@ -15,12 +15,13 @@
# ProgrammerIndonesia 44 <elo.jhy@gmail.com>, 2022.
# Reza Almanda <rezaalmanda27@gmail.com>, 2022.
# Tsaqib Fadhlurrahman Soka <sokatsaqib@gmail.com>, 2022.
# yusuf afandi <afandi.yusuf.04@gmail.com>, 2022.
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine class reference\n"
"Report-Msgid-Bugs-To: https://github.com/godotengine/godot\n"
"PO-Revision-Date: 2022-05-28 14:11 +0000\n"
"Last-Translator: Reza Almanda <rezaalmanda27 @gmail.com>\n"
"PO-Revision-Date: 2022-07-09 21:12 +0000\n"
"Last-Translator: yusuf afandi <afandi.yusuf.04 @gmail.com>\n"
"Language-Team: Indonesian <https://hosted.weblate.org/projects/godot-engine/"
"godot-class-reference/id/>\n"
"Language: id\n"
@ -28,7 +29,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8-bit\n"
"Plural-Forms: nplurals=1; plural=0;\n"
"X-Generator: Weblate 4.13-dev\n"
"X-Generator: Weblate 4.13.1 -dev\n"
#: doc/tools/make_rst.py
msgid "Description"
@ -122,7 +123,7 @@ msgstr "Metode ini menerima sejumlah argumen setelah yang dijelaskan di sini."
#: doc/tools/make_rst.py
msgid "This method is used to construct a type."
msgstr ""
msgstr "Metode ini digunakan untuk mengkonstruksi sebuah tipe. "
#: doc/tools/make_rst.py
msgid ""
@ -10377,7 +10378,13 @@ msgid "If [code]true[/code], audio plays when added to scene tree."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml doc/classes/AudioStreamPlayer2D.xml
msgid "Bus on which this audio is playing."
msgid ""
"Bus on which this audio is playing.\n"
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
"performed to see if the given name matches an existing bus. This is because "
"audio bus layouts might be loaded after this property is set. If this given "
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer.xml
@ -10542,7 +10549,13 @@ msgid ""
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
msgid "The bus on which this audio is playing."
msgid ""
"The bus on which this audio is playing.\n"
"[b]Note:[/b] When setting this property, keep in mind that no validation is "
"performed to see if the given name matches an existing bus. This is because "
"audio bus layouts might be loaded after this property is set. If this given "
"name can't be resolved at runtime, it will fall back to [code]\"Master\"[/"
"code]."
msgstr ""
#: doc/classes/AudioStreamPlayer3D.xml
@ -28835,13 +28848,14 @@ msgstr ""
#: doc/classes/HTTPRequest.xml
msgid ""
"If set to a value greater than [code]0.0[/code], the HTTP request will time "
"out after [code]timeout[/code] seconds have passed and the request is not "
"[i]completed[/i] yet. For small HTTP requests such as REST API usage, set "
"[member timeout] to a value greater than [code]0.0[/code] to prevent the "
"application from getting stuck if the request fails to get a response in a "
"timely manner. For file downloads, leave this to [code]0.0[/code] to prevent "
"the download from failing if it takes too much time."
"If set to a value greater than [code]0.0[/code] before the request starts, "
"the HTTP request will time out after [code]timeout[/code] seconds have "
"passed and the request is not [i]completed[/i] yet. For small HTTP requests "
"such as REST API usage, set [member timeout] to a value between [code]10.0[/"
"code] and [code]30.0[/code] to prevent the application from getting stuck if "
"the request fails to get a response in a timely manner. For file downloads, "
"leave this to [code]0.0[/code] to prevent the download from failing if it "
"takes too much time."
msgstr ""
#: doc/classes/HTTPRequest.xml
@ -30255,9 +30269,9 @@ msgid ""
"freehand lines is required, input accumulation should generally be disabled "
"while the user is drawing the line to get results that closely follow the "
"actual input.\n"
"[b]Note:[/b] Input accumulation is [i]disabled[/i] by default for backward "
"compatibility reasons. It is however recommended to enable it for games "
"which don't require very reactive input, as this will decrease CPU usage."
"[b]Note:[/b] Input accumulation is [i]enabled[/i] by default. It is "
"recommended to keep it enabled for games which don't require very reactive "
"input, as this will decrease CPU usage."
msgstr ""
#: doc/classes/Input.xml
@ -30831,10 +30845,13 @@ msgstr ""
msgid ""
"Contains mouse and pen motion information. Supports relative, absolute "
"positions and speed. See [method Node._input].\n"
"[b]Note:[/b] By default, this event can be emitted multiple times per frame "
"rendered, allowing for precise input reporting, at the expense of CPU usage. "
"You can set [member Input.use_accumulated_input] to [code]true[/code] to let "
"multiple events merge into a single emitted event per frame.\n"
"[b]Note:[/b] The behavior of this event is affected by the value of [member "
"Input.use_accumulated_input]. When set to [code]true[/code] (default), mouse/"
"pen motion events received from the OS will be merged to emit an accumulated "
"event only once per frame rendered at most. When set to [code]false[/code], "
"the events will be emitted as received, which means that they can be emitted "
"multiple times per frame rendered, allowing for precise input reporting at "
"the expense of CPU usage.\n"
"[b]Note:[/b] If you use InputEventMouseMotion to draw lines, consider "
"implementing [url=https://en.wikipedia.org/wiki/"
"Bresenham%27s_line_algorithm]Bresenham's line algorithm[/url] as well to "
@ -30845,6 +30862,12 @@ msgstr ""
msgid "Mouse and input coordinates"
msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
"Returns [code]true[/code] when using the eraser end of a stylus pen.\n"
"[b]Note:[/b] This property is implemented on Linux, macOS and Windows."
msgstr ""
#: doc/classes/InputEventMouseMotion.xml
msgid ""
"Represents the pressure the user puts on the pen. Ranges from [code]0.0[/"
@ -45755,6 +45778,13 @@ msgstr ""
msgid "Changes the byte at the given index."
msgstr ""
#: doc/classes/PoolByteArray.xml doc/classes/PoolColorArray.xml
#: doc/classes/PoolIntArray.xml doc/classes/PoolRealArray.xml
#: doc/classes/PoolStringArray.xml doc/classes/PoolVector2Array.xml
#: doc/classes/PoolVector3Array.xml
msgid "Sorts the elements of the array in ascending order."
msgstr ""
#: doc/classes/PoolByteArray.xml
msgid ""
"Returns the slice of the [PoolByteArray] between indices (inclusive) as a "
@ -54682,7 +54712,8 @@ msgid ""
"SceneTree.get_processed_tweens] will contain this [SceneTreeTween]). A "
"[SceneTreeTween] might become invalid when it has finished tweening, is "
"killed, or when created with [code]SceneTreeTween.new()[/code]. Invalid "
"[SceneTreeTween]s can't have [Tweener]s appended."
"[SceneTreeTween]s can't have [Tweener]s appended. You can however still use "
"[method interpolate_value]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -54722,15 +54753,16 @@ msgstr ""
msgid ""
"Sets the number of times the tweening sequence will be repeated, i.e. "
"[code]set_loops(2)[/code] will run the animation twice.\n"
"Calling this method without arguments will make the [Tween] run infinitely, "
"until either it is killed with [method kill], the [Tween]'s bound node is "
"freed, or all the animated objects have been freed (which makes further "
"animation impossible).\n"
"Calling this method without arguments will make the [SceneTree Tween] run "
"infinitely, until either it is killed with [method kill], the "
"[SceneTreeTween]'s bound node is freed, or all the animated objects have "
"been freed (which makes further animation impossible).\n"
"[b]Warning:[/b] Make sure to always add some duration/delay when using "
"infinite loops. To prevent the game freezing, 0-duration looped animations "
"(e.g. a single [CallbackTweener] with no delay) are stopped after a small "
"number of loops, which may produce unexpected results. If a [Tween]'s "
"lifetime depends on some node, always use [method bind_node]."
"number of loops, which may produce unexpected results. If a "
"[SceneTreeTween]'s lifetime depends on some node, always use [method "
"bind_node]."
msgstr ""
#: doc/classes/SceneTreeTween.xml
@ -56205,10 +56237,29 @@ msgid ""
"as custom visualization and editing handles in Editor."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Rotation part of the global transformation in radians, specified in terms of "
"YXZ-Euler angles in the format (X angle, Y angle, Z angle).\n"
"[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a "
"vector. The three Euler angles, which are the three independent parameters "
"of the Euler-angle parametrization of the rotation matrix, are stored in a "
"[Vector3] data structure not because the rotation is a vector, but only "
"because [Vector3] exists as a convenient data-structure to store 3 floating-"
"point numbers. Therefore, applying affine operations on the rotation "
"\"vector\" is not meaningful."
msgstr ""
#: doc/classes/Spatial.xml
msgid "World space (global) [Transform] of this node."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Global position of this node. This is equivalent to [code]global_transform."
"origin[/code]."
msgstr ""
#: doc/classes/Spatial.xml
msgid ""
"Rotation part of the local transformation in radians, specified in terms of "
@ -66234,11 +66285,11 @@ msgstr ""
#: doc/classes/VehicleBody.xml
msgid ""
"Accelerates the vehicle by applying an engine force. The vehicle is only "
"spee d up if the wheels that have [member VehicleWheel.use_as_traction] set "
"to [code]true[/code] and are in contact with a surface. The [member "
"RigidBody. mass] of the vehicle has an effect on the acceleration of the "
"vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 "
"range for acceleration.\n"
"sped up if the wheels that have [member VehicleWheel.use_as_traction] set to "
"[code]true[/code] and are in contact with a surface. The [member RigidBody. "
"mass] of the vehicle has an effect on the acceleration of the vehicle. For a "
"vehicle with a mass set to 1000, try a value in the 25 - 50 range for "
"acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "
"you will need to add logic for this if you wish to simulate gears.\n"
"A negative value will result in the vehicle reversing."
@ -66318,8 +66369,8 @@ msgstr ""
#: doc/classes/VehicleWheel.xml
msgid ""
"Accelerates the wheel by applying an engine force. The wheel is only spee d "
"up if it is in contact with a surface. The [member RigidBody.mass] of the "
"Accelerates the wheel by applying an engine force. The wheel is only sped up "
"if it is in contact with a surface. The [member RigidBody.mass] of the "
"vehicle has an effect on the acceleration of the vehicle. For a vehicle with "
"a mass set to 1000, try a value in the 25 - 50 range for acceleration.\n"
"[b]Note:[/b] The simulation does not take the effect of gears into account, "