mirror of https://github.com/godotengine/godot
i18n: Sync classref translations with current 3.x codebase
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@ -173,7 +173,7 @@
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Lock the body's Z axis movement. Deprecated alias for [member axis_lock_motion_z].
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</member>
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<member name="moving_platform_apply_velocity_on_leave" type="int" setter="set_moving_platform_apply_velocity_on_leave" getter="get_moving_platform_apply_velocity_on_leave" enum="KinematicBody.MovingPlatformApplyVelocityOnLeave" default="0">
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Sets the behaviour to apply when you leave a moving platform. By default, to be physically accurate, when you leave the last platform velocity is applied. See [enum MovingPlatformApplyVelocityOnLeave] constants for available behaviour.
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Sets the behavior to apply when you leave a moving platform. By default, to be physically accurate, when you leave the last platform velocity is applied. See [enum MovingPlatformApplyVelocityOnLeave] constants for available behavior.
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</member>
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</members>
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<constants>
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If [code]true[/code], the body's movement will be synchronized to the physics frame. This is useful when animating movement via [AnimationPlayer], for example on moving platforms. Do [b]not[/b] use together with [method move_and_slide] or [method move_and_collide] functions.
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</member>
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<member name="moving_platform_apply_velocity_on_leave" type="int" setter="set_moving_platform_apply_velocity_on_leave" getter="get_moving_platform_apply_velocity_on_leave" enum="KinematicBody2D.MovingPlatformApplyVelocityOnLeave" default="0">
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Sets the behaviour to apply when you leave a moving platform. By default, to be physically accurate, when you leave the last platform velocity is applied. See [enum MovingPlatformApplyVelocityOnLeave] constants for available behaviour.
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Sets the behavior to apply when you leave a moving platform. By default, to be physically accurate, when you leave the last platform velocity is applied. See [enum MovingPlatformApplyVelocityOnLeave] constants for available behavior.
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</member>
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</members>
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<constants>
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Groups [Room]s together to allow common functionality.
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</brief_description>
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<description>
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Although [Room] behaviour can be specified individually, sometimes it is faster and more convenient to write functionality for a group of rooms.
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Although [Room] behavior can be specified individually, sometimes it is faster and more convenient to write functionality for a group of rooms.
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[RoomGroup]s should be placed as children of the [b]room list[/b] (the parent [Node] of your [Room]s), and [Room]s should be placed in turn as children of a [RoomGroup] in order to assign them to the RoomGroup.
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A [RoomGroup] can for example be used to specify [Room]s that are [b]outside[/b], and switch on or off a directional light, sky, or rain effect as the player enters / exits the area.
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[RoomGroup]s receive [b]gameplay callbacks[/b] when the [code]gameplay_monitor[/code] is switched on, as [code]signal[/code]s or [code]notification[/code]s as they enter and exit the [b]gameplay area[/b] (see [RoomManager] for details).
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[b]Note:[/b] This value is unused when using [code]Full[/code] PVS mode.
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</member>
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<member name="preview_camera" type="NodePath" setter="set_preview_camera_path" getter="get_preview_camera_path" default="NodePath("")">
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Portal culling normally operates using the current [Camera] / [Camera]s, however for debugging purposes within the editor, you can use this setting to override this behaviour and force it to use a particular camera to get a better idea of what the occlusion culling is doing.
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Portal culling normally operates using the current [Camera] / [Camera]s, however for debugging purposes within the editor, you can use this setting to override this behavior and force it to use a particular camera to get a better idea of what the occlusion culling is doing.
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</member>
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<member name="process_priority" type="int" setter="set_process_priority" getter="get_process_priority" overrides="Node" default="10000" />
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<member name="pvs_mode" type="int" setter="set_pvs_mode" getter="get_pvs_mode" enum="RoomManager.PVSMode" default="1">
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<argument index="0" name="flag" type="int" enum="SpatialMaterial.Flags" />
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<argument index="1" name="enable" type="bool" />
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<description>
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If [code]true[/code], enables the specified flag. Flags are optional behaviour that can be turned on and off. Only one flag can be enabled at a time with this function, the flag enumerators cannot be bit-masked together to enable or disable multiple flags at once. Flags can also be enabled by setting the corresponding member to [code]true[/code]. See [enum Flags] enumerator for options.
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If [code]true[/code], enables the specified flag. Flags are optional behavior that can be turned on and off. Only one flag can be enabled at a time with this function, the flag enumerators cannot be bit-masked together to enable or disable multiple flags at once. Flags can also be enabled by setting the corresponding member to [code]true[/code]. See [enum Flags] enumerator for options.
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</description>
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</method>
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<method name="set_texture">
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