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i18n: Sync classref translations with Weblate

Rémi Verschelde 3 년 전
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c93ccb5d1d

+ 284 - 95
doc/translations/ar.po

@@ -545,7 +545,7 @@ msgid ""
 "- 1.0: Linear\n"
 "- Greater than 1.0 (exclusive): Ease in\n"
 "[/codeblock]\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
 "ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
 "See also [method smoothstep]. If you need to perform more advanced "
 "transitions, use [Tween] or [AnimationPlayer]."
@@ -1258,7 +1258,7 @@ msgid ""
 "[method smoothstep] returns the smoothest possible curve with no sudden "
 "changes in the derivative. If you need to perform more advanced transitions, "
 "use [Tween] or [AnimationPlayer].\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
 "smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, "
 "-1.6521) return values[/url]"
 msgstr ""
@@ -28458,7 +28458,7 @@ msgid ""
 "    # Note: Don't make simultaneous requests using a single HTTPRequest "
 "node.\n"
 "    # The snippet below is provided for reference only.\n"
-"    var body = {\"name\": \"Godette\"}\n"
+"    var body = to_json({\"name\": \"Godette\"})\n"
 "    error = http_request.request(\"https://httpbin.org/post\", [], true, "
 "HTTPClient.METHOD_POST, body)\n"
 "    if error != OK:\n"
@@ -31083,7 +31083,18 @@ msgid ""
 "[code]\\n[/code]) in the string won't produce a newline. Text wrapping is "
 "enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to "
 "fully fit its content by default. You need to set [member "
-"fixed_column_width] greater than zero to wrap the text."
+"fixed_column_width] greater than zero to wrap the text.\n"
+"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
 msgstr ""
 
 #: doc/classes/ItemList.xml
@@ -34834,12 +34845,18 @@ msgid ""
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
-msgid "Returns the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Returns the override [Material] for a surface of the [Mesh] resource.\n"
+"[b]Note:[/b] This function only returns [i]override[/i] materials associated "
+"with this [MeshInstance]. Consider using [method get_active_material] or "
+"[method Mesh.surface_get_material] to get materials associated with the "
+"[Mesh] resource."
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
-msgid "Returns the number of surface materials."
-msgstr ""
+#, fuzzy
+msgid "Returns the number of surface override materials."
+msgstr "يُرجع باقي قسمة كل من المُتجهين (الشعاعين)."
 
 #: doc/classes/MeshInstance.xml
 msgid ""
@@ -34875,7 +34892,10 @@ msgid ""
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
-msgid "Sets the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Sets the override [Material] for the specified surface of the [Mesh] "
+"resource. This material is associated with this [MeshInstance] rather than "
+"with the [Mesh] resource."
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
@@ -35674,6 +35694,9 @@ msgstr ""
 
 #: doc/classes/Navigation.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
 "Provides navigation and pathfinding within a collection of "
 "[NavigationMesh]es. By default, these will be automatically collected from "
 "child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this "
@@ -35720,6 +35743,9 @@ msgstr "يُرجع جيب المَعلم."
 
 #: doc/classes/Navigation.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
 "Returns the path between two given points. Points are in local coordinate "
 "space. If [code]optimize[/code] is [code]true[/code] (the default), the "
 "agent properties associated with each [NavigationMesh] (radius, height, "
@@ -35763,6 +35789,9 @@ msgstr ""
 
 #: doc/classes/Navigation2D.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
 "Navigation2D provides navigation and pathfinding within a 2D area, specified "
 "as a collection of [NavigationPolygon] resources. By default, these are "
 "automatically collected from child [NavigationPolygonInstance] nodes."
@@ -35782,6 +35811,9 @@ msgstr ""
 
 #: doc/classes/Navigation2D.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
 "Returns the path between two given points. Points are in local coordinate "
 "space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
 "is smoothed by merging path segments where possible."
@@ -35916,10 +35948,46 @@ msgstr "يُرجع القيمة المعاكسة للمَعلم."
 msgid "Destroys the given RID."
 msgstr ""
 
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all created navigation map [RID]s on the NavigationServer. This "
+"returns both 2D and 3D created navigation maps as there is technically no "
+"distinction between them."
+msgstr ""
+
 #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
 msgid "Create a new map."
 msgstr ""
 
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"This function immediately forces synchronization of the specified navigation "
+"[code]map[/code] [RID]. By default navigation maps are only synchronized at "
+"the end of each physics frame. This function can be used to immediately "
+"(re)calculate all the navigation meshes and region connections of the "
+"navigation map. This makes it possible to query a navigation path for a "
+"changed map immediately and in the same frame (multiple times if needed).\n"
+"Due to technical restrictions the current NavigationServer command queue "
+"will be flushed. This means all already queued update commands for this "
+"physics frame will be executed, even those intended for other maps, regions "
+"and agents not part of the specified map. The expensive computation of the "
+"navigation meshes and region connections of a map will only be done for the "
+"specified map. Other maps will receive the normal synchronization at the end "
+"of the physics frame. Should the specified map receive changes after the "
+"forced update it will update again as well when the other maps receive their "
+"update.\n"
+"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals "
+"is untouched by this function and continues to happen for all maps and "
+"agents at the end of the physics frame.\n"
+"[b]Note:[/b] With great power comes great responsibility. This function "
+"should only be used by users that really know what they are doing and have a "
+"good reason for it. Forcing an immediate update of a navigation map requires "
+"locking the NavigationServer and flushing the entire NavigationServer "
+"command queue. Not only can this severely impact the performance of a game "
+"but it can also introduce bugs if used inappropriately without much "
+"foresight."
+msgstr ""
+
 #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
 msgid ""
 "Returns all navigation agents [RID]s that are currently assigned to the "
@@ -36036,6 +36104,23 @@ msgstr "يُرجع جيب المَعلم."
 msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]."
 msgstr "يُرجع جيب المَعلم."
 
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns [code]true[/code] if the provided [code]point[/code] in world space "
+"is currently owned by the provided navigation [code]region[/code]. Owned in "
+"this context means that one of the region's navigation mesh polygon faces "
+"has a possible position at the closest distance to this point compared to "
+"all other navigation meshes from other navigation regions that are also "
+"registered on the navigation map of the provided region.\n"
+"If multiple navigation meshes have positions at equal distance the "
+"navigation region whose polygons are processed first wins the ownership. "
+"Polygons are processed in the same order that navigation regions were "
+"registered on the NavigationServer.\n"
+"[b]Note:[/b] If navigation meshes from different navigation regions overlap "
+"(which should be avoided in general) the result might not be what is "
+"expected."
+msgstr ""
+
 #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
 #, fuzzy
 msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
@@ -36247,6 +36332,17 @@ msgstr ""
 msgid "The distance to search for other agents."
 msgstr ""
 
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
+"The distance threshold before a path point is considered to be reached. This "
+"will allow an agent to not have to hit a path point on the path exactly, but "
+"in the area. If this value is set to high the NavigationAgent will skip "
+"points on the path which can lead to leaving the navigation mesh. If this "
+"value is set to low the NavigationAgent will be stuck in a repath loop cause "
+"it will constantly overshoot or undershoot the distance to the next point on "
+"each physics frame update."
+msgstr ""
+
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
 msgid ""
 "The maximum distance the agent is allowed away from the ideal path to the "
@@ -36255,14 +36351,23 @@ msgid ""
 msgstr ""
 
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-msgid "The radius of the agent."
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding. To change an actor's pathfinding radius "
+"bake [NavigationMesh] resources with a different [member NavigationMesh."
+"agent_radius] property and use different navigation maps for each actor size."
 msgstr ""
 
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
 msgid ""
-"The distance threshold before a target is considered to be reached. This "
-"will allow an agent to not have to hit a point on the path exactly, but in "
-"the area."
+"The distance threshold before the final target point is considered to be "
+"reached. This will allow an agent to not have to hit the point of the final "
+"target exactly, but only the area. If this value is set to low the "
+"NavigationAgent will be stuck in a repath loop cause it will constantly "
+"overshoot or undershoot the distance to the final target point on each "
+"physics frame update."
 msgstr ""
 
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -36478,6 +36583,16 @@ msgid ""
 "multiple of [member cell_size]."
 msgstr ""
 
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"If the baking [AABB] has a volume the navigation mesh baking will be "
+"restricted to its enclosing area."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
+msgstr ""
+
 #: doc/classes/NavigationMesh.xml
 msgid "If [code]true[/code], marks spans that are ledges as non-walkable."
 msgstr ""
@@ -36649,7 +36764,15 @@ msgid ""
 "geometry for walkable terrain suitable to [NavigationMesh] agent properties "
 "by creating a voxel world around the meshes bounding area.\n"
 "The finalized navigation mesh is then returned and stored inside the "
-"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes."
+"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] "
+"nodes.\n"
+"[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
+"obstruct navigation baking does not always work. The navigation baking has "
+"no concept of what is a geometry \"inside\" when dealing with mesh source "
+"geometry and this is intentional. Depending on current baking parameters, as "
+"soon as the obstructing mesh is large enough to fit a navigation mesh area "
+"inside, the baking will generate navigation mesh areas that are inside the "
+"obstructing source geometry mesh."
 msgstr ""
 
 #: doc/classes/NavigationMeshGenerator.xml
@@ -38531,13 +38654,19 @@ msgstr ""
 #: doc/classes/Node.xml
 msgid ""
 "Emitted when a child node enters the scene tree, either because it entered "
-"on its own or because this node entered with it."
+"on its own or because this node entered with it.\n"
+"This signal is emitted [i]after[/i] the child node's own [constant "
+"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
 msgstr ""
 
 #: doc/classes/Node.xml
 msgid ""
-"Emitted when a child node exits the scene tree, either because it exited on "
-"its own or because this node exited."
+"Emitted when a child node is about to exit the scene tree, either because it "
+"is being removed or freed directly, or because this node is exiting the "
+"tree.\n"
+"When this signal is received, the child [code]node[/code] is still in the "
+"tree and valid. This signal is emitted [i]after[/i] the child node's own "
+"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
 msgstr ""
 
 #: doc/classes/Node.xml
@@ -38549,7 +38678,10 @@ msgid "Emitted when the node is renamed."
 msgstr ""
 
 #: doc/classes/Node.xml
-msgid "Emitted when the node enters the tree."
+msgid ""
+"Emitted when the node enters the tree.\n"
+"This signal is emitted [i]after[/i] the related [constant "
+"NOTIFICATION_ENTER_TREE] notification."
 msgstr ""
 
 #: doc/classes/Node.xml
@@ -38559,15 +38691,21 @@ msgstr ""
 #: doc/classes/Node.xml
 msgid ""
 "Emitted when the node is still active but about to exit the tree. This is "
-"the right place for de-initialization (or a \"destructor\", if you will)."
+"the right place for de-initialization (or a \"destructor\", if you will).\n"
+"This signal is emitted [i]before[/i] the related [constant "
+"NOTIFICATION_EXIT_TREE] notification."
 msgstr ""
 
 #: doc/classes/Node.xml
-msgid "Notification received when the node enters a [SceneTree]."
+msgid ""
+"Notification received when the node enters a [SceneTree].\n"
+"This notification is emitted [i]before[/i] the related [signal tree_entered]."
 msgstr ""
 
 #: doc/classes/Node.xml
-msgid "Notification received when the node is about to exit a [SceneTree]."
+msgid ""
+"Notification received when the node is about to exit a [SceneTree].\n"
+"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
 msgstr ""
 
 #: doc/classes/Node.xml
@@ -40279,6 +40417,10 @@ msgid ""
 "    if argument.find(\"=\") > -1:\n"
 "        var key_value = argument.split(\"=\")\n"
 "        arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
+"    else:\n"
+"        # Options without an argument will be present in the dictionary,\n"
+"        # with the value set to an empty string.\n"
+"        arguments[argument.lstrip(\"--\")] = \"\"\n"
 "[/codeblock]"
 msgstr ""
 
@@ -45801,7 +45943,18 @@ msgstr ""
 #: doc/classes/PopupMenu.xml
 msgid ""
 "[PopupMenu] is a [Control] that displays a list of options. They are popular "
-"in toolbars or context menus."
+"in toolbars or context menus.\n"
+"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
 msgstr ""
 
 #: doc/classes/PopupMenu.xml
@@ -49377,20 +49530,28 @@ msgid ""
 "cause.\n"
 "The default value is a conservative one, so you are advised to tweak it "
 "according to the hardware you are targeting.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"The default is a very conservative override for [code]rendering/gles3/"
-"shaders/max_concurrent_compiles[/code].\n"
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
 "Depending on the specific devices you are targeting, you may want to raise "
 "it.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
+"Depending on the specific browsers you are targeting, you may want to raise "
+"it.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -49398,19 +49559,28 @@ msgid ""
 "The maximum size, in megabytes, that the ubershader cache can grow up to. On "
 "startup, the least recently used entries will be deleted until the total "
 "size is within bounds.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/"
-"code], so a smaller maximum size can be configured for mobile platforms, "
-"where storage space is more limited.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for mobile platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for web platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] Currently, shader caching is generally unavailable on web "
+"platforms.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -49442,12 +49612,20 @@ msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"An override for [code]rendering/gles3/shaders/shader_compilation_mode[/"
-"code], so asynchronous compilation can be disabled for mobile.\n"
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on mobile platforms.\n"
 "You may want to do that since mobile GPUs generally won't support "
 "ubershaders due to their complexity."
 msgstr ""
 
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on web platforms.\n"
+"You may want to do that since certain browsers (especially on mobile "
+"platforms) generally won't support ubershaders due to their complexity."
+msgstr ""
+
 #: doc/classes/ProjectSettings.xml
 msgid ""
 "Max buffer size for blend shapes. Any blend shape bigger than this will not "
@@ -54140,24 +54318,23 @@ msgid ""
 "manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be "
 "used for tweening values, but you can do manual interpolation with [method "
 "interpolate_value].\n"
-"A [SceneTreeTween] animation is composed of a sequence of [Tweener]s, which "
-"by default are executed one after another. You can create a sequence by "
-"appending [Tweener]s to the [SceneTreeTween]. Animating something with a "
-"[Tweener] is called tweening. Example tweening sequence looks like this:\n"
+"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] "
+"object, using [method tween_property], [method tween_interval], [method "
+"tween_callback] or [method tween_method]:\n"
 "[codeblock]\n"
 "var tween = get_tree().create_tween()\n"
 "tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
 "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
 "tween.tween_callback($Sprite, \"queue_free\")\n"
 "[/codeblock]\n"
-"This sequence will make the [code]$Sprite[/code] node turn red, then shrink "
-"and finally the [method Node.queue_free] is called to remove the sprite. See "
-"methods [method tween_property], [method tween_interval], [method "
-"tween_callback] and [method tween_method] for more usage information.\n"
+"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
+"before finally calling [method Node.queue_free] to free the sprite. "
+"[Tweener]s are executed one after another by default. This behavior can be "
+"changed using [method parallel] and [method set_parallel].\n"
 "When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
 "chained method call can be used to tweak the properties of this [Tweener]. "
-"For example, if you want to set different transition type in the above "
-"example, you can do:\n"
+"For example, if you want to set a different transition type in the above "
+"example, you can use [method set_trans]:\n"
 "[codeblock]\n"
 "var tween = get_tree().create_tween()\n"
 "tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
@@ -54166,8 +54343,9 @@ msgid ""
 "TRANS_BOUNCE)\n"
 "tween.tween_callback($Sprite, \"queue_free\")\n"
 "[/codeblock]\n"
-"Most of the [SceneTreeTween] methods can be chained this way too. In this "
-"example the [SceneTreeTween] is bound and have set a default transition:\n"
+"Most of the [SceneTreeTween] methods can be chained this way too. In the "
+"following example the [SceneTreeTween] is bound to the running script's node "
+"and a default transition is set for its [Tweener]s:\n"
 "[codeblock]\n"
 "var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
 "TRANS_ELASTIC)\n"
@@ -54175,16 +54353,16 @@ msgid ""
 "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
 "tween.tween_callback($Sprite, \"queue_free\")\n"
 "[/codeblock]\n"
-"Another interesting use for [SceneTreeTween]s is animating arbitrary set of "
+"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of "
 "objects:\n"
 "[codeblock]\n"
 "var tween = create_tween()\n"
 "for sprite in get_children():\n"
-"    tween.tween_property(sprite, \"position\", Vector2(), 1)\n"
+"    tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
 "[/codeblock]\n"
 "In the example above, all children of a node are moved one after another to "
 "position (0, 0).\n"
-"Some [Tweener]s use transitions and eases. The first accepts an [enum Tween."
+"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
 "TransitionType] constant, and refers to the way the timing of the animation "
 "is handled (see [url=https://easings.net/]easings.net[/url] for some "
 "examples). The second accepts an [enum Tween.EaseType] constant, and "
@@ -54196,7 +54374,7 @@ msgid ""
 "tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
 "[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
 "prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
-"immediately after it was created."
+"immediately after it is created."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -54226,21 +54404,24 @@ msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
 msgid ""
-"Processes the [SceneTreeTween] by given [code]delta[/code] value, in "
-"seconds. Mostly useful when the [SceneTreeTween] is paused, for controlling "
-"it manually. Can also be used to end the [SceneTreeTween] animation "
-"immediately, by using [code]delta[/code] longer than the whole duration.\n"
+"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in "
+"seconds. This is mostly useful for manual control when the [SceneTreeTween] "
+"is paused. It can also be used to end the [SceneTreeTween] animation "
+"immediately, by setting [code]delta[/code] longer than the whole duration of "
+"the [SceneTreeTween] animation.\n"
 "Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that "
 "haven't finished.\n"
-"[b]Note:[/b] The [SceneTreeTween] will become invalid after finished, but "
-"you can call [method stop] after the step, to keep it and reset."
+"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing "
+"frame after its animation finishes. Calling [method stop] after performing "
+"[method custom_step] instead keeps and resets the [SceneTreeTween]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
 msgid ""
 "Returns the total time in seconds the [SceneTreeTween] has been animating (i."
-"e. time since it started, not counting pauses etc.). The time is affected by "
-"[method set_speed_scale] and [method stop] will reset it to [code]0[/code].\n"
+"e. the time since it started, not counting pauses etc.). The time is "
+"affected by [method set_speed_scale], and [method stop] will reset it to "
+"[code]0[/code].\n"
 "[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
 "after the [SceneTreeTween] has finished animating will be slightly greater "
 "than the actual [SceneTreeTween] duration."
@@ -54276,11 +54457,10 @@ msgstr ""
 msgid ""
 "Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a "
 "[SceneTreeTween] contained by the scene tree (i.e. the array from [method "
-"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). "
-"[SceneTreeTween] might become invalid when it has finished tweening or was "
-"killed, also when created with [code]Tween.new()[/code]. Invalid "
-"[SceneTreeTween] can't have [Tweener]s appended, because it can't animate "
-"them. You can however still use [method interpolate_value]."
+"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
+"[SceneTreeTween] might become invalid when it has finished tweening, is "
+"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
+"[SceneTreeTween]s can't have [Tweener]s appended."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -54320,16 +54500,15 @@ msgstr ""
 msgid ""
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [SceneTreeTween] run "
-"infinitely, until it is either killed by [method kill] or by freeing bound "
-"node, or all the animated objects have been freed (which makes further "
+"Calling this method without arguments will make the [Tween] run infinitely, "
+"until either it is killed with [method kill], the [Tween]'s bound node is "
+"freed, or all the animated objects have been freed (which makes further "
 "animation impossible).\n"
 "[b]Warning:[/b] Make sure to always add some duration/delay when using "
-"infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] "
-"with no delay or [PropertyTweener] with invalid node) are equivalent to "
-"infinite [code]while[/code] loops and will freeze your game. If a "
-"[SceneTreeTween]'s lifetime depends on some node, always use [method "
-"bind_node]."
+"infinite loops. To prevent the game freezing, 0-duration looped animations "
+"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
+"number of loops, which may produce unexpected results. If a [Tween]'s "
+"lifetime depends on some node, always use [method bind_node]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -54391,10 +54570,10 @@ msgstr ""
 #: doc/classes/SceneTreeTween.xml
 msgid ""
 "Creates and appends an [IntervalTweener]. This method can be used to create "
-"delays in the tween animation, as an alternative for using the delay in "
-"other [Tweener]s or when there's no animation (in which case the "
-"[SceneTreeTween] acts as a timer). [code]time[/code] is the length of the "
-"interval, in seconds.\n"
+"delays in the tween animation, as an alternative to using the delay in other "
+"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] "
+"acts as a timer). [code]time[/code] is the length of the interval, in "
+"seconds.\n"
 "Example: creating an interval in code execution.\n"
 "[codeblock]\n"
 "# ... some code\n"
@@ -54448,8 +54627,8 @@ msgid ""
 "Creates and appends a [PropertyTweener]. This method tweens a "
 "[code]property[/code] of an [code]object[/code] between an initial value and "
 "[code]final_val[/code] in a span of time equal to [code]duration[/code], in "
-"seconds. The initial value by default is a value at the time the tweening of "
-"the [PropertyTweener] start. For example:\n"
+"seconds. The initial value by default is the property's value at the time "
+"the tweening of the [PropertyTweener] starts. For example:\n"
 "[codeblock]\n"
 "var tween = create_tween()\n"
 "tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
@@ -54480,16 +54659,15 @@ msgid ""
 "Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
 "when the [SceneTreeTween] is set to infinite looping (see [method "
 "set_loops]).\n"
-"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) after this signal "
-"is emitted, but it doesn't happen immediately, but on the next processing "
-"frame. Calling [method stop] inside the signal callback will preserve the "
-"[SceneTreeTween]."
+"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next "
+"processing frame after this signal is emitted. Calling [method stop] inside "
+"the signal callback will prevent the [SceneTreeTween] from being removed."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
 msgid ""
 "Emitted when a full loop is complete (see [method set_loops]), providing the "
-"loop index. This signal is not emitted after final loop, use [signal "
+"loop index. This signal is not emitted after the final loop, use [signal "
 "finished] instead for this case."
 msgstr ""
 
@@ -54497,7 +54675,7 @@ msgstr ""
 msgid ""
 "Emitted when one step of the [SceneTreeTween] is complete, providing the "
 "step index. One step is either a single [Tweener] or a group of [Tweener]s "
-"running parallelly."
+"running in parallel."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -58467,11 +58645,11 @@ msgstr ""
 msgid ""
 "Returns [code]true[/code] if this string contains a valid integer.\n"
 "[codeblock]\n"
-"print(\"7\".is_valid_int()) # Prints \"True\"\n"
-"print(\"14.6\".is_valid_int()) # Prints \"False\"\n"
-"print(\"L\".is_valid_int()) # Prints \"False\"\n"
-"print(\"+3\".is_valid_int()) # Prints \"True\"\n"
-"print(\"-12\".is_valid_int()) # Prints \"True\"\n"
+"print(\"7\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"L\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"+3\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"-12\".is_valid_integer()) # Prints \"True\"\n"
 "[/codeblock]"
 msgstr ""
 
@@ -63353,7 +63531,18 @@ msgid ""
 "To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
 "TreeItem.get_next] and [method TreeItem.get_children] after getting the root "
 "through [method get_root]. You can use [method Object.free] on a [TreeItem] "
-"to remove it from the [Tree]."
+"to remove it from the [Tree].\n"
+"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
 msgstr ""
 
 #: doc/classes/Tree.xml

+ 282 - 94
doc/translations/ca.po

@@ -507,7 +507,7 @@ msgid ""
 "- 1.0: Linear\n"
 "- Greater than 1.0 (exclusive): Ease in\n"
 "[/codeblock]\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
 "ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
 "See also [method smoothstep]. If you need to perform more advanced "
 "transitions, use [Tween] or [AnimationPlayer]."
@@ -1214,7 +1214,7 @@ msgid ""
 "[method smoothstep] returns the smoothest possible curve with no sudden "
 "changes in the derivative. If you need to perform more advanced transitions, "
 "use [Tween] or [AnimationPlayer].\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
 "smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, "
 "-1.6521) return values[/url]"
 msgstr ""
@@ -28377,7 +28377,7 @@ msgid ""
 "    # Note: Don't make simultaneous requests using a single HTTPRequest "
 "node.\n"
 "    # The snippet below is provided for reference only.\n"
-"    var body = {\"name\": \"Godette\"}\n"
+"    var body = to_json({\"name\": \"Godette\"})\n"
 "    error = http_request.request(\"https://httpbin.org/post\", [], true, "
 "HTTPClient.METHOD_POST, body)\n"
 "    if error != OK:\n"
@@ -30999,7 +30999,18 @@ msgid ""
 "[code]\\n[/code]) in the string won't produce a newline. Text wrapping is "
 "enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to "
 "fully fit its content by default. You need to set [member "
-"fixed_column_width] greater than zero to wrap the text."
+"fixed_column_width] greater than zero to wrap the text.\n"
+"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
 msgstr ""
 
 #: doc/classes/ItemList.xml
@@ -34746,11 +34757,16 @@ msgid ""
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
-msgid "Returns the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Returns the override [Material] for a surface of the [Mesh] resource.\n"
+"[b]Note:[/b] This function only returns [i]override[/i] materials associated "
+"with this [MeshInstance]. Consider using [method get_active_material] or "
+"[method Mesh.surface_get_material] to get materials associated with the "
+"[Mesh] resource."
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
-msgid "Returns the number of surface materials."
+msgid "Returns the number of surface override materials."
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
@@ -34787,7 +34803,10 @@ msgid ""
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
-msgid "Sets the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Sets the override [Material] for the specified surface of the [Mesh] "
+"resource. This material is associated with this [MeshInstance] rather than "
+"with the [Mesh] resource."
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
@@ -35579,6 +35598,9 @@ msgstr ""
 
 #: doc/classes/Navigation.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
 "Provides navigation and pathfinding within a collection of "
 "[NavigationMesh]es. By default, these will be automatically collected from "
 "child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this "
@@ -35624,6 +35646,9 @@ msgstr ""
 
 #: doc/classes/Navigation.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
 "Returns the path between two given points. Points are in local coordinate "
 "space. If [code]optimize[/code] is [code]true[/code] (the default), the "
 "agent properties associated with each [NavigationMesh] (radius, height, "
@@ -35667,6 +35692,9 @@ msgstr ""
 
 #: doc/classes/Navigation2D.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
 "Navigation2D provides navigation and pathfinding within a 2D area, specified "
 "as a collection of [NavigationPolygon] resources. By default, these are "
 "automatically collected from child [NavigationPolygonInstance] nodes."
@@ -35686,6 +35714,9 @@ msgstr ""
 
 #: doc/classes/Navigation2D.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
 "Returns the path between two given points. Points are in local coordinate "
 "space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
 "is smoothed by merging path segments where possible."
@@ -35814,10 +35845,46 @@ msgstr ""
 msgid "Destroys the given RID."
 msgstr ""
 
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all created navigation map [RID]s on the NavigationServer. This "
+"returns both 2D and 3D created navigation maps as there is technically no "
+"distinction between them."
+msgstr ""
+
 #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
 msgid "Create a new map."
 msgstr ""
 
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"This function immediately forces synchronization of the specified navigation "
+"[code]map[/code] [RID]. By default navigation maps are only synchronized at "
+"the end of each physics frame. This function can be used to immediately "
+"(re)calculate all the navigation meshes and region connections of the "
+"navigation map. This makes it possible to query a navigation path for a "
+"changed map immediately and in the same frame (multiple times if needed).\n"
+"Due to technical restrictions the current NavigationServer command queue "
+"will be flushed. This means all already queued update commands for this "
+"physics frame will be executed, even those intended for other maps, regions "
+"and agents not part of the specified map. The expensive computation of the "
+"navigation meshes and region connections of a map will only be done for the "
+"specified map. Other maps will receive the normal synchronization at the end "
+"of the physics frame. Should the specified map receive changes after the "
+"forced update it will update again as well when the other maps receive their "
+"update.\n"
+"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals "
+"is untouched by this function and continues to happen for all maps and "
+"agents at the end of the physics frame.\n"
+"[b]Note:[/b] With great power comes great responsibility. This function "
+"should only be used by users that really know what they are doing and have a "
+"good reason for it. Forcing an immediate update of a navigation map requires "
+"locking the NavigationServer and flushing the entire NavigationServer "
+"command queue. Not only can this severely impact the performance of a game "
+"but it can also introduce bugs if used inappropriately without much "
+"foresight."
+msgstr ""
+
 #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
 msgid ""
 "Returns all navigation agents [RID]s that are currently assigned to the "
@@ -35928,6 +35995,23 @@ msgstr ""
 msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]."
 msgstr ""
 
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns [code]true[/code] if the provided [code]point[/code] in world space "
+"is currently owned by the provided navigation [code]region[/code]. Owned in "
+"this context means that one of the region's navigation mesh polygon faces "
+"has a possible position at the closest distance to this point compared to "
+"all other navigation meshes from other navigation regions that are also "
+"registered on the navigation map of the provided region.\n"
+"If multiple navigation meshes have positions at equal distance the "
+"navigation region whose polygons are processed first wins the ownership. "
+"Polygons are processed in the same order that navigation regions were "
+"registered on the NavigationServer.\n"
+"[b]Note:[/b] If navigation meshes from different navigation regions overlap "
+"(which should be avoided in general) the result might not be what is "
+"expected."
+msgstr ""
+
 #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
 msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
 msgstr ""
@@ -36133,6 +36217,17 @@ msgstr ""
 msgid "The distance to search for other agents."
 msgstr ""
 
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
+"The distance threshold before a path point is considered to be reached. This "
+"will allow an agent to not have to hit a path point on the path exactly, but "
+"in the area. If this value is set to high the NavigationAgent will skip "
+"points on the path which can lead to leaving the navigation mesh. If this "
+"value is set to low the NavigationAgent will be stuck in a repath loop cause "
+"it will constantly overshoot or undershoot the distance to the next point on "
+"each physics frame update."
+msgstr ""
+
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
 msgid ""
 "The maximum distance the agent is allowed away from the ideal path to the "
@@ -36141,14 +36236,23 @@ msgid ""
 msgstr ""
 
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-msgid "The radius of the agent."
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding. To change an actor's pathfinding radius "
+"bake [NavigationMesh] resources with a different [member NavigationMesh."
+"agent_radius] property and use different navigation maps for each actor size."
 msgstr ""
 
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
 msgid ""
-"The distance threshold before a target is considered to be reached. This "
-"will allow an agent to not have to hit a point on the path exactly, but in "
-"the area."
+"The distance threshold before the final target point is considered to be "
+"reached. This will allow an agent to not have to hit the point of the final "
+"target exactly, but only the area. If this value is set to low the "
+"NavigationAgent will be stuck in a repath loop cause it will constantly "
+"overshoot or undershoot the distance to the final target point on each "
+"physics frame update."
 msgstr ""
 
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -36361,6 +36465,16 @@ msgid ""
 "multiple of [member cell_size]."
 msgstr ""
 
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"If the baking [AABB] has a volume the navigation mesh baking will be "
+"restricted to its enclosing area."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
+msgstr ""
+
 #: doc/classes/NavigationMesh.xml
 msgid "If [code]true[/code], marks spans that are ledges as non-walkable."
 msgstr ""
@@ -36531,7 +36645,15 @@ msgid ""
 "geometry for walkable terrain suitable to [NavigationMesh] agent properties "
 "by creating a voxel world around the meshes bounding area.\n"
 "The finalized navigation mesh is then returned and stored inside the "
-"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes."
+"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] "
+"nodes.\n"
+"[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
+"obstruct navigation baking does not always work. The navigation baking has "
+"no concept of what is a geometry \"inside\" when dealing with mesh source "
+"geometry and this is intentional. Depending on current baking parameters, as "
+"soon as the obstructing mesh is large enough to fit a navigation mesh area "
+"inside, the baking will generate navigation mesh areas that are inside the "
+"obstructing source geometry mesh."
 msgstr ""
 
 #: doc/classes/NavigationMeshGenerator.xml
@@ -38406,13 +38528,19 @@ msgstr ""
 #: doc/classes/Node.xml
 msgid ""
 "Emitted when a child node enters the scene tree, either because it entered "
-"on its own or because this node entered with it."
+"on its own or because this node entered with it.\n"
+"This signal is emitted [i]after[/i] the child node's own [constant "
+"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
 msgstr ""
 
 #: doc/classes/Node.xml
 msgid ""
-"Emitted when a child node exits the scene tree, either because it exited on "
-"its own or because this node exited."
+"Emitted when a child node is about to exit the scene tree, either because it "
+"is being removed or freed directly, or because this node is exiting the "
+"tree.\n"
+"When this signal is received, the child [code]node[/code] is still in the "
+"tree and valid. This signal is emitted [i]after[/i] the child node's own "
+"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
 msgstr ""
 
 #: doc/classes/Node.xml
@@ -38424,7 +38552,10 @@ msgid "Emitted when the node is renamed."
 msgstr ""
 
 #: doc/classes/Node.xml
-msgid "Emitted when the node enters the tree."
+msgid ""
+"Emitted when the node enters the tree.\n"
+"This signal is emitted [i]after[/i] the related [constant "
+"NOTIFICATION_ENTER_TREE] notification."
 msgstr ""
 
 #: doc/classes/Node.xml
@@ -38434,15 +38565,21 @@ msgstr ""
 #: doc/classes/Node.xml
 msgid ""
 "Emitted when the node is still active but about to exit the tree. This is "
-"the right place for de-initialization (or a \"destructor\", if you will)."
+"the right place for de-initialization (or a \"destructor\", if you will).\n"
+"This signal is emitted [i]before[/i] the related [constant "
+"NOTIFICATION_EXIT_TREE] notification."
 msgstr ""
 
 #: doc/classes/Node.xml
-msgid "Notification received when the node enters a [SceneTree]."
+msgid ""
+"Notification received when the node enters a [SceneTree].\n"
+"This notification is emitted [i]before[/i] the related [signal tree_entered]."
 msgstr ""
 
 #: doc/classes/Node.xml
-msgid "Notification received when the node is about to exit a [SceneTree]."
+msgid ""
+"Notification received when the node is about to exit a [SceneTree].\n"
+"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
 msgstr ""
 
 #: doc/classes/Node.xml
@@ -40149,6 +40286,10 @@ msgid ""
 "    if argument.find(\"=\") > -1:\n"
 "        var key_value = argument.split(\"=\")\n"
 "        arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
+"    else:\n"
+"        # Options without an argument will be present in the dictionary,\n"
+"        # with the value set to an empty string.\n"
+"        arguments[argument.lstrip(\"--\")] = \"\"\n"
 "[/codeblock]"
 msgstr ""
 
@@ -45649,7 +45790,18 @@ msgstr ""
 #: doc/classes/PopupMenu.xml
 msgid ""
 "[PopupMenu] is a [Control] that displays a list of options. They are popular "
-"in toolbars or context menus."
+"in toolbars or context menus.\n"
+"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
 msgstr ""
 
 #: doc/classes/PopupMenu.xml
@@ -49222,20 +49374,28 @@ msgid ""
 "cause.\n"
 "The default value is a conservative one, so you are advised to tweak it "
 "according to the hardware you are targeting.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"The default is a very conservative override for [code]rendering/gles3/"
-"shaders/max_concurrent_compiles[/code].\n"
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
 "Depending on the specific devices you are targeting, you may want to raise "
 "it.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
+"Depending on the specific browsers you are targeting, you may want to raise "
+"it.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -49243,19 +49403,28 @@ msgid ""
 "The maximum size, in megabytes, that the ubershader cache can grow up to. On "
 "startup, the least recently used entries will be deleted until the total "
 "size is within bounds.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/"
-"code], so a smaller maximum size can be configured for mobile platforms, "
-"where storage space is more limited.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for mobile platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for web platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] Currently, shader caching is generally unavailable on web "
+"platforms.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -49287,12 +49456,20 @@ msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"An override for [code]rendering/gles3/shaders/shader_compilation_mode[/"
-"code], so asynchronous compilation can be disabled for mobile.\n"
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on mobile platforms.\n"
 "You may want to do that since mobile GPUs generally won't support "
 "ubershaders due to their complexity."
 msgstr ""
 
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on web platforms.\n"
+"You may want to do that since certain browsers (especially on mobile "
+"platforms) generally won't support ubershaders due to their complexity."
+msgstr ""
+
 #: doc/classes/ProjectSettings.xml
 msgid ""
 "Max buffer size for blend shapes. Any blend shape bigger than this will not "
@@ -53983,24 +54160,23 @@ msgid ""
 "manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be "
 "used for tweening values, but you can do manual interpolation with [method "
 "interpolate_value].\n"
-"A [SceneTreeTween] animation is composed of a sequence of [Tweener]s, which "
-"by default are executed one after another. You can create a sequence by "
-"appending [Tweener]s to the [SceneTreeTween]. Animating something with a "
-"[Tweener] is called tweening. Example tweening sequence looks like this:\n"
+"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] "
+"object, using [method tween_property], [method tween_interval], [method "
+"tween_callback] or [method tween_method]:\n"
 "[codeblock]\n"
 "var tween = get_tree().create_tween()\n"
 "tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
 "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
 "tween.tween_callback($Sprite, \"queue_free\")\n"
 "[/codeblock]\n"
-"This sequence will make the [code]$Sprite[/code] node turn red, then shrink "
-"and finally the [method Node.queue_free] is called to remove the sprite. See "
-"methods [method tween_property], [method tween_interval], [method "
-"tween_callback] and [method tween_method] for more usage information.\n"
+"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
+"before finally calling [method Node.queue_free] to free the sprite. "
+"[Tweener]s are executed one after another by default. This behavior can be "
+"changed using [method parallel] and [method set_parallel].\n"
 "When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
 "chained method call can be used to tweak the properties of this [Tweener]. "
-"For example, if you want to set different transition type in the above "
-"example, you can do:\n"
+"For example, if you want to set a different transition type in the above "
+"example, you can use [method set_trans]:\n"
 "[codeblock]\n"
 "var tween = get_tree().create_tween()\n"
 "tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
@@ -54009,8 +54185,9 @@ msgid ""
 "TRANS_BOUNCE)\n"
 "tween.tween_callback($Sprite, \"queue_free\")\n"
 "[/codeblock]\n"
-"Most of the [SceneTreeTween] methods can be chained this way too. In this "
-"example the [SceneTreeTween] is bound and have set a default transition:\n"
+"Most of the [SceneTreeTween] methods can be chained this way too. In the "
+"following example the [SceneTreeTween] is bound to the running script's node "
+"and a default transition is set for its [Tweener]s:\n"
 "[codeblock]\n"
 "var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
 "TRANS_ELASTIC)\n"
@@ -54018,16 +54195,16 @@ msgid ""
 "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
 "tween.tween_callback($Sprite, \"queue_free\")\n"
 "[/codeblock]\n"
-"Another interesting use for [SceneTreeTween]s is animating arbitrary set of "
+"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of "
 "objects:\n"
 "[codeblock]\n"
 "var tween = create_tween()\n"
 "for sprite in get_children():\n"
-"    tween.tween_property(sprite, \"position\", Vector2(), 1)\n"
+"    tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
 "[/codeblock]\n"
 "In the example above, all children of a node are moved one after another to "
 "position (0, 0).\n"
-"Some [Tweener]s use transitions and eases. The first accepts an [enum Tween."
+"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
 "TransitionType] constant, and refers to the way the timing of the animation "
 "is handled (see [url=https://easings.net/]easings.net[/url] for some "
 "examples). The second accepts an [enum Tween.EaseType] constant, and "
@@ -54039,7 +54216,7 @@ msgid ""
 "tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
 "[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
 "prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
-"immediately after it was created."
+"immediately after it is created."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -54069,21 +54246,24 @@ msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
 msgid ""
-"Processes the [SceneTreeTween] by given [code]delta[/code] value, in "
-"seconds. Mostly useful when the [SceneTreeTween] is paused, for controlling "
-"it manually. Can also be used to end the [SceneTreeTween] animation "
-"immediately, by using [code]delta[/code] longer than the whole duration.\n"
+"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in "
+"seconds. This is mostly useful for manual control when the [SceneTreeTween] "
+"is paused. It can also be used to end the [SceneTreeTween] animation "
+"immediately, by setting [code]delta[/code] longer than the whole duration of "
+"the [SceneTreeTween] animation.\n"
 "Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that "
 "haven't finished.\n"
-"[b]Note:[/b] The [SceneTreeTween] will become invalid after finished, but "
-"you can call [method stop] after the step, to keep it and reset."
+"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing "
+"frame after its animation finishes. Calling [method stop] after performing "
+"[method custom_step] instead keeps and resets the [SceneTreeTween]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
 msgid ""
 "Returns the total time in seconds the [SceneTreeTween] has been animating (i."
-"e. time since it started, not counting pauses etc.). The time is affected by "
-"[method set_speed_scale] and [method stop] will reset it to [code]0[/code].\n"
+"e. the time since it started, not counting pauses etc.). The time is "
+"affected by [method set_speed_scale], and [method stop] will reset it to "
+"[code]0[/code].\n"
 "[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
 "after the [SceneTreeTween] has finished animating will be slightly greater "
 "than the actual [SceneTreeTween] duration."
@@ -54119,11 +54299,10 @@ msgstr ""
 msgid ""
 "Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a "
 "[SceneTreeTween] contained by the scene tree (i.e. the array from [method "
-"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). "
-"[SceneTreeTween] might become invalid when it has finished tweening or was "
-"killed, also when created with [code]Tween.new()[/code]. Invalid "
-"[SceneTreeTween] can't have [Tweener]s appended, because it can't animate "
-"them. You can however still use [method interpolate_value]."
+"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
+"[SceneTreeTween] might become invalid when it has finished tweening, is "
+"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
+"[SceneTreeTween]s can't have [Tweener]s appended."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -54163,16 +54342,15 @@ msgstr ""
 msgid ""
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [SceneTreeTween] run "
-"infinitely, until it is either killed by [method kill] or by freeing bound "
-"node, or all the animated objects have been freed (which makes further "
+"Calling this method without arguments will make the [Tween] run infinitely, "
+"until either it is killed with [method kill], the [Tween]'s bound node is "
+"freed, or all the animated objects have been freed (which makes further "
 "animation impossible).\n"
 "[b]Warning:[/b] Make sure to always add some duration/delay when using "
-"infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] "
-"with no delay or [PropertyTweener] with invalid node) are equivalent to "
-"infinite [code]while[/code] loops and will freeze your game. If a "
-"[SceneTreeTween]'s lifetime depends on some node, always use [method "
-"bind_node]."
+"infinite loops. To prevent the game freezing, 0-duration looped animations "
+"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
+"number of loops, which may produce unexpected results. If a [Tween]'s "
+"lifetime depends on some node, always use [method bind_node]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -54234,10 +54412,10 @@ msgstr ""
 #: doc/classes/SceneTreeTween.xml
 msgid ""
 "Creates and appends an [IntervalTweener]. This method can be used to create "
-"delays in the tween animation, as an alternative for using the delay in "
-"other [Tweener]s or when there's no animation (in which case the "
-"[SceneTreeTween] acts as a timer). [code]time[/code] is the length of the "
-"interval, in seconds.\n"
+"delays in the tween animation, as an alternative to using the delay in other "
+"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] "
+"acts as a timer). [code]time[/code] is the length of the interval, in "
+"seconds.\n"
 "Example: creating an interval in code execution.\n"
 "[codeblock]\n"
 "# ... some code\n"
@@ -54291,8 +54469,8 @@ msgid ""
 "Creates and appends a [PropertyTweener]. This method tweens a "
 "[code]property[/code] of an [code]object[/code] between an initial value and "
 "[code]final_val[/code] in a span of time equal to [code]duration[/code], in "
-"seconds. The initial value by default is a value at the time the tweening of "
-"the [PropertyTweener] start. For example:\n"
+"seconds. The initial value by default is the property's value at the time "
+"the tweening of the [PropertyTweener] starts. For example:\n"
 "[codeblock]\n"
 "var tween = create_tween()\n"
 "tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
@@ -54323,16 +54501,15 @@ msgid ""
 "Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
 "when the [SceneTreeTween] is set to infinite looping (see [method "
 "set_loops]).\n"
-"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) after this signal "
-"is emitted, but it doesn't happen immediately, but on the next processing "
-"frame. Calling [method stop] inside the signal callback will preserve the "
-"[SceneTreeTween]."
+"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next "
+"processing frame after this signal is emitted. Calling [method stop] inside "
+"the signal callback will prevent the [SceneTreeTween] from being removed."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
 msgid ""
 "Emitted when a full loop is complete (see [method set_loops]), providing the "
-"loop index. This signal is not emitted after final loop, use [signal "
+"loop index. This signal is not emitted after the final loop, use [signal "
 "finished] instead for this case."
 msgstr ""
 
@@ -54340,7 +54517,7 @@ msgstr ""
 msgid ""
 "Emitted when one step of the [SceneTreeTween] is complete, providing the "
 "step index. One step is either a single [Tweener] or a group of [Tweener]s "
-"running parallelly."
+"running in parallel."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -58308,11 +58485,11 @@ msgstr ""
 msgid ""
 "Returns [code]true[/code] if this string contains a valid integer.\n"
 "[codeblock]\n"
-"print(\"7\".is_valid_int()) # Prints \"True\"\n"
-"print(\"14.6\".is_valid_int()) # Prints \"False\"\n"
-"print(\"L\".is_valid_int()) # Prints \"False\"\n"
-"print(\"+3\".is_valid_int()) # Prints \"True\"\n"
-"print(\"-12\".is_valid_int()) # Prints \"True\"\n"
+"print(\"7\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"L\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"+3\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"-12\".is_valid_integer()) # Prints \"True\"\n"
 "[/codeblock]"
 msgstr ""
 
@@ -63183,7 +63360,18 @@ msgid ""
 "To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
 "TreeItem.get_next] and [method TreeItem.get_children] after getting the root "
 "through [method get_root]. You can use [method Object.free] on a [TreeItem] "
-"to remove it from the [Tree]."
+"to remove it from the [Tree].\n"
+"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
 msgstr ""
 
 #: doc/classes/Tree.xml

+ 282 - 94
doc/translations/classes.pot

@@ -387,7 +387,7 @@ msgid ""
 "- 1.0: Linear\n"
 "- Greater than 1.0 (exclusive): Ease in\n"
 "[/codeblock]\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
 "ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
 "See also [method smoothstep]. If you need to perform more advanced "
 "transitions, use [Tween] or [AnimationPlayer]."
@@ -1094,7 +1094,7 @@ msgid ""
 "[method smoothstep] returns the smoothest possible curve with no sudden "
 "changes in the derivative. If you need to perform more advanced transitions, "
 "use [Tween] or [AnimationPlayer].\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
 "smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, "
 "-1.6521) return values[/url]"
 msgstr ""
@@ -28254,7 +28254,7 @@ msgid ""
 "    # Note: Don't make simultaneous requests using a single HTTPRequest "
 "node.\n"
 "    # The snippet below is provided for reference only.\n"
-"    var body = {\"name\": \"Godette\"}\n"
+"    var body = to_json({\"name\": \"Godette\"})\n"
 "    error = http_request.request(\"https://httpbin.org/post\", [], true, "
 "HTTPClient.METHOD_POST, body)\n"
 "    if error != OK:\n"
@@ -30876,7 +30876,18 @@ msgid ""
 "[code]\\n[/code]) in the string won't produce a newline. Text wrapping is "
 "enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to "
 "fully fit its content by default. You need to set [member "
-"fixed_column_width] greater than zero to wrap the text."
+"fixed_column_width] greater than zero to wrap the text.\n"
+"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
 msgstr ""
 
 #: doc/classes/ItemList.xml
@@ -34623,11 +34634,16 @@ msgid ""
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
-msgid "Returns the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Returns the override [Material] for a surface of the [Mesh] resource.\n"
+"[b]Note:[/b] This function only returns [i]override[/i] materials associated "
+"with this [MeshInstance]. Consider using [method get_active_material] or "
+"[method Mesh.surface_get_material] to get materials associated with the "
+"[Mesh] resource."
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
-msgid "Returns the number of surface materials."
+msgid "Returns the number of surface override materials."
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
@@ -34664,7 +34680,10 @@ msgid ""
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
-msgid "Sets the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Sets the override [Material] for the specified surface of the [Mesh] "
+"resource. This material is associated with this [MeshInstance] rather than "
+"with the [Mesh] resource."
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
@@ -35456,6 +35475,9 @@ msgstr ""
 
 #: doc/classes/Navigation.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
 "Provides navigation and pathfinding within a collection of "
 "[NavigationMesh]es. By default, these will be automatically collected from "
 "child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this "
@@ -35501,6 +35523,9 @@ msgstr ""
 
 #: doc/classes/Navigation.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
 "Returns the path between two given points. Points are in local coordinate "
 "space. If [code]optimize[/code] is [code]true[/code] (the default), the "
 "agent properties associated with each [NavigationMesh] (radius, height, "
@@ -35544,6 +35569,9 @@ msgstr ""
 
 #: doc/classes/Navigation2D.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
 "Navigation2D provides navigation and pathfinding within a 2D area, specified "
 "as a collection of [NavigationPolygon] resources. By default, these are "
 "automatically collected from child [NavigationPolygonInstance] nodes."
@@ -35563,6 +35591,9 @@ msgstr ""
 
 #: doc/classes/Navigation2D.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
 "Returns the path between two given points. Points are in local coordinate "
 "space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
 "is smoothed by merging path segments where possible."
@@ -35691,10 +35722,46 @@ msgstr ""
 msgid "Destroys the given RID."
 msgstr ""
 
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all created navigation map [RID]s on the NavigationServer. This "
+"returns both 2D and 3D created navigation maps as there is technically no "
+"distinction between them."
+msgstr ""
+
 #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
 msgid "Create a new map."
 msgstr ""
 
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"This function immediately forces synchronization of the specified navigation "
+"[code]map[/code] [RID]. By default navigation maps are only synchronized at "
+"the end of each physics frame. This function can be used to immediately "
+"(re)calculate all the navigation meshes and region connections of the "
+"navigation map. This makes it possible to query a navigation path for a "
+"changed map immediately and in the same frame (multiple times if needed).\n"
+"Due to technical restrictions the current NavigationServer command queue "
+"will be flushed. This means all already queued update commands for this "
+"physics frame will be executed, even those intended for other maps, regions "
+"and agents not part of the specified map. The expensive computation of the "
+"navigation meshes and region connections of a map will only be done for the "
+"specified map. Other maps will receive the normal synchronization at the end "
+"of the physics frame. Should the specified map receive changes after the "
+"forced update it will update again as well when the other maps receive their "
+"update.\n"
+"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals "
+"is untouched by this function and continues to happen for all maps and "
+"agents at the end of the physics frame.\n"
+"[b]Note:[/b] With great power comes great responsibility. This function "
+"should only be used by users that really know what they are doing and have a "
+"good reason for it. Forcing an immediate update of a navigation map requires "
+"locking the NavigationServer and flushing the entire NavigationServer "
+"command queue. Not only can this severely impact the performance of a game "
+"but it can also introduce bugs if used inappropriately without much "
+"foresight."
+msgstr ""
+
 #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
 msgid ""
 "Returns all navigation agents [RID]s that are currently assigned to the "
@@ -35805,6 +35872,23 @@ msgstr ""
 msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]."
 msgstr ""
 
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns [code]true[/code] if the provided [code]point[/code] in world space "
+"is currently owned by the provided navigation [code]region[/code]. Owned in "
+"this context means that one of the region's navigation mesh polygon faces "
+"has a possible position at the closest distance to this point compared to "
+"all other navigation meshes from other navigation regions that are also "
+"registered on the navigation map of the provided region.\n"
+"If multiple navigation meshes have positions at equal distance the "
+"navigation region whose polygons are processed first wins the ownership. "
+"Polygons are processed in the same order that navigation regions were "
+"registered on the NavigationServer.\n"
+"[b]Note:[/b] If navigation meshes from different navigation regions overlap "
+"(which should be avoided in general) the result might not be what is "
+"expected."
+msgstr ""
+
 #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
 msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
 msgstr ""
@@ -36010,6 +36094,17 @@ msgstr ""
 msgid "The distance to search for other agents."
 msgstr ""
 
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
+"The distance threshold before a path point is considered to be reached. This "
+"will allow an agent to not have to hit a path point on the path exactly, but "
+"in the area. If this value is set to high the NavigationAgent will skip "
+"points on the path which can lead to leaving the navigation mesh. If this "
+"value is set to low the NavigationAgent will be stuck in a repath loop cause "
+"it will constantly overshoot or undershoot the distance to the next point on "
+"each physics frame update."
+msgstr ""
+
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
 msgid ""
 "The maximum distance the agent is allowed away from the ideal path to the "
@@ -36018,14 +36113,23 @@ msgid ""
 msgstr ""
 
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-msgid "The radius of the agent."
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding. To change an actor's pathfinding radius "
+"bake [NavigationMesh] resources with a different [member NavigationMesh."
+"agent_radius] property and use different navigation maps for each actor size."
 msgstr ""
 
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
 msgid ""
-"The distance threshold before a target is considered to be reached. This "
-"will allow an agent to not have to hit a point on the path exactly, but in "
-"the area."
+"The distance threshold before the final target point is considered to be "
+"reached. This will allow an agent to not have to hit the point of the final "
+"target exactly, but only the area. If this value is set to low the "
+"NavigationAgent will be stuck in a repath loop cause it will constantly "
+"overshoot or undershoot the distance to the final target point on each "
+"physics frame update."
 msgstr ""
 
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -36238,6 +36342,16 @@ msgid ""
 "multiple of [member cell_size]."
 msgstr ""
 
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"If the baking [AABB] has a volume the navigation mesh baking will be "
+"restricted to its enclosing area."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
+msgstr ""
+
 #: doc/classes/NavigationMesh.xml
 msgid "If [code]true[/code], marks spans that are ledges as non-walkable."
 msgstr ""
@@ -36408,7 +36522,15 @@ msgid ""
 "geometry for walkable terrain suitable to [NavigationMesh] agent properties "
 "by creating a voxel world around the meshes bounding area.\n"
 "The finalized navigation mesh is then returned and stored inside the "
-"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes."
+"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] "
+"nodes.\n"
+"[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
+"obstruct navigation baking does not always work. The navigation baking has "
+"no concept of what is a geometry \"inside\" when dealing with mesh source "
+"geometry and this is intentional. Depending on current baking parameters, as "
+"soon as the obstructing mesh is large enough to fit a navigation mesh area "
+"inside, the baking will generate navigation mesh areas that are inside the "
+"obstructing source geometry mesh."
 msgstr ""
 
 #: doc/classes/NavigationMeshGenerator.xml
@@ -38283,13 +38405,19 @@ msgstr ""
 #: doc/classes/Node.xml
 msgid ""
 "Emitted when a child node enters the scene tree, either because it entered "
-"on its own or because this node entered with it."
+"on its own or because this node entered with it.\n"
+"This signal is emitted [i]after[/i] the child node's own [constant "
+"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
 msgstr ""
 
 #: doc/classes/Node.xml
 msgid ""
-"Emitted when a child node exits the scene tree, either because it exited on "
-"its own or because this node exited."
+"Emitted when a child node is about to exit the scene tree, either because it "
+"is being removed or freed directly, or because this node is exiting the "
+"tree.\n"
+"When this signal is received, the child [code]node[/code] is still in the "
+"tree and valid. This signal is emitted [i]after[/i] the child node's own "
+"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
 msgstr ""
 
 #: doc/classes/Node.xml
@@ -38301,7 +38429,10 @@ msgid "Emitted when the node is renamed."
 msgstr ""
 
 #: doc/classes/Node.xml
-msgid "Emitted when the node enters the tree."
+msgid ""
+"Emitted when the node enters the tree.\n"
+"This signal is emitted [i]after[/i] the related [constant "
+"NOTIFICATION_ENTER_TREE] notification."
 msgstr ""
 
 #: doc/classes/Node.xml
@@ -38311,15 +38442,21 @@ msgstr ""
 #: doc/classes/Node.xml
 msgid ""
 "Emitted when the node is still active but about to exit the tree. This is "
-"the right place for de-initialization (or a \"destructor\", if you will)."
+"the right place for de-initialization (or a \"destructor\", if you will).\n"
+"This signal is emitted [i]before[/i] the related [constant "
+"NOTIFICATION_EXIT_TREE] notification."
 msgstr ""
 
 #: doc/classes/Node.xml
-msgid "Notification received when the node enters a [SceneTree]."
+msgid ""
+"Notification received when the node enters a [SceneTree].\n"
+"This notification is emitted [i]before[/i] the related [signal tree_entered]."
 msgstr ""
 
 #: doc/classes/Node.xml
-msgid "Notification received when the node is about to exit a [SceneTree]."
+msgid ""
+"Notification received when the node is about to exit a [SceneTree].\n"
+"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
 msgstr ""
 
 #: doc/classes/Node.xml
@@ -40026,6 +40163,10 @@ msgid ""
 "    if argument.find(\"=\") > -1:\n"
 "        var key_value = argument.split(\"=\")\n"
 "        arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
+"    else:\n"
+"        # Options without an argument will be present in the dictionary,\n"
+"        # with the value set to an empty string.\n"
+"        arguments[argument.lstrip(\"--\")] = \"\"\n"
 "[/codeblock]"
 msgstr ""
 
@@ -45526,7 +45667,18 @@ msgstr ""
 #: doc/classes/PopupMenu.xml
 msgid ""
 "[PopupMenu] is a [Control] that displays a list of options. They are popular "
-"in toolbars or context menus."
+"in toolbars or context menus.\n"
+"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
 msgstr ""
 
 #: doc/classes/PopupMenu.xml
@@ -49099,20 +49251,28 @@ msgid ""
 "cause.\n"
 "The default value is a conservative one, so you are advised to tweak it "
 "according to the hardware you are targeting.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"The default is a very conservative override for [code]rendering/gles3/"
-"shaders/max_concurrent_compiles[/code].\n"
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
 "Depending on the specific devices you are targeting, you may want to raise "
 "it.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
+"Depending on the specific browsers you are targeting, you may want to raise "
+"it.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -49120,19 +49280,28 @@ msgid ""
 "The maximum size, in megabytes, that the ubershader cache can grow up to. On "
 "startup, the least recently used entries will be deleted until the total "
 "size is within bounds.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/"
-"code], so a smaller maximum size can be configured for mobile platforms, "
-"where storage space is more limited.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for mobile platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for web platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] Currently, shader caching is generally unavailable on web "
+"platforms.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -49164,12 +49333,20 @@ msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"An override for [code]rendering/gles3/shaders/shader_compilation_mode[/"
-"code], so asynchronous compilation can be disabled for mobile.\n"
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on mobile platforms.\n"
 "You may want to do that since mobile GPUs generally won't support "
 "ubershaders due to their complexity."
 msgstr ""
 
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on web platforms.\n"
+"You may want to do that since certain browsers (especially on mobile "
+"platforms) generally won't support ubershaders due to their complexity."
+msgstr ""
+
 #: doc/classes/ProjectSettings.xml
 msgid ""
 "Max buffer size for blend shapes. Any blend shape bigger than this will not "
@@ -53860,24 +54037,23 @@ msgid ""
 "manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be "
 "used for tweening values, but you can do manual interpolation with [method "
 "interpolate_value].\n"
-"A [SceneTreeTween] animation is composed of a sequence of [Tweener]s, which "
-"by default are executed one after another. You can create a sequence by "
-"appending [Tweener]s to the [SceneTreeTween]. Animating something with a "
-"[Tweener] is called tweening. Example tweening sequence looks like this:\n"
+"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] "
+"object, using [method tween_property], [method tween_interval], [method "
+"tween_callback] or [method tween_method]:\n"
 "[codeblock]\n"
 "var tween = get_tree().create_tween()\n"
 "tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
 "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
 "tween.tween_callback($Sprite, \"queue_free\")\n"
 "[/codeblock]\n"
-"This sequence will make the [code]$Sprite[/code] node turn red, then shrink "
-"and finally the [method Node.queue_free] is called to remove the sprite. See "
-"methods [method tween_property], [method tween_interval], [method "
-"tween_callback] and [method tween_method] for more usage information.\n"
+"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
+"before finally calling [method Node.queue_free] to free the sprite. "
+"[Tweener]s are executed one after another by default. This behavior can be "
+"changed using [method parallel] and [method set_parallel].\n"
 "When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
 "chained method call can be used to tweak the properties of this [Tweener]. "
-"For example, if you want to set different transition type in the above "
-"example, you can do:\n"
+"For example, if you want to set a different transition type in the above "
+"example, you can use [method set_trans]:\n"
 "[codeblock]\n"
 "var tween = get_tree().create_tween()\n"
 "tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
@@ -53886,8 +54062,9 @@ msgid ""
 "TRANS_BOUNCE)\n"
 "tween.tween_callback($Sprite, \"queue_free\")\n"
 "[/codeblock]\n"
-"Most of the [SceneTreeTween] methods can be chained this way too. In this "
-"example the [SceneTreeTween] is bound and have set a default transition:\n"
+"Most of the [SceneTreeTween] methods can be chained this way too. In the "
+"following example the [SceneTreeTween] is bound to the running script's node "
+"and a default transition is set for its [Tweener]s:\n"
 "[codeblock]\n"
 "var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
 "TRANS_ELASTIC)\n"
@@ -53895,16 +54072,16 @@ msgid ""
 "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
 "tween.tween_callback($Sprite, \"queue_free\")\n"
 "[/codeblock]\n"
-"Another interesting use for [SceneTreeTween]s is animating arbitrary set of "
+"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of "
 "objects:\n"
 "[codeblock]\n"
 "var tween = create_tween()\n"
 "for sprite in get_children():\n"
-"    tween.tween_property(sprite, \"position\", Vector2(), 1)\n"
+"    tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
 "[/codeblock]\n"
 "In the example above, all children of a node are moved one after another to "
 "position (0, 0).\n"
-"Some [Tweener]s use transitions and eases. The first accepts an [enum Tween."
+"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
 "TransitionType] constant, and refers to the way the timing of the animation "
 "is handled (see [url=https://easings.net/]easings.net[/url] for some "
 "examples). The second accepts an [enum Tween.EaseType] constant, and "
@@ -53916,7 +54093,7 @@ msgid ""
 "tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
 "[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
 "prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
-"immediately after it was created."
+"immediately after it is created."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -53946,21 +54123,24 @@ msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
 msgid ""
-"Processes the [SceneTreeTween] by given [code]delta[/code] value, in "
-"seconds. Mostly useful when the [SceneTreeTween] is paused, for controlling "
-"it manually. Can also be used to end the [SceneTreeTween] animation "
-"immediately, by using [code]delta[/code] longer than the whole duration.\n"
+"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in "
+"seconds. This is mostly useful for manual control when the [SceneTreeTween] "
+"is paused. It can also be used to end the [SceneTreeTween] animation "
+"immediately, by setting [code]delta[/code] longer than the whole duration of "
+"the [SceneTreeTween] animation.\n"
 "Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that "
 "haven't finished.\n"
-"[b]Note:[/b] The [SceneTreeTween] will become invalid after finished, but "
-"you can call [method stop] after the step, to keep it and reset."
+"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing "
+"frame after its animation finishes. Calling [method stop] after performing "
+"[method custom_step] instead keeps and resets the [SceneTreeTween]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
 msgid ""
 "Returns the total time in seconds the [SceneTreeTween] has been animating (i."
-"e. time since it started, not counting pauses etc.). The time is affected by "
-"[method set_speed_scale] and [method stop] will reset it to [code]0[/code].\n"
+"e. the time since it started, not counting pauses etc.). The time is "
+"affected by [method set_speed_scale], and [method stop] will reset it to "
+"[code]0[/code].\n"
 "[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
 "after the [SceneTreeTween] has finished animating will be slightly greater "
 "than the actual [SceneTreeTween] duration."
@@ -53996,11 +54176,10 @@ msgstr ""
 msgid ""
 "Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a "
 "[SceneTreeTween] contained by the scene tree (i.e. the array from [method "
-"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). "
-"[SceneTreeTween] might become invalid when it has finished tweening or was "
-"killed, also when created with [code]Tween.new()[/code]. Invalid "
-"[SceneTreeTween] can't have [Tweener]s appended, because it can't animate "
-"them. You can however still use [method interpolate_value]."
+"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
+"[SceneTreeTween] might become invalid when it has finished tweening, is "
+"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
+"[SceneTreeTween]s can't have [Tweener]s appended."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -54040,16 +54219,15 @@ msgstr ""
 msgid ""
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [SceneTreeTween] run "
-"infinitely, until it is either killed by [method kill] or by freeing bound "
-"node, or all the animated objects have been freed (which makes further "
+"Calling this method without arguments will make the [Tween] run infinitely, "
+"until either it is killed with [method kill], the [Tween]'s bound node is "
+"freed, or all the animated objects have been freed (which makes further "
 "animation impossible).\n"
 "[b]Warning:[/b] Make sure to always add some duration/delay when using "
-"infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] "
-"with no delay or [PropertyTweener] with invalid node) are equivalent to "
-"infinite [code]while[/code] loops and will freeze your game. If a "
-"[SceneTreeTween]'s lifetime depends on some node, always use [method "
-"bind_node]."
+"infinite loops. To prevent the game freezing, 0-duration looped animations "
+"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
+"number of loops, which may produce unexpected results. If a [Tween]'s "
+"lifetime depends on some node, always use [method bind_node]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -54111,10 +54289,10 @@ msgstr ""
 #: doc/classes/SceneTreeTween.xml
 msgid ""
 "Creates and appends an [IntervalTweener]. This method can be used to create "
-"delays in the tween animation, as an alternative for using the delay in "
-"other [Tweener]s or when there's no animation (in which case the "
-"[SceneTreeTween] acts as a timer). [code]time[/code] is the length of the "
-"interval, in seconds.\n"
+"delays in the tween animation, as an alternative to using the delay in other "
+"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] "
+"acts as a timer). [code]time[/code] is the length of the interval, in "
+"seconds.\n"
 "Example: creating an interval in code execution.\n"
 "[codeblock]\n"
 "# ... some code\n"
@@ -54168,8 +54346,8 @@ msgid ""
 "Creates and appends a [PropertyTweener]. This method tweens a "
 "[code]property[/code] of an [code]object[/code] between an initial value and "
 "[code]final_val[/code] in a span of time equal to [code]duration[/code], in "
-"seconds. The initial value by default is a value at the time the tweening of "
-"the [PropertyTweener] start. For example:\n"
+"seconds. The initial value by default is the property's value at the time "
+"the tweening of the [PropertyTweener] starts. For example:\n"
 "[codeblock]\n"
 "var tween = create_tween()\n"
 "tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
@@ -54200,16 +54378,15 @@ msgid ""
 "Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
 "when the [SceneTreeTween] is set to infinite looping (see [method "
 "set_loops]).\n"
-"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) after this signal "
-"is emitted, but it doesn't happen immediately, but on the next processing "
-"frame. Calling [method stop] inside the signal callback will preserve the "
-"[SceneTreeTween]."
+"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next "
+"processing frame after this signal is emitted. Calling [method stop] inside "
+"the signal callback will prevent the [SceneTreeTween] from being removed."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
 msgid ""
 "Emitted when a full loop is complete (see [method set_loops]), providing the "
-"loop index. This signal is not emitted after final loop, use [signal "
+"loop index. This signal is not emitted after the final loop, use [signal "
 "finished] instead for this case."
 msgstr ""
 
@@ -54217,7 +54394,7 @@ msgstr ""
 msgid ""
 "Emitted when one step of the [SceneTreeTween] is complete, providing the "
 "step index. One step is either a single [Tweener] or a group of [Tweener]s "
-"running parallelly."
+"running in parallel."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -58185,11 +58362,11 @@ msgstr ""
 msgid ""
 "Returns [code]true[/code] if this string contains a valid integer.\n"
 "[codeblock]\n"
-"print(\"7\".is_valid_int()) # Prints \"True\"\n"
-"print(\"14.6\".is_valid_int()) # Prints \"False\"\n"
-"print(\"L\".is_valid_int()) # Prints \"False\"\n"
-"print(\"+3\".is_valid_int()) # Prints \"True\"\n"
-"print(\"-12\".is_valid_int()) # Prints \"True\"\n"
+"print(\"7\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"L\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"+3\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"-12\".is_valid_integer()) # Prints \"True\"\n"
 "[/codeblock]"
 msgstr ""
 
@@ -63060,7 +63237,18 @@ msgid ""
 "To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
 "TreeItem.get_next] and [method TreeItem.get_children] after getting the root "
 "through [method get_root]. You can use [method Object.free] on a [TreeItem] "
-"to remove it from the [Tree]."
+"to remove it from the [Tree].\n"
+"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
 msgstr ""
 
 #: doc/classes/Tree.xml

+ 284 - 95
doc/translations/cs.po

@@ -542,7 +542,7 @@ msgid ""
 "- 1.0: Linear\n"
 "- Greater than 1.0 (exclusive): Ease in\n"
 "[/codeblock]\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
 "ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
 "See also [method smoothstep]. If you need to perform more advanced "
 "transitions, use [Tween] or [AnimationPlayer]."
@@ -1574,7 +1574,7 @@ msgid ""
 "[method smoothstep] returns the smoothest possible curve with no sudden "
 "changes in the derivative. If you need to perform more advanced transitions, "
 "use [Tween] or [AnimationPlayer].\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
 "smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, "
 "-1.6521) return values[/url]"
 msgstr ""
@@ -28847,7 +28847,7 @@ msgid ""
 "    # Note: Don't make simultaneous requests using a single HTTPRequest "
 "node.\n"
 "    # The snippet below is provided for reference only.\n"
-"    var body = {\"name\": \"Godette\"}\n"
+"    var body = to_json({\"name\": \"Godette\"})\n"
 "    error = http_request.request(\"https://httpbin.org/post\", [], true, "
 "HTTPClient.METHOD_POST, body)\n"
 "    if error != OK:\n"
@@ -31473,7 +31473,18 @@ msgid ""
 "[code]\\n[/code]) in the string won't produce a newline. Text wrapping is "
 "enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to "
 "fully fit its content by default. You need to set [member "
-"fixed_column_width] greater than zero to wrap the text."
+"fixed_column_width] greater than zero to wrap the text.\n"
+"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
 msgstr ""
 
 #: doc/classes/ItemList.xml
@@ -35229,12 +35240,18 @@ msgid ""
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
-msgid "Returns the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Returns the override [Material] for a surface of the [Mesh] resource.\n"
+"[b]Note:[/b] This function only returns [i]override[/i] materials associated "
+"with this [MeshInstance]. Consider using [method get_active_material] or "
+"[method Mesh.surface_get_material] to get materials associated with the "
+"[Mesh] resource."
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
-msgid "Returns the number of surface materials."
-msgstr ""
+#, fuzzy
+msgid "Returns the number of surface override materials."
+msgstr "Vrátí zbytek po dělení dvou vektorů."
 
 #: doc/classes/MeshInstance.xml
 msgid ""
@@ -35270,7 +35287,10 @@ msgid ""
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
-msgid "Sets the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Sets the override [Material] for the specified surface of the [Mesh] "
+"resource. This material is associated with this [MeshInstance] rather than "
+"with the [Mesh] resource."
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
@@ -36070,6 +36090,9 @@ msgstr ""
 
 #: doc/classes/Navigation.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
 "Provides navigation and pathfinding within a collection of "
 "[NavigationMesh]es. By default, these will be automatically collected from "
 "child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this "
@@ -36116,6 +36139,9 @@ msgstr "Vrátí sinus parametru."
 
 #: doc/classes/Navigation.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
 "Returns the path between two given points. Points are in local coordinate "
 "space. If [code]optimize[/code] is [code]true[/code] (the default), the "
 "agent properties associated with each [NavigationMesh] (radius, height, "
@@ -36159,6 +36185,9 @@ msgstr ""
 
 #: doc/classes/Navigation2D.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
 "Navigation2D provides navigation and pathfinding within a 2D area, specified "
 "as a collection of [NavigationPolygon] resources. By default, these are "
 "automatically collected from child [NavigationPolygonInstance] nodes."
@@ -36178,6 +36207,9 @@ msgstr ""
 
 #: doc/classes/Navigation2D.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
 "Returns the path between two given points. Points are in local coordinate "
 "space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
 "is smoothed by merging path segments where possible."
@@ -36313,10 +36345,46 @@ msgstr "Vrátí opačnou hodnotu parametru."
 msgid "Destroys the given RID."
 msgstr ""
 
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all created navigation map [RID]s on the NavigationServer. This "
+"returns both 2D and 3D created navigation maps as there is technically no "
+"distinction between them."
+msgstr ""
+
 #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
 msgid "Create a new map."
 msgstr ""
 
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"This function immediately forces synchronization of the specified navigation "
+"[code]map[/code] [RID]. By default navigation maps are only synchronized at "
+"the end of each physics frame. This function can be used to immediately "
+"(re)calculate all the navigation meshes and region connections of the "
+"navigation map. This makes it possible to query a navigation path for a "
+"changed map immediately and in the same frame (multiple times if needed).\n"
+"Due to technical restrictions the current NavigationServer command queue "
+"will be flushed. This means all already queued update commands for this "
+"physics frame will be executed, even those intended for other maps, regions "
+"and agents not part of the specified map. The expensive computation of the "
+"navigation meshes and region connections of a map will only be done for the "
+"specified map. Other maps will receive the normal synchronization at the end "
+"of the physics frame. Should the specified map receive changes after the "
+"forced update it will update again as well when the other maps receive their "
+"update.\n"
+"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals "
+"is untouched by this function and continues to happen for all maps and "
+"agents at the end of the physics frame.\n"
+"[b]Note:[/b] With great power comes great responsibility. This function "
+"should only be used by users that really know what they are doing and have a "
+"good reason for it. Forcing an immediate update of a navigation map requires "
+"locking the NavigationServer and flushing the entire NavigationServer "
+"command queue. Not only can this severely impact the performance of a game "
+"but it can also introduce bugs if used inappropriately without much "
+"foresight."
+msgstr ""
+
 #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
 msgid ""
 "Returns all navigation agents [RID]s that are currently assigned to the "
@@ -36433,6 +36501,23 @@ msgstr "Vrátí sinus parametru."
 msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]."
 msgstr "Vrací [code]true[/code] pokud [code]s[/code] je nula nebo téměř nula."
 
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns [code]true[/code] if the provided [code]point[/code] in world space "
+"is currently owned by the provided navigation [code]region[/code]. Owned in "
+"this context means that one of the region's navigation mesh polygon faces "
+"has a possible position at the closest distance to this point compared to "
+"all other navigation meshes from other navigation regions that are also "
+"registered on the navigation map of the provided region.\n"
+"If multiple navigation meshes have positions at equal distance the "
+"navigation region whose polygons are processed first wins the ownership. "
+"Polygons are processed in the same order that navigation regions were "
+"registered on the NavigationServer.\n"
+"[b]Note:[/b] If navigation meshes from different navigation regions overlap "
+"(which should be avoided in general) the result might not be what is "
+"expected."
+msgstr ""
+
 #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
 #, fuzzy
 msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
@@ -36646,6 +36731,17 @@ msgstr ""
 msgid "The distance to search for other agents."
 msgstr ""
 
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
+"The distance threshold before a path point is considered to be reached. This "
+"will allow an agent to not have to hit a path point on the path exactly, but "
+"in the area. If this value is set to high the NavigationAgent will skip "
+"points on the path which can lead to leaving the navigation mesh. If this "
+"value is set to low the NavigationAgent will be stuck in a repath loop cause "
+"it will constantly overshoot or undershoot the distance to the next point on "
+"each physics frame update."
+msgstr ""
+
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
 msgid ""
 "The maximum distance the agent is allowed away from the ideal path to the "
@@ -36654,14 +36750,23 @@ msgid ""
 msgstr ""
 
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-msgid "The radius of the agent."
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding. To change an actor's pathfinding radius "
+"bake [NavigationMesh] resources with a different [member NavigationMesh."
+"agent_radius] property and use different navigation maps for each actor size."
 msgstr ""
 
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
 msgid ""
-"The distance threshold before a target is considered to be reached. This "
-"will allow an agent to not have to hit a point on the path exactly, but in "
-"the area."
+"The distance threshold before the final target point is considered to be "
+"reached. This will allow an agent to not have to hit the point of the final "
+"target exactly, but only the area. If this value is set to low the "
+"NavigationAgent will be stuck in a repath loop cause it will constantly "
+"overshoot or undershoot the distance to the final target point on each "
+"physics frame update."
 msgstr ""
 
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -36880,6 +36985,16 @@ msgid ""
 "multiple of [member cell_size]."
 msgstr ""
 
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"If the baking [AABB] has a volume the navigation mesh baking will be "
+"restricted to its enclosing area."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
+msgstr ""
+
 #: doc/classes/NavigationMesh.xml
 msgid "If [code]true[/code], marks spans that are ledges as non-walkable."
 msgstr ""
@@ -37051,7 +37166,15 @@ msgid ""
 "geometry for walkable terrain suitable to [NavigationMesh] agent properties "
 "by creating a voxel world around the meshes bounding area.\n"
 "The finalized navigation mesh is then returned and stored inside the "
-"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes."
+"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] "
+"nodes.\n"
+"[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
+"obstruct navigation baking does not always work. The navigation baking has "
+"no concept of what is a geometry \"inside\" when dealing with mesh source "
+"geometry and this is intentional. Depending on current baking parameters, as "
+"soon as the obstructing mesh is large enough to fit a navigation mesh area "
+"inside, the baking will generate navigation mesh areas that are inside the "
+"obstructing source geometry mesh."
 msgstr ""
 
 #: doc/classes/NavigationMeshGenerator.xml
@@ -38933,13 +39056,19 @@ msgstr ""
 #: doc/classes/Node.xml
 msgid ""
 "Emitted when a child node enters the scene tree, either because it entered "
-"on its own or because this node entered with it."
+"on its own or because this node entered with it.\n"
+"This signal is emitted [i]after[/i] the child node's own [constant "
+"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
 msgstr ""
 
 #: doc/classes/Node.xml
 msgid ""
-"Emitted when a child node exits the scene tree, either because it exited on "
-"its own or because this node exited."
+"Emitted when a child node is about to exit the scene tree, either because it "
+"is being removed or freed directly, or because this node is exiting the "
+"tree.\n"
+"When this signal is received, the child [code]node[/code] is still in the "
+"tree and valid. This signal is emitted [i]after[/i] the child node's own "
+"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
 msgstr ""
 
 #: doc/classes/Node.xml
@@ -38951,7 +39080,10 @@ msgid "Emitted when the node is renamed."
 msgstr ""
 
 #: doc/classes/Node.xml
-msgid "Emitted when the node enters the tree."
+msgid ""
+"Emitted when the node enters the tree.\n"
+"This signal is emitted [i]after[/i] the related [constant "
+"NOTIFICATION_ENTER_TREE] notification."
 msgstr ""
 
 #: doc/classes/Node.xml
@@ -38961,15 +39093,21 @@ msgstr ""
 #: doc/classes/Node.xml
 msgid ""
 "Emitted when the node is still active but about to exit the tree. This is "
-"the right place for de-initialization (or a \"destructor\", if you will)."
+"the right place for de-initialization (or a \"destructor\", if you will).\n"
+"This signal is emitted [i]before[/i] the related [constant "
+"NOTIFICATION_EXIT_TREE] notification."
 msgstr ""
 
 #: doc/classes/Node.xml
-msgid "Notification received when the node enters a [SceneTree]."
+msgid ""
+"Notification received when the node enters a [SceneTree].\n"
+"This notification is emitted [i]before[/i] the related [signal tree_entered]."
 msgstr ""
 
 #: doc/classes/Node.xml
-msgid "Notification received when the node is about to exit a [SceneTree]."
+msgid ""
+"Notification received when the node is about to exit a [SceneTree].\n"
+"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
 msgstr ""
 
 #: doc/classes/Node.xml
@@ -40685,6 +40823,10 @@ msgid ""
 "    if argument.find(\"=\") > -1:\n"
 "        var key_value = argument.split(\"=\")\n"
 "        arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
+"    else:\n"
+"        # Options without an argument will be present in the dictionary,\n"
+"        # with the value set to an empty string.\n"
+"        arguments[argument.lstrip(\"--\")] = \"\"\n"
 "[/codeblock]"
 msgstr ""
 
@@ -46218,7 +46360,18 @@ msgstr ""
 #: doc/classes/PopupMenu.xml
 msgid ""
 "[PopupMenu] is a [Control] that displays a list of options. They are popular "
-"in toolbars or context menus."
+"in toolbars or context menus.\n"
+"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
 msgstr ""
 
 #: doc/classes/PopupMenu.xml
@@ -49795,20 +49948,28 @@ msgid ""
 "cause.\n"
 "The default value is a conservative one, so you are advised to tweak it "
 "according to the hardware you are targeting.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"The default is a very conservative override for [code]rendering/gles3/"
-"shaders/max_concurrent_compiles[/code].\n"
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
 "Depending on the specific devices you are targeting, you may want to raise "
 "it.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
+"Depending on the specific browsers you are targeting, you may want to raise "
+"it.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -49816,19 +49977,28 @@ msgid ""
 "The maximum size, in megabytes, that the ubershader cache can grow up to. On "
 "startup, the least recently used entries will be deleted until the total "
 "size is within bounds.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/"
-"code], so a smaller maximum size can be configured for mobile platforms, "
-"where storage space is more limited.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for mobile platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for web platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] Currently, shader caching is generally unavailable on web "
+"platforms.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -49860,12 +50030,20 @@ msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"An override for [code]rendering/gles3/shaders/shader_compilation_mode[/"
-"code], so asynchronous compilation can be disabled for mobile.\n"
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on mobile platforms.\n"
 "You may want to do that since mobile GPUs generally won't support "
 "ubershaders due to their complexity."
 msgstr ""
 
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on web platforms.\n"
+"You may want to do that since certain browsers (especially on mobile "
+"platforms) generally won't support ubershaders due to their complexity."
+msgstr ""
+
 #: doc/classes/ProjectSettings.xml
 msgid ""
 "Max buffer size for blend shapes. Any blend shape bigger than this will not "
@@ -54566,24 +54744,23 @@ msgid ""
 "manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be "
 "used for tweening values, but you can do manual interpolation with [method "
 "interpolate_value].\n"
-"A [SceneTreeTween] animation is composed of a sequence of [Tweener]s, which "
-"by default are executed one after another. You can create a sequence by "
-"appending [Tweener]s to the [SceneTreeTween]. Animating something with a "
-"[Tweener] is called tweening. Example tweening sequence looks like this:\n"
+"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] "
+"object, using [method tween_property], [method tween_interval], [method "
+"tween_callback] or [method tween_method]:\n"
 "[codeblock]\n"
 "var tween = get_tree().create_tween()\n"
 "tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
 "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
 "tween.tween_callback($Sprite, \"queue_free\")\n"
 "[/codeblock]\n"
-"This sequence will make the [code]$Sprite[/code] node turn red, then shrink "
-"and finally the [method Node.queue_free] is called to remove the sprite. See "
-"methods [method tween_property], [method tween_interval], [method "
-"tween_callback] and [method tween_method] for more usage information.\n"
+"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
+"before finally calling [method Node.queue_free] to free the sprite. "
+"[Tweener]s are executed one after another by default. This behavior can be "
+"changed using [method parallel] and [method set_parallel].\n"
 "When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
 "chained method call can be used to tweak the properties of this [Tweener]. "
-"For example, if you want to set different transition type in the above "
-"example, you can do:\n"
+"For example, if you want to set a different transition type in the above "
+"example, you can use [method set_trans]:\n"
 "[codeblock]\n"
 "var tween = get_tree().create_tween()\n"
 "tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
@@ -54592,8 +54769,9 @@ msgid ""
 "TRANS_BOUNCE)\n"
 "tween.tween_callback($Sprite, \"queue_free\")\n"
 "[/codeblock]\n"
-"Most of the [SceneTreeTween] methods can be chained this way too. In this "
-"example the [SceneTreeTween] is bound and have set a default transition:\n"
+"Most of the [SceneTreeTween] methods can be chained this way too. In the "
+"following example the [SceneTreeTween] is bound to the running script's node "
+"and a default transition is set for its [Tweener]s:\n"
 "[codeblock]\n"
 "var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
 "TRANS_ELASTIC)\n"
@@ -54601,16 +54779,16 @@ msgid ""
 "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
 "tween.tween_callback($Sprite, \"queue_free\")\n"
 "[/codeblock]\n"
-"Another interesting use for [SceneTreeTween]s is animating arbitrary set of "
+"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of "
 "objects:\n"
 "[codeblock]\n"
 "var tween = create_tween()\n"
 "for sprite in get_children():\n"
-"    tween.tween_property(sprite, \"position\", Vector2(), 1)\n"
+"    tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
 "[/codeblock]\n"
 "In the example above, all children of a node are moved one after another to "
 "position (0, 0).\n"
-"Some [Tweener]s use transitions and eases. The first accepts an [enum Tween."
+"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
 "TransitionType] constant, and refers to the way the timing of the animation "
 "is handled (see [url=https://easings.net/]easings.net[/url] for some "
 "examples). The second accepts an [enum Tween.EaseType] constant, and "
@@ -54622,7 +54800,7 @@ msgid ""
 "tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
 "[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
 "prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
-"immediately after it was created."
+"immediately after it is created."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -54652,21 +54830,24 @@ msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
 msgid ""
-"Processes the [SceneTreeTween] by given [code]delta[/code] value, in "
-"seconds. Mostly useful when the [SceneTreeTween] is paused, for controlling "
-"it manually. Can also be used to end the [SceneTreeTween] animation "
-"immediately, by using [code]delta[/code] longer than the whole duration.\n"
+"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in "
+"seconds. This is mostly useful for manual control when the [SceneTreeTween] "
+"is paused. It can also be used to end the [SceneTreeTween] animation "
+"immediately, by setting [code]delta[/code] longer than the whole duration of "
+"the [SceneTreeTween] animation.\n"
 "Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that "
 "haven't finished.\n"
-"[b]Note:[/b] The [SceneTreeTween] will become invalid after finished, but "
-"you can call [method stop] after the step, to keep it and reset."
+"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing "
+"frame after its animation finishes. Calling [method stop] after performing "
+"[method custom_step] instead keeps and resets the [SceneTreeTween]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
 msgid ""
 "Returns the total time in seconds the [SceneTreeTween] has been animating (i."
-"e. time since it started, not counting pauses etc.). The time is affected by "
-"[method set_speed_scale] and [method stop] will reset it to [code]0[/code].\n"
+"e. the time since it started, not counting pauses etc.). The time is "
+"affected by [method set_speed_scale], and [method stop] will reset it to "
+"[code]0[/code].\n"
 "[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
 "after the [SceneTreeTween] has finished animating will be slightly greater "
 "than the actual [SceneTreeTween] duration."
@@ -54702,11 +54883,10 @@ msgstr ""
 msgid ""
 "Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a "
 "[SceneTreeTween] contained by the scene tree (i.e. the array from [method "
-"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). "
-"[SceneTreeTween] might become invalid when it has finished tweening or was "
-"killed, also when created with [code]Tween.new()[/code]. Invalid "
-"[SceneTreeTween] can't have [Tweener]s appended, because it can't animate "
-"them. You can however still use [method interpolate_value]."
+"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
+"[SceneTreeTween] might become invalid when it has finished tweening, is "
+"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
+"[SceneTreeTween]s can't have [Tweener]s appended."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -54746,16 +54926,15 @@ msgstr ""
 msgid ""
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [SceneTreeTween] run "
-"infinitely, until it is either killed by [method kill] or by freeing bound "
-"node, or all the animated objects have been freed (which makes further "
+"Calling this method without arguments will make the [Tween] run infinitely, "
+"until either it is killed with [method kill], the [Tween]'s bound node is "
+"freed, or all the animated objects have been freed (which makes further "
 "animation impossible).\n"
 "[b]Warning:[/b] Make sure to always add some duration/delay when using "
-"infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] "
-"with no delay or [PropertyTweener] with invalid node) are equivalent to "
-"infinite [code]while[/code] loops and will freeze your game. If a "
-"[SceneTreeTween]'s lifetime depends on some node, always use [method "
-"bind_node]."
+"infinite loops. To prevent the game freezing, 0-duration looped animations "
+"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
+"number of loops, which may produce unexpected results. If a [Tween]'s "
+"lifetime depends on some node, always use [method bind_node]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -54817,10 +54996,10 @@ msgstr ""
 #: doc/classes/SceneTreeTween.xml
 msgid ""
 "Creates and appends an [IntervalTweener]. This method can be used to create "
-"delays in the tween animation, as an alternative for using the delay in "
-"other [Tweener]s or when there's no animation (in which case the "
-"[SceneTreeTween] acts as a timer). [code]time[/code] is the length of the "
-"interval, in seconds.\n"
+"delays in the tween animation, as an alternative to using the delay in other "
+"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] "
+"acts as a timer). [code]time[/code] is the length of the interval, in "
+"seconds.\n"
 "Example: creating an interval in code execution.\n"
 "[codeblock]\n"
 "# ... some code\n"
@@ -54874,8 +55053,8 @@ msgid ""
 "Creates and appends a [PropertyTweener]. This method tweens a "
 "[code]property[/code] of an [code]object[/code] between an initial value and "
 "[code]final_val[/code] in a span of time equal to [code]duration[/code], in "
-"seconds. The initial value by default is a value at the time the tweening of "
-"the [PropertyTweener] start. For example:\n"
+"seconds. The initial value by default is the property's value at the time "
+"the tweening of the [PropertyTweener] starts. For example:\n"
 "[codeblock]\n"
 "var tween = create_tween()\n"
 "tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
@@ -54906,16 +55085,15 @@ msgid ""
 "Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
 "when the [SceneTreeTween] is set to infinite looping (see [method "
 "set_loops]).\n"
-"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) after this signal "
-"is emitted, but it doesn't happen immediately, but on the next processing "
-"frame. Calling [method stop] inside the signal callback will preserve the "
-"[SceneTreeTween]."
+"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next "
+"processing frame after this signal is emitted. Calling [method stop] inside "
+"the signal callback will prevent the [SceneTreeTween] from being removed."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
 msgid ""
 "Emitted when a full loop is complete (see [method set_loops]), providing the "
-"loop index. This signal is not emitted after final loop, use [signal "
+"loop index. This signal is not emitted after the final loop, use [signal "
 "finished] instead for this case."
 msgstr ""
 
@@ -54923,7 +55101,7 @@ msgstr ""
 msgid ""
 "Emitted when one step of the [SceneTreeTween] is complete, providing the "
 "step index. One step is either a single [Tweener] or a group of [Tweener]s "
-"running parallelly."
+"running in parallel."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -58901,11 +59079,11 @@ msgstr ""
 msgid ""
 "Returns [code]true[/code] if this string contains a valid integer.\n"
 "[codeblock]\n"
-"print(\"7\".is_valid_int()) # Prints \"True\"\n"
-"print(\"14.6\".is_valid_int()) # Prints \"False\"\n"
-"print(\"L\".is_valid_int()) # Prints \"False\"\n"
-"print(\"+3\".is_valid_int()) # Prints \"True\"\n"
-"print(\"-12\".is_valid_int()) # Prints \"True\"\n"
+"print(\"7\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"L\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"+3\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"-12\".is_valid_integer()) # Prints \"True\"\n"
 "[/codeblock]"
 msgstr ""
 
@@ -63819,7 +63997,18 @@ msgid ""
 "To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
 "TreeItem.get_next] and [method TreeItem.get_children] after getting the root "
 "through [method get_root]. You can use [method Object.free] on a [TreeItem] "
-"to remove it from the [Tree]."
+"to remove it from the [Tree].\n"
+"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
 msgstr ""
 
 #: doc/classes/Tree.xml

+ 324 - 102
doc/translations/de.po

@@ -47,12 +47,13 @@
 # Andreas <[email protected]>, 2022.
 # Christian Packenius <[email protected]>, 2022.
 # Hannes Petersen <[email protected]>, 2022.
+# Hans Peter <[email protected]>, 2022.
 msgid ""
 msgstr ""
 "Project-Id-Version: Godot Engine class reference\n"
 "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
-"PO-Revision-Date: 2022-05-13 19:27+0000\n"
-"Last-Translator: Hannes Petersen <01zustrom.baklava@icloud.com>\n"
+"PO-Revision-Date: 2022-06-22 23:17+0000\n"
+"Last-Translator: Hans Peter <figefi6308@runqx.com>\n"
 "Language-Team: German <https://hosted.weblate.org/projects/godot-engine/"
 "godot-class-reference/de/>\n"
 "Language: de\n"
@@ -60,7 +61,7 @@ msgstr ""
 "Content-Type: text/plain; charset=UTF-8\n"
 "Content-Transfer-Encoding: 8-bit\n"
 "Plural-Forms: nplurals=2; plural=n != 1;\n"
-"X-Generator: Weblate 4.13-dev\n"
+"X-Generator: Weblate 4.13.1-dev\n"
 
 #: doc/tools/make_rst.py
 msgid "Description"
@@ -606,7 +607,7 @@ msgid ""
 "- 1.0: Linear\n"
 "- Greater than 1.0 (exclusive): Ease in\n"
 "[/codeblock]\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
 "ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
 "See also [method smoothstep]. If you need to perform more advanced "
 "transitions, use [Tween] or [AnimationPlayer]."
@@ -1774,7 +1775,7 @@ msgid ""
 "[method smoothstep] returns the smoothest possible curve with no sudden "
 "changes in the derivative. If you need to perform more advanced transitions, "
 "use [Tween] or [AnimationPlayer].\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
 "smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, "
 "-1.6521) return values[/url]"
 msgstr ""
@@ -30628,7 +30629,7 @@ msgid ""
 "    # Note: Don't make simultaneous requests using a single HTTPRequest "
 "node.\n"
 "    # The snippet below is provided for reference only.\n"
-"    var body = {\"name\": \"Godette\"}\n"
+"    var body = to_json({\"name\": \"Godette\"})\n"
 "    error = http_request.request(\"https://httpbin.org/post\", [], true, "
 "HTTPClient.METHOD_POST, body)\n"
 "    if error != OK:\n"
@@ -33267,7 +33268,18 @@ msgid ""
 "[code]\\n[/code]) in the string won't produce a newline. Text wrapping is "
 "enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to "
 "fully fit its content by default. You need to set [member "
-"fixed_column_width] greater than zero to wrap the text."
+"fixed_column_width] greater than zero to wrap the text.\n"
+"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
 msgstr ""
 
 #: doc/classes/ItemList.xml
@@ -34560,6 +34572,8 @@ msgid ""
 "Displays plain text in a line or wrapped inside a rectangle. For formatted "
 "text, use [RichTextLabel]."
 msgstr ""
+"Zeigt einfachen Text in einer Zeile oder in einem Rechteck an. Verwenden Sie "
+"für formatierten Text [RichTextLabel]."
 
 #: doc/classes/Label.xml
 msgid ""
@@ -34576,6 +34590,19 @@ msgid ""
 "emoji) are [i]not[/i] supported on Windows. They will display as unknown "
 "characters instead. This will be resolved in Godot 4.0."
 msgstr ""
+"Label zeigt einfachen Text auf dem Bildschirm an. Sie können die horizontale "
+"und vertikale Ausrichtung steuern und den Text innerhalb des "
+"Begrenzungsrahmens des Nodes umbrechen. Fett, kursiv oder andere "
+"Formatierungen werden nicht unterstützt. Verwenden Sie stattdessen "
+"[RichTextLabel] für diesen Zweck.\n"
+"[b]Hinweis:[/b] Im Gegensatz zu den meisten anderen [Steuerelementen] ist "
+"Labels [member Control.mouse_filter] standardmäßig auf [constant Control."
+"MOUSE_FILTER_IGNORE] eingestellt (d.h. es reagiert nicht auf Mauseingaben). "
+"Das bedeutet, dass ein Label keinen konfigurierten [member Control."
+"hint_tooltip] anzeigt, solange Sie seinen Mausfilter nicht ändern.\n"
+"[b]Hinweis:[/b] Unicode-Zeichen nach [code]0xffff[/code] (wie die meisten "
+"Emoji) werden [i]nicht[/i] von Windows unterstützt. Sie werden stattdessen "
+"als unbekannte Zeichen angezeigt. Dies wird in Godot 4.0 behoben."
 
 #: doc/classes/Label.xml
 msgid "Returns the amount of lines of text the Label has."
@@ -34602,6 +34629,9 @@ msgid ""
 "Controls the text's horizontal align. Supports left, center, right, and "
 "fill, or justify. Set it to one of the [enum Align] constants."
 msgstr ""
+"Steuert die horizontale Ausrichtung des Textes. Unterstützt links, "
+"zentriert, rechts und füllen oder ausrichten. Setzen Sie ihn auf eine der "
+"[enum Align] Konstanten."
 
 #: doc/classes/Label.xml
 msgid ""
@@ -34609,12 +34639,19 @@ msgid ""
 "If you resize the node, it will change its height automatically to show all "
 "the text."
 msgstr ""
+"Wenn [code]An[/code], wird der Text innerhalb des Begrenzungsrechtecks des "
+"Nodes angepasst (Es wird automatisch eine neue Zeile angefangen, wenn der "
+"Text nicht in eine Zeile passt). Sollte der Text nicht in das "
+"Begrenzungsrechtecks des Nodes passen, wird das Begrenzungsrechteck "
+"automatisch in der Höhe angepasst."
 
 #: doc/classes/Label.xml
 msgid ""
 "If [code]true[/code], the Label only shows the text that fits inside its "
 "bounding rectangle and will clip text horizontally."
 msgstr ""
+"Wenn [code]An[/code], zeigt das Label nur den Text, der in sein "
+"Begrenzungsrechteck passt an und schneidet den restlichen Text ab."
 
 #: doc/classes/Label.xml
 msgid ""
@@ -34624,7 +34661,7 @@ msgstr ""
 
 #: doc/classes/Label.xml
 msgid "Limits the lines of text the node shows on screen."
-msgstr ""
+msgstr "Begrenzt die Textzeilen, die das Node auf dem Bildschirm anzeigt."
 
 #: doc/classes/Label.xml
 msgid ""
@@ -34632,24 +34669,32 @@ msgid ""
 "code] to 0.5, only up to half of the text's characters will display on "
 "screen. Useful to animate the text in a dialog box."
 msgstr ""
+"Begrenzt die Anzahl der sichtbaren Zeichen. Wenn Sie [code]percent_visible[/"
+"code] auf 0,5 setzen, wird nur der halbe Text auf dem Bildschirm angezeigt. "
+"Nützlich, um den Text in einem Dialogfeld zu animieren."
 
 #: doc/classes/Label.xml doc/classes/Label3D.xml
 msgid "The text to display on screen."
-msgstr ""
+msgstr "Der Text, der auf dem Bildschirm angezeigt werden soll."
 
 #: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
 msgid "If [code]true[/code], all the text displays as UPPERCASE."
 msgstr ""
+"Wenn [code]An[/code] , wird der gesamte Text in GROSSBUCHSTABEN angezeigt."
 
 #: doc/classes/Label.xml
 msgid ""
 "Controls the text's vertical align. Supports top, center, bottom, and fill. "
 "Set it to one of the [enum VAlign] constants."
 msgstr ""
+"Steuert die vertikale Ausrichtung des Textes. Unterstützt oben, mitte, unten "
+"und füllen. Setzen Sie ihn auf eine der [enum VAlign] Konstanten."
 
 #: doc/classes/Label.xml
 msgid "Restricts the number of characters to display. Set to -1 to disable."
 msgstr ""
+"Begrenzt die Anzahl der anzuzeigenden Zeichen. Zum Deaktivieren auf -1 "
+"setzen."
 
 #: doc/classes/Label.xml doc/classes/Label3D.xml doc/classes/TextMesh.xml
 msgid "Align rows to the left (default)."
@@ -37043,12 +37088,18 @@ msgid ""
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
-msgid "Returns the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Returns the override [Material] for a surface of the [Mesh] resource.\n"
+"[b]Note:[/b] This function only returns [i]override[/i] materials associated "
+"with this [MeshInstance]. Consider using [method get_active_material] or "
+"[method Mesh.surface_get_material] to get materials associated with the "
+"[Mesh] resource."
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
-msgid "Returns the number of surface materials."
-msgstr ""
+#, fuzzy
+msgid "Returns the number of surface override materials."
+msgstr "Gibt die Anzahl der Punkte auf der Blend-Achse zurück."
 
 #: doc/classes/MeshInstance.xml
 msgid ""
@@ -37084,7 +37135,10 @@ msgid ""
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
-msgid "Sets the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Sets the override [Material] for the specified surface of the [Mesh] "
+"resource. This material is associated with this [MeshInstance] rather than "
+"with the [Mesh] resource."
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
@@ -37884,6 +37938,9 @@ msgstr ""
 
 #: doc/classes/Navigation.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
 "Provides navigation and pathfinding within a collection of "
 "[NavigationMesh]es. By default, these will be automatically collected from "
 "child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this "
@@ -37930,6 +37987,9 @@ msgstr "Gibt die Anzahl der Spuren in der Animation zurück."
 
 #: doc/classes/Navigation.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
 "Returns the path between two given points. Points are in local coordinate "
 "space. If [code]optimize[/code] is [code]true[/code] (the default), the "
 "agent properties associated with each [NavigationMesh] (radius, height, "
@@ -37974,6 +38034,9 @@ msgstr ""
 
 #: doc/classes/Navigation2D.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
 "Navigation2D provides navigation and pathfinding within a 2D area, specified "
 "as a collection of [NavigationPolygon] resources. By default, these are "
 "automatically collected from child [NavigationPolygonInstance] nodes."
@@ -37993,6 +38056,9 @@ msgstr ""
 
 #: doc/classes/Navigation2D.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
 "Returns the path between two given points. Points are in local coordinate "
 "space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
 "is smoothed by merging path segments where possible."
@@ -38136,10 +38202,46 @@ msgstr "Legt den aktuell sichtbaren Rahmen der Textur fest."
 msgid "Destroys the given RID."
 msgstr "Gibt den gegebenen Übergang zurück."
 
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all created navigation map [RID]s on the NavigationServer. This "
+"returns both 2D and 3D created navigation maps as there is technically no "
+"distinction between them."
+msgstr ""
+
 #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
 msgid "Create a new map."
 msgstr ""
 
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"This function immediately forces synchronization of the specified navigation "
+"[code]map[/code] [RID]. By default navigation maps are only synchronized at "
+"the end of each physics frame. This function can be used to immediately "
+"(re)calculate all the navigation meshes and region connections of the "
+"navigation map. This makes it possible to query a navigation path for a "
+"changed map immediately and in the same frame (multiple times if needed).\n"
+"Due to technical restrictions the current NavigationServer command queue "
+"will be flushed. This means all already queued update commands for this "
+"physics frame will be executed, even those intended for other maps, regions "
+"and agents not part of the specified map. The expensive computation of the "
+"navigation meshes and region connections of a map will only be done for the "
+"specified map. Other maps will receive the normal synchronization at the end "
+"of the physics frame. Should the specified map receive changes after the "
+"forced update it will update again as well when the other maps receive their "
+"update.\n"
+"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals "
+"is untouched by this function and continues to happen for all maps and "
+"agents at the end of the physics frame.\n"
+"[b]Note:[/b] With great power comes great responsibility. This function "
+"should only be used by users that really know what they are doing and have a "
+"good reason for it. Forcing an immediate update of a navigation map requires "
+"locking the NavigationServer and flushing the entire NavigationServer "
+"command queue. Not only can this severely impact the performance of a game "
+"but it can also introduce bugs if used inappropriately without much "
+"foresight."
+msgstr ""
+
 #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
 msgid ""
 "Returns all navigation agents [RID]s that are currently assigned to the "
@@ -38263,6 +38365,23 @@ msgstr "Gibt die Anzahl der Verbindungen im Graphen zurück."
 msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]."
 msgstr "Logischer ODER-Operator ([code]oder[/code] oder [code]||[/code])."
 
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns [code]true[/code] if the provided [code]point[/code] in world space "
+"is currently owned by the provided navigation [code]region[/code]. Owned in "
+"this context means that one of the region's navigation mesh polygon faces "
+"has a possible position at the closest distance to this point compared to "
+"all other navigation meshes from other navigation regions that are also "
+"registered on the navigation map of the provided region.\n"
+"If multiple navigation meshes have positions at equal distance the "
+"navigation region whose polygons are processed first wins the ownership. "
+"Polygons are processed in the same order that navigation regions were "
+"registered on the NavigationServer.\n"
+"[b]Note:[/b] If navigation meshes from different navigation regions overlap "
+"(which should be avoided in general) the result might not be what is "
+"expected."
+msgstr ""
+
 #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
 #, fuzzy
 msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
@@ -38482,6 +38601,17 @@ msgstr ""
 msgid "The distance to search for other agents."
 msgstr ""
 
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
+"The distance threshold before a path point is considered to be reached. This "
+"will allow an agent to not have to hit a path point on the path exactly, but "
+"in the area. If this value is set to high the NavigationAgent will skip "
+"points on the path which can lead to leaving the navigation mesh. If this "
+"value is set to low the NavigationAgent will be stuck in a repath loop cause "
+"it will constantly overshoot or undershoot the distance to the next point on "
+"each physics frame update."
+msgstr ""
+
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
 msgid ""
 "The maximum distance the agent is allowed away from the ideal path to the "
@@ -38490,15 +38620,23 @@ msgid ""
 msgstr ""
 
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-#, fuzzy
-msgid "The radius of the agent."
-msgstr "Der Name des Audiobusses des Bereichs."
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding. To change an actor's pathfinding radius "
+"bake [NavigationMesh] resources with a different [member NavigationMesh."
+"agent_radius] property and use different navigation maps for each actor size."
+msgstr ""
 
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
 msgid ""
-"The distance threshold before a target is considered to be reached. This "
-"will allow an agent to not have to hit a point on the path exactly, but in "
-"the area."
+"The distance threshold before the final target point is considered to be "
+"reached. This will allow an agent to not have to hit the point of the final "
+"target exactly, but only the area. If this value is set to low the "
+"NavigationAgent will be stuck in a repath loop cause it will constantly "
+"overshoot or undershoot the distance to the final target point on each "
+"physics frame update."
 msgstr ""
 
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -38718,6 +38856,16 @@ msgid ""
 "multiple of [member cell_size]."
 msgstr ""
 
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"If the baking [AABB] has a volume the navigation mesh baking will be "
+"restricted to its enclosing area."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
+msgstr ""
+
 #: doc/classes/NavigationMesh.xml
 #, fuzzy
 msgid "If [code]true[/code], marks spans that are ledges as non-walkable."
@@ -38895,7 +39043,15 @@ msgid ""
 "geometry for walkable terrain suitable to [NavigationMesh] agent properties "
 "by creating a voxel world around the meshes bounding area.\n"
 "The finalized navigation mesh is then returned and stored inside the "
-"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes."
+"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] "
+"nodes.\n"
+"[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
+"obstruct navigation baking does not always work. The navigation baking has "
+"no concept of what is a geometry \"inside\" when dealing with mesh source "
+"geometry and this is intentional. Depending on current baking parameters, as "
+"soon as the obstructing mesh is large enough to fit a navigation mesh area "
+"inside, the baking will generate navigation mesh areas that are inside the "
+"obstructing source geometry mesh."
 msgstr ""
 
 #: doc/classes/NavigationMeshGenerator.xml
@@ -40787,13 +40943,19 @@ msgstr ""
 #: doc/classes/Node.xml
 msgid ""
 "Emitted when a child node enters the scene tree, either because it entered "
-"on its own or because this node entered with it."
+"on its own or because this node entered with it.\n"
+"This signal is emitted [i]after[/i] the child node's own [constant "
+"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
 msgstr ""
 
 #: doc/classes/Node.xml
 msgid ""
-"Emitted when a child node exits the scene tree, either because it exited on "
-"its own or because this node exited."
+"Emitted when a child node is about to exit the scene tree, either because it "
+"is being removed or freed directly, or because this node is exiting the "
+"tree.\n"
+"When this signal is received, the child [code]node[/code] is still in the "
+"tree and valid. This signal is emitted [i]after[/i] the child node's own "
+"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
 msgstr ""
 
 #: doc/classes/Node.xml
@@ -40805,7 +40967,10 @@ msgid "Emitted when the node is renamed."
 msgstr ""
 
 #: doc/classes/Node.xml
-msgid "Emitted when the node enters the tree."
+msgid ""
+"Emitted when the node enters the tree.\n"
+"This signal is emitted [i]after[/i] the related [constant "
+"NOTIFICATION_ENTER_TREE] notification."
 msgstr ""
 
 #: doc/classes/Node.xml
@@ -40815,15 +40980,21 @@ msgstr ""
 #: doc/classes/Node.xml
 msgid ""
 "Emitted when the node is still active but about to exit the tree. This is "
-"the right place for de-initialization (or a \"destructor\", if you will)."
+"the right place for de-initialization (or a \"destructor\", if you will).\n"
+"This signal is emitted [i]before[/i] the related [constant "
+"NOTIFICATION_EXIT_TREE] notification."
 msgstr ""
 
 #: doc/classes/Node.xml
-msgid "Notification received when the node enters a [SceneTree]."
+msgid ""
+"Notification received when the node enters a [SceneTree].\n"
+"This notification is emitted [i]before[/i] the related [signal tree_entered]."
 msgstr ""
 
 #: doc/classes/Node.xml
-msgid "Notification received when the node is about to exit a [SceneTree]."
+msgid ""
+"Notification received when the node is about to exit a [SceneTree].\n"
+"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
 msgstr ""
 
 #: doc/classes/Node.xml
@@ -42542,6 +42713,10 @@ msgid ""
 "    if argument.find(\"=\") > -1:\n"
 "        var key_value = argument.split(\"=\")\n"
 "        arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
+"    else:\n"
+"        # Options without an argument will be present in the dictionary,\n"
+"        # with the value set to an empty string.\n"
+"        arguments[argument.lstrip(\"--\")] = \"\"\n"
 "[/codeblock]"
 msgstr ""
 
@@ -48152,7 +48327,18 @@ msgstr ""
 #: doc/classes/PopupMenu.xml
 msgid ""
 "[PopupMenu] is a [Control] that displays a list of options. They are popular "
-"in toolbars or context menus."
+"in toolbars or context menus.\n"
+"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
 msgstr ""
 
 #: doc/classes/PopupMenu.xml
@@ -51747,20 +51933,28 @@ msgid ""
 "cause.\n"
 "The default value is a conservative one, so you are advised to tweak it "
 "according to the hardware you are targeting.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"The default is a very conservative override for [code]rendering/gles3/"
-"shaders/max_concurrent_compiles[/code].\n"
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
 "Depending on the specific devices you are targeting, you may want to raise "
 "it.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
+"Depending on the specific browsers you are targeting, you may want to raise "
+"it.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -51768,19 +51962,28 @@ msgid ""
 "The maximum size, in megabytes, that the ubershader cache can grow up to. On "
 "startup, the least recently used entries will be deleted until the total "
 "size is within bounds.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/"
-"code], so a smaller maximum size can be configured for mobile platforms, "
-"where storage space is more limited.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for mobile platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for web platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] Currently, shader caching is generally unavailable on web "
+"platforms.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -51812,12 +52015,20 @@ msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"An override for [code]rendering/gles3/shaders/shader_compilation_mode[/"
-"code], so asynchronous compilation can be disabled for mobile.\n"
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on mobile platforms.\n"
 "You may want to do that since mobile GPUs generally won't support "
 "ubershaders due to their complexity."
 msgstr ""
 
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on web platforms.\n"
+"You may want to do that since certain browsers (especially on mobile "
+"platforms) generally won't support ubershaders due to their complexity."
+msgstr ""
+
 #: doc/classes/ProjectSettings.xml
 msgid ""
 "Max buffer size for blend shapes. Any blend shape bigger than this will not "
@@ -56573,24 +56784,23 @@ msgid ""
 "manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be "
 "used for tweening values, but you can do manual interpolation with [method "
 "interpolate_value].\n"
-"A [SceneTreeTween] animation is composed of a sequence of [Tweener]s, which "
-"by default are executed one after another. You can create a sequence by "
-"appending [Tweener]s to the [SceneTreeTween]. Animating something with a "
-"[Tweener] is called tweening. Example tweening sequence looks like this:\n"
+"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] "
+"object, using [method tween_property], [method tween_interval], [method "
+"tween_callback] or [method tween_method]:\n"
 "[codeblock]\n"
 "var tween = get_tree().create_tween()\n"
 "tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
 "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
 "tween.tween_callback($Sprite, \"queue_free\")\n"
 "[/codeblock]\n"
-"This sequence will make the [code]$Sprite[/code] node turn red, then shrink "
-"and finally the [method Node.queue_free] is called to remove the sprite. See "
-"methods [method tween_property], [method tween_interval], [method "
-"tween_callback] and [method tween_method] for more usage information.\n"
+"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
+"before finally calling [method Node.queue_free] to free the sprite. "
+"[Tweener]s are executed one after another by default. This behavior can be "
+"changed using [method parallel] and [method set_parallel].\n"
 "When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
 "chained method call can be used to tweak the properties of this [Tweener]. "
-"For example, if you want to set different transition type in the above "
-"example, you can do:\n"
+"For example, if you want to set a different transition type in the above "
+"example, you can use [method set_trans]:\n"
 "[codeblock]\n"
 "var tween = get_tree().create_tween()\n"
 "tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
@@ -56599,8 +56809,9 @@ msgid ""
 "TRANS_BOUNCE)\n"
 "tween.tween_callback($Sprite, \"queue_free\")\n"
 "[/codeblock]\n"
-"Most of the [SceneTreeTween] methods can be chained this way too. In this "
-"example the [SceneTreeTween] is bound and have set a default transition:\n"
+"Most of the [SceneTreeTween] methods can be chained this way too. In the "
+"following example the [SceneTreeTween] is bound to the running script's node "
+"and a default transition is set for its [Tweener]s:\n"
 "[codeblock]\n"
 "var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
 "TRANS_ELASTIC)\n"
@@ -56608,16 +56819,16 @@ msgid ""
 "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
 "tween.tween_callback($Sprite, \"queue_free\")\n"
 "[/codeblock]\n"
-"Another interesting use for [SceneTreeTween]s is animating arbitrary set of "
+"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of "
 "objects:\n"
 "[codeblock]\n"
 "var tween = create_tween()\n"
 "for sprite in get_children():\n"
-"    tween.tween_property(sprite, \"position\", Vector2(), 1)\n"
+"    tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
 "[/codeblock]\n"
 "In the example above, all children of a node are moved one after another to "
 "position (0, 0).\n"
-"Some [Tweener]s use transitions and eases. The first accepts an [enum Tween."
+"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
 "TransitionType] constant, and refers to the way the timing of the animation "
 "is handled (see [url=https://easings.net/]easings.net[/url] for some "
 "examples). The second accepts an [enum Tween.EaseType] constant, and "
@@ -56629,7 +56840,7 @@ msgid ""
 "tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
 "[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
 "prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
-"immediately after it was created."
+"immediately after it is created."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -56659,21 +56870,24 @@ msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
 msgid ""
-"Processes the [SceneTreeTween] by given [code]delta[/code] value, in "
-"seconds. Mostly useful when the [SceneTreeTween] is paused, for controlling "
-"it manually. Can also be used to end the [SceneTreeTween] animation "
-"immediately, by using [code]delta[/code] longer than the whole duration.\n"
+"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in "
+"seconds. This is mostly useful for manual control when the [SceneTreeTween] "
+"is paused. It can also be used to end the [SceneTreeTween] animation "
+"immediately, by setting [code]delta[/code] longer than the whole duration of "
+"the [SceneTreeTween] animation.\n"
 "Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that "
 "haven't finished.\n"
-"[b]Note:[/b] The [SceneTreeTween] will become invalid after finished, but "
-"you can call [method stop] after the step, to keep it and reset."
+"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing "
+"frame after its animation finishes. Calling [method stop] after performing "
+"[method custom_step] instead keeps and resets the [SceneTreeTween]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
 msgid ""
 "Returns the total time in seconds the [SceneTreeTween] has been animating (i."
-"e. time since it started, not counting pauses etc.). The time is affected by "
-"[method set_speed_scale] and [method stop] will reset it to [code]0[/code].\n"
+"e. the time since it started, not counting pauses etc.). The time is "
+"affected by [method set_speed_scale], and [method stop] will reset it to "
+"[code]0[/code].\n"
 "[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
 "after the [SceneTreeTween] has finished animating will be slightly greater "
 "than the actual [SceneTreeTween] duration."
@@ -56709,11 +56923,10 @@ msgstr ""
 msgid ""
 "Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a "
 "[SceneTreeTween] contained by the scene tree (i.e. the array from [method "
-"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). "
-"[SceneTreeTween] might become invalid when it has finished tweening or was "
-"killed, also when created with [code]Tween.new()[/code]. Invalid "
-"[SceneTreeTween] can't have [Tweener]s appended, because it can't animate "
-"them. You can however still use [method interpolate_value]."
+"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
+"[SceneTreeTween] might become invalid when it has finished tweening, is "
+"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
+"[SceneTreeTween]s can't have [Tweener]s appended."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -56753,16 +56966,15 @@ msgstr ""
 msgid ""
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [SceneTreeTween] run "
-"infinitely, until it is either killed by [method kill] or by freeing bound "
-"node, or all the animated objects have been freed (which makes further "
+"Calling this method without arguments will make the [Tween] run infinitely, "
+"until either it is killed with [method kill], the [Tween]'s bound node is "
+"freed, or all the animated objects have been freed (which makes further "
 "animation impossible).\n"
 "[b]Warning:[/b] Make sure to always add some duration/delay when using "
-"infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] "
-"with no delay or [PropertyTweener] with invalid node) are equivalent to "
-"infinite [code]while[/code] loops and will freeze your game. If a "
-"[SceneTreeTween]'s lifetime depends on some node, always use [method "
-"bind_node]."
+"infinite loops. To prevent the game freezing, 0-duration looped animations "
+"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
+"number of loops, which may produce unexpected results. If a [Tween]'s "
+"lifetime depends on some node, always use [method bind_node]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -56824,10 +57036,10 @@ msgstr ""
 #: doc/classes/SceneTreeTween.xml
 msgid ""
 "Creates and appends an [IntervalTweener]. This method can be used to create "
-"delays in the tween animation, as an alternative for using the delay in "
-"other [Tweener]s or when there's no animation (in which case the "
-"[SceneTreeTween] acts as a timer). [code]time[/code] is the length of the "
-"interval, in seconds.\n"
+"delays in the tween animation, as an alternative to using the delay in other "
+"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] "
+"acts as a timer). [code]time[/code] is the length of the interval, in "
+"seconds.\n"
 "Example: creating an interval in code execution.\n"
 "[codeblock]\n"
 "# ... some code\n"
@@ -56881,8 +57093,8 @@ msgid ""
 "Creates and appends a [PropertyTweener]. This method tweens a "
 "[code]property[/code] of an [code]object[/code] between an initial value and "
 "[code]final_val[/code] in a span of time equal to [code]duration[/code], in "
-"seconds. The initial value by default is a value at the time the tweening of "
-"the [PropertyTweener] start. For example:\n"
+"seconds. The initial value by default is the property's value at the time "
+"the tweening of the [PropertyTweener] starts. For example:\n"
 "[codeblock]\n"
 "var tween = create_tween()\n"
 "tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
@@ -56913,16 +57125,15 @@ msgid ""
 "Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
 "when the [SceneTreeTween] is set to infinite looping (see [method "
 "set_loops]).\n"
-"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) after this signal "
-"is emitted, but it doesn't happen immediately, but on the next processing "
-"frame. Calling [method stop] inside the signal callback will preserve the "
-"[SceneTreeTween]."
+"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next "
+"processing frame after this signal is emitted. Calling [method stop] inside "
+"the signal callback will prevent the [SceneTreeTween] from being removed."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
 msgid ""
 "Emitted when a full loop is complete (see [method set_loops]), providing the "
-"loop index. This signal is not emitted after final loop, use [signal "
+"loop index. This signal is not emitted after the final loop, use [signal "
 "finished] instead for this case."
 msgstr ""
 
@@ -56930,7 +57141,7 @@ msgstr ""
 msgid ""
 "Emitted when one step of the [SceneTreeTween] is complete, providing the "
 "step index. One step is either a single [Tweener] or a group of [Tweener]s "
-"running parallelly."
+"running in parallel."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -60960,11 +61171,11 @@ msgstr ""
 msgid ""
 "Returns [code]true[/code] if this string contains a valid integer.\n"
 "[codeblock]\n"
-"print(\"7\".is_valid_int()) # Prints \"True\"\n"
-"print(\"14.6\".is_valid_int()) # Prints \"False\"\n"
-"print(\"L\".is_valid_int()) # Prints \"False\"\n"
-"print(\"+3\".is_valid_int()) # Prints \"True\"\n"
-"print(\"-12\".is_valid_int()) # Prints \"True\"\n"
+"print(\"7\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"L\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"+3\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"-12\".is_valid_integer()) # Prints \"True\"\n"
 "[/codeblock]"
 msgstr ""
 
@@ -65929,7 +66140,18 @@ msgid ""
 "To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
 "TreeItem.get_next] and [method TreeItem.get_children] after getting the root "
 "through [method get_root]. You can use [method Object.free] on a [TreeItem] "
-"to remove it from the [Tree]."
+"to remove it from the [Tree].\n"
+"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
 msgstr ""
 
 #: doc/classes/Tree.xml

+ 284 - 95
doc/translations/el.po

@@ -402,7 +402,7 @@ msgid ""
 "- 1.0: Linear\n"
 "- Greater than 1.0 (exclusive): Ease in\n"
 "[/codeblock]\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
 "ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
 "See also [method smoothstep]. If you need to perform more advanced "
 "transitions, use [Tween] or [AnimationPlayer]."
@@ -1109,7 +1109,7 @@ msgid ""
 "[method smoothstep] returns the smoothest possible curve with no sudden "
 "changes in the derivative. If you need to perform more advanced transitions, "
 "use [Tween] or [AnimationPlayer].\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
 "smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, "
 "-1.6521) return values[/url]"
 msgstr ""
@@ -28303,7 +28303,7 @@ msgid ""
 "    # Note: Don't make simultaneous requests using a single HTTPRequest "
 "node.\n"
 "    # The snippet below is provided for reference only.\n"
-"    var body = {\"name\": \"Godette\"}\n"
+"    var body = to_json({\"name\": \"Godette\"})\n"
 "    error = http_request.request(\"https://httpbin.org/post\", [], true, "
 "HTTPClient.METHOD_POST, body)\n"
 "    if error != OK:\n"
@@ -30928,7 +30928,18 @@ msgid ""
 "[code]\\n[/code]) in the string won't produce a newline. Text wrapping is "
 "enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to "
 "fully fit its content by default. You need to set [member "
-"fixed_column_width] greater than zero to wrap the text."
+"fixed_column_width] greater than zero to wrap the text.\n"
+"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
 msgstr ""
 
 #: doc/classes/ItemList.xml
@@ -34679,12 +34690,18 @@ msgid ""
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
-msgid "Returns the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Returns the override [Material] for a surface of the [Mesh] resource.\n"
+"[b]Note:[/b] This function only returns [i]override[/i] materials associated "
+"with this [MeshInstance]. Consider using [method get_active_material] or "
+"[method Mesh.surface_get_material] to get materials associated with the "
+"[Mesh] resource."
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
-msgid "Returns the number of surface materials."
-msgstr ""
+#, fuzzy
+msgid "Returns the number of surface override materials."
+msgstr "Επιστρέφει το υπόλοιπο των 2 διανυσμάτων."
 
 #: doc/classes/MeshInstance.xml
 msgid ""
@@ -34720,7 +34737,10 @@ msgid ""
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
-msgid "Sets the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Sets the override [Material] for the specified surface of the [Mesh] "
+"resource. This material is associated with this [MeshInstance] rather than "
+"with the [Mesh] resource."
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
@@ -35513,6 +35533,9 @@ msgstr ""
 
 #: doc/classes/Navigation.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
 "Provides navigation and pathfinding within a collection of "
 "[NavigationMesh]es. By default, these will be automatically collected from "
 "child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this "
@@ -35559,6 +35582,9 @@ msgstr "Επιστρέφει το ημίτονο της παραμέτρου."
 
 #: doc/classes/Navigation.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
 "Returns the path between two given points. Points are in local coordinate "
 "space. If [code]optimize[/code] is [code]true[/code] (the default), the "
 "agent properties associated with each [NavigationMesh] (radius, height, "
@@ -35602,6 +35628,9 @@ msgstr ""
 
 #: doc/classes/Navigation2D.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
 "Navigation2D provides navigation and pathfinding within a 2D area, specified "
 "as a collection of [NavigationPolygon] resources. By default, these are "
 "automatically collected from child [NavigationPolygonInstance] nodes."
@@ -35621,6 +35650,9 @@ msgstr ""
 
 #: doc/classes/Navigation2D.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
 "Returns the path between two given points. Points are in local coordinate "
 "space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
 "is smoothed by merging path segments where possible."
@@ -35755,10 +35787,46 @@ msgstr "Επιστρέφει την αντίθετη τιμή της παραμ
 msgid "Destroys the given RID."
 msgstr ""
 
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all created navigation map [RID]s on the NavigationServer. This "
+"returns both 2D and 3D created navigation maps as there is technically no "
+"distinction between them."
+msgstr ""
+
 #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
 msgid "Create a new map."
 msgstr ""
 
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"This function immediately forces synchronization of the specified navigation "
+"[code]map[/code] [RID]. By default navigation maps are only synchronized at "
+"the end of each physics frame. This function can be used to immediately "
+"(re)calculate all the navigation meshes and region connections of the "
+"navigation map. This makes it possible to query a navigation path for a "
+"changed map immediately and in the same frame (multiple times if needed).\n"
+"Due to technical restrictions the current NavigationServer command queue "
+"will be flushed. This means all already queued update commands for this "
+"physics frame will be executed, even those intended for other maps, regions "
+"and agents not part of the specified map. The expensive computation of the "
+"navigation meshes and region connections of a map will only be done for the "
+"specified map. Other maps will receive the normal synchronization at the end "
+"of the physics frame. Should the specified map receive changes after the "
+"forced update it will update again as well when the other maps receive their "
+"update.\n"
+"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals "
+"is untouched by this function and continues to happen for all maps and "
+"agents at the end of the physics frame.\n"
+"[b]Note:[/b] With great power comes great responsibility. This function "
+"should only be used by users that really know what they are doing and have a "
+"good reason for it. Forcing an immediate update of a navigation map requires "
+"locking the NavigationServer and flushing the entire NavigationServer "
+"command queue. Not only can this severely impact the performance of a game "
+"but it can also introduce bugs if used inappropriately without much "
+"foresight."
+msgstr ""
+
 #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
 msgid ""
 "Returns all navigation agents [RID]s that are currently assigned to the "
@@ -35875,6 +35943,23 @@ msgstr "Επιστρέφει το ημίτονο της παραμέτρου."
 msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]."
 msgstr "Επιστρέφει το ημίτονο της παραμέτρου."
 
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns [code]true[/code] if the provided [code]point[/code] in world space "
+"is currently owned by the provided navigation [code]region[/code]. Owned in "
+"this context means that one of the region's navigation mesh polygon faces "
+"has a possible position at the closest distance to this point compared to "
+"all other navigation meshes from other navigation regions that are also "
+"registered on the navigation map of the provided region.\n"
+"If multiple navigation meshes have positions at equal distance the "
+"navigation region whose polygons are processed first wins the ownership. "
+"Polygons are processed in the same order that navigation regions were "
+"registered on the NavigationServer.\n"
+"[b]Note:[/b] If navigation meshes from different navigation regions overlap "
+"(which should be avoided in general) the result might not be what is "
+"expected."
+msgstr ""
+
 #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
 #, fuzzy
 msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
@@ -36086,6 +36171,17 @@ msgstr ""
 msgid "The distance to search for other agents."
 msgstr ""
 
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
+"The distance threshold before a path point is considered to be reached. This "
+"will allow an agent to not have to hit a path point on the path exactly, but "
+"in the area. If this value is set to high the NavigationAgent will skip "
+"points on the path which can lead to leaving the navigation mesh. If this "
+"value is set to low the NavigationAgent will be stuck in a repath loop cause "
+"it will constantly overshoot or undershoot the distance to the next point on "
+"each physics frame update."
+msgstr ""
+
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
 msgid ""
 "The maximum distance the agent is allowed away from the ideal path to the "
@@ -36094,14 +36190,23 @@ msgid ""
 msgstr ""
 
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-msgid "The radius of the agent."
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding. To change an actor's pathfinding radius "
+"bake [NavigationMesh] resources with a different [member NavigationMesh."
+"agent_radius] property and use different navigation maps for each actor size."
 msgstr ""
 
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
 msgid ""
-"The distance threshold before a target is considered to be reached. This "
-"will allow an agent to not have to hit a point on the path exactly, but in "
-"the area."
+"The distance threshold before the final target point is considered to be "
+"reached. This will allow an agent to not have to hit the point of the final "
+"target exactly, but only the area. If this value is set to low the "
+"NavigationAgent will be stuck in a repath loop cause it will constantly "
+"overshoot or undershoot the distance to the final target point on each "
+"physics frame update."
 msgstr ""
 
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -36317,6 +36422,16 @@ msgid ""
 "multiple of [member cell_size]."
 msgstr ""
 
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"If the baking [AABB] has a volume the navigation mesh baking will be "
+"restricted to its enclosing area."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
+msgstr ""
+
 #: doc/classes/NavigationMesh.xml
 msgid "If [code]true[/code], marks spans that are ledges as non-walkable."
 msgstr ""
@@ -36488,7 +36603,15 @@ msgid ""
 "geometry for walkable terrain suitable to [NavigationMesh] agent properties "
 "by creating a voxel world around the meshes bounding area.\n"
 "The finalized navigation mesh is then returned and stored inside the "
-"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes."
+"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] "
+"nodes.\n"
+"[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
+"obstruct navigation baking does not always work. The navigation baking has "
+"no concept of what is a geometry \"inside\" when dealing with mesh source "
+"geometry and this is intentional. Depending on current baking parameters, as "
+"soon as the obstructing mesh is large enough to fit a navigation mesh area "
+"inside, the baking will generate navigation mesh areas that are inside the "
+"obstructing source geometry mesh."
 msgstr ""
 
 #: doc/classes/NavigationMeshGenerator.xml
@@ -38370,13 +38493,19 @@ msgstr ""
 #: doc/classes/Node.xml
 msgid ""
 "Emitted when a child node enters the scene tree, either because it entered "
-"on its own or because this node entered with it."
+"on its own or because this node entered with it.\n"
+"This signal is emitted [i]after[/i] the child node's own [constant "
+"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
 msgstr ""
 
 #: doc/classes/Node.xml
 msgid ""
-"Emitted when a child node exits the scene tree, either because it exited on "
-"its own or because this node exited."
+"Emitted when a child node is about to exit the scene tree, either because it "
+"is being removed or freed directly, or because this node is exiting the "
+"tree.\n"
+"When this signal is received, the child [code]node[/code] is still in the "
+"tree and valid. This signal is emitted [i]after[/i] the child node's own "
+"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
 msgstr ""
 
 #: doc/classes/Node.xml
@@ -38388,7 +38517,10 @@ msgid "Emitted when the node is renamed."
 msgstr ""
 
 #: doc/classes/Node.xml
-msgid "Emitted when the node enters the tree."
+msgid ""
+"Emitted when the node enters the tree.\n"
+"This signal is emitted [i]after[/i] the related [constant "
+"NOTIFICATION_ENTER_TREE] notification."
 msgstr ""
 
 #: doc/classes/Node.xml
@@ -38398,15 +38530,21 @@ msgstr ""
 #: doc/classes/Node.xml
 msgid ""
 "Emitted when the node is still active but about to exit the tree. This is "
-"the right place for de-initialization (or a \"destructor\", if you will)."
+"the right place for de-initialization (or a \"destructor\", if you will).\n"
+"This signal is emitted [i]before[/i] the related [constant "
+"NOTIFICATION_EXIT_TREE] notification."
 msgstr ""
 
 #: doc/classes/Node.xml
-msgid "Notification received when the node enters a [SceneTree]."
+msgid ""
+"Notification received when the node enters a [SceneTree].\n"
+"This notification is emitted [i]before[/i] the related [signal tree_entered]."
 msgstr ""
 
 #: doc/classes/Node.xml
-msgid "Notification received when the node is about to exit a [SceneTree]."
+msgid ""
+"Notification received when the node is about to exit a [SceneTree].\n"
+"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
 msgstr ""
 
 #: doc/classes/Node.xml
@@ -40118,6 +40256,10 @@ msgid ""
 "    if argument.find(\"=\") > -1:\n"
 "        var key_value = argument.split(\"=\")\n"
 "        arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
+"    else:\n"
+"        # Options without an argument will be present in the dictionary,\n"
+"        # with the value set to an empty string.\n"
+"        arguments[argument.lstrip(\"--\")] = \"\"\n"
 "[/codeblock]"
 msgstr ""
 
@@ -45627,7 +45769,18 @@ msgstr ""
 #: doc/classes/PopupMenu.xml
 msgid ""
 "[PopupMenu] is a [Control] that displays a list of options. They are popular "
-"in toolbars or context menus."
+"in toolbars or context menus.\n"
+"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
 msgstr ""
 
 #: doc/classes/PopupMenu.xml
@@ -49203,20 +49356,28 @@ msgid ""
 "cause.\n"
 "The default value is a conservative one, so you are advised to tweak it "
 "according to the hardware you are targeting.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"The default is a very conservative override for [code]rendering/gles3/"
-"shaders/max_concurrent_compiles[/code].\n"
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
 "Depending on the specific devices you are targeting, you may want to raise "
 "it.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
+"Depending on the specific browsers you are targeting, you may want to raise "
+"it.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -49224,19 +49385,28 @@ msgid ""
 "The maximum size, in megabytes, that the ubershader cache can grow up to. On "
 "startup, the least recently used entries will be deleted until the total "
 "size is within bounds.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/"
-"code], so a smaller maximum size can be configured for mobile platforms, "
-"where storage space is more limited.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for mobile platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for web platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] Currently, shader caching is generally unavailable on web "
+"platforms.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -49268,12 +49438,20 @@ msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"An override for [code]rendering/gles3/shaders/shader_compilation_mode[/"
-"code], so asynchronous compilation can be disabled for mobile.\n"
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on mobile platforms.\n"
 "You may want to do that since mobile GPUs generally won't support "
 "ubershaders due to their complexity."
 msgstr ""
 
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on web platforms.\n"
+"You may want to do that since certain browsers (especially on mobile "
+"platforms) generally won't support ubershaders due to their complexity."
+msgstr ""
+
 #: doc/classes/ProjectSettings.xml
 msgid ""
 "Max buffer size for blend shapes. Any blend shape bigger than this will not "
@@ -53966,24 +54144,23 @@ msgid ""
 "manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be "
 "used for tweening values, but you can do manual interpolation with [method "
 "interpolate_value].\n"
-"A [SceneTreeTween] animation is composed of a sequence of [Tweener]s, which "
-"by default are executed one after another. You can create a sequence by "
-"appending [Tweener]s to the [SceneTreeTween]. Animating something with a "
-"[Tweener] is called tweening. Example tweening sequence looks like this:\n"
+"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] "
+"object, using [method tween_property], [method tween_interval], [method "
+"tween_callback] or [method tween_method]:\n"
 "[codeblock]\n"
 "var tween = get_tree().create_tween()\n"
 "tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
 "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
 "tween.tween_callback($Sprite, \"queue_free\")\n"
 "[/codeblock]\n"
-"This sequence will make the [code]$Sprite[/code] node turn red, then shrink "
-"and finally the [method Node.queue_free] is called to remove the sprite. See "
-"methods [method tween_property], [method tween_interval], [method "
-"tween_callback] and [method tween_method] for more usage information.\n"
+"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
+"before finally calling [method Node.queue_free] to free the sprite. "
+"[Tweener]s are executed one after another by default. This behavior can be "
+"changed using [method parallel] and [method set_parallel].\n"
 "When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
 "chained method call can be used to tweak the properties of this [Tweener]. "
-"For example, if you want to set different transition type in the above "
-"example, you can do:\n"
+"For example, if you want to set a different transition type in the above "
+"example, you can use [method set_trans]:\n"
 "[codeblock]\n"
 "var tween = get_tree().create_tween()\n"
 "tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
@@ -53992,8 +54169,9 @@ msgid ""
 "TRANS_BOUNCE)\n"
 "tween.tween_callback($Sprite, \"queue_free\")\n"
 "[/codeblock]\n"
-"Most of the [SceneTreeTween] methods can be chained this way too. In this "
-"example the [SceneTreeTween] is bound and have set a default transition:\n"
+"Most of the [SceneTreeTween] methods can be chained this way too. In the "
+"following example the [SceneTreeTween] is bound to the running script's node "
+"and a default transition is set for its [Tweener]s:\n"
 "[codeblock]\n"
 "var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
 "TRANS_ELASTIC)\n"
@@ -54001,16 +54179,16 @@ msgid ""
 "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
 "tween.tween_callback($Sprite, \"queue_free\")\n"
 "[/codeblock]\n"
-"Another interesting use for [SceneTreeTween]s is animating arbitrary set of "
+"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of "
 "objects:\n"
 "[codeblock]\n"
 "var tween = create_tween()\n"
 "for sprite in get_children():\n"
-"    tween.tween_property(sprite, \"position\", Vector2(), 1)\n"
+"    tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
 "[/codeblock]\n"
 "In the example above, all children of a node are moved one after another to "
 "position (0, 0).\n"
-"Some [Tweener]s use transitions and eases. The first accepts an [enum Tween."
+"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
 "TransitionType] constant, and refers to the way the timing of the animation "
 "is handled (see [url=https://easings.net/]easings.net[/url] for some "
 "examples). The second accepts an [enum Tween.EaseType] constant, and "
@@ -54022,7 +54200,7 @@ msgid ""
 "tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
 "[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
 "prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
-"immediately after it was created."
+"immediately after it is created."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -54052,21 +54230,24 @@ msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
 msgid ""
-"Processes the [SceneTreeTween] by given [code]delta[/code] value, in "
-"seconds. Mostly useful when the [SceneTreeTween] is paused, for controlling "
-"it manually. Can also be used to end the [SceneTreeTween] animation "
-"immediately, by using [code]delta[/code] longer than the whole duration.\n"
+"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in "
+"seconds. This is mostly useful for manual control when the [SceneTreeTween] "
+"is paused. It can also be used to end the [SceneTreeTween] animation "
+"immediately, by setting [code]delta[/code] longer than the whole duration of "
+"the [SceneTreeTween] animation.\n"
 "Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that "
 "haven't finished.\n"
-"[b]Note:[/b] The [SceneTreeTween] will become invalid after finished, but "
-"you can call [method stop] after the step, to keep it and reset."
+"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing "
+"frame after its animation finishes. Calling [method stop] after performing "
+"[method custom_step] instead keeps and resets the [SceneTreeTween]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
 msgid ""
 "Returns the total time in seconds the [SceneTreeTween] has been animating (i."
-"e. time since it started, not counting pauses etc.). The time is affected by "
-"[method set_speed_scale] and [method stop] will reset it to [code]0[/code].\n"
+"e. the time since it started, not counting pauses etc.). The time is "
+"affected by [method set_speed_scale], and [method stop] will reset it to "
+"[code]0[/code].\n"
 "[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
 "after the [SceneTreeTween] has finished animating will be slightly greater "
 "than the actual [SceneTreeTween] duration."
@@ -54102,11 +54283,10 @@ msgstr ""
 msgid ""
 "Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a "
 "[SceneTreeTween] contained by the scene tree (i.e. the array from [method "
-"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). "
-"[SceneTreeTween] might become invalid when it has finished tweening or was "
-"killed, also when created with [code]Tween.new()[/code]. Invalid "
-"[SceneTreeTween] can't have [Tweener]s appended, because it can't animate "
-"them. You can however still use [method interpolate_value]."
+"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
+"[SceneTreeTween] might become invalid when it has finished tweening, is "
+"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
+"[SceneTreeTween]s can't have [Tweener]s appended."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -54146,16 +54326,15 @@ msgstr ""
 msgid ""
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [SceneTreeTween] run "
-"infinitely, until it is either killed by [method kill] or by freeing bound "
-"node, or all the animated objects have been freed (which makes further "
+"Calling this method without arguments will make the [Tween] run infinitely, "
+"until either it is killed with [method kill], the [Tween]'s bound node is "
+"freed, or all the animated objects have been freed (which makes further "
 "animation impossible).\n"
 "[b]Warning:[/b] Make sure to always add some duration/delay when using "
-"infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] "
-"with no delay or [PropertyTweener] with invalid node) are equivalent to "
-"infinite [code]while[/code] loops and will freeze your game. If a "
-"[SceneTreeTween]'s lifetime depends on some node, always use [method "
-"bind_node]."
+"infinite loops. To prevent the game freezing, 0-duration looped animations "
+"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
+"number of loops, which may produce unexpected results. If a [Tween]'s "
+"lifetime depends on some node, always use [method bind_node]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -54217,10 +54396,10 @@ msgstr ""
 #: doc/classes/SceneTreeTween.xml
 msgid ""
 "Creates and appends an [IntervalTweener]. This method can be used to create "
-"delays in the tween animation, as an alternative for using the delay in "
-"other [Tweener]s or when there's no animation (in which case the "
-"[SceneTreeTween] acts as a timer). [code]time[/code] is the length of the "
-"interval, in seconds.\n"
+"delays in the tween animation, as an alternative to using the delay in other "
+"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] "
+"acts as a timer). [code]time[/code] is the length of the interval, in "
+"seconds.\n"
 "Example: creating an interval in code execution.\n"
 "[codeblock]\n"
 "# ... some code\n"
@@ -54274,8 +54453,8 @@ msgid ""
 "Creates and appends a [PropertyTweener]. This method tweens a "
 "[code]property[/code] of an [code]object[/code] between an initial value and "
 "[code]final_val[/code] in a span of time equal to [code]duration[/code], in "
-"seconds. The initial value by default is a value at the time the tweening of "
-"the [PropertyTweener] start. For example:\n"
+"seconds. The initial value by default is the property's value at the time "
+"the tweening of the [PropertyTweener] starts. For example:\n"
 "[codeblock]\n"
 "var tween = create_tween()\n"
 "tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
@@ -54306,16 +54485,15 @@ msgid ""
 "Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
 "when the [SceneTreeTween] is set to infinite looping (see [method "
 "set_loops]).\n"
-"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) after this signal "
-"is emitted, but it doesn't happen immediately, but on the next processing "
-"frame. Calling [method stop] inside the signal callback will preserve the "
-"[SceneTreeTween]."
+"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next "
+"processing frame after this signal is emitted. Calling [method stop] inside "
+"the signal callback will prevent the [SceneTreeTween] from being removed."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
 msgid ""
 "Emitted when a full loop is complete (see [method set_loops]), providing the "
-"loop index. This signal is not emitted after final loop, use [signal "
+"loop index. This signal is not emitted after the final loop, use [signal "
 "finished] instead for this case."
 msgstr ""
 
@@ -54323,7 +54501,7 @@ msgstr ""
 msgid ""
 "Emitted when one step of the [SceneTreeTween] is complete, providing the "
 "step index. One step is either a single [Tweener] or a group of [Tweener]s "
-"running parallelly."
+"running in parallel."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -58293,11 +58471,11 @@ msgstr ""
 msgid ""
 "Returns [code]true[/code] if this string contains a valid integer.\n"
 "[codeblock]\n"
-"print(\"7\".is_valid_int()) # Prints \"True\"\n"
-"print(\"14.6\".is_valid_int()) # Prints \"False\"\n"
-"print(\"L\".is_valid_int()) # Prints \"False\"\n"
-"print(\"+3\".is_valid_int()) # Prints \"True\"\n"
-"print(\"-12\".is_valid_int()) # Prints \"True\"\n"
+"print(\"7\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"L\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"+3\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"-12\".is_valid_integer()) # Prints \"True\"\n"
 "[/codeblock]"
 msgstr ""
 
@@ -63179,7 +63357,18 @@ msgid ""
 "To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
 "TreeItem.get_next] and [method TreeItem.get_children] after getting the root "
 "through [method get_root]. You can use [method Object.free] on a [TreeItem] "
-"to remove it from the [Tree]."
+"to remove it from the [Tree].\n"
+"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
 msgstr ""
 
 #: doc/classes/Tree.xml

+ 289 - 106
doc/translations/es.po

@@ -599,7 +599,7 @@ msgid ""
 "- 1.0: Linear\n"
 "- Greater than 1.0 (exclusive): Ease in\n"
 "[/codeblock]\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
 "ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
 "See also [method smoothstep]. If you need to perform more advanced "
 "transitions, use [Tween] or [AnimationPlayer]."
@@ -1749,7 +1749,7 @@ msgid ""
 "[method smoothstep] returns the smoothest possible curve with no sudden "
 "changes in the derivative. If you need to perform more advanced transitions, "
 "use [Tween] or [AnimationPlayer].\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
 "smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, "
 "-1.6521) return values[/url]"
 msgstr ""
@@ -37418,7 +37418,7 @@ msgid ""
 "    # Note: Don't make simultaneous requests using a single HTTPRequest "
 "node.\n"
 "    # The snippet below is provided for reference only.\n"
-"    var body = {\"name\": \"Godette\"}\n"
+"    var body = to_json({\"name\": \"Godette\"})\n"
 "    error = http_request.request(\"https://httpbin.org/post\", [], true, "
 "HTTPClient.METHOD_POST, body)\n"
 "    if error != OK:\n"
@@ -40959,7 +40959,18 @@ msgid ""
 "[code]\\n[/code]) in the string won't produce a newline. Text wrapping is "
 "enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to "
 "fully fit its content by default. You need to set [member "
-"fixed_column_width] greater than zero to wrap the text."
+"fixed_column_width] greater than zero to wrap the text.\n"
+"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
 msgstr ""
 "Este control proporciona una lista seleccionable de elementos que pueden "
 "estar en una sola (o varias columnas) con opción de texto, iconos o ambos. "
@@ -45877,14 +45888,17 @@ msgstr ""
 "material de anulación."
 
 #: doc/classes/MeshInstance.xml
-#, fuzzy
-msgid "Returns the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Returns the override [Material] for a surface of the [Mesh] resource.\n"
+"[b]Note:[/b] This function only returns [i]override[/i] materials associated "
+"with this [MeshInstance]. Consider using [method get_active_material] or "
+"[method Mesh.surface_get_material] to get materials associated with the "
+"[Mesh] resource."
 msgstr ""
-"Devuelve el [Material] sobreescrito para la superficie especificada del "
-"recurso [Mesh]."
 
 #: doc/classes/MeshInstance.xml
-msgid "Returns the number of surface materials."
+#, fuzzy
+msgid "Returns the number of surface override materials."
 msgstr "Devuelve el número de materiales de la superficie."
 
 #: doc/classes/MeshInstance.xml
@@ -45921,11 +45935,11 @@ msgid ""
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
-#, fuzzy
-msgid "Sets the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Sets the override [Material] for the specified surface of the [Mesh] "
+"resource. This material is associated with this [MeshInstance] rather than "
+"with the [Mesh] resource."
 msgstr ""
-"Devuelve el [Material] sobreescrito para la superficie especificada del "
-"recurso [Mesh]."
 
 #: doc/classes/MeshInstance.xml
 msgid "The [Mesh] resource for the instance."
@@ -46972,6 +46986,9 @@ msgstr "Nodo de navegación y busqueda de caminos basado en una malla."
 #: doc/classes/Navigation.xml
 #, fuzzy
 msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
 "Provides navigation and pathfinding within a collection of "
 "[NavigationMesh]es. By default, these will be automatically collected from "
 "child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this "
@@ -47030,6 +47047,9 @@ msgstr "Devuelve el [RID] de la forma enésima de un área."
 #: doc/classes/Navigation.xml
 #, fuzzy
 msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
 "Returns the path between two given points. Points are in local coordinate "
 "space. If [code]optimize[/code] is [code]true[/code] (the default), the "
 "agent properties associated with each [NavigationMesh] (radius, height, "
@@ -47082,6 +47102,9 @@ msgstr "Navegación 2D y nodo de búsqueda de caminos."
 #: doc/classes/Navigation2D.xml
 #, fuzzy
 msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
 "Navigation2D provides navigation and pathfinding within a 2D area, specified "
 "as a collection of [NavigationPolygon] resources. By default, these are "
 "automatically collected from child [NavigationPolygonInstance] nodes."
@@ -47105,6 +47128,9 @@ msgstr ""
 #: doc/classes/Navigation2D.xml
 #, fuzzy
 msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
 "Returns the path between two given points. Points are in local coordinate "
 "space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
 "is smoothed by merging path segments where possible."
@@ -47251,11 +47277,47 @@ msgstr "Devuelve la tiempo actual del tween."
 msgid "Destroys the given RID."
 msgstr "Quita la identificación del tile dado."
 
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all created navigation map [RID]s on the NavigationServer. This "
+"returns both 2D and 3D created navigation maps as there is technically no "
+"distinction between them."
+msgstr ""
+
 #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
 #, fuzzy
 msgid "Create a new map."
 msgstr "Crea un [Area2D]."
 
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"This function immediately forces synchronization of the specified navigation "
+"[code]map[/code] [RID]. By default navigation maps are only synchronized at "
+"the end of each physics frame. This function can be used to immediately "
+"(re)calculate all the navigation meshes and region connections of the "
+"navigation map. This makes it possible to query a navigation path for a "
+"changed map immediately and in the same frame (multiple times if needed).\n"
+"Due to technical restrictions the current NavigationServer command queue "
+"will be flushed. This means all already queued update commands for this "
+"physics frame will be executed, even those intended for other maps, regions "
+"and agents not part of the specified map. The expensive computation of the "
+"navigation meshes and region connections of a map will only be done for the "
+"specified map. Other maps will receive the normal synchronization at the end "
+"of the physics frame. Should the specified map receive changes after the "
+"forced update it will update again as well when the other maps receive their "
+"update.\n"
+"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals "
+"is untouched by this function and continues to happen for all maps and "
+"agents at the end of the physics frame.\n"
+"[b]Note:[/b] With great power comes great responsibility. This function "
+"should only be used by users that really know what they are doing and have a "
+"good reason for it. Forcing an immediate update of a navigation map requires "
+"locking the NavigationServer and flushing the entire NavigationServer "
+"command queue. Not only can this severely impact the performance of a game "
+"but it can also introduce bugs if used inappropriately without much "
+"foresight."
+msgstr ""
+
 #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
 msgid ""
 "Returns all navigation agents [RID]s that are currently assigned to the "
@@ -47386,6 +47448,23 @@ msgstr "Devuelve la malla de navegación del objeto."
 msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]."
 msgstr "Devuelve [code]true[/code] si existe la [code]signal[/code] dada."
 
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns [code]true[/code] if the provided [code]point[/code] in world space "
+"is currently owned by the provided navigation [code]region[/code]. Owned in "
+"this context means that one of the region's navigation mesh polygon faces "
+"has a possible position at the closest distance to this point compared to "
+"all other navigation meshes from other navigation regions that are also "
+"registered on the navigation map of the provided region.\n"
+"If multiple navigation meshes have positions at equal distance the "
+"navigation region whose polygons are processed first wins the ownership. "
+"Polygons are processed in the same order that navigation regions were "
+"registered on the NavigationServer.\n"
+"[b]Note:[/b] If navigation meshes from different navigation regions overlap "
+"(which should be avoided in general) the result might not be what is "
+"expected."
+msgstr ""
+
 #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
 #, fuzzy
 msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
@@ -47609,6 +47688,17 @@ msgstr ""
 msgid "The distance to search for other agents."
 msgstr "La instancia no tiene un tipo."
 
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
+"The distance threshold before a path point is considered to be reached. This "
+"will allow an agent to not have to hit a path point on the path exactly, but "
+"in the area. If this value is set to high the NavigationAgent will skip "
+"points on the path which can lead to leaving the navigation mesh. If this "
+"value is set to low the NavigationAgent will be stuck in a repath loop cause "
+"it will constantly overshoot or undershoot the distance to the next point on "
+"each physics frame update."
+msgstr ""
+
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
 msgid ""
 "The maximum distance the agent is allowed away from the ideal path to the "
@@ -47617,15 +47707,23 @@ msgid ""
 msgstr ""
 
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-#, fuzzy
-msgid "The radius of the agent."
-msgstr "El radio del cilindro."
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding. To change an actor's pathfinding radius "
+"bake [NavigationMesh] resources with a different [member NavigationMesh."
+"agent_radius] property and use different navigation maps for each actor size."
+msgstr ""
 
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
 msgid ""
-"The distance threshold before a target is considered to be reached. This "
-"will allow an agent to not have to hit a point on the path exactly, but in "
-"the area."
+"The distance threshold before the final target point is considered to be "
+"reached. This will allow an agent to not have to hit the point of the final "
+"target exactly, but only the area. If this value is set to low the "
+"NavigationAgent will be stuck in a repath loop cause it will constantly "
+"overshoot or undershoot the distance to the final target point on each "
+"physics frame update."
 msgstr ""
 
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -47861,6 +47959,16 @@ msgid ""
 "multiple of [member cell_size]."
 msgstr ""
 
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"If the baking [AABB] has a volume the navigation mesh baking will be "
+"restricted to its enclosing area."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
+msgstr ""
+
 #: doc/classes/NavigationMesh.xml
 #, fuzzy
 msgid "If [code]true[/code], marks spans that are ledges as non-walkable."
@@ -48045,7 +48153,15 @@ msgid ""
 "geometry for walkable terrain suitable to [NavigationMesh] agent properties "
 "by creating a voxel world around the meshes bounding area.\n"
 "The finalized navigation mesh is then returned and stored inside the "
-"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes."
+"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] "
+"nodes.\n"
+"[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
+"obstruct navigation baking does not always work. The navigation baking has "
+"no concept of what is a geometry \"inside\" when dealing with mesh source "
+"geometry and this is intentional. Depending on current baking parameters, as "
+"soon as the obstructing mesh is large enough to fit a navigation mesh area "
+"inside, the baking will generate navigation mesh areas that are inside the "
+"obstructing source geometry mesh."
 msgstr ""
 
 #: doc/classes/NavigationMeshGenerator.xml
@@ -50740,13 +50856,19 @@ msgstr ""
 #: doc/classes/Node.xml
 msgid ""
 "Emitted when a child node enters the scene tree, either because it entered "
-"on its own or because this node entered with it."
+"on its own or because this node entered with it.\n"
+"This signal is emitted [i]after[/i] the child node's own [constant "
+"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
 msgstr ""
 
 #: doc/classes/Node.xml
 msgid ""
-"Emitted when a child node exits the scene tree, either because it exited on "
-"its own or because this node exited."
+"Emitted when a child node is about to exit the scene tree, either because it "
+"is being removed or freed directly, or because this node is exiting the "
+"tree.\n"
+"When this signal is received, the child [code]node[/code] is still in the "
+"tree and valid. This signal is emitted [i]after[/i] the child node's own "
+"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
 msgstr ""
 
 #: doc/classes/Node.xml
@@ -50758,28 +50880,39 @@ msgid "Emitted when the node is renamed."
 msgstr "Emitido cuando el nodo es renombrado."
 
 #: doc/classes/Node.xml
-msgid "Emitted when the node enters the tree."
-msgstr "Emitido cuando el nodo entra en el árbol."
+msgid ""
+"Emitted when the node enters the tree.\n"
+"This signal is emitted [i]after[/i] the related [constant "
+"NOTIFICATION_ENTER_TREE] notification."
+msgstr ""
 
 #: doc/classes/Node.xml
 msgid "Emitted after the node exits the tree and is no longer active."
 msgstr "Emitido después de que el nodo sale del árbol y ya no está activo."
 
 #: doc/classes/Node.xml
+#, fuzzy
 msgid ""
 "Emitted when the node is still active but about to exit the tree. This is "
-"the right place for de-initialization (or a \"destructor\", if you will)."
+"the right place for de-initialization (or a \"destructor\", if you will).\n"
+"This signal is emitted [i]before[/i] the related [constant "
+"NOTIFICATION_EXIT_TREE] notification."
 msgstr ""
 "Emitido cuando el nodo está todavía activo pero a punto de salir del árbol. "
 "Este es el lugar adecuado para la des-inicialización (o un \"destructor\", "
 "si se quiere)."
 
 #: doc/classes/Node.xml
-msgid "Notification received when the node enters a [SceneTree]."
-msgstr "Notificación recibida cuando el nodo entra en un [SceneTree]."
+msgid ""
+"Notification received when the node enters a [SceneTree].\n"
+"This notification is emitted [i]before[/i] the related [signal tree_entered]."
+msgstr ""
 
 #: doc/classes/Node.xml
-msgid "Notification received when the node is about to exit a [SceneTree]."
+#, fuzzy
+msgid ""
+"Notification received when the node is about to exit a [SceneTree].\n"
+"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
 msgstr ""
 "Notificación recibida cuando el nodo está a punto de salir de un [SceneTree]."
 
@@ -53118,6 +53251,10 @@ msgid ""
 "    if argument.find(\"=\") > -1:\n"
 "        var key_value = argument.split(\"=\")\n"
 "        arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
+"    else:\n"
+"        # Options without an argument will be present in the dictionary,\n"
+"        # with the value set to an empty string.\n"
+"        arguments[argument.lstrip(\"--\")] = \"\"\n"
 "[/codeblock]"
 msgstr ""
 "Devuelve los argumentos de la línea de mando pasados al motor.\n"
@@ -60447,10 +60584,19 @@ msgstr "El PopupMenu muestra una lista de opciones."
 #: doc/classes/PopupMenu.xml
 msgid ""
 "[PopupMenu] is a [Control] that displays a list of options. They are popular "
-"in toolbars or context menus."
+"in toolbars or context menus.\n"
+"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
 msgstr ""
-"[PopupMenu] es un [Control] que muestra una lista de opciones. Son populares "
-"en las barras de herramientas o en los menús contextuales."
 
 #: doc/classes/PopupMenu.xml
 msgid ""
@@ -64918,20 +65064,28 @@ msgid ""
 "cause.\n"
 "The default value is a conservative one, so you are advised to tweak it "
 "according to the hardware you are targeting.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"The default is a very conservative override for [code]rendering/gles3/"
-"shaders/max_concurrent_compiles[/code].\n"
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
 "Depending on the specific devices you are targeting, you may want to raise "
 "it.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
+"Depending on the specific browsers you are targeting, you may want to raise "
+"it.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -64939,19 +65093,28 @@ msgid ""
 "The maximum size, in megabytes, that the ubershader cache can grow up to. On "
 "startup, the least recently used entries will be deleted until the total "
 "size is within bounds.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/"
-"code], so a smaller maximum size can be configured for mobile platforms, "
-"where storage space is more limited.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for mobile platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for web platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] Currently, shader caching is generally unavailable on web "
+"platforms.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -64983,12 +65146,20 @@ msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"An override for [code]rendering/gles3/shaders/shader_compilation_mode[/"
-"code], so asynchronous compilation can be disabled for mobile.\n"
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on mobile platforms.\n"
 "You may want to do that since mobile GPUs generally won't support "
 "ubershaders due to their complexity."
 msgstr ""
 
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on web platforms.\n"
+"You may want to do that since certain browsers (especially on mobile "
+"platforms) generally won't support ubershaders due to their complexity."
+msgstr ""
+
 #: doc/classes/ProjectSettings.xml
 msgid ""
 "Max buffer size for blend shapes. Any blend shape bigger than this will not "
@@ -71099,24 +71270,23 @@ msgid ""
 "manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be "
 "used for tweening values, but you can do manual interpolation with [method "
 "interpolate_value].\n"
-"A [SceneTreeTween] animation is composed of a sequence of [Tweener]s, which "
-"by default are executed one after another. You can create a sequence by "
-"appending [Tweener]s to the [SceneTreeTween]. Animating something with a "
-"[Tweener] is called tweening. Example tweening sequence looks like this:\n"
+"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] "
+"object, using [method tween_property], [method tween_interval], [method "
+"tween_callback] or [method tween_method]:\n"
 "[codeblock]\n"
 "var tween = get_tree().create_tween()\n"
 "tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
 "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
 "tween.tween_callback($Sprite, \"queue_free\")\n"
 "[/codeblock]\n"
-"This sequence will make the [code]$Sprite[/code] node turn red, then shrink "
-"and finally the [method Node.queue_free] is called to remove the sprite. See "
-"methods [method tween_property], [method tween_interval], [method "
-"tween_callback] and [method tween_method] for more usage information.\n"
+"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
+"before finally calling [method Node.queue_free] to free the sprite. "
+"[Tweener]s are executed one after another by default. This behavior can be "
+"changed using [method parallel] and [method set_parallel].\n"
 "When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
 "chained method call can be used to tweak the properties of this [Tweener]. "
-"For example, if you want to set different transition type in the above "
-"example, you can do:\n"
+"For example, if you want to set a different transition type in the above "
+"example, you can use [method set_trans]:\n"
 "[codeblock]\n"
 "var tween = get_tree().create_tween()\n"
 "tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
@@ -71125,8 +71295,9 @@ msgid ""
 "TRANS_BOUNCE)\n"
 "tween.tween_callback($Sprite, \"queue_free\")\n"
 "[/codeblock]\n"
-"Most of the [SceneTreeTween] methods can be chained this way too. In this "
-"example the [SceneTreeTween] is bound and have set a default transition:\n"
+"Most of the [SceneTreeTween] methods can be chained this way too. In the "
+"following example the [SceneTreeTween] is bound to the running script's node "
+"and a default transition is set for its [Tweener]s:\n"
 "[codeblock]\n"
 "var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
 "TRANS_ELASTIC)\n"
@@ -71134,16 +71305,16 @@ msgid ""
 "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
 "tween.tween_callback($Sprite, \"queue_free\")\n"
 "[/codeblock]\n"
-"Another interesting use for [SceneTreeTween]s is animating arbitrary set of "
+"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of "
 "objects:\n"
 "[codeblock]\n"
 "var tween = create_tween()\n"
 "for sprite in get_children():\n"
-"    tween.tween_property(sprite, \"position\", Vector2(), 1)\n"
+"    tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
 "[/codeblock]\n"
 "In the example above, all children of a node are moved one after another to "
 "position (0, 0).\n"
-"Some [Tweener]s use transitions and eases. The first accepts an [enum Tween."
+"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
 "TransitionType] constant, and refers to the way the timing of the animation "
 "is handled (see [url=https://easings.net/]easings.net[/url] for some "
 "examples). The second accepts an [enum Tween.EaseType] constant, and "
@@ -71155,7 +71326,7 @@ msgid ""
 "tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
 "[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
 "prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
-"immediately after it was created."
+"immediately after it is created."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -71185,21 +71356,24 @@ msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
 msgid ""
-"Processes the [SceneTreeTween] by given [code]delta[/code] value, in "
-"seconds. Mostly useful when the [SceneTreeTween] is paused, for controlling "
-"it manually. Can also be used to end the [SceneTreeTween] animation "
-"immediately, by using [code]delta[/code] longer than the whole duration.\n"
+"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in "
+"seconds. This is mostly useful for manual control when the [SceneTreeTween] "
+"is paused. It can also be used to end the [SceneTreeTween] animation "
+"immediately, by setting [code]delta[/code] longer than the whole duration of "
+"the [SceneTreeTween] animation.\n"
 "Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that "
 "haven't finished.\n"
-"[b]Note:[/b] The [SceneTreeTween] will become invalid after finished, but "
-"you can call [method stop] after the step, to keep it and reset."
+"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing "
+"frame after its animation finishes. Calling [method stop] after performing "
+"[method custom_step] instead keeps and resets the [SceneTreeTween]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
 msgid ""
 "Returns the total time in seconds the [SceneTreeTween] has been animating (i."
-"e. time since it started, not counting pauses etc.). The time is affected by "
-"[method set_speed_scale] and [method stop] will reset it to [code]0[/code].\n"
+"e. the time since it started, not counting pauses etc.). The time is "
+"affected by [method set_speed_scale], and [method stop] will reset it to "
+"[code]0[/code].\n"
 "[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
 "after the [SceneTreeTween] has finished animating will be slightly greater "
 "than the actual [SceneTreeTween] duration."
@@ -71235,11 +71409,10 @@ msgstr ""
 msgid ""
 "Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a "
 "[SceneTreeTween] contained by the scene tree (i.e. the array from [method "
-"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). "
-"[SceneTreeTween] might become invalid when it has finished tweening or was "
-"killed, also when created with [code]Tween.new()[/code]. Invalid "
-"[SceneTreeTween] can't have [Tweener]s appended, because it can't animate "
-"them. You can however still use [method interpolate_value]."
+"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
+"[SceneTreeTween] might become invalid when it has finished tweening, is "
+"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
+"[SceneTreeTween]s can't have [Tweener]s appended."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -71279,16 +71452,15 @@ msgstr ""
 msgid ""
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [SceneTreeTween] run "
-"infinitely, until it is either killed by [method kill] or by freeing bound "
-"node, or all the animated objects have been freed (which makes further "
+"Calling this method without arguments will make the [Tween] run infinitely, "
+"until either it is killed with [method kill], the [Tween]'s bound node is "
+"freed, or all the animated objects have been freed (which makes further "
 "animation impossible).\n"
 "[b]Warning:[/b] Make sure to always add some duration/delay when using "
-"infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] "
-"with no delay or [PropertyTweener] with invalid node) are equivalent to "
-"infinite [code]while[/code] loops and will freeze your game. If a "
-"[SceneTreeTween]'s lifetime depends on some node, always use [method "
-"bind_node]."
+"infinite loops. To prevent the game freezing, 0-duration looped animations "
+"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
+"number of loops, which may produce unexpected results. If a [Tween]'s "
+"lifetime depends on some node, always use [method bind_node]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -71350,10 +71522,10 @@ msgstr ""
 #: doc/classes/SceneTreeTween.xml
 msgid ""
 "Creates and appends an [IntervalTweener]. This method can be used to create "
-"delays in the tween animation, as an alternative for using the delay in "
-"other [Tweener]s or when there's no animation (in which case the "
-"[SceneTreeTween] acts as a timer). [code]time[/code] is the length of the "
-"interval, in seconds.\n"
+"delays in the tween animation, as an alternative to using the delay in other "
+"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] "
+"acts as a timer). [code]time[/code] is the length of the interval, in "
+"seconds.\n"
 "Example: creating an interval in code execution.\n"
 "[codeblock]\n"
 "# ... some code\n"
@@ -71407,8 +71579,8 @@ msgid ""
 "Creates and appends a [PropertyTweener]. This method tweens a "
 "[code]property[/code] of an [code]object[/code] between an initial value and "
 "[code]final_val[/code] in a span of time equal to [code]duration[/code], in "
-"seconds. The initial value by default is a value at the time the tweening of "
-"the [PropertyTweener] start. For example:\n"
+"seconds. The initial value by default is the property's value at the time "
+"the tweening of the [PropertyTweener] starts. For example:\n"
 "[codeblock]\n"
 "var tween = create_tween()\n"
 "tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
@@ -71439,16 +71611,15 @@ msgid ""
 "Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
 "when the [SceneTreeTween] is set to infinite looping (see [method "
 "set_loops]).\n"
-"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) after this signal "
-"is emitted, but it doesn't happen immediately, but on the next processing "
-"frame. Calling [method stop] inside the signal callback will preserve the "
-"[SceneTreeTween]."
+"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next "
+"processing frame after this signal is emitted. Calling [method stop] inside "
+"the signal callback will prevent the [SceneTreeTween] from being removed."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
 msgid ""
 "Emitted when a full loop is complete (see [method set_loops]), providing the "
-"loop index. This signal is not emitted after final loop, use [signal "
+"loop index. This signal is not emitted after the final loop, use [signal "
 "finished] instead for this case."
 msgstr ""
 
@@ -71456,7 +71627,7 @@ msgstr ""
 msgid ""
 "Emitted when one step of the [SceneTreeTween] is complete, providing the "
 "step index. One step is either a single [Tweener] or a group of [Tweener]s "
-"running parallelly."
+"running in parallel."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -76497,11 +76668,11 @@ msgstr ""
 msgid ""
 "Returns [code]true[/code] if this string contains a valid integer.\n"
 "[codeblock]\n"
-"print(\"7\".is_valid_int()) # Prints \"True\"\n"
-"print(\"14.6\".is_valid_int()) # Prints \"False\"\n"
-"print(\"L\".is_valid_int()) # Prints \"False\"\n"
-"print(\"+3\".is_valid_int()) # Prints \"True\"\n"
-"print(\"-12\".is_valid_int()) # Prints \"True\"\n"
+"print(\"7\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"L\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"+3\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"-12\".is_valid_integer()) # Prints \"True\"\n"
 "[/codeblock]"
 msgstr ""
 "Devuelve [code]true[/code] si esta string es un identificador válido. Un "
@@ -82666,6 +82837,7 @@ msgid "Control to show a tree of items."
 msgstr "Control para mostrar un árbol de objetos."
 
 #: doc/classes/Tree.xml
+#, fuzzy
 msgid ""
 "This shows a tree of items that can be selected, expanded and collapsed. The "
 "tree can have multiple columns with custom controls like text editing, "
@@ -82687,7 +82859,18 @@ msgid ""
 "To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
 "TreeItem.get_next] and [method TreeItem.get_children] after getting the root "
 "through [method get_root]. You can use [method Object.free] on a [TreeItem] "
-"to remove it from the [Tree]."
+"to remove it from the [Tree].\n"
+"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
 msgstr ""
 "Esto muestra un árbol de objetos que pueden ser seleccionados, expandidos y "
 "colapsados. El árbol puede tener múltiples columnas con controles "

+ 287 - 97
doc/translations/fa.po

@@ -15,12 +15,13 @@
 # ahmad maftoon <[email protected]>, 2021.
 # Seyed Fazel Alavi <[email protected]>, 2022.
 # Giga hertz <[email protected]>, 2022.
+# ilia khormali <[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: 2022-04-03 08:11+0000\n"
-"Last-Translator: Giga hertz <gigahertzyt@gmail.com>\n"
+"PO-Revision-Date: 2022-06-21 15:55+0000\n"
+"Last-Translator: ilia khormali <iliakhormaly1384@gmail.com>\n"
 "Language-Team: Persian <https://hosted.weblate.org/projects/godot-engine/"
 "godot-class-reference/fa/>\n"
 "Language: fa\n"
@@ -28,7 +29,7 @@ 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 4.13.1-dev\n"
 
 #: doc/tools/make_rst.py
 msgid "Description"
@@ -106,6 +107,7 @@ msgstr ""
 msgid ""
 "This method should typically be overridden by the user to have any effect."
 msgstr ""
+"این روش معمولا نیازمند است توسط خود فرد نوشته شود تا بتواند تاثییری بگذارد."
 
 #: doc/tools/make_rst.py
 msgid ""
@@ -548,7 +550,7 @@ msgid ""
 "- 1.0: Linear\n"
 "- Greater than 1.0 (exclusive): Ease in\n"
 "[/codeblock]\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
 "ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
 "See also [method smoothstep]. If you need to perform more advanced "
 "transitions, use [Tween] or [AnimationPlayer]."
@@ -1527,7 +1529,7 @@ msgid ""
 "[method smoothstep] returns the smoothest possible curve with no sudden "
 "changes in the derivative. If you need to perform more advanced transitions, "
 "use [Tween] or [AnimationPlayer].\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
 "smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, "
 "-1.6521) return values[/url]"
 msgstr ""
@@ -28696,7 +28698,7 @@ msgid ""
 "    # Note: Don't make simultaneous requests using a single HTTPRequest "
 "node.\n"
 "    # The snippet below is provided for reference only.\n"
-"    var body = {\"name\": \"Godette\"}\n"
+"    var body = to_json({\"name\": \"Godette\"})\n"
 "    error = http_request.request(\"https://httpbin.org/post\", [], true, "
 "HTTPClient.METHOD_POST, body)\n"
 "    if error != OK:\n"
@@ -31318,7 +31320,18 @@ msgid ""
 "[code]\\n[/code]) in the string won't produce a newline. Text wrapping is "
 "enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to "
 "fully fit its content by default. You need to set [member "
-"fixed_column_width] greater than zero to wrap the text."
+"fixed_column_width] greater than zero to wrap the text.\n"
+"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
 msgstr ""
 
 #: doc/classes/ItemList.xml
@@ -35065,11 +35078,16 @@ msgid ""
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
-msgid "Returns the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Returns the override [Material] for a surface of the [Mesh] resource.\n"
+"[b]Note:[/b] This function only returns [i]override[/i] materials associated "
+"with this [MeshInstance]. Consider using [method get_active_material] or "
+"[method Mesh.surface_get_material] to get materials associated with the "
+"[Mesh] resource."
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
-msgid "Returns the number of surface materials."
+msgid "Returns the number of surface override materials."
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
@@ -35106,7 +35124,10 @@ msgid ""
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
-msgid "Sets the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Sets the override [Material] for the specified surface of the [Mesh] "
+"resource. This material is associated with this [MeshInstance] rather than "
+"with the [Mesh] resource."
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
@@ -35904,6 +35925,9 @@ msgstr ""
 
 #: doc/classes/Navigation.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
 "Provides navigation and pathfinding within a collection of "
 "[NavigationMesh]es. By default, these will be automatically collected from "
 "child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this "
@@ -35949,6 +35973,9 @@ msgstr ""
 
 #: doc/classes/Navigation.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
 "Returns the path between two given points. Points are in local coordinate "
 "space. If [code]optimize[/code] is [code]true[/code] (the default), the "
 "agent properties associated with each [NavigationMesh] (radius, height, "
@@ -35992,6 +36019,9 @@ msgstr ""
 
 #: doc/classes/Navigation2D.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
 "Navigation2D provides navigation and pathfinding within a 2D area, specified "
 "as a collection of [NavigationPolygon] resources. By default, these are "
 "automatically collected from child [NavigationPolygonInstance] nodes."
@@ -36011,6 +36041,9 @@ msgstr ""
 
 #: doc/classes/Navigation2D.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
 "Returns the path between two given points. Points are in local coordinate "
 "space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
 "is smoothed by merging path segments where possible."
@@ -36139,10 +36172,46 @@ msgstr ""
 msgid "Destroys the given RID."
 msgstr ""
 
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all created navigation map [RID]s on the NavigationServer. This "
+"returns both 2D and 3D created navigation maps as there is technically no "
+"distinction between them."
+msgstr ""
+
 #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
 msgid "Create a new map."
 msgstr ""
 
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"This function immediately forces synchronization of the specified navigation "
+"[code]map[/code] [RID]. By default navigation maps are only synchronized at "
+"the end of each physics frame. This function can be used to immediately "
+"(re)calculate all the navigation meshes and region connections of the "
+"navigation map. This makes it possible to query a navigation path for a "
+"changed map immediately and in the same frame (multiple times if needed).\n"
+"Due to technical restrictions the current NavigationServer command queue "
+"will be flushed. This means all already queued update commands for this "
+"physics frame will be executed, even those intended for other maps, regions "
+"and agents not part of the specified map. The expensive computation of the "
+"navigation meshes and region connections of a map will only be done for the "
+"specified map. Other maps will receive the normal synchronization at the end "
+"of the physics frame. Should the specified map receive changes after the "
+"forced update it will update again as well when the other maps receive their "
+"update.\n"
+"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals "
+"is untouched by this function and continues to happen for all maps and "
+"agents at the end of the physics frame.\n"
+"[b]Note:[/b] With great power comes great responsibility. This function "
+"should only be used by users that really know what they are doing and have a "
+"good reason for it. Forcing an immediate update of a navigation map requires "
+"locking the NavigationServer and flushing the entire NavigationServer "
+"command queue. Not only can this severely impact the performance of a game "
+"but it can also introduce bugs if used inappropriately without much "
+"foresight."
+msgstr ""
+
 #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
 msgid ""
 "Returns all navigation agents [RID]s that are currently assigned to the "
@@ -36253,6 +36322,23 @@ msgstr ""
 msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]."
 msgstr ""
 
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns [code]true[/code] if the provided [code]point[/code] in world space "
+"is currently owned by the provided navigation [code]region[/code]. Owned in "
+"this context means that one of the region's navigation mesh polygon faces "
+"has a possible position at the closest distance to this point compared to "
+"all other navigation meshes from other navigation regions that are also "
+"registered on the navigation map of the provided region.\n"
+"If multiple navigation meshes have positions at equal distance the "
+"navigation region whose polygons are processed first wins the ownership. "
+"Polygons are processed in the same order that navigation regions were "
+"registered on the NavigationServer.\n"
+"[b]Note:[/b] If navigation meshes from different navigation regions overlap "
+"(which should be avoided in general) the result might not be what is "
+"expected."
+msgstr ""
+
 #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
 msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
 msgstr ""
@@ -36458,6 +36544,17 @@ msgstr ""
 msgid "The distance to search for other agents."
 msgstr ""
 
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
+"The distance threshold before a path point is considered to be reached. This "
+"will allow an agent to not have to hit a path point on the path exactly, but "
+"in the area. If this value is set to high the NavigationAgent will skip "
+"points on the path which can lead to leaving the navigation mesh. If this "
+"value is set to low the NavigationAgent will be stuck in a repath loop cause "
+"it will constantly overshoot or undershoot the distance to the next point on "
+"each physics frame update."
+msgstr ""
+
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
 msgid ""
 "The maximum distance the agent is allowed away from the ideal path to the "
@@ -36466,14 +36563,23 @@ msgid ""
 msgstr ""
 
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-msgid "The radius of the agent."
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding. To change an actor's pathfinding radius "
+"bake [NavigationMesh] resources with a different [member NavigationMesh."
+"agent_radius] property and use different navigation maps for each actor size."
 msgstr ""
 
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
 msgid ""
-"The distance threshold before a target is considered to be reached. This "
-"will allow an agent to not have to hit a point on the path exactly, but in "
-"the area."
+"The distance threshold before the final target point is considered to be "
+"reached. This will allow an agent to not have to hit the point of the final "
+"target exactly, but only the area. If this value is set to low the "
+"NavigationAgent will be stuck in a repath loop cause it will constantly "
+"overshoot or undershoot the distance to the final target point on each "
+"physics frame update."
 msgstr ""
 
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -36686,6 +36792,16 @@ msgid ""
 "multiple of [member cell_size]."
 msgstr ""
 
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"If the baking [AABB] has a volume the navigation mesh baking will be "
+"restricted to its enclosing area."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
+msgstr ""
+
 #: doc/classes/NavigationMesh.xml
 msgid "If [code]true[/code], marks spans that are ledges as non-walkable."
 msgstr ""
@@ -36856,7 +36972,15 @@ msgid ""
 "geometry for walkable terrain suitable to [NavigationMesh] agent properties "
 "by creating a voxel world around the meshes bounding area.\n"
 "The finalized navigation mesh is then returned and stored inside the "
-"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes."
+"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] "
+"nodes.\n"
+"[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
+"obstruct navigation baking does not always work. The navigation baking has "
+"no concept of what is a geometry \"inside\" when dealing with mesh source "
+"geometry and this is intentional. Depending on current baking parameters, as "
+"soon as the obstructing mesh is large enough to fit a navigation mesh area "
+"inside, the baking will generate navigation mesh areas that are inside the "
+"obstructing source geometry mesh."
 msgstr ""
 
 #: doc/classes/NavigationMeshGenerator.xml
@@ -38731,13 +38855,19 @@ msgstr ""
 #: doc/classes/Node.xml
 msgid ""
 "Emitted when a child node enters the scene tree, either because it entered "
-"on its own or because this node entered with it."
+"on its own or because this node entered with it.\n"
+"This signal is emitted [i]after[/i] the child node's own [constant "
+"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
 msgstr ""
 
 #: doc/classes/Node.xml
 msgid ""
-"Emitted when a child node exits the scene tree, either because it exited on "
-"its own or because this node exited."
+"Emitted when a child node is about to exit the scene tree, either because it "
+"is being removed or freed directly, or because this node is exiting the "
+"tree.\n"
+"When this signal is received, the child [code]node[/code] is still in the "
+"tree and valid. This signal is emitted [i]after[/i] the child node's own "
+"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
 msgstr ""
 
 #: doc/classes/Node.xml
@@ -38749,7 +38879,10 @@ msgid "Emitted when the node is renamed."
 msgstr ""
 
 #: doc/classes/Node.xml
-msgid "Emitted when the node enters the tree."
+msgid ""
+"Emitted when the node enters the tree.\n"
+"This signal is emitted [i]after[/i] the related [constant "
+"NOTIFICATION_ENTER_TREE] notification."
 msgstr ""
 
 #: doc/classes/Node.xml
@@ -38759,15 +38892,21 @@ msgstr ""
 #: doc/classes/Node.xml
 msgid ""
 "Emitted when the node is still active but about to exit the tree. This is "
-"the right place for de-initialization (or a \"destructor\", if you will)."
+"the right place for de-initialization (or a \"destructor\", if you will).\n"
+"This signal is emitted [i]before[/i] the related [constant "
+"NOTIFICATION_EXIT_TREE] notification."
 msgstr ""
 
 #: doc/classes/Node.xml
-msgid "Notification received when the node enters a [SceneTree]."
+msgid ""
+"Notification received when the node enters a [SceneTree].\n"
+"This notification is emitted [i]before[/i] the related [signal tree_entered]."
 msgstr ""
 
 #: doc/classes/Node.xml
-msgid "Notification received when the node is about to exit a [SceneTree]."
+msgid ""
+"Notification received when the node is about to exit a [SceneTree].\n"
+"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
 msgstr ""
 
 #: doc/classes/Node.xml
@@ -40474,6 +40613,10 @@ msgid ""
 "    if argument.find(\"=\") > -1:\n"
 "        var key_value = argument.split(\"=\")\n"
 "        arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
+"    else:\n"
+"        # Options without an argument will be present in the dictionary,\n"
+"        # with the value set to an empty string.\n"
+"        arguments[argument.lstrip(\"--\")] = \"\"\n"
 "[/codeblock]"
 msgstr ""
 
@@ -45986,7 +46129,18 @@ msgstr ""
 #: doc/classes/PopupMenu.xml
 msgid ""
 "[PopupMenu] is a [Control] that displays a list of options. They are popular "
-"in toolbars or context menus."
+"in toolbars or context menus.\n"
+"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
 msgstr ""
 
 #: doc/classes/PopupMenu.xml
@@ -49559,20 +49713,28 @@ msgid ""
 "cause.\n"
 "The default value is a conservative one, so you are advised to tweak it "
 "according to the hardware you are targeting.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"The default is a very conservative override for [code]rendering/gles3/"
-"shaders/max_concurrent_compiles[/code].\n"
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
 "Depending on the specific devices you are targeting, you may want to raise "
 "it.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
+"Depending on the specific browsers you are targeting, you may want to raise "
+"it.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -49580,19 +49742,28 @@ msgid ""
 "The maximum size, in megabytes, that the ubershader cache can grow up to. On "
 "startup, the least recently used entries will be deleted until the total "
 "size is within bounds.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/"
-"code], so a smaller maximum size can be configured for mobile platforms, "
-"where storage space is more limited.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for mobile platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for web platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] Currently, shader caching is generally unavailable on web "
+"platforms.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -49624,12 +49795,20 @@ msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"An override for [code]rendering/gles3/shaders/shader_compilation_mode[/"
-"code], so asynchronous compilation can be disabled for mobile.\n"
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on mobile platforms.\n"
 "You may want to do that since mobile GPUs generally won't support "
 "ubershaders due to their complexity."
 msgstr ""
 
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on web platforms.\n"
+"You may want to do that since certain browsers (especially on mobile "
+"platforms) generally won't support ubershaders due to their complexity."
+msgstr ""
+
 #: doc/classes/ProjectSettings.xml
 msgid ""
 "Max buffer size for blend shapes. Any blend shape bigger than this will not "
@@ -54324,24 +54503,23 @@ msgid ""
 "manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be "
 "used for tweening values, but you can do manual interpolation with [method "
 "interpolate_value].\n"
-"A [SceneTreeTween] animation is composed of a sequence of [Tweener]s, which "
-"by default are executed one after another. You can create a sequence by "
-"appending [Tweener]s to the [SceneTreeTween]. Animating something with a "
-"[Tweener] is called tweening. Example tweening sequence looks like this:\n"
+"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] "
+"object, using [method tween_property], [method tween_interval], [method "
+"tween_callback] or [method tween_method]:\n"
 "[codeblock]\n"
 "var tween = get_tree().create_tween()\n"
 "tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
 "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
 "tween.tween_callback($Sprite, \"queue_free\")\n"
 "[/codeblock]\n"
-"This sequence will make the [code]$Sprite[/code] node turn red, then shrink "
-"and finally the [method Node.queue_free] is called to remove the sprite. See "
-"methods [method tween_property], [method tween_interval], [method "
-"tween_callback] and [method tween_method] for more usage information.\n"
+"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
+"before finally calling [method Node.queue_free] to free the sprite. "
+"[Tweener]s are executed one after another by default. This behavior can be "
+"changed using [method parallel] and [method set_parallel].\n"
 "When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
 "chained method call can be used to tweak the properties of this [Tweener]. "
-"For example, if you want to set different transition type in the above "
-"example, you can do:\n"
+"For example, if you want to set a different transition type in the above "
+"example, you can use [method set_trans]:\n"
 "[codeblock]\n"
 "var tween = get_tree().create_tween()\n"
 "tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
@@ -54350,8 +54528,9 @@ msgid ""
 "TRANS_BOUNCE)\n"
 "tween.tween_callback($Sprite, \"queue_free\")\n"
 "[/codeblock]\n"
-"Most of the [SceneTreeTween] methods can be chained this way too. In this "
-"example the [SceneTreeTween] is bound and have set a default transition:\n"
+"Most of the [SceneTreeTween] methods can be chained this way too. In the "
+"following example the [SceneTreeTween] is bound to the running script's node "
+"and a default transition is set for its [Tweener]s:\n"
 "[codeblock]\n"
 "var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
 "TRANS_ELASTIC)\n"
@@ -54359,16 +54538,16 @@ msgid ""
 "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
 "tween.tween_callback($Sprite, \"queue_free\")\n"
 "[/codeblock]\n"
-"Another interesting use for [SceneTreeTween]s is animating arbitrary set of "
+"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of "
 "objects:\n"
 "[codeblock]\n"
 "var tween = create_tween()\n"
 "for sprite in get_children():\n"
-"    tween.tween_property(sprite, \"position\", Vector2(), 1)\n"
+"    tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
 "[/codeblock]\n"
 "In the example above, all children of a node are moved one after another to "
 "position (0, 0).\n"
-"Some [Tweener]s use transitions and eases. The first accepts an [enum Tween."
+"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
 "TransitionType] constant, and refers to the way the timing of the animation "
 "is handled (see [url=https://easings.net/]easings.net[/url] for some "
 "examples). The second accepts an [enum Tween.EaseType] constant, and "
@@ -54380,7 +54559,7 @@ msgid ""
 "tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
 "[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
 "prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
-"immediately after it was created."
+"immediately after it is created."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -54410,21 +54589,24 @@ msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
 msgid ""
-"Processes the [SceneTreeTween] by given [code]delta[/code] value, in "
-"seconds. Mostly useful when the [SceneTreeTween] is paused, for controlling "
-"it manually. Can also be used to end the [SceneTreeTween] animation "
-"immediately, by using [code]delta[/code] longer than the whole duration.\n"
+"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in "
+"seconds. This is mostly useful for manual control when the [SceneTreeTween] "
+"is paused. It can also be used to end the [SceneTreeTween] animation "
+"immediately, by setting [code]delta[/code] longer than the whole duration of "
+"the [SceneTreeTween] animation.\n"
 "Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that "
 "haven't finished.\n"
-"[b]Note:[/b] The [SceneTreeTween] will become invalid after finished, but "
-"you can call [method stop] after the step, to keep it and reset."
+"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing "
+"frame after its animation finishes. Calling [method stop] after performing "
+"[method custom_step] instead keeps and resets the [SceneTreeTween]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
 msgid ""
 "Returns the total time in seconds the [SceneTreeTween] has been animating (i."
-"e. time since it started, not counting pauses etc.). The time is affected by "
-"[method set_speed_scale] and [method stop] will reset it to [code]0[/code].\n"
+"e. the time since it started, not counting pauses etc.). The time is "
+"affected by [method set_speed_scale], and [method stop] will reset it to "
+"[code]0[/code].\n"
 "[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
 "after the [SceneTreeTween] has finished animating will be slightly greater "
 "than the actual [SceneTreeTween] duration."
@@ -54460,11 +54642,10 @@ msgstr ""
 msgid ""
 "Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a "
 "[SceneTreeTween] contained by the scene tree (i.e. the array from [method "
-"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). "
-"[SceneTreeTween] might become invalid when it has finished tweening or was "
-"killed, also when created with [code]Tween.new()[/code]. Invalid "
-"[SceneTreeTween] can't have [Tweener]s appended, because it can't animate "
-"them. You can however still use [method interpolate_value]."
+"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
+"[SceneTreeTween] might become invalid when it has finished tweening, is "
+"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
+"[SceneTreeTween]s can't have [Tweener]s appended."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -54504,16 +54685,15 @@ msgstr ""
 msgid ""
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [SceneTreeTween] run "
-"infinitely, until it is either killed by [method kill] or by freeing bound "
-"node, or all the animated objects have been freed (which makes further "
+"Calling this method without arguments will make the [Tween] run infinitely, "
+"until either it is killed with [method kill], the [Tween]'s bound node is "
+"freed, or all the animated objects have been freed (which makes further "
 "animation impossible).\n"
 "[b]Warning:[/b] Make sure to always add some duration/delay when using "
-"infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] "
-"with no delay or [PropertyTweener] with invalid node) are equivalent to "
-"infinite [code]while[/code] loops and will freeze your game. If a "
-"[SceneTreeTween]'s lifetime depends on some node, always use [method "
-"bind_node]."
+"infinite loops. To prevent the game freezing, 0-duration looped animations "
+"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
+"number of loops, which may produce unexpected results. If a [Tween]'s "
+"lifetime depends on some node, always use [method bind_node]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -54575,10 +54755,10 @@ msgstr ""
 #: doc/classes/SceneTreeTween.xml
 msgid ""
 "Creates and appends an [IntervalTweener]. This method can be used to create "
-"delays in the tween animation, as an alternative for using the delay in "
-"other [Tweener]s or when there's no animation (in which case the "
-"[SceneTreeTween] acts as a timer). [code]time[/code] is the length of the "
-"interval, in seconds.\n"
+"delays in the tween animation, as an alternative to using the delay in other "
+"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] "
+"acts as a timer). [code]time[/code] is the length of the interval, in "
+"seconds.\n"
 "Example: creating an interval in code execution.\n"
 "[codeblock]\n"
 "# ... some code\n"
@@ -54632,8 +54812,8 @@ msgid ""
 "Creates and appends a [PropertyTweener]. This method tweens a "
 "[code]property[/code] of an [code]object[/code] between an initial value and "
 "[code]final_val[/code] in a span of time equal to [code]duration[/code], in "
-"seconds. The initial value by default is a value at the time the tweening of "
-"the [PropertyTweener] start. For example:\n"
+"seconds. The initial value by default is the property's value at the time "
+"the tweening of the [PropertyTweener] starts. For example:\n"
 "[codeblock]\n"
 "var tween = create_tween()\n"
 "tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
@@ -54664,16 +54844,15 @@ msgid ""
 "Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
 "when the [SceneTreeTween] is set to infinite looping (see [method "
 "set_loops]).\n"
-"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) after this signal "
-"is emitted, but it doesn't happen immediately, but on the next processing "
-"frame. Calling [method stop] inside the signal callback will preserve the "
-"[SceneTreeTween]."
+"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next "
+"processing frame after this signal is emitted. Calling [method stop] inside "
+"the signal callback will prevent the [SceneTreeTween] from being removed."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
 msgid ""
 "Emitted when a full loop is complete (see [method set_loops]), providing the "
-"loop index. This signal is not emitted after final loop, use [signal "
+"loop index. This signal is not emitted after the final loop, use [signal "
 "finished] instead for this case."
 msgstr ""
 
@@ -54681,7 +54860,7 @@ msgstr ""
 msgid ""
 "Emitted when one step of the [SceneTreeTween] is complete, providing the "
 "step index. One step is either a single [Tweener] or a group of [Tweener]s "
-"running parallelly."
+"running in parallel."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -58649,11 +58828,11 @@ msgstr ""
 msgid ""
 "Returns [code]true[/code] if this string contains a valid integer.\n"
 "[codeblock]\n"
-"print(\"7\".is_valid_int()) # Prints \"True\"\n"
-"print(\"14.6\".is_valid_int()) # Prints \"False\"\n"
-"print(\"L\".is_valid_int()) # Prints \"False\"\n"
-"print(\"+3\".is_valid_int()) # Prints \"True\"\n"
-"print(\"-12\".is_valid_int()) # Prints \"True\"\n"
+"print(\"7\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"L\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"+3\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"-12\".is_valid_integer()) # Prints \"True\"\n"
 "[/codeblock]"
 msgstr ""
 
@@ -63524,7 +63703,18 @@ msgid ""
 "To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
 "TreeItem.get_next] and [method TreeItem.get_children] after getting the root "
 "through [method get_root]. You can use [method Object.free] on a [TreeItem] "
-"to remove it from the [Tree]."
+"to remove it from the [Tree].\n"
+"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
 msgstr ""
 
 #: doc/classes/Tree.xml

+ 284 - 95
doc/translations/fi.po

@@ -469,7 +469,7 @@ msgid ""
 "- 1.0: Linear\n"
 "- Greater than 1.0 (exclusive): Ease in\n"
 "[/codeblock]\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
 "ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
 "See also [method smoothstep]. If you need to perform more advanced "
 "transitions, use [Tween] or [AnimationPlayer]."
@@ -1176,7 +1176,7 @@ msgid ""
 "[method smoothstep] returns the smoothest possible curve with no sudden "
 "changes in the derivative. If you need to perform more advanced transitions, "
 "use [Tween] or [AnimationPlayer].\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
 "smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, "
 "-1.6521) return values[/url]"
 msgstr ""
@@ -28386,7 +28386,7 @@ msgid ""
 "    # Note: Don't make simultaneous requests using a single HTTPRequest "
 "node.\n"
 "    # The snippet below is provided for reference only.\n"
-"    var body = {\"name\": \"Godette\"}\n"
+"    var body = to_json({\"name\": \"Godette\"})\n"
 "    error = http_request.request(\"https://httpbin.org/post\", [], true, "
 "HTTPClient.METHOD_POST, body)\n"
 "    if error != OK:\n"
@@ -31011,7 +31011,18 @@ msgid ""
 "[code]\\n[/code]) in the string won't produce a newline. Text wrapping is "
 "enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to "
 "fully fit its content by default. You need to set [member "
-"fixed_column_width] greater than zero to wrap the text."
+"fixed_column_width] greater than zero to wrap the text.\n"
+"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
 msgstr ""
 
 #: doc/classes/ItemList.xml
@@ -34763,12 +34774,18 @@ msgid ""
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
-msgid "Returns the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Returns the override [Material] for a surface of the [Mesh] resource.\n"
+"[b]Note:[/b] This function only returns [i]override[/i] materials associated "
+"with this [MeshInstance]. Consider using [method get_active_material] or "
+"[method Mesh.surface_get_material] to get materials associated with the "
+"[Mesh] resource."
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
-msgid "Returns the number of surface materials."
-msgstr ""
+#, fuzzy
+msgid "Returns the number of surface override materials."
+msgstr "Palauttaa kahden vektorin jäännöksen."
 
 #: doc/classes/MeshInstance.xml
 msgid ""
@@ -34804,7 +34821,10 @@ msgid ""
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
-msgid "Sets the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Sets the override [Material] for the specified surface of the [Mesh] "
+"resource. This material is associated with this [MeshInstance] rather than "
+"with the [Mesh] resource."
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
@@ -35597,6 +35617,9 @@ msgstr ""
 
 #: doc/classes/Navigation.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
 "Provides navigation and pathfinding within a collection of "
 "[NavigationMesh]es. By default, these will be automatically collected from "
 "child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this "
@@ -35643,6 +35666,9 @@ msgstr "Palauttaa parametrin sinin."
 
 #: doc/classes/Navigation.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
 "Returns the path between two given points. Points are in local coordinate "
 "space. If [code]optimize[/code] is [code]true[/code] (the default), the "
 "agent properties associated with each [NavigationMesh] (radius, height, "
@@ -35686,6 +35712,9 @@ msgstr ""
 
 #: doc/classes/Navigation2D.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
 "Navigation2D provides navigation and pathfinding within a 2D area, specified "
 "as a collection of [NavigationPolygon] resources. By default, these are "
 "automatically collected from child [NavigationPolygonInstance] nodes."
@@ -35705,6 +35734,9 @@ msgstr ""
 
 #: doc/classes/Navigation2D.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
 "Returns the path between two given points. Points are in local coordinate "
 "space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
 "is smoothed by merging path segments where possible."
@@ -35839,10 +35871,46 @@ msgstr "Palauttaa parametrin vasta-arvon."
 msgid "Destroys the given RID."
 msgstr ""
 
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all created navigation map [RID]s on the NavigationServer. This "
+"returns both 2D and 3D created navigation maps as there is technically no "
+"distinction between them."
+msgstr ""
+
 #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
 msgid "Create a new map."
 msgstr ""
 
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"This function immediately forces synchronization of the specified navigation "
+"[code]map[/code] [RID]. By default navigation maps are only synchronized at "
+"the end of each physics frame. This function can be used to immediately "
+"(re)calculate all the navigation meshes and region connections of the "
+"navigation map. This makes it possible to query a navigation path for a "
+"changed map immediately and in the same frame (multiple times if needed).\n"
+"Due to technical restrictions the current NavigationServer command queue "
+"will be flushed. This means all already queued update commands for this "
+"physics frame will be executed, even those intended for other maps, regions "
+"and agents not part of the specified map. The expensive computation of the "
+"navigation meshes and region connections of a map will only be done for the "
+"specified map. Other maps will receive the normal synchronization at the end "
+"of the physics frame. Should the specified map receive changes after the "
+"forced update it will update again as well when the other maps receive their "
+"update.\n"
+"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals "
+"is untouched by this function and continues to happen for all maps and "
+"agents at the end of the physics frame.\n"
+"[b]Note:[/b] With great power comes great responsibility. This function "
+"should only be used by users that really know what they are doing and have a "
+"good reason for it. Forcing an immediate update of a navigation map requires "
+"locking the NavigationServer and flushing the entire NavigationServer "
+"command queue. Not only can this severely impact the performance of a game "
+"but it can also introduce bugs if used inappropriately without much "
+"foresight."
+msgstr ""
+
 #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
 msgid ""
 "Returns all navigation agents [RID]s that are currently assigned to the "
@@ -35959,6 +36027,23 @@ msgstr "Palauttaa parametrin sinin."
 msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]."
 msgstr "Laskee kahden vektorin ristitulon."
 
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns [code]true[/code] if the provided [code]point[/code] in world space "
+"is currently owned by the provided navigation [code]region[/code]. Owned in "
+"this context means that one of the region's navigation mesh polygon faces "
+"has a possible position at the closest distance to this point compared to "
+"all other navigation meshes from other navigation regions that are also "
+"registered on the navigation map of the provided region.\n"
+"If multiple navigation meshes have positions at equal distance the "
+"navigation region whose polygons are processed first wins the ownership. "
+"Polygons are processed in the same order that navigation regions were "
+"registered on the NavigationServer.\n"
+"[b]Note:[/b] If navigation meshes from different navigation regions overlap "
+"(which should be avoided in general) the result might not be what is "
+"expected."
+msgstr ""
+
 #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
 #, fuzzy
 msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
@@ -36171,6 +36256,17 @@ msgstr ""
 msgid "The distance to search for other agents."
 msgstr ""
 
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
+"The distance threshold before a path point is considered to be reached. This "
+"will allow an agent to not have to hit a path point on the path exactly, but "
+"in the area. If this value is set to high the NavigationAgent will skip "
+"points on the path which can lead to leaving the navigation mesh. If this "
+"value is set to low the NavigationAgent will be stuck in a repath loop cause "
+"it will constantly overshoot or undershoot the distance to the next point on "
+"each physics frame update."
+msgstr ""
+
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
 msgid ""
 "The maximum distance the agent is allowed away from the ideal path to the "
@@ -36179,14 +36275,23 @@ msgid ""
 msgstr ""
 
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-msgid "The radius of the agent."
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding. To change an actor's pathfinding radius "
+"bake [NavigationMesh] resources with a different [member NavigationMesh."
+"agent_radius] property and use different navigation maps for each actor size."
 msgstr ""
 
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
 msgid ""
-"The distance threshold before a target is considered to be reached. This "
-"will allow an agent to not have to hit a point on the path exactly, but in "
-"the area."
+"The distance threshold before the final target point is considered to be "
+"reached. This will allow an agent to not have to hit the point of the final "
+"target exactly, but only the area. If this value is set to low the "
+"NavigationAgent will be stuck in a repath loop cause it will constantly "
+"overshoot or undershoot the distance to the final target point on each "
+"physics frame update."
 msgstr ""
 
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -36402,6 +36507,16 @@ msgid ""
 "multiple of [member cell_size]."
 msgstr ""
 
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"If the baking [AABB] has a volume the navigation mesh baking will be "
+"restricted to its enclosing area."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
+msgstr ""
+
 #: doc/classes/NavigationMesh.xml
 msgid "If [code]true[/code], marks spans that are ledges as non-walkable."
 msgstr ""
@@ -36573,7 +36688,15 @@ msgid ""
 "geometry for walkable terrain suitable to [NavigationMesh] agent properties "
 "by creating a voxel world around the meshes bounding area.\n"
 "The finalized navigation mesh is then returned and stored inside the "
-"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes."
+"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] "
+"nodes.\n"
+"[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
+"obstruct navigation baking does not always work. The navigation baking has "
+"no concept of what is a geometry \"inside\" when dealing with mesh source "
+"geometry and this is intentional. Depending on current baking parameters, as "
+"soon as the obstructing mesh is large enough to fit a navigation mesh area "
+"inside, the baking will generate navigation mesh areas that are inside the "
+"obstructing source geometry mesh."
 msgstr ""
 
 #: doc/classes/NavigationMeshGenerator.xml
@@ -38455,13 +38578,19 @@ msgstr ""
 #: doc/classes/Node.xml
 msgid ""
 "Emitted when a child node enters the scene tree, either because it entered "
-"on its own or because this node entered with it."
+"on its own or because this node entered with it.\n"
+"This signal is emitted [i]after[/i] the child node's own [constant "
+"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
 msgstr ""
 
 #: doc/classes/Node.xml
 msgid ""
-"Emitted when a child node exits the scene tree, either because it exited on "
-"its own or because this node exited."
+"Emitted when a child node is about to exit the scene tree, either because it "
+"is being removed or freed directly, or because this node is exiting the "
+"tree.\n"
+"When this signal is received, the child [code]node[/code] is still in the "
+"tree and valid. This signal is emitted [i]after[/i] the child node's own "
+"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
 msgstr ""
 
 #: doc/classes/Node.xml
@@ -38473,7 +38602,10 @@ msgid "Emitted when the node is renamed."
 msgstr ""
 
 #: doc/classes/Node.xml
-msgid "Emitted when the node enters the tree."
+msgid ""
+"Emitted when the node enters the tree.\n"
+"This signal is emitted [i]after[/i] the related [constant "
+"NOTIFICATION_ENTER_TREE] notification."
 msgstr ""
 
 #: doc/classes/Node.xml
@@ -38483,15 +38615,21 @@ msgstr ""
 #: doc/classes/Node.xml
 msgid ""
 "Emitted when the node is still active but about to exit the tree. This is "
-"the right place for de-initialization (or a \"destructor\", if you will)."
+"the right place for de-initialization (or a \"destructor\", if you will).\n"
+"This signal is emitted [i]before[/i] the related [constant "
+"NOTIFICATION_EXIT_TREE] notification."
 msgstr ""
 
 #: doc/classes/Node.xml
-msgid "Notification received when the node enters a [SceneTree]."
+msgid ""
+"Notification received when the node enters a [SceneTree].\n"
+"This notification is emitted [i]before[/i] the related [signal tree_entered]."
 msgstr ""
 
 #: doc/classes/Node.xml
-msgid "Notification received when the node is about to exit a [SceneTree]."
+msgid ""
+"Notification received when the node is about to exit a [SceneTree].\n"
+"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
 msgstr ""
 
 #: doc/classes/Node.xml
@@ -40203,6 +40341,10 @@ msgid ""
 "    if argument.find(\"=\") > -1:\n"
 "        var key_value = argument.split(\"=\")\n"
 "        arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
+"    else:\n"
+"        # Options without an argument will be present in the dictionary,\n"
+"        # with the value set to an empty string.\n"
+"        arguments[argument.lstrip(\"--\")] = \"\"\n"
 "[/codeblock]"
 msgstr ""
 
@@ -45712,7 +45854,18 @@ msgstr ""
 #: doc/classes/PopupMenu.xml
 msgid ""
 "[PopupMenu] is a [Control] that displays a list of options. They are popular "
-"in toolbars or context menus."
+"in toolbars or context menus.\n"
+"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
 msgstr ""
 
 #: doc/classes/PopupMenu.xml
@@ -49288,20 +49441,28 @@ msgid ""
 "cause.\n"
 "The default value is a conservative one, so you are advised to tweak it "
 "according to the hardware you are targeting.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"The default is a very conservative override for [code]rendering/gles3/"
-"shaders/max_concurrent_compiles[/code].\n"
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
 "Depending on the specific devices you are targeting, you may want to raise "
 "it.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
+"Depending on the specific browsers you are targeting, you may want to raise "
+"it.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -49309,19 +49470,28 @@ msgid ""
 "The maximum size, in megabytes, that the ubershader cache can grow up to. On "
 "startup, the least recently used entries will be deleted until the total "
 "size is within bounds.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/"
-"code], so a smaller maximum size can be configured for mobile platforms, "
-"where storage space is more limited.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for mobile platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for web platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] Currently, shader caching is generally unavailable on web "
+"platforms.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -49353,12 +49523,20 @@ msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"An override for [code]rendering/gles3/shaders/shader_compilation_mode[/"
-"code], so asynchronous compilation can be disabled for mobile.\n"
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on mobile platforms.\n"
 "You may want to do that since mobile GPUs generally won't support "
 "ubershaders due to their complexity."
 msgstr ""
 
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on web platforms.\n"
+"You may want to do that since certain browsers (especially on mobile "
+"platforms) generally won't support ubershaders due to their complexity."
+msgstr ""
+
 #: doc/classes/ProjectSettings.xml
 msgid ""
 "Max buffer size for blend shapes. Any blend shape bigger than this will not "
@@ -54051,24 +54229,23 @@ msgid ""
 "manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be "
 "used for tweening values, but you can do manual interpolation with [method "
 "interpolate_value].\n"
-"A [SceneTreeTween] animation is composed of a sequence of [Tweener]s, which "
-"by default are executed one after another. You can create a sequence by "
-"appending [Tweener]s to the [SceneTreeTween]. Animating something with a "
-"[Tweener] is called tweening. Example tweening sequence looks like this:\n"
+"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] "
+"object, using [method tween_property], [method tween_interval], [method "
+"tween_callback] or [method tween_method]:\n"
 "[codeblock]\n"
 "var tween = get_tree().create_tween()\n"
 "tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
 "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
 "tween.tween_callback($Sprite, \"queue_free\")\n"
 "[/codeblock]\n"
-"This sequence will make the [code]$Sprite[/code] node turn red, then shrink "
-"and finally the [method Node.queue_free] is called to remove the sprite. See "
-"methods [method tween_property], [method tween_interval], [method "
-"tween_callback] and [method tween_method] for more usage information.\n"
+"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
+"before finally calling [method Node.queue_free] to free the sprite. "
+"[Tweener]s are executed one after another by default. This behavior can be "
+"changed using [method parallel] and [method set_parallel].\n"
 "When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
 "chained method call can be used to tweak the properties of this [Tweener]. "
-"For example, if you want to set different transition type in the above "
-"example, you can do:\n"
+"For example, if you want to set a different transition type in the above "
+"example, you can use [method set_trans]:\n"
 "[codeblock]\n"
 "var tween = get_tree().create_tween()\n"
 "tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
@@ -54077,8 +54254,9 @@ msgid ""
 "TRANS_BOUNCE)\n"
 "tween.tween_callback($Sprite, \"queue_free\")\n"
 "[/codeblock]\n"
-"Most of the [SceneTreeTween] methods can be chained this way too. In this "
-"example the [SceneTreeTween] is bound and have set a default transition:\n"
+"Most of the [SceneTreeTween] methods can be chained this way too. In the "
+"following example the [SceneTreeTween] is bound to the running script's node "
+"and a default transition is set for its [Tweener]s:\n"
 "[codeblock]\n"
 "var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
 "TRANS_ELASTIC)\n"
@@ -54086,16 +54264,16 @@ msgid ""
 "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
 "tween.tween_callback($Sprite, \"queue_free\")\n"
 "[/codeblock]\n"
-"Another interesting use for [SceneTreeTween]s is animating arbitrary set of "
+"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of "
 "objects:\n"
 "[codeblock]\n"
 "var tween = create_tween()\n"
 "for sprite in get_children():\n"
-"    tween.tween_property(sprite, \"position\", Vector2(), 1)\n"
+"    tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
 "[/codeblock]\n"
 "In the example above, all children of a node are moved one after another to "
 "position (0, 0).\n"
-"Some [Tweener]s use transitions and eases. The first accepts an [enum Tween."
+"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
 "TransitionType] constant, and refers to the way the timing of the animation "
 "is handled (see [url=https://easings.net/]easings.net[/url] for some "
 "examples). The second accepts an [enum Tween.EaseType] constant, and "
@@ -54107,7 +54285,7 @@ msgid ""
 "tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
 "[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
 "prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
-"immediately after it was created."
+"immediately after it is created."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -54137,21 +54315,24 @@ msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
 msgid ""
-"Processes the [SceneTreeTween] by given [code]delta[/code] value, in "
-"seconds. Mostly useful when the [SceneTreeTween] is paused, for controlling "
-"it manually. Can also be used to end the [SceneTreeTween] animation "
-"immediately, by using [code]delta[/code] longer than the whole duration.\n"
+"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in "
+"seconds. This is mostly useful for manual control when the [SceneTreeTween] "
+"is paused. It can also be used to end the [SceneTreeTween] animation "
+"immediately, by setting [code]delta[/code] longer than the whole duration of "
+"the [SceneTreeTween] animation.\n"
 "Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that "
 "haven't finished.\n"
-"[b]Note:[/b] The [SceneTreeTween] will become invalid after finished, but "
-"you can call [method stop] after the step, to keep it and reset."
+"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing "
+"frame after its animation finishes. Calling [method stop] after performing "
+"[method custom_step] instead keeps and resets the [SceneTreeTween]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
 msgid ""
 "Returns the total time in seconds the [SceneTreeTween] has been animating (i."
-"e. time since it started, not counting pauses etc.). The time is affected by "
-"[method set_speed_scale] and [method stop] will reset it to [code]0[/code].\n"
+"e. the time since it started, not counting pauses etc.). The time is "
+"affected by [method set_speed_scale], and [method stop] will reset it to "
+"[code]0[/code].\n"
 "[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
 "after the [SceneTreeTween] has finished animating will be slightly greater "
 "than the actual [SceneTreeTween] duration."
@@ -54187,11 +54368,10 @@ msgstr ""
 msgid ""
 "Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a "
 "[SceneTreeTween] contained by the scene tree (i.e. the array from [method "
-"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). "
-"[SceneTreeTween] might become invalid when it has finished tweening or was "
-"killed, also when created with [code]Tween.new()[/code]. Invalid "
-"[SceneTreeTween] can't have [Tweener]s appended, because it can't animate "
-"them. You can however still use [method interpolate_value]."
+"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
+"[SceneTreeTween] might become invalid when it has finished tweening, is "
+"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
+"[SceneTreeTween]s can't have [Tweener]s appended."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -54231,16 +54411,15 @@ msgstr ""
 msgid ""
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [SceneTreeTween] run "
-"infinitely, until it is either killed by [method kill] or by freeing bound "
-"node, or all the animated objects have been freed (which makes further "
+"Calling this method without arguments will make the [Tween] run infinitely, "
+"until either it is killed with [method kill], the [Tween]'s bound node is "
+"freed, or all the animated objects have been freed (which makes further "
 "animation impossible).\n"
 "[b]Warning:[/b] Make sure to always add some duration/delay when using "
-"infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] "
-"with no delay or [PropertyTweener] with invalid node) are equivalent to "
-"infinite [code]while[/code] loops and will freeze your game. If a "
-"[SceneTreeTween]'s lifetime depends on some node, always use [method "
-"bind_node]."
+"infinite loops. To prevent the game freezing, 0-duration looped animations "
+"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
+"number of loops, which may produce unexpected results. If a [Tween]'s "
+"lifetime depends on some node, always use [method bind_node]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -54302,10 +54481,10 @@ msgstr ""
 #: doc/classes/SceneTreeTween.xml
 msgid ""
 "Creates and appends an [IntervalTweener]. This method can be used to create "
-"delays in the tween animation, as an alternative for using the delay in "
-"other [Tweener]s or when there's no animation (in which case the "
-"[SceneTreeTween] acts as a timer). [code]time[/code] is the length of the "
-"interval, in seconds.\n"
+"delays in the tween animation, as an alternative to using the delay in other "
+"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] "
+"acts as a timer). [code]time[/code] is the length of the interval, in "
+"seconds.\n"
 "Example: creating an interval in code execution.\n"
 "[codeblock]\n"
 "# ... some code\n"
@@ -54359,8 +54538,8 @@ msgid ""
 "Creates and appends a [PropertyTweener]. This method tweens a "
 "[code]property[/code] of an [code]object[/code] between an initial value and "
 "[code]final_val[/code] in a span of time equal to [code]duration[/code], in "
-"seconds. The initial value by default is a value at the time the tweening of "
-"the [PropertyTweener] start. For example:\n"
+"seconds. The initial value by default is the property's value at the time "
+"the tweening of the [PropertyTweener] starts. For example:\n"
 "[codeblock]\n"
 "var tween = create_tween()\n"
 "tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
@@ -54391,16 +54570,15 @@ msgid ""
 "Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
 "when the [SceneTreeTween] is set to infinite looping (see [method "
 "set_loops]).\n"
-"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) after this signal "
-"is emitted, but it doesn't happen immediately, but on the next processing "
-"frame. Calling [method stop] inside the signal callback will preserve the "
-"[SceneTreeTween]."
+"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next "
+"processing frame after this signal is emitted. Calling [method stop] inside "
+"the signal callback will prevent the [SceneTreeTween] from being removed."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
 msgid ""
 "Emitted when a full loop is complete (see [method set_loops]), providing the "
-"loop index. This signal is not emitted after final loop, use [signal "
+"loop index. This signal is not emitted after the final loop, use [signal "
 "finished] instead for this case."
 msgstr ""
 
@@ -54408,7 +54586,7 @@ msgstr ""
 msgid ""
 "Emitted when one step of the [SceneTreeTween] is complete, providing the "
 "step index. One step is either a single [Tweener] or a group of [Tweener]s "
-"running parallelly."
+"running in parallel."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -58380,11 +58558,11 @@ msgstr ""
 msgid ""
 "Returns [code]true[/code] if this string contains a valid integer.\n"
 "[codeblock]\n"
-"print(\"7\".is_valid_int()) # Prints \"True\"\n"
-"print(\"14.6\".is_valid_int()) # Prints \"False\"\n"
-"print(\"L\".is_valid_int()) # Prints \"False\"\n"
-"print(\"+3\".is_valid_int()) # Prints \"True\"\n"
-"print(\"-12\".is_valid_int()) # Prints \"True\"\n"
+"print(\"7\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"L\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"+3\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"-12\".is_valid_integer()) # Prints \"True\"\n"
 "[/codeblock]"
 msgstr ""
 
@@ -63269,7 +63447,18 @@ msgid ""
 "To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
 "TreeItem.get_next] and [method TreeItem.get_children] after getting the root "
 "through [method get_root]. You can use [method Object.free] on a [TreeItem] "
-"to remove it from the [Tree]."
+"to remove it from the [Tree].\n"
+"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
 msgstr ""
 
 #: doc/classes/Tree.xml

+ 282 - 94
doc/translations/fil.po

@@ -403,7 +403,7 @@ msgid ""
 "- 1.0: Linear\n"
 "- Greater than 1.0 (exclusive): Ease in\n"
 "[/codeblock]\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
 "ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
 "See also [method smoothstep]. If you need to perform more advanced "
 "transitions, use [Tween] or [AnimationPlayer]."
@@ -1110,7 +1110,7 @@ msgid ""
 "[method smoothstep] returns the smoothest possible curve with no sudden "
 "changes in the derivative. If you need to perform more advanced transitions, "
 "use [Tween] or [AnimationPlayer].\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
 "smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, "
 "-1.6521) return values[/url]"
 msgstr ""
@@ -28273,7 +28273,7 @@ msgid ""
 "    # Note: Don't make simultaneous requests using a single HTTPRequest "
 "node.\n"
 "    # The snippet below is provided for reference only.\n"
-"    var body = {\"name\": \"Godette\"}\n"
+"    var body = to_json({\"name\": \"Godette\"})\n"
 "    error = http_request.request(\"https://httpbin.org/post\", [], true, "
 "HTTPClient.METHOD_POST, body)\n"
 "    if error != OK:\n"
@@ -30895,7 +30895,18 @@ msgid ""
 "[code]\\n[/code]) in the string won't produce a newline. Text wrapping is "
 "enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to "
 "fully fit its content by default. You need to set [member "
-"fixed_column_width] greater than zero to wrap the text."
+"fixed_column_width] greater than zero to wrap the text.\n"
+"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
 msgstr ""
 
 #: doc/classes/ItemList.xml
@@ -34642,11 +34653,16 @@ msgid ""
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
-msgid "Returns the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Returns the override [Material] for a surface of the [Mesh] resource.\n"
+"[b]Note:[/b] This function only returns [i]override[/i] materials associated "
+"with this [MeshInstance]. Consider using [method get_active_material] or "
+"[method Mesh.surface_get_material] to get materials associated with the "
+"[Mesh] resource."
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
-msgid "Returns the number of surface materials."
+msgid "Returns the number of surface override materials."
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
@@ -34683,7 +34699,10 @@ msgid ""
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
-msgid "Sets the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Sets the override [Material] for the specified surface of the [Mesh] "
+"resource. This material is associated with this [MeshInstance] rather than "
+"with the [Mesh] resource."
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
@@ -35475,6 +35494,9 @@ msgstr ""
 
 #: doc/classes/Navigation.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
 "Provides navigation and pathfinding within a collection of "
 "[NavigationMesh]es. By default, these will be automatically collected from "
 "child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this "
@@ -35520,6 +35542,9 @@ msgstr ""
 
 #: doc/classes/Navigation.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
 "Returns the path between two given points. Points are in local coordinate "
 "space. If [code]optimize[/code] is [code]true[/code] (the default), the "
 "agent properties associated with each [NavigationMesh] (radius, height, "
@@ -35563,6 +35588,9 @@ msgstr ""
 
 #: doc/classes/Navigation2D.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
 "Navigation2D provides navigation and pathfinding within a 2D area, specified "
 "as a collection of [NavigationPolygon] resources. By default, these are "
 "automatically collected from child [NavigationPolygonInstance] nodes."
@@ -35582,6 +35610,9 @@ msgstr ""
 
 #: doc/classes/Navigation2D.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
 "Returns the path between two given points. Points are in local coordinate "
 "space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
 "is smoothed by merging path segments where possible."
@@ -35710,10 +35741,46 @@ msgstr ""
 msgid "Destroys the given RID."
 msgstr ""
 
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all created navigation map [RID]s on the NavigationServer. This "
+"returns both 2D and 3D created navigation maps as there is technically no "
+"distinction between them."
+msgstr ""
+
 #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
 msgid "Create a new map."
 msgstr ""
 
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"This function immediately forces synchronization of the specified navigation "
+"[code]map[/code] [RID]. By default navigation maps are only synchronized at "
+"the end of each physics frame. This function can be used to immediately "
+"(re)calculate all the navigation meshes and region connections of the "
+"navigation map. This makes it possible to query a navigation path for a "
+"changed map immediately and in the same frame (multiple times if needed).\n"
+"Due to technical restrictions the current NavigationServer command queue "
+"will be flushed. This means all already queued update commands for this "
+"physics frame will be executed, even those intended for other maps, regions "
+"and agents not part of the specified map. The expensive computation of the "
+"navigation meshes and region connections of a map will only be done for the "
+"specified map. Other maps will receive the normal synchronization at the end "
+"of the physics frame. Should the specified map receive changes after the "
+"forced update it will update again as well when the other maps receive their "
+"update.\n"
+"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals "
+"is untouched by this function and continues to happen for all maps and "
+"agents at the end of the physics frame.\n"
+"[b]Note:[/b] With great power comes great responsibility. This function "
+"should only be used by users that really know what they are doing and have a "
+"good reason for it. Forcing an immediate update of a navigation map requires "
+"locking the NavigationServer and flushing the entire NavigationServer "
+"command queue. Not only can this severely impact the performance of a game "
+"but it can also introduce bugs if used inappropriately without much "
+"foresight."
+msgstr ""
+
 #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
 msgid ""
 "Returns all navigation agents [RID]s that are currently assigned to the "
@@ -35824,6 +35891,23 @@ msgstr ""
 msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]."
 msgstr ""
 
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns [code]true[/code] if the provided [code]point[/code] in world space "
+"is currently owned by the provided navigation [code]region[/code]. Owned in "
+"this context means that one of the region's navigation mesh polygon faces "
+"has a possible position at the closest distance to this point compared to "
+"all other navigation meshes from other navigation regions that are also "
+"registered on the navigation map of the provided region.\n"
+"If multiple navigation meshes have positions at equal distance the "
+"navigation region whose polygons are processed first wins the ownership. "
+"Polygons are processed in the same order that navigation regions were "
+"registered on the NavigationServer.\n"
+"[b]Note:[/b] If navigation meshes from different navigation regions overlap "
+"(which should be avoided in general) the result might not be what is "
+"expected."
+msgstr ""
+
 #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
 msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
 msgstr ""
@@ -36029,6 +36113,17 @@ msgstr ""
 msgid "The distance to search for other agents."
 msgstr ""
 
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
+"The distance threshold before a path point is considered to be reached. This "
+"will allow an agent to not have to hit a path point on the path exactly, but "
+"in the area. If this value is set to high the NavigationAgent will skip "
+"points on the path which can lead to leaving the navigation mesh. If this "
+"value is set to low the NavigationAgent will be stuck in a repath loop cause "
+"it will constantly overshoot or undershoot the distance to the next point on "
+"each physics frame update."
+msgstr ""
+
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
 msgid ""
 "The maximum distance the agent is allowed away from the ideal path to the "
@@ -36037,14 +36132,23 @@ msgid ""
 msgstr ""
 
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-msgid "The radius of the agent."
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding. To change an actor's pathfinding radius "
+"bake [NavigationMesh] resources with a different [member NavigationMesh."
+"agent_radius] property and use different navigation maps for each actor size."
 msgstr ""
 
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
 msgid ""
-"The distance threshold before a target is considered to be reached. This "
-"will allow an agent to not have to hit a point on the path exactly, but in "
-"the area."
+"The distance threshold before the final target point is considered to be "
+"reached. This will allow an agent to not have to hit the point of the final "
+"target exactly, but only the area. If this value is set to low the "
+"NavigationAgent will be stuck in a repath loop cause it will constantly "
+"overshoot or undershoot the distance to the final target point on each "
+"physics frame update."
 msgstr ""
 
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -36257,6 +36361,16 @@ msgid ""
 "multiple of [member cell_size]."
 msgstr ""
 
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"If the baking [AABB] has a volume the navigation mesh baking will be "
+"restricted to its enclosing area."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
+msgstr ""
+
 #: doc/classes/NavigationMesh.xml
 msgid "If [code]true[/code], marks spans that are ledges as non-walkable."
 msgstr ""
@@ -36427,7 +36541,15 @@ msgid ""
 "geometry for walkable terrain suitable to [NavigationMesh] agent properties "
 "by creating a voxel world around the meshes bounding area.\n"
 "The finalized navigation mesh is then returned and stored inside the "
-"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes."
+"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] "
+"nodes.\n"
+"[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
+"obstruct navigation baking does not always work. The navigation baking has "
+"no concept of what is a geometry \"inside\" when dealing with mesh source "
+"geometry and this is intentional. Depending on current baking parameters, as "
+"soon as the obstructing mesh is large enough to fit a navigation mesh area "
+"inside, the baking will generate navigation mesh areas that are inside the "
+"obstructing source geometry mesh."
 msgstr ""
 
 #: doc/classes/NavigationMeshGenerator.xml
@@ -38302,13 +38424,19 @@ msgstr ""
 #: doc/classes/Node.xml
 msgid ""
 "Emitted when a child node enters the scene tree, either because it entered "
-"on its own or because this node entered with it."
+"on its own or because this node entered with it.\n"
+"This signal is emitted [i]after[/i] the child node's own [constant "
+"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
 msgstr ""
 
 #: doc/classes/Node.xml
 msgid ""
-"Emitted when a child node exits the scene tree, either because it exited on "
-"its own or because this node exited."
+"Emitted when a child node is about to exit the scene tree, either because it "
+"is being removed or freed directly, or because this node is exiting the "
+"tree.\n"
+"When this signal is received, the child [code]node[/code] is still in the "
+"tree and valid. This signal is emitted [i]after[/i] the child node's own "
+"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
 msgstr ""
 
 #: doc/classes/Node.xml
@@ -38320,7 +38448,10 @@ msgid "Emitted when the node is renamed."
 msgstr ""
 
 #: doc/classes/Node.xml
-msgid "Emitted when the node enters the tree."
+msgid ""
+"Emitted when the node enters the tree.\n"
+"This signal is emitted [i]after[/i] the related [constant "
+"NOTIFICATION_ENTER_TREE] notification."
 msgstr ""
 
 #: doc/classes/Node.xml
@@ -38330,15 +38461,21 @@ msgstr ""
 #: doc/classes/Node.xml
 msgid ""
 "Emitted when the node is still active but about to exit the tree. This is "
-"the right place for de-initialization (or a \"destructor\", if you will)."
+"the right place for de-initialization (or a \"destructor\", if you will).\n"
+"This signal is emitted [i]before[/i] the related [constant "
+"NOTIFICATION_EXIT_TREE] notification."
 msgstr ""
 
 #: doc/classes/Node.xml
-msgid "Notification received when the node enters a [SceneTree]."
+msgid ""
+"Notification received when the node enters a [SceneTree].\n"
+"This notification is emitted [i]before[/i] the related [signal tree_entered]."
 msgstr ""
 
 #: doc/classes/Node.xml
-msgid "Notification received when the node is about to exit a [SceneTree]."
+msgid ""
+"Notification received when the node is about to exit a [SceneTree].\n"
+"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
 msgstr ""
 
 #: doc/classes/Node.xml
@@ -40045,6 +40182,10 @@ msgid ""
 "    if argument.find(\"=\") > -1:\n"
 "        var key_value = argument.split(\"=\")\n"
 "        arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
+"    else:\n"
+"        # Options without an argument will be present in the dictionary,\n"
+"        # with the value set to an empty string.\n"
+"        arguments[argument.lstrip(\"--\")] = \"\"\n"
 "[/codeblock]"
 msgstr ""
 
@@ -45545,7 +45686,18 @@ msgstr ""
 #: doc/classes/PopupMenu.xml
 msgid ""
 "[PopupMenu] is a [Control] that displays a list of options. They are popular "
-"in toolbars or context menus."
+"in toolbars or context menus.\n"
+"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
 msgstr ""
 
 #: doc/classes/PopupMenu.xml
@@ -49118,20 +49270,28 @@ msgid ""
 "cause.\n"
 "The default value is a conservative one, so you are advised to tweak it "
 "according to the hardware you are targeting.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"The default is a very conservative override for [code]rendering/gles3/"
-"shaders/max_concurrent_compiles[/code].\n"
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
 "Depending on the specific devices you are targeting, you may want to raise "
 "it.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
+"Depending on the specific browsers you are targeting, you may want to raise "
+"it.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -49139,19 +49299,28 @@ msgid ""
 "The maximum size, in megabytes, that the ubershader cache can grow up to. On "
 "startup, the least recently used entries will be deleted until the total "
 "size is within bounds.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/"
-"code], so a smaller maximum size can be configured for mobile platforms, "
-"where storage space is more limited.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for mobile platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for web platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] Currently, shader caching is generally unavailable on web "
+"platforms.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -49183,12 +49352,20 @@ msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"An override for [code]rendering/gles3/shaders/shader_compilation_mode[/"
-"code], so asynchronous compilation can be disabled for mobile.\n"
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on mobile platforms.\n"
 "You may want to do that since mobile GPUs generally won't support "
 "ubershaders due to their complexity."
 msgstr ""
 
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on web platforms.\n"
+"You may want to do that since certain browsers (especially on mobile "
+"platforms) generally won't support ubershaders due to their complexity."
+msgstr ""
+
 #: doc/classes/ProjectSettings.xml
 msgid ""
 "Max buffer size for blend shapes. Any blend shape bigger than this will not "
@@ -53879,24 +54056,23 @@ msgid ""
 "manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be "
 "used for tweening values, but you can do manual interpolation with [method "
 "interpolate_value].\n"
-"A [SceneTreeTween] animation is composed of a sequence of [Tweener]s, which "
-"by default are executed one after another. You can create a sequence by "
-"appending [Tweener]s to the [SceneTreeTween]. Animating something with a "
-"[Tweener] is called tweening. Example tweening sequence looks like this:\n"
+"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] "
+"object, using [method tween_property], [method tween_interval], [method "
+"tween_callback] or [method tween_method]:\n"
 "[codeblock]\n"
 "var tween = get_tree().create_tween()\n"
 "tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
 "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
 "tween.tween_callback($Sprite, \"queue_free\")\n"
 "[/codeblock]\n"
-"This sequence will make the [code]$Sprite[/code] node turn red, then shrink "
-"and finally the [method Node.queue_free] is called to remove the sprite. See "
-"methods [method tween_property], [method tween_interval], [method "
-"tween_callback] and [method tween_method] for more usage information.\n"
+"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
+"before finally calling [method Node.queue_free] to free the sprite. "
+"[Tweener]s are executed one after another by default. This behavior can be "
+"changed using [method parallel] and [method set_parallel].\n"
 "When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
 "chained method call can be used to tweak the properties of this [Tweener]. "
-"For example, if you want to set different transition type in the above "
-"example, you can do:\n"
+"For example, if you want to set a different transition type in the above "
+"example, you can use [method set_trans]:\n"
 "[codeblock]\n"
 "var tween = get_tree().create_tween()\n"
 "tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
@@ -53905,8 +54081,9 @@ msgid ""
 "TRANS_BOUNCE)\n"
 "tween.tween_callback($Sprite, \"queue_free\")\n"
 "[/codeblock]\n"
-"Most of the [SceneTreeTween] methods can be chained this way too. In this "
-"example the [SceneTreeTween] is bound and have set a default transition:\n"
+"Most of the [SceneTreeTween] methods can be chained this way too. In the "
+"following example the [SceneTreeTween] is bound to the running script's node "
+"and a default transition is set for its [Tweener]s:\n"
 "[codeblock]\n"
 "var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
 "TRANS_ELASTIC)\n"
@@ -53914,16 +54091,16 @@ msgid ""
 "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
 "tween.tween_callback($Sprite, \"queue_free\")\n"
 "[/codeblock]\n"
-"Another interesting use for [SceneTreeTween]s is animating arbitrary set of "
+"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of "
 "objects:\n"
 "[codeblock]\n"
 "var tween = create_tween()\n"
 "for sprite in get_children():\n"
-"    tween.tween_property(sprite, \"position\", Vector2(), 1)\n"
+"    tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
 "[/codeblock]\n"
 "In the example above, all children of a node are moved one after another to "
 "position (0, 0).\n"
-"Some [Tweener]s use transitions and eases. The first accepts an [enum Tween."
+"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
 "TransitionType] constant, and refers to the way the timing of the animation "
 "is handled (see [url=https://easings.net/]easings.net[/url] for some "
 "examples). The second accepts an [enum Tween.EaseType] constant, and "
@@ -53935,7 +54112,7 @@ msgid ""
 "tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
 "[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
 "prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
-"immediately after it was created."
+"immediately after it is created."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -53965,21 +54142,24 @@ msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
 msgid ""
-"Processes the [SceneTreeTween] by given [code]delta[/code] value, in "
-"seconds. Mostly useful when the [SceneTreeTween] is paused, for controlling "
-"it manually. Can also be used to end the [SceneTreeTween] animation "
-"immediately, by using [code]delta[/code] longer than the whole duration.\n"
+"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in "
+"seconds. This is mostly useful for manual control when the [SceneTreeTween] "
+"is paused. It can also be used to end the [SceneTreeTween] animation "
+"immediately, by setting [code]delta[/code] longer than the whole duration of "
+"the [SceneTreeTween] animation.\n"
 "Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that "
 "haven't finished.\n"
-"[b]Note:[/b] The [SceneTreeTween] will become invalid after finished, but "
-"you can call [method stop] after the step, to keep it and reset."
+"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing "
+"frame after its animation finishes. Calling [method stop] after performing "
+"[method custom_step] instead keeps and resets the [SceneTreeTween]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
 msgid ""
 "Returns the total time in seconds the [SceneTreeTween] has been animating (i."
-"e. time since it started, not counting pauses etc.). The time is affected by "
-"[method set_speed_scale] and [method stop] will reset it to [code]0[/code].\n"
+"e. the time since it started, not counting pauses etc.). The time is "
+"affected by [method set_speed_scale], and [method stop] will reset it to "
+"[code]0[/code].\n"
 "[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
 "after the [SceneTreeTween] has finished animating will be slightly greater "
 "than the actual [SceneTreeTween] duration."
@@ -54015,11 +54195,10 @@ msgstr ""
 msgid ""
 "Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a "
 "[SceneTreeTween] contained by the scene tree (i.e. the array from [method "
-"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). "
-"[SceneTreeTween] might become invalid when it has finished tweening or was "
-"killed, also when created with [code]Tween.new()[/code]. Invalid "
-"[SceneTreeTween] can't have [Tweener]s appended, because it can't animate "
-"them. You can however still use [method interpolate_value]."
+"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
+"[SceneTreeTween] might become invalid when it has finished tweening, is "
+"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
+"[SceneTreeTween]s can't have [Tweener]s appended."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -54059,16 +54238,15 @@ msgstr ""
 msgid ""
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [SceneTreeTween] run "
-"infinitely, until it is either killed by [method kill] or by freeing bound "
-"node, or all the animated objects have been freed (which makes further "
+"Calling this method without arguments will make the [Tween] run infinitely, "
+"until either it is killed with [method kill], the [Tween]'s bound node is "
+"freed, or all the animated objects have been freed (which makes further "
 "animation impossible).\n"
 "[b]Warning:[/b] Make sure to always add some duration/delay when using "
-"infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] "
-"with no delay or [PropertyTweener] with invalid node) are equivalent to "
-"infinite [code]while[/code] loops and will freeze your game. If a "
-"[SceneTreeTween]'s lifetime depends on some node, always use [method "
-"bind_node]."
+"infinite loops. To prevent the game freezing, 0-duration looped animations "
+"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
+"number of loops, which may produce unexpected results. If a [Tween]'s "
+"lifetime depends on some node, always use [method bind_node]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -54130,10 +54308,10 @@ msgstr ""
 #: doc/classes/SceneTreeTween.xml
 msgid ""
 "Creates and appends an [IntervalTweener]. This method can be used to create "
-"delays in the tween animation, as an alternative for using the delay in "
-"other [Tweener]s or when there's no animation (in which case the "
-"[SceneTreeTween] acts as a timer). [code]time[/code] is the length of the "
-"interval, in seconds.\n"
+"delays in the tween animation, as an alternative to using the delay in other "
+"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] "
+"acts as a timer). [code]time[/code] is the length of the interval, in "
+"seconds.\n"
 "Example: creating an interval in code execution.\n"
 "[codeblock]\n"
 "# ... some code\n"
@@ -54187,8 +54365,8 @@ msgid ""
 "Creates and appends a [PropertyTweener]. This method tweens a "
 "[code]property[/code] of an [code]object[/code] between an initial value and "
 "[code]final_val[/code] in a span of time equal to [code]duration[/code], in "
-"seconds. The initial value by default is a value at the time the tweening of "
-"the [PropertyTweener] start. For example:\n"
+"seconds. The initial value by default is the property's value at the time "
+"the tweening of the [PropertyTweener] starts. For example:\n"
 "[codeblock]\n"
 "var tween = create_tween()\n"
 "tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
@@ -54219,16 +54397,15 @@ msgid ""
 "Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
 "when the [SceneTreeTween] is set to infinite looping (see [method "
 "set_loops]).\n"
-"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) after this signal "
-"is emitted, but it doesn't happen immediately, but on the next processing "
-"frame. Calling [method stop] inside the signal callback will preserve the "
-"[SceneTreeTween]."
+"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next "
+"processing frame after this signal is emitted. Calling [method stop] inside "
+"the signal callback will prevent the [SceneTreeTween] from being removed."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
 msgid ""
 "Emitted when a full loop is complete (see [method set_loops]), providing the "
-"loop index. This signal is not emitted after final loop, use [signal "
+"loop index. This signal is not emitted after the final loop, use [signal "
 "finished] instead for this case."
 msgstr ""
 
@@ -54236,7 +54413,7 @@ msgstr ""
 msgid ""
 "Emitted when one step of the [SceneTreeTween] is complete, providing the "
 "step index. One step is either a single [Tweener] or a group of [Tweener]s "
-"running parallelly."
+"running in parallel."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -58204,11 +58381,11 @@ msgstr ""
 msgid ""
 "Returns [code]true[/code] if this string contains a valid integer.\n"
 "[codeblock]\n"
-"print(\"7\".is_valid_int()) # Prints \"True\"\n"
-"print(\"14.6\".is_valid_int()) # Prints \"False\"\n"
-"print(\"L\".is_valid_int()) # Prints \"False\"\n"
-"print(\"+3\".is_valid_int()) # Prints \"True\"\n"
-"print(\"-12\".is_valid_int()) # Prints \"True\"\n"
+"print(\"7\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"L\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"+3\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"-12\".is_valid_integer()) # Prints \"True\"\n"
 "[/codeblock]"
 msgstr ""
 
@@ -63079,7 +63256,18 @@ msgid ""
 "To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
 "TreeItem.get_next] and [method TreeItem.get_children] after getting the root "
 "through [method get_root]. You can use [method Object.free] on a [TreeItem] "
-"to remove it from the [Tree]."
+"to remove it from the [Tree].\n"
+"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
 msgstr ""
 
 #: doc/classes/Tree.xml

파일 크기가 너무 크기때문에 변경 상태를 표시하지 않습니다.
+ 370 - 34
doc/translations/fr.po


+ 282 - 94
doc/translations/gl.po

@@ -395,7 +395,7 @@ msgid ""
 "- 1.0: Linear\n"
 "- Greater than 1.0 (exclusive): Ease in\n"
 "[/codeblock]\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
 "ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
 "See also [method smoothstep]. If you need to perform more advanced "
 "transitions, use [Tween] or [AnimationPlayer]."
@@ -1102,7 +1102,7 @@ msgid ""
 "[method smoothstep] returns the smoothest possible curve with no sudden "
 "changes in the derivative. If you need to perform more advanced transitions, "
 "use [Tween] or [AnimationPlayer].\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
 "smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, "
 "-1.6521) return values[/url]"
 msgstr ""
@@ -28262,7 +28262,7 @@ msgid ""
 "    # Note: Don't make simultaneous requests using a single HTTPRequest "
 "node.\n"
 "    # The snippet below is provided for reference only.\n"
-"    var body = {\"name\": \"Godette\"}\n"
+"    var body = to_json({\"name\": \"Godette\"})\n"
 "    error = http_request.request(\"https://httpbin.org/post\", [], true, "
 "HTTPClient.METHOD_POST, body)\n"
 "    if error != OK:\n"
@@ -30884,7 +30884,18 @@ msgid ""
 "[code]\\n[/code]) in the string won't produce a newline. Text wrapping is "
 "enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to "
 "fully fit its content by default. You need to set [member "
-"fixed_column_width] greater than zero to wrap the text."
+"fixed_column_width] greater than zero to wrap the text.\n"
+"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
 msgstr ""
 
 #: doc/classes/ItemList.xml
@@ -34631,11 +34642,16 @@ msgid ""
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
-msgid "Returns the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Returns the override [Material] for a surface of the [Mesh] resource.\n"
+"[b]Note:[/b] This function only returns [i]override[/i] materials associated "
+"with this [MeshInstance]. Consider using [method get_active_material] or "
+"[method Mesh.surface_get_material] to get materials associated with the "
+"[Mesh] resource."
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
-msgid "Returns the number of surface materials."
+msgid "Returns the number of surface override materials."
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
@@ -34672,7 +34688,10 @@ msgid ""
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
-msgid "Sets the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Sets the override [Material] for the specified surface of the [Mesh] "
+"resource. This material is associated with this [MeshInstance] rather than "
+"with the [Mesh] resource."
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
@@ -35464,6 +35483,9 @@ msgstr ""
 
 #: doc/classes/Navigation.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
 "Provides navigation and pathfinding within a collection of "
 "[NavigationMesh]es. By default, these will be automatically collected from "
 "child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this "
@@ -35509,6 +35531,9 @@ msgstr ""
 
 #: doc/classes/Navigation.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
 "Returns the path between two given points. Points are in local coordinate "
 "space. If [code]optimize[/code] is [code]true[/code] (the default), the "
 "agent properties associated with each [NavigationMesh] (radius, height, "
@@ -35552,6 +35577,9 @@ msgstr ""
 
 #: doc/classes/Navigation2D.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
 "Navigation2D provides navigation and pathfinding within a 2D area, specified "
 "as a collection of [NavigationPolygon] resources. By default, these are "
 "automatically collected from child [NavigationPolygonInstance] nodes."
@@ -35571,6 +35599,9 @@ msgstr ""
 
 #: doc/classes/Navigation2D.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
 "Returns the path between two given points. Points are in local coordinate "
 "space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
 "is smoothed by merging path segments where possible."
@@ -35699,10 +35730,46 @@ msgstr ""
 msgid "Destroys the given RID."
 msgstr ""
 
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all created navigation map [RID]s on the NavigationServer. This "
+"returns both 2D and 3D created navigation maps as there is technically no "
+"distinction between them."
+msgstr ""
+
 #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
 msgid "Create a new map."
 msgstr ""
 
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"This function immediately forces synchronization of the specified navigation "
+"[code]map[/code] [RID]. By default navigation maps are only synchronized at "
+"the end of each physics frame. This function can be used to immediately "
+"(re)calculate all the navigation meshes and region connections of the "
+"navigation map. This makes it possible to query a navigation path for a "
+"changed map immediately and in the same frame (multiple times if needed).\n"
+"Due to technical restrictions the current NavigationServer command queue "
+"will be flushed. This means all already queued update commands for this "
+"physics frame will be executed, even those intended for other maps, regions "
+"and agents not part of the specified map. The expensive computation of the "
+"navigation meshes and region connections of a map will only be done for the "
+"specified map. Other maps will receive the normal synchronization at the end "
+"of the physics frame. Should the specified map receive changes after the "
+"forced update it will update again as well when the other maps receive their "
+"update.\n"
+"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals "
+"is untouched by this function and continues to happen for all maps and "
+"agents at the end of the physics frame.\n"
+"[b]Note:[/b] With great power comes great responsibility. This function "
+"should only be used by users that really know what they are doing and have a "
+"good reason for it. Forcing an immediate update of a navigation map requires "
+"locking the NavigationServer and flushing the entire NavigationServer "
+"command queue. Not only can this severely impact the performance of a game "
+"but it can also introduce bugs if used inappropriately without much "
+"foresight."
+msgstr ""
+
 #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
 msgid ""
 "Returns all navigation agents [RID]s that are currently assigned to the "
@@ -35813,6 +35880,23 @@ msgstr ""
 msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]."
 msgstr ""
 
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns [code]true[/code] if the provided [code]point[/code] in world space "
+"is currently owned by the provided navigation [code]region[/code]. Owned in "
+"this context means that one of the region's navigation mesh polygon faces "
+"has a possible position at the closest distance to this point compared to "
+"all other navigation meshes from other navigation regions that are also "
+"registered on the navigation map of the provided region.\n"
+"If multiple navigation meshes have positions at equal distance the "
+"navigation region whose polygons are processed first wins the ownership. "
+"Polygons are processed in the same order that navigation regions were "
+"registered on the NavigationServer.\n"
+"[b]Note:[/b] If navigation meshes from different navigation regions overlap "
+"(which should be avoided in general) the result might not be what is "
+"expected."
+msgstr ""
+
 #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
 msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
 msgstr ""
@@ -36018,6 +36102,17 @@ msgstr ""
 msgid "The distance to search for other agents."
 msgstr ""
 
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
+"The distance threshold before a path point is considered to be reached. This "
+"will allow an agent to not have to hit a path point on the path exactly, but "
+"in the area. If this value is set to high the NavigationAgent will skip "
+"points on the path which can lead to leaving the navigation mesh. If this "
+"value is set to low the NavigationAgent will be stuck in a repath loop cause "
+"it will constantly overshoot or undershoot the distance to the next point on "
+"each physics frame update."
+msgstr ""
+
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
 msgid ""
 "The maximum distance the agent is allowed away from the ideal path to the "
@@ -36026,14 +36121,23 @@ msgid ""
 msgstr ""
 
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-msgid "The radius of the agent."
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding. To change an actor's pathfinding radius "
+"bake [NavigationMesh] resources with a different [member NavigationMesh."
+"agent_radius] property and use different navigation maps for each actor size."
 msgstr ""
 
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
 msgid ""
-"The distance threshold before a target is considered to be reached. This "
-"will allow an agent to not have to hit a point on the path exactly, but in "
-"the area."
+"The distance threshold before the final target point is considered to be "
+"reached. This will allow an agent to not have to hit the point of the final "
+"target exactly, but only the area. If this value is set to low the "
+"NavigationAgent will be stuck in a repath loop cause it will constantly "
+"overshoot or undershoot the distance to the final target point on each "
+"physics frame update."
 msgstr ""
 
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -36246,6 +36350,16 @@ msgid ""
 "multiple of [member cell_size]."
 msgstr ""
 
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"If the baking [AABB] has a volume the navigation mesh baking will be "
+"restricted to its enclosing area."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
+msgstr ""
+
 #: doc/classes/NavigationMesh.xml
 msgid "If [code]true[/code], marks spans that are ledges as non-walkable."
 msgstr ""
@@ -36416,7 +36530,15 @@ msgid ""
 "geometry for walkable terrain suitable to [NavigationMesh] agent properties "
 "by creating a voxel world around the meshes bounding area.\n"
 "The finalized navigation mesh is then returned and stored inside the "
-"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes."
+"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] "
+"nodes.\n"
+"[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
+"obstruct navigation baking does not always work. The navigation baking has "
+"no concept of what is a geometry \"inside\" when dealing with mesh source "
+"geometry and this is intentional. Depending on current baking parameters, as "
+"soon as the obstructing mesh is large enough to fit a navigation mesh area "
+"inside, the baking will generate navigation mesh areas that are inside the "
+"obstructing source geometry mesh."
 msgstr ""
 
 #: doc/classes/NavigationMeshGenerator.xml
@@ -38291,13 +38413,19 @@ msgstr ""
 #: doc/classes/Node.xml
 msgid ""
 "Emitted when a child node enters the scene tree, either because it entered "
-"on its own or because this node entered with it."
+"on its own or because this node entered with it.\n"
+"This signal is emitted [i]after[/i] the child node's own [constant "
+"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
 msgstr ""
 
 #: doc/classes/Node.xml
 msgid ""
-"Emitted when a child node exits the scene tree, either because it exited on "
-"its own or because this node exited."
+"Emitted when a child node is about to exit the scene tree, either because it "
+"is being removed or freed directly, or because this node is exiting the "
+"tree.\n"
+"When this signal is received, the child [code]node[/code] is still in the "
+"tree and valid. This signal is emitted [i]after[/i] the child node's own "
+"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
 msgstr ""
 
 #: doc/classes/Node.xml
@@ -38309,7 +38437,10 @@ msgid "Emitted when the node is renamed."
 msgstr ""
 
 #: doc/classes/Node.xml
-msgid "Emitted when the node enters the tree."
+msgid ""
+"Emitted when the node enters the tree.\n"
+"This signal is emitted [i]after[/i] the related [constant "
+"NOTIFICATION_ENTER_TREE] notification."
 msgstr ""
 
 #: doc/classes/Node.xml
@@ -38319,15 +38450,21 @@ msgstr ""
 #: doc/classes/Node.xml
 msgid ""
 "Emitted when the node is still active but about to exit the tree. This is "
-"the right place for de-initialization (or a \"destructor\", if you will)."
+"the right place for de-initialization (or a \"destructor\", if you will).\n"
+"This signal is emitted [i]before[/i] the related [constant "
+"NOTIFICATION_EXIT_TREE] notification."
 msgstr ""
 
 #: doc/classes/Node.xml
-msgid "Notification received when the node enters a [SceneTree]."
+msgid ""
+"Notification received when the node enters a [SceneTree].\n"
+"This notification is emitted [i]before[/i] the related [signal tree_entered]."
 msgstr ""
 
 #: doc/classes/Node.xml
-msgid "Notification received when the node is about to exit a [SceneTree]."
+msgid ""
+"Notification received when the node is about to exit a [SceneTree].\n"
+"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
 msgstr ""
 
 #: doc/classes/Node.xml
@@ -40034,6 +40171,10 @@ msgid ""
 "    if argument.find(\"=\") > -1:\n"
 "        var key_value = argument.split(\"=\")\n"
 "        arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
+"    else:\n"
+"        # Options without an argument will be present in the dictionary,\n"
+"        # with the value set to an empty string.\n"
+"        arguments[argument.lstrip(\"--\")] = \"\"\n"
 "[/codeblock]"
 msgstr ""
 
@@ -45534,7 +45675,18 @@ msgstr ""
 #: doc/classes/PopupMenu.xml
 msgid ""
 "[PopupMenu] is a [Control] that displays a list of options. They are popular "
-"in toolbars or context menus."
+"in toolbars or context menus.\n"
+"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
 msgstr ""
 
 #: doc/classes/PopupMenu.xml
@@ -49107,20 +49259,28 @@ msgid ""
 "cause.\n"
 "The default value is a conservative one, so you are advised to tweak it "
 "according to the hardware you are targeting.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"The default is a very conservative override for [code]rendering/gles3/"
-"shaders/max_concurrent_compiles[/code].\n"
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
 "Depending on the specific devices you are targeting, you may want to raise "
 "it.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
+"Depending on the specific browsers you are targeting, you may want to raise "
+"it.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -49128,19 +49288,28 @@ msgid ""
 "The maximum size, in megabytes, that the ubershader cache can grow up to. On "
 "startup, the least recently used entries will be deleted until the total "
 "size is within bounds.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/"
-"code], so a smaller maximum size can be configured for mobile platforms, "
-"where storage space is more limited.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for mobile platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for web platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] Currently, shader caching is generally unavailable on web "
+"platforms.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -49172,12 +49341,20 @@ msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"An override for [code]rendering/gles3/shaders/shader_compilation_mode[/"
-"code], so asynchronous compilation can be disabled for mobile.\n"
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on mobile platforms.\n"
 "You may want to do that since mobile GPUs generally won't support "
 "ubershaders due to their complexity."
 msgstr ""
 
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on web platforms.\n"
+"You may want to do that since certain browsers (especially on mobile "
+"platforms) generally won't support ubershaders due to their complexity."
+msgstr ""
+
 #: doc/classes/ProjectSettings.xml
 msgid ""
 "Max buffer size for blend shapes. Any blend shape bigger than this will not "
@@ -53868,24 +54045,23 @@ msgid ""
 "manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be "
 "used for tweening values, but you can do manual interpolation with [method "
 "interpolate_value].\n"
-"A [SceneTreeTween] animation is composed of a sequence of [Tweener]s, which "
-"by default are executed one after another. You can create a sequence by "
-"appending [Tweener]s to the [SceneTreeTween]. Animating something with a "
-"[Tweener] is called tweening. Example tweening sequence looks like this:\n"
+"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] "
+"object, using [method tween_property], [method tween_interval], [method "
+"tween_callback] or [method tween_method]:\n"
 "[codeblock]\n"
 "var tween = get_tree().create_tween()\n"
 "tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
 "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
 "tween.tween_callback($Sprite, \"queue_free\")\n"
 "[/codeblock]\n"
-"This sequence will make the [code]$Sprite[/code] node turn red, then shrink "
-"and finally the [method Node.queue_free] is called to remove the sprite. See "
-"methods [method tween_property], [method tween_interval], [method "
-"tween_callback] and [method tween_method] for more usage information.\n"
+"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
+"before finally calling [method Node.queue_free] to free the sprite. "
+"[Tweener]s are executed one after another by default. This behavior can be "
+"changed using [method parallel] and [method set_parallel].\n"
 "When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
 "chained method call can be used to tweak the properties of this [Tweener]. "
-"For example, if you want to set different transition type in the above "
-"example, you can do:\n"
+"For example, if you want to set a different transition type in the above "
+"example, you can use [method set_trans]:\n"
 "[codeblock]\n"
 "var tween = get_tree().create_tween()\n"
 "tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
@@ -53894,8 +54070,9 @@ msgid ""
 "TRANS_BOUNCE)\n"
 "tween.tween_callback($Sprite, \"queue_free\")\n"
 "[/codeblock]\n"
-"Most of the [SceneTreeTween] methods can be chained this way too. In this "
-"example the [SceneTreeTween] is bound and have set a default transition:\n"
+"Most of the [SceneTreeTween] methods can be chained this way too. In the "
+"following example the [SceneTreeTween] is bound to the running script's node "
+"and a default transition is set for its [Tweener]s:\n"
 "[codeblock]\n"
 "var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
 "TRANS_ELASTIC)\n"
@@ -53903,16 +54080,16 @@ msgid ""
 "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
 "tween.tween_callback($Sprite, \"queue_free\")\n"
 "[/codeblock]\n"
-"Another interesting use for [SceneTreeTween]s is animating arbitrary set of "
+"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of "
 "objects:\n"
 "[codeblock]\n"
 "var tween = create_tween()\n"
 "for sprite in get_children():\n"
-"    tween.tween_property(sprite, \"position\", Vector2(), 1)\n"
+"    tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
 "[/codeblock]\n"
 "In the example above, all children of a node are moved one after another to "
 "position (0, 0).\n"
-"Some [Tweener]s use transitions and eases. The first accepts an [enum Tween."
+"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
 "TransitionType] constant, and refers to the way the timing of the animation "
 "is handled (see [url=https://easings.net/]easings.net[/url] for some "
 "examples). The second accepts an [enum Tween.EaseType] constant, and "
@@ -53924,7 +54101,7 @@ msgid ""
 "tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
 "[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
 "prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
-"immediately after it was created."
+"immediately after it is created."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -53954,21 +54131,24 @@ msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
 msgid ""
-"Processes the [SceneTreeTween] by given [code]delta[/code] value, in "
-"seconds. Mostly useful when the [SceneTreeTween] is paused, for controlling "
-"it manually. Can also be used to end the [SceneTreeTween] animation "
-"immediately, by using [code]delta[/code] longer than the whole duration.\n"
+"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in "
+"seconds. This is mostly useful for manual control when the [SceneTreeTween] "
+"is paused. It can also be used to end the [SceneTreeTween] animation "
+"immediately, by setting [code]delta[/code] longer than the whole duration of "
+"the [SceneTreeTween] animation.\n"
 "Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that "
 "haven't finished.\n"
-"[b]Note:[/b] The [SceneTreeTween] will become invalid after finished, but "
-"you can call [method stop] after the step, to keep it and reset."
+"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing "
+"frame after its animation finishes. Calling [method stop] after performing "
+"[method custom_step] instead keeps and resets the [SceneTreeTween]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
 msgid ""
 "Returns the total time in seconds the [SceneTreeTween] has been animating (i."
-"e. time since it started, not counting pauses etc.). The time is affected by "
-"[method set_speed_scale] and [method stop] will reset it to [code]0[/code].\n"
+"e. the time since it started, not counting pauses etc.). The time is "
+"affected by [method set_speed_scale], and [method stop] will reset it to "
+"[code]0[/code].\n"
 "[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
 "after the [SceneTreeTween] has finished animating will be slightly greater "
 "than the actual [SceneTreeTween] duration."
@@ -54004,11 +54184,10 @@ msgstr ""
 msgid ""
 "Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a "
 "[SceneTreeTween] contained by the scene tree (i.e. the array from [method "
-"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). "
-"[SceneTreeTween] might become invalid when it has finished tweening or was "
-"killed, also when created with [code]Tween.new()[/code]. Invalid "
-"[SceneTreeTween] can't have [Tweener]s appended, because it can't animate "
-"them. You can however still use [method interpolate_value]."
+"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
+"[SceneTreeTween] might become invalid when it has finished tweening, is "
+"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
+"[SceneTreeTween]s can't have [Tweener]s appended."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -54048,16 +54227,15 @@ msgstr ""
 msgid ""
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [SceneTreeTween] run "
-"infinitely, until it is either killed by [method kill] or by freeing bound "
-"node, or all the animated objects have been freed (which makes further "
+"Calling this method without arguments will make the [Tween] run infinitely, "
+"until either it is killed with [method kill], the [Tween]'s bound node is "
+"freed, or all the animated objects have been freed (which makes further "
 "animation impossible).\n"
 "[b]Warning:[/b] Make sure to always add some duration/delay when using "
-"infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] "
-"with no delay or [PropertyTweener] with invalid node) are equivalent to "
-"infinite [code]while[/code] loops and will freeze your game. If a "
-"[SceneTreeTween]'s lifetime depends on some node, always use [method "
-"bind_node]."
+"infinite loops. To prevent the game freezing, 0-duration looped animations "
+"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
+"number of loops, which may produce unexpected results. If a [Tween]'s "
+"lifetime depends on some node, always use [method bind_node]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -54119,10 +54297,10 @@ msgstr ""
 #: doc/classes/SceneTreeTween.xml
 msgid ""
 "Creates and appends an [IntervalTweener]. This method can be used to create "
-"delays in the tween animation, as an alternative for using the delay in "
-"other [Tweener]s or when there's no animation (in which case the "
-"[SceneTreeTween] acts as a timer). [code]time[/code] is the length of the "
-"interval, in seconds.\n"
+"delays in the tween animation, as an alternative to using the delay in other "
+"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] "
+"acts as a timer). [code]time[/code] is the length of the interval, in "
+"seconds.\n"
 "Example: creating an interval in code execution.\n"
 "[codeblock]\n"
 "# ... some code\n"
@@ -54176,8 +54354,8 @@ msgid ""
 "Creates and appends a [PropertyTweener]. This method tweens a "
 "[code]property[/code] of an [code]object[/code] between an initial value and "
 "[code]final_val[/code] in a span of time equal to [code]duration[/code], in "
-"seconds. The initial value by default is a value at the time the tweening of "
-"the [PropertyTweener] start. For example:\n"
+"seconds. The initial value by default is the property's value at the time "
+"the tweening of the [PropertyTweener] starts. For example:\n"
 "[codeblock]\n"
 "var tween = create_tween()\n"
 "tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
@@ -54208,16 +54386,15 @@ msgid ""
 "Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
 "when the [SceneTreeTween] is set to infinite looping (see [method "
 "set_loops]).\n"
-"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) after this signal "
-"is emitted, but it doesn't happen immediately, but on the next processing "
-"frame. Calling [method stop] inside the signal callback will preserve the "
-"[SceneTreeTween]."
+"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next "
+"processing frame after this signal is emitted. Calling [method stop] inside "
+"the signal callback will prevent the [SceneTreeTween] from being removed."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
 msgid ""
 "Emitted when a full loop is complete (see [method set_loops]), providing the "
-"loop index. This signal is not emitted after final loop, use [signal "
+"loop index. This signal is not emitted after the final loop, use [signal "
 "finished] instead for this case."
 msgstr ""
 
@@ -54225,7 +54402,7 @@ msgstr ""
 msgid ""
 "Emitted when one step of the [SceneTreeTween] is complete, providing the "
 "step index. One step is either a single [Tweener] or a group of [Tweener]s "
-"running parallelly."
+"running in parallel."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -58193,11 +58370,11 @@ msgstr ""
 msgid ""
 "Returns [code]true[/code] if this string contains a valid integer.\n"
 "[codeblock]\n"
-"print(\"7\".is_valid_int()) # Prints \"True\"\n"
-"print(\"14.6\".is_valid_int()) # Prints \"False\"\n"
-"print(\"L\".is_valid_int()) # Prints \"False\"\n"
-"print(\"+3\".is_valid_int()) # Prints \"True\"\n"
-"print(\"-12\".is_valid_int()) # Prints \"True\"\n"
+"print(\"7\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"L\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"+3\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"-12\".is_valid_integer()) # Prints \"True\"\n"
 "[/codeblock]"
 msgstr ""
 
@@ -63068,7 +63245,18 @@ msgid ""
 "To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
 "TreeItem.get_next] and [method TreeItem.get_children] after getting the root "
 "through [method get_root]. You can use [method Object.free] on a [TreeItem] "
-"to remove it from the [Tree]."
+"to remove it from the [Tree].\n"
+"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
 msgstr ""
 
 #: doc/classes/Tree.xml

+ 282 - 94
doc/translations/hi.po

@@ -394,7 +394,7 @@ msgid ""
 "- 1.0: Linear\n"
 "- Greater than 1.0 (exclusive): Ease in\n"
 "[/codeblock]\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
 "ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
 "See also [method smoothstep]. If you need to perform more advanced "
 "transitions, use [Tween] or [AnimationPlayer]."
@@ -1101,7 +1101,7 @@ msgid ""
 "[method smoothstep] returns the smoothest possible curve with no sudden "
 "changes in the derivative. If you need to perform more advanced transitions, "
 "use [Tween] or [AnimationPlayer].\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
 "smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, "
 "-1.6521) return values[/url]"
 msgstr ""
@@ -28261,7 +28261,7 @@ msgid ""
 "    # Note: Don't make simultaneous requests using a single HTTPRequest "
 "node.\n"
 "    # The snippet below is provided for reference only.\n"
-"    var body = {\"name\": \"Godette\"}\n"
+"    var body = to_json({\"name\": \"Godette\"})\n"
 "    error = http_request.request(\"https://httpbin.org/post\", [], true, "
 "HTTPClient.METHOD_POST, body)\n"
 "    if error != OK:\n"
@@ -30883,7 +30883,18 @@ msgid ""
 "[code]\\n[/code]) in the string won't produce a newline. Text wrapping is "
 "enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to "
 "fully fit its content by default. You need to set [member "
-"fixed_column_width] greater than zero to wrap the text."
+"fixed_column_width] greater than zero to wrap the text.\n"
+"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
 msgstr ""
 
 #: doc/classes/ItemList.xml
@@ -34630,11 +34641,16 @@ msgid ""
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
-msgid "Returns the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Returns the override [Material] for a surface of the [Mesh] resource.\n"
+"[b]Note:[/b] This function only returns [i]override[/i] materials associated "
+"with this [MeshInstance]. Consider using [method get_active_material] or "
+"[method Mesh.surface_get_material] to get materials associated with the "
+"[Mesh] resource."
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
-msgid "Returns the number of surface materials."
+msgid "Returns the number of surface override materials."
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
@@ -34671,7 +34687,10 @@ msgid ""
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
-msgid "Sets the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Sets the override [Material] for the specified surface of the [Mesh] "
+"resource. This material is associated with this [MeshInstance] rather than "
+"with the [Mesh] resource."
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
@@ -35463,6 +35482,9 @@ msgstr ""
 
 #: doc/classes/Navigation.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
 "Provides navigation and pathfinding within a collection of "
 "[NavigationMesh]es. By default, these will be automatically collected from "
 "child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this "
@@ -35508,6 +35530,9 @@ msgstr ""
 
 #: doc/classes/Navigation.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
 "Returns the path between two given points. Points are in local coordinate "
 "space. If [code]optimize[/code] is [code]true[/code] (the default), the "
 "agent properties associated with each [NavigationMesh] (radius, height, "
@@ -35551,6 +35576,9 @@ msgstr ""
 
 #: doc/classes/Navigation2D.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
 "Navigation2D provides navigation and pathfinding within a 2D area, specified "
 "as a collection of [NavigationPolygon] resources. By default, these are "
 "automatically collected from child [NavigationPolygonInstance] nodes."
@@ -35570,6 +35598,9 @@ msgstr ""
 
 #: doc/classes/Navigation2D.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
 "Returns the path between two given points. Points are in local coordinate "
 "space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
 "is smoothed by merging path segments where possible."
@@ -35698,10 +35729,46 @@ msgstr ""
 msgid "Destroys the given RID."
 msgstr ""
 
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all created navigation map [RID]s on the NavigationServer. This "
+"returns both 2D and 3D created navigation maps as there is technically no "
+"distinction between them."
+msgstr ""
+
 #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
 msgid "Create a new map."
 msgstr ""
 
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"This function immediately forces synchronization of the specified navigation "
+"[code]map[/code] [RID]. By default navigation maps are only synchronized at "
+"the end of each physics frame. This function can be used to immediately "
+"(re)calculate all the navigation meshes and region connections of the "
+"navigation map. This makes it possible to query a navigation path for a "
+"changed map immediately and in the same frame (multiple times if needed).\n"
+"Due to technical restrictions the current NavigationServer command queue "
+"will be flushed. This means all already queued update commands for this "
+"physics frame will be executed, even those intended for other maps, regions "
+"and agents not part of the specified map. The expensive computation of the "
+"navigation meshes and region connections of a map will only be done for the "
+"specified map. Other maps will receive the normal synchronization at the end "
+"of the physics frame. Should the specified map receive changes after the "
+"forced update it will update again as well when the other maps receive their "
+"update.\n"
+"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals "
+"is untouched by this function and continues to happen for all maps and "
+"agents at the end of the physics frame.\n"
+"[b]Note:[/b] With great power comes great responsibility. This function "
+"should only be used by users that really know what they are doing and have a "
+"good reason for it. Forcing an immediate update of a navigation map requires "
+"locking the NavigationServer and flushing the entire NavigationServer "
+"command queue. Not only can this severely impact the performance of a game "
+"but it can also introduce bugs if used inappropriately without much "
+"foresight."
+msgstr ""
+
 #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
 msgid ""
 "Returns all navigation agents [RID]s that are currently assigned to the "
@@ -35812,6 +35879,23 @@ msgstr ""
 msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]."
 msgstr ""
 
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns [code]true[/code] if the provided [code]point[/code] in world space "
+"is currently owned by the provided navigation [code]region[/code]. Owned in "
+"this context means that one of the region's navigation mesh polygon faces "
+"has a possible position at the closest distance to this point compared to "
+"all other navigation meshes from other navigation regions that are also "
+"registered on the navigation map of the provided region.\n"
+"If multiple navigation meshes have positions at equal distance the "
+"navigation region whose polygons are processed first wins the ownership. "
+"Polygons are processed in the same order that navigation regions were "
+"registered on the NavigationServer.\n"
+"[b]Note:[/b] If navigation meshes from different navigation regions overlap "
+"(which should be avoided in general) the result might not be what is "
+"expected."
+msgstr ""
+
 #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
 msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
 msgstr ""
@@ -36017,6 +36101,17 @@ msgstr ""
 msgid "The distance to search for other agents."
 msgstr ""
 
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
+"The distance threshold before a path point is considered to be reached. This "
+"will allow an agent to not have to hit a path point on the path exactly, but "
+"in the area. If this value is set to high the NavigationAgent will skip "
+"points on the path which can lead to leaving the navigation mesh. If this "
+"value is set to low the NavigationAgent will be stuck in a repath loop cause "
+"it will constantly overshoot or undershoot the distance to the next point on "
+"each physics frame update."
+msgstr ""
+
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
 msgid ""
 "The maximum distance the agent is allowed away from the ideal path to the "
@@ -36025,14 +36120,23 @@ msgid ""
 msgstr ""
 
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-msgid "The radius of the agent."
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding. To change an actor's pathfinding radius "
+"bake [NavigationMesh] resources with a different [member NavigationMesh."
+"agent_radius] property and use different navigation maps for each actor size."
 msgstr ""
 
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
 msgid ""
-"The distance threshold before a target is considered to be reached. This "
-"will allow an agent to not have to hit a point on the path exactly, but in "
-"the area."
+"The distance threshold before the final target point is considered to be "
+"reached. This will allow an agent to not have to hit the point of the final "
+"target exactly, but only the area. If this value is set to low the "
+"NavigationAgent will be stuck in a repath loop cause it will constantly "
+"overshoot or undershoot the distance to the final target point on each "
+"physics frame update."
 msgstr ""
 
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -36245,6 +36349,16 @@ msgid ""
 "multiple of [member cell_size]."
 msgstr ""
 
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"If the baking [AABB] has a volume the navigation mesh baking will be "
+"restricted to its enclosing area."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
+msgstr ""
+
 #: doc/classes/NavigationMesh.xml
 msgid "If [code]true[/code], marks spans that are ledges as non-walkable."
 msgstr ""
@@ -36415,7 +36529,15 @@ msgid ""
 "geometry for walkable terrain suitable to [NavigationMesh] agent properties "
 "by creating a voxel world around the meshes bounding area.\n"
 "The finalized navigation mesh is then returned and stored inside the "
-"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes."
+"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] "
+"nodes.\n"
+"[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
+"obstruct navigation baking does not always work. The navigation baking has "
+"no concept of what is a geometry \"inside\" when dealing with mesh source "
+"geometry and this is intentional. Depending on current baking parameters, as "
+"soon as the obstructing mesh is large enough to fit a navigation mesh area "
+"inside, the baking will generate navigation mesh areas that are inside the "
+"obstructing source geometry mesh."
 msgstr ""
 
 #: doc/classes/NavigationMeshGenerator.xml
@@ -38290,13 +38412,19 @@ msgstr ""
 #: doc/classes/Node.xml
 msgid ""
 "Emitted when a child node enters the scene tree, either because it entered "
-"on its own or because this node entered with it."
+"on its own or because this node entered with it.\n"
+"This signal is emitted [i]after[/i] the child node's own [constant "
+"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
 msgstr ""
 
 #: doc/classes/Node.xml
 msgid ""
-"Emitted when a child node exits the scene tree, either because it exited on "
-"its own or because this node exited."
+"Emitted when a child node is about to exit the scene tree, either because it "
+"is being removed or freed directly, or because this node is exiting the "
+"tree.\n"
+"When this signal is received, the child [code]node[/code] is still in the "
+"tree and valid. This signal is emitted [i]after[/i] the child node's own "
+"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
 msgstr ""
 
 #: doc/classes/Node.xml
@@ -38308,7 +38436,10 @@ msgid "Emitted when the node is renamed."
 msgstr ""
 
 #: doc/classes/Node.xml
-msgid "Emitted when the node enters the tree."
+msgid ""
+"Emitted when the node enters the tree.\n"
+"This signal is emitted [i]after[/i] the related [constant "
+"NOTIFICATION_ENTER_TREE] notification."
 msgstr ""
 
 #: doc/classes/Node.xml
@@ -38318,15 +38449,21 @@ msgstr ""
 #: doc/classes/Node.xml
 msgid ""
 "Emitted when the node is still active but about to exit the tree. This is "
-"the right place for de-initialization (or a \"destructor\", if you will)."
+"the right place for de-initialization (or a \"destructor\", if you will).\n"
+"This signal is emitted [i]before[/i] the related [constant "
+"NOTIFICATION_EXIT_TREE] notification."
 msgstr ""
 
 #: doc/classes/Node.xml
-msgid "Notification received when the node enters a [SceneTree]."
+msgid ""
+"Notification received when the node enters a [SceneTree].\n"
+"This notification is emitted [i]before[/i] the related [signal tree_entered]."
 msgstr ""
 
 #: doc/classes/Node.xml
-msgid "Notification received when the node is about to exit a [SceneTree]."
+msgid ""
+"Notification received when the node is about to exit a [SceneTree].\n"
+"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
 msgstr ""
 
 #: doc/classes/Node.xml
@@ -40033,6 +40170,10 @@ msgid ""
 "    if argument.find(\"=\") > -1:\n"
 "        var key_value = argument.split(\"=\")\n"
 "        arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
+"    else:\n"
+"        # Options without an argument will be present in the dictionary,\n"
+"        # with the value set to an empty string.\n"
+"        arguments[argument.lstrip(\"--\")] = \"\"\n"
 "[/codeblock]"
 msgstr ""
 
@@ -45533,7 +45674,18 @@ msgstr ""
 #: doc/classes/PopupMenu.xml
 msgid ""
 "[PopupMenu] is a [Control] that displays a list of options. They are popular "
-"in toolbars or context menus."
+"in toolbars or context menus.\n"
+"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
 msgstr ""
 
 #: doc/classes/PopupMenu.xml
@@ -49106,20 +49258,28 @@ msgid ""
 "cause.\n"
 "The default value is a conservative one, so you are advised to tweak it "
 "according to the hardware you are targeting.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"The default is a very conservative override for [code]rendering/gles3/"
-"shaders/max_concurrent_compiles[/code].\n"
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
 "Depending on the specific devices you are targeting, you may want to raise "
 "it.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
+"Depending on the specific browsers you are targeting, you may want to raise "
+"it.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -49127,19 +49287,28 @@ msgid ""
 "The maximum size, in megabytes, that the ubershader cache can grow up to. On "
 "startup, the least recently used entries will be deleted until the total "
 "size is within bounds.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/"
-"code], so a smaller maximum size can be configured for mobile platforms, "
-"where storage space is more limited.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for mobile platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for web platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] Currently, shader caching is generally unavailable on web "
+"platforms.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -49171,12 +49340,20 @@ msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"An override for [code]rendering/gles3/shaders/shader_compilation_mode[/"
-"code], so asynchronous compilation can be disabled for mobile.\n"
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on mobile platforms.\n"
 "You may want to do that since mobile GPUs generally won't support "
 "ubershaders due to their complexity."
 msgstr ""
 
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on web platforms.\n"
+"You may want to do that since certain browsers (especially on mobile "
+"platforms) generally won't support ubershaders due to their complexity."
+msgstr ""
+
 #: doc/classes/ProjectSettings.xml
 msgid ""
 "Max buffer size for blend shapes. Any blend shape bigger than this will not "
@@ -53867,24 +54044,23 @@ msgid ""
 "manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be "
 "used for tweening values, but you can do manual interpolation with [method "
 "interpolate_value].\n"
-"A [SceneTreeTween] animation is composed of a sequence of [Tweener]s, which "
-"by default are executed one after another. You can create a sequence by "
-"appending [Tweener]s to the [SceneTreeTween]. Animating something with a "
-"[Tweener] is called tweening. Example tweening sequence looks like this:\n"
+"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] "
+"object, using [method tween_property], [method tween_interval], [method "
+"tween_callback] or [method tween_method]:\n"
 "[codeblock]\n"
 "var tween = get_tree().create_tween()\n"
 "tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
 "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
 "tween.tween_callback($Sprite, \"queue_free\")\n"
 "[/codeblock]\n"
-"This sequence will make the [code]$Sprite[/code] node turn red, then shrink "
-"and finally the [method Node.queue_free] is called to remove the sprite. See "
-"methods [method tween_property], [method tween_interval], [method "
-"tween_callback] and [method tween_method] for more usage information.\n"
+"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
+"before finally calling [method Node.queue_free] to free the sprite. "
+"[Tweener]s are executed one after another by default. This behavior can be "
+"changed using [method parallel] and [method set_parallel].\n"
 "When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
 "chained method call can be used to tweak the properties of this [Tweener]. "
-"For example, if you want to set different transition type in the above "
-"example, you can do:\n"
+"For example, if you want to set a different transition type in the above "
+"example, you can use [method set_trans]:\n"
 "[codeblock]\n"
 "var tween = get_tree().create_tween()\n"
 "tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
@@ -53893,8 +54069,9 @@ msgid ""
 "TRANS_BOUNCE)\n"
 "tween.tween_callback($Sprite, \"queue_free\")\n"
 "[/codeblock]\n"
-"Most of the [SceneTreeTween] methods can be chained this way too. In this "
-"example the [SceneTreeTween] is bound and have set a default transition:\n"
+"Most of the [SceneTreeTween] methods can be chained this way too. In the "
+"following example the [SceneTreeTween] is bound to the running script's node "
+"and a default transition is set for its [Tweener]s:\n"
 "[codeblock]\n"
 "var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
 "TRANS_ELASTIC)\n"
@@ -53902,16 +54079,16 @@ msgid ""
 "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
 "tween.tween_callback($Sprite, \"queue_free\")\n"
 "[/codeblock]\n"
-"Another interesting use for [SceneTreeTween]s is animating arbitrary set of "
+"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of "
 "objects:\n"
 "[codeblock]\n"
 "var tween = create_tween()\n"
 "for sprite in get_children():\n"
-"    tween.tween_property(sprite, \"position\", Vector2(), 1)\n"
+"    tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
 "[/codeblock]\n"
 "In the example above, all children of a node are moved one after another to "
 "position (0, 0).\n"
-"Some [Tweener]s use transitions and eases. The first accepts an [enum Tween."
+"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
 "TransitionType] constant, and refers to the way the timing of the animation "
 "is handled (see [url=https://easings.net/]easings.net[/url] for some "
 "examples). The second accepts an [enum Tween.EaseType] constant, and "
@@ -53923,7 +54100,7 @@ msgid ""
 "tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
 "[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
 "prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
-"immediately after it was created."
+"immediately after it is created."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -53953,21 +54130,24 @@ msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
 msgid ""
-"Processes the [SceneTreeTween] by given [code]delta[/code] value, in "
-"seconds. Mostly useful when the [SceneTreeTween] is paused, for controlling "
-"it manually. Can also be used to end the [SceneTreeTween] animation "
-"immediately, by using [code]delta[/code] longer than the whole duration.\n"
+"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in "
+"seconds. This is mostly useful for manual control when the [SceneTreeTween] "
+"is paused. It can also be used to end the [SceneTreeTween] animation "
+"immediately, by setting [code]delta[/code] longer than the whole duration of "
+"the [SceneTreeTween] animation.\n"
 "Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that "
 "haven't finished.\n"
-"[b]Note:[/b] The [SceneTreeTween] will become invalid after finished, but "
-"you can call [method stop] after the step, to keep it and reset."
+"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing "
+"frame after its animation finishes. Calling [method stop] after performing "
+"[method custom_step] instead keeps and resets the [SceneTreeTween]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
 msgid ""
 "Returns the total time in seconds the [SceneTreeTween] has been animating (i."
-"e. time since it started, not counting pauses etc.). The time is affected by "
-"[method set_speed_scale] and [method stop] will reset it to [code]0[/code].\n"
+"e. the time since it started, not counting pauses etc.). The time is "
+"affected by [method set_speed_scale], and [method stop] will reset it to "
+"[code]0[/code].\n"
 "[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
 "after the [SceneTreeTween] has finished animating will be slightly greater "
 "than the actual [SceneTreeTween] duration."
@@ -54003,11 +54183,10 @@ msgstr ""
 msgid ""
 "Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a "
 "[SceneTreeTween] contained by the scene tree (i.e. the array from [method "
-"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). "
-"[SceneTreeTween] might become invalid when it has finished tweening or was "
-"killed, also when created with [code]Tween.new()[/code]. Invalid "
-"[SceneTreeTween] can't have [Tweener]s appended, because it can't animate "
-"them. You can however still use [method interpolate_value]."
+"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
+"[SceneTreeTween] might become invalid when it has finished tweening, is "
+"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
+"[SceneTreeTween]s can't have [Tweener]s appended."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -54047,16 +54226,15 @@ msgstr ""
 msgid ""
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [SceneTreeTween] run "
-"infinitely, until it is either killed by [method kill] or by freeing bound "
-"node, or all the animated objects have been freed (which makes further "
+"Calling this method without arguments will make the [Tween] run infinitely, "
+"until either it is killed with [method kill], the [Tween]'s bound node is "
+"freed, or all the animated objects have been freed (which makes further "
 "animation impossible).\n"
 "[b]Warning:[/b] Make sure to always add some duration/delay when using "
-"infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] "
-"with no delay or [PropertyTweener] with invalid node) are equivalent to "
-"infinite [code]while[/code] loops and will freeze your game. If a "
-"[SceneTreeTween]'s lifetime depends on some node, always use [method "
-"bind_node]."
+"infinite loops. To prevent the game freezing, 0-duration looped animations "
+"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
+"number of loops, which may produce unexpected results. If a [Tween]'s "
+"lifetime depends on some node, always use [method bind_node]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -54118,10 +54296,10 @@ msgstr ""
 #: doc/classes/SceneTreeTween.xml
 msgid ""
 "Creates and appends an [IntervalTweener]. This method can be used to create "
-"delays in the tween animation, as an alternative for using the delay in "
-"other [Tweener]s or when there's no animation (in which case the "
-"[SceneTreeTween] acts as a timer). [code]time[/code] is the length of the "
-"interval, in seconds.\n"
+"delays in the tween animation, as an alternative to using the delay in other "
+"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] "
+"acts as a timer). [code]time[/code] is the length of the interval, in "
+"seconds.\n"
 "Example: creating an interval in code execution.\n"
 "[codeblock]\n"
 "# ... some code\n"
@@ -54175,8 +54353,8 @@ msgid ""
 "Creates and appends a [PropertyTweener]. This method tweens a "
 "[code]property[/code] of an [code]object[/code] between an initial value and "
 "[code]final_val[/code] in a span of time equal to [code]duration[/code], in "
-"seconds. The initial value by default is a value at the time the tweening of "
-"the [PropertyTweener] start. For example:\n"
+"seconds. The initial value by default is the property's value at the time "
+"the tweening of the [PropertyTweener] starts. For example:\n"
 "[codeblock]\n"
 "var tween = create_tween()\n"
 "tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
@@ -54207,16 +54385,15 @@ msgid ""
 "Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
 "when the [SceneTreeTween] is set to infinite looping (see [method "
 "set_loops]).\n"
-"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) after this signal "
-"is emitted, but it doesn't happen immediately, but on the next processing "
-"frame. Calling [method stop] inside the signal callback will preserve the "
-"[SceneTreeTween]."
+"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next "
+"processing frame after this signal is emitted. Calling [method stop] inside "
+"the signal callback will prevent the [SceneTreeTween] from being removed."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
 msgid ""
 "Emitted when a full loop is complete (see [method set_loops]), providing the "
-"loop index. This signal is not emitted after final loop, use [signal "
+"loop index. This signal is not emitted after the final loop, use [signal "
 "finished] instead for this case."
 msgstr ""
 
@@ -54224,7 +54401,7 @@ msgstr ""
 msgid ""
 "Emitted when one step of the [SceneTreeTween] is complete, providing the "
 "step index. One step is either a single [Tweener] or a group of [Tweener]s "
-"running parallelly."
+"running in parallel."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -58192,11 +58369,11 @@ msgstr ""
 msgid ""
 "Returns [code]true[/code] if this string contains a valid integer.\n"
 "[codeblock]\n"
-"print(\"7\".is_valid_int()) # Prints \"True\"\n"
-"print(\"14.6\".is_valid_int()) # Prints \"False\"\n"
-"print(\"L\".is_valid_int()) # Prints \"False\"\n"
-"print(\"+3\".is_valid_int()) # Prints \"True\"\n"
-"print(\"-12\".is_valid_int()) # Prints \"True\"\n"
+"print(\"7\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"L\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"+3\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"-12\".is_valid_integer()) # Prints \"True\"\n"
 "[/codeblock]"
 msgstr ""
 
@@ -63067,7 +63244,18 @@ msgid ""
 "To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
 "TreeItem.get_next] and [method TreeItem.get_children] after getting the root "
 "through [method get_root]. You can use [method Object.free] on a [TreeItem] "
-"to remove it from the [Tree]."
+"to remove it from the [Tree].\n"
+"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
 msgstr ""
 
 #: doc/classes/Tree.xml

+ 282 - 94
doc/translations/hu.po

@@ -413,7 +413,7 @@ msgid ""
 "- 1.0: Linear\n"
 "- Greater than 1.0 (exclusive): Ease in\n"
 "[/codeblock]\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
 "ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
 "See also [method smoothstep]. If you need to perform more advanced "
 "transitions, use [Tween] or [AnimationPlayer]."
@@ -1120,7 +1120,7 @@ msgid ""
 "[method smoothstep] returns the smoothest possible curve with no sudden "
 "changes in the derivative. If you need to perform more advanced transitions, "
 "use [Tween] or [AnimationPlayer].\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
 "smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, "
 "-1.6521) return values[/url]"
 msgstr ""
@@ -28280,7 +28280,7 @@ msgid ""
 "    # Note: Don't make simultaneous requests using a single HTTPRequest "
 "node.\n"
 "    # The snippet below is provided for reference only.\n"
-"    var body = {\"name\": \"Godette\"}\n"
+"    var body = to_json({\"name\": \"Godette\"})\n"
 "    error = http_request.request(\"https://httpbin.org/post\", [], true, "
 "HTTPClient.METHOD_POST, body)\n"
 "    if error != OK:\n"
@@ -30902,7 +30902,18 @@ msgid ""
 "[code]\\n[/code]) in the string won't produce a newline. Text wrapping is "
 "enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to "
 "fully fit its content by default. You need to set [member "
-"fixed_column_width] greater than zero to wrap the text."
+"fixed_column_width] greater than zero to wrap the text.\n"
+"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
 msgstr ""
 
 #: doc/classes/ItemList.xml
@@ -34649,11 +34660,16 @@ msgid ""
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
-msgid "Returns the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Returns the override [Material] for a surface of the [Mesh] resource.\n"
+"[b]Note:[/b] This function only returns [i]override[/i] materials associated "
+"with this [MeshInstance]. Consider using [method get_active_material] or "
+"[method Mesh.surface_get_material] to get materials associated with the "
+"[Mesh] resource."
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
-msgid "Returns the number of surface materials."
+msgid "Returns the number of surface override materials."
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
@@ -34690,7 +34706,10 @@ msgid ""
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
-msgid "Sets the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Sets the override [Material] for the specified surface of the [Mesh] "
+"resource. This material is associated with this [MeshInstance] rather than "
+"with the [Mesh] resource."
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
@@ -35482,6 +35501,9 @@ msgstr ""
 
 #: doc/classes/Navigation.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
 "Provides navigation and pathfinding within a collection of "
 "[NavigationMesh]es. By default, these will be automatically collected from "
 "child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this "
@@ -35527,6 +35549,9 @@ msgstr ""
 
 #: doc/classes/Navigation.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
 "Returns the path between two given points. Points are in local coordinate "
 "space. If [code]optimize[/code] is [code]true[/code] (the default), the "
 "agent properties associated with each [NavigationMesh] (radius, height, "
@@ -35570,6 +35595,9 @@ msgstr ""
 
 #: doc/classes/Navigation2D.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
 "Navigation2D provides navigation and pathfinding within a 2D area, specified "
 "as a collection of [NavigationPolygon] resources. By default, these are "
 "automatically collected from child [NavigationPolygonInstance] nodes."
@@ -35589,6 +35617,9 @@ msgstr ""
 
 #: doc/classes/Navigation2D.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
 "Returns the path between two given points. Points are in local coordinate "
 "space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
 "is smoothed by merging path segments where possible."
@@ -35717,10 +35748,46 @@ msgstr ""
 msgid "Destroys the given RID."
 msgstr ""
 
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all created navigation map [RID]s on the NavigationServer. This "
+"returns both 2D and 3D created navigation maps as there is technically no "
+"distinction between them."
+msgstr ""
+
 #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
 msgid "Create a new map."
 msgstr ""
 
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"This function immediately forces synchronization of the specified navigation "
+"[code]map[/code] [RID]. By default navigation maps are only synchronized at "
+"the end of each physics frame. This function can be used to immediately "
+"(re)calculate all the navigation meshes and region connections of the "
+"navigation map. This makes it possible to query a navigation path for a "
+"changed map immediately and in the same frame (multiple times if needed).\n"
+"Due to technical restrictions the current NavigationServer command queue "
+"will be flushed. This means all already queued update commands for this "
+"physics frame will be executed, even those intended for other maps, regions "
+"and agents not part of the specified map. The expensive computation of the "
+"navigation meshes and region connections of a map will only be done for the "
+"specified map. Other maps will receive the normal synchronization at the end "
+"of the physics frame. Should the specified map receive changes after the "
+"forced update it will update again as well when the other maps receive their "
+"update.\n"
+"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals "
+"is untouched by this function and continues to happen for all maps and "
+"agents at the end of the physics frame.\n"
+"[b]Note:[/b] With great power comes great responsibility. This function "
+"should only be used by users that really know what they are doing and have a "
+"good reason for it. Forcing an immediate update of a navigation map requires "
+"locking the NavigationServer and flushing the entire NavigationServer "
+"command queue. Not only can this severely impact the performance of a game "
+"but it can also introduce bugs if used inappropriately without much "
+"foresight."
+msgstr ""
+
 #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
 msgid ""
 "Returns all navigation agents [RID]s that are currently assigned to the "
@@ -35831,6 +35898,23 @@ msgstr ""
 msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]."
 msgstr ""
 
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns [code]true[/code] if the provided [code]point[/code] in world space "
+"is currently owned by the provided navigation [code]region[/code]. Owned in "
+"this context means that one of the region's navigation mesh polygon faces "
+"has a possible position at the closest distance to this point compared to "
+"all other navigation meshes from other navigation regions that are also "
+"registered on the navigation map of the provided region.\n"
+"If multiple navigation meshes have positions at equal distance the "
+"navigation region whose polygons are processed first wins the ownership. "
+"Polygons are processed in the same order that navigation regions were "
+"registered on the NavigationServer.\n"
+"[b]Note:[/b] If navigation meshes from different navigation regions overlap "
+"(which should be avoided in general) the result might not be what is "
+"expected."
+msgstr ""
+
 #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
 msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
 msgstr ""
@@ -36036,6 +36120,17 @@ msgstr ""
 msgid "The distance to search for other agents."
 msgstr ""
 
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
+"The distance threshold before a path point is considered to be reached. This "
+"will allow an agent to not have to hit a path point on the path exactly, but "
+"in the area. If this value is set to high the NavigationAgent will skip "
+"points on the path which can lead to leaving the navigation mesh. If this "
+"value is set to low the NavigationAgent will be stuck in a repath loop cause "
+"it will constantly overshoot or undershoot the distance to the next point on "
+"each physics frame update."
+msgstr ""
+
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
 msgid ""
 "The maximum distance the agent is allowed away from the ideal path to the "
@@ -36044,14 +36139,23 @@ msgid ""
 msgstr ""
 
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-msgid "The radius of the agent."
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding. To change an actor's pathfinding radius "
+"bake [NavigationMesh] resources with a different [member NavigationMesh."
+"agent_radius] property and use different navigation maps for each actor size."
 msgstr ""
 
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
 msgid ""
-"The distance threshold before a target is considered to be reached. This "
-"will allow an agent to not have to hit a point on the path exactly, but in "
-"the area."
+"The distance threshold before the final target point is considered to be "
+"reached. This will allow an agent to not have to hit the point of the final "
+"target exactly, but only the area. If this value is set to low the "
+"NavigationAgent will be stuck in a repath loop cause it will constantly "
+"overshoot or undershoot the distance to the final target point on each "
+"physics frame update."
 msgstr ""
 
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -36264,6 +36368,16 @@ msgid ""
 "multiple of [member cell_size]."
 msgstr ""
 
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"If the baking [AABB] has a volume the navigation mesh baking will be "
+"restricted to its enclosing area."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
+msgstr ""
+
 #: doc/classes/NavigationMesh.xml
 msgid "If [code]true[/code], marks spans that are ledges as non-walkable."
 msgstr ""
@@ -36434,7 +36548,15 @@ msgid ""
 "geometry for walkable terrain suitable to [NavigationMesh] agent properties "
 "by creating a voxel world around the meshes bounding area.\n"
 "The finalized navigation mesh is then returned and stored inside the "
-"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes."
+"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] "
+"nodes.\n"
+"[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
+"obstruct navigation baking does not always work. The navigation baking has "
+"no concept of what is a geometry \"inside\" when dealing with mesh source "
+"geometry and this is intentional. Depending on current baking parameters, as "
+"soon as the obstructing mesh is large enough to fit a navigation mesh area "
+"inside, the baking will generate navigation mesh areas that are inside the "
+"obstructing source geometry mesh."
 msgstr ""
 
 #: doc/classes/NavigationMeshGenerator.xml
@@ -38309,13 +38431,19 @@ msgstr ""
 #: doc/classes/Node.xml
 msgid ""
 "Emitted when a child node enters the scene tree, either because it entered "
-"on its own or because this node entered with it."
+"on its own or because this node entered with it.\n"
+"This signal is emitted [i]after[/i] the child node's own [constant "
+"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
 msgstr ""
 
 #: doc/classes/Node.xml
 msgid ""
-"Emitted when a child node exits the scene tree, either because it exited on "
-"its own or because this node exited."
+"Emitted when a child node is about to exit the scene tree, either because it "
+"is being removed or freed directly, or because this node is exiting the "
+"tree.\n"
+"When this signal is received, the child [code]node[/code] is still in the "
+"tree and valid. This signal is emitted [i]after[/i] the child node's own "
+"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
 msgstr ""
 
 #: doc/classes/Node.xml
@@ -38327,7 +38455,10 @@ msgid "Emitted when the node is renamed."
 msgstr ""
 
 #: doc/classes/Node.xml
-msgid "Emitted when the node enters the tree."
+msgid ""
+"Emitted when the node enters the tree.\n"
+"This signal is emitted [i]after[/i] the related [constant "
+"NOTIFICATION_ENTER_TREE] notification."
 msgstr ""
 
 #: doc/classes/Node.xml
@@ -38337,15 +38468,21 @@ msgstr ""
 #: doc/classes/Node.xml
 msgid ""
 "Emitted when the node is still active but about to exit the tree. This is "
-"the right place for de-initialization (or a \"destructor\", if you will)."
+"the right place for de-initialization (or a \"destructor\", if you will).\n"
+"This signal is emitted [i]before[/i] the related [constant "
+"NOTIFICATION_EXIT_TREE] notification."
 msgstr ""
 
 #: doc/classes/Node.xml
-msgid "Notification received when the node enters a [SceneTree]."
+msgid ""
+"Notification received when the node enters a [SceneTree].\n"
+"This notification is emitted [i]before[/i] the related [signal tree_entered]."
 msgstr ""
 
 #: doc/classes/Node.xml
-msgid "Notification received when the node is about to exit a [SceneTree]."
+msgid ""
+"Notification received when the node is about to exit a [SceneTree].\n"
+"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
 msgstr ""
 
 #: doc/classes/Node.xml
@@ -40052,6 +40189,10 @@ msgid ""
 "    if argument.find(\"=\") > -1:\n"
 "        var key_value = argument.split(\"=\")\n"
 "        arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
+"    else:\n"
+"        # Options without an argument will be present in the dictionary,\n"
+"        # with the value set to an empty string.\n"
+"        arguments[argument.lstrip(\"--\")] = \"\"\n"
 "[/codeblock]"
 msgstr ""
 
@@ -45552,7 +45693,18 @@ msgstr ""
 #: doc/classes/PopupMenu.xml
 msgid ""
 "[PopupMenu] is a [Control] that displays a list of options. They are popular "
-"in toolbars or context menus."
+"in toolbars or context menus.\n"
+"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
 msgstr ""
 
 #: doc/classes/PopupMenu.xml
@@ -49125,20 +49277,28 @@ msgid ""
 "cause.\n"
 "The default value is a conservative one, so you are advised to tweak it "
 "according to the hardware you are targeting.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"The default is a very conservative override for [code]rendering/gles3/"
-"shaders/max_concurrent_compiles[/code].\n"
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
 "Depending on the specific devices you are targeting, you may want to raise "
 "it.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
+"Depending on the specific browsers you are targeting, you may want to raise "
+"it.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -49146,19 +49306,28 @@ msgid ""
 "The maximum size, in megabytes, that the ubershader cache can grow up to. On "
 "startup, the least recently used entries will be deleted until the total "
 "size is within bounds.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/"
-"code], so a smaller maximum size can be configured for mobile platforms, "
-"where storage space is more limited.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for mobile platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for web platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] Currently, shader caching is generally unavailable on web "
+"platforms.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -49190,12 +49359,20 @@ msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"An override for [code]rendering/gles3/shaders/shader_compilation_mode[/"
-"code], so asynchronous compilation can be disabled for mobile.\n"
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on mobile platforms.\n"
 "You may want to do that since mobile GPUs generally won't support "
 "ubershaders due to their complexity."
 msgstr ""
 
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on web platforms.\n"
+"You may want to do that since certain browsers (especially on mobile "
+"platforms) generally won't support ubershaders due to their complexity."
+msgstr ""
+
 #: doc/classes/ProjectSettings.xml
 msgid ""
 "Max buffer size for blend shapes. Any blend shape bigger than this will not "
@@ -53886,24 +54063,23 @@ msgid ""
 "manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be "
 "used for tweening values, but you can do manual interpolation with [method "
 "interpolate_value].\n"
-"A [SceneTreeTween] animation is composed of a sequence of [Tweener]s, which "
-"by default are executed one after another. You can create a sequence by "
-"appending [Tweener]s to the [SceneTreeTween]. Animating something with a "
-"[Tweener] is called tweening. Example tweening sequence looks like this:\n"
+"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] "
+"object, using [method tween_property], [method tween_interval], [method "
+"tween_callback] or [method tween_method]:\n"
 "[codeblock]\n"
 "var tween = get_tree().create_tween()\n"
 "tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
 "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
 "tween.tween_callback($Sprite, \"queue_free\")\n"
 "[/codeblock]\n"
-"This sequence will make the [code]$Sprite[/code] node turn red, then shrink "
-"and finally the [method Node.queue_free] is called to remove the sprite. See "
-"methods [method tween_property], [method tween_interval], [method "
-"tween_callback] and [method tween_method] for more usage information.\n"
+"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
+"before finally calling [method Node.queue_free] to free the sprite. "
+"[Tweener]s are executed one after another by default. This behavior can be "
+"changed using [method parallel] and [method set_parallel].\n"
 "When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
 "chained method call can be used to tweak the properties of this [Tweener]. "
-"For example, if you want to set different transition type in the above "
-"example, you can do:\n"
+"For example, if you want to set a different transition type in the above "
+"example, you can use [method set_trans]:\n"
 "[codeblock]\n"
 "var tween = get_tree().create_tween()\n"
 "tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
@@ -53912,8 +54088,9 @@ msgid ""
 "TRANS_BOUNCE)\n"
 "tween.tween_callback($Sprite, \"queue_free\")\n"
 "[/codeblock]\n"
-"Most of the [SceneTreeTween] methods can be chained this way too. In this "
-"example the [SceneTreeTween] is bound and have set a default transition:\n"
+"Most of the [SceneTreeTween] methods can be chained this way too. In the "
+"following example the [SceneTreeTween] is bound to the running script's node "
+"and a default transition is set for its [Tweener]s:\n"
 "[codeblock]\n"
 "var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
 "TRANS_ELASTIC)\n"
@@ -53921,16 +54098,16 @@ msgid ""
 "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
 "tween.tween_callback($Sprite, \"queue_free\")\n"
 "[/codeblock]\n"
-"Another interesting use for [SceneTreeTween]s is animating arbitrary set of "
+"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of "
 "objects:\n"
 "[codeblock]\n"
 "var tween = create_tween()\n"
 "for sprite in get_children():\n"
-"    tween.tween_property(sprite, \"position\", Vector2(), 1)\n"
+"    tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
 "[/codeblock]\n"
 "In the example above, all children of a node are moved one after another to "
 "position (0, 0).\n"
-"Some [Tweener]s use transitions and eases. The first accepts an [enum Tween."
+"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
 "TransitionType] constant, and refers to the way the timing of the animation "
 "is handled (see [url=https://easings.net/]easings.net[/url] for some "
 "examples). The second accepts an [enum Tween.EaseType] constant, and "
@@ -53942,7 +54119,7 @@ msgid ""
 "tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
 "[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
 "prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
-"immediately after it was created."
+"immediately after it is created."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -53972,21 +54149,24 @@ msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
 msgid ""
-"Processes the [SceneTreeTween] by given [code]delta[/code] value, in "
-"seconds. Mostly useful when the [SceneTreeTween] is paused, for controlling "
-"it manually. Can also be used to end the [SceneTreeTween] animation "
-"immediately, by using [code]delta[/code] longer than the whole duration.\n"
+"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in "
+"seconds. This is mostly useful for manual control when the [SceneTreeTween] "
+"is paused. It can also be used to end the [SceneTreeTween] animation "
+"immediately, by setting [code]delta[/code] longer than the whole duration of "
+"the [SceneTreeTween] animation.\n"
 "Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that "
 "haven't finished.\n"
-"[b]Note:[/b] The [SceneTreeTween] will become invalid after finished, but "
-"you can call [method stop] after the step, to keep it and reset."
+"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing "
+"frame after its animation finishes. Calling [method stop] after performing "
+"[method custom_step] instead keeps and resets the [SceneTreeTween]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
 msgid ""
 "Returns the total time in seconds the [SceneTreeTween] has been animating (i."
-"e. time since it started, not counting pauses etc.). The time is affected by "
-"[method set_speed_scale] and [method stop] will reset it to [code]0[/code].\n"
+"e. the time since it started, not counting pauses etc.). The time is "
+"affected by [method set_speed_scale], and [method stop] will reset it to "
+"[code]0[/code].\n"
 "[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
 "after the [SceneTreeTween] has finished animating will be slightly greater "
 "than the actual [SceneTreeTween] duration."
@@ -54022,11 +54202,10 @@ msgstr ""
 msgid ""
 "Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a "
 "[SceneTreeTween] contained by the scene tree (i.e. the array from [method "
-"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). "
-"[SceneTreeTween] might become invalid when it has finished tweening or was "
-"killed, also when created with [code]Tween.new()[/code]. Invalid "
-"[SceneTreeTween] can't have [Tweener]s appended, because it can't animate "
-"them. You can however still use [method interpolate_value]."
+"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
+"[SceneTreeTween] might become invalid when it has finished tweening, is "
+"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
+"[SceneTreeTween]s can't have [Tweener]s appended."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -54066,16 +54245,15 @@ msgstr ""
 msgid ""
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [SceneTreeTween] run "
-"infinitely, until it is either killed by [method kill] or by freeing bound "
-"node, or all the animated objects have been freed (which makes further "
+"Calling this method without arguments will make the [Tween] run infinitely, "
+"until either it is killed with [method kill], the [Tween]'s bound node is "
+"freed, or all the animated objects have been freed (which makes further "
 "animation impossible).\n"
 "[b]Warning:[/b] Make sure to always add some duration/delay when using "
-"infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] "
-"with no delay or [PropertyTweener] with invalid node) are equivalent to "
-"infinite [code]while[/code] loops and will freeze your game. If a "
-"[SceneTreeTween]'s lifetime depends on some node, always use [method "
-"bind_node]."
+"infinite loops. To prevent the game freezing, 0-duration looped animations "
+"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
+"number of loops, which may produce unexpected results. If a [Tween]'s "
+"lifetime depends on some node, always use [method bind_node]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -54137,10 +54315,10 @@ msgstr ""
 #: doc/classes/SceneTreeTween.xml
 msgid ""
 "Creates and appends an [IntervalTweener]. This method can be used to create "
-"delays in the tween animation, as an alternative for using the delay in "
-"other [Tweener]s or when there's no animation (in which case the "
-"[SceneTreeTween] acts as a timer). [code]time[/code] is the length of the "
-"interval, in seconds.\n"
+"delays in the tween animation, as an alternative to using the delay in other "
+"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] "
+"acts as a timer). [code]time[/code] is the length of the interval, in "
+"seconds.\n"
 "Example: creating an interval in code execution.\n"
 "[codeblock]\n"
 "# ... some code\n"
@@ -54194,8 +54372,8 @@ msgid ""
 "Creates and appends a [PropertyTweener]. This method tweens a "
 "[code]property[/code] of an [code]object[/code] between an initial value and "
 "[code]final_val[/code] in a span of time equal to [code]duration[/code], in "
-"seconds. The initial value by default is a value at the time the tweening of "
-"the [PropertyTweener] start. For example:\n"
+"seconds. The initial value by default is the property's value at the time "
+"the tweening of the [PropertyTweener] starts. For example:\n"
 "[codeblock]\n"
 "var tween = create_tween()\n"
 "tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
@@ -54226,16 +54404,15 @@ msgid ""
 "Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
 "when the [SceneTreeTween] is set to infinite looping (see [method "
 "set_loops]).\n"
-"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) after this signal "
-"is emitted, but it doesn't happen immediately, but on the next processing "
-"frame. Calling [method stop] inside the signal callback will preserve the "
-"[SceneTreeTween]."
+"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next "
+"processing frame after this signal is emitted. Calling [method stop] inside "
+"the signal callback will prevent the [SceneTreeTween] from being removed."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
 msgid ""
 "Emitted when a full loop is complete (see [method set_loops]), providing the "
-"loop index. This signal is not emitted after final loop, use [signal "
+"loop index. This signal is not emitted after the final loop, use [signal "
 "finished] instead for this case."
 msgstr ""
 
@@ -54243,7 +54420,7 @@ msgstr ""
 msgid ""
 "Emitted when one step of the [SceneTreeTween] is complete, providing the "
 "step index. One step is either a single [Tweener] or a group of [Tweener]s "
-"running parallelly."
+"running in parallel."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -58211,11 +58388,11 @@ msgstr ""
 msgid ""
 "Returns [code]true[/code] if this string contains a valid integer.\n"
 "[codeblock]\n"
-"print(\"7\".is_valid_int()) # Prints \"True\"\n"
-"print(\"14.6\".is_valid_int()) # Prints \"False\"\n"
-"print(\"L\".is_valid_int()) # Prints \"False\"\n"
-"print(\"+3\".is_valid_int()) # Prints \"True\"\n"
-"print(\"-12\".is_valid_int()) # Prints \"True\"\n"
+"print(\"7\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"L\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"+3\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"-12\".is_valid_integer()) # Prints \"True\"\n"
 "[/codeblock]"
 msgstr ""
 
@@ -63086,7 +63263,18 @@ msgid ""
 "To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
 "TreeItem.get_next] and [method TreeItem.get_children] after getting the root "
 "through [method get_root]. You can use [method Object.free] on a [TreeItem] "
-"to remove it from the [Tree]."
+"to remove it from the [Tree].\n"
+"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
 msgstr ""
 
 #: doc/classes/Tree.xml

+ 284 - 95
doc/translations/id.po

@@ -558,7 +558,7 @@ msgid ""
 "- 1.0: Linear\n"
 "- Greater than 1.0 (exclusive): Ease in\n"
 "[/codeblock]\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
 "ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
 "See also [method smoothstep]. If you need to perform more advanced "
 "transitions, use [Tween] or [AnimationPlayer]."
@@ -1505,7 +1505,7 @@ msgid ""
 "[method smoothstep] returns the smoothest possible curve with no sudden "
 "changes in the derivative. If you need to perform more advanced transitions, "
 "use [Tween] or [AnimationPlayer].\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
 "smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, "
 "-1.6521) return values[/url]"
 msgstr ""
@@ -28686,7 +28686,7 @@ msgid ""
 "    # Note: Don't make simultaneous requests using a single HTTPRequest "
 "node.\n"
 "    # The snippet below is provided for reference only.\n"
-"    var body = {\"name\": \"Godette\"}\n"
+"    var body = to_json({\"name\": \"Godette\"})\n"
 "    error = http_request.request(\"https://httpbin.org/post\", [], true, "
 "HTTPClient.METHOD_POST, body)\n"
 "    if error != OK:\n"
@@ -31308,7 +31308,18 @@ msgid ""
 "[code]\\n[/code]) in the string won't produce a newline. Text wrapping is "
 "enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to "
 "fully fit its content by default. You need to set [member "
-"fixed_column_width] greater than zero to wrap the text."
+"fixed_column_width] greater than zero to wrap the text.\n"
+"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
 msgstr ""
 
 #: doc/classes/ItemList.xml
@@ -35055,12 +35066,18 @@ msgid ""
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
-msgid "Returns the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Returns the override [Material] for a surface of the [Mesh] resource.\n"
+"[b]Note:[/b] This function only returns [i]override[/i] materials associated "
+"with this [MeshInstance]. Consider using [method get_active_material] or "
+"[method Mesh.surface_get_material] to get materials associated with the "
+"[Mesh] resource."
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
-msgid "Returns the number of surface materials."
-msgstr ""
+#, fuzzy
+msgid "Returns the number of surface override materials."
+msgstr "Mengembalikan nilai hiperbolik tangen dari parameter."
 
 #: doc/classes/MeshInstance.xml
 msgid ""
@@ -35096,7 +35113,10 @@ msgid ""
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
-msgid "Sets the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Sets the override [Material] for the specified surface of the [Mesh] "
+"resource. This material is associated with this [MeshInstance] rather than "
+"with the [Mesh] resource."
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
@@ -35894,6 +35914,9 @@ msgstr ""
 
 #: doc/classes/Navigation.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
 "Provides navigation and pathfinding within a collection of "
 "[NavigationMesh]es. By default, these will be automatically collected from "
 "child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this "
@@ -35940,6 +35963,9 @@ msgstr "Mengembalikan nilai hiperbolik tangen dari parameter."
 
 #: doc/classes/Navigation.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
 "Returns the path between two given points. Points are in local coordinate "
 "space. If [code]optimize[/code] is [code]true[/code] (the default), the "
 "agent properties associated with each [NavigationMesh] (radius, height, "
@@ -35983,6 +36009,9 @@ msgstr ""
 
 #: doc/classes/Navigation2D.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
 "Navigation2D provides navigation and pathfinding within a 2D area, specified "
 "as a collection of [NavigationPolygon] resources. By default, these are "
 "automatically collected from child [NavigationPolygonInstance] nodes."
@@ -36002,6 +36031,9 @@ msgstr ""
 
 #: doc/classes/Navigation2D.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
 "Returns the path between two given points. Points are in local coordinate "
 "space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
 "is smoothed by merging path segments where possible."
@@ -36133,10 +36165,46 @@ msgstr "Mengembalikan nilai hiperbolik tangen dari parameter."
 msgid "Destroys the given RID."
 msgstr ""
 
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all created navigation map [RID]s on the NavigationServer. This "
+"returns both 2D and 3D created navigation maps as there is technically no "
+"distinction between them."
+msgstr ""
+
 #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
 msgid "Create a new map."
 msgstr ""
 
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"This function immediately forces synchronization of the specified navigation "
+"[code]map[/code] [RID]. By default navigation maps are only synchronized at "
+"the end of each physics frame. This function can be used to immediately "
+"(re)calculate all the navigation meshes and region connections of the "
+"navigation map. This makes it possible to query a navigation path for a "
+"changed map immediately and in the same frame (multiple times if needed).\n"
+"Due to technical restrictions the current NavigationServer command queue "
+"will be flushed. This means all already queued update commands for this "
+"physics frame will be executed, even those intended for other maps, regions "
+"and agents not part of the specified map. The expensive computation of the "
+"navigation meshes and region connections of a map will only be done for the "
+"specified map. Other maps will receive the normal synchronization at the end "
+"of the physics frame. Should the specified map receive changes after the "
+"forced update it will update again as well when the other maps receive their "
+"update.\n"
+"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals "
+"is untouched by this function and continues to happen for all maps and "
+"agents at the end of the physics frame.\n"
+"[b]Note:[/b] With great power comes great responsibility. This function "
+"should only be used by users that really know what they are doing and have a "
+"good reason for it. Forcing an immediate update of a navigation map requires "
+"locking the NavigationServer and flushing the entire NavigationServer "
+"command queue. Not only can this severely impact the performance of a game "
+"but it can also introduce bugs if used inappropriately without much "
+"foresight."
+msgstr ""
+
 #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
 msgid ""
 "Returns all navigation agents [RID]s that are currently assigned to the "
@@ -36251,6 +36319,23 @@ msgstr "Mengembalikan nilai hiperbolik tangen dari parameter."
 msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]."
 msgstr "Mengembalikan nilai hiperbolik tangen dari parameter."
 
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns [code]true[/code] if the provided [code]point[/code] in world space "
+"is currently owned by the provided navigation [code]region[/code]. Owned in "
+"this context means that one of the region's navigation mesh polygon faces "
+"has a possible position at the closest distance to this point compared to "
+"all other navigation meshes from other navigation regions that are also "
+"registered on the navigation map of the provided region.\n"
+"If multiple navigation meshes have positions at equal distance the "
+"navigation region whose polygons are processed first wins the ownership. "
+"Polygons are processed in the same order that navigation regions were "
+"registered on the NavigationServer.\n"
+"[b]Note:[/b] If navigation meshes from different navigation regions overlap "
+"(which should be avoided in general) the result might not be what is "
+"expected."
+msgstr ""
+
 #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
 #, fuzzy
 msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
@@ -36461,6 +36546,17 @@ msgstr ""
 msgid "The distance to search for other agents."
 msgstr ""
 
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
+"The distance threshold before a path point is considered to be reached. This "
+"will allow an agent to not have to hit a path point on the path exactly, but "
+"in the area. If this value is set to high the NavigationAgent will skip "
+"points on the path which can lead to leaving the navigation mesh. If this "
+"value is set to low the NavigationAgent will be stuck in a repath loop cause "
+"it will constantly overshoot or undershoot the distance to the next point on "
+"each physics frame update."
+msgstr ""
+
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
 msgid ""
 "The maximum distance the agent is allowed away from the ideal path to the "
@@ -36469,14 +36565,23 @@ msgid ""
 msgstr ""
 
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-msgid "The radius of the agent."
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding. To change an actor's pathfinding radius "
+"bake [NavigationMesh] resources with a different [member NavigationMesh."
+"agent_radius] property and use different navigation maps for each actor size."
 msgstr ""
 
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
 msgid ""
-"The distance threshold before a target is considered to be reached. This "
-"will allow an agent to not have to hit a point on the path exactly, but in "
-"the area."
+"The distance threshold before the final target point is considered to be "
+"reached. This will allow an agent to not have to hit the point of the final "
+"target exactly, but only the area. If this value is set to low the "
+"NavigationAgent will be stuck in a repath loop cause it will constantly "
+"overshoot or undershoot the distance to the final target point on each "
+"physics frame update."
 msgstr ""
 
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -36690,6 +36795,16 @@ msgid ""
 "multiple of [member cell_size]."
 msgstr ""
 
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"If the baking [AABB] has a volume the navigation mesh baking will be "
+"restricted to its enclosing area."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
+msgstr ""
+
 #: doc/classes/NavigationMesh.xml
 msgid "If [code]true[/code], marks spans that are ledges as non-walkable."
 msgstr ""
@@ -36860,7 +36975,15 @@ msgid ""
 "geometry for walkable terrain suitable to [NavigationMesh] agent properties "
 "by creating a voxel world around the meshes bounding area.\n"
 "The finalized navigation mesh is then returned and stored inside the "
-"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes."
+"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] "
+"nodes.\n"
+"[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
+"obstruct navigation baking does not always work. The navigation baking has "
+"no concept of what is a geometry \"inside\" when dealing with mesh source "
+"geometry and this is intentional. Depending on current baking parameters, as "
+"soon as the obstructing mesh is large enough to fit a navigation mesh area "
+"inside, the baking will generate navigation mesh areas that are inside the "
+"obstructing source geometry mesh."
 msgstr ""
 
 #: doc/classes/NavigationMeshGenerator.xml
@@ -38737,13 +38860,19 @@ msgstr ""
 #: doc/classes/Node.xml
 msgid ""
 "Emitted when a child node enters the scene tree, either because it entered "
-"on its own or because this node entered with it."
+"on its own or because this node entered with it.\n"
+"This signal is emitted [i]after[/i] the child node's own [constant "
+"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
 msgstr ""
 
 #: doc/classes/Node.xml
 msgid ""
-"Emitted when a child node exits the scene tree, either because it exited on "
-"its own or because this node exited."
+"Emitted when a child node is about to exit the scene tree, either because it "
+"is being removed or freed directly, or because this node is exiting the "
+"tree.\n"
+"When this signal is received, the child [code]node[/code] is still in the "
+"tree and valid. This signal is emitted [i]after[/i] the child node's own "
+"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
 msgstr ""
 
 #: doc/classes/Node.xml
@@ -38755,7 +38884,10 @@ msgid "Emitted when the node is renamed."
 msgstr ""
 
 #: doc/classes/Node.xml
-msgid "Emitted when the node enters the tree."
+msgid ""
+"Emitted when the node enters the tree.\n"
+"This signal is emitted [i]after[/i] the related [constant "
+"NOTIFICATION_ENTER_TREE] notification."
 msgstr ""
 
 #: doc/classes/Node.xml
@@ -38765,15 +38897,21 @@ msgstr ""
 #: doc/classes/Node.xml
 msgid ""
 "Emitted when the node is still active but about to exit the tree. This is "
-"the right place for de-initialization (or a \"destructor\", if you will)."
+"the right place for de-initialization (or a \"destructor\", if you will).\n"
+"This signal is emitted [i]before[/i] the related [constant "
+"NOTIFICATION_EXIT_TREE] notification."
 msgstr ""
 
 #: doc/classes/Node.xml
-msgid "Notification received when the node enters a [SceneTree]."
+msgid ""
+"Notification received when the node enters a [SceneTree].\n"
+"This notification is emitted [i]before[/i] the related [signal tree_entered]."
 msgstr ""
 
 #: doc/classes/Node.xml
-msgid "Notification received when the node is about to exit a [SceneTree]."
+msgid ""
+"Notification received when the node is about to exit a [SceneTree].\n"
+"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
 msgstr ""
 
 #: doc/classes/Node.xml
@@ -40482,6 +40620,10 @@ msgid ""
 "    if argument.find(\"=\") > -1:\n"
 "        var key_value = argument.split(\"=\")\n"
 "        arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
+"    else:\n"
+"        # Options without an argument will be present in the dictionary,\n"
+"        # with the value set to an empty string.\n"
+"        arguments[argument.lstrip(\"--\")] = \"\"\n"
 "[/codeblock]"
 msgstr ""
 
@@ -45998,7 +46140,18 @@ msgstr ""
 #: doc/classes/PopupMenu.xml
 msgid ""
 "[PopupMenu] is a [Control] that displays a list of options. They are popular "
-"in toolbars or context menus."
+"in toolbars or context menus.\n"
+"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
 msgstr ""
 
 #: doc/classes/PopupMenu.xml
@@ -49573,20 +49726,28 @@ msgid ""
 "cause.\n"
 "The default value is a conservative one, so you are advised to tweak it "
 "according to the hardware you are targeting.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"The default is a very conservative override for [code]rendering/gles3/"
-"shaders/max_concurrent_compiles[/code].\n"
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
 "Depending on the specific devices you are targeting, you may want to raise "
 "it.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
+"Depending on the specific browsers you are targeting, you may want to raise "
+"it.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -49594,19 +49755,28 @@ msgid ""
 "The maximum size, in megabytes, that the ubershader cache can grow up to. On "
 "startup, the least recently used entries will be deleted until the total "
 "size is within bounds.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/"
-"code], so a smaller maximum size can be configured for mobile platforms, "
-"where storage space is more limited.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for mobile platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for web platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] Currently, shader caching is generally unavailable on web "
+"platforms.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -49638,12 +49808,20 @@ msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"An override for [code]rendering/gles3/shaders/shader_compilation_mode[/"
-"code], so asynchronous compilation can be disabled for mobile.\n"
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on mobile platforms.\n"
 "You may want to do that since mobile GPUs generally won't support "
 "ubershaders due to their complexity."
 msgstr ""
 
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on web platforms.\n"
+"You may want to do that since certain browsers (especially on mobile "
+"platforms) generally won't support ubershaders due to their complexity."
+msgstr ""
+
 #: doc/classes/ProjectSettings.xml
 msgid ""
 "Max buffer size for blend shapes. Any blend shape bigger than this will not "
@@ -54335,24 +54513,23 @@ msgid ""
 "manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be "
 "used for tweening values, but you can do manual interpolation with [method "
 "interpolate_value].\n"
-"A [SceneTreeTween] animation is composed of a sequence of [Tweener]s, which "
-"by default are executed one after another. You can create a sequence by "
-"appending [Tweener]s to the [SceneTreeTween]. Animating something with a "
-"[Tweener] is called tweening. Example tweening sequence looks like this:\n"
+"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] "
+"object, using [method tween_property], [method tween_interval], [method "
+"tween_callback] or [method tween_method]:\n"
 "[codeblock]\n"
 "var tween = get_tree().create_tween()\n"
 "tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
 "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
 "tween.tween_callback($Sprite, \"queue_free\")\n"
 "[/codeblock]\n"
-"This sequence will make the [code]$Sprite[/code] node turn red, then shrink "
-"and finally the [method Node.queue_free] is called to remove the sprite. See "
-"methods [method tween_property], [method tween_interval], [method "
-"tween_callback] and [method tween_method] for more usage information.\n"
+"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
+"before finally calling [method Node.queue_free] to free the sprite. "
+"[Tweener]s are executed one after another by default. This behavior can be "
+"changed using [method parallel] and [method set_parallel].\n"
 "When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
 "chained method call can be used to tweak the properties of this [Tweener]. "
-"For example, if you want to set different transition type in the above "
-"example, you can do:\n"
+"For example, if you want to set a different transition type in the above "
+"example, you can use [method set_trans]:\n"
 "[codeblock]\n"
 "var tween = get_tree().create_tween()\n"
 "tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
@@ -54361,8 +54538,9 @@ msgid ""
 "TRANS_BOUNCE)\n"
 "tween.tween_callback($Sprite, \"queue_free\")\n"
 "[/codeblock]\n"
-"Most of the [SceneTreeTween] methods can be chained this way too. In this "
-"example the [SceneTreeTween] is bound and have set a default transition:\n"
+"Most of the [SceneTreeTween] methods can be chained this way too. In the "
+"following example the [SceneTreeTween] is bound to the running script's node "
+"and a default transition is set for its [Tweener]s:\n"
 "[codeblock]\n"
 "var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
 "TRANS_ELASTIC)\n"
@@ -54370,16 +54548,16 @@ msgid ""
 "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
 "tween.tween_callback($Sprite, \"queue_free\")\n"
 "[/codeblock]\n"
-"Another interesting use for [SceneTreeTween]s is animating arbitrary set of "
+"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of "
 "objects:\n"
 "[codeblock]\n"
 "var tween = create_tween()\n"
 "for sprite in get_children():\n"
-"    tween.tween_property(sprite, \"position\", Vector2(), 1)\n"
+"    tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
 "[/codeblock]\n"
 "In the example above, all children of a node are moved one after another to "
 "position (0, 0).\n"
-"Some [Tweener]s use transitions and eases. The first accepts an [enum Tween."
+"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
 "TransitionType] constant, and refers to the way the timing of the animation "
 "is handled (see [url=https://easings.net/]easings.net[/url] for some "
 "examples). The second accepts an [enum Tween.EaseType] constant, and "
@@ -54391,7 +54569,7 @@ msgid ""
 "tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
 "[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
 "prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
-"immediately after it was created."
+"immediately after it is created."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -54421,21 +54599,24 @@ msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
 msgid ""
-"Processes the [SceneTreeTween] by given [code]delta[/code] value, in "
-"seconds. Mostly useful when the [SceneTreeTween] is paused, for controlling "
-"it manually. Can also be used to end the [SceneTreeTween] animation "
-"immediately, by using [code]delta[/code] longer than the whole duration.\n"
+"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in "
+"seconds. This is mostly useful for manual control when the [SceneTreeTween] "
+"is paused. It can also be used to end the [SceneTreeTween] animation "
+"immediately, by setting [code]delta[/code] longer than the whole duration of "
+"the [SceneTreeTween] animation.\n"
 "Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that "
 "haven't finished.\n"
-"[b]Note:[/b] The [SceneTreeTween] will become invalid after finished, but "
-"you can call [method stop] after the step, to keep it and reset."
+"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing "
+"frame after its animation finishes. Calling [method stop] after performing "
+"[method custom_step] instead keeps and resets the [SceneTreeTween]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
 msgid ""
 "Returns the total time in seconds the [SceneTreeTween] has been animating (i."
-"e. time since it started, not counting pauses etc.). The time is affected by "
-"[method set_speed_scale] and [method stop] will reset it to [code]0[/code].\n"
+"e. the time since it started, not counting pauses etc.). The time is "
+"affected by [method set_speed_scale], and [method stop] will reset it to "
+"[code]0[/code].\n"
 "[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
 "after the [SceneTreeTween] has finished animating will be slightly greater "
 "than the actual [SceneTreeTween] duration."
@@ -54471,11 +54652,10 @@ msgstr ""
 msgid ""
 "Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a "
 "[SceneTreeTween] contained by the scene tree (i.e. the array from [method "
-"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). "
-"[SceneTreeTween] might become invalid when it has finished tweening or was "
-"killed, also when created with [code]Tween.new()[/code]. Invalid "
-"[SceneTreeTween] can't have [Tweener]s appended, because it can't animate "
-"them. You can however still use [method interpolate_value]."
+"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
+"[SceneTreeTween] might become invalid when it has finished tweening, is "
+"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
+"[SceneTreeTween]s can't have [Tweener]s appended."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -54515,16 +54695,15 @@ msgstr ""
 msgid ""
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [SceneTreeTween] run "
-"infinitely, until it is either killed by [method kill] or by freeing bound "
-"node, or all the animated objects have been freed (which makes further "
+"Calling this method without arguments will make the [Tween] run infinitely, "
+"until either it is killed with [method kill], the [Tween]'s bound node is "
+"freed, or all the animated objects have been freed (which makes further "
 "animation impossible).\n"
 "[b]Warning:[/b] Make sure to always add some duration/delay when using "
-"infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] "
-"with no delay or [PropertyTweener] with invalid node) are equivalent to "
-"infinite [code]while[/code] loops and will freeze your game. If a "
-"[SceneTreeTween]'s lifetime depends on some node, always use [method "
-"bind_node]."
+"infinite loops. To prevent the game freezing, 0-duration looped animations "
+"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
+"number of loops, which may produce unexpected results. If a [Tween]'s "
+"lifetime depends on some node, always use [method bind_node]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -54586,10 +54765,10 @@ msgstr ""
 #: doc/classes/SceneTreeTween.xml
 msgid ""
 "Creates and appends an [IntervalTweener]. This method can be used to create "
-"delays in the tween animation, as an alternative for using the delay in "
-"other [Tweener]s or when there's no animation (in which case the "
-"[SceneTreeTween] acts as a timer). [code]time[/code] is the length of the "
-"interval, in seconds.\n"
+"delays in the tween animation, as an alternative to using the delay in other "
+"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] "
+"acts as a timer). [code]time[/code] is the length of the interval, in "
+"seconds.\n"
 "Example: creating an interval in code execution.\n"
 "[codeblock]\n"
 "# ... some code\n"
@@ -54643,8 +54822,8 @@ msgid ""
 "Creates and appends a [PropertyTweener]. This method tweens a "
 "[code]property[/code] of an [code]object[/code] between an initial value and "
 "[code]final_val[/code] in a span of time equal to [code]duration[/code], in "
-"seconds. The initial value by default is a value at the time the tweening of "
-"the [PropertyTweener] start. For example:\n"
+"seconds. The initial value by default is the property's value at the time "
+"the tweening of the [PropertyTweener] starts. For example:\n"
 "[codeblock]\n"
 "var tween = create_tween()\n"
 "tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
@@ -54675,16 +54854,15 @@ msgid ""
 "Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
 "when the [SceneTreeTween] is set to infinite looping (see [method "
 "set_loops]).\n"
-"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) after this signal "
-"is emitted, but it doesn't happen immediately, but on the next processing "
-"frame. Calling [method stop] inside the signal callback will preserve the "
-"[SceneTreeTween]."
+"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next "
+"processing frame after this signal is emitted. Calling [method stop] inside "
+"the signal callback will prevent the [SceneTreeTween] from being removed."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
 msgid ""
 "Emitted when a full loop is complete (see [method set_loops]), providing the "
-"loop index. This signal is not emitted after final loop, use [signal "
+"loop index. This signal is not emitted after the final loop, use [signal "
 "finished] instead for this case."
 msgstr ""
 
@@ -54692,7 +54870,7 @@ msgstr ""
 msgid ""
 "Emitted when one step of the [SceneTreeTween] is complete, providing the "
 "step index. One step is either a single [Tweener] or a group of [Tweener]s "
-"running parallelly."
+"running in parallel."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -58662,11 +58840,11 @@ msgstr ""
 msgid ""
 "Returns [code]true[/code] if this string contains a valid integer.\n"
 "[codeblock]\n"
-"print(\"7\".is_valid_int()) # Prints \"True\"\n"
-"print(\"14.6\".is_valid_int()) # Prints \"False\"\n"
-"print(\"L\".is_valid_int()) # Prints \"False\"\n"
-"print(\"+3\".is_valid_int()) # Prints \"True\"\n"
-"print(\"-12\".is_valid_int()) # Prints \"True\"\n"
+"print(\"7\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"L\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"+3\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"-12\".is_valid_integer()) # Prints \"True\"\n"
 "[/codeblock]"
 msgstr ""
 
@@ -63541,7 +63719,18 @@ msgid ""
 "To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
 "TreeItem.get_next] and [method TreeItem.get_children] after getting the root "
 "through [method get_root]. You can use [method Object.free] on a [TreeItem] "
-"to remove it from the [Tree]."
+"to remove it from the [Tree].\n"
+"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
 msgstr ""
 
 #: doc/classes/Tree.xml

+ 282 - 94
doc/translations/is.po

@@ -394,7 +394,7 @@ msgid ""
 "- 1.0: Linear\n"
 "- Greater than 1.0 (exclusive): Ease in\n"
 "[/codeblock]\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
 "ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
 "See also [method smoothstep]. If you need to perform more advanced "
 "transitions, use [Tween] or [AnimationPlayer]."
@@ -1101,7 +1101,7 @@ msgid ""
 "[method smoothstep] returns the smoothest possible curve with no sudden "
 "changes in the derivative. If you need to perform more advanced transitions, "
 "use [Tween] or [AnimationPlayer].\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
 "smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, "
 "-1.6521) return values[/url]"
 msgstr ""
@@ -28261,7 +28261,7 @@ msgid ""
 "    # Note: Don't make simultaneous requests using a single HTTPRequest "
 "node.\n"
 "    # The snippet below is provided for reference only.\n"
-"    var body = {\"name\": \"Godette\"}\n"
+"    var body = to_json({\"name\": \"Godette\"})\n"
 "    error = http_request.request(\"https://httpbin.org/post\", [], true, "
 "HTTPClient.METHOD_POST, body)\n"
 "    if error != OK:\n"
@@ -30883,7 +30883,18 @@ msgid ""
 "[code]\\n[/code]) in the string won't produce a newline. Text wrapping is "
 "enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to "
 "fully fit its content by default. You need to set [member "
-"fixed_column_width] greater than zero to wrap the text."
+"fixed_column_width] greater than zero to wrap the text.\n"
+"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
 msgstr ""
 
 #: doc/classes/ItemList.xml
@@ -34630,11 +34641,16 @@ msgid ""
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
-msgid "Returns the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Returns the override [Material] for a surface of the [Mesh] resource.\n"
+"[b]Note:[/b] This function only returns [i]override[/i] materials associated "
+"with this [MeshInstance]. Consider using [method get_active_material] or "
+"[method Mesh.surface_get_material] to get materials associated with the "
+"[Mesh] resource."
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
-msgid "Returns the number of surface materials."
+msgid "Returns the number of surface override materials."
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
@@ -34671,7 +34687,10 @@ msgid ""
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
-msgid "Sets the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Sets the override [Material] for the specified surface of the [Mesh] "
+"resource. This material is associated with this [MeshInstance] rather than "
+"with the [Mesh] resource."
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
@@ -35463,6 +35482,9 @@ msgstr ""
 
 #: doc/classes/Navigation.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
 "Provides navigation and pathfinding within a collection of "
 "[NavigationMesh]es. By default, these will be automatically collected from "
 "child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this "
@@ -35508,6 +35530,9 @@ msgstr ""
 
 #: doc/classes/Navigation.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
 "Returns the path between two given points. Points are in local coordinate "
 "space. If [code]optimize[/code] is [code]true[/code] (the default), the "
 "agent properties associated with each [NavigationMesh] (radius, height, "
@@ -35551,6 +35576,9 @@ msgstr ""
 
 #: doc/classes/Navigation2D.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
 "Navigation2D provides navigation and pathfinding within a 2D area, specified "
 "as a collection of [NavigationPolygon] resources. By default, these are "
 "automatically collected from child [NavigationPolygonInstance] nodes."
@@ -35570,6 +35598,9 @@ msgstr ""
 
 #: doc/classes/Navigation2D.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
 "Returns the path between two given points. Points are in local coordinate "
 "space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
 "is smoothed by merging path segments where possible."
@@ -35698,10 +35729,46 @@ msgstr ""
 msgid "Destroys the given RID."
 msgstr ""
 
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all created navigation map [RID]s on the NavigationServer. This "
+"returns both 2D and 3D created navigation maps as there is technically no "
+"distinction between them."
+msgstr ""
+
 #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
 msgid "Create a new map."
 msgstr ""
 
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"This function immediately forces synchronization of the specified navigation "
+"[code]map[/code] [RID]. By default navigation maps are only synchronized at "
+"the end of each physics frame. This function can be used to immediately "
+"(re)calculate all the navigation meshes and region connections of the "
+"navigation map. This makes it possible to query a navigation path for a "
+"changed map immediately and in the same frame (multiple times if needed).\n"
+"Due to technical restrictions the current NavigationServer command queue "
+"will be flushed. This means all already queued update commands for this "
+"physics frame will be executed, even those intended for other maps, regions "
+"and agents not part of the specified map. The expensive computation of the "
+"navigation meshes and region connections of a map will only be done for the "
+"specified map. Other maps will receive the normal synchronization at the end "
+"of the physics frame. Should the specified map receive changes after the "
+"forced update it will update again as well when the other maps receive their "
+"update.\n"
+"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals "
+"is untouched by this function and continues to happen for all maps and "
+"agents at the end of the physics frame.\n"
+"[b]Note:[/b] With great power comes great responsibility. This function "
+"should only be used by users that really know what they are doing and have a "
+"good reason for it. Forcing an immediate update of a navigation map requires "
+"locking the NavigationServer and flushing the entire NavigationServer "
+"command queue. Not only can this severely impact the performance of a game "
+"but it can also introduce bugs if used inappropriately without much "
+"foresight."
+msgstr ""
+
 #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
 msgid ""
 "Returns all navigation agents [RID]s that are currently assigned to the "
@@ -35812,6 +35879,23 @@ msgstr ""
 msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]."
 msgstr ""
 
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns [code]true[/code] if the provided [code]point[/code] in world space "
+"is currently owned by the provided navigation [code]region[/code]. Owned in "
+"this context means that one of the region's navigation mesh polygon faces "
+"has a possible position at the closest distance to this point compared to "
+"all other navigation meshes from other navigation regions that are also "
+"registered on the navigation map of the provided region.\n"
+"If multiple navigation meshes have positions at equal distance the "
+"navigation region whose polygons are processed first wins the ownership. "
+"Polygons are processed in the same order that navigation regions were "
+"registered on the NavigationServer.\n"
+"[b]Note:[/b] If navigation meshes from different navigation regions overlap "
+"(which should be avoided in general) the result might not be what is "
+"expected."
+msgstr ""
+
 #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
 msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
 msgstr ""
@@ -36017,6 +36101,17 @@ msgstr ""
 msgid "The distance to search for other agents."
 msgstr ""
 
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
+"The distance threshold before a path point is considered to be reached. This "
+"will allow an agent to not have to hit a path point on the path exactly, but "
+"in the area. If this value is set to high the NavigationAgent will skip "
+"points on the path which can lead to leaving the navigation mesh. If this "
+"value is set to low the NavigationAgent will be stuck in a repath loop cause "
+"it will constantly overshoot or undershoot the distance to the next point on "
+"each physics frame update."
+msgstr ""
+
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
 msgid ""
 "The maximum distance the agent is allowed away from the ideal path to the "
@@ -36025,14 +36120,23 @@ msgid ""
 msgstr ""
 
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-msgid "The radius of the agent."
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding. To change an actor's pathfinding radius "
+"bake [NavigationMesh] resources with a different [member NavigationMesh."
+"agent_radius] property and use different navigation maps for each actor size."
 msgstr ""
 
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
 msgid ""
-"The distance threshold before a target is considered to be reached. This "
-"will allow an agent to not have to hit a point on the path exactly, but in "
-"the area."
+"The distance threshold before the final target point is considered to be "
+"reached. This will allow an agent to not have to hit the point of the final "
+"target exactly, but only the area. If this value is set to low the "
+"NavigationAgent will be stuck in a repath loop cause it will constantly "
+"overshoot or undershoot the distance to the final target point on each "
+"physics frame update."
 msgstr ""
 
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -36245,6 +36349,16 @@ msgid ""
 "multiple of [member cell_size]."
 msgstr ""
 
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"If the baking [AABB] has a volume the navigation mesh baking will be "
+"restricted to its enclosing area."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
+msgstr ""
+
 #: doc/classes/NavigationMesh.xml
 msgid "If [code]true[/code], marks spans that are ledges as non-walkable."
 msgstr ""
@@ -36415,7 +36529,15 @@ msgid ""
 "geometry for walkable terrain suitable to [NavigationMesh] agent properties "
 "by creating a voxel world around the meshes bounding area.\n"
 "The finalized navigation mesh is then returned and stored inside the "
-"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes."
+"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] "
+"nodes.\n"
+"[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
+"obstruct navigation baking does not always work. The navigation baking has "
+"no concept of what is a geometry \"inside\" when dealing with mesh source "
+"geometry and this is intentional. Depending on current baking parameters, as "
+"soon as the obstructing mesh is large enough to fit a navigation mesh area "
+"inside, the baking will generate navigation mesh areas that are inside the "
+"obstructing source geometry mesh."
 msgstr ""
 
 #: doc/classes/NavigationMeshGenerator.xml
@@ -38290,13 +38412,19 @@ msgstr ""
 #: doc/classes/Node.xml
 msgid ""
 "Emitted when a child node enters the scene tree, either because it entered "
-"on its own or because this node entered with it."
+"on its own or because this node entered with it.\n"
+"This signal is emitted [i]after[/i] the child node's own [constant "
+"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
 msgstr ""
 
 #: doc/classes/Node.xml
 msgid ""
-"Emitted when a child node exits the scene tree, either because it exited on "
-"its own or because this node exited."
+"Emitted when a child node is about to exit the scene tree, either because it "
+"is being removed or freed directly, or because this node is exiting the "
+"tree.\n"
+"When this signal is received, the child [code]node[/code] is still in the "
+"tree and valid. This signal is emitted [i]after[/i] the child node's own "
+"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
 msgstr ""
 
 #: doc/classes/Node.xml
@@ -38308,7 +38436,10 @@ msgid "Emitted when the node is renamed."
 msgstr ""
 
 #: doc/classes/Node.xml
-msgid "Emitted when the node enters the tree."
+msgid ""
+"Emitted when the node enters the tree.\n"
+"This signal is emitted [i]after[/i] the related [constant "
+"NOTIFICATION_ENTER_TREE] notification."
 msgstr ""
 
 #: doc/classes/Node.xml
@@ -38318,15 +38449,21 @@ msgstr ""
 #: doc/classes/Node.xml
 msgid ""
 "Emitted when the node is still active but about to exit the tree. This is "
-"the right place for de-initialization (or a \"destructor\", if you will)."
+"the right place for de-initialization (or a \"destructor\", if you will).\n"
+"This signal is emitted [i]before[/i] the related [constant "
+"NOTIFICATION_EXIT_TREE] notification."
 msgstr ""
 
 #: doc/classes/Node.xml
-msgid "Notification received when the node enters a [SceneTree]."
+msgid ""
+"Notification received when the node enters a [SceneTree].\n"
+"This notification is emitted [i]before[/i] the related [signal tree_entered]."
 msgstr ""
 
 #: doc/classes/Node.xml
-msgid "Notification received when the node is about to exit a [SceneTree]."
+msgid ""
+"Notification received when the node is about to exit a [SceneTree].\n"
+"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
 msgstr ""
 
 #: doc/classes/Node.xml
@@ -40033,6 +40170,10 @@ msgid ""
 "    if argument.find(\"=\") > -1:\n"
 "        var key_value = argument.split(\"=\")\n"
 "        arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
+"    else:\n"
+"        # Options without an argument will be present in the dictionary,\n"
+"        # with the value set to an empty string.\n"
+"        arguments[argument.lstrip(\"--\")] = \"\"\n"
 "[/codeblock]"
 msgstr ""
 
@@ -45533,7 +45674,18 @@ msgstr ""
 #: doc/classes/PopupMenu.xml
 msgid ""
 "[PopupMenu] is a [Control] that displays a list of options. They are popular "
-"in toolbars or context menus."
+"in toolbars or context menus.\n"
+"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
 msgstr ""
 
 #: doc/classes/PopupMenu.xml
@@ -49106,20 +49258,28 @@ msgid ""
 "cause.\n"
 "The default value is a conservative one, so you are advised to tweak it "
 "according to the hardware you are targeting.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"The default is a very conservative override for [code]rendering/gles3/"
-"shaders/max_concurrent_compiles[/code].\n"
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
 "Depending on the specific devices you are targeting, you may want to raise "
 "it.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
+"Depending on the specific browsers you are targeting, you may want to raise "
+"it.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -49127,19 +49287,28 @@ msgid ""
 "The maximum size, in megabytes, that the ubershader cache can grow up to. On "
 "startup, the least recently used entries will be deleted until the total "
 "size is within bounds.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/"
-"code], so a smaller maximum size can be configured for mobile platforms, "
-"where storage space is more limited.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for mobile platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for web platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] Currently, shader caching is generally unavailable on web "
+"platforms.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -49171,12 +49340,20 @@ msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"An override for [code]rendering/gles3/shaders/shader_compilation_mode[/"
-"code], so asynchronous compilation can be disabled for mobile.\n"
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on mobile platforms.\n"
 "You may want to do that since mobile GPUs generally won't support "
 "ubershaders due to their complexity."
 msgstr ""
 
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on web platforms.\n"
+"You may want to do that since certain browsers (especially on mobile "
+"platforms) generally won't support ubershaders due to their complexity."
+msgstr ""
+
 #: doc/classes/ProjectSettings.xml
 msgid ""
 "Max buffer size for blend shapes. Any blend shape bigger than this will not "
@@ -53867,24 +54044,23 @@ msgid ""
 "manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be "
 "used for tweening values, but you can do manual interpolation with [method "
 "interpolate_value].\n"
-"A [SceneTreeTween] animation is composed of a sequence of [Tweener]s, which "
-"by default are executed one after another. You can create a sequence by "
-"appending [Tweener]s to the [SceneTreeTween]. Animating something with a "
-"[Tweener] is called tweening. Example tweening sequence looks like this:\n"
+"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] "
+"object, using [method tween_property], [method tween_interval], [method "
+"tween_callback] or [method tween_method]:\n"
 "[codeblock]\n"
 "var tween = get_tree().create_tween()\n"
 "tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
 "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
 "tween.tween_callback($Sprite, \"queue_free\")\n"
 "[/codeblock]\n"
-"This sequence will make the [code]$Sprite[/code] node turn red, then shrink "
-"and finally the [method Node.queue_free] is called to remove the sprite. See "
-"methods [method tween_property], [method tween_interval], [method "
-"tween_callback] and [method tween_method] for more usage information.\n"
+"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
+"before finally calling [method Node.queue_free] to free the sprite. "
+"[Tweener]s are executed one after another by default. This behavior can be "
+"changed using [method parallel] and [method set_parallel].\n"
 "When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
 "chained method call can be used to tweak the properties of this [Tweener]. "
-"For example, if you want to set different transition type in the above "
-"example, you can do:\n"
+"For example, if you want to set a different transition type in the above "
+"example, you can use [method set_trans]:\n"
 "[codeblock]\n"
 "var tween = get_tree().create_tween()\n"
 "tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
@@ -53893,8 +54069,9 @@ msgid ""
 "TRANS_BOUNCE)\n"
 "tween.tween_callback($Sprite, \"queue_free\")\n"
 "[/codeblock]\n"
-"Most of the [SceneTreeTween] methods can be chained this way too. In this "
-"example the [SceneTreeTween] is bound and have set a default transition:\n"
+"Most of the [SceneTreeTween] methods can be chained this way too. In the "
+"following example the [SceneTreeTween] is bound to the running script's node "
+"and a default transition is set for its [Tweener]s:\n"
 "[codeblock]\n"
 "var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
 "TRANS_ELASTIC)\n"
@@ -53902,16 +54079,16 @@ msgid ""
 "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
 "tween.tween_callback($Sprite, \"queue_free\")\n"
 "[/codeblock]\n"
-"Another interesting use for [SceneTreeTween]s is animating arbitrary set of "
+"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of "
 "objects:\n"
 "[codeblock]\n"
 "var tween = create_tween()\n"
 "for sprite in get_children():\n"
-"    tween.tween_property(sprite, \"position\", Vector2(), 1)\n"
+"    tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
 "[/codeblock]\n"
 "In the example above, all children of a node are moved one after another to "
 "position (0, 0).\n"
-"Some [Tweener]s use transitions and eases. The first accepts an [enum Tween."
+"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
 "TransitionType] constant, and refers to the way the timing of the animation "
 "is handled (see [url=https://easings.net/]easings.net[/url] for some "
 "examples). The second accepts an [enum Tween.EaseType] constant, and "
@@ -53923,7 +54100,7 @@ msgid ""
 "tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
 "[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
 "prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
-"immediately after it was created."
+"immediately after it is created."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -53953,21 +54130,24 @@ msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
 msgid ""
-"Processes the [SceneTreeTween] by given [code]delta[/code] value, in "
-"seconds. Mostly useful when the [SceneTreeTween] is paused, for controlling "
-"it manually. Can also be used to end the [SceneTreeTween] animation "
-"immediately, by using [code]delta[/code] longer than the whole duration.\n"
+"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in "
+"seconds. This is mostly useful for manual control when the [SceneTreeTween] "
+"is paused. It can also be used to end the [SceneTreeTween] animation "
+"immediately, by setting [code]delta[/code] longer than the whole duration of "
+"the [SceneTreeTween] animation.\n"
 "Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that "
 "haven't finished.\n"
-"[b]Note:[/b] The [SceneTreeTween] will become invalid after finished, but "
-"you can call [method stop] after the step, to keep it and reset."
+"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing "
+"frame after its animation finishes. Calling [method stop] after performing "
+"[method custom_step] instead keeps and resets the [SceneTreeTween]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
 msgid ""
 "Returns the total time in seconds the [SceneTreeTween] has been animating (i."
-"e. time since it started, not counting pauses etc.). The time is affected by "
-"[method set_speed_scale] and [method stop] will reset it to [code]0[/code].\n"
+"e. the time since it started, not counting pauses etc.). The time is "
+"affected by [method set_speed_scale], and [method stop] will reset it to "
+"[code]0[/code].\n"
 "[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
 "after the [SceneTreeTween] has finished animating will be slightly greater "
 "than the actual [SceneTreeTween] duration."
@@ -54003,11 +54183,10 @@ msgstr ""
 msgid ""
 "Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a "
 "[SceneTreeTween] contained by the scene tree (i.e. the array from [method "
-"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). "
-"[SceneTreeTween] might become invalid when it has finished tweening or was "
-"killed, also when created with [code]Tween.new()[/code]. Invalid "
-"[SceneTreeTween] can't have [Tweener]s appended, because it can't animate "
-"them. You can however still use [method interpolate_value]."
+"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
+"[SceneTreeTween] might become invalid when it has finished tweening, is "
+"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
+"[SceneTreeTween]s can't have [Tweener]s appended."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -54047,16 +54226,15 @@ msgstr ""
 msgid ""
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [SceneTreeTween] run "
-"infinitely, until it is either killed by [method kill] or by freeing bound "
-"node, or all the animated objects have been freed (which makes further "
+"Calling this method without arguments will make the [Tween] run infinitely, "
+"until either it is killed with [method kill], the [Tween]'s bound node is "
+"freed, or all the animated objects have been freed (which makes further "
 "animation impossible).\n"
 "[b]Warning:[/b] Make sure to always add some duration/delay when using "
-"infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] "
-"with no delay or [PropertyTweener] with invalid node) are equivalent to "
-"infinite [code]while[/code] loops and will freeze your game. If a "
-"[SceneTreeTween]'s lifetime depends on some node, always use [method "
-"bind_node]."
+"infinite loops. To prevent the game freezing, 0-duration looped animations "
+"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
+"number of loops, which may produce unexpected results. If a [Tween]'s "
+"lifetime depends on some node, always use [method bind_node]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -54118,10 +54296,10 @@ msgstr ""
 #: doc/classes/SceneTreeTween.xml
 msgid ""
 "Creates and appends an [IntervalTweener]. This method can be used to create "
-"delays in the tween animation, as an alternative for using the delay in "
-"other [Tweener]s or when there's no animation (in which case the "
-"[SceneTreeTween] acts as a timer). [code]time[/code] is the length of the "
-"interval, in seconds.\n"
+"delays in the tween animation, as an alternative to using the delay in other "
+"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] "
+"acts as a timer). [code]time[/code] is the length of the interval, in "
+"seconds.\n"
 "Example: creating an interval in code execution.\n"
 "[codeblock]\n"
 "# ... some code\n"
@@ -54175,8 +54353,8 @@ msgid ""
 "Creates and appends a [PropertyTweener]. This method tweens a "
 "[code]property[/code] of an [code]object[/code] between an initial value and "
 "[code]final_val[/code] in a span of time equal to [code]duration[/code], in "
-"seconds. The initial value by default is a value at the time the tweening of "
-"the [PropertyTweener] start. For example:\n"
+"seconds. The initial value by default is the property's value at the time "
+"the tweening of the [PropertyTweener] starts. For example:\n"
 "[codeblock]\n"
 "var tween = create_tween()\n"
 "tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
@@ -54207,16 +54385,15 @@ msgid ""
 "Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
 "when the [SceneTreeTween] is set to infinite looping (see [method "
 "set_loops]).\n"
-"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) after this signal "
-"is emitted, but it doesn't happen immediately, but on the next processing "
-"frame. Calling [method stop] inside the signal callback will preserve the "
-"[SceneTreeTween]."
+"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next "
+"processing frame after this signal is emitted. Calling [method stop] inside "
+"the signal callback will prevent the [SceneTreeTween] from being removed."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
 msgid ""
 "Emitted when a full loop is complete (see [method set_loops]), providing the "
-"loop index. This signal is not emitted after final loop, use [signal "
+"loop index. This signal is not emitted after the final loop, use [signal "
 "finished] instead for this case."
 msgstr ""
 
@@ -54224,7 +54401,7 @@ msgstr ""
 msgid ""
 "Emitted when one step of the [SceneTreeTween] is complete, providing the "
 "step index. One step is either a single [Tweener] or a group of [Tweener]s "
-"running parallelly."
+"running in parallel."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -58192,11 +58369,11 @@ msgstr ""
 msgid ""
 "Returns [code]true[/code] if this string contains a valid integer.\n"
 "[codeblock]\n"
-"print(\"7\".is_valid_int()) # Prints \"True\"\n"
-"print(\"14.6\".is_valid_int()) # Prints \"False\"\n"
-"print(\"L\".is_valid_int()) # Prints \"False\"\n"
-"print(\"+3\".is_valid_int()) # Prints \"True\"\n"
-"print(\"-12\".is_valid_int()) # Prints \"True\"\n"
+"print(\"7\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"L\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"+3\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"-12\".is_valid_integer()) # Prints \"True\"\n"
 "[/codeblock]"
 msgstr ""
 
@@ -63067,7 +63244,18 @@ msgid ""
 "To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
 "TreeItem.get_next] and [method TreeItem.get_children] after getting the root "
 "through [method get_root]. You can use [method Object.free] on a [TreeItem] "
-"to remove it from the [Tree]."
+"to remove it from the [Tree].\n"
+"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
 msgstr ""
 
 #: doc/classes/Tree.xml

+ 284 - 95
doc/translations/it.po

@@ -589,7 +589,7 @@ msgid ""
 "- 1.0: Linear\n"
 "- Greater than 1.0 (exclusive): Ease in\n"
 "[/codeblock]\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
 "ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
 "See also [method smoothstep]. If you need to perform more advanced "
 "transitions, use [Tween] or [AnimationPlayer]."
@@ -1743,7 +1743,7 @@ msgid ""
 "[method smoothstep] returns the smoothest possible curve with no sudden "
 "changes in the derivative. If you need to perform more advanced transitions, "
 "use [Tween] or [AnimationPlayer].\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
 "smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, "
 "-1.6521) return values[/url]"
 msgstr ""
@@ -29446,7 +29446,7 @@ msgid ""
 "    # Note: Don't make simultaneous requests using a single HTTPRequest "
 "node.\n"
 "    # The snippet below is provided for reference only.\n"
-"    var body = {\"name\": \"Godette\"}\n"
+"    var body = to_json({\"name\": \"Godette\"})\n"
 "    error = http_request.request(\"https://httpbin.org/post\", [], true, "
 "HTTPClient.METHOD_POST, body)\n"
 "    if error != OK:\n"
@@ -32078,7 +32078,18 @@ msgid ""
 "[code]\\n[/code]) in the string won't produce a newline. Text wrapping is "
 "enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to "
 "fully fit its content by default. You need to set [member "
-"fixed_column_width] greater than zero to wrap the text."
+"fixed_column_width] greater than zero to wrap the text.\n"
+"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
 msgstr ""
 
 #: doc/classes/ItemList.xml
@@ -35845,12 +35856,18 @@ msgid ""
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
-msgid "Returns the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Returns the override [Material] for a surface of the [Mesh] resource.\n"
+"[b]Note:[/b] This function only returns [i]override[/i] materials associated "
+"with this [MeshInstance]. Consider using [method get_active_material] or "
+"[method Mesh.surface_get_material] to get materials associated with the "
+"[Mesh] resource."
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
-msgid "Returns the number of surface materials."
-msgstr ""
+#, fuzzy
+msgid "Returns the number of surface override materials."
+msgstr "Restituisce il resto dei due vettori."
 
 #: doc/classes/MeshInstance.xml
 msgid ""
@@ -35886,7 +35903,10 @@ msgid ""
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
-msgid "Sets the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Sets the override [Material] for the specified surface of the [Mesh] "
+"resource. This material is associated with this [MeshInstance] rather than "
+"with the [Mesh] resource."
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
@@ -36686,6 +36706,9 @@ msgstr ""
 
 #: doc/classes/Navigation.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
 "Provides navigation and pathfinding within a collection of "
 "[NavigationMesh]es. By default, these will be automatically collected from "
 "child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this "
@@ -36732,6 +36755,9 @@ msgstr "Restituisce il seno del parametro."
 
 #: doc/classes/Navigation.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
 "Returns the path between two given points. Points are in local coordinate "
 "space. If [code]optimize[/code] is [code]true[/code] (the default), the "
 "agent properties associated with each [NavigationMesh] (radius, height, "
@@ -36775,6 +36801,9 @@ msgstr ""
 
 #: doc/classes/Navigation2D.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
 "Navigation2D provides navigation and pathfinding within a 2D area, specified "
 "as a collection of [NavigationPolygon] resources. By default, these are "
 "automatically collected from child [NavigationPolygonInstance] nodes."
@@ -36794,6 +36823,9 @@ msgstr ""
 
 #: doc/classes/Navigation2D.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
 "Returns the path between two given points. Points are in local coordinate "
 "space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
 "is smoothed by merging path segments where possible."
@@ -36929,10 +36961,46 @@ msgstr "Restituisce il valore opposto del parametro."
 msgid "Destroys the given RID."
 msgstr ""
 
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all created navigation map [RID]s on the NavigationServer. This "
+"returns both 2D and 3D created navigation maps as there is technically no "
+"distinction between them."
+msgstr ""
+
 #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
 msgid "Create a new map."
 msgstr ""
 
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"This function immediately forces synchronization of the specified navigation "
+"[code]map[/code] [RID]. By default navigation maps are only synchronized at "
+"the end of each physics frame. This function can be used to immediately "
+"(re)calculate all the navigation meshes and region connections of the "
+"navigation map. This makes it possible to query a navigation path for a "
+"changed map immediately and in the same frame (multiple times if needed).\n"
+"Due to technical restrictions the current NavigationServer command queue "
+"will be flushed. This means all already queued update commands for this "
+"physics frame will be executed, even those intended for other maps, regions "
+"and agents not part of the specified map. The expensive computation of the "
+"navigation meshes and region connections of a map will only be done for the "
+"specified map. Other maps will receive the normal synchronization at the end "
+"of the physics frame. Should the specified map receive changes after the "
+"forced update it will update again as well when the other maps receive their "
+"update.\n"
+"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals "
+"is untouched by this function and continues to happen for all maps and "
+"agents at the end of the physics frame.\n"
+"[b]Note:[/b] With great power comes great responsibility. This function "
+"should only be used by users that really know what they are doing and have a "
+"good reason for it. Forcing an immediate update of a navigation map requires "
+"locking the NavigationServer and flushing the entire NavigationServer "
+"command queue. Not only can this severely impact the performance of a game "
+"but it can also introduce bugs if used inappropriately without much "
+"foresight."
+msgstr ""
+
 #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
 msgid ""
 "Returns all navigation agents [RID]s that are currently assigned to the "
@@ -37050,6 +37118,23 @@ msgstr "Restituisce il seno del parametro."
 msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]."
 msgstr "Ritorna [code]true[/code] se [code]s[/code] è zero o quasi zero."
 
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns [code]true[/code] if the provided [code]point[/code] in world space "
+"is currently owned by the provided navigation [code]region[/code]. Owned in "
+"this context means that one of the region's navigation mesh polygon faces "
+"has a possible position at the closest distance to this point compared to "
+"all other navigation meshes from other navigation regions that are also "
+"registered on the navigation map of the provided region.\n"
+"If multiple navigation meshes have positions at equal distance the "
+"navigation region whose polygons are processed first wins the ownership. "
+"Polygons are processed in the same order that navigation regions were "
+"registered on the NavigationServer.\n"
+"[b]Note:[/b] If navigation meshes from different navigation regions overlap "
+"(which should be avoided in general) the result might not be what is "
+"expected."
+msgstr ""
+
 #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
 #, fuzzy
 msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
@@ -37265,6 +37350,17 @@ msgstr ""
 msgid "The distance to search for other agents."
 msgstr ""
 
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
+"The distance threshold before a path point is considered to be reached. This "
+"will allow an agent to not have to hit a path point on the path exactly, but "
+"in the area. If this value is set to high the NavigationAgent will skip "
+"points on the path which can lead to leaving the navigation mesh. If this "
+"value is set to low the NavigationAgent will be stuck in a repath loop cause "
+"it will constantly overshoot or undershoot the distance to the next point on "
+"each physics frame update."
+msgstr ""
+
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
 msgid ""
 "The maximum distance the agent is allowed away from the ideal path to the "
@@ -37273,14 +37369,23 @@ msgid ""
 msgstr ""
 
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-msgid "The radius of the agent."
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding. To change an actor's pathfinding radius "
+"bake [NavigationMesh] resources with a different [member NavigationMesh."
+"agent_radius] property and use different navigation maps for each actor size."
 msgstr ""
 
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
 msgid ""
-"The distance threshold before a target is considered to be reached. This "
-"will allow an agent to not have to hit a point on the path exactly, but in "
-"the area."
+"The distance threshold before the final target point is considered to be "
+"reached. This will allow an agent to not have to hit the point of the final "
+"target exactly, but only the area. If this value is set to low the "
+"NavigationAgent will be stuck in a repath loop cause it will constantly "
+"overshoot or undershoot the distance to the final target point on each "
+"physics frame update."
 msgstr ""
 
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -37499,6 +37604,16 @@ msgid ""
 "multiple of [member cell_size]."
 msgstr ""
 
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"If the baking [AABB] has a volume the navigation mesh baking will be "
+"restricted to its enclosing area."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
+msgstr ""
+
 #: doc/classes/NavigationMesh.xml
 #, fuzzy
 msgid "If [code]true[/code], marks spans that are ledges as non-walkable."
@@ -37673,7 +37788,15 @@ msgid ""
 "geometry for walkable terrain suitable to [NavigationMesh] agent properties "
 "by creating a voxel world around the meshes bounding area.\n"
 "The finalized navigation mesh is then returned and stored inside the "
-"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes."
+"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] "
+"nodes.\n"
+"[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
+"obstruct navigation baking does not always work. The navigation baking has "
+"no concept of what is a geometry \"inside\" when dealing with mesh source "
+"geometry and this is intentional. Depending on current baking parameters, as "
+"soon as the obstructing mesh is large enough to fit a navigation mesh area "
+"inside, the baking will generate navigation mesh areas that are inside the "
+"obstructing source geometry mesh."
 msgstr ""
 
 #: doc/classes/NavigationMeshGenerator.xml
@@ -39558,13 +39681,19 @@ msgstr ""
 #: doc/classes/Node.xml
 msgid ""
 "Emitted when a child node enters the scene tree, either because it entered "
-"on its own or because this node entered with it."
+"on its own or because this node entered with it.\n"
+"This signal is emitted [i]after[/i] the child node's own [constant "
+"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
 msgstr ""
 
 #: doc/classes/Node.xml
 msgid ""
-"Emitted when a child node exits the scene tree, either because it exited on "
-"its own or because this node exited."
+"Emitted when a child node is about to exit the scene tree, either because it "
+"is being removed or freed directly, or because this node is exiting the "
+"tree.\n"
+"When this signal is received, the child [code]node[/code] is still in the "
+"tree and valid. This signal is emitted [i]after[/i] the child node's own "
+"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
 msgstr ""
 
 #: doc/classes/Node.xml
@@ -39576,7 +39705,10 @@ msgid "Emitted when the node is renamed."
 msgstr ""
 
 #: doc/classes/Node.xml
-msgid "Emitted when the node enters the tree."
+msgid ""
+"Emitted when the node enters the tree.\n"
+"This signal is emitted [i]after[/i] the related [constant "
+"NOTIFICATION_ENTER_TREE] notification."
 msgstr ""
 
 #: doc/classes/Node.xml
@@ -39586,15 +39718,21 @@ msgstr ""
 #: doc/classes/Node.xml
 msgid ""
 "Emitted when the node is still active but about to exit the tree. This is "
-"the right place for de-initialization (or a \"destructor\", if you will)."
+"the right place for de-initialization (or a \"destructor\", if you will).\n"
+"This signal is emitted [i]before[/i] the related [constant "
+"NOTIFICATION_EXIT_TREE] notification."
 msgstr ""
 
 #: doc/classes/Node.xml
-msgid "Notification received when the node enters a [SceneTree]."
+msgid ""
+"Notification received when the node enters a [SceneTree].\n"
+"This notification is emitted [i]before[/i] the related [signal tree_entered]."
 msgstr ""
 
 #: doc/classes/Node.xml
-msgid "Notification received when the node is about to exit a [SceneTree]."
+msgid ""
+"Notification received when the node is about to exit a [SceneTree].\n"
+"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
 msgstr ""
 
 #: doc/classes/Node.xml
@@ -41314,6 +41452,10 @@ msgid ""
 "    if argument.find(\"=\") > -1:\n"
 "        var key_value = argument.split(\"=\")\n"
 "        arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
+"    else:\n"
+"        # Options without an argument will be present in the dictionary,\n"
+"        # with the value set to an empty string.\n"
+"        arguments[argument.lstrip(\"--\")] = \"\"\n"
 "[/codeblock]"
 msgstr ""
 
@@ -46855,7 +46997,18 @@ msgstr ""
 #: doc/classes/PopupMenu.xml
 msgid ""
 "[PopupMenu] is a [Control] that displays a list of options. They are popular "
-"in toolbars or context menus."
+"in toolbars or context menus.\n"
+"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
 msgstr ""
 
 #: doc/classes/PopupMenu.xml
@@ -50432,20 +50585,28 @@ msgid ""
 "cause.\n"
 "The default value is a conservative one, so you are advised to tweak it "
 "according to the hardware you are targeting.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"The default is a very conservative override for [code]rendering/gles3/"
-"shaders/max_concurrent_compiles[/code].\n"
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
 "Depending on the specific devices you are targeting, you may want to raise "
 "it.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
+"Depending on the specific browsers you are targeting, you may want to raise "
+"it.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -50453,19 +50614,28 @@ msgid ""
 "The maximum size, in megabytes, that the ubershader cache can grow up to. On "
 "startup, the least recently used entries will be deleted until the total "
 "size is within bounds.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/"
-"code], so a smaller maximum size can be configured for mobile platforms, "
-"where storage space is more limited.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for mobile platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for web platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] Currently, shader caching is generally unavailable on web "
+"platforms.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -50497,12 +50667,20 @@ msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"An override for [code]rendering/gles3/shaders/shader_compilation_mode[/"
-"code], so asynchronous compilation can be disabled for mobile.\n"
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on mobile platforms.\n"
 "You may want to do that since mobile GPUs generally won't support "
 "ubershaders due to their complexity."
 msgstr ""
 
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on web platforms.\n"
+"You may want to do that since certain browsers (especially on mobile "
+"platforms) generally won't support ubershaders due to their complexity."
+msgstr ""
+
 #: doc/classes/ProjectSettings.xml
 msgid ""
 "Max buffer size for blend shapes. Any blend shape bigger than this will not "
@@ -55204,24 +55382,23 @@ msgid ""
 "manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be "
 "used for tweening values, but you can do manual interpolation with [method "
 "interpolate_value].\n"
-"A [SceneTreeTween] animation is composed of a sequence of [Tweener]s, which "
-"by default are executed one after another. You can create a sequence by "
-"appending [Tweener]s to the [SceneTreeTween]. Animating something with a "
-"[Tweener] is called tweening. Example tweening sequence looks like this:\n"
+"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] "
+"object, using [method tween_property], [method tween_interval], [method "
+"tween_callback] or [method tween_method]:\n"
 "[codeblock]\n"
 "var tween = get_tree().create_tween()\n"
 "tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
 "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
 "tween.tween_callback($Sprite, \"queue_free\")\n"
 "[/codeblock]\n"
-"This sequence will make the [code]$Sprite[/code] node turn red, then shrink "
-"and finally the [method Node.queue_free] is called to remove the sprite. See "
-"methods [method tween_property], [method tween_interval], [method "
-"tween_callback] and [method tween_method] for more usage information.\n"
+"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
+"before finally calling [method Node.queue_free] to free the sprite. "
+"[Tweener]s are executed one after another by default. This behavior can be "
+"changed using [method parallel] and [method set_parallel].\n"
 "When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
 "chained method call can be used to tweak the properties of this [Tweener]. "
-"For example, if you want to set different transition type in the above "
-"example, you can do:\n"
+"For example, if you want to set a different transition type in the above "
+"example, you can use [method set_trans]:\n"
 "[codeblock]\n"
 "var tween = get_tree().create_tween()\n"
 "tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
@@ -55230,8 +55407,9 @@ msgid ""
 "TRANS_BOUNCE)\n"
 "tween.tween_callback($Sprite, \"queue_free\")\n"
 "[/codeblock]\n"
-"Most of the [SceneTreeTween] methods can be chained this way too. In this "
-"example the [SceneTreeTween] is bound and have set a default transition:\n"
+"Most of the [SceneTreeTween] methods can be chained this way too. In the "
+"following example the [SceneTreeTween] is bound to the running script's node "
+"and a default transition is set for its [Tweener]s:\n"
 "[codeblock]\n"
 "var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
 "TRANS_ELASTIC)\n"
@@ -55239,16 +55417,16 @@ msgid ""
 "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
 "tween.tween_callback($Sprite, \"queue_free\")\n"
 "[/codeblock]\n"
-"Another interesting use for [SceneTreeTween]s is animating arbitrary set of "
+"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of "
 "objects:\n"
 "[codeblock]\n"
 "var tween = create_tween()\n"
 "for sprite in get_children():\n"
-"    tween.tween_property(sprite, \"position\", Vector2(), 1)\n"
+"    tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
 "[/codeblock]\n"
 "In the example above, all children of a node are moved one after another to "
 "position (0, 0).\n"
-"Some [Tweener]s use transitions and eases. The first accepts an [enum Tween."
+"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
 "TransitionType] constant, and refers to the way the timing of the animation "
 "is handled (see [url=https://easings.net/]easings.net[/url] for some "
 "examples). The second accepts an [enum Tween.EaseType] constant, and "
@@ -55260,7 +55438,7 @@ msgid ""
 "tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
 "[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
 "prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
-"immediately after it was created."
+"immediately after it is created."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -55290,21 +55468,24 @@ msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
 msgid ""
-"Processes the [SceneTreeTween] by given [code]delta[/code] value, in "
-"seconds. Mostly useful when the [SceneTreeTween] is paused, for controlling "
-"it manually. Can also be used to end the [SceneTreeTween] animation "
-"immediately, by using [code]delta[/code] longer than the whole duration.\n"
+"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in "
+"seconds. This is mostly useful for manual control when the [SceneTreeTween] "
+"is paused. It can also be used to end the [SceneTreeTween] animation "
+"immediately, by setting [code]delta[/code] longer than the whole duration of "
+"the [SceneTreeTween] animation.\n"
 "Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that "
 "haven't finished.\n"
-"[b]Note:[/b] The [SceneTreeTween] will become invalid after finished, but "
-"you can call [method stop] after the step, to keep it and reset."
+"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing "
+"frame after its animation finishes. Calling [method stop] after performing "
+"[method custom_step] instead keeps and resets the [SceneTreeTween]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
 msgid ""
 "Returns the total time in seconds the [SceneTreeTween] has been animating (i."
-"e. time since it started, not counting pauses etc.). The time is affected by "
-"[method set_speed_scale] and [method stop] will reset it to [code]0[/code].\n"
+"e. the time since it started, not counting pauses etc.). The time is "
+"affected by [method set_speed_scale], and [method stop] will reset it to "
+"[code]0[/code].\n"
 "[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
 "after the [SceneTreeTween] has finished animating will be slightly greater "
 "than the actual [SceneTreeTween] duration."
@@ -55340,11 +55521,10 @@ msgstr ""
 msgid ""
 "Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a "
 "[SceneTreeTween] contained by the scene tree (i.e. the array from [method "
-"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). "
-"[SceneTreeTween] might become invalid when it has finished tweening or was "
-"killed, also when created with [code]Tween.new()[/code]. Invalid "
-"[SceneTreeTween] can't have [Tweener]s appended, because it can't animate "
-"them. You can however still use [method interpolate_value]."
+"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
+"[SceneTreeTween] might become invalid when it has finished tweening, is "
+"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
+"[SceneTreeTween]s can't have [Tweener]s appended."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -55384,16 +55564,15 @@ msgstr ""
 msgid ""
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [SceneTreeTween] run "
-"infinitely, until it is either killed by [method kill] or by freeing bound "
-"node, or all the animated objects have been freed (which makes further "
+"Calling this method without arguments will make the [Tween] run infinitely, "
+"until either it is killed with [method kill], the [Tween]'s bound node is "
+"freed, or all the animated objects have been freed (which makes further "
 "animation impossible).\n"
 "[b]Warning:[/b] Make sure to always add some duration/delay when using "
-"infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] "
-"with no delay or [PropertyTweener] with invalid node) are equivalent to "
-"infinite [code]while[/code] loops and will freeze your game. If a "
-"[SceneTreeTween]'s lifetime depends on some node, always use [method "
-"bind_node]."
+"infinite loops. To prevent the game freezing, 0-duration looped animations "
+"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
+"number of loops, which may produce unexpected results. If a [Tween]'s "
+"lifetime depends on some node, always use [method bind_node]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -55455,10 +55634,10 @@ msgstr ""
 #: doc/classes/SceneTreeTween.xml
 msgid ""
 "Creates and appends an [IntervalTweener]. This method can be used to create "
-"delays in the tween animation, as an alternative for using the delay in "
-"other [Tweener]s or when there's no animation (in which case the "
-"[SceneTreeTween] acts as a timer). [code]time[/code] is the length of the "
-"interval, in seconds.\n"
+"delays in the tween animation, as an alternative to using the delay in other "
+"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] "
+"acts as a timer). [code]time[/code] is the length of the interval, in "
+"seconds.\n"
 "Example: creating an interval in code execution.\n"
 "[codeblock]\n"
 "# ... some code\n"
@@ -55512,8 +55691,8 @@ msgid ""
 "Creates and appends a [PropertyTweener]. This method tweens a "
 "[code]property[/code] of an [code]object[/code] between an initial value and "
 "[code]final_val[/code] in a span of time equal to [code]duration[/code], in "
-"seconds. The initial value by default is a value at the time the tweening of "
-"the [PropertyTweener] start. For example:\n"
+"seconds. The initial value by default is the property's value at the time "
+"the tweening of the [PropertyTweener] starts. For example:\n"
 "[codeblock]\n"
 "var tween = create_tween()\n"
 "tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
@@ -55544,16 +55723,15 @@ msgid ""
 "Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
 "when the [SceneTreeTween] is set to infinite looping (see [method "
 "set_loops]).\n"
-"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) after this signal "
-"is emitted, but it doesn't happen immediately, but on the next processing "
-"frame. Calling [method stop] inside the signal callback will preserve the "
-"[SceneTreeTween]."
+"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next "
+"processing frame after this signal is emitted. Calling [method stop] inside "
+"the signal callback will prevent the [SceneTreeTween] from being removed."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
 msgid ""
 "Emitted when a full loop is complete (see [method set_loops]), providing the "
-"loop index. This signal is not emitted after final loop, use [signal "
+"loop index. This signal is not emitted after the final loop, use [signal "
 "finished] instead for this case."
 msgstr ""
 
@@ -55561,7 +55739,7 @@ msgstr ""
 msgid ""
 "Emitted when one step of the [SceneTreeTween] is complete, providing the "
 "step index. One step is either a single [Tweener] or a group of [Tweener]s "
-"running parallelly."
+"running in parallel."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -59541,11 +59719,11 @@ msgstr ""
 msgid ""
 "Returns [code]true[/code] if this string contains a valid integer.\n"
 "[codeblock]\n"
-"print(\"7\".is_valid_int()) # Prints \"True\"\n"
-"print(\"14.6\".is_valid_int()) # Prints \"False\"\n"
-"print(\"L\".is_valid_int()) # Prints \"False\"\n"
-"print(\"+3\".is_valid_int()) # Prints \"True\"\n"
-"print(\"-12\".is_valid_int()) # Prints \"True\"\n"
+"print(\"7\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"L\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"+3\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"-12\".is_valid_integer()) # Prints \"True\"\n"
 "[/codeblock]"
 msgstr ""
 
@@ -64467,7 +64645,18 @@ msgid ""
 "To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
 "TreeItem.get_next] and [method TreeItem.get_children] after getting the root "
 "through [method get_root]. You can use [method Object.free] on a [TreeItem] "
-"to remove it from the [Tree]."
+"to remove it from the [Tree].\n"
+"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
 msgstr ""
 
 #: doc/classes/Tree.xml

+ 285 - 97
doc/translations/ja.po

@@ -561,7 +561,7 @@ msgid ""
 "- 1.0: Linear\n"
 "- Greater than 1.0 (exclusive): Ease in\n"
 "[/codeblock]\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
 "ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
 "See also [method smoothstep]. If you need to perform more advanced "
 "transitions, use [Tween] or [AnimationPlayer]."
@@ -1693,7 +1693,7 @@ msgid ""
 "[method smoothstep] returns the smoothest possible curve with no sudden "
 "changes in the derivative. If you need to perform more advanced transitions, "
 "use [Tween] or [AnimationPlayer].\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
 "smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, "
 "-1.6521) return values[/url]"
 msgstr ""
@@ -31499,7 +31499,7 @@ msgid ""
 "    # Note: Don't make simultaneous requests using a single HTTPRequest "
 "node.\n"
 "    # The snippet below is provided for reference only.\n"
-"    var body = {\"name\": \"Godette\"}\n"
+"    var body = to_json({\"name\": \"Godette\"})\n"
 "    error = http_request.request(\"https://httpbin.org/post\", [], true, "
 "HTTPClient.METHOD_POST, body)\n"
 "    if error != OK:\n"
@@ -34141,7 +34141,18 @@ msgid ""
 "[code]\\n[/code]) in the string won't produce a newline. Text wrapping is "
 "enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to "
 "fully fit its content by default. You need to set [member "
-"fixed_column_width] greater than zero to wrap the text."
+"fixed_column_width] greater than zero to wrap the text.\n"
+"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
 msgstr ""
 
 #: doc/classes/ItemList.xml
@@ -37961,12 +37972,18 @@ msgid ""
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
-msgid "Returns the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Returns the override [Material] for a surface of the [Mesh] resource.\n"
+"[b]Note:[/b] This function only returns [i]override[/i] materials associated "
+"with this [MeshInstance]. Consider using [method get_active_material] or "
+"[method Mesh.surface_get_material] to get materials associated with the "
+"[Mesh] resource."
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
-msgid "Returns the number of surface materials."
-msgstr ""
+#, fuzzy
+msgid "Returns the number of surface override materials."
+msgstr "BitmapFontのアトラスに含まれるテクスチャ数を返します。"
 
 #: doc/classes/MeshInstance.xml
 msgid ""
@@ -38002,7 +38019,10 @@ msgid ""
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
-msgid "Sets the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Sets the override [Material] for the specified surface of the [Mesh] "
+"resource. This material is associated with this [MeshInstance] rather than "
+"with the [Mesh] resource."
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
@@ -38809,6 +38829,9 @@ msgstr ""
 
 #: doc/classes/Navigation.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
 "Provides navigation and pathfinding within a collection of "
 "[NavigationMesh]es. By default, these will be automatically collected from "
 "child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this "
@@ -38855,6 +38878,9 @@ msgstr "アニメーションのトラック数を返します。"
 
 #: doc/classes/Navigation.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
 "Returns the path between two given points. Points are in local coordinate "
 "space. If [code]optimize[/code] is [code]true[/code] (the default), the "
 "agent properties associated with each [NavigationMesh] (radius, height, "
@@ -38899,6 +38925,9 @@ msgstr ""
 
 #: doc/classes/Navigation2D.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
 "Navigation2D provides navigation and pathfinding within a 2D area, specified "
 "as a collection of [NavigationPolygon] resources. By default, these are "
 "automatically collected from child [NavigationPolygonInstance] nodes."
@@ -38918,6 +38947,9 @@ msgstr ""
 
 #: doc/classes/Navigation2D.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
 "Returns the path between two given points. Points are in local coordinate "
 "space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
 "is smoothed by merging path segments where possible."
@@ -39060,10 +39092,46 @@ msgstr "テクスチャの現在表示されているフレームを設定しま
 msgid "Destroys the given RID."
 msgstr "指定された遷移を返します。"
 
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all created navigation map [RID]s on the NavigationServer. This "
+"returns both 2D and 3D created navigation maps as there is technically no "
+"distinction between them."
+msgstr ""
+
 #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
 msgid "Create a new map."
 msgstr ""
 
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"This function immediately forces synchronization of the specified navigation "
+"[code]map[/code] [RID]. By default navigation maps are only synchronized at "
+"the end of each physics frame. This function can be used to immediately "
+"(re)calculate all the navigation meshes and region connections of the "
+"navigation map. This makes it possible to query a navigation path for a "
+"changed map immediately and in the same frame (multiple times if needed).\n"
+"Due to technical restrictions the current NavigationServer command queue "
+"will be flushed. This means all already queued update commands for this "
+"physics frame will be executed, even those intended for other maps, regions "
+"and agents not part of the specified map. The expensive computation of the "
+"navigation meshes and region connections of a map will only be done for the "
+"specified map. Other maps will receive the normal synchronization at the end "
+"of the physics frame. Should the specified map receive changes after the "
+"forced update it will update again as well when the other maps receive their "
+"update.\n"
+"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals "
+"is untouched by this function and continues to happen for all maps and "
+"agents at the end of the physics frame.\n"
+"[b]Note:[/b] With great power comes great responsibility. This function "
+"should only be used by users that really know what they are doing and have a "
+"good reason for it. Forcing an immediate update of a navigation map requires "
+"locking the NavigationServer and flushing the entire NavigationServer "
+"command queue. Not only can this severely impact the performance of a game "
+"but it can also introduce bugs if used inappropriately without much "
+"foresight."
+msgstr ""
+
 #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
 msgid ""
 "Returns all navigation agents [RID]s that are currently assigned to the "
@@ -39185,6 +39253,23 @@ msgstr "グラフ内の接続数を返します。"
 msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]."
 msgstr "論理OR演算子 ([code]or[/code] または [code]||[/code])。"
 
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns [code]true[/code] if the provided [code]point[/code] in world space "
+"is currently owned by the provided navigation [code]region[/code]. Owned in "
+"this context means that one of the region's navigation mesh polygon faces "
+"has a possible position at the closest distance to this point compared to "
+"all other navigation meshes from other navigation regions that are also "
+"registered on the navigation map of the provided region.\n"
+"If multiple navigation meshes have positions at equal distance the "
+"navigation region whose polygons are processed first wins the ownership. "
+"Polygons are processed in the same order that navigation regions were "
+"registered on the NavigationServer.\n"
+"[b]Note:[/b] If navigation meshes from different navigation regions overlap "
+"(which should be avoided in general) the result might not be what is "
+"expected."
+msgstr ""
+
 #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
 #, fuzzy
 msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
@@ -39405,6 +39490,17 @@ msgstr ""
 msgid "The distance to search for other agents."
 msgstr ""
 
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
+"The distance threshold before a path point is considered to be reached. This "
+"will allow an agent to not have to hit a path point on the path exactly, but "
+"in the area. If this value is set to high the NavigationAgent will skip "
+"points on the path which can lead to leaving the navigation mesh. If this "
+"value is set to low the NavigationAgent will be stuck in a repath loop cause "
+"it will constantly overshoot or undershoot the distance to the next point on "
+"each physics frame update."
+msgstr ""
+
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
 msgid ""
 "The maximum distance the agent is allowed away from the ideal path to the "
@@ -39413,15 +39509,23 @@ msgid ""
 msgstr ""
 
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-#, fuzzy
-msgid "The radius of the agent."
-msgstr "円柱の半径。"
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding. To change an actor's pathfinding radius "
+"bake [NavigationMesh] resources with a different [member NavigationMesh."
+"agent_radius] property and use different navigation maps for each actor size."
+msgstr ""
 
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
 msgid ""
-"The distance threshold before a target is considered to be reached. This "
-"will allow an agent to not have to hit a point on the path exactly, but in "
-"the area."
+"The distance threshold before the final target point is considered to be "
+"reached. This will allow an agent to not have to hit the point of the final "
+"target exactly, but only the area. If this value is set to low the "
+"NavigationAgent will be stuck in a repath loop cause it will constantly "
+"overshoot or undershoot the distance to the final target point on each "
+"physics frame update."
 msgstr ""
 
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -39641,6 +39745,16 @@ msgid ""
 "multiple of [member cell_size]."
 msgstr ""
 
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"If the baking [AABB] has a volume the navigation mesh baking will be "
+"restricted to its enclosing area."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
+msgstr ""
+
 #: doc/classes/NavigationMesh.xml
 #, fuzzy
 msgid "If [code]true[/code], marks spans that are ledges as non-walkable."
@@ -39818,7 +39932,15 @@ msgid ""
 "geometry for walkable terrain suitable to [NavigationMesh] agent properties "
 "by creating a voxel world around the meshes bounding area.\n"
 "The finalized navigation mesh is then returned and stored inside the "
-"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes."
+"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] "
+"nodes.\n"
+"[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
+"obstruct navigation baking does not always work. The navigation baking has "
+"no concept of what is a geometry \"inside\" when dealing with mesh source "
+"geometry and this is intentional. Depending on current baking parameters, as "
+"soon as the obstructing mesh is large enough to fit a navigation mesh area "
+"inside, the baking will generate navigation mesh areas that are inside the "
+"obstructing source geometry mesh."
 msgstr ""
 
 #: doc/classes/NavigationMeshGenerator.xml
@@ -41710,13 +41832,19 @@ msgstr ""
 #: doc/classes/Node.xml
 msgid ""
 "Emitted when a child node enters the scene tree, either because it entered "
-"on its own or because this node entered with it."
+"on its own or because this node entered with it.\n"
+"This signal is emitted [i]after[/i] the child node's own [constant "
+"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
 msgstr ""
 
 #: doc/classes/Node.xml
 msgid ""
-"Emitted when a child node exits the scene tree, either because it exited on "
-"its own or because this node exited."
+"Emitted when a child node is about to exit the scene tree, either because it "
+"is being removed or freed directly, or because this node is exiting the "
+"tree.\n"
+"When this signal is received, the child [code]node[/code] is still in the "
+"tree and valid. This signal is emitted [i]after[/i] the child node's own "
+"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
 msgstr ""
 
 #: doc/classes/Node.xml
@@ -41728,7 +41856,10 @@ msgid "Emitted when the node is renamed."
 msgstr ""
 
 #: doc/classes/Node.xml
-msgid "Emitted when the node enters the tree."
+msgid ""
+"Emitted when the node enters the tree.\n"
+"This signal is emitted [i]after[/i] the related [constant "
+"NOTIFICATION_ENTER_TREE] notification."
 msgstr ""
 
 #: doc/classes/Node.xml
@@ -41738,15 +41869,21 @@ msgstr ""
 #: doc/classes/Node.xml
 msgid ""
 "Emitted when the node is still active but about to exit the tree. This is "
-"the right place for de-initialization (or a \"destructor\", if you will)."
+"the right place for de-initialization (or a \"destructor\", if you will).\n"
+"This signal is emitted [i]before[/i] the related [constant "
+"NOTIFICATION_EXIT_TREE] notification."
 msgstr ""
 
 #: doc/classes/Node.xml
-msgid "Notification received when the node enters a [SceneTree]."
+msgid ""
+"Notification received when the node enters a [SceneTree].\n"
+"This notification is emitted [i]before[/i] the related [signal tree_entered]."
 msgstr ""
 
 #: doc/classes/Node.xml
-msgid "Notification received when the node is about to exit a [SceneTree]."
+msgid ""
+"Notification received when the node is about to exit a [SceneTree].\n"
+"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
 msgstr ""
 
 #: doc/classes/Node.xml
@@ -43470,6 +43607,10 @@ msgid ""
 "    if argument.find(\"=\") > -1:\n"
 "        var key_value = argument.split(\"=\")\n"
 "        arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
+"    else:\n"
+"        # Options without an argument will be present in the dictionary,\n"
+"        # with the value set to an empty string.\n"
+"        arguments[argument.lstrip(\"--\")] = \"\"\n"
 "[/codeblock]"
 msgstr ""
 
@@ -49041,7 +49182,18 @@ msgstr ""
 #: doc/classes/PopupMenu.xml
 msgid ""
 "[PopupMenu] is a [Control] that displays a list of options. They are popular "
-"in toolbars or context menus."
+"in toolbars or context menus.\n"
+"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
 msgstr ""
 
 #: doc/classes/PopupMenu.xml
@@ -52642,20 +52794,28 @@ msgid ""
 "cause.\n"
 "The default value is a conservative one, so you are advised to tweak it "
 "according to the hardware you are targeting.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"The default is a very conservative override for [code]rendering/gles3/"
-"shaders/max_concurrent_compiles[/code].\n"
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
 "Depending on the specific devices you are targeting, you may want to raise "
 "it.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
+"Depending on the specific browsers you are targeting, you may want to raise "
+"it.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -52663,19 +52823,28 @@ msgid ""
 "The maximum size, in megabytes, that the ubershader cache can grow up to. On "
 "startup, the least recently used entries will be deleted until the total "
 "size is within bounds.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/"
-"code], so a smaller maximum size can be configured for mobile platforms, "
-"where storage space is more limited.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for mobile platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for web platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] Currently, shader caching is generally unavailable on web "
+"platforms.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -52707,12 +52876,20 @@ msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"An override for [code]rendering/gles3/shaders/shader_compilation_mode[/"
-"code], so asynchronous compilation can be disabled for mobile.\n"
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on mobile platforms.\n"
 "You may want to do that since mobile GPUs generally won't support "
 "ubershaders due to their complexity."
 msgstr ""
 
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on web platforms.\n"
+"You may want to do that since certain browsers (especially on mobile "
+"platforms) generally won't support ubershaders due to their complexity."
+msgstr ""
+
 #: doc/classes/ProjectSettings.xml
 msgid ""
 "Max buffer size for blend shapes. Any blend shape bigger than this will not "
@@ -57454,24 +57631,23 @@ msgid ""
 "manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be "
 "used for tweening values, but you can do manual interpolation with [method "
 "interpolate_value].\n"
-"A [SceneTreeTween] animation is composed of a sequence of [Tweener]s, which "
-"by default are executed one after another. You can create a sequence by "
-"appending [Tweener]s to the [SceneTreeTween]. Animating something with a "
-"[Tweener] is called tweening. Example tweening sequence looks like this:\n"
+"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] "
+"object, using [method tween_property], [method tween_interval], [method "
+"tween_callback] or [method tween_method]:\n"
 "[codeblock]\n"
 "var tween = get_tree().create_tween()\n"
 "tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
 "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
 "tween.tween_callback($Sprite, \"queue_free\")\n"
 "[/codeblock]\n"
-"This sequence will make the [code]$Sprite[/code] node turn red, then shrink "
-"and finally the [method Node.queue_free] is called to remove the sprite. See "
-"methods [method tween_property], [method tween_interval], [method "
-"tween_callback] and [method tween_method] for more usage information.\n"
+"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
+"before finally calling [method Node.queue_free] to free the sprite. "
+"[Tweener]s are executed one after another by default. This behavior can be "
+"changed using [method parallel] and [method set_parallel].\n"
 "When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
 "chained method call can be used to tweak the properties of this [Tweener]. "
-"For example, if you want to set different transition type in the above "
-"example, you can do:\n"
+"For example, if you want to set a different transition type in the above "
+"example, you can use [method set_trans]:\n"
 "[codeblock]\n"
 "var tween = get_tree().create_tween()\n"
 "tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
@@ -57480,8 +57656,9 @@ msgid ""
 "TRANS_BOUNCE)\n"
 "tween.tween_callback($Sprite, \"queue_free\")\n"
 "[/codeblock]\n"
-"Most of the [SceneTreeTween] methods can be chained this way too. In this "
-"example the [SceneTreeTween] is bound and have set a default transition:\n"
+"Most of the [SceneTreeTween] methods can be chained this way too. In the "
+"following example the [SceneTreeTween] is bound to the running script's node "
+"and a default transition is set for its [Tweener]s:\n"
 "[codeblock]\n"
 "var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
 "TRANS_ELASTIC)\n"
@@ -57489,16 +57666,16 @@ msgid ""
 "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
 "tween.tween_callback($Sprite, \"queue_free\")\n"
 "[/codeblock]\n"
-"Another interesting use for [SceneTreeTween]s is animating arbitrary set of "
+"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of "
 "objects:\n"
 "[codeblock]\n"
 "var tween = create_tween()\n"
 "for sprite in get_children():\n"
-"    tween.tween_property(sprite, \"position\", Vector2(), 1)\n"
+"    tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
 "[/codeblock]\n"
 "In the example above, all children of a node are moved one after another to "
 "position (0, 0).\n"
-"Some [Tweener]s use transitions and eases. The first accepts an [enum Tween."
+"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
 "TransitionType] constant, and refers to the way the timing of the animation "
 "is handled (see [url=https://easings.net/]easings.net[/url] for some "
 "examples). The second accepts an [enum Tween.EaseType] constant, and "
@@ -57510,7 +57687,7 @@ msgid ""
 "tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
 "[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
 "prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
-"immediately after it was created."
+"immediately after it is created."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -57540,21 +57717,24 @@ msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
 msgid ""
-"Processes the [SceneTreeTween] by given [code]delta[/code] value, in "
-"seconds. Mostly useful when the [SceneTreeTween] is paused, for controlling "
-"it manually. Can also be used to end the [SceneTreeTween] animation "
-"immediately, by using [code]delta[/code] longer than the whole duration.\n"
+"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in "
+"seconds. This is mostly useful for manual control when the [SceneTreeTween] "
+"is paused. It can also be used to end the [SceneTreeTween] animation "
+"immediately, by setting [code]delta[/code] longer than the whole duration of "
+"the [SceneTreeTween] animation.\n"
 "Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that "
 "haven't finished.\n"
-"[b]Note:[/b] The [SceneTreeTween] will become invalid after finished, but "
-"you can call [method stop] after the step, to keep it and reset."
+"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing "
+"frame after its animation finishes. Calling [method stop] after performing "
+"[method custom_step] instead keeps and resets the [SceneTreeTween]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
 msgid ""
 "Returns the total time in seconds the [SceneTreeTween] has been animating (i."
-"e. time since it started, not counting pauses etc.). The time is affected by "
-"[method set_speed_scale] and [method stop] will reset it to [code]0[/code].\n"
+"e. the time since it started, not counting pauses etc.). The time is "
+"affected by [method set_speed_scale], and [method stop] will reset it to "
+"[code]0[/code].\n"
 "[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
 "after the [SceneTreeTween] has finished animating will be slightly greater "
 "than the actual [SceneTreeTween] duration."
@@ -57590,11 +57770,10 @@ msgstr ""
 msgid ""
 "Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a "
 "[SceneTreeTween] contained by the scene tree (i.e. the array from [method "
-"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). "
-"[SceneTreeTween] might become invalid when it has finished tweening or was "
-"killed, also when created with [code]Tween.new()[/code]. Invalid "
-"[SceneTreeTween] can't have [Tweener]s appended, because it can't animate "
-"them. You can however still use [method interpolate_value]."
+"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
+"[SceneTreeTween] might become invalid when it has finished tweening, is "
+"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
+"[SceneTreeTween]s can't have [Tweener]s appended."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -57634,16 +57813,15 @@ msgstr ""
 msgid ""
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [SceneTreeTween] run "
-"infinitely, until it is either killed by [method kill] or by freeing bound "
-"node, or all the animated objects have been freed (which makes further "
+"Calling this method without arguments will make the [Tween] run infinitely, "
+"until either it is killed with [method kill], the [Tween]'s bound node is "
+"freed, or all the animated objects have been freed (which makes further "
 "animation impossible).\n"
 "[b]Warning:[/b] Make sure to always add some duration/delay when using "
-"infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] "
-"with no delay or [PropertyTweener] with invalid node) are equivalent to "
-"infinite [code]while[/code] loops and will freeze your game. If a "
-"[SceneTreeTween]'s lifetime depends on some node, always use [method "
-"bind_node]."
+"infinite loops. To prevent the game freezing, 0-duration looped animations "
+"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
+"number of loops, which may produce unexpected results. If a [Tween]'s "
+"lifetime depends on some node, always use [method bind_node]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -57705,10 +57883,10 @@ msgstr ""
 #: doc/classes/SceneTreeTween.xml
 msgid ""
 "Creates and appends an [IntervalTweener]. This method can be used to create "
-"delays in the tween animation, as an alternative for using the delay in "
-"other [Tweener]s or when there's no animation (in which case the "
-"[SceneTreeTween] acts as a timer). [code]time[/code] is the length of the "
-"interval, in seconds.\n"
+"delays in the tween animation, as an alternative to using the delay in other "
+"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] "
+"acts as a timer). [code]time[/code] is the length of the interval, in "
+"seconds.\n"
 "Example: creating an interval in code execution.\n"
 "[codeblock]\n"
 "# ... some code\n"
@@ -57762,8 +57940,8 @@ msgid ""
 "Creates and appends a [PropertyTweener]. This method tweens a "
 "[code]property[/code] of an [code]object[/code] between an initial value and "
 "[code]final_val[/code] in a span of time equal to [code]duration[/code], in "
-"seconds. The initial value by default is a value at the time the tweening of "
-"the [PropertyTweener] start. For example:\n"
+"seconds. The initial value by default is the property's value at the time "
+"the tweening of the [PropertyTweener] starts. For example:\n"
 "[codeblock]\n"
 "var tween = create_tween()\n"
 "tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
@@ -57794,16 +57972,15 @@ msgid ""
 "Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
 "when the [SceneTreeTween] is set to infinite looping (see [method "
 "set_loops]).\n"
-"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) after this signal "
-"is emitted, but it doesn't happen immediately, but on the next processing "
-"frame. Calling [method stop] inside the signal callback will preserve the "
-"[SceneTreeTween]."
+"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next "
+"processing frame after this signal is emitted. Calling [method stop] inside "
+"the signal callback will prevent the [SceneTreeTween] from being removed."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
 msgid ""
 "Emitted when a full loop is complete (see [method set_loops]), providing the "
-"loop index. This signal is not emitted after final loop, use [signal "
+"loop index. This signal is not emitted after the final loop, use [signal "
 "finished] instead for this case."
 msgstr ""
 
@@ -57811,7 +57988,7 @@ msgstr ""
 msgid ""
 "Emitted when one step of the [SceneTreeTween] is complete, providing the "
 "step index. One step is either a single [Tweener] or a group of [Tweener]s "
-"running parallelly."
+"running in parallel."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -62090,11 +62267,11 @@ msgstr ""
 msgid ""
 "Returns [code]true[/code] if this string contains a valid integer.\n"
 "[codeblock]\n"
-"print(\"7\".is_valid_int()) # Prints \"True\"\n"
-"print(\"14.6\".is_valid_int()) # Prints \"False\"\n"
-"print(\"L\".is_valid_int()) # Prints \"False\"\n"
-"print(\"+3\".is_valid_int()) # Prints \"True\"\n"
-"print(\"-12\".is_valid_int()) # Prints \"True\"\n"
+"print(\"7\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"L\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"+3\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"-12\".is_valid_integer()) # Prints \"True\"\n"
 "[/codeblock]"
 msgstr ""
 
@@ -67056,7 +67233,18 @@ msgid ""
 "To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
 "TreeItem.get_next] and [method TreeItem.get_children] after getting the root "
 "through [method get_root]. You can use [method Object.free] on a [TreeItem] "
-"to remove it from the [Tree]."
+"to remove it from the [Tree].\n"
+"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
 msgstr ""
 
 #: doc/classes/Tree.xml

+ 284 - 95
doc/translations/ko.po

@@ -535,7 +535,7 @@ msgid ""
 "- 1.0: Linear\n"
 "- Greater than 1.0 (exclusive): Ease in\n"
 "[/codeblock]\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
 "ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
 "See also [method smoothstep]. If you need to perform more advanced "
 "transitions, use [Tween] or [AnimationPlayer]."
@@ -1266,7 +1266,7 @@ msgid ""
 "[method smoothstep] returns the smoothest possible curve with no sudden "
 "changes in the derivative. If you need to perform more advanced transitions, "
 "use [Tween] or [AnimationPlayer].\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
 "smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, "
 "-1.6521) return values[/url]"
 msgstr ""
@@ -28563,7 +28563,7 @@ msgid ""
 "    # Note: Don't make simultaneous requests using a single HTTPRequest "
 "node.\n"
 "    # The snippet below is provided for reference only.\n"
-"    var body = {\"name\": \"Godette\"}\n"
+"    var body = to_json({\"name\": \"Godette\"})\n"
 "    error = http_request.request(\"https://httpbin.org/post\", [], true, "
 "HTTPClient.METHOD_POST, body)\n"
 "    if error != OK:\n"
@@ -31194,7 +31194,18 @@ msgid ""
 "[code]\\n[/code]) in the string won't produce a newline. Text wrapping is "
 "enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to "
 "fully fit its content by default. You need to set [member "
-"fixed_column_width] greater than zero to wrap the text."
+"fixed_column_width] greater than zero to wrap the text.\n"
+"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
 msgstr ""
 
 #: doc/classes/ItemList.xml
@@ -34946,12 +34957,18 @@ msgid ""
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
-msgid "Returns the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Returns the override [Material] for a surface of the [Mesh] resource.\n"
+"[b]Note:[/b] This function only returns [i]override[/i] materials associated "
+"with this [MeshInstance]. Consider using [method get_active_material] or "
+"[method Mesh.surface_get_material] to get materials associated with the "
+"[Mesh] resource."
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
-msgid "Returns the number of surface materials."
-msgstr ""
+#, fuzzy
+msgid "Returns the number of surface override materials."
+msgstr "두 벡터의 나머지를 반환합니다."
 
 #: doc/classes/MeshInstance.xml
 msgid ""
@@ -34987,7 +35004,10 @@ msgid ""
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
-msgid "Sets the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Sets the override [Material] for the specified surface of the [Mesh] "
+"resource. This material is associated with this [MeshInstance] rather than "
+"with the [Mesh] resource."
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
@@ -35786,6 +35806,9 @@ msgstr ""
 
 #: doc/classes/Navigation.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
 "Provides navigation and pathfinding within a collection of "
 "[NavigationMesh]es. By default, these will be automatically collected from "
 "child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this "
@@ -35832,6 +35855,9 @@ msgstr "매개변수의 사인 값을 반환합니다."
 
 #: doc/classes/Navigation.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
 "Returns the path between two given points. Points are in local coordinate "
 "space. If [code]optimize[/code] is [code]true[/code] (the default), the "
 "agent properties associated with each [NavigationMesh] (radius, height, "
@@ -35875,6 +35901,9 @@ msgstr ""
 
 #: doc/classes/Navigation2D.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
 "Navigation2D provides navigation and pathfinding within a 2D area, specified "
 "as a collection of [NavigationPolygon] resources. By default, these are "
 "automatically collected from child [NavigationPolygonInstance] nodes."
@@ -35894,6 +35923,9 @@ msgstr ""
 
 #: doc/classes/Navigation2D.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
 "Returns the path between two given points. Points are in local coordinate "
 "space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
 "is smoothed by merging path segments where possible."
@@ -36028,10 +36060,46 @@ msgstr "매개변수의 반대 값을 반환합니다."
 msgid "Destroys the given RID."
 msgstr ""
 
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all created navigation map [RID]s on the NavigationServer. This "
+"returns both 2D and 3D created navigation maps as there is technically no "
+"distinction between them."
+msgstr ""
+
 #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
 msgid "Create a new map."
 msgstr ""
 
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"This function immediately forces synchronization of the specified navigation "
+"[code]map[/code] [RID]. By default navigation maps are only synchronized at "
+"the end of each physics frame. This function can be used to immediately "
+"(re)calculate all the navigation meshes and region connections of the "
+"navigation map. This makes it possible to query a navigation path for a "
+"changed map immediately and in the same frame (multiple times if needed).\n"
+"Due to technical restrictions the current NavigationServer command queue "
+"will be flushed. This means all already queued update commands for this "
+"physics frame will be executed, even those intended for other maps, regions "
+"and agents not part of the specified map. The expensive computation of the "
+"navigation meshes and region connections of a map will only be done for the "
+"specified map. Other maps will receive the normal synchronization at the end "
+"of the physics frame. Should the specified map receive changes after the "
+"forced update it will update again as well when the other maps receive their "
+"update.\n"
+"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals "
+"is untouched by this function and continues to happen for all maps and "
+"agents at the end of the physics frame.\n"
+"[b]Note:[/b] With great power comes great responsibility. This function "
+"should only be used by users that really know what they are doing and have a "
+"good reason for it. Forcing an immediate update of a navigation map requires "
+"locking the NavigationServer and flushing the entire NavigationServer "
+"command queue. Not only can this severely impact the performance of a game "
+"but it can also introduce bugs if used inappropriately without much "
+"foresight."
+msgstr ""
+
 #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
 msgid ""
 "Returns all navigation agents [RID]s that are currently assigned to the "
@@ -36148,6 +36216,23 @@ msgstr "매개변수의 사인 값을 반환합니다."
 msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]."
 msgstr "매개변수의 사인 값을 반환합니다."
 
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns [code]true[/code] if the provided [code]point[/code] in world space "
+"is currently owned by the provided navigation [code]region[/code]. Owned in "
+"this context means that one of the region's navigation mesh polygon faces "
+"has a possible position at the closest distance to this point compared to "
+"all other navigation meshes from other navigation regions that are also "
+"registered on the navigation map of the provided region.\n"
+"If multiple navigation meshes have positions at equal distance the "
+"navigation region whose polygons are processed first wins the ownership. "
+"Polygons are processed in the same order that navigation regions were "
+"registered on the NavigationServer.\n"
+"[b]Note:[/b] If navigation meshes from different navigation regions overlap "
+"(which should be avoided in general) the result might not be what is "
+"expected."
+msgstr ""
+
 #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
 #, fuzzy
 msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
@@ -36359,6 +36444,17 @@ msgstr ""
 msgid "The distance to search for other agents."
 msgstr ""
 
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
+"The distance threshold before a path point is considered to be reached. This "
+"will allow an agent to not have to hit a path point on the path exactly, but "
+"in the area. If this value is set to high the NavigationAgent will skip "
+"points on the path which can lead to leaving the navigation mesh. If this "
+"value is set to low the NavigationAgent will be stuck in a repath loop cause "
+"it will constantly overshoot or undershoot the distance to the next point on "
+"each physics frame update."
+msgstr ""
+
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
 msgid ""
 "The maximum distance the agent is allowed away from the ideal path to the "
@@ -36367,14 +36463,23 @@ msgid ""
 msgstr ""
 
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-msgid "The radius of the agent."
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding. To change an actor's pathfinding radius "
+"bake [NavigationMesh] resources with a different [member NavigationMesh."
+"agent_radius] property and use different navigation maps for each actor size."
 msgstr ""
 
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
 msgid ""
-"The distance threshold before a target is considered to be reached. This "
-"will allow an agent to not have to hit a point on the path exactly, but in "
-"the area."
+"The distance threshold before the final target point is considered to be "
+"reached. This will allow an agent to not have to hit the point of the final "
+"target exactly, but only the area. If this value is set to low the "
+"NavigationAgent will be stuck in a repath loop cause it will constantly "
+"overshoot or undershoot the distance to the final target point on each "
+"physics frame update."
 msgstr ""
 
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -36590,6 +36695,16 @@ msgid ""
 "multiple of [member cell_size]."
 msgstr ""
 
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"If the baking [AABB] has a volume the navigation mesh baking will be "
+"restricted to its enclosing area."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
+msgstr ""
+
 #: doc/classes/NavigationMesh.xml
 msgid "If [code]true[/code], marks spans that are ledges as non-walkable."
 msgstr ""
@@ -36761,7 +36876,15 @@ msgid ""
 "geometry for walkable terrain suitable to [NavigationMesh] agent properties "
 "by creating a voxel world around the meshes bounding area.\n"
 "The finalized navigation mesh is then returned and stored inside the "
-"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes."
+"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] "
+"nodes.\n"
+"[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
+"obstruct navigation baking does not always work. The navigation baking has "
+"no concept of what is a geometry \"inside\" when dealing with mesh source "
+"geometry and this is intentional. Depending on current baking parameters, as "
+"soon as the obstructing mesh is large enough to fit a navigation mesh area "
+"inside, the baking will generate navigation mesh areas that are inside the "
+"obstructing source geometry mesh."
 msgstr ""
 
 #: doc/classes/NavigationMeshGenerator.xml
@@ -38768,13 +38891,19 @@ msgstr ""
 #: doc/classes/Node.xml
 msgid ""
 "Emitted when a child node enters the scene tree, either because it entered "
-"on its own or because this node entered with it."
+"on its own or because this node entered with it.\n"
+"This signal is emitted [i]after[/i] the child node's own [constant "
+"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
 msgstr ""
 
 #: doc/classes/Node.xml
 msgid ""
-"Emitted when a child node exits the scene tree, either because it exited on "
-"its own or because this node exited."
+"Emitted when a child node is about to exit the scene tree, either because it "
+"is being removed or freed directly, or because this node is exiting the "
+"tree.\n"
+"When this signal is received, the child [code]node[/code] is still in the "
+"tree and valid. This signal is emitted [i]after[/i] the child node's own "
+"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
 msgstr ""
 
 #: doc/classes/Node.xml
@@ -38786,7 +38915,10 @@ msgid "Emitted when the node is renamed."
 msgstr ""
 
 #: doc/classes/Node.xml
-msgid "Emitted when the node enters the tree."
+msgid ""
+"Emitted when the node enters the tree.\n"
+"This signal is emitted [i]after[/i] the related [constant "
+"NOTIFICATION_ENTER_TREE] notification."
 msgstr ""
 
 #: doc/classes/Node.xml
@@ -38796,15 +38928,21 @@ msgstr ""
 #: doc/classes/Node.xml
 msgid ""
 "Emitted when the node is still active but about to exit the tree. This is "
-"the right place for de-initialization (or a \"destructor\", if you will)."
+"the right place for de-initialization (or a \"destructor\", if you will).\n"
+"This signal is emitted [i]before[/i] the related [constant "
+"NOTIFICATION_EXIT_TREE] notification."
 msgstr ""
 
 #: doc/classes/Node.xml
-msgid "Notification received when the node enters a [SceneTree]."
+msgid ""
+"Notification received when the node enters a [SceneTree].\n"
+"This notification is emitted [i]before[/i] the related [signal tree_entered]."
 msgstr ""
 
 #: doc/classes/Node.xml
-msgid "Notification received when the node is about to exit a [SceneTree]."
+msgid ""
+"Notification received when the node is about to exit a [SceneTree].\n"
+"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
 msgstr ""
 
 #: doc/classes/Node.xml
@@ -40517,6 +40655,10 @@ msgid ""
 "    if argument.find(\"=\") > -1:\n"
 "        var key_value = argument.split(\"=\")\n"
 "        arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
+"    else:\n"
+"        # Options without an argument will be present in the dictionary,\n"
+"        # with the value set to an empty string.\n"
+"        arguments[argument.lstrip(\"--\")] = \"\"\n"
 "[/codeblock]"
 msgstr ""
 
@@ -46038,7 +46180,18 @@ msgstr ""
 #: doc/classes/PopupMenu.xml
 msgid ""
 "[PopupMenu] is a [Control] that displays a list of options. They are popular "
-"in toolbars or context menus."
+"in toolbars or context menus.\n"
+"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
 msgstr ""
 
 #: doc/classes/PopupMenu.xml
@@ -49614,20 +49767,28 @@ msgid ""
 "cause.\n"
 "The default value is a conservative one, so you are advised to tweak it "
 "according to the hardware you are targeting.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"The default is a very conservative override for [code]rendering/gles3/"
-"shaders/max_concurrent_compiles[/code].\n"
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
 "Depending on the specific devices you are targeting, you may want to raise "
 "it.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
+"Depending on the specific browsers you are targeting, you may want to raise "
+"it.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -49635,19 +49796,28 @@ msgid ""
 "The maximum size, in megabytes, that the ubershader cache can grow up to. On "
 "startup, the least recently used entries will be deleted until the total "
 "size is within bounds.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/"
-"code], so a smaller maximum size can be configured for mobile platforms, "
-"where storage space is more limited.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for mobile platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for web platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] Currently, shader caching is generally unavailable on web "
+"platforms.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -49679,12 +49849,20 @@ msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"An override for [code]rendering/gles3/shaders/shader_compilation_mode[/"
-"code], so asynchronous compilation can be disabled for mobile.\n"
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on mobile platforms.\n"
 "You may want to do that since mobile GPUs generally won't support "
 "ubershaders due to their complexity."
 msgstr ""
 
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on web platforms.\n"
+"You may want to do that since certain browsers (especially on mobile "
+"platforms) generally won't support ubershaders due to their complexity."
+msgstr ""
+
 #: doc/classes/ProjectSettings.xml
 msgid ""
 "Max buffer size for blend shapes. Any blend shape bigger than this will not "
@@ -54377,24 +54555,23 @@ msgid ""
 "manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be "
 "used for tweening values, but you can do manual interpolation with [method "
 "interpolate_value].\n"
-"A [SceneTreeTween] animation is composed of a sequence of [Tweener]s, which "
-"by default are executed one after another. You can create a sequence by "
-"appending [Tweener]s to the [SceneTreeTween]. Animating something with a "
-"[Tweener] is called tweening. Example tweening sequence looks like this:\n"
+"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] "
+"object, using [method tween_property], [method tween_interval], [method "
+"tween_callback] or [method tween_method]:\n"
 "[codeblock]\n"
 "var tween = get_tree().create_tween()\n"
 "tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
 "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
 "tween.tween_callback($Sprite, \"queue_free\")\n"
 "[/codeblock]\n"
-"This sequence will make the [code]$Sprite[/code] node turn red, then shrink "
-"and finally the [method Node.queue_free] is called to remove the sprite. See "
-"methods [method tween_property], [method tween_interval], [method "
-"tween_callback] and [method tween_method] for more usage information.\n"
+"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
+"before finally calling [method Node.queue_free] to free the sprite. "
+"[Tweener]s are executed one after another by default. This behavior can be "
+"changed using [method parallel] and [method set_parallel].\n"
 "When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
 "chained method call can be used to tweak the properties of this [Tweener]. "
-"For example, if you want to set different transition type in the above "
-"example, you can do:\n"
+"For example, if you want to set a different transition type in the above "
+"example, you can use [method set_trans]:\n"
 "[codeblock]\n"
 "var tween = get_tree().create_tween()\n"
 "tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
@@ -54403,8 +54580,9 @@ msgid ""
 "TRANS_BOUNCE)\n"
 "tween.tween_callback($Sprite, \"queue_free\")\n"
 "[/codeblock]\n"
-"Most of the [SceneTreeTween] methods can be chained this way too. In this "
-"example the [SceneTreeTween] is bound and have set a default transition:\n"
+"Most of the [SceneTreeTween] methods can be chained this way too. In the "
+"following example the [SceneTreeTween] is bound to the running script's node "
+"and a default transition is set for its [Tweener]s:\n"
 "[codeblock]\n"
 "var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
 "TRANS_ELASTIC)\n"
@@ -54412,16 +54590,16 @@ msgid ""
 "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
 "tween.tween_callback($Sprite, \"queue_free\")\n"
 "[/codeblock]\n"
-"Another interesting use for [SceneTreeTween]s is animating arbitrary set of "
+"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of "
 "objects:\n"
 "[codeblock]\n"
 "var tween = create_tween()\n"
 "for sprite in get_children():\n"
-"    tween.tween_property(sprite, \"position\", Vector2(), 1)\n"
+"    tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
 "[/codeblock]\n"
 "In the example above, all children of a node are moved one after another to "
 "position (0, 0).\n"
-"Some [Tweener]s use transitions and eases. The first accepts an [enum Tween."
+"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
 "TransitionType] constant, and refers to the way the timing of the animation "
 "is handled (see [url=https://easings.net/]easings.net[/url] for some "
 "examples). The second accepts an [enum Tween.EaseType] constant, and "
@@ -54433,7 +54611,7 @@ msgid ""
 "tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
 "[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
 "prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
-"immediately after it was created."
+"immediately after it is created."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -54463,21 +54641,24 @@ msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
 msgid ""
-"Processes the [SceneTreeTween] by given [code]delta[/code] value, in "
-"seconds. Mostly useful when the [SceneTreeTween] is paused, for controlling "
-"it manually. Can also be used to end the [SceneTreeTween] animation "
-"immediately, by using [code]delta[/code] longer than the whole duration.\n"
+"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in "
+"seconds. This is mostly useful for manual control when the [SceneTreeTween] "
+"is paused. It can also be used to end the [SceneTreeTween] animation "
+"immediately, by setting [code]delta[/code] longer than the whole duration of "
+"the [SceneTreeTween] animation.\n"
 "Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that "
 "haven't finished.\n"
-"[b]Note:[/b] The [SceneTreeTween] will become invalid after finished, but "
-"you can call [method stop] after the step, to keep it and reset."
+"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing "
+"frame after its animation finishes. Calling [method stop] after performing "
+"[method custom_step] instead keeps and resets the [SceneTreeTween]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
 msgid ""
 "Returns the total time in seconds the [SceneTreeTween] has been animating (i."
-"e. time since it started, not counting pauses etc.). The time is affected by "
-"[method set_speed_scale] and [method stop] will reset it to [code]0[/code].\n"
+"e. the time since it started, not counting pauses etc.). The time is "
+"affected by [method set_speed_scale], and [method stop] will reset it to "
+"[code]0[/code].\n"
 "[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
 "after the [SceneTreeTween] has finished animating will be slightly greater "
 "than the actual [SceneTreeTween] duration."
@@ -54513,11 +54694,10 @@ msgstr ""
 msgid ""
 "Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a "
 "[SceneTreeTween] contained by the scene tree (i.e. the array from [method "
-"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). "
-"[SceneTreeTween] might become invalid when it has finished tweening or was "
-"killed, also when created with [code]Tween.new()[/code]. Invalid "
-"[SceneTreeTween] can't have [Tweener]s appended, because it can't animate "
-"them. You can however still use [method interpolate_value]."
+"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
+"[SceneTreeTween] might become invalid when it has finished tweening, is "
+"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
+"[SceneTreeTween]s can't have [Tweener]s appended."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -54557,16 +54737,15 @@ msgstr ""
 msgid ""
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [SceneTreeTween] run "
-"infinitely, until it is either killed by [method kill] or by freeing bound "
-"node, or all the animated objects have been freed (which makes further "
+"Calling this method without arguments will make the [Tween] run infinitely, "
+"until either it is killed with [method kill], the [Tween]'s bound node is "
+"freed, or all the animated objects have been freed (which makes further "
 "animation impossible).\n"
 "[b]Warning:[/b] Make sure to always add some duration/delay when using "
-"infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] "
-"with no delay or [PropertyTweener] with invalid node) are equivalent to "
-"infinite [code]while[/code] loops and will freeze your game. If a "
-"[SceneTreeTween]'s lifetime depends on some node, always use [method "
-"bind_node]."
+"infinite loops. To prevent the game freezing, 0-duration looped animations "
+"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
+"number of loops, which may produce unexpected results. If a [Tween]'s "
+"lifetime depends on some node, always use [method bind_node]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -54628,10 +54807,10 @@ msgstr ""
 #: doc/classes/SceneTreeTween.xml
 msgid ""
 "Creates and appends an [IntervalTweener]. This method can be used to create "
-"delays in the tween animation, as an alternative for using the delay in "
-"other [Tweener]s or when there's no animation (in which case the "
-"[SceneTreeTween] acts as a timer). [code]time[/code] is the length of the "
-"interval, in seconds.\n"
+"delays in the tween animation, as an alternative to using the delay in other "
+"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] "
+"acts as a timer). [code]time[/code] is the length of the interval, in "
+"seconds.\n"
 "Example: creating an interval in code execution.\n"
 "[codeblock]\n"
 "# ... some code\n"
@@ -54685,8 +54864,8 @@ msgid ""
 "Creates and appends a [PropertyTweener]. This method tweens a "
 "[code]property[/code] of an [code]object[/code] between an initial value and "
 "[code]final_val[/code] in a span of time equal to [code]duration[/code], in "
-"seconds. The initial value by default is a value at the time the tweening of "
-"the [PropertyTweener] start. For example:\n"
+"seconds. The initial value by default is the property's value at the time "
+"the tweening of the [PropertyTweener] starts. For example:\n"
 "[codeblock]\n"
 "var tween = create_tween()\n"
 "tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
@@ -54717,16 +54896,15 @@ msgid ""
 "Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
 "when the [SceneTreeTween] is set to infinite looping (see [method "
 "set_loops]).\n"
-"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) after this signal "
-"is emitted, but it doesn't happen immediately, but on the next processing "
-"frame. Calling [method stop] inside the signal callback will preserve the "
-"[SceneTreeTween]."
+"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next "
+"processing frame after this signal is emitted. Calling [method stop] inside "
+"the signal callback will prevent the [SceneTreeTween] from being removed."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
 msgid ""
 "Emitted when a full loop is complete (see [method set_loops]), providing the "
-"loop index. This signal is not emitted after final loop, use [signal "
+"loop index. This signal is not emitted after the final loop, use [signal "
 "finished] instead for this case."
 msgstr ""
 
@@ -54734,7 +54912,7 @@ msgstr ""
 msgid ""
 "Emitted when one step of the [SceneTreeTween] is complete, providing the "
 "step index. One step is either a single [Tweener] or a group of [Tweener]s "
-"running parallelly."
+"running in parallel."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -58704,11 +58882,11 @@ msgstr ""
 msgid ""
 "Returns [code]true[/code] if this string contains a valid integer.\n"
 "[codeblock]\n"
-"print(\"7\".is_valid_int()) # Prints \"True\"\n"
-"print(\"14.6\".is_valid_int()) # Prints \"False\"\n"
-"print(\"L\".is_valid_int()) # Prints \"False\"\n"
-"print(\"+3\".is_valid_int()) # Prints \"True\"\n"
-"print(\"-12\".is_valid_int()) # Prints \"True\"\n"
+"print(\"7\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"L\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"+3\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"-12\".is_valid_integer()) # Prints \"True\"\n"
 "[/codeblock]"
 msgstr ""
 
@@ -63590,7 +63768,18 @@ msgid ""
 "To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
 "TreeItem.get_next] and [method TreeItem.get_children] after getting the root "
 "through [method get_root]. You can use [method Object.free] on a [TreeItem] "
-"to remove it from the [Tree]."
+"to remove it from the [Tree].\n"
+"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
 msgstr ""
 
 #: doc/classes/Tree.xml

+ 282 - 94
doc/translations/lt.po

@@ -404,7 +404,7 @@ msgid ""
 "- 1.0: Linear\n"
 "- Greater than 1.0 (exclusive): Ease in\n"
 "[/codeblock]\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
 "ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
 "See also [method smoothstep]. If you need to perform more advanced "
 "transitions, use [Tween] or [AnimationPlayer]."
@@ -1111,7 +1111,7 @@ msgid ""
 "[method smoothstep] returns the smoothest possible curve with no sudden "
 "changes in the derivative. If you need to perform more advanced transitions, "
 "use [Tween] or [AnimationPlayer].\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
 "smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, "
 "-1.6521) return values[/url]"
 msgstr ""
@@ -28271,7 +28271,7 @@ msgid ""
 "    # Note: Don't make simultaneous requests using a single HTTPRequest "
 "node.\n"
 "    # The snippet below is provided for reference only.\n"
-"    var body = {\"name\": \"Godette\"}\n"
+"    var body = to_json({\"name\": \"Godette\"})\n"
 "    error = http_request.request(\"https://httpbin.org/post\", [], true, "
 "HTTPClient.METHOD_POST, body)\n"
 "    if error != OK:\n"
@@ -30893,7 +30893,18 @@ msgid ""
 "[code]\\n[/code]) in the string won't produce a newline. Text wrapping is "
 "enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to "
 "fully fit its content by default. You need to set [member "
-"fixed_column_width] greater than zero to wrap the text."
+"fixed_column_width] greater than zero to wrap the text.\n"
+"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
 msgstr ""
 
 #: doc/classes/ItemList.xml
@@ -34640,11 +34651,16 @@ msgid ""
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
-msgid "Returns the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Returns the override [Material] for a surface of the [Mesh] resource.\n"
+"[b]Note:[/b] This function only returns [i]override[/i] materials associated "
+"with this [MeshInstance]. Consider using [method get_active_material] or "
+"[method Mesh.surface_get_material] to get materials associated with the "
+"[Mesh] resource."
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
-msgid "Returns the number of surface materials."
+msgid "Returns the number of surface override materials."
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
@@ -34681,7 +34697,10 @@ msgid ""
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
-msgid "Sets the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Sets the override [Material] for the specified surface of the [Mesh] "
+"resource. This material is associated with this [MeshInstance] rather than "
+"with the [Mesh] resource."
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
@@ -35473,6 +35492,9 @@ msgstr ""
 
 #: doc/classes/Navigation.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
 "Provides navigation and pathfinding within a collection of "
 "[NavigationMesh]es. By default, these will be automatically collected from "
 "child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this "
@@ -35518,6 +35540,9 @@ msgstr ""
 
 #: doc/classes/Navigation.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
 "Returns the path between two given points. Points are in local coordinate "
 "space. If [code]optimize[/code] is [code]true[/code] (the default), the "
 "agent properties associated with each [NavigationMesh] (radius, height, "
@@ -35561,6 +35586,9 @@ msgstr ""
 
 #: doc/classes/Navigation2D.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
 "Navigation2D provides navigation and pathfinding within a 2D area, specified "
 "as a collection of [NavigationPolygon] resources. By default, these are "
 "automatically collected from child [NavigationPolygonInstance] nodes."
@@ -35580,6 +35608,9 @@ msgstr ""
 
 #: doc/classes/Navigation2D.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
 "Returns the path between two given points. Points are in local coordinate "
 "space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
 "is smoothed by merging path segments where possible."
@@ -35708,10 +35739,46 @@ msgstr ""
 msgid "Destroys the given RID."
 msgstr ""
 
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all created navigation map [RID]s on the NavigationServer. This "
+"returns both 2D and 3D created navigation maps as there is technically no "
+"distinction between them."
+msgstr ""
+
 #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
 msgid "Create a new map."
 msgstr ""
 
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"This function immediately forces synchronization of the specified navigation "
+"[code]map[/code] [RID]. By default navigation maps are only synchronized at "
+"the end of each physics frame. This function can be used to immediately "
+"(re)calculate all the navigation meshes and region connections of the "
+"navigation map. This makes it possible to query a navigation path for a "
+"changed map immediately and in the same frame (multiple times if needed).\n"
+"Due to technical restrictions the current NavigationServer command queue "
+"will be flushed. This means all already queued update commands for this "
+"physics frame will be executed, even those intended for other maps, regions "
+"and agents not part of the specified map. The expensive computation of the "
+"navigation meshes and region connections of a map will only be done for the "
+"specified map. Other maps will receive the normal synchronization at the end "
+"of the physics frame. Should the specified map receive changes after the "
+"forced update it will update again as well when the other maps receive their "
+"update.\n"
+"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals "
+"is untouched by this function and continues to happen for all maps and "
+"agents at the end of the physics frame.\n"
+"[b]Note:[/b] With great power comes great responsibility. This function "
+"should only be used by users that really know what they are doing and have a "
+"good reason for it. Forcing an immediate update of a navigation map requires "
+"locking the NavigationServer and flushing the entire NavigationServer "
+"command queue. Not only can this severely impact the performance of a game "
+"but it can also introduce bugs if used inappropriately without much "
+"foresight."
+msgstr ""
+
 #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
 msgid ""
 "Returns all navigation agents [RID]s that are currently assigned to the "
@@ -35822,6 +35889,23 @@ msgstr ""
 msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]."
 msgstr ""
 
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns [code]true[/code] if the provided [code]point[/code] in world space "
+"is currently owned by the provided navigation [code]region[/code]. Owned in "
+"this context means that one of the region's navigation mesh polygon faces "
+"has a possible position at the closest distance to this point compared to "
+"all other navigation meshes from other navigation regions that are also "
+"registered on the navigation map of the provided region.\n"
+"If multiple navigation meshes have positions at equal distance the "
+"navigation region whose polygons are processed first wins the ownership. "
+"Polygons are processed in the same order that navigation regions were "
+"registered on the NavigationServer.\n"
+"[b]Note:[/b] If navigation meshes from different navigation regions overlap "
+"(which should be avoided in general) the result might not be what is "
+"expected."
+msgstr ""
+
 #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
 msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
 msgstr ""
@@ -36027,6 +36111,17 @@ msgstr ""
 msgid "The distance to search for other agents."
 msgstr ""
 
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
+"The distance threshold before a path point is considered to be reached. This "
+"will allow an agent to not have to hit a path point on the path exactly, but "
+"in the area. If this value is set to high the NavigationAgent will skip "
+"points on the path which can lead to leaving the navigation mesh. If this "
+"value is set to low the NavigationAgent will be stuck in a repath loop cause "
+"it will constantly overshoot or undershoot the distance to the next point on "
+"each physics frame update."
+msgstr ""
+
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
 msgid ""
 "The maximum distance the agent is allowed away from the ideal path to the "
@@ -36035,14 +36130,23 @@ msgid ""
 msgstr ""
 
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-msgid "The radius of the agent."
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding. To change an actor's pathfinding radius "
+"bake [NavigationMesh] resources with a different [member NavigationMesh."
+"agent_radius] property and use different navigation maps for each actor size."
 msgstr ""
 
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
 msgid ""
-"The distance threshold before a target is considered to be reached. This "
-"will allow an agent to not have to hit a point on the path exactly, but in "
-"the area."
+"The distance threshold before the final target point is considered to be "
+"reached. This will allow an agent to not have to hit the point of the final "
+"target exactly, but only the area. If this value is set to low the "
+"NavigationAgent will be stuck in a repath loop cause it will constantly "
+"overshoot or undershoot the distance to the final target point on each "
+"physics frame update."
 msgstr ""
 
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -36255,6 +36359,16 @@ msgid ""
 "multiple of [member cell_size]."
 msgstr ""
 
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"If the baking [AABB] has a volume the navigation mesh baking will be "
+"restricted to its enclosing area."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
+msgstr ""
+
 #: doc/classes/NavigationMesh.xml
 msgid "If [code]true[/code], marks spans that are ledges as non-walkable."
 msgstr ""
@@ -36425,7 +36539,15 @@ msgid ""
 "geometry for walkable terrain suitable to [NavigationMesh] agent properties "
 "by creating a voxel world around the meshes bounding area.\n"
 "The finalized navigation mesh is then returned and stored inside the "
-"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes."
+"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] "
+"nodes.\n"
+"[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
+"obstruct navigation baking does not always work. The navigation baking has "
+"no concept of what is a geometry \"inside\" when dealing with mesh source "
+"geometry and this is intentional. Depending on current baking parameters, as "
+"soon as the obstructing mesh is large enough to fit a navigation mesh area "
+"inside, the baking will generate navigation mesh areas that are inside the "
+"obstructing source geometry mesh."
 msgstr ""
 
 #: doc/classes/NavigationMeshGenerator.xml
@@ -38300,13 +38422,19 @@ msgstr ""
 #: doc/classes/Node.xml
 msgid ""
 "Emitted when a child node enters the scene tree, either because it entered "
-"on its own or because this node entered with it."
+"on its own or because this node entered with it.\n"
+"This signal is emitted [i]after[/i] the child node's own [constant "
+"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
 msgstr ""
 
 #: doc/classes/Node.xml
 msgid ""
-"Emitted when a child node exits the scene tree, either because it exited on "
-"its own or because this node exited."
+"Emitted when a child node is about to exit the scene tree, either because it "
+"is being removed or freed directly, or because this node is exiting the "
+"tree.\n"
+"When this signal is received, the child [code]node[/code] is still in the "
+"tree and valid. This signal is emitted [i]after[/i] the child node's own "
+"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
 msgstr ""
 
 #: doc/classes/Node.xml
@@ -38318,7 +38446,10 @@ msgid "Emitted when the node is renamed."
 msgstr ""
 
 #: doc/classes/Node.xml
-msgid "Emitted when the node enters the tree."
+msgid ""
+"Emitted when the node enters the tree.\n"
+"This signal is emitted [i]after[/i] the related [constant "
+"NOTIFICATION_ENTER_TREE] notification."
 msgstr ""
 
 #: doc/classes/Node.xml
@@ -38328,15 +38459,21 @@ msgstr ""
 #: doc/classes/Node.xml
 msgid ""
 "Emitted when the node is still active but about to exit the tree. This is "
-"the right place for de-initialization (or a \"destructor\", if you will)."
+"the right place for de-initialization (or a \"destructor\", if you will).\n"
+"This signal is emitted [i]before[/i] the related [constant "
+"NOTIFICATION_EXIT_TREE] notification."
 msgstr ""
 
 #: doc/classes/Node.xml
-msgid "Notification received when the node enters a [SceneTree]."
+msgid ""
+"Notification received when the node enters a [SceneTree].\n"
+"This notification is emitted [i]before[/i] the related [signal tree_entered]."
 msgstr ""
 
 #: doc/classes/Node.xml
-msgid "Notification received when the node is about to exit a [SceneTree]."
+msgid ""
+"Notification received when the node is about to exit a [SceneTree].\n"
+"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
 msgstr ""
 
 #: doc/classes/Node.xml
@@ -40043,6 +40180,10 @@ msgid ""
 "    if argument.find(\"=\") > -1:\n"
 "        var key_value = argument.split(\"=\")\n"
 "        arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
+"    else:\n"
+"        # Options without an argument will be present in the dictionary,\n"
+"        # with the value set to an empty string.\n"
+"        arguments[argument.lstrip(\"--\")] = \"\"\n"
 "[/codeblock]"
 msgstr ""
 
@@ -45543,7 +45684,18 @@ msgstr ""
 #: doc/classes/PopupMenu.xml
 msgid ""
 "[PopupMenu] is a [Control] that displays a list of options. They are popular "
-"in toolbars or context menus."
+"in toolbars or context menus.\n"
+"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
 msgstr ""
 
 #: doc/classes/PopupMenu.xml
@@ -49116,20 +49268,28 @@ msgid ""
 "cause.\n"
 "The default value is a conservative one, so you are advised to tweak it "
 "according to the hardware you are targeting.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"The default is a very conservative override for [code]rendering/gles3/"
-"shaders/max_concurrent_compiles[/code].\n"
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
 "Depending on the specific devices you are targeting, you may want to raise "
 "it.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
+"Depending on the specific browsers you are targeting, you may want to raise "
+"it.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -49137,19 +49297,28 @@ msgid ""
 "The maximum size, in megabytes, that the ubershader cache can grow up to. On "
 "startup, the least recently used entries will be deleted until the total "
 "size is within bounds.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/"
-"code], so a smaller maximum size can be configured for mobile platforms, "
-"where storage space is more limited.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for mobile platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for web platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] Currently, shader caching is generally unavailable on web "
+"platforms.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -49181,12 +49350,20 @@ msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"An override for [code]rendering/gles3/shaders/shader_compilation_mode[/"
-"code], so asynchronous compilation can be disabled for mobile.\n"
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on mobile platforms.\n"
 "You may want to do that since mobile GPUs generally won't support "
 "ubershaders due to their complexity."
 msgstr ""
 
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on web platforms.\n"
+"You may want to do that since certain browsers (especially on mobile "
+"platforms) generally won't support ubershaders due to their complexity."
+msgstr ""
+
 #: doc/classes/ProjectSettings.xml
 msgid ""
 "Max buffer size for blend shapes. Any blend shape bigger than this will not "
@@ -53877,24 +54054,23 @@ msgid ""
 "manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be "
 "used for tweening values, but you can do manual interpolation with [method "
 "interpolate_value].\n"
-"A [SceneTreeTween] animation is composed of a sequence of [Tweener]s, which "
-"by default are executed one after another. You can create a sequence by "
-"appending [Tweener]s to the [SceneTreeTween]. Animating something with a "
-"[Tweener] is called tweening. Example tweening sequence looks like this:\n"
+"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] "
+"object, using [method tween_property], [method tween_interval], [method "
+"tween_callback] or [method tween_method]:\n"
 "[codeblock]\n"
 "var tween = get_tree().create_tween()\n"
 "tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
 "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
 "tween.tween_callback($Sprite, \"queue_free\")\n"
 "[/codeblock]\n"
-"This sequence will make the [code]$Sprite[/code] node turn red, then shrink "
-"and finally the [method Node.queue_free] is called to remove the sprite. See "
-"methods [method tween_property], [method tween_interval], [method "
-"tween_callback] and [method tween_method] for more usage information.\n"
+"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
+"before finally calling [method Node.queue_free] to free the sprite. "
+"[Tweener]s are executed one after another by default. This behavior can be "
+"changed using [method parallel] and [method set_parallel].\n"
 "When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
 "chained method call can be used to tweak the properties of this [Tweener]. "
-"For example, if you want to set different transition type in the above "
-"example, you can do:\n"
+"For example, if you want to set a different transition type in the above "
+"example, you can use [method set_trans]:\n"
 "[codeblock]\n"
 "var tween = get_tree().create_tween()\n"
 "tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
@@ -53903,8 +54079,9 @@ msgid ""
 "TRANS_BOUNCE)\n"
 "tween.tween_callback($Sprite, \"queue_free\")\n"
 "[/codeblock]\n"
-"Most of the [SceneTreeTween] methods can be chained this way too. In this "
-"example the [SceneTreeTween] is bound and have set a default transition:\n"
+"Most of the [SceneTreeTween] methods can be chained this way too. In the "
+"following example the [SceneTreeTween] is bound to the running script's node "
+"and a default transition is set for its [Tweener]s:\n"
 "[codeblock]\n"
 "var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
 "TRANS_ELASTIC)\n"
@@ -53912,16 +54089,16 @@ msgid ""
 "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
 "tween.tween_callback($Sprite, \"queue_free\")\n"
 "[/codeblock]\n"
-"Another interesting use for [SceneTreeTween]s is animating arbitrary set of "
+"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of "
 "objects:\n"
 "[codeblock]\n"
 "var tween = create_tween()\n"
 "for sprite in get_children():\n"
-"    tween.tween_property(sprite, \"position\", Vector2(), 1)\n"
+"    tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
 "[/codeblock]\n"
 "In the example above, all children of a node are moved one after another to "
 "position (0, 0).\n"
-"Some [Tweener]s use transitions and eases. The first accepts an [enum Tween."
+"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
 "TransitionType] constant, and refers to the way the timing of the animation "
 "is handled (see [url=https://easings.net/]easings.net[/url] for some "
 "examples). The second accepts an [enum Tween.EaseType] constant, and "
@@ -53933,7 +54110,7 @@ msgid ""
 "tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
 "[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
 "prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
-"immediately after it was created."
+"immediately after it is created."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -53963,21 +54140,24 @@ msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
 msgid ""
-"Processes the [SceneTreeTween] by given [code]delta[/code] value, in "
-"seconds. Mostly useful when the [SceneTreeTween] is paused, for controlling "
-"it manually. Can also be used to end the [SceneTreeTween] animation "
-"immediately, by using [code]delta[/code] longer than the whole duration.\n"
+"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in "
+"seconds. This is mostly useful for manual control when the [SceneTreeTween] "
+"is paused. It can also be used to end the [SceneTreeTween] animation "
+"immediately, by setting [code]delta[/code] longer than the whole duration of "
+"the [SceneTreeTween] animation.\n"
 "Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that "
 "haven't finished.\n"
-"[b]Note:[/b] The [SceneTreeTween] will become invalid after finished, but "
-"you can call [method stop] after the step, to keep it and reset."
+"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing "
+"frame after its animation finishes. Calling [method stop] after performing "
+"[method custom_step] instead keeps and resets the [SceneTreeTween]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
 msgid ""
 "Returns the total time in seconds the [SceneTreeTween] has been animating (i."
-"e. time since it started, not counting pauses etc.). The time is affected by "
-"[method set_speed_scale] and [method stop] will reset it to [code]0[/code].\n"
+"e. the time since it started, not counting pauses etc.). The time is "
+"affected by [method set_speed_scale], and [method stop] will reset it to "
+"[code]0[/code].\n"
 "[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
 "after the [SceneTreeTween] has finished animating will be slightly greater "
 "than the actual [SceneTreeTween] duration."
@@ -54013,11 +54193,10 @@ msgstr ""
 msgid ""
 "Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a "
 "[SceneTreeTween] contained by the scene tree (i.e. the array from [method "
-"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). "
-"[SceneTreeTween] might become invalid when it has finished tweening or was "
-"killed, also when created with [code]Tween.new()[/code]. Invalid "
-"[SceneTreeTween] can't have [Tweener]s appended, because it can't animate "
-"them. You can however still use [method interpolate_value]."
+"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
+"[SceneTreeTween] might become invalid when it has finished tweening, is "
+"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
+"[SceneTreeTween]s can't have [Tweener]s appended."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -54057,16 +54236,15 @@ msgstr ""
 msgid ""
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [SceneTreeTween] run "
-"infinitely, until it is either killed by [method kill] or by freeing bound "
-"node, or all the animated objects have been freed (which makes further "
+"Calling this method without arguments will make the [Tween] run infinitely, "
+"until either it is killed with [method kill], the [Tween]'s bound node is "
+"freed, or all the animated objects have been freed (which makes further "
 "animation impossible).\n"
 "[b]Warning:[/b] Make sure to always add some duration/delay when using "
-"infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] "
-"with no delay or [PropertyTweener] with invalid node) are equivalent to "
-"infinite [code]while[/code] loops and will freeze your game. If a "
-"[SceneTreeTween]'s lifetime depends on some node, always use [method "
-"bind_node]."
+"infinite loops. To prevent the game freezing, 0-duration looped animations "
+"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
+"number of loops, which may produce unexpected results. If a [Tween]'s "
+"lifetime depends on some node, always use [method bind_node]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -54128,10 +54306,10 @@ msgstr ""
 #: doc/classes/SceneTreeTween.xml
 msgid ""
 "Creates and appends an [IntervalTweener]. This method can be used to create "
-"delays in the tween animation, as an alternative for using the delay in "
-"other [Tweener]s or when there's no animation (in which case the "
-"[SceneTreeTween] acts as a timer). [code]time[/code] is the length of the "
-"interval, in seconds.\n"
+"delays in the tween animation, as an alternative to using the delay in other "
+"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] "
+"acts as a timer). [code]time[/code] is the length of the interval, in "
+"seconds.\n"
 "Example: creating an interval in code execution.\n"
 "[codeblock]\n"
 "# ... some code\n"
@@ -54185,8 +54363,8 @@ msgid ""
 "Creates and appends a [PropertyTweener]. This method tweens a "
 "[code]property[/code] of an [code]object[/code] between an initial value and "
 "[code]final_val[/code] in a span of time equal to [code]duration[/code], in "
-"seconds. The initial value by default is a value at the time the tweening of "
-"the [PropertyTweener] start. For example:\n"
+"seconds. The initial value by default is the property's value at the time "
+"the tweening of the [PropertyTweener] starts. For example:\n"
 "[codeblock]\n"
 "var tween = create_tween()\n"
 "tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
@@ -54217,16 +54395,15 @@ msgid ""
 "Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
 "when the [SceneTreeTween] is set to infinite looping (see [method "
 "set_loops]).\n"
-"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) after this signal "
-"is emitted, but it doesn't happen immediately, but on the next processing "
-"frame. Calling [method stop] inside the signal callback will preserve the "
-"[SceneTreeTween]."
+"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next "
+"processing frame after this signal is emitted. Calling [method stop] inside "
+"the signal callback will prevent the [SceneTreeTween] from being removed."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
 msgid ""
 "Emitted when a full loop is complete (see [method set_loops]), providing the "
-"loop index. This signal is not emitted after final loop, use [signal "
+"loop index. This signal is not emitted after the final loop, use [signal "
 "finished] instead for this case."
 msgstr ""
 
@@ -54234,7 +54411,7 @@ msgstr ""
 msgid ""
 "Emitted when one step of the [SceneTreeTween] is complete, providing the "
 "step index. One step is either a single [Tweener] or a group of [Tweener]s "
-"running parallelly."
+"running in parallel."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -58202,11 +58379,11 @@ msgstr ""
 msgid ""
 "Returns [code]true[/code] if this string contains a valid integer.\n"
 "[codeblock]\n"
-"print(\"7\".is_valid_int()) # Prints \"True\"\n"
-"print(\"14.6\".is_valid_int()) # Prints \"False\"\n"
-"print(\"L\".is_valid_int()) # Prints \"False\"\n"
-"print(\"+3\".is_valid_int()) # Prints \"True\"\n"
-"print(\"-12\".is_valid_int()) # Prints \"True\"\n"
+"print(\"7\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"L\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"+3\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"-12\".is_valid_integer()) # Prints \"True\"\n"
 "[/codeblock]"
 msgstr ""
 
@@ -63077,7 +63254,18 @@ msgid ""
 "To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
 "TreeItem.get_next] and [method TreeItem.get_children] after getting the root "
 "through [method get_root]. You can use [method Object.free] on a [TreeItem] "
-"to remove it from the [Tree]."
+"to remove it from the [Tree].\n"
+"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
 msgstr ""
 
 #: doc/classes/Tree.xml

+ 282 - 94
doc/translations/lv.po

@@ -409,7 +409,7 @@ msgid ""
 "- 1.0: Linear\n"
 "- Greater than 1.0 (exclusive): Ease in\n"
 "[/codeblock]\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
 "ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
 "See also [method smoothstep]. If you need to perform more advanced "
 "transitions, use [Tween] or [AnimationPlayer]."
@@ -1116,7 +1116,7 @@ msgid ""
 "[method smoothstep] returns the smoothest possible curve with no sudden "
 "changes in the derivative. If you need to perform more advanced transitions, "
 "use [Tween] or [AnimationPlayer].\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
 "smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, "
 "-1.6521) return values[/url]"
 msgstr ""
@@ -28279,7 +28279,7 @@ msgid ""
 "    # Note: Don't make simultaneous requests using a single HTTPRequest "
 "node.\n"
 "    # The snippet below is provided for reference only.\n"
-"    var body = {\"name\": \"Godette\"}\n"
+"    var body = to_json({\"name\": \"Godette\"})\n"
 "    error = http_request.request(\"https://httpbin.org/post\", [], true, "
 "HTTPClient.METHOD_POST, body)\n"
 "    if error != OK:\n"
@@ -30901,7 +30901,18 @@ msgid ""
 "[code]\\n[/code]) in the string won't produce a newline. Text wrapping is "
 "enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to "
 "fully fit its content by default. You need to set [member "
-"fixed_column_width] greater than zero to wrap the text."
+"fixed_column_width] greater than zero to wrap the text.\n"
+"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
 msgstr ""
 
 #: doc/classes/ItemList.xml
@@ -34648,11 +34659,16 @@ msgid ""
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
-msgid "Returns the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Returns the override [Material] for a surface of the [Mesh] resource.\n"
+"[b]Note:[/b] This function only returns [i]override[/i] materials associated "
+"with this [MeshInstance]. Consider using [method get_active_material] or "
+"[method Mesh.surface_get_material] to get materials associated with the "
+"[Mesh] resource."
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
-msgid "Returns the number of surface materials."
+msgid "Returns the number of surface override materials."
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
@@ -34689,7 +34705,10 @@ msgid ""
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
-msgid "Sets the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Sets the override [Material] for the specified surface of the [Mesh] "
+"resource. This material is associated with this [MeshInstance] rather than "
+"with the [Mesh] resource."
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
@@ -35481,6 +35500,9 @@ msgstr ""
 
 #: doc/classes/Navigation.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
 "Provides navigation and pathfinding within a collection of "
 "[NavigationMesh]es. By default, these will be automatically collected from "
 "child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this "
@@ -35526,6 +35548,9 @@ msgstr ""
 
 #: doc/classes/Navigation.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
 "Returns the path between two given points. Points are in local coordinate "
 "space. If [code]optimize[/code] is [code]true[/code] (the default), the "
 "agent properties associated with each [NavigationMesh] (radius, height, "
@@ -35569,6 +35594,9 @@ msgstr ""
 
 #: doc/classes/Navigation2D.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
 "Navigation2D provides navigation and pathfinding within a 2D area, specified "
 "as a collection of [NavigationPolygon] resources. By default, these are "
 "automatically collected from child [NavigationPolygonInstance] nodes."
@@ -35588,6 +35616,9 @@ msgstr ""
 
 #: doc/classes/Navigation2D.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
 "Returns the path between two given points. Points are in local coordinate "
 "space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
 "is smoothed by merging path segments where possible."
@@ -35716,10 +35747,46 @@ msgstr ""
 msgid "Destroys the given RID."
 msgstr ""
 
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all created navigation map [RID]s on the NavigationServer. This "
+"returns both 2D and 3D created navigation maps as there is technically no "
+"distinction between them."
+msgstr ""
+
 #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
 msgid "Create a new map."
 msgstr ""
 
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"This function immediately forces synchronization of the specified navigation "
+"[code]map[/code] [RID]. By default navigation maps are only synchronized at "
+"the end of each physics frame. This function can be used to immediately "
+"(re)calculate all the navigation meshes and region connections of the "
+"navigation map. This makes it possible to query a navigation path for a "
+"changed map immediately and in the same frame (multiple times if needed).\n"
+"Due to technical restrictions the current NavigationServer command queue "
+"will be flushed. This means all already queued update commands for this "
+"physics frame will be executed, even those intended for other maps, regions "
+"and agents not part of the specified map. The expensive computation of the "
+"navigation meshes and region connections of a map will only be done for the "
+"specified map. Other maps will receive the normal synchronization at the end "
+"of the physics frame. Should the specified map receive changes after the "
+"forced update it will update again as well when the other maps receive their "
+"update.\n"
+"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals "
+"is untouched by this function and continues to happen for all maps and "
+"agents at the end of the physics frame.\n"
+"[b]Note:[/b] With great power comes great responsibility. This function "
+"should only be used by users that really know what they are doing and have a "
+"good reason for it. Forcing an immediate update of a navigation map requires "
+"locking the NavigationServer and flushing the entire NavigationServer "
+"command queue. Not only can this severely impact the performance of a game "
+"but it can also introduce bugs if used inappropriately without much "
+"foresight."
+msgstr ""
+
 #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
 msgid ""
 "Returns all navigation agents [RID]s that are currently assigned to the "
@@ -35830,6 +35897,23 @@ msgstr ""
 msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]."
 msgstr ""
 
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns [code]true[/code] if the provided [code]point[/code] in world space "
+"is currently owned by the provided navigation [code]region[/code]. Owned in "
+"this context means that one of the region's navigation mesh polygon faces "
+"has a possible position at the closest distance to this point compared to "
+"all other navigation meshes from other navigation regions that are also "
+"registered on the navigation map of the provided region.\n"
+"If multiple navigation meshes have positions at equal distance the "
+"navigation region whose polygons are processed first wins the ownership. "
+"Polygons are processed in the same order that navigation regions were "
+"registered on the NavigationServer.\n"
+"[b]Note:[/b] If navigation meshes from different navigation regions overlap "
+"(which should be avoided in general) the result might not be what is "
+"expected."
+msgstr ""
+
 #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
 msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
 msgstr ""
@@ -36035,6 +36119,17 @@ msgstr ""
 msgid "The distance to search for other agents."
 msgstr ""
 
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
+"The distance threshold before a path point is considered to be reached. This "
+"will allow an agent to not have to hit a path point on the path exactly, but "
+"in the area. If this value is set to high the NavigationAgent will skip "
+"points on the path which can lead to leaving the navigation mesh. If this "
+"value is set to low the NavigationAgent will be stuck in a repath loop cause "
+"it will constantly overshoot or undershoot the distance to the next point on "
+"each physics frame update."
+msgstr ""
+
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
 msgid ""
 "The maximum distance the agent is allowed away from the ideal path to the "
@@ -36043,14 +36138,23 @@ msgid ""
 msgstr ""
 
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-msgid "The radius of the agent."
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding. To change an actor's pathfinding radius "
+"bake [NavigationMesh] resources with a different [member NavigationMesh."
+"agent_radius] property and use different navigation maps for each actor size."
 msgstr ""
 
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
 msgid ""
-"The distance threshold before a target is considered to be reached. This "
-"will allow an agent to not have to hit a point on the path exactly, but in "
-"the area."
+"The distance threshold before the final target point is considered to be "
+"reached. This will allow an agent to not have to hit the point of the final "
+"target exactly, but only the area. If this value is set to low the "
+"NavigationAgent will be stuck in a repath loop cause it will constantly "
+"overshoot or undershoot the distance to the final target point on each "
+"physics frame update."
 msgstr ""
 
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -36263,6 +36367,16 @@ msgid ""
 "multiple of [member cell_size]."
 msgstr ""
 
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"If the baking [AABB] has a volume the navigation mesh baking will be "
+"restricted to its enclosing area."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
+msgstr ""
+
 #: doc/classes/NavigationMesh.xml
 msgid "If [code]true[/code], marks spans that are ledges as non-walkable."
 msgstr ""
@@ -36433,7 +36547,15 @@ msgid ""
 "geometry for walkable terrain suitable to [NavigationMesh] agent properties "
 "by creating a voxel world around the meshes bounding area.\n"
 "The finalized navigation mesh is then returned and stored inside the "
-"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes."
+"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] "
+"nodes.\n"
+"[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
+"obstruct navigation baking does not always work. The navigation baking has "
+"no concept of what is a geometry \"inside\" when dealing with mesh source "
+"geometry and this is intentional. Depending on current baking parameters, as "
+"soon as the obstructing mesh is large enough to fit a navigation mesh area "
+"inside, the baking will generate navigation mesh areas that are inside the "
+"obstructing source geometry mesh."
 msgstr ""
 
 #: doc/classes/NavigationMeshGenerator.xml
@@ -38308,13 +38430,19 @@ msgstr ""
 #: doc/classes/Node.xml
 msgid ""
 "Emitted when a child node enters the scene tree, either because it entered "
-"on its own or because this node entered with it."
+"on its own or because this node entered with it.\n"
+"This signal is emitted [i]after[/i] the child node's own [constant "
+"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
 msgstr ""
 
 #: doc/classes/Node.xml
 msgid ""
-"Emitted when a child node exits the scene tree, either because it exited on "
-"its own or because this node exited."
+"Emitted when a child node is about to exit the scene tree, either because it "
+"is being removed or freed directly, or because this node is exiting the "
+"tree.\n"
+"When this signal is received, the child [code]node[/code] is still in the "
+"tree and valid. This signal is emitted [i]after[/i] the child node's own "
+"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
 msgstr ""
 
 #: doc/classes/Node.xml
@@ -38326,7 +38454,10 @@ msgid "Emitted when the node is renamed."
 msgstr ""
 
 #: doc/classes/Node.xml
-msgid "Emitted when the node enters the tree."
+msgid ""
+"Emitted when the node enters the tree.\n"
+"This signal is emitted [i]after[/i] the related [constant "
+"NOTIFICATION_ENTER_TREE] notification."
 msgstr ""
 
 #: doc/classes/Node.xml
@@ -38336,15 +38467,21 @@ msgstr ""
 #: doc/classes/Node.xml
 msgid ""
 "Emitted when the node is still active but about to exit the tree. This is "
-"the right place for de-initialization (or a \"destructor\", if you will)."
+"the right place for de-initialization (or a \"destructor\", if you will).\n"
+"This signal is emitted [i]before[/i] the related [constant "
+"NOTIFICATION_EXIT_TREE] notification."
 msgstr ""
 
 #: doc/classes/Node.xml
-msgid "Notification received when the node enters a [SceneTree]."
+msgid ""
+"Notification received when the node enters a [SceneTree].\n"
+"This notification is emitted [i]before[/i] the related [signal tree_entered]."
 msgstr ""
 
 #: doc/classes/Node.xml
-msgid "Notification received when the node is about to exit a [SceneTree]."
+msgid ""
+"Notification received when the node is about to exit a [SceneTree].\n"
+"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
 msgstr ""
 
 #: doc/classes/Node.xml
@@ -40051,6 +40188,10 @@ msgid ""
 "    if argument.find(\"=\") > -1:\n"
 "        var key_value = argument.split(\"=\")\n"
 "        arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
+"    else:\n"
+"        # Options without an argument will be present in the dictionary,\n"
+"        # with the value set to an empty string.\n"
+"        arguments[argument.lstrip(\"--\")] = \"\"\n"
 "[/codeblock]"
 msgstr ""
 
@@ -45551,7 +45692,18 @@ msgstr ""
 #: doc/classes/PopupMenu.xml
 msgid ""
 "[PopupMenu] is a [Control] that displays a list of options. They are popular "
-"in toolbars or context menus."
+"in toolbars or context menus.\n"
+"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
 msgstr ""
 
 #: doc/classes/PopupMenu.xml
@@ -49124,20 +49276,28 @@ msgid ""
 "cause.\n"
 "The default value is a conservative one, so you are advised to tweak it "
 "according to the hardware you are targeting.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"The default is a very conservative override for [code]rendering/gles3/"
-"shaders/max_concurrent_compiles[/code].\n"
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
 "Depending on the specific devices you are targeting, you may want to raise "
 "it.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
+"Depending on the specific browsers you are targeting, you may want to raise "
+"it.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -49145,19 +49305,28 @@ msgid ""
 "The maximum size, in megabytes, that the ubershader cache can grow up to. On "
 "startup, the least recently used entries will be deleted until the total "
 "size is within bounds.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/"
-"code], so a smaller maximum size can be configured for mobile platforms, "
-"where storage space is more limited.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for mobile platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for web platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] Currently, shader caching is generally unavailable on web "
+"platforms.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -49189,12 +49358,20 @@ msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"An override for [code]rendering/gles3/shaders/shader_compilation_mode[/"
-"code], so asynchronous compilation can be disabled for mobile.\n"
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on mobile platforms.\n"
 "You may want to do that since mobile GPUs generally won't support "
 "ubershaders due to their complexity."
 msgstr ""
 
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on web platforms.\n"
+"You may want to do that since certain browsers (especially on mobile "
+"platforms) generally won't support ubershaders due to their complexity."
+msgstr ""
+
 #: doc/classes/ProjectSettings.xml
 msgid ""
 "Max buffer size for blend shapes. Any blend shape bigger than this will not "
@@ -53885,24 +54062,23 @@ msgid ""
 "manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be "
 "used for tweening values, but you can do manual interpolation with [method "
 "interpolate_value].\n"
-"A [SceneTreeTween] animation is composed of a sequence of [Tweener]s, which "
-"by default are executed one after another. You can create a sequence by "
-"appending [Tweener]s to the [SceneTreeTween]. Animating something with a "
-"[Tweener] is called tweening. Example tweening sequence looks like this:\n"
+"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] "
+"object, using [method tween_property], [method tween_interval], [method "
+"tween_callback] or [method tween_method]:\n"
 "[codeblock]\n"
 "var tween = get_tree().create_tween()\n"
 "tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
 "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
 "tween.tween_callback($Sprite, \"queue_free\")\n"
 "[/codeblock]\n"
-"This sequence will make the [code]$Sprite[/code] node turn red, then shrink "
-"and finally the [method Node.queue_free] is called to remove the sprite. See "
-"methods [method tween_property], [method tween_interval], [method "
-"tween_callback] and [method tween_method] for more usage information.\n"
+"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
+"before finally calling [method Node.queue_free] to free the sprite. "
+"[Tweener]s are executed one after another by default. This behavior can be "
+"changed using [method parallel] and [method set_parallel].\n"
 "When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
 "chained method call can be used to tweak the properties of this [Tweener]. "
-"For example, if you want to set different transition type in the above "
-"example, you can do:\n"
+"For example, if you want to set a different transition type in the above "
+"example, you can use [method set_trans]:\n"
 "[codeblock]\n"
 "var tween = get_tree().create_tween()\n"
 "tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
@@ -53911,8 +54087,9 @@ msgid ""
 "TRANS_BOUNCE)\n"
 "tween.tween_callback($Sprite, \"queue_free\")\n"
 "[/codeblock]\n"
-"Most of the [SceneTreeTween] methods can be chained this way too. In this "
-"example the [SceneTreeTween] is bound and have set a default transition:\n"
+"Most of the [SceneTreeTween] methods can be chained this way too. In the "
+"following example the [SceneTreeTween] is bound to the running script's node "
+"and a default transition is set for its [Tweener]s:\n"
 "[codeblock]\n"
 "var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
 "TRANS_ELASTIC)\n"
@@ -53920,16 +54097,16 @@ msgid ""
 "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
 "tween.tween_callback($Sprite, \"queue_free\")\n"
 "[/codeblock]\n"
-"Another interesting use for [SceneTreeTween]s is animating arbitrary set of "
+"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of "
 "objects:\n"
 "[codeblock]\n"
 "var tween = create_tween()\n"
 "for sprite in get_children():\n"
-"    tween.tween_property(sprite, \"position\", Vector2(), 1)\n"
+"    tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
 "[/codeblock]\n"
 "In the example above, all children of a node are moved one after another to "
 "position (0, 0).\n"
-"Some [Tweener]s use transitions and eases. The first accepts an [enum Tween."
+"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
 "TransitionType] constant, and refers to the way the timing of the animation "
 "is handled (see [url=https://easings.net/]easings.net[/url] for some "
 "examples). The second accepts an [enum Tween.EaseType] constant, and "
@@ -53941,7 +54118,7 @@ msgid ""
 "tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
 "[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
 "prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
-"immediately after it was created."
+"immediately after it is created."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -53971,21 +54148,24 @@ msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
 msgid ""
-"Processes the [SceneTreeTween] by given [code]delta[/code] value, in "
-"seconds. Mostly useful when the [SceneTreeTween] is paused, for controlling "
-"it manually. Can also be used to end the [SceneTreeTween] animation "
-"immediately, by using [code]delta[/code] longer than the whole duration.\n"
+"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in "
+"seconds. This is mostly useful for manual control when the [SceneTreeTween] "
+"is paused. It can also be used to end the [SceneTreeTween] animation "
+"immediately, by setting [code]delta[/code] longer than the whole duration of "
+"the [SceneTreeTween] animation.\n"
 "Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that "
 "haven't finished.\n"
-"[b]Note:[/b] The [SceneTreeTween] will become invalid after finished, but "
-"you can call [method stop] after the step, to keep it and reset."
+"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing "
+"frame after its animation finishes. Calling [method stop] after performing "
+"[method custom_step] instead keeps and resets the [SceneTreeTween]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
 msgid ""
 "Returns the total time in seconds the [SceneTreeTween] has been animating (i."
-"e. time since it started, not counting pauses etc.). The time is affected by "
-"[method set_speed_scale] and [method stop] will reset it to [code]0[/code].\n"
+"e. the time since it started, not counting pauses etc.). The time is "
+"affected by [method set_speed_scale], and [method stop] will reset it to "
+"[code]0[/code].\n"
 "[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
 "after the [SceneTreeTween] has finished animating will be slightly greater "
 "than the actual [SceneTreeTween] duration."
@@ -54021,11 +54201,10 @@ msgstr ""
 msgid ""
 "Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a "
 "[SceneTreeTween] contained by the scene tree (i.e. the array from [method "
-"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). "
-"[SceneTreeTween] might become invalid when it has finished tweening or was "
-"killed, also when created with [code]Tween.new()[/code]. Invalid "
-"[SceneTreeTween] can't have [Tweener]s appended, because it can't animate "
-"them. You can however still use [method interpolate_value]."
+"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
+"[SceneTreeTween] might become invalid when it has finished tweening, is "
+"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
+"[SceneTreeTween]s can't have [Tweener]s appended."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -54065,16 +54244,15 @@ msgstr ""
 msgid ""
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [SceneTreeTween] run "
-"infinitely, until it is either killed by [method kill] or by freeing bound "
-"node, or all the animated objects have been freed (which makes further "
+"Calling this method without arguments will make the [Tween] run infinitely, "
+"until either it is killed with [method kill], the [Tween]'s bound node is "
+"freed, or all the animated objects have been freed (which makes further "
 "animation impossible).\n"
 "[b]Warning:[/b] Make sure to always add some duration/delay when using "
-"infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] "
-"with no delay or [PropertyTweener] with invalid node) are equivalent to "
-"infinite [code]while[/code] loops and will freeze your game. If a "
-"[SceneTreeTween]'s lifetime depends on some node, always use [method "
-"bind_node]."
+"infinite loops. To prevent the game freezing, 0-duration looped animations "
+"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
+"number of loops, which may produce unexpected results. If a [Tween]'s "
+"lifetime depends on some node, always use [method bind_node]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -54136,10 +54314,10 @@ msgstr ""
 #: doc/classes/SceneTreeTween.xml
 msgid ""
 "Creates and appends an [IntervalTweener]. This method can be used to create "
-"delays in the tween animation, as an alternative for using the delay in "
-"other [Tweener]s or when there's no animation (in which case the "
-"[SceneTreeTween] acts as a timer). [code]time[/code] is the length of the "
-"interval, in seconds.\n"
+"delays in the tween animation, as an alternative to using the delay in other "
+"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] "
+"acts as a timer). [code]time[/code] is the length of the interval, in "
+"seconds.\n"
 "Example: creating an interval in code execution.\n"
 "[codeblock]\n"
 "# ... some code\n"
@@ -54193,8 +54371,8 @@ msgid ""
 "Creates and appends a [PropertyTweener]. This method tweens a "
 "[code]property[/code] of an [code]object[/code] between an initial value and "
 "[code]final_val[/code] in a span of time equal to [code]duration[/code], in "
-"seconds. The initial value by default is a value at the time the tweening of "
-"the [PropertyTweener] start. For example:\n"
+"seconds. The initial value by default is the property's value at the time "
+"the tweening of the [PropertyTweener] starts. For example:\n"
 "[codeblock]\n"
 "var tween = create_tween()\n"
 "tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
@@ -54225,16 +54403,15 @@ msgid ""
 "Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
 "when the [SceneTreeTween] is set to infinite looping (see [method "
 "set_loops]).\n"
-"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) after this signal "
-"is emitted, but it doesn't happen immediately, but on the next processing "
-"frame. Calling [method stop] inside the signal callback will preserve the "
-"[SceneTreeTween]."
+"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next "
+"processing frame after this signal is emitted. Calling [method stop] inside "
+"the signal callback will prevent the [SceneTreeTween] from being removed."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
 msgid ""
 "Emitted when a full loop is complete (see [method set_loops]), providing the "
-"loop index. This signal is not emitted after final loop, use [signal "
+"loop index. This signal is not emitted after the final loop, use [signal "
 "finished] instead for this case."
 msgstr ""
 
@@ -54242,7 +54419,7 @@ msgstr ""
 msgid ""
 "Emitted when one step of the [SceneTreeTween] is complete, providing the "
 "step index. One step is either a single [Tweener] or a group of [Tweener]s "
-"running parallelly."
+"running in parallel."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -58210,11 +58387,11 @@ msgstr ""
 msgid ""
 "Returns [code]true[/code] if this string contains a valid integer.\n"
 "[codeblock]\n"
-"print(\"7\".is_valid_int()) # Prints \"True\"\n"
-"print(\"14.6\".is_valid_int()) # Prints \"False\"\n"
-"print(\"L\".is_valid_int()) # Prints \"False\"\n"
-"print(\"+3\".is_valid_int()) # Prints \"True\"\n"
-"print(\"-12\".is_valid_int()) # Prints \"True\"\n"
+"print(\"7\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"L\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"+3\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"-12\".is_valid_integer()) # Prints \"True\"\n"
 "[/codeblock]"
 msgstr ""
 
@@ -63085,7 +63262,18 @@ msgid ""
 "To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
 "TreeItem.get_next] and [method TreeItem.get_children] after getting the root "
 "through [method get_root]. You can use [method Object.free] on a [TreeItem] "
-"to remove it from the [Tree]."
+"to remove it from the [Tree].\n"
+"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
 msgstr ""
 
 #: doc/classes/Tree.xml

+ 282 - 94
doc/translations/mr.po

@@ -392,7 +392,7 @@ msgid ""
 "- 1.0: Linear\n"
 "- Greater than 1.0 (exclusive): Ease in\n"
 "[/codeblock]\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
 "ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
 "See also [method smoothstep]. If you need to perform more advanced "
 "transitions, use [Tween] or [AnimationPlayer]."
@@ -1099,7 +1099,7 @@ msgid ""
 "[method smoothstep] returns the smoothest possible curve with no sudden "
 "changes in the derivative. If you need to perform more advanced transitions, "
 "use [Tween] or [AnimationPlayer].\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
 "smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, "
 "-1.6521) return values[/url]"
 msgstr ""
@@ -28259,7 +28259,7 @@ msgid ""
 "    # Note: Don't make simultaneous requests using a single HTTPRequest "
 "node.\n"
 "    # The snippet below is provided for reference only.\n"
-"    var body = {\"name\": \"Godette\"}\n"
+"    var body = to_json({\"name\": \"Godette\"})\n"
 "    error = http_request.request(\"https://httpbin.org/post\", [], true, "
 "HTTPClient.METHOD_POST, body)\n"
 "    if error != OK:\n"
@@ -30881,7 +30881,18 @@ msgid ""
 "[code]\\n[/code]) in the string won't produce a newline. Text wrapping is "
 "enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to "
 "fully fit its content by default. You need to set [member "
-"fixed_column_width] greater than zero to wrap the text."
+"fixed_column_width] greater than zero to wrap the text.\n"
+"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
 msgstr ""
 
 #: doc/classes/ItemList.xml
@@ -34628,11 +34639,16 @@ msgid ""
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
-msgid "Returns the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Returns the override [Material] for a surface of the [Mesh] resource.\n"
+"[b]Note:[/b] This function only returns [i]override[/i] materials associated "
+"with this [MeshInstance]. Consider using [method get_active_material] or "
+"[method Mesh.surface_get_material] to get materials associated with the "
+"[Mesh] resource."
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
-msgid "Returns the number of surface materials."
+msgid "Returns the number of surface override materials."
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
@@ -34669,7 +34685,10 @@ msgid ""
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
-msgid "Sets the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Sets the override [Material] for the specified surface of the [Mesh] "
+"resource. This material is associated with this [MeshInstance] rather than "
+"with the [Mesh] resource."
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
@@ -35461,6 +35480,9 @@ msgstr ""
 
 #: doc/classes/Navigation.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
 "Provides navigation and pathfinding within a collection of "
 "[NavigationMesh]es. By default, these will be automatically collected from "
 "child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this "
@@ -35506,6 +35528,9 @@ msgstr ""
 
 #: doc/classes/Navigation.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
 "Returns the path between two given points. Points are in local coordinate "
 "space. If [code]optimize[/code] is [code]true[/code] (the default), the "
 "agent properties associated with each [NavigationMesh] (radius, height, "
@@ -35549,6 +35574,9 @@ msgstr ""
 
 #: doc/classes/Navigation2D.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
 "Navigation2D provides navigation and pathfinding within a 2D area, specified "
 "as a collection of [NavigationPolygon] resources. By default, these are "
 "automatically collected from child [NavigationPolygonInstance] nodes."
@@ -35568,6 +35596,9 @@ msgstr ""
 
 #: doc/classes/Navigation2D.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
 "Returns the path between two given points. Points are in local coordinate "
 "space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
 "is smoothed by merging path segments where possible."
@@ -35696,10 +35727,46 @@ msgstr ""
 msgid "Destroys the given RID."
 msgstr ""
 
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all created navigation map [RID]s on the NavigationServer. This "
+"returns both 2D and 3D created navigation maps as there is technically no "
+"distinction between them."
+msgstr ""
+
 #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
 msgid "Create a new map."
 msgstr ""
 
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"This function immediately forces synchronization of the specified navigation "
+"[code]map[/code] [RID]. By default navigation maps are only synchronized at "
+"the end of each physics frame. This function can be used to immediately "
+"(re)calculate all the navigation meshes and region connections of the "
+"navigation map. This makes it possible to query a navigation path for a "
+"changed map immediately and in the same frame (multiple times if needed).\n"
+"Due to technical restrictions the current NavigationServer command queue "
+"will be flushed. This means all already queued update commands for this "
+"physics frame will be executed, even those intended for other maps, regions "
+"and agents not part of the specified map. The expensive computation of the "
+"navigation meshes and region connections of a map will only be done for the "
+"specified map. Other maps will receive the normal synchronization at the end "
+"of the physics frame. Should the specified map receive changes after the "
+"forced update it will update again as well when the other maps receive their "
+"update.\n"
+"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals "
+"is untouched by this function and continues to happen for all maps and "
+"agents at the end of the physics frame.\n"
+"[b]Note:[/b] With great power comes great responsibility. This function "
+"should only be used by users that really know what they are doing and have a "
+"good reason for it. Forcing an immediate update of a navigation map requires "
+"locking the NavigationServer and flushing the entire NavigationServer "
+"command queue. Not only can this severely impact the performance of a game "
+"but it can also introduce bugs if used inappropriately without much "
+"foresight."
+msgstr ""
+
 #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
 msgid ""
 "Returns all navigation agents [RID]s that are currently assigned to the "
@@ -35810,6 +35877,23 @@ msgstr ""
 msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]."
 msgstr ""
 
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns [code]true[/code] if the provided [code]point[/code] in world space "
+"is currently owned by the provided navigation [code]region[/code]. Owned in "
+"this context means that one of the region's navigation mesh polygon faces "
+"has a possible position at the closest distance to this point compared to "
+"all other navigation meshes from other navigation regions that are also "
+"registered on the navigation map of the provided region.\n"
+"If multiple navigation meshes have positions at equal distance the "
+"navigation region whose polygons are processed first wins the ownership. "
+"Polygons are processed in the same order that navigation regions were "
+"registered on the NavigationServer.\n"
+"[b]Note:[/b] If navigation meshes from different navigation regions overlap "
+"(which should be avoided in general) the result might not be what is "
+"expected."
+msgstr ""
+
 #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
 msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
 msgstr ""
@@ -36015,6 +36099,17 @@ msgstr ""
 msgid "The distance to search for other agents."
 msgstr ""
 
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
+"The distance threshold before a path point is considered to be reached. This "
+"will allow an agent to not have to hit a path point on the path exactly, but "
+"in the area. If this value is set to high the NavigationAgent will skip "
+"points on the path which can lead to leaving the navigation mesh. If this "
+"value is set to low the NavigationAgent will be stuck in a repath loop cause "
+"it will constantly overshoot or undershoot the distance to the next point on "
+"each physics frame update."
+msgstr ""
+
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
 msgid ""
 "The maximum distance the agent is allowed away from the ideal path to the "
@@ -36023,14 +36118,23 @@ msgid ""
 msgstr ""
 
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-msgid "The radius of the agent."
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding. To change an actor's pathfinding radius "
+"bake [NavigationMesh] resources with a different [member NavigationMesh."
+"agent_radius] property and use different navigation maps for each actor size."
 msgstr ""
 
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
 msgid ""
-"The distance threshold before a target is considered to be reached. This "
-"will allow an agent to not have to hit a point on the path exactly, but in "
-"the area."
+"The distance threshold before the final target point is considered to be "
+"reached. This will allow an agent to not have to hit the point of the final "
+"target exactly, but only the area. If this value is set to low the "
+"NavigationAgent will be stuck in a repath loop cause it will constantly "
+"overshoot or undershoot the distance to the final target point on each "
+"physics frame update."
 msgstr ""
 
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -36243,6 +36347,16 @@ msgid ""
 "multiple of [member cell_size]."
 msgstr ""
 
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"If the baking [AABB] has a volume the navigation mesh baking will be "
+"restricted to its enclosing area."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
+msgstr ""
+
 #: doc/classes/NavigationMesh.xml
 msgid "If [code]true[/code], marks spans that are ledges as non-walkable."
 msgstr ""
@@ -36413,7 +36527,15 @@ msgid ""
 "geometry for walkable terrain suitable to [NavigationMesh] agent properties "
 "by creating a voxel world around the meshes bounding area.\n"
 "The finalized navigation mesh is then returned and stored inside the "
-"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes."
+"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] "
+"nodes.\n"
+"[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
+"obstruct navigation baking does not always work. The navigation baking has "
+"no concept of what is a geometry \"inside\" when dealing with mesh source "
+"geometry and this is intentional. Depending on current baking parameters, as "
+"soon as the obstructing mesh is large enough to fit a navigation mesh area "
+"inside, the baking will generate navigation mesh areas that are inside the "
+"obstructing source geometry mesh."
 msgstr ""
 
 #: doc/classes/NavigationMeshGenerator.xml
@@ -38288,13 +38410,19 @@ msgstr ""
 #: doc/classes/Node.xml
 msgid ""
 "Emitted when a child node enters the scene tree, either because it entered "
-"on its own or because this node entered with it."
+"on its own or because this node entered with it.\n"
+"This signal is emitted [i]after[/i] the child node's own [constant "
+"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
 msgstr ""
 
 #: doc/classes/Node.xml
 msgid ""
-"Emitted when a child node exits the scene tree, either because it exited on "
-"its own or because this node exited."
+"Emitted when a child node is about to exit the scene tree, either because it "
+"is being removed or freed directly, or because this node is exiting the "
+"tree.\n"
+"When this signal is received, the child [code]node[/code] is still in the "
+"tree and valid. This signal is emitted [i]after[/i] the child node's own "
+"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
 msgstr ""
 
 #: doc/classes/Node.xml
@@ -38306,7 +38434,10 @@ msgid "Emitted when the node is renamed."
 msgstr ""
 
 #: doc/classes/Node.xml
-msgid "Emitted when the node enters the tree."
+msgid ""
+"Emitted when the node enters the tree.\n"
+"This signal is emitted [i]after[/i] the related [constant "
+"NOTIFICATION_ENTER_TREE] notification."
 msgstr ""
 
 #: doc/classes/Node.xml
@@ -38316,15 +38447,21 @@ msgstr ""
 #: doc/classes/Node.xml
 msgid ""
 "Emitted when the node is still active but about to exit the tree. This is "
-"the right place for de-initialization (or a \"destructor\", if you will)."
+"the right place for de-initialization (or a \"destructor\", if you will).\n"
+"This signal is emitted [i]before[/i] the related [constant "
+"NOTIFICATION_EXIT_TREE] notification."
 msgstr ""
 
 #: doc/classes/Node.xml
-msgid "Notification received when the node enters a [SceneTree]."
+msgid ""
+"Notification received when the node enters a [SceneTree].\n"
+"This notification is emitted [i]before[/i] the related [signal tree_entered]."
 msgstr ""
 
 #: doc/classes/Node.xml
-msgid "Notification received when the node is about to exit a [SceneTree]."
+msgid ""
+"Notification received when the node is about to exit a [SceneTree].\n"
+"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
 msgstr ""
 
 #: doc/classes/Node.xml
@@ -40031,6 +40168,10 @@ msgid ""
 "    if argument.find(\"=\") > -1:\n"
 "        var key_value = argument.split(\"=\")\n"
 "        arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
+"    else:\n"
+"        # Options without an argument will be present in the dictionary,\n"
+"        # with the value set to an empty string.\n"
+"        arguments[argument.lstrip(\"--\")] = \"\"\n"
 "[/codeblock]"
 msgstr ""
 
@@ -45531,7 +45672,18 @@ msgstr ""
 #: doc/classes/PopupMenu.xml
 msgid ""
 "[PopupMenu] is a [Control] that displays a list of options. They are popular "
-"in toolbars or context menus."
+"in toolbars or context menus.\n"
+"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
 msgstr ""
 
 #: doc/classes/PopupMenu.xml
@@ -49104,20 +49256,28 @@ msgid ""
 "cause.\n"
 "The default value is a conservative one, so you are advised to tweak it "
 "according to the hardware you are targeting.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"The default is a very conservative override for [code]rendering/gles3/"
-"shaders/max_concurrent_compiles[/code].\n"
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
 "Depending on the specific devices you are targeting, you may want to raise "
 "it.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
+"Depending on the specific browsers you are targeting, you may want to raise "
+"it.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -49125,19 +49285,28 @@ msgid ""
 "The maximum size, in megabytes, that the ubershader cache can grow up to. On "
 "startup, the least recently used entries will be deleted until the total "
 "size is within bounds.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/"
-"code], so a smaller maximum size can be configured for mobile platforms, "
-"where storage space is more limited.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for mobile platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for web platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] Currently, shader caching is generally unavailable on web "
+"platforms.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -49169,12 +49338,20 @@ msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"An override for [code]rendering/gles3/shaders/shader_compilation_mode[/"
-"code], so asynchronous compilation can be disabled for mobile.\n"
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on mobile platforms.\n"
 "You may want to do that since mobile GPUs generally won't support "
 "ubershaders due to their complexity."
 msgstr ""
 
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on web platforms.\n"
+"You may want to do that since certain browsers (especially on mobile "
+"platforms) generally won't support ubershaders due to their complexity."
+msgstr ""
+
 #: doc/classes/ProjectSettings.xml
 msgid ""
 "Max buffer size for blend shapes. Any blend shape bigger than this will not "
@@ -53865,24 +54042,23 @@ msgid ""
 "manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be "
 "used for tweening values, but you can do manual interpolation with [method "
 "interpolate_value].\n"
-"A [SceneTreeTween] animation is composed of a sequence of [Tweener]s, which "
-"by default are executed one after another. You can create a sequence by "
-"appending [Tweener]s to the [SceneTreeTween]. Animating something with a "
-"[Tweener] is called tweening. Example tweening sequence looks like this:\n"
+"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] "
+"object, using [method tween_property], [method tween_interval], [method "
+"tween_callback] or [method tween_method]:\n"
 "[codeblock]\n"
 "var tween = get_tree().create_tween()\n"
 "tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
 "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
 "tween.tween_callback($Sprite, \"queue_free\")\n"
 "[/codeblock]\n"
-"This sequence will make the [code]$Sprite[/code] node turn red, then shrink "
-"and finally the [method Node.queue_free] is called to remove the sprite. See "
-"methods [method tween_property], [method tween_interval], [method "
-"tween_callback] and [method tween_method] for more usage information.\n"
+"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
+"before finally calling [method Node.queue_free] to free the sprite. "
+"[Tweener]s are executed one after another by default. This behavior can be "
+"changed using [method parallel] and [method set_parallel].\n"
 "When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
 "chained method call can be used to tweak the properties of this [Tweener]. "
-"For example, if you want to set different transition type in the above "
-"example, you can do:\n"
+"For example, if you want to set a different transition type in the above "
+"example, you can use [method set_trans]:\n"
 "[codeblock]\n"
 "var tween = get_tree().create_tween()\n"
 "tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
@@ -53891,8 +54067,9 @@ msgid ""
 "TRANS_BOUNCE)\n"
 "tween.tween_callback($Sprite, \"queue_free\")\n"
 "[/codeblock]\n"
-"Most of the [SceneTreeTween] methods can be chained this way too. In this "
-"example the [SceneTreeTween] is bound and have set a default transition:\n"
+"Most of the [SceneTreeTween] methods can be chained this way too. In the "
+"following example the [SceneTreeTween] is bound to the running script's node "
+"and a default transition is set for its [Tweener]s:\n"
 "[codeblock]\n"
 "var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
 "TRANS_ELASTIC)\n"
@@ -53900,16 +54077,16 @@ msgid ""
 "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
 "tween.tween_callback($Sprite, \"queue_free\")\n"
 "[/codeblock]\n"
-"Another interesting use for [SceneTreeTween]s is animating arbitrary set of "
+"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of "
 "objects:\n"
 "[codeblock]\n"
 "var tween = create_tween()\n"
 "for sprite in get_children():\n"
-"    tween.tween_property(sprite, \"position\", Vector2(), 1)\n"
+"    tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
 "[/codeblock]\n"
 "In the example above, all children of a node are moved one after another to "
 "position (0, 0).\n"
-"Some [Tweener]s use transitions and eases. The first accepts an [enum Tween."
+"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
 "TransitionType] constant, and refers to the way the timing of the animation "
 "is handled (see [url=https://easings.net/]easings.net[/url] for some "
 "examples). The second accepts an [enum Tween.EaseType] constant, and "
@@ -53921,7 +54098,7 @@ msgid ""
 "tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
 "[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
 "prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
-"immediately after it was created."
+"immediately after it is created."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -53951,21 +54128,24 @@ msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
 msgid ""
-"Processes the [SceneTreeTween] by given [code]delta[/code] value, in "
-"seconds. Mostly useful when the [SceneTreeTween] is paused, for controlling "
-"it manually. Can also be used to end the [SceneTreeTween] animation "
-"immediately, by using [code]delta[/code] longer than the whole duration.\n"
+"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in "
+"seconds. This is mostly useful for manual control when the [SceneTreeTween] "
+"is paused. It can also be used to end the [SceneTreeTween] animation "
+"immediately, by setting [code]delta[/code] longer than the whole duration of "
+"the [SceneTreeTween] animation.\n"
 "Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that "
 "haven't finished.\n"
-"[b]Note:[/b] The [SceneTreeTween] will become invalid after finished, but "
-"you can call [method stop] after the step, to keep it and reset."
+"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing "
+"frame after its animation finishes. Calling [method stop] after performing "
+"[method custom_step] instead keeps and resets the [SceneTreeTween]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
 msgid ""
 "Returns the total time in seconds the [SceneTreeTween] has been animating (i."
-"e. time since it started, not counting pauses etc.). The time is affected by "
-"[method set_speed_scale] and [method stop] will reset it to [code]0[/code].\n"
+"e. the time since it started, not counting pauses etc.). The time is "
+"affected by [method set_speed_scale], and [method stop] will reset it to "
+"[code]0[/code].\n"
 "[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
 "after the [SceneTreeTween] has finished animating will be slightly greater "
 "than the actual [SceneTreeTween] duration."
@@ -54001,11 +54181,10 @@ msgstr ""
 msgid ""
 "Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a "
 "[SceneTreeTween] contained by the scene tree (i.e. the array from [method "
-"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). "
-"[SceneTreeTween] might become invalid when it has finished tweening or was "
-"killed, also when created with [code]Tween.new()[/code]. Invalid "
-"[SceneTreeTween] can't have [Tweener]s appended, because it can't animate "
-"them. You can however still use [method interpolate_value]."
+"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
+"[SceneTreeTween] might become invalid when it has finished tweening, is "
+"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
+"[SceneTreeTween]s can't have [Tweener]s appended."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -54045,16 +54224,15 @@ msgstr ""
 msgid ""
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [SceneTreeTween] run "
-"infinitely, until it is either killed by [method kill] or by freeing bound "
-"node, or all the animated objects have been freed (which makes further "
+"Calling this method without arguments will make the [Tween] run infinitely, "
+"until either it is killed with [method kill], the [Tween]'s bound node is "
+"freed, or all the animated objects have been freed (which makes further "
 "animation impossible).\n"
 "[b]Warning:[/b] Make sure to always add some duration/delay when using "
-"infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] "
-"with no delay or [PropertyTweener] with invalid node) are equivalent to "
-"infinite [code]while[/code] loops and will freeze your game. If a "
-"[SceneTreeTween]'s lifetime depends on some node, always use [method "
-"bind_node]."
+"infinite loops. To prevent the game freezing, 0-duration looped animations "
+"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
+"number of loops, which may produce unexpected results. If a [Tween]'s "
+"lifetime depends on some node, always use [method bind_node]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -54116,10 +54294,10 @@ msgstr ""
 #: doc/classes/SceneTreeTween.xml
 msgid ""
 "Creates and appends an [IntervalTweener]. This method can be used to create "
-"delays in the tween animation, as an alternative for using the delay in "
-"other [Tweener]s or when there's no animation (in which case the "
-"[SceneTreeTween] acts as a timer). [code]time[/code] is the length of the "
-"interval, in seconds.\n"
+"delays in the tween animation, as an alternative to using the delay in other "
+"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] "
+"acts as a timer). [code]time[/code] is the length of the interval, in "
+"seconds.\n"
 "Example: creating an interval in code execution.\n"
 "[codeblock]\n"
 "# ... some code\n"
@@ -54173,8 +54351,8 @@ msgid ""
 "Creates and appends a [PropertyTweener]. This method tweens a "
 "[code]property[/code] of an [code]object[/code] between an initial value and "
 "[code]final_val[/code] in a span of time equal to [code]duration[/code], in "
-"seconds. The initial value by default is a value at the time the tweening of "
-"the [PropertyTweener] start. For example:\n"
+"seconds. The initial value by default is the property's value at the time "
+"the tweening of the [PropertyTweener] starts. For example:\n"
 "[codeblock]\n"
 "var tween = create_tween()\n"
 "tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
@@ -54205,16 +54383,15 @@ msgid ""
 "Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
 "when the [SceneTreeTween] is set to infinite looping (see [method "
 "set_loops]).\n"
-"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) after this signal "
-"is emitted, but it doesn't happen immediately, but on the next processing "
-"frame. Calling [method stop] inside the signal callback will preserve the "
-"[SceneTreeTween]."
+"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next "
+"processing frame after this signal is emitted. Calling [method stop] inside "
+"the signal callback will prevent the [SceneTreeTween] from being removed."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
 msgid ""
 "Emitted when a full loop is complete (see [method set_loops]), providing the "
-"loop index. This signal is not emitted after final loop, use [signal "
+"loop index. This signal is not emitted after the final loop, use [signal "
 "finished] instead for this case."
 msgstr ""
 
@@ -54222,7 +54399,7 @@ msgstr ""
 msgid ""
 "Emitted when one step of the [SceneTreeTween] is complete, providing the "
 "step index. One step is either a single [Tweener] or a group of [Tweener]s "
-"running parallelly."
+"running in parallel."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -58190,11 +58367,11 @@ msgstr ""
 msgid ""
 "Returns [code]true[/code] if this string contains a valid integer.\n"
 "[codeblock]\n"
-"print(\"7\".is_valid_int()) # Prints \"True\"\n"
-"print(\"14.6\".is_valid_int()) # Prints \"False\"\n"
-"print(\"L\".is_valid_int()) # Prints \"False\"\n"
-"print(\"+3\".is_valid_int()) # Prints \"True\"\n"
-"print(\"-12\".is_valid_int()) # Prints \"True\"\n"
+"print(\"7\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"L\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"+3\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"-12\".is_valid_integer()) # Prints \"True\"\n"
 "[/codeblock]"
 msgstr ""
 
@@ -63065,7 +63242,18 @@ msgid ""
 "To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
 "TreeItem.get_next] and [method TreeItem.get_children] after getting the root "
 "through [method get_root]. You can use [method Object.free] on a [TreeItem] "
-"to remove it from the [Tree]."
+"to remove it from the [Tree].\n"
+"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
 msgstr ""
 
 #: doc/classes/Tree.xml

+ 282 - 94
doc/translations/nb.po

@@ -404,7 +404,7 @@ msgid ""
 "- 1.0: Linear\n"
 "- Greater than 1.0 (exclusive): Ease in\n"
 "[/codeblock]\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
 "ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
 "See also [method smoothstep]. If you need to perform more advanced "
 "transitions, use [Tween] or [AnimationPlayer]."
@@ -1111,7 +1111,7 @@ msgid ""
 "[method smoothstep] returns the smoothest possible curve with no sudden "
 "changes in the derivative. If you need to perform more advanced transitions, "
 "use [Tween] or [AnimationPlayer].\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
 "smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, "
 "-1.6521) return values[/url]"
 msgstr ""
@@ -28271,7 +28271,7 @@ msgid ""
 "    # Note: Don't make simultaneous requests using a single HTTPRequest "
 "node.\n"
 "    # The snippet below is provided for reference only.\n"
-"    var body = {\"name\": \"Godette\"}\n"
+"    var body = to_json({\"name\": \"Godette\"})\n"
 "    error = http_request.request(\"https://httpbin.org/post\", [], true, "
 "HTTPClient.METHOD_POST, body)\n"
 "    if error != OK:\n"
@@ -30893,7 +30893,18 @@ msgid ""
 "[code]\\n[/code]) in the string won't produce a newline. Text wrapping is "
 "enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to "
 "fully fit its content by default. You need to set [member "
-"fixed_column_width] greater than zero to wrap the text."
+"fixed_column_width] greater than zero to wrap the text.\n"
+"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
 msgstr ""
 
 #: doc/classes/ItemList.xml
@@ -34640,11 +34651,16 @@ msgid ""
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
-msgid "Returns the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Returns the override [Material] for a surface of the [Mesh] resource.\n"
+"[b]Note:[/b] This function only returns [i]override[/i] materials associated "
+"with this [MeshInstance]. Consider using [method get_active_material] or "
+"[method Mesh.surface_get_material] to get materials associated with the "
+"[Mesh] resource."
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
-msgid "Returns the number of surface materials."
+msgid "Returns the number of surface override materials."
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
@@ -34681,7 +34697,10 @@ msgid ""
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
-msgid "Sets the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Sets the override [Material] for the specified surface of the [Mesh] "
+"resource. This material is associated with this [MeshInstance] rather than "
+"with the [Mesh] resource."
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
@@ -35473,6 +35492,9 @@ msgstr ""
 
 #: doc/classes/Navigation.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
 "Provides navigation and pathfinding within a collection of "
 "[NavigationMesh]es. By default, these will be automatically collected from "
 "child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this "
@@ -35518,6 +35540,9 @@ msgstr ""
 
 #: doc/classes/Navigation.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
 "Returns the path between two given points. Points are in local coordinate "
 "space. If [code]optimize[/code] is [code]true[/code] (the default), the "
 "agent properties associated with each [NavigationMesh] (radius, height, "
@@ -35561,6 +35586,9 @@ msgstr ""
 
 #: doc/classes/Navigation2D.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
 "Navigation2D provides navigation and pathfinding within a 2D area, specified "
 "as a collection of [NavigationPolygon] resources. By default, these are "
 "automatically collected from child [NavigationPolygonInstance] nodes."
@@ -35580,6 +35608,9 @@ msgstr ""
 
 #: doc/classes/Navigation2D.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
 "Returns the path between two given points. Points are in local coordinate "
 "space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
 "is smoothed by merging path segments where possible."
@@ -35708,10 +35739,46 @@ msgstr ""
 msgid "Destroys the given RID."
 msgstr ""
 
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all created navigation map [RID]s on the NavigationServer. This "
+"returns both 2D and 3D created navigation maps as there is technically no "
+"distinction between them."
+msgstr ""
+
 #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
 msgid "Create a new map."
 msgstr ""
 
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"This function immediately forces synchronization of the specified navigation "
+"[code]map[/code] [RID]. By default navigation maps are only synchronized at "
+"the end of each physics frame. This function can be used to immediately "
+"(re)calculate all the navigation meshes and region connections of the "
+"navigation map. This makes it possible to query a navigation path for a "
+"changed map immediately and in the same frame (multiple times if needed).\n"
+"Due to technical restrictions the current NavigationServer command queue "
+"will be flushed. This means all already queued update commands for this "
+"physics frame will be executed, even those intended for other maps, regions "
+"and agents not part of the specified map. The expensive computation of the "
+"navigation meshes and region connections of a map will only be done for the "
+"specified map. Other maps will receive the normal synchronization at the end "
+"of the physics frame. Should the specified map receive changes after the "
+"forced update it will update again as well when the other maps receive their "
+"update.\n"
+"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals "
+"is untouched by this function and continues to happen for all maps and "
+"agents at the end of the physics frame.\n"
+"[b]Note:[/b] With great power comes great responsibility. This function "
+"should only be used by users that really know what they are doing and have a "
+"good reason for it. Forcing an immediate update of a navigation map requires "
+"locking the NavigationServer and flushing the entire NavigationServer "
+"command queue. Not only can this severely impact the performance of a game "
+"but it can also introduce bugs if used inappropriately without much "
+"foresight."
+msgstr ""
+
 #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
 msgid ""
 "Returns all navigation agents [RID]s that are currently assigned to the "
@@ -35822,6 +35889,23 @@ msgstr ""
 msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]."
 msgstr ""
 
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns [code]true[/code] if the provided [code]point[/code] in world space "
+"is currently owned by the provided navigation [code]region[/code]. Owned in "
+"this context means that one of the region's navigation mesh polygon faces "
+"has a possible position at the closest distance to this point compared to "
+"all other navigation meshes from other navigation regions that are also "
+"registered on the navigation map of the provided region.\n"
+"If multiple navigation meshes have positions at equal distance the "
+"navigation region whose polygons are processed first wins the ownership. "
+"Polygons are processed in the same order that navigation regions were "
+"registered on the NavigationServer.\n"
+"[b]Note:[/b] If navigation meshes from different navigation regions overlap "
+"(which should be avoided in general) the result might not be what is "
+"expected."
+msgstr ""
+
 #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
 msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
 msgstr ""
@@ -36027,6 +36111,17 @@ msgstr ""
 msgid "The distance to search for other agents."
 msgstr ""
 
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
+"The distance threshold before a path point is considered to be reached. This "
+"will allow an agent to not have to hit a path point on the path exactly, but "
+"in the area. If this value is set to high the NavigationAgent will skip "
+"points on the path which can lead to leaving the navigation mesh. If this "
+"value is set to low the NavigationAgent will be stuck in a repath loop cause "
+"it will constantly overshoot or undershoot the distance to the next point on "
+"each physics frame update."
+msgstr ""
+
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
 msgid ""
 "The maximum distance the agent is allowed away from the ideal path to the "
@@ -36035,14 +36130,23 @@ msgid ""
 msgstr ""
 
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-msgid "The radius of the agent."
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding. To change an actor's pathfinding radius "
+"bake [NavigationMesh] resources with a different [member NavigationMesh."
+"agent_radius] property and use different navigation maps for each actor size."
 msgstr ""
 
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
 msgid ""
-"The distance threshold before a target is considered to be reached. This "
-"will allow an agent to not have to hit a point on the path exactly, but in "
-"the area."
+"The distance threshold before the final target point is considered to be "
+"reached. This will allow an agent to not have to hit the point of the final "
+"target exactly, but only the area. If this value is set to low the "
+"NavigationAgent will be stuck in a repath loop cause it will constantly "
+"overshoot or undershoot the distance to the final target point on each "
+"physics frame update."
 msgstr ""
 
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -36255,6 +36359,16 @@ msgid ""
 "multiple of [member cell_size]."
 msgstr ""
 
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"If the baking [AABB] has a volume the navigation mesh baking will be "
+"restricted to its enclosing area."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
+msgstr ""
+
 #: doc/classes/NavigationMesh.xml
 msgid "If [code]true[/code], marks spans that are ledges as non-walkable."
 msgstr ""
@@ -36425,7 +36539,15 @@ msgid ""
 "geometry for walkable terrain suitable to [NavigationMesh] agent properties "
 "by creating a voxel world around the meshes bounding area.\n"
 "The finalized navigation mesh is then returned and stored inside the "
-"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes."
+"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] "
+"nodes.\n"
+"[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
+"obstruct navigation baking does not always work. The navigation baking has "
+"no concept of what is a geometry \"inside\" when dealing with mesh source "
+"geometry and this is intentional. Depending on current baking parameters, as "
+"soon as the obstructing mesh is large enough to fit a navigation mesh area "
+"inside, the baking will generate navigation mesh areas that are inside the "
+"obstructing source geometry mesh."
 msgstr ""
 
 #: doc/classes/NavigationMeshGenerator.xml
@@ -38300,13 +38422,19 @@ msgstr ""
 #: doc/classes/Node.xml
 msgid ""
 "Emitted when a child node enters the scene tree, either because it entered "
-"on its own or because this node entered with it."
+"on its own or because this node entered with it.\n"
+"This signal is emitted [i]after[/i] the child node's own [constant "
+"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
 msgstr ""
 
 #: doc/classes/Node.xml
 msgid ""
-"Emitted when a child node exits the scene tree, either because it exited on "
-"its own or because this node exited."
+"Emitted when a child node is about to exit the scene tree, either because it "
+"is being removed or freed directly, or because this node is exiting the "
+"tree.\n"
+"When this signal is received, the child [code]node[/code] is still in the "
+"tree and valid. This signal is emitted [i]after[/i] the child node's own "
+"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
 msgstr ""
 
 #: doc/classes/Node.xml
@@ -38318,7 +38446,10 @@ msgid "Emitted when the node is renamed."
 msgstr ""
 
 #: doc/classes/Node.xml
-msgid "Emitted when the node enters the tree."
+msgid ""
+"Emitted when the node enters the tree.\n"
+"This signal is emitted [i]after[/i] the related [constant "
+"NOTIFICATION_ENTER_TREE] notification."
 msgstr ""
 
 #: doc/classes/Node.xml
@@ -38328,15 +38459,21 @@ msgstr ""
 #: doc/classes/Node.xml
 msgid ""
 "Emitted when the node is still active but about to exit the tree. This is "
-"the right place for de-initialization (or a \"destructor\", if you will)."
+"the right place for de-initialization (or a \"destructor\", if you will).\n"
+"This signal is emitted [i]before[/i] the related [constant "
+"NOTIFICATION_EXIT_TREE] notification."
 msgstr ""
 
 #: doc/classes/Node.xml
-msgid "Notification received when the node enters a [SceneTree]."
+msgid ""
+"Notification received when the node enters a [SceneTree].\n"
+"This notification is emitted [i]before[/i] the related [signal tree_entered]."
 msgstr ""
 
 #: doc/classes/Node.xml
-msgid "Notification received when the node is about to exit a [SceneTree]."
+msgid ""
+"Notification received when the node is about to exit a [SceneTree].\n"
+"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
 msgstr ""
 
 #: doc/classes/Node.xml
@@ -40043,6 +40180,10 @@ msgid ""
 "    if argument.find(\"=\") > -1:\n"
 "        var key_value = argument.split(\"=\")\n"
 "        arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
+"    else:\n"
+"        # Options without an argument will be present in the dictionary,\n"
+"        # with the value set to an empty string.\n"
+"        arguments[argument.lstrip(\"--\")] = \"\"\n"
 "[/codeblock]"
 msgstr ""
 
@@ -45543,7 +45684,18 @@ msgstr ""
 #: doc/classes/PopupMenu.xml
 msgid ""
 "[PopupMenu] is a [Control] that displays a list of options. They are popular "
-"in toolbars or context menus."
+"in toolbars or context menus.\n"
+"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
 msgstr ""
 
 #: doc/classes/PopupMenu.xml
@@ -49116,20 +49268,28 @@ msgid ""
 "cause.\n"
 "The default value is a conservative one, so you are advised to tweak it "
 "according to the hardware you are targeting.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"The default is a very conservative override for [code]rendering/gles3/"
-"shaders/max_concurrent_compiles[/code].\n"
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
 "Depending on the specific devices you are targeting, you may want to raise "
 "it.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
+"Depending on the specific browsers you are targeting, you may want to raise "
+"it.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -49137,19 +49297,28 @@ msgid ""
 "The maximum size, in megabytes, that the ubershader cache can grow up to. On "
 "startup, the least recently used entries will be deleted until the total "
 "size is within bounds.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/"
-"code], so a smaller maximum size can be configured for mobile platforms, "
-"where storage space is more limited.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for mobile platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for web platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] Currently, shader caching is generally unavailable on web "
+"platforms.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -49181,12 +49350,20 @@ msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"An override for [code]rendering/gles3/shaders/shader_compilation_mode[/"
-"code], so asynchronous compilation can be disabled for mobile.\n"
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on mobile platforms.\n"
 "You may want to do that since mobile GPUs generally won't support "
 "ubershaders due to their complexity."
 msgstr ""
 
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on web platforms.\n"
+"You may want to do that since certain browsers (especially on mobile "
+"platforms) generally won't support ubershaders due to their complexity."
+msgstr ""
+
 #: doc/classes/ProjectSettings.xml
 msgid ""
 "Max buffer size for blend shapes. Any blend shape bigger than this will not "
@@ -53877,24 +54054,23 @@ msgid ""
 "manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be "
 "used for tweening values, but you can do manual interpolation with [method "
 "interpolate_value].\n"
-"A [SceneTreeTween] animation is composed of a sequence of [Tweener]s, which "
-"by default are executed one after another. You can create a sequence by "
-"appending [Tweener]s to the [SceneTreeTween]. Animating something with a "
-"[Tweener] is called tweening. Example tweening sequence looks like this:\n"
+"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] "
+"object, using [method tween_property], [method tween_interval], [method "
+"tween_callback] or [method tween_method]:\n"
 "[codeblock]\n"
 "var tween = get_tree().create_tween()\n"
 "tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
 "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
 "tween.tween_callback($Sprite, \"queue_free\")\n"
 "[/codeblock]\n"
-"This sequence will make the [code]$Sprite[/code] node turn red, then shrink "
-"and finally the [method Node.queue_free] is called to remove the sprite. See "
-"methods [method tween_property], [method tween_interval], [method "
-"tween_callback] and [method tween_method] for more usage information.\n"
+"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
+"before finally calling [method Node.queue_free] to free the sprite. "
+"[Tweener]s are executed one after another by default. This behavior can be "
+"changed using [method parallel] and [method set_parallel].\n"
 "When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
 "chained method call can be used to tweak the properties of this [Tweener]. "
-"For example, if you want to set different transition type in the above "
-"example, you can do:\n"
+"For example, if you want to set a different transition type in the above "
+"example, you can use [method set_trans]:\n"
 "[codeblock]\n"
 "var tween = get_tree().create_tween()\n"
 "tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
@@ -53903,8 +54079,9 @@ msgid ""
 "TRANS_BOUNCE)\n"
 "tween.tween_callback($Sprite, \"queue_free\")\n"
 "[/codeblock]\n"
-"Most of the [SceneTreeTween] methods can be chained this way too. In this "
-"example the [SceneTreeTween] is bound and have set a default transition:\n"
+"Most of the [SceneTreeTween] methods can be chained this way too. In the "
+"following example the [SceneTreeTween] is bound to the running script's node "
+"and a default transition is set for its [Tweener]s:\n"
 "[codeblock]\n"
 "var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
 "TRANS_ELASTIC)\n"
@@ -53912,16 +54089,16 @@ msgid ""
 "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
 "tween.tween_callback($Sprite, \"queue_free\")\n"
 "[/codeblock]\n"
-"Another interesting use for [SceneTreeTween]s is animating arbitrary set of "
+"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of "
 "objects:\n"
 "[codeblock]\n"
 "var tween = create_tween()\n"
 "for sprite in get_children():\n"
-"    tween.tween_property(sprite, \"position\", Vector2(), 1)\n"
+"    tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
 "[/codeblock]\n"
 "In the example above, all children of a node are moved one after another to "
 "position (0, 0).\n"
-"Some [Tweener]s use transitions and eases. The first accepts an [enum Tween."
+"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
 "TransitionType] constant, and refers to the way the timing of the animation "
 "is handled (see [url=https://easings.net/]easings.net[/url] for some "
 "examples). The second accepts an [enum Tween.EaseType] constant, and "
@@ -53933,7 +54110,7 @@ msgid ""
 "tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
 "[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
 "prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
-"immediately after it was created."
+"immediately after it is created."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -53963,21 +54140,24 @@ msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
 msgid ""
-"Processes the [SceneTreeTween] by given [code]delta[/code] value, in "
-"seconds. Mostly useful when the [SceneTreeTween] is paused, for controlling "
-"it manually. Can also be used to end the [SceneTreeTween] animation "
-"immediately, by using [code]delta[/code] longer than the whole duration.\n"
+"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in "
+"seconds. This is mostly useful for manual control when the [SceneTreeTween] "
+"is paused. It can also be used to end the [SceneTreeTween] animation "
+"immediately, by setting [code]delta[/code] longer than the whole duration of "
+"the [SceneTreeTween] animation.\n"
 "Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that "
 "haven't finished.\n"
-"[b]Note:[/b] The [SceneTreeTween] will become invalid after finished, but "
-"you can call [method stop] after the step, to keep it and reset."
+"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing "
+"frame after its animation finishes. Calling [method stop] after performing "
+"[method custom_step] instead keeps and resets the [SceneTreeTween]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
 msgid ""
 "Returns the total time in seconds the [SceneTreeTween] has been animating (i."
-"e. time since it started, not counting pauses etc.). The time is affected by "
-"[method set_speed_scale] and [method stop] will reset it to [code]0[/code].\n"
+"e. the time since it started, not counting pauses etc.). The time is "
+"affected by [method set_speed_scale], and [method stop] will reset it to "
+"[code]0[/code].\n"
 "[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
 "after the [SceneTreeTween] has finished animating will be slightly greater "
 "than the actual [SceneTreeTween] duration."
@@ -54013,11 +54193,10 @@ msgstr ""
 msgid ""
 "Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a "
 "[SceneTreeTween] contained by the scene tree (i.e. the array from [method "
-"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). "
-"[SceneTreeTween] might become invalid when it has finished tweening or was "
-"killed, also when created with [code]Tween.new()[/code]. Invalid "
-"[SceneTreeTween] can't have [Tweener]s appended, because it can't animate "
-"them. You can however still use [method interpolate_value]."
+"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
+"[SceneTreeTween] might become invalid when it has finished tweening, is "
+"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
+"[SceneTreeTween]s can't have [Tweener]s appended."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -54057,16 +54236,15 @@ msgstr ""
 msgid ""
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [SceneTreeTween] run "
-"infinitely, until it is either killed by [method kill] or by freeing bound "
-"node, or all the animated objects have been freed (which makes further "
+"Calling this method without arguments will make the [Tween] run infinitely, "
+"until either it is killed with [method kill], the [Tween]'s bound node is "
+"freed, or all the animated objects have been freed (which makes further "
 "animation impossible).\n"
 "[b]Warning:[/b] Make sure to always add some duration/delay when using "
-"infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] "
-"with no delay or [PropertyTweener] with invalid node) are equivalent to "
-"infinite [code]while[/code] loops and will freeze your game. If a "
-"[SceneTreeTween]'s lifetime depends on some node, always use [method "
-"bind_node]."
+"infinite loops. To prevent the game freezing, 0-duration looped animations "
+"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
+"number of loops, which may produce unexpected results. If a [Tween]'s "
+"lifetime depends on some node, always use [method bind_node]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -54128,10 +54306,10 @@ msgstr ""
 #: doc/classes/SceneTreeTween.xml
 msgid ""
 "Creates and appends an [IntervalTweener]. This method can be used to create "
-"delays in the tween animation, as an alternative for using the delay in "
-"other [Tweener]s or when there's no animation (in which case the "
-"[SceneTreeTween] acts as a timer). [code]time[/code] is the length of the "
-"interval, in seconds.\n"
+"delays in the tween animation, as an alternative to using the delay in other "
+"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] "
+"acts as a timer). [code]time[/code] is the length of the interval, in "
+"seconds.\n"
 "Example: creating an interval in code execution.\n"
 "[codeblock]\n"
 "# ... some code\n"
@@ -54185,8 +54363,8 @@ msgid ""
 "Creates and appends a [PropertyTweener]. This method tweens a "
 "[code]property[/code] of an [code]object[/code] between an initial value and "
 "[code]final_val[/code] in a span of time equal to [code]duration[/code], in "
-"seconds. The initial value by default is a value at the time the tweening of "
-"the [PropertyTweener] start. For example:\n"
+"seconds. The initial value by default is the property's value at the time "
+"the tweening of the [PropertyTweener] starts. For example:\n"
 "[codeblock]\n"
 "var tween = create_tween()\n"
 "tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
@@ -54217,16 +54395,15 @@ msgid ""
 "Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
 "when the [SceneTreeTween] is set to infinite looping (see [method "
 "set_loops]).\n"
-"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) after this signal "
-"is emitted, but it doesn't happen immediately, but on the next processing "
-"frame. Calling [method stop] inside the signal callback will preserve the "
-"[SceneTreeTween]."
+"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next "
+"processing frame after this signal is emitted. Calling [method stop] inside "
+"the signal callback will prevent the [SceneTreeTween] from being removed."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
 msgid ""
 "Emitted when a full loop is complete (see [method set_loops]), providing the "
-"loop index. This signal is not emitted after final loop, use [signal "
+"loop index. This signal is not emitted after the final loop, use [signal "
 "finished] instead for this case."
 msgstr ""
 
@@ -54234,7 +54411,7 @@ msgstr ""
 msgid ""
 "Emitted when one step of the [SceneTreeTween] is complete, providing the "
 "step index. One step is either a single [Tweener] or a group of [Tweener]s "
-"running parallelly."
+"running in parallel."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -58202,11 +58379,11 @@ msgstr ""
 msgid ""
 "Returns [code]true[/code] if this string contains a valid integer.\n"
 "[codeblock]\n"
-"print(\"7\".is_valid_int()) # Prints \"True\"\n"
-"print(\"14.6\".is_valid_int()) # Prints \"False\"\n"
-"print(\"L\".is_valid_int()) # Prints \"False\"\n"
-"print(\"+3\".is_valid_int()) # Prints \"True\"\n"
-"print(\"-12\".is_valid_int()) # Prints \"True\"\n"
+"print(\"7\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"L\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"+3\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"-12\".is_valid_integer()) # Prints \"True\"\n"
 "[/codeblock]"
 msgstr ""
 
@@ -63077,7 +63254,18 @@ msgid ""
 "To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
 "TreeItem.get_next] and [method TreeItem.get_children] after getting the root "
 "through [method get_root]. You can use [method Object.free] on a [TreeItem] "
-"to remove it from the [Tree]."
+"to remove it from the [Tree].\n"
+"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
 msgstr ""
 
 #: doc/classes/Tree.xml

+ 282 - 94
doc/translations/ne.po

@@ -392,7 +392,7 @@ msgid ""
 "- 1.0: Linear\n"
 "- Greater than 1.0 (exclusive): Ease in\n"
 "[/codeblock]\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
 "ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
 "See also [method smoothstep]. If you need to perform more advanced "
 "transitions, use [Tween] or [AnimationPlayer]."
@@ -1099,7 +1099,7 @@ msgid ""
 "[method smoothstep] returns the smoothest possible curve with no sudden "
 "changes in the derivative. If you need to perform more advanced transitions, "
 "use [Tween] or [AnimationPlayer].\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
 "smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, "
 "-1.6521) return values[/url]"
 msgstr ""
@@ -28259,7 +28259,7 @@ msgid ""
 "    # Note: Don't make simultaneous requests using a single HTTPRequest "
 "node.\n"
 "    # The snippet below is provided for reference only.\n"
-"    var body = {\"name\": \"Godette\"}\n"
+"    var body = to_json({\"name\": \"Godette\"})\n"
 "    error = http_request.request(\"https://httpbin.org/post\", [], true, "
 "HTTPClient.METHOD_POST, body)\n"
 "    if error != OK:\n"
@@ -30881,7 +30881,18 @@ msgid ""
 "[code]\\n[/code]) in the string won't produce a newline. Text wrapping is "
 "enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to "
 "fully fit its content by default. You need to set [member "
-"fixed_column_width] greater than zero to wrap the text."
+"fixed_column_width] greater than zero to wrap the text.\n"
+"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
 msgstr ""
 
 #: doc/classes/ItemList.xml
@@ -34628,11 +34639,16 @@ msgid ""
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
-msgid "Returns the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Returns the override [Material] for a surface of the [Mesh] resource.\n"
+"[b]Note:[/b] This function only returns [i]override[/i] materials associated "
+"with this [MeshInstance]. Consider using [method get_active_material] or "
+"[method Mesh.surface_get_material] to get materials associated with the "
+"[Mesh] resource."
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
-msgid "Returns the number of surface materials."
+msgid "Returns the number of surface override materials."
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
@@ -34669,7 +34685,10 @@ msgid ""
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
-msgid "Sets the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Sets the override [Material] for the specified surface of the [Mesh] "
+"resource. This material is associated with this [MeshInstance] rather than "
+"with the [Mesh] resource."
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
@@ -35461,6 +35480,9 @@ msgstr ""
 
 #: doc/classes/Navigation.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
 "Provides navigation and pathfinding within a collection of "
 "[NavigationMesh]es. By default, these will be automatically collected from "
 "child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this "
@@ -35506,6 +35528,9 @@ msgstr ""
 
 #: doc/classes/Navigation.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
 "Returns the path between two given points. Points are in local coordinate "
 "space. If [code]optimize[/code] is [code]true[/code] (the default), the "
 "agent properties associated with each [NavigationMesh] (radius, height, "
@@ -35549,6 +35574,9 @@ msgstr ""
 
 #: doc/classes/Navigation2D.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
 "Navigation2D provides navigation and pathfinding within a 2D area, specified "
 "as a collection of [NavigationPolygon] resources. By default, these are "
 "automatically collected from child [NavigationPolygonInstance] nodes."
@@ -35568,6 +35596,9 @@ msgstr ""
 
 #: doc/classes/Navigation2D.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
 "Returns the path between two given points. Points are in local coordinate "
 "space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
 "is smoothed by merging path segments where possible."
@@ -35696,10 +35727,46 @@ msgstr ""
 msgid "Destroys the given RID."
 msgstr ""
 
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all created navigation map [RID]s on the NavigationServer. This "
+"returns both 2D and 3D created navigation maps as there is technically no "
+"distinction between them."
+msgstr ""
+
 #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
 msgid "Create a new map."
 msgstr ""
 
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"This function immediately forces synchronization of the specified navigation "
+"[code]map[/code] [RID]. By default navigation maps are only synchronized at "
+"the end of each physics frame. This function can be used to immediately "
+"(re)calculate all the navigation meshes and region connections of the "
+"navigation map. This makes it possible to query a navigation path for a "
+"changed map immediately and in the same frame (multiple times if needed).\n"
+"Due to technical restrictions the current NavigationServer command queue "
+"will be flushed. This means all already queued update commands for this "
+"physics frame will be executed, even those intended for other maps, regions "
+"and agents not part of the specified map. The expensive computation of the "
+"navigation meshes and region connections of a map will only be done for the "
+"specified map. Other maps will receive the normal synchronization at the end "
+"of the physics frame. Should the specified map receive changes after the "
+"forced update it will update again as well when the other maps receive their "
+"update.\n"
+"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals "
+"is untouched by this function and continues to happen for all maps and "
+"agents at the end of the physics frame.\n"
+"[b]Note:[/b] With great power comes great responsibility. This function "
+"should only be used by users that really know what they are doing and have a "
+"good reason for it. Forcing an immediate update of a navigation map requires "
+"locking the NavigationServer and flushing the entire NavigationServer "
+"command queue. Not only can this severely impact the performance of a game "
+"but it can also introduce bugs if used inappropriately without much "
+"foresight."
+msgstr ""
+
 #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
 msgid ""
 "Returns all navigation agents [RID]s that are currently assigned to the "
@@ -35810,6 +35877,23 @@ msgstr ""
 msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]."
 msgstr ""
 
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns [code]true[/code] if the provided [code]point[/code] in world space "
+"is currently owned by the provided navigation [code]region[/code]. Owned in "
+"this context means that one of the region's navigation mesh polygon faces "
+"has a possible position at the closest distance to this point compared to "
+"all other navigation meshes from other navigation regions that are also "
+"registered on the navigation map of the provided region.\n"
+"If multiple navigation meshes have positions at equal distance the "
+"navigation region whose polygons are processed first wins the ownership. "
+"Polygons are processed in the same order that navigation regions were "
+"registered on the NavigationServer.\n"
+"[b]Note:[/b] If navigation meshes from different navigation regions overlap "
+"(which should be avoided in general) the result might not be what is "
+"expected."
+msgstr ""
+
 #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
 msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
 msgstr ""
@@ -36015,6 +36099,17 @@ msgstr ""
 msgid "The distance to search for other agents."
 msgstr ""
 
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
+"The distance threshold before a path point is considered to be reached. This "
+"will allow an agent to not have to hit a path point on the path exactly, but "
+"in the area. If this value is set to high the NavigationAgent will skip "
+"points on the path which can lead to leaving the navigation mesh. If this "
+"value is set to low the NavigationAgent will be stuck in a repath loop cause "
+"it will constantly overshoot or undershoot the distance to the next point on "
+"each physics frame update."
+msgstr ""
+
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
 msgid ""
 "The maximum distance the agent is allowed away from the ideal path to the "
@@ -36023,14 +36118,23 @@ msgid ""
 msgstr ""
 
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-msgid "The radius of the agent."
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding. To change an actor's pathfinding radius "
+"bake [NavigationMesh] resources with a different [member NavigationMesh."
+"agent_radius] property and use different navigation maps for each actor size."
 msgstr ""
 
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
 msgid ""
-"The distance threshold before a target is considered to be reached. This "
-"will allow an agent to not have to hit a point on the path exactly, but in "
-"the area."
+"The distance threshold before the final target point is considered to be "
+"reached. This will allow an agent to not have to hit the point of the final "
+"target exactly, but only the area. If this value is set to low the "
+"NavigationAgent will be stuck in a repath loop cause it will constantly "
+"overshoot or undershoot the distance to the final target point on each "
+"physics frame update."
 msgstr ""
 
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -36243,6 +36347,16 @@ msgid ""
 "multiple of [member cell_size]."
 msgstr ""
 
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"If the baking [AABB] has a volume the navigation mesh baking will be "
+"restricted to its enclosing area."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
+msgstr ""
+
 #: doc/classes/NavigationMesh.xml
 msgid "If [code]true[/code], marks spans that are ledges as non-walkable."
 msgstr ""
@@ -36413,7 +36527,15 @@ msgid ""
 "geometry for walkable terrain suitable to [NavigationMesh] agent properties "
 "by creating a voxel world around the meshes bounding area.\n"
 "The finalized navigation mesh is then returned and stored inside the "
-"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes."
+"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] "
+"nodes.\n"
+"[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
+"obstruct navigation baking does not always work. The navigation baking has "
+"no concept of what is a geometry \"inside\" when dealing with mesh source "
+"geometry and this is intentional. Depending on current baking parameters, as "
+"soon as the obstructing mesh is large enough to fit a navigation mesh area "
+"inside, the baking will generate navigation mesh areas that are inside the "
+"obstructing source geometry mesh."
 msgstr ""
 
 #: doc/classes/NavigationMeshGenerator.xml
@@ -38288,13 +38410,19 @@ msgstr ""
 #: doc/classes/Node.xml
 msgid ""
 "Emitted when a child node enters the scene tree, either because it entered "
-"on its own or because this node entered with it."
+"on its own or because this node entered with it.\n"
+"This signal is emitted [i]after[/i] the child node's own [constant "
+"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
 msgstr ""
 
 #: doc/classes/Node.xml
 msgid ""
-"Emitted when a child node exits the scene tree, either because it exited on "
-"its own or because this node exited."
+"Emitted when a child node is about to exit the scene tree, either because it "
+"is being removed or freed directly, or because this node is exiting the "
+"tree.\n"
+"When this signal is received, the child [code]node[/code] is still in the "
+"tree and valid. This signal is emitted [i]after[/i] the child node's own "
+"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
 msgstr ""
 
 #: doc/classes/Node.xml
@@ -38306,7 +38434,10 @@ msgid "Emitted when the node is renamed."
 msgstr ""
 
 #: doc/classes/Node.xml
-msgid "Emitted when the node enters the tree."
+msgid ""
+"Emitted when the node enters the tree.\n"
+"This signal is emitted [i]after[/i] the related [constant "
+"NOTIFICATION_ENTER_TREE] notification."
 msgstr ""
 
 #: doc/classes/Node.xml
@@ -38316,15 +38447,21 @@ msgstr ""
 #: doc/classes/Node.xml
 msgid ""
 "Emitted when the node is still active but about to exit the tree. This is "
-"the right place for de-initialization (or a \"destructor\", if you will)."
+"the right place for de-initialization (or a \"destructor\", if you will).\n"
+"This signal is emitted [i]before[/i] the related [constant "
+"NOTIFICATION_EXIT_TREE] notification."
 msgstr ""
 
 #: doc/classes/Node.xml
-msgid "Notification received when the node enters a [SceneTree]."
+msgid ""
+"Notification received when the node enters a [SceneTree].\n"
+"This notification is emitted [i]before[/i] the related [signal tree_entered]."
 msgstr ""
 
 #: doc/classes/Node.xml
-msgid "Notification received when the node is about to exit a [SceneTree]."
+msgid ""
+"Notification received when the node is about to exit a [SceneTree].\n"
+"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
 msgstr ""
 
 #: doc/classes/Node.xml
@@ -40031,6 +40168,10 @@ msgid ""
 "    if argument.find(\"=\") > -1:\n"
 "        var key_value = argument.split(\"=\")\n"
 "        arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
+"    else:\n"
+"        # Options without an argument will be present in the dictionary,\n"
+"        # with the value set to an empty string.\n"
+"        arguments[argument.lstrip(\"--\")] = \"\"\n"
 "[/codeblock]"
 msgstr ""
 
@@ -45531,7 +45672,18 @@ msgstr ""
 #: doc/classes/PopupMenu.xml
 msgid ""
 "[PopupMenu] is a [Control] that displays a list of options. They are popular "
-"in toolbars or context menus."
+"in toolbars or context menus.\n"
+"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
 msgstr ""
 
 #: doc/classes/PopupMenu.xml
@@ -49104,20 +49256,28 @@ msgid ""
 "cause.\n"
 "The default value is a conservative one, so you are advised to tweak it "
 "according to the hardware you are targeting.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"The default is a very conservative override for [code]rendering/gles3/"
-"shaders/max_concurrent_compiles[/code].\n"
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
 "Depending on the specific devices you are targeting, you may want to raise "
 "it.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
+"Depending on the specific browsers you are targeting, you may want to raise "
+"it.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -49125,19 +49285,28 @@ msgid ""
 "The maximum size, in megabytes, that the ubershader cache can grow up to. On "
 "startup, the least recently used entries will be deleted until the total "
 "size is within bounds.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/"
-"code], so a smaller maximum size can be configured for mobile platforms, "
-"where storage space is more limited.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for mobile platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for web platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] Currently, shader caching is generally unavailable on web "
+"platforms.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -49169,12 +49338,20 @@ msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"An override for [code]rendering/gles3/shaders/shader_compilation_mode[/"
-"code], so asynchronous compilation can be disabled for mobile.\n"
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on mobile platforms.\n"
 "You may want to do that since mobile GPUs generally won't support "
 "ubershaders due to their complexity."
 msgstr ""
 
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on web platforms.\n"
+"You may want to do that since certain browsers (especially on mobile "
+"platforms) generally won't support ubershaders due to their complexity."
+msgstr ""
+
 #: doc/classes/ProjectSettings.xml
 msgid ""
 "Max buffer size for blend shapes. Any blend shape bigger than this will not "
@@ -53865,24 +54042,23 @@ msgid ""
 "manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be "
 "used for tweening values, but you can do manual interpolation with [method "
 "interpolate_value].\n"
-"A [SceneTreeTween] animation is composed of a sequence of [Tweener]s, which "
-"by default are executed one after another. You can create a sequence by "
-"appending [Tweener]s to the [SceneTreeTween]. Animating something with a "
-"[Tweener] is called tweening. Example tweening sequence looks like this:\n"
+"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] "
+"object, using [method tween_property], [method tween_interval], [method "
+"tween_callback] or [method tween_method]:\n"
 "[codeblock]\n"
 "var tween = get_tree().create_tween()\n"
 "tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
 "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
 "tween.tween_callback($Sprite, \"queue_free\")\n"
 "[/codeblock]\n"
-"This sequence will make the [code]$Sprite[/code] node turn red, then shrink "
-"and finally the [method Node.queue_free] is called to remove the sprite. See "
-"methods [method tween_property], [method tween_interval], [method "
-"tween_callback] and [method tween_method] for more usage information.\n"
+"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
+"before finally calling [method Node.queue_free] to free the sprite. "
+"[Tweener]s are executed one after another by default. This behavior can be "
+"changed using [method parallel] and [method set_parallel].\n"
 "When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
 "chained method call can be used to tweak the properties of this [Tweener]. "
-"For example, if you want to set different transition type in the above "
-"example, you can do:\n"
+"For example, if you want to set a different transition type in the above "
+"example, you can use [method set_trans]:\n"
 "[codeblock]\n"
 "var tween = get_tree().create_tween()\n"
 "tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
@@ -53891,8 +54067,9 @@ msgid ""
 "TRANS_BOUNCE)\n"
 "tween.tween_callback($Sprite, \"queue_free\")\n"
 "[/codeblock]\n"
-"Most of the [SceneTreeTween] methods can be chained this way too. In this "
-"example the [SceneTreeTween] is bound and have set a default transition:\n"
+"Most of the [SceneTreeTween] methods can be chained this way too. In the "
+"following example the [SceneTreeTween] is bound to the running script's node "
+"and a default transition is set for its [Tweener]s:\n"
 "[codeblock]\n"
 "var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
 "TRANS_ELASTIC)\n"
@@ -53900,16 +54077,16 @@ msgid ""
 "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
 "tween.tween_callback($Sprite, \"queue_free\")\n"
 "[/codeblock]\n"
-"Another interesting use for [SceneTreeTween]s is animating arbitrary set of "
+"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of "
 "objects:\n"
 "[codeblock]\n"
 "var tween = create_tween()\n"
 "for sprite in get_children():\n"
-"    tween.tween_property(sprite, \"position\", Vector2(), 1)\n"
+"    tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
 "[/codeblock]\n"
 "In the example above, all children of a node are moved one after another to "
 "position (0, 0).\n"
-"Some [Tweener]s use transitions and eases. The first accepts an [enum Tween."
+"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
 "TransitionType] constant, and refers to the way the timing of the animation "
 "is handled (see [url=https://easings.net/]easings.net[/url] for some "
 "examples). The second accepts an [enum Tween.EaseType] constant, and "
@@ -53921,7 +54098,7 @@ msgid ""
 "tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
 "[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
 "prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
-"immediately after it was created."
+"immediately after it is created."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -53951,21 +54128,24 @@ msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
 msgid ""
-"Processes the [SceneTreeTween] by given [code]delta[/code] value, in "
-"seconds. Mostly useful when the [SceneTreeTween] is paused, for controlling "
-"it manually. Can also be used to end the [SceneTreeTween] animation "
-"immediately, by using [code]delta[/code] longer than the whole duration.\n"
+"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in "
+"seconds. This is mostly useful for manual control when the [SceneTreeTween] "
+"is paused. It can also be used to end the [SceneTreeTween] animation "
+"immediately, by setting [code]delta[/code] longer than the whole duration of "
+"the [SceneTreeTween] animation.\n"
 "Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that "
 "haven't finished.\n"
-"[b]Note:[/b] The [SceneTreeTween] will become invalid after finished, but "
-"you can call [method stop] after the step, to keep it and reset."
+"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing "
+"frame after its animation finishes. Calling [method stop] after performing "
+"[method custom_step] instead keeps and resets the [SceneTreeTween]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
 msgid ""
 "Returns the total time in seconds the [SceneTreeTween] has been animating (i."
-"e. time since it started, not counting pauses etc.). The time is affected by "
-"[method set_speed_scale] and [method stop] will reset it to [code]0[/code].\n"
+"e. the time since it started, not counting pauses etc.). The time is "
+"affected by [method set_speed_scale], and [method stop] will reset it to "
+"[code]0[/code].\n"
 "[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
 "after the [SceneTreeTween] has finished animating will be slightly greater "
 "than the actual [SceneTreeTween] duration."
@@ -54001,11 +54181,10 @@ msgstr ""
 msgid ""
 "Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a "
 "[SceneTreeTween] contained by the scene tree (i.e. the array from [method "
-"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). "
-"[SceneTreeTween] might become invalid when it has finished tweening or was "
-"killed, also when created with [code]Tween.new()[/code]. Invalid "
-"[SceneTreeTween] can't have [Tweener]s appended, because it can't animate "
-"them. You can however still use [method interpolate_value]."
+"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
+"[SceneTreeTween] might become invalid when it has finished tweening, is "
+"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
+"[SceneTreeTween]s can't have [Tweener]s appended."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -54045,16 +54224,15 @@ msgstr ""
 msgid ""
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [SceneTreeTween] run "
-"infinitely, until it is either killed by [method kill] or by freeing bound "
-"node, or all the animated objects have been freed (which makes further "
+"Calling this method without arguments will make the [Tween] run infinitely, "
+"until either it is killed with [method kill], the [Tween]'s bound node is "
+"freed, or all the animated objects have been freed (which makes further "
 "animation impossible).\n"
 "[b]Warning:[/b] Make sure to always add some duration/delay when using "
-"infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] "
-"with no delay or [PropertyTweener] with invalid node) are equivalent to "
-"infinite [code]while[/code] loops and will freeze your game. If a "
-"[SceneTreeTween]'s lifetime depends on some node, always use [method "
-"bind_node]."
+"infinite loops. To prevent the game freezing, 0-duration looped animations "
+"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
+"number of loops, which may produce unexpected results. If a [Tween]'s "
+"lifetime depends on some node, always use [method bind_node]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -54116,10 +54294,10 @@ msgstr ""
 #: doc/classes/SceneTreeTween.xml
 msgid ""
 "Creates and appends an [IntervalTweener]. This method can be used to create "
-"delays in the tween animation, as an alternative for using the delay in "
-"other [Tweener]s or when there's no animation (in which case the "
-"[SceneTreeTween] acts as a timer). [code]time[/code] is the length of the "
-"interval, in seconds.\n"
+"delays in the tween animation, as an alternative to using the delay in other "
+"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] "
+"acts as a timer). [code]time[/code] is the length of the interval, in "
+"seconds.\n"
 "Example: creating an interval in code execution.\n"
 "[codeblock]\n"
 "# ... some code\n"
@@ -54173,8 +54351,8 @@ msgid ""
 "Creates and appends a [PropertyTweener]. This method tweens a "
 "[code]property[/code] of an [code]object[/code] between an initial value and "
 "[code]final_val[/code] in a span of time equal to [code]duration[/code], in "
-"seconds. The initial value by default is a value at the time the tweening of "
-"the [PropertyTweener] start. For example:\n"
+"seconds. The initial value by default is the property's value at the time "
+"the tweening of the [PropertyTweener] starts. For example:\n"
 "[codeblock]\n"
 "var tween = create_tween()\n"
 "tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
@@ -54205,16 +54383,15 @@ msgid ""
 "Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
 "when the [SceneTreeTween] is set to infinite looping (see [method "
 "set_loops]).\n"
-"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) after this signal "
-"is emitted, but it doesn't happen immediately, but on the next processing "
-"frame. Calling [method stop] inside the signal callback will preserve the "
-"[SceneTreeTween]."
+"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next "
+"processing frame after this signal is emitted. Calling [method stop] inside "
+"the signal callback will prevent the [SceneTreeTween] from being removed."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
 msgid ""
 "Emitted when a full loop is complete (see [method set_loops]), providing the "
-"loop index. This signal is not emitted after final loop, use [signal "
+"loop index. This signal is not emitted after the final loop, use [signal "
 "finished] instead for this case."
 msgstr ""
 
@@ -54222,7 +54399,7 @@ msgstr ""
 msgid ""
 "Emitted when one step of the [SceneTreeTween] is complete, providing the "
 "step index. One step is either a single [Tweener] or a group of [Tweener]s "
-"running parallelly."
+"running in parallel."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -58190,11 +58367,11 @@ msgstr ""
 msgid ""
 "Returns [code]true[/code] if this string contains a valid integer.\n"
 "[codeblock]\n"
-"print(\"7\".is_valid_int()) # Prints \"True\"\n"
-"print(\"14.6\".is_valid_int()) # Prints \"False\"\n"
-"print(\"L\".is_valid_int()) # Prints \"False\"\n"
-"print(\"+3\".is_valid_int()) # Prints \"True\"\n"
-"print(\"-12\".is_valid_int()) # Prints \"True\"\n"
+"print(\"7\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"L\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"+3\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"-12\".is_valid_integer()) # Prints \"True\"\n"
 "[/codeblock]"
 msgstr ""
 
@@ -63065,7 +63242,18 @@ msgid ""
 "To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
 "TreeItem.get_next] and [method TreeItem.get_children] after getting the root "
 "through [method get_root]. You can use [method Object.free] on a [TreeItem] "
-"to remove it from the [Tree]."
+"to remove it from the [Tree].\n"
+"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
 msgstr ""
 
 #: doc/classes/Tree.xml

+ 282 - 94
doc/translations/nl.po

@@ -453,7 +453,7 @@ msgid ""
 "- 1.0: Linear\n"
 "- Greater than 1.0 (exclusive): Ease in\n"
 "[/codeblock]\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
 "ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
 "See also [method smoothstep]. If you need to perform more advanced "
 "transitions, use [Tween] or [AnimationPlayer]."
@@ -1160,7 +1160,7 @@ msgid ""
 "[method smoothstep] returns the smoothest possible curve with no sudden "
 "changes in the derivative. If you need to perform more advanced transitions, "
 "use [Tween] or [AnimationPlayer].\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
 "smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, "
 "-1.6521) return values[/url]"
 msgstr ""
@@ -28331,7 +28331,7 @@ msgid ""
 "    # Note: Don't make simultaneous requests using a single HTTPRequest "
 "node.\n"
 "    # The snippet below is provided for reference only.\n"
-"    var body = {\"name\": \"Godette\"}\n"
+"    var body = to_json({\"name\": \"Godette\"})\n"
 "    error = http_request.request(\"https://httpbin.org/post\", [], true, "
 "HTTPClient.METHOD_POST, body)\n"
 "    if error != OK:\n"
@@ -30953,7 +30953,18 @@ msgid ""
 "[code]\\n[/code]) in the string won't produce a newline. Text wrapping is "
 "enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to "
 "fully fit its content by default. You need to set [member "
-"fixed_column_width] greater than zero to wrap the text."
+"fixed_column_width] greater than zero to wrap the text.\n"
+"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
 msgstr ""
 
 #: doc/classes/ItemList.xml
@@ -34700,11 +34711,16 @@ msgid ""
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
-msgid "Returns the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Returns the override [Material] for a surface of the [Mesh] resource.\n"
+"[b]Note:[/b] This function only returns [i]override[/i] materials associated "
+"with this [MeshInstance]. Consider using [method get_active_material] or "
+"[method Mesh.surface_get_material] to get materials associated with the "
+"[Mesh] resource."
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
-msgid "Returns the number of surface materials."
+msgid "Returns the number of surface override materials."
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
@@ -34741,7 +34757,10 @@ msgid ""
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
-msgid "Sets the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Sets the override [Material] for the specified surface of the [Mesh] "
+"resource. This material is associated with this [MeshInstance] rather than "
+"with the [Mesh] resource."
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
@@ -35533,6 +35552,9 @@ msgstr ""
 
 #: doc/classes/Navigation.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
 "Provides navigation and pathfinding within a collection of "
 "[NavigationMesh]es. By default, these will be automatically collected from "
 "child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this "
@@ -35578,6 +35600,9 @@ msgstr ""
 
 #: doc/classes/Navigation.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
 "Returns the path between two given points. Points are in local coordinate "
 "space. If [code]optimize[/code] is [code]true[/code] (the default), the "
 "agent properties associated with each [NavigationMesh] (radius, height, "
@@ -35621,6 +35646,9 @@ msgstr ""
 
 #: doc/classes/Navigation2D.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
 "Navigation2D provides navigation and pathfinding within a 2D area, specified "
 "as a collection of [NavigationPolygon] resources. By default, these are "
 "automatically collected from child [NavigationPolygonInstance] nodes."
@@ -35640,6 +35668,9 @@ msgstr ""
 
 #: doc/classes/Navigation2D.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
 "Returns the path between two given points. Points are in local coordinate "
 "space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
 "is smoothed by merging path segments where possible."
@@ -35768,10 +35799,46 @@ msgstr ""
 msgid "Destroys the given RID."
 msgstr ""
 
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all created navigation map [RID]s on the NavigationServer. This "
+"returns both 2D and 3D created navigation maps as there is technically no "
+"distinction between them."
+msgstr ""
+
 #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
 msgid "Create a new map."
 msgstr ""
 
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"This function immediately forces synchronization of the specified navigation "
+"[code]map[/code] [RID]. By default navigation maps are only synchronized at "
+"the end of each physics frame. This function can be used to immediately "
+"(re)calculate all the navigation meshes and region connections of the "
+"navigation map. This makes it possible to query a navigation path for a "
+"changed map immediately and in the same frame (multiple times if needed).\n"
+"Due to technical restrictions the current NavigationServer command queue "
+"will be flushed. This means all already queued update commands for this "
+"physics frame will be executed, even those intended for other maps, regions "
+"and agents not part of the specified map. The expensive computation of the "
+"navigation meshes and region connections of a map will only be done for the "
+"specified map. Other maps will receive the normal synchronization at the end "
+"of the physics frame. Should the specified map receive changes after the "
+"forced update it will update again as well when the other maps receive their "
+"update.\n"
+"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals "
+"is untouched by this function and continues to happen for all maps and "
+"agents at the end of the physics frame.\n"
+"[b]Note:[/b] With great power comes great responsibility. This function "
+"should only be used by users that really know what they are doing and have a "
+"good reason for it. Forcing an immediate update of a navigation map requires "
+"locking the NavigationServer and flushing the entire NavigationServer "
+"command queue. Not only can this severely impact the performance of a game "
+"but it can also introduce bugs if used inappropriately without much "
+"foresight."
+msgstr ""
+
 #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
 msgid ""
 "Returns all navigation agents [RID]s that are currently assigned to the "
@@ -35882,6 +35949,23 @@ msgstr ""
 msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]."
 msgstr ""
 
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns [code]true[/code] if the provided [code]point[/code] in world space "
+"is currently owned by the provided navigation [code]region[/code]. Owned in "
+"this context means that one of the region's navigation mesh polygon faces "
+"has a possible position at the closest distance to this point compared to "
+"all other navigation meshes from other navigation regions that are also "
+"registered on the navigation map of the provided region.\n"
+"If multiple navigation meshes have positions at equal distance the "
+"navigation region whose polygons are processed first wins the ownership. "
+"Polygons are processed in the same order that navigation regions were "
+"registered on the NavigationServer.\n"
+"[b]Note:[/b] If navigation meshes from different navigation regions overlap "
+"(which should be avoided in general) the result might not be what is "
+"expected."
+msgstr ""
+
 #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
 msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
 msgstr ""
@@ -36087,6 +36171,17 @@ msgstr ""
 msgid "The distance to search for other agents."
 msgstr ""
 
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
+"The distance threshold before a path point is considered to be reached. This "
+"will allow an agent to not have to hit a path point on the path exactly, but "
+"in the area. If this value is set to high the NavigationAgent will skip "
+"points on the path which can lead to leaving the navigation mesh. If this "
+"value is set to low the NavigationAgent will be stuck in a repath loop cause "
+"it will constantly overshoot or undershoot the distance to the next point on "
+"each physics frame update."
+msgstr ""
+
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
 msgid ""
 "The maximum distance the agent is allowed away from the ideal path to the "
@@ -36095,14 +36190,23 @@ msgid ""
 msgstr ""
 
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-msgid "The radius of the agent."
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding. To change an actor's pathfinding radius "
+"bake [NavigationMesh] resources with a different [member NavigationMesh."
+"agent_radius] property and use different navigation maps for each actor size."
 msgstr ""
 
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
 msgid ""
-"The distance threshold before a target is considered to be reached. This "
-"will allow an agent to not have to hit a point on the path exactly, but in "
-"the area."
+"The distance threshold before the final target point is considered to be "
+"reached. This will allow an agent to not have to hit the point of the final "
+"target exactly, but only the area. If this value is set to low the "
+"NavigationAgent will be stuck in a repath loop cause it will constantly "
+"overshoot or undershoot the distance to the final target point on each "
+"physics frame update."
 msgstr ""
 
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -36315,6 +36419,16 @@ msgid ""
 "multiple of [member cell_size]."
 msgstr ""
 
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"If the baking [AABB] has a volume the navigation mesh baking will be "
+"restricted to its enclosing area."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
+msgstr ""
+
 #: doc/classes/NavigationMesh.xml
 msgid "If [code]true[/code], marks spans that are ledges as non-walkable."
 msgstr ""
@@ -36485,7 +36599,15 @@ msgid ""
 "geometry for walkable terrain suitable to [NavigationMesh] agent properties "
 "by creating a voxel world around the meshes bounding area.\n"
 "The finalized navigation mesh is then returned and stored inside the "
-"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes."
+"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] "
+"nodes.\n"
+"[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
+"obstruct navigation baking does not always work. The navigation baking has "
+"no concept of what is a geometry \"inside\" when dealing with mesh source "
+"geometry and this is intentional. Depending on current baking parameters, as "
+"soon as the obstructing mesh is large enough to fit a navigation mesh area "
+"inside, the baking will generate navigation mesh areas that are inside the "
+"obstructing source geometry mesh."
 msgstr ""
 
 #: doc/classes/NavigationMeshGenerator.xml
@@ -38360,13 +38482,19 @@ msgstr ""
 #: doc/classes/Node.xml
 msgid ""
 "Emitted when a child node enters the scene tree, either because it entered "
-"on its own or because this node entered with it."
+"on its own or because this node entered with it.\n"
+"This signal is emitted [i]after[/i] the child node's own [constant "
+"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
 msgstr ""
 
 #: doc/classes/Node.xml
 msgid ""
-"Emitted when a child node exits the scene tree, either because it exited on "
-"its own or because this node exited."
+"Emitted when a child node is about to exit the scene tree, either because it "
+"is being removed or freed directly, or because this node is exiting the "
+"tree.\n"
+"When this signal is received, the child [code]node[/code] is still in the "
+"tree and valid. This signal is emitted [i]after[/i] the child node's own "
+"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
 msgstr ""
 
 #: doc/classes/Node.xml
@@ -38378,7 +38506,10 @@ msgid "Emitted when the node is renamed."
 msgstr ""
 
 #: doc/classes/Node.xml
-msgid "Emitted when the node enters the tree."
+msgid ""
+"Emitted when the node enters the tree.\n"
+"This signal is emitted [i]after[/i] the related [constant "
+"NOTIFICATION_ENTER_TREE] notification."
 msgstr ""
 
 #: doc/classes/Node.xml
@@ -38388,15 +38519,21 @@ msgstr ""
 #: doc/classes/Node.xml
 msgid ""
 "Emitted when the node is still active but about to exit the tree. This is "
-"the right place for de-initialization (or a \"destructor\", if you will)."
+"the right place for de-initialization (or a \"destructor\", if you will).\n"
+"This signal is emitted [i]before[/i] the related [constant "
+"NOTIFICATION_EXIT_TREE] notification."
 msgstr ""
 
 #: doc/classes/Node.xml
-msgid "Notification received when the node enters a [SceneTree]."
+msgid ""
+"Notification received when the node enters a [SceneTree].\n"
+"This notification is emitted [i]before[/i] the related [signal tree_entered]."
 msgstr ""
 
 #: doc/classes/Node.xml
-msgid "Notification received when the node is about to exit a [SceneTree]."
+msgid ""
+"Notification received when the node is about to exit a [SceneTree].\n"
+"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
 msgstr ""
 
 #: doc/classes/Node.xml
@@ -40103,6 +40240,10 @@ msgid ""
 "    if argument.find(\"=\") > -1:\n"
 "        var key_value = argument.split(\"=\")\n"
 "        arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
+"    else:\n"
+"        # Options without an argument will be present in the dictionary,\n"
+"        # with the value set to an empty string.\n"
+"        arguments[argument.lstrip(\"--\")] = \"\"\n"
 "[/codeblock]"
 msgstr ""
 
@@ -45603,7 +45744,18 @@ msgstr ""
 #: doc/classes/PopupMenu.xml
 msgid ""
 "[PopupMenu] is a [Control] that displays a list of options. They are popular "
-"in toolbars or context menus."
+"in toolbars or context menus.\n"
+"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
 msgstr ""
 
 #: doc/classes/PopupMenu.xml
@@ -49176,20 +49328,28 @@ msgid ""
 "cause.\n"
 "The default value is a conservative one, so you are advised to tweak it "
 "according to the hardware you are targeting.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"The default is a very conservative override for [code]rendering/gles3/"
-"shaders/max_concurrent_compiles[/code].\n"
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
 "Depending on the specific devices you are targeting, you may want to raise "
 "it.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
+"Depending on the specific browsers you are targeting, you may want to raise "
+"it.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -49197,19 +49357,28 @@ msgid ""
 "The maximum size, in megabytes, that the ubershader cache can grow up to. On "
 "startup, the least recently used entries will be deleted until the total "
 "size is within bounds.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/"
-"code], so a smaller maximum size can be configured for mobile platforms, "
-"where storage space is more limited.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for mobile platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for web platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] Currently, shader caching is generally unavailable on web "
+"platforms.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -49241,12 +49410,20 @@ msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"An override for [code]rendering/gles3/shaders/shader_compilation_mode[/"
-"code], so asynchronous compilation can be disabled for mobile.\n"
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on mobile platforms.\n"
 "You may want to do that since mobile GPUs generally won't support "
 "ubershaders due to their complexity."
 msgstr ""
 
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on web platforms.\n"
+"You may want to do that since certain browsers (especially on mobile "
+"platforms) generally won't support ubershaders due to their complexity."
+msgstr ""
+
 #: doc/classes/ProjectSettings.xml
 msgid ""
 "Max buffer size for blend shapes. Any blend shape bigger than this will not "
@@ -53938,24 +54115,23 @@ msgid ""
 "manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be "
 "used for tweening values, but you can do manual interpolation with [method "
 "interpolate_value].\n"
-"A [SceneTreeTween] animation is composed of a sequence of [Tweener]s, which "
-"by default are executed one after another. You can create a sequence by "
-"appending [Tweener]s to the [SceneTreeTween]. Animating something with a "
-"[Tweener] is called tweening. Example tweening sequence looks like this:\n"
+"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] "
+"object, using [method tween_property], [method tween_interval], [method "
+"tween_callback] or [method tween_method]:\n"
 "[codeblock]\n"
 "var tween = get_tree().create_tween()\n"
 "tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
 "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
 "tween.tween_callback($Sprite, \"queue_free\")\n"
 "[/codeblock]\n"
-"This sequence will make the [code]$Sprite[/code] node turn red, then shrink "
-"and finally the [method Node.queue_free] is called to remove the sprite. See "
-"methods [method tween_property], [method tween_interval], [method "
-"tween_callback] and [method tween_method] for more usage information.\n"
+"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
+"before finally calling [method Node.queue_free] to free the sprite. "
+"[Tweener]s are executed one after another by default. This behavior can be "
+"changed using [method parallel] and [method set_parallel].\n"
 "When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
 "chained method call can be used to tweak the properties of this [Tweener]. "
-"For example, if you want to set different transition type in the above "
-"example, you can do:\n"
+"For example, if you want to set a different transition type in the above "
+"example, you can use [method set_trans]:\n"
 "[codeblock]\n"
 "var tween = get_tree().create_tween()\n"
 "tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
@@ -53964,8 +54140,9 @@ msgid ""
 "TRANS_BOUNCE)\n"
 "tween.tween_callback($Sprite, \"queue_free\")\n"
 "[/codeblock]\n"
-"Most of the [SceneTreeTween] methods can be chained this way too. In this "
-"example the [SceneTreeTween] is bound and have set a default transition:\n"
+"Most of the [SceneTreeTween] methods can be chained this way too. In the "
+"following example the [SceneTreeTween] is bound to the running script's node "
+"and a default transition is set for its [Tweener]s:\n"
 "[codeblock]\n"
 "var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
 "TRANS_ELASTIC)\n"
@@ -53973,16 +54150,16 @@ msgid ""
 "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
 "tween.tween_callback($Sprite, \"queue_free\")\n"
 "[/codeblock]\n"
-"Another interesting use for [SceneTreeTween]s is animating arbitrary set of "
+"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of "
 "objects:\n"
 "[codeblock]\n"
 "var tween = create_tween()\n"
 "for sprite in get_children():\n"
-"    tween.tween_property(sprite, \"position\", Vector2(), 1)\n"
+"    tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
 "[/codeblock]\n"
 "In the example above, all children of a node are moved one after another to "
 "position (0, 0).\n"
-"Some [Tweener]s use transitions and eases. The first accepts an [enum Tween."
+"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
 "TransitionType] constant, and refers to the way the timing of the animation "
 "is handled (see [url=https://easings.net/]easings.net[/url] for some "
 "examples). The second accepts an [enum Tween.EaseType] constant, and "
@@ -53994,7 +54171,7 @@ msgid ""
 "tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
 "[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
 "prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
-"immediately after it was created."
+"immediately after it is created."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -54024,21 +54201,24 @@ msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
 msgid ""
-"Processes the [SceneTreeTween] by given [code]delta[/code] value, in "
-"seconds. Mostly useful when the [SceneTreeTween] is paused, for controlling "
-"it manually. Can also be used to end the [SceneTreeTween] animation "
-"immediately, by using [code]delta[/code] longer than the whole duration.\n"
+"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in "
+"seconds. This is mostly useful for manual control when the [SceneTreeTween] "
+"is paused. It can also be used to end the [SceneTreeTween] animation "
+"immediately, by setting [code]delta[/code] longer than the whole duration of "
+"the [SceneTreeTween] animation.\n"
 "Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that "
 "haven't finished.\n"
-"[b]Note:[/b] The [SceneTreeTween] will become invalid after finished, but "
-"you can call [method stop] after the step, to keep it and reset."
+"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing "
+"frame after its animation finishes. Calling [method stop] after performing "
+"[method custom_step] instead keeps and resets the [SceneTreeTween]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
 msgid ""
 "Returns the total time in seconds the [SceneTreeTween] has been animating (i."
-"e. time since it started, not counting pauses etc.). The time is affected by "
-"[method set_speed_scale] and [method stop] will reset it to [code]0[/code].\n"
+"e. the time since it started, not counting pauses etc.). The time is "
+"affected by [method set_speed_scale], and [method stop] will reset it to "
+"[code]0[/code].\n"
 "[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
 "after the [SceneTreeTween] has finished animating will be slightly greater "
 "than the actual [SceneTreeTween] duration."
@@ -54074,11 +54254,10 @@ msgstr ""
 msgid ""
 "Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a "
 "[SceneTreeTween] contained by the scene tree (i.e. the array from [method "
-"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). "
-"[SceneTreeTween] might become invalid when it has finished tweening or was "
-"killed, also when created with [code]Tween.new()[/code]. Invalid "
-"[SceneTreeTween] can't have [Tweener]s appended, because it can't animate "
-"them. You can however still use [method interpolate_value]."
+"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
+"[SceneTreeTween] might become invalid when it has finished tweening, is "
+"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
+"[SceneTreeTween]s can't have [Tweener]s appended."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -54118,16 +54297,15 @@ msgstr ""
 msgid ""
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [SceneTreeTween] run "
-"infinitely, until it is either killed by [method kill] or by freeing bound "
-"node, or all the animated objects have been freed (which makes further "
+"Calling this method without arguments will make the [Tween] run infinitely, "
+"until either it is killed with [method kill], the [Tween]'s bound node is "
+"freed, or all the animated objects have been freed (which makes further "
 "animation impossible).\n"
 "[b]Warning:[/b] Make sure to always add some duration/delay when using "
-"infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] "
-"with no delay or [PropertyTweener] with invalid node) are equivalent to "
-"infinite [code]while[/code] loops and will freeze your game. If a "
-"[SceneTreeTween]'s lifetime depends on some node, always use [method "
-"bind_node]."
+"infinite loops. To prevent the game freezing, 0-duration looped animations "
+"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
+"number of loops, which may produce unexpected results. If a [Tween]'s "
+"lifetime depends on some node, always use [method bind_node]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -54189,10 +54367,10 @@ msgstr ""
 #: doc/classes/SceneTreeTween.xml
 msgid ""
 "Creates and appends an [IntervalTweener]. This method can be used to create "
-"delays in the tween animation, as an alternative for using the delay in "
-"other [Tweener]s or when there's no animation (in which case the "
-"[SceneTreeTween] acts as a timer). [code]time[/code] is the length of the "
-"interval, in seconds.\n"
+"delays in the tween animation, as an alternative to using the delay in other "
+"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] "
+"acts as a timer). [code]time[/code] is the length of the interval, in "
+"seconds.\n"
 "Example: creating an interval in code execution.\n"
 "[codeblock]\n"
 "# ... some code\n"
@@ -54246,8 +54424,8 @@ msgid ""
 "Creates and appends a [PropertyTweener]. This method tweens a "
 "[code]property[/code] of an [code]object[/code] between an initial value and "
 "[code]final_val[/code] in a span of time equal to [code]duration[/code], in "
-"seconds. The initial value by default is a value at the time the tweening of "
-"the [PropertyTweener] start. For example:\n"
+"seconds. The initial value by default is the property's value at the time "
+"the tweening of the [PropertyTweener] starts. For example:\n"
 "[codeblock]\n"
 "var tween = create_tween()\n"
 "tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
@@ -54278,16 +54456,15 @@ msgid ""
 "Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
 "when the [SceneTreeTween] is set to infinite looping (see [method "
 "set_loops]).\n"
-"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) after this signal "
-"is emitted, but it doesn't happen immediately, but on the next processing "
-"frame. Calling [method stop] inside the signal callback will preserve the "
-"[SceneTreeTween]."
+"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next "
+"processing frame after this signal is emitted. Calling [method stop] inside "
+"the signal callback will prevent the [SceneTreeTween] from being removed."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
 msgid ""
 "Emitted when a full loop is complete (see [method set_loops]), providing the "
-"loop index. This signal is not emitted after final loop, use [signal "
+"loop index. This signal is not emitted after the final loop, use [signal "
 "finished] instead for this case."
 msgstr ""
 
@@ -54295,7 +54472,7 @@ msgstr ""
 msgid ""
 "Emitted when one step of the [SceneTreeTween] is complete, providing the "
 "step index. One step is either a single [Tweener] or a group of [Tweener]s "
-"running parallelly."
+"running in parallel."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -58263,11 +58440,11 @@ msgstr ""
 msgid ""
 "Returns [code]true[/code] if this string contains a valid integer.\n"
 "[codeblock]\n"
-"print(\"7\".is_valid_int()) # Prints \"True\"\n"
-"print(\"14.6\".is_valid_int()) # Prints \"False\"\n"
-"print(\"L\".is_valid_int()) # Prints \"False\"\n"
-"print(\"+3\".is_valid_int()) # Prints \"True\"\n"
-"print(\"-12\".is_valid_int()) # Prints \"True\"\n"
+"print(\"7\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"L\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"+3\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"-12\".is_valid_integer()) # Prints \"True\"\n"
 "[/codeblock]"
 msgstr ""
 
@@ -63138,7 +63315,18 @@ msgid ""
 "To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
 "TreeItem.get_next] and [method TreeItem.get_children] after getting the root "
 "through [method get_root]. You can use [method Object.free] on a [TreeItem] "
-"to remove it from the [Tree]."
+"to remove it from the [Tree].\n"
+"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
 msgstr ""
 
 #: doc/classes/Tree.xml

+ 284 - 95
doc/translations/pl.po

@@ -574,7 +574,7 @@ msgid ""
 "- 1.0: Linear\n"
 "- Greater than 1.0 (exclusive): Ease in\n"
 "[/codeblock]\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
 "ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
 "See also [method smoothstep]. If you need to perform more advanced "
 "transitions, use [Tween] or [AnimationPlayer]."
@@ -1565,7 +1565,7 @@ msgid ""
 "[method smoothstep] returns the smoothest possible curve with no sudden "
 "changes in the derivative. If you need to perform more advanced transitions, "
 "use [Tween] or [AnimationPlayer].\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
 "smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, "
 "-1.6521) return values[/url]"
 msgstr ""
@@ -28837,7 +28837,7 @@ msgid ""
 "    # Note: Don't make simultaneous requests using a single HTTPRequest "
 "node.\n"
 "    # The snippet below is provided for reference only.\n"
-"    var body = {\"name\": \"Godette\"}\n"
+"    var body = to_json({\"name\": \"Godette\"})\n"
 "    error = http_request.request(\"https://httpbin.org/post\", [], true, "
 "HTTPClient.METHOD_POST, body)\n"
 "    if error != OK:\n"
@@ -31466,7 +31466,18 @@ msgid ""
 "[code]\\n[/code]) in the string won't produce a newline. Text wrapping is "
 "enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to "
 "fully fit its content by default. You need to set [member "
-"fixed_column_width] greater than zero to wrap the text."
+"fixed_column_width] greater than zero to wrap the text.\n"
+"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
 msgstr ""
 
 #: doc/classes/ItemList.xml
@@ -35240,12 +35251,18 @@ msgid ""
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
-msgid "Returns the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Returns the override [Material] for a surface of the [Mesh] resource.\n"
+"[b]Note:[/b] This function only returns [i]override[/i] materials associated "
+"with this [MeshInstance]. Consider using [method get_active_material] or "
+"[method Mesh.surface_get_material] to get materials associated with the "
+"[Mesh] resource."
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
-msgid "Returns the number of surface materials."
-msgstr ""
+#, fuzzy
+msgid "Returns the number of surface override materials."
+msgstr "Zwraca resztę z dwóch wektorów."
 
 #: doc/classes/MeshInstance.xml
 msgid ""
@@ -35281,7 +35298,10 @@ msgid ""
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
-msgid "Sets the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Sets the override [Material] for the specified surface of the [Mesh] "
+"resource. This material is associated with this [MeshInstance] rather than "
+"with the [Mesh] resource."
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
@@ -36081,6 +36101,9 @@ msgstr ""
 
 #: doc/classes/Navigation.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
 "Provides navigation and pathfinding within a collection of "
 "[NavigationMesh]es. By default, these will be automatically collected from "
 "child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this "
@@ -36127,6 +36150,9 @@ msgstr "Zwraca sinus parametru."
 
 #: doc/classes/Navigation.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
 "Returns the path between two given points. Points are in local coordinate "
 "space. If [code]optimize[/code] is [code]true[/code] (the default), the "
 "agent properties associated with each [NavigationMesh] (radius, height, "
@@ -36170,6 +36196,9 @@ msgstr ""
 
 #: doc/classes/Navigation2D.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
 "Navigation2D provides navigation and pathfinding within a 2D area, specified "
 "as a collection of [NavigationPolygon] resources. By default, these are "
 "automatically collected from child [NavigationPolygonInstance] nodes."
@@ -36189,6 +36218,9 @@ msgstr ""
 
 #: doc/classes/Navigation2D.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
 "Returns the path between two given points. Points are in local coordinate "
 "space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
 "is smoothed by merging path segments where possible."
@@ -36326,10 +36358,46 @@ msgstr "Zwraca przeciwieństwo parametru."
 msgid "Destroys the given RID."
 msgstr ""
 
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all created navigation map [RID]s on the NavigationServer. This "
+"returns both 2D and 3D created navigation maps as there is technically no "
+"distinction between them."
+msgstr ""
+
 #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
 msgid "Create a new map."
 msgstr ""
 
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"This function immediately forces synchronization of the specified navigation "
+"[code]map[/code] [RID]. By default navigation maps are only synchronized at "
+"the end of each physics frame. This function can be used to immediately "
+"(re)calculate all the navigation meshes and region connections of the "
+"navigation map. This makes it possible to query a navigation path for a "
+"changed map immediately and in the same frame (multiple times if needed).\n"
+"Due to technical restrictions the current NavigationServer command queue "
+"will be flushed. This means all already queued update commands for this "
+"physics frame will be executed, even those intended for other maps, regions "
+"and agents not part of the specified map. The expensive computation of the "
+"navigation meshes and region connections of a map will only be done for the "
+"specified map. Other maps will receive the normal synchronization at the end "
+"of the physics frame. Should the specified map receive changes after the "
+"forced update it will update again as well when the other maps receive their "
+"update.\n"
+"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals "
+"is untouched by this function and continues to happen for all maps and "
+"agents at the end of the physics frame.\n"
+"[b]Note:[/b] With great power comes great responsibility. This function "
+"should only be used by users that really know what they are doing and have a "
+"good reason for it. Forcing an immediate update of a navigation map requires "
+"locking the NavigationServer and flushing the entire NavigationServer "
+"command queue. Not only can this severely impact the performance of a game "
+"but it can also introduce bugs if used inappropriately without much "
+"foresight."
+msgstr ""
+
 #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
 msgid ""
 "Returns all navigation agents [RID]s that are currently assigned to the "
@@ -36448,6 +36516,23 @@ msgstr "Zwraca sinus parametru."
 msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]."
 msgstr "Operator logiczny OR ([code]or[/code] or [code]||[/code])."
 
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns [code]true[/code] if the provided [code]point[/code] in world space "
+"is currently owned by the provided navigation [code]region[/code]. Owned in "
+"this context means that one of the region's navigation mesh polygon faces "
+"has a possible position at the closest distance to this point compared to "
+"all other navigation meshes from other navigation regions that are also "
+"registered on the navigation map of the provided region.\n"
+"If multiple navigation meshes have positions at equal distance the "
+"navigation region whose polygons are processed first wins the ownership. "
+"Polygons are processed in the same order that navigation regions were "
+"registered on the NavigationServer.\n"
+"[b]Note:[/b] If navigation meshes from different navigation regions overlap "
+"(which should be avoided in general) the result might not be what is "
+"expected."
+msgstr ""
+
 #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
 #, fuzzy
 msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
@@ -36666,6 +36751,17 @@ msgstr ""
 msgid "The distance to search for other agents."
 msgstr ""
 
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
+"The distance threshold before a path point is considered to be reached. This "
+"will allow an agent to not have to hit a path point on the path exactly, but "
+"in the area. If this value is set to high the NavigationAgent will skip "
+"points on the path which can lead to leaving the navigation mesh. If this "
+"value is set to low the NavigationAgent will be stuck in a repath loop cause "
+"it will constantly overshoot or undershoot the distance to the next point on "
+"each physics frame update."
+msgstr ""
+
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
 msgid ""
 "The maximum distance the agent is allowed away from the ideal path to the "
@@ -36674,14 +36770,23 @@ msgid ""
 msgstr ""
 
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-msgid "The radius of the agent."
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding. To change an actor's pathfinding radius "
+"bake [NavigationMesh] resources with a different [member NavigationMesh."
+"agent_radius] property and use different navigation maps for each actor size."
 msgstr ""
 
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
 msgid ""
-"The distance threshold before a target is considered to be reached. This "
-"will allow an agent to not have to hit a point on the path exactly, but in "
-"the area."
+"The distance threshold before the final target point is considered to be "
+"reached. This will allow an agent to not have to hit the point of the final "
+"target exactly, but only the area. If this value is set to low the "
+"NavigationAgent will be stuck in a repath loop cause it will constantly "
+"overshoot or undershoot the distance to the final target point on each "
+"physics frame update."
 msgstr ""
 
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -36897,6 +37002,16 @@ msgid ""
 "multiple of [member cell_size]."
 msgstr ""
 
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"If the baking [AABB] has a volume the navigation mesh baking will be "
+"restricted to its enclosing area."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
+msgstr ""
+
 #: doc/classes/NavigationMesh.xml
 #, fuzzy
 msgid "If [code]true[/code], marks spans that are ledges as non-walkable."
@@ -37071,7 +37186,15 @@ msgid ""
 "geometry for walkable terrain suitable to [NavigationMesh] agent properties "
 "by creating a voxel world around the meshes bounding area.\n"
 "The finalized navigation mesh is then returned and stored inside the "
-"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes."
+"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] "
+"nodes.\n"
+"[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
+"obstruct navigation baking does not always work. The navigation baking has "
+"no concept of what is a geometry \"inside\" when dealing with mesh source "
+"geometry and this is intentional. Depending on current baking parameters, as "
+"soon as the obstructing mesh is large enough to fit a navigation mesh area "
+"inside, the baking will generate navigation mesh areas that are inside the "
+"obstructing source geometry mesh."
 msgstr ""
 
 #: doc/classes/NavigationMeshGenerator.xml
@@ -38955,13 +39078,19 @@ msgstr ""
 #: doc/classes/Node.xml
 msgid ""
 "Emitted when a child node enters the scene tree, either because it entered "
-"on its own or because this node entered with it."
+"on its own or because this node entered with it.\n"
+"This signal is emitted [i]after[/i] the child node's own [constant "
+"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
 msgstr ""
 
 #: doc/classes/Node.xml
 msgid ""
-"Emitted when a child node exits the scene tree, either because it exited on "
-"its own or because this node exited."
+"Emitted when a child node is about to exit the scene tree, either because it "
+"is being removed or freed directly, or because this node is exiting the "
+"tree.\n"
+"When this signal is received, the child [code]node[/code] is still in the "
+"tree and valid. This signal is emitted [i]after[/i] the child node's own "
+"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
 msgstr ""
 
 #: doc/classes/Node.xml
@@ -38973,7 +39102,10 @@ msgid "Emitted when the node is renamed."
 msgstr ""
 
 #: doc/classes/Node.xml
-msgid "Emitted when the node enters the tree."
+msgid ""
+"Emitted when the node enters the tree.\n"
+"This signal is emitted [i]after[/i] the related [constant "
+"NOTIFICATION_ENTER_TREE] notification."
 msgstr ""
 
 #: doc/classes/Node.xml
@@ -38983,15 +39115,21 @@ msgstr ""
 #: doc/classes/Node.xml
 msgid ""
 "Emitted when the node is still active but about to exit the tree. This is "
-"the right place for de-initialization (or a \"destructor\", if you will)."
+"the right place for de-initialization (or a \"destructor\", if you will).\n"
+"This signal is emitted [i]before[/i] the related [constant "
+"NOTIFICATION_EXIT_TREE] notification."
 msgstr ""
 
 #: doc/classes/Node.xml
-msgid "Notification received when the node enters a [SceneTree]."
+msgid ""
+"Notification received when the node enters a [SceneTree].\n"
+"This notification is emitted [i]before[/i] the related [signal tree_entered]."
 msgstr ""
 
 #: doc/classes/Node.xml
-msgid "Notification received when the node is about to exit a [SceneTree]."
+msgid ""
+"Notification received when the node is about to exit a [SceneTree].\n"
+"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
 msgstr ""
 
 #: doc/classes/Node.xml
@@ -40706,6 +40844,10 @@ msgid ""
 "    if argument.find(\"=\") > -1:\n"
 "        var key_value = argument.split(\"=\")\n"
 "        arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
+"    else:\n"
+"        # Options without an argument will be present in the dictionary,\n"
+"        # with the value set to an empty string.\n"
+"        arguments[argument.lstrip(\"--\")] = \"\"\n"
 "[/codeblock]"
 msgstr ""
 
@@ -46246,7 +46388,18 @@ msgstr ""
 #: doc/classes/PopupMenu.xml
 msgid ""
 "[PopupMenu] is a [Control] that displays a list of options. They are popular "
-"in toolbars or context menus."
+"in toolbars or context menus.\n"
+"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
 msgstr ""
 
 #: doc/classes/PopupMenu.xml
@@ -49822,20 +49975,28 @@ msgid ""
 "cause.\n"
 "The default value is a conservative one, so you are advised to tweak it "
 "according to the hardware you are targeting.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"The default is a very conservative override for [code]rendering/gles3/"
-"shaders/max_concurrent_compiles[/code].\n"
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
 "Depending on the specific devices you are targeting, you may want to raise "
 "it.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
+"Depending on the specific browsers you are targeting, you may want to raise "
+"it.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -49843,19 +50004,28 @@ msgid ""
 "The maximum size, in megabytes, that the ubershader cache can grow up to. On "
 "startup, the least recently used entries will be deleted until the total "
 "size is within bounds.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/"
-"code], so a smaller maximum size can be configured for mobile platforms, "
-"where storage space is more limited.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for mobile platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for web platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] Currently, shader caching is generally unavailable on web "
+"platforms.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -49887,12 +50057,20 @@ msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"An override for [code]rendering/gles3/shaders/shader_compilation_mode[/"
-"code], so asynchronous compilation can be disabled for mobile.\n"
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on mobile platforms.\n"
 "You may want to do that since mobile GPUs generally won't support "
 "ubershaders due to their complexity."
 msgstr ""
 
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on web platforms.\n"
+"You may want to do that since certain browsers (especially on mobile "
+"platforms) generally won't support ubershaders due to their complexity."
+msgstr ""
+
 #: doc/classes/ProjectSettings.xml
 msgid ""
 "Max buffer size for blend shapes. Any blend shape bigger than this will not "
@@ -54596,24 +54774,23 @@ msgid ""
 "manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be "
 "used for tweening values, but you can do manual interpolation with [method "
 "interpolate_value].\n"
-"A [SceneTreeTween] animation is composed of a sequence of [Tweener]s, which "
-"by default are executed one after another. You can create a sequence by "
-"appending [Tweener]s to the [SceneTreeTween]. Animating something with a "
-"[Tweener] is called tweening. Example tweening sequence looks like this:\n"
+"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] "
+"object, using [method tween_property], [method tween_interval], [method "
+"tween_callback] or [method tween_method]:\n"
 "[codeblock]\n"
 "var tween = get_tree().create_tween()\n"
 "tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
 "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
 "tween.tween_callback($Sprite, \"queue_free\")\n"
 "[/codeblock]\n"
-"This sequence will make the [code]$Sprite[/code] node turn red, then shrink "
-"and finally the [method Node.queue_free] is called to remove the sprite. See "
-"methods [method tween_property], [method tween_interval], [method "
-"tween_callback] and [method tween_method] for more usage information.\n"
+"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
+"before finally calling [method Node.queue_free] to free the sprite. "
+"[Tweener]s are executed one after another by default. This behavior can be "
+"changed using [method parallel] and [method set_parallel].\n"
 "When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
 "chained method call can be used to tweak the properties of this [Tweener]. "
-"For example, if you want to set different transition type in the above "
-"example, you can do:\n"
+"For example, if you want to set a different transition type in the above "
+"example, you can use [method set_trans]:\n"
 "[codeblock]\n"
 "var tween = get_tree().create_tween()\n"
 "tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
@@ -54622,8 +54799,9 @@ msgid ""
 "TRANS_BOUNCE)\n"
 "tween.tween_callback($Sprite, \"queue_free\")\n"
 "[/codeblock]\n"
-"Most of the [SceneTreeTween] methods can be chained this way too. In this "
-"example the [SceneTreeTween] is bound and have set a default transition:\n"
+"Most of the [SceneTreeTween] methods can be chained this way too. In the "
+"following example the [SceneTreeTween] is bound to the running script's node "
+"and a default transition is set for its [Tweener]s:\n"
 "[codeblock]\n"
 "var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
 "TRANS_ELASTIC)\n"
@@ -54631,16 +54809,16 @@ msgid ""
 "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
 "tween.tween_callback($Sprite, \"queue_free\")\n"
 "[/codeblock]\n"
-"Another interesting use for [SceneTreeTween]s is animating arbitrary set of "
+"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of "
 "objects:\n"
 "[codeblock]\n"
 "var tween = create_tween()\n"
 "for sprite in get_children():\n"
-"    tween.tween_property(sprite, \"position\", Vector2(), 1)\n"
+"    tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
 "[/codeblock]\n"
 "In the example above, all children of a node are moved one after another to "
 "position (0, 0).\n"
-"Some [Tweener]s use transitions and eases. The first accepts an [enum Tween."
+"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
 "TransitionType] constant, and refers to the way the timing of the animation "
 "is handled (see [url=https://easings.net/]easings.net[/url] for some "
 "examples). The second accepts an [enum Tween.EaseType] constant, and "
@@ -54652,7 +54830,7 @@ msgid ""
 "tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
 "[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
 "prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
-"immediately after it was created."
+"immediately after it is created."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -54682,21 +54860,24 @@ msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
 msgid ""
-"Processes the [SceneTreeTween] by given [code]delta[/code] value, in "
-"seconds. Mostly useful when the [SceneTreeTween] is paused, for controlling "
-"it manually. Can also be used to end the [SceneTreeTween] animation "
-"immediately, by using [code]delta[/code] longer than the whole duration.\n"
+"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in "
+"seconds. This is mostly useful for manual control when the [SceneTreeTween] "
+"is paused. It can also be used to end the [SceneTreeTween] animation "
+"immediately, by setting [code]delta[/code] longer than the whole duration of "
+"the [SceneTreeTween] animation.\n"
 "Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that "
 "haven't finished.\n"
-"[b]Note:[/b] The [SceneTreeTween] will become invalid after finished, but "
-"you can call [method stop] after the step, to keep it and reset."
+"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing "
+"frame after its animation finishes. Calling [method stop] after performing "
+"[method custom_step] instead keeps and resets the [SceneTreeTween]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
 msgid ""
 "Returns the total time in seconds the [SceneTreeTween] has been animating (i."
-"e. time since it started, not counting pauses etc.). The time is affected by "
-"[method set_speed_scale] and [method stop] will reset it to [code]0[/code].\n"
+"e. the time since it started, not counting pauses etc.). The time is "
+"affected by [method set_speed_scale], and [method stop] will reset it to "
+"[code]0[/code].\n"
 "[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
 "after the [SceneTreeTween] has finished animating will be slightly greater "
 "than the actual [SceneTreeTween] duration."
@@ -54732,11 +54913,10 @@ msgstr ""
 msgid ""
 "Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a "
 "[SceneTreeTween] contained by the scene tree (i.e. the array from [method "
-"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). "
-"[SceneTreeTween] might become invalid when it has finished tweening or was "
-"killed, also when created with [code]Tween.new()[/code]. Invalid "
-"[SceneTreeTween] can't have [Tweener]s appended, because it can't animate "
-"them. You can however still use [method interpolate_value]."
+"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
+"[SceneTreeTween] might become invalid when it has finished tweening, is "
+"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
+"[SceneTreeTween]s can't have [Tweener]s appended."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -54776,16 +54956,15 @@ msgstr ""
 msgid ""
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [SceneTreeTween] run "
-"infinitely, until it is either killed by [method kill] or by freeing bound "
-"node, or all the animated objects have been freed (which makes further "
+"Calling this method without arguments will make the [Tween] run infinitely, "
+"until either it is killed with [method kill], the [Tween]'s bound node is "
+"freed, or all the animated objects have been freed (which makes further "
 "animation impossible).\n"
 "[b]Warning:[/b] Make sure to always add some duration/delay when using "
-"infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] "
-"with no delay or [PropertyTweener] with invalid node) are equivalent to "
-"infinite [code]while[/code] loops and will freeze your game. If a "
-"[SceneTreeTween]'s lifetime depends on some node, always use [method "
-"bind_node]."
+"infinite loops. To prevent the game freezing, 0-duration looped animations "
+"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
+"number of loops, which may produce unexpected results. If a [Tween]'s "
+"lifetime depends on some node, always use [method bind_node]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -54847,10 +55026,10 @@ msgstr ""
 #: doc/classes/SceneTreeTween.xml
 msgid ""
 "Creates and appends an [IntervalTweener]. This method can be used to create "
-"delays in the tween animation, as an alternative for using the delay in "
-"other [Tweener]s or when there's no animation (in which case the "
-"[SceneTreeTween] acts as a timer). [code]time[/code] is the length of the "
-"interval, in seconds.\n"
+"delays in the tween animation, as an alternative to using the delay in other "
+"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] "
+"acts as a timer). [code]time[/code] is the length of the interval, in "
+"seconds.\n"
 "Example: creating an interval in code execution.\n"
 "[codeblock]\n"
 "# ... some code\n"
@@ -54904,8 +55083,8 @@ msgid ""
 "Creates and appends a [PropertyTweener]. This method tweens a "
 "[code]property[/code] of an [code]object[/code] between an initial value and "
 "[code]final_val[/code] in a span of time equal to [code]duration[/code], in "
-"seconds. The initial value by default is a value at the time the tweening of "
-"the [PropertyTweener] start. For example:\n"
+"seconds. The initial value by default is the property's value at the time "
+"the tweening of the [PropertyTweener] starts. For example:\n"
 "[codeblock]\n"
 "var tween = create_tween()\n"
 "tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
@@ -54936,16 +55115,15 @@ msgid ""
 "Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
 "when the [SceneTreeTween] is set to infinite looping (see [method "
 "set_loops]).\n"
-"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) after this signal "
-"is emitted, but it doesn't happen immediately, but on the next processing "
-"frame. Calling [method stop] inside the signal callback will preserve the "
-"[SceneTreeTween]."
+"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next "
+"processing frame after this signal is emitted. Calling [method stop] inside "
+"the signal callback will prevent the [SceneTreeTween] from being removed."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
 msgid ""
 "Emitted when a full loop is complete (see [method set_loops]), providing the "
-"loop index. This signal is not emitted after final loop, use [signal "
+"loop index. This signal is not emitted after the final loop, use [signal "
 "finished] instead for this case."
 msgstr ""
 
@@ -54953,7 +55131,7 @@ msgstr ""
 msgid ""
 "Emitted when one step of the [SceneTreeTween] is complete, providing the "
 "step index. One step is either a single [Tweener] or a group of [Tweener]s "
-"running parallelly."
+"running in parallel."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -58927,11 +59105,11 @@ msgstr ""
 msgid ""
 "Returns [code]true[/code] if this string contains a valid integer.\n"
 "[codeblock]\n"
-"print(\"7\".is_valid_int()) # Prints \"True\"\n"
-"print(\"14.6\".is_valid_int()) # Prints \"False\"\n"
-"print(\"L\".is_valid_int()) # Prints \"False\"\n"
-"print(\"+3\".is_valid_int()) # Prints \"True\"\n"
-"print(\"-12\".is_valid_int()) # Prints \"True\"\n"
+"print(\"7\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"L\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"+3\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"-12\".is_valid_integer()) # Prints \"True\"\n"
 "[/codeblock]"
 msgstr ""
 
@@ -63826,7 +64004,18 @@ msgid ""
 "To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
 "TreeItem.get_next] and [method TreeItem.get_children] after getting the root "
 "through [method get_root]. You can use [method Object.free] on a [TreeItem] "
-"to remove it from the [Tree]."
+"to remove it from the [Tree].\n"
+"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
 msgstr ""
 
 #: doc/classes/Tree.xml

+ 287 - 98
doc/translations/pt.po

@@ -534,6 +534,7 @@ msgstr ""
 "inst2dict]), de volta numa instância. Útil para desserialização."
 
 #: modules/gdscript/doc_classes/@GDScript.xml
+#, fuzzy
 msgid ""
 "Returns an \"eased\" value of [code]x[/code] based on an easing function "
 "defined with [code]curve[/code]. This easing function is based on an "
@@ -548,7 +549,7 @@ msgid ""
 "- 1.0: Linear\n"
 "- Greater than 1.0 (exclusive): Ease in\n"
 "[/codeblock]\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
 "ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
 "See also [method smoothstep]. If you need to perform more advanced "
 "transitions, use [Tween] or [AnimationPlayer]."
@@ -1686,7 +1687,7 @@ msgid ""
 "[method smoothstep] returns the smoothest possible curve with no sudden "
 "changes in the derivative. If you need to perform more advanced transitions, "
 "use [Tween] or [AnimationPlayer].\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
 "smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, "
 "-1.6521) return values[/url]"
 msgstr ""
@@ -29145,7 +29146,7 @@ msgid ""
 "    # Note: Don't make simultaneous requests using a single HTTPRequest "
 "node.\n"
 "    # The snippet below is provided for reference only.\n"
-"    var body = {\"name\": \"Godette\"}\n"
+"    var body = to_json({\"name\": \"Godette\"})\n"
 "    error = http_request.request(\"https://httpbin.org/post\", [], true, "
 "HTTPClient.METHOD_POST, body)\n"
 "    if error != OK:\n"
@@ -31771,7 +31772,18 @@ msgid ""
 "[code]\\n[/code]) in the string won't produce a newline. Text wrapping is "
 "enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to "
 "fully fit its content by default. You need to set [member "
-"fixed_column_width] greater than zero to wrap the text."
+"fixed_column_width] greater than zero to wrap the text.\n"
+"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
 msgstr ""
 
 #: doc/classes/ItemList.xml
@@ -35532,12 +35544,18 @@ msgid ""
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
-msgid "Returns the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Returns the override [Material] for a surface of the [Mesh] resource.\n"
+"[b]Note:[/b] This function only returns [i]override[/i] materials associated "
+"with this [MeshInstance]. Consider using [method get_active_material] or "
+"[method Mesh.surface_get_material] to get materials associated with the "
+"[Mesh] resource."
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
-msgid "Returns the number of surface materials."
-msgstr ""
+#, fuzzy
+msgid "Returns the number of surface override materials."
+msgstr "Retorna o seno do parâmetro."
 
 #: doc/classes/MeshInstance.xml
 msgid ""
@@ -35573,7 +35591,10 @@ msgid ""
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
-msgid "Sets the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Sets the override [Material] for the specified surface of the [Mesh] "
+"resource. This material is associated with this [MeshInstance] rather than "
+"with the [Mesh] resource."
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
@@ -36365,6 +36386,9 @@ msgstr ""
 
 #: doc/classes/Navigation.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
 "Provides navigation and pathfinding within a collection of "
 "[NavigationMesh]es. By default, these will be automatically collected from "
 "child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this "
@@ -36411,6 +36435,9 @@ msgstr "Retorna o RID do ecrã usada por essa camada."
 
 #: doc/classes/Navigation.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
 "Returns the path between two given points. Points are in local coordinate "
 "space. If [code]optimize[/code] is [code]true[/code] (the default), the "
 "agent properties associated with each [NavigationMesh] (radius, height, "
@@ -36454,6 +36481,9 @@ msgstr ""
 
 #: doc/classes/Navigation2D.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
 "Navigation2D provides navigation and pathfinding within a 2D area, specified "
 "as a collection of [NavigationPolygon] resources. By default, these are "
 "automatically collected from child [NavigationPolygonInstance] nodes."
@@ -36473,6 +36503,9 @@ msgstr ""
 
 #: doc/classes/Navigation2D.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
 "Returns the path between two given points. Points are in local coordinate "
 "space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
 "is smoothed by merging path segments where possible."
@@ -36609,10 +36642,46 @@ msgstr "Retorna a raiz quadrada do parâmetro."
 msgid "Destroys the given RID."
 msgstr "Retorna o [RID] do objeto."
 
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all created navigation map [RID]s on the NavigationServer. This "
+"returns both 2D and 3D created navigation maps as there is technically no "
+"distinction between them."
+msgstr ""
+
 #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
 msgid "Create a new map."
 msgstr ""
 
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"This function immediately forces synchronization of the specified navigation "
+"[code]map[/code] [RID]. By default navigation maps are only synchronized at "
+"the end of each physics frame. This function can be used to immediately "
+"(re)calculate all the navigation meshes and region connections of the "
+"navigation map. This makes it possible to query a navigation path for a "
+"changed map immediately and in the same frame (multiple times if needed).\n"
+"Due to technical restrictions the current NavigationServer command queue "
+"will be flushed. This means all already queued update commands for this "
+"physics frame will be executed, even those intended for other maps, regions "
+"and agents not part of the specified map. The expensive computation of the "
+"navigation meshes and region connections of a map will only be done for the "
+"specified map. Other maps will receive the normal synchronization at the end "
+"of the physics frame. Should the specified map receive changes after the "
+"forced update it will update again as well when the other maps receive their "
+"update.\n"
+"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals "
+"is untouched by this function and continues to happen for all maps and "
+"agents at the end of the physics frame.\n"
+"[b]Note:[/b] With great power comes great responsibility. This function "
+"should only be used by users that really know what they are doing and have a "
+"good reason for it. Forcing an immediate update of a navigation map requires "
+"locking the NavigationServer and flushing the entire NavigationServer "
+"command queue. Not only can this severely impact the performance of a game "
+"but it can also introduce bugs if used inappropriately without much "
+"foresight."
+msgstr ""
+
 #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
 msgid ""
 "Returns all navigation agents [RID]s that are currently assigned to the "
@@ -36729,6 +36798,23 @@ msgstr "Retorna a rotação (em radianos)."
 msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]."
 msgstr "Retorna o produto cruzado deste vetor e [code]b[/code]."
 
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns [code]true[/code] if the provided [code]point[/code] in world space "
+"is currently owned by the provided navigation [code]region[/code]. Owned in "
+"this context means that one of the region's navigation mesh polygon faces "
+"has a possible position at the closest distance to this point compared to "
+"all other navigation meshes from other navigation regions that are also "
+"registered on the navigation map of the provided region.\n"
+"If multiple navigation meshes have positions at equal distance the "
+"navigation region whose polygons are processed first wins the ownership. "
+"Polygons are processed in the same order that navigation regions were "
+"registered on the NavigationServer.\n"
+"[b]Note:[/b] If navigation meshes from different navigation regions overlap "
+"(which should be avoided in general) the result might not be what is "
+"expected."
+msgstr ""
+
 #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
 #, fuzzy
 msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
@@ -36942,6 +37028,17 @@ msgstr ""
 msgid "The distance to search for other agents."
 msgstr ""
 
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
+"The distance threshold before a path point is considered to be reached. This "
+"will allow an agent to not have to hit a path point on the path exactly, but "
+"in the area. If this value is set to high the NavigationAgent will skip "
+"points on the path which can lead to leaving the navigation mesh. If this "
+"value is set to low the NavigationAgent will be stuck in a repath loop cause "
+"it will constantly overshoot or undershoot the distance to the next point on "
+"each physics frame update."
+msgstr ""
+
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
 msgid ""
 "The maximum distance the agent is allowed away from the ideal path to the "
@@ -36950,15 +37047,23 @@ msgid ""
 msgstr ""
 
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-#, fuzzy
-msgid "The radius of the agent."
-msgstr "A cor do texto."
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding. To change an actor's pathfinding radius "
+"bake [NavigationMesh] resources with a different [member NavigationMesh."
+"agent_radius] property and use different navigation maps for each actor size."
+msgstr ""
 
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
 msgid ""
-"The distance threshold before a target is considered to be reached. This "
-"will allow an agent to not have to hit a point on the path exactly, but in "
-"the area."
+"The distance threshold before the final target point is considered to be "
+"reached. This will allow an agent to not have to hit the point of the final "
+"target exactly, but only the area. If this value is set to low the "
+"NavigationAgent will be stuck in a repath loop cause it will constantly "
+"overshoot or undershoot the distance to the final target point on each "
+"physics frame update."
 msgstr ""
 
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -37173,6 +37278,16 @@ msgid ""
 "multiple of [member cell_size]."
 msgstr ""
 
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"If the baking [AABB] has a volume the navigation mesh baking will be "
+"restricted to its enclosing area."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
+msgstr ""
+
 #: doc/classes/NavigationMesh.xml
 msgid "If [code]true[/code], marks spans that are ledges as non-walkable."
 msgstr ""
@@ -37343,7 +37458,15 @@ msgid ""
 "geometry for walkable terrain suitable to [NavigationMesh] agent properties "
 "by creating a voxel world around the meshes bounding area.\n"
 "The finalized navigation mesh is then returned and stored inside the "
-"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes."
+"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] "
+"nodes.\n"
+"[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
+"obstruct navigation baking does not always work. The navigation baking has "
+"no concept of what is a geometry \"inside\" when dealing with mesh source "
+"geometry and this is intentional. Depending on current baking parameters, as "
+"soon as the obstructing mesh is large enough to fit a navigation mesh area "
+"inside, the baking will generate navigation mesh areas that are inside the "
+"obstructing source geometry mesh."
 msgstr ""
 
 #: doc/classes/NavigationMeshGenerator.xml
@@ -39227,13 +39350,19 @@ msgstr ""
 #: doc/classes/Node.xml
 msgid ""
 "Emitted when a child node enters the scene tree, either because it entered "
-"on its own or because this node entered with it."
+"on its own or because this node entered with it.\n"
+"This signal is emitted [i]after[/i] the child node's own [constant "
+"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
 msgstr ""
 
 #: doc/classes/Node.xml
 msgid ""
-"Emitted when a child node exits the scene tree, either because it exited on "
-"its own or because this node exited."
+"Emitted when a child node is about to exit the scene tree, either because it "
+"is being removed or freed directly, or because this node is exiting the "
+"tree.\n"
+"When this signal is received, the child [code]node[/code] is still in the "
+"tree and valid. This signal is emitted [i]after[/i] the child node's own "
+"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
 msgstr ""
 
 #: doc/classes/Node.xml
@@ -39245,8 +39374,11 @@ msgid "Emitted when the node is renamed."
 msgstr "Emitido quando o nó é renomeado."
 
 #: doc/classes/Node.xml
-msgid "Emitted when the node enters the tree."
-msgstr "Emitido quando o nó entra na árvore."
+msgid ""
+"Emitted when the node enters the tree.\n"
+"This signal is emitted [i]after[/i] the related [constant "
+"NOTIFICATION_ENTER_TREE] notification."
+msgstr ""
 
 #: doc/classes/Node.xml
 msgid "Emitted after the node exits the tree and is no longer active."
@@ -39255,15 +39387,21 @@ msgstr ""
 #: doc/classes/Node.xml
 msgid ""
 "Emitted when the node is still active but about to exit the tree. This is "
-"the right place for de-initialization (or a \"destructor\", if you will)."
+"the right place for de-initialization (or a \"destructor\", if you will).\n"
+"This signal is emitted [i]before[/i] the related [constant "
+"NOTIFICATION_EXIT_TREE] notification."
 msgstr ""
 
 #: doc/classes/Node.xml
-msgid "Notification received when the node enters a [SceneTree]."
+msgid ""
+"Notification received when the node enters a [SceneTree].\n"
+"This notification is emitted [i]before[/i] the related [signal tree_entered]."
 msgstr ""
 
 #: doc/classes/Node.xml
-msgid "Notification received when the node is about to exit a [SceneTree]."
+msgid ""
+"Notification received when the node is about to exit a [SceneTree].\n"
+"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
 msgstr ""
 
 #: doc/classes/Node.xml
@@ -40972,6 +41110,10 @@ msgid ""
 "    if argument.find(\"=\") > -1:\n"
 "        var key_value = argument.split(\"=\")\n"
 "        arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
+"    else:\n"
+"        # Options without an argument will be present in the dictionary,\n"
+"        # with the value set to an empty string.\n"
+"        arguments[argument.lstrip(\"--\")] = \"\"\n"
 "[/codeblock]"
 msgstr ""
 
@@ -46475,7 +46617,18 @@ msgstr ""
 #: doc/classes/PopupMenu.xml
 msgid ""
 "[PopupMenu] is a [Control] that displays a list of options. They are popular "
-"in toolbars or context menus."
+"in toolbars or context menus.\n"
+"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
 msgstr ""
 
 #: doc/classes/PopupMenu.xml
@@ -50052,20 +50205,28 @@ msgid ""
 "cause.\n"
 "The default value is a conservative one, so you are advised to tweak it "
 "according to the hardware you are targeting.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"The default is a very conservative override for [code]rendering/gles3/"
-"shaders/max_concurrent_compiles[/code].\n"
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
 "Depending on the specific devices you are targeting, you may want to raise "
 "it.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
+"Depending on the specific browsers you are targeting, you may want to raise "
+"it.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -50073,19 +50234,28 @@ msgid ""
 "The maximum size, in megabytes, that the ubershader cache can grow up to. On "
 "startup, the least recently used entries will be deleted until the total "
 "size is within bounds.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/"
-"code], so a smaller maximum size can be configured for mobile platforms, "
-"where storage space is more limited.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for mobile platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for web platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] Currently, shader caching is generally unavailable on web "
+"platforms.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -50117,12 +50287,20 @@ msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"An override for [code]rendering/gles3/shaders/shader_compilation_mode[/"
-"code], so asynchronous compilation can be disabled for mobile.\n"
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on mobile platforms.\n"
 "You may want to do that since mobile GPUs generally won't support "
 "ubershaders due to their complexity."
 msgstr ""
 
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on web platforms.\n"
+"You may want to do that since certain browsers (especially on mobile "
+"platforms) generally won't support ubershaders due to their complexity."
+msgstr ""
+
 #: doc/classes/ProjectSettings.xml
 msgid ""
 "Max buffer size for blend shapes. Any blend shape bigger than this will not "
@@ -54816,24 +54994,23 @@ msgid ""
 "manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be "
 "used for tweening values, but you can do manual interpolation with [method "
 "interpolate_value].\n"
-"A [SceneTreeTween] animation is composed of a sequence of [Tweener]s, which "
-"by default are executed one after another. You can create a sequence by "
-"appending [Tweener]s to the [SceneTreeTween]. Animating something with a "
-"[Tweener] is called tweening. Example tweening sequence looks like this:\n"
+"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] "
+"object, using [method tween_property], [method tween_interval], [method "
+"tween_callback] or [method tween_method]:\n"
 "[codeblock]\n"
 "var tween = get_tree().create_tween()\n"
 "tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
 "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
 "tween.tween_callback($Sprite, \"queue_free\")\n"
 "[/codeblock]\n"
-"This sequence will make the [code]$Sprite[/code] node turn red, then shrink "
-"and finally the [method Node.queue_free] is called to remove the sprite. See "
-"methods [method tween_property], [method tween_interval], [method "
-"tween_callback] and [method tween_method] for more usage information.\n"
+"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
+"before finally calling [method Node.queue_free] to free the sprite. "
+"[Tweener]s are executed one after another by default. This behavior can be "
+"changed using [method parallel] and [method set_parallel].\n"
 "When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
 "chained method call can be used to tweak the properties of this [Tweener]. "
-"For example, if you want to set different transition type in the above "
-"example, you can do:\n"
+"For example, if you want to set a different transition type in the above "
+"example, you can use [method set_trans]:\n"
 "[codeblock]\n"
 "var tween = get_tree().create_tween()\n"
 "tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
@@ -54842,8 +55019,9 @@ msgid ""
 "TRANS_BOUNCE)\n"
 "tween.tween_callback($Sprite, \"queue_free\")\n"
 "[/codeblock]\n"
-"Most of the [SceneTreeTween] methods can be chained this way too. In this "
-"example the [SceneTreeTween] is bound and have set a default transition:\n"
+"Most of the [SceneTreeTween] methods can be chained this way too. In the "
+"following example the [SceneTreeTween] is bound to the running script's node "
+"and a default transition is set for its [Tweener]s:\n"
 "[codeblock]\n"
 "var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
 "TRANS_ELASTIC)\n"
@@ -54851,16 +55029,16 @@ msgid ""
 "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
 "tween.tween_callback($Sprite, \"queue_free\")\n"
 "[/codeblock]\n"
-"Another interesting use for [SceneTreeTween]s is animating arbitrary set of "
+"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of "
 "objects:\n"
 "[codeblock]\n"
 "var tween = create_tween()\n"
 "for sprite in get_children():\n"
-"    tween.tween_property(sprite, \"position\", Vector2(), 1)\n"
+"    tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
 "[/codeblock]\n"
 "In the example above, all children of a node are moved one after another to "
 "position (0, 0).\n"
-"Some [Tweener]s use transitions and eases. The first accepts an [enum Tween."
+"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
 "TransitionType] constant, and refers to the way the timing of the animation "
 "is handled (see [url=https://easings.net/]easings.net[/url] for some "
 "examples). The second accepts an [enum Tween.EaseType] constant, and "
@@ -54872,7 +55050,7 @@ msgid ""
 "tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
 "[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
 "prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
-"immediately after it was created."
+"immediately after it is created."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -54902,21 +55080,24 @@ msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
 msgid ""
-"Processes the [SceneTreeTween] by given [code]delta[/code] value, in "
-"seconds. Mostly useful when the [SceneTreeTween] is paused, for controlling "
-"it manually. Can also be used to end the [SceneTreeTween] animation "
-"immediately, by using [code]delta[/code] longer than the whole duration.\n"
+"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in "
+"seconds. This is mostly useful for manual control when the [SceneTreeTween] "
+"is paused. It can also be used to end the [SceneTreeTween] animation "
+"immediately, by setting [code]delta[/code] longer than the whole duration of "
+"the [SceneTreeTween] animation.\n"
 "Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that "
 "haven't finished.\n"
-"[b]Note:[/b] The [SceneTreeTween] will become invalid after finished, but "
-"you can call [method stop] after the step, to keep it and reset."
+"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing "
+"frame after its animation finishes. Calling [method stop] after performing "
+"[method custom_step] instead keeps and resets the [SceneTreeTween]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
 msgid ""
 "Returns the total time in seconds the [SceneTreeTween] has been animating (i."
-"e. time since it started, not counting pauses etc.). The time is affected by "
-"[method set_speed_scale] and [method stop] will reset it to [code]0[/code].\n"
+"e. the time since it started, not counting pauses etc.). The time is "
+"affected by [method set_speed_scale], and [method stop] will reset it to "
+"[code]0[/code].\n"
 "[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
 "after the [SceneTreeTween] has finished animating will be slightly greater "
 "than the actual [SceneTreeTween] duration."
@@ -54952,11 +55133,10 @@ msgstr ""
 msgid ""
 "Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a "
 "[SceneTreeTween] contained by the scene tree (i.e. the array from [method "
-"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). "
-"[SceneTreeTween] might become invalid when it has finished tweening or was "
-"killed, also when created with [code]Tween.new()[/code]. Invalid "
-"[SceneTreeTween] can't have [Tweener]s appended, because it can't animate "
-"them. You can however still use [method interpolate_value]."
+"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
+"[SceneTreeTween] might become invalid when it has finished tweening, is "
+"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
+"[SceneTreeTween]s can't have [Tweener]s appended."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -54996,16 +55176,15 @@ msgstr ""
 msgid ""
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [SceneTreeTween] run "
-"infinitely, until it is either killed by [method kill] or by freeing bound "
-"node, or all the animated objects have been freed (which makes further "
+"Calling this method without arguments will make the [Tween] run infinitely, "
+"until either it is killed with [method kill], the [Tween]'s bound node is "
+"freed, or all the animated objects have been freed (which makes further "
 "animation impossible).\n"
 "[b]Warning:[/b] Make sure to always add some duration/delay when using "
-"infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] "
-"with no delay or [PropertyTweener] with invalid node) are equivalent to "
-"infinite [code]while[/code] loops and will freeze your game. If a "
-"[SceneTreeTween]'s lifetime depends on some node, always use [method "
-"bind_node]."
+"infinite loops. To prevent the game freezing, 0-duration looped animations "
+"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
+"number of loops, which may produce unexpected results. If a [Tween]'s "
+"lifetime depends on some node, always use [method bind_node]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -55067,10 +55246,10 @@ msgstr ""
 #: doc/classes/SceneTreeTween.xml
 msgid ""
 "Creates and appends an [IntervalTweener]. This method can be used to create "
-"delays in the tween animation, as an alternative for using the delay in "
-"other [Tweener]s or when there's no animation (in which case the "
-"[SceneTreeTween] acts as a timer). [code]time[/code] is the length of the "
-"interval, in seconds.\n"
+"delays in the tween animation, as an alternative to using the delay in other "
+"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] "
+"acts as a timer). [code]time[/code] is the length of the interval, in "
+"seconds.\n"
 "Example: creating an interval in code execution.\n"
 "[codeblock]\n"
 "# ... some code\n"
@@ -55124,8 +55303,8 @@ msgid ""
 "Creates and appends a [PropertyTweener]. This method tweens a "
 "[code]property[/code] of an [code]object[/code] between an initial value and "
 "[code]final_val[/code] in a span of time equal to [code]duration[/code], in "
-"seconds. The initial value by default is a value at the time the tweening of "
-"the [PropertyTweener] start. For example:\n"
+"seconds. The initial value by default is the property's value at the time "
+"the tweening of the [PropertyTweener] starts. For example:\n"
 "[codeblock]\n"
 "var tween = create_tween()\n"
 "tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
@@ -55156,16 +55335,15 @@ msgid ""
 "Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
 "when the [SceneTreeTween] is set to infinite looping (see [method "
 "set_loops]).\n"
-"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) after this signal "
-"is emitted, but it doesn't happen immediately, but on the next processing "
-"frame. Calling [method stop] inside the signal callback will preserve the "
-"[SceneTreeTween]."
+"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next "
+"processing frame after this signal is emitted. Calling [method stop] inside "
+"the signal callback will prevent the [SceneTreeTween] from being removed."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
 msgid ""
 "Emitted when a full loop is complete (see [method set_loops]), providing the "
-"loop index. This signal is not emitted after final loop, use [signal "
+"loop index. This signal is not emitted after the final loop, use [signal "
 "finished] instead for this case."
 msgstr ""
 
@@ -55173,7 +55351,7 @@ msgstr ""
 msgid ""
 "Emitted when one step of the [SceneTreeTween] is complete, providing the "
 "step index. One step is either a single [Tweener] or a group of [Tweener]s "
-"running parallelly."
+"running in parallel."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -59163,11 +59341,11 @@ msgstr ""
 msgid ""
 "Returns [code]true[/code] if this string contains a valid integer.\n"
 "[codeblock]\n"
-"print(\"7\".is_valid_int()) # Prints \"True\"\n"
-"print(\"14.6\".is_valid_int()) # Prints \"False\"\n"
-"print(\"L\".is_valid_int()) # Prints \"False\"\n"
-"print(\"+3\".is_valid_int()) # Prints \"True\"\n"
-"print(\"-12\".is_valid_int()) # Prints \"True\"\n"
+"print(\"7\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"L\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"+3\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"-12\".is_valid_integer()) # Prints \"True\"\n"
 "[/codeblock]"
 msgstr ""
 
@@ -64049,7 +64227,18 @@ msgid ""
 "To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
 "TreeItem.get_next] and [method TreeItem.get_children] after getting the root "
 "through [method get_root]. You can use [method Object.free] on a [TreeItem] "
-"to remove it from the [Tree]."
+"to remove it from the [Tree].\n"
+"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
 msgstr ""
 
 #: doc/classes/Tree.xml

+ 288 - 98
doc/translations/pt_BR.po

@@ -584,6 +584,7 @@ msgstr ""
 "inst2dict]), de volta em uma instância. Útil para desserialização."
 
 #: modules/gdscript/doc_classes/@GDScript.xml
+#, fuzzy
 msgid ""
 "Returns an \"eased\" value of [code]x[/code] based on an easing function "
 "defined with [code]curve[/code]. This easing function is based on an "
@@ -598,7 +599,7 @@ msgid ""
 "- 1.0: Linear\n"
 "- Greater than 1.0 (exclusive): Ease in\n"
 "[/codeblock]\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
 "ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
 "See also [method smoothstep]. If you need to perform more advanced "
 "transitions, use [Tween] or [AnimationPlayer]."
@@ -1717,6 +1718,7 @@ msgstr ""
 "[/codeblock]"
 
 #: modules/gdscript/doc_classes/@GDScript.xml
+#, fuzzy
 msgid ""
 "Returns the result of smoothly interpolating the value of [code]s[/code] "
 "between [code]0[/code] and [code]1[/code], based on the where [code]s[/code] "
@@ -1737,7 +1739,7 @@ msgid ""
 "[method smoothstep] returns the smoothest possible curve with no sudden "
 "changes in the derivative. If you need to perform more advanced transitions, "
 "use [Tween] or [AnimationPlayer].\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
 "smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, "
 "-1.6521) return values[/url]"
 msgstr ""
@@ -29478,7 +29480,7 @@ msgid ""
 "    # Note: Don't make simultaneous requests using a single HTTPRequest "
 "node.\n"
 "    # The snippet below is provided for reference only.\n"
-"    var body = {\"name\": \"Godette\"}\n"
+"    var body = to_json({\"name\": \"Godette\"})\n"
 "    error = http_request.request(\"https://httpbin.org/post\", [], true, "
 "HTTPClient.METHOD_POST, body)\n"
 "    if error != OK:\n"
@@ -32113,7 +32115,18 @@ msgid ""
 "[code]\\n[/code]) in the string won't produce a newline. Text wrapping is "
 "enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to "
 "fully fit its content by default. You need to set [member "
-"fixed_column_width] greater than zero to wrap the text."
+"fixed_column_width] greater than zero to wrap the text.\n"
+"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
 msgstr ""
 
 #: doc/classes/ItemList.xml
@@ -35883,12 +35896,18 @@ msgid ""
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
-msgid "Returns the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Returns the override [Material] for a surface of the [Mesh] resource.\n"
+"[b]Note:[/b] This function only returns [i]override[/i] materials associated "
+"with this [MeshInstance]. Consider using [method get_active_material] or "
+"[method Mesh.surface_get_material] to get materials associated with the "
+"[Mesh] resource."
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
-msgid "Returns the number of surface materials."
-msgstr ""
+#, fuzzy
+msgid "Returns the number of surface override materials."
+msgstr "Retorna o número de nós nesta [SceneTree]."
 
 #: doc/classes/MeshInstance.xml
 msgid ""
@@ -35924,7 +35943,10 @@ msgid ""
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
-msgid "Sets the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Sets the override [Material] for the specified surface of the [Mesh] "
+"resource. This material is associated with this [MeshInstance] rather than "
+"with the [Mesh] resource."
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
@@ -36724,6 +36746,9 @@ msgstr ""
 
 #: doc/classes/Navigation.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
 "Provides navigation and pathfinding within a collection of "
 "[NavigationMesh]es. By default, these will be automatically collected from "
 "child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this "
@@ -36770,6 +36795,9 @@ msgstr "Retorna o número de nós nesta [SceneTree]."
 
 #: doc/classes/Navigation.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
 "Returns the path between two given points. Points are in local coordinate "
 "space. If [code]optimize[/code] is [code]true[/code] (the default), the "
 "agent properties associated with each [NavigationMesh] (radius, height, "
@@ -36813,6 +36841,9 @@ msgstr ""
 
 #: doc/classes/Navigation2D.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
 "Navigation2D provides navigation and pathfinding within a 2D area, specified "
 "as a collection of [NavigationPolygon] resources. By default, these are "
 "automatically collected from child [NavigationPolygonInstance] nodes."
@@ -36832,6 +36863,9 @@ msgstr ""
 
 #: doc/classes/Navigation2D.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
 "Returns the path between two given points. Points are in local coordinate "
 "space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
 "is smoothed by merging path segments where possible."
@@ -36969,10 +37003,46 @@ msgstr "Retorna o valor oposto do parâmetro."
 msgid "Destroys the given RID."
 msgstr "Retorna o [RID] do objeto."
 
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all created navigation map [RID]s on the NavigationServer. This "
+"returns both 2D and 3D created navigation maps as there is technically no "
+"distinction between them."
+msgstr ""
+
 #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
 msgid "Create a new map."
 msgstr ""
 
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"This function immediately forces synchronization of the specified navigation "
+"[code]map[/code] [RID]. By default navigation maps are only synchronized at "
+"the end of each physics frame. This function can be used to immediately "
+"(re)calculate all the navigation meshes and region connections of the "
+"navigation map. This makes it possible to query a navigation path for a "
+"changed map immediately and in the same frame (multiple times if needed).\n"
+"Due to technical restrictions the current NavigationServer command queue "
+"will be flushed. This means all already queued update commands for this "
+"physics frame will be executed, even those intended for other maps, regions "
+"and agents not part of the specified map. The expensive computation of the "
+"navigation meshes and region connections of a map will only be done for the "
+"specified map. Other maps will receive the normal synchronization at the end "
+"of the physics frame. Should the specified map receive changes after the "
+"forced update it will update again as well when the other maps receive their "
+"update.\n"
+"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals "
+"is untouched by this function and continues to happen for all maps and "
+"agents at the end of the physics frame.\n"
+"[b]Note:[/b] With great power comes great responsibility. This function "
+"should only be used by users that really know what they are doing and have a "
+"good reason for it. Forcing an immediate update of a navigation map requires "
+"locking the NavigationServer and flushing the entire NavigationServer "
+"command queue. Not only can this severely impact the performance of a game "
+"but it can also introduce bugs if used inappropriately without much "
+"foresight."
+msgstr ""
+
 #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
 msgid ""
 "Returns all navigation agents [RID]s that are currently assigned to the "
@@ -37091,6 +37161,23 @@ msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]."
 msgstr ""
 "Retorna a [Cor] em [code]name[/code] se o tema tiver [code]node_type[/code]."
 
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns [code]true[/code] if the provided [code]point[/code] in world space "
+"is currently owned by the provided navigation [code]region[/code]. Owned in "
+"this context means that one of the region's navigation mesh polygon faces "
+"has a possible position at the closest distance to this point compared to "
+"all other navigation meshes from other navigation regions that are also "
+"registered on the navigation map of the provided region.\n"
+"If multiple navigation meshes have positions at equal distance the "
+"navigation region whose polygons are processed first wins the ownership. "
+"Polygons are processed in the same order that navigation regions were "
+"registered on the NavigationServer.\n"
+"[b]Note:[/b] If navigation meshes from different navigation regions overlap "
+"(which should be avoided in general) the result might not be what is "
+"expected."
+msgstr ""
+
 #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
 #, fuzzy
 msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
@@ -37306,6 +37393,17 @@ msgstr ""
 msgid "The distance to search for other agents."
 msgstr ""
 
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
+"The distance threshold before a path point is considered to be reached. This "
+"will allow an agent to not have to hit a path point on the path exactly, but "
+"in the area. If this value is set to high the NavigationAgent will skip "
+"points on the path which can lead to leaving the navigation mesh. If this "
+"value is set to low the NavigationAgent will be stuck in a repath loop cause "
+"it will constantly overshoot or undershoot the distance to the next point on "
+"each physics frame update."
+msgstr ""
+
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
 msgid ""
 "The maximum distance the agent is allowed away from the ideal path to the "
@@ -37314,15 +37412,23 @@ msgid ""
 msgstr ""
 
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-#, fuzzy
-msgid "The radius of the agent."
-msgstr "A cor do texto."
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding. To change an actor's pathfinding radius "
+"bake [NavigationMesh] resources with a different [member NavigationMesh."
+"agent_radius] property and use different navigation maps for each actor size."
+msgstr ""
 
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
 msgid ""
-"The distance threshold before a target is considered to be reached. This "
-"will allow an agent to not have to hit a point on the path exactly, but in "
-"the area."
+"The distance threshold before the final target point is considered to be "
+"reached. This will allow an agent to not have to hit the point of the final "
+"target exactly, but only the area. If this value is set to low the "
+"NavigationAgent will be stuck in a repath loop cause it will constantly "
+"overshoot or undershoot the distance to the final target point on each "
+"physics frame update."
 msgstr ""
 
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -37540,6 +37646,16 @@ msgid ""
 "multiple of [member cell_size]."
 msgstr ""
 
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"If the baking [AABB] has a volume the navigation mesh baking will be "
+"restricted to its enclosing area."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
+msgstr ""
+
 #: doc/classes/NavigationMesh.xml
 #, fuzzy
 msgid "If [code]true[/code], marks spans that are ledges as non-walkable."
@@ -37714,7 +37830,15 @@ msgid ""
 "geometry for walkable terrain suitable to [NavigationMesh] agent properties "
 "by creating a voxel world around the meshes bounding area.\n"
 "The finalized navigation mesh is then returned and stored inside the "
-"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes."
+"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] "
+"nodes.\n"
+"[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
+"obstruct navigation baking does not always work. The navigation baking has "
+"no concept of what is a geometry \"inside\" when dealing with mesh source "
+"geometry and this is intentional. Depending on current baking parameters, as "
+"soon as the obstructing mesh is large enough to fit a navigation mesh area "
+"inside, the baking will generate navigation mesh areas that are inside the "
+"obstructing source geometry mesh."
 msgstr ""
 
 #: doc/classes/NavigationMeshGenerator.xml
@@ -39600,13 +39724,19 @@ msgstr ""
 #: doc/classes/Node.xml
 msgid ""
 "Emitted when a child node enters the scene tree, either because it entered "
-"on its own or because this node entered with it."
+"on its own or because this node entered with it.\n"
+"This signal is emitted [i]after[/i] the child node's own [constant "
+"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
 msgstr ""
 
 #: doc/classes/Node.xml
 msgid ""
-"Emitted when a child node exits the scene tree, either because it exited on "
-"its own or because this node exited."
+"Emitted when a child node is about to exit the scene tree, either because it "
+"is being removed or freed directly, or because this node is exiting the "
+"tree.\n"
+"When this signal is received, the child [code]node[/code] is still in the "
+"tree and valid. This signal is emitted [i]after[/i] the child node's own "
+"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
 msgstr ""
 
 #: doc/classes/Node.xml
@@ -39618,8 +39748,11 @@ msgid "Emitted when the node is renamed."
 msgstr "Emitido quando o nó é renomeado."
 
 #: doc/classes/Node.xml
-msgid "Emitted when the node enters the tree."
-msgstr "Emitido quando o nó entra na árvore."
+msgid ""
+"Emitted when the node enters the tree.\n"
+"This signal is emitted [i]after[/i] the related [constant "
+"NOTIFICATION_ENTER_TREE] notification."
+msgstr ""
 
 #: doc/classes/Node.xml
 msgid "Emitted after the node exits the tree and is no longer active."
@@ -39628,15 +39761,21 @@ msgstr ""
 #: doc/classes/Node.xml
 msgid ""
 "Emitted when the node is still active but about to exit the tree. This is "
-"the right place for de-initialization (or a \"destructor\", if you will)."
+"the right place for de-initialization (or a \"destructor\", if you will).\n"
+"This signal is emitted [i]before[/i] the related [constant "
+"NOTIFICATION_EXIT_TREE] notification."
 msgstr ""
 
 #: doc/classes/Node.xml
-msgid "Notification received when the node enters a [SceneTree]."
+msgid ""
+"Notification received when the node enters a [SceneTree].\n"
+"This notification is emitted [i]before[/i] the related [signal tree_entered]."
 msgstr ""
 
 #: doc/classes/Node.xml
-msgid "Notification received when the node is about to exit a [SceneTree]."
+msgid ""
+"Notification received when the node is about to exit a [SceneTree].\n"
+"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
 msgstr ""
 
 #: doc/classes/Node.xml
@@ -41349,6 +41488,10 @@ msgid ""
 "    if argument.find(\"=\") > -1:\n"
 "        var key_value = argument.split(\"=\")\n"
 "        arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
+"    else:\n"
+"        # Options without an argument will be present in the dictionary,\n"
+"        # with the value set to an empty string.\n"
+"        arguments[argument.lstrip(\"--\")] = \"\"\n"
 "[/codeblock]"
 msgstr ""
 
@@ -46893,7 +47036,18 @@ msgstr ""
 #: doc/classes/PopupMenu.xml
 msgid ""
 "[PopupMenu] is a [Control] that displays a list of options. They are popular "
-"in toolbars or context menus."
+"in toolbars or context menus.\n"
+"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
 msgstr ""
 
 #: doc/classes/PopupMenu.xml
@@ -50473,20 +50627,28 @@ msgid ""
 "cause.\n"
 "The default value is a conservative one, so you are advised to tweak it "
 "according to the hardware you are targeting.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"The default is a very conservative override for [code]rendering/gles3/"
-"shaders/max_concurrent_compiles[/code].\n"
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
 "Depending on the specific devices you are targeting, you may want to raise "
 "it.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
+"Depending on the specific browsers you are targeting, you may want to raise "
+"it.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -50494,19 +50656,28 @@ msgid ""
 "The maximum size, in megabytes, that the ubershader cache can grow up to. On "
 "startup, the least recently used entries will be deleted until the total "
 "size is within bounds.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/"
-"code], so a smaller maximum size can be configured for mobile platforms, "
-"where storage space is more limited.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for mobile platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for web platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] Currently, shader caching is generally unavailable on web "
+"platforms.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -50538,12 +50709,20 @@ msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"An override for [code]rendering/gles3/shaders/shader_compilation_mode[/"
-"code], so asynchronous compilation can be disabled for mobile.\n"
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on mobile platforms.\n"
 "You may want to do that since mobile GPUs generally won't support "
 "ubershaders due to their complexity."
 msgstr ""
 
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on web platforms.\n"
+"You may want to do that since certain browsers (especially on mobile "
+"platforms) generally won't support ubershaders due to their complexity."
+msgstr ""
+
 #: doc/classes/ProjectSettings.xml
 msgid ""
 "Max buffer size for blend shapes. Any blend shape bigger than this will not "
@@ -55247,24 +55426,23 @@ msgid ""
 "manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be "
 "used for tweening values, but you can do manual interpolation with [method "
 "interpolate_value].\n"
-"A [SceneTreeTween] animation is composed of a sequence of [Tweener]s, which "
-"by default are executed one after another. You can create a sequence by "
-"appending [Tweener]s to the [SceneTreeTween]. Animating something with a "
-"[Tweener] is called tweening. Example tweening sequence looks like this:\n"
+"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] "
+"object, using [method tween_property], [method tween_interval], [method "
+"tween_callback] or [method tween_method]:\n"
 "[codeblock]\n"
 "var tween = get_tree().create_tween()\n"
 "tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
 "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
 "tween.tween_callback($Sprite, \"queue_free\")\n"
 "[/codeblock]\n"
-"This sequence will make the [code]$Sprite[/code] node turn red, then shrink "
-"and finally the [method Node.queue_free] is called to remove the sprite. See "
-"methods [method tween_property], [method tween_interval], [method "
-"tween_callback] and [method tween_method] for more usage information.\n"
+"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
+"before finally calling [method Node.queue_free] to free the sprite. "
+"[Tweener]s are executed one after another by default. This behavior can be "
+"changed using [method parallel] and [method set_parallel].\n"
 "When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
 "chained method call can be used to tweak the properties of this [Tweener]. "
-"For example, if you want to set different transition type in the above "
-"example, you can do:\n"
+"For example, if you want to set a different transition type in the above "
+"example, you can use [method set_trans]:\n"
 "[codeblock]\n"
 "var tween = get_tree().create_tween()\n"
 "tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
@@ -55273,8 +55451,9 @@ msgid ""
 "TRANS_BOUNCE)\n"
 "tween.tween_callback($Sprite, \"queue_free\")\n"
 "[/codeblock]\n"
-"Most of the [SceneTreeTween] methods can be chained this way too. In this "
-"example the [SceneTreeTween] is bound and have set a default transition:\n"
+"Most of the [SceneTreeTween] methods can be chained this way too. In the "
+"following example the [SceneTreeTween] is bound to the running script's node "
+"and a default transition is set for its [Tweener]s:\n"
 "[codeblock]\n"
 "var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
 "TRANS_ELASTIC)\n"
@@ -55282,16 +55461,16 @@ msgid ""
 "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
 "tween.tween_callback($Sprite, \"queue_free\")\n"
 "[/codeblock]\n"
-"Another interesting use for [SceneTreeTween]s is animating arbitrary set of "
+"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of "
 "objects:\n"
 "[codeblock]\n"
 "var tween = create_tween()\n"
 "for sprite in get_children():\n"
-"    tween.tween_property(sprite, \"position\", Vector2(), 1)\n"
+"    tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
 "[/codeblock]\n"
 "In the example above, all children of a node are moved one after another to "
 "position (0, 0).\n"
-"Some [Tweener]s use transitions and eases. The first accepts an [enum Tween."
+"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
 "TransitionType] constant, and refers to the way the timing of the animation "
 "is handled (see [url=https://easings.net/]easings.net[/url] for some "
 "examples). The second accepts an [enum Tween.EaseType] constant, and "
@@ -55303,7 +55482,7 @@ msgid ""
 "tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
 "[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
 "prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
-"immediately after it was created."
+"immediately after it is created."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -55333,21 +55512,24 @@ msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
 msgid ""
-"Processes the [SceneTreeTween] by given [code]delta[/code] value, in "
-"seconds. Mostly useful when the [SceneTreeTween] is paused, for controlling "
-"it manually. Can also be used to end the [SceneTreeTween] animation "
-"immediately, by using [code]delta[/code] longer than the whole duration.\n"
+"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in "
+"seconds. This is mostly useful for manual control when the [SceneTreeTween] "
+"is paused. It can also be used to end the [SceneTreeTween] animation "
+"immediately, by setting [code]delta[/code] longer than the whole duration of "
+"the [SceneTreeTween] animation.\n"
 "Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that "
 "haven't finished.\n"
-"[b]Note:[/b] The [SceneTreeTween] will become invalid after finished, but "
-"you can call [method stop] after the step, to keep it and reset."
+"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing "
+"frame after its animation finishes. Calling [method stop] after performing "
+"[method custom_step] instead keeps and resets the [SceneTreeTween]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
 msgid ""
 "Returns the total time in seconds the [SceneTreeTween] has been animating (i."
-"e. time since it started, not counting pauses etc.). The time is affected by "
-"[method set_speed_scale] and [method stop] will reset it to [code]0[/code].\n"
+"e. the time since it started, not counting pauses etc.). The time is "
+"affected by [method set_speed_scale], and [method stop] will reset it to "
+"[code]0[/code].\n"
 "[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
 "after the [SceneTreeTween] has finished animating will be slightly greater "
 "than the actual [SceneTreeTween] duration."
@@ -55383,11 +55565,10 @@ msgstr ""
 msgid ""
 "Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a "
 "[SceneTreeTween] contained by the scene tree (i.e. the array from [method "
-"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). "
-"[SceneTreeTween] might become invalid when it has finished tweening or was "
-"killed, also when created with [code]Tween.new()[/code]. Invalid "
-"[SceneTreeTween] can't have [Tweener]s appended, because it can't animate "
-"them. You can however still use [method interpolate_value]."
+"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
+"[SceneTreeTween] might become invalid when it has finished tweening, is "
+"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
+"[SceneTreeTween]s can't have [Tweener]s appended."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -55427,16 +55608,15 @@ msgstr ""
 msgid ""
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [SceneTreeTween] run "
-"infinitely, until it is either killed by [method kill] or by freeing bound "
-"node, or all the animated objects have been freed (which makes further "
+"Calling this method without arguments will make the [Tween] run infinitely, "
+"until either it is killed with [method kill], the [Tween]'s bound node is "
+"freed, or all the animated objects have been freed (which makes further "
 "animation impossible).\n"
 "[b]Warning:[/b] Make sure to always add some duration/delay when using "
-"infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] "
-"with no delay or [PropertyTweener] with invalid node) are equivalent to "
-"infinite [code]while[/code] loops and will freeze your game. If a "
-"[SceneTreeTween]'s lifetime depends on some node, always use [method "
-"bind_node]."
+"infinite loops. To prevent the game freezing, 0-duration looped animations "
+"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
+"number of loops, which may produce unexpected results. If a [Tween]'s "
+"lifetime depends on some node, always use [method bind_node]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -55498,10 +55678,10 @@ msgstr ""
 #: doc/classes/SceneTreeTween.xml
 msgid ""
 "Creates and appends an [IntervalTweener]. This method can be used to create "
-"delays in the tween animation, as an alternative for using the delay in "
-"other [Tweener]s or when there's no animation (in which case the "
-"[SceneTreeTween] acts as a timer). [code]time[/code] is the length of the "
-"interval, in seconds.\n"
+"delays in the tween animation, as an alternative to using the delay in other "
+"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] "
+"acts as a timer). [code]time[/code] is the length of the interval, in "
+"seconds.\n"
 "Example: creating an interval in code execution.\n"
 "[codeblock]\n"
 "# ... some code\n"
@@ -55555,8 +55735,8 @@ msgid ""
 "Creates and appends a [PropertyTweener]. This method tweens a "
 "[code]property[/code] of an [code]object[/code] between an initial value and "
 "[code]final_val[/code] in a span of time equal to [code]duration[/code], in "
-"seconds. The initial value by default is a value at the time the tweening of "
-"the [PropertyTweener] start. For example:\n"
+"seconds. The initial value by default is the property's value at the time "
+"the tweening of the [PropertyTweener] starts. For example:\n"
 "[codeblock]\n"
 "var tween = create_tween()\n"
 "tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
@@ -55587,16 +55767,15 @@ msgid ""
 "Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
 "when the [SceneTreeTween] is set to infinite looping (see [method "
 "set_loops]).\n"
-"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) after this signal "
-"is emitted, but it doesn't happen immediately, but on the next processing "
-"frame. Calling [method stop] inside the signal callback will preserve the "
-"[SceneTreeTween]."
+"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next "
+"processing frame after this signal is emitted. Calling [method stop] inside "
+"the signal callback will prevent the [SceneTreeTween] from being removed."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
 msgid ""
 "Emitted when a full loop is complete (see [method set_loops]), providing the "
-"loop index. This signal is not emitted after final loop, use [signal "
+"loop index. This signal is not emitted after the final loop, use [signal "
 "finished] instead for this case."
 msgstr ""
 
@@ -55604,7 +55783,7 @@ msgstr ""
 msgid ""
 "Emitted when one step of the [SceneTreeTween] is complete, providing the "
 "step index. One step is either a single [Tweener] or a group of [Tweener]s "
-"running parallelly."
+"running in parallel."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -59599,11 +59778,11 @@ msgstr ""
 msgid ""
 "Returns [code]true[/code] if this string contains a valid integer.\n"
 "[codeblock]\n"
-"print(\"7\".is_valid_int()) # Prints \"True\"\n"
-"print(\"14.6\".is_valid_int()) # Prints \"False\"\n"
-"print(\"L\".is_valid_int()) # Prints \"False\"\n"
-"print(\"+3\".is_valid_int()) # Prints \"True\"\n"
-"print(\"-12\".is_valid_int()) # Prints \"True\"\n"
+"print(\"7\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"L\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"+3\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"-12\".is_valid_integer()) # Prints \"True\"\n"
 "[/codeblock]"
 msgstr ""
 
@@ -64511,7 +64690,18 @@ msgid ""
 "To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
 "TreeItem.get_next] and [method TreeItem.get_children] after getting the root "
 "through [method get_root]. You can use [method Object.free] on a [TreeItem] "
-"to remove it from the [Tree]."
+"to remove it from the [Tree].\n"
+"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
 msgstr ""
 
 #: doc/classes/Tree.xml

+ 282 - 94
doc/translations/ro.po

@@ -420,7 +420,7 @@ msgid ""
 "- 1.0: Linear\n"
 "- Greater than 1.0 (exclusive): Ease in\n"
 "[/codeblock]\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
 "ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
 "See also [method smoothstep]. If you need to perform more advanced "
 "transitions, use [Tween] or [AnimationPlayer]."
@@ -1127,7 +1127,7 @@ msgid ""
 "[method smoothstep] returns the smoothest possible curve with no sudden "
 "changes in the derivative. If you need to perform more advanced transitions, "
 "use [Tween] or [AnimationPlayer].\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
 "smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, "
 "-1.6521) return values[/url]"
 msgstr ""
@@ -28294,7 +28294,7 @@ msgid ""
 "    # Note: Don't make simultaneous requests using a single HTTPRequest "
 "node.\n"
 "    # The snippet below is provided for reference only.\n"
-"    var body = {\"name\": \"Godette\"}\n"
+"    var body = to_json({\"name\": \"Godette\"})\n"
 "    error = http_request.request(\"https://httpbin.org/post\", [], true, "
 "HTTPClient.METHOD_POST, body)\n"
 "    if error != OK:\n"
@@ -30916,7 +30916,18 @@ msgid ""
 "[code]\\n[/code]) in the string won't produce a newline. Text wrapping is "
 "enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to "
 "fully fit its content by default. You need to set [member "
-"fixed_column_width] greater than zero to wrap the text."
+"fixed_column_width] greater than zero to wrap the text.\n"
+"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
 msgstr ""
 
 #: doc/classes/ItemList.xml
@@ -34663,11 +34674,16 @@ msgid ""
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
-msgid "Returns the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Returns the override [Material] for a surface of the [Mesh] resource.\n"
+"[b]Note:[/b] This function only returns [i]override[/i] materials associated "
+"with this [MeshInstance]. Consider using [method get_active_material] or "
+"[method Mesh.surface_get_material] to get materials associated with the "
+"[Mesh] resource."
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
-msgid "Returns the number of surface materials."
+msgid "Returns the number of surface override materials."
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
@@ -34704,7 +34720,10 @@ msgid ""
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
-msgid "Sets the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Sets the override [Material] for the specified surface of the [Mesh] "
+"resource. This material is associated with this [MeshInstance] rather than "
+"with the [Mesh] resource."
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
@@ -35496,6 +35515,9 @@ msgstr ""
 
 #: doc/classes/Navigation.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
 "Provides navigation and pathfinding within a collection of "
 "[NavigationMesh]es. By default, these will be automatically collected from "
 "child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this "
@@ -35541,6 +35563,9 @@ msgstr ""
 
 #: doc/classes/Navigation.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
 "Returns the path between two given points. Points are in local coordinate "
 "space. If [code]optimize[/code] is [code]true[/code] (the default), the "
 "agent properties associated with each [NavigationMesh] (radius, height, "
@@ -35584,6 +35609,9 @@ msgstr ""
 
 #: doc/classes/Navigation2D.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
 "Navigation2D provides navigation and pathfinding within a 2D area, specified "
 "as a collection of [NavigationPolygon] resources. By default, these are "
 "automatically collected from child [NavigationPolygonInstance] nodes."
@@ -35603,6 +35631,9 @@ msgstr ""
 
 #: doc/classes/Navigation2D.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
 "Returns the path between two given points. Points are in local coordinate "
 "space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
 "is smoothed by merging path segments where possible."
@@ -35731,10 +35762,46 @@ msgstr ""
 msgid "Destroys the given RID."
 msgstr ""
 
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all created navigation map [RID]s on the NavigationServer. This "
+"returns both 2D and 3D created navigation maps as there is technically no "
+"distinction between them."
+msgstr ""
+
 #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
 msgid "Create a new map."
 msgstr ""
 
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"This function immediately forces synchronization of the specified navigation "
+"[code]map[/code] [RID]. By default navigation maps are only synchronized at "
+"the end of each physics frame. This function can be used to immediately "
+"(re)calculate all the navigation meshes and region connections of the "
+"navigation map. This makes it possible to query a navigation path for a "
+"changed map immediately and in the same frame (multiple times if needed).\n"
+"Due to technical restrictions the current NavigationServer command queue "
+"will be flushed. This means all already queued update commands for this "
+"physics frame will be executed, even those intended for other maps, regions "
+"and agents not part of the specified map. The expensive computation of the "
+"navigation meshes and region connections of a map will only be done for the "
+"specified map. Other maps will receive the normal synchronization at the end "
+"of the physics frame. Should the specified map receive changes after the "
+"forced update it will update again as well when the other maps receive their "
+"update.\n"
+"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals "
+"is untouched by this function and continues to happen for all maps and "
+"agents at the end of the physics frame.\n"
+"[b]Note:[/b] With great power comes great responsibility. This function "
+"should only be used by users that really know what they are doing and have a "
+"good reason for it. Forcing an immediate update of a navigation map requires "
+"locking the NavigationServer and flushing the entire NavigationServer "
+"command queue. Not only can this severely impact the performance of a game "
+"but it can also introduce bugs if used inappropriately without much "
+"foresight."
+msgstr ""
+
 #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
 msgid ""
 "Returns all navigation agents [RID]s that are currently assigned to the "
@@ -35845,6 +35912,23 @@ msgstr ""
 msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]."
 msgstr ""
 
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns [code]true[/code] if the provided [code]point[/code] in world space "
+"is currently owned by the provided navigation [code]region[/code]. Owned in "
+"this context means that one of the region's navigation mesh polygon faces "
+"has a possible position at the closest distance to this point compared to "
+"all other navigation meshes from other navigation regions that are also "
+"registered on the navigation map of the provided region.\n"
+"If multiple navigation meshes have positions at equal distance the "
+"navigation region whose polygons are processed first wins the ownership. "
+"Polygons are processed in the same order that navigation regions were "
+"registered on the NavigationServer.\n"
+"[b]Note:[/b] If navigation meshes from different navigation regions overlap "
+"(which should be avoided in general) the result might not be what is "
+"expected."
+msgstr ""
+
 #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
 msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
 msgstr ""
@@ -36050,6 +36134,17 @@ msgstr ""
 msgid "The distance to search for other agents."
 msgstr ""
 
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
+"The distance threshold before a path point is considered to be reached. This "
+"will allow an agent to not have to hit a path point on the path exactly, but "
+"in the area. If this value is set to high the NavigationAgent will skip "
+"points on the path which can lead to leaving the navigation mesh. If this "
+"value is set to low the NavigationAgent will be stuck in a repath loop cause "
+"it will constantly overshoot or undershoot the distance to the next point on "
+"each physics frame update."
+msgstr ""
+
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
 msgid ""
 "The maximum distance the agent is allowed away from the ideal path to the "
@@ -36058,14 +36153,23 @@ msgid ""
 msgstr ""
 
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-msgid "The radius of the agent."
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding. To change an actor's pathfinding radius "
+"bake [NavigationMesh] resources with a different [member NavigationMesh."
+"agent_radius] property and use different navigation maps for each actor size."
 msgstr ""
 
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
 msgid ""
-"The distance threshold before a target is considered to be reached. This "
-"will allow an agent to not have to hit a point on the path exactly, but in "
-"the area."
+"The distance threshold before the final target point is considered to be "
+"reached. This will allow an agent to not have to hit the point of the final "
+"target exactly, but only the area. If this value is set to low the "
+"NavigationAgent will be stuck in a repath loop cause it will constantly "
+"overshoot or undershoot the distance to the final target point on each "
+"physics frame update."
 msgstr ""
 
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -36278,6 +36382,16 @@ msgid ""
 "multiple of [member cell_size]."
 msgstr ""
 
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"If the baking [AABB] has a volume the navigation mesh baking will be "
+"restricted to its enclosing area."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
+msgstr ""
+
 #: doc/classes/NavigationMesh.xml
 msgid "If [code]true[/code], marks spans that are ledges as non-walkable."
 msgstr ""
@@ -36448,7 +36562,15 @@ msgid ""
 "geometry for walkable terrain suitable to [NavigationMesh] agent properties "
 "by creating a voxel world around the meshes bounding area.\n"
 "The finalized navigation mesh is then returned and stored inside the "
-"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes."
+"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] "
+"nodes.\n"
+"[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
+"obstruct navigation baking does not always work. The navigation baking has "
+"no concept of what is a geometry \"inside\" when dealing with mesh source "
+"geometry and this is intentional. Depending on current baking parameters, as "
+"soon as the obstructing mesh is large enough to fit a navigation mesh area "
+"inside, the baking will generate navigation mesh areas that are inside the "
+"obstructing source geometry mesh."
 msgstr ""
 
 #: doc/classes/NavigationMeshGenerator.xml
@@ -38324,13 +38446,19 @@ msgstr ""
 #: doc/classes/Node.xml
 msgid ""
 "Emitted when a child node enters the scene tree, either because it entered "
-"on its own or because this node entered with it."
+"on its own or because this node entered with it.\n"
+"This signal is emitted [i]after[/i] the child node's own [constant "
+"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
 msgstr ""
 
 #: doc/classes/Node.xml
 msgid ""
-"Emitted when a child node exits the scene tree, either because it exited on "
-"its own or because this node exited."
+"Emitted when a child node is about to exit the scene tree, either because it "
+"is being removed or freed directly, or because this node is exiting the "
+"tree.\n"
+"When this signal is received, the child [code]node[/code] is still in the "
+"tree and valid. This signal is emitted [i]after[/i] the child node's own "
+"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
 msgstr ""
 
 #: doc/classes/Node.xml
@@ -38342,7 +38470,10 @@ msgid "Emitted when the node is renamed."
 msgstr ""
 
 #: doc/classes/Node.xml
-msgid "Emitted when the node enters the tree."
+msgid ""
+"Emitted when the node enters the tree.\n"
+"This signal is emitted [i]after[/i] the related [constant "
+"NOTIFICATION_ENTER_TREE] notification."
 msgstr ""
 
 #: doc/classes/Node.xml
@@ -38352,15 +38483,21 @@ msgstr ""
 #: doc/classes/Node.xml
 msgid ""
 "Emitted when the node is still active but about to exit the tree. This is "
-"the right place for de-initialization (or a \"destructor\", if you will)."
+"the right place for de-initialization (or a \"destructor\", if you will).\n"
+"This signal is emitted [i]before[/i] the related [constant "
+"NOTIFICATION_EXIT_TREE] notification."
 msgstr ""
 
 #: doc/classes/Node.xml
-msgid "Notification received when the node enters a [SceneTree]."
+msgid ""
+"Notification received when the node enters a [SceneTree].\n"
+"This notification is emitted [i]before[/i] the related [signal tree_entered]."
 msgstr ""
 
 #: doc/classes/Node.xml
-msgid "Notification received when the node is about to exit a [SceneTree]."
+msgid ""
+"Notification received when the node is about to exit a [SceneTree].\n"
+"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
 msgstr ""
 
 #: doc/classes/Node.xml
@@ -40067,6 +40204,10 @@ msgid ""
 "    if argument.find(\"=\") > -1:\n"
 "        var key_value = argument.split(\"=\")\n"
 "        arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
+"    else:\n"
+"        # Options without an argument will be present in the dictionary,\n"
+"        # with the value set to an empty string.\n"
+"        arguments[argument.lstrip(\"--\")] = \"\"\n"
 "[/codeblock]"
 msgstr ""
 
@@ -45567,7 +45708,18 @@ msgstr ""
 #: doc/classes/PopupMenu.xml
 msgid ""
 "[PopupMenu] is a [Control] that displays a list of options. They are popular "
-"in toolbars or context menus."
+"in toolbars or context menus.\n"
+"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
 msgstr ""
 
 #: doc/classes/PopupMenu.xml
@@ -49140,20 +49292,28 @@ msgid ""
 "cause.\n"
 "The default value is a conservative one, so you are advised to tweak it "
 "according to the hardware you are targeting.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"The default is a very conservative override for [code]rendering/gles3/"
-"shaders/max_concurrent_compiles[/code].\n"
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
 "Depending on the specific devices you are targeting, you may want to raise "
 "it.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
+"Depending on the specific browsers you are targeting, you may want to raise "
+"it.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -49161,19 +49321,28 @@ msgid ""
 "The maximum size, in megabytes, that the ubershader cache can grow up to. On "
 "startup, the least recently used entries will be deleted until the total "
 "size is within bounds.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/"
-"code], so a smaller maximum size can be configured for mobile platforms, "
-"where storage space is more limited.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for mobile platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for web platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] Currently, shader caching is generally unavailable on web "
+"platforms.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -49205,12 +49374,20 @@ msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"An override for [code]rendering/gles3/shaders/shader_compilation_mode[/"
-"code], so asynchronous compilation can be disabled for mobile.\n"
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on mobile platforms.\n"
 "You may want to do that since mobile GPUs generally won't support "
 "ubershaders due to their complexity."
 msgstr ""
 
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on web platforms.\n"
+"You may want to do that since certain browsers (especially on mobile "
+"platforms) generally won't support ubershaders due to their complexity."
+msgstr ""
+
 #: doc/classes/ProjectSettings.xml
 msgid ""
 "Max buffer size for blend shapes. Any blend shape bigger than this will not "
@@ -53901,24 +54078,23 @@ msgid ""
 "manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be "
 "used for tweening values, but you can do manual interpolation with [method "
 "interpolate_value].\n"
-"A [SceneTreeTween] animation is composed of a sequence of [Tweener]s, which "
-"by default are executed one after another. You can create a sequence by "
-"appending [Tweener]s to the [SceneTreeTween]. Animating something with a "
-"[Tweener] is called tweening. Example tweening sequence looks like this:\n"
+"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] "
+"object, using [method tween_property], [method tween_interval], [method "
+"tween_callback] or [method tween_method]:\n"
 "[codeblock]\n"
 "var tween = get_tree().create_tween()\n"
 "tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
 "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
 "tween.tween_callback($Sprite, \"queue_free\")\n"
 "[/codeblock]\n"
-"This sequence will make the [code]$Sprite[/code] node turn red, then shrink "
-"and finally the [method Node.queue_free] is called to remove the sprite. See "
-"methods [method tween_property], [method tween_interval], [method "
-"tween_callback] and [method tween_method] for more usage information.\n"
+"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
+"before finally calling [method Node.queue_free] to free the sprite. "
+"[Tweener]s are executed one after another by default. This behavior can be "
+"changed using [method parallel] and [method set_parallel].\n"
 "When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
 "chained method call can be used to tweak the properties of this [Tweener]. "
-"For example, if you want to set different transition type in the above "
-"example, you can do:\n"
+"For example, if you want to set a different transition type in the above "
+"example, you can use [method set_trans]:\n"
 "[codeblock]\n"
 "var tween = get_tree().create_tween()\n"
 "tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
@@ -53927,8 +54103,9 @@ msgid ""
 "TRANS_BOUNCE)\n"
 "tween.tween_callback($Sprite, \"queue_free\")\n"
 "[/codeblock]\n"
-"Most of the [SceneTreeTween] methods can be chained this way too. In this "
-"example the [SceneTreeTween] is bound and have set a default transition:\n"
+"Most of the [SceneTreeTween] methods can be chained this way too. In the "
+"following example the [SceneTreeTween] is bound to the running script's node "
+"and a default transition is set for its [Tweener]s:\n"
 "[codeblock]\n"
 "var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
 "TRANS_ELASTIC)\n"
@@ -53936,16 +54113,16 @@ msgid ""
 "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
 "tween.tween_callback($Sprite, \"queue_free\")\n"
 "[/codeblock]\n"
-"Another interesting use for [SceneTreeTween]s is animating arbitrary set of "
+"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of "
 "objects:\n"
 "[codeblock]\n"
 "var tween = create_tween()\n"
 "for sprite in get_children():\n"
-"    tween.tween_property(sprite, \"position\", Vector2(), 1)\n"
+"    tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
 "[/codeblock]\n"
 "In the example above, all children of a node are moved one after another to "
 "position (0, 0).\n"
-"Some [Tweener]s use transitions and eases. The first accepts an [enum Tween."
+"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
 "TransitionType] constant, and refers to the way the timing of the animation "
 "is handled (see [url=https://easings.net/]easings.net[/url] for some "
 "examples). The second accepts an [enum Tween.EaseType] constant, and "
@@ -53957,7 +54134,7 @@ msgid ""
 "tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
 "[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
 "prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
-"immediately after it was created."
+"immediately after it is created."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -53987,21 +54164,24 @@ msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
 msgid ""
-"Processes the [SceneTreeTween] by given [code]delta[/code] value, in "
-"seconds. Mostly useful when the [SceneTreeTween] is paused, for controlling "
-"it manually. Can also be used to end the [SceneTreeTween] animation "
-"immediately, by using [code]delta[/code] longer than the whole duration.\n"
+"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in "
+"seconds. This is mostly useful for manual control when the [SceneTreeTween] "
+"is paused. It can also be used to end the [SceneTreeTween] animation "
+"immediately, by setting [code]delta[/code] longer than the whole duration of "
+"the [SceneTreeTween] animation.\n"
 "Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that "
 "haven't finished.\n"
-"[b]Note:[/b] The [SceneTreeTween] will become invalid after finished, but "
-"you can call [method stop] after the step, to keep it and reset."
+"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing "
+"frame after its animation finishes. Calling [method stop] after performing "
+"[method custom_step] instead keeps and resets the [SceneTreeTween]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
 msgid ""
 "Returns the total time in seconds the [SceneTreeTween] has been animating (i."
-"e. time since it started, not counting pauses etc.). The time is affected by "
-"[method set_speed_scale] and [method stop] will reset it to [code]0[/code].\n"
+"e. the time since it started, not counting pauses etc.). The time is "
+"affected by [method set_speed_scale], and [method stop] will reset it to "
+"[code]0[/code].\n"
 "[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
 "after the [SceneTreeTween] has finished animating will be slightly greater "
 "than the actual [SceneTreeTween] duration."
@@ -54037,11 +54217,10 @@ msgstr ""
 msgid ""
 "Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a "
 "[SceneTreeTween] contained by the scene tree (i.e. the array from [method "
-"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). "
-"[SceneTreeTween] might become invalid when it has finished tweening or was "
-"killed, also when created with [code]Tween.new()[/code]. Invalid "
-"[SceneTreeTween] can't have [Tweener]s appended, because it can't animate "
-"them. You can however still use [method interpolate_value]."
+"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
+"[SceneTreeTween] might become invalid when it has finished tweening, is "
+"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
+"[SceneTreeTween]s can't have [Tweener]s appended."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -54081,16 +54260,15 @@ msgstr ""
 msgid ""
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [SceneTreeTween] run "
-"infinitely, until it is either killed by [method kill] or by freeing bound "
-"node, or all the animated objects have been freed (which makes further "
+"Calling this method without arguments will make the [Tween] run infinitely, "
+"until either it is killed with [method kill], the [Tween]'s bound node is "
+"freed, or all the animated objects have been freed (which makes further "
 "animation impossible).\n"
 "[b]Warning:[/b] Make sure to always add some duration/delay when using "
-"infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] "
-"with no delay or [PropertyTweener] with invalid node) are equivalent to "
-"infinite [code]while[/code] loops and will freeze your game. If a "
-"[SceneTreeTween]'s lifetime depends on some node, always use [method "
-"bind_node]."
+"infinite loops. To prevent the game freezing, 0-duration looped animations "
+"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
+"number of loops, which may produce unexpected results. If a [Tween]'s "
+"lifetime depends on some node, always use [method bind_node]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -54152,10 +54330,10 @@ msgstr ""
 #: doc/classes/SceneTreeTween.xml
 msgid ""
 "Creates and appends an [IntervalTweener]. This method can be used to create "
-"delays in the tween animation, as an alternative for using the delay in "
-"other [Tweener]s or when there's no animation (in which case the "
-"[SceneTreeTween] acts as a timer). [code]time[/code] is the length of the "
-"interval, in seconds.\n"
+"delays in the tween animation, as an alternative to using the delay in other "
+"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] "
+"acts as a timer). [code]time[/code] is the length of the interval, in "
+"seconds.\n"
 "Example: creating an interval in code execution.\n"
 "[codeblock]\n"
 "# ... some code\n"
@@ -54209,8 +54387,8 @@ msgid ""
 "Creates and appends a [PropertyTweener]. This method tweens a "
 "[code]property[/code] of an [code]object[/code] between an initial value and "
 "[code]final_val[/code] in a span of time equal to [code]duration[/code], in "
-"seconds. The initial value by default is a value at the time the tweening of "
-"the [PropertyTweener] start. For example:\n"
+"seconds. The initial value by default is the property's value at the time "
+"the tweening of the [PropertyTweener] starts. For example:\n"
 "[codeblock]\n"
 "var tween = create_tween()\n"
 "tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
@@ -54241,16 +54419,15 @@ msgid ""
 "Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
 "when the [SceneTreeTween] is set to infinite looping (see [method "
 "set_loops]).\n"
-"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) after this signal "
-"is emitted, but it doesn't happen immediately, but on the next processing "
-"frame. Calling [method stop] inside the signal callback will preserve the "
-"[SceneTreeTween]."
+"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next "
+"processing frame after this signal is emitted. Calling [method stop] inside "
+"the signal callback will prevent the [SceneTreeTween] from being removed."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
 msgid ""
 "Emitted when a full loop is complete (see [method set_loops]), providing the "
-"loop index. This signal is not emitted after final loop, use [signal "
+"loop index. This signal is not emitted after the final loop, use [signal "
 "finished] instead for this case."
 msgstr ""
 
@@ -54258,7 +54435,7 @@ msgstr ""
 msgid ""
 "Emitted when one step of the [SceneTreeTween] is complete, providing the "
 "step index. One step is either a single [Tweener] or a group of [Tweener]s "
-"running parallelly."
+"running in parallel."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -58226,11 +58403,11 @@ msgstr ""
 msgid ""
 "Returns [code]true[/code] if this string contains a valid integer.\n"
 "[codeblock]\n"
-"print(\"7\".is_valid_int()) # Prints \"True\"\n"
-"print(\"14.6\".is_valid_int()) # Prints \"False\"\n"
-"print(\"L\".is_valid_int()) # Prints \"False\"\n"
-"print(\"+3\".is_valid_int()) # Prints \"True\"\n"
-"print(\"-12\".is_valid_int()) # Prints \"True\"\n"
+"print(\"7\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"L\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"+3\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"-12\".is_valid_integer()) # Prints \"True\"\n"
 "[/codeblock]"
 msgstr ""
 
@@ -63101,7 +63278,18 @@ msgid ""
 "To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
 "TreeItem.get_next] and [method TreeItem.get_children] after getting the root "
 "through [method get_root]. You can use [method Object.free] on a [TreeItem] "
-"to remove it from the [Tree]."
+"to remove it from the [Tree].\n"
+"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
 msgstr ""
 
 #: doc/classes/Tree.xml

+ 286 - 97
doc/translations/ru.po

@@ -592,6 +592,7 @@ msgstr ""
 "экземпляр объекта. Полезно для десериализации."
 
 #: modules/gdscript/doc_classes/@GDScript.xml
+#, fuzzy
 msgid ""
 "Returns an \"eased\" value of [code]x[/code] based on an easing function "
 "defined with [code]curve[/code]. This easing function is based on an "
@@ -606,7 +607,7 @@ msgid ""
 "- 1.0: Linear\n"
 "- Greater than 1.0 (exclusive): Ease in\n"
 "[/codeblock]\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
 "ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
 "See also [method smoothstep]. If you need to perform more advanced "
 "transitions, use [Tween] or [AnimationPlayer]."
@@ -1772,7 +1773,7 @@ msgid ""
 "[method smoothstep] returns the smoothest possible curve with no sudden "
 "changes in the derivative. If you need to perform more advanced transitions, "
 "use [Tween] or [AnimationPlayer].\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
 "smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, "
 "-1.6521) return values[/url]"
 msgstr ""
@@ -30121,7 +30122,7 @@ msgid ""
 "    # Note: Don't make simultaneous requests using a single HTTPRequest "
 "node.\n"
 "    # The snippet below is provided for reference only.\n"
-"    var body = {\"name\": \"Godette\"}\n"
+"    var body = to_json({\"name\": \"Godette\"})\n"
 "    error = http_request.request(\"https://httpbin.org/post\", [], true, "
 "HTTPClient.METHOD_POST, body)\n"
 "    if error != OK:\n"
@@ -32749,7 +32750,18 @@ msgid ""
 "[code]\\n[/code]) in the string won't produce a newline. Text wrapping is "
 "enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to "
 "fully fit its content by default. You need to set [member "
-"fixed_column_width] greater than zero to wrap the text."
+"fixed_column_width] greater than zero to wrap the text.\n"
+"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
 msgstr ""
 
 #: doc/classes/ItemList.xml
@@ -36540,12 +36552,18 @@ msgid ""
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
-msgid "Returns the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Returns the override [Material] for a surface of the [Mesh] resource.\n"
+"[b]Note:[/b] This function only returns [i]override[/i] materials associated "
+"with this [MeshInstance]. Consider using [method get_active_material] or "
+"[method Mesh.surface_get_material] to get materials associated with the "
+"[Mesh] resource."
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
-msgid "Returns the number of surface materials."
-msgstr ""
+#, fuzzy
+msgid "Returns the number of surface override materials."
+msgstr "Возвращает число элементов в массиве."
 
 #: doc/classes/MeshInstance.xml
 msgid ""
@@ -36581,7 +36599,10 @@ msgid ""
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
-msgid "Sets the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Sets the override [Material] for the specified surface of the [Mesh] "
+"resource. This material is associated with this [MeshInstance] rather than "
+"with the [Mesh] resource."
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
@@ -37381,6 +37402,9 @@ msgstr ""
 
 #: doc/classes/Navigation.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
 "Provides navigation and pathfinding within a collection of "
 "[NavigationMesh]es. By default, these will be automatically collected from "
 "child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this "
@@ -37427,6 +37451,9 @@ msgstr "Возвращает количество дорожек в анимац
 
 #: doc/classes/Navigation.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
 "Returns the path between two given points. Points are in local coordinate "
 "space. If [code]optimize[/code] is [code]true[/code] (the default), the "
 "agent properties associated with each [NavigationMesh] (radius, height, "
@@ -37470,6 +37497,9 @@ msgstr ""
 
 #: doc/classes/Navigation2D.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
 "Navigation2D provides navigation and pathfinding within a 2D area, specified "
 "as a collection of [NavigationPolygon] resources. By default, these are "
 "automatically collected from child [NavigationPolygonInstance] nodes."
@@ -37489,6 +37519,9 @@ msgstr ""
 
 #: doc/classes/Navigation2D.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
 "Returns the path between two given points. Points are in local coordinate "
 "space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
 "is smoothed by merging path segments where possible."
@@ -37625,10 +37658,46 @@ msgstr "Устанавливает текущий видимый кадр тек
 msgid "Destroys the given RID."
 msgstr ""
 
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all created navigation map [RID]s on the NavigationServer. This "
+"returns both 2D and 3D created navigation maps as there is technically no "
+"distinction between them."
+msgstr ""
+
 #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
 msgid "Create a new map."
 msgstr ""
 
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"This function immediately forces synchronization of the specified navigation "
+"[code]map[/code] [RID]. By default navigation maps are only synchronized at "
+"the end of each physics frame. This function can be used to immediately "
+"(re)calculate all the navigation meshes and region connections of the "
+"navigation map. This makes it possible to query a navigation path for a "
+"changed map immediately and in the same frame (multiple times if needed).\n"
+"Due to technical restrictions the current NavigationServer command queue "
+"will be flushed. This means all already queued update commands for this "
+"physics frame will be executed, even those intended for other maps, regions "
+"and agents not part of the specified map. The expensive computation of the "
+"navigation meshes and region connections of a map will only be done for the "
+"specified map. Other maps will receive the normal synchronization at the end "
+"of the physics frame. Should the specified map receive changes after the "
+"forced update it will update again as well when the other maps receive their "
+"update.\n"
+"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals "
+"is untouched by this function and continues to happen for all maps and "
+"agents at the end of the physics frame.\n"
+"[b]Note:[/b] With great power comes great responsibility. This function "
+"should only be used by users that really know what they are doing and have a "
+"good reason for it. Forcing an immediate update of a navigation map requires "
+"locking the NavigationServer and flushing the entire NavigationServer "
+"command queue. Not only can this severely impact the performance of a game "
+"but it can also introduce bugs if used inappropriately without much "
+"foresight."
+msgstr ""
+
 #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
 msgid ""
 "Returns all navigation agents [RID]s that are currently assigned to the "
@@ -37751,6 +37820,23 @@ msgstr "Возвращает число элементов в массиве."
 msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]."
 msgstr "Логический оператор ИЛИ ([code]or[/code] или [code]||[/code])."
 
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns [code]true[/code] if the provided [code]point[/code] in world space "
+"is currently owned by the provided navigation [code]region[/code]. Owned in "
+"this context means that one of the region's navigation mesh polygon faces "
+"has a possible position at the closest distance to this point compared to "
+"all other navigation meshes from other navigation regions that are also "
+"registered on the navigation map of the provided region.\n"
+"If multiple navigation meshes have positions at equal distance the "
+"navigation region whose polygons are processed first wins the ownership. "
+"Polygons are processed in the same order that navigation regions were "
+"registered on the NavigationServer.\n"
+"[b]Note:[/b] If navigation meshes from different navigation regions overlap "
+"(which should be avoided in general) the result might not be what is "
+"expected."
+msgstr ""
+
 #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
 #, fuzzy
 msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
@@ -37966,6 +38052,17 @@ msgstr ""
 msgid "The distance to search for other agents."
 msgstr ""
 
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
+"The distance threshold before a path point is considered to be reached. This "
+"will allow an agent to not have to hit a path point on the path exactly, but "
+"in the area. If this value is set to high the NavigationAgent will skip "
+"points on the path which can lead to leaving the navigation mesh. If this "
+"value is set to low the NavigationAgent will be stuck in a repath loop cause "
+"it will constantly overshoot or undershoot the distance to the next point on "
+"each physics frame update."
+msgstr ""
+
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
 msgid ""
 "The maximum distance the agent is allowed away from the ideal path to the "
@@ -37974,15 +38071,23 @@ msgid ""
 msgstr ""
 
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-#, fuzzy
-msgid "The radius of the agent."
-msgstr "Цвет эффекта отражения."
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding. To change an actor's pathfinding radius "
+"bake [NavigationMesh] resources with a different [member NavigationMesh."
+"agent_radius] property and use different navigation maps for each actor size."
+msgstr ""
 
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
 msgid ""
-"The distance threshold before a target is considered to be reached. This "
-"will allow an agent to not have to hit a point on the path exactly, but in "
-"the area."
+"The distance threshold before the final target point is considered to be "
+"reached. This will allow an agent to not have to hit the point of the final "
+"target exactly, but only the area. If this value is set to low the "
+"NavigationAgent will be stuck in a repath loop cause it will constantly "
+"overshoot or undershoot the distance to the final target point on each "
+"physics frame update."
 msgstr ""
 
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -38201,6 +38306,16 @@ msgid ""
 "multiple of [member cell_size]."
 msgstr ""
 
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"If the baking [AABB] has a volume the navigation mesh baking will be "
+"restricted to its enclosing area."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
+msgstr ""
+
 #: doc/classes/NavigationMesh.xml
 #, fuzzy
 msgid "If [code]true[/code], marks spans that are ledges as non-walkable."
@@ -38375,7 +38490,15 @@ msgid ""
 "geometry for walkable terrain suitable to [NavigationMesh] agent properties "
 "by creating a voxel world around the meshes bounding area.\n"
 "The finalized navigation mesh is then returned and stored inside the "
-"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes."
+"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] "
+"nodes.\n"
+"[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
+"obstruct navigation baking does not always work. The navigation baking has "
+"no concept of what is a geometry \"inside\" when dealing with mesh source "
+"geometry and this is intentional. Depending on current baking parameters, as "
+"soon as the obstructing mesh is large enough to fit a navigation mesh area "
+"inside, the baking will generate navigation mesh areas that are inside the "
+"obstructing source geometry mesh."
 msgstr ""
 
 #: doc/classes/NavigationMeshGenerator.xml
@@ -40343,13 +40466,19 @@ msgstr ""
 #: doc/classes/Node.xml
 msgid ""
 "Emitted when a child node enters the scene tree, either because it entered "
-"on its own or because this node entered with it."
+"on its own or because this node entered with it.\n"
+"This signal is emitted [i]after[/i] the child node's own [constant "
+"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
 msgstr ""
 
 #: doc/classes/Node.xml
 msgid ""
-"Emitted when a child node exits the scene tree, either because it exited on "
-"its own or because this node exited."
+"Emitted when a child node is about to exit the scene tree, either because it "
+"is being removed or freed directly, or because this node is exiting the "
+"tree.\n"
+"When this signal is received, the child [code]node[/code] is still in the "
+"tree and valid. This signal is emitted [i]after[/i] the child node's own "
+"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
 msgstr ""
 
 #: doc/classes/Node.xml
@@ -40361,7 +40490,10 @@ msgid "Emitted when the node is renamed."
 msgstr ""
 
 #: doc/classes/Node.xml
-msgid "Emitted when the node enters the tree."
+msgid ""
+"Emitted when the node enters the tree.\n"
+"This signal is emitted [i]after[/i] the related [constant "
+"NOTIFICATION_ENTER_TREE] notification."
 msgstr ""
 
 #: doc/classes/Node.xml
@@ -40371,15 +40503,21 @@ msgstr ""
 #: doc/classes/Node.xml
 msgid ""
 "Emitted when the node is still active but about to exit the tree. This is "
-"the right place for de-initialization (or a \"destructor\", if you will)."
+"the right place for de-initialization (or a \"destructor\", if you will).\n"
+"This signal is emitted [i]before[/i] the related [constant "
+"NOTIFICATION_EXIT_TREE] notification."
 msgstr ""
 
 #: doc/classes/Node.xml
-msgid "Notification received when the node enters a [SceneTree]."
+msgid ""
+"Notification received when the node enters a [SceneTree].\n"
+"This notification is emitted [i]before[/i] the related [signal tree_entered]."
 msgstr ""
 
 #: doc/classes/Node.xml
-msgid "Notification received when the node is about to exit a [SceneTree]."
+msgid ""
+"Notification received when the node is about to exit a [SceneTree].\n"
+"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
 msgstr ""
 
 #: doc/classes/Node.xml
@@ -42104,6 +42242,10 @@ msgid ""
 "    if argument.find(\"=\") > -1:\n"
 "        var key_value = argument.split(\"=\")\n"
 "        arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
+"    else:\n"
+"        # Options without an argument will be present in the dictionary,\n"
+"        # with the value set to an empty string.\n"
+"        arguments[argument.lstrip(\"--\")] = \"\"\n"
 "[/codeblock]"
 msgstr ""
 
@@ -47667,7 +47809,18 @@ msgstr ""
 #: doc/classes/PopupMenu.xml
 msgid ""
 "[PopupMenu] is a [Control] that displays a list of options. They are popular "
-"in toolbars or context menus."
+"in toolbars or context menus.\n"
+"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
 msgstr ""
 
 #: doc/classes/PopupMenu.xml
@@ -51265,20 +51418,28 @@ msgid ""
 "cause.\n"
 "The default value is a conservative one, so you are advised to tweak it "
 "according to the hardware you are targeting.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"The default is a very conservative override for [code]rendering/gles3/"
-"shaders/max_concurrent_compiles[/code].\n"
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
 "Depending on the specific devices you are targeting, you may want to raise "
 "it.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
+"Depending on the specific browsers you are targeting, you may want to raise "
+"it.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -51286,19 +51447,28 @@ msgid ""
 "The maximum size, in megabytes, that the ubershader cache can grow up to. On "
 "startup, the least recently used entries will be deleted until the total "
 "size is within bounds.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/"
-"code], so a smaller maximum size can be configured for mobile platforms, "
-"where storage space is more limited.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for mobile platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for web platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] Currently, shader caching is generally unavailable on web "
+"platforms.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -51330,12 +51500,20 @@ msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"An override for [code]rendering/gles3/shaders/shader_compilation_mode[/"
-"code], so asynchronous compilation can be disabled for mobile.\n"
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on mobile platforms.\n"
 "You may want to do that since mobile GPUs generally won't support "
 "ubershaders due to their complexity."
 msgstr ""
 
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on web platforms.\n"
+"You may want to do that since certain browsers (especially on mobile "
+"platforms) generally won't support ubershaders due to their complexity."
+msgstr ""
+
 #: doc/classes/ProjectSettings.xml
 msgid ""
 "Max buffer size for blend shapes. Any blend shape bigger than this will not "
@@ -56086,24 +56264,23 @@ msgid ""
 "manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be "
 "used for tweening values, but you can do manual interpolation with [method "
 "interpolate_value].\n"
-"A [SceneTreeTween] animation is composed of a sequence of [Tweener]s, which "
-"by default are executed one after another. You can create a sequence by "
-"appending [Tweener]s to the [SceneTreeTween]. Animating something with a "
-"[Tweener] is called tweening. Example tweening sequence looks like this:\n"
+"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] "
+"object, using [method tween_property], [method tween_interval], [method "
+"tween_callback] or [method tween_method]:\n"
 "[codeblock]\n"
 "var tween = get_tree().create_tween()\n"
 "tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
 "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
 "tween.tween_callback($Sprite, \"queue_free\")\n"
 "[/codeblock]\n"
-"This sequence will make the [code]$Sprite[/code] node turn red, then shrink "
-"and finally the [method Node.queue_free] is called to remove the sprite. See "
-"methods [method tween_property], [method tween_interval], [method "
-"tween_callback] and [method tween_method] for more usage information.\n"
+"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
+"before finally calling [method Node.queue_free] to free the sprite. "
+"[Tweener]s are executed one after another by default. This behavior can be "
+"changed using [method parallel] and [method set_parallel].\n"
 "When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
 "chained method call can be used to tweak the properties of this [Tweener]. "
-"For example, if you want to set different transition type in the above "
-"example, you can do:\n"
+"For example, if you want to set a different transition type in the above "
+"example, you can use [method set_trans]:\n"
 "[codeblock]\n"
 "var tween = get_tree().create_tween()\n"
 "tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
@@ -56112,8 +56289,9 @@ msgid ""
 "TRANS_BOUNCE)\n"
 "tween.tween_callback($Sprite, \"queue_free\")\n"
 "[/codeblock]\n"
-"Most of the [SceneTreeTween] methods can be chained this way too. In this "
-"example the [SceneTreeTween] is bound and have set a default transition:\n"
+"Most of the [SceneTreeTween] methods can be chained this way too. In the "
+"following example the [SceneTreeTween] is bound to the running script's node "
+"and a default transition is set for its [Tweener]s:\n"
 "[codeblock]\n"
 "var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
 "TRANS_ELASTIC)\n"
@@ -56121,16 +56299,16 @@ msgid ""
 "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
 "tween.tween_callback($Sprite, \"queue_free\")\n"
 "[/codeblock]\n"
-"Another interesting use for [SceneTreeTween]s is animating arbitrary set of "
+"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of "
 "objects:\n"
 "[codeblock]\n"
 "var tween = create_tween()\n"
 "for sprite in get_children():\n"
-"    tween.tween_property(sprite, \"position\", Vector2(), 1)\n"
+"    tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
 "[/codeblock]\n"
 "In the example above, all children of a node are moved one after another to "
 "position (0, 0).\n"
-"Some [Tweener]s use transitions and eases. The first accepts an [enum Tween."
+"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
 "TransitionType] constant, and refers to the way the timing of the animation "
 "is handled (see [url=https://easings.net/]easings.net[/url] for some "
 "examples). The second accepts an [enum Tween.EaseType] constant, and "
@@ -56142,7 +56320,7 @@ msgid ""
 "tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
 "[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
 "prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
-"immediately after it was created."
+"immediately after it is created."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -56172,21 +56350,24 @@ msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
 msgid ""
-"Processes the [SceneTreeTween] by given [code]delta[/code] value, in "
-"seconds. Mostly useful when the [SceneTreeTween] is paused, for controlling "
-"it manually. Can also be used to end the [SceneTreeTween] animation "
-"immediately, by using [code]delta[/code] longer than the whole duration.\n"
+"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in "
+"seconds. This is mostly useful for manual control when the [SceneTreeTween] "
+"is paused. It can also be used to end the [SceneTreeTween] animation "
+"immediately, by setting [code]delta[/code] longer than the whole duration of "
+"the [SceneTreeTween] animation.\n"
 "Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that "
 "haven't finished.\n"
-"[b]Note:[/b] The [SceneTreeTween] will become invalid after finished, but "
-"you can call [method stop] after the step, to keep it and reset."
+"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing "
+"frame after its animation finishes. Calling [method stop] after performing "
+"[method custom_step] instead keeps and resets the [SceneTreeTween]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
 msgid ""
 "Returns the total time in seconds the [SceneTreeTween] has been animating (i."
-"e. time since it started, not counting pauses etc.). The time is affected by "
-"[method set_speed_scale] and [method stop] will reset it to [code]0[/code].\n"
+"e. the time since it started, not counting pauses etc.). The time is "
+"affected by [method set_speed_scale], and [method stop] will reset it to "
+"[code]0[/code].\n"
 "[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
 "after the [SceneTreeTween] has finished animating will be slightly greater "
 "than the actual [SceneTreeTween] duration."
@@ -56222,11 +56403,10 @@ msgstr ""
 msgid ""
 "Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a "
 "[SceneTreeTween] contained by the scene tree (i.e. the array from [method "
-"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). "
-"[SceneTreeTween] might become invalid when it has finished tweening or was "
-"killed, also when created with [code]Tween.new()[/code]. Invalid "
-"[SceneTreeTween] can't have [Tweener]s appended, because it can't animate "
-"them. You can however still use [method interpolate_value]."
+"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
+"[SceneTreeTween] might become invalid when it has finished tweening, is "
+"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
+"[SceneTreeTween]s can't have [Tweener]s appended."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -56266,16 +56446,15 @@ msgstr ""
 msgid ""
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [SceneTreeTween] run "
-"infinitely, until it is either killed by [method kill] or by freeing bound "
-"node, or all the animated objects have been freed (which makes further "
+"Calling this method without arguments will make the [Tween] run infinitely, "
+"until either it is killed with [method kill], the [Tween]'s bound node is "
+"freed, or all the animated objects have been freed (which makes further "
 "animation impossible).\n"
 "[b]Warning:[/b] Make sure to always add some duration/delay when using "
-"infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] "
-"with no delay or [PropertyTweener] with invalid node) are equivalent to "
-"infinite [code]while[/code] loops and will freeze your game. If a "
-"[SceneTreeTween]'s lifetime depends on some node, always use [method "
-"bind_node]."
+"infinite loops. To prevent the game freezing, 0-duration looped animations "
+"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
+"number of loops, which may produce unexpected results. If a [Tween]'s "
+"lifetime depends on some node, always use [method bind_node]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -56337,10 +56516,10 @@ msgstr ""
 #: doc/classes/SceneTreeTween.xml
 msgid ""
 "Creates and appends an [IntervalTweener]. This method can be used to create "
-"delays in the tween animation, as an alternative for using the delay in "
-"other [Tweener]s or when there's no animation (in which case the "
-"[SceneTreeTween] acts as a timer). [code]time[/code] is the length of the "
-"interval, in seconds.\n"
+"delays in the tween animation, as an alternative to using the delay in other "
+"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] "
+"acts as a timer). [code]time[/code] is the length of the interval, in "
+"seconds.\n"
 "Example: creating an interval in code execution.\n"
 "[codeblock]\n"
 "# ... some code\n"
@@ -56394,8 +56573,8 @@ msgid ""
 "Creates and appends a [PropertyTweener]. This method tweens a "
 "[code]property[/code] of an [code]object[/code] between an initial value and "
 "[code]final_val[/code] in a span of time equal to [code]duration[/code], in "
-"seconds. The initial value by default is a value at the time the tweening of "
-"the [PropertyTweener] start. For example:\n"
+"seconds. The initial value by default is the property's value at the time "
+"the tweening of the [PropertyTweener] starts. For example:\n"
 "[codeblock]\n"
 "var tween = create_tween()\n"
 "tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
@@ -56426,16 +56605,15 @@ msgid ""
 "Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
 "when the [SceneTreeTween] is set to infinite looping (see [method "
 "set_loops]).\n"
-"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) after this signal "
-"is emitted, but it doesn't happen immediately, but on the next processing "
-"frame. Calling [method stop] inside the signal callback will preserve the "
-"[SceneTreeTween]."
+"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next "
+"processing frame after this signal is emitted. Calling [method stop] inside "
+"the signal callback will prevent the [SceneTreeTween] from being removed."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
 msgid ""
 "Emitted when a full loop is complete (see [method set_loops]), providing the "
-"loop index. This signal is not emitted after final loop, use [signal "
+"loop index. This signal is not emitted after the final loop, use [signal "
 "finished] instead for this case."
 msgstr ""
 
@@ -56443,7 +56621,7 @@ msgstr ""
 msgid ""
 "Emitted when one step of the [SceneTreeTween] is complete, providing the "
 "step index. One step is either a single [Tweener] or a group of [Tweener]s "
-"running parallelly."
+"running in parallel."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -60453,11 +60631,11 @@ msgstr ""
 msgid ""
 "Returns [code]true[/code] if this string contains a valid integer.\n"
 "[codeblock]\n"
-"print(\"7\".is_valid_int()) # Prints \"True\"\n"
-"print(\"14.6\".is_valid_int()) # Prints \"False\"\n"
-"print(\"L\".is_valid_int()) # Prints \"False\"\n"
-"print(\"+3\".is_valid_int()) # Prints \"True\"\n"
-"print(\"-12\".is_valid_int()) # Prints \"True\"\n"
+"print(\"7\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"L\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"+3\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"-12\".is_valid_integer()) # Prints \"True\"\n"
 "[/codeblock]"
 msgstr ""
 
@@ -65390,7 +65568,18 @@ msgid ""
 "To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
 "TreeItem.get_next] and [method TreeItem.get_children] after getting the root "
 "through [method get_root]. You can use [method Object.free] on a [TreeItem] "
-"to remove it from the [Tree]."
+"to remove it from the [Tree].\n"
+"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
 msgstr ""
 
 #: doc/classes/Tree.xml

+ 282 - 94
doc/translations/sk.po

@@ -395,7 +395,7 @@ msgid ""
 "- 1.0: Linear\n"
 "- Greater than 1.0 (exclusive): Ease in\n"
 "[/codeblock]\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
 "ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
 "See also [method smoothstep]. If you need to perform more advanced "
 "transitions, use [Tween] or [AnimationPlayer]."
@@ -1102,7 +1102,7 @@ msgid ""
 "[method smoothstep] returns the smoothest possible curve with no sudden "
 "changes in the derivative. If you need to perform more advanced transitions, "
 "use [Tween] or [AnimationPlayer].\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
 "smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, "
 "-1.6521) return values[/url]"
 msgstr ""
@@ -28265,7 +28265,7 @@ msgid ""
 "    # Note: Don't make simultaneous requests using a single HTTPRequest "
 "node.\n"
 "    # The snippet below is provided for reference only.\n"
-"    var body = {\"name\": \"Godette\"}\n"
+"    var body = to_json({\"name\": \"Godette\"})\n"
 "    error = http_request.request(\"https://httpbin.org/post\", [], true, "
 "HTTPClient.METHOD_POST, body)\n"
 "    if error != OK:\n"
@@ -30887,7 +30887,18 @@ msgid ""
 "[code]\\n[/code]) in the string won't produce a newline. Text wrapping is "
 "enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to "
 "fully fit its content by default. You need to set [member "
-"fixed_column_width] greater than zero to wrap the text."
+"fixed_column_width] greater than zero to wrap the text.\n"
+"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
 msgstr ""
 
 #: doc/classes/ItemList.xml
@@ -34634,11 +34645,16 @@ msgid ""
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
-msgid "Returns the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Returns the override [Material] for a surface of the [Mesh] resource.\n"
+"[b]Note:[/b] This function only returns [i]override[/i] materials associated "
+"with this [MeshInstance]. Consider using [method get_active_material] or "
+"[method Mesh.surface_get_material] to get materials associated with the "
+"[Mesh] resource."
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
-msgid "Returns the number of surface materials."
+msgid "Returns the number of surface override materials."
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
@@ -34675,7 +34691,10 @@ msgid ""
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
-msgid "Sets the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Sets the override [Material] for the specified surface of the [Mesh] "
+"resource. This material is associated with this [MeshInstance] rather than "
+"with the [Mesh] resource."
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
@@ -35467,6 +35486,9 @@ msgstr ""
 
 #: doc/classes/Navigation.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
 "Provides navigation and pathfinding within a collection of "
 "[NavigationMesh]es. By default, these will be automatically collected from "
 "child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this "
@@ -35512,6 +35534,9 @@ msgstr ""
 
 #: doc/classes/Navigation.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
 "Returns the path between two given points. Points are in local coordinate "
 "space. If [code]optimize[/code] is [code]true[/code] (the default), the "
 "agent properties associated with each [NavigationMesh] (radius, height, "
@@ -35555,6 +35580,9 @@ msgstr ""
 
 #: doc/classes/Navigation2D.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
 "Navigation2D provides navigation and pathfinding within a 2D area, specified "
 "as a collection of [NavigationPolygon] resources. By default, these are "
 "automatically collected from child [NavigationPolygonInstance] nodes."
@@ -35574,6 +35602,9 @@ msgstr ""
 
 #: doc/classes/Navigation2D.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
 "Returns the path between two given points. Points are in local coordinate "
 "space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
 "is smoothed by merging path segments where possible."
@@ -35702,10 +35733,46 @@ msgstr ""
 msgid "Destroys the given RID."
 msgstr ""
 
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all created navigation map [RID]s on the NavigationServer. This "
+"returns both 2D and 3D created navigation maps as there is technically no "
+"distinction between them."
+msgstr ""
+
 #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
 msgid "Create a new map."
 msgstr ""
 
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"This function immediately forces synchronization of the specified navigation "
+"[code]map[/code] [RID]. By default navigation maps are only synchronized at "
+"the end of each physics frame. This function can be used to immediately "
+"(re)calculate all the navigation meshes and region connections of the "
+"navigation map. This makes it possible to query a navigation path for a "
+"changed map immediately and in the same frame (multiple times if needed).\n"
+"Due to technical restrictions the current NavigationServer command queue "
+"will be flushed. This means all already queued update commands for this "
+"physics frame will be executed, even those intended for other maps, regions "
+"and agents not part of the specified map. The expensive computation of the "
+"navigation meshes and region connections of a map will only be done for the "
+"specified map. Other maps will receive the normal synchronization at the end "
+"of the physics frame. Should the specified map receive changes after the "
+"forced update it will update again as well when the other maps receive their "
+"update.\n"
+"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals "
+"is untouched by this function and continues to happen for all maps and "
+"agents at the end of the physics frame.\n"
+"[b]Note:[/b] With great power comes great responsibility. This function "
+"should only be used by users that really know what they are doing and have a "
+"good reason for it. Forcing an immediate update of a navigation map requires "
+"locking the NavigationServer and flushing the entire NavigationServer "
+"command queue. Not only can this severely impact the performance of a game "
+"but it can also introduce bugs if used inappropriately without much "
+"foresight."
+msgstr ""
+
 #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
 msgid ""
 "Returns all navigation agents [RID]s that are currently assigned to the "
@@ -35816,6 +35883,23 @@ msgstr ""
 msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]."
 msgstr ""
 
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns [code]true[/code] if the provided [code]point[/code] in world space "
+"is currently owned by the provided navigation [code]region[/code]. Owned in "
+"this context means that one of the region's navigation mesh polygon faces "
+"has a possible position at the closest distance to this point compared to "
+"all other navigation meshes from other navigation regions that are also "
+"registered on the navigation map of the provided region.\n"
+"If multiple navigation meshes have positions at equal distance the "
+"navigation region whose polygons are processed first wins the ownership. "
+"Polygons are processed in the same order that navigation regions were "
+"registered on the NavigationServer.\n"
+"[b]Note:[/b] If navigation meshes from different navigation regions overlap "
+"(which should be avoided in general) the result might not be what is "
+"expected."
+msgstr ""
+
 #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
 msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
 msgstr ""
@@ -36021,6 +36105,17 @@ msgstr ""
 msgid "The distance to search for other agents."
 msgstr ""
 
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
+"The distance threshold before a path point is considered to be reached. This "
+"will allow an agent to not have to hit a path point on the path exactly, but "
+"in the area. If this value is set to high the NavigationAgent will skip "
+"points on the path which can lead to leaving the navigation mesh. If this "
+"value is set to low the NavigationAgent will be stuck in a repath loop cause "
+"it will constantly overshoot or undershoot the distance to the next point on "
+"each physics frame update."
+msgstr ""
+
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
 msgid ""
 "The maximum distance the agent is allowed away from the ideal path to the "
@@ -36029,14 +36124,23 @@ msgid ""
 msgstr ""
 
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-msgid "The radius of the agent."
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding. To change an actor's pathfinding radius "
+"bake [NavigationMesh] resources with a different [member NavigationMesh."
+"agent_radius] property and use different navigation maps for each actor size."
 msgstr ""
 
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
 msgid ""
-"The distance threshold before a target is considered to be reached. This "
-"will allow an agent to not have to hit a point on the path exactly, but in "
-"the area."
+"The distance threshold before the final target point is considered to be "
+"reached. This will allow an agent to not have to hit the point of the final "
+"target exactly, but only the area. If this value is set to low the "
+"NavigationAgent will be stuck in a repath loop cause it will constantly "
+"overshoot or undershoot the distance to the final target point on each "
+"physics frame update."
 msgstr ""
 
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -36249,6 +36353,16 @@ msgid ""
 "multiple of [member cell_size]."
 msgstr ""
 
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"If the baking [AABB] has a volume the navigation mesh baking will be "
+"restricted to its enclosing area."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
+msgstr ""
+
 #: doc/classes/NavigationMesh.xml
 msgid "If [code]true[/code], marks spans that are ledges as non-walkable."
 msgstr ""
@@ -36419,7 +36533,15 @@ msgid ""
 "geometry for walkable terrain suitable to [NavigationMesh] agent properties "
 "by creating a voxel world around the meshes bounding area.\n"
 "The finalized navigation mesh is then returned and stored inside the "
-"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes."
+"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] "
+"nodes.\n"
+"[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
+"obstruct navigation baking does not always work. The navigation baking has "
+"no concept of what is a geometry \"inside\" when dealing with mesh source "
+"geometry and this is intentional. Depending on current baking parameters, as "
+"soon as the obstructing mesh is large enough to fit a navigation mesh area "
+"inside, the baking will generate navigation mesh areas that are inside the "
+"obstructing source geometry mesh."
 msgstr ""
 
 #: doc/classes/NavigationMeshGenerator.xml
@@ -38294,13 +38416,19 @@ msgstr ""
 #: doc/classes/Node.xml
 msgid ""
 "Emitted when a child node enters the scene tree, either because it entered "
-"on its own or because this node entered with it."
+"on its own or because this node entered with it.\n"
+"This signal is emitted [i]after[/i] the child node's own [constant "
+"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
 msgstr ""
 
 #: doc/classes/Node.xml
 msgid ""
-"Emitted when a child node exits the scene tree, either because it exited on "
-"its own or because this node exited."
+"Emitted when a child node is about to exit the scene tree, either because it "
+"is being removed or freed directly, or because this node is exiting the "
+"tree.\n"
+"When this signal is received, the child [code]node[/code] is still in the "
+"tree and valid. This signal is emitted [i]after[/i] the child node's own "
+"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
 msgstr ""
 
 #: doc/classes/Node.xml
@@ -38312,7 +38440,10 @@ msgid "Emitted when the node is renamed."
 msgstr ""
 
 #: doc/classes/Node.xml
-msgid "Emitted when the node enters the tree."
+msgid ""
+"Emitted when the node enters the tree.\n"
+"This signal is emitted [i]after[/i] the related [constant "
+"NOTIFICATION_ENTER_TREE] notification."
 msgstr ""
 
 #: doc/classes/Node.xml
@@ -38322,15 +38453,21 @@ msgstr ""
 #: doc/classes/Node.xml
 msgid ""
 "Emitted when the node is still active but about to exit the tree. This is "
-"the right place for de-initialization (or a \"destructor\", if you will)."
+"the right place for de-initialization (or a \"destructor\", if you will).\n"
+"This signal is emitted [i]before[/i] the related [constant "
+"NOTIFICATION_EXIT_TREE] notification."
 msgstr ""
 
 #: doc/classes/Node.xml
-msgid "Notification received when the node enters a [SceneTree]."
+msgid ""
+"Notification received when the node enters a [SceneTree].\n"
+"This notification is emitted [i]before[/i] the related [signal tree_entered]."
 msgstr ""
 
 #: doc/classes/Node.xml
-msgid "Notification received when the node is about to exit a [SceneTree]."
+msgid ""
+"Notification received when the node is about to exit a [SceneTree].\n"
+"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
 msgstr ""
 
 #: doc/classes/Node.xml
@@ -40037,6 +40174,10 @@ msgid ""
 "    if argument.find(\"=\") > -1:\n"
 "        var key_value = argument.split(\"=\")\n"
 "        arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
+"    else:\n"
+"        # Options without an argument will be present in the dictionary,\n"
+"        # with the value set to an empty string.\n"
+"        arguments[argument.lstrip(\"--\")] = \"\"\n"
 "[/codeblock]"
 msgstr ""
 
@@ -45537,7 +45678,18 @@ msgstr ""
 #: doc/classes/PopupMenu.xml
 msgid ""
 "[PopupMenu] is a [Control] that displays a list of options. They are popular "
-"in toolbars or context menus."
+"in toolbars or context menus.\n"
+"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
 msgstr ""
 
 #: doc/classes/PopupMenu.xml
@@ -49110,20 +49262,28 @@ msgid ""
 "cause.\n"
 "The default value is a conservative one, so you are advised to tweak it "
 "according to the hardware you are targeting.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"The default is a very conservative override for [code]rendering/gles3/"
-"shaders/max_concurrent_compiles[/code].\n"
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
 "Depending on the specific devices you are targeting, you may want to raise "
 "it.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
+"Depending on the specific browsers you are targeting, you may want to raise "
+"it.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -49131,19 +49291,28 @@ msgid ""
 "The maximum size, in megabytes, that the ubershader cache can grow up to. On "
 "startup, the least recently used entries will be deleted until the total "
 "size is within bounds.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/"
-"code], so a smaller maximum size can be configured for mobile platforms, "
-"where storage space is more limited.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for mobile platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for web platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] Currently, shader caching is generally unavailable on web "
+"platforms.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -49175,12 +49344,20 @@ msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"An override for [code]rendering/gles3/shaders/shader_compilation_mode[/"
-"code], so asynchronous compilation can be disabled for mobile.\n"
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on mobile platforms.\n"
 "You may want to do that since mobile GPUs generally won't support "
 "ubershaders due to their complexity."
 msgstr ""
 
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on web platforms.\n"
+"You may want to do that since certain browsers (especially on mobile "
+"platforms) generally won't support ubershaders due to their complexity."
+msgstr ""
+
 #: doc/classes/ProjectSettings.xml
 msgid ""
 "Max buffer size for blend shapes. Any blend shape bigger than this will not "
@@ -53871,24 +54048,23 @@ msgid ""
 "manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be "
 "used for tweening values, but you can do manual interpolation with [method "
 "interpolate_value].\n"
-"A [SceneTreeTween] animation is composed of a sequence of [Tweener]s, which "
-"by default are executed one after another. You can create a sequence by "
-"appending [Tweener]s to the [SceneTreeTween]. Animating something with a "
-"[Tweener] is called tweening. Example tweening sequence looks like this:\n"
+"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] "
+"object, using [method tween_property], [method tween_interval], [method "
+"tween_callback] or [method tween_method]:\n"
 "[codeblock]\n"
 "var tween = get_tree().create_tween()\n"
 "tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
 "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
 "tween.tween_callback($Sprite, \"queue_free\")\n"
 "[/codeblock]\n"
-"This sequence will make the [code]$Sprite[/code] node turn red, then shrink "
-"and finally the [method Node.queue_free] is called to remove the sprite. See "
-"methods [method tween_property], [method tween_interval], [method "
-"tween_callback] and [method tween_method] for more usage information.\n"
+"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
+"before finally calling [method Node.queue_free] to free the sprite. "
+"[Tweener]s are executed one after another by default. This behavior can be "
+"changed using [method parallel] and [method set_parallel].\n"
 "When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
 "chained method call can be used to tweak the properties of this [Tweener]. "
-"For example, if you want to set different transition type in the above "
-"example, you can do:\n"
+"For example, if you want to set a different transition type in the above "
+"example, you can use [method set_trans]:\n"
 "[codeblock]\n"
 "var tween = get_tree().create_tween()\n"
 "tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
@@ -53897,8 +54073,9 @@ msgid ""
 "TRANS_BOUNCE)\n"
 "tween.tween_callback($Sprite, \"queue_free\")\n"
 "[/codeblock]\n"
-"Most of the [SceneTreeTween] methods can be chained this way too. In this "
-"example the [SceneTreeTween] is bound and have set a default transition:\n"
+"Most of the [SceneTreeTween] methods can be chained this way too. In the "
+"following example the [SceneTreeTween] is bound to the running script's node "
+"and a default transition is set for its [Tweener]s:\n"
 "[codeblock]\n"
 "var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
 "TRANS_ELASTIC)\n"
@@ -53906,16 +54083,16 @@ msgid ""
 "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
 "tween.tween_callback($Sprite, \"queue_free\")\n"
 "[/codeblock]\n"
-"Another interesting use for [SceneTreeTween]s is animating arbitrary set of "
+"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of "
 "objects:\n"
 "[codeblock]\n"
 "var tween = create_tween()\n"
 "for sprite in get_children():\n"
-"    tween.tween_property(sprite, \"position\", Vector2(), 1)\n"
+"    tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
 "[/codeblock]\n"
 "In the example above, all children of a node are moved one after another to "
 "position (0, 0).\n"
-"Some [Tweener]s use transitions and eases. The first accepts an [enum Tween."
+"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
 "TransitionType] constant, and refers to the way the timing of the animation "
 "is handled (see [url=https://easings.net/]easings.net[/url] for some "
 "examples). The second accepts an [enum Tween.EaseType] constant, and "
@@ -53927,7 +54104,7 @@ msgid ""
 "tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
 "[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
 "prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
-"immediately after it was created."
+"immediately after it is created."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -53957,21 +54134,24 @@ msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
 msgid ""
-"Processes the [SceneTreeTween] by given [code]delta[/code] value, in "
-"seconds. Mostly useful when the [SceneTreeTween] is paused, for controlling "
-"it manually. Can also be used to end the [SceneTreeTween] animation "
-"immediately, by using [code]delta[/code] longer than the whole duration.\n"
+"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in "
+"seconds. This is mostly useful for manual control when the [SceneTreeTween] "
+"is paused. It can also be used to end the [SceneTreeTween] animation "
+"immediately, by setting [code]delta[/code] longer than the whole duration of "
+"the [SceneTreeTween] animation.\n"
 "Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that "
 "haven't finished.\n"
-"[b]Note:[/b] The [SceneTreeTween] will become invalid after finished, but "
-"you can call [method stop] after the step, to keep it and reset."
+"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing "
+"frame after its animation finishes. Calling [method stop] after performing "
+"[method custom_step] instead keeps and resets the [SceneTreeTween]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
 msgid ""
 "Returns the total time in seconds the [SceneTreeTween] has been animating (i."
-"e. time since it started, not counting pauses etc.). The time is affected by "
-"[method set_speed_scale] and [method stop] will reset it to [code]0[/code].\n"
+"e. the time since it started, not counting pauses etc.). The time is "
+"affected by [method set_speed_scale], and [method stop] will reset it to "
+"[code]0[/code].\n"
 "[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
 "after the [SceneTreeTween] has finished animating will be slightly greater "
 "than the actual [SceneTreeTween] duration."
@@ -54007,11 +54187,10 @@ msgstr ""
 msgid ""
 "Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a "
 "[SceneTreeTween] contained by the scene tree (i.e. the array from [method "
-"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). "
-"[SceneTreeTween] might become invalid when it has finished tweening or was "
-"killed, also when created with [code]Tween.new()[/code]. Invalid "
-"[SceneTreeTween] can't have [Tweener]s appended, because it can't animate "
-"them. You can however still use [method interpolate_value]."
+"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
+"[SceneTreeTween] might become invalid when it has finished tweening, is "
+"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
+"[SceneTreeTween]s can't have [Tweener]s appended."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -54051,16 +54230,15 @@ msgstr ""
 msgid ""
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [SceneTreeTween] run "
-"infinitely, until it is either killed by [method kill] or by freeing bound "
-"node, or all the animated objects have been freed (which makes further "
+"Calling this method without arguments will make the [Tween] run infinitely, "
+"until either it is killed with [method kill], the [Tween]'s bound node is "
+"freed, or all the animated objects have been freed (which makes further "
 "animation impossible).\n"
 "[b]Warning:[/b] Make sure to always add some duration/delay when using "
-"infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] "
-"with no delay or [PropertyTweener] with invalid node) are equivalent to "
-"infinite [code]while[/code] loops and will freeze your game. If a "
-"[SceneTreeTween]'s lifetime depends on some node, always use [method "
-"bind_node]."
+"infinite loops. To prevent the game freezing, 0-duration looped animations "
+"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
+"number of loops, which may produce unexpected results. If a [Tween]'s "
+"lifetime depends on some node, always use [method bind_node]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -54122,10 +54300,10 @@ msgstr ""
 #: doc/classes/SceneTreeTween.xml
 msgid ""
 "Creates and appends an [IntervalTweener]. This method can be used to create "
-"delays in the tween animation, as an alternative for using the delay in "
-"other [Tweener]s or when there's no animation (in which case the "
-"[SceneTreeTween] acts as a timer). [code]time[/code] is the length of the "
-"interval, in seconds.\n"
+"delays in the tween animation, as an alternative to using the delay in other "
+"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] "
+"acts as a timer). [code]time[/code] is the length of the interval, in "
+"seconds.\n"
 "Example: creating an interval in code execution.\n"
 "[codeblock]\n"
 "# ... some code\n"
@@ -54179,8 +54357,8 @@ msgid ""
 "Creates and appends a [PropertyTweener]. This method tweens a "
 "[code]property[/code] of an [code]object[/code] between an initial value and "
 "[code]final_val[/code] in a span of time equal to [code]duration[/code], in "
-"seconds. The initial value by default is a value at the time the tweening of "
-"the [PropertyTweener] start. For example:\n"
+"seconds. The initial value by default is the property's value at the time "
+"the tweening of the [PropertyTweener] starts. For example:\n"
 "[codeblock]\n"
 "var tween = create_tween()\n"
 "tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
@@ -54211,16 +54389,15 @@ msgid ""
 "Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
 "when the [SceneTreeTween] is set to infinite looping (see [method "
 "set_loops]).\n"
-"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) after this signal "
-"is emitted, but it doesn't happen immediately, but on the next processing "
-"frame. Calling [method stop] inside the signal callback will preserve the "
-"[SceneTreeTween]."
+"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next "
+"processing frame after this signal is emitted. Calling [method stop] inside "
+"the signal callback will prevent the [SceneTreeTween] from being removed."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
 msgid ""
 "Emitted when a full loop is complete (see [method set_loops]), providing the "
-"loop index. This signal is not emitted after final loop, use [signal "
+"loop index. This signal is not emitted after the final loop, use [signal "
 "finished] instead for this case."
 msgstr ""
 
@@ -54228,7 +54405,7 @@ msgstr ""
 msgid ""
 "Emitted when one step of the [SceneTreeTween] is complete, providing the "
 "step index. One step is either a single [Tweener] or a group of [Tweener]s "
-"running parallelly."
+"running in parallel."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -58196,11 +58373,11 @@ msgstr ""
 msgid ""
 "Returns [code]true[/code] if this string contains a valid integer.\n"
 "[codeblock]\n"
-"print(\"7\".is_valid_int()) # Prints \"True\"\n"
-"print(\"14.6\".is_valid_int()) # Prints \"False\"\n"
-"print(\"L\".is_valid_int()) # Prints \"False\"\n"
-"print(\"+3\".is_valid_int()) # Prints \"True\"\n"
-"print(\"-12\".is_valid_int()) # Prints \"True\"\n"
+"print(\"7\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"L\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"+3\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"-12\".is_valid_integer()) # Prints \"True\"\n"
 "[/codeblock]"
 msgstr ""
 
@@ -63071,7 +63248,18 @@ msgid ""
 "To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
 "TreeItem.get_next] and [method TreeItem.get_children] after getting the root "
 "through [method get_root]. You can use [method Object.free] on a [TreeItem] "
-"to remove it from the [Tree]."
+"to remove it from the [Tree].\n"
+"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
 msgstr ""
 
 #: doc/classes/Tree.xml

+ 282 - 94
doc/translations/sr_Cyrl.po

@@ -406,7 +406,7 @@ msgid ""
 "- 1.0: Linear\n"
 "- Greater than 1.0 (exclusive): Ease in\n"
 "[/codeblock]\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
 "ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
 "See also [method smoothstep]. If you need to perform more advanced "
 "transitions, use [Tween] or [AnimationPlayer]."
@@ -1113,7 +1113,7 @@ msgid ""
 "[method smoothstep] returns the smoothest possible curve with no sudden "
 "changes in the derivative. If you need to perform more advanced transitions, "
 "use [Tween] or [AnimationPlayer].\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
 "smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, "
 "-1.6521) return values[/url]"
 msgstr ""
@@ -28276,7 +28276,7 @@ msgid ""
 "    # Note: Don't make simultaneous requests using a single HTTPRequest "
 "node.\n"
 "    # The snippet below is provided for reference only.\n"
-"    var body = {\"name\": \"Godette\"}\n"
+"    var body = to_json({\"name\": \"Godette\"})\n"
 "    error = http_request.request(\"https://httpbin.org/post\", [], true, "
 "HTTPClient.METHOD_POST, body)\n"
 "    if error != OK:\n"
@@ -30898,7 +30898,18 @@ msgid ""
 "[code]\\n[/code]) in the string won't produce a newline. Text wrapping is "
 "enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to "
 "fully fit its content by default. You need to set [member "
-"fixed_column_width] greater than zero to wrap the text."
+"fixed_column_width] greater than zero to wrap the text.\n"
+"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
 msgstr ""
 
 #: doc/classes/ItemList.xml
@@ -34645,11 +34656,16 @@ msgid ""
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
-msgid "Returns the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Returns the override [Material] for a surface of the [Mesh] resource.\n"
+"[b]Note:[/b] This function only returns [i]override[/i] materials associated "
+"with this [MeshInstance]. Consider using [method get_active_material] or "
+"[method Mesh.surface_get_material] to get materials associated with the "
+"[Mesh] resource."
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
-msgid "Returns the number of surface materials."
+msgid "Returns the number of surface override materials."
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
@@ -34686,7 +34702,10 @@ msgid ""
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
-msgid "Sets the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Sets the override [Material] for the specified surface of the [Mesh] "
+"resource. This material is associated with this [MeshInstance] rather than "
+"with the [Mesh] resource."
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
@@ -35478,6 +35497,9 @@ msgstr ""
 
 #: doc/classes/Navigation.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
 "Provides navigation and pathfinding within a collection of "
 "[NavigationMesh]es. By default, these will be automatically collected from "
 "child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this "
@@ -35523,6 +35545,9 @@ msgstr ""
 
 #: doc/classes/Navigation.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
 "Returns the path between two given points. Points are in local coordinate "
 "space. If [code]optimize[/code] is [code]true[/code] (the default), the "
 "agent properties associated with each [NavigationMesh] (radius, height, "
@@ -35566,6 +35591,9 @@ msgstr ""
 
 #: doc/classes/Navigation2D.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
 "Navigation2D provides navigation and pathfinding within a 2D area, specified "
 "as a collection of [NavigationPolygon] resources. By default, these are "
 "automatically collected from child [NavigationPolygonInstance] nodes."
@@ -35585,6 +35613,9 @@ msgstr ""
 
 #: doc/classes/Navigation2D.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
 "Returns the path between two given points. Points are in local coordinate "
 "space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
 "is smoothed by merging path segments where possible."
@@ -35713,10 +35744,46 @@ msgstr ""
 msgid "Destroys the given RID."
 msgstr ""
 
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all created navigation map [RID]s on the NavigationServer. This "
+"returns both 2D and 3D created navigation maps as there is technically no "
+"distinction between them."
+msgstr ""
+
 #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
 msgid "Create a new map."
 msgstr ""
 
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"This function immediately forces synchronization of the specified navigation "
+"[code]map[/code] [RID]. By default navigation maps are only synchronized at "
+"the end of each physics frame. This function can be used to immediately "
+"(re)calculate all the navigation meshes and region connections of the "
+"navigation map. This makes it possible to query a navigation path for a "
+"changed map immediately and in the same frame (multiple times if needed).\n"
+"Due to technical restrictions the current NavigationServer command queue "
+"will be flushed. This means all already queued update commands for this "
+"physics frame will be executed, even those intended for other maps, regions "
+"and agents not part of the specified map. The expensive computation of the "
+"navigation meshes and region connections of a map will only be done for the "
+"specified map. Other maps will receive the normal synchronization at the end "
+"of the physics frame. Should the specified map receive changes after the "
+"forced update it will update again as well when the other maps receive their "
+"update.\n"
+"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals "
+"is untouched by this function and continues to happen for all maps and "
+"agents at the end of the physics frame.\n"
+"[b]Note:[/b] With great power comes great responsibility. This function "
+"should only be used by users that really know what they are doing and have a "
+"good reason for it. Forcing an immediate update of a navigation map requires "
+"locking the NavigationServer and flushing the entire NavigationServer "
+"command queue. Not only can this severely impact the performance of a game "
+"but it can also introduce bugs if used inappropriately without much "
+"foresight."
+msgstr ""
+
 #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
 msgid ""
 "Returns all navigation agents [RID]s that are currently assigned to the "
@@ -35827,6 +35894,23 @@ msgstr ""
 msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]."
 msgstr ""
 
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns [code]true[/code] if the provided [code]point[/code] in world space "
+"is currently owned by the provided navigation [code]region[/code]. Owned in "
+"this context means that one of the region's navigation mesh polygon faces "
+"has a possible position at the closest distance to this point compared to "
+"all other navigation meshes from other navigation regions that are also "
+"registered on the navigation map of the provided region.\n"
+"If multiple navigation meshes have positions at equal distance the "
+"navigation region whose polygons are processed first wins the ownership. "
+"Polygons are processed in the same order that navigation regions were "
+"registered on the NavigationServer.\n"
+"[b]Note:[/b] If navigation meshes from different navigation regions overlap "
+"(which should be avoided in general) the result might not be what is "
+"expected."
+msgstr ""
+
 #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
 msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
 msgstr ""
@@ -36032,6 +36116,17 @@ msgstr ""
 msgid "The distance to search for other agents."
 msgstr ""
 
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
+"The distance threshold before a path point is considered to be reached. This "
+"will allow an agent to not have to hit a path point on the path exactly, but "
+"in the area. If this value is set to high the NavigationAgent will skip "
+"points on the path which can lead to leaving the navigation mesh. If this "
+"value is set to low the NavigationAgent will be stuck in a repath loop cause "
+"it will constantly overshoot or undershoot the distance to the next point on "
+"each physics frame update."
+msgstr ""
+
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
 msgid ""
 "The maximum distance the agent is allowed away from the ideal path to the "
@@ -36040,14 +36135,23 @@ msgid ""
 msgstr ""
 
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-msgid "The radius of the agent."
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding. To change an actor's pathfinding radius "
+"bake [NavigationMesh] resources with a different [member NavigationMesh."
+"agent_radius] property and use different navigation maps for each actor size."
 msgstr ""
 
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
 msgid ""
-"The distance threshold before a target is considered to be reached. This "
-"will allow an agent to not have to hit a point on the path exactly, but in "
-"the area."
+"The distance threshold before the final target point is considered to be "
+"reached. This will allow an agent to not have to hit the point of the final "
+"target exactly, but only the area. If this value is set to low the "
+"NavigationAgent will be stuck in a repath loop cause it will constantly "
+"overshoot or undershoot the distance to the final target point on each "
+"physics frame update."
 msgstr ""
 
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -36260,6 +36364,16 @@ msgid ""
 "multiple of [member cell_size]."
 msgstr ""
 
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"If the baking [AABB] has a volume the navigation mesh baking will be "
+"restricted to its enclosing area."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
+msgstr ""
+
 #: doc/classes/NavigationMesh.xml
 msgid "If [code]true[/code], marks spans that are ledges as non-walkable."
 msgstr ""
@@ -36430,7 +36544,15 @@ msgid ""
 "geometry for walkable terrain suitable to [NavigationMesh] agent properties "
 "by creating a voxel world around the meshes bounding area.\n"
 "The finalized navigation mesh is then returned and stored inside the "
-"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes."
+"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] "
+"nodes.\n"
+"[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
+"obstruct navigation baking does not always work. The navigation baking has "
+"no concept of what is a geometry \"inside\" when dealing with mesh source "
+"geometry and this is intentional. Depending on current baking parameters, as "
+"soon as the obstructing mesh is large enough to fit a navigation mesh area "
+"inside, the baking will generate navigation mesh areas that are inside the "
+"obstructing source geometry mesh."
 msgstr ""
 
 #: doc/classes/NavigationMeshGenerator.xml
@@ -38305,13 +38427,19 @@ msgstr ""
 #: doc/classes/Node.xml
 msgid ""
 "Emitted when a child node enters the scene tree, either because it entered "
-"on its own or because this node entered with it."
+"on its own or because this node entered with it.\n"
+"This signal is emitted [i]after[/i] the child node's own [constant "
+"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
 msgstr ""
 
 #: doc/classes/Node.xml
 msgid ""
-"Emitted when a child node exits the scene tree, either because it exited on "
-"its own or because this node exited."
+"Emitted when a child node is about to exit the scene tree, either because it "
+"is being removed or freed directly, or because this node is exiting the "
+"tree.\n"
+"When this signal is received, the child [code]node[/code] is still in the "
+"tree and valid. This signal is emitted [i]after[/i] the child node's own "
+"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
 msgstr ""
 
 #: doc/classes/Node.xml
@@ -38323,7 +38451,10 @@ msgid "Emitted when the node is renamed."
 msgstr ""
 
 #: doc/classes/Node.xml
-msgid "Emitted when the node enters the tree."
+msgid ""
+"Emitted when the node enters the tree.\n"
+"This signal is emitted [i]after[/i] the related [constant "
+"NOTIFICATION_ENTER_TREE] notification."
 msgstr ""
 
 #: doc/classes/Node.xml
@@ -38333,15 +38464,21 @@ msgstr ""
 #: doc/classes/Node.xml
 msgid ""
 "Emitted when the node is still active but about to exit the tree. This is "
-"the right place for de-initialization (or a \"destructor\", if you will)."
+"the right place for de-initialization (or a \"destructor\", if you will).\n"
+"This signal is emitted [i]before[/i] the related [constant "
+"NOTIFICATION_EXIT_TREE] notification."
 msgstr ""
 
 #: doc/classes/Node.xml
-msgid "Notification received when the node enters a [SceneTree]."
+msgid ""
+"Notification received when the node enters a [SceneTree].\n"
+"This notification is emitted [i]before[/i] the related [signal tree_entered]."
 msgstr ""
 
 #: doc/classes/Node.xml
-msgid "Notification received when the node is about to exit a [SceneTree]."
+msgid ""
+"Notification received when the node is about to exit a [SceneTree].\n"
+"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
 msgstr ""
 
 #: doc/classes/Node.xml
@@ -40048,6 +40185,10 @@ msgid ""
 "    if argument.find(\"=\") > -1:\n"
 "        var key_value = argument.split(\"=\")\n"
 "        arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
+"    else:\n"
+"        # Options without an argument will be present in the dictionary,\n"
+"        # with the value set to an empty string.\n"
+"        arguments[argument.lstrip(\"--\")] = \"\"\n"
 "[/codeblock]"
 msgstr ""
 
@@ -45548,7 +45689,18 @@ msgstr ""
 #: doc/classes/PopupMenu.xml
 msgid ""
 "[PopupMenu] is a [Control] that displays a list of options. They are popular "
-"in toolbars or context menus."
+"in toolbars or context menus.\n"
+"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
 msgstr ""
 
 #: doc/classes/PopupMenu.xml
@@ -49121,20 +49273,28 @@ msgid ""
 "cause.\n"
 "The default value is a conservative one, so you are advised to tweak it "
 "according to the hardware you are targeting.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"The default is a very conservative override for [code]rendering/gles3/"
-"shaders/max_concurrent_compiles[/code].\n"
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
 "Depending on the specific devices you are targeting, you may want to raise "
 "it.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
+"Depending on the specific browsers you are targeting, you may want to raise "
+"it.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -49142,19 +49302,28 @@ msgid ""
 "The maximum size, in megabytes, that the ubershader cache can grow up to. On "
 "startup, the least recently used entries will be deleted until the total "
 "size is within bounds.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/"
-"code], so a smaller maximum size can be configured for mobile platforms, "
-"where storage space is more limited.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for mobile platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for web platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] Currently, shader caching is generally unavailable on web "
+"platforms.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -49186,12 +49355,20 @@ msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"An override for [code]rendering/gles3/shaders/shader_compilation_mode[/"
-"code], so asynchronous compilation can be disabled for mobile.\n"
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on mobile platforms.\n"
 "You may want to do that since mobile GPUs generally won't support "
 "ubershaders due to their complexity."
 msgstr ""
 
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on web platforms.\n"
+"You may want to do that since certain browsers (especially on mobile "
+"platforms) generally won't support ubershaders due to their complexity."
+msgstr ""
+
 #: doc/classes/ProjectSettings.xml
 msgid ""
 "Max buffer size for blend shapes. Any blend shape bigger than this will not "
@@ -53882,24 +54059,23 @@ msgid ""
 "manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be "
 "used for tweening values, but you can do manual interpolation with [method "
 "interpolate_value].\n"
-"A [SceneTreeTween] animation is composed of a sequence of [Tweener]s, which "
-"by default are executed one after another. You can create a sequence by "
-"appending [Tweener]s to the [SceneTreeTween]. Animating something with a "
-"[Tweener] is called tweening. Example tweening sequence looks like this:\n"
+"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] "
+"object, using [method tween_property], [method tween_interval], [method "
+"tween_callback] or [method tween_method]:\n"
 "[codeblock]\n"
 "var tween = get_tree().create_tween()\n"
 "tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
 "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
 "tween.tween_callback($Sprite, \"queue_free\")\n"
 "[/codeblock]\n"
-"This sequence will make the [code]$Sprite[/code] node turn red, then shrink "
-"and finally the [method Node.queue_free] is called to remove the sprite. See "
-"methods [method tween_property], [method tween_interval], [method "
-"tween_callback] and [method tween_method] for more usage information.\n"
+"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
+"before finally calling [method Node.queue_free] to free the sprite. "
+"[Tweener]s are executed one after another by default. This behavior can be "
+"changed using [method parallel] and [method set_parallel].\n"
 "When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
 "chained method call can be used to tweak the properties of this [Tweener]. "
-"For example, if you want to set different transition type in the above "
-"example, you can do:\n"
+"For example, if you want to set a different transition type in the above "
+"example, you can use [method set_trans]:\n"
 "[codeblock]\n"
 "var tween = get_tree().create_tween()\n"
 "tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
@@ -53908,8 +54084,9 @@ msgid ""
 "TRANS_BOUNCE)\n"
 "tween.tween_callback($Sprite, \"queue_free\")\n"
 "[/codeblock]\n"
-"Most of the [SceneTreeTween] methods can be chained this way too. In this "
-"example the [SceneTreeTween] is bound and have set a default transition:\n"
+"Most of the [SceneTreeTween] methods can be chained this way too. In the "
+"following example the [SceneTreeTween] is bound to the running script's node "
+"and a default transition is set for its [Tweener]s:\n"
 "[codeblock]\n"
 "var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
 "TRANS_ELASTIC)\n"
@@ -53917,16 +54094,16 @@ msgid ""
 "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
 "tween.tween_callback($Sprite, \"queue_free\")\n"
 "[/codeblock]\n"
-"Another interesting use for [SceneTreeTween]s is animating arbitrary set of "
+"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of "
 "objects:\n"
 "[codeblock]\n"
 "var tween = create_tween()\n"
 "for sprite in get_children():\n"
-"    tween.tween_property(sprite, \"position\", Vector2(), 1)\n"
+"    tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
 "[/codeblock]\n"
 "In the example above, all children of a node are moved one after another to "
 "position (0, 0).\n"
-"Some [Tweener]s use transitions and eases. The first accepts an [enum Tween."
+"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
 "TransitionType] constant, and refers to the way the timing of the animation "
 "is handled (see [url=https://easings.net/]easings.net[/url] for some "
 "examples). The second accepts an [enum Tween.EaseType] constant, and "
@@ -53938,7 +54115,7 @@ msgid ""
 "tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
 "[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
 "prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
-"immediately after it was created."
+"immediately after it is created."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -53968,21 +54145,24 @@ msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
 msgid ""
-"Processes the [SceneTreeTween] by given [code]delta[/code] value, in "
-"seconds. Mostly useful when the [SceneTreeTween] is paused, for controlling "
-"it manually. Can also be used to end the [SceneTreeTween] animation "
-"immediately, by using [code]delta[/code] longer than the whole duration.\n"
+"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in "
+"seconds. This is mostly useful for manual control when the [SceneTreeTween] "
+"is paused. It can also be used to end the [SceneTreeTween] animation "
+"immediately, by setting [code]delta[/code] longer than the whole duration of "
+"the [SceneTreeTween] animation.\n"
 "Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that "
 "haven't finished.\n"
-"[b]Note:[/b] The [SceneTreeTween] will become invalid after finished, but "
-"you can call [method stop] after the step, to keep it and reset."
+"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing "
+"frame after its animation finishes. Calling [method stop] after performing "
+"[method custom_step] instead keeps and resets the [SceneTreeTween]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
 msgid ""
 "Returns the total time in seconds the [SceneTreeTween] has been animating (i."
-"e. time since it started, not counting pauses etc.). The time is affected by "
-"[method set_speed_scale] and [method stop] will reset it to [code]0[/code].\n"
+"e. the time since it started, not counting pauses etc.). The time is "
+"affected by [method set_speed_scale], and [method stop] will reset it to "
+"[code]0[/code].\n"
 "[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
 "after the [SceneTreeTween] has finished animating will be slightly greater "
 "than the actual [SceneTreeTween] duration."
@@ -54018,11 +54198,10 @@ msgstr ""
 msgid ""
 "Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a "
 "[SceneTreeTween] contained by the scene tree (i.e. the array from [method "
-"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). "
-"[SceneTreeTween] might become invalid when it has finished tweening or was "
-"killed, also when created with [code]Tween.new()[/code]. Invalid "
-"[SceneTreeTween] can't have [Tweener]s appended, because it can't animate "
-"them. You can however still use [method interpolate_value]."
+"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
+"[SceneTreeTween] might become invalid when it has finished tweening, is "
+"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
+"[SceneTreeTween]s can't have [Tweener]s appended."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -54062,16 +54241,15 @@ msgstr ""
 msgid ""
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [SceneTreeTween] run "
-"infinitely, until it is either killed by [method kill] or by freeing bound "
-"node, or all the animated objects have been freed (which makes further "
+"Calling this method without arguments will make the [Tween] run infinitely, "
+"until either it is killed with [method kill], the [Tween]'s bound node is "
+"freed, or all the animated objects have been freed (which makes further "
 "animation impossible).\n"
 "[b]Warning:[/b] Make sure to always add some duration/delay when using "
-"infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] "
-"with no delay or [PropertyTweener] with invalid node) are equivalent to "
-"infinite [code]while[/code] loops and will freeze your game. If a "
-"[SceneTreeTween]'s lifetime depends on some node, always use [method "
-"bind_node]."
+"infinite loops. To prevent the game freezing, 0-duration looped animations "
+"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
+"number of loops, which may produce unexpected results. If a [Tween]'s "
+"lifetime depends on some node, always use [method bind_node]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -54133,10 +54311,10 @@ msgstr ""
 #: doc/classes/SceneTreeTween.xml
 msgid ""
 "Creates and appends an [IntervalTweener]. This method can be used to create "
-"delays in the tween animation, as an alternative for using the delay in "
-"other [Tweener]s or when there's no animation (in which case the "
-"[SceneTreeTween] acts as a timer). [code]time[/code] is the length of the "
-"interval, in seconds.\n"
+"delays in the tween animation, as an alternative to using the delay in other "
+"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] "
+"acts as a timer). [code]time[/code] is the length of the interval, in "
+"seconds.\n"
 "Example: creating an interval in code execution.\n"
 "[codeblock]\n"
 "# ... some code\n"
@@ -54190,8 +54368,8 @@ msgid ""
 "Creates and appends a [PropertyTweener]. This method tweens a "
 "[code]property[/code] of an [code]object[/code] between an initial value and "
 "[code]final_val[/code] in a span of time equal to [code]duration[/code], in "
-"seconds. The initial value by default is a value at the time the tweening of "
-"the [PropertyTweener] start. For example:\n"
+"seconds. The initial value by default is the property's value at the time "
+"the tweening of the [PropertyTweener] starts. For example:\n"
 "[codeblock]\n"
 "var tween = create_tween()\n"
 "tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
@@ -54222,16 +54400,15 @@ msgid ""
 "Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
 "when the [SceneTreeTween] is set to infinite looping (see [method "
 "set_loops]).\n"
-"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) after this signal "
-"is emitted, but it doesn't happen immediately, but on the next processing "
-"frame. Calling [method stop] inside the signal callback will preserve the "
-"[SceneTreeTween]."
+"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next "
+"processing frame after this signal is emitted. Calling [method stop] inside "
+"the signal callback will prevent the [SceneTreeTween] from being removed."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
 msgid ""
 "Emitted when a full loop is complete (see [method set_loops]), providing the "
-"loop index. This signal is not emitted after final loop, use [signal "
+"loop index. This signal is not emitted after the final loop, use [signal "
 "finished] instead for this case."
 msgstr ""
 
@@ -54239,7 +54416,7 @@ msgstr ""
 msgid ""
 "Emitted when one step of the [SceneTreeTween] is complete, providing the "
 "step index. One step is either a single [Tweener] or a group of [Tweener]s "
-"running parallelly."
+"running in parallel."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -58207,11 +58384,11 @@ msgstr ""
 msgid ""
 "Returns [code]true[/code] if this string contains a valid integer.\n"
 "[codeblock]\n"
-"print(\"7\".is_valid_int()) # Prints \"True\"\n"
-"print(\"14.6\".is_valid_int()) # Prints \"False\"\n"
-"print(\"L\".is_valid_int()) # Prints \"False\"\n"
-"print(\"+3\".is_valid_int()) # Prints \"True\"\n"
-"print(\"-12\".is_valid_int()) # Prints \"True\"\n"
+"print(\"7\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"L\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"+3\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"-12\".is_valid_integer()) # Prints \"True\"\n"
 "[/codeblock]"
 msgstr ""
 
@@ -63082,7 +63259,18 @@ msgid ""
 "To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
 "TreeItem.get_next] and [method TreeItem.get_children] after getting the root "
 "through [method get_root]. You can use [method Object.free] on a [TreeItem] "
-"to remove it from the [Tree]."
+"to remove it from the [Tree].\n"
+"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
 msgstr ""
 
 #: doc/classes/Tree.xml

+ 282 - 94
doc/translations/sv.po

@@ -395,7 +395,7 @@ msgid ""
 "- 1.0: Linear\n"
 "- Greater than 1.0 (exclusive): Ease in\n"
 "[/codeblock]\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
 "ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
 "See also [method smoothstep]. If you need to perform more advanced "
 "transitions, use [Tween] or [AnimationPlayer]."
@@ -1102,7 +1102,7 @@ msgid ""
 "[method smoothstep] returns the smoothest possible curve with no sudden "
 "changes in the derivative. If you need to perform more advanced transitions, "
 "use [Tween] or [AnimationPlayer].\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
 "smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, "
 "-1.6521) return values[/url]"
 msgstr ""
@@ -28262,7 +28262,7 @@ msgid ""
 "    # Note: Don't make simultaneous requests using a single HTTPRequest "
 "node.\n"
 "    # The snippet below is provided for reference only.\n"
-"    var body = {\"name\": \"Godette\"}\n"
+"    var body = to_json({\"name\": \"Godette\"})\n"
 "    error = http_request.request(\"https://httpbin.org/post\", [], true, "
 "HTTPClient.METHOD_POST, body)\n"
 "    if error != OK:\n"
@@ -30884,7 +30884,18 @@ msgid ""
 "[code]\\n[/code]) in the string won't produce a newline. Text wrapping is "
 "enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to "
 "fully fit its content by default. You need to set [member "
-"fixed_column_width] greater than zero to wrap the text."
+"fixed_column_width] greater than zero to wrap the text.\n"
+"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
 msgstr ""
 
 #: doc/classes/ItemList.xml
@@ -34631,11 +34642,16 @@ msgid ""
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
-msgid "Returns the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Returns the override [Material] for a surface of the [Mesh] resource.\n"
+"[b]Note:[/b] This function only returns [i]override[/i] materials associated "
+"with this [MeshInstance]. Consider using [method get_active_material] or "
+"[method Mesh.surface_get_material] to get materials associated with the "
+"[Mesh] resource."
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
-msgid "Returns the number of surface materials."
+msgid "Returns the number of surface override materials."
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
@@ -34672,7 +34688,10 @@ msgid ""
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
-msgid "Sets the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Sets the override [Material] for the specified surface of the [Mesh] "
+"resource. This material is associated with this [MeshInstance] rather than "
+"with the [Mesh] resource."
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
@@ -35464,6 +35483,9 @@ msgstr ""
 
 #: doc/classes/Navigation.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
 "Provides navigation and pathfinding within a collection of "
 "[NavigationMesh]es. By default, these will be automatically collected from "
 "child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this "
@@ -35509,6 +35531,9 @@ msgstr ""
 
 #: doc/classes/Navigation.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
 "Returns the path between two given points. Points are in local coordinate "
 "space. If [code]optimize[/code] is [code]true[/code] (the default), the "
 "agent properties associated with each [NavigationMesh] (radius, height, "
@@ -35552,6 +35577,9 @@ msgstr ""
 
 #: doc/classes/Navigation2D.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
 "Navigation2D provides navigation and pathfinding within a 2D area, specified "
 "as a collection of [NavigationPolygon] resources. By default, these are "
 "automatically collected from child [NavigationPolygonInstance] nodes."
@@ -35571,6 +35599,9 @@ msgstr ""
 
 #: doc/classes/Navigation2D.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
 "Returns the path between two given points. Points are in local coordinate "
 "space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
 "is smoothed by merging path segments where possible."
@@ -35699,10 +35730,46 @@ msgstr ""
 msgid "Destroys the given RID."
 msgstr ""
 
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all created navigation map [RID]s on the NavigationServer. This "
+"returns both 2D and 3D created navigation maps as there is technically no "
+"distinction between them."
+msgstr ""
+
 #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
 msgid "Create a new map."
 msgstr ""
 
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"This function immediately forces synchronization of the specified navigation "
+"[code]map[/code] [RID]. By default navigation maps are only synchronized at "
+"the end of each physics frame. This function can be used to immediately "
+"(re)calculate all the navigation meshes and region connections of the "
+"navigation map. This makes it possible to query a navigation path for a "
+"changed map immediately and in the same frame (multiple times if needed).\n"
+"Due to technical restrictions the current NavigationServer command queue "
+"will be flushed. This means all already queued update commands for this "
+"physics frame will be executed, even those intended for other maps, regions "
+"and agents not part of the specified map. The expensive computation of the "
+"navigation meshes and region connections of a map will only be done for the "
+"specified map. Other maps will receive the normal synchronization at the end "
+"of the physics frame. Should the specified map receive changes after the "
+"forced update it will update again as well when the other maps receive their "
+"update.\n"
+"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals "
+"is untouched by this function and continues to happen for all maps and "
+"agents at the end of the physics frame.\n"
+"[b]Note:[/b] With great power comes great responsibility. This function "
+"should only be used by users that really know what they are doing and have a "
+"good reason for it. Forcing an immediate update of a navigation map requires "
+"locking the NavigationServer and flushing the entire NavigationServer "
+"command queue. Not only can this severely impact the performance of a game "
+"but it can also introduce bugs if used inappropriately without much "
+"foresight."
+msgstr ""
+
 #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
 msgid ""
 "Returns all navigation agents [RID]s that are currently assigned to the "
@@ -35813,6 +35880,23 @@ msgstr ""
 msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]."
 msgstr ""
 
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns [code]true[/code] if the provided [code]point[/code] in world space "
+"is currently owned by the provided navigation [code]region[/code]. Owned in "
+"this context means that one of the region's navigation mesh polygon faces "
+"has a possible position at the closest distance to this point compared to "
+"all other navigation meshes from other navigation regions that are also "
+"registered on the navigation map of the provided region.\n"
+"If multiple navigation meshes have positions at equal distance the "
+"navigation region whose polygons are processed first wins the ownership. "
+"Polygons are processed in the same order that navigation regions were "
+"registered on the NavigationServer.\n"
+"[b]Note:[/b] If navigation meshes from different navigation regions overlap "
+"(which should be avoided in general) the result might not be what is "
+"expected."
+msgstr ""
+
 #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
 msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
 msgstr ""
@@ -36018,6 +36102,17 @@ msgstr ""
 msgid "The distance to search for other agents."
 msgstr ""
 
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
+"The distance threshold before a path point is considered to be reached. This "
+"will allow an agent to not have to hit a path point on the path exactly, but "
+"in the area. If this value is set to high the NavigationAgent will skip "
+"points on the path which can lead to leaving the navigation mesh. If this "
+"value is set to low the NavigationAgent will be stuck in a repath loop cause "
+"it will constantly overshoot or undershoot the distance to the next point on "
+"each physics frame update."
+msgstr ""
+
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
 msgid ""
 "The maximum distance the agent is allowed away from the ideal path to the "
@@ -36026,14 +36121,23 @@ msgid ""
 msgstr ""
 
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-msgid "The radius of the agent."
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding. To change an actor's pathfinding radius "
+"bake [NavigationMesh] resources with a different [member NavigationMesh."
+"agent_radius] property and use different navigation maps for each actor size."
 msgstr ""
 
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
 msgid ""
-"The distance threshold before a target is considered to be reached. This "
-"will allow an agent to not have to hit a point on the path exactly, but in "
-"the area."
+"The distance threshold before the final target point is considered to be "
+"reached. This will allow an agent to not have to hit the point of the final "
+"target exactly, but only the area. If this value is set to low the "
+"NavigationAgent will be stuck in a repath loop cause it will constantly "
+"overshoot or undershoot the distance to the final target point on each "
+"physics frame update."
 msgstr ""
 
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -36246,6 +36350,16 @@ msgid ""
 "multiple of [member cell_size]."
 msgstr ""
 
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"If the baking [AABB] has a volume the navigation mesh baking will be "
+"restricted to its enclosing area."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
+msgstr ""
+
 #: doc/classes/NavigationMesh.xml
 msgid "If [code]true[/code], marks spans that are ledges as non-walkable."
 msgstr ""
@@ -36416,7 +36530,15 @@ msgid ""
 "geometry for walkable terrain suitable to [NavigationMesh] agent properties "
 "by creating a voxel world around the meshes bounding area.\n"
 "The finalized navigation mesh is then returned and stored inside the "
-"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes."
+"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] "
+"nodes.\n"
+"[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
+"obstruct navigation baking does not always work. The navigation baking has "
+"no concept of what is a geometry \"inside\" when dealing with mesh source "
+"geometry and this is intentional. Depending on current baking parameters, as "
+"soon as the obstructing mesh is large enough to fit a navigation mesh area "
+"inside, the baking will generate navigation mesh areas that are inside the "
+"obstructing source geometry mesh."
 msgstr ""
 
 #: doc/classes/NavigationMeshGenerator.xml
@@ -38291,13 +38413,19 @@ msgstr ""
 #: doc/classes/Node.xml
 msgid ""
 "Emitted when a child node enters the scene tree, either because it entered "
-"on its own or because this node entered with it."
+"on its own or because this node entered with it.\n"
+"This signal is emitted [i]after[/i] the child node's own [constant "
+"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
 msgstr ""
 
 #: doc/classes/Node.xml
 msgid ""
-"Emitted when a child node exits the scene tree, either because it exited on "
-"its own or because this node exited."
+"Emitted when a child node is about to exit the scene tree, either because it "
+"is being removed or freed directly, or because this node is exiting the "
+"tree.\n"
+"When this signal is received, the child [code]node[/code] is still in the "
+"tree and valid. This signal is emitted [i]after[/i] the child node's own "
+"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
 msgstr ""
 
 #: doc/classes/Node.xml
@@ -38309,7 +38437,10 @@ msgid "Emitted when the node is renamed."
 msgstr ""
 
 #: doc/classes/Node.xml
-msgid "Emitted when the node enters the tree."
+msgid ""
+"Emitted when the node enters the tree.\n"
+"This signal is emitted [i]after[/i] the related [constant "
+"NOTIFICATION_ENTER_TREE] notification."
 msgstr ""
 
 #: doc/classes/Node.xml
@@ -38319,15 +38450,21 @@ msgstr ""
 #: doc/classes/Node.xml
 msgid ""
 "Emitted when the node is still active but about to exit the tree. This is "
-"the right place for de-initialization (or a \"destructor\", if you will)."
+"the right place for de-initialization (or a \"destructor\", if you will).\n"
+"This signal is emitted [i]before[/i] the related [constant "
+"NOTIFICATION_EXIT_TREE] notification."
 msgstr ""
 
 #: doc/classes/Node.xml
-msgid "Notification received when the node enters a [SceneTree]."
+msgid ""
+"Notification received when the node enters a [SceneTree].\n"
+"This notification is emitted [i]before[/i] the related [signal tree_entered]."
 msgstr ""
 
 #: doc/classes/Node.xml
-msgid "Notification received when the node is about to exit a [SceneTree]."
+msgid ""
+"Notification received when the node is about to exit a [SceneTree].\n"
+"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
 msgstr ""
 
 #: doc/classes/Node.xml
@@ -40034,6 +40171,10 @@ msgid ""
 "    if argument.find(\"=\") > -1:\n"
 "        var key_value = argument.split(\"=\")\n"
 "        arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
+"    else:\n"
+"        # Options without an argument will be present in the dictionary,\n"
+"        # with the value set to an empty string.\n"
+"        arguments[argument.lstrip(\"--\")] = \"\"\n"
 "[/codeblock]"
 msgstr ""
 
@@ -45534,7 +45675,18 @@ msgstr ""
 #: doc/classes/PopupMenu.xml
 msgid ""
 "[PopupMenu] is a [Control] that displays a list of options. They are popular "
-"in toolbars or context menus."
+"in toolbars or context menus.\n"
+"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
 msgstr ""
 
 #: doc/classes/PopupMenu.xml
@@ -49107,20 +49259,28 @@ msgid ""
 "cause.\n"
 "The default value is a conservative one, so you are advised to tweak it "
 "according to the hardware you are targeting.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"The default is a very conservative override for [code]rendering/gles3/"
-"shaders/max_concurrent_compiles[/code].\n"
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
 "Depending on the specific devices you are targeting, you may want to raise "
 "it.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
+"Depending on the specific browsers you are targeting, you may want to raise "
+"it.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -49128,19 +49288,28 @@ msgid ""
 "The maximum size, in megabytes, that the ubershader cache can grow up to. On "
 "startup, the least recently used entries will be deleted until the total "
 "size is within bounds.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/"
-"code], so a smaller maximum size can be configured for mobile platforms, "
-"where storage space is more limited.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for mobile platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for web platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] Currently, shader caching is generally unavailable on web "
+"platforms.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -49172,12 +49341,20 @@ msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"An override for [code]rendering/gles3/shaders/shader_compilation_mode[/"
-"code], so asynchronous compilation can be disabled for mobile.\n"
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on mobile platforms.\n"
 "You may want to do that since mobile GPUs generally won't support "
 "ubershaders due to their complexity."
 msgstr ""
 
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on web platforms.\n"
+"You may want to do that since certain browsers (especially on mobile "
+"platforms) generally won't support ubershaders due to their complexity."
+msgstr ""
+
 #: doc/classes/ProjectSettings.xml
 msgid ""
 "Max buffer size for blend shapes. Any blend shape bigger than this will not "
@@ -53868,24 +54045,23 @@ msgid ""
 "manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be "
 "used for tweening values, but you can do manual interpolation with [method "
 "interpolate_value].\n"
-"A [SceneTreeTween] animation is composed of a sequence of [Tweener]s, which "
-"by default are executed one after another. You can create a sequence by "
-"appending [Tweener]s to the [SceneTreeTween]. Animating something with a "
-"[Tweener] is called tweening. Example tweening sequence looks like this:\n"
+"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] "
+"object, using [method tween_property], [method tween_interval], [method "
+"tween_callback] or [method tween_method]:\n"
 "[codeblock]\n"
 "var tween = get_tree().create_tween()\n"
 "tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
 "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
 "tween.tween_callback($Sprite, \"queue_free\")\n"
 "[/codeblock]\n"
-"This sequence will make the [code]$Sprite[/code] node turn red, then shrink "
-"and finally the [method Node.queue_free] is called to remove the sprite. See "
-"methods [method tween_property], [method tween_interval], [method "
-"tween_callback] and [method tween_method] for more usage information.\n"
+"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
+"before finally calling [method Node.queue_free] to free the sprite. "
+"[Tweener]s are executed one after another by default. This behavior can be "
+"changed using [method parallel] and [method set_parallel].\n"
 "When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
 "chained method call can be used to tweak the properties of this [Tweener]. "
-"For example, if you want to set different transition type in the above "
-"example, you can do:\n"
+"For example, if you want to set a different transition type in the above "
+"example, you can use [method set_trans]:\n"
 "[codeblock]\n"
 "var tween = get_tree().create_tween()\n"
 "tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
@@ -53894,8 +54070,9 @@ msgid ""
 "TRANS_BOUNCE)\n"
 "tween.tween_callback($Sprite, \"queue_free\")\n"
 "[/codeblock]\n"
-"Most of the [SceneTreeTween] methods can be chained this way too. In this "
-"example the [SceneTreeTween] is bound and have set a default transition:\n"
+"Most of the [SceneTreeTween] methods can be chained this way too. In the "
+"following example the [SceneTreeTween] is bound to the running script's node "
+"and a default transition is set for its [Tweener]s:\n"
 "[codeblock]\n"
 "var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
 "TRANS_ELASTIC)\n"
@@ -53903,16 +54080,16 @@ msgid ""
 "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
 "tween.tween_callback($Sprite, \"queue_free\")\n"
 "[/codeblock]\n"
-"Another interesting use for [SceneTreeTween]s is animating arbitrary set of "
+"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of "
 "objects:\n"
 "[codeblock]\n"
 "var tween = create_tween()\n"
 "for sprite in get_children():\n"
-"    tween.tween_property(sprite, \"position\", Vector2(), 1)\n"
+"    tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
 "[/codeblock]\n"
 "In the example above, all children of a node are moved one after another to "
 "position (0, 0).\n"
-"Some [Tweener]s use transitions and eases. The first accepts an [enum Tween."
+"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
 "TransitionType] constant, and refers to the way the timing of the animation "
 "is handled (see [url=https://easings.net/]easings.net[/url] for some "
 "examples). The second accepts an [enum Tween.EaseType] constant, and "
@@ -53924,7 +54101,7 @@ msgid ""
 "tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
 "[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
 "prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
-"immediately after it was created."
+"immediately after it is created."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -53954,21 +54131,24 @@ msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
 msgid ""
-"Processes the [SceneTreeTween] by given [code]delta[/code] value, in "
-"seconds. Mostly useful when the [SceneTreeTween] is paused, for controlling "
-"it manually. Can also be used to end the [SceneTreeTween] animation "
-"immediately, by using [code]delta[/code] longer than the whole duration.\n"
+"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in "
+"seconds. This is mostly useful for manual control when the [SceneTreeTween] "
+"is paused. It can also be used to end the [SceneTreeTween] animation "
+"immediately, by setting [code]delta[/code] longer than the whole duration of "
+"the [SceneTreeTween] animation.\n"
 "Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that "
 "haven't finished.\n"
-"[b]Note:[/b] The [SceneTreeTween] will become invalid after finished, but "
-"you can call [method stop] after the step, to keep it and reset."
+"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing "
+"frame after its animation finishes. Calling [method stop] after performing "
+"[method custom_step] instead keeps and resets the [SceneTreeTween]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
 msgid ""
 "Returns the total time in seconds the [SceneTreeTween] has been animating (i."
-"e. time since it started, not counting pauses etc.). The time is affected by "
-"[method set_speed_scale] and [method stop] will reset it to [code]0[/code].\n"
+"e. the time since it started, not counting pauses etc.). The time is "
+"affected by [method set_speed_scale], and [method stop] will reset it to "
+"[code]0[/code].\n"
 "[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
 "after the [SceneTreeTween] has finished animating will be slightly greater "
 "than the actual [SceneTreeTween] duration."
@@ -54004,11 +54184,10 @@ msgstr ""
 msgid ""
 "Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a "
 "[SceneTreeTween] contained by the scene tree (i.e. the array from [method "
-"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). "
-"[SceneTreeTween] might become invalid when it has finished tweening or was "
-"killed, also when created with [code]Tween.new()[/code]. Invalid "
-"[SceneTreeTween] can't have [Tweener]s appended, because it can't animate "
-"them. You can however still use [method interpolate_value]."
+"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
+"[SceneTreeTween] might become invalid when it has finished tweening, is "
+"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
+"[SceneTreeTween]s can't have [Tweener]s appended."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -54048,16 +54227,15 @@ msgstr ""
 msgid ""
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [SceneTreeTween] run "
-"infinitely, until it is either killed by [method kill] or by freeing bound "
-"node, or all the animated objects have been freed (which makes further "
+"Calling this method without arguments will make the [Tween] run infinitely, "
+"until either it is killed with [method kill], the [Tween]'s bound node is "
+"freed, or all the animated objects have been freed (which makes further "
 "animation impossible).\n"
 "[b]Warning:[/b] Make sure to always add some duration/delay when using "
-"infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] "
-"with no delay or [PropertyTweener] with invalid node) are equivalent to "
-"infinite [code]while[/code] loops and will freeze your game. If a "
-"[SceneTreeTween]'s lifetime depends on some node, always use [method "
-"bind_node]."
+"infinite loops. To prevent the game freezing, 0-duration looped animations "
+"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
+"number of loops, which may produce unexpected results. If a [Tween]'s "
+"lifetime depends on some node, always use [method bind_node]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -54119,10 +54297,10 @@ msgstr ""
 #: doc/classes/SceneTreeTween.xml
 msgid ""
 "Creates and appends an [IntervalTweener]. This method can be used to create "
-"delays in the tween animation, as an alternative for using the delay in "
-"other [Tweener]s or when there's no animation (in which case the "
-"[SceneTreeTween] acts as a timer). [code]time[/code] is the length of the "
-"interval, in seconds.\n"
+"delays in the tween animation, as an alternative to using the delay in other "
+"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] "
+"acts as a timer). [code]time[/code] is the length of the interval, in "
+"seconds.\n"
 "Example: creating an interval in code execution.\n"
 "[codeblock]\n"
 "# ... some code\n"
@@ -54176,8 +54354,8 @@ msgid ""
 "Creates and appends a [PropertyTweener]. This method tweens a "
 "[code]property[/code] of an [code]object[/code] between an initial value and "
 "[code]final_val[/code] in a span of time equal to [code]duration[/code], in "
-"seconds. The initial value by default is a value at the time the tweening of "
-"the [PropertyTweener] start. For example:\n"
+"seconds. The initial value by default is the property's value at the time "
+"the tweening of the [PropertyTweener] starts. For example:\n"
 "[codeblock]\n"
 "var tween = create_tween()\n"
 "tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
@@ -54208,16 +54386,15 @@ msgid ""
 "Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
 "when the [SceneTreeTween] is set to infinite looping (see [method "
 "set_loops]).\n"
-"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) after this signal "
-"is emitted, but it doesn't happen immediately, but on the next processing "
-"frame. Calling [method stop] inside the signal callback will preserve the "
-"[SceneTreeTween]."
+"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next "
+"processing frame after this signal is emitted. Calling [method stop] inside "
+"the signal callback will prevent the [SceneTreeTween] from being removed."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
 msgid ""
 "Emitted when a full loop is complete (see [method set_loops]), providing the "
-"loop index. This signal is not emitted after final loop, use [signal "
+"loop index. This signal is not emitted after the final loop, use [signal "
 "finished] instead for this case."
 msgstr ""
 
@@ -54225,7 +54402,7 @@ msgstr ""
 msgid ""
 "Emitted when one step of the [SceneTreeTween] is complete, providing the "
 "step index. One step is either a single [Tweener] or a group of [Tweener]s "
-"running parallelly."
+"running in parallel."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -58193,11 +58370,11 @@ msgstr ""
 msgid ""
 "Returns [code]true[/code] if this string contains a valid integer.\n"
 "[codeblock]\n"
-"print(\"7\".is_valid_int()) # Prints \"True\"\n"
-"print(\"14.6\".is_valid_int()) # Prints \"False\"\n"
-"print(\"L\".is_valid_int()) # Prints \"False\"\n"
-"print(\"+3\".is_valid_int()) # Prints \"True\"\n"
-"print(\"-12\".is_valid_int()) # Prints \"True\"\n"
+"print(\"7\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"L\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"+3\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"-12\".is_valid_integer()) # Prints \"True\"\n"
 "[/codeblock]"
 msgstr ""
 
@@ -63068,7 +63245,18 @@ msgid ""
 "To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
 "TreeItem.get_next] and [method TreeItem.get_children] after getting the root "
 "through [method get_root]. You can use [method Object.free] on a [TreeItem] "
-"to remove it from the [Tree]."
+"to remove it from the [Tree].\n"
+"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
 msgstr ""
 
 #: doc/classes/Tree.xml

+ 284 - 95
doc/translations/th.po

@@ -473,7 +473,7 @@ msgid ""
 "- 1.0: Linear\n"
 "- Greater than 1.0 (exclusive): Ease in\n"
 "[/codeblock]\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
 "ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
 "See also [method smoothstep]. If you need to perform more advanced "
 "transitions, use [Tween] or [AnimationPlayer]."
@@ -1187,7 +1187,7 @@ msgid ""
 "[method smoothstep] returns the smoothest possible curve with no sudden "
 "changes in the derivative. If you need to perform more advanced transitions, "
 "use [Tween] or [AnimationPlayer].\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
 "smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, "
 "-1.6521) return values[/url]"
 msgstr ""
@@ -28381,7 +28381,7 @@ msgid ""
 "    # Note: Don't make simultaneous requests using a single HTTPRequest "
 "node.\n"
 "    # The snippet below is provided for reference only.\n"
-"    var body = {\"name\": \"Godette\"}\n"
+"    var body = to_json({\"name\": \"Godette\"})\n"
 "    error = http_request.request(\"https://httpbin.org/post\", [], true, "
 "HTTPClient.METHOD_POST, body)\n"
 "    if error != OK:\n"
@@ -31045,7 +31045,18 @@ msgid ""
 "[code]\\n[/code]) in the string won't produce a newline. Text wrapping is "
 "enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to "
 "fully fit its content by default. You need to set [member "
-"fixed_column_width] greater than zero to wrap the text."
+"fixed_column_width] greater than zero to wrap the text.\n"
+"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
 msgstr ""
 
 #: doc/classes/ItemList.xml
@@ -34804,12 +34815,18 @@ msgid ""
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
-msgid "Returns the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Returns the override [Material] for a surface of the [Mesh] resource.\n"
+"[b]Note:[/b] This function only returns [i]override[/i] materials associated "
+"with this [MeshInstance]. Consider using [method get_active_material] or "
+"[method Mesh.surface_get_material] to get materials associated with the "
+"[Mesh] resource."
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
-msgid "Returns the number of surface materials."
-msgstr ""
+#, fuzzy
+msgid "Returns the number of surface override materials."
+msgstr "คืนค่าชื่อของอุปกรณ์เสียงทั้งหมดที่ตรวจพบในระบบ"
 
 #: doc/classes/MeshInstance.xml
 msgid ""
@@ -34845,7 +34862,10 @@ msgid ""
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
-msgid "Sets the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Sets the override [Material] for the specified surface of the [Mesh] "
+"resource. This material is associated with this [MeshInstance] rather than "
+"with the [Mesh] resource."
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
@@ -35637,6 +35657,9 @@ msgstr ""
 
 #: doc/classes/Navigation.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
 "Provides navigation and pathfinding within a collection of "
 "[NavigationMesh]es. By default, these will be automatically collected from "
 "child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this "
@@ -35683,6 +35706,9 @@ msgstr "คืนค่าผกผันรูทสองของพารา
 
 #: doc/classes/Navigation.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
 "Returns the path between two given points. Points are in local coordinate "
 "space. If [code]optimize[/code] is [code]true[/code] (the default), the "
 "agent properties associated with each [NavigationMesh] (radius, height, "
@@ -35726,6 +35752,9 @@ msgstr ""
 
 #: doc/classes/Navigation2D.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
 "Navigation2D provides navigation and pathfinding within a 2D area, specified "
 "as a collection of [NavigationPolygon] resources. By default, these are "
 "automatically collected from child [NavigationPolygonInstance] nodes."
@@ -35745,6 +35774,9 @@ msgstr ""
 
 #: doc/classes/Navigation2D.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
 "Returns the path between two given points. Points are in local coordinate "
 "space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
 "is smoothed by merging path segments where possible."
@@ -35876,10 +35908,46 @@ msgstr "คืนค่าการกำหนดค่าของลำโพ
 msgid "Destroys the given RID."
 msgstr ""
 
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all created navigation map [RID]s on the NavigationServer. This "
+"returns both 2D and 3D created navigation maps as there is technically no "
+"distinction between them."
+msgstr ""
+
 #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
 msgid "Create a new map."
 msgstr ""
 
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"This function immediately forces synchronization of the specified navigation "
+"[code]map[/code] [RID]. By default navigation maps are only synchronized at "
+"the end of each physics frame. This function can be used to immediately "
+"(re)calculate all the navigation meshes and region connections of the "
+"navigation map. This makes it possible to query a navigation path for a "
+"changed map immediately and in the same frame (multiple times if needed).\n"
+"Due to technical restrictions the current NavigationServer command queue "
+"will be flushed. This means all already queued update commands for this "
+"physics frame will be executed, even those intended for other maps, regions "
+"and agents not part of the specified map. The expensive computation of the "
+"navigation meshes and region connections of a map will only be done for the "
+"specified map. Other maps will receive the normal synchronization at the end "
+"of the physics frame. Should the specified map receive changes after the "
+"forced update it will update again as well when the other maps receive their "
+"update.\n"
+"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals "
+"is untouched by this function and continues to happen for all maps and "
+"agents at the end of the physics frame.\n"
+"[b]Note:[/b] With great power comes great responsibility. This function "
+"should only be used by users that really know what they are doing and have a "
+"good reason for it. Forcing an immediate update of a navigation map requires "
+"locking the NavigationServer and flushing the entire NavigationServer "
+"command queue. Not only can this severely impact the performance of a game "
+"but it can also introduce bugs if used inappropriately without much "
+"foresight."
+msgstr ""
+
 #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
 msgid ""
 "Returns all navigation agents [RID]s that are currently assigned to the "
@@ -35995,6 +36063,23 @@ msgstr "คืนค่าการกำหนดค่าของลำโพ
 msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]."
 msgstr "คืนค่าการกำหนดค่าของลำโพง"
 
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns [code]true[/code] if the provided [code]point[/code] in world space "
+"is currently owned by the provided navigation [code]region[/code]. Owned in "
+"this context means that one of the region's navigation mesh polygon faces "
+"has a possible position at the closest distance to this point compared to "
+"all other navigation meshes from other navigation regions that are also "
+"registered on the navigation map of the provided region.\n"
+"If multiple navigation meshes have positions at equal distance the "
+"navigation region whose polygons are processed first wins the ownership. "
+"Polygons are processed in the same order that navigation regions were "
+"registered on the NavigationServer.\n"
+"[b]Note:[/b] If navigation meshes from different navigation regions overlap "
+"(which should be avoided in general) the result might not be what is "
+"expected."
+msgstr ""
+
 #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
 #, fuzzy
 msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
@@ -36205,6 +36290,17 @@ msgstr ""
 msgid "The distance to search for other agents."
 msgstr ""
 
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
+"The distance threshold before a path point is considered to be reached. This "
+"will allow an agent to not have to hit a path point on the path exactly, but "
+"in the area. If this value is set to high the NavigationAgent will skip "
+"points on the path which can lead to leaving the navigation mesh. If this "
+"value is set to low the NavigationAgent will be stuck in a repath loop cause "
+"it will constantly overshoot or undershoot the distance to the next point on "
+"each physics frame update."
+msgstr ""
+
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
 msgid ""
 "The maximum distance the agent is allowed away from the ideal path to the "
@@ -36213,14 +36309,23 @@ msgid ""
 msgstr ""
 
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-msgid "The radius of the agent."
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding. To change an actor's pathfinding radius "
+"bake [NavigationMesh] resources with a different [member NavigationMesh."
+"agent_radius] property and use different navigation maps for each actor size."
 msgstr ""
 
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
 msgid ""
-"The distance threshold before a target is considered to be reached. This "
-"will allow an agent to not have to hit a point on the path exactly, but in "
-"the area."
+"The distance threshold before the final target point is considered to be "
+"reached. This will allow an agent to not have to hit the point of the final "
+"target exactly, but only the area. If this value is set to low the "
+"NavigationAgent will be stuck in a repath loop cause it will constantly "
+"overshoot or undershoot the distance to the final target point on each "
+"physics frame update."
 msgstr ""
 
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -36434,6 +36539,16 @@ msgid ""
 "multiple of [member cell_size]."
 msgstr ""
 
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"If the baking [AABB] has a volume the navigation mesh baking will be "
+"restricted to its enclosing area."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
+msgstr ""
+
 #: doc/classes/NavigationMesh.xml
 msgid "If [code]true[/code], marks spans that are ledges as non-walkable."
 msgstr ""
@@ -36604,7 +36719,15 @@ msgid ""
 "geometry for walkable terrain suitable to [NavigationMesh] agent properties "
 "by creating a voxel world around the meshes bounding area.\n"
 "The finalized navigation mesh is then returned and stored inside the "
-"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes."
+"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] "
+"nodes.\n"
+"[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
+"obstruct navigation baking does not always work. The navigation baking has "
+"no concept of what is a geometry \"inside\" when dealing with mesh source "
+"geometry and this is intentional. Depending on current baking parameters, as "
+"soon as the obstructing mesh is large enough to fit a navigation mesh area "
+"inside, the baking will generate navigation mesh areas that are inside the "
+"obstructing source geometry mesh."
 msgstr ""
 
 #: doc/classes/NavigationMeshGenerator.xml
@@ -38532,13 +38655,19 @@ msgstr ""
 #: doc/classes/Node.xml
 msgid ""
 "Emitted when a child node enters the scene tree, either because it entered "
-"on its own or because this node entered with it."
+"on its own or because this node entered with it.\n"
+"This signal is emitted [i]after[/i] the child node's own [constant "
+"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
 msgstr ""
 
 #: doc/classes/Node.xml
 msgid ""
-"Emitted when a child node exits the scene tree, either because it exited on "
-"its own or because this node exited."
+"Emitted when a child node is about to exit the scene tree, either because it "
+"is being removed or freed directly, or because this node is exiting the "
+"tree.\n"
+"When this signal is received, the child [code]node[/code] is still in the "
+"tree and valid. This signal is emitted [i]after[/i] the child node's own "
+"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
 msgstr ""
 
 #: doc/classes/Node.xml
@@ -38550,7 +38679,10 @@ msgid "Emitted when the node is renamed."
 msgstr ""
 
 #: doc/classes/Node.xml
-msgid "Emitted when the node enters the tree."
+msgid ""
+"Emitted when the node enters the tree.\n"
+"This signal is emitted [i]after[/i] the related [constant "
+"NOTIFICATION_ENTER_TREE] notification."
 msgstr ""
 
 #: doc/classes/Node.xml
@@ -38560,15 +38692,21 @@ msgstr ""
 #: doc/classes/Node.xml
 msgid ""
 "Emitted when the node is still active but about to exit the tree. This is "
-"the right place for de-initialization (or a \"destructor\", if you will)."
+"the right place for de-initialization (or a \"destructor\", if you will).\n"
+"This signal is emitted [i]before[/i] the related [constant "
+"NOTIFICATION_EXIT_TREE] notification."
 msgstr ""
 
 #: doc/classes/Node.xml
-msgid "Notification received when the node enters a [SceneTree]."
+msgid ""
+"Notification received when the node enters a [SceneTree].\n"
+"This notification is emitted [i]before[/i] the related [signal tree_entered]."
 msgstr ""
 
 #: doc/classes/Node.xml
-msgid "Notification received when the node is about to exit a [SceneTree]."
+msgid ""
+"Notification received when the node is about to exit a [SceneTree].\n"
+"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
 msgstr ""
 
 #: doc/classes/Node.xml
@@ -40277,6 +40415,10 @@ msgid ""
 "    if argument.find(\"=\") > -1:\n"
 "        var key_value = argument.split(\"=\")\n"
 "        arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
+"    else:\n"
+"        # Options without an argument will be present in the dictionary,\n"
+"        # with the value set to an empty string.\n"
+"        arguments[argument.lstrip(\"--\")] = \"\"\n"
 "[/codeblock]"
 msgstr ""
 
@@ -45784,7 +45926,18 @@ msgstr ""
 #: doc/classes/PopupMenu.xml
 msgid ""
 "[PopupMenu] is a [Control] that displays a list of options. They are popular "
-"in toolbars or context menus."
+"in toolbars or context menus.\n"
+"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
 msgstr ""
 
 #: doc/classes/PopupMenu.xml
@@ -49364,20 +49517,28 @@ msgid ""
 "cause.\n"
 "The default value is a conservative one, so you are advised to tweak it "
 "according to the hardware you are targeting.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"The default is a very conservative override for [code]rendering/gles3/"
-"shaders/max_concurrent_compiles[/code].\n"
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
 "Depending on the specific devices you are targeting, you may want to raise "
 "it.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
+"Depending on the specific browsers you are targeting, you may want to raise "
+"it.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -49385,19 +49546,28 @@ msgid ""
 "The maximum size, in megabytes, that the ubershader cache can grow up to. On "
 "startup, the least recently used entries will be deleted until the total "
 "size is within bounds.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/"
-"code], so a smaller maximum size can be configured for mobile platforms, "
-"where storage space is more limited.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for mobile platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for web platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] Currently, shader caching is generally unavailable on web "
+"platforms.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -49429,12 +49599,20 @@ msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"An override for [code]rendering/gles3/shaders/shader_compilation_mode[/"
-"code], so asynchronous compilation can be disabled for mobile.\n"
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on mobile platforms.\n"
 "You may want to do that since mobile GPUs generally won't support "
 "ubershaders due to their complexity."
 msgstr ""
 
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on web platforms.\n"
+"You may want to do that since certain browsers (especially on mobile "
+"platforms) generally won't support ubershaders due to their complexity."
+msgstr ""
+
 #: doc/classes/ProjectSettings.xml
 msgid ""
 "Max buffer size for blend shapes. Any blend shape bigger than this will not "
@@ -54128,24 +54306,23 @@ msgid ""
 "manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be "
 "used for tweening values, but you can do manual interpolation with [method "
 "interpolate_value].\n"
-"A [SceneTreeTween] animation is composed of a sequence of [Tweener]s, which "
-"by default are executed one after another. You can create a sequence by "
-"appending [Tweener]s to the [SceneTreeTween]. Animating something with a "
-"[Tweener] is called tweening. Example tweening sequence looks like this:\n"
+"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] "
+"object, using [method tween_property], [method tween_interval], [method "
+"tween_callback] or [method tween_method]:\n"
 "[codeblock]\n"
 "var tween = get_tree().create_tween()\n"
 "tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
 "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
 "tween.tween_callback($Sprite, \"queue_free\")\n"
 "[/codeblock]\n"
-"This sequence will make the [code]$Sprite[/code] node turn red, then shrink "
-"and finally the [method Node.queue_free] is called to remove the sprite. See "
-"methods [method tween_property], [method tween_interval], [method "
-"tween_callback] and [method tween_method] for more usage information.\n"
+"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
+"before finally calling [method Node.queue_free] to free the sprite. "
+"[Tweener]s are executed one after another by default. This behavior can be "
+"changed using [method parallel] and [method set_parallel].\n"
 "When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
 "chained method call can be used to tweak the properties of this [Tweener]. "
-"For example, if you want to set different transition type in the above "
-"example, you can do:\n"
+"For example, if you want to set a different transition type in the above "
+"example, you can use [method set_trans]:\n"
 "[codeblock]\n"
 "var tween = get_tree().create_tween()\n"
 "tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
@@ -54154,8 +54331,9 @@ msgid ""
 "TRANS_BOUNCE)\n"
 "tween.tween_callback($Sprite, \"queue_free\")\n"
 "[/codeblock]\n"
-"Most of the [SceneTreeTween] methods can be chained this way too. In this "
-"example the [SceneTreeTween] is bound and have set a default transition:\n"
+"Most of the [SceneTreeTween] methods can be chained this way too. In the "
+"following example the [SceneTreeTween] is bound to the running script's node "
+"and a default transition is set for its [Tweener]s:\n"
 "[codeblock]\n"
 "var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
 "TRANS_ELASTIC)\n"
@@ -54163,16 +54341,16 @@ msgid ""
 "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
 "tween.tween_callback($Sprite, \"queue_free\")\n"
 "[/codeblock]\n"
-"Another interesting use for [SceneTreeTween]s is animating arbitrary set of "
+"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of "
 "objects:\n"
 "[codeblock]\n"
 "var tween = create_tween()\n"
 "for sprite in get_children():\n"
-"    tween.tween_property(sprite, \"position\", Vector2(), 1)\n"
+"    tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
 "[/codeblock]\n"
 "In the example above, all children of a node are moved one after another to "
 "position (0, 0).\n"
-"Some [Tweener]s use transitions and eases. The first accepts an [enum Tween."
+"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
 "TransitionType] constant, and refers to the way the timing of the animation "
 "is handled (see [url=https://easings.net/]easings.net[/url] for some "
 "examples). The second accepts an [enum Tween.EaseType] constant, and "
@@ -54184,7 +54362,7 @@ msgid ""
 "tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
 "[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
 "prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
-"immediately after it was created."
+"immediately after it is created."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -54214,21 +54392,24 @@ msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
 msgid ""
-"Processes the [SceneTreeTween] by given [code]delta[/code] value, in "
-"seconds. Mostly useful when the [SceneTreeTween] is paused, for controlling "
-"it manually. Can also be used to end the [SceneTreeTween] animation "
-"immediately, by using [code]delta[/code] longer than the whole duration.\n"
+"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in "
+"seconds. This is mostly useful for manual control when the [SceneTreeTween] "
+"is paused. It can also be used to end the [SceneTreeTween] animation "
+"immediately, by setting [code]delta[/code] longer than the whole duration of "
+"the [SceneTreeTween] animation.\n"
 "Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that "
 "haven't finished.\n"
-"[b]Note:[/b] The [SceneTreeTween] will become invalid after finished, but "
-"you can call [method stop] after the step, to keep it and reset."
+"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing "
+"frame after its animation finishes. Calling [method stop] after performing "
+"[method custom_step] instead keeps and resets the [SceneTreeTween]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
 msgid ""
 "Returns the total time in seconds the [SceneTreeTween] has been animating (i."
-"e. time since it started, not counting pauses etc.). The time is affected by "
-"[method set_speed_scale] and [method stop] will reset it to [code]0[/code].\n"
+"e. the time since it started, not counting pauses etc.). The time is "
+"affected by [method set_speed_scale], and [method stop] will reset it to "
+"[code]0[/code].\n"
 "[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
 "after the [SceneTreeTween] has finished animating will be slightly greater "
 "than the actual [SceneTreeTween] duration."
@@ -54264,11 +54445,10 @@ msgstr ""
 msgid ""
 "Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a "
 "[SceneTreeTween] contained by the scene tree (i.e. the array from [method "
-"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). "
-"[SceneTreeTween] might become invalid when it has finished tweening or was "
-"killed, also when created with [code]Tween.new()[/code]. Invalid "
-"[SceneTreeTween] can't have [Tweener]s appended, because it can't animate "
-"them. You can however still use [method interpolate_value]."
+"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
+"[SceneTreeTween] might become invalid when it has finished tweening, is "
+"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
+"[SceneTreeTween]s can't have [Tweener]s appended."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -54308,16 +54488,15 @@ msgstr ""
 msgid ""
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [SceneTreeTween] run "
-"infinitely, until it is either killed by [method kill] or by freeing bound "
-"node, or all the animated objects have been freed (which makes further "
+"Calling this method without arguments will make the [Tween] run infinitely, "
+"until either it is killed with [method kill], the [Tween]'s bound node is "
+"freed, or all the animated objects have been freed (which makes further "
 "animation impossible).\n"
 "[b]Warning:[/b] Make sure to always add some duration/delay when using "
-"infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] "
-"with no delay or [PropertyTweener] with invalid node) are equivalent to "
-"infinite [code]while[/code] loops and will freeze your game. If a "
-"[SceneTreeTween]'s lifetime depends on some node, always use [method "
-"bind_node]."
+"infinite loops. To prevent the game freezing, 0-duration looped animations "
+"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
+"number of loops, which may produce unexpected results. If a [Tween]'s "
+"lifetime depends on some node, always use [method bind_node]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -54379,10 +54558,10 @@ msgstr ""
 #: doc/classes/SceneTreeTween.xml
 msgid ""
 "Creates and appends an [IntervalTweener]. This method can be used to create "
-"delays in the tween animation, as an alternative for using the delay in "
-"other [Tweener]s or when there's no animation (in which case the "
-"[SceneTreeTween] acts as a timer). [code]time[/code] is the length of the "
-"interval, in seconds.\n"
+"delays in the tween animation, as an alternative to using the delay in other "
+"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] "
+"acts as a timer). [code]time[/code] is the length of the interval, in "
+"seconds.\n"
 "Example: creating an interval in code execution.\n"
 "[codeblock]\n"
 "# ... some code\n"
@@ -54436,8 +54615,8 @@ msgid ""
 "Creates and appends a [PropertyTweener]. This method tweens a "
 "[code]property[/code] of an [code]object[/code] between an initial value and "
 "[code]final_val[/code] in a span of time equal to [code]duration[/code], in "
-"seconds. The initial value by default is a value at the time the tweening of "
-"the [PropertyTweener] start. For example:\n"
+"seconds. The initial value by default is the property's value at the time "
+"the tweening of the [PropertyTweener] starts. For example:\n"
 "[codeblock]\n"
 "var tween = create_tween()\n"
 "tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
@@ -54468,16 +54647,15 @@ msgid ""
 "Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
 "when the [SceneTreeTween] is set to infinite looping (see [method "
 "set_loops]).\n"
-"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) after this signal "
-"is emitted, but it doesn't happen immediately, but on the next processing "
-"frame. Calling [method stop] inside the signal callback will preserve the "
-"[SceneTreeTween]."
+"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next "
+"processing frame after this signal is emitted. Calling [method stop] inside "
+"the signal callback will prevent the [SceneTreeTween] from being removed."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
 msgid ""
 "Emitted when a full loop is complete (see [method set_loops]), providing the "
-"loop index. This signal is not emitted after final loop, use [signal "
+"loop index. This signal is not emitted after the final loop, use [signal "
 "finished] instead for this case."
 msgstr ""
 
@@ -54485,7 +54663,7 @@ msgstr ""
 msgid ""
 "Emitted when one step of the [SceneTreeTween] is complete, providing the "
 "step index. One step is either a single [Tweener] or a group of [Tweener]s "
-"running parallelly."
+"running in parallel."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -58456,11 +58634,11 @@ msgstr ""
 msgid ""
 "Returns [code]true[/code] if this string contains a valid integer.\n"
 "[codeblock]\n"
-"print(\"7\".is_valid_int()) # Prints \"True\"\n"
-"print(\"14.6\".is_valid_int()) # Prints \"False\"\n"
-"print(\"L\".is_valid_int()) # Prints \"False\"\n"
-"print(\"+3\".is_valid_int()) # Prints \"True\"\n"
-"print(\"-12\".is_valid_int()) # Prints \"True\"\n"
+"print(\"7\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"L\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"+3\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"-12\".is_valid_integer()) # Prints \"True\"\n"
 "[/codeblock]"
 msgstr ""
 
@@ -63335,7 +63513,18 @@ msgid ""
 "To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
 "TreeItem.get_next] and [method TreeItem.get_children] after getting the root "
 "through [method get_root]. You can use [method Object.free] on a [TreeItem] "
-"to remove it from the [Tree]."
+"to remove it from the [Tree].\n"
+"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
 msgstr ""
 
 #: doc/classes/Tree.xml

+ 282 - 94
doc/translations/tl.po

@@ -441,7 +441,7 @@ msgid ""
 "- 1.0: Linear\n"
 "- Greater than 1.0 (exclusive): Ease in\n"
 "[/codeblock]\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
 "ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
 "See also [method smoothstep]. If you need to perform more advanced "
 "transitions, use [Tween] or [AnimationPlayer]."
@@ -1178,7 +1178,7 @@ msgid ""
 "[method smoothstep] returns the smoothest possible curve with no sudden "
 "changes in the derivative. If you need to perform more advanced transitions, "
 "use [Tween] or [AnimationPlayer].\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
 "smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, "
 "-1.6521) return values[/url]"
 msgstr ""
@@ -28351,7 +28351,7 @@ msgid ""
 "    # Note: Don't make simultaneous requests using a single HTTPRequest "
 "node.\n"
 "    # The snippet below is provided for reference only.\n"
-"    var body = {\"name\": \"Godette\"}\n"
+"    var body = to_json({\"name\": \"Godette\"})\n"
 "    error = http_request.request(\"https://httpbin.org/post\", [], true, "
 "HTTPClient.METHOD_POST, body)\n"
 "    if error != OK:\n"
@@ -30973,7 +30973,18 @@ msgid ""
 "[code]\\n[/code]) in the string won't produce a newline. Text wrapping is "
 "enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to "
 "fully fit its content by default. You need to set [member "
-"fixed_column_width] greater than zero to wrap the text."
+"fixed_column_width] greater than zero to wrap the text.\n"
+"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
 msgstr ""
 
 #: doc/classes/ItemList.xml
@@ -34732,11 +34743,16 @@ msgid ""
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
-msgid "Returns the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Returns the override [Material] for a surface of the [Mesh] resource.\n"
+"[b]Note:[/b] This function only returns [i]override[/i] materials associated "
+"with this [MeshInstance]. Consider using [method get_active_material] or "
+"[method Mesh.surface_get_material] to get materials associated with the "
+"[Mesh] resource."
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
-msgid "Returns the number of surface materials."
+msgid "Returns the number of surface override materials."
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
@@ -34773,7 +34789,10 @@ msgid ""
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
-msgid "Sets the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Sets the override [Material] for the specified surface of the [Mesh] "
+"resource. This material is associated with this [MeshInstance] rather than "
+"with the [Mesh] resource."
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
@@ -35565,6 +35584,9 @@ msgstr ""
 
 #: doc/classes/Navigation.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
 "Provides navigation and pathfinding within a collection of "
 "[NavigationMesh]es. By default, these will be automatically collected from "
 "child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this "
@@ -35610,6 +35632,9 @@ msgstr ""
 
 #: doc/classes/Navigation.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
 "Returns the path between two given points. Points are in local coordinate "
 "space. If [code]optimize[/code] is [code]true[/code] (the default), the "
 "agent properties associated with each [NavigationMesh] (radius, height, "
@@ -35653,6 +35678,9 @@ msgstr ""
 
 #: doc/classes/Navigation2D.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
 "Navigation2D provides navigation and pathfinding within a 2D area, specified "
 "as a collection of [NavigationPolygon] resources. By default, these are "
 "automatically collected from child [NavigationPolygonInstance] nodes."
@@ -35672,6 +35700,9 @@ msgstr ""
 
 #: doc/classes/Navigation2D.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
 "Returns the path between two given points. Points are in local coordinate "
 "space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
 "is smoothed by merging path segments where possible."
@@ -35803,10 +35834,46 @@ msgstr ""
 msgid "Destroys the given RID."
 msgstr ""
 
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all created navigation map [RID]s on the NavigationServer. This "
+"returns both 2D and 3D created navigation maps as there is technically no "
+"distinction between them."
+msgstr ""
+
 #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
 msgid "Create a new map."
 msgstr ""
 
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"This function immediately forces synchronization of the specified navigation "
+"[code]map[/code] [RID]. By default navigation maps are only synchronized at "
+"the end of each physics frame. This function can be used to immediately "
+"(re)calculate all the navigation meshes and region connections of the "
+"navigation map. This makes it possible to query a navigation path for a "
+"changed map immediately and in the same frame (multiple times if needed).\n"
+"Due to technical restrictions the current NavigationServer command queue "
+"will be flushed. This means all already queued update commands for this "
+"physics frame will be executed, even those intended for other maps, regions "
+"and agents not part of the specified map. The expensive computation of the "
+"navigation meshes and region connections of a map will only be done for the "
+"specified map. Other maps will receive the normal synchronization at the end "
+"of the physics frame. Should the specified map receive changes after the "
+"forced update it will update again as well when the other maps receive their "
+"update.\n"
+"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals "
+"is untouched by this function and continues to happen for all maps and "
+"agents at the end of the physics frame.\n"
+"[b]Note:[/b] With great power comes great responsibility. This function "
+"should only be used by users that really know what they are doing and have a "
+"good reason for it. Forcing an immediate update of a navigation map requires "
+"locking the NavigationServer and flushing the entire NavigationServer "
+"command queue. Not only can this severely impact the performance of a game "
+"but it can also introduce bugs if used inappropriately without much "
+"foresight."
+msgstr ""
+
 #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
 msgid ""
 "Returns all navigation agents [RID]s that are currently assigned to the "
@@ -35926,6 +35993,23 @@ msgstr ""
 "Kung [code]true[/code], ang mga child nodes ay inaayos, kung hindi ang pag-"
 "so-sort ay hindi pinapagana."
 
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns [code]true[/code] if the provided [code]point[/code] in world space "
+"is currently owned by the provided navigation [code]region[/code]. Owned in "
+"this context means that one of the region's navigation mesh polygon faces "
+"has a possible position at the closest distance to this point compared to "
+"all other navigation meshes from other navigation regions that are also "
+"registered on the navigation map of the provided region.\n"
+"If multiple navigation meshes have positions at equal distance the "
+"navigation region whose polygons are processed first wins the ownership. "
+"Polygons are processed in the same order that navigation regions were "
+"registered on the NavigationServer.\n"
+"[b]Note:[/b] If navigation meshes from different navigation regions overlap "
+"(which should be avoided in general) the result might not be what is "
+"expected."
+msgstr ""
+
 #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
 msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
 msgstr ""
@@ -36131,6 +36215,17 @@ msgstr ""
 msgid "The distance to search for other agents."
 msgstr ""
 
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
+"The distance threshold before a path point is considered to be reached. This "
+"will allow an agent to not have to hit a path point on the path exactly, but "
+"in the area. If this value is set to high the NavigationAgent will skip "
+"points on the path which can lead to leaving the navigation mesh. If this "
+"value is set to low the NavigationAgent will be stuck in a repath loop cause "
+"it will constantly overshoot or undershoot the distance to the next point on "
+"each physics frame update."
+msgstr ""
+
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
 msgid ""
 "The maximum distance the agent is allowed away from the ideal path to the "
@@ -36139,14 +36234,23 @@ msgid ""
 msgstr ""
 
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-msgid "The radius of the agent."
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding. To change an actor's pathfinding radius "
+"bake [NavigationMesh] resources with a different [member NavigationMesh."
+"agent_radius] property and use different navigation maps for each actor size."
 msgstr ""
 
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
 msgid ""
-"The distance threshold before a target is considered to be reached. This "
-"will allow an agent to not have to hit a point on the path exactly, but in "
-"the area."
+"The distance threshold before the final target point is considered to be "
+"reached. This will allow an agent to not have to hit the point of the final "
+"target exactly, but only the area. If this value is set to low the "
+"NavigationAgent will be stuck in a repath loop cause it will constantly "
+"overshoot or undershoot the distance to the final target point on each "
+"physics frame update."
 msgstr ""
 
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -36359,6 +36463,16 @@ msgid ""
 "multiple of [member cell_size]."
 msgstr ""
 
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"If the baking [AABB] has a volume the navigation mesh baking will be "
+"restricted to its enclosing area."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
+msgstr ""
+
 #: doc/classes/NavigationMesh.xml
 msgid "If [code]true[/code], marks spans that are ledges as non-walkable."
 msgstr ""
@@ -36529,7 +36643,15 @@ msgid ""
 "geometry for walkable terrain suitable to [NavigationMesh] agent properties "
 "by creating a voxel world around the meshes bounding area.\n"
 "The finalized navigation mesh is then returned and stored inside the "
-"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes."
+"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] "
+"nodes.\n"
+"[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
+"obstruct navigation baking does not always work. The navigation baking has "
+"no concept of what is a geometry \"inside\" when dealing with mesh source "
+"geometry and this is intentional. Depending on current baking parameters, as "
+"soon as the obstructing mesh is large enough to fit a navigation mesh area "
+"inside, the baking will generate navigation mesh areas that are inside the "
+"obstructing source geometry mesh."
 msgstr ""
 
 #: doc/classes/NavigationMeshGenerator.xml
@@ -38404,13 +38526,19 @@ msgstr ""
 #: doc/classes/Node.xml
 msgid ""
 "Emitted when a child node enters the scene tree, either because it entered "
-"on its own or because this node entered with it."
+"on its own or because this node entered with it.\n"
+"This signal is emitted [i]after[/i] the child node's own [constant "
+"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
 msgstr ""
 
 #: doc/classes/Node.xml
 msgid ""
-"Emitted when a child node exits the scene tree, either because it exited on "
-"its own or because this node exited."
+"Emitted when a child node is about to exit the scene tree, either because it "
+"is being removed or freed directly, or because this node is exiting the "
+"tree.\n"
+"When this signal is received, the child [code]node[/code] is still in the "
+"tree and valid. This signal is emitted [i]after[/i] the child node's own "
+"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
 msgstr ""
 
 #: doc/classes/Node.xml
@@ -38422,7 +38550,10 @@ msgid "Emitted when the node is renamed."
 msgstr ""
 
 #: doc/classes/Node.xml
-msgid "Emitted when the node enters the tree."
+msgid ""
+"Emitted when the node enters the tree.\n"
+"This signal is emitted [i]after[/i] the related [constant "
+"NOTIFICATION_ENTER_TREE] notification."
 msgstr ""
 
 #: doc/classes/Node.xml
@@ -38432,15 +38563,21 @@ msgstr ""
 #: doc/classes/Node.xml
 msgid ""
 "Emitted when the node is still active but about to exit the tree. This is "
-"the right place for de-initialization (or a \"destructor\", if you will)."
+"the right place for de-initialization (or a \"destructor\", if you will).\n"
+"This signal is emitted [i]before[/i] the related [constant "
+"NOTIFICATION_EXIT_TREE] notification."
 msgstr ""
 
 #: doc/classes/Node.xml
-msgid "Notification received when the node enters a [SceneTree]."
+msgid ""
+"Notification received when the node enters a [SceneTree].\n"
+"This notification is emitted [i]before[/i] the related [signal tree_entered]."
 msgstr ""
 
 #: doc/classes/Node.xml
-msgid "Notification received when the node is about to exit a [SceneTree]."
+msgid ""
+"Notification received when the node is about to exit a [SceneTree].\n"
+"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
 msgstr ""
 
 #: doc/classes/Node.xml
@@ -40147,6 +40284,10 @@ msgid ""
 "    if argument.find(\"=\") > -1:\n"
 "        var key_value = argument.split(\"=\")\n"
 "        arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
+"    else:\n"
+"        # Options without an argument will be present in the dictionary,\n"
+"        # with the value set to an empty string.\n"
+"        arguments[argument.lstrip(\"--\")] = \"\"\n"
 "[/codeblock]"
 msgstr ""
 
@@ -45650,7 +45791,18 @@ msgstr ""
 #: doc/classes/PopupMenu.xml
 msgid ""
 "[PopupMenu] is a [Control] that displays a list of options. They are popular "
-"in toolbars or context menus."
+"in toolbars or context menus.\n"
+"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
 msgstr ""
 
 #: doc/classes/PopupMenu.xml
@@ -49223,20 +49375,28 @@ msgid ""
 "cause.\n"
 "The default value is a conservative one, so you are advised to tweak it "
 "according to the hardware you are targeting.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"The default is a very conservative override for [code]rendering/gles3/"
-"shaders/max_concurrent_compiles[/code].\n"
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
 "Depending on the specific devices you are targeting, you may want to raise "
 "it.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
+"Depending on the specific browsers you are targeting, you may want to raise "
+"it.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -49244,19 +49404,28 @@ msgid ""
 "The maximum size, in megabytes, that the ubershader cache can grow up to. On "
 "startup, the least recently used entries will be deleted until the total "
 "size is within bounds.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/"
-"code], so a smaller maximum size can be configured for mobile platforms, "
-"where storage space is more limited.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for mobile platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for web platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] Currently, shader caching is generally unavailable on web "
+"platforms.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -49288,12 +49457,20 @@ msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"An override for [code]rendering/gles3/shaders/shader_compilation_mode[/"
-"code], so asynchronous compilation can be disabled for mobile.\n"
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on mobile platforms.\n"
 "You may want to do that since mobile GPUs generally won't support "
 "ubershaders due to their complexity."
 msgstr ""
 
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on web platforms.\n"
+"You may want to do that since certain browsers (especially on mobile "
+"platforms) generally won't support ubershaders due to their complexity."
+msgstr ""
+
 #: doc/classes/ProjectSettings.xml
 msgid ""
 "Max buffer size for blend shapes. Any blend shape bigger than this will not "
@@ -53984,24 +54161,23 @@ msgid ""
 "manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be "
 "used for tweening values, but you can do manual interpolation with [method "
 "interpolate_value].\n"
-"A [SceneTreeTween] animation is composed of a sequence of [Tweener]s, which "
-"by default are executed one after another. You can create a sequence by "
-"appending [Tweener]s to the [SceneTreeTween]. Animating something with a "
-"[Tweener] is called tweening. Example tweening sequence looks like this:\n"
+"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] "
+"object, using [method tween_property], [method tween_interval], [method "
+"tween_callback] or [method tween_method]:\n"
 "[codeblock]\n"
 "var tween = get_tree().create_tween()\n"
 "tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
 "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
 "tween.tween_callback($Sprite, \"queue_free\")\n"
 "[/codeblock]\n"
-"This sequence will make the [code]$Sprite[/code] node turn red, then shrink "
-"and finally the [method Node.queue_free] is called to remove the sprite. See "
-"methods [method tween_property], [method tween_interval], [method "
-"tween_callback] and [method tween_method] for more usage information.\n"
+"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
+"before finally calling [method Node.queue_free] to free the sprite. "
+"[Tweener]s are executed one after another by default. This behavior can be "
+"changed using [method parallel] and [method set_parallel].\n"
 "When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
 "chained method call can be used to tweak the properties of this [Tweener]. "
-"For example, if you want to set different transition type in the above "
-"example, you can do:\n"
+"For example, if you want to set a different transition type in the above "
+"example, you can use [method set_trans]:\n"
 "[codeblock]\n"
 "var tween = get_tree().create_tween()\n"
 "tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
@@ -54010,8 +54186,9 @@ msgid ""
 "TRANS_BOUNCE)\n"
 "tween.tween_callback($Sprite, \"queue_free\")\n"
 "[/codeblock]\n"
-"Most of the [SceneTreeTween] methods can be chained this way too. In this "
-"example the [SceneTreeTween] is bound and have set a default transition:\n"
+"Most of the [SceneTreeTween] methods can be chained this way too. In the "
+"following example the [SceneTreeTween] is bound to the running script's node "
+"and a default transition is set for its [Tweener]s:\n"
 "[codeblock]\n"
 "var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
 "TRANS_ELASTIC)\n"
@@ -54019,16 +54196,16 @@ msgid ""
 "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
 "tween.tween_callback($Sprite, \"queue_free\")\n"
 "[/codeblock]\n"
-"Another interesting use for [SceneTreeTween]s is animating arbitrary set of "
+"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of "
 "objects:\n"
 "[codeblock]\n"
 "var tween = create_tween()\n"
 "for sprite in get_children():\n"
-"    tween.tween_property(sprite, \"position\", Vector2(), 1)\n"
+"    tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
 "[/codeblock]\n"
 "In the example above, all children of a node are moved one after another to "
 "position (0, 0).\n"
-"Some [Tweener]s use transitions and eases. The first accepts an [enum Tween."
+"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
 "TransitionType] constant, and refers to the way the timing of the animation "
 "is handled (see [url=https://easings.net/]easings.net[/url] for some "
 "examples). The second accepts an [enum Tween.EaseType] constant, and "
@@ -54040,7 +54217,7 @@ msgid ""
 "tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
 "[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
 "prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
-"immediately after it was created."
+"immediately after it is created."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -54070,21 +54247,24 @@ msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
 msgid ""
-"Processes the [SceneTreeTween] by given [code]delta[/code] value, in "
-"seconds. Mostly useful when the [SceneTreeTween] is paused, for controlling "
-"it manually. Can also be used to end the [SceneTreeTween] animation "
-"immediately, by using [code]delta[/code] longer than the whole duration.\n"
+"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in "
+"seconds. This is mostly useful for manual control when the [SceneTreeTween] "
+"is paused. It can also be used to end the [SceneTreeTween] animation "
+"immediately, by setting [code]delta[/code] longer than the whole duration of "
+"the [SceneTreeTween] animation.\n"
 "Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that "
 "haven't finished.\n"
-"[b]Note:[/b] The [SceneTreeTween] will become invalid after finished, but "
-"you can call [method stop] after the step, to keep it and reset."
+"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing "
+"frame after its animation finishes. Calling [method stop] after performing "
+"[method custom_step] instead keeps and resets the [SceneTreeTween]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
 msgid ""
 "Returns the total time in seconds the [SceneTreeTween] has been animating (i."
-"e. time since it started, not counting pauses etc.). The time is affected by "
-"[method set_speed_scale] and [method stop] will reset it to [code]0[/code].\n"
+"e. the time since it started, not counting pauses etc.). The time is "
+"affected by [method set_speed_scale], and [method stop] will reset it to "
+"[code]0[/code].\n"
 "[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
 "after the [SceneTreeTween] has finished animating will be slightly greater "
 "than the actual [SceneTreeTween] duration."
@@ -54120,11 +54300,10 @@ msgstr ""
 msgid ""
 "Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a "
 "[SceneTreeTween] contained by the scene tree (i.e. the array from [method "
-"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). "
-"[SceneTreeTween] might become invalid when it has finished tweening or was "
-"killed, also when created with [code]Tween.new()[/code]. Invalid "
-"[SceneTreeTween] can't have [Tweener]s appended, because it can't animate "
-"them. You can however still use [method interpolate_value]."
+"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
+"[SceneTreeTween] might become invalid when it has finished tweening, is "
+"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
+"[SceneTreeTween]s can't have [Tweener]s appended."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -54164,16 +54343,15 @@ msgstr ""
 msgid ""
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [SceneTreeTween] run "
-"infinitely, until it is either killed by [method kill] or by freeing bound "
-"node, or all the animated objects have been freed (which makes further "
+"Calling this method without arguments will make the [Tween] run infinitely, "
+"until either it is killed with [method kill], the [Tween]'s bound node is "
+"freed, or all the animated objects have been freed (which makes further "
 "animation impossible).\n"
 "[b]Warning:[/b] Make sure to always add some duration/delay when using "
-"infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] "
-"with no delay or [PropertyTweener] with invalid node) are equivalent to "
-"infinite [code]while[/code] loops and will freeze your game. If a "
-"[SceneTreeTween]'s lifetime depends on some node, always use [method "
-"bind_node]."
+"infinite loops. To prevent the game freezing, 0-duration looped animations "
+"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
+"number of loops, which may produce unexpected results. If a [Tween]'s "
+"lifetime depends on some node, always use [method bind_node]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -54235,10 +54413,10 @@ msgstr ""
 #: doc/classes/SceneTreeTween.xml
 msgid ""
 "Creates and appends an [IntervalTweener]. This method can be used to create "
-"delays in the tween animation, as an alternative for using the delay in "
-"other [Tweener]s or when there's no animation (in which case the "
-"[SceneTreeTween] acts as a timer). [code]time[/code] is the length of the "
-"interval, in seconds.\n"
+"delays in the tween animation, as an alternative to using the delay in other "
+"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] "
+"acts as a timer). [code]time[/code] is the length of the interval, in "
+"seconds.\n"
 "Example: creating an interval in code execution.\n"
 "[codeblock]\n"
 "# ... some code\n"
@@ -54292,8 +54470,8 @@ msgid ""
 "Creates and appends a [PropertyTweener]. This method tweens a "
 "[code]property[/code] of an [code]object[/code] between an initial value and "
 "[code]final_val[/code] in a span of time equal to [code]duration[/code], in "
-"seconds. The initial value by default is a value at the time the tweening of "
-"the [PropertyTweener] start. For example:\n"
+"seconds. The initial value by default is the property's value at the time "
+"the tweening of the [PropertyTweener] starts. For example:\n"
 "[codeblock]\n"
 "var tween = create_tween()\n"
 "tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
@@ -54324,16 +54502,15 @@ msgid ""
 "Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
 "when the [SceneTreeTween] is set to infinite looping (see [method "
 "set_loops]).\n"
-"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) after this signal "
-"is emitted, but it doesn't happen immediately, but on the next processing "
-"frame. Calling [method stop] inside the signal callback will preserve the "
-"[SceneTreeTween]."
+"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next "
+"processing frame after this signal is emitted. Calling [method stop] inside "
+"the signal callback will prevent the [SceneTreeTween] from being removed."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
 msgid ""
 "Emitted when a full loop is complete (see [method set_loops]), providing the "
-"loop index. This signal is not emitted after final loop, use [signal "
+"loop index. This signal is not emitted after the final loop, use [signal "
 "finished] instead for this case."
 msgstr ""
 
@@ -54341,7 +54518,7 @@ msgstr ""
 msgid ""
 "Emitted when one step of the [SceneTreeTween] is complete, providing the "
 "step index. One step is either a single [Tweener] or a group of [Tweener]s "
-"running parallelly."
+"running in parallel."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -58309,11 +58486,11 @@ msgstr ""
 msgid ""
 "Returns [code]true[/code] if this string contains a valid integer.\n"
 "[codeblock]\n"
-"print(\"7\".is_valid_int()) # Prints \"True\"\n"
-"print(\"14.6\".is_valid_int()) # Prints \"False\"\n"
-"print(\"L\".is_valid_int()) # Prints \"False\"\n"
-"print(\"+3\".is_valid_int()) # Prints \"True\"\n"
-"print(\"-12\".is_valid_int()) # Prints \"True\"\n"
+"print(\"7\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"L\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"+3\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"-12\".is_valid_integer()) # Prints \"True\"\n"
 "[/codeblock]"
 msgstr ""
 
@@ -63190,7 +63367,18 @@ msgid ""
 "To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
 "TreeItem.get_next] and [method TreeItem.get_children] after getting the root "
 "through [method get_root]. You can use [method Object.free] on a [TreeItem] "
-"to remove it from the [Tree]."
+"to remove it from the [Tree].\n"
+"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
 msgstr ""
 
 #: doc/classes/Tree.xml

+ 284 - 95
doc/translations/tr.po

@@ -554,7 +554,7 @@ msgid ""
 "- 1.0: Linear\n"
 "- Greater than 1.0 (exclusive): Ease in\n"
 "[/codeblock]\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
 "ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
 "See also [method smoothstep]. If you need to perform more advanced "
 "transitions, use [Tween] or [AnimationPlayer]."
@@ -1684,7 +1684,7 @@ msgid ""
 "[method smoothstep] returns the smoothest possible curve with no sudden "
 "changes in the derivative. If you need to perform more advanced transitions, "
 "use [Tween] or [AnimationPlayer].\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
 "smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, "
 "-1.6521) return values[/url]"
 msgstr ""
@@ -29097,7 +29097,7 @@ msgid ""
 "    # Note: Don't make simultaneous requests using a single HTTPRequest "
 "node.\n"
 "    # The snippet below is provided for reference only.\n"
-"    var body = {\"name\": \"Godette\"}\n"
+"    var body = to_json({\"name\": \"Godette\"})\n"
 "    error = http_request.request(\"https://httpbin.org/post\", [], true, "
 "HTTPClient.METHOD_POST, body)\n"
 "    if error != OK:\n"
@@ -31724,7 +31724,18 @@ msgid ""
 "[code]\\n[/code]) in the string won't produce a newline. Text wrapping is "
 "enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to "
 "fully fit its content by default. You need to set [member "
-"fixed_column_width] greater than zero to wrap the text."
+"fixed_column_width] greater than zero to wrap the text.\n"
+"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
 msgstr ""
 
 #: doc/classes/ItemList.xml
@@ -35484,12 +35495,18 @@ msgid ""
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
-msgid "Returns the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Returns the override [Material] for a surface of the [Mesh] resource.\n"
+"[b]Note:[/b] This function only returns [i]override[/i] materials associated "
+"with this [MeshInstance]. Consider using [method get_active_material] or "
+"[method Mesh.surface_get_material] to get materials associated with the "
+"[Mesh] resource."
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
-msgid "Returns the number of surface materials."
-msgstr ""
+#, fuzzy
+msgid "Returns the number of surface override materials."
+msgstr "İki vektörün kalanını döndürür."
 
 #: doc/classes/MeshInstance.xml
 msgid ""
@@ -35525,7 +35542,10 @@ msgid ""
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
-msgid "Sets the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Sets the override [Material] for the specified surface of the [Mesh] "
+"resource. This material is associated with this [MeshInstance] rather than "
+"with the [Mesh] resource."
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
@@ -36324,6 +36344,9 @@ msgstr ""
 
 #: doc/classes/Navigation.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
 "Provides navigation and pathfinding within a collection of "
 "[NavigationMesh]es. By default, these will be automatically collected from "
 "child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this "
@@ -36370,6 +36393,9 @@ msgstr "Verilen değerin sinüsünü döndürür."
 
 #: doc/classes/Navigation.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
 "Returns the path between two given points. Points are in local coordinate "
 "space. If [code]optimize[/code] is [code]true[/code] (the default), the "
 "agent properties associated with each [NavigationMesh] (radius, height, "
@@ -36413,6 +36439,9 @@ msgstr ""
 
 #: doc/classes/Navigation2D.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
 "Navigation2D provides navigation and pathfinding within a 2D area, specified "
 "as a collection of [NavigationPolygon] resources. By default, these are "
 "automatically collected from child [NavigationPolygonInstance] nodes."
@@ -36432,6 +36461,9 @@ msgstr ""
 
 #: doc/classes/Navigation2D.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
 "Returns the path between two given points. Points are in local coordinate "
 "space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
 "is smoothed by merging path segments where possible."
@@ -36568,10 +36600,46 @@ msgstr "Verilen değerin zıt değerini döndürür."
 msgid "Destroys the given RID."
 msgstr ""
 
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all created navigation map [RID]s on the NavigationServer. This "
+"returns both 2D and 3D created navigation maps as there is technically no "
+"distinction between them."
+msgstr ""
+
 #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
 msgid "Create a new map."
 msgstr ""
 
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"This function immediately forces synchronization of the specified navigation "
+"[code]map[/code] [RID]. By default navigation maps are only synchronized at "
+"the end of each physics frame. This function can be used to immediately "
+"(re)calculate all the navigation meshes and region connections of the "
+"navigation map. This makes it possible to query a navigation path for a "
+"changed map immediately and in the same frame (multiple times if needed).\n"
+"Due to technical restrictions the current NavigationServer command queue "
+"will be flushed. This means all already queued update commands for this "
+"physics frame will be executed, even those intended for other maps, regions "
+"and agents not part of the specified map. The expensive computation of the "
+"navigation meshes and region connections of a map will only be done for the "
+"specified map. Other maps will receive the normal synchronization at the end "
+"of the physics frame. Should the specified map receive changes after the "
+"forced update it will update again as well when the other maps receive their "
+"update.\n"
+"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals "
+"is untouched by this function and continues to happen for all maps and "
+"agents at the end of the physics frame.\n"
+"[b]Note:[/b] With great power comes great responsibility. This function "
+"should only be used by users that really know what they are doing and have a "
+"good reason for it. Forcing an immediate update of a navigation map requires "
+"locking the NavigationServer and flushing the entire NavigationServer "
+"command queue. Not only can this severely impact the performance of a game "
+"but it can also introduce bugs if used inappropriately without much "
+"foresight."
+msgstr ""
+
 #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
 msgid ""
 "Returns all navigation agents [RID]s that are currently assigned to the "
@@ -36689,6 +36757,23 @@ msgstr "Verilen değerin sinüsünü döndürür."
 msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]."
 msgstr "Verilen değerin sinüsünü döndürür."
 
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns [code]true[/code] if the provided [code]point[/code] in world space "
+"is currently owned by the provided navigation [code]region[/code]. Owned in "
+"this context means that one of the region's navigation mesh polygon faces "
+"has a possible position at the closest distance to this point compared to "
+"all other navigation meshes from other navigation regions that are also "
+"registered on the navigation map of the provided region.\n"
+"If multiple navigation meshes have positions at equal distance the "
+"navigation region whose polygons are processed first wins the ownership. "
+"Polygons are processed in the same order that navigation regions were "
+"registered on the NavigationServer.\n"
+"[b]Note:[/b] If navigation meshes from different navigation regions overlap "
+"(which should be avoided in general) the result might not be what is "
+"expected."
+msgstr ""
+
 #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
 #, fuzzy
 msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
@@ -36900,6 +36985,17 @@ msgstr ""
 msgid "The distance to search for other agents."
 msgstr ""
 
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
+"The distance threshold before a path point is considered to be reached. This "
+"will allow an agent to not have to hit a path point on the path exactly, but "
+"in the area. If this value is set to high the NavigationAgent will skip "
+"points on the path which can lead to leaving the navigation mesh. If this "
+"value is set to low the NavigationAgent will be stuck in a repath loop cause "
+"it will constantly overshoot or undershoot the distance to the next point on "
+"each physics frame update."
+msgstr ""
+
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
 msgid ""
 "The maximum distance the agent is allowed away from the ideal path to the "
@@ -36908,14 +37004,23 @@ msgid ""
 msgstr ""
 
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-msgid "The radius of the agent."
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding. To change an actor's pathfinding radius "
+"bake [NavigationMesh] resources with a different [member NavigationMesh."
+"agent_radius] property and use different navigation maps for each actor size."
 msgstr ""
 
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
 msgid ""
-"The distance threshold before a target is considered to be reached. This "
-"will allow an agent to not have to hit a point on the path exactly, but in "
-"the area."
+"The distance threshold before the final target point is considered to be "
+"reached. This will allow an agent to not have to hit the point of the final "
+"target exactly, but only the area. If this value is set to low the "
+"NavigationAgent will be stuck in a repath loop cause it will constantly "
+"overshoot or undershoot the distance to the final target point on each "
+"physics frame update."
 msgstr ""
 
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -37131,6 +37236,16 @@ msgid ""
 "multiple of [member cell_size]."
 msgstr ""
 
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"If the baking [AABB] has a volume the navigation mesh baking will be "
+"restricted to its enclosing area."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
+msgstr ""
+
 #: doc/classes/NavigationMesh.xml
 #, fuzzy
 msgid "If [code]true[/code], marks spans that are ledges as non-walkable."
@@ -37304,7 +37419,15 @@ msgid ""
 "geometry for walkable terrain suitable to [NavigationMesh] agent properties "
 "by creating a voxel world around the meshes bounding area.\n"
 "The finalized navigation mesh is then returned and stored inside the "
-"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes."
+"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] "
+"nodes.\n"
+"[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
+"obstruct navigation baking does not always work. The navigation baking has "
+"no concept of what is a geometry \"inside\" when dealing with mesh source "
+"geometry and this is intentional. Depending on current baking parameters, as "
+"soon as the obstructing mesh is large enough to fit a navigation mesh area "
+"inside, the baking will generate navigation mesh areas that are inside the "
+"obstructing source geometry mesh."
 msgstr ""
 
 #: doc/classes/NavigationMeshGenerator.xml
@@ -39188,13 +39311,19 @@ msgstr ""
 #: doc/classes/Node.xml
 msgid ""
 "Emitted when a child node enters the scene tree, either because it entered "
-"on its own or because this node entered with it."
+"on its own or because this node entered with it.\n"
+"This signal is emitted [i]after[/i] the child node's own [constant "
+"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
 msgstr ""
 
 #: doc/classes/Node.xml
 msgid ""
-"Emitted when a child node exits the scene tree, either because it exited on "
-"its own or because this node exited."
+"Emitted when a child node is about to exit the scene tree, either because it "
+"is being removed or freed directly, or because this node is exiting the "
+"tree.\n"
+"When this signal is received, the child [code]node[/code] is still in the "
+"tree and valid. This signal is emitted [i]after[/i] the child node's own "
+"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
 msgstr ""
 
 #: doc/classes/Node.xml
@@ -39206,7 +39335,10 @@ msgid "Emitted when the node is renamed."
 msgstr ""
 
 #: doc/classes/Node.xml
-msgid "Emitted when the node enters the tree."
+msgid ""
+"Emitted when the node enters the tree.\n"
+"This signal is emitted [i]after[/i] the related [constant "
+"NOTIFICATION_ENTER_TREE] notification."
 msgstr ""
 
 #: doc/classes/Node.xml
@@ -39216,15 +39348,21 @@ msgstr ""
 #: doc/classes/Node.xml
 msgid ""
 "Emitted when the node is still active but about to exit the tree. This is "
-"the right place for de-initialization (or a \"destructor\", if you will)."
+"the right place for de-initialization (or a \"destructor\", if you will).\n"
+"This signal is emitted [i]before[/i] the related [constant "
+"NOTIFICATION_EXIT_TREE] notification."
 msgstr ""
 
 #: doc/classes/Node.xml
-msgid "Notification received when the node enters a [SceneTree]."
+msgid ""
+"Notification received when the node enters a [SceneTree].\n"
+"This notification is emitted [i]before[/i] the related [signal tree_entered]."
 msgstr ""
 
 #: doc/classes/Node.xml
-msgid "Notification received when the node is about to exit a [SceneTree]."
+msgid ""
+"Notification received when the node is about to exit a [SceneTree].\n"
+"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
 msgstr ""
 
 #: doc/classes/Node.xml
@@ -40936,6 +41074,10 @@ msgid ""
 "    if argument.find(\"=\") > -1:\n"
 "        var key_value = argument.split(\"=\")\n"
 "        arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
+"    else:\n"
+"        # Options without an argument will be present in the dictionary,\n"
+"        # with the value set to an empty string.\n"
+"        arguments[argument.lstrip(\"--\")] = \"\"\n"
 "[/codeblock]"
 msgstr ""
 
@@ -46468,7 +46610,18 @@ msgstr ""
 #: doc/classes/PopupMenu.xml
 msgid ""
 "[PopupMenu] is a [Control] that displays a list of options. They are popular "
-"in toolbars or context menus."
+"in toolbars or context menus.\n"
+"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
 msgstr ""
 
 #: doc/classes/PopupMenu.xml
@@ -50044,20 +50197,28 @@ msgid ""
 "cause.\n"
 "The default value is a conservative one, so you are advised to tweak it "
 "according to the hardware you are targeting.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"The default is a very conservative override for [code]rendering/gles3/"
-"shaders/max_concurrent_compiles[/code].\n"
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
 "Depending on the specific devices you are targeting, you may want to raise "
 "it.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
+"Depending on the specific browsers you are targeting, you may want to raise "
+"it.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -50065,19 +50226,28 @@ msgid ""
 "The maximum size, in megabytes, that the ubershader cache can grow up to. On "
 "startup, the least recently used entries will be deleted until the total "
 "size is within bounds.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/"
-"code], so a smaller maximum size can be configured for mobile platforms, "
-"where storage space is more limited.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for mobile platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for web platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] Currently, shader caching is generally unavailable on web "
+"platforms.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -50109,12 +50279,20 @@ msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"An override for [code]rendering/gles3/shaders/shader_compilation_mode[/"
-"code], so asynchronous compilation can be disabled for mobile.\n"
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on mobile platforms.\n"
 "You may want to do that since mobile GPUs generally won't support "
 "ubershaders due to their complexity."
 msgstr ""
 
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on web platforms.\n"
+"You may want to do that since certain browsers (especially on mobile "
+"platforms) generally won't support ubershaders due to their complexity."
+msgstr ""
+
 #: doc/classes/ProjectSettings.xml
 msgid ""
 "Max buffer size for blend shapes. Any blend shape bigger than this will not "
@@ -54814,24 +54992,23 @@ msgid ""
 "manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be "
 "used for tweening values, but you can do manual interpolation with [method "
 "interpolate_value].\n"
-"A [SceneTreeTween] animation is composed of a sequence of [Tweener]s, which "
-"by default are executed one after another. You can create a sequence by "
-"appending [Tweener]s to the [SceneTreeTween]. Animating something with a "
-"[Tweener] is called tweening. Example tweening sequence looks like this:\n"
+"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] "
+"object, using [method tween_property], [method tween_interval], [method "
+"tween_callback] or [method tween_method]:\n"
 "[codeblock]\n"
 "var tween = get_tree().create_tween()\n"
 "tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
 "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
 "tween.tween_callback($Sprite, \"queue_free\")\n"
 "[/codeblock]\n"
-"This sequence will make the [code]$Sprite[/code] node turn red, then shrink "
-"and finally the [method Node.queue_free] is called to remove the sprite. See "
-"methods [method tween_property], [method tween_interval], [method "
-"tween_callback] and [method tween_method] for more usage information.\n"
+"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
+"before finally calling [method Node.queue_free] to free the sprite. "
+"[Tweener]s are executed one after another by default. This behavior can be "
+"changed using [method parallel] and [method set_parallel].\n"
 "When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
 "chained method call can be used to tweak the properties of this [Tweener]. "
-"For example, if you want to set different transition type in the above "
-"example, you can do:\n"
+"For example, if you want to set a different transition type in the above "
+"example, you can use [method set_trans]:\n"
 "[codeblock]\n"
 "var tween = get_tree().create_tween()\n"
 "tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
@@ -54840,8 +55017,9 @@ msgid ""
 "TRANS_BOUNCE)\n"
 "tween.tween_callback($Sprite, \"queue_free\")\n"
 "[/codeblock]\n"
-"Most of the [SceneTreeTween] methods can be chained this way too. In this "
-"example the [SceneTreeTween] is bound and have set a default transition:\n"
+"Most of the [SceneTreeTween] methods can be chained this way too. In the "
+"following example the [SceneTreeTween] is bound to the running script's node "
+"and a default transition is set for its [Tweener]s:\n"
 "[codeblock]\n"
 "var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
 "TRANS_ELASTIC)\n"
@@ -54849,16 +55027,16 @@ msgid ""
 "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
 "tween.tween_callback($Sprite, \"queue_free\")\n"
 "[/codeblock]\n"
-"Another interesting use for [SceneTreeTween]s is animating arbitrary set of "
+"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of "
 "objects:\n"
 "[codeblock]\n"
 "var tween = create_tween()\n"
 "for sprite in get_children():\n"
-"    tween.tween_property(sprite, \"position\", Vector2(), 1)\n"
+"    tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
 "[/codeblock]\n"
 "In the example above, all children of a node are moved one after another to "
 "position (0, 0).\n"
-"Some [Tweener]s use transitions and eases. The first accepts an [enum Tween."
+"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
 "TransitionType] constant, and refers to the way the timing of the animation "
 "is handled (see [url=https://easings.net/]easings.net[/url] for some "
 "examples). The second accepts an [enum Tween.EaseType] constant, and "
@@ -54870,7 +55048,7 @@ msgid ""
 "tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
 "[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
 "prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
-"immediately after it was created."
+"immediately after it is created."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -54900,21 +55078,24 @@ msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
 msgid ""
-"Processes the [SceneTreeTween] by given [code]delta[/code] value, in "
-"seconds. Mostly useful when the [SceneTreeTween] is paused, for controlling "
-"it manually. Can also be used to end the [SceneTreeTween] animation "
-"immediately, by using [code]delta[/code] longer than the whole duration.\n"
+"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in "
+"seconds. This is mostly useful for manual control when the [SceneTreeTween] "
+"is paused. It can also be used to end the [SceneTreeTween] animation "
+"immediately, by setting [code]delta[/code] longer than the whole duration of "
+"the [SceneTreeTween] animation.\n"
 "Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that "
 "haven't finished.\n"
-"[b]Note:[/b] The [SceneTreeTween] will become invalid after finished, but "
-"you can call [method stop] after the step, to keep it and reset."
+"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing "
+"frame after its animation finishes. Calling [method stop] after performing "
+"[method custom_step] instead keeps and resets the [SceneTreeTween]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
 msgid ""
 "Returns the total time in seconds the [SceneTreeTween] has been animating (i."
-"e. time since it started, not counting pauses etc.). The time is affected by "
-"[method set_speed_scale] and [method stop] will reset it to [code]0[/code].\n"
+"e. the time since it started, not counting pauses etc.). The time is "
+"affected by [method set_speed_scale], and [method stop] will reset it to "
+"[code]0[/code].\n"
 "[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
 "after the [SceneTreeTween] has finished animating will be slightly greater "
 "than the actual [SceneTreeTween] duration."
@@ -54950,11 +55131,10 @@ msgstr ""
 msgid ""
 "Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a "
 "[SceneTreeTween] contained by the scene tree (i.e. the array from [method "
-"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). "
-"[SceneTreeTween] might become invalid when it has finished tweening or was "
-"killed, also when created with [code]Tween.new()[/code]. Invalid "
-"[SceneTreeTween] can't have [Tweener]s appended, because it can't animate "
-"them. You can however still use [method interpolate_value]."
+"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
+"[SceneTreeTween] might become invalid when it has finished tweening, is "
+"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
+"[SceneTreeTween]s can't have [Tweener]s appended."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -54994,16 +55174,15 @@ msgstr ""
 msgid ""
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [SceneTreeTween] run "
-"infinitely, until it is either killed by [method kill] or by freeing bound "
-"node, or all the animated objects have been freed (which makes further "
+"Calling this method without arguments will make the [Tween] run infinitely, "
+"until either it is killed with [method kill], the [Tween]'s bound node is "
+"freed, or all the animated objects have been freed (which makes further "
 "animation impossible).\n"
 "[b]Warning:[/b] Make sure to always add some duration/delay when using "
-"infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] "
-"with no delay or [PropertyTweener] with invalid node) are equivalent to "
-"infinite [code]while[/code] loops and will freeze your game. If a "
-"[SceneTreeTween]'s lifetime depends on some node, always use [method "
-"bind_node]."
+"infinite loops. To prevent the game freezing, 0-duration looped animations "
+"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
+"number of loops, which may produce unexpected results. If a [Tween]'s "
+"lifetime depends on some node, always use [method bind_node]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -55065,10 +55244,10 @@ msgstr ""
 #: doc/classes/SceneTreeTween.xml
 msgid ""
 "Creates and appends an [IntervalTweener]. This method can be used to create "
-"delays in the tween animation, as an alternative for using the delay in "
-"other [Tweener]s or when there's no animation (in which case the "
-"[SceneTreeTween] acts as a timer). [code]time[/code] is the length of the "
-"interval, in seconds.\n"
+"delays in the tween animation, as an alternative to using the delay in other "
+"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] "
+"acts as a timer). [code]time[/code] is the length of the interval, in "
+"seconds.\n"
 "Example: creating an interval in code execution.\n"
 "[codeblock]\n"
 "# ... some code\n"
@@ -55122,8 +55301,8 @@ msgid ""
 "Creates and appends a [PropertyTweener]. This method tweens a "
 "[code]property[/code] of an [code]object[/code] between an initial value and "
 "[code]final_val[/code] in a span of time equal to [code]duration[/code], in "
-"seconds. The initial value by default is a value at the time the tweening of "
-"the [PropertyTweener] start. For example:\n"
+"seconds. The initial value by default is the property's value at the time "
+"the tweening of the [PropertyTweener] starts. For example:\n"
 "[codeblock]\n"
 "var tween = create_tween()\n"
 "tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
@@ -55154,16 +55333,15 @@ msgid ""
 "Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
 "when the [SceneTreeTween] is set to infinite looping (see [method "
 "set_loops]).\n"
-"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) after this signal "
-"is emitted, but it doesn't happen immediately, but on the next processing "
-"frame. Calling [method stop] inside the signal callback will preserve the "
-"[SceneTreeTween]."
+"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next "
+"processing frame after this signal is emitted. Calling [method stop] inside "
+"the signal callback will prevent the [SceneTreeTween] from being removed."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
 msgid ""
 "Emitted when a full loop is complete (see [method set_loops]), providing the "
-"loop index. This signal is not emitted after final loop, use [signal "
+"loop index. This signal is not emitted after the final loop, use [signal "
 "finished] instead for this case."
 msgstr ""
 
@@ -55171,7 +55349,7 @@ msgstr ""
 msgid ""
 "Emitted when one step of the [SceneTreeTween] is complete, providing the "
 "step index. One step is either a single [Tweener] or a group of [Tweener]s "
-"running parallelly."
+"running in parallel."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -59143,11 +59321,11 @@ msgstr ""
 msgid ""
 "Returns [code]true[/code] if this string contains a valid integer.\n"
 "[codeblock]\n"
-"print(\"7\".is_valid_int()) # Prints \"True\"\n"
-"print(\"14.6\".is_valid_int()) # Prints \"False\"\n"
-"print(\"L\".is_valid_int()) # Prints \"False\"\n"
-"print(\"+3\".is_valid_int()) # Prints \"True\"\n"
-"print(\"-12\".is_valid_int()) # Prints \"True\"\n"
+"print(\"7\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"L\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"+3\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"-12\".is_valid_integer()) # Prints \"True\"\n"
 "[/codeblock]"
 msgstr ""
 
@@ -64032,7 +64210,18 @@ msgid ""
 "To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
 "TreeItem.get_next] and [method TreeItem.get_children] after getting the root "
 "through [method get_root]. You can use [method Object.free] on a [TreeItem] "
-"to remove it from the [Tree]."
+"to remove it from the [Tree].\n"
+"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
 msgstr ""
 
 #: doc/classes/Tree.xml

+ 284 - 95
doc/translations/uk.po

@@ -530,7 +530,7 @@ msgid ""
 "- 1.0: Linear\n"
 "- Greater than 1.0 (exclusive): Ease in\n"
 "[/codeblock]\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
 "ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
 "See also [method smoothstep]. If you need to perform more advanced "
 "transitions, use [Tween] or [AnimationPlayer]."
@@ -1245,7 +1245,7 @@ msgid ""
 "[method smoothstep] returns the smoothest possible curve with no sudden "
 "changes in the derivative. If you need to perform more advanced transitions, "
 "use [Tween] or [AnimationPlayer].\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
 "smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, "
 "-1.6521) return values[/url]"
 msgstr ""
@@ -28459,7 +28459,7 @@ msgid ""
 "    # Note: Don't make simultaneous requests using a single HTTPRequest "
 "node.\n"
 "    # The snippet below is provided for reference only.\n"
-"    var body = {\"name\": \"Godette\"}\n"
+"    var body = to_json({\"name\": \"Godette\"})\n"
 "    error = http_request.request(\"https://httpbin.org/post\", [], true, "
 "HTTPClient.METHOD_POST, body)\n"
 "    if error != OK:\n"
@@ -31084,7 +31084,18 @@ msgid ""
 "[code]\\n[/code]) in the string won't produce a newline. Text wrapping is "
 "enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to "
 "fully fit its content by default. You need to set [member "
-"fixed_column_width] greater than zero to wrap the text."
+"fixed_column_width] greater than zero to wrap the text.\n"
+"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
 msgstr ""
 
 #: doc/classes/ItemList.xml
@@ -34836,12 +34847,18 @@ msgid ""
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
-msgid "Returns the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Returns the override [Material] for a surface of the [Mesh] resource.\n"
+"[b]Note:[/b] This function only returns [i]override[/i] materials associated "
+"with this [MeshInstance]. Consider using [method get_active_material] or "
+"[method Mesh.surface_get_material] to get materials associated with the "
+"[Mesh] resource."
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
-msgid "Returns the number of surface materials."
-msgstr ""
+#, fuzzy
+msgid "Returns the number of surface override materials."
+msgstr "Повертає лишок за двома векторами."
 
 #: doc/classes/MeshInstance.xml
 msgid ""
@@ -34877,7 +34894,10 @@ msgid ""
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
-msgid "Sets the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Sets the override [Material] for the specified surface of the [Mesh] "
+"resource. This material is associated with this [MeshInstance] rather than "
+"with the [Mesh] resource."
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
@@ -35677,6 +35697,9 @@ msgstr ""
 
 #: doc/classes/Navigation.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
 "Provides navigation and pathfinding within a collection of "
 "[NavigationMesh]es. By default, these will be automatically collected from "
 "child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this "
@@ -35723,6 +35746,9 @@ msgstr "Повертає синус параметра."
 
 #: doc/classes/Navigation.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
 "Returns the path between two given points. Points are in local coordinate "
 "space. If [code]optimize[/code] is [code]true[/code] (the default), the "
 "agent properties associated with each [NavigationMesh] (radius, height, "
@@ -35766,6 +35792,9 @@ msgstr ""
 
 #: doc/classes/Navigation2D.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
 "Navigation2D provides navigation and pathfinding within a 2D area, specified "
 "as a collection of [NavigationPolygon] resources. By default, these are "
 "automatically collected from child [NavigationPolygonInstance] nodes."
@@ -35785,6 +35814,9 @@ msgstr ""
 
 #: doc/classes/Navigation2D.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
 "Returns the path between two given points. Points are in local coordinate "
 "space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
 "is smoothed by merging path segments where possible."
@@ -35919,10 +35951,46 @@ msgstr "Повертає значення, яке є протилежним до
 msgid "Destroys the given RID."
 msgstr ""
 
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all created navigation map [RID]s on the NavigationServer. This "
+"returns both 2D and 3D created navigation maps as there is technically no "
+"distinction between them."
+msgstr ""
+
 #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
 msgid "Create a new map."
 msgstr ""
 
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"This function immediately forces synchronization of the specified navigation "
+"[code]map[/code] [RID]. By default navigation maps are only synchronized at "
+"the end of each physics frame. This function can be used to immediately "
+"(re)calculate all the navigation meshes and region connections of the "
+"navigation map. This makes it possible to query a navigation path for a "
+"changed map immediately and in the same frame (multiple times if needed).\n"
+"Due to technical restrictions the current NavigationServer command queue "
+"will be flushed. This means all already queued update commands for this "
+"physics frame will be executed, even those intended for other maps, regions "
+"and agents not part of the specified map. The expensive computation of the "
+"navigation meshes and region connections of a map will only be done for the "
+"specified map. Other maps will receive the normal synchronization at the end "
+"of the physics frame. Should the specified map receive changes after the "
+"forced update it will update again as well when the other maps receive their "
+"update.\n"
+"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals "
+"is untouched by this function and continues to happen for all maps and "
+"agents at the end of the physics frame.\n"
+"[b]Note:[/b] With great power comes great responsibility. This function "
+"should only be used by users that really know what they are doing and have a "
+"good reason for it. Forcing an immediate update of a navigation map requires "
+"locking the NavigationServer and flushing the entire NavigationServer "
+"command queue. Not only can this severely impact the performance of a game "
+"but it can also introduce bugs if used inappropriately without much "
+"foresight."
+msgstr ""
+
 #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
 msgid ""
 "Returns all navigation agents [RID]s that are currently assigned to the "
@@ -36039,6 +36107,23 @@ msgstr "Повертає синус параметра."
 msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]."
 msgstr "Обчислює векторний добуток двох векторів та [code]with[/code]."
 
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns [code]true[/code] if the provided [code]point[/code] in world space "
+"is currently owned by the provided navigation [code]region[/code]. Owned in "
+"this context means that one of the region's navigation mesh polygon faces "
+"has a possible position at the closest distance to this point compared to "
+"all other navigation meshes from other navigation regions that are also "
+"registered on the navigation map of the provided region.\n"
+"If multiple navigation meshes have positions at equal distance the "
+"navigation region whose polygons are processed first wins the ownership. "
+"Polygons are processed in the same order that navigation regions were "
+"registered on the NavigationServer.\n"
+"[b]Note:[/b] If navigation meshes from different navigation regions overlap "
+"(which should be avoided in general) the result might not be what is "
+"expected."
+msgstr ""
+
 #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
 #, fuzzy
 msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
@@ -36251,6 +36336,17 @@ msgstr ""
 msgid "The distance to search for other agents."
 msgstr ""
 
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
+"The distance threshold before a path point is considered to be reached. This "
+"will allow an agent to not have to hit a path point on the path exactly, but "
+"in the area. If this value is set to high the NavigationAgent will skip "
+"points on the path which can lead to leaving the navigation mesh. If this "
+"value is set to low the NavigationAgent will be stuck in a repath loop cause "
+"it will constantly overshoot or undershoot the distance to the next point on "
+"each physics frame update."
+msgstr ""
+
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
 msgid ""
 "The maximum distance the agent is allowed away from the ideal path to the "
@@ -36259,14 +36355,23 @@ msgid ""
 msgstr ""
 
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-msgid "The radius of the agent."
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding. To change an actor's pathfinding radius "
+"bake [NavigationMesh] resources with a different [member NavigationMesh."
+"agent_radius] property and use different navigation maps for each actor size."
 msgstr ""
 
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
 msgid ""
-"The distance threshold before a target is considered to be reached. This "
-"will allow an agent to not have to hit a point on the path exactly, but in "
-"the area."
+"The distance threshold before the final target point is considered to be "
+"reached. This will allow an agent to not have to hit the point of the final "
+"target exactly, but only the area. If this value is set to low the "
+"NavigationAgent will be stuck in a repath loop cause it will constantly "
+"overshoot or undershoot the distance to the final target point on each "
+"physics frame update."
 msgstr ""
 
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -36482,6 +36587,16 @@ msgid ""
 "multiple of [member cell_size]."
 msgstr ""
 
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"If the baking [AABB] has a volume the navigation mesh baking will be "
+"restricted to its enclosing area."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
+msgstr ""
+
 #: doc/classes/NavigationMesh.xml
 msgid "If [code]true[/code], marks spans that are ledges as non-walkable."
 msgstr ""
@@ -36653,7 +36768,15 @@ msgid ""
 "geometry for walkable terrain suitable to [NavigationMesh] agent properties "
 "by creating a voxel world around the meshes bounding area.\n"
 "The finalized navigation mesh is then returned and stored inside the "
-"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes."
+"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] "
+"nodes.\n"
+"[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
+"obstruct navigation baking does not always work. The navigation baking has "
+"no concept of what is a geometry \"inside\" when dealing with mesh source "
+"geometry and this is intentional. Depending on current baking parameters, as "
+"soon as the obstructing mesh is large enough to fit a navigation mesh area "
+"inside, the baking will generate navigation mesh areas that are inside the "
+"obstructing source geometry mesh."
 msgstr ""
 
 #: doc/classes/NavigationMeshGenerator.xml
@@ -38535,13 +38658,19 @@ msgstr ""
 #: doc/classes/Node.xml
 msgid ""
 "Emitted when a child node enters the scene tree, either because it entered "
-"on its own or because this node entered with it."
+"on its own or because this node entered with it.\n"
+"This signal is emitted [i]after[/i] the child node's own [constant "
+"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
 msgstr ""
 
 #: doc/classes/Node.xml
 msgid ""
-"Emitted when a child node exits the scene tree, either because it exited on "
-"its own or because this node exited."
+"Emitted when a child node is about to exit the scene tree, either because it "
+"is being removed or freed directly, or because this node is exiting the "
+"tree.\n"
+"When this signal is received, the child [code]node[/code] is still in the "
+"tree and valid. This signal is emitted [i]after[/i] the child node's own "
+"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
 msgstr ""
 
 #: doc/classes/Node.xml
@@ -38553,7 +38682,10 @@ msgid "Emitted when the node is renamed."
 msgstr ""
 
 #: doc/classes/Node.xml
-msgid "Emitted when the node enters the tree."
+msgid ""
+"Emitted when the node enters the tree.\n"
+"This signal is emitted [i]after[/i] the related [constant "
+"NOTIFICATION_ENTER_TREE] notification."
 msgstr ""
 
 #: doc/classes/Node.xml
@@ -38563,15 +38695,21 @@ msgstr ""
 #: doc/classes/Node.xml
 msgid ""
 "Emitted when the node is still active but about to exit the tree. This is "
-"the right place for de-initialization (or a \"destructor\", if you will)."
+"the right place for de-initialization (or a \"destructor\", if you will).\n"
+"This signal is emitted [i]before[/i] the related [constant "
+"NOTIFICATION_EXIT_TREE] notification."
 msgstr ""
 
 #: doc/classes/Node.xml
-msgid "Notification received when the node enters a [SceneTree]."
+msgid ""
+"Notification received when the node enters a [SceneTree].\n"
+"This notification is emitted [i]before[/i] the related [signal tree_entered]."
 msgstr ""
 
 #: doc/classes/Node.xml
-msgid "Notification received when the node is about to exit a [SceneTree]."
+msgid ""
+"Notification received when the node is about to exit a [SceneTree].\n"
+"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
 msgstr ""
 
 #: doc/classes/Node.xml
@@ -40283,6 +40421,10 @@ msgid ""
 "    if argument.find(\"=\") > -1:\n"
 "        var key_value = argument.split(\"=\")\n"
 "        arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
+"    else:\n"
+"        # Options without an argument will be present in the dictionary,\n"
+"        # with the value set to an empty string.\n"
+"        arguments[argument.lstrip(\"--\")] = \"\"\n"
 "[/codeblock]"
 msgstr ""
 
@@ -45806,7 +45948,18 @@ msgstr ""
 #: doc/classes/PopupMenu.xml
 msgid ""
 "[PopupMenu] is a [Control] that displays a list of options. They are popular "
-"in toolbars or context menus."
+"in toolbars or context menus.\n"
+"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
 msgstr ""
 
 #: doc/classes/PopupMenu.xml
@@ -49382,20 +49535,28 @@ msgid ""
 "cause.\n"
 "The default value is a conservative one, so you are advised to tweak it "
 "according to the hardware you are targeting.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"The default is a very conservative override for [code]rendering/gles3/"
-"shaders/max_concurrent_compiles[/code].\n"
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
 "Depending on the specific devices you are targeting, you may want to raise "
 "it.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
+"Depending on the specific browsers you are targeting, you may want to raise "
+"it.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -49403,19 +49564,28 @@ msgid ""
 "The maximum size, in megabytes, that the ubershader cache can grow up to. On "
 "startup, the least recently used entries will be deleted until the total "
 "size is within bounds.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/"
-"code], so a smaller maximum size can be configured for mobile platforms, "
-"where storage space is more limited.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for mobile platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for web platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] Currently, shader caching is generally unavailable on web "
+"platforms.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -49447,12 +49617,20 @@ msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"An override for [code]rendering/gles3/shaders/shader_compilation_mode[/"
-"code], so asynchronous compilation can be disabled for mobile.\n"
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on mobile platforms.\n"
 "You may want to do that since mobile GPUs generally won't support "
 "ubershaders due to their complexity."
 msgstr ""
 
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on web platforms.\n"
+"You may want to do that since certain browsers (especially on mobile "
+"platforms) generally won't support ubershaders due to their complexity."
+msgstr ""
+
 #: doc/classes/ProjectSettings.xml
 msgid ""
 "Max buffer size for blend shapes. Any blend shape bigger than this will not "
@@ -54145,24 +54323,23 @@ msgid ""
 "manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be "
 "used for tweening values, but you can do manual interpolation with [method "
 "interpolate_value].\n"
-"A [SceneTreeTween] animation is composed of a sequence of [Tweener]s, which "
-"by default are executed one after another. You can create a sequence by "
-"appending [Tweener]s to the [SceneTreeTween]. Animating something with a "
-"[Tweener] is called tweening. Example tweening sequence looks like this:\n"
+"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] "
+"object, using [method tween_property], [method tween_interval], [method "
+"tween_callback] or [method tween_method]:\n"
 "[codeblock]\n"
 "var tween = get_tree().create_tween()\n"
 "tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
 "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
 "tween.tween_callback($Sprite, \"queue_free\")\n"
 "[/codeblock]\n"
-"This sequence will make the [code]$Sprite[/code] node turn red, then shrink "
-"and finally the [method Node.queue_free] is called to remove the sprite. See "
-"methods [method tween_property], [method tween_interval], [method "
-"tween_callback] and [method tween_method] for more usage information.\n"
+"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
+"before finally calling [method Node.queue_free] to free the sprite. "
+"[Tweener]s are executed one after another by default. This behavior can be "
+"changed using [method parallel] and [method set_parallel].\n"
 "When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
 "chained method call can be used to tweak the properties of this [Tweener]. "
-"For example, if you want to set different transition type in the above "
-"example, you can do:\n"
+"For example, if you want to set a different transition type in the above "
+"example, you can use [method set_trans]:\n"
 "[codeblock]\n"
 "var tween = get_tree().create_tween()\n"
 "tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
@@ -54171,8 +54348,9 @@ msgid ""
 "TRANS_BOUNCE)\n"
 "tween.tween_callback($Sprite, \"queue_free\")\n"
 "[/codeblock]\n"
-"Most of the [SceneTreeTween] methods can be chained this way too. In this "
-"example the [SceneTreeTween] is bound and have set a default transition:\n"
+"Most of the [SceneTreeTween] methods can be chained this way too. In the "
+"following example the [SceneTreeTween] is bound to the running script's node "
+"and a default transition is set for its [Tweener]s:\n"
 "[codeblock]\n"
 "var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
 "TRANS_ELASTIC)\n"
@@ -54180,16 +54358,16 @@ msgid ""
 "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
 "tween.tween_callback($Sprite, \"queue_free\")\n"
 "[/codeblock]\n"
-"Another interesting use for [SceneTreeTween]s is animating arbitrary set of "
+"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of "
 "objects:\n"
 "[codeblock]\n"
 "var tween = create_tween()\n"
 "for sprite in get_children():\n"
-"    tween.tween_property(sprite, \"position\", Vector2(), 1)\n"
+"    tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
 "[/codeblock]\n"
 "In the example above, all children of a node are moved one after another to "
 "position (0, 0).\n"
-"Some [Tweener]s use transitions and eases. The first accepts an [enum Tween."
+"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
 "TransitionType] constant, and refers to the way the timing of the animation "
 "is handled (see [url=https://easings.net/]easings.net[/url] for some "
 "examples). The second accepts an [enum Tween.EaseType] constant, and "
@@ -54201,7 +54379,7 @@ msgid ""
 "tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
 "[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
 "prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
-"immediately after it was created."
+"immediately after it is created."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -54231,21 +54409,24 @@ msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
 msgid ""
-"Processes the [SceneTreeTween] by given [code]delta[/code] value, in "
-"seconds. Mostly useful when the [SceneTreeTween] is paused, for controlling "
-"it manually. Can also be used to end the [SceneTreeTween] animation "
-"immediately, by using [code]delta[/code] longer than the whole duration.\n"
+"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in "
+"seconds. This is mostly useful for manual control when the [SceneTreeTween] "
+"is paused. It can also be used to end the [SceneTreeTween] animation "
+"immediately, by setting [code]delta[/code] longer than the whole duration of "
+"the [SceneTreeTween] animation.\n"
 "Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that "
 "haven't finished.\n"
-"[b]Note:[/b] The [SceneTreeTween] will become invalid after finished, but "
-"you can call [method stop] after the step, to keep it and reset."
+"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing "
+"frame after its animation finishes. Calling [method stop] after performing "
+"[method custom_step] instead keeps and resets the [SceneTreeTween]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
 msgid ""
 "Returns the total time in seconds the [SceneTreeTween] has been animating (i."
-"e. time since it started, not counting pauses etc.). The time is affected by "
-"[method set_speed_scale] and [method stop] will reset it to [code]0[/code].\n"
+"e. the time since it started, not counting pauses etc.). The time is "
+"affected by [method set_speed_scale], and [method stop] will reset it to "
+"[code]0[/code].\n"
 "[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
 "after the [SceneTreeTween] has finished animating will be slightly greater "
 "than the actual [SceneTreeTween] duration."
@@ -54281,11 +54462,10 @@ msgstr ""
 msgid ""
 "Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a "
 "[SceneTreeTween] contained by the scene tree (i.e. the array from [method "
-"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). "
-"[SceneTreeTween] might become invalid when it has finished tweening or was "
-"killed, also when created with [code]Tween.new()[/code]. Invalid "
-"[SceneTreeTween] can't have [Tweener]s appended, because it can't animate "
-"them. You can however still use [method interpolate_value]."
+"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
+"[SceneTreeTween] might become invalid when it has finished tweening, is "
+"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
+"[SceneTreeTween]s can't have [Tweener]s appended."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -54325,16 +54505,15 @@ msgstr ""
 msgid ""
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [SceneTreeTween] run "
-"infinitely, until it is either killed by [method kill] or by freeing bound "
-"node, or all the animated objects have been freed (which makes further "
+"Calling this method without arguments will make the [Tween] run infinitely, "
+"until either it is killed with [method kill], the [Tween]'s bound node is "
+"freed, or all the animated objects have been freed (which makes further "
 "animation impossible).\n"
 "[b]Warning:[/b] Make sure to always add some duration/delay when using "
-"infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] "
-"with no delay or [PropertyTweener] with invalid node) are equivalent to "
-"infinite [code]while[/code] loops and will freeze your game. If a "
-"[SceneTreeTween]'s lifetime depends on some node, always use [method "
-"bind_node]."
+"infinite loops. To prevent the game freezing, 0-duration looped animations "
+"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
+"number of loops, which may produce unexpected results. If a [Tween]'s "
+"lifetime depends on some node, always use [method bind_node]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -54396,10 +54575,10 @@ msgstr ""
 #: doc/classes/SceneTreeTween.xml
 msgid ""
 "Creates and appends an [IntervalTweener]. This method can be used to create "
-"delays in the tween animation, as an alternative for using the delay in "
-"other [Tweener]s or when there's no animation (in which case the "
-"[SceneTreeTween] acts as a timer). [code]time[/code] is the length of the "
-"interval, in seconds.\n"
+"delays in the tween animation, as an alternative to using the delay in other "
+"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] "
+"acts as a timer). [code]time[/code] is the length of the interval, in "
+"seconds.\n"
 "Example: creating an interval in code execution.\n"
 "[codeblock]\n"
 "# ... some code\n"
@@ -54453,8 +54632,8 @@ msgid ""
 "Creates and appends a [PropertyTweener]. This method tweens a "
 "[code]property[/code] of an [code]object[/code] between an initial value and "
 "[code]final_val[/code] in a span of time equal to [code]duration[/code], in "
-"seconds. The initial value by default is a value at the time the tweening of "
-"the [PropertyTweener] start. For example:\n"
+"seconds. The initial value by default is the property's value at the time "
+"the tweening of the [PropertyTweener] starts. For example:\n"
 "[codeblock]\n"
 "var tween = create_tween()\n"
 "tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
@@ -54485,16 +54664,15 @@ msgid ""
 "Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
 "when the [SceneTreeTween] is set to infinite looping (see [method "
 "set_loops]).\n"
-"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) after this signal "
-"is emitted, but it doesn't happen immediately, but on the next processing "
-"frame. Calling [method stop] inside the signal callback will preserve the "
-"[SceneTreeTween]."
+"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next "
+"processing frame after this signal is emitted. Calling [method stop] inside "
+"the signal callback will prevent the [SceneTreeTween] from being removed."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
 msgid ""
 "Emitted when a full loop is complete (see [method set_loops]), providing the "
-"loop index. This signal is not emitted after final loop, use [signal "
+"loop index. This signal is not emitted after the final loop, use [signal "
 "finished] instead for this case."
 msgstr ""
 
@@ -54502,7 +54680,7 @@ msgstr ""
 msgid ""
 "Emitted when one step of the [SceneTreeTween] is complete, providing the "
 "step index. One step is either a single [Tweener] or a group of [Tweener]s "
-"running parallelly."
+"running in parallel."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -58474,11 +58652,11 @@ msgstr ""
 msgid ""
 "Returns [code]true[/code] if this string contains a valid integer.\n"
 "[codeblock]\n"
-"print(\"7\".is_valid_int()) # Prints \"True\"\n"
-"print(\"14.6\".is_valid_int()) # Prints \"False\"\n"
-"print(\"L\".is_valid_int()) # Prints \"False\"\n"
-"print(\"+3\".is_valid_int()) # Prints \"True\"\n"
-"print(\"-12\".is_valid_int()) # Prints \"True\"\n"
+"print(\"7\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"L\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"+3\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"-12\".is_valid_integer()) # Prints \"True\"\n"
 "[/codeblock]"
 msgstr ""
 
@@ -63363,7 +63541,18 @@ msgid ""
 "To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
 "TreeItem.get_next] and [method TreeItem.get_children] after getting the root "
 "through [method get_root]. You can use [method Object.free] on a [TreeItem] "
-"to remove it from the [Tree]."
+"to remove it from the [Tree].\n"
+"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
 msgstr ""
 
 #: doc/classes/Tree.xml

+ 284 - 95
doc/translations/vi.po

@@ -532,7 +532,7 @@ msgid ""
 "- 1.0: Linear\n"
 "- Greater than 1.0 (exclusive): Ease in\n"
 "[/codeblock]\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
 "ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
 "See also [method smoothstep]. If you need to perform more advanced "
 "transitions, use [Tween] or [AnimationPlayer]."
@@ -1462,7 +1462,7 @@ msgid ""
 "[method smoothstep] returns the smoothest possible curve with no sudden "
 "changes in the derivative. If you need to perform more advanced transitions, "
 "use [Tween] or [AnimationPlayer].\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
 "smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, "
 "-1.6521) return values[/url]"
 msgstr ""
@@ -28756,7 +28756,7 @@ msgid ""
 "    # Note: Don't make simultaneous requests using a single HTTPRequest "
 "node.\n"
 "    # The snippet below is provided for reference only.\n"
-"    var body = {\"name\": \"Godette\"}\n"
+"    var body = to_json({\"name\": \"Godette\"})\n"
 "    error = http_request.request(\"https://httpbin.org/post\", [], true, "
 "HTTPClient.METHOD_POST, body)\n"
 "    if error != OK:\n"
@@ -31383,7 +31383,18 @@ msgid ""
 "[code]\\n[/code]) in the string won't produce a newline. Text wrapping is "
 "enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to "
 "fully fit its content by default. You need to set [member "
-"fixed_column_width] greater than zero to wrap the text."
+"fixed_column_width] greater than zero to wrap the text.\n"
+"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
 msgstr ""
 
 #: doc/classes/ItemList.xml
@@ -35137,12 +35148,18 @@ msgid ""
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
-msgid "Returns the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Returns the override [Material] for a surface of the [Mesh] resource.\n"
+"[b]Note:[/b] This function only returns [i]override[/i] materials associated "
+"with this [MeshInstance]. Consider using [method get_active_material] or "
+"[method Mesh.surface_get_material] to get materials associated with the "
+"[Mesh] resource."
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
-msgid "Returns the number of surface materials."
-msgstr ""
+#, fuzzy
+msgid "Returns the number of surface override materials."
+msgstr "Trả về phần dư của hai vector."
 
 #: doc/classes/MeshInstance.xml
 msgid ""
@@ -35178,7 +35195,10 @@ msgid ""
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
-msgid "Sets the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Sets the override [Material] for the specified surface of the [Mesh] "
+"resource. This material is associated with this [MeshInstance] rather than "
+"with the [Mesh] resource."
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
@@ -35977,6 +35997,9 @@ msgstr ""
 
 #: doc/classes/Navigation.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
 "Provides navigation and pathfinding within a collection of "
 "[NavigationMesh]es. By default, these will be automatically collected from "
 "child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this "
@@ -36023,6 +36046,9 @@ msgstr "Trả về sin của tham số."
 
 #: doc/classes/Navigation.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
 "Returns the path between two given points. Points are in local coordinate "
 "space. If [code]optimize[/code] is [code]true[/code] (the default), the "
 "agent properties associated with each [NavigationMesh] (radius, height, "
@@ -36066,6 +36092,9 @@ msgstr ""
 
 #: doc/classes/Navigation2D.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
 "Navigation2D provides navigation and pathfinding within a 2D area, specified "
 "as a collection of [NavigationPolygon] resources. By default, these are "
 "automatically collected from child [NavigationPolygonInstance] nodes."
@@ -36085,6 +36114,9 @@ msgstr ""
 
 #: doc/classes/Navigation2D.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
 "Returns the path between two given points. Points are in local coordinate "
 "space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
 "is smoothed by merging path segments where possible."
@@ -36220,10 +36252,46 @@ msgstr "Trả về giá trị đối của tham số."
 msgid "Destroys the given RID."
 msgstr ""
 
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all created navigation map [RID]s on the NavigationServer. This "
+"returns both 2D and 3D created navigation maps as there is technically no "
+"distinction between them."
+msgstr ""
+
 #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
 msgid "Create a new map."
 msgstr ""
 
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"This function immediately forces synchronization of the specified navigation "
+"[code]map[/code] [RID]. By default navigation maps are only synchronized at "
+"the end of each physics frame. This function can be used to immediately "
+"(re)calculate all the navigation meshes and region connections of the "
+"navigation map. This makes it possible to query a navigation path for a "
+"changed map immediately and in the same frame (multiple times if needed).\n"
+"Due to technical restrictions the current NavigationServer command queue "
+"will be flushed. This means all already queued update commands for this "
+"physics frame will be executed, even those intended for other maps, regions "
+"and agents not part of the specified map. The expensive computation of the "
+"navigation meshes and region connections of a map will only be done for the "
+"specified map. Other maps will receive the normal synchronization at the end "
+"of the physics frame. Should the specified map receive changes after the "
+"forced update it will update again as well when the other maps receive their "
+"update.\n"
+"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals "
+"is untouched by this function and continues to happen for all maps and "
+"agents at the end of the physics frame.\n"
+"[b]Note:[/b] With great power comes great responsibility. This function "
+"should only be used by users that really know what they are doing and have a "
+"good reason for it. Forcing an immediate update of a navigation map requires "
+"locking the NavigationServer and flushing the entire NavigationServer "
+"command queue. Not only can this severely impact the performance of a game "
+"but it can also introduce bugs if used inappropriately without much "
+"foresight."
+msgstr ""
+
 #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
 msgid ""
 "Returns all navigation agents [RID]s that are currently assigned to the "
@@ -36340,6 +36408,23 @@ msgstr "Trả về sin của tham số."
 msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]."
 msgstr "Trả về sin của tham số."
 
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns [code]true[/code] if the provided [code]point[/code] in world space "
+"is currently owned by the provided navigation [code]region[/code]. Owned in "
+"this context means that one of the region's navigation mesh polygon faces "
+"has a possible position at the closest distance to this point compared to "
+"all other navigation meshes from other navigation regions that are also "
+"registered on the navigation map of the provided region.\n"
+"If multiple navigation meshes have positions at equal distance the "
+"navigation region whose polygons are processed first wins the ownership. "
+"Polygons are processed in the same order that navigation regions were "
+"registered on the NavigationServer.\n"
+"[b]Note:[/b] If navigation meshes from different navigation regions overlap "
+"(which should be avoided in general) the result might not be what is "
+"expected."
+msgstr ""
+
 #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
 #, fuzzy
 msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
@@ -36552,6 +36637,17 @@ msgstr ""
 msgid "The distance to search for other agents."
 msgstr ""
 
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
+"The distance threshold before a path point is considered to be reached. This "
+"will allow an agent to not have to hit a path point on the path exactly, but "
+"in the area. If this value is set to high the NavigationAgent will skip "
+"points on the path which can lead to leaving the navigation mesh. If this "
+"value is set to low the NavigationAgent will be stuck in a repath loop cause "
+"it will constantly overshoot or undershoot the distance to the next point on "
+"each physics frame update."
+msgstr ""
+
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
 msgid ""
 "The maximum distance the agent is allowed away from the ideal path to the "
@@ -36560,14 +36656,23 @@ msgid ""
 msgstr ""
 
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-msgid "The radius of the agent."
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding. To change an actor's pathfinding radius "
+"bake [NavigationMesh] resources with a different [member NavigationMesh."
+"agent_radius] property and use different navigation maps for each actor size."
 msgstr ""
 
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
 msgid ""
-"The distance threshold before a target is considered to be reached. This "
-"will allow an agent to not have to hit a point on the path exactly, but in "
-"the area."
+"The distance threshold before the final target point is considered to be "
+"reached. This will allow an agent to not have to hit the point of the final "
+"target exactly, but only the area. If this value is set to low the "
+"NavigationAgent will be stuck in a repath loop cause it will constantly "
+"overshoot or undershoot the distance to the final target point on each "
+"physics frame update."
 msgstr ""
 
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -36783,6 +36888,16 @@ msgid ""
 "multiple of [member cell_size]."
 msgstr ""
 
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"If the baking [AABB] has a volume the navigation mesh baking will be "
+"restricted to its enclosing area."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
+msgstr ""
+
 #: doc/classes/NavigationMesh.xml
 #, fuzzy
 msgid "If [code]true[/code], marks spans that are ledges as non-walkable."
@@ -36955,7 +37070,15 @@ msgid ""
 "geometry for walkable terrain suitable to [NavigationMesh] agent properties "
 "by creating a voxel world around the meshes bounding area.\n"
 "The finalized navigation mesh is then returned and stored inside the "
-"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes."
+"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] "
+"nodes.\n"
+"[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
+"obstruct navigation baking does not always work. The navigation baking has "
+"no concept of what is a geometry \"inside\" when dealing with mesh source "
+"geometry and this is intentional. Depending on current baking parameters, as "
+"soon as the obstructing mesh is large enough to fit a navigation mesh area "
+"inside, the baking will generate navigation mesh areas that are inside the "
+"obstructing source geometry mesh."
 msgstr ""
 
 #: doc/classes/NavigationMeshGenerator.xml
@@ -38839,13 +38962,19 @@ msgstr ""
 #: doc/classes/Node.xml
 msgid ""
 "Emitted when a child node enters the scene tree, either because it entered "
-"on its own or because this node entered with it."
+"on its own or because this node entered with it.\n"
+"This signal is emitted [i]after[/i] the child node's own [constant "
+"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
 msgstr ""
 
 #: doc/classes/Node.xml
 msgid ""
-"Emitted when a child node exits the scene tree, either because it exited on "
-"its own or because this node exited."
+"Emitted when a child node is about to exit the scene tree, either because it "
+"is being removed or freed directly, or because this node is exiting the "
+"tree.\n"
+"When this signal is received, the child [code]node[/code] is still in the "
+"tree and valid. This signal is emitted [i]after[/i] the child node's own "
+"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
 msgstr ""
 
 #: doc/classes/Node.xml
@@ -38857,7 +38986,10 @@ msgid "Emitted when the node is renamed."
 msgstr ""
 
 #: doc/classes/Node.xml
-msgid "Emitted when the node enters the tree."
+msgid ""
+"Emitted when the node enters the tree.\n"
+"This signal is emitted [i]after[/i] the related [constant "
+"NOTIFICATION_ENTER_TREE] notification."
 msgstr ""
 
 #: doc/classes/Node.xml
@@ -38867,15 +38999,21 @@ msgstr ""
 #: doc/classes/Node.xml
 msgid ""
 "Emitted when the node is still active but about to exit the tree. This is "
-"the right place for de-initialization (or a \"destructor\", if you will)."
+"the right place for de-initialization (or a \"destructor\", if you will).\n"
+"This signal is emitted [i]before[/i] the related [constant "
+"NOTIFICATION_EXIT_TREE] notification."
 msgstr ""
 
 #: doc/classes/Node.xml
-msgid "Notification received when the node enters a [SceneTree]."
+msgid ""
+"Notification received when the node enters a [SceneTree].\n"
+"This notification is emitted [i]before[/i] the related [signal tree_entered]."
 msgstr ""
 
 #: doc/classes/Node.xml
-msgid "Notification received when the node is about to exit a [SceneTree]."
+msgid ""
+"Notification received when the node is about to exit a [SceneTree].\n"
+"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
 msgstr ""
 
 #: doc/classes/Node.xml
@@ -40587,6 +40725,10 @@ msgid ""
 "    if argument.find(\"=\") > -1:\n"
 "        var key_value = argument.split(\"=\")\n"
 "        arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
+"    else:\n"
+"        # Options without an argument will be present in the dictionary,\n"
+"        # with the value set to an empty string.\n"
+"        arguments[argument.lstrip(\"--\")] = \"\"\n"
 "[/codeblock]"
 msgstr ""
 
@@ -46118,7 +46260,18 @@ msgstr ""
 #: doc/classes/PopupMenu.xml
 msgid ""
 "[PopupMenu] is a [Control] that displays a list of options. They are popular "
-"in toolbars or context menus."
+"in toolbars or context menus.\n"
+"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
 msgstr ""
 
 #: doc/classes/PopupMenu.xml
@@ -49698,20 +49851,28 @@ msgid ""
 "cause.\n"
 "The default value is a conservative one, so you are advised to tweak it "
 "according to the hardware you are targeting.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"The default is a very conservative override for [code]rendering/gles3/"
-"shaders/max_concurrent_compiles[/code].\n"
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
 "Depending on the specific devices you are targeting, you may want to raise "
 "it.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
+"Depending on the specific browsers you are targeting, you may want to raise "
+"it.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -49719,19 +49880,28 @@ msgid ""
 "The maximum size, in megabytes, that the ubershader cache can grow up to. On "
 "startup, the least recently used entries will be deleted until the total "
 "size is within bounds.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/"
-"code], so a smaller maximum size can be configured for mobile platforms, "
-"where storage space is more limited.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for mobile platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for web platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] Currently, shader caching is generally unavailable on web "
+"platforms.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -49763,12 +49933,20 @@ msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"An override for [code]rendering/gles3/shaders/shader_compilation_mode[/"
-"code], so asynchronous compilation can be disabled for mobile.\n"
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on mobile platforms.\n"
 "You may want to do that since mobile GPUs generally won't support "
 "ubershaders due to their complexity."
 msgstr ""
 
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on web platforms.\n"
+"You may want to do that since certain browsers (especially on mobile "
+"platforms) generally won't support ubershaders due to their complexity."
+msgstr ""
+
 #: doc/classes/ProjectSettings.xml
 msgid ""
 "Max buffer size for blend shapes. Any blend shape bigger than this will not "
@@ -54466,24 +54644,23 @@ msgid ""
 "manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be "
 "used for tweening values, but you can do manual interpolation with [method "
 "interpolate_value].\n"
-"A [SceneTreeTween] animation is composed of a sequence of [Tweener]s, which "
-"by default are executed one after another. You can create a sequence by "
-"appending [Tweener]s to the [SceneTreeTween]. Animating something with a "
-"[Tweener] is called tweening. Example tweening sequence looks like this:\n"
+"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] "
+"object, using [method tween_property], [method tween_interval], [method "
+"tween_callback] or [method tween_method]:\n"
 "[codeblock]\n"
 "var tween = get_tree().create_tween()\n"
 "tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
 "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
 "tween.tween_callback($Sprite, \"queue_free\")\n"
 "[/codeblock]\n"
-"This sequence will make the [code]$Sprite[/code] node turn red, then shrink "
-"and finally the [method Node.queue_free] is called to remove the sprite. See "
-"methods [method tween_property], [method tween_interval], [method "
-"tween_callback] and [method tween_method] for more usage information.\n"
+"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
+"before finally calling [method Node.queue_free] to free the sprite. "
+"[Tweener]s are executed one after another by default. This behavior can be "
+"changed using [method parallel] and [method set_parallel].\n"
 "When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
 "chained method call can be used to tweak the properties of this [Tweener]. "
-"For example, if you want to set different transition type in the above "
-"example, you can do:\n"
+"For example, if you want to set a different transition type in the above "
+"example, you can use [method set_trans]:\n"
 "[codeblock]\n"
 "var tween = get_tree().create_tween()\n"
 "tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
@@ -54492,8 +54669,9 @@ msgid ""
 "TRANS_BOUNCE)\n"
 "tween.tween_callback($Sprite, \"queue_free\")\n"
 "[/codeblock]\n"
-"Most of the [SceneTreeTween] methods can be chained this way too. In this "
-"example the [SceneTreeTween] is bound and have set a default transition:\n"
+"Most of the [SceneTreeTween] methods can be chained this way too. In the "
+"following example the [SceneTreeTween] is bound to the running script's node "
+"and a default transition is set for its [Tweener]s:\n"
 "[codeblock]\n"
 "var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
 "TRANS_ELASTIC)\n"
@@ -54501,16 +54679,16 @@ msgid ""
 "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
 "tween.tween_callback($Sprite, \"queue_free\")\n"
 "[/codeblock]\n"
-"Another interesting use for [SceneTreeTween]s is animating arbitrary set of "
+"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of "
 "objects:\n"
 "[codeblock]\n"
 "var tween = create_tween()\n"
 "for sprite in get_children():\n"
-"    tween.tween_property(sprite, \"position\", Vector2(), 1)\n"
+"    tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
 "[/codeblock]\n"
 "In the example above, all children of a node are moved one after another to "
 "position (0, 0).\n"
-"Some [Tweener]s use transitions and eases. The first accepts an [enum Tween."
+"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
 "TransitionType] constant, and refers to the way the timing of the animation "
 "is handled (see [url=https://easings.net/]easings.net[/url] for some "
 "examples). The second accepts an [enum Tween.EaseType] constant, and "
@@ -54522,7 +54700,7 @@ msgid ""
 "tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
 "[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
 "prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
-"immediately after it was created."
+"immediately after it is created."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -54552,21 +54730,24 @@ msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
 msgid ""
-"Processes the [SceneTreeTween] by given [code]delta[/code] value, in "
-"seconds. Mostly useful when the [SceneTreeTween] is paused, for controlling "
-"it manually. Can also be used to end the [SceneTreeTween] animation "
-"immediately, by using [code]delta[/code] longer than the whole duration.\n"
+"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in "
+"seconds. This is mostly useful for manual control when the [SceneTreeTween] "
+"is paused. It can also be used to end the [SceneTreeTween] animation "
+"immediately, by setting [code]delta[/code] longer than the whole duration of "
+"the [SceneTreeTween] animation.\n"
 "Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that "
 "haven't finished.\n"
-"[b]Note:[/b] The [SceneTreeTween] will become invalid after finished, but "
-"you can call [method stop] after the step, to keep it and reset."
+"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing "
+"frame after its animation finishes. Calling [method stop] after performing "
+"[method custom_step] instead keeps and resets the [SceneTreeTween]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
 msgid ""
 "Returns the total time in seconds the [SceneTreeTween] has been animating (i."
-"e. time since it started, not counting pauses etc.). The time is affected by "
-"[method set_speed_scale] and [method stop] will reset it to [code]0[/code].\n"
+"e. the time since it started, not counting pauses etc.). The time is "
+"affected by [method set_speed_scale], and [method stop] will reset it to "
+"[code]0[/code].\n"
 "[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
 "after the [SceneTreeTween] has finished animating will be slightly greater "
 "than the actual [SceneTreeTween] duration."
@@ -54602,11 +54783,10 @@ msgstr ""
 msgid ""
 "Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a "
 "[SceneTreeTween] contained by the scene tree (i.e. the array from [method "
-"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). "
-"[SceneTreeTween] might become invalid when it has finished tweening or was "
-"killed, also when created with [code]Tween.new()[/code]. Invalid "
-"[SceneTreeTween] can't have [Tweener]s appended, because it can't animate "
-"them. You can however still use [method interpolate_value]."
+"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
+"[SceneTreeTween] might become invalid when it has finished tweening, is "
+"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
+"[SceneTreeTween]s can't have [Tweener]s appended."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -54646,16 +54826,15 @@ msgstr ""
 msgid ""
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [SceneTreeTween] run "
-"infinitely, until it is either killed by [method kill] or by freeing bound "
-"node, or all the animated objects have been freed (which makes further "
+"Calling this method without arguments will make the [Tween] run infinitely, "
+"until either it is killed with [method kill], the [Tween]'s bound node is "
+"freed, or all the animated objects have been freed (which makes further "
 "animation impossible).\n"
 "[b]Warning:[/b] Make sure to always add some duration/delay when using "
-"infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] "
-"with no delay or [PropertyTweener] with invalid node) are equivalent to "
-"infinite [code]while[/code] loops and will freeze your game. If a "
-"[SceneTreeTween]'s lifetime depends on some node, always use [method "
-"bind_node]."
+"infinite loops. To prevent the game freezing, 0-duration looped animations "
+"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
+"number of loops, which may produce unexpected results. If a [Tween]'s "
+"lifetime depends on some node, always use [method bind_node]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -54717,10 +54896,10 @@ msgstr ""
 #: doc/classes/SceneTreeTween.xml
 msgid ""
 "Creates and appends an [IntervalTweener]. This method can be used to create "
-"delays in the tween animation, as an alternative for using the delay in "
-"other [Tweener]s or when there's no animation (in which case the "
-"[SceneTreeTween] acts as a timer). [code]time[/code] is the length of the "
-"interval, in seconds.\n"
+"delays in the tween animation, as an alternative to using the delay in other "
+"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] "
+"acts as a timer). [code]time[/code] is the length of the interval, in "
+"seconds.\n"
 "Example: creating an interval in code execution.\n"
 "[codeblock]\n"
 "# ... some code\n"
@@ -54774,8 +54953,8 @@ msgid ""
 "Creates and appends a [PropertyTweener]. This method tweens a "
 "[code]property[/code] of an [code]object[/code] between an initial value and "
 "[code]final_val[/code] in a span of time equal to [code]duration[/code], in "
-"seconds. The initial value by default is a value at the time the tweening of "
-"the [PropertyTweener] start. For example:\n"
+"seconds. The initial value by default is the property's value at the time "
+"the tweening of the [PropertyTweener] starts. For example:\n"
 "[codeblock]\n"
 "var tween = create_tween()\n"
 "tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
@@ -54806,16 +54985,15 @@ msgid ""
 "Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
 "when the [SceneTreeTween] is set to infinite looping (see [method "
 "set_loops]).\n"
-"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) after this signal "
-"is emitted, but it doesn't happen immediately, but on the next processing "
-"frame. Calling [method stop] inside the signal callback will preserve the "
-"[SceneTreeTween]."
+"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next "
+"processing frame after this signal is emitted. Calling [method stop] inside "
+"the signal callback will prevent the [SceneTreeTween] from being removed."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
 msgid ""
 "Emitted when a full loop is complete (see [method set_loops]), providing the "
-"loop index. This signal is not emitted after final loop, use [signal "
+"loop index. This signal is not emitted after the final loop, use [signal "
 "finished] instead for this case."
 msgstr ""
 
@@ -54823,7 +55001,7 @@ msgstr ""
 msgid ""
 "Emitted when one step of the [SceneTreeTween] is complete, providing the "
 "step index. One step is either a single [Tweener] or a group of [Tweener]s "
-"running parallelly."
+"running in parallel."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -58797,11 +58975,11 @@ msgstr ""
 msgid ""
 "Returns [code]true[/code] if this string contains a valid integer.\n"
 "[codeblock]\n"
-"print(\"7\".is_valid_int()) # Prints \"True\"\n"
-"print(\"14.6\".is_valid_int()) # Prints \"False\"\n"
-"print(\"L\".is_valid_int()) # Prints \"False\"\n"
-"print(\"+3\".is_valid_int()) # Prints \"True\"\n"
-"print(\"-12\".is_valid_int()) # Prints \"True\"\n"
+"print(\"7\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"L\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"+3\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"-12\".is_valid_integer()) # Prints \"True\"\n"
 "[/codeblock]"
 msgstr ""
 
@@ -63685,7 +63863,18 @@ msgid ""
 "To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
 "TreeItem.get_next] and [method TreeItem.get_children] after getting the root "
 "through [method get_root]. You can use [method Object.free] on a [TreeItem] "
-"to remove it from the [Tree]."
+"to remove it from the [Tree].\n"
+"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
 msgstr ""
 
 #: doc/classes/Tree.xml

파일 크기가 너무 크기때문에 변경 상태를 표시하지 않습니다.
+ 177 - 171
doc/translations/zh_CN.po


+ 284 - 95
doc/translations/zh_TW.po

@@ -482,7 +482,7 @@ msgid ""
 "- 1.0: Linear\n"
 "- Greater than 1.0 (exclusive): Ease in\n"
 "[/codeblock]\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
 "ease_cheatsheet.png]ease() curve values cheatsheet[/url]\n"
 "See also [method smoothstep]. If you need to perform more advanced "
 "transitions, use [Tween] or [AnimationPlayer]."
@@ -1203,7 +1203,7 @@ msgid ""
 "[method smoothstep] returns the smoothest possible curve with no sudden "
 "changes in the derivative. If you need to perform more advanced transitions, "
 "use [Tween] or [AnimationPlayer].\n"
-"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.4/img/"
+"[url=https://raw.githubusercontent.com/godotengine/godot-docs/3.5/img/"
 "smoothstep_ease_comparison.png]Comparison between smoothstep() and ease(x, "
 "-1.6521) return values[/url]"
 msgstr ""
@@ -28417,7 +28417,7 @@ msgid ""
 "    # Note: Don't make simultaneous requests using a single HTTPRequest "
 "node.\n"
 "    # The snippet below is provided for reference only.\n"
-"    var body = {\"name\": \"Godette\"}\n"
+"    var body = to_json({\"name\": \"Godette\"})\n"
 "    error = http_request.request(\"https://httpbin.org/post\", [], true, "
 "HTTPClient.METHOD_POST, body)\n"
 "    if error != OK:\n"
@@ -31042,7 +31042,18 @@ msgid ""
 "[code]\\n[/code]) in the string won't produce a newline. Text wrapping is "
 "enabled in [constant ICON_MODE_TOP] mode, but column's width is adjusted to "
 "fully fit its content by default. You need to set [member "
-"fixed_column_width] greater than zero to wrap the text."
+"fixed_column_width] greater than zero to wrap the text.\n"
+"[b]Incremental search:[/b] Like [PopupMenu] and [Tree], [ItemList] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
 msgstr ""
 
 #: doc/classes/ItemList.xml
@@ -34794,12 +34805,18 @@ msgid ""
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
-msgid "Returns the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Returns the override [Material] for a surface of the [Mesh] resource.\n"
+"[b]Note:[/b] This function only returns [i]override[/i] materials associated "
+"with this [MeshInstance]. Consider using [method get_active_material] or "
+"[method Mesh.surface_get_material] to get materials associated with the "
+"[Mesh] resource."
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
-msgid "Returns the number of surface materials."
-msgstr ""
+#, fuzzy
+msgid "Returns the number of surface override materials."
+msgstr "回傳參數的正弦值。"
 
 #: doc/classes/MeshInstance.xml
 msgid ""
@@ -34835,7 +34852,10 @@ msgid ""
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
-msgid "Sets the [Material] for a surface of the [Mesh] resource."
+msgid ""
+"Sets the override [Material] for the specified surface of the [Mesh] "
+"resource. This material is associated with this [MeshInstance] rather than "
+"with the [Mesh] resource."
 msgstr ""
 
 #: doc/classes/MeshInstance.xml
@@ -35634,6 +35654,9 @@ msgstr ""
 
 #: doc/classes/Navigation.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
 "Provides navigation and pathfinding within a collection of "
 "[NavigationMesh]es. By default, these will be automatically collected from "
 "child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this "
@@ -35680,6 +35703,9 @@ msgstr "回傳參數的正弦值。"
 
 #: doc/classes/Navigation.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"NavigationServer.map_get_path] instead.\n"
 "Returns the path between two given points. Points are in local coordinate "
 "space. If [code]optimize[/code] is [code]true[/code] (the default), the "
 "agent properties associated with each [NavigationMesh] (radius, height, "
@@ -35723,6 +35749,9 @@ msgstr ""
 
 #: doc/classes/Navigation2D.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
 "Navigation2D provides navigation and pathfinding within a 2D area, specified "
 "as a collection of [NavigationPolygon] resources. By default, these are "
 "automatically collected from child [NavigationPolygonInstance] nodes."
@@ -35742,6 +35771,9 @@ msgstr ""
 
 #: doc/classes/Navigation2D.xml
 msgid ""
+"[i]Deprecated.[/i] [Navigation2D] node and [method get_simple_path] are "
+"deprecated and will be removed in a future version. Use [method "
+"Navigation2DServer.map_get_path] instead.\n"
 "Returns the path between two given points. Points are in local coordinate "
 "space. If [code]optimize[/code] is [code]true[/code] (the default), the path "
 "is smoothed by merging path segments where possible."
@@ -35876,10 +35908,46 @@ msgstr "回傳參數的相反值。"
 msgid "Destroys the given RID."
 msgstr ""
 
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns all created navigation map [RID]s on the NavigationServer. This "
+"returns both 2D and 3D created navigation maps as there is technically no "
+"distinction between them."
+msgstr ""
+
 #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
 msgid "Create a new map."
 msgstr ""
 
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"This function immediately forces synchronization of the specified navigation "
+"[code]map[/code] [RID]. By default navigation maps are only synchronized at "
+"the end of each physics frame. This function can be used to immediately "
+"(re)calculate all the navigation meshes and region connections of the "
+"navigation map. This makes it possible to query a navigation path for a "
+"changed map immediately and in the same frame (multiple times if needed).\n"
+"Due to technical restrictions the current NavigationServer command queue "
+"will be flushed. This means all already queued update commands for this "
+"physics frame will be executed, even those intended for other maps, regions "
+"and agents not part of the specified map. The expensive computation of the "
+"navigation meshes and region connections of a map will only be done for the "
+"specified map. Other maps will receive the normal synchronization at the end "
+"of the physics frame. Should the specified map receive changes after the "
+"forced update it will update again as well when the other maps receive their "
+"update.\n"
+"Avoidance processing and dispatch of the [code]safe_velocity[/code] signals "
+"is untouched by this function and continues to happen for all maps and "
+"agents at the end of the physics frame.\n"
+"[b]Note:[/b] With great power comes great responsibility. This function "
+"should only be used by users that really know what they are doing and have a "
+"good reason for it. Forcing an immediate update of a navigation map requires "
+"locking the NavigationServer and flushing the entire NavigationServer "
+"command queue. Not only can this severely impact the performance of a game "
+"but it can also introduce bugs if used inappropriately without much "
+"foresight."
+msgstr ""
+
 #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
 msgid ""
 "Returns all navigation agents [RID]s that are currently assigned to the "
@@ -35996,6 +36064,23 @@ msgstr "回傳參數的正弦值。"
 msgid "Returns the [code]travel_cost[/code] of this [code]region[/code]."
 msgstr "計算兩個向量的外積。"
 
+#: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
+msgid ""
+"Returns [code]true[/code] if the provided [code]point[/code] in world space "
+"is currently owned by the provided navigation [code]region[/code]. Owned in "
+"this context means that one of the region's navigation mesh polygon faces "
+"has a possible position at the closest distance to this point compared to "
+"all other navigation meshes from other navigation regions that are also "
+"registered on the navigation map of the provided region.\n"
+"If multiple navigation meshes have positions at equal distance the "
+"navigation region whose polygons are processed first wins the ownership. "
+"Polygons are processed in the same order that navigation regions were "
+"registered on the NavigationServer.\n"
+"[b]Note:[/b] If navigation meshes from different navigation regions overlap "
+"(which should be avoided in general) the result might not be what is "
+"expected."
+msgstr ""
+
 #: doc/classes/Navigation2DServer.xml doc/classes/NavigationServer.xml
 #, fuzzy
 msgid "Sets the [code]enter_cost[/code] for this [code]region[/code]."
@@ -36208,6 +36293,17 @@ msgstr ""
 msgid "The distance to search for other agents."
 msgstr ""
 
+#: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
+msgid ""
+"The distance threshold before a path point is considered to be reached. This "
+"will allow an agent to not have to hit a path point on the path exactly, but "
+"in the area. If this value is set to high the NavigationAgent will skip "
+"points on the path which can lead to leaving the navigation mesh. If this "
+"value is set to low the NavigationAgent will be stuck in a repath loop cause "
+"it will constantly overshoot or undershoot the distance to the next point on "
+"each physics frame update."
+msgstr ""
+
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
 msgid ""
 "The maximum distance the agent is allowed away from the ideal path to the "
@@ -36216,14 +36312,23 @@ msgid ""
 msgstr ""
 
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
-msgid "The radius of the agent."
+msgid ""
+"The radius of the avoidance agent. This is the \"body\" of the avoidance "
+"agent and not the avoidance maneuver starting radius (which is controlled by "
+"[member neighbor_dist]).\n"
+"Does not affect normal pathfinding. To change an actor's pathfinding radius "
+"bake [NavigationMesh] resources with a different [member NavigationMesh."
+"agent_radius] property and use different navigation maps for each actor size."
 msgstr ""
 
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
 msgid ""
-"The distance threshold before a target is considered to be reached. This "
-"will allow an agent to not have to hit a point on the path exactly, but in "
-"the area."
+"The distance threshold before the final target point is considered to be "
+"reached. This will allow an agent to not have to hit the point of the final "
+"target exactly, but only the area. If this value is set to low the "
+"NavigationAgent will be stuck in a repath loop cause it will constantly "
+"overshoot or undershoot the distance to the final target point on each "
+"physics frame update."
 msgstr ""
 
 #: doc/classes/NavigationAgent.xml doc/classes/NavigationAgent2D.xml
@@ -36439,6 +36544,16 @@ msgid ""
 "multiple of [member cell_size]."
 msgstr ""
 
+#: doc/classes/NavigationMesh.xml
+msgid ""
+"If the baking [AABB] has a volume the navigation mesh baking will be "
+"restricted to its enclosing area."
+msgstr ""
+
+#: doc/classes/NavigationMesh.xml
+msgid "The position offset applied to the [member filter_baking_aabb] [AABB]."
+msgstr ""
+
 #: doc/classes/NavigationMesh.xml
 msgid "If [code]true[/code], marks spans that are ledges as non-walkable."
 msgstr ""
@@ -36610,7 +36725,15 @@ msgid ""
 "geometry for walkable terrain suitable to [NavigationMesh] agent properties "
 "by creating a voxel world around the meshes bounding area.\n"
 "The finalized navigation mesh is then returned and stored inside the "
-"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] nodes."
+"[NavigationMesh] for use as a resource inside [NavigationMeshInstance] "
+"nodes.\n"
+"[b]Note:[/b] Using meshes to not only define walkable surfaces but also "
+"obstruct navigation baking does not always work. The navigation baking has "
+"no concept of what is a geometry \"inside\" when dealing with mesh source "
+"geometry and this is intentional. Depending on current baking parameters, as "
+"soon as the obstructing mesh is large enough to fit a navigation mesh area "
+"inside, the baking will generate navigation mesh areas that are inside the "
+"obstructing source geometry mesh."
 msgstr ""
 
 #: doc/classes/NavigationMeshGenerator.xml
@@ -38492,13 +38615,19 @@ msgstr ""
 #: doc/classes/Node.xml
 msgid ""
 "Emitted when a child node enters the scene tree, either because it entered "
-"on its own or because this node entered with it."
+"on its own or because this node entered with it.\n"
+"This signal is emitted [i]after[/i] the child node's own [constant "
+"NOTIFICATION_ENTER_TREE] and [signal tree_entered]."
 msgstr ""
 
 #: doc/classes/Node.xml
 msgid ""
-"Emitted when a child node exits the scene tree, either because it exited on "
-"its own or because this node exited."
+"Emitted when a child node is about to exit the scene tree, either because it "
+"is being removed or freed directly, or because this node is exiting the "
+"tree.\n"
+"When this signal is received, the child [code]node[/code] is still in the "
+"tree and valid. This signal is emitted [i]after[/i] the child node's own "
+"[signal tree_exiting] and [constant NOTIFICATION_EXIT_TREE]."
 msgstr ""
 
 #: doc/classes/Node.xml
@@ -38510,7 +38639,10 @@ msgid "Emitted when the node is renamed."
 msgstr ""
 
 #: doc/classes/Node.xml
-msgid "Emitted when the node enters the tree."
+msgid ""
+"Emitted when the node enters the tree.\n"
+"This signal is emitted [i]after[/i] the related [constant "
+"NOTIFICATION_ENTER_TREE] notification."
 msgstr ""
 
 #: doc/classes/Node.xml
@@ -38520,15 +38652,21 @@ msgstr ""
 #: doc/classes/Node.xml
 msgid ""
 "Emitted when the node is still active but about to exit the tree. This is "
-"the right place for de-initialization (or a \"destructor\", if you will)."
+"the right place for de-initialization (or a \"destructor\", if you will).\n"
+"This signal is emitted [i]before[/i] the related [constant "
+"NOTIFICATION_EXIT_TREE] notification."
 msgstr ""
 
 #: doc/classes/Node.xml
-msgid "Notification received when the node enters a [SceneTree]."
+msgid ""
+"Notification received when the node enters a [SceneTree].\n"
+"This notification is emitted [i]before[/i] the related [signal tree_entered]."
 msgstr ""
 
 #: doc/classes/Node.xml
-msgid "Notification received when the node is about to exit a [SceneTree]."
+msgid ""
+"Notification received when the node is about to exit a [SceneTree].\n"
+"This notification is emitted [i]after[/i] the related [signal tree_exiting]."
 msgstr ""
 
 #: doc/classes/Node.xml
@@ -40240,6 +40378,10 @@ msgid ""
 "    if argument.find(\"=\") > -1:\n"
 "        var key_value = argument.split(\"=\")\n"
 "        arguments[key_value[0].lstrip(\"--\")] = key_value[1]\n"
+"    else:\n"
+"        # Options without an argument will be present in the dictionary,\n"
+"        # with the value set to an empty string.\n"
+"        arguments[argument.lstrip(\"--\")] = \"\"\n"
 "[/codeblock]"
 msgstr ""
 
@@ -45761,7 +45903,18 @@ msgstr ""
 #: doc/classes/PopupMenu.xml
 msgid ""
 "[PopupMenu] is a [Control] that displays a list of options. They are popular "
-"in toolbars or context menus."
+"in toolbars or context menus.\n"
+"[b]Incremental search:[/b] Like [ItemList] and [Tree], [PopupMenu] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
 msgstr ""
 
 #: doc/classes/PopupMenu.xml
@@ -49337,20 +49490,28 @@ msgid ""
 "cause.\n"
 "The default value is a conservative one, so you are advised to tweak it "
 "according to the hardware you are targeting.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"The default is a very conservative override for [code]rendering/gles3/"
-"shaders/max_concurrent_compiles[/code].\n"
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
 "Depending on the specific devices you are targeting, you may want to raise "
 "it.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"The default is a very conservative override for [member rendering/gles3/"
+"shaders/max_simultaneous_compiles].\n"
+"Depending on the specific browsers you are targeting, you may want to raise "
+"it.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is [b]not[/b] [code]Synchronous[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -49358,19 +49519,28 @@ msgid ""
 "The maximum size, in megabytes, that the ubershader cache can grow up to. On "
 "startup, the least recently used entries will be deleted until the total "
 "size is within bounds.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/"
-"code], so a smaller maximum size can be configured for mobile platforms, "
-"where storage space is more limited.\n"
-"[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/"
-"shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/"
-"code]."
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for mobile platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
+msgstr ""
+
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_cache_size_mb], so a "
+"smaller maximum size can be configured for web platforms, where storage "
+"space is more limited.\n"
+"[b]Note:[/b] Currently, shader caching is generally unavailable on web "
+"platforms.\n"
+"[b]Note:[/b] This setting is only meaningful if [member rendering/gles3/"
+"shaders/shader_compilation_mode] is set to [code]Asynchronous + Cache[/code]."
 msgstr ""
 
 #: doc/classes/ProjectSettings.xml
@@ -49402,12 +49572,20 @@ msgstr ""
 
 #: doc/classes/ProjectSettings.xml
 msgid ""
-"An override for [code]rendering/gles3/shaders/shader_compilation_mode[/"
-"code], so asynchronous compilation can be disabled for mobile.\n"
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on mobile platforms.\n"
 "You may want to do that since mobile GPUs generally won't support "
 "ubershaders due to their complexity."
 msgstr ""
 
+#: doc/classes/ProjectSettings.xml
+msgid ""
+"An override for [member rendering/gles3/shaders/shader_compilation_mode], so "
+"asynchronous compilation can be disabled on web platforms.\n"
+"You may want to do that since certain browsers (especially on mobile "
+"platforms) generally won't support ubershaders due to their complexity."
+msgstr ""
+
 #: doc/classes/ProjectSettings.xml
 msgid ""
 "Max buffer size for blend shapes. Any blend shape bigger than this will not "
@@ -54100,24 +54278,23 @@ msgid ""
 "manually (i.e. by using [code]Tween.new()[/code]) are invalid. They can't be "
 "used for tweening values, but you can do manual interpolation with [method "
 "interpolate_value].\n"
-"A [SceneTreeTween] animation is composed of a sequence of [Tweener]s, which "
-"by default are executed one after another. You can create a sequence by "
-"appending [Tweener]s to the [SceneTreeTween]. Animating something with a "
-"[Tweener] is called tweening. Example tweening sequence looks like this:\n"
+"A tween animation is created by adding [Tweener]s to the [SceneTreeTween] "
+"object, using [method tween_property], [method tween_interval], [method "
+"tween_callback] or [method tween_method]:\n"
 "[codeblock]\n"
 "var tween = get_tree().create_tween()\n"
 "tween.tween_property($Sprite, \"modulate\", Color.red, 1)\n"
 "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
 "tween.tween_callback($Sprite, \"queue_free\")\n"
 "[/codeblock]\n"
-"This sequence will make the [code]$Sprite[/code] node turn red, then shrink "
-"and finally the [method Node.queue_free] is called to remove the sprite. See "
-"methods [method tween_property], [method tween_interval], [method "
-"tween_callback] and [method tween_method] for more usage information.\n"
+"This sequence will make the [code]$Sprite[/code] node turn red, then shrink, "
+"before finally calling [method Node.queue_free] to free the sprite. "
+"[Tweener]s are executed one after another by default. This behavior can be "
+"changed using [method parallel] and [method set_parallel].\n"
 "When a [Tweener] is created with one of the [code]tween_*[/code] methods, a "
 "chained method call can be used to tweak the properties of this [Tweener]. "
-"For example, if you want to set different transition type in the above "
-"example, you can do:\n"
+"For example, if you want to set a different transition type in the above "
+"example, you can use [method set_trans]:\n"
 "[codeblock]\n"
 "var tween = get_tree().create_tween()\n"
 "tween.tween_property($Sprite, \"modulate\", Color.red, 1).set_trans(Tween."
@@ -54126,8 +54303,9 @@ msgid ""
 "TRANS_BOUNCE)\n"
 "tween.tween_callback($Sprite, \"queue_free\")\n"
 "[/codeblock]\n"
-"Most of the [SceneTreeTween] methods can be chained this way too. In this "
-"example the [SceneTreeTween] is bound and have set a default transition:\n"
+"Most of the [SceneTreeTween] methods can be chained this way too. In the "
+"following example the [SceneTreeTween] is bound to the running script's node "
+"and a default transition is set for its [Tweener]s:\n"
 "[codeblock]\n"
 "var tween = get_tree().create_tween().bind_node(self).set_trans(Tween."
 "TRANS_ELASTIC)\n"
@@ -54135,16 +54313,16 @@ msgid ""
 "tween.tween_property($Sprite, \"scale\", Vector2(), 1)\n"
 "tween.tween_callback($Sprite, \"queue_free\")\n"
 "[/codeblock]\n"
-"Another interesting use for [SceneTreeTween]s is animating arbitrary set of "
+"Another interesting use for [SceneTreeTween]s is animating arbitrary sets of "
 "objects:\n"
 "[codeblock]\n"
 "var tween = create_tween()\n"
 "for sprite in get_children():\n"
-"    tween.tween_property(sprite, \"position\", Vector2(), 1)\n"
+"    tween.tween_property(sprite, \"position\", Vector2(0, 0), 1)\n"
 "[/codeblock]\n"
 "In the example above, all children of a node are moved one after another to "
 "position (0, 0).\n"
-"Some [Tweener]s use transitions and eases. The first accepts an [enum Tween."
+"Some [Tweener]s use transitions and eases. The first accepts a [enum Tween."
 "TransitionType] constant, and refers to the way the timing of the animation "
 "is handled (see [url=https://easings.net/]easings.net[/url] for some "
 "examples). The second accepts an [enum Tween.EaseType] constant, and "
@@ -54156,7 +54334,7 @@ msgid ""
 "tween_cheatsheet.png]Tween easing and transition types cheatsheet[/url]\n"
 "[b]Note:[/b] All [SceneTreeTween]s will automatically start by default. To "
 "prevent a [SceneTreeTween] from autostarting, you can call [method stop] "
-"immediately after it was created."
+"immediately after it is created."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -54186,21 +54364,24 @@ msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
 msgid ""
-"Processes the [SceneTreeTween] by given [code]delta[/code] value, in "
-"seconds. Mostly useful when the [SceneTreeTween] is paused, for controlling "
-"it manually. Can also be used to end the [SceneTreeTween] animation "
-"immediately, by using [code]delta[/code] longer than the whole duration.\n"
+"Processes the [SceneTreeTween] by the given [code]delta[/code] value, in "
+"seconds. This is mostly useful for manual control when the [SceneTreeTween] "
+"is paused. It can also be used to end the [SceneTreeTween] animation "
+"immediately, by setting [code]delta[/code] longer than the whole duration of "
+"the [SceneTreeTween] animation.\n"
 "Returns [code]true[/code] if the [SceneTreeTween] still has [Tweener]s that "
 "haven't finished.\n"
-"[b]Note:[/b] The [SceneTreeTween] will become invalid after finished, but "
-"you can call [method stop] after the step, to keep it and reset."
+"[b]Note:[/b] The [SceneTreeTween] will become invalid in the next processing "
+"frame after its animation finishes. Calling [method stop] after performing "
+"[method custom_step] instead keeps and resets the [SceneTreeTween]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
 msgid ""
 "Returns the total time in seconds the [SceneTreeTween] has been animating (i."
-"e. time since it started, not counting pauses etc.). The time is affected by "
-"[method set_speed_scale] and [method stop] will reset it to [code]0[/code].\n"
+"e. the time since it started, not counting pauses etc.). The time is "
+"affected by [method set_speed_scale], and [method stop] will reset it to "
+"[code]0[/code].\n"
 "[b]Note:[/b] As it results from accumulating frame deltas, the time returned "
 "after the [SceneTreeTween] has finished animating will be slightly greater "
 "than the actual [SceneTreeTween] duration."
@@ -54236,11 +54417,10 @@ msgstr ""
 msgid ""
 "Returns whether the [SceneTreeTween] is valid. A valid [SceneTreeTween] is a "
 "[SceneTreeTween] contained by the scene tree (i.e. the array from [method "
-"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). "
-"[SceneTreeTween] might become invalid when it has finished tweening or was "
-"killed, also when created with [code]Tween.new()[/code]. Invalid "
-"[SceneTreeTween] can't have [Tweener]s appended, because it can't animate "
-"them. You can however still use [method interpolate_value]."
+"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
+"[SceneTreeTween] might become invalid when it has finished tweening, is "
+"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
+"[SceneTreeTween]s can't have [Tweener]s appended."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -54280,16 +54460,15 @@ msgstr ""
 msgid ""
 "Sets the number of times the tweening sequence will be repeated, i.e. "
 "[code]set_loops(2)[/code] will run the animation twice.\n"
-"Calling this method without arguments will make the [SceneTreeTween] run "
-"infinitely, until it is either killed by [method kill] or by freeing bound "
-"node, or all the animated objects have been freed (which makes further "
+"Calling this method without arguments will make the [Tween] run infinitely, "
+"until either it is killed with [method kill], the [Tween]'s bound node is "
+"freed, or all the animated objects have been freed (which makes further "
 "animation impossible).\n"
 "[b]Warning:[/b] Make sure to always add some duration/delay when using "
-"infinite loops. 0-duration looped animations (e.g. single [CallbackTweener] "
-"with no delay or [PropertyTweener] with invalid node) are equivalent to "
-"infinite [code]while[/code] loops and will freeze your game. If a "
-"[SceneTreeTween]'s lifetime depends on some node, always use [method "
-"bind_node]."
+"infinite loops. To prevent the game freezing, 0-duration looped animations "
+"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
+"number of loops, which may produce unexpected results. If a [Tween]'s "
+"lifetime depends on some node, always use [method bind_node]."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -54351,10 +54530,10 @@ msgstr ""
 #: doc/classes/SceneTreeTween.xml
 msgid ""
 "Creates and appends an [IntervalTweener]. This method can be used to create "
-"delays in the tween animation, as an alternative for using the delay in "
-"other [Tweener]s or when there's no animation (in which case the "
-"[SceneTreeTween] acts as a timer). [code]time[/code] is the length of the "
-"interval, in seconds.\n"
+"delays in the tween animation, as an alternative to using the delay in other "
+"[Tweener]s, or when there's no animation (in which case the [SceneTreeTween] "
+"acts as a timer). [code]time[/code] is the length of the interval, in "
+"seconds.\n"
 "Example: creating an interval in code execution.\n"
 "[codeblock]\n"
 "# ... some code\n"
@@ -54408,8 +54587,8 @@ msgid ""
 "Creates and appends a [PropertyTweener]. This method tweens a "
 "[code]property[/code] of an [code]object[/code] between an initial value and "
 "[code]final_val[/code] in a span of time equal to [code]duration[/code], in "
-"seconds. The initial value by default is a value at the time the tweening of "
-"the [PropertyTweener] start. For example:\n"
+"seconds. The initial value by default is the property's value at the time "
+"the tweening of the [PropertyTweener] starts. For example:\n"
 "[codeblock]\n"
 "var tween = create_tween()\n"
 "tween.tween_property($Sprite, \"position\", Vector2(100, 200), 1)\n"
@@ -54440,16 +54619,15 @@ msgid ""
 "Emitted when the [SceneTreeTween] has finished all tweening. Never emitted "
 "when the [SceneTreeTween] is set to infinite looping (see [method "
 "set_loops]).\n"
-"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) after this signal "
-"is emitted, but it doesn't happen immediately, but on the next processing "
-"frame. Calling [method stop] inside the signal callback will preserve the "
-"[SceneTreeTween]."
+"[b]Note:[/b] The [SceneTreeTween] is removed (invalidated) in the next "
+"processing frame after this signal is emitted. Calling [method stop] inside "
+"the signal callback will prevent the [SceneTreeTween] from being removed."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
 msgid ""
 "Emitted when a full loop is complete (see [method set_loops]), providing the "
-"loop index. This signal is not emitted after final loop, use [signal "
+"loop index. This signal is not emitted after the final loop, use [signal "
 "finished] instead for this case."
 msgstr ""
 
@@ -54457,7 +54635,7 @@ msgstr ""
 msgid ""
 "Emitted when one step of the [SceneTreeTween] is complete, providing the "
 "step index. One step is either a single [Tweener] or a group of [Tweener]s "
-"running parallelly."
+"running in parallel."
 msgstr ""
 
 #: doc/classes/SceneTreeTween.xml
@@ -58429,11 +58607,11 @@ msgstr ""
 msgid ""
 "Returns [code]true[/code] if this string contains a valid integer.\n"
 "[codeblock]\n"
-"print(\"7\".is_valid_int()) # Prints \"True\"\n"
-"print(\"14.6\".is_valid_int()) # Prints \"False\"\n"
-"print(\"L\".is_valid_int()) # Prints \"False\"\n"
-"print(\"+3\".is_valid_int()) # Prints \"True\"\n"
-"print(\"-12\".is_valid_int()) # Prints \"True\"\n"
+"print(\"7\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"14.6\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"L\".is_valid_integer()) # Prints \"False\"\n"
+"print(\"+3\".is_valid_integer()) # Prints \"True\"\n"
+"print(\"-12\".is_valid_integer()) # Prints \"True\"\n"
 "[/codeblock]"
 msgstr ""
 
@@ -63318,7 +63496,18 @@ msgid ""
 "To iterate over all the [TreeItem] objects in a [Tree] object, use [method "
 "TreeItem.get_next] and [method TreeItem.get_children] after getting the root "
 "through [method get_root]. You can use [method Object.free] on a [TreeItem] "
-"to remove it from the [Tree]."
+"to remove it from the [Tree].\n"
+"[b]Incremental search:[/b] Like [ItemList] and [PopupMenu], [Tree] supports "
+"searching within the list while the control is focused. Press a key that "
+"matches the first letter of an item's name to select the first item starting "
+"with the given letter. After that point, there are two ways to perform "
+"incremental search: 1) Press the same key again before the timeout duration "
+"to select the next item starting with the same letter. 2) Press letter keys "
+"that match the rest of the word before the timeout duration to match to "
+"select the item in question directly. Both of these actions will be reset to "
+"the beginning of the list if the timeout duration has passed since the last "
+"keystroke was registered. You can adjust the timeout duration by changing "
+"[member ProjectSettings.gui/timers/incremental_search_max_interval_msec]."
 msgstr ""
 
 #: doc/classes/Tree.xml

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