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@@ -56,13 +56,17 @@
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# KikooDX <[email protected]>, 2022.
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# Kevin Bouancheau <[email protected]>, 2022.
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# Maxim Lopez <[email protected]>, 2022.
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+# Philippe Lamare <[email protected]>, 2022.
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+# Augustin Ambiehl <[email protected]>, 2022.
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+# Landry Simo <[email protected]>, 2022.
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+# Alexis Coudert <[email protected]>, 2022.
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msgid ""
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msgstr ""
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"Project-Id-Version: Godot Engine class reference\n"
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"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
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"POT-Creation-Date: \n"
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-"PO-Revision-Date: 2022-08-19 12:56+0000\n"
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-"Last-Translator: Maxime Leroy <lisacintosh@gmail.com>\n"
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+"PO-Revision-Date: 2022-12-03 00:47+0000\n"
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+"Last-Translator: Alexis Coudert <coudert.alex@gmail.com>\n"
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"Language-Team: French <https://hosted.weblate.org/projects/godot-engine/"
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"godot-class-reference/fr/>\n"
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"Language: fr\n"
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@@ -70,7 +74,7 @@ msgstr ""
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"Content-Type: text/plain; charset=UTF-8\n"
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"Content-Transfer-Encoding: 8bit\n"
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"Plural-Forms: nplurals=2; plural=n > 1;\n"
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-"X-Generator: Weblate 4.14-dev\n"
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+"X-Generator: Weblate 4.15-dev\n"
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#: doc/tools/make_rst.py
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msgid "Description"
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@@ -133,6 +137,7 @@ msgid "Default"
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msgstr "Défaut"
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#: doc/tools/make_rst.py
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+#, fuzzy
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msgid "Setter"
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msgstr "Setter"
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@@ -774,8 +779,10 @@ msgstr ""
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"[/codeblock]"
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#: modules/gdscript/doc_classes/@GDScript.xml
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+#, fuzzy
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msgid ""
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-"Returns an array of dictionaries representing the current call stack.\n"
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+"Returns an array of dictionaries representing the current call stack. See "
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+"also [method print_stack].\n"
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"[codeblock]\n"
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"func _ready():\n"
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" foo()\n"
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@@ -790,7 +797,11 @@ msgid ""
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"[codeblock]\n"
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"[{function:bar, line:12, source:res://script.gd}, {function:foo, line:9, "
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"source:res://script.gd}, {function:_ready, line:6, source:res://script.gd}]\n"
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-"[/codeblock]"
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+"[/codeblock]\n"
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+"[b]Note:[/b] [method get_stack] only works if the running instance is "
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+"connected to a debugging server (i.e. an editor instance). [method "
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+"get_stack] will not work in projects exported in release mode, or in "
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+"projects exported in debug mode if not connected to a debugging server."
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msgstr ""
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"Renvoie un tableau de dictionnaires représentant la pile d'appels en cours.\n"
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"[codeblock]\n"
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@@ -876,7 +887,6 @@ msgstr ""
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"[/codeblock]"
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#: modules/gdscript/doc_classes/@GDScript.xml
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-#, fuzzy
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msgid ""
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"Returns an interpolation or extrapolation factor considering the range "
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"specified in [code]from[/code] and [code]to[/code], and the interpolated "
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@@ -899,24 +909,26 @@ msgid ""
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"See also [method lerp] which performs the reverse of this operation, and "
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"[method range_lerp] to map a continuous series of values to another."
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msgstr ""
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-"Retourne le facteur d'interpolation ou d'extrapolation suivant l'intervalle "
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-"spécifié dans [code]from[/code] et [code]to[/code], et la valeur interpolée "
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-"spécifiée par [code]weight[/code]. La valeur retournée sera entre [code]0.0[/"
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-"code] et [code]1.0[/code] si [code]weight[/code] est entre [code]from[/code] "
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-"et [code]to[/code] (inclus). Si [code]weight[/code] est en dehors de cet "
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+"Retourne un facteur d'interpolation ou d'extrapolation suivant l'intervalle "
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+"spécifié dans [code]de[/code] et [code]à[/code], et la valeur interpolée "
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+"spécifiée par [code]poids[/code]. La valeur retournée sera entre [code]0.0[/"
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+"code] et [code]1.0[/code] si [code]poids[/code] est entre [code]de[/code] et "
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+"[code]à[/code] (inclus). Si [code]poids[/code] se trouve en dehors de cet "
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"intervalle, un facteur d'extrapolation sera retourné (une valeur inférieure "
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-"à [code]0.0[/code] ou supérieure à [code]1.0[/code]).\n"
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+"à [code]0.0[/code] ou supérieure à [code]1.0[/code]). Utilisez [method "
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+"clamp] sur le resultat de [method inverse_lerp] si cela n'est pas souhaité.\n"
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"[codeblock]\n"
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-"# Le facteur d'interpolation de cet appel à `lerp()` ci-dessous est le "
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+"# Le facteur d'interpolation de cet appel à `lerp()` ci-dessous est de "
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"0.75.\n"
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"var middle = lerp(20, 30, 0.75)\n"
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-"# `middle` est maintenant 27.5.\n"
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-"# Maintenant, on fait comme si on avait oublié le facteur d'interpolation "
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-"original et qu'on veut le calculer.\n"
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+"# `middle` vaut maintenant 27.5.\n"
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+"# Admettons maintenant que l'on ait oublié le facteur d'interpolation "
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+"original et que l'on veut le calculer.\n"
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"var ratio = inverse_lerp(20, 30, 27.5)\n"
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-"# `ratio` est maintenant 0.75.\n"
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+"# `ratio` vaut maintenant 0.75.\n"
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"[/codeblock]\n"
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-"Voir aussi [method lerp] qui fait l'opération inverse."
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+"Voir aussi [method lerp] qui fait l'opération inverse et [method range_lerp] "
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+"qui fait correspondre une série de valeurs continues à une autre."
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#: modules/gdscript/doc_classes/@GDScript.xml
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msgid ""
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@@ -988,7 +1000,6 @@ msgstr ""
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"[/codeblock]"
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#: modules/gdscript/doc_classes/@GDScript.xml
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-#, fuzzy
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msgid ""
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"Linearly interpolates between two values by the factor defined in "
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"[code]weight[/code]. To perform interpolation, [code]weight[/code] should be "
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@@ -1010,12 +1021,13 @@ msgid ""
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"ease] or [method smoothstep]. See also [method range_lerp] to map a "
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"continuous series of values to another."
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msgstr ""
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-"L'interpolation linéaire entre deux valeurs avec un facteur défini par "
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-"[code]weight[/code]. Pour faire une interpolation, [code]weight[/code] doit "
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-"être entre [code]0.0[/code] et [code]1.0[/code] (inclus). Pour autant, des "
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-"valeurs en dehors de cet intervalle sont autorisés pour faire une "
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-"[i]extrapolation[/i].\n"
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-"Si les arguments [code]from[/code] et [code]to[/code] sont de type [int] ou "
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+"Effectue une interpolation linéaire entre deux valeurs par un facteur défini "
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+"dans [code]poids[/code]. Pour effectuer l'interpolation, [code]poids[/code] "
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+"se situer entre [code]0.0[/code] et [code]1.0[/code] (inclus). Pour autant, "
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+"des valeurs en dehors de cet intervalle sont autorisés pour effectuer une "
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+"[i]extrapolation[/i]. Utilisez [method clamp] sur le résultat de [method "
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+"lerp] si cela n'est pas souhaité.\n"
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+"Si les arguments [code]de[/code] et [code]à[/code] sont de type [int] ou "
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"[float], la valeur retournée est un [float].\n"
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"Si les deux sont du même type de vecteur ([Vector2], [Vector3] ou [Color]), "
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"la valeur de retour sera du même type (puisque [code]lerp[/code] appelle "
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@@ -1024,9 +1036,10 @@ msgstr ""
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"lerp(0, 4, 0.75) # Retourne 3.0\n"
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"lerp(Vector2(1, 5), Vector2(3, 2), 0.5) # Retourne Vector2(2, 3.5)\n"
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"[/codeblock]\n"
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-"Voir aussi [method inverse_lerp] qui fait l'opération inverse. Pour fait une "
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-"interpolation plus douce avec [method lerp], combinez l'appel avec [method "
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-"ease] ou [method smoothstep]."
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+"Voir aussi [method inverse_lerp] qui effectue l'opération inverse. Pour "
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+"effectuer une interpolation adoucie avec [method lerp], combinez l'appel "
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+"avec [method ease] ou [method smoothstep]. Voir aussi [method range_lerp] "
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+"pour faire correspondre une série de valeurs continues à une autre."
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#: modules/gdscript/doc_classes/@GDScript.xml
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msgid ""
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@@ -1448,19 +1461,17 @@ msgstr ""
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#: modules/gdscript/doc_classes/@GDScript.xml
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msgid ""
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-"Prints a stack track at code location, only works when running with debugger "
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-"turned on.\n"
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+"Prints a stack trace at the current code location. See also [method "
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+"get_stack].\n"
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"Output in the console would look something like this:\n"
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"[codeblock]\n"
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"Frame 0 - res://test.gd:16 in function '_process'\n"
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-"[/codeblock]"
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+"[/codeblock]\n"
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+"[b]Note:[/b] [method print_stack] only works if the running instance is "
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+"connected to a debugging server (i.e. an editor instance). [method "
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+"print_stack] will not work in projects exported in release mode, or in "
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+"projects exported in debug mode if not connected to a debugging server."
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msgstr ""
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-"Affiche la trace d'appels à l'emplacement du code, ne fonctionne que lorsque "
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-"le débogueur est activé.\n"
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-"La sortie dans la console ressemblerait à ceci :\n"
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-"[codeblock]\n"
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-"Frame 0 - res://test.gd:16 in function '_process'\n"
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-"[/codeblock]"
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#: modules/gdscript/doc_classes/@GDScript.xml
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msgid ""
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@@ -1749,6 +1760,17 @@ msgid ""
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"For complex use cases where you need multiple ranges, consider using [Curve] "
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"or [Gradient] instead."
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msgstr ""
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+"Fait correspondre une [code]valeur[/code] de l'intervalle [code][idebut, "
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+"ifin][/code] à [code][odebut, ofin][/code]. Voir aussi [method lerp] et "
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+"[method inverse_lerp]. Si la [code]valeur[/code] est en dehors de [code]"
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+"[idebut, ifin][/code], la valeur résultante sera aussi en dehors de [code]"
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+"[odebut, ofin][/code]. Utilisez [method clamp] sur le résultat de [method "
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+"range_lerp] si cela n'est pas souhaité.\n"
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+"[codeblock]\n"
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+"range_lerp(75, 0, 100, -1, 1) # Retourne 0.5\n"
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+"[/codeblock]\n"
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+"Pour les cas d'utilisation plus complexes avec plusieurs intervalles, "
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+"favorisez plutôt [Curve] ou [Gradient]."
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#: modules/gdscript/doc_classes/@GDScript.xml
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msgid ""
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@@ -4162,10 +4184,13 @@ msgid "MIDI stop message. Stop the current sequence."
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msgstr "Le message d'arrêt en MIDI. Arrête la séquence actuelle."
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#: doc/classes/@GlobalScope.xml
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+#, fuzzy
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msgid ""
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"MIDI active sensing message. This message is intended to be sent repeatedly "
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"to tell the receiver that a connection is alive."
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msgstr ""
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+"Message de détection d'activité MIDI. Ce message est destiné à être envoyé à "
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+"plusieurs reprises pour indiquer au récepteur qu'une connexion est active."
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#: doc/classes/@GlobalScope.xml
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msgid ""
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@@ -4637,6 +4662,26 @@ msgid "Hints that an image is compressed using lossless compression."
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msgstr ""
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"Indique qu'une image est comprimé en utlisant la compression sans perte."
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+#: doc/classes/@GlobalScope.xml
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+msgid ""
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+"Hint that a property represents a particular type. If a property is "
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+"[constant TYPE_STRING], allows to set a type from the create dialog. If you "
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+"need to create an [Array] to contain elements of a specific type, the "
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+"[code]hint_string[/code] must encode nested types using [code]\":\"[/code] "
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+"and [code]\"/\"[/code] for specifying [Resource] types. For instance:\n"
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+"[codeblock]\n"
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+"hint_string = \"%s:\" % [TYPE_INT] # Array of inteters.\n"
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+"hint_string = \"%s:%s:\" % [TYPE_ARRAY, TYPE_REAL] # Two-dimensional array "
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+"of floats.\n"
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+"hint_string = \"%s/%s:Resource\" % [TYPE_OBJECT, TYPE_OBJECT] # Array of "
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+"resources.\n"
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+"hint_string = \"%s:%s/%s:Resource\" % [TYPE_ARRAY, TYPE_OBJECT, TYPE_OBJECT] "
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+"# Two-dimensional array of resources.\n"
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+"[/codeblock]\n"
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+"[b]Note:[/b] The final colon is required to specify for properly detecting "
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+"built-in types."
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+msgstr ""
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+
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#: doc/classes/@GlobalScope.xml
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msgid "The property is serialized and saved in the scene file (default)."
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msgstr ""
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@@ -5489,8 +5534,7 @@ msgstr "Animation Sprite 2D"
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#: doc/classes/AudioStreamPlayer.xml doc/classes/Button.xml
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#: doc/classes/CanvasLayer.xml doc/classes/CollisionShape2D.xml
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#: doc/classes/ColorRect.xml doc/classes/Input.xml doc/classes/InputEvent.xml
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-#: doc/classes/InputEventAction.xml doc/classes/Label.xml
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-#: doc/classes/Particles2D.xml doc/classes/Timer.xml
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+#: doc/classes/InputEventAction.xml doc/classes/Label.xml doc/classes/Timer.xml
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#: doc/classes/VisibilityNotifier2D.xml
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msgid "2D Dodge The Creeps Demo"
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msgstr "Démo 2D « Dodge The Creeps »"
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@@ -6427,18 +6471,25 @@ msgid ""
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"When inheriting from [AnimationRootNode], implement this virtual method to "
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"override the text caption for this node."
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msgstr ""
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+"Lorsque vous héritez d'[AnimationRootNode], implémentez cette méthode "
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+"virtuelle pour remplacer le texte de légende de ce nœud."
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#: doc/classes/AnimationNode.xml
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msgid ""
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"When inheriting from [AnimationRootNode], implement this virtual method to "
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"return a child node by its [code]name[/code]."
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msgstr ""
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+"Lorsque vous héritez d'[AnimationRootNode], implémentez cette méthode "
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+"virtuelle pour retourner un nœud enfant par [code]nom[/code]."
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#: doc/classes/AnimationNode.xml
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msgid ""
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"When inheriting from [AnimationRootNode], implement this virtual method to "
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"return all children nodes in order as a [code]name: node[/code] dictionary."
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msgstr ""
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+"Lorsque vous héritez d'[AnimationRootNode], implémentez cette méthode "
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+"virtuelle pour retourner tous les nœuds enfants en tant que dictionnaire "
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+"[code]nom : nœud[/code]."
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#: doc/classes/AnimationNode.xml
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msgid ""
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@@ -6462,16 +6513,17 @@ msgstr ""
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"réutilisé dans plusieurs arbres de nœuds."
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#: doc/classes/AnimationNode.xml
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-#, fuzzy
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msgid ""
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"When inheriting from [AnimationRootNode], implement this virtual method to "
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"return the default value of parameter \"[code]name[/code]\". Parameters are "
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"custom local memory used for your nodes, given a resource can be reused in "
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"multiple trees."
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msgstr ""
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-"Obtient la valeur par défaut d'un paramètre. Les paramètres sont la mémoire "
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-"locale personnalisé utilisé pour vos nœuds, étant donné qu'une ressource "
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-"peut être réutilisé dans plusieurs arbres de nœuds."
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+"Lors de l'héritage de [AnimationRootNode], implémente cette méthode "
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+"virtuelle pour obtenirla valeur par défaut du paramètre \"[code]name[/"
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+"code]\". Les paramètres sont de la mémoire locale personnalisée utilisée "
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+"pour vos nœuds, étant donné qu'une ressource peut être réutilisée dans "
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+"plusieurs arbres."
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#: doc/classes/AnimationNode.xml
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#, fuzzy
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@@ -9430,6 +9482,7 @@ msgstr ""
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"les éléments placés après devront tous être décalés."
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#: doc/classes/Array.xml
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+#, fuzzy
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msgid ""
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"Assigns the given value to all elements in the array. This can typically be "
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"used together with [method resize] to create an array with a given size and "
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@@ -9438,7 +9491,10 @@ msgid ""
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"var array = []\n"
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"array.resize(10)\n"
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"array.fill(0) # Initialize the 10 elements to 0.\n"
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-"[/codeblock]"
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+"[/codeblock]\n"
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+"[b]Note:[/b] If [code]value[/code] is of a reference type ([Object]-derived, "
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+"[Array], [Dictionary], etc.) then the array is filled with the references to "
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+"the same object, i.e. no duplicates are created."
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msgstr ""
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"Assigne la valeur donnée à tous les éléments du tableau. C'est souvent "
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"utilisé avec [method resize] pour créer un tableau d'une taille donnée avec "
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@@ -9725,8 +9781,12 @@ msgstr ""
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"découpage."
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#: doc/classes/Array.xml
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+#, fuzzy
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msgid ""
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"Sorts the array.\n"
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+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
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+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
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+"considered equal may have their order changed when using [method sort].\n"
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"[b]Note:[/b] Strings are sorted in alphabetical order (as opposed to natural "
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"order). This may lead to unexpected behavior when sorting an array of "
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"strings ending with a sequence of numbers. Consider the following example:\n"
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@@ -9749,6 +9809,7 @@ msgstr ""
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"[/codeblock]"
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#: doc/classes/Array.xml
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+#, fuzzy
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|
|
msgid ""
|
|
|
"Sorts the array using a custom method. The arguments are an object that "
|
|
|
"holds the method and the name of such method. The custom method receives two "
|
|
@@ -9757,9 +9818,13 @@ msgid ""
|
|
|
"For two elements [code]a[/code] and [code]b[/code], if the given method "
|
|
|
"returns [code]true[/code], element [code]b[/code] will be after element "
|
|
|
"[code]a[/code] in the array.\n"
|
|
|
+"[b]Note:[/b] The sorting algorithm used is not [url=https://en.wikipedia.org/"
|
|
|
+"wiki/Sorting_algorithm#Stability]stable[/url]. This means that values "
|
|
|
+"considered equal may have their order changed when using [method "
|
|
|
+"sort_custom].\n"
|
|
|
"[b]Note:[/b] You cannot randomize the return value as the heapsort algorithm "
|
|
|
-"expects a deterministic result. Doing so will result in unexpected "
|
|
|
-"behavior.\n"
|
|
|
+"expects a deterministic result. Randomizing the return value will result in "
|
|
|
+"unexpected behavior.\n"
|
|
|
"[codeblock]\n"
|
|
|
"class MyCustomSorter:\n"
|
|
|
" static func sort_ascending(a, b):\n"
|
|
@@ -9894,13 +9959,23 @@ msgstr ""
|
|
|
"deviendra l'index [code]surf_idx[/code] pour cette nouvelle surface.\n"
|
|
|
"L'argument [code]arrays[/code] est un tableau de tableaux. Voir [enum "
|
|
|
"ArrayType] pour les valeurs utilisées dans ce tableau. Par exemple, "
|
|
|
-"l'argument [code]arrays[/code] est le tableau des sommets. Ce premier sous-"
|
|
|
-"tableau de sommets est nécessaire ; les autres sont facultatifs. L'ajout "
|
|
|
-"d'un tableau d'indices met cette fonction en \"mode index\" où les sommets "
|
|
|
-"et d'autres tableaux deviennent les sources de données et le tableau d'index "
|
|
|
-"définit l'ordre des vertex. Tous les sous-tableau doivent avoir la même "
|
|
|
-"longueur que le tableau des sommets, ou être vides, sauf pour [constant "
|
|
|
-"ARRAY_INDEX] s'il est utilisé."
|
|
|
+"l'argument [code]arrays[0]/code] est le tableau des sommets. Ce premier sous-"
|
|
|
+"tableau de sommets est toujours requis ; les autres sont facultatifs. "
|
|
|
+"L'ajout d'un tableau d'indices met cette fonction en \"mode index\" où les "
|
|
|
+"sommets et d'autres tableaux deviennent les sources de données et le tableau "
|
|
|
+"d'index définit l'ordre des vertex. Tous les sous-tableau doivent avoir la "
|
|
|
+"même longueur que le tableau des sommets, ou être vides, sauf pour [constant "
|
|
|
+"ARRAY_INDEX] s'il est utilisé.\n"
|
|
|
+"[code]compress_flags[/code] est un champ de bits fait de valeurs [enum Mesh."
|
|
|
+"ArrayFormat]. Il prend par défaut la valeur de [constant Mesh."
|
|
|
+"ARRAY_COMPRESS_DEFAULT].\n"
|
|
|
+"[b]Note:[/b] Le [code]compress_flags[/code] par défaut valide [constant Mesh."
|
|
|
+"ARRAY_COMPRESS_COLOR], qui rend les couleurs de sommet stockées sous forme "
|
|
|
+"d'entiers non signés 8 bits. Cela bloquera les couleurs de sommet trop "
|
|
|
+"lumineuses à [code]Color(1, 1, 1, 1)[/code] et réduira leur précision. Pour "
|
|
|
+"stocker des couleurs de sommet HDR, enlever le flag de compression de "
|
|
|
+"couleur de sommet en passant [code]Mesh.ARRAY_COMPRESS_DEFAULT ^ Mesh."
|
|
|
+"ARRAY_COMPRESS_COLOR[/code] comme la valeur de [code]compress_flags[/code]."
|
|
|
|
|
|
#: doc/classes/ArrayMesh.xml
|
|
|
msgid "Removes all blend shapes from this [ArrayMesh]."
|
|
@@ -13145,12 +13220,16 @@ msgid ""
|
|
|
"settings."
|
|
|
msgstr ""
|
|
|
"Le nom du périphérique actuel pour l'entrée audio (voir [method "
|
|
|
-"get_device_list)]. Sur les systèmes avec plusieurs entrées audio (comme "
|
|
|
-"l'analogique, l'USB et l'audio par HDMI), cela peut être utilisé pour "
|
|
|
-"sélectionner le périphérique d'entrée pour l'audio. La valeur "
|
|
|
-"[code]\"Defaut\"[/code] enregistrera l'audio sur l'entrée audio par défaut "
|
|
|
-"du système. Si un nom de périphérique invalide est défini, la valeur sera "
|
|
|
-"retournée à [code]\"Defaut\"[/code]."
|
|
|
+"capture_get_device_list]. Sur les systèmes avec plusieurs entrées audio "
|
|
|
+"(comme l'analogique, l'USB et l'audio par HDMI), ceci peut être utilisé pour "
|
|
|
+"sélectionner le périphérique d'entrée audio. La valeur [code]\"Default\"[/"
|
|
|
+"code] enregistrera l'audio sur l'entrée audio par défaut du système. Si un "
|
|
|
+"nom de périphérique invalide est défini, la valeur sera retournée à "
|
|
|
+"[code]\"Default\"[/code].\n"
|
|
|
+"[b]Note:[/b] [member ProjectSettings.audio/enable_audio_input] doit être "
|
|
|
+"[code]true[/code] pour que l'entrée audio fonctionne. Voir aussi la "
|
|
|
+"description de ce paramètre pour les avertissements liés aux autorisations "
|
|
|
+"et aux paramètres de confidentialité du système d'exploitation."
|
|
|
|
|
|
#: doc/classes/AudioServer.xml
|
|
|
msgid ""
|
|
@@ -13317,16 +13396,10 @@ msgstr "Efface la mémoire tampon des échantillons audio."
|
|
|
|
|
|
#: doc/classes/AudioStreamGeneratorPlayback.xml
|
|
|
msgid ""
|
|
|
-"Returns the number of audio data frames left to play. If this returned "
|
|
|
-"number reaches [code]0[/code], the audio will stop playing until frames are "
|
|
|
-"added again. Therefore, make sure your script can always generate and push "
|
|
|
-"new audio frames fast enough to avoid audio cracking."
|
|
|
+"Returns the number of frames that can be pushed to the audio sample data "
|
|
|
+"buffer without overflowing it. If the result is [code]0[/code], the buffer "
|
|
|
+"is full."
|
|
|
msgstr ""
|
|
|
-"Retourne le nombre de frames de données audio restantes à jouer. Si ce "
|
|
|
-"nombre atteint [code]0[/code], l'audio cessera de jouer jusqu'à ce que de "
|
|
|
-"nouvelles frames soient ajoutés. Par conséquent, assurez-vous que votre "
|
|
|
-"script peut toujours générer et pousser de nouveaux frames audio assez "
|
|
|
-"rapidement pour éviter les craquements audio."
|
|
|
|
|
|
#: doc/classes/AudioStreamGeneratorPlayback.xml
|
|
|
msgid ""
|
|
@@ -13999,14 +14072,14 @@ msgstr ""
|
|
|
#: doc/classes/BackBufferCopy.xml
|
|
|
msgid ""
|
|
|
"Node for back-buffering the currently-displayed screen. The region defined "
|
|
|
-"in the BackBufferCopy node is buffered with the content of the screen it "
|
|
|
+"in the [BackBufferCopy] node is buffered with the content of the screen it "
|
|
|
"covers, or the entire screen according to the copy mode set. Use the "
|
|
|
"[code]texture(SCREEN_TEXTURE, ...)[/code] function in your shader scripts to "
|
|
|
"access the buffer.\n"
|
|
|
"[b]Note:[/b] Since this node inherits from [Node2D] (and not [Control]), "
|
|
|
"anchors and margins won't apply to child [Control]-derived nodes. This can "
|
|
|
"be problematic when resizing the window. To avoid this, add [Control]-"
|
|
|
-"derived nodes as [i]siblings[/i] to the BackBufferCopy node instead of "
|
|
|
+"derived nodes as [i]siblings[/i] to the [BackBufferCopy] node instead of "
|
|
|
"adding them as children."
|
|
|
msgstr ""
|
|
|
|
|
@@ -14015,23 +14088,28 @@ msgid "Buffer mode. See [enum CopyMode] constants."
|
|
|
msgstr "Le mode de mémoire tampon. Voir les constantes [enum CopyMode]."
|
|
|
|
|
|
#: doc/classes/BackBufferCopy.xml
|
|
|
+#, fuzzy
|
|
|
msgid ""
|
|
|
-"The area covered by the BackBufferCopy. Only used if [member copy_mode] is "
|
|
|
+"The area covered by the [BackBufferCopy]. Only used if [member copy_mode] is "
|
|
|
"[constant COPY_MODE_RECT]."
|
|
|
msgstr ""
|
|
|
+"Le type de base à utiliser lorsque [member call_mode] est défini à [constant "
|
|
|
+"CALL_MODE_INSTANCE]."
|
|
|
|
|
|
#: doc/classes/BackBufferCopy.xml
|
|
|
msgid ""
|
|
|
-"Disables the buffering mode. This means the BackBufferCopy node will "
|
|
|
+"Disables the buffering mode. This means the [BackBufferCopy] node will "
|
|
|
"directly use the portion of screen it covers."
|
|
|
msgstr ""
|
|
|
|
|
|
#: doc/classes/BackBufferCopy.xml
|
|
|
-msgid "BackBufferCopy buffers a rectangular region."
|
|
|
+#, fuzzy
|
|
|
+msgid "[BackBufferCopy] buffers a rectangular region."
|
|
|
msgstr "BackBufferCopy met en tampon une région rectangulaire."
|
|
|
|
|
|
#: doc/classes/BackBufferCopy.xml
|
|
|
-msgid "BackBufferCopy buffers the entire screen."
|
|
|
+#, fuzzy
|
|
|
+msgid "[BackBufferCopy] buffers the entire screen."
|
|
|
msgstr "BackBufferCopy met en mémoire tampon tout l'écran."
|
|
|
|
|
|
#: doc/classes/BakedLightmap.xml
|
|
@@ -16719,17 +16797,20 @@ msgid ""
|
|
|
"antialiasing. 2D batching is also still supported with those antialiased "
|
|
|
"lines."
|
|
|
msgstr ""
|
|
|
-"Dessine des segments de ligne interconnectés avec une [code]width[/code] "
|
|
|
-"uniforme et une coloration segment par segment. Les couleurs attribuées aux "
|
|
|
-"segments de ligne correspondent par index entre [code]points[/code] et "
|
|
|
-"[code]colors[/code].\n"
|
|
|
-"[b]Note :[/b] Le fonctionnement interne peut provoquer des problèmes de "
|
|
|
-"rendu de l'anti-crénelage lors de l'affichage de polygones transparents voir "
|
|
|
-"peut ne pas fonctionner sur certaines plateformes. Pour corriger cela, "
|
|
|
+"Dessine des lignes déconnectées avec une [code]width[/code] uniforme et une "
|
|
|
+"coloration segment par segment. Les couleurs attribuées aux segments de "
|
|
|
+"ligne correspondent par index entre [code]points[/code] et [code]colors[/"
|
|
|
+"code]. Lorsque vous dessinez de grandes quantités de lignes, cela est plus "
|
|
|
+"rapide que d'utiliser des appels individuels[method draw_line]. Pour tracer "
|
|
|
+"des lignes interconnectées, utiliser [method draw_polyline_colors] à la "
|
|
|
+"place.\n"
|
|
|
+"[b]Note :[/b] [code]width[/code] et [code]antialiased[/code] ne sont pas "
|
|
|
+"actuellement implémentés et ne produisent aucun effet. Comme contournement, "
|
|
|
"installez le greffon [url=https://github.com/godot-extended-libraries/godot-"
|
|
|
"antialiased-line2d]Antialiased Line2D[/url] et créez un nœud "
|
|
|
"AntialiasedPolygon2D. Ce nœud utilise une texture avec différents niveaux de "
|
|
|
-"mipmap pour l'anti-crénelage."
|
|
|
+"mipmap pour l'anti-crénelage. Le traitement par lots 2D est également "
|
|
|
+"supporté avec ces lignes anti-crénelage."
|
|
|
|
|
|
#: doc/classes/CanvasItem.xml
|
|
|
msgid ""
|
|
@@ -25851,6 +25932,14 @@ msgstr ""
|
|
|
msgid "Cylinder shape for collisions."
|
|
|
msgstr "Une forme cylindrique pour les collisions."
|
|
|
|
|
|
+#: doc/classes/CylinderShape.xml
|
|
|
+msgid ""
|
|
|
+"Cylinder shape for collisions.\n"
|
|
|
+"[b]Note:[/b] When using GodotPhysics instead of the default Bullet physics "
|
|
|
+"engine, there are several known bugs with cylinder collision shapes. Using "
|
|
|
+"[CapsuleShape] or [BoxShape] instead is recommended."
|
|
|
+msgstr ""
|
|
|
+
|
|
|
#: doc/classes/CylinderShape.xml
|
|
|
msgid "The cylinder's height."
|
|
|
msgstr "La hauteur du cylindre."
|
|
@@ -30031,6 +30120,7 @@ msgid "Base script that can be used to add extension functions to the editor."
|
|
|
msgstr "Script de base qui permet d'étendre les fonctionnalités de l'éditeur."
|
|
|
|
|
|
#: doc/classes/EditorScript.xml
|
|
|
+#, fuzzy
|
|
|
msgid ""
|
|
|
"Scripts extending this class and implementing its [method _run] method can "
|
|
|
"be executed from the Script Editor's [b]File > Run[/b] menu option (or by "
|
|
@@ -30048,7 +30138,10 @@ msgid ""
|
|
|
"[/codeblock]\n"
|
|
|
"[b]Note:[/b] The script is run in the Editor context, which means the output "
|
|
|
"is visible in the console window started with the Editor (stdout) instead of "
|
|
|
-"the usual Godot [b]Output[/b] dock."
|
|
|
+"the usual Godot [b]Output[/b] dock.\n"
|
|
|
+"[b]Note:[/b] EditorScript is reference counted, meaning it is destroyed when "
|
|
|
+"nothing references it. This can cause errors during asynchronous operations "
|
|
|
+"if there are no references to the script."
|
|
|
msgstr ""
|
|
|
"Les scripts héritant de cette classe et implémentant la méthode [method "
|
|
|
"_run] peuvent être exécutés depuis l'éditeur de script avec l'option de menu "
|
|
@@ -42766,7 +42859,9 @@ msgid ""
|
|
|
"The size of the light in Godot units. Only considered in baked lightmaps and "
|
|
|
"only if [member light_bake_mode] is set to [constant BAKE_ALL]. Increasing "
|
|
|
"this value will make the shadows appear blurrier. This can be used to "
|
|
|
-"simulate area lights to an extent."
|
|
|
+"simulate area lights to an extent.\n"
|
|
|
+"[b]Note:[/b] [member light_size] is not affected by [member Spatial.scale] "
|
|
|
+"(the light's scale or its parent's scale)."
|
|
|
msgstr ""
|
|
|
|
|
|
#: doc/classes/Light.xml
|
|
@@ -47014,6 +47109,7 @@ msgid "3D agent used in navigation for collision avoidance."
|
|
|
msgstr "Un agent 3D utilisé dans les navigations pour esquiver les collisions."
|
|
|
|
|
|
#: doc/classes/NavigationAgent.xml
|
|
|
+#, fuzzy
|
|
|
msgid ""
|
|
|
"3D agent that is used in navigation to reach a location while avoiding "
|
|
|
"static and dynamic obstacles. The dynamic obstacles are avoided using RVO "
|
|
@@ -47027,7 +47123,10 @@ msgid ""
|
|
|
"use the [method get_next_location] function once every physics frame to "
|
|
|
"update the internal path logic of the NavigationAgent. The returned vector "
|
|
|
"position from this function should be used as the next movement position for "
|
|
|
-"the agent's parent Node."
|
|
|
+"the agent's parent Node.\n"
|
|
|
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
|
|
|
+"in a thread. In HTML5 exports without thread support, they will be done on "
|
|
|
+"the main thread, which can lead to performance issues."
|
|
|
msgstr ""
|
|
|
"Agent 3D utilisé dans la navigation pour atteindre un emplacement tout en "
|
|
|
"évitant les obstacles statiques et dynamiques. Les obstacles dynamiques sont "
|
|
@@ -47386,6 +47485,7 @@ msgid "2D agent used in navigation for collision avoidance."
|
|
|
msgstr "Un agent 2D utilisé en navigation pour éviter les collisions."
|
|
|
|
|
|
#: doc/classes/NavigationAgent2D.xml
|
|
|
+#, fuzzy
|
|
|
msgid ""
|
|
|
"2D agent that is used in navigation to reach a location while avoiding "
|
|
|
"static and dynamic obstacles. The dynamic obstacles are avoided using RVO "
|
|
@@ -47399,7 +47499,10 @@ msgid ""
|
|
|
"use the [method get_next_location] function once every physics frame to "
|
|
|
"update the internal path logic of the NavigationAgent. The returned vector "
|
|
|
"position from this function should be used as the next movement position for "
|
|
|
-"the agent's parent Node."
|
|
|
+"the agent's parent Node.\n"
|
|
|
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
|
|
|
+"in a thread. In HTML5 exports without thread support, they will be done on "
|
|
|
+"the main thread, which can lead to performance issues."
|
|
|
msgstr ""
|
|
|
"L'agent 2D utilisé dans la navigation pour atteindre un emplacement tout en "
|
|
|
"évitant les obstacles statiques et dynamiques. Les obstacles dynamiques sont "
|
|
@@ -48399,6 +48502,7 @@ msgid "Server interface for low-level 3D navigation access."
|
|
|
msgstr "Interface serveur pour un accès de navigation 3D de bas niveau."
|
|
|
|
|
|
#: doc/classes/NavigationServer.xml
|
|
|
+#, fuzzy
|
|
|
msgid ""
|
|
|
"NavigationServer is the server responsible for all 3D navigation. It handles "
|
|
|
"several objects, namely maps, regions and agents.\n"
|
|
@@ -48419,6 +48523,9 @@ msgid ""
|
|
|
"modified velocity as-is might lead to pushing and agent outside of a "
|
|
|
"navigable area. This is a limitation of the collision avoidance system, any "
|
|
|
"more complex situation may require the use of the physics engine.\n"
|
|
|
+"[b]Note:[/b] By default, the expensive calculations for avoidance are done "
|
|
|
+"in a thread. In HTML5 exports without thread support, they will be done on "
|
|
|
+"the main thread, which can lead to performance issues.\n"
|
|
|
"This server keeps tracks of any call and executes them during the sync "
|
|
|
"phase. This means that you can request any change to the map, using any "
|
|
|
"thread, without worrying."
|
|
@@ -52507,7 +52614,9 @@ msgid ""
|
|
|
"The light's radius. Note that the effectively lit area may appear to be "
|
|
|
"smaller depending on the [member omni_attenuation] in use. No matter the "
|
|
|
"[member omni_attenuation] in use, the light will never reach anything "
|
|
|
-"outside this radius."
|
|
|
+"outside this radius.\n"
|
|
|
+"[b]Note:[/b] [member omni_range] is not affected by [member Spatial.scale] "
|
|
|
+"(the light's scale or its parent's scale)."
|
|
|
msgstr ""
|
|
|
|
|
|
#: doc/classes/OmniLight.xml
|
|
@@ -53164,11 +53273,11 @@ msgstr "Retourne le nom du pilote audio à l'index donné."
|
|
|
#: doc/classes/OS.xml
|
|
|
msgid ""
|
|
|
"Returns the [i]global[/i] cache data directory according to the operating "
|
|
|
-"system's standards. On desktop platforms, this path can be overridden by "
|
|
|
-"setting the [code]XDG_CACHE_HOME[/code] environment variable before starting "
|
|
|
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
|
|
|
-"Godot projects[/url] in the documentation for more information. See also "
|
|
|
-"[method get_config_dir] and [method get_data_dir].\n"
|
|
|
+"system's standards. On Linux, this path can be overridden by setting the "
|
|
|
+"[code]XDG_CACHE_HOME[/code] environment variable before starting the "
|
|
|
+"project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
|
|
|
+"projects[/url] in the documentation for more information. See also [method "
|
|
|
+"get_config_dir] and [method get_data_dir].\n"
|
|
|
"Not to be confused with [method get_user_data_dir], which returns the "
|
|
|
"[i]project-specific[/i] user data path."
|
|
|
msgstr ""
|
|
@@ -53202,11 +53311,11 @@ msgstr ""
|
|
|
#: doc/classes/OS.xml
|
|
|
msgid ""
|
|
|
"Returns the [i]global[/i] user configuration directory according to the "
|
|
|
-"operating system's standards. On desktop platforms, this path can be "
|
|
|
-"overridden by setting the [code]XDG_CONFIG_HOME[/code] environment variable "
|
|
|
-"before starting the project. See [url=$DOCS_URL/tutorials/io/data_paths."
|
|
|
-"html]File paths in Godot projects[/url] in the documentation for more "
|
|
|
-"information. See also [method get_cache_dir] and [method get_data_dir].\n"
|
|
|
+"operating system's standards. On Linux, this path can be overridden by "
|
|
|
+"setting the [code]XDG_CONFIG_HOME[/code] environment variable before "
|
|
|
+"starting the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File "
|
|
|
+"paths in Godot projects[/url] in the documentation for more information. See "
|
|
|
+"also [method get_cache_dir] and [method get_data_dir].\n"
|
|
|
"Not to be confused with [method get_user_data_dir], which returns the "
|
|
|
"[i]project-specific[/i] user data path."
|
|
|
msgstr ""
|
|
@@ -53234,11 +53343,11 @@ msgstr ""
|
|
|
#: doc/classes/OS.xml
|
|
|
msgid ""
|
|
|
"Returns the [i]global[/i] user data directory according to the operating "
|
|
|
-"system's standards. On desktop platforms, this path can be overridden by "
|
|
|
-"setting the [code]XDG_DATA_HOME[/code] environment variable before starting "
|
|
|
-"the project. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in "
|
|
|
-"Godot projects[/url] in the documentation for more information. See also "
|
|
|
-"[method get_cache_dir] and [method get_config_dir].\n"
|
|
|
+"system's standards. On Linux, this path can be overridden by setting the "
|
|
|
+"[code]XDG_DATA_HOME[/code] environment variable before starting the project. "
|
|
|
+"See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot "
|
|
|
+"projects[/url] in the documentation for more information. See also [method "
|
|
|
+"get_cache_dir] and [method get_config_dir].\n"
|
|
|
"Not to be confused with [method get_user_data_dir], which returns the "
|
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|
"[i]project-specific[/i] user data path."
|
|
|
msgstr ""
|
|
@@ -55599,6 +55708,17 @@ msgstr ""
|
|
|
msgid "Particle systems (2D)"
|
|
|
msgstr ""
|
|
|
|
|
|
+#: doc/classes/Particles2D.xml
|
|
|
+#, fuzzy
|
|
|
+msgid "2D Particles Demo"
|
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|
+msgstr "Démo 2D isométrique"
|
|
|
+
|
|
|
+#: doc/classes/Particles2D.xml
|
|
|
+msgid ""
|
|
|
+"2D Dodge The Creeps Demo (uses GPUParticles2D for the trail behind the "
|
|
|
+"player)"
|
|
|
+msgstr ""
|
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|
+
|
|
|
#: doc/classes/Particles2D.xml
|
|
|
msgid "Returns a rectangle containing the positions of all existing particles."
|
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|
msgstr ""
|
|
@@ -64195,15 +64315,22 @@ msgstr ""
|
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|
#: doc/classes/ProjectSettings.xml
|
|
|
msgid ""
|
|
|
"If [code]true[/code], uses a fast post-processing filter to make banding "
|
|
|
-"significantly less visible. In some cases, debanding may introduce a "
|
|
|
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
|
|
|
-"only when actually needed since the dithering pattern will make lossless-"
|
|
|
-"compressed screenshots larger.\n"
|
|
|
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
|
|
|
+"debanding unless the [member Environment.background_mode] is [constant "
|
|
|
+"Environment.BG_CANVAS]. In this case, [member rendering/quality/"
|
|
|
+"intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].\n"
|
|
|
+"In some cases, debanding may introduce a slightly noticeable dithering "
|
|
|
+"pattern. It's recommended to enable debanding only when actually needed "
|
|
|
+"since the dithering pattern will make lossless-compressed screenshots "
|
|
|
+"larger.\n"
|
|
|
"[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/"
|
|
|
"depth/hdr] must also be [code]true[/code] for debanding to be effective.\n"
|
|
|
"[b]Note:[/b] There are known issues with debanding breaking rendering on "
|
|
|
"mobile platforms. Due to this, it is recommended to leave this option "
|
|
|
-"disabled when targeting mobile platforms."
|
|
|
+"disabled when targeting mobile platforms.\n"
|
|
|
+"[b]Note:[/b] This property is only read when the project starts. To set "
|
|
|
+"debanding at run-time, set [member Viewport.debanding] on the root "
|
|
|
+"[Viewport] instead."
|
|
|
msgstr ""
|
|
|
|
|
|
#: doc/classes/ProjectSettings.xml
|
|
@@ -66153,17 +66280,28 @@ msgstr ""
|
|
|
#: modules/regex/doc_classes/RegEx.xml
|
|
|
msgid ""
|
|
|
"Searches the text for the compiled pattern. Returns a [RegExMatch] container "
|
|
|
-"of the first matching result if found, otherwise [code]null[/code]. The "
|
|
|
-"region to search within can be specified without modifying where the start "
|
|
|
-"and end anchor would be."
|
|
|
+"of the first matching result if found, otherwise [code]null[/code].\n"
|
|
|
+"The region to search within can be specified with [code]offset[/code] and "
|
|
|
+"[code]end[/code]. This is useful when searching for another match in the "
|
|
|
+"same [code]subject[/code] by calling this method again after a previous "
|
|
|
+"success. Setting these parameters differs from passing over a shortened "
|
|
|
+"string. For example, the start anchor [code]^[/code] is not affected by "
|
|
|
+"[code]offset[/code], and the character before [code]offset[/code] will be "
|
|
|
+"checked for the word boundary [code]\\b[/code]."
|
|
|
msgstr ""
|
|
|
|
|
|
#: modules/regex/doc_classes/RegEx.xml
|
|
|
msgid ""
|
|
|
"Searches the text for the compiled pattern. Returns an array of [RegExMatch] "
|
|
|
"containers for each non-overlapping result. If no results were found, an "
|
|
|
-"empty array is returned instead. The region to search within can be "
|
|
|
-"specified without modifying where the start and end anchor would be."
|
|
|
+"empty array is returned instead.\n"
|
|
|
+"The region to search within can be specified with [code]offset[/code] and "
|
|
|
+"[code]end[/code]. This is useful when searching for another match in the "
|
|
|
+"same [code]subject[/code] by calling this method again after a previous "
|
|
|
+"success. Setting these parameters differs from passing over a shortened "
|
|
|
+"string. For example, the start anchor [code]^[/code] is not affected by "
|
|
|
+"[code]offset[/code], and the character before [code]offset[/code] will be "
|
|
|
+"checked for the word boundary [code]\\b[/code]."
|
|
|
msgstr ""
|
|
|
|
|
|
#: modules/regex/doc_classes/RegEx.xml
|
|
@@ -66172,8 +66310,14 @@ msgid ""
|
|
|
"specified string. Escapes and backreferences such as [code]$1[/code] and "
|
|
|
"[code]$name[/code] are expanded and resolved. By default, only the first "
|
|
|
"instance is replaced, but it can be changed for all instances (global "
|
|
|
-"replacement). The region to search within can be specified without modifying "
|
|
|
-"where the start and end anchor would be."
|
|
|
+"replacement).\n"
|
|
|
+"The region to search within can be specified with [code]offset[/code] and "
|
|
|
+"[code]end[/code]. This is useful when searching for another match in the "
|
|
|
+"same [code]subject[/code] by calling this method again after a previous "
|
|
|
+"success. Setting these parameters differs from passing over a shortened "
|
|
|
+"string. For example, the start anchor [code]^[/code] is not affected by "
|
|
|
+"[code]offset[/code], and the character before [code]offset[/code] will be "
|
|
|
+"checked for the word boundary [code]\\b[/code]."
|
|
|
msgstr ""
|
|
|
|
|
|
#: modules/regex/doc_classes/RegExMatch.xml
|
|
@@ -69059,9 +69203,12 @@ msgid "Call a group immediately (calls are normally made on idle)."
|
|
|
msgstr "Appelle un groupe immédiatement (au lieu de le faire durant le repos)."
|
|
|
|
|
|
#: doc/classes/SceneTree.xml
|
|
|
-msgid "Call a group only once even if the call is executed many times."
|
|
|
+msgid ""
|
|
|
+"Call a group only once even if the call is executed many times.\n"
|
|
|
+"[b]Note:[/b] Arguments are not taken into account when deciding whether the "
|
|
|
+"call is unique or not. Therefore when the same method is called with "
|
|
|
+"different arguments, only the first call will be performed."
|
|
|
msgstr ""
|
|
|
-"Appelle un groupe une seule fois même si l'appel a était fait plusieurs fois."
|
|
|
|
|
|
#: doc/classes/SceneTree.xml
|
|
|
msgid "No stretching."
|
|
@@ -69139,8 +69286,8 @@ msgstr ""
|
|
|
" yield(get_tree().create_timer(1.0), \"timeout\")\n"
|
|
|
" print(\"Minuteur terminé.\")\n"
|
|
|
"[/codeblock]\n"
|
|
|
-"Le minuteur sera automatiquement une fois terminé. Pour garder le minuteur, "
|
|
|
-"vous pouvez maintenir une référence vers lui. Voir [Reference]."
|
|
|
+"Le minuteur sera automatiquement déréférencé une fois terminé. Pour garder "
|
|
|
+"le minuteur, vous pouvez maintenir une référence vers lui. Voir [Reference]."
|
|
|
|
|
|
#: doc/classes/SceneTreeTimer.xml
|
|
|
msgid "The time remaining (in seconds)."
|
|
@@ -71188,7 +71335,9 @@ msgid ""
|
|
|
"[b]Note:[/b] Mixed negative scales in 3D are not decomposable from the "
|
|
|
"transformation matrix. Due to the way scale is represented with "
|
|
|
"transformation matrices in Godot, the scale values will either be all "
|
|
|
-"positive or all negative."
|
|
|
+"positive or all negative.\n"
|
|
|
+"[b]Note:[/b] Not all nodes are visually scaled by the [member scale] "
|
|
|
+"property. For example, [Light]s are not visually affected by [member scale]."
|
|
|
msgstr ""
|
|
|
|
|
|
#: doc/classes/Spatial.xml
|
|
@@ -72764,8 +72913,11 @@ msgid ""
|
|
|
msgstr ""
|
|
|
|
|
|
#: doc/classes/SpotLight.xml
|
|
|
-msgid "The spotlight's angle in degrees."
|
|
|
-msgstr "L’angle du projecteur en degrés."
|
|
|
+msgid ""
|
|
|
+"The spotlight's angle in degrees.\n"
|
|
|
+"[b]Note:[/b] [member spot_angle] is not affected by [member Spatial.scale] "
|
|
|
+"(the light's scale or its parent's scale)."
|
|
|
+msgstr ""
|
|
|
|
|
|
#: doc/classes/SpotLight.xml
|
|
|
msgid "The spotlight's angular attenuation curve."
|
|
@@ -72780,7 +72932,9 @@ msgid ""
|
|
|
"The maximal range that can be reached by the spotlight. Note that the "
|
|
|
"effectively lit area may appear to be smaller depending on the [member "
|
|
|
"spot_attenuation] in use. No matter the [member spot_attenuation] in use, "
|
|
|
-"the light will never reach anything outside this range."
|
|
|
+"the light will never reach anything outside this range.\n"
|
|
|
+"[b]Note:[/b] [member spot_range] is not affected by [member Spatial.scale] "
|
|
|
+"(the light's scale or its parent's scale)."
|
|
|
msgstr ""
|
|
|
|
|
|
#: doc/classes/SpringArm.xml
|
|
@@ -74278,7 +74432,7 @@ msgid ""
|
|
|
"[/codeblock]"
|
|
|
msgstr ""
|
|
|
"Échappe (code) une chaine de caractères dans un format compatible avec les "
|
|
|
-"URL. Est aussi référé au 'codage de URL' ('URL encode').\n"
|
|
|
+"URL. Aussi appelé 'encodage d'URL' ('URL encode').\n"
|
|
|
"[codeblock]\n"
|
|
|
"print(\"https://example.org/?escaped=\" + \"Le Moteur Godot:'docs'\"."
|
|
|
"http_escape())\n"
|
|
@@ -83997,10 +84151,15 @@ msgstr ""
|
|
|
#: doc/classes/Viewport.xml
|
|
|
msgid ""
|
|
|
"If [code]true[/code], uses a fast post-processing filter to make banding "
|
|
|
-"significantly less visible. In some cases, debanding may introduce a "
|
|
|
-"slightly noticeable dithering pattern. It's recommended to enable debanding "
|
|
|
-"only when actually needed since the dithering pattern will make lossless-"
|
|
|
-"compressed screenshots larger.\n"
|
|
|
+"significantly less visible in 3D. 2D rendering is [i]not[/i] affected by "
|
|
|
+"debanding unless the [member Environment.background_mode] is [constant "
|
|
|
+"Environment.BG_CANVAS]. In this case, [member usage] must also be set to "
|
|
|
+"[constant USAGE_3D]. See also [member ProjectSettings.rendering/quality/"
|
|
|
+"filters/use_debanding].\n"
|
|
|
+"In some cases, debanding may introduce a slightly noticeable dithering "
|
|
|
+"pattern. It's recommended to enable debanding only when actually needed "
|
|
|
+"since the dithering pattern will make lossless-compressed screenshots "
|
|
|
+"larger.\n"
|
|
|
"[b]Note:[/b] Only available on the GLES3 backend. [member hdr] must also be "
|
|
|
"[code]true[/code] for debanding to be effective."
|
|
|
msgstr ""
|
|
@@ -84012,9 +84171,10 @@ msgstr ""
|
|
|
"débogage."
|
|
|
|
|
|
#: doc/classes/Viewport.xml
|
|
|
+#, fuzzy
|
|
|
msgid ""
|
|
|
-"If [code]true[/code], the viewport will disable 3D rendering. For actual "
|
|
|
-"disabling use [code]usage[/code]."
|
|
|
+"If [code]true[/code], the viewport will disable 3D rendering. To actually "
|
|
|
+"disable allocation of 3D buffers, set [member usage] instead."
|
|
|
msgstr ""
|
|
|
"Si [code]true[/code], le viewport désactivera le rendu 3D. Pour le "
|
|
|
"désactiver réellement, utilisez [code]usage[/code]."
|
|
@@ -84198,7 +84358,9 @@ msgstr ""
|
|
|
|
|
|
#: doc/classes/Viewport.xml
|
|
|
msgid ""
|
|
|
-"The rendering mode of viewport.\n"
|
|
|
+"The viewport's rendering mode. This controls which buffers are allocated for "
|
|
|
+"the viewport (2D only, or 2D + 3D). 2D-only options can reduce memory usage "
|
|
|
+"and improve performance slightly, especially on low-end devices.\n"
|
|
|
"[b]Note:[/b] If set to [constant USAGE_2D] or [constant "
|
|
|
"USAGE_2D_NO_SAMPLING], [member hdr] will have no effect when enabled since "
|
|
|
"HDR is not supported for 2D."
|
|
@@ -84784,6 +84946,22 @@ msgstr ""
|
|
|
"Cet objet ne sera visible que pour les [Camera] où le masque de cull inclut "
|
|
|
"l'objet de rendu auquel [VisualInstance] est défini."
|
|
|
|
|
|
+#: doc/classes/VisualInstance.xml
|
|
|
+msgid ""
|
|
|
+"The sorting offset used by this [VisualInstance]. Adjusting it to a higher "
|
|
|
+"value will make the [VisualInstance] reliably draw on top of other "
|
|
|
+"[VisualInstance]s that are otherwise positioned at the same spot."
|
|
|
+msgstr ""
|
|
|
+
|
|
|
+#: doc/classes/VisualInstance.xml
|
|
|
+msgid ""
|
|
|
+"If [code]true[/code], the object is sorted based on the [AABB] center. "
|
|
|
+"Sorted based on the global position otherwise.\n"
|
|
|
+"The [AABB] center based sorting is generally more accurate for 3D models. "
|
|
|
+"The position based sorting instead allows to better control the drawing "
|
|
|
+"order when working with [Particles] and [CPUParticles]."
|
|
|
+msgstr ""
|
|
|
+
|
|
|
#: modules/visual_script/doc_classes/VisualScript.xml
|
|
|
msgid "A script implemented in the Visual Script programming environment."
|
|
|
msgstr ""
|