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i18n: Sync classref translations with Weblate

Rémi Verschelde пре 3 година
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7379f2c76a
42 измењених фајлова са 3547 додато и 1307 уклоњено
  1. 1 1
      doc/classes/VehicleBody.xml
  2. 1 1
      doc/classes/VehicleWheel.xml
  3. 80 30
      doc/translations/ar.po
  4. 80 30
      doc/translations/ca.po
  5. 75 25
      doc/translations/classes.pot
  6. 83 30
      doc/translations/cs.po
  7. 83 30
      doc/translations/de.po
  8. 80 30
      doc/translations/el.po
  9. 97 33
      doc/translations/es.po
  10. 80 30
      doc/translations/fa.po
  11. 80 30
      doc/translations/fi.po
  12. 80 30
      doc/translations/fil.po
  13. 313 14
      doc/translations/fr.po
  14. 80 30
      doc/translations/gl.po
  15. 80 30
      doc/translations/hi.po
  16. 80 30
      doc/translations/hu.po
  17. 85 34
      doc/translations/id.po
  18. 80 30
      doc/translations/is.po
  19. 81 30
      doc/translations/it.po
  20. 85 33
      doc/translations/ja.po
  21. 80 30
      doc/translations/ko.po
  22. 80 30
      doc/translations/lt.po
  23. 80 30
      doc/translations/lv.po
  24. 80 30
      doc/translations/mr.po
  25. 80 30
      doc/translations/nb.po
  26. 80 30
      doc/translations/ne.po
  27. 80 30
      doc/translations/nl.po
  28. 80 30
      doc/translations/pl.po
  29. 80 30
      doc/translations/pt.po
  30. 80 30
      doc/translations/pt_BR.po
  31. 80 30
      doc/translations/ro.po
  32. 84 30
      doc/translations/ru.po
  33. 80 30
      doc/translations/sk.po
  34. 80 30
      doc/translations/sr_Cyrl.po
  35. 80 30
      doc/translations/sv.po
  36. 80 30
      doc/translations/th.po
  37. 80 30
      doc/translations/tl.po
  38. 80 30
      doc/translations/tr.po
  39. 80 30
      doc/translations/uk.po
  40. 80 30
      doc/translations/vi.po
  41. 159 146
      doc/translations/zh_CN.po
  42. 80 30
      doc/translations/zh_TW.po

+ 1 - 1
doc/classes/VehicleBody.xml

@@ -18,7 +18,7 @@
 			Slows down the vehicle by applying a braking force. The vehicle is only slowed down if the wheels are in contact with a surface. The force you need to apply to adequately slow down your vehicle depends on the [member RigidBody.mass] of the vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 30 range for hard braking.
 		</member>
 		<member name="engine_force" type="float" setter="set_engine_force" getter="get_engine_force" default="0.0">
-			Accelerates the vehicle by applying an engine force. The vehicle is only speed up if the wheels that have [member VehicleWheel.use_as_traction] set to [code]true[/code] and are in contact with a surface. The [member RigidBody.mass] of the vehicle has an effect on the acceleration of the vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 range for acceleration.
+			Accelerates the vehicle by applying an engine force. The vehicle is only sped up if the wheels that have [member VehicleWheel.use_as_traction] set to [code]true[/code] and are in contact with a surface. The [member RigidBody.mass] of the vehicle has an effect on the acceleration of the vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 range for acceleration.
 			[b]Note:[/b] The simulation does not take the effect of gears into account, you will need to add logic for this if you wish to simulate gears.
 			A negative value will result in the vehicle reversing.
 		</member>

+ 1 - 1
doc/classes/VehicleWheel.xml

@@ -48,7 +48,7 @@
 			The damping applied to the spring when relaxing. This value should be between 0.0 (no damping) and 1.0. This value should always be slightly higher than the [member damping_compression] property. For a [member damping_compression] value of 0.3, try a relaxation value of 0.5.
 		</member>
 		<member name="engine_force" type="float" setter="set_engine_force" getter="get_engine_force" default="0.0">
-			Accelerates the wheel by applying an engine force. The wheel is only speed up if it is in contact with a surface. The [member RigidBody.mass] of the vehicle has an effect on the acceleration of the vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 range for acceleration.
+			Accelerates the wheel by applying an engine force. The wheel is only sped up if it is in contact with a surface. The [member RigidBody.mass] of the vehicle has an effect on the acceleration of the vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 range for acceleration.
 			[b]Note:[/b] The simulation does not take the effect of gears into account, you will need to add logic for this if you wish to simulate gears.
 			A negative value will result in the wheel reversing.
 		</member>

+ 80 - 30
doc/translations/ar.po

@@ -10132,7 +10132,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer.xml
@@ -10297,7 +10303,13 @@ msgid ""
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer3D.xml
@@ -28607,13 +28619,14 @@ msgstr ""
 
 #: doc/classes/HTTPRequest.xml
 msgid ""
-"If set to a value greater than [code]0.0[/code], the HTTP request will time "
-"out after [code]timeout[/code] seconds have passed and the request is not "
-"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
-"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
-"application from getting stuck if the request fails to get a response in a "
-"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
-"the download from failing if it takes too much time."
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
 msgstr ""
 
 #: doc/classes/HTTPRequest.xml
@@ -30029,9 +30042,9 @@ msgid ""
 "freehand lines is required, input accumulation should generally be disabled "
 "while the user is drawing the line to get results that closely follow the "
 "actual input.\n"
-"[b]Note:[/b] Input accumulation is [i]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."
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
 msgstr ""
 
 #: doc/classes/Input.xml
@@ -30605,10 +30618,13 @@ 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 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] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
 "[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
 "implementing [url=https://en.wikipedia.org/wiki/"
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -30619,6 +30635,12 @@ msgstr ""
 msgid "Mouse and input coordinates"
 msgstr ""
 
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
 #: doc/classes/InputEventMouseMotion.xml
 msgid ""
 "Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
@@ -45558,6 +45580,13 @@ msgstr ""
 msgid "Changes the byte at the given index."
 msgstr ""
 
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
 #: doc/classes/PoolByteArray.xml
 msgid ""
 "Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -54487,7 +54516,8 @@ msgid ""
 "SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
 "[SceneTreeTween] might become invalid when it has finished tweening, is "
 "killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
-"[SceneTreeTween]s can't have [Tweener]s appended."
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -54527,15 +54557,16 @@ msgstr ""
 msgid ""
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [Tween] run infinitely, "
-"until either it is killed with [method kill], the [Tween]'s bound node is "
-"freed, or all the animated objects have been freed (which makes further "
-"animation impossible).\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
 "[b]Warning:[/b] Make sure to always add some duration/delay when using "
 "infinite loops. To prevent the game freezing, 0-duration looped animations "
 "(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
-"number of loops, which may produce unexpected results. If a [Tween]'s "
-"lifetime depends on some node, always use [method bind_node]."
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -56010,10 +56041,29 @@ msgid ""
 "as custom visualization and editing handles in Editor."
 msgstr ""
 
+#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
 #: doc/classes/Spatial.xml
 msgid "World space (global) [Transform] of this node."
 msgstr ""
 
+#: doc/classes/Spatial.xml
+msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
 #: doc/classes/Spatial.xml
 msgid ""
 "Rotation part of the local transformation in radians, specified in terms of "
@@ -66053,11 +66103,11 @@ msgstr ""
 #: doc/classes/VehicleBody.xml
 msgid ""
 "Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
 "[b]Note:[/b] The simulation does not take the effect of gears into account, "
 "you will need to add logic for this if you wish to simulate gears.\n"
 "A negative value will result in the vehicle reversing."
@@ -66137,8 +66187,8 @@ msgstr ""
 
 #: doc/classes/VehicleWheel.xml
 msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
 "vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
 "a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
 "[b]Note:[/b] The simulation does not take the effect of gears into account, "

+ 80 - 30
doc/translations/ca.po

@@ -10078,7 +10078,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer.xml
@@ -10243,7 +10249,13 @@ msgid ""
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer3D.xml
@@ -28526,13 +28538,14 @@ msgstr ""
 
 #: doc/classes/HTTPRequest.xml
 msgid ""
-"If set to a value greater than [code]0.0[/code], the HTTP request will time "
-"out after [code]timeout[/code] seconds have passed and the request is not "
-"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
-"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
-"application from getting stuck if the request fails to get a response in a "
-"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
-"the download from failing if it takes too much time."
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
 msgstr ""
 
 #: doc/classes/HTTPRequest.xml
@@ -29946,9 +29959,9 @@ msgid ""
 "freehand lines is required, input accumulation should generally be disabled "
 "while the user is drawing the line to get results that closely follow the "
 "actual input.\n"
-"[b]Note:[/b] Input accumulation is [i]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."
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
 msgstr ""
 
 #: doc/classes/Input.xml
@@ -30522,10 +30535,13 @@ 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 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] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
 "[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
 "implementing [url=https://en.wikipedia.org/wiki/"
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -30536,6 +30552,12 @@ msgstr ""
 msgid "Mouse and input coordinates"
 msgstr ""
 
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
 #: doc/classes/InputEventMouseMotion.xml
 msgid ""
 "Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
@@ -45405,6 +45427,13 @@ msgstr ""
 msgid "Changes the byte at the given index."
 msgstr ""
 
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
 #: doc/classes/PoolByteArray.xml
 msgid ""
 "Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -54329,7 +54358,8 @@ msgid ""
 "SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
 "[SceneTreeTween] might become invalid when it has finished tweening, is "
 "killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
-"[SceneTreeTween]s can't have [Tweener]s appended."
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -54369,15 +54399,16 @@ msgstr ""
 msgid ""
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [Tween] run infinitely, "
-"until either it is killed with [method kill], the [Tween]'s bound node is "
-"freed, or all the animated objects have been freed (which makes further "
-"animation impossible).\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
 "[b]Warning:[/b] Make sure to always add some duration/delay when using "
 "infinite loops. To prevent the game freezing, 0-duration looped animations "
 "(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
-"number of loops, which may produce unexpected results. If a [Tween]'s "
-"lifetime depends on some node, always use [method bind_node]."
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -55852,10 +55883,29 @@ msgid ""
 "as custom visualization and editing handles in Editor."
 msgstr ""
 
+#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
 #: doc/classes/Spatial.xml
 msgid "World space (global) [Transform] of this node."
 msgstr ""
 
+#: doc/classes/Spatial.xml
+msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
 #: doc/classes/Spatial.xml
 msgid ""
 "Rotation part of the local transformation in radians, specified in terms of "
@@ -65874,11 +65924,11 @@ msgstr ""
 #: doc/classes/VehicleBody.xml
 msgid ""
 "Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
 "[b]Note:[/b] The simulation does not take the effect of gears into account, "
 "you will need to add logic for this if you wish to simulate gears.\n"
 "A negative value will result in the vehicle reversing."
@@ -65958,8 +66008,8 @@ msgstr ""
 
 #: doc/classes/VehicleWheel.xml
 msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
 "vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
 "a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
 "[b]Note:[/b] The simulation does not take the effect of gears into account, "

+ 75 - 25
doc/translations/classes.pot

@@ -9958,7 +9958,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer.xml
@@ -10123,7 +10129,13 @@ msgid ""
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer3D.xml
@@ -28403,13 +28415,14 @@ msgstr ""
 
 #: doc/classes/HTTPRequest.xml
 msgid ""
-"If set to a value greater than [code]0.0[/code], the HTTP request will time "
-"out after [code]timeout[/code] seconds have passed and the request is not "
-"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
-"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
-"application from getting stuck if the request fails to get a response in a "
-"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
-"the download from failing if it takes too much time."
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
 msgstr ""
 
 #: doc/classes/HTTPRequest.xml
@@ -29823,9 +29836,9 @@ msgid ""
 "freehand lines is required, input accumulation should generally be disabled "
 "while the user is drawing the line to get results that closely follow the "
 "actual input.\n"
-"[b]Note:[/b] Input accumulation is [i]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."
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
 msgstr ""
 
 #: doc/classes/Input.xml
@@ -30399,10 +30412,13 @@ 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 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] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
 "[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
 "implementing [url=https://en.wikipedia.org/wiki/"
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -30413,6 +30429,12 @@ msgstr ""
 msgid "Mouse and input coordinates"
 msgstr ""
 
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
 #: doc/classes/InputEventMouseMotion.xml
 msgid ""
 "Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
@@ -45282,6 +45304,13 @@ msgstr ""
 msgid "Changes the byte at the given index."
 msgstr ""
 
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
 #: doc/classes/PoolByteArray.xml
 msgid ""
 "Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -54206,7 +54235,8 @@ msgid ""
 "SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
 "[SceneTreeTween] might become invalid when it has finished tweening, is "
 "killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
-"[SceneTreeTween]s can't have [Tweener]s appended."
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -54246,15 +54276,16 @@ msgstr ""
 msgid ""
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [Tween] run infinitely, "
-"until either it is killed with [method kill], the [Tween]'s bound node is "
-"freed, or all the animated objects have been freed (which makes further "
-"animation impossible).\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
 "[b]Warning:[/b] Make sure to always add some duration/delay when using "
 "infinite loops. To prevent the game freezing, 0-duration looped animations "
 "(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
-"number of loops, which may produce unexpected results. If a [Tween]'s "
-"lifetime depends on some node, always use [method bind_node]."
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -55729,10 +55760,29 @@ msgid ""
 "as custom visualization and editing handles in Editor."
 msgstr ""
 
+#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
 #: doc/classes/Spatial.xml
 msgid "World space (global) [Transform] of this node."
 msgstr ""
 
+#: doc/classes/Spatial.xml
+msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
 #: doc/classes/Spatial.xml
 msgid ""
 "Rotation part of the local transformation in radians, specified in terms of "
@@ -65751,7 +65801,7 @@ msgstr ""
 #: doc/classes/VehicleBody.xml
 msgid ""
 "Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set "
 "to [code]true[/code] and are in contact with a surface. The [member "
 "RigidBody.mass] of the vehicle has an effect on the acceleration of the "
 "vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
@@ -65835,7 +65885,7 @@ msgstr ""
 
 #: doc/classes/VehicleWheel.xml
 msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
+"Accelerates the wheel by applying an engine force. The wheel is only sped "
 "up if it is in contact with a surface. The [member RigidBody.mass] of the "
 "vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
 "a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"

+ 83 - 30
doc/translations/cs.po

@@ -10475,7 +10475,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer.xml
@@ -10640,7 +10646,13 @@ msgid ""
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer3D.xml
@@ -28996,13 +29008,14 @@ msgstr ""
 
 #: doc/classes/HTTPRequest.xml
 msgid ""
-"If set to a value greater than [code]0.0[/code], the HTTP request will time "
-"out after [code]timeout[/code] seconds have passed and the request is not "
-"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
-"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
-"application from getting stuck if the request fails to get a response in a "
-"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
-"the download from failing if it takes too much time."
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
 msgstr ""
 
 #: doc/classes/HTTPRequest.xml
@@ -30419,9 +30432,9 @@ msgid ""
 "freehand lines is required, input accumulation should generally be disabled "
 "while the user is drawing the line to get results that closely follow the "
 "actual input.\n"
-"[b]Note:[/b] Input accumulation is [i]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."
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
 msgstr ""
 
 #: doc/classes/Input.xml
@@ -30995,10 +31008,13 @@ 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 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] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
 "[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
 "implementing [url=https://en.wikipedia.org/wiki/"
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -31009,6 +31025,15 @@ msgstr ""
 msgid "Mouse and input coordinates"
 msgstr ""
 
+#: doc/classes/InputEventMouseMotion.xml
+#, fuzzy
+msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+"Vrací [code]true[/code] pokud si jsou [code]a[/code] a [code]b[/code] "
+"přiblížně rovny."
+
 #: doc/classes/InputEventMouseMotion.xml
 msgid ""
 "Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
@@ -45974,6 +45999,13 @@ msgstr ""
 msgid "Changes the byte at the given index."
 msgstr ""
 
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
 #: doc/classes/PoolByteArray.xml
 msgid ""
 "Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -54913,7 +54945,8 @@ msgid ""
 "SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
 "[SceneTreeTween] might become invalid when it has finished tweening, is "
 "killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
-"[SceneTreeTween]s can't have [Tweener]s appended."
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -54953,15 +54986,16 @@ msgstr ""
 msgid ""
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [Tween] run infinitely, "
-"until either it is killed with [method kill], the [Tween]'s bound node is "
-"freed, or all the animated objects have been freed (which makes further "
-"animation impossible).\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
 "[b]Warning:[/b] Make sure to always add some duration/delay when using "
 "infinite loops. To prevent the game freezing, 0-duration looped animations "
 "(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
-"number of loops, which may produce unexpected results. If a [Tween]'s "
-"lifetime depends on some node, always use [method bind_node]."
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -56437,10 +56471,29 @@ msgid ""
 "as custom visualization and editing handles in Editor."
 msgstr ""
 
+#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
 #: doc/classes/Spatial.xml
 msgid "World space (global) [Transform] of this node."
 msgstr ""
 
+#: doc/classes/Spatial.xml
+msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
 #: doc/classes/Spatial.xml
 msgid ""
 "Rotation part of the local transformation in radians, specified in terms of "
@@ -66526,11 +66579,11 @@ msgstr ""
 #: doc/classes/VehicleBody.xml
 msgid ""
 "Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
 "[b]Note:[/b] The simulation does not take the effect of gears into account, "
 "you will need to add logic for this if you wish to simulate gears.\n"
 "A negative value will result in the vehicle reversing."
@@ -66610,8 +66663,8 @@ msgstr ""
 
 #: doc/classes/VehicleWheel.xml
 msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
 "vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
 "a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
 "[b]Note:[/b] The simulation does not take the effect of gears into account, "

+ 83 - 30
doc/translations/de.po

@@ -12026,7 +12026,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer.xml
@@ -12192,7 +12198,13 @@ msgid ""
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer3D.xml
@@ -30778,13 +30790,14 @@ msgstr ""
 
 #: doc/classes/HTTPRequest.xml
 msgid ""
-"If set to a value greater than [code]0.0[/code], the HTTP request will time "
-"out after [code]timeout[/code] seconds have passed and the request is not "
-"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
-"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
-"application from getting stuck if the request fails to get a response in a "
-"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
-"the download from failing if it takes too much time."
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
 msgstr ""
 
 #: doc/classes/HTTPRequest.xml
@@ -32210,9 +32223,9 @@ msgid ""
 "freehand lines is required, input accumulation should generally be disabled "
 "while the user is drawing the line to get results that closely follow the "
 "actual input.\n"
-"[b]Note:[/b] Input accumulation is [i]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."
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
 msgstr ""
 
 #: doc/classes/Input.xml
@@ -32786,10 +32799,13 @@ 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 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] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
 "[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
 "implementing [url=https://en.wikipedia.org/wiki/"
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -32800,6 +32816,14 @@ msgstr ""
 msgid "Mouse and input coordinates"
 msgstr ""
 
+#: doc/classes/InputEventMouseMotion.xml
+#, fuzzy
+msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+"Liefert [code]true[/code] wenn die Länge der Zeichenkette [code]0[/code] ist."
+
 #: doc/classes/InputEventMouseMotion.xml
 msgid ""
 "Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
@@ -47902,6 +47926,14 @@ msgstr ""
 msgid "Changes the byte at the given index."
 msgstr ""
 
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+#, fuzzy
+msgid "Sorts the elements of the array in ascending order."
+msgstr "Entfernt das Element der Arrays dessen Position übergeben wurde."
+
 #: doc/classes/PoolByteArray.xml
 msgid ""
 "Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -56953,7 +56985,8 @@ msgid ""
 "SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
 "[SceneTreeTween] might become invalid when it has finished tweening, is "
 "killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
-"[SceneTreeTween]s can't have [Tweener]s appended."
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -56993,15 +57026,16 @@ msgstr ""
 msgid ""
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [Tween] run infinitely, "
-"until either it is killed with [method kill], the [Tween]'s bound node is "
-"freed, or all the animated objects have been freed (which makes further "
-"animation impossible).\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
 "[b]Warning:[/b] Make sure to always add some duration/delay when using "
 "infinite loops. To prevent the game freezing, 0-duration looped animations "
 "(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
-"number of loops, which may produce unexpected results. If a [Tween]'s "
-"lifetime depends on some node, always use [method bind_node]."
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -58488,10 +58522,29 @@ msgid ""
 "as custom visualization and editing handles in Editor."
 msgstr ""
 
+#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
 #: doc/classes/Spatial.xml
 msgid "World space (global) [Transform] of this node."
 msgstr ""
 
+#: doc/classes/Spatial.xml
+msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
 #: doc/classes/Spatial.xml
 msgid ""
 "Rotation part of the local transformation in radians, specified in terms of "
@@ -68828,11 +68881,11 @@ msgstr ""
 #: doc/classes/VehicleBody.xml
 msgid ""
 "Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
 "[b]Note:[/b] The simulation does not take the effect of gears into account, "
 "you will need to add logic for this if you wish to simulate gears.\n"
 "A negative value will result in the vehicle reversing."
@@ -68912,8 +68965,8 @@ msgstr ""
 
 #: doc/classes/VehicleWheel.xml
 msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
 "vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
 "a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
 "[b]Note:[/b] The simulation does not take the effect of gears into account, "

+ 80 - 30
doc/translations/el.po

@@ -9976,7 +9976,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer.xml
@@ -10141,7 +10147,13 @@ msgid ""
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer3D.xml
@@ -28452,13 +28464,14 @@ msgstr ""
 
 #: doc/classes/HTTPRequest.xml
 msgid ""
-"If set to a value greater than [code]0.0[/code], the HTTP request will time "
-"out after [code]timeout[/code] seconds have passed and the request is not "
-"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
-"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
-"application from getting stuck if the request fails to get a response in a "
-"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
-"the download from failing if it takes too much time."
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
 msgstr ""
 
 #: doc/classes/HTTPRequest.xml
@@ -29874,9 +29887,9 @@ msgid ""
 "freehand lines is required, input accumulation should generally be disabled "
 "while the user is drawing the line to get results that closely follow the "
 "actual input.\n"
-"[b]Note:[/b] Input accumulation is [i]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."
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
 msgstr ""
 
 #: doc/classes/Input.xml
@@ -30450,10 +30463,13 @@ 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 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] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
 "[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
 "implementing [url=https://en.wikipedia.org/wiki/"
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -30464,6 +30480,12 @@ msgstr ""
 msgid "Mouse and input coordinates"
 msgstr ""
 
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
 #: doc/classes/InputEventMouseMotion.xml
 msgid ""
 "Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
@@ -45384,6 +45406,13 @@ msgstr ""
 msgid "Changes the byte at the given index."
 msgstr ""
 
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
 #: doc/classes/PoolByteArray.xml
 msgid ""
 "Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -54313,7 +54342,8 @@ msgid ""
 "SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
 "[SceneTreeTween] might become invalid when it has finished tweening, is "
 "killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
-"[SceneTreeTween]s can't have [Tweener]s appended."
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -54353,15 +54383,16 @@ msgstr ""
 msgid ""
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [Tween] run infinitely, "
-"until either it is killed with [method kill], the [Tween]'s bound node is "
-"freed, or all the animated objects have been freed (which makes further "
-"animation impossible).\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
 "[b]Warning:[/b] Make sure to always add some duration/delay when using "
 "infinite loops. To prevent the game freezing, 0-duration looped animations "
 "(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
-"number of loops, which may produce unexpected results. If a [Tween]'s "
-"lifetime depends on some node, always use [method bind_node]."
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -55836,10 +55867,29 @@ msgid ""
 "as custom visualization and editing handles in Editor."
 msgstr ""
 
+#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
 #: doc/classes/Spatial.xml
 msgid "World space (global) [Transform] of this node."
 msgstr ""
 
+#: doc/classes/Spatial.xml
+msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
 #: doc/classes/Spatial.xml
 msgid ""
 "Rotation part of the local transformation in radians, specified in terms of "
@@ -65879,11 +65929,11 @@ msgstr ""
 #: doc/classes/VehicleBody.xml
 msgid ""
 "Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
 "[b]Note:[/b] The simulation does not take the effect of gears into account, "
 "you will need to add logic for this if you wish to simulate gears.\n"
 "A negative value will result in the vehicle reversing."
@@ -65963,8 +66013,8 @@ msgstr ""
 
 #: doc/classes/VehicleWheel.xml
 msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
 "vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
 "a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
 "[b]Note:[/b] The simulation does not take the effect of gears into account, "

+ 97 - 33
doc/translations/es.po

@@ -13142,8 +13142,14 @@ msgstr ""
 "escena."
 
 #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
-msgstr "El bus en el que se está reproduciendo este audio."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
+msgstr ""
 
 #: doc/classes/AudioStreamPlayer.xml
 msgid ""
@@ -13329,9 +13335,14 @@ msgstr ""
 "escena."
 
 #: doc/classes/AudioStreamPlayer3D.xml
-#, fuzzy
-msgid "The bus on which this audio is playing."
-msgstr "El bus en el que se está reproduciendo este audio."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
+msgstr ""
 
 #: doc/classes/AudioStreamPlayer3D.xml
 msgid ""
@@ -37678,13 +37689,14 @@ msgstr "Número máximo de redirecciones permitidas."
 
 #: doc/classes/HTTPRequest.xml
 msgid ""
-"If set to a value greater than [code]0.0[/code], the HTTP request will time "
-"out after [code]timeout[/code] seconds have passed and the request is not "
-"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
-"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
-"application from getting stuck if the request fails to get a response in a "
-"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
-"the download from failing if it takes too much time."
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
 msgstr ""
 
 #: doc/classes/HTTPRequest.xml
@@ -39554,9 +39566,9 @@ msgid ""
 "freehand lines is required, input accumulation should generally be disabled "
 "while the user is drawing the line to get results that closely follow the "
 "actual input.\n"
-"[b]Note:[/b] Input accumulation is [i]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."
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
 msgstr ""
 "Habilita o deshabilita la acumulación de eventos de entrada similares "
 "enviados por el sistema operativo. Cuando la acumulación de entrada está "
@@ -40315,10 +40327,13 @@ 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 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] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
 "[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
 "implementing [url=https://en.wikipedia.org/wiki/"
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -40341,6 +40356,15 @@ msgstr ""
 msgid "Mouse and input coordinates"
 msgstr "Medio desplazamiento en la coordenada X."
 
+#: doc/classes/InputEventMouseMotion.xml
+#, fuzzy
+msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+"Devuelve el número de disposiciones del teclado.\n"
+"[b]Nota:[/b] Este método está implementado en Linux, macOS y Windows."
+
 #: doc/classes/InputEventMouseMotion.xml
 msgid ""
 "Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
@@ -60077,6 +60101,14 @@ msgstr ""
 msgid "Changes the byte at the given index."
 msgstr "Cambia el byte en el índice dado."
 
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+#, fuzzy
+msgid "Sorts the elements of the array in ascending order."
+msgstr "Elimina un elemento del array por indice."
+
 #: doc/classes/PoolByteArray.xml
 #, fuzzy
 msgid ""
@@ -71442,7 +71474,8 @@ msgid ""
 "SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
 "[SceneTreeTween] might become invalid when it has finished tweening, is "
 "killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
-"[SceneTreeTween]s can't have [Tweener]s appended."
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -71482,15 +71515,16 @@ msgstr ""
 msgid ""
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [Tween] run infinitely, "
-"until either it is killed with [method kill], the [Tween]'s bound node is "
-"freed, or all the animated objects have been freed (which makes further "
-"animation impossible).\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
 "[b]Warning:[/b] Make sure to always add some duration/delay when using "
 "infinite loops. To prevent the game freezing, 0-duration looped animations "
 "(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
-"number of loops, which may produce unexpected results. If a [Tween]'s "
-"lifetime depends on some node, always use [method bind_node]."
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -73304,11 +73338,41 @@ msgstr ""
 "El [SpatialGizmo] para este nodo. Usado por ejemplo en [EditorSpatialGizmo] "
 "como visualización personalizada y manejadores de edición en el Editor."
 
+#: doc/classes/Spatial.xml
+#, fuzzy
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+"Parte de la rotación de la transformación local en radianes, especificada en "
+"términos de ángulos YXZ-Euler en el formato (ángulo X, ángulo Y, ángulo Z).\n"
+"[b]Nota:[/b] En el sentido matemático, la rotación es una matriz y no un "
+"vector. Los tres ángulos de Euler, que son los tres parámetros "
+"independientes de la parametrización del ángulo de Euler de la matriz de "
+"rotación, se almacenan en una estructura de datos [Vector3] no porque la "
+"rotación sea un vector, sino sólo porque el [Vector3] existe como una "
+"estructura de datos conveniente para almacenar 3 números reales. Por lo "
+"tanto, la aplicación de operaciones afines en el \"vector\" de rotación no "
+"es significativa."
+
 #: doc/classes/Spatial.xml
 #, fuzzy
 msgid "World space (global) [Transform] of this node."
 msgstr "World3D espacio (global) [Transform] de este nodo."
 
+#: doc/classes/Spatial.xml
+msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
 #: doc/classes/Spatial.xml
 msgid ""
 "Rotation part of the local transformation in radians, specified in terms of "
@@ -86302,11 +86366,11 @@ msgstr ""
 #, fuzzy
 msgid ""
 "Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
 "[b]Note:[/b] The simulation does not take the effect of gears into account, "
 "you will need to add logic for this if you wish to simulate gears.\n"
 "A negative value will result in the vehicle reversing."
@@ -86430,8 +86494,8 @@ msgstr ""
 #: doc/classes/VehicleWheel.xml
 #, fuzzy
 msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
 "vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
 "a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
 "[b]Note:[/b] The simulation does not take the effect of gears into account, "

+ 80 - 30
doc/translations/fa.po

@@ -10399,7 +10399,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer.xml
@@ -10564,7 +10570,13 @@ msgid ""
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer3D.xml
@@ -28847,13 +28859,14 @@ msgstr ""
 
 #: doc/classes/HTTPRequest.xml
 msgid ""
-"If set to a value greater than [code]0.0[/code], the HTTP request will time "
-"out after [code]timeout[/code] seconds have passed and the request is not "
-"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
-"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
-"application from getting stuck if the request fails to get a response in a "
-"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
-"the download from failing if it takes too much time."
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
 msgstr ""
 
 #: doc/classes/HTTPRequest.xml
@@ -30267,9 +30280,9 @@ msgid ""
 "freehand lines is required, input accumulation should generally be disabled "
 "while the user is drawing the line to get results that closely follow the "
 "actual input.\n"
-"[b]Note:[/b] Input accumulation is [i]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."
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
 msgstr ""
 
 #: doc/classes/Input.xml
@@ -30843,10 +30856,13 @@ 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 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] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
 "[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
 "implementing [url=https://en.wikipedia.org/wiki/"
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -30857,6 +30873,12 @@ msgstr ""
 msgid "Mouse and input coordinates"
 msgstr ""
 
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
 #: doc/classes/InputEventMouseMotion.xml
 msgid ""
 "Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
@@ -45744,6 +45766,13 @@ msgstr ""
 msgid "Changes the byte at the given index."
 msgstr ""
 
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
 #: doc/classes/PoolByteArray.xml
 msgid ""
 "Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -54672,7 +54701,8 @@ msgid ""
 "SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
 "[SceneTreeTween] might become invalid when it has finished tweening, is "
 "killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
-"[SceneTreeTween]s can't have [Tweener]s appended."
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -54712,15 +54742,16 @@ msgstr ""
 msgid ""
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [Tween] run infinitely, "
-"until either it is killed with [method kill], the [Tween]'s bound node is "
-"freed, or all the animated objects have been freed (which makes further "
-"animation impossible).\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
 "[b]Warning:[/b] Make sure to always add some duration/delay when using "
 "infinite loops. To prevent the game freezing, 0-duration looped animations "
 "(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
-"number of loops, which may produce unexpected results. If a [Tween]'s "
-"lifetime depends on some node, always use [method bind_node]."
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -56195,10 +56226,29 @@ msgid ""
 "as custom visualization and editing handles in Editor."
 msgstr ""
 
+#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
 #: doc/classes/Spatial.xml
 msgid "World space (global) [Transform] of this node."
 msgstr ""
 
+#: doc/classes/Spatial.xml
+msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
 #: doc/classes/Spatial.xml
 msgid ""
 "Rotation part of the local transformation in radians, specified in terms of "
@@ -66217,11 +66267,11 @@ msgstr ""
 #: doc/classes/VehicleBody.xml
 msgid ""
 "Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
 "[b]Note:[/b] The simulation does not take the effect of gears into account, "
 "you will need to add logic for this if you wish to simulate gears.\n"
 "A negative value will result in the vehicle reversing."
@@ -66301,8 +66351,8 @@ msgstr ""
 
 #: doc/classes/VehicleWheel.xml
 msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
 "vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
 "a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
 "[b]Note:[/b] The simulation does not take the effect of gears into account, "

+ 80 - 30
doc/translations/fi.po

@@ -10049,7 +10049,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer.xml
@@ -10214,7 +10220,13 @@ msgid ""
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer3D.xml
@@ -28535,13 +28547,14 @@ msgstr ""
 
 #: doc/classes/HTTPRequest.xml
 msgid ""
-"If set to a value greater than [code]0.0[/code], the HTTP request will time "
-"out after [code]timeout[/code] seconds have passed and the request is not "
-"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
-"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
-"application from getting stuck if the request fails to get a response in a "
-"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
-"the download from failing if it takes too much time."
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
 msgstr ""
 
 #: doc/classes/HTTPRequest.xml
@@ -29957,9 +29970,9 @@ msgid ""
 "freehand lines is required, input accumulation should generally be disabled "
 "while the user is drawing the line to get results that closely follow the "
 "actual input.\n"
-"[b]Note:[/b] Input accumulation is [i]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."
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
 msgstr ""
 
 #: doc/classes/Input.xml
@@ -30533,10 +30546,13 @@ 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 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] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
 "[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
 "implementing [url=https://en.wikipedia.org/wiki/"
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -30547,6 +30563,12 @@ msgstr ""
 msgid "Mouse and input coordinates"
 msgstr ""
 
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
 #: doc/classes/InputEventMouseMotion.xml
 msgid ""
 "Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
@@ -45469,6 +45491,13 @@ msgstr ""
 msgid "Changes the byte at the given index."
 msgstr ""
 
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
 #: doc/classes/PoolByteArray.xml
 msgid ""
 "Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -54398,7 +54427,8 @@ msgid ""
 "SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
 "[SceneTreeTween] might become invalid when it has finished tweening, is "
 "killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
-"[SceneTreeTween]s can't have [Tweener]s appended."
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -54438,15 +54468,16 @@ msgstr ""
 msgid ""
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [Tween] run infinitely, "
-"until either it is killed with [method kill], the [Tween]'s bound node is "
-"freed, or all the animated objects have been freed (which makes further "
-"animation impossible).\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
 "[b]Warning:[/b] Make sure to always add some duration/delay when using "
 "infinite loops. To prevent the game freezing, 0-duration looped animations "
 "(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
-"number of loops, which may produce unexpected results. If a [Tween]'s "
-"lifetime depends on some node, always use [method bind_node]."
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -55922,10 +55953,29 @@ msgid ""
 "as custom visualization and editing handles in Editor."
 msgstr ""
 
+#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
 #: doc/classes/Spatial.xml
 msgid "World space (global) [Transform] of this node."
 msgstr ""
 
+#: doc/classes/Spatial.xml
+msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
 #: doc/classes/Spatial.xml
 msgid ""
 "Rotation part of the local transformation in radians, specified in terms of "
@@ -65972,11 +66022,11 @@ msgstr ""
 #: doc/classes/VehicleBody.xml
 msgid ""
 "Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
 "[b]Note:[/b] The simulation does not take the effect of gears into account, "
 "you will need to add logic for this if you wish to simulate gears.\n"
 "A negative value will result in the vehicle reversing."
@@ -66056,8 +66106,8 @@ msgstr ""
 
 #: doc/classes/VehicleWheel.xml
 msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
 "vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
 "a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
 "[b]Note:[/b] The simulation does not take the effect of gears into account, "

+ 80 - 30
doc/translations/fil.po

@@ -9974,7 +9974,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer.xml
@@ -10139,7 +10145,13 @@ msgid ""
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer3D.xml
@@ -28422,13 +28434,14 @@ msgstr ""
 
 #: doc/classes/HTTPRequest.xml
 msgid ""
-"If set to a value greater than [code]0.0[/code], the HTTP request will time "
-"out after [code]timeout[/code] seconds have passed and the request is not "
-"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
-"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
-"application from getting stuck if the request fails to get a response in a "
-"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
-"the download from failing if it takes too much time."
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
 msgstr ""
 
 #: doc/classes/HTTPRequest.xml
@@ -29842,9 +29855,9 @@ msgid ""
 "freehand lines is required, input accumulation should generally be disabled "
 "while the user is drawing the line to get results that closely follow the "
 "actual input.\n"
-"[b]Note:[/b] Input accumulation is [i]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."
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
 msgstr ""
 
 #: doc/classes/Input.xml
@@ -30418,10 +30431,13 @@ 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 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] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
 "[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
 "implementing [url=https://en.wikipedia.org/wiki/"
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -30432,6 +30448,12 @@ msgstr ""
 msgid "Mouse and input coordinates"
 msgstr ""
 
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
 #: doc/classes/InputEventMouseMotion.xml
 msgid ""
 "Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
@@ -45301,6 +45323,13 @@ msgstr ""
 msgid "Changes the byte at the given index."
 msgstr ""
 
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
 #: doc/classes/PoolByteArray.xml
 msgid ""
 "Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -54225,7 +54254,8 @@ msgid ""
 "SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
 "[SceneTreeTween] might become invalid when it has finished tweening, is "
 "killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
-"[SceneTreeTween]s can't have [Tweener]s appended."
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -54265,15 +54295,16 @@ msgstr ""
 msgid ""
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [Tween] run infinitely, "
-"until either it is killed with [method kill], the [Tween]'s bound node is "
-"freed, or all the animated objects have been freed (which makes further "
-"animation impossible).\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
 "[b]Warning:[/b] Make sure to always add some duration/delay when using "
 "infinite loops. To prevent the game freezing, 0-duration looped animations "
 "(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
-"number of loops, which may produce unexpected results. If a [Tween]'s "
-"lifetime depends on some node, always use [method bind_node]."
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -55748,10 +55779,29 @@ msgid ""
 "as custom visualization and editing handles in Editor."
 msgstr ""
 
+#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
 #: doc/classes/Spatial.xml
 msgid "World space (global) [Transform] of this node."
 msgstr ""
 
+#: doc/classes/Spatial.xml
+msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
 #: doc/classes/Spatial.xml
 msgid ""
 "Rotation part of the local transformation in radians, specified in terms of "
@@ -65770,11 +65820,11 @@ msgstr ""
 #: doc/classes/VehicleBody.xml
 msgid ""
 "Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
 "[b]Note:[/b] The simulation does not take the effect of gears into account, "
 "you will need to add logic for this if you wish to simulate gears.\n"
 "A negative value will result in the vehicle reversing."
@@ -65854,8 +65904,8 @@ msgstr ""
 
 #: doc/classes/VehicleWheel.xml
 msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
 "vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
 "a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
 "[b]Note:[/b] The simulation does not take the effect of gears into account, "

Разлика између датотеке није приказан због своје велике величине
+ 313 - 14
doc/translations/fr.po


+ 80 - 30
doc/translations/gl.po

@@ -9966,7 +9966,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer.xml
@@ -10131,7 +10137,13 @@ msgid ""
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer3D.xml
@@ -28411,13 +28423,14 @@ msgstr ""
 
 #: doc/classes/HTTPRequest.xml
 msgid ""
-"If set to a value greater than [code]0.0[/code], the HTTP request will time "
-"out after [code]timeout[/code] seconds have passed and the request is not "
-"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
-"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
-"application from getting stuck if the request fails to get a response in a "
-"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
-"the download from failing if it takes too much time."
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
 msgstr ""
 
 #: doc/classes/HTTPRequest.xml
@@ -29831,9 +29844,9 @@ msgid ""
 "freehand lines is required, input accumulation should generally be disabled "
 "while the user is drawing the line to get results that closely follow the "
 "actual input.\n"
-"[b]Note:[/b] Input accumulation is [i]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."
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
 msgstr ""
 
 #: doc/classes/Input.xml
@@ -30407,10 +30420,13 @@ 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 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] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
 "[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
 "implementing [url=https://en.wikipedia.org/wiki/"
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -30421,6 +30437,12 @@ msgstr ""
 msgid "Mouse and input coordinates"
 msgstr ""
 
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
 #: doc/classes/InputEventMouseMotion.xml
 msgid ""
 "Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
@@ -45290,6 +45312,13 @@ msgstr ""
 msgid "Changes the byte at the given index."
 msgstr ""
 
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
 #: doc/classes/PoolByteArray.xml
 msgid ""
 "Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -54214,7 +54243,8 @@ msgid ""
 "SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
 "[SceneTreeTween] might become invalid when it has finished tweening, is "
 "killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
-"[SceneTreeTween]s can't have [Tweener]s appended."
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -54254,15 +54284,16 @@ msgstr ""
 msgid ""
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [Tween] run infinitely, "
-"until either it is killed with [method kill], the [Tween]'s bound node is "
-"freed, or all the animated objects have been freed (which makes further "
-"animation impossible).\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
 "[b]Warning:[/b] Make sure to always add some duration/delay when using "
 "infinite loops. To prevent the game freezing, 0-duration looped animations "
 "(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
-"number of loops, which may produce unexpected results. If a [Tween]'s "
-"lifetime depends on some node, always use [method bind_node]."
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -55737,10 +55768,29 @@ msgid ""
 "as custom visualization and editing handles in Editor."
 msgstr ""
 
+#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
 #: doc/classes/Spatial.xml
 msgid "World space (global) [Transform] of this node."
 msgstr ""
 
+#: doc/classes/Spatial.xml
+msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
 #: doc/classes/Spatial.xml
 msgid ""
 "Rotation part of the local transformation in radians, specified in terms of "
@@ -65759,11 +65809,11 @@ msgstr ""
 #: doc/classes/VehicleBody.xml
 msgid ""
 "Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
 "[b]Note:[/b] The simulation does not take the effect of gears into account, "
 "you will need to add logic for this if you wish to simulate gears.\n"
 "A negative value will result in the vehicle reversing."
@@ -65843,8 +65893,8 @@ msgstr ""
 
 #: doc/classes/VehicleWheel.xml
 msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
 "vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
 "a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
 "[b]Note:[/b] The simulation does not take the effect of gears into account, "

+ 80 - 30
doc/translations/hi.po

@@ -9965,7 +9965,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer.xml
@@ -10130,7 +10136,13 @@ msgid ""
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer3D.xml
@@ -28410,13 +28422,14 @@ msgstr ""
 
 #: doc/classes/HTTPRequest.xml
 msgid ""
-"If set to a value greater than [code]0.0[/code], the HTTP request will time "
-"out after [code]timeout[/code] seconds have passed and the request is not "
-"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
-"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
-"application from getting stuck if the request fails to get a response in a "
-"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
-"the download from failing if it takes too much time."
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
 msgstr ""
 
 #: doc/classes/HTTPRequest.xml
@@ -29830,9 +29843,9 @@ msgid ""
 "freehand lines is required, input accumulation should generally be disabled "
 "while the user is drawing the line to get results that closely follow the "
 "actual input.\n"
-"[b]Note:[/b] Input accumulation is [i]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."
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
 msgstr ""
 
 #: doc/classes/Input.xml
@@ -30406,10 +30419,13 @@ 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 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] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
 "[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
 "implementing [url=https://en.wikipedia.org/wiki/"
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -30420,6 +30436,12 @@ msgstr ""
 msgid "Mouse and input coordinates"
 msgstr ""
 
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
 #: doc/classes/InputEventMouseMotion.xml
 msgid ""
 "Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
@@ -45289,6 +45311,13 @@ msgstr ""
 msgid "Changes the byte at the given index."
 msgstr ""
 
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
 #: doc/classes/PoolByteArray.xml
 msgid ""
 "Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -54213,7 +54242,8 @@ msgid ""
 "SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
 "[SceneTreeTween] might become invalid when it has finished tweening, is "
 "killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
-"[SceneTreeTween]s can't have [Tweener]s appended."
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -54253,15 +54283,16 @@ msgstr ""
 msgid ""
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [Tween] run infinitely, "
-"until either it is killed with [method kill], the [Tween]'s bound node is "
-"freed, or all the animated objects have been freed (which makes further "
-"animation impossible).\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
 "[b]Warning:[/b] Make sure to always add some duration/delay when using "
 "infinite loops. To prevent the game freezing, 0-duration looped animations "
 "(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
-"number of loops, which may produce unexpected results. If a [Tween]'s "
-"lifetime depends on some node, always use [method bind_node]."
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -55736,10 +55767,29 @@ msgid ""
 "as custom visualization and editing handles in Editor."
 msgstr ""
 
+#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
 #: doc/classes/Spatial.xml
 msgid "World space (global) [Transform] of this node."
 msgstr ""
 
+#: doc/classes/Spatial.xml
+msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
 #: doc/classes/Spatial.xml
 msgid ""
 "Rotation part of the local transformation in radians, specified in terms of "
@@ -65758,11 +65808,11 @@ msgstr ""
 #: doc/classes/VehicleBody.xml
 msgid ""
 "Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
 "[b]Note:[/b] The simulation does not take the effect of gears into account, "
 "you will need to add logic for this if you wish to simulate gears.\n"
 "A negative value will result in the vehicle reversing."
@@ -65842,8 +65892,8 @@ msgstr ""
 
 #: doc/classes/VehicleWheel.xml
 msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
 "vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
 "a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
 "[b]Note:[/b] The simulation does not take the effect of gears into account, "

+ 80 - 30
doc/translations/hu.po

@@ -9984,7 +9984,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer.xml
@@ -10149,7 +10155,13 @@ msgid ""
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer3D.xml
@@ -28429,13 +28441,14 @@ msgstr ""
 
 #: doc/classes/HTTPRequest.xml
 msgid ""
-"If set to a value greater than [code]0.0[/code], the HTTP request will time "
-"out after [code]timeout[/code] seconds have passed and the request is not "
-"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
-"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
-"application from getting stuck if the request fails to get a response in a "
-"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
-"the download from failing if it takes too much time."
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
 msgstr ""
 
 #: doc/classes/HTTPRequest.xml
@@ -29849,9 +29862,9 @@ msgid ""
 "freehand lines is required, input accumulation should generally be disabled "
 "while the user is drawing the line to get results that closely follow the "
 "actual input.\n"
-"[b]Note:[/b] Input accumulation is [i]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."
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
 msgstr ""
 
 #: doc/classes/Input.xml
@@ -30425,10 +30438,13 @@ 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 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] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
 "[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
 "implementing [url=https://en.wikipedia.org/wiki/"
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -30439,6 +30455,12 @@ msgstr ""
 msgid "Mouse and input coordinates"
 msgstr ""
 
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
 #: doc/classes/InputEventMouseMotion.xml
 msgid ""
 "Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
@@ -45308,6 +45330,13 @@ msgstr ""
 msgid "Changes the byte at the given index."
 msgstr ""
 
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
 #: doc/classes/PoolByteArray.xml
 msgid ""
 "Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -54232,7 +54261,8 @@ msgid ""
 "SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
 "[SceneTreeTween] might become invalid when it has finished tweening, is "
 "killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
-"[SceneTreeTween]s can't have [Tweener]s appended."
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -54272,15 +54302,16 @@ msgstr ""
 msgid ""
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [Tween] run infinitely, "
-"until either it is killed with [method kill], the [Tween]'s bound node is "
-"freed, or all the animated objects have been freed (which makes further "
-"animation impossible).\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
 "[b]Warning:[/b] Make sure to always add some duration/delay when using "
 "infinite loops. To prevent the game freezing, 0-duration looped animations "
 "(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
-"number of loops, which may produce unexpected results. If a [Tween]'s "
-"lifetime depends on some node, always use [method bind_node]."
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -55755,10 +55786,29 @@ msgid ""
 "as custom visualization and editing handles in Editor."
 msgstr ""
 
+#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
 #: doc/classes/Spatial.xml
 msgid "World space (global) [Transform] of this node."
 msgstr ""
 
+#: doc/classes/Spatial.xml
+msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
 #: doc/classes/Spatial.xml
 msgid ""
 "Rotation part of the local transformation in radians, specified in terms of "
@@ -65777,11 +65827,11 @@ msgstr ""
 #: doc/classes/VehicleBody.xml
 msgid ""
 "Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
 "[b]Note:[/b] The simulation does not take the effect of gears into account, "
 "you will need to add logic for this if you wish to simulate gears.\n"
 "A negative value will result in the vehicle reversing."
@@ -65861,8 +65911,8 @@ msgstr ""
 
 #: doc/classes/VehicleWheel.xml
 msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
 "vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
 "a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
 "[b]Note:[/b] The simulation does not take the effect of gears into account, "

+ 85 - 34
doc/translations/id.po

@@ -15,12 +15,13 @@
 # ProgrammerIndonesia 44 <[email protected]>, 2022.
 # Reza Almanda <[email protected]>, 2022.
 # Tsaqib Fadhlurrahman Soka <[email protected]>, 2022.
+# yusuf afandi <[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: 2022-05-28 14:11+0000\n"
-"Last-Translator: Reza Almanda <rezaalmanda27@gmail.com>\n"
+"PO-Revision-Date: 2022-07-09 21:12+0000\n"
+"Last-Translator: yusuf afandi <afandi.yusuf.04@gmail.com>\n"
 "Language-Team: Indonesian <https://hosted.weblate.org/projects/godot-engine/"
 "godot-class-reference/id/>\n"
 "Language: id\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"
@@ -122,7 +123,7 @@ msgstr "Metode ini menerima sejumlah argumen setelah yang dijelaskan di sini."
 
 #: doc/tools/make_rst.py
 msgid "This method is used to construct a type."
-msgstr ""
+msgstr "Metode ini digunakan untuk mengkonstruksi sebuah tipe."
 
 #: doc/tools/make_rst.py
 msgid ""
@@ -10377,7 +10378,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer.xml
@@ -10542,7 +10549,13 @@ msgid ""
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer3D.xml
@@ -28835,13 +28848,14 @@ msgstr ""
 
 #: doc/classes/HTTPRequest.xml
 msgid ""
-"If set to a value greater than [code]0.0[/code], the HTTP request will time "
-"out after [code]timeout[/code] seconds have passed and the request is not "
-"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
-"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
-"application from getting stuck if the request fails to get a response in a "
-"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
-"the download from failing if it takes too much time."
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
 msgstr ""
 
 #: doc/classes/HTTPRequest.xml
@@ -30255,9 +30269,9 @@ msgid ""
 "freehand lines is required, input accumulation should generally be disabled "
 "while the user is drawing the line to get results that closely follow the "
 "actual input.\n"
-"[b]Note:[/b] Input accumulation is [i]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."
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
 msgstr ""
 
 #: doc/classes/Input.xml
@@ -30831,10 +30845,13 @@ 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 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] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
 "[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
 "implementing [url=https://en.wikipedia.org/wiki/"
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -30845,6 +30862,12 @@ msgstr ""
 msgid "Mouse and input coordinates"
 msgstr ""
 
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
 #: doc/classes/InputEventMouseMotion.xml
 msgid ""
 "Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
@@ -45755,6 +45778,13 @@ msgstr ""
 msgid "Changes the byte at the given index."
 msgstr ""
 
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
 #: doc/classes/PoolByteArray.xml
 msgid ""
 "Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -54682,7 +54712,8 @@ msgid ""
 "SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
 "[SceneTreeTween] might become invalid when it has finished tweening, is "
 "killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
-"[SceneTreeTween]s can't have [Tweener]s appended."
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -54722,15 +54753,16 @@ msgstr ""
 msgid ""
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [Tween] run infinitely, "
-"until either it is killed with [method kill], the [Tween]'s bound node is "
-"freed, or all the animated objects have been freed (which makes further "
-"animation impossible).\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
 "[b]Warning:[/b] Make sure to always add some duration/delay when using "
 "infinite loops. To prevent the game freezing, 0-duration looped animations "
 "(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
-"number of loops, which may produce unexpected results. If a [Tween]'s "
-"lifetime depends on some node, always use [method bind_node]."
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -56205,10 +56237,29 @@ msgid ""
 "as custom visualization and editing handles in Editor."
 msgstr ""
 
+#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
 #: doc/classes/Spatial.xml
 msgid "World space (global) [Transform] of this node."
 msgstr ""
 
+#: doc/classes/Spatial.xml
+msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
 #: doc/classes/Spatial.xml
 msgid ""
 "Rotation part of the local transformation in radians, specified in terms of "
@@ -66234,11 +66285,11 @@ msgstr ""
 #: doc/classes/VehicleBody.xml
 msgid ""
 "Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
 "[b]Note:[/b] The simulation does not take the effect of gears into account, "
 "you will need to add logic for this if you wish to simulate gears.\n"
 "A negative value will result in the vehicle reversing."
@@ -66318,8 +66369,8 @@ msgstr ""
 
 #: doc/classes/VehicleWheel.xml
 msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
 "vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
 "a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
 "[b]Note:[/b] The simulation does not take the effect of gears into account, "

+ 80 - 30
doc/translations/is.po

@@ -9965,7 +9965,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer.xml
@@ -10130,7 +10136,13 @@ msgid ""
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer3D.xml
@@ -28410,13 +28422,14 @@ msgstr ""
 
 #: doc/classes/HTTPRequest.xml
 msgid ""
-"If set to a value greater than [code]0.0[/code], the HTTP request will time "
-"out after [code]timeout[/code] seconds have passed and the request is not "
-"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
-"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
-"application from getting stuck if the request fails to get a response in a "
-"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
-"the download from failing if it takes too much time."
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
 msgstr ""
 
 #: doc/classes/HTTPRequest.xml
@@ -29830,9 +29843,9 @@ msgid ""
 "freehand lines is required, input accumulation should generally be disabled "
 "while the user is drawing the line to get results that closely follow the "
 "actual input.\n"
-"[b]Note:[/b] Input accumulation is [i]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."
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
 msgstr ""
 
 #: doc/classes/Input.xml
@@ -30406,10 +30419,13 @@ 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 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] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
 "[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
 "implementing [url=https://en.wikipedia.org/wiki/"
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -30420,6 +30436,12 @@ msgstr ""
 msgid "Mouse and input coordinates"
 msgstr ""
 
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
 #: doc/classes/InputEventMouseMotion.xml
 msgid ""
 "Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
@@ -45289,6 +45311,13 @@ msgstr ""
 msgid "Changes the byte at the given index."
 msgstr ""
 
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
 #: doc/classes/PoolByteArray.xml
 msgid ""
 "Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -54213,7 +54242,8 @@ msgid ""
 "SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
 "[SceneTreeTween] might become invalid when it has finished tweening, is "
 "killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
-"[SceneTreeTween]s can't have [Tweener]s appended."
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -54253,15 +54283,16 @@ msgstr ""
 msgid ""
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [Tween] run infinitely, "
-"until either it is killed with [method kill], the [Tween]'s bound node is "
-"freed, or all the animated objects have been freed (which makes further "
-"animation impossible).\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
 "[b]Warning:[/b] Make sure to always add some duration/delay when using "
 "infinite loops. To prevent the game freezing, 0-duration looped animations "
 "(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
-"number of loops, which may produce unexpected results. If a [Tween]'s "
-"lifetime depends on some node, always use [method bind_node]."
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -55736,10 +55767,29 @@ msgid ""
 "as custom visualization and editing handles in Editor."
 msgstr ""
 
+#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
 #: doc/classes/Spatial.xml
 msgid "World space (global) [Transform] of this node."
 msgstr ""
 
+#: doc/classes/Spatial.xml
+msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
 #: doc/classes/Spatial.xml
 msgid ""
 "Rotation part of the local transformation in radians, specified in terms of "
@@ -65758,11 +65808,11 @@ msgstr ""
 #: doc/classes/VehicleBody.xml
 msgid ""
 "Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
 "[b]Note:[/b] The simulation does not take the effect of gears into account, "
 "you will need to add logic for this if you wish to simulate gears.\n"
 "A negative value will result in the vehicle reversing."
@@ -65842,8 +65892,8 @@ msgstr ""
 
 #: doc/classes/VehicleWheel.xml
 msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
 "vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
 "a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
 "[b]Note:[/b] The simulation does not take the effect of gears into account, "

+ 81 - 30
doc/translations/it.po

@@ -10991,7 +10991,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer.xml
@@ -11156,7 +11162,13 @@ msgid ""
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer3D.xml
@@ -29595,13 +29607,14 @@ msgstr ""
 
 #: doc/classes/HTTPRequest.xml
 msgid ""
-"If set to a value greater than [code]0.0[/code], the HTTP request will time "
-"out after [code]timeout[/code] seconds have passed and the request is not "
-"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
-"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
-"application from getting stuck if the request fails to get a response in a "
-"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
-"the download from failing if it takes too much time."
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
 msgstr ""
 
 #: doc/classes/HTTPRequest.xml
@@ -31020,9 +31033,9 @@ msgid ""
 "freehand lines is required, input accumulation should generally be disabled "
 "while the user is drawing the line to get results that closely follow the "
 "actual input.\n"
-"[b]Note:[/b] Input accumulation is [i]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."
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
 msgstr ""
 
 #: doc/classes/Input.xml
@@ -31597,10 +31610,13 @@ 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 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] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
 "[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
 "implementing [url=https://en.wikipedia.org/wiki/"
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -31611,6 +31627,13 @@ msgstr ""
 msgid "Mouse and input coordinates"
 msgstr ""
 
+#: doc/classes/InputEventMouseMotion.xml
+#, fuzzy
+msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr "Ritorna [code]true[/code] se [code]s[/code] è zero o quasi zero."
+
 #: doc/classes/InputEventMouseMotion.xml
 msgid ""
 "Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
@@ -46611,6 +46634,13 @@ msgstr ""
 msgid "Changes the byte at the given index."
 msgstr ""
 
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
 #: doc/classes/PoolByteArray.xml
 msgid ""
 "Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -55551,7 +55581,8 @@ msgid ""
 "SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
 "[SceneTreeTween] might become invalid when it has finished tweening, is "
 "killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
-"[SceneTreeTween]s can't have [Tweener]s appended."
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -55591,15 +55622,16 @@ msgstr ""
 msgid ""
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [Tween] run infinitely, "
-"until either it is killed with [method kill], the [Tween]'s bound node is "
-"freed, or all the animated objects have been freed (which makes further "
-"animation impossible).\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
 "[b]Warning:[/b] Make sure to always add some duration/delay when using "
 "infinite loops. To prevent the game freezing, 0-duration looped animations "
 "(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
-"number of loops, which may produce unexpected results. If a [Tween]'s "
-"lifetime depends on some node, always use [method bind_node]."
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -57076,10 +57108,29 @@ msgid ""
 "as custom visualization and editing handles in Editor."
 msgstr ""
 
+#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
 #: doc/classes/Spatial.xml
 msgid "World space (global) [Transform] of this node."
 msgstr ""
 
+#: doc/classes/Spatial.xml
+msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
 #: doc/classes/Spatial.xml
 msgid ""
 "Rotation part of the local transformation in radians, specified in terms of "
@@ -67192,11 +67243,11 @@ msgstr ""
 #: doc/classes/VehicleBody.xml
 msgid ""
 "Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
 "[b]Note:[/b] The simulation does not take the effect of gears into account, "
 "you will need to add logic for this if you wish to simulate gears.\n"
 "A negative value will result in the vehicle reversing."
@@ -67276,8 +67327,8 @@ msgstr ""
 
 #: doc/classes/VehicleWheel.xml
 msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
 "vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
 "a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
 "[b]Note:[/b] The simulation does not take the effect of gears into account, "

+ 85 - 33
doc/translations/ja.po

@@ -12677,8 +12677,14 @@ msgstr ""
 "ます。"
 
 #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
-msgstr "このオーディオが再生されているバス。"
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
+msgstr ""
 
 #: doc/classes/AudioStreamPlayer.xml
 msgid ""
@@ -12860,9 +12866,14 @@ msgstr ""
 "ます。"
 
 #: doc/classes/AudioStreamPlayer3D.xml
-#, fuzzy
-msgid "The bus on which this audio is playing."
-msgstr "このオーディオが再生されているバス。"
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
+msgstr ""
 
 #: doc/classes/AudioStreamPlayer3D.xml
 msgid ""
@@ -31648,13 +31659,14 @@ msgstr ""
 
 #: doc/classes/HTTPRequest.xml
 msgid ""
-"If set to a value greater than [code]0.0[/code], the HTTP request will time "
-"out after [code]timeout[/code] seconds have passed and the request is not "
-"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
-"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
-"application from getting stuck if the request fails to get a response in a "
-"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
-"the download from failing if it takes too much time."
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
 msgstr ""
 
 #: doc/classes/HTTPRequest.xml
@@ -33082,9 +33094,9 @@ msgid ""
 "freehand lines is required, input accumulation should generally be disabled "
 "while the user is drawing the line to get results that closely follow the "
 "actual input.\n"
-"[b]Note:[/b] Input accumulation is [i]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."
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
 msgstr ""
 
 #: doc/classes/Input.xml
@@ -33658,10 +33670,13 @@ 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 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] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
 "[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
 "implementing [url=https://en.wikipedia.org/wiki/"
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -33672,6 +33687,14 @@ msgstr ""
 msgid "Mouse and input coordinates"
 msgstr ""
 
+#: doc/classes/InputEventMouseMotion.xml
+#, fuzzy
+msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+"文字列の長さが [code]0[/code] に等しければ [code]true[/code] を返します。"
+
 #: doc/classes/InputEventMouseMotion.xml
 msgid ""
 "Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
@@ -48785,6 +48808,14 @@ msgstr ""
 msgid "Changes the byte at the given index."
 msgstr ""
 
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+#, fuzzy
+msgid "Sorts the elements of the array in ascending order."
+msgstr "インデックスにより配列から要素を削除します。"
+
 #: doc/classes/PoolByteArray.xml
 msgid ""
 "Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -57800,7 +57831,8 @@ msgid ""
 "SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
 "[SceneTreeTween] might become invalid when it has finished tweening, is "
 "killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
-"[SceneTreeTween]s can't have [Tweener]s appended."
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -57840,15 +57872,16 @@ msgstr ""
 msgid ""
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [Tween] run infinitely, "
-"until either it is killed with [method kill], the [Tween]'s bound node is "
-"freed, or all the animated objects have been freed (which makes further "
-"animation impossible).\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
 "[b]Warning:[/b] Make sure to always add some duration/delay when using "
 "infinite loops. To prevent the game freezing, 0-duration looped animations "
 "(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
-"number of loops, which may produce unexpected results. If a [Tween]'s "
-"lifetime depends on some node, always use [method bind_node]."
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -59333,10 +59366,29 @@ msgid ""
 "as custom visualization and editing handles in Editor."
 msgstr ""
 
+#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
 #: doc/classes/Spatial.xml
 msgid "World space (global) [Transform] of this node."
 msgstr ""
 
+#: doc/classes/Spatial.xml
+msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
 #: doc/classes/Spatial.xml
 msgid ""
 "Rotation part of the local transformation in radians, specified in terms of "
@@ -69788,11 +69840,11 @@ msgstr ""
 #: doc/classes/VehicleBody.xml
 msgid ""
 "Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
 "[b]Note:[/b] The simulation does not take the effect of gears into account, "
 "you will need to add logic for this if you wish to simulate gears.\n"
 "A negative value will result in the vehicle reversing."
@@ -69872,8 +69924,8 @@ msgstr ""
 
 #: doc/classes/VehicleWheel.xml
 msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
 "vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
 "a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
 "[b]Note:[/b] The simulation does not take the effect of gears into account, "

+ 80 - 30
doc/translations/ko.po

@@ -10141,7 +10141,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer.xml
@@ -10306,7 +10312,13 @@ msgid ""
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer3D.xml
@@ -28713,13 +28725,14 @@ msgstr ""
 
 #: doc/classes/HTTPRequest.xml
 msgid ""
-"If set to a value greater than [code]0.0[/code], the HTTP request will time "
-"out after [code]timeout[/code] seconds have passed and the request is not "
-"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
-"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
-"application from getting stuck if the request fails to get a response in a "
-"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
-"the download from failing if it takes too much time."
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
 msgstr ""
 
 #: doc/classes/HTTPRequest.xml
@@ -30141,9 +30154,9 @@ msgid ""
 "freehand lines is required, input accumulation should generally be disabled "
 "while the user is drawing the line to get results that closely follow the "
 "actual input.\n"
-"[b]Note:[/b] Input accumulation is [i]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."
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
 msgstr ""
 
 #: doc/classes/Input.xml
@@ -30717,10 +30730,13 @@ 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 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] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
 "[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
 "implementing [url=https://en.wikipedia.org/wiki/"
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -30731,6 +30747,12 @@ msgstr ""
 msgid "Mouse and input coordinates"
 msgstr ""
 
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
 #: doc/classes/InputEventMouseMotion.xml
 msgid ""
 "Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
@@ -45796,6 +45818,13 @@ msgstr ""
 msgid "Changes the byte at the given index."
 msgstr ""
 
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
 #: doc/classes/PoolByteArray.xml
 msgid ""
 "Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -54725,7 +54754,8 @@ msgid ""
 "SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
 "[SceneTreeTween] might become invalid when it has finished tweening, is "
 "killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
-"[SceneTreeTween]s can't have [Tweener]s appended."
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -54765,15 +54795,16 @@ msgstr ""
 msgid ""
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [Tween] run infinitely, "
-"until either it is killed with [method kill], the [Tween]'s bound node is "
-"freed, or all the animated objects have been freed (which makes further "
-"animation impossible).\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
 "[b]Warning:[/b] Make sure to always add some duration/delay when using "
 "infinite loops. To prevent the game freezing, 0-duration looped animations "
 "(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
-"number of loops, which may produce unexpected results. If a [Tween]'s "
-"lifetime depends on some node, always use [method bind_node]."
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -56248,10 +56279,29 @@ msgid ""
 "as custom visualization and editing handles in Editor."
 msgstr ""
 
+#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
 #: doc/classes/Spatial.xml
 msgid "World space (global) [Transform] of this node."
 msgstr ""
 
+#: doc/classes/Spatial.xml
+msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
 #: doc/classes/Spatial.xml
 msgid ""
 "Rotation part of the local transformation in radians, specified in terms of "
@@ -66291,11 +66341,11 @@ msgstr ""
 #: doc/classes/VehicleBody.xml
 msgid ""
 "Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
 "[b]Note:[/b] The simulation does not take the effect of gears into account, "
 "you will need to add logic for this if you wish to simulate gears.\n"
 "A negative value will result in the vehicle reversing."
@@ -66375,8 +66425,8 @@ msgstr ""
 
 #: doc/classes/VehicleWheel.xml
 msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
 "vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
 "a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
 "[b]Note:[/b] The simulation does not take the effect of gears into account, "

+ 80 - 30
doc/translations/lt.po

@@ -9975,7 +9975,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer.xml
@@ -10140,7 +10146,13 @@ msgid ""
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer3D.xml
@@ -28420,13 +28432,14 @@ msgstr ""
 
 #: doc/classes/HTTPRequest.xml
 msgid ""
-"If set to a value greater than [code]0.0[/code], the HTTP request will time "
-"out after [code]timeout[/code] seconds have passed and the request is not "
-"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
-"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
-"application from getting stuck if the request fails to get a response in a "
-"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
-"the download from failing if it takes too much time."
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
 msgstr ""
 
 #: doc/classes/HTTPRequest.xml
@@ -29840,9 +29853,9 @@ msgid ""
 "freehand lines is required, input accumulation should generally be disabled "
 "while the user is drawing the line to get results that closely follow the "
 "actual input.\n"
-"[b]Note:[/b] Input accumulation is [i]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."
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
 msgstr ""
 
 #: doc/classes/Input.xml
@@ -30416,10 +30429,13 @@ 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 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] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
 "[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
 "implementing [url=https://en.wikipedia.org/wiki/"
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -30430,6 +30446,12 @@ msgstr ""
 msgid "Mouse and input coordinates"
 msgstr ""
 
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
 #: doc/classes/InputEventMouseMotion.xml
 msgid ""
 "Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
@@ -45299,6 +45321,13 @@ msgstr ""
 msgid "Changes the byte at the given index."
 msgstr ""
 
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
 #: doc/classes/PoolByteArray.xml
 msgid ""
 "Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -54223,7 +54252,8 @@ msgid ""
 "SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
 "[SceneTreeTween] might become invalid when it has finished tweening, is "
 "killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
-"[SceneTreeTween]s can't have [Tweener]s appended."
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -54263,15 +54293,16 @@ msgstr ""
 msgid ""
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [Tween] run infinitely, "
-"until either it is killed with [method kill], the [Tween]'s bound node is "
-"freed, or all the animated objects have been freed (which makes further "
-"animation impossible).\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
 "[b]Warning:[/b] Make sure to always add some duration/delay when using "
 "infinite loops. To prevent the game freezing, 0-duration looped animations "
 "(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
-"number of loops, which may produce unexpected results. If a [Tween]'s "
-"lifetime depends on some node, always use [method bind_node]."
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -55746,10 +55777,29 @@ msgid ""
 "as custom visualization and editing handles in Editor."
 msgstr ""
 
+#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
 #: doc/classes/Spatial.xml
 msgid "World space (global) [Transform] of this node."
 msgstr ""
 
+#: doc/classes/Spatial.xml
+msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
 #: doc/classes/Spatial.xml
 msgid ""
 "Rotation part of the local transformation in radians, specified in terms of "
@@ -65768,11 +65818,11 @@ msgstr ""
 #: doc/classes/VehicleBody.xml
 msgid ""
 "Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
 "[b]Note:[/b] The simulation does not take the effect of gears into account, "
 "you will need to add logic for this if you wish to simulate gears.\n"
 "A negative value will result in the vehicle reversing."
@@ -65852,8 +65902,8 @@ msgstr ""
 
 #: doc/classes/VehicleWheel.xml
 msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
 "vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
 "a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
 "[b]Note:[/b] The simulation does not take the effect of gears into account, "

+ 80 - 30
doc/translations/lv.po

@@ -9980,7 +9980,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer.xml
@@ -10145,7 +10151,13 @@ msgid ""
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer3D.xml
@@ -28428,13 +28440,14 @@ msgstr ""
 
 #: doc/classes/HTTPRequest.xml
 msgid ""
-"If set to a value greater than [code]0.0[/code], the HTTP request will time "
-"out after [code]timeout[/code] seconds have passed and the request is not "
-"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
-"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
-"application from getting stuck if the request fails to get a response in a "
-"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
-"the download from failing if it takes too much time."
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
 msgstr ""
 
 #: doc/classes/HTTPRequest.xml
@@ -29848,9 +29861,9 @@ msgid ""
 "freehand lines is required, input accumulation should generally be disabled "
 "while the user is drawing the line to get results that closely follow the "
 "actual input.\n"
-"[b]Note:[/b] Input accumulation is [i]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."
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
 msgstr ""
 
 #: doc/classes/Input.xml
@@ -30424,10 +30437,13 @@ 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 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] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
 "[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
 "implementing [url=https://en.wikipedia.org/wiki/"
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -30438,6 +30454,12 @@ msgstr ""
 msgid "Mouse and input coordinates"
 msgstr ""
 
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
 #: doc/classes/InputEventMouseMotion.xml
 msgid ""
 "Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
@@ -45307,6 +45329,13 @@ msgstr ""
 msgid "Changes the byte at the given index."
 msgstr ""
 
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
 #: doc/classes/PoolByteArray.xml
 msgid ""
 "Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -54231,7 +54260,8 @@ msgid ""
 "SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
 "[SceneTreeTween] might become invalid when it has finished tweening, is "
 "killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
-"[SceneTreeTween]s can't have [Tweener]s appended."
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -54271,15 +54301,16 @@ msgstr ""
 msgid ""
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [Tween] run infinitely, "
-"until either it is killed with [method kill], the [Tween]'s bound node is "
-"freed, or all the animated objects have been freed (which makes further "
-"animation impossible).\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
 "[b]Warning:[/b] Make sure to always add some duration/delay when using "
 "infinite loops. To prevent the game freezing, 0-duration looped animations "
 "(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
-"number of loops, which may produce unexpected results. If a [Tween]'s "
-"lifetime depends on some node, always use [method bind_node]."
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -55754,10 +55785,29 @@ msgid ""
 "as custom visualization and editing handles in Editor."
 msgstr ""
 
+#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
 #: doc/classes/Spatial.xml
 msgid "World space (global) [Transform] of this node."
 msgstr ""
 
+#: doc/classes/Spatial.xml
+msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
 #: doc/classes/Spatial.xml
 msgid ""
 "Rotation part of the local transformation in radians, specified in terms of "
@@ -65776,11 +65826,11 @@ msgstr ""
 #: doc/classes/VehicleBody.xml
 msgid ""
 "Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
 "[b]Note:[/b] The simulation does not take the effect of gears into account, "
 "you will need to add logic for this if you wish to simulate gears.\n"
 "A negative value will result in the vehicle reversing."
@@ -65860,8 +65910,8 @@ msgstr ""
 
 #: doc/classes/VehicleWheel.xml
 msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
 "vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
 "a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
 "[b]Note:[/b] The simulation does not take the effect of gears into account, "

+ 80 - 30
doc/translations/mr.po

@@ -9963,7 +9963,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer.xml
@@ -10128,7 +10134,13 @@ msgid ""
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer3D.xml
@@ -28408,13 +28420,14 @@ msgstr ""
 
 #: doc/classes/HTTPRequest.xml
 msgid ""
-"If set to a value greater than [code]0.0[/code], the HTTP request will time "
-"out after [code]timeout[/code] seconds have passed and the request is not "
-"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
-"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
-"application from getting stuck if the request fails to get a response in a "
-"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
-"the download from failing if it takes too much time."
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
 msgstr ""
 
 #: doc/classes/HTTPRequest.xml
@@ -29828,9 +29841,9 @@ msgid ""
 "freehand lines is required, input accumulation should generally be disabled "
 "while the user is drawing the line to get results that closely follow the "
 "actual input.\n"
-"[b]Note:[/b] Input accumulation is [i]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."
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
 msgstr ""
 
 #: doc/classes/Input.xml
@@ -30404,10 +30417,13 @@ 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 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] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
 "[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
 "implementing [url=https://en.wikipedia.org/wiki/"
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -30418,6 +30434,12 @@ msgstr ""
 msgid "Mouse and input coordinates"
 msgstr ""
 
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
 #: doc/classes/InputEventMouseMotion.xml
 msgid ""
 "Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
@@ -45287,6 +45309,13 @@ msgstr ""
 msgid "Changes the byte at the given index."
 msgstr ""
 
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
 #: doc/classes/PoolByteArray.xml
 msgid ""
 "Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -54211,7 +54240,8 @@ msgid ""
 "SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
 "[SceneTreeTween] might become invalid when it has finished tweening, is "
 "killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
-"[SceneTreeTween]s can't have [Tweener]s appended."
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -54251,15 +54281,16 @@ msgstr ""
 msgid ""
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [Tween] run infinitely, "
-"until either it is killed with [method kill], the [Tween]'s bound node is "
-"freed, or all the animated objects have been freed (which makes further "
-"animation impossible).\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
 "[b]Warning:[/b] Make sure to always add some duration/delay when using "
 "infinite loops. To prevent the game freezing, 0-duration looped animations "
 "(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
-"number of loops, which may produce unexpected results. If a [Tween]'s "
-"lifetime depends on some node, always use [method bind_node]."
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -55734,10 +55765,29 @@ msgid ""
 "as custom visualization and editing handles in Editor."
 msgstr ""
 
+#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
 #: doc/classes/Spatial.xml
 msgid "World space (global) [Transform] of this node."
 msgstr ""
 
+#: doc/classes/Spatial.xml
+msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
 #: doc/classes/Spatial.xml
 msgid ""
 "Rotation part of the local transformation in radians, specified in terms of "
@@ -65756,11 +65806,11 @@ msgstr ""
 #: doc/classes/VehicleBody.xml
 msgid ""
 "Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
 "[b]Note:[/b] The simulation does not take the effect of gears into account, "
 "you will need to add logic for this if you wish to simulate gears.\n"
 "A negative value will result in the vehicle reversing."
@@ -65840,8 +65890,8 @@ msgstr ""
 
 #: doc/classes/VehicleWheel.xml
 msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
 "vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
 "a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
 "[b]Note:[/b] The simulation does not take the effect of gears into account, "

+ 80 - 30
doc/translations/nb.po

@@ -9975,7 +9975,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer.xml
@@ -10140,7 +10146,13 @@ msgid ""
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer3D.xml
@@ -28420,13 +28432,14 @@ msgstr ""
 
 #: doc/classes/HTTPRequest.xml
 msgid ""
-"If set to a value greater than [code]0.0[/code], the HTTP request will time "
-"out after [code]timeout[/code] seconds have passed and the request is not "
-"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
-"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
-"application from getting stuck if the request fails to get a response in a "
-"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
-"the download from failing if it takes too much time."
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
 msgstr ""
 
 #: doc/classes/HTTPRequest.xml
@@ -29840,9 +29853,9 @@ msgid ""
 "freehand lines is required, input accumulation should generally be disabled "
 "while the user is drawing the line to get results that closely follow the "
 "actual input.\n"
-"[b]Note:[/b] Input accumulation is [i]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."
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
 msgstr ""
 
 #: doc/classes/Input.xml
@@ -30416,10 +30429,13 @@ 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 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] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
 "[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
 "implementing [url=https://en.wikipedia.org/wiki/"
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -30430,6 +30446,12 @@ msgstr ""
 msgid "Mouse and input coordinates"
 msgstr ""
 
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
 #: doc/classes/InputEventMouseMotion.xml
 msgid ""
 "Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
@@ -45299,6 +45321,13 @@ msgstr ""
 msgid "Changes the byte at the given index."
 msgstr ""
 
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
 #: doc/classes/PoolByteArray.xml
 msgid ""
 "Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -54223,7 +54252,8 @@ msgid ""
 "SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
 "[SceneTreeTween] might become invalid when it has finished tweening, is "
 "killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
-"[SceneTreeTween]s can't have [Tweener]s appended."
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -54263,15 +54293,16 @@ msgstr ""
 msgid ""
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [Tween] run infinitely, "
-"until either it is killed with [method kill], the [Tween]'s bound node is "
-"freed, or all the animated objects have been freed (which makes further "
-"animation impossible).\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
 "[b]Warning:[/b] Make sure to always add some duration/delay when using "
 "infinite loops. To prevent the game freezing, 0-duration looped animations "
 "(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
-"number of loops, which may produce unexpected results. If a [Tween]'s "
-"lifetime depends on some node, always use [method bind_node]."
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -55746,10 +55777,29 @@ msgid ""
 "as custom visualization and editing handles in Editor."
 msgstr ""
 
+#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
 #: doc/classes/Spatial.xml
 msgid "World space (global) [Transform] of this node."
 msgstr ""
 
+#: doc/classes/Spatial.xml
+msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
 #: doc/classes/Spatial.xml
 msgid ""
 "Rotation part of the local transformation in radians, specified in terms of "
@@ -65768,11 +65818,11 @@ msgstr ""
 #: doc/classes/VehicleBody.xml
 msgid ""
 "Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
 "[b]Note:[/b] The simulation does not take the effect of gears into account, "
 "you will need to add logic for this if you wish to simulate gears.\n"
 "A negative value will result in the vehicle reversing."
@@ -65852,8 +65902,8 @@ msgstr ""
 
 #: doc/classes/VehicleWheel.xml
 msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
 "vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
 "a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
 "[b]Note:[/b] The simulation does not take the effect of gears into account, "

+ 80 - 30
doc/translations/ne.po

@@ -9963,7 +9963,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer.xml
@@ -10128,7 +10134,13 @@ msgid ""
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer3D.xml
@@ -28408,13 +28420,14 @@ msgstr ""
 
 #: doc/classes/HTTPRequest.xml
 msgid ""
-"If set to a value greater than [code]0.0[/code], the HTTP request will time "
-"out after [code]timeout[/code] seconds have passed and the request is not "
-"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
-"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
-"application from getting stuck if the request fails to get a response in a "
-"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
-"the download from failing if it takes too much time."
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
 msgstr ""
 
 #: doc/classes/HTTPRequest.xml
@@ -29828,9 +29841,9 @@ msgid ""
 "freehand lines is required, input accumulation should generally be disabled "
 "while the user is drawing the line to get results that closely follow the "
 "actual input.\n"
-"[b]Note:[/b] Input accumulation is [i]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."
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
 msgstr ""
 
 #: doc/classes/Input.xml
@@ -30404,10 +30417,13 @@ 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 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] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
 "[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
 "implementing [url=https://en.wikipedia.org/wiki/"
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -30418,6 +30434,12 @@ msgstr ""
 msgid "Mouse and input coordinates"
 msgstr ""
 
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
 #: doc/classes/InputEventMouseMotion.xml
 msgid ""
 "Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
@@ -45287,6 +45309,13 @@ msgstr ""
 msgid "Changes the byte at the given index."
 msgstr ""
 
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
 #: doc/classes/PoolByteArray.xml
 msgid ""
 "Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -54211,7 +54240,8 @@ msgid ""
 "SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
 "[SceneTreeTween] might become invalid when it has finished tweening, is "
 "killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
-"[SceneTreeTween]s can't have [Tweener]s appended."
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -54251,15 +54281,16 @@ msgstr ""
 msgid ""
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [Tween] run infinitely, "
-"until either it is killed with [method kill], the [Tween]'s bound node is "
-"freed, or all the animated objects have been freed (which makes further "
-"animation impossible).\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
 "[b]Warning:[/b] Make sure to always add some duration/delay when using "
 "infinite loops. To prevent the game freezing, 0-duration looped animations "
 "(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
-"number of loops, which may produce unexpected results. If a [Tween]'s "
-"lifetime depends on some node, always use [method bind_node]."
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -55734,10 +55765,29 @@ msgid ""
 "as custom visualization and editing handles in Editor."
 msgstr ""
 
+#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
 #: doc/classes/Spatial.xml
 msgid "World space (global) [Transform] of this node."
 msgstr ""
 
+#: doc/classes/Spatial.xml
+msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
 #: doc/classes/Spatial.xml
 msgid ""
 "Rotation part of the local transformation in radians, specified in terms of "
@@ -65756,11 +65806,11 @@ msgstr ""
 #: doc/classes/VehicleBody.xml
 msgid ""
 "Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
 "[b]Note:[/b] The simulation does not take the effect of gears into account, "
 "you will need to add logic for this if you wish to simulate gears.\n"
 "A negative value will result in the vehicle reversing."
@@ -65840,8 +65890,8 @@ msgstr ""
 
 #: doc/classes/VehicleWheel.xml
 msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
 "vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
 "a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
 "[b]Note:[/b] The simulation does not take the effect of gears into account, "

+ 80 - 30
doc/translations/nl.po

@@ -10032,7 +10032,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer.xml
@@ -10197,7 +10203,13 @@ msgid ""
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer3D.xml
@@ -28480,13 +28492,14 @@ msgstr ""
 
 #: doc/classes/HTTPRequest.xml
 msgid ""
-"If set to a value greater than [code]0.0[/code], the HTTP request will time "
-"out after [code]timeout[/code] seconds have passed and the request is not "
-"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
-"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
-"application from getting stuck if the request fails to get a response in a "
-"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
-"the download from failing if it takes too much time."
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
 msgstr ""
 
 #: doc/classes/HTTPRequest.xml
@@ -29900,9 +29913,9 @@ msgid ""
 "freehand lines is required, input accumulation should generally be disabled "
 "while the user is drawing the line to get results that closely follow the "
 "actual input.\n"
-"[b]Note:[/b] Input accumulation is [i]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."
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
 msgstr ""
 
 #: doc/classes/Input.xml
@@ -30476,10 +30489,13 @@ 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 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] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
 "[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
 "implementing [url=https://en.wikipedia.org/wiki/"
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -30490,6 +30506,12 @@ msgstr ""
 msgid "Mouse and input coordinates"
 msgstr ""
 
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
 #: doc/classes/InputEventMouseMotion.xml
 msgid ""
 "Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
@@ -45359,6 +45381,13 @@ msgstr ""
 msgid "Changes the byte at the given index."
 msgstr ""
 
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
 #: doc/classes/PoolByteArray.xml
 msgid ""
 "Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -54284,7 +54313,8 @@ msgid ""
 "SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
 "[SceneTreeTween] might become invalid when it has finished tweening, is "
 "killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
-"[SceneTreeTween]s can't have [Tweener]s appended."
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -54324,15 +54354,16 @@ msgstr ""
 msgid ""
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [Tween] run infinitely, "
-"until either it is killed with [method kill], the [Tween]'s bound node is "
-"freed, or all the animated objects have been freed (which makes further "
-"animation impossible).\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
 "[b]Warning:[/b] Make sure to always add some duration/delay when using "
 "infinite loops. To prevent the game freezing, 0-duration looped animations "
 "(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
-"number of loops, which may produce unexpected results. If a [Tween]'s "
-"lifetime depends on some node, always use [method bind_node]."
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -55807,10 +55838,29 @@ msgid ""
 "as custom visualization and editing handles in Editor."
 msgstr ""
 
+#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
 #: doc/classes/Spatial.xml
 msgid "World space (global) [Transform] of this node."
 msgstr ""
 
+#: doc/classes/Spatial.xml
+msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
 #: doc/classes/Spatial.xml
 msgid ""
 "Rotation part of the local transformation in radians, specified in terms of "
@@ -65829,11 +65879,11 @@ msgstr ""
 #: doc/classes/VehicleBody.xml
 msgid ""
 "Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
 "[b]Note:[/b] The simulation does not take the effect of gears into account, "
 "you will need to add logic for this if you wish to simulate gears.\n"
 "A negative value will result in the vehicle reversing."
@@ -65913,8 +65963,8 @@ msgstr ""
 
 #: doc/classes/VehicleWheel.xml
 msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
 "vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
 "a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
 "[b]Note:[/b] The simulation does not take the effect of gears into account, "

+ 80 - 30
doc/translations/pl.po

@@ -10471,7 +10471,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer.xml
@@ -10636,7 +10642,13 @@ msgid ""
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer3D.xml
@@ -28986,13 +28998,14 @@ msgstr ""
 
 #: doc/classes/HTTPRequest.xml
 msgid ""
-"If set to a value greater than [code]0.0[/code], the HTTP request will time "
-"out after [code]timeout[/code] seconds have passed and the request is not "
-"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
-"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
-"application from getting stuck if the request fails to get a response in a "
-"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
-"the download from failing if it takes too much time."
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
 msgstr ""
 
 #: doc/classes/HTTPRequest.xml
@@ -30409,9 +30422,9 @@ msgid ""
 "freehand lines is required, input accumulation should generally be disabled "
 "while the user is drawing the line to get results that closely follow the "
 "actual input.\n"
-"[b]Note:[/b] Input accumulation is [i]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."
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
 msgstr ""
 
 #: doc/classes/Input.xml
@@ -30985,10 +30998,13 @@ 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 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] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
 "[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
 "implementing [url=https://en.wikipedia.org/wiki/"
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -30999,6 +31015,12 @@ msgstr ""
 msgid "Mouse and input coordinates"
 msgstr ""
 
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
 #: doc/classes/InputEventMouseMotion.xml
 msgid ""
 "Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
@@ -46003,6 +46025,13 @@ msgstr ""
 msgid "Changes the byte at the given index."
 msgstr ""
 
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
 #: doc/classes/PoolByteArray.xml
 msgid ""
 "Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -54943,7 +54972,8 @@ msgid ""
 "SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
 "[SceneTreeTween] might become invalid when it has finished tweening, is "
 "killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
-"[SceneTreeTween]s can't have [Tweener]s appended."
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -54983,15 +55013,16 @@ msgstr ""
 msgid ""
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [Tween] run infinitely, "
-"until either it is killed with [method kill], the [Tween]'s bound node is "
-"freed, or all the animated objects have been freed (which makes further "
-"animation impossible).\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
 "[b]Warning:[/b] Make sure to always add some duration/delay when using "
 "infinite loops. To prevent the game freezing, 0-duration looped animations "
 "(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
-"number of loops, which may produce unexpected results. If a [Tween]'s "
-"lifetime depends on some node, always use [method bind_node]."
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -56467,10 +56498,29 @@ msgid ""
 "as custom visualization and editing handles in Editor."
 msgstr ""
 
+#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
 #: doc/classes/Spatial.xml
 msgid "World space (global) [Transform] of this node."
 msgstr ""
 
+#: doc/classes/Spatial.xml
+msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
 #: doc/classes/Spatial.xml
 msgid ""
 "Rotation part of the local transformation in radians, specified in terms of "
@@ -66529,11 +66579,11 @@ msgstr ""
 #: doc/classes/VehicleBody.xml
 msgid ""
 "Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
 "[b]Note:[/b] The simulation does not take the effect of gears into account, "
 "you will need to add logic for this if you wish to simulate gears.\n"
 "A negative value will result in the vehicle reversing."
@@ -66613,8 +66663,8 @@ msgstr ""
 
 #: doc/classes/VehicleWheel.xml
 msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
 "vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
 "a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
 "[b]Note:[/b] The simulation does not take the effect of gears into account, "

+ 80 - 30
doc/translations/pt.po

@@ -10787,7 +10787,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer.xml
@@ -10952,7 +10958,13 @@ msgid ""
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer3D.xml
@@ -29301,13 +29313,14 @@ msgstr ""
 
 #: doc/classes/HTTPRequest.xml
 msgid ""
-"If set to a value greater than [code]0.0[/code], the HTTP request will time "
-"out after [code]timeout[/code] seconds have passed and the request is not "
-"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
-"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
-"application from getting stuck if the request fails to get a response in a "
-"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
-"the download from failing if it takes too much time."
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
 msgstr ""
 
 #: doc/classes/HTTPRequest.xml
@@ -30721,9 +30734,9 @@ msgid ""
 "freehand lines is required, input accumulation should generally be disabled "
 "while the user is drawing the line to get results that closely follow the "
 "actual input.\n"
-"[b]Note:[/b] Input accumulation is [i]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."
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
 msgstr ""
 
 #: doc/classes/Input.xml
@@ -31297,10 +31310,13 @@ 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 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] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
 "[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
 "implementing [url=https://en.wikipedia.org/wiki/"
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -31311,6 +31327,12 @@ msgstr ""
 msgid "Mouse and input coordinates"
 msgstr ""
 
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
 #: doc/classes/InputEventMouseMotion.xml
 msgid ""
 "Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
@@ -46238,6 +46260,13 @@ msgstr ""
 msgid "Changes the byte at the given index."
 msgstr ""
 
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
 #: doc/classes/PoolByteArray.xml
 msgid ""
 "Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -55231,7 +55260,8 @@ msgid ""
 "SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
 "[SceneTreeTween] might become invalid when it has finished tweening, is "
 "killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
-"[SceneTreeTween]s can't have [Tweener]s appended."
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -55271,15 +55301,16 @@ msgstr ""
 msgid ""
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [Tween] run infinitely, "
-"until either it is killed with [method kill], the [Tween]'s bound node is "
-"freed, or all the animated objects have been freed (which makes further "
-"animation impossible).\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
 "[b]Warning:[/b] Make sure to always add some duration/delay when using "
 "infinite loops. To prevent the game freezing, 0-duration looped animations "
 "(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
-"number of loops, which may produce unexpected results. If a [Tween]'s "
-"lifetime depends on some node, always use [method bind_node]."
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -56756,10 +56787,29 @@ msgid ""
 "as custom visualization and editing handles in Editor."
 msgstr ""
 
+#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
 #: doc/classes/Spatial.xml
 msgid "World space (global) [Transform] of this node."
 msgstr ""
 
+#: doc/classes/Spatial.xml
+msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
 #: doc/classes/Spatial.xml
 msgid ""
 "Rotation part of the local transformation in radians, specified in terms of "
@@ -66821,11 +66871,11 @@ msgstr ""
 #: doc/classes/VehicleBody.xml
 msgid ""
 "Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
 "[b]Note:[/b] The simulation does not take the effect of gears into account, "
 "you will need to add logic for this if you wish to simulate gears.\n"
 "A negative value will result in the vehicle reversing."
@@ -66905,8 +66955,8 @@ msgstr ""
 
 #: doc/classes/VehicleWheel.xml
 msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
 "vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
 "a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
 "[b]Note:[/b] The simulation does not take the effect of gears into account, "

+ 80 - 30
doc/translations/pt_BR.po

@@ -11025,7 +11025,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer.xml
@@ -11190,7 +11196,13 @@ msgid ""
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer3D.xml
@@ -29629,13 +29641,14 @@ msgstr ""
 
 #: doc/classes/HTTPRequest.xml
 msgid ""
-"If set to a value greater than [code]0.0[/code], the HTTP request will time "
-"out after [code]timeout[/code] seconds have passed and the request is not "
-"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
-"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
-"application from getting stuck if the request fails to get a response in a "
-"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
-"the download from failing if it takes too much time."
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
 msgstr ""
 
 #: doc/classes/HTTPRequest.xml
@@ -31054,9 +31067,9 @@ msgid ""
 "freehand lines is required, input accumulation should generally be disabled "
 "while the user is drawing the line to get results that closely follow the "
 "actual input.\n"
-"[b]Note:[/b] Input accumulation is [i]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."
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
 msgstr ""
 
 #: doc/classes/Input.xml
@@ -31630,10 +31643,13 @@ 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 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] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
 "[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
 "implementing [url=https://en.wikipedia.org/wiki/"
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -31644,6 +31660,12 @@ msgstr ""
 msgid "Mouse and input coordinates"
 msgstr ""
 
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
 #: doc/classes/InputEventMouseMotion.xml
 msgid ""
 "Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
@@ -46651,6 +46673,13 @@ msgstr ""
 msgid "Changes the byte at the given index."
 msgstr ""
 
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
 #: doc/classes/PoolByteArray.xml
 msgid ""
 "Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -55595,7 +55624,8 @@ msgid ""
 "SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
 "[SceneTreeTween] might become invalid when it has finished tweening, is "
 "killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
-"[SceneTreeTween]s can't have [Tweener]s appended."
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -55635,15 +55665,16 @@ msgstr ""
 msgid ""
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [Tween] run infinitely, "
-"until either it is killed with [method kill], the [Tween]'s bound node is "
-"freed, or all the animated objects have been freed (which makes further "
-"animation impossible).\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
 "[b]Warning:[/b] Make sure to always add some duration/delay when using "
 "infinite loops. To prevent the game freezing, 0-duration looped animations "
 "(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
-"number of loops, which may produce unexpected results. If a [Tween]'s "
-"lifetime depends on some node, always use [method bind_node]."
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -57122,10 +57153,29 @@ msgid ""
 "as custom visualization and editing handles in Editor."
 msgstr ""
 
+#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
 #: doc/classes/Spatial.xml
 msgid "World space (global) [Transform] of this node."
 msgstr ""
 
+#: doc/classes/Spatial.xml
+msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
 #: doc/classes/Spatial.xml
 msgid ""
 "Rotation part of the local transformation in radians, specified in terms of "
@@ -67221,11 +67271,11 @@ msgstr ""
 #: doc/classes/VehicleBody.xml
 msgid ""
 "Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
 "[b]Note:[/b] The simulation does not take the effect of gears into account, "
 "you will need to add logic for this if you wish to simulate gears.\n"
 "A negative value will result in the vehicle reversing."
@@ -67305,8 +67355,8 @@ msgstr ""
 
 #: doc/classes/VehicleWheel.xml
 msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
 "vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
 "a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
 "[b]Note:[/b] The simulation does not take the effect of gears into account, "

+ 80 - 30
doc/translations/ro.po

@@ -9995,7 +9995,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer.xml
@@ -10160,7 +10166,13 @@ msgid ""
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer3D.xml
@@ -28443,13 +28455,14 @@ msgstr ""
 
 #: doc/classes/HTTPRequest.xml
 msgid ""
-"If set to a value greater than [code]0.0[/code], the HTTP request will time "
-"out after [code]timeout[/code] seconds have passed and the request is not "
-"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
-"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
-"application from getting stuck if the request fails to get a response in a "
-"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
-"the download from failing if it takes too much time."
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
 msgstr ""
 
 #: doc/classes/HTTPRequest.xml
@@ -29863,9 +29876,9 @@ msgid ""
 "freehand lines is required, input accumulation should generally be disabled "
 "while the user is drawing the line to get results that closely follow the "
 "actual input.\n"
-"[b]Note:[/b] Input accumulation is [i]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."
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
 msgstr ""
 
 #: doc/classes/Input.xml
@@ -30439,10 +30452,13 @@ 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 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] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
 "[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
 "implementing [url=https://en.wikipedia.org/wiki/"
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -30453,6 +30469,12 @@ msgstr ""
 msgid "Mouse and input coordinates"
 msgstr ""
 
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
 #: doc/classes/InputEventMouseMotion.xml
 msgid ""
 "Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
@@ -45323,6 +45345,13 @@ msgstr ""
 msgid "Changes the byte at the given index."
 msgstr ""
 
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
 #: doc/classes/PoolByteArray.xml
 msgid ""
 "Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -54247,7 +54276,8 @@ msgid ""
 "SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
 "[SceneTreeTween] might become invalid when it has finished tweening, is "
 "killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
-"[SceneTreeTween]s can't have [Tweener]s appended."
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -54287,15 +54317,16 @@ msgstr ""
 msgid ""
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [Tween] run infinitely, "
-"until either it is killed with [method kill], the [Tween]'s bound node is "
-"freed, or all the animated objects have been freed (which makes further "
-"animation impossible).\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
 "[b]Warning:[/b] Make sure to always add some duration/delay when using "
 "infinite loops. To prevent the game freezing, 0-duration looped animations "
 "(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
-"number of loops, which may produce unexpected results. If a [Tween]'s "
-"lifetime depends on some node, always use [method bind_node]."
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -55770,10 +55801,29 @@ msgid ""
 "as custom visualization and editing handles in Editor."
 msgstr ""
 
+#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
 #: doc/classes/Spatial.xml
 msgid "World space (global) [Transform] of this node."
 msgstr ""
 
+#: doc/classes/Spatial.xml
+msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
 #: doc/classes/Spatial.xml
 msgid ""
 "Rotation part of the local transformation in radians, specified in terms of "
@@ -65792,11 +65842,11 @@ msgstr ""
 #: doc/classes/VehicleBody.xml
 msgid ""
 "Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
 "[b]Note:[/b] The simulation does not take the effect of gears into account, "
 "you will need to add logic for this if you wish to simulate gears.\n"
 "A negative value will result in the vehicle reversing."
@@ -65876,8 +65926,8 @@ msgstr ""
 
 #: doc/classes/VehicleWheel.xml
 msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
 "vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
 "a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
 "[b]Note:[/b] The simulation does not take the effect of gears into account, "

+ 84 - 30
doc/translations/ru.po

@@ -11644,7 +11644,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer.xml
@@ -11809,7 +11815,13 @@ msgid ""
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer3D.xml
@@ -30308,13 +30320,14 @@ msgstr ""
 
 #: doc/classes/HTTPRequest.xml
 msgid ""
-"If set to a value greater than [code]0.0[/code], the HTTP request will time "
-"out after [code]timeout[/code] seconds have passed and the request is not "
-"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
-"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
-"application from getting stuck if the request fails to get a response in a "
-"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
-"the download from failing if it takes too much time."
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
 msgstr ""
 
 #: doc/classes/HTTPRequest.xml
@@ -31732,9 +31745,9 @@ msgid ""
 "freehand lines is required, input accumulation should generally be disabled "
 "while the user is drawing the line to get results that closely follow the "
 "actual input.\n"
-"[b]Note:[/b] Input accumulation is [i]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."
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
 msgstr ""
 
 #: doc/classes/Input.xml
@@ -32308,10 +32321,13 @@ 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 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] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
 "[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
 "implementing [url=https://en.wikipedia.org/wiki/"
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -32322,6 +32338,15 @@ msgstr ""
 msgid "Mouse and input coordinates"
 msgstr ""
 
+#: doc/classes/InputEventMouseMotion.xml
+#, fuzzy
+msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+"Возвращает [code]true[/code] если [code]a[/code] и [code]b[/code] "
+"приблизительно равны друг другу."
+
 #: doc/classes/InputEventMouseMotion.xml
 msgid ""
 "Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
@@ -47447,6 +47472,14 @@ msgstr ""
 msgid "Changes the byte at the given index."
 msgstr ""
 
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+#, fuzzy
+msgid "Sorts the elements of the array in ascending order."
+msgstr "Удаляет элемент из массива по индексу."
+
 #: doc/classes/PoolByteArray.xml
 msgid ""
 "Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -56470,7 +56503,8 @@ msgid ""
 "SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
 "[SceneTreeTween] might become invalid when it has finished tweening, is "
 "killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
-"[SceneTreeTween]s can't have [Tweener]s appended."
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -56510,15 +56544,16 @@ msgstr ""
 msgid ""
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [Tween] run infinitely, "
-"until either it is killed with [method kill], the [Tween]'s bound node is "
-"freed, or all the animated objects have been freed (which makes further "
-"animation impossible).\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
 "[b]Warning:[/b] Make sure to always add some duration/delay when using "
 "infinite loops. To prevent the game freezing, 0-duration looped animations "
 "(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
-"number of loops, which may produce unexpected results. If a [Tween]'s "
-"lifetime depends on some node, always use [method bind_node]."
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -58000,10 +58035,29 @@ msgid ""
 "as custom visualization and editing handles in Editor."
 msgstr ""
 
+#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
 #: doc/classes/Spatial.xml
 msgid "World space (global) [Transform] of this node."
 msgstr ""
 
+#: doc/classes/Spatial.xml
+msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
 #: doc/classes/Spatial.xml
 msgid ""
 "Rotation part of the local transformation in radians, specified in terms of "
@@ -68262,11 +68316,11 @@ msgstr ""
 #: doc/classes/VehicleBody.xml
 msgid ""
 "Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
 "[b]Note:[/b] The simulation does not take the effect of gears into account, "
 "you will need to add logic for this if you wish to simulate gears.\n"
 "A negative value will result in the vehicle reversing."
@@ -68346,8 +68400,8 @@ msgstr ""
 
 #: doc/classes/VehicleWheel.xml
 msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
 "vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
 "a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
 "[b]Note:[/b] The simulation does not take the effect of gears into account, "

+ 80 - 30
doc/translations/sk.po

@@ -9966,7 +9966,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer.xml
@@ -10131,7 +10137,13 @@ msgid ""
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer3D.xml
@@ -28414,13 +28426,14 @@ msgstr ""
 
 #: doc/classes/HTTPRequest.xml
 msgid ""
-"If set to a value greater than [code]0.0[/code], the HTTP request will time "
-"out after [code]timeout[/code] seconds have passed and the request is not "
-"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
-"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
-"application from getting stuck if the request fails to get a response in a "
-"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
-"the download from failing if it takes too much time."
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
 msgstr ""
 
 #: doc/classes/HTTPRequest.xml
@@ -29834,9 +29847,9 @@ msgid ""
 "freehand lines is required, input accumulation should generally be disabled "
 "while the user is drawing the line to get results that closely follow the "
 "actual input.\n"
-"[b]Note:[/b] Input accumulation is [i]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."
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
 msgstr ""
 
 #: doc/classes/Input.xml
@@ -30410,10 +30423,13 @@ 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 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] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
 "[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
 "implementing [url=https://en.wikipedia.org/wiki/"
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -30424,6 +30440,12 @@ msgstr ""
 msgid "Mouse and input coordinates"
 msgstr ""
 
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
 #: doc/classes/InputEventMouseMotion.xml
 msgid ""
 "Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
@@ -45293,6 +45315,13 @@ msgstr ""
 msgid "Changes the byte at the given index."
 msgstr ""
 
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
 #: doc/classes/PoolByteArray.xml
 msgid ""
 "Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -54217,7 +54246,8 @@ msgid ""
 "SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
 "[SceneTreeTween] might become invalid when it has finished tweening, is "
 "killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
-"[SceneTreeTween]s can't have [Tweener]s appended."
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -54257,15 +54287,16 @@ msgstr ""
 msgid ""
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [Tween] run infinitely, "
-"until either it is killed with [method kill], the [Tween]'s bound node is "
-"freed, or all the animated objects have been freed (which makes further "
-"animation impossible).\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
 "[b]Warning:[/b] Make sure to always add some duration/delay when using "
 "infinite loops. To prevent the game freezing, 0-duration looped animations "
 "(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
-"number of loops, which may produce unexpected results. If a [Tween]'s "
-"lifetime depends on some node, always use [method bind_node]."
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -55740,10 +55771,29 @@ msgid ""
 "as custom visualization and editing handles in Editor."
 msgstr ""
 
+#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
 #: doc/classes/Spatial.xml
 msgid "World space (global) [Transform] of this node."
 msgstr ""
 
+#: doc/classes/Spatial.xml
+msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
 #: doc/classes/Spatial.xml
 msgid ""
 "Rotation part of the local transformation in radians, specified in terms of "
@@ -65762,11 +65812,11 @@ msgstr ""
 #: doc/classes/VehicleBody.xml
 msgid ""
 "Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
 "[b]Note:[/b] The simulation does not take the effect of gears into account, "
 "you will need to add logic for this if you wish to simulate gears.\n"
 "A negative value will result in the vehicle reversing."
@@ -65846,8 +65896,8 @@ msgstr ""
 
 #: doc/classes/VehicleWheel.xml
 msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
 "vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
 "a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
 "[b]Note:[/b] The simulation does not take the effect of gears into account, "

+ 80 - 30
doc/translations/sr_Cyrl.po

@@ -9977,7 +9977,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer.xml
@@ -10142,7 +10148,13 @@ msgid ""
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer3D.xml
@@ -28425,13 +28437,14 @@ msgstr ""
 
 #: doc/classes/HTTPRequest.xml
 msgid ""
-"If set to a value greater than [code]0.0[/code], the HTTP request will time "
-"out after [code]timeout[/code] seconds have passed and the request is not "
-"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
-"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
-"application from getting stuck if the request fails to get a response in a "
-"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
-"the download from failing if it takes too much time."
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
 msgstr ""
 
 #: doc/classes/HTTPRequest.xml
@@ -29845,9 +29858,9 @@ msgid ""
 "freehand lines is required, input accumulation should generally be disabled "
 "while the user is drawing the line to get results that closely follow the "
 "actual input.\n"
-"[b]Note:[/b] Input accumulation is [i]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."
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
 msgstr ""
 
 #: doc/classes/Input.xml
@@ -30421,10 +30434,13 @@ 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 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] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
 "[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
 "implementing [url=https://en.wikipedia.org/wiki/"
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -30435,6 +30451,12 @@ msgstr ""
 msgid "Mouse and input coordinates"
 msgstr ""
 
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
 #: doc/classes/InputEventMouseMotion.xml
 msgid ""
 "Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
@@ -45304,6 +45326,13 @@ msgstr ""
 msgid "Changes the byte at the given index."
 msgstr ""
 
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
 #: doc/classes/PoolByteArray.xml
 msgid ""
 "Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -54228,7 +54257,8 @@ msgid ""
 "SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
 "[SceneTreeTween] might become invalid when it has finished tweening, is "
 "killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
-"[SceneTreeTween]s can't have [Tweener]s appended."
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -54268,15 +54298,16 @@ msgstr ""
 msgid ""
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [Tween] run infinitely, "
-"until either it is killed with [method kill], the [Tween]'s bound node is "
-"freed, or all the animated objects have been freed (which makes further "
-"animation impossible).\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
 "[b]Warning:[/b] Make sure to always add some duration/delay when using "
 "infinite loops. To prevent the game freezing, 0-duration looped animations "
 "(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
-"number of loops, which may produce unexpected results. If a [Tween]'s "
-"lifetime depends on some node, always use [method bind_node]."
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -55751,10 +55782,29 @@ msgid ""
 "as custom visualization and editing handles in Editor."
 msgstr ""
 
+#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
 #: doc/classes/Spatial.xml
 msgid "World space (global) [Transform] of this node."
 msgstr ""
 
+#: doc/classes/Spatial.xml
+msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
 #: doc/classes/Spatial.xml
 msgid ""
 "Rotation part of the local transformation in radians, specified in terms of "
@@ -65773,11 +65823,11 @@ msgstr ""
 #: doc/classes/VehicleBody.xml
 msgid ""
 "Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
 "[b]Note:[/b] The simulation does not take the effect of gears into account, "
 "you will need to add logic for this if you wish to simulate gears.\n"
 "A negative value will result in the vehicle reversing."
@@ -65857,8 +65907,8 @@ msgstr ""
 
 #: doc/classes/VehicleWheel.xml
 msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
 "vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
 "a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
 "[b]Note:[/b] The simulation does not take the effect of gears into account, "

+ 80 - 30
doc/translations/sv.po

@@ -9966,7 +9966,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer.xml
@@ -10131,7 +10137,13 @@ msgid ""
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer3D.xml
@@ -28411,13 +28423,14 @@ msgstr ""
 
 #: doc/classes/HTTPRequest.xml
 msgid ""
-"If set to a value greater than [code]0.0[/code], the HTTP request will time "
-"out after [code]timeout[/code] seconds have passed and the request is not "
-"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
-"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
-"application from getting stuck if the request fails to get a response in a "
-"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
-"the download from failing if it takes too much time."
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
 msgstr ""
 
 #: doc/classes/HTTPRequest.xml
@@ -29831,9 +29844,9 @@ msgid ""
 "freehand lines is required, input accumulation should generally be disabled "
 "while the user is drawing the line to get results that closely follow the "
 "actual input.\n"
-"[b]Note:[/b] Input accumulation is [i]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."
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
 msgstr ""
 
 #: doc/classes/Input.xml
@@ -30407,10 +30420,13 @@ 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 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] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
 "[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
 "implementing [url=https://en.wikipedia.org/wiki/"
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -30421,6 +30437,12 @@ msgstr ""
 msgid "Mouse and input coordinates"
 msgstr ""
 
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
 #: doc/classes/InputEventMouseMotion.xml
 msgid ""
 "Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
@@ -45290,6 +45312,13 @@ msgstr ""
 msgid "Changes the byte at the given index."
 msgstr ""
 
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
 #: doc/classes/PoolByteArray.xml
 msgid ""
 "Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -54214,7 +54243,8 @@ msgid ""
 "SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
 "[SceneTreeTween] might become invalid when it has finished tweening, is "
 "killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
-"[SceneTreeTween]s can't have [Tweener]s appended."
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -54254,15 +54284,16 @@ msgstr ""
 msgid ""
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [Tween] run infinitely, "
-"until either it is killed with [method kill], the [Tween]'s bound node is "
-"freed, or all the animated objects have been freed (which makes further "
-"animation impossible).\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
 "[b]Warning:[/b] Make sure to always add some duration/delay when using "
 "infinite loops. To prevent the game freezing, 0-duration looped animations "
 "(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
-"number of loops, which may produce unexpected results. If a [Tween]'s "
-"lifetime depends on some node, always use [method bind_node]."
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -55737,10 +55768,29 @@ msgid ""
 "as custom visualization and editing handles in Editor."
 msgstr ""
 
+#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
 #: doc/classes/Spatial.xml
 msgid "World space (global) [Transform] of this node."
 msgstr ""
 
+#: doc/classes/Spatial.xml
+msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
 #: doc/classes/Spatial.xml
 msgid ""
 "Rotation part of the local transformation in radians, specified in terms of "
@@ -65759,11 +65809,11 @@ msgstr ""
 #: doc/classes/VehicleBody.xml
 msgid ""
 "Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
 "[b]Note:[/b] The simulation does not take the effect of gears into account, "
 "you will need to add logic for this if you wish to simulate gears.\n"
 "A negative value will result in the vehicle reversing."
@@ -65843,8 +65893,8 @@ msgstr ""
 
 #: doc/classes/VehicleWheel.xml
 msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
 "vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
 "a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
 "[b]Note:[/b] The simulation does not take the effect of gears into account, "

+ 80 - 30
doc/translations/th.po

@@ -10072,7 +10072,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer.xml
@@ -10237,7 +10243,13 @@ msgid ""
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer3D.xml
@@ -28530,13 +28542,14 @@ msgstr ""
 
 #: doc/classes/HTTPRequest.xml
 msgid ""
-"If set to a value greater than [code]0.0[/code], the HTTP request will time "
-"out after [code]timeout[/code] seconds have passed and the request is not "
-"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
-"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
-"application from getting stuck if the request fails to get a response in a "
-"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
-"the download from failing if it takes too much time."
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
 msgstr ""
 
 #: doc/classes/HTTPRequest.xml
@@ -29972,9 +29985,9 @@ msgid ""
 "freehand lines is required, input accumulation should generally be disabled "
 "while the user is drawing the line to get results that closely follow the "
 "actual input.\n"
-"[b]Note:[/b] Input accumulation is [i]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."
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
 msgstr ""
 
 #: doc/classes/Input.xml
@@ -30564,10 +30577,13 @@ 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 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] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
 "[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
 "implementing [url=https://en.wikipedia.org/wiki/"
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -30578,6 +30594,12 @@ msgstr ""
 msgid "Mouse and input coordinates"
 msgstr ""
 
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
 #: doc/classes/InputEventMouseMotion.xml
 msgid ""
 "Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
@@ -45541,6 +45563,13 @@ msgstr ""
 msgid "Changes the byte at the given index."
 msgstr ""
 
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
 #: doc/classes/PoolByteArray.xml
 msgid ""
 "Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -54475,7 +54504,8 @@ msgid ""
 "SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
 "[SceneTreeTween] might become invalid when it has finished tweening, is "
 "killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
-"[SceneTreeTween]s can't have [Tweener]s appended."
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -54515,15 +54545,16 @@ msgstr ""
 msgid ""
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [Tween] run infinitely, "
-"until either it is killed with [method kill], the [Tween]'s bound node is "
-"freed, or all the animated objects have been freed (which makes further "
-"animation impossible).\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
 "[b]Warning:[/b] Make sure to always add some duration/delay when using "
 "infinite loops. To prevent the game freezing, 0-duration looped animations "
 "(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
-"number of loops, which may produce unexpected results. If a [Tween]'s "
-"lifetime depends on some node, always use [method bind_node]."
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -55998,10 +56029,29 @@ msgid ""
 "as custom visualization and editing handles in Editor."
 msgstr ""
 
+#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
 #: doc/classes/Spatial.xml
 msgid "World space (global) [Transform] of this node."
 msgstr ""
 
+#: doc/classes/Spatial.xml
+msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
 #: doc/classes/Spatial.xml
 msgid ""
 "Rotation part of the local transformation in radians, specified in terms of "
@@ -66040,11 +66090,11 @@ msgstr ""
 #: doc/classes/VehicleBody.xml
 msgid ""
 "Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
 "[b]Note:[/b] The simulation does not take the effect of gears into account, "
 "you will need to add logic for this if you wish to simulate gears.\n"
 "A negative value will result in the vehicle reversing."
@@ -66124,8 +66174,8 @@ msgstr ""
 
 #: doc/classes/VehicleWheel.xml
 msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
 "vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
 "a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
 "[b]Note:[/b] The simulation does not take the effect of gears into account, "

+ 80 - 30
doc/translations/tl.po

@@ -10046,7 +10046,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer.xml
@@ -10211,7 +10217,13 @@ msgid ""
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer3D.xml
@@ -28500,13 +28512,14 @@ msgstr ""
 
 #: doc/classes/HTTPRequest.xml
 msgid ""
-"If set to a value greater than [code]0.0[/code], the HTTP request will time "
-"out after [code]timeout[/code] seconds have passed and the request is not "
-"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
-"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
-"application from getting stuck if the request fails to get a response in a "
-"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
-"the download from failing if it takes too much time."
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
 msgstr ""
 
 #: doc/classes/HTTPRequest.xml
@@ -29920,9 +29933,9 @@ msgid ""
 "freehand lines is required, input accumulation should generally be disabled "
 "while the user is drawing the line to get results that closely follow the "
 "actual input.\n"
-"[b]Note:[/b] Input accumulation is [i]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."
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
 msgstr ""
 
 #: doc/classes/Input.xml
@@ -30496,10 +30509,13 @@ 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 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] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
 "[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
 "implementing [url=https://en.wikipedia.org/wiki/"
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -30510,6 +30526,12 @@ msgstr ""
 msgid "Mouse and input coordinates"
 msgstr ""
 
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
 #: doc/classes/InputEventMouseMotion.xml
 msgid ""
 "Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
@@ -45406,6 +45428,13 @@ msgstr ""
 msgid "Changes the byte at the given index."
 msgstr ""
 
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
 #: doc/classes/PoolByteArray.xml
 msgid ""
 "Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -54330,7 +54359,8 @@ msgid ""
 "SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
 "[SceneTreeTween] might become invalid when it has finished tweening, is "
 "killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
-"[SceneTreeTween]s can't have [Tweener]s appended."
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -54370,15 +54400,16 @@ msgstr ""
 msgid ""
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [Tween] run infinitely, "
-"until either it is killed with [method kill], the [Tween]'s bound node is "
-"freed, or all the animated objects have been freed (which makes further "
-"animation impossible).\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
 "[b]Warning:[/b] Make sure to always add some duration/delay when using "
 "infinite loops. To prevent the game freezing, 0-duration looped animations "
 "(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
-"number of loops, which may produce unexpected results. If a [Tween]'s "
-"lifetime depends on some node, always use [method bind_node]."
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -55853,10 +55884,29 @@ msgid ""
 "as custom visualization and editing handles in Editor."
 msgstr ""
 
+#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
 #: doc/classes/Spatial.xml
 msgid "World space (global) [Transform] of this node."
 msgstr ""
 
+#: doc/classes/Spatial.xml
+msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
 #: doc/classes/Spatial.xml
 msgid ""
 "Rotation part of the local transformation in radians, specified in terms of "
@@ -65884,11 +65934,11 @@ msgstr ""
 #: doc/classes/VehicleBody.xml
 msgid ""
 "Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
 "[b]Note:[/b] The simulation does not take the effect of gears into account, "
 "you will need to add logic for this if you wish to simulate gears.\n"
 "A negative value will result in the vehicle reversing."
@@ -65968,8 +66018,8 @@ msgstr ""
 
 #: doc/classes/VehicleWheel.xml
 msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
 "vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
 "a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
 "[b]Note:[/b] The simulation does not take the effect of gears into account, "

+ 80 - 30
doc/translations/tr.po

@@ -10753,7 +10753,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer.xml
@@ -10918,7 +10924,13 @@ msgid ""
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer3D.xml
@@ -29252,13 +29264,14 @@ msgstr ""
 
 #: doc/classes/HTTPRequest.xml
 msgid ""
-"If set to a value greater than [code]0.0[/code], the HTTP request will time "
-"out after [code]timeout[/code] seconds have passed and the request is not "
-"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
-"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
-"application from getting stuck if the request fails to get a response in a "
-"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
-"the download from failing if it takes too much time."
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
 msgstr ""
 
 #: doc/classes/HTTPRequest.xml
@@ -30674,9 +30687,9 @@ msgid ""
 "freehand lines is required, input accumulation should generally be disabled "
 "while the user is drawing the line to get results that closely follow the "
 "actual input.\n"
-"[b]Note:[/b] Input accumulation is [i]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."
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
 msgstr ""
 
 #: doc/classes/Input.xml
@@ -31250,10 +31263,13 @@ 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 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] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
 "[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
 "implementing [url=https://en.wikipedia.org/wiki/"
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -31264,6 +31280,12 @@ msgstr ""
 msgid "Mouse and input coordinates"
 msgstr ""
 
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
 #: doc/classes/InputEventMouseMotion.xml
 msgid ""
 "Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
@@ -46231,6 +46253,13 @@ msgstr ""
 msgid "Changes the byte at the given index."
 msgstr ""
 
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
 #: doc/classes/PoolByteArray.xml
 msgid ""
 "Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -55167,7 +55196,8 @@ msgid ""
 "SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
 "[SceneTreeTween] might become invalid when it has finished tweening, is "
 "killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
-"[SceneTreeTween]s can't have [Tweener]s appended."
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -55207,15 +55237,16 @@ msgstr ""
 msgid ""
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [Tween] run infinitely, "
-"until either it is killed with [method kill], the [Tween]'s bound node is "
-"freed, or all the animated objects have been freed (which makes further "
-"animation impossible).\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
 "[b]Warning:[/b] Make sure to always add some duration/delay when using "
 "infinite loops. To prevent the game freezing, 0-duration looped animations "
 "(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
-"number of loops, which may produce unexpected results. If a [Tween]'s "
-"lifetime depends on some node, always use [method bind_node]."
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -56690,10 +56721,29 @@ msgid ""
 "as custom visualization and editing handles in Editor."
 msgstr ""
 
+#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
 #: doc/classes/Spatial.xml
 msgid "World space (global) [Transform] of this node."
 msgstr ""
 
+#: doc/classes/Spatial.xml
+msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
 #: doc/classes/Spatial.xml
 msgid ""
 "Rotation part of the local transformation in radians, specified in terms of "
@@ -66739,11 +66789,11 @@ msgstr ""
 #: doc/classes/VehicleBody.xml
 msgid ""
 "Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
 "[b]Note:[/b] The simulation does not take the effect of gears into account, "
 "you will need to add logic for this if you wish to simulate gears.\n"
 "A negative value will result in the vehicle reversing."
@@ -66823,8 +66873,8 @@ msgstr ""
 
 #: doc/classes/VehicleWheel.xml
 msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
 "vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
 "a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
 "[b]Note:[/b] The simulation does not take the effect of gears into account, "

+ 80 - 30
doc/translations/uk.po

@@ -10125,7 +10125,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer.xml
@@ -10290,7 +10296,13 @@ msgid ""
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer3D.xml
@@ -28608,13 +28620,14 @@ msgstr ""
 
 #: doc/classes/HTTPRequest.xml
 msgid ""
-"If set to a value greater than [code]0.0[/code], the HTTP request will time "
-"out after [code]timeout[/code] seconds have passed and the request is not "
-"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
-"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
-"application from getting stuck if the request fails to get a response in a "
-"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
-"the download from failing if it takes too much time."
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
 msgstr ""
 
 #: doc/classes/HTTPRequest.xml
@@ -30030,9 +30043,9 @@ msgid ""
 "freehand lines is required, input accumulation should generally be disabled "
 "while the user is drawing the line to get results that closely follow the "
 "actual input.\n"
-"[b]Note:[/b] Input accumulation is [i]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."
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
 msgstr ""
 
 #: doc/classes/Input.xml
@@ -30606,10 +30619,13 @@ 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 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] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
 "[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
 "implementing [url=https://en.wikipedia.org/wiki/"
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -30620,6 +30636,12 @@ msgstr ""
 msgid "Mouse and input coordinates"
 msgstr "Мишка і координати введення"
 
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
 #: doc/classes/InputEventMouseMotion.xml
 msgid ""
 "Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
@@ -45563,6 +45585,13 @@ msgstr ""
 msgid "Changes the byte at the given index."
 msgstr ""
 
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
 #: doc/classes/PoolByteArray.xml
 msgid ""
 "Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -54492,7 +54521,8 @@ msgid ""
 "SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
 "[SceneTreeTween] might become invalid when it has finished tweening, is "
 "killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
-"[SceneTreeTween]s can't have [Tweener]s appended."
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -54532,15 +54562,16 @@ msgstr ""
 msgid ""
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [Tween] run infinitely, "
-"until either it is killed with [method kill], the [Tween]'s bound node is "
-"freed, or all the animated objects have been freed (which makes further "
-"animation impossible).\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
 "[b]Warning:[/b] Make sure to always add some duration/delay when using "
 "infinite loops. To prevent the game freezing, 0-duration looped animations "
 "(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
-"number of loops, which may produce unexpected results. If a [Tween]'s "
-"lifetime depends on some node, always use [method bind_node]."
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -56016,10 +56047,29 @@ msgid ""
 "as custom visualization and editing handles in Editor."
 msgstr ""
 
+#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
 #: doc/classes/Spatial.xml
 msgid "World space (global) [Transform] of this node."
 msgstr ""
 
+#: doc/classes/Spatial.xml
+msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
 #: doc/classes/Spatial.xml
 msgid ""
 "Rotation part of the local transformation in radians, specified in terms of "
@@ -66064,11 +66114,11 @@ msgstr ""
 #: doc/classes/VehicleBody.xml
 msgid ""
 "Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
 "[b]Note:[/b] The simulation does not take the effect of gears into account, "
 "you will need to add logic for this if you wish to simulate gears.\n"
 "A negative value will result in the vehicle reversing."
@@ -66148,8 +66198,8 @@ msgstr ""
 
 #: doc/classes/VehicleWheel.xml
 msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
 "vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
 "a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
 "[b]Note:[/b] The simulation does not take the effect of gears into account, "

+ 80 - 30
doc/translations/vi.po

@@ -10420,7 +10420,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer.xml
@@ -10585,7 +10591,13 @@ msgid ""
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer3D.xml
@@ -28905,13 +28917,14 @@ msgstr ""
 
 #: doc/classes/HTTPRequest.xml
 msgid ""
-"If set to a value greater than [code]0.0[/code], the HTTP request will time "
-"out after [code]timeout[/code] seconds have passed and the request is not "
-"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
-"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
-"application from getting stuck if the request fails to get a response in a "
-"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
-"the download from failing if it takes too much time."
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
 msgstr ""
 
 #: doc/classes/HTTPRequest.xml
@@ -30328,9 +30341,9 @@ msgid ""
 "freehand lines is required, input accumulation should generally be disabled "
 "while the user is drawing the line to get results that closely follow the "
 "actual input.\n"
-"[b]Note:[/b] Input accumulation is [i]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."
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
 msgstr ""
 
 #: doc/classes/Input.xml
@@ -30904,10 +30917,13 @@ 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 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] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
 "[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
 "implementing [url=https://en.wikipedia.org/wiki/"
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -30918,6 +30934,12 @@ msgstr ""
 msgid "Mouse and input coordinates"
 msgstr ""
 
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
 #: doc/classes/InputEventMouseMotion.xml
 msgid ""
 "Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
@@ -45875,6 +45897,13 @@ msgstr ""
 msgid "Changes the byte at the given index."
 msgstr ""
 
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
 #: doc/classes/PoolByteArray.xml
 msgid ""
 "Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -54813,7 +54842,8 @@ msgid ""
 "SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
 "[SceneTreeTween] might become invalid when it has finished tweening, is "
 "killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
-"[SceneTreeTween]s can't have [Tweener]s appended."
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -54853,15 +54883,16 @@ msgstr ""
 msgid ""
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [Tween] run infinitely, "
-"until either it is killed with [method kill], the [Tween]'s bound node is "
-"freed, or all the animated objects have been freed (which makes further "
-"animation impossible).\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
 "[b]Warning:[/b] Make sure to always add some duration/delay when using "
 "infinite loops. To prevent the game freezing, 0-duration looped animations "
 "(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
-"number of loops, which may produce unexpected results. If a [Tween]'s "
-"lifetime depends on some node, always use [method bind_node]."
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -56338,10 +56369,29 @@ msgid ""
 "as custom visualization and editing handles in Editor."
 msgstr ""
 
+#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
 #: doc/classes/Spatial.xml
 msgid "World space (global) [Transform] of this node."
 msgstr ""
 
+#: doc/classes/Spatial.xml
+msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
 #: doc/classes/Spatial.xml
 msgid ""
 "Rotation part of the local transformation in radians, specified in terms of "
@@ -66389,11 +66439,11 @@ msgstr ""
 #: doc/classes/VehicleBody.xml
 msgid ""
 "Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
 "[b]Note:[/b] The simulation does not take the effect of gears into account, "
 "you will need to add logic for this if you wish to simulate gears.\n"
 "A negative value will result in the vehicle reversing."
@@ -66473,8 +66523,8 @@ msgstr ""
 
 #: doc/classes/VehicleWheel.xml
 msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
 "vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
 "a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
 "[b]Note:[/b] The simulation does not take the effect of gears into account, "

Разлика између датотеке није приказан због своје велике величине
+ 159 - 146
doc/translations/zh_CN.po


+ 80 - 30
doc/translations/zh_TW.po

@@ -10080,7 +10080,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
-msgid "Bus on which this audio is playing."
+msgid ""
+"Bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer.xml
@@ -10245,7 +10251,13 @@ msgid ""
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer3D.xml
-msgid "The bus on which this audio is playing."
+msgid ""
+"The bus on which this audio is playing.\n"
+"[b]Note:[/b] When setting this property, keep in mind that no validation is "
+"performed to see if the given name matches an existing bus. This is because "
+"audio bus layouts might be loaded after this property is set. If this given "
+"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
+"code]."
 msgstr ""
 
 #: doc/classes/AudioStreamPlayer3D.xml
@@ -28566,13 +28578,14 @@ msgstr ""
 
 #: doc/classes/HTTPRequest.xml
 msgid ""
-"If set to a value greater than [code]0.0[/code], the HTTP request will time "
-"out after [code]timeout[/code] seconds have passed and the request is not "
-"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
-"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
-"application from getting stuck if the request fails to get a response in a "
-"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
-"the download from failing if it takes too much time."
+"If set to a value greater than [code]0.0[/code] before the request starts, "
+"the HTTP request will time out after [code]timeout[/code] seconds have "
+"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
+"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
+"code] and [code]30.0[/code] to prevent the application from getting stuck if "
+"the request fails to get a response in a timely manner. For file downloads, "
+"leave this to [code]0.0[/code] to prevent the download from failing if it "
+"takes too much time."
 msgstr ""
 
 #: doc/classes/HTTPRequest.xml
@@ -29988,9 +30001,9 @@ msgid ""
 "freehand lines is required, input accumulation should generally be disabled "
 "while the user is drawing the line to get results that closely follow the "
 "actual input.\n"
-"[b]Note:[/b] Input accumulation is [i]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."
+"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
+"recommended to keep it enabled for games which don't require very reactive "
+"input, as this will decrease CPU usage."
 msgstr ""
 
 #: doc/classes/Input.xml
@@ -30564,10 +30577,13 @@ 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 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] The behavior of this event is affected by the value of [member "
+"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
+"pen motion events received from the OS will be merged to emit an accumulated "
+"event only once per frame rendered at most. When set to [code]false[/code], "
+"the events will be emitted as received, which means that they can be emitted "
+"multiple times per frame rendered, allowing for precise input reporting at "
+"the expense of CPU usage.\n"
 "[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
 "implementing [url=https://en.wikipedia.org/wiki/"
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -30578,6 +30594,12 @@ msgstr ""
 msgid "Mouse and input coordinates"
 msgstr ""
 
+#: doc/classes/InputEventMouseMotion.xml
+msgid ""
+"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
+"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
+msgstr ""
+
 #: doc/classes/InputEventMouseMotion.xml
 msgid ""
 "Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
@@ -45518,6 +45540,13 @@ msgstr ""
 msgid "Changes the byte at the given index."
 msgstr ""
 
+#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
+#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
+#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
+#: doc/classes/PoolVector3Array.xml
+msgid "Sorts the elements of the array in ascending order."
+msgstr ""
+
 #: doc/classes/PoolByteArray.xml
 msgid ""
 "Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@@ -54447,7 +54476,8 @@ msgid ""
 "SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
 "[SceneTreeTween] might become invalid when it has finished tweening, is "
 "killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
-"[SceneTreeTween]s can't have [Tweener]s appended."
+"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
+"[method interpolate_value]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -54487,15 +54517,16 @@ msgstr ""
 msgid ""
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [Tween] run infinitely, "
-"until either it is killed with [method kill], the [Tween]'s bound node is "
-"freed, or all the animated objects have been freed (which makes further "
-"animation impossible).\n"
+"Calling this method without arguments will make the [SceneTreeTween] run "
+"infinitely, until either it is killed with [method kill], the "
+"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
+"been freed (which makes further animation impossible).\n"
 "[b]Warning:[/b] Make sure to always add some duration/delay when using "
 "infinite loops. To prevent the game freezing, 0-duration looped animations "
 "(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
-"number of loops, which may produce unexpected results. If a [Tween]'s "
-"lifetime depends on some node, always use [method bind_node]."
+"number of loops, which may produce unexpected results. If a "
+"[SceneTreeTween]'s lifetime depends on some node, always use [method "
+"bind_node]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -55971,10 +56002,29 @@ msgid ""
 "as custom visualization and editing handles in Editor."
 msgstr ""
 
+#: doc/classes/Spatial.xml
+msgid ""
+"Rotation part of the global transformation in radians, specified in terms of "
+"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
+"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
+"vector. The three Euler angles, which are the three independent parameters "
+"of the Euler-angle parametrization of the rotation matrix, are stored in a "
+"[Vector3] data structure not because the rotation is a vector, but only "
+"because [Vector3] exists as a convenient data-structure to store 3 floating-"
+"point numbers. Therefore, applying affine operations on the rotation "
+"\"vector\" is not meaningful."
+msgstr ""
+
 #: doc/classes/Spatial.xml
 msgid "World space (global) [Transform] of this node."
 msgstr ""
 
+#: doc/classes/Spatial.xml
+msgid ""
+"Global position of this node. This is equivalent to [code]global_transform."
+"origin[/code]."
+msgstr ""
+
 #: doc/classes/Spatial.xml
 msgid ""
 "Rotation part of the local transformation in radians, specified in terms of "
@@ -66021,11 +66071,11 @@ msgstr ""
 #: doc/classes/VehicleBody.xml
 msgid ""
 "Accelerates the vehicle by applying an engine force. The vehicle is only "
-"speed up if the wheels that have [member VehicleWheel.use_as_traction] set "
-"to [code]true[/code] and are in contact with a surface. The [member "
-"RigidBody.mass] of the vehicle has an effect on the acceleration of the "
-"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
-"range for acceleration.\n"
+"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
+"[code]true[/code] and are in contact with a surface. The [member RigidBody."
+"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
+"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
+"acceleration.\n"
 "[b]Note:[/b] The simulation does not take the effect of gears into account, "
 "you will need to add logic for this if you wish to simulate gears.\n"
 "A negative value will result in the vehicle reversing."
@@ -66105,8 +66155,8 @@ msgstr ""
 
 #: doc/classes/VehicleWheel.xml
 msgid ""
-"Accelerates the wheel by applying an engine force. The wheel is only speed "
-"up if it is in contact with a surface. The [member RigidBody.mass] of the "
+"Accelerates the wheel by applying an engine force. The wheel is only sped up "
+"if it is in contact with a surface. The [member RigidBody.mass] of the "
 "vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
 "a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
 "[b]Note:[/b] The simulation does not take the effect of gears into account, "

Неке датотеке нису приказане због велике количине промена