diff --git a/.github/ISSUE_TEMPLATE/config.yml b/.github/ISSUE_TEMPLATE/config.yml index f787bec00e9..d80645bb5b4 100644 --- a/.github/ISSUE_TEMPLATE/config.yml +++ b/.github/ISSUE_TEMPLATE/config.yml @@ -1,14 +1,14 @@ blank_issues_enabled: false contact_links: - - name: Godot proposals + - name: Redot proposals url: https://github.com/godotengine/godot-proposals about: Please submit feature proposals on the Godot proposals repository, not here. - - name: Godot documentation repository + - name: Redot documentation repository url: https://github.com/godotengine/godot-docs about: Please report issues with documentation on the Godot documentation repository, not here. - - name: Godot community channels - url: https://godotengine.org/community + - name: Redot community channels + url: https://discord.gg/redot about: Please ask for technical support on one of the other community channels, not here. diff --git a/core/extension/gdextension.cpp b/core/extension/gdextension.cpp index 7cba5cb161e..0f6ce4d9ced 100644 --- a/core/extension/gdextension.cpp +++ b/core/extension/gdextension.cpp @@ -99,7 +99,7 @@ class GDExtensionMethodBind : public MethodBind { virtual Variant call(Object *p_object, const Variant **p_args, int p_arg_count, Callable::CallError &r_error) const override { #ifdef TOOLS_ENABLED - ERR_FAIL_COND_V_MSG(!valid, Variant(), vformat("Cannot call invalid GDExtension method bind '%s'. It's probably cached - you may need to restart Godot.", name)); + ERR_FAIL_COND_V_MSG(!valid, Variant(), vformat("Cannot call invalid GDExtension method bind '%s'. It's probably cached - you may need to restart Redot.", name)); ERR_FAIL_COND_V_MSG(p_object && p_object->is_extension_placeholder(), Variant(), vformat("Cannot call GDExtension method bind '%s' on placeholder instance.", name)); #endif Variant ret; @@ -113,7 +113,7 @@ class GDExtensionMethodBind : public MethodBind { } virtual void validated_call(Object *p_object, const Variant **p_args, Variant *r_ret) const override { #ifdef TOOLS_ENABLED - ERR_FAIL_COND_MSG(!valid, vformat("Cannot call invalid GDExtension method bind '%s'. It's probably cached - you may need to restart Godot.", name)); + ERR_FAIL_COND_MSG(!valid, vformat("Cannot call invalid GDExtension method bind '%s'. It's probably cached - you may need to restart Redot.", name)); ERR_FAIL_COND_MSG(p_object && p_object->is_extension_placeholder(), vformat("Cannot call GDExtension method bind '%s' on placeholder instance.", name)); #endif ERR_FAIL_COND_MSG(vararg, "Vararg methods don't have validated call support. This is most likely an engine bug."); @@ -145,7 +145,7 @@ class GDExtensionMethodBind : public MethodBind { virtual void ptrcall(Object *p_object, const void **p_args, void *r_ret) const override { #ifdef TOOLS_ENABLED - ERR_FAIL_COND_MSG(!valid, vformat("Cannot call invalid GDExtension method bind '%s'. It's probably cached - you may need to restart Godot.", name)); + ERR_FAIL_COND_MSG(!valid, vformat("Cannot call invalid GDExtension method bind '%s'. It's probably cached - you may need to restart Redot.", name)); ERR_FAIL_COND_MSG(p_object && p_object->is_extension_placeholder(), vformat("Cannot call GDExtension method bind '%s' on placeholder instance.", name)); #endif ERR_FAIL_COND_MSG(vararg, "Vararg methods don't have ptrcall support. This is most likely an engine bug."); @@ -379,10 +379,10 @@ void GDExtension::_register_extension_class_internal(GDExtensionClassLibraryPtr if (self->is_reloading && self->extension_classes.has(class_name)) { extension = &self->extension_classes[class_name]; if (!parent_extension && parent_class_name != extension->gdextension.parent_class_name) { - ERR_FAIL_MSG(vformat("GDExtension class '%s' cannot change parent type from '%s' to '%s' on hot reload. Restart Godot for this change to take effect.", class_name, extension->gdextension.parent_class_name, parent_class_name)); + ERR_FAIL_MSG(vformat("GDExtension class '%s' cannot change parent type from '%s' to '%s' on hot reload. Restart Redot for this change to take effect.", class_name, extension->gdextension.parent_class_name, parent_class_name)); } if (extension->gdextension.is_runtime != is_runtime) { - ERR_PRINT(vformat("GDExtension class '%s' cannot change to/from runtime class on hot reload. Restart Godot for this change to take effect.", class_name)); + ERR_PRINT(vformat("GDExtension class '%s' cannot change to/from runtime class on hot reload. Restart Redot for this change to take effect.", class_name)); is_runtime = extension->gdextension.is_runtime; } extension->is_reloading = false; diff --git a/core/extension/gdextension_library_loader.cpp b/core/extension/gdextension_library_loader.cpp index d5f2eb668f5..53ad87ef818 100644 --- a/core/extension/gdextension_library_loader.cpp +++ b/core/extension/gdextension_library_loader.cpp @@ -315,7 +315,7 @@ Error GDExtensionLibraryLoader::parse_gdextension_file(const String &p_path) { compatible = VERSION_PATCH >= compatibility_minimum[2]; } if (!compatible) { - ERR_PRINT(vformat("GDExtension only compatible with Godot version %d.%d.%d or later: %s", compatibility_minimum[0], compatibility_minimum[1], compatibility_minimum[2], p_path)); + ERR_PRINT(vformat("GDExtension only compatible with Redot version %d.%d.%d or later: %s", compatibility_minimum[0], compatibility_minimum[1], compatibility_minimum[2], p_path)); return ERR_INVALID_DATA; } @@ -347,7 +347,7 @@ Error GDExtensionLibraryLoader::parse_gdextension_file(const String &p_path) { #endif if (!compatible) { - ERR_PRINT(vformat("GDExtension only compatible with Godot version %s or earlier: %s", compat_string, p_path)); + ERR_PRINT(vformat("GDExtension only compatible with Redot version %s or earlier: %s", compat_string, p_path)); return ERR_INVALID_DATA; } } diff --git a/core/io/image.cpp b/core/io/image.cpp index aa391b77dd4..75d704e4508 100644 --- a/core/io/image.cpp +++ b/core/io/image.cpp @@ -4034,7 +4034,7 @@ Error Image::load_tga_from_buffer(const Vector &p_array) { ERR_FAIL_NULL_V_MSG( _tga_mem_loader_func, ERR_UNAVAILABLE, - "The TGA module isn't enabled. Recompile the Godot editor or export template binary with the `module_tga_enabled=yes` SCons option."); + "The TGA module isn't enabled. Recompile the Redot editor or export template binary with the `module_tga_enabled=yes` SCons option."); return _load_from_buffer(p_array, _tga_mem_loader_func); } @@ -4042,7 +4042,7 @@ Error Image::load_bmp_from_buffer(const Vector &p_array) { ERR_FAIL_NULL_V_MSG( _bmp_mem_loader_func, ERR_UNAVAILABLE, - "The BMP module isn't enabled. Recompile the Godot editor or export template binary with the `module_bmp_enabled=yes` SCons option."); + "The BMP module isn't enabled. Recompile the Redot editor or export template binary with the `module_bmp_enabled=yes` SCons option."); return _load_from_buffer(p_array, _bmp_mem_loader_func); } @@ -4050,7 +4050,7 @@ Error Image::load_svg_from_buffer(const Vector &p_array, float scale) { ERR_FAIL_NULL_V_MSG( _svg_scalable_mem_loader_func, ERR_UNAVAILABLE, - "The SVG module isn't enabled. Recompile the Godot editor or export template binary with the `module_svg_enabled=yes` SCons option."); + "The SVG module isn't enabled. Recompile the Redot editor or export template binary with the `module_svg_enabled=yes` SCons option."); int buffer_size = p_array.size(); @@ -4072,7 +4072,7 @@ Error Image::load_ktx_from_buffer(const Vector &p_array) { ERR_FAIL_NULL_V_MSG( _ktx_mem_loader_func, ERR_UNAVAILABLE, - "The KTX module isn't enabled. Recompile the Godot editor or export template binary with the `module_ktx_enabled=yes` SCons option."); + "The KTX module isn't enabled. Recompile the Redot editor or export template binary with the `module_ktx_enabled=yes` SCons option."); return _load_from_buffer(p_array, _ktx_mem_loader_func); } diff --git a/doc/classes/AnimationMixer.xml b/doc/classes/AnimationMixer.xml index d762ffa5a65..69686ff1218 100644 --- a/doc/classes/AnimationMixer.xml +++ b/doc/classes/AnimationMixer.xml @@ -8,7 +8,7 @@ After instantiating the playback information data within the extended class, the blending is processed by the [AnimationMixer]. - https://godotengine.org/article/migrating-animations-from-godot-4-0-to-4-3/ + https://godotengine.org/article/migrating-animations-from-godot-4-0-to-4-3/ diff --git a/doc/classes/EditorPaths.xml b/doc/classes/EditorPaths.xml index f57e728c93a..9aa82d03795 100644 --- a/doc/classes/EditorPaths.xml +++ b/doc/classes/EditorPaths.xml @@ -6,10 +6,10 @@ This editor-only singleton returns OS-specific paths to various data folders and files. It can be used in editor plugins to ensure files are saved in the correct location on each operating system. [b]Note:[/b] This singleton is not accessible in exported projects. Attempting to access it in an exported project will result in a script error as the singleton won't be declared. To prevent script errors in exported projects, use [method Engine.has_singleton] to check whether the singleton is available before using it. - [b]Note:[/b] On the Linux/BSD platform, Godot complies with the [url=https://specifications.freedesktop.org/basedir-spec/basedir-spec-latest.html]XDG Base Directory Specification[/url]. You can override environment variables following the specification to change the editor and project data paths. + [b]Note:[/b] On the Linux/BSD platform, Redot complies with the [url=https://specifications.freedesktop.org/basedir-spec/basedir-spec-latest.html]XDG Base Directory Specification[/url]. You can override environment variables following the specification to change the editor and project data paths. - $DOCS_URL/tutorials/io/data_paths.html + $DOCS_URL/tutorials/io/data_paths.html @@ -57,17 +57,17 @@ - Returns the absolute path to the self-contained file that makes the current Godot editor instance be considered as self-contained. Returns an empty string if the current Godot editor instance isn't self-contained. See also [method is_self_contained]. + Returns the absolute path to the self-contained file that makes the current Redot editor instance be considered as self-contained. Returns an empty string if the current Redot editor instance isn't self-contained. See also [method is_self_contained]. - Returns [code]true[/code] if the editor is marked as self-contained, [code]false[/code] otherwise. When self-contained mode is enabled, user configuration, data and cache files are saved in an [code]editor_data/[/code] folder next to the editor binary. This makes portable usage easier and ensures the Godot editor minimizes file writes outside its own folder. Self-contained mode is not available for exported projects. + Returns [code]true[/code] if the editor is marked as self-contained, [code]false[/code] otherwise. When self-contained mode is enabled, user configuration, data and cache files are saved in an [code]editor_data/[/code] folder next to the editor binary. This makes portable usage easier and ensures the Redot editor minimizes file writes outside its own folder. Self-contained mode is not available for exported projects. Self-contained mode can be enabled by creating a file named [code]._sc_[/code] or [code]_sc_[/code] in the same folder as the editor binary or macOS .app bundle while the editor is not running. See also [method get_self_contained_file]. [b]Note:[/b] On macOS, quarantine flag should be manually removed before using self-contained mode, see [url=https://docs.godotengine.org/en/stable/tutorials/export/running_on_macos.html]Running on macOS[/url]. [b]Note:[/b] On macOS, placing [code]_sc_[/code] or any other file inside .app bundle will break digital signature and make it non-portable, consider placing it in the same folder as the .app bundle instead. - [b]Note:[/b] The Steam release of Godot uses self-contained mode by default. + [b]Note:[/b] The Steam release of Redot uses self-contained mode by default. diff --git a/doc/classes/EditorScript.xml b/doc/classes/EditorScript.xml index bd18852dbcf..82aa8f4ffc1 100644 --- a/doc/classes/EditorScript.xml +++ b/doc/classes/EditorScript.xml @@ -4,7 +4,7 @@ Base script that can be used to add extension functions to the editor. - Scripts extending this class and implementing its [method _run] method can be executed from the Script Editor's [b]File > Run[/b] menu option (or by pressing [kbd]Ctrl + Shift + X[/kbd]) while the editor is running. This is useful for adding custom in-editor functionality to Godot. For more complex additions, consider using [EditorPlugin]s instead. + Scripts extending this class and implementing its [method _run] method can be executed from the Script Editor's [b]File > Run[/b] menu option (or by pressing [kbd]Ctrl + Shift + X[/kbd]) while the editor is running. This is useful for adding custom in-editor functionality to Redot. For more complex additions, consider using [EditorPlugin]s instead. [b]Note:[/b] Extending scripts need to have [code]tool[/code] mode enabled. [b]Example script:[/b] [codeblocks] @@ -13,22 +13,22 @@ extends EditorScript func _run(): - print("Hello from the Godot Editor!") + print("Hello from the Redot Editor!") [/gdscript] [csharp] - using Godot; + using Redot; [Tool] public partial class HelloEditor : EditorScript { public override void _Run() { - GD.Print("Hello from the Godot Editor!"); + GD.Print("Hello from the Redot Editor!"); } } [/csharp] [/codeblocks] - [b]Note:[/b] The script is run in the Editor context, which means the output is visible in the console window started with the Editor (stdout) instead of the usual Godot [b]Output[/b] dock. + [b]Note:[/b] The script is run in the Editor context, which means the output is visible in the console window started with the Editor (stdout) instead of the usual Redot [b]Output[/b] dock. [b]Note:[/b] EditorScript is [RefCounted], meaning it is destroyed when nothing references it. This can cause errors during asynchronous operations if there are no references to the script. diff --git a/doc/classes/Node3D.xml b/doc/classes/Node3D.xml index ae13af4b826..5bbd8e3aab7 100644 --- a/doc/classes/Node3D.xml +++ b/doc/classes/Node3D.xml @@ -7,7 +7,7 @@ Most basic 3D game object, with a [Transform3D] and visibility settings. All other 3D game objects inherit from [Node3D]. Use [Node3D] as a parent node to move, scale, rotate and show/hide children in a 3D project. Affine operations (rotate, scale, translate) happen in parent's local coordinate system, unless the [Node3D] object is set as top-level. Affine operations in this coordinate system correspond to direct affine operations on the [Node3D]'s transform. The word local below refers to this coordinate system. The coordinate system that is attached to the [Node3D] object itself is referred to as object-local coordinate system. [b]Note:[/b] Unless otherwise specified, all methods that have angle parameters must have angles specified as [i]radians[/i]. To convert degrees to radians, use [method @GlobalScope.deg_to_rad]. - [b]Note:[/b] Be aware that "Spatial" nodes are now called "Node3D" starting with Godot 4. Any Godot 3.x references to "Spatial" nodes refer to "Node3D" in Godot 4. + [b]Note:[/b] Be aware that "Spatial" nodes are now called "Node3D" starting with Redot 4. Any Redot 3.x references to "Spatial" nodes refer to "Node3D" in Redot 4. $DOCS_URL/tutorials/3d/introduction_to_3d.html @@ -320,7 +320,7 @@ Scale part of the local transformation. - [b]Note:[/b] Mixed negative scales in 3D are not decomposable from the transformation matrix. Due to the way scale is represented with transformation matrices in Godot, the scale values will either be all positive or all negative. + [b]Note:[/b] Mixed negative scales in 3D are not decomposable from the transformation matrix. Due to the way scale is represented with transformation matrices in Redot, the scale values will either be all positive or all negative. [b]Note:[/b] Not all nodes are visually scaled by the [member scale] property. For example, [Light3D]s are not visually affected by [member scale]. diff --git a/doc/classes/Object.xml b/doc/classes/Object.xml index 2767a11e806..e5c685605a0 100644 --- a/doc/classes/Object.xml +++ b/doc/classes/Object.xml @@ -9,7 +9,7 @@ To delete an Object instance, call [method free]. This is necessary for most classes inheriting Object, because they do not manage memory on their own, and will otherwise cause memory leaks when no longer in use. There are a few classes that perform memory management. For example, [RefCounted] (and by extension [Resource]) deletes itself when no longer referenced, and [Node] deletes its children when freed. Objects can have a [Script] attached to them. Once the [Script] is instantiated, it effectively acts as an extension to the base class, allowing it to define and inherit new properties, methods and signals. Inside a [Script], [method _get_property_list] may be overridden to customize properties in several ways. This allows them to be available to the editor, display as lists of options, sub-divide into groups, save on disk, etc. Scripting languages offer easier ways to customize properties, such as with the [annotation @GDScript.@export] annotation. - Godot is very dynamic. An object's script, and therefore its properties, methods and signals, can be changed at run-time. Because of this, there can be occasions where, for example, a property required by a method may not exist. To prevent run-time errors, see methods such as [method set], [method get], [method call], [method has_method], [method has_signal], etc. Note that these methods are [b]much[/b] slower than direct references. + Redot is very dynamic. An object's script, and therefore its properties, methods and signals, can be changed at run-time. Because of this, there can be occasions where, for example, a property required by a method may not exist. To prevent run-time errors, see methods such as [method set], [method get], [method call], [method has_method], [method has_signal], etc. Note that these methods are [b]much[/b] slower than direct references. In GDScript, you can also check if a given property, method, or signal name exists in an object with the [code]in[/code] operator: [codeblock] var node = Node.new() @@ -340,11 +340,11 @@ Override this method to customize the return value of [method to_string], and therefore the object's representation as a [String]. [codeblock] func _to_string(): - return "Welcome to Godot 4!" + return "Welcome to Redot 4!" func _init(): - print(self) # Prints Welcome to Godot 4!" - var a = str(self) # a is "Welcome to Godot 4!" + print(self) # Prints Welcome to Redot 4!" + var a = str(self) # a is "Welcome to Redot 4!" [/codeblock] @@ -447,7 +447,7 @@ node.Call(Node3D.MethodName.Rotate, new Vector3(1f, 0f, 0f), 1.571f); [/csharp] [/codeblocks] - [b]Note:[/b] In C#, [param method] must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the [code]MethodName[/code] class to avoid allocating a new [StringName] on each call. + [b]Note:[/b] In C#, [param method] must be in snake_case when referring to built-in Redot methods. Prefer using the names exposed in the [code]MethodName[/code] class to avoid allocating a new [StringName] on each call. @@ -468,7 +468,7 @@ [/csharp] [/codeblocks] See also [method Callable.call_deferred]. - [b]Note:[/b] In C#, [param method] must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the [code]MethodName[/code] class to avoid allocating a new [StringName] on each call. + [b]Note:[/b] In C#, [param method] must be in snake_case when referring to built-in Redot methods. Prefer using the names exposed in the [code]MethodName[/code] class to avoid allocating a new [StringName] on each call. [b]Note:[/b] If you're looking to delay the function call by a frame, refer to the [signal SceneTree.process_frame] and [signal SceneTree.physics_frame] signals. [codeblock] var node = Node3D.new() @@ -496,7 +496,7 @@ node.Callv(Node3D.MethodName.Rotate, new Godot.Collections.Array { new Vector3(1f, 0f, 0f), 1.571f }); [/csharp] [/codeblocks] - [b]Note:[/b] In C#, [param method] must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the [code]MethodName[/code] class to avoid allocating a new [StringName] on each call. + [b]Note:[/b] In C#, [param method] must be in snake_case when referring to built-in Redot methods. Prefer using the names exposed in the [code]MethodName[/code] class to avoid allocating a new [StringName] on each call. @@ -521,7 +521,7 @@ A signal can only be connected once to the same [Callable]. If the signal is already connected, this method returns [constant ERR_INVALID_PARAMETER] and pushes an error message, unless the signal is connected with [constant CONNECT_REFERENCE_COUNTED]. To prevent this, use [method is_connected] first to check for existing connections. If the [param callable]'s object is freed, the connection will be lost. [b]Examples with recommended syntax:[/b] - Connecting signals is one of the most common operations in Godot and the API gives many options to do so, which are described further down. The code block below shows the recommended approach. + Connecting signals is one of the most common operations in Redot and the API gives many options to do so, which are described further down. The code block below shows the recommended approach. [codeblocks] [gdscript] func _ready(): @@ -669,7 +669,7 @@ EmitSignal(SignalName.GameOver); [/csharp] [/codeblocks] - [b]Note:[/b] In C#, [param signal] must be in snake_case when referring to built-in Godot signals. Prefer using the names exposed in the [code]SignalName[/code] class to avoid allocating a new [StringName] on each call. + [b]Note:[/b] In C#, [param signal] must be in snake_case when referring to built-in Redot signals. Prefer using the names exposed in the [code]SignalName[/code] class to avoid allocating a new [StringName] on each call. @@ -695,7 +695,7 @@ var a = node.Get(Node2D.PropertyName.Rotation); // a is 1.5 [/csharp] [/codeblocks] - [b]Note:[/b] In C#, [param property] must be in snake_case when referring to built-in Godot properties. Prefer using the names exposed in the [code]PropertyName[/code] class to avoid allocating a new [StringName] on each call. + [b]Note:[/b] In C#, [param property] must be in snake_case when referring to built-in Redot properties. Prefer using the names exposed in the [code]PropertyName[/code] class to avoid allocating a new [StringName] on each call. @@ -734,7 +734,7 @@ var b = node.GetIndexed("position:y"); // b is -10 [/csharp] [/codeblocks] - [b]Note:[/b] In C#, [param property_path] must be in snake_case when referring to built-in Godot properties. Prefer using the names exposed in the [code]PropertyName[/code] class to avoid allocating a new [StringName] on each call. + [b]Note:[/b] In C#, [param property_path] must be in snake_case when referring to built-in Redot properties. Prefer using the names exposed in the [code]PropertyName[/code] class to avoid allocating a new [StringName] on each call. [b]Note:[/b] This method does not support actual paths to nodes in the [SceneTree], only sub-property paths. In the context of nodes, use [method Node.get_node_and_resource] instead. @@ -766,7 +766,7 @@ Returns the number of arguments of the given [param method] by name. - [b]Note:[/b] In C#, [param method] must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the [code]MethodName[/code] class to avoid allocating a new [StringName] on each call. + [b]Note:[/b] In C#, [param method] must be in snake_case when referring to built-in Redot methods. Prefer using the names exposed in the [code]MethodName[/code] class to avoid allocating a new [StringName] on each call. @@ -792,7 +792,7 @@ - [code]hint[/code] is [i]how[/i] the property is meant to be edited (see [enum PropertyHint]); - [code]hint_string[/code] depends on the hint (see [enum PropertyHint]); - [code]usage[/code] is a combination of [enum PropertyUsageFlags]. - [b]Note:[/b] In GDScript, all class members are treated as properties. In C# and GDExtension, it may be necessary to explicitly mark class members as Godot properties using decorators or attributes. + [b]Note:[/b] In GDScript, all class members are treated as properties. In C# and GDExtension, it may be necessary to explicitly mark class members as Redot properties using decorators or attributes. @@ -829,7 +829,7 @@ Returns [code]true[/code] if any connection exists on the given [param signal] name. - [b]Note:[/b] In C#, [param signal] must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the [code]SignalName[/code] class to avoid allocating a new [StringName] on each call. + [b]Note:[/b] In C#, [param signal] must be in snake_case when referring to built-in Redot methods. Prefer using the names exposed in the [code]SignalName[/code] class to avoid allocating a new [StringName] on each call. @@ -846,7 +846,7 @@ Returns [code]true[/code] if the given [param method] name exists in the object. - [b]Note:[/b] In C#, [param method] must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the [code]MethodName[/code] class to avoid allocating a new [StringName] on each call. + [b]Note:[/b] In C#, [param method] must be in snake_case when referring to built-in Redot methods. Prefer using the names exposed in the [code]MethodName[/code] class to avoid allocating a new [StringName] on each call. @@ -854,7 +854,7 @@ Returns [code]true[/code] if the given [param signal] name exists in the object. - [b]Note:[/b] In C#, [param signal] must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the [code]SignalName[/code] class to avoid allocating a new [StringName] on each call. + [b]Note:[/b] In C#, [param signal] must be in snake_case when referring to built-in Redot methods. Prefer using the names exposed in the [code]SignalName[/code] class to avoid allocating a new [StringName] on each call. @@ -898,7 +898,7 @@ Returns [code]true[/code] if a connection exists between the given [param signal] name and [param callable]. - [b]Note:[/b] In C#, [param signal] must be in snake_case when referring to built-in Godot methods. Prefer using the names exposed in the [code]SignalName[/code] class to avoid allocating a new [StringName] on each call. + [b]Note:[/b] In C#, [param signal] must be in snake_case when referring to built-in Redot methods. Prefer using the names exposed in the [code]SignalName[/code] class to avoid allocating a new [StringName] on each call. @@ -994,7 +994,7 @@ GD.Print(node.GlobalScale); // Prints Vector2(8, 2.5) [/csharp] [/codeblocks] - [b]Note:[/b] In C#, [param property] must be in snake_case when referring to built-in Godot properties. Prefer using the names exposed in the [code]PropertyName[/code] class to avoid allocating a new [StringName] on each call. + [b]Note:[/b] In C#, [param property] must be in snake_case when referring to built-in Redot properties. Prefer using the names exposed in the [code]PropertyName[/code] class to avoid allocating a new [StringName] on each call. @@ -1032,7 +1032,7 @@ GD.Print(node.Rotation); // Prints 3.0 [/csharp] [/codeblocks] - [b]Note:[/b] In C#, [param property] must be in snake_case when referring to built-in Godot properties. Prefer using the names exposed in the [code]PropertyName[/code] class to avoid allocating a new [StringName] on each call. + [b]Note:[/b] In C#, [param property] must be in snake_case when referring to built-in Redot properties. Prefer using the names exposed in the [code]PropertyName[/code] class to avoid allocating a new [StringName] on each call. @@ -1055,7 +1055,7 @@ GD.Print(node.Position); // Prints (42, -10) [/csharp] [/codeblocks] - [b]Note:[/b] In C#, [param property_path] must be in snake_case when referring to built-in Godot properties. Prefer using the names exposed in the [code]PropertyName[/code] class to avoid allocating a new [StringName] on each call. + [b]Note:[/b] In C#, [param property_path] must be in snake_case when referring to built-in Redot properties. Prefer using the names exposed in the [code]PropertyName[/code] class to avoid allocating a new [StringName] on each call. diff --git a/doc/classes/RenderingServer.xml b/doc/classes/RenderingServer.xml index b73315219b6..38b72aa6bd5 100644 --- a/doc/classes/RenderingServer.xml +++ b/doc/classes/RenderingServer.xml @@ -1603,7 +1603,7 @@ - Returns the version of the graphics video adapter [i]currently in use[/i] (e.g. "1.2.189" for Vulkan, "3.3.0 NVIDIA 510.60.02" for OpenGL). This version may be different from the actual latest version supported by the hardware, as Godot may not always request the latest version. See also [method OS.get_video_adapter_driver_info]. + Returns the version of the graphics video adapter [i]currently in use[/i] (e.g. "1.2.189" for Vulkan, "3.3.0 NVIDIA 510.60.02" for OpenGL). This version may be different from the actual latest version supported by the hardware, as Redot may not always request the latest version. See also [method OS.get_video_adapter_driver_info]. [b]Note:[/b] When running a headless or server binary, this function returns an empty string. @@ -1710,7 +1710,7 @@ Returns [code]true[/code] if changes have been made to the RenderingServer's data. [method force_draw] is usually called if this happens. - + @@ -3490,7 +3490,7 @@ Creates a 2-dimensional texture and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all [code]texture_2d_*[/code] RenderingServer functions. Once finished with your RID, you will want to free the RID using the RenderingServer's [method free_rid] method. [b]Note:[/b] The equivalent resource is [Texture2D]. - [b]Note:[/b] Not to be confused with [method RenderingDevice.texture_create], which creates the graphics API's own texture type as opposed to the Godot-specific [Texture2D] resource. + [b]Note:[/b] Not to be confused with [method RenderingDevice.texture_create], which creates the graphics API's own texture type as opposed to the Redot-specific [Texture2D] resource. @@ -3597,7 +3597,7 @@ - Creates a texture based on a native handle that was created outside of Godot's renderer. + Creates a texture based on a native handle that was created outside of Redot's renderer. [b]Note:[/b] If using the rendering device renderer, using [method RenderingDevice.texture_create_from_extension] rather than this method is recommended. It will give you much more control over the texture's format and usage. @@ -3631,14 +3631,14 @@ Returns a texture [RID] that can be used with [RenderingDevice]. - + This method does nothing and always returns an invalid [RID]. - + @@ -5229,7 +5229,7 @@ Use the Academy Color Encoding System tonemapper. ACES is slightly more expensive than other options, but it handles bright lighting in a more realistic fashion by desaturating it as it becomes brighter. ACES typically has a more contrasted output compared to [constant ENV_TONE_MAPPER_REINHARD] and [constant ENV_TONE_MAPPER_FILMIC]. - [b]Note:[/b] This tonemapping operator is called "ACES Fitted" in Godot 3.x. + [b]Note:[/b] This tonemapping operator is called "ACES Fitted" in Redot 3.x. Lowest quality of roughness filter for screen-space reflections. Rough materials will not have blurrier screen-space reflections compared to smooth (non-rough) materials. This is the fastest option. @@ -5720,9 +5720,9 @@ Represents the size of the [enum PipelineSource] enum. - + - + diff --git a/doc/classes/String.xml b/doc/classes/String.xml index 40f08dafe69..dd020638152 100644 --- a/doc/classes/String.xml +++ b/doc/classes/String.xml @@ -249,18 +249,18 @@ Formats the string by replacing all occurrences of [param placeholder] with the elements of [param values]. [param values] can be a [Dictionary] or an [Array]. Any underscores in [param placeholder] will be replaced with the corresponding keys in advance. Array elements use their index as keys. [codeblock] - # Prints "Waiting for Godot is a play by Samuel Beckett, and Godot Engine is named after it." + # Prints "Waiting for Redot is a play by Samuel Beckett, and Redot Engine is named after it." var use_array_values = "Waiting for {0} is a play by {1}, and {0} Engine is named after it." - print(use_array_values.format(["Godot", "Samuel Beckett"])) + print(use_array_values.format(["Redot", "Samuel Beckett"])) - # Prints "User 42 is Godot." - print("User {id} is {name}.".format({"id": 42, "name": "Godot"})) + # Prints "User 42 is Redot." + print("User {id} is {name}.".format({"id": 42, "name": "Redot"})) [/codeblock] Some additional handling is performed when [param values] is an [Array]. If [param placeholder] does not contain an underscore, the elements of the [param values] array will be used to replace one occurrence of the placeholder in order; If an element of [param values] is another 2-element array, it'll be interpreted as a key-value pair. [codeblock] - # Prints "User 42 is Godot." - print("User {} is {}.".format([42, "Godot"], "{}")) - print("User {id} is {name}.".format([["id", 42], ["name", "Godot"]])) + # Prints "User 42 is Redot." + print("User {} is {}.".format([42, "Redot"], "{}")) + print("User {id} is {name}.".format([["id", 42], ["name", "Redot"]])) [/codeblock] See also the [url=$DOCS_URL/tutorials/scripting/gdscript/gdscript_format_string.html]GDScript format string[/url] tutorial. [b]Note:[/b] The replacement of placeholders is not done all at once, instead each placeholder is replaced in the order they are passed, this means that if one of the replacement strings contains a key it will also be replaced. This can be very powerful, but can also cause unexpected results if you are not careful. If you do not need to perform replacement in the replacement strings, make sure your replacements do not contain placeholders to ensure reliable results. @@ -1108,13 +1108,13 @@ [codeblocks] [gdscript] var prefix = "$DOCS_URL/?highlight=" - var url = prefix + "Godot Engine:docs".uri_encode() + var url = prefix + "Redot Engine:docs".uri_encode() print(url) # Prints "$DOCS_URL/?highlight=Godot%20Engine%3%docs" [/gdscript] [csharp] var prefix = "$DOCS_URL/?highlight="; - var url = prefix + "Godot Engine:docs".URIEncode(); + var url = prefix + "Redot Engine:docs".URIEncode(); GD.Print(url); // Prints "$DOCS_URL/?highlight=Godot%20Engine%3%docs" [/csharp] diff --git a/doc/classes/StringName.xml b/doc/classes/StringName.xml index 3a2b4924961..72f26bc5bda 100644 --- a/doc/classes/StringName.xml +++ b/doc/classes/StringName.xml @@ -233,18 +233,18 @@ Formats the string by replacing all occurrences of [param placeholder] with the elements of [param values]. [param values] can be a [Dictionary] or an [Array]. Any underscores in [param placeholder] will be replaced with the corresponding keys in advance. Array elements use their index as keys. [codeblock] - # Prints "Waiting for Godot is a play by Samuel Beckett, and Godot Engine is named after it." + # Prints "Waiting for Redot is a play by Samuel Beckett, and Redot Engine is named after it." var use_array_values = "Waiting for {0} is a play by {1}, and {0} Engine is named after it." - print(use_array_values.format(["Godot", "Samuel Beckett"])) + print(use_array_values.format(["Redot", "Samuel Beckett"])) - # Prints "User 42 is Godot." - print("User {id} is {name}.".format({"id": 42, "name": "Godot"})) + # Prints "User 42 is Redot." + print("User {id} is {name}.".format({"id": 42, "name": "Redot"})) [/codeblock] Some additional handling is performed when [param values] is an [Array]. If [param placeholder] does not contain an underscore, the elements of the [param values] array will be used to replace one occurrence of the placeholder in order; If an element of [param values] is another 2-element array, it'll be interpreted as a key-value pair. [codeblock] - # Prints "User 42 is Godot." - print("User {} is {}.".format([42, "Godot"], "{}")) - print("User {id} is {name}.".format([["id", 42], ["name", "Godot"]])) + # Prints "User 42 is Redot." + print("User {} is {}.".format([42, "Redot"], "{}")) + print("User {id} is {name}.".format([["id", 42], ["name", "Redot"]])) [/codeblock] See also the [url=$DOCS_URL/tutorials/scripting/gdscript/gdscript_format_string.html]GDScript format string[/url] tutorial. [b]Note:[/b] In C#, it's recommended to [url=https://learn.microsoft.com/en-us/dotnet/csharp/language-reference/tokens/interpolated]interpolate strings with "$"[/url], instead. @@ -993,12 +993,12 @@ Decodes the string from its URL-encoded format. This method is meant to properly decode the parameters in a URL when receiving an HTTP request. [codeblocks] [gdscript] - var url = "$DOCS_URL/?highlight=Godot%20Engine%3%docs" - print(url.uri_decode()) # Prints "$DOCS_URL/?highlight=Godot Engine:docs" + var url = "$DOCS_URL/?highlight=Redot%20Engine%3%docs" + print(url.uri_decode()) # Prints "$DOCS_URL/?highlight=Redot Engine:docs" [/gdscript] [csharp] - var url = "$DOCS_URL/?highlight=Godot%20Engine%3%docs" - GD.Print(url.URIDecode()) // Prints "$DOCS_URL/?highlight=Godot Engine:docs" + var url = "$DOCS_URL/?highlight=Redot%20Engine%3%docs" + GD.Print(url.URIDecode()) // Prints "$DOCS_URL/?highlight=Redot Engine:docs" [/csharp] [/codeblocks] @@ -1010,15 +1010,15 @@ [codeblocks] [gdscript] var prefix = "$DOCS_URL/?highlight=" - var url = prefix + "Godot Engine:docs".uri_encode() + var url = prefix + "Redot Engine:docs".uri_encode() - print(url) # Prints "$DOCS_URL/?highlight=Godot%20Engine%3%docs" + print(url) # Prints "$DOCS_URL/?highlight=Redot%20Engine%3%docs" [/gdscript] [csharp] var prefix = "$DOCS_URL/?highlight="; - var url = prefix + "Godot Engine:docs".URIEncode(); + var url = prefix + "Redot Engine:docs".URIEncode(); - GD.Print(url); // Prints "$DOCS_URL/?highlight=Godot%20Engine%3%docs" + GD.Print(url); // Prints "$DOCS_URL/?highlight=Redot%20Engine%3%docs" [/csharp] [/codeblocks] diff --git a/doc/classes/TextServer.xml b/doc/classes/TextServer.xml index aed041c5ad1..bf850d80006 100644 --- a/doc/classes/TextServer.xml +++ b/doc/classes/TextServer.xml @@ -1746,9 +1746,9 @@ When [param chars_per_line] is greater than zero, line break boundaries are returned instead. [codeblock] var ts = TextServerManager.get_primary_interface() - print(ts.string_get_word_breaks("The Godot Engine, 4")) # Prints [0, 3, 4, 9, 10, 16, 18, 19], which corresponds to the following substrings: "The", "Godot", "Engine", "4" - print(ts.string_get_word_breaks("The Godot Engine, 4", "en", 5)) # Prints [0, 3, 4, 9, 10, 15, 15, 19], which corresponds to the following substrings: "The", "Godot", "Engin", "e, 4" - print(ts.string_get_word_breaks("The Godot Engine, 4", "en", 10)) # Prints [0, 9, 10, 19], which corresponds to the following substrings: "The Godot", "Engine, 4" + print(ts.string_get_word_breaks("The Redot Engine, 4")) # Prints [0, 3, 4, 9, 10, 16, 18, 19], which corresponds to the following substrings: "The", "Redot", "Engine", "4" + print(ts.string_get_word_breaks("The Redot Engine, 4", "en", 5)) # Prints [0, 3, 4, 9, 10, 15, 15, 19], which corresponds to the following substrings: "The", "Redot", "Engin", "e, 4" + print(ts.string_get_word_breaks("The Redot Engine, 4", "en", 10)) # Prints [0, 9, 10, 19], which corresponds to the following substrings: "The Redot", "Engine, 4" [/codeblock] diff --git a/doc/classes/VisualShaderNodeExpression.xml b/doc/classes/VisualShaderNodeExpression.xml index c916aecc500..b29512d3b07 100644 --- a/doc/classes/VisualShaderNodeExpression.xml +++ b/doc/classes/VisualShaderNodeExpression.xml @@ -1,17 +1,17 @@ - A custom visual shader graph expression written in Godot Shading Language. + A custom visual shader graph expression written in Redot Shading Language. - Custom Godot Shading Language expression, with a custom number of input and output ports. + Custom Redot Shading Language expression, with a custom number of input and output ports. The provided code is directly injected into the graph's matching shader function ([code]vertex[/code], [code]fragment[/code], or [code]light[/code]), so it cannot be used to declare functions, varyings, uniforms, or global constants. See [VisualShaderNodeGlobalExpression] for such global definitions. - An expression in Godot Shading Language, which will be injected at the start of the graph's matching shader function ([code]vertex[/code], [code]fragment[/code], or [code]light[/code]), and thus cannot be used to declare functions, varyings, uniforms, or global constants. + An expression in Redot Shading Language, which will be injected at the start of the graph's matching shader function ([code]vertex[/code], [code]fragment[/code], or [code]light[/code]), and thus cannot be used to declare functions, varyings, uniforms, or global constants. diff --git a/doc/classes/VisualShaderNodeGlobalExpression.xml b/doc/classes/VisualShaderNodeGlobalExpression.xml index 69204373c28..fa2c2691116 100644 --- a/doc/classes/VisualShaderNodeGlobalExpression.xml +++ b/doc/classes/VisualShaderNodeGlobalExpression.xml @@ -1,10 +1,10 @@ - A custom global visual shader graph expression written in Godot Shading Language. + A custom global visual shader graph expression written in Redot Shading Language. - Custom Godot Shader Language expression, which is placed on top of the generated shader. You can place various function definitions inside to call later in [VisualShaderNodeExpression]s (which are injected in the main shader functions). You can also declare varyings, uniforms and global constants. + Custom Redot Shader Language expression, which is placed on top of the generated shader. You can place various function definitions inside to call later in [VisualShaderNodeExpression]s (which are injected in the main shader functions). You can also declare varyings, uniforms and global constants. diff --git a/doc/tools/make_rst.py b/doc/tools/make_rst.py index e1a6aa4a98a..a4cc713ac22 100755 --- a/doc/tools/make_rst.py +++ b/doc/tools/make_rst.py @@ -932,7 +932,7 @@ def make_rst_class(class_def: ClassDef, state: State, dry_run: bool, output_dir: generator_github_url = f"https://github.com/godotengine/godot/tree/{git_branch}/doc/tools/make_rst.py" f.write(".. DO NOT EDIT THIS FILE!!!\n") - f.write(".. Generated automatically from Godot engine sources.\n") + f.write(".. Generated automatically from Redot engine sources.\n") f.write(f".. Generator: {generator_github_url}.\n") f.write(f".. XML source: {source_github_url}.\n\n") @@ -1759,7 +1759,7 @@ def make_rst_index(grouped_classes: Dict[str, List[str]], dry_run: bool, output_ generator_github_url = f"https://github.com/godotengine/godot/tree/{git_branch}/doc/tools/make_rst.py" f.write(".. DO NOT EDIT THIS FILE!!!\n") - f.write(".. Generated automatically from Godot engine sources.\n") + f.write(".. Generated automatically from Redot engine sources.\n") f.write(f".. Generator: {generator_github_url}.\n\n") f.write(".. _doc_class_reference:\n\n") diff --git a/doc/translations/de.po b/doc/translations/de.po index edd16115983..a8a757bddb4 100644 --- a/doc/translations/de.po +++ b/doc/translations/de.po @@ -1,4 +1,5 @@ -# German translation of the Godot Engine class reference. +# German translation of the Redot Engine class reference. +# Copyright (c) 2024-present Redot Engine contributors. # Copyright (c) 2014-present Godot Engine contributors. # Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. # This file is distributed under the same license as the Godot source code. @@ -95,7 +96,7 @@ # Johannes Oskar Silvennoinen , 2024. msgid "" msgstr "" -"Project-Id-Version: Godot Engine class reference\n" +"Project-Id-Version: Redot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "PO-Revision-Date: 2024-08-13 23:09+0000\n" "Last-Translator: Johannes Oskar Silvennoinen , 2024. msgid "" msgstr "" -"Project-Id-Version: Godot Engine class reference\n" +"Project-Id-Version: Redot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "PO-Revision-Date: 2024-09-13 04:52+0000\n" "Last-Translator: Keider Kaize \n" @@ -5154,10 +5155,10 @@ msgstr "" "La alimentación de la cámara le da acceso a una única cámara física conectada " "a tu dispositivo." -msgid "Server keeping track of different cameras accessible in Godot." +msgid "Server keeping track of different cameras accessible in Redot." msgstr "" "El servidor mantiene un seguimiento de las diferentes cámaras accesibles en " -"Godot." +"Redot." msgid "Returns an array of [CameraFeed]s." msgstr "Devuelve una array de [CameraFeed]s." @@ -6287,13 +6288,13 @@ msgstr "" "ya que el control siempre tiene que ser al menos del tamaño mínimo." msgid "" -"The default cursor shape for this control. Useful for Godot plugins and " +"The default cursor shape for this control. Useful for Redot plugins and " "applications or games that use the system's mouse cursors.\n" "[b]Note:[/b] On Linux, shapes may vary depending on the cursor theme of the " "system." msgstr "" "La forma del cursor por defecto para este control. Útil para los plugins de " -"Godot y las aplicaciones o juegos que utilizan los cursores del ratón del " +"Redot y las aplicaciones o juegos que utilizan los cursores del ratón del " "sistema.\n" "[b]Nota:[/b] En Linux, las formas pueden variar dependiendo del tema del " "cursor del sistema." @@ -7274,7 +7275,7 @@ msgstr "" msgid "" "An editor feature profile can be used to disable specific features of the " -"Godot editor. When disabled, the features won't appear in the editor, which " +"Redot editor. When disabled, the features won't appear in the editor, which " "makes the editor less cluttered. This is useful in education settings to " "reduce confusion or when working in a team. For example, artists and level " "designers could use a feature profile that disables the script editor to " @@ -7283,7 +7284,7 @@ msgid "" "Profiles...[/b] at the top of the editor window." msgstr "" "Un perfil de características del editor puede ser usado para deshabilitar " -"características específicas del editor de Godot. Cuando se deshabilita, las " +"características específicas del editor de Redot. Cuando se deshabilita, las " "características no aparecen en el editor, lo que hace que el editor esté " "menos desordenado. Esto es útil en entornos educativos para reducir la " "confusión o cuando se trabaja en equipo. Por ejemplo, los artistas y los " @@ -7565,10 +7566,10 @@ msgstr "" "code]." msgid "" -"Gets the Godot resource type associated with this loader. e.g. " +"Gets the Redot resource type associated with this loader. e.g. " "[code]\"Mesh\"[/code] or [code]\"Animation\"[/code]." msgstr "" -"Obtiene el tipo de recurso Godot asociado a este cargador. Por ejemplo, " +"Obtiene el tipo de recurso Redot asociado a este cargador. Por ejemplo, " "[code]\"Mesh\"[/code] o [code]\"Animation\"[/code]." msgid "Emitted when a property is edited in the inspector." @@ -7616,8 +7617,8 @@ msgid "Returns [code]true[/code] if this object can be handled by this plugin." msgstr "" "Devuelve [code]true[/code] si este objeto puede ser manejado por este plugin." -msgid "Godot editor's interface." -msgstr "La interfaz del editor de Godot." +msgid "Redot editor's interface." +msgstr "La interfaz del editor de Redot." msgid "Returns the current path being viewed in the [FileSystemDock]." msgstr "Devuelve la ruta actual que se está viendo en el [FileSystemDock]." @@ -7768,12 +7769,12 @@ msgstr "" msgid "" "Override this method in your plugin to provide the name of the plugin when " -"displayed in the Godot editor.\n" +"displayed in the Redot editor.\n" "For main screen plugins, this appears at the top of the screen, to the right " "of the \"2D\", \"3D\", \"Script\", and \"AssetLib\" buttons." msgstr "" "Sobrescribe este método en tu plugin para proporcionar el nombre del plugin " -"cuando se muestra en el editor de Godot.\n" +"cuando se muestra en el editor de Redot.\n" "Para los plugins de la pantalla principal, esto aparece en la parte superior " "de la pantalla, a la derecha de los botones \"2D\", \"3D\", \"Script\" y " "\"AssetLib\"." @@ -11708,11 +11709,11 @@ msgstr "" "Específico de la plataforma MacOS." msgid "" -"Notification received from Godot's crash handler when the engine is about to " +"Notification received from Redot's crash handler when the engine is about to " "crash.\n" "Implemented on desktop platforms if the crash handler is enabled." msgstr "" -"Notificación recibida del controlador de fallos de Godot cuando el motor está " +"Notificación recibida del controlador de fallos de Redot cuando el motor está " "a punto de fallar.\n" "Implementado en las plataformas de escritorio si el manejador de fallos está " "habilitado." @@ -12683,7 +12684,7 @@ msgid "" "to all inheriting classes. For example, a [Sprite2D] instance is able to call " "[method Node.add_child] because it inherits from [Node].\n" "You can create new instances, using [code]Object.new()[/code] in GDScript, or " -"[code]new GodotObject[/code] in C#.\n" +"[code]new RedotObject[/code] in C#.\n" "To delete an Object instance, call [method free]. This is necessary for most " "classes inheriting Object, because they do not manage memory on their own, " "and will otherwise cause memory leaks when no longer in use. There are a few " @@ -12698,7 +12699,7 @@ msgid "" "display as lists of options, sub-divide into groups, save on disk, etc. " "Scripting languages offer easier ways to customize properties, such as with " "the [annotation @GDScript.@export] annotation.\n" -"Godot is very dynamic. An object's script, and therefore its properties, " +"Redot is very dynamic. An object's script, and therefore its properties, " "methods and signals, can be changed at run-time. Because of this, there can " "be occasions where, for example, a property required by a method may not " "exist. To prevent run-time errors, see methods such as [method set], [method " @@ -12737,7 +12738,7 @@ msgstr "" "disponibles para todas las clases que heredan. Por ejemplo, una instancia " "[Sprite2D] puede llamar a [method Node.add_child] porque hereda de [Node].\n" "Puede crear nuevas instancias, utilizando [code]Object.new()[/code] en " -"GDScript, o [code]new GodotObject[/code] en C#.\n" +"GDScript, o [code]new RedotObject[/code] en C#.\n" "Para eliminar una instancia de Object, llame a [method free]. Esto es " "necesario para la mayoría de las clases que heredan Object, porque no " "administran la memoria por sí mismas y, de lo contrario, causarán fugas de " @@ -12754,7 +12755,7 @@ msgstr "" "subdividan en grupos, se guarden en el disco, etc. Los lenguajes de script " "ofrecen formas más sencillas de personalizar las propiedades, como con la " "anotación [annotation @GDScript.@export].\n" -"Godot es muy dinámico. El script de un objeto, y por lo tanto sus " +"Redot es muy dinámico. El script de un objeto, y por lo tanto sus " "propiedades, métodos y señales, se pueden cambiar en tiempo de ejecución. " "Debido a esto, puede haber ocasiones en las que, por ejemplo, una propiedad " "requerida por un método puede no existir. Para evitar errores en tiempo de " @@ -12805,7 +12806,7 @@ msgid "" "to check for existing connections.\n" "If the [param callable]'s object is freed, the connection will be lost.\n" "[b]Examples with recommended syntax:[/b]\n" -"Connecting signals is one of the most common operations in Godot and the API " +"Connecting signals is one of the most common operations in Redot and the API " "gives many options to do so, which are described further down. The code block " "below shows the recommended approach.\n" "[codeblocks]\n" @@ -12890,11 +12891,11 @@ msgid "" " // Option 1: In C#, we can use signals as events and connect with this " "idiomatic syntax:\n" " button.ButtonDown += OnButtonDown;\n" -" // Option 2: GodotObject.Connect() with a constructed Callable from a " +" // Option 2: RedotObject.Connect() with a constructed Callable from a " "method group.\n" " button.Connect(Button.SignalName.ButtonDown, Callable." "From(OnButtonDown));\n" -" // Option 3: GodotObject.Connect() with a constructed Callable using a " +" // Option 3: RedotObject.Connect() with a constructed Callable using a " "target object and method name.\n" " button.Connect(Button.SignalName.ButtonDown, new Callable(this, " "MethodName.OnButtonDown));\n" @@ -12982,7 +12983,7 @@ msgstr "" "is_connected] para verificar si existen conexiones.\n" "Si se libera el objeto del [param callable], se perderá la conexión.\n" "[b]Ejemplos con sintaxis recomendada:[/b]\n" -"Conectar una señal es una de las operaciones más comunes en Godot y la API " +"Conectar una señal es una de las operaciones más comunes en Redot y la API " "ofrece muchas opciones para hacerlo, que se describen más adelante. El bloque " "de código a continuación muestra el enfoque recomendado.\n" "[codeblocks]\n" @@ -13068,11 +13069,11 @@ msgstr "" " // Opción 1: En C#, podemos usar señales como eventos y conectarnos con " "esta sintaxis idiomática:\n" " button.ButtonDown += OnButtonDown;\n" -" // Opción 2: GodotObject.Connect() con un Callable construido a partir de " +" // Opción 2: RedotObject.Connect() con un Callable construido a partir de " "un grupo de métodos.\n" " button.Connect(Button.SignalName.ButtonDown, Callable." "From(OnButtonDown));\n" -" // Opción 3: GodotObject.Connect() con un Callable construido usando un " +" // Opción 3: RedotObject.Connect() con un Callable construido usando un " "objeto de destino y un nombre de método.\n" " button.Connect(Button.SignalName.ButtonDown, new Callable(this, " "MethodName.OnButtonDown));\n" @@ -15357,10 +15358,10 @@ msgstr "" "el editor." msgid "" -"Godot uses a message queue to defer some function calls. If you run out of " +"Redot uses a message queue to defer some function calls. If you run out of " "space on it (you will see an error), you can increase the size here." msgstr "" -"Godot utiliza una cola de mensajes para aplazar algunas llamadas a funciones. " +"Redot utiliza una cola de mensajes para aplazar algunas llamadas a funciones. " "Si te quedas sin espacio en ella (verás un error), puedes aumentar el tamaño " "aquí." @@ -16444,7 +16445,7 @@ msgid "" "the [ResourceSaver] singleton. This is accomplished thanks to multiple " "[ResourceFormatSaver]s, each handling its own format and called automatically " "by the engine.\n" -"By default, Godot saves resources as [code].tres[/code] (text-based), [code]." +"By default, Redot saves resources as [code].tres[/code] (text-based), [code]." "res[/code] (binary) or another built-in format, but you can choose to create " "your own format by extending this class. Be sure to respect the documented " "return types and values. You should give it a global class name with " @@ -16456,7 +16457,7 @@ msgstr "" "usas el botón [ResourceSaver]. Esto se logra gracias a los múltiples " "[ResourceFormatSaver], cada uno de los cuales maneja su propio formato y es " "llamado automáticamente por el motor.\n" -"Por defecto, Godot guarda recursos como [code].tres[/code] (basado en texto), " +"Por defecto, Redot guarda recursos como [code].tres[/code] (basado en texto), " "[code].res[/code] (binario) u otro formato incorporado, pero puedes elegir " "crear tu propio formato extendiendo esta clase. Asegúrate de respetar los " "tipos y valores de retorno documentados. Debes darle un nombre de clase " @@ -16831,8 +16832,8 @@ msgstr "" msgid "Emitted when the user clicks the OK button." msgstr "Emitido cuando el usuario hace clic en el botón OK." -msgid "Godot editor's script editor." -msgstr "El editor de script de Godot." +msgid "Redot editor's script editor." +msgstr "El editor de script de Redot." msgid "Returns a [Script] that is currently active in editor." msgstr "Devuelve un [Script] que está actualmente activo en el editor." @@ -18130,12 +18131,12 @@ msgstr "" "de vida o resistencia." msgid "" -"If [code]true[/code], Godot treats the bar's textures like in " +"If [code]true[/code], Redot treats the bar's textures like in " "[NinePatchRect]. Use the [code]stretch_margin_*[/code] properties like " "[member stretch_margin_bottom] to set up the nine patch's 3×3 grid. When " "using a radial [member fill_mode], this setting will enable stretching." msgstr "" -"Si [code]true[/code], Godot trata las texturas de la barra como en " +"Si [code]true[/code], Redot trata las texturas de la barra como en " "[NinePatchRect]. Usa las propiedades de [code]stretch_margin_*[/code] como en " "[member stretch_margin_bottom] para configurar la cuadrícula de 3×3 del nueve " "parche. Cuando se utiliza un [member fill_mode] radial, este ajuste permitirá " @@ -19273,7 +19274,7 @@ msgid "" "[url=https://en.wikipedia.org/wiki/Universal_Plug_and_Play]Wikipedia[/url] is " "a good first stop, the specification can be found at the [url=https://" "openconnectivity.org/developer/specifications/upnp-resources/upnp/]Open " -"Connectivity Foundation[/url] and Godot's implementation is based on the " +"Connectivity Foundation[/url] and Redot's implementation is based on the " "[url=https://github.com/miniupnp/miniupnp]MiniUPnP client[/url]." msgstr "" "Esta clase se puede utilizar para descubrir dispositivos UPNP [UPNPDevice] " @@ -19368,7 +19369,7 @@ msgstr "" "Universal_Plug_and_Play]Wikipedia[/url] es una buena primera parada; la " "especificación se puede encontrar en la [url=https://openconnectivity.org/" "developer/specifications/upnp-resources/upnp/]Open Connectivity Foundation[/" -"url] y la implementación de Godot se basa en el [url=https://github.com/" +"url] y la implementación de Redot se basa en el [url=https://github.com/" "miniupnp/miniupnp]cliente MiniUPnP[/url]." msgid "Adds the given [UPNPDevice] to the list of discovered devices." @@ -19612,8 +19613,8 @@ msgstr "Control inválido." msgid "Memory allocation error." msgstr "Error de asignación de memoria." -msgid "The most important data type in Godot." -msgstr "El tipo de datos más importante de Godot." +msgid "The most important data type in Redot." +msgstr "El tipo de datos más importante de Redot." msgid "" "Returns a new vector with all components in absolute values (i.e. positive)." @@ -19798,12 +19799,12 @@ msgstr "" "y prueba algo alrededor de 200 para algo como un coche de Fórmula 1." msgid "" -"This is the distance the suspension can travel. As Godot units are equivalent " +"This is the distance the suspension can travel. As Redot units are equivalent " "to meters, keep this setting relatively low. Try a value between 0.1 and 0.3 " "depending on the type of car." msgstr "" "Esta es la distancia que puede recorrer la suspensión. Como las unidades " -"Godot equivalen a metros, mantenga este ajuste relativamente bajo. Pruebe con " +"Redot equivalen a metros, mantenga este ajuste relativamente bajo. Pruebe con " "un valor entre 0,1 y 0,3 dependiendo del tipo de coche." msgid "" @@ -19828,13 +19829,13 @@ msgstr "El radio de la rueda en metros." msgid "" "This is the distance in meters the wheel is lowered from its origin point. " "Don't set this to 0.0 and move the wheel into position, instead move the " -"origin point of your wheel (the gizmo in Godot) to the position the wheel " +"origin point of your wheel (the gizmo in Redot) to the position the wheel " "will take when bottoming out, then use the rest length to move the wheel down " "to the position it should be in when the car is in rest." msgstr "" "Esta es la distancia en metros a la que se baja la rueda desde su punto de " "origen. No lo pongas a 0.0 y mueve la rueda a su posición, en su lugar mueve " -"el punto de origen de tu rueda (el gizmo en Godot) a la posición que la rueda " +"el punto de origen de tu rueda (el gizmo en Redot) a la posición que la rueda " "tomará al descender, luego usa la longitud de reposo para mover la rueda " "hacia abajo a la posición en la que debería estar cuando el auto esté en " "reposo." @@ -20623,18 +20624,18 @@ msgid "Translates to [code]dot(a, b)[/code] in the shader language." msgstr "Se traduce a [code]dot(a, b)[/code] en el lenguaje shader." msgid "" -"A custom visual shader graph expression written in Godot Shading Language." +"A custom visual shader graph expression written in Redot Shading Language." msgstr "" "Una gráfico de shader visual personalizada, escrito en el lenguaje de " -"sombreado Godot." +"sombreado Redot." msgid "" -"An expression in Godot Shading Language, which will be injected at the start " +"An expression in Redot Shading Language, which will be injected at the start " "of the graph's matching shader function ([code]vertex[/code], [code]fragment[/" "code], or [code]light[/code]), and thus cannot be used to declare functions, " "varyings, uniforms, or global constants." msgstr "" -"Una expresión del Lenguaje de Sombreado Godot, que se inyectará al comienzo " +"Una expresión del Lenguaje de Sombreado Redot, que se inyectará al comienzo " "de la función shader correspondiente del gráfico ([code]vertex[/code], " "[code]fragment[/code], o [code]light[/code]), y por lo tanto no puede " "utilizarse para declarar funciones, variaciones, uniformes o constantes " @@ -20659,19 +20660,19 @@ msgstr "" "este)." msgid "" -"A custom global visual shader graph expression written in Godot Shading " +"A custom global visual shader graph expression written in Redot Shading " "Language." msgstr "" "Una expresión gráfica de shader visual global personalizada, escrita en el " -"Lenguaje Shader de Godot." +"Lenguaje Shader de Redot." msgid "" -"Custom Godot Shader Language expression, which is placed on top of the " +"Custom Redot Shader Language expression, which is placed on top of the " "generated shader. You can place various function definitions inside to call " "later in [VisualShaderNodeExpression]s (which are injected in the main shader " "functions). You can also declare varyings, uniforms and global constants." msgstr "" -"La expresión del Lenguaje Shader Godot personalizado, que se coloca sobre el " +"La expresión del Lenguaje Shader Redot personalizado, que se coloca sobre el " "shader generado. Puedes colocar varias definiciones de funciones dentro para " "llamarlas más tarde en [VisualShaderNodeExpression]s (que se inyectan en las " "principales funciones shader). También puedes declarar variaciones, uniformes " @@ -21285,17 +21286,17 @@ msgstr "" msgid "" "Tells the channel to send data over this channel as text. An external peer " -"(non-Godot) would receive this as a string." +"(non-Redot) would receive this as a string." msgstr "" "Indica al canal que mande los datos como texto. Un compañero externo (non-" -"Godot) lo recibiría como una cadena." +"Redot) lo recibiría como una cadena." msgid "" "Tells the channel to send data over this channel as binary. An external peer " -"(non-Godot) would receive this as array buffer or blob." +"(non-Redot) would receive this as array buffer or blob." msgstr "" "Le dice al canal que envíe datos por este canal en binario. Un par externo " -"(no Godot) recibiría esto como un buffer o blob del array." +"(no Redot) recibiría esto como un buffer o blob del array." msgid "The channel was created, but it's still trying to connect." msgstr "El canal fue creado, pero todavía está tratando de conectarse." diff --git a/doc/translations/fr.po b/doc/translations/fr.po index c65ff1232f4..147308049cc 100644 --- a/doc/translations/fr.po +++ b/doc/translations/fr.po @@ -1,4 +1,5 @@ -# French translation of the Godot Engine class reference. +# French translation of the Redot Engine class reference. +# Copyright (c) 2024-present Redot Engine contributors. # Copyright (c) 2014-present Godot Engine contributors. # Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. # This file is distributed under the same license as the Godot source code. @@ -109,7 +110,7 @@ # Fontaine Nathan , 2024. msgid "" msgstr "" -"Project-Id-Version: Godot Engine class reference\n" +"Project-Id-Version: Redot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "POT-Creation-Date: \n" "PO-Revision-Date: 2024-09-04 20:31+0000\n" @@ -3738,8 +3739,8 @@ msgstr "" "Cette classe est destinée à être utilisée avec un [AudioStreamGenerator] pour " "lire l'audio généré en temps réel." -msgid "Godot 3.2 will get new audio features" -msgstr "Godot 3.2 aura ces nouvelles fonctionnalités audio" +msgid "Redot 3.2 will get new audio features" +msgstr "Redot 3.2 aura ces nouvelles fonctionnalités audio" msgid "Clears the audio sample data buffer." msgstr "Efface la mémoire tampon des échantillons audio." @@ -4757,19 +4758,19 @@ msgstr "" msgid "" "A camera feed gives you access to a single physical camera attached to your " -"device. When enabled, Godot will start capturing frames from the camera which " +"device. When enabled, Redot will start capturing frames from the camera which " "can then be used. See also [CameraServer].\n" "[b]Note:[/b] Many cameras will return YCbCr images which are split into two " -"textures and need to be combined in a shader. Godot does this automatically " +"textures and need to be combined in a shader. Redot does this automatically " "for you if you set the environment to show the camera image in the background." msgstr "" "Un flux de caméra vous donne accès à une caméra physique qui est connectée à " -"votre appareil. Lorsqu'il est activé, Godot commencera à capturer les images " +"votre appareil. Lorsqu'il est activé, Redot commencera à capturer les images " "de cette caméra qui pourront alors être utilisées. Voir aussi " "[CameraServer].\n" "[b]Note :[/b] Beaucoup de caméras renvoient des images au format YCbCr qui " "sont divisées en deux textures et doivent être combinées dans un shader. " -"Godot le fera automatiquement si vous configurez l'environnement pour " +"Redot le fera automatiquement si vous configurez l'environnement pour " "afficher cette image comme arrière-plan." msgid "Returns the unique ID for this feed." @@ -4813,9 +4814,9 @@ msgstr "La caméra est placée à l'avant de l'appareil." msgid "Camera is mounted at the back of the device." msgstr "La caméra est placée à l'arrière de l'appareil." -msgid "Server keeping track of different cameras accessible in Godot." +msgid "Server keeping track of different cameras accessible in Redot." msgstr "" -"Le serveur garde la liste des différentes caméras accessibles dans Godot." +"Le serveur garde la liste des différentes caméras accessibles dans Redot." msgid "Returns an array of [CameraFeed]s." msgstr "Retourne un tableau de [CameraFeed]s." @@ -6183,13 +6184,13 @@ msgstr "" "actuelle, car le contrôle doit toujours avoir au moins sa taille minimale." msgid "" -"The default cursor shape for this control. Useful for Godot plugins and " +"The default cursor shape for this control. Useful for Redot plugins and " "applications or games that use the system's mouse cursors.\n" "[b]Note:[/b] On Linux, shapes may vary depending on the cursor theme of the " "system." msgstr "" "La forme par défaut du curseur pour ce contrôle. Utile pour les greffons de " -"Godot et applications ou jeux qui utilisent les curseurs de souris du " +"Redot et applications ou jeux qui utilisent les curseurs de souris du " "système.\n" "[b]Note :[/b] Sur Linux, les formes peuvent varier selon le thème du curseur " "du système." @@ -6979,7 +6980,7 @@ msgid "" "assert(data.to_utf8_buffer() == decrypted)\n" "[/gdscript]\n" "[csharp]\n" -"using Godot;\n" +"using Redot;\n" "using System.Diagnostics;\n" "\n" "Crypto crypto = new Crypto();\n" @@ -7017,7 +7018,7 @@ msgid "" "[/codeblocks]" msgstr "" "La classe Crypto permet d'accéder à des fonctionnalités cryptographiques plus " -"avancées dans Godot.\n" +"avancées dans Redot.\n" "Pour l'instant, cela inclus la génération de données aléatoires pour des " "utilisations cryptographiques, la génération de clés RSA et de certificats " "auto-signés X509, de clé asymétriques de cryptage/décryptage, la signature et " @@ -7697,7 +7698,7 @@ msgstr "" msgid "" "An editor feature profile can be used to disable specific features of the " -"Godot editor. When disabled, the features won't appear in the editor, which " +"Redot editor. When disabled, the features won't appear in the editor, which " "makes the editor less cluttered. This is useful in education settings to " "reduce confusion or when working in a team. For example, artists and level " "designers could use a feature profile that disables the script editor to " @@ -7706,7 +7707,7 @@ msgid "" "Profiles...[/b] at the top of the editor window." msgstr "" "Un profil d'éditeur peut être utilisé pour désactiver certaines " -"fonctionnalités spécifiques de l'éditeur Godot. Lorsqu'elles sont " +"fonctionnalités spécifiques de l'éditeur Redot. Lorsqu'elles sont " "désactivées, ces fonctionnalités n'apparaîtront pas dans l'éditeur, ce qui " "rend simplie l'éditeur. Cela est utile dans les milieux d'éducation pour " "réduire la confusion ou lorsque vous travaillez dans une équipe. Par exemple, " @@ -8021,10 +8022,10 @@ msgstr "" "(insensible à la casse). Par exemple [code][\"obj\"][/code]." msgid "" -"Gets the Godot resource type associated with this loader. e.g. " +"Gets the Redot resource type associated with this loader. e.g. " "[code]\"Mesh\"[/code] or [code]\"Animation\"[/code]." msgstr "" -"Récupérer le type de ressource de Godot associé avec ce chargeur, ex.: " +"Récupérer le type de ressource de Redot associé avec ce chargeur, ex.: " "[code]\"Mesh\"[/code] ou [code]\"Animation\"[/code]." msgid "" @@ -8079,8 +8080,8 @@ msgstr "" "Ajoute un contrôle personnalisé, qui n'est pas nécessairement un éditeur de " "propriété." -msgid "Godot editor's interface." -msgstr "Interface de l'éditeur Godot." +msgid "Redot editor's interface." +msgstr "Interface de l'éditeur Redot." msgid "" "Edits the given [Node]. The node will be also selected if it's inside the " @@ -8108,13 +8109,13 @@ msgstr "" "spécifié." msgid "" -"Returns the main container of Godot editor's window. For example, you can use " +"Returns the main container of Redot editor's window. For example, you can use " "it to retrieve the size of the container and place your controls " "accordingly.\n" "[b]Warning:[/b] Removing and freeing this node will render the editor useless " "and may cause a crash." msgstr "" -"Retourne le conteneur principal de la fenêtre de l'éditeur de Godot. Par " +"Retourne le conteneur principal de la fenêtre de l'éditeur de Redot. Par " "exemple, vous pouvez l'utiliser pour récupérer la taille du conteneur et " "placer vos contrôles en conséquence.\n" "[b]Avertissement :[/b] Enlever et libérer ce nœud rend l'éditeur inutile et " @@ -8283,12 +8284,12 @@ msgstr "" msgid "" "Override this method in your plugin to provide the name of the plugin when " -"displayed in the Godot editor.\n" +"displayed in the Redot editor.\n" "For main screen plugins, this appears at the top of the screen, to the right " "of the \"2D\", \"3D\", \"Script\", and \"AssetLib\" buttons." msgstr "" "Surchargez cette méthode dans votre greffon pour fournir le nom du greffon " -"lorsque affiché dans l'éditeur Godot.\n" +"lorsque affiché dans l'éditeur Redot.\n" "Pour les greffons d'écran principal, cela apparaît en haut de l'écran, à " "droite des boutons \"2D\", \"3D\", \"Script\" et \"AssetLib\"." @@ -8529,9 +8530,9 @@ msgstr "" msgid "Emitted when selected. Used internally." msgstr "Émis lors de la sélection. Utilisé en interne." -msgid "Godot editor's control for selecting [Resource] type properties." +msgid "Redot editor's control for selecting [Resource] type properties." msgstr "" -"Le contrôle de l'éditeur de Godot pour la sélection des propriétés de type " +"Le contrôle de l'éditeur de Redot pour la sélection des propriétés de type " "[Resource]." msgid "" @@ -8643,10 +8644,10 @@ msgstr "" "utilisé." msgid "" -"Godot editor's control for selecting the [code]script[/code] property of a " +"Redot editor's control for selecting the [code]script[/code] property of a " "[Node]." msgstr "" -"Le contrôle de l'éditeur Godot pour sélectionner la propriété [code]script[/" +"Le contrôle de l'éditeur Redot pour sélectionner la propriété [code]script[/" "code] d'un [Node]." msgid "" @@ -8751,8 +8752,8 @@ msgstr "" "par divers greffons de l'éditeurs pour mettre à jour leur affichage lors de " "changements de thème ou de configuration." -msgid "Godot editor's control for editing numeric values." -msgstr "Le contrôle d'édition des valeurs numériques de l'éditeur Godot." +msgid "Redot editor's control for editing numeric values." +msgstr "Le contrôle d'édition des valeurs numériques de l'éditeur Redot." msgid "" "Register a reference for \"do\" that will be erased if the \"do\" history is " @@ -9380,7 +9381,7 @@ msgstr "" msgid "" "The intensity of the light. This is expressed in candelas (lumens per " "steradian) for point and spot lights, and lux (lumens per m²) for directional " -"lights. When creating a Godot light, this value is converted to a unitless " +"lights. When creating a Redot light, this value is converted to a unitless " "multiplier." msgstr "" "L'intensité de la lumière. Ceci est exprimé en candelas (lumens par " @@ -9391,12 +9392,12 @@ msgstr "" msgid "" "The range of the light, beyond which the light has no effect. GLTF lights " "with no range defined behave like physical lights (which have infinite " -"range). When creating a Godot light, the range is clamped to 4096." +"range). When creating a Redot light, the range is clamped to 4096." msgstr "" "La portée de la lumière, au-delà de laquelle la lumière n'a plus aucun effet. " "Les feux GLTF sans limite de portée définie se comportent comme des lumières " "physiques (qui ont une portée infinie). Lors de la création d'une lumière " -"Godot, la portée est fixée à 4096 unités." +"Redot, la portée est fixée à 4096 unités." msgid "2D Particles Demo" msgstr "Démo des particules en 2D" @@ -11372,11 +11373,11 @@ msgstr "" "charge intégrée des traductions, comme par le biais de [method Object.tr]." msgid "" -"Notification received from Godot's crash handler when the engine is about to " +"Notification received from Redot's crash handler when the engine is about to " "crash.\n" "Implemented on desktop platforms if the crash handler is enabled." msgstr "" -"Notification reçue depuis le gestionnaire de plantage de Godot quand le " +"Notification reçue depuis le gestionnaire de plantage de Redot quand le " "moteur est sur le point de planter.\n" "Implémenté sur les environnements de bureau si le gestionnaire de plantage " "est activé." @@ -14475,12 +14476,12 @@ msgstr "" "calque s'affichera comme \"Calque 32\"." msgid "" -"Default size of packet peer stream for deserializing Godot data (in bytes, " +"Default size of packet peer stream for deserializing Redot data (in bytes, " "specified as a power of two). The default value [code]16[/code] is equal to " "65,536 bytes. Over this size, data is dropped." msgstr "" "La taille par défaut du flux par paire de paquets pour décoder les données " -"Godot (en octets, spécifié par une puissance de deux). La valeur par défaut " +"Redot (en octets, spécifié par une puissance de deux). La valeur par défaut " "[code]16[/code] est égale à 65 536 octets. Une fois cette valeur dépassée, le " "nouveau contenu est ignoré." @@ -15393,8 +15394,8 @@ msgstr "Recharge l'implémentation du script. Retourne un code d'erreur." msgid "Emitted when the user clicks the OK button." msgstr "Émis quand un utilisateur clique sur le bouton OK." -msgid "Godot editor's script editor." -msgstr "Éditeur de script de l'éditeur Godot." +msgid "Redot editor's script editor." +msgstr "Éditeur de script de l'éditeur Redot." msgid "Returns a [Script] that is currently active in editor." msgstr "Retourne le [Script] actuellement actif dans l'éditeur." @@ -16810,7 +16811,7 @@ msgstr "" msgid "" "[TextureButton] has the same functionality as [Button], except it uses " -"sprites instead of Godot's [Theme] resource. It is faster to create, but it " +"sprites instead of Redot's [Theme] resource. It is faster to create, but it " "doesn't support localization like more complex [Control]s.\n" "The \"normal\" state must contain a texture ([member texture_normal]); other " "textures are optional.\n" @@ -17752,8 +17753,8 @@ msgstr "Contrôle invalide." msgid "Memory allocation error." msgstr "Erreur d’allocation de mémoire." -msgid "The most important data type in Godot." -msgstr "Le plus important type de donnée dans Godot." +msgid "The most important data type in Redot." +msgstr "Le plus important type de donnée dans Redot." msgid "3Blue1Brown Essence of Linear Algebra" msgstr "3Blue1Brown Essence of Linear Algebra" @@ -17916,11 +17917,11 @@ msgstr "" "quelque chose comme une voiture de Formule 1." msgid "" -"This is the distance the suspension can travel. As Godot units are equivalent " +"This is the distance the suspension can travel. As Redot units are equivalent " "to meters, keep this setting relatively low. Try a value between 0.1 and 0.3 " "depending on the type of car." msgstr "" -"C'est la distance que la suspension peut parcourir. Comme les unités Godot " +"C'est la distance que la suspension peut parcourir. Comme les unités Redot " "sont équivalentes aux mètres, garder ce réglage relativement bas. Essayez une " "valeur entre 0,1 et 0,3 selon le type de voiture." @@ -18859,17 +18860,17 @@ msgstr "" msgid "" "Tells the channel to send data over this channel as text. An external peer " -"(non-Godot) would receive this as a string." +"(non-Redot) would receive this as a string." msgstr "" "Demande au canal d'envoyer des données sur ce canal sous forme de texte. Un " -"pair externe (non Godot) le reçoit sous forme de chaîne de caractères." +"pair externe (non Redot) le reçoit sous forme de chaîne de caractères." msgid "" "Tells the channel to send data over this channel as binary. An external peer " -"(non-Godot) would receive this as array buffer or blob." +"(non-Redot) would receive this as array buffer or blob." msgstr "" "Demande au canal d'envoyer des données sur ce canal sous forme binaire. Un " -"pair externe (non Godot) le reçoit sous forme de tableau tampon ou de blob." +"pair externe (non Redot) le reçoit sous forme de tableau tampon ou de blob." msgid "The channel was created, but it's still trying to connect." msgstr "Le canal a été créé, mais il essaie toujours de se connecter." diff --git a/doc/translations/ga.po b/doc/translations/ga.po index 51a75061d01..c3f4807853d 100644 --- a/doc/translations/ga.po +++ b/doc/translations/ga.po @@ -1,12 +1,13 @@ -# Irish translation of the Godot Engine class reference. -# Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). +# Irish translation of the Redot Engine class reference. +# Copyright (c) 2024-present Redot Engine contributors. +# Copyright (c) 2014-present Godot Engine contributors. # Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. -# This file is distributed under the same license as the Godot source code. +# This file is distributed under the same license as the Redot source code. # # Aindriú Mac Giolla Eoin , 2024. msgid "" msgstr "" -"Project-Id-Version: Godot Engine class reference\n" +"Project-Id-Version: Redot Engine class reference\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n" "PO-Revision-Date: 2024-09-14 08:09+0000\n" "Last-Translator: Aindriú Mac Giolla Eoin \n" @@ -3244,7 +3245,7 @@ msgid "" "print(\"a\", \"b\", a) # Prints ab[1, 2, 3]\n" "[/gdscript]\n" "[csharp]\n" -"var a = new Godot.Collections.Array { 1, 2, 3 };\n" +"var a = new Redot.Collections.Array { 1, 2, 3 };\n" "GD.Print(\"a\", \"b\", a); // Prints ab[1, 2, 3]\n" "[/csharp]\n" "[/codeblocks]\n" @@ -3262,7 +3263,7 @@ msgstr "" "print(\"a\", \"b\", a) # Priontála ab[1, 2, 3]\n" "[/gdscript]\n" "[csharp]\n" -"var a = Godot.Collections nua.Array { 1, 2, 3 };\n" +"var a = Redot.Collections nua.Array { 1, 2, 3 };\n" "GD.Print (\"a\", \"b\", a); // Priontaí ab[1, 2, 3]\n" "[/csharp]\n" "[/codeblocks]\n" @@ -3395,7 +3396,7 @@ msgid "" "terminal. Unlike [method print], no newline is automatically added at the " "end.\n" "[b]Note:[/b] The OS terminal is [i]not[/i] the same as the editor's Output " -"dock. The output sent to the OS terminal can be seen when running Godot from " +"dock. The output sent to the OS terminal can be seen when running Redot from " "a terminal. On Windows, this requires using the [code]console.exe[/code] " "executable.\n" "[codeblocks]\n" @@ -3418,7 +3419,7 @@ msgstr "" "chuirtear aon líne nua leis go huathoibríoch ag an deireadh.\n" "[b]Nóta:[/b] Níl an teirminéal OS [i][/i] mar an gcéanna le duga Aschuir an " "eagarthóra. Is féidir an t-aschur a sheoltar chuig críochfort an OS a " -"fheiceáil agus Godot á rith ó chríochfort. Ar Windows, éilíonn sé seo úsáid a " +"fheiceáil agus Redot á rith ó chríochfort. Ar Windows, éilíonn sé seo úsáid a " "bhaint as an [code]console.exe[/code] inrite.\n" "[codeblocks]\n" "[gdscript]\n" @@ -3482,7 +3483,7 @@ msgstr "" "[/codeblocks]" msgid "" -"Pushes an error message to Godot's built-in debugger and to the OS terminal.\n" +"Pushes an error message to Redot's built-in debugger and to the OS terminal.\n" "[codeblocks]\n" "[gdscript]\n" "push_error(\"test error\") # Prints \"test error\" to debugger and terminal " @@ -3497,7 +3498,7 @@ msgid "" "error message and pause project execution in debug builds, use " "[code]assert(false, \"test error\")[/code] instead." msgstr "" -"Cuireann sé teachtaireacht earráide chuig dífhabhtóir ionsuite Godot agus " +"Cuireann sé teachtaireacht earráide chuig dífhabhtóir ionsuite Redot agus " "chuig teirminéal an OS.\n" "[codeblocks]\n" "[gdscript]\n" @@ -3515,7 +3516,7 @@ msgstr "" "tástála\")[/code] ina ionad sin." msgid "" -"Pushes a warning message to Godot's built-in debugger and to the OS " +"Pushes a warning message to Redot's built-in debugger and to the OS " "terminal.\n" "[codeblocks]\n" "[gdscript]\n" @@ -3528,7 +3529,7 @@ msgid "" "[/csharp]\n" "[/codeblocks]" msgstr "" -"Cuireann sé teachtaireacht rabhaidh chuig dífhabhtóir ionsuite Godot agus " +"Cuireann sé teachtaireacht rabhaidh chuig dífhabhtóir ionsuite Redot agus " "chuig críochfort an OS.\n" "[codeblocks]\n" "[gdscript]\n" @@ -3838,7 +3839,7 @@ msgid "" "functions.\n" "[codeblocks]\n" "[gdscript]\n" -"var my_seed = \"Godot Rocks\".hash()\n" +"var my_seed = \"Redot Rocks\".hash()\n" "seed(my_seed)\n" "var a = randf() + randi()\n" "seed(my_seed)\n" @@ -3846,7 +3847,7 @@ msgid "" "# a and b are now identical\n" "[/gdscript]\n" "[csharp]\n" -"ulong mySeed = (ulong)GD.Hash(\"Godot Rocks\");\n" +"ulong mySeed = (ulong)GD.Hash(\"Redot Rocks\");\n" "GD.Seed(mySeed);\n" "var a = GD.Randf() + GD.Randi();\n" "GD.Seed(mySeed);\n" @@ -3860,7 +3861,7 @@ msgstr "" "bhfeidhmeanna randamacha trí an síol a shocrú de láimh.\n" "[codeblocks]\n" "[gdscript]\n" -"var my_seed = \"Godot Rocks\".hash()\n" +"var my_seed = \"Redot Rocks\".hash()\n" "síol (mo_shíol)\n" "var a = ranf() + randi()\n" "síol(mo_shíol)\n" @@ -3868,7 +3869,7 @@ msgstr "" "Tá # a agus b comhionann anois\n" "[/gdscript]\n" "[csharp]\n" -"ulong mySeed = (ulong)GD.Hash(\"Godot Rocks\");\n" +"ulong mySeed = (ulong)GD.Hash(\"Redot Rocks\");\n" "GD.Seed(mySeed);\n" "var a = GD.Randf() + GD.Randi();\n" "GD.Seed(mySeed);\n" @@ -4168,7 +4169,7 @@ msgid "" "[csharp]\n" "string data = \"{ \\\"a\\\": 1, \\\"b\\\": 2 }\"; // data is a " "string\n" -"var dict = GD.StrToVar(data).AsGodotDictionary(); // dict is a Dictionary\n" +"var dict = GD.StrToVar(data).AsRedotDictionary(); // dict is a Dictionary\n" "GD.Print(dict[\"a\"]); // Prints 1\n" "[/csharp]\n" "[/codeblocks]" @@ -4184,7 +4185,7 @@ msgstr "" "[csharp]\n" "string data = \"{ \\\"a\\\": 1, \\\"b\\\": 2 }\"; // is teaghrán é " "sonraí\n" -"var dict = GD.StrToVar(sonraí).AsGodotDictionary(); // dict is Foclóir\n" +"var dict = GD.StrToVar(sonraí).AsRedotDictionary(); // dict is Foclóir\n" "GD.Print(dict[\"a\"]); // Priontaí 1\n" "[/csharp]\n" "[/codeblocks]" @@ -4335,7 +4336,7 @@ msgid "" "print(var_to_str(a))\n" "[/gdscript]\n" "[csharp]\n" -"var a = new Godot.Collections.Dictionary { [\"a\"] = 1, [\"b\"] = 2 };\n" +"var a = new Redot.Collections.Dictionary { [\"a\"] = 1, [\"b\"] = 2 };\n" "GD.Print(GD.VarToStr(a));\n" "[/csharp]\n" "[/codeblocks]\n" @@ -4357,7 +4358,7 @@ msgstr "" "priontáil(var_to_str(a))\n" "[/gdscript]\n" "[csharp]\n" -"var a = nua Godot.Collections.Dictionary { [ \"a\" ] = 1, [ \"b\" ] = 2 };\n" +"var a = nua Redot.Collections.Dictionary { [ \"a\" ] = 1, [ \"b\" ] = 2 };\n" "GD.Print(GD.VarToStr(a));\n" "[/csharp]\n" "[/codeblocks]\n" @@ -7064,7 +7065,7 @@ msgid "" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] It's recommended to use this method when [member size] is " -"negative, as most other methods in Godot assume that the [member size]'s " +"negative, as most other methods in Redot assume that the [member size]'s " "components are greater than [code]0[/code]." msgstr "" "Filleann sé [AABB] atá coibhéiseach leis an mbosca teorann seo, agus " @@ -7085,7 +7086,7 @@ msgstr "" "[/csharp]\n" "[/codeblocks]\n" "[b]Nóta:[/b] Moltar an modh seo a úsáid nuair a bhíonn [méid na mball] " -"diúltach, mar go nglactar leis go bhfuil formhór na modhanna eile in Godot " +"diúltach, mar go nglactar leis go bhfuil formhór na modhanna eile in Redot " "níos mó ná [code]0[/code] ." msgid "" @@ -7555,7 +7556,7 @@ msgid "" "The bounding box's width, height, and depth starting from [member position]. " "Setting this value also affects the [member end] point.\n" "[b]Note:[/b] It's recommended setting the width, height, and depth to non-" -"negative values. This is because most methods in Godot assume that the " +"negative values. This is because most methods in Redot assume that the " "[member position] is the bottom-left-back corner, and the [member end] is the " "top-right-forward corner. To get an equivalent bounding box with non-negative " "size, use [method abs]." @@ -7565,7 +7566,7 @@ msgstr "" "mball] freisin.\n" "[b]Nóta:[/b] Moltar an leithead, an airde agus an doimhneacht a shocrú go " "luachanna neamhdhiúltacha. Tá sé seo toisc go nglacann an chuid is mó de na " -"modhanna i Godot leis gurb é [suíomh na mball] an cúinne bun-chlé, agus is é " +"modhanna i Redot leis gurb é [suíomh na mball] an cúinne bun-chlé, agus is é " "[deireadh na mball] an cúinne uachtarach ar dheis ar aghaidh. Chun bosca " "teorann coibhéiseach a fháil le méid neamhdhiúltach, úsáid [method ABS]." @@ -7822,7 +7823,7 @@ msgid "" " assert(decrypted == data.to_utf8_buffer())\n" "[/gdscript]\n" "[csharp]\n" -"using Godot;\n" +"using Redot;\n" "using System.Diagnostics;\n" "\n" "public partial class MyNode : Node\n" @@ -7904,7 +7905,7 @@ msgstr "" " dearbhaigh(díchriptithe == data.to_utf8_buffer())\n" "[/gdscript]\n" "[csharp]\n" -"ag baint úsáide as Godot;\n" +"ag baint úsáide as Redot;\n" "ag baint úsáide as System.Diagnostics;\n" "\n" "páirt-aicme poiblí MyNode : Nód\n" @@ -9261,8 +9262,8 @@ msgstr "" "Tar éis na sonraí faisnéise athsheinm a chur ar an toirt laistigh den rang " "leathnaithe, is é an [AnimationMixer] a phróiseálann an cumasc." -msgid "Migrating Animations from Godot 4.0 to 4.3" -msgstr "Beochan a Imirce ó Godot 4.0 go 4.3" +msgid "Migrating Animations from Redot 4.0 to 4.3" +msgstr "Beochan a Imirce ó Redot 4.0 go 4.3" msgid "A virtual function for processing after getting a key during playback." msgstr "" @@ -12981,7 +12982,7 @@ msgid "" "print(array[-3]) # Prints \"Second\"\n" "[/gdscript]\n" "[csharp]\n" -"var array = new Godot.Collections.Array{\"First\", 2, 3, \"Last\"};\n" +"var array = new Redot.Collections.Array{\"First\", 2, 3, \"Last\"};\n" "GD.Print(array[0]); // Prints \"First\"\n" "GD.Print(array[2]); // Prints 3\n" "GD.Print(array[array.Count - 1]); // Prints \"Last\"\n" @@ -13021,7 +13022,7 @@ msgstr "" "print(eagar[-3]) # Priontála \"Second\"\n" "[/gdscript]\n" "[csharp]\n" -"var array = Godot.Collections.Array nua{ \"An Chéad\", 2, 3, \"Deireadh\"};\n" +"var array = Redot.Collections.Array nua{ \"An Chéad\", 2, 3, \"Deireadh\"};\n" "GD.Print(eagar[0]); // Priontaí \"First\"\n" "GD.Print(eagar[2]); // Priontaí 3\n" "GD.Print(eagar[eagar.Count - 1]); // Priontaí \"Deireadh\"\n" @@ -13195,19 +13196,19 @@ msgid "" "public override void _Ready()\n" "{\n" " // Prints true (3/3 elements evaluate to true).\n" -" GD.Print(new Godot.Collections.Array>int< { 6, 10, 6 }." +" GD.Print(new Redot.Collections.Array>int< { 6, 10, 6 }." "All(GreaterThan5));\n" " // Prints false (1/3 elements evaluate to true).\n" -" GD.Print(new Godot.Collections.Array>int< { 4, 10, 4 }." +" GD.Print(new Redot.Collections.Array>int< { 4, 10, 4 }." "All(GreaterThan5));\n" " // Prints false (0/3 elements evaluate to true).\n" -" GD.Print(new Godot.Collections.Array>int< { 4, 4, 4 }." +" GD.Print(new Redot.Collections.Array>int< { 4, 4, 4 }." "All(GreaterThan5));\n" " // Prints true (0/0 elements evaluate to true).\n" -" GD.Print(new Godot.Collections.Array>int< { }.All(GreaterThan5));\n" +" GD.Print(new Redot.Collections.Array>int< { }.All(GreaterThan5));\n" "\n" " // Same as the first line above, but using a lambda function.\n" -" GD.Print(new Godot.Collections.Array>int< { 6, 10, 6 }.All(element => " +" GD.Print(new Redot.Collections.Array>int< { 6, 10, 6 }.All(element => " "element > 5)); // Prints true\n" "}\n" "[/csharp]\n" @@ -13254,19 +13255,19 @@ msgstr "" "public override void _Ready()\n" "{\n" " // Prints true (3/3 elements evaluate to true).\n" -" GD.Print(new Godot.Collections.Array>int< { 6, 10, 6 }." +" GD.Print(new Redot.Collections.Array>int< { 6, 10, 6 }." "All(GreaterThan5));\n" " // Prints false (1/3 elements evaluate to true).\n" -" GD.Print(new Godot.Collections.Array>int< { 4, 10, 4 }." +" GD.Print(new Redot.Collections.Array>int< { 4, 10, 4 }." "All(GreaterThan5));\n" " // Prints false (0/3 elements evaluate to true).\n" -" GD.Print(new Godot.Collections.Array>int< { 4, 4, 4 }." +" GD.Print(new Redot.Collections.Array>int< { 4, 4, 4 }." "All(GreaterThan5));\n" " // Prints true (0/0 elements evaluate to true).\n" -" GD.Print(new Godot.Collections.Array>int< { }.All(GreaterThan5));\n" +" GD.Print(new Redot.Collections.Array>int< { }.All(GreaterThan5));\n" "\n" " // Same as the first line above, but using a lambda function.\n" -" GD.Print(new Godot.Collections.Array>int< { 6, 10, 6 }.All(element => " +" GD.Print(new Redot.Collections.Array>int< { 6, 10, 6 }.All(element => " "element > 5)); // Prints true\n" "}\n" "[/csharp]\n" @@ -13550,7 +13551,7 @@ msgid "" "print(array) # Prints [2, 2, 2, 2, 2]\n" "[/gdscript]\n" "[csharp]\n" -"var array = new Godot.Collections.Array();\n" +"var array = new Redot.Collections.Array();\n" "array.Resize(5);\n" "array.Fill(2);\n" "GD.Print(array); // Prints [2, 2, 2, 2, 2]\n" @@ -13571,7 +13572,7 @@ msgstr "" "print(array) # Prints [2, 2, 2, 2, 2]\n" "[/gdscript]\n" "[csharp]\n" -"var array = new Godot.Collections.Array();\n" +"var array = new Redot.Collections.Array();\n" "array.Resize(5);\n" "array.Fill(2);\n" "GD.Print(array); // Prints [2, 2, 2, 2, 2]\n" @@ -13686,7 +13687,7 @@ msgid "" "print([\"inside\", 7].has(\"7\")) # Prints false\n" "[/gdscript]\n" "[csharp]\n" -"var arr = new Godot.Collections.Array { \"inside\", 7 };\n" +"var arr = new Redot.Collections.Array { \"inside\", 7 };\n" "// By C# convention, this method is renamed to `Contains`.\n" "GD.Print(arr.Contains(\"inside\")); // Prints true\n" "GD.Print(arr.Contains(\"outside\")); // Prints false\n" @@ -13712,7 +13713,7 @@ msgstr "" "print([\"taobh istigh\", 7].has(\"7\")) # Priontaí bréagach\n" "[/gdscript]\n" "[csharp]\n" -"var arr = nua Godot.Collections.Array { \"taobh istigh\", 7 };\n" +"var arr = nua Redot.Collections.Array { \"taobh istigh\", 7 };\n" "// De réir an choinbhinsiúin C#, athainmnítear an modh seo go `Contains`.\n" "GD.Print(arr.Contains(\"taobh istigh\")); // Priontaí fíor\n" "GD.Print(arr.Contains(\"lasmuigh\")); // Priontaí bréagach\n" @@ -13886,7 +13887,7 @@ msgid "" "print([1, 2, 3.25, \"Hi\"].pick_random())\n" "[/gdscript]\n" "[csharp]\n" -"var array = new Godot.Collections.Array { 1, 2, 3.25f, \"Hi\" };\n" +"var array = new Redot.Collections.Array { 1, 2, 3.25f, \"Hi\" };\n" "GD.Print(array.PickRandom()); // May print 1, 2, 3.25, or \"Hi\".\n" "[/csharp]\n" "[/codeblocks]\n" @@ -13903,7 +13904,7 @@ msgstr "" "cló([1, 2, 3.25, \"Dia duit\"].pick_random())\n" "[/gdscript]\n" "[csharp]\n" -"var eagar = nua Godot.Collections.Array { 1, 2, 3.25f, \"Dia duit\" };\n" +"var eagar = nua Redot.Collections.Array { 1, 2, 3.25f, \"Dia duit\" };\n" "GD.Print(eagar.PickRandom()); // Bealtaine cló 1, 2, 3.25, nó \"Dia duit\".\n" "[/csharp]\n" "[/codeblocks]\n" @@ -14166,7 +14167,7 @@ msgid "" "print(numbers) # Prints [2.5, 5, 8, 10]\n" "[/gdscript]\n" "[csharp]\n" -"var numbers = new Godot.Collections.Array { 10, 5, 2.5, 8 };\n" +"var numbers = new Redot.Collections.Array { 10, 5, 2.5, 8 };\n" "numbers.Sort();\n" "GD.Print(numbers); // Prints [2.5, 5, 8, 10]\n" "[/csharp]\n" @@ -14185,7 +14186,7 @@ msgstr "" "print(numbers) # Prints [2.5, 5, 8, 10]\n" "[/gdscript]\n" "[csharp]\n" -"var numbers = new Godot.Collections.Array { 10, 5, 2.5, 8 };\n" +"var numbers = new Redot.Collections.Array { 10, 5, 2.5, 8 };\n" "numbers.Sort();\n" "GD.Print(numbers); // Prints [2.5, 5, 8, 10]\n" "[/csharp]\n" @@ -14213,8 +14214,8 @@ msgid "" "[/gdscript]\n" "[csharp]\n" "// Note that concatenation is not possible with C#'s native Array type.\n" -"var array1 = new Godot.Collections.Array{\"One\", 2};\n" -"var array2 = new Godot.Collections.Array{3, \"Four\"};\n" +"var array1 = new Redot.Collections.Array{\"One\", 2};\n" +"var array2 = new Redot.Collections.Array{3, \"Four\"};\n" "GD.Print(array1 + array2); // Prints [\"One\", 2, 3, \"Four\"]\n" "[/csharp]\n" "[/codeblocks]\n" @@ -14232,8 +14233,8 @@ msgstr "" "[csharp]\n" "// Tabhair faoi deara nach féidir comhghaolú leis an gcineál dúchasach Array " "C#.\n" -"var array1 = Godot.Collections.Array nua{ \"One\", 2};\n" -"var array2 = Godot.Collections.Array nua{3, \"Four\"};\n" +"var array1 = Redot.Collections.Array nua{ \"One\", 2};\n" +"var array2 = Redot.Collections.Array nua{3, \"Four\"};\n" "GD.Print(eagar1 + eagar2); // Priontaí [\"Aon\", 2, 3, \"Ceithre\"]\n" "[/csharp]\n" "[/codeblocks]\n" @@ -14377,7 +14378,7 @@ msgid "" "\n" "// Initialize the ArrayMesh.\n" "var arrMesh = new ArrayMesh();\n" -"var arrays = new Godot.Collections.Array();\n" +"var arrays = new Redot.Collections.Array();\n" "arrays.Resize((int)Mesh.ArrayType.Max);\n" "arrays[(int)Mesh.ArrayType.Vertex] = vertices;\n" "\n" @@ -14390,7 +14391,7 @@ msgid "" "The [MeshInstance3D] is ready to be added to the [SceneTree] to be shown.\n" "See also [ImmediateMesh], [MeshDataTool] and [SurfaceTool] for procedural " "geometry generation.\n" -"[b]Note:[/b] Godot uses clockwise [url=https://learnopengl.com/Advanced-" +"[b]Note:[/b] Redot uses clockwise [url=https://learnopengl.com/Advanced-" "OpenGL/Face-culling]winding order[/url] for front faces of triangle primitive " "modes." msgstr "" @@ -14425,7 +14426,7 @@ msgstr "" "\n" "// Tús a chur leis an ArrayMesh.\n" "var arrMesh = ArrayMesh nua();\n" -"var arrays = Godot.Collections.Array nua();\n" +"var arrays = Redot.Collections.Array nua();\n" "arrays.Resize((int)mogalra.ArrayType.Max);\n" "arrays[(int)Mesh.ArrayType.Vertex] = rinn;\n" "\n" @@ -14438,7 +14439,7 @@ msgstr "" "Tá an [MeshInstance3D] réidh le cur leis an [SceneTree] le taispeáint.\n" "Féach freisin [ImmediateMesh], [MeshDataTool] agus [SurfaceTool] maidir le " "giniúint céimseata nós imeachta.\n" -"[b]Nóta:[/b] Úsáideann Godot deiseal [url=https://learnopengl.com/Advanced-" +"[b]Nóta:[/b] Úsáideann Redot deiseal [url=https://learnopengl.com/Advanced-" "OpenGL/Face-culling]ord foirceannadh[/url] le haghaidh aghaidheanna tosaigh " "na modhanna triantáin primitive." @@ -15067,7 +15068,7 @@ msgid "" "A* (A star) is a computer algorithm used in pathfinding and graph traversal, " "the process of plotting short paths among vertices (points), passing through " "a given set of edges (segments). It enjoys widespread use due to its " -"performance and accuracy. Godot's A* implementation uses points in 3D space " +"performance and accuracy. Redot's A* implementation uses points in 3D space " "and Euclidean distances by default.\n" "You must add points manually with [method add_point] and create segments " "manually with [method connect_points]. Once done, you can test if there is a " @@ -15123,7 +15124,7 @@ msgstr "" "chun graif a thrasnú, arb é an próiseas chun cosáin ghearra a bhreacadh i " "measc rinn (pointí), ag dul trí shraith áirithe imeall (deighleoga). " "Taitníonn úsáid fhorleathan air mar gheall ar a fheidhmíocht agus a " -"chruinneas. Úsáideann cur i bhfeidhm A* Godot pointí i spás 3D agus faid " +"chruinneas. Úsáideann cur i bhfeidhm A* Redot pointí i spás 3D agus faid " "Eoiclídeacha de réir réamhshocraithe.\n" "Ní mór duit pointí a chur leis de láimh le [method add_point] agus teascáin a " "chruthú de láimh le [method connect_points]. Nuair a dhéantar é, is féidir " @@ -16851,7 +16852,7 @@ msgstr "Éifeacht fuaime a úsáidtear chun an fhuaim ó bhus fuaime a thaifeada msgid "" "Allows the user to record the sound from an audio bus into an " "[AudioStreamWAV]. When used on the \"Master\" audio bus, this includes all " -"audio output by Godot.\n" +"audio output by Redot.\n" "Unlike [AudioEffectCapture], this effect encodes the recording with the given " "format (8-bit, 16-bit, or compressed) instead of giving access to the raw " "audio samples.\n" @@ -16863,7 +16864,7 @@ msgid "" msgstr "" "Ligeann sé don úsáideoir an fhuaim ó bhus fuaime a thaifeadadh go " "[AudioStreamWAV]. Nuair a úsáidtear é ar an mbus fuaime \"Máistir\", " -"cuimsíonn sé seo gach aschur fuaime ó Godot.\n" +"cuimsíonn sé seo gach aschur fuaime ó Redot.\n" "Murab ionann agus [AudioEffectCapture], ionchódaíonn an éifeacht seo an " "taifeadadh leis an bhformáid a thugtar (8-giotán, 16-giotán, nó comhbhrúite) " "in ionad rochtain a thabhairt ar na samplaí fuaime amh.\n" @@ -17809,8 +17810,8 @@ msgstr "" "Tá an rang seo i gceist le húsáid le [AudioStreamGenerator] chun an fhuaim " "ghinte a sheinm ar ais i bhfíor-am." -msgid "Godot 3.2 will get new audio features" -msgstr "Gheobhaidh Godot 3.2 gnéithe fuaime nua" +msgid "Redot 3.2 will get new audio features" +msgstr "Gheobhaidh Redot 3.2 gnéithe fuaime nua" msgid "" "Returns [code]true[/code] if a buffer of the size [param amount] can be " @@ -20013,7 +20014,7 @@ msgid "" "[member detail_normal] texture only uses the red and green channels; the blue " "and alpha channels are ignored. The normal read from [member detail_normal] " "is oriented around the surface normal provided by the [Mesh].\n" -"[b]Note:[/b] Godot expects the normal map to use X+, Y+, and Z+ coordinates. " +"[b]Note:[/b] Redot expects the normal map to use X+, Y+, and Z+ coordinates. " "See [url=http://wiki.polycount.com/wiki/" "Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a " "comparison of normal map coordinates expected by popular engines." @@ -20023,7 +20024,7 @@ msgstr "" "dearga agus glasa; déantar neamhaird de na bealaí gorma agus alfa. Tá an " "gnáthléamh ó [member detail_normal] dírithe timpeall an ghnáthdhromchla a " "sholáthraíonn an [mogalra].\n" -"[b]Nóta:[/b] Tá Godot ag súil go n-úsáidfidh an gnáthléarscáil comhordanáidí " +"[b]Nóta:[/b] Tá Redot ag súil go n-úsáidfidh an gnáthléarscáil comhordanáidí " "X+, Y+, agus Z+. Féach ar [url=http://wiki.polycount.com/wiki/" "Normal_Map_Technical_Details#Common_Swizzle_Coordinates]an leathanach seo[/" "url] chun comparáid a dhéanamh idir na gnáthchomhordanáidí léarscáile a " @@ -20233,17 +20234,17 @@ msgid "" "If [code]true[/code], interprets the height map texture as a depth map, with " "brighter values appearing to be \"lower\" in altitude compared to darker " "values.\n" -"This can be enabled for compatibility with some materials authored for Godot " +"This can be enabled for compatibility with some materials authored for Redot " "3.x. This is not necessary if the Invert import option was used to invert the " -"depth map in Godot 3.x, in which case [member heightmap_flip_texture] should " +"depth map in Redot 3.x, in which case [member heightmap_flip_texture] should " "remain [code]false[/code]." msgstr "" "Más rud é [code]true[/code], léirmhíníonn sé uigeacht na léarscáile airde mar " "léarscáil doimhneachta, agus is cosúil go bhfuil luachanna níos gile \"níos " "ísle\" san airde i gcomparáid le luachanna níos dorcha.\n" "Is féidir é seo a chumasú le haghaidh comhoiriúnachta le roinnt ábhar atá " -"údaraithe do Godot 3.x. Níl sé seo riachtanach má úsáideadh an rogha " -"iompórtála Inbhéartaithe chun an léarscáil doimhneachta in Godot 3.x a " +"údaraithe do Redot 3.x. Níl sé seo riachtanach má úsáideadh an rogha " +"iompórtála Inbhéartaithe chun an léarscáil doimhneachta in Redot 3.x a " "inbhéartú, agus sa chás sin ba cheart go bhfanfadh [member " "heightmap_flip_texture] [code]bréagach[/code]." @@ -20442,7 +20443,7 @@ msgid "" "you can use [method SurfaceTool.generate_normals] and [method SurfaceTool." "generate_tangents] to automatically generate normals and tangents " "respectively.\n" -"[b]Note:[/b] Godot expects the normal map to use X+, Y+, and Z+ coordinates. " +"[b]Note:[/b] Redot expects the normal map to use X+, Y+, and Z+ coordinates. " "See [url=http://wiki.polycount.com/wiki/" "Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a " "comparison of normal map coordinates expected by popular engines.\n" @@ -20463,7 +20464,7 @@ msgstr "" "[method SurfaceTool.generate_normals] agus [method SurfaceTool." "generate_tangents] a úsáid chun normanna agus tadhlaí faoi seach a ghiniúint " "go huathoibríoch.\n" -"[b]Nóta:[/b] Tá Godot ag súil go n-úsáidfidh an gnáthléarscáil comhordanáidí " +"[b]Nóta:[/b] Tá Redot ag súil go n-úsáidfidh an gnáthléarscáil comhordanáidí " "X+, Y+, agus Z+. Féach ar [url=http://wiki.polycount.com/wiki/" "Normal_Map_Technical_Details#Common_Swizzle_Coordinates]an leathanach seo[/" "url] chun comparáid a dhéanamh idir na gnáthchomhordanáidí léarscáile a " @@ -21597,7 +21598,7 @@ msgid "" "not distorted.\n" "For a general introduction, see the [url=$DOCS_URL/tutorials/math/" "matrices_and_transforms.html]Matrices and transforms[/url] tutorial.\n" -"[b]Note:[/b] Godot uses a [url=https://en.wikipedia.org/wiki/Right-" +"[b]Note:[/b] Redot uses a [url=https://en.wikipedia.org/wiki/Right-" "hand_rule]right-handed coordinate system[/url], which is a common standard. " "For directions, the convention for built-in types like [Camera3D] is for -Z " "to point forward (+X is right, +Y is up, and +Z is back). Other objects may " @@ -21629,7 +21630,7 @@ msgstr "" "shaobhadh.\n" "Le haghaidh réamhrá ginearálta, féach ar an [url=$DOCS_URL/tutorials/math/" "matrices_and_transforms.html]Matrices and transforms[/url] teagaisc.\n" -"[b]Nóta:[/b] Úsáideann Godot [url=https://en.wikipedia.org/wiki/Right-" +"[b]Nóta:[/b] Úsáideann Redot [url=https://en.wikipedia.org/wiki/Right-" "hand_rule]córas comhordanáidí ar dheis[/url], ar comhchaighdeán é. Maidir le " "treoracha, is é an gnás do chineálacha ionsuite ar nós [Camera3D] ná -Z a " "chur in iúl (tá + X ceart, tá +Y in airde, agus tá + Z ar ais). D’fhéadfadh " @@ -25316,18 +25317,18 @@ msgstr "" msgid "" "A camera feed gives you access to a single physical camera attached to your " -"device. When enabled, Godot will start capturing frames from the camera which " +"device. When enabled, Redot will start capturing frames from the camera which " "can then be used. See also [CameraServer].\n" "[b]Note:[/b] Many cameras will return YCbCr images which are split into two " -"textures and need to be combined in a shader. Godot does this automatically " +"textures and need to be combined in a shader. Redot does this automatically " "for you if you set the environment to show the camera image in the background." msgstr "" "Tugann fotha ceamara rochtain duit ar cheamara fisiceach amháin atá " -"ceangailte de do ghléas. Nuair a bheidh sé cumasaithe, tosóidh Godot ar " +"ceangailte de do ghléas. Nuair a bheidh sé cumasaithe, tosóidh Redot ar " "fhrámaí a ghabháil ón gceamara ar féidir a úsáid ansin. Féach freisin " "[CameraServer].\n" "[b]Nóta:[/b] Tabharfaidh go leor ceamaraí íomhánna YCbCr ar ais atá roinnte " -"ina dhá uigeacht agus ar gá iad a chomhcheangal i scáthlán. Déanann Godot é " +"ina dhá uigeacht agus ar gá iad a chomhcheangal i scáthlán. Déanann Redot é " "seo go huathoibríoch duit má shocraíonn tú an timpeallacht chun íomhá an " "cheamara a thaispeáint sa chúlra." @@ -25374,12 +25375,12 @@ msgstr "Tá an ceamara suite ar thaobh tosaigh an ghléis." msgid "Camera is mounted at the back of the device." msgstr "Tá an ceamara suite ar chúl an ghléis." -msgid "Server keeping track of different cameras accessible in Godot." +msgid "Server keeping track of different cameras accessible in Redot." msgstr "" -"Freastalaí ag coinneáil súil ar cheamaraí éagsúla atá inrochtana in Godot." +"Freastalaí ag coinneáil súil ar cheamaraí éagsúla atá inrochtana in Redot." msgid "" -"The [CameraServer] keeps track of different cameras accessible in Godot. " +"The [CameraServer] keeps track of different cameras accessible in Redot. " "These are external cameras such as webcams or the cameras on your phone.\n" "It is notably used to provide AR modules with a video feed from the camera.\n" "[b]Note:[/b] This class is currently only implemented on macOS and iOS. To " @@ -25387,7 +25388,7 @@ msgid "" "godotengine/godot-ios-plugins]godot-ios-plugins[/url] is required. On other " "platforms, no [CameraFeed]s will be available." msgstr "" -"Coinníonn an [CameraServer] súil ar cheamaraí éagsúla atá inrochtana i Godot. " +"Coinníonn an [CameraServer] súil ar cheamaraí éagsúla atá inrochtana i Redot. " "Is ceamaraí seachtracha iad seo cosúil le ceamaraí gréasáin nó na ceamaraí ar " "do ghuthán.\n" "Úsáidtear go háirithe é chun fotha físe ón gceamara a sholáthar do mhodúil " @@ -27040,14 +27041,14 @@ msgstr "" msgid "" "The normal map texture to use. Only has a visible effect if [Light2D]s are " "affecting this [CanvasTexture].\n" -"[b]Note:[/b] Godot expects the normal map to use X+, Y+, and Z+ coordinates. " +"[b]Note:[/b] Redot expects the normal map to use X+, Y+, and Z+ coordinates. " "See [url=http://wiki.polycount.com/wiki/" "Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a " "comparison of normal map coordinates expected by popular engines." msgstr "" "An gnáth-uigeacht léarscáile le húsáid. Ní bheidh éifeacht infheicthe aige " "ach amháin má tá [Light2D]s ag cur isteach ar an [CanvasTexture] seo.\n" -"[b]Nóta:[/b] Tá Godot ag súil go n-úsáidfidh an gnáthléarscáil comhordanáidí " +"[b]Nóta:[/b] Tá Redot ag súil go n-úsáidfidh an gnáthléarscáil comhordanáidí " "X+, Y+, agus Z+. Féach ar [url=http://wiki.polycount.com/wiki/" "Normal_Map_Technical_Details#Common_Swizzle_Coordinates]an leathanach seo[/" "url] chun comparáid a dhéanamh idir na gnáthchomhordanáidí léarscáile a " @@ -28907,8 +28908,8 @@ msgstr "Marcáil an rogha mar rang." msgid "Marks the option as a function." msgstr "Marcanna an rogha mar fheidhm." -msgid "Marks the option as a Godot signal." -msgstr "Marcáil an rogha mar chomhartha Godot." +msgid "Marks the option as a Redot signal." +msgstr "Marcáil an rogha mar chomhartha Redot." msgid "Marks the option as a variable." msgstr "Marcáil an rogha mar athróg." @@ -28922,8 +28923,8 @@ msgstr "Marcáil an rogha mar iontráil enum." msgid "Marks the option as a constant." msgstr "Marcáil an rogha mar tairiseach." -msgid "Marks the option as a Godot node path." -msgstr "Marcanna an rogha mar chonair nód Godot." +msgid "Marks the option as a Redot node path." +msgstr "Marcanna an rogha mar chonair nód Redot." msgid "Marks the option as a file path." msgstr "Marcáil an rogha mar chonair comhaid." @@ -30772,7 +30773,7 @@ msgstr "" msgid "" "Returns the color converted to a 32-bit integer in RGBA format (each " -"component is 8 bits). RGBA is Godot's default format. This method is the " +"component is 8 bits). RGBA is Redot's default format. This method is the " "inverse of [method hex].\n" "[codeblocks]\n" "[gdscript]\n" @@ -30786,7 +30787,7 @@ msgid "" "[/codeblocks]" msgstr "" "Filleann sé an dath arna thiontú go slánuimhir 32-giotán i bhformáid RGBA (tá " -"gach comhpháirt 8 giotán). Is é RGBA formáid réamhshocraithe Godot. Is é an " +"gach comhpháirt 8 giotán). Is é RGBA formáid réamhshocraithe Redot. Is é an " "modh seo inbhéartach [heicstíle modh].\n" "[codeblocks]\n" "[gdscript]\n" @@ -30801,7 +30802,7 @@ msgstr "" msgid "" "Returns the color converted to a 64-bit integer in RGBA format (each " -"component is 16 bits). RGBA is Godot's default format. This method is the " +"component is 16 bits). RGBA is Redot's default format. This method is the " "inverse of [method hex64].\n" "[codeblocks]\n" "[gdscript]\n" @@ -30815,7 +30816,7 @@ msgid "" "[/codeblocks]" msgstr "" "Filleann sé an dath arna thiontú go slánuimhir 64-giotán i bhformáid RGBA (tá " -"gach comhpháirt 16 giotán). Is é RGBA formáid réamhshocraithe Godot. Is é an " +"gach comhpháirt 16 giotán). Is é RGBA formáid réamhshocraithe Redot. Is é an " "modh seo inbhéartach [method hex64].\n" "[codeblocks]\n" "[gdscript]\n" @@ -31969,7 +31970,7 @@ msgstr "[Cubemap] atá comhbhrúite go roghnach." msgid "" "A cubemap that is loaded from a [code].ccube[/code] file. This file format is " -"internal to Godot; it is created by importing other image formats with the " +"internal to Redot; it is created by importing other image formats with the " "import system. [CompressedCubemap] can use one of 4 compression methods:\n" "- Lossless (WebP or PNG, uncompressed on the GPU)\n" "- Lossy (WebP, uncompressed on the GPU)\n" @@ -31988,7 +31989,7 @@ msgid "" "See [Cubemap] for a general description of cubemaps." msgstr "" "Ciúbmapa atá luchtaithe ó chomhad [code].ccube[/code]. Tá an fhormáid comhaid " -"seo inmheánach do Godot; cruthaítear é trí fhormáidí íomhá eile a allmhairiú " +"seo inmheánach do Redot; cruthaítear é trí fhormáidí íomhá eile a allmhairiú " "leis an gcóras allmhairithe. Is féidir le [CompressedCubemap] ceann amháin de " "4 mhodh comhbhrú a úsáid:\n" "- Gan chailleadh (WebP nó PNG, neamh-chomhbhrúite ar an GPU)\n" @@ -32014,7 +32015,7 @@ msgstr "[CubemapArray] atá comhbhrúite go roghnach." msgid "" "A cubemap array that is loaded from a [code].ccubearray[/code] file. This " -"file format is internal to Godot; it is created by importing other image " +"file format is internal to Redot; it is created by importing other image " "formats with the import system. [CompressedCubemapArray] can use one of 4 " "compression methods:\n" "- Lossless (WebP or PNG, uncompressed on the GPU)\n" @@ -32034,7 +32035,7 @@ msgid "" "See [CubemapArray] for a general description of cubemap arrays." msgstr "" "Eagar léarscáile ciúb atá luchtaithe ó chomhad [code].ccubearray[/code]. Tá " -"an fhormáid comhaid seo inmheánach do Godot; cruthaítear é trí fhormáidí " +"an fhormáid comhaid seo inmheánach do Redot; cruthaítear é trí fhormáidí " "íomhá eile a allmhairiú leis an gcóras allmhairithe. Is féidir le " "[CompressedCubemapArray] ceann de 4 mhodh comhbhrú a úsáid:\n" "- Gan chailleadh (WebP nó PNG, neamh-chomhbhrúite ar an GPU)\n" @@ -32061,7 +32062,7 @@ msgstr "Uigeacht le 2 thoise, comhbhrúite go roghnach." msgid "" "A texture that is loaded from a [code].ctex[/code] file. This file format is " -"internal to Godot; it is created by importing other image formats with the " +"internal to Redot; it is created by importing other image formats with the " "import system. [CompressedTexture2D] can use one of 4 compression methods " "(including a lack of any compression):\n" "- Lossless (WebP or PNG, uncompressed on the GPU)\n" @@ -32080,7 +32081,7 @@ msgid "" "intended to be used for 3D rendering, not 2D." msgstr "" "Uigeacht atá luchtaithe ó chomhad [code].ctex[/code]. Tá an fhormáid comhaid " -"seo inmheánach do Godot; cruthaítear é trí fhormáidí íomhá eile a allmhairiú " +"seo inmheánach do Redot; cruthaítear é trí fhormáidí íomhá eile a allmhairiú " "leis an gcóras allmhairithe. Is féidir le [CompressedTexture2D] ceann amháin " "de 4 mhodh comhbhrú a úsáid (lena n-áirítear easpa comhbhrú ar bith):\n" "- Gan chailleadh (WebP nó PNG, neamh-chomhbhrúite ar an GPU)\n" @@ -32111,7 +32112,7 @@ msgstr "Eagar d'uigeachtaí déthoiseacha, comhbhrúite go roghnach." msgid "" "A texture array that is loaded from a [code].ctexarray[/code] file. This file " -"format is internal to Godot; it is created by importing other image formats " +"format is internal to Redot; it is created by importing other image formats " "with the import system. [CompressedTexture2DArray] can use one of 4 " "compression methods:\n" "- Lossless (WebP or PNG, uncompressed on the GPU)\n" @@ -32131,7 +32132,7 @@ msgid "" "See [Texture2DArray] for a general description of texture arrays." msgstr "" "Eagar uigeachta atá luchtaithe ó chomhad [code].ctexarray[/code]. Tá an " -"fhormáid comhaid seo inmheánach do Godot; cruthaítear é trí fhormáidí íomhá " +"fhormáid comhaid seo inmheánach do Redot; cruthaítear é trí fhormáidí íomhá " "eile a allmhairiú leis an gcóras allmhairithe. Is féidir le " "[CompressedTexture2DArray] ceann amháin de 4 mhodh comhbhrú a úsáid:\n" "- Gan chailliúint (WebP nó PNG, neamh-chomhbhrúite ar an GPU)\n" @@ -32158,7 +32159,7 @@ msgstr "Uigeacht le 3 thoise, comhbhrúite go roghnach." msgid "" "[CompressedTexture3D] is the VRAM-compressed counterpart of [ImageTexture3D]. " "The file extension for [CompressedTexture3D] files is [code].ctex3d[/code]. " -"This file format is internal to Godot; it is created by importing other image " +"This file format is internal to Redot; it is created by importing other image " "formats with the import system.\n" "[CompressedTexture3D] uses VRAM compression, which allows to reduce memory " "usage on the GPU when rendering the texture. This also improves loading " @@ -32169,7 +32170,7 @@ msgid "" msgstr "" "Is é [CompressedTexture3D] an comhghleacaí comhbhrúite VRAM de " "[ImageTexture3D]. Is é an síneadh comhad do chomhaid [CompressedTexture3D] ná " -"[code].ctex3d[/code]. Tá an fhormáid comhaid seo inmheánach do Godot; " +"[code].ctex3d[/code]. Tá an fhormáid comhaid seo inmheánach do Redot; " "cruthaítear é trí fhormáidí íomhá eile a allmhairiú leis an gcóras " "allmhairithe.\n" "Úsáideann [CompressedTexture3D] comhbhrú VRAM, a cheadaíonn úsáid chuimhne ar " @@ -32491,7 +32492,7 @@ msgid "" " score_data[player_name] = player_score\n" "[/gdscript]\n" "[csharp]\n" -"var score_data = new Godot.Collections.Dictionary();\n" +"var score_data = new Redot.Collections.Dictionary();\n" "var config = new ConfigFile();\n" "\n" "// Load data from a file.\n" @@ -32528,7 +32529,7 @@ msgid "" "impact on its formatting or behavior. By convention, the [code].cfg[/code] " "extension is used here, but any other extension such as [code].ini[/code] is " "also valid. Since neither [code].cfg[/code] nor [code].ini[/code] are " -"standardized, Godot's ConfigFile formatting may differ from files written by " +"standardized, Redot's ConfigFile formatting may differ from files written by " "other programs." msgstr "" "Is féidir an rang cabhrach seo a úsáid chun luachanna [Athróg] a stóráil ar " @@ -32594,7 +32595,7 @@ msgstr "" " scór_sonraí[player_name] = imreoir_scór\n" "[/gdscript]\n" "[csharp]\n" -"var score_data = Godot.Collections.Dictionary nua();\n" +"var score_data = Redot.Collections.Dictionary nua();\n" "var config = ConfigFile nua();\n" "\n" "// Luchtaigh sonraí ó chomhad.\n" @@ -32634,7 +32635,7 @@ msgstr "" "ar a fhormáidiú nó ar a iompar. De réir an ghnáis, úsáidtear an síneadh " "[code].cfg[/code] anseo, ach tá aon síneadh eile ar nós [code].ini[/code] " "bailí freisin. Ós rud é nach bhfuil [code].cfg[/code] ná [code].ini[/code] " -"caighdeánaithe, d'fhéadfadh formáidiú ConfigFile Godot a bheith difriúil ó " +"caighdeánaithe, d'fhéadfadh formáidiú ConfigFile Redot a bheith difriúil ó " "chomhaid scríofa ag cláir eile." msgid "Removes the entire contents of the config." @@ -32934,11 +32935,11 @@ msgid "" "or the current viewport, and offsets relative to the anchor. The offsets " "update automatically when the node, any of its parents, or the screen size " "change.\n" -"For more information on Godot's UI system, anchors, offsets, and containers, " +"For more information on Redot's UI system, anchors, offsets, and containers, " "see the related tutorials in the manual. To build flexible UIs, you'll need a " "mix of UI elements that inherit from [Control] and [Container] nodes.\n" "[b]User Interface nodes and input[/b]\n" -"Godot propagates input events via viewports. Each [Viewport] is responsible " +"Redot propagates input events via viewports. Each [Viewport] is responsible " "for propagating [InputEvent]s to their child nodes. As the [member SceneTree." "root] is a [Window], this already happens automatically for all UI elements " "in your game.\n" @@ -32972,13 +32973,13 @@ msgstr "" "radharcport reatha, agus fritháirimh i gcoibhneas leis an ancaire. " "Nuashonraíonn na fritháirimh go huathoibríoch nuair a athraíonn an nód, aon " "cheann dá thuismitheoirí, nó méid an scáileáin.\n" -"Le haghaidh tuilleadh faisnéise ar chóras Chomhéadain Godot, ancairí, " +"Le haghaidh tuilleadh faisnéise ar chóras Chomhéadain Redot, ancairí, " "fritháirimh, agus coimeádáin, féach na ranganna teagaisc gaolmhara sa " "lámhleabhar. Chun Comhéadain Chomhéadain solúbtha a thógáil, beidh meascán " "d’eilimintí Chomhéadain uait a fhaigheann oidhreacht ó nóid [Rialú] agus " "[Coimeádán].\n" "[b]Nóid Chomhéadain Úsáideora agus ionchur[/b]\n" -"Iomadaíonn Godot imeachtaí ionchuir trí phoirt amhairc. Tá gach [Viewport] " +"Iomadaíonn Redot imeachtaí ionchuir trí phoirt amhairc. Tá gach [Viewport] " "freagrach as [InputEvent]s a iomadú chuig a nóid linbh. Toisc gur [Fuinneog] " "é an [ball SceneTree.root], tarlaíonn sé seo go huathoibríoch cheana féin le " "haghaidh gach eilimint Chomhéadain i do chluiche.\n" @@ -33022,7 +33023,7 @@ msgid "All GUI Demos" msgstr "Gach Taispeántas GUI" msgid "" -"Godot calls this method to test if [param data] from a control's [method " +"Redot calls this method to test if [param data] from a control's [method " "_get_drag_data] can be dropped at [param at_position]. [param at_position] is " "local to this control.\n" "This method should only be used to test the data. Process the data in [method " @@ -33040,12 +33041,12 @@ msgid "" " // Check position if it is relevant to you\n" " // Otherwise, just check data\n" " return data.VariantType == Variant.Type.Dictionary && data." -"AsGodotDictionary().ContainsKey(\"expected\");\n" +"AsRedotDictionary().ContainsKey(\"expected\");\n" "}\n" "[/csharp]\n" "[/codeblocks]" msgstr "" -"Glaonn Godot ar an modh seo chun a thástáil an féidir [param data]] ó [method " +"Glaonn Redot ar an modh seo chun a thástáil an féidir [param data]] ó [method " "_get_drag_data] rialaithe a scaoileadh ag [param at_position]. Tá [param " "at_position] áitiúil don rialtán seo.\n" "Níor cheart an modh seo a úsáid ach amháin chun na sonraí a thástáil. " @@ -33063,14 +33064,14 @@ msgstr "" " // Seiceáil an suíomh má bhaineann sé leat\n" " // Seachas sin, seiceáil sonraí\n" " return data.VariantType == Variant.Type.Dictionary && data." -"AsGodotDictionary().ContainsKey(\"ag súil\");\n" +"AsRedotDictionary().ContainsKey(\"ag súil\");\n" "}\n" "[/csharp]\n" "[/codeblocks]" msgid "" -"Godot calls this method to pass you the [param data] from a control's [method " -"_get_drag_data] result. Godot first calls [method _can_drop_data] to test if " +"Redot calls this method to pass you the [param data] from a control's [method " +"_get_drag_data] result. Redot first calls [method _can_drop_data] to test if " "[param data] is allowed to drop at [param at_position] where [param " "at_position] is local to this control.\n" "[codeblocks]\n" @@ -33085,18 +33086,18 @@ msgid "" "public override bool _CanDropData(Vector2 atPosition, Variant data)\n" "{\n" " return data.VariantType == Variant.Type.Dictionary && dict." -"AsGodotDictionary().ContainsKey(\"color\");\n" +"AsRedotDictionary().ContainsKey(\"color\");\n" "}\n" "\n" "public override void _DropData(Vector2 atPosition, Variant data)\n" "{\n" -" Color color = data.AsGodotDictionary()[\"color\"].AsColor();\n" +" Color color = data.AsRedotDictionary()[\"color\"].AsColor();\n" "}\n" "[/csharp]\n" "[/codeblocks]" msgstr "" -"Glaonn Godot ar an modh seo chun na [sonraí param] ó thoradh [modh " -"_get_drag_data] rialaithe a thabhairt duit. Glaonn Godot ar [modh " +"Glaonn Redot ar an modh seo chun na [sonraí param] ó thoradh [modh " +"_get_drag_data] rialaithe a thabhairt duit. Glaonn Redot ar [modh " "_can_drop_data] ar dtús chun a thástáil an gceadaítear do [sonraí param] " "titim ag [param at_position] áit a bhfuil [param at_position] áitiúil don " "rialú seo.\n" @@ -33112,18 +33113,18 @@ msgstr "" "public override bool _CanDropData(Vector2 atPosition, Variant data)\n" "{\n" " return data.VariantType == Variant.Type.Dictionary && dict." -"AsGodotDictionary().ContainsKey(\"dath\");\n" +"AsRedotDictionary().ContainsKey(\"dath\");\n" "}\n" "\n" "public override void _DropData(Vector2 atPosition, Variant data)\n" "{\n" -" Color dath = data.AsGodotDictionary()[\"dath\"].AsColor();\n" +" Color dath = data.AsRedotDictionary()[\"dath\"].AsColor();\n" "}\n" "[/csharp]\n" "[/codeblocks]" msgid "" -"Godot calls this method to get data that can be dragged and dropped onto " +"Redot calls this method to get data that can be dragged and dropped onto " "controls that expect drop data. Returns [code]null[/code] if there is no data " "to drag. Controls that want to receive drop data should implement [method " "_can_drop_data] and [method _drop_data]. [param at_position] is local to this " @@ -33152,7 +33153,7 @@ msgid "" "[/csharp]\n" "[/codeblocks]" msgstr "" -"Glaonn Godot ar an modh seo chun sonraí a fháil ar féidir iad a tharraingt " +"Glaonn Redot ar an modh seo chun sonraí a fháil ar féidir iad a tharraingt " "agus a ligean isteach ar rialuithe a bhfuiltear ag súil le sonraí titime. " "Filleann [code]null[/code] mura bhfuil aon sonraí le tarraingt. Ba cheart do " "rialuithe ar mian leo sonraí titim a fháil [method _can_drop_data] agus " @@ -34549,87 +34550,87 @@ msgstr "" "comharthaí méarchlár, gamepad agus luiche." msgid "" -"Tells Godot which node it should give focus to if the user presses the down " +"Tells Redot which node it should give focus to if the user presses the down " "arrow on the keyboard or down on a gamepad by default. You can change the key " "by editing the [member ProjectSettings.input/ui_down] input action. The node " -"must be a [Control]. If this property is not set, Godot will give focus to " +"must be a [Control]. If this property is not set, Redot will give focus to " "the closest [Control] to the bottom of this one." msgstr "" -"Insíonn sé do Godot cén nód ar cheart dó díriú air má bhrúnn an t-úsáideoir " +"Insíonn sé do Redot cén nód ar cheart dó díriú air má bhrúnn an t-úsáideoir " "an tsaighead síos ar an méarchlár nó síos ar gamepad de réir réamhshocraithe. " "Is féidir leat an eochair a athrú tríd an ngníomh ionchuir [member " "ProjectSettings.input/ui_down] a chur in eagar. Caithfidh an nód a bheith ina " -"[Rialú]. Mura bhfuil an mhaoin seo socraithe, tabharfaidh Godot fócas don " +"[Rialú]. Mura bhfuil an mhaoin seo socraithe, tabharfaidh Redot fócas don " "[Rialú] is gaire do bhun an chinn seo." msgid "" -"Tells Godot which node it should give focus to if the user presses the left " +"Tells Redot which node it should give focus to if the user presses the left " "arrow on the keyboard or left on a gamepad by default. You can change the key " "by editing the [member ProjectSettings.input/ui_left] input action. The node " -"must be a [Control]. If this property is not set, Godot will give focus to " +"must be a [Control]. If this property is not set, Redot will give focus to " "the closest [Control] to the left of this one." msgstr "" -"Insíonn sé do Godot cén nód ar cheart dó díriú air má bhrúnn an t-úsáideoir " +"Insíonn sé do Redot cén nód ar cheart dó díriú air má bhrúnn an t-úsáideoir " "an tsaighead chlé ar an méarchlár nó má fhágtar ar gamepad de réir " "réamhshocraithe. Is féidir leat an eochair a athrú tríd an ngníomh ionchuir " "[member ProjectSettings.input/ui_left] a chur in eagar. Caithfidh an nód a " -"bheith ina [Rialú]. Mura bhfuil an mhaoin seo socraithe, tabharfaidh Godot " +"bheith ina [Rialú]. Mura bhfuil an mhaoin seo socraithe, tabharfaidh Redot " "fócas ar an [Rialú] is gaire ar thaobh na láimhe clé den cheann seo." msgid "" -"Tells Godot which node it should give focus to if the user presses the right " +"Tells Redot which node it should give focus to if the user presses the right " "arrow on the keyboard or right on a gamepad by default. You can change the " "key by editing the [member ProjectSettings.input/ui_right] input action. The " -"node must be a [Control]. If this property is not set, Godot will give focus " +"node must be a [Control]. If this property is not set, Redot will give focus " "to the closest [Control] to the right of this one." msgstr "" -"Insíonn sé do Godot cén nód ar cheart dó díriú air má bhrúnn an t-úsáideoir " +"Insíonn sé do Redot cén nód ar cheart dó díriú air má bhrúnn an t-úsáideoir " "an tsaighead dheas ar an méarchlár nó ar dheis ar gamepad de réir " "réamhshocraithe. Is féidir leat an eochair a athrú tríd an ngníomh ionchuir " "[member ProjectSettings.input/ui_right] a chur in eagar. Caithfidh an nód a " -"bheith ina [Rialú]. Mura bhfuil an mhaoin seo socraithe, tabharfaidh Godot " +"bheith ina [Rialú]. Mura bhfuil an mhaoin seo socraithe, tabharfaidh Redot " "fócas don [Rialú] is gaire don taobh dheis den cheann seo." msgid "" -"Tells Godot which node it should give focus to if the user presses the top " +"Tells Redot which node it should give focus to if the user presses the top " "arrow on the keyboard or top on a gamepad by default. You can change the key " "by editing the [member ProjectSettings.input/ui_up] input action. The node " -"must be a [Control]. If this property is not set, Godot will give focus to " +"must be a [Control]. If this property is not set, Redot will give focus to " "the closest [Control] to the top of this one." msgstr "" -"Insíonn sé do Godot cén nód ar cheart dó díriú air má bhrúnn an t-úsáideoir " +"Insíonn sé do Redot cén nód ar cheart dó díriú air má bhrúnn an t-úsáideoir " "an tsaighead uachtarach ar an méarchlár nó barr ar gamepad de réir " "réamhshocraithe. Is féidir leat an eochair a athrú tríd an ngníomh ionchuir " "[member ProjectSettings.input/ui_up] a chur in eagar. Caithfidh an nód a " -"bheith ina [Rialú]. Mura bhfuil an mhaoin seo socraithe, tabharfaidh Godot " +"bheith ina [Rialú]. Mura bhfuil an mhaoin seo socraithe, tabharfaidh Redot " "fócas don [Rialú] is gaire do bharr an ceann seo." msgid "" -"Tells Godot which node it should give focus to if the user presses [kbd]Tab[/" +"Tells Redot which node it should give focus to if the user presses [kbd]Tab[/" "kbd] on a keyboard by default. You can change the key by editing the [member " "ProjectSettings.input/ui_focus_next] input action.\n" -"If this property is not set, Godot will select a \"best guess\" based on " +"If this property is not set, Redot will select a \"best guess\" based on " "surrounding nodes in the scene tree." msgstr "" -"Insíonn sé do Godot cén nód ar cheart dó díriú air má bhrúnn an t-úsáideoir " +"Insíonn sé do Redot cén nód ar cheart dó díriú air má bhrúnn an t-úsáideoir " "[kbd]Tab[/kbd] ar mhéarchlár de réir réamhshocraithe. Is féidir leat an " "eochair a athrú tríd an ngníomh ionchuir [member ProjectSettings.input/" "ui_focus_next] a chur in eagar.\n" -"Mura bhfuil an mhaoin seo socraithe, roghnóidh Godot \"buille faoi thuairim " +"Mura bhfuil an mhaoin seo socraithe, roghnóidh Redot \"buille faoi thuairim " "is fearr\" bunaithe ar nóid máguaird sa chrann radharc." msgid "" -"Tells Godot which node it should give focus to if the user presses [kbd]Shift " +"Tells Redot which node it should give focus to if the user presses [kbd]Shift " "+ Tab[/kbd] on a keyboard by default. You can change the key by editing the " "[member ProjectSettings.input/ui_focus_prev] input action.\n" -"If this property is not set, Godot will select a \"best guess\" based on " +"If this property is not set, Redot will select a \"best guess\" based on " "surrounding nodes in the scene tree." msgstr "" -"Insíonn sé do Godot cén nód ar cheart dó díriú air má bhrúnn an t-úsáideoir " +"Insíonn sé do Redot cén nód ar cheart dó díriú air má bhrúnn an t-úsáideoir " "[kbd]Shift + Tab[/kbd] ar mhéarchlár de réir réamhshocraithe. Is féidir leat " "an eochair a athrú tríd an ngníomh ionchuir [member ProjectSettings.input/" "ui_focus_prev] a chur in eagar.\n" -"Mura bhfuil an mhaoin seo socraithe, roghnóidh Godot \"buille faoi thuairim " +"Mura bhfuil an mhaoin seo socraithe, roghnóidh Redot \"buille faoi thuairim " "is fearr\" bunaithe ar nóid máguaird sa chrann radharc." msgid "" @@ -34679,13 +34680,13 @@ msgstr "" "TextServer.format_number]." msgid "" -"The default cursor shape for this control. Useful for Godot plugins and " +"The default cursor shape for this control. Useful for Redot plugins and " "applications or games that use the system's mouse cursors.\n" "[b]Note:[/b] On Linux, shapes may vary depending on the cursor theme of the " "system." msgstr "" "Cruth an chúrsóra réamhshocraithe don rialú seo. Úsáideach le haghaidh " -"breiseán Godot agus feidhmchláir nó cluichí a úsáideann cúrsóirí luiche an " +"breiseán Redot agus feidhmchláir nó cluichí a úsáideann cúrsóirí luiche an " "chórais.\n" "[b]Nóta:[/b] Ar Linux, féadfaidh cruthanna athrú ag brath ar théama cúrsóra " "an chórais." @@ -36867,7 +36868,7 @@ msgid "" "assert(data.to_utf8_buffer() == decrypted)\n" "[/gdscript]\n" "[csharp]\n" -"using Godot;\n" +"using Redot;\n" "using System.Diagnostics;\n" "\n" "Crypto crypto = new Crypto();\n" @@ -36944,7 +36945,7 @@ msgstr "" "assert(data.to_utf8_buffer() == decrypted)\n" "[/gdscript]\n" "[csharp]\n" -"using Godot;\n" +"using Redot;\n" "using System.Diagnostics;\n" "\n" "Crypto crypto = new Crypto();\n" @@ -37568,14 +37569,14 @@ msgstr "Bunrang CSG." msgid "" "This is the CSG base class that provides CSG operation support to the various " -"CSG nodes in Godot.\n" +"CSG nodes in Redot.\n" "[b]Note:[/b] CSG nodes are intended to be used for level prototyping. " "Creating CSG nodes has a significant CPU cost compared to creating a " "[MeshInstance3D] with a [PrimitiveMesh]. Moving a CSG node within another CSG " "node also has a significant CPU cost, so it should be avoided during gameplay." msgstr "" "Is é seo an bunrang CSG a sholáthraíonn tacaíocht oibriúcháin CSG do na nóid " -"CSG éagsúla i Godot.\n" +"CSG éagsúla i Redot.\n" "[b]Nóta:[/b] Tá sé beartaithe nóid CSG a úsáid le haghaidh fréamhshamhla " "leibhéil. Tá costas suntasach LAP ag baint le cruthú nóid CSG i gcomparáid le " "[MeshInstance3D] a chruthú le [PrimitiveMesh]. Tá costas suntasach LAP ag " @@ -37787,10 +37788,10 @@ msgstr "" msgid "" "This class represents a C# script. It is the C# equivalent of the [GDScript] " -"class and is only available in Mono-enabled Godot builds." +"class and is only available in Mono-enabled Redot builds." msgstr "" "Léiríonn an rang seo script C#. Is ionann é agus C# den aicme [GDScript] agus " -"níl sé ar fáil ach i bhfoirgnimh Mono-chumasaithe Godot." +"níl sé ar fáil ach i bhfoirgnimh Mono-chumasaithe Redot." msgid "C# documentation index" msgstr "Innéacs doiciméadaithe C#" @@ -37811,10 +37812,10 @@ msgid "" "used to make an object look as if it's reflecting its surroundings. This " "usually delivers much better performance than other reflection methods.\n" "This resource is typically used as a uniform in custom shaders. Few core " -"Godot methods make use of [Cubemap] resources.\n" +"Redot methods make use of [Cubemap] resources.\n" "To create such a texture file yourself, reimport your image files using the " -"Godot Editor import presets.\n" -"[b]Note:[/b] Godot doesn't support using cubemaps in a [PanoramaSkyMaterial]. " +"Redot Editor import presets.\n" +"[b]Note:[/b] Redot doesn't support using cubemaps in a [PanoramaSkyMaterial]. " "You can use [url=https://danilw.github.io/GLSL-howto/cubemap_to_panorama_js/" "cubemap_to_panorama.html]this tool[/url] to convert a cubemap to an " "equirectangular sky map." @@ -37825,10 +37826,10 @@ msgstr "" "go bhfuil sé ag frithchaitheamh a thimpeallachta. De ghnáth seachadann sé seo " "feidhmíocht i bhfad níos fearr ná modhanna machnaimh eile.\n" "Úsáidtear an acmhainn seo de ghnáth mar éide i scáthaitheoirí saincheaptha. " -"Is beag croí-mhodhanna Godot a bhaineann úsáid as acmhainní [Cubemap].\n" +"Is beag croí-mhodhanna Redot a bhaineann úsáid as acmhainní [Cubemap].\n" "Chun comhad uigeachta den sórt sin a chruthú tú féin, athiompórtáil do chuid " -"comhad íomhá ag baint úsáide as réamhshocruithe iompórtála Godot Editor.\n" -"[b]Nóta:[/b] Ní thacaíonn Godot le léarscáileanna ciúb a úsáid i " +"comhad íomhá ag baint úsáide as réamhshocruithe iompórtála Redot Editor.\n" +"[b]Nóta:[/b] Ní thacaíonn Redot le léarscáileanna ciúb a úsáid i " "[PanoramaSkyMaterial]. Is féidir leat [url=https://danilw.github.io/GLSL-" "howto/cubemap_to_panorama_js/cubemap_to_panorama.html]an uirlis seo[/url] a " "úsáid chun léarscáil ciúb a thiontú go léarscáil spéire atá ar comhréir." @@ -37849,7 +37850,7 @@ msgid "" "[Cubemap]s into a shader using a single [CubemapArray]. [Cubemap]s are " "allocated in adjacent cache regions on the GPU, which makes [CubemapArray]s " "the most efficient way to store multiple [Cubemap]s.\n" -"[b]Note:[/b] Godot uses [CubemapArray]s internally for many effects, " +"[b]Note:[/b] Redot uses [CubemapArray]s internally for many effects, " "including the [Sky] if you set [member ProjectSettings.rendering/reflections/" "sky_reflections/texture_array_reflections] to [code]true[/code]. To create " "such a texture file yourself, reimport your image files using the import " @@ -37866,7 +37867,7 @@ msgstr "" "scáthlán ag baint úsáide as [CubemapArray] amháin. Leithdháiltear [Cubemap]s " "i réigiúin taisce cóngaracha ar an GPU, rud a fhágann gurb é [CubemapArray]s " "an bealach is éifeachtaí chun il [Cubemap]s a stóráil.\n" -"[b] Nóta:[/b] Úsáideann Godot [CubemapArray]s go hinmheánach le haghaidh go " +"[b] Nóta:[/b] Úsáideann Redot [CubemapArray]s go hinmheánach le haghaidh go " "leor éifeachtaí, lena n-áirítear an [Spéir] má shocraíonn tú [comhalta " "ProjectSettings.rendering/reflections/sky_reflections/" "texture_array_reflections] chuig [code]true[/code]. Chun comhad uigeachta den " @@ -38712,7 +38713,7 @@ msgid "" "projected down (i.e. from positive Y to negative Y).\n" "The [Texture2D]s associated with the Decal are automatically stored in a " "texture atlas which is used for drawing the decals so all decals can be drawn " -"at once. Godot uses clustered decals, meaning they are stored in cluster data " +"at once. Redot uses clustered decals, meaning they are stored in cluster data " "and drawn when the mesh is drawn, they are not drawn as a post-processing " "effect after.\n" "[b]Note:[/b] Decals cannot affect an underlying material's transparency, " @@ -38745,7 +38746,7 @@ msgstr "" "Y).\n" "Stóráiltear na [Texture2D]s a bhaineann leis an Decal go huathoibríoch in " "atlas uigeachta a úsáidtear chun na decals a tharraingt ionas gur féidir gach " -"decal a tharraingt ag an am céanna. Úsáideann Godot decals cnuasaithe, rud a " +"decal a tharraingt ag an am céanna. Úsáideann Redot decals cnuasaithe, rud a " "chiallaíonn go ndéantar iad a stóráil i sonraí braisle agus a tharraingt " "nuair a tharraingítear an mogalra, ní dhéantar iad a tharraingt mar éifeacht " "iar-phróiseála tar éis.\n" @@ -39131,9 +39132,9 @@ msgid "" "}\n" "[/gdscript]\n" "[csharp]\n" -"var myDict = new Godot.Collections.Dictionary(); // Creates an empty " +"var myDict = new Redot.Collections.Dictionary(); // Creates an empty " "dictionary.\n" -"var pointsDict = new Godot.Collections.Dictionary\n" +"var pointsDict = new Redot.Collections.Dictionary\n" "{\n" " {\"White\", 50},\n" " {\"Yellow\", 75},\n" @@ -39158,7 +39159,7 @@ msgid "" "[csharp]\n" "[Export(PropertyHint.Enum, \"White,Yellow,Orange\")]\n" "public string MyColor { get; set; }\n" -"private Godot.Collections.Dictionary _pointsDict = new Godot.Collections." +"private Redot.Collections.Dictionary _pointsDict = new Redot.Collections." "Dictionary\n" "{\n" " {\"White\", 50},\n" @@ -39182,9 +39183,9 @@ msgid "" "}\n" "[/gdscript]\n" "[csharp]\n" -"var myDict = new Godot.Collections.Dictionary\n" +"var myDict = new Redot.Collections.Dictionary\n" "{\n" -" {\"First Array\", new Godot.Collections.Array{1, 2, 3, 4}}\n" +" {\"First Array\", new Redot.Collections.Array{1, 2, 3, 4}}\n" "};\n" "[/csharp]\n" "[/codeblocks]\n" @@ -39197,7 +39198,7 @@ msgid "" "value.\n" "[/gdscript]\n" "[csharp]\n" -"var pointsDict = new Godot.Collections.Dictionary\n" +"var pointsDict = new Redot.Collections.Dictionary\n" "{\n" " {\"White\", 50},\n" " {\"Yellow\", 75},\n" @@ -39224,13 +39225,13 @@ msgid "" "[/gdscript]\n" "[csharp]\n" "// This is a valid dictionary.\n" -"// To access the string \"Nested value\" below, use `((Godot.Collections." +"// To access the string \"Nested value\" below, use `((Redot.Collections." "Dictionary)myDict[\"sub_dict\"])[\"sub_key\"]`.\n" -"var myDict = new Godot.Collections.Dictionary {\n" +"var myDict = new Redot.Collections.Dictionary {\n" " {\"String Key\", 5},\n" -" {4, new Godot.Collections.Array{1,2,3}},\n" +" {4, new Redot.Collections.Array{1,2,3}},\n" " {7, \"Hello\"},\n" -" {\"sub_dict\", new Godot.Collections.Dictionary{{\"sub_key\", \"Nested " +" {\"sub_dict\", new Redot.Collections.Dictionary{{\"sub_key\", \"Nested " "value\"}}}\n" "};\n" "[/csharp]\n" @@ -39243,7 +39244,7 @@ msgid "" " var amount = groceries[fruit]\n" "[/gdscript]\n" "[csharp]\n" -"var groceries = new Godot.Collections.Dictionary{{\"Orange\", 20}, " +"var groceries = new Redot.Collections.Dictionary{{\"Orange\", 20}, " "{\"Apple\", 2}, {\"Banana\", 4}};\n" "foreach (var (fruit, amount) in groceries)\n" "{\n" @@ -39290,9 +39291,9 @@ msgstr "" "}\n" "[/gdscript]\n" "[csharp]\n" -"var myDict = Godot.Collections.Dictionary nua(); // Cruthaíonn foclóir " +"var myDict = Redot.Collections.Dictionary nua(); // Cruthaíonn foclóir " "folamh.\n" -"var pointsDict = Godot.Collections.Dictionary nua\n" +"var pointsDict = Redot.Collections.Dictionary nua\n" "{\n" " {\"Bán\", 50},\n" " {\"Buí\", 75},\n" @@ -39318,7 +39319,7 @@ msgstr "" "[csharp]\n" "[Easpórtáil(PropertyHint.Enum, \"Bán,Buí,Oráiste\")]\n" "teaghrán poiblí MyColor { fháil; tacair ; }\n" -"príobháideach Godot.Collections.Dictionary _pointsDict = Godot.Collections." +"príobháideach Redot.Collections.Dictionary _pointsDict = Redot.Collections." "Dictionary nua\n" "{\n" " {\"Bán\", 50},\n" @@ -39342,9 +39343,9 @@ msgstr "" "}\n" "[/gdscript]\n" "[csharp]\n" -"var myDict = Godot.Collections.Dictionary nua\n" +"var myDict = Redot.Collections.Dictionary nua\n" "{\n" -" {\"First Eagar\", Godot.Collections.Array nua{1, 2, 3, 4}}\n" +" {\"First Eagar\", Redot.Collections.Array nua{1, 2, 3, 4}}\n" "};\n" "[/csharp]\n" "[/codeblocks]\n" @@ -39357,7 +39358,7 @@ msgstr "" "luach.\n" "[/gdscript]\n" "[csharp]\n" -"var pointsDict = Godot.Collections.Dictionary nua\n" +"var pointsDict = Redot.Collections.Dictionary nua\n" "{\n" " {\"Bán\", 50},\n" " {\"Buí\", 75},\n" @@ -39385,13 +39386,13 @@ msgstr "" "[/gdscript]\n" "[csharp]\n" "// Is foclóir bailí é seo.\n" -"// Chun an teaghrán \"Luach neadaithe\" thíos a rochtain, úsáid `((Godot." +"// Chun an teaghrán \"Luach neadaithe\" thíos a rochtain, úsáid `((Redot." "Collections.Dictionary)myDict[\"sub_dict\"])[\"sub_key\"]`.\n" -"var myDict = Godot.Collections.Dictionary nua {\n" +"var myDict = Redot.Collections.Dictionary nua {\n" " { \"Eochair Teaghrán\", 5},\n" -" {4, Godot.Collections.Eagar{1,2,3}} nua,\n" +" {4, Redot.Collections.Eagar{1,2,3}} nua,\n" " {7, \"Dia duit\"},\n" -" { \"sub_dict\", Godot.Collections.Dictionary nua{{ \"sub_key\", \"Luach " +" { \"sub_dict\", Redot.Collections.Dictionary nua{{ \"sub_key\", \"Luach " "neadaithe\" }}}\n" "};\n" "[/csharp]\n" @@ -39404,7 +39405,7 @@ msgstr "" " var méid = earraí grósaera[torthaí]\n" "[/gdscript]\n" "[csharp]\n" -"var earraí grósaera = Godot.Collections.Dictionary nua{{ \"Orange\", 20}, " +"var earraí grósaera = Redot.Collections.Dictionary nua{{ \"Orange\", 20}, " "{ \"Apple\", 2}, { \"Banana\", 4}};\n" "foreach (var (torthaí, méid) i earraí grósaera)\n" "{\n" @@ -39493,29 +39494,29 @@ msgid "" "[codeblocks]\n" "[gdscript]\n" "var my_dict = {\n" -" \"Godot\" : 4,\n" +" \"Redot\" : 4,\n" " 210 : null,\n" "}\n" "\n" -"print(my_dict.has(\"Godot\")) # Prints true\n" +"print(my_dict.has(\"Redot\")) # Prints true\n" "print(my_dict.has(210)) # Prints true\n" "print(my_dict.has(4)) # Prints false\n" "[/gdscript]\n" "[csharp]\n" -"var myDict = new Godot.Collections.Dictionary\n" +"var myDict = new Redot.Collections.Dictionary\n" "{\n" -" { \"Godot\", 4 },\n" +" { \"Redot\", 4 },\n" " { 210, default },\n" "};\n" "\n" -"GD.Print(myDict.ContainsKey(\"Godot\")); // Prints true\n" +"GD.Print(myDict.ContainsKey(\"Redot\")); // Prints true\n" "GD.Print(myDict.ContainsKey(210)); // Prints true\n" "GD.Print(myDict.ContainsKey(4)); // Prints false\n" "[/csharp]\n" "[/codeblocks]\n" "In GDScript, this is equivalent to the [code]in[/code] operator:\n" "[codeblock]\n" -"if \"Godot\" in {\"Godot\": 4}:\n" +"if \"Redot\" in {\"Redot\": 4}:\n" " print(\"The key is here!\") # Will be printed.\n" "[/codeblock]\n" "[b]Note:[/b] This method returns [code]true[/code] as long as the [param key] " @@ -39530,25 +39531,25 @@ msgstr "" " 210 : null,\n" "}\n" "\n" -"print(my_dict.has(\"Godot\")) # Priontaí fíor\n" +"print(my_dict.has(\"Redot\")) # Priontaí fíor\n" "print(my_dict.has(210)) # Priontaí fíor\n" "print(my_dict.has(4)) # Priontaí bréagach\n" "[/gdscript]\n" "[csharp]\n" -"var myDict = Godot.Collections.Dictionary nua\n" +"var myDict = Redot.Collections.Dictionary nua\n" "{\n" -" { \"Godot\", 4 },\n" +" { \"Redot\", 4 },\n" " { 210, réamhshocraithe },\n" "};\n" "\n" -"GD.Print(myDict.ContainsKey(\"Godot\")); // Priontaí fíor\n" +"GD.Print(myDict.ContainsKey(\"Redot\")); // Priontaí fíor\n" "GD.Print(myDict.ContainsKey(210)); // Priontaí fíor\n" "GD.Print(myDict.ContainsKey(4)); // Priontaí bréagach\n" "[/csharp]\n" "[/codeblocks]\n" "I GDScript, tá sé seo comhionann leis an oibreoir [code]in[/code]:\n" "[codeblock]\n" -"má tá \"Godot\" in { \"Godot\": 4}:\n" +"má tá \"Redot\" in { \"Redot\": 4}:\n" " print(\"Tá an eochair anseo!\") # Priontálfar.\n" "[/codeblock]\n" "[b]Nóta:[/b] Filleann an modh seo [code]true[/code] chomh fada agus atá an " @@ -39579,10 +39580,10 @@ msgid "" "print(dict1.hash() == dict2.hash()) # Prints true\n" "[/gdscript]\n" "[csharp]\n" -"var dict1 = new Godot.Collections.Dictionary{{\"A\", 10}, {\"B\", 2}};\n" -"var dict2 = new Godot.Collections.Dictionary{{\"A\", 10}, {\"B\", 2}};\n" +"var dict1 = new Redot.Collections.Dictionary{{\"A\", 10}, {\"B\", 2}};\n" +"var dict2 = new Redot.Collections.Dictionary{{\"A\", 10}, {\"B\", 2}};\n" "\n" -"// Godot.Collections.Dictionary has no Hash() method. Use GD.Hash() instead.\n" +"// Redot.Collections.Dictionary has no Hash() method. Use GD.Hash() instead.\n" "GD.Print(GD.Hash(dict1) == GD.Hash(dict2)); // Prints true\n" "[/csharp]\n" "[/codeblocks]\n" @@ -39602,10 +39603,10 @@ msgstr "" "print(dict1.hash() == dict2.hash()) # Priontála fíor\n" "[/gdscript]\n" "[csharp]\n" -"var dict1 = Godot.Collections.Dictionary nua{{ \"A\", 10}, { \"B\", 2}};\n" -"var dict2 = Godot.Collections.Dictionary nua{{ \"A\", 10}, { \"B\", 2}};\n" +"var dict1 = Redot.Collections.Dictionary nua{{ \"A\", 10}, { \"B\", 2}};\n" +"var dict2 = Redot.Collections.Dictionary nua{{ \"A\", 10}, { \"B\", 2}};\n" "\n" -"// Godot.Collections.Dictionary níl aon mhodh Hash(). Úsáid GD.Hash() ina " +"// Redot.Collections.Dictionary níl aon mhodh Hash(). Úsáid GD.Hash() ina " "ionad sin.\n" "GD.Print(GD.Hash(dict1) == GD.Hash(dict2)); // Priontaí fíor\n" "[/csharp]\n" @@ -39664,13 +39665,13 @@ msgid "" "\"silver\" }\n" "[/gdscript]\n" "[csharp]\n" -"var dict = new Godot.Collections.Dictionary\n" +"var dict = new Redot.Collections.Dictionary\n" "{\n" " [\"item\"] = \"sword\",\n" " [\"quantity\"] = 2,\n" "};\n" "\n" -"var otherDict = new Godot.Collections.Dictionary\n" +"var otherDict = new Redot.Collections.Dictionary\n" "{\n" " [\"quantity\"] = 15,\n" " [\"color\"] = \"silver\",\n" @@ -39710,13 +39711,13 @@ msgstr "" "\"airgead\" }\n" "[/gdscript]\n" "[csharp]\n" -"var dict = Godot nua.Collections.Dictionary\n" +"var dict = Redot nua.Collections.Dictionary\n" "{\n" " [ \"item\" ] = \"claíomh\",\n" " [\"cainníocht\"] = 2,\n" "};\n" "\n" -"var otherDict = Godot nua.Collections.Dictionary\n" +"var otherDict = Redot nua.Collections.Dictionary\n" "{\n" " [\"cainníocht\"] = 15,\n" " [ \"color\" ] = \"airgead\",\n" @@ -40972,10 +40973,10 @@ msgstr "" "[/codeblock]" msgid "" -"Returns the list of Godot window IDs belonging to this process.\n" +"Returns the list of Redot window IDs belonging to this process.\n" "[b]Note:[/b] Native dialogs are not included in this list." msgstr "" -"Seoltar ar ais liosta na n-aitheantas fuinneoige Godot a bhaineann leis an " +"Seoltar ar ais liosta na n-aitheantas fuinneoige Redot a bhaineann leis an " "bpróiseas seo.\n" "[b]Nóta:[/b] Níl dialóga dúchasacha san áireamh sa liosta seo." @@ -42034,14 +42035,14 @@ msgid "" "rendered too, beyond normal windows. The [Object] is only used as an " "identifier, which can be later passed to [method " "unregister_additional_output].\n" -"This can be used to prevent Godot from skipping rendering when no normal " +"This can be used to prevent Redot from skipping rendering when no normal " "windows are visible." msgstr "" "Cláraítear [Réad] a léiríonn aschur breise a dhéanfar a rindreáil freisin, " "thar na gnáthfhuinneoga. Ní úsáidtear an [Réad] ach mar aitheantóir, ar " "féidir é a chur ar aghaidh níos déanaí chuig [method " "unregister_additional_output].\n" -"Is féidir é seo a úsáid chun Godot a chosc ó rindreáil a fhágáil nuair nach " +"Is féidir é seo a úsáid chun Redot a chosc ó rindreáil a fhágáil nuair nach " "bhfuil aon ghnáthfhuinneog le feiceáil." msgid "" @@ -42410,11 +42411,11 @@ msgid "" "The [code]lang[/code] part is a 2 or 3-letter code based on the ISO-639 " "standard, in lowercase. The [code skip-lint]Variant[/code] part is an engine-" "dependent string describing country, region or/and dialect.\n" -"Note that Godot depends on system libraries for text-to-speech functionality. " +"Note that Redot depends on system libraries for text-to-speech functionality. " "These libraries are installed by default on Windows and macOS, but not on all " "Linux distributions. If they are not present, this method will return an " -"empty list. This applies to both Godot users on Linux, as well as end-users " -"on Linux running Godot games that use text-to-speech.\n" +"empty list. This applies to both Redot users on Linux, as well as end-users " +"on Linux running Redot games that use text-to-speech.\n" "[b]Note:[/b] This method is implemented on Android, iOS, Web, Linux (X11/" "Wayland), macOS, and Windows.\n" "[b]Note:[/b] [member ProjectSettings.audio/general/text_to_speech] should be " @@ -42429,12 +42430,12 @@ msgstr "" "ISO-639, i gcás íochtair. Teaghrán atá ag brath ar inneall is ea an chuid " "[cód skip-lint]Athraithe[/code] a chuireann síos ar thír, réigiún nó/agus " "canúint.\n" -"Tabhair faoi deara go mbraitheann Godot ar leabharlanna córais le haghaidh " +"Tabhair faoi deara go mbraitheann Redot ar leabharlanna córais le haghaidh " "feidhmiúlacht téacs-go-hurlabhra. Tá na leabharlanna seo suiteáilte de réir " "réamhshocraithe ar Windows agus macOS, ach ní ar gach dáileadh Linux. Mura " "bhfuil siad i láthair, seolfaidh an modh seo liosta folamh. Baineann sé seo " -"le húsáideoirí Godot araon ar Linux, chomh maith le húsáideoirí deiridh ar " -"Linux a ritheann cluichí Godot a úsáideann téacs-go-hurlabhra.\n" +"le húsáideoirí Redot araon ar Linux, chomh maith le húsáideoirí deiridh ar " +"Linux a ritheann cluichí Redot a úsáideann téacs-go-hurlabhra.\n" "[b] Nóta:[/b] Cuirtear an modh seo i bhfeidhm ar Android, iOS, Web, Linux " "(X11/Wayland), macOS, agus Windows.\n" "[b]Nóta:[/b] ba cheart go mbeadh [ball ProjectSettings.audio/general/" @@ -43293,13 +43294,13 @@ msgstr "" msgid "" "Display server supports [url=https://en.wikipedia.org/wiki/Input_method]Input " "Method Editor[/url], which is commonly used for inputting Chinese/Japanese/" -"Korean text. This is handled by the operating system, rather than by Godot. " +"Korean text. This is handled by the operating system, rather than by Redot. " "[b]Windows, macOS, Linux (X11)[/b]" msgstr "" "Tacaíonn an freastalaí taispeána le [url=https://en.wikipedia.org/wiki/" "Input_method]Eagarthóir Modh Ionchuir[/url], a úsáidtear go coitianta chun " "téacs Sínise/Seapáinis/Cóiréis a ionchur. Láimhseálann an córas oibriúcháin é " -"seo, seachas Godot. [b]Windows, macOS, Linux (X11)[/b]" +"seo, seachas Redot. [b]Windows, macOS, Linux (X11)[/b]" msgid "" "Display server supports windows can use per-pixel transparency to make " @@ -44129,13 +44130,13 @@ msgid "" "[/gdscript]\n" "[csharp]\n" "// ServerNode.cs\n" -"using Godot;\n" +"using Redot;\n" "\n" "public partial class ServerNode : Node\n" "{\n" " private DtlsServer _dtls = new DtlsServer();\n" " private UdpServer _server = new UdpServer();\n" -" private Godot.Collections.Array _peers = new Godot." +" private Redot.Collections.Array _peers = new Redot." "Collections.Array();\n" "\n" " public override void _Ready()\n" @@ -44206,7 +44207,7 @@ msgid "" "[/gdscript]\n" "[csharp]\n" "// ClientNode.cs\n" -"using Godot;\n" +"using Redot;\n" "using System.Text;\n" "\n" "public partial class ClientNode : Node\n" @@ -44286,13 +44287,13 @@ msgstr "" "[/gdscript]\n" "[csharp]\n" "// ServerNode.cs\n" -"using Godot;\n" +"using Redot;\n" "\n" "public partial class ServerNode : Node\n" "{\n" " private DtlsServer _dtls = new DtlsServer();\n" " private UdpServer _server = new UdpServer();\n" -" private Godot.Collections.Array _peers = new Godot." +" private Redot.Collections.Array _peers = new Redot." "Collections.Array();\n" "\n" " public override void _Ready()\n" @@ -44363,7 +44364,7 @@ msgstr "" "[/gdscript]\n" "[csharp]\n" "// ClientNode.cs\n" -"using Godot;\n" +"using Redot;\n" "using System.Text;\n" "\n" "public partial class ClientNode : Node\n" @@ -44422,8 +44423,8 @@ msgstr "" "PacketPeerUDP [PacketPeerDTLS.STATUS_HANDSHAKING leanúnach], mar is gnách go " "mbeidh 50% de na naisc nua neamhbhailí mar gheall ar mhalartú fianán." -msgid "Godot editor's command palette." -msgstr "Pailéad orduithe an eagarthóra Godot." +msgid "Redot editor's command palette." +msgstr "Pailéad orduithe an eagarthóra Redot." msgid "" "Object that holds all the available Commands and their shortcuts text. These " @@ -44792,8 +44793,8 @@ msgstr "" "_begin_customize_scenes] agus [method EditorExportPlugin." "_begin_customize_resources] le haghaidh tuilleadh sonraí." -msgid "Console support in Godot" -msgstr "Tacaíocht console i Godot" +msgid "Console support in Redot" +msgstr "Tacaíocht console i Redot" msgid "" "Returns the name of the export operating system handled by this " @@ -46466,13 +46467,13 @@ msgid "" "If [code]true[/code], exports iOS project files without building an XCArchive " "or [code].ipa[/code] file. If [code]false[/code], exports iOS project files " "and builds an XCArchive and [code].ipa[/code] file at the same time. When " -"combining Godot with Fastlane or other build pipelines, you may want to set " +"combining Redot with Fastlane or other build pipelines, you may want to set " "this to [code]true[/code]." msgstr "" "Más [code]true[/code], easpórtálann sé comhaid tionscadail iOS gan comhad " "XCArchive nó [code].ipa[/code] a thógáil. Má tá [code]false[/code], " "easpórtálann sé comhaid tionscadail iOS agus tógann sé comhad XCArchive agus " -"[code].ipa[/code] ag an am céanna. Agus Godot á chomhcheangal le Fastlane nó " +"[code].ipa[/code] ag an am céanna. Agus Redot á chomhcheangal le Fastlane nó " "píblínte tógála eile, b'fhéidir gur mhaith leat é seo a shocrú go [code]true[/" "code]." @@ -47847,8 +47848,8 @@ msgstr "Onnmhaireoir le haghaidh Mac OS." msgid "Exporting for macOS" msgstr "Onnmhairiú le haghaidh macOS" -msgid "Running Godot apps on macOS" -msgstr "Feidhmchláir Godot a rith ar macOS" +msgid "Running Redot apps on macOS" +msgstr "Feidhmchláir Redot a rith ar macOS" msgid "Application category for the App Store." msgstr "Catagóir feidhmchláir don App Store." @@ -48483,14 +48484,14 @@ msgstr "Onnmhaireoir le haghaidh an Ghréasáin." msgid "" "The Web exporter customizes how a web build is handled. In the editor's " "\"Export\" window, it is created when adding a new \"Web\" preset.\n" -"[b]Note:[/b] Godot on Web is rendered inside a [code][/code] tag. " +"[b]Note:[/b] Redot on Web is rendered inside a [code][/code] tag. " "Normally, the canvas cannot be positioned or resized manually, but otherwise " "acts as the main [Window] of the application." msgstr "" "Déanann an t-onnmhaireoir Gréasáin an chaoi a láimhseáiltear tógáil gréasáin " "a shaincheapadh. I bhfuinneog \"Easpórtáil\" an eagarthóra, cruthaítear é " "nuair a chuirtear réamhshocrú \"Gréasán\" nua leis.\n" -"[b]Tabhair faoi deara:[/b] Tá Godot ar an nGréasán rindreáilte taobh istigh " +"[b]Tabhair faoi deara:[/b] Tá Redot ar an nGréasán rindreáilte taobh istigh " "de chlib [code] [/code]. Go hiondúil, ní féidir an chanbhás a shuíomh " "ná a athrú méid de láimh, ach ar shlí eile is é príomh [Fuinneog] an " "fheidhmchláir é." @@ -48518,14 +48519,14 @@ msgstr "" "réamhshocraithe." msgid "" -"Determines how the canvas should be resized by Godot.\n" +"Determines how the canvas should be resized by Redot.\n" "- [b]None:[/b] The canvas is not automatically resized.\n" "- [b]Project:[/b] The size of the canvas is dependent on the " "[ProjectSettings].\n" "- [b]Adaptive:[/b] The canvas is automatically resized to fit as much of the " "web page as possible." msgstr "" -"Socraíonn sé cén chaoi ar cheart do Godot an chanbhás a athrú méide.\n" +"Socraíonn sé cén chaoi ar cheart do Redot an chanbhás a athrú méide.\n" "- [b]Tada:[/b] Ní dhéantar méid an chanbhás a athrú go huathoibríoch.\n" "- [b]Tionscadal:[/b] Braitheann méid an chanbhás ar [Socruithe an " "Tionscadail].\n" @@ -49119,7 +49120,7 @@ msgid "" "Virtual method to be overridden by the user. This is called to retrieve the " "local paths of the Android libraries archive (AAR) files provided by this " "plugin.\n" -"[b]Note:[/b] Relative paths [b]must[/b] be relative to Godot's [code]res://" +"[b]Note:[/b] Relative paths [b]must[/b] be relative to Redot's [code]res://" "addons/[/code] directory. For example, an AAR file located under [code]res://" "addons/hello_world_plugin/HelloWorld.release.aar[/code] can be returned as an " "absolute path using [code]res://addons/hello_world_plugin/HelloWorld.release." @@ -49132,7 +49133,7 @@ msgstr "" "na gcomhad cartlainne leabharlanna Android (AAR) a sholáthraíonn an breiseán " "seo a aisghabháil.\n" "[b]Nóta:[/b] Ní mór do chosáin choibhneasta [b][/b] a bheith i gcoibhneas le " -"heolaire [code]res://addons/[/code] Godot. Mar shampla, is féidir comhad AAR " +"heolaire [code]res://addons/[/code] Redot. Mar shampla, is féidir comhad AAR " "atá suite faoi [code]res://addons/hello_world_plugin/HelloWorld.release.aar[/" "code] a thabhairt ar ais mar chonair iomlán ag baint úsáide as [code]res: //" "addons/hello_world_plugin/HelloWorld.release .aar[/code] nó cosán coibhneasta " @@ -49411,7 +49412,7 @@ msgstr "" msgid "" "An editor feature profile can be used to disable specific features of the " -"Godot editor. When disabled, the features won't appear in the editor, which " +"Redot editor. When disabled, the features won't appear in the editor, which " "makes the editor less cluttered. This is useful in education settings to " "reduce confusion or when working in a team. For example, artists and level " "designers could use a feature profile that disables the script editor to " @@ -49420,7 +49421,7 @@ msgid "" "Profiles...[/b] at the top of the editor window." msgstr "" "Is féidir próifíl gné an eagarthóra a úsáid chun gnéithe sonracha an " -"eagarthóra Godot a dhíchumasú. Nuair a bheidh sé díchumasaithe, ní bheidh na " +"eagarthóra Redot a dhíchumasú. Nuair a bheidh sé díchumasaithe, ní bheidh na " "gnéithe le feiceáil san eagarthóir, rud a fhágann nach mbíonn an t-eagarthóir " "chomh cluttered céanna. Tá sé seo úsáideach i suíomhanna oideachais chun " "mearbhall a laghdú nó nuair a bhíonn tú ag obair i bhfoireann. Mar shampla, " @@ -50138,7 +50139,7 @@ msgid "" " return ResourceSaver.save(mesh, filename)\n" "[/gdscript]\n" "[csharp]\n" -"using Godot;\n" +"using Redot;\n" "\n" "public partial class MySpecialPlugin : EditorImportPlugin\n" "{\n" @@ -50177,12 +50178,12 @@ msgid "" " return \"Default\";\n" " }\n" "\n" -" public override Godot.Collections.Array " +" public override Redot.Collections.Array " "_GetImportOptions(string path, int presetIndex)\n" " {\n" -" return new Godot.Collections.Array\n" +" return new Redot.Collections.Array\n" " {\n" -" new Godot.Collections.Dictionary\n" +" new Redot.Collections.Dictionary\n" " {\n" " { \"name\", \"myOption\" },\n" " { \"default_value\", false },\n" @@ -50190,9 +50191,9 @@ msgid "" " };\n" " }\n" "\n" -" public override Error _Import(string sourceFile, string savePath, Godot." -"Collections.Dictionary options, Godot.Collections.Array " -"platformVariants, Godot.Collections.Array genFiles)\n" +" public override Error _Import(string sourceFile, string savePath, Redot." +"Collections.Dictionary options, Redot.Collections.Array " +"platformVariants, Redot.Collections.Array genFiles)\n" " {\n" " using var file = FileAccess.Open(sourceFile, FileAccess.ModeFlags." "Read);\n" @@ -50267,7 +50268,7 @@ msgstr "" " return ResourceSaver.save(mesh, filename)\n" "[/gdscript]\n" "[csharp]\n" -"using Godot;\n" +"using Redot;\n" "\n" "public partial class MySpecialPlugin : EditorImportPlugin\n" "{\n" @@ -50306,12 +50307,12 @@ msgstr "" " return \"Default\";\n" " }\n" "\n" -" public override Godot.Collections.Array " +" public override Redot.Collections.Array " "_GetImportOptions(string path, int presetIndex)\n" " {\n" -" return new Godot.Collections.Array\n" +" return new Redot.Collections.Array\n" " {\n" -" new Godot.Collections.Dictionary\n" +" new Redot.Collections.Dictionary\n" " {\n" " { \"name\", \"myOption\" },\n" " { \"default_value\", false },\n" @@ -50319,9 +50320,9 @@ msgstr "" " };\n" " }\n" "\n" -" public override Error _Import(string sourceFile, string savePath, Godot." -"Collections.Dictionary options, Godot.Collections.Array " -"platformVariants, Godot.Collections.Array genFiles)\n" +" public override Error _Import(string sourceFile, string savePath, Redot." +"Collections.Dictionary options, Redot.Collections.Array " +"platformVariants, Redot.Collections.Array genFiles)\n" " {\n" " using var file = FileAccess.Open(sourceFile, FileAccess.ModeFlags." "Read);\n" @@ -50406,7 +50407,7 @@ msgid "" " return true\n" "[/gdscript]\n" "[csharp]\n" -"public void _GetOptionVisibility(string option, Godot.Collections.Dictionary " +"public void _GetOptionVisibility(string option, Redot.Collections.Dictionary " "options)\n" "{\n" " // Only show the lossy quality setting if the compression mode is set to " @@ -50441,7 +50442,7 @@ msgstr "" " return true\n" "[/gdscript]\n" "[csharp]\n" -"public void _GetOptionVisibility(string option, Godot.Collections.Dictionary " +"public void _GetOptionVisibility(string option, Redot.Collections.Dictionary " "options)\n" "{\n" " // Ná taispeáin an socrú cáilíochta caillte ach amháin má tá an modh " @@ -50488,10 +50489,10 @@ msgstr "" "íogair). e.g. [code][\"obj\"][/code]." msgid "" -"Gets the Godot resource type associated with this loader. e.g. " +"Gets the Redot resource type associated with this loader. e.g. " "[code]\"Mesh\"[/code] or [code]\"Animation\"[/code]." msgstr "" -"Faigheann sé an cineál acmhainne Godot a bhaineann leis an lódóir seo. e.g. " +"Faigheann sé an cineál acmhainne Redot a bhaineann leis an lódóir seo. e.g. " "[code] \"Mogalra\"[/code] nó [code]\"Beochan\"[/code]." msgid "" @@ -50791,11 +50792,11 @@ msgstr "" "Cuireann sé eagarthóir leis a cheadaíonn il-airíonna a mhodhnú. Ní mór don " "rialú [param editor] [EditorProperty] a leathnú." -msgid "Godot editor's interface." -msgstr "Comhéadan eagarthóir Godot." +msgid "Redot editor's interface." +msgstr "Comhéadan eagarthóir Redot." msgid "" -"[EditorInterface] gives you control over Godot editor's window. It allows " +"[EditorInterface] gives you control over Redot editor's window. It allows " "customizing the window, saving and (re-)loading scenes, rendering mesh " "previews, inspecting and editing resources and objects, and provides access " "to [EditorSettings], [EditorFileSystem], [EditorResourcePreview], " @@ -50812,7 +50813,7 @@ msgid "" "[/csharp]\n" "[/codeblocks]" msgstr "" -"Tugann [EditorInterface] smacht duit ar fhuinneog an eagarthóra Godot. " +"Tugann [EditorInterface] smacht duit ar fhuinneog an eagarthóra Redot. " "Ligeann sé an fhuinneog a shaincheapadh, radhairc a shábháil agus " "(athlódáil), réamhamhairc mhogalra a sholáthar, acmhainní agus réada a " "iniúchadh agus a chur in eagar, agus soláthraíonn sé rochtain ar " @@ -50856,13 +50857,13 @@ msgstr "" "ina eagarthóir seachtrach." msgid "" -"Returns the main container of Godot editor's window. For example, you can use " +"Returns the main container of Redot editor's window. For example, you can use " "it to retrieve the size of the container and place your controls " "accordingly.\n" "[b]Warning:[/b] Removing and freeing this node will render the editor useless " "and may cause a crash." msgstr "" -"Filleann an coimeádán is mó d'fhuinneog an eagarthóra Godot. Mar shampla, is " +"Filleann an coimeádán is mó d'fhuinneog an eagarthóra Redot. Mar shampla, is " "féidir leat é a úsáid chun méid an choimeádáin a aisghabháil agus do " "rialuithe a chur dá réir sin.\n" "[b]Rabhadh:[/b] Má bhaintear agus má scaoiltear an nód seo beidh an t-" @@ -51939,7 +51940,7 @@ msgid "" "as the singleton won't be declared. To prevent script errors in exported " "projects, use [method Engine.has_singleton] to check whether the singleton is " "available before using it.\n" -"[b]Note:[/b] On the Linux/BSD platform, Godot complies with the [url=https://" +"[b]Note:[/b] On the Linux/BSD platform, Redot complies with the [url=https://" "specifications.freedesktop.org/basedir-spec/basedir-spec-latest.html]XDG Base " "Directory Specification[/url]. You can override environment variables " "following the specification to change the editor and project data paths." @@ -51953,14 +51954,14 @@ msgstr "" "scripte ann mar ní dhéanfar an singil a fhógairt. Chun earráidí scripte a " "chosc i dtionscadail easpórtáilte, bain úsáid as [method Engine." "has_singleton] le seiceáil an bhfuil an singleton ar fáil roimh é a úsáid.\n" -"[b]Nóta:[/b] Ar an ardán Linux/BSD, cloíonn Godot leis an [url=https://" +"[b]Nóta:[/b] Ar an ardán Linux/BSD, cloíonn Redot leis an [url=https://" "specifications.freedesktop.org/basedir-spec/basedir-spec-latest." "html]Sonraíocht Bhuneolaire XDG[ /url]. Is féidir leat athróga timpeallachta " "a shárú tar éis na sonraíochta chun cosáin sonraí an eagarthóra agus an " "tionscadail a athrú." -msgid "File paths in Godot projects" -msgstr "Comhad cosáin i dtionscadail Godot" +msgid "File paths in Redot projects" +msgstr "Comhad cosáin i dtionscadail Redot" msgid "" "Returns the absolute path to the user's cache folder. This folder should be " @@ -51968,8 +51969,8 @@ msgid "" "closed (such as generated resource thumbnails).\n" "[b]Default paths per platform:[/b]\n" "[codeblock lang=text]\n" -"- Windows: %LOCALAPPDATA%\\Godot\\\n" -"- macOS: ~/Library/Caches/Godot/\n" +"- Windows: %LOCALAPPDATA%\\Redot\\\n" +"- macOS: ~/Library/Caches/Redot/\n" "- Linux: ~/.cache/godot/\n" "[/codeblock]" msgstr "" @@ -51979,8 +51980,8 @@ msgstr "" "ginte).\n" "[b]Cosáin réamhshocraithe in aghaidh an ardáin:[/b]\n" "[codeblock lang=text]\n" -"- Windows: % LOCALAPPDATA%\\Godot\\\n" -"- macOS: ~/Leabharlann/Taisce/Godot/\n" +"- Windows: % LOCALAPPDATA%\\Redot\\\n" +"- macOS: ~/Leabharlann/Taisce/Redot/\n" "- Linux: ~/.cache/godot/\n" "[/codeblock]" @@ -51989,8 +51990,8 @@ msgid "" "should be used for [i]persistent[/i] user configuration files.\n" "[b]Default paths per platform:[/b]\n" "[codeblock lang=text]\n" -"- Windows: %APPDATA%\\Godot\\ (same as `get_data_dir()`)\n" -"- macOS: ~/Library/Application Support/Godot/ (same as `get_data_dir()`)\n" +"- Windows: %APPDATA%\\Redot\\ (same as `get_data_dir()`)\n" +"- macOS: ~/Library/Application Support/Redot/ (same as `get_data_dir()`)\n" "- Linux: ~/.config/godot/\n" "[/codeblock]" msgstr "" @@ -51999,8 +52000,8 @@ msgstr "" "leanúnach[/i].\n" "[b]Cosáin réamhshocraithe in aghaidh an ardáin:[/b]\n" "[codeblock lang=text]\n" -"- Windows: % APPDATA% \\ Godot \\ (mar an gcéanna le `get_data_dir()`)\n" -"- macOS: ~/ Leabharlann/Tacaíocht Feidhmchláir/Godot/ (mar an gcéanna le " +"- Windows: % APPDATA% \\ Redot \\ (mar an gcéanna le `get_data_dir()`)\n" +"- macOS: ~/ Leabharlann/Tacaíocht Feidhmchláir/Redot/ (mar an gcéanna le " "`get_data_dir()`)\n" "- Linux: ~/.config/godot/\n" "[/codeblock]" @@ -52011,9 +52012,9 @@ msgid "" "templates.\n" "[b]Default paths per platform:[/b]\n" "[codeblock lang=text]\n" -"- Windows: %APPDATA%\\Godot\\ (same as " +"- Windows: %APPDATA%\\Redot\\ (same as " "`get_config_dir()`)\n" -"- macOS: ~/Library/Application Support/Godot/ (same as `get_config_dir()`)\n" +"- macOS: ~/Library/Application Support/Redot/ (same as `get_config_dir()`)\n" "- Linux: ~/.local/share/godot/\n" "[/codeblock]" msgstr "" @@ -52022,8 +52023,8 @@ msgstr "" "ar nós teimpléid easpórtála suiteáilte.\n" "[b]Cosáin réamhshocraithe in aghaidh an ardáin:[/b]\n" "[codeblock lang=téacs]\n" -"- Windows: % APPDATA% \\Godot \\ (mar an gcéanna le `get_config_dir()`)\n" -"- macOS: ~/ Leabharlann / Tacaíocht Feidhmchláir / Godot / (mar an gcéanna le " +"- Windows: % APPDATA% \\Redot \\ (mar an gcéanna le `get_config_dir()`)\n" +"- macOS: ~/ Leabharlann / Tacaíocht Feidhmchláir / Redot / (mar an gcéanna le " "`get_config_dir()`)\n" "- Linux: ~/.local/share/godot/\n" "[/codeblock]" @@ -52040,14 +52041,14 @@ msgstr "" msgid "" "Returns the absolute path to the self-contained file that makes the current " -"Godot editor instance be considered as self-contained. Returns an empty " -"string if the current Godot editor instance isn't self-contained. See also " +"Redot editor instance be considered as self-contained. Returns an empty " +"string if the current Redot editor instance isn't self-contained. See also " "[method is_self_contained]." msgstr "" "Filleann sé an cosán iomlán chuig an gcomhad féinchuimsitheach a fhágann go " -"mbreathnaítear ar shampla reatha an eagarthóra Godot mar shampla " +"mbreathnaítear ar shampla reatha an eagarthóra Redot mar shampla " "féinchuimsitheach. Filleann sé teaghrán folamh mura bhfuil an sampla " -"eagarthóra Godot reatha féinchuimsitheach. Féach freisin [method " +"eagarthóra Redot reatha féinchuimsitheach. Féach freisin [method " "is_self_contained]." msgid "" @@ -52055,7 +52056,7 @@ msgid "" "[code]false[/code] otherwise. When self-contained mode is enabled, user " "configuration, data and cache files are saved in an [code]editor_data/[/code] " "folder next to the editor binary. This makes portable usage easier and " -"ensures the Godot editor minimizes file writes outside its own folder. Self-" +"ensures the Redot editor minimizes file writes outside its own folder. Self-" "contained mode is not available for exported projects.\n" "Self-contained mode can be enabled by creating a file named [code]._sc_[/" "code] or [code]_sc_[/code] in the same folder as the editor binary or macOS ." @@ -52067,14 +52068,14 @@ msgid "" "[b]Note:[/b] On macOS, placing [code]_sc_[/code] or any other file inside ." "app bundle will break digital signature and make it non-portable, consider " "placing it in the same folder as the .app bundle instead.\n" -"[b]Note:[/b] The Steam release of Godot uses self-contained mode by default." +"[b]Note:[/b] The Steam release of Redot uses self-contained mode by default." msgstr "" "Seoltar ar ais [code]true[/code] má tá an t-eagarthóir marcáilte mar dhuine " "féinchuimsitheach, [code]bréagach[/code] ar shlí eile. Nuair a bhíonn mód " "féinchuimsitheach cumasaithe, sábhálfar cumraíocht úsáideora, sonraí agus " "comhaid taisce i bhfillteán [code]editor_data/[/code] in aice leis an " "eagarthóir dénártha. Déanann sé seo úsáid iniompartha níos éasca agus " -"cinntíonn sé go n-íoslaghdaíonn eagarthóir Godot scríobhann comhaid lasmuigh " +"cinntíonn sé go n-íoslaghdaíonn eagarthóir Redot scríobhann comhaid lasmuigh " "dá fhillteán féin. Níl mód féinchuimsitheach ar fáil do thionscadail " "easpórtáilte.\n" "Is féidir mód féinchuimsitheach a chumasú ach comhad darb ainm [code]._sc_[/" @@ -52088,7 +52089,7 @@ msgstr "" "taobh istigh de bheartán .app briseadh ar shíniú digiteach agus é a dhéanamh " "neamh-iniompartha, smaoinigh ar é a chur san fhillteán céanna leis an . " "bundle app ina ionad.\n" -"[b]Nóta:[/b] Úsáideann scaoileadh Gaile Godot mód féinchuimsitheach de réir " +"[b]Nóta:[/b] Úsáideann scaoileadh Gaile Redot mód féinchuimsitheach de réir " "réamhshocraithe." msgid "Used by the editor to extend its functionality." @@ -52611,12 +52612,12 @@ msgstr "" msgid "" "Override this method in your plugin to provide the name of the plugin when " -"displayed in the Godot editor.\n" +"displayed in the Redot editor.\n" "For main screen plugins, this appears at the top of the screen, to the right " "of the \"2D\", \"3D\", \"Script\", and \"AssetLib\" buttons." msgstr "" "Sáraigh an modh seo i do bhreiseán chun ainm an bhreiseáin a sholáthar nuair " -"a thaispeánfar é in eagarthóir Godot.\n" +"a thaispeánfar é in eagarthóir Redot.\n" "I gcás breiseán príomhscáileáin, tá sé seo le feiceáil ag barr an scáileáin, " "ar thaobh na láimhe deise de na cnaipí \"2D\", \"3D\", \"Script\", agus " "\"AssetLib\"." @@ -53758,8 +53759,8 @@ msgstr "" "Glaodh air chun a chinneadh an féidir leis an mbreiseán seo [Acmhainn] ar " "leith a thiontú go dtí an spriocchineál acmhainne." -msgid "Godot editor's control for selecting [Resource] type properties." -msgstr "Rialú an eagarthóra Godot chun airíonna cineáil [Acmhainn] a roghnú." +msgid "Redot editor's control for selecting [Resource] type properties." +msgstr "Rialú an eagarthóra Redot chun airíonna cineáil [Acmhainn] a roghnú." msgid "" "This [Control] node is used in the editor's Inspector dock to allow editing " @@ -54207,14 +54208,14 @@ msgid "" " iterate(child)\n" "[/gdscript]\n" "[csharp]\n" -"using Godot;\n" +"using Redot;\n" "\n" "// This sample changes all node names.\n" "// Called right after the scene is imported and gets the root node.\n" "[Tool]\n" "public partial class NodeRenamer : EditorScenePostImport\n" "{\n" -" public override GodotObject _PostImport(Node scene)\n" +" public override RedotObject _PostImport(Node scene)\n" " {\n" " // Change all node names to \"modified_[oldnodename]\"\n" " Iterate(scene);\n" @@ -54262,7 +54263,7 @@ msgstr "" " ite (leanbh)\n" "[/gdscript]\n" "[csharp]\n" -"ag baint úsáide as Godot;\n" +"ag baint úsáide as Redot;\n" "\n" "// Athraíonn an sampla seo gach ainm nód.\n" "// Glaoite díreach tar éis an radharc a allmhairiú agus faigheann sé an nód " @@ -54270,7 +54271,7 @@ msgstr "" "[Uirlis]\n" "páirt-aicme poiblí NodeRenamer : EditorScenePostImport\n" "{\n" -" sáraíonn poiblí GodotObject _PostImport(radharc nód)\n" +" sáraíonn poiblí RedotObject _PostImport(radharc nód)\n" " {\n" " // Athraigh gach ainm nód go \"modified_[oldnodename]\"\n" " Iterate(radharc);\n" @@ -54404,7 +54405,7 @@ msgid "" "Scripts extending this class and implementing its [method _run] method can be " "executed from the Script Editor's [b]File > Run[/b] menu option (or by " "pressing [kbd]Ctrl + Shift + X[/kbd]) while the editor is running. This is " -"useful for adding custom in-editor functionality to Godot. For more complex " +"useful for adding custom in-editor functionality to Redot. For more complex " "additions, consider using [EditorPlugin]s instead.\n" "[b]Note:[/b] Extending scripts need to have [code]tool[/code] mode enabled.\n" "[b]Example script:[/b]\n" @@ -54414,24 +54415,24 @@ msgid "" "extends EditorScript\n" "\n" "func _run():\n" -" print(\"Hello from the Godot Editor!\")\n" +" print(\"Hello from the Redot Editor!\")\n" "[/gdscript]\n" "[csharp]\n" -"using Godot;\n" +"using Redot;\n" "\n" "[Tool]\n" "public partial class HelloEditor : EditorScript\n" "{\n" " public override void _Run()\n" " {\n" -" GD.Print(\"Hello from the Godot Editor!\");\n" +" GD.Print(\"Hello from the Redot Editor!\");\n" " }\n" "}\n" "[/csharp]\n" "[/codeblocks]\n" "[b]Note:[/b] The script is run in the Editor context, which means the output " "is visible in the console window started with the Editor (stdout) instead of " -"the usual Godot [b]Output[/b] dock.\n" +"the usual Redot [b]Output[/b] dock.\n" "[b]Note:[/b] EditorScript is [RefCounted], meaning it is destroyed when " "nothing references it. This can cause errors during asynchronous operations " "if there are no references to the script." @@ -54439,7 +54440,7 @@ msgstr "" "Is féidir scripteanna a leathnaíonn an rang seo agus a mhodh [method _run] a " "chur i bhfeidhm ó rogha roghchláir [b]Comhad > Rith[/b] an Eagarthóir Scripte " "(nó trí [kbd]Ctrl + Shift + X[/kbd]) a bhrú agus an eagarthóir ag rith. Tá sé " -"seo úsáideach chun feidhmiúlacht in-eagarthóra saincheaptha a chur le Godot. " +"seo úsáideach chun feidhmiúlacht in-eagarthóra saincheaptha a chur le Redot. " "Le haghaidh breisithe níos casta, smaoinigh ar [EditorPlugin]anna a úsáid ina " "ionad sin.\n" "[b] Nóta:[/b] Ní mór mód [code]tool[/code] a bheith cumasaithe do scripteanna " @@ -54451,24 +54452,24 @@ msgstr "" "extends EditorScript\n" "\n" "func _run():\n" -" print(\"Hello from the Godot Editor!\")\n" +" print(\"Hello from the Redot Editor!\")\n" "[/gdscript]\n" "[csharp]\n" -"using Godot;\n" +"using Redot;\n" "\n" "[Tool]\n" "public partial class HelloEditor : EditorScript\n" "{\n" " public override void _Run()\n" " {\n" -" GD.Print(\"Hello from the Godot Editor!\");\n" +" GD.Print(\"Hello from the Redot Editor!\");\n" " }\n" "}\n" "[/csharp]\n" "[/codeblocks]\n" "[b]Nóta:[/b] Reáchtáiltear an script i gcomhthéacs an Eagarthóra, rud a " "chiallaíonn go bhfuil an t-aschur le feiceáil i bhfuinneog an chonsóil a " -"thosaigh leis an Eagarthóir (stdout) in ionad an ghnáthduga Godot [b]Aschur[/" +"thosaigh leis an Eagarthóir (stdout) in ionad an ghnáthduga Redot [b]Aschur[/" "b].\n" "[b]Nóta:[/b] Is [RefCounted] é EditorScript, rud a chiallaíonn go scriostar é " "nuair nach ndéanann aon rud tagairt dó. Féadfaidh sé seo earráidí a chruthú " @@ -54494,10 +54495,10 @@ msgstr "" "le [method EditorInterface.get_edited_scene_root]." msgid "" -"Godot editor's control for selecting the [code]script[/code] property of a " +"Redot editor's control for selecting the [code]script[/code] property of a " "[Node]." msgstr "" -"Rialú an eagarthóra Godot maidir leis an airí [code]script[/code] de [Nóid] a " +"Rialú an eagarthóra Redot maidir leis an airí [code]script[/code] de [Nóid] a " "roghnú." msgid "" @@ -54576,7 +54577,7 @@ msgid "" "generally visible in the [b]Editor > Editor Settings[/b] menu.\n" "Property names use slash delimiters to distinguish sections. Setting values " "can be of any [Variant] type. It's recommended to use [code]snake_case[/code] " -"for editor settings to be consistent with the Godot editor itself.\n" +"for editor settings to be consistent with the Redot editor itself.\n" "Accessing the settings can be done using the following methods, such as:\n" "[codeblocks]\n" "[gdscript]\n" @@ -54597,7 +54598,7 @@ msgid "" "// `settings.get(\"some/property\", value)` also works as this class " "overrides `_get()` internally.\n" "settings.GetSetting(\"some/property\");\n" -"Godot.Collections.Array listOfSettings = " +"Redot.Collections.Array listOfSettings = " "settings.GetPropertyList();\n" "[/csharp]\n" "[/codeblocks]\n" @@ -54610,7 +54611,7 @@ msgstr "" "Úsáideann ainmneacha réadmhaoine teorannóirí slaise chun codanna a " "idirdhealú. Is féidir luachanna a shocrú d'aon chineál [Athróg]. Moltar " "[code]nathair_cás[/code] a úsáid chun socruithe an eagarthóra a bheith " -"comhsheasmhach le heagarthóir Godot féin.\n" +"comhsheasmhach le heagarthóir Redot féin.\n" "Is féidir rochtain a fháil ar na socruithe trí na modhanna seo a leanas a " "úsáid, mar shampla:\n" "[codeblocks]\n" @@ -54632,7 +54633,7 @@ msgstr "" "// Oibríonn `settings.get (\"roinnt/maoin\", luach)` freisin toisc go " "sáraíonn an aicme seo `_get()` go hinmheánach.\n" "settings.GetSetting(\"some/property\");\n" -"Godot.Collections.Array listOfSettings = " +"Redot.Collections.Array listOfSettings = " "settings.GetPropertyList();\n" "[/csharp]\n" "[/codeblocks]\n" @@ -54665,7 +54666,7 @@ msgid "" "var settings = GetEditorInterface().GetEditorSettings();\n" "settings.Set(\"category/property_name\", 0);\n" "\n" -"var propertyInfo = new Godot.Collections.Dictionary\n" +"var propertyInfo = new Redot.Collections.Dictionary\n" "{\n" " {\"name\", \"category/propertyName\"},\n" " {\"type\", Variant.Type.Int},\n" @@ -54701,7 +54702,7 @@ msgstr "" "var settings = GetEditorInterface().GetEditorSettings();\n" "settings.Set(\"catagóir/maoin_ainm\", 0);\n" "\n" -"var propertyInfo = Godot.Collections.Dictionary nua\n" +"var propertyInfo = Redot.Collections.Dictionary nua\n" "{\n" " {\"ainm\", \"category/propertyName\"},\n" " { \"cineál\", Variant.Type.Int},\n" @@ -54838,11 +54839,11 @@ msgstr "" msgid "" "If [code]true[/code], enables collection of profiling data from non-GDScript " -"Godot functions, such as engine class methods. Enabling this slows execution " +"Redot functions, such as engine class methods. Enabling this slows execution " "while profiling further." msgstr "" "Má cheadaíonn [code]true[/code], bailiú sonraí próifílithe ó fheidhmeanna " -"neamh-GDScript Godot, mar mhodhanna ranga innill. Má dhéantar é seo a " +"neamh-GDScript Redot, mar mhodhanna ranga innill. Má dhéantar é seo a " "chumasú, cuireann sé seo moill ar fhorghníomhú agus próifíliú breise á " "dhéanamh." @@ -55144,7 +55145,7 @@ msgid "" "shortcut ([kbd]Shift + F[/kbd] by default) is always available.\n" "[b]Note:[/b] On certain window managers on Linux, the [kbd]Alt[/kbd] key will " "be intercepted by the window manager when clicking a mouse button at the same " -"time. This means Godot will not see the modifier key as being pressed." +"time. This means Redot will not see the modifier key as being pressed." msgstr "" "An eochair mionathraithe le húsáid chun freelook a chumasú san eagarthóir 3D " "(ar bharr an cnaipe luiche ar dheis a bhrú).\n" @@ -55154,7 +55155,7 @@ msgstr "" "[b]Nóta:[/b] Ar bhainisteoirí fuinneog áirithe ar Linux, déanfaidh " "bainisteoir na bhfuinneog an eochair [kbd]Alt[/kbd] a idircheapadh nuair a " "chliceálann sé cnaipe luiche ag an am céanna. Ciallaíonn sé seo nach " -"bhfeicfidh Godot eochair an mhionathraithe a bheith brúite." +"bhfeicfidh Redot eochair an mhionathraithe a bheith brúite." msgid "" "The base 3D freelook speed in units per second. This can be adjusted by using " @@ -55349,7 +55350,7 @@ msgid "" "The navigation scheme to use in the 3D editor. Changing this setting will " "affect the mouse buttons that must be held down to perform certain operations " "in the 3D editor viewport.\n" -"- [b]Godot[/b] Middle mouse button to orbit, [kbd]Shift + Middle mouse " +"- [b]Redot[/b] Middle mouse button to orbit, [kbd]Shift + Middle mouse " "button[/kbd] to pan. [kbd]Mouse wheel[/kbd] to zoom.\n" "- [b]Maya:[/b] [kbd]Alt + Left mouse button[/kbd] to orbit. [kbd]Middle mouse " "button[/kbd] to pan, [kbd]Shift + Middle mouse button[/kbd] to pan 10 times " @@ -55360,12 +55361,12 @@ msgid "" "See also [member editors/3d/freelook/freelook_navigation_scheme].\n" "[b]Note:[/b] On certain window managers on Linux, the [kbd]Alt[/kbd] key will " "be intercepted by the window manager when clicking a mouse button at the same " -"time. This means Godot will not see the modifier key as being pressed." +"time. This means Redot will not see the modifier key as being pressed." msgstr "" "An scéim loingseoireachta le húsáid san eagarthóir 3d. Beidh tionchar ag " "athrú an tsocraithe seo ar na cnaipí luiche a chaithfear a choinneáil síos " "chun oibríochtaí áirithe a dhéanamh i radharc an eagarthóra 3D.\n" -"- [b]Godot[/b] Cnaipe lár luiche go bhfithis, [kbd] Shift + Cnaipe lár na " +"- [b]Redot[/b] Cnaipe lár luiche go bhfithis, [kbd] Shift + Cnaipe lár na " "luiche[/kbd] chun an phanna. [kbd]Roth luiche[/kbd] chun súmáil isteach.\n" "- [b]Maya:[/b] [kbd]Alt + Cnaipe luiche ar chlé[/kbd] chun fithis. " "[kbd]Cnaipe lár na luiche[/kbd] le panáil, [kbd]Cnaipe luiche Shift + Meán[/" @@ -55378,7 +55379,7 @@ msgstr "" "[b]Nóta:[/b] Ar bhainisteoirí fuinneog áirithe ar Linux, déanfaidh " "bainisteoir na bhfuinneog an eochair [kbd]Alt[/kbd] a idircheapadh nuair a " "chliceálann sé cnaipe luiche ag an am céanna. Ciallaíonn sé seo nach " -"bhfeicfidh Godot eochair an mhionathraithe a bheith brúite." +"bhfeicfidh Redot eochair an mhionathraithe a bheith brúite." msgid "" "The modifier key that must be held to orbit in the 3D editor.\n" @@ -55387,7 +55388,7 @@ msgid "" "improve usability with graphics tablets.\n" "[b]Note:[/b] On certain window managers on Linux, the [kbd]Alt[/kbd] key will " "be intercepted by the window manager when clicking a mouse button at the same " -"time. This means Godot will not see the modifier key as being pressed." +"time. This means Redot will not see the modifier key as being pressed." msgstr "" "An eochair mhionathraithe a chaithfear a choinneáil i bhfithis san eagarthóir " "3D.\n" @@ -55397,20 +55398,20 @@ msgstr "" "[b]Nóta:[/b] Ar bhainisteoirí fuinneog áirithe ar Linux, déanfaidh " "bainisteoir na bhfuinneog an eochair [kbd]Alt[/kbd] a idircheapadh nuair a " "chliceálann sé cnaipe luiche ag an am céanna. Ciallaíonn sé seo nach " -"bhfeicfidh Godot eochair an mhionathraithe a bheith brúite." +"bhfeicfidh Redot eochair an mhionathraithe a bheith brúite." msgid "" "The modifier key that must be held to pan in the 3D editor.\n" "[b]Note:[/b] On certain window managers on Linux, the [kbd]Alt[/kbd] key will " "be intercepted by the window manager when clicking a mouse button at the same " -"time. This means Godot will not see the modifier key as being pressed." +"time. This means Redot will not see the modifier key as being pressed." msgstr "" "An eochair mhionathraithe a chaithfear a choinneáil chun panáil san " "eagarthóir 3D.\n" "[b]Nóta:[/b] Ar bhainisteoirí fuinneog áirithe ar Linux, déanfaidh " "bainisteoir na bhfuinneog an eochair [kbd]Alt[/kbd] a idircheapadh nuair a " "chliceálann sé cnaipe luiche ag an am céanna. Ciallaíonn sé seo nach " -"bhfeicfidh Godot eochair an mhionathraithe a bheith brúite." +"bhfeicfidh Redot eochair an mhionathraithe a bheith brúite." msgid "" "If [code]true[/code], warps the mouse around the 3D viewport while panning in " @@ -55425,14 +55426,14 @@ msgid "" "The modifier key that must be held to zoom in the 3D editor.\n" "[b]Note:[/b] On certain window managers on Linux, the [kbd]Alt[/kbd] key will " "be intercepted by the window manager when clicking a mouse button at the same " -"time. This means Godot will not see the modifier key as being pressed." +"time. This means Redot will not see the modifier key as being pressed." msgstr "" "An eochair mhionathraithe a chaithfear a choinneáil chun zúmáil isteach san " "eagarthóir 3D.\n" "[b]Nóta:[/b] Ar bhainisteoirí fuinneog áirithe ar Linux, déanfaidh " "bainisteoir na bhfuinneog an eochair [kbd]Alt[/kbd] a idircheapadh nuair a " "chliceálann sé cnaipe luiche ag an am céanna. Ciallaíonn sé seo nach " -"bhfeicfidh Godot eochair an mhionathraithe a bheith brúite." +"bhfeicfidh Redot eochair an mhionathraithe a bheith brúite." msgid "" "The mouse cursor movement direction to use when zooming by moving the mouse. " @@ -55900,7 +55901,7 @@ msgid "" "context menu action in the FileSystem dock. You can enter an absolute path to " "a program binary, or a path to a program that is present in the [code]PATH[/" "code] environment variable.\n" -"If left empty, Godot will use the default terminal emulator for the system:\n" +"If left empty, Redot will use the default terminal emulator for the system:\n" "- [b]Windows:[/b] PowerShell\n" "- [b]macOS:[/b] Terminal.app\n" "- [b]Linux:[/b] The first terminal found on the system in this order: gnome-" @@ -55920,7 +55921,7 @@ msgstr "" "comhthéacs [b]Oscailte sa Chríochfort[/b] sa duga FileSystem á úsáid. Is " "féidir leat cosán iomlán a chur isteach chuig dénártha ríomhchlár, nó cosán " "chuig clár atá i láthair san athróg timpeallachta [code]PATH[/code].\n" -"Má fhágtar folamh é, úsáidfidh Godot an aithriseoir teirminéil " +"Má fhágtar folamh é, úsáidfidh Redot an aithriseoir teirminéil " "réamhshocraithe don chóras:\n" "- [b]Windows:[/b] PowerShell\n" "- [b]macOS:[/b] Terminal.app\n" @@ -55945,7 +55946,7 @@ msgid "" "replaced by the absolute path to the directory that is being opened in the " "terminal.\n" "[b]Note:[/b] If the terminal emulator is set to PowerShell, cmd, or Konsole, " -"Godot will automatically prepend arguments to this list, as these terminals " +"Redot will automatically prepend arguments to this list, as these terminals " "require nonstandard arguments to open in the correct folder." msgstr "" "Na hargóintí ordú-líne le cur ar aghaidh chuig an aithriseoir teirminéil a " @@ -55956,7 +55957,7 @@ msgstr "" "réamhshocraithe, agus cuirtear an cosán iomlán chuig an eolaire atá á oscailt " "sa teirminéal ina ionad.\n" "[b]Nóta:[/b] Má tá an t-aithriseoir teirminéil socraithe go PowerShell, cmd, " -"nó Konsole, ullmhóidh Godot argóintí leis an liosta seo go huathoibríoch, mar " +"nó Konsole, ullmhóidh Redot argóintí leis an liosta seo go huathoibríoch, mar " "go dteastaíonn argóintí neamhchaighdeánacha chun na teirminéil seo a oscailt " "san fhillteán ceart." @@ -56015,23 +56016,23 @@ msgstr "" msgid "" "The port number used for Remote Procedure Call (RPC) communication with " -"Godot's created process of the blender executable.\n" -"Setting this to 0 effectively disables communication with Godot and the " +"Redot's created process of the blender executable.\n" +"Setting this to 0 effectively disables communication with Redot and the " "blender process, making performance slower." msgstr "" "An uimhir chalafoirt a úsáidtear le haghaidh cumarsáide le Glao Nós Imeachta " -"Cianda (RPC) le próiseas cruthaithe Godot den inrite cumascóra.\n" -"Má dhéantar é seo a shocrú go 0, díchumasaítear cumarsáid le Godot agus leis " +"Cianda (RPC) le próiseas cruthaithe Redot den inrite cumascóra.\n" +"Má dhéantar é seo a shocrú go 0, díchumasaítear cumarsáid le Redot agus leis " "an bpróiseas cumasc go héifeachtach, rud a fhágann go bhfuil an fheidhmíocht " "níos moille." msgid "" "The maximum idle uptime (in seconds) of the Blender process.\n" -"This prevents Godot from having to create a new process for each import " +"This prevents Redot from having to create a new process for each import " "within the given seconds." msgstr "" "An t-uas-am díomhaoin (i soicindí) de phróiseas an Chumascóra.\n" -"Cuireann sé seo cosc ar Godot próiseas nua a chruthú do gach iompórtáil " +"Cuireann sé seo cosc ar Redot próiseas nua a chruthú do gach iompórtáil " "laistigh de na soicindí tugtha." msgid "" @@ -56123,8 +56124,8 @@ msgstr "" msgid "" "How to position the Cancel and OK buttons in the editor's [AcceptDialog]s. " "Different platforms have different standard behaviors for this, which can be " -"overridden using this setting. This is useful if you use Godot both on " -"Windows and macOS/Linux and your Godot muscle memory is stronger than your OS " +"overridden using this setting. This is useful if you use Redot both on " +"Windows and macOS/Linux and your Redot muscle memory is stronger than your OS " "specific one.\n" "- [b]Auto[/b] follows the platform convention: Cancel first on macOS and " "Linux, OK first on Windows.\n" @@ -56134,8 +56135,8 @@ msgstr "" "Conas na cnaipí Cealaigh agus OK a shuíomh i [AcceptDialog]s an eagarthóra. " "Tá iompraíochtaí caighdeánacha difriúla ag ardáin éagsúla chuige seo, ar " "féidir iad a shárú ag baint úsáide as an socrú seo. Tá sé seo úsáideach má " -"úsáideann tú Godot ar Windows agus macOS/Linux araon agus go bhfuil do " -"chuimhne matáin Godot níos láidre ná do cheann sonrach OS.\n" +"úsáideann tú Redot ar Windows agus macOS/Linux araon agus go bhfuil do " +"chuimhne matáin Redot níos láidre ná do cheann sonrach OS.\n" "- [b]Leanann Auto[/b] an gnás ardáin: Cealaigh ar dtús ar macOS agus Linux, " "OK ar dtús ar Windows.\n" "- [b]Cuireann Cealaigh Ar dtús[/b] iallach ar an ordú Cealaigh/OK.\n" @@ -56935,11 +56936,11 @@ msgstr "" "[code]0[/code] cearnach." msgid "" -"The custom theme resource to use for the editor. Must be a Godot theme " +"The custom theme resource to use for the editor. Must be a Redot theme " "resource in [code].tres[/code] or [code].res[/code] format." msgstr "" "An acmhainn téama saincheaptha le húsáid don eagarthóir. Ní mór gur acmhainn " -"téama Godot é i bhformáid [code].tres[/code] nó [code].res[/code]." +"téama Redot é i bhformáid [code].tres[/code] nó [code].res[/code]." msgid "" "If [code]true[/code], draws additional borders around interactive UI elements " @@ -56982,14 +56983,14 @@ msgstr "" msgid "" "The saturation to use for editor icons. Higher values result in more vibrant " "colors.\n" -"[b]Note:[/b] The default editor icon saturation was increased by 30% in Godot " -"4.0 and later. To get Godot 3.x's icon saturation back, set [member interface/" +"[b]Note:[/b] The default editor icon saturation was increased by 30% in Redot " +"4.0 and later. To get Redot 3.x's icon saturation back, set [member interface/" "theme/icon_saturation] to [code]0.77[/code]." msgstr "" "An sáithiúchán le húsáid le haghaidh deilbhíní eagarthóir. Bíonn dathanna " "níos beoga mar thoradh ar luachanna níos airde.\n" "[b]Nóta:[/b] Méadaíodh sáithiúchán deilbhín an eagarthóra réamhshocraithe 30% " -"in Godot 4.0 agus níos déanaí. Chun sáithiú deilbhín Godot 3.x a fháil ar " +"in Redot 4.0 agus níos déanaí. Chun sáithiú deilbhín Redot 3.x a fháil ar " "ais, socraigh [comhéadan ball/téama/icon_saturation] go [code]0.77[/code]." msgid "The editor theme preset to use." @@ -57069,8 +57070,8 @@ msgid "" "version, but only within the same minor version. E.g. if your version is " "[code]4.3.stable[/code], you will be notified about [code]4.3.1.stable[/" "code], but not [code]4.4.stable[/code].\n" -"All update modes will ignore builds with different major versions (e.g. Godot " -"4 -> Godot 5)." +"All update modes will ignore builds with different major versions (e.g. Redot " +"4 -> Redot 5)." msgstr "" "Sonraíonn sé conas ba cheart don inneall seiceáil le haghaidh nuashonruithe.\n" "- [b]Disable Update Checks[/b] an t-inneall a bhac ó nuashonruithe a " @@ -57084,20 +57085,20 @@ msgstr "" "stable[/code] do leagan, cuirfear ar an eolas thú faoi [code]4.3.1.stable[/" "code], ach ní [code]4.4.stable[/code].\n" "Déanfaidh gach modh nuashonraithe neamhaird ar thógálacha a bhfuil " -"mórleaganacha éagsúla acu (m.sh. Godot 4 -> Godot 5)." +"mórleaganacha éagsúla acu (m.sh. Redot 4 -> Redot 5)." msgid "" "Determines whether online features are enabled in the editor, such as the " "Asset Library or update checks. Disabling these online features helps " "alleviate privacy concerns by preventing the editor from making HTTP requests " -"to the Godot website or third-party platforms hosting assets from the Asset " +"to the Redot website or third-party platforms hosting assets from the Asset " "Library." msgstr "" "Cinneann an bhfuil gnéithe ar líne cumasaithe san eagarthóir, mar an " "Leabharlann Sócmhainní nó seiceálacha nuashonraithe. Má dhéantar na gnéithe " "ar líne seo a dhíchumasú, cabhraíonn sé seo le himní príobháideachais a " "mhaolú trí chosc a chur ar an eagarthóir iarratais HTTP a dhéanamh ar shuíomh " -"Gréasáin Godot nó ar ardáin tríú páirtí a dhéanann sócmhainní ón Leabharlann " +"Gréasáin Redot nó ar ardáin tríú páirtí a dhéanann sócmhainní ón Leabharlann " "Sócmhainní a óstáil." msgid "" @@ -57112,25 +57113,25 @@ msgstr "" "chuig naisc ó [code]localhost[/code])." msgid "" -"The port to listen to when starting the remote debugger. Godot will try to " +"The port to listen to when starting the remote debugger. Redot will try to " "use port numbers above the configured number if the configured number is " "already taken by another application." msgstr "" "An port ar féidir éisteacht leis agus an ciandhífhabhtóir á thosú. Déanfaidh " -"Godot iarracht uimhreacha poirt os cionn na huimhreach cumraithe a úsáid má " +"Redot iarracht uimhreacha poirt os cionn na huimhreach cumraithe a úsáid má " "tá an uimhir chumraithe glactha ag feidhmchlár eile cheana féin." msgid "" "The host to use to contact the HTTP and HTTPS proxy in the editor (for the " "asset library and export template downloads). See also [member network/" "http_proxy/port].\n" -"[b]Note:[/b] Godot currently doesn't automatically use system proxy settings, " +"[b]Note:[/b] Redot currently doesn't automatically use system proxy settings, " "so you have to enter them manually here if needed." msgstr "" "An t-óstach le húsáid chun teagmháil a dhéanamh leis an seachfhreastalaí HTTP " "agus HTTPS san eagarthóir (don leabharlann sócmhainní agus íoslódálacha " "teimpléid onnmhairithe). Féach freisin [member network/http_proxy/port].\n" -"[b] Nóta:[/b] Ní úsáideann Godot socruithe seachfhreastalaí córais go " +"[b] Nóta:[/b] Ní úsáideann Redot socruithe seachfhreastalaí córais go " "huathoibríoch faoi láthair, mar sin caithfidh tú iad a chur isteach anseo de " "láimh más gá." @@ -57138,13 +57139,13 @@ msgid "" "The port number to use to contact the HTTP and HTTPS proxy in the editor (for " "the asset library and export template downloads). See also [member network/" "http_proxy/host].\n" -"[b]Note:[/b] Godot currently doesn't automatically use system proxy settings, " +"[b]Note:[/b] Redot currently doesn't automatically use system proxy settings, " "so you have to enter them manually here if needed." msgstr "" "Uimhir an phoirt le húsáid chun teagmháil a dhéanamh leis an seachfhreastalaí " "HTTP agus HTTPS san eagarthóir (don leabharlann sócmhainní agus íoslódálacha " "teimpléid easpórtála). Féach freisin [ball network/http_proxy/host].\n" -"[b] Nóta:[/b] Ní úsáideann Godot socruithe seachfhreastalaí córais go " +"[b] Nóta:[/b] Ní úsáideann Redot socruithe seachfhreastalaí córais go " "huathoibríoch faoi láthair, mar sin caithfidh tú iad a chur isteach anseo de " "láimh más gá." @@ -58115,9 +58116,9 @@ msgstr "" "eagarthóirí éagsúla é chun a gcuid amhairc a nuashonrú ar athruithe téama nó " "loighic ar athruithe cumraíochta." -msgid "Godot editor's control for editing numeric values." +msgid "Redot editor's control for editing numeric values." msgstr "" -"Rialú an eagarthóra Godot le haghaidh eagarthóireacht luachanna uimhriúla." +"Rialú an eagarthóra Redot le haghaidh eagarthóireacht luachanna uimhriúla." msgid "" "This [Control] node is used in the editor's Inspector dock to allow editing " @@ -58238,13 +58239,13 @@ msgid "" " return [\"csv\"]\n" "[/gdscript]\n" "[csharp]\n" -"using Godot;\n" +"using Redot;\n" "\n" "[Tool]\n" "public partial class CustomParser : EditorTranslationParserPlugin\n" "{\n" -" public override void _ParseFile(string path, Godot.Collections." -"Array msgids, Godot.Collections.Array " +" public override void _ParseFile(string path, Redot.Collections." +"Array msgids, Redot.Collections.Array " "msgidsContextPlural)\n" " {\n" " using var file = FileAccess.Open(path, FileAccess.ModeFlags.Read);\n" @@ -58283,15 +58284,15 @@ msgid "" "[csharp]\n" "// This will add a message with msgid \"Test 1\", msgctxt \"context\", and " "msgid_plural \"test 1 plurals\".\n" -"msgidsContextPlural.Add(new Godot.Collections.Array{\"Test 1\", \"context\", " +"msgidsContextPlural.Add(new Redot.Collections.Array{\"Test 1\", \"context\", " "\"test 1 Plurals\"});\n" "// This will add a message with msgid \"A test without context\" and " "msgid_plural \"plurals\".\n" -"msgidsContextPlural.Add(new Godot.Collections.Array{\"A test without " +"msgidsContextPlural.Add(new Redot.Collections.Array{\"A test without " "context\", \"\", \"plurals\"});\n" "// This will add a message with msgid \"Only with context\" and msgctxt \"a " "friendly context\".\n" -"msgidsContextPlural.Add(new Godot.Collections.Array{\"Only with context\", " +"msgidsContextPlural.Add(new Redot.Collections.Array{\"Only with context\", " "\"a friendly context\", \"\"});\n" "[/csharp]\n" "[/codeblocks]\n" @@ -58311,8 +58312,8 @@ msgid "" " return [\"gd\"]\n" "[/gdscript]\n" "[csharp]\n" -"public override void _ParseFile(string path, Godot.Collections.Array " -"msgids, Godot.Collections.Array " +"public override void _ParseFile(string path, Redot.Collections.Array " +"msgids, Redot.Collections.Array " "msgidsContextPlural)\n" "{\n" " var res = ResourceLoader.Load