@@ -86,7 +86,7 @@ msgid ""
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msgstr ""
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"Project-Id-Version: Godot Engine class reference\n"
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"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
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- "PO-Revision-Date: 2023-11-19 00:34 +0000\n"
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+ "PO-Revision-Date: 2023-11-26 04:03 +0000\n"
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"Last-Translator: 风青山 <idleman@yeah.net>\n"
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"Language-Team: Chinese (Simplified) <https://hosted.weblate.org/projects/"
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"godot-engine/godot-class-reference/zh_Hans/>\n"
@@ -95,7 +95,10 @@ msgstr ""
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"Content-Type: text/plain; charset=UTF-8\n"
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"Content-Transfer-Encoding: 8-bit\n"
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"Plural-Forms: nplurals=2; plural=(n != 1);\n"
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- "X-Generator: Weblate 5.2\n"
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+ "X-Generator: Weblate 5.2.1-rc\n"
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+
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+ msgid "Resources"
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+ msgstr "资源"
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msgid "Description"
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msgstr "描述"
@@ -33292,9 +33295,9 @@ msgid ""
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"Reducing the pancake size can help. Setting the size to [code]0[/code] turns "
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"off the pancaking effect."
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msgstr ""
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- "设置定向阴影斑点的大小。 斑点偏移了阴影的相机视锥体的起点 ,为阴影提供更高的有"
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- "效深度分辨率。但是,较大的斑点尺寸会导致靠近视锥体边缘的大型物体的阴影出现伪 "
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- "影。减少斑点的大小会有所帮助 。将大小设置为 [code]0[/code] 会关闭斑点效果 。"
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+ "设置定向阴影圆斑的大小。该圆斑偏移了阴影的相机视锥体的起点 ,为阴影提供更高的有"
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+ "效深度分辨率。但是,较大的圆斑大小会导致靠近视锥体边缘的大型物体的阴影出现伪 "
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+ "影。减少该圆斑的大小会有所帮助 。将大小设置为 [code]0[/code] 会关闭该圆斑效果 。"
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msgid ""
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"The distance from camera to shadow split 1. Relative to [member "
@@ -111438,9 +111441,6 @@ msgstr ""
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"[b]注意:[/b]在 C# 中,资源不再被使用后不会立即被释放。相反,垃圾回收将定期运"
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"行,并释放不再使用的资源。这意味着未使用的资源在被删除之前会停留一段时间。"
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- msgid "Resources"
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- msgstr "资源"
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-
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msgid ""
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"Override this method to return a custom [RID] when [method get_rid] is called."
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msgstr "可以覆盖此方法,从而在调用 [method get_rid] 时返回自定义 [RID]。"
@@ -116069,43 +116069,6 @@ msgstr ""
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"GROUP_CALL_DEFERRED] 标志,则方法会在该帧末尾调用,与 [method Object."
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"set_deferred] 类似。"
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- msgid ""
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- "Changes the running scene to the one at the given [param path], after loading "
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- "it into a [PackedScene] and creating a new instance.\n"
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- "Returns [constant OK] on success, [constant ERR_CANT_OPEN] if the [param "
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- "path] cannot be loaded into a [PackedScene], or [constant ERR_CANT_CREATE] if "
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- "that scene cannot be instantiated.\n"
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- "[b]Note:[/b] The new scene node is added to the tree at the end of the frame. "
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- "This ensures that both scenes aren't running at the same time, while still "
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- "freeing the previous scene in a safe way similar to [method Node.queue_free]. "
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- "As such, you won't be able to access the loaded scene immediately after the "
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- "[method change_scene_to_file] call."
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- msgstr ""
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- "将位于给定路径 [param path] 的场景加载进一个 [PackedScene] 并新建其实例,然后"
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- "将正在运行的场景修改为这个场景。\n"
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- "成功时返回 [constant OK],如果 [param path] 不能被加载到一个 [PackedScene] "
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- "中,则返回 [constant ERR_CANT_OPEN];如果该场景无法被实例化,则返回 [constant "
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- "ERR_CANT_CREATE]。\n"
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- "[b]注意:[/b]新的场景节点是在该帧的末尾添加的。这确保了两个场景永远不会同时加"
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- "载,如果场景太大或在内存受限的环境中运行,这会耗尽系统资源。因此,无法在 "
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- "[method change_scene_to_file] 调用后,立即访问到被加载的场景。"
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-
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- msgid ""
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- "Changes the running scene to a new instance of the given [PackedScene] (which "
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- "must be valid).\n"
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- "Returns [constant OK] on success, [constant ERR_CANT_CREATE] if the scene "
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- "cannot be instantiated, or [constant ERR_INVALID_PARAMETER] if the scene is "
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- "invalid.\n"
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- "[b]Note:[/b] The new scene node is added to the tree at the end of the frame. "
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- "You won't be able to access it immediately after the [method "
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- "change_scene_to_packed] call."
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- msgstr ""
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- "将正在运行的场景改变为给定 [PackedScene] (必须有效)的一个新实例。\n"
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- "成功时返回 [constant OK],场景无法实例化时返回 [constant ERR_CANT_CREATE],场"
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- "景无效时返回 [constant ERR_INVALID_PARAMETER]。\n"
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- "[b]注意:[/b]新的场景节点会在当前帧的末尾添加到场景树中。无法在调用 [method "
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- "change_scene_to_packed] 后立即访问到它。"
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-
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msgid ""
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"Returns a [SceneTreeTimer] which will emit [signal SceneTreeTimer.timeout] "
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"after the given time in seconds elapsed in this [SceneTree].\n"
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