Selaa lähdekoodia

i18n: Sync classref translations with Weblate

(cherry picked from commit 4c68304e2ff3546c317593b4aa8608d7f14fe7d3)
Rémi Verschelde 3 vuotta sitten
vanhempi
commit
baa0b4fdec

+ 244 - 42
doc/translations/ar.po

@@ -3559,7 +3559,7 @@ msgid "The property is a translatable string."
 msgstr ""
 
 #: doc/classes/@GlobalScope.xml
-msgid "Used to group properties together in the editor."
+msgid "Used to group properties together in the editor. See [EditorInspector]."
 msgstr ""
 
 #: doc/classes/@GlobalScope.xml
@@ -7078,8 +7078,9 @@ msgstr ""
 
 #: doc/classes/Array.xml
 msgid ""
-"Removes the first occurrence of a value from the array. To remove an element "
-"by index, use [method remove] instead.\n"
+"Removes the first occurrence of a value from the array. If the value does "
+"not exist in the array, nothing happens. To remove an element by index, use "
+"[method remove] instead.\n"
 "[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
 "[b]Note:[/b] On large arrays, this method will be slower if the removed "
 "element is close to the beginning of the array (index 0). This is because "
@@ -11809,8 +11810,8 @@ msgstr ""
 #: doc/classes/Camera.xml
 msgid ""
 "The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] "
-"sets the other axis' size length."
+"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
+"[code]size[/code] sets the other axis' size length."
 msgstr ""
 
 #: doc/classes/Camera.xml
@@ -12611,8 +12612,11 @@ msgstr ""
 
 #: doc/classes/CanvasItem.xml
 msgid ""
-"If [code]enable[/code] is [code]true[/code], the node won't inherit its "
-"transform from parent canvas items."
+"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
+"i] inherit its transform from parent [CanvasItem]s. Its draw order will also "
+"be changed to make it draw on top of other [CanvasItem]s that are not set as "
+"top-level. The [CanvasItem] will effectively act as if it was placed as a "
+"child of a bare [Node]. See also [method is_set_as_toplevel]."
 msgstr ""
 
 #: doc/classes/CanvasItem.xml
@@ -13701,7 +13705,10 @@ msgid ""
 "number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape "
 "owner[/i]. The CollisionObject2D can have any number of shape owners. Shape "
 "owners are not nodes and do not appear in the editor, but are accessible "
-"through code using the [code]shape_owner_*[/code] methods."
+"through code using the [code]shape_owner_*[/code] methods.\n"
+"[b]Note:[/b] Only collisions between objects within the same canvas "
+"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
+"collisions between objects in different canvases is undefined."
 msgstr ""
 
 #: doc/classes/CollisionObject2D.xml
@@ -20587,18 +20594,34 @@ msgid ""
 msgstr ""
 
 #: doc/classes/EditorInspector.xml
-msgid "A tab used to edit properties of the selected node."
+msgid "A control used to edit properties of an object."
 msgstr ""
 
 #: doc/classes/EditorInspector.xml
 msgid ""
-"The editor inspector is by default located on the right-hand side of the "
-"editor. It's used to edit the properties of the selected node. For example, "
-"you can select a node such as [Sprite] then edit its transform through the "
-"inspector tool. The editor inspector is an essential tool in the game "
-"development workflow.\n"
-"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
-"the singleton using [method EditorInterface.get_inspector]."
+"This is the control that implements property editing in the editor's "
+"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
+"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
+"[EditorInspector] will show properties in the same order as the array "
+"returned by [method Object.get_property_list].\n"
+"If a property's name is path-like (i.e. if it contains forward slashes), "
+"[EditorInspector] will create nested sections for \"directories\" along the "
+"path. For example, if a property is named [code]highlighting/gdscript/"
+"node_path_color[/code], it will be shown as \"Node Path Color\" inside the "
+"\"GDScript\" section nested inside the \"Highlighting\" section.\n"
+"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it "
+"will group subsequent properties whose name starts with the property's hint "
+"string. The group ends when a property does not start with that hint string "
+"or when a new group starts. An empty group name effectively ends the current "
+"group. [EditorInspector] will create a top-level section for each group. For "
+"example, if a property with group usage is named [code]Collide With[/code] "
+"and its hint string is [code]collide_with_[/code], a subsequent "
+"[code]collide_with_area[/code] property will be shown as \"Area\" inside the "
+"\"Collide With\" section.\n"
+"[b]Note:[/b] Unlike sections created from path-like property names, "
+"[EditorInspector] won't capitalize the name for sections created from "
+"groups. So properties with group usage usually use capitalized names instead "
+"of snake_cased names."
 msgstr ""
 
 #: doc/classes/EditorInspector.xml
@@ -21773,6 +21796,14 @@ msgid ""
 "[/codeblock]"
 msgstr ""
 
+#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [EditorSceneImporterGLTF] within a script will cause an error in an "
+"exported project."
+msgstr ""
+
 #: doc/classes/EditorScenePostImport.xml
 msgid "Post-processes scenes after import."
 msgstr ""
@@ -25673,6 +25704,50 @@ msgstr ""
 msgid "Represents the size of the [enum Subdiv] enum."
 msgstr ""
 
+#: modules/gltf/doc_classes/GLTFAccessor.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAccessor] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFAnimation.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAnimation] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFBufferView.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFBufferView] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFCamera.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFCamera] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFDocument.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFDocument] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFLight] within a script will cause an error in an exported project."
+msgstr ""
+
 #: modules/gltf/doc_classes/GLTFLight.xml
 msgid ""
 "The [Color] of the light. Defaults to white. A black color causes the light "
@@ -25722,6 +25797,49 @@ msgid ""
 "and [DirectionalLight] respectively."
 msgstr ""
 
+#: modules/gltf/doc_classes/GLTFMesh.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFMesh] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFNode.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFNode] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSkeleton.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSkeleton] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSpecGloss.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSpecGloss] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFState.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFState] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFTexture.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFTexture] within a script will cause an error in an exported project."
+msgstr ""
+
 #: modules/mono/doc_classes/GodotSharp.xml
 msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
 msgstr ""
@@ -32641,7 +32759,7 @@ msgid ""
 "be within the text's length."
 msgstr ""
 
-#: doc/classes/LineEdit.xml
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
 msgid "Clears the current selection."
 msgstr ""
 
@@ -32660,6 +32778,19 @@ msgid ""
 "characters."
 msgstr ""
 
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection begin column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection end column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+#, fuzzy
+msgid "Returns [code]true[/code] if the user has selected text."
+msgstr "يُرجع جيب التمام \"cosine \" لقيمة المَعلم."
+
 #: doc/classes/LineEdit.xml
 msgid "Executes a given action as defined in the [enum MenuItems] enum."
 msgstr ""
@@ -38102,7 +38233,10 @@ msgid ""
 msgstr ""
 
 #: doc/classes/Object.xml
-msgid "Returns the object's metadata entry for the given [code]name[/code]."
+msgid ""
+"Returns the object's metadata entry for the given [code]name[/code].\n"
+"Throws error if the entry does not exist, unless [code]default[/code] is not "
+"[code]null[/code] (in which case the default value will be returned)."
 msgstr ""
 
 #: doc/classes/Object.xml
@@ -40318,6 +40452,14 @@ msgid ""
 "[b]Note:[/b] Only available in editor builds."
 msgstr ""
 
+#: modules/gltf/doc_classes/PackedSceneGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [PackedSceneGLTF] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
 #: doc/classes/PacketPeer.xml
 msgid "Abstraction and base class for packet-based protocols."
 msgstr ""
@@ -46042,7 +46184,7 @@ msgstr ""
 #: doc/classes/ProjectSettings.xml
 msgid ""
 "Allows the window to be resizable by default.\n"
-"[b]Note:[/b] This setting is ignored on iOS and Android."
+"[b]Note:[/b] This setting is ignored on iOS."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -46689,7 +46831,7 @@ msgid "Optional name for the 3D render layer 13."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
-msgid "Optional name for the 3D render layer 14"
+msgid "Optional name for the 3D render layer 14."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -47959,16 +48101,24 @@ msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"If [code]true[/code], forces vertex shading for all rendering. This can "
-"increase performance a lot, but also reduces quality immensely. Can be used "
-"to optimize performance on low-end mobile devices."
+"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
+"[ShaderMaterial] rendering. This can be used to improve performance on low-"
+"end mobile devices. The downside is that shading becomes much less accurate, "
+"with visible linear interpolation between vertices that are joined together. "
+"This can be compensated by ensuring meshes have a sufficient level of "
+"subdivision (but not too much, to avoid reducing performance). Some material "
+"features are also not supported when vertex shading is enabled.\n"
+"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to "
+"enable vertex shading on specific materials only.\n"
+"[b]Note:[/b] This setting does not affect unshaded materials."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
 "Lower-end override for [member rendering/quality/shading/"
 "force_vertex_shading] on mobile devices, due to performance concerns or "
-"driver support."
+"driver support. If lighting looks broken after exporting the project to a "
+"mobile platform, try disabling this setting."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -50003,6 +50153,11 @@ msgid ""
 "wrapped text as one line."
 msgstr ""
 
+#: doc/classes/RichTextLabel.xml
+#, fuzzy
+msgid "Returns the current selection text. Does not include BBCodes."
+msgstr "يُرجع قيمة ظل الزاوية للمَعلم."
+
 #: doc/classes/RichTextLabel.xml
 msgid ""
 "Returns the total number of characters from text tags. Does not include "
@@ -52295,14 +52450,23 @@ msgstr ""
 
 #: doc/classes/Semaphore.xml
 msgid ""
-"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] "
-"on success, [constant ERR_BUSY] otherwise."
+"Lowers the [Semaphore], allowing one more thread in.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
 msgstr ""
 
 #: doc/classes/Semaphore.xml
 msgid ""
-"Tries to wait for the [Semaphore], if its value is zero, blocks until non-"
-"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise."
+"Like [method wait], but won't block, so if the value is zero, fails "
+"immediately and returns [constant ERR_BUSY]. If non-zero, it returns "
+"[constant OK] to report success."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
 msgstr ""
 
 #: doc/classes/Separator.xml
@@ -53748,7 +53912,21 @@ msgstr ""
 #: doc/classes/SpatialMaterial.xml
 msgid ""
 "If [code]true[/code], lighting is calculated per vertex rather than per "
-"pixel. This may increase performance on low-end devices."
+"pixel. This may increase performance on low-end devices, especially for "
+"meshes with a lower polygon count. The downside is that shading becomes much "
+"less accurate, with visible linear interpolation between vertices that are "
+"joined together. This can be compensated by ensuring meshes have a "
+"sufficient level of subdivision (but not too much, to avoid reducing "
+"performance). Some material features are also not supported when vertex "
+"shading is enabled.\n"
+"See also [member ProjectSettings.rendering/quality/shading/"
+"force_vertex_shading] which can globally enable vertex shading on all "
+"materials.\n"
+"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by "
+"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s "
+"[code]mobile[/code] override.\n"
+"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member "
+"flags_unshaded] is [code]true[/code]."
 msgstr ""
 
 #: doc/classes/SpatialMaterial.xml
@@ -54552,7 +54730,10 @@ msgid ""
 "the text alignment to right.\n"
 "See [Range] class for more options over the [SpinBox].\n"
 "[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
-"[SpinBox]'s background, add theme items for [LineEdit] and customize them."
+"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n"
+"[b]Note:[/b] If you want to implement drag and drop for the underlying "
+"[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
+"returned by [method get_line_edit]."
 msgstr ""
 
 #: doc/classes/SpinBox.xml
@@ -55872,7 +56053,6 @@ msgid ""
 "print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
 "print(\"24\".is_valid_float()) # Prints \"True\"\n"
 "print(\"7e3\".is_valid_float()) # Prints \"True\"\n"
-"print(\"24\".is_valid_float()) # Prints \"True\"\n"
 "print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
 "[/codeblock]"
 msgstr ""
@@ -56143,9 +56323,9 @@ msgstr ""
 #: doc/classes/String.xml
 msgid ""
 "Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
-"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this "
-"string compared to another. 1.0 means totally similar and 0.0 means totally "
-"dissimilar.\n"
+"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
+"this string compared to another. A result of 1.0 means totally similar, "
+"while 0.0 means totally dissimilar.\n"
 "[codeblock]\n"
 "print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
 "print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
@@ -57619,10 +57799,6 @@ msgid ""
 "side."
 msgstr ""
 
-#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin column."
-msgstr ""
-
 #: doc/classes/TextEdit.xml
 msgid "Returns the selection begin line."
 msgstr ""
@@ -57631,10 +57807,6 @@ msgstr ""
 msgid "Returns the text inside the selection."
 msgstr ""
 
-#: doc/classes/TextEdit.xml
-msgid "Returns the selection end column."
-msgstr ""
-
 #: doc/classes/TextEdit.xml
 msgid "Returns the selection end line."
 msgstr ""
@@ -58659,6 +58831,14 @@ msgid ""
 "theme[/code] file, see the documentation for more information."
 msgstr ""
 
+#: doc/classes/Theme.xml
+msgid ""
+"Adds an empty theme type for every valid data type.\n"
+"[b]Note:[/b] Empty types are not saved with the theme. This method only "
+"exists to perform in-memory changes to the resource. Use available "
+"[code]set_*[/code] methods to add theme items."
+msgstr ""
+
 #: doc/classes/Theme.xml
 msgid "Clears all values on the theme."
 msgstr ""
@@ -58918,6 +59098,13 @@ msgid ""
 "merge the other two into it one after another."
 msgstr ""
 
+#: doc/classes/Theme.xml
+msgid ""
+"Removes the theme type, gracefully discarding defined theme items. If the "
+"type is a variation, this information is also erased. If the type is a base "
+"for type variations, those variations lose their base."
+msgstr ""
+
 #: doc/classes/Theme.xml
 msgid ""
 "Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
@@ -71645,6 +71832,11 @@ msgid ""
 "[code]get_peer(id).get_available_packet_count[/code])."
 msgstr ""
 
+#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Sets additional headers to be sent to clients during the HTTP handshake."
+msgstr ""
+
 #: modules/websocket/doc_classes/WebSocketServer.xml
 msgid "Stops the server and clear its state."
 msgstr ""
@@ -71741,6 +71933,9 @@ msgid ""
 "\n"
 "    webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
 "    if webxr_interface:\n"
+"        # Map to the standard button/axis ids when possible.\n"
+"        webxr_interface.xr_standard_mapping = true\n"
+"\n"
 "        # WebXR uses a lot of asynchronous callbacks, so we connect to "
 "various\n"
 "        # signals in order to receive them.\n"
@@ -71964,6 +72159,13 @@ msgid ""
 "blurred\"[/code]."
 msgstr ""
 
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
+"If set to true, the button and axes ids will be converted to match the "
+"standard ids used by other AR/VR interfaces, when possible.\n"
+"Otherwise, the ids will be passed through unaltered from WebXR."
+msgstr ""
+
 #: modules/webxr/doc_classes/WebXRInterface.xml
 msgid ""
 "Emitted to indicate that the reference space has been reset or "

+ 242 - 42
doc/translations/ca.po

@@ -3582,7 +3582,7 @@ msgid "The property is a translatable string."
 msgstr ""
 
 #: doc/classes/@GlobalScope.xml
-msgid "Used to group properties together in the editor."
+msgid "Used to group properties together in the editor. See [EditorInspector]."
 msgstr ""
 
 #: doc/classes/@GlobalScope.xml
@@ -7099,8 +7099,9 @@ msgstr ""
 
 #: doc/classes/Array.xml
 msgid ""
-"Removes the first occurrence of a value from the array. To remove an element "
-"by index, use [method remove] instead.\n"
+"Removes the first occurrence of a value from the array. If the value does "
+"not exist in the array, nothing happens. To remove an element by index, use "
+"[method remove] instead.\n"
 "[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
 "[b]Note:[/b] On large arrays, this method will be slower if the removed "
 "element is close to the beginning of the array (index 0). This is because "
@@ -11827,8 +11828,8 @@ msgstr ""
 #: doc/classes/Camera.xml
 msgid ""
 "The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] "
-"sets the other axis' size length."
+"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
+"[code]size[/code] sets the other axis' size length."
 msgstr ""
 
 #: doc/classes/Camera.xml
@@ -12626,8 +12627,11 @@ msgstr ""
 
 #: doc/classes/CanvasItem.xml
 msgid ""
-"If [code]enable[/code] is [code]true[/code], the node won't inherit its "
-"transform from parent canvas items."
+"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
+"i] inherit its transform from parent [CanvasItem]s. Its draw order will also "
+"be changed to make it draw on top of other [CanvasItem]s that are not set as "
+"top-level. The [CanvasItem] will effectively act as if it was placed as a "
+"child of a bare [Node]. See also [method is_set_as_toplevel]."
 msgstr ""
 
 #: doc/classes/CanvasItem.xml
@@ -13716,7 +13720,10 @@ msgid ""
 "number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape "
 "owner[/i]. The CollisionObject2D can have any number of shape owners. Shape "
 "owners are not nodes and do not appear in the editor, but are accessible "
-"through code using the [code]shape_owner_*[/code] methods."
+"through code using the [code]shape_owner_*[/code] methods.\n"
+"[b]Note:[/b] Only collisions between objects within the same canvas "
+"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
+"collisions between objects in different canvases is undefined."
 msgstr ""
 
 #: doc/classes/CollisionObject2D.xml
@@ -20591,18 +20598,34 @@ msgid ""
 msgstr ""
 
 #: doc/classes/EditorInspector.xml
-msgid "A tab used to edit properties of the selected node."
+msgid "A control used to edit properties of an object."
 msgstr ""
 
 #: doc/classes/EditorInspector.xml
 msgid ""
-"The editor inspector is by default located on the right-hand side of the "
-"editor. It's used to edit the properties of the selected node. For example, "
-"you can select a node such as [Sprite] then edit its transform through the "
-"inspector tool. The editor inspector is an essential tool in the game "
-"development workflow.\n"
-"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
-"the singleton using [method EditorInterface.get_inspector]."
+"This is the control that implements property editing in the editor's "
+"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
+"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
+"[EditorInspector] will show properties in the same order as the array "
+"returned by [method Object.get_property_list].\n"
+"If a property's name is path-like (i.e. if it contains forward slashes), "
+"[EditorInspector] will create nested sections for \"directories\" along the "
+"path. For example, if a property is named [code]highlighting/gdscript/"
+"node_path_color[/code], it will be shown as \"Node Path Color\" inside the "
+"\"GDScript\" section nested inside the \"Highlighting\" section.\n"
+"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it "
+"will group subsequent properties whose name starts with the property's hint "
+"string. The group ends when a property does not start with that hint string "
+"or when a new group starts. An empty group name effectively ends the current "
+"group. [EditorInspector] will create a top-level section for each group. For "
+"example, if a property with group usage is named [code]Collide With[/code] "
+"and its hint string is [code]collide_with_[/code], a subsequent "
+"[code]collide_with_area[/code] property will be shown as \"Area\" inside the "
+"\"Collide With\" section.\n"
+"[b]Note:[/b] Unlike sections created from path-like property names, "
+"[EditorInspector] won't capitalize the name for sections created from "
+"groups. So properties with group usage usually use capitalized names instead "
+"of snake_cased names."
 msgstr ""
 
 #: doc/classes/EditorInspector.xml
@@ -21777,6 +21800,14 @@ msgid ""
 "[/codeblock]"
 msgstr ""
 
+#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [EditorSceneImporterGLTF] within a script will cause an error in an "
+"exported project."
+msgstr ""
+
 #: doc/classes/EditorScenePostImport.xml
 msgid "Post-processes scenes after import."
 msgstr ""
@@ -25674,6 +25705,50 @@ msgstr ""
 msgid "Represents the size of the [enum Subdiv] enum."
 msgstr ""
 
+#: modules/gltf/doc_classes/GLTFAccessor.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAccessor] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFAnimation.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAnimation] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFBufferView.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFBufferView] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFCamera.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFCamera] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFDocument.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFDocument] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFLight] within a script will cause an error in an exported project."
+msgstr ""
+
 #: modules/gltf/doc_classes/GLTFLight.xml
 msgid ""
 "The [Color] of the light. Defaults to white. A black color causes the light "
@@ -25723,6 +25798,49 @@ msgid ""
 "and [DirectionalLight] respectively."
 msgstr ""
 
+#: modules/gltf/doc_classes/GLTFMesh.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFMesh] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFNode.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFNode] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSkeleton.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSkeleton] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSpecGloss.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSpecGloss] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFState.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFState] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFTexture.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFTexture] within a script will cause an error in an exported project."
+msgstr ""
+
 #: modules/mono/doc_classes/GodotSharp.xml
 msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
 msgstr ""
@@ -32636,7 +32754,7 @@ msgid ""
 "be within the text's length."
 msgstr ""
 
-#: doc/classes/LineEdit.xml
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
 msgid "Clears the current selection."
 msgstr ""
 
@@ -32655,6 +32773,18 @@ msgid ""
 "characters."
 msgstr ""
 
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection begin column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection end column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid "Returns [code]true[/code] if the user has selected text."
+msgstr ""
+
 #: doc/classes/LineEdit.xml
 msgid "Executes a given action as defined in the [enum MenuItems] enum."
 msgstr ""
@@ -38071,7 +38201,10 @@ msgid ""
 msgstr ""
 
 #: doc/classes/Object.xml
-msgid "Returns the object's metadata entry for the given [code]name[/code]."
+msgid ""
+"Returns the object's metadata entry for the given [code]name[/code].\n"
+"Throws error if the entry does not exist, unless [code]default[/code] is not "
+"[code]null[/code] (in which case the default value will be returned)."
 msgstr ""
 
 #: doc/classes/Object.xml
@@ -40279,6 +40412,14 @@ msgid ""
 "[b]Note:[/b] Only available in editor builds."
 msgstr ""
 
+#: modules/gltf/doc_classes/PackedSceneGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [PackedSceneGLTF] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
 #: doc/classes/PacketPeer.xml
 msgid "Abstraction and base class for packet-based protocols."
 msgstr ""
@@ -45982,7 +46123,7 @@ msgstr ""
 #: doc/classes/ProjectSettings.xml
 msgid ""
 "Allows the window to be resizable by default.\n"
-"[b]Note:[/b] This setting is ignored on iOS and Android."
+"[b]Note:[/b] This setting is ignored on iOS."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -46629,7 +46770,7 @@ msgid "Optional name for the 3D render layer 13."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
-msgid "Optional name for the 3D render layer 14"
+msgid "Optional name for the 3D render layer 14."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -47899,16 +48040,24 @@ msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"If [code]true[/code], forces vertex shading for all rendering. This can "
-"increase performance a lot, but also reduces quality immensely. Can be used "
-"to optimize performance on low-end mobile devices."
+"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
+"[ShaderMaterial] rendering. This can be used to improve performance on low-"
+"end mobile devices. The downside is that shading becomes much less accurate, "
+"with visible linear interpolation between vertices that are joined together. "
+"This can be compensated by ensuring meshes have a sufficient level of "
+"subdivision (but not too much, to avoid reducing performance). Some material "
+"features are also not supported when vertex shading is enabled.\n"
+"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to "
+"enable vertex shading on specific materials only.\n"
+"[b]Note:[/b] This setting does not affect unshaded materials."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
 "Lower-end override for [member rendering/quality/shading/"
 "force_vertex_shading] on mobile devices, due to performance concerns or "
-"driver support."
+"driver support. If lighting looks broken after exporting the project to a "
+"mobile platform, try disabling this setting."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -49942,6 +50091,10 @@ msgid ""
 "wrapped text as one line."
 msgstr ""
 
+#: doc/classes/RichTextLabel.xml
+msgid "Returns the current selection text. Does not include BBCodes."
+msgstr ""
+
 #: doc/classes/RichTextLabel.xml
 msgid ""
 "Returns the total number of characters from text tags. Does not include "
@@ -52234,14 +52387,23 @@ msgstr ""
 
 #: doc/classes/Semaphore.xml
 msgid ""
-"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] "
-"on success, [constant ERR_BUSY] otherwise."
+"Lowers the [Semaphore], allowing one more thread in.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
 msgstr ""
 
 #: doc/classes/Semaphore.xml
 msgid ""
-"Tries to wait for the [Semaphore], if its value is zero, blocks until non-"
-"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise."
+"Like [method wait], but won't block, so if the value is zero, fails "
+"immediately and returns [constant ERR_BUSY]. If non-zero, it returns "
+"[constant OK] to report success."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
 msgstr ""
 
 #: doc/classes/Separator.xml
@@ -53687,7 +53849,21 @@ msgstr ""
 #: doc/classes/SpatialMaterial.xml
 msgid ""
 "If [code]true[/code], lighting is calculated per vertex rather than per "
-"pixel. This may increase performance on low-end devices."
+"pixel. This may increase performance on low-end devices, especially for "
+"meshes with a lower polygon count. The downside is that shading becomes much "
+"less accurate, with visible linear interpolation between vertices that are "
+"joined together. This can be compensated by ensuring meshes have a "
+"sufficient level of subdivision (but not too much, to avoid reducing "
+"performance). Some material features are also not supported when vertex "
+"shading is enabled.\n"
+"See also [member ProjectSettings.rendering/quality/shading/"
+"force_vertex_shading] which can globally enable vertex shading on all "
+"materials.\n"
+"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by "
+"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s "
+"[code]mobile[/code] override.\n"
+"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member "
+"flags_unshaded] is [code]true[/code]."
 msgstr ""
 
 #: doc/classes/SpatialMaterial.xml
@@ -54491,7 +54667,10 @@ msgid ""
 "the text alignment to right.\n"
 "See [Range] class for more options over the [SpinBox].\n"
 "[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
-"[SpinBox]'s background, add theme items for [LineEdit] and customize them."
+"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n"
+"[b]Note:[/b] If you want to implement drag and drop for the underlying "
+"[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
+"returned by [method get_line_edit]."
 msgstr ""
 
 #: doc/classes/SpinBox.xml
@@ -55809,7 +55988,6 @@ msgid ""
 "print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
 "print(\"24\".is_valid_float()) # Prints \"True\"\n"
 "print(\"7e3\".is_valid_float()) # Prints \"True\"\n"
-"print(\"24\".is_valid_float()) # Prints \"True\"\n"
 "print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
 "[/codeblock]"
 msgstr ""
@@ -56080,9 +56258,9 @@ msgstr ""
 #: doc/classes/String.xml
 msgid ""
 "Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
-"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this "
-"string compared to another. 1.0 means totally similar and 0.0 means totally "
-"dissimilar.\n"
+"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
+"this string compared to another. A result of 1.0 means totally similar, "
+"while 0.0 means totally dissimilar.\n"
 "[codeblock]\n"
 "print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
 "print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
@@ -57552,10 +57730,6 @@ msgid ""
 "side."
 msgstr ""
 
-#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin column."
-msgstr ""
-
 #: doc/classes/TextEdit.xml
 msgid "Returns the selection begin line."
 msgstr ""
@@ -57564,10 +57738,6 @@ msgstr ""
 msgid "Returns the text inside the selection."
 msgstr ""
 
-#: doc/classes/TextEdit.xml
-msgid "Returns the selection end column."
-msgstr ""
-
 #: doc/classes/TextEdit.xml
 msgid "Returns the selection end line."
 msgstr ""
@@ -58588,6 +58758,14 @@ msgid ""
 "theme[/code] file, see the documentation for more information."
 msgstr ""
 
+#: doc/classes/Theme.xml
+msgid ""
+"Adds an empty theme type for every valid data type.\n"
+"[b]Note:[/b] Empty types are not saved with the theme. This method only "
+"exists to perform in-memory changes to the resource. Use available "
+"[code]set_*[/code] methods to add theme items."
+msgstr ""
+
 #: doc/classes/Theme.xml
 msgid "Clears all values on the theme."
 msgstr ""
@@ -58846,6 +59024,13 @@ msgid ""
 "merge the other two into it one after another."
 msgstr ""
 
+#: doc/classes/Theme.xml
+msgid ""
+"Removes the theme type, gracefully discarding defined theme items. If the "
+"type is a variation, this information is also erased. If the type is a base "
+"for type variations, those variations lose their base."
+msgstr ""
+
 #: doc/classes/Theme.xml
 msgid ""
 "Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
@@ -71540,6 +71725,11 @@ msgid ""
 "[code]get_peer(id).get_available_packet_count[/code])."
 msgstr ""
 
+#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Sets additional headers to be sent to clients during the HTTP handshake."
+msgstr ""
+
 #: modules/websocket/doc_classes/WebSocketServer.xml
 msgid "Stops the server and clear its state."
 msgstr ""
@@ -71636,6 +71826,9 @@ msgid ""
 "\n"
 "    webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
 "    if webxr_interface:\n"
+"        # Map to the standard button/axis ids when possible.\n"
+"        webxr_interface.xr_standard_mapping = true\n"
+"\n"
 "        # WebXR uses a lot of asynchronous callbacks, so we connect to "
 "various\n"
 "        # signals in order to receive them.\n"
@@ -71859,6 +72052,13 @@ msgid ""
 "blurred\"[/code]."
 msgstr ""
 
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
+"If set to true, the button and axes ids will be converted to match the "
+"standard ids used by other AR/VR interfaces, when possible.\n"
+"Otherwise, the ids will be passed through unaltered from WebXR."
+msgstr ""
+
 #: modules/webxr/doc_classes/WebXRInterface.xml
 msgid ""
 "Emitted to indicate that the reference space has been reset or "

+ 242 - 42
doc/translations/classes.pot

@@ -3462,7 +3462,7 @@ msgid "The property is a translatable string."
 msgstr ""
 
 #: doc/classes/@GlobalScope.xml
-msgid "Used to group properties together in the editor."
+msgid "Used to group properties together in the editor. See [EditorInspector]."
 msgstr ""
 
 #: doc/classes/@GlobalScope.xml
@@ -6979,8 +6979,9 @@ msgstr ""
 
 #: doc/classes/Array.xml
 msgid ""
-"Removes the first occurrence of a value from the array. To remove an element "
-"by index, use [method remove] instead.\n"
+"Removes the first occurrence of a value from the array. If the value does "
+"not exist in the array, nothing happens. To remove an element by index, use "
+"[method remove] instead.\n"
 "[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
 "[b]Note:[/b] On large arrays, this method will be slower if the removed "
 "element is close to the beginning of the array (index 0). This is because "
@@ -11707,8 +11708,8 @@ msgstr ""
 #: doc/classes/Camera.xml
 msgid ""
 "The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] "
-"sets the other axis' size length."
+"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
+"[code]size[/code] sets the other axis' size length."
 msgstr ""
 
 #: doc/classes/Camera.xml
@@ -12506,8 +12507,11 @@ msgstr ""
 
 #: doc/classes/CanvasItem.xml
 msgid ""
-"If [code]enable[/code] is [code]true[/code], the node won't inherit its "
-"transform from parent canvas items."
+"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
+"i] inherit its transform from parent [CanvasItem]s. Its draw order will also "
+"be changed to make it draw on top of other [CanvasItem]s that are not set as "
+"top-level. The [CanvasItem] will effectively act as if it was placed as a "
+"child of a bare [Node]. See also [method is_set_as_toplevel]."
 msgstr ""
 
 #: doc/classes/CanvasItem.xml
@@ -13596,7 +13600,10 @@ msgid ""
 "number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape "
 "owner[/i]. The CollisionObject2D can have any number of shape owners. Shape "
 "owners are not nodes and do not appear in the editor, but are accessible "
-"through code using the [code]shape_owner_*[/code] methods."
+"through code using the [code]shape_owner_*[/code] methods.\n"
+"[b]Note:[/b] Only collisions between objects within the same canvas "
+"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
+"collisions between objects in different canvases is undefined."
 msgstr ""
 
 #: doc/classes/CollisionObject2D.xml
@@ -20471,18 +20478,34 @@ msgid ""
 msgstr ""
 
 #: doc/classes/EditorInspector.xml
-msgid "A tab used to edit properties of the selected node."
+msgid "A control used to edit properties of an object."
 msgstr ""
 
 #: doc/classes/EditorInspector.xml
 msgid ""
-"The editor inspector is by default located on the right-hand side of the "
-"editor. It's used to edit the properties of the selected node. For example, "
-"you can select a node such as [Sprite] then edit its transform through the "
-"inspector tool. The editor inspector is an essential tool in the game "
-"development workflow.\n"
-"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
-"the singleton using [method EditorInterface.get_inspector]."
+"This is the control that implements property editing in the editor's "
+"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
+"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
+"[EditorInspector] will show properties in the same order as the array "
+"returned by [method Object.get_property_list].\n"
+"If a property's name is path-like (i.e. if it contains forward slashes), "
+"[EditorInspector] will create nested sections for \"directories\" along the "
+"path. For example, if a property is named [code]highlighting/gdscript/"
+"node_path_color[/code], it will be shown as \"Node Path Color\" inside the "
+"\"GDScript\" section nested inside the \"Highlighting\" section.\n"
+"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it "
+"will group subsequent properties whose name starts with the property's hint "
+"string. The group ends when a property does not start with that hint string "
+"or when a new group starts. An empty group name effectively ends the current "
+"group. [EditorInspector] will create a top-level section for each group. For "
+"example, if a property with group usage is named [code]Collide With[/code] "
+"and its hint string is [code]collide_with_[/code], a subsequent "
+"[code]collide_with_area[/code] property will be shown as \"Area\" inside the "
+"\"Collide With\" section.\n"
+"[b]Note:[/b] Unlike sections created from path-like property names, "
+"[EditorInspector] won't capitalize the name for sections created from "
+"groups. So properties with group usage usually use capitalized names instead "
+"of snake_cased names."
 msgstr ""
 
 #: doc/classes/EditorInspector.xml
@@ -21657,6 +21680,14 @@ msgid ""
 "[/codeblock]"
 msgstr ""
 
+#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [EditorSceneImporterGLTF] within a script will cause an error in an "
+"exported project."
+msgstr ""
+
 #: doc/classes/EditorScenePostImport.xml
 msgid "Post-processes scenes after import."
 msgstr ""
@@ -25551,6 +25582,50 @@ msgstr ""
 msgid "Represents the size of the [enum Subdiv] enum."
 msgstr ""
 
+#: modules/gltf/doc_classes/GLTFAccessor.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAccessor] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFAnimation.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAnimation] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFBufferView.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFBufferView] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFCamera.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFCamera] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFDocument.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFDocument] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFLight] within a script will cause an error in an exported project."
+msgstr ""
+
 #: modules/gltf/doc_classes/GLTFLight.xml
 msgid ""
 "The [Color] of the light. Defaults to white. A black color causes the light "
@@ -25600,6 +25675,49 @@ msgid ""
 "and [DirectionalLight] respectively."
 msgstr ""
 
+#: modules/gltf/doc_classes/GLTFMesh.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFMesh] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFNode.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFNode] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSkeleton.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSkeleton] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSpecGloss.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSpecGloss] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFState.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFState] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFTexture.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFTexture] within a script will cause an error in an exported project."
+msgstr ""
+
 #: modules/mono/doc_classes/GodotSharp.xml
 msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
 msgstr ""
@@ -32513,7 +32631,7 @@ msgid ""
 "be within the text's length."
 msgstr ""
 
-#: doc/classes/LineEdit.xml
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
 msgid "Clears the current selection."
 msgstr ""
 
@@ -32532,6 +32650,18 @@ msgid ""
 "characters."
 msgstr ""
 
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection begin column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection end column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid "Returns [code]true[/code] if the user has selected text."
+msgstr ""
+
 #: doc/classes/LineEdit.xml
 msgid "Executes a given action as defined in the [enum MenuItems] enum."
 msgstr ""
@@ -37948,7 +38078,10 @@ msgid ""
 msgstr ""
 
 #: doc/classes/Object.xml
-msgid "Returns the object's metadata entry for the given [code]name[/code]."
+msgid ""
+"Returns the object's metadata entry for the given [code]name[/code].\n"
+"Throws error if the entry does not exist, unless [code]default[/code] is not "
+"[code]null[/code] (in which case the default value will be returned)."
 msgstr ""
 
 #: doc/classes/Object.xml
@@ -40156,6 +40289,14 @@ msgid ""
 "[b]Note:[/b] Only available in editor builds."
 msgstr ""
 
+#: modules/gltf/doc_classes/PackedSceneGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [PackedSceneGLTF] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
 #: doc/classes/PacketPeer.xml
 msgid "Abstraction and base class for packet-based protocols."
 msgstr ""
@@ -45859,7 +46000,7 @@ msgstr ""
 #: doc/classes/ProjectSettings.xml
 msgid ""
 "Allows the window to be resizable by default.\n"
-"[b]Note:[/b] This setting is ignored on iOS and Android."
+"[b]Note:[/b] This setting is ignored on iOS."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -46506,7 +46647,7 @@ msgid "Optional name for the 3D render layer 13."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
-msgid "Optional name for the 3D render layer 14"
+msgid "Optional name for the 3D render layer 14."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -47776,16 +47917,24 @@ msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"If [code]true[/code], forces vertex shading for all rendering. This can "
-"increase performance a lot, but also reduces quality immensely. Can be used "
-"to optimize performance on low-end mobile devices."
+"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
+"[ShaderMaterial] rendering. This can be used to improve performance on low-"
+"end mobile devices. The downside is that shading becomes much less accurate, "
+"with visible linear interpolation between vertices that are joined together. "
+"This can be compensated by ensuring meshes have a sufficient level of "
+"subdivision (but not too much, to avoid reducing performance). Some material "
+"features are also not supported when vertex shading is enabled.\n"
+"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to "
+"enable vertex shading on specific materials only.\n"
+"[b]Note:[/b] This setting does not affect unshaded materials."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
 "Lower-end override for [member rendering/quality/shading/"
 "force_vertex_shading] on mobile devices, due to performance concerns or "
-"driver support."
+"driver support. If lighting looks broken after exporting the project to a "
+"mobile platform, try disabling this setting."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -49819,6 +49968,10 @@ msgid ""
 "wrapped text as one line."
 msgstr ""
 
+#: doc/classes/RichTextLabel.xml
+msgid "Returns the current selection text. Does not include BBCodes."
+msgstr ""
+
 #: doc/classes/RichTextLabel.xml
 msgid ""
 "Returns the total number of characters from text tags. Does not include "
@@ -52111,14 +52264,23 @@ msgstr ""
 
 #: doc/classes/Semaphore.xml
 msgid ""
-"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] "
-"on success, [constant ERR_BUSY] otherwise."
+"Lowers the [Semaphore], allowing one more thread in.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
 msgstr ""
 
 #: doc/classes/Semaphore.xml
 msgid ""
-"Tries to wait for the [Semaphore], if its value is zero, blocks until non-"
-"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise."
+"Like [method wait], but won't block, so if the value is zero, fails "
+"immediately and returns [constant ERR_BUSY]. If non-zero, it returns "
+"[constant OK] to report success."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
 msgstr ""
 
 #: doc/classes/Separator.xml
@@ -53564,7 +53726,21 @@ msgstr ""
 #: doc/classes/SpatialMaterial.xml
 msgid ""
 "If [code]true[/code], lighting is calculated per vertex rather than per "
-"pixel. This may increase performance on low-end devices."
+"pixel. This may increase performance on low-end devices, especially for "
+"meshes with a lower polygon count. The downside is that shading becomes much "
+"less accurate, with visible linear interpolation between vertices that are "
+"joined together. This can be compensated by ensuring meshes have a "
+"sufficient level of subdivision (but not too much, to avoid reducing "
+"performance). Some material features are also not supported when vertex "
+"shading is enabled.\n"
+"See also [member ProjectSettings.rendering/quality/shading/"
+"force_vertex_shading] which can globally enable vertex shading on all "
+"materials.\n"
+"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by "
+"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s "
+"[code]mobile[/code] override.\n"
+"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member "
+"flags_unshaded] is [code]true[/code]."
 msgstr ""
 
 #: doc/classes/SpatialMaterial.xml
@@ -54368,7 +54544,10 @@ msgid ""
 "the text alignment to right.\n"
 "See [Range] class for more options over the [SpinBox].\n"
 "[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
-"[SpinBox]'s background, add theme items for [LineEdit] and customize them."
+"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n"
+"[b]Note:[/b] If you want to implement drag and drop for the underlying "
+"[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
+"returned by [method get_line_edit]."
 msgstr ""
 
 #: doc/classes/SpinBox.xml
@@ -55686,7 +55865,6 @@ msgid ""
 "print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
 "print(\"24\".is_valid_float()) # Prints \"True\"\n"
 "print(\"7e3\".is_valid_float()) # Prints \"True\"\n"
-"print(\"24\".is_valid_float()) # Prints \"True\"\n"
 "print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
 "[/codeblock]"
 msgstr ""
@@ -55957,9 +56135,9 @@ msgstr ""
 #: doc/classes/String.xml
 msgid ""
 "Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
-"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this "
-"string compared to another. 1.0 means totally similar and 0.0 means totally "
-"dissimilar.\n"
+"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
+"this string compared to another. A result of 1.0 means totally similar, "
+"while 0.0 means totally dissimilar.\n"
 "[codeblock]\n"
 "print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
 "print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
@@ -57429,10 +57607,6 @@ msgid ""
 "side."
 msgstr ""
 
-#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin column."
-msgstr ""
-
 #: doc/classes/TextEdit.xml
 msgid "Returns the selection begin line."
 msgstr ""
@@ -57441,10 +57615,6 @@ msgstr ""
 msgid "Returns the text inside the selection."
 msgstr ""
 
-#: doc/classes/TextEdit.xml
-msgid "Returns the selection end column."
-msgstr ""
-
 #: doc/classes/TextEdit.xml
 msgid "Returns the selection end line."
 msgstr ""
@@ -58465,6 +58635,14 @@ msgid ""
 "theme[/code] file, see the documentation for more information."
 msgstr ""
 
+#: doc/classes/Theme.xml
+msgid ""
+"Adds an empty theme type for every valid data type.\n"
+"[b]Note:[/b] Empty types are not saved with the theme. This method only "
+"exists to perform in-memory changes to the resource. Use available "
+"[code]set_*[/code] methods to add theme items."
+msgstr ""
+
 #: doc/classes/Theme.xml
 msgid "Clears all values on the theme."
 msgstr ""
@@ -58723,6 +58901,13 @@ msgid ""
 "merge the other two into it one after another."
 msgstr ""
 
+#: doc/classes/Theme.xml
+msgid ""
+"Removes the theme type, gracefully discarding defined theme items. If the "
+"type is a variation, this information is also erased. If the type is a base "
+"for type variations, those variations lose their base."
+msgstr ""
+
 #: doc/classes/Theme.xml
 msgid ""
 "Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
@@ -71417,6 +71602,11 @@ msgid ""
 "[code]get_peer(id).get_available_packet_count[/code])."
 msgstr ""
 
+#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Sets additional headers to be sent to clients during the HTTP handshake."
+msgstr ""
+
 #: modules/websocket/doc_classes/WebSocketServer.xml
 msgid "Stops the server and clear its state."
 msgstr ""
@@ -71513,6 +71703,9 @@ msgid ""
 "\n"
 "    webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
 "    if webxr_interface:\n"
+"        # Map to the standard button/axis ids when possible.\n"
+"        webxr_interface.xr_standard_mapping = true\n"
+"\n"
 "        # WebXR uses a lot of asynchronous callbacks, so we connect to "
 "various\n"
 "        # signals in order to receive them.\n"
@@ -71736,6 +71929,13 @@ msgid ""
 "blurred\"[/code]."
 msgstr ""
 
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
+"If set to true, the button and axes ids will be converted to match the "
+"standard ids used by other AR/VR interfaces, when possible.\n"
+"Otherwise, the ids will be passed through unaltered from WebXR."
+msgstr ""
+
 #: modules/webxr/doc_classes/WebXRInterface.xml
 msgid ""
 "Emitted to indicate that the reference space has been reset or "

+ 244 - 42
doc/translations/cs.po

@@ -3966,7 +3966,7 @@ msgid "The property is a translatable string."
 msgstr ""
 
 #: doc/classes/@GlobalScope.xml
-msgid "Used to group properties together in the editor."
+msgid "Used to group properties together in the editor. See [EditorInspector]."
 msgstr ""
 
 #: doc/classes/@GlobalScope.xml
@@ -7487,8 +7487,9 @@ msgstr ""
 
 #: doc/classes/Array.xml
 msgid ""
-"Removes the first occurrence of a value from the array. To remove an element "
-"by index, use [method remove] instead.\n"
+"Removes the first occurrence of a value from the array. If the value does "
+"not exist in the array, nothing happens. To remove an element by index, use "
+"[method remove] instead.\n"
 "[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
 "[b]Note:[/b] On large arrays, this method will be slower if the removed "
 "element is close to the beginning of the array (index 0). This is because "
@@ -12226,8 +12227,8 @@ msgstr ""
 #: doc/classes/Camera.xml
 msgid ""
 "The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] "
-"sets the other axis' size length."
+"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
+"[code]size[/code] sets the other axis' size length."
 msgstr ""
 
 #: doc/classes/Camera.xml
@@ -13031,8 +13032,11 @@ msgstr ""
 
 #: doc/classes/CanvasItem.xml
 msgid ""
-"If [code]enable[/code] is [code]true[/code], the node won't inherit its "
-"transform from parent canvas items."
+"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
+"i] inherit its transform from parent [CanvasItem]s. Its draw order will also "
+"be changed to make it draw on top of other [CanvasItem]s that are not set as "
+"top-level. The [CanvasItem] will effectively act as if it was placed as a "
+"child of a bare [Node]. See also [method is_set_as_toplevel]."
 msgstr ""
 
 #: doc/classes/CanvasItem.xml
@@ -14123,7 +14127,10 @@ msgid ""
 "number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape "
 "owner[/i]. The CollisionObject2D can have any number of shape owners. Shape "
 "owners are not nodes and do not appear in the editor, but are accessible "
-"through code using the [code]shape_owner_*[/code] methods."
+"through code using the [code]shape_owner_*[/code] methods.\n"
+"[b]Note:[/b] Only collisions between objects within the same canvas "
+"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
+"collisions between objects in different canvases is undefined."
 msgstr ""
 
 #: doc/classes/CollisionObject2D.xml
@@ -21038,18 +21045,34 @@ msgid ""
 msgstr ""
 
 #: doc/classes/EditorInspector.xml
-msgid "A tab used to edit properties of the selected node."
+msgid "A control used to edit properties of an object."
 msgstr ""
 
 #: doc/classes/EditorInspector.xml
 msgid ""
-"The editor inspector is by default located on the right-hand side of the "
-"editor. It's used to edit the properties of the selected node. For example, "
-"you can select a node such as [Sprite] then edit its transform through the "
-"inspector tool. The editor inspector is an essential tool in the game "
-"development workflow.\n"
-"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
-"the singleton using [method EditorInterface.get_inspector]."
+"This is the control that implements property editing in the editor's "
+"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
+"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
+"[EditorInspector] will show properties in the same order as the array "
+"returned by [method Object.get_property_list].\n"
+"If a property's name is path-like (i.e. if it contains forward slashes), "
+"[EditorInspector] will create nested sections for \"directories\" along the "
+"path. For example, if a property is named [code]highlighting/gdscript/"
+"node_path_color[/code], it will be shown as \"Node Path Color\" inside the "
+"\"GDScript\" section nested inside the \"Highlighting\" section.\n"
+"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it "
+"will group subsequent properties whose name starts with the property's hint "
+"string. The group ends when a property does not start with that hint string "
+"or when a new group starts. An empty group name effectively ends the current "
+"group. [EditorInspector] will create a top-level section for each group. For "
+"example, if a property with group usage is named [code]Collide With[/code] "
+"and its hint string is [code]collide_with_[/code], a subsequent "
+"[code]collide_with_area[/code] property will be shown as \"Area\" inside the "
+"\"Collide With\" section.\n"
+"[b]Note:[/b] Unlike sections created from path-like property names, "
+"[EditorInspector] won't capitalize the name for sections created from "
+"groups. So properties with group usage usually use capitalized names instead "
+"of snake_cased names."
 msgstr ""
 
 #: doc/classes/EditorInspector.xml
@@ -22225,6 +22248,14 @@ msgid ""
 "[/codeblock]"
 msgstr ""
 
+#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [EditorSceneImporterGLTF] within a script will cause an error in an "
+"exported project."
+msgstr ""
+
 #: doc/classes/EditorScenePostImport.xml
 msgid "Post-processes scenes after import."
 msgstr ""
@@ -26130,6 +26161,50 @@ msgstr ""
 msgid "Represents the size of the [enum Subdiv] enum."
 msgstr ""
 
+#: modules/gltf/doc_classes/GLTFAccessor.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAccessor] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFAnimation.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAnimation] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFBufferView.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFBufferView] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFCamera.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFCamera] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFDocument.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFDocument] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFLight] within a script will cause an error in an exported project."
+msgstr ""
+
 #: modules/gltf/doc_classes/GLTFLight.xml
 msgid ""
 "The [Color] of the light. Defaults to white. A black color causes the light "
@@ -26179,6 +26254,49 @@ msgid ""
 "and [DirectionalLight] respectively."
 msgstr ""
 
+#: modules/gltf/doc_classes/GLTFMesh.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFMesh] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFNode.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFNode] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSkeleton.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSkeleton] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSpecGloss.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSpecGloss] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFState.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFState] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFTexture.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFTexture] within a script will cause an error in an exported project."
+msgstr ""
+
 #: modules/mono/doc_classes/GodotSharp.xml
 msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
 msgstr ""
@@ -33104,7 +33222,7 @@ msgid ""
 "be within the text's length."
 msgstr ""
 
-#: doc/classes/LineEdit.xml
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
 msgid "Clears the current selection."
 msgstr ""
 
@@ -33123,6 +33241,19 @@ msgid ""
 "characters."
 msgstr ""
 
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection begin column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection end column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+#, fuzzy
+msgid "Returns [code]true[/code] if the user has selected text."
+msgstr "Vrátí [code] true [/code], pokud je vektor normalizován, jinak false."
+
 #: doc/classes/LineEdit.xml
 msgid "Executes a given action as defined in the [enum MenuItems] enum."
 msgstr ""
@@ -38571,7 +38702,10 @@ msgid ""
 msgstr ""
 
 #: doc/classes/Object.xml
-msgid "Returns the object's metadata entry for the given [code]name[/code]."
+msgid ""
+"Returns the object's metadata entry for the given [code]name[/code].\n"
+"Throws error if the entry does not exist, unless [code]default[/code] is not "
+"[code]null[/code] (in which case the default value will be returned)."
 msgstr ""
 
 #: doc/classes/Object.xml
@@ -40797,6 +40931,14 @@ msgid ""
 "[b]Note:[/b] Only available in editor builds."
 msgstr ""
 
+#: modules/gltf/doc_classes/PackedSceneGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [PackedSceneGLTF] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
 #: doc/classes/PacketPeer.xml
 msgid "Abstraction and base class for packet-based protocols."
 msgstr ""
@@ -46524,7 +46666,7 @@ msgstr ""
 #: doc/classes/ProjectSettings.xml
 msgid ""
 "Allows the window to be resizable by default.\n"
-"[b]Note:[/b] This setting is ignored on iOS and Android."
+"[b]Note:[/b] This setting is ignored on iOS."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -47171,7 +47313,7 @@ msgid "Optional name for the 3D render layer 13."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
-msgid "Optional name for the 3D render layer 14"
+msgid "Optional name for the 3D render layer 14."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -48441,16 +48583,24 @@ msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"If [code]true[/code], forces vertex shading for all rendering. This can "
-"increase performance a lot, but also reduces quality immensely. Can be used "
-"to optimize performance on low-end mobile devices."
+"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
+"[ShaderMaterial] rendering. This can be used to improve performance on low-"
+"end mobile devices. The downside is that shading becomes much less accurate, "
+"with visible linear interpolation between vertices that are joined together. "
+"This can be compensated by ensuring meshes have a sufficient level of "
+"subdivision (but not too much, to avoid reducing performance). Some material "
+"features are also not supported when vertex shading is enabled.\n"
+"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to "
+"enable vertex shading on specific materials only.\n"
+"[b]Note:[/b] This setting does not affect unshaded materials."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
 "Lower-end override for [member rendering/quality/shading/"
 "force_vertex_shading] on mobile devices, due to performance concerns or "
-"driver support."
+"driver support. If lighting looks broken after exporting the project to a "
+"mobile platform, try disabling this setting."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -50492,6 +50642,11 @@ msgid ""
 "wrapped text as one line."
 msgstr ""
 
+#: doc/classes/RichTextLabel.xml
+#, fuzzy
+msgid "Returns the current selection text. Does not include BBCodes."
+msgstr "Vrátí sinus parametru."
+
 #: doc/classes/RichTextLabel.xml
 msgid ""
 "Returns the total number of characters from text tags. Does not include "
@@ -52785,14 +52940,23 @@ msgstr ""
 
 #: doc/classes/Semaphore.xml
 msgid ""
-"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] "
-"on success, [constant ERR_BUSY] otherwise."
+"Lowers the [Semaphore], allowing one more thread in.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
 msgstr ""
 
 #: doc/classes/Semaphore.xml
 msgid ""
-"Tries to wait for the [Semaphore], if its value is zero, blocks until non-"
-"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise."
+"Like [method wait], but won't block, so if the value is zero, fails "
+"immediately and returns [constant ERR_BUSY]. If non-zero, it returns "
+"[constant OK] to report success."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
 msgstr ""
 
 #: doc/classes/Separator.xml
@@ -54239,7 +54403,21 @@ msgstr ""
 #: doc/classes/SpatialMaterial.xml
 msgid ""
 "If [code]true[/code], lighting is calculated per vertex rather than per "
-"pixel. This may increase performance on low-end devices."
+"pixel. This may increase performance on low-end devices, especially for "
+"meshes with a lower polygon count. The downside is that shading becomes much "
+"less accurate, with visible linear interpolation between vertices that are "
+"joined together. This can be compensated by ensuring meshes have a "
+"sufficient level of subdivision (but not too much, to avoid reducing "
+"performance). Some material features are also not supported when vertex "
+"shading is enabled.\n"
+"See also [member ProjectSettings.rendering/quality/shading/"
+"force_vertex_shading] which can globally enable vertex shading on all "
+"materials.\n"
+"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by "
+"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s "
+"[code]mobile[/code] override.\n"
+"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member "
+"flags_unshaded] is [code]true[/code]."
 msgstr ""
 
 #: doc/classes/SpatialMaterial.xml
@@ -55043,7 +55221,10 @@ msgid ""
 "the text alignment to right.\n"
 "See [Range] class for more options over the [SpinBox].\n"
 "[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
-"[SpinBox]'s background, add theme items for [LineEdit] and customize them."
+"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n"
+"[b]Note:[/b] If you want to implement drag and drop for the underlying "
+"[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
+"returned by [method get_line_edit]."
 msgstr ""
 
 #: doc/classes/SpinBox.xml
@@ -56370,7 +56551,6 @@ msgid ""
 "print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
 "print(\"24\".is_valid_float()) # Prints \"True\"\n"
 "print(\"7e3\".is_valid_float()) # Prints \"True\"\n"
-"print(\"24\".is_valid_float()) # Prints \"True\"\n"
 "print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
 "[/codeblock]"
 msgstr ""
@@ -56641,9 +56821,9 @@ msgstr ""
 #: doc/classes/String.xml
 msgid ""
 "Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
-"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this "
-"string compared to another. 1.0 means totally similar and 0.0 means totally "
-"dissimilar.\n"
+"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
+"this string compared to another. A result of 1.0 means totally similar, "
+"while 0.0 means totally dissimilar.\n"
 "[codeblock]\n"
 "print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
 "print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
@@ -58119,10 +58299,6 @@ msgid ""
 "side."
 msgstr ""
 
-#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin column."
-msgstr ""
-
 #: doc/classes/TextEdit.xml
 msgid "Returns the selection begin line."
 msgstr ""
@@ -58131,10 +58307,6 @@ msgstr ""
 msgid "Returns the text inside the selection."
 msgstr ""
 
-#: doc/classes/TextEdit.xml
-msgid "Returns the selection end column."
-msgstr ""
-
 #: doc/classes/TextEdit.xml
 msgid "Returns the selection end line."
 msgstr ""
@@ -59168,6 +59340,14 @@ msgid ""
 "theme[/code] file, see the documentation for more information."
 msgstr ""
 
+#: doc/classes/Theme.xml
+msgid ""
+"Adds an empty theme type for every valid data type.\n"
+"[b]Note:[/b] Empty types are not saved with the theme. This method only "
+"exists to perform in-memory changes to the resource. Use available "
+"[code]set_*[/code] methods to add theme items."
+msgstr ""
+
 #: doc/classes/Theme.xml
 msgid "Clears all values on the theme."
 msgstr ""
@@ -59445,6 +59625,13 @@ msgid ""
 "merge the other two into it one after another."
 msgstr ""
 
+#: doc/classes/Theme.xml
+msgid ""
+"Removes the theme type, gracefully discarding defined theme items. If the "
+"type is a variation, this information is also erased. If the type is a base "
+"for type variations, those variations lose their base."
+msgstr ""
+
 #: doc/classes/Theme.xml
 msgid ""
 "Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
@@ -72189,6 +72376,11 @@ msgid ""
 "[code]get_peer(id).get_available_packet_count[/code])."
 msgstr ""
 
+#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Sets additional headers to be sent to clients during the HTTP handshake."
+msgstr ""
+
 #: modules/websocket/doc_classes/WebSocketServer.xml
 msgid "Stops the server and clear its state."
 msgstr ""
@@ -72285,6 +72477,9 @@ msgid ""
 "\n"
 "    webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
 "    if webxr_interface:\n"
+"        # Map to the standard button/axis ids when possible.\n"
+"        webxr_interface.xr_standard_mapping = true\n"
+"\n"
 "        # WebXR uses a lot of asynchronous callbacks, so we connect to "
 "various\n"
 "        # signals in order to receive them.\n"
@@ -72508,6 +72703,13 @@ msgid ""
 "blurred\"[/code]."
 msgstr ""
 
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
+"If set to true, the button and axes ids will be converted to match the "
+"standard ids used by other AR/VR interfaces, when possible.\n"
+"Otherwise, the ids will be passed through unaltered from WebXR."
+msgstr ""
+
 #: modules/webxr/doc_classes/WebXRInterface.xml
 msgid ""
 "Emitted to indicate that the reference space has been reset or "

+ 245 - 42
doc/translations/de.po

@@ -4525,7 +4525,8 @@ msgid "The property is a translatable string."
 msgstr "Die Eigenschaft ist eine übersetzbare Zeichenkette."
 
 #: doc/classes/@GlobalScope.xml
-msgid "Used to group properties together in the editor."
+#, fuzzy
+msgid "Used to group properties together in the editor. See [EditorInspector]."
 msgstr "Wird verwendet, um Eigenschaften im Editor zu gruppieren."
 
 #: doc/classes/@GlobalScope.xml
@@ -9015,8 +9016,9 @@ msgstr "Gibt [code]true[/code] zurück falls das Array leer ist."
 
 #: doc/classes/Array.xml
 msgid ""
-"Removes the first occurrence of a value from the array. To remove an element "
-"by index, use [method remove] instead.\n"
+"Removes the first occurrence of a value from the array. If the value does "
+"not exist in the array, nothing happens. To remove an element by index, use "
+"[method remove] instead.\n"
 "[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
 "[b]Note:[/b] On large arrays, this method will be slower if the removed "
 "element is close to the beginning of the array (index 0). This is because "
@@ -13774,8 +13776,8 @@ msgstr ""
 #: doc/classes/Camera.xml
 msgid ""
 "The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] "
-"sets the other axis' size length."
+"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
+"[code]size[/code] sets the other axis' size length."
 msgstr ""
 
 #: doc/classes/Camera.xml
@@ -14583,8 +14585,11 @@ msgstr ""
 
 #: doc/classes/CanvasItem.xml
 msgid ""
-"If [code]enable[/code] is [code]true[/code], the node won't inherit its "
-"transform from parent canvas items."
+"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
+"i] inherit its transform from parent [CanvasItem]s. Its draw order will also "
+"be changed to make it draw on top of other [CanvasItem]s that are not set as "
+"top-level. The [CanvasItem] will effectively act as if it was placed as a "
+"child of a bare [Node]. See also [method is_set_as_toplevel]."
 msgstr ""
 
 #: doc/classes/CanvasItem.xml
@@ -15724,7 +15729,10 @@ msgid ""
 "number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape "
 "owner[/i]. The CollisionObject2D can have any number of shape owners. Shape "
 "owners are not nodes and do not appear in the editor, but are accessible "
-"through code using the [code]shape_owner_*[/code] methods."
+"through code using the [code]shape_owner_*[/code] methods.\n"
+"[b]Note:[/b] Only collisions between objects within the same canvas "
+"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
+"collisions between objects in different canvases is undefined."
 msgstr ""
 
 #: doc/classes/CollisionObject2D.xml
@@ -22737,18 +22745,34 @@ msgid ""
 msgstr ""
 
 #: doc/classes/EditorInspector.xml
-msgid "A tab used to edit properties of the selected node."
+msgid "A control used to edit properties of an object."
 msgstr ""
 
 #: doc/classes/EditorInspector.xml
 msgid ""
-"The editor inspector is by default located on the right-hand side of the "
-"editor. It's used to edit the properties of the selected node. For example, "
-"you can select a node such as [Sprite] then edit its transform through the "
-"inspector tool. The editor inspector is an essential tool in the game "
-"development workflow.\n"
-"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
-"the singleton using [method EditorInterface.get_inspector]."
+"This is the control that implements property editing in the editor's "
+"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
+"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
+"[EditorInspector] will show properties in the same order as the array "
+"returned by [method Object.get_property_list].\n"
+"If a property's name is path-like (i.e. if it contains forward slashes), "
+"[EditorInspector] will create nested sections for \"directories\" along the "
+"path. For example, if a property is named [code]highlighting/gdscript/"
+"node_path_color[/code], it will be shown as \"Node Path Color\" inside the "
+"\"GDScript\" section nested inside the \"Highlighting\" section.\n"
+"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it "
+"will group subsequent properties whose name starts with the property's hint "
+"string. The group ends when a property does not start with that hint string "
+"or when a new group starts. An empty group name effectively ends the current "
+"group. [EditorInspector] will create a top-level section for each group. For "
+"example, if a property with group usage is named [code]Collide With[/code] "
+"and its hint string is [code]collide_with_[/code], a subsequent "
+"[code]collide_with_area[/code] property will be shown as \"Area\" inside the "
+"\"Collide With\" section.\n"
+"[b]Note:[/b] Unlike sections created from path-like property names, "
+"[EditorInspector] won't capitalize the name for sections created from "
+"groups. So properties with group usage usually use capitalized names instead "
+"of snake_cased names."
 msgstr ""
 
 #: doc/classes/EditorInspector.xml
@@ -23930,6 +23954,14 @@ msgid ""
 "[/codeblock]"
 msgstr ""
 
+#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [EditorSceneImporterGLTF] within a script will cause an error in an "
+"exported project."
+msgstr ""
+
 #: doc/classes/EditorScenePostImport.xml
 msgid "Post-processes scenes after import."
 msgstr ""
@@ -27857,6 +27889,50 @@ msgstr ""
 msgid "Represents the size of the [enum Subdiv] enum."
 msgstr ""
 
+#: modules/gltf/doc_classes/GLTFAccessor.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAccessor] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFAnimation.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAnimation] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFBufferView.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFBufferView] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFCamera.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFCamera] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFDocument.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFDocument] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFLight] within a script will cause an error in an exported project."
+msgstr ""
+
 #: modules/gltf/doc_classes/GLTFLight.xml
 msgid ""
 "The [Color] of the light. Defaults to white. A black color causes the light "
@@ -27906,6 +27982,49 @@ msgid ""
 "and [DirectionalLight] respectively."
 msgstr ""
 
+#: modules/gltf/doc_classes/GLTFMesh.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFMesh] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFNode.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFNode] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSkeleton.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSkeleton] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSpecGloss.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSpecGloss] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFState.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFState] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFTexture.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFTexture] within a script will cause an error in an exported project."
+msgstr ""
+
 #: modules/mono/doc_classes/GodotSharp.xml
 msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
 msgstr ""
@@ -34884,7 +35003,7 @@ msgid ""
 "be within the text's length."
 msgstr ""
 
-#: doc/classes/LineEdit.xml
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
 msgid "Clears the current selection."
 msgstr ""
 
@@ -34903,6 +35022,19 @@ msgid ""
 "characters."
 msgstr ""
 
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection begin column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection end column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+#, fuzzy
+msgid "Returns [code]true[/code] if the user has selected text."
+msgstr "Gibt [code]true[/code] zurück falls das Array leer ist."
+
 #: doc/classes/LineEdit.xml
 msgid "Executes a given action as defined in the [enum MenuItems] enum."
 msgstr ""
@@ -40385,7 +40517,10 @@ msgid ""
 msgstr ""
 
 #: doc/classes/Object.xml
-msgid "Returns the object's metadata entry for the given [code]name[/code]."
+msgid ""
+"Returns the object's metadata entry for the given [code]name[/code].\n"
+"Throws error if the entry does not exist, unless [code]default[/code] is not "
+"[code]null[/code] (in which case the default value will be returned)."
 msgstr ""
 
 #: doc/classes/Object.xml
@@ -42628,6 +42763,14 @@ msgid ""
 "[b]Note:[/b] Only available in editor builds."
 msgstr ""
 
+#: modules/gltf/doc_classes/PackedSceneGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [PackedSceneGLTF] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
 #: doc/classes/PacketPeer.xml
 msgid "Abstraction and base class for packet-based protocols."
 msgstr ""
@@ -48458,7 +48601,7 @@ msgstr ""
 #: doc/classes/ProjectSettings.xml
 msgid ""
 "Allows the window to be resizable by default.\n"
-"[b]Note:[/b] This setting is ignored on iOS and Android."
+"[b]Note:[/b] This setting is ignored on iOS."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -49105,7 +49248,7 @@ msgid "Optional name for the 3D render layer 13."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
-msgid "Optional name for the 3D render layer 14"
+msgid "Optional name for the 3D render layer 14."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -50375,16 +50518,24 @@ msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"If [code]true[/code], forces vertex shading for all rendering. This can "
-"increase performance a lot, but also reduces quality immensely. Can be used "
-"to optimize performance on low-end mobile devices."
+"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
+"[ShaderMaterial] rendering. This can be used to improve performance on low-"
+"end mobile devices. The downside is that shading becomes much less accurate, "
+"with visible linear interpolation between vertices that are joined together. "
+"This can be compensated by ensuring meshes have a sufficient level of "
+"subdivision (but not too much, to avoid reducing performance). Some material "
+"features are also not supported when vertex shading is enabled.\n"
+"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to "
+"enable vertex shading on specific materials only.\n"
+"[b]Note:[/b] This setting does not affect unshaded materials."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
 "Lower-end override for [member rendering/quality/shading/"
 "force_vertex_shading] on mobile devices, due to performance concerns or "
-"driver support."
+"driver support. If lighting looks broken after exporting the project to a "
+"mobile platform, try disabling this setting."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -52463,6 +52614,11 @@ msgid ""
 "wrapped text as one line."
 msgstr ""
 
+#: doc/classes/RichTextLabel.xml
+#, fuzzy
+msgid "Returns the current selection text. Does not include BBCodes."
+msgstr "Gibt den aktuell wiedergegebenen Animationszustand zurück."
+
 #: doc/classes/RichTextLabel.xml
 msgid ""
 "Returns the total number of characters from text tags. Does not include "
@@ -54764,14 +54920,23 @@ msgstr ""
 
 #: doc/classes/Semaphore.xml
 msgid ""
-"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] "
-"on success, [constant ERR_BUSY] otherwise."
+"Lowers the [Semaphore], allowing one more thread in.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"Like [method wait], but won't block, so if the value is zero, fails "
+"immediately and returns [constant ERR_BUSY]. If non-zero, it returns "
+"[constant OK] to report success."
 msgstr ""
 
 #: doc/classes/Semaphore.xml
 msgid ""
-"Tries to wait for the [Semaphore], if its value is zero, blocks until non-"
-"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise."
+"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
 msgstr ""
 
 #: doc/classes/Separator.xml
@@ -56235,7 +56400,21 @@ msgstr ""
 #: doc/classes/SpatialMaterial.xml
 msgid ""
 "If [code]true[/code], lighting is calculated per vertex rather than per "
-"pixel. This may increase performance on low-end devices."
+"pixel. This may increase performance on low-end devices, especially for "
+"meshes with a lower polygon count. The downside is that shading becomes much "
+"less accurate, with visible linear interpolation between vertices that are "
+"joined together. This can be compensated by ensuring meshes have a "
+"sufficient level of subdivision (but not too much, to avoid reducing "
+"performance). Some material features are also not supported when vertex "
+"shading is enabled.\n"
+"See also [member ProjectSettings.rendering/quality/shading/"
+"force_vertex_shading] which can globally enable vertex shading on all "
+"materials.\n"
+"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by "
+"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s "
+"[code]mobile[/code] override.\n"
+"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member "
+"flags_unshaded] is [code]true[/code]."
 msgstr ""
 
 #: doc/classes/SpatialMaterial.xml
@@ -57054,7 +57233,10 @@ msgid ""
 "the text alignment to right.\n"
 "See [Range] class for more options over the [SpinBox].\n"
 "[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
-"[SpinBox]'s background, add theme items for [LineEdit] and customize them."
+"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n"
+"[b]Note:[/b] If you want to implement drag and drop for the underlying "
+"[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
+"returned by [method get_line_edit]."
 msgstr ""
 
 #: doc/classes/SpinBox.xml
@@ -58401,7 +58583,6 @@ msgid ""
 "print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
 "print(\"24\".is_valid_float()) # Prints \"True\"\n"
 "print(\"7e3\".is_valid_float()) # Prints \"True\"\n"
-"print(\"24\".is_valid_float()) # Prints \"True\"\n"
 "print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
 "[/codeblock]"
 msgstr ""
@@ -58672,9 +58853,9 @@ msgstr ""
 #: doc/classes/String.xml
 msgid ""
 "Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
-"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this "
-"string compared to another. 1.0 means totally similar and 0.0 means totally "
-"dissimilar.\n"
+"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
+"this string compared to another. A result of 1.0 means totally similar, "
+"while 0.0 means totally dissimilar.\n"
 "[codeblock]\n"
 "print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
 "print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
@@ -60167,10 +60348,6 @@ msgid ""
 "side."
 msgstr ""
 
-#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin column."
-msgstr ""
-
 #: doc/classes/TextEdit.xml
 msgid "Returns the selection begin line."
 msgstr ""
@@ -60179,10 +60356,6 @@ msgstr ""
 msgid "Returns the text inside the selection."
 msgstr ""
 
-#: doc/classes/TextEdit.xml
-msgid "Returns the selection end column."
-msgstr ""
-
 #: doc/classes/TextEdit.xml
 msgid "Returns the selection end line."
 msgstr ""
@@ -61223,6 +61396,14 @@ msgid ""
 "theme[/code] file, see the documentation for more information."
 msgstr ""
 
+#: doc/classes/Theme.xml
+msgid ""
+"Adds an empty theme type for every valid data type.\n"
+"[b]Note:[/b] Empty types are not saved with the theme. This method only "
+"exists to perform in-memory changes to the resource. Use available "
+"[code]set_*[/code] methods to add theme items."
+msgstr ""
+
 #: doc/classes/Theme.xml
 msgid "Clears all values on the theme."
 msgstr ""
@@ -61516,6 +61697,13 @@ msgid ""
 "merge the other two into it one after another."
 msgstr ""
 
+#: doc/classes/Theme.xml
+msgid ""
+"Removes the theme type, gracefully discarding defined theme items. If the "
+"type is a variation, this information is also erased. If the type is a base "
+"for type variations, those variations lose their base."
+msgstr ""
+
 #: doc/classes/Theme.xml
 msgid ""
 "Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
@@ -74510,6 +74698,11 @@ msgid ""
 "[code]get_peer(id).get_available_packet_count[/code])."
 msgstr ""
 
+#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Sets additional headers to be sent to clients during the HTTP handshake."
+msgstr ""
+
 #: modules/websocket/doc_classes/WebSocketServer.xml
 msgid "Stops the server and clear its state."
 msgstr ""
@@ -74606,6 +74799,9 @@ msgid ""
 "\n"
 "    webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
 "    if webxr_interface:\n"
+"        # Map to the standard button/axis ids when possible.\n"
+"        webxr_interface.xr_standard_mapping = true\n"
+"\n"
 "        # WebXR uses a lot of asynchronous callbacks, so we connect to "
 "various\n"
 "        # signals in order to receive them.\n"
@@ -74829,6 +75025,13 @@ msgid ""
 "blurred\"[/code]."
 msgstr ""
 
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
+"If set to true, the button and axes ids will be converted to match the "
+"standard ids used by other AR/VR interfaces, when possible.\n"
+"Otherwise, the ids will be passed through unaltered from WebXR."
+msgstr ""
+
 #: modules/webxr/doc_classes/WebXRInterface.xml
 msgid ""
 "Emitted to indicate that the reference space has been reset or "

+ 244 - 42
doc/translations/el.po

@@ -3476,7 +3476,7 @@ msgid "The property is a translatable string."
 msgstr ""
 
 #: doc/classes/@GlobalScope.xml
-msgid "Used to group properties together in the editor."
+msgid "Used to group properties together in the editor. See [EditorInspector]."
 msgstr ""
 
 #: doc/classes/@GlobalScope.xml
@@ -6995,8 +6995,9 @@ msgstr ""
 
 #: doc/classes/Array.xml
 msgid ""
-"Removes the first occurrence of a value from the array. To remove an element "
-"by index, use [method remove] instead.\n"
+"Removes the first occurrence of a value from the array. If the value does "
+"not exist in the array, nothing happens. To remove an element by index, use "
+"[method remove] instead.\n"
 "[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
 "[b]Note:[/b] On large arrays, this method will be slower if the removed "
 "element is close to the beginning of the array (index 0). This is because "
@@ -11726,8 +11727,8 @@ msgstr ""
 #: doc/classes/Camera.xml
 msgid ""
 "The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] "
-"sets the other axis' size length."
+"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
+"[code]size[/code] sets the other axis' size length."
 msgstr ""
 
 #: doc/classes/Camera.xml
@@ -12529,8 +12530,11 @@ msgstr ""
 
 #: doc/classes/CanvasItem.xml
 msgid ""
-"If [code]enable[/code] is [code]true[/code], the node won't inherit its "
-"transform from parent canvas items."
+"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
+"i] inherit its transform from parent [CanvasItem]s. Its draw order will also "
+"be changed to make it draw on top of other [CanvasItem]s that are not set as "
+"top-level. The [CanvasItem] will effectively act as if it was placed as a "
+"child of a bare [Node]. See also [method is_set_as_toplevel]."
 msgstr ""
 
 #: doc/classes/CanvasItem.xml
@@ -13619,7 +13623,10 @@ msgid ""
 "number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape "
 "owner[/i]. The CollisionObject2D can have any number of shape owners. Shape "
 "owners are not nodes and do not appear in the editor, but are accessible "
-"through code using the [code]shape_owner_*[/code] methods."
+"through code using the [code]shape_owner_*[/code] methods.\n"
+"[b]Note:[/b] Only collisions between objects within the same canvas "
+"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
+"collisions between objects in different canvases is undefined."
 msgstr ""
 
 #: doc/classes/CollisionObject2D.xml
@@ -20505,18 +20512,34 @@ msgid ""
 msgstr ""
 
 #: doc/classes/EditorInspector.xml
-msgid "A tab used to edit properties of the selected node."
+msgid "A control used to edit properties of an object."
 msgstr ""
 
 #: doc/classes/EditorInspector.xml
 msgid ""
-"The editor inspector is by default located on the right-hand side of the "
-"editor. It's used to edit the properties of the selected node. For example, "
-"you can select a node such as [Sprite] then edit its transform through the "
-"inspector tool. The editor inspector is an essential tool in the game "
-"development workflow.\n"
-"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
-"the singleton using [method EditorInterface.get_inspector]."
+"This is the control that implements property editing in the editor's "
+"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
+"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
+"[EditorInspector] will show properties in the same order as the array "
+"returned by [method Object.get_property_list].\n"
+"If a property's name is path-like (i.e. if it contains forward slashes), "
+"[EditorInspector] will create nested sections for \"directories\" along the "
+"path. For example, if a property is named [code]highlighting/gdscript/"
+"node_path_color[/code], it will be shown as \"Node Path Color\" inside the "
+"\"GDScript\" section nested inside the \"Highlighting\" section.\n"
+"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it "
+"will group subsequent properties whose name starts with the property's hint "
+"string. The group ends when a property does not start with that hint string "
+"or when a new group starts. An empty group name effectively ends the current "
+"group. [EditorInspector] will create a top-level section for each group. For "
+"example, if a property with group usage is named [code]Collide With[/code] "
+"and its hint string is [code]collide_with_[/code], a subsequent "
+"[code]collide_with_area[/code] property will be shown as \"Area\" inside the "
+"\"Collide With\" section.\n"
+"[b]Note:[/b] Unlike sections created from path-like property names, "
+"[EditorInspector] won't capitalize the name for sections created from "
+"groups. So properties with group usage usually use capitalized names instead "
+"of snake_cased names."
 msgstr ""
 
 #: doc/classes/EditorInspector.xml
@@ -21691,6 +21714,14 @@ msgid ""
 "[/codeblock]"
 msgstr ""
 
+#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [EditorSceneImporterGLTF] within a script will cause an error in an "
+"exported project."
+msgstr ""
+
 #: doc/classes/EditorScenePostImport.xml
 msgid "Post-processes scenes after import."
 msgstr ""
@@ -25591,6 +25622,50 @@ msgstr ""
 msgid "Represents the size of the [enum Subdiv] enum."
 msgstr ""
 
+#: modules/gltf/doc_classes/GLTFAccessor.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAccessor] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFAnimation.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAnimation] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFBufferView.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFBufferView] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFCamera.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFCamera] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFDocument.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFDocument] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFLight] within a script will cause an error in an exported project."
+msgstr ""
+
 #: modules/gltf/doc_classes/GLTFLight.xml
 msgid ""
 "The [Color] of the light. Defaults to white. A black color causes the light "
@@ -25640,6 +25715,49 @@ msgid ""
 "and [DirectionalLight] respectively."
 msgstr ""
 
+#: modules/gltf/doc_classes/GLTFMesh.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFMesh] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFNode.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFNode] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSkeleton.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSkeleton] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSpecGloss.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSpecGloss] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFState.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFState] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFTexture.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFTexture] within a script will cause an error in an exported project."
+msgstr ""
+
 #: modules/mono/doc_classes/GodotSharp.xml
 msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
 msgstr ""
@@ -32559,7 +32677,7 @@ msgid ""
 "be within the text's length."
 msgstr ""
 
-#: doc/classes/LineEdit.xml
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
 msgid "Clears the current selection."
 msgstr ""
 
@@ -32578,6 +32696,19 @@ msgid ""
 "characters."
 msgstr ""
 
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection begin column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection end column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+#, fuzzy
+msgid "Returns [code]true[/code] if the user has selected text."
+msgstr "Επιστρέφει το συνημίτονο της παραμέτρου."
+
 #: doc/classes/LineEdit.xml
 msgid "Executes a given action as defined in the [enum MenuItems] enum."
 msgstr ""
@@ -38014,7 +38145,10 @@ msgid ""
 msgstr ""
 
 #: doc/classes/Object.xml
-msgid "Returns the object's metadata entry for the given [code]name[/code]."
+msgid ""
+"Returns the object's metadata entry for the given [code]name[/code].\n"
+"Throws error if the entry does not exist, unless [code]default[/code] is not "
+"[code]null[/code] (in which case the default value will be returned)."
 msgstr ""
 
 #: doc/classes/Object.xml
@@ -40230,6 +40364,14 @@ msgid ""
 "[b]Note:[/b] Only available in editor builds."
 msgstr ""
 
+#: modules/gltf/doc_classes/PackedSceneGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [PackedSceneGLTF] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
 #: doc/classes/PacketPeer.xml
 msgid "Abstraction and base class for packet-based protocols."
 msgstr ""
@@ -45941,7 +46083,7 @@ msgstr ""
 #: doc/classes/ProjectSettings.xml
 msgid ""
 "Allows the window to be resizable by default.\n"
-"[b]Note:[/b] This setting is ignored on iOS and Android."
+"[b]Note:[/b] This setting is ignored on iOS."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -46588,7 +46730,7 @@ msgid "Optional name for the 3D render layer 13."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
-msgid "Optional name for the 3D render layer 14"
+msgid "Optional name for the 3D render layer 14."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -47858,16 +48000,24 @@ msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"If [code]true[/code], forces vertex shading for all rendering. This can "
-"increase performance a lot, but also reduces quality immensely. Can be used "
-"to optimize performance on low-end mobile devices."
+"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
+"[ShaderMaterial] rendering. This can be used to improve performance on low-"
+"end mobile devices. The downside is that shading becomes much less accurate, "
+"with visible linear interpolation between vertices that are joined together. "
+"This can be compensated by ensuring meshes have a sufficient level of "
+"subdivision (but not too much, to avoid reducing performance). Some material "
+"features are also not supported when vertex shading is enabled.\n"
+"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to "
+"enable vertex shading on specific materials only.\n"
+"[b]Note:[/b] This setting does not affect unshaded materials."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
 "Lower-end override for [member rendering/quality/shading/"
 "force_vertex_shading] on mobile devices, due to performance concerns or "
-"driver support."
+"driver support. If lighting looks broken after exporting the project to a "
+"mobile platform, try disabling this setting."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -49902,6 +50052,11 @@ msgid ""
 "wrapped text as one line."
 msgstr ""
 
+#: doc/classes/RichTextLabel.xml
+#, fuzzy
+msgid "Returns the current selection text. Does not include BBCodes."
+msgstr "Επιστρέφει την εφαπτομένη της παραμέτρου."
+
 #: doc/classes/RichTextLabel.xml
 msgid ""
 "Returns the total number of characters from text tags. Does not include "
@@ -52194,14 +52349,23 @@ msgstr ""
 
 #: doc/classes/Semaphore.xml
 msgid ""
-"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] "
-"on success, [constant ERR_BUSY] otherwise."
+"Lowers the [Semaphore], allowing one more thread in.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
 msgstr ""
 
 #: doc/classes/Semaphore.xml
 msgid ""
-"Tries to wait for the [Semaphore], if its value is zero, blocks until non-"
-"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise."
+"Like [method wait], but won't block, so if the value is zero, fails "
+"immediately and returns [constant ERR_BUSY]. If non-zero, it returns "
+"[constant OK] to report success."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
 msgstr ""
 
 #: doc/classes/Separator.xml
@@ -53647,7 +53811,21 @@ msgstr ""
 #: doc/classes/SpatialMaterial.xml
 msgid ""
 "If [code]true[/code], lighting is calculated per vertex rather than per "
-"pixel. This may increase performance on low-end devices."
+"pixel. This may increase performance on low-end devices, especially for "
+"meshes with a lower polygon count. The downside is that shading becomes much "
+"less accurate, with visible linear interpolation between vertices that are "
+"joined together. This can be compensated by ensuring meshes have a "
+"sufficient level of subdivision (but not too much, to avoid reducing "
+"performance). Some material features are also not supported when vertex "
+"shading is enabled.\n"
+"See also [member ProjectSettings.rendering/quality/shading/"
+"force_vertex_shading] which can globally enable vertex shading on all "
+"materials.\n"
+"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by "
+"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s "
+"[code]mobile[/code] override.\n"
+"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member "
+"flags_unshaded] is [code]true[/code]."
 msgstr ""
 
 #: doc/classes/SpatialMaterial.xml
@@ -54451,7 +54629,10 @@ msgid ""
 "the text alignment to right.\n"
 "See [Range] class for more options over the [SpinBox].\n"
 "[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
-"[SpinBox]'s background, add theme items for [LineEdit] and customize them."
+"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n"
+"[b]Note:[/b] If you want to implement drag and drop for the underlying "
+"[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
+"returned by [method get_line_edit]."
 msgstr ""
 
 #: doc/classes/SpinBox.xml
@@ -55771,7 +55952,6 @@ msgid ""
 "print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
 "print(\"24\".is_valid_float()) # Prints \"True\"\n"
 "print(\"7e3\".is_valid_float()) # Prints \"True\"\n"
-"print(\"24\".is_valid_float()) # Prints \"True\"\n"
 "print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
 "[/codeblock]"
 msgstr ""
@@ -56042,9 +56222,9 @@ msgstr ""
 #: doc/classes/String.xml
 msgid ""
 "Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
-"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this "
-"string compared to another. 1.0 means totally similar and 0.0 means totally "
-"dissimilar.\n"
+"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
+"this string compared to another. A result of 1.0 means totally similar, "
+"while 0.0 means totally dissimilar.\n"
 "[codeblock]\n"
 "print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
 "print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
@@ -57518,10 +57698,6 @@ msgid ""
 "side."
 msgstr ""
 
-#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin column."
-msgstr ""
-
 #: doc/classes/TextEdit.xml
 msgid "Returns the selection begin line."
 msgstr ""
@@ -57530,10 +57706,6 @@ msgstr ""
 msgid "Returns the text inside the selection."
 msgstr ""
 
-#: doc/classes/TextEdit.xml
-msgid "Returns the selection end column."
-msgstr ""
-
 #: doc/classes/TextEdit.xml
 msgid "Returns the selection end line."
 msgstr ""
@@ -58558,6 +58730,14 @@ msgid ""
 "theme[/code] file, see the documentation for more information."
 msgstr ""
 
+#: doc/classes/Theme.xml
+msgid ""
+"Adds an empty theme type for every valid data type.\n"
+"[b]Note:[/b] Empty types are not saved with the theme. This method only "
+"exists to perform in-memory changes to the resource. Use available "
+"[code]set_*[/code] methods to add theme items."
+msgstr ""
+
 #: doc/classes/Theme.xml
 msgid "Clears all values on the theme."
 msgstr ""
@@ -58817,6 +58997,13 @@ msgid ""
 "merge the other two into it one after another."
 msgstr ""
 
+#: doc/classes/Theme.xml
+msgid ""
+"Removes the theme type, gracefully discarding defined theme items. If the "
+"type is a variation, this information is also erased. If the type is a base "
+"for type variations, those variations lose their base."
+msgstr ""
+
 #: doc/classes/Theme.xml
 msgid ""
 "Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
@@ -71543,6 +71730,11 @@ msgid ""
 "[code]get_peer(id).get_available_packet_count[/code])."
 msgstr ""
 
+#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Sets additional headers to be sent to clients during the HTTP handshake."
+msgstr ""
+
 #: modules/websocket/doc_classes/WebSocketServer.xml
 msgid "Stops the server and clear its state."
 msgstr ""
@@ -71639,6 +71831,9 @@ msgid ""
 "\n"
 "    webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
 "    if webxr_interface:\n"
+"        # Map to the standard button/axis ids when possible.\n"
+"        webxr_interface.xr_standard_mapping = true\n"
+"\n"
 "        # WebXR uses a lot of asynchronous callbacks, so we connect to "
 "various\n"
 "        # signals in order to receive them.\n"
@@ -71862,6 +72057,13 @@ msgid ""
 "blurred\"[/code]."
 msgstr ""
 
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
+"If set to true, the button and axes ids will be converted to match the "
+"standard ids used by other AR/VR interfaces, when possible.\n"
+"Otherwise, the ids will be passed through unaltered from WebXR."
+msgstr ""
+
 #: modules/webxr/doc_classes/WebXRInterface.xml
 msgid ""
 "Emitted to indicate that the reference space has been reset or "

+ 300 - 102
doc/translations/es.po

@@ -12,7 +12,7 @@
 # No te interesa <[email protected]>, 2020.
 # Jonatan <[email protected]>, 2020.
 # peter9811 <[email protected]>, 2020.
-# Ventura Pérez García <[email protected]>, 2020.
+# Ventura Pérez García <[email protected]>, 2020, 2022.
 # Joakker <[email protected]>, 2020, 2021.
 # ACM <[email protected]>, 2020.
 # Pierre Stempin <[email protected]>, 2020.
@@ -33,12 +33,13 @@
 # Cristhian Pineda Castro <[email protected]>, 2022.
 # Francesco Santoro <[email protected]>, 2022.
 # Jake-insane <[email protected]>, 2022.
+# Luis Alberto Flores Baca <[email protected]>, 2022.
 msgid ""
 msgstr ""
 "Project-Id-Version: Godot Engine class reference\n"
 "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2022-03-26 23:26+0000\n"
-"Last-Translator: Javier Ocampos <xavier.ocampos@gmail.com>\n"
+"PO-Revision-Date: 2022-04-25 15:12+0000\n"
+"Last-Translator: Ventura Pérez García <vetu@protonmail.com>\n"
 "Language-Team: Spanish <https://hosted.weblate.org/projects/godot-engine/"
 "godot-class-reference/es/>\n"
 "Language: es\n"
@@ -46,7 +47,7 @@ msgstr ""
 "Content-Type: text/plain; charset=UTF-8\n"
 "Content-Transfer-Encoding: 8-bit\n"
 "Plural-Forms: nplurals=2; plural=n != 1;\n"
-"X-Generator: Weblate 4.12-dev\n"
+"X-Generator: Weblate 4.12.1-dev\n"
 
 #: doc/tools/make_rst.py
 msgid "Description"
@@ -324,7 +325,6 @@ msgstr ""
 "[/codeblock]"
 
 #: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
 msgid ""
 "Returns the arc tangent of [code]s[/code] in radians. Use it to get the "
 "angle from an angle's tangent in trigonometry: [code]atan(tan(angle)) == "
@@ -338,14 +338,13 @@ msgstr ""
 "Devuelve el arco tangente de [code]s[/code] en radianes. Úsalo para obtener "
 "el ángulo a partir de la tangente de un ángulo en trigonometría: "
 "[code]atan(tan(angle)) == angle[/code].\n"
-"El método no puede saber en qué cuadrante el ángulo se encuentra. Vea "
+"El método no puede saber en qué cuadrante se encuentra el ángulo . Vea "
 "[method atan2] si tienes tanto [code]y[/code] como [code]x[/code]\n"
 "[codeblock]\n"
 "a = atan(0.5) # a is 0.463648\n"
 "[/codeblock]"
 
 #: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
 msgid ""
 "Returns the arc tangent of [code]y/x[/code] in radians. Use to get the angle "
 "of tangent [code]y/x[/code]. To compute the value, the method takes into "
@@ -380,7 +379,6 @@ msgstr ""
 
 #: modules/gdscript/doc_classes/@GDScript.xml
 #: modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
-#, fuzzy
 msgid ""
 "Converts a 2D point expressed in the cartesian coordinate system (X and Y "
 "axis) to the polar coordinate system (a distance from the origin and an "
@@ -400,12 +398,13 @@ msgid ""
 "[/codeblock]\n"
 "See also [method floor], [method round], [method stepify], and [int]."
 msgstr ""
-"Redondea [code]s[/code] por encima, devolviendo el valor entero más pequeño "
-"que no es menor que [code]s[/code].\n"
+"Redondea [code]s[/code] hacia arriba (hacia infinito positivo), devolviendo "
+"el valor entero más pequeño que no es menor que [code]s[/code].\n"
 "[codeblock]\n"
-"a = ceil(1.45)  # a es 2\n"
-"a = ceil(1.001) # a es 2\n"
-"[/codeblock]"
+"a = ceil(1.45)  # a es 2.0\n"
+"a = ceil(1.001) # a es 2.0\n"
+"[/codeblock]\n"
+"Ver también [method floor], [method round], [method stepify] e [int]."
 
 #: modules/gdscript/doc_classes/@GDScript.xml
 msgid ""
@@ -4590,7 +4589,8 @@ msgid "The property is a translatable string."
 msgstr "La propiedad es una string traducible."
 
 #: doc/classes/@GlobalScope.xml
-msgid "Used to group properties together in the editor."
+#, fuzzy
+msgid "Used to group properties together in the editor. See [EditorInspector]."
 msgstr "Se utiliza para agrupar las propiedades en el editor."
 
 #: doc/classes/@GlobalScope.xml
@@ -5266,40 +5266,40 @@ msgid ""
 "    assert(decrypted == data.to_utf8())\n"
 "[/codeblock]"
 msgstr ""
-"Esta clase proporciona acceso a la encriptación/desencriptación AES de los "
-"datos en bruto. Tanto el modo AES-ECB como el AES-CBC están soportados.\n"
+"Esta clase proporciona acceso a la cifrado/descifrado AES de los datos en "
+"bruto. Tanto el modo AES-ECB como el AES-CBC están soportados.\n"
 "[codeblock]\n"
 "extends Node\n"
 "\n"
 "var aes = AESContext.new()\n"
 "\n"
 "func _ready():\n"
-"    var clave = \"Mi clave secreta!!!\" # La clave debe ser de 16 o 32 "
-"bytes. (1 byte = 1 char) normalmdlkd\n"
-"    var datos = \"Mi clave secreta\" # El tamaño de datos debe ser multiplo "
+"    var clave = \"Mi clave secreta\" # La clave debe ser de 16 o 32 bytes. "
+"(1 byte = 1 char) normalmdlkd\n"
+"    var datos = \"Mi texto secreto\" # El tamaño de datos debe ser multiplo "
 "de 16, ponga algún relleno para completar de ser necesario.\n"
-"    # Encriptar  ECB\n"
+"    # Cifraro en modo  ECB\n"
 "    aes.start(AESContext.MODE_ECB_ENCRYPT, clave.to_utf8())\n"
-"    var encriptado = aes.update(datos.to_utf8())\n"
+"    var textocifrado = aes.update(datos.to_utf8())\n"
 "    aes.finish()\n"
-"    # Desencriptar ECB\n"
+"    # Descifrar en modo ECB\n"
 "    aes.start(AESContext.MODE_ECB_DECRYPT, clave.to_utf8())\n"
-"    var desencriptado = aes.update(encriptado)\n"
+"    var textoplano = aes.update(textocifrado)\n"
 "    aes.finish()\n"
 "    # Comprobar ECB\n"
-"    assert(desencriptado == datos.to_utf8())\n"
+"    assert(textoplano == datos.to_utf8())\n"
 "\n"
 "    var iv = \"Mi secreto iv!!!\" # IV debe ser de tamaño 16 bytes.\n"
-"    # Encriptar CBC\n"
+"    # Cifrado en modo CBC\n"
 "    aes.start(AESContext.MODE_CBC_ENCRYPT, clave.to_utf8(), iv.to_utf8())\n"
-"    encriptado = aes.update(datos.to_utf8())\n"
+"    textocifrado = aes.update(datos.to_utf8())\n"
 "    aes.finish()\n"
-"    # Desencriptar CBC\n"
+"    # Descifrar en modo CBC\n"
 "    aes.start(AESContext.MODE_CBC_DECRYPT, clave.to_utf8(), iv.to_utf8())\n"
-"    desencriptado = aes.update(encriptado)\n"
+"    textoplano = aes.update(textocifrado)\n"
 "    aes.finish()\n"
 "    # Comprobar CBC\n"
-"    assert(desencriptado == datos.to_utf8())\n"
+"    assert(textoplano == datos.to_utf8())\n"
 "[/codeblock]"
 
 #: doc/classes/AESContext.xml
@@ -5335,7 +5335,6 @@ msgstr ""
 "[constant MODE_CBC_DECRYPT]."
 
 #: doc/classes/AESContext.xml
-#, fuzzy
 msgid ""
 "Run the desired operation for this AES context. Will return a "
 "[PoolByteArray] containing the result of encrypting (or decrypting) the "
@@ -5344,11 +5343,11 @@ msgid ""
 "some padding if needed."
 msgstr ""
 "Ejecute la operación deseada para este contexto de AES. Devolverá un "
-"[PackedByteArray] que contiene el resultado de encriptar (o desencriptar) el "
-"[code]src[/code] dado. Consulte [start method] para conocer el modo de "
+"[PoolByteArray] que contiene el resultado de cifrar (o descifrar) el "
+"[code]src[/code] dado. Consulte [method start] para conocer el modo de "
 "operación.\n"
-"Nota: El tamaño de [code]src[/code] debe ser un múltiplo de 16. Aplique algo "
-"de relleno si fuera necesario."
+"[b]Nota:[/b] El tamaño de [code]src[/code] debe ser un múltiplo de 16. "
+"Aplique algo de relleno si fuera necesario."
 
 #: doc/classes/AESContext.xml
 msgid "AES electronic codebook encryption mode."
@@ -9140,14 +9139,22 @@ msgid "Returns [code]true[/code] if the array is empty."
 msgstr "Devuelve [code]true[/code] si el array es vacio."
 
 #: doc/classes/Array.xml
+#, fuzzy
 msgid ""
-"Removes the first occurrence of a value from the array. To remove an element "
-"by index, use [method remove] instead.\n"
+"Removes the first occurrence of a value from the array. If the value does "
+"not exist in the array, nothing happens. To remove an element by index, use "
+"[method remove] instead.\n"
 "[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
 "[b]Note:[/b] On large arrays, this method will be slower if the removed "
 "element is close to the beginning of the array (index 0). This is because "
 "all elements placed after the removed element have to be reindexed."
 msgstr ""
+"Inserta un nuevo elemento en la posisción dada en el array. La posición debe "
+"ser valida, o al final de el array([code]pos == size()[/code].\n"
+"[b]Note:[/b] este metodo actua en el lugar y no devuelve ningún valor.\n"
+"[b]Note:[/b] en arrays largos, este metodo va a ser mas lento si el elemento "
+"incertado esta cerca al inicio del array (índice 0). Esto es por que todos "
+"los elementos despues del elemento incertado tienen que ser reindisados."
 
 #: doc/classes/Array.xml
 msgid ""
@@ -15362,10 +15369,11 @@ msgstr ""
 "la cámara escala su tamaño percibido."
 
 #: doc/classes/Camera.xml
+#, fuzzy
 msgid ""
 "The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] "
-"sets the other axis' size length."
+"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
+"[code]size[/code] sets the other axis' size length."
 msgstr ""
 "El tamaño de la cámara se mide como la mitad de la anchura o la altura. Sólo "
 "aplicable en modo ortogonal. Dado que [member keep_aspect] se bloquea en el "
@@ -16458,11 +16466,12 @@ msgstr ""
 
 #: doc/classes/CanvasItem.xml
 msgid ""
-"If [code]enable[/code] is [code]true[/code], the node won't inherit its "
-"transform from parent canvas items."
+"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
+"i] inherit its transform from parent [CanvasItem]s. Its draw order will also "
+"be changed to make it draw on top of other [CanvasItem]s that are not set as "
+"top-level. The [CanvasItem] will effectively act as if it was placed as a "
+"child of a bare [Node]. See also [method is_set_as_toplevel]."
 msgstr ""
-"Si [code]enable[/code] es [code]true[/code], el nodo no heredará su "
-"transformación de los objetos del canvas padre."
 
 #: doc/classes/CanvasItem.xml
 #, fuzzy
@@ -17888,12 +17897,16 @@ msgid "Base node for 2D collision objects."
 msgstr "Nodo base para objetos de colisión 2D."
 
 #: doc/classes/CollisionObject2D.xml
+#, fuzzy
 msgid ""
 "CollisionObject2D is the base class for 2D physics objects. It can hold any "
 "number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape "
 "owner[/i]. The CollisionObject2D can have any number of shape owners. Shape "
 "owners are not nodes and do not appear in the editor, but are accessible "
-"through code using the [code]shape_owner_*[/code] methods."
+"through code using the [code]shape_owner_*[/code] methods.\n"
+"[b]Note:[/b] Only collisions between objects within the same canvas "
+"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
+"collisions between objects in different canvases is undefined."
 msgstr ""
 "CollisionObject2D es la clase base de los objetos de física 2D. Puede "
 "contener cualquier número de colisiones 2D [Shape2D]. Cada forma debe ser "
@@ -20049,8 +20062,8 @@ msgid ""
 "Queue resort of the contained children. This is called automatically anyway, "
 "but can be called upon request."
 msgstr ""
-"El recurso de la cola de los hijos contenidos. Esto se llama automáticamente "
-"de todos modos, pero puede ser llamado a petición."
+"Encolar la reorganización de los hijos contenidos. Este método es llamado "
+"automáticamente, pero también puede ser llamado manualmente."
 
 #: doc/classes/Container.xml
 msgid "Emitted when sorting the children is needed."
@@ -27132,29 +27145,37 @@ msgstr ""
 "método."
 
 #: doc/classes/EditorInspector.xml
-msgid "A tab used to edit properties of the selected node."
+#, fuzzy
+msgid "A control used to edit properties of an object."
 msgstr ""
 "Una pestaña que se utiliza para editar las propiedades del nodo seleccionado."
 
 #: doc/classes/EditorInspector.xml
-#, fuzzy
 msgid ""
-"The editor inspector is by default located on the right-hand side of the "
-"editor. It's used to edit the properties of the selected node. For example, "
-"you can select a node such as [Sprite] then edit its transform through the "
-"inspector tool. The editor inspector is an essential tool in the game "
-"development workflow.\n"
-"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
-"the singleton using [method EditorInterface.get_inspector]."
-msgstr ""
-"El inspector de la edición se encuentra por defecto en la parte derecha del "
-"editor. Se utiliza para editar las propiedades del nodo seleccionado. Por "
-"ejemplo, puedes seleccionar un nodo como el Sprite2D y luego editar su "
-"transformación a través de la herramienta de inspección. El inspector del "
-"editor es una herramienta esencial en el flujo de trabajo del desarrollo del "
-"juego.\n"
-"[b]Nota:[/b] Esta clase no debe ser instanciada directamente. En lugar de "
-"eso, accede al singleton usando el [method EditorInterface.get_inspector]."
+"This is the control that implements property editing in the editor's "
+"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
+"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
+"[EditorInspector] will show properties in the same order as the array "
+"returned by [method Object.get_property_list].\n"
+"If a property's name is path-like (i.e. if it contains forward slashes), "
+"[EditorInspector] will create nested sections for \"directories\" along the "
+"path. For example, if a property is named [code]highlighting/gdscript/"
+"node_path_color[/code], it will be shown as \"Node Path Color\" inside the "
+"\"GDScript\" section nested inside the \"Highlighting\" section.\n"
+"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it "
+"will group subsequent properties whose name starts with the property's hint "
+"string. The group ends when a property does not start with that hint string "
+"or when a new group starts. An empty group name effectively ends the current "
+"group. [EditorInspector] will create a top-level section for each group. For "
+"example, if a property with group usage is named [code]Collide With[/code] "
+"and its hint string is [code]collide_with_[/code], a subsequent "
+"[code]collide_with_area[/code] property will be shown as \"Area\" inside the "
+"\"Collide With\" section.\n"
+"[b]Note:[/b] Unlike sections created from path-like property names, "
+"[EditorInspector] won't capitalize the name for sections created from "
+"groups. So properties with group usage usually use capitalized names instead "
+"of snake_cased names."
+msgstr ""
 
 #: doc/classes/EditorInspector.xml
 msgid ""
@@ -28709,6 +28730,14 @@ msgstr ""
 "- Formatio Binario en FBX 2017\n"
 "[/codeblock]"
 
+#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [EditorSceneImporterGLTF] within a script will cause an error in an "
+"exported project."
+msgstr ""
+
 #: doc/classes/EditorScenePostImport.xml
 msgid "Post-processes scenes after import."
 msgstr "Post-procesa las escenas después de la importación."
@@ -30893,7 +30922,7 @@ msgstr ""
 "El modo de mapeo de tonos a utilizar. El \"tonemapping\" es el proceso que "
 "\"convierte\" los valores HDR para que sean adecuados para su representación "
 "en una pantalla LDR. (Godot todavía no soporta la renderización en pantallas "
-"HDR.)"
+"HDR)."
 
 #: doc/classes/Environment.xml
 msgid ""
@@ -33961,6 +33990,50 @@ msgstr ""
 msgid "Represents the size of the [enum Subdiv] enum."
 msgstr "Representa el tamaño del enum [enum Subdiv]."
 
+#: modules/gltf/doc_classes/GLTFAccessor.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAccessor] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFAnimation.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAnimation] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFBufferView.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFBufferView] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFCamera.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFCamera] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFDocument.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFDocument] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFLight] within a script will cause an error in an exported project."
+msgstr ""
+
 #: modules/gltf/doc_classes/GLTFLight.xml
 msgid ""
 "The [Color] of the light. Defaults to white. A black color causes the light "
@@ -34010,6 +34083,49 @@ msgid ""
 "and [DirectionalLight] respectively."
 msgstr ""
 
+#: modules/gltf/doc_classes/GLTFMesh.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFMesh] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFNode.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFNode] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSkeleton.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSkeleton] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSpecGloss.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSpecGloss] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFState.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFState] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFTexture.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFTexture] within a script will cause an error in an exported project."
+msgstr ""
+
 #: modules/mono/doc_classes/GodotSharp.xml
 msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
 msgstr ""
@@ -43260,7 +43376,7 @@ msgstr ""
 "[code]from_column[/code] a [code]to_column[/code]. Ambos parámetros deben "
 "estar dentro de la longitud del texto."
 
-#: doc/classes/LineEdit.xml
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
 msgid "Clears the current selection."
 msgstr "Borra la selección actual."
 
@@ -43279,6 +43395,19 @@ msgid ""
 "characters."
 msgstr ""
 
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection begin column."
+msgstr "Devuelve la columna de inicio de la selección."
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection end column."
+msgstr "Devuelve la columna de final de selección."
+
+#: doc/classes/LineEdit.xml
+#, fuzzy
+msgid "Returns [code]true[/code] if the user has selected text."
+msgstr "Devuelve [code]true[/code] si el temporizador se detiene."
+
 #: doc/classes/LineEdit.xml
 msgid "Executes a given action as defined in the [enum MenuItems] enum."
 msgstr ""
@@ -48132,7 +48261,7 @@ msgstr ""
 
 #: doc/classes/Node.xml
 msgid "Nodes and Scenes"
-msgstr ""
+msgstr "Nodos y escenas"
 
 #: doc/classes/Node.xml
 msgid "All Demos"
@@ -50650,9 +50779,16 @@ msgstr ""
 "recuperar la instancia del objeto con [method @GDScript.instance_from_id]."
 
 #: doc/classes/Object.xml
-msgid "Returns the object's metadata entry for the given [code]name[/code]."
+#, fuzzy
+msgid ""
+"Returns the object's metadata entry for the given [code]name[/code].\n"
+"Throws error if the entry does not exist, unless [code]default[/code] is not "
+"[code]null[/code] (in which case the default value will be returned)."
 msgstr ""
-"Devuelve la entrada de metadatos del objeto para el [code]name[/code] dado."
+"Devuelve el índice del artículo en la [code]position[/code] dada.\n"
+"Cuando no hay ningún elemento en ese punto, se devolverá -1 si [code]exact[/"
+"code] es [code]true[/code], y de lo contrario se devolverá el índice de "
+"elemento más cercano."
 
 #: doc/classes/Object.xml
 #, fuzzy
@@ -53542,6 +53678,14 @@ msgstr ""
 "principal.\n"
 "[b]Nota:[/b] Sólo disponible en las construcciones del editor."
 
+#: modules/gltf/doc_classes/PackedSceneGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [PackedSceneGLTF] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
 #: doc/classes/PacketPeer.xml
 msgid "Abstraction and base class for packet-based protocols."
 msgstr "Abstracción y clase base para protocolos basados en paquetes."
@@ -61189,7 +61333,7 @@ msgstr ""
 #, fuzzy
 msgid ""
 "Allows the window to be resizable by default.\n"
-"[b]Note:[/b] This setting is ignored on iOS and Android."
+"[b]Note:[/b] This setting is ignored on iOS."
 msgstr "Permite que la ventana sea redimensionada por defecto."
 
 #: doc/classes/ProjectSettings.xml
@@ -61982,7 +62126,8 @@ msgid "Optional name for the 3D render layer 13."
 msgstr "Nombre opcional para la capa 13 del renderizado 3D."
 
 #: doc/classes/ProjectSettings.xml
-msgid "Optional name for the 3D render layer 14"
+#, fuzzy
+msgid "Optional name for the 3D render layer 14."
 msgstr "Nombre opcional para la capa 14 del renderizado 3D"
 
 #: doc/classes/ProjectSettings.xml
@@ -63503,20 +63648,25 @@ msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"If [code]true[/code], forces vertex shading for all rendering. This can "
-"increase performance a lot, but also reduces quality immensely. Can be used "
-"to optimize performance on low-end mobile devices."
+"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
+"[ShaderMaterial] rendering. This can be used to improve performance on low-"
+"end mobile devices. The downside is that shading becomes much less accurate, "
+"with visible linear interpolation between vertices that are joined together. "
+"This can be compensated by ensuring meshes have a sufficient level of "
+"subdivision (but not too much, to avoid reducing performance). Some material "
+"features are also not supported when vertex shading is enabled.\n"
+"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to "
+"enable vertex shading on specific materials only.\n"
+"[b]Note:[/b] This setting does not affect unshaded materials."
 msgstr ""
-"Si [code]true[/code], fuerza el sombreado de vértices para todos los "
-"renderizados. Esto puede aumentar mucho el rendimiento, pero también reduce "
-"la calidad enormemente. Se puede utilizar para optimizar el rendimiento en "
-"dispositivos móviles de gama baja."
 
 #: doc/classes/ProjectSettings.xml
+#, fuzzy
 msgid ""
 "Lower-end override for [member rendering/quality/shading/"
 "force_vertex_shading] on mobile devices, due to performance concerns or "
-"driver support."
+"driver support. If lighting looks broken after exporting the project to a "
+"mobile platform, try disabling this setting."
 msgstr ""
 "Sobreescritura del extremo inferior para [member rendering/quality/shading/"
 "force_vertex_shading] en los dispositivos móviles, debido a problemas de "
@@ -66272,6 +66422,13 @@ msgstr ""
 "Devuelve el número total de líneas nuevas en las etiquetas de texto de la "
 "pila de etiquetas. Considera el texto envuelto como una línea."
 
+#: doc/classes/RichTextLabel.xml
+#, fuzzy
+msgid "Returns the current selection text. Does not include BBCodes."
+msgstr ""
+"Devuelve el número total de caracteres de las etiquetas de texto. No incluye "
+"los BBCodes."
+
 #: doc/classes/RichTextLabel.xml
 msgid ""
 "Returns the total number of characters from text tags. Does not include "
@@ -69215,22 +69372,25 @@ msgstr ""
 "evitar los bloqueos. Para una versión binaria, véase [Mutex]."
 
 #: doc/classes/Semaphore.xml
-#, fuzzy
 msgid ""
-"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] "
-"on success, [constant ERR_BUSY] otherwise."
+"Lowers the [Semaphore], allowing one more thread in.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
 msgstr ""
-"Trata de bloquear este [Mutex], pero no bloquea. Devuelve [constant OK] en "
-"el éxito, [constant ERR_BUSY] en caso contrario."
 
 #: doc/classes/Semaphore.xml
-#, fuzzy
 msgid ""
-"Tries to wait for the [Semaphore], if its value is zero, blocks until non-"
-"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise."
+"Like [method wait], but won't block, so if the value is zero, fails "
+"immediately and returns [constant ERR_BUSY]. If non-zero, it returns "
+"[constant OK] to report success."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
 msgstr ""
-"Trata de bloquear este [Mutex], pero no bloquea. Devuelve [constant OK] en "
-"el éxito, [constant ERR_BUSY] en caso contrario."
 
 #: doc/classes/Separator.xml
 msgid "Base class for separators."
@@ -71078,7 +71238,21 @@ msgstr ""
 #: doc/classes/SpatialMaterial.xml
 msgid ""
 "If [code]true[/code], lighting is calculated per vertex rather than per "
-"pixel. This may increase performance on low-end devices."
+"pixel. This may increase performance on low-end devices, especially for "
+"meshes with a lower polygon count. The downside is that shading becomes much "
+"less accurate, with visible linear interpolation between vertices that are "
+"joined together. This can be compensated by ensuring meshes have a "
+"sufficient level of subdivision (but not too much, to avoid reducing "
+"performance). Some material features are also not supported when vertex "
+"shading is enabled.\n"
+"See also [member ProjectSettings.rendering/quality/shading/"
+"force_vertex_shading] which can globally enable vertex shading on all "
+"materials.\n"
+"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by "
+"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s "
+"[code]mobile[/code] override.\n"
+"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member "
+"flags_unshaded] is [code]true[/code]."
 msgstr ""
 
 #: doc/classes/SpatialMaterial.xml
@@ -72102,7 +72276,10 @@ msgid ""
 "the text alignment to right.\n"
 "See [Range] class for more options over the [SpinBox].\n"
 "[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
-"[SpinBox]'s background, add theme items for [LineEdit] and customize them."
+"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n"
+"[b]Note:[/b] If you want to implement drag and drop for the underlying "
+"[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
+"returned by [method get_line_edit]."
 msgstr ""
 "SpinBox es un campo de texto de entrada numérica. Permite introducir números "
 "enteros y reales.\n"
@@ -73781,7 +73958,6 @@ msgid ""
 "print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
 "print(\"24\".is_valid_float()) # Prints \"True\"\n"
 "print(\"7e3\".is_valid_float()) # Prints \"True\"\n"
-"print(\"24\".is_valid_float()) # Prints \"True\"\n"
 "print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
 "[/codeblock]"
 msgstr ""
@@ -74116,9 +74292,9 @@ msgstr "Devuelve el hash SHA-256 de la string como una string."
 #: doc/classes/String.xml
 msgid ""
 "Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
-"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this "
-"string compared to another. 1.0 means totally similar and 0.0 means totally "
-"dissimilar.\n"
+"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
+"this string compared to another. A result of 1.0 means totally similar, "
+"while 0.0 means totally dissimilar.\n"
 "[codeblock]\n"
 "print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
 "print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
@@ -76055,10 +76231,6 @@ msgid ""
 "side."
 msgstr ""
 
-#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin column."
-msgstr "Devuelve la columna de inicio de la selección."
-
 #: doc/classes/TextEdit.xml
 msgid "Returns the selection begin line."
 msgstr "Devuelve la línea de inicio de la selección."
@@ -76067,10 +76239,6 @@ msgstr "Devuelve la línea de inicio de la selección."
 msgid "Returns the text inside the selection."
 msgstr "Devuelve el texto dentro de la selección."
 
-#: doc/classes/TextEdit.xml
-msgid "Returns the selection end column."
-msgstr "Devuelve la columna de final de selección."
-
 #: doc/classes/TextEdit.xml
 msgid "Returns the selection end line."
 msgstr "Devuelve la línea final de selección."
@@ -77363,6 +77531,14 @@ msgstr ""
 "Los recursos del tema pueden cargarse alternativamente escribiéndolos en un "
 "archivo [code].theme[/code], vea la documentación para más información."
 
+#: doc/classes/Theme.xml
+msgid ""
+"Adds an empty theme type for every valid data type.\n"
+"[b]Note:[/b] Empty types are not saved with the theme. This method only "
+"exists to perform in-memory changes to the resource. Use available "
+"[code]set_*[/code] methods to add theme items."
+msgstr ""
+
 #: doc/classes/Theme.xml
 msgid "Clears all values on the theme."
 msgstr "Borra todos los valores del tema."
@@ -77726,6 +77902,13 @@ msgid ""
 "merge the other two into it one after another."
 msgstr ""
 
+#: doc/classes/Theme.xml
+msgid ""
+"Removes the theme type, gracefully discarding defined theme items. If the "
+"type is a variation, this information is also erased. If the type is a base "
+"for type variations, those variations lose their base."
+msgstr ""
+
 #: doc/classes/Theme.xml
 #, fuzzy
 msgid ""
@@ -94375,6 +94558,11 @@ msgstr ""
 "para comunicarse con el par con el [code]id[/code] dado (por ejemplo, "
 "[code]get_peer(id).get_available_packet_count[/code])."
 
+#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Sets additional headers to be sent to clients during the HTTP handshake."
+msgstr ""
+
 #: modules/websocket/doc_classes/WebSocketServer.xml
 msgid "Stops the server and clear its state."
 msgstr "Detiene el servidor y limpia su estado."
@@ -94495,6 +94683,9 @@ msgid ""
 "\n"
 "    webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
 "    if webxr_interface:\n"
+"        # Map to the standard button/axis ids when possible.\n"
+"        webxr_interface.xr_standard_mapping = true\n"
+"\n"
 "        # WebXR uses a lot of asynchronous callbacks, so we connect to "
 "various\n"
 "        # signals in order to receive them.\n"
@@ -94718,6 +94909,13 @@ msgid ""
 "blurred\"[/code]."
 msgstr ""
 
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
+"If set to true, the button and axes ids will be converted to match the "
+"standard ids used by other AR/VR interfaces, when possible.\n"
+"Otherwise, the ids will be passed through unaltered from WebXR."
+msgstr ""
+
 #: modules/webxr/doc_classes/WebXRInterface.xml
 msgid ""
 "Emitted to indicate that the reference space has been reset or "

+ 250 - 50
doc/translations/fa.po

@@ -14,12 +14,13 @@
 # ItzMiad44909858f5774b6d <[email protected]>, 2020.
 # ahmad maftoon <[email protected]>, 2021.
 # Seyed Fazel Alavi <[email protected]>, 2022.
+# Giga hertz <[email protected]>, 2022.
 msgid ""
 msgstr ""
 "Project-Id-Version: Godot Engine class reference\n"
 "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2022-01-09 14:57+0000\n"
-"Last-Translator: Seyed Fazel Alavi <fazel8195@gmail.com>\n"
+"PO-Revision-Date: 2022-04-03 08:11+0000\n"
+"Last-Translator: Giga hertz <gigahertzyt@gmail.com>\n"
 "Language-Team: Persian <https://hosted.weblate.org/projects/godot-engine/"
 "godot-class-reference/fa/>\n"
 "Language: fa\n"
@@ -27,7 +28,7 @@ msgstr ""
 "Content-Type: text/plain; charset=UTF-8\n"
 "Content-Transfer-Encoding: 8-bit\n"
 "Plural-Forms: nplurals=2; plural=n > 1;\n"
-"X-Generator: Weblate 4.10.1\n"
+"X-Generator: Weblate 4.12-dev\n"
 
 #: doc/tools/make_rst.py
 msgid "Description"
@@ -70,9 +71,8 @@ msgid "Method Descriptions"
 msgstr "توضیحات تابع"
 
 #: doc/tools/make_rst.py
-#, fuzzy
 msgid "Theme Property Descriptions"
-msgstr "توضیحات خصیصه"
+msgstr "توضیحات ویژگی تم"
 
 #: doc/tools/make_rst.py
 msgid "Inherits:"
@@ -88,15 +88,15 @@ msgstr ""
 
 #: doc/tools/make_rst.py
 msgid "Default"
-msgstr ""
+msgstr "پیش‌فرض"
 
 #: doc/tools/make_rst.py
 msgid "Setter"
-msgstr ""
+msgstr "تنظیم کننده"
 
 #: doc/tools/make_rst.py
 msgid "value"
-msgstr ""
+msgstr "مقدار"
 
 #: doc/tools/make_rst.py
 msgid "Getter"
@@ -3901,7 +3901,7 @@ msgid "The property is a translatable string."
 msgstr ""
 
 #: doc/classes/@GlobalScope.xml
-msgid "Used to group properties together in the editor."
+msgid "Used to group properties together in the editor. See [EditorInspector]."
 msgstr ""
 
 #: doc/classes/@GlobalScope.xml
@@ -7418,8 +7418,9 @@ msgstr ""
 
 #: doc/classes/Array.xml
 msgid ""
-"Removes the first occurrence of a value from the array. To remove an element "
-"by index, use [method remove] instead.\n"
+"Removes the first occurrence of a value from the array. If the value does "
+"not exist in the array, nothing happens. To remove an element by index, use "
+"[method remove] instead.\n"
 "[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
 "[b]Note:[/b] On large arrays, this method will be slower if the removed "
 "element is close to the beginning of the array (index 0). This is because "
@@ -12146,8 +12147,8 @@ msgstr ""
 #: doc/classes/Camera.xml
 msgid ""
 "The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] "
-"sets the other axis' size length."
+"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
+"[code]size[/code] sets the other axis' size length."
 msgstr ""
 
 #: doc/classes/Camera.xml
@@ -12945,8 +12946,11 @@ msgstr ""
 
 #: doc/classes/CanvasItem.xml
 msgid ""
-"If [code]enable[/code] is [code]true[/code], the node won't inherit its "
-"transform from parent canvas items."
+"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
+"i] inherit its transform from parent [CanvasItem]s. Its draw order will also "
+"be changed to make it draw on top of other [CanvasItem]s that are not set as "
+"top-level. The [CanvasItem] will effectively act as if it was placed as a "
+"child of a bare [Node]. See also [method is_set_as_toplevel]."
 msgstr ""
 
 #: doc/classes/CanvasItem.xml
@@ -14035,7 +14039,10 @@ msgid ""
 "number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape "
 "owner[/i]. The CollisionObject2D can have any number of shape owners. Shape "
 "owners are not nodes and do not appear in the editor, but are accessible "
-"through code using the [code]shape_owner_*[/code] methods."
+"through code using the [code]shape_owner_*[/code] methods.\n"
+"[b]Note:[/b] Only collisions between objects within the same canvas "
+"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
+"collisions between objects in different canvases is undefined."
 msgstr ""
 
 #: doc/classes/CollisionObject2D.xml
@@ -20910,18 +20917,34 @@ msgid ""
 msgstr ""
 
 #: doc/classes/EditorInspector.xml
-msgid "A tab used to edit properties of the selected node."
+msgid "A control used to edit properties of an object."
 msgstr ""
 
 #: doc/classes/EditorInspector.xml
 msgid ""
-"The editor inspector is by default located on the right-hand side of the "
-"editor. It's used to edit the properties of the selected node. For example, "
-"you can select a node such as [Sprite] then edit its transform through the "
-"inspector tool. The editor inspector is an essential tool in the game "
-"development workflow.\n"
-"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
-"the singleton using [method EditorInterface.get_inspector]."
+"This is the control that implements property editing in the editor's "
+"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
+"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
+"[EditorInspector] will show properties in the same order as the array "
+"returned by [method Object.get_property_list].\n"
+"If a property's name is path-like (i.e. if it contains forward slashes), "
+"[EditorInspector] will create nested sections for \"directories\" along the "
+"path. For example, if a property is named [code]highlighting/gdscript/"
+"node_path_color[/code], it will be shown as \"Node Path Color\" inside the "
+"\"GDScript\" section nested inside the \"Highlighting\" section.\n"
+"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it "
+"will group subsequent properties whose name starts with the property's hint "
+"string. The group ends when a property does not start with that hint string "
+"or when a new group starts. An empty group name effectively ends the current "
+"group. [EditorInspector] will create a top-level section for each group. For "
+"example, if a property with group usage is named [code]Collide With[/code] "
+"and its hint string is [code]collide_with_[/code], a subsequent "
+"[code]collide_with_area[/code] property will be shown as \"Area\" inside the "
+"\"Collide With\" section.\n"
+"[b]Note:[/b] Unlike sections created from path-like property names, "
+"[EditorInspector] won't capitalize the name for sections created from "
+"groups. So properties with group usage usually use capitalized names instead "
+"of snake_cased names."
 msgstr ""
 
 #: doc/classes/EditorInspector.xml
@@ -22096,6 +22119,14 @@ msgid ""
 "[/codeblock]"
 msgstr ""
 
+#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [EditorSceneImporterGLTF] within a script will cause an error in an "
+"exported project."
+msgstr ""
+
 #: doc/classes/EditorScenePostImport.xml
 msgid "Post-processes scenes after import."
 msgstr ""
@@ -25993,6 +26024,50 @@ msgstr ""
 msgid "Represents the size of the [enum Subdiv] enum."
 msgstr ""
 
+#: modules/gltf/doc_classes/GLTFAccessor.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAccessor] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFAnimation.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAnimation] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFBufferView.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFBufferView] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFCamera.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFCamera] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFDocument.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFDocument] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFLight] within a script will cause an error in an exported project."
+msgstr ""
+
 #: modules/gltf/doc_classes/GLTFLight.xml
 msgid ""
 "The [Color] of the light. Defaults to white. A black color causes the light "
@@ -26042,6 +26117,49 @@ msgid ""
 "and [DirectionalLight] respectively."
 msgstr ""
 
+#: modules/gltf/doc_classes/GLTFMesh.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFMesh] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFNode.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFNode] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSkeleton.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSkeleton] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSpecGloss.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSpecGloss] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFState.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFState] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFTexture.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFTexture] within a script will cause an error in an exported project."
+msgstr ""
+
 #: modules/mono/doc_classes/GodotSharp.xml
 msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
 msgstr ""
@@ -32955,7 +33073,7 @@ msgid ""
 "be within the text's length."
 msgstr ""
 
-#: doc/classes/LineEdit.xml
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
 msgid "Clears the current selection."
 msgstr ""
 
@@ -32974,6 +33092,18 @@ msgid ""
 "characters."
 msgstr ""
 
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection begin column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection end column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid "Returns [code]true[/code] if the user has selected text."
+msgstr ""
+
 #: doc/classes/LineEdit.xml
 msgid "Executes a given action as defined in the [enum MenuItems] enum."
 msgstr ""
@@ -38396,7 +38526,10 @@ msgid ""
 msgstr ""
 
 #: doc/classes/Object.xml
-msgid "Returns the object's metadata entry for the given [code]name[/code]."
+msgid ""
+"Returns the object's metadata entry for the given [code]name[/code].\n"
+"Throws error if the entry does not exist, unless [code]default[/code] is not "
+"[code]null[/code] (in which case the default value will be returned)."
 msgstr ""
 
 #: doc/classes/Object.xml
@@ -40604,6 +40737,14 @@ msgid ""
 "[b]Note:[/b] Only available in editor builds."
 msgstr ""
 
+#: modules/gltf/doc_classes/PackedSceneGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [PackedSceneGLTF] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
 #: doc/classes/PacketPeer.xml
 msgid "Abstraction and base class for packet-based protocols."
 msgstr ""
@@ -46319,7 +46460,7 @@ msgstr ""
 #: doc/classes/ProjectSettings.xml
 msgid ""
 "Allows the window to be resizable by default.\n"
-"[b]Note:[/b] This setting is ignored on iOS and Android."
+"[b]Note:[/b] This setting is ignored on iOS."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -46966,7 +47107,7 @@ msgid "Optional name for the 3D render layer 13."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
-msgid "Optional name for the 3D render layer 14"
+msgid "Optional name for the 3D render layer 14."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -48236,16 +48377,24 @@ msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"If [code]true[/code], forces vertex shading for all rendering. This can "
-"increase performance a lot, but also reduces quality immensely. Can be used "
-"to optimize performance on low-end mobile devices."
+"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
+"[ShaderMaterial] rendering. This can be used to improve performance on low-"
+"end mobile devices. The downside is that shading becomes much less accurate, "
+"with visible linear interpolation between vertices that are joined together. "
+"This can be compensated by ensuring meshes have a sufficient level of "
+"subdivision (but not too much, to avoid reducing performance). Some material "
+"features are also not supported when vertex shading is enabled.\n"
+"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to "
+"enable vertex shading on specific materials only.\n"
+"[b]Note:[/b] This setting does not affect unshaded materials."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
 "Lower-end override for [member rendering/quality/shading/"
 "force_vertex_shading] on mobile devices, due to performance concerns or "
-"driver support."
+"driver support. If lighting looks broken after exporting the project to a "
+"mobile platform, try disabling this setting."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -50283,6 +50432,10 @@ msgid ""
 "wrapped text as one line."
 msgstr ""
 
+#: doc/classes/RichTextLabel.xml
+msgid "Returns the current selection text. Does not include BBCodes."
+msgstr ""
+
 #: doc/classes/RichTextLabel.xml
 msgid ""
 "Returns the total number of characters from text tags. Does not include "
@@ -52575,14 +52728,23 @@ msgstr ""
 
 #: doc/classes/Semaphore.xml
 msgid ""
-"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] "
-"on success, [constant ERR_BUSY] otherwise."
+"Lowers the [Semaphore], allowing one more thread in.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"Like [method wait], but won't block, so if the value is zero, fails "
+"immediately and returns [constant ERR_BUSY]. If non-zero, it returns "
+"[constant OK] to report success."
 msgstr ""
 
 #: doc/classes/Semaphore.xml
 msgid ""
-"Tries to wait for the [Semaphore], if its value is zero, blocks until non-"
-"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise."
+"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
 msgstr ""
 
 #: doc/classes/Separator.xml
@@ -54028,7 +54190,21 @@ msgstr ""
 #: doc/classes/SpatialMaterial.xml
 msgid ""
 "If [code]true[/code], lighting is calculated per vertex rather than per "
-"pixel. This may increase performance on low-end devices."
+"pixel. This may increase performance on low-end devices, especially for "
+"meshes with a lower polygon count. The downside is that shading becomes much "
+"less accurate, with visible linear interpolation between vertices that are "
+"joined together. This can be compensated by ensuring meshes have a "
+"sufficient level of subdivision (but not too much, to avoid reducing "
+"performance). Some material features are also not supported when vertex "
+"shading is enabled.\n"
+"See also [member ProjectSettings.rendering/quality/shading/"
+"force_vertex_shading] which can globally enable vertex shading on all "
+"materials.\n"
+"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by "
+"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s "
+"[code]mobile[/code] override.\n"
+"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member "
+"flags_unshaded] is [code]true[/code]."
 msgstr ""
 
 #: doc/classes/SpatialMaterial.xml
@@ -54832,7 +55008,10 @@ msgid ""
 "the text alignment to right.\n"
 "See [Range] class for more options over the [SpinBox].\n"
 "[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
-"[SpinBox]'s background, add theme items for [LineEdit] and customize them."
+"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n"
+"[b]Note:[/b] If you want to implement drag and drop for the underlying "
+"[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
+"returned by [method get_line_edit]."
 msgstr ""
 
 #: doc/classes/SpinBox.xml
@@ -56150,7 +56329,6 @@ msgid ""
 "print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
 "print(\"24\".is_valid_float()) # Prints \"True\"\n"
 "print(\"7e3\".is_valid_float()) # Prints \"True\"\n"
-"print(\"24\".is_valid_float()) # Prints \"True\"\n"
 "print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
 "[/codeblock]"
 msgstr ""
@@ -56421,9 +56599,9 @@ msgstr ""
 #: doc/classes/String.xml
 msgid ""
 "Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
-"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this "
-"string compared to another. 1.0 means totally similar and 0.0 means totally "
-"dissimilar.\n"
+"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
+"this string compared to another. A result of 1.0 means totally similar, "
+"while 0.0 means totally dissimilar.\n"
 "[codeblock]\n"
 "print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
 "print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
@@ -57893,10 +58071,6 @@ msgid ""
 "side."
 msgstr ""
 
-#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin column."
-msgstr ""
-
 #: doc/classes/TextEdit.xml
 msgid "Returns the selection begin line."
 msgstr ""
@@ -57905,10 +58079,6 @@ msgstr ""
 msgid "Returns the text inside the selection."
 msgstr ""
 
-#: doc/classes/TextEdit.xml
-msgid "Returns the selection end column."
-msgstr ""
-
 #: doc/classes/TextEdit.xml
 msgid "Returns the selection end line."
 msgstr ""
@@ -58929,6 +59099,14 @@ msgid ""
 "theme[/code] file, see the documentation for more information."
 msgstr ""
 
+#: doc/classes/Theme.xml
+msgid ""
+"Adds an empty theme type for every valid data type.\n"
+"[b]Note:[/b] Empty types are not saved with the theme. This method only "
+"exists to perform in-memory changes to the resource. Use available "
+"[code]set_*[/code] methods to add theme items."
+msgstr ""
+
 #: doc/classes/Theme.xml
 msgid "Clears all values on the theme."
 msgstr ""
@@ -59187,6 +59365,13 @@ msgid ""
 "merge the other two into it one after another."
 msgstr ""
 
+#: doc/classes/Theme.xml
+msgid ""
+"Removes the theme type, gracefully discarding defined theme items. If the "
+"type is a variation, this information is also erased. If the type is a base "
+"for type variations, those variations lose their base."
+msgstr ""
+
 #: doc/classes/Theme.xml
 msgid ""
 "Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
@@ -71881,6 +72066,11 @@ msgid ""
 "[code]get_peer(id).get_available_packet_count[/code])."
 msgstr ""
 
+#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Sets additional headers to be sent to clients during the HTTP handshake."
+msgstr ""
+
 #: modules/websocket/doc_classes/WebSocketServer.xml
 msgid "Stops the server and clear its state."
 msgstr ""
@@ -71977,6 +72167,9 @@ msgid ""
 "\n"
 "    webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
 "    if webxr_interface:\n"
+"        # Map to the standard button/axis ids when possible.\n"
+"        webxr_interface.xr_standard_mapping = true\n"
+"\n"
 "        # WebXR uses a lot of asynchronous callbacks, so we connect to "
 "various\n"
 "        # signals in order to receive them.\n"
@@ -72200,6 +72393,13 @@ msgid ""
 "blurred\"[/code]."
 msgstr ""
 
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
+"If set to true, the button and axes ids will be converted to match the "
+"standard ids used by other AR/VR interfaces, when possible.\n"
+"Otherwise, the ids will be passed through unaltered from WebXR."
+msgstr ""
+
 #: modules/webxr/doc_classes/WebXRInterface.xml
 msgid ""
 "Emitted to indicate that the reference space has been reset or "

+ 248 - 45
doc/translations/fi.po

@@ -8,12 +8,13 @@
 # Nekromanser <[email protected]>, 2021.
 # Leevi Laine <[email protected]>, 2021.
 # Tuomas Lähteenmäki <[email protected]>, 2022.
+# Siina Mashek <[email protected]>, 2022.
 msgid ""
 msgstr ""
 "Project-Id-Version: Godot Engine class reference\n"
 "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2022-03-17 13:59+0000\n"
-"Last-Translator: Tuomas Lähteenmäki <[email protected]>\n"
+"PO-Revision-Date: 2022-04-09 12:13+0000\n"
+"Last-Translator: Siina Mashek <[email protected]>\n"
 "Language-Team: Finnish <https://hosted.weblate.org/projects/godot-engine/"
 "godot-class-reference/fi/>\n"
 "Language: fi\n"
@@ -185,7 +186,7 @@ msgid ""
 "[/codeblock]\n"
 "Supported color names are the same as the constants defined in [Color]."
 msgstr ""
-"Palauttaa standardoidun värin [code]nimen [/code]  siten, että [code]alpha[/"
+"Palauttaa standardoidun värin [code]nimen [/code] siten, että [code]alpha[/"
 "code] vaihtelee välillä 0 -1.\n"
 "[codeblock]\n"
 "punainen = ColorN(\"punainen\", 1)\n"
@@ -3543,7 +3544,7 @@ msgid "The property is a translatable string."
 msgstr ""
 
 #: doc/classes/@GlobalScope.xml
-msgid "Used to group properties together in the editor."
+msgid "Used to group properties together in the editor. See [EditorInspector]."
 msgstr ""
 
 #: doc/classes/@GlobalScope.xml
@@ -7068,8 +7069,9 @@ msgstr ""
 
 #: doc/classes/Array.xml
 msgid ""
-"Removes the first occurrence of a value from the array. To remove an element "
-"by index, use [method remove] instead.\n"
+"Removes the first occurrence of a value from the array. If the value does "
+"not exist in the array, nothing happens. To remove an element by index, use "
+"[method remove] instead.\n"
 "[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
 "[b]Note:[/b] On large arrays, this method will be slower if the removed "
 "element is close to the beginning of the array (index 0). This is because "
@@ -11800,8 +11802,8 @@ msgstr ""
 #: doc/classes/Camera.xml
 msgid ""
 "The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] "
-"sets the other axis' size length."
+"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
+"[code]size[/code] sets the other axis' size length."
 msgstr ""
 
 #: doc/classes/Camera.xml
@@ -12604,8 +12606,11 @@ msgstr ""
 
 #: doc/classes/CanvasItem.xml
 msgid ""
-"If [code]enable[/code] is [code]true[/code], the node won't inherit its "
-"transform from parent canvas items."
+"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
+"i] inherit its transform from parent [CanvasItem]s. Its draw order will also "
+"be changed to make it draw on top of other [CanvasItem]s that are not set as "
+"top-level. The [CanvasItem] will effectively act as if it was placed as a "
+"child of a bare [Node]. See also [method is_set_as_toplevel]."
 msgstr ""
 
 #: doc/classes/CanvasItem.xml
@@ -13695,7 +13700,10 @@ msgid ""
 "number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape "
 "owner[/i]. The CollisionObject2D can have any number of shape owners. Shape "
 "owners are not nodes and do not appear in the editor, but are accessible "
-"through code using the [code]shape_owner_*[/code] methods."
+"through code using the [code]shape_owner_*[/code] methods.\n"
+"[b]Note:[/b] Only collisions between objects within the same canvas "
+"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
+"collisions between objects in different canvases is undefined."
 msgstr ""
 
 #: doc/classes/CollisionObject2D.xml
@@ -20581,18 +20589,34 @@ msgid ""
 msgstr ""
 
 #: doc/classes/EditorInspector.xml
-msgid "A tab used to edit properties of the selected node."
+msgid "A control used to edit properties of an object."
 msgstr ""
 
 #: doc/classes/EditorInspector.xml
 msgid ""
-"The editor inspector is by default located on the right-hand side of the "
-"editor. It's used to edit the properties of the selected node. For example, "
-"you can select a node such as [Sprite] then edit its transform through the "
-"inspector tool. The editor inspector is an essential tool in the game "
-"development workflow.\n"
-"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
-"the singleton using [method EditorInterface.get_inspector]."
+"This is the control that implements property editing in the editor's "
+"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
+"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
+"[EditorInspector] will show properties in the same order as the array "
+"returned by [method Object.get_property_list].\n"
+"If a property's name is path-like (i.e. if it contains forward slashes), "
+"[EditorInspector] will create nested sections for \"directories\" along the "
+"path. For example, if a property is named [code]highlighting/gdscript/"
+"node_path_color[/code], it will be shown as \"Node Path Color\" inside the "
+"\"GDScript\" section nested inside the \"Highlighting\" section.\n"
+"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it "
+"will group subsequent properties whose name starts with the property's hint "
+"string. The group ends when a property does not start with that hint string "
+"or when a new group starts. An empty group name effectively ends the current "
+"group. [EditorInspector] will create a top-level section for each group. For "
+"example, if a property with group usage is named [code]Collide With[/code] "
+"and its hint string is [code]collide_with_[/code], a subsequent "
+"[code]collide_with_area[/code] property will be shown as \"Area\" inside the "
+"\"Collide With\" section.\n"
+"[b]Note:[/b] Unlike sections created from path-like property names, "
+"[EditorInspector] won't capitalize the name for sections created from "
+"groups. So properties with group usage usually use capitalized names instead "
+"of snake_cased names."
 msgstr ""
 
 #: doc/classes/EditorInspector.xml
@@ -21767,6 +21791,14 @@ msgid ""
 "[/codeblock]"
 msgstr ""
 
+#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [EditorSceneImporterGLTF] within a script will cause an error in an "
+"exported project."
+msgstr ""
+
 #: doc/classes/EditorScenePostImport.xml
 msgid "Post-processes scenes after import."
 msgstr ""
@@ -25667,6 +25699,50 @@ msgstr ""
 msgid "Represents the size of the [enum Subdiv] enum."
 msgstr ""
 
+#: modules/gltf/doc_classes/GLTFAccessor.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAccessor] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFAnimation.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAnimation] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFBufferView.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFBufferView] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFCamera.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFCamera] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFDocument.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFDocument] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFLight] within a script will cause an error in an exported project."
+msgstr ""
+
 #: modules/gltf/doc_classes/GLTFLight.xml
 msgid ""
 "The [Color] of the light. Defaults to white. A black color causes the light "
@@ -25716,6 +25792,49 @@ msgid ""
 "and [DirectionalLight] respectively."
 msgstr ""
 
+#: modules/gltf/doc_classes/GLTFMesh.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFMesh] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFNode.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFNode] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSkeleton.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSkeleton] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSpecGloss.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSpecGloss] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFState.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFState] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFTexture.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFTexture] within a script will cause an error in an exported project."
+msgstr ""
+
 #: modules/mono/doc_classes/GodotSharp.xml
 msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
 msgstr ""
@@ -32643,7 +32762,7 @@ msgid ""
 "be within the text's length."
 msgstr ""
 
-#: doc/classes/LineEdit.xml
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
 msgid "Clears the current selection."
 msgstr ""
 
@@ -32662,6 +32781,19 @@ msgid ""
 "characters."
 msgstr ""
 
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection begin column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection end column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+#, fuzzy
+msgid "Returns [code]true[/code] if the user has selected text."
+msgstr "Palauttaa parametrin kosinin."
+
 #: doc/classes/LineEdit.xml
 msgid "Executes a given action as defined in the [enum MenuItems] enum."
 msgstr ""
@@ -38099,7 +38231,10 @@ msgid ""
 msgstr ""
 
 #: doc/classes/Object.xml
-msgid "Returns the object's metadata entry for the given [code]name[/code]."
+msgid ""
+"Returns the object's metadata entry for the given [code]name[/code].\n"
+"Throws error if the entry does not exist, unless [code]default[/code] is not "
+"[code]null[/code] (in which case the default value will be returned)."
 msgstr ""
 
 #: doc/classes/Object.xml
@@ -40315,6 +40450,14 @@ msgid ""
 "[b]Note:[/b] Only available in editor builds."
 msgstr ""
 
+#: modules/gltf/doc_classes/PackedSceneGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [PackedSceneGLTF] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
 #: doc/classes/PacketPeer.xml
 msgid "Abstraction and base class for packet-based protocols."
 msgstr ""
@@ -46026,7 +46169,7 @@ msgstr ""
 #: doc/classes/ProjectSettings.xml
 msgid ""
 "Allows the window to be resizable by default.\n"
-"[b]Note:[/b] This setting is ignored on iOS and Android."
+"[b]Note:[/b] This setting is ignored on iOS."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -46673,7 +46816,7 @@ msgid "Optional name for the 3D render layer 13."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
-msgid "Optional name for the 3D render layer 14"
+msgid "Optional name for the 3D render layer 14."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -47943,16 +48086,24 @@ msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"If [code]true[/code], forces vertex shading for all rendering. This can "
-"increase performance a lot, but also reduces quality immensely. Can be used "
-"to optimize performance on low-end mobile devices."
+"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
+"[ShaderMaterial] rendering. This can be used to improve performance on low-"
+"end mobile devices. The downside is that shading becomes much less accurate, "
+"with visible linear interpolation between vertices that are joined together. "
+"This can be compensated by ensuring meshes have a sufficient level of "
+"subdivision (but not too much, to avoid reducing performance). Some material "
+"features are also not supported when vertex shading is enabled.\n"
+"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to "
+"enable vertex shading on specific materials only.\n"
+"[b]Note:[/b] This setting does not affect unshaded materials."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
 "Lower-end override for [member rendering/quality/shading/"
 "force_vertex_shading] on mobile devices, due to performance concerns or "
-"driver support."
+"driver support. If lighting looks broken after exporting the project to a "
+"mobile platform, try disabling this setting."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -49987,6 +50138,11 @@ msgid ""
 "wrapped text as one line."
 msgstr ""
 
+#: doc/classes/RichTextLabel.xml
+#, fuzzy
+msgid "Returns the current selection text. Does not include BBCodes."
+msgstr "Palauttaa parametrin sinin."
+
 #: doc/classes/RichTextLabel.xml
 msgid ""
 "Returns the total number of characters from text tags. Does not include "
@@ -52279,14 +52435,23 @@ msgstr ""
 
 #: doc/classes/Semaphore.xml
 msgid ""
-"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] "
-"on success, [constant ERR_BUSY] otherwise."
+"Lowers the [Semaphore], allowing one more thread in.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
 msgstr ""
 
 #: doc/classes/Semaphore.xml
 msgid ""
-"Tries to wait for the [Semaphore], if its value is zero, blocks until non-"
-"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise."
+"Like [method wait], but won't block, so if the value is zero, fails "
+"immediately and returns [constant ERR_BUSY]. If non-zero, it returns "
+"[constant OK] to report success."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
 msgstr ""
 
 #: doc/classes/Separator.xml
@@ -53733,7 +53898,21 @@ msgstr ""
 #: doc/classes/SpatialMaterial.xml
 msgid ""
 "If [code]true[/code], lighting is calculated per vertex rather than per "
-"pixel. This may increase performance on low-end devices."
+"pixel. This may increase performance on low-end devices, especially for "
+"meshes with a lower polygon count. The downside is that shading becomes much "
+"less accurate, with visible linear interpolation between vertices that are "
+"joined together. This can be compensated by ensuring meshes have a "
+"sufficient level of subdivision (but not too much, to avoid reducing "
+"performance). Some material features are also not supported when vertex "
+"shading is enabled.\n"
+"See also [member ProjectSettings.rendering/quality/shading/"
+"force_vertex_shading] which can globally enable vertex shading on all "
+"materials.\n"
+"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by "
+"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s "
+"[code]mobile[/code] override.\n"
+"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member "
+"flags_unshaded] is [code]true[/code]."
 msgstr ""
 
 #: doc/classes/SpatialMaterial.xml
@@ -54537,7 +54716,10 @@ msgid ""
 "the text alignment to right.\n"
 "See [Range] class for more options over the [SpinBox].\n"
 "[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
-"[SpinBox]'s background, add theme items for [LineEdit] and customize them."
+"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n"
+"[b]Note:[/b] If you want to implement drag and drop for the underlying "
+"[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
+"returned by [method get_line_edit]."
 msgstr ""
 
 #: doc/classes/SpinBox.xml
@@ -55858,7 +56040,6 @@ msgid ""
 "print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
 "print(\"24\".is_valid_float()) # Prints \"True\"\n"
 "print(\"7e3\".is_valid_float()) # Prints \"True\"\n"
-"print(\"24\".is_valid_float()) # Prints \"True\"\n"
 "print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
 "[/codeblock]"
 msgstr ""
@@ -56129,9 +56310,9 @@ msgstr ""
 #: doc/classes/String.xml
 msgid ""
 "Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
-"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this "
-"string compared to another. 1.0 means totally similar and 0.0 means totally "
-"dissimilar.\n"
+"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
+"this string compared to another. A result of 1.0 means totally similar, "
+"while 0.0 means totally dissimilar.\n"
 "[codeblock]\n"
 "print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
 "print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
@@ -57606,10 +57787,6 @@ msgid ""
 "side."
 msgstr ""
 
-#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin column."
-msgstr ""
-
 #: doc/classes/TextEdit.xml
 msgid "Returns the selection begin line."
 msgstr ""
@@ -57618,10 +57795,6 @@ msgstr ""
 msgid "Returns the text inside the selection."
 msgstr ""
 
-#: doc/classes/TextEdit.xml
-msgid "Returns the selection end column."
-msgstr ""
-
 #: doc/classes/TextEdit.xml
 msgid "Returns the selection end line."
 msgstr ""
@@ -58646,6 +58819,14 @@ msgid ""
 "theme[/code] file, see the documentation for more information."
 msgstr ""
 
+#: doc/classes/Theme.xml
+msgid ""
+"Adds an empty theme type for every valid data type.\n"
+"[b]Note:[/b] Empty types are not saved with the theme. This method only "
+"exists to perform in-memory changes to the resource. Use available "
+"[code]set_*[/code] methods to add theme items."
+msgstr ""
+
 #: doc/classes/Theme.xml
 msgid "Clears all values on the theme."
 msgstr ""
@@ -58907,6 +59088,13 @@ msgid ""
 "merge the other two into it one after another."
 msgstr ""
 
+#: doc/classes/Theme.xml
+msgid ""
+"Removes the theme type, gracefully discarding defined theme items. If the "
+"type is a variation, this information is also erased. If the type is a base "
+"for type variations, those variations lose their base."
+msgstr ""
+
 #: doc/classes/Theme.xml
 msgid ""
 "Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
@@ -71639,6 +71827,11 @@ msgid ""
 "[code]get_peer(id).get_available_packet_count[/code])."
 msgstr ""
 
+#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Sets additional headers to be sent to clients during the HTTP handshake."
+msgstr ""
+
 #: modules/websocket/doc_classes/WebSocketServer.xml
 msgid "Stops the server and clear its state."
 msgstr ""
@@ -71735,6 +71928,9 @@ msgid ""
 "\n"
 "    webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
 "    if webxr_interface:\n"
+"        # Map to the standard button/axis ids when possible.\n"
+"        webxr_interface.xr_standard_mapping = true\n"
+"\n"
 "        # WebXR uses a lot of asynchronous callbacks, so we connect to "
 "various\n"
 "        # signals in order to receive them.\n"
@@ -71958,6 +72154,13 @@ msgid ""
 "blurred\"[/code]."
 msgstr ""
 
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
+"If set to true, the button and axes ids will be converted to match the "
+"standard ids used by other AR/VR interfaces, when possible.\n"
+"Otherwise, the ids will be passed through unaltered from WebXR."
+msgstr ""
+
 #: modules/webxr/doc_classes/WebXRInterface.xml
 msgid ""
 "Emitted to indicate that the reference space has been reset or "

+ 242 - 42
doc/translations/fil.po

@@ -3469,7 +3469,7 @@ msgid "The property is a translatable string."
 msgstr ""
 
 #: doc/classes/@GlobalScope.xml
-msgid "Used to group properties together in the editor."
+msgid "Used to group properties together in the editor. See [EditorInspector]."
 msgstr ""
 
 #: doc/classes/@GlobalScope.xml
@@ -6986,8 +6986,9 @@ msgstr ""
 
 #: doc/classes/Array.xml
 msgid ""
-"Removes the first occurrence of a value from the array. To remove an element "
-"by index, use [method remove] instead.\n"
+"Removes the first occurrence of a value from the array. If the value does "
+"not exist in the array, nothing happens. To remove an element by index, use "
+"[method remove] instead.\n"
 "[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
 "[b]Note:[/b] On large arrays, this method will be slower if the removed "
 "element is close to the beginning of the array (index 0). This is because "
@@ -11714,8 +11715,8 @@ msgstr ""
 #: doc/classes/Camera.xml
 msgid ""
 "The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] "
-"sets the other axis' size length."
+"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
+"[code]size[/code] sets the other axis' size length."
 msgstr ""
 
 #: doc/classes/Camera.xml
@@ -12513,8 +12514,11 @@ msgstr ""
 
 #: doc/classes/CanvasItem.xml
 msgid ""
-"If [code]enable[/code] is [code]true[/code], the node won't inherit its "
-"transform from parent canvas items."
+"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
+"i] inherit its transform from parent [CanvasItem]s. Its draw order will also "
+"be changed to make it draw on top of other [CanvasItem]s that are not set as "
+"top-level. The [CanvasItem] will effectively act as if it was placed as a "
+"child of a bare [Node]. See also [method is_set_as_toplevel]."
 msgstr ""
 
 #: doc/classes/CanvasItem.xml
@@ -13603,7 +13607,10 @@ msgid ""
 "number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape "
 "owner[/i]. The CollisionObject2D can have any number of shape owners. Shape "
 "owners are not nodes and do not appear in the editor, but are accessible "
-"through code using the [code]shape_owner_*[/code] methods."
+"through code using the [code]shape_owner_*[/code] methods.\n"
+"[b]Note:[/b] Only collisions between objects within the same canvas "
+"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
+"collisions between objects in different canvases is undefined."
 msgstr ""
 
 #: doc/classes/CollisionObject2D.xml
@@ -20478,18 +20485,34 @@ msgid ""
 msgstr ""
 
 #: doc/classes/EditorInspector.xml
-msgid "A tab used to edit properties of the selected node."
+msgid "A control used to edit properties of an object."
 msgstr ""
 
 #: doc/classes/EditorInspector.xml
 msgid ""
-"The editor inspector is by default located on the right-hand side of the "
-"editor. It's used to edit the properties of the selected node. For example, "
-"you can select a node such as [Sprite] then edit its transform through the "
-"inspector tool. The editor inspector is an essential tool in the game "
-"development workflow.\n"
-"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
-"the singleton using [method EditorInterface.get_inspector]."
+"This is the control that implements property editing in the editor's "
+"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
+"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
+"[EditorInspector] will show properties in the same order as the array "
+"returned by [method Object.get_property_list].\n"
+"If a property's name is path-like (i.e. if it contains forward slashes), "
+"[EditorInspector] will create nested sections for \"directories\" along the "
+"path. For example, if a property is named [code]highlighting/gdscript/"
+"node_path_color[/code], it will be shown as \"Node Path Color\" inside the "
+"\"GDScript\" section nested inside the \"Highlighting\" section.\n"
+"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it "
+"will group subsequent properties whose name starts with the property's hint "
+"string. The group ends when a property does not start with that hint string "
+"or when a new group starts. An empty group name effectively ends the current "
+"group. [EditorInspector] will create a top-level section for each group. For "
+"example, if a property with group usage is named [code]Collide With[/code] "
+"and its hint string is [code]collide_with_[/code], a subsequent "
+"[code]collide_with_area[/code] property will be shown as \"Area\" inside the "
+"\"Collide With\" section.\n"
+"[b]Note:[/b] Unlike sections created from path-like property names, "
+"[EditorInspector] won't capitalize the name for sections created from "
+"groups. So properties with group usage usually use capitalized names instead "
+"of snake_cased names."
 msgstr ""
 
 #: doc/classes/EditorInspector.xml
@@ -21664,6 +21687,14 @@ msgid ""
 "[/codeblock]"
 msgstr ""
 
+#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [EditorSceneImporterGLTF] within a script will cause an error in an "
+"exported project."
+msgstr ""
+
 #: doc/classes/EditorScenePostImport.xml
 msgid "Post-processes scenes after import."
 msgstr ""
@@ -25561,6 +25592,50 @@ msgstr ""
 msgid "Represents the size of the [enum Subdiv] enum."
 msgstr ""
 
+#: modules/gltf/doc_classes/GLTFAccessor.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAccessor] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFAnimation.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAnimation] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFBufferView.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFBufferView] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFCamera.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFCamera] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFDocument.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFDocument] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFLight] within a script will cause an error in an exported project."
+msgstr ""
+
 #: modules/gltf/doc_classes/GLTFLight.xml
 msgid ""
 "The [Color] of the light. Defaults to white. A black color causes the light "
@@ -25610,6 +25685,49 @@ msgid ""
 "and [DirectionalLight] respectively."
 msgstr ""
 
+#: modules/gltf/doc_classes/GLTFMesh.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFMesh] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFNode.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFNode] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSkeleton.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSkeleton] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSpecGloss.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSpecGloss] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFState.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFState] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFTexture.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFTexture] within a script will cause an error in an exported project."
+msgstr ""
+
 #: modules/mono/doc_classes/GodotSharp.xml
 msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
 msgstr ""
@@ -32523,7 +32641,7 @@ msgid ""
 "be within the text's length."
 msgstr ""
 
-#: doc/classes/LineEdit.xml
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
 msgid "Clears the current selection."
 msgstr ""
 
@@ -32542,6 +32660,18 @@ msgid ""
 "characters."
 msgstr ""
 
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection begin column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection end column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid "Returns [code]true[/code] if the user has selected text."
+msgstr ""
+
 #: doc/classes/LineEdit.xml
 msgid "Executes a given action as defined in the [enum MenuItems] enum."
 msgstr ""
@@ -37958,7 +38088,10 @@ msgid ""
 msgstr ""
 
 #: doc/classes/Object.xml
-msgid "Returns the object's metadata entry for the given [code]name[/code]."
+msgid ""
+"Returns the object's metadata entry for the given [code]name[/code].\n"
+"Throws error if the entry does not exist, unless [code]default[/code] is not "
+"[code]null[/code] (in which case the default value will be returned)."
 msgstr ""
 
 #: doc/classes/Object.xml
@@ -40166,6 +40299,14 @@ msgid ""
 "[b]Note:[/b] Only available in editor builds."
 msgstr ""
 
+#: modules/gltf/doc_classes/PackedSceneGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [PackedSceneGLTF] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
 #: doc/classes/PacketPeer.xml
 msgid "Abstraction and base class for packet-based protocols."
 msgstr ""
@@ -45869,7 +46010,7 @@ msgstr ""
 #: doc/classes/ProjectSettings.xml
 msgid ""
 "Allows the window to be resizable by default.\n"
-"[b]Note:[/b] This setting is ignored on iOS and Android."
+"[b]Note:[/b] This setting is ignored on iOS."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -46516,7 +46657,7 @@ msgid "Optional name for the 3D render layer 13."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
-msgid "Optional name for the 3D render layer 14"
+msgid "Optional name for the 3D render layer 14."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -47786,16 +47927,24 @@ msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"If [code]true[/code], forces vertex shading for all rendering. This can "
-"increase performance a lot, but also reduces quality immensely. Can be used "
-"to optimize performance on low-end mobile devices."
+"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
+"[ShaderMaterial] rendering. This can be used to improve performance on low-"
+"end mobile devices. The downside is that shading becomes much less accurate, "
+"with visible linear interpolation between vertices that are joined together. "
+"This can be compensated by ensuring meshes have a sufficient level of "
+"subdivision (but not too much, to avoid reducing performance). Some material "
+"features are also not supported when vertex shading is enabled.\n"
+"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to "
+"enable vertex shading on specific materials only.\n"
+"[b]Note:[/b] This setting does not affect unshaded materials."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
 "Lower-end override for [member rendering/quality/shading/"
 "force_vertex_shading] on mobile devices, due to performance concerns or "
-"driver support."
+"driver support. If lighting looks broken after exporting the project to a "
+"mobile platform, try disabling this setting."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -49829,6 +49978,10 @@ msgid ""
 "wrapped text as one line."
 msgstr ""
 
+#: doc/classes/RichTextLabel.xml
+msgid "Returns the current selection text. Does not include BBCodes."
+msgstr ""
+
 #: doc/classes/RichTextLabel.xml
 msgid ""
 "Returns the total number of characters from text tags. Does not include "
@@ -52121,14 +52274,23 @@ msgstr ""
 
 #: doc/classes/Semaphore.xml
 msgid ""
-"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] "
-"on success, [constant ERR_BUSY] otherwise."
+"Lowers the [Semaphore], allowing one more thread in.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
 msgstr ""
 
 #: doc/classes/Semaphore.xml
 msgid ""
-"Tries to wait for the [Semaphore], if its value is zero, blocks until non-"
-"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise."
+"Like [method wait], but won't block, so if the value is zero, fails "
+"immediately and returns [constant ERR_BUSY]. If non-zero, it returns "
+"[constant OK] to report success."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
 msgstr ""
 
 #: doc/classes/Separator.xml
@@ -53574,7 +53736,21 @@ msgstr ""
 #: doc/classes/SpatialMaterial.xml
 msgid ""
 "If [code]true[/code], lighting is calculated per vertex rather than per "
-"pixel. This may increase performance on low-end devices."
+"pixel. This may increase performance on low-end devices, especially for "
+"meshes with a lower polygon count. The downside is that shading becomes much "
+"less accurate, with visible linear interpolation between vertices that are "
+"joined together. This can be compensated by ensuring meshes have a "
+"sufficient level of subdivision (but not too much, to avoid reducing "
+"performance). Some material features are also not supported when vertex "
+"shading is enabled.\n"
+"See also [member ProjectSettings.rendering/quality/shading/"
+"force_vertex_shading] which can globally enable vertex shading on all "
+"materials.\n"
+"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by "
+"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s "
+"[code]mobile[/code] override.\n"
+"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member "
+"flags_unshaded] is [code]true[/code]."
 msgstr ""
 
 #: doc/classes/SpatialMaterial.xml
@@ -54378,7 +54554,10 @@ msgid ""
 "the text alignment to right.\n"
 "See [Range] class for more options over the [SpinBox].\n"
 "[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
-"[SpinBox]'s background, add theme items for [LineEdit] and customize them."
+"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n"
+"[b]Note:[/b] If you want to implement drag and drop for the underlying "
+"[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
+"returned by [method get_line_edit]."
 msgstr ""
 
 #: doc/classes/SpinBox.xml
@@ -55696,7 +55875,6 @@ msgid ""
 "print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
 "print(\"24\".is_valid_float()) # Prints \"True\"\n"
 "print(\"7e3\".is_valid_float()) # Prints \"True\"\n"
-"print(\"24\".is_valid_float()) # Prints \"True\"\n"
 "print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
 "[/codeblock]"
 msgstr ""
@@ -55967,9 +56145,9 @@ msgstr ""
 #: doc/classes/String.xml
 msgid ""
 "Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
-"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this "
-"string compared to another. 1.0 means totally similar and 0.0 means totally "
-"dissimilar.\n"
+"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
+"this string compared to another. A result of 1.0 means totally similar, "
+"while 0.0 means totally dissimilar.\n"
 "[codeblock]\n"
 "print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
 "print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
@@ -57439,10 +57617,6 @@ msgid ""
 "side."
 msgstr ""
 
-#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin column."
-msgstr ""
-
 #: doc/classes/TextEdit.xml
 msgid "Returns the selection begin line."
 msgstr ""
@@ -57451,10 +57625,6 @@ msgstr ""
 msgid "Returns the text inside the selection."
 msgstr ""
 
-#: doc/classes/TextEdit.xml
-msgid "Returns the selection end column."
-msgstr ""
-
 #: doc/classes/TextEdit.xml
 msgid "Returns the selection end line."
 msgstr ""
@@ -58475,6 +58645,14 @@ msgid ""
 "theme[/code] file, see the documentation for more information."
 msgstr ""
 
+#: doc/classes/Theme.xml
+msgid ""
+"Adds an empty theme type for every valid data type.\n"
+"[b]Note:[/b] Empty types are not saved with the theme. This method only "
+"exists to perform in-memory changes to the resource. Use available "
+"[code]set_*[/code] methods to add theme items."
+msgstr ""
+
 #: doc/classes/Theme.xml
 msgid "Clears all values on the theme."
 msgstr ""
@@ -58733,6 +58911,13 @@ msgid ""
 "merge the other two into it one after another."
 msgstr ""
 
+#: doc/classes/Theme.xml
+msgid ""
+"Removes the theme type, gracefully discarding defined theme items. If the "
+"type is a variation, this information is also erased. If the type is a base "
+"for type variations, those variations lose their base."
+msgstr ""
+
 #: doc/classes/Theme.xml
 msgid ""
 "Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
@@ -71427,6 +71612,11 @@ msgid ""
 "[code]get_peer(id).get_available_packet_count[/code])."
 msgstr ""
 
+#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Sets additional headers to be sent to clients during the HTTP handshake."
+msgstr ""
+
 #: modules/websocket/doc_classes/WebSocketServer.xml
 msgid "Stops the server and clear its state."
 msgstr ""
@@ -71523,6 +71713,9 @@ msgid ""
 "\n"
 "    webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
 "    if webxr_interface:\n"
+"        # Map to the standard button/axis ids when possible.\n"
+"        webxr_interface.xr_standard_mapping = true\n"
+"\n"
 "        # WebXR uses a lot of asynchronous callbacks, so we connect to "
 "various\n"
 "        # signals in order to receive them.\n"
@@ -71746,6 +71939,13 @@ msgid ""
 "blurred\"[/code]."
 msgstr ""
 
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
+"If set to true, the button and axes ids will be converted to match the "
+"standard ids used by other AR/VR interfaces, when possible.\n"
+"Otherwise, the ids will be passed through unaltered from WebXR."
+msgstr ""
+
 #: modules/webxr/doc_classes/WebXRInterface.xml
 msgid ""
 "Emitted to indicate that the reference space has been reset or "

Tiedoston diff-näkymää rajattu, sillä se on liian suuri
+ 142 - 117
doc/translations/fr.po


+ 242 - 42
doc/translations/gl.po

@@ -3470,7 +3470,7 @@ msgid "The property is a translatable string."
 msgstr ""
 
 #: doc/classes/@GlobalScope.xml
-msgid "Used to group properties together in the editor."
+msgid "Used to group properties together in the editor. See [EditorInspector]."
 msgstr ""
 
 #: doc/classes/@GlobalScope.xml
@@ -6987,8 +6987,9 @@ msgstr ""
 
 #: doc/classes/Array.xml
 msgid ""
-"Removes the first occurrence of a value from the array. To remove an element "
-"by index, use [method remove] instead.\n"
+"Removes the first occurrence of a value from the array. If the value does "
+"not exist in the array, nothing happens. To remove an element by index, use "
+"[method remove] instead.\n"
 "[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
 "[b]Note:[/b] On large arrays, this method will be slower if the removed "
 "element is close to the beginning of the array (index 0). This is because "
@@ -11715,8 +11716,8 @@ msgstr ""
 #: doc/classes/Camera.xml
 msgid ""
 "The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] "
-"sets the other axis' size length."
+"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
+"[code]size[/code] sets the other axis' size length."
 msgstr ""
 
 #: doc/classes/Camera.xml
@@ -12514,8 +12515,11 @@ msgstr ""
 
 #: doc/classes/CanvasItem.xml
 msgid ""
-"If [code]enable[/code] is [code]true[/code], the node won't inherit its "
-"transform from parent canvas items."
+"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
+"i] inherit its transform from parent [CanvasItem]s. Its draw order will also "
+"be changed to make it draw on top of other [CanvasItem]s that are not set as "
+"top-level. The [CanvasItem] will effectively act as if it was placed as a "
+"child of a bare [Node]. See also [method is_set_as_toplevel]."
 msgstr ""
 
 #: doc/classes/CanvasItem.xml
@@ -13604,7 +13608,10 @@ msgid ""
 "number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape "
 "owner[/i]. The CollisionObject2D can have any number of shape owners. Shape "
 "owners are not nodes and do not appear in the editor, but are accessible "
-"through code using the [code]shape_owner_*[/code] methods."
+"through code using the [code]shape_owner_*[/code] methods.\n"
+"[b]Note:[/b] Only collisions between objects within the same canvas "
+"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
+"collisions between objects in different canvases is undefined."
 msgstr ""
 
 #: doc/classes/CollisionObject2D.xml
@@ -20479,18 +20486,34 @@ msgid ""
 msgstr ""
 
 #: doc/classes/EditorInspector.xml
-msgid "A tab used to edit properties of the selected node."
+msgid "A control used to edit properties of an object."
 msgstr ""
 
 #: doc/classes/EditorInspector.xml
 msgid ""
-"The editor inspector is by default located on the right-hand side of the "
-"editor. It's used to edit the properties of the selected node. For example, "
-"you can select a node such as [Sprite] then edit its transform through the "
-"inspector tool. The editor inspector is an essential tool in the game "
-"development workflow.\n"
-"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
-"the singleton using [method EditorInterface.get_inspector]."
+"This is the control that implements property editing in the editor's "
+"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
+"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
+"[EditorInspector] will show properties in the same order as the array "
+"returned by [method Object.get_property_list].\n"
+"If a property's name is path-like (i.e. if it contains forward slashes), "
+"[EditorInspector] will create nested sections for \"directories\" along the "
+"path. For example, if a property is named [code]highlighting/gdscript/"
+"node_path_color[/code], it will be shown as \"Node Path Color\" inside the "
+"\"GDScript\" section nested inside the \"Highlighting\" section.\n"
+"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it "
+"will group subsequent properties whose name starts with the property's hint "
+"string. The group ends when a property does not start with that hint string "
+"or when a new group starts. An empty group name effectively ends the current "
+"group. [EditorInspector] will create a top-level section for each group. For "
+"example, if a property with group usage is named [code]Collide With[/code] "
+"and its hint string is [code]collide_with_[/code], a subsequent "
+"[code]collide_with_area[/code] property will be shown as \"Area\" inside the "
+"\"Collide With\" section.\n"
+"[b]Note:[/b] Unlike sections created from path-like property names, "
+"[EditorInspector] won't capitalize the name for sections created from "
+"groups. So properties with group usage usually use capitalized names instead "
+"of snake_cased names."
 msgstr ""
 
 #: doc/classes/EditorInspector.xml
@@ -21665,6 +21688,14 @@ msgid ""
 "[/codeblock]"
 msgstr ""
 
+#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [EditorSceneImporterGLTF] within a script will cause an error in an "
+"exported project."
+msgstr ""
+
 #: doc/classes/EditorScenePostImport.xml
 msgid "Post-processes scenes after import."
 msgstr ""
@@ -25559,6 +25590,50 @@ msgstr ""
 msgid "Represents the size of the [enum Subdiv] enum."
 msgstr ""
 
+#: modules/gltf/doc_classes/GLTFAccessor.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAccessor] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFAnimation.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAnimation] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFBufferView.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFBufferView] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFCamera.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFCamera] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFDocument.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFDocument] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFLight] within a script will cause an error in an exported project."
+msgstr ""
+
 #: modules/gltf/doc_classes/GLTFLight.xml
 msgid ""
 "The [Color] of the light. Defaults to white. A black color causes the light "
@@ -25608,6 +25683,49 @@ msgid ""
 "and [DirectionalLight] respectively."
 msgstr ""
 
+#: modules/gltf/doc_classes/GLTFMesh.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFMesh] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFNode.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFNode] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSkeleton.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSkeleton] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSpecGloss.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSpecGloss] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFState.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFState] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFTexture.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFTexture] within a script will cause an error in an exported project."
+msgstr ""
+
 #: modules/mono/doc_classes/GodotSharp.xml
 msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
 msgstr ""
@@ -32521,7 +32639,7 @@ msgid ""
 "be within the text's length."
 msgstr ""
 
-#: doc/classes/LineEdit.xml
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
 msgid "Clears the current selection."
 msgstr ""
 
@@ -32540,6 +32658,18 @@ msgid ""
 "characters."
 msgstr ""
 
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection begin column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection end column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid "Returns [code]true[/code] if the user has selected text."
+msgstr ""
+
 #: doc/classes/LineEdit.xml
 msgid "Executes a given action as defined in the [enum MenuItems] enum."
 msgstr ""
@@ -37956,7 +38086,10 @@ msgid ""
 msgstr ""
 
 #: doc/classes/Object.xml
-msgid "Returns the object's metadata entry for the given [code]name[/code]."
+msgid ""
+"Returns the object's metadata entry for the given [code]name[/code].\n"
+"Throws error if the entry does not exist, unless [code]default[/code] is not "
+"[code]null[/code] (in which case the default value will be returned)."
 msgstr ""
 
 #: doc/classes/Object.xml
@@ -40164,6 +40297,14 @@ msgid ""
 "[b]Note:[/b] Only available in editor builds."
 msgstr ""
 
+#: modules/gltf/doc_classes/PackedSceneGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [PackedSceneGLTF] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
 #: doc/classes/PacketPeer.xml
 msgid "Abstraction and base class for packet-based protocols."
 msgstr ""
@@ -45867,7 +46008,7 @@ msgstr ""
 #: doc/classes/ProjectSettings.xml
 msgid ""
 "Allows the window to be resizable by default.\n"
-"[b]Note:[/b] This setting is ignored on iOS and Android."
+"[b]Note:[/b] This setting is ignored on iOS."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -46514,7 +46655,7 @@ msgid "Optional name for the 3D render layer 13."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
-msgid "Optional name for the 3D render layer 14"
+msgid "Optional name for the 3D render layer 14."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -47784,16 +47925,24 @@ msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"If [code]true[/code], forces vertex shading for all rendering. This can "
-"increase performance a lot, but also reduces quality immensely. Can be used "
-"to optimize performance on low-end mobile devices."
+"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
+"[ShaderMaterial] rendering. This can be used to improve performance on low-"
+"end mobile devices. The downside is that shading becomes much less accurate, "
+"with visible linear interpolation between vertices that are joined together. "
+"This can be compensated by ensuring meshes have a sufficient level of "
+"subdivision (but not too much, to avoid reducing performance). Some material "
+"features are also not supported when vertex shading is enabled.\n"
+"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to "
+"enable vertex shading on specific materials only.\n"
+"[b]Note:[/b] This setting does not affect unshaded materials."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
 "Lower-end override for [member rendering/quality/shading/"
 "force_vertex_shading] on mobile devices, due to performance concerns or "
-"driver support."
+"driver support. If lighting looks broken after exporting the project to a "
+"mobile platform, try disabling this setting."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -49827,6 +49976,10 @@ msgid ""
 "wrapped text as one line."
 msgstr ""
 
+#: doc/classes/RichTextLabel.xml
+msgid "Returns the current selection text. Does not include BBCodes."
+msgstr ""
+
 #: doc/classes/RichTextLabel.xml
 msgid ""
 "Returns the total number of characters from text tags. Does not include "
@@ -52119,14 +52272,23 @@ msgstr ""
 
 #: doc/classes/Semaphore.xml
 msgid ""
-"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] "
-"on success, [constant ERR_BUSY] otherwise."
+"Lowers the [Semaphore], allowing one more thread in.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
 msgstr ""
 
 #: doc/classes/Semaphore.xml
 msgid ""
-"Tries to wait for the [Semaphore], if its value is zero, blocks until non-"
-"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise."
+"Like [method wait], but won't block, so if the value is zero, fails "
+"immediately and returns [constant ERR_BUSY]. If non-zero, it returns "
+"[constant OK] to report success."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
 msgstr ""
 
 #: doc/classes/Separator.xml
@@ -53572,7 +53734,21 @@ msgstr ""
 #: doc/classes/SpatialMaterial.xml
 msgid ""
 "If [code]true[/code], lighting is calculated per vertex rather than per "
-"pixel. This may increase performance on low-end devices."
+"pixel. This may increase performance on low-end devices, especially for "
+"meshes with a lower polygon count. The downside is that shading becomes much "
+"less accurate, with visible linear interpolation between vertices that are "
+"joined together. This can be compensated by ensuring meshes have a "
+"sufficient level of subdivision (but not too much, to avoid reducing "
+"performance). Some material features are also not supported when vertex "
+"shading is enabled.\n"
+"See also [member ProjectSettings.rendering/quality/shading/"
+"force_vertex_shading] which can globally enable vertex shading on all "
+"materials.\n"
+"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by "
+"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s "
+"[code]mobile[/code] override.\n"
+"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member "
+"flags_unshaded] is [code]true[/code]."
 msgstr ""
 
 #: doc/classes/SpatialMaterial.xml
@@ -54376,7 +54552,10 @@ msgid ""
 "the text alignment to right.\n"
 "See [Range] class for more options over the [SpinBox].\n"
 "[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
-"[SpinBox]'s background, add theme items for [LineEdit] and customize them."
+"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n"
+"[b]Note:[/b] If you want to implement drag and drop for the underlying "
+"[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
+"returned by [method get_line_edit]."
 msgstr ""
 
 #: doc/classes/SpinBox.xml
@@ -55694,7 +55873,6 @@ msgid ""
 "print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
 "print(\"24\".is_valid_float()) # Prints \"True\"\n"
 "print(\"7e3\".is_valid_float()) # Prints \"True\"\n"
-"print(\"24\".is_valid_float()) # Prints \"True\"\n"
 "print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
 "[/codeblock]"
 msgstr ""
@@ -55965,9 +56143,9 @@ msgstr ""
 #: doc/classes/String.xml
 msgid ""
 "Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
-"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this "
-"string compared to another. 1.0 means totally similar and 0.0 means totally "
-"dissimilar.\n"
+"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
+"this string compared to another. A result of 1.0 means totally similar, "
+"while 0.0 means totally dissimilar.\n"
 "[codeblock]\n"
 "print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
 "print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
@@ -57437,10 +57615,6 @@ msgid ""
 "side."
 msgstr ""
 
-#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin column."
-msgstr ""
-
 #: doc/classes/TextEdit.xml
 msgid "Returns the selection begin line."
 msgstr ""
@@ -57449,10 +57623,6 @@ msgstr ""
 msgid "Returns the text inside the selection."
 msgstr ""
 
-#: doc/classes/TextEdit.xml
-msgid "Returns the selection end column."
-msgstr ""
-
 #: doc/classes/TextEdit.xml
 msgid "Returns the selection end line."
 msgstr ""
@@ -58473,6 +58643,14 @@ msgid ""
 "theme[/code] file, see the documentation for more information."
 msgstr ""
 
+#: doc/classes/Theme.xml
+msgid ""
+"Adds an empty theme type for every valid data type.\n"
+"[b]Note:[/b] Empty types are not saved with the theme. This method only "
+"exists to perform in-memory changes to the resource. Use available "
+"[code]set_*[/code] methods to add theme items."
+msgstr ""
+
 #: doc/classes/Theme.xml
 msgid "Clears all values on the theme."
 msgstr ""
@@ -58731,6 +58909,13 @@ msgid ""
 "merge the other two into it one after another."
 msgstr ""
 
+#: doc/classes/Theme.xml
+msgid ""
+"Removes the theme type, gracefully discarding defined theme items. If the "
+"type is a variation, this information is also erased. If the type is a base "
+"for type variations, those variations lose their base."
+msgstr ""
+
 #: doc/classes/Theme.xml
 msgid ""
 "Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
@@ -71425,6 +71610,11 @@ msgid ""
 "[code]get_peer(id).get_available_packet_count[/code])."
 msgstr ""
 
+#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Sets additional headers to be sent to clients during the HTTP handshake."
+msgstr ""
+
 #: modules/websocket/doc_classes/WebSocketServer.xml
 msgid "Stops the server and clear its state."
 msgstr ""
@@ -71521,6 +71711,9 @@ msgid ""
 "\n"
 "    webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
 "    if webxr_interface:\n"
+"        # Map to the standard button/axis ids when possible.\n"
+"        webxr_interface.xr_standard_mapping = true\n"
+"\n"
 "        # WebXR uses a lot of asynchronous callbacks, so we connect to "
 "various\n"
 "        # signals in order to receive them.\n"
@@ -71744,6 +71937,13 @@ msgid ""
 "blurred\"[/code]."
 msgstr ""
 
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
+"If set to true, the button and axes ids will be converted to match the "
+"standard ids used by other AR/VR interfaces, when possible.\n"
+"Otherwise, the ids will be passed through unaltered from WebXR."
+msgstr ""
+
 #: modules/webxr/doc_classes/WebXRInterface.xml
 msgid ""
 "Emitted to indicate that the reference space has been reset or "

+ 242 - 42
doc/translations/hi.po

@@ -3469,7 +3469,7 @@ msgid "The property is a translatable string."
 msgstr ""
 
 #: doc/classes/@GlobalScope.xml
-msgid "Used to group properties together in the editor."
+msgid "Used to group properties together in the editor. See [EditorInspector]."
 msgstr ""
 
 #: doc/classes/@GlobalScope.xml
@@ -6986,8 +6986,9 @@ msgstr ""
 
 #: doc/classes/Array.xml
 msgid ""
-"Removes the first occurrence of a value from the array. To remove an element "
-"by index, use [method remove] instead.\n"
+"Removes the first occurrence of a value from the array. If the value does "
+"not exist in the array, nothing happens. To remove an element by index, use "
+"[method remove] instead.\n"
 "[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
 "[b]Note:[/b] On large arrays, this method will be slower if the removed "
 "element is close to the beginning of the array (index 0). This is because "
@@ -11714,8 +11715,8 @@ msgstr ""
 #: doc/classes/Camera.xml
 msgid ""
 "The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] "
-"sets the other axis' size length."
+"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
+"[code]size[/code] sets the other axis' size length."
 msgstr ""
 
 #: doc/classes/Camera.xml
@@ -12513,8 +12514,11 @@ msgstr ""
 
 #: doc/classes/CanvasItem.xml
 msgid ""
-"If [code]enable[/code] is [code]true[/code], the node won't inherit its "
-"transform from parent canvas items."
+"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
+"i] inherit its transform from parent [CanvasItem]s. Its draw order will also "
+"be changed to make it draw on top of other [CanvasItem]s that are not set as "
+"top-level. The [CanvasItem] will effectively act as if it was placed as a "
+"child of a bare [Node]. See also [method is_set_as_toplevel]."
 msgstr ""
 
 #: doc/classes/CanvasItem.xml
@@ -13603,7 +13607,10 @@ msgid ""
 "number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape "
 "owner[/i]. The CollisionObject2D can have any number of shape owners. Shape "
 "owners are not nodes and do not appear in the editor, but are accessible "
-"through code using the [code]shape_owner_*[/code] methods."
+"through code using the [code]shape_owner_*[/code] methods.\n"
+"[b]Note:[/b] Only collisions between objects within the same canvas "
+"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
+"collisions between objects in different canvases is undefined."
 msgstr ""
 
 #: doc/classes/CollisionObject2D.xml
@@ -20478,18 +20485,34 @@ msgid ""
 msgstr ""
 
 #: doc/classes/EditorInspector.xml
-msgid "A tab used to edit properties of the selected node."
+msgid "A control used to edit properties of an object."
 msgstr ""
 
 #: doc/classes/EditorInspector.xml
 msgid ""
-"The editor inspector is by default located on the right-hand side of the "
-"editor. It's used to edit the properties of the selected node. For example, "
-"you can select a node such as [Sprite] then edit its transform through the "
-"inspector tool. The editor inspector is an essential tool in the game "
-"development workflow.\n"
-"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
-"the singleton using [method EditorInterface.get_inspector]."
+"This is the control that implements property editing in the editor's "
+"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
+"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
+"[EditorInspector] will show properties in the same order as the array "
+"returned by [method Object.get_property_list].\n"
+"If a property's name is path-like (i.e. if it contains forward slashes), "
+"[EditorInspector] will create nested sections for \"directories\" along the "
+"path. For example, if a property is named [code]highlighting/gdscript/"
+"node_path_color[/code], it will be shown as \"Node Path Color\" inside the "
+"\"GDScript\" section nested inside the \"Highlighting\" section.\n"
+"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it "
+"will group subsequent properties whose name starts with the property's hint "
+"string. The group ends when a property does not start with that hint string "
+"or when a new group starts. An empty group name effectively ends the current "
+"group. [EditorInspector] will create a top-level section for each group. For "
+"example, if a property with group usage is named [code]Collide With[/code] "
+"and its hint string is [code]collide_with_[/code], a subsequent "
+"[code]collide_with_area[/code] property will be shown as \"Area\" inside the "
+"\"Collide With\" section.\n"
+"[b]Note:[/b] Unlike sections created from path-like property names, "
+"[EditorInspector] won't capitalize the name for sections created from "
+"groups. So properties with group usage usually use capitalized names instead "
+"of snake_cased names."
 msgstr ""
 
 #: doc/classes/EditorInspector.xml
@@ -21664,6 +21687,14 @@ msgid ""
 "[/codeblock]"
 msgstr ""
 
+#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [EditorSceneImporterGLTF] within a script will cause an error in an "
+"exported project."
+msgstr ""
+
 #: doc/classes/EditorScenePostImport.xml
 msgid "Post-processes scenes after import."
 msgstr ""
@@ -25558,6 +25589,50 @@ msgstr ""
 msgid "Represents the size of the [enum Subdiv] enum."
 msgstr ""
 
+#: modules/gltf/doc_classes/GLTFAccessor.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAccessor] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFAnimation.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAnimation] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFBufferView.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFBufferView] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFCamera.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFCamera] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFDocument.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFDocument] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFLight] within a script will cause an error in an exported project."
+msgstr ""
+
 #: modules/gltf/doc_classes/GLTFLight.xml
 msgid ""
 "The [Color] of the light. Defaults to white. A black color causes the light "
@@ -25607,6 +25682,49 @@ msgid ""
 "and [DirectionalLight] respectively."
 msgstr ""
 
+#: modules/gltf/doc_classes/GLTFMesh.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFMesh] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFNode.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFNode] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSkeleton.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSkeleton] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSpecGloss.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSpecGloss] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFState.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFState] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFTexture.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFTexture] within a script will cause an error in an exported project."
+msgstr ""
+
 #: modules/mono/doc_classes/GodotSharp.xml
 msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
 msgstr ""
@@ -32520,7 +32638,7 @@ msgid ""
 "be within the text's length."
 msgstr ""
 
-#: doc/classes/LineEdit.xml
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
 msgid "Clears the current selection."
 msgstr ""
 
@@ -32539,6 +32657,18 @@ msgid ""
 "characters."
 msgstr ""
 
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection begin column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection end column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid "Returns [code]true[/code] if the user has selected text."
+msgstr ""
+
 #: doc/classes/LineEdit.xml
 msgid "Executes a given action as defined in the [enum MenuItems] enum."
 msgstr ""
@@ -37955,7 +38085,10 @@ msgid ""
 msgstr ""
 
 #: doc/classes/Object.xml
-msgid "Returns the object's metadata entry for the given [code]name[/code]."
+msgid ""
+"Returns the object's metadata entry for the given [code]name[/code].\n"
+"Throws error if the entry does not exist, unless [code]default[/code] is not "
+"[code]null[/code] (in which case the default value will be returned)."
 msgstr ""
 
 #: doc/classes/Object.xml
@@ -40163,6 +40296,14 @@ msgid ""
 "[b]Note:[/b] Only available in editor builds."
 msgstr ""
 
+#: modules/gltf/doc_classes/PackedSceneGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [PackedSceneGLTF] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
 #: doc/classes/PacketPeer.xml
 msgid "Abstraction and base class for packet-based protocols."
 msgstr ""
@@ -45866,7 +46007,7 @@ msgstr ""
 #: doc/classes/ProjectSettings.xml
 msgid ""
 "Allows the window to be resizable by default.\n"
-"[b]Note:[/b] This setting is ignored on iOS and Android."
+"[b]Note:[/b] This setting is ignored on iOS."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -46513,7 +46654,7 @@ msgid "Optional name for the 3D render layer 13."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
-msgid "Optional name for the 3D render layer 14"
+msgid "Optional name for the 3D render layer 14."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -47783,16 +47924,24 @@ msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"If [code]true[/code], forces vertex shading for all rendering. This can "
-"increase performance a lot, but also reduces quality immensely. Can be used "
-"to optimize performance on low-end mobile devices."
+"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
+"[ShaderMaterial] rendering. This can be used to improve performance on low-"
+"end mobile devices. The downside is that shading becomes much less accurate, "
+"with visible linear interpolation between vertices that are joined together. "
+"This can be compensated by ensuring meshes have a sufficient level of "
+"subdivision (but not too much, to avoid reducing performance). Some material "
+"features are also not supported when vertex shading is enabled.\n"
+"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to "
+"enable vertex shading on specific materials only.\n"
+"[b]Note:[/b] This setting does not affect unshaded materials."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
 "Lower-end override for [member rendering/quality/shading/"
 "force_vertex_shading] on mobile devices, due to performance concerns or "
-"driver support."
+"driver support. If lighting looks broken after exporting the project to a "
+"mobile platform, try disabling this setting."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -49826,6 +49975,10 @@ msgid ""
 "wrapped text as one line."
 msgstr ""
 
+#: doc/classes/RichTextLabel.xml
+msgid "Returns the current selection text. Does not include BBCodes."
+msgstr ""
+
 #: doc/classes/RichTextLabel.xml
 msgid ""
 "Returns the total number of characters from text tags. Does not include "
@@ -52118,14 +52271,23 @@ msgstr ""
 
 #: doc/classes/Semaphore.xml
 msgid ""
-"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] "
-"on success, [constant ERR_BUSY] otherwise."
+"Lowers the [Semaphore], allowing one more thread in.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
 msgstr ""
 
 #: doc/classes/Semaphore.xml
 msgid ""
-"Tries to wait for the [Semaphore], if its value is zero, blocks until non-"
-"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise."
+"Like [method wait], but won't block, so if the value is zero, fails "
+"immediately and returns [constant ERR_BUSY]. If non-zero, it returns "
+"[constant OK] to report success."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
 msgstr ""
 
 #: doc/classes/Separator.xml
@@ -53571,7 +53733,21 @@ msgstr ""
 #: doc/classes/SpatialMaterial.xml
 msgid ""
 "If [code]true[/code], lighting is calculated per vertex rather than per "
-"pixel. This may increase performance on low-end devices."
+"pixel. This may increase performance on low-end devices, especially for "
+"meshes with a lower polygon count. The downside is that shading becomes much "
+"less accurate, with visible linear interpolation between vertices that are "
+"joined together. This can be compensated by ensuring meshes have a "
+"sufficient level of subdivision (but not too much, to avoid reducing "
+"performance). Some material features are also not supported when vertex "
+"shading is enabled.\n"
+"See also [member ProjectSettings.rendering/quality/shading/"
+"force_vertex_shading] which can globally enable vertex shading on all "
+"materials.\n"
+"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by "
+"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s "
+"[code]mobile[/code] override.\n"
+"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member "
+"flags_unshaded] is [code]true[/code]."
 msgstr ""
 
 #: doc/classes/SpatialMaterial.xml
@@ -54375,7 +54551,10 @@ msgid ""
 "the text alignment to right.\n"
 "See [Range] class for more options over the [SpinBox].\n"
 "[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
-"[SpinBox]'s background, add theme items for [LineEdit] and customize them."
+"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n"
+"[b]Note:[/b] If you want to implement drag and drop for the underlying "
+"[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
+"returned by [method get_line_edit]."
 msgstr ""
 
 #: doc/classes/SpinBox.xml
@@ -55693,7 +55872,6 @@ msgid ""
 "print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
 "print(\"24\".is_valid_float()) # Prints \"True\"\n"
 "print(\"7e3\".is_valid_float()) # Prints \"True\"\n"
-"print(\"24\".is_valid_float()) # Prints \"True\"\n"
 "print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
 "[/codeblock]"
 msgstr ""
@@ -55964,9 +56142,9 @@ msgstr ""
 #: doc/classes/String.xml
 msgid ""
 "Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
-"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this "
-"string compared to another. 1.0 means totally similar and 0.0 means totally "
-"dissimilar.\n"
+"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
+"this string compared to another. A result of 1.0 means totally similar, "
+"while 0.0 means totally dissimilar.\n"
 "[codeblock]\n"
 "print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
 "print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
@@ -57436,10 +57614,6 @@ msgid ""
 "side."
 msgstr ""
 
-#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin column."
-msgstr ""
-
 #: doc/classes/TextEdit.xml
 msgid "Returns the selection begin line."
 msgstr ""
@@ -57448,10 +57622,6 @@ msgstr ""
 msgid "Returns the text inside the selection."
 msgstr ""
 
-#: doc/classes/TextEdit.xml
-msgid "Returns the selection end column."
-msgstr ""
-
 #: doc/classes/TextEdit.xml
 msgid "Returns the selection end line."
 msgstr ""
@@ -58472,6 +58642,14 @@ msgid ""
 "theme[/code] file, see the documentation for more information."
 msgstr ""
 
+#: doc/classes/Theme.xml
+msgid ""
+"Adds an empty theme type for every valid data type.\n"
+"[b]Note:[/b] Empty types are not saved with the theme. This method only "
+"exists to perform in-memory changes to the resource. Use available "
+"[code]set_*[/code] methods to add theme items."
+msgstr ""
+
 #: doc/classes/Theme.xml
 msgid "Clears all values on the theme."
 msgstr ""
@@ -58730,6 +58908,13 @@ msgid ""
 "merge the other two into it one after another."
 msgstr ""
 
+#: doc/classes/Theme.xml
+msgid ""
+"Removes the theme type, gracefully discarding defined theme items. If the "
+"type is a variation, this information is also erased. If the type is a base "
+"for type variations, those variations lose their base."
+msgstr ""
+
 #: doc/classes/Theme.xml
 msgid ""
 "Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
@@ -71424,6 +71609,11 @@ msgid ""
 "[code]get_peer(id).get_available_packet_count[/code])."
 msgstr ""
 
+#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Sets additional headers to be sent to clients during the HTTP handshake."
+msgstr ""
+
 #: modules/websocket/doc_classes/WebSocketServer.xml
 msgid "Stops the server and clear its state."
 msgstr ""
@@ -71520,6 +71710,9 @@ msgid ""
 "\n"
 "    webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
 "    if webxr_interface:\n"
+"        # Map to the standard button/axis ids when possible.\n"
+"        webxr_interface.xr_standard_mapping = true\n"
+"\n"
 "        # WebXR uses a lot of asynchronous callbacks, so we connect to "
 "various\n"
 "        # signals in order to receive them.\n"
@@ -71743,6 +71936,13 @@ msgid ""
 "blurred\"[/code]."
 msgstr ""
 
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
+"If set to true, the button and axes ids will be converted to match the "
+"standard ids used by other AR/VR interfaces, when possible.\n"
+"Otherwise, the ids will be passed through unaltered from WebXR."
+msgstr ""
+
 #: modules/webxr/doc_classes/WebXRInterface.xml
 msgid ""
 "Emitted to indicate that the reference space has been reset or "

+ 242 - 42
doc/translations/hu.po

@@ -3487,7 +3487,7 @@ msgid "The property is a translatable string."
 msgstr ""
 
 #: doc/classes/@GlobalScope.xml
-msgid "Used to group properties together in the editor."
+msgid "Used to group properties together in the editor. See [EditorInspector]."
 msgstr ""
 
 #: doc/classes/@GlobalScope.xml
@@ -7004,8 +7004,9 @@ msgstr ""
 
 #: doc/classes/Array.xml
 msgid ""
-"Removes the first occurrence of a value from the array. To remove an element "
-"by index, use [method remove] instead.\n"
+"Removes the first occurrence of a value from the array. If the value does "
+"not exist in the array, nothing happens. To remove an element by index, use "
+"[method remove] instead.\n"
 "[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
 "[b]Note:[/b] On large arrays, this method will be slower if the removed "
 "element is close to the beginning of the array (index 0). This is because "
@@ -11732,8 +11733,8 @@ msgstr ""
 #: doc/classes/Camera.xml
 msgid ""
 "The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] "
-"sets the other axis' size length."
+"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
+"[code]size[/code] sets the other axis' size length."
 msgstr ""
 
 #: doc/classes/Camera.xml
@@ -12531,8 +12532,11 @@ msgstr ""
 
 #: doc/classes/CanvasItem.xml
 msgid ""
-"If [code]enable[/code] is [code]true[/code], the node won't inherit its "
-"transform from parent canvas items."
+"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
+"i] inherit its transform from parent [CanvasItem]s. Its draw order will also "
+"be changed to make it draw on top of other [CanvasItem]s that are not set as "
+"top-level. The [CanvasItem] will effectively act as if it was placed as a "
+"child of a bare [Node]. See also [method is_set_as_toplevel]."
 msgstr ""
 
 #: doc/classes/CanvasItem.xml
@@ -13621,7 +13625,10 @@ msgid ""
 "number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape "
 "owner[/i]. The CollisionObject2D can have any number of shape owners. Shape "
 "owners are not nodes and do not appear in the editor, but are accessible "
-"through code using the [code]shape_owner_*[/code] methods."
+"through code using the [code]shape_owner_*[/code] methods.\n"
+"[b]Note:[/b] Only collisions between objects within the same canvas "
+"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
+"collisions between objects in different canvases is undefined."
 msgstr ""
 
 #: doc/classes/CollisionObject2D.xml
@@ -20496,18 +20503,34 @@ msgid ""
 msgstr ""
 
 #: doc/classes/EditorInspector.xml
-msgid "A tab used to edit properties of the selected node."
+msgid "A control used to edit properties of an object."
 msgstr ""
 
 #: doc/classes/EditorInspector.xml
 msgid ""
-"The editor inspector is by default located on the right-hand side of the "
-"editor. It's used to edit the properties of the selected node. For example, "
-"you can select a node such as [Sprite] then edit its transform through the "
-"inspector tool. The editor inspector is an essential tool in the game "
-"development workflow.\n"
-"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
-"the singleton using [method EditorInterface.get_inspector]."
+"This is the control that implements property editing in the editor's "
+"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
+"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
+"[EditorInspector] will show properties in the same order as the array "
+"returned by [method Object.get_property_list].\n"
+"If a property's name is path-like (i.e. if it contains forward slashes), "
+"[EditorInspector] will create nested sections for \"directories\" along the "
+"path. For example, if a property is named [code]highlighting/gdscript/"
+"node_path_color[/code], it will be shown as \"Node Path Color\" inside the "
+"\"GDScript\" section nested inside the \"Highlighting\" section.\n"
+"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it "
+"will group subsequent properties whose name starts with the property's hint "
+"string. The group ends when a property does not start with that hint string "
+"or when a new group starts. An empty group name effectively ends the current "
+"group. [EditorInspector] will create a top-level section for each group. For "
+"example, if a property with group usage is named [code]Collide With[/code] "
+"and its hint string is [code]collide_with_[/code], a subsequent "
+"[code]collide_with_area[/code] property will be shown as \"Area\" inside the "
+"\"Collide With\" section.\n"
+"[b]Note:[/b] Unlike sections created from path-like property names, "
+"[EditorInspector] won't capitalize the name for sections created from "
+"groups. So properties with group usage usually use capitalized names instead "
+"of snake_cased names."
 msgstr ""
 
 #: doc/classes/EditorInspector.xml
@@ -21682,6 +21705,14 @@ msgid ""
 "[/codeblock]"
 msgstr ""
 
+#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [EditorSceneImporterGLTF] within a script will cause an error in an "
+"exported project."
+msgstr ""
+
 #: doc/classes/EditorScenePostImport.xml
 msgid "Post-processes scenes after import."
 msgstr ""
@@ -25576,6 +25607,50 @@ msgstr ""
 msgid "Represents the size of the [enum Subdiv] enum."
 msgstr ""
 
+#: modules/gltf/doc_classes/GLTFAccessor.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAccessor] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFAnimation.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAnimation] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFBufferView.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFBufferView] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFCamera.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFCamera] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFDocument.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFDocument] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFLight] within a script will cause an error in an exported project."
+msgstr ""
+
 #: modules/gltf/doc_classes/GLTFLight.xml
 msgid ""
 "The [Color] of the light. Defaults to white. A black color causes the light "
@@ -25625,6 +25700,49 @@ msgid ""
 "and [DirectionalLight] respectively."
 msgstr ""
 
+#: modules/gltf/doc_classes/GLTFMesh.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFMesh] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFNode.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFNode] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSkeleton.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSkeleton] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSpecGloss.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSpecGloss] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFState.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFState] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFTexture.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFTexture] within a script will cause an error in an exported project."
+msgstr ""
+
 #: modules/mono/doc_classes/GodotSharp.xml
 msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
 msgstr ""
@@ -32538,7 +32656,7 @@ msgid ""
 "be within the text's length."
 msgstr ""
 
-#: doc/classes/LineEdit.xml
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
 msgid "Clears the current selection."
 msgstr ""
 
@@ -32557,6 +32675,18 @@ msgid ""
 "characters."
 msgstr ""
 
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection begin column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection end column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid "Returns [code]true[/code] if the user has selected text."
+msgstr ""
+
 #: doc/classes/LineEdit.xml
 msgid "Executes a given action as defined in the [enum MenuItems] enum."
 msgstr ""
@@ -37973,7 +38103,10 @@ msgid ""
 msgstr ""
 
 #: doc/classes/Object.xml
-msgid "Returns the object's metadata entry for the given [code]name[/code]."
+msgid ""
+"Returns the object's metadata entry for the given [code]name[/code].\n"
+"Throws error if the entry does not exist, unless [code]default[/code] is not "
+"[code]null[/code] (in which case the default value will be returned)."
 msgstr ""
 
 #: doc/classes/Object.xml
@@ -40181,6 +40314,14 @@ msgid ""
 "[b]Note:[/b] Only available in editor builds."
 msgstr ""
 
+#: modules/gltf/doc_classes/PackedSceneGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [PackedSceneGLTF] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
 #: doc/classes/PacketPeer.xml
 msgid "Abstraction and base class for packet-based protocols."
 msgstr ""
@@ -45884,7 +46025,7 @@ msgstr ""
 #: doc/classes/ProjectSettings.xml
 msgid ""
 "Allows the window to be resizable by default.\n"
-"[b]Note:[/b] This setting is ignored on iOS and Android."
+"[b]Note:[/b] This setting is ignored on iOS."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -46531,7 +46672,7 @@ msgid "Optional name for the 3D render layer 13."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
-msgid "Optional name for the 3D render layer 14"
+msgid "Optional name for the 3D render layer 14."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -47801,16 +47942,24 @@ msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"If [code]true[/code], forces vertex shading for all rendering. This can "
-"increase performance a lot, but also reduces quality immensely. Can be used "
-"to optimize performance on low-end mobile devices."
+"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
+"[ShaderMaterial] rendering. This can be used to improve performance on low-"
+"end mobile devices. The downside is that shading becomes much less accurate, "
+"with visible linear interpolation between vertices that are joined together. "
+"This can be compensated by ensuring meshes have a sufficient level of "
+"subdivision (but not too much, to avoid reducing performance). Some material "
+"features are also not supported when vertex shading is enabled.\n"
+"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to "
+"enable vertex shading on specific materials only.\n"
+"[b]Note:[/b] This setting does not affect unshaded materials."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
 "Lower-end override for [member rendering/quality/shading/"
 "force_vertex_shading] on mobile devices, due to performance concerns or "
-"driver support."
+"driver support. If lighting looks broken after exporting the project to a "
+"mobile platform, try disabling this setting."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -49844,6 +49993,10 @@ msgid ""
 "wrapped text as one line."
 msgstr ""
 
+#: doc/classes/RichTextLabel.xml
+msgid "Returns the current selection text. Does not include BBCodes."
+msgstr ""
+
 #: doc/classes/RichTextLabel.xml
 msgid ""
 "Returns the total number of characters from text tags. Does not include "
@@ -52136,14 +52289,23 @@ msgstr ""
 
 #: doc/classes/Semaphore.xml
 msgid ""
-"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] "
-"on success, [constant ERR_BUSY] otherwise."
+"Lowers the [Semaphore], allowing one more thread in.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
 msgstr ""
 
 #: doc/classes/Semaphore.xml
 msgid ""
-"Tries to wait for the [Semaphore], if its value is zero, blocks until non-"
-"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise."
+"Like [method wait], but won't block, so if the value is zero, fails "
+"immediately and returns [constant ERR_BUSY]. If non-zero, it returns "
+"[constant OK] to report success."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
 msgstr ""
 
 #: doc/classes/Separator.xml
@@ -53589,7 +53751,21 @@ msgstr ""
 #: doc/classes/SpatialMaterial.xml
 msgid ""
 "If [code]true[/code], lighting is calculated per vertex rather than per "
-"pixel. This may increase performance on low-end devices."
+"pixel. This may increase performance on low-end devices, especially for "
+"meshes with a lower polygon count. The downside is that shading becomes much "
+"less accurate, with visible linear interpolation between vertices that are "
+"joined together. This can be compensated by ensuring meshes have a "
+"sufficient level of subdivision (but not too much, to avoid reducing "
+"performance). Some material features are also not supported when vertex "
+"shading is enabled.\n"
+"See also [member ProjectSettings.rendering/quality/shading/"
+"force_vertex_shading] which can globally enable vertex shading on all "
+"materials.\n"
+"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by "
+"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s "
+"[code]mobile[/code] override.\n"
+"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member "
+"flags_unshaded] is [code]true[/code]."
 msgstr ""
 
 #: doc/classes/SpatialMaterial.xml
@@ -54393,7 +54569,10 @@ msgid ""
 "the text alignment to right.\n"
 "See [Range] class for more options over the [SpinBox].\n"
 "[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
-"[SpinBox]'s background, add theme items for [LineEdit] and customize them."
+"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n"
+"[b]Note:[/b] If you want to implement drag and drop for the underlying "
+"[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
+"returned by [method get_line_edit]."
 msgstr ""
 
 #: doc/classes/SpinBox.xml
@@ -55711,7 +55890,6 @@ msgid ""
 "print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
 "print(\"24\".is_valid_float()) # Prints \"True\"\n"
 "print(\"7e3\".is_valid_float()) # Prints \"True\"\n"
-"print(\"24\".is_valid_float()) # Prints \"True\"\n"
 "print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
 "[/codeblock]"
 msgstr ""
@@ -55982,9 +56160,9 @@ msgstr ""
 #: doc/classes/String.xml
 msgid ""
 "Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
-"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this "
-"string compared to another. 1.0 means totally similar and 0.0 means totally "
-"dissimilar.\n"
+"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
+"this string compared to another. A result of 1.0 means totally similar, "
+"while 0.0 means totally dissimilar.\n"
 "[codeblock]\n"
 "print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
 "print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
@@ -57454,10 +57632,6 @@ msgid ""
 "side."
 msgstr ""
 
-#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin column."
-msgstr ""
-
 #: doc/classes/TextEdit.xml
 msgid "Returns the selection begin line."
 msgstr ""
@@ -57466,10 +57640,6 @@ msgstr ""
 msgid "Returns the text inside the selection."
 msgstr ""
 
-#: doc/classes/TextEdit.xml
-msgid "Returns the selection end column."
-msgstr ""
-
 #: doc/classes/TextEdit.xml
 msgid "Returns the selection end line."
 msgstr ""
@@ -58490,6 +58660,14 @@ msgid ""
 "theme[/code] file, see the documentation for more information."
 msgstr ""
 
+#: doc/classes/Theme.xml
+msgid ""
+"Adds an empty theme type for every valid data type.\n"
+"[b]Note:[/b] Empty types are not saved with the theme. This method only "
+"exists to perform in-memory changes to the resource. Use available "
+"[code]set_*[/code] methods to add theme items."
+msgstr ""
+
 #: doc/classes/Theme.xml
 msgid "Clears all values on the theme."
 msgstr ""
@@ -58748,6 +58926,13 @@ msgid ""
 "merge the other two into it one after another."
 msgstr ""
 
+#: doc/classes/Theme.xml
+msgid ""
+"Removes the theme type, gracefully discarding defined theme items. If the "
+"type is a variation, this information is also erased. If the type is a base "
+"for type variations, those variations lose their base."
+msgstr ""
+
 #: doc/classes/Theme.xml
 msgid ""
 "Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
@@ -71442,6 +71627,11 @@ msgid ""
 "[code]get_peer(id).get_available_packet_count[/code])."
 msgstr ""
 
+#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Sets additional headers to be sent to clients during the HTTP handshake."
+msgstr ""
+
 #: modules/websocket/doc_classes/WebSocketServer.xml
 msgid "Stops the server and clear its state."
 msgstr ""
@@ -71538,6 +71728,9 @@ msgid ""
 "\n"
 "    webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
 "    if webxr_interface:\n"
+"        # Map to the standard button/axis ids when possible.\n"
+"        webxr_interface.xr_standard_mapping = true\n"
+"\n"
 "        # WebXR uses a lot of asynchronous callbacks, so we connect to "
 "various\n"
 "        # signals in order to receive them.\n"
@@ -71761,6 +71954,13 @@ msgid ""
 "blurred\"[/code]."
 msgstr ""
 
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
+"If set to true, the button and axes ids will be converted to match the "
+"standard ids used by other AR/VR interfaces, when possible.\n"
+"Otherwise, the ids will be passed through unaltered from WebXR."
+msgstr ""
+
 #: modules/webxr/doc_classes/WebXRInterface.xml
 msgid ""
 "Emitted to indicate that the reference space has been reset or "

+ 248 - 47
doc/translations/id.po

@@ -13,12 +13,13 @@
 # Azizkhasyi 11 <[email protected]>, 2021.
 # zephyroths <[email protected]>, 2022.
 # ProgrammerIndonesia 44 <[email protected]>, 2022.
+# Reza Almanda <[email protected]>, 2022.
 msgid ""
 msgstr ""
 "Project-Id-Version: Godot Engine class reference\n"
 "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2022-03-25 01:54+0000\n"
-"Last-Translator: Stephen Gunawan Susilo <gunawanstephen@yahoo.com>\n"
+"PO-Revision-Date: 2022-04-08 07:11+0000\n"
+"Last-Translator: Reza Almanda <rezaalmanda27@gmail.com>\n"
 "Language-Team: Indonesian <https://hosted.weblate.org/projects/godot-engine/"
 "godot-class-reference/id/>\n"
 "Language: id\n"
@@ -77,13 +78,12 @@ msgid "Inherits:"
 msgstr "Mewarisi:"
 
 #: doc/tools/make_rst.py
-#, fuzzy
 msgid "Inherited By:"
-msgstr "Diwariskan oleh:"
+msgstr "Diturunkan oleh:"
 
 #: doc/tools/make_rst.py
 msgid "(overrides %s)"
-msgstr ""
+msgstr "(menimpa %s)"
 
 #: doc/tools/make_rst.py
 msgid "Default"
@@ -3880,7 +3880,7 @@ msgid "The property is a translatable string."
 msgstr ""
 
 #: doc/classes/@GlobalScope.xml
-msgid "Used to group properties together in the editor."
+msgid "Used to group properties together in the editor. See [EditorInspector]."
 msgstr ""
 
 #: doc/classes/@GlobalScope.xml
@@ -7398,8 +7398,9 @@ msgstr ""
 
 #: doc/classes/Array.xml
 msgid ""
-"Removes the first occurrence of a value from the array. To remove an element "
-"by index, use [method remove] instead.\n"
+"Removes the first occurrence of a value from the array. If the value does "
+"not exist in the array, nothing happens. To remove an element by index, use "
+"[method remove] instead.\n"
 "[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
 "[b]Note:[/b] On large arrays, this method will be slower if the removed "
 "element is close to the beginning of the array (index 0). This is because "
@@ -12126,8 +12127,8 @@ msgstr ""
 #: doc/classes/Camera.xml
 msgid ""
 "The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] "
-"sets the other axis' size length."
+"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
+"[code]size[/code] sets the other axis' size length."
 msgstr ""
 
 #: doc/classes/Camera.xml
@@ -12926,8 +12927,11 @@ msgstr ""
 
 #: doc/classes/CanvasItem.xml
 msgid ""
-"If [code]enable[/code] is [code]true[/code], the node won't inherit its "
-"transform from parent canvas items."
+"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
+"i] inherit its transform from parent [CanvasItem]s. Its draw order will also "
+"be changed to make it draw on top of other [CanvasItem]s that are not set as "
+"top-level. The [CanvasItem] will effectively act as if it was placed as a "
+"child of a bare [Node]. See also [method is_set_as_toplevel]."
 msgstr ""
 
 #: doc/classes/CanvasItem.xml
@@ -14016,7 +14020,10 @@ msgid ""
 "number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape "
 "owner[/i]. The CollisionObject2D can have any number of shape owners. Shape "
 "owners are not nodes and do not appear in the editor, but are accessible "
-"through code using the [code]shape_owner_*[/code] methods."
+"through code using the [code]shape_owner_*[/code] methods.\n"
+"[b]Note:[/b] Only collisions between objects within the same canvas "
+"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
+"collisions between objects in different canvases is undefined."
 msgstr ""
 
 #: doc/classes/CollisionObject2D.xml
@@ -20891,18 +20898,34 @@ msgid ""
 msgstr ""
 
 #: doc/classes/EditorInspector.xml
-msgid "A tab used to edit properties of the selected node."
+msgid "A control used to edit properties of an object."
 msgstr ""
 
 #: doc/classes/EditorInspector.xml
 msgid ""
-"The editor inspector is by default located on the right-hand side of the "
-"editor. It's used to edit the properties of the selected node. For example, "
-"you can select a node such as [Sprite] then edit its transform through the "
-"inspector tool. The editor inspector is an essential tool in the game "
-"development workflow.\n"
-"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
-"the singleton using [method EditorInterface.get_inspector]."
+"This is the control that implements property editing in the editor's "
+"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
+"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
+"[EditorInspector] will show properties in the same order as the array "
+"returned by [method Object.get_property_list].\n"
+"If a property's name is path-like (i.e. if it contains forward slashes), "
+"[EditorInspector] will create nested sections for \"directories\" along the "
+"path. For example, if a property is named [code]highlighting/gdscript/"
+"node_path_color[/code], it will be shown as \"Node Path Color\" inside the "
+"\"GDScript\" section nested inside the \"Highlighting\" section.\n"
+"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it "
+"will group subsequent properties whose name starts with the property's hint "
+"string. The group ends when a property does not start with that hint string "
+"or when a new group starts. An empty group name effectively ends the current "
+"group. [EditorInspector] will create a top-level section for each group. For "
+"example, if a property with group usage is named [code]Collide With[/code] "
+"and its hint string is [code]collide_with_[/code], a subsequent "
+"[code]collide_with_area[/code] property will be shown as \"Area\" inside the "
+"\"Collide With\" section.\n"
+"[b]Note:[/b] Unlike sections created from path-like property names, "
+"[EditorInspector] won't capitalize the name for sections created from "
+"groups. So properties with group usage usually use capitalized names instead "
+"of snake_cased names."
 msgstr ""
 
 #: doc/classes/EditorInspector.xml
@@ -22077,6 +22100,14 @@ msgid ""
 "[/codeblock]"
 msgstr ""
 
+#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [EditorSceneImporterGLTF] within a script will cause an error in an "
+"exported project."
+msgstr ""
+
 #: doc/classes/EditorScenePostImport.xml
 msgid "Post-processes scenes after import."
 msgstr ""
@@ -25977,6 +26008,50 @@ msgstr ""
 msgid "Represents the size of the [enum Subdiv] enum."
 msgstr ""
 
+#: modules/gltf/doc_classes/GLTFAccessor.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAccessor] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFAnimation.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAnimation] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFBufferView.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFBufferView] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFCamera.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFCamera] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFDocument.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFDocument] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFLight] within a script will cause an error in an exported project."
+msgstr ""
+
 #: modules/gltf/doc_classes/GLTFLight.xml
 msgid ""
 "The [Color] of the light. Defaults to white. A black color causes the light "
@@ -26026,6 +26101,49 @@ msgid ""
 "and [DirectionalLight] respectively."
 msgstr ""
 
+#: modules/gltf/doc_classes/GLTFMesh.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFMesh] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFNode.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFNode] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSkeleton.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSkeleton] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSpecGloss.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSpecGloss] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFState.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFState] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFTexture.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFTexture] within a script will cause an error in an exported project."
+msgstr ""
+
 #: modules/mono/doc_classes/GodotSharp.xml
 msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
 msgstr ""
@@ -32940,7 +33058,7 @@ msgid ""
 "be within the text's length."
 msgstr ""
 
-#: doc/classes/LineEdit.xml
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
 msgid "Clears the current selection."
 msgstr ""
 
@@ -32959,6 +33077,18 @@ msgid ""
 "characters."
 msgstr ""
 
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection begin column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection end column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid "Returns [code]true[/code] if the user has selected text."
+msgstr ""
+
 #: doc/classes/LineEdit.xml
 msgid "Executes a given action as defined in the [enum MenuItems] enum."
 msgstr ""
@@ -38389,7 +38519,10 @@ msgid ""
 msgstr ""
 
 #: doc/classes/Object.xml
-msgid "Returns the object's metadata entry for the given [code]name[/code]."
+msgid ""
+"Returns the object's metadata entry for the given [code]name[/code].\n"
+"Throws error if the entry does not exist, unless [code]default[/code] is not "
+"[code]null[/code] (in which case the default value will be returned)."
 msgstr ""
 
 #: doc/classes/Object.xml
@@ -40600,6 +40733,14 @@ msgid ""
 "[b]Note:[/b] Only available in editor builds."
 msgstr ""
 
+#: modules/gltf/doc_classes/PackedSceneGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [PackedSceneGLTF] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
 #: doc/classes/PacketPeer.xml
 msgid "Abstraction and base class for packet-based protocols."
 msgstr ""
@@ -46319,7 +46460,7 @@ msgstr ""
 #: doc/classes/ProjectSettings.xml
 msgid ""
 "Allows the window to be resizable by default.\n"
-"[b]Note:[/b] This setting is ignored on iOS and Android."
+"[b]Note:[/b] This setting is ignored on iOS."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -46966,7 +47107,7 @@ msgid "Optional name for the 3D render layer 13."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
-msgid "Optional name for the 3D render layer 14"
+msgid "Optional name for the 3D render layer 14."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -48236,16 +48377,24 @@ msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"If [code]true[/code], forces vertex shading for all rendering. This can "
-"increase performance a lot, but also reduces quality immensely. Can be used "
-"to optimize performance on low-end mobile devices."
+"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
+"[ShaderMaterial] rendering. This can be used to improve performance on low-"
+"end mobile devices. The downside is that shading becomes much less accurate, "
+"with visible linear interpolation between vertices that are joined together. "
+"This can be compensated by ensuring meshes have a sufficient level of "
+"subdivision (but not too much, to avoid reducing performance). Some material "
+"features are also not supported when vertex shading is enabled.\n"
+"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to "
+"enable vertex shading on specific materials only.\n"
+"[b]Note:[/b] This setting does not affect unshaded materials."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
 "Lower-end override for [member rendering/quality/shading/"
 "force_vertex_shading] on mobile devices, due to performance concerns or "
-"driver support."
+"driver support. If lighting looks broken after exporting the project to a "
+"mobile platform, try disabling this setting."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -50279,6 +50428,11 @@ msgid ""
 "wrapped text as one line."
 msgstr ""
 
+#: doc/classes/RichTextLabel.xml
+#, fuzzy
+msgid "Returns the current selection text. Does not include BBCodes."
+msgstr "Mengembalikan nilai hiperbolik tangen dari parameter."
+
 #: doc/classes/RichTextLabel.xml
 msgid ""
 "Returns the total number of characters from text tags. Does not include "
@@ -52571,14 +52725,23 @@ msgstr ""
 
 #: doc/classes/Semaphore.xml
 msgid ""
-"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] "
-"on success, [constant ERR_BUSY] otherwise."
+"Lowers the [Semaphore], allowing one more thread in.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"Like [method wait], but won't block, so if the value is zero, fails "
+"immediately and returns [constant ERR_BUSY]. If non-zero, it returns "
+"[constant OK] to report success."
 msgstr ""
 
 #: doc/classes/Semaphore.xml
 msgid ""
-"Tries to wait for the [Semaphore], if its value is zero, blocks until non-"
-"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise."
+"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
 msgstr ""
 
 #: doc/classes/Separator.xml
@@ -54024,7 +54187,21 @@ msgstr ""
 #: doc/classes/SpatialMaterial.xml
 msgid ""
 "If [code]true[/code], lighting is calculated per vertex rather than per "
-"pixel. This may increase performance on low-end devices."
+"pixel. This may increase performance on low-end devices, especially for "
+"meshes with a lower polygon count. The downside is that shading becomes much "
+"less accurate, with visible linear interpolation between vertices that are "
+"joined together. This can be compensated by ensuring meshes have a "
+"sufficient level of subdivision (but not too much, to avoid reducing "
+"performance). Some material features are also not supported when vertex "
+"shading is enabled.\n"
+"See also [member ProjectSettings.rendering/quality/shading/"
+"force_vertex_shading] which can globally enable vertex shading on all "
+"materials.\n"
+"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by "
+"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s "
+"[code]mobile[/code] override.\n"
+"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member "
+"flags_unshaded] is [code]true[/code]."
 msgstr ""
 
 #: doc/classes/SpatialMaterial.xml
@@ -54828,7 +55005,10 @@ msgid ""
 "the text alignment to right.\n"
 "See [Range] class for more options over the [SpinBox].\n"
 "[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
-"[SpinBox]'s background, add theme items for [LineEdit] and customize them."
+"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n"
+"[b]Note:[/b] If you want to implement drag and drop for the underlying "
+"[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
+"returned by [method get_line_edit]."
 msgstr ""
 
 #: doc/classes/SpinBox.xml
@@ -56148,7 +56328,6 @@ msgid ""
 "print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
 "print(\"24\".is_valid_float()) # Prints \"True\"\n"
 "print(\"7e3\".is_valid_float()) # Prints \"True\"\n"
-"print(\"24\".is_valid_float()) # Prints \"True\"\n"
 "print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
 "[/codeblock]"
 msgstr ""
@@ -56419,9 +56598,9 @@ msgstr ""
 #: doc/classes/String.xml
 msgid ""
 "Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
-"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this "
-"string compared to another. 1.0 means totally similar and 0.0 means totally "
-"dissimilar.\n"
+"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
+"this string compared to another. A result of 1.0 means totally similar, "
+"while 0.0 means totally dissimilar.\n"
 "[codeblock]\n"
 "print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
 "print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
@@ -57893,10 +58072,6 @@ msgid ""
 "side."
 msgstr ""
 
-#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin column."
-msgstr ""
-
 #: doc/classes/TextEdit.xml
 msgid "Returns the selection begin line."
 msgstr ""
@@ -57905,10 +58080,6 @@ msgstr ""
 msgid "Returns the text inside the selection."
 msgstr ""
 
-#: doc/classes/TextEdit.xml
-msgid "Returns the selection end column."
-msgstr ""
-
 #: doc/classes/TextEdit.xml
 msgid "Returns the selection end line."
 msgstr ""
@@ -58931,6 +59102,14 @@ msgid ""
 "theme[/code] file, see the documentation for more information."
 msgstr ""
 
+#: doc/classes/Theme.xml
+msgid ""
+"Adds an empty theme type for every valid data type.\n"
+"[b]Note:[/b] Empty types are not saved with the theme. This method only "
+"exists to perform in-memory changes to the resource. Use available "
+"[code]set_*[/code] methods to add theme items."
+msgstr ""
+
 #: doc/classes/Theme.xml
 msgid "Clears all values on the theme."
 msgstr ""
@@ -59189,6 +59368,13 @@ msgid ""
 "merge the other two into it one after another."
 msgstr ""
 
+#: doc/classes/Theme.xml
+msgid ""
+"Removes the theme type, gracefully discarding defined theme items. If the "
+"type is a variation, this information is also erased. If the type is a base "
+"for type variations, those variations lose their base."
+msgstr ""
+
 #: doc/classes/Theme.xml
 msgid ""
 "Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
@@ -71890,6 +72076,11 @@ msgid ""
 "[code]get_peer(id).get_available_packet_count[/code])."
 msgstr ""
 
+#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Sets additional headers to be sent to clients during the HTTP handshake."
+msgstr ""
+
 #: modules/websocket/doc_classes/WebSocketServer.xml
 msgid "Stops the server and clear its state."
 msgstr ""
@@ -71986,6 +72177,9 @@ msgid ""
 "\n"
 "    webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
 "    if webxr_interface:\n"
+"        # Map to the standard button/axis ids when possible.\n"
+"        webxr_interface.xr_standard_mapping = true\n"
+"\n"
 "        # WebXR uses a lot of asynchronous callbacks, so we connect to "
 "various\n"
 "        # signals in order to receive them.\n"
@@ -72209,6 +72403,13 @@ msgid ""
 "blurred\"[/code]."
 msgstr ""
 
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
+"If set to true, the button and axes ids will be converted to match the "
+"standard ids used by other AR/VR interfaces, when possible.\n"
+"Otherwise, the ids will be passed through unaltered from WebXR."
+msgstr ""
+
 #: modules/webxr/doc_classes/WebXRInterface.xml
 msgid ""
 "Emitted to indicate that the reference space has been reset or "

+ 242 - 42
doc/translations/is.po

@@ -3469,7 +3469,7 @@ msgid "The property is a translatable string."
 msgstr ""
 
 #: doc/classes/@GlobalScope.xml
-msgid "Used to group properties together in the editor."
+msgid "Used to group properties together in the editor. See [EditorInspector]."
 msgstr ""
 
 #: doc/classes/@GlobalScope.xml
@@ -6986,8 +6986,9 @@ msgstr ""
 
 #: doc/classes/Array.xml
 msgid ""
-"Removes the first occurrence of a value from the array. To remove an element "
-"by index, use [method remove] instead.\n"
+"Removes the first occurrence of a value from the array. If the value does "
+"not exist in the array, nothing happens. To remove an element by index, use "
+"[method remove] instead.\n"
 "[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
 "[b]Note:[/b] On large arrays, this method will be slower if the removed "
 "element is close to the beginning of the array (index 0). This is because "
@@ -11714,8 +11715,8 @@ msgstr ""
 #: doc/classes/Camera.xml
 msgid ""
 "The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] "
-"sets the other axis' size length."
+"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
+"[code]size[/code] sets the other axis' size length."
 msgstr ""
 
 #: doc/classes/Camera.xml
@@ -12513,8 +12514,11 @@ msgstr ""
 
 #: doc/classes/CanvasItem.xml
 msgid ""
-"If [code]enable[/code] is [code]true[/code], the node won't inherit its "
-"transform from parent canvas items."
+"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
+"i] inherit its transform from parent [CanvasItem]s. Its draw order will also "
+"be changed to make it draw on top of other [CanvasItem]s that are not set as "
+"top-level. The [CanvasItem] will effectively act as if it was placed as a "
+"child of a bare [Node]. See also [method is_set_as_toplevel]."
 msgstr ""
 
 #: doc/classes/CanvasItem.xml
@@ -13603,7 +13607,10 @@ msgid ""
 "number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape "
 "owner[/i]. The CollisionObject2D can have any number of shape owners. Shape "
 "owners are not nodes and do not appear in the editor, but are accessible "
-"through code using the [code]shape_owner_*[/code] methods."
+"through code using the [code]shape_owner_*[/code] methods.\n"
+"[b]Note:[/b] Only collisions between objects within the same canvas "
+"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
+"collisions between objects in different canvases is undefined."
 msgstr ""
 
 #: doc/classes/CollisionObject2D.xml
@@ -20478,18 +20485,34 @@ msgid ""
 msgstr ""
 
 #: doc/classes/EditorInspector.xml
-msgid "A tab used to edit properties of the selected node."
+msgid "A control used to edit properties of an object."
 msgstr ""
 
 #: doc/classes/EditorInspector.xml
 msgid ""
-"The editor inspector is by default located on the right-hand side of the "
-"editor. It's used to edit the properties of the selected node. For example, "
-"you can select a node such as [Sprite] then edit its transform through the "
-"inspector tool. The editor inspector is an essential tool in the game "
-"development workflow.\n"
-"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
-"the singleton using [method EditorInterface.get_inspector]."
+"This is the control that implements property editing in the editor's "
+"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
+"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
+"[EditorInspector] will show properties in the same order as the array "
+"returned by [method Object.get_property_list].\n"
+"If a property's name is path-like (i.e. if it contains forward slashes), "
+"[EditorInspector] will create nested sections for \"directories\" along the "
+"path. For example, if a property is named [code]highlighting/gdscript/"
+"node_path_color[/code], it will be shown as \"Node Path Color\" inside the "
+"\"GDScript\" section nested inside the \"Highlighting\" section.\n"
+"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it "
+"will group subsequent properties whose name starts with the property's hint "
+"string. The group ends when a property does not start with that hint string "
+"or when a new group starts. An empty group name effectively ends the current "
+"group. [EditorInspector] will create a top-level section for each group. For "
+"example, if a property with group usage is named [code]Collide With[/code] "
+"and its hint string is [code]collide_with_[/code], a subsequent "
+"[code]collide_with_area[/code] property will be shown as \"Area\" inside the "
+"\"Collide With\" section.\n"
+"[b]Note:[/b] Unlike sections created from path-like property names, "
+"[EditorInspector] won't capitalize the name for sections created from "
+"groups. So properties with group usage usually use capitalized names instead "
+"of snake_cased names."
 msgstr ""
 
 #: doc/classes/EditorInspector.xml
@@ -21664,6 +21687,14 @@ msgid ""
 "[/codeblock]"
 msgstr ""
 
+#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [EditorSceneImporterGLTF] within a script will cause an error in an "
+"exported project."
+msgstr ""
+
 #: doc/classes/EditorScenePostImport.xml
 msgid "Post-processes scenes after import."
 msgstr ""
@@ -25558,6 +25589,50 @@ msgstr ""
 msgid "Represents the size of the [enum Subdiv] enum."
 msgstr ""
 
+#: modules/gltf/doc_classes/GLTFAccessor.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAccessor] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFAnimation.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAnimation] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFBufferView.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFBufferView] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFCamera.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFCamera] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFDocument.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFDocument] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFLight] within a script will cause an error in an exported project."
+msgstr ""
+
 #: modules/gltf/doc_classes/GLTFLight.xml
 msgid ""
 "The [Color] of the light. Defaults to white. A black color causes the light "
@@ -25607,6 +25682,49 @@ msgid ""
 "and [DirectionalLight] respectively."
 msgstr ""
 
+#: modules/gltf/doc_classes/GLTFMesh.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFMesh] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFNode.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFNode] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSkeleton.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSkeleton] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSpecGloss.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSpecGloss] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFState.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFState] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFTexture.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFTexture] within a script will cause an error in an exported project."
+msgstr ""
+
 #: modules/mono/doc_classes/GodotSharp.xml
 msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
 msgstr ""
@@ -32520,7 +32638,7 @@ msgid ""
 "be within the text's length."
 msgstr ""
 
-#: doc/classes/LineEdit.xml
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
 msgid "Clears the current selection."
 msgstr ""
 
@@ -32539,6 +32657,18 @@ msgid ""
 "characters."
 msgstr ""
 
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection begin column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection end column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid "Returns [code]true[/code] if the user has selected text."
+msgstr ""
+
 #: doc/classes/LineEdit.xml
 msgid "Executes a given action as defined in the [enum MenuItems] enum."
 msgstr ""
@@ -37955,7 +38085,10 @@ msgid ""
 msgstr ""
 
 #: doc/classes/Object.xml
-msgid "Returns the object's metadata entry for the given [code]name[/code]."
+msgid ""
+"Returns the object's metadata entry for the given [code]name[/code].\n"
+"Throws error if the entry does not exist, unless [code]default[/code] is not "
+"[code]null[/code] (in which case the default value will be returned)."
 msgstr ""
 
 #: doc/classes/Object.xml
@@ -40163,6 +40296,14 @@ msgid ""
 "[b]Note:[/b] Only available in editor builds."
 msgstr ""
 
+#: modules/gltf/doc_classes/PackedSceneGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [PackedSceneGLTF] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
 #: doc/classes/PacketPeer.xml
 msgid "Abstraction and base class for packet-based protocols."
 msgstr ""
@@ -45866,7 +46007,7 @@ msgstr ""
 #: doc/classes/ProjectSettings.xml
 msgid ""
 "Allows the window to be resizable by default.\n"
-"[b]Note:[/b] This setting is ignored on iOS and Android."
+"[b]Note:[/b] This setting is ignored on iOS."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -46513,7 +46654,7 @@ msgid "Optional name for the 3D render layer 13."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
-msgid "Optional name for the 3D render layer 14"
+msgid "Optional name for the 3D render layer 14."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -47783,16 +47924,24 @@ msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"If [code]true[/code], forces vertex shading for all rendering. This can "
-"increase performance a lot, but also reduces quality immensely. Can be used "
-"to optimize performance on low-end mobile devices."
+"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
+"[ShaderMaterial] rendering. This can be used to improve performance on low-"
+"end mobile devices. The downside is that shading becomes much less accurate, "
+"with visible linear interpolation between vertices that are joined together. "
+"This can be compensated by ensuring meshes have a sufficient level of "
+"subdivision (but not too much, to avoid reducing performance). Some material "
+"features are also not supported when vertex shading is enabled.\n"
+"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to "
+"enable vertex shading on specific materials only.\n"
+"[b]Note:[/b] This setting does not affect unshaded materials."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
 "Lower-end override for [member rendering/quality/shading/"
 "force_vertex_shading] on mobile devices, due to performance concerns or "
-"driver support."
+"driver support. If lighting looks broken after exporting the project to a "
+"mobile platform, try disabling this setting."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -49826,6 +49975,10 @@ msgid ""
 "wrapped text as one line."
 msgstr ""
 
+#: doc/classes/RichTextLabel.xml
+msgid "Returns the current selection text. Does not include BBCodes."
+msgstr ""
+
 #: doc/classes/RichTextLabel.xml
 msgid ""
 "Returns the total number of characters from text tags. Does not include "
@@ -52118,14 +52271,23 @@ msgstr ""
 
 #: doc/classes/Semaphore.xml
 msgid ""
-"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] "
-"on success, [constant ERR_BUSY] otherwise."
+"Lowers the [Semaphore], allowing one more thread in.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
 msgstr ""
 
 #: doc/classes/Semaphore.xml
 msgid ""
-"Tries to wait for the [Semaphore], if its value is zero, blocks until non-"
-"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise."
+"Like [method wait], but won't block, so if the value is zero, fails "
+"immediately and returns [constant ERR_BUSY]. If non-zero, it returns "
+"[constant OK] to report success."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
 msgstr ""
 
 #: doc/classes/Separator.xml
@@ -53571,7 +53733,21 @@ msgstr ""
 #: doc/classes/SpatialMaterial.xml
 msgid ""
 "If [code]true[/code], lighting is calculated per vertex rather than per "
-"pixel. This may increase performance on low-end devices."
+"pixel. This may increase performance on low-end devices, especially for "
+"meshes with a lower polygon count. The downside is that shading becomes much "
+"less accurate, with visible linear interpolation between vertices that are "
+"joined together. This can be compensated by ensuring meshes have a "
+"sufficient level of subdivision (but not too much, to avoid reducing "
+"performance). Some material features are also not supported when vertex "
+"shading is enabled.\n"
+"See also [member ProjectSettings.rendering/quality/shading/"
+"force_vertex_shading] which can globally enable vertex shading on all "
+"materials.\n"
+"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by "
+"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s "
+"[code]mobile[/code] override.\n"
+"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member "
+"flags_unshaded] is [code]true[/code]."
 msgstr ""
 
 #: doc/classes/SpatialMaterial.xml
@@ -54375,7 +54551,10 @@ msgid ""
 "the text alignment to right.\n"
 "See [Range] class for more options over the [SpinBox].\n"
 "[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
-"[SpinBox]'s background, add theme items for [LineEdit] and customize them."
+"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n"
+"[b]Note:[/b] If you want to implement drag and drop for the underlying "
+"[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
+"returned by [method get_line_edit]."
 msgstr ""
 
 #: doc/classes/SpinBox.xml
@@ -55693,7 +55872,6 @@ msgid ""
 "print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
 "print(\"24\".is_valid_float()) # Prints \"True\"\n"
 "print(\"7e3\".is_valid_float()) # Prints \"True\"\n"
-"print(\"24\".is_valid_float()) # Prints \"True\"\n"
 "print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
 "[/codeblock]"
 msgstr ""
@@ -55964,9 +56142,9 @@ msgstr ""
 #: doc/classes/String.xml
 msgid ""
 "Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
-"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this "
-"string compared to another. 1.0 means totally similar and 0.0 means totally "
-"dissimilar.\n"
+"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
+"this string compared to another. A result of 1.0 means totally similar, "
+"while 0.0 means totally dissimilar.\n"
 "[codeblock]\n"
 "print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
 "print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
@@ -57436,10 +57614,6 @@ msgid ""
 "side."
 msgstr ""
 
-#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin column."
-msgstr ""
-
 #: doc/classes/TextEdit.xml
 msgid "Returns the selection begin line."
 msgstr ""
@@ -57448,10 +57622,6 @@ msgstr ""
 msgid "Returns the text inside the selection."
 msgstr ""
 
-#: doc/classes/TextEdit.xml
-msgid "Returns the selection end column."
-msgstr ""
-
 #: doc/classes/TextEdit.xml
 msgid "Returns the selection end line."
 msgstr ""
@@ -58472,6 +58642,14 @@ msgid ""
 "theme[/code] file, see the documentation for more information."
 msgstr ""
 
+#: doc/classes/Theme.xml
+msgid ""
+"Adds an empty theme type for every valid data type.\n"
+"[b]Note:[/b] Empty types are not saved with the theme. This method only "
+"exists to perform in-memory changes to the resource. Use available "
+"[code]set_*[/code] methods to add theme items."
+msgstr ""
+
 #: doc/classes/Theme.xml
 msgid "Clears all values on the theme."
 msgstr ""
@@ -58730,6 +58908,13 @@ msgid ""
 "merge the other two into it one after another."
 msgstr ""
 
+#: doc/classes/Theme.xml
+msgid ""
+"Removes the theme type, gracefully discarding defined theme items. If the "
+"type is a variation, this information is also erased. If the type is a base "
+"for type variations, those variations lose their base."
+msgstr ""
+
 #: doc/classes/Theme.xml
 msgid ""
 "Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
@@ -71424,6 +71609,11 @@ msgid ""
 "[code]get_peer(id).get_available_packet_count[/code])."
 msgstr ""
 
+#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Sets additional headers to be sent to clients during the HTTP handshake."
+msgstr ""
+
 #: modules/websocket/doc_classes/WebSocketServer.xml
 msgid "Stops the server and clear its state."
 msgstr ""
@@ -71520,6 +71710,9 @@ msgid ""
 "\n"
 "    webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
 "    if webxr_interface:\n"
+"        # Map to the standard button/axis ids when possible.\n"
+"        webxr_interface.xr_standard_mapping = true\n"
+"\n"
 "        # WebXR uses a lot of asynchronous callbacks, so we connect to "
 "various\n"
 "        # signals in order to receive them.\n"
@@ -71743,6 +71936,13 @@ msgid ""
 "blurred\"[/code]."
 msgstr ""
 
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
+"If set to true, the button and axes ids will be converted to match the "
+"standard ids used by other AR/VR interfaces, when possible.\n"
+"Otherwise, the ids will be passed through unaltered from WebXR."
+msgstr ""
+
 #: modules/webxr/doc_classes/WebXRInterface.xml
 msgid ""
 "Emitted to indicate that the reference space has been reset or "

+ 299 - 60
doc/translations/it.po

@@ -3,7 +3,7 @@
 # Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).
 # This file is distributed under the same license as the Godot source code.
 #
-# Micila Micillotto <[email protected]>, 2020, 2021.
+# Micila Micillotto <[email protected]>, 2020, 2021, 2022.
 # Bob <[email protected]>, 2020.
 # Riccardo Ferro <[email protected]>, 2020.
 # Lorenzo Asolan <[email protected]>, 2020.
@@ -29,8 +29,8 @@ msgid ""
 msgstr ""
 "Project-Id-Version: Godot Engine class reference\n"
 "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2022-03-26 23:26+0000\n"
-"Last-Translator: Alessandro Casalino <alessandro.casalino93@gmail.com>\n"
+"PO-Revision-Date: 2022-04-25 15:12+0000\n"
+"Last-Translator: Micila Micillotto <micillotto@gmail.com>\n"
 "Language-Team: Italian <https://hosted.weblate.org/projects/godot-engine/"
 "godot-class-reference/it/>\n"
 "Language: it\n"
@@ -38,7 +38,7 @@ msgstr ""
 "Content-Type: text/plain; charset=UTF-8\n"
 "Content-Transfer-Encoding: 8-bit\n"
 "Plural-Forms: nplurals=2; plural=n != 1;\n"
-"X-Generator: Weblate 4.12-dev\n"
+"X-Generator: Weblate 4.12.1-dev\n"
 
 #: doc/tools/make_rst.py
 msgid "Description"
@@ -112,7 +112,7 @@ msgstr "valore"
 #: doc/tools/make_rst.py
 #, fuzzy
 msgid "Getter"
-msgstr "Acquisitore"
+msgstr "Acchiappatore"
 
 #: doc/tools/make_rst.py
 msgid ""
@@ -154,6 +154,8 @@ msgid ""
 "This method describes a valid operator to use with this type as left-hand "
 "operand."
 msgstr ""
+"Questo metodo descrive un operatore valido da usare con questo tipo come "
+"operando di sinistra."
 
 #: modules/gdscript/doc_classes/@GDScript.xml
 msgid "Built-in GDScript functions."
@@ -210,6 +212,7 @@ msgstr ""
 "I nomi dei colori supportati sono uguali alle costanti definite in [Color]."
 
 #: modules/gdscript/doc_classes/@GDScript.xml
+#, fuzzy
 msgid ""
 "Returns the absolute value of parameter [code]s[/code] (i.e. positive "
 "value).\n"
@@ -218,7 +221,7 @@ msgid ""
 "[/codeblock]"
 msgstr ""
 "Ritorna il valore assoluto del parametro [code]s[/code] (ovvero un numero "
-"positivo, sia intero che decimale).\n"
+"positivo).\n"
 "[codeblock]\n"
 "a = abs(-1) # a è 1\n"
 "[/codeblock]"
@@ -289,11 +292,16 @@ msgid ""
 "[/codeblock]"
 msgstr ""
 "Controlla che [code]condition[/code] sia [code]true[/code]. Se "
-"[code]condition[/code] è [code]false[/code], un errore è generato ed il "
-"programma viene fermato fin quando decidi di avviarlo di nuovo. Viene "
-"eseguito soltanto nelle build di debug, o quando il gioco viene eseguito "
-"nell'editor. È usato per il debug, oppure per essere sicuri che una "
-"condizione ritorni [code]true[/code] durante lo sviluppo.\n"
+"[code]condition[/code] è [code]false[/code], un errore è generato. Mentre si "
+"sta eseguendo dall'editor, il progetto corrente verrà interrotto finché non "
+"lo riprenderai. Questo può essere usato come una forma più forte di [method "
+"push_error] per riportare gli errori allo sviluppatore del progetto o agli "
+"utilizzatori di add-on.\n"
+"[b]Note:[/b] Per ragioni di performance, il codice dentro [method assert] "
+"viene eseguito sono nelle versione di debug o mentre si sta eseguendo il "
+"progetto dall'editor. Non includere codice che ha effetti collaterali mentre "
+"[method assert] viene chiamato. Altrimenti il progetto si comporterà "
+"diversamente quando viene esportato nella modalità di rilascio.\n"
 "Il parametro [code]message[/code] opzionale, se passato, è mostrato insieme "
 "al messaggio generico \"Assertion failed\". Puoi usarlo per dare dettagli "
 "addizionali sul perché l'asserzione sia fallita.\n"
@@ -507,7 +515,6 @@ msgstr ""
 "[/codeblock]"
 
 #: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
 msgid ""
 "Compares two values by checking their actual contents, recursing into any "
 "`Array` or `Dictionary` up to its deepest level.\n"
@@ -530,9 +537,9 @@ msgstr ""
 "Paragona due valori controllando il loro contenuto attuale, ricorrendo in "
 "ogni `Array` o `Dictionary` fino al suo livello più profondo.\n"
 "Questo è simile a [code]==[/code] su molti aspetti:\n"
-"- Per [code]null[/code] , code]int[/code], [code]float[/code], [code]String[/"
-"code], [code]Object[/code] and [code]RID[/code] sia  [code]deep_equal[/code] "
-"e [code]==[/code] funzionano allo stesso modo.\n"
+"- Per [code]null[/code] , [code]int[/code], [code]float[/code], "
+"[code]String[/code], [code]Object[/code] and [code]RID[/code] sia "
+"[code]deep_equal[/code] e [code]==[/code] funzionano allo stesso modo.\n"
 "- Per [code]Dictionary[/code], [code]==[/code] sono considerati uguali solo "
 "e solo se entrambe le variabili puntano allo stesso [code]Dictionary[/code], "
 "senza alcuna ricorsione o consapevolezza di qualunque contenuto.\n"
@@ -833,6 +840,7 @@ msgstr ""
 "[/codeblock]"
 
 #: modules/gdscript/doc_classes/@GDScript.xml
+#, fuzzy
 msgid ""
 "Returns an interpolation or extrapolation factor considering the range "
 "specified in [code]from[/code] and [code]to[/code], and the interpolated "
@@ -853,6 +861,22 @@ msgid ""
 "[/codeblock]\n"
 "See also [method lerp] which performs the reverse of this operation."
 msgstr ""
+"Ritorna un'interpolazione o un fattore estrapolato considerando il raggio "
+"specificato nel [code]from[/code] e [code]to[/code], e i valori interpolati "
+"specificati in [code]weight[/code]. Il valore di ritorno sarà in mezzo tra "
+"[code]0.0[/code] e [code]1.0[/code] se [code]weight[/code] si trova tra "
+"[code]from[/code] e [code]to[/code] (inclusi).\n"
+"[codeblock]\n"
+"# Il rapporto di interpolazione nella chiamata di `lerp()` è minore di "
+"0.75.\n"
+"var middle = lerp(20, 30, 0.75)\n"
+"# `middle` ora vale 27.5.\n"
+"# Ora fingiamo di aver dimenticato il rapporto originale e lo vogliamo "
+"riottenere.\n"
+"var ratio = inverse_lerp(20, 30, 27.5)\n"
+"# `ratio` ora vale 0.75.\n"
+"[/codeblock]\n"
+"Vedi anche [method lerp] che esegue l'inverso di questa operazione."
 
 #: modules/gdscript/doc_classes/@GDScript.xml
 msgid ""
@@ -4437,7 +4461,7 @@ msgid "The property is a translatable string."
 msgstr ""
 
 #: doc/classes/@GlobalScope.xml
-msgid "Used to group properties together in the editor."
+msgid "Used to group properties together in the editor. See [EditorInspector]."
 msgstr ""
 
 #: doc/classes/@GlobalScope.xml
@@ -7975,8 +7999,9 @@ msgstr ""
 
 #: doc/classes/Array.xml
 msgid ""
-"Removes the first occurrence of a value from the array. To remove an element "
-"by index, use [method remove] instead.\n"
+"Removes the first occurrence of a value from the array. If the value does "
+"not exist in the array, nothing happens. To remove an element by index, use "
+"[method remove] instead.\n"
 "[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
 "[b]Note:[/b] On large arrays, this method will be slower if the removed "
 "element is close to the beginning of the array (index 0). This is because "
@@ -12717,8 +12742,8 @@ msgstr ""
 #: doc/classes/Camera.xml
 msgid ""
 "The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] "
-"sets the other axis' size length."
+"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
+"[code]size[/code] sets the other axis' size length."
 msgstr ""
 
 #: doc/classes/Camera.xml
@@ -13524,8 +13549,11 @@ msgstr ""
 
 #: doc/classes/CanvasItem.xml
 msgid ""
-"If [code]enable[/code] is [code]true[/code], the node won't inherit its "
-"transform from parent canvas items."
+"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
+"i] inherit its transform from parent [CanvasItem]s. Its draw order will also "
+"be changed to make it draw on top of other [CanvasItem]s that are not set as "
+"top-level. The [CanvasItem] will effectively act as if it was placed as a "
+"child of a bare [Node]. See also [method is_set_as_toplevel]."
 msgstr ""
 
 #: doc/classes/CanvasItem.xml
@@ -14617,7 +14645,10 @@ msgid ""
 "number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape "
 "owner[/i]. The CollisionObject2D can have any number of shape owners. Shape "
 "owners are not nodes and do not appear in the editor, but are accessible "
-"through code using the [code]shape_owner_*[/code] methods."
+"through code using the [code]shape_owner_*[/code] methods.\n"
+"[b]Note:[/b] Only collisions between objects within the same canvas "
+"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
+"collisions between objects in different canvases is undefined."
 msgstr ""
 
 #: doc/classes/CollisionObject2D.xml
@@ -21590,18 +21621,34 @@ msgid ""
 msgstr ""
 
 #: doc/classes/EditorInspector.xml
-msgid "A tab used to edit properties of the selected node."
+msgid "A control used to edit properties of an object."
 msgstr ""
 
 #: doc/classes/EditorInspector.xml
 msgid ""
-"The editor inspector is by default located on the right-hand side of the "
-"editor. It's used to edit the properties of the selected node. For example, "
-"you can select a node such as [Sprite] then edit its transform through the "
-"inspector tool. The editor inspector is an essential tool in the game "
-"development workflow.\n"
-"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
-"the singleton using [method EditorInterface.get_inspector]."
+"This is the control that implements property editing in the editor's "
+"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
+"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
+"[EditorInspector] will show properties in the same order as the array "
+"returned by [method Object.get_property_list].\n"
+"If a property's name is path-like (i.e. if it contains forward slashes), "
+"[EditorInspector] will create nested sections for \"directories\" along the "
+"path. For example, if a property is named [code]highlighting/gdscript/"
+"node_path_color[/code], it will be shown as \"Node Path Color\" inside the "
+"\"GDScript\" section nested inside the \"Highlighting\" section.\n"
+"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it "
+"will group subsequent properties whose name starts with the property's hint "
+"string. The group ends when a property does not start with that hint string "
+"or when a new group starts. An empty group name effectively ends the current "
+"group. [EditorInspector] will create a top-level section for each group. For "
+"example, if a property with group usage is named [code]Collide With[/code] "
+"and its hint string is [code]collide_with_[/code], a subsequent "
+"[code]collide_with_area[/code] property will be shown as \"Area\" inside the "
+"\"Collide With\" section.\n"
+"[b]Note:[/b] Unlike sections created from path-like property names, "
+"[EditorInspector] won't capitalize the name for sections created from "
+"groups. So properties with group usage usually use capitalized names instead "
+"of snake_cased names."
 msgstr ""
 
 #: doc/classes/EditorInspector.xml
@@ -22781,6 +22828,14 @@ msgid ""
 "[/codeblock]"
 msgstr ""
 
+#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [EditorSceneImporterGLTF] within a script will cause an error in an "
+"exported project."
+msgstr ""
+
 #: doc/classes/EditorScenePostImport.xml
 msgid "Post-processes scenes after import."
 msgstr ""
@@ -26690,6 +26745,50 @@ msgstr ""
 msgid "Represents the size of the [enum Subdiv] enum."
 msgstr ""
 
+#: modules/gltf/doc_classes/GLTFAccessor.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAccessor] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFAnimation.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAnimation] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFBufferView.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFBufferView] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFCamera.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFCamera] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFDocument.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFDocument] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFLight] within a script will cause an error in an exported project."
+msgstr ""
+
 #: modules/gltf/doc_classes/GLTFLight.xml
 msgid ""
 "The [Color] of the light. Defaults to white. A black color causes the light "
@@ -26739,6 +26838,49 @@ msgid ""
 "and [DirectionalLight] respectively."
 msgstr ""
 
+#: modules/gltf/doc_classes/GLTFMesh.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFMesh] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFNode.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFNode] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSkeleton.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSkeleton] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSpecGloss.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSpecGloss] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFState.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFState] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFTexture.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFTexture] within a script will cause an error in an exported project."
+msgstr ""
+
 #: modules/mono/doc_classes/GodotSharp.xml
 msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
 msgstr ""
@@ -33684,7 +33826,7 @@ msgid ""
 "be within the text's length."
 msgstr ""
 
-#: doc/classes/LineEdit.xml
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
 msgid "Clears the current selection."
 msgstr ""
 
@@ -33703,6 +33845,19 @@ msgid ""
 "characters."
 msgstr ""
 
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection begin column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection end column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+#, fuzzy
+msgid "Returns [code]true[/code] if the user has selected text."
+msgstr "Ritorna [code]true[/code] se [Rect2i] è piano o vuoto."
+
 #: doc/classes/LineEdit.xml
 msgid "Executes a given action as defined in the [enum MenuItems] enum."
 msgstr ""
@@ -37490,7 +37645,7 @@ msgstr ""
 
 #: doc/classes/Node.xml
 msgid "Nodes and Scenes"
-msgstr "Nodi e scene"
+msgstr "Nodi e Scene"
 
 #: doc/classes/Node.xml
 msgid "All Demos"
@@ -39164,7 +39319,10 @@ msgid ""
 msgstr ""
 
 #: doc/classes/Object.xml
-msgid "Returns the object's metadata entry for the given [code]name[/code]."
+msgid ""
+"Returns the object's metadata entry for the given [code]name[/code].\n"
+"Throws error if the entry does not exist, unless [code]default[/code] is not "
+"[code]null[/code] (in which case the default value will be returned)."
 msgstr ""
 
 #: doc/classes/Object.xml
@@ -41399,6 +41557,14 @@ msgid ""
 "[b]Note:[/b] Only available in editor builds."
 msgstr ""
 
+#: modules/gltf/doc_classes/PackedSceneGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [PackedSceneGLTF] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
 #: doc/classes/PacketPeer.xml
 msgid "Abstraction and base class for packet-based protocols."
 msgstr ""
@@ -47127,7 +47293,7 @@ msgstr ""
 #: doc/classes/ProjectSettings.xml
 msgid ""
 "Allows the window to be resizable by default.\n"
-"[b]Note:[/b] This setting is ignored on iOS and Android."
+"[b]Note:[/b] This setting is ignored on iOS."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -47774,7 +47940,7 @@ msgid "Optional name for the 3D render layer 13."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
-msgid "Optional name for the 3D render layer 14"
+msgid "Optional name for the 3D render layer 14."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -49044,16 +49210,24 @@ msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"If [code]true[/code], forces vertex shading for all rendering. This can "
-"increase performance a lot, but also reduces quality immensely. Can be used "
-"to optimize performance on low-end mobile devices."
+"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
+"[ShaderMaterial] rendering. This can be used to improve performance on low-"
+"end mobile devices. The downside is that shading becomes much less accurate, "
+"with visible linear interpolation between vertices that are joined together. "
+"This can be compensated by ensuring meshes have a sufficient level of "
+"subdivision (but not too much, to avoid reducing performance). Some material "
+"features are also not supported when vertex shading is enabled.\n"
+"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to "
+"enable vertex shading on specific materials only.\n"
+"[b]Note:[/b] This setting does not affect unshaded materials."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
 "Lower-end override for [member rendering/quality/shading/"
 "force_vertex_shading] on mobile devices, due to performance concerns or "
-"driver support."
+"driver support. If lighting looks broken after exporting the project to a "
+"mobile platform, try disabling this setting."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -51095,6 +51269,11 @@ msgid ""
 "wrapped text as one line."
 msgstr ""
 
+#: doc/classes/RichTextLabel.xml
+#, fuzzy
+msgid "Returns the current selection text. Does not include BBCodes."
+msgstr "Restituisce il seno del parametro."
+
 #: doc/classes/RichTextLabel.xml
 msgid ""
 "Returns the total number of characters from text tags. Does not include "
@@ -53389,14 +53568,23 @@ msgstr ""
 
 #: doc/classes/Semaphore.xml
 msgid ""
-"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] "
-"on success, [constant ERR_BUSY] otherwise."
+"Lowers the [Semaphore], allowing one more thread in.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"Like [method wait], but won't block, so if the value is zero, fails "
+"immediately and returns [constant ERR_BUSY]. If non-zero, it returns "
+"[constant OK] to report success."
 msgstr ""
 
 #: doc/classes/Semaphore.xml
 msgid ""
-"Tries to wait for the [Semaphore], if its value is zero, blocks until non-"
-"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise."
+"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
 msgstr ""
 
 #: doc/classes/Separator.xml
@@ -54845,7 +55033,21 @@ msgstr ""
 #: doc/classes/SpatialMaterial.xml
 msgid ""
 "If [code]true[/code], lighting is calculated per vertex rather than per "
-"pixel. This may increase performance on low-end devices."
+"pixel. This may increase performance on low-end devices, especially for "
+"meshes with a lower polygon count. The downside is that shading becomes much "
+"less accurate, with visible linear interpolation between vertices that are "
+"joined together. This can be compensated by ensuring meshes have a "
+"sufficient level of subdivision (but not too much, to avoid reducing "
+"performance). Some material features are also not supported when vertex "
+"shading is enabled.\n"
+"See also [member ProjectSettings.rendering/quality/shading/"
+"force_vertex_shading] which can globally enable vertex shading on all "
+"materials.\n"
+"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by "
+"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s "
+"[code]mobile[/code] override.\n"
+"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member "
+"flags_unshaded] is [code]true[/code]."
 msgstr ""
 
 #: doc/classes/SpatialMaterial.xml
@@ -55652,7 +55854,10 @@ msgid ""
 "the text alignment to right.\n"
 "See [Range] class for more options over the [SpinBox].\n"
 "[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
-"[SpinBox]'s background, add theme items for [LineEdit] and customize them."
+"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n"
+"[b]Note:[/b] If you want to implement drag and drop for the underlying "
+"[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
+"returned by [method get_line_edit]."
 msgstr ""
 
 #: doc/classes/SpinBox.xml
@@ -56976,7 +57181,6 @@ msgid ""
 "print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
 "print(\"24\".is_valid_float()) # Prints \"True\"\n"
 "print(\"7e3\".is_valid_float()) # Prints \"True\"\n"
-"print(\"24\".is_valid_float()) # Prints \"True\"\n"
 "print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
 "[/codeblock]"
 msgstr ""
@@ -57247,9 +57451,9 @@ msgstr ""
 #: doc/classes/String.xml
 msgid ""
 "Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
-"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this "
-"string compared to another. 1.0 means totally similar and 0.0 means totally "
-"dissimilar.\n"
+"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
+"this string compared to another. A result of 1.0 means totally similar, "
+"while 0.0 means totally dissimilar.\n"
 "[codeblock]\n"
 "print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
 "print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
@@ -58727,10 +58931,6 @@ msgid ""
 "side."
 msgstr ""
 
-#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin column."
-msgstr ""
-
 #: doc/classes/TextEdit.xml
 msgid "Returns the selection begin line."
 msgstr ""
@@ -58739,10 +58939,6 @@ msgstr ""
 msgid "Returns the text inside the selection."
 msgstr ""
 
-#: doc/classes/TextEdit.xml
-msgid "Returns the selection end column."
-msgstr ""
-
 #: doc/classes/TextEdit.xml
 msgid "Returns the selection end line."
 msgstr ""
@@ -59779,6 +59975,14 @@ msgid ""
 "theme[/code] file, see the documentation for more information."
 msgstr ""
 
+#: doc/classes/Theme.xml
+msgid ""
+"Adds an empty theme type for every valid data type.\n"
+"[b]Note:[/b] Empty types are not saved with the theme. This method only "
+"exists to perform in-memory changes to the resource. Use available "
+"[code]set_*[/code] methods to add theme items."
+msgstr ""
+
 #: doc/classes/Theme.xml
 msgid "Clears all values on the theme."
 msgstr ""
@@ -60056,6 +60260,13 @@ msgid ""
 "merge the other two into it one after another."
 msgstr ""
 
+#: doc/classes/Theme.xml
+msgid ""
+"Removes the theme type, gracefully discarding defined theme items. If the "
+"type is a variation, this information is also erased. If the type is a base "
+"for type variations, those variations lose their base."
+msgstr ""
+
 #: doc/classes/Theme.xml
 msgid ""
 "Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
@@ -72843,6 +73054,11 @@ msgid ""
 "[code]get_peer(id).get_available_packet_count[/code])."
 msgstr ""
 
+#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Sets additional headers to be sent to clients during the HTTP handshake."
+msgstr ""
+
 #: modules/websocket/doc_classes/WebSocketServer.xml
 msgid "Stops the server and clear its state."
 msgstr ""
@@ -72939,6 +73155,9 @@ msgid ""
 "\n"
 "    webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
 "    if webxr_interface:\n"
+"        # Map to the standard button/axis ids when possible.\n"
+"        webxr_interface.xr_standard_mapping = true\n"
+"\n"
 "        # WebXR uses a lot of asynchronous callbacks, so we connect to "
 "various\n"
 "        # signals in order to receive them.\n"
@@ -73162,6 +73381,13 @@ msgid ""
 "blurred\"[/code]."
 msgstr ""
 
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
+"If set to true, the button and axes ids will be converted to match the "
+"standard ids used by other AR/VR interfaces, when possible.\n"
+"Otherwise, the ids will be passed through unaltered from WebXR."
+msgstr ""
+
 #: modules/webxr/doc_classes/WebXRInterface.xml
 msgid ""
 "Emitted to indicate that the reference space has been reset or "
@@ -73472,16 +73698,21 @@ msgid ""
 "Gets the name of the attribute specified by the index in [code]idx[/code] "
 "argument."
 msgstr ""
+"Prende il nome dell'attributo specificato dall'indice nell'argomento "
+"[code]idx[/code]."
 
 #: doc/classes/XMLParser.xml
 msgid ""
 "Gets the value of the attribute specified by the index in [code]idx[/code] "
 "argument."
 msgstr ""
+"Prende il nome dell'attributo specificato dall'indice nell'argomento "
+"[code]idx[/code]."
 
 #: doc/classes/XMLParser.xml
+#, fuzzy
 msgid "Gets the current line in the parsed file (currently not implemented)."
-msgstr ""
+msgstr "Prende la linea corrente nel file analizzato (non ancora implementato)"
 
 #: doc/classes/XMLParser.xml
 msgid ""
@@ -73530,28 +73761,36 @@ msgid "Check whether the current element has a certain attribute."
 msgstr "Verifica che l'elemento attuale abbia un certo attributo."
 
 #: doc/classes/XMLParser.xml
+#, fuzzy
 msgid ""
 "Check whether the current element is empty (this only works for completely "
 "empty tags, e.g. [code]<element \\>[/code])."
 msgstr ""
+"Controlla se l'elemento corrente è vuoto (questo funziona solo per tags "
+"completamente vuoi, es. [code]<element \\>[/code])."
 
 #: doc/classes/XMLParser.xml
 msgid "Opens an XML file for parsing. This returns an error code."
 msgstr "Apre un file XML per effettuarne il parsing. Può restituire un errore."
 
 #: doc/classes/XMLParser.xml
+#, fuzzy
 msgid "Opens an XML raw buffer for parsing. This returns an error code."
 msgstr ""
+"Apre un buffer greggio di XML per analizzarlo. Questo ritorna un codice di "
+"errore."
 
 #: doc/classes/XMLParser.xml
 msgid "Reads the next node of the file. This returns an error code."
-msgstr ""
+msgstr "Legge il nodo seguente del file. Questo ritorna un codice di errore."
 
 #: doc/classes/XMLParser.xml
 msgid ""
 "Moves the buffer cursor to a certain offset (since the beginning) and read "
 "the next node there. This returns an error code."
 msgstr ""
+"Muove il cursore del buffer di un certo margine (partendo dall'inizio) e lì "
+"legge il nodo seguente. Questo ritorna un codice errore."
 
 #: doc/classes/XMLParser.xml
 #, fuzzy

+ 245 - 42
doc/translations/ja.po

@@ -4483,7 +4483,8 @@ msgid "The property is a translatable string."
 msgstr "プロパティは翻訳可能な文字列です。"
 
 #: doc/classes/@GlobalScope.xml
-msgid "Used to group properties together in the editor."
+#, fuzzy
+msgid "Used to group properties together in the editor. See [EditorInspector]."
 msgstr "エディタ内でプロパティをグループ化するために使用します。"
 
 #: doc/classes/@GlobalScope.xml
@@ -9078,8 +9079,9 @@ msgstr "配列が空の場合は[code]true[/code]を返します。"
 
 #: doc/classes/Array.xml
 msgid ""
-"Removes the first occurrence of a value from the array. To remove an element "
-"by index, use [method remove] instead.\n"
+"Removes the first occurrence of a value from the array. If the value does "
+"not exist in the array, nothing happens. To remove an element by index, use "
+"[method remove] instead.\n"
 "[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
 "[b]Note:[/b] On large arrays, this method will be slower if the removed "
 "element is close to the beginning of the array (index 0). This is because "
@@ -14695,8 +14697,8 @@ msgstr ""
 #: doc/classes/Camera.xml
 msgid ""
 "The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] "
-"sets the other axis' size length."
+"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
+"[code]size[/code] sets the other axis' size length."
 msgstr ""
 
 #: doc/classes/Camera.xml
@@ -15510,8 +15512,11 @@ msgstr ""
 
 #: doc/classes/CanvasItem.xml
 msgid ""
-"If [code]enable[/code] is [code]true[/code], the node won't inherit its "
-"transform from parent canvas items."
+"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
+"i] inherit its transform from parent [CanvasItem]s. Its draw order will also "
+"be changed to make it draw on top of other [CanvasItem]s that are not set as "
+"top-level. The [CanvasItem] will effectively act as if it was placed as a "
+"child of a bare [Node]. See also [method is_set_as_toplevel]."
 msgstr ""
 
 #: doc/classes/CanvasItem.xml
@@ -16651,7 +16656,10 @@ msgid ""
 "number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape "
 "owner[/i]. The CollisionObject2D can have any number of shape owners. Shape "
 "owners are not nodes and do not appear in the editor, but are accessible "
-"through code using the [code]shape_owner_*[/code] methods."
+"through code using the [code]shape_owner_*[/code] methods.\n"
+"[b]Note:[/b] Only collisions between objects within the same canvas "
+"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
+"collisions between objects in different canvases is undefined."
 msgstr ""
 
 #: doc/classes/CollisionObject2D.xml
@@ -23634,18 +23642,34 @@ msgid ""
 msgstr ""
 
 #: doc/classes/EditorInspector.xml
-msgid "A tab used to edit properties of the selected node."
+msgid "A control used to edit properties of an object."
 msgstr ""
 
 #: doc/classes/EditorInspector.xml
 msgid ""
-"The editor inspector is by default located on the right-hand side of the "
-"editor. It's used to edit the properties of the selected node. For example, "
-"you can select a node such as [Sprite] then edit its transform through the "
-"inspector tool. The editor inspector is an essential tool in the game "
-"development workflow.\n"
-"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
-"the singleton using [method EditorInterface.get_inspector]."
+"This is the control that implements property editing in the editor's "
+"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
+"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
+"[EditorInspector] will show properties in the same order as the array "
+"returned by [method Object.get_property_list].\n"
+"If a property's name is path-like (i.e. if it contains forward slashes), "
+"[EditorInspector] will create nested sections for \"directories\" along the "
+"path. For example, if a property is named [code]highlighting/gdscript/"
+"node_path_color[/code], it will be shown as \"Node Path Color\" inside the "
+"\"GDScript\" section nested inside the \"Highlighting\" section.\n"
+"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it "
+"will group subsequent properties whose name starts with the property's hint "
+"string. The group ends when a property does not start with that hint string "
+"or when a new group starts. An empty group name effectively ends the current "
+"group. [EditorInspector] will create a top-level section for each group. For "
+"example, if a property with group usage is named [code]Collide With[/code] "
+"and its hint string is [code]collide_with_[/code], a subsequent "
+"[code]collide_with_area[/code] property will be shown as \"Area\" inside the "
+"\"Collide With\" section.\n"
+"[b]Note:[/b] Unlike sections created from path-like property names, "
+"[EditorInspector] won't capitalize the name for sections created from "
+"groups. So properties with group usage usually use capitalized names instead "
+"of snake_cased names."
 msgstr ""
 
 #: doc/classes/EditorInspector.xml
@@ -24830,6 +24854,14 @@ msgid ""
 "[/codeblock]"
 msgstr ""
 
+#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [EditorSceneImporterGLTF] within a script will cause an error in an "
+"exported project."
+msgstr ""
+
 #: doc/classes/EditorScenePostImport.xml
 msgid "Post-processes scenes after import."
 msgstr ""
@@ -28764,6 +28796,50 @@ msgstr ""
 msgid "Represents the size of the [enum Subdiv] enum."
 msgstr ""
 
+#: modules/gltf/doc_classes/GLTFAccessor.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAccessor] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFAnimation.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAnimation] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFBufferView.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFBufferView] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFCamera.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFCamera] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFDocument.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFDocument] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFLight] within a script will cause an error in an exported project."
+msgstr ""
+
 #: modules/gltf/doc_classes/GLTFLight.xml
 msgid ""
 "The [Color] of the light. Defaults to white. A black color causes the light "
@@ -28813,6 +28889,49 @@ msgid ""
 "and [DirectionalLight] respectively."
 msgstr ""
 
+#: modules/gltf/doc_classes/GLTFMesh.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFMesh] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFNode.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFNode] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSkeleton.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSkeleton] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSpecGloss.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSpecGloss] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFState.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFState] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFTexture.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFTexture] within a script will cause an error in an exported project."
+msgstr ""
+
 #: modules/mono/doc_classes/GodotSharp.xml
 msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
 msgstr ""
@@ -35818,7 +35937,7 @@ msgid ""
 "be within the text's length."
 msgstr ""
 
-#: doc/classes/LineEdit.xml
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
 msgid "Clears the current selection."
 msgstr ""
 
@@ -35837,6 +35956,19 @@ msgid ""
 "characters."
 msgstr ""
 
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection begin column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection end column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+#, fuzzy
+msgid "Returns [code]true[/code] if the user has selected text."
+msgstr "配列が空の場合は[code]true[/code]を返します。"
+
 #: doc/classes/LineEdit.xml
 msgid "Executes a given action as defined in the [enum MenuItems] enum."
 msgstr ""
@@ -41324,7 +41456,10 @@ msgid ""
 msgstr ""
 
 #: doc/classes/Object.xml
-msgid "Returns the object's metadata entry for the given [code]name[/code]."
+msgid ""
+"Returns the object's metadata entry for the given [code]name[/code].\n"
+"Throws error if the entry does not exist, unless [code]default[/code] is not "
+"[code]null[/code] (in which case the default value will be returned)."
 msgstr ""
 
 #: doc/classes/Object.xml
@@ -43572,6 +43707,14 @@ msgid ""
 "[b]Note:[/b] Only available in editor builds."
 msgstr ""
 
+#: modules/gltf/doc_classes/PackedSceneGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [PackedSceneGLTF] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
 #: doc/classes/PacketPeer.xml
 msgid "Abstraction and base class for packet-based protocols."
 msgstr ""
@@ -49343,7 +49486,7 @@ msgstr ""
 #: doc/classes/ProjectSettings.xml
 msgid ""
 "Allows the window to be resizable by default.\n"
-"[b]Note:[/b] This setting is ignored on iOS and Android."
+"[b]Note:[/b] This setting is ignored on iOS."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -49990,7 +50133,7 @@ msgid "Optional name for the 3D render layer 13."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
-msgid "Optional name for the 3D render layer 14"
+msgid "Optional name for the 3D render layer 14."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -51260,16 +51403,24 @@ msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"If [code]true[/code], forces vertex shading for all rendering. This can "
-"increase performance a lot, but also reduces quality immensely. Can be used "
-"to optimize performance on low-end mobile devices."
+"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
+"[ShaderMaterial] rendering. This can be used to improve performance on low-"
+"end mobile devices. The downside is that shading becomes much less accurate, "
+"with visible linear interpolation between vertices that are joined together. "
+"This can be compensated by ensuring meshes have a sufficient level of "
+"subdivision (but not too much, to avoid reducing performance). Some material "
+"features are also not supported when vertex shading is enabled.\n"
+"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to "
+"enable vertex shading on specific materials only.\n"
+"[b]Note:[/b] This setting does not affect unshaded materials."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
 "Lower-end override for [member rendering/quality/shading/"
 "force_vertex_shading] on mobile devices, due to performance concerns or "
-"driver support."
+"driver support. If lighting looks broken after exporting the project to a "
+"mobile platform, try disabling this setting."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -53333,6 +53484,11 @@ msgid ""
 "wrapped text as one line."
 msgstr ""
 
+#: doc/classes/RichTextLabel.xml
+#, fuzzy
+msgid "Returns the current selection text. Does not include BBCodes."
+msgstr "現在再生中のアニメーションステートを返します。"
+
 #: doc/classes/RichTextLabel.xml
 msgid ""
 "Returns the total number of characters from text tags. Does not include "
@@ -55633,14 +55789,23 @@ msgstr ""
 
 #: doc/classes/Semaphore.xml
 msgid ""
-"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] "
-"on success, [constant ERR_BUSY] otherwise."
+"Lowers the [Semaphore], allowing one more thread in.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"Like [method wait], but won't block, so if the value is zero, fails "
+"immediately and returns [constant ERR_BUSY]. If non-zero, it returns "
+"[constant OK] to report success."
 msgstr ""
 
 #: doc/classes/Semaphore.xml
 msgid ""
-"Tries to wait for the [Semaphore], if its value is zero, blocks until non-"
-"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise."
+"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
 msgstr ""
 
 #: doc/classes/Separator.xml
@@ -57188,7 +57353,21 @@ msgstr ""
 #: doc/classes/SpatialMaterial.xml
 msgid ""
 "If [code]true[/code], lighting is calculated per vertex rather than per "
-"pixel. This may increase performance on low-end devices."
+"pixel. This may increase performance on low-end devices, especially for "
+"meshes with a lower polygon count. The downside is that shading becomes much "
+"less accurate, with visible linear interpolation between vertices that are "
+"joined together. This can be compensated by ensuring meshes have a "
+"sufficient level of subdivision (but not too much, to avoid reducing "
+"performance). Some material features are also not supported when vertex "
+"shading is enabled.\n"
+"See also [member ProjectSettings.rendering/quality/shading/"
+"force_vertex_shading] which can globally enable vertex shading on all "
+"materials.\n"
+"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by "
+"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s "
+"[code]mobile[/code] override.\n"
+"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member "
+"flags_unshaded] is [code]true[/code]."
 msgstr ""
 
 #: doc/classes/SpatialMaterial.xml
@@ -58173,7 +58352,10 @@ msgid ""
 "the text alignment to right.\n"
 "See [Range] class for more options over the [SpinBox].\n"
 "[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
-"[SpinBox]'s background, add theme items for [LineEdit] and customize them."
+"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n"
+"[b]Note:[/b] If you want to implement drag and drop for the underlying "
+"[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
+"returned by [method get_line_edit]."
 msgstr ""
 
 #: doc/classes/SpinBox.xml
@@ -59521,7 +59703,6 @@ msgid ""
 "print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
 "print(\"24\".is_valid_float()) # Prints \"True\"\n"
 "print(\"7e3\".is_valid_float()) # Prints \"True\"\n"
-"print(\"24\".is_valid_float()) # Prints \"True\"\n"
 "print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
 "[/codeblock]"
 msgstr ""
@@ -59792,9 +59973,9 @@ msgstr ""
 #: doc/classes/String.xml
 msgid ""
 "Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
-"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this "
-"string compared to another. 1.0 means totally similar and 0.0 means totally "
-"dissimilar.\n"
+"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
+"this string compared to another. A result of 1.0 means totally similar, "
+"while 0.0 means totally dissimilar.\n"
 "[codeblock]\n"
 "print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
 "print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
@@ -61284,10 +61465,6 @@ msgid ""
 "side."
 msgstr ""
 
-#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin column."
-msgstr ""
-
 #: doc/classes/TextEdit.xml
 msgid "Returns the selection begin line."
 msgstr ""
@@ -61296,10 +61473,6 @@ msgstr ""
 msgid "Returns the text inside the selection."
 msgstr ""
 
-#: doc/classes/TextEdit.xml
-msgid "Returns the selection end column."
-msgstr ""
-
 #: doc/classes/TextEdit.xml
 msgid "Returns the selection end line."
 msgstr ""
@@ -62342,6 +62515,14 @@ msgid ""
 "theme[/code] file, see the documentation for more information."
 msgstr ""
 
+#: doc/classes/Theme.xml
+msgid ""
+"Adds an empty theme type for every valid data type.\n"
+"[b]Note:[/b] Empty types are not saved with the theme. This method only "
+"exists to perform in-memory changes to the resource. Use available "
+"[code]set_*[/code] methods to add theme items."
+msgstr ""
+
 #: doc/classes/Theme.xml
 msgid "Clears all values on the theme."
 msgstr ""
@@ -62630,6 +62811,13 @@ msgid ""
 "merge the other two into it one after another."
 msgstr ""
 
+#: doc/classes/Theme.xml
+msgid ""
+"Removes the theme type, gracefully discarding defined theme items. If the "
+"type is a variation, this information is also erased. If the type is a base "
+"for type variations, those variations lose their base."
+msgstr ""
+
 #: doc/classes/Theme.xml
 msgid ""
 "Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
@@ -75494,6 +75682,11 @@ msgid ""
 "[code]get_peer(id).get_available_packet_count[/code])."
 msgstr ""
 
+#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Sets additional headers to be sent to clients during the HTTP handshake."
+msgstr ""
+
 #: modules/websocket/doc_classes/WebSocketServer.xml
 msgid "Stops the server and clear its state."
 msgstr ""
@@ -75590,6 +75783,9 @@ msgid ""
 "\n"
 "    webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
 "    if webxr_interface:\n"
+"        # Map to the standard button/axis ids when possible.\n"
+"        webxr_interface.xr_standard_mapping = true\n"
+"\n"
 "        # WebXR uses a lot of asynchronous callbacks, so we connect to "
 "various\n"
 "        # signals in order to receive them.\n"
@@ -75813,6 +76009,13 @@ msgid ""
 "blurred\"[/code]."
 msgstr ""
 
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
+"If set to true, the button and axes ids will be converted to match the "
+"standard ids used by other AR/VR interfaces, when possible.\n"
+"Otherwise, the ids will be passed through unaltered from WebXR."
+msgstr ""
+
 #: modules/webxr/doc_classes/WebXRInterface.xml
 msgid ""
 "Emitted to indicate that the reference space has been reset or "

+ 244 - 42
doc/translations/ko.po

@@ -3596,7 +3596,7 @@ msgid "The property is a translatable string."
 msgstr ""
 
 #: doc/classes/@GlobalScope.xml
-msgid "Used to group properties together in the editor."
+msgid "Used to group properties together in the editor. See [EditorInspector]."
 msgstr ""
 
 #: doc/classes/@GlobalScope.xml
@@ -7116,8 +7116,9 @@ msgstr ""
 
 #: doc/classes/Array.xml
 msgid ""
-"Removes the first occurrence of a value from the array. To remove an element "
-"by index, use [method remove] instead.\n"
+"Removes the first occurrence of a value from the array. If the value does "
+"not exist in the array, nothing happens. To remove an element by index, use "
+"[method remove] instead.\n"
 "[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
 "[b]Note:[/b] On large arrays, this method will be slower if the removed "
 "element is close to the beginning of the array (index 0). This is because "
@@ -11847,8 +11848,8 @@ msgstr ""
 #: doc/classes/Camera.xml
 msgid ""
 "The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] "
-"sets the other axis' size length."
+"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
+"[code]size[/code] sets the other axis' size length."
 msgstr ""
 
 #: doc/classes/Camera.xml
@@ -12650,8 +12651,11 @@ msgstr ""
 
 #: doc/classes/CanvasItem.xml
 msgid ""
-"If [code]enable[/code] is [code]true[/code], the node won't inherit its "
-"transform from parent canvas items."
+"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
+"i] inherit its transform from parent [CanvasItem]s. Its draw order will also "
+"be changed to make it draw on top of other [CanvasItem]s that are not set as "
+"top-level. The [CanvasItem] will effectively act as if it was placed as a "
+"child of a bare [Node]. See also [method is_set_as_toplevel]."
 msgstr ""
 
 #: doc/classes/CanvasItem.xml
@@ -13740,7 +13744,10 @@ msgid ""
 "number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape "
 "owner[/i]. The CollisionObject2D can have any number of shape owners. Shape "
 "owners are not nodes and do not appear in the editor, but are accessible "
-"through code using the [code]shape_owner_*[/code] methods."
+"through code using the [code]shape_owner_*[/code] methods.\n"
+"[b]Note:[/b] Only collisions between objects within the same canvas "
+"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
+"collisions between objects in different canvases is undefined."
 msgstr ""
 
 #: doc/classes/CollisionObject2D.xml
@@ -20716,18 +20723,34 @@ msgid ""
 msgstr ""
 
 #: doc/classes/EditorInspector.xml
-msgid "A tab used to edit properties of the selected node."
+msgid "A control used to edit properties of an object."
 msgstr ""
 
 #: doc/classes/EditorInspector.xml
 msgid ""
-"The editor inspector is by default located on the right-hand side of the "
-"editor. It's used to edit the properties of the selected node. For example, "
-"you can select a node such as [Sprite] then edit its transform through the "
-"inspector tool. The editor inspector is an essential tool in the game "
-"development workflow.\n"
-"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
-"the singleton using [method EditorInterface.get_inspector]."
+"This is the control that implements property editing in the editor's "
+"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
+"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
+"[EditorInspector] will show properties in the same order as the array "
+"returned by [method Object.get_property_list].\n"
+"If a property's name is path-like (i.e. if it contains forward slashes), "
+"[EditorInspector] will create nested sections for \"directories\" along the "
+"path. For example, if a property is named [code]highlighting/gdscript/"
+"node_path_color[/code], it will be shown as \"Node Path Color\" inside the "
+"\"GDScript\" section nested inside the \"Highlighting\" section.\n"
+"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it "
+"will group subsequent properties whose name starts with the property's hint "
+"string. The group ends when a property does not start with that hint string "
+"or when a new group starts. An empty group name effectively ends the current "
+"group. [EditorInspector] will create a top-level section for each group. For "
+"example, if a property with group usage is named [code]Collide With[/code] "
+"and its hint string is [code]collide_with_[/code], a subsequent "
+"[code]collide_with_area[/code] property will be shown as \"Area\" inside the "
+"\"Collide With\" section.\n"
+"[b]Note:[/b] Unlike sections created from path-like property names, "
+"[EditorInspector] won't capitalize the name for sections created from "
+"groups. So properties with group usage usually use capitalized names instead "
+"of snake_cased names."
 msgstr ""
 
 #: doc/classes/EditorInspector.xml
@@ -21902,6 +21925,14 @@ msgid ""
 "[/codeblock]"
 msgstr ""
 
+#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [EditorSceneImporterGLTF] within a script will cause an error in an "
+"exported project."
+msgstr ""
+
 #: doc/classes/EditorScenePostImport.xml
 msgid "Post-processes scenes after import."
 msgstr ""
@@ -25803,6 +25834,50 @@ msgstr ""
 msgid "Represents the size of the [enum Subdiv] enum."
 msgstr ""
 
+#: modules/gltf/doc_classes/GLTFAccessor.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAccessor] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFAnimation.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAnimation] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFBufferView.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFBufferView] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFCamera.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFCamera] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFDocument.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFDocument] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFLight] within a script will cause an error in an exported project."
+msgstr ""
+
 #: modules/gltf/doc_classes/GLTFLight.xml
 msgid ""
 "The [Color] of the light. Defaults to white. A black color causes the light "
@@ -25852,6 +25927,49 @@ msgid ""
 "and [DirectionalLight] respectively."
 msgstr ""
 
+#: modules/gltf/doc_classes/GLTFMesh.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFMesh] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFNode.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFNode] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSkeleton.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSkeleton] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSpecGloss.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSpecGloss] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFState.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFState] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFTexture.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFTexture] within a script will cause an error in an exported project."
+msgstr ""
+
 #: modules/mono/doc_classes/GodotSharp.xml
 msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
 msgstr ""
@@ -32778,7 +32896,7 @@ msgid ""
 "be within the text's length."
 msgstr ""
 
-#: doc/classes/LineEdit.xml
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
 msgid "Clears the current selection."
 msgstr ""
 
@@ -32797,6 +32915,19 @@ msgid ""
 "characters."
 msgstr ""
 
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection begin column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection end column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+#, fuzzy
+msgid "Returns [code]true[/code] if the user has selected text."
+msgstr "매개변수의 코사인 값을 반환합니다."
+
 #: doc/classes/LineEdit.xml
 msgid "Executes a given action as defined in the [enum MenuItems] enum."
 msgstr ""
@@ -38365,7 +38496,10 @@ msgid ""
 msgstr ""
 
 #: doc/classes/Object.xml
-msgid "Returns the object's metadata entry for the given [code]name[/code]."
+msgid ""
+"Returns the object's metadata entry for the given [code]name[/code].\n"
+"Throws error if the entry does not exist, unless [code]default[/code] is not "
+"[code]null[/code] (in which case the default value will be returned)."
 msgstr ""
 
 #: doc/classes/Object.xml
@@ -40581,6 +40715,14 @@ msgid ""
 "[b]Note:[/b] Only available in editor builds."
 msgstr ""
 
+#: modules/gltf/doc_classes/PackedSceneGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [PackedSceneGLTF] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
 #: doc/classes/PacketPeer.xml
 msgid "Abstraction and base class for packet-based protocols."
 msgstr ""
@@ -46304,7 +46446,7 @@ msgstr ""
 #: doc/classes/ProjectSettings.xml
 msgid ""
 "Allows the window to be resizable by default.\n"
-"[b]Note:[/b] This setting is ignored on iOS and Android."
+"[b]Note:[/b] This setting is ignored on iOS."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -46951,7 +47093,7 @@ msgid "Optional name for the 3D render layer 13."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
-msgid "Optional name for the 3D render layer 14"
+msgid "Optional name for the 3D render layer 14."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -48221,16 +48363,24 @@ msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"If [code]true[/code], forces vertex shading for all rendering. This can "
-"increase performance a lot, but also reduces quality immensely. Can be used "
-"to optimize performance on low-end mobile devices."
+"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
+"[ShaderMaterial] rendering. This can be used to improve performance on low-"
+"end mobile devices. The downside is that shading becomes much less accurate, "
+"with visible linear interpolation between vertices that are joined together. "
+"This can be compensated by ensuring meshes have a sufficient level of "
+"subdivision (but not too much, to avoid reducing performance). Some material "
+"features are also not supported when vertex shading is enabled.\n"
+"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to "
+"enable vertex shading on specific materials only.\n"
+"[b]Note:[/b] This setting does not affect unshaded materials."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
 "Lower-end override for [member rendering/quality/shading/"
 "force_vertex_shading] on mobile devices, due to performance concerns or "
-"driver support."
+"driver support. If lighting looks broken after exporting the project to a "
+"mobile platform, try disabling this setting."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -50265,6 +50415,11 @@ msgid ""
 "wrapped text as one line."
 msgstr ""
 
+#: doc/classes/RichTextLabel.xml
+#, fuzzy
+msgid "Returns the current selection text. Does not include BBCodes."
+msgstr "매개변수의 탄젠트 값을 반환합니다."
+
 #: doc/classes/RichTextLabel.xml
 msgid ""
 "Returns the total number of characters from text tags. Does not include "
@@ -52557,14 +52712,23 @@ msgstr ""
 
 #: doc/classes/Semaphore.xml
 msgid ""
-"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] "
-"on success, [constant ERR_BUSY] otherwise."
+"Lowers the [Semaphore], allowing one more thread in.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
 msgstr ""
 
 #: doc/classes/Semaphore.xml
 msgid ""
-"Tries to wait for the [Semaphore], if its value is zero, blocks until non-"
-"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise."
+"Like [method wait], but won't block, so if the value is zero, fails "
+"immediately and returns [constant ERR_BUSY]. If non-zero, it returns "
+"[constant OK] to report success."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
 msgstr ""
 
 #: doc/classes/Separator.xml
@@ -54010,7 +54174,21 @@ msgstr ""
 #: doc/classes/SpatialMaterial.xml
 msgid ""
 "If [code]true[/code], lighting is calculated per vertex rather than per "
-"pixel. This may increase performance on low-end devices."
+"pixel. This may increase performance on low-end devices, especially for "
+"meshes with a lower polygon count. The downside is that shading becomes much "
+"less accurate, with visible linear interpolation between vertices that are "
+"joined together. This can be compensated by ensuring meshes have a "
+"sufficient level of subdivision (but not too much, to avoid reducing "
+"performance). Some material features are also not supported when vertex "
+"shading is enabled.\n"
+"See also [member ProjectSettings.rendering/quality/shading/"
+"force_vertex_shading] which can globally enable vertex shading on all "
+"materials.\n"
+"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by "
+"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s "
+"[code]mobile[/code] override.\n"
+"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member "
+"flags_unshaded] is [code]true[/code]."
 msgstr ""
 
 #: doc/classes/SpatialMaterial.xml
@@ -54814,7 +54992,10 @@ msgid ""
 "the text alignment to right.\n"
 "See [Range] class for more options over the [SpinBox].\n"
 "[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
-"[SpinBox]'s background, add theme items for [LineEdit] and customize them."
+"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n"
+"[b]Note:[/b] If you want to implement drag and drop for the underlying "
+"[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
+"returned by [method get_line_edit]."
 msgstr ""
 
 #: doc/classes/SpinBox.xml
@@ -56134,7 +56315,6 @@ msgid ""
 "print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
 "print(\"24\".is_valid_float()) # Prints \"True\"\n"
 "print(\"7e3\".is_valid_float()) # Prints \"True\"\n"
-"print(\"24\".is_valid_float()) # Prints \"True\"\n"
 "print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
 "[/codeblock]"
 msgstr ""
@@ -56405,9 +56585,9 @@ msgstr ""
 #: doc/classes/String.xml
 msgid ""
 "Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
-"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this "
-"string compared to another. 1.0 means totally similar and 0.0 means totally "
-"dissimilar.\n"
+"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
+"this string compared to another. A result of 1.0 means totally similar, "
+"while 0.0 means totally dissimilar.\n"
 "[codeblock]\n"
 "print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
 "print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
@@ -57881,10 +58061,6 @@ msgid ""
 "side."
 msgstr ""
 
-#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin column."
-msgstr ""
-
 #: doc/classes/TextEdit.xml
 msgid "Returns the selection begin line."
 msgstr ""
@@ -57893,10 +58069,6 @@ msgstr ""
 msgid "Returns the text inside the selection."
 msgstr ""
 
-#: doc/classes/TextEdit.xml
-msgid "Returns the selection end column."
-msgstr ""
-
 #: doc/classes/TextEdit.xml
 msgid "Returns the selection end line."
 msgstr ""
@@ -58921,6 +59093,14 @@ msgid ""
 "theme[/code] file, see the documentation for more information."
 msgstr ""
 
+#: doc/classes/Theme.xml
+msgid ""
+"Adds an empty theme type for every valid data type.\n"
+"[b]Note:[/b] Empty types are not saved with the theme. This method only "
+"exists to perform in-memory changes to the resource. Use available "
+"[code]set_*[/code] methods to add theme items."
+msgstr ""
+
 #: doc/classes/Theme.xml
 msgid "Clears all values on the theme."
 msgstr ""
@@ -59180,6 +59360,13 @@ msgid ""
 "merge the other two into it one after another."
 msgstr ""
 
+#: doc/classes/Theme.xml
+msgid ""
+"Removes the theme type, gracefully discarding defined theme items. If the "
+"type is a variation, this information is also erased. If the type is a base "
+"for type variations, those variations lose their base."
+msgstr ""
+
 #: doc/classes/Theme.xml
 msgid ""
 "Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
@@ -71918,6 +72105,11 @@ msgid ""
 "[code]get_peer(id).get_available_packet_count[/code])."
 msgstr ""
 
+#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Sets additional headers to be sent to clients during the HTTP handshake."
+msgstr ""
+
 #: modules/websocket/doc_classes/WebSocketServer.xml
 msgid "Stops the server and clear its state."
 msgstr ""
@@ -72014,6 +72206,9 @@ msgid ""
 "\n"
 "    webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
 "    if webxr_interface:\n"
+"        # Map to the standard button/axis ids when possible.\n"
+"        webxr_interface.xr_standard_mapping = true\n"
+"\n"
 "        # WebXR uses a lot of asynchronous callbacks, so we connect to "
 "various\n"
 "        # signals in order to receive them.\n"
@@ -72237,6 +72432,13 @@ msgid ""
 "blurred\"[/code]."
 msgstr ""
 
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
+"If set to true, the button and axes ids will be converted to match the "
+"standard ids used by other AR/VR interfaces, when possible.\n"
+"Otherwise, the ids will be passed through unaltered from WebXR."
+msgstr ""
+
 #: modules/webxr/doc_classes/WebXRInterface.xml
 msgid ""
 "Emitted to indicate that the reference space has been reset or "

+ 242 - 42
doc/translations/lv.po

@@ -3484,7 +3484,7 @@ msgid "The property is a translatable string."
 msgstr ""
 
 #: doc/classes/@GlobalScope.xml
-msgid "Used to group properties together in the editor."
+msgid "Used to group properties together in the editor. See [EditorInspector]."
 msgstr ""
 
 #: doc/classes/@GlobalScope.xml
@@ -7001,8 +7001,9 @@ msgstr ""
 
 #: doc/classes/Array.xml
 msgid ""
-"Removes the first occurrence of a value from the array. To remove an element "
-"by index, use [method remove] instead.\n"
+"Removes the first occurrence of a value from the array. If the value does "
+"not exist in the array, nothing happens. To remove an element by index, use "
+"[method remove] instead.\n"
 "[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
 "[b]Note:[/b] On large arrays, this method will be slower if the removed "
 "element is close to the beginning of the array (index 0). This is because "
@@ -11729,8 +11730,8 @@ msgstr ""
 #: doc/classes/Camera.xml
 msgid ""
 "The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] "
-"sets the other axis' size length."
+"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
+"[code]size[/code] sets the other axis' size length."
 msgstr ""
 
 #: doc/classes/Camera.xml
@@ -12528,8 +12529,11 @@ msgstr ""
 
 #: doc/classes/CanvasItem.xml
 msgid ""
-"If [code]enable[/code] is [code]true[/code], the node won't inherit its "
-"transform from parent canvas items."
+"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
+"i] inherit its transform from parent [CanvasItem]s. Its draw order will also "
+"be changed to make it draw on top of other [CanvasItem]s that are not set as "
+"top-level. The [CanvasItem] will effectively act as if it was placed as a "
+"child of a bare [Node]. See also [method is_set_as_toplevel]."
 msgstr ""
 
 #: doc/classes/CanvasItem.xml
@@ -13618,7 +13622,10 @@ msgid ""
 "number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape "
 "owner[/i]. The CollisionObject2D can have any number of shape owners. Shape "
 "owners are not nodes and do not appear in the editor, but are accessible "
-"through code using the [code]shape_owner_*[/code] methods."
+"through code using the [code]shape_owner_*[/code] methods.\n"
+"[b]Note:[/b] Only collisions between objects within the same canvas "
+"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
+"collisions between objects in different canvases is undefined."
 msgstr ""
 
 #: doc/classes/CollisionObject2D.xml
@@ -20493,18 +20500,34 @@ msgid ""
 msgstr ""
 
 #: doc/classes/EditorInspector.xml
-msgid "A tab used to edit properties of the selected node."
+msgid "A control used to edit properties of an object."
 msgstr ""
 
 #: doc/classes/EditorInspector.xml
 msgid ""
-"The editor inspector is by default located on the right-hand side of the "
-"editor. It's used to edit the properties of the selected node. For example, "
-"you can select a node such as [Sprite] then edit its transform through the "
-"inspector tool. The editor inspector is an essential tool in the game "
-"development workflow.\n"
-"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
-"the singleton using [method EditorInterface.get_inspector]."
+"This is the control that implements property editing in the editor's "
+"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
+"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
+"[EditorInspector] will show properties in the same order as the array "
+"returned by [method Object.get_property_list].\n"
+"If a property's name is path-like (i.e. if it contains forward slashes), "
+"[EditorInspector] will create nested sections for \"directories\" along the "
+"path. For example, if a property is named [code]highlighting/gdscript/"
+"node_path_color[/code], it will be shown as \"Node Path Color\" inside the "
+"\"GDScript\" section nested inside the \"Highlighting\" section.\n"
+"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it "
+"will group subsequent properties whose name starts with the property's hint "
+"string. The group ends when a property does not start with that hint string "
+"or when a new group starts. An empty group name effectively ends the current "
+"group. [EditorInspector] will create a top-level section for each group. For "
+"example, if a property with group usage is named [code]Collide With[/code] "
+"and its hint string is [code]collide_with_[/code], a subsequent "
+"[code]collide_with_area[/code] property will be shown as \"Area\" inside the "
+"\"Collide With\" section.\n"
+"[b]Note:[/b] Unlike sections created from path-like property names, "
+"[EditorInspector] won't capitalize the name for sections created from "
+"groups. So properties with group usage usually use capitalized names instead "
+"of snake_cased names."
 msgstr ""
 
 #: doc/classes/EditorInspector.xml
@@ -21679,6 +21702,14 @@ msgid ""
 "[/codeblock]"
 msgstr ""
 
+#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [EditorSceneImporterGLTF] within a script will cause an error in an "
+"exported project."
+msgstr ""
+
 #: doc/classes/EditorScenePostImport.xml
 msgid "Post-processes scenes after import."
 msgstr ""
@@ -25576,6 +25607,50 @@ msgstr ""
 msgid "Represents the size of the [enum Subdiv] enum."
 msgstr ""
 
+#: modules/gltf/doc_classes/GLTFAccessor.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAccessor] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFAnimation.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAnimation] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFBufferView.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFBufferView] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFCamera.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFCamera] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFDocument.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFDocument] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFLight] within a script will cause an error in an exported project."
+msgstr ""
+
 #: modules/gltf/doc_classes/GLTFLight.xml
 msgid ""
 "The [Color] of the light. Defaults to white. A black color causes the light "
@@ -25625,6 +25700,49 @@ msgid ""
 "and [DirectionalLight] respectively."
 msgstr ""
 
+#: modules/gltf/doc_classes/GLTFMesh.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFMesh] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFNode.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFNode] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSkeleton.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSkeleton] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSpecGloss.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSpecGloss] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFState.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFState] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFTexture.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFTexture] within a script will cause an error in an exported project."
+msgstr ""
+
 #: modules/mono/doc_classes/GodotSharp.xml
 msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
 msgstr ""
@@ -32538,7 +32656,7 @@ msgid ""
 "be within the text's length."
 msgstr ""
 
-#: doc/classes/LineEdit.xml
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
 msgid "Clears the current selection."
 msgstr ""
 
@@ -32557,6 +32675,18 @@ msgid ""
 "characters."
 msgstr ""
 
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection begin column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection end column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid "Returns [code]true[/code] if the user has selected text."
+msgstr ""
+
 #: doc/classes/LineEdit.xml
 msgid "Executes a given action as defined in the [enum MenuItems] enum."
 msgstr ""
@@ -37973,7 +38103,10 @@ msgid ""
 msgstr ""
 
 #: doc/classes/Object.xml
-msgid "Returns the object's metadata entry for the given [code]name[/code]."
+msgid ""
+"Returns the object's metadata entry for the given [code]name[/code].\n"
+"Throws error if the entry does not exist, unless [code]default[/code] is not "
+"[code]null[/code] (in which case the default value will be returned)."
 msgstr ""
 
 #: doc/classes/Object.xml
@@ -40181,6 +40314,14 @@ msgid ""
 "[b]Note:[/b] Only available in editor builds."
 msgstr ""
 
+#: modules/gltf/doc_classes/PackedSceneGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [PackedSceneGLTF] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
 #: doc/classes/PacketPeer.xml
 msgid "Abstraction and base class for packet-based protocols."
 msgstr ""
@@ -45884,7 +46025,7 @@ msgstr ""
 #: doc/classes/ProjectSettings.xml
 msgid ""
 "Allows the window to be resizable by default.\n"
-"[b]Note:[/b] This setting is ignored on iOS and Android."
+"[b]Note:[/b] This setting is ignored on iOS."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -46531,7 +46672,7 @@ msgid "Optional name for the 3D render layer 13."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
-msgid "Optional name for the 3D render layer 14"
+msgid "Optional name for the 3D render layer 14."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -47801,16 +47942,24 @@ msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"If [code]true[/code], forces vertex shading for all rendering. This can "
-"increase performance a lot, but also reduces quality immensely. Can be used "
-"to optimize performance on low-end mobile devices."
+"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
+"[ShaderMaterial] rendering. This can be used to improve performance on low-"
+"end mobile devices. The downside is that shading becomes much less accurate, "
+"with visible linear interpolation between vertices that are joined together. "
+"This can be compensated by ensuring meshes have a sufficient level of "
+"subdivision (but not too much, to avoid reducing performance). Some material "
+"features are also not supported when vertex shading is enabled.\n"
+"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to "
+"enable vertex shading on specific materials only.\n"
+"[b]Note:[/b] This setting does not affect unshaded materials."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
 "Lower-end override for [member rendering/quality/shading/"
 "force_vertex_shading] on mobile devices, due to performance concerns or "
-"driver support."
+"driver support. If lighting looks broken after exporting the project to a "
+"mobile platform, try disabling this setting."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -49844,6 +49993,10 @@ msgid ""
 "wrapped text as one line."
 msgstr ""
 
+#: doc/classes/RichTextLabel.xml
+msgid "Returns the current selection text. Does not include BBCodes."
+msgstr ""
+
 #: doc/classes/RichTextLabel.xml
 msgid ""
 "Returns the total number of characters from text tags. Does not include "
@@ -52136,14 +52289,23 @@ msgstr ""
 
 #: doc/classes/Semaphore.xml
 msgid ""
-"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] "
-"on success, [constant ERR_BUSY] otherwise."
+"Lowers the [Semaphore], allowing one more thread in.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
 msgstr ""
 
 #: doc/classes/Semaphore.xml
 msgid ""
-"Tries to wait for the [Semaphore], if its value is zero, blocks until non-"
-"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise."
+"Like [method wait], but won't block, so if the value is zero, fails "
+"immediately and returns [constant ERR_BUSY]. If non-zero, it returns "
+"[constant OK] to report success."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
 msgstr ""
 
 #: doc/classes/Separator.xml
@@ -53589,7 +53751,21 @@ msgstr ""
 #: doc/classes/SpatialMaterial.xml
 msgid ""
 "If [code]true[/code], lighting is calculated per vertex rather than per "
-"pixel. This may increase performance on low-end devices."
+"pixel. This may increase performance on low-end devices, especially for "
+"meshes with a lower polygon count. The downside is that shading becomes much "
+"less accurate, with visible linear interpolation between vertices that are "
+"joined together. This can be compensated by ensuring meshes have a "
+"sufficient level of subdivision (but not too much, to avoid reducing "
+"performance). Some material features are also not supported when vertex "
+"shading is enabled.\n"
+"See also [member ProjectSettings.rendering/quality/shading/"
+"force_vertex_shading] which can globally enable vertex shading on all "
+"materials.\n"
+"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by "
+"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s "
+"[code]mobile[/code] override.\n"
+"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member "
+"flags_unshaded] is [code]true[/code]."
 msgstr ""
 
 #: doc/classes/SpatialMaterial.xml
@@ -54393,7 +54569,10 @@ msgid ""
 "the text alignment to right.\n"
 "See [Range] class for more options over the [SpinBox].\n"
 "[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
-"[SpinBox]'s background, add theme items for [LineEdit] and customize them."
+"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n"
+"[b]Note:[/b] If you want to implement drag and drop for the underlying "
+"[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
+"returned by [method get_line_edit]."
 msgstr ""
 
 #: doc/classes/SpinBox.xml
@@ -55711,7 +55890,6 @@ msgid ""
 "print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
 "print(\"24\".is_valid_float()) # Prints \"True\"\n"
 "print(\"7e3\".is_valid_float()) # Prints \"True\"\n"
-"print(\"24\".is_valid_float()) # Prints \"True\"\n"
 "print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
 "[/codeblock]"
 msgstr ""
@@ -55982,9 +56160,9 @@ msgstr ""
 #: doc/classes/String.xml
 msgid ""
 "Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
-"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this "
-"string compared to another. 1.0 means totally similar and 0.0 means totally "
-"dissimilar.\n"
+"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
+"this string compared to another. A result of 1.0 means totally similar, "
+"while 0.0 means totally dissimilar.\n"
 "[codeblock]\n"
 "print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
 "print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
@@ -57454,10 +57632,6 @@ msgid ""
 "side."
 msgstr ""
 
-#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin column."
-msgstr ""
-
 #: doc/classes/TextEdit.xml
 msgid "Returns the selection begin line."
 msgstr ""
@@ -57466,10 +57640,6 @@ msgstr ""
 msgid "Returns the text inside the selection."
 msgstr ""
 
-#: doc/classes/TextEdit.xml
-msgid "Returns the selection end column."
-msgstr ""
-
 #: doc/classes/TextEdit.xml
 msgid "Returns the selection end line."
 msgstr ""
@@ -58490,6 +58660,14 @@ msgid ""
 "theme[/code] file, see the documentation for more information."
 msgstr ""
 
+#: doc/classes/Theme.xml
+msgid ""
+"Adds an empty theme type for every valid data type.\n"
+"[b]Note:[/b] Empty types are not saved with the theme. This method only "
+"exists to perform in-memory changes to the resource. Use available "
+"[code]set_*[/code] methods to add theme items."
+msgstr ""
+
 #: doc/classes/Theme.xml
 msgid "Clears all values on the theme."
 msgstr ""
@@ -58748,6 +58926,13 @@ msgid ""
 "merge the other two into it one after another."
 msgstr ""
 
+#: doc/classes/Theme.xml
+msgid ""
+"Removes the theme type, gracefully discarding defined theme items. If the "
+"type is a variation, this information is also erased. If the type is a base "
+"for type variations, those variations lose their base."
+msgstr ""
+
 #: doc/classes/Theme.xml
 msgid ""
 "Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
@@ -71442,6 +71627,11 @@ msgid ""
 "[code]get_peer(id).get_available_packet_count[/code])."
 msgstr ""
 
+#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Sets additional headers to be sent to clients during the HTTP handshake."
+msgstr ""
+
 #: modules/websocket/doc_classes/WebSocketServer.xml
 msgid "Stops the server and clear its state."
 msgstr ""
@@ -71538,6 +71728,9 @@ msgid ""
 "\n"
 "    webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
 "    if webxr_interface:\n"
+"        # Map to the standard button/axis ids when possible.\n"
+"        webxr_interface.xr_standard_mapping = true\n"
+"\n"
 "        # WebXR uses a lot of asynchronous callbacks, so we connect to "
 "various\n"
 "        # signals in order to receive them.\n"
@@ -71761,6 +71954,13 @@ msgid ""
 "blurred\"[/code]."
 msgstr ""
 
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
+"If set to true, the button and axes ids will be converted to match the "
+"standard ids used by other AR/VR interfaces, when possible.\n"
+"Otherwise, the ids will be passed through unaltered from WebXR."
+msgstr ""
+
 #: modules/webxr/doc_classes/WebXRInterface.xml
 msgid ""
 "Emitted to indicate that the reference space has been reset or "

+ 242 - 42
doc/translations/mr.po

@@ -3467,7 +3467,7 @@ msgid "The property is a translatable string."
 msgstr ""
 
 #: doc/classes/@GlobalScope.xml
-msgid "Used to group properties together in the editor."
+msgid "Used to group properties together in the editor. See [EditorInspector]."
 msgstr ""
 
 #: doc/classes/@GlobalScope.xml
@@ -6984,8 +6984,9 @@ msgstr ""
 
 #: doc/classes/Array.xml
 msgid ""
-"Removes the first occurrence of a value from the array. To remove an element "
-"by index, use [method remove] instead.\n"
+"Removes the first occurrence of a value from the array. If the value does "
+"not exist in the array, nothing happens. To remove an element by index, use "
+"[method remove] instead.\n"
 "[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
 "[b]Note:[/b] On large arrays, this method will be slower if the removed "
 "element is close to the beginning of the array (index 0). This is because "
@@ -11712,8 +11713,8 @@ msgstr ""
 #: doc/classes/Camera.xml
 msgid ""
 "The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] "
-"sets the other axis' size length."
+"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
+"[code]size[/code] sets the other axis' size length."
 msgstr ""
 
 #: doc/classes/Camera.xml
@@ -12511,8 +12512,11 @@ msgstr ""
 
 #: doc/classes/CanvasItem.xml
 msgid ""
-"If [code]enable[/code] is [code]true[/code], the node won't inherit its "
-"transform from parent canvas items."
+"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
+"i] inherit its transform from parent [CanvasItem]s. Its draw order will also "
+"be changed to make it draw on top of other [CanvasItem]s that are not set as "
+"top-level. The [CanvasItem] will effectively act as if it was placed as a "
+"child of a bare [Node]. See also [method is_set_as_toplevel]."
 msgstr ""
 
 #: doc/classes/CanvasItem.xml
@@ -13601,7 +13605,10 @@ msgid ""
 "number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape "
 "owner[/i]. The CollisionObject2D can have any number of shape owners. Shape "
 "owners are not nodes and do not appear in the editor, but are accessible "
-"through code using the [code]shape_owner_*[/code] methods."
+"through code using the [code]shape_owner_*[/code] methods.\n"
+"[b]Note:[/b] Only collisions between objects within the same canvas "
+"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
+"collisions between objects in different canvases is undefined."
 msgstr ""
 
 #: doc/classes/CollisionObject2D.xml
@@ -20476,18 +20483,34 @@ msgid ""
 msgstr ""
 
 #: doc/classes/EditorInspector.xml
-msgid "A tab used to edit properties of the selected node."
+msgid "A control used to edit properties of an object."
 msgstr ""
 
 #: doc/classes/EditorInspector.xml
 msgid ""
-"The editor inspector is by default located on the right-hand side of the "
-"editor. It's used to edit the properties of the selected node. For example, "
-"you can select a node such as [Sprite] then edit its transform through the "
-"inspector tool. The editor inspector is an essential tool in the game "
-"development workflow.\n"
-"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
-"the singleton using [method EditorInterface.get_inspector]."
+"This is the control that implements property editing in the editor's "
+"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
+"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
+"[EditorInspector] will show properties in the same order as the array "
+"returned by [method Object.get_property_list].\n"
+"If a property's name is path-like (i.e. if it contains forward slashes), "
+"[EditorInspector] will create nested sections for \"directories\" along the "
+"path. For example, if a property is named [code]highlighting/gdscript/"
+"node_path_color[/code], it will be shown as \"Node Path Color\" inside the "
+"\"GDScript\" section nested inside the \"Highlighting\" section.\n"
+"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it "
+"will group subsequent properties whose name starts with the property's hint "
+"string. The group ends when a property does not start with that hint string "
+"or when a new group starts. An empty group name effectively ends the current "
+"group. [EditorInspector] will create a top-level section for each group. For "
+"example, if a property with group usage is named [code]Collide With[/code] "
+"and its hint string is [code]collide_with_[/code], a subsequent "
+"[code]collide_with_area[/code] property will be shown as \"Area\" inside the "
+"\"Collide With\" section.\n"
+"[b]Note:[/b] Unlike sections created from path-like property names, "
+"[EditorInspector] won't capitalize the name for sections created from "
+"groups. So properties with group usage usually use capitalized names instead "
+"of snake_cased names."
 msgstr ""
 
 #: doc/classes/EditorInspector.xml
@@ -21662,6 +21685,14 @@ msgid ""
 "[/codeblock]"
 msgstr ""
 
+#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [EditorSceneImporterGLTF] within a script will cause an error in an "
+"exported project."
+msgstr ""
+
 #: doc/classes/EditorScenePostImport.xml
 msgid "Post-processes scenes after import."
 msgstr ""
@@ -25556,6 +25587,50 @@ msgstr ""
 msgid "Represents the size of the [enum Subdiv] enum."
 msgstr ""
 
+#: modules/gltf/doc_classes/GLTFAccessor.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAccessor] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFAnimation.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAnimation] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFBufferView.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFBufferView] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFCamera.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFCamera] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFDocument.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFDocument] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFLight] within a script will cause an error in an exported project."
+msgstr ""
+
 #: modules/gltf/doc_classes/GLTFLight.xml
 msgid ""
 "The [Color] of the light. Defaults to white. A black color causes the light "
@@ -25605,6 +25680,49 @@ msgid ""
 "and [DirectionalLight] respectively."
 msgstr ""
 
+#: modules/gltf/doc_classes/GLTFMesh.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFMesh] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFNode.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFNode] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSkeleton.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSkeleton] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSpecGloss.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSpecGloss] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFState.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFState] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFTexture.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFTexture] within a script will cause an error in an exported project."
+msgstr ""
+
 #: modules/mono/doc_classes/GodotSharp.xml
 msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
 msgstr ""
@@ -32518,7 +32636,7 @@ msgid ""
 "be within the text's length."
 msgstr ""
 
-#: doc/classes/LineEdit.xml
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
 msgid "Clears the current selection."
 msgstr ""
 
@@ -32537,6 +32655,18 @@ msgid ""
 "characters."
 msgstr ""
 
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection begin column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection end column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid "Returns [code]true[/code] if the user has selected text."
+msgstr ""
+
 #: doc/classes/LineEdit.xml
 msgid "Executes a given action as defined in the [enum MenuItems] enum."
 msgstr ""
@@ -37953,7 +38083,10 @@ msgid ""
 msgstr ""
 
 #: doc/classes/Object.xml
-msgid "Returns the object's metadata entry for the given [code]name[/code]."
+msgid ""
+"Returns the object's metadata entry for the given [code]name[/code].\n"
+"Throws error if the entry does not exist, unless [code]default[/code] is not "
+"[code]null[/code] (in which case the default value will be returned)."
 msgstr ""
 
 #: doc/classes/Object.xml
@@ -40161,6 +40294,14 @@ msgid ""
 "[b]Note:[/b] Only available in editor builds."
 msgstr ""
 
+#: modules/gltf/doc_classes/PackedSceneGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [PackedSceneGLTF] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
 #: doc/classes/PacketPeer.xml
 msgid "Abstraction and base class for packet-based protocols."
 msgstr ""
@@ -45864,7 +46005,7 @@ msgstr ""
 #: doc/classes/ProjectSettings.xml
 msgid ""
 "Allows the window to be resizable by default.\n"
-"[b]Note:[/b] This setting is ignored on iOS and Android."
+"[b]Note:[/b] This setting is ignored on iOS."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -46511,7 +46652,7 @@ msgid "Optional name for the 3D render layer 13."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
-msgid "Optional name for the 3D render layer 14"
+msgid "Optional name for the 3D render layer 14."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -47781,16 +47922,24 @@ msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"If [code]true[/code], forces vertex shading for all rendering. This can "
-"increase performance a lot, but also reduces quality immensely. Can be used "
-"to optimize performance on low-end mobile devices."
+"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
+"[ShaderMaterial] rendering. This can be used to improve performance on low-"
+"end mobile devices. The downside is that shading becomes much less accurate, "
+"with visible linear interpolation between vertices that are joined together. "
+"This can be compensated by ensuring meshes have a sufficient level of "
+"subdivision (but not too much, to avoid reducing performance). Some material "
+"features are also not supported when vertex shading is enabled.\n"
+"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to "
+"enable vertex shading on specific materials only.\n"
+"[b]Note:[/b] This setting does not affect unshaded materials."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
 "Lower-end override for [member rendering/quality/shading/"
 "force_vertex_shading] on mobile devices, due to performance concerns or "
-"driver support."
+"driver support. If lighting looks broken after exporting the project to a "
+"mobile platform, try disabling this setting."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -49824,6 +49973,10 @@ msgid ""
 "wrapped text as one line."
 msgstr ""
 
+#: doc/classes/RichTextLabel.xml
+msgid "Returns the current selection text. Does not include BBCodes."
+msgstr ""
+
 #: doc/classes/RichTextLabel.xml
 msgid ""
 "Returns the total number of characters from text tags. Does not include "
@@ -52116,14 +52269,23 @@ msgstr ""
 
 #: doc/classes/Semaphore.xml
 msgid ""
-"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] "
-"on success, [constant ERR_BUSY] otherwise."
+"Lowers the [Semaphore], allowing one more thread in.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
 msgstr ""
 
 #: doc/classes/Semaphore.xml
 msgid ""
-"Tries to wait for the [Semaphore], if its value is zero, blocks until non-"
-"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise."
+"Like [method wait], but won't block, so if the value is zero, fails "
+"immediately and returns [constant ERR_BUSY]. If non-zero, it returns "
+"[constant OK] to report success."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
 msgstr ""
 
 #: doc/classes/Separator.xml
@@ -53569,7 +53731,21 @@ msgstr ""
 #: doc/classes/SpatialMaterial.xml
 msgid ""
 "If [code]true[/code], lighting is calculated per vertex rather than per "
-"pixel. This may increase performance on low-end devices."
+"pixel. This may increase performance on low-end devices, especially for "
+"meshes with a lower polygon count. The downside is that shading becomes much "
+"less accurate, with visible linear interpolation between vertices that are "
+"joined together. This can be compensated by ensuring meshes have a "
+"sufficient level of subdivision (but not too much, to avoid reducing "
+"performance). Some material features are also not supported when vertex "
+"shading is enabled.\n"
+"See also [member ProjectSettings.rendering/quality/shading/"
+"force_vertex_shading] which can globally enable vertex shading on all "
+"materials.\n"
+"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by "
+"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s "
+"[code]mobile[/code] override.\n"
+"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member "
+"flags_unshaded] is [code]true[/code]."
 msgstr ""
 
 #: doc/classes/SpatialMaterial.xml
@@ -54373,7 +54549,10 @@ msgid ""
 "the text alignment to right.\n"
 "See [Range] class for more options over the [SpinBox].\n"
 "[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
-"[SpinBox]'s background, add theme items for [LineEdit] and customize them."
+"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n"
+"[b]Note:[/b] If you want to implement drag and drop for the underlying "
+"[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
+"returned by [method get_line_edit]."
 msgstr ""
 
 #: doc/classes/SpinBox.xml
@@ -55691,7 +55870,6 @@ msgid ""
 "print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
 "print(\"24\".is_valid_float()) # Prints \"True\"\n"
 "print(\"7e3\".is_valid_float()) # Prints \"True\"\n"
-"print(\"24\".is_valid_float()) # Prints \"True\"\n"
 "print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
 "[/codeblock]"
 msgstr ""
@@ -55962,9 +56140,9 @@ msgstr ""
 #: doc/classes/String.xml
 msgid ""
 "Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
-"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this "
-"string compared to another. 1.0 means totally similar and 0.0 means totally "
-"dissimilar.\n"
+"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
+"this string compared to another. A result of 1.0 means totally similar, "
+"while 0.0 means totally dissimilar.\n"
 "[codeblock]\n"
 "print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
 "print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
@@ -57434,10 +57612,6 @@ msgid ""
 "side."
 msgstr ""
 
-#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin column."
-msgstr ""
-
 #: doc/classes/TextEdit.xml
 msgid "Returns the selection begin line."
 msgstr ""
@@ -57446,10 +57620,6 @@ msgstr ""
 msgid "Returns the text inside the selection."
 msgstr ""
 
-#: doc/classes/TextEdit.xml
-msgid "Returns the selection end column."
-msgstr ""
-
 #: doc/classes/TextEdit.xml
 msgid "Returns the selection end line."
 msgstr ""
@@ -58470,6 +58640,14 @@ msgid ""
 "theme[/code] file, see the documentation for more information."
 msgstr ""
 
+#: doc/classes/Theme.xml
+msgid ""
+"Adds an empty theme type for every valid data type.\n"
+"[b]Note:[/b] Empty types are not saved with the theme. This method only "
+"exists to perform in-memory changes to the resource. Use available "
+"[code]set_*[/code] methods to add theme items."
+msgstr ""
+
 #: doc/classes/Theme.xml
 msgid "Clears all values on the theme."
 msgstr ""
@@ -58728,6 +58906,13 @@ msgid ""
 "merge the other two into it one after another."
 msgstr ""
 
+#: doc/classes/Theme.xml
+msgid ""
+"Removes the theme type, gracefully discarding defined theme items. If the "
+"type is a variation, this information is also erased. If the type is a base "
+"for type variations, those variations lose their base."
+msgstr ""
+
 #: doc/classes/Theme.xml
 msgid ""
 "Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
@@ -71422,6 +71607,11 @@ msgid ""
 "[code]get_peer(id).get_available_packet_count[/code])."
 msgstr ""
 
+#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Sets additional headers to be sent to clients during the HTTP handshake."
+msgstr ""
+
 #: modules/websocket/doc_classes/WebSocketServer.xml
 msgid "Stops the server and clear its state."
 msgstr ""
@@ -71518,6 +71708,9 @@ msgid ""
 "\n"
 "    webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
 "    if webxr_interface:\n"
+"        # Map to the standard button/axis ids when possible.\n"
+"        webxr_interface.xr_standard_mapping = true\n"
+"\n"
 "        # WebXR uses a lot of asynchronous callbacks, so we connect to "
 "various\n"
 "        # signals in order to receive them.\n"
@@ -71741,6 +71934,13 @@ msgid ""
 "blurred\"[/code]."
 msgstr ""
 
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
+"If set to true, the button and axes ids will be converted to match the "
+"standard ids used by other AR/VR interfaces, when possible.\n"
+"Otherwise, the ids will be passed through unaltered from WebXR."
+msgstr ""
+
 #: modules/webxr/doc_classes/WebXRInterface.xml
 msgid ""
 "Emitted to indicate that the reference space has been reset or "

+ 242 - 42
doc/translations/nb.po

@@ -3479,7 +3479,7 @@ msgid "The property is a translatable string."
 msgstr ""
 
 #: doc/classes/@GlobalScope.xml
-msgid "Used to group properties together in the editor."
+msgid "Used to group properties together in the editor. See [EditorInspector]."
 msgstr ""
 
 #: doc/classes/@GlobalScope.xml
@@ -6996,8 +6996,9 @@ msgstr ""
 
 #: doc/classes/Array.xml
 msgid ""
-"Removes the first occurrence of a value from the array. To remove an element "
-"by index, use [method remove] instead.\n"
+"Removes the first occurrence of a value from the array. If the value does "
+"not exist in the array, nothing happens. To remove an element by index, use "
+"[method remove] instead.\n"
 "[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
 "[b]Note:[/b] On large arrays, this method will be slower if the removed "
 "element is close to the beginning of the array (index 0). This is because "
@@ -11724,8 +11725,8 @@ msgstr ""
 #: doc/classes/Camera.xml
 msgid ""
 "The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] "
-"sets the other axis' size length."
+"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
+"[code]size[/code] sets the other axis' size length."
 msgstr ""
 
 #: doc/classes/Camera.xml
@@ -12523,8 +12524,11 @@ msgstr ""
 
 #: doc/classes/CanvasItem.xml
 msgid ""
-"If [code]enable[/code] is [code]true[/code], the node won't inherit its "
-"transform from parent canvas items."
+"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
+"i] inherit its transform from parent [CanvasItem]s. Its draw order will also "
+"be changed to make it draw on top of other [CanvasItem]s that are not set as "
+"top-level. The [CanvasItem] will effectively act as if it was placed as a "
+"child of a bare [Node]. See also [method is_set_as_toplevel]."
 msgstr ""
 
 #: doc/classes/CanvasItem.xml
@@ -13613,7 +13617,10 @@ msgid ""
 "number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape "
 "owner[/i]. The CollisionObject2D can have any number of shape owners. Shape "
 "owners are not nodes and do not appear in the editor, but are accessible "
-"through code using the [code]shape_owner_*[/code] methods."
+"through code using the [code]shape_owner_*[/code] methods.\n"
+"[b]Note:[/b] Only collisions between objects within the same canvas "
+"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
+"collisions between objects in different canvases is undefined."
 msgstr ""
 
 #: doc/classes/CollisionObject2D.xml
@@ -20488,18 +20495,34 @@ msgid ""
 msgstr ""
 
 #: doc/classes/EditorInspector.xml
-msgid "A tab used to edit properties of the selected node."
+msgid "A control used to edit properties of an object."
 msgstr ""
 
 #: doc/classes/EditorInspector.xml
 msgid ""
-"The editor inspector is by default located on the right-hand side of the "
-"editor. It's used to edit the properties of the selected node. For example, "
-"you can select a node such as [Sprite] then edit its transform through the "
-"inspector tool. The editor inspector is an essential tool in the game "
-"development workflow.\n"
-"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
-"the singleton using [method EditorInterface.get_inspector]."
+"This is the control that implements property editing in the editor's "
+"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
+"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
+"[EditorInspector] will show properties in the same order as the array "
+"returned by [method Object.get_property_list].\n"
+"If a property's name is path-like (i.e. if it contains forward slashes), "
+"[EditorInspector] will create nested sections for \"directories\" along the "
+"path. For example, if a property is named [code]highlighting/gdscript/"
+"node_path_color[/code], it will be shown as \"Node Path Color\" inside the "
+"\"GDScript\" section nested inside the \"Highlighting\" section.\n"
+"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it "
+"will group subsequent properties whose name starts with the property's hint "
+"string. The group ends when a property does not start with that hint string "
+"or when a new group starts. An empty group name effectively ends the current "
+"group. [EditorInspector] will create a top-level section for each group. For "
+"example, if a property with group usage is named [code]Collide With[/code] "
+"and its hint string is [code]collide_with_[/code], a subsequent "
+"[code]collide_with_area[/code] property will be shown as \"Area\" inside the "
+"\"Collide With\" section.\n"
+"[b]Note:[/b] Unlike sections created from path-like property names, "
+"[EditorInspector] won't capitalize the name for sections created from "
+"groups. So properties with group usage usually use capitalized names instead "
+"of snake_cased names."
 msgstr ""
 
 #: doc/classes/EditorInspector.xml
@@ -21674,6 +21697,14 @@ msgid ""
 "[/codeblock]"
 msgstr ""
 
+#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [EditorSceneImporterGLTF] within a script will cause an error in an "
+"exported project."
+msgstr ""
+
 #: doc/classes/EditorScenePostImport.xml
 msgid "Post-processes scenes after import."
 msgstr ""
@@ -25568,6 +25599,50 @@ msgstr ""
 msgid "Represents the size of the [enum Subdiv] enum."
 msgstr ""
 
+#: modules/gltf/doc_classes/GLTFAccessor.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAccessor] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFAnimation.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAnimation] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFBufferView.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFBufferView] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFCamera.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFCamera] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFDocument.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFDocument] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFLight] within a script will cause an error in an exported project."
+msgstr ""
+
 #: modules/gltf/doc_classes/GLTFLight.xml
 msgid ""
 "The [Color] of the light. Defaults to white. A black color causes the light "
@@ -25617,6 +25692,49 @@ msgid ""
 "and [DirectionalLight] respectively."
 msgstr ""
 
+#: modules/gltf/doc_classes/GLTFMesh.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFMesh] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFNode.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFNode] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSkeleton.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSkeleton] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSpecGloss.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSpecGloss] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFState.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFState] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFTexture.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFTexture] within a script will cause an error in an exported project."
+msgstr ""
+
 #: modules/mono/doc_classes/GodotSharp.xml
 msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
 msgstr ""
@@ -32530,7 +32648,7 @@ msgid ""
 "be within the text's length."
 msgstr ""
 
-#: doc/classes/LineEdit.xml
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
 msgid "Clears the current selection."
 msgstr ""
 
@@ -32549,6 +32667,18 @@ msgid ""
 "characters."
 msgstr ""
 
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection begin column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection end column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid "Returns [code]true[/code] if the user has selected text."
+msgstr ""
+
 #: doc/classes/LineEdit.xml
 msgid "Executes a given action as defined in the [enum MenuItems] enum."
 msgstr ""
@@ -37965,7 +38095,10 @@ msgid ""
 msgstr ""
 
 #: doc/classes/Object.xml
-msgid "Returns the object's metadata entry for the given [code]name[/code]."
+msgid ""
+"Returns the object's metadata entry for the given [code]name[/code].\n"
+"Throws error if the entry does not exist, unless [code]default[/code] is not "
+"[code]null[/code] (in which case the default value will be returned)."
 msgstr ""
 
 #: doc/classes/Object.xml
@@ -40173,6 +40306,14 @@ msgid ""
 "[b]Note:[/b] Only available in editor builds."
 msgstr ""
 
+#: modules/gltf/doc_classes/PackedSceneGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [PackedSceneGLTF] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
 #: doc/classes/PacketPeer.xml
 msgid "Abstraction and base class for packet-based protocols."
 msgstr ""
@@ -45876,7 +46017,7 @@ msgstr ""
 #: doc/classes/ProjectSettings.xml
 msgid ""
 "Allows the window to be resizable by default.\n"
-"[b]Note:[/b] This setting is ignored on iOS and Android."
+"[b]Note:[/b] This setting is ignored on iOS."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -46523,7 +46664,7 @@ msgid "Optional name for the 3D render layer 13."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
-msgid "Optional name for the 3D render layer 14"
+msgid "Optional name for the 3D render layer 14."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -47793,16 +47934,24 @@ msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"If [code]true[/code], forces vertex shading for all rendering. This can "
-"increase performance a lot, but also reduces quality immensely. Can be used "
-"to optimize performance on low-end mobile devices."
+"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
+"[ShaderMaterial] rendering. This can be used to improve performance on low-"
+"end mobile devices. The downside is that shading becomes much less accurate, "
+"with visible linear interpolation between vertices that are joined together. "
+"This can be compensated by ensuring meshes have a sufficient level of "
+"subdivision (but not too much, to avoid reducing performance). Some material "
+"features are also not supported when vertex shading is enabled.\n"
+"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to "
+"enable vertex shading on specific materials only.\n"
+"[b]Note:[/b] This setting does not affect unshaded materials."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
 "Lower-end override for [member rendering/quality/shading/"
 "force_vertex_shading] on mobile devices, due to performance concerns or "
-"driver support."
+"driver support. If lighting looks broken after exporting the project to a "
+"mobile platform, try disabling this setting."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -49836,6 +49985,10 @@ msgid ""
 "wrapped text as one line."
 msgstr ""
 
+#: doc/classes/RichTextLabel.xml
+msgid "Returns the current selection text. Does not include BBCodes."
+msgstr ""
+
 #: doc/classes/RichTextLabel.xml
 msgid ""
 "Returns the total number of characters from text tags. Does not include "
@@ -52128,14 +52281,23 @@ msgstr ""
 
 #: doc/classes/Semaphore.xml
 msgid ""
-"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] "
-"on success, [constant ERR_BUSY] otherwise."
+"Lowers the [Semaphore], allowing one more thread in.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
 msgstr ""
 
 #: doc/classes/Semaphore.xml
 msgid ""
-"Tries to wait for the [Semaphore], if its value is zero, blocks until non-"
-"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise."
+"Like [method wait], but won't block, so if the value is zero, fails "
+"immediately and returns [constant ERR_BUSY]. If non-zero, it returns "
+"[constant OK] to report success."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
 msgstr ""
 
 #: doc/classes/Separator.xml
@@ -53581,7 +53743,21 @@ msgstr ""
 #: doc/classes/SpatialMaterial.xml
 msgid ""
 "If [code]true[/code], lighting is calculated per vertex rather than per "
-"pixel. This may increase performance on low-end devices."
+"pixel. This may increase performance on low-end devices, especially for "
+"meshes with a lower polygon count. The downside is that shading becomes much "
+"less accurate, with visible linear interpolation between vertices that are "
+"joined together. This can be compensated by ensuring meshes have a "
+"sufficient level of subdivision (but not too much, to avoid reducing "
+"performance). Some material features are also not supported when vertex "
+"shading is enabled.\n"
+"See also [member ProjectSettings.rendering/quality/shading/"
+"force_vertex_shading] which can globally enable vertex shading on all "
+"materials.\n"
+"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by "
+"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s "
+"[code]mobile[/code] override.\n"
+"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member "
+"flags_unshaded] is [code]true[/code]."
 msgstr ""
 
 #: doc/classes/SpatialMaterial.xml
@@ -54385,7 +54561,10 @@ msgid ""
 "the text alignment to right.\n"
 "See [Range] class for more options over the [SpinBox].\n"
 "[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
-"[SpinBox]'s background, add theme items for [LineEdit] and customize them."
+"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n"
+"[b]Note:[/b] If you want to implement drag and drop for the underlying "
+"[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
+"returned by [method get_line_edit]."
 msgstr ""
 
 #: doc/classes/SpinBox.xml
@@ -55703,7 +55882,6 @@ msgid ""
 "print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
 "print(\"24\".is_valid_float()) # Prints \"True\"\n"
 "print(\"7e3\".is_valid_float()) # Prints \"True\"\n"
-"print(\"24\".is_valid_float()) # Prints \"True\"\n"
 "print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
 "[/codeblock]"
 msgstr ""
@@ -55974,9 +56152,9 @@ msgstr ""
 #: doc/classes/String.xml
 msgid ""
 "Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
-"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this "
-"string compared to another. 1.0 means totally similar and 0.0 means totally "
-"dissimilar.\n"
+"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
+"this string compared to another. A result of 1.0 means totally similar, "
+"while 0.0 means totally dissimilar.\n"
 "[codeblock]\n"
 "print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
 "print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
@@ -57446,10 +57624,6 @@ msgid ""
 "side."
 msgstr ""
 
-#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin column."
-msgstr ""
-
 #: doc/classes/TextEdit.xml
 msgid "Returns the selection begin line."
 msgstr ""
@@ -57458,10 +57632,6 @@ msgstr ""
 msgid "Returns the text inside the selection."
 msgstr ""
 
-#: doc/classes/TextEdit.xml
-msgid "Returns the selection end column."
-msgstr ""
-
 #: doc/classes/TextEdit.xml
 msgid "Returns the selection end line."
 msgstr ""
@@ -58482,6 +58652,14 @@ msgid ""
 "theme[/code] file, see the documentation for more information."
 msgstr ""
 
+#: doc/classes/Theme.xml
+msgid ""
+"Adds an empty theme type for every valid data type.\n"
+"[b]Note:[/b] Empty types are not saved with the theme. This method only "
+"exists to perform in-memory changes to the resource. Use available "
+"[code]set_*[/code] methods to add theme items."
+msgstr ""
+
 #: doc/classes/Theme.xml
 msgid "Clears all values on the theme."
 msgstr ""
@@ -58740,6 +58918,13 @@ msgid ""
 "merge the other two into it one after another."
 msgstr ""
 
+#: doc/classes/Theme.xml
+msgid ""
+"Removes the theme type, gracefully discarding defined theme items. If the "
+"type is a variation, this information is also erased. If the type is a base "
+"for type variations, those variations lose their base."
+msgstr ""
+
 #: doc/classes/Theme.xml
 msgid ""
 "Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
@@ -71434,6 +71619,11 @@ msgid ""
 "[code]get_peer(id).get_available_packet_count[/code])."
 msgstr ""
 
+#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Sets additional headers to be sent to clients during the HTTP handshake."
+msgstr ""
+
 #: modules/websocket/doc_classes/WebSocketServer.xml
 msgid "Stops the server and clear its state."
 msgstr ""
@@ -71530,6 +71720,9 @@ msgid ""
 "\n"
 "    webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
 "    if webxr_interface:\n"
+"        # Map to the standard button/axis ids when possible.\n"
+"        webxr_interface.xr_standard_mapping = true\n"
+"\n"
 "        # WebXR uses a lot of asynchronous callbacks, so we connect to "
 "various\n"
 "        # signals in order to receive them.\n"
@@ -71753,6 +71946,13 @@ msgid ""
 "blurred\"[/code]."
 msgstr ""
 
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
+"If set to true, the button and axes ids will be converted to match the "
+"standard ids used by other AR/VR interfaces, when possible.\n"
+"Otherwise, the ids will be passed through unaltered from WebXR."
+msgstr ""
+
 #: modules/webxr/doc_classes/WebXRInterface.xml
 msgid ""
 "Emitted to indicate that the reference space has been reset or "

+ 242 - 42
doc/translations/ne.po

@@ -3467,7 +3467,7 @@ msgid "The property is a translatable string."
 msgstr ""
 
 #: doc/classes/@GlobalScope.xml
-msgid "Used to group properties together in the editor."
+msgid "Used to group properties together in the editor. See [EditorInspector]."
 msgstr ""
 
 #: doc/classes/@GlobalScope.xml
@@ -6984,8 +6984,9 @@ msgstr ""
 
 #: doc/classes/Array.xml
 msgid ""
-"Removes the first occurrence of a value from the array. To remove an element "
-"by index, use [method remove] instead.\n"
+"Removes the first occurrence of a value from the array. If the value does "
+"not exist in the array, nothing happens. To remove an element by index, use "
+"[method remove] instead.\n"
 "[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
 "[b]Note:[/b] On large arrays, this method will be slower if the removed "
 "element is close to the beginning of the array (index 0). This is because "
@@ -11712,8 +11713,8 @@ msgstr ""
 #: doc/classes/Camera.xml
 msgid ""
 "The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] "
-"sets the other axis' size length."
+"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
+"[code]size[/code] sets the other axis' size length."
 msgstr ""
 
 #: doc/classes/Camera.xml
@@ -12511,8 +12512,11 @@ msgstr ""
 
 #: doc/classes/CanvasItem.xml
 msgid ""
-"If [code]enable[/code] is [code]true[/code], the node won't inherit its "
-"transform from parent canvas items."
+"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
+"i] inherit its transform from parent [CanvasItem]s. Its draw order will also "
+"be changed to make it draw on top of other [CanvasItem]s that are not set as "
+"top-level. The [CanvasItem] will effectively act as if it was placed as a "
+"child of a bare [Node]. See also [method is_set_as_toplevel]."
 msgstr ""
 
 #: doc/classes/CanvasItem.xml
@@ -13601,7 +13605,10 @@ msgid ""
 "number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape "
 "owner[/i]. The CollisionObject2D can have any number of shape owners. Shape "
 "owners are not nodes and do not appear in the editor, but are accessible "
-"through code using the [code]shape_owner_*[/code] methods."
+"through code using the [code]shape_owner_*[/code] methods.\n"
+"[b]Note:[/b] Only collisions between objects within the same canvas "
+"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
+"collisions between objects in different canvases is undefined."
 msgstr ""
 
 #: doc/classes/CollisionObject2D.xml
@@ -20476,18 +20483,34 @@ msgid ""
 msgstr ""
 
 #: doc/classes/EditorInspector.xml
-msgid "A tab used to edit properties of the selected node."
+msgid "A control used to edit properties of an object."
 msgstr ""
 
 #: doc/classes/EditorInspector.xml
 msgid ""
-"The editor inspector is by default located on the right-hand side of the "
-"editor. It's used to edit the properties of the selected node. For example, "
-"you can select a node such as [Sprite] then edit its transform through the "
-"inspector tool. The editor inspector is an essential tool in the game "
-"development workflow.\n"
-"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
-"the singleton using [method EditorInterface.get_inspector]."
+"This is the control that implements property editing in the editor's "
+"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
+"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
+"[EditorInspector] will show properties in the same order as the array "
+"returned by [method Object.get_property_list].\n"
+"If a property's name is path-like (i.e. if it contains forward slashes), "
+"[EditorInspector] will create nested sections for \"directories\" along the "
+"path. For example, if a property is named [code]highlighting/gdscript/"
+"node_path_color[/code], it will be shown as \"Node Path Color\" inside the "
+"\"GDScript\" section nested inside the \"Highlighting\" section.\n"
+"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it "
+"will group subsequent properties whose name starts with the property's hint "
+"string. The group ends when a property does not start with that hint string "
+"or when a new group starts. An empty group name effectively ends the current "
+"group. [EditorInspector] will create a top-level section for each group. For "
+"example, if a property with group usage is named [code]Collide With[/code] "
+"and its hint string is [code]collide_with_[/code], a subsequent "
+"[code]collide_with_area[/code] property will be shown as \"Area\" inside the "
+"\"Collide With\" section.\n"
+"[b]Note:[/b] Unlike sections created from path-like property names, "
+"[EditorInspector] won't capitalize the name for sections created from "
+"groups. So properties with group usage usually use capitalized names instead "
+"of snake_cased names."
 msgstr ""
 
 #: doc/classes/EditorInspector.xml
@@ -21662,6 +21685,14 @@ msgid ""
 "[/codeblock]"
 msgstr ""
 
+#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [EditorSceneImporterGLTF] within a script will cause an error in an "
+"exported project."
+msgstr ""
+
 #: doc/classes/EditorScenePostImport.xml
 msgid "Post-processes scenes after import."
 msgstr ""
@@ -25556,6 +25587,50 @@ msgstr ""
 msgid "Represents the size of the [enum Subdiv] enum."
 msgstr ""
 
+#: modules/gltf/doc_classes/GLTFAccessor.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAccessor] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFAnimation.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAnimation] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFBufferView.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFBufferView] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFCamera.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFCamera] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFDocument.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFDocument] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFLight] within a script will cause an error in an exported project."
+msgstr ""
+
 #: modules/gltf/doc_classes/GLTFLight.xml
 msgid ""
 "The [Color] of the light. Defaults to white. A black color causes the light "
@@ -25605,6 +25680,49 @@ msgid ""
 "and [DirectionalLight] respectively."
 msgstr ""
 
+#: modules/gltf/doc_classes/GLTFMesh.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFMesh] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFNode.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFNode] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSkeleton.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSkeleton] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSpecGloss.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSpecGloss] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFState.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFState] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFTexture.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFTexture] within a script will cause an error in an exported project."
+msgstr ""
+
 #: modules/mono/doc_classes/GodotSharp.xml
 msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
 msgstr ""
@@ -32518,7 +32636,7 @@ msgid ""
 "be within the text's length."
 msgstr ""
 
-#: doc/classes/LineEdit.xml
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
 msgid "Clears the current selection."
 msgstr ""
 
@@ -32537,6 +32655,18 @@ msgid ""
 "characters."
 msgstr ""
 
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection begin column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection end column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid "Returns [code]true[/code] if the user has selected text."
+msgstr ""
+
 #: doc/classes/LineEdit.xml
 msgid "Executes a given action as defined in the [enum MenuItems] enum."
 msgstr ""
@@ -37953,7 +38083,10 @@ msgid ""
 msgstr ""
 
 #: doc/classes/Object.xml
-msgid "Returns the object's metadata entry for the given [code]name[/code]."
+msgid ""
+"Returns the object's metadata entry for the given [code]name[/code].\n"
+"Throws error if the entry does not exist, unless [code]default[/code] is not "
+"[code]null[/code] (in which case the default value will be returned)."
 msgstr ""
 
 #: doc/classes/Object.xml
@@ -40161,6 +40294,14 @@ msgid ""
 "[b]Note:[/b] Only available in editor builds."
 msgstr ""
 
+#: modules/gltf/doc_classes/PackedSceneGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [PackedSceneGLTF] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
 #: doc/classes/PacketPeer.xml
 msgid "Abstraction and base class for packet-based protocols."
 msgstr ""
@@ -45864,7 +46005,7 @@ msgstr ""
 #: doc/classes/ProjectSettings.xml
 msgid ""
 "Allows the window to be resizable by default.\n"
-"[b]Note:[/b] This setting is ignored on iOS and Android."
+"[b]Note:[/b] This setting is ignored on iOS."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -46511,7 +46652,7 @@ msgid "Optional name for the 3D render layer 13."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
-msgid "Optional name for the 3D render layer 14"
+msgid "Optional name for the 3D render layer 14."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -47781,16 +47922,24 @@ msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"If [code]true[/code], forces vertex shading for all rendering. This can "
-"increase performance a lot, but also reduces quality immensely. Can be used "
-"to optimize performance on low-end mobile devices."
+"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
+"[ShaderMaterial] rendering. This can be used to improve performance on low-"
+"end mobile devices. The downside is that shading becomes much less accurate, "
+"with visible linear interpolation between vertices that are joined together. "
+"This can be compensated by ensuring meshes have a sufficient level of "
+"subdivision (but not too much, to avoid reducing performance). Some material "
+"features are also not supported when vertex shading is enabled.\n"
+"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to "
+"enable vertex shading on specific materials only.\n"
+"[b]Note:[/b] This setting does not affect unshaded materials."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
 "Lower-end override for [member rendering/quality/shading/"
 "force_vertex_shading] on mobile devices, due to performance concerns or "
-"driver support."
+"driver support. If lighting looks broken after exporting the project to a "
+"mobile platform, try disabling this setting."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -49824,6 +49973,10 @@ msgid ""
 "wrapped text as one line."
 msgstr ""
 
+#: doc/classes/RichTextLabel.xml
+msgid "Returns the current selection text. Does not include BBCodes."
+msgstr ""
+
 #: doc/classes/RichTextLabel.xml
 msgid ""
 "Returns the total number of characters from text tags. Does not include "
@@ -52116,14 +52269,23 @@ msgstr ""
 
 #: doc/classes/Semaphore.xml
 msgid ""
-"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] "
-"on success, [constant ERR_BUSY] otherwise."
+"Lowers the [Semaphore], allowing one more thread in.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
 msgstr ""
 
 #: doc/classes/Semaphore.xml
 msgid ""
-"Tries to wait for the [Semaphore], if its value is zero, blocks until non-"
-"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise."
+"Like [method wait], but won't block, so if the value is zero, fails "
+"immediately and returns [constant ERR_BUSY]. If non-zero, it returns "
+"[constant OK] to report success."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
 msgstr ""
 
 #: doc/classes/Separator.xml
@@ -53569,7 +53731,21 @@ msgstr ""
 #: doc/classes/SpatialMaterial.xml
 msgid ""
 "If [code]true[/code], lighting is calculated per vertex rather than per "
-"pixel. This may increase performance on low-end devices."
+"pixel. This may increase performance on low-end devices, especially for "
+"meshes with a lower polygon count. The downside is that shading becomes much "
+"less accurate, with visible linear interpolation between vertices that are "
+"joined together. This can be compensated by ensuring meshes have a "
+"sufficient level of subdivision (but not too much, to avoid reducing "
+"performance). Some material features are also not supported when vertex "
+"shading is enabled.\n"
+"See also [member ProjectSettings.rendering/quality/shading/"
+"force_vertex_shading] which can globally enable vertex shading on all "
+"materials.\n"
+"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by "
+"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s "
+"[code]mobile[/code] override.\n"
+"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member "
+"flags_unshaded] is [code]true[/code]."
 msgstr ""
 
 #: doc/classes/SpatialMaterial.xml
@@ -54373,7 +54549,10 @@ msgid ""
 "the text alignment to right.\n"
 "See [Range] class for more options over the [SpinBox].\n"
 "[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
-"[SpinBox]'s background, add theme items for [LineEdit] and customize them."
+"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n"
+"[b]Note:[/b] If you want to implement drag and drop for the underlying "
+"[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
+"returned by [method get_line_edit]."
 msgstr ""
 
 #: doc/classes/SpinBox.xml
@@ -55691,7 +55870,6 @@ msgid ""
 "print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
 "print(\"24\".is_valid_float()) # Prints \"True\"\n"
 "print(\"7e3\".is_valid_float()) # Prints \"True\"\n"
-"print(\"24\".is_valid_float()) # Prints \"True\"\n"
 "print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
 "[/codeblock]"
 msgstr ""
@@ -55962,9 +56140,9 @@ msgstr ""
 #: doc/classes/String.xml
 msgid ""
 "Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
-"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this "
-"string compared to another. 1.0 means totally similar and 0.0 means totally "
-"dissimilar.\n"
+"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
+"this string compared to another. A result of 1.0 means totally similar, "
+"while 0.0 means totally dissimilar.\n"
 "[codeblock]\n"
 "print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
 "print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
@@ -57434,10 +57612,6 @@ msgid ""
 "side."
 msgstr ""
 
-#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin column."
-msgstr ""
-
 #: doc/classes/TextEdit.xml
 msgid "Returns the selection begin line."
 msgstr ""
@@ -57446,10 +57620,6 @@ msgstr ""
 msgid "Returns the text inside the selection."
 msgstr ""
 
-#: doc/classes/TextEdit.xml
-msgid "Returns the selection end column."
-msgstr ""
-
 #: doc/classes/TextEdit.xml
 msgid "Returns the selection end line."
 msgstr ""
@@ -58470,6 +58640,14 @@ msgid ""
 "theme[/code] file, see the documentation for more information."
 msgstr ""
 
+#: doc/classes/Theme.xml
+msgid ""
+"Adds an empty theme type for every valid data type.\n"
+"[b]Note:[/b] Empty types are not saved with the theme. This method only "
+"exists to perform in-memory changes to the resource. Use available "
+"[code]set_*[/code] methods to add theme items."
+msgstr ""
+
 #: doc/classes/Theme.xml
 msgid "Clears all values on the theme."
 msgstr ""
@@ -58728,6 +58906,13 @@ msgid ""
 "merge the other two into it one after another."
 msgstr ""
 
+#: doc/classes/Theme.xml
+msgid ""
+"Removes the theme type, gracefully discarding defined theme items. If the "
+"type is a variation, this information is also erased. If the type is a base "
+"for type variations, those variations lose their base."
+msgstr ""
+
 #: doc/classes/Theme.xml
 msgid ""
 "Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
@@ -71422,6 +71607,11 @@ msgid ""
 "[code]get_peer(id).get_available_packet_count[/code])."
 msgstr ""
 
+#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Sets additional headers to be sent to clients during the HTTP handshake."
+msgstr ""
+
 #: modules/websocket/doc_classes/WebSocketServer.xml
 msgid "Stops the server and clear its state."
 msgstr ""
@@ -71518,6 +71708,9 @@ msgid ""
 "\n"
 "    webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
 "    if webxr_interface:\n"
+"        # Map to the standard button/axis ids when possible.\n"
+"        webxr_interface.xr_standard_mapping = true\n"
+"\n"
 "        # WebXR uses a lot of asynchronous callbacks, so we connect to "
 "various\n"
 "        # signals in order to receive them.\n"
@@ -71741,6 +71934,13 @@ msgid ""
 "blurred\"[/code]."
 msgstr ""
 
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
+"If set to true, the button and axes ids will be converted to match the "
+"standard ids used by other AR/VR interfaces, when possible.\n"
+"Otherwise, the ids will be passed through unaltered from WebXR."
+msgstr ""
+
 #: modules/webxr/doc_classes/WebXRInterface.xml
 msgid ""
 "Emitted to indicate that the reference space has been reset or "

+ 242 - 42
doc/translations/nl.po

@@ -3536,7 +3536,7 @@ msgid "The property is a translatable string."
 msgstr ""
 
 #: doc/classes/@GlobalScope.xml
-msgid "Used to group properties together in the editor."
+msgid "Used to group properties together in the editor. See [EditorInspector]."
 msgstr ""
 
 #: doc/classes/@GlobalScope.xml
@@ -7053,8 +7053,9 @@ msgstr ""
 
 #: doc/classes/Array.xml
 msgid ""
-"Removes the first occurrence of a value from the array. To remove an element "
-"by index, use [method remove] instead.\n"
+"Removes the first occurrence of a value from the array. If the value does "
+"not exist in the array, nothing happens. To remove an element by index, use "
+"[method remove] instead.\n"
 "[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
 "[b]Note:[/b] On large arrays, this method will be slower if the removed "
 "element is close to the beginning of the array (index 0). This is because "
@@ -11781,8 +11782,8 @@ msgstr ""
 #: doc/classes/Camera.xml
 msgid ""
 "The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] "
-"sets the other axis' size length."
+"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
+"[code]size[/code] sets the other axis' size length."
 msgstr ""
 
 #: doc/classes/Camera.xml
@@ -12580,8 +12581,11 @@ msgstr ""
 
 #: doc/classes/CanvasItem.xml
 msgid ""
-"If [code]enable[/code] is [code]true[/code], the node won't inherit its "
-"transform from parent canvas items."
+"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
+"i] inherit its transform from parent [CanvasItem]s. Its draw order will also "
+"be changed to make it draw on top of other [CanvasItem]s that are not set as "
+"top-level. The [CanvasItem] will effectively act as if it was placed as a "
+"child of a bare [Node]. See also [method is_set_as_toplevel]."
 msgstr ""
 
 #: doc/classes/CanvasItem.xml
@@ -13670,7 +13674,10 @@ msgid ""
 "number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape "
 "owner[/i]. The CollisionObject2D can have any number of shape owners. Shape "
 "owners are not nodes and do not appear in the editor, but are accessible "
-"through code using the [code]shape_owner_*[/code] methods."
+"through code using the [code]shape_owner_*[/code] methods.\n"
+"[b]Note:[/b] Only collisions between objects within the same canvas "
+"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
+"collisions between objects in different canvases is undefined."
 msgstr ""
 
 #: doc/classes/CollisionObject2D.xml
@@ -20545,18 +20552,34 @@ msgid ""
 msgstr ""
 
 #: doc/classes/EditorInspector.xml
-msgid "A tab used to edit properties of the selected node."
+msgid "A control used to edit properties of an object."
 msgstr ""
 
 #: doc/classes/EditorInspector.xml
 msgid ""
-"The editor inspector is by default located on the right-hand side of the "
-"editor. It's used to edit the properties of the selected node. For example, "
-"you can select a node such as [Sprite] then edit its transform through the "
-"inspector tool. The editor inspector is an essential tool in the game "
-"development workflow.\n"
-"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
-"the singleton using [method EditorInterface.get_inspector]."
+"This is the control that implements property editing in the editor's "
+"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
+"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
+"[EditorInspector] will show properties in the same order as the array "
+"returned by [method Object.get_property_list].\n"
+"If a property's name is path-like (i.e. if it contains forward slashes), "
+"[EditorInspector] will create nested sections for \"directories\" along the "
+"path. For example, if a property is named [code]highlighting/gdscript/"
+"node_path_color[/code], it will be shown as \"Node Path Color\" inside the "
+"\"GDScript\" section nested inside the \"Highlighting\" section.\n"
+"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it "
+"will group subsequent properties whose name starts with the property's hint "
+"string. The group ends when a property does not start with that hint string "
+"or when a new group starts. An empty group name effectively ends the current "
+"group. [EditorInspector] will create a top-level section for each group. For "
+"example, if a property with group usage is named [code]Collide With[/code] "
+"and its hint string is [code]collide_with_[/code], a subsequent "
+"[code]collide_with_area[/code] property will be shown as \"Area\" inside the "
+"\"Collide With\" section.\n"
+"[b]Note:[/b] Unlike sections created from path-like property names, "
+"[EditorInspector] won't capitalize the name for sections created from "
+"groups. So properties with group usage usually use capitalized names instead "
+"of snake_cased names."
 msgstr ""
 
 #: doc/classes/EditorInspector.xml
@@ -21731,6 +21754,14 @@ msgid ""
 "[/codeblock]"
 msgstr ""
 
+#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [EditorSceneImporterGLTF] within a script will cause an error in an "
+"exported project."
+msgstr ""
+
 #: doc/classes/EditorScenePostImport.xml
 msgid "Post-processes scenes after import."
 msgstr ""
@@ -25628,6 +25659,50 @@ msgstr ""
 msgid "Represents the size of the [enum Subdiv] enum."
 msgstr ""
 
+#: modules/gltf/doc_classes/GLTFAccessor.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAccessor] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFAnimation.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAnimation] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFBufferView.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFBufferView] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFCamera.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFCamera] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFDocument.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFDocument] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFLight] within a script will cause an error in an exported project."
+msgstr ""
+
 #: modules/gltf/doc_classes/GLTFLight.xml
 msgid ""
 "The [Color] of the light. Defaults to white. A black color causes the light "
@@ -25677,6 +25752,49 @@ msgid ""
 "and [DirectionalLight] respectively."
 msgstr ""
 
+#: modules/gltf/doc_classes/GLTFMesh.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFMesh] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFNode.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFNode] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSkeleton.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSkeleton] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSpecGloss.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSpecGloss] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFState.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFState] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFTexture.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFTexture] within a script will cause an error in an exported project."
+msgstr ""
+
 #: modules/mono/doc_classes/GodotSharp.xml
 msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
 msgstr ""
@@ -32590,7 +32708,7 @@ msgid ""
 "be within the text's length."
 msgstr ""
 
-#: doc/classes/LineEdit.xml
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
 msgid "Clears the current selection."
 msgstr ""
 
@@ -32609,6 +32727,18 @@ msgid ""
 "characters."
 msgstr ""
 
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection begin column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection end column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid "Returns [code]true[/code] if the user has selected text."
+msgstr ""
+
 #: doc/classes/LineEdit.xml
 msgid "Executes a given action as defined in the [enum MenuItems] enum."
 msgstr ""
@@ -38025,7 +38155,10 @@ msgid ""
 msgstr ""
 
 #: doc/classes/Object.xml
-msgid "Returns the object's metadata entry for the given [code]name[/code]."
+msgid ""
+"Returns the object's metadata entry for the given [code]name[/code].\n"
+"Throws error if the entry does not exist, unless [code]default[/code] is not "
+"[code]null[/code] (in which case the default value will be returned)."
 msgstr ""
 
 #: doc/classes/Object.xml
@@ -40233,6 +40366,14 @@ msgid ""
 "[b]Note:[/b] Only available in editor builds."
 msgstr ""
 
+#: modules/gltf/doc_classes/PackedSceneGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [PackedSceneGLTF] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
 #: doc/classes/PacketPeer.xml
 msgid "Abstraction and base class for packet-based protocols."
 msgstr ""
@@ -45936,7 +46077,7 @@ msgstr ""
 #: doc/classes/ProjectSettings.xml
 msgid ""
 "Allows the window to be resizable by default.\n"
-"[b]Note:[/b] This setting is ignored on iOS and Android."
+"[b]Note:[/b] This setting is ignored on iOS."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -46583,7 +46724,7 @@ msgid "Optional name for the 3D render layer 13."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
-msgid "Optional name for the 3D render layer 14"
+msgid "Optional name for the 3D render layer 14."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -47853,16 +47994,24 @@ msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"If [code]true[/code], forces vertex shading for all rendering. This can "
-"increase performance a lot, but also reduces quality immensely. Can be used "
-"to optimize performance on low-end mobile devices."
+"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
+"[ShaderMaterial] rendering. This can be used to improve performance on low-"
+"end mobile devices. The downside is that shading becomes much less accurate, "
+"with visible linear interpolation between vertices that are joined together. "
+"This can be compensated by ensuring meshes have a sufficient level of "
+"subdivision (but not too much, to avoid reducing performance). Some material "
+"features are also not supported when vertex shading is enabled.\n"
+"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to "
+"enable vertex shading on specific materials only.\n"
+"[b]Note:[/b] This setting does not affect unshaded materials."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
 "Lower-end override for [member rendering/quality/shading/"
 "force_vertex_shading] on mobile devices, due to performance concerns or "
-"driver support."
+"driver support. If lighting looks broken after exporting the project to a "
+"mobile platform, try disabling this setting."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -49897,6 +50046,10 @@ msgid ""
 "wrapped text as one line."
 msgstr ""
 
+#: doc/classes/RichTextLabel.xml
+msgid "Returns the current selection text. Does not include BBCodes."
+msgstr ""
+
 #: doc/classes/RichTextLabel.xml
 msgid ""
 "Returns the total number of characters from text tags. Does not include "
@@ -52189,14 +52342,23 @@ msgstr ""
 
 #: doc/classes/Semaphore.xml
 msgid ""
-"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] "
-"on success, [constant ERR_BUSY] otherwise."
+"Lowers the [Semaphore], allowing one more thread in.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
 msgstr ""
 
 #: doc/classes/Semaphore.xml
 msgid ""
-"Tries to wait for the [Semaphore], if its value is zero, blocks until non-"
-"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise."
+"Like [method wait], but won't block, so if the value is zero, fails "
+"immediately and returns [constant ERR_BUSY]. If non-zero, it returns "
+"[constant OK] to report success."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
 msgstr ""
 
 #: doc/classes/Separator.xml
@@ -53642,7 +53804,21 @@ msgstr ""
 #: doc/classes/SpatialMaterial.xml
 msgid ""
 "If [code]true[/code], lighting is calculated per vertex rather than per "
-"pixel. This may increase performance on low-end devices."
+"pixel. This may increase performance on low-end devices, especially for "
+"meshes with a lower polygon count. The downside is that shading becomes much "
+"less accurate, with visible linear interpolation between vertices that are "
+"joined together. This can be compensated by ensuring meshes have a "
+"sufficient level of subdivision (but not too much, to avoid reducing "
+"performance). Some material features are also not supported when vertex "
+"shading is enabled.\n"
+"See also [member ProjectSettings.rendering/quality/shading/"
+"force_vertex_shading] which can globally enable vertex shading on all "
+"materials.\n"
+"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by "
+"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s "
+"[code]mobile[/code] override.\n"
+"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member "
+"flags_unshaded] is [code]true[/code]."
 msgstr ""
 
 #: doc/classes/SpatialMaterial.xml
@@ -54446,7 +54622,10 @@ msgid ""
 "the text alignment to right.\n"
 "See [Range] class for more options over the [SpinBox].\n"
 "[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
-"[SpinBox]'s background, add theme items for [LineEdit] and customize them."
+"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n"
+"[b]Note:[/b] If you want to implement drag and drop for the underlying "
+"[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
+"returned by [method get_line_edit]."
 msgstr ""
 
 #: doc/classes/SpinBox.xml
@@ -55764,7 +55943,6 @@ msgid ""
 "print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
 "print(\"24\".is_valid_float()) # Prints \"True\"\n"
 "print(\"7e3\".is_valid_float()) # Prints \"True\"\n"
-"print(\"24\".is_valid_float()) # Prints \"True\"\n"
 "print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
 "[/codeblock]"
 msgstr ""
@@ -56035,9 +56213,9 @@ msgstr ""
 #: doc/classes/String.xml
 msgid ""
 "Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
-"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this "
-"string compared to another. 1.0 means totally similar and 0.0 means totally "
-"dissimilar.\n"
+"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
+"this string compared to another. A result of 1.0 means totally similar, "
+"while 0.0 means totally dissimilar.\n"
 "[codeblock]\n"
 "print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
 "print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
@@ -57507,10 +57685,6 @@ msgid ""
 "side."
 msgstr ""
 
-#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin column."
-msgstr ""
-
 #: doc/classes/TextEdit.xml
 msgid "Returns the selection begin line."
 msgstr ""
@@ -57519,10 +57693,6 @@ msgstr ""
 msgid "Returns the text inside the selection."
 msgstr ""
 
-#: doc/classes/TextEdit.xml
-msgid "Returns the selection end column."
-msgstr ""
-
 #: doc/classes/TextEdit.xml
 msgid "Returns the selection end line."
 msgstr ""
@@ -58543,6 +58713,14 @@ msgid ""
 "theme[/code] file, see the documentation for more information."
 msgstr ""
 
+#: doc/classes/Theme.xml
+msgid ""
+"Adds an empty theme type for every valid data type.\n"
+"[b]Note:[/b] Empty types are not saved with the theme. This method only "
+"exists to perform in-memory changes to the resource. Use available "
+"[code]set_*[/code] methods to add theme items."
+msgstr ""
+
 #: doc/classes/Theme.xml
 msgid "Clears all values on the theme."
 msgstr ""
@@ -58801,6 +58979,13 @@ msgid ""
 "merge the other two into it one after another."
 msgstr ""
 
+#: doc/classes/Theme.xml
+msgid ""
+"Removes the theme type, gracefully discarding defined theme items. If the "
+"type is a variation, this information is also erased. If the type is a base "
+"for type variations, those variations lose their base."
+msgstr ""
+
 #: doc/classes/Theme.xml
 msgid ""
 "Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
@@ -71495,6 +71680,11 @@ msgid ""
 "[code]get_peer(id).get_available_packet_count[/code])."
 msgstr ""
 
+#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Sets additional headers to be sent to clients during the HTTP handshake."
+msgstr ""
+
 #: modules/websocket/doc_classes/WebSocketServer.xml
 msgid "Stops the server and clear its state."
 msgstr ""
@@ -71591,6 +71781,9 @@ msgid ""
 "\n"
 "    webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
 "    if webxr_interface:\n"
+"        # Map to the standard button/axis ids when possible.\n"
+"        webxr_interface.xr_standard_mapping = true\n"
+"\n"
 "        # WebXR uses a lot of asynchronous callbacks, so we connect to "
 "various\n"
 "        # signals in order to receive them.\n"
@@ -71814,6 +72007,13 @@ msgid ""
 "blurred\"[/code]."
 msgstr ""
 
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
+"If set to true, the button and axes ids will be converted to match the "
+"standard ids used by other AR/VR interfaces, when possible.\n"
+"Otherwise, the ids will be passed through unaltered from WebXR."
+msgstr ""
+
 #: modules/webxr/doc_classes/WebXRInterface.xml
 msgid ""
 "Emitted to indicate that the reference space has been reset or "

+ 246 - 42
doc/translations/pl.po

@@ -3945,7 +3945,7 @@ msgid "The property is a translatable string."
 msgstr ""
 
 #: doc/classes/@GlobalScope.xml
-msgid "Used to group properties together in the editor."
+msgid "Used to group properties together in the editor. See [EditorInspector]."
 msgstr ""
 
 #: doc/classes/@GlobalScope.xml
@@ -7472,8 +7472,9 @@ msgstr ""
 
 #: doc/classes/Array.xml
 msgid ""
-"Removes the first occurrence of a value from the array. To remove an element "
-"by index, use [method remove] instead.\n"
+"Removes the first occurrence of a value from the array. If the value does "
+"not exist in the array, nothing happens. To remove an element by index, use "
+"[method remove] instead.\n"
 "[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
 "[b]Note:[/b] On large arrays, this method will be slower if the removed "
 "element is close to the beginning of the array (index 0). This is because "
@@ -12204,8 +12205,8 @@ msgstr ""
 #: doc/classes/Camera.xml
 msgid ""
 "The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] "
-"sets the other axis' size length."
+"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
+"[code]size[/code] sets the other axis' size length."
 msgstr ""
 
 #: doc/classes/Camera.xml
@@ -13014,8 +13015,11 @@ msgstr ""
 
 #: doc/classes/CanvasItem.xml
 msgid ""
-"If [code]enable[/code] is [code]true[/code], the node won't inherit its "
-"transform from parent canvas items."
+"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
+"i] inherit its transform from parent [CanvasItem]s. Its draw order will also "
+"be changed to make it draw on top of other [CanvasItem]s that are not set as "
+"top-level. The [CanvasItem] will effectively act as if it was placed as a "
+"child of a bare [Node]. See also [method is_set_as_toplevel]."
 msgstr ""
 
 #: doc/classes/CanvasItem.xml
@@ -14105,7 +14109,10 @@ msgid ""
 "number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape "
 "owner[/i]. The CollisionObject2D can have any number of shape owners. Shape "
 "owners are not nodes and do not appear in the editor, but are accessible "
-"through code using the [code]shape_owner_*[/code] methods."
+"through code using the [code]shape_owner_*[/code] methods.\n"
+"[b]Note:[/b] Only collisions between objects within the same canvas "
+"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
+"collisions between objects in different canvases is undefined."
 msgstr ""
 
 #: doc/classes/CollisionObject2D.xml
@@ -21000,18 +21007,34 @@ msgid ""
 msgstr ""
 
 #: doc/classes/EditorInspector.xml
-msgid "A tab used to edit properties of the selected node."
+msgid "A control used to edit properties of an object."
 msgstr ""
 
 #: doc/classes/EditorInspector.xml
 msgid ""
-"The editor inspector is by default located on the right-hand side of the "
-"editor. It's used to edit the properties of the selected node. For example, "
-"you can select a node such as [Sprite] then edit its transform through the "
-"inspector tool. The editor inspector is an essential tool in the game "
-"development workflow.\n"
-"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
-"the singleton using [method EditorInterface.get_inspector]."
+"This is the control that implements property editing in the editor's "
+"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
+"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
+"[EditorInspector] will show properties in the same order as the array "
+"returned by [method Object.get_property_list].\n"
+"If a property's name is path-like (i.e. if it contains forward slashes), "
+"[EditorInspector] will create nested sections for \"directories\" along the "
+"path. For example, if a property is named [code]highlighting/gdscript/"
+"node_path_color[/code], it will be shown as \"Node Path Color\" inside the "
+"\"GDScript\" section nested inside the \"Highlighting\" section.\n"
+"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it "
+"will group subsequent properties whose name starts with the property's hint "
+"string. The group ends when a property does not start with that hint string "
+"or when a new group starts. An empty group name effectively ends the current "
+"group. [EditorInspector] will create a top-level section for each group. For "
+"example, if a property with group usage is named [code]Collide With[/code] "
+"and its hint string is [code]collide_with_[/code], a subsequent "
+"[code]collide_with_area[/code] property will be shown as \"Area\" inside the "
+"\"Collide With\" section.\n"
+"[b]Note:[/b] Unlike sections created from path-like property names, "
+"[EditorInspector] won't capitalize the name for sections created from "
+"groups. So properties with group usage usually use capitalized names instead "
+"of snake_cased names."
 msgstr ""
 
 #: doc/classes/EditorInspector.xml
@@ -22189,6 +22212,14 @@ msgid ""
 "[/codeblock]"
 msgstr ""
 
+#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [EditorSceneImporterGLTF] within a script will cause an error in an "
+"exported project."
+msgstr ""
+
 #: doc/classes/EditorScenePostImport.xml
 msgid "Post-processes scenes after import."
 msgstr ""
@@ -26092,6 +26123,50 @@ msgstr ""
 msgid "Represents the size of the [enum Subdiv] enum."
 msgstr ""
 
+#: modules/gltf/doc_classes/GLTFAccessor.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAccessor] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFAnimation.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAnimation] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFBufferView.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFBufferView] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFCamera.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFCamera] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFDocument.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFDocument] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFLight] within a script will cause an error in an exported project."
+msgstr ""
+
 #: modules/gltf/doc_classes/GLTFLight.xml
 msgid ""
 "The [Color] of the light. Defaults to white. A black color causes the light "
@@ -26141,6 +26216,49 @@ msgid ""
 "and [DirectionalLight] respectively."
 msgstr ""
 
+#: modules/gltf/doc_classes/GLTFMesh.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFMesh] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFNode.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFNode] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSkeleton.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSkeleton] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSpecGloss.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSpecGloss] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFState.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFState] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFTexture.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFTexture] within a script will cause an error in an exported project."
+msgstr ""
+
 #: modules/mono/doc_classes/GodotSharp.xml
 msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
 msgstr ""
@@ -33082,7 +33200,7 @@ msgid ""
 "be within the text's length."
 msgstr ""
 
-#: doc/classes/LineEdit.xml
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
 msgid "Clears the current selection."
 msgstr ""
 
@@ -33101,6 +33219,21 @@ msgid ""
 "characters."
 msgstr ""
 
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection begin column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection end column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+#, fuzzy
+msgid "Returns [code]true[/code] if the user has selected text."
+msgstr ""
+"Jeśli [code]true[/code], potomne węzły są sortowane. W innym przypadku jest "
+"wyłączone."
+
 #: doc/classes/LineEdit.xml
 msgid "Executes a given action as defined in the [enum MenuItems] enum."
 msgstr ""
@@ -38563,7 +38696,10 @@ msgid ""
 msgstr ""
 
 #: doc/classes/Object.xml
-msgid "Returns the object's metadata entry for the given [code]name[/code]."
+msgid ""
+"Returns the object's metadata entry for the given [code]name[/code].\n"
+"Throws error if the entry does not exist, unless [code]default[/code] is not "
+"[code]null[/code] (in which case the default value will be returned)."
 msgstr ""
 
 #: doc/classes/Object.xml
@@ -40797,6 +40933,14 @@ msgid ""
 "[b]Note:[/b] Only available in editor builds."
 msgstr ""
 
+#: modules/gltf/doc_classes/PackedSceneGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [PackedSceneGLTF] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
 #: doc/classes/PacketPeer.xml
 msgid "Abstraction and base class for packet-based protocols."
 msgstr ""
@@ -46524,7 +46668,7 @@ msgstr ""
 #: doc/classes/ProjectSettings.xml
 msgid ""
 "Allows the window to be resizable by default.\n"
-"[b]Note:[/b] This setting is ignored on iOS and Android."
+"[b]Note:[/b] This setting is ignored on iOS."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -47171,7 +47315,7 @@ msgid "Optional name for the 3D render layer 13."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
-msgid "Optional name for the 3D render layer 14"
+msgid "Optional name for the 3D render layer 14."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -48441,16 +48585,24 @@ msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"If [code]true[/code], forces vertex shading for all rendering. This can "
-"increase performance a lot, but also reduces quality immensely. Can be used "
-"to optimize performance on low-end mobile devices."
+"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
+"[ShaderMaterial] rendering. This can be used to improve performance on low-"
+"end mobile devices. The downside is that shading becomes much less accurate, "
+"with visible linear interpolation between vertices that are joined together. "
+"This can be compensated by ensuring meshes have a sufficient level of "
+"subdivision (but not too much, to avoid reducing performance). Some material "
+"features are also not supported when vertex shading is enabled.\n"
+"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to "
+"enable vertex shading on specific materials only.\n"
+"[b]Note:[/b] This setting does not affect unshaded materials."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
 "Lower-end override for [member rendering/quality/shading/"
 "force_vertex_shading] on mobile devices, due to performance concerns or "
-"driver support."
+"driver support. If lighting looks broken after exporting the project to a "
+"mobile platform, try disabling this setting."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -50493,6 +50645,11 @@ msgid ""
 "wrapped text as one line."
 msgstr ""
 
+#: doc/classes/RichTextLabel.xml
+#, fuzzy
+msgid "Returns the current selection text. Does not include BBCodes."
+msgstr "Zwraca obecną długość spring arm."
+
 #: doc/classes/RichTextLabel.xml
 msgid ""
 "Returns the total number of characters from text tags. Does not include "
@@ -52788,14 +52945,23 @@ msgstr ""
 
 #: doc/classes/Semaphore.xml
 msgid ""
-"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] "
-"on success, [constant ERR_BUSY] otherwise."
+"Lowers the [Semaphore], allowing one more thread in.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"Like [method wait], but won't block, so if the value is zero, fails "
+"immediately and returns [constant ERR_BUSY]. If non-zero, it returns "
+"[constant OK] to report success."
 msgstr ""
 
 #: doc/classes/Semaphore.xml
 msgid ""
-"Tries to wait for the [Semaphore], if its value is zero, blocks until non-"
-"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise."
+"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
 msgstr ""
 
 #: doc/classes/Separator.xml
@@ -54242,7 +54408,21 @@ msgstr ""
 #: doc/classes/SpatialMaterial.xml
 msgid ""
 "If [code]true[/code], lighting is calculated per vertex rather than per "
-"pixel. This may increase performance on low-end devices."
+"pixel. This may increase performance on low-end devices, especially for "
+"meshes with a lower polygon count. The downside is that shading becomes much "
+"less accurate, with visible linear interpolation between vertices that are "
+"joined together. This can be compensated by ensuring meshes have a "
+"sufficient level of subdivision (but not too much, to avoid reducing "
+"performance). Some material features are also not supported when vertex "
+"shading is enabled.\n"
+"See also [member ProjectSettings.rendering/quality/shading/"
+"force_vertex_shading] which can globally enable vertex shading on all "
+"materials.\n"
+"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by "
+"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s "
+"[code]mobile[/code] override.\n"
+"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member "
+"flags_unshaded] is [code]true[/code]."
 msgstr ""
 
 #: doc/classes/SpatialMaterial.xml
@@ -55049,7 +55229,10 @@ msgid ""
 "the text alignment to right.\n"
 "See [Range] class for more options over the [SpinBox].\n"
 "[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
-"[SpinBox]'s background, add theme items for [LineEdit] and customize them."
+"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n"
+"[b]Note:[/b] If you want to implement drag and drop for the underlying "
+"[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
+"returned by [method get_line_edit]."
 msgstr ""
 
 #: doc/classes/SpinBox.xml
@@ -56369,7 +56552,6 @@ msgid ""
 "print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
 "print(\"24\".is_valid_float()) # Prints \"True\"\n"
 "print(\"7e3\".is_valid_float()) # Prints \"True\"\n"
-"print(\"24\".is_valid_float()) # Prints \"True\"\n"
 "print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
 "[/codeblock]"
 msgstr ""
@@ -56640,9 +56822,9 @@ msgstr ""
 #: doc/classes/String.xml
 msgid ""
 "Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
-"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this "
-"string compared to another. 1.0 means totally similar and 0.0 means totally "
-"dissimilar.\n"
+"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
+"this string compared to another. A result of 1.0 means totally similar, "
+"while 0.0 means totally dissimilar.\n"
 "[codeblock]\n"
 "print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
 "print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
@@ -58117,10 +58299,6 @@ msgid ""
 "side."
 msgstr ""
 
-#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin column."
-msgstr ""
-
 #: doc/classes/TextEdit.xml
 msgid "Returns the selection begin line."
 msgstr ""
@@ -58129,10 +58307,6 @@ msgstr ""
 msgid "Returns the text inside the selection."
 msgstr ""
 
-#: doc/classes/TextEdit.xml
-msgid "Returns the selection end column."
-msgstr ""
-
 #: doc/classes/TextEdit.xml
 msgid "Returns the selection end line."
 msgstr ""
@@ -59162,6 +59336,14 @@ msgid ""
 "theme[/code] file, see the documentation for more information."
 msgstr ""
 
+#: doc/classes/Theme.xml
+msgid ""
+"Adds an empty theme type for every valid data type.\n"
+"[b]Note:[/b] Empty types are not saved with the theme. This method only "
+"exists to perform in-memory changes to the resource. Use available "
+"[code]set_*[/code] methods to add theme items."
+msgstr ""
+
 #: doc/classes/Theme.xml
 msgid "Clears all values on the theme."
 msgstr ""
@@ -59426,6 +59608,13 @@ msgid ""
 "merge the other two into it one after another."
 msgstr ""
 
+#: doc/classes/Theme.xml
+msgid ""
+"Removes the theme type, gracefully discarding defined theme items. If the "
+"type is a variation, this information is also erased. If the type is a base "
+"for type variations, those variations lose their base."
+msgstr ""
+
 #: doc/classes/Theme.xml
 msgid ""
 "Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
@@ -72173,6 +72362,11 @@ msgid ""
 "[code]get_peer(id).get_available_packet_count[/code])."
 msgstr ""
 
+#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Sets additional headers to be sent to clients during the HTTP handshake."
+msgstr ""
+
 #: modules/websocket/doc_classes/WebSocketServer.xml
 msgid "Stops the server and clear its state."
 msgstr ""
@@ -72269,6 +72463,9 @@ msgid ""
 "\n"
 "    webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
 "    if webxr_interface:\n"
+"        # Map to the standard button/axis ids when possible.\n"
+"        webxr_interface.xr_standard_mapping = true\n"
+"\n"
 "        # WebXR uses a lot of asynchronous callbacks, so we connect to "
 "various\n"
 "        # signals in order to receive them.\n"
@@ -72492,6 +72689,13 @@ msgid ""
 "blurred\"[/code]."
 msgstr ""
 
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
+"If set to true, the button and axes ids will be converted to match the "
+"standard ids used by other AR/VR interfaces, when possible.\n"
+"Otherwise, the ids will be passed through unaltered from WebXR."
+msgstr ""
+
 #: modules/webxr/doc_classes/WebXRInterface.xml
 msgid ""
 "Emitted to indicate that the reference space has been reset or "

+ 264 - 57
doc/translations/pt.po

@@ -6,12 +6,13 @@
 # Reubens Sanders <[email protected]>, 2021.
 # ssantos <[email protected]>, 2022.
 # Felipe SiFa <[email protected]>, 2022.
+# Renu <[email protected]>, 2022.
 msgid ""
 msgstr ""
 "Project-Id-Version: Godot Engine class reference\n"
 "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2022-01-07 12:18+0000\n"
-"Last-Translator: Felipe SiFa <[email protected]>\n"
+"PO-Revision-Date: 2022-04-25 15:12+0000\n"
+"Last-Translator: Renu <[email protected]>\n"
 "Language-Team: Portuguese <https://hosted.weblate.org/projects/godot-engine/"
 "godot-class-reference/pt/>\n"
 "Language: pt\n"
@@ -19,11 +20,11 @@ msgstr ""
 "Content-Type: text/plain; charset=UTF-8\n"
 "Content-Transfer-Encoding: 8-bit\n"
 "Plural-Forms: nplurals=2; plural=n > 1;\n"
-"X-Generator: Weblate 4.10.1\n"
+"X-Generator: Weblate 4.12.1-dev\n"
 
 #: doc/tools/make_rst.py
 msgid "Description"
-msgstr "Descrição"
+msgstr "Descrição"
 
 #: doc/tools/make_rst.py
 msgid "Tutorials"
@@ -112,13 +113,15 @@ msgstr ""
 
 #: doc/tools/make_rst.py
 msgid "This method is used to construct a type."
-msgstr ""
+msgstr "Este método é usado para construir um tipo."
 
 #: doc/tools/make_rst.py
 msgid ""
 "This method doesn't need an instance to be called, so it can be called "
 "directly using the class name."
 msgstr ""
+"Este método não precisa de uma instância para ser chamando, de maneira que "
+"pode ser chamado diretamente usando o nome da classe."
 
 #: doc/tools/make_rst.py
 msgid ""
@@ -3931,7 +3934,7 @@ msgstr ""
 
 #: doc/classes/@GlobalScope.xml
 msgid "File: Missing dependencies error."
-msgstr ""
+msgstr "Ficheiro: Erro faltam dependências."
 
 #: doc/classes/@GlobalScope.xml
 msgid "File: End of file (EOF) error."
@@ -3987,7 +3990,7 @@ msgstr ""
 
 #: doc/classes/@GlobalScope.xml
 msgid "Invalid parameter error."
-msgstr ""
+msgstr "Erro, parâmetro inválido."
 
 #: doc/classes/@GlobalScope.xml
 msgid "Already exists error."
@@ -3995,15 +3998,15 @@ msgstr ""
 
 #: doc/classes/@GlobalScope.xml
 msgid "Does not exist error."
-msgstr ""
+msgstr "Não há erro."
 
 #: doc/classes/@GlobalScope.xml
 msgid "Database: Read error."
-msgstr ""
+msgstr "Banco de dados: Erro de leitura."
 
 #: doc/classes/@GlobalScope.xml
 msgid "Database: Write error."
-msgstr ""
+msgstr "Banco de dados: Erro de escrita."
 
 #: doc/classes/@GlobalScope.xml
 msgid "Compilation failed error."
@@ -4031,7 +4034,7 @@ msgstr "Erro de declaração inválida."
 
 #: doc/classes/@GlobalScope.xml
 msgid "Duplicate symbol error."
-msgstr ""
+msgstr "Erro de símbolo duplicado."
 
 #: doc/classes/@GlobalScope.xml
 msgid "Parse error."
@@ -4043,7 +4046,7 @@ msgstr ""
 
 #: doc/classes/@GlobalScope.xml
 msgid "Skip error."
-msgstr ""
+msgstr "Pular erro."
 
 #: doc/classes/@GlobalScope.xml
 msgid "Help error."
@@ -4061,7 +4064,7 @@ msgstr ""
 
 #: doc/classes/@GlobalScope.xml
 msgid "No hint for the edited property."
-msgstr ""
+msgstr "Não há sugestão para a propriedade editada."
 
 #: doc/classes/@GlobalScope.xml
 msgid ""
@@ -4113,7 +4116,7 @@ msgstr ""
 
 #: doc/classes/@GlobalScope.xml
 msgid "Deprecated hint, unused."
-msgstr ""
+msgstr "Dica defasada, não utilizada."
 
 #: doc/classes/@GlobalScope.xml
 msgid ""
@@ -4232,8 +4235,9 @@ msgid "The property is a translatable string."
 msgstr ""
 
 #: doc/classes/@GlobalScope.xml
-msgid "Used to group properties together in the editor."
-msgstr ""
+#, fuzzy
+msgid "Used to group properties together in the editor. See [EditorInspector]."
+msgstr "A propriedade pode ser checada no inspetor do editor."
 
 #: doc/classes/@GlobalScope.xml
 msgid "Used to categorize properties together in the editor."
@@ -7768,8 +7772,9 @@ msgstr ""
 
 #: doc/classes/Array.xml
 msgid ""
-"Removes the first occurrence of a value from the array. To remove an element "
-"by index, use [method remove] instead.\n"
+"Removes the first occurrence of a value from the array. If the value does "
+"not exist in the array, nothing happens. To remove an element by index, use "
+"[method remove] instead.\n"
 "[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
 "[b]Note:[/b] On large arrays, this method will be slower if the removed "
 "element is close to the beginning of the array (index 0). This is because "
@@ -12501,8 +12506,8 @@ msgstr ""
 #: doc/classes/Camera.xml
 msgid ""
 "The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] "
-"sets the other axis' size length."
+"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
+"[code]size[/code] sets the other axis' size length."
 msgstr ""
 
 #: doc/classes/Camera.xml
@@ -13303,8 +13308,11 @@ msgstr ""
 
 #: doc/classes/CanvasItem.xml
 msgid ""
-"If [code]enable[/code] is [code]true[/code], the node won't inherit its "
-"transform from parent canvas items."
+"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
+"i] inherit its transform from parent [CanvasItem]s. Its draw order will also "
+"be changed to make it draw on top of other [CanvasItem]s that are not set as "
+"top-level. The [CanvasItem] will effectively act as if it was placed as a "
+"child of a bare [Node]. See also [method is_set_as_toplevel]."
 msgstr ""
 
 #: doc/classes/CanvasItem.xml
@@ -14416,7 +14424,10 @@ msgid ""
 "number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape "
 "owner[/i]. The CollisionObject2D can have any number of shape owners. Shape "
 "owners are not nodes and do not appear in the editor, but are accessible "
-"through code using the [code]shape_owner_*[/code] methods."
+"through code using the [code]shape_owner_*[/code] methods.\n"
+"[b]Note:[/b] Only collisions between objects within the same canvas "
+"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
+"collisions between objects in different canvases is undefined."
 msgstr ""
 
 #: doc/classes/CollisionObject2D.xml
@@ -21315,18 +21326,34 @@ msgid ""
 msgstr ""
 
 #: doc/classes/EditorInspector.xml
-msgid "A tab used to edit properties of the selected node."
+msgid "A control used to edit properties of an object."
 msgstr ""
 
 #: doc/classes/EditorInspector.xml
 msgid ""
-"The editor inspector is by default located on the right-hand side of the "
-"editor. It's used to edit the properties of the selected node. For example, "
-"you can select a node such as [Sprite] then edit its transform through the "
-"inspector tool. The editor inspector is an essential tool in the game "
-"development workflow.\n"
-"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
-"the singleton using [method EditorInterface.get_inspector]."
+"This is the control that implements property editing in the editor's "
+"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
+"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
+"[EditorInspector] will show properties in the same order as the array "
+"returned by [method Object.get_property_list].\n"
+"If a property's name is path-like (i.e. if it contains forward slashes), "
+"[EditorInspector] will create nested sections for \"directories\" along the "
+"path. For example, if a property is named [code]highlighting/gdscript/"
+"node_path_color[/code], it will be shown as \"Node Path Color\" inside the "
+"\"GDScript\" section nested inside the \"Highlighting\" section.\n"
+"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it "
+"will group subsequent properties whose name starts with the property's hint "
+"string. The group ends when a property does not start with that hint string "
+"or when a new group starts. An empty group name effectively ends the current "
+"group. [EditorInspector] will create a top-level section for each group. For "
+"example, if a property with group usage is named [code]Collide With[/code] "
+"and its hint string is [code]collide_with_[/code], a subsequent "
+"[code]collide_with_area[/code] property will be shown as \"Area\" inside the "
+"\"Collide With\" section.\n"
+"[b]Note:[/b] Unlike sections created from path-like property names, "
+"[EditorInspector] won't capitalize the name for sections created from "
+"groups. So properties with group usage usually use capitalized names instead "
+"of snake_cased names."
 msgstr ""
 
 #: doc/classes/EditorInspector.xml
@@ -22503,6 +22530,14 @@ msgid ""
 "[/codeblock]"
 msgstr ""
 
+#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [EditorSceneImporterGLTF] within a script will cause an error in an "
+"exported project."
+msgstr ""
+
 #: doc/classes/EditorScenePostImport.xml
 msgid "Post-processes scenes after import."
 msgstr ""
@@ -26405,6 +26440,50 @@ msgstr ""
 msgid "Represents the size of the [enum Subdiv] enum."
 msgstr ""
 
+#: modules/gltf/doc_classes/GLTFAccessor.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAccessor] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFAnimation.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAnimation] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFBufferView.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFBufferView] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFCamera.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFCamera] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFDocument.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFDocument] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFLight] within a script will cause an error in an exported project."
+msgstr ""
+
 #: modules/gltf/doc_classes/GLTFLight.xml
 msgid ""
 "The [Color] of the light. Defaults to white. A black color causes the light "
@@ -26454,6 +26533,49 @@ msgid ""
 "and [DirectionalLight] respectively."
 msgstr ""
 
+#: modules/gltf/doc_classes/GLTFMesh.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFMesh] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFNode.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFNode] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSkeleton.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSkeleton] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSpecGloss.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSpecGloss] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFState.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFState] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFTexture.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFTexture] within a script will cause an error in an exported project."
+msgstr ""
+
 #: modules/mono/doc_classes/GodotSharp.xml
 msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
 msgstr ""
@@ -33372,7 +33494,7 @@ msgid ""
 "be within the text's length."
 msgstr ""
 
-#: doc/classes/LineEdit.xml
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
 msgid "Clears the current selection."
 msgstr ""
 
@@ -33391,6 +33513,19 @@ msgid ""
 "characters."
 msgstr ""
 
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection begin column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection end column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+#, fuzzy
+msgid "Returns [code]true[/code] if the user has selected text."
+msgstr "Retorna [code]true[/code] se o script pode ser instanciado."
+
 #: doc/classes/LineEdit.xml
 msgid "Executes a given action as defined in the [enum MenuItems] enum."
 msgstr ""
@@ -38831,7 +38966,10 @@ msgid ""
 msgstr ""
 
 #: doc/classes/Object.xml
-msgid "Returns the object's metadata entry for the given [code]name[/code]."
+msgid ""
+"Returns the object's metadata entry for the given [code]name[/code].\n"
+"Throws error if the entry does not exist, unless [code]default[/code] is not "
+"[code]null[/code] (in which case the default value will be returned)."
 msgstr ""
 
 #: doc/classes/Object.xml
@@ -41044,6 +41182,14 @@ msgid ""
 "[b]Note:[/b] Only available in editor builds."
 msgstr ""
 
+#: modules/gltf/doc_classes/PackedSceneGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [PackedSceneGLTF] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
 #: doc/classes/PacketPeer.xml
 msgid "Abstraction and base class for packet-based protocols."
 msgstr ""
@@ -46748,7 +46894,7 @@ msgstr ""
 #: doc/classes/ProjectSettings.xml
 msgid ""
 "Allows the window to be resizable by default.\n"
-"[b]Note:[/b] This setting is ignored on iOS and Android."
+"[b]Note:[/b] This setting is ignored on iOS."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -47395,7 +47541,8 @@ msgid "Optional name for the 3D render layer 13."
 msgstr "Nome opcional para a camada 13 da renderização 3D."
 
 #: doc/classes/ProjectSettings.xml
-msgid "Optional name for the 3D render layer 14"
+#, fuzzy
+msgid "Optional name for the 3D render layer 14."
 msgstr "Nome opcional para a camada 14 da renderização 3D"
 
 #: doc/classes/ProjectSettings.xml
@@ -48665,16 +48812,24 @@ msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"If [code]true[/code], forces vertex shading for all rendering. This can "
-"increase performance a lot, but also reduces quality immensely. Can be used "
-"to optimize performance on low-end mobile devices."
+"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
+"[ShaderMaterial] rendering. This can be used to improve performance on low-"
+"end mobile devices. The downside is that shading becomes much less accurate, "
+"with visible linear interpolation between vertices that are joined together. "
+"This can be compensated by ensuring meshes have a sufficient level of "
+"subdivision (but not too much, to avoid reducing performance). Some material "
+"features are also not supported when vertex shading is enabled.\n"
+"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to "
+"enable vertex shading on specific materials only.\n"
+"[b]Note:[/b] This setting does not affect unshaded materials."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
 "Lower-end override for [member rendering/quality/shading/"
 "force_vertex_shading] on mobile devices, due to performance concerns or "
-"driver support."
+"driver support. If lighting looks broken after exporting the project to a "
+"mobile platform, try disabling this setting."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -50708,6 +50863,11 @@ msgid ""
 "wrapped text as one line."
 msgstr ""
 
+#: doc/classes/RichTextLabel.xml
+#, fuzzy
+msgid "Returns the current selection text. Does not include BBCodes."
+msgstr "Retorna o comprimento atual do braço da mola."
+
 #: doc/classes/RichTextLabel.xml
 msgid ""
 "Returns the total number of characters from text tags. Does not include "
@@ -53002,14 +53162,23 @@ msgstr ""
 
 #: doc/classes/Semaphore.xml
 msgid ""
-"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] "
-"on success, [constant ERR_BUSY] otherwise."
+"Lowers the [Semaphore], allowing one more thread in.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"Like [method wait], but won't block, so if the value is zero, fails "
+"immediately and returns [constant ERR_BUSY]. If non-zero, it returns "
+"[constant OK] to report success."
 msgstr ""
 
 #: doc/classes/Semaphore.xml
 msgid ""
-"Tries to wait for the [Semaphore], if its value is zero, blocks until non-"
-"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise."
+"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
 msgstr ""
 
 #: doc/classes/Separator.xml
@@ -54461,7 +54630,21 @@ msgstr ""
 #: doc/classes/SpatialMaterial.xml
 msgid ""
 "If [code]true[/code], lighting is calculated per vertex rather than per "
-"pixel. This may increase performance on low-end devices."
+"pixel. This may increase performance on low-end devices, especially for "
+"meshes with a lower polygon count. The downside is that shading becomes much "
+"less accurate, with visible linear interpolation between vertices that are "
+"joined together. This can be compensated by ensuring meshes have a "
+"sufficient level of subdivision (but not too much, to avoid reducing "
+"performance). Some material features are also not supported when vertex "
+"shading is enabled.\n"
+"See also [member ProjectSettings.rendering/quality/shading/"
+"force_vertex_shading] which can globally enable vertex shading on all "
+"materials.\n"
+"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by "
+"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s "
+"[code]mobile[/code] override.\n"
+"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member "
+"flags_unshaded] is [code]true[/code]."
 msgstr ""
 
 #: doc/classes/SpatialMaterial.xml
@@ -55279,7 +55462,10 @@ msgid ""
 "the text alignment to right.\n"
 "See [Range] class for more options over the [SpinBox].\n"
 "[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
-"[SpinBox]'s background, add theme items for [LineEdit] and customize them."
+"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n"
+"[b]Note:[/b] If you want to implement drag and drop for the underlying "
+"[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
+"returned by [method get_line_edit]."
 msgstr ""
 
 #: doc/classes/SpinBox.xml
@@ -56599,7 +56785,6 @@ msgid ""
 "print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
 "print(\"24\".is_valid_float()) # Prints \"True\"\n"
 "print(\"7e3\".is_valid_float()) # Prints \"True\"\n"
-"print(\"24\".is_valid_float()) # Prints \"True\"\n"
 "print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
 "[/codeblock]"
 msgstr ""
@@ -56870,9 +57055,9 @@ msgstr ""
 #: doc/classes/String.xml
 msgid ""
 "Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
-"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this "
-"string compared to another. 1.0 means totally similar and 0.0 means totally "
-"dissimilar.\n"
+"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
+"this string compared to another. A result of 1.0 means totally similar, "
+"while 0.0 means totally dissimilar.\n"
 "[codeblock]\n"
 "print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
 "print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
@@ -58344,10 +58529,6 @@ msgid ""
 "side."
 msgstr ""
 
-#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin column."
-msgstr ""
-
 #: doc/classes/TextEdit.xml
 msgid "Returns the selection begin line."
 msgstr ""
@@ -58356,10 +58537,6 @@ msgstr ""
 msgid "Returns the text inside the selection."
 msgstr ""
 
-#: doc/classes/TextEdit.xml
-msgid "Returns the selection end column."
-msgstr ""
-
 #: doc/classes/TextEdit.xml
 msgid "Returns the selection end line."
 msgstr ""
@@ -59382,6 +59559,14 @@ msgid ""
 "theme[/code] file, see the documentation for more information."
 msgstr ""
 
+#: doc/classes/Theme.xml
+msgid ""
+"Adds an empty theme type for every valid data type.\n"
+"[b]Note:[/b] Empty types are not saved with the theme. This method only "
+"exists to perform in-memory changes to the resource. Use available "
+"[code]set_*[/code] methods to add theme items."
+msgstr ""
+
 #: doc/classes/Theme.xml
 msgid "Clears all values on the theme."
 msgstr "Limpa todos os valores no tema."
@@ -59645,6 +59830,13 @@ msgid ""
 "merge the other two into it one after another."
 msgstr ""
 
+#: doc/classes/Theme.xml
+msgid ""
+"Removes the theme type, gracefully discarding defined theme items. If the "
+"type is a variation, this information is also erased. If the type is a base "
+"for type variations, those variations lose their base."
+msgstr ""
+
 #: doc/classes/Theme.xml
 msgid ""
 "Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
@@ -72356,6 +72548,11 @@ msgid ""
 "[code]get_peer(id).get_available_packet_count[/code])."
 msgstr ""
 
+#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Sets additional headers to be sent to clients during the HTTP handshake."
+msgstr ""
+
 #: modules/websocket/doc_classes/WebSocketServer.xml
 msgid "Stops the server and clear its state."
 msgstr ""
@@ -72452,6 +72649,9 @@ msgid ""
 "\n"
 "    webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
 "    if webxr_interface:\n"
+"        # Map to the standard button/axis ids when possible.\n"
+"        webxr_interface.xr_standard_mapping = true\n"
+"\n"
 "        # WebXR uses a lot of asynchronous callbacks, so we connect to "
 "various\n"
 "        # signals in order to receive them.\n"
@@ -72675,6 +72875,13 @@ msgid ""
 "blurred\"[/code]."
 msgstr ""
 
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
+"If set to true, the button and axes ids will be converted to match the "
+"standard ids used by other AR/VR interfaces, when possible.\n"
+"Otherwise, the ids will be passed through unaltered from WebXR."
+msgstr ""
+
 #: modules/webxr/doc_classes/WebXRInterface.xml
 msgid ""
 "Emitted to indicate that the reference space has been reset or "

+ 257 - 50
doc/translations/pt_BR.po

@@ -37,12 +37,14 @@
 # Kawan Weege <[email protected]>, 2022.
 # Schnippss <[email protected]>, 2022.
 # Gonçalo Pascoal <[email protected]>, 2022.
+# Douglas S. Elias <[email protected]>, 2022.
+# Fabio Moura de Oliveira <[email protected]>, 2022.
 msgid ""
 msgstr ""
 "Project-Id-Version: Godot Engine class reference\n"
 "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2022-01-15 22:14+0000\n"
-"Last-Translator: jak3z <jose_renato06@outlook.com>\n"
+"PO-Revision-Date: 2022-04-20 18:20+0000\n"
+"Last-Translator: Fabio Moura de Oliveira <ccmaismais@yahoo.com>\n"
 "Language-Team: Portuguese (Brazil) <https://hosted.weblate.org/projects/"
 "godot-engine/godot-class-reference/pt_BR/>\n"
 "Language: pt_BR\n"
@@ -50,7 +52,7 @@ msgstr ""
 "Content-Type: text/plain; charset=UTF-8\n"
 "Content-Transfer-Encoding: 8-bit\n"
 "Plural-Forms: nplurals=2; plural=n > 1;\n"
-"X-Generator: Weblate 4.10.1\n"
+"X-Generator: Weblate 4.12-dev\n"
 
 #: doc/tools/make_rst.py
 msgid "Description"
@@ -114,7 +116,7 @@ msgstr "Padrão"
 
 #: doc/tools/make_rst.py
 msgid "Setter"
-msgstr ""
+msgstr "setter"
 
 #: doc/tools/make_rst.py
 msgid "value"
@@ -122,7 +124,7 @@ msgstr "Valor"
 
 #: doc/tools/make_rst.py
 msgid "Getter"
-msgstr ""
+msgstr "Getter"
 
 #: doc/tools/make_rst.py
 msgid ""
@@ -162,6 +164,8 @@ msgid ""
 "This method describes a valid operator to use with this type as left-hand "
 "operand."
 msgstr ""
+"Este método  descreve um operador válido  pra utilizar com este tipo como "
+"operando do lado esquerdo."
 
 #: modules/gdscript/doc_classes/@GDScript.xml
 msgid "Built-in GDScript functions."
@@ -4479,7 +4483,8 @@ msgid "The property is a translatable string."
 msgstr "A propriedade é uma string traduzível."
 
 #: doc/classes/@GlobalScope.xml
-msgid "Used to group properties together in the editor."
+#, fuzzy
+msgid "Used to group properties together in the editor. See [EditorInspector]."
 msgstr "Usado para agrupar propriedade no editor."
 
 #: doc/classes/@GlobalScope.xml
@@ -8038,8 +8043,9 @@ msgstr ""
 
 #: doc/classes/Array.xml
 msgid ""
-"Removes the first occurrence of a value from the array. To remove an element "
-"by index, use [method remove] instead.\n"
+"Removes the first occurrence of a value from the array. If the value does "
+"not exist in the array, nothing happens. To remove an element by index, use "
+"[method remove] instead.\n"
 "[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
 "[b]Note:[/b] On large arrays, this method will be slower if the removed "
 "element is close to the beginning of the array (index 0). This is because "
@@ -12775,8 +12781,8 @@ msgstr ""
 #: doc/classes/Camera.xml
 msgid ""
 "The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] "
-"sets the other axis' size length."
+"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
+"[code]size[/code] sets the other axis' size length."
 msgstr ""
 
 #: doc/classes/Camera.xml
@@ -13583,8 +13589,11 @@ msgstr ""
 
 #: doc/classes/CanvasItem.xml
 msgid ""
-"If [code]enable[/code] is [code]true[/code], the node won't inherit its "
-"transform from parent canvas items."
+"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
+"i] inherit its transform from parent [CanvasItem]s. Its draw order will also "
+"be changed to make it draw on top of other [CanvasItem]s that are not set as "
+"top-level. The [CanvasItem] will effectively act as if it was placed as a "
+"child of a bare [Node]. See also [method is_set_as_toplevel]."
 msgstr ""
 
 #: doc/classes/CanvasItem.xml
@@ -14697,7 +14706,10 @@ msgid ""
 "number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape "
 "owner[/i]. The CollisionObject2D can have any number of shape owners. Shape "
 "owners are not nodes and do not appear in the editor, but are accessible "
-"through code using the [code]shape_owner_*[/code] methods."
+"through code using the [code]shape_owner_*[/code] methods.\n"
+"[b]Note:[/b] Only collisions between objects within the same canvas "
+"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
+"collisions between objects in different canvases is undefined."
 msgstr ""
 
 #: doc/classes/CollisionObject2D.xml
@@ -21634,18 +21646,34 @@ msgid ""
 msgstr ""
 
 #: doc/classes/EditorInspector.xml
-msgid "A tab used to edit properties of the selected node."
+msgid "A control used to edit properties of an object."
 msgstr ""
 
 #: doc/classes/EditorInspector.xml
 msgid ""
-"The editor inspector is by default located on the right-hand side of the "
-"editor. It's used to edit the properties of the selected node. For example, "
-"you can select a node such as [Sprite] then edit its transform through the "
-"inspector tool. The editor inspector is an essential tool in the game "
-"development workflow.\n"
-"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
-"the singleton using [method EditorInterface.get_inspector]."
+"This is the control that implements property editing in the editor's "
+"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
+"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
+"[EditorInspector] will show properties in the same order as the array "
+"returned by [method Object.get_property_list].\n"
+"If a property's name is path-like (i.e. if it contains forward slashes), "
+"[EditorInspector] will create nested sections for \"directories\" along the "
+"path. For example, if a property is named [code]highlighting/gdscript/"
+"node_path_color[/code], it will be shown as \"Node Path Color\" inside the "
+"\"GDScript\" section nested inside the \"Highlighting\" section.\n"
+"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it "
+"will group subsequent properties whose name starts with the property's hint "
+"string. The group ends when a property does not start with that hint string "
+"or when a new group starts. An empty group name effectively ends the current "
+"group. [EditorInspector] will create a top-level section for each group. For "
+"example, if a property with group usage is named [code]Collide With[/code] "
+"and its hint string is [code]collide_with_[/code], a subsequent "
+"[code]collide_with_area[/code] property will be shown as \"Area\" inside the "
+"\"Collide With\" section.\n"
+"[b]Note:[/b] Unlike sections created from path-like property names, "
+"[EditorInspector] won't capitalize the name for sections created from "
+"groups. So properties with group usage usually use capitalized names instead "
+"of snake_cased names."
 msgstr ""
 
 #: doc/classes/EditorInspector.xml
@@ -22823,6 +22851,14 @@ msgid ""
 "[/codeblock]"
 msgstr ""
 
+#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [EditorSceneImporterGLTF] within a script will cause an error in an "
+"exported project."
+msgstr ""
+
 #: doc/classes/EditorScenePostImport.xml
 msgid "Post-processes scenes after import."
 msgstr ""
@@ -26735,6 +26771,50 @@ msgstr ""
 msgid "Represents the size of the [enum Subdiv] enum."
 msgstr ""
 
+#: modules/gltf/doc_classes/GLTFAccessor.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAccessor] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFAnimation.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAnimation] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFBufferView.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFBufferView] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFCamera.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFCamera] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFDocument.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFDocument] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFLight] within a script will cause an error in an exported project."
+msgstr ""
+
 #: modules/gltf/doc_classes/GLTFLight.xml
 msgid ""
 "The [Color] of the light. Defaults to white. A black color causes the light "
@@ -26784,6 +26864,49 @@ msgid ""
 "and [DirectionalLight] respectively."
 msgstr ""
 
+#: modules/gltf/doc_classes/GLTFMesh.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFMesh] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFNode.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFNode] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSkeleton.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSkeleton] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSpecGloss.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSpecGloss] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFState.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFState] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFTexture.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFTexture] within a script will cause an error in an exported project."
+msgstr ""
+
 #: modules/mono/doc_classes/GodotSharp.xml
 msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
 msgstr ""
@@ -33738,7 +33861,7 @@ msgid ""
 "be within the text's length."
 msgstr ""
 
-#: doc/classes/LineEdit.xml
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
 msgid "Clears the current selection."
 msgstr ""
 
@@ -33757,6 +33880,19 @@ msgid ""
 "characters."
 msgstr ""
 
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection begin column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection end column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+#, fuzzy
+msgid "Returns [code]true[/code] if the user has selected text."
+msgstr "Retorna [code]true[/code] se o script pode ser instanciado."
+
 #: doc/classes/LineEdit.xml
 msgid "Executes a given action as defined in the [enum MenuItems] enum."
 msgstr ""
@@ -37548,7 +37684,7 @@ msgstr ""
 
 #: doc/classes/Node.xml
 msgid "Nodes and Scenes"
-msgstr ""
+msgstr "Nós e cenas"
 
 #: doc/classes/Node.xml
 msgid "All Demos"
@@ -39218,7 +39354,10 @@ msgid ""
 msgstr ""
 
 #: doc/classes/Object.xml
-msgid "Returns the object's metadata entry for the given [code]name[/code]."
+msgid ""
+"Returns the object's metadata entry for the given [code]name[/code].\n"
+"Throws error if the entry does not exist, unless [code]default[/code] is not "
+"[code]null[/code] (in which case the default value will be returned)."
 msgstr ""
 
 #: doc/classes/Object.xml
@@ -41449,6 +41588,14 @@ msgid ""
 "[b]Note:[/b] Only available in editor builds."
 msgstr ""
 
+#: modules/gltf/doc_classes/PackedSceneGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [PackedSceneGLTF] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
 #: doc/classes/PacketPeer.xml
 msgid "Abstraction and base class for packet-based protocols."
 msgstr ""
@@ -47183,7 +47330,7 @@ msgstr ""
 #: doc/classes/ProjectSettings.xml
 msgid ""
 "Allows the window to be resizable by default.\n"
-"[b]Note:[/b] This setting is ignored on iOS and Android."
+"[b]Note:[/b] This setting is ignored on iOS."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -47830,7 +47977,8 @@ msgid "Optional name for the 3D render layer 13."
 msgstr "Nome opcional para a camada 13 da renderização 3D."
 
 #: doc/classes/ProjectSettings.xml
-msgid "Optional name for the 3D render layer 14"
+#, fuzzy
+msgid "Optional name for the 3D render layer 14."
 msgstr "Nome opcional para a camada 14 da renderização 3D"
 
 #: doc/classes/ProjectSettings.xml
@@ -49100,16 +49248,24 @@ msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"If [code]true[/code], forces vertex shading for all rendering. This can "
-"increase performance a lot, but also reduces quality immensely. Can be used "
-"to optimize performance on low-end mobile devices."
+"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
+"[ShaderMaterial] rendering. This can be used to improve performance on low-"
+"end mobile devices. The downside is that shading becomes much less accurate, "
+"with visible linear interpolation between vertices that are joined together. "
+"This can be compensated by ensuring meshes have a sufficient level of "
+"subdivision (but not too much, to avoid reducing performance). Some material "
+"features are also not supported when vertex shading is enabled.\n"
+"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to "
+"enable vertex shading on specific materials only.\n"
+"[b]Note:[/b] This setting does not affect unshaded materials."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
 "Lower-end override for [member rendering/quality/shading/"
 "force_vertex_shading] on mobile devices, due to performance concerns or "
-"driver support."
+"driver support. If lighting looks broken after exporting the project to a "
+"mobile platform, try disabling this setting."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -51151,6 +51307,11 @@ msgid ""
 "wrapped text as one line."
 msgstr ""
 
+#: doc/classes/RichTextLabel.xml
+#, fuzzy
+msgid "Returns the current selection text. Does not include BBCodes."
+msgstr "Retorna o comprimento atual do braço da mola."
+
 #: doc/classes/RichTextLabel.xml
 msgid ""
 "Returns the total number of characters from text tags. Does not include "
@@ -53446,16 +53607,24 @@ msgid ""
 msgstr ""
 
 #: doc/classes/Semaphore.xml
-#, fuzzy
 msgid ""
-"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] "
-"on success, [constant ERR_BUSY] otherwise."
-msgstr "Abaixa o [Semaphore], permitindo a entrada de mais um thread."
+"Lowers the [Semaphore], allowing one more thread in.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"Like [method wait], but won't block, so if the value is zero, fails "
+"immediately and returns [constant ERR_BUSY]. If non-zero, it returns "
+"[constant OK] to report success."
+msgstr ""
 
 #: doc/classes/Semaphore.xml
 msgid ""
-"Tries to wait for the [Semaphore], if its value is zero, blocks until non-"
-"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise."
+"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
 msgstr ""
 
 #: doc/classes/Separator.xml
@@ -54909,7 +55078,21 @@ msgstr ""
 #: doc/classes/SpatialMaterial.xml
 msgid ""
 "If [code]true[/code], lighting is calculated per vertex rather than per "
-"pixel. This may increase performance on low-end devices."
+"pixel. This may increase performance on low-end devices, especially for "
+"meshes with a lower polygon count. The downside is that shading becomes much "
+"less accurate, with visible linear interpolation between vertices that are "
+"joined together. This can be compensated by ensuring meshes have a "
+"sufficient level of subdivision (but not too much, to avoid reducing "
+"performance). Some material features are also not supported when vertex "
+"shading is enabled.\n"
+"See also [member ProjectSettings.rendering/quality/shading/"
+"force_vertex_shading] which can globally enable vertex shading on all "
+"materials.\n"
+"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by "
+"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s "
+"[code]mobile[/code] override.\n"
+"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member "
+"flags_unshaded] is [code]true[/code]."
 msgstr ""
 
 #: doc/classes/SpatialMaterial.xml
@@ -55730,7 +55913,10 @@ msgid ""
 "the text alignment to right.\n"
 "See [Range] class for more options over the [SpinBox].\n"
 "[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
-"[SpinBox]'s background, add theme items for [LineEdit] and customize them."
+"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n"
+"[b]Note:[/b] If you want to implement drag and drop for the underlying "
+"[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
+"returned by [method get_line_edit]."
 msgstr ""
 
 #: doc/classes/SpinBox.xml
@@ -57050,7 +57236,6 @@ msgid ""
 "print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
 "print(\"24\".is_valid_float()) # Prints \"True\"\n"
 "print(\"7e3\".is_valid_float()) # Prints \"True\"\n"
-"print(\"24\".is_valid_float()) # Prints \"True\"\n"
 "print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
 "[/codeblock]"
 msgstr ""
@@ -57321,9 +57506,9 @@ msgstr ""
 #: doc/classes/String.xml
 msgid ""
 "Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
-"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this "
-"string compared to another. 1.0 means totally similar and 0.0 means totally "
-"dissimilar.\n"
+"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
+"this string compared to another. A result of 1.0 means totally similar, "
+"while 0.0 means totally dissimilar.\n"
 "[codeblock]\n"
 "print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
 "print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
@@ -58801,10 +58986,6 @@ msgid ""
 "side."
 msgstr ""
 
-#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin column."
-msgstr ""
-
 #: doc/classes/TextEdit.xml
 msgid "Returns the selection begin line."
 msgstr ""
@@ -58813,10 +58994,6 @@ msgstr ""
 msgid "Returns the text inside the selection."
 msgstr ""
 
-#: doc/classes/TextEdit.xml
-msgid "Returns the selection end column."
-msgstr ""
-
 #: doc/classes/TextEdit.xml
 msgid "Returns the selection end line."
 msgstr ""
@@ -59853,6 +60030,14 @@ msgid ""
 "theme[/code] file, see the documentation for more information."
 msgstr ""
 
+#: doc/classes/Theme.xml
+msgid ""
+"Adds an empty theme type for every valid data type.\n"
+"[b]Note:[/b] Empty types are not saved with the theme. This method only "
+"exists to perform in-memory changes to the resource. Use available "
+"[code]set_*[/code] methods to add theme items."
+msgstr ""
+
 #: doc/classes/Theme.xml
 msgid "Clears all values on the theme."
 msgstr "Limpa todos os valores no tema."
@@ -60119,6 +60304,13 @@ msgid ""
 "merge the other two into it one after another."
 msgstr ""
 
+#: doc/classes/Theme.xml
+msgid ""
+"Removes the theme type, gracefully discarding defined theme items. If the "
+"type is a variation, this information is also erased. If the type is a base "
+"for type variations, those variations lose their base."
+msgstr ""
+
 #: doc/classes/Theme.xml
 msgid ""
 "Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
@@ -72878,6 +73070,11 @@ msgid ""
 "[code]get_peer(id).get_available_packet_count[/code])."
 msgstr ""
 
+#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Sets additional headers to be sent to clients during the HTTP handshake."
+msgstr ""
+
 #: modules/websocket/doc_classes/WebSocketServer.xml
 msgid "Stops the server and clear its state."
 msgstr ""
@@ -72974,6 +73171,9 @@ msgid ""
 "\n"
 "    webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
 "    if webxr_interface:\n"
+"        # Map to the standard button/axis ids when possible.\n"
+"        webxr_interface.xr_standard_mapping = true\n"
+"\n"
 "        # WebXR uses a lot of asynchronous callbacks, so we connect to "
 "various\n"
 "        # signals in order to receive them.\n"
@@ -73197,6 +73397,13 @@ msgid ""
 "blurred\"[/code]."
 msgstr ""
 
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
+"If set to true, the button and axes ids will be converted to match the "
+"standard ids used by other AR/VR interfaces, when possible.\n"
+"Otherwise, the ids will be passed through unaltered from WebXR."
+msgstr ""
+
 #: modules/webxr/doc_classes/WebXRInterface.xml
 msgid ""
 "Emitted to indicate that the reference space has been reset or "

+ 242 - 42
doc/translations/ro.po

@@ -3487,7 +3487,7 @@ msgid "The property is a translatable string."
 msgstr ""
 
 #: doc/classes/@GlobalScope.xml
-msgid "Used to group properties together in the editor."
+msgid "Used to group properties together in the editor. See [EditorInspector]."
 msgstr ""
 
 #: doc/classes/@GlobalScope.xml
@@ -7004,8 +7004,9 @@ msgstr ""
 
 #: doc/classes/Array.xml
 msgid ""
-"Removes the first occurrence of a value from the array. To remove an element "
-"by index, use [method remove] instead.\n"
+"Removes the first occurrence of a value from the array. If the value does "
+"not exist in the array, nothing happens. To remove an element by index, use "
+"[method remove] instead.\n"
 "[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
 "[b]Note:[/b] On large arrays, this method will be slower if the removed "
 "element is close to the beginning of the array (index 0). This is because "
@@ -11732,8 +11733,8 @@ msgstr ""
 #: doc/classes/Camera.xml
 msgid ""
 "The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] "
-"sets the other axis' size length."
+"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
+"[code]size[/code] sets the other axis' size length."
 msgstr ""
 
 #: doc/classes/Camera.xml
@@ -12531,8 +12532,11 @@ msgstr ""
 
 #: doc/classes/CanvasItem.xml
 msgid ""
-"If [code]enable[/code] is [code]true[/code], the node won't inherit its "
-"transform from parent canvas items."
+"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
+"i] inherit its transform from parent [CanvasItem]s. Its draw order will also "
+"be changed to make it draw on top of other [CanvasItem]s that are not set as "
+"top-level. The [CanvasItem] will effectively act as if it was placed as a "
+"child of a bare [Node]. See also [method is_set_as_toplevel]."
 msgstr ""
 
 #: doc/classes/CanvasItem.xml
@@ -13621,7 +13625,10 @@ msgid ""
 "number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape "
 "owner[/i]. The CollisionObject2D can have any number of shape owners. Shape "
 "owners are not nodes and do not appear in the editor, but are accessible "
-"through code using the [code]shape_owner_*[/code] methods."
+"through code using the [code]shape_owner_*[/code] methods.\n"
+"[b]Note:[/b] Only collisions between objects within the same canvas "
+"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
+"collisions between objects in different canvases is undefined."
 msgstr ""
 
 #: doc/classes/CollisionObject2D.xml
@@ -20496,18 +20503,34 @@ msgid ""
 msgstr ""
 
 #: doc/classes/EditorInspector.xml
-msgid "A tab used to edit properties of the selected node."
+msgid "A control used to edit properties of an object."
 msgstr ""
 
 #: doc/classes/EditorInspector.xml
 msgid ""
-"The editor inspector is by default located on the right-hand side of the "
-"editor. It's used to edit the properties of the selected node. For example, "
-"you can select a node such as [Sprite] then edit its transform through the "
-"inspector tool. The editor inspector is an essential tool in the game "
-"development workflow.\n"
-"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
-"the singleton using [method EditorInterface.get_inspector]."
+"This is the control that implements property editing in the editor's "
+"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
+"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
+"[EditorInspector] will show properties in the same order as the array "
+"returned by [method Object.get_property_list].\n"
+"If a property's name is path-like (i.e. if it contains forward slashes), "
+"[EditorInspector] will create nested sections for \"directories\" along the "
+"path. For example, if a property is named [code]highlighting/gdscript/"
+"node_path_color[/code], it will be shown as \"Node Path Color\" inside the "
+"\"GDScript\" section nested inside the \"Highlighting\" section.\n"
+"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it "
+"will group subsequent properties whose name starts with the property's hint "
+"string. The group ends when a property does not start with that hint string "
+"or when a new group starts. An empty group name effectively ends the current "
+"group. [EditorInspector] will create a top-level section for each group. For "
+"example, if a property with group usage is named [code]Collide With[/code] "
+"and its hint string is [code]collide_with_[/code], a subsequent "
+"[code]collide_with_area[/code] property will be shown as \"Area\" inside the "
+"\"Collide With\" section.\n"
+"[b]Note:[/b] Unlike sections created from path-like property names, "
+"[EditorInspector] won't capitalize the name for sections created from "
+"groups. So properties with group usage usually use capitalized names instead "
+"of snake_cased names."
 msgstr ""
 
 #: doc/classes/EditorInspector.xml
@@ -21682,6 +21705,14 @@ msgid ""
 "[/codeblock]"
 msgstr ""
 
+#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [EditorSceneImporterGLTF] within a script will cause an error in an "
+"exported project."
+msgstr ""
+
 #: doc/classes/EditorScenePostImport.xml
 msgid "Post-processes scenes after import."
 msgstr ""
@@ -25579,6 +25610,50 @@ msgstr ""
 msgid "Represents the size of the [enum Subdiv] enum."
 msgstr ""
 
+#: modules/gltf/doc_classes/GLTFAccessor.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAccessor] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFAnimation.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAnimation] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFBufferView.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFBufferView] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFCamera.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFCamera] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFDocument.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFDocument] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFLight] within a script will cause an error in an exported project."
+msgstr ""
+
 #: modules/gltf/doc_classes/GLTFLight.xml
 msgid ""
 "The [Color] of the light. Defaults to white. A black color causes the light "
@@ -25628,6 +25703,49 @@ msgid ""
 "and [DirectionalLight] respectively."
 msgstr ""
 
+#: modules/gltf/doc_classes/GLTFMesh.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFMesh] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFNode.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFNode] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSkeleton.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSkeleton] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSpecGloss.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSpecGloss] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFState.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFState] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFTexture.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFTexture] within a script will cause an error in an exported project."
+msgstr ""
+
 #: modules/mono/doc_classes/GodotSharp.xml
 msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
 msgstr ""
@@ -32541,7 +32659,7 @@ msgid ""
 "be within the text's length."
 msgstr ""
 
-#: doc/classes/LineEdit.xml
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
 msgid "Clears the current selection."
 msgstr ""
 
@@ -32560,6 +32678,18 @@ msgid ""
 "characters."
 msgstr ""
 
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection begin column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection end column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid "Returns [code]true[/code] if the user has selected text."
+msgstr ""
+
 #: doc/classes/LineEdit.xml
 msgid "Executes a given action as defined in the [enum MenuItems] enum."
 msgstr ""
@@ -37976,7 +38106,10 @@ msgid ""
 msgstr ""
 
 #: doc/classes/Object.xml
-msgid "Returns the object's metadata entry for the given [code]name[/code]."
+msgid ""
+"Returns the object's metadata entry for the given [code]name[/code].\n"
+"Throws error if the entry does not exist, unless [code]default[/code] is not "
+"[code]null[/code] (in which case the default value will be returned)."
 msgstr ""
 
 #: doc/classes/Object.xml
@@ -40184,6 +40317,14 @@ msgid ""
 "[b]Note:[/b] Only available in editor builds."
 msgstr ""
 
+#: modules/gltf/doc_classes/PackedSceneGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [PackedSceneGLTF] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
 #: doc/classes/PacketPeer.xml
 msgid "Abstraction and base class for packet-based protocols."
 msgstr ""
@@ -45887,7 +46028,7 @@ msgstr ""
 #: doc/classes/ProjectSettings.xml
 msgid ""
 "Allows the window to be resizable by default.\n"
-"[b]Note:[/b] This setting is ignored on iOS and Android."
+"[b]Note:[/b] This setting is ignored on iOS."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -46534,7 +46675,7 @@ msgid "Optional name for the 3D render layer 13."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
-msgid "Optional name for the 3D render layer 14"
+msgid "Optional name for the 3D render layer 14."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -47804,16 +47945,24 @@ msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"If [code]true[/code], forces vertex shading for all rendering. This can "
-"increase performance a lot, but also reduces quality immensely. Can be used "
-"to optimize performance on low-end mobile devices."
+"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
+"[ShaderMaterial] rendering. This can be used to improve performance on low-"
+"end mobile devices. The downside is that shading becomes much less accurate, "
+"with visible linear interpolation between vertices that are joined together. "
+"This can be compensated by ensuring meshes have a sufficient level of "
+"subdivision (but not too much, to avoid reducing performance). Some material "
+"features are also not supported when vertex shading is enabled.\n"
+"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to "
+"enable vertex shading on specific materials only.\n"
+"[b]Note:[/b] This setting does not affect unshaded materials."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
 "Lower-end override for [member rendering/quality/shading/"
 "force_vertex_shading] on mobile devices, due to performance concerns or "
-"driver support."
+"driver support. If lighting looks broken after exporting the project to a "
+"mobile platform, try disabling this setting."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -49847,6 +49996,10 @@ msgid ""
 "wrapped text as one line."
 msgstr ""
 
+#: doc/classes/RichTextLabel.xml
+msgid "Returns the current selection text. Does not include BBCodes."
+msgstr ""
+
 #: doc/classes/RichTextLabel.xml
 msgid ""
 "Returns the total number of characters from text tags. Does not include "
@@ -52139,14 +52292,23 @@ msgstr ""
 
 #: doc/classes/Semaphore.xml
 msgid ""
-"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] "
-"on success, [constant ERR_BUSY] otherwise."
+"Lowers the [Semaphore], allowing one more thread in.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
 msgstr ""
 
 #: doc/classes/Semaphore.xml
 msgid ""
-"Tries to wait for the [Semaphore], if its value is zero, blocks until non-"
-"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise."
+"Like [method wait], but won't block, so if the value is zero, fails "
+"immediately and returns [constant ERR_BUSY]. If non-zero, it returns "
+"[constant OK] to report success."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
 msgstr ""
 
 #: doc/classes/Separator.xml
@@ -53592,7 +53754,21 @@ msgstr ""
 #: doc/classes/SpatialMaterial.xml
 msgid ""
 "If [code]true[/code], lighting is calculated per vertex rather than per "
-"pixel. This may increase performance on low-end devices."
+"pixel. This may increase performance on low-end devices, especially for "
+"meshes with a lower polygon count. The downside is that shading becomes much "
+"less accurate, with visible linear interpolation between vertices that are "
+"joined together. This can be compensated by ensuring meshes have a "
+"sufficient level of subdivision (but not too much, to avoid reducing "
+"performance). Some material features are also not supported when vertex "
+"shading is enabled.\n"
+"See also [member ProjectSettings.rendering/quality/shading/"
+"force_vertex_shading] which can globally enable vertex shading on all "
+"materials.\n"
+"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by "
+"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s "
+"[code]mobile[/code] override.\n"
+"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member "
+"flags_unshaded] is [code]true[/code]."
 msgstr ""
 
 #: doc/classes/SpatialMaterial.xml
@@ -54396,7 +54572,10 @@ msgid ""
 "the text alignment to right.\n"
 "See [Range] class for more options over the [SpinBox].\n"
 "[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
-"[SpinBox]'s background, add theme items for [LineEdit] and customize them."
+"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n"
+"[b]Note:[/b] If you want to implement drag and drop for the underlying "
+"[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
+"returned by [method get_line_edit]."
 msgstr ""
 
 #: doc/classes/SpinBox.xml
@@ -55714,7 +55893,6 @@ msgid ""
 "print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
 "print(\"24\".is_valid_float()) # Prints \"True\"\n"
 "print(\"7e3\".is_valid_float()) # Prints \"True\"\n"
-"print(\"24\".is_valid_float()) # Prints \"True\"\n"
 "print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
 "[/codeblock]"
 msgstr ""
@@ -55985,9 +56163,9 @@ msgstr ""
 #: doc/classes/String.xml
 msgid ""
 "Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
-"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this "
-"string compared to another. 1.0 means totally similar and 0.0 means totally "
-"dissimilar.\n"
+"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
+"this string compared to another. A result of 1.0 means totally similar, "
+"while 0.0 means totally dissimilar.\n"
 "[codeblock]\n"
 "print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
 "print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
@@ -57457,10 +57635,6 @@ msgid ""
 "side."
 msgstr ""
 
-#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin column."
-msgstr ""
-
 #: doc/classes/TextEdit.xml
 msgid "Returns the selection begin line."
 msgstr ""
@@ -57469,10 +57643,6 @@ msgstr ""
 msgid "Returns the text inside the selection."
 msgstr ""
 
-#: doc/classes/TextEdit.xml
-msgid "Returns the selection end column."
-msgstr ""
-
 #: doc/classes/TextEdit.xml
 msgid "Returns the selection end line."
 msgstr ""
@@ -58493,6 +58663,14 @@ msgid ""
 "theme[/code] file, see the documentation for more information."
 msgstr ""
 
+#: doc/classes/Theme.xml
+msgid ""
+"Adds an empty theme type for every valid data type.\n"
+"[b]Note:[/b] Empty types are not saved with the theme. This method only "
+"exists to perform in-memory changes to the resource. Use available "
+"[code]set_*[/code] methods to add theme items."
+msgstr ""
+
 #: doc/classes/Theme.xml
 msgid "Clears all values on the theme."
 msgstr ""
@@ -58751,6 +58929,13 @@ msgid ""
 "merge the other two into it one after another."
 msgstr ""
 
+#: doc/classes/Theme.xml
+msgid ""
+"Removes the theme type, gracefully discarding defined theme items. If the "
+"type is a variation, this information is also erased. If the type is a base "
+"for type variations, those variations lose their base."
+msgstr ""
+
 #: doc/classes/Theme.xml
 msgid ""
 "Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
@@ -71445,6 +71630,11 @@ msgid ""
 "[code]get_peer(id).get_available_packet_count[/code])."
 msgstr ""
 
+#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Sets additional headers to be sent to clients during the HTTP handshake."
+msgstr ""
+
 #: modules/websocket/doc_classes/WebSocketServer.xml
 msgid "Stops the server and clear its state."
 msgstr ""
@@ -71541,6 +71731,9 @@ msgid ""
 "\n"
 "    webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
 "    if webxr_interface:\n"
+"        # Map to the standard button/axis ids when possible.\n"
+"        webxr_interface.xr_standard_mapping = true\n"
+"\n"
 "        # WebXR uses a lot of asynchronous callbacks, so we connect to "
 "various\n"
 "        # signals in order to receive them.\n"
@@ -71764,6 +71957,13 @@ msgid ""
 "blurred\"[/code]."
 msgstr ""
 
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
+"If set to true, the button and axes ids will be converted to match the "
+"standard ids used by other AR/VR interfaces, when possible.\n"
+"Otherwise, the ids will be passed through unaltered from WebXR."
+msgstr ""
+
 #: modules/webxr/doc_classes/WebXRInterface.xml
 msgid ""
 "Emitted to indicate that the reference space has been reset or "

+ 368 - 86
doc/translations/ru.po

@@ -41,12 +41,15 @@
 # Иван Гай <[email protected]>, 2022.
 # Bebihindra <[email protected]>, 2022.
 # Alex_Faction <[email protected]>, 2022.
+# Turok Chukchin <[email protected]>, 2022.
+# Rish Alternative <[email protected]>, 2022.
+# Andrey <[email protected]>, 2022.
 msgid ""
 msgstr ""
 "Project-Id-Version: Godot Engine class reference\n"
 "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2022-03-13 22:11+0000\n"
-"Last-Translator: Alex_Faction <[email protected]>\n"
+"PO-Revision-Date: 2022-04-25 15:12+0000\n"
+"Last-Translator: Andrey <[email protected]>\n"
 "Language-Team: Russian <https://hosted.weblate.org/projects/godot-engine/"
 "godot-class-reference/ru/>\n"
 "Language: ru\n"
@@ -55,7 +58,7 @@ msgstr ""
 "Content-Transfer-Encoding: 8-bit\n"
 "Plural-Forms: nplurals=3; plural=n%10==1 && n%100!=11 ? 0 : n%10>=2 && "
 "n%10<=4 && (n%100<10 || n%100>=20) ? 1 : 2;\n"
-"X-Generator: Weblate 4.12-dev\n"
+"X-Generator: Weblate 4.12.1-dev\n"
 
 #: doc/tools/make_rst.py
 msgid "Description"
@@ -507,7 +510,6 @@ msgid "Deprecated alias for [method step_decimals]."
 msgstr "Устаревший псевдоним для [method step_decimals]."
 
 #: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
 msgid ""
 "[b]Note:[/b] [code]dectime[/code] has been deprecated and will be removed in "
 "Godot 4.0, please use [method move_toward] instead.\n"
@@ -517,11 +519,12 @@ msgid ""
 "a = dectime(60, 10, 0.1)) # a is 59.0\n"
 "[/codeblock]"
 msgstr ""
-"Возвращает [code]value[/code], уменьшенное на [code]step[/code] * "
+"[b]Примечание:[/b] [code]dectime[/code] был устаревшим и будет удален в "
+"Godot 4.0, пожалуйста, используйте [метод move_toward] вместо него.\n"
+"Возвращает результат [code]value[/code], уменьшенный на [code]step[/code] * "
 "[code]amount[/code].\n"
 "[codeblock]\n"
-"# a = 59\n"
-"a = dectime(60, 10, 0.1))\n"
+"a = dectime(60, 10, 0.1)) # a равно 59.0\n"
 "[/codeblock]"
 
 #: modules/gdscript/doc_classes/@GDScript.xml
@@ -643,7 +646,6 @@ msgstr ""
 "[/codeblock]"
 
 #: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
 msgid ""
 "Rounds [code]s[/code] downward (towards negative infinity), returning the "
 "largest whole number that is not more than [code]s[/code].\n"
@@ -658,16 +660,16 @@ msgid ""
 "directly."
 msgstr ""
 "Округляет [code]s[/code] вниз (в сторону отрицательной бесконечности), "
-"возвращая наибольшее целое число, которое меньше или равно [code]s[/code].\n"
+"возвращая наибольшее целое число, которое не больше [code]s[/code].\n"
 "[codeblock]\n"
-"# a равно 2.0\n"
-"a = floor(2.99)\n"
-"# a равно -3.0\n"
-"a = floor(-2.99)\n"
-"[/codeblock]\n"
-"[b]Примечание:[/b] Этот метод возвращает число с плавающей точкой (float). "
-"Если вам нужно целое число (int), вы можете использовать [code]int(s)[/code] "
-"напрямую."
+"a = floor(2.45) # a равно 2.0\n"
+"a = floor(2.99) # a равно 2.0\n"
+"a = floor(-2.99) # a равно -3.0\n"
+"[/codeblock].\n"
+"См. также [method ceil], [method round], [method stepify] и [int].\n"
+"[b]Примечание:[/b] Этот метод возвращает float. Если вам нужно целое число и "
+"[code]s[/code] является неотрицательным числом, вы можете использовать "
+"[code]int(s)[/code] напрямую."
 
 #: modules/gdscript/doc_classes/@GDScript.xml
 msgid ""
@@ -686,7 +688,6 @@ msgstr ""
 "Для получения целочисленного остатка используйте оператор %."
 
 #: modules/gdscript/doc_classes/@GDScript.xml
-#, fuzzy
 msgid ""
 "Returns the floating-point modulus of [code]a/b[/code] that wraps equally in "
 "positive and negative.\n"
@@ -706,27 +707,22 @@ msgid ""
 " 1.5  0.0  0.0\n"
 "[/codeblock]"
 msgstr ""
-"Возвращает вещественный остаток от деления [code]a/b[/code], который "
-"зациклен одинаково для положительных и отрицательных чисел.\n"
+"Возвращает модуль с плавающей точкой числа [code]a/b[/code], которое "
+"одинаково обертывается в положительную и отрицательную части.\n"
 "[codeblock]\n"
-"var i = -6\n"
-"while i < 5:\n"
-"    prints(i, fposmod(i, 3))\n"
-"    i += 1\n"
-"[/codeblock]\n"
-"Выводит:\n"
+"for i in 7:\n"
+"    var x = 0.5 * i - 1.5\n"
+"    print(\"%4.1f %4.1f %4.1f %4.1f\" % [x, fmod(x, 1.5), fposmod(x, 1.5)])\n"
+"[/codeblock].\n"
+"Производит:\n"
 "[codeblock]\n"
-"-6 0\n"
-"-5 1\n"
-"-4 2\n"
-"-3 0\n"
-"-2 1\n"
-"-1 2\n"
-"0 0\n"
-"1 1\n"
-"2 2\n"
-"3 0\n"
-"4 1\n"
+"-1.5 -0.0 0.0\n"
+"-1.0 -1.0 0.5\n"
+"-0.5 -0.5 1.0\n"
+" 0.0 0.0 0.0\n"
+" 0.5 0.5 0.5\n"
+" 1.0 1.0 1.0\n"
+" 1.5 0.0 0.0\n"
 "[/codeblock]"
 
 #: modules/gdscript/doc_classes/@GDScript.xml
@@ -3748,6 +3744,11 @@ msgid ""
 "- Linux: Up to 80 buttons.\n"
 "- Windows and macOS: Up to 128 buttons."
 msgstr ""
+"Максимальное количество кнопок поддерживаемое движком для игрового "
+"контроллера. Фактический лимит может быть ниже на определенных платформах:\n"
+"- Android: до 36 кнопок.\n"
+"- Linux: до 80 кнопок.\n"
+"- Windows и macOS: до 128 кнопок."
 
 #: doc/classes/@GlobalScope.xml
 msgid "DualShock circle button."
@@ -4170,7 +4171,6 @@ msgid "Unconfigured error."
 msgstr "Ошибка \"Не настроено\"."
 
 #: doc/classes/@GlobalScope.xml
-#, fuzzy
 msgid "Unauthorized error."
 msgstr "Ошибка \"Не авторизовано\"."
 
@@ -4587,7 +4587,8 @@ msgid "The property is a translatable string."
 msgstr "Свойство является переводимой строкой."
 
 #: doc/classes/@GlobalScope.xml
-msgid "Used to group properties together in the editor."
+#, fuzzy
+msgid "Used to group properties together in the editor. See [EditorInspector]."
 msgstr "Используется для группировки свойств в редакторе."
 
 #: doc/classes/@GlobalScope.xml
@@ -8534,8 +8535,9 @@ msgstr "Возвращает [code]true[/code] если массив пусто
 
 #: doc/classes/Array.xml
 msgid ""
-"Removes the first occurrence of a value from the array. To remove an element "
-"by index, use [method remove] instead.\n"
+"Removes the first occurrence of a value from the array. If the value does "
+"not exist in the array, nothing happens. To remove an element by index, use "
+"[method remove] instead.\n"
 "[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
 "[b]Note:[/b] On large arrays, this method will be slower if the removed "
 "element is close to the beginning of the array (index 0). This is because "
@@ -13357,8 +13359,8 @@ msgstr ""
 #: doc/classes/Camera.xml
 msgid ""
 "The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] "
-"sets the other axis' size length."
+"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
+"[code]size[/code] sets the other axis' size length."
 msgstr ""
 
 #: doc/classes/Camera.xml
@@ -14169,8 +14171,11 @@ msgstr ""
 
 #: doc/classes/CanvasItem.xml
 msgid ""
-"If [code]enable[/code] is [code]true[/code], the node won't inherit its "
-"transform from parent canvas items."
+"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
+"i] inherit its transform from parent [CanvasItem]s. Its draw order will also "
+"be changed to make it draw on top of other [CanvasItem]s that are not set as "
+"top-level. The [CanvasItem] will effectively act as if it was placed as a "
+"child of a bare [Node]. See also [method is_set_as_toplevel]."
 msgstr ""
 
 #: doc/classes/CanvasItem.xml
@@ -15274,7 +15279,10 @@ msgid ""
 "number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape "
 "owner[/i]. The CollisionObject2D can have any number of shape owners. Shape "
 "owners are not nodes and do not appear in the editor, but are accessible "
-"through code using the [code]shape_owner_*[/code] methods."
+"through code using the [code]shape_owner_*[/code] methods.\n"
+"[b]Note:[/b] Only collisions between objects within the same canvas "
+"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
+"collisions between objects in different canvases is undefined."
 msgstr ""
 
 #: doc/classes/CollisionObject2D.xml
@@ -22271,18 +22279,34 @@ msgid ""
 msgstr ""
 
 #: doc/classes/EditorInspector.xml
-msgid "A tab used to edit properties of the selected node."
+msgid "A control used to edit properties of an object."
 msgstr ""
 
 #: doc/classes/EditorInspector.xml
 msgid ""
-"The editor inspector is by default located on the right-hand side of the "
-"editor. It's used to edit the properties of the selected node. For example, "
-"you can select a node such as [Sprite] then edit its transform through the "
-"inspector tool. The editor inspector is an essential tool in the game "
-"development workflow.\n"
-"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
-"the singleton using [method EditorInterface.get_inspector]."
+"This is the control that implements property editing in the editor's "
+"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
+"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
+"[EditorInspector] will show properties in the same order as the array "
+"returned by [method Object.get_property_list].\n"
+"If a property's name is path-like (i.e. if it contains forward slashes), "
+"[EditorInspector] will create nested sections for \"directories\" along the "
+"path. For example, if a property is named [code]highlighting/gdscript/"
+"node_path_color[/code], it will be shown as \"Node Path Color\" inside the "
+"\"GDScript\" section nested inside the \"Highlighting\" section.\n"
+"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it "
+"will group subsequent properties whose name starts with the property's hint "
+"string. The group ends when a property does not start with that hint string "
+"or when a new group starts. An empty group name effectively ends the current "
+"group. [EditorInspector] will create a top-level section for each group. For "
+"example, if a property with group usage is named [code]Collide With[/code] "
+"and its hint string is [code]collide_with_[/code], a subsequent "
+"[code]collide_with_area[/code] property will be shown as \"Area\" inside the "
+"\"Collide With\" section.\n"
+"[b]Note:[/b] Unlike sections created from path-like property names, "
+"[EditorInspector] won't capitalize the name for sections created from "
+"groups. So properties with group usage usually use capitalized names instead "
+"of snake_cased names."
 msgstr ""
 
 #: doc/classes/EditorInspector.xml
@@ -23464,6 +23488,14 @@ msgid ""
 "[/codeblock]"
 msgstr ""
 
+#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [EditorSceneImporterGLTF] within a script will cause an error in an "
+"exported project."
+msgstr ""
+
 #: doc/classes/EditorScenePostImport.xml
 msgid "Post-processes scenes after import."
 msgstr ""
@@ -27382,6 +27414,50 @@ msgstr ""
 msgid "Represents the size of the [enum Subdiv] enum."
 msgstr ""
 
+#: modules/gltf/doc_classes/GLTFAccessor.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAccessor] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFAnimation.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAnimation] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFBufferView.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFBufferView] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFCamera.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFCamera] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFDocument.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFDocument] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFLight] within a script will cause an error in an exported project."
+msgstr ""
+
 #: modules/gltf/doc_classes/GLTFLight.xml
 msgid ""
 "The [Color] of the light. Defaults to white. A black color causes the light "
@@ -27431,6 +27507,49 @@ msgid ""
 "and [DirectionalLight] respectively."
 msgstr ""
 
+#: modules/gltf/doc_classes/GLTFMesh.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFMesh] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFNode.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFNode] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSkeleton.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSkeleton] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSpecGloss.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSpecGloss] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFState.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFState] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFTexture.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFTexture] within a script will cause an error in an exported project."
+msgstr ""
+
 #: modules/mono/doc_classes/GodotSharp.xml
 msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
 msgstr ""
@@ -34393,7 +34512,7 @@ msgid ""
 "be within the text's length."
 msgstr ""
 
-#: doc/classes/LineEdit.xml
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
 msgid "Clears the current selection."
 msgstr ""
 
@@ -34412,6 +34531,19 @@ msgid ""
 "characters."
 msgstr ""
 
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection begin column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection end column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+#, fuzzy
+msgid "Returns [code]true[/code] if the user has selected text."
+msgstr "Возвращает [code]true[/code] если массив пустой."
+
 #: doc/classes/LineEdit.xml
 msgid "Executes a given action as defined in the [enum MenuItems] enum."
 msgstr ""
@@ -37604,21 +37736,26 @@ msgid "Returns the map cell height."
 msgstr "Возвращает значение задержки данного кадра."
 
 #: doc/classes/NavigationServer.xml
-#, fuzzy
 msgid ""
 "Returns the normal for the point returned by [method map_get_closest_point]."
-msgstr "Возвращает обратный квадратный корень из аргумента."
+msgstr ""
+"Возвращает нормаль для точки, возвращенной [методом map_get_closest_point]."
 
 #: doc/classes/NavigationServer.xml
 msgid ""
 "Returns the closest point between the navigation surface and the segment."
 msgstr ""
+"Возвращает ближайшую точку между навигационной поверхностью и сегментом."
 
 #: doc/classes/NavigationServer.xml
+#, fuzzy
 msgid ""
 "Returns the edge connection margin of the map. This distance is the minimum "
 "vertex distance needed to connect two edges from different regions."
 msgstr ""
+"Возвращает расстояние соединения граней карты. Это расстояние - минимальное "
+"расстояние между вершинами, необходимое для соединения двух ребер из разных "
+"регионов."
 
 #: doc/classes/NavigationServer.xml
 #, fuzzy
@@ -37632,31 +37769,42 @@ msgstr ""
 #: doc/classes/NavigationServer.xml
 #, fuzzy
 msgid "Sets the map up direction."
-msgstr "Возвращает синус параметра."
+msgstr "Устанавливает направление движения карты вверх."
 
 #: doc/classes/NavigationServer.xml
+#, fuzzy
 msgid ""
 "Process the collision avoidance agents.\n"
 "The result of this process is needed by the physics server, so this must be "
 "called in the main thread.\n"
 "[b]Note:[/b] This function is not thread safe."
 msgstr ""
+"Обработка агентов предотвращения столкновений.\n"
+"Результат этого процесса необходим физическому серверу, поэтому эта функция "
+"должна вызываться в главном потоке.\n"
+"[b]Примечание:[/b] Эта функция не является потокобезопасной."
 
 #: doc/classes/NavigationServer.xml
+#, fuzzy
 msgid "Bakes the navigation mesh."
-msgstr ""
+msgstr "Выпекает навигационную сетку."
 
 #: doc/classes/NavigationServer.xml
+#, fuzzy
 msgid "Control activation of this server."
-msgstr ""
+msgstr "Управление активацией данного сервера."
 
 #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
+#, fuzzy
 msgid ""
 "PacketPeer implementation using the [url=http://enet.bespin.org/index."
 "html]ENet[/url] library."
 msgstr ""
+"Реализация PacketPeer с использованием библиотеки [url=http://enet.bespin."
+"org/index.html]ENet[/url]."
 
 #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
+#, fuzzy
 msgid ""
 "A PacketPeer implementation that should be passed to [member SceneTree."
 "network_peer] after being initialized as either a client or server. Events "
@@ -37668,16 +37816,32 @@ msgid ""
 "the server port in UDP. You can use the [UPNP] class to try to forward the "
 "server port automatically when starting the server."
 msgstr ""
+"Реализация PacketPeer, которая должна быть передана в [member SceneTree."
+"network_peer] после инициализации в качестве клиента или сервера. Затем "
+"события могут обрабатываться путем подключения к сигналам [SceneTree].\n"
+"Цель ENet - обеспечить относительно тонкий, простой и надежный сетевой "
+"коммуникационный уровень поверх UDP (User Datagram Protocol).\n"
+"[b]Примечание:[/b] ENet использует только UDP, а не TCP. При переадресации "
+"порта сервера, чтобы сделать ваш сервер доступным в публичном Интернете, вам "
+"нужно переадресовать только порт сервера в UDP. Вы можете использовать класс "
+"[UPNP], чтобы попытаться перенаправить порт сервера автоматически при "
+"запуске сервера."
 
 #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
+#, fuzzy
 msgid ""
 "Closes the connection. Ignored if no connection is currently established. If "
 "this is a server it tries to notify all clients before forcibly "
 "disconnecting them. If this is a client it simply closes the connection to "
 "the server."
 msgstr ""
+"Закрывает соединение. Игнорируется, если в данный момент соединение не "
+"установлено. Если это сервер, он пытается уведомить всех клиентов, прежде "
+"чем принудительно отключить их. Если это клиент, он просто закрывает "
+"соединение с сервером."
 
 #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
+#, fuzzy
 msgid ""
 "Create client that connects to a server at [code]address[/code] using "
 "specified [code]port[/code]. The given address needs to be either a fully "
@@ -37698,8 +37862,29 @@ msgid ""
 "code] is specified, the client will also listen to the given port; this is "
 "useful for some NAT traversal techniques."
 msgstr ""
+"Создайте клиент, который подключается к серверу по адресу [code]address[/"
+"code], используя указанный [code]port[/code]. Указанный адрес должен быть "
+"либо полным доменным именем (например, [code]\"www.example.com\"[/code]), "
+"либо IP-адресом в формате IPv4 или IPv6 (например, [code]\"192.168.1.1\"[/"
+"code]). [code]port[/code] - это порт, который прослушивает сервер. Параметры "
+"[code]in_bandwidth[/code] и [code]out_bandwidth[/code] могут быть "
+"использованы для ограничения входящей и исходящей полосы пропускания до "
+"заданного количества байт в секунду. Значение по умолчанию 0 означает "
+"неограниченную пропускную способность. Обратите внимание, что ENet будет "
+"стратегически отбрасывать пакеты на определенных сторонах соединения между "
+"пирами, чтобы гарантировать, что пропускная способность пиров не будет "
+"превышена. Параметры пропускной способности также определяют размер окна "
+"соединения, которое ограничивает количество надежных пакетов, которые могут "
+"находиться в пути в любой момент времени. Возвращает [константу OK], если "
+"клиент был создан, [константу ERR_ALREADY_IN_USE], если данный экземпляр "
+"NetworkedMultiplayerENet уже имеет открытое соединение (в этом случае "
+"необходимо сначала вызвать [метод close_connection]) или [константу "
+"ERR_CANT_CREATE], если клиент не может быть создан. Если указано "
+"[code]client_port[/code], клиент также будет слушать указанный порт; это "
+"полезно для некоторых методов обхода NAT."
 
 #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
+#, fuzzy
 msgid ""
 "Create server that listens to connections via [code]port[/code]. The port "
 "needs to be an available, unused port between 0 and 65535. Note that ports "
@@ -37716,29 +37901,55 @@ msgid ""
 "case you need to call [method close_connection] first) or [constant "
 "ERR_CANT_CREATE] if the server could not be created."
 msgstr ""
+"Создайте сервер, который прослушивает соединения через [code]порт[/code]. "
+"Порт должен быть доступным, неиспользуемым портом в диапазоне от 0 до 65535. "
+"Обратите внимание, что порты ниже 1024 являются привилегированными и могут "
+"требовать повышенных прав в зависимости от платформы. Чтобы изменить "
+"интерфейс, на котором прослушивается сервер, используйте [method "
+"set_bind_ip]. IP по умолчанию - это подстановочный знак [code]\"*\"[/code], "
+"который прослушивает все доступные интерфейсы. [code]max_clients[/code] - "
+"максимальное количество клиентов, разрешенных одновременно, можно "
+"использовать любое число до 4095, хотя достижимое количество одновременных "
+"клиентов может быть гораздо меньше и зависит от приложения. Дополнительные "
+"сведения о параметрах пропускной способности см. в [метод create_client]. "
+"Возвращает [константу OK], если сервер был создан, [константу "
+"ERR_ALREADY_IN_USE], если данный экземпляр NetworkedMultiplayerENet уже "
+"имеет открытое соединение (в этом случае необходимо сначала вызвать [метод "
+"close_connection]) или [константу ERR_CANT_CREATE], если сервер не удалось "
+"создать."
 
 #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
+#, fuzzy
 msgid ""
 "Disconnect the given peer. If \"now\" is set to [code]true[/code], the "
 "connection will be closed immediately without flushing queued messages."
 msgstr ""
+"Отключить указанный пир. Если \"now\" имеет значение [code]true[/code], "
+"соединение будет закрыто немедленно без сброса очередей сообщений."
 
 #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
+#, fuzzy
 msgid ""
 "Returns the channel of the last packet fetched via [method PacketPeer."
 "get_packet]."
 msgstr ""
+"Возвращает канал последнего пакета, полученного через [метод PacketPeer."
+"get_packet]."
 
 #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
+#, fuzzy
 msgid ""
 "Returns the channel of the next packet that will be retrieved via [method "
 "PacketPeer.get_packet]."
 msgstr ""
+"Возвращает канал следующего пакета, который будет получен через [метод "
+"PacketPeer.get_packet]."
 
 #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
 #: modules/websocket/doc_classes/WebSocketServer.xml
+#, fuzzy
 msgid "Returns the IP address of the given peer."
-msgstr ""
+msgstr "Возвращает IP-адрес заданного аналога."
 
 #: modules/enet/doc_classes/NetworkedMultiplayerENet.xml
 #: modules/websocket/doc_classes/WebSocketServer.xml
@@ -39879,7 +40090,10 @@ msgid ""
 msgstr ""
 
 #: doc/classes/Object.xml
-msgid "Returns the object's metadata entry for the given [code]name[/code]."
+msgid ""
+"Returns the object's metadata entry for the given [code]name[/code].\n"
+"Throws error if the entry does not exist, unless [code]default[/code] is not "
+"[code]null[/code] (in which case the default value will be returned)."
 msgstr ""
 
 #: doc/classes/Object.xml
@@ -42117,6 +42331,14 @@ msgid ""
 "[b]Note:[/b] Only available in editor builds."
 msgstr ""
 
+#: modules/gltf/doc_classes/PackedSceneGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [PackedSceneGLTF] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
 #: doc/classes/PacketPeer.xml
 msgid "Abstraction and base class for packet-based protocols."
 msgstr ""
@@ -47882,7 +48104,7 @@ msgstr ""
 #: doc/classes/ProjectSettings.xml
 msgid ""
 "Allows the window to be resizable by default.\n"
-"[b]Note:[/b] This setting is ignored on iOS and Android."
+"[b]Note:[/b] This setting is ignored on iOS."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -48529,7 +48751,7 @@ msgid "Optional name for the 3D render layer 13."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
-msgid "Optional name for the 3D render layer 14"
+msgid "Optional name for the 3D render layer 14."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -49799,16 +50021,24 @@ msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"If [code]true[/code], forces vertex shading for all rendering. This can "
-"increase performance a lot, but also reduces quality immensely. Can be used "
-"to optimize performance on low-end mobile devices."
+"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
+"[ShaderMaterial] rendering. This can be used to improve performance on low-"
+"end mobile devices. The downside is that shading becomes much less accurate, "
+"with visible linear interpolation between vertices that are joined together. "
+"This can be compensated by ensuring meshes have a sufficient level of "
+"subdivision (but not too much, to avoid reducing performance). Some material "
+"features are also not supported when vertex shading is enabled.\n"
+"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to "
+"enable vertex shading on specific materials only.\n"
+"[b]Note:[/b] This setting does not affect unshaded materials."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
 "Lower-end override for [member rendering/quality/shading/"
 "force_vertex_shading] on mobile devices, due to performance concerns or "
-"driver support."
+"driver support. If lighting looks broken after exporting the project to a "
+"mobile platform, try disabling this setting."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -51900,6 +52130,11 @@ msgid ""
 "wrapped text as one line."
 msgstr ""
 
+#: doc/classes/RichTextLabel.xml
+#, fuzzy
+msgid "Returns the current selection text. Does not include BBCodes."
+msgstr "Возвращает длину вектора."
+
 #: doc/classes/RichTextLabel.xml
 msgid ""
 "Returns the total number of characters from text tags. Does not include "
@@ -54193,14 +54428,23 @@ msgstr ""
 
 #: doc/classes/Semaphore.xml
 msgid ""
-"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] "
-"on success, [constant ERR_BUSY] otherwise."
+"Lowers the [Semaphore], allowing one more thread in.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"Like [method wait], but won't block, so if the value is zero, fails "
+"immediately and returns [constant ERR_BUSY]. If non-zero, it returns "
+"[constant OK] to report success."
 msgstr ""
 
 #: doc/classes/Semaphore.xml
 msgid ""
-"Tries to wait for the [Semaphore], if its value is zero, blocks until non-"
-"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise."
+"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
 msgstr ""
 
 #: doc/classes/Separator.xml
@@ -55656,7 +55900,21 @@ msgstr ""
 #: doc/classes/SpatialMaterial.xml
 msgid ""
 "If [code]true[/code], lighting is calculated per vertex rather than per "
-"pixel. This may increase performance on low-end devices."
+"pixel. This may increase performance on low-end devices, especially for "
+"meshes with a lower polygon count. The downside is that shading becomes much "
+"less accurate, with visible linear interpolation between vertices that are "
+"joined together. This can be compensated by ensuring meshes have a "
+"sufficient level of subdivision (but not too much, to avoid reducing "
+"performance). Some material features are also not supported when vertex "
+"shading is enabled.\n"
+"See also [member ProjectSettings.rendering/quality/shading/"
+"force_vertex_shading] which can globally enable vertex shading on all "
+"materials.\n"
+"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by "
+"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s "
+"[code]mobile[/code] override.\n"
+"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member "
+"flags_unshaded] is [code]true[/code]."
 msgstr ""
 
 #: doc/classes/SpatialMaterial.xml
@@ -56461,7 +56719,10 @@ msgid ""
 "the text alignment to right.\n"
 "See [Range] class for more options over the [SpinBox].\n"
 "[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
-"[SpinBox]'s background, add theme items for [LineEdit] and customize them."
+"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n"
+"[b]Note:[/b] If you want to implement drag and drop for the underlying "
+"[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
+"returned by [method get_line_edit]."
 msgstr ""
 
 #: doc/classes/SpinBox.xml
@@ -57808,7 +58069,6 @@ msgid ""
 "print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
 "print(\"24\".is_valid_float()) # Prints \"True\"\n"
 "print(\"7e3\".is_valid_float()) # Prints \"True\"\n"
-"print(\"24\".is_valid_float()) # Prints \"True\"\n"
 "print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
 "[/codeblock]"
 msgstr ""
@@ -58079,9 +58339,9 @@ msgstr ""
 #: doc/classes/String.xml
 msgid ""
 "Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
-"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this "
-"string compared to another. 1.0 means totally similar and 0.0 means totally "
-"dissimilar.\n"
+"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
+"this string compared to another. A result of 1.0 means totally similar, "
+"while 0.0 means totally dissimilar.\n"
 "[codeblock]\n"
 "print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
 "print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
@@ -59560,10 +59820,6 @@ msgid ""
 "side."
 msgstr ""
 
-#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin column."
-msgstr ""
-
 #: doc/classes/TextEdit.xml
 msgid "Returns the selection begin line."
 msgstr ""
@@ -59572,10 +59828,6 @@ msgstr ""
 msgid "Returns the text inside the selection."
 msgstr ""
 
-#: doc/classes/TextEdit.xml
-msgid "Returns the selection end column."
-msgstr ""
-
 #: doc/classes/TextEdit.xml
 msgid "Returns the selection end line."
 msgstr ""
@@ -60609,6 +60861,14 @@ msgid ""
 "theme[/code] file, see the documentation for more information."
 msgstr ""
 
+#: doc/classes/Theme.xml
+msgid ""
+"Adds an empty theme type for every valid data type.\n"
+"[b]Note:[/b] Empty types are not saved with the theme. This method only "
+"exists to perform in-memory changes to the resource. Use available "
+"[code]set_*[/code] methods to add theme items."
+msgstr ""
+
 #: doc/classes/Theme.xml
 msgid "Clears all values on the theme."
 msgstr ""
@@ -60894,6 +61154,13 @@ msgid ""
 "merge the other two into it one after another."
 msgstr ""
 
+#: doc/classes/Theme.xml
+msgid ""
+"Removes the theme type, gracefully discarding defined theme items. If the "
+"type is a variation, this information is also erased. If the type is a base "
+"for type variations, those variations lose their base."
+msgstr ""
+
 #: doc/classes/Theme.xml
 msgid ""
 "Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
@@ -73802,6 +74069,11 @@ msgid ""
 "[code]get_peer(id).get_available_packet_count[/code])."
 msgstr ""
 
+#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Sets additional headers to be sent to clients during the HTTP handshake."
+msgstr ""
+
 #: modules/websocket/doc_classes/WebSocketServer.xml
 msgid "Stops the server and clear its state."
 msgstr ""
@@ -73898,6 +74170,9 @@ msgid ""
 "\n"
 "    webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
 "    if webxr_interface:\n"
+"        # Map to the standard button/axis ids when possible.\n"
+"        webxr_interface.xr_standard_mapping = true\n"
+"\n"
 "        # WebXR uses a lot of asynchronous callbacks, so we connect to "
 "various\n"
 "        # signals in order to receive them.\n"
@@ -74121,6 +74396,13 @@ msgid ""
 "blurred\"[/code]."
 msgstr ""
 
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
+"If set to true, the button and axes ids will be converted to match the "
+"standard ids used by other AR/VR interfaces, when possible.\n"
+"Otherwise, the ids will be passed through unaltered from WebXR."
+msgstr ""
+
 #: modules/webxr/doc_classes/WebXRInterface.xml
 msgid ""
 "Emitted to indicate that the reference space has been reset or "

+ 242 - 42
doc/translations/sk.po

@@ -3470,7 +3470,7 @@ msgid "The property is a translatable string."
 msgstr ""
 
 #: doc/classes/@GlobalScope.xml
-msgid "Used to group properties together in the editor."
+msgid "Used to group properties together in the editor. See [EditorInspector]."
 msgstr ""
 
 #: doc/classes/@GlobalScope.xml
@@ -6987,8 +6987,9 @@ msgstr ""
 
 #: doc/classes/Array.xml
 msgid ""
-"Removes the first occurrence of a value from the array. To remove an element "
-"by index, use [method remove] instead.\n"
+"Removes the first occurrence of a value from the array. If the value does "
+"not exist in the array, nothing happens. To remove an element by index, use "
+"[method remove] instead.\n"
 "[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
 "[b]Note:[/b] On large arrays, this method will be slower if the removed "
 "element is close to the beginning of the array (index 0). This is because "
@@ -11715,8 +11716,8 @@ msgstr ""
 #: doc/classes/Camera.xml
 msgid ""
 "The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] "
-"sets the other axis' size length."
+"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
+"[code]size[/code] sets the other axis' size length."
 msgstr ""
 
 #: doc/classes/Camera.xml
@@ -12514,8 +12515,11 @@ msgstr ""
 
 #: doc/classes/CanvasItem.xml
 msgid ""
-"If [code]enable[/code] is [code]true[/code], the node won't inherit its "
-"transform from parent canvas items."
+"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
+"i] inherit its transform from parent [CanvasItem]s. Its draw order will also "
+"be changed to make it draw on top of other [CanvasItem]s that are not set as "
+"top-level. The [CanvasItem] will effectively act as if it was placed as a "
+"child of a bare [Node]. See also [method is_set_as_toplevel]."
 msgstr ""
 
 #: doc/classes/CanvasItem.xml
@@ -13604,7 +13608,10 @@ msgid ""
 "number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape "
 "owner[/i]. The CollisionObject2D can have any number of shape owners. Shape "
 "owners are not nodes and do not appear in the editor, but are accessible "
-"through code using the [code]shape_owner_*[/code] methods."
+"through code using the [code]shape_owner_*[/code] methods.\n"
+"[b]Note:[/b] Only collisions between objects within the same canvas "
+"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
+"collisions between objects in different canvases is undefined."
 msgstr ""
 
 #: doc/classes/CollisionObject2D.xml
@@ -20479,18 +20486,34 @@ msgid ""
 msgstr ""
 
 #: doc/classes/EditorInspector.xml
-msgid "A tab used to edit properties of the selected node."
+msgid "A control used to edit properties of an object."
 msgstr ""
 
 #: doc/classes/EditorInspector.xml
 msgid ""
-"The editor inspector is by default located on the right-hand side of the "
-"editor. It's used to edit the properties of the selected node. For example, "
-"you can select a node such as [Sprite] then edit its transform through the "
-"inspector tool. The editor inspector is an essential tool in the game "
-"development workflow.\n"
-"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
-"the singleton using [method EditorInterface.get_inspector]."
+"This is the control that implements property editing in the editor's "
+"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
+"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
+"[EditorInspector] will show properties in the same order as the array "
+"returned by [method Object.get_property_list].\n"
+"If a property's name is path-like (i.e. if it contains forward slashes), "
+"[EditorInspector] will create nested sections for \"directories\" along the "
+"path. For example, if a property is named [code]highlighting/gdscript/"
+"node_path_color[/code], it will be shown as \"Node Path Color\" inside the "
+"\"GDScript\" section nested inside the \"Highlighting\" section.\n"
+"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it "
+"will group subsequent properties whose name starts with the property's hint "
+"string. The group ends when a property does not start with that hint string "
+"or when a new group starts. An empty group name effectively ends the current "
+"group. [EditorInspector] will create a top-level section for each group. For "
+"example, if a property with group usage is named [code]Collide With[/code] "
+"and its hint string is [code]collide_with_[/code], a subsequent "
+"[code]collide_with_area[/code] property will be shown as \"Area\" inside the "
+"\"Collide With\" section.\n"
+"[b]Note:[/b] Unlike sections created from path-like property names, "
+"[EditorInspector] won't capitalize the name for sections created from "
+"groups. So properties with group usage usually use capitalized names instead "
+"of snake_cased names."
 msgstr ""
 
 #: doc/classes/EditorInspector.xml
@@ -21665,6 +21688,14 @@ msgid ""
 "[/codeblock]"
 msgstr ""
 
+#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [EditorSceneImporterGLTF] within a script will cause an error in an "
+"exported project."
+msgstr ""
+
 #: doc/classes/EditorScenePostImport.xml
 msgid "Post-processes scenes after import."
 msgstr ""
@@ -25562,6 +25593,50 @@ msgstr ""
 msgid "Represents the size of the [enum Subdiv] enum."
 msgstr ""
 
+#: modules/gltf/doc_classes/GLTFAccessor.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAccessor] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFAnimation.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAnimation] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFBufferView.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFBufferView] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFCamera.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFCamera] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFDocument.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFDocument] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFLight] within a script will cause an error in an exported project."
+msgstr ""
+
 #: modules/gltf/doc_classes/GLTFLight.xml
 msgid ""
 "The [Color] of the light. Defaults to white. A black color causes the light "
@@ -25611,6 +25686,49 @@ msgid ""
 "and [DirectionalLight] respectively."
 msgstr ""
 
+#: modules/gltf/doc_classes/GLTFMesh.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFMesh] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFNode.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFNode] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSkeleton.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSkeleton] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSpecGloss.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSpecGloss] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFState.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFState] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFTexture.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFTexture] within a script will cause an error in an exported project."
+msgstr ""
+
 #: modules/mono/doc_classes/GodotSharp.xml
 msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
 msgstr ""
@@ -32524,7 +32642,7 @@ msgid ""
 "be within the text's length."
 msgstr ""
 
-#: doc/classes/LineEdit.xml
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
 msgid "Clears the current selection."
 msgstr ""
 
@@ -32543,6 +32661,18 @@ msgid ""
 "characters."
 msgstr ""
 
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection begin column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection end column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid "Returns [code]true[/code] if the user has selected text."
+msgstr ""
+
 #: doc/classes/LineEdit.xml
 msgid "Executes a given action as defined in the [enum MenuItems] enum."
 msgstr ""
@@ -37959,7 +38089,10 @@ msgid ""
 msgstr ""
 
 #: doc/classes/Object.xml
-msgid "Returns the object's metadata entry for the given [code]name[/code]."
+msgid ""
+"Returns the object's metadata entry for the given [code]name[/code].\n"
+"Throws error if the entry does not exist, unless [code]default[/code] is not "
+"[code]null[/code] (in which case the default value will be returned)."
 msgstr ""
 
 #: doc/classes/Object.xml
@@ -40167,6 +40300,14 @@ msgid ""
 "[b]Note:[/b] Only available in editor builds."
 msgstr ""
 
+#: modules/gltf/doc_classes/PackedSceneGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [PackedSceneGLTF] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
 #: doc/classes/PacketPeer.xml
 msgid "Abstraction and base class for packet-based protocols."
 msgstr ""
@@ -45870,7 +46011,7 @@ msgstr ""
 #: doc/classes/ProjectSettings.xml
 msgid ""
 "Allows the window to be resizable by default.\n"
-"[b]Note:[/b] This setting is ignored on iOS and Android."
+"[b]Note:[/b] This setting is ignored on iOS."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -46517,7 +46658,7 @@ msgid "Optional name for the 3D render layer 13."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
-msgid "Optional name for the 3D render layer 14"
+msgid "Optional name for the 3D render layer 14."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -47787,16 +47928,24 @@ msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"If [code]true[/code], forces vertex shading for all rendering. This can "
-"increase performance a lot, but also reduces quality immensely. Can be used "
-"to optimize performance on low-end mobile devices."
+"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
+"[ShaderMaterial] rendering. This can be used to improve performance on low-"
+"end mobile devices. The downside is that shading becomes much less accurate, "
+"with visible linear interpolation between vertices that are joined together. "
+"This can be compensated by ensuring meshes have a sufficient level of "
+"subdivision (but not too much, to avoid reducing performance). Some material "
+"features are also not supported when vertex shading is enabled.\n"
+"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to "
+"enable vertex shading on specific materials only.\n"
+"[b]Note:[/b] This setting does not affect unshaded materials."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
 "Lower-end override for [member rendering/quality/shading/"
 "force_vertex_shading] on mobile devices, due to performance concerns or "
-"driver support."
+"driver support. If lighting looks broken after exporting the project to a "
+"mobile platform, try disabling this setting."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -49830,6 +49979,10 @@ msgid ""
 "wrapped text as one line."
 msgstr ""
 
+#: doc/classes/RichTextLabel.xml
+msgid "Returns the current selection text. Does not include BBCodes."
+msgstr ""
+
 #: doc/classes/RichTextLabel.xml
 msgid ""
 "Returns the total number of characters from text tags. Does not include "
@@ -52122,14 +52275,23 @@ msgstr ""
 
 #: doc/classes/Semaphore.xml
 msgid ""
-"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] "
-"on success, [constant ERR_BUSY] otherwise."
+"Lowers the [Semaphore], allowing one more thread in.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
 msgstr ""
 
 #: doc/classes/Semaphore.xml
 msgid ""
-"Tries to wait for the [Semaphore], if its value is zero, blocks until non-"
-"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise."
+"Like [method wait], but won't block, so if the value is zero, fails "
+"immediately and returns [constant ERR_BUSY]. If non-zero, it returns "
+"[constant OK] to report success."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
 msgstr ""
 
 #: doc/classes/Separator.xml
@@ -53575,7 +53737,21 @@ msgstr ""
 #: doc/classes/SpatialMaterial.xml
 msgid ""
 "If [code]true[/code], lighting is calculated per vertex rather than per "
-"pixel. This may increase performance on low-end devices."
+"pixel. This may increase performance on low-end devices, especially for "
+"meshes with a lower polygon count. The downside is that shading becomes much "
+"less accurate, with visible linear interpolation between vertices that are "
+"joined together. This can be compensated by ensuring meshes have a "
+"sufficient level of subdivision (but not too much, to avoid reducing "
+"performance). Some material features are also not supported when vertex "
+"shading is enabled.\n"
+"See also [member ProjectSettings.rendering/quality/shading/"
+"force_vertex_shading] which can globally enable vertex shading on all "
+"materials.\n"
+"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by "
+"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s "
+"[code]mobile[/code] override.\n"
+"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member "
+"flags_unshaded] is [code]true[/code]."
 msgstr ""
 
 #: doc/classes/SpatialMaterial.xml
@@ -54379,7 +54555,10 @@ msgid ""
 "the text alignment to right.\n"
 "See [Range] class for more options over the [SpinBox].\n"
 "[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
-"[SpinBox]'s background, add theme items for [LineEdit] and customize them."
+"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n"
+"[b]Note:[/b] If you want to implement drag and drop for the underlying "
+"[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
+"returned by [method get_line_edit]."
 msgstr ""
 
 #: doc/classes/SpinBox.xml
@@ -55697,7 +55876,6 @@ msgid ""
 "print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
 "print(\"24\".is_valid_float()) # Prints \"True\"\n"
 "print(\"7e3\".is_valid_float()) # Prints \"True\"\n"
-"print(\"24\".is_valid_float()) # Prints \"True\"\n"
 "print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
 "[/codeblock]"
 msgstr ""
@@ -55968,9 +56146,9 @@ msgstr ""
 #: doc/classes/String.xml
 msgid ""
 "Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
-"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this "
-"string compared to another. 1.0 means totally similar and 0.0 means totally "
-"dissimilar.\n"
+"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
+"this string compared to another. A result of 1.0 means totally similar, "
+"while 0.0 means totally dissimilar.\n"
 "[codeblock]\n"
 "print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
 "print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
@@ -57440,10 +57618,6 @@ msgid ""
 "side."
 msgstr ""
 
-#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin column."
-msgstr ""
-
 #: doc/classes/TextEdit.xml
 msgid "Returns the selection begin line."
 msgstr ""
@@ -57452,10 +57626,6 @@ msgstr ""
 msgid "Returns the text inside the selection."
 msgstr ""
 
-#: doc/classes/TextEdit.xml
-msgid "Returns the selection end column."
-msgstr ""
-
 #: doc/classes/TextEdit.xml
 msgid "Returns the selection end line."
 msgstr ""
@@ -58476,6 +58646,14 @@ msgid ""
 "theme[/code] file, see the documentation for more information."
 msgstr ""
 
+#: doc/classes/Theme.xml
+msgid ""
+"Adds an empty theme type for every valid data type.\n"
+"[b]Note:[/b] Empty types are not saved with the theme. This method only "
+"exists to perform in-memory changes to the resource. Use available "
+"[code]set_*[/code] methods to add theme items."
+msgstr ""
+
 #: doc/classes/Theme.xml
 msgid "Clears all values on the theme."
 msgstr ""
@@ -58734,6 +58912,13 @@ msgid ""
 "merge the other two into it one after another."
 msgstr ""
 
+#: doc/classes/Theme.xml
+msgid ""
+"Removes the theme type, gracefully discarding defined theme items. If the "
+"type is a variation, this information is also erased. If the type is a base "
+"for type variations, those variations lose their base."
+msgstr ""
+
 #: doc/classes/Theme.xml
 msgid ""
 "Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
@@ -71428,6 +71613,11 @@ msgid ""
 "[code]get_peer(id).get_available_packet_count[/code])."
 msgstr ""
 
+#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Sets additional headers to be sent to clients during the HTTP handshake."
+msgstr ""
+
 #: modules/websocket/doc_classes/WebSocketServer.xml
 msgid "Stops the server and clear its state."
 msgstr ""
@@ -71524,6 +71714,9 @@ msgid ""
 "\n"
 "    webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
 "    if webxr_interface:\n"
+"        # Map to the standard button/axis ids when possible.\n"
+"        webxr_interface.xr_standard_mapping = true\n"
+"\n"
 "        # WebXR uses a lot of asynchronous callbacks, so we connect to "
 "various\n"
 "        # signals in order to receive them.\n"
@@ -71747,6 +71940,13 @@ msgid ""
 "blurred\"[/code]."
 msgstr ""
 
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
+"If set to true, the button and axes ids will be converted to match the "
+"standard ids used by other AR/VR interfaces, when possible.\n"
+"Otherwise, the ids will be passed through unaltered from WebXR."
+msgstr ""
+
 #: modules/webxr/doc_classes/WebXRInterface.xml
 msgid ""
 "Emitted to indicate that the reference space has been reset or "

+ 242 - 42
doc/translations/sr_Cyrl.po

@@ -3481,7 +3481,7 @@ msgid "The property is a translatable string."
 msgstr ""
 
 #: doc/classes/@GlobalScope.xml
-msgid "Used to group properties together in the editor."
+msgid "Used to group properties together in the editor. See [EditorInspector]."
 msgstr ""
 
 #: doc/classes/@GlobalScope.xml
@@ -6998,8 +6998,9 @@ msgstr ""
 
 #: doc/classes/Array.xml
 msgid ""
-"Removes the first occurrence of a value from the array. To remove an element "
-"by index, use [method remove] instead.\n"
+"Removes the first occurrence of a value from the array. If the value does "
+"not exist in the array, nothing happens. To remove an element by index, use "
+"[method remove] instead.\n"
 "[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
 "[b]Note:[/b] On large arrays, this method will be slower if the removed "
 "element is close to the beginning of the array (index 0). This is because "
@@ -11726,8 +11727,8 @@ msgstr ""
 #: doc/classes/Camera.xml
 msgid ""
 "The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] "
-"sets the other axis' size length."
+"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
+"[code]size[/code] sets the other axis' size length."
 msgstr ""
 
 #: doc/classes/Camera.xml
@@ -12525,8 +12526,11 @@ msgstr ""
 
 #: doc/classes/CanvasItem.xml
 msgid ""
-"If [code]enable[/code] is [code]true[/code], the node won't inherit its "
-"transform from parent canvas items."
+"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
+"i] inherit its transform from parent [CanvasItem]s. Its draw order will also "
+"be changed to make it draw on top of other [CanvasItem]s that are not set as "
+"top-level. The [CanvasItem] will effectively act as if it was placed as a "
+"child of a bare [Node]. See also [method is_set_as_toplevel]."
 msgstr ""
 
 #: doc/classes/CanvasItem.xml
@@ -13615,7 +13619,10 @@ msgid ""
 "number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape "
 "owner[/i]. The CollisionObject2D can have any number of shape owners. Shape "
 "owners are not nodes and do not appear in the editor, but are accessible "
-"through code using the [code]shape_owner_*[/code] methods."
+"through code using the [code]shape_owner_*[/code] methods.\n"
+"[b]Note:[/b] Only collisions between objects within the same canvas "
+"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
+"collisions between objects in different canvases is undefined."
 msgstr ""
 
 #: doc/classes/CollisionObject2D.xml
@@ -20490,18 +20497,34 @@ msgid ""
 msgstr ""
 
 #: doc/classes/EditorInspector.xml
-msgid "A tab used to edit properties of the selected node."
+msgid "A control used to edit properties of an object."
 msgstr ""
 
 #: doc/classes/EditorInspector.xml
 msgid ""
-"The editor inspector is by default located on the right-hand side of the "
-"editor. It's used to edit the properties of the selected node. For example, "
-"you can select a node such as [Sprite] then edit its transform through the "
-"inspector tool. The editor inspector is an essential tool in the game "
-"development workflow.\n"
-"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
-"the singleton using [method EditorInterface.get_inspector]."
+"This is the control that implements property editing in the editor's "
+"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
+"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
+"[EditorInspector] will show properties in the same order as the array "
+"returned by [method Object.get_property_list].\n"
+"If a property's name is path-like (i.e. if it contains forward slashes), "
+"[EditorInspector] will create nested sections for \"directories\" along the "
+"path. For example, if a property is named [code]highlighting/gdscript/"
+"node_path_color[/code], it will be shown as \"Node Path Color\" inside the "
+"\"GDScript\" section nested inside the \"Highlighting\" section.\n"
+"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it "
+"will group subsequent properties whose name starts with the property's hint "
+"string. The group ends when a property does not start with that hint string "
+"or when a new group starts. An empty group name effectively ends the current "
+"group. [EditorInspector] will create a top-level section for each group. For "
+"example, if a property with group usage is named [code]Collide With[/code] "
+"and its hint string is [code]collide_with_[/code], a subsequent "
+"[code]collide_with_area[/code] property will be shown as \"Area\" inside the "
+"\"Collide With\" section.\n"
+"[b]Note:[/b] Unlike sections created from path-like property names, "
+"[EditorInspector] won't capitalize the name for sections created from "
+"groups. So properties with group usage usually use capitalized names instead "
+"of snake_cased names."
 msgstr ""
 
 #: doc/classes/EditorInspector.xml
@@ -21676,6 +21699,14 @@ msgid ""
 "[/codeblock]"
 msgstr ""
 
+#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [EditorSceneImporterGLTF] within a script will cause an error in an "
+"exported project."
+msgstr ""
+
 #: doc/classes/EditorScenePostImport.xml
 msgid "Post-processes scenes after import."
 msgstr ""
@@ -25573,6 +25604,50 @@ msgstr ""
 msgid "Represents the size of the [enum Subdiv] enum."
 msgstr ""
 
+#: modules/gltf/doc_classes/GLTFAccessor.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAccessor] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFAnimation.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAnimation] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFBufferView.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFBufferView] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFCamera.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFCamera] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFDocument.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFDocument] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFLight] within a script will cause an error in an exported project."
+msgstr ""
+
 #: modules/gltf/doc_classes/GLTFLight.xml
 msgid ""
 "The [Color] of the light. Defaults to white. A black color causes the light "
@@ -25622,6 +25697,49 @@ msgid ""
 "and [DirectionalLight] respectively."
 msgstr ""
 
+#: modules/gltf/doc_classes/GLTFMesh.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFMesh] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFNode.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFNode] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSkeleton.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSkeleton] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSpecGloss.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSpecGloss] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFState.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFState] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFTexture.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFTexture] within a script will cause an error in an exported project."
+msgstr ""
+
 #: modules/mono/doc_classes/GodotSharp.xml
 msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
 msgstr ""
@@ -32535,7 +32653,7 @@ msgid ""
 "be within the text's length."
 msgstr ""
 
-#: doc/classes/LineEdit.xml
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
 msgid "Clears the current selection."
 msgstr ""
 
@@ -32554,6 +32672,18 @@ msgid ""
 "characters."
 msgstr ""
 
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection begin column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection end column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid "Returns [code]true[/code] if the user has selected text."
+msgstr ""
+
 #: doc/classes/LineEdit.xml
 msgid "Executes a given action as defined in the [enum MenuItems] enum."
 msgstr ""
@@ -37970,7 +38100,10 @@ msgid ""
 msgstr ""
 
 #: doc/classes/Object.xml
-msgid "Returns the object's metadata entry for the given [code]name[/code]."
+msgid ""
+"Returns the object's metadata entry for the given [code]name[/code].\n"
+"Throws error if the entry does not exist, unless [code]default[/code] is not "
+"[code]null[/code] (in which case the default value will be returned)."
 msgstr ""
 
 #: doc/classes/Object.xml
@@ -40178,6 +40311,14 @@ msgid ""
 "[b]Note:[/b] Only available in editor builds."
 msgstr ""
 
+#: modules/gltf/doc_classes/PackedSceneGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [PackedSceneGLTF] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
 #: doc/classes/PacketPeer.xml
 msgid "Abstraction and base class for packet-based protocols."
 msgstr ""
@@ -45881,7 +46022,7 @@ msgstr ""
 #: doc/classes/ProjectSettings.xml
 msgid ""
 "Allows the window to be resizable by default.\n"
-"[b]Note:[/b] This setting is ignored on iOS and Android."
+"[b]Note:[/b] This setting is ignored on iOS."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -46528,7 +46669,7 @@ msgid "Optional name for the 3D render layer 13."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
-msgid "Optional name for the 3D render layer 14"
+msgid "Optional name for the 3D render layer 14."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -47798,16 +47939,24 @@ msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"If [code]true[/code], forces vertex shading for all rendering. This can "
-"increase performance a lot, but also reduces quality immensely. Can be used "
-"to optimize performance on low-end mobile devices."
+"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
+"[ShaderMaterial] rendering. This can be used to improve performance on low-"
+"end mobile devices. The downside is that shading becomes much less accurate, "
+"with visible linear interpolation between vertices that are joined together. "
+"This can be compensated by ensuring meshes have a sufficient level of "
+"subdivision (but not too much, to avoid reducing performance). Some material "
+"features are also not supported when vertex shading is enabled.\n"
+"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to "
+"enable vertex shading on specific materials only.\n"
+"[b]Note:[/b] This setting does not affect unshaded materials."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
 "Lower-end override for [member rendering/quality/shading/"
 "force_vertex_shading] on mobile devices, due to performance concerns or "
-"driver support."
+"driver support. If lighting looks broken after exporting the project to a "
+"mobile platform, try disabling this setting."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -49841,6 +49990,10 @@ msgid ""
 "wrapped text as one line."
 msgstr ""
 
+#: doc/classes/RichTextLabel.xml
+msgid "Returns the current selection text. Does not include BBCodes."
+msgstr ""
+
 #: doc/classes/RichTextLabel.xml
 msgid ""
 "Returns the total number of characters from text tags. Does not include "
@@ -52133,14 +52286,23 @@ msgstr ""
 
 #: doc/classes/Semaphore.xml
 msgid ""
-"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] "
-"on success, [constant ERR_BUSY] otherwise."
+"Lowers the [Semaphore], allowing one more thread in.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
 msgstr ""
 
 #: doc/classes/Semaphore.xml
 msgid ""
-"Tries to wait for the [Semaphore], if its value is zero, blocks until non-"
-"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise."
+"Like [method wait], but won't block, so if the value is zero, fails "
+"immediately and returns [constant ERR_BUSY]. If non-zero, it returns "
+"[constant OK] to report success."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
 msgstr ""
 
 #: doc/classes/Separator.xml
@@ -53586,7 +53748,21 @@ msgstr ""
 #: doc/classes/SpatialMaterial.xml
 msgid ""
 "If [code]true[/code], lighting is calculated per vertex rather than per "
-"pixel. This may increase performance on low-end devices."
+"pixel. This may increase performance on low-end devices, especially for "
+"meshes with a lower polygon count. The downside is that shading becomes much "
+"less accurate, with visible linear interpolation between vertices that are "
+"joined together. This can be compensated by ensuring meshes have a "
+"sufficient level of subdivision (but not too much, to avoid reducing "
+"performance). Some material features are also not supported when vertex "
+"shading is enabled.\n"
+"See also [member ProjectSettings.rendering/quality/shading/"
+"force_vertex_shading] which can globally enable vertex shading on all "
+"materials.\n"
+"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by "
+"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s "
+"[code]mobile[/code] override.\n"
+"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member "
+"flags_unshaded] is [code]true[/code]."
 msgstr ""
 
 #: doc/classes/SpatialMaterial.xml
@@ -54390,7 +54566,10 @@ msgid ""
 "the text alignment to right.\n"
 "See [Range] class for more options over the [SpinBox].\n"
 "[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
-"[SpinBox]'s background, add theme items for [LineEdit] and customize them."
+"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n"
+"[b]Note:[/b] If you want to implement drag and drop for the underlying "
+"[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
+"returned by [method get_line_edit]."
 msgstr ""
 
 #: doc/classes/SpinBox.xml
@@ -55708,7 +55887,6 @@ msgid ""
 "print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
 "print(\"24\".is_valid_float()) # Prints \"True\"\n"
 "print(\"7e3\".is_valid_float()) # Prints \"True\"\n"
-"print(\"24\".is_valid_float()) # Prints \"True\"\n"
 "print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
 "[/codeblock]"
 msgstr ""
@@ -55979,9 +56157,9 @@ msgstr ""
 #: doc/classes/String.xml
 msgid ""
 "Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
-"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this "
-"string compared to another. 1.0 means totally similar and 0.0 means totally "
-"dissimilar.\n"
+"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
+"this string compared to another. A result of 1.0 means totally similar, "
+"while 0.0 means totally dissimilar.\n"
 "[codeblock]\n"
 "print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
 "print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
@@ -57451,10 +57629,6 @@ msgid ""
 "side."
 msgstr ""
 
-#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin column."
-msgstr ""
-
 #: doc/classes/TextEdit.xml
 msgid "Returns the selection begin line."
 msgstr ""
@@ -57463,10 +57637,6 @@ msgstr ""
 msgid "Returns the text inside the selection."
 msgstr ""
 
-#: doc/classes/TextEdit.xml
-msgid "Returns the selection end column."
-msgstr ""
-
 #: doc/classes/TextEdit.xml
 msgid "Returns the selection end line."
 msgstr ""
@@ -58487,6 +58657,14 @@ msgid ""
 "theme[/code] file, see the documentation for more information."
 msgstr ""
 
+#: doc/classes/Theme.xml
+msgid ""
+"Adds an empty theme type for every valid data type.\n"
+"[b]Note:[/b] Empty types are not saved with the theme. This method only "
+"exists to perform in-memory changes to the resource. Use available "
+"[code]set_*[/code] methods to add theme items."
+msgstr ""
+
 #: doc/classes/Theme.xml
 msgid "Clears all values on the theme."
 msgstr ""
@@ -58745,6 +58923,13 @@ msgid ""
 "merge the other two into it one after another."
 msgstr ""
 
+#: doc/classes/Theme.xml
+msgid ""
+"Removes the theme type, gracefully discarding defined theme items. If the "
+"type is a variation, this information is also erased. If the type is a base "
+"for type variations, those variations lose their base."
+msgstr ""
+
 #: doc/classes/Theme.xml
 msgid ""
 "Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
@@ -71439,6 +71624,11 @@ msgid ""
 "[code]get_peer(id).get_available_packet_count[/code])."
 msgstr ""
 
+#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Sets additional headers to be sent to clients during the HTTP handshake."
+msgstr ""
+
 #: modules/websocket/doc_classes/WebSocketServer.xml
 msgid "Stops the server and clear its state."
 msgstr ""
@@ -71535,6 +71725,9 @@ msgid ""
 "\n"
 "    webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
 "    if webxr_interface:\n"
+"        # Map to the standard button/axis ids when possible.\n"
+"        webxr_interface.xr_standard_mapping = true\n"
+"\n"
 "        # WebXR uses a lot of asynchronous callbacks, so we connect to "
 "various\n"
 "        # signals in order to receive them.\n"
@@ -71758,6 +71951,13 @@ msgid ""
 "blurred\"[/code]."
 msgstr ""
 
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
+"If set to true, the button and axes ids will be converted to match the "
+"standard ids used by other AR/VR interfaces, when possible.\n"
+"Otherwise, the ids will be passed through unaltered from WebXR."
+msgstr ""
+
 #: modules/webxr/doc_classes/WebXRInterface.xml
 msgid ""
 "Emitted to indicate that the reference space has been reset or "

+ 242 - 42
doc/translations/sv.po

@@ -3470,7 +3470,7 @@ msgid "The property is a translatable string."
 msgstr ""
 
 #: doc/classes/@GlobalScope.xml
-msgid "Used to group properties together in the editor."
+msgid "Used to group properties together in the editor. See [EditorInspector]."
 msgstr ""
 
 #: doc/classes/@GlobalScope.xml
@@ -6987,8 +6987,9 @@ msgstr ""
 
 #: doc/classes/Array.xml
 msgid ""
-"Removes the first occurrence of a value from the array. To remove an element "
-"by index, use [method remove] instead.\n"
+"Removes the first occurrence of a value from the array. If the value does "
+"not exist in the array, nothing happens. To remove an element by index, use "
+"[method remove] instead.\n"
 "[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
 "[b]Note:[/b] On large arrays, this method will be slower if the removed "
 "element is close to the beginning of the array (index 0). This is because "
@@ -11715,8 +11716,8 @@ msgstr ""
 #: doc/classes/Camera.xml
 msgid ""
 "The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] "
-"sets the other axis' size length."
+"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
+"[code]size[/code] sets the other axis' size length."
 msgstr ""
 
 #: doc/classes/Camera.xml
@@ -12514,8 +12515,11 @@ msgstr ""
 
 #: doc/classes/CanvasItem.xml
 msgid ""
-"If [code]enable[/code] is [code]true[/code], the node won't inherit its "
-"transform from parent canvas items."
+"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
+"i] inherit its transform from parent [CanvasItem]s. Its draw order will also "
+"be changed to make it draw on top of other [CanvasItem]s that are not set as "
+"top-level. The [CanvasItem] will effectively act as if it was placed as a "
+"child of a bare [Node]. See also [method is_set_as_toplevel]."
 msgstr ""
 
 #: doc/classes/CanvasItem.xml
@@ -13604,7 +13608,10 @@ msgid ""
 "number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape "
 "owner[/i]. The CollisionObject2D can have any number of shape owners. Shape "
 "owners are not nodes and do not appear in the editor, but are accessible "
-"through code using the [code]shape_owner_*[/code] methods."
+"through code using the [code]shape_owner_*[/code] methods.\n"
+"[b]Note:[/b] Only collisions between objects within the same canvas "
+"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
+"collisions between objects in different canvases is undefined."
 msgstr ""
 
 #: doc/classes/CollisionObject2D.xml
@@ -20479,18 +20486,34 @@ msgid ""
 msgstr ""
 
 #: doc/classes/EditorInspector.xml
-msgid "A tab used to edit properties of the selected node."
+msgid "A control used to edit properties of an object."
 msgstr ""
 
 #: doc/classes/EditorInspector.xml
 msgid ""
-"The editor inspector is by default located on the right-hand side of the "
-"editor. It's used to edit the properties of the selected node. For example, "
-"you can select a node such as [Sprite] then edit its transform through the "
-"inspector tool. The editor inspector is an essential tool in the game "
-"development workflow.\n"
-"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
-"the singleton using [method EditorInterface.get_inspector]."
+"This is the control that implements property editing in the editor's "
+"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
+"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
+"[EditorInspector] will show properties in the same order as the array "
+"returned by [method Object.get_property_list].\n"
+"If a property's name is path-like (i.e. if it contains forward slashes), "
+"[EditorInspector] will create nested sections for \"directories\" along the "
+"path. For example, if a property is named [code]highlighting/gdscript/"
+"node_path_color[/code], it will be shown as \"Node Path Color\" inside the "
+"\"GDScript\" section nested inside the \"Highlighting\" section.\n"
+"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it "
+"will group subsequent properties whose name starts with the property's hint "
+"string. The group ends when a property does not start with that hint string "
+"or when a new group starts. An empty group name effectively ends the current "
+"group. [EditorInspector] will create a top-level section for each group. For "
+"example, if a property with group usage is named [code]Collide With[/code] "
+"and its hint string is [code]collide_with_[/code], a subsequent "
+"[code]collide_with_area[/code] property will be shown as \"Area\" inside the "
+"\"Collide With\" section.\n"
+"[b]Note:[/b] Unlike sections created from path-like property names, "
+"[EditorInspector] won't capitalize the name for sections created from "
+"groups. So properties with group usage usually use capitalized names instead "
+"of snake_cased names."
 msgstr ""
 
 #: doc/classes/EditorInspector.xml
@@ -21665,6 +21688,14 @@ msgid ""
 "[/codeblock]"
 msgstr ""
 
+#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [EditorSceneImporterGLTF] within a script will cause an error in an "
+"exported project."
+msgstr ""
+
 #: doc/classes/EditorScenePostImport.xml
 msgid "Post-processes scenes after import."
 msgstr ""
@@ -25559,6 +25590,50 @@ msgstr ""
 msgid "Represents the size of the [enum Subdiv] enum."
 msgstr ""
 
+#: modules/gltf/doc_classes/GLTFAccessor.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAccessor] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFAnimation.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAnimation] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFBufferView.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFBufferView] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFCamera.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFCamera] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFDocument.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFDocument] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFLight] within a script will cause an error in an exported project."
+msgstr ""
+
 #: modules/gltf/doc_classes/GLTFLight.xml
 msgid ""
 "The [Color] of the light. Defaults to white. A black color causes the light "
@@ -25608,6 +25683,49 @@ msgid ""
 "and [DirectionalLight] respectively."
 msgstr ""
 
+#: modules/gltf/doc_classes/GLTFMesh.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFMesh] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFNode.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFNode] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSkeleton.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSkeleton] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSpecGloss.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSpecGloss] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFState.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFState] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFTexture.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFTexture] within a script will cause an error in an exported project."
+msgstr ""
+
 #: modules/mono/doc_classes/GodotSharp.xml
 msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
 msgstr ""
@@ -32521,7 +32639,7 @@ msgid ""
 "be within the text's length."
 msgstr ""
 
-#: doc/classes/LineEdit.xml
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
 msgid "Clears the current selection."
 msgstr ""
 
@@ -32540,6 +32658,18 @@ msgid ""
 "characters."
 msgstr ""
 
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection begin column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection end column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid "Returns [code]true[/code] if the user has selected text."
+msgstr ""
+
 #: doc/classes/LineEdit.xml
 msgid "Executes a given action as defined in the [enum MenuItems] enum."
 msgstr ""
@@ -37956,7 +38086,10 @@ msgid ""
 msgstr ""
 
 #: doc/classes/Object.xml
-msgid "Returns the object's metadata entry for the given [code]name[/code]."
+msgid ""
+"Returns the object's metadata entry for the given [code]name[/code].\n"
+"Throws error if the entry does not exist, unless [code]default[/code] is not "
+"[code]null[/code] (in which case the default value will be returned)."
 msgstr ""
 
 #: doc/classes/Object.xml
@@ -40164,6 +40297,14 @@ msgid ""
 "[b]Note:[/b] Only available in editor builds."
 msgstr ""
 
+#: modules/gltf/doc_classes/PackedSceneGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [PackedSceneGLTF] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
 #: doc/classes/PacketPeer.xml
 msgid "Abstraction and base class for packet-based protocols."
 msgstr ""
@@ -45867,7 +46008,7 @@ msgstr ""
 #: doc/classes/ProjectSettings.xml
 msgid ""
 "Allows the window to be resizable by default.\n"
-"[b]Note:[/b] This setting is ignored on iOS and Android."
+"[b]Note:[/b] This setting is ignored on iOS."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -46514,7 +46655,7 @@ msgid "Optional name for the 3D render layer 13."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
-msgid "Optional name for the 3D render layer 14"
+msgid "Optional name for the 3D render layer 14."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -47784,16 +47925,24 @@ msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"If [code]true[/code], forces vertex shading for all rendering. This can "
-"increase performance a lot, but also reduces quality immensely. Can be used "
-"to optimize performance on low-end mobile devices."
+"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
+"[ShaderMaterial] rendering. This can be used to improve performance on low-"
+"end mobile devices. The downside is that shading becomes much less accurate, "
+"with visible linear interpolation between vertices that are joined together. "
+"This can be compensated by ensuring meshes have a sufficient level of "
+"subdivision (but not too much, to avoid reducing performance). Some material "
+"features are also not supported when vertex shading is enabled.\n"
+"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to "
+"enable vertex shading on specific materials only.\n"
+"[b]Note:[/b] This setting does not affect unshaded materials."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
 "Lower-end override for [member rendering/quality/shading/"
 "force_vertex_shading] on mobile devices, due to performance concerns or "
-"driver support."
+"driver support. If lighting looks broken after exporting the project to a "
+"mobile platform, try disabling this setting."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -49827,6 +49976,10 @@ msgid ""
 "wrapped text as one line."
 msgstr ""
 
+#: doc/classes/RichTextLabel.xml
+msgid "Returns the current selection text. Does not include BBCodes."
+msgstr ""
+
 #: doc/classes/RichTextLabel.xml
 msgid ""
 "Returns the total number of characters from text tags. Does not include "
@@ -52119,14 +52272,23 @@ msgstr ""
 
 #: doc/classes/Semaphore.xml
 msgid ""
-"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] "
-"on success, [constant ERR_BUSY] otherwise."
+"Lowers the [Semaphore], allowing one more thread in.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
 msgstr ""
 
 #: doc/classes/Semaphore.xml
 msgid ""
-"Tries to wait for the [Semaphore], if its value is zero, blocks until non-"
-"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise."
+"Like [method wait], but won't block, so if the value is zero, fails "
+"immediately and returns [constant ERR_BUSY]. If non-zero, it returns "
+"[constant OK] to report success."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
 msgstr ""
 
 #: doc/classes/Separator.xml
@@ -53572,7 +53734,21 @@ msgstr ""
 #: doc/classes/SpatialMaterial.xml
 msgid ""
 "If [code]true[/code], lighting is calculated per vertex rather than per "
-"pixel. This may increase performance on low-end devices."
+"pixel. This may increase performance on low-end devices, especially for "
+"meshes with a lower polygon count. The downside is that shading becomes much "
+"less accurate, with visible linear interpolation between vertices that are "
+"joined together. This can be compensated by ensuring meshes have a "
+"sufficient level of subdivision (but not too much, to avoid reducing "
+"performance). Some material features are also not supported when vertex "
+"shading is enabled.\n"
+"See also [member ProjectSettings.rendering/quality/shading/"
+"force_vertex_shading] which can globally enable vertex shading on all "
+"materials.\n"
+"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by "
+"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s "
+"[code]mobile[/code] override.\n"
+"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member "
+"flags_unshaded] is [code]true[/code]."
 msgstr ""
 
 #: doc/classes/SpatialMaterial.xml
@@ -54376,7 +54552,10 @@ msgid ""
 "the text alignment to right.\n"
 "See [Range] class for more options over the [SpinBox].\n"
 "[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
-"[SpinBox]'s background, add theme items for [LineEdit] and customize them."
+"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n"
+"[b]Note:[/b] If you want to implement drag and drop for the underlying "
+"[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
+"returned by [method get_line_edit]."
 msgstr ""
 
 #: doc/classes/SpinBox.xml
@@ -55694,7 +55873,6 @@ msgid ""
 "print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
 "print(\"24\".is_valid_float()) # Prints \"True\"\n"
 "print(\"7e3\".is_valid_float()) # Prints \"True\"\n"
-"print(\"24\".is_valid_float()) # Prints \"True\"\n"
 "print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
 "[/codeblock]"
 msgstr ""
@@ -55965,9 +56143,9 @@ msgstr ""
 #: doc/classes/String.xml
 msgid ""
 "Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
-"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this "
-"string compared to another. 1.0 means totally similar and 0.0 means totally "
-"dissimilar.\n"
+"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
+"this string compared to another. A result of 1.0 means totally similar, "
+"while 0.0 means totally dissimilar.\n"
 "[codeblock]\n"
 "print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
 "print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
@@ -57437,10 +57615,6 @@ msgid ""
 "side."
 msgstr ""
 
-#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin column."
-msgstr ""
-
 #: doc/classes/TextEdit.xml
 msgid "Returns the selection begin line."
 msgstr ""
@@ -57449,10 +57623,6 @@ msgstr ""
 msgid "Returns the text inside the selection."
 msgstr ""
 
-#: doc/classes/TextEdit.xml
-msgid "Returns the selection end column."
-msgstr ""
-
 #: doc/classes/TextEdit.xml
 msgid "Returns the selection end line."
 msgstr ""
@@ -58473,6 +58643,14 @@ msgid ""
 "theme[/code] file, see the documentation for more information."
 msgstr ""
 
+#: doc/classes/Theme.xml
+msgid ""
+"Adds an empty theme type for every valid data type.\n"
+"[b]Note:[/b] Empty types are not saved with the theme. This method only "
+"exists to perform in-memory changes to the resource. Use available "
+"[code]set_*[/code] methods to add theme items."
+msgstr ""
+
 #: doc/classes/Theme.xml
 msgid "Clears all values on the theme."
 msgstr ""
@@ -58731,6 +58909,13 @@ msgid ""
 "merge the other two into it one after another."
 msgstr ""
 
+#: doc/classes/Theme.xml
+msgid ""
+"Removes the theme type, gracefully discarding defined theme items. If the "
+"type is a variation, this information is also erased. If the type is a base "
+"for type variations, those variations lose their base."
+msgstr ""
+
 #: doc/classes/Theme.xml
 msgid ""
 "Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
@@ -71425,6 +71610,11 @@ msgid ""
 "[code]get_peer(id).get_available_packet_count[/code])."
 msgstr ""
 
+#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Sets additional headers to be sent to clients during the HTTP handshake."
+msgstr ""
+
 #: modules/websocket/doc_classes/WebSocketServer.xml
 msgid "Stops the server and clear its state."
 msgstr ""
@@ -71521,6 +71711,9 @@ msgid ""
 "\n"
 "    webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
 "    if webxr_interface:\n"
+"        # Map to the standard button/axis ids when possible.\n"
+"        webxr_interface.xr_standard_mapping = true\n"
+"\n"
 "        # WebXR uses a lot of asynchronous callbacks, so we connect to "
 "various\n"
 "        # signals in order to receive them.\n"
@@ -71744,6 +71937,13 @@ msgid ""
 "blurred\"[/code]."
 msgstr ""
 
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
+"If set to true, the button and axes ids will be converted to match the "
+"standard ids used by other AR/VR interfaces, when possible.\n"
+"Otherwise, the ids will be passed through unaltered from WebXR."
+msgstr ""
+
 #: modules/webxr/doc_classes/WebXRInterface.xml
 msgid ""
 "Emitted to indicate that the reference space has been reset or "

+ 255 - 53
doc/translations/th.po

@@ -9,12 +9,13 @@
 # Kongfa Warorot <[email protected]>, 2020.
 # PT 07 <[email protected]>, 2021.
 # SysError_ <[email protected]>, 2021.
+# Kanda Ninthfish <[email protected]>, 2022.
 msgid ""
 msgstr ""
 "Project-Id-Version: Godot Engine class reference\n"
 "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2021-12-10 10:42+0000\n"
-"Last-Translator: SysError_ <ictsanook@hotmail.com>\n"
+"PO-Revision-Date: 2022-04-18 06:11+0000\n"
+"Last-Translator: Kanda Ninthfish <akkhaporn@gmail.com>\n"
 "Language-Team: Thai <https://hosted.weblate.org/projects/godot-engine/godot-"
 "class-reference/th/>\n"
 "Language: th\n"
@@ -22,7 +23,7 @@ msgstr ""
 "Content-Type: text/plain; charset=UTF-8\n"
 "Content-Transfer-Encoding: 8-bit\n"
 "Plural-Forms: nplurals=1; plural=0;\n"
-"X-Generator: Weblate 4.10-dev\n"
+"X-Generator: Weblate 4.12-dev\n"
 
 #: doc/tools/make_rst.py
 msgid "Description"
@@ -38,7 +39,7 @@ msgstr "คุณสมบัติ"
 
 #: doc/tools/make_rst.py
 msgid "Methods"
-msgstr "เมธอด"
+msgstr "วิธีการ"
 
 #: doc/tools/make_rst.py
 msgid "Theme Properties"
@@ -71,23 +72,23 @@ msgstr "รายละเอียดของคุณสมบัติ"
 
 #: doc/tools/make_rst.py
 msgid "Inherits:"
-msgstr ""
+msgstr "สืบทอด:"
 
 #: doc/tools/make_rst.py
 msgid "Inherited By:"
-msgstr ""
+msgstr "สืบทอดโดย:"
 
 #: doc/tools/make_rst.py
 msgid "(overrides %s)"
-msgstr ""
+msgstr "(แทนที่ %s)"
 
 #: doc/tools/make_rst.py
 msgid "Default"
-msgstr ""
+msgstr "ค่าเริ่มต้น"
 
 #: doc/tools/make_rst.py
 msgid "Setter"
-msgstr ""
+msgstr "Setter"
 
 #: doc/tools/make_rst.py
 msgid "value"
@@ -95,7 +96,7 @@ msgstr ""
 
 #: doc/tools/make_rst.py
 msgid "Getter"
-msgstr ""
+msgstr "Getter"
 
 #: doc/tools/make_rst.py
 msgid ""
@@ -3563,7 +3564,7 @@ msgid "The property is a translatable string."
 msgstr ""
 
 #: doc/classes/@GlobalScope.xml
-msgid "Used to group properties together in the editor."
+msgid "Used to group properties together in the editor. See [EditorInspector]."
 msgstr ""
 
 #: doc/classes/@GlobalScope.xml
@@ -7091,8 +7092,9 @@ msgstr ""
 
 #: doc/classes/Array.xml
 msgid ""
-"Removes the first occurrence of a value from the array. To remove an element "
-"by index, use [method remove] instead.\n"
+"Removes the first occurrence of a value from the array. If the value does "
+"not exist in the array, nothing happens. To remove an element by index, use "
+"[method remove] instead.\n"
 "[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
 "[b]Note:[/b] On large arrays, this method will be slower if the removed "
 "element is close to the beginning of the array (index 0). This is because "
@@ -11820,8 +11822,8 @@ msgstr ""
 #: doc/classes/Camera.xml
 msgid ""
 "The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] "
-"sets the other axis' size length."
+"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
+"[code]size[/code] sets the other axis' size length."
 msgstr ""
 
 #: doc/classes/Camera.xml
@@ -12621,8 +12623,11 @@ msgstr ""
 
 #: doc/classes/CanvasItem.xml
 msgid ""
-"If [code]enable[/code] is [code]true[/code], the node won't inherit its "
-"transform from parent canvas items."
+"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
+"i] inherit its transform from parent [CanvasItem]s. Its draw order will also "
+"be changed to make it draw on top of other [CanvasItem]s that are not set as "
+"top-level. The [CanvasItem] will effectively act as if it was placed as a "
+"child of a bare [Node]. See also [method is_set_as_toplevel]."
 msgstr ""
 
 #: doc/classes/CanvasItem.xml
@@ -13711,7 +13716,10 @@ msgid ""
 "number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape "
 "owner[/i]. The CollisionObject2D can have any number of shape owners. Shape "
 "owners are not nodes and do not appear in the editor, but are accessible "
-"through code using the [code]shape_owner_*[/code] methods."
+"through code using the [code]shape_owner_*[/code] methods.\n"
+"[b]Note:[/b] Only collisions between objects within the same canvas "
+"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
+"collisions between objects in different canvases is undefined."
 msgstr ""
 
 #: doc/classes/CollisionObject2D.xml
@@ -20587,18 +20595,34 @@ msgid ""
 msgstr ""
 
 #: doc/classes/EditorInspector.xml
-msgid "A tab used to edit properties of the selected node."
+msgid "A control used to edit properties of an object."
 msgstr ""
 
 #: doc/classes/EditorInspector.xml
 msgid ""
-"The editor inspector is by default located on the right-hand side of the "
-"editor. It's used to edit the properties of the selected node. For example, "
-"you can select a node such as [Sprite] then edit its transform through the "
-"inspector tool. The editor inspector is an essential tool in the game "
-"development workflow.\n"
-"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
-"the singleton using [method EditorInterface.get_inspector]."
+"This is the control that implements property editing in the editor's "
+"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
+"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
+"[EditorInspector] will show properties in the same order as the array "
+"returned by [method Object.get_property_list].\n"
+"If a property's name is path-like (i.e. if it contains forward slashes), "
+"[EditorInspector] will create nested sections for \"directories\" along the "
+"path. For example, if a property is named [code]highlighting/gdscript/"
+"node_path_color[/code], it will be shown as \"Node Path Color\" inside the "
+"\"GDScript\" section nested inside the \"Highlighting\" section.\n"
+"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it "
+"will group subsequent properties whose name starts with the property's hint "
+"string. The group ends when a property does not start with that hint string "
+"or when a new group starts. An empty group name effectively ends the current "
+"group. [EditorInspector] will create a top-level section for each group. For "
+"example, if a property with group usage is named [code]Collide With[/code] "
+"and its hint string is [code]collide_with_[/code], a subsequent "
+"[code]collide_with_area[/code] property will be shown as \"Area\" inside the "
+"\"Collide With\" section.\n"
+"[b]Note:[/b] Unlike sections created from path-like property names, "
+"[EditorInspector] won't capitalize the name for sections created from "
+"groups. So properties with group usage usually use capitalized names instead "
+"of snake_cased names."
 msgstr ""
 
 #: doc/classes/EditorInspector.xml
@@ -21773,6 +21797,14 @@ msgid ""
 "[/codeblock]"
 msgstr ""
 
+#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [EditorSceneImporterGLTF] within a script will cause an error in an "
+"exported project."
+msgstr ""
+
 #: doc/classes/EditorScenePostImport.xml
 msgid "Post-processes scenes after import."
 msgstr ""
@@ -25672,6 +25704,50 @@ msgstr ""
 msgid "Represents the size of the [enum Subdiv] enum."
 msgstr ""
 
+#: modules/gltf/doc_classes/GLTFAccessor.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAccessor] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFAnimation.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAnimation] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFBufferView.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFBufferView] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFCamera.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFCamera] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFDocument.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFDocument] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFLight] within a script will cause an error in an exported project."
+msgstr ""
+
 #: modules/gltf/doc_classes/GLTFLight.xml
 msgid ""
 "The [Color] of the light. Defaults to white. A black color causes the light "
@@ -25721,6 +25797,49 @@ msgid ""
 "and [DirectionalLight] respectively."
 msgstr ""
 
+#: modules/gltf/doc_classes/GLTFMesh.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFMesh] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFNode.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFNode] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSkeleton.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSkeleton] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSpecGloss.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSpecGloss] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFState.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFState] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFTexture.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFTexture] within a script will cause an error in an exported project."
+msgstr ""
+
 #: modules/mono/doc_classes/GodotSharp.xml
 msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
 msgstr ""
@@ -32689,7 +32808,7 @@ msgid ""
 "be within the text's length."
 msgstr ""
 
-#: doc/classes/LineEdit.xml
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
 msgid "Clears the current selection."
 msgstr ""
 
@@ -32708,6 +32827,18 @@ msgid ""
 "characters."
 msgstr ""
 
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection begin column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection end column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+msgid "Returns [code]true[/code] if the user has selected text."
+msgstr ""
+
 #: doc/classes/LineEdit.xml
 msgid "Executes a given action as defined in the [enum MenuItems] enum."
 msgstr ""
@@ -36464,7 +36595,7 @@ msgstr ""
 
 #: doc/classes/Node.xml
 msgid "Nodes and Scenes"
-msgstr ""
+msgstr "โหนดและฉาก"
 
 #: doc/classes/Node.xml
 msgid "All Demos"
@@ -38184,7 +38315,10 @@ msgid ""
 msgstr ""
 
 #: doc/classes/Object.xml
-msgid "Returns the object's metadata entry for the given [code]name[/code]."
+msgid ""
+"Returns the object's metadata entry for the given [code]name[/code].\n"
+"Throws error if the entry does not exist, unless [code]default[/code] is not "
+"[code]null[/code] (in which case the default value will be returned)."
 msgstr ""
 
 #: doc/classes/Object.xml
@@ -40397,6 +40531,14 @@ msgid ""
 "[b]Note:[/b] Only available in editor builds."
 msgstr ""
 
+#: modules/gltf/doc_classes/PackedSceneGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [PackedSceneGLTF] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
 #: doc/classes/PacketPeer.xml
 msgid "Abstraction and base class for packet-based protocols."
 msgstr ""
@@ -46105,7 +46247,7 @@ msgstr ""
 #: doc/classes/ProjectSettings.xml
 msgid ""
 "Allows the window to be resizable by default.\n"
-"[b]Note:[/b] This setting is ignored on iOS and Android."
+"[b]Note:[/b] This setting is ignored on iOS."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -46757,7 +46899,7 @@ msgid "Optional name for the 3D render layer 13."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
-msgid "Optional name for the 3D render layer 14"
+msgid "Optional name for the 3D render layer 14."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -48027,16 +48169,24 @@ msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"If [code]true[/code], forces vertex shading for all rendering. This can "
-"increase performance a lot, but also reduces quality immensely. Can be used "
-"to optimize performance on low-end mobile devices."
+"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
+"[ShaderMaterial] rendering. This can be used to improve performance on low-"
+"end mobile devices. The downside is that shading becomes much less accurate, "
+"with visible linear interpolation between vertices that are joined together. "
+"This can be compensated by ensuring meshes have a sufficient level of "
+"subdivision (but not too much, to avoid reducing performance). Some material "
+"features are also not supported when vertex shading is enabled.\n"
+"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to "
+"enable vertex shading on specific materials only.\n"
+"[b]Note:[/b] This setting does not affect unshaded materials."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
 "Lower-end override for [member rendering/quality/shading/"
 "force_vertex_shading] on mobile devices, due to performance concerns or "
-"driver support."
+"driver support. If lighting looks broken after exporting the project to a "
+"mobile platform, try disabling this setting."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -50071,6 +50221,11 @@ msgid ""
 "wrapped text as one line."
 msgstr ""
 
+#: doc/classes/RichTextLabel.xml
+#, fuzzy
+msgid "Returns the current selection text. Does not include BBCodes."
+msgstr "คืนค่าการกำหนดค่าของลำโพง"
+
 #: doc/classes/RichTextLabel.xml
 msgid ""
 "Returns the total number of characters from text tags. Does not include "
@@ -52363,14 +52518,23 @@ msgstr ""
 
 #: doc/classes/Semaphore.xml
 msgid ""
-"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] "
-"on success, [constant ERR_BUSY] otherwise."
+"Lowers the [Semaphore], allowing one more thread in.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"Like [method wait], but won't block, so if the value is zero, fails "
+"immediately and returns [constant ERR_BUSY]. If non-zero, it returns "
+"[constant OK] to report success."
 msgstr ""
 
 #: doc/classes/Semaphore.xml
 msgid ""
-"Tries to wait for the [Semaphore], if its value is zero, blocks until non-"
-"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise."
+"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
 msgstr ""
 
 #: doc/classes/Separator.xml
@@ -53816,7 +53980,21 @@ msgstr ""
 #: doc/classes/SpatialMaterial.xml
 msgid ""
 "If [code]true[/code], lighting is calculated per vertex rather than per "
-"pixel. This may increase performance on low-end devices."
+"pixel. This may increase performance on low-end devices, especially for "
+"meshes with a lower polygon count. The downside is that shading becomes much "
+"less accurate, with visible linear interpolation between vertices that are "
+"joined together. This can be compensated by ensuring meshes have a "
+"sufficient level of subdivision (but not too much, to avoid reducing "
+"performance). Some material features are also not supported when vertex "
+"shading is enabled.\n"
+"See also [member ProjectSettings.rendering/quality/shading/"
+"force_vertex_shading] which can globally enable vertex shading on all "
+"materials.\n"
+"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by "
+"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s "
+"[code]mobile[/code] override.\n"
+"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member "
+"flags_unshaded] is [code]true[/code]."
 msgstr ""
 
 #: doc/classes/SpatialMaterial.xml
@@ -54620,7 +54798,10 @@ msgid ""
 "the text alignment to right.\n"
 "See [Range] class for more options over the [SpinBox].\n"
 "[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
-"[SpinBox]'s background, add theme items for [LineEdit] and customize them."
+"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n"
+"[b]Note:[/b] If you want to implement drag and drop for the underlying "
+"[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
+"returned by [method get_line_edit]."
 msgstr ""
 
 #: doc/classes/SpinBox.xml
@@ -55941,7 +56122,6 @@ msgid ""
 "print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
 "print(\"24\".is_valid_float()) # Prints \"True\"\n"
 "print(\"7e3\".is_valid_float()) # Prints \"True\"\n"
-"print(\"24\".is_valid_float()) # Prints \"True\"\n"
 "print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
 "[/codeblock]"
 msgstr ""
@@ -56212,9 +56392,9 @@ msgstr ""
 #: doc/classes/String.xml
 msgid ""
 "Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
-"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this "
-"string compared to another. 1.0 means totally similar and 0.0 means totally "
-"dissimilar.\n"
+"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
+"this string compared to another. A result of 1.0 means totally similar, "
+"while 0.0 means totally dissimilar.\n"
 "[codeblock]\n"
 "print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
 "print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
@@ -57686,10 +57866,6 @@ msgid ""
 "side."
 msgstr ""
 
-#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin column."
-msgstr ""
-
 #: doc/classes/TextEdit.xml
 msgid "Returns the selection begin line."
 msgstr ""
@@ -57698,10 +57874,6 @@ msgstr ""
 msgid "Returns the text inside the selection."
 msgstr ""
 
-#: doc/classes/TextEdit.xml
-msgid "Returns the selection end column."
-msgstr ""
-
 #: doc/classes/TextEdit.xml
 msgid "Returns the selection end line."
 msgstr ""
@@ -58724,6 +58896,14 @@ msgid ""
 "theme[/code] file, see the documentation for more information."
 msgstr ""
 
+#: doc/classes/Theme.xml
+msgid ""
+"Adds an empty theme type for every valid data type.\n"
+"[b]Note:[/b] Empty types are not saved with the theme. This method only "
+"exists to perform in-memory changes to the resource. Use available "
+"[code]set_*[/code] methods to add theme items."
+msgstr ""
+
 #: doc/classes/Theme.xml
 msgid "Clears all values on the theme."
 msgstr ""
@@ -58982,6 +59162,13 @@ msgid ""
 "merge the other two into it one after another."
 msgstr ""
 
+#: doc/classes/Theme.xml
+msgid ""
+"Removes the theme type, gracefully discarding defined theme items. If the "
+"type is a variation, this information is also erased. If the type is a base "
+"for type variations, those variations lose their base."
+msgstr ""
+
 #: doc/classes/Theme.xml
 msgid ""
 "Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
@@ -71696,6 +71883,11 @@ msgid ""
 "[code]get_peer(id).get_available_packet_count[/code])."
 msgstr ""
 
+#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Sets additional headers to be sent to clients during the HTTP handshake."
+msgstr ""
+
 #: modules/websocket/doc_classes/WebSocketServer.xml
 msgid "Stops the server and clear its state."
 msgstr ""
@@ -71792,6 +71984,9 @@ msgid ""
 "\n"
 "    webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
 "    if webxr_interface:\n"
+"        # Map to the standard button/axis ids when possible.\n"
+"        webxr_interface.xr_standard_mapping = true\n"
+"\n"
 "        # WebXR uses a lot of asynchronous callbacks, so we connect to "
 "various\n"
 "        # signals in order to receive them.\n"
@@ -72015,6 +72210,13 @@ msgid ""
 "blurred\"[/code]."
 msgstr ""
 
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
+"If set to true, the button and axes ids will be converted to match the "
+"standard ids used by other AR/VR interfaces, when possible.\n"
+"Otherwise, the ids will be passed through unaltered from WebXR."
+msgstr ""
+
 #: modules/webxr/doc_classes/WebXRInterface.xml
 msgid ""
 "Emitted to indicate that the reference space has been reset or "

+ 245 - 42
doc/translations/tl.po

@@ -3546,7 +3546,7 @@ msgid "The property is a translatable string."
 msgstr ""
 
 #: doc/classes/@GlobalScope.xml
-msgid "Used to group properties together in the editor."
+msgid "Used to group properties together in the editor. See [EditorInspector]."
 msgstr ""
 
 #: doc/classes/@GlobalScope.xml
@@ -7063,8 +7063,9 @@ msgstr ""
 
 #: doc/classes/Array.xml
 msgid ""
-"Removes the first occurrence of a value from the array. To remove an element "
-"by index, use [method remove] instead.\n"
+"Removes the first occurrence of a value from the array. If the value does "
+"not exist in the array, nothing happens. To remove an element by index, use "
+"[method remove] instead.\n"
 "[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
 "[b]Note:[/b] On large arrays, this method will be slower if the removed "
 "element is close to the beginning of the array (index 0). This is because "
@@ -11795,8 +11796,8 @@ msgstr ""
 #: doc/classes/Camera.xml
 msgid ""
 "The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] "
-"sets the other axis' size length."
+"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
+"[code]size[/code] sets the other axis' size length."
 msgstr ""
 
 #: doc/classes/Camera.xml
@@ -12597,8 +12598,11 @@ msgstr ""
 
 #: doc/classes/CanvasItem.xml
 msgid ""
-"If [code]enable[/code] is [code]true[/code], the node won't inherit its "
-"transform from parent canvas items."
+"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
+"i] inherit its transform from parent [CanvasItem]s. Its draw order will also "
+"be changed to make it draw on top of other [CanvasItem]s that are not set as "
+"top-level. The [CanvasItem] will effectively act as if it was placed as a "
+"child of a bare [Node]. See also [method is_set_as_toplevel]."
 msgstr ""
 
 #: doc/classes/CanvasItem.xml
@@ -13687,7 +13691,10 @@ msgid ""
 "number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape "
 "owner[/i]. The CollisionObject2D can have any number of shape owners. Shape "
 "owners are not nodes and do not appear in the editor, but are accessible "
-"through code using the [code]shape_owner_*[/code] methods."
+"through code using the [code]shape_owner_*[/code] methods.\n"
+"[b]Note:[/b] Only collisions between objects within the same canvas "
+"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
+"collisions between objects in different canvases is undefined."
 msgstr ""
 
 #: doc/classes/CollisionObject2D.xml
@@ -20565,18 +20572,34 @@ msgid ""
 msgstr ""
 
 #: doc/classes/EditorInspector.xml
-msgid "A tab used to edit properties of the selected node."
+msgid "A control used to edit properties of an object."
 msgstr ""
 
 #: doc/classes/EditorInspector.xml
 msgid ""
-"The editor inspector is by default located on the right-hand side of the "
-"editor. It's used to edit the properties of the selected node. For example, "
-"you can select a node such as [Sprite] then edit its transform through the "
-"inspector tool. The editor inspector is an essential tool in the game "
-"development workflow.\n"
-"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
-"the singleton using [method EditorInterface.get_inspector]."
+"This is the control that implements property editing in the editor's "
+"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
+"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
+"[EditorInspector] will show properties in the same order as the array "
+"returned by [method Object.get_property_list].\n"
+"If a property's name is path-like (i.e. if it contains forward slashes), "
+"[EditorInspector] will create nested sections for \"directories\" along the "
+"path. For example, if a property is named [code]highlighting/gdscript/"
+"node_path_color[/code], it will be shown as \"Node Path Color\" inside the "
+"\"GDScript\" section nested inside the \"Highlighting\" section.\n"
+"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it "
+"will group subsequent properties whose name starts with the property's hint "
+"string. The group ends when a property does not start with that hint string "
+"or when a new group starts. An empty group name effectively ends the current "
+"group. [EditorInspector] will create a top-level section for each group. For "
+"example, if a property with group usage is named [code]Collide With[/code] "
+"and its hint string is [code]collide_with_[/code], a subsequent "
+"[code]collide_with_area[/code] property will be shown as \"Area\" inside the "
+"\"Collide With\" section.\n"
+"[b]Note:[/b] Unlike sections created from path-like property names, "
+"[EditorInspector] won't capitalize the name for sections created from "
+"groups. So properties with group usage usually use capitalized names instead "
+"of snake_cased names."
 msgstr ""
 
 #: doc/classes/EditorInspector.xml
@@ -21751,6 +21774,14 @@ msgid ""
 "[/codeblock]"
 msgstr ""
 
+#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [EditorSceneImporterGLTF] within a script will cause an error in an "
+"exported project."
+msgstr ""
+
 #: doc/classes/EditorScenePostImport.xml
 msgid "Post-processes scenes after import."
 msgstr ""
@@ -25645,6 +25676,50 @@ msgstr ""
 msgid "Represents the size of the [enum Subdiv] enum."
 msgstr ""
 
+#: modules/gltf/doc_classes/GLTFAccessor.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAccessor] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFAnimation.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAnimation] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFBufferView.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFBufferView] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFCamera.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFCamera] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFDocument.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFDocument] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFLight] within a script will cause an error in an exported project."
+msgstr ""
+
 #: modules/gltf/doc_classes/GLTFLight.xml
 msgid ""
 "The [Color] of the light. Defaults to white. A black color causes the light "
@@ -25694,6 +25769,49 @@ msgid ""
 "and [DirectionalLight] respectively."
 msgstr ""
 
+#: modules/gltf/doc_classes/GLTFMesh.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFMesh] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFNode.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFNode] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSkeleton.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSkeleton] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSpecGloss.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSpecGloss] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFState.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFState] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFTexture.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFTexture] within a script will cause an error in an exported project."
+msgstr ""
+
 #: modules/mono/doc_classes/GodotSharp.xml
 msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
 msgstr ""
@@ -32607,7 +32725,7 @@ msgid ""
 "be within the text's length."
 msgstr ""
 
-#: doc/classes/LineEdit.xml
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
 msgid "Clears the current selection."
 msgstr ""
 
@@ -32626,6 +32744,21 @@ msgid ""
 "characters."
 msgstr ""
 
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection begin column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection end column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+#, fuzzy
+msgid "Returns [code]true[/code] if the user has selected text."
+msgstr ""
+"Kung [code]true[/code], ang mga child nodes ay inaayos, kung hindi ang pag-"
+"so-sort ay hindi pinapagana."
+
 #: doc/classes/LineEdit.xml
 msgid "Executes a given action as defined in the [enum MenuItems] enum."
 msgstr ""
@@ -38048,7 +38181,10 @@ msgid ""
 msgstr ""
 
 #: doc/classes/Object.xml
-msgid "Returns the object's metadata entry for the given [code]name[/code]."
+msgid ""
+"Returns the object's metadata entry for the given [code]name[/code].\n"
+"Throws error if the entry does not exist, unless [code]default[/code] is not "
+"[code]null[/code] (in which case the default value will be returned)."
 msgstr ""
 
 #: doc/classes/Object.xml
@@ -40259,6 +40395,14 @@ msgid ""
 "[b]Note:[/b] Only available in editor builds."
 msgstr ""
 
+#: modules/gltf/doc_classes/PackedSceneGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [PackedSceneGLTF] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
 #: doc/classes/PacketPeer.xml
 msgid "Abstraction and base class for packet-based protocols."
 msgstr ""
@@ -45962,7 +46106,7 @@ msgstr ""
 #: doc/classes/ProjectSettings.xml
 msgid ""
 "Allows the window to be resizable by default.\n"
-"[b]Note:[/b] This setting is ignored on iOS and Android."
+"[b]Note:[/b] This setting is ignored on iOS."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -46609,7 +46753,7 @@ msgid "Optional name for the 3D render layer 13."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
-msgid "Optional name for the 3D render layer 14"
+msgid "Optional name for the 3D render layer 14."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -47879,16 +48023,24 @@ msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"If [code]true[/code], forces vertex shading for all rendering. This can "
-"increase performance a lot, but also reduces quality immensely. Can be used "
-"to optimize performance on low-end mobile devices."
+"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
+"[ShaderMaterial] rendering. This can be used to improve performance on low-"
+"end mobile devices. The downside is that shading becomes much less accurate, "
+"with visible linear interpolation between vertices that are joined together. "
+"This can be compensated by ensuring meshes have a sufficient level of "
+"subdivision (but not too much, to avoid reducing performance). Some material "
+"features are also not supported when vertex shading is enabled.\n"
+"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to "
+"enable vertex shading on specific materials only.\n"
+"[b]Note:[/b] This setting does not affect unshaded materials."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
 "Lower-end override for [member rendering/quality/shading/"
 "force_vertex_shading] on mobile devices, due to performance concerns or "
-"driver support."
+"driver support. If lighting looks broken after exporting the project to a "
+"mobile platform, try disabling this setting."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -49922,6 +50074,10 @@ msgid ""
 "wrapped text as one line."
 msgstr ""
 
+#: doc/classes/RichTextLabel.xml
+msgid "Returns the current selection text. Does not include BBCodes."
+msgstr ""
+
 #: doc/classes/RichTextLabel.xml
 msgid ""
 "Returns the total number of characters from text tags. Does not include "
@@ -52214,14 +52370,23 @@ msgstr ""
 
 #: doc/classes/Semaphore.xml
 msgid ""
-"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] "
-"on success, [constant ERR_BUSY] otherwise."
+"Lowers the [Semaphore], allowing one more thread in.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"Like [method wait], but won't block, so if the value is zero, fails "
+"immediately and returns [constant ERR_BUSY]. If non-zero, it returns "
+"[constant OK] to report success."
 msgstr ""
 
 #: doc/classes/Semaphore.xml
 msgid ""
-"Tries to wait for the [Semaphore], if its value is zero, blocks until non-"
-"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise."
+"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
 msgstr ""
 
 #: doc/classes/Separator.xml
@@ -53667,7 +53832,21 @@ msgstr ""
 #: doc/classes/SpatialMaterial.xml
 msgid ""
 "If [code]true[/code], lighting is calculated per vertex rather than per "
-"pixel. This may increase performance on low-end devices."
+"pixel. This may increase performance on low-end devices, especially for "
+"meshes with a lower polygon count. The downside is that shading becomes much "
+"less accurate, with visible linear interpolation between vertices that are "
+"joined together. This can be compensated by ensuring meshes have a "
+"sufficient level of subdivision (but not too much, to avoid reducing "
+"performance). Some material features are also not supported when vertex "
+"shading is enabled.\n"
+"See also [member ProjectSettings.rendering/quality/shading/"
+"force_vertex_shading] which can globally enable vertex shading on all "
+"materials.\n"
+"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by "
+"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s "
+"[code]mobile[/code] override.\n"
+"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member "
+"flags_unshaded] is [code]true[/code]."
 msgstr ""
 
 #: doc/classes/SpatialMaterial.xml
@@ -54471,7 +54650,10 @@ msgid ""
 "the text alignment to right.\n"
 "See [Range] class for more options over the [SpinBox].\n"
 "[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
-"[SpinBox]'s background, add theme items for [LineEdit] and customize them."
+"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n"
+"[b]Note:[/b] If you want to implement drag and drop for the underlying "
+"[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
+"returned by [method get_line_edit]."
 msgstr ""
 
 #: doc/classes/SpinBox.xml
@@ -55789,7 +55971,6 @@ msgid ""
 "print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
 "print(\"24\".is_valid_float()) # Prints \"True\"\n"
 "print(\"7e3\".is_valid_float()) # Prints \"True\"\n"
-"print(\"24\".is_valid_float()) # Prints \"True\"\n"
 "print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
 "[/codeblock]"
 msgstr ""
@@ -56060,9 +56241,9 @@ msgstr ""
 #: doc/classes/String.xml
 msgid ""
 "Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
-"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this "
-"string compared to another. 1.0 means totally similar and 0.0 means totally "
-"dissimilar.\n"
+"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
+"this string compared to another. A result of 1.0 means totally similar, "
+"while 0.0 means totally dissimilar.\n"
 "[codeblock]\n"
 "print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
 "print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
@@ -57532,10 +57713,6 @@ msgid ""
 "side."
 msgstr ""
 
-#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin column."
-msgstr ""
-
 #: doc/classes/TextEdit.xml
 msgid "Returns the selection begin line."
 msgstr ""
@@ -57544,10 +57721,6 @@ msgstr ""
 msgid "Returns the text inside the selection."
 msgstr ""
 
-#: doc/classes/TextEdit.xml
-msgid "Returns the selection end column."
-msgstr ""
-
 #: doc/classes/TextEdit.xml
 msgid "Returns the selection end line."
 msgstr ""
@@ -58571,6 +58744,14 @@ msgid ""
 "theme[/code] file, see the documentation for more information."
 msgstr ""
 
+#: doc/classes/Theme.xml
+msgid ""
+"Adds an empty theme type for every valid data type.\n"
+"[b]Note:[/b] Empty types are not saved with the theme. This method only "
+"exists to perform in-memory changes to the resource. Use available "
+"[code]set_*[/code] methods to add theme items."
+msgstr ""
+
 #: doc/classes/Theme.xml
 msgid "Clears all values on the theme."
 msgstr ""
@@ -58829,6 +59010,13 @@ msgid ""
 "merge the other two into it one after another."
 msgstr ""
 
+#: doc/classes/Theme.xml
+msgid ""
+"Removes the theme type, gracefully discarding defined theme items. If the "
+"type is a variation, this information is also erased. If the type is a base "
+"for type variations, those variations lose their base."
+msgstr ""
+
 #: doc/classes/Theme.xml
 msgid ""
 "Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
@@ -71526,6 +71714,11 @@ msgid ""
 "[code]get_peer(id).get_available_packet_count[/code])."
 msgstr ""
 
+#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Sets additional headers to be sent to clients during the HTTP handshake."
+msgstr ""
+
 #: modules/websocket/doc_classes/WebSocketServer.xml
 msgid "Stops the server and clear its state."
 msgstr ""
@@ -71622,6 +71815,9 @@ msgid ""
 "\n"
 "    webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
 "    if webxr_interface:\n"
+"        # Map to the standard button/axis ids when possible.\n"
+"        webxr_interface.xr_standard_mapping = true\n"
+"\n"
 "        # WebXR uses a lot of asynchronous callbacks, so we connect to "
 "various\n"
 "        # signals in order to receive them.\n"
@@ -71845,6 +72041,13 @@ msgid ""
 "blurred\"[/code]."
 msgstr ""
 
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
+"If set to true, the button and axes ids will be converted to match the "
+"standard ids used by other AR/VR interfaces, when possible.\n"
+"Otherwise, the ids will be passed through unaltered from WebXR."
+msgstr ""
+
 #: modules/webxr/doc_classes/WebXRInterface.xml
 msgid ""
 "Emitted to indicate that the reference space has been reset or "

+ 249 - 46
doc/translations/tr.po

@@ -16,12 +16,12 @@
 # The Recon <[email protected]>, 2021.
 # ali aydın <[email protected]>, 2021.
 # yigithan <[email protected]>, 2021.
-# Yusuf Yavuzyigit <[email protected]>, 2021.
+# Yusuf Yavuzyigit <[email protected]>, 2021, 2022.
 msgid ""
 msgstr ""
 "Project-Id-Version: Godot Engine class reference\n"
 "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2021-11-17 12:59+0000\n"
+"PO-Revision-Date: 2022-04-03 08:10+0000\n"
 "Last-Translator: Yusuf Yavuzyigit <[email protected]>\n"
 "Language-Team: Turkish <https://hosted.weblate.org/projects/godot-engine/"
 "godot-class-reference/tr/>\n"
@@ -30,7 +30,7 @@ msgstr ""
 "Content-Type: text/plain; charset=UTF-8\n"
 "Content-Transfer-Encoding: 8-bit\n"
 "Plural-Forms: nplurals=2; plural=n != 1;\n"
-"X-Generator: Weblate 4.9.1-dev\n"
+"X-Generator: Weblate 4.12-dev\n"
 
 #: doc/tools/make_rst.py
 msgid "Description"
@@ -4241,7 +4241,7 @@ msgid "The property is a translatable string."
 msgstr ""
 
 #: doc/classes/@GlobalScope.xml
-msgid "Used to group properties together in the editor."
+msgid "Used to group properties together in the editor. See [EditorInspector]."
 msgstr ""
 
 #: doc/classes/@GlobalScope.xml
@@ -7760,8 +7760,9 @@ msgstr ""
 
 #: doc/classes/Array.xml
 msgid ""
-"Removes the first occurrence of a value from the array. To remove an element "
-"by index, use [method remove] instead.\n"
+"Removes the first occurrence of a value from the array. If the value does "
+"not exist in the array, nothing happens. To remove an element by index, use "
+"[method remove] instead.\n"
 "[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
 "[b]Note:[/b] On large arrays, this method will be slower if the removed "
 "element is close to the beginning of the array (index 0). This is because "
@@ -12491,8 +12492,8 @@ msgstr ""
 #: doc/classes/Camera.xml
 msgid ""
 "The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] "
-"sets the other axis' size length."
+"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
+"[code]size[/code] sets the other axis' size length."
 msgstr ""
 
 #: doc/classes/Camera.xml
@@ -13301,8 +13302,11 @@ msgstr ""
 
 #: doc/classes/CanvasItem.xml
 msgid ""
-"If [code]enable[/code] is [code]true[/code], the node won't inherit its "
-"transform from parent canvas items."
+"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
+"i] inherit its transform from parent [CanvasItem]s. Its draw order will also "
+"be changed to make it draw on top of other [CanvasItem]s that are not set as "
+"top-level. The [CanvasItem] will effectively act as if it was placed as a "
+"child of a bare [Node]. See also [method is_set_as_toplevel]."
 msgstr ""
 
 #: doc/classes/CanvasItem.xml
@@ -14391,7 +14395,10 @@ msgid ""
 "number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape "
 "owner[/i]. The CollisionObject2D can have any number of shape owners. Shape "
 "owners are not nodes and do not appear in the editor, but are accessible "
-"through code using the [code]shape_owner_*[/code] methods."
+"through code using the [code]shape_owner_*[/code] methods.\n"
+"[b]Note:[/b] Only collisions between objects within the same canvas "
+"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
+"collisions between objects in different canvases is undefined."
 msgstr ""
 
 #: doc/classes/CollisionObject2D.xml
@@ -21280,18 +21287,34 @@ msgid ""
 msgstr ""
 
 #: doc/classes/EditorInspector.xml
-msgid "A tab used to edit properties of the selected node."
+msgid "A control used to edit properties of an object."
 msgstr ""
 
 #: doc/classes/EditorInspector.xml
 msgid ""
-"The editor inspector is by default located on the right-hand side of the "
-"editor. It's used to edit the properties of the selected node. For example, "
-"you can select a node such as [Sprite] then edit its transform through the "
-"inspector tool. The editor inspector is an essential tool in the game "
-"development workflow.\n"
-"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
-"the singleton using [method EditorInterface.get_inspector]."
+"This is the control that implements property editing in the editor's "
+"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
+"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
+"[EditorInspector] will show properties in the same order as the array "
+"returned by [method Object.get_property_list].\n"
+"If a property's name is path-like (i.e. if it contains forward slashes), "
+"[EditorInspector] will create nested sections for \"directories\" along the "
+"path. For example, if a property is named [code]highlighting/gdscript/"
+"node_path_color[/code], it will be shown as \"Node Path Color\" inside the "
+"\"GDScript\" section nested inside the \"Highlighting\" section.\n"
+"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it "
+"will group subsequent properties whose name starts with the property's hint "
+"string. The group ends when a property does not start with that hint string "
+"or when a new group starts. An empty group name effectively ends the current "
+"group. [EditorInspector] will create a top-level section for each group. For "
+"example, if a property with group usage is named [code]Collide With[/code] "
+"and its hint string is [code]collide_with_[/code], a subsequent "
+"[code]collide_with_area[/code] property will be shown as \"Area\" inside the "
+"\"Collide With\" section.\n"
+"[b]Note:[/b] Unlike sections created from path-like property names, "
+"[EditorInspector] won't capitalize the name for sections created from "
+"groups. So properties with group usage usually use capitalized names instead "
+"of snake_cased names."
 msgstr ""
 
 #: doc/classes/EditorInspector.xml
@@ -22468,6 +22491,14 @@ msgid ""
 "[/codeblock]"
 msgstr ""
 
+#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [EditorSceneImporterGLTF] within a script will cause an error in an "
+"exported project."
+msgstr ""
+
 #: doc/classes/EditorScenePostImport.xml
 msgid "Post-processes scenes after import."
 msgstr ""
@@ -26374,6 +26405,50 @@ msgstr ""
 msgid "Represents the size of the [enum Subdiv] enum."
 msgstr ""
 
+#: modules/gltf/doc_classes/GLTFAccessor.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAccessor] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFAnimation.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAnimation] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFBufferView.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFBufferView] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFCamera.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFCamera] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFDocument.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFDocument] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFLight] within a script will cause an error in an exported project."
+msgstr ""
+
 #: modules/gltf/doc_classes/GLTFLight.xml
 msgid ""
 "The [Color] of the light. Defaults to white. A black color causes the light "
@@ -26423,6 +26498,49 @@ msgid ""
 "and [DirectionalLight] respectively."
 msgstr ""
 
+#: modules/gltf/doc_classes/GLTFMesh.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFMesh] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFNode.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFNode] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSkeleton.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSkeleton] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSpecGloss.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSpecGloss] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFState.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFState] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFTexture.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFTexture] within a script will cause an error in an exported project."
+msgstr ""
+
 #: modules/mono/doc_classes/GodotSharp.xml
 msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
 msgstr ""
@@ -33346,7 +33464,7 @@ msgid ""
 "be within the text's length."
 msgstr ""
 
-#: doc/classes/LineEdit.xml
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
 msgid "Clears the current selection."
 msgstr ""
 
@@ -33365,6 +33483,20 @@ msgid ""
 "characters."
 msgstr ""
 
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection begin column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection end column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+#, fuzzy
+msgid "Returns [code]true[/code] if the user has selected text."
+msgstr ""
+"Eğer [code]true[/code] ise düğümler sıraya sokulur, yoksa sıraya sokulmaz."
+
 #: doc/classes/LineEdit.xml
 msgid "Executes a given action as defined in the [enum MenuItems] enum."
 msgstr ""
@@ -37145,7 +37277,7 @@ msgstr ""
 
 #: doc/classes/Node.xml
 msgid "Nodes and Scenes"
-msgstr ""
+msgstr "Düğüm ve Sahneler"
 
 #: doc/classes/Node.xml
 msgid "All Demos"
@@ -38815,7 +38947,10 @@ msgid ""
 msgstr ""
 
 #: doc/classes/Object.xml
-msgid "Returns the object's metadata entry for the given [code]name[/code]."
+msgid ""
+"Returns the object's metadata entry for the given [code]name[/code].\n"
+"Throws error if the entry does not exist, unless [code]default[/code] is not "
+"[code]null[/code] (in which case the default value will be returned)."
 msgstr ""
 
 #: doc/classes/Object.xml
@@ -41036,6 +41171,14 @@ msgid ""
 "[b]Note:[/b] Only available in editor builds."
 msgstr ""
 
+#: modules/gltf/doc_classes/PackedSceneGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [PackedSceneGLTF] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
 #: doc/classes/PacketPeer.xml
 msgid "Abstraction and base class for packet-based protocols."
 msgstr ""
@@ -46765,7 +46908,7 @@ msgstr ""
 #: doc/classes/ProjectSettings.xml
 msgid ""
 "Allows the window to be resizable by default.\n"
-"[b]Note:[/b] This setting is ignored on iOS and Android."
+"[b]Note:[/b] This setting is ignored on iOS."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -47412,7 +47555,7 @@ msgid "Optional name for the 3D render layer 13."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
-msgid "Optional name for the 3D render layer 14"
+msgid "Optional name for the 3D render layer 14."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -48682,16 +48825,24 @@ msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"If [code]true[/code], forces vertex shading for all rendering. This can "
-"increase performance a lot, but also reduces quality immensely. Can be used "
-"to optimize performance on low-end mobile devices."
+"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
+"[ShaderMaterial] rendering. This can be used to improve performance on low-"
+"end mobile devices. The downside is that shading becomes much less accurate, "
+"with visible linear interpolation between vertices that are joined together. "
+"This can be compensated by ensuring meshes have a sufficient level of "
+"subdivision (but not too much, to avoid reducing performance). Some material "
+"features are also not supported when vertex shading is enabled.\n"
+"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to "
+"enable vertex shading on specific materials only.\n"
+"[b]Note:[/b] This setting does not affect unshaded materials."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
 "Lower-end override for [member rendering/quality/shading/"
 "force_vertex_shading] on mobile devices, due to performance concerns or "
-"driver support."
+"driver support. If lighting looks broken after exporting the project to a "
+"mobile platform, try disabling this setting."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -50733,6 +50884,11 @@ msgid ""
 "wrapped text as one line."
 msgstr ""
 
+#: doc/classes/RichTextLabel.xml
+#, fuzzy
+msgid "Returns the current selection text. Does not include BBCodes."
+msgstr "Verilen değerin tanjantını döndürür."
+
 #: doc/classes/RichTextLabel.xml
 msgid ""
 "Returns the total number of characters from text tags. Does not include "
@@ -53025,14 +53181,23 @@ msgstr ""
 
 #: doc/classes/Semaphore.xml
 msgid ""
-"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] "
-"on success, [constant ERR_BUSY] otherwise."
+"Lowers the [Semaphore], allowing one more thread in.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"Like [method wait], but won't block, so if the value is zero, fails "
+"immediately and returns [constant ERR_BUSY]. If non-zero, it returns "
+"[constant OK] to report success."
 msgstr ""
 
 #: doc/classes/Semaphore.xml
 msgid ""
-"Tries to wait for the [Semaphore], if its value is zero, blocks until non-"
-"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise."
+"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
 msgstr ""
 
 #: doc/classes/Separator.xml
@@ -54478,7 +54643,21 @@ msgstr ""
 #: doc/classes/SpatialMaterial.xml
 msgid ""
 "If [code]true[/code], lighting is calculated per vertex rather than per "
-"pixel. This may increase performance on low-end devices."
+"pixel. This may increase performance on low-end devices, especially for "
+"meshes with a lower polygon count. The downside is that shading becomes much "
+"less accurate, with visible linear interpolation between vertices that are "
+"joined together. This can be compensated by ensuring meshes have a "
+"sufficient level of subdivision (but not too much, to avoid reducing "
+"performance). Some material features are also not supported when vertex "
+"shading is enabled.\n"
+"See also [member ProjectSettings.rendering/quality/shading/"
+"force_vertex_shading] which can globally enable vertex shading on all "
+"materials.\n"
+"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by "
+"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s "
+"[code]mobile[/code] override.\n"
+"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member "
+"flags_unshaded] is [code]true[/code]."
 msgstr ""
 
 #: doc/classes/SpatialMaterial.xml
@@ -55284,7 +55463,10 @@ msgid ""
 "the text alignment to right.\n"
 "See [Range] class for more options over the [SpinBox].\n"
 "[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
-"[SpinBox]'s background, add theme items for [LineEdit] and customize them."
+"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n"
+"[b]Note:[/b] If you want to implement drag and drop for the underlying "
+"[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
+"returned by [method get_line_edit]."
 msgstr ""
 
 #: doc/classes/SpinBox.xml
@@ -56604,7 +56786,6 @@ msgid ""
 "print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
 "print(\"24\".is_valid_float()) # Prints \"True\"\n"
 "print(\"7e3\".is_valid_float()) # Prints \"True\"\n"
-"print(\"24\".is_valid_float()) # Prints \"True\"\n"
 "print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
 "[/codeblock]"
 msgstr ""
@@ -56875,9 +57056,9 @@ msgstr ""
 #: doc/classes/String.xml
 msgid ""
 "Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
-"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this "
-"string compared to another. 1.0 means totally similar and 0.0 means totally "
-"dissimilar.\n"
+"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
+"this string compared to another. A result of 1.0 means totally similar, "
+"while 0.0 means totally dissimilar.\n"
 "[codeblock]\n"
 "print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
 "print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
@@ -58351,10 +58532,6 @@ msgid ""
 "side."
 msgstr ""
 
-#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin column."
-msgstr ""
-
 #: doc/classes/TextEdit.xml
 msgid "Returns the selection begin line."
 msgstr ""
@@ -58363,10 +58540,6 @@ msgstr ""
 msgid "Returns the text inside the selection."
 msgstr ""
 
-#: doc/classes/TextEdit.xml
-msgid "Returns the selection end column."
-msgstr ""
-
 #: doc/classes/TextEdit.xml
 msgid "Returns the selection end line."
 msgstr ""
@@ -59393,6 +59566,14 @@ msgid ""
 "theme[/code] file, see the documentation for more information."
 msgstr ""
 
+#: doc/classes/Theme.xml
+msgid ""
+"Adds an empty theme type for every valid data type.\n"
+"[b]Note:[/b] Empty types are not saved with the theme. This method only "
+"exists to perform in-memory changes to the resource. Use available "
+"[code]set_*[/code] methods to add theme items."
+msgstr ""
+
 #: doc/classes/Theme.xml
 msgid "Clears all values on the theme."
 msgstr ""
@@ -59652,6 +59833,13 @@ msgid ""
 "merge the other two into it one after another."
 msgstr ""
 
+#: doc/classes/Theme.xml
+msgid ""
+"Removes the theme type, gracefully discarding defined theme items. If the "
+"type is a variation, this information is also erased. If the type is a base "
+"for type variations, those variations lose their base."
+msgstr ""
+
 #: doc/classes/Theme.xml
 msgid ""
 "Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
@@ -72387,6 +72575,11 @@ msgid ""
 "[code]get_peer(id).get_available_packet_count[/code])."
 msgstr ""
 
+#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Sets additional headers to be sent to clients during the HTTP handshake."
+msgstr ""
+
 #: modules/websocket/doc_classes/WebSocketServer.xml
 msgid "Stops the server and clear its state."
 msgstr ""
@@ -72483,6 +72676,9 @@ msgid ""
 "\n"
 "    webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
 "    if webxr_interface:\n"
+"        # Map to the standard button/axis ids when possible.\n"
+"        webxr_interface.xr_standard_mapping = true\n"
+"\n"
 "        # WebXR uses a lot of asynchronous callbacks, so we connect to "
 "various\n"
 "        # signals in order to receive them.\n"
@@ -72706,6 +72902,13 @@ msgid ""
 "blurred\"[/code]."
 msgstr ""
 
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
+"If set to true, the button and axes ids will be converted to match the "
+"standard ids used by other AR/VR interfaces, when possible.\n"
+"Otherwise, the ids will be passed through unaltered from WebXR."
+msgstr ""
+
 #: modules/webxr/doc_classes/WebXRInterface.xml
 msgid ""
 "Emitted to indicate that the reference space has been reset or "

+ 251 - 51
doc/translations/uk.po

@@ -12,12 +12,13 @@
 # KazanskiyMaks <[email protected]>, 2022.
 # Vladyslav Anisimov <[email protected]>, 2022.
 # Мирослав <[email protected]>, 2022.
+# Гліб Соколов <[email protected]>, 2022.
 msgid ""
 msgstr ""
 "Project-Id-Version: Godot Engine class reference\n"
 "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2022-03-23 04:18+0000\n"
-"Last-Translator: Yuri Chornoivan <[email protected]>\n"
+"PO-Revision-Date: 2022-04-08 07:11+0000\n"
+"Last-Translator: Гліб Соколов <[email protected]>\n"
 "Language-Team: Ukrainian <https://hosted.weblate.org/projects/godot-engine/"
 "godot-class-reference/uk/>\n"
 "Language: uk\n"
@@ -3619,7 +3620,7 @@ msgid "The property is a translatable string."
 msgstr ""
 
 #: doc/classes/@GlobalScope.xml
-msgid "Used to group properties together in the editor."
+msgid "Used to group properties together in the editor. See [EditorInspector]."
 msgstr ""
 
 #: doc/classes/@GlobalScope.xml
@@ -4266,7 +4267,7 @@ msgstr ""
 
 #: doc/classes/AnimatedSprite.xml doc/classes/AnimationPlayer.xml
 msgid "2D Sprite animation"
-msgstr ""
+msgstr "Анімація 2D спрайтів"
 
 #: doc/classes/AnimatedSprite.xml doc/classes/Area2D.xml
 #: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
@@ -7144,8 +7145,9 @@ msgstr ""
 
 #: doc/classes/Array.xml
 msgid ""
-"Removes the first occurrence of a value from the array. To remove an element "
-"by index, use [method remove] instead.\n"
+"Removes the first occurrence of a value from the array. If the value does "
+"not exist in the array, nothing happens. To remove an element by index, use "
+"[method remove] instead.\n"
 "[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
 "[b]Note:[/b] On large arrays, this method will be slower if the removed "
 "element is close to the beginning of the array (index 0). This is because "
@@ -11876,8 +11878,8 @@ msgstr ""
 #: doc/classes/Camera.xml
 msgid ""
 "The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] "
-"sets the other axis' size length."
+"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
+"[code]size[/code] sets the other axis' size length."
 msgstr ""
 
 #: doc/classes/Camera.xml
@@ -12405,7 +12407,7 @@ msgstr ""
 
 #: doc/classes/CanvasItem.xml doc/classes/Control.xml doc/classes/Node2D.xml
 msgid "Custom drawing in 2D"
-msgstr ""
+msgstr "Власне малювання в 2D"
 
 #: doc/classes/CanvasItem.xml
 msgid ""
@@ -12680,8 +12682,11 @@ msgstr ""
 
 #: doc/classes/CanvasItem.xml
 msgid ""
-"If [code]enable[/code] is [code]true[/code], the node won't inherit its "
-"transform from parent canvas items."
+"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
+"i] inherit its transform from parent [CanvasItem]s. Its draw order will also "
+"be changed to make it draw on top of other [CanvasItem]s that are not set as "
+"top-level. The [CanvasItem] will effectively act as if it was placed as a "
+"child of a bare [Node]. See also [method is_set_as_toplevel]."
 msgstr ""
 
 #: doc/classes/CanvasItem.xml
@@ -13771,7 +13776,10 @@ msgid ""
 "number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape "
 "owner[/i]. The CollisionObject2D can have any number of shape owners. Shape "
 "owners are not nodes and do not appear in the editor, but are accessible "
-"through code using the [code]shape_owner_*[/code] methods."
+"through code using the [code]shape_owner_*[/code] methods.\n"
+"[b]Note:[/b] Only collisions between objects within the same canvas "
+"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
+"collisions between objects in different canvases is undefined."
 msgstr ""
 
 #: doc/classes/CollisionObject2D.xml
@@ -20657,18 +20665,34 @@ msgid ""
 msgstr ""
 
 #: doc/classes/EditorInspector.xml
-msgid "A tab used to edit properties of the selected node."
+msgid "A control used to edit properties of an object."
 msgstr ""
 
 #: doc/classes/EditorInspector.xml
 msgid ""
-"The editor inspector is by default located on the right-hand side of the "
-"editor. It's used to edit the properties of the selected node. For example, "
-"you can select a node such as [Sprite] then edit its transform through the "
-"inspector tool. The editor inspector is an essential tool in the game "
-"development workflow.\n"
-"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
-"the singleton using [method EditorInterface.get_inspector]."
+"This is the control that implements property editing in the editor's "
+"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
+"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
+"[EditorInspector] will show properties in the same order as the array "
+"returned by [method Object.get_property_list].\n"
+"If a property's name is path-like (i.e. if it contains forward slashes), "
+"[EditorInspector] will create nested sections for \"directories\" along the "
+"path. For example, if a property is named [code]highlighting/gdscript/"
+"node_path_color[/code], it will be shown as \"Node Path Color\" inside the "
+"\"GDScript\" section nested inside the \"Highlighting\" section.\n"
+"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it "
+"will group subsequent properties whose name starts with the property's hint "
+"string. The group ends when a property does not start with that hint string "
+"or when a new group starts. An empty group name effectively ends the current "
+"group. [EditorInspector] will create a top-level section for each group. For "
+"example, if a property with group usage is named [code]Collide With[/code] "
+"and its hint string is [code]collide_with_[/code], a subsequent "
+"[code]collide_with_area[/code] property will be shown as \"Area\" inside the "
+"\"Collide With\" section.\n"
+"[b]Note:[/b] Unlike sections created from path-like property names, "
+"[EditorInspector] won't capitalize the name for sections created from "
+"groups. So properties with group usage usually use capitalized names instead "
+"of snake_cased names."
 msgstr ""
 
 #: doc/classes/EditorInspector.xml
@@ -21843,6 +21867,14 @@ msgid ""
 "[/codeblock]"
 msgstr ""
 
+#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [EditorSceneImporterGLTF] within a script will cause an error in an "
+"exported project."
+msgstr ""
+
 #: doc/classes/EditorScenePostImport.xml
 msgid "Post-processes scenes after import."
 msgstr ""
@@ -22946,11 +22978,8 @@ msgid ""
 msgstr ""
 
 #: doc/classes/Environment.xml doc/classes/WorldEnvironment.xml
-#, fuzzy
 msgid "Environment and post-processing"
-msgstr ""
-"https://docs.godotengine.org/uk/latest/tutorials/3d/"
-"environment_and_post_processing.html"
+msgstr "Середовище та пост-обробка"
 
 #: doc/classes/Environment.xml
 msgid "Light transport in game engines"
@@ -25743,6 +25772,50 @@ msgstr ""
 msgid "Represents the size of the [enum Subdiv] enum."
 msgstr ""
 
+#: modules/gltf/doc_classes/GLTFAccessor.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAccessor] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFAnimation.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAnimation] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFBufferView.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFBufferView] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFCamera.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFCamera] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFDocument.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFDocument] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFLight] within a script will cause an error in an exported project."
+msgstr ""
+
 #: modules/gltf/doc_classes/GLTFLight.xml
 msgid ""
 "The [Color] of the light. Defaults to white. A black color causes the light "
@@ -25792,6 +25865,49 @@ msgid ""
 "and [DirectionalLight] respectively."
 msgstr ""
 
+#: modules/gltf/doc_classes/GLTFMesh.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFMesh] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFNode.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFNode] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSkeleton.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSkeleton] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSpecGloss.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSpecGloss] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFState.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFState] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFTexture.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFTexture] within a script will cause an error in an exported project."
+msgstr ""
+
 #: modules/mono/doc_classes/GodotSharp.xml
 msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
 msgstr ""
@@ -32120,7 +32236,7 @@ msgstr ""
 
 #: doc/classes/Light.xml doc/classes/SpotLight.xml
 msgid "3D lights and shadows"
-msgstr ""
+msgstr "3D світло та тіні"
 
 #: doc/classes/Light.xml
 #, fuzzy
@@ -32719,7 +32835,7 @@ msgid ""
 "be within the text's length."
 msgstr ""
 
-#: doc/classes/LineEdit.xml
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
 msgid "Clears the current selection."
 msgstr ""
 
@@ -32738,6 +32854,19 @@ msgid ""
 "characters."
 msgstr ""
 
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection begin column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection end column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+#, fuzzy
+msgid "Returns [code]true[/code] if the user has selected text."
+msgstr "Повертає косинус параметра."
+
 #: doc/classes/LineEdit.xml
 msgid "Executes a given action as defined in the [enum MenuItems] enum."
 msgstr ""
@@ -38182,7 +38311,10 @@ msgid ""
 msgstr ""
 
 #: doc/classes/Object.xml
-msgid "Returns the object's metadata entry for the given [code]name[/code]."
+msgid ""
+"Returns the object's metadata entry for the given [code]name[/code].\n"
+"Throws error if the entry does not exist, unless [code]default[/code] is not "
+"[code]null[/code] (in which case the default value will be returned)."
 msgstr ""
 
 #: doc/classes/Object.xml
@@ -40398,6 +40530,14 @@ msgid ""
 "[b]Note:[/b] Only available in editor builds."
 msgstr ""
 
+#: modules/gltf/doc_classes/PackedSceneGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [PackedSceneGLTF] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
 #: doc/classes/PacketPeer.xml
 msgid "Abstraction and base class for packet-based protocols."
 msgstr ""
@@ -46123,7 +46263,7 @@ msgstr ""
 #: doc/classes/ProjectSettings.xml
 msgid ""
 "Allows the window to be resizable by default.\n"
-"[b]Note:[/b] This setting is ignored on iOS and Android."
+"[b]Note:[/b] This setting is ignored on iOS."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -46770,7 +46910,7 @@ msgid "Optional name for the 3D render layer 13."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
-msgid "Optional name for the 3D render layer 14"
+msgid "Optional name for the 3D render layer 14."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -48040,16 +48180,24 @@ msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"If [code]true[/code], forces vertex shading for all rendering. This can "
-"increase performance a lot, but also reduces quality immensely. Can be used "
-"to optimize performance on low-end mobile devices."
+"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
+"[ShaderMaterial] rendering. This can be used to improve performance on low-"
+"end mobile devices. The downside is that shading becomes much less accurate, "
+"with visible linear interpolation between vertices that are joined together. "
+"This can be compensated by ensuring meshes have a sufficient level of "
+"subdivision (but not too much, to avoid reducing performance). Some material "
+"features are also not supported when vertex shading is enabled.\n"
+"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to "
+"enable vertex shading on specific materials only.\n"
+"[b]Note:[/b] This setting does not affect unshaded materials."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
 "Lower-end override for [member rendering/quality/shading/"
 "force_vertex_shading] on mobile devices, due to performance concerns or "
-"driver support."
+"driver support. If lighting looks broken after exporting the project to a "
+"mobile platform, try disabling this setting."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -50084,6 +50232,11 @@ msgid ""
 "wrapped text as one line."
 msgstr ""
 
+#: doc/classes/RichTextLabel.xml
+#, fuzzy
+msgid "Returns the current selection text. Does not include BBCodes."
+msgstr "Повертає синус параметра."
+
 #: doc/classes/RichTextLabel.xml
 msgid ""
 "Returns the total number of characters from text tags. Does not include "
@@ -52376,14 +52529,23 @@ msgstr ""
 
 #: doc/classes/Semaphore.xml
 msgid ""
-"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] "
-"on success, [constant ERR_BUSY] otherwise."
+"Lowers the [Semaphore], allowing one more thread in.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"Like [method wait], but won't block, so if the value is zero, fails "
+"immediately and returns [constant ERR_BUSY]. If non-zero, it returns "
+"[constant OK] to report success."
 msgstr ""
 
 #: doc/classes/Semaphore.xml
 msgid ""
-"Tries to wait for the [Semaphore], if its value is zero, blocks until non-"
-"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise."
+"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
 msgstr ""
 
 #: doc/classes/Separator.xml
@@ -53830,7 +53992,21 @@ msgstr ""
 #: doc/classes/SpatialMaterial.xml
 msgid ""
 "If [code]true[/code], lighting is calculated per vertex rather than per "
-"pixel. This may increase performance on low-end devices."
+"pixel. This may increase performance on low-end devices, especially for "
+"meshes with a lower polygon count. The downside is that shading becomes much "
+"less accurate, with visible linear interpolation between vertices that are "
+"joined together. This can be compensated by ensuring meshes have a "
+"sufficient level of subdivision (but not too much, to avoid reducing "
+"performance). Some material features are also not supported when vertex "
+"shading is enabled.\n"
+"See also [member ProjectSettings.rendering/quality/shading/"
+"force_vertex_shading] which can globally enable vertex shading on all "
+"materials.\n"
+"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by "
+"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s "
+"[code]mobile[/code] override.\n"
+"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member "
+"flags_unshaded] is [code]true[/code]."
 msgstr ""
 
 #: doc/classes/SpatialMaterial.xml
@@ -54634,7 +54810,10 @@ msgid ""
 "the text alignment to right.\n"
 "See [Range] class for more options over the [SpinBox].\n"
 "[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
-"[SpinBox]'s background, add theme items for [LineEdit] and customize them."
+"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n"
+"[b]Note:[/b] If you want to implement drag and drop for the underlying "
+"[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
+"returned by [method get_line_edit]."
 msgstr ""
 
 #: doc/classes/SpinBox.xml
@@ -55955,7 +56134,6 @@ msgid ""
 "print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
 "print(\"24\".is_valid_float()) # Prints \"True\"\n"
 "print(\"7e3\".is_valid_float()) # Prints \"True\"\n"
-"print(\"24\".is_valid_float()) # Prints \"True\"\n"
 "print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
 "[/codeblock]"
 msgstr ""
@@ -56226,9 +56404,9 @@ msgstr ""
 #: doc/classes/String.xml
 msgid ""
 "Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
-"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this "
-"string compared to another. 1.0 means totally similar and 0.0 means totally "
-"dissimilar.\n"
+"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
+"this string compared to another. A result of 1.0 means totally similar, "
+"while 0.0 means totally dissimilar.\n"
 "[codeblock]\n"
 "print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
 "print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
@@ -57703,10 +57881,6 @@ msgid ""
 "side."
 msgstr ""
 
-#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin column."
-msgstr ""
-
 #: doc/classes/TextEdit.xml
 msgid "Returns the selection begin line."
 msgstr ""
@@ -57715,10 +57889,6 @@ msgstr ""
 msgid "Returns the text inside the selection."
 msgstr ""
 
-#: doc/classes/TextEdit.xml
-msgid "Returns the selection end column."
-msgstr ""
-
 #: doc/classes/TextEdit.xml
 msgid "Returns the selection end line."
 msgstr ""
@@ -58743,6 +58913,14 @@ msgid ""
 "theme[/code] file, see the documentation for more information."
 msgstr ""
 
+#: doc/classes/Theme.xml
+msgid ""
+"Adds an empty theme type for every valid data type.\n"
+"[b]Note:[/b] Empty types are not saved with the theme. This method only "
+"exists to perform in-memory changes to the resource. Use available "
+"[code]set_*[/code] methods to add theme items."
+msgstr ""
+
 #: doc/classes/Theme.xml
 msgid "Clears all values on the theme."
 msgstr ""
@@ -59004,6 +59182,13 @@ msgid ""
 "merge the other two into it one after another."
 msgstr ""
 
+#: doc/classes/Theme.xml
+msgid ""
+"Removes the theme type, gracefully discarding defined theme items. If the "
+"type is a variation, this information is also erased. If the type is a base "
+"for type variations, those variations lose their base."
+msgstr ""
+
 #: doc/classes/Theme.xml
 msgid ""
 "Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
@@ -71736,6 +71921,11 @@ msgid ""
 "[code]get_peer(id).get_available_packet_count[/code])."
 msgstr ""
 
+#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Sets additional headers to be sent to clients during the HTTP handshake."
+msgstr ""
+
 #: modules/websocket/doc_classes/WebSocketServer.xml
 msgid "Stops the server and clear its state."
 msgstr ""
@@ -71832,6 +72022,9 @@ msgid ""
 "\n"
 "    webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
 "    if webxr_interface:\n"
+"        # Map to the standard button/axis ids when possible.\n"
+"        webxr_interface.xr_standard_mapping = true\n"
+"\n"
 "        # WebXR uses a lot of asynchronous callbacks, so we connect to "
 "various\n"
 "        # signals in order to receive them.\n"
@@ -72055,6 +72248,13 @@ msgid ""
 "blurred\"[/code]."
 msgstr ""
 
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
+"If set to true, the button and axes ids will be converted to match the "
+"standard ids used by other AR/VR interfaces, when possible.\n"
+"Otherwise, the ids will be passed through unaltered from WebXR."
+msgstr ""
+
 #: modules/webxr/doc_classes/WebXRInterface.xml
 msgid ""
 "Emitted to indicate that the reference space has been reset or "

+ 248 - 46
doc/translations/vi.po

@@ -12,7 +12,7 @@ msgid ""
 msgstr ""
 "Project-Id-Version: Godot Engine class reference\n"
 "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2022-02-26 10:27+0000\n"
+"PO-Revision-Date: 2022-04-25 15:12+0000\n"
 "Last-Translator: IoeCmcomc <[email protected]>\n"
 "Language-Team: Vietnamese <https://hosted.weblate.org/projects/godot-engine/"
 "godot-class-reference/vi/>\n"
@@ -21,11 +21,11 @@ msgstr ""
 "Content-Type: text/plain; charset=UTF-8\n"
 "Content-Transfer-Encoding: 8-bit\n"
 "Plural-Forms: nplurals=1; plural=0;\n"
-"X-Generator: Weblate 4.11.1-dev\n"
+"X-Generator: Weblate 4.12.1-dev\n"
 
 #: doc/tools/make_rst.py
 msgid "Description"
-msgstr "Nội dung"
+msgstr "Mô tả"
 
 #: doc/tools/make_rst.py
 msgid "Tutorials"
@@ -57,7 +57,7 @@ msgstr "Hằng"
 
 #: doc/tools/make_rst.py
 msgid "Property Descriptions"
-msgstr "Nội dung Thuộc tính"
+msgstr "Mô tả huộc tính"
 
 #: doc/tools/make_rst.py
 msgid "Method Descriptions"
@@ -3897,7 +3897,7 @@ msgid "The property is a translatable string."
 msgstr ""
 
 #: doc/classes/@GlobalScope.xml
-msgid "Used to group properties together in the editor."
+msgid "Used to group properties together in the editor. See [EditorInspector]."
 msgstr ""
 
 #: doc/classes/@GlobalScope.xml
@@ -7440,8 +7440,9 @@ msgstr ""
 
 #: doc/classes/Array.xml
 msgid ""
-"Removes the first occurrence of a value from the array. To remove an element "
-"by index, use [method remove] instead.\n"
+"Removes the first occurrence of a value from the array. If the value does "
+"not exist in the array, nothing happens. To remove an element by index, use "
+"[method remove] instead.\n"
 "[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
 "[b]Note:[/b] On large arrays, this method will be slower if the removed "
 "element is close to the beginning of the array (index 0). This is because "
@@ -12172,8 +12173,8 @@ msgstr ""
 #: doc/classes/Camera.xml
 msgid ""
 "The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] "
-"sets the other axis' size length."
+"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
+"[code]size[/code] sets the other axis' size length."
 msgstr ""
 
 #: doc/classes/Camera.xml
@@ -12977,8 +12978,11 @@ msgstr ""
 
 #: doc/classes/CanvasItem.xml
 msgid ""
-"If [code]enable[/code] is [code]true[/code], the node won't inherit its "
-"transform from parent canvas items."
+"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
+"i] inherit its transform from parent [CanvasItem]s. Its draw order will also "
+"be changed to make it draw on top of other [CanvasItem]s that are not set as "
+"top-level. The [CanvasItem] will effectively act as if it was placed as a "
+"child of a bare [Node]. See also [method is_set_as_toplevel]."
 msgstr ""
 
 #: doc/classes/CanvasItem.xml
@@ -14068,7 +14072,10 @@ msgid ""
 "number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape "
 "owner[/i]. The CollisionObject2D can have any number of shape owners. Shape "
 "owners are not nodes and do not appear in the editor, but are accessible "
-"through code using the [code]shape_owner_*[/code] methods."
+"through code using the [code]shape_owner_*[/code] methods.\n"
+"[b]Note:[/b] Only collisions between objects within the same canvas "
+"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
+"collisions between objects in different canvases is undefined."
 msgstr ""
 
 #: doc/classes/CollisionObject2D.xml
@@ -20957,18 +20964,34 @@ msgid ""
 msgstr ""
 
 #: doc/classes/EditorInspector.xml
-msgid "A tab used to edit properties of the selected node."
+msgid "A control used to edit properties of an object."
 msgstr ""
 
 #: doc/classes/EditorInspector.xml
 msgid ""
-"The editor inspector is by default located on the right-hand side of the "
-"editor. It's used to edit the properties of the selected node. For example, "
-"you can select a node such as [Sprite] then edit its transform through the "
-"inspector tool. The editor inspector is an essential tool in the game "
-"development workflow.\n"
-"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
-"the singleton using [method EditorInterface.get_inspector]."
+"This is the control that implements property editing in the editor's "
+"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
+"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
+"[EditorInspector] will show properties in the same order as the array "
+"returned by [method Object.get_property_list].\n"
+"If a property's name is path-like (i.e. if it contains forward slashes), "
+"[EditorInspector] will create nested sections for \"directories\" along the "
+"path. For example, if a property is named [code]highlighting/gdscript/"
+"node_path_color[/code], it will be shown as \"Node Path Color\" inside the "
+"\"GDScript\" section nested inside the \"Highlighting\" section.\n"
+"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it "
+"will group subsequent properties whose name starts with the property's hint "
+"string. The group ends when a property does not start with that hint string "
+"or when a new group starts. An empty group name effectively ends the current "
+"group. [EditorInspector] will create a top-level section for each group. For "
+"example, if a property with group usage is named [code]Collide With[/code] "
+"and its hint string is [code]collide_with_[/code], a subsequent "
+"[code]collide_with_area[/code] property will be shown as \"Area\" inside the "
+"\"Collide With\" section.\n"
+"[b]Note:[/b] Unlike sections created from path-like property names, "
+"[EditorInspector] won't capitalize the name for sections created from "
+"groups. So properties with group usage usually use capitalized names instead "
+"of snake_cased names."
 msgstr ""
 
 #: doc/classes/EditorInspector.xml
@@ -22144,6 +22167,14 @@ msgid ""
 "[/codeblock]"
 msgstr ""
 
+#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [EditorSceneImporterGLTF] within a script will cause an error in an "
+"exported project."
+msgstr ""
+
 #: doc/classes/EditorScenePostImport.xml
 msgid "Post-processes scenes after import."
 msgstr ""
@@ -26043,6 +26074,50 @@ msgstr ""
 msgid "Represents the size of the [enum Subdiv] enum."
 msgstr ""
 
+#: modules/gltf/doc_classes/GLTFAccessor.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAccessor] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFAnimation.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAnimation] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFBufferView.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFBufferView] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFCamera.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFCamera] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFDocument.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFDocument] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFLight] within a script will cause an error in an exported project."
+msgstr ""
+
 #: modules/gltf/doc_classes/GLTFLight.xml
 msgid ""
 "The [Color] of the light. Defaults to white. A black color causes the light "
@@ -26092,6 +26167,49 @@ msgid ""
 "and [DirectionalLight] respectively."
 msgstr ""
 
+#: modules/gltf/doc_classes/GLTFMesh.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFMesh] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFNode.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFNode] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSkeleton.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSkeleton] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSpecGloss.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSpecGloss] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFState.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFState] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFTexture.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFTexture] within a script will cause an error in an exported project."
+msgstr ""
+
 #: modules/mono/doc_classes/GodotSharp.xml
 msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
 msgstr ""
@@ -33014,7 +33132,7 @@ msgid ""
 "be within the text's length."
 msgstr ""
 
-#: doc/classes/LineEdit.xml
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
 msgid "Clears the current selection."
 msgstr ""
 
@@ -33033,6 +33151,19 @@ msgid ""
 "characters."
 msgstr ""
 
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection begin column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection end column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+#, fuzzy
+msgid "Returns [code]true[/code] if the user has selected text."
+msgstr "Nếu [code]true[/code], họa tiết sẽ được căn ở trung tâm."
+
 #: doc/classes/LineEdit.xml
 msgid "Executes a given action as defined in the [enum MenuItems] enum."
 msgstr ""
@@ -38480,7 +38611,10 @@ msgid ""
 msgstr ""
 
 #: doc/classes/Object.xml
-msgid "Returns the object's metadata entry for the given [code]name[/code]."
+msgid ""
+"Returns the object's metadata entry for the given [code]name[/code].\n"
+"Throws error if the entry does not exist, unless [code]default[/code] is not "
+"[code]null[/code] (in which case the default value will be returned)."
 msgstr ""
 
 #: doc/classes/Object.xml
@@ -40702,6 +40836,14 @@ msgid ""
 "[b]Note:[/b] Only available in editor builds."
 msgstr ""
 
+#: modules/gltf/doc_classes/PackedSceneGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [PackedSceneGLTF] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
 #: doc/classes/PacketPeer.xml
 msgid "Abstraction and base class for packet-based protocols."
 msgstr ""
@@ -46433,7 +46575,7 @@ msgstr ""
 #: doc/classes/ProjectSettings.xml
 msgid ""
 "Allows the window to be resizable by default.\n"
-"[b]Note:[/b] This setting is ignored on iOS and Android."
+"[b]Note:[/b] This setting is ignored on iOS."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -47080,7 +47222,7 @@ msgid "Optional name for the 3D render layer 13."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
-msgid "Optional name for the 3D render layer 14"
+msgid "Optional name for the 3D render layer 14."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -48350,16 +48492,24 @@ msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"If [code]true[/code], forces vertex shading for all rendering. This can "
-"increase performance a lot, but also reduces quality immensely. Can be used "
-"to optimize performance on low-end mobile devices."
+"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
+"[ShaderMaterial] rendering. This can be used to improve performance on low-"
+"end mobile devices. The downside is that shading becomes much less accurate, "
+"with visible linear interpolation between vertices that are joined together. "
+"This can be compensated by ensuring meshes have a sufficient level of "
+"subdivision (but not too much, to avoid reducing performance). Some material "
+"features are also not supported when vertex shading is enabled.\n"
+"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to "
+"enable vertex shading on specific materials only.\n"
+"[b]Note:[/b] This setting does not affect unshaded materials."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
 "Lower-end override for [member rendering/quality/shading/"
 "force_vertex_shading] on mobile devices, due to performance concerns or "
-"driver support."
+"driver support. If lighting looks broken after exporting the project to a "
+"mobile platform, try disabling this setting."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -50399,6 +50549,11 @@ msgid ""
 "wrapped text as one line."
 msgstr ""
 
+#: doc/classes/RichTextLabel.xml
+#, fuzzy
+msgid "Returns the current selection text. Does not include BBCodes."
+msgstr "Trả về [Texture2D] của khung hình được cho."
+
 #: doc/classes/RichTextLabel.xml
 msgid ""
 "Returns the total number of characters from text tags. Does not include "
@@ -52691,14 +52846,23 @@ msgstr ""
 
 #: doc/classes/Semaphore.xml
 msgid ""
-"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] "
-"on success, [constant ERR_BUSY] otherwise."
+"Lowers the [Semaphore], allowing one more thread in.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
 msgstr ""
 
 #: doc/classes/Semaphore.xml
 msgid ""
-"Tries to wait for the [Semaphore], if its value is zero, blocks until non-"
-"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise."
+"Like [method wait], but won't block, so if the value is zero, fails "
+"immediately and returns [constant ERR_BUSY]. If non-zero, it returns "
+"[constant OK] to report success."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
 msgstr ""
 
 #: doc/classes/Separator.xml
@@ -54147,7 +54311,21 @@ msgstr ""
 #: doc/classes/SpatialMaterial.xml
 msgid ""
 "If [code]true[/code], lighting is calculated per vertex rather than per "
-"pixel. This may increase performance on low-end devices."
+"pixel. This may increase performance on low-end devices, especially for "
+"meshes with a lower polygon count. The downside is that shading becomes much "
+"less accurate, with visible linear interpolation between vertices that are "
+"joined together. This can be compensated by ensuring meshes have a "
+"sufficient level of subdivision (but not too much, to avoid reducing "
+"performance). Some material features are also not supported when vertex "
+"shading is enabled.\n"
+"See also [member ProjectSettings.rendering/quality/shading/"
+"force_vertex_shading] which can globally enable vertex shading on all "
+"materials.\n"
+"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by "
+"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s "
+"[code]mobile[/code] override.\n"
+"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member "
+"flags_unshaded] is [code]true[/code]."
 msgstr ""
 
 #: doc/classes/SpatialMaterial.xml
@@ -54952,7 +55130,10 @@ msgid ""
 "the text alignment to right.\n"
 "See [Range] class for more options over the [SpinBox].\n"
 "[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
-"[SpinBox]'s background, add theme items for [LineEdit] and customize them."
+"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n"
+"[b]Note:[/b] If you want to implement drag and drop for the underlying "
+"[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
+"returned by [method get_line_edit]."
 msgstr ""
 
 #: doc/classes/SpinBox.xml
@@ -56272,7 +56453,6 @@ msgid ""
 "print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
 "print(\"24\".is_valid_float()) # Prints \"True\"\n"
 "print(\"7e3\".is_valid_float()) # Prints \"True\"\n"
-"print(\"24\".is_valid_float()) # Prints \"True\"\n"
 "print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
 "[/codeblock]"
 msgstr ""
@@ -56543,9 +56723,9 @@ msgstr ""
 #: doc/classes/String.xml
 msgid ""
 "Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
-"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this "
-"string compared to another. 1.0 means totally similar and 0.0 means totally "
-"dissimilar.\n"
+"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
+"this string compared to another. A result of 1.0 means totally similar, "
+"while 0.0 means totally dissimilar.\n"
 "[codeblock]\n"
 "print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
 "print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
@@ -58019,10 +58199,6 @@ msgid ""
 "side."
 msgstr ""
 
-#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin column."
-msgstr ""
-
 #: doc/classes/TextEdit.xml
 msgid "Returns the selection begin line."
 msgstr ""
@@ -58031,10 +58207,6 @@ msgstr ""
 msgid "Returns the text inside the selection."
 msgstr ""
 
-#: doc/classes/TextEdit.xml
-msgid "Returns the selection end column."
-msgstr ""
-
 #: doc/classes/TextEdit.xml
 msgid "Returns the selection end line."
 msgstr ""
@@ -59061,6 +59233,14 @@ msgid ""
 "theme[/code] file, see the documentation for more information."
 msgstr ""
 
+#: doc/classes/Theme.xml
+msgid ""
+"Adds an empty theme type for every valid data type.\n"
+"[b]Note:[/b] Empty types are not saved with the theme. This method only "
+"exists to perform in-memory changes to the resource. Use available "
+"[code]set_*[/code] methods to add theme items."
+msgstr ""
+
 #: doc/classes/Theme.xml
 msgid "Clears all values on the theme."
 msgstr ""
@@ -59320,6 +59500,13 @@ msgid ""
 "merge the other two into it one after another."
 msgstr ""
 
+#: doc/classes/Theme.xml
+msgid ""
+"Removes the theme type, gracefully discarding defined theme items. If the "
+"type is a variation, this information is also erased. If the type is a base "
+"for type variations, those variations lose their base."
+msgstr ""
+
 #: doc/classes/Theme.xml
 msgid ""
 "Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
@@ -72070,6 +72257,11 @@ msgid ""
 "[code]get_peer(id).get_available_packet_count[/code])."
 msgstr ""
 
+#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Sets additional headers to be sent to clients during the HTTP handshake."
+msgstr ""
+
 #: modules/websocket/doc_classes/WebSocketServer.xml
 msgid "Stops the server and clear its state."
 msgstr ""
@@ -72166,6 +72358,9 @@ msgid ""
 "\n"
 "    webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
 "    if webxr_interface:\n"
+"        # Map to the standard button/axis ids when possible.\n"
+"        webxr_interface.xr_standard_mapping = true\n"
+"\n"
 "        # WebXR uses a lot of asynchronous callbacks, so we connect to "
 "various\n"
 "        # signals in order to receive them.\n"
@@ -72389,6 +72584,13 @@ msgid ""
 "blurred\"[/code]."
 msgstr ""
 
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
+"If set to true, the button and axes ids will be converted to match the "
+"standard ids used by other AR/VR interfaces, when possible.\n"
+"Otherwise, the ids will be passed through unaltered from WebXR."
+msgstr ""
+
 #: modules/webxr/doc_classes/WebXRInterface.xml
 msgid ""
 "Emitted to indicate that the reference space has been reset or "

Tiedoston diff-näkymää rajattu, sillä se on liian suuri
+ 174 - 152
doc/translations/zh_CN.po


+ 272 - 68
doc/translations/zh_TW.po

@@ -10,12 +10,14 @@
 # Lihan Zhu <[email protected]>, 2021.
 # jixun <[email protected]>, 2021.
 # Nick Chu <[email protected]>, 2021.
+# Number18 <[email protected]>, 2022.
+# 曹恩逢 <[email protected]>, 2022.
 msgid ""
 msgstr ""
 "Project-Id-Version: Godot Engine class reference\n"
 "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2021-10-10 14:03+0000\n"
-"Last-Translator: Nick Chu <nickchu35@gmail.com>\n"
+"PO-Revision-Date: 2022-04-10 17:08+0000\n"
+"Last-Translator: 曹恩逢 <nelson22768384@gmail.com>\n"
 "Language-Team: Chinese (Traditional) <https://hosted.weblate.org/projects/"
 "godot-engine/godot-class-reference/zh_Hant/>\n"
 "Language: zh_TW\n"
@@ -23,7 +25,7 @@ msgstr ""
 "Content-Type: text/plain; charset=UTF-8\n"
 "Content-Transfer-Encoding: 8-bit\n"
 "Plural-Forms: nplurals=1; plural=0;\n"
-"X-Generator: Weblate 4.9-dev\n"
+"X-Generator: Weblate 4.12-dev\n"
 
 #: doc/tools/make_rst.py
 msgid "Description"
@@ -51,7 +53,7 @@ msgstr "訊號"
 
 #: doc/tools/make_rst.py
 msgid "Enumerations"
-msgstr "列舉類型"
+msgstr "列舉"
 
 #: doc/tools/make_rst.py
 msgid "Constants"
@@ -88,7 +90,7 @@ msgstr ""
 
 #: doc/tools/make_rst.py
 msgid "Setter"
-msgstr ""
+msgstr "Setter"
 
 #: doc/tools/make_rst.py
 msgid "value"
@@ -3575,7 +3577,7 @@ msgid "The property is a translatable string."
 msgstr ""
 
 #: doc/classes/@GlobalScope.xml
-msgid "Used to group properties together in the editor."
+msgid "Used to group properties together in the editor. See [EditorInspector]."
 msgstr ""
 
 #: doc/classes/@GlobalScope.xml
@@ -7097,8 +7099,9 @@ msgstr ""
 
 #: doc/classes/Array.xml
 msgid ""
-"Removes the first occurrence of a value from the array. To remove an element "
-"by index, use [method remove] instead.\n"
+"Removes the first occurrence of a value from the array. If the value does "
+"not exist in the array, nothing happens. To remove an element by index, use "
+"[method remove] instead.\n"
 "[b]Note:[/b] This method acts in-place and doesn't return a value.\n"
 "[b]Note:[/b] On large arrays, this method will be slower if the removed "
 "element is close to the beginning of the array (index 0). This is because "
@@ -11829,8 +11832,8 @@ msgstr ""
 #: doc/classes/Camera.xml
 msgid ""
 "The camera's size measured as 1/2 the width or height. Only applicable in "
-"orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] "
-"sets the other axis' size length."
+"orthogonal and frustum modes. Since [member keep_aspect] locks on axis, "
+"[code]size[/code] sets the other axis' size length."
 msgstr ""
 
 #: doc/classes/Camera.xml
@@ -12633,8 +12636,11 @@ msgstr ""
 
 #: doc/classes/CanvasItem.xml
 msgid ""
-"If [code]enable[/code] is [code]true[/code], the node won't inherit its "
-"transform from parent canvas items."
+"If [code]enable[/code] is [code]true[/code], this [CanvasItem] will [i]not[/"
+"i] inherit its transform from parent [CanvasItem]s. Its draw order will also "
+"be changed to make it draw on top of other [CanvasItem]s that are not set as "
+"top-level. The [CanvasItem] will effectively act as if it was placed as a "
+"child of a bare [Node]. See also [method is_set_as_toplevel]."
 msgstr ""
 
 #: doc/classes/CanvasItem.xml
@@ -13724,7 +13730,10 @@ msgid ""
 "number of 2D collision [Shape2D]s. Each shape must be assigned to a [i]shape "
 "owner[/i]. The CollisionObject2D can have any number of shape owners. Shape "
 "owners are not nodes and do not appear in the editor, but are accessible "
-"through code using the [code]shape_owner_*[/code] methods."
+"through code using the [code]shape_owner_*[/code] methods.\n"
+"[b]Note:[/b] Only collisions between objects within the same canvas "
+"([Viewport] canvas or [CanvasLayer]) are supported. The behavior of "
+"collisions between objects in different canvases is undefined."
 msgstr ""
 
 #: doc/classes/CollisionObject2D.xml
@@ -20610,18 +20619,34 @@ msgid ""
 msgstr ""
 
 #: doc/classes/EditorInspector.xml
-msgid "A tab used to edit properties of the selected node."
+msgid "A control used to edit properties of an object."
 msgstr ""
 
 #: doc/classes/EditorInspector.xml
 msgid ""
-"The editor inspector is by default located on the right-hand side of the "
-"editor. It's used to edit the properties of the selected node. For example, "
-"you can select a node such as [Sprite] then edit its transform through the "
-"inspector tool. The editor inspector is an essential tool in the game "
-"development workflow.\n"
-"[b]Note:[/b] This class shouldn't be instantiated directly. Instead, access "
-"the singleton using [method EditorInterface.get_inspector]."
+"This is the control that implements property editing in the editor's "
+"Settings dialogs, the Inspector dock, etc. To get the [EditorInspector] used "
+"in the editor's Inspector dock, use [method EditorInterface.get_inspector].\n"
+"[EditorInspector] will show properties in the same order as the array "
+"returned by [method Object.get_property_list].\n"
+"If a property's name is path-like (i.e. if it contains forward slashes), "
+"[EditorInspector] will create nested sections for \"directories\" along the "
+"path. For example, if a property is named [code]highlighting/gdscript/"
+"node_path_color[/code], it will be shown as \"Node Path Color\" inside the "
+"\"GDScript\" section nested inside the \"Highlighting\" section.\n"
+"If a property has [constant @GlobalScope.PROPERTY_USAGE_GROUP] usage, it "
+"will group subsequent properties whose name starts with the property's hint "
+"string. The group ends when a property does not start with that hint string "
+"or when a new group starts. An empty group name effectively ends the current "
+"group. [EditorInspector] will create a top-level section for each group. For "
+"example, if a property with group usage is named [code]Collide With[/code] "
+"and its hint string is [code]collide_with_[/code], a subsequent "
+"[code]collide_with_area[/code] property will be shown as \"Area\" inside the "
+"\"Collide With\" section.\n"
+"[b]Note:[/b] Unlike sections created from path-like property names, "
+"[EditorInspector] won't capitalize the name for sections created from "
+"groups. So properties with group usage usually use capitalized names instead "
+"of snake_cased names."
 msgstr ""
 
 #: doc/classes/EditorInspector.xml
@@ -21796,6 +21821,14 @@ msgid ""
 "[/codeblock]"
 msgstr ""
 
+#: modules/gltf/doc_classes/EditorSceneImporterGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [EditorSceneImporterGLTF] within a script will cause an error in an "
+"exported project."
+msgstr ""
+
 #: doc/classes/EditorScenePostImport.xml
 msgid "Post-processes scenes after import."
 msgstr ""
@@ -25696,6 +25729,50 @@ msgstr ""
 msgid "Represents the size of the [enum Subdiv] enum."
 msgstr ""
 
+#: modules/gltf/doc_classes/GLTFAccessor.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAccessor] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFAnimation.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFAnimation] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFBufferView.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFBufferView] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFCamera.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFCamera] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFDocument.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFDocument] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFLight.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFLight] within a script will cause an error in an exported project."
+msgstr ""
+
 #: modules/gltf/doc_classes/GLTFLight.xml
 msgid ""
 "The [Color] of the light. Defaults to white. A black color causes the light "
@@ -25745,6 +25822,49 @@ msgid ""
 "and [DirectionalLight] respectively."
 msgstr ""
 
+#: modules/gltf/doc_classes/GLTFMesh.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFMesh] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFNode.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFNode] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSkeleton.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSkeleton] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFSpecGloss.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFSpecGloss] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFState.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFState] within a script will cause an error in an exported project."
+msgstr ""
+
+#: modules/gltf/doc_classes/GLTFTexture.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [GLTFTexture] within a script will cause an error in an exported project."
+msgstr ""
+
 #: modules/mono/doc_classes/GodotSharp.xml
 msgid "Bridge between Godot and the Mono runtime (Mono-enabled builds only)."
 msgstr ""
@@ -32672,7 +32792,7 @@ msgid ""
 "be within the text's length."
 msgstr ""
 
-#: doc/classes/LineEdit.xml
+#: doc/classes/LineEdit.xml doc/classes/RichTextLabel.xml
 msgid "Clears the current selection."
 msgstr ""
 
@@ -32691,6 +32811,19 @@ msgid ""
 "characters."
 msgstr ""
 
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection begin column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml doc/classes/TextEdit.xml
+msgid "Returns the selection end column."
+msgstr ""
+
+#: doc/classes/LineEdit.xml
+#, fuzzy
+msgid "Returns [code]true[/code] if the user has selected text."
+msgstr "回傳參數的餘弦值。"
+
 #: doc/classes/LineEdit.xml
 msgid "Executes a given action as defined in the [enum MenuItems] enum."
 msgstr ""
@@ -36464,7 +36597,7 @@ msgstr ""
 
 #: doc/classes/Node.xml
 msgid "Nodes and Scenes"
-msgstr ""
+msgstr "節點與場景"
 
 #: doc/classes/Node.xml
 msgid "All Demos"
@@ -38134,7 +38267,10 @@ msgid ""
 msgstr ""
 
 #: doc/classes/Object.xml
-msgid "Returns the object's metadata entry for the given [code]name[/code]."
+msgid ""
+"Returns the object's metadata entry for the given [code]name[/code].\n"
+"Throws error if the entry does not exist, unless [code]default[/code] is not "
+"[code]null[/code] (in which case the default value will be returned)."
 msgstr ""
 
 #: doc/classes/Object.xml
@@ -40046,79 +40182,79 @@ msgstr ""
 
 #: doc/classes/OS.xml
 msgid "Sunday."
-msgstr ""
+msgstr "星期日。"
 
 #: doc/classes/OS.xml
 msgid "Monday."
-msgstr ""
+msgstr "星期一。"
 
 #: doc/classes/OS.xml
 msgid "Tuesday."
-msgstr ""
+msgstr "星期二。"
 
 #: doc/classes/OS.xml
 msgid "Wednesday."
-msgstr ""
+msgstr "星期三。"
 
 #: doc/classes/OS.xml
 msgid "Thursday."
-msgstr ""
+msgstr "星期四。"
 
 #: doc/classes/OS.xml
 msgid "Friday."
-msgstr ""
+msgstr "星期五。"
 
 #: doc/classes/OS.xml
 msgid "Saturday."
-msgstr ""
+msgstr "星期六。"
 
 #: doc/classes/OS.xml
 msgid "January."
-msgstr ""
+msgstr "一月。"
 
 #: doc/classes/OS.xml
 msgid "February."
-msgstr ""
+msgstr "二月。"
 
 #: doc/classes/OS.xml
 msgid "March."
-msgstr ""
+msgstr "三月。"
 
 #: doc/classes/OS.xml
 msgid "April."
-msgstr ""
+msgstr "四月。"
 
 #: doc/classes/OS.xml
 msgid "May."
-msgstr ""
+msgstr "五月。"
 
 #: doc/classes/OS.xml
 msgid "June."
-msgstr ""
+msgstr "六月。"
 
 #: doc/classes/OS.xml
 msgid "July."
-msgstr ""
+msgstr "七月。"
 
 #: doc/classes/OS.xml
 msgid "August."
-msgstr ""
+msgstr "八月。"
 
 #: doc/classes/OS.xml
 msgid "September."
-msgstr ""
+msgstr "九月。"
 
 #: doc/classes/OS.xml
 msgid "October."
-msgstr ""
+msgstr "十月。"
 
 #: doc/classes/OS.xml
 msgid "November."
-msgstr ""
+msgstr "十一月。"
 
 #: doc/classes/OS.xml
 msgid "December."
-msgstr ""
+msgstr "十二月。"
 
 #: doc/classes/OS.xml
 msgid ""
@@ -40350,6 +40486,14 @@ msgid ""
 "[b]Note:[/b] Only available in editor builds."
 msgstr ""
 
+#: modules/gltf/doc_classes/PackedSceneGLTF.xml
+msgid ""
+"[b]Note:[/b] This class is only compiled in editor builds. Run-time glTF "
+"loading and saving is [i]not[/i] available in exported projects. References "
+"to [PackedSceneGLTF] within a script will cause an error in an exported "
+"project."
+msgstr ""
+
 #: doc/classes/PacketPeer.xml
 msgid "Abstraction and base class for packet-based protocols."
 msgstr ""
@@ -46073,7 +46217,7 @@ msgstr ""
 #: doc/classes/ProjectSettings.xml
 msgid ""
 "Allows the window to be resizable by default.\n"
-"[b]Note:[/b] This setting is ignored on iOS and Android."
+"[b]Note:[/b] This setting is ignored on iOS."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -46720,7 +46864,7 @@ msgid "Optional name for the 3D render layer 13."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
-msgid "Optional name for the 3D render layer 14"
+msgid "Optional name for the 3D render layer 14."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -47990,16 +48134,24 @@ msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"If [code]true[/code], forces vertex shading for all rendering. This can "
-"increase performance a lot, but also reduces quality immensely. Can be used "
-"to optimize performance on low-end mobile devices."
+"If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and "
+"[ShaderMaterial] rendering. This can be used to improve performance on low-"
+"end mobile devices. The downside is that shading becomes much less accurate, "
+"with visible linear interpolation between vertices that are joined together. "
+"This can be compensated by ensuring meshes have a sufficient level of "
+"subdivision (but not too much, to avoid reducing performance). Some material "
+"features are also not supported when vertex shading is enabled.\n"
+"See also [member SpatialMaterial.flags_vertex_lighting] which can be used to "
+"enable vertex shading on specific materials only.\n"
+"[b]Note:[/b] This setting does not affect unshaded materials."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
 "Lower-end override for [member rendering/quality/shading/"
 "force_vertex_shading] on mobile devices, due to performance concerns or "
-"driver support."
+"driver support. If lighting looks broken after exporting the project to a "
+"mobile platform, try disabling this setting."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -50034,6 +50186,11 @@ msgid ""
 "wrapped text as one line."
 msgstr ""
 
+#: doc/classes/RichTextLabel.xml
+#, fuzzy
+msgid "Returns the current selection text. Does not include BBCodes."
+msgstr "回傳參數的正弦值。"
+
 #: doc/classes/RichTextLabel.xml
 msgid ""
 "Returns the total number of characters from text tags. Does not include "
@@ -52326,14 +52483,23 @@ msgstr ""
 
 #: doc/classes/Semaphore.xml
 msgid ""
-"Lowers the [Semaphore], allowing one more thread in. Returns [constant OK] "
-"on success, [constant ERR_BUSY] otherwise."
+"Lowers the [Semaphore], allowing one more thread in.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
+msgstr ""
+
+#: doc/classes/Semaphore.xml
+msgid ""
+"Like [method wait], but won't block, so if the value is zero, fails "
+"immediately and returns [constant ERR_BUSY]. If non-zero, it returns "
+"[constant OK] to report success."
 msgstr ""
 
 #: doc/classes/Semaphore.xml
 msgid ""
-"Tries to wait for the [Semaphore], if its value is zero, blocks until non-"
-"zero. Returns [constant OK] on success, [constant ERR_BUSY] otherwise."
+"Waits for the [Semaphore], if its value is zero, blocks until non-zero.\n"
+"[b]Note:[/b] This method internals' can't possibly fail, but an error code "
+"is returned for backwards compatibility, which will always be [constant OK]."
 msgstr ""
 
 #: doc/classes/Separator.xml
@@ -53780,7 +53946,21 @@ msgstr ""
 #: doc/classes/SpatialMaterial.xml
 msgid ""
 "If [code]true[/code], lighting is calculated per vertex rather than per "
-"pixel. This may increase performance on low-end devices."
+"pixel. This may increase performance on low-end devices, especially for "
+"meshes with a lower polygon count. The downside is that shading becomes much "
+"less accurate, with visible linear interpolation between vertices that are "
+"joined together. This can be compensated by ensuring meshes have a "
+"sufficient level of subdivision (but not too much, to avoid reducing "
+"performance). Some material features are also not supported when vertex "
+"shading is enabled.\n"
+"See also [member ProjectSettings.rendering/quality/shading/"
+"force_vertex_shading] which can globally enable vertex shading on all "
+"materials.\n"
+"[b]Note:[/b] By default, vertex shading is enforced on mobile platforms by "
+"[member ProjectSettings.rendering/quality/shading/force_vertex_shading]'s "
+"[code]mobile[/code] override.\n"
+"[b]Note:[/b] [member flags_vertex_lighting] has no effect if [member "
+"flags_unshaded] is [code]true[/code]."
 msgstr ""
 
 #: doc/classes/SpatialMaterial.xml
@@ -54584,7 +54764,10 @@ msgid ""
 "the text alignment to right.\n"
 "See [Range] class for more options over the [SpinBox].\n"
 "[b]Note:[/b] [SpinBox] relies on an underlying [LineEdit] node. To theme a "
-"[SpinBox]'s background, add theme items for [LineEdit] and customize them."
+"[SpinBox]'s background, add theme items for [LineEdit] and customize them.\n"
+"[b]Note:[/b] If you want to implement drag and drop for the underlying "
+"[LineEdit], you can use [method Control.set_drag_forwarding] on the node "
+"returned by [method get_line_edit]."
 msgstr ""
 
 #: doc/classes/SpinBox.xml
@@ -55905,7 +56088,6 @@ msgid ""
 "print(\"1.7\".is_valid_float()) # Prints \"True\"\n"
 "print(\"24\".is_valid_float()) # Prints \"True\"\n"
 "print(\"7e3\".is_valid_float()) # Prints \"True\"\n"
-"print(\"24\".is_valid_float()) # Prints \"True\"\n"
 "print(\"Hello\".is_valid_float()) # Prints \"False\"\n"
 "[/codeblock]"
 msgstr ""
@@ -56176,9 +56358,9 @@ msgstr ""
 #: doc/classes/String.xml
 msgid ""
 "Returns the similarity index ([url=https://en.wikipedia.org/wiki/"
-"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) this "
-"string compared to another. 1.0 means totally similar and 0.0 means totally "
-"dissimilar.\n"
+"S%C3%B8rensen%E2%80%93Dice_coefficient]Sorensen-Dice coefficient[/url]) of "
+"this string compared to another. A result of 1.0 means totally similar, "
+"while 0.0 means totally dissimilar.\n"
 "[codeblock]\n"
 "print(\"ABC123\".similarity(\"ABC123\")) # Prints \"1\"\n"
 "print(\"ABC123\".similarity(\"XYZ456\")) # Prints \"0\"\n"
@@ -57653,10 +57835,6 @@ msgid ""
 "side."
 msgstr ""
 
-#: doc/classes/TextEdit.xml
-msgid "Returns the selection begin column."
-msgstr ""
-
 #: doc/classes/TextEdit.xml
 msgid "Returns the selection begin line."
 msgstr ""
@@ -57665,10 +57843,6 @@ msgstr ""
 msgid "Returns the text inside the selection."
 msgstr ""
 
-#: doc/classes/TextEdit.xml
-msgid "Returns the selection end column."
-msgstr ""
-
 #: doc/classes/TextEdit.xml
 msgid "Returns the selection end line."
 msgstr ""
@@ -58693,6 +58867,14 @@ msgid ""
 "theme[/code] file, see the documentation for more information."
 msgstr ""
 
+#: doc/classes/Theme.xml
+msgid ""
+"Adds an empty theme type for every valid data type.\n"
+"[b]Note:[/b] Empty types are not saved with the theme. This method only "
+"exists to perform in-memory changes to the resource. Use available "
+"[code]set_*[/code] methods to add theme items."
+msgstr ""
+
 #: doc/classes/Theme.xml
 msgid "Clears all values on the theme."
 msgstr ""
@@ -58954,6 +59136,13 @@ msgid ""
 "merge the other two into it one after another."
 msgstr ""
 
+#: doc/classes/Theme.xml
+msgid ""
+"Removes the theme type, gracefully discarding defined theme items. If the "
+"type is a variation, this information is also erased. If the type is a base "
+"for type variations, those variations lose their base."
+msgstr ""
+
 #: doc/classes/Theme.xml
 msgid ""
 "Renames the [Color] at [code]old_name[/code] to [code]name[/code] if the "
@@ -62521,7 +62710,7 @@ msgstr ""
 
 #: modules/upnp/doc_classes/UPNPDevice.xml
 msgid "OK."
-msgstr ""
+msgstr "OK。"
 
 #: modules/upnp/doc_classes/UPNPDevice.xml
 msgid "Empty HTTP response."
@@ -71682,6 +71871,11 @@ msgid ""
 "[code]get_peer(id).get_available_packet_count[/code])."
 msgstr ""
 
+#: modules/websocket/doc_classes/WebSocketServer.xml
+msgid ""
+"Sets additional headers to be sent to clients during the HTTP handshake."
+msgstr ""
+
 #: modules/websocket/doc_classes/WebSocketServer.xml
 msgid "Stops the server and clear its state."
 msgstr ""
@@ -71778,6 +71972,9 @@ msgid ""
 "\n"
 "    webxr_interface = ARVRServer.find_interface(\"WebXR\")\n"
 "    if webxr_interface:\n"
+"        # Map to the standard button/axis ids when possible.\n"
+"        webxr_interface.xr_standard_mapping = true\n"
+"\n"
 "        # WebXR uses a lot of asynchronous callbacks, so we connect to "
 "various\n"
 "        # signals in order to receive them.\n"
@@ -72001,6 +72198,13 @@ msgid ""
 "blurred\"[/code]."
 msgstr ""
 
+#: modules/webxr/doc_classes/WebXRInterface.xml
+msgid ""
+"If set to true, the button and axes ids will be converted to match the "
+"standard ids used by other AR/VR interfaces, when possible.\n"
+"Otherwise, the ids will be passed through unaltered from WebXR."
+msgstr ""
+
 #: modules/webxr/doc_classes/WebXRInterface.xml
 msgid ""
 "Emitted to indicate that the reference space has been reset or "

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