Browse Source

i18n: Sync classref translations with Weblate

Rémi Verschelde 3 years ago
parent
commit
7379f2c76a

+ 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.
 			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>
 		<member name="engine_force" type="float" setter="set_engine_force" getter="get_engine_force" default="0.0">
 		<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.
 			[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.
 			A negative value will result in the vehicle reversing.
 		</member>
 		</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.
 			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>
 		<member name="engine_force" type="float" setter="set_engine_force" getter="get_engine_force" default="0.0">
 		<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.
 			[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.
 			A negative value will result in the wheel reversing.
 		</member>
 		</member>

+ 80 - 30
doc/translations/ar.po

@@ -10132,7 +10132,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
 msgstr ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
 #: 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 ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer.xml
 #: doc/classes/AudioStreamPlayer.xml
@@ -10297,7 +10303,13 @@ msgid ""
 msgstr ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer3D.xml
 #: 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 ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer3D.xml
 #: doc/classes/AudioStreamPlayer3D.xml
@@ -28607,13 +28619,14 @@ msgstr ""
 
 
 #: doc/classes/HTTPRequest.xml
 #: doc/classes/HTTPRequest.xml
 msgid ""
 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 ""
 msgstr ""
 
 
 #: doc/classes/HTTPRequest.xml
 #: doc/classes/HTTPRequest.xml
@@ -30029,9 +30042,9 @@ msgid ""
 "freehand lines is required, input accumulation should generally be disabled "
 "freehand lines is required, input accumulation should generally be disabled "
 "while the user is drawing the line to get results that closely follow the "
 "while the user is drawing the line to get results that closely follow the "
 "actual input.\n"
 "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 ""
 msgstr ""
 
 
 #: doc/classes/Input.xml
 #: doc/classes/Input.xml
@@ -30605,10 +30618,13 @@ msgstr ""
 msgid ""
 msgid ""
 "Contains mouse and pen motion information. Supports relative, absolute "
 "Contains mouse and pen motion information. Supports relative, absolute "
 "positions and speed. See [method Node._input].\n"
 "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 "
 "[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
 "implementing [url=https://en.wikipedia.org/wiki/"
 "implementing [url=https://en.wikipedia.org/wiki/"
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -30619,6 +30635,12 @@ msgstr ""
 msgid "Mouse and input coordinates"
 msgid "Mouse and input coordinates"
 msgstr ""
 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
 #: doc/classes/InputEventMouseMotion.xml
 msgid ""
 msgid ""
 "Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
 "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."
 msgid "Changes the byte at the given index."
 msgstr ""
 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
 #: doc/classes/PoolByteArray.xml
 msgid ""
 msgid ""
 "Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
 "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 "
 "SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
 "[SceneTreeTween] might become invalid when it has finished tweening, is "
 "[SceneTreeTween] might become invalid when it has finished tweening, is "
 "killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
 "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 ""
 msgstr ""
 
 
 #: doc/classes/SceneTreeTween.xml
 #: doc/classes/SceneTreeTween.xml
@@ -54527,15 +54557,16 @@ msgstr ""
 msgid ""
 msgid ""
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "[code]set_loops(2)[/code] will run the animation twice.\n"
 "[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 "
 "[b]Warning:[/b] Make sure to always add some duration/delay when using "
 "infinite loops. To prevent the game freezing, 0-duration looped animations "
 "infinite loops. To prevent the game freezing, 0-duration looped animations "
 "(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
 "(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 ""
 msgstr ""
 
 
 #: doc/classes/SceneTreeTween.xml
 #: doc/classes/SceneTreeTween.xml
@@ -56010,10 +56041,29 @@ msgid ""
 "as custom visualization and editing handles in Editor."
 "as custom visualization and editing handles in Editor."
 msgstr ""
 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
 #: doc/classes/Spatial.xml
 msgid "World space (global) [Transform] of this node."
 msgid "World space (global) [Transform] of this node."
 msgstr ""
 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
 #: doc/classes/Spatial.xml
 msgid ""
 msgid ""
 "Rotation part of the local transformation in radians, specified in terms of "
 "Rotation part of the local transformation in radians, specified in terms of "
@@ -66053,11 +66103,11 @@ msgstr ""
 #: doc/classes/VehicleBody.xml
 #: doc/classes/VehicleBody.xml
 msgid ""
 msgid ""
 "Accelerates the vehicle by applying an engine force. The vehicle is only "
 "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, "
 "[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"
 "you will need to add logic for this if you wish to simulate gears.\n"
 "A negative value will result in the vehicle reversing."
 "A negative value will result in the vehicle reversing."
@@ -66137,8 +66187,8 @@ msgstr ""
 
 
 #: doc/classes/VehicleWheel.xml
 #: doc/classes/VehicleWheel.xml
 msgid ""
 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 "
 "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"
 "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, "
 "[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 ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
 #: 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 ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer.xml
 #: doc/classes/AudioStreamPlayer.xml
@@ -10243,7 +10249,13 @@ msgid ""
 msgstr ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer3D.xml
 #: 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 ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer3D.xml
 #: doc/classes/AudioStreamPlayer3D.xml
@@ -28526,13 +28538,14 @@ msgstr ""
 
 
 #: doc/classes/HTTPRequest.xml
 #: doc/classes/HTTPRequest.xml
 msgid ""
 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 ""
 msgstr ""
 
 
 #: doc/classes/HTTPRequest.xml
 #: doc/classes/HTTPRequest.xml
@@ -29946,9 +29959,9 @@ msgid ""
 "freehand lines is required, input accumulation should generally be disabled "
 "freehand lines is required, input accumulation should generally be disabled "
 "while the user is drawing the line to get results that closely follow the "
 "while the user is drawing the line to get results that closely follow the "
 "actual input.\n"
 "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 ""
 msgstr ""
 
 
 #: doc/classes/Input.xml
 #: doc/classes/Input.xml
@@ -30522,10 +30535,13 @@ msgstr ""
 msgid ""
 msgid ""
 "Contains mouse and pen motion information. Supports relative, absolute "
 "Contains mouse and pen motion information. Supports relative, absolute "
 "positions and speed. See [method Node._input].\n"
 "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 "
 "[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
 "implementing [url=https://en.wikipedia.org/wiki/"
 "implementing [url=https://en.wikipedia.org/wiki/"
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -30536,6 +30552,12 @@ msgstr ""
 msgid "Mouse and input coordinates"
 msgid "Mouse and input coordinates"
 msgstr ""
 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
 #: doc/classes/InputEventMouseMotion.xml
 msgid ""
 msgid ""
 "Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
 "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."
 msgid "Changes the byte at the given index."
 msgstr ""
 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
 #: doc/classes/PoolByteArray.xml
 msgid ""
 msgid ""
 "Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
 "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 "
 "SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
 "[SceneTreeTween] might become invalid when it has finished tweening, is "
 "[SceneTreeTween] might become invalid when it has finished tweening, is "
 "killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
 "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 ""
 msgstr ""
 
 
 #: doc/classes/SceneTreeTween.xml
 #: doc/classes/SceneTreeTween.xml
@@ -54369,15 +54399,16 @@ msgstr ""
 msgid ""
 msgid ""
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "[code]set_loops(2)[/code] will run the animation twice.\n"
 "[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 "
 "[b]Warning:[/b] Make sure to always add some duration/delay when using "
 "infinite loops. To prevent the game freezing, 0-duration looped animations "
 "infinite loops. To prevent the game freezing, 0-duration looped animations "
 "(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
 "(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 ""
 msgstr ""
 
 
 #: doc/classes/SceneTreeTween.xml
 #: doc/classes/SceneTreeTween.xml
@@ -55852,10 +55883,29 @@ msgid ""
 "as custom visualization and editing handles in Editor."
 "as custom visualization and editing handles in Editor."
 msgstr ""
 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
 #: doc/classes/Spatial.xml
 msgid "World space (global) [Transform] of this node."
 msgid "World space (global) [Transform] of this node."
 msgstr ""
 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
 #: doc/classes/Spatial.xml
 msgid ""
 msgid ""
 "Rotation part of the local transformation in radians, specified in terms of "
 "Rotation part of the local transformation in radians, specified in terms of "
@@ -65874,11 +65924,11 @@ msgstr ""
 #: doc/classes/VehicleBody.xml
 #: doc/classes/VehicleBody.xml
 msgid ""
 msgid ""
 "Accelerates the vehicle by applying an engine force. The vehicle is only "
 "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, "
 "[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"
 "you will need to add logic for this if you wish to simulate gears.\n"
 "A negative value will result in the vehicle reversing."
 "A negative value will result in the vehicle reversing."
@@ -65958,8 +66008,8 @@ msgstr ""
 
 
 #: doc/classes/VehicleWheel.xml
 #: doc/classes/VehicleWheel.xml
 msgid ""
 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 "
 "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"
 "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, "
 "[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 ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
 #: 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 ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer.xml
 #: doc/classes/AudioStreamPlayer.xml
@@ -10123,7 +10129,13 @@ msgid ""
 msgstr ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer3D.xml
 #: 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 ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer3D.xml
 #: doc/classes/AudioStreamPlayer3D.xml
@@ -28403,13 +28415,14 @@ msgstr ""
 
 
 #: doc/classes/HTTPRequest.xml
 #: doc/classes/HTTPRequest.xml
 msgid ""
 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 ""
 msgstr ""
 
 
 #: doc/classes/HTTPRequest.xml
 #: doc/classes/HTTPRequest.xml
@@ -29823,9 +29836,9 @@ msgid ""
 "freehand lines is required, input accumulation should generally be disabled "
 "freehand lines is required, input accumulation should generally be disabled "
 "while the user is drawing the line to get results that closely follow the "
 "while the user is drawing the line to get results that closely follow the "
 "actual input.\n"
 "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 ""
 msgstr ""
 
 
 #: doc/classes/Input.xml
 #: doc/classes/Input.xml
@@ -30399,10 +30412,13 @@ msgstr ""
 msgid ""
 msgid ""
 "Contains mouse and pen motion information. Supports relative, absolute "
 "Contains mouse and pen motion information. Supports relative, absolute "
 "positions and speed. See [method Node._input].\n"
 "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 "
 "[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
 "implementing [url=https://en.wikipedia.org/wiki/"
 "implementing [url=https://en.wikipedia.org/wiki/"
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -30413,6 +30429,12 @@ msgstr ""
 msgid "Mouse and input coordinates"
 msgid "Mouse and input coordinates"
 msgstr ""
 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
 #: doc/classes/InputEventMouseMotion.xml
 msgid ""
 msgid ""
 "Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
 "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."
 msgid "Changes the byte at the given index."
 msgstr ""
 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
 #: doc/classes/PoolByteArray.xml
 msgid ""
 msgid ""
 "Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
 "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 "
 "SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
 "[SceneTreeTween] might become invalid when it has finished tweening, is "
 "[SceneTreeTween] might become invalid when it has finished tweening, is "
 "killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
 "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 ""
 msgstr ""
 
 
 #: doc/classes/SceneTreeTween.xml
 #: doc/classes/SceneTreeTween.xml
@@ -54246,15 +54276,16 @@ msgstr ""
 msgid ""
 msgid ""
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "[code]set_loops(2)[/code] will run the animation twice.\n"
 "[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 "
 "[b]Warning:[/b] Make sure to always add some duration/delay when using "
 "infinite loops. To prevent the game freezing, 0-duration looped animations "
 "infinite loops. To prevent the game freezing, 0-duration looped animations "
 "(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
 "(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 ""
 msgstr ""
 
 
 #: doc/classes/SceneTreeTween.xml
 #: doc/classes/SceneTreeTween.xml
@@ -55729,10 +55760,29 @@ msgid ""
 "as custom visualization and editing handles in Editor."
 "as custom visualization and editing handles in Editor."
 msgstr ""
 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
 #: doc/classes/Spatial.xml
 msgid "World space (global) [Transform] of this node."
 msgid "World space (global) [Transform] of this node."
 msgstr ""
 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
 #: doc/classes/Spatial.xml
 msgid ""
 msgid ""
 "Rotation part of the local transformation in radians, specified in terms of "
 "Rotation part of the local transformation in radians, specified in terms of "
@@ -65751,7 +65801,7 @@ msgstr ""
 #: doc/classes/VehicleBody.xml
 #: doc/classes/VehicleBody.xml
 msgid ""
 msgid ""
 "Accelerates the vehicle by applying an engine force. The vehicle is only "
 "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 "
 "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 "
 "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 "
 "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
 #: doc/classes/VehicleWheel.xml
 msgid ""
 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 "
 "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 "
 "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"
 "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 ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
 #: 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 ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer.xml
 #: doc/classes/AudioStreamPlayer.xml
@@ -10640,7 +10646,13 @@ msgid ""
 msgstr ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer3D.xml
 #: 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 ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer3D.xml
 #: doc/classes/AudioStreamPlayer3D.xml
@@ -28996,13 +29008,14 @@ msgstr ""
 
 
 #: doc/classes/HTTPRequest.xml
 #: doc/classes/HTTPRequest.xml
 msgid ""
 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 ""
 msgstr ""
 
 
 #: doc/classes/HTTPRequest.xml
 #: doc/classes/HTTPRequest.xml
@@ -30419,9 +30432,9 @@ msgid ""
 "freehand lines is required, input accumulation should generally be disabled "
 "freehand lines is required, input accumulation should generally be disabled "
 "while the user is drawing the line to get results that closely follow the "
 "while the user is drawing the line to get results that closely follow the "
 "actual input.\n"
 "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 ""
 msgstr ""
 
 
 #: doc/classes/Input.xml
 #: doc/classes/Input.xml
@@ -30995,10 +31008,13 @@ msgstr ""
 msgid ""
 msgid ""
 "Contains mouse and pen motion information. Supports relative, absolute "
 "Contains mouse and pen motion information. Supports relative, absolute "
 "positions and speed. See [method Node._input].\n"
 "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 "
 "[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
 "implementing [url=https://en.wikipedia.org/wiki/"
 "implementing [url=https://en.wikipedia.org/wiki/"
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -31009,6 +31025,15 @@ msgstr ""
 msgid "Mouse and input coordinates"
 msgid "Mouse and input coordinates"
 msgstr ""
 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
 #: doc/classes/InputEventMouseMotion.xml
 msgid ""
 msgid ""
 "Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
 "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."
 msgid "Changes the byte at the given index."
 msgstr ""
 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
 #: doc/classes/PoolByteArray.xml
 msgid ""
 msgid ""
 "Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
 "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 "
 "SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
 "[SceneTreeTween] might become invalid when it has finished tweening, is "
 "[SceneTreeTween] might become invalid when it has finished tweening, is "
 "killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
 "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 ""
 msgstr ""
 
 
 #: doc/classes/SceneTreeTween.xml
 #: doc/classes/SceneTreeTween.xml
@@ -54953,15 +54986,16 @@ msgstr ""
 msgid ""
 msgid ""
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "[code]set_loops(2)[/code] will run the animation twice.\n"
 "[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 "
 "[b]Warning:[/b] Make sure to always add some duration/delay when using "
 "infinite loops. To prevent the game freezing, 0-duration looped animations "
 "infinite loops. To prevent the game freezing, 0-duration looped animations "
 "(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
 "(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 ""
 msgstr ""
 
 
 #: doc/classes/SceneTreeTween.xml
 #: doc/classes/SceneTreeTween.xml
@@ -56437,10 +56471,29 @@ msgid ""
 "as custom visualization and editing handles in Editor."
 "as custom visualization and editing handles in Editor."
 msgstr ""
 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
 #: doc/classes/Spatial.xml
 msgid "World space (global) [Transform] of this node."
 msgid "World space (global) [Transform] of this node."
 msgstr ""
 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
 #: doc/classes/Spatial.xml
 msgid ""
 msgid ""
 "Rotation part of the local transformation in radians, specified in terms of "
 "Rotation part of the local transformation in radians, specified in terms of "
@@ -66526,11 +66579,11 @@ msgstr ""
 #: doc/classes/VehicleBody.xml
 #: doc/classes/VehicleBody.xml
 msgid ""
 msgid ""
 "Accelerates the vehicle by applying an engine force. The vehicle is only "
 "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, "
 "[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"
 "you will need to add logic for this if you wish to simulate gears.\n"
 "A negative value will result in the vehicle reversing."
 "A negative value will result in the vehicle reversing."
@@ -66610,8 +66663,8 @@ msgstr ""
 
 
 #: doc/classes/VehicleWheel.xml
 #: doc/classes/VehicleWheel.xml
 msgid ""
 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 "
 "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"
 "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, "
 "[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 ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
 #: 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 ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer.xml
 #: doc/classes/AudioStreamPlayer.xml
@@ -12192,7 +12198,13 @@ msgid ""
 msgstr ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer3D.xml
 #: 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 ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer3D.xml
 #: doc/classes/AudioStreamPlayer3D.xml
@@ -30778,13 +30790,14 @@ msgstr ""
 
 
 #: doc/classes/HTTPRequest.xml
 #: doc/classes/HTTPRequest.xml
 msgid ""
 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 ""
 msgstr ""
 
 
 #: doc/classes/HTTPRequest.xml
 #: doc/classes/HTTPRequest.xml
@@ -32210,9 +32223,9 @@ msgid ""
 "freehand lines is required, input accumulation should generally be disabled "
 "freehand lines is required, input accumulation should generally be disabled "
 "while the user is drawing the line to get results that closely follow the "
 "while the user is drawing the line to get results that closely follow the "
 "actual input.\n"
 "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 ""
 msgstr ""
 
 
 #: doc/classes/Input.xml
 #: doc/classes/Input.xml
@@ -32786,10 +32799,13 @@ msgstr ""
 msgid ""
 msgid ""
 "Contains mouse and pen motion information. Supports relative, absolute "
 "Contains mouse and pen motion information. Supports relative, absolute "
 "positions and speed. See [method Node._input].\n"
 "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 "
 "[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
 "implementing [url=https://en.wikipedia.org/wiki/"
 "implementing [url=https://en.wikipedia.org/wiki/"
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -32800,6 +32816,14 @@ msgstr ""
 msgid "Mouse and input coordinates"
 msgid "Mouse and input coordinates"
 msgstr ""
 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
 #: doc/classes/InputEventMouseMotion.xml
 msgid ""
 msgid ""
 "Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
 "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."
 msgid "Changes the byte at the given index."
 msgstr ""
 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
 #: doc/classes/PoolByteArray.xml
 msgid ""
 msgid ""
 "Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
 "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 "
 "SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
 "[SceneTreeTween] might become invalid when it has finished tweening, is "
 "[SceneTreeTween] might become invalid when it has finished tweening, is "
 "killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
 "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 ""
 msgstr ""
 
 
 #: doc/classes/SceneTreeTween.xml
 #: doc/classes/SceneTreeTween.xml
@@ -56993,15 +57026,16 @@ msgstr ""
 msgid ""
 msgid ""
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "[code]set_loops(2)[/code] will run the animation twice.\n"
 "[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 "
 "[b]Warning:[/b] Make sure to always add some duration/delay when using "
 "infinite loops. To prevent the game freezing, 0-duration looped animations "
 "infinite loops. To prevent the game freezing, 0-duration looped animations "
 "(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
 "(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 ""
 msgstr ""
 
 
 #: doc/classes/SceneTreeTween.xml
 #: doc/classes/SceneTreeTween.xml
@@ -58488,10 +58522,29 @@ msgid ""
 "as custom visualization and editing handles in Editor."
 "as custom visualization and editing handles in Editor."
 msgstr ""
 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
 #: doc/classes/Spatial.xml
 msgid "World space (global) [Transform] of this node."
 msgid "World space (global) [Transform] of this node."
 msgstr ""
 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
 #: doc/classes/Spatial.xml
 msgid ""
 msgid ""
 "Rotation part of the local transformation in radians, specified in terms of "
 "Rotation part of the local transformation in radians, specified in terms of "
@@ -68828,11 +68881,11 @@ msgstr ""
 #: doc/classes/VehicleBody.xml
 #: doc/classes/VehicleBody.xml
 msgid ""
 msgid ""
 "Accelerates the vehicle by applying an engine force. The vehicle is only "
 "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, "
 "[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"
 "you will need to add logic for this if you wish to simulate gears.\n"
 "A negative value will result in the vehicle reversing."
 "A negative value will result in the vehicle reversing."
@@ -68912,8 +68965,8 @@ msgstr ""
 
 
 #: doc/classes/VehicleWheel.xml
 #: doc/classes/VehicleWheel.xml
 msgid ""
 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 "
 "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"
 "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, "
 "[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 ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
 #: 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 ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer.xml
 #: doc/classes/AudioStreamPlayer.xml
@@ -10141,7 +10147,13 @@ msgid ""
 msgstr ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer3D.xml
 #: 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 ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer3D.xml
 #: doc/classes/AudioStreamPlayer3D.xml
@@ -28452,13 +28464,14 @@ msgstr ""
 
 
 #: doc/classes/HTTPRequest.xml
 #: doc/classes/HTTPRequest.xml
 msgid ""
 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 ""
 msgstr ""
 
 
 #: doc/classes/HTTPRequest.xml
 #: doc/classes/HTTPRequest.xml
@@ -29874,9 +29887,9 @@ msgid ""
 "freehand lines is required, input accumulation should generally be disabled "
 "freehand lines is required, input accumulation should generally be disabled "
 "while the user is drawing the line to get results that closely follow the "
 "while the user is drawing the line to get results that closely follow the "
 "actual input.\n"
 "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 ""
 msgstr ""
 
 
 #: doc/classes/Input.xml
 #: doc/classes/Input.xml
@@ -30450,10 +30463,13 @@ msgstr ""
 msgid ""
 msgid ""
 "Contains mouse and pen motion information. Supports relative, absolute "
 "Contains mouse and pen motion information. Supports relative, absolute "
 "positions and speed. See [method Node._input].\n"
 "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 "
 "[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
 "implementing [url=https://en.wikipedia.org/wiki/"
 "implementing [url=https://en.wikipedia.org/wiki/"
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -30464,6 +30480,12 @@ msgstr ""
 msgid "Mouse and input coordinates"
 msgid "Mouse and input coordinates"
 msgstr ""
 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
 #: doc/classes/InputEventMouseMotion.xml
 msgid ""
 msgid ""
 "Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
 "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."
 msgid "Changes the byte at the given index."
 msgstr ""
 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
 #: doc/classes/PoolByteArray.xml
 msgid ""
 msgid ""
 "Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
 "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 "
 "SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
 "[SceneTreeTween] might become invalid when it has finished tweening, is "
 "[SceneTreeTween] might become invalid when it has finished tweening, is "
 "killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
 "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 ""
 msgstr ""
 
 
 #: doc/classes/SceneTreeTween.xml
 #: doc/classes/SceneTreeTween.xml
@@ -54353,15 +54383,16 @@ msgstr ""
 msgid ""
 msgid ""
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "[code]set_loops(2)[/code] will run the animation twice.\n"
 "[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 "
 "[b]Warning:[/b] Make sure to always add some duration/delay when using "
 "infinite loops. To prevent the game freezing, 0-duration looped animations "
 "infinite loops. To prevent the game freezing, 0-duration looped animations "
 "(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
 "(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 ""
 msgstr ""
 
 
 #: doc/classes/SceneTreeTween.xml
 #: doc/classes/SceneTreeTween.xml
@@ -55836,10 +55867,29 @@ msgid ""
 "as custom visualization and editing handles in Editor."
 "as custom visualization and editing handles in Editor."
 msgstr ""
 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
 #: doc/classes/Spatial.xml
 msgid "World space (global) [Transform] of this node."
 msgid "World space (global) [Transform] of this node."
 msgstr ""
 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
 #: doc/classes/Spatial.xml
 msgid ""
 msgid ""
 "Rotation part of the local transformation in radians, specified in terms of "
 "Rotation part of the local transformation in radians, specified in terms of "
@@ -65879,11 +65929,11 @@ msgstr ""
 #: doc/classes/VehicleBody.xml
 #: doc/classes/VehicleBody.xml
 msgid ""
 msgid ""
 "Accelerates the vehicle by applying an engine force. The vehicle is only "
 "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, "
 "[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"
 "you will need to add logic for this if you wish to simulate gears.\n"
 "A negative value will result in the vehicle reversing."
 "A negative value will result in the vehicle reversing."
@@ -65963,8 +66013,8 @@ msgstr ""
 
 
 #: doc/classes/VehicleWheel.xml
 #: doc/classes/VehicleWheel.xml
 msgid ""
 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 "
 "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"
 "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, "
 "[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."
 "escena."
 
 
 #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
 #: 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
 #: doc/classes/AudioStreamPlayer.xml
 msgid ""
 msgid ""
@@ -13329,9 +13335,14 @@ msgstr ""
 "escena."
 "escena."
 
 
 #: doc/classes/AudioStreamPlayer3D.xml
 #: 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
 #: doc/classes/AudioStreamPlayer3D.xml
 msgid ""
 msgid ""
@@ -37678,13 +37689,14 @@ msgstr "Número máximo de redirecciones permitidas."
 
 
 #: doc/classes/HTTPRequest.xml
 #: doc/classes/HTTPRequest.xml
 msgid ""
 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 ""
 msgstr ""
 
 
 #: doc/classes/HTTPRequest.xml
 #: doc/classes/HTTPRequest.xml
@@ -39554,9 +39566,9 @@ msgid ""
 "freehand lines is required, input accumulation should generally be disabled "
 "freehand lines is required, input accumulation should generally be disabled "
 "while the user is drawing the line to get results that closely follow the "
 "while the user is drawing the line to get results that closely follow the "
 "actual input.\n"
 "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 ""
 msgstr ""
 "Habilita o deshabilita la acumulación de eventos de entrada similares "
 "Habilita o deshabilita la acumulación de eventos de entrada similares "
 "enviados por el sistema operativo. Cuando la acumulación de entrada está "
 "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 ""
 msgid ""
 "Contains mouse and pen motion information. Supports relative, absolute "
 "Contains mouse and pen motion information. Supports relative, absolute "
 "positions and speed. See [method Node._input].\n"
 "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 "
 "[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
 "implementing [url=https://en.wikipedia.org/wiki/"
 "implementing [url=https://en.wikipedia.org/wiki/"
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -40341,6 +40356,15 @@ msgstr ""
 msgid "Mouse and input coordinates"
 msgid "Mouse and input coordinates"
 msgstr "Medio desplazamiento en la coordenada X."
 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
 #: doc/classes/InputEventMouseMotion.xml
 msgid ""
 msgid ""
 "Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
 "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."
 msgid "Changes the byte at the given index."
 msgstr "Cambia el byte en el índice dado."
 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
 #: doc/classes/PoolByteArray.xml
 #, fuzzy
 #, fuzzy
 msgid ""
 msgid ""
@@ -71442,7 +71474,8 @@ msgid ""
 "SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
 "SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
 "[SceneTreeTween] might become invalid when it has finished tweening, is "
 "[SceneTreeTween] might become invalid when it has finished tweening, is "
 "killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
 "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 ""
 msgstr ""
 
 
 #: doc/classes/SceneTreeTween.xml
 #: doc/classes/SceneTreeTween.xml
@@ -71482,15 +71515,16 @@ msgstr ""
 msgid ""
 msgid ""
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "[code]set_loops(2)[/code] will run the animation twice.\n"
 "[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 "
 "[b]Warning:[/b] Make sure to always add some duration/delay when using "
 "infinite loops. To prevent the game freezing, 0-duration looped animations "
 "infinite loops. To prevent the game freezing, 0-duration looped animations "
 "(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
 "(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 ""
 msgstr ""
 
 
 #: doc/classes/SceneTreeTween.xml
 #: doc/classes/SceneTreeTween.xml
@@ -73304,11 +73338,41 @@ msgstr ""
 "El [SpatialGizmo] para este nodo. Usado por ejemplo en [EditorSpatialGizmo] "
 "El [SpatialGizmo] para este nodo. Usado por ejemplo en [EditorSpatialGizmo] "
 "como visualización personalizada y manejadores de edición en el Editor."
 "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
 #: doc/classes/Spatial.xml
 #, fuzzy
 #, fuzzy
 msgid "World space (global) [Transform] of this node."
 msgid "World space (global) [Transform] of this node."
 msgstr "World3D espacio (global) [Transform] de este nodo."
 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
 #: doc/classes/Spatial.xml
 msgid ""
 msgid ""
 "Rotation part of the local transformation in radians, specified in terms of "
 "Rotation part of the local transformation in radians, specified in terms of "
@@ -86302,11 +86366,11 @@ msgstr ""
 #, fuzzy
 #, fuzzy
 msgid ""
 msgid ""
 "Accelerates the vehicle by applying an engine force. The vehicle is only "
 "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, "
 "[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"
 "you will need to add logic for this if you wish to simulate gears.\n"
 "A negative value will result in the vehicle reversing."
 "A negative value will result in the vehicle reversing."
@@ -86430,8 +86494,8 @@ msgstr ""
 #: doc/classes/VehicleWheel.xml
 #: doc/classes/VehicleWheel.xml
 #, fuzzy
 #, fuzzy
 msgid ""
 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 "
 "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"
 "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, "
 "[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 ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
 #: 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 ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer.xml
 #: doc/classes/AudioStreamPlayer.xml
@@ -10564,7 +10570,13 @@ msgid ""
 msgstr ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer3D.xml
 #: 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 ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer3D.xml
 #: doc/classes/AudioStreamPlayer3D.xml
@@ -28847,13 +28859,14 @@ msgstr ""
 
 
 #: doc/classes/HTTPRequest.xml
 #: doc/classes/HTTPRequest.xml
 msgid ""
 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 ""
 msgstr ""
 
 
 #: doc/classes/HTTPRequest.xml
 #: doc/classes/HTTPRequest.xml
@@ -30267,9 +30280,9 @@ msgid ""
 "freehand lines is required, input accumulation should generally be disabled "
 "freehand lines is required, input accumulation should generally be disabled "
 "while the user is drawing the line to get results that closely follow the "
 "while the user is drawing the line to get results that closely follow the "
 "actual input.\n"
 "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 ""
 msgstr ""
 
 
 #: doc/classes/Input.xml
 #: doc/classes/Input.xml
@@ -30843,10 +30856,13 @@ msgstr ""
 msgid ""
 msgid ""
 "Contains mouse and pen motion information. Supports relative, absolute "
 "Contains mouse and pen motion information. Supports relative, absolute "
 "positions and speed. See [method Node._input].\n"
 "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 "
 "[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
 "implementing [url=https://en.wikipedia.org/wiki/"
 "implementing [url=https://en.wikipedia.org/wiki/"
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -30857,6 +30873,12 @@ msgstr ""
 msgid "Mouse and input coordinates"
 msgid "Mouse and input coordinates"
 msgstr ""
 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
 #: doc/classes/InputEventMouseMotion.xml
 msgid ""
 msgid ""
 "Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
 "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."
 msgid "Changes the byte at the given index."
 msgstr ""
 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
 #: doc/classes/PoolByteArray.xml
 msgid ""
 msgid ""
 "Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
 "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 "
 "SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
 "[SceneTreeTween] might become invalid when it has finished tweening, is "
 "[SceneTreeTween] might become invalid when it has finished tweening, is "
 "killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
 "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 ""
 msgstr ""
 
 
 #: doc/classes/SceneTreeTween.xml
 #: doc/classes/SceneTreeTween.xml
@@ -54712,15 +54742,16 @@ msgstr ""
 msgid ""
 msgid ""
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "[code]set_loops(2)[/code] will run the animation twice.\n"
 "[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 "
 "[b]Warning:[/b] Make sure to always add some duration/delay when using "
 "infinite loops. To prevent the game freezing, 0-duration looped animations "
 "infinite loops. To prevent the game freezing, 0-duration looped animations "
 "(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
 "(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 ""
 msgstr ""
 
 
 #: doc/classes/SceneTreeTween.xml
 #: doc/classes/SceneTreeTween.xml
@@ -56195,10 +56226,29 @@ msgid ""
 "as custom visualization and editing handles in Editor."
 "as custom visualization and editing handles in Editor."
 msgstr ""
 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
 #: doc/classes/Spatial.xml
 msgid "World space (global) [Transform] of this node."
 msgid "World space (global) [Transform] of this node."
 msgstr ""
 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
 #: doc/classes/Spatial.xml
 msgid ""
 msgid ""
 "Rotation part of the local transformation in radians, specified in terms of "
 "Rotation part of the local transformation in radians, specified in terms of "
@@ -66217,11 +66267,11 @@ msgstr ""
 #: doc/classes/VehicleBody.xml
 #: doc/classes/VehicleBody.xml
 msgid ""
 msgid ""
 "Accelerates the vehicle by applying an engine force. The vehicle is only "
 "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, "
 "[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"
 "you will need to add logic for this if you wish to simulate gears.\n"
 "A negative value will result in the vehicle reversing."
 "A negative value will result in the vehicle reversing."
@@ -66301,8 +66351,8 @@ msgstr ""
 
 
 #: doc/classes/VehicleWheel.xml
 #: doc/classes/VehicleWheel.xml
 msgid ""
 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 "
 "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"
 "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, "
 "[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 ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
 #: 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 ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer.xml
 #: doc/classes/AudioStreamPlayer.xml
@@ -10214,7 +10220,13 @@ msgid ""
 msgstr ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer3D.xml
 #: 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 ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer3D.xml
 #: doc/classes/AudioStreamPlayer3D.xml
@@ -28535,13 +28547,14 @@ msgstr ""
 
 
 #: doc/classes/HTTPRequest.xml
 #: doc/classes/HTTPRequest.xml
 msgid ""
 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 ""
 msgstr ""
 
 
 #: doc/classes/HTTPRequest.xml
 #: doc/classes/HTTPRequest.xml
@@ -29957,9 +29970,9 @@ msgid ""
 "freehand lines is required, input accumulation should generally be disabled "
 "freehand lines is required, input accumulation should generally be disabled "
 "while the user is drawing the line to get results that closely follow the "
 "while the user is drawing the line to get results that closely follow the "
 "actual input.\n"
 "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 ""
 msgstr ""
 
 
 #: doc/classes/Input.xml
 #: doc/classes/Input.xml
@@ -30533,10 +30546,13 @@ msgstr ""
 msgid ""
 msgid ""
 "Contains mouse and pen motion information. Supports relative, absolute "
 "Contains mouse and pen motion information. Supports relative, absolute "
 "positions and speed. See [method Node._input].\n"
 "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 "
 "[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
 "implementing [url=https://en.wikipedia.org/wiki/"
 "implementing [url=https://en.wikipedia.org/wiki/"
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -30547,6 +30563,12 @@ msgstr ""
 msgid "Mouse and input coordinates"
 msgid "Mouse and input coordinates"
 msgstr ""
 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
 #: doc/classes/InputEventMouseMotion.xml
 msgid ""
 msgid ""
 "Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
 "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."
 msgid "Changes the byte at the given index."
 msgstr ""
 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
 #: doc/classes/PoolByteArray.xml
 msgid ""
 msgid ""
 "Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
 "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 "
 "SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
 "[SceneTreeTween] might become invalid when it has finished tweening, is "
 "[SceneTreeTween] might become invalid when it has finished tweening, is "
 "killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
 "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 ""
 msgstr ""
 
 
 #: doc/classes/SceneTreeTween.xml
 #: doc/classes/SceneTreeTween.xml
@@ -54438,15 +54468,16 @@ msgstr ""
 msgid ""
 msgid ""
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "[code]set_loops(2)[/code] will run the animation twice.\n"
 "[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 "
 "[b]Warning:[/b] Make sure to always add some duration/delay when using "
 "infinite loops. To prevent the game freezing, 0-duration looped animations "
 "infinite loops. To prevent the game freezing, 0-duration looped animations "
 "(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
 "(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 ""
 msgstr ""
 
 
 #: doc/classes/SceneTreeTween.xml
 #: doc/classes/SceneTreeTween.xml
@@ -55922,10 +55953,29 @@ msgid ""
 "as custom visualization and editing handles in Editor."
 "as custom visualization and editing handles in Editor."
 msgstr ""
 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
 #: doc/classes/Spatial.xml
 msgid "World space (global) [Transform] of this node."
 msgid "World space (global) [Transform] of this node."
 msgstr ""
 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
 #: doc/classes/Spatial.xml
 msgid ""
 msgid ""
 "Rotation part of the local transformation in radians, specified in terms of "
 "Rotation part of the local transformation in radians, specified in terms of "
@@ -65972,11 +66022,11 @@ msgstr ""
 #: doc/classes/VehicleBody.xml
 #: doc/classes/VehicleBody.xml
 msgid ""
 msgid ""
 "Accelerates the vehicle by applying an engine force. The vehicle is only "
 "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, "
 "[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"
 "you will need to add logic for this if you wish to simulate gears.\n"
 "A negative value will result in the vehicle reversing."
 "A negative value will result in the vehicle reversing."
@@ -66056,8 +66106,8 @@ msgstr ""
 
 
 #: doc/classes/VehicleWheel.xml
 #: doc/classes/VehicleWheel.xml
 msgid ""
 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 "
 "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"
 "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, "
 "[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 ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
 #: 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 ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer.xml
 #: doc/classes/AudioStreamPlayer.xml
@@ -10139,7 +10145,13 @@ msgid ""
 msgstr ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer3D.xml
 #: 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 ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer3D.xml
 #: doc/classes/AudioStreamPlayer3D.xml
@@ -28422,13 +28434,14 @@ msgstr ""
 
 
 #: doc/classes/HTTPRequest.xml
 #: doc/classes/HTTPRequest.xml
 msgid ""
 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 ""
 msgstr ""
 
 
 #: doc/classes/HTTPRequest.xml
 #: doc/classes/HTTPRequest.xml
@@ -29842,9 +29855,9 @@ msgid ""
 "freehand lines is required, input accumulation should generally be disabled "
 "freehand lines is required, input accumulation should generally be disabled "
 "while the user is drawing the line to get results that closely follow the "
 "while the user is drawing the line to get results that closely follow the "
 "actual input.\n"
 "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 ""
 msgstr ""
 
 
 #: doc/classes/Input.xml
 #: doc/classes/Input.xml
@@ -30418,10 +30431,13 @@ msgstr ""
 msgid ""
 msgid ""
 "Contains mouse and pen motion information. Supports relative, absolute "
 "Contains mouse and pen motion information. Supports relative, absolute "
 "positions and speed. See [method Node._input].\n"
 "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 "
 "[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
 "implementing [url=https://en.wikipedia.org/wiki/"
 "implementing [url=https://en.wikipedia.org/wiki/"
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -30432,6 +30448,12 @@ msgstr ""
 msgid "Mouse and input coordinates"
 msgid "Mouse and input coordinates"
 msgstr ""
 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
 #: doc/classes/InputEventMouseMotion.xml
 msgid ""
 msgid ""
 "Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
 "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."
 msgid "Changes the byte at the given index."
 msgstr ""
 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
 #: doc/classes/PoolByteArray.xml
 msgid ""
 msgid ""
 "Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
 "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 "
 "SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
 "[SceneTreeTween] might become invalid when it has finished tweening, is "
 "[SceneTreeTween] might become invalid when it has finished tweening, is "
 "killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
 "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 ""
 msgstr ""
 
 
 #: doc/classes/SceneTreeTween.xml
 #: doc/classes/SceneTreeTween.xml
@@ -54265,15 +54295,16 @@ msgstr ""
 msgid ""
 msgid ""
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "[code]set_loops(2)[/code] will run the animation twice.\n"
 "[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 "
 "[b]Warning:[/b] Make sure to always add some duration/delay when using "
 "infinite loops. To prevent the game freezing, 0-duration looped animations "
 "infinite loops. To prevent the game freezing, 0-duration looped animations "
 "(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
 "(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 ""
 msgstr ""
 
 
 #: doc/classes/SceneTreeTween.xml
 #: doc/classes/SceneTreeTween.xml
@@ -55748,10 +55779,29 @@ msgid ""
 "as custom visualization and editing handles in Editor."
 "as custom visualization and editing handles in Editor."
 msgstr ""
 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
 #: doc/classes/Spatial.xml
 msgid "World space (global) [Transform] of this node."
 msgid "World space (global) [Transform] of this node."
 msgstr ""
 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
 #: doc/classes/Spatial.xml
 msgid ""
 msgid ""
 "Rotation part of the local transformation in radians, specified in terms of "
 "Rotation part of the local transformation in radians, specified in terms of "
@@ -65770,11 +65820,11 @@ msgstr ""
 #: doc/classes/VehicleBody.xml
 #: doc/classes/VehicleBody.xml
 msgid ""
 msgid ""
 "Accelerates the vehicle by applying an engine force. The vehicle is only "
 "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, "
 "[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"
 "you will need to add logic for this if you wish to simulate gears.\n"
 "A negative value will result in the vehicle reversing."
 "A negative value will result in the vehicle reversing."
@@ -65854,8 +65904,8 @@ msgstr ""
 
 
 #: doc/classes/VehicleWheel.xml
 #: doc/classes/VehicleWheel.xml
 msgid ""
 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 "
 "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"
 "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, "
 "[b]Note:[/b] The simulation does not take the effect of gears into account, "

File diff suppressed because it is too large
+ 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 ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
 #: 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 ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer.xml
 #: doc/classes/AudioStreamPlayer.xml
@@ -10131,7 +10137,13 @@ msgid ""
 msgstr ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer3D.xml
 #: 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 ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer3D.xml
 #: doc/classes/AudioStreamPlayer3D.xml
@@ -28411,13 +28423,14 @@ msgstr ""
 
 
 #: doc/classes/HTTPRequest.xml
 #: doc/classes/HTTPRequest.xml
 msgid ""
 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 ""
 msgstr ""
 
 
 #: doc/classes/HTTPRequest.xml
 #: doc/classes/HTTPRequest.xml
@@ -29831,9 +29844,9 @@ msgid ""
 "freehand lines is required, input accumulation should generally be disabled "
 "freehand lines is required, input accumulation should generally be disabled "
 "while the user is drawing the line to get results that closely follow the "
 "while the user is drawing the line to get results that closely follow the "
 "actual input.\n"
 "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 ""
 msgstr ""
 
 
 #: doc/classes/Input.xml
 #: doc/classes/Input.xml
@@ -30407,10 +30420,13 @@ msgstr ""
 msgid ""
 msgid ""
 "Contains mouse and pen motion information. Supports relative, absolute "
 "Contains mouse and pen motion information. Supports relative, absolute "
 "positions and speed. See [method Node._input].\n"
 "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 "
 "[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
 "implementing [url=https://en.wikipedia.org/wiki/"
 "implementing [url=https://en.wikipedia.org/wiki/"
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -30421,6 +30437,12 @@ msgstr ""
 msgid "Mouse and input coordinates"
 msgid "Mouse and input coordinates"
 msgstr ""
 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
 #: doc/classes/InputEventMouseMotion.xml
 msgid ""
 msgid ""
 "Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
 "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."
 msgid "Changes the byte at the given index."
 msgstr ""
 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
 #: doc/classes/PoolByteArray.xml
 msgid ""
 msgid ""
 "Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
 "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 "
 "SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
 "[SceneTreeTween] might become invalid when it has finished tweening, is "
 "[SceneTreeTween] might become invalid when it has finished tweening, is "
 "killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
 "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 ""
 msgstr ""
 
 
 #: doc/classes/SceneTreeTween.xml
 #: doc/classes/SceneTreeTween.xml
@@ -54254,15 +54284,16 @@ msgstr ""
 msgid ""
 msgid ""
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "[code]set_loops(2)[/code] will run the animation twice.\n"
 "[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 "
 "[b]Warning:[/b] Make sure to always add some duration/delay when using "
 "infinite loops. To prevent the game freezing, 0-duration looped animations "
 "infinite loops. To prevent the game freezing, 0-duration looped animations "
 "(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
 "(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 ""
 msgstr ""
 
 
 #: doc/classes/SceneTreeTween.xml
 #: doc/classes/SceneTreeTween.xml
@@ -55737,10 +55768,29 @@ msgid ""
 "as custom visualization and editing handles in Editor."
 "as custom visualization and editing handles in Editor."
 msgstr ""
 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
 #: doc/classes/Spatial.xml
 msgid "World space (global) [Transform] of this node."
 msgid "World space (global) [Transform] of this node."
 msgstr ""
 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
 #: doc/classes/Spatial.xml
 msgid ""
 msgid ""
 "Rotation part of the local transformation in radians, specified in terms of "
 "Rotation part of the local transformation in radians, specified in terms of "
@@ -65759,11 +65809,11 @@ msgstr ""
 #: doc/classes/VehicleBody.xml
 #: doc/classes/VehicleBody.xml
 msgid ""
 msgid ""
 "Accelerates the vehicle by applying an engine force. The vehicle is only "
 "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, "
 "[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"
 "you will need to add logic for this if you wish to simulate gears.\n"
 "A negative value will result in the vehicle reversing."
 "A negative value will result in the vehicle reversing."
@@ -65843,8 +65893,8 @@ msgstr ""
 
 
 #: doc/classes/VehicleWheel.xml
 #: doc/classes/VehicleWheel.xml
 msgid ""
 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 "
 "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"
 "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, "
 "[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 ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
 #: 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 ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer.xml
 #: doc/classes/AudioStreamPlayer.xml
@@ -10130,7 +10136,13 @@ msgid ""
 msgstr ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer3D.xml
 #: 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 ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer3D.xml
 #: doc/classes/AudioStreamPlayer3D.xml
@@ -28410,13 +28422,14 @@ msgstr ""
 
 
 #: doc/classes/HTTPRequest.xml
 #: doc/classes/HTTPRequest.xml
 msgid ""
 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 ""
 msgstr ""
 
 
 #: doc/classes/HTTPRequest.xml
 #: doc/classes/HTTPRequest.xml
@@ -29830,9 +29843,9 @@ msgid ""
 "freehand lines is required, input accumulation should generally be disabled "
 "freehand lines is required, input accumulation should generally be disabled "
 "while the user is drawing the line to get results that closely follow the "
 "while the user is drawing the line to get results that closely follow the "
 "actual input.\n"
 "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 ""
 msgstr ""
 
 
 #: doc/classes/Input.xml
 #: doc/classes/Input.xml
@@ -30406,10 +30419,13 @@ msgstr ""
 msgid ""
 msgid ""
 "Contains mouse and pen motion information. Supports relative, absolute "
 "Contains mouse and pen motion information. Supports relative, absolute "
 "positions and speed. See [method Node._input].\n"
 "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 "
 "[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
 "implementing [url=https://en.wikipedia.org/wiki/"
 "implementing [url=https://en.wikipedia.org/wiki/"
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -30420,6 +30436,12 @@ msgstr ""
 msgid "Mouse and input coordinates"
 msgid "Mouse and input coordinates"
 msgstr ""
 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
 #: doc/classes/InputEventMouseMotion.xml
 msgid ""
 msgid ""
 "Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
 "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."
 msgid "Changes the byte at the given index."
 msgstr ""
 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
 #: doc/classes/PoolByteArray.xml
 msgid ""
 msgid ""
 "Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
 "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 "
 "SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
 "[SceneTreeTween] might become invalid when it has finished tweening, is "
 "[SceneTreeTween] might become invalid when it has finished tweening, is "
 "killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
 "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 ""
 msgstr ""
 
 
 #: doc/classes/SceneTreeTween.xml
 #: doc/classes/SceneTreeTween.xml
@@ -54253,15 +54283,16 @@ msgstr ""
 msgid ""
 msgid ""
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "[code]set_loops(2)[/code] will run the animation twice.\n"
 "[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 "
 "[b]Warning:[/b] Make sure to always add some duration/delay when using "
 "infinite loops. To prevent the game freezing, 0-duration looped animations "
 "infinite loops. To prevent the game freezing, 0-duration looped animations "
 "(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
 "(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 ""
 msgstr ""
 
 
 #: doc/classes/SceneTreeTween.xml
 #: doc/classes/SceneTreeTween.xml
@@ -55736,10 +55767,29 @@ msgid ""
 "as custom visualization and editing handles in Editor."
 "as custom visualization and editing handles in Editor."
 msgstr ""
 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
 #: doc/classes/Spatial.xml
 msgid "World space (global) [Transform] of this node."
 msgid "World space (global) [Transform] of this node."
 msgstr ""
 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
 #: doc/classes/Spatial.xml
 msgid ""
 msgid ""
 "Rotation part of the local transformation in radians, specified in terms of "
 "Rotation part of the local transformation in radians, specified in terms of "
@@ -65758,11 +65808,11 @@ msgstr ""
 #: doc/classes/VehicleBody.xml
 #: doc/classes/VehicleBody.xml
 msgid ""
 msgid ""
 "Accelerates the vehicle by applying an engine force. The vehicle is only "
 "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, "
 "[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"
 "you will need to add logic for this if you wish to simulate gears.\n"
 "A negative value will result in the vehicle reversing."
 "A negative value will result in the vehicle reversing."
@@ -65842,8 +65892,8 @@ msgstr ""
 
 
 #: doc/classes/VehicleWheel.xml
 #: doc/classes/VehicleWheel.xml
 msgid ""
 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 "
 "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"
 "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, "
 "[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 ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
 #: 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 ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer.xml
 #: doc/classes/AudioStreamPlayer.xml
@@ -10149,7 +10155,13 @@ msgid ""
 msgstr ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer3D.xml
 #: 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 ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer3D.xml
 #: doc/classes/AudioStreamPlayer3D.xml
@@ -28429,13 +28441,14 @@ msgstr ""
 
 
 #: doc/classes/HTTPRequest.xml
 #: doc/classes/HTTPRequest.xml
 msgid ""
 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 ""
 msgstr ""
 
 
 #: doc/classes/HTTPRequest.xml
 #: doc/classes/HTTPRequest.xml
@@ -29849,9 +29862,9 @@ msgid ""
 "freehand lines is required, input accumulation should generally be disabled "
 "freehand lines is required, input accumulation should generally be disabled "
 "while the user is drawing the line to get results that closely follow the "
 "while the user is drawing the line to get results that closely follow the "
 "actual input.\n"
 "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 ""
 msgstr ""
 
 
 #: doc/classes/Input.xml
 #: doc/classes/Input.xml
@@ -30425,10 +30438,13 @@ msgstr ""
 msgid ""
 msgid ""
 "Contains mouse and pen motion information. Supports relative, absolute "
 "Contains mouse and pen motion information. Supports relative, absolute "
 "positions and speed. See [method Node._input].\n"
 "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 "
 "[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
 "implementing [url=https://en.wikipedia.org/wiki/"
 "implementing [url=https://en.wikipedia.org/wiki/"
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -30439,6 +30455,12 @@ msgstr ""
 msgid "Mouse and input coordinates"
 msgid "Mouse and input coordinates"
 msgstr ""
 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
 #: doc/classes/InputEventMouseMotion.xml
 msgid ""
 msgid ""
 "Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
 "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."
 msgid "Changes the byte at the given index."
 msgstr ""
 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
 #: doc/classes/PoolByteArray.xml
 msgid ""
 msgid ""
 "Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
 "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 "
 "SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
 "[SceneTreeTween] might become invalid when it has finished tweening, is "
 "[SceneTreeTween] might become invalid when it has finished tweening, is "
 "killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
 "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 ""
 msgstr ""
 
 
 #: doc/classes/SceneTreeTween.xml
 #: doc/classes/SceneTreeTween.xml
@@ -54272,15 +54302,16 @@ msgstr ""
 msgid ""
 msgid ""
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "[code]set_loops(2)[/code] will run the animation twice.\n"
 "[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 "
 "[b]Warning:[/b] Make sure to always add some duration/delay when using "
 "infinite loops. To prevent the game freezing, 0-duration looped animations "
 "infinite loops. To prevent the game freezing, 0-duration looped animations "
 "(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
 "(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 ""
 msgstr ""
 
 
 #: doc/classes/SceneTreeTween.xml
 #: doc/classes/SceneTreeTween.xml
@@ -55755,10 +55786,29 @@ msgid ""
 "as custom visualization and editing handles in Editor."
 "as custom visualization and editing handles in Editor."
 msgstr ""
 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
 #: doc/classes/Spatial.xml
 msgid "World space (global) [Transform] of this node."
 msgid "World space (global) [Transform] of this node."
 msgstr ""
 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
 #: doc/classes/Spatial.xml
 msgid ""
 msgid ""
 "Rotation part of the local transformation in radians, specified in terms of "
 "Rotation part of the local transformation in radians, specified in terms of "
@@ -65777,11 +65827,11 @@ msgstr ""
 #: doc/classes/VehicleBody.xml
 #: doc/classes/VehicleBody.xml
 msgid ""
 msgid ""
 "Accelerates the vehicle by applying an engine force. The vehicle is only "
 "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, "
 "[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"
 "you will need to add logic for this if you wish to simulate gears.\n"
 "A negative value will result in the vehicle reversing."
 "A negative value will result in the vehicle reversing."
@@ -65861,8 +65911,8 @@ msgstr ""
 
 
 #: doc/classes/VehicleWheel.xml
 #: doc/classes/VehicleWheel.xml
 msgid ""
 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 "
 "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"
 "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, "
 "[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.
 # ProgrammerIndonesia 44 <[email protected]>, 2022.
 # Reza Almanda <[email protected]>, 2022.
 # Reza Almanda <[email protected]>, 2022.
 # Tsaqib Fadhlurrahman Soka <[email protected]>, 2022.
 # Tsaqib Fadhlurrahman Soka <[email protected]>, 2022.
+# yusuf afandi <[email protected]>, 2022.
 msgid ""
 msgid ""
 msgstr ""
 msgstr ""
 "Project-Id-Version: Godot Engine class reference\n"
 "Project-Id-Version: Godot Engine class reference\n"
 "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\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/"
 "Language-Team: Indonesian <https://hosted.weblate.org/projects/godot-engine/"
 "godot-class-reference/id/>\n"
 "godot-class-reference/id/>\n"
 "Language: id\n"
 "Language: id\n"
@@ -28,7 +29,7 @@ msgstr ""
 "Content-Type: text/plain; charset=UTF-8\n"
 "Content-Type: text/plain; charset=UTF-8\n"
 "Content-Transfer-Encoding: 8-bit\n"
 "Content-Transfer-Encoding: 8-bit\n"
 "Plural-Forms: nplurals=1; plural=0;\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
 #: doc/tools/make_rst.py
 msgid "Description"
 msgid "Description"
@@ -122,7 +123,7 @@ msgstr "Metode ini menerima sejumlah argumen setelah yang dijelaskan di sini."
 
 
 #: doc/tools/make_rst.py
 #: doc/tools/make_rst.py
 msgid "This method is used to construct a type."
 msgid "This method is used to construct a type."
-msgstr ""
+msgstr "Metode ini digunakan untuk mengkonstruksi sebuah tipe."
 
 
 #: doc/tools/make_rst.py
 #: doc/tools/make_rst.py
 msgid ""
 msgid ""
@@ -10377,7 +10378,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
 msgstr ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
 #: 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 ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer.xml
 #: doc/classes/AudioStreamPlayer.xml
@@ -10542,7 +10549,13 @@ msgid ""
 msgstr ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer3D.xml
 #: 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 ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer3D.xml
 #: doc/classes/AudioStreamPlayer3D.xml
@@ -28835,13 +28848,14 @@ msgstr ""
 
 
 #: doc/classes/HTTPRequest.xml
 #: doc/classes/HTTPRequest.xml
 msgid ""
 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 ""
 msgstr ""
 
 
 #: doc/classes/HTTPRequest.xml
 #: doc/classes/HTTPRequest.xml
@@ -30255,9 +30269,9 @@ msgid ""
 "freehand lines is required, input accumulation should generally be disabled "
 "freehand lines is required, input accumulation should generally be disabled "
 "while the user is drawing the line to get results that closely follow the "
 "while the user is drawing the line to get results that closely follow the "
 "actual input.\n"
 "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 ""
 msgstr ""
 
 
 #: doc/classes/Input.xml
 #: doc/classes/Input.xml
@@ -30831,10 +30845,13 @@ msgstr ""
 msgid ""
 msgid ""
 "Contains mouse and pen motion information. Supports relative, absolute "
 "Contains mouse and pen motion information. Supports relative, absolute "
 "positions and speed. See [method Node._input].\n"
 "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 "
 "[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
 "implementing [url=https://en.wikipedia.org/wiki/"
 "implementing [url=https://en.wikipedia.org/wiki/"
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -30845,6 +30862,12 @@ msgstr ""
 msgid "Mouse and input coordinates"
 msgid "Mouse and input coordinates"
 msgstr ""
 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
 #: doc/classes/InputEventMouseMotion.xml
 msgid ""
 msgid ""
 "Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
 "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."
 msgid "Changes the byte at the given index."
 msgstr ""
 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
 #: doc/classes/PoolByteArray.xml
 msgid ""
 msgid ""
 "Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
 "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 "
 "SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
 "[SceneTreeTween] might become invalid when it has finished tweening, is "
 "[SceneTreeTween] might become invalid when it has finished tweening, is "
 "killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
 "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 ""
 msgstr ""
 
 
 #: doc/classes/SceneTreeTween.xml
 #: doc/classes/SceneTreeTween.xml
@@ -54722,15 +54753,16 @@ msgstr ""
 msgid ""
 msgid ""
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "[code]set_loops(2)[/code] will run the animation twice.\n"
 "[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 "
 "[b]Warning:[/b] Make sure to always add some duration/delay when using "
 "infinite loops. To prevent the game freezing, 0-duration looped animations "
 "infinite loops. To prevent the game freezing, 0-duration looped animations "
 "(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
 "(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 ""
 msgstr ""
 
 
 #: doc/classes/SceneTreeTween.xml
 #: doc/classes/SceneTreeTween.xml
@@ -56205,10 +56237,29 @@ msgid ""
 "as custom visualization and editing handles in Editor."
 "as custom visualization and editing handles in Editor."
 msgstr ""
 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
 #: doc/classes/Spatial.xml
 msgid "World space (global) [Transform] of this node."
 msgid "World space (global) [Transform] of this node."
 msgstr ""
 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
 #: doc/classes/Spatial.xml
 msgid ""
 msgid ""
 "Rotation part of the local transformation in radians, specified in terms of "
 "Rotation part of the local transformation in radians, specified in terms of "
@@ -66234,11 +66285,11 @@ msgstr ""
 #: doc/classes/VehicleBody.xml
 #: doc/classes/VehicleBody.xml
 msgid ""
 msgid ""
 "Accelerates the vehicle by applying an engine force. The vehicle is only "
 "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, "
 "[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"
 "you will need to add logic for this if you wish to simulate gears.\n"
 "A negative value will result in the vehicle reversing."
 "A negative value will result in the vehicle reversing."
@@ -66318,8 +66369,8 @@ msgstr ""
 
 
 #: doc/classes/VehicleWheel.xml
 #: doc/classes/VehicleWheel.xml
 msgid ""
 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 "
 "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"
 "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, "
 "[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 ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
 #: 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 ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer.xml
 #: doc/classes/AudioStreamPlayer.xml
@@ -10130,7 +10136,13 @@ msgid ""
 msgstr ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer3D.xml
 #: 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 ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer3D.xml
 #: doc/classes/AudioStreamPlayer3D.xml
@@ -28410,13 +28422,14 @@ msgstr ""
 
 
 #: doc/classes/HTTPRequest.xml
 #: doc/classes/HTTPRequest.xml
 msgid ""
 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 ""
 msgstr ""
 
 
 #: doc/classes/HTTPRequest.xml
 #: doc/classes/HTTPRequest.xml
@@ -29830,9 +29843,9 @@ msgid ""
 "freehand lines is required, input accumulation should generally be disabled "
 "freehand lines is required, input accumulation should generally be disabled "
 "while the user is drawing the line to get results that closely follow the "
 "while the user is drawing the line to get results that closely follow the "
 "actual input.\n"
 "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 ""
 msgstr ""
 
 
 #: doc/classes/Input.xml
 #: doc/classes/Input.xml
@@ -30406,10 +30419,13 @@ msgstr ""
 msgid ""
 msgid ""
 "Contains mouse and pen motion information. Supports relative, absolute "
 "Contains mouse and pen motion information. Supports relative, absolute "
 "positions and speed. See [method Node._input].\n"
 "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 "
 "[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
 "implementing [url=https://en.wikipedia.org/wiki/"
 "implementing [url=https://en.wikipedia.org/wiki/"
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -30420,6 +30436,12 @@ msgstr ""
 msgid "Mouse and input coordinates"
 msgid "Mouse and input coordinates"
 msgstr ""
 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
 #: doc/classes/InputEventMouseMotion.xml
 msgid ""
 msgid ""
 "Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
 "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."
 msgid "Changes the byte at the given index."
 msgstr ""
 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
 #: doc/classes/PoolByteArray.xml
 msgid ""
 msgid ""
 "Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
 "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 "
 "SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
 "[SceneTreeTween] might become invalid when it has finished tweening, is "
 "[SceneTreeTween] might become invalid when it has finished tweening, is "
 "killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
 "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 ""
 msgstr ""
 
 
 #: doc/classes/SceneTreeTween.xml
 #: doc/classes/SceneTreeTween.xml
@@ -54253,15 +54283,16 @@ msgstr ""
 msgid ""
 msgid ""
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "[code]set_loops(2)[/code] will run the animation twice.\n"
 "[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 "
 "[b]Warning:[/b] Make sure to always add some duration/delay when using "
 "infinite loops. To prevent the game freezing, 0-duration looped animations "
 "infinite loops. To prevent the game freezing, 0-duration looped animations "
 "(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
 "(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 ""
 msgstr ""
 
 
 #: doc/classes/SceneTreeTween.xml
 #: doc/classes/SceneTreeTween.xml
@@ -55736,10 +55767,29 @@ msgid ""
 "as custom visualization and editing handles in Editor."
 "as custom visualization and editing handles in Editor."
 msgstr ""
 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
 #: doc/classes/Spatial.xml
 msgid "World space (global) [Transform] of this node."
 msgid "World space (global) [Transform] of this node."
 msgstr ""
 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
 #: doc/classes/Spatial.xml
 msgid ""
 msgid ""
 "Rotation part of the local transformation in radians, specified in terms of "
 "Rotation part of the local transformation in radians, specified in terms of "
@@ -65758,11 +65808,11 @@ msgstr ""
 #: doc/classes/VehicleBody.xml
 #: doc/classes/VehicleBody.xml
 msgid ""
 msgid ""
 "Accelerates the vehicle by applying an engine force. The vehicle is only "
 "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, "
 "[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"
 "you will need to add logic for this if you wish to simulate gears.\n"
 "A negative value will result in the vehicle reversing."
 "A negative value will result in the vehicle reversing."
@@ -65842,8 +65892,8 @@ msgstr ""
 
 
 #: doc/classes/VehicleWheel.xml
 #: doc/classes/VehicleWheel.xml
 msgid ""
 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 "
 "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"
 "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, "
 "[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 ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
 #: 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 ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer.xml
 #: doc/classes/AudioStreamPlayer.xml
@@ -11156,7 +11162,13 @@ msgid ""
 msgstr ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer3D.xml
 #: 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 ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer3D.xml
 #: doc/classes/AudioStreamPlayer3D.xml
@@ -29595,13 +29607,14 @@ msgstr ""
 
 
 #: doc/classes/HTTPRequest.xml
 #: doc/classes/HTTPRequest.xml
 msgid ""
 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 ""
 msgstr ""
 
 
 #: doc/classes/HTTPRequest.xml
 #: doc/classes/HTTPRequest.xml
@@ -31020,9 +31033,9 @@ msgid ""
 "freehand lines is required, input accumulation should generally be disabled "
 "freehand lines is required, input accumulation should generally be disabled "
 "while the user is drawing the line to get results that closely follow the "
 "while the user is drawing the line to get results that closely follow the "
 "actual input.\n"
 "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 ""
 msgstr ""
 
 
 #: doc/classes/Input.xml
 #: doc/classes/Input.xml
@@ -31597,10 +31610,13 @@ msgstr ""
 msgid ""
 msgid ""
 "Contains mouse and pen motion information. Supports relative, absolute "
 "Contains mouse and pen motion information. Supports relative, absolute "
 "positions and speed. See [method Node._input].\n"
 "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 "
 "[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
 "implementing [url=https://en.wikipedia.org/wiki/"
 "implementing [url=https://en.wikipedia.org/wiki/"
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -31611,6 +31627,13 @@ msgstr ""
 msgid "Mouse and input coordinates"
 msgid "Mouse and input coordinates"
 msgstr ""
 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
 #: doc/classes/InputEventMouseMotion.xml
 msgid ""
 msgid ""
 "Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
 "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."
 msgid "Changes the byte at the given index."
 msgstr ""
 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
 #: doc/classes/PoolByteArray.xml
 msgid ""
 msgid ""
 "Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
 "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 "
 "SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
 "[SceneTreeTween] might become invalid when it has finished tweening, is "
 "[SceneTreeTween] might become invalid when it has finished tweening, is "
 "killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
 "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 ""
 msgstr ""
 
 
 #: doc/classes/SceneTreeTween.xml
 #: doc/classes/SceneTreeTween.xml
@@ -55591,15 +55622,16 @@ msgstr ""
 msgid ""
 msgid ""
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "[code]set_loops(2)[/code] will run the animation twice.\n"
 "[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 "
 "[b]Warning:[/b] Make sure to always add some duration/delay when using "
 "infinite loops. To prevent the game freezing, 0-duration looped animations "
 "infinite loops. To prevent the game freezing, 0-duration looped animations "
 "(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
 "(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 ""
 msgstr ""
 
 
 #: doc/classes/SceneTreeTween.xml
 #: doc/classes/SceneTreeTween.xml
@@ -57076,10 +57108,29 @@ msgid ""
 "as custom visualization and editing handles in Editor."
 "as custom visualization and editing handles in Editor."
 msgstr ""
 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
 #: doc/classes/Spatial.xml
 msgid "World space (global) [Transform] of this node."
 msgid "World space (global) [Transform] of this node."
 msgstr ""
 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
 #: doc/classes/Spatial.xml
 msgid ""
 msgid ""
 "Rotation part of the local transformation in radians, specified in terms of "
 "Rotation part of the local transformation in radians, specified in terms of "
@@ -67192,11 +67243,11 @@ msgstr ""
 #: doc/classes/VehicleBody.xml
 #: doc/classes/VehicleBody.xml
 msgid ""
 msgid ""
 "Accelerates the vehicle by applying an engine force. The vehicle is only "
 "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, "
 "[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"
 "you will need to add logic for this if you wish to simulate gears.\n"
 "A negative value will result in the vehicle reversing."
 "A negative value will result in the vehicle reversing."
@@ -67276,8 +67327,8 @@ msgstr ""
 
 
 #: doc/classes/VehicleWheel.xml
 #: doc/classes/VehicleWheel.xml
 msgid ""
 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 "
 "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"
 "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, "
 "[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。"
 "ます。"
 
 
 #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
 #: 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
 #: doc/classes/AudioStreamPlayer.xml
 msgid ""
 msgid ""
@@ -12860,9 +12866,14 @@ msgstr ""
 "ます。"
 "ます。"
 
 
 #: doc/classes/AudioStreamPlayer3D.xml
 #: 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
 #: doc/classes/AudioStreamPlayer3D.xml
 msgid ""
 msgid ""
@@ -31648,13 +31659,14 @@ msgstr ""
 
 
 #: doc/classes/HTTPRequest.xml
 #: doc/classes/HTTPRequest.xml
 msgid ""
 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 ""
 msgstr ""
 
 
 #: doc/classes/HTTPRequest.xml
 #: doc/classes/HTTPRequest.xml
@@ -33082,9 +33094,9 @@ msgid ""
 "freehand lines is required, input accumulation should generally be disabled "
 "freehand lines is required, input accumulation should generally be disabled "
 "while the user is drawing the line to get results that closely follow the "
 "while the user is drawing the line to get results that closely follow the "
 "actual input.\n"
 "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 ""
 msgstr ""
 
 
 #: doc/classes/Input.xml
 #: doc/classes/Input.xml
@@ -33658,10 +33670,13 @@ msgstr ""
 msgid ""
 msgid ""
 "Contains mouse and pen motion information. Supports relative, absolute "
 "Contains mouse and pen motion information. Supports relative, absolute "
 "positions and speed. See [method Node._input].\n"
 "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 "
 "[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
 "implementing [url=https://en.wikipedia.org/wiki/"
 "implementing [url=https://en.wikipedia.org/wiki/"
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -33672,6 +33687,14 @@ msgstr ""
 msgid "Mouse and input coordinates"
 msgid "Mouse and input coordinates"
 msgstr ""
 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
 #: doc/classes/InputEventMouseMotion.xml
 msgid ""
 msgid ""
 "Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
 "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."
 msgid "Changes the byte at the given index."
 msgstr ""
 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
 #: doc/classes/PoolByteArray.xml
 msgid ""
 msgid ""
 "Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
 "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 "
 "SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
 "[SceneTreeTween] might become invalid when it has finished tweening, is "
 "[SceneTreeTween] might become invalid when it has finished tweening, is "
 "killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
 "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 ""
 msgstr ""
 
 
 #: doc/classes/SceneTreeTween.xml
 #: doc/classes/SceneTreeTween.xml
@@ -57840,15 +57872,16 @@ msgstr ""
 msgid ""
 msgid ""
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "[code]set_loops(2)[/code] will run the animation twice.\n"
 "[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 "
 "[b]Warning:[/b] Make sure to always add some duration/delay when using "
 "infinite loops. To prevent the game freezing, 0-duration looped animations "
 "infinite loops. To prevent the game freezing, 0-duration looped animations "
 "(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
 "(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 ""
 msgstr ""
 
 
 #: doc/classes/SceneTreeTween.xml
 #: doc/classes/SceneTreeTween.xml
@@ -59333,10 +59366,29 @@ msgid ""
 "as custom visualization and editing handles in Editor."
 "as custom visualization and editing handles in Editor."
 msgstr ""
 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
 #: doc/classes/Spatial.xml
 msgid "World space (global) [Transform] of this node."
 msgid "World space (global) [Transform] of this node."
 msgstr ""
 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
 #: doc/classes/Spatial.xml
 msgid ""
 msgid ""
 "Rotation part of the local transformation in radians, specified in terms of "
 "Rotation part of the local transformation in radians, specified in terms of "
@@ -69788,11 +69840,11 @@ msgstr ""
 #: doc/classes/VehicleBody.xml
 #: doc/classes/VehicleBody.xml
 msgid ""
 msgid ""
 "Accelerates the vehicle by applying an engine force. The vehicle is only "
 "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, "
 "[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"
 "you will need to add logic for this if you wish to simulate gears.\n"
 "A negative value will result in the vehicle reversing."
 "A negative value will result in the vehicle reversing."
@@ -69872,8 +69924,8 @@ msgstr ""
 
 
 #: doc/classes/VehicleWheel.xml
 #: doc/classes/VehicleWheel.xml
 msgid ""
 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 "
 "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"
 "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, "
 "[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 ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
 #: 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 ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer.xml
 #: doc/classes/AudioStreamPlayer.xml
@@ -10306,7 +10312,13 @@ msgid ""
 msgstr ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer3D.xml
 #: 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 ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer3D.xml
 #: doc/classes/AudioStreamPlayer3D.xml
@@ -28713,13 +28725,14 @@ msgstr ""
 
 
 #: doc/classes/HTTPRequest.xml
 #: doc/classes/HTTPRequest.xml
 msgid ""
 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 ""
 msgstr ""
 
 
 #: doc/classes/HTTPRequest.xml
 #: doc/classes/HTTPRequest.xml
@@ -30141,9 +30154,9 @@ msgid ""
 "freehand lines is required, input accumulation should generally be disabled "
 "freehand lines is required, input accumulation should generally be disabled "
 "while the user is drawing the line to get results that closely follow the "
 "while the user is drawing the line to get results that closely follow the "
 "actual input.\n"
 "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 ""
 msgstr ""
 
 
 #: doc/classes/Input.xml
 #: doc/classes/Input.xml
@@ -30717,10 +30730,13 @@ msgstr ""
 msgid ""
 msgid ""
 "Contains mouse and pen motion information. Supports relative, absolute "
 "Contains mouse and pen motion information. Supports relative, absolute "
 "positions and speed. See [method Node._input].\n"
 "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 "
 "[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
 "implementing [url=https://en.wikipedia.org/wiki/"
 "implementing [url=https://en.wikipedia.org/wiki/"
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -30731,6 +30747,12 @@ msgstr ""
 msgid "Mouse and input coordinates"
 msgid "Mouse and input coordinates"
 msgstr ""
 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
 #: doc/classes/InputEventMouseMotion.xml
 msgid ""
 msgid ""
 "Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
 "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."
 msgid "Changes the byte at the given index."
 msgstr ""
 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
 #: doc/classes/PoolByteArray.xml
 msgid ""
 msgid ""
 "Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
 "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 "
 "SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
 "[SceneTreeTween] might become invalid when it has finished tweening, is "
 "[SceneTreeTween] might become invalid when it has finished tweening, is "
 "killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
 "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 ""
 msgstr ""
 
 
 #: doc/classes/SceneTreeTween.xml
 #: doc/classes/SceneTreeTween.xml
@@ -54765,15 +54795,16 @@ msgstr ""
 msgid ""
 msgid ""
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "[code]set_loops(2)[/code] will run the animation twice.\n"
 "[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 "
 "[b]Warning:[/b] Make sure to always add some duration/delay when using "
 "infinite loops. To prevent the game freezing, 0-duration looped animations "
 "infinite loops. To prevent the game freezing, 0-duration looped animations "
 "(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
 "(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 ""
 msgstr ""
 
 
 #: doc/classes/SceneTreeTween.xml
 #: doc/classes/SceneTreeTween.xml
@@ -56248,10 +56279,29 @@ msgid ""
 "as custom visualization and editing handles in Editor."
 "as custom visualization and editing handles in Editor."
 msgstr ""
 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
 #: doc/classes/Spatial.xml
 msgid "World space (global) [Transform] of this node."
 msgid "World space (global) [Transform] of this node."
 msgstr ""
 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
 #: doc/classes/Spatial.xml
 msgid ""
 msgid ""
 "Rotation part of the local transformation in radians, specified in terms of "
 "Rotation part of the local transformation in radians, specified in terms of "
@@ -66291,11 +66341,11 @@ msgstr ""
 #: doc/classes/VehicleBody.xml
 #: doc/classes/VehicleBody.xml
 msgid ""
 msgid ""
 "Accelerates the vehicle by applying an engine force. The vehicle is only "
 "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, "
 "[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"
 "you will need to add logic for this if you wish to simulate gears.\n"
 "A negative value will result in the vehicle reversing."
 "A negative value will result in the vehicle reversing."
@@ -66375,8 +66425,8 @@ msgstr ""
 
 
 #: doc/classes/VehicleWheel.xml
 #: doc/classes/VehicleWheel.xml
 msgid ""
 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 "
 "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"
 "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, "
 "[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 ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
 #: 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 ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer.xml
 #: doc/classes/AudioStreamPlayer.xml
@@ -10140,7 +10146,13 @@ msgid ""
 msgstr ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer3D.xml
 #: 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 ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer3D.xml
 #: doc/classes/AudioStreamPlayer3D.xml
@@ -28420,13 +28432,14 @@ msgstr ""
 
 
 #: doc/classes/HTTPRequest.xml
 #: doc/classes/HTTPRequest.xml
 msgid ""
 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 ""
 msgstr ""
 
 
 #: doc/classes/HTTPRequest.xml
 #: doc/classes/HTTPRequest.xml
@@ -29840,9 +29853,9 @@ msgid ""
 "freehand lines is required, input accumulation should generally be disabled "
 "freehand lines is required, input accumulation should generally be disabled "
 "while the user is drawing the line to get results that closely follow the "
 "while the user is drawing the line to get results that closely follow the "
 "actual input.\n"
 "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 ""
 msgstr ""
 
 
 #: doc/classes/Input.xml
 #: doc/classes/Input.xml
@@ -30416,10 +30429,13 @@ msgstr ""
 msgid ""
 msgid ""
 "Contains mouse and pen motion information. Supports relative, absolute "
 "Contains mouse and pen motion information. Supports relative, absolute "
 "positions and speed. See [method Node._input].\n"
 "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 "
 "[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
 "implementing [url=https://en.wikipedia.org/wiki/"
 "implementing [url=https://en.wikipedia.org/wiki/"
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -30430,6 +30446,12 @@ msgstr ""
 msgid "Mouse and input coordinates"
 msgid "Mouse and input coordinates"
 msgstr ""
 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
 #: doc/classes/InputEventMouseMotion.xml
 msgid ""
 msgid ""
 "Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
 "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."
 msgid "Changes the byte at the given index."
 msgstr ""
 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
 #: doc/classes/PoolByteArray.xml
 msgid ""
 msgid ""
 "Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
 "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 "
 "SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
 "[SceneTreeTween] might become invalid when it has finished tweening, is "
 "[SceneTreeTween] might become invalid when it has finished tweening, is "
 "killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
 "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 ""
 msgstr ""
 
 
 #: doc/classes/SceneTreeTween.xml
 #: doc/classes/SceneTreeTween.xml
@@ -54263,15 +54293,16 @@ msgstr ""
 msgid ""
 msgid ""
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "[code]set_loops(2)[/code] will run the animation twice.\n"
 "[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 "
 "[b]Warning:[/b] Make sure to always add some duration/delay when using "
 "infinite loops. To prevent the game freezing, 0-duration looped animations "
 "infinite loops. To prevent the game freezing, 0-duration looped animations "
 "(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
 "(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 ""
 msgstr ""
 
 
 #: doc/classes/SceneTreeTween.xml
 #: doc/classes/SceneTreeTween.xml
@@ -55746,10 +55777,29 @@ msgid ""
 "as custom visualization and editing handles in Editor."
 "as custom visualization and editing handles in Editor."
 msgstr ""
 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
 #: doc/classes/Spatial.xml
 msgid "World space (global) [Transform] of this node."
 msgid "World space (global) [Transform] of this node."
 msgstr ""
 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
 #: doc/classes/Spatial.xml
 msgid ""
 msgid ""
 "Rotation part of the local transformation in radians, specified in terms of "
 "Rotation part of the local transformation in radians, specified in terms of "
@@ -65768,11 +65818,11 @@ msgstr ""
 #: doc/classes/VehicleBody.xml
 #: doc/classes/VehicleBody.xml
 msgid ""
 msgid ""
 "Accelerates the vehicle by applying an engine force. The vehicle is only "
 "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, "
 "[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"
 "you will need to add logic for this if you wish to simulate gears.\n"
 "A negative value will result in the vehicle reversing."
 "A negative value will result in the vehicle reversing."
@@ -65852,8 +65902,8 @@ msgstr ""
 
 
 #: doc/classes/VehicleWheel.xml
 #: doc/classes/VehicleWheel.xml
 msgid ""
 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 "
 "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"
 "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, "
 "[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 ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
 #: 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 ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer.xml
 #: doc/classes/AudioStreamPlayer.xml
@@ -10145,7 +10151,13 @@ msgid ""
 msgstr ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer3D.xml
 #: 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 ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer3D.xml
 #: doc/classes/AudioStreamPlayer3D.xml
@@ -28428,13 +28440,14 @@ msgstr ""
 
 
 #: doc/classes/HTTPRequest.xml
 #: doc/classes/HTTPRequest.xml
 msgid ""
 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 ""
 msgstr ""
 
 
 #: doc/classes/HTTPRequest.xml
 #: doc/classes/HTTPRequest.xml
@@ -29848,9 +29861,9 @@ msgid ""
 "freehand lines is required, input accumulation should generally be disabled "
 "freehand lines is required, input accumulation should generally be disabled "
 "while the user is drawing the line to get results that closely follow the "
 "while the user is drawing the line to get results that closely follow the "
 "actual input.\n"
 "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 ""
 msgstr ""
 
 
 #: doc/classes/Input.xml
 #: doc/classes/Input.xml
@@ -30424,10 +30437,13 @@ msgstr ""
 msgid ""
 msgid ""
 "Contains mouse and pen motion information. Supports relative, absolute "
 "Contains mouse and pen motion information. Supports relative, absolute "
 "positions and speed. See [method Node._input].\n"
 "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 "
 "[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
 "implementing [url=https://en.wikipedia.org/wiki/"
 "implementing [url=https://en.wikipedia.org/wiki/"
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -30438,6 +30454,12 @@ msgstr ""
 msgid "Mouse and input coordinates"
 msgid "Mouse and input coordinates"
 msgstr ""
 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
 #: doc/classes/InputEventMouseMotion.xml
 msgid ""
 msgid ""
 "Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
 "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."
 msgid "Changes the byte at the given index."
 msgstr ""
 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
 #: doc/classes/PoolByteArray.xml
 msgid ""
 msgid ""
 "Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
 "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 "
 "SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
 "[SceneTreeTween] might become invalid when it has finished tweening, is "
 "[SceneTreeTween] might become invalid when it has finished tweening, is "
 "killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
 "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 ""
 msgstr ""
 
 
 #: doc/classes/SceneTreeTween.xml
 #: doc/classes/SceneTreeTween.xml
@@ -54271,15 +54301,16 @@ msgstr ""
 msgid ""
 msgid ""
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "[code]set_loops(2)[/code] will run the animation twice.\n"
 "[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 "
 "[b]Warning:[/b] Make sure to always add some duration/delay when using "
 "infinite loops. To prevent the game freezing, 0-duration looped animations "
 "infinite loops. To prevent the game freezing, 0-duration looped animations "
 "(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
 "(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 ""
 msgstr ""
 
 
 #: doc/classes/SceneTreeTween.xml
 #: doc/classes/SceneTreeTween.xml
@@ -55754,10 +55785,29 @@ msgid ""
 "as custom visualization and editing handles in Editor."
 "as custom visualization and editing handles in Editor."
 msgstr ""
 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
 #: doc/classes/Spatial.xml
 msgid "World space (global) [Transform] of this node."
 msgid "World space (global) [Transform] of this node."
 msgstr ""
 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
 #: doc/classes/Spatial.xml
 msgid ""
 msgid ""
 "Rotation part of the local transformation in radians, specified in terms of "
 "Rotation part of the local transformation in radians, specified in terms of "
@@ -65776,11 +65826,11 @@ msgstr ""
 #: doc/classes/VehicleBody.xml
 #: doc/classes/VehicleBody.xml
 msgid ""
 msgid ""
 "Accelerates the vehicle by applying an engine force. The vehicle is only "
 "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, "
 "[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"
 "you will need to add logic for this if you wish to simulate gears.\n"
 "A negative value will result in the vehicle reversing."
 "A negative value will result in the vehicle reversing."
@@ -65860,8 +65910,8 @@ msgstr ""
 
 
 #: doc/classes/VehicleWheel.xml
 #: doc/classes/VehicleWheel.xml
 msgid ""
 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 "
 "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"
 "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, "
 "[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 ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
 #: 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 ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer.xml
 #: doc/classes/AudioStreamPlayer.xml
@@ -10128,7 +10134,13 @@ msgid ""
 msgstr ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer3D.xml
 #: 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 ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer3D.xml
 #: doc/classes/AudioStreamPlayer3D.xml
@@ -28408,13 +28420,14 @@ msgstr ""
 
 
 #: doc/classes/HTTPRequest.xml
 #: doc/classes/HTTPRequest.xml
 msgid ""
 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 ""
 msgstr ""
 
 
 #: doc/classes/HTTPRequest.xml
 #: doc/classes/HTTPRequest.xml
@@ -29828,9 +29841,9 @@ msgid ""
 "freehand lines is required, input accumulation should generally be disabled "
 "freehand lines is required, input accumulation should generally be disabled "
 "while the user is drawing the line to get results that closely follow the "
 "while the user is drawing the line to get results that closely follow the "
 "actual input.\n"
 "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 ""
 msgstr ""
 
 
 #: doc/classes/Input.xml
 #: doc/classes/Input.xml
@@ -30404,10 +30417,13 @@ msgstr ""
 msgid ""
 msgid ""
 "Contains mouse and pen motion information. Supports relative, absolute "
 "Contains mouse and pen motion information. Supports relative, absolute "
 "positions and speed. See [method Node._input].\n"
 "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 "
 "[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
 "implementing [url=https://en.wikipedia.org/wiki/"
 "implementing [url=https://en.wikipedia.org/wiki/"
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -30418,6 +30434,12 @@ msgstr ""
 msgid "Mouse and input coordinates"
 msgid "Mouse and input coordinates"
 msgstr ""
 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
 #: doc/classes/InputEventMouseMotion.xml
 msgid ""
 msgid ""
 "Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
 "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."
 msgid "Changes the byte at the given index."
 msgstr ""
 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
 #: doc/classes/PoolByteArray.xml
 msgid ""
 msgid ""
 "Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
 "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 "
 "SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
 "[SceneTreeTween] might become invalid when it has finished tweening, is "
 "[SceneTreeTween] might become invalid when it has finished tweening, is "
 "killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
 "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 ""
 msgstr ""
 
 
 #: doc/classes/SceneTreeTween.xml
 #: doc/classes/SceneTreeTween.xml
@@ -54251,15 +54281,16 @@ msgstr ""
 msgid ""
 msgid ""
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "[code]set_loops(2)[/code] will run the animation twice.\n"
 "[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 "
 "[b]Warning:[/b] Make sure to always add some duration/delay when using "
 "infinite loops. To prevent the game freezing, 0-duration looped animations "
 "infinite loops. To prevent the game freezing, 0-duration looped animations "
 "(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
 "(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 ""
 msgstr ""
 
 
 #: doc/classes/SceneTreeTween.xml
 #: doc/classes/SceneTreeTween.xml
@@ -55734,10 +55765,29 @@ msgid ""
 "as custom visualization and editing handles in Editor."
 "as custom visualization and editing handles in Editor."
 msgstr ""
 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
 #: doc/classes/Spatial.xml
 msgid "World space (global) [Transform] of this node."
 msgid "World space (global) [Transform] of this node."
 msgstr ""
 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
 #: doc/classes/Spatial.xml
 msgid ""
 msgid ""
 "Rotation part of the local transformation in radians, specified in terms of "
 "Rotation part of the local transformation in radians, specified in terms of "
@@ -65756,11 +65806,11 @@ msgstr ""
 #: doc/classes/VehicleBody.xml
 #: doc/classes/VehicleBody.xml
 msgid ""
 msgid ""
 "Accelerates the vehicle by applying an engine force. The vehicle is only "
 "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, "
 "[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"
 "you will need to add logic for this if you wish to simulate gears.\n"
 "A negative value will result in the vehicle reversing."
 "A negative value will result in the vehicle reversing."
@@ -65840,8 +65890,8 @@ msgstr ""
 
 
 #: doc/classes/VehicleWheel.xml
 #: doc/classes/VehicleWheel.xml
 msgid ""
 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 "
 "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"
 "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, "
 "[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 ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
 #: 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 ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer.xml
 #: doc/classes/AudioStreamPlayer.xml
@@ -10140,7 +10146,13 @@ msgid ""
 msgstr ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer3D.xml
 #: 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 ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer3D.xml
 #: doc/classes/AudioStreamPlayer3D.xml
@@ -28420,13 +28432,14 @@ msgstr ""
 
 
 #: doc/classes/HTTPRequest.xml
 #: doc/classes/HTTPRequest.xml
 msgid ""
 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 ""
 msgstr ""
 
 
 #: doc/classes/HTTPRequest.xml
 #: doc/classes/HTTPRequest.xml
@@ -29840,9 +29853,9 @@ msgid ""
 "freehand lines is required, input accumulation should generally be disabled "
 "freehand lines is required, input accumulation should generally be disabled "
 "while the user is drawing the line to get results that closely follow the "
 "while the user is drawing the line to get results that closely follow the "
 "actual input.\n"
 "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 ""
 msgstr ""
 
 
 #: doc/classes/Input.xml
 #: doc/classes/Input.xml
@@ -30416,10 +30429,13 @@ msgstr ""
 msgid ""
 msgid ""
 "Contains mouse and pen motion information. Supports relative, absolute "
 "Contains mouse and pen motion information. Supports relative, absolute "
 "positions and speed. See [method Node._input].\n"
 "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 "
 "[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
 "implementing [url=https://en.wikipedia.org/wiki/"
 "implementing [url=https://en.wikipedia.org/wiki/"
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -30430,6 +30446,12 @@ msgstr ""
 msgid "Mouse and input coordinates"
 msgid "Mouse and input coordinates"
 msgstr ""
 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
 #: doc/classes/InputEventMouseMotion.xml
 msgid ""
 msgid ""
 "Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
 "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."
 msgid "Changes the byte at the given index."
 msgstr ""
 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
 #: doc/classes/PoolByteArray.xml
 msgid ""
 msgid ""
 "Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
 "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 "
 "SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
 "[SceneTreeTween] might become invalid when it has finished tweening, is "
 "[SceneTreeTween] might become invalid when it has finished tweening, is "
 "killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
 "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 ""
 msgstr ""
 
 
 #: doc/classes/SceneTreeTween.xml
 #: doc/classes/SceneTreeTween.xml
@@ -54263,15 +54293,16 @@ msgstr ""
 msgid ""
 msgid ""
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "[code]set_loops(2)[/code] will run the animation twice.\n"
 "[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 "
 "[b]Warning:[/b] Make sure to always add some duration/delay when using "
 "infinite loops. To prevent the game freezing, 0-duration looped animations "
 "infinite loops. To prevent the game freezing, 0-duration looped animations "
 "(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
 "(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 ""
 msgstr ""
 
 
 #: doc/classes/SceneTreeTween.xml
 #: doc/classes/SceneTreeTween.xml
@@ -55746,10 +55777,29 @@ msgid ""
 "as custom visualization and editing handles in Editor."
 "as custom visualization and editing handles in Editor."
 msgstr ""
 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
 #: doc/classes/Spatial.xml
 msgid "World space (global) [Transform] of this node."
 msgid "World space (global) [Transform] of this node."
 msgstr ""
 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
 #: doc/classes/Spatial.xml
 msgid ""
 msgid ""
 "Rotation part of the local transformation in radians, specified in terms of "
 "Rotation part of the local transformation in radians, specified in terms of "
@@ -65768,11 +65818,11 @@ msgstr ""
 #: doc/classes/VehicleBody.xml
 #: doc/classes/VehicleBody.xml
 msgid ""
 msgid ""
 "Accelerates the vehicle by applying an engine force. The vehicle is only "
 "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, "
 "[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"
 "you will need to add logic for this if you wish to simulate gears.\n"
 "A negative value will result in the vehicle reversing."
 "A negative value will result in the vehicle reversing."
@@ -65852,8 +65902,8 @@ msgstr ""
 
 
 #: doc/classes/VehicleWheel.xml
 #: doc/classes/VehicleWheel.xml
 msgid ""
 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 "
 "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"
 "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, "
 "[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 ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
 #: 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 ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer.xml
 #: doc/classes/AudioStreamPlayer.xml
@@ -10128,7 +10134,13 @@ msgid ""
 msgstr ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer3D.xml
 #: 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 ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer3D.xml
 #: doc/classes/AudioStreamPlayer3D.xml
@@ -28408,13 +28420,14 @@ msgstr ""
 
 
 #: doc/classes/HTTPRequest.xml
 #: doc/classes/HTTPRequest.xml
 msgid ""
 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 ""
 msgstr ""
 
 
 #: doc/classes/HTTPRequest.xml
 #: doc/classes/HTTPRequest.xml
@@ -29828,9 +29841,9 @@ msgid ""
 "freehand lines is required, input accumulation should generally be disabled "
 "freehand lines is required, input accumulation should generally be disabled "
 "while the user is drawing the line to get results that closely follow the "
 "while the user is drawing the line to get results that closely follow the "
 "actual input.\n"
 "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 ""
 msgstr ""
 
 
 #: doc/classes/Input.xml
 #: doc/classes/Input.xml
@@ -30404,10 +30417,13 @@ msgstr ""
 msgid ""
 msgid ""
 "Contains mouse and pen motion information. Supports relative, absolute "
 "Contains mouse and pen motion information. Supports relative, absolute "
 "positions and speed. See [method Node._input].\n"
 "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 "
 "[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
 "implementing [url=https://en.wikipedia.org/wiki/"
 "implementing [url=https://en.wikipedia.org/wiki/"
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -30418,6 +30434,12 @@ msgstr ""
 msgid "Mouse and input coordinates"
 msgid "Mouse and input coordinates"
 msgstr ""
 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
 #: doc/classes/InputEventMouseMotion.xml
 msgid ""
 msgid ""
 "Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
 "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."
 msgid "Changes the byte at the given index."
 msgstr ""
 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
 #: doc/classes/PoolByteArray.xml
 msgid ""
 msgid ""
 "Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
 "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 "
 "SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
 "[SceneTreeTween] might become invalid when it has finished tweening, is "
 "[SceneTreeTween] might become invalid when it has finished tweening, is "
 "killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
 "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 ""
 msgstr ""
 
 
 #: doc/classes/SceneTreeTween.xml
 #: doc/classes/SceneTreeTween.xml
@@ -54251,15 +54281,16 @@ msgstr ""
 msgid ""
 msgid ""
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "[code]set_loops(2)[/code] will run the animation twice.\n"
 "[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 "
 "[b]Warning:[/b] Make sure to always add some duration/delay when using "
 "infinite loops. To prevent the game freezing, 0-duration looped animations "
 "infinite loops. To prevent the game freezing, 0-duration looped animations "
 "(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
 "(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 ""
 msgstr ""
 
 
 #: doc/classes/SceneTreeTween.xml
 #: doc/classes/SceneTreeTween.xml
@@ -55734,10 +55765,29 @@ msgid ""
 "as custom visualization and editing handles in Editor."
 "as custom visualization and editing handles in Editor."
 msgstr ""
 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
 #: doc/classes/Spatial.xml
 msgid "World space (global) [Transform] of this node."
 msgid "World space (global) [Transform] of this node."
 msgstr ""
 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
 #: doc/classes/Spatial.xml
 msgid ""
 msgid ""
 "Rotation part of the local transformation in radians, specified in terms of "
 "Rotation part of the local transformation in radians, specified in terms of "
@@ -65756,11 +65806,11 @@ msgstr ""
 #: doc/classes/VehicleBody.xml
 #: doc/classes/VehicleBody.xml
 msgid ""
 msgid ""
 "Accelerates the vehicle by applying an engine force. The vehicle is only "
 "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, "
 "[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"
 "you will need to add logic for this if you wish to simulate gears.\n"
 "A negative value will result in the vehicle reversing."
 "A negative value will result in the vehicle reversing."
@@ -65840,8 +65890,8 @@ msgstr ""
 
 
 #: doc/classes/VehicleWheel.xml
 #: doc/classes/VehicleWheel.xml
 msgid ""
 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 "
 "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"
 "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, "
 "[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 ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
 #: 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 ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer.xml
 #: doc/classes/AudioStreamPlayer.xml
@@ -10197,7 +10203,13 @@ msgid ""
 msgstr ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer3D.xml
 #: 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 ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer3D.xml
 #: doc/classes/AudioStreamPlayer3D.xml
@@ -28480,13 +28492,14 @@ msgstr ""
 
 
 #: doc/classes/HTTPRequest.xml
 #: doc/classes/HTTPRequest.xml
 msgid ""
 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 ""
 msgstr ""
 
 
 #: doc/classes/HTTPRequest.xml
 #: doc/classes/HTTPRequest.xml
@@ -29900,9 +29913,9 @@ msgid ""
 "freehand lines is required, input accumulation should generally be disabled "
 "freehand lines is required, input accumulation should generally be disabled "
 "while the user is drawing the line to get results that closely follow the "
 "while the user is drawing the line to get results that closely follow the "
 "actual input.\n"
 "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 ""
 msgstr ""
 
 
 #: doc/classes/Input.xml
 #: doc/classes/Input.xml
@@ -30476,10 +30489,13 @@ msgstr ""
 msgid ""
 msgid ""
 "Contains mouse and pen motion information. Supports relative, absolute "
 "Contains mouse and pen motion information. Supports relative, absolute "
 "positions and speed. See [method Node._input].\n"
 "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 "
 "[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
 "implementing [url=https://en.wikipedia.org/wiki/"
 "implementing [url=https://en.wikipedia.org/wiki/"
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -30490,6 +30506,12 @@ msgstr ""
 msgid "Mouse and input coordinates"
 msgid "Mouse and input coordinates"
 msgstr ""
 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
 #: doc/classes/InputEventMouseMotion.xml
 msgid ""
 msgid ""
 "Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
 "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."
 msgid "Changes the byte at the given index."
 msgstr ""
 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
 #: doc/classes/PoolByteArray.xml
 msgid ""
 msgid ""
 "Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
 "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 "
 "SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
 "[SceneTreeTween] might become invalid when it has finished tweening, is "
 "[SceneTreeTween] might become invalid when it has finished tweening, is "
 "killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
 "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 ""
 msgstr ""
 
 
 #: doc/classes/SceneTreeTween.xml
 #: doc/classes/SceneTreeTween.xml
@@ -54324,15 +54354,16 @@ msgstr ""
 msgid ""
 msgid ""
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "[code]set_loops(2)[/code] will run the animation twice.\n"
 "[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 "
 "[b]Warning:[/b] Make sure to always add some duration/delay when using "
 "infinite loops. To prevent the game freezing, 0-duration looped animations "
 "infinite loops. To prevent the game freezing, 0-duration looped animations "
 "(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
 "(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 ""
 msgstr ""
 
 
 #: doc/classes/SceneTreeTween.xml
 #: doc/classes/SceneTreeTween.xml
@@ -55807,10 +55838,29 @@ msgid ""
 "as custom visualization and editing handles in Editor."
 "as custom visualization and editing handles in Editor."
 msgstr ""
 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
 #: doc/classes/Spatial.xml
 msgid "World space (global) [Transform] of this node."
 msgid "World space (global) [Transform] of this node."
 msgstr ""
 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
 #: doc/classes/Spatial.xml
 msgid ""
 msgid ""
 "Rotation part of the local transformation in radians, specified in terms of "
 "Rotation part of the local transformation in radians, specified in terms of "
@@ -65829,11 +65879,11 @@ msgstr ""
 #: doc/classes/VehicleBody.xml
 #: doc/classes/VehicleBody.xml
 msgid ""
 msgid ""
 "Accelerates the vehicle by applying an engine force. The vehicle is only "
 "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, "
 "[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"
 "you will need to add logic for this if you wish to simulate gears.\n"
 "A negative value will result in the vehicle reversing."
 "A negative value will result in the vehicle reversing."
@@ -65913,8 +65963,8 @@ msgstr ""
 
 
 #: doc/classes/VehicleWheel.xml
 #: doc/classes/VehicleWheel.xml
 msgid ""
 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 "
 "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"
 "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, "
 "[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 ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
 #: 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 ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer.xml
 #: doc/classes/AudioStreamPlayer.xml
@@ -10636,7 +10642,13 @@ msgid ""
 msgstr ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer3D.xml
 #: 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 ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer3D.xml
 #: doc/classes/AudioStreamPlayer3D.xml
@@ -28986,13 +28998,14 @@ msgstr ""
 
 
 #: doc/classes/HTTPRequest.xml
 #: doc/classes/HTTPRequest.xml
 msgid ""
 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 ""
 msgstr ""
 
 
 #: doc/classes/HTTPRequest.xml
 #: doc/classes/HTTPRequest.xml
@@ -30409,9 +30422,9 @@ msgid ""
 "freehand lines is required, input accumulation should generally be disabled "
 "freehand lines is required, input accumulation should generally be disabled "
 "while the user is drawing the line to get results that closely follow the "
 "while the user is drawing the line to get results that closely follow the "
 "actual input.\n"
 "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 ""
 msgstr ""
 
 
 #: doc/classes/Input.xml
 #: doc/classes/Input.xml
@@ -30985,10 +30998,13 @@ msgstr ""
 msgid ""
 msgid ""
 "Contains mouse and pen motion information. Supports relative, absolute "
 "Contains mouse and pen motion information. Supports relative, absolute "
 "positions and speed. See [method Node._input].\n"
 "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 "
 "[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
 "implementing [url=https://en.wikipedia.org/wiki/"
 "implementing [url=https://en.wikipedia.org/wiki/"
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -30999,6 +31015,12 @@ msgstr ""
 msgid "Mouse and input coordinates"
 msgid "Mouse and input coordinates"
 msgstr ""
 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
 #: doc/classes/InputEventMouseMotion.xml
 msgid ""
 msgid ""
 "Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
 "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."
 msgid "Changes the byte at the given index."
 msgstr ""
 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
 #: doc/classes/PoolByteArray.xml
 msgid ""
 msgid ""
 "Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
 "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 "
 "SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
 "[SceneTreeTween] might become invalid when it has finished tweening, is "
 "[SceneTreeTween] might become invalid when it has finished tweening, is "
 "killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
 "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 ""
 msgstr ""
 
 
 #: doc/classes/SceneTreeTween.xml
 #: doc/classes/SceneTreeTween.xml
@@ -54983,15 +55013,16 @@ msgstr ""
 msgid ""
 msgid ""
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "[code]set_loops(2)[/code] will run the animation twice.\n"
 "[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 "
 "[b]Warning:[/b] Make sure to always add some duration/delay when using "
 "infinite loops. To prevent the game freezing, 0-duration looped animations "
 "infinite loops. To prevent the game freezing, 0-duration looped animations "
 "(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
 "(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 ""
 msgstr ""
 
 
 #: doc/classes/SceneTreeTween.xml
 #: doc/classes/SceneTreeTween.xml
@@ -56467,10 +56498,29 @@ msgid ""
 "as custom visualization and editing handles in Editor."
 "as custom visualization and editing handles in Editor."
 msgstr ""
 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
 #: doc/classes/Spatial.xml
 msgid "World space (global) [Transform] of this node."
 msgid "World space (global) [Transform] of this node."
 msgstr ""
 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
 #: doc/classes/Spatial.xml
 msgid ""
 msgid ""
 "Rotation part of the local transformation in radians, specified in terms of "
 "Rotation part of the local transformation in radians, specified in terms of "
@@ -66529,11 +66579,11 @@ msgstr ""
 #: doc/classes/VehicleBody.xml
 #: doc/classes/VehicleBody.xml
 msgid ""
 msgid ""
 "Accelerates the vehicle by applying an engine force. The vehicle is only "
 "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, "
 "[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"
 "you will need to add logic for this if you wish to simulate gears.\n"
 "A negative value will result in the vehicle reversing."
 "A negative value will result in the vehicle reversing."
@@ -66613,8 +66663,8 @@ msgstr ""
 
 
 #: doc/classes/VehicleWheel.xml
 #: doc/classes/VehicleWheel.xml
 msgid ""
 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 "
 "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"
 "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, "
 "[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 ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
 #: 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 ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer.xml
 #: doc/classes/AudioStreamPlayer.xml
@@ -10952,7 +10958,13 @@ msgid ""
 msgstr ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer3D.xml
 #: 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 ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer3D.xml
 #: doc/classes/AudioStreamPlayer3D.xml
@@ -29301,13 +29313,14 @@ msgstr ""
 
 
 #: doc/classes/HTTPRequest.xml
 #: doc/classes/HTTPRequest.xml
 msgid ""
 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 ""
 msgstr ""
 
 
 #: doc/classes/HTTPRequest.xml
 #: doc/classes/HTTPRequest.xml
@@ -30721,9 +30734,9 @@ msgid ""
 "freehand lines is required, input accumulation should generally be disabled "
 "freehand lines is required, input accumulation should generally be disabled "
 "while the user is drawing the line to get results that closely follow the "
 "while the user is drawing the line to get results that closely follow the "
 "actual input.\n"
 "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 ""
 msgstr ""
 
 
 #: doc/classes/Input.xml
 #: doc/classes/Input.xml
@@ -31297,10 +31310,13 @@ msgstr ""
 msgid ""
 msgid ""
 "Contains mouse and pen motion information. Supports relative, absolute "
 "Contains mouse and pen motion information. Supports relative, absolute "
 "positions and speed. See [method Node._input].\n"
 "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 "
 "[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
 "implementing [url=https://en.wikipedia.org/wiki/"
 "implementing [url=https://en.wikipedia.org/wiki/"
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -31311,6 +31327,12 @@ msgstr ""
 msgid "Mouse and input coordinates"
 msgid "Mouse and input coordinates"
 msgstr ""
 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
 #: doc/classes/InputEventMouseMotion.xml
 msgid ""
 msgid ""
 "Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
 "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."
 msgid "Changes the byte at the given index."
 msgstr ""
 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
 #: doc/classes/PoolByteArray.xml
 msgid ""
 msgid ""
 "Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
 "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 "
 "SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
 "[SceneTreeTween] might become invalid when it has finished tweening, is "
 "[SceneTreeTween] might become invalid when it has finished tweening, is "
 "killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
 "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 ""
 msgstr ""
 
 
 #: doc/classes/SceneTreeTween.xml
 #: doc/classes/SceneTreeTween.xml
@@ -55271,15 +55301,16 @@ msgstr ""
 msgid ""
 msgid ""
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "[code]set_loops(2)[/code] will run the animation twice.\n"
 "[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 "
 "[b]Warning:[/b] Make sure to always add some duration/delay when using "
 "infinite loops. To prevent the game freezing, 0-duration looped animations "
 "infinite loops. To prevent the game freezing, 0-duration looped animations "
 "(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
 "(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 ""
 msgstr ""
 
 
 #: doc/classes/SceneTreeTween.xml
 #: doc/classes/SceneTreeTween.xml
@@ -56756,10 +56787,29 @@ msgid ""
 "as custom visualization and editing handles in Editor."
 "as custom visualization and editing handles in Editor."
 msgstr ""
 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
 #: doc/classes/Spatial.xml
 msgid "World space (global) [Transform] of this node."
 msgid "World space (global) [Transform] of this node."
 msgstr ""
 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
 #: doc/classes/Spatial.xml
 msgid ""
 msgid ""
 "Rotation part of the local transformation in radians, specified in terms of "
 "Rotation part of the local transformation in radians, specified in terms of "
@@ -66821,11 +66871,11 @@ msgstr ""
 #: doc/classes/VehicleBody.xml
 #: doc/classes/VehicleBody.xml
 msgid ""
 msgid ""
 "Accelerates the vehicle by applying an engine force. The vehicle is only "
 "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, "
 "[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"
 "you will need to add logic for this if you wish to simulate gears.\n"
 "A negative value will result in the vehicle reversing."
 "A negative value will result in the vehicle reversing."
@@ -66905,8 +66955,8 @@ msgstr ""
 
 
 #: doc/classes/VehicleWheel.xml
 #: doc/classes/VehicleWheel.xml
 msgid ""
 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 "
 "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"
 "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, "
 "[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 ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
 #: 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 ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer.xml
 #: doc/classes/AudioStreamPlayer.xml
@@ -11190,7 +11196,13 @@ msgid ""
 msgstr ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer3D.xml
 #: 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 ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer3D.xml
 #: doc/classes/AudioStreamPlayer3D.xml
@@ -29629,13 +29641,14 @@ msgstr ""
 
 
 #: doc/classes/HTTPRequest.xml
 #: doc/classes/HTTPRequest.xml
 msgid ""
 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 ""
 msgstr ""
 
 
 #: doc/classes/HTTPRequest.xml
 #: doc/classes/HTTPRequest.xml
@@ -31054,9 +31067,9 @@ msgid ""
 "freehand lines is required, input accumulation should generally be disabled "
 "freehand lines is required, input accumulation should generally be disabled "
 "while the user is drawing the line to get results that closely follow the "
 "while the user is drawing the line to get results that closely follow the "
 "actual input.\n"
 "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 ""
 msgstr ""
 
 
 #: doc/classes/Input.xml
 #: doc/classes/Input.xml
@@ -31630,10 +31643,13 @@ msgstr ""
 msgid ""
 msgid ""
 "Contains mouse and pen motion information. Supports relative, absolute "
 "Contains mouse and pen motion information. Supports relative, absolute "
 "positions and speed. See [method Node._input].\n"
 "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 "
 "[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
 "implementing [url=https://en.wikipedia.org/wiki/"
 "implementing [url=https://en.wikipedia.org/wiki/"
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -31644,6 +31660,12 @@ msgstr ""
 msgid "Mouse and input coordinates"
 msgid "Mouse and input coordinates"
 msgstr ""
 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
 #: doc/classes/InputEventMouseMotion.xml
 msgid ""
 msgid ""
 "Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
 "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."
 msgid "Changes the byte at the given index."
 msgstr ""
 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
 #: doc/classes/PoolByteArray.xml
 msgid ""
 msgid ""
 "Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
 "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 "
 "SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
 "[SceneTreeTween] might become invalid when it has finished tweening, is "
 "[SceneTreeTween] might become invalid when it has finished tweening, is "
 "killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
 "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 ""
 msgstr ""
 
 
 #: doc/classes/SceneTreeTween.xml
 #: doc/classes/SceneTreeTween.xml
@@ -55635,15 +55665,16 @@ msgstr ""
 msgid ""
 msgid ""
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "[code]set_loops(2)[/code] will run the animation twice.\n"
 "[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 "
 "[b]Warning:[/b] Make sure to always add some duration/delay when using "
 "infinite loops. To prevent the game freezing, 0-duration looped animations "
 "infinite loops. To prevent the game freezing, 0-duration looped animations "
 "(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
 "(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 ""
 msgstr ""
 
 
 #: doc/classes/SceneTreeTween.xml
 #: doc/classes/SceneTreeTween.xml
@@ -57122,10 +57153,29 @@ msgid ""
 "as custom visualization and editing handles in Editor."
 "as custom visualization and editing handles in Editor."
 msgstr ""
 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
 #: doc/classes/Spatial.xml
 msgid "World space (global) [Transform] of this node."
 msgid "World space (global) [Transform] of this node."
 msgstr ""
 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
 #: doc/classes/Spatial.xml
 msgid ""
 msgid ""
 "Rotation part of the local transformation in radians, specified in terms of "
 "Rotation part of the local transformation in radians, specified in terms of "
@@ -67221,11 +67271,11 @@ msgstr ""
 #: doc/classes/VehicleBody.xml
 #: doc/classes/VehicleBody.xml
 msgid ""
 msgid ""
 "Accelerates the vehicle by applying an engine force. The vehicle is only "
 "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, "
 "[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"
 "you will need to add logic for this if you wish to simulate gears.\n"
 "A negative value will result in the vehicle reversing."
 "A negative value will result in the vehicle reversing."
@@ -67305,8 +67355,8 @@ msgstr ""
 
 
 #: doc/classes/VehicleWheel.xml
 #: doc/classes/VehicleWheel.xml
 msgid ""
 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 "
 "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"
 "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, "
 "[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 ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
 #: 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 ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer.xml
 #: doc/classes/AudioStreamPlayer.xml
@@ -10160,7 +10166,13 @@ msgid ""
 msgstr ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer3D.xml
 #: 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 ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer3D.xml
 #: doc/classes/AudioStreamPlayer3D.xml
@@ -28443,13 +28455,14 @@ msgstr ""
 
 
 #: doc/classes/HTTPRequest.xml
 #: doc/classes/HTTPRequest.xml
 msgid ""
 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 ""
 msgstr ""
 
 
 #: doc/classes/HTTPRequest.xml
 #: doc/classes/HTTPRequest.xml
@@ -29863,9 +29876,9 @@ msgid ""
 "freehand lines is required, input accumulation should generally be disabled "
 "freehand lines is required, input accumulation should generally be disabled "
 "while the user is drawing the line to get results that closely follow the "
 "while the user is drawing the line to get results that closely follow the "
 "actual input.\n"
 "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 ""
 msgstr ""
 
 
 #: doc/classes/Input.xml
 #: doc/classes/Input.xml
@@ -30439,10 +30452,13 @@ msgstr ""
 msgid ""
 msgid ""
 "Contains mouse and pen motion information. Supports relative, absolute "
 "Contains mouse and pen motion information. Supports relative, absolute "
 "positions and speed. See [method Node._input].\n"
 "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 "
 "[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
 "implementing [url=https://en.wikipedia.org/wiki/"
 "implementing [url=https://en.wikipedia.org/wiki/"
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -30453,6 +30469,12 @@ msgstr ""
 msgid "Mouse and input coordinates"
 msgid "Mouse and input coordinates"
 msgstr ""
 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
 #: doc/classes/InputEventMouseMotion.xml
 msgid ""
 msgid ""
 "Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
 "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."
 msgid "Changes the byte at the given index."
 msgstr ""
 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
 #: doc/classes/PoolByteArray.xml
 msgid ""
 msgid ""
 "Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
 "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 "
 "SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
 "[SceneTreeTween] might become invalid when it has finished tweening, is "
 "[SceneTreeTween] might become invalid when it has finished tweening, is "
 "killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
 "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 ""
 msgstr ""
 
 
 #: doc/classes/SceneTreeTween.xml
 #: doc/classes/SceneTreeTween.xml
@@ -54287,15 +54317,16 @@ msgstr ""
 msgid ""
 msgid ""
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "[code]set_loops(2)[/code] will run the animation twice.\n"
 "[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 "
 "[b]Warning:[/b] Make sure to always add some duration/delay when using "
 "infinite loops. To prevent the game freezing, 0-duration looped animations "
 "infinite loops. To prevent the game freezing, 0-duration looped animations "
 "(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
 "(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 ""
 msgstr ""
 
 
 #: doc/classes/SceneTreeTween.xml
 #: doc/classes/SceneTreeTween.xml
@@ -55770,10 +55801,29 @@ msgid ""
 "as custom visualization and editing handles in Editor."
 "as custom visualization and editing handles in Editor."
 msgstr ""
 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
 #: doc/classes/Spatial.xml
 msgid "World space (global) [Transform] of this node."
 msgid "World space (global) [Transform] of this node."
 msgstr ""
 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
 #: doc/classes/Spatial.xml
 msgid ""
 msgid ""
 "Rotation part of the local transformation in radians, specified in terms of "
 "Rotation part of the local transformation in radians, specified in terms of "
@@ -65792,11 +65842,11 @@ msgstr ""
 #: doc/classes/VehicleBody.xml
 #: doc/classes/VehicleBody.xml
 msgid ""
 msgid ""
 "Accelerates the vehicle by applying an engine force. The vehicle is only "
 "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, "
 "[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"
 "you will need to add logic for this if you wish to simulate gears.\n"
 "A negative value will result in the vehicle reversing."
 "A negative value will result in the vehicle reversing."
@@ -65876,8 +65926,8 @@ msgstr ""
 
 
 #: doc/classes/VehicleWheel.xml
 #: doc/classes/VehicleWheel.xml
 msgid ""
 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 "
 "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"
 "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, "
 "[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 ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
 #: 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 ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer.xml
 #: doc/classes/AudioStreamPlayer.xml
@@ -11809,7 +11815,13 @@ msgid ""
 msgstr ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer3D.xml
 #: 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 ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer3D.xml
 #: doc/classes/AudioStreamPlayer3D.xml
@@ -30308,13 +30320,14 @@ msgstr ""
 
 
 #: doc/classes/HTTPRequest.xml
 #: doc/classes/HTTPRequest.xml
 msgid ""
 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 ""
 msgstr ""
 
 
 #: doc/classes/HTTPRequest.xml
 #: doc/classes/HTTPRequest.xml
@@ -31732,9 +31745,9 @@ msgid ""
 "freehand lines is required, input accumulation should generally be disabled "
 "freehand lines is required, input accumulation should generally be disabled "
 "while the user is drawing the line to get results that closely follow the "
 "while the user is drawing the line to get results that closely follow the "
 "actual input.\n"
 "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 ""
 msgstr ""
 
 
 #: doc/classes/Input.xml
 #: doc/classes/Input.xml
@@ -32308,10 +32321,13 @@ msgstr ""
 msgid ""
 msgid ""
 "Contains mouse and pen motion information. Supports relative, absolute "
 "Contains mouse and pen motion information. Supports relative, absolute "
 "positions and speed. See [method Node._input].\n"
 "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 "
 "[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
 "implementing [url=https://en.wikipedia.org/wiki/"
 "implementing [url=https://en.wikipedia.org/wiki/"
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -32322,6 +32338,15 @@ msgstr ""
 msgid "Mouse and input coordinates"
 msgid "Mouse and input coordinates"
 msgstr ""
 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
 #: doc/classes/InputEventMouseMotion.xml
 msgid ""
 msgid ""
 "Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
 "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."
 msgid "Changes the byte at the given index."
 msgstr ""
 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
 #: doc/classes/PoolByteArray.xml
 msgid ""
 msgid ""
 "Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
 "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 "
 "SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
 "[SceneTreeTween] might become invalid when it has finished tweening, is "
 "[SceneTreeTween] might become invalid when it has finished tweening, is "
 "killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
 "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 ""
 msgstr ""
 
 
 #: doc/classes/SceneTreeTween.xml
 #: doc/classes/SceneTreeTween.xml
@@ -56510,15 +56544,16 @@ msgstr ""
 msgid ""
 msgid ""
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "[code]set_loops(2)[/code] will run the animation twice.\n"
 "[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 "
 "[b]Warning:[/b] Make sure to always add some duration/delay when using "
 "infinite loops. To prevent the game freezing, 0-duration looped animations "
 "infinite loops. To prevent the game freezing, 0-duration looped animations "
 "(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
 "(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 ""
 msgstr ""
 
 
 #: doc/classes/SceneTreeTween.xml
 #: doc/classes/SceneTreeTween.xml
@@ -58000,10 +58035,29 @@ msgid ""
 "as custom visualization and editing handles in Editor."
 "as custom visualization and editing handles in Editor."
 msgstr ""
 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
 #: doc/classes/Spatial.xml
 msgid "World space (global) [Transform] of this node."
 msgid "World space (global) [Transform] of this node."
 msgstr ""
 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
 #: doc/classes/Spatial.xml
 msgid ""
 msgid ""
 "Rotation part of the local transformation in radians, specified in terms of "
 "Rotation part of the local transformation in radians, specified in terms of "
@@ -68262,11 +68316,11 @@ msgstr ""
 #: doc/classes/VehicleBody.xml
 #: doc/classes/VehicleBody.xml
 msgid ""
 msgid ""
 "Accelerates the vehicle by applying an engine force. The vehicle is only "
 "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, "
 "[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"
 "you will need to add logic for this if you wish to simulate gears.\n"
 "A negative value will result in the vehicle reversing."
 "A negative value will result in the vehicle reversing."
@@ -68346,8 +68400,8 @@ msgstr ""
 
 
 #: doc/classes/VehicleWheel.xml
 #: doc/classes/VehicleWheel.xml
 msgid ""
 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 "
 "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"
 "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, "
 "[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 ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
 #: 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 ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer.xml
 #: doc/classes/AudioStreamPlayer.xml
@@ -10131,7 +10137,13 @@ msgid ""
 msgstr ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer3D.xml
 #: 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 ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer3D.xml
 #: doc/classes/AudioStreamPlayer3D.xml
@@ -28414,13 +28426,14 @@ msgstr ""
 
 
 #: doc/classes/HTTPRequest.xml
 #: doc/classes/HTTPRequest.xml
 msgid ""
 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 ""
 msgstr ""
 
 
 #: doc/classes/HTTPRequest.xml
 #: doc/classes/HTTPRequest.xml
@@ -29834,9 +29847,9 @@ msgid ""
 "freehand lines is required, input accumulation should generally be disabled "
 "freehand lines is required, input accumulation should generally be disabled "
 "while the user is drawing the line to get results that closely follow the "
 "while the user is drawing the line to get results that closely follow the "
 "actual input.\n"
 "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 ""
 msgstr ""
 
 
 #: doc/classes/Input.xml
 #: doc/classes/Input.xml
@@ -30410,10 +30423,13 @@ msgstr ""
 msgid ""
 msgid ""
 "Contains mouse and pen motion information. Supports relative, absolute "
 "Contains mouse and pen motion information. Supports relative, absolute "
 "positions and speed. See [method Node._input].\n"
 "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 "
 "[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
 "implementing [url=https://en.wikipedia.org/wiki/"
 "implementing [url=https://en.wikipedia.org/wiki/"
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -30424,6 +30440,12 @@ msgstr ""
 msgid "Mouse and input coordinates"
 msgid "Mouse and input coordinates"
 msgstr ""
 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
 #: doc/classes/InputEventMouseMotion.xml
 msgid ""
 msgid ""
 "Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
 "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."
 msgid "Changes the byte at the given index."
 msgstr ""
 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
 #: doc/classes/PoolByteArray.xml
 msgid ""
 msgid ""
 "Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
 "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 "
 "SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
 "[SceneTreeTween] might become invalid when it has finished tweening, is "
 "[SceneTreeTween] might become invalid when it has finished tweening, is "
 "killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
 "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 ""
 msgstr ""
 
 
 #: doc/classes/SceneTreeTween.xml
 #: doc/classes/SceneTreeTween.xml
@@ -54257,15 +54287,16 @@ msgstr ""
 msgid ""
 msgid ""
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "[code]set_loops(2)[/code] will run the animation twice.\n"
 "[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 "
 "[b]Warning:[/b] Make sure to always add some duration/delay when using "
 "infinite loops. To prevent the game freezing, 0-duration looped animations "
 "infinite loops. To prevent the game freezing, 0-duration looped animations "
 "(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
 "(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 ""
 msgstr ""
 
 
 #: doc/classes/SceneTreeTween.xml
 #: doc/classes/SceneTreeTween.xml
@@ -55740,10 +55771,29 @@ msgid ""
 "as custom visualization and editing handles in Editor."
 "as custom visualization and editing handles in Editor."
 msgstr ""
 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
 #: doc/classes/Spatial.xml
 msgid "World space (global) [Transform] of this node."
 msgid "World space (global) [Transform] of this node."
 msgstr ""
 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
 #: doc/classes/Spatial.xml
 msgid ""
 msgid ""
 "Rotation part of the local transformation in radians, specified in terms of "
 "Rotation part of the local transformation in radians, specified in terms of "
@@ -65762,11 +65812,11 @@ msgstr ""
 #: doc/classes/VehicleBody.xml
 #: doc/classes/VehicleBody.xml
 msgid ""
 msgid ""
 "Accelerates the vehicle by applying an engine force. The vehicle is only "
 "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, "
 "[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"
 "you will need to add logic for this if you wish to simulate gears.\n"
 "A negative value will result in the vehicle reversing."
 "A negative value will result in the vehicle reversing."
@@ -65846,8 +65896,8 @@ msgstr ""
 
 
 #: doc/classes/VehicleWheel.xml
 #: doc/classes/VehicleWheel.xml
 msgid ""
 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 "
 "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"
 "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, "
 "[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 ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
 #: 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 ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer.xml
 #: doc/classes/AudioStreamPlayer.xml
@@ -10142,7 +10148,13 @@ msgid ""
 msgstr ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer3D.xml
 #: 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 ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer3D.xml
 #: doc/classes/AudioStreamPlayer3D.xml
@@ -28425,13 +28437,14 @@ msgstr ""
 
 
 #: doc/classes/HTTPRequest.xml
 #: doc/classes/HTTPRequest.xml
 msgid ""
 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 ""
 msgstr ""
 
 
 #: doc/classes/HTTPRequest.xml
 #: doc/classes/HTTPRequest.xml
@@ -29845,9 +29858,9 @@ msgid ""
 "freehand lines is required, input accumulation should generally be disabled "
 "freehand lines is required, input accumulation should generally be disabled "
 "while the user is drawing the line to get results that closely follow the "
 "while the user is drawing the line to get results that closely follow the "
 "actual input.\n"
 "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 ""
 msgstr ""
 
 
 #: doc/classes/Input.xml
 #: doc/classes/Input.xml
@@ -30421,10 +30434,13 @@ msgstr ""
 msgid ""
 msgid ""
 "Contains mouse and pen motion information. Supports relative, absolute "
 "Contains mouse and pen motion information. Supports relative, absolute "
 "positions and speed. See [method Node._input].\n"
 "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 "
 "[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
 "implementing [url=https://en.wikipedia.org/wiki/"
 "implementing [url=https://en.wikipedia.org/wiki/"
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -30435,6 +30451,12 @@ msgstr ""
 msgid "Mouse and input coordinates"
 msgid "Mouse and input coordinates"
 msgstr ""
 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
 #: doc/classes/InputEventMouseMotion.xml
 msgid ""
 msgid ""
 "Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
 "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."
 msgid "Changes the byte at the given index."
 msgstr ""
 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
 #: doc/classes/PoolByteArray.xml
 msgid ""
 msgid ""
 "Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
 "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 "
 "SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
 "[SceneTreeTween] might become invalid when it has finished tweening, is "
 "[SceneTreeTween] might become invalid when it has finished tweening, is "
 "killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
 "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 ""
 msgstr ""
 
 
 #: doc/classes/SceneTreeTween.xml
 #: doc/classes/SceneTreeTween.xml
@@ -54268,15 +54298,16 @@ msgstr ""
 msgid ""
 msgid ""
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "[code]set_loops(2)[/code] will run the animation twice.\n"
 "[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 "
 "[b]Warning:[/b] Make sure to always add some duration/delay when using "
 "infinite loops. To prevent the game freezing, 0-duration looped animations "
 "infinite loops. To prevent the game freezing, 0-duration looped animations "
 "(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
 "(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 ""
 msgstr ""
 
 
 #: doc/classes/SceneTreeTween.xml
 #: doc/classes/SceneTreeTween.xml
@@ -55751,10 +55782,29 @@ msgid ""
 "as custom visualization and editing handles in Editor."
 "as custom visualization and editing handles in Editor."
 msgstr ""
 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
 #: doc/classes/Spatial.xml
 msgid "World space (global) [Transform] of this node."
 msgid "World space (global) [Transform] of this node."
 msgstr ""
 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
 #: doc/classes/Spatial.xml
 msgid ""
 msgid ""
 "Rotation part of the local transformation in radians, specified in terms of "
 "Rotation part of the local transformation in radians, specified in terms of "
@@ -65773,11 +65823,11 @@ msgstr ""
 #: doc/classes/VehicleBody.xml
 #: doc/classes/VehicleBody.xml
 msgid ""
 msgid ""
 "Accelerates the vehicle by applying an engine force. The vehicle is only "
 "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, "
 "[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"
 "you will need to add logic for this if you wish to simulate gears.\n"
 "A negative value will result in the vehicle reversing."
 "A negative value will result in the vehicle reversing."
@@ -65857,8 +65907,8 @@ msgstr ""
 
 
 #: doc/classes/VehicleWheel.xml
 #: doc/classes/VehicleWheel.xml
 msgid ""
 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 "
 "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"
 "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, "
 "[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 ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
 #: 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 ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer.xml
 #: doc/classes/AudioStreamPlayer.xml
@@ -10131,7 +10137,13 @@ msgid ""
 msgstr ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer3D.xml
 #: 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 ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer3D.xml
 #: doc/classes/AudioStreamPlayer3D.xml
@@ -28411,13 +28423,14 @@ msgstr ""
 
 
 #: doc/classes/HTTPRequest.xml
 #: doc/classes/HTTPRequest.xml
 msgid ""
 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 ""
 msgstr ""
 
 
 #: doc/classes/HTTPRequest.xml
 #: doc/classes/HTTPRequest.xml
@@ -29831,9 +29844,9 @@ msgid ""
 "freehand lines is required, input accumulation should generally be disabled "
 "freehand lines is required, input accumulation should generally be disabled "
 "while the user is drawing the line to get results that closely follow the "
 "while the user is drawing the line to get results that closely follow the "
 "actual input.\n"
 "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 ""
 msgstr ""
 
 
 #: doc/classes/Input.xml
 #: doc/classes/Input.xml
@@ -30407,10 +30420,13 @@ msgstr ""
 msgid ""
 msgid ""
 "Contains mouse and pen motion information. Supports relative, absolute "
 "Contains mouse and pen motion information. Supports relative, absolute "
 "positions and speed. See [method Node._input].\n"
 "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 "
 "[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
 "implementing [url=https://en.wikipedia.org/wiki/"
 "implementing [url=https://en.wikipedia.org/wiki/"
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -30421,6 +30437,12 @@ msgstr ""
 msgid "Mouse and input coordinates"
 msgid "Mouse and input coordinates"
 msgstr ""
 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
 #: doc/classes/InputEventMouseMotion.xml
 msgid ""
 msgid ""
 "Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
 "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."
 msgid "Changes the byte at the given index."
 msgstr ""
 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
 #: doc/classes/PoolByteArray.xml
 msgid ""
 msgid ""
 "Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
 "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 "
 "SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
 "[SceneTreeTween] might become invalid when it has finished tweening, is "
 "[SceneTreeTween] might become invalid when it has finished tweening, is "
 "killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
 "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 ""
 msgstr ""
 
 
 #: doc/classes/SceneTreeTween.xml
 #: doc/classes/SceneTreeTween.xml
@@ -54254,15 +54284,16 @@ msgstr ""
 msgid ""
 msgid ""
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "[code]set_loops(2)[/code] will run the animation twice.\n"
 "[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 "
 "[b]Warning:[/b] Make sure to always add some duration/delay when using "
 "infinite loops. To prevent the game freezing, 0-duration looped animations "
 "infinite loops. To prevent the game freezing, 0-duration looped animations "
 "(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
 "(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 ""
 msgstr ""
 
 
 #: doc/classes/SceneTreeTween.xml
 #: doc/classes/SceneTreeTween.xml
@@ -55737,10 +55768,29 @@ msgid ""
 "as custom visualization and editing handles in Editor."
 "as custom visualization and editing handles in Editor."
 msgstr ""
 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
 #: doc/classes/Spatial.xml
 msgid "World space (global) [Transform] of this node."
 msgid "World space (global) [Transform] of this node."
 msgstr ""
 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
 #: doc/classes/Spatial.xml
 msgid ""
 msgid ""
 "Rotation part of the local transformation in radians, specified in terms of "
 "Rotation part of the local transformation in radians, specified in terms of "
@@ -65759,11 +65809,11 @@ msgstr ""
 #: doc/classes/VehicleBody.xml
 #: doc/classes/VehicleBody.xml
 msgid ""
 msgid ""
 "Accelerates the vehicle by applying an engine force. The vehicle is only "
 "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, "
 "[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"
 "you will need to add logic for this if you wish to simulate gears.\n"
 "A negative value will result in the vehicle reversing."
 "A negative value will result in the vehicle reversing."
@@ -65843,8 +65893,8 @@ msgstr ""
 
 
 #: doc/classes/VehicleWheel.xml
 #: doc/classes/VehicleWheel.xml
 msgid ""
 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 "
 "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"
 "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, "
 "[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 ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
 #: 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 ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer.xml
 #: doc/classes/AudioStreamPlayer.xml
@@ -10237,7 +10243,13 @@ msgid ""
 msgstr ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer3D.xml
 #: 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 ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer3D.xml
 #: doc/classes/AudioStreamPlayer3D.xml
@@ -28530,13 +28542,14 @@ msgstr ""
 
 
 #: doc/classes/HTTPRequest.xml
 #: doc/classes/HTTPRequest.xml
 msgid ""
 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 ""
 msgstr ""
 
 
 #: doc/classes/HTTPRequest.xml
 #: doc/classes/HTTPRequest.xml
@@ -29972,9 +29985,9 @@ msgid ""
 "freehand lines is required, input accumulation should generally be disabled "
 "freehand lines is required, input accumulation should generally be disabled "
 "while the user is drawing the line to get results that closely follow the "
 "while the user is drawing the line to get results that closely follow the "
 "actual input.\n"
 "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 ""
 msgstr ""
 
 
 #: doc/classes/Input.xml
 #: doc/classes/Input.xml
@@ -30564,10 +30577,13 @@ msgstr ""
 msgid ""
 msgid ""
 "Contains mouse and pen motion information. Supports relative, absolute "
 "Contains mouse and pen motion information. Supports relative, absolute "
 "positions and speed. See [method Node._input].\n"
 "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 "
 "[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
 "implementing [url=https://en.wikipedia.org/wiki/"
 "implementing [url=https://en.wikipedia.org/wiki/"
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -30578,6 +30594,12 @@ msgstr ""
 msgid "Mouse and input coordinates"
 msgid "Mouse and input coordinates"
 msgstr ""
 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
 #: doc/classes/InputEventMouseMotion.xml
 msgid ""
 msgid ""
 "Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
 "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."
 msgid "Changes the byte at the given index."
 msgstr ""
 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
 #: doc/classes/PoolByteArray.xml
 msgid ""
 msgid ""
 "Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
 "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 "
 "SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
 "[SceneTreeTween] might become invalid when it has finished tweening, is "
 "[SceneTreeTween] might become invalid when it has finished tweening, is "
 "killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
 "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 ""
 msgstr ""
 
 
 #: doc/classes/SceneTreeTween.xml
 #: doc/classes/SceneTreeTween.xml
@@ -54515,15 +54545,16 @@ msgstr ""
 msgid ""
 msgid ""
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "[code]set_loops(2)[/code] will run the animation twice.\n"
 "[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 "
 "[b]Warning:[/b] Make sure to always add some duration/delay when using "
 "infinite loops. To prevent the game freezing, 0-duration looped animations "
 "infinite loops. To prevent the game freezing, 0-duration looped animations "
 "(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
 "(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 ""
 msgstr ""
 
 
 #: doc/classes/SceneTreeTween.xml
 #: doc/classes/SceneTreeTween.xml
@@ -55998,10 +56029,29 @@ msgid ""
 "as custom visualization and editing handles in Editor."
 "as custom visualization and editing handles in Editor."
 msgstr ""
 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
 #: doc/classes/Spatial.xml
 msgid "World space (global) [Transform] of this node."
 msgid "World space (global) [Transform] of this node."
 msgstr ""
 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
 #: doc/classes/Spatial.xml
 msgid ""
 msgid ""
 "Rotation part of the local transformation in radians, specified in terms of "
 "Rotation part of the local transformation in radians, specified in terms of "
@@ -66040,11 +66090,11 @@ msgstr ""
 #: doc/classes/VehicleBody.xml
 #: doc/classes/VehicleBody.xml
 msgid ""
 msgid ""
 "Accelerates the vehicle by applying an engine force. The vehicle is only "
 "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, "
 "[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"
 "you will need to add logic for this if you wish to simulate gears.\n"
 "A negative value will result in the vehicle reversing."
 "A negative value will result in the vehicle reversing."
@@ -66124,8 +66174,8 @@ msgstr ""
 
 
 #: doc/classes/VehicleWheel.xml
 #: doc/classes/VehicleWheel.xml
 msgid ""
 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 "
 "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"
 "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, "
 "[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 ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
 #: 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 ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer.xml
 #: doc/classes/AudioStreamPlayer.xml
@@ -10211,7 +10217,13 @@ msgid ""
 msgstr ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer3D.xml
 #: 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 ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer3D.xml
 #: doc/classes/AudioStreamPlayer3D.xml
@@ -28500,13 +28512,14 @@ msgstr ""
 
 
 #: doc/classes/HTTPRequest.xml
 #: doc/classes/HTTPRequest.xml
 msgid ""
 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 ""
 msgstr ""
 
 
 #: doc/classes/HTTPRequest.xml
 #: doc/classes/HTTPRequest.xml
@@ -29920,9 +29933,9 @@ msgid ""
 "freehand lines is required, input accumulation should generally be disabled "
 "freehand lines is required, input accumulation should generally be disabled "
 "while the user is drawing the line to get results that closely follow the "
 "while the user is drawing the line to get results that closely follow the "
 "actual input.\n"
 "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 ""
 msgstr ""
 
 
 #: doc/classes/Input.xml
 #: doc/classes/Input.xml
@@ -30496,10 +30509,13 @@ msgstr ""
 msgid ""
 msgid ""
 "Contains mouse and pen motion information. Supports relative, absolute "
 "Contains mouse and pen motion information. Supports relative, absolute "
 "positions and speed. See [method Node._input].\n"
 "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 "
 "[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
 "implementing [url=https://en.wikipedia.org/wiki/"
 "implementing [url=https://en.wikipedia.org/wiki/"
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -30510,6 +30526,12 @@ msgstr ""
 msgid "Mouse and input coordinates"
 msgid "Mouse and input coordinates"
 msgstr ""
 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
 #: doc/classes/InputEventMouseMotion.xml
 msgid ""
 msgid ""
 "Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
 "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."
 msgid "Changes the byte at the given index."
 msgstr ""
 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
 #: doc/classes/PoolByteArray.xml
 msgid ""
 msgid ""
 "Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
 "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 "
 "SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
 "[SceneTreeTween] might become invalid when it has finished tweening, is "
 "[SceneTreeTween] might become invalid when it has finished tweening, is "
 "killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
 "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 ""
 msgstr ""
 
 
 #: doc/classes/SceneTreeTween.xml
 #: doc/classes/SceneTreeTween.xml
@@ -54370,15 +54400,16 @@ msgstr ""
 msgid ""
 msgid ""
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "[code]set_loops(2)[/code] will run the animation twice.\n"
 "[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 "
 "[b]Warning:[/b] Make sure to always add some duration/delay when using "
 "infinite loops. To prevent the game freezing, 0-duration looped animations "
 "infinite loops. To prevent the game freezing, 0-duration looped animations "
 "(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
 "(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 ""
 msgstr ""
 
 
 #: doc/classes/SceneTreeTween.xml
 #: doc/classes/SceneTreeTween.xml
@@ -55853,10 +55884,29 @@ msgid ""
 "as custom visualization and editing handles in Editor."
 "as custom visualization and editing handles in Editor."
 msgstr ""
 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
 #: doc/classes/Spatial.xml
 msgid "World space (global) [Transform] of this node."
 msgid "World space (global) [Transform] of this node."
 msgstr ""
 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
 #: doc/classes/Spatial.xml
 msgid ""
 msgid ""
 "Rotation part of the local transformation in radians, specified in terms of "
 "Rotation part of the local transformation in radians, specified in terms of "
@@ -65884,11 +65934,11 @@ msgstr ""
 #: doc/classes/VehicleBody.xml
 #: doc/classes/VehicleBody.xml
 msgid ""
 msgid ""
 "Accelerates the vehicle by applying an engine force. The vehicle is only "
 "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, "
 "[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"
 "you will need to add logic for this if you wish to simulate gears.\n"
 "A negative value will result in the vehicle reversing."
 "A negative value will result in the vehicle reversing."
@@ -65968,8 +66018,8 @@ msgstr ""
 
 
 #: doc/classes/VehicleWheel.xml
 #: doc/classes/VehicleWheel.xml
 msgid ""
 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 "
 "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"
 "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, "
 "[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 ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
 #: 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 ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer.xml
 #: doc/classes/AudioStreamPlayer.xml
@@ -10918,7 +10924,13 @@ msgid ""
 msgstr ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer3D.xml
 #: 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 ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer3D.xml
 #: doc/classes/AudioStreamPlayer3D.xml
@@ -29252,13 +29264,14 @@ msgstr ""
 
 
 #: doc/classes/HTTPRequest.xml
 #: doc/classes/HTTPRequest.xml
 msgid ""
 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 ""
 msgstr ""
 
 
 #: doc/classes/HTTPRequest.xml
 #: doc/classes/HTTPRequest.xml
@@ -30674,9 +30687,9 @@ msgid ""
 "freehand lines is required, input accumulation should generally be disabled "
 "freehand lines is required, input accumulation should generally be disabled "
 "while the user is drawing the line to get results that closely follow the "
 "while the user is drawing the line to get results that closely follow the "
 "actual input.\n"
 "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 ""
 msgstr ""
 
 
 #: doc/classes/Input.xml
 #: doc/classes/Input.xml
@@ -31250,10 +31263,13 @@ msgstr ""
 msgid ""
 msgid ""
 "Contains mouse and pen motion information. Supports relative, absolute "
 "Contains mouse and pen motion information. Supports relative, absolute "
 "positions and speed. See [method Node._input].\n"
 "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 "
 "[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
 "implementing [url=https://en.wikipedia.org/wiki/"
 "implementing [url=https://en.wikipedia.org/wiki/"
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -31264,6 +31280,12 @@ msgstr ""
 msgid "Mouse and input coordinates"
 msgid "Mouse and input coordinates"
 msgstr ""
 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
 #: doc/classes/InputEventMouseMotion.xml
 msgid ""
 msgid ""
 "Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
 "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."
 msgid "Changes the byte at the given index."
 msgstr ""
 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
 #: doc/classes/PoolByteArray.xml
 msgid ""
 msgid ""
 "Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
 "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 "
 "SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
 "[SceneTreeTween] might become invalid when it has finished tweening, is "
 "[SceneTreeTween] might become invalid when it has finished tweening, is "
 "killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
 "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 ""
 msgstr ""
 
 
 #: doc/classes/SceneTreeTween.xml
 #: doc/classes/SceneTreeTween.xml
@@ -55207,15 +55237,16 @@ msgstr ""
 msgid ""
 msgid ""
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "[code]set_loops(2)[/code] will run the animation twice.\n"
 "[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 "
 "[b]Warning:[/b] Make sure to always add some duration/delay when using "
 "infinite loops. To prevent the game freezing, 0-duration looped animations "
 "infinite loops. To prevent the game freezing, 0-duration looped animations "
 "(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
 "(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 ""
 msgstr ""
 
 
 #: doc/classes/SceneTreeTween.xml
 #: doc/classes/SceneTreeTween.xml
@@ -56690,10 +56721,29 @@ msgid ""
 "as custom visualization and editing handles in Editor."
 "as custom visualization and editing handles in Editor."
 msgstr ""
 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
 #: doc/classes/Spatial.xml
 msgid "World space (global) [Transform] of this node."
 msgid "World space (global) [Transform] of this node."
 msgstr ""
 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
 #: doc/classes/Spatial.xml
 msgid ""
 msgid ""
 "Rotation part of the local transformation in radians, specified in terms of "
 "Rotation part of the local transformation in radians, specified in terms of "
@@ -66739,11 +66789,11 @@ msgstr ""
 #: doc/classes/VehicleBody.xml
 #: doc/classes/VehicleBody.xml
 msgid ""
 msgid ""
 "Accelerates the vehicle by applying an engine force. The vehicle is only "
 "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, "
 "[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"
 "you will need to add logic for this if you wish to simulate gears.\n"
 "A negative value will result in the vehicle reversing."
 "A negative value will result in the vehicle reversing."
@@ -66823,8 +66873,8 @@ msgstr ""
 
 
 #: doc/classes/VehicleWheel.xml
 #: doc/classes/VehicleWheel.xml
 msgid ""
 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 "
 "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"
 "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, "
 "[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 ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
 #: 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 ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer.xml
 #: doc/classes/AudioStreamPlayer.xml
@@ -10290,7 +10296,13 @@ msgid ""
 msgstr ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer3D.xml
 #: 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 ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer3D.xml
 #: doc/classes/AudioStreamPlayer3D.xml
@@ -28608,13 +28620,14 @@ msgstr ""
 
 
 #: doc/classes/HTTPRequest.xml
 #: doc/classes/HTTPRequest.xml
 msgid ""
 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 ""
 msgstr ""
 
 
 #: doc/classes/HTTPRequest.xml
 #: doc/classes/HTTPRequest.xml
@@ -30030,9 +30043,9 @@ msgid ""
 "freehand lines is required, input accumulation should generally be disabled "
 "freehand lines is required, input accumulation should generally be disabled "
 "while the user is drawing the line to get results that closely follow the "
 "while the user is drawing the line to get results that closely follow the "
 "actual input.\n"
 "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 ""
 msgstr ""
 
 
 #: doc/classes/Input.xml
 #: doc/classes/Input.xml
@@ -30606,10 +30619,13 @@ msgstr ""
 msgid ""
 msgid ""
 "Contains mouse and pen motion information. Supports relative, absolute "
 "Contains mouse and pen motion information. Supports relative, absolute "
 "positions and speed. See [method Node._input].\n"
 "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 "
 "[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
 "implementing [url=https://en.wikipedia.org/wiki/"
 "implementing [url=https://en.wikipedia.org/wiki/"
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -30620,6 +30636,12 @@ msgstr ""
 msgid "Mouse and input coordinates"
 msgid "Mouse and input coordinates"
 msgstr "Мишка і координати введення"
 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
 #: doc/classes/InputEventMouseMotion.xml
 msgid ""
 msgid ""
 "Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
 "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."
 msgid "Changes the byte at the given index."
 msgstr ""
 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
 #: doc/classes/PoolByteArray.xml
 msgid ""
 msgid ""
 "Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
 "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 "
 "SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
 "[SceneTreeTween] might become invalid when it has finished tweening, is "
 "[SceneTreeTween] might become invalid when it has finished tweening, is "
 "killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
 "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 ""
 msgstr ""
 
 
 #: doc/classes/SceneTreeTween.xml
 #: doc/classes/SceneTreeTween.xml
@@ -54532,15 +54562,16 @@ msgstr ""
 msgid ""
 msgid ""
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "[code]set_loops(2)[/code] will run the animation twice.\n"
 "[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 "
 "[b]Warning:[/b] Make sure to always add some duration/delay when using "
 "infinite loops. To prevent the game freezing, 0-duration looped animations "
 "infinite loops. To prevent the game freezing, 0-duration looped animations "
 "(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
 "(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 ""
 msgstr ""
 
 
 #: doc/classes/SceneTreeTween.xml
 #: doc/classes/SceneTreeTween.xml
@@ -56016,10 +56047,29 @@ msgid ""
 "as custom visualization and editing handles in Editor."
 "as custom visualization and editing handles in Editor."
 msgstr ""
 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
 #: doc/classes/Spatial.xml
 msgid "World space (global) [Transform] of this node."
 msgid "World space (global) [Transform] of this node."
 msgstr ""
 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
 #: doc/classes/Spatial.xml
 msgid ""
 msgid ""
 "Rotation part of the local transformation in radians, specified in terms of "
 "Rotation part of the local transformation in radians, specified in terms of "
@@ -66064,11 +66114,11 @@ msgstr ""
 #: doc/classes/VehicleBody.xml
 #: doc/classes/VehicleBody.xml
 msgid ""
 msgid ""
 "Accelerates the vehicle by applying an engine force. The vehicle is only "
 "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, "
 "[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"
 "you will need to add logic for this if you wish to simulate gears.\n"
 "A negative value will result in the vehicle reversing."
 "A negative value will result in the vehicle reversing."
@@ -66148,8 +66198,8 @@ msgstr ""
 
 
 #: doc/classes/VehicleWheel.xml
 #: doc/classes/VehicleWheel.xml
 msgid ""
 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 "
 "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"
 "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, "
 "[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 ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
 #: 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 ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer.xml
 #: doc/classes/AudioStreamPlayer.xml
@@ -10585,7 +10591,13 @@ msgid ""
 msgstr ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer3D.xml
 #: 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 ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer3D.xml
 #: doc/classes/AudioStreamPlayer3D.xml
@@ -28905,13 +28917,14 @@ msgstr ""
 
 
 #: doc/classes/HTTPRequest.xml
 #: doc/classes/HTTPRequest.xml
 msgid ""
 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 ""
 msgstr ""
 
 
 #: doc/classes/HTTPRequest.xml
 #: doc/classes/HTTPRequest.xml
@@ -30328,9 +30341,9 @@ msgid ""
 "freehand lines is required, input accumulation should generally be disabled "
 "freehand lines is required, input accumulation should generally be disabled "
 "while the user is drawing the line to get results that closely follow the "
 "while the user is drawing the line to get results that closely follow the "
 "actual input.\n"
 "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 ""
 msgstr ""
 
 
 #: doc/classes/Input.xml
 #: doc/classes/Input.xml
@@ -30904,10 +30917,13 @@ msgstr ""
 msgid ""
 msgid ""
 "Contains mouse and pen motion information. Supports relative, absolute "
 "Contains mouse and pen motion information. Supports relative, absolute "
 "positions and speed. See [method Node._input].\n"
 "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 "
 "[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
 "implementing [url=https://en.wikipedia.org/wiki/"
 "implementing [url=https://en.wikipedia.org/wiki/"
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -30918,6 +30934,12 @@ msgstr ""
 msgid "Mouse and input coordinates"
 msgid "Mouse and input coordinates"
 msgstr ""
 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
 #: doc/classes/InputEventMouseMotion.xml
 msgid ""
 msgid ""
 "Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
 "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."
 msgid "Changes the byte at the given index."
 msgstr ""
 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
 #: doc/classes/PoolByteArray.xml
 msgid ""
 msgid ""
 "Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
 "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 "
 "SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
 "[SceneTreeTween] might become invalid when it has finished tweening, is "
 "[SceneTreeTween] might become invalid when it has finished tweening, is "
 "killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
 "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 ""
 msgstr ""
 
 
 #: doc/classes/SceneTreeTween.xml
 #: doc/classes/SceneTreeTween.xml
@@ -54853,15 +54883,16 @@ msgstr ""
 msgid ""
 msgid ""
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "[code]set_loops(2)[/code] will run the animation twice.\n"
 "[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 "
 "[b]Warning:[/b] Make sure to always add some duration/delay when using "
 "infinite loops. To prevent the game freezing, 0-duration looped animations "
 "infinite loops. To prevent the game freezing, 0-duration looped animations "
 "(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
 "(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 ""
 msgstr ""
 
 
 #: doc/classes/SceneTreeTween.xml
 #: doc/classes/SceneTreeTween.xml
@@ -56338,10 +56369,29 @@ msgid ""
 "as custom visualization and editing handles in Editor."
 "as custom visualization and editing handles in Editor."
 msgstr ""
 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
 #: doc/classes/Spatial.xml
 msgid "World space (global) [Transform] of this node."
 msgid "World space (global) [Transform] of this node."
 msgstr ""
 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
 #: doc/classes/Spatial.xml
 msgid ""
 msgid ""
 "Rotation part of the local transformation in radians, specified in terms of "
 "Rotation part of the local transformation in radians, specified in terms of "
@@ -66389,11 +66439,11 @@ msgstr ""
 #: doc/classes/VehicleBody.xml
 #: doc/classes/VehicleBody.xml
 msgid ""
 msgid ""
 "Accelerates the vehicle by applying an engine force. The vehicle is only "
 "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, "
 "[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"
 "you will need to add logic for this if you wish to simulate gears.\n"
 "A negative value will result in the vehicle reversing."
 "A negative value will result in the vehicle reversing."
@@ -66473,8 +66523,8 @@ msgstr ""
 
 
 #: doc/classes/VehicleWheel.xml
 #: doc/classes/VehicleWheel.xml
 msgid ""
 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 "
 "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"
 "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, "
 "[b]Note:[/b] The simulation does not take the effect of gears into account, "

File diff suppressed because it is too large
+ 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 ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
 #: 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 ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer.xml
 #: doc/classes/AudioStreamPlayer.xml
@@ -10245,7 +10251,13 @@ msgid ""
 msgstr ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer3D.xml
 #: 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 ""
 msgstr ""
 
 
 #: doc/classes/AudioStreamPlayer3D.xml
 #: doc/classes/AudioStreamPlayer3D.xml
@@ -28566,13 +28578,14 @@ msgstr ""
 
 
 #: doc/classes/HTTPRequest.xml
 #: doc/classes/HTTPRequest.xml
 msgid ""
 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 ""
 msgstr ""
 
 
 #: doc/classes/HTTPRequest.xml
 #: doc/classes/HTTPRequest.xml
@@ -29988,9 +30001,9 @@ msgid ""
 "freehand lines is required, input accumulation should generally be disabled "
 "freehand lines is required, input accumulation should generally be disabled "
 "while the user is drawing the line to get results that closely follow the "
 "while the user is drawing the line to get results that closely follow the "
 "actual input.\n"
 "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 ""
 msgstr ""
 
 
 #: doc/classes/Input.xml
 #: doc/classes/Input.xml
@@ -30564,10 +30577,13 @@ msgstr ""
 msgid ""
 msgid ""
 "Contains mouse and pen motion information. Supports relative, absolute "
 "Contains mouse and pen motion information. Supports relative, absolute "
 "positions and speed. See [method Node._input].\n"
 "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 "
 "[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
 "implementing [url=https://en.wikipedia.org/wiki/"
 "implementing [url=https://en.wikipedia.org/wiki/"
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
 "Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@@ -30578,6 +30594,12 @@ msgstr ""
 msgid "Mouse and input coordinates"
 msgid "Mouse and input coordinates"
 msgstr ""
 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
 #: doc/classes/InputEventMouseMotion.xml
 msgid ""
 msgid ""
 "Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
 "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."
 msgid "Changes the byte at the given index."
 msgstr ""
 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
 #: doc/classes/PoolByteArray.xml
 msgid ""
 msgid ""
 "Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
 "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 "
 "SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
 "[SceneTreeTween] might become invalid when it has finished tweening, is "
 "[SceneTreeTween] might become invalid when it has finished tweening, is "
 "killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
 "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 ""
 msgstr ""
 
 
 #: doc/classes/SceneTreeTween.xml
 #: doc/classes/SceneTreeTween.xml
@@ -54487,15 +54517,16 @@ msgstr ""
 msgid ""
 msgid ""
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "[code]set_loops(2)[/code] will run the animation twice.\n"
 "[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 "
 "[b]Warning:[/b] Make sure to always add some duration/delay when using "
 "infinite loops. To prevent the game freezing, 0-duration looped animations "
 "infinite loops. To prevent the game freezing, 0-duration looped animations "
 "(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
 "(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 ""
 msgstr ""
 
 
 #: doc/classes/SceneTreeTween.xml
 #: doc/classes/SceneTreeTween.xml
@@ -55971,10 +56002,29 @@ msgid ""
 "as custom visualization and editing handles in Editor."
 "as custom visualization and editing handles in Editor."
 msgstr ""
 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
 #: doc/classes/Spatial.xml
 msgid "World space (global) [Transform] of this node."
 msgid "World space (global) [Transform] of this node."
 msgstr ""
 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
 #: doc/classes/Spatial.xml
 msgid ""
 msgid ""
 "Rotation part of the local transformation in radians, specified in terms of "
 "Rotation part of the local transformation in radians, specified in terms of "
@@ -66021,11 +66071,11 @@ msgstr ""
 #: doc/classes/VehicleBody.xml
 #: doc/classes/VehicleBody.xml
 msgid ""
 msgid ""
 "Accelerates the vehicle by applying an engine force. The vehicle is only "
 "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, "
 "[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"
 "you will need to add logic for this if you wish to simulate gears.\n"
 "A negative value will result in the vehicle reversing."
 "A negative value will result in the vehicle reversing."
@@ -66105,8 +66155,8 @@ msgstr ""
 
 
 #: doc/classes/VehicleWheel.xml
 #: doc/classes/VehicleWheel.xml
 msgid ""
 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 "
 "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"
 "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, "
 "[b]Note:[/b] The simulation does not take the effect of gears into account, "

Some files were not shown because too many files changed in this diff