs only on the splits far away, increasing this value can fix them."
+"occurs only on the splits far away, increasing this value can fix them. This "
+"is ignored when [member directional_shadow_mode] is [constant "
+"SHADOW_ORTHOGONAL]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
-"transitions between splits."
+"transitions between splits. Enabling shadow blend splitting also has a "
+"moderate performance cost. This is ignored when [member "
+"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
@@ -19874,7 +19880,11 @@ msgid ""
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
-msgid "The maximum distance for shadow splits."
+msgid ""
+"The maximum distance for shadow splits. Increasing this value will make "
+"directional shadows visible from further away, at the cost of lower overall "
+"shadow detail and performance (since more objects need to be included in the "
+"directional shadow rendering)."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
@@ -19891,23 +19901,23 @@ msgstr ""
 msgid ""
 "The distance from camera to shadow split 1. Relative to [member "
 "directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "The distance from shadow split 1 to split 2. Relative to [member "
 "directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "The distance from shadow split 2 to split 3. Relative to [member "
 "directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
@@ -30256,7 +30266,10 @@ msgid ""
 "input at the cost of increased CPU usage. In applications where drawing "
 "freehand lines is required, input accumulation should generally be disabled "
 "while the user is drawing the line to get results that closely follow the "
-"actual input."
+"actual input.\n"
+"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
+"compatibility reasons. It is however recommended to enable it for games "
+"which don't require very reactive input, as this will decrease CPU usage."
 msgstr ""
 
 #: doc/classes/Input.xml
@@ -30830,10 +30843,11 @@ msgstr ""
 msgid ""
 "Contains mouse and pen motion information. Supports relative, absolute "
 "positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
-"at most. If you need more precise input reporting, set [member Input."
-"use_accumulated_input] to [code]false[/code] to make events emitted as often "
-"as possible. If you use InputEventMouseMotion to draw lines, consider "
+"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
+"rendered, allowing for precise input reporting, at the expense of CPU usage. "
+"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
+"multiple events merge into a single emitted event per frame.\n"
+"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
 "implementing [url=https://en.wikipedia.org/wiki/"
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
 "avoid visible gaps in lines if the user is moving the mouse quickly."
@@ -31154,6 +31168,11 @@ msgid ""
 "automatically."
 msgstr ""
 
+#: doc/classes/InterpolatedCamera.xml
+msgid ""
+"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
+msgstr ""
+
 #: doc/classes/InterpolatedCamera.xml
 msgid ""
 "How quickly the camera moves toward its target. Higher values will result in "
@@ -36562,7 +36581,7 @@ msgid ""
 "maximum distance is exceeded, it recalculates the ideal path."
 msgstr ""
 
-#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+#: doc/classes/NavigationAgent.xml
 msgid ""
 "The radius of the avoidance agent. This is the \"body\" of the avoidance "
 "agent and not the avoidance maneuver starting radius (which is controlled by "
@@ -36673,6 +36692,14 @@ msgid ""
 "least one matching layer."
 msgstr ""
 
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding."
+msgstr ""
+
 #: doc/classes/NavigationMesh.xml
 msgid "A mesh to approximate the walkable areas and obstacles."
 msgstr ""
@@ -50264,8 +50291,8 @@ msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"Size for shadow atlas (used for OmniLights and SpotLights). See "
-"documentation."
+"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
+"be rounded up to the nearest power of 2. See shadow mapping documentation."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -58638,7 +58665,31 @@ msgstr ""
 #: doc/classes/String.xml
 msgid ""
 "Formats the string by replacing all occurrences of [code]placeholder[/code] "
-"with [code]values[/code]."
+"with the elements of [code]values[/code].\n"
+"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
+"[code]placeholder[/code] will be replaced with the corresponding keys in "
+"advance. Array elements use their index as keys.\n"
+"[codeblock]\n"
+"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
+"named after it.\n"
+"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
+"named after it.\"\n"
+"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
+"\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
+"[/codeblock]\n"
+"Some additional handling is performed when [code]values[/code] is an array. "
+"If [code]placeholder[/code] does not contain an underscore, the elements of "
+"the array will be used to replace one occurrence of the placeholder in turn; "
+"If an array element is another 2-element array, it'll be interpreted as a "
+"key-value pair.\n"
+"[codeblock]\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
+"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
+"\"Godot\"]]))\n"
+"[/codeblock]"
 msgstr ""
 
 #: doc/classes/String.xml
@@ -59235,9 +59286,11 @@ msgstr ""
 
 #: doc/classes/StyleBox.xml
 msgid ""
-"Draws this stylebox using a [CanvasItem] with given [RID].\n"
-"You can get a [RID] value using [method Object.get_instance_id] on a "
-"[CanvasItem]-derived node."
+"Draws this stylebox using a canvas item identified by the given [RID].\n"
+"The [RID] value can either be the result of [method CanvasItem."
+"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
+"directly from creating a canvas item in the [VisualServer] with [method "
+"VisualServer.canvas_item_create]."
 msgstr ""
 
 #: doc/classes/StyleBox.xml
@@ -60773,6 +60826,10 @@ msgstr ""
 msgid "If [code]true[/code], a right-click displays the context menu."
 msgstr ""
 
+#: doc/classes/TextEdit.xml
+msgid "If [code]true[/code], allow drag and drop of selected text."
+msgstr ""
+
 #: doc/classes/TextEdit.xml
 msgid ""
 "If [code]true[/code], the \"space\" character will have a visible "
@@ -66848,9 +66905,10 @@ msgstr ""
 msgid ""
 "The shadow atlas' resolution (used for omni and spot lights). The value will "
 "be rounded up to the nearest power of 2.\n"
-"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
-"created viewports default to a value of 0, this value must be set above 0 "
-"manually."
+"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
+"directional shadows won't be visible. Since user-created viewports default "
+"to a value of [code]0[/code], this value must be set above [code]0[/code] "
+"manually (typically at least [code]256[/code])."
 msgstr ""
 
 #: doc/classes/Viewport.xml
@@ -66879,7 +66937,11 @@ msgid ""
 msgstr ""
 
 #: doc/classes/Viewport.xml
-msgid "The rendering mode of viewport."
+msgid ""
+"The rendering mode of viewport.\n"
+"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
+"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
+"HDR is not supported for 2D."
 msgstr ""
 
 #: doc/classes/Viewport.xml

+ 87 - 24
doc/translations/fi.po

@@ -12226,10 +12226,12 @@ msgid ""
 msgstr ""
 
 #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
 msgid "The camera updates with the [code]_physics_process[/code] callback."
 msgstr ""
 
 #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
 msgid "The camera updates with the [code]_process[/code] callback."
 msgstr ""
 
@@ -19528,13 +19530,17 @@ msgstr ""
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "Amount of extra bias for shadow splits that are far away. If self-shadowing "
-"occurs only on the splits far away, increasing this value can fix them."
+"occurs only on the splits far away, increasing this value can fix them. This "
+"is ignored when [member directional_shadow_mode] is [constant "
+"SHADOW_ORTHOGONAL]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
-"transitions between splits."
+"transitions between splits. Enabling shadow blend splitting also has a "
+"moderate performance cost. This is ignored when [member "
+"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
@@ -19544,7 +19550,11 @@ msgid ""
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
-msgid "The maximum distance for shadow splits."
+msgid ""
+"The maximum distance for shadow splits. Increasing this value will make "
+"directional shadows visible from further away, at the cost of lower overall "
+"shadow detail and performance (since more objects need to be included in the "
+"directional shadow rendering)."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
@@ -19561,23 +19571,23 @@ msgstr ""
 msgid ""
 "The distance from camera to shadow split 1. Relative to [member "
 "directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "The distance from shadow split 1 to split 2. Relative to [member "
 "directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "The distance from shadow split 2 to split 3. Relative to [member "
 "directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
@@ -29946,7 +29956,10 @@ msgid ""
 "input at the cost of increased CPU usage. In applications where drawing "
 "freehand lines is required, input accumulation should generally be disabled "
 "while the user is drawing the line to get results that closely follow the "
-"actual input."
+"actual input.\n"
+"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
+"compatibility reasons. It is however recommended to enable it for games "
+"which don't require very reactive input, as this will decrease CPU usage."
 msgstr ""
 
 #: doc/classes/Input.xml
@@ -30520,10 +30533,11 @@ msgstr ""
 msgid ""
 "Contains mouse and pen motion information. Supports relative, absolute "
 "positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
-"at most. If you need more precise input reporting, set [member Input."
-"use_accumulated_input] to [code]false[/code] to make events emitted as often "
-"as possible. If you use InputEventMouseMotion to draw lines, consider "
+"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
+"rendered, allowing for precise input reporting, at the expense of CPU usage. "
+"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
+"multiple events merge into a single emitted event per frame.\n"
+"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
 "implementing [url=https://en.wikipedia.org/wiki/"
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
 "avoid visible gaps in lines if the user is moving the mouse quickly."
@@ -30845,6 +30859,11 @@ msgid ""
 "automatically."
 msgstr ""
 
+#: doc/classes/InterpolatedCamera.xml
+msgid ""
+"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
+msgstr ""
+
 #: doc/classes/InterpolatedCamera.xml
 msgid ""
 "How quickly the camera moves toward its target. Higher values will result in "
@@ -36274,7 +36293,7 @@ msgid ""
 "maximum distance is exceeded, it recalculates the ideal path."
 msgstr ""
 
-#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+#: doc/classes/NavigationAgent.xml
 msgid ""
 "The radius of the avoidance agent. This is the \"body\" of the avoidance "
 "agent and not the avoidance maneuver starting radius (which is controlled by "
@@ -36387,6 +36406,14 @@ msgid ""
 "least one matching layer."
 msgstr ""
 
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding."
+msgstr ""
+
 #: doc/classes/NavigationMesh.xml
 msgid "A mesh to approximate the walkable areas and obstacles."
 msgstr ""
@@ -49992,8 +50019,8 @@ msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"Size for shadow atlas (used for OmniLights and SpotLights). See "
-"documentation."
+"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
+"be rounded up to the nearest power of 2. See shadow mapping documentation."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -58368,7 +58395,31 @@ msgstr ""
 #: doc/classes/String.xml
 msgid ""
 "Formats the string by replacing all occurrences of [code]placeholder[/code] "
-"with [code]values[/code]."
+"with the elements of [code]values[/code].\n"
+"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
+"[code]placeholder[/code] will be replaced with the corresponding keys in "
+"advance. Array elements use their index as keys.\n"
+"[codeblock]\n"
+"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
+"named after it.\n"
+"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
+"named after it.\"\n"
+"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
+"\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
+"[/codeblock]\n"
+"Some additional handling is performed when [code]values[/code] is an array. "
+"If [code]placeholder[/code] does not contain an underscore, the elements of "
+"the array will be used to replace one occurrence of the placeholder in turn; "
+"If an array element is another 2-element array, it'll be interpreted as a "
+"key-value pair.\n"
+"[codeblock]\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
+"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
+"\"Godot\"]]))\n"
+"[/codeblock]"
 msgstr ""
 
 #: doc/classes/String.xml
@@ -58965,9 +59016,11 @@ msgstr ""
 
 #: doc/classes/StyleBox.xml
 msgid ""
-"Draws this stylebox using a [CanvasItem] with given [RID].\n"
-"You can get a [RID] value using [method Object.get_instance_id] on a "
-"[CanvasItem]-derived node."
+"Draws this stylebox using a canvas item identified by the given [RID].\n"
+"The [RID] value can either be the result of [method CanvasItem."
+"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
+"directly from creating a canvas item in the [VisualServer] with [method "
+"VisualServer.canvas_item_create]."
 msgstr ""
 
 #: doc/classes/StyleBox.xml
@@ -60512,6 +60565,11 @@ msgstr ""
 msgid "If [code]true[/code], a right-click displays the context menu."
 msgstr ""
 
+#: doc/classes/TextEdit.xml
+#, fuzzy
+msgid "If [code]true[/code], allow drag and drop of selected text."
+msgstr "Palauttaa parametrin kosinin."
+
 #: doc/classes/TextEdit.xml
 msgid ""
 "If [code]true[/code], the \"space\" character will have a visible "
@@ -66606,9 +66664,10 @@ msgstr ""
 msgid ""
 "The shadow atlas' resolution (used for omni and spot lights). The value will "
 "be rounded up to the nearest power of 2.\n"
-"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
-"created viewports default to a value of 0, this value must be set above 0 "
-"manually."
+"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
+"directional shadows won't be visible. Since user-created viewports default "
+"to a value of [code]0[/code], this value must be set above [code]0[/code] "
+"manually (typically at least [code]256[/code])."
 msgstr ""
 
 #: doc/classes/Viewport.xml
@@ -66637,7 +66696,11 @@ msgid ""
 msgstr ""
 
 #: doc/classes/Viewport.xml
-msgid "The rendering mode of viewport."
+msgid ""
+"The rendering mode of viewport.\n"
+"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
+"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
+"HDR is not supported for 2D."
 msgstr ""
 
 #: doc/classes/Viewport.xml

+ 86 - 24
doc/translations/fil.po

@@ -12148,10 +12148,12 @@ msgid ""
 msgstr ""
 
 #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
 msgid "The camera updates with the [code]_physics_process[/code] callback."
 msgstr ""
 
 #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
 msgid "The camera updates with the [code]_process[/code] callback."
 msgstr ""
 
@@ -19433,13 +19435,17 @@ msgstr ""
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "Amount of extra bias for shadow splits that are far away. If self-shadowing "
-"occurs only on the splits far away, increasing this value can fix them."
+"occurs only on the splits far away, increasing this value can fix them. This "
+"is ignored when [member directional_shadow_mode] is [constant "
+"SHADOW_ORTHOGONAL]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
-"transitions between splits."
+"transitions between splits. Enabling shadow blend splitting also has a "
+"moderate performance cost. This is ignored when [member "
+"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
@@ -19449,7 +19455,11 @@ msgid ""
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
-msgid "The maximum distance for shadow splits."
+msgid ""
+"The maximum distance for shadow splits. Increasing this value will make "
+"directional shadows visible from further away, at the cost of lower overall "
+"shadow detail and performance (since more objects need to be included in the "
+"directional shadow rendering)."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
@@ -19466,23 +19476,23 @@ msgstr ""
 msgid ""
 "The distance from camera to shadow split 1. Relative to [member "
 "directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "The distance from shadow split 1 to split 2. Relative to [member "
 "directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "The distance from shadow split 2 to split 3. Relative to [member "
 "directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
@@ -29831,7 +29841,10 @@ msgid ""
 "input at the cost of increased CPU usage. In applications where drawing "
 "freehand lines is required, input accumulation should generally be disabled "
 "while the user is drawing the line to get results that closely follow the "
-"actual input."
+"actual input.\n"
+"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
+"compatibility reasons. It is however recommended to enable it for games "
+"which don't require very reactive input, as this will decrease CPU usage."
 msgstr ""
 
 #: doc/classes/Input.xml
@@ -30405,10 +30418,11 @@ msgstr ""
 msgid ""
 "Contains mouse and pen motion information. Supports relative, absolute "
 "positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
-"at most. If you need more precise input reporting, set [member Input."
-"use_accumulated_input] to [code]false[/code] to make events emitted as often "
-"as possible. If you use InputEventMouseMotion to draw lines, consider "
+"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
+"rendered, allowing for precise input reporting, at the expense of CPU usage. "
+"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
+"multiple events merge into a single emitted event per frame.\n"
+"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
 "implementing [url=https://en.wikipedia.org/wiki/"
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
 "avoid visible gaps in lines if the user is moving the mouse quickly."
@@ -30729,6 +30743,11 @@ msgid ""
 "automatically."
 msgstr ""
 
+#: doc/classes/InterpolatedCamera.xml
+msgid ""
+"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
+msgstr ""
+
 #: doc/classes/InterpolatedCamera.xml
 msgid ""
 "How quickly the camera moves toward its target. Higher values will result in "
@@ -36131,7 +36150,7 @@ msgid ""
 "maximum distance is exceeded, it recalculates the ideal path."
 msgstr ""
 
-#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+#: doc/classes/NavigationAgent.xml
 msgid ""
 "The radius of the avoidance agent. This is the \"body\" of the avoidance "
 "agent and not the avoidance maneuver starting radius (which is controlled by "
@@ -36242,6 +36261,14 @@ msgid ""
 "least one matching layer."
 msgstr ""
 
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding."
+msgstr ""
+
 #: doc/classes/NavigationMesh.xml
 msgid "A mesh to approximate the walkable areas and obstacles."
 msgstr ""
@@ -49821,8 +49848,8 @@ msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"Size for shadow atlas (used for OmniLights and SpotLights). See "
-"documentation."
+"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
+"be rounded up to the nearest power of 2. See shadow mapping documentation."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -58191,7 +58218,31 @@ msgstr ""
 #: doc/classes/String.xml
 msgid ""
 "Formats the string by replacing all occurrences of [code]placeholder[/code] "
-"with [code]values[/code]."
+"with the elements of [code]values[/code].\n"
+"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
+"[code]placeholder[/code] will be replaced with the corresponding keys in "
+"advance. Array elements use their index as keys.\n"
+"[codeblock]\n"
+"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
+"named after it.\n"
+"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
+"named after it.\"\n"
+"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
+"\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
+"[/codeblock]\n"
+"Some additional handling is performed when [code]values[/code] is an array. "
+"If [code]placeholder[/code] does not contain an underscore, the elements of "
+"the array will be used to replace one occurrence of the placeholder in turn; "
+"If an array element is another 2-element array, it'll be interpreted as a "
+"key-value pair.\n"
+"[codeblock]\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
+"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
+"\"Godot\"]]))\n"
+"[/codeblock]"
 msgstr ""
 
 #: doc/classes/String.xml
@@ -58788,9 +58839,11 @@ msgstr ""
 
 #: doc/classes/StyleBox.xml
 msgid ""
-"Draws this stylebox using a [CanvasItem] with given [RID].\n"
-"You can get a [RID] value using [method Object.get_instance_id] on a "
-"[CanvasItem]-derived node."
+"Draws this stylebox using a canvas item identified by the given [RID].\n"
+"The [RID] value can either be the result of [method CanvasItem."
+"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
+"directly from creating a canvas item in the [VisualServer] with [method "
+"VisualServer.canvas_item_create]."
 msgstr ""
 
 #: doc/classes/StyleBox.xml
@@ -60326,6 +60379,10 @@ msgstr ""
 msgid "If [code]true[/code], a right-click displays the context menu."
 msgstr ""
 
+#: doc/classes/TextEdit.xml
+msgid "If [code]true[/code], allow drag and drop of selected text."
+msgstr ""
+
 #: doc/classes/TextEdit.xml
 msgid ""
 "If [code]true[/code], the \"space\" character will have a visible "
@@ -66401,9 +66458,10 @@ msgstr ""
 msgid ""
 "The shadow atlas' resolution (used for omni and spot lights). The value will "
 "be rounded up to the nearest power of 2.\n"
-"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
-"created viewports default to a value of 0, this value must be set above 0 "
-"manually."
+"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
+"directional shadows won't be visible. Since user-created viewports default "
+"to a value of [code]0[/code], this value must be set above [code]0[/code] "
+"manually (typically at least [code]256[/code])."
 msgstr ""
 
 #: doc/classes/Viewport.xml
@@ -66432,7 +66490,11 @@ msgid ""
 msgstr ""
 
 #: doc/classes/Viewport.xml
-msgid "The rendering mode of viewport."
+msgid ""
+"The rendering mode of viewport.\n"
+"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
+"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
+"HDR is not supported for 2D."
 msgstr ""
 
 #: doc/classes/Viewport.xml

File diff suppressed because it is too large
+ 317 - 21
doc/translations/fr.po


+ 86 - 24
doc/translations/gl.po

@@ -12140,10 +12140,12 @@ msgid ""
 msgstr ""
 
 #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
 msgid "The camera updates with the [code]_physics_process[/code] callback."
 msgstr ""
 
 #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
 msgid "The camera updates with the [code]_process[/code] callback."
 msgstr ""
 
@@ -19425,13 +19427,17 @@ msgstr ""
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "Amount of extra bias for shadow splits that are far away. If self-shadowing "
-"occurs only on the splits far away, increasing this value can fix them."
+"occurs only on the splits far away, increasing this value can fix them. This "
+"is ignored when [member directional_shadow_mode] is [constant "
+"SHADOW_ORTHOGONAL]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
-"transitions between splits."
+"transitions between splits. Enabling shadow blend splitting also has a "
+"moderate performance cost. This is ignored when [member "
+"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
@@ -19441,7 +19447,11 @@ msgid ""
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
-msgid "The maximum distance for shadow splits."
+msgid ""
+"The maximum distance for shadow splits. Increasing this value will make "
+"directional shadows visible from further away, at the cost of lower overall "
+"shadow detail and performance (since more objects need to be included in the "
+"directional shadow rendering)."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
@@ -19458,23 +19468,23 @@ msgstr ""
 msgid ""
 "The distance from camera to shadow split 1. Relative to [member "
 "directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "The distance from shadow split 1 to split 2. Relative to [member "
 "directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "The distance from shadow split 2 to split 3. Relative to [member "
 "directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
@@ -29820,7 +29830,10 @@ msgid ""
 "input at the cost of increased CPU usage. In applications where drawing "
 "freehand lines is required, input accumulation should generally be disabled "
 "while the user is drawing the line to get results that closely follow the "
-"actual input."
+"actual input.\n"
+"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
+"compatibility reasons. It is however recommended to enable it for games "
+"which don't require very reactive input, as this will decrease CPU usage."
 msgstr ""
 
 #: doc/classes/Input.xml
@@ -30394,10 +30407,11 @@ msgstr ""
 msgid ""
 "Contains mouse and pen motion information. Supports relative, absolute "
 "positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
-"at most. If you need more precise input reporting, set [member Input."
-"use_accumulated_input] to [code]false[/code] to make events emitted as often "
-"as possible. If you use InputEventMouseMotion to draw lines, consider "
+"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
+"rendered, allowing for precise input reporting, at the expense of CPU usage. "
+"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
+"multiple events merge into a single emitted event per frame.\n"
+"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
 "implementing [url=https://en.wikipedia.org/wiki/"
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
 "avoid visible gaps in lines if the user is moving the mouse quickly."
@@ -30718,6 +30732,11 @@ msgid ""
 "automatically."
 msgstr ""
 
+#: doc/classes/InterpolatedCamera.xml
+msgid ""
+"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
+msgstr ""
+
 #: doc/classes/InterpolatedCamera.xml
 msgid ""
 "How quickly the camera moves toward its target. Higher values will result in "
@@ -36120,7 +36139,7 @@ msgid ""
 "maximum distance is exceeded, it recalculates the ideal path."
 msgstr ""
 
-#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+#: doc/classes/NavigationAgent.xml
 msgid ""
 "The radius of the avoidance agent. This is the \"body\" of the avoidance "
 "agent and not the avoidance maneuver starting radius (which is controlled by "
@@ -36231,6 +36250,14 @@ msgid ""
 "least one matching layer."
 msgstr ""
 
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding."
+msgstr ""
+
 #: doc/classes/NavigationMesh.xml
 msgid "A mesh to approximate the walkable areas and obstacles."
 msgstr ""
@@ -49810,8 +49837,8 @@ msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"Size for shadow atlas (used for OmniLights and SpotLights). See "
-"documentation."
+"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
+"be rounded up to the nearest power of 2. See shadow mapping documentation."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -58180,7 +58207,31 @@ msgstr ""
 #: doc/classes/String.xml
 msgid ""
 "Formats the string by replacing all occurrences of [code]placeholder[/code] "
-"with [code]values[/code]."
+"with the elements of [code]values[/code].\n"
+"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
+"[code]placeholder[/code] will be replaced with the corresponding keys in "
+"advance. Array elements use their index as keys.\n"
+"[codeblock]\n"
+"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
+"named after it.\n"
+"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
+"named after it.\"\n"
+"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
+"\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
+"[/codeblock]\n"
+"Some additional handling is performed when [code]values[/code] is an array. "
+"If [code]placeholder[/code] does not contain an underscore, the elements of "
+"the array will be used to replace one occurrence of the placeholder in turn; "
+"If an array element is another 2-element array, it'll be interpreted as a "
+"key-value pair.\n"
+"[codeblock]\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
+"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
+"\"Godot\"]]))\n"
+"[/codeblock]"
 msgstr ""
 
 #: doc/classes/String.xml
@@ -58777,9 +58828,11 @@ msgstr ""
 
 #: doc/classes/StyleBox.xml
 msgid ""
-"Draws this stylebox using a [CanvasItem] with given [RID].\n"
-"You can get a [RID] value using [method Object.get_instance_id] on a "
-"[CanvasItem]-derived node."
+"Draws this stylebox using a canvas item identified by the given [RID].\n"
+"The [RID] value can either be the result of [method CanvasItem."
+"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
+"directly from creating a canvas item in the [VisualServer] with [method "
+"VisualServer.canvas_item_create]."
 msgstr ""
 
 #: doc/classes/StyleBox.xml
@@ -60315,6 +60368,10 @@ msgstr ""
 msgid "If [code]true[/code], a right-click displays the context menu."
 msgstr ""
 
+#: doc/classes/TextEdit.xml
+msgid "If [code]true[/code], allow drag and drop of selected text."
+msgstr ""
+
 #: doc/classes/TextEdit.xml
 msgid ""
 "If [code]true[/code], the \"space\" character will have a visible "
@@ -66390,9 +66447,10 @@ msgstr ""
 msgid ""
 "The shadow atlas' resolution (used for omni and spot lights). The value will "
 "be rounded up to the nearest power of 2.\n"
-"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
-"created viewports default to a value of 0, this value must be set above 0 "
-"manually."
+"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
+"directional shadows won't be visible. Since user-created viewports default "
+"to a value of [code]0[/code], this value must be set above [code]0[/code] "
+"manually (typically at least [code]256[/code])."
 msgstr ""
 
 #: doc/classes/Viewport.xml
@@ -66421,7 +66479,11 @@ msgid ""
 msgstr ""
 
 #: doc/classes/Viewport.xml
-msgid "The rendering mode of viewport."
+msgid ""
+"The rendering mode of viewport.\n"
+"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
+"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
+"HDR is not supported for 2D."
 msgstr ""
 
 #: doc/classes/Viewport.xml

+ 86 - 24
doc/translations/hi.po

@@ -12139,10 +12139,12 @@ msgid ""
 msgstr ""
 
 #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
 msgid "The camera updates with the [code]_physics_process[/code] callback."
 msgstr ""
 
 #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
 msgid "The camera updates with the [code]_process[/code] callback."
 msgstr ""
 
@@ -19424,13 +19426,17 @@ msgstr ""
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "Amount of extra bias for shadow splits that are far away. If self-shadowing "
-"occurs only on the splits far away, increasing this value can fix them."
+"occurs only on the splits far away, increasing this value can fix them. This "
+"is ignored when [member directional_shadow_mode] is [constant "
+"SHADOW_ORTHOGONAL]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
-"transitions between splits."
+"transitions between splits. Enabling shadow blend splitting also has a "
+"moderate performance cost. This is ignored when [member "
+"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
@@ -19440,7 +19446,11 @@ msgid ""
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
-msgid "The maximum distance for shadow splits."
+msgid ""
+"The maximum distance for shadow splits. Increasing this value will make "
+"directional shadows visible from further away, at the cost of lower overall "
+"shadow detail and performance (since more objects need to be included in the "
+"directional shadow rendering)."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
@@ -19457,23 +19467,23 @@ msgstr ""
 msgid ""
 "The distance from camera to shadow split 1. Relative to [member "
 "directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "The distance from shadow split 1 to split 2. Relative to [member "
 "directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "The distance from shadow split 2 to split 3. Relative to [member "
 "directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
@@ -29819,7 +29829,10 @@ msgid ""
 "input at the cost of increased CPU usage. In applications where drawing "
 "freehand lines is required, input accumulation should generally be disabled "
 "while the user is drawing the line to get results that closely follow the "
-"actual input."
+"actual input.\n"
+"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
+"compatibility reasons. It is however recommended to enable it for games "
+"which don't require very reactive input, as this will decrease CPU usage."
 msgstr ""
 
 #: doc/classes/Input.xml
@@ -30393,10 +30406,11 @@ msgstr ""
 msgid ""
 "Contains mouse and pen motion information. Supports relative, absolute "
 "positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
-"at most. If you need more precise input reporting, set [member Input."
-"use_accumulated_input] to [code]false[/code] to make events emitted as often "
-"as possible. If you use InputEventMouseMotion to draw lines, consider "
+"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
+"rendered, allowing for precise input reporting, at the expense of CPU usage. "
+"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
+"multiple events merge into a single emitted event per frame.\n"
+"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
 "implementing [url=https://en.wikipedia.org/wiki/"
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
 "avoid visible gaps in lines if the user is moving the mouse quickly."
@@ -30717,6 +30731,11 @@ msgid ""
 "automatically."
 msgstr ""
 
+#: doc/classes/InterpolatedCamera.xml
+msgid ""
+"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
+msgstr ""
+
 #: doc/classes/InterpolatedCamera.xml
 msgid ""
 "How quickly the camera moves toward its target. Higher values will result in "
@@ -36119,7 +36138,7 @@ msgid ""
 "maximum distance is exceeded, it recalculates the ideal path."
 msgstr ""
 
-#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+#: doc/classes/NavigationAgent.xml
 msgid ""
 "The radius of the avoidance agent. This is the \"body\" of the avoidance "
 "agent and not the avoidance maneuver starting radius (which is controlled by "
@@ -36230,6 +36249,14 @@ msgid ""
 "least one matching layer."
 msgstr ""
 
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding."
+msgstr ""
+
 #: doc/classes/NavigationMesh.xml
 msgid "A mesh to approximate the walkable areas and obstacles."
 msgstr ""
@@ -49809,8 +49836,8 @@ msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"Size for shadow atlas (used for OmniLights and SpotLights). See "
-"documentation."
+"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
+"be rounded up to the nearest power of 2. See shadow mapping documentation."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -58179,7 +58206,31 @@ msgstr ""
 #: doc/classes/String.xml
 msgid ""
 "Formats the string by replacing all occurrences of [code]placeholder[/code] "
-"with [code]values[/code]."
+"with the elements of [code]values[/code].\n"
+"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
+"[code]placeholder[/code] will be replaced with the corresponding keys in "
+"advance. Array elements use their index as keys.\n"
+"[codeblock]\n"
+"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
+"named after it.\n"
+"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
+"named after it.\"\n"
+"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
+"\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
+"[/codeblock]\n"
+"Some additional handling is performed when [code]values[/code] is an array. "
+"If [code]placeholder[/code] does not contain an underscore, the elements of "
+"the array will be used to replace one occurrence of the placeholder in turn; "
+"If an array element is another 2-element array, it'll be interpreted as a "
+"key-value pair.\n"
+"[codeblock]\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
+"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
+"\"Godot\"]]))\n"
+"[/codeblock]"
 msgstr ""
 
 #: doc/classes/String.xml
@@ -58776,9 +58827,11 @@ msgstr ""
 
 #: doc/classes/StyleBox.xml
 msgid ""
-"Draws this stylebox using a [CanvasItem] with given [RID].\n"
-"You can get a [RID] value using [method Object.get_instance_id] on a "
-"[CanvasItem]-derived node."
+"Draws this stylebox using a canvas item identified by the given [RID].\n"
+"The [RID] value can either be the result of [method CanvasItem."
+"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
+"directly from creating a canvas item in the [VisualServer] with [method "
+"VisualServer.canvas_item_create]."
 msgstr ""
 
 #: doc/classes/StyleBox.xml
@@ -60314,6 +60367,10 @@ msgstr ""
 msgid "If [code]true[/code], a right-click displays the context menu."
 msgstr ""
 
+#: doc/classes/TextEdit.xml
+msgid "If [code]true[/code], allow drag and drop of selected text."
+msgstr ""
+
 #: doc/classes/TextEdit.xml
 msgid ""
 "If [code]true[/code], the \"space\" character will have a visible "
@@ -66389,9 +66446,10 @@ msgstr ""
 msgid ""
 "The shadow atlas' resolution (used for omni and spot lights). The value will "
 "be rounded up to the nearest power of 2.\n"
-"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
-"created viewports default to a value of 0, this value must be set above 0 "
-"manually."
+"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
+"directional shadows won't be visible. Since user-created viewports default "
+"to a value of [code]0[/code], this value must be set above [code]0[/code] "
+"manually (typically at least [code]256[/code])."
 msgstr ""
 
 #: doc/classes/Viewport.xml
@@ -66420,7 +66478,11 @@ msgid ""
 msgstr ""
 
 #: doc/classes/Viewport.xml
-msgid "The rendering mode of viewport."
+msgid ""
+"The rendering mode of viewport.\n"
+"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
+"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
+"HDR is not supported for 2D."
 msgstr ""
 
 #: doc/classes/Viewport.xml

+ 86 - 24
doc/translations/hu.po

@@ -12158,10 +12158,12 @@ msgid ""
 msgstr ""
 
 #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
 msgid "The camera updates with the [code]_physics_process[/code] callback."
 msgstr ""
 
 #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
 msgid "The camera updates with the [code]_process[/code] callback."
 msgstr ""
 
@@ -19443,13 +19445,17 @@ msgstr ""
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "Amount of extra bias for shadow splits that are far away. If self-shadowing "
-"occurs only on the splits far away, increasing this value can fix them."
+"occurs only on the splits far away, increasing this value can fix them. This "
+"is ignored when [member directional_shadow_mode] is [constant "
+"SHADOW_ORTHOGONAL]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
-"transitions between splits."
+"transitions between splits. Enabling shadow blend splitting also has a "
+"moderate performance cost. This is ignored when [member "
+"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
@@ -19459,7 +19465,11 @@ msgid ""
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
-msgid "The maximum distance for shadow splits."
+msgid ""
+"The maximum distance for shadow splits. Increasing this value will make "
+"directional shadows visible from further away, at the cost of lower overall "
+"shadow detail and performance (since more objects need to be included in the "
+"directional shadow rendering)."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
@@ -19476,23 +19486,23 @@ msgstr ""
 msgid ""
 "The distance from camera to shadow split 1. Relative to [member "
 "directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "The distance from shadow split 1 to split 2. Relative to [member "
 "directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "The distance from shadow split 2 to split 3. Relative to [member "
 "directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
@@ -29838,7 +29848,10 @@ msgid ""
 "input at the cost of increased CPU usage. In applications where drawing "
 "freehand lines is required, input accumulation should generally be disabled "
 "while the user is drawing the line to get results that closely follow the "
-"actual input."
+"actual input.\n"
+"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
+"compatibility reasons. It is however recommended to enable it for games "
+"which don't require very reactive input, as this will decrease CPU usage."
 msgstr ""
 
 #: doc/classes/Input.xml
@@ -30412,10 +30425,11 @@ msgstr ""
 msgid ""
 "Contains mouse and pen motion information. Supports relative, absolute "
 "positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
-"at most. If you need more precise input reporting, set [member Input."
-"use_accumulated_input] to [code]false[/code] to make events emitted as often "
-"as possible. If you use InputEventMouseMotion to draw lines, consider "
+"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
+"rendered, allowing for precise input reporting, at the expense of CPU usage. "
+"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
+"multiple events merge into a single emitted event per frame.\n"
+"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
 "implementing [url=https://en.wikipedia.org/wiki/"
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
 "avoid visible gaps in lines if the user is moving the mouse quickly."
@@ -30736,6 +30750,11 @@ msgid ""
 "automatically."
 msgstr ""
 
+#: doc/classes/InterpolatedCamera.xml
+msgid ""
+"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
+msgstr ""
+
 #: doc/classes/InterpolatedCamera.xml
 msgid ""
 "How quickly the camera moves toward its target. Higher values will result in "
@@ -36138,7 +36157,7 @@ msgid ""
 "maximum distance is exceeded, it recalculates the ideal path."
 msgstr ""
 
-#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+#: doc/classes/NavigationAgent.xml
 msgid ""
 "The radius of the avoidance agent. This is the \"body\" of the avoidance "
 "agent and not the avoidance maneuver starting radius (which is controlled by "
@@ -36249,6 +36268,14 @@ msgid ""
 "least one matching layer."
 msgstr ""
 
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding."
+msgstr ""
+
 #: doc/classes/NavigationMesh.xml
 msgid "A mesh to approximate the walkable areas and obstacles."
 msgstr ""
@@ -49828,8 +49855,8 @@ msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"Size for shadow atlas (used for OmniLights and SpotLights). See "
-"documentation."
+"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
+"be rounded up to the nearest power of 2. See shadow mapping documentation."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -58198,7 +58225,31 @@ msgstr ""
 #: doc/classes/String.xml
 msgid ""
 "Formats the string by replacing all occurrences of [code]placeholder[/code] "
-"with [code]values[/code]."
+"with the elements of [code]values[/code].\n"
+"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
+"[code]placeholder[/code] will be replaced with the corresponding keys in "
+"advance. Array elements use their index as keys.\n"
+"[codeblock]\n"
+"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
+"named after it.\n"
+"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
+"named after it.\"\n"
+"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
+"\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
+"[/codeblock]\n"
+"Some additional handling is performed when [code]values[/code] is an array. "
+"If [code]placeholder[/code] does not contain an underscore, the elements of "
+"the array will be used to replace one occurrence of the placeholder in turn; "
+"If an array element is another 2-element array, it'll be interpreted as a "
+"key-value pair.\n"
+"[codeblock]\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
+"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
+"\"Godot\"]]))\n"
+"[/codeblock]"
 msgstr ""
 
 #: doc/classes/String.xml
@@ -58795,9 +58846,11 @@ msgstr ""
 
 #: doc/classes/StyleBox.xml
 msgid ""
-"Draws this stylebox using a [CanvasItem] with given [RID].\n"
-"You can get a [RID] value using [method Object.get_instance_id] on a "
-"[CanvasItem]-derived node."
+"Draws this stylebox using a canvas item identified by the given [RID].\n"
+"The [RID] value can either be the result of [method CanvasItem."
+"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
+"directly from creating a canvas item in the [VisualServer] with [method "
+"VisualServer.canvas_item_create]."
 msgstr ""
 
 #: doc/classes/StyleBox.xml
@@ -60333,6 +60386,10 @@ msgstr ""
 msgid "If [code]true[/code], a right-click displays the context menu."
 msgstr ""
 
+#: doc/classes/TextEdit.xml
+msgid "If [code]true[/code], allow drag and drop of selected text."
+msgstr ""
+
 #: doc/classes/TextEdit.xml
 msgid ""
 "If [code]true[/code], the \"space\" character will have a visible "
@@ -66408,9 +66465,10 @@ msgstr ""
 msgid ""
 "The shadow atlas' resolution (used for omni and spot lights). The value will "
 "be rounded up to the nearest power of 2.\n"
-"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
-"created viewports default to a value of 0, this value must be set above 0 "
-"manually."
+"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
+"directional shadows won't be visible. Since user-created viewports default "
+"to a value of [code]0[/code], this value must be set above [code]0[/code] "
+"manually (typically at least [code]256[/code])."
 msgstr ""
 
 #: doc/classes/Viewport.xml
@@ -66439,7 +66497,11 @@ msgid ""
 msgstr ""
 
 #: doc/classes/Viewport.xml
-msgid "The rendering mode of viewport."
+msgid ""
+"The rendering mode of viewport.\n"
+"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
+"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
+"HDR is not supported for 2D."
 msgstr ""
 
 #: doc/classes/Viewport.xml

+ 86 - 24
doc/translations/id.po

@@ -12551,10 +12551,12 @@ msgid ""
 msgstr ""
 
 #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
 msgid "The camera updates with the [code]_physics_process[/code] callback."
 msgstr ""
 
 #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
 msgid "The camera updates with the [code]_process[/code] callback."
 msgstr ""
 
@@ -19838,13 +19840,17 @@ msgstr ""
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "Amount of extra bias for shadow splits that are far away. If self-shadowing "
-"occurs only on the splits far away, increasing this value can fix them."
+"occurs only on the splits far away, increasing this value can fix them. This "
+"is ignored when [member directional_shadow_mode] is [constant "
+"SHADOW_ORTHOGONAL]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
-"transitions between splits."
+"transitions between splits. Enabling shadow blend splitting also has a "
+"moderate performance cost. This is ignored when [member "
+"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
@@ -19854,7 +19860,11 @@ msgid ""
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
-msgid "The maximum distance for shadow splits."
+msgid ""
+"The maximum distance for shadow splits. Increasing this value will make "
+"directional shadows visible from further away, at the cost of lower overall "
+"shadow detail and performance (since more objects need to be included in the "
+"directional shadow rendering)."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
@@ -19871,23 +19881,23 @@ msgstr ""
 msgid ""
 "The distance from camera to shadow split 1. Relative to [member "
 "directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "The distance from shadow split 1 to split 2. Relative to [member "
 "directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "The distance from shadow split 2 to split 3. Relative to [member "
 "directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
@@ -30244,7 +30254,10 @@ msgid ""
 "input at the cost of increased CPU usage. In applications where drawing "
 "freehand lines is required, input accumulation should generally be disabled "
 "while the user is drawing the line to get results that closely follow the "
-"actual input."
+"actual input.\n"
+"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
+"compatibility reasons. It is however recommended to enable it for games "
+"which don't require very reactive input, as this will decrease CPU usage."
 msgstr ""
 
 #: doc/classes/Input.xml
@@ -30818,10 +30831,11 @@ msgstr ""
 msgid ""
 "Contains mouse and pen motion information. Supports relative, absolute "
 "positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
-"at most. If you need more precise input reporting, set [member Input."
-"use_accumulated_input] to [code]false[/code] to make events emitted as often "
-"as possible. If you use InputEventMouseMotion to draw lines, consider "
+"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
+"rendered, allowing for precise input reporting, at the expense of CPU usage. "
+"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
+"multiple events merge into a single emitted event per frame.\n"
+"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
 "implementing [url=https://en.wikipedia.org/wiki/"
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
 "avoid visible gaps in lines if the user is moving the mouse quickly."
@@ -31142,6 +31156,11 @@ msgid ""
 "automatically."
 msgstr ""
 
+#: doc/classes/InterpolatedCamera.xml
+msgid ""
+"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
+msgstr ""
+
 #: doc/classes/InterpolatedCamera.xml
 msgid ""
 "How quickly the camera moves toward its target. Higher values will result in "
@@ -36564,7 +36583,7 @@ msgid ""
 "maximum distance is exceeded, it recalculates the ideal path."
 msgstr ""
 
-#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+#: doc/classes/NavigationAgent.xml
 msgid ""
 "The radius of the avoidance agent. This is the \"body\" of the avoidance "
 "agent and not the avoidance maneuver starting radius (which is controlled by "
@@ -36676,6 +36695,14 @@ msgid ""
 "least one matching layer."
 msgstr ""
 
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding."
+msgstr ""
+
 #: doc/classes/NavigationMesh.xml
 msgid "A mesh to approximate the walkable areas and obstacles."
 msgstr ""
@@ -50277,8 +50304,8 @@ msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"Size for shadow atlas (used for OmniLights and SpotLights). See "
-"documentation."
+"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
+"be rounded up to the nearest power of 2. See shadow mapping documentation."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -58650,7 +58677,31 @@ msgstr ""
 #: doc/classes/String.xml
 msgid ""
 "Formats the string by replacing all occurrences of [code]placeholder[/code] "
-"with [code]values[/code]."
+"with the elements of [code]values[/code].\n"
+"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
+"[code]placeholder[/code] will be replaced with the corresponding keys in "
+"advance. Array elements use their index as keys.\n"
+"[codeblock]\n"
+"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
+"named after it.\n"
+"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
+"named after it.\"\n"
+"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
+"\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
+"[/codeblock]\n"
+"Some additional handling is performed when [code]values[/code] is an array. "
+"If [code]placeholder[/code] does not contain an underscore, the elements of "
+"the array will be used to replace one occurrence of the placeholder in turn; "
+"If an array element is another 2-element array, it'll be interpreted as a "
+"key-value pair.\n"
+"[codeblock]\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
+"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
+"\"Godot\"]]))\n"
+"[/codeblock]"
 msgstr ""
 
 #: doc/classes/String.xml
@@ -59247,9 +59298,11 @@ msgstr ""
 
 #: doc/classes/StyleBox.xml
 msgid ""
-"Draws this stylebox using a [CanvasItem] with given [RID].\n"
-"You can get a [RID] value using [method Object.get_instance_id] on a "
-"[CanvasItem]-derived node."
+"Draws this stylebox using a canvas item identified by the given [RID].\n"
+"The [RID] value can either be the result of [method CanvasItem."
+"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
+"directly from creating a canvas item in the [VisualServer] with [method "
+"VisualServer.canvas_item_create]."
 msgstr ""
 
 #: doc/classes/StyleBox.xml
@@ -60789,6 +60842,10 @@ msgstr ""
 msgid "If [code]true[/code], a right-click displays the context menu."
 msgstr ""
 
+#: doc/classes/TextEdit.xml
+msgid "If [code]true[/code], allow drag and drop of selected text."
+msgstr ""
+
 #: doc/classes/TextEdit.xml
 msgid ""
 "If [code]true[/code], the \"space\" character will have a visible "
@@ -66865,9 +66922,10 @@ msgstr ""
 msgid ""
 "The shadow atlas' resolution (used for omni and spot lights). The value will "
 "be rounded up to the nearest power of 2.\n"
-"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
-"created viewports default to a value of 0, this value must be set above 0 "
-"manually."
+"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
+"directional shadows won't be visible. Since user-created viewports default "
+"to a value of [code]0[/code], this value must be set above [code]0[/code] "
+"manually (typically at least [code]256[/code])."
 msgstr ""
 
 #: doc/classes/Viewport.xml
@@ -66896,7 +66954,11 @@ msgid ""
 msgstr ""
 
 #: doc/classes/Viewport.xml
-msgid "The rendering mode of viewport."
+msgid ""
+"The rendering mode of viewport.\n"
+"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
+"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
+"HDR is not supported for 2D."
 msgstr ""
 
 #: doc/classes/Viewport.xml

+ 86 - 24
doc/translations/is.po

@@ -12139,10 +12139,12 @@ msgid ""
 msgstr ""
 
 #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
 msgid "The camera updates with the [code]_physics_process[/code] callback."
 msgstr ""
 
 #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
 msgid "The camera updates with the [code]_process[/code] callback."
 msgstr ""
 
@@ -19424,13 +19426,17 @@ msgstr ""
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "Amount of extra bias for shadow splits that are far away. If self-shadowing "
-"occurs only on the splits far away, increasing this value can fix them."
+"occurs only on the splits far away, increasing this value can fix them. This "
+"is ignored when [member directional_shadow_mode] is [constant "
+"SHADOW_ORTHOGONAL]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
-"transitions between splits."
+"transitions between splits. Enabling shadow blend splitting also has a "
+"moderate performance cost. This is ignored when [member "
+"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
@@ -19440,7 +19446,11 @@ msgid ""
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
-msgid "The maximum distance for shadow splits."
+msgid ""
+"The maximum distance for shadow splits. Increasing this value will make "
+"directional shadows visible from further away, at the cost of lower overall "
+"shadow detail and performance (since more objects need to be included in the "
+"directional shadow rendering)."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
@@ -19457,23 +19467,23 @@ msgstr ""
 msgid ""
 "The distance from camera to shadow split 1. Relative to [member "
 "directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "The distance from shadow split 1 to split 2. Relative to [member "
 "directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "The distance from shadow split 2 to split 3. Relative to [member "
 "directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
@@ -29819,7 +29829,10 @@ msgid ""
 "input at the cost of increased CPU usage. In applications where drawing "
 "freehand lines is required, input accumulation should generally be disabled "
 "while the user is drawing the line to get results that closely follow the "
-"actual input."
+"actual input.\n"
+"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
+"compatibility reasons. It is however recommended to enable it for games "
+"which don't require very reactive input, as this will decrease CPU usage."
 msgstr ""
 
 #: doc/classes/Input.xml
@@ -30393,10 +30406,11 @@ msgstr ""
 msgid ""
 "Contains mouse and pen motion information. Supports relative, absolute "
 "positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
-"at most. If you need more precise input reporting, set [member Input."
-"use_accumulated_input] to [code]false[/code] to make events emitted as often "
-"as possible. If you use InputEventMouseMotion to draw lines, consider "
+"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
+"rendered, allowing for precise input reporting, at the expense of CPU usage. "
+"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
+"multiple events merge into a single emitted event per frame.\n"
+"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
 "implementing [url=https://en.wikipedia.org/wiki/"
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
 "avoid visible gaps in lines if the user is moving the mouse quickly."
@@ -30717,6 +30731,11 @@ msgid ""
 "automatically."
 msgstr ""
 
+#: doc/classes/InterpolatedCamera.xml
+msgid ""
+"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
+msgstr ""
+
 #: doc/classes/InterpolatedCamera.xml
 msgid ""
 "How quickly the camera moves toward its target. Higher values will result in "
@@ -36119,7 +36138,7 @@ msgid ""
 "maximum distance is exceeded, it recalculates the ideal path."
 msgstr ""
 
-#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+#: doc/classes/NavigationAgent.xml
 msgid ""
 "The radius of the avoidance agent. This is the \"body\" of the avoidance "
 "agent and not the avoidance maneuver starting radius (which is controlled by "
@@ -36230,6 +36249,14 @@ msgid ""
 "least one matching layer."
 msgstr ""
 
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding."
+msgstr ""
+
 #: doc/classes/NavigationMesh.xml
 msgid "A mesh to approximate the walkable areas and obstacles."
 msgstr ""
@@ -49809,8 +49836,8 @@ msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"Size for shadow atlas (used for OmniLights and SpotLights). See "
-"documentation."
+"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
+"be rounded up to the nearest power of 2. See shadow mapping documentation."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -58179,7 +58206,31 @@ msgstr ""
 #: doc/classes/String.xml
 msgid ""
 "Formats the string by replacing all occurrences of [code]placeholder[/code] "
-"with [code]values[/code]."
+"with the elements of [code]values[/code].\n"
+"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
+"[code]placeholder[/code] will be replaced with the corresponding keys in "
+"advance. Array elements use their index as keys.\n"
+"[codeblock]\n"
+"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
+"named after it.\n"
+"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
+"named after it.\"\n"
+"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
+"\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
+"[/codeblock]\n"
+"Some additional handling is performed when [code]values[/code] is an array. "
+"If [code]placeholder[/code] does not contain an underscore, the elements of "
+"the array will be used to replace one occurrence of the placeholder in turn; "
+"If an array element is another 2-element array, it'll be interpreted as a "
+"key-value pair.\n"
+"[codeblock]\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
+"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
+"\"Godot\"]]))\n"
+"[/codeblock]"
 msgstr ""
 
 #: doc/classes/String.xml
@@ -58776,9 +58827,11 @@ msgstr ""
 
 #: doc/classes/StyleBox.xml
 msgid ""
-"Draws this stylebox using a [CanvasItem] with given [RID].\n"
-"You can get a [RID] value using [method Object.get_instance_id] on a "
-"[CanvasItem]-derived node."
+"Draws this stylebox using a canvas item identified by the given [RID].\n"
+"The [RID] value can either be the result of [method CanvasItem."
+"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
+"directly from creating a canvas item in the [VisualServer] with [method "
+"VisualServer.canvas_item_create]."
 msgstr ""
 
 #: doc/classes/StyleBox.xml
@@ -60314,6 +60367,10 @@ msgstr ""
 msgid "If [code]true[/code], a right-click displays the context menu."
 msgstr ""
 
+#: doc/classes/TextEdit.xml
+msgid "If [code]true[/code], allow drag and drop of selected text."
+msgstr ""
+
 #: doc/classes/TextEdit.xml
 msgid ""
 "If [code]true[/code], the \"space\" character will have a visible "
@@ -66389,9 +66446,10 @@ msgstr ""
 msgid ""
 "The shadow atlas' resolution (used for omni and spot lights). The value will "
 "be rounded up to the nearest power of 2.\n"
-"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
-"created viewports default to a value of 0, this value must be set above 0 "
-"manually."
+"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
+"directional shadows won't be visible. Since user-created viewports default "
+"to a value of [code]0[/code], this value must be set above [code]0[/code] "
+"manually (typically at least [code]256[/code])."
 msgstr ""
 
 #: doc/classes/Viewport.xml
@@ -66420,7 +66478,11 @@ msgid ""
 msgstr ""
 
 #: doc/classes/Viewport.xml
-msgid "The rendering mode of viewport."
+msgid ""
+"The rendering mode of viewport.\n"
+"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
+"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
+"HDR is not supported for 2D."
 msgstr ""
 
 #: doc/classes/Viewport.xml

+ 89 - 24
doc/translations/it.po

@@ -13170,10 +13170,12 @@ msgid ""
 msgstr ""
 
 #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
 msgid "The camera updates with the [code]_physics_process[/code] callback."
 msgstr ""
 
 #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
 msgid "The camera updates with the [code]_process[/code] callback."
 msgstr ""
 
@@ -20563,13 +20565,17 @@ msgstr ""
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "Amount of extra bias for shadow splits that are far away. If self-shadowing "
-"occurs only on the splits far away, increasing this value can fix them."
+"occurs only on the splits far away, increasing this value can fix them. This "
+"is ignored when [member directional_shadow_mode] is [constant "
+"SHADOW_ORTHOGONAL]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
-"transitions between splits."
+"transitions between splits. Enabling shadow blend splitting also has a "
+"moderate performance cost. This is ignored when [member "
+"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
@@ -20579,7 +20585,11 @@ msgid ""
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
-msgid "The maximum distance for shadow splits."
+msgid ""
+"The maximum distance for shadow splits. Increasing this value will make "
+"directional shadows visible from further away, at the cost of lower overall "
+"shadow detail and performance (since more objects need to be included in the "
+"directional shadow rendering)."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
@@ -20596,23 +20606,23 @@ msgstr ""
 msgid ""
 "The distance from camera to shadow split 1. Relative to [member "
 "directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "The distance from shadow split 1 to split 2. Relative to [member "
 "directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "The distance from shadow split 2 to split 3. Relative to [member "
 "directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
@@ -31009,7 +31019,10 @@ msgid ""
 "input at the cost of increased CPU usage. In applications where drawing "
 "freehand lines is required, input accumulation should generally be disabled "
 "while the user is drawing the line to get results that closely follow the "
-"actual input."
+"actual input.\n"
+"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
+"compatibility reasons. It is however recommended to enable it for games "
+"which don't require very reactive input, as this will decrease CPU usage."
 msgstr ""
 
 #: doc/classes/Input.xml
@@ -31584,10 +31597,11 @@ msgstr ""
 msgid ""
 "Contains mouse and pen motion information. Supports relative, absolute "
 "positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
-"at most. If you need more precise input reporting, set [member Input."
-"use_accumulated_input] to [code]false[/code] to make events emitted as often "
-"as possible. If you use InputEventMouseMotion to draw lines, consider "
+"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
+"rendered, allowing for precise input reporting, at the expense of CPU usage. "
+"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
+"multiple events merge into a single emitted event per frame.\n"
+"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
 "implementing [url=https://en.wikipedia.org/wiki/"
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
 "avoid visible gaps in lines if the user is moving the mouse quickly."
@@ -31912,6 +31926,11 @@ msgstr ""
 "Se [code] vero [/code], i nodi figli sono ordinati, altrimenti l'ordinamento "
 "è disabilitato."
 
+#: doc/classes/InterpolatedCamera.xml
+msgid ""
+"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
+msgstr ""
+
 #: doc/classes/InterpolatedCamera.xml
 msgid ""
 "How quickly the camera moves toward its target. Higher values will result in "
@@ -37368,7 +37387,7 @@ msgid ""
 "maximum distance is exceeded, it recalculates the ideal path."
 msgstr ""
 
-#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+#: doc/classes/NavigationAgent.xml
 msgid ""
 "The radius of the avoidance agent. This is the \"body\" of the avoidance "
 "agent and not the avoidance maneuver starting radius (which is controlled by "
@@ -37481,6 +37500,14 @@ msgid ""
 "least one matching layer."
 msgstr ""
 
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding."
+msgstr ""
+
 #: doc/classes/NavigationMesh.xml
 msgid "A mesh to approximate the walkable areas and obstacles."
 msgstr ""
@@ -51136,8 +51163,8 @@ msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"Size for shadow atlas (used for OmniLights and SpotLights). See "
-"documentation."
+"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
+"be rounded up to the nearest power of 2. See shadow mapping documentation."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -59529,7 +59556,31 @@ msgstr ""
 #: doc/classes/String.xml
 msgid ""
 "Formats the string by replacing all occurrences of [code]placeholder[/code] "
-"with [code]values[/code]."
+"with the elements of [code]values[/code].\n"
+"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
+"[code]placeholder[/code] will be replaced with the corresponding keys in "
+"advance. Array elements use their index as keys.\n"
+"[codeblock]\n"
+"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
+"named after it.\n"
+"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
+"named after it.\"\n"
+"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
+"\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
+"[/codeblock]\n"
+"Some additional handling is performed when [code]values[/code] is an array. "
+"If [code]placeholder[/code] does not contain an underscore, the elements of "
+"the array will be used to replace one occurrence of the placeholder in turn; "
+"If an array element is another 2-element array, it'll be interpreted as a "
+"key-value pair.\n"
+"[codeblock]\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
+"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
+"\"Godot\"]]))\n"
+"[/codeblock]"
 msgstr ""
 
 #: doc/classes/String.xml
@@ -60126,9 +60177,11 @@ msgstr ""
 
 #: doc/classes/StyleBox.xml
 msgid ""
-"Draws this stylebox using a [CanvasItem] with given [RID].\n"
-"You can get a [RID] value using [method Object.get_instance_id] on a "
-"[CanvasItem]-derived node."
+"Draws this stylebox using a canvas item identified by the given [RID].\n"
+"The [RID] value can either be the result of [method CanvasItem."
+"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
+"directly from creating a canvas item in the [VisualServer] with [method "
+"VisualServer.canvas_item_create]."
 msgstr ""
 
 #: doc/classes/StyleBox.xml
@@ -61687,6 +61740,13 @@ msgstr ""
 msgid "If [code]true[/code], a right-click displays the context menu."
 msgstr ""
 
+#: doc/classes/TextEdit.xml
+#, fuzzy
+msgid "If [code]true[/code], allow drag and drop of selected text."
+msgstr ""
+"Se [code] vero [/code], i nodi figli sono ordinati, altrimenti l'ordinamento "
+"è disabilitato."
+
 #: doc/classes/TextEdit.xml
 msgid ""
 "If [code]true[/code], the \"space\" character will have a visible "
@@ -67830,9 +67890,10 @@ msgstr ""
 msgid ""
 "The shadow atlas' resolution (used for omni and spot lights). The value will "
 "be rounded up to the nearest power of 2.\n"
-"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
-"created viewports default to a value of 0, this value must be set above 0 "
-"manually."
+"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
+"directional shadows won't be visible. Since user-created viewports default "
+"to a value of [code]0[/code], this value must be set above [code]0[/code] "
+"manually (typically at least [code]256[/code])."
 msgstr ""
 
 #: doc/classes/Viewport.xml
@@ -67864,7 +67925,11 @@ msgid ""
 msgstr ""
 
 #: doc/classes/Viewport.xml
-msgid "The rendering mode of viewport."
+msgid ""
+"The rendering mode of viewport.\n"
+"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
+"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
+"HDR is not supported for 2D."
 msgstr ""
 
 #: doc/classes/Viewport.xml

+ 87 - 24
doc/translations/ja.po

@@ -15107,10 +15107,12 @@ msgid ""
 msgstr ""
 
 #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
 msgid "The camera updates with the [code]_physics_process[/code] callback."
 msgstr ""
 
 #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
 msgid "The camera updates with the [code]_process[/code] callback."
 msgstr ""
 
@@ -22561,13 +22563,17 @@ msgstr ""
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "Amount of extra bias for shadow splits that are far away. If self-shadowing "
-"occurs only on the splits far away, increasing this value can fix them."
+"occurs only on the splits far away, increasing this value can fix them. This "
+"is ignored when [member directional_shadow_mode] is [constant "
+"SHADOW_ORTHOGONAL]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
-"transitions between splits."
+"transitions between splits. Enabling shadow blend splitting also has a "
+"moderate performance cost. This is ignored when [member "
+"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
@@ -22577,7 +22583,11 @@ msgid ""
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
-msgid "The maximum distance for shadow splits."
+msgid ""
+"The maximum distance for shadow splits. Increasing this value will make "
+"directional shadows visible from further away, at the cost of lower overall "
+"shadow detail and performance (since more objects need to be included in the "
+"directional shadow rendering)."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
@@ -22594,23 +22604,23 @@ msgstr ""
 msgid ""
 "The distance from camera to shadow split 1. Relative to [member "
 "directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "The distance from shadow split 1 to split 2. Relative to [member "
 "directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "The distance from shadow split 2 to split 3. Relative to [member "
 "directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
@@ -33071,7 +33081,10 @@ msgid ""
 "input at the cost of increased CPU usage. In applications where drawing "
 "freehand lines is required, input accumulation should generally be disabled "
 "while the user is drawing the line to get results that closely follow the "
-"actual input."
+"actual input.\n"
+"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
+"compatibility reasons. It is however recommended to enable it for games "
+"which don't require very reactive input, as this will decrease CPU usage."
 msgstr ""
 
 #: doc/classes/Input.xml
@@ -33645,10 +33658,11 @@ msgstr ""
 msgid ""
 "Contains mouse and pen motion information. Supports relative, absolute "
 "positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
-"at most. If you need more precise input reporting, set [member Input."
-"use_accumulated_input] to [code]false[/code] to make events emitted as often "
-"as possible. If you use InputEventMouseMotion to draw lines, consider "
+"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
+"rendered, allowing for precise input reporting, at the expense of CPU usage. "
+"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
+"multiple events merge into a single emitted event per frame.\n"
+"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
 "implementing [url=https://en.wikipedia.org/wiki/"
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
 "avoid visible gaps in lines if the user is moving the mouse quickly."
@@ -33975,6 +33989,11 @@ msgstr ""
 "[code]true[/code]の場合は円錐形が作成され、[member radius]は片側にのみ適用さ"
 "れます。"
 
+#: doc/classes/InterpolatedCamera.xml
+msgid ""
+"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
+msgstr ""
+
 #: doc/classes/InterpolatedCamera.xml
 msgid ""
 "How quickly the camera moves toward its target. Higher values will result in "
@@ -39508,7 +39527,7 @@ msgid ""
 "maximum distance is exceeded, it recalculates the ideal path."
 msgstr ""
 
-#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+#: doc/classes/NavigationAgent.xml
 msgid ""
 "The radius of the avoidance agent. This is the \"body\" of the avoidance "
 "agent and not the avoidance maneuver starting radius (which is controlled by "
@@ -39623,6 +39642,14 @@ msgid ""
 "least one matching layer."
 msgstr ""
 
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding."
+msgstr ""
+
 #: doc/classes/NavigationMesh.xml
 msgid "A mesh to approximate the walkable areas and obstacles."
 msgstr ""
@@ -53345,8 +53372,8 @@ msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"Size for shadow atlas (used for OmniLights and SpotLights). See "
-"documentation."
+"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
+"be rounded up to the nearest power of 2. See shadow mapping documentation."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -62077,7 +62104,31 @@ msgstr ""
 #: doc/classes/String.xml
 msgid ""
 "Formats the string by replacing all occurrences of [code]placeholder[/code] "
-"with [code]values[/code]."
+"with the elements of [code]values[/code].\n"
+"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
+"[code]placeholder[/code] will be replaced with the corresponding keys in "
+"advance. Array elements use their index as keys.\n"
+"[codeblock]\n"
+"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
+"named after it.\n"
+"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
+"named after it.\"\n"
+"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
+"\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
+"[/codeblock]\n"
+"Some additional handling is performed when [code]values[/code] is an array. "
+"If [code]placeholder[/code] does not contain an underscore, the elements of "
+"the array will be used to replace one occurrence of the placeholder in turn; "
+"If an array element is another 2-element array, it'll be interpreted as a "
+"key-value pair.\n"
+"[codeblock]\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
+"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
+"\"Godot\"]]))\n"
+"[/codeblock]"
 msgstr ""
 
 #: doc/classes/String.xml
@@ -62674,9 +62725,11 @@ msgstr ""
 
 #: doc/classes/StyleBox.xml
 msgid ""
-"Draws this stylebox using a [CanvasItem] with given [RID].\n"
-"You can get a [RID] value using [method Object.get_instance_id] on a "
-"[CanvasItem]-derived node."
+"Draws this stylebox using a canvas item identified by the given [RID].\n"
+"The [RID] value can either be the result of [method CanvasItem."
+"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
+"directly from creating a canvas item in the [VisualServer] with [method "
+"VisualServer.canvas_item_create]."
 msgstr ""
 
 #: doc/classes/StyleBox.xml
@@ -64250,6 +64303,11 @@ msgstr ""
 msgid "If [code]true[/code], a right-click displays the context menu."
 msgstr ""
 
+#: doc/classes/TextEdit.xml
+#, fuzzy
+msgid "If [code]true[/code], allow drag and drop of selected text."
+msgstr "[code]true[/code] であれば、テクスチャは中央になります。"
+
 #: doc/classes/TextEdit.xml
 msgid ""
 "If [code]true[/code], the \"space\" character will have a visible "
@@ -70432,9 +70490,10 @@ msgstr ""
 msgid ""
 "The shadow atlas' resolution (used for omni and spot lights). The value will "
 "be rounded up to the nearest power of 2.\n"
-"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
-"created viewports default to a value of 0, this value must be set above 0 "
-"manually."
+"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
+"directional shadows won't be visible. Since user-created viewports default "
+"to a value of [code]0[/code], this value must be set above [code]0[/code] "
+"manually (typically at least [code]256[/code])."
 msgstr ""
 
 #: doc/classes/Viewport.xml
@@ -70464,7 +70523,11 @@ msgid ""
 msgstr ""
 
 #: doc/classes/Viewport.xml
-msgid "The rendering mode of viewport."
+msgid ""
+"The rendering mode of viewport.\n"
+"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
+"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
+"HDR is not supported for 2D."
 msgstr ""
 
 #: doc/classes/Viewport.xml

+ 93 - 29
doc/translations/ko.po

@@ -15,12 +15,13 @@
 # whatthesamuel <[email protected]>, 2021.
 # 한수현 <[email protected]>, 2022.
 # vrSono <[email protected]>, 2022.
+# 김태우 <[email protected]>, 2022.
 msgid ""
 msgstr ""
 "Project-Id-Version: Godot Engine class reference\n"
 "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2022-06-13 03:39+0000\n"
-"Last-Translator: vrSono <global.sonogong@gmail.com>\n"
+"PO-Revision-Date: 2022-06-29 10:30+0000\n"
+"Last-Translator: 김태우 <ogosengi3@gmail.com>\n"
 "Language-Team: Korean <https://hosted.weblate.org/projects/godot-engine/"
 "godot-class-reference/ko/>\n"
 "Language: ko\n"
@@ -28,7 +29,7 @@ msgstr ""
 "Content-Type: text/plain; charset=UTF-8\n"
 "Content-Transfer-Encoding: 8-bit\n"
 "Plural-Forms: nplurals=1; plural=0;\n"
-"X-Generator: Weblate 4.13-dev\n"
+"X-Generator: Weblate 4.13.1-dev\n"
 
 #: doc/tools/make_rst.py
 msgid "Description"
@@ -88,7 +89,7 @@ msgstr "(%s를 덮어씀)"
 
 #: doc/tools/make_rst.py
 msgid "Default"
-msgstr ""
+msgstr "기본값"
 
 #: doc/tools/make_rst.py
 msgid "Setter"
@@ -96,7 +97,7 @@ msgstr "Setter"
 
 #: doc/tools/make_rst.py
 msgid "value"
-msgstr ""
+msgstr ""
 
 #: doc/tools/make_rst.py
 msgid "Getter"
@@ -12316,10 +12317,12 @@ msgid ""
 msgstr ""
 
 #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
 msgid "The camera updates with the [code]_physics_process[/code] callback."
 msgstr ""
 
 #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
 msgid "The camera updates with the [code]_process[/code] callback."
 msgstr ""
 
@@ -19650,13 +19653,17 @@ msgstr ""
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "Amount of extra bias for shadow splits that are far away. If self-shadowing "
-"occurs only on the splits far away, increasing this value can fix them."
+"occurs only on the splits far away, increasing this value can fix them. This "
+"is ignored when [member directional_shadow_mode] is [constant "
+"SHADOW_ORTHOGONAL]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
-"transitions between splits."
+"transitions between splits. Enabling shadow blend splitting also has a "
+"moderate performance cost. This is ignored when [member "
+"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
@@ -19666,7 +19673,11 @@ msgid ""
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
-msgid "The maximum distance for shadow splits."
+msgid ""
+"The maximum distance for shadow splits. Increasing this value will make "
+"directional shadows visible from further away, at the cost of lower overall "
+"shadow detail and performance (since more objects need to be included in the "
+"directional shadow rendering)."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
@@ -19683,23 +19694,23 @@ msgstr ""
 msgid ""
 "The distance from camera to shadow split 1. Relative to [member "
 "directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "The distance from shadow split 1 to split 2. Relative to [member "
 "directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "The distance from shadow split 2 to split 3. Relative to [member "
 "directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
@@ -30129,7 +30140,10 @@ msgid ""
 "input at the cost of increased CPU usage. In applications where drawing "
 "freehand lines is required, input accumulation should generally be disabled "
 "while the user is drawing the line to get results that closely follow the "
-"actual input."
+"actual input.\n"
+"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
+"compatibility reasons. It is however recommended to enable it for games "
+"which don't require very reactive input, as this will decrease CPU usage."
 msgstr ""
 
 #: doc/classes/Input.xml
@@ -30703,10 +30717,11 @@ msgstr ""
 msgid ""
 "Contains mouse and pen motion information. Supports relative, absolute "
 "positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
-"at most. If you need more precise input reporting, set [member Input."
-"use_accumulated_input] to [code]false[/code] to make events emitted as often "
-"as possible. If you use InputEventMouseMotion to draw lines, consider "
+"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
+"rendered, allowing for precise input reporting, at the expense of CPU usage. "
+"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
+"multiple events merge into a single emitted event per frame.\n"
+"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
 "implementing [url=https://en.wikipedia.org/wiki/"
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
 "avoid visible gaps in lines if the user is moving the mouse quickly."
@@ -31028,6 +31043,11 @@ msgid ""
 "automatically."
 msgstr ""
 
+#: doc/classes/InterpolatedCamera.xml
+msgid ""
+"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
+msgstr ""
+
 #: doc/classes/InterpolatedCamera.xml
 msgid ""
 "How quickly the camera moves toward its target. Higher values will result in "
@@ -36462,7 +36482,7 @@ msgid ""
 "maximum distance is exceeded, it recalculates the ideal path."
 msgstr ""
 
-#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+#: doc/classes/NavigationAgent.xml
 msgid ""
 "The radius of the avoidance agent. This is the \"body\" of the avoidance "
 "agent and not the avoidance maneuver starting radius (which is controlled by "
@@ -36575,6 +36595,14 @@ msgid ""
 "least one matching layer."
 msgstr ""
 
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding."
+msgstr ""
+
 #: doc/classes/NavigationMesh.xml
 msgid "A mesh to approximate the walkable areas and obstacles."
 msgstr ""
@@ -50318,8 +50346,8 @@ msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"Size for shadow atlas (used for OmniLights and SpotLights). See "
-"documentation."
+"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
+"be rounded up to the nearest power of 2. See shadow mapping documentation."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -58692,7 +58720,31 @@ msgstr ""
 #: doc/classes/String.xml
 msgid ""
 "Formats the string by replacing all occurrences of [code]placeholder[/code] "
-"with [code]values[/code]."
+"with the elements of [code]values[/code].\n"
+"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
+"[code]placeholder[/code] will be replaced with the corresponding keys in "
+"advance. Array elements use their index as keys.\n"
+"[codeblock]\n"
+"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
+"named after it.\n"
+"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
+"named after it.\"\n"
+"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
+"\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
+"[/codeblock]\n"
+"Some additional handling is performed when [code]values[/code] is an array. "
+"If [code]placeholder[/code] does not contain an underscore, the elements of "
+"the array will be used to replace one occurrence of the placeholder in turn; "
+"If an array element is another 2-element array, it'll be interpreted as a "
+"key-value pair.\n"
+"[codeblock]\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
+"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
+"\"Godot\"]]))\n"
+"[/codeblock]"
 msgstr ""
 
 #: doc/classes/String.xml
@@ -59289,9 +59341,11 @@ msgstr ""
 
 #: doc/classes/StyleBox.xml
 msgid ""
-"Draws this stylebox using a [CanvasItem] with given [RID].\n"
-"You can get a [RID] value using [method Object.get_instance_id] on a "
-"[CanvasItem]-derived node."
+"Draws this stylebox using a canvas item identified by the given [RID].\n"
+"The [RID] value can either be the result of [method CanvasItem."
+"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
+"directly from creating a canvas item in the [VisualServer] with [method "
+"VisualServer.canvas_item_create]."
 msgstr ""
 
 #: doc/classes/StyleBox.xml
@@ -60835,6 +60889,11 @@ msgstr ""
 msgid "If [code]true[/code], a right-click displays the context menu."
 msgstr ""
 
+#: doc/classes/TextEdit.xml
+#, fuzzy
+msgid "If [code]true[/code], allow drag and drop of selected text."
+msgstr "매개변수의 코사인 값을 반환합니다."
+
 #: doc/classes/TextEdit.xml
 msgid ""
 "If [code]true[/code], the \"space\" character will have a visible "
@@ -66936,9 +66995,10 @@ msgstr ""
 msgid ""
 "The shadow atlas' resolution (used for omni and spot lights). The value will "
 "be rounded up to the nearest power of 2.\n"
-"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
-"created viewports default to a value of 0, this value must be set above 0 "
-"manually."
+"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
+"directional shadows won't be visible. Since user-created viewports default "
+"to a value of [code]0[/code], this value must be set above [code]0[/code] "
+"manually (typically at least [code]256[/code])."
 msgstr ""
 
 #: doc/classes/Viewport.xml
@@ -66967,7 +67027,11 @@ msgid ""
 msgstr ""
 
 #: doc/classes/Viewport.xml
-msgid "The rendering mode of viewport."
+msgid ""
+"The rendering mode of viewport.\n"
+"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
+"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
+"HDR is not supported for 2D."
 msgstr ""
 
 #: doc/classes/Viewport.xml

+ 86 - 24
doc/translations/lt.po

@@ -12149,10 +12149,12 @@ msgid ""
 msgstr ""
 
 #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
 msgid "The camera updates with the [code]_physics_process[/code] callback."
 msgstr ""
 
 #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
 msgid "The camera updates with the [code]_process[/code] callback."
 msgstr ""
 
@@ -19434,13 +19436,17 @@ msgstr ""
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "Amount of extra bias for shadow splits that are far away. If self-shadowing "
-"occurs only on the splits far away, increasing this value can fix them."
+"occurs only on the splits far away, increasing this value can fix them. This "
+"is ignored when [member directional_shadow_mode] is [constant "
+"SHADOW_ORTHOGONAL]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
-"transitions between splits."
+"transitions between splits. Enabling shadow blend splitting also has a "
+"moderate performance cost. This is ignored when [member "
+"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
@@ -19450,7 +19456,11 @@ msgid ""
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
-msgid "The maximum distance for shadow splits."
+msgid ""
+"The maximum distance for shadow splits. Increasing this value will make "
+"directional shadows visible from further away, at the cost of lower overall "
+"shadow detail and performance (since more objects need to be included in the "
+"directional shadow rendering)."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
@@ -19467,23 +19477,23 @@ msgstr ""
 msgid ""
 "The distance from camera to shadow split 1. Relative to [member "
 "directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "The distance from shadow split 1 to split 2. Relative to [member "
 "directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "The distance from shadow split 2 to split 3. Relative to [member "
 "directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
@@ -29829,7 +29839,10 @@ msgid ""
 "input at the cost of increased CPU usage. In applications where drawing "
 "freehand lines is required, input accumulation should generally be disabled "
 "while the user is drawing the line to get results that closely follow the "
-"actual input."
+"actual input.\n"
+"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
+"compatibility reasons. It is however recommended to enable it for games "
+"which don't require very reactive input, as this will decrease CPU usage."
 msgstr ""
 
 #: doc/classes/Input.xml
@@ -30403,10 +30416,11 @@ msgstr ""
 msgid ""
 "Contains mouse and pen motion information. Supports relative, absolute "
 "positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
-"at most. If you need more precise input reporting, set [member Input."
-"use_accumulated_input] to [code]false[/code] to make events emitted as often "
-"as possible. If you use InputEventMouseMotion to draw lines, consider "
+"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
+"rendered, allowing for precise input reporting, at the expense of CPU usage. "
+"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
+"multiple events merge into a single emitted event per frame.\n"
+"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
 "implementing [url=https://en.wikipedia.org/wiki/"
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
 "avoid visible gaps in lines if the user is moving the mouse quickly."
@@ -30727,6 +30741,11 @@ msgid ""
 "automatically."
 msgstr ""
 
+#: doc/classes/InterpolatedCamera.xml
+msgid ""
+"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
+msgstr ""
+
 #: doc/classes/InterpolatedCamera.xml
 msgid ""
 "How quickly the camera moves toward its target. Higher values will result in "
@@ -36129,7 +36148,7 @@ msgid ""
 "maximum distance is exceeded, it recalculates the ideal path."
 msgstr ""
 
-#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+#: doc/classes/NavigationAgent.xml
 msgid ""
 "The radius of the avoidance agent. This is the \"body\" of the avoidance "
 "agent and not the avoidance maneuver starting radius (which is controlled by "
@@ -36240,6 +36259,14 @@ msgid ""
 "least one matching layer."
 msgstr ""
 
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding."
+msgstr ""
+
 #: doc/classes/NavigationMesh.xml
 msgid "A mesh to approximate the walkable areas and obstacles."
 msgstr ""
@@ -49819,8 +49846,8 @@ msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"Size for shadow atlas (used for OmniLights and SpotLights). See "
-"documentation."
+"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
+"be rounded up to the nearest power of 2. See shadow mapping documentation."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -58189,7 +58216,31 @@ msgstr ""
 #: doc/classes/String.xml
 msgid ""
 "Formats the string by replacing all occurrences of [code]placeholder[/code] "
-"with [code]values[/code]."
+"with the elements of [code]values[/code].\n"
+"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
+"[code]placeholder[/code] will be replaced with the corresponding keys in "
+"advance. Array elements use their index as keys.\n"
+"[codeblock]\n"
+"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
+"named after it.\n"
+"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
+"named after it.\"\n"
+"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
+"\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
+"[/codeblock]\n"
+"Some additional handling is performed when [code]values[/code] is an array. "
+"If [code]placeholder[/code] does not contain an underscore, the elements of "
+"the array will be used to replace one occurrence of the placeholder in turn; "
+"If an array element is another 2-element array, it'll be interpreted as a "
+"key-value pair.\n"
+"[codeblock]\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
+"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
+"\"Godot\"]]))\n"
+"[/codeblock]"
 msgstr ""
 
 #: doc/classes/String.xml
@@ -58786,9 +58837,11 @@ msgstr ""
 
 #: doc/classes/StyleBox.xml
 msgid ""
-"Draws this stylebox using a [CanvasItem] with given [RID].\n"
-"You can get a [RID] value using [method Object.get_instance_id] on a "
-"[CanvasItem]-derived node."
+"Draws this stylebox using a canvas item identified by the given [RID].\n"
+"The [RID] value can either be the result of [method CanvasItem."
+"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
+"directly from creating a canvas item in the [VisualServer] with [method "
+"VisualServer.canvas_item_create]."
 msgstr ""
 
 #: doc/classes/StyleBox.xml
@@ -60324,6 +60377,10 @@ msgstr ""
 msgid "If [code]true[/code], a right-click displays the context menu."
 msgstr ""
 
+#: doc/classes/TextEdit.xml
+msgid "If [code]true[/code], allow drag and drop of selected text."
+msgstr ""
+
 #: doc/classes/TextEdit.xml
 msgid ""
 "If [code]true[/code], the \"space\" character will have a visible "
@@ -66399,9 +66456,10 @@ msgstr ""
 msgid ""
 "The shadow atlas' resolution (used for omni and spot lights). The value will "
 "be rounded up to the nearest power of 2.\n"
-"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
-"created viewports default to a value of 0, this value must be set above 0 "
-"manually."
+"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
+"directional shadows won't be visible. Since user-created viewports default "
+"to a value of [code]0[/code], this value must be set above [code]0[/code] "
+"manually (typically at least [code]256[/code])."
 msgstr ""
 
 #: doc/classes/Viewport.xml
@@ -66430,7 +66488,11 @@ msgid ""
 msgstr ""
 
 #: doc/classes/Viewport.xml
-msgid "The rendering mode of viewport."
+msgid ""
+"The rendering mode of viewport.\n"
+"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
+"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
+"HDR is not supported for 2D."
 msgstr ""
 
 #: doc/classes/Viewport.xml

+ 86 - 24
doc/translations/lv.po

@@ -12154,10 +12154,12 @@ msgid ""
 msgstr ""
 
 #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
 msgid "The camera updates with the [code]_physics_process[/code] callback."
 msgstr ""
 
 #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
 msgid "The camera updates with the [code]_process[/code] callback."
 msgstr ""
 
@@ -19439,13 +19441,17 @@ msgstr ""
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "Amount of extra bias for shadow splits that are far away. If self-shadowing "
-"occurs only on the splits far away, increasing this value can fix them."
+"occurs only on the splits far away, increasing this value can fix them. This "
+"is ignored when [member directional_shadow_mode] is [constant "
+"SHADOW_ORTHOGONAL]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
-"transitions between splits."
+"transitions between splits. Enabling shadow blend splitting also has a "
+"moderate performance cost. This is ignored when [member "
+"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
@@ -19455,7 +19461,11 @@ msgid ""
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
-msgid "The maximum distance for shadow splits."
+msgid ""
+"The maximum distance for shadow splits. Increasing this value will make "
+"directional shadows visible from further away, at the cost of lower overall "
+"shadow detail and performance (since more objects need to be included in the "
+"directional shadow rendering)."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
@@ -19472,23 +19482,23 @@ msgstr ""
 msgid ""
 "The distance from camera to shadow split 1. Relative to [member "
 "directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "The distance from shadow split 1 to split 2. Relative to [member "
 "directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "The distance from shadow split 2 to split 3. Relative to [member "
 "directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
@@ -29837,7 +29847,10 @@ msgid ""
 "input at the cost of increased CPU usage. In applications where drawing "
 "freehand lines is required, input accumulation should generally be disabled "
 "while the user is drawing the line to get results that closely follow the "
-"actual input."
+"actual input.\n"
+"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
+"compatibility reasons. It is however recommended to enable it for games "
+"which don't require very reactive input, as this will decrease CPU usage."
 msgstr ""
 
 #: doc/classes/Input.xml
@@ -30411,10 +30424,11 @@ msgstr ""
 msgid ""
 "Contains mouse and pen motion information. Supports relative, absolute "
 "positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
-"at most. If you need more precise input reporting, set [member Input."
-"use_accumulated_input] to [code]false[/code] to make events emitted as often "
-"as possible. If you use InputEventMouseMotion to draw lines, consider "
+"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
+"rendered, allowing for precise input reporting, at the expense of CPU usage. "
+"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
+"multiple events merge into a single emitted event per frame.\n"
+"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
 "implementing [url=https://en.wikipedia.org/wiki/"
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
 "avoid visible gaps in lines if the user is moving the mouse quickly."
@@ -30735,6 +30749,11 @@ msgid ""
 "automatically."
 msgstr ""
 
+#: doc/classes/InterpolatedCamera.xml
+msgid ""
+"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
+msgstr ""
+
 #: doc/classes/InterpolatedCamera.xml
 msgid ""
 "How quickly the camera moves toward its target. Higher values will result in "
@@ -36137,7 +36156,7 @@ msgid ""
 "maximum distance is exceeded, it recalculates the ideal path."
 msgstr ""
 
-#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+#: doc/classes/NavigationAgent.xml
 msgid ""
 "The radius of the avoidance agent. This is the \"body\" of the avoidance "
 "agent and not the avoidance maneuver starting radius (which is controlled by "
@@ -36248,6 +36267,14 @@ msgid ""
 "least one matching layer."
 msgstr ""
 
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding."
+msgstr ""
+
 #: doc/classes/NavigationMesh.xml
 msgid "A mesh to approximate the walkable areas and obstacles."
 msgstr ""
@@ -49827,8 +49854,8 @@ msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"Size for shadow atlas (used for OmniLights and SpotLights). See "
-"documentation."
+"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
+"be rounded up to the nearest power of 2. See shadow mapping documentation."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -58197,7 +58224,31 @@ msgstr ""
 #: doc/classes/String.xml
 msgid ""
 "Formats the string by replacing all occurrences of [code]placeholder[/code] "
-"with [code]values[/code]."
+"with the elements of [code]values[/code].\n"
+"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
+"[code]placeholder[/code] will be replaced with the corresponding keys in "
+"advance. Array elements use their index as keys.\n"
+"[codeblock]\n"
+"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
+"named after it.\n"
+"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
+"named after it.\"\n"
+"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
+"\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
+"[/codeblock]\n"
+"Some additional handling is performed when [code]values[/code] is an array. "
+"If [code]placeholder[/code] does not contain an underscore, the elements of "
+"the array will be used to replace one occurrence of the placeholder in turn; "
+"If an array element is another 2-element array, it'll be interpreted as a "
+"key-value pair.\n"
+"[codeblock]\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
+"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
+"\"Godot\"]]))\n"
+"[/codeblock]"
 msgstr ""
 
 #: doc/classes/String.xml
@@ -58794,9 +58845,11 @@ msgstr ""
 
 #: doc/classes/StyleBox.xml
 msgid ""
-"Draws this stylebox using a [CanvasItem] with given [RID].\n"
-"You can get a [RID] value using [method Object.get_instance_id] on a "
-"[CanvasItem]-derived node."
+"Draws this stylebox using a canvas item identified by the given [RID].\n"
+"The [RID] value can either be the result of [method CanvasItem."
+"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
+"directly from creating a canvas item in the [VisualServer] with [method "
+"VisualServer.canvas_item_create]."
 msgstr ""
 
 #: doc/classes/StyleBox.xml
@@ -60332,6 +60385,10 @@ msgstr ""
 msgid "If [code]true[/code], a right-click displays the context menu."
 msgstr ""
 
+#: doc/classes/TextEdit.xml
+msgid "If [code]true[/code], allow drag and drop of selected text."
+msgstr ""
+
 #: doc/classes/TextEdit.xml
 msgid ""
 "If [code]true[/code], the \"space\" character will have a visible "
@@ -66407,9 +66464,10 @@ msgstr ""
 msgid ""
 "The shadow atlas' resolution (used for omni and spot lights). The value will "
 "be rounded up to the nearest power of 2.\n"
-"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
-"created viewports default to a value of 0, this value must be set above 0 "
-"manually."
+"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
+"directional shadows won't be visible. Since user-created viewports default "
+"to a value of [code]0[/code], this value must be set above [code]0[/code] "
+"manually (typically at least [code]256[/code])."
 msgstr ""
 
 #: doc/classes/Viewport.xml
@@ -66438,7 +66496,11 @@ msgid ""
 msgstr ""
 
 #: doc/classes/Viewport.xml
-msgid "The rendering mode of viewport."
+msgid ""
+"The rendering mode of viewport.\n"
+"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
+"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
+"HDR is not supported for 2D."
 msgstr ""
 
 #: doc/classes/Viewport.xml

+ 86 - 24
doc/translations/mr.po

@@ -12137,10 +12137,12 @@ msgid ""
 msgstr ""
 
 #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
 msgid "The camera updates with the [code]_physics_process[/code] callback."
 msgstr ""
 
 #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
 msgid "The camera updates with the [code]_process[/code] callback."
 msgstr ""
 
@@ -19422,13 +19424,17 @@ msgstr ""
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "Amount of extra bias for shadow splits that are far away. If self-shadowing "
-"occurs only on the splits far away, increasing this value can fix them."
+"occurs only on the splits far away, increasing this value can fix them. This "
+"is ignored when [member directional_shadow_mode] is [constant "
+"SHADOW_ORTHOGONAL]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
-"transitions between splits."
+"transitions between splits. Enabling shadow blend splitting also has a "
+"moderate performance cost. This is ignored when [member "
+"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
@@ -19438,7 +19444,11 @@ msgid ""
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
-msgid "The maximum distance for shadow splits."
+msgid ""
+"The maximum distance for shadow splits. Increasing this value will make "
+"directional shadows visible from further away, at the cost of lower overall "
+"shadow detail and performance (since more objects need to be included in the "
+"directional shadow rendering)."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
@@ -19455,23 +19465,23 @@ msgstr ""
 msgid ""
 "The distance from camera to shadow split 1. Relative to [member "
 "directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "The distance from shadow split 1 to split 2. Relative to [member "
 "directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "The distance from shadow split 2 to split 3. Relative to [member "
 "directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
@@ -29817,7 +29827,10 @@ msgid ""
 "input at the cost of increased CPU usage. In applications where drawing "
 "freehand lines is required, input accumulation should generally be disabled "
 "while the user is drawing the line to get results that closely follow the "
-"actual input."
+"actual input.\n"
+"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
+"compatibility reasons. It is however recommended to enable it for games "
+"which don't require very reactive input, as this will decrease CPU usage."
 msgstr ""
 
 #: doc/classes/Input.xml
@@ -30391,10 +30404,11 @@ msgstr ""
 msgid ""
 "Contains mouse and pen motion information. Supports relative, absolute "
 "positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
-"at most. If you need more precise input reporting, set [member Input."
-"use_accumulated_input] to [code]false[/code] to make events emitted as often "
-"as possible. If you use InputEventMouseMotion to draw lines, consider "
+"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
+"rendered, allowing for precise input reporting, at the expense of CPU usage. "
+"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
+"multiple events merge into a single emitted event per frame.\n"
+"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
 "implementing [url=https://en.wikipedia.org/wiki/"
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
 "avoid visible gaps in lines if the user is moving the mouse quickly."
@@ -30715,6 +30729,11 @@ msgid ""
 "automatically."
 msgstr ""
 
+#: doc/classes/InterpolatedCamera.xml
+msgid ""
+"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
+msgstr ""
+
 #: doc/classes/InterpolatedCamera.xml
 msgid ""
 "How quickly the camera moves toward its target. Higher values will result in "
@@ -36117,7 +36136,7 @@ msgid ""
 "maximum distance is exceeded, it recalculates the ideal path."
 msgstr ""
 
-#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+#: doc/classes/NavigationAgent.xml
 msgid ""
 "The radius of the avoidance agent. This is the \"body\" of the avoidance "
 "agent and not the avoidance maneuver starting radius (which is controlled by "
@@ -36228,6 +36247,14 @@ msgid ""
 "least one matching layer."
 msgstr ""
 
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding."
+msgstr ""
+
 #: doc/classes/NavigationMesh.xml
 msgid "A mesh to approximate the walkable areas and obstacles."
 msgstr ""
@@ -49807,8 +49834,8 @@ msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"Size for shadow atlas (used for OmniLights and SpotLights). See "
-"documentation."
+"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
+"be rounded up to the nearest power of 2. See shadow mapping documentation."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -58177,7 +58204,31 @@ msgstr ""
 #: doc/classes/String.xml
 msgid ""
 "Formats the string by replacing all occurrences of [code]placeholder[/code] "
-"with [code]values[/code]."
+"with the elements of [code]values[/code].\n"
+"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
+"[code]placeholder[/code] will be replaced with the corresponding keys in "
+"advance. Array elements use their index as keys.\n"
+"[codeblock]\n"
+"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
+"named after it.\n"
+"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
+"named after it.\"\n"
+"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
+"\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
+"[/codeblock]\n"
+"Some additional handling is performed when [code]values[/code] is an array. "
+"If [code]placeholder[/code] does not contain an underscore, the elements of "
+"the array will be used to replace one occurrence of the placeholder in turn; "
+"If an array element is another 2-element array, it'll be interpreted as a "
+"key-value pair.\n"
+"[codeblock]\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
+"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
+"\"Godot\"]]))\n"
+"[/codeblock]"
 msgstr ""
 
 #: doc/classes/String.xml
@@ -58774,9 +58825,11 @@ msgstr ""
 
 #: doc/classes/StyleBox.xml
 msgid ""
-"Draws this stylebox using a [CanvasItem] with given [RID].\n"
-"You can get a [RID] value using [method Object.get_instance_id] on a "
-"[CanvasItem]-derived node."
+"Draws this stylebox using a canvas item identified by the given [RID].\n"
+"The [RID] value can either be the result of [method CanvasItem."
+"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
+"directly from creating a canvas item in the [VisualServer] with [method "
+"VisualServer.canvas_item_create]."
 msgstr ""
 
 #: doc/classes/StyleBox.xml
@@ -60312,6 +60365,10 @@ msgstr ""
 msgid "If [code]true[/code], a right-click displays the context menu."
 msgstr ""
 
+#: doc/classes/TextEdit.xml
+msgid "If [code]true[/code], allow drag and drop of selected text."
+msgstr ""
+
 #: doc/classes/TextEdit.xml
 msgid ""
 "If [code]true[/code], the \"space\" character will have a visible "
@@ -66387,9 +66444,10 @@ msgstr ""
 msgid ""
 "The shadow atlas' resolution (used for omni and spot lights). The value will "
 "be rounded up to the nearest power of 2.\n"
-"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
-"created viewports default to a value of 0, this value must be set above 0 "
-"manually."
+"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
+"directional shadows won't be visible. Since user-created viewports default "
+"to a value of [code]0[/code], this value must be set above [code]0[/code] "
+"manually (typically at least [code]256[/code])."
 msgstr ""
 
 #: doc/classes/Viewport.xml
@@ -66418,7 +66476,11 @@ msgid ""
 msgstr ""
 
 #: doc/classes/Viewport.xml
-msgid "The rendering mode of viewport."
+msgid ""
+"The rendering mode of viewport.\n"
+"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
+"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
+"HDR is not supported for 2D."
 msgstr ""
 
 #: doc/classes/Viewport.xml

+ 86 - 24
doc/translations/nb.po

@@ -12149,10 +12149,12 @@ msgid ""
 msgstr ""
 
 #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
 msgid "The camera updates with the [code]_physics_process[/code] callback."
 msgstr ""
 
 #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
 msgid "The camera updates with the [code]_process[/code] callback."
 msgstr ""
 
@@ -19434,13 +19436,17 @@ msgstr ""
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "Amount of extra bias for shadow splits that are far away. If self-shadowing "
-"occurs only on the splits far away, increasing this value can fix them."
+"occurs only on the splits far away, increasing this value can fix them. This "
+"is ignored when [member directional_shadow_mode] is [constant "
+"SHADOW_ORTHOGONAL]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
-"transitions between splits."
+"transitions between splits. Enabling shadow blend splitting also has a "
+"moderate performance cost. This is ignored when [member "
+"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
@@ -19450,7 +19456,11 @@ msgid ""
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
-msgid "The maximum distance for shadow splits."
+msgid ""
+"The maximum distance for shadow splits. Increasing this value will make "
+"directional shadows visible from further away, at the cost of lower overall "
+"shadow detail and performance (since more objects need to be included in the "
+"directional shadow rendering)."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
@@ -19467,23 +19477,23 @@ msgstr ""
 msgid ""
 "The distance from camera to shadow split 1. Relative to [member "
 "directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "The distance from shadow split 1 to split 2. Relative to [member "
 "directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "The distance from shadow split 2 to split 3. Relative to [member "
 "directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
@@ -29829,7 +29839,10 @@ msgid ""
 "input at the cost of increased CPU usage. In applications where drawing "
 "freehand lines is required, input accumulation should generally be disabled "
 "while the user is drawing the line to get results that closely follow the "
-"actual input."
+"actual input.\n"
+"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
+"compatibility reasons. It is however recommended to enable it for games "
+"which don't require very reactive input, as this will decrease CPU usage."
 msgstr ""
 
 #: doc/classes/Input.xml
@@ -30403,10 +30416,11 @@ msgstr ""
 msgid ""
 "Contains mouse and pen motion information. Supports relative, absolute "
 "positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
-"at most. If you need more precise input reporting, set [member Input."
-"use_accumulated_input] to [code]false[/code] to make events emitted as often "
-"as possible. If you use InputEventMouseMotion to draw lines, consider "
+"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
+"rendered, allowing for precise input reporting, at the expense of CPU usage. "
+"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
+"multiple events merge into a single emitted event per frame.\n"
+"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
 "implementing [url=https://en.wikipedia.org/wiki/"
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
 "avoid visible gaps in lines if the user is moving the mouse quickly."
@@ -30727,6 +30741,11 @@ msgid ""
 "automatically."
 msgstr ""
 
+#: doc/classes/InterpolatedCamera.xml
+msgid ""
+"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
+msgstr ""
+
 #: doc/classes/InterpolatedCamera.xml
 msgid ""
 "How quickly the camera moves toward its target. Higher values will result in "
@@ -36129,7 +36148,7 @@ msgid ""
 "maximum distance is exceeded, it recalculates the ideal path."
 msgstr ""
 
-#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+#: doc/classes/NavigationAgent.xml
 msgid ""
 "The radius of the avoidance agent. This is the \"body\" of the avoidance "
 "agent and not the avoidance maneuver starting radius (which is controlled by "
@@ -36240,6 +36259,14 @@ msgid ""
 "least one matching layer."
 msgstr ""
 
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding."
+msgstr ""
+
 #: doc/classes/NavigationMesh.xml
 msgid "A mesh to approximate the walkable areas and obstacles."
 msgstr ""
@@ -49819,8 +49846,8 @@ msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"Size for shadow atlas (used for OmniLights and SpotLights). See "
-"documentation."
+"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
+"be rounded up to the nearest power of 2. See shadow mapping documentation."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -58189,7 +58216,31 @@ msgstr ""
 #: doc/classes/String.xml
 msgid ""
 "Formats the string by replacing all occurrences of [code]placeholder[/code] "
-"with [code]values[/code]."
+"with the elements of [code]values[/code].\n"
+"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
+"[code]placeholder[/code] will be replaced with the corresponding keys in "
+"advance. Array elements use their index as keys.\n"
+"[codeblock]\n"
+"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
+"named after it.\n"
+"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
+"named after it.\"\n"
+"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
+"\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
+"[/codeblock]\n"
+"Some additional handling is performed when [code]values[/code] is an array. "
+"If [code]placeholder[/code] does not contain an underscore, the elements of "
+"the array will be used to replace one occurrence of the placeholder in turn; "
+"If an array element is another 2-element array, it'll be interpreted as a "
+"key-value pair.\n"
+"[codeblock]\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
+"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
+"\"Godot\"]]))\n"
+"[/codeblock]"
 msgstr ""
 
 #: doc/classes/String.xml
@@ -58786,9 +58837,11 @@ msgstr ""
 
 #: doc/classes/StyleBox.xml
 msgid ""
-"Draws this stylebox using a [CanvasItem] with given [RID].\n"
-"You can get a [RID] value using [method Object.get_instance_id] on a "
-"[CanvasItem]-derived node."
+"Draws this stylebox using a canvas item identified by the given [RID].\n"
+"The [RID] value can either be the result of [method CanvasItem."
+"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
+"directly from creating a canvas item in the [VisualServer] with [method "
+"VisualServer.canvas_item_create]."
 msgstr ""
 
 #: doc/classes/StyleBox.xml
@@ -60324,6 +60377,10 @@ msgstr ""
 msgid "If [code]true[/code], a right-click displays the context menu."
 msgstr ""
 
+#: doc/classes/TextEdit.xml
+msgid "If [code]true[/code], allow drag and drop of selected text."
+msgstr ""
+
 #: doc/classes/TextEdit.xml
 msgid ""
 "If [code]true[/code], the \"space\" character will have a visible "
@@ -66399,9 +66456,10 @@ msgstr ""
 msgid ""
 "The shadow atlas' resolution (used for omni and spot lights). The value will "
 "be rounded up to the nearest power of 2.\n"
-"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
-"created viewports default to a value of 0, this value must be set above 0 "
-"manually."
+"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
+"directional shadows won't be visible. Since user-created viewports default "
+"to a value of [code]0[/code], this value must be set above [code]0[/code] "
+"manually (typically at least [code]256[/code])."
 msgstr ""
 
 #: doc/classes/Viewport.xml
@@ -66430,7 +66488,11 @@ msgid ""
 msgstr ""
 
 #: doc/classes/Viewport.xml
-msgid "The rendering mode of viewport."
+msgid ""
+"The rendering mode of viewport.\n"
+"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
+"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
+"HDR is not supported for 2D."
 msgstr ""
 
 #: doc/classes/Viewport.xml

+ 86 - 24
doc/translations/ne.po

@@ -12137,10 +12137,12 @@ msgid ""
 msgstr ""
 
 #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
 msgid "The camera updates with the [code]_physics_process[/code] callback."
 msgstr ""
 
 #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
 msgid "The camera updates with the [code]_process[/code] callback."
 msgstr ""
 
@@ -19422,13 +19424,17 @@ msgstr ""
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "Amount of extra bias for shadow splits that are far away. If self-shadowing "
-"occurs only on the splits far away, increasing this value can fix them."
+"occurs only on the splits far away, increasing this value can fix them. This "
+"is ignored when [member directional_shadow_mode] is [constant "
+"SHADOW_ORTHOGONAL]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
-"transitions between splits."
+"transitions between splits. Enabling shadow blend splitting also has a "
+"moderate performance cost. This is ignored when [member "
+"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
@@ -19438,7 +19444,11 @@ msgid ""
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
-msgid "The maximum distance for shadow splits."
+msgid ""
+"The maximum distance for shadow splits. Increasing this value will make "
+"directional shadows visible from further away, at the cost of lower overall "
+"shadow detail and performance (since more objects need to be included in the "
+"directional shadow rendering)."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
@@ -19455,23 +19465,23 @@ msgstr ""
 msgid ""
 "The distance from camera to shadow split 1. Relative to [member "
 "directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "The distance from shadow split 1 to split 2. Relative to [member "
 "directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "The distance from shadow split 2 to split 3. Relative to [member "
 "directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
@@ -29817,7 +29827,10 @@ msgid ""
 "input at the cost of increased CPU usage. In applications where drawing "
 "freehand lines is required, input accumulation should generally be disabled "
 "while the user is drawing the line to get results that closely follow the "
-"actual input."
+"actual input.\n"
+"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
+"compatibility reasons. It is however recommended to enable it for games "
+"which don't require very reactive input, as this will decrease CPU usage."
 msgstr ""
 
 #: doc/classes/Input.xml
@@ -30391,10 +30404,11 @@ msgstr ""
 msgid ""
 "Contains mouse and pen motion information. Supports relative, absolute "
 "positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
-"at most. If you need more precise input reporting, set [member Input."
-"use_accumulated_input] to [code]false[/code] to make events emitted as often "
-"as possible. If you use InputEventMouseMotion to draw lines, consider "
+"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
+"rendered, allowing for precise input reporting, at the expense of CPU usage. "
+"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
+"multiple events merge into a single emitted event per frame.\n"
+"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
 "implementing [url=https://en.wikipedia.org/wiki/"
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
 "avoid visible gaps in lines if the user is moving the mouse quickly."
@@ -30715,6 +30729,11 @@ msgid ""
 "automatically."
 msgstr ""
 
+#: doc/classes/InterpolatedCamera.xml
+msgid ""
+"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
+msgstr ""
+
 #: doc/classes/InterpolatedCamera.xml
 msgid ""
 "How quickly the camera moves toward its target. Higher values will result in "
@@ -36117,7 +36136,7 @@ msgid ""
 "maximum distance is exceeded, it recalculates the ideal path."
 msgstr ""
 
-#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+#: doc/classes/NavigationAgent.xml
 msgid ""
 "The radius of the avoidance agent. This is the \"body\" of the avoidance "
 "agent and not the avoidance maneuver starting radius (which is controlled by "
@@ -36228,6 +36247,14 @@ msgid ""
 "least one matching layer."
 msgstr ""
 
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding."
+msgstr ""
+
 #: doc/classes/NavigationMesh.xml
 msgid "A mesh to approximate the walkable areas and obstacles."
 msgstr ""
@@ -49807,8 +49834,8 @@ msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"Size for shadow atlas (used for OmniLights and SpotLights). See "
-"documentation."
+"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
+"be rounded up to the nearest power of 2. See shadow mapping documentation."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -58177,7 +58204,31 @@ msgstr ""
 #: doc/classes/String.xml
 msgid ""
 "Formats the string by replacing all occurrences of [code]placeholder[/code] "
-"with [code]values[/code]."
+"with the elements of [code]values[/code].\n"
+"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
+"[code]placeholder[/code] will be replaced with the corresponding keys in "
+"advance. Array elements use their index as keys.\n"
+"[codeblock]\n"
+"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
+"named after it.\n"
+"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
+"named after it.\"\n"
+"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
+"\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
+"[/codeblock]\n"
+"Some additional handling is performed when [code]values[/code] is an array. "
+"If [code]placeholder[/code] does not contain an underscore, the elements of "
+"the array will be used to replace one occurrence of the placeholder in turn; "
+"If an array element is another 2-element array, it'll be interpreted as a "
+"key-value pair.\n"
+"[codeblock]\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
+"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
+"\"Godot\"]]))\n"
+"[/codeblock]"
 msgstr ""
 
 #: doc/classes/String.xml
@@ -58774,9 +58825,11 @@ msgstr ""
 
 #: doc/classes/StyleBox.xml
 msgid ""
-"Draws this stylebox using a [CanvasItem] with given [RID].\n"
-"You can get a [RID] value using [method Object.get_instance_id] on a "
-"[CanvasItem]-derived node."
+"Draws this stylebox using a canvas item identified by the given [RID].\n"
+"The [RID] value can either be the result of [method CanvasItem."
+"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
+"directly from creating a canvas item in the [VisualServer] with [method "
+"VisualServer.canvas_item_create]."
 msgstr ""
 
 #: doc/classes/StyleBox.xml
@@ -60312,6 +60365,10 @@ msgstr ""
 msgid "If [code]true[/code], a right-click displays the context menu."
 msgstr ""
 
+#: doc/classes/TextEdit.xml
+msgid "If [code]true[/code], allow drag and drop of selected text."
+msgstr ""
+
 #: doc/classes/TextEdit.xml
 msgid ""
 "If [code]true[/code], the \"space\" character will have a visible "
@@ -66387,9 +66444,10 @@ msgstr ""
 msgid ""
 "The shadow atlas' resolution (used for omni and spot lights). The value will "
 "be rounded up to the nearest power of 2.\n"
-"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
-"created viewports default to a value of 0, this value must be set above 0 "
-"manually."
+"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
+"directional shadows won't be visible. Since user-created viewports default "
+"to a value of [code]0[/code], this value must be set above [code]0[/code] "
+"manually (typically at least [code]256[/code])."
 msgstr ""
 
 #: doc/classes/Viewport.xml
@@ -66418,7 +66476,11 @@ msgid ""
 msgstr ""
 
 #: doc/classes/Viewport.xml
-msgid "The rendering mode of viewport."
+msgid ""
+"The rendering mode of viewport.\n"
+"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
+"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
+"HDR is not supported for 2D."
 msgstr ""
 
 #: doc/classes/Viewport.xml

+ 86 - 24
doc/translations/nl.po

@@ -12206,10 +12206,12 @@ msgid ""
 msgstr ""
 
 #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
 msgid "The camera updates with the [code]_physics_process[/code] callback."
 msgstr ""
 
 #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
 msgid "The camera updates with the [code]_process[/code] callback."
 msgstr ""
 
@@ -19491,13 +19493,17 @@ msgstr ""
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "Amount of extra bias for shadow splits that are far away. If self-shadowing "
-"occurs only on the splits far away, increasing this value can fix them."
+"occurs only on the splits far away, increasing this value can fix them. This "
+"is ignored when [member directional_shadow_mode] is [constant "
+"SHADOW_ORTHOGONAL]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
-"transitions between splits."
+"transitions between splits. Enabling shadow blend splitting also has a "
+"moderate performance cost. This is ignored when [member "
+"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
@@ -19507,7 +19513,11 @@ msgid ""
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
-msgid "The maximum distance for shadow splits."
+msgid ""
+"The maximum distance for shadow splits. Increasing this value will make "
+"directional shadows visible from further away, at the cost of lower overall "
+"shadow detail and performance (since more objects need to be included in the "
+"directional shadow rendering)."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
@@ -19524,23 +19534,23 @@ msgstr ""
 msgid ""
 "The distance from camera to shadow split 1. Relative to [member "
 "directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "The distance from shadow split 1 to split 2. Relative to [member "
 "directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "The distance from shadow split 2 to split 3. Relative to [member "
 "directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
@@ -29889,7 +29899,10 @@ msgid ""
 "input at the cost of increased CPU usage. In applications where drawing "
 "freehand lines is required, input accumulation should generally be disabled "
 "while the user is drawing the line to get results that closely follow the "
-"actual input."
+"actual input.\n"
+"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
+"compatibility reasons. It is however recommended to enable it for games "
+"which don't require very reactive input, as this will decrease CPU usage."
 msgstr ""
 
 #: doc/classes/Input.xml
@@ -30463,10 +30476,11 @@ msgstr ""
 msgid ""
 "Contains mouse and pen motion information. Supports relative, absolute "
 "positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
-"at most. If you need more precise input reporting, set [member Input."
-"use_accumulated_input] to [code]false[/code] to make events emitted as often "
-"as possible. If you use InputEventMouseMotion to draw lines, consider "
+"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
+"rendered, allowing for precise input reporting, at the expense of CPU usage. "
+"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
+"multiple events merge into a single emitted event per frame.\n"
+"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
 "implementing [url=https://en.wikipedia.org/wiki/"
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
 "avoid visible gaps in lines if the user is moving the mouse quickly."
@@ -30787,6 +30801,11 @@ msgid ""
 "automatically."
 msgstr ""
 
+#: doc/classes/InterpolatedCamera.xml
+msgid ""
+"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
+msgstr ""
+
 #: doc/classes/InterpolatedCamera.xml
 msgid ""
 "How quickly the camera moves toward its target. Higher values will result in "
@@ -36189,7 +36208,7 @@ msgid ""
 "maximum distance is exceeded, it recalculates the ideal path."
 msgstr ""
 
-#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+#: doc/classes/NavigationAgent.xml
 msgid ""
 "The radius of the avoidance agent. This is the \"body\" of the avoidance "
 "agent and not the avoidance maneuver starting radius (which is controlled by "
@@ -36300,6 +36319,14 @@ msgid ""
 "least one matching layer."
 msgstr ""
 
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding."
+msgstr ""
+
 #: doc/classes/NavigationMesh.xml
 msgid "A mesh to approximate the walkable areas and obstacles."
 msgstr ""
@@ -49879,8 +49906,8 @@ msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"Size for shadow atlas (used for OmniLights and SpotLights). See "
-"documentation."
+"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
+"be rounded up to the nearest power of 2. See shadow mapping documentation."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -58250,7 +58277,31 @@ msgstr ""
 #: doc/classes/String.xml
 msgid ""
 "Formats the string by replacing all occurrences of [code]placeholder[/code] "
-"with [code]values[/code]."
+"with the elements of [code]values[/code].\n"
+"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
+"[code]placeholder[/code] will be replaced with the corresponding keys in "
+"advance. Array elements use their index as keys.\n"
+"[codeblock]\n"
+"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
+"named after it.\n"
+"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
+"named after it.\"\n"
+"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
+"\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
+"[/codeblock]\n"
+"Some additional handling is performed when [code]values[/code] is an array. "
+"If [code]placeholder[/code] does not contain an underscore, the elements of "
+"the array will be used to replace one occurrence of the placeholder in turn; "
+"If an array element is another 2-element array, it'll be interpreted as a "
+"key-value pair.\n"
+"[codeblock]\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
+"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
+"\"Godot\"]]))\n"
+"[/codeblock]"
 msgstr ""
 
 #: doc/classes/String.xml
@@ -58847,9 +58898,11 @@ msgstr ""
 
 #: doc/classes/StyleBox.xml
 msgid ""
-"Draws this stylebox using a [CanvasItem] with given [RID].\n"
-"You can get a [RID] value using [method Object.get_instance_id] on a "
-"[CanvasItem]-derived node."
+"Draws this stylebox using a canvas item identified by the given [RID].\n"
+"The [RID] value can either be the result of [method CanvasItem."
+"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
+"directly from creating a canvas item in the [VisualServer] with [method "
+"VisualServer.canvas_item_create]."
 msgstr ""
 
 #: doc/classes/StyleBox.xml
@@ -60385,6 +60438,10 @@ msgstr ""
 msgid "If [code]true[/code], a right-click displays the context menu."
 msgstr ""
 
+#: doc/classes/TextEdit.xml
+msgid "If [code]true[/code], allow drag and drop of selected text."
+msgstr ""
+
 #: doc/classes/TextEdit.xml
 msgid ""
 "If [code]true[/code], the \"space\" character will have a visible "
@@ -66460,9 +66517,10 @@ msgstr ""
 msgid ""
 "The shadow atlas' resolution (used for omni and spot lights). The value will "
 "be rounded up to the nearest power of 2.\n"
-"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
-"created viewports default to a value of 0, this value must be set above 0 "
-"manually."
+"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
+"directional shadows won't be visible. Since user-created viewports default "
+"to a value of [code]0[/code], this value must be set above [code]0[/code] "
+"manually (typically at least [code]256[/code])."
 msgstr ""
 
 #: doc/classes/Viewport.xml
@@ -66491,7 +66549,11 @@ msgid ""
 msgstr ""
 
 #: doc/classes/Viewport.xml
-msgid "The rendering mode of viewport."
+msgid ""
+"The rendering mode of viewport.\n"
+"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
+"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
+"HDR is not supported for 2D."
 msgstr ""
 
 #: doc/classes/Viewport.xml

+ 89 - 24
doc/translations/pl.po

@@ -12651,10 +12651,12 @@ msgid ""
 msgstr ""
 
 #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
 msgid "The camera updates with the [code]_physics_process[/code] callback."
 msgstr ""
 
 #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
 msgid "The camera updates with the [code]_process[/code] callback."
 msgstr ""
 
@@ -19963,13 +19965,17 @@ msgstr ""
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "Amount of extra bias for shadow splits that are far away. If self-shadowing "
-"occurs only on the splits far away, increasing this value can fix them."
+"occurs only on the splits far away, increasing this value can fix them. This "
+"is ignored when [member directional_shadow_mode] is [constant "
+"SHADOW_ORTHOGONAL]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
-"transitions between splits."
+"transitions between splits. Enabling shadow blend splitting also has a "
+"moderate performance cost. This is ignored when [member "
+"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
@@ -19979,7 +19985,11 @@ msgid ""
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
-msgid "The maximum distance for shadow splits."
+msgid ""
+"The maximum distance for shadow splits. Increasing this value will make "
+"directional shadows visible from further away, at the cost of lower overall "
+"shadow detail and performance (since more objects need to be included in the "
+"directional shadow rendering)."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
@@ -19996,23 +20006,23 @@ msgstr ""
 msgid ""
 "The distance from camera to shadow split 1. Relative to [member "
 "directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "The distance from shadow split 1 to split 2. Relative to [member "
 "directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "The distance from shadow split 2 to split 3. Relative to [member "
 "directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
@@ -30398,7 +30408,10 @@ msgid ""
 "input at the cost of increased CPU usage. In applications where drawing "
 "freehand lines is required, input accumulation should generally be disabled "
 "while the user is drawing the line to get results that closely follow the "
-"actual input."
+"actual input.\n"
+"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
+"compatibility reasons. It is however recommended to enable it for games "
+"which don't require very reactive input, as this will decrease CPU usage."
 msgstr ""
 
 #: doc/classes/Input.xml
@@ -30972,10 +30985,11 @@ msgstr ""
 msgid ""
 "Contains mouse and pen motion information. Supports relative, absolute "
 "positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
-"at most. If you need more precise input reporting, set [member Input."
-"use_accumulated_input] to [code]false[/code] to make events emitted as often "
-"as possible. If you use InputEventMouseMotion to draw lines, consider "
+"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
+"rendered, allowing for precise input reporting, at the expense of CPU usage. "
+"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
+"multiple events merge into a single emitted event per frame.\n"
+"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
 "implementing [url=https://en.wikipedia.org/wiki/"
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
 "avoid visible gaps in lines if the user is moving the mouse quickly."
@@ -31300,6 +31314,11 @@ msgstr ""
 "Jeśli [code]true[/code], potomne węzły są sortowane. W innym przypadku jest "
 "wyłączone."
 
+#: doc/classes/InterpolatedCamera.xml
+msgid ""
+"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
+msgstr ""
+
 #: doc/classes/InterpolatedCamera.xml
 msgid ""
 "How quickly the camera moves toward its target. Higher values will result in "
@@ -36769,7 +36788,7 @@ msgid ""
 "maximum distance is exceeded, it recalculates the ideal path."
 msgstr ""
 
-#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+#: doc/classes/NavigationAgent.xml
 msgid ""
 "The radius of the avoidance agent. This is the \"body\" of the avoidance "
 "agent and not the avoidance maneuver starting radius (which is controlled by "
@@ -36882,6 +36901,14 @@ msgid ""
 "least one matching layer."
 msgstr ""
 
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding."
+msgstr ""
+
 #: doc/classes/NavigationMesh.xml
 msgid "A mesh to approximate the walkable areas and obstacles."
 msgstr ""
@@ -50526,8 +50553,8 @@ msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"Size for shadow atlas (used for OmniLights and SpotLights). See "
-"documentation."
+"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
+"be rounded up to the nearest power of 2. See shadow mapping documentation."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -58915,7 +58942,31 @@ msgstr ""
 #: doc/classes/String.xml
 msgid ""
 "Formats the string by replacing all occurrences of [code]placeholder[/code] "
-"with [code]values[/code]."
+"with the elements of [code]values[/code].\n"
+"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
+"[code]placeholder[/code] will be replaced with the corresponding keys in "
+"advance. Array elements use their index as keys.\n"
+"[codeblock]\n"
+"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
+"named after it.\n"
+"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
+"named after it.\"\n"
+"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
+"\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
+"[/codeblock]\n"
+"Some additional handling is performed when [code]values[/code] is an array. "
+"If [code]placeholder[/code] does not contain an underscore, the elements of "
+"the array will be used to replace one occurrence of the placeholder in turn; "
+"If an array element is another 2-element array, it'll be interpreted as a "
+"key-value pair.\n"
+"[codeblock]\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
+"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
+"\"Godot\"]]))\n"
+"[/codeblock]"
 msgstr ""
 
 #: doc/classes/String.xml
@@ -59512,9 +59563,11 @@ msgstr ""
 
 #: doc/classes/StyleBox.xml
 msgid ""
-"Draws this stylebox using a [CanvasItem] with given [RID].\n"
-"You can get a [RID] value using [method Object.get_instance_id] on a "
-"[CanvasItem]-derived node."
+"Draws this stylebox using a canvas item identified by the given [RID].\n"
+"The [RID] value can either be the result of [method CanvasItem."
+"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
+"directly from creating a canvas item in the [VisualServer] with [method "
+"VisualServer.canvas_item_create]."
 msgstr ""
 
 #: doc/classes/StyleBox.xml
@@ -61062,6 +61115,13 @@ msgstr ""
 msgid "If [code]true[/code], a right-click displays the context menu."
 msgstr ""
 
+#: doc/classes/TextEdit.xml
+#, fuzzy
+msgid "If [code]true[/code], allow drag and drop of selected text."
+msgstr ""
+"Jeśli [code]true[/code], potomne węzły są sortowane. W innym przypadku jest "
+"wyłączone."
+
 #: doc/classes/TextEdit.xml
 msgid ""
 "If [code]true[/code], the \"space\" character will have a visible "
@@ -67169,9 +67229,10 @@ msgstr ""
 msgid ""
 "The shadow atlas' resolution (used for omni and spot lights). The value will "
 "be rounded up to the nearest power of 2.\n"
-"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
-"created viewports default to a value of 0, this value must be set above 0 "
-"manually."
+"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
+"directional shadows won't be visible. Since user-created viewports default "
+"to a value of [code]0[/code], this value must be set above [code]0[/code] "
+"manually (typically at least [code]256[/code])."
 msgstr ""
 
 #: doc/classes/Viewport.xml
@@ -67203,7 +67264,11 @@ msgid ""
 msgstr ""
 
 #: doc/classes/Viewport.xml
-msgid "The rendering mode of viewport."
+msgid ""
+"The rendering mode of viewport.\n"
+"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
+"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
+"HDR is not supported for 2D."
 msgstr ""
 
 #: doc/classes/Viewport.xml

+ 225 - 94
doc/translations/pt.po

@@ -9,12 +9,13 @@
 # Renu <[email protected]>, 2022.
 # Diogo Gomes <[email protected]>, 2022.
 # El_ExpertPlayer <[email protected]>, 2022.
+# Esdras Caleb Oliveira Silva <[email protected]>, 2022.
 msgid ""
 msgstr ""
 "Project-Id-Version: Godot Engine class reference\n"
 "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2022-06-13 03:39+0000\n"
-"Last-Translator: El_ExpertPlayer <xpertnathan37@gmail.com>\n"
+"PO-Revision-Date: 2022-06-29 10:31+0000\n"
+"Last-Translator: Esdras Caleb Oliveira Silva <acheicaleb@gmail.com>\n"
 "Language-Team: Portuguese <https://hosted.weblate.org/projects/godot-engine/"
 "godot-class-reference/pt/>\n"
 "Language: pt\n"
@@ -22,7 +23,7 @@ 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 4.13-dev\n"
+"X-Generator: Weblate 4.13.1-dev\n"
 
 #: doc/tools/make_rst.py
 msgid "Description"
@@ -78,7 +79,7 @@ msgstr "Herdado por:"
 
 #: doc/tools/make_rst.py
 msgid "(overrides %s)"
-msgstr ""
+msgstr "(recopiar %s)"
 
 #: doc/tools/make_rst.py
 msgid "Default"
@@ -86,7 +87,7 @@ msgstr "Padrão"
 
 #: doc/tools/make_rst.py
 msgid "Setter"
-msgstr "Definidor"
+msgstr "Setter"
 
 #: doc/tools/make_rst.py
 msgid "value"
@@ -94,13 +95,13 @@ msgstr "valor"
 
 #: doc/tools/make_rst.py
 msgid "Getter"
-msgstr "Buscador"
+msgstr "Getter"
 
 #: doc/tools/make_rst.py
 msgid ""
 "This method should typically be overridden by the user to have any effect."
 msgstr ""
-"Este método normalmente deve ser substituído pelo usuário para ter algum "
+"Este método normalmente deve ser reescrito pelo usuário para que tenha algum "
 "efeito."
 
 #: doc/tools/make_rst.py
@@ -907,7 +908,6 @@ msgstr ""
 "[/codeblock]"
 
 #: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
 msgid ""
 "Linearly interpolates between two values by the factor defined in "
 "[code]weight[/code]. To perform interpolation, [code]weight[/code] should be "
@@ -927,20 +927,25 @@ msgid ""
 "To perform eased interpolation with [method lerp], combine it with [method "
 "ease] or [method smoothstep]."
 msgstr ""
-"Interpola linearmente entre dois valores através de um valor normalizado. "
-"Este método é o oposto do método [method inverse_lerp].\n"
+"Interpola linearmente entre dois valores pelo fator definido em "
+"[code]weight[/code]. Para realizar a interpolação, [code]weight[/code] deve "
+"estar entre [code]0.0[/code] e [code]1.0[/code] (inclusive). No entanto, "
+"valores fora desse intervalo são permitidos e podem ser usados para realizar "
+"[i]extrapolação[/i].\n"
 "Se os argumentos [code]from[/code] e [code]to[/code] forem do tipo [int] ou "
-"[float], o retorno é um valor do tipo [float].\n"
-"Se ambos são vetores de mesmo tipo ([Vector2], [Vector3] ou [Color]), o "
-"valor retornado será do mesmo tipo ([code]lerp[/code] então chama o método "
-"[code]lerp[/code] do tipo de vetor em questão).\n"
+"[float], o valor de retorno será um [float].\n"
+"Se ambos forem do mesmo tipo de vetor ([Vector2], [Vector3] ou [Color]), o "
+"valor de retorno será do mesmo tipo ([code]lerp[/code] então chama o método "
+"[code]linear_interpolate[/code] do tipo de vetor).\n"
 "[codeblock]\n"
-"lerp(0, 4, 0.75) # Retorna 3.0\n"
-"lerp(Vector2(1, 5), Vector2(3, 2), 0.5) # Retorna Vector2(2, 3.5)\n"
-"[/codeblock]"
+"lerp(0, 4, 0,75) # Retorna 3,0\n"
+"lerp(Vetor2(1, 5), Vetor2(3, 2), 0.5) # Retorna Vetor2(2, 3.5)\n"
+"[/codeblock]\n"
+"Veja também [method inverse_lerp] que realiza o inverso desta operação. Para "
+"realizar a interpolação facilitada com [method lerp], combine-o com [method "
+"easy] ou [method smoothstep]."
 
 #: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
 msgid ""
 "Linearly interpolates between two angles (in radians) by a normalized "
 "value.\n"
@@ -963,10 +968,12 @@ msgid ""
 "example, [code]lerp_angle(0, PI, weight)[/code] lerps counter-clockwise, "
 "while [code]lerp_angle(0, PI + 5 * TAU, weight)[/code] lerps clockwise."
 msgstr ""
-"Faz a interpolação linear entre dois ângulos (em radianos) por um valor "
+"Interpola linearmente entre dois ângulos (em radianos) por um valor "
 "normalizado.\n"
-"Semelhante à [method lerp], mas faz a interpolação corretamente quando os "
-"ângulos passam através de [constant @GDScript.TAU].\n"
+"Semelhante a [method lerp], mas interpola corretamente quando os ângulos "
+"envolvem [constant @GDScript.TAU]. Para realizar a interpolação facilitada "
+"com [method lerp_angle], combine-o com [method easy] ou [method "
+"smoothstep].\n"
 "[codeblock]\n"
 "extends Sprite\n"
 "var elapsed = 0.0\n"
@@ -975,7 +982,14 @@ msgstr ""
 "    var max_angle = deg2rad(90.0)\n"
 "    rotation = lerp_angle(min_angle, max_angle, elapsed)\n"
 "    elapsed += delta\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Nota:[/b] Este método lê o caminho mais curto entre [code]from[/code] e "
+"[code]to[/code]. No entanto, quando esses dois ângulos estão aproximadamente "
+"[code]PI + k * TAU[/code] separados para qualquer inteiro [code]k[/code], "
+"não é óbvio de que maneira eles interpretam devido a erros de precisão de "
+"ponto flutuante. Por exemplo, [code]lerp_angle(0, PI, weight)[/code] lê no "
+"sentido anti-horário, enquanto [code]lerp_angle(0, PI + 5 * TAU, weight)[/"
+"code] lê no sentido horário."
 
 #: modules/gdscript/doc_classes/@GDScript.xml
 msgid ""
@@ -1463,7 +1477,6 @@ msgstr ""
 "[/codeblock]"
 
 #: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
 msgid ""
 "Returns a random floating point value between [code]from[/code] and "
 "[code]to[/code] (both endpoints inclusive).\n"
@@ -1472,12 +1485,12 @@ msgid ""
 "[/codeblock]\n"
 "[b]Note:[/b] This is equivalent to [code]randf() * (to - from) + from[/code]."
 msgstr ""
-"Intervalo aleatório, retorna qualquer número real entre [code]from[/code] e "
-"[code]to[/code].\n"
+"Retorna um valor de ponto flutuante aleatório entre [code]from[/code] e "
+"[code]to[/code] (ambos os endpoints inclusive).\n"
 "[codeblock]\n"
-"prints(rand_range(0, 1), rand_range(0, 1)) # Imprime por exemplo 0.135591 "
-"0.405263\n"
-"[/codeblock]"
+"prints(rand_range(0, 1), rand_range(0, 1)) # Prints e.g. 0.135591 0.405263\n"
+"[/codeblock]\n"
+"[b]Nota:[/b] Isso é equivalente a [code]randf() * (to - from) + from[/code]."
 
 #: modules/gdscript/doc_classes/@GDScript.xml
 msgid ""
@@ -4579,9 +4592,8 @@ msgstr ""
 
 #: doc/classes/AABB.xml doc/classes/Rect2.xml doc/classes/Vector2.xml
 #: doc/classes/Vector3.xml
-#, fuzzy
 msgid "Vector math"
-msgstr "Vetor utilizado para matemática 2D."
+msgstr "Matemática vetorial"
 
 #: doc/classes/AABB.xml doc/classes/Rect2.xml doc/classes/Vector2.xml
 #: doc/classes/Vector3.xml
@@ -5798,9 +5810,8 @@ msgstr ""
 #: doc/classes/AnimationNodeOneShot.xml doc/classes/AnimationNodeOutput.xml
 #: doc/classes/AnimationNodeTimeScale.xml
 #: doc/classes/AnimationNodeTransition.xml
-#, fuzzy
 msgid "AnimationTree"
-msgstr "Nó de animação."
+msgstr "AnimationTree"
 
 #: doc/classes/AnimationNodeAdd3.xml doc/classes/AnimationNodeAnimation.xml
 #: doc/classes/AnimationNodeBlend2.xml
@@ -6493,9 +6504,8 @@ msgid ""
 msgstr ""
 
 #: doc/classes/AnimationPlayer.xml
-#, fuzzy
 msgid "Animation tutorial index"
-msgstr "Nó de animação."
+msgstr "Índice do tutorial de animação"
 
 #: doc/classes/AnimationPlayer.xml
 msgid ""
@@ -6784,9 +6794,8 @@ msgid ""
 msgstr ""
 
 #: doc/classes/AnimationTree.xml
-#, fuzzy
 msgid "Using AnimationTree"
-msgstr "Reseta este [AnimationTreePlayer]."
+msgstr "Usando AnimationTree"
 
 #: doc/classes/AnimationTree.xml
 msgid "Manually advance the animations by the specified time (in seconds)."
@@ -12958,10 +12967,12 @@ msgid ""
 msgstr ""
 
 #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
 msgid "The camera updates with the [code]_physics_process[/code] callback."
 msgstr ""
 
 #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
 msgid "The camera updates with the [code]_process[/code] callback."
 msgstr ""
 
@@ -13749,9 +13760,8 @@ msgstr ""
 "camada -1 ou abaixo)."
 
 #: doc/classes/CanvasLayer.xml
-#, fuzzy
 msgid "Canvas layers"
-msgstr "Camada para desenhar no ecrã."
+msgstr "Camadas de tela"
 
 #: doc/classes/CanvasLayer.xml
 msgid "Returns the RID of the canvas used by this layer."
@@ -14821,9 +14831,8 @@ msgstr ""
 #: doc/classes/Physics2DDirectSpaceState.xml
 #: doc/classes/PhysicsDirectBodyState.xml
 #: doc/classes/PhysicsDirectSpaceState.xml doc/classes/RigidBody.xml
-#, fuzzy
 msgid "Physics introduction"
-msgstr "Interpolação cúbica."
+msgstr "Introdução à física"
 
 #: doc/classes/CollisionShape.xml
 msgid ""
@@ -16390,9 +16399,8 @@ msgid "GUI tutorial index"
 msgstr ""
 
 #: doc/classes/Control.xml
-#, fuzzy
 msgid "Control node gallery"
-msgstr "Tecla Control."
+msgstr "Galeria de *nós* de controle"
 
 #: doc/classes/Control.xml
 msgid "All GUI Demos"
@@ -20292,13 +20300,17 @@ msgstr ""
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "Amount of extra bias for shadow splits that are far away. If self-shadowing "
-"occurs only on the splits far away, increasing this value can fix them."
+"occurs only on the splits far away, increasing this value can fix them. This "
+"is ignored when [member directional_shadow_mode] is [constant "
+"SHADOW_ORTHOGONAL]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
-"transitions between splits."
+"transitions between splits. Enabling shadow blend splitting also has a "
+"moderate performance cost. This is ignored when [member "
+"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
@@ -20308,7 +20320,11 @@ msgid ""
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
-msgid "The maximum distance for shadow splits."
+msgid ""
+"The maximum distance for shadow splits. Increasing this value will make "
+"directional shadows visible from further away, at the cost of lower overall "
+"shadow detail and performance (since more objects need to be included in the "
+"directional shadow rendering)."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
@@ -20325,23 +20341,23 @@ msgstr ""
 msgid ""
 "The distance from camera to shadow split 1. Relative to [member "
 "directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "The distance from shadow split 1 to split 2. Relative to [member "
 "directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "The distance from shadow split 2 to split 3. Relative to [member "
 "directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
@@ -30704,7 +30720,10 @@ msgid ""
 "input at the cost of increased CPU usage. In applications where drawing "
 "freehand lines is required, input accumulation should generally be disabled "
 "while the user is drawing the line to get results that closely follow the "
-"actual input."
+"actual input.\n"
+"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
+"compatibility reasons. It is however recommended to enable it for games "
+"which don't require very reactive input, as this will decrease CPU usage."
 msgstr ""
 
 #: doc/classes/Input.xml
@@ -31278,10 +31297,11 @@ msgstr ""
 msgid ""
 "Contains mouse and pen motion information. Supports relative, absolute "
 "positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
-"at most. If you need more precise input reporting, set [member Input."
-"use_accumulated_input] to [code]false[/code] to make events emitted as often "
-"as possible. If you use InputEventMouseMotion to draw lines, consider "
+"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
+"rendered, allowing for precise input reporting, at the expense of CPU usage. "
+"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
+"multiple events merge into a single emitted event per frame.\n"
+"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
 "implementing [url=https://en.wikipedia.org/wiki/"
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
 "avoid visible gaps in lines if the user is moving the mouse quickly."
@@ -31606,6 +31626,11 @@ msgid ""
 "automatically."
 msgstr ""
 
+#: doc/classes/InterpolatedCamera.xml
+msgid ""
+"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
+msgstr ""
+
 #: doc/classes/InterpolatedCamera.xml
 msgid ""
 "How quickly the camera moves toward its target. Higher values will result in "
@@ -37046,7 +37071,7 @@ msgid ""
 "maximum distance is exceeded, it recalculates the ideal path."
 msgstr ""
 
-#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+#: doc/classes/NavigationAgent.xml
 msgid ""
 "The radius of the avoidance agent. This is the \"body\" of the avoidance "
 "agent and not the avoidance maneuver starting radius (which is controlled by "
@@ -37159,6 +37184,14 @@ msgid ""
 "least one matching layer."
 msgstr ""
 
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding."
+msgstr ""
+
 #: doc/classes/NavigationMesh.xml
 msgid "A mesh to approximate the walkable areas and obstacles."
 msgstr ""
@@ -38441,7 +38474,7 @@ msgstr ""
 
 #: doc/classes/Node.xml
 msgid "Nodes and Scenes"
-msgstr ""
+msgstr "Nós e Cenas"
 
 #: doc/classes/Node.xml
 msgid "All Demos"
@@ -49310,68 +49343,67 @@ msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid "Optional name for the 3D physics layer 3."
-msgstr ""
+msgstr "Nome opcional para a camada 3 de física 3D."
 
 #: doc/classes/ProjectSettings.xml
 msgid "Optional name for the 3D physics layer 30."
-msgstr ""
+msgstr "Nome opcional para a camada 30 de física 3D."
 
 #: doc/classes/ProjectSettings.xml
 msgid "Optional name for the 3D physics layer 31."
-msgstr ""
+msgstr "Nome opcional para a camada 31 de física 3D."
 
 #: doc/classes/ProjectSettings.xml
 msgid "Optional name for the 3D physics layer 32."
-msgstr ""
+msgstr "Nome opcional para a camada 32 de física 3D."
 
 #: doc/classes/ProjectSettings.xml
 msgid "Optional name for the 3D physics layer 4."
-msgstr ""
+msgstr "Nome opcional para a camada 4 de física 3D."
 
 #: doc/classes/ProjectSettings.xml
 msgid "Optional name for the 3D physics layer 5."
-msgstr ""
+msgstr "Nome opcional para a camada 5 de física 3D."
 
 #: doc/classes/ProjectSettings.xml
 msgid "Optional name for the 3D physics layer 6."
-msgstr ""
+msgstr "Nome opcional para a camada 6 de física 3D."
 
 #: doc/classes/ProjectSettings.xml
 msgid "Optional name for the 3D physics layer 7."
-msgstr ""
+msgstr "Nome opcional para a camada 7 de física 3D."
 
 #: doc/classes/ProjectSettings.xml
 msgid "Optional name for the 3D physics layer 8."
-msgstr ""
+msgstr "Nome opcional para a camada 8 de física 3D."
 
 #: doc/classes/ProjectSettings.xml
 msgid "Optional name for the 3D physics layer 9."
-msgstr ""
+msgstr "Nome opcional para a camada 9 de física 3D."
 
 #: doc/classes/ProjectSettings.xml
 msgid "Optional name for the 3D render layer 1."
-msgstr "Nome opcional para a camada 1 da renderização 3D."
+msgstr "Nome opcional para a camada 1 de renderização 3D."
 
 #: doc/classes/ProjectSettings.xml
 msgid "Optional name for the 3D render layer 10."
-msgstr "Nome opcional para a camada 10 da renderização 3D."
+msgstr "Nome opcional para a camada 10 de renderização 3D."
 
 #: doc/classes/ProjectSettings.xml
 msgid "Optional name for the 3D render layer 11."
-msgstr "Nome opcional para a camada 11 da renderização 3D."
+msgstr "Nome opcional para a camada 11 de renderização 3D."
 
 #: doc/classes/ProjectSettings.xml
 msgid "Optional name for the 3D render layer 12."
-msgstr "Nome opcional para a camada 12 da renderização 3D."
+msgstr "Nome opcional para a camada 12 de renderização 3D."
 
 #: doc/classes/ProjectSettings.xml
 msgid "Optional name for the 3D render layer 13."
-msgstr "Nome opcional para a camada 13 da renderização 3D."
+msgstr "Nome opcional para a camada 13 de renderização 3D."
 
 #: doc/classes/ProjectSettings.xml
-#, fuzzy
 msgid "Optional name for the 3D render layer 14."
-msgstr "Nome opcional para a camada 14 da renderização 3D"
+msgstr "Nome opcional para a camada 14 de renderização 3D."
 
 #: doc/classes/ProjectSettings.xml
 msgid "Optional name for the 3D render layer 15."
@@ -49434,38 +49466,53 @@ msgid ""
 "The locale to fall back to if a translation isn't available in a given "
 "language. If left empty, [code]en[/code] (English) will be used."
 msgstr ""
+"A localidade para retornar se uma tradução não estiver disponível em um "
+"determinado idioma. Se deixado em branco, [code]en[/code] (inglês) será "
+"usado."
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
 "If non-empty, this locale will be used when running the project from the "
 "editor."
 msgstr ""
+"Se não estiver vazio, essa localidade será usada ao executar o projeto a "
+"partir do editor."
 
 #: doc/classes/ProjectSettings.xml
 msgid "If [code]true[/code], logs all output to files."
-msgstr ""
+msgstr "Se [code]true[/code], registra todas os resultados nos arquivos."
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
 "Desktop override for [member logging/file_logging/enable_file_logging], as "
 "log files are not readily accessible on mobile/Web platforms."
 msgstr ""
+"Substituição da área de trabalho para [member logging/file_logging/"
+"enable_file_logging], pois os arquivos de log não são facilmente acessíveis "
+"em plataformas móveis/Web."
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
 "Path to logs within the project. Using an [code]user://[/code] path is "
 "recommended."
 msgstr ""
+"Caminho para logs dentro do projeto. Recomenda se utilizar um caminho "
+"[code]user://[/code]."
 
 #: doc/classes/ProjectSettings.xml
 msgid "Specifies the maximum amount of log files allowed (used for rotation)."
 msgstr ""
+"Especifica a quantidade máxima de arquivos de log permitidos (usados para "
+"rotação)."
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
 "Godot uses a message queue to defer some function calls. If you run out of "
 "space on it (you will see an error), you can increase the size here."
 msgstr ""
+"Godot usa uma fila de mensagens para adiar algumas chamadas de função. Se "
+"você ficar sem espaço nela (você verá um erro), você pode aumentar o tamanho "
+"aqui."
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
@@ -49474,6 +49521,11 @@ msgid ""
 "on threads. If servers get stalled too often when loading resources in a "
 "thread, increase this number."
 msgstr ""
+"Isso é usado por servidores quando usado no modo multi-threading (servidores "
+"e visual). Os RIDs são pré-alocados para evitar a interrupção do servidor "
+"que os solicita em encadeamentos. Se os servidores ficarem paralisados com "
+"muita frequência ao carregar recursos em um encadeamento, aumente esse "
+"número."
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
@@ -49486,6 +49538,14 @@ msgid ""
 "in the editor, which also includes C# [code]tool[/code] scripts running "
 "within the editor as well as editor plugin code."
 msgstr ""
+"A política a ser usada para exceções Mono (C#) não tratadas. O padrão "
+"\"Terminate Application\" sai do projeto assim que uma exceção não tratada é "
+"lançada. Em vez disso, \"Log Error\" registra uma mensagem de erro no "
+"console e não interromperá a execução do projeto quando uma exceção não "
+"tratada for lançada.\n"
+"[b]Observação:[/b] A política de exceção não tratada é sempre definida como "
+"\"Erro de log\" no editor, que também inclui scripts C# [code]tool[/code] "
+"executados no editor, bem como o código do plug-in do editor."
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
@@ -49493,42 +49553,57 @@ msgid ""
 "map_set_cell_height].\n"
 "[b]Note:[/b] Currently not implemented."
 msgstr ""
+"Altura de célula padrão para mapas de navegação 2D. Consulte [método "
+"Navigation2DServer.map_set_cell_height].\n"
+"[b]Observação:[/b] atualmente não implementado."
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
 "Default cell size for 2D navigation maps. See [method Navigation2DServer."
 "map_set_cell_size]."
 msgstr ""
+"Tamanho de célula padrão para mapas de navegação 2D. Consulte [method "
+"Navigation2DServer.map_set_cell_size]."
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
 "Default edge connection margin for 2D navigation maps. See [method "
 "Navigation2DServer.map_set_edge_connection_margin]."
 msgstr ""
+"Margem de conexão de borda padrão para mapas de navegação 2D. Consulte "
+"[method Navigation2DServer.map_set_edge_connection_margin]."
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
 "Default cell height for 3D navigation maps. See [method NavigationServer."
 "map_set_cell_height]."
 msgstr ""
+"Altura de célula padrão para mapas de navegação 3D. Consulte [method "
+"NavigationServer.map_set_cell_height]."
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
 "Default cell size for 3D navigation maps. See [method NavigationServer."
 "map_set_cell_size]."
 msgstr ""
+"Tamanho de célula padrão para mapas de navegação 3D. Consulte [method "
+"NavigationServer.map_set_cell_size]."
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
 "Default edge connection margin for 3D navigation maps. See [method "
 "NavigationServer.map_set_edge_connection_margin]."
 msgstr ""
+"Margem de conexão de borda padrão para mapas de navegação 3D. Consulte "
+"[method NavigationServer.map_set_edge_connection_margin]."
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
 "Default map up vector for 3D navigation maps. See [method NavigationServer."
 "map_set_up]."
 msgstr ""
+"Vetor de mapa padrão para mapas de navegação 3D. Consulte [method "
+"NavigationServer.map_set_up]."
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
@@ -49536,6 +49611,9 @@ msgid ""
 "Over this value, content is dropped. This helps not to stall the debugger "
 "connection."
 msgstr ""
+"Quantidade máxima de caracteres permitidos para enviar como saída do "
+"depurador. Acima desse valor, o conteúdo é descartado. Isso ajuda a não "
+"travar a conexão do depurador."
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
@@ -49543,6 +49621,9 @@ msgid ""
 "Over this value, content is dropped. This helps not to stall the debugger "
 "connection."
 msgstr ""
+"Número máximo de erros permitidos a serem enviados como saída do depurador. "
+"Acima desse valor, o conteúdo é descartado. Isso ajuda a não travar a "
+"conexão do depurador."
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
@@ -49550,6 +49631,9 @@ msgid ""
 "this value, content is dropped. This helps not to stall the debugger "
 "connection."
 msgstr ""
+"Quantidade máxima de mensagens permitidas para enviar como saída do "
+"depurador. Acima desse valor, o conteúdo é descartado. Isso ajuda a não "
+"travar a conexão do depurador."
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
@@ -49557,6 +49641,9 @@ msgid ""
 "Over this value, content is dropped. This helps not to stall the debugger "
 "connection."
 msgstr ""
+"Número máximo de avisos que podem ser enviados como saída do depurador. "
+"Acima desse valor, o conteúdo é descartado. Isso ajuda a não travar a "
+"conexão do depurador."
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
@@ -49564,56 +49651,64 @@ msgid ""
 "specified as a power of two). The default value [code]16[/code] is equal to "
 "65,536 bytes. Over this size, data is dropped."
 msgstr ""
+"Tamanho padrão do fluxo de pares de pacotes para desserializar dados Godot "
+"(em bytes, especificado como uma potência de dois). O valor padrão [code]16[/"
+"code] é igual a 65.536 bytes. Acima desse tamanho, os dados são descartados."
 
 #: doc/classes/ProjectSettings.xml
 msgid "Timeout (in seconds) for connection attempts using TCP."
-msgstr ""
+msgstr "Tempo limite (em segundos) para tentativas de conexão usando TCP."
 
 #: doc/classes/ProjectSettings.xml
 msgid "Maximum size (in kiB) for the [WebRTCDataChannel] input buffer."
-msgstr ""
+msgstr "Tamanho máximo (em kiB) para o buffer de entrada [WebRTCDataChannel]."
 
 #: doc/classes/ProjectSettings.xml
 msgid "Maximum size (in kiB) for the [WebSocketClient] input buffer."
-msgstr ""
+msgstr "Tamanho máximo (em kiB) para o buffer de entrada [WebSocketClient]."
 
 #: doc/classes/ProjectSettings.xml
 msgid "Maximum number of concurrent input packets for [WebSocketClient]."
 msgstr ""
+"Número máximo de pacotes de entrada simultâneos para [WebSocketClient]."
 
 #: doc/classes/ProjectSettings.xml
 msgid "Maximum size (in kiB) for the [WebSocketClient] output buffer."
-msgstr ""
+msgstr "Tamanho máximo (em kiB) para o buffer de saída [WebSocketClient]."
 
 #: doc/classes/ProjectSettings.xml
 msgid "Maximum number of concurrent output packets for [WebSocketClient]."
-msgstr ""
+msgstr "Número máximo de pacotes de saída simultâneos para [WebSocketClient]."
 
 #: doc/classes/ProjectSettings.xml
 msgid "Maximum size (in kiB) for the [WebSocketServer] input buffer."
-msgstr ""
+msgstr "Tamanho máximo (em kiB) para o buffer de entrada [WebSocketServer]."
 
 #: doc/classes/ProjectSettings.xml
 msgid "Maximum number of concurrent input packets for [WebSocketServer]."
 msgstr ""
+"Número máximo de pacotes de entrada simultâneos para [WebSocketServer]."
 
 #: doc/classes/ProjectSettings.xml
 msgid "Maximum size (in kiB) for the [WebSocketServer] output buffer."
-msgstr ""
+msgstr "Tamanho máximo (em kiB) para o buffer de saída [WebSocketServer]."
 
 #: doc/classes/ProjectSettings.xml
 msgid "Maximum number of concurrent output packets for [WebSocketServer]."
-msgstr ""
+msgstr "Número máximo de pacotes de saída simultâneos para [WebSocketServer]."
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
 "Amount of read ahead used by remote filesystem. Higher values decrease the "
 "effects of latency at the cost of higher bandwidth usage."
 msgstr ""
+"Quantidade de leitura antecipada usada pelo sistema de arquivos remoto. "
+"Valores mais altos diminuem os efeitos da latência ao custo de maior uso de "
+"largura de banda."
 
 #: doc/classes/ProjectSettings.xml
 msgid "Page size used by remote filesystem (in bytes)."
-msgstr ""
+msgstr "Tamanho da página usado pelo sistema de arquivos remoto (em bytes)."
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
@@ -50756,8 +50851,8 @@ msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"Size for shadow atlas (used for OmniLights and SpotLights). See "
-"documentation."
+"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
+"be rounded up to the nearest power of 2. See shadow mapping documentation."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -59151,7 +59246,31 @@ msgstr ""
 #: doc/classes/String.xml
 msgid ""
 "Formats the string by replacing all occurrences of [code]placeholder[/code] "
-"with [code]values[/code]."
+"with the elements of [code]values[/code].\n"
+"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
+"[code]placeholder[/code] will be replaced with the corresponding keys in "
+"advance. Array elements use their index as keys.\n"
+"[codeblock]\n"
+"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
+"named after it.\n"
+"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
+"named after it.\"\n"
+"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
+"\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
+"[/codeblock]\n"
+"Some additional handling is performed when [code]values[/code] is an array. "
+"If [code]placeholder[/code] does not contain an underscore, the elements of "
+"the array will be used to replace one occurrence of the placeholder in turn; "
+"If an array element is another 2-element array, it'll be interpreted as a "
+"key-value pair.\n"
+"[codeblock]\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
+"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
+"\"Godot\"]]))\n"
+"[/codeblock]"
 msgstr ""
 
 #: doc/classes/String.xml
@@ -59748,9 +59867,11 @@ msgstr ""
 
 #: doc/classes/StyleBox.xml
 msgid ""
-"Draws this stylebox using a [CanvasItem] with given [RID].\n"
-"You can get a [RID] value using [method Object.get_instance_id] on a "
-"[CanvasItem]-derived node."
+"Draws this stylebox using a canvas item identified by the given [RID].\n"
+"The [RID] value can either be the result of [method CanvasItem."
+"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
+"directly from creating a canvas item in the [VisualServer] with [method "
+"VisualServer.canvas_item_create]."
 msgstr ""
 
 #: doc/classes/StyleBox.xml
@@ -61290,6 +61411,11 @@ msgstr ""
 msgid "If [code]true[/code], a right-click displays the context menu."
 msgstr ""
 
+#: doc/classes/TextEdit.xml
+#, fuzzy
+msgid "If [code]true[/code], allow drag and drop of selected text."
+msgstr "Se [code]true[/code], o objeto é desenhado por cima do pai dele."
+
 #: doc/classes/TextEdit.xml
 msgid ""
 "If [code]true[/code], the \"space\" character will have a visible "
@@ -67385,9 +67511,10 @@ msgstr ""
 msgid ""
 "The shadow atlas' resolution (used for omni and spot lights). The value will "
 "be rounded up to the nearest power of 2.\n"
-"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
-"created viewports default to a value of 0, this value must be set above 0 "
-"manually."
+"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
+"directional shadows won't be visible. Since user-created viewports default "
+"to a value of [code]0[/code], this value must be set above [code]0[/code] "
+"manually (typically at least [code]256[/code])."
 msgstr ""
 
 #: doc/classes/Viewport.xml
@@ -67416,7 +67543,11 @@ msgid ""
 msgstr ""
 
 #: doc/classes/Viewport.xml
-msgid "The rendering mode of viewport."
+msgid ""
+"The rendering mode of viewport.\n"
+"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
+"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
+"HDR is not supported for 2D."
 msgstr ""
 
 #: doc/classes/Viewport.xml

+ 87 - 24
doc/translations/pt_BR.po

@@ -13209,10 +13209,12 @@ msgid ""
 msgstr ""
 
 #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
 msgid "The camera updates with the [code]_physics_process[/code] callback."
 msgstr ""
 
 #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
 msgid "The camera updates with the [code]_process[/code] callback."
 msgstr ""
 
@@ -20592,13 +20594,17 @@ msgstr ""
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "Amount of extra bias for shadow splits that are far away. If self-shadowing "
-"occurs only on the splits far away, increasing this value can fix them."
+"occurs only on the splits far away, increasing this value can fix them. This "
+"is ignored when [member directional_shadow_mode] is [constant "
+"SHADOW_ORTHOGONAL]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
-"transitions between splits."
+"transitions between splits. Enabling shadow blend splitting also has a "
+"moderate performance cost. This is ignored when [member "
+"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
@@ -20608,7 +20614,11 @@ msgid ""
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
-msgid "The maximum distance for shadow splits."
+msgid ""
+"The maximum distance for shadow splits. Increasing this value will make "
+"directional shadows visible from further away, at the cost of lower overall "
+"shadow detail and performance (since more objects need to be included in the "
+"directional shadow rendering)."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
@@ -20625,23 +20635,23 @@ msgstr ""
 msgid ""
 "The distance from camera to shadow split 1. Relative to [member "
 "directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "The distance from shadow split 1 to split 2. Relative to [member "
 "directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "The distance from shadow split 2 to split 3. Relative to [member "
 "directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
@@ -31043,7 +31053,10 @@ msgid ""
 "input at the cost of increased CPU usage. In applications where drawing "
 "freehand lines is required, input accumulation should generally be disabled "
 "while the user is drawing the line to get results that closely follow the "
-"actual input."
+"actual input.\n"
+"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
+"compatibility reasons. It is however recommended to enable it for games "
+"which don't require very reactive input, as this will decrease CPU usage."
 msgstr ""
 
 #: doc/classes/Input.xml
@@ -31617,10 +31630,11 @@ msgstr ""
 msgid ""
 "Contains mouse and pen motion information. Supports relative, absolute "
 "positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
-"at most. If you need more precise input reporting, set [member Input."
-"use_accumulated_input] to [code]false[/code] to make events emitted as often "
-"as possible. If you use InputEventMouseMotion to draw lines, consider "
+"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
+"rendered, allowing for precise input reporting, at the expense of CPU usage. "
+"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
+"multiple events merge into a single emitted event per frame.\n"
+"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
 "implementing [url=https://en.wikipedia.org/wiki/"
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
 "avoid visible gaps in lines if the user is moving the mouse quickly."
@@ -31949,6 +31963,11 @@ msgstr ""
 "Se [code]true[/code], os nós filhos são organizados, do contrário, a "
 "organização é desabilitada."
 
+#: doc/classes/InterpolatedCamera.xml
+msgid ""
+"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
+msgstr ""
+
 #: doc/classes/InterpolatedCamera.xml
 msgid ""
 "How quickly the camera moves toward its target. Higher values will result in "
@@ -37411,7 +37430,7 @@ msgid ""
 "maximum distance is exceeded, it recalculates the ideal path."
 msgstr ""
 
-#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+#: doc/classes/NavigationAgent.xml
 msgid ""
 "The radius of the avoidance agent. This is the \"body\" of the avoidance "
 "agent and not the avoidance maneuver starting radius (which is controlled by "
@@ -37525,6 +37544,14 @@ msgid ""
 "least one matching layer."
 msgstr ""
 
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding."
+msgstr ""
+
 #: doc/classes/NavigationMesh.xml
 msgid "A mesh to approximate the walkable areas and obstacles."
 msgstr ""
@@ -51178,8 +51205,8 @@ msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"Size for shadow atlas (used for OmniLights and SpotLights). See "
-"documentation."
+"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
+"be rounded up to the nearest power of 2. See shadow mapping documentation."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -59588,7 +59615,31 @@ msgstr ""
 #: doc/classes/String.xml
 msgid ""
 "Formats the string by replacing all occurrences of [code]placeholder[/code] "
-"with [code]values[/code]."
+"with the elements of [code]values[/code].\n"
+"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
+"[code]placeholder[/code] will be replaced with the corresponding keys in "
+"advance. Array elements use their index as keys.\n"
+"[codeblock]\n"
+"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
+"named after it.\n"
+"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
+"named after it.\"\n"
+"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
+"\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
+"[/codeblock]\n"
+"Some additional handling is performed when [code]values[/code] is an array. "
+"If [code]placeholder[/code] does not contain an underscore, the elements of "
+"the array will be used to replace one occurrence of the placeholder in turn; "
+"If an array element is another 2-element array, it'll be interpreted as a "
+"key-value pair.\n"
+"[codeblock]\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
+"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
+"\"Godot\"]]))\n"
+"[/codeblock]"
 msgstr ""
 
 #: doc/classes/String.xml
@@ -60185,9 +60236,11 @@ msgstr ""
 
 #: doc/classes/StyleBox.xml
 msgid ""
-"Draws this stylebox using a [CanvasItem] with given [RID].\n"
-"You can get a [RID] value using [method Object.get_instance_id] on a "
-"[CanvasItem]-derived node."
+"Draws this stylebox using a canvas item identified by the given [RID].\n"
+"The [RID] value can either be the result of [method CanvasItem."
+"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
+"directly from creating a canvas item in the [VisualServer] with [method "
+"VisualServer.canvas_item_create]."
 msgstr ""
 
 #: doc/classes/StyleBox.xml
@@ -61745,6 +61798,11 @@ msgstr ""
 msgid "If [code]true[/code], a right-click displays the context menu."
 msgstr ""
 
+#: doc/classes/TextEdit.xml
+#, fuzzy
+msgid "If [code]true[/code], allow drag and drop of selected text."
+msgstr "Retorna [code]true[/code] se o script pode ser instanciado."
+
 #: doc/classes/TextEdit.xml
 msgid ""
 "If [code]true[/code], the \"space\" character will have a visible "
@@ -67861,9 +67919,10 @@ msgstr ""
 msgid ""
 "The shadow atlas' resolution (used for omni and spot lights). The value will "
 "be rounded up to the nearest power of 2.\n"
-"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
-"created viewports default to a value of 0, this value must be set above 0 "
-"manually."
+"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
+"directional shadows won't be visible. Since user-created viewports default "
+"to a value of [code]0[/code], this value must be set above [code]0[/code] "
+"manually (typically at least [code]256[/code])."
 msgstr ""
 
 #: doc/classes/Viewport.xml
@@ -67895,7 +67954,11 @@ msgid ""
 msgstr ""
 
 #: doc/classes/Viewport.xml
-msgid "The rendering mode of viewport."
+msgid ""
+"The rendering mode of viewport.\n"
+"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
+"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
+"HDR is not supported for 2D."
 msgstr ""
 
 #: doc/classes/Viewport.xml

+ 86 - 24
doc/translations/ro.po

@@ -12169,10 +12169,12 @@ msgid ""
 msgstr ""
 
 #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
 msgid "The camera updates with the [code]_physics_process[/code] callback."
 msgstr ""
 
 #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
 msgid "The camera updates with the [code]_process[/code] callback."
 msgstr ""
 
@@ -19454,13 +19456,17 @@ msgstr ""
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "Amount of extra bias for shadow splits that are far away. If self-shadowing "
-"occurs only on the splits far away, increasing this value can fix them."
+"occurs only on the splits far away, increasing this value can fix them. This "
+"is ignored when [member directional_shadow_mode] is [constant "
+"SHADOW_ORTHOGONAL]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
-"transitions between splits."
+"transitions between splits. Enabling shadow blend splitting also has a "
+"moderate performance cost. This is ignored when [member "
+"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
@@ -19470,7 +19476,11 @@ msgid ""
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
-msgid "The maximum distance for shadow splits."
+msgid ""
+"The maximum distance for shadow splits. Increasing this value will make "
+"directional shadows visible from further away, at the cost of lower overall "
+"shadow detail and performance (since more objects need to be included in the "
+"directional shadow rendering)."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
@@ -19487,23 +19497,23 @@ msgstr ""
 msgid ""
 "The distance from camera to shadow split 1. Relative to [member "
 "directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "The distance from shadow split 1 to split 2. Relative to [member "
 "directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "The distance from shadow split 2 to split 3. Relative to [member "
 "directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
@@ -29852,7 +29862,10 @@ msgid ""
 "input at the cost of increased CPU usage. In applications where drawing "
 "freehand lines is required, input accumulation should generally be disabled "
 "while the user is drawing the line to get results that closely follow the "
-"actual input."
+"actual input.\n"
+"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
+"compatibility reasons. It is however recommended to enable it for games "
+"which don't require very reactive input, as this will decrease CPU usage."
 msgstr ""
 
 #: doc/classes/Input.xml
@@ -30426,10 +30439,11 @@ msgstr ""
 msgid ""
 "Contains mouse and pen motion information. Supports relative, absolute "
 "positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
-"at most. If you need more precise input reporting, set [member Input."
-"use_accumulated_input] to [code]false[/code] to make events emitted as often "
-"as possible. If you use InputEventMouseMotion to draw lines, consider "
+"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
+"rendered, allowing for precise input reporting, at the expense of CPU usage. "
+"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
+"multiple events merge into a single emitted event per frame.\n"
+"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
 "implementing [url=https://en.wikipedia.org/wiki/"
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
 "avoid visible gaps in lines if the user is moving the mouse quickly."
@@ -30750,6 +30764,11 @@ msgid ""
 "automatically."
 msgstr ""
 
+#: doc/classes/InterpolatedCamera.xml
+msgid ""
+"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
+msgstr ""
+
 #: doc/classes/InterpolatedCamera.xml
 msgid ""
 "How quickly the camera moves toward its target. Higher values will result in "
@@ -36152,7 +36171,7 @@ msgid ""
 "maximum distance is exceeded, it recalculates the ideal path."
 msgstr ""
 
-#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+#: doc/classes/NavigationAgent.xml
 msgid ""
 "The radius of the avoidance agent. This is the \"body\" of the avoidance "
 "agent and not the avoidance maneuver starting radius (which is controlled by "
@@ -36263,6 +36282,14 @@ msgid ""
 "least one matching layer."
 msgstr ""
 
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding."
+msgstr ""
+
 #: doc/classes/NavigationMesh.xml
 msgid "A mesh to approximate the walkable areas and obstacles."
 msgstr ""
@@ -49843,8 +49870,8 @@ msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"Size for shadow atlas (used for OmniLights and SpotLights). See "
-"documentation."
+"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
+"be rounded up to the nearest power of 2. See shadow mapping documentation."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -58213,7 +58240,31 @@ msgstr ""
 #: doc/classes/String.xml
 msgid ""
 "Formats the string by replacing all occurrences of [code]placeholder[/code] "
-"with [code]values[/code]."
+"with the elements of [code]values[/code].\n"
+"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
+"[code]placeholder[/code] will be replaced with the corresponding keys in "
+"advance. Array elements use their index as keys.\n"
+"[codeblock]\n"
+"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
+"named after it.\n"
+"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
+"named after it.\"\n"
+"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
+"\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
+"[/codeblock]\n"
+"Some additional handling is performed when [code]values[/code] is an array. "
+"If [code]placeholder[/code] does not contain an underscore, the elements of "
+"the array will be used to replace one occurrence of the placeholder in turn; "
+"If an array element is another 2-element array, it'll be interpreted as a "
+"key-value pair.\n"
+"[codeblock]\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
+"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
+"\"Godot\"]]))\n"
+"[/codeblock]"
 msgstr ""
 
 #: doc/classes/String.xml
@@ -58810,9 +58861,11 @@ msgstr ""
 
 #: doc/classes/StyleBox.xml
 msgid ""
-"Draws this stylebox using a [CanvasItem] with given [RID].\n"
-"You can get a [RID] value using [method Object.get_instance_id] on a "
-"[CanvasItem]-derived node."
+"Draws this stylebox using a canvas item identified by the given [RID].\n"
+"The [RID] value can either be the result of [method CanvasItem."
+"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
+"directly from creating a canvas item in the [VisualServer] with [method "
+"VisualServer.canvas_item_create]."
 msgstr ""
 
 #: doc/classes/StyleBox.xml
@@ -60348,6 +60401,10 @@ msgstr ""
 msgid "If [code]true[/code], a right-click displays the context menu."
 msgstr ""
 
+#: doc/classes/TextEdit.xml
+msgid "If [code]true[/code], allow drag and drop of selected text."
+msgstr ""
+
 #: doc/classes/TextEdit.xml
 msgid ""
 "If [code]true[/code], the \"space\" character will have a visible "
@@ -66423,9 +66480,10 @@ msgstr ""
 msgid ""
 "The shadow atlas' resolution (used for omni and spot lights). The value will "
 "be rounded up to the nearest power of 2.\n"
-"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
-"created viewports default to a value of 0, this value must be set above 0 "
-"manually."
+"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
+"directional shadows won't be visible. Since user-created viewports default "
+"to a value of [code]0[/code], this value must be set above [code]0[/code] "
+"manually (typically at least [code]256[/code])."
 msgstr ""
 
 #: doc/classes/Viewport.xml
@@ -66454,7 +66512,11 @@ msgid ""
 msgstr ""
 
 #: doc/classes/Viewport.xml
-msgid "The rendering mode of viewport."
+msgid ""
+"The rendering mode of viewport.\n"
+"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
+"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
+"HDR is not supported for 2D."
 msgstr ""
 
 #: doc/classes/Viewport.xml

+ 161 - 61
doc/translations/ru.po

@@ -48,12 +48,13 @@
 # Bozhko Artyom Dmitrievich <[email protected]>, 2022.
 # FuzzMix <[email protected]>, 2022.
 # МАН69К <[email protected]>, 2022.
+# Vadim Mitroshkin <[email protected]>, 2022.
 msgid ""
 msgstr ""
 "Project-Id-Version: Godot Engine class reference\n"
 "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2022-06-08 06:47+0000\n"
-"Last-Translator: FuzzMix <[email protected]>\n"
+"PO-Revision-Date: 2022-07-03 00:44+0000\n"
+"Last-Translator: Bozhko Artyom Dmitrievich <[email protected]>\n"
 "Language-Team: Russian <https://hosted.weblate.org/projects/godot-engine/"
 "godot-class-reference/ru/>\n"
 "Language: ru\n"
@@ -62,7 +63,7 @@ msgstr ""
 "Content-Transfer-Encoding: 8-bit\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 4.13-dev\n"
+"X-Generator: Weblate 4.13.1-dev\n"
 
 #: doc/tools/make_rst.py
 msgid "Description"
@@ -154,7 +155,8 @@ msgstr ""
 #: doc/tools/make_rst.py
 msgid ""
 "This method accepts any number of arguments after the ones described here."
-msgstr "Этот метод принимает любое количество аргументов после описанных."
+msgstr ""
+"Этот метод принимает любое количество аргументов после описанных здесь."
 
 #: doc/tools/make_rst.py
 msgid "This method is used to construct a type."
@@ -533,7 +535,6 @@ msgstr ""
 "[/codeblock]"
 
 #: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
 msgid ""
 "Compares two values by checking their actual contents, recursing into any "
 "[Array] or [Dictionary] up to its deepest level.\n"
@@ -559,9 +560,9 @@ msgstr ""
 "- Для [code]null[/code], [code]int[/code], [code]float[/code], [code]String[/"
 "code], [code]Object[/code] и [code]RID[/code], [code]deep_equal[/code] и "
 "[code]==[/code] работают одинаково.\n"
-"- Для [code]Dictionary[/code], [code]==[/code] рассматривает равенство и "
-"только если обе переменные указывают на один и тот же [code]Dictionary[/"
-"code], без рекурсии или просмотра содержимого вообще.\n"
+"- Для [code]Dictionary[/code], [code]==[/code] рассматривает равенство "
+"тогда, и только тогда, когда обе переменные указывают на один и тот же "
+"[code]Dictionary[/code], без рекурсии или просмотра содержимого вообще.\n"
 "- Для [code]Array[/code], [code]==[/code] считается равенством тогда, и "
 "только тогда, когда каждый элемент в первом [code]Array[/code] равен "
 "элементу во втором [code]Array[/code], как сообщает [code]==[/code]. Это "
@@ -1006,7 +1007,6 @@ msgstr ""
 "[/codeblock]"
 
 #: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
 msgid ""
 "Linearly interpolates between two angles (in radians) by a normalized "
 "value.\n"
@@ -1032,7 +1032,7 @@ msgstr ""
 "Линейная интерполяция между двумя углами (в радианах) по нормализованному "
 "значению.\n"
 "Аналогично [методу lerp], но корректно интерполируется, когда углы "
-"оборачивают вокруг [constant @GDScript.TAU]. Чтобы выполнить упрощенную "
+"оборачивают вокруг [константы @GDScript.TAU]. Чтобы выполнить упрощенную "
 "интерполяцию с помощью [метода lerp_angle], объедините его с [методом ease] "
 "или [методом smoothstep].\n"
 "[codeblock]\n"
@@ -1043,7 +1043,14 @@ msgstr ""
 "    var max_angle = deg2rad(90.0)\n"
 "    rotation = lerp_angle(min_angle, max_angle, elapsed)\n"
 "    elapsed += delta\n"
-"[/codeblock]"
+"[/codeblock]\n"
+"[b]Примечание:[/b] Этот метод проходит через кратчайший путь между "
+"[code]from[/code] и [code]to[/code]. Тем не менее, если разница между этими "
+"двумя  углами и любым целым числом [code]k[/code] приблизительно [code]PI + "
+"k * TAU[/code], неочевидно в какую сторону [/code]из-за ошибок в точности "
+"чисел с плавающей точкой. Например, [code]lerp_angle(0, PI, weight)[/code] "
+"оборачивается против часовой стрелки, а [code]lerp_angle(0, PI + 5 * TAU, "
+"weight)[/code] оборачивается по часовой."
 
 #: modules/gdscript/doc_classes/@GDScript.xml
 msgid ""
@@ -1292,7 +1299,6 @@ msgstr ""
 "координат (оси X и Y)."
 
 #: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
 msgid ""
 "Returns the integer modulus of [code]a/b[/code] that wraps equally in "
 "positive and negative.\n"
@@ -1314,28 +1320,21 @@ msgstr ""
 "Возвращает целочисленный модуль [code]a/b[/code], который одинаково "
 "переносится как в положительный, так и в отрицательный.\n"
 "[codeblock]\n"
-"var i = -6\n"
-"while i < 5:\n"
-"    prints(i, posmod(i, 3))\n"
-"    i += 1\n"
+"for i in range(-3, 4):\n"
+"    print(\"%2d %2d %2d\" % [i, i % 3, posmod(i, 3)])\n"
 "[/codeblock]\n"
 "Produces:\n"
 "[codeblock]\n"
-"-6 0\n"
-"-5 1\n"
-"-4 2\n"
-"-3 0\n"
-"-2 1\n"
-"-1 2\n"
-"0 0\n"
-"1 1\n"
-"2 2\n"
-"3 0\n"
-"4 1\n"
+"-3  0  0\n"
+"-2 -2  1\n"
+"-1 -1  2\n"
+" 0  0  0\n"
+" 1  1  1\n"
+" 2  2  2\n"
+" 3  0  0\n"
 "[/codeblock]"
 
 #: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
 msgid ""
 "Returns the result of [code]base[/code] raised to the power of [code]exp[/"
 "code].\n"
@@ -1346,7 +1345,7 @@ msgstr ""
 "Возвращает результат возведения числа [code]x[/code] в степени [code]y[/"
 "code].\n"
 "[codeblock]\n"
-"pow(2, 5) # Возвращает 32\n"
+"pow(2, 5) # Возвращает 32.0\n"
 "[/codeblock]"
 
 #: modules/gdscript/doc_classes/@GDScript.xml
@@ -1525,7 +1524,6 @@ msgstr ""
 "[/codeblock]"
 
 #: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
 msgid ""
 "Converts an angle expressed in radians to degrees.\n"
 "[codeblock]\n"
@@ -1534,7 +1532,7 @@ msgid ""
 msgstr ""
 "Преобразует угол, выраженный в радианах, в градусы.\n"
 "[codeblock]\n"
-"rad2deg(0.523599) # Возвращает 30\n"
+"rad2deg(0.523599) # Возвращает 30.0\n"
 "[/codeblock]"
 
 #: modules/gdscript/doc_classes/@GDScript.xml
@@ -1581,7 +1579,6 @@ msgstr ""
 "[/codeblock]"
 
 #: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
 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 "
@@ -1660,6 +1657,44 @@ msgid ""
 "3\n"
 "[/codeblock]"
 msgstr ""
+"Возвращает массив с заданным диапазоном. [метод range] может быть вызван "
+"тремя способами:\n"
+"[code]range(n: int)[/code]: Начинается с 0, увеличивается с шагом в 1 и "
+"останавливается [i]перед[/i] [code]n[/code]. Аргумент [code]n[/code] это "
+"[b]эксклюзив[/b].\n"
+"[code]range(b: int, n: int)[/code]: Начинается с [code]b[/code], "
+"увеличивается с шагом в 1 и останавливается [i]перед[/i] [code]n[/code]. "
+"Аргументы [code]b[/code] и [code]n[/code] это [b]инклюзив[/b] и "
+"[b]эксклюзив[/b], соответственно.\n"
+"[code]range(b: int, n: int, s: int)[/code]: Начинается с [code]b[/code], "
+"увеличивается/уменьшается с шагом [code]s[/code], и останавливается "
+"[i]перед[/i] [code]n[/code]. Аргументы [code]b[/code] и [code]n[/code] это "
+"[b]инклюзив[/b] и [b]эксклюзив[/b], соответственно. Аргумент [code]s[/code] "
+"[b]может[/b] быть негативным, но не [code]0[/code]. Если [code]s[/code] это "
+"[code]0[/code], будет выведено сообщение об ошибке.\n"
+"[метод range] преобразует все аргументы в [int] перед обработкой.\n"
+"[b]Примечание:[/b] Возвращает пустой массив, если ни одно значение не "
+"удовлетворяет ограничению на значение (e.g. [code]range(2, 5, -1)[/code] или "
+"[code]range(5, 5, 1)[/code]).\n"
+"Примеры:\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"
+"Чтобы выполнить итерацию по [Array] в обратном порядке, используйте:\n"
+"[codeblock]\n"
+"var array = [3, 6, 9]\n"
+"for i in range(array.size(), 0, -1):\n"
+"    print(array[i - 1])\n"
+"[/codeblock]\n"
+"Вывод:\n"
+"[codeblock]\n"
+"9\n"
+"6\n"
+"3\n"
+"[/codeblock]"
 
 #: modules/gdscript/doc_classes/@GDScript.xml
 msgid ""
@@ -1676,7 +1711,6 @@ msgstr ""
 "[/codeblock]"
 
 #: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
 msgid ""
 "Rounds [code]s[/code] to the nearest whole number, with halfway cases "
 "rounded away from zero.\n"
@@ -1687,11 +1721,14 @@ msgid ""
 "[/codeblock]\n"
 "See also [method floor], [method ceil], [method stepify], and [int]."
 msgstr ""
-"Округляет [code]s[/code] к ближайшему целому числу, при этом середины "
-"округляются от нуля.\n"
+"Округляет [code]s[/code] к ближайшему целому числу, при этом 0.5 округляется "
+"в большую сторону.\n"
 "[codeblock]\n"
-"round(2.6) # Возвращает 3\n"
-"[/codeblock]"
+"a = round(2.49) # Возвращает 2.0\n"
+"a = round(2.5)  # Возвращает 3.0\n"
+"a = round(2.51) # Возвращает 3.0\n"
+"[/codeblock]\n"
+"См. также[метод floor], [метод ceil], [метод stepify], и [int]."
 
 #: modules/gdscript/doc_classes/@GDScript.xml
 msgid ""
@@ -13799,10 +13836,12 @@ msgid ""
 msgstr ""
 
 #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
 msgid "The camera updates with the [code]_physics_process[/code] callback."
 msgstr ""
 
 #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
 msgid "The camera updates with the [code]_process[/code] callback."
 msgstr ""
 
@@ -21231,13 +21270,17 @@ msgstr ""
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "Amount of extra bias for shadow splits that are far away. If self-shadowing "
-"occurs only on the splits far away, increasing this value can fix them."
+"occurs only on the splits far away, increasing this value can fix them. This "
+"is ignored when [member directional_shadow_mode] is [constant "
+"SHADOW_ORTHOGONAL]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
-"transitions between splits."
+"transitions between splits. Enabling shadow blend splitting also has a "
+"moderate performance cost. This is ignored when [member "
+"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
@@ -21247,7 +21290,11 @@ msgid ""
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
-msgid "The maximum distance for shadow splits."
+msgid ""
+"The maximum distance for shadow splits. Increasing this value will make "
+"directional shadows visible from further away, at the cost of lower overall "
+"shadow detail and performance (since more objects need to be included in the "
+"directional shadow rendering)."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
@@ -21264,23 +21311,23 @@ msgstr ""
 msgid ""
 "The distance from camera to shadow split 1. Relative to [member "
 "directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "The distance from shadow split 1 to split 2. Relative to [member "
 "directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "The distance from shadow split 2 to split 3. Relative to [member "
 "directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
@@ -31684,7 +31731,10 @@ msgid ""
 "input at the cost of increased CPU usage. In applications where drawing "
 "freehand lines is required, input accumulation should generally be disabled "
 "while the user is drawing the line to get results that closely follow the "
-"actual input."
+"actual input.\n"
+"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
+"compatibility reasons. It is however recommended to enable it for games "
+"which don't require very reactive input, as this will decrease CPU usage."
 msgstr ""
 
 #: doc/classes/Input.xml
@@ -32258,10 +32308,11 @@ msgstr ""
 msgid ""
 "Contains mouse and pen motion information. Supports relative, absolute "
 "positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
-"at most. If you need more precise input reporting, set [member Input."
-"use_accumulated_input] to [code]false[/code] to make events emitted as often "
-"as possible. If you use InputEventMouseMotion to draw lines, consider "
+"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
+"rendered, allowing for precise input reporting, at the expense of CPU usage. "
+"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
+"multiple events merge into a single emitted event per frame.\n"
+"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
 "implementing [url=https://en.wikipedia.org/wiki/"
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
 "avoid visible gaps in lines if the user is moving the mouse quickly."
@@ -32584,6 +32635,11 @@ msgid ""
 "automatically."
 msgstr "Если [code]true[/code], текстура отражена по вертикали."
 
+#: doc/classes/InterpolatedCamera.xml
+msgid ""
+"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
+msgstr ""
+
 #: doc/classes/InterpolatedCamera.xml
 msgid ""
 "How quickly the camera moves toward its target. Higher values will result in "
@@ -38070,7 +38126,7 @@ msgid ""
 "maximum distance is exceeded, it recalculates the ideal path."
 msgstr ""
 
-#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+#: doc/classes/NavigationAgent.xml
 msgid ""
 "The radius of the avoidance agent. This is the \"body\" of the avoidance "
 "agent and not the avoidance maneuver starting radius (which is controlled by "
@@ -38183,6 +38239,14 @@ msgid ""
 "least one matching layer."
 msgstr ""
 
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding."
+msgstr ""
+
 #: doc/classes/NavigationMesh.xml
 msgid "A mesh to approximate the walkable areas and obstacles."
 msgstr ""
@@ -51969,8 +52033,8 @@ msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"Size for shadow atlas (used for OmniLights and SpotLights). See "
-"documentation."
+"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
+"be rounded up to the nearest power of 2. See shadow mapping documentation."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -60441,7 +60505,31 @@ msgstr ""
 #: doc/classes/String.xml
 msgid ""
 "Formats the string by replacing all occurrences of [code]placeholder[/code] "
-"with [code]values[/code]."
+"with the elements of [code]values[/code].\n"
+"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
+"[code]placeholder[/code] will be replaced with the corresponding keys in "
+"advance. Array elements use their index as keys.\n"
+"[codeblock]\n"
+"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
+"named after it.\n"
+"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
+"named after it.\"\n"
+"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
+"\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
+"[/codeblock]\n"
+"Some additional handling is performed when [code]values[/code] is an array. "
+"If [code]placeholder[/code] does not contain an underscore, the elements of "
+"the array will be used to replace one occurrence of the placeholder in turn; "
+"If an array element is another 2-element array, it'll be interpreted as a "
+"key-value pair.\n"
+"[codeblock]\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
+"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
+"\"Godot\"]]))\n"
+"[/codeblock]"
 msgstr ""
 
 #: doc/classes/String.xml
@@ -61038,9 +61126,11 @@ msgstr ""
 
 #: doc/classes/StyleBox.xml
 msgid ""
-"Draws this stylebox using a [CanvasItem] with given [RID].\n"
-"You can get a [RID] value using [method Object.get_instance_id] on a "
-"[CanvasItem]-derived node."
+"Draws this stylebox using a canvas item identified by the given [RID].\n"
+"The [RID] value can either be the result of [method CanvasItem."
+"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
+"directly from creating a canvas item in the [VisualServer] with [method "
+"VisualServer.canvas_item_create]."
 msgstr ""
 
 #: doc/classes/StyleBox.xml
@@ -62597,6 +62687,11 @@ msgstr ""
 msgid "If [code]true[/code], a right-click displays the context menu."
 msgstr ""
 
+#: doc/classes/TextEdit.xml
+#, fuzzy
+msgid "If [code]true[/code], allow drag and drop of selected text."
+msgstr "Если [code]true[/code], текстура будет центрирована."
+
 #: doc/classes/TextEdit.xml
 msgid ""
 "If [code]true[/code], the \"space\" character will have a visible "
@@ -68866,9 +68961,10 @@ msgstr ""
 msgid ""
 "The shadow atlas' resolution (used for omni and spot lights). The value will "
 "be rounded up to the nearest power of 2.\n"
-"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
-"created viewports default to a value of 0, this value must be set above 0 "
-"manually."
+"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
+"directional shadows won't be visible. Since user-created viewports default "
+"to a value of [code]0[/code], this value must be set above [code]0[/code] "
+"manually (typically at least [code]256[/code])."
 msgstr ""
 
 #: doc/classes/Viewport.xml
@@ -68898,7 +68994,11 @@ msgid ""
 msgstr ""
 
 #: doc/classes/Viewport.xml
-msgid "The rendering mode of viewport."
+msgid ""
+"The rendering mode of viewport.\n"
+"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
+"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
+"HDR is not supported for 2D."
 msgstr ""
 
 #: doc/classes/Viewport.xml

+ 86 - 24
doc/translations/sk.po

@@ -12140,10 +12140,12 @@ msgid ""
 msgstr ""
 
 #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
 msgid "The camera updates with the [code]_physics_process[/code] callback."
 msgstr ""
 
 #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
 msgid "The camera updates with the [code]_process[/code] callback."
 msgstr ""
 
@@ -19425,13 +19427,17 @@ msgstr ""
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "Amount of extra bias for shadow splits that are far away. If self-shadowing "
-"occurs only on the splits far away, increasing this value can fix them."
+"occurs only on the splits far away, increasing this value can fix them. This "
+"is ignored when [member directional_shadow_mode] is [constant "
+"SHADOW_ORTHOGONAL]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
-"transitions between splits."
+"transitions between splits. Enabling shadow blend splitting also has a "
+"moderate performance cost. This is ignored when [member "
+"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
@@ -19441,7 +19447,11 @@ msgid ""
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
-msgid "The maximum distance for shadow splits."
+msgid ""
+"The maximum distance for shadow splits. Increasing this value will make "
+"directional shadows visible from further away, at the cost of lower overall "
+"shadow detail and performance (since more objects need to be included in the "
+"directional shadow rendering)."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
@@ -19458,23 +19468,23 @@ msgstr ""
 msgid ""
 "The distance from camera to shadow split 1. Relative to [member "
 "directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "The distance from shadow split 1 to split 2. Relative to [member "
 "directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "The distance from shadow split 2 to split 3. Relative to [member "
 "directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
@@ -29823,7 +29833,10 @@ msgid ""
 "input at the cost of increased CPU usage. In applications where drawing "
 "freehand lines is required, input accumulation should generally be disabled "
 "while the user is drawing the line to get results that closely follow the "
-"actual input."
+"actual input.\n"
+"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
+"compatibility reasons. It is however recommended to enable it for games "
+"which don't require very reactive input, as this will decrease CPU usage."
 msgstr ""
 
 #: doc/classes/Input.xml
@@ -30397,10 +30410,11 @@ msgstr ""
 msgid ""
 "Contains mouse and pen motion information. Supports relative, absolute "
 "positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
-"at most. If you need more precise input reporting, set [member Input."
-"use_accumulated_input] to [code]false[/code] to make events emitted as often "
-"as possible. If you use InputEventMouseMotion to draw lines, consider "
+"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
+"rendered, allowing for precise input reporting, at the expense of CPU usage. "
+"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
+"multiple events merge into a single emitted event per frame.\n"
+"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
 "implementing [url=https://en.wikipedia.org/wiki/"
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
 "avoid visible gaps in lines if the user is moving the mouse quickly."
@@ -30721,6 +30735,11 @@ msgid ""
 "automatically."
 msgstr ""
 
+#: doc/classes/InterpolatedCamera.xml
+msgid ""
+"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
+msgstr ""
+
 #: doc/classes/InterpolatedCamera.xml
 msgid ""
 "How quickly the camera moves toward its target. Higher values will result in "
@@ -36123,7 +36142,7 @@ msgid ""
 "maximum distance is exceeded, it recalculates the ideal path."
 msgstr ""
 
-#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+#: doc/classes/NavigationAgent.xml
 msgid ""
 "The radius of the avoidance agent. This is the \"body\" of the avoidance "
 "agent and not the avoidance maneuver starting radius (which is controlled by "
@@ -36234,6 +36253,14 @@ msgid ""
 "least one matching layer."
 msgstr ""
 
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding."
+msgstr ""
+
 #: doc/classes/NavigationMesh.xml
 msgid "A mesh to approximate the walkable areas and obstacles."
 msgstr ""
@@ -49813,8 +49840,8 @@ msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"Size for shadow atlas (used for OmniLights and SpotLights). See "
-"documentation."
+"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
+"be rounded up to the nearest power of 2. See shadow mapping documentation."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -58183,7 +58210,31 @@ msgstr ""
 #: doc/classes/String.xml
 msgid ""
 "Formats the string by replacing all occurrences of [code]placeholder[/code] "
-"with [code]values[/code]."
+"with the elements of [code]values[/code].\n"
+"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
+"[code]placeholder[/code] will be replaced with the corresponding keys in "
+"advance. Array elements use their index as keys.\n"
+"[codeblock]\n"
+"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
+"named after it.\n"
+"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
+"named after it.\"\n"
+"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
+"\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
+"[/codeblock]\n"
+"Some additional handling is performed when [code]values[/code] is an array. "
+"If [code]placeholder[/code] does not contain an underscore, the elements of "
+"the array will be used to replace one occurrence of the placeholder in turn; "
+"If an array element is another 2-element array, it'll be interpreted as a "
+"key-value pair.\n"
+"[codeblock]\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
+"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
+"\"Godot\"]]))\n"
+"[/codeblock]"
 msgstr ""
 
 #: doc/classes/String.xml
@@ -58780,9 +58831,11 @@ msgstr ""
 
 #: doc/classes/StyleBox.xml
 msgid ""
-"Draws this stylebox using a [CanvasItem] with given [RID].\n"
-"You can get a [RID] value using [method Object.get_instance_id] on a "
-"[CanvasItem]-derived node."
+"Draws this stylebox using a canvas item identified by the given [RID].\n"
+"The [RID] value can either be the result of [method CanvasItem."
+"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
+"directly from creating a canvas item in the [VisualServer] with [method "
+"VisualServer.canvas_item_create]."
 msgstr ""
 
 #: doc/classes/StyleBox.xml
@@ -60318,6 +60371,10 @@ msgstr ""
 msgid "If [code]true[/code], a right-click displays the context menu."
 msgstr ""
 
+#: doc/classes/TextEdit.xml
+msgid "If [code]true[/code], allow drag and drop of selected text."
+msgstr ""
+
 #: doc/classes/TextEdit.xml
 msgid ""
 "If [code]true[/code], the \"space\" character will have a visible "
@@ -66393,9 +66450,10 @@ msgstr ""
 msgid ""
 "The shadow atlas' resolution (used for omni and spot lights). The value will "
 "be rounded up to the nearest power of 2.\n"
-"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
-"created viewports default to a value of 0, this value must be set above 0 "
-"manually."
+"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
+"directional shadows won't be visible. Since user-created viewports default "
+"to a value of [code]0[/code], this value must be set above [code]0[/code] "
+"manually (typically at least [code]256[/code])."
 msgstr ""
 
 #: doc/classes/Viewport.xml
@@ -66424,7 +66482,11 @@ msgid ""
 msgstr ""
 
 #: doc/classes/Viewport.xml
-msgid "The rendering mode of viewport."
+msgid ""
+"The rendering mode of viewport.\n"
+"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
+"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
+"HDR is not supported for 2D."
 msgstr ""
 
 #: doc/classes/Viewport.xml

+ 86 - 24
doc/translations/sr_Cyrl.po

@@ -12151,10 +12151,12 @@ msgid ""
 msgstr ""
 
 #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
 msgid "The camera updates with the [code]_physics_process[/code] callback."
 msgstr ""
 
 #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
 msgid "The camera updates with the [code]_process[/code] callback."
 msgstr ""
 
@@ -19436,13 +19438,17 @@ msgstr ""
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "Amount of extra bias for shadow splits that are far away. If self-shadowing "
-"occurs only on the splits far away, increasing this value can fix them."
+"occurs only on the splits far away, increasing this value can fix them. This "
+"is ignored when [member directional_shadow_mode] is [constant "
+"SHADOW_ORTHOGONAL]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
-"transitions between splits."
+"transitions between splits. Enabling shadow blend splitting also has a "
+"moderate performance cost. This is ignored when [member "
+"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
@@ -19452,7 +19458,11 @@ msgid ""
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
-msgid "The maximum distance for shadow splits."
+msgid ""
+"The maximum distance for shadow splits. Increasing this value will make "
+"directional shadows visible from further away, at the cost of lower overall "
+"shadow detail and performance (since more objects need to be included in the "
+"directional shadow rendering)."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
@@ -19469,23 +19479,23 @@ msgstr ""
 msgid ""
 "The distance from camera to shadow split 1. Relative to [member "
 "directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "The distance from shadow split 1 to split 2. Relative to [member "
 "directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "The distance from shadow split 2 to split 3. Relative to [member "
 "directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
@@ -29834,7 +29844,10 @@ msgid ""
 "input at the cost of increased CPU usage. In applications where drawing "
 "freehand lines is required, input accumulation should generally be disabled "
 "while the user is drawing the line to get results that closely follow the "
-"actual input."
+"actual input.\n"
+"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
+"compatibility reasons. It is however recommended to enable it for games "
+"which don't require very reactive input, as this will decrease CPU usage."
 msgstr ""
 
 #: doc/classes/Input.xml
@@ -30408,10 +30421,11 @@ msgstr ""
 msgid ""
 "Contains mouse and pen motion information. Supports relative, absolute "
 "positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
-"at most. If you need more precise input reporting, set [member Input."
-"use_accumulated_input] to [code]false[/code] to make events emitted as often "
-"as possible. If you use InputEventMouseMotion to draw lines, consider "
+"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
+"rendered, allowing for precise input reporting, at the expense of CPU usage. "
+"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
+"multiple events merge into a single emitted event per frame.\n"
+"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
 "implementing [url=https://en.wikipedia.org/wiki/"
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
 "avoid visible gaps in lines if the user is moving the mouse quickly."
@@ -30732,6 +30746,11 @@ msgid ""
 "automatically."
 msgstr ""
 
+#: doc/classes/InterpolatedCamera.xml
+msgid ""
+"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
+msgstr ""
+
 #: doc/classes/InterpolatedCamera.xml
 msgid ""
 "How quickly the camera moves toward its target. Higher values will result in "
@@ -36134,7 +36153,7 @@ msgid ""
 "maximum distance is exceeded, it recalculates the ideal path."
 msgstr ""
 
-#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+#: doc/classes/NavigationAgent.xml
 msgid ""
 "The radius of the avoidance agent. This is the \"body\" of the avoidance "
 "agent and not the avoidance maneuver starting radius (which is controlled by "
@@ -36245,6 +36264,14 @@ msgid ""
 "least one matching layer."
 msgstr ""
 
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding."
+msgstr ""
+
 #: doc/classes/NavigationMesh.xml
 msgid "A mesh to approximate the walkable areas and obstacles."
 msgstr ""
@@ -49824,8 +49851,8 @@ msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"Size for shadow atlas (used for OmniLights and SpotLights). See "
-"documentation."
+"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
+"be rounded up to the nearest power of 2. See shadow mapping documentation."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -58194,7 +58221,31 @@ msgstr ""
 #: doc/classes/String.xml
 msgid ""
 "Formats the string by replacing all occurrences of [code]placeholder[/code] "
-"with [code]values[/code]."
+"with the elements of [code]values[/code].\n"
+"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
+"[code]placeholder[/code] will be replaced with the corresponding keys in "
+"advance. Array elements use their index as keys.\n"
+"[codeblock]\n"
+"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
+"named after it.\n"
+"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
+"named after it.\"\n"
+"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
+"\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
+"[/codeblock]\n"
+"Some additional handling is performed when [code]values[/code] is an array. "
+"If [code]placeholder[/code] does not contain an underscore, the elements of "
+"the array will be used to replace one occurrence of the placeholder in turn; "
+"If an array element is another 2-element array, it'll be interpreted as a "
+"key-value pair.\n"
+"[codeblock]\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
+"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
+"\"Godot\"]]))\n"
+"[/codeblock]"
 msgstr ""
 
 #: doc/classes/String.xml
@@ -58791,9 +58842,11 @@ msgstr ""
 
 #: doc/classes/StyleBox.xml
 msgid ""
-"Draws this stylebox using a [CanvasItem] with given [RID].\n"
-"You can get a [RID] value using [method Object.get_instance_id] on a "
-"[CanvasItem]-derived node."
+"Draws this stylebox using a canvas item identified by the given [RID].\n"
+"The [RID] value can either be the result of [method CanvasItem."
+"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
+"directly from creating a canvas item in the [VisualServer] with [method "
+"VisualServer.canvas_item_create]."
 msgstr ""
 
 #: doc/classes/StyleBox.xml
@@ -60329,6 +60382,10 @@ msgstr ""
 msgid "If [code]true[/code], a right-click displays the context menu."
 msgstr ""
 
+#: doc/classes/TextEdit.xml
+msgid "If [code]true[/code], allow drag and drop of selected text."
+msgstr ""
+
 #: doc/classes/TextEdit.xml
 msgid ""
 "If [code]true[/code], the \"space\" character will have a visible "
@@ -66404,9 +66461,10 @@ msgstr ""
 msgid ""
 "The shadow atlas' resolution (used for omni and spot lights). The value will "
 "be rounded up to the nearest power of 2.\n"
-"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
-"created viewports default to a value of 0, this value must be set above 0 "
-"manually."
+"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
+"directional shadows won't be visible. Since user-created viewports default "
+"to a value of [code]0[/code], this value must be set above [code]0[/code] "
+"manually (typically at least [code]256[/code])."
 msgstr ""
 
 #: doc/classes/Viewport.xml
@@ -66435,7 +66493,11 @@ msgid ""
 msgstr ""
 
 #: doc/classes/Viewport.xml
-msgid "The rendering mode of viewport."
+msgid ""
+"The rendering mode of viewport.\n"
+"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
+"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
+"HDR is not supported for 2D."
 msgstr ""
 
 #: doc/classes/Viewport.xml

+ 86 - 24
doc/translations/sv.po

@@ -12140,10 +12140,12 @@ msgid ""
 msgstr ""
 
 #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
 msgid "The camera updates with the [code]_physics_process[/code] callback."
 msgstr ""
 
 #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
 msgid "The camera updates with the [code]_process[/code] callback."
 msgstr ""
 
@@ -19425,13 +19427,17 @@ msgstr ""
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "Amount of extra bias for shadow splits that are far away. If self-shadowing "
-"occurs only on the splits far away, increasing this value can fix them."
+"occurs only on the splits far away, increasing this value can fix them. This "
+"is ignored when [member directional_shadow_mode] is [constant "
+"SHADOW_ORTHOGONAL]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
-"transitions between splits."
+"transitions between splits. Enabling shadow blend splitting also has a "
+"moderate performance cost. This is ignored when [member "
+"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
@@ -19441,7 +19447,11 @@ msgid ""
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
-msgid "The maximum distance for shadow splits."
+msgid ""
+"The maximum distance for shadow splits. Increasing this value will make "
+"directional shadows visible from further away, at the cost of lower overall "
+"shadow detail and performance (since more objects need to be included in the "
+"directional shadow rendering)."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
@@ -19458,23 +19468,23 @@ msgstr ""
 msgid ""
 "The distance from camera to shadow split 1. Relative to [member "
 "directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "The distance from shadow split 1 to split 2. Relative to [member "
 "directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "The distance from shadow split 2 to split 3. Relative to [member "
 "directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
@@ -29820,7 +29830,10 @@ msgid ""
 "input at the cost of increased CPU usage. In applications where drawing "
 "freehand lines is required, input accumulation should generally be disabled "
 "while the user is drawing the line to get results that closely follow the "
-"actual input."
+"actual input.\n"
+"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
+"compatibility reasons. It is however recommended to enable it for games "
+"which don't require very reactive input, as this will decrease CPU usage."
 msgstr ""
 
 #: doc/classes/Input.xml
@@ -30394,10 +30407,11 @@ msgstr ""
 msgid ""
 "Contains mouse and pen motion information. Supports relative, absolute "
 "positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
-"at most. If you need more precise input reporting, set [member Input."
-"use_accumulated_input] to [code]false[/code] to make events emitted as often "
-"as possible. If you use InputEventMouseMotion to draw lines, consider "
+"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
+"rendered, allowing for precise input reporting, at the expense of CPU usage. "
+"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
+"multiple events merge into a single emitted event per frame.\n"
+"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
 "implementing [url=https://en.wikipedia.org/wiki/"
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
 "avoid visible gaps in lines if the user is moving the mouse quickly."
@@ -30718,6 +30732,11 @@ msgid ""
 "automatically."
 msgstr ""
 
+#: doc/classes/InterpolatedCamera.xml
+msgid ""
+"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
+msgstr ""
+
 #: doc/classes/InterpolatedCamera.xml
 msgid ""
 "How quickly the camera moves toward its target. Higher values will result in "
@@ -36120,7 +36139,7 @@ msgid ""
 "maximum distance is exceeded, it recalculates the ideal path."
 msgstr ""
 
-#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+#: doc/classes/NavigationAgent.xml
 msgid ""
 "The radius of the avoidance agent. This is the \"body\" of the avoidance "
 "agent and not the avoidance maneuver starting radius (which is controlled by "
@@ -36231,6 +36250,14 @@ msgid ""
 "least one matching layer."
 msgstr ""
 
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding."
+msgstr ""
+
 #: doc/classes/NavigationMesh.xml
 msgid "A mesh to approximate the walkable areas and obstacles."
 msgstr ""
@@ -49810,8 +49837,8 @@ msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"Size for shadow atlas (used for OmniLights and SpotLights). See "
-"documentation."
+"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
+"be rounded up to the nearest power of 2. See shadow mapping documentation."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -58180,7 +58207,31 @@ msgstr ""
 #: doc/classes/String.xml
 msgid ""
 "Formats the string by replacing all occurrences of [code]placeholder[/code] "
-"with [code]values[/code]."
+"with the elements of [code]values[/code].\n"
+"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
+"[code]placeholder[/code] will be replaced with the corresponding keys in "
+"advance. Array elements use their index as keys.\n"
+"[codeblock]\n"
+"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
+"named after it.\n"
+"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
+"named after it.\"\n"
+"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
+"\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
+"[/codeblock]\n"
+"Some additional handling is performed when [code]values[/code] is an array. "
+"If [code]placeholder[/code] does not contain an underscore, the elements of "
+"the array will be used to replace one occurrence of the placeholder in turn; "
+"If an array element is another 2-element array, it'll be interpreted as a "
+"key-value pair.\n"
+"[codeblock]\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
+"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
+"\"Godot\"]]))\n"
+"[/codeblock]"
 msgstr ""
 
 #: doc/classes/String.xml
@@ -58777,9 +58828,11 @@ msgstr ""
 
 #: doc/classes/StyleBox.xml
 msgid ""
-"Draws this stylebox using a [CanvasItem] with given [RID].\n"
-"You can get a [RID] value using [method Object.get_instance_id] on a "
-"[CanvasItem]-derived node."
+"Draws this stylebox using a canvas item identified by the given [RID].\n"
+"The [RID] value can either be the result of [method CanvasItem."
+"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
+"directly from creating a canvas item in the [VisualServer] with [method "
+"VisualServer.canvas_item_create]."
 msgstr ""
 
 #: doc/classes/StyleBox.xml
@@ -60315,6 +60368,10 @@ msgstr ""
 msgid "If [code]true[/code], a right-click displays the context menu."
 msgstr ""
 
+#: doc/classes/TextEdit.xml
+msgid "If [code]true[/code], allow drag and drop of selected text."
+msgstr ""
+
 #: doc/classes/TextEdit.xml
 msgid ""
 "If [code]true[/code], the \"space\" character will have a visible "
@@ -66390,9 +66447,10 @@ msgstr ""
 msgid ""
 "The shadow atlas' resolution (used for omni and spot lights). The value will "
 "be rounded up to the nearest power of 2.\n"
-"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
-"created viewports default to a value of 0, this value must be set above 0 "
-"manually."
+"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
+"directional shadows won't be visible. Since user-created viewports default "
+"to a value of [code]0[/code], this value must be set above [code]0[/code] "
+"manually (typically at least [code]256[/code])."
 msgstr ""
 
 #: doc/classes/Viewport.xml
@@ -66421,7 +66479,11 @@ msgid ""
 msgstr ""
 
 #: doc/classes/Viewport.xml
-msgid "The rendering mode of viewport."
+msgid ""
+"The rendering mode of viewport.\n"
+"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
+"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
+"HDR is not supported for 2D."
 msgstr ""
 
 #: doc/classes/Viewport.xml

+ 86 - 24
doc/translations/th.po

@@ -12246,10 +12246,12 @@ msgid ""
 msgstr ""
 
 #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
 msgid "The camera updates with the [code]_physics_process[/code] callback."
 msgstr ""
 
 #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
 msgid "The camera updates with the [code]_process[/code] callback."
 msgstr ""
 
@@ -19535,13 +19537,17 @@ msgstr ""
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "Amount of extra bias for shadow splits that are far away. If self-shadowing "
-"occurs only on the splits far away, increasing this value can fix them."
+"occurs only on the splits far away, increasing this value can fix them. This "
+"is ignored when [member directional_shadow_mode] is [constant "
+"SHADOW_ORTHOGONAL]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
-"transitions between splits."
+"transitions between splits. Enabling shadow blend splitting also has a "
+"moderate performance cost. This is ignored when [member "
+"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
@@ -19551,7 +19557,11 @@ msgid ""
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
-msgid "The maximum distance for shadow splits."
+msgid ""
+"The maximum distance for shadow splits. Increasing this value will make "
+"directional shadows visible from further away, at the cost of lower overall "
+"shadow detail and performance (since more objects need to be included in the "
+"directional shadow rendering)."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
@@ -19568,23 +19578,23 @@ msgstr ""
 msgid ""
 "The distance from camera to shadow split 1. Relative to [member "
 "directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "The distance from shadow split 1 to split 2. Relative to [member "
 "directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "The distance from shadow split 2 to split 3. Relative to [member "
 "directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
@@ -29961,7 +29971,10 @@ msgid ""
 "input at the cost of increased CPU usage. In applications where drawing "
 "freehand lines is required, input accumulation should generally be disabled "
 "while the user is drawing the line to get results that closely follow the "
-"actual input."
+"actual input.\n"
+"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
+"compatibility reasons. It is however recommended to enable it for games "
+"which don't require very reactive input, as this will decrease CPU usage."
 msgstr ""
 
 #: doc/classes/Input.xml
@@ -30551,10 +30564,11 @@ msgstr ""
 msgid ""
 "Contains mouse and pen motion information. Supports relative, absolute "
 "positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
-"at most. If you need more precise input reporting, set [member Input."
-"use_accumulated_input] to [code]false[/code] to make events emitted as often "
-"as possible. If you use InputEventMouseMotion to draw lines, consider "
+"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
+"rendered, allowing for precise input reporting, at the expense of CPU usage. "
+"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
+"multiple events merge into a single emitted event per frame.\n"
+"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
 "implementing [url=https://en.wikipedia.org/wiki/"
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
 "avoid visible gaps in lines if the user is moving the mouse quickly."
@@ -30879,6 +30893,11 @@ msgid ""
 "automatically."
 msgstr ""
 
+#: doc/classes/InterpolatedCamera.xml
+msgid ""
+"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
+msgstr ""
+
 #: doc/classes/InterpolatedCamera.xml
 msgid ""
 "How quickly the camera moves toward its target. Higher values will result in "
@@ -36308,7 +36327,7 @@ msgid ""
 "maximum distance is exceeded, it recalculates the ideal path."
 msgstr ""
 
-#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+#: doc/classes/NavigationAgent.xml
 msgid ""
 "The radius of the avoidance agent. This is the \"body\" of the avoidance "
 "agent and not the avoidance maneuver starting radius (which is controlled by "
@@ -36420,6 +36439,14 @@ msgid ""
 "least one matching layer."
 msgstr ""
 
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding."
+msgstr ""
+
 #: doc/classes/NavigationMesh.xml
 msgid "A mesh to approximate the walkable areas and obstacles."
 msgstr ""
@@ -50068,8 +50095,8 @@ msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"Size for shadow atlas (used for OmniLights and SpotLights). See "
-"documentation."
+"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
+"be rounded up to the nearest power of 2. See shadow mapping documentation."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -58444,7 +58471,31 @@ msgstr ""
 #: doc/classes/String.xml
 msgid ""
 "Formats the string by replacing all occurrences of [code]placeholder[/code] "
-"with [code]values[/code]."
+"with the elements of [code]values[/code].\n"
+"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
+"[code]placeholder[/code] will be replaced with the corresponding keys in "
+"advance. Array elements use their index as keys.\n"
+"[codeblock]\n"
+"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
+"named after it.\n"
+"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
+"named after it.\"\n"
+"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
+"\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
+"[/codeblock]\n"
+"Some additional handling is performed when [code]values[/code] is an array. "
+"If [code]placeholder[/code] does not contain an underscore, the elements of "
+"the array will be used to replace one occurrence of the placeholder in turn; "
+"If an array element is another 2-element array, it'll be interpreted as a "
+"key-value pair.\n"
+"[codeblock]\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
+"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
+"\"Godot\"]]))\n"
+"[/codeblock]"
 msgstr ""
 
 #: doc/classes/String.xml
@@ -59041,9 +59092,11 @@ msgstr ""
 
 #: doc/classes/StyleBox.xml
 msgid ""
-"Draws this stylebox using a [CanvasItem] with given [RID].\n"
-"You can get a [RID] value using [method Object.get_instance_id] on a "
-"[CanvasItem]-derived node."
+"Draws this stylebox using a canvas item identified by the given [RID].\n"
+"The [RID] value can either be the result of [method CanvasItem."
+"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
+"directly from creating a canvas item in the [VisualServer] with [method "
+"VisualServer.canvas_item_create]."
 msgstr ""
 
 #: doc/classes/StyleBox.xml
@@ -60583,6 +60636,10 @@ msgstr ""
 msgid "If [code]true[/code], a right-click displays the context menu."
 msgstr ""
 
+#: doc/classes/TextEdit.xml
+msgid "If [code]true[/code], allow drag and drop of selected text."
+msgstr ""
+
 #: doc/classes/TextEdit.xml
 msgid ""
 "If [code]true[/code], the \"space\" character will have a visible "
@@ -66671,9 +66728,10 @@ msgstr ""
 msgid ""
 "The shadow atlas' resolution (used for omni and spot lights). The value will "
 "be rounded up to the nearest power of 2.\n"
-"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
-"created viewports default to a value of 0, this value must be set above 0 "
-"manually."
+"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
+"directional shadows won't be visible. Since user-created viewports default "
+"to a value of [code]0[/code], this value must be set above [code]0[/code] "
+"manually (typically at least [code]256[/code])."
 msgstr ""
 
 #: doc/classes/Viewport.xml
@@ -66702,7 +66760,11 @@ msgid ""
 msgstr ""
 
 #: doc/classes/Viewport.xml
-msgid "The rendering mode of viewport."
+msgid ""
+"The rendering mode of viewport.\n"
+"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
+"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
+"HDR is not supported for 2D."
 msgstr ""
 
 #: doc/classes/Viewport.xml

+ 89 - 24
doc/translations/tl.po

@@ -12223,10 +12223,12 @@ msgid ""
 msgstr ""
 
 #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
 msgid "The camera updates with the [code]_physics_process[/code] callback."
 msgstr ""
 
 #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
 msgid "The camera updates with the [code]_process[/code] callback."
 msgstr ""
 
@@ -19508,13 +19510,17 @@ msgstr ""
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "Amount of extra bias for shadow splits that are far away. If self-shadowing "
-"occurs only on the splits far away, increasing this value can fix them."
+"occurs only on the splits far away, increasing this value can fix them. This "
+"is ignored when [member directional_shadow_mode] is [constant "
+"SHADOW_ORTHOGONAL]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
-"transitions between splits."
+"transitions between splits. Enabling shadow blend splitting also has a "
+"moderate performance cost. This is ignored when [member "
+"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
@@ -19524,7 +19530,11 @@ msgid ""
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
-msgid "The maximum distance for shadow splits."
+msgid ""
+"The maximum distance for shadow splits. Increasing this value will make "
+"directional shadows visible from further away, at the cost of lower overall "
+"shadow detail and performance (since more objects need to be included in the "
+"directional shadow rendering)."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
@@ -19541,23 +19551,23 @@ msgstr ""
 msgid ""
 "The distance from camera to shadow split 1. Relative to [member "
 "directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "The distance from shadow split 1 to split 2. Relative to [member "
 "directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "The distance from shadow split 2 to split 3. Relative to [member "
 "directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
@@ -29909,7 +29919,10 @@ msgid ""
 "input at the cost of increased CPU usage. In applications where drawing "
 "freehand lines is required, input accumulation should generally be disabled "
 "while the user is drawing the line to get results that closely follow the "
-"actual input."
+"actual input.\n"
+"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
+"compatibility reasons. It is however recommended to enable it for games "
+"which don't require very reactive input, as this will decrease CPU usage."
 msgstr ""
 
 #: doc/classes/Input.xml
@@ -30483,10 +30496,11 @@ msgstr ""
 msgid ""
 "Contains mouse and pen motion information. Supports relative, absolute "
 "positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
-"at most. If you need more precise input reporting, set [member Input."
-"use_accumulated_input] to [code]false[/code] to make events emitted as often "
-"as possible. If you use InputEventMouseMotion to draw lines, consider "
+"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
+"rendered, allowing for precise input reporting, at the expense of CPU usage. "
+"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
+"multiple events merge into a single emitted event per frame.\n"
+"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
 "implementing [url=https://en.wikipedia.org/wiki/"
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
 "avoid visible gaps in lines if the user is moving the mouse quickly."
@@ -30807,6 +30821,11 @@ msgid ""
 "automatically."
 msgstr ""
 
+#: doc/classes/InterpolatedCamera.xml
+msgid ""
+"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
+msgstr ""
+
 #: doc/classes/InterpolatedCamera.xml
 msgid ""
 "How quickly the camera moves toward its target. Higher values will result in "
@@ -36233,7 +36252,7 @@ msgid ""
 "maximum distance is exceeded, it recalculates the ideal path."
 msgstr ""
 
-#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+#: doc/classes/NavigationAgent.xml
 msgid ""
 "The radius of the avoidance agent. This is the \"body\" of the avoidance "
 "agent and not the avoidance maneuver starting radius (which is controlled by "
@@ -36344,6 +36363,14 @@ msgid ""
 "least one matching layer."
 msgstr ""
 
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding."
+msgstr ""
+
 #: doc/classes/NavigationMesh.xml
 msgid "A mesh to approximate the walkable areas and obstacles."
 msgstr ""
@@ -49926,8 +49953,8 @@ msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"Size for shadow atlas (used for OmniLights and SpotLights). See "
-"documentation."
+"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
+"be rounded up to the nearest power of 2. See shadow mapping documentation."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -58296,7 +58323,31 @@ msgstr ""
 #: doc/classes/String.xml
 msgid ""
 "Formats the string by replacing all occurrences of [code]placeholder[/code] "
-"with [code]values[/code]."
+"with the elements of [code]values[/code].\n"
+"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
+"[code]placeholder[/code] will be replaced with the corresponding keys in "
+"advance. Array elements use their index as keys.\n"
+"[codeblock]\n"
+"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
+"named after it.\n"
+"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
+"named after it.\"\n"
+"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
+"\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
+"[/codeblock]\n"
+"Some additional handling is performed when [code]values[/code] is an array. "
+"If [code]placeholder[/code] does not contain an underscore, the elements of "
+"the array will be used to replace one occurrence of the placeholder in turn; "
+"If an array element is another 2-element array, it'll be interpreted as a "
+"key-value pair.\n"
+"[codeblock]\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
+"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
+"\"Godot\"]]))\n"
+"[/codeblock]"
 msgstr ""
 
 #: doc/classes/String.xml
@@ -58893,9 +58944,11 @@ msgstr ""
 
 #: doc/classes/StyleBox.xml
 msgid ""
-"Draws this stylebox using a [CanvasItem] with given [RID].\n"
-"You can get a [RID] value using [method Object.get_instance_id] on a "
-"[CanvasItem]-derived node."
+"Draws this stylebox using a canvas item identified by the given [RID].\n"
+"The [RID] value can either be the result of [method CanvasItem."
+"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
+"directly from creating a canvas item in the [VisualServer] with [method "
+"VisualServer.canvas_item_create]."
 msgstr ""
 
 #: doc/classes/StyleBox.xml
@@ -60434,6 +60487,13 @@ msgstr ""
 msgid "If [code]true[/code], a right-click displays the context menu."
 msgstr ""
 
+#: doc/classes/TextEdit.xml
+#, fuzzy
+msgid "If [code]true[/code], allow drag and drop of selected text."
+msgstr ""
+"Kung [code]true[/code], ang mga child nodes ay inaayos, kung hindi ang pag-"
+"so-sort ay hindi pinapagana."
+
 #: doc/classes/TextEdit.xml
 msgid ""
 "If [code]true[/code], the \"space\" character will have a visible "
@@ -66515,9 +66575,10 @@ msgstr ""
 msgid ""
 "The shadow atlas' resolution (used for omni and spot lights). The value will "
 "be rounded up to the nearest power of 2.\n"
-"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
-"created viewports default to a value of 0, this value must be set above 0 "
-"manually."
+"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
+"directional shadows won't be visible. Since user-created viewports default "
+"to a value of [code]0[/code], this value must be set above [code]0[/code] "
+"manually (typically at least [code]256[/code])."
 msgstr ""
 
 #: doc/classes/Viewport.xml
@@ -66546,7 +66607,11 @@ msgid ""
 msgstr ""
 
 #: doc/classes/Viewport.xml
-msgid "The rendering mode of viewport."
+msgid ""
+"The rendering mode of viewport.\n"
+"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
+"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
+"HDR is not supported for 2D."
 msgstr ""
 
 #: doc/classes/Viewport.xml

+ 102 - 32
doc/translations/tr.po

@@ -18,12 +18,14 @@
 # yigithan <[email protected]>, 2021.
 # Yusuf Yavuzyigit <[email protected]>, 2021, 2022.
 # Ramazan Aslan <[email protected]>, 2022.
+# paledega <[email protected]>, 2022.
+# Yekez <[email protected]>, 2022.
 msgid ""
 msgstr ""
 "Project-Id-Version: Godot Engine class reference\n"
 "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2022-06-13 03:39+0000\n"
-"Last-Translator: Ramazan Aslan <legendraslan@gmail.com>\n"
+"PO-Revision-Date: 2022-07-03 00:45+0000\n"
+"Last-Translator: Yekez <yasintonge@gmail.com>\n"
 "Language-Team: Turkish <https://hosted.weblate.org/projects/godot-engine/"
 "godot-class-reference/tr/>\n"
 "Language: tr\n"
@@ -31,7 +33,7 @@ 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 4.13-dev\n"
+"X-Generator: Weblate 4.13.1-dev\n"
 
 #: doc/tools/make_rst.py
 msgid "Description"
@@ -83,7 +85,7 @@ msgstr "Miras:"
 
 #: doc/tools/make_rst.py
 msgid "Inherited By:"
-msgstr ""
+msgstr "Kalıtılan:"
 
 #: doc/tools/make_rst.py
 msgid "(overrides %s)"
@@ -91,19 +93,21 @@ msgstr ""
 
 #: doc/tools/make_rst.py
 msgid "Default"
-msgstr ""
+msgstr "Varsayılan"
 
 #: doc/tools/make_rst.py
+#, fuzzy
 msgid "Setter"
-msgstr ""
+msgstr "Ayarlayıcı"
 
 #: doc/tools/make_rst.py
 msgid "value"
 msgstr "değer"
 
 #: doc/tools/make_rst.py
+#, fuzzy
 msgid "Getter"
-msgstr ""
+msgstr "Alıcı"
 
 #: doc/tools/make_rst.py
 msgid ""
@@ -129,13 +133,15 @@ msgstr ""
 
 #: doc/tools/make_rst.py
 msgid "This method is used to construct a type."
-msgstr ""
+msgstr "Bu method bir veri tipi oluşturmak için kullanılır."
 
 #: doc/tools/make_rst.py
 msgid ""
 "This method doesn't need an instance to be called, so it can be called "
 "directly using the class name."
 msgstr ""
+"Bu metod çağrılmak için bir örneklemeye ihtiyaç duymaz, bu yüzden doğrudan "
+"sınıf adı ile çağırılabilir."
 
 #: doc/tools/make_rst.py
 msgid ""
@@ -12925,10 +12931,12 @@ msgid ""
 msgstr ""
 
 #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
 msgid "The camera updates with the [code]_physics_process[/code] callback."
 msgstr ""
 
 #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
 msgid "The camera updates with the [code]_process[/code] callback."
 msgstr ""
 
@@ -20232,13 +20240,17 @@ msgstr ""
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "Amount of extra bias for shadow splits that are far away. If self-shadowing "
-"occurs only on the splits far away, increasing this value can fix them."
+"occurs only on the splits far away, increasing this value can fix them. This "
+"is ignored when [member directional_shadow_mode] is [constant "
+"SHADOW_ORTHOGONAL]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
-"transitions between splits."
+"transitions between splits. Enabling shadow blend splitting also has a "
+"moderate performance cost. This is ignored when [member "
+"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
@@ -20248,7 +20260,11 @@ msgid ""
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
-msgid "The maximum distance for shadow splits."
+msgid ""
+"The maximum distance for shadow splits. Increasing this value will make "
+"directional shadows visible from further away, at the cost of lower overall "
+"shadow detail and performance (since more objects need to be included in the "
+"directional shadow rendering)."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
@@ -20265,23 +20281,23 @@ msgstr ""
 msgid ""
 "The distance from camera to shadow split 1. Relative to [member "
 "directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "The distance from shadow split 1 to split 2. Relative to [member "
 "directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "The distance from shadow split 2 to split 3. Relative to [member "
 "directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
@@ -30657,7 +30673,10 @@ msgid ""
 "input at the cost of increased CPU usage. In applications where drawing "
 "freehand lines is required, input accumulation should generally be disabled "
 "while the user is drawing the line to get results that closely follow the "
-"actual input."
+"actual input.\n"
+"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
+"compatibility reasons. It is however recommended to enable it for games "
+"which don't require very reactive input, as this will decrease CPU usage."
 msgstr ""
 
 #: doc/classes/Input.xml
@@ -31231,10 +31250,11 @@ msgstr ""
 msgid ""
 "Contains mouse and pen motion information. Supports relative, absolute "
 "positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
-"at most. If you need more precise input reporting, set [member Input."
-"use_accumulated_input] to [code]false[/code] to make events emitted as often "
-"as possible. If you use InputEventMouseMotion to draw lines, consider "
+"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
+"rendered, allowing for precise input reporting, at the expense of CPU usage. "
+"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
+"multiple events merge into a single emitted event per frame.\n"
+"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
 "implementing [url=https://en.wikipedia.org/wiki/"
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
 "avoid visible gaps in lines if the user is moving the mouse quickly."
@@ -31558,6 +31578,11 @@ msgid ""
 msgstr ""
 "Eğer [code]true[/code] ise düğümler sıraya sokulur, yoksa sıraya sokulmaz."
 
+#: doc/classes/InterpolatedCamera.xml
+msgid ""
+"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
+msgstr ""
+
 #: doc/classes/InterpolatedCamera.xml
 msgid ""
 "How quickly the camera moves toward its target. Higher values will result in "
@@ -37003,7 +37028,7 @@ msgid ""
 "maximum distance is exceeded, it recalculates the ideal path."
 msgstr ""
 
-#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+#: doc/classes/NavigationAgent.xml
 msgid ""
 "The radius of the avoidance agent. This is the \"body\" of the avoidance "
 "agent and not the avoidance maneuver starting radius (which is controlled by "
@@ -37116,6 +37141,14 @@ msgid ""
 "least one matching layer."
 msgstr ""
 
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding."
+msgstr ""
+
 #: doc/classes/NavigationMesh.xml
 msgid "A mesh to approximate the walkable areas and obstacles."
 msgstr ""
@@ -50748,8 +50781,8 @@ msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"Size for shadow atlas (used for OmniLights and SpotLights). See "
-"documentation."
+"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
+"be rounded up to the nearest power of 2. See shadow mapping documentation."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -59131,7 +59164,31 @@ msgstr ""
 #: doc/classes/String.xml
 msgid ""
 "Formats the string by replacing all occurrences of [code]placeholder[/code] "
-"with [code]values[/code]."
+"with the elements of [code]values[/code].\n"
+"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
+"[code]placeholder[/code] will be replaced with the corresponding keys in "
+"advance. Array elements use their index as keys.\n"
+"[codeblock]\n"
+"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
+"named after it.\n"
+"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
+"named after it.\"\n"
+"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
+"\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
+"[/codeblock]\n"
+"Some additional handling is performed when [code]values[/code] is an array. "
+"If [code]placeholder[/code] does not contain an underscore, the elements of "
+"the array will be used to replace one occurrence of the placeholder in turn; "
+"If an array element is another 2-element array, it'll be interpreted as a "
+"key-value pair.\n"
+"[codeblock]\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
+"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
+"\"Godot\"]]))\n"
+"[/codeblock]"
 msgstr ""
 
 #: doc/classes/String.xml
@@ -59728,9 +59785,11 @@ msgstr ""
 
 #: doc/classes/StyleBox.xml
 msgid ""
-"Draws this stylebox using a [CanvasItem] with given [RID].\n"
-"You can get a [RID] value using [method Object.get_instance_id] on a "
-"[CanvasItem]-derived node."
+"Draws this stylebox using a canvas item identified by the given [RID].\n"
+"The [RID] value can either be the result of [method CanvasItem."
+"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
+"directly from creating a canvas item in the [VisualServer] with [method "
+"VisualServer.canvas_item_create]."
 msgstr ""
 
 #: doc/classes/StyleBox.xml
@@ -61276,6 +61335,12 @@ msgstr ""
 msgid "If [code]true[/code], a right-click displays the context menu."
 msgstr ""
 
+#: doc/classes/TextEdit.xml
+#, fuzzy
+msgid "If [code]true[/code], allow drag and drop of selected text."
+msgstr ""
+"Eğer [code]true[/code] ise düğümler sıraya sokulur, yoksa sıraya sokulmaz."
+
 #: doc/classes/TextEdit.xml
 msgid ""
 "If [code]true[/code], the \"space\" character will have a visible "
@@ -67369,9 +67434,10 @@ msgstr ""
 msgid ""
 "The shadow atlas' resolution (used for omni and spot lights). The value will "
 "be rounded up to the nearest power of 2.\n"
-"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
-"created viewports default to a value of 0, this value must be set above 0 "
-"manually."
+"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
+"directional shadows won't be visible. Since user-created viewports default "
+"to a value of [code]0[/code], this value must be set above [code]0[/code] "
+"manually (typically at least [code]256[/code])."
 msgstr ""
 
 #: doc/classes/Viewport.xml
@@ -67402,7 +67468,11 @@ msgid ""
 msgstr ""
 
 #: doc/classes/Viewport.xml
-msgid "The rendering mode of viewport."
+msgid ""
+"The rendering mode of viewport.\n"
+"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
+"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
+"HDR is not supported for 2D."
 msgstr ""
 
 #: doc/classes/Viewport.xml

+ 87 - 24
doc/translations/uk.po

@@ -12302,10 +12302,12 @@ msgid ""
 msgstr ""
 
 #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
 msgid "The camera updates with the [code]_physics_process[/code] callback."
 msgstr ""
 
 #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
 msgid "The camera updates with the [code]_process[/code] callback."
 msgstr ""
 
@@ -19604,13 +19606,17 @@ msgstr ""
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "Amount of extra bias for shadow splits that are far away. If self-shadowing "
-"occurs only on the splits far away, increasing this value can fix them."
+"occurs only on the splits far away, increasing this value can fix them. This "
+"is ignored when [member directional_shadow_mode] is [constant "
+"SHADOW_ORTHOGONAL]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
-"transitions between splits."
+"transitions between splits. Enabling shadow blend splitting also has a "
+"moderate performance cost. This is ignored when [member "
+"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
@@ -19620,7 +19626,11 @@ msgid ""
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
-msgid "The maximum distance for shadow splits."
+msgid ""
+"The maximum distance for shadow splits. Increasing this value will make "
+"directional shadows visible from further away, at the cost of lower overall "
+"shadow detail and performance (since more objects need to be included in the "
+"directional shadow rendering)."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
@@ -19637,23 +19647,23 @@ msgstr ""
 msgid ""
 "The distance from camera to shadow split 1. Relative to [member "
 "directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "The distance from shadow split 1 to split 2. Relative to [member "
 "directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "The distance from shadow split 2 to split 3. Relative to [member "
 "directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
@@ -30019,7 +30029,10 @@ msgid ""
 "input at the cost of increased CPU usage. In applications where drawing "
 "freehand lines is required, input accumulation should generally be disabled "
 "while the user is drawing the line to get results that closely follow the "
-"actual input."
+"actual input.\n"
+"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
+"compatibility reasons. It is however recommended to enable it for games "
+"which don't require very reactive input, as this will decrease CPU usage."
 msgstr ""
 
 #: doc/classes/Input.xml
@@ -30593,10 +30606,11 @@ msgstr ""
 msgid ""
 "Contains mouse and pen motion information. Supports relative, absolute "
 "positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
-"at most. If you need more precise input reporting, set [member Input."
-"use_accumulated_input] to [code]false[/code] to make events emitted as often "
-"as possible. If you use InputEventMouseMotion to draw lines, consider "
+"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
+"rendered, allowing for precise input reporting, at the expense of CPU usage. "
+"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
+"multiple events merge into a single emitted event per frame.\n"
+"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
 "implementing [url=https://en.wikipedia.org/wiki/"
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
 "avoid visible gaps in lines if the user is moving the mouse quickly."
@@ -30918,6 +30932,11 @@ msgid ""
 "automatically."
 msgstr ""
 
+#: doc/classes/InterpolatedCamera.xml
+msgid ""
+"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
+msgstr ""
+
 #: doc/classes/InterpolatedCamera.xml
 msgid ""
 "How quickly the camera moves toward its target. Higher values will result in "
@@ -36354,7 +36373,7 @@ msgid ""
 "maximum distance is exceeded, it recalculates the ideal path."
 msgstr ""
 
-#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+#: doc/classes/NavigationAgent.xml
 msgid ""
 "The radius of the avoidance agent. This is the \"body\" of the avoidance "
 "agent and not the avoidance maneuver starting radius (which is controlled by "
@@ -36467,6 +36486,14 @@ msgid ""
 "least one matching layer."
 msgstr ""
 
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding."
+msgstr ""
+
 #: doc/classes/NavigationMesh.xml
 msgid "A mesh to approximate the walkable areas and obstacles."
 msgstr ""
@@ -50086,8 +50113,8 @@ msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"Size for shadow atlas (used for OmniLights and SpotLights). See "
-"documentation."
+"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
+"be rounded up to the nearest power of 2. See shadow mapping documentation."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -58462,7 +58489,31 @@ msgstr ""
 #: doc/classes/String.xml
 msgid ""
 "Formats the string by replacing all occurrences of [code]placeholder[/code] "
-"with [code]values[/code]."
+"with the elements of [code]values[/code].\n"
+"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
+"[code]placeholder[/code] will be replaced with the corresponding keys in "
+"advance. Array elements use their index as keys.\n"
+"[codeblock]\n"
+"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
+"named after it.\n"
+"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
+"named after it.\"\n"
+"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
+"\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
+"[/codeblock]\n"
+"Some additional handling is performed when [code]values[/code] is an array. "
+"If [code]placeholder[/code] does not contain an underscore, the elements of "
+"the array will be used to replace one occurrence of the placeholder in turn; "
+"If an array element is another 2-element array, it'll be interpreted as a "
+"key-value pair.\n"
+"[codeblock]\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
+"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
+"\"Godot\"]]))\n"
+"[/codeblock]"
 msgstr ""
 
 #: doc/classes/String.xml
@@ -59059,9 +59110,11 @@ msgstr ""
 
 #: doc/classes/StyleBox.xml
 msgid ""
-"Draws this stylebox using a [CanvasItem] with given [RID].\n"
-"You can get a [RID] value using [method Object.get_instance_id] on a "
-"[CanvasItem]-derived node."
+"Draws this stylebox using a canvas item identified by the given [RID].\n"
+"The [RID] value can either be the result of [method CanvasItem."
+"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
+"directly from creating a canvas item in the [VisualServer] with [method "
+"VisualServer.canvas_item_create]."
 msgstr ""
 
 #: doc/classes/StyleBox.xml
@@ -60606,6 +60659,11 @@ msgstr ""
 msgid "If [code]true[/code], a right-click displays the context menu."
 msgstr ""
 
+#: doc/classes/TextEdit.xml
+#, fuzzy
+msgid "If [code]true[/code], allow drag and drop of selected text."
+msgstr "Повертає косинус параметра."
+
 #: doc/classes/TextEdit.xml
 msgid ""
 "If [code]true[/code], the \"space\" character will have a visible "
@@ -66698,9 +66756,10 @@ msgstr ""
 msgid ""
 "The shadow atlas' resolution (used for omni and spot lights). The value will "
 "be rounded up to the nearest power of 2.\n"
-"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
-"created viewports default to a value of 0, this value must be set above 0 "
-"manually."
+"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
+"directional shadows won't be visible. Since user-created viewports default "
+"to a value of [code]0[/code], this value must be set above [code]0[/code] "
+"manually (typically at least [code]256[/code])."
 msgstr ""
 
 #: doc/classes/Viewport.xml
@@ -66729,7 +66788,11 @@ msgid ""
 msgstr ""
 
 #: doc/classes/Viewport.xml
-msgid "The rendering mode of viewport."
+msgid ""
+"The rendering mode of viewport.\n"
+"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
+"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
+"HDR is not supported for 2D."
 msgstr ""
 
 #: doc/classes/Viewport.xml

+ 87 - 24
doc/translations/vi.po

@@ -12598,10 +12598,12 @@ msgid ""
 msgstr ""
 
 #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
 msgid "The camera updates with the [code]_physics_process[/code] callback."
 msgstr ""
 
 #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
 msgid "The camera updates with the [code]_process[/code] callback."
 msgstr ""
 
@@ -19903,13 +19905,17 @@ msgstr ""
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "Amount of extra bias for shadow splits that are far away. If self-shadowing "
-"occurs only on the splits far away, increasing this value can fix them."
+"occurs only on the splits far away, increasing this value can fix them. This "
+"is ignored when [member directional_shadow_mode] is [constant "
+"SHADOW_ORTHOGONAL]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
-"transitions between splits."
+"transitions between splits. Enabling shadow blend splitting also has a "
+"moderate performance cost. This is ignored when [member "
+"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
@@ -19919,7 +19925,11 @@ msgid ""
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
-msgid "The maximum distance for shadow splits."
+msgid ""
+"The maximum distance for shadow splits. Increasing this value will make "
+"directional shadows visible from further away, at the cost of lower overall "
+"shadow detail and performance (since more objects need to be included in the "
+"directional shadow rendering)."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
@@ -19936,23 +19946,23 @@ msgstr ""
 msgid ""
 "The distance from camera to shadow split 1. Relative to [member "
 "directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "The distance from shadow split 1 to split 2. Relative to [member "
 "directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "The distance from shadow split 2 to split 3. Relative to [member "
 "directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
@@ -30317,7 +30327,10 @@ msgid ""
 "input at the cost of increased CPU usage. In applications where drawing "
 "freehand lines is required, input accumulation should generally be disabled "
 "while the user is drawing the line to get results that closely follow the "
-"actual input."
+"actual input.\n"
+"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
+"compatibility reasons. It is however recommended to enable it for games "
+"which don't require very reactive input, as this will decrease CPU usage."
 msgstr ""
 
 #: doc/classes/Input.xml
@@ -30891,10 +30904,11 @@ msgstr ""
 msgid ""
 "Contains mouse and pen motion information. Supports relative, absolute "
 "positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
-"at most. If you need more precise input reporting, set [member Input."
-"use_accumulated_input] to [code]false[/code] to make events emitted as often "
-"as possible. If you use InputEventMouseMotion to draw lines, consider "
+"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
+"rendered, allowing for precise input reporting, at the expense of CPU usage. "
+"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
+"multiple events merge into a single emitted event per frame.\n"
+"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
 "implementing [url=https://en.wikipedia.org/wiki/"
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
 "avoid visible gaps in lines if the user is moving the mouse quickly."
@@ -31217,6 +31231,11 @@ msgid ""
 "automatically."
 msgstr "Nếu [code]true[/code] thì lật dọc họa tiết."
 
+#: doc/classes/InterpolatedCamera.xml
+msgid ""
+"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
+msgstr ""
+
 #: doc/classes/InterpolatedCamera.xml
 msgid ""
 "How quickly the camera moves toward its target. Higher values will result in "
@@ -36655,7 +36674,7 @@ msgid ""
 "maximum distance is exceeded, it recalculates the ideal path."
 msgstr ""
 
-#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+#: doc/classes/NavigationAgent.xml
 msgid ""
 "The radius of the avoidance agent. This is the \"body\" of the avoidance "
 "agent and not the avoidance maneuver starting radius (which is controlled by "
@@ -36768,6 +36787,14 @@ msgid ""
 "least one matching layer."
 msgstr ""
 
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding."
+msgstr ""
+
 #: doc/classes/NavigationMesh.xml
 msgid "A mesh to approximate the walkable areas and obstacles."
 msgstr ""
@@ -50402,8 +50429,8 @@ msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"Size for shadow atlas (used for OmniLights and SpotLights). See "
-"documentation."
+"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
+"be rounded up to the nearest power of 2. See shadow mapping documentation."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -58785,7 +58812,31 @@ msgstr ""
 #: doc/classes/String.xml
 msgid ""
 "Formats the string by replacing all occurrences of [code]placeholder[/code] "
-"with [code]values[/code]."
+"with the elements of [code]values[/code].\n"
+"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
+"[code]placeholder[/code] will be replaced with the corresponding keys in "
+"advance. Array elements use their index as keys.\n"
+"[codeblock]\n"
+"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
+"named after it.\n"
+"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
+"named after it.\"\n"
+"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
+"\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
+"[/codeblock]\n"
+"Some additional handling is performed when [code]values[/code] is an array. "
+"If [code]placeholder[/code] does not contain an underscore, the elements of "
+"the array will be used to replace one occurrence of the placeholder in turn; "
+"If an array element is another 2-element array, it'll be interpreted as a "
+"key-value pair.\n"
+"[codeblock]\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
+"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
+"\"Godot\"]]))\n"
+"[/codeblock]"
 msgstr ""
 
 #: doc/classes/String.xml
@@ -59382,9 +59433,11 @@ msgstr ""
 
 #: doc/classes/StyleBox.xml
 msgid ""
-"Draws this stylebox using a [CanvasItem] with given [RID].\n"
-"You can get a [RID] value using [method Object.get_instance_id] on a "
-"[CanvasItem]-derived node."
+"Draws this stylebox using a canvas item identified by the given [RID].\n"
+"The [RID] value can either be the result of [method CanvasItem."
+"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
+"directly from creating a canvas item in the [VisualServer] with [method "
+"VisualServer.canvas_item_create]."
 msgstr ""
 
 #: doc/classes/StyleBox.xml
@@ -60929,6 +60982,11 @@ msgstr ""
 msgid "If [code]true[/code], a right-click displays the context menu."
 msgstr ""
 
+#: doc/classes/TextEdit.xml
+#, fuzzy
+msgid "If [code]true[/code], allow drag and drop of selected text."
+msgstr "Nếu [code]true[/code], họa tiết sẽ được căn ở trung tâm."
+
 #: doc/classes/TextEdit.xml
 msgid ""
 "If [code]true[/code], the \"space\" character will have a visible "
@@ -67026,9 +67084,10 @@ msgstr ""
 msgid ""
 "The shadow atlas' resolution (used for omni and spot lights). The value will "
 "be rounded up to the nearest power of 2.\n"
-"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
-"created viewports default to a value of 0, this value must be set above 0 "
-"manually."
+"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
+"directional shadows won't be visible. Since user-created viewports default "
+"to a value of [code]0[/code], this value must be set above [code]0[/code] "
+"manually (typically at least [code]256[/code])."
 msgstr ""
 
 #: doc/classes/Viewport.xml
@@ -67058,7 +67117,11 @@ msgid ""
 msgstr ""
 
 #: doc/classes/Viewport.xml
-msgid "The rendering mode of viewport."
+msgid ""
+"The rendering mode of viewport.\n"
+"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
+"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
+"HDR is not supported for 2D."
 msgstr ""
 
 #: doc/classes/Viewport.xml

File diff suppressed because it is too large
+ 200 - 160
doc/translations/zh_CN.po


+ 87 - 24
doc/translations/zh_TW.po

@@ -12257,10 +12257,12 @@ msgid ""
 msgstr ""
 
 #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
 msgid "The camera updates with the [code]_physics_process[/code] callback."
 msgstr ""
 
 #: doc/classes/Camera2D.xml doc/classes/ClippedCamera.xml
+#: doc/classes/InterpolatedCamera.xml
 msgid "The camera updates with the [code]_process[/code] callback."
 msgstr ""
 
@@ -19559,13 +19561,17 @@ msgstr ""
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "Amount of extra bias for shadow splits that are far away. If self-shadowing "
-"occurs only on the splits far away, increasing this value can fix them."
+"occurs only on the splits far away, increasing this value can fix them. This "
+"is ignored when [member directional_shadow_mode] is [constant "
+"SHADOW_ORTHOGONAL]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "If [code]true[/code], shadow detail is sacrificed in exchange for smoother "
-"transitions between splits."
+"transitions between splits. Enabling shadow blend splitting also has a "
+"moderate performance cost. This is ignored when [member "
+"directional_shadow_mode] is [constant SHADOW_ORTHOGONAL]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
@@ -19575,7 +19581,11 @@ msgid ""
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
-msgid "The maximum distance for shadow splits."
+msgid ""
+"The maximum distance for shadow splits. Increasing this value will make "
+"directional shadows visible from further away, at the cost of lower overall "
+"shadow detail and performance (since more objects need to be included in the "
+"directional shadow rendering)."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
@@ -19592,23 +19602,23 @@ msgstr ""
 msgid ""
 "The distance from camera to shadow split 1. Relative to [member "
 "directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "The distance from shadow split 1 to split 2. Relative to [member "
 "directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or "
-"[code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_2_SPLITS] or [constant "
+"SHADOW_PARALLEL_4_SPLITS]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
 msgid ""
 "The distance from shadow split 2 to split 3. Relative to [member "
 "directional_shadow_max_distance]. Only used when [member "
-"directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]."
+"directional_shadow_mode] is [constant SHADOW_PARALLEL_4_SPLITS]."
 msgstr ""
 
 #: doc/classes/DirectionalLight.xml
@@ -29977,7 +29987,10 @@ msgid ""
 "input at the cost of increased CPU usage. In applications where drawing "
 "freehand lines is required, input accumulation should generally be disabled "
 "while the user is drawing the line to get results that closely follow the "
-"actual input."
+"actual input.\n"
+"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
+"compatibility reasons. It is however recommended to enable it for games "
+"which don't require very reactive input, as this will decrease CPU usage."
 msgstr ""
 
 #: doc/classes/Input.xml
@@ -30551,10 +30564,11 @@ msgstr ""
 msgid ""
 "Contains mouse and pen motion information. Supports relative, absolute "
 "positions and speed. See [method Node._input].\n"
-"[b]Note:[/b] By default, this event is only emitted once per frame rendered "
-"at most. If you need more precise input reporting, set [member Input."
-"use_accumulated_input] to [code]false[/code] to make events emitted as often "
-"as possible. If you use InputEventMouseMotion to draw lines, consider "
+"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
+"rendered, allowing for precise input reporting, at the expense of CPU usage. "
+"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
+"multiple events merge into a single emitted event per frame.\n"
+"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
 "implementing [url=https://en.wikipedia.org/wiki/"
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
 "avoid visible gaps in lines if the user is moving the mouse quickly."
@@ -30876,6 +30890,11 @@ msgid ""
 "automatically."
 msgstr ""
 
+#: doc/classes/InterpolatedCamera.xml
+msgid ""
+"The camera's process callback. See [enum InterpolatedCameraProcessMode]."
+msgstr ""
+
 #: doc/classes/InterpolatedCamera.xml
 msgid ""
 "How quickly the camera moves toward its target. Higher values will result in "
@@ -36311,7 +36330,7 @@ msgid ""
 "maximum distance is exceeded, it recalculates the ideal path."
 msgstr ""
 
-#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+#: doc/classes/NavigationAgent.xml
 msgid ""
 "The radius of the avoidance agent. This is the \"body\" of the avoidance "
 "agent and not the avoidance maneuver starting radius (which is controlled by "
@@ -36424,6 +36443,14 @@ msgid ""
 "least one matching layer."
 msgstr ""
 
+#: doc/classes/NavigationAgent2D.xml
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding."
+msgstr ""
+
 #: doc/classes/NavigationMesh.xml
 msgid "A mesh to approximate the walkable areas and obstacles."
 msgstr ""
@@ -50041,8 +50068,8 @@ msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"Size for shadow atlas (used for OmniLights and SpotLights). See "
-"documentation."
+"Size for shadow atlas (used for OmniLights and SpotLights). The value will "
+"be rounded up to the nearest power of 2. See shadow mapping documentation."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -58417,7 +58444,31 @@ msgstr ""
 #: doc/classes/String.xml
 msgid ""
 "Formats the string by replacing all occurrences of [code]placeholder[/code] "
-"with [code]values[/code]."
+"with the elements of [code]values[/code].\n"
+"[code]values[/code] can be a [Dictionary] or an [Array]. Any underscores in "
+"[code]placeholder[/code] will be replaced with the corresponding keys in "
+"advance. Array elements use their index as keys.\n"
+"[codeblock]\n"
+"# Prints: Waiting for Godot is a play by Samuel Beckett, and Godot Engine is "
+"named after it.\n"
+"var use_array_values = \"Waiting for {0} is a play by {1}, and {0} Engine is "
+"named after it.\"\n"
+"print(use_array_values.format([\"Godot\", \"Samuel Beckett\"]))\n"
+"\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {id} is {name}.\".format({\"id\": 42, \"name\": \"Godot\"}))\n"
+"[/codeblock]\n"
+"Some additional handling is performed when [code]values[/code] is an array. "
+"If [code]placeholder[/code] does not contain an underscore, the elements of "
+"the array will be used to replace one occurrence of the placeholder in turn; "
+"If an array element is another 2-element array, it'll be interpreted as a "
+"key-value pair.\n"
+"[codeblock]\n"
+"# Prints: User 42 is Godot.\n"
+"print(\"User {} is {}.\".format([42, \"Godot\"], \"{}\"))\n"
+"print(\"User {id} is {name}.\".format([[\"id\", 42], [\"name\", "
+"\"Godot\"]]))\n"
+"[/codeblock]"
 msgstr ""
 
 #: doc/classes/String.xml
@@ -59014,9 +59065,11 @@ msgstr ""
 
 #: doc/classes/StyleBox.xml
 msgid ""
-"Draws this stylebox using a [CanvasItem] with given [RID].\n"
-"You can get a [RID] value using [method Object.get_instance_id] on a "
-"[CanvasItem]-derived node."
+"Draws this stylebox using a canvas item identified by the given [RID].\n"
+"The [RID] value can either be the result of [method CanvasItem."
+"get_canvas_item] called on an existing [CanvasItem]-derived node, or "
+"directly from creating a canvas item in the [VisualServer] with [method "
+"VisualServer.canvas_item_create]."
 msgstr ""
 
 #: doc/classes/StyleBox.xml
@@ -60561,6 +60614,11 @@ msgstr ""
 msgid "If [code]true[/code], a right-click displays the context menu."
 msgstr ""
 
+#: doc/classes/TextEdit.xml
+#, fuzzy
+msgid "If [code]true[/code], allow drag and drop of selected text."
+msgstr "回傳參數的餘弦值。"
+
 #: doc/classes/TextEdit.xml
 msgid ""
 "If [code]true[/code], the \"space\" character will have a visible "
@@ -66655,9 +66713,10 @@ msgstr ""
 msgid ""
 "The shadow atlas' resolution (used for omni and spot lights). The value will "
 "be rounded up to the nearest power of 2.\n"
-"[b]Note:[/b] If this is set to 0, shadows won't be visible. Since user-"
-"created viewports default to a value of 0, this value must be set above 0 "
-"manually."
+"[b]Note:[/b] If this is set to [code]0[/code], both point [i]and[/i] "
+"directional shadows won't be visible. Since user-created viewports default "
+"to a value of [code]0[/code], this value must be set above [code]0[/code] "
+"manually (typically at least [code]256[/code])."
 msgstr ""
 
 #: doc/classes/Viewport.xml
@@ -66686,7 +66745,11 @@ msgid ""
 msgstr ""
 
 #: doc/classes/Viewport.xml
-msgid "The rendering mode of viewport."
+msgid ""
+"The rendering mode of viewport.\n"
+"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
+"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
+"HDR is not supported for 2D."
 msgstr ""
 
 #: doc/classes/Viewport.xml

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