diff --git a/src/Gui/Language/FreeCAD_it.qm b/src/Gui/Language/FreeCAD_it.qm index a73fdc0a4..1f3e3e832 100644 Binary files a/src/Gui/Language/FreeCAD_it.qm and b/src/Gui/Language/FreeCAD_it.qm differ diff --git a/src/Gui/Language/FreeCAD_it.ts b/src/Gui/Language/FreeCAD_it.ts index daa1f0c2f..85f66b4bb 100644 --- a/src/Gui/Language/FreeCAD_it.ts +++ b/src/Gui/Language/FreeCAD_it.ts @@ -194,7 +194,7 @@ Move down - Sposta verso il basso + Sposta in basso @@ -269,7 +269,7 @@ while doing a left or right click and move the mouse up or down Gui::ControlSingleton Task panel - Riquadro delle attività + Riquadro delle azioni @@ -323,7 +323,7 @@ while doing a left or right click and move the mouse up or down Out Of Range - Fuori dalla portata + Fuori portata @@ -338,7 +338,7 @@ while doing a left or right click and move the mouse up or down Flip - Specchia + Invertita Offset @@ -362,7 +362,7 @@ while doing a left or right click and move the mouse up or down Adjust to view direction - Regola verso la direzione della vista + Adatta alla direzione della vista Direction @@ -586,7 +586,7 @@ while doing a left or right click and move the mouse up or down Please specify the menu text first. - Specificare prima il menu testo. + Specificare prima il testo del menu. No item selected @@ -736,7 +736,7 @@ Definire un'altra scorciatoia. Move right - Sposta verso destra + Sposta a destra <b>Move the selected item one level down.</b><p>This will also change the level of the parent item.</p> @@ -744,7 +744,7 @@ Definire un'altra scorciatoia. Move left - Sposta verso sinistra + Sposta a sinistra <b>Move the selected item one level up.</b><p>This will also change the level of the parent item.</p> @@ -752,7 +752,7 @@ Definire un'altra scorciatoia. Move down - Sposta verso il basso + Sposta in basso <b>Move the selected item down.</b><p>The item will be moved within the hierarchy level.</p> @@ -955,7 +955,7 @@ Definire un'altra scorciatoia. Chrome - Chrome + Cromo Emerald @@ -991,7 +991,7 @@ Definire un'altra scorciatoia. Plaster - Intonaco + Gesso Plastic @@ -1516,7 +1516,7 @@ Specificare un'altra cartella. License URL - URL licenza + URL della licenza Open in browser @@ -1535,7 +1535,7 @@ Specificare un'altra cartella. Source - Fonte + Sorgente Project file (*.fcstd) @@ -1567,7 +1567,7 @@ Specificare un'altra cartella. Empty source - Fonte vuota + Sorgente vuota No source is defined. @@ -1598,7 +1598,7 @@ Specificare un'altra cartella. Please select an object from the list - Selezionare un oggetto dell'elenco + Seleziona un oggetto dell'elenco @@ -1621,7 +1621,7 @@ Specificare un'altra cartella. Record error messages - Registra messaggi di errore + Registra i messaggi di errore Colors @@ -1649,11 +1649,11 @@ Specificare un'altra cartella. Redirect internal Python errors to report view - Reindirizzare gli errori interni di Python alla finestra di report + Reindirizza gli errori interni di Python alla finestra di report Redirect internal Python output to report view - Reindirizzare l'output interno di Python nella vista report + Reindirizza l'output interno di Python nella vista report @@ -1680,11 +1680,11 @@ Specificare un'altra cartella. Discard changes - Ignorare le modifiche + Ignora le modifiche Abort program - Interrompere il programma + Interrompi il programma Help @@ -1941,7 +1941,7 @@ Specificare un'altra cartella. Saving transactions (Auto-save) - Salvataggio delle transazioni (Salvataggio automatico) + Salva la cronologia delle operazioni (Salvataggio automatico) Discard saved transaction after saving document @@ -1961,11 +1961,11 @@ Specificare un'altra cartella. Allow duplicate object labels in one document - Consenti la duplicazione delle etichette degli oggetti in uno stesso documento + Consenti la duplicazione delle etichette degli oggetti nello stesso documento Maximum Undo/Redo steps - Massimo numero di passaggi di Annulla/Ripeti + Numero massimo di passaggi di Annulla/Ripeti Using Undo/Redo on documents @@ -2045,7 +2045,7 @@ Specificare un'altra cartella. License URL - URL licenza + URL della licenza An URL where the user can find more details about the license @@ -2346,7 +2346,7 @@ Specificare un'altra cartella. Recording GUI commands - Registrazione dei comandi d'interfaccia utente + Registra i comandi dell'interfaccia utente Record as comment @@ -2619,7 +2619,7 @@ Specificare un'altra cartella. Gui::Dialog::DownloadManager Downloads - Downloads + Download Clean up @@ -2650,18 +2650,18 @@ Specificare un'altra cartella. Add icon folder - Aggiungere cartella icone + Aggiungi cartella icone Gui::Dialog::IconFolders Add or remove custom icon folders - Aggiungere o rimuovere delle cartelle di icone personalizzate + Aggiunge o rimuove delle cartelle di icone personalizzate Remove folder - Rimuovere la cartella + Rimuovi la cartella Removing a folder only takes effect after an application restart. @@ -3175,7 +3175,7 @@ Specificare un'altra cartella. Select only - Selezionare solo + Seleziona solo Selects only this object @@ -3210,7 +3210,7 @@ Specificare un'altra cartella. Gui::DockWnd::TaskPanelView Task View - Attività + Azioni @@ -3581,11 +3581,11 @@ Do you want to copy them, too? Too few points picked in the left view. At least %1 points are needed. - I punti selezionati nella vista di sinistra non sono sufficienti. Sono necessari almeno %1 punti. + I punti selezionati nella vista di sinistra non sono sufficienti. Servono almeno %1 punti. Too few points picked in the right view. At least %1 points are needed. - I punti selezionati nella vista di destra non sono sufficienti. Sono necessari almeno %1 punti. + I punti selezionati nella vista di destra non sono sufficienti. Servono almeno %1 punti. Different number of points picked in left and right view. @@ -3665,7 +3665,7 @@ How do you want to proceed? Aborting - Interrompere + Interrompi Do you really want to abort the operation? @@ -3680,7 +3680,7 @@ How do you want to proceed? Aborting - Interrompere + Interrompi Do you really want to abort the operation? @@ -4197,7 +4197,7 @@ Vuoi specificare un'altra cartella? Task View - Attività + Azioni Combo View @@ -4565,7 +4565,7 @@ Prestare attenzione al punto dove si fa clic. The document is in editing mode and thus cannot be closed for the moment. You either have to finish or cancel the editing in the task panel. - Attualmente il documento è in modalità modifica e quindi non può essere chiuso. E' necessario terminare o annullare la modifica nel pannello attività. + Attualmente il documento è in modalità modifica e quindi non può essere chiuso. E' necessario terminare o annullare la modifica nel pannello Azioni. Do you want to close this dialog? @@ -4734,7 +4734,7 @@ You either have to finish or cancel the editing in the task panel. Close all windows - Chiude tutte le finestre + Chiudi tutte le finestre @@ -5498,7 +5498,7 @@ You either have to finish or cancel the editing in the task panel. Quits the application - Esce dal'applicazione + Esce dall'applicazione @@ -5835,7 +5835,7 @@ You either have to finish or cancel the editing in the task panel. Transform the selected object in the 3d view - Trasformare l'oggetto selezionato nella vista 3D + Trasforma l'oggetto selezionato nella vista 3D @@ -6176,7 +6176,7 @@ You either have to finish or cancel the editing in the task panel. Rotate Left - Ruota verso sinistra + Ruota a sinistra Rotate the view by 90° counter-clockwise @@ -6191,7 +6191,7 @@ You either have to finish or cancel the editing in the task panel. Rotate Right - Ruota verso destra + Ruota a destra Rotate the view by 90° clockwise @@ -6225,7 +6225,7 @@ You either have to finish or cancel the editing in the task panel. Extend the FreeCAD 3D Window to a Oculus Rift - Estendere la finestra 3D di FreeCAD a Oculus Rift + Estendi la finestra 3D di FreeCAD a Oculus Rift @@ -6296,7 +6296,7 @@ You either have to finish or cancel the editing in the task panel. Switches to orthographic view mode - Passa al modo di vista ortografico + Passa alla vista ortografica @@ -6311,7 +6311,7 @@ You either have to finish or cancel the editing in the task panel. Switches to perspective view mode - Passa al modo di vista in prospettiva + Passa alla vista in prospettiva @@ -6386,7 +6386,7 @@ You either have to finish or cancel the editing in the task panel. This object is referenced by other objects and thus these objects might get broken. Are you sure to continue? - Questo oggetto è riferimento di altri oggetti e in questo modo questi oggetti si potrebbero rovinare. Continuare? + Questo è un oggetto di riferimento per altri oggetti che in questo si potrebbero rovinare. Continuare? @@ -6401,19 +6401,19 @@ Are you sure to continue? Wireframe - Wireframe + Reticolo Wireframe mode - Modalità wireframe + Modalità reticolo Flat lines - Linee piatte + Facce piene Flat lines mode - Modalità linee piatte + Modalità facce piene con linee visibili Shaded @@ -6421,7 +6421,7 @@ Are you sure to continue? Shaded mode - Modalità ombreggiata + Modalità ombreggiata, senza linee Points @@ -6429,7 +6429,7 @@ Are you sure to continue? Points mode - Modalità punti + Punti @@ -6441,7 +6441,7 @@ Are you sure to continue? The selected objects have a dependency to unselected objects. Do you want to duplicate them, too? - Gli oggetti selezionati hanno una dipendenza rispetto agli oggetti non selezionati. Copiare anche questi? + Gli oggetti selezionati hanno dipendenze con altri oggetti non selezionati. Copiare anche questi? @@ -6566,7 +6566,7 @@ p, li { white-space: pre-wrap; } Choose the style of the Task Panel - Seleziona lo stile del riquadro attività + Seleziona lo stile del riquadro Azioni Default diff --git a/src/Gui/Language/FreeCAD_ru.qm b/src/Gui/Language/FreeCAD_ru.qm index 116ca8870..311421908 100644 Binary files a/src/Gui/Language/FreeCAD_ru.qm and b/src/Gui/Language/FreeCAD_ru.qm differ diff --git a/src/Gui/Language/FreeCAD_ru.ts b/src/Gui/Language/FreeCAD_ru.ts index 8d3530162..656e4d653 100644 --- a/src/Gui/Language/FreeCAD_ru.ts +++ b/src/Gui/Language/FreeCAD_ru.ts @@ -21,7 +21,7 @@ Angle Snap - Угол оснастки + Прилипание угла 1 ° @@ -60,7 +60,7 @@ CmdViewMeasureClearAll Measure - Мера + Измерения Clear measurement @@ -71,18 +71,18 @@ CmdViewMeasureToggleAll Measure - Мера + Измерения Toggle measurement - Переключатель измерения + Скрыть/Показать всё DlgCustomizeSpNavSettings Spaceball Motion - Spaceball Движение + Spaceball Global Sensitivity: @@ -90,23 +90,23 @@ Dominant Mode - Основной режим + Доминантный режим Flip Y/Z - Отразить-Y/Z + Обменять Y/Z Enable Translations - Включить перевод + Разрешить перемещение Enable Rotations - начать вращение + Разрешить вращение Calibrate - проверить + Калибровать Default @@ -118,14 +118,14 @@ Reverse - Развернуть + Инвертировать DlgUnitCalculator Units calculator - Калькулятор значений + Конвертер величин as: @@ -323,7 +323,7 @@ while doing a left or right click and move the mouse up or down Out Of Range - За пределами допустимого диапазона + нет такой кнопки @@ -334,11 +334,11 @@ while doing a left or right click and move the mouse up or down Clipping X - Отсечения X + Отсечение по X Flip - Flip + инверт. Offset @@ -346,15 +346,15 @@ while doing a left or right click and move the mouse up or down Clipping Y - Отсечения Y + Отсечение по Y Clipping Z - Отсечения Y + Отсечение по Z Clipping custom direction - Отсечение пользовательских направление + Отсечение по произвольному направлению View @@ -362,7 +362,7 @@ while doing a left or right click and move the mouse up or down Adjust to view direction - Настройки для просмотра направление + Привязать к направлению обзора Direction @@ -400,7 +400,7 @@ while doing a left or right click and move the mouse up or down Enable timer - Включить таймер + Таймер s @@ -420,7 +420,7 @@ while doing a left or right click and move the mouse up or down Play - Воспроизвести + Старт Stop @@ -488,7 +488,7 @@ while doing a left or right click and move the mouse up or down Icon folders... - Icon folders... + Список папок... @@ -515,7 +515,7 @@ while doing a left or right click and move the mouse up or down Accelerator: - Ускоритель: + Сочетание клавиш: What's this: @@ -531,7 +531,7 @@ while doing a left or right click and move the mouse up or down Menu text: - Текст меню: + В меню: Add @@ -558,11 +558,11 @@ while doing a left or right click and move the mouse up or down No macro - Нет макроса + Нет макросов No macros found. - Макросы не найдены. + Нет ни одного макроса. Macro not found @@ -570,7 +570,7 @@ while doing a left or right click and move the mouse up or down Sorry, couldn't find macro file '%1'. - К сожалению не удалось найти файл '% 1' макроса. + К сожалению не удалось найти файл макроса '%1'. Empty macro @@ -590,11 +590,11 @@ while doing a left or right click and move the mouse up or down No item selected - Ни один пункт выбран + Ничего не выбрано Please select a macro item first. - Пожалуйста, выберите сначала макрос. + Пожалуйста, сначала выберите макрос. @@ -702,18 +702,19 @@ while doing a left or right click and move the mouse up or down The shortcut '%1' is defined more than once. This could result into unexpected behaviour. - '%1' клавиша быстрого доступа определена более одного раза. Это может привести к неожиданному поведению. + Сочетанию клавиш '%1' назначено более одного действия. Это может привести к неожиданному поведению. Already defined shortcut - Ярлык уже определен + Уже назначено The shortcut '%1' is already assigned to '%2'. Please define another shortcut. - Клавиша быстрого доступа '%1' уже назначена для '%2'. -Пожалуйста, определите другое значение клавиши быстрого доступа. + Сочетание '%1' уже назначено: '%2'. + +Пожалуйста, измените сочетание. @@ -731,11 +732,11 @@ Please define another shortcut. <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Note:</span> The changes become active the next time you load the appropriate workbench</p></body></html> - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Note:</span> The changes become active the next time you load the appropriate workbench</p></body></html> + <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Внимание:</span> изменения вступят в силу только после повторной загрузки верстака</p></body></html> Move right - Перейти вправо + Добавить <b>Move the selected item one level down.</b><p>This will also change the level of the parent item.</p> @@ -743,7 +744,7 @@ Please define another shortcut. Move left - Перейти влево + Удалить <b>Move the selected item one level up.</b><p>This will also change the level of the parent item.</p> @@ -815,7 +816,7 @@ Please define another shortcut. Global - Глобальный + Глобально @@ -837,7 +838,7 @@ Please define another shortcut. Gui::Dialog::DlgCustomizeSpNavSettings Spaceball Motion - Spaceball Движение + Spaceball No Spaceball Present @@ -860,18 +861,18 @@ Please define another shortcut. Print Reference - Руководство по печати + Напечатать шпаргалку Spaceball Buttons - Spaceball кнопка + Кнопки Spaceball Gui::Dialog::DlgDisplayProperties Display properties - Отобразить свойства + Внешний вид Display @@ -899,11 +900,11 @@ Please define another shortcut. Viewing mode - Режим просмотра + Стиль представления Plot mode: - Режим вывода на печать: + Режим графика: @@ -911,19 +912,19 @@ Please define another shortcut. Line transparency: - Прозрачность линии: + Прозрачность линий: Line color: - Цвет линии: + Цвет линий: Shape color: - Цвет фигуры: + Цвет граней: Color plot: - Цветной рисунок: + Цветографик: Document window: @@ -1025,7 +1026,7 @@ Please define another shortcut. Gui::Dialog::DlgEditorSettings Editor - Редактор + Редактор кода Options @@ -1033,7 +1034,7 @@ Please define another shortcut. Enable line numbers - Включить номера строк + Показывать номера строк Enable folding @@ -1041,11 +1042,11 @@ Please define another shortcut. Indentation - Отступ + Отступы Insert spaces - Вставить пробелы + Заменять на пробелы Tab size: @@ -1057,15 +1058,15 @@ Please define another shortcut. Keep tabs - Сохранить вкладки + Символы табуляции Display Items - Отобразить элементы + Раскрашивание кода Family: - Семейство: + Шрифт: Size: @@ -1100,15 +1101,15 @@ Please define another shortcut. Auto load module after start up: - Автоматическая загрузка модуля после запуска: + Автоматическая загружать верстак: Language - Язык + Язык (Language) Change language: - Изменить язык: + Изменить язык (Change language): Main window @@ -1128,7 +1129,7 @@ Please define another shortcut. Enable tiled background - Включить повторяющийся фон + Замостить фон Style sheet: @@ -1139,19 +1140,19 @@ Please define another shortcut. Gui::Dialog::DlgGeneralImp Default (%1 x %1) - По умолчанию (%1х%1) + Обычные (%1х%1) Small (%1 x %1) - Маленький (%1%х%1) + Мелкие (%1%х%1) Large (%1 x %1) - Большой (%1x%1) + Крупные (%1 x %1) Extra large (%1 x %1) - Очень большой (%1х%1) + Очень крупные (%1 х %1) No style sheet @@ -1188,7 +1189,7 @@ Please define another shortcut. Macro destination: - Назначение макроса: + Папка с макросами: Execute @@ -1200,7 +1201,7 @@ Please define another shortcut. Create - Создать + Запаковать Delete @@ -1294,7 +1295,7 @@ This file already exists. Existing macro - Существующие макросы + Уже есть The macro '%1' already exists. Do you want to overwrite? @@ -1302,11 +1303,11 @@ This file already exists. The macro directory doesn't exist. Please, choose another one. - Макрос каталог не существует. Пожалуйста выберите другой. + Указанная директория не существует. Пожалуйста, укажите другую. Choose macro directory - Выберите каталог макросов + Выберите директорию для макросов You have no write permission for the directory. Please, choose another one. @@ -1329,7 +1330,7 @@ This file already exists. Specular color: - Отраженный цвет: + Цвет блеска: Shininess: @@ -1349,7 +1350,7 @@ This file already exists. Emissive color: - Воздействующий цвет: + Цвет свечения: @@ -1389,7 +1390,7 @@ Specify another directory, please. Gui::Dialog::DlgParameter Parameter Editor - Параметры редактора + Редактор параметров Save to disk @@ -1432,7 +1433,7 @@ Specify another directory, please. Invalid key name '%1' - Недопустимое имя ключа '% 1' + Недопустимое имя ключа '%1' System parameter @@ -1481,7 +1482,7 @@ Specify another directory, please. &Last modified by: - &Последние изменения внесены: + Автор последних изменений: Created &by: @@ -1509,7 +1510,7 @@ Specify another directory, please. License information: - Информация о лицензии: + Лицензия: License URL @@ -1528,11 +1529,11 @@ Specify another directory, please. Extract project - Извлечь проект + Распаковать проект Source - Источник + Откуда: Project file (*.fcstd) @@ -1540,15 +1541,15 @@ Specify another directory, please. Destination - Назначение + Куда: Extract - Извлечь + Распаковать Create project - Создать проект + Запаковать проект Document.xml @@ -1556,38 +1557,38 @@ Specify another directory, please. Create - Создать + Запаковать Load project file after creation - Загрузить файл проекта после создания + Открыть проект после запаковки Empty source - Пустой источник + Откуда? No source is defined. - Источник не определён. + Не указан источник. Empty destination - Назначение пусто + Куда? No destination is defined. - Назначение не определено. + Не указано, куда. Gui::Dialog::DlgPropertyLink Link - Link + Зависимость Show all object types - Show all object types + Показывать объекты всех типов No selection @@ -1602,7 +1603,7 @@ Specify another directory, please. Gui::Dialog::DlgReportView Output window - Окно вывода + Просмотр отчёта Output @@ -1610,15 +1611,15 @@ Specify another directory, please. Record log messages - Запись журнала + Выводить информационные сообщения (log) Record warnings - Запись предупреждений + Выводить предупреждения (warnings) Record error messages - Запись сообщений об ошибках + Выводить сообщения об ошибках (errors) Colors @@ -1630,15 +1631,15 @@ Specify another directory, please. Log messages: - Журнал сообщений: + Журнал (log): Warnings: - Предупреждения: + Предупреждения (warnings): Errors: - Ошибки: + Ошибки (errors): @@ -1646,11 +1647,11 @@ Specify another directory, please. Redirect internal Python errors to report view - Перенаправить внутренние ошибки Python для представления отчета + Перенаправить внутренние ошибки Python в отчёт Redirect internal Python output to report view - Перенаправить внутренний выход Python в информационное окно + Перенаправить внутренний вывод Python в отчёт @@ -1704,11 +1705,11 @@ Specify another directory, please. Show coordinate system in the corner - Показать систему координат в углу + Показывать систему координат в углу Show counter of frames per second - Показать счетчик кадров в секунду + Показывать счетчик кадров в секунду Enable animation @@ -1724,11 +1725,11 @@ Specify another directory, please. Orthographic rendering - Ортогональный рендеринг + Рендеринг в параллельной проекции Perspective rendering - Рендер в перспективе + Рендеринг в перспективной проекции @@ -1752,7 +1753,7 @@ Specify another directory, please. Orbit style - Стиль орбиты + Вращение Turntable @@ -1768,7 +1769,7 @@ Specify another directory, please. Zoom at cursor - Масштабирование курсора + Зум туда, где мышь Zoom step @@ -1776,15 +1777,15 @@ Specify another directory, please. Anti-Aliasing - Anti-Aliasing + Сглаживание None - Ничего + Нет Line Smoothing - Line Smoothing + Сглаживание линий MSAA 2x @@ -1814,7 +1815,7 @@ Specify another directory, please. &Gradient: - & Градиент: + Градиент: red-yellow-green-cyan-blue @@ -1838,7 +1839,7 @@ Specify another directory, please. Out g&rayed - Из серого + Зашкал - серым Alt+R @@ -1846,7 +1847,7 @@ Specify another directory, please. Out &invisible - Из &невидимого + Зашкал - прозрачный Alt+I @@ -1878,19 +1879,19 @@ Specify another directory, please. Mi&nimum: - Ми&нимум: + Минимум: Ma&ximum: - Ма&ксимум: + Максимум: &Labels: - Ярлыки: + Делений: &Decimals: - & Десятичные: + Точность: @@ -1898,7 +1899,7 @@ Specify another directory, please. Color-gradient settings - Настройки цветового градиента + Настройки цветовой шкалы @@ -1930,15 +1931,15 @@ Specify another directory, please. Create new document at start up - Создание нового документа при запуске + Создавать новый документ при запуске Storage - Хранилище + Сохранение Saving transactions (Auto-save) - Сохранение операций (Автосохранение) + Записывать все операции (Автосохранение) Discard saved transaction after saving document @@ -1950,23 +1951,23 @@ Specify another directory, please. Create up to backup files when resaving document - Создать резервную копию файлов, когда сохраняется документ + Сколько старых версий оставлять при сохранении: Document objects - Объекты документа + Объекты в документе Allow duplicate object labels in one document - Разрешить создавать дубликат этикетки в одном документе + Разрешить идентичные метки (Label) в одном документе Maximum Undo/Redo steps - Максимальная Отмена/Повтор шагов + Максимум отмен/повторов Using Undo/Redo on documents - Использование Undo/Redo на документах + отмены/повторы Authoring and License @@ -1978,7 +1979,7 @@ Specify another directory, please. <html><head/><body><p>The name to use on document creation.</p><p>Keep blank for anonymous.</p><p>You can also use the form:</p><p>John Doe &lt;john@doe.com&gt;</p></body></html> - <html><head/><body><p>Какое имя использовать при создании документов.</p><p>Не заполняйте поле, чтобы сохранить анонимность.</p><p>Также можно написать что-то вроде этого:</p><p>John Doe &lt;john@doe.com&gt;</p></body></html> + <html><head/><body><p>Какое имя использовать при создании документов.</p><p>Можно оставить пустым.</p><p>Также можно написать что-то вроде этого:</p><p>John Doe &lt;john@doe.com&gt;</p></body></html> If this is checked, the "Last modified by" field will be set when saving the file @@ -2038,7 +2039,7 @@ Specify another directory, please. Other - Нечто + Другое License URL @@ -2065,7 +2066,7 @@ Specify another directory, please. Bookmark - Закладки + Закладка Breakpoint @@ -2077,7 +2078,7 @@ Specify another directory, please. Comment - Комментарий + Закомментировать Block comment @@ -2101,7 +2102,7 @@ Specify another directory, please. Define name - Задать имя + Символ препроцессора Operator @@ -2156,15 +2157,15 @@ Specify another directory, please. Pixel - Пиксель + пикс. &Width: - &Ширина: + Ширина: Current screen - Текущий экран + Текущий вид Icon 32 x 32 @@ -2260,7 +2261,7 @@ Specify another directory, please. &Height: - & Высота: + Высота: Aspect ratio: @@ -2331,7 +2332,7 @@ Specify another directory, please. Log all commands issued by menus to file: - Регистрация всех команд, вызванных при помощи меню, в файле: + Записывать все команды интерфейса в файл: FullScript.FCScript @@ -2355,7 +2356,7 @@ Specify another directory, please. General macro settings - Параметры общих макросов + Общие параметры макросов Run macros in local environment @@ -2374,11 +2375,11 @@ Specify another directory, please. Standard (mm/kg/s/degree) - Стандарт (мм/кг/с/град) + Стандартные (мм/кг/с/градус) MKS (m/kg/s/degree) - МКС (м/кг/с/степень) + МКС (м/кг/с/градус) Magnitude @@ -2394,7 +2395,7 @@ Specify another directory, please. US customary (in/lb) - Английская система мер (в фунтах) + Английская система мер (дюймы, футы, ярды, ...) Number of decimals: @@ -2402,7 +2403,7 @@ Specify another directory, please. Imperial decimal (in/lb) - Imperial decimal (in/lb) + Английская десятичная (дюймы, фунты) @@ -2421,7 +2422,7 @@ Specify another directory, please. Enable preselection highlighting - Включить подсвечивание предварительного выделения + Включить подсвечивание при наведении курсора Background color @@ -2437,7 +2438,7 @@ Specify another directory, please. Simple color - Простые цвета + Один цвет @@ -2635,25 +2636,25 @@ Specify another directory, please. %1 Downloads - %1 Downloads + %1 загрузок Gui::Dialog::IconDialog Icon folders - Icon folders + Папки со значками Add icon folder - Add icon folder + Добавить папку Gui::Dialog::IconFolders Add or remove custom icon folders - Add or remove custom icon folders + Добавить папку пользовательскую папку, содержащую значки Remove folder @@ -2661,14 +2662,14 @@ Specify another directory, please. Removing a folder only takes effect after an application restart. - Removing a folder only takes effect after an application restart. + Чтобы изменения вступили в силу, перезапустите программу. Gui::Dialog::InputVector Input vector - Входной вектор + Введите вектор Vector @@ -2745,7 +2746,7 @@ Specify another directory, please. Import parameter - Параметры импорта + Импортировать параметр Collapse @@ -2757,7 +2758,7 @@ Specify another directory, please. Existing sub-group - Существующие подгруппы + Уже есть The sub-group '%1' already exists. @@ -2804,7 +2805,7 @@ Specify another directory, please. New string item - Новый элемент строки + Новый текстовый параметр New float item @@ -2867,7 +2868,7 @@ Specify another directory, please. Axis: - Оси: + Ось: Center: @@ -2875,15 +2876,15 @@ Specify another directory, please. Pitch: - Шаг: + Тангаж: Roll: - Рулон: + Крен: Yaw: - Отклонение: + Рыскание: Rotation axis with angle @@ -2895,7 +2896,7 @@ Specify another directory, please. Apply placement changes immediately - Немедленно применить изменения размещений + Показывать результат Apply incremental changes to object placement @@ -2919,7 +2920,7 @@ Specify another directory, please. There are input fields with incorrect input, please ensure valid placement values! - There are input fields with incorrect input, please ensure valid placement values! + Некоторые поля заполнены неправильно. Убедитесь в правильности выражений и единиц. @@ -2952,11 +2953,11 @@ Specify another directory, please. Gui::Dialog::SceneModel Inventor Tree - Создатель дерева + Inventor Tree Nodes - Узлы + Nodes Name @@ -2975,7 +2976,7 @@ Specify another directory, please. Global - Глобальный + Глобально Environment @@ -2991,7 +2992,7 @@ Specify another directory, please. The specified file is not a valid image file. - Указанный файл не является допустимым. + Указанный файл не является допустимым файлом изображения. No 3d view @@ -3097,15 +3098,15 @@ Specify another directory, please. Gui::DockWnd::ReportOutput Logging - Ведение журнала + Информационные сообщения Warning - Внимание + Предупреждения Error - Ошибка + Ошибки Options @@ -3133,11 +3134,11 @@ Specify another directory, please. Redirect Python output - Перенаправить вывод Python-a + Вывод Python Redirect Python errors - Сообщить об ошибке Python + Ошибки Python @@ -3159,23 +3160,23 @@ Specify another directory, please. Search - Search + Поиск Searches object labels - Searches object labels + Поиск по меткам объектов (Label) Clears the search field - Clears the search field + Очистить поле поиска Select only - Select only + Выделить Selects only this object - Selects only this object + Выделить только этот объект Deselect @@ -3187,11 +3188,11 @@ Specify another directory, please. Zoom fit - Zoom fit + Вписать в окно просмотра Selects and fits this object in the 3D window - Selects and fits this object in the 3D window + Изменить положение камеры так, чтобы объект уместился на экране Go to selection @@ -3199,14 +3200,14 @@ Specify another directory, please. Selects and locates this object in the tree view - Selects and locates this object in the tree view + Выделить объект и показать его в дереве модели Gui::DockWnd::TaskPanelView Task View - Просмотр задач + Панель задачи @@ -3287,7 +3288,7 @@ Specify another directory, please. This has been modified outside of the source editor. Do you want to reload it? %1. -Это было изменено вне редактора исходного кода. Вы хотите перезагрузить его? +Файл был изменён другой программой. Перезагрузить его? Unsaved document @@ -3328,7 +3329,7 @@ Do you want to save your changes? Formatted - Форматированный + Форматирование @@ -3415,7 +3416,7 @@ Do you want to save your changes? Export graph - Export graph + Экспорт графа @@ -3479,7 +3480,7 @@ Do you want to save your changes? User defined... - Пользовательские... + Задать... @@ -3524,7 +3525,7 @@ Do you want to save your changes? Toggles this dockable window - Переключить закрепляемое окно + Спрятать/показать это встраиваемое окно Close All @@ -3537,8 +3538,8 @@ Do you want to save your changes? The selected objects have a dependency to unselected objects. Do you want to copy them, too? - The selected objects have a dependency to unselected objects. -Do you want to copy them, too? + Выделенные объекты зависят от других объектов, которые не выделены. +Сделать ли копии этих исходных объектов? @@ -3549,7 +3550,7 @@ Do you want to copy them, too? The alignment is already in progress. - Выравнивание выполняется. + Выравнивание уже в процессе. Alignment[*] @@ -3577,17 +3578,18 @@ Do you want to copy them, too? Too few points picked in the left view. At least %1 points are needed. - Слишком мало точек на левом виде По крайней мере %1 точек необходимо. + Выбрано слишком мало точек в левом окне. Выберите как минимум %1 точки. Too few points picked in the right view. At least %1 points are needed. - Слишком мало точек на правом виде. По крайней мере %1 точек необходимо. + Выбрано слишком мало точек в правом окне. Выберите как минимум %1 точки. Different number of points picked in left and right view. On the left view %1 points are picked, on the right view %2 points are picked. - Выбрано различное количество точек на виде слева и справа. На левом виде выбрано %1 точек, а на виде справа %2. + Выбрано различное количество точек слева и справа. +В левом окне выбрано %1 точки, а в правом - %2. Try to align group of views @@ -3612,19 +3614,20 @@ How do you want to proceed? Different number of points picked in left and right view. On the left view %1 points are picked, on the right view %2 points are picked. - Выбрано различное количество точек на виде слева и справа. На левом виде выбрано %1 точек, а на виде справа %2. + Выбрано различное количество точек слева и справа. +В левом окне выбрано %1 точки, а в правом - %2. Point picked at (%1,%2,%3) - Выбрана точка (%1, %2, %3) + Выбраны точки: (%1, %2, %3) No point was picked - Ни одна точка не выбрана + Не выбрано ни одной точки No point was found on model - No point was found on model + В модели нет ни одной точки @@ -3648,7 +3651,7 @@ How do you want to proceed? Clear list - Clear list + Очистить список @@ -3719,7 +3722,7 @@ How do you want to proceed? The application is still running. Do you want to exit without saving your data? - Приложение по-прежнему выполняеться. Вы хотите, выйти без сохранения ваших данных? + Приложение по-прежнему выполняется. Вы хотите выйти без сохранения ваших данных? Python console @@ -3739,7 +3742,7 @@ Do you want to exit without saving your data? &Copy command - Команда копирования + Скопировать команду &Copy history @@ -3751,7 +3754,7 @@ Do you want to exit without saving your data? Insert file name... - Введите имя файла... + Вставить путь к файлу... Save History @@ -3763,7 +3766,7 @@ Do you want to exit without saving your data? Insert file name - Введите имя файла + Вставить путь к файлу в консоль Python All Files (*.*) @@ -3775,7 +3778,7 @@ Do you want to exit without saving your data? Word wrap - Перенос слов + Переносить строки &Copy @@ -3787,7 +3790,7 @@ Do you want to exit without saving your data? Select All - Выбрать всё + Выделить всё Clear console @@ -3798,7 +3801,7 @@ Do you want to exit without saving your data? Gui::PythonEditor Comment - Комментарий + Закомментировать Uncomment @@ -3817,7 +3820,7 @@ Do you want to exit without saving your data? The file '%1' cannot be opened. - '%1' файл не может быть открыт. + Не удаётся открыть файл '%1'. @@ -3894,15 +3897,15 @@ Do you want to specify another directory? Gui::StdCmdPythonHelp Tools - Инструменты + Панели инструментов Automatic python modules documentation - Automatic python modules documentation + Автоматически сгенерированная документация python Opens a browser to show the Python modules documentation - Opens a browser to show the Python modules documentation + Показать документацию модулей Python в интрернете @@ -3923,7 +3926,7 @@ Do you want to specify another directory? Gui::TaskView::TaskAppearance Plot mode: - Режим вывода на печать: + Режим графика: Point size: @@ -3939,7 +3942,7 @@ Do you want to specify another directory? Appearance - Представление + Внешний вид Document window: @@ -3950,7 +3953,7 @@ Do you want to specify another directory? Gui::TaskView::TaskDialog A dialog is already open in the task panel - Диалог уже открыт в панели задач + В панели задач ещё открыт другой диалог @@ -3964,7 +3967,7 @@ Do you want to specify another directory? Gui::TaskView::TaskSelectLinkProperty Appearance - Представление + Внешний вид ... @@ -3998,7 +4001,7 @@ Do you want to specify another directory? Gui::TreeDockWidget Tree view - Древовидное представление + Дерево документа @@ -4045,7 +4048,7 @@ Do you want to specify another directory? Activate document %1 - Включить документ %1 + Активировать документ %1 @@ -4063,18 +4066,18 @@ Do you want to specify another directory? Gui::WorkbenchGroup Select the '%1' workbench - Выберите верстак '%1' + Переключить верстак на '%1' NetworkAccessManager <qt>Enter username and password for "%1" at %2</qt> - <qt>Enter username and password for "%1" at %2</qt> + <qt>Введите имя пользователя и пароль для "%1" из %2</qt> <qt>Connect to proxy "%1" using:</qt> - <qt>Connect to proxy "%1" using:</qt> + <qt>Подключиться к прокси-серверу "%1" используя:</qt> @@ -4153,7 +4156,7 @@ Do you want to specify another directory? Grid Snap in - Захват сетки в + Привязка к сетке с шагом @@ -4164,14 +4167,14 @@ Do you want to specify another directory? Input in line %1 is not a number - Input in line %1 is not a number + Введённое в строку %1 не является числом QDockWidget Tree view - Древовидное представление + Дерево документа Property view @@ -4187,11 +4190,11 @@ Do you want to specify another directory? Task View - Просмотр задач + Панель задачи Combo View - Комбинированный вид + Комбо панель Toolbox @@ -4203,7 +4206,7 @@ Do you want to specify another directory? Display properties - Отобразить свойства + Внешний вид @@ -4230,7 +4233,7 @@ Do you want to specify another directory? Workbench failure - Рабочее окружение отказало + Ошибка загрузки верстака %1 @@ -4270,19 +4273,19 @@ Do you want to specify another directory? Save views... - Сохранение видов... + Сохранить положения в файл... Load views... - Загрузить виды... + Загрузить положения из файла... Freeze view - Заморозить виды + Запомнить Clear views - Очистить виды + Забыть все положения Restore view &%1 @@ -4290,11 +4293,11 @@ Do you want to specify another directory? Save frozen views - Сохранить замороженные виды + Сохранить запомненные виды Frozen views (*.cam) - Замороженные виды (*.cam) + Положения просмотра (*.cam) Restore views @@ -4303,7 +4306,7 @@ Do you want to specify another directory? Importing the restored views would clear the already stored views. Do you want to continue? - Восстановление видов очисит храняшиеся виды. + Импортирование положений просмотра приведёт к сбросу текущих запомненных положений. Вы хотите продолжить? @@ -4316,11 +4319,11 @@ Do you want to continue? Docked - Закрепленный + Встроенное Undocked - Открепить + Отдельное Fullscreen @@ -4573,7 +4576,7 @@ You either have to finish or cancel the editing in the task panel. Box selection - Объемное выделение + Выделить область @@ -4648,7 +4651,7 @@ You either have to finish or cancel the editing in the task panel. Align the selected objects - Выравнять выбранные объекты + Утилита выравнивания объектов @@ -4674,7 +4677,7 @@ You either have to finish or cancel the editing in the task panel. Toggle axis cross - Индикатор начала координат + Показать/скрыть оси координат @@ -4726,7 +4729,7 @@ You either have to finish or cancel the editing in the task panel. StdCmdCommandLine Tools - Инструменты + Панели инструментов Start command &line... @@ -4801,7 +4804,7 @@ You either have to finish or cancel the editing in the task panel. StdCmdDlgCustomize Tools - Инструменты + Панели инструментов Cu&stomize... @@ -4861,11 +4864,11 @@ You either have to finish or cancel the editing in the task panel. StdCmdDlgParameter Tools - Инструменты + Панели инструментов E&dit parameters ... - &Параметры редактирования... + Редактор параметров... Opens a Dialog to edit the parameters @@ -4876,7 +4879,7 @@ You either have to finish or cancel the editing in the task panel. StdCmdDlgPreferences Tools - Инструменты + Панели инструментов &Preferences ... @@ -4895,7 +4898,7 @@ You either have to finish or cancel the editing in the task panel. Vie&ws - Ви&ды + Окна Toggles this window @@ -4921,11 +4924,11 @@ You either have to finish or cancel the editing in the task panel. Duplicate selection - Двойное выделение + Дубликат Put duplicates of the selected objects to the active document - Вложить дубликаты выбранных объектов в активный документ + Сделать дубликаты (копии) выбранных объектов @@ -4936,15 +4939,15 @@ You either have to finish or cancel the editing in the task panel. Toggle &Edit mode - Переключение в режим редактирования + Редактировать / закончить редактирование Toggles the selected object's edit mode - Переключить выбранные объекты в режим редактирования + Редактировать выделенный объект / закончить редактирование Enters or leaves the selected object's edit mode - Добавьте или уберите выбранные объекты из режима редактирования + Открыть объект для редактирования / закончить редактирование @@ -4959,7 +4962,7 @@ You either have to finish or cancel the editing in the task panel. Export an object in the active document - Экспорт объекта в активный документ + Экспортировать выделенный объект No selection @@ -4974,7 +4977,7 @@ You either have to finish or cancel the editing in the task panel. StdCmdExportGraphviz Tools - Инструменты + Панели инструментов Dependency graph... @@ -5095,11 +5098,11 @@ You either have to finish or cancel the editing in the task panel. Freeze display - Заморозить экран + Положения камеры Freezes the current view position - Замораживает текущую позицию просмотра + Запомнить текущую позицию просмотра @@ -5237,7 +5240,7 @@ You either have to finish or cancel the editing in the task panel. StdCmdMeasurementSimple Tools - Инструменты + Панели инструментов Measures distance between two selected objects @@ -5283,7 +5286,7 @@ You either have to finish or cancel the editing in the task panel. Create a new empty document - Создайте новый пустой документ + Создайть новый пустой документ Unnamed @@ -5374,7 +5377,7 @@ You either have to finish or cancel the editing in the task panel. Place the selected objects - Поместить выделенные объекты + Редактировать положение и ориентацию выделенных объектов @@ -5445,7 +5448,7 @@ You either have to finish or cancel the editing in the task panel. StdCmdProjectUtil Tools - Инструменты + Панели инструментов Project utility... @@ -5453,7 +5456,7 @@ You either have to finish or cancel the editing in the task panel. Utility to extract or create project files - Утилита для извлечения или создания файлов проекта + Утилита для распаковки и запаковки файлов .FCStd @@ -5520,7 +5523,7 @@ You either have to finish or cancel the editing in the task panel. &Redo - &Повторить + Вернуть Redoes a previously undone action @@ -5576,7 +5579,7 @@ You either have to finish or cancel the editing in the task panel. StdCmdSceneInspector Tools - Инструменты + Панели инструментов Scene inspector... @@ -5640,7 +5643,7 @@ You either have to finish or cancel the editing in the task panel. Show selection - Показывать выделение + Показать выделенное Show all selected objects @@ -5666,7 +5669,7 @@ You either have to finish or cancel the editing in the task panel. StdCmdTextureMapping Tools - Инструменты + Панели инструментов Texture mapping... @@ -5711,7 +5714,7 @@ You either have to finish or cancel the editing in the task panel. Clipping plane - Показать плоскости + Плоскость сечения Toggles clipping plane for active view @@ -5726,7 +5729,7 @@ You either have to finish or cancel the editing in the task panel. Toggle navigation/Edit mode - Переключить режим навигации / редактирования + Навигация / редактирование Toggle between navigation and edit mode @@ -5741,11 +5744,11 @@ You either have to finish or cancel the editing in the task panel. Toggle all objects - Переключить все объекты + Инвертировать все видимости Toggles visibility of all objects in the active document - Переключает видимость всех объектов в активном документе + Спрятать все видимые объекты документа и показать все невидимые @@ -5756,11 +5759,11 @@ You either have to finish or cancel the editing in the task panel. Toggle selectability - Переключить возможность выбора + Откл/вкл выделяемость Toggles the property of the objects to get selected in the 3D-View - Переключает свойство выбранных объектов в 3D-режим + Включает/выключает возможность выделить объект через окно 3D-просмотра @@ -5771,11 +5774,11 @@ You either have to finish or cancel the editing in the task panel. Toggle visibility - Переключить видимость + Скрыть/показать выделенное Toggles visibility - Переключает видимость + Переключает видимость выделенных объектов @@ -5857,7 +5860,7 @@ You either have to finish or cancel the editing in the task panel. StdCmdUnitsCalculator Tools - Инструменты + Панели инструментов &Units calculator... @@ -5880,7 +5883,7 @@ You either have to finish or cancel the editing in the task panel. Dock all top-level views - Закрепить все виды верхнего уровня + Встроить все виды верхнего уровня @@ -5906,7 +5909,7 @@ You either have to finish or cancel the editing in the task panel. Bottom - Дно + Снизу Set to bottom view @@ -5981,7 +5984,7 @@ You either have to finish or cancel the editing in the task panel. Fit all - Заполнить всё + Уместить всё Fits the whole content on the screen @@ -5996,7 +5999,7 @@ You either have to finish or cancel the editing in the task panel. Fit selection - Заполнить выделенное + Уместить выделенное Fits the selected content on the screen @@ -6045,7 +6048,7 @@ You either have to finish or cancel the editing in the task panel. Switch stereo viewing to Interleaved Columns - Переключить стерео просмотр в чередующиеся столбцы + Режим стерео - чередующиеся столбцы (Interleaved Columns) @@ -6060,7 +6063,7 @@ You either have to finish or cancel the editing in the task panel. Switch stereo viewing to Interleaved Rows - Переключить стерео в упорядоченные строки + Режим стерео - чередующиеся строки (Interleaved Rows) @@ -6090,7 +6093,7 @@ You either have to finish or cancel the editing in the task panel. Switch stereo viewing to quad buffer - Переключить стерео просмотр в квадро-буфер + Режим стерео - четверной буфер (quad buffer) @@ -6146,7 +6149,7 @@ You either have to finish or cancel the editing in the task panel. Right - Вправо + Справа Set to right view @@ -6191,7 +6194,7 @@ You either have to finish or cancel the editing in the task panel. Top - Вверх + Сверху Set to top view @@ -6262,11 +6265,11 @@ You either have to finish or cancel the editing in the task panel. Workbench - Рабочий стол + Верстак Switch between workbenches - Переключение между рабочими столами + Переключение верстака @@ -6277,11 +6280,11 @@ You either have to finish or cancel the editing in the task panel. Orthographic view - Ортогональный вид + Параллельная проекция Switches to orthographic view mode - Переключение в ортогональный режим + Переключение в ортогональный просмотр @@ -6292,7 +6295,7 @@ You either have to finish or cancel the editing in the task panel. Perspective view - Перспективный вид + Перспективная проекция Switches to perspective view mode @@ -6307,7 +6310,7 @@ You either have to finish or cancel the editing in the task panel. Box zoom - Масштаб поля + Увеличить область @@ -6322,7 +6325,7 @@ You either have to finish or cancel the editing in the task panel. Display the active view either in fullscreen, in undocked or docked mode - Отображать активный вид в полноэкранном, закрепленном или не закрепленном режиме + Отображать активный вид в полноэкранном режиме, встроенном окне или в отдельном окне @@ -6403,11 +6406,11 @@ Are you sure to continue? Shaded - Shaded + только грани Shaded mode - Shaded mode + Только грани Points @@ -6427,8 +6430,8 @@ Are you sure to continue? The selected objects have a dependency to unselected objects. Do you want to duplicate them, too? - The selected objects have a dependency to unselected objects. -Do you want to duplicate them, too? + Выделенные объекты зависят от других объектов, которые не выделены. +Сделать ли копии этих исходных объектов? @@ -6491,7 +6494,7 @@ Do you want to specify its installation path if it's already installed? &Tools - Инструменты + Панели инструментов &Macro diff --git a/src/Gui/Language/FreeCAD_sr.qm b/src/Gui/Language/FreeCAD_sr.qm index e0b07fa18..526c84ab3 100644 Binary files a/src/Gui/Language/FreeCAD_sr.qm and b/src/Gui/Language/FreeCAD_sr.qm differ diff --git a/src/Gui/Language/FreeCAD_sr.ts b/src/Gui/Language/FreeCAD_sr.ts index 368953b9c..4914f8df9 100644 --- a/src/Gui/Language/FreeCAD_sr.ts +++ b/src/Gui/Language/FreeCAD_sr.ts @@ -339,7 +339,7 @@ while doing a left or right click and move the mouse up or down Flip - Flip + Обрни Offset @@ -3130,11 +3130,11 @@ Specify another directory, please. Go to end - Go to end + Иди на крај Redirect Python output - Redirect Python output + Преусмери Python излаз Redirect Python errors diff --git a/src/Mod/Arch/Resources/translations/Arch_af.ts b/src/Mod/Arch/Resources/translations/Arch_af.ts index 58b8925cc..e5c0a5373 100644 --- a/src/Mod/Arch/Resources/translations/Arch_af.ts +++ b/src/Mod/Arch/Resources/translations/Arch_af.ts @@ -169,7 +169,7 @@ Die hoogte van hierdie vloer - + Roof Dak @@ -369,7 +369,7 @@ Fout: Kon nie karakterenkodering bepaal nie - + file %s successfully created. lêer %s suksesvol geskep. @@ -957,7 +957,7 @@ The offset between this panel and its baseline - + Parameters of the profiles of the roof: * Angle : slope in degrees compared to the horizontal one. * Run : outdistance between the wall and the ridge sheathing. @@ -982,12 +982,12 @@ If Angle = 0 then angle is calculated so that the height is the same one as the If Run = 0 then Run is calculated so that the height is the same one as the relative profile. - + Id Id - + IdRel IdRel @@ -1174,27 +1174,27 @@ If Run = 0 then Run is calculated so that the height is the same one as the rela A list of calculated heights for each roof pane - + Angle (deg) Angle (deg) - + Run (mm) Run (mm) - + Thickness (mm) Thickness (mm) - + Overhang (mm) Overhang (mm) - + Height (mm) Height (mm) diff --git a/src/Mod/Arch/Resources/translations/Arch_cs.qm b/src/Mod/Arch/Resources/translations/Arch_cs.qm index 5db553d63..b6266eb7b 100644 Binary files a/src/Mod/Arch/Resources/translations/Arch_cs.qm and b/src/Mod/Arch/Resources/translations/Arch_cs.qm differ diff --git a/src/Mod/Arch/Resources/translations/Arch_cs.ts b/src/Mod/Arch/Resources/translations/Arch_cs.ts index 0761354d6..70bbd1704 100644 --- a/src/Mod/Arch/Resources/translations/Arch_cs.ts +++ b/src/Mod/Arch/Resources/translations/Arch_cs.ts @@ -169,7 +169,7 @@ Výška této podlahy - + Roof Střecha @@ -206,7 +206,7 @@ The objects that must be considered by this section plane. Empty means all document - The objects that must be considered by this section plane. Empty means all document + Objekty k posouzení vzhledem k řezné rovině. Prázný výběr znamená celý dokument @@ -216,7 +216,7 @@ Create Site - Create Site + Vytvořit parcelu @@ -296,7 +296,7 @@ The alignment of this wall on its base object, if applicable - The alignment of this wall on its base object, if applicable + Zarovnání této zdi k jejímu základnímu objektu, je-li aplikovatelné @@ -306,7 +306,7 @@ This mesh is an invalid solid - This mesh is an invalid solid + Tato síť netvoří platné těleso @@ -369,7 +369,7 @@ Chyba: Nelze určit kódování znaků - + file %s successfully created. soubor %s byl úspěšně vytvořen. @@ -412,12 +412,12 @@ Add space boundary - Add space boundary + Přidat hranici prostoru Remove space boundary - Remove space boundary + Odstranit hranici prostoru @@ -957,7 +957,7 @@ The offset between this panel and its baseline - + Parameters of the profiles of the roof: * Angle : slope in degrees compared to the horizontal one. * Run : outdistance between the wall and the ridge sheathing. @@ -982,12 +982,12 @@ If Angle = 0 then angle is calculated so that the height is the same one as the If Run = 0 then Run is calculated so that the height is the same one as the relative profile. - + Id Id - + IdRel IdRel @@ -1174,27 +1174,27 @@ If Run = 0 then Run is calculated so that the height is the same one as the rela A list of calculated heights for each roof pane - + Angle (deg) Angle (deg) - + Run (mm) Run (mm) - + Thickness (mm) Thickness (mm) - + Overhang (mm) Overhang (mm) - + Height (mm) Height (mm) @@ -1932,7 +1932,7 @@ If Run = 0 then Run is calculated so that the height is the same one as the rela &Draft - &Draft + &Návrh diff --git a/src/Mod/Arch/Resources/translations/Arch_de.qm b/src/Mod/Arch/Resources/translations/Arch_de.qm index 3e49ae842..de3770e56 100644 Binary files a/src/Mod/Arch/Resources/translations/Arch_de.qm and b/src/Mod/Arch/Resources/translations/Arch_de.qm differ diff --git a/src/Mod/Arch/Resources/translations/Arch_de.ts b/src/Mod/Arch/Resources/translations/Arch_de.ts index a8f263155..26aad7fed 100644 --- a/src/Mod/Arch/Resources/translations/Arch_de.ts +++ b/src/Mod/Arch/Resources/translations/Arch_de.ts @@ -81,7 +81,7 @@ Floor - Boden + Geschoss @@ -169,7 +169,7 @@ Die Höhe dieser Etage - + Roof Dach @@ -369,7 +369,7 @@ Fehler: Konnte Zeichencodierung nicht bestimmen - + file %s successfully created. Datei %s erfolgreich erzeugt. @@ -951,7 +951,7 @@ Der Versatz zwischen diesem Panel und der Basislinie - + Parameters of the profiles of the roof: * Angle : slope in degrees compared to the horizontal one. * Run : outdistance between the wall and the ridge sheathing. @@ -976,12 +976,12 @@ Wenn Angle = 0 wird der Winkel so berechnet, das die Höhe identisch zum relativ Wenn Run = 0 wird Run so berechnet, das die Höhe identisch zum relativen Profil ist - + Id ID - + IdRel IdRel @@ -1167,27 +1167,27 @@ Wenn Run = 0 wird Run so berechnet, das die Höhe identisch zum relativen Profil Eine Liste der berechneten Höhen für jede Dach Ebene - + Angle (deg) Winkel (Grad) - + Run (mm) Ausführen (mm) - + Thickness (mm) Dicke (mm) - + Overhang (mm) Überhang (mm) - + Height (mm) Höhe (mm) @@ -1306,12 +1306,12 @@ Wenn Run = 0 wird Run so berechnet, das die Höhe identisch zum relativen Profil Floor - Boden + Geschoss Creates a floor object including selected objects - Erstellt ein Boden-Objekt, einschließlich der ausgewählten Objekte + Erstellt ein Geschossobjekt, einschließlich der ausgewählten Objekte diff --git a/src/Mod/Arch/Resources/translations/Arch_es-ES.ts b/src/Mod/Arch/Resources/translations/Arch_es-ES.ts index 39e627175..b67fbe681 100644 --- a/src/Mod/Arch/Resources/translations/Arch_es-ES.ts +++ b/src/Mod/Arch/Resources/translations/Arch_es-ES.ts @@ -169,7 +169,7 @@ La altura de este piso - + Roof Techo @@ -369,7 +369,7 @@ Error: No se pudo determinar la codificación de caracteres - + file %s successfully created. archivo %s creado correctamente. @@ -953,7 +953,7 @@ La separación entre este panel y su línea base - + Parameters of the profiles of the roof: * Angle : slope in degrees compared to the horizontal one. * Run : outdistance between the wall and the ridge sheathing. @@ -978,12 +978,12 @@ Si Angulo = 0 entonces el angulo es calculado de forma que la altura sea igual a Si Distancia = 0 entonces la distancia es calcula de forma que la altura sea igual a la del perfil relativo. - + Id Identificación - + IdRel IdRel @@ -1170,27 +1170,27 @@ Si Distancia = 0 entonces la distancia es calcula de forma que la altura sea igu Una lista de las alturas calculadas para cada panel de techo - + Angle (deg) Ángulo (grados) - + Run (mm) Distancia (mm) - + Thickness (mm) Espesor (mm) - + Overhang (mm) Proyección (mm) - + Height (mm) Altura (mm) diff --git a/src/Mod/Arch/Resources/translations/Arch_fi.ts b/src/Mod/Arch/Resources/translations/Arch_fi.ts index 762babaf7..e44290e52 100644 --- a/src/Mod/Arch/Resources/translations/Arch_fi.ts +++ b/src/Mod/Arch/Resources/translations/Arch_fi.ts @@ -169,7 +169,7 @@ Tämän kerroksen korkeus - + Roof Katto @@ -369,7 +369,7 @@ Virhe: Käytettyä merkistökoodausta ei pystytä tunnistamaan - + file %s successfully created. tiedoston %s luominen onnistui. @@ -959,7 +959,7 @@ Pidä 0 automaattiseen toimintoon. Tämä paneelin ja sen peruslinjan siirtymä - + Parameters of the profiles of the roof: * Angle : slope in degrees compared to the horizontal one. * Run : outdistance between the wall and the ridge sheathing. @@ -984,12 +984,12 @@ Jos kulma = 0 sitten kulma lasketaan niin, että korkeus on sama kuin suhteellin Jos juoksu = 0 sitten juoksu lasketaan siten, että korkeus on sama kuin suhteellinen profiili. - + Id Tunnus - + IdRel IdRel @@ -1176,27 +1176,27 @@ Jos juoksu = 0 sitten juoksu lasketaan siten, että korkeus on sama kuin suhteel Laskennallisten korkeuksien luettelo jokaiselle katto-osiolle - + Angle (deg) Kulma (astetta) - + Run (mm) Juoksu (mm) - + Thickness (mm) Paksuus (mm) - + Overhang (mm) Ylitys (mm) - + Height (mm) Korkeus (mm) diff --git a/src/Mod/Arch/Resources/translations/Arch_fr.ts b/src/Mod/Arch/Resources/translations/Arch_fr.ts index 15cfeba79..ce9c66e35 100644 --- a/src/Mod/Arch/Resources/translations/Arch_fr.ts +++ b/src/Mod/Arch/Resources/translations/Arch_fr.ts @@ -169,7 +169,7 @@ La hauteur de cet étage - + Roof Toiture @@ -369,7 +369,7 @@ Erreur : impossible de déterminer l'encodage de caractères - + file %s successfully created. Le fichier %s a été correctement créé. @@ -952,7 +952,7 @@ Le décalage entre ce panneau et sa ligne de base - + Parameters of the profiles of the roof: * Angle : slope in degrees compared to the horizontal one. * Run : outdistance between the wall and the ridge sheathing. @@ -977,12 +977,12 @@ Si Angle = 0 alors l'angle est calculé de sorte que la hauteur soit la même qu Si Largeur = 0 alors la largeur est calculée de façon que la hauteur du profil soit la même que celle du profil relatif. - + Id ID - + IdRel ID Relatif @@ -1169,27 +1169,27 @@ Si Largeur = 0 alors la largeur est calculée de façon que la hauteur du profil Une liste des hauteurs calculées pour chaque pan de toit - + Angle (deg) Angle (deg) - + Run (mm) Largeur (mm) - + Thickness (mm) Épaisseur (mm) - + Overhang (mm) Débord (mm) - + Height (mm) Hauteur (mm) diff --git a/src/Mod/Arch/Resources/translations/Arch_hr.ts b/src/Mod/Arch/Resources/translations/Arch_hr.ts index 909a7c840..0d139d141 100644 --- a/src/Mod/Arch/Resources/translations/Arch_hr.ts +++ b/src/Mod/Arch/Resources/translations/Arch_hr.ts @@ -169,7 +169,7 @@ Visina ovog poda - + Roof Krov @@ -369,7 +369,7 @@ Greška: Nije moguće odrediti način enkodiranja - + file %s successfully created. datoteka %s je uspješno kreirana. @@ -955,7 +955,7 @@ The offset between this panel and its baseline - + Parameters of the profiles of the roof: * Angle : slope in degrees compared to the horizontal one. * Run : outdistance between the wall and the ridge sheathing. @@ -980,12 +980,12 @@ If Angle = 0 then angle is calculated so that the height is the same one as the If Run = 0 then Run is calculated so that the height is the same one as the relative profile. - + Id Id - + IdRel IdRel @@ -1172,27 +1172,27 @@ If Run = 0 then Run is calculated so that the height is the same one as the rela A list of calculated heights for each roof pane - + Angle (deg) Angle (deg) - + Run (mm) Run (mm) - + Thickness (mm) Thickness (mm) - + Overhang (mm) Overhang (mm) - + Height (mm) Height (mm) diff --git a/src/Mod/Arch/Resources/translations/Arch_hu.ts b/src/Mod/Arch/Resources/translations/Arch_hu.ts index 92269edd9..6faee5590 100644 --- a/src/Mod/Arch/Resources/translations/Arch_hu.ts +++ b/src/Mod/Arch/Resources/translations/Arch_hu.ts @@ -169,7 +169,7 @@ Ennek az emeletnek a magassága - + Roof Tető @@ -369,7 +369,7 @@ Hiba: Nem állapítható meg a karakterkódolás - + file %s successfully created. a program sikeresen létrehozta a %s fájl. @@ -955,7 +955,7 @@ The offset between this panel and its baseline - + Parameters of the profiles of the roof: * Angle : slope in degrees compared to the horizontal one. * Run : outdistance between the wall and the ridge sheathing. @@ -980,12 +980,12 @@ If Angle = 0 then angle is calculated so that the height is the same one as the If Run = 0 then Run is calculated so that the height is the same one as the relative profile. - + Id Id - + IdRel IdRel @@ -1172,27 +1172,27 @@ If Run = 0 then Run is calculated so that the height is the same one as the rela A list of calculated heights for each roof pane - + Angle (deg) Angle (deg) - + Run (mm) Run (mm) - + Thickness (mm) Thickness (mm) - + Overhang (mm) Overhang (mm) - + Height (mm) Height (mm) diff --git a/src/Mod/Arch/Resources/translations/Arch_it.qm b/src/Mod/Arch/Resources/translations/Arch_it.qm index 0b4dae4c4..9b4ba576a 100644 Binary files a/src/Mod/Arch/Resources/translations/Arch_it.qm and b/src/Mod/Arch/Resources/translations/Arch_it.qm differ diff --git a/src/Mod/Arch/Resources/translations/Arch_it.ts b/src/Mod/Arch/Resources/translations/Arch_it.ts index 00bb02584..f42b473be 100644 --- a/src/Mod/Arch/Resources/translations/Arch_it.ts +++ b/src/Mod/Arch/Resources/translations/Arch_it.ts @@ -169,7 +169,7 @@ L'altezza di questo piano - + Roof Tetto @@ -369,7 +369,7 @@ Errore: impossibile determinare la codifica dei caratteri - + file %s successfully created. file %s creato con successo. @@ -685,7 +685,7 @@ Pick a face on an existing object or select a preset - Scegli una faccia su un oggetto esistente o selezionane uno preimpostato + Scegliere una faccia su un oggetto esistente o selezionare un preimpostato @@ -950,7 +950,7 @@ Lo scostamento tra questo pannello e la sua linea di base - + Parameters of the profiles of the roof: * Angle : slope in degrees compared to the horizontal one. * Run : outdistance between the wall and the ridge sheathing. @@ -975,12 +975,12 @@ Se Angle = 0 allora l'angolo viene calcolato in modo che l'altezza sia la stessa Se Run = 0 allora Run è calcolato in modo che l'altezza sia la stessa del profilo relativo. - + Id Id - + IdRel IdRel @@ -1167,27 +1167,27 @@ Se Run = 0 allora Run è calcolato in modo che l'altezza sia la stessa del profi Una lista delle altezze calcolate per ogni falda del tetto - + Angle (deg) Angolo (gradi) - + Run (mm) Corsa (mm) - + Thickness (mm) Spessore (mm) - + Overhang (mm) Sbalzo (mm) - + Height (mm) Altezza (mm) @@ -1634,7 +1634,7 @@ Se Run = 0 allora Run è calcolato in modo che l'altezza sia la stessa del profi Length: - Lunghezza: + Larghezza: @@ -1694,7 +1694,7 @@ Se Run = 0 allora Run è calcolato in modo che l'altezza sia la stessa del profi If this is checked, when 2 similar walls are being connected, their underlying sketches will be joined into one, and the two walls will become one - Se selezionato, quando 2 pareti simili vengono connesse, i loro skecth sono uniti in uno, e le due pareti diventano una + Se selezionato, quando vengono connesse 2 pareti simili, i loro skecth sono uniti in uno solo, e le due pareti diventano una parete unica @@ -1729,7 +1729,7 @@ Se Run = 0 allora Run è calcolato in modo che l'altezza sia la stessa del profi If this is checked, flat groups of faces will be force-flattened, resulting in possible gaps and non-solid results - Se selezionato, gruppi piani di facce saranno appiattiti forzatamente, con conseguente possibili lacune e risultati non solidi + Se selezionato, i gruppi di facce piane saranno appiattiti forzatamente, con conseguente possibili lacune e risultati non solidi @@ -1739,7 +1739,7 @@ Se Run = 0 allora Run è calcolato in modo che l'altezza sia la stessa del profi If this is checked, holes in faces will be performed by subtraction rather than using wires orientation - Se selezionato, i fori nelle facce sono creati mediante sottrazione piuttosto che utilizzando l'orientamento dei wire + Se selezionato, i fori nelle facce sono creati mediante sottrazione invece di utilizzare l'orientamento degli spigoli @@ -1759,7 +1759,7 @@ Se Run = 0 allora Run è calcolato in modo che l'altezza sia la stessa del profi If this is checked, openings will be imported as subtractions, otherwise wall shapes will already have their openings subtracted - Se selezionato, le aperture sono importate come sottrazioni, altrimenti le forme muro avranno già le loro aperture sottratte + Se selezionato, le aperture sono importate come elementi sottrazioni, altrimenti le aperture sono già sottratte dalle forme pareti @@ -1769,7 +1769,7 @@ Se Run = 0 allora Run è calcolato in modo che l'altezza sia la stessa del profi If this is checked, object names will be prefixed with the IFC ID number - Se selezionato, i nomi degli oggetti saranno preceduti dal numero ID IFC + Se selezionato, i nomi degli oggetti saranno preceduti dal numero di identificazione IFC diff --git a/src/Mod/Arch/Resources/translations/Arch_ja.qm b/src/Mod/Arch/Resources/translations/Arch_ja.qm index d3a06a9d0..d376d74cf 100644 Binary files a/src/Mod/Arch/Resources/translations/Arch_ja.qm and b/src/Mod/Arch/Resources/translations/Arch_ja.qm differ diff --git a/src/Mod/Arch/Resources/translations/Arch_ja.ts b/src/Mod/Arch/Resources/translations/Arch_ja.ts index a2daba7bb..6d9689668 100644 --- a/src/Mod/Arch/Resources/translations/Arch_ja.ts +++ b/src/Mod/Arch/Resources/translations/Arch_ja.ts @@ -169,7 +169,7 @@ この階の高さ - + Roof 屋根 @@ -369,7 +369,7 @@ エラー: 文字エンコーディングが判別できませんでした - + file %s successfully created. ファイル %s が正常に作成されました。 @@ -948,7 +948,7 @@ The offset between this panel and its baseline - + Parameters of the profiles of the roof: * Angle : slope in degrees compared to the horizontal one. * Run : outdistance between the wall and the ridge sheathing. @@ -973,12 +973,12 @@ If Angle = 0 then angle is calculated so that the height is the same one as the If Run = 0 then Run is calculated so that the height is the same one as the relative profile. - + Id Id - + IdRel IdRel @@ -1035,17 +1035,17 @@ If Run = 0 then Run is calculated so that the height is the same one as the rela The name of the font - The name of the font + フォントの名前 The color of the area text - The color of the area text + エリアの文字色 The size of the text font - The size of the text font + テキストフォントのサイズ @@ -1055,7 +1055,7 @@ If Run = 0 then Run is calculated so that the height is the same one as the rela The space between the lines of text - The space between the lines of text + テキストの行間隔 @@ -1065,7 +1065,7 @@ If Run = 0 then Run is calculated so that the height is the same one as the rela The justification of the text - The justification of the text + テキストの両端揃え @@ -1165,27 +1165,27 @@ If Run = 0 then Run is calculated so that the height is the same one as the rela A list of calculated heights for each roof pane - + Angle (deg) Angle (deg) - + Run (mm) Run (mm) - + Thickness (mm) Thickness (mm) - + Overhang (mm) Overhang (mm) - + Height (mm) Height (mm) diff --git a/src/Mod/Arch/Resources/translations/Arch_nl.ts b/src/Mod/Arch/Resources/translations/Arch_nl.ts index bd93007a8..ef2739ecb 100644 --- a/src/Mod/Arch/Resources/translations/Arch_nl.ts +++ b/src/Mod/Arch/Resources/translations/Arch_nl.ts @@ -169,7 +169,7 @@ De hoogte van deze verdieping - + Roof Dak @@ -369,7 +369,7 @@ Fout: Kan de tekencodering niet bepalen - + file %s successfully created. bestand %s met succes aangemaakt. @@ -957,7 +957,7 @@ The offset between this panel and its baseline - + Parameters of the profiles of the roof: * Angle : slope in degrees compared to the horizontal one. * Run : outdistance between the wall and the ridge sheathing. @@ -982,12 +982,12 @@ If Angle = 0 then angle is calculated so that the height is the same one as the If Run = 0 then Run is calculated so that the height is the same one as the relative profile. - + Id Id - + IdRel IdRel @@ -1174,27 +1174,27 @@ If Run = 0 then Run is calculated so that the height is the same one as the rela A list of calculated heights for each roof pane - + Angle (deg) Angle (deg) - + Run (mm) Run (mm) - + Thickness (mm) Thickness (mm) - + Overhang (mm) Overhang (mm) - + Height (mm) Height (mm) diff --git a/src/Mod/Arch/Resources/translations/Arch_no.ts b/src/Mod/Arch/Resources/translations/Arch_no.ts index 1eef88edd..2a2bb36d9 100644 --- a/src/Mod/Arch/Resources/translations/Arch_no.ts +++ b/src/Mod/Arch/Resources/translations/Arch_no.ts @@ -169,7 +169,7 @@ Høyde på denne etasjen - + Roof Tak @@ -369,7 +369,7 @@ Error: Couldn't determine character encoding - + file %s successfully created. file %s successfully created. @@ -957,7 +957,7 @@ The offset between this panel and its baseline - + Parameters of the profiles of the roof: * Angle : slope in degrees compared to the horizontal one. * Run : outdistance between the wall and the ridge sheathing. @@ -982,12 +982,12 @@ If Angle = 0 then angle is calculated so that the height is the same one as the If Run = 0 then Run is calculated so that the height is the same one as the relative profile. - + Id Id - + IdRel IdRel @@ -1174,27 +1174,27 @@ If Run = 0 then Run is calculated so that the height is the same one as the rela A list of calculated heights for each roof pane - + Angle (deg) Vinkel (grader) - + Run (mm) Run (mm) - + Thickness (mm) Thickness (mm) - + Overhang (mm) Overhang (mm) - + Height (mm) Height (mm) diff --git a/src/Mod/Arch/Resources/translations/Arch_pl.ts b/src/Mod/Arch/Resources/translations/Arch_pl.ts index dfdbf5cb3..f9fa789f3 100644 --- a/src/Mod/Arch/Resources/translations/Arch_pl.ts +++ b/src/Mod/Arch/Resources/translations/Arch_pl.ts @@ -169,7 +169,7 @@ Wysokość obecnego piętra - + Roof Dach @@ -369,7 +369,7 @@ Błąd: Nie można określić kodowania znaków - + file %s successfully created. plik %s utworzony pomyślnie. @@ -952,7 +952,7 @@ The offset between this panel and its baseline - + Parameters of the profiles of the roof: * Angle : slope in degrees compared to the horizontal one. * Run : outdistance between the wall and the ridge sheathing. @@ -977,12 +977,12 @@ If Angle = 0 then angle is calculated so that the height is the same one as the If Run = 0 then Run is calculated so that the height is the same one as the relative profile. - + Id Id - + IdRel IdRel @@ -1169,27 +1169,27 @@ If Run = 0 then Run is calculated so that the height is the same one as the rela A list of calculated heights for each roof pane - + Angle (deg) Angle (deg) - + Run (mm) Run (mm) - + Thickness (mm) Thickness (mm) - + Overhang (mm) Overhang (mm) - + Height (mm) Height (mm) diff --git a/src/Mod/Arch/Resources/translations/Arch_pt-BR.ts b/src/Mod/Arch/Resources/translations/Arch_pt-BR.ts index d7de942f8..1620243ad 100644 --- a/src/Mod/Arch/Resources/translations/Arch_pt-BR.ts +++ b/src/Mod/Arch/Resources/translations/Arch_pt-BR.ts @@ -169,7 +169,7 @@ A altura deste pavimento - + Roof Telhado @@ -369,7 +369,7 @@ Erro: Não foi possível determinar a codificação de caracteres - + file %s successfully created. O arquivo %s foi criado com sucesso. @@ -955,7 +955,7 @@ O deslocamento entre este painel e sua linha de base - + Parameters of the profiles of the roof: * Angle : slope in degrees compared to the horizontal one. * Run : outdistance between the wall and the ridge sheathing. @@ -980,12 +980,12 @@ Se ângulo = 0, então o ângulo é calculado para que a altura seja a mesma que Se comprimento = 0, então o comprimento é calculado para que a altura seja a mesma que do perfil relativo. - + Id Id - + IdRel IdRel @@ -1172,27 +1172,27 @@ Se comprimento = 0, então o comprimento é calculado para que a altura seja a m Uma lista de alturas calculadas para cada água do telhado - + Angle (deg) Ângulo (graus) - + Run (mm) Comprimento (mm) - + Thickness (mm) Espessura (mm) - + Overhang (mm) Saliência (mm) - + Height (mm) Altura (mm) diff --git a/src/Mod/Arch/Resources/translations/Arch_pt-PT.ts b/src/Mod/Arch/Resources/translations/Arch_pt-PT.ts index 87c47bf1a..161d56021 100644 --- a/src/Mod/Arch/Resources/translations/Arch_pt-PT.ts +++ b/src/Mod/Arch/Resources/translations/Arch_pt-PT.ts @@ -169,7 +169,7 @@ A altura deste piso - + Roof Telhado @@ -369,7 +369,7 @@ Erro: Não foi possivel determinar a codificação de caracteres - + file %s successfully created. arquivo %s criado com exito. @@ -956,7 +956,7 @@ O desvio entre este painel e sua linha de base - + Parameters of the profiles of the roof: * Angle : slope in degrees compared to the horizontal one. * Run : outdistance between the wall and the ridge sheathing. @@ -971,12 +971,12 @@ If Run = 0 then Run is calculated so that the height is the same one as the rela Parâmetros dos perfis do telhado: * Ângulo: inclinação em graus em relação à horizontal. * comprimento: distância entre a parede e o cume. * Espessura: espessura da água do telhado. Projeção do beirado: distancia entre a parede e o limite do beirado. * Altura: altura do cume (calculado automaticamente) * IdRel: Id relativo para cálculos automáticos. ---Se ângulo = 0 e comprimento = 0, então seu perfil é idêntico ao perfil relativo. Se ângulo = 0, então o ângulo é calculado para que a altura seja a mesma que o perfil relativo. Se comprimento = 0 então o comprimento é calculado para que a altura seja a mesma que o perfil relativo. - + Id Id - + IdRel IdRel @@ -1163,27 +1163,27 @@ If Run = 0 then Run is calculated so that the height is the same one as the rela Lista de alturas calculadas para cada água do telhado - + Angle (deg) Ângulo (graus) - + Run (mm) Run (mm) - + Thickness (mm) Espessura (mm) - + Overhang (mm) Projeção do beirado (mm) - + Height (mm) Altura (mm) diff --git a/src/Mod/Arch/Resources/translations/Arch_ro.ts b/src/Mod/Arch/Resources/translations/Arch_ro.ts index e25a82cfc..4fa1c29dd 100644 --- a/src/Mod/Arch/Resources/translations/Arch_ro.ts +++ b/src/Mod/Arch/Resources/translations/Arch_ro.ts @@ -169,7 +169,7 @@ Înălțimea acestui etaj - + Roof Acoperiș @@ -369,7 +369,7 @@ Eroare: nu pot determina codarea caracterelor - + file %s successfully created. fişierul %s a fost creat cu succes. @@ -953,7 +953,7 @@ Ofsetul între acest panou şi linia de bază - + Parameters of the profiles of the roof: * Angle : slope in degrees compared to the horizontal one. * Run : outdistance between the wall and the ridge sheathing. @@ -980,12 +980,12 @@ Dacă Unghiul = 0 atunci unghiul este calculat astfel încât înălțimea să f Dacă Lungimea orizontală = 0 atunci Lungimea orizontală este calculată astfel încât înălțimea să fie aceeași ca a profilului relativ. - + Id Id - + IdRel IdRel @@ -1171,27 +1171,27 @@ Dacă Lungimea orizontală = 0 atunci Lungimea orizontală este calculată astfe A list of calculated heights for each roof pane - + Angle (deg) Unghiul (grade) - + Run (mm) Distanță (mm) - + Thickness (mm) Grosime (mm) - + Overhang (mm) Streașină (mm) - + Height (mm) Înălțime (mm) diff --git a/src/Mod/Arch/Resources/translations/Arch_ru.ts b/src/Mod/Arch/Resources/translations/Arch_ru.ts index d3f8526e2..ecd920230 100644 --- a/src/Mod/Arch/Resources/translations/Arch_ru.ts +++ b/src/Mod/Arch/Resources/translations/Arch_ru.ts @@ -169,7 +169,7 @@ Высота этажного перекрытия - + Roof Крыша @@ -369,7 +369,7 @@ Ошибка: Не удалось определить кодировку символов - + file %s successfully created. файл %s успешно создан. @@ -953,7 +953,7 @@ The offset between this panel and its baseline - + Parameters of the profiles of the roof: * Angle : slope in degrees compared to the horizontal one. * Run : outdistance between the wall and the ridge sheathing. @@ -978,12 +978,12 @@ If Angle = 0 then angle is calculated so that the height is the same one as the If Run = 0 then Run is calculated so that the height is the same one as the relative profile. - + Id Id - + IdRel IdRel @@ -1170,27 +1170,27 @@ If Run = 0 then Run is calculated so that the height is the same one as the rela A list of calculated heights for each roof pane - + Angle (deg) Угол (градусы) - + Run (mm) Run (mm) - + Thickness (mm) Толщина (мм) - + Overhang (mm) Свес кровли (мм) - + Height (mm) Высота (мм) diff --git a/src/Mod/Arch/Resources/translations/Arch_sr.qm b/src/Mod/Arch/Resources/translations/Arch_sr.qm index e2b2dd4a4..4c75ce9de 100644 Binary files a/src/Mod/Arch/Resources/translations/Arch_sr.qm and b/src/Mod/Arch/Resources/translations/Arch_sr.qm differ diff --git a/src/Mod/Arch/Resources/translations/Arch_sr.ts b/src/Mod/Arch/Resources/translations/Arch_sr.ts index 738395d38..8c7afed7d 100644 --- a/src/Mod/Arch/Resources/translations/Arch_sr.ts +++ b/src/Mod/Arch/Resources/translations/Arch_sr.ts @@ -169,7 +169,7 @@ Висина овог пода - + Roof Кров @@ -236,7 +236,7 @@ The height or extrusion depth of this element. Keep 0 for automatic - The height or extrusion depth of this element. Keep 0 for automatic + Виcина или иcтиcнутоcт овог елемента. Задржи 0 за аутоматcки @@ -251,7 +251,7 @@ The element numbers to exclude when this structure is based on axes - The element numbers to exclude when this structure is based on axes + Број елемената за занемарити када cе ова cтруктура темељи на оcама @@ -286,7 +286,7 @@ The width of this wall. Not used if this wall is based on a face - The width of this wall. Not used if this wall is based on a face + Ширина овог зида.Не кориcти cе ако cе зид темељи на површи @@ -296,17 +296,17 @@ The alignment of this wall on its base object, if applicable - The alignment of this wall on its base object, if applicable + Поравнање овог зида на његов базни објекат, ако је могуће Error: Invalid base object - Error: Invalid base object + Грешка:Неважећи базни објекат This mesh is an invalid solid - This mesh is an invalid solid + Ова мрежа је неважеће чвcто тело @@ -331,7 +331,7 @@ Base 2D object - Base 2D object + Базни 2D објекат @@ -361,15 +361,15 @@ Z offset - Z offset + Z одмак Error: Couldn't determine character encoding - Error: Couldn't determine character encoding + Грешка:Није могуће утврдити начин кодирања cимбола - + file %s successfully created. %s датотека је успешно креирана. @@ -377,21 +377,21 @@ Error: Couldn't determine character encoding - Error: Couldn't determine character encoding + Грешка:Није могуће утврдити начин кодирања cимбола Couldn't locate IfcOpenShell - Couldn't locate IfcOpenShell + Немогуће пронаћи IfcOpenShell IFC Schema not found, IFC import disabled. - IFC Schema not found, IFC import disabled. + IFC Шема није пронађена, IFC увоз онемогућен. @@ -422,7 +422,7 @@ Please select a base object - Please select a base object + Молим, одаберите базни објекат @@ -437,7 +437,7 @@ The placement of this group - The placement of this group + Положај ове групе @@ -474,17 +474,17 @@ The terrain of this site - The terrain of this site + Терен ове локације The address of this site - The address of this site + Адреcа ове локације The geographic coordinates of this site - The geographic coordinates of this site + Географcке координате ове локације @@ -519,12 +519,12 @@ The total height of these stairs - The total height of these stairs + Укупна виcина ових cтепеница The alignment of these stairs on their baseline, if applicable - The alignment of these stairs on their baseline, if applicable + Поравнање ових cтепеница на њихову базну линију, ако је могуће @@ -832,27 +832,27 @@ A material for this object - A material for this object + Материјал за овај објекат The role of this object - The role of this object + Улога овог објекта Specifies if this object must move together when its host is moved - Specifies if this object must move together when its host is moved + Наводи да ли овај објекат треба да cе помера када cе његов домаћин помера has no solid - has no solid + Нема чврcтог тела has an invalid shape - has an invalid shape + има неважећи облик @@ -867,22 +867,22 @@ You must select a base object first! - You must select a base object first! + Морате прво одабрати базни објекат! Create Equipment - Create Equipment + Направи Опрему You must select exactly one base object - You must select exactly one base object + Морате одабрати тачно један базни објекат The selected object must be a mesh - The selected object must be a mesh + Одабрани објекат мора бити мрежа @@ -892,7 +892,8 @@ This operation can take a long time. Proceed? - This operation can take a long time. Proceed? + Ова операција може потрајати. +Наcтавити? @@ -902,22 +903,22 @@ Create 3 views - Create 3 views + Направи 3 погледа an optional 2D shape representing a top view of this equipment - an optional 2D shape representing a top view of this equipment + опциони 2D облик, који предcтавља горњи поглед ове опреме an optional 2D shape representing a front view of this equipment - an optional 2D shape representing a front view of this equipment + опциони 2D облик, који предcтавља предњи поглед ове опреме an optional 2D shape representing a side view of this equipment - an optional 2D shape representing a side view of this equipment + опциони 2D облик, који предcтавља бочни поглед ове опреме @@ -955,7 +956,7 @@ The offset between this panel and its baseline - + Parameters of the profiles of the roof: * Angle : slope in degrees compared to the horizontal one. * Run : outdistance between the wall and the ridge sheathing. @@ -980,12 +981,12 @@ If Angle = 0 then angle is calculated so that the height is the same one as the If Run = 0 then Run is calculated so that the height is the same one as the relative profile. - + Id Id - + IdRel IdRel @@ -1172,27 +1173,27 @@ If Run = 0 then Run is calculated so that the height is the same one as the rela A list of calculated heights for each roof pane - + Angle (deg) Angle (deg) - + Run (mm) Run (mm) - + Thickness (mm) Thickness (mm) - + Overhang (mm) Overhang (mm) - + Height (mm) Height (mm) diff --git a/src/Mod/Arch/Resources/translations/Arch_sv-SE.ts b/src/Mod/Arch/Resources/translations/Arch_sv-SE.ts index f2484ace0..bb8881e18 100644 --- a/src/Mod/Arch/Resources/translations/Arch_sv-SE.ts +++ b/src/Mod/Arch/Resources/translations/Arch_sv-SE.ts @@ -169,7 +169,7 @@ Höjden på denna våningen - + Roof Tak @@ -369,7 +369,7 @@ Fel: Kunde inte avgöra teckenkodning - + file %s successfully created. filen %s har skapats. @@ -957,7 +957,7 @@ The offset between this panel and its baseline - + Parameters of the profiles of the roof: * Angle : slope in degrees compared to the horizontal one. * Run : outdistance between the wall and the ridge sheathing. @@ -982,12 +982,12 @@ If Angle = 0 then angle is calculated so that the height is the same one as the If Run = 0 then Run is calculated so that the height is the same one as the relative profile. - + Id Id - + IdRel IdRel @@ -1174,27 +1174,27 @@ If Run = 0 then Run is calculated so that the height is the same one as the rela A list of calculated heights for each roof pane - + Angle (deg) Angle (deg) - + Run (mm) Run (mm) - + Thickness (mm) Thickness (mm) - + Overhang (mm) Overhang (mm) - + Height (mm) Height (mm) diff --git a/src/Mod/Arch/Resources/translations/Arch_uk.ts b/src/Mod/Arch/Resources/translations/Arch_uk.ts index f6094960e..427932cac 100644 --- a/src/Mod/Arch/Resources/translations/Arch_uk.ts +++ b/src/Mod/Arch/Resources/translations/Arch_uk.ts @@ -169,7 +169,7 @@ висота цього поверху - + Roof Покрівля @@ -369,7 +369,7 @@ Помилка: Не вдалося визначити кодування символів - + file %s successfully created. файл %s створений успішно. @@ -956,7 +956,7 @@ The offset between this panel and its baseline - + Parameters of the profiles of the roof: * Angle : slope in degrees compared to the horizontal one. * Run : outdistance between the wall and the ridge sheathing. @@ -981,12 +981,12 @@ If Angle = 0 then angle is calculated so that the height is the same one as the If Run = 0 then Run is calculated so that the height is the same one as the relative profile. - + Id Id - + IdRel IdRel @@ -1173,27 +1173,27 @@ If Run = 0 then Run is calculated so that the height is the same one as the rela A list of calculated heights for each roof pane - + Angle (deg) Angle (deg) - + Run (mm) Run (mm) - + Thickness (mm) Thickness (mm) - + Overhang (mm) Overhang (mm) - + Height (mm) Height (mm) diff --git a/src/Mod/Arch/Resources/translations/Arch_zh-CN.ts b/src/Mod/Arch/Resources/translations/Arch_zh-CN.ts index ff23a5122..a6ece7302 100644 --- a/src/Mod/Arch/Resources/translations/Arch_zh-CN.ts +++ b/src/Mod/Arch/Resources/translations/Arch_zh-CN.ts @@ -169,7 +169,7 @@ 楼板标高 - + Roof 屋顶 @@ -369,7 +369,7 @@ 错误:无法确定字符编码 - + file %s successfully created. 文件%s已成功创建. @@ -952,7 +952,7 @@ The offset between this panel and its baseline - + Parameters of the profiles of the roof: * Angle : slope in degrees compared to the horizontal one. * Run : outdistance between the wall and the ridge sheathing. @@ -977,12 +977,12 @@ If Angle = 0 then angle is calculated so that the height is the same one as the If Run = 0 then Run is calculated so that the height is the same one as the relative profile. - + Id Id - + IdRel IdRel @@ -1169,27 +1169,27 @@ If Run = 0 then Run is calculated so that the height is the same one as the rela A list of calculated heights for each roof pane - + Angle (deg) Angle (deg) - + Run (mm) Run (mm) - + Thickness (mm) Thickness (mm) - + Overhang (mm) Overhang (mm) - + Height (mm) Height (mm) diff --git a/src/Mod/Arch/Resources/translations/Arch_zh-TW.ts b/src/Mod/Arch/Resources/translations/Arch_zh-TW.ts index 4069eb248..52473e316 100644 --- a/src/Mod/Arch/Resources/translations/Arch_zh-TW.ts +++ b/src/Mod/Arch/Resources/translations/Arch_zh-TW.ts @@ -169,7 +169,7 @@ 樓板高度 - + Roof 屋頂 @@ -369,7 +369,7 @@ 錯誤:無法定義字元編碼 - + file %s successfully created. 成功建立%s檔 @@ -950,7 +950,7 @@ The offset between this panel and its baseline - + Parameters of the profiles of the roof: * Angle : slope in degrees compared to the horizontal one. * Run : outdistance between the wall and the ridge sheathing. @@ -975,12 +975,12 @@ If Angle = 0 then angle is calculated so that the height is the same one as the If Run = 0 then Run is calculated so that the height is the same one as the relative profile. - + Id Id - + IdRel IdRel @@ -1167,27 +1167,27 @@ If Run = 0 then Run is calculated so that the height is the same one as the rela A list of calculated heights for each roof pane - + Angle (deg) Angle (deg) - + Run (mm) Run (mm) - + Thickness (mm) Thickness (mm) - + Overhang (mm) Overhang (mm) - + Height (mm) Height (mm) diff --git a/src/Mod/Draft/Resources/translations/Draft_cs.qm b/src/Mod/Draft/Resources/translations/Draft_cs.qm index 12ca36e19..d5f858dcc 100644 Binary files a/src/Mod/Draft/Resources/translations/Draft_cs.qm and b/src/Mod/Draft/Resources/translations/Draft_cs.qm differ diff --git a/src/Mod/Draft/Resources/translations/Draft_cs.ts b/src/Mod/Draft/Resources/translations/Draft_cs.ts index 3501511f7..9d39af7e9 100644 --- a/src/Mod/Draft/Resources/translations/Draft_cs.ts +++ b/src/Mod/Draft/Resources/translations/Draft_cs.ts @@ -1209,7 +1209,7 @@ Values with differences below this value will be treated as same. If checked, the Draft grid will always be visible when the Draft workbench is active. Otherwise only when using a command - Je-li vybráno, mřížka bude vždy viditelná při aktivním režimu náčrtu. Jinak pouze když použijete příkaz + Je-li vybráno, mřížka bude vždy viditelná při aktivním režimu návrhu. Jinak pouze když použijete příkaz @@ -1269,7 +1269,7 @@ Values with differences below this value will be treated as same. When this is checked, the Draft tools will create Part primitives instead of Draft objects, when available. - Je-li zaškrtnuto, Draft nástroje budou kreslit primitivy Part namísto objektů Draft, pokud to jde. + Je-li zaškrtnuto, Návrhové nástroje budou kreslit primitivy Dílů namísto objektů Návrhu, pokud to jde. @@ -1384,7 +1384,7 @@ Values with differences below this value will be treated as same. Draft classic style - Klasický styl Draft + Klasický styl Návrhu @@ -1519,12 +1519,12 @@ Values with differences below this value will be treated as same. If this is checked, parametric Draft objects will be created whenever possible - Je-li zaškrtnuto, budou vytvořeny Draft objekty, kdykoliv je to možné + Je-li zaškrtnuto, budou vytvořeny objekty Návrhu, kdykoliv je to možné Draft objects - Draft objekty + Objekty Návrhu @@ -1702,17 +1702,17 @@ Values with differences below this value will be treated as same. Draft Snap - Draft úchopy + Úchopy návrhu Draft creation tools - Draft kreslící nástroje + Kreslící nástroje Návrhu Draft modification tools - Draft modifikační nástroje + Modifikační nástroje Návrhu @@ -1720,7 +1720,7 @@ Values with differences below this value will be treated as same. Draft Command Bar - Draft příkazový panel + Příkazový panel Návrhu @@ -2180,7 +2180,7 @@ Values with differences below this value will be treated as same. Found 1 non-parametric objects: draftifying it - Nalezen 1 neparametrický objekt: převádění na parametrický drát Draft + Nalezen 1 neparametrický objekt: převádění na parametrický drát Návrhu @@ -2629,7 +2629,7 @@ Values with differences below this value will be treated as same. Select a Draft object to edit - Vyberte objekt Draft k editaci + Vyberte objekt Návrhu k editaci @@ -2710,7 +2710,7 @@ Values with differences below this value will be treated as same. &Draft - &Draft + &Návrh @@ -2851,7 +2851,7 @@ Values with differences below this value will be treated as same. Convert to Draft - Převást na Návrh + Převést na Návrh diff --git a/src/Mod/Draft/Resources/translations/Draft_de.qm b/src/Mod/Draft/Resources/translations/Draft_de.qm index d1e440a90..193d666a4 100644 Binary files a/src/Mod/Draft/Resources/translations/Draft_de.qm and b/src/Mod/Draft/Resources/translations/Draft_de.qm differ diff --git a/src/Mod/Draft/Resources/translations/Draft_de.ts b/src/Mod/Draft/Resources/translations/Draft_de.ts index 563f41e34..b34b60e6f 100644 --- a/src/Mod/Draft/Resources/translations/Draft_de.ts +++ b/src/Mod/Draft/Resources/translations/Draft_de.ts @@ -454,7 +454,7 @@ und kopieren Sie sie in Ihren Macro Ordner. Creates text string in shapes. - Erzeugt eine Form aus einem Stück Text. + Erzeugt aus Text eine Form. @@ -571,7 +571,7 @@ und kopieren Sie sie in Ihren Macro Ordner. Activates/deactivates all snap tools at once - Aktiviert/deaktiviert alle Rast-Tools auf einmal + Aktiviert/deaktiviert alle Fang-Tools auf einmal @@ -636,7 +636,7 @@ und kopieren Sie sie in Ihren Macro Ordner. Snaps to perpendicular points on edges - Rastet an Punkten senkrecht zu den Kanten ein + Rastet an Punkten senkrecht zu Kanten ein @@ -709,12 +709,12 @@ und kopieren Sie sie in Ihren Macro Ordner. Toggle Grid - Gitternetz umschalten + Raster umschalten Toggles the Draft grid on/off - Entwurfsgitter ein-/ausschalten + Entwurfsraster ein-/ausschalten @@ -774,12 +774,12 @@ und kopieren Sie sie in Ihren Macro Ordner. DWire - DWire + Polygonzug Creates a multiple-point DraftWire (DWire). CTRL to snap, SHIFT to constrain - Erstellt einen Mehrpunkt-Entwurfsdraht (DWire). Strg zum Fangen, Umschalt für Bezüge + Erstellt einen Polygonzug (DWire). STRG zum Fangen, SHIFT zum Einschränken @@ -825,7 +825,7 @@ und kopieren Sie sie in Ihren Macro Ordner. This is the default group name for construction geometry - Dies ist der Standard-Gruppenname für die Konstruktionsgeometrie + Dies ist der Standard-Gruppenname für die Hilfsgeometrie @@ -1565,7 +1565,7 @@ Werte mit Differenzen unterhalb diesen Wertes werden als gleich behandelt. Snapping settings - Rast-Optionen + Fang-Optionen @@ -2031,7 +2031,7 @@ Werte mit Differenzen unterhalb diesen Wertes werden als gleich behandelt. DWire - DWire + Polygonzug @@ -2292,13 +2292,14 @@ Werte mit Differenzen unterhalb diesen Wertes werden als gleich behandelt. Create DWire - Entwurfsdraht (DWire) erstellen + Polygonzug erstellen DWire has been closed - DWire wurde geschlossen + Polygonzug wurde geschlossen + diff --git a/src/Mod/Draft/Resources/translations/Draft_it.qm b/src/Mod/Draft/Resources/translations/Draft_it.qm index 80250d50b..1350b3607 100755 Binary files a/src/Mod/Draft/Resources/translations/Draft_it.qm and b/src/Mod/Draft/Resources/translations/Draft_it.qm differ diff --git a/src/Mod/Draft/Resources/translations/Draft_it.ts b/src/Mod/Draft/Resources/translations/Draft_it.ts index 2017513e2..2ed833a18 100755 --- a/src/Mod/Draft/Resources/translations/Draft_it.ts +++ b/src/Mod/Draft/Resources/translations/Draft_it.ts @@ -178,7 +178,7 @@ and place them in your macros folder. Explodes the selected objects into simpler objects, or subtract faces - Esplode gli oggetti selezionati in oggetti piú semplici, o sottrae facce + Dissocia gli oggetti selezionati in oggetti piú semplici, o sottrae facce @@ -737,7 +737,7 @@ and place them in your macros folder. Undoes the last drawn segment of the line being drawn - Annulla l'ultimo segmento disegnato della linea che si sta disegnando + Annulla l'ultimo segmento della linea che si sta disegnando @@ -797,7 +797,7 @@ and place them in your macros folder. General Draft Settings - Impostazioni generali Draft + Impostazioni generali di Draft @@ -852,7 +852,7 @@ and place them in your macros folder. If this is checked, objects will appear as filled as default. Otherwise, they will appear as wireframe - Se questa opzione è spuntata, per difetto gli oggetti appariranno "a facce piene". Altrimenti, appariranno "a reticolo" + Se questa opzione è spuntata, di default gli oggetti appaiono "a facce piene". Altrimenti, appaiono "a reticolo" @@ -901,7 +901,7 @@ Può essere un nome di carattere come "Arial", uno stile predefinito come "sans" Default template sheet - Modello di foglio predefinito + Modello di squadratura predefinita @@ -992,7 +992,7 @@ Values with differences below this value will be treated as same. If checked, freecad will try to joint coincident objects into wires. Beware, this can take a while... - Se spuntato, freecad cercherà di congiungere in polilinee gli oggetti coincidenti. Attenzione, ciò può richiedere del tempo... + Se spuntato, freecad cerca di congiungere in polilinee gli oggetti coincidenti. Attenzione, ciò può richiedere del tempo... @@ -1012,7 +1012,7 @@ Values with differences below this value will be treated as same. Alternate SVG Patterns location - Percorso alternativo per Motivi SVG + Percorso alternativo per i Motivi SVG @@ -1042,7 +1042,7 @@ Values with differences below this value will be treated as same. Constrain mod - Vincolo mod + Modalità di Vincolo @@ -1067,7 +1067,7 @@ Values with differences below this value will be treated as same. Snap mod - Aggancio mod + Modalità di Aggancio @@ -1077,7 +1077,7 @@ Values with differences below this value will be treated as same. Alt mod - Alt mod + Modalità di Alt @@ -1102,7 +1102,7 @@ Values with differences below this value will be treated as same. Use grid - Usa griglia + Usa la griglia @@ -1157,7 +1157,7 @@ Values with differences below this value will be treated as same. Group layers into blocks - Raggruppa livelli in blocchi + Raggruppa i livelli (layer) in blocchi @@ -1262,7 +1262,7 @@ Values with differences below this value will be treated as same. Translate white line color to black - Trasforma le linee di colore bianco in nero + Trasforma le linee bianche in linee nere @@ -1272,7 +1272,7 @@ Values with differences below this value will be treated as same. Use Part Primitives when available - Usa le primitive di Part quando disponibili + Usa le primitive di Part quando sono disponibili @@ -1287,7 +1287,7 @@ Values with differences below this value will be treated as same. Always snap (disable snap mod) - Snap sempre (disabilita snap mod) + Aggancia sempre (disabilita la Modalità di aggancio) @@ -1297,7 +1297,7 @@ Values with differences below this value will be treated as same. Construction geometry color - Colore geometria di costruzione + Colore della geometria di costruzione @@ -1372,7 +1372,7 @@ Values with differences below this value will be treated as same. Default line width - Larghezza linea predefinita + Larghezza predefinita della linea @@ -1492,7 +1492,7 @@ Values with differences below this value will be treated as same. Default ShapeString Font File - File predefinito ShapeString Font + File di Font predefinito per Forma da Testo @@ -1502,7 +1502,7 @@ Values with differences below this value will be treated as same. Fill objects with faces whenever possible - Riempe gli oggetti con le facce quando possibile + Riempi gli oggetti con le facce quando è possibile @@ -1938,7 +1938,7 @@ Values with differences below this value will be treated as same. If checked, objects will be copied instead of moved (C) - Se selezionato, gli oggetti saranno copiati invece che spostati (C) + Se selezionato, gli oggetti sono copiati invece che spostati (C) @@ -2243,7 +2243,8 @@ Values with differences below this value will be treated as same. Found only wires: extracting their edges - Trovate solo polilinee: estrazione dei rispettivi lati + Trovate solo polilinee: estrazione dei rispettivi bordi + @@ -2273,7 +2274,7 @@ Values with differences below this value will be treated as same. Create Line - Crea linea + Crea Linea @@ -2336,7 +2337,7 @@ Values with differences below this value will be treated as same. Create BezCurve - Crea una curva di Bezier + Crea Curva di Bezier @@ -2482,7 +2483,7 @@ Values with differences below this value will be treated as same. Create ShapeString - Crea una Forma da una Stringa + Crea Forma da Stringa @@ -2522,7 +2523,7 @@ Values with differences below this value will be treated as same. Select an object to rotate - Selezionare un oggetto da ruotare + Seleziona un oggetto da ruotare @@ -2653,7 +2654,7 @@ Values with differences below this value will be treated as same. Endpoint of BezCurve can't be smoothed - Un punto finale di una curva di Bezier non può essere levigato + Il punto finale di una curva di Bezier non può essere levigato @@ -2672,12 +2673,13 @@ Values with differences below this value will be treated as same. Please select base and path objects - Selezionare gli oggetti di base e di percorso + Seleziona gli oggetti di base e del percorso + Create Point - Crea punto + Crea Punto @@ -2689,7 +2691,8 @@ Values with differences below this value will be treated as same. Select face(s) on existing object(s) - Selezionare facce sugli oggetti esistenti + Seleziona facce sugli oggetti esistenti + @@ -2771,7 +2774,7 @@ Values with differences below this value will be treated as same. Found closed wires: creating faces - Contorni chiusi trovati: creazione di facce + Trovati contorni chiusi: creazione di facce @@ -2814,7 +2817,7 @@ Values with differences below this value will be treated as same. &Select edge - & Seleziona bordo + &Seleziona bordo @@ -2836,12 +2839,12 @@ Values with differences below this value will be treated as same. Convert to Sketch - Convertire in schizzo + Converti in schizzo Convert to Draft - Convertire in Draft + Converti in Draft diff --git a/src/Mod/Draft/Resources/translations/Draft_ja.qm b/src/Mod/Draft/Resources/translations/Draft_ja.qm index 6fd0f9528..800ea7da4 100644 Binary files a/src/Mod/Draft/Resources/translations/Draft_ja.qm and b/src/Mod/Draft/Resources/translations/Draft_ja.qm differ diff --git a/src/Mod/Draft/Resources/translations/Draft_ja.ts b/src/Mod/Draft/Resources/translations/Draft_ja.ts index 0dd2bf804..62c0d8549 100644 --- a/src/Mod/Draft/Resources/translations/Draft_ja.ts +++ b/src/Mod/Draft/Resources/translations/Draft_ja.ts @@ -278,7 +278,7 @@ and place them in your macros folder. Heal faulty Draft objects saved from an earlier FreeCAD version - Heal faulty Draft objects saved from an earlier FreeCAD version + 旧FreeCAD バージョンに保存されている、 欠陥のあるドラフト オブジェクトを修復します @@ -765,7 +765,7 @@ and place them in your macros folder. Adds a VisGroup - Adds a VisGroup + VisGroup を追加 @@ -1584,27 +1584,27 @@ Values with differences below this value will be treated as same. <html><head/><body><p>By checking this, you will allow FreeCAD to download and update the</p><p>components needed for DXF import and export. You can also do that</p><p>manually, by visiting https://github.com/yorikvanhavre/Draft-dxf-importer</p></body></html> - <html><head/><body><p>By checking this, you will allow FreeCAD to download and update the</p><p>components needed for DXF import and export. You can also do that</p><p>manually, by visiting https://github.com/yorikvanhavre/Draft-dxf-importer</p></body></html> + <html><head/><body><p>これをチェックすると、FreeCADにDXFのインポートとエクスポートに必要なコン</p><p>ポーネントをのダウンロードと更新ができる。 また次のサイトを参照すると手動で</p><p>同様のことができる。https://github.com/yorikvanhavre/Draft-dxf-importer</p></body></html> Allow FreeCAD to automatically download and update the DXF libraries - Allow FreeCAD to automatically download and update the DXF libraries + FreeCAD に、DXF ライブラリの自動的なダウンロードと更新を許可します。 If this is checked, only standard Part objects will be created (fastest) - If this is checked, only standard Part objects will be created (fastest) + チェックされている場合、標準のPartオブジェクトだけが作成されます(最も高速) If this is checked, DXF layers will be imported as Draft VisGroups - If this is checked, DXF layers will be imported as Draft VisGroups + チェックされている場合、DXFレイヤーはドラフト VisGroups としてインポートされます Use VisGroups - Use VisGroups + VisGroups を使用 @@ -1624,12 +1624,12 @@ Values with differences below this value will be treated as same. the number of horizontal or vertical lines of the grid - the number of horizontal or vertical lines of the grid + 水平または垂直のグリッドの線数 lines - lines + @@ -1639,7 +1639,7 @@ Values with differences below this value will be treated as same. display mode - display mode + 表示モード @@ -1659,17 +1659,17 @@ Values with differences below this value will be treated as same. Drawing views - Drawing views + 図面ビュー Dashed line definition - Dashed line definition + 破線の定義 A SVG linestyle definition - A SVG linestyle definition + SVG ラインスタイルの定義 @@ -1679,7 +1679,7 @@ Values with differences below this value will be treated as same. Dashdot line definition - Dashdot line definition + 破線の定義 @@ -1689,7 +1689,7 @@ Values with differences below this value will be treated as same. Dotted line definition - Dotted line definition + 点線の定義 @@ -2733,48 +2733,48 @@ Values with differences below this value will be treated as same. The given object is not planar and cannot be converted into a sketch. - The given object is not planar and cannot be converted into a sketch. + 指定されたオブジェクトは平面およびスケッチに変換することができません。 Found several objects: creating a shell - Found several objects: creating a shell + 幾つかのオブジェクトが見つかりました: シェルを作成します Found several coplanar objects or faces: creating one face - Found several coplanar objects or faces: creating one face + 同一平面上にあるオブジェクトまたは面が見つかりました:ひとつの面を作成します Found 1 linear object: converting to line - Found 1 linear object: converting to line + ひとつの 線形オブジェクトが見つかりました: 線分へ変換します Found 1 closed sketch object: creating a face from it - Found 1 closed sketch object: creating a face from it + 閉じたスケッチオブジェクトを1つ見つけました: 面を作成します Found closed wires: creating faces - Found closed wires: creating faces + 閉じた連線が見つかりました: 面を作成します Found several non-treatable objects: creating compound - Found several non-treatable objects: creating compound + 複数の修復不能なオブジェクトを見つけました: 複合物を作成します @@ -2790,12 +2790,12 @@ Values with differences below this value will be treated as same. Length of current segment - Length of current segment + 現在のセグメントの長さ Angle of current segment - Angle of current segment + 現在のセグメントの角度 @@ -2810,7 +2810,7 @@ Values with differences below this value will be treated as same. &Select edge - &Select edge + エッジを選択 (&S) @@ -2820,13 +2820,13 @@ Values with differences below this value will be treated as same. Auto - Auto + 自動 Sorry, offset of Bezier curves is currently still not supported - Sorry, offset of Bezier curves is currently still not supported + 申し訳ありませんが、ベジエ曲線のオフセットは、現在まだサポートされていません @@ -2853,35 +2853,35 @@ Values with differences below this value will be treated as same. Select object(s) to trim/extend - Select object(s) to trim/extend + トリム/伸長するオブジェクトを選択してください Unable to trim these objects, only Draft wires and arcs are supported - Unable to trim these objects, only Draft wires and arcs are supported + これらのオブジェクトをトリムすることはできません。ドラフトにおける線と円弧のみでサポートされてます Unable to trim these objects, too many wires - Unable to trim these objects, too many wires + これらのオブジェクトは、ワイヤがあまりにも多すぎてトリミを行うことができません These objects don't intersect - These objects don't intersect + これらのオブジェクトは交差してません Too many intersection points - Too many intersection points + 交点があまりにも多すぎます @@ -2893,13 +2893,12 @@ Please either enable FreeCAD to download these libraries: 2 - Menu Edit > Preferences > Import-Export > DXF > Enable downloads Or download these libraries manually, as explained on https://github.com/yorikvanhavre/Draft-dxf-importer - The DXF import/export libraries needed by FreeCAD to handle -the DXF format were not found on this system. -Please either enable FreeCAD to download these libraries: - 1 - Load Draft workbench - 2 - Menu Edit > Preferences > Import-Export > DXF > Enable downloads -Or download these libraries manually, as explained on -https://github.com/yorikvanhavre/Draft-dxf-importer + FreeCADでDXF形式を処理するのに必要なDXFインポート/エクスポートライブラリが、このシステム上で見つかりませんでした。 +FreeCADで有効にするためにこれらをダウンロードしてください: +1 - Load Draft workbench +2 - メニューより、編集 > 設定 (P)... > インポート/エクスポート > DXF > 自動ダウンロードを有効にする +もしくは、 https://github.com/yorikvanhavre/Draft-dxf-importer の説明にあるように、 +手動でこれらのライブラリーをダウンロードして下さい。 diff --git a/src/Mod/Draft/Resources/translations/Draft_ru.qm b/src/Mod/Draft/Resources/translations/Draft_ru.qm index 09dcc6ded..58d42ab6d 100644 Binary files a/src/Mod/Draft/Resources/translations/Draft_ru.qm and b/src/Mod/Draft/Resources/translations/Draft_ru.qm differ diff --git a/src/Mod/Draft/Resources/translations/Draft_ru.ts b/src/Mod/Draft/Resources/translations/Draft_ru.ts index dc7b03fe7..1c704d2ae 100644 --- a/src/Mod/Draft/Resources/translations/Draft_ru.ts +++ b/src/Mod/Draft/Resources/translations/Draft_ru.ts @@ -1510,7 +1510,7 @@ Values with differences below this value will be treated as same. Create - Создать + Запаковать diff --git a/src/Mod/Draft/Resources/translations/Draft_sr.qm b/src/Mod/Draft/Resources/translations/Draft_sr.qm index a6cbca8e3..717585361 100644 Binary files a/src/Mod/Draft/Resources/translations/Draft_sr.qm and b/src/Mod/Draft/Resources/translations/Draft_sr.qm differ diff --git a/src/Mod/Draft/Resources/translations/Draft_sr.ts b/src/Mod/Draft/Resources/translations/Draft_sr.ts index 4806cb769..a8feb5a72 100644 --- a/src/Mod/Draft/Resources/translations/Draft_sr.ts +++ b/src/Mod/Draft/Resources/translations/Draft_sr.ts @@ -189,7 +189,7 @@ https://github.com/yorikvanhavre/Draft-dxf-importer Draft to Sketch - Draft to Sketch + Нацрт у Cкицу @@ -431,12 +431,12 @@ https://github.com/yorikvanhavre/Draft-dxf-importer Shape 2D view - Shape 2D view + 2D приказ облика Creates Shape 2D views of selected objects - Creates Shape 2D views of selected objects + Cтвара 2D поглед одабраних објеката @@ -1300,7 +1300,7 @@ Values with differences below this value will be treated as same. Construction geometry color - Construction geometry color + Боја конcтрукционе геометрије diff --git a/src/Mod/Drawing/Gui/Resources/translations/Drawing_it.qm b/src/Mod/Drawing/Gui/Resources/translations/Drawing_it.qm index f7be2bc65..ccbc19646 100644 Binary files a/src/Mod/Drawing/Gui/Resources/translations/Drawing_it.qm and b/src/Mod/Drawing/Gui/Resources/translations/Drawing_it.qm differ diff --git a/src/Mod/Drawing/Gui/Resources/translations/Drawing_it.ts b/src/Mod/Drawing/Gui/Resources/translations/Drawing_it.ts index b17cb2ed4..e904cf34c 100644 --- a/src/Mod/Drawing/Gui/Resources/translations/Drawing_it.ts +++ b/src/Mod/Drawing/Gui/Resources/translations/Drawing_it.ts @@ -354,7 +354,7 @@ Do you want to continue? Right click for axonometric settings - Fare clic con il pulsante destro per le impostazioni assonometriche + Fare clic con il pulsante destro per impostare le assonometrie @@ -369,7 +369,7 @@ Do you want to continue? Axis out and right - Asse fuori e a sinistra + Asse diretto all'esterno a destra @@ -439,18 +439,18 @@ Do you want to continue? View projection - Proiezione della vista + Vista in Proiezione Axis aligned up - Asse allineato verso l'alto + Asse diretto verso l'alto Flip - Specchia + Invertita @@ -488,7 +488,7 @@ Do you want to continue? Front - Di fronte + Frontale Right @@ -500,7 +500,7 @@ Do you want to continue? Left - Da sinistra + Sinistra Top @@ -544,7 +544,7 @@ Do you want to continue? Auto scale / position - Scala/posiziona automaticamente + Scala e posiziona automaticamente @@ -562,17 +562,17 @@ Do you want to continue? Show hidden - Visualizza linee nascoste + Visualizza le linee nascoste Show smooth - Visualizzazione lisciata + Visualizza le linee di tangenza Axonometric - Assonometrica + Assonometria @@ -585,7 +585,7 @@ Do you want to continue? Visible smooth edges - Mostra i bordi smussati + Mostra i bordi dei raccordi @@ -610,7 +610,7 @@ Do you want to continue? Hidden smooth edges - Nascondi i bordi smussati + Nascondi i bordi dei raccordi @@ -812,7 +812,7 @@ Do you want to continue? Front - Di fronte + Frontale Back @@ -824,7 +824,7 @@ Do you want to continue? Left - Da sinistra + Sinistra Top diff --git a/src/Mod/Drawing/Gui/Resources/translations/Drawing_ja.qm b/src/Mod/Drawing/Gui/Resources/translations/Drawing_ja.qm index 89143d518..89b691d6b 100644 Binary files a/src/Mod/Drawing/Gui/Resources/translations/Drawing_ja.qm and b/src/Mod/Drawing/Gui/Resources/translations/Drawing_ja.qm differ diff --git a/src/Mod/Drawing/Gui/Resources/translations/Drawing_ja.ts b/src/Mod/Drawing/Gui/Resources/translations/Drawing_ja.ts index 93da388f7..27c8bac28 100644 --- a/src/Mod/Drawing/Gui/Resources/translations/Drawing_ja.ts +++ b/src/Mod/Drawing/Gui/Resources/translations/Drawing_ja.ts @@ -712,7 +712,7 @@ Do you want to continue? Insert new %1%2 %3 (%4) drawing - Insert new %1%2 %3 (%4) drawing + 新しい図面を %1%2 %3 (%4) で挿入します diff --git a/src/Mod/Drawing/Gui/Resources/translations/Drawing_ru.ts b/src/Mod/Drawing/Gui/Resources/translations/Drawing_ru.ts index 8600a9f80..2760cd5b4 100644 --- a/src/Mod/Drawing/Gui/Resources/translations/Drawing_ru.ts +++ b/src/Mod/Drawing/Gui/Resources/translations/Drawing_ru.ts @@ -494,7 +494,7 @@ Do you want to continue? Right - Вправо + Справа Back @@ -506,11 +506,11 @@ Do you want to continue? Top - Вверх + Сверху Bottom - Дно + Снизу - Rotate @@ -822,7 +822,7 @@ Do you want to continue? Right - Вправо + Справа Left @@ -830,11 +830,11 @@ Do you want to continue? Top - Вверх + Сверху Bottom - Дно + Снизу diff --git a/src/Mod/Drawing/Gui/Resources/translations/Drawing_sr.qm b/src/Mod/Drawing/Gui/Resources/translations/Drawing_sr.qm index 6d4652e4e..db2adf1c1 100644 Binary files a/src/Mod/Drawing/Gui/Resources/translations/Drawing_sr.qm and b/src/Mod/Drawing/Gui/Resources/translations/Drawing_sr.qm differ diff --git a/src/Mod/Drawing/Gui/Resources/translations/Drawing_sr.ts b/src/Mod/Drawing/Gui/Resources/translations/Drawing_sr.ts index 28c9e4a3e..8925ecbc5 100644 --- a/src/Mod/Drawing/Gui/Resources/translations/Drawing_sr.ts +++ b/src/Mod/Drawing/Gui/Resources/translations/Drawing_sr.ts @@ -157,7 +157,7 @@ Opens the selected page in a browser view - Opens the selected page in a browser view + Отвара одабрану cтраницу у прегледачу @@ -170,7 +170,7 @@ Insert orthographic views - Insert orthographic views + Уметни ортографcке погледе @@ -188,13 +188,13 @@ Project shape... - Project shape... + Пројекција облика... Project shape onto a user-defined plane - Project shape onto a user-defined plane + Пројектуј облик на раван дефиниcану од cтране кориcника @@ -213,7 +213,7 @@ Inserts a symbol from a svg file in the active drawing - Inserts a symbol from a svg file in the active drawing + Уметни cимбол из svg датотеке у активни цртеж @@ -317,8 +317,8 @@ The printer uses a different orientation than the drawing. Do you want to continue? - The printer uses a different orientation than the drawing. -Do you want to continue? + Штампач кориcти другачију оријентацију од цртежа. +Да ли желиш да наcтавиш? @@ -331,8 +331,8 @@ Do you want to continue? The printer uses a different paper size than the drawing. Do you want to continue? - The printer uses a different paper size than the drawing. -Do you want to continue? + Штампач кориcти другачију величину папира од цртежа. +Да ли желиш да наcтавиш? @@ -340,7 +340,7 @@ Do you want to continue? Orthographic Projection - Orthographic Projection + Ортографcка Пројекција @@ -361,12 +361,12 @@ Do you want to continue? Top left x / y - Top left x / y + Горе лево x / y Spacing dx / dy - Spacing dx / dy + Размак dx / dy @@ -376,7 +376,7 @@ Do you want to continue? Vertical tilt - Vertical tilt + Вертикални нагиб @@ -421,12 +421,12 @@ Do you want to continue? Isometric - Isometric + Изометрично Dimetric - Dimetric + Дијаметрално @@ -441,7 +441,7 @@ Do you want to continue? View projection - View projection + Пројекција погледа @@ -452,7 +452,7 @@ Do you want to continue? Flip - Flip + Обрни @@ -477,7 +477,7 @@ Do you want to continue? View from: - View from: + Поглед од: @@ -531,12 +531,12 @@ Do you want to continue? Primary view - Primary view + Примарни поглед Secondary Views - Secondary Views + Cекундарни поглед @@ -582,12 +582,12 @@ Do you want to continue? Visible sharp edges - Visible sharp edges + Видљиви оштри рубови Visible smooth edges - Visible smooth edges + Видљиви глатки рубови @@ -597,22 +597,22 @@ Do you want to continue? Visible outline edges - Visible outline edges + Видљиви cпољни рубови Visible isoparameters - Visible isoparameters + Видљиви изометријcки параметри Hidden sharp edges - Hidden sharp edges + Cкривени оштри рубови Hidden smooth edges - Hidden smooth edges + Cкривени глатки рубови @@ -622,12 +622,12 @@ Do you want to continue? Hidden outline edges - Hidden outline edges + Cкривени cпољни рубови Hidden isoparameters - Hidden isoparameters + Cкривени изометријcки параметри @@ -703,7 +703,7 @@ Do you want to continue? Insert new %1%2 %3 drawing - Insert new %1%2 %3 drawing + Уметни нови %1%2 %3 цртеж diff --git a/src/Mod/Fem/Gui/Resources/translations/Fem_af.qm b/src/Mod/Fem/Gui/Resources/translations/Fem_af.qm index d4087f2bf..846038b2d 100755 Binary files a/src/Mod/Fem/Gui/Resources/translations/Fem_af.qm and b/src/Mod/Fem/Gui/Resources/translations/Fem_af.qm differ diff --git a/src/Mod/Fem/Gui/Resources/translations/Fem_af.ts b/src/Mod/Fem/Gui/Resources/translations/Fem_af.ts index 10b2c9663..7580b319c 100755 --- a/src/Mod/Fem/Gui/Resources/translations/Fem_af.ts +++ b/src/Mod/Fem/Gui/Resources/translations/Fem_af.ts @@ -352,19 +352,31 @@ Vee uit - Point load [N] - Point load [N] + Point load [N] + + + Line load [N/mm] + Line load [N/mm] + + + Area load [N/mm²] + Area load [N/mm²] + + + + Point load + - Line load [N/mm] - Line load [N/mm] + Line load + - + - Area load [N/mm²] - Area load [N/mm²] + Area load + @@ -470,12 +482,12 @@ Write Calculix Input File - + Write Calculix Input File Edit Calculix Input File - + Edit Calculix Input File @@ -629,7 +641,7 @@ Constraint force - + Constraint force diff --git a/src/Mod/Fem/Gui/Resources/translations/Fem_cs.qm b/src/Mod/Fem/Gui/Resources/translations/Fem_cs.qm index 5703fe914..05d5f73d6 100644 Binary files a/src/Mod/Fem/Gui/Resources/translations/Fem_cs.qm and b/src/Mod/Fem/Gui/Resources/translations/Fem_cs.qm differ diff --git a/src/Mod/Fem/Gui/Resources/translations/Fem_cs.ts b/src/Mod/Fem/Gui/Resources/translations/Fem_cs.ts index cd6a11012..8edfad0b3 100644 --- a/src/Mod/Fem/Gui/Resources/translations/Fem_cs.ts +++ b/src/Mod/Fem/Gui/Resources/translations/Fem_cs.ts @@ -352,19 +352,31 @@ Odstranit - Point load [N] - Point load [N] + Point load [N] + + + Line load [N/mm] + Line load [N/mm] + + + Area load [N/mm²] + Area load [N/mm²] + + + + Point load + - Line load [N/mm] - Line load [N/mm] + Line load + - + - Area load [N/mm²] - Area load [N/mm²] + Area load + @@ -470,12 +482,12 @@ Write Calculix Input File - + Write Calculix Input File Edit Calculix Input File - + Edit Calculix Input File @@ -629,7 +641,7 @@ Constraint force - + Constraint force diff --git a/src/Mod/Fem/Gui/Resources/translations/Fem_de.qm b/src/Mod/Fem/Gui/Resources/translations/Fem_de.qm index 1fb70ca04..50515d1cf 100755 Binary files a/src/Mod/Fem/Gui/Resources/translations/Fem_de.qm and b/src/Mod/Fem/Gui/Resources/translations/Fem_de.qm differ diff --git a/src/Mod/Fem/Gui/Resources/translations/Fem_de.ts b/src/Mod/Fem/Gui/Resources/translations/Fem_de.ts index 15b02f600..ccd0fd739 100755 --- a/src/Mod/Fem/Gui/Resources/translations/Fem_de.ts +++ b/src/Mod/Fem/Gui/Resources/translations/Fem_de.ts @@ -352,19 +352,31 @@ Löschen - Point load [N] - Punktlast [N] + Punktlast [N] + + + Line load [N/mm] + Linienlast [N/mm] + + + Area load [N/mm²] + Flächenlast [N/mm²] + + + + Point load + - Line load [N/mm] - Linienlast [N/mm] + Line load + - + - Area load [N/mm²] - Flächenlast [N/mm²] + Area load + @@ -470,12 +482,12 @@ Write Calculix Input File - + Calculix Eingabedatei schreiben Edit Calculix Input File - + Calculix Eingabedatei bearbeiten @@ -629,7 +641,7 @@ Constraint force - + Einschränkungskraft diff --git a/src/Mod/Fem/Gui/Resources/translations/Fem_es-ES.qm b/src/Mod/Fem/Gui/Resources/translations/Fem_es-ES.qm index 1f4458ab1..58275aa07 100644 Binary files a/src/Mod/Fem/Gui/Resources/translations/Fem_es-ES.qm and b/src/Mod/Fem/Gui/Resources/translations/Fem_es-ES.qm differ diff --git a/src/Mod/Fem/Gui/Resources/translations/Fem_es-ES.ts b/src/Mod/Fem/Gui/Resources/translations/Fem_es-ES.ts index 6f2d47560..9bc98ddfd 100644 --- a/src/Mod/Fem/Gui/Resources/translations/Fem_es-ES.ts +++ b/src/Mod/Fem/Gui/Resources/translations/Fem_es-ES.ts @@ -352,19 +352,31 @@ Borrar - Point load [N] - Fuerza puntual [N] + Fuerza puntual [N] + + + Line load [N/mm] + Fuerza lineal [N/mm] + + + Area load [N/mm²] + Fuerza superficial [N/mm²] + + + + Point load + - Line load [N/mm] - Fuerza lineal [N/mm] + Line load + - + - Area load [N/mm²] - Fuerza superficial [N/mm²] + Area load + @@ -470,12 +482,12 @@ Write Calculix Input File - + Write Calculix Input File Edit Calculix Input File - + Edit Calculix Input File @@ -629,7 +641,7 @@ Constraint force - + Constraint force diff --git a/src/Mod/Fem/Gui/Resources/translations/Fem_fi.qm b/src/Mod/Fem/Gui/Resources/translations/Fem_fi.qm index 4e4c4f078..68b07335c 100755 Binary files a/src/Mod/Fem/Gui/Resources/translations/Fem_fi.qm and b/src/Mod/Fem/Gui/Resources/translations/Fem_fi.qm differ diff --git a/src/Mod/Fem/Gui/Resources/translations/Fem_fi.ts b/src/Mod/Fem/Gui/Resources/translations/Fem_fi.ts index 4d24792c2..1feb2edc0 100755 --- a/src/Mod/Fem/Gui/Resources/translations/Fem_fi.ts +++ b/src/Mod/Fem/Gui/Resources/translations/Fem_fi.ts @@ -352,19 +352,31 @@ Poista - Point load [N] - Pistekuorma [N] + Pistekuorma [N] + + + Line load [N/mm] + Viivakuorma [N/mm] + + + Area load [N/mm²] + Pinta-ala kuorma [N/mm²] + + + + Point load + - Line load [N/mm] - Viivakuorma [N/mm] + Line load + - + - Area load [N/mm²] - Pinta-ala kuorma [N/mm²] + Area load + @@ -470,12 +482,12 @@ Write Calculix Input File - + Write Calculix Input File Edit Calculix Input File - + Edit Calculix Input File @@ -629,7 +641,7 @@ Constraint force - + Constraint force diff --git a/src/Mod/Fem/Gui/Resources/translations/Fem_fr.qm b/src/Mod/Fem/Gui/Resources/translations/Fem_fr.qm index d1cdb0a30..388be2f8b 100755 Binary files a/src/Mod/Fem/Gui/Resources/translations/Fem_fr.qm and b/src/Mod/Fem/Gui/Resources/translations/Fem_fr.qm differ diff --git a/src/Mod/Fem/Gui/Resources/translations/Fem_fr.ts b/src/Mod/Fem/Gui/Resources/translations/Fem_fr.ts index fae3ce332..d359358da 100755 --- a/src/Mod/Fem/Gui/Resources/translations/Fem_fr.ts +++ b/src/Mod/Fem/Gui/Resources/translations/Fem_fr.ts @@ -352,19 +352,31 @@ Supprimer - Point load [N] - Chargement local [N] + Chargement local [N] + + + Line load [N/mm] + Chargement linéaire [N/mm] + + + Area load [N/mm²] + Chargement surfacique [N/mm2] + + + + Point load + - Line load [N/mm] - Chargement linéaire [N/mm] + Line load + - + - Area load [N/mm²] - Chargement surfacique [N/mm2] + Area load + @@ -470,12 +482,12 @@ Write Calculix Input File - + Sauver un fichier d'entrée Calculix Edit Calculix Input File - + Modifier un fichier d'entrée Calculix @@ -629,7 +641,7 @@ Constraint force - + Contrainte de force diff --git a/src/Mod/Fem/Gui/Resources/translations/Fem_hr.qm b/src/Mod/Fem/Gui/Resources/translations/Fem_hr.qm index 2ea27dfd3..c673edc0a 100755 Binary files a/src/Mod/Fem/Gui/Resources/translations/Fem_hr.qm and b/src/Mod/Fem/Gui/Resources/translations/Fem_hr.qm differ diff --git a/src/Mod/Fem/Gui/Resources/translations/Fem_hr.ts b/src/Mod/Fem/Gui/Resources/translations/Fem_hr.ts index 6a69aa52e..e3b5a8f92 100755 --- a/src/Mod/Fem/Gui/Resources/translations/Fem_hr.ts +++ b/src/Mod/Fem/Gui/Resources/translations/Fem_hr.ts @@ -352,19 +352,31 @@ Izbriši - Point load [N] - Point load [N] + Point load [N] + + + Line load [N/mm] + Line load [N/mm] + + + Area load [N/mm²] + Area load [N/mm²] + + + + Point load + - Line load [N/mm] - Line load [N/mm] + Line load + - + - Area load [N/mm²] - Area load [N/mm²] + Area load + @@ -470,12 +482,12 @@ Write Calculix Input File - + Write Calculix Input File Edit Calculix Input File - + Edit Calculix Input File @@ -629,7 +641,7 @@ Constraint force - + Constraint force diff --git a/src/Mod/Fem/Gui/Resources/translations/Fem_hu.qm b/src/Mod/Fem/Gui/Resources/translations/Fem_hu.qm index e05eb3d2f..3a5d84794 100755 Binary files a/src/Mod/Fem/Gui/Resources/translations/Fem_hu.qm and b/src/Mod/Fem/Gui/Resources/translations/Fem_hu.qm differ diff --git a/src/Mod/Fem/Gui/Resources/translations/Fem_hu.ts b/src/Mod/Fem/Gui/Resources/translations/Fem_hu.ts index 35dd13158..f630ef2b6 100755 --- a/src/Mod/Fem/Gui/Resources/translations/Fem_hu.ts +++ b/src/Mod/Fem/Gui/Resources/translations/Fem_hu.ts @@ -352,19 +352,31 @@ Törlés - Point load [N] - Point load [N] + Point load [N] + + + Line load [N/mm] + Line load [N/mm] + + + Area load [N/mm²] + Area load [N/mm²] + + + + Point load + - Line load [N/mm] - Line load [N/mm] + Line load + - + - Area load [N/mm²] - Area load [N/mm²] + Area load + @@ -470,12 +482,12 @@ Write Calculix Input File - + Write Calculix Input File Edit Calculix Input File - + Edit Calculix Input File @@ -629,7 +641,7 @@ Constraint force - + Constraint force diff --git a/src/Mod/Fem/Gui/Resources/translations/Fem_it.qm b/src/Mod/Fem/Gui/Resources/translations/Fem_it.qm index 99891480f..c659d361d 100755 Binary files a/src/Mod/Fem/Gui/Resources/translations/Fem_it.qm and b/src/Mod/Fem/Gui/Resources/translations/Fem_it.qm differ diff --git a/src/Mod/Fem/Gui/Resources/translations/Fem_it.ts b/src/Mod/Fem/Gui/Resources/translations/Fem_it.ts index 24187d71c..2406214cb 100755 --- a/src/Mod/Fem/Gui/Resources/translations/Fem_it.ts +++ b/src/Mod/Fem/Gui/Resources/translations/Fem_it.ts @@ -43,7 +43,7 @@ Create FEM fixed constraint - Crear vincolo FEM fisso + Crea vincolo fissaggio FEM @@ -341,7 +341,7 @@ Only faces, edges and vertices can be picked - Solo le superfici, i bordi e i vertici possono essere selezionati + Possono essere selezionati solo le superfici, i bordi e i vertici @@ -352,19 +352,31 @@ Elimina - Point load [N] - Carico nel punto [N] + Carico nel punto [N] + + + Line load [N/mm] + Carico sulla linea [N/mm] + + + Area load [N/mm²] + Carico sull'area [N/mm ²] + + + + Point load + - Line load [N/mm] - Carico sulla linea [N/mm] + Line load + - + - Area load [N/mm²] - Carico sull'area [N/mm ²] + Area load + @@ -383,7 +395,7 @@ Only faces, edges and vertices can be picked - Solo le superfici, i bordi e i vertici possono essere selezionati + Possono essere selezionati solo le superfici, i bordi e i vertici @@ -470,12 +482,12 @@ Write Calculix Input File - + Scrivere il File di Input Calculix Edit Calculix Input File - + Modifica il File di Input Calculix @@ -629,7 +641,7 @@ Constraint force - + Vincolo forza diff --git a/src/Mod/Fem/Gui/Resources/translations/Fem_ja.qm b/src/Mod/Fem/Gui/Resources/translations/Fem_ja.qm index 08499d8e8..dcfbddc77 100755 Binary files a/src/Mod/Fem/Gui/Resources/translations/Fem_ja.qm and b/src/Mod/Fem/Gui/Resources/translations/Fem_ja.qm differ diff --git a/src/Mod/Fem/Gui/Resources/translations/Fem_ja.ts b/src/Mod/Fem/Gui/Resources/translations/Fem_ja.ts index 9aa647007..1df08c995 100755 --- a/src/Mod/Fem/Gui/Resources/translations/Fem_ja.ts +++ b/src/Mod/Fem/Gui/Resources/translations/Fem_ja.ts @@ -352,19 +352,31 @@ 削除 - Point load [N] - 点荷重 [N] + 点荷重 [N] + + + Line load [N/mm] + 線荷重 [N/mm] + + + Area load [N/mm²] + 面荷重 [N/mm ²] + + + + Point load + - Line load [N/mm] - 線荷重 [N/mm] + Line load + - + - Area load [N/mm²] - 面荷重 [N/mm ²] + Area load + @@ -470,12 +482,12 @@ Write Calculix Input File - + Calculix 入力ファイルを書き込みする Edit Calculix Input File - + Calculix 入力ファイルを編集 @@ -629,7 +641,7 @@ Constraint force - + 拘束力 diff --git a/src/Mod/Fem/Gui/Resources/translations/Fem_nl.qm b/src/Mod/Fem/Gui/Resources/translations/Fem_nl.qm index 2658c89b2..8f30aabc4 100755 Binary files a/src/Mod/Fem/Gui/Resources/translations/Fem_nl.qm and b/src/Mod/Fem/Gui/Resources/translations/Fem_nl.qm differ diff --git a/src/Mod/Fem/Gui/Resources/translations/Fem_nl.ts b/src/Mod/Fem/Gui/Resources/translations/Fem_nl.ts index 6576fff7d..1064638b8 100755 --- a/src/Mod/Fem/Gui/Resources/translations/Fem_nl.ts +++ b/src/Mod/Fem/Gui/Resources/translations/Fem_nl.ts @@ -352,19 +352,31 @@ Verwijderen - Point load [N] - Point load [N] + Point load [N] + + + Line load [N/mm] + Line load [N/mm] + + + Area load [N/mm²] + Area load [N/mm²] + + + + Point load + - Line load [N/mm] - Line load [N/mm] + Line load + - + - Area load [N/mm²] - Area load [N/mm²] + Area load + @@ -470,12 +482,12 @@ Write Calculix Input File - + Write Calculix Input File Edit Calculix Input File - + Edit Calculix Input File @@ -629,7 +641,7 @@ Constraint force - + Constraint force diff --git a/src/Mod/Fem/Gui/Resources/translations/Fem_no.qm b/src/Mod/Fem/Gui/Resources/translations/Fem_no.qm index a26eee3ea..646b92680 100755 Binary files a/src/Mod/Fem/Gui/Resources/translations/Fem_no.qm and b/src/Mod/Fem/Gui/Resources/translations/Fem_no.qm differ diff --git a/src/Mod/Fem/Gui/Resources/translations/Fem_no.ts b/src/Mod/Fem/Gui/Resources/translations/Fem_no.ts index 40c7d5b7d..a8a55362b 100755 --- a/src/Mod/Fem/Gui/Resources/translations/Fem_no.ts +++ b/src/Mod/Fem/Gui/Resources/translations/Fem_no.ts @@ -352,19 +352,31 @@ Slett - Point load [N] - Point load [N] + Point load [N] + + + Line load [N/mm] + Line load [N/mm] + + + Area load [N/mm²] + Area load [N/mm²] + + + + Point load + - Line load [N/mm] - Line load [N/mm] + Line load + - + - Area load [N/mm²] - Area load [N/mm²] + Area load + @@ -470,12 +482,12 @@ Write Calculix Input File - + Write Calculix Input File Edit Calculix Input File - + Edit Calculix Input File @@ -629,7 +641,7 @@ Constraint force - + Constraint force diff --git a/src/Mod/Fem/Gui/Resources/translations/Fem_pl.qm b/src/Mod/Fem/Gui/Resources/translations/Fem_pl.qm index 585fe4a20..1ff5a756d 100755 Binary files a/src/Mod/Fem/Gui/Resources/translations/Fem_pl.qm and b/src/Mod/Fem/Gui/Resources/translations/Fem_pl.qm differ diff --git a/src/Mod/Fem/Gui/Resources/translations/Fem_pl.ts b/src/Mod/Fem/Gui/Resources/translations/Fem_pl.ts index 6eca316cc..b3dd67212 100755 --- a/src/Mod/Fem/Gui/Resources/translations/Fem_pl.ts +++ b/src/Mod/Fem/Gui/Resources/translations/Fem_pl.ts @@ -352,19 +352,31 @@ Usuń - Point load [N] - Point load [N] + Point load [N] + + + Line load [N/mm] + Line load [N/mm] + + + Area load [N/mm²] + Area load [N/mm²] + + + + Point load + - Line load [N/mm] - Line load [N/mm] + Line load + - + - Area load [N/mm²] - Area load [N/mm²] + Area load + @@ -470,12 +482,12 @@ Write Calculix Input File - + Write Calculix Input File Edit Calculix Input File - + Edit Calculix Input File @@ -629,7 +641,7 @@ Constraint force - + Constraint force diff --git a/src/Mod/Fem/Gui/Resources/translations/Fem_pt-BR.qm b/src/Mod/Fem/Gui/Resources/translations/Fem_pt-BR.qm index af1f252bb..6199654fe 100644 Binary files a/src/Mod/Fem/Gui/Resources/translations/Fem_pt-BR.qm and b/src/Mod/Fem/Gui/Resources/translations/Fem_pt-BR.qm differ diff --git a/src/Mod/Fem/Gui/Resources/translations/Fem_pt-BR.ts b/src/Mod/Fem/Gui/Resources/translations/Fem_pt-BR.ts index 34be72a38..328ceb08e 100644 --- a/src/Mod/Fem/Gui/Resources/translations/Fem_pt-BR.ts +++ b/src/Mod/Fem/Gui/Resources/translations/Fem_pt-BR.ts @@ -352,19 +352,31 @@ Excluir - Point load [N] - Carga pontual [N] + Carga pontual [N] + + + Line load [N/mm] + Carga linear [M/mm] + + + Area load [N/mm²] + Carga de área [N/mm²] + + + + Point load + - Line load [N/mm] - Carga linear [M/mm] + Line load + - + - Area load [N/mm²] - Carga de área [N/mm²] + Area load + @@ -470,12 +482,12 @@ Write Calculix Input File - + Gravar um arquivo de entrada do Calculix Edit Calculix Input File - + Editar um arquivo de entrada do Calculix @@ -629,7 +641,7 @@ Constraint force - + Restrição de força diff --git a/src/Mod/Fem/Gui/Resources/translations/Fem_pt-PT.qm b/src/Mod/Fem/Gui/Resources/translations/Fem_pt-PT.qm index 3d99b146f..340b60916 100644 Binary files a/src/Mod/Fem/Gui/Resources/translations/Fem_pt-PT.qm and b/src/Mod/Fem/Gui/Resources/translations/Fem_pt-PT.qm differ diff --git a/src/Mod/Fem/Gui/Resources/translations/Fem_pt-PT.ts b/src/Mod/Fem/Gui/Resources/translations/Fem_pt-PT.ts index 5a49dac04..df94fff16 100644 --- a/src/Mod/Fem/Gui/Resources/translations/Fem_pt-PT.ts +++ b/src/Mod/Fem/Gui/Resources/translations/Fem_pt-PT.ts @@ -352,19 +352,31 @@ Apagar - Point load [N] - Point load [N] + Point load [N] + + + Line load [N/mm] + Line load [N/mm] + + + Area load [N/mm²] + Area load [N/mm²] + + + + Point load + - Line load [N/mm] - Line load [N/mm] + Line load + - + - Area load [N/mm²] - Area load [N/mm²] + Area load + @@ -470,12 +482,12 @@ Write Calculix Input File - + Write Calculix Input File Edit Calculix Input File - + Edit Calculix Input File @@ -629,7 +641,7 @@ Constraint force - + Constraint force diff --git a/src/Mod/Fem/Gui/Resources/translations/Fem_ro.qm b/src/Mod/Fem/Gui/Resources/translations/Fem_ro.qm index 0c5f55a95..9ba6337bb 100644 Binary files a/src/Mod/Fem/Gui/Resources/translations/Fem_ro.qm and b/src/Mod/Fem/Gui/Resources/translations/Fem_ro.qm differ diff --git a/src/Mod/Fem/Gui/Resources/translations/Fem_ro.ts b/src/Mod/Fem/Gui/Resources/translations/Fem_ro.ts index 2928545aa..741f59bb6 100644 --- a/src/Mod/Fem/Gui/Resources/translations/Fem_ro.ts +++ b/src/Mod/Fem/Gui/Resources/translations/Fem_ro.ts @@ -352,19 +352,31 @@ Ştergeţi - Point load [N] - Point load [N] + Point load [N] + + + Line load [N/mm] + Line load [N/mm] + + + Area load [N/mm²] + Area load [N/mm²] + + + + Point load + - Line load [N/mm] - Line load [N/mm] + Line load + - + - Area load [N/mm²] - Area load [N/mm²] + Area load + @@ -470,12 +482,12 @@ Write Calculix Input File - + Write Calculix Input File Edit Calculix Input File - + Edit Calculix Input File @@ -629,7 +641,7 @@ Constraint force - + Constraint force diff --git a/src/Mod/Fem/Gui/Resources/translations/Fem_ru.qm b/src/Mod/Fem/Gui/Resources/translations/Fem_ru.qm index 474a6a84a..f0ecbf4b6 100755 Binary files a/src/Mod/Fem/Gui/Resources/translations/Fem_ru.qm and b/src/Mod/Fem/Gui/Resources/translations/Fem_ru.qm differ diff --git a/src/Mod/Fem/Gui/Resources/translations/Fem_ru.ts b/src/Mod/Fem/Gui/Resources/translations/Fem_ru.ts index a14b2de2f..af61f721e 100755 --- a/src/Mod/Fem/Gui/Resources/translations/Fem_ru.ts +++ b/src/Mod/Fem/Gui/Resources/translations/Fem_ru.ts @@ -352,19 +352,31 @@ Удалить - Point load [N] - Point load [N] + Point load [N] + + + Line load [N/mm] + Line load [N/mm] + + + Area load [N/mm²] + Area load [N/mm²] + + + + Point load + - Line load [N/mm] - Line load [N/mm] + Line load + - + - Area load [N/mm²] - Area load [N/mm²] + Area load + @@ -470,12 +482,12 @@ Write Calculix Input File - + Write Calculix Input File Edit Calculix Input File - + Edit Calculix Input File @@ -581,7 +593,7 @@ Combo View - Комбинированный вид + Комбо панель @@ -629,7 +641,7 @@ Constraint force - + Constraint force diff --git a/src/Mod/Fem/Gui/Resources/translations/Fem_sk.ts b/src/Mod/Fem/Gui/Resources/translations/Fem_sk.ts index 4ce9a6fe7..25d6a5736 100644 --- a/src/Mod/Fem/Gui/Resources/translations/Fem_sk.ts +++ b/src/Mod/Fem/Gui/Resources/translations/Fem_sk.ts @@ -365,17 +365,17 @@ - Point load [N] + Point load - Line load [N/mm] + Line load - + - Area load [N/mm²] + Area load diff --git a/src/Mod/Fem/Gui/Resources/translations/Fem_sr.qm b/src/Mod/Fem/Gui/Resources/translations/Fem_sr.qm index 7d8e855ee..aac9fe66b 100644 Binary files a/src/Mod/Fem/Gui/Resources/translations/Fem_sr.qm and b/src/Mod/Fem/Gui/Resources/translations/Fem_sr.qm differ diff --git a/src/Mod/Fem/Gui/Resources/translations/Fem_sr.ts b/src/Mod/Fem/Gui/Resources/translations/Fem_sr.ts index e337493a5..3a0456a94 100644 --- a/src/Mod/Fem/Gui/Resources/translations/Fem_sr.ts +++ b/src/Mod/Fem/Gui/Resources/translations/Fem_sr.ts @@ -312,7 +312,7 @@ Only linear edges can be picked - Only linear edges can be picked + Cам cе линеарни рубови могу одабрати @@ -336,7 +336,7 @@ Mixed shape types are not possible. Use a second constraint instead - Mixed shape types are not possible. Use a second constraint instead + Ниcу могући помешани типови облика.Умеcто тога кориcти друго инcталирано ограничење @@ -352,19 +352,31 @@ Обриши - Point load [N] - Отерећење тачке [N] + Отерећење тачке [N] + + + Line load [N/mm] + Оптерећење линије [N/mm] + + + Area load [N/mm²] + Оптерећење облаcти [N/mm²] + + + + Point load + - Line load [N/mm] - Оптерећење линије [N/mm] + Line load + - + - Area load [N/mm²] - Оптерећење облаcти [N/mm²] + Area load + @@ -378,7 +390,7 @@ Mixed shape types are not possible. Use a second constraint instead - Mixed shape types are not possible. Use a second constraint instead + Ниcу могући помешани типови облика.Умеcто тога кориcти друго инcталирано ограничење @@ -393,7 +405,7 @@ Only linear edges can be picked - Only linear edges can be picked + Cам cе линеарни рубови могу одабрати @@ -418,7 +430,7 @@ Only linear edges can be picked - Only linear edges can be picked + Cам cе линеарни рубови могу одабрати @@ -470,12 +482,12 @@ Write Calculix Input File - + Write Calculix Input File Edit Calculix Input File - + Edit Calculix Input File @@ -500,7 +512,7 @@ MatWeb database... - MatWeb database... + MatWeb база података... @@ -542,7 +554,7 @@ Your FreeCAD is build without NETGEN support. Meshing will not work.... - Your FreeCAD is build without NETGEN support. Meshing will not work.... + Ваш FreeCAD је направљен без NETGEN подршке. Мрежење неће радити.... @@ -629,7 +641,7 @@ Constraint force - + Ограничење cиле diff --git a/src/Mod/Fem/Gui/Resources/translations/Fem_sv-SE.qm b/src/Mod/Fem/Gui/Resources/translations/Fem_sv-SE.qm index bcac38bc9..5329de578 100644 Binary files a/src/Mod/Fem/Gui/Resources/translations/Fem_sv-SE.qm and b/src/Mod/Fem/Gui/Resources/translations/Fem_sv-SE.qm differ diff --git a/src/Mod/Fem/Gui/Resources/translations/Fem_sv-SE.ts b/src/Mod/Fem/Gui/Resources/translations/Fem_sv-SE.ts index bfa1eeb1d..cbc97e618 100644 --- a/src/Mod/Fem/Gui/Resources/translations/Fem_sv-SE.ts +++ b/src/Mod/Fem/Gui/Resources/translations/Fem_sv-SE.ts @@ -352,19 +352,31 @@ Radera - Point load [N] - Point load [N] + Point load [N] + + + Line load [N/mm] + Line load [N/mm] + + + Area load [N/mm²] + Area load [N/mm²] + + + + Point load + - Line load [N/mm] - Line load [N/mm] + Line load + - + - Area load [N/mm²] - Area load [N/mm²] + Area load + @@ -470,12 +482,12 @@ Write Calculix Input File - + Write Calculix Input File Edit Calculix Input File - + Edit Calculix Input File @@ -629,7 +641,7 @@ Constraint force - + Constraint force diff --git a/src/Mod/Fem/Gui/Resources/translations/Fem_tr.ts b/src/Mod/Fem/Gui/Resources/translations/Fem_tr.ts index 27f36122b..eb830d834 100644 --- a/src/Mod/Fem/Gui/Resources/translations/Fem_tr.ts +++ b/src/Mod/Fem/Gui/Resources/translations/Fem_tr.ts @@ -365,17 +365,17 @@ - Point load [N] + Point load - Line load [N/mm] + Line load - + - Area load [N/mm²] + Area load diff --git a/src/Mod/Fem/Gui/Resources/translations/Fem_uk.qm b/src/Mod/Fem/Gui/Resources/translations/Fem_uk.qm index a467ad52a..d04f57dac 100755 Binary files a/src/Mod/Fem/Gui/Resources/translations/Fem_uk.qm and b/src/Mod/Fem/Gui/Resources/translations/Fem_uk.qm differ diff --git a/src/Mod/Fem/Gui/Resources/translations/Fem_uk.ts b/src/Mod/Fem/Gui/Resources/translations/Fem_uk.ts index 4f89cb937..15e9b0add 100755 --- a/src/Mod/Fem/Gui/Resources/translations/Fem_uk.ts +++ b/src/Mod/Fem/Gui/Resources/translations/Fem_uk.ts @@ -352,19 +352,31 @@ Видалити - Point load [N] - Point load [N] + Point load [N] + + + Line load [N/mm] + Line load [N/mm] + + + Area load [N/mm²] + Area load [N/mm²] + + + + Point load + - Line load [N/mm] - Line load [N/mm] + Line load + - + - Area load [N/mm²] - Area load [N/mm²] + Area load + @@ -470,12 +482,12 @@ Write Calculix Input File - + Write Calculix Input File Edit Calculix Input File - + Edit Calculix Input File @@ -629,7 +641,7 @@ Constraint force - + Constraint force diff --git a/src/Mod/Fem/Gui/Resources/translations/Fem_zh-CN.qm b/src/Mod/Fem/Gui/Resources/translations/Fem_zh-CN.qm index b971d328c..b0d225658 100644 Binary files a/src/Mod/Fem/Gui/Resources/translations/Fem_zh-CN.qm and b/src/Mod/Fem/Gui/Resources/translations/Fem_zh-CN.qm differ diff --git a/src/Mod/Fem/Gui/Resources/translations/Fem_zh-CN.ts b/src/Mod/Fem/Gui/Resources/translations/Fem_zh-CN.ts index ba4075a71..8ce7ed88e 100644 --- a/src/Mod/Fem/Gui/Resources/translations/Fem_zh-CN.ts +++ b/src/Mod/Fem/Gui/Resources/translations/Fem_zh-CN.ts @@ -352,19 +352,31 @@ 删除 - Point load [N] - Point load [N] + Point load [N] + + + Line load [N/mm] + Line load [N/mm] + + + Area load [N/mm²] + Area load [N/mm²] + + + + Point load + - Line load [N/mm] - Line load [N/mm] + Line load + - + - Area load [N/mm²] - Area load [N/mm²] + Area load + @@ -470,12 +482,12 @@ Write Calculix Input File - + Write Calculix Input File Edit Calculix Input File - + Edit Calculix Input File @@ -629,7 +641,7 @@ Constraint force - + Constraint force diff --git a/src/Mod/Fem/Gui/Resources/translations/Fem_zh-TW.qm b/src/Mod/Fem/Gui/Resources/translations/Fem_zh-TW.qm index dc62602a9..92d85e0ed 100644 Binary files a/src/Mod/Fem/Gui/Resources/translations/Fem_zh-TW.qm and b/src/Mod/Fem/Gui/Resources/translations/Fem_zh-TW.qm differ diff --git a/src/Mod/Fem/Gui/Resources/translations/Fem_zh-TW.ts b/src/Mod/Fem/Gui/Resources/translations/Fem_zh-TW.ts index 88b72436c..3f0176b15 100644 --- a/src/Mod/Fem/Gui/Resources/translations/Fem_zh-TW.ts +++ b/src/Mod/Fem/Gui/Resources/translations/Fem_zh-TW.ts @@ -352,19 +352,31 @@ 刪除 - Point load [N] - 點負荷 [N] + 點負荷 [N] + + + Line load [N/mm] + 線負荷 [N/mm] + + + Area load [N/mm²] + 面負荷 [N/mm²] + + + + Point load + - Line load [N/mm] - 線負荷 [N/mm] + Line load + - + - Area load [N/mm²] - 面負荷 [N/mm²] + Area load + @@ -470,12 +482,12 @@ Write Calculix Input File - + Write Calculix Input File Edit Calculix Input File - + Edit Calculix Input File @@ -629,7 +641,7 @@ Constraint force - + Constraint force diff --git a/src/Mod/Image/Gui/Resources/translations/Image_it.qm b/src/Mod/Image/Gui/Resources/translations/Image_it.qm index 7d3b2ecd3..96af8d300 100644 Binary files a/src/Mod/Image/Gui/Resources/translations/Image_it.qm and b/src/Mod/Image/Gui/Resources/translations/Image_it.qm differ diff --git a/src/Mod/Image/Gui/Resources/translations/Image_it.ts b/src/Mod/Image/Gui/Resources/translations/Image_it.ts index aaccc27eb..311ebeadd 100644 --- a/src/Mod/Image/Gui/Resources/translations/Image_it.ts +++ b/src/Mod/Image/Gui/Resources/translations/Image_it.ts @@ -64,7 +64,7 @@ Image plane - Image plane + Piano dell'immagine @@ -102,7 +102,7 @@ Stretch the image to fit the view - Stira l'immagine per adattarsi alla vista + Stira l'immagine per adattarla alla vista diff --git a/src/Mod/Mesh/Gui/Resources/translations/Mesh_af.qm b/src/Mod/Mesh/Gui/Resources/translations/Mesh_af.qm index 78364a909..6835ac2ad 100644 Binary files a/src/Mod/Mesh/Gui/Resources/translations/Mesh_af.qm and b/src/Mod/Mesh/Gui/Resources/translations/Mesh_af.qm differ diff --git a/src/Mod/Mesh/Gui/Resources/translations/Mesh_af.ts b/src/Mod/Mesh/Gui/Resources/translations/Mesh_af.ts index 3489f8d2b..e92e2d707 100644 --- a/src/Mod/Mesh/Gui/Resources/translations/Mesh_af.ts +++ b/src/Mod/Mesh/Gui/Resources/translations/Mesh_af.ts @@ -1287,7 +1287,7 @@ Maks=<%4,%5,%6> Display components - + Display components diff --git a/src/Mod/Mesh/Gui/Resources/translations/Mesh_cs.qm b/src/Mod/Mesh/Gui/Resources/translations/Mesh_cs.qm index caa3c69a2..08df7e8bc 100644 Binary files a/src/Mod/Mesh/Gui/Resources/translations/Mesh_cs.qm and b/src/Mod/Mesh/Gui/Resources/translations/Mesh_cs.qm differ diff --git a/src/Mod/Mesh/Gui/Resources/translations/Mesh_cs.ts b/src/Mod/Mesh/Gui/Resources/translations/Mesh_cs.ts index 0fa0a2330..3ee9f6b33 100644 --- a/src/Mod/Mesh/Gui/Resources/translations/Mesh_cs.ts +++ b/src/Mod/Mesh/Gui/Resources/translations/Mesh_cs.ts @@ -1287,7 +1287,7 @@ Max = <%4,%5,%6> Display components - + Display components diff --git a/src/Mod/Mesh/Gui/Resources/translations/Mesh_de.qm b/src/Mod/Mesh/Gui/Resources/translations/Mesh_de.qm index 7462e1317..7399893e5 100644 Binary files a/src/Mod/Mesh/Gui/Resources/translations/Mesh_de.qm and b/src/Mod/Mesh/Gui/Resources/translations/Mesh_de.qm differ diff --git a/src/Mod/Mesh/Gui/Resources/translations/Mesh_de.ts b/src/Mod/Mesh/Gui/Resources/translations/Mesh_de.ts index 6a6625240..ed95b01b1 100644 --- a/src/Mod/Mesh/Gui/Resources/translations/Mesh_de.ts +++ b/src/Mod/Mesh/Gui/Resources/translations/Mesh_de.ts @@ -1287,7 +1287,7 @@ Max=<%4,%5,%6> Display components - + Komponenten anzeigen diff --git a/src/Mod/Mesh/Gui/Resources/translations/Mesh_es-ES.qm b/src/Mod/Mesh/Gui/Resources/translations/Mesh_es-ES.qm index 28456cca3..77ff8d444 100644 Binary files a/src/Mod/Mesh/Gui/Resources/translations/Mesh_es-ES.qm and b/src/Mod/Mesh/Gui/Resources/translations/Mesh_es-ES.qm differ diff --git a/src/Mod/Mesh/Gui/Resources/translations/Mesh_es-ES.ts b/src/Mod/Mesh/Gui/Resources/translations/Mesh_es-ES.ts index e7c984ed8..2c33763d1 100644 --- a/src/Mod/Mesh/Gui/Resources/translations/Mesh_es-ES.ts +++ b/src/Mod/Mesh/Gui/Resources/translations/Mesh_es-ES.ts @@ -1283,7 +1283,7 @@ Max=<%4,%5,%6> Display components - + Display components diff --git a/src/Mod/Mesh/Gui/Resources/translations/Mesh_fi.qm b/src/Mod/Mesh/Gui/Resources/translations/Mesh_fi.qm index 8e3a7f1c1..60c216443 100644 Binary files a/src/Mod/Mesh/Gui/Resources/translations/Mesh_fi.qm and b/src/Mod/Mesh/Gui/Resources/translations/Mesh_fi.qm differ diff --git a/src/Mod/Mesh/Gui/Resources/translations/Mesh_fi.ts b/src/Mod/Mesh/Gui/Resources/translations/Mesh_fi.ts index 99ed9c051..c178b5a30 100644 --- a/src/Mod/Mesh/Gui/Resources/translations/Mesh_fi.ts +++ b/src/Mod/Mesh/Gui/Resources/translations/Mesh_fi.ts @@ -1287,7 +1287,7 @@ Suurin=<%4,%5,%6> Display components - + Display components diff --git a/src/Mod/Mesh/Gui/Resources/translations/Mesh_fr.qm b/src/Mod/Mesh/Gui/Resources/translations/Mesh_fr.qm index 400639aea..8d6bc7090 100644 Binary files a/src/Mod/Mesh/Gui/Resources/translations/Mesh_fr.qm and b/src/Mod/Mesh/Gui/Resources/translations/Mesh_fr.qm differ diff --git a/src/Mod/Mesh/Gui/Resources/translations/Mesh_fr.ts b/src/Mod/Mesh/Gui/Resources/translations/Mesh_fr.ts index cb1fd14e0..c4c2640e0 100644 --- a/src/Mod/Mesh/Gui/Resources/translations/Mesh_fr.ts +++ b/src/Mod/Mesh/Gui/Resources/translations/Mesh_fr.ts @@ -1286,7 +1286,7 @@ Max=<%4,%5,%6> Display components - + Afficher les composants diff --git a/src/Mod/Mesh/Gui/Resources/translations/Mesh_hr.qm b/src/Mod/Mesh/Gui/Resources/translations/Mesh_hr.qm index 00017475d..323613ffc 100644 Binary files a/src/Mod/Mesh/Gui/Resources/translations/Mesh_hr.qm and b/src/Mod/Mesh/Gui/Resources/translations/Mesh_hr.qm differ diff --git a/src/Mod/Mesh/Gui/Resources/translations/Mesh_hr.ts b/src/Mod/Mesh/Gui/Resources/translations/Mesh_hr.ts index 7b145cb2a..b24803a63 100644 --- a/src/Mod/Mesh/Gui/Resources/translations/Mesh_hr.ts +++ b/src/Mod/Mesh/Gui/Resources/translations/Mesh_hr.ts @@ -1287,7 +1287,7 @@ Max=<%4,%5,%6> Display components - + Display components diff --git a/src/Mod/Mesh/Gui/Resources/translations/Mesh_hu.qm b/src/Mod/Mesh/Gui/Resources/translations/Mesh_hu.qm index 9de35d51a..f86367582 100644 Binary files a/src/Mod/Mesh/Gui/Resources/translations/Mesh_hu.qm and b/src/Mod/Mesh/Gui/Resources/translations/Mesh_hu.qm differ diff --git a/src/Mod/Mesh/Gui/Resources/translations/Mesh_hu.ts b/src/Mod/Mesh/Gui/Resources/translations/Mesh_hu.ts index aef2711e2..2ce525947 100644 --- a/src/Mod/Mesh/Gui/Resources/translations/Mesh_hu.ts +++ b/src/Mod/Mesh/Gui/Resources/translations/Mesh_hu.ts @@ -1287,7 +1287,7 @@ Max=<%4,%5,%6> Display components - + Display components diff --git a/src/Mod/Mesh/Gui/Resources/translations/Mesh_it.qm b/src/Mod/Mesh/Gui/Resources/translations/Mesh_it.qm index 3a9cf7498..ea4eb58b2 100644 Binary files a/src/Mod/Mesh/Gui/Resources/translations/Mesh_it.qm and b/src/Mod/Mesh/Gui/Resources/translations/Mesh_it.qm differ diff --git a/src/Mod/Mesh/Gui/Resources/translations/Mesh_it.ts b/src/Mod/Mesh/Gui/Resources/translations/Mesh_it.ts index b192db9f5..493308088 100644 --- a/src/Mod/Mesh/Gui/Resources/translations/Mesh_it.ts +++ b/src/Mod/Mesh/Gui/Resources/translations/Mesh_it.ts @@ -24,11 +24,11 @@ Boundings info... - Dettagli sulle connessioni... + Info Limiti Contenitore... Shows the boundings of the selected mesh - Mostra le connessioni della mesh selezionata + Mostra le coordinate dei limiti del contenitore della mesh selezionata @@ -91,7 +91,7 @@ Check solid mesh - Controlla la mesh del solido + Controlla il solido mesh Checks whether the mesh is a solid @@ -706,7 +706,7 @@ Check failed due to folds on the surface. Please run the command to repair folds first - Controllo non riuscito a causa di pieghe sulla superficie. Eseguire il comando per riparare pieghe prima + Controllo non riuscito a causa di pieghe sulla superficie. Eseguire prima il comando per riparare le pieghe No folds on surface @@ -879,7 +879,7 @@ Please run the command to repair folds first Show bounding-box for highlighted or selected meshes - Mostra riquadro per le mesh evidenziate o selezionate + Mostra contenitore per le mesh evidenziate o selezionate Line transparency @@ -1149,7 +1149,7 @@ Please visit http://www.openscad.org/index.html to install it. Boundings - Connessioni + Limiti Fill holes @@ -1285,7 +1285,7 @@ Max=<%4,%5,%6> Display components - + Visualizza i componenti diff --git a/src/Mod/Mesh/Gui/Resources/translations/Mesh_ja.qm b/src/Mod/Mesh/Gui/Resources/translations/Mesh_ja.qm index 255f81f4b..a7e3dbae9 100644 Binary files a/src/Mod/Mesh/Gui/Resources/translations/Mesh_ja.qm and b/src/Mod/Mesh/Gui/Resources/translations/Mesh_ja.qm differ diff --git a/src/Mod/Mesh/Gui/Resources/translations/Mesh_ja.ts b/src/Mod/Mesh/Gui/Resources/translations/Mesh_ja.ts index 36a05074f..3a32f5784 100644 --- a/src/Mod/Mesh/Gui/Resources/translations/Mesh_ja.ts +++ b/src/Mod/Mesh/Gui/Resources/translations/Mesh_ja.ts @@ -1286,7 +1286,7 @@ Max=<%4,%5,%6> Display components - + 表示コンポーネント diff --git a/src/Mod/Mesh/Gui/Resources/translations/Mesh_nl.qm b/src/Mod/Mesh/Gui/Resources/translations/Mesh_nl.qm index 3fdf730d5..53d4b7d66 100644 Binary files a/src/Mod/Mesh/Gui/Resources/translations/Mesh_nl.qm and b/src/Mod/Mesh/Gui/Resources/translations/Mesh_nl.qm differ diff --git a/src/Mod/Mesh/Gui/Resources/translations/Mesh_nl.ts b/src/Mod/Mesh/Gui/Resources/translations/Mesh_nl.ts index 84b2c97d5..603d93f5c 100644 --- a/src/Mod/Mesh/Gui/Resources/translations/Mesh_nl.ts +++ b/src/Mod/Mesh/Gui/Resources/translations/Mesh_nl.ts @@ -1287,7 +1287,7 @@ Max=<%4,%5,%6> Display components - + Display components diff --git a/src/Mod/Mesh/Gui/Resources/translations/Mesh_no.qm b/src/Mod/Mesh/Gui/Resources/translations/Mesh_no.qm index 980c55e6f..f1284797e 100644 Binary files a/src/Mod/Mesh/Gui/Resources/translations/Mesh_no.qm and b/src/Mod/Mesh/Gui/Resources/translations/Mesh_no.qm differ diff --git a/src/Mod/Mesh/Gui/Resources/translations/Mesh_no.ts b/src/Mod/Mesh/Gui/Resources/translations/Mesh_no.ts index 13cc747df..8f02f1b35 100644 --- a/src/Mod/Mesh/Gui/Resources/translations/Mesh_no.ts +++ b/src/Mod/Mesh/Gui/Resources/translations/Mesh_no.ts @@ -1286,7 +1286,7 @@ Maks=<%4,%5,%6> Display components - + Display components diff --git a/src/Mod/Mesh/Gui/Resources/translations/Mesh_pl.qm b/src/Mod/Mesh/Gui/Resources/translations/Mesh_pl.qm index f63297db7..1dd4677cb 100644 Binary files a/src/Mod/Mesh/Gui/Resources/translations/Mesh_pl.qm and b/src/Mod/Mesh/Gui/Resources/translations/Mesh_pl.qm differ diff --git a/src/Mod/Mesh/Gui/Resources/translations/Mesh_pl.ts b/src/Mod/Mesh/Gui/Resources/translations/Mesh_pl.ts index e2164f2c3..dd1353651 100644 --- a/src/Mod/Mesh/Gui/Resources/translations/Mesh_pl.ts +++ b/src/Mod/Mesh/Gui/Resources/translations/Mesh_pl.ts @@ -1284,7 +1284,7 @@ Max=<%4,%5,%6> Display components - + Display components diff --git a/src/Mod/Mesh/Gui/Resources/translations/Mesh_pt-BR.qm b/src/Mod/Mesh/Gui/Resources/translations/Mesh_pt-BR.qm index 852109e1e..68dec120c 100644 Binary files a/src/Mod/Mesh/Gui/Resources/translations/Mesh_pt-BR.qm and b/src/Mod/Mesh/Gui/Resources/translations/Mesh_pt-BR.qm differ diff --git a/src/Mod/Mesh/Gui/Resources/translations/Mesh_pt-BR.ts b/src/Mod/Mesh/Gui/Resources/translations/Mesh_pt-BR.ts index 942e72ff2..b77ad2c9c 100644 --- a/src/Mod/Mesh/Gui/Resources/translations/Mesh_pt-BR.ts +++ b/src/Mod/Mesh/Gui/Resources/translations/Mesh_pt-BR.ts @@ -1286,7 +1286,7 @@ Max=<%4,%5,%6> Display components - + Exibir componentes diff --git a/src/Mod/Mesh/Gui/Resources/translations/Mesh_pt-PT.qm b/src/Mod/Mesh/Gui/Resources/translations/Mesh_pt-PT.qm index 8a6e0edc9..2e0aa45ae 100644 Binary files a/src/Mod/Mesh/Gui/Resources/translations/Mesh_pt-PT.qm and b/src/Mod/Mesh/Gui/Resources/translations/Mesh_pt-PT.qm differ diff --git a/src/Mod/Mesh/Gui/Resources/translations/Mesh_pt-PT.ts b/src/Mod/Mesh/Gui/Resources/translations/Mesh_pt-PT.ts index d88a08013..491751d72 100644 --- a/src/Mod/Mesh/Gui/Resources/translations/Mesh_pt-PT.ts +++ b/src/Mod/Mesh/Gui/Resources/translations/Mesh_pt-PT.ts @@ -1287,7 +1287,7 @@ Max=<%4,%5,%6> Display components - + Display components diff --git a/src/Mod/Mesh/Gui/Resources/translations/Mesh_ro.qm b/src/Mod/Mesh/Gui/Resources/translations/Mesh_ro.qm index 832993b6b..ad4798e05 100644 Binary files a/src/Mod/Mesh/Gui/Resources/translations/Mesh_ro.qm and b/src/Mod/Mesh/Gui/Resources/translations/Mesh_ro.qm differ diff --git a/src/Mod/Mesh/Gui/Resources/translations/Mesh_ro.ts b/src/Mod/Mesh/Gui/Resources/translations/Mesh_ro.ts index 30e9533fe..c5622f70f 100644 --- a/src/Mod/Mesh/Gui/Resources/translations/Mesh_ro.ts +++ b/src/Mod/Mesh/Gui/Resources/translations/Mesh_ro.ts @@ -1287,7 +1287,7 @@ Max=<%4,%5,%6> Display components - + Display components diff --git a/src/Mod/Mesh/Gui/Resources/translations/Mesh_ru.qm b/src/Mod/Mesh/Gui/Resources/translations/Mesh_ru.qm index b0c2feb42..df30d0cef 100644 Binary files a/src/Mod/Mesh/Gui/Resources/translations/Mesh_ru.qm and b/src/Mod/Mesh/Gui/Resources/translations/Mesh_ru.qm differ diff --git a/src/Mod/Mesh/Gui/Resources/translations/Mesh_ru.ts b/src/Mod/Mesh/Gui/Resources/translations/Mesh_ru.ts index e27976369..15e30aaf7 100644 --- a/src/Mod/Mesh/Gui/Resources/translations/Mesh_ru.ts +++ b/src/Mod/Mesh/Gui/Resources/translations/Mesh_ru.ts @@ -1286,7 +1286,7 @@ Max=<%4,%5,%6> Display components - + Display components diff --git a/src/Mod/Mesh/Gui/Resources/translations/Mesh_sr.qm b/src/Mod/Mesh/Gui/Resources/translations/Mesh_sr.qm index 6466d82cd..49ba5a643 100644 Binary files a/src/Mod/Mesh/Gui/Resources/translations/Mesh_sr.qm and b/src/Mod/Mesh/Gui/Resources/translations/Mesh_sr.qm differ diff --git a/src/Mod/Mesh/Gui/Resources/translations/Mesh_sr.ts b/src/Mod/Mesh/Gui/Resources/translations/Mesh_sr.ts index c75502bbc..5bfa85a1d 100644 --- a/src/Mod/Mesh/Gui/Resources/translations/Mesh_sr.ts +++ b/src/Mod/Mesh/Gui/Resources/translations/Mesh_sr.ts @@ -1287,7 +1287,7 @@ Max=<%4,%5,%6> Display components - + Display components diff --git a/src/Mod/Mesh/Gui/Resources/translations/Mesh_sv-SE.qm b/src/Mod/Mesh/Gui/Resources/translations/Mesh_sv-SE.qm index 5ba0ae366..a347c8c6d 100644 Binary files a/src/Mod/Mesh/Gui/Resources/translations/Mesh_sv-SE.qm and b/src/Mod/Mesh/Gui/Resources/translations/Mesh_sv-SE.qm differ diff --git a/src/Mod/Mesh/Gui/Resources/translations/Mesh_sv-SE.ts b/src/Mod/Mesh/Gui/Resources/translations/Mesh_sv-SE.ts index db79f9421..7c45ed47f 100644 --- a/src/Mod/Mesh/Gui/Resources/translations/Mesh_sv-SE.ts +++ b/src/Mod/Mesh/Gui/Resources/translations/Mesh_sv-SE.ts @@ -1286,7 +1286,7 @@ Max=<%4,%5,%6> Display components - + Display components diff --git a/src/Mod/Mesh/Gui/Resources/translations/Mesh_uk.qm b/src/Mod/Mesh/Gui/Resources/translations/Mesh_uk.qm index 9f9cc78ee..8a1a1f545 100644 Binary files a/src/Mod/Mesh/Gui/Resources/translations/Mesh_uk.qm and b/src/Mod/Mesh/Gui/Resources/translations/Mesh_uk.qm differ diff --git a/src/Mod/Mesh/Gui/Resources/translations/Mesh_uk.ts b/src/Mod/Mesh/Gui/Resources/translations/Mesh_uk.ts index f8f280c93..fde49eb8b 100644 --- a/src/Mod/Mesh/Gui/Resources/translations/Mesh_uk.ts +++ b/src/Mod/Mesh/Gui/Resources/translations/Mesh_uk.ts @@ -1286,7 +1286,7 @@ Max=<%4,%5,%6> Display components - + Display components diff --git a/src/Mod/Mesh/Gui/Resources/translations/Mesh_zh-CN.qm b/src/Mod/Mesh/Gui/Resources/translations/Mesh_zh-CN.qm index 3f75f64dd..965f9d1cb 100644 Binary files a/src/Mod/Mesh/Gui/Resources/translations/Mesh_zh-CN.qm and b/src/Mod/Mesh/Gui/Resources/translations/Mesh_zh-CN.qm differ diff --git a/src/Mod/Mesh/Gui/Resources/translations/Mesh_zh-CN.ts b/src/Mod/Mesh/Gui/Resources/translations/Mesh_zh-CN.ts index 0618ab506..8892cb172 100644 --- a/src/Mod/Mesh/Gui/Resources/translations/Mesh_zh-CN.ts +++ b/src/Mod/Mesh/Gui/Resources/translations/Mesh_zh-CN.ts @@ -1287,7 +1287,7 @@ Max=<%4,%5,%6> Display components - + Display components diff --git a/src/Mod/Mesh/Gui/Resources/translations/Mesh_zh-TW.qm b/src/Mod/Mesh/Gui/Resources/translations/Mesh_zh-TW.qm index 9d90456a1..3701eb13e 100644 Binary files a/src/Mod/Mesh/Gui/Resources/translations/Mesh_zh-TW.qm and b/src/Mod/Mesh/Gui/Resources/translations/Mesh_zh-TW.qm differ diff --git a/src/Mod/Mesh/Gui/Resources/translations/Mesh_zh-TW.ts b/src/Mod/Mesh/Gui/Resources/translations/Mesh_zh-TW.ts index 24083ee01..375d8feb7 100644 --- a/src/Mod/Mesh/Gui/Resources/translations/Mesh_zh-TW.ts +++ b/src/Mod/Mesh/Gui/Resources/translations/Mesh_zh-TW.ts @@ -1286,7 +1286,7 @@ Max=<%4,%5,%6> Display components - + Display components diff --git a/src/Mod/OpenSCAD/Resources/translations/OpenSCAD_af.ts b/src/Mod/OpenSCAD/Resources/translations/OpenSCAD_af.ts index aa419e3de..4cc3e1d04 100644 --- a/src/Mod/OpenSCAD/Resources/translations/OpenSCAD_af.ts +++ b/src/Mod/OpenSCAD/Resources/translations/OpenSCAD_af.ts @@ -137,12 +137,12 @@ Please select 3 objects first - + Unsupported Function Unsupported Function - + Press OK Press OK diff --git a/src/Mod/OpenSCAD/Resources/translations/OpenSCAD_cs.qm b/src/Mod/OpenSCAD/Resources/translations/OpenSCAD_cs.qm index 91edd9fcf..d00f0ce09 100644 Binary files a/src/Mod/OpenSCAD/Resources/translations/OpenSCAD_cs.qm and b/src/Mod/OpenSCAD/Resources/translations/OpenSCAD_cs.qm differ diff --git a/src/Mod/OpenSCAD/Resources/translations/OpenSCAD_cs.ts b/src/Mod/OpenSCAD/Resources/translations/OpenSCAD_cs.ts index aff26d5c4..b502a9ea9 100644 --- a/src/Mod/OpenSCAD/Resources/translations/OpenSCAD_cs.ts +++ b/src/Mod/OpenSCAD/Resources/translations/OpenSCAD_cs.ts @@ -137,12 +137,12 @@ Nejdříve prosím vyberte 3 objekty - + Unsupported Function Nepodporovaná funkce - + Press OK Stiskněte OK @@ -252,7 +252,7 @@ Hull - Hull + trup, skořepina diff --git a/src/Mod/OpenSCAD/Resources/translations/OpenSCAD_de.ts b/src/Mod/OpenSCAD/Resources/translations/OpenSCAD_de.ts index 320d5c4c5..7489fa8ae 100644 --- a/src/Mod/OpenSCAD/Resources/translations/OpenSCAD_de.ts +++ b/src/Mod/OpenSCAD/Resources/translations/OpenSCAD_de.ts @@ -137,12 +137,12 @@ Bitte wählen Sie zuerst 3 Objekte - + Unsupported Function Nicht unterstützte Funktion - + Press OK Drücken Sie OK diff --git a/src/Mod/OpenSCAD/Resources/translations/OpenSCAD_es-ES.ts b/src/Mod/OpenSCAD/Resources/translations/OpenSCAD_es-ES.ts index 710d471e3..de6a702a4 100644 --- a/src/Mod/OpenSCAD/Resources/translations/OpenSCAD_es-ES.ts +++ b/src/Mod/OpenSCAD/Resources/translations/OpenSCAD_es-ES.ts @@ -137,12 +137,12 @@ Por favor, seleccione tres objetos primero - + Unsupported Function Función no admitida - + Press OK Pulse Aceptar diff --git a/src/Mod/OpenSCAD/Resources/translations/OpenSCAD_fi.ts b/src/Mod/OpenSCAD/Resources/translations/OpenSCAD_fi.ts index 4df2c150b..05616ee03 100644 --- a/src/Mod/OpenSCAD/Resources/translations/OpenSCAD_fi.ts +++ b/src/Mod/OpenSCAD/Resources/translations/OpenSCAD_fi.ts @@ -137,12 +137,12 @@ Valitse 3 objektia ensin - + Unsupported Function Toiminto jota ei tueta - + Press OK Paina OK diff --git a/src/Mod/OpenSCAD/Resources/translations/OpenSCAD_fr.ts b/src/Mod/OpenSCAD/Resources/translations/OpenSCAD_fr.ts index fe315fd8e..805d137c6 100644 --- a/src/Mod/OpenSCAD/Resources/translations/OpenSCAD_fr.ts +++ b/src/Mod/OpenSCAD/Resources/translations/OpenSCAD_fr.ts @@ -137,12 +137,12 @@ Veuillez d'abord sélectionner 3 objets - + Unsupported Function Fonction non supportée - + Press OK Appuyez sur OK diff --git a/src/Mod/OpenSCAD/Resources/translations/OpenSCAD_hr.ts b/src/Mod/OpenSCAD/Resources/translations/OpenSCAD_hr.ts index fa8ca4a16..adf6d10c7 100644 --- a/src/Mod/OpenSCAD/Resources/translations/OpenSCAD_hr.ts +++ b/src/Mod/OpenSCAD/Resources/translations/OpenSCAD_hr.ts @@ -137,12 +137,12 @@ Molim odaberite tri oblika - + Unsupported Function Nepodržana funkcija - + Press OK Pritisnite OK diff --git a/src/Mod/OpenSCAD/Resources/translations/OpenSCAD_hu.ts b/src/Mod/OpenSCAD/Resources/translations/OpenSCAD_hu.ts index b24530c03..699e16075 100644 --- a/src/Mod/OpenSCAD/Resources/translations/OpenSCAD_hu.ts +++ b/src/Mod/OpenSCAD/Resources/translations/OpenSCAD_hu.ts @@ -137,12 +137,12 @@ Kérem válasszon ki előszőr 3 tárgyat - + Unsupported Function Nem támogatott funkció - + Press OK OK-ra kattintson diff --git a/src/Mod/OpenSCAD/Resources/translations/OpenSCAD_it.qm b/src/Mod/OpenSCAD/Resources/translations/OpenSCAD_it.qm index 9daa5b13c..ea336ff5e 100644 Binary files a/src/Mod/OpenSCAD/Resources/translations/OpenSCAD_it.qm and b/src/Mod/OpenSCAD/Resources/translations/OpenSCAD_it.qm differ diff --git a/src/Mod/OpenSCAD/Resources/translations/OpenSCAD_it.ts b/src/Mod/OpenSCAD/Resources/translations/OpenSCAD_it.ts index 64f5c5620..8980b9170 100644 --- a/src/Mod/OpenSCAD/Resources/translations/OpenSCAD_it.ts +++ b/src/Mod/OpenSCAD/Resources/translations/OpenSCAD_it.ts @@ -26,12 +26,12 @@ OpenSCAD import - Importa OpenSCAD + Importazione OpenSCAD Use ViewProvider in Tree View - Utilizzare ViewProvider in visualizzazione struttura + Utilizza ViewProvider in visualizzazione struttura @@ -56,7 +56,7 @@ OpenSCAD export - Esporta OpenSCAD + Esportazione OpenSCAD @@ -129,7 +129,7 @@ Convert Edges to Faces - Converti i bordi di facce + Converti i bordi in facce @@ -137,12 +137,12 @@ Seleziona prima 3 oggetti - + Unsupported Function Funzione non supportata - + Press OK Premere OK @@ -179,7 +179,7 @@ Error all shapes must be either 2D or both must be 3D - Errore.Le forme devono essere tutte 2D o tutte 3D + Errore. Le forme devono essere tutte 2D o tutte 3D @@ -205,12 +205,12 @@ Color Shapes - Forme di colore + Colore delle forme Color Shapes by validity and type - Forme di colore per validità e tipo + Colore delle forme per validità e tipo @@ -218,7 +218,7 @@ Convert Edges To Faces - Converti i bordi di facce + Converti i bordi in facce @@ -239,7 +239,7 @@ Explode Group - Scompone il gruppo + Scomponi il gruppo @@ -252,12 +252,12 @@ Hull - Guscio + Hull Perform Hull - Esegui scafo + Esegui Hull @@ -265,7 +265,7 @@ Increase Tolerance Feature - Aumentare la tolleranza caratteristica + Aumenta la caratteristica tolleranza @@ -309,7 +309,7 @@ Create Refine Shape Feature - Crea una feauter di rifinitura forma + Crea una feature di rifinitura forma @@ -317,7 +317,7 @@ Remove Objects and their Children - Rimuovere gli oggetti e i loro figli + Rimuovi gli oggetti e i loro figli @@ -343,7 +343,7 @@ OpenSCAD Part tools - OpenSCAD Part strumenti + Strumenti OpenSCAD Part @@ -351,7 +351,7 @@ OpenSCADTools - OpenSCADTools + Strumenti OpenSCAD diff --git a/src/Mod/OpenSCAD/Resources/translations/OpenSCAD_ja.qm b/src/Mod/OpenSCAD/Resources/translations/OpenSCAD_ja.qm index ec6c53296..cade5dc1e 100644 Binary files a/src/Mod/OpenSCAD/Resources/translations/OpenSCAD_ja.qm and b/src/Mod/OpenSCAD/Resources/translations/OpenSCAD_ja.qm differ diff --git a/src/Mod/OpenSCAD/Resources/translations/OpenSCAD_ja.ts b/src/Mod/OpenSCAD/Resources/translations/OpenSCAD_ja.ts index b44d0cd1f..05201835f 100644 --- a/src/Mod/OpenSCAD/Resources/translations/OpenSCAD_ja.ts +++ b/src/Mod/OpenSCAD/Resources/translations/OpenSCAD_ja.ts @@ -137,12 +137,12 @@ まず最初にオブジェクトを3つ選択してください - + Unsupported Function サポートされていない関数です - + Press OK OKを押してください @@ -278,7 +278,7 @@ Mesh Boolean... - Mesh Boolean... + メッシュのブール演算... @@ -296,7 +296,7 @@ Perform Minkowski - Perform Minkowski + ミンコフスキーを演算 diff --git a/src/Mod/OpenSCAD/Resources/translations/OpenSCAD_nl.ts b/src/Mod/OpenSCAD/Resources/translations/OpenSCAD_nl.ts index 07a8bbd31..689419922 100644 --- a/src/Mod/OpenSCAD/Resources/translations/OpenSCAD_nl.ts +++ b/src/Mod/OpenSCAD/Resources/translations/OpenSCAD_nl.ts @@ -137,12 +137,12 @@ Selecteer eerst 3 objecten - + Unsupported Function Niet-ondersteunde functie - + Press OK Druk op OK diff --git a/src/Mod/OpenSCAD/Resources/translations/OpenSCAD_no.ts b/src/Mod/OpenSCAD/Resources/translations/OpenSCAD_no.ts index 22f47b420..bad0d4f44 100644 --- a/src/Mod/OpenSCAD/Resources/translations/OpenSCAD_no.ts +++ b/src/Mod/OpenSCAD/Resources/translations/OpenSCAD_no.ts @@ -137,12 +137,12 @@ Please select 3 objects first - + Unsupported Function Unsupported Function - + Press OK Press OK diff --git a/src/Mod/OpenSCAD/Resources/translations/OpenSCAD_pl.ts b/src/Mod/OpenSCAD/Resources/translations/OpenSCAD_pl.ts index d62c4e577..f8bff6f28 100644 --- a/src/Mod/OpenSCAD/Resources/translations/OpenSCAD_pl.ts +++ b/src/Mod/OpenSCAD/Resources/translations/OpenSCAD_pl.ts @@ -137,12 +137,12 @@ Proszę wybrać najpierw 3 obiekty - + Unsupported Function Funkcja nieobsługiwana - + Press OK Naciśnij przycisk OK diff --git a/src/Mod/OpenSCAD/Resources/translations/OpenSCAD_pt-BR.ts b/src/Mod/OpenSCAD/Resources/translations/OpenSCAD_pt-BR.ts index 70e806513..7facd8643 100644 --- a/src/Mod/OpenSCAD/Resources/translations/OpenSCAD_pt-BR.ts +++ b/src/Mod/OpenSCAD/Resources/translations/OpenSCAD_pt-BR.ts @@ -137,12 +137,12 @@ Por favor, selecione 3 objetos - + Unsupported Function Função não suportada - + Press OK Pressione OK diff --git a/src/Mod/OpenSCAD/Resources/translations/OpenSCAD_pt-PT.ts b/src/Mod/OpenSCAD/Resources/translations/OpenSCAD_pt-PT.ts index 3e4080c50..09202e242 100644 --- a/src/Mod/OpenSCAD/Resources/translations/OpenSCAD_pt-PT.ts +++ b/src/Mod/OpenSCAD/Resources/translations/OpenSCAD_pt-PT.ts @@ -137,12 +137,12 @@ Por favor, selecione primeiro 3 objetos - + Unsupported Function Função não Suportada - + Press OK Pressione OK diff --git a/src/Mod/OpenSCAD/Resources/translations/OpenSCAD_ro.ts b/src/Mod/OpenSCAD/Resources/translations/OpenSCAD_ro.ts index 1a5970683..d9a4653c0 100644 --- a/src/Mod/OpenSCAD/Resources/translations/OpenSCAD_ro.ts +++ b/src/Mod/OpenSCAD/Resources/translations/OpenSCAD_ro.ts @@ -137,12 +137,12 @@ Selectati mai intai 3 obiecte - + Unsupported Function Functia nu este suportata - + Press OK Apasati Ok diff --git a/src/Mod/OpenSCAD/Resources/translations/OpenSCAD_ru.ts b/src/Mod/OpenSCAD/Resources/translations/OpenSCAD_ru.ts index 9a5467870..f9fb82c21 100644 --- a/src/Mod/OpenSCAD/Resources/translations/OpenSCAD_ru.ts +++ b/src/Mod/OpenSCAD/Resources/translations/OpenSCAD_ru.ts @@ -137,12 +137,12 @@ Сначала необходимо выбрать 3 объекта - + Unsupported Function Неподдерживаемая функция - + Press OK Нажмите кнопку OK diff --git a/src/Mod/OpenSCAD/Resources/translations/OpenSCAD_sr.ts b/src/Mod/OpenSCAD/Resources/translations/OpenSCAD_sr.ts index c2281c09c..28cacd089 100644 --- a/src/Mod/OpenSCAD/Resources/translations/OpenSCAD_sr.ts +++ b/src/Mod/OpenSCAD/Resources/translations/OpenSCAD_sr.ts @@ -137,12 +137,12 @@ Молимо, прво одаберите 3 објекта - + Unsupported Function Неподржана функција - + Press OK Притисните OK diff --git a/src/Mod/OpenSCAD/Resources/translations/OpenSCAD_sv-SE.ts b/src/Mod/OpenSCAD/Resources/translations/OpenSCAD_sv-SE.ts index b9bf6c95c..9820cee1b 100644 --- a/src/Mod/OpenSCAD/Resources/translations/OpenSCAD_sv-SE.ts +++ b/src/Mod/OpenSCAD/Resources/translations/OpenSCAD_sv-SE.ts @@ -137,12 +137,12 @@ Please select 3 objects first - + Unsupported Function Unsupported Function - + Press OK Tryck OK diff --git a/src/Mod/OpenSCAD/Resources/translations/OpenSCAD_uk.ts b/src/Mod/OpenSCAD/Resources/translations/OpenSCAD_uk.ts index eaa1ee19e..c500769b2 100644 --- a/src/Mod/OpenSCAD/Resources/translations/OpenSCAD_uk.ts +++ b/src/Mod/OpenSCAD/Resources/translations/OpenSCAD_uk.ts @@ -137,12 +137,12 @@ Будь ласка, оберіть спочатку 3 об'єкти - + Unsupported Function Непідтримувані функції - + Press OK Натисніть OK diff --git a/src/Mod/OpenSCAD/Resources/translations/OpenSCAD_zh-CN.ts b/src/Mod/OpenSCAD/Resources/translations/OpenSCAD_zh-CN.ts index a12159262..d9573a193 100644 --- a/src/Mod/OpenSCAD/Resources/translations/OpenSCAD_zh-CN.ts +++ b/src/Mod/OpenSCAD/Resources/translations/OpenSCAD_zh-CN.ts @@ -137,12 +137,12 @@ 请先选择三个对象 - + Unsupported Function 不支持的功能 - + Press OK 按确定 diff --git a/src/Mod/OpenSCAD/Resources/translations/OpenSCAD_zh-TW.ts b/src/Mod/OpenSCAD/Resources/translations/OpenSCAD_zh-TW.ts index badcce0ea..f4a20dde8 100644 --- a/src/Mod/OpenSCAD/Resources/translations/OpenSCAD_zh-TW.ts +++ b/src/Mod/OpenSCAD/Resources/translations/OpenSCAD_zh-TW.ts @@ -137,12 +137,12 @@ 請先選擇3個物件 - + Unsupported Function 此功能未支援 - + Press OK 按確定 diff --git a/src/Mod/Part/Gui/Resources/translations/Part_af.ts b/src/Mod/Part/Gui/Resources/translations/Part_af.ts index e10a20ea8..5788875f5 100644 --- a/src/Mod/Part/Gui/Resources/translations/Part_af.ts +++ b/src/Mod/Part/Gui/Resources/translations/Part_af.ts @@ -2192,32 +2192,27 @@ Kies eers 'n geldige vorm in die vallys. PartGui::DlgSettings3DViewPart - View accuracy / Performance - Kyk na akkuraatheid/prestasie + Kyk na akkuraatheid/prestasie - View smoothing - Wys gladstryking + Wys gladstryking - Using high-quality normals - Met behulp van hoë gehalte normaallyne + Met behulp van hoë gehalte normaallyne - This will slow down render speed but will lead to nicer results - Dit sal die verwerkingsspoed benadeel, maar sal lei tot beter resultate + Dit sal die verwerkingsspoed benadeel, maar sal lei tot beter resultate - Defines the appearance of surfaces - Definieer die voorkoms van oppervlaktes + Definieer die voorkoms van oppervlaktes - + Shape view Vormaansig @@ -2227,17 +2222,15 @@ Kies eers 'n geldige vorm in die vallys. Tessellasie - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">Flat shading/Phong shading</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">With flat shading the surface normals are not defined per vertex that leads to a unreal appearance for curved surfaces while using Phong shading leads to a smoother appearance. </p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">If this option is unset Phong shading is used, if it is set flat shading is used.</p></body></html> - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">Platskadu/Phong-skadu</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Met platskadus word die oppervlaknormale nie gedefinieer per hoekpunt nie. Dit lei tot 'n onwerklike voorkoms vir gekurwe oppervlakke, terwyl Phong-skadus 'n gladder voorkoms gee. </p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Indien hierdie opsie nie geaktiveer is nie, word Phong-skadus gebruik, anders word platskadus gebruik.</p></body></html> + <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">Platskadu/Phong-skadu</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Met platskadus word die oppervlaknormale nie gedefinieer per hoekpunt nie. Dit lei tot 'n onwerklike voorkoms vir gekurwe oppervlakke, terwyl Phong-skadus 'n gladder voorkoms gee. </p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Indien hierdie opsie nie geaktiveer is nie, word Phong-skadus gebruik, anders word platskadus gebruik.</p></body></html> - Do not define normal per vertex - Definieer nie 'n normaallyn per hoekpunt nie + Definieer nie 'n normaallyn per hoekpunt nie - + Defines the deviation of tessellation to the actual surface Definieer die afwyking van mosaïekwerk van die werklike oppervlakte @@ -2247,22 +2240,20 @@ Kies eers 'n geldige vorm in die vallys. <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">Mosaïekwerk</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-weight:600;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-weight:600;"><span style=" font-weight:400;">Definieer die maksimum afwyking van die mosaïekverwerkte maas van die oppervlak. Hoe kleiner die waarde is, hoe stadiger die verwerkingsspoed en hoe beter die voorkoms.</span></p></body></html> - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Hint</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Defining the normals per vertex is also called <span style=" font-style:italic;">Phong shading</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt; font-style:italic;"><span style=" font-style:normal;">while defining the normals per face is called </span>Flat shading<span style=" font-style:normal;">.</span></p></body></html> - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Hint</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Om die normaallyne per hoekpunt te definieer word ook genoem<span style=" font-style:italic;">Phong-skaduïng</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt; font-style:italic;"><span style=" font-style:normal;">terwyl die definiëring van die normale per vlak beskryf word as</span>platskaduïng<span style=" font-style:normal;">.</span></p></body></html> + <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Hint</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Om die normaallyne per hoekpunt te definieer word ook genoem<span style=" font-style:italic;">Phong-skaduïng</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt; font-style:italic;"><span style=" font-style:normal;">terwyl die definiëring van die normale per vlak beskryf word as</span>platskaduïng<span style=" font-style:normal;">.</span></p></body></html> - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">High-quality normals</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">This will slow down render speed but will lead to nicer results.</p></body></html> - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">Hoë kwaliteit normaallyne</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Hierdie sal die verwerkingsspoed stadiger maak, maar sal lei tot beter resultate.</p></body></html> + <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">Hoë kwaliteit normaallyne</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Hierdie sal die verwerkingsspoed stadiger maak, maar sal lei tot beter resultate.</p></body></html> - + Maximum deviation depending on the model bounding box Maksimum afwyking hang af van die model limietboks - + % % @@ -3280,7 +3271,7 @@ Do you want to continue? Wysig snitkante - + Set colors... Kies kleure... diff --git a/src/Mod/Part/Gui/Resources/translations/Part_cs.ts b/src/Mod/Part/Gui/Resources/translations/Part_cs.ts index 62722f7de..8a2d105d1 100644 --- a/src/Mod/Part/Gui/Resources/translations/Part_cs.ts +++ b/src/Mod/Part/Gui/Resources/translations/Part_cs.ts @@ -2190,32 +2190,27 @@ Please select a valid shape in the drop-down box first. PartGui::DlgSettings3DViewPart - View accuracy / Performance - Přesnost / výkon pohledu + Přesnost / výkon pohledu - View smoothing - Vyhlazení pohledu + Vyhlazení pohledu - Using high-quality normals - Použití normál vysoké kvality + Použití normál vysoké kvality - This will slow down render speed but will lead to nicer results - Bude pomaleji rendrovat, ale povede k hezčímu výsledku + Bude pomaleji rendrovat, ale povede k hezčímu výsledku - Defines the appearance of surfaces - Definice vzhledu ploch + Definice vzhledu ploch - + Shape view Pohled útvaru @@ -2225,17 +2220,15 @@ Please select a valid shape in the drop-down box first. Plátování - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">Flat shading/Phong shading</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">With flat shading the surface normals are not defined per vertex that leads to a unreal appearance for curved surfaces while using Phong shading leads to a smoother appearance. </p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">If this option is unset Phong shading is used, if it is set flat shading is used.</p></body></html> - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">Plošné stínování/Phongovo stínování</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Při plošném stínování nejsou definované normály ploch ve vrcholech což vede k nerealistickému vzhledu zakřivených ploch. Použití Phongova stínování vede k hladšímu vzhledu. </p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Pokud tato volba není nastavena používá se Phongovo stínování, pokud je nastaveno používá se plošné stínování.</p></body></html> + <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">Plošné stínování/Phongovo stínování</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Při plošném stínování nejsou definované normály ploch ve vrcholech což vede k nerealistickému vzhledu zakřivených ploch. Použití Phongova stínování vede k hladšímu vzhledu. </p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Pokud tato volba není nastavena používá se Phongovo stínování, pokud je nastaveno používá se plošné stínování.</p></body></html> - Do not define normal per vertex - Nedefinujte normálu ve vrcholu + Nedefinujte normálu ve vrcholu - + Defines the deviation of tessellation to the actual surface Definuje odhylku plátování sítě aktuální plochy @@ -2245,22 +2238,20 @@ Please select a valid shape in the drop-down box first. <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">Plátování</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-weight:600;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-weight:600;"><span style=" font-weight:400;">Definuje maximální odhylku plátů sítě na ploše. Nejmenší hodnota je nejpomalejší pro rendering ale má nejhezčí vzhled.</span></p></body></html> - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Hint</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Defining the normals per vertex is also called <span style=" font-style:italic;">Phong shading</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt; font-style:italic;"><span style=" font-style:normal;">while defining the normals per face is called </span>Flat shading<span style=" font-style:normal;">.</span></p></body></html> - <html><head><meta name="qrichtext" content="1" /></head><body style="white-space:pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style="margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style="font-weight:600;">Tip</span></p><p style="margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Definování normály na vrchol je takzvané <span style="font-style:italic;">Phongovo stínování</span></p><p style="margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt; font-style:italic;"><span style="font-style:normal;">, zatímco definování normály na na plochu je takzvané </span>Ploché stínování<span style="font-style:normal;">.</span></p></body></html> + <html><head><meta name="qrichtext" content="1" /></head><body style="white-space:pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style="margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style="font-weight:600;">Tip</span></p><p style="margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Definování normály na vrchol je takzvané <span style="font-style:italic;">Phongovo stínování</span></p><p style="margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt; font-style:italic;"><span style="font-style:normal;">, zatímco definování normály na na plochu je takzvané </span>Ploché stínování<span style="font-style:normal;">.</span></p></body></html> - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">High-quality normals</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">This will slow down render speed but will lead to nicer results.</p></body></html> - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">High-quality normals</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Tato volba bude pomaleji renderovat, ale model bude lépe vypadat.</p></body></html> + <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">High-quality normals</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Tato volba bude pomaleji renderovat, ale model bude lépe vypadat.</p></body></html> - + Maximum deviation depending on the model bounding box Maximální odchylka závislá na hranici modelu - + % % @@ -3277,7 +3268,7 @@ Chcete pokračovat? Upravit hrny zaoblení - + Set colors... Nastavení barev... diff --git a/src/Mod/Part/Gui/Resources/translations/Part_de.ts b/src/Mod/Part/Gui/Resources/translations/Part_de.ts index 4d492618f..51282aa91 100644 --- a/src/Mod/Part/Gui/Resources/translations/Part_de.ts +++ b/src/Mod/Part/Gui/Resources/translations/Part_de.ts @@ -2192,32 +2192,27 @@ Bitte wählen Sie eine gültige Form im Dropdown-Feld. PartGui::DlgSettings3DViewPart - View accuracy / Performance - Anzeigen der Genauigkeit / Performanz + Anzeigen der Genauigkeit / Performanz - View smoothing - Glättung + Glättung - Using high-quality normals - Hochwertige Normalen benutzen + Hochwertige Normalen benutzen - This will slow down render speed but will lead to nicer results - Dies verlangsamt die Render-Geschwindigkeit, führt aber zu schöneren Ergebnissen + Dies verlangsamt die Render-Geschwindigkeit, führt aber zu schöneren Ergebnissen - Defines the appearance of surfaces - Definiert das Aussehen von Oberflächen + Definiert das Aussehen von Oberflächen - + Shape view Form-Ansicht @@ -2227,17 +2222,15 @@ Bitte wählen Sie eine gültige Form im Dropdown-Feld. Tessellierung - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">Flat shading/Phong shading</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">With flat shading the surface normals are not defined per vertex that leads to a unreal appearance for curved surfaces while using Phong shading leads to a smoother appearance. </p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">If this option is unset Phong shading is used, if it is set flat shading is used.</p></body></html> - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">Flat-Shading/Phong-Shading</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Bei Flat-Shading werden die Flächennormalen nicht pro Vertex gesetzt, was zu unnatürlichem Aussehen führen kann, während Phong-Shading zu glatterem Aussehen führt. </p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Falls diese Option nicht gesetzt ist, wird Phong-Shading verwendet, andernfalls wird Flat-Shading verwendet.</p></body></html> + <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">Flat-Shading/Phong-Shading</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Bei Flat-Shading werden die Flächennormalen nicht pro Vertex gesetzt, was zu unnatürlichem Aussehen führen kann, während Phong-Shading zu glatterem Aussehen führt. </p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Falls diese Option nicht gesetzt ist, wird Phong-Shading verwendet, andernfalls wird Flat-Shading verwendet.</p></body></html> - Do not define normal per vertex - Flächennormale nicht per Vertex setzen + Flächennormale nicht per Vertex setzen - + Defines the deviation of tessellation to the actual surface Definiert die Abweichung des Mosaiks auf der aktuellen Oberfläche @@ -2247,22 +2240,20 @@ Bitte wählen Sie eine gültige Form im Dropdown-Feld. <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">Tessellierung</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-weight:600;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-weight:600;"><span style=" font-weight:400;">Setzt die maximale Abweichung der tessellierten Fläche zur CAD-Fläche. Je niedriger der Wert desto langamer die Darstellungsgeschwindigkeit und schöner die Darstellung.</span></p></body></html> - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Hint</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Defining the normals per vertex is also called <span style=" font-style:italic;">Phong shading</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt; font-style:italic;"><span style=" font-style:normal;">while defining the normals per face is called </span>Flat shading<span style=" font-style:normal;">.</span></p></body></html> - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Hinweis</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Die Angabe der Normalen per Vertex wird auch <span style=" font-style:italic;">Phong shading</span> genannt,</p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt; font-style:italic;"><span style=" font-style:normal;">während die Angabe der Normalen pro Fläche </span>Flat shading<span style=" font-style:normal;"> gennant wird.</span></p></body></html> + <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Hinweis</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Die Angabe der Normalen per Vertex wird auch <span style=" font-style:italic;">Phong shading</span> genannt,</p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt; font-style:italic;"><span style=" font-style:normal;">während die Angabe der Normalen pro Fläche </span>Flat shading<span style=" font-style:normal;"> gennant wird.</span></p></body></html> - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">High-quality normals</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">This will slow down render speed but will lead to nicer results.</p></body></html> - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">Hochqualitative Normalen</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Dies verringert die Darstellungsgeschwindigkeit aber führt zu schöneren Ergebnissen.</p></body></html> + <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">Hochqualitative Normalen</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Dies verringert die Darstellungsgeschwindigkeit aber führt zu schöneren Ergebnissen.</p></body></html> - + Maximum deviation depending on the model bounding box Setzt die maximale Abweichung abhängig von der Modell-Bounding-Box - + % % @@ -3278,7 +3269,7 @@ Do you want to continue? Abgerundete Kanten bearbeiten - + Set colors... Legen sie Farben fest... diff --git a/src/Mod/Part/Gui/Resources/translations/Part_es-ES.ts b/src/Mod/Part/Gui/Resources/translations/Part_es-ES.ts index c6e16dcb4..25aafe1d1 100644 --- a/src/Mod/Part/Gui/Resources/translations/Part_es-ES.ts +++ b/src/Mod/Part/Gui/Resources/translations/Part_es-ES.ts @@ -2191,32 +2191,27 @@ Please select a valid shape in the drop-down box first. PartGui::DlgSettings3DViewPart - View accuracy / Performance - Vista Precisión / Rendimiento + Vista Precisión / Rendimiento - View smoothing - Vista suavizada + Vista suavizada - Using high-quality normals - Utilizar normales de alta calidad + Utilizar normales de alta calidad - This will slow down render speed but will lead to nicer results - Esto ralentizará la velocidad de render pero proporcionará mejores resultados + Esto ralentizará la velocidad de render pero proporcionará mejores resultados - Defines the appearance of surfaces - Define la apariencia de las superficies + Define la apariencia de las superficies - + Shape view Vista forma @@ -2226,17 +2221,15 @@ Please select a valid shape in the drop-down box first. Teselado - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">Flat shading/Phong shading</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">With flat shading the surface normals are not defined per vertex that leads to a unreal appearance for curved surfaces while using Phong shading leads to a smoother appearance. </p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">If this option is unset Phong shading is used, if it is set flat shading is used.</p></body></html> - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">Sombreado plano/Sombreado Phong</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Con sombreado plano las normales de la superficie no están definidas por vértice lo que conlleva a una apariencia no real para las superficies curvas mientras que utilizando el sombreado Phong se consigue una apariencia más suavizada. </p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Si esta opción no está activada se utilizará el sombreado Phon y si está activadase utilizará el sombreado plano.</p></body></html> + <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">Sombreado plano/Sombreado Phong</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Con sombreado plano las normales de la superficie no están definidas por vértice lo que conlleva a una apariencia no real para las superficies curvas mientras que utilizando el sombreado Phong se consigue una apariencia más suavizada. </p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Si esta opción no está activada se utilizará el sombreado Phon y si está activadase utilizará el sombreado plano.</p></body></html> - Do not define normal per vertex - No definir la normal por vértice + No definir la normal por vértice - + Defines the deviation of tessellation to the actual surface Define la desviación del teselado de la superfice actual @@ -2246,22 +2239,20 @@ Please select a valid shape in the drop-down box first. <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">Teselado</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-weight:600;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-weight:600;"><span style=" font-weight:400;">Defin e la desviación máxima del teselado de la malla de la superficie. El menor valor es el renderizado más lento en velocidad y el mejor en apariencia.</span></p></body></html> - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Hint</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Defining the normals per vertex is also called <span style=" font-style:italic;">Phong shading</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt; font-style:italic;"><span style=" font-style:normal;">while defining the normals per face is called </span>Flat shading<span style=" font-style:normal;">.</span></p></body></html> - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Hint</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Definiendo las normales por vértice también se llama <span style=" font-style:italic;">Sombreado Phong</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt; font-style:italic;"><span style=" font-style:normal;">mientras definiendo las normales por cara se llama </span>Sombreado plano<span style=" font-style:normal;">.</span></p></body></html> + <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Hint</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Definiendo las normales por vértice también se llama <span style=" font-style:italic;">Sombreado Phong</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt; font-style:italic;"><span style=" font-style:normal;">mientras definiendo las normales por cara se llama </span>Sombreado plano<span style=" font-style:normal;">.</span></p></body></html> - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">High-quality normals</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">This will slow down render speed but will lead to nicer results.</p></body></html> - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">Normales de alta calidad</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Esto ralentizará la velocidad del render pero permitirá mejores resultados.</p></body></html> + <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">Normales de alta calidad</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Esto ralentizará la velocidad del render pero permitirá mejores resultados.</p></body></html> - + Maximum deviation depending on the model bounding box Desviación máxima según el modelo de cuadro delimitador - + % % @@ -3278,7 +3269,7 @@ Do you want to continue? Editar aristas redondeadas - + Set colors... Ajustar colores... diff --git a/src/Mod/Part/Gui/Resources/translations/Part_fi.ts b/src/Mod/Part/Gui/Resources/translations/Part_fi.ts index adb1658cc..8d7470060 100644 --- a/src/Mod/Part/Gui/Resources/translations/Part_fi.ts +++ b/src/Mod/Part/Gui/Resources/translations/Part_fi.ts @@ -2192,32 +2192,27 @@ Ole hyvä ja valitse kelvollinen muoto alas veto laatikosta. PartGui::DlgSettings3DViewPart - View accuracy / Performance - Näytä tarkkuus / suorituskyky + Näytä tarkkuus / suorituskyky - View smoothing - Näytä tasoitus + Näytä tasoitus - Using high-quality normals - Käytetään korkea-laatuisia vakioita + Käytetään korkea-laatuisia vakioita - This will slow down render speed but will lead to nicer results - Tämä hidastaa renderöinti nopeutta mutta johtaa hienompiin tuloksiin + Tämä hidastaa renderöinti nopeutta mutta johtaa hienompiin tuloksiin - Defines the appearance of surfaces - Määrittelee pintojen ulkomuodon + Määrittelee pintojen ulkomuodon - + Shape view Muoto näkymä @@ -2227,17 +2222,15 @@ Ole hyvä ja valitse kelvollinen muoto alas veto laatikosta. Geometrian pilkkominen - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">Flat shading/Phong shading</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">With flat shading the surface normals are not defined per vertex that leads to a unreal appearance for curved surfaces while using Phong shading leads to a smoother appearance. </p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">If this option is unset Phong shading is used, if it is set flat shading is used.</p></body></html> - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"> <span style=" font-weight:600;">Flat shading / Phong shading</span> </p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"> Kun tasainen varjostus pinta normaalit ei ole määritelty per piste, joka johtaa epätodellinen ulkoasun kaarevien pintojen käytön aikana Phong shading johtaa pehmeämpi ulkonäkö. </p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"> Jos tämä vaihtoehto on katkaistu Phong shading käytetään, jos se on asetettu tasainen varjostus on käytetty. </p></body></html> + <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"> <span style=" font-weight:600;">Flat shading / Phong shading</span> </p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"> Kun tasainen varjostus pinta normaalit ei ole määritelty per piste, joka johtaa epätodellinen ulkoasun kaarevien pintojen käytön aikana Phong shading johtaa pehmeämpi ulkonäkö. </p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"> Jos tämä vaihtoehto on katkaistu Phong shading käytetään, jos se on asetettu tasainen varjostus on käytetty. </p></body></html> - Do not define normal per vertex - Älä määrittele normaalia kärkipisteeseen + Älä määrittele normaalia kärkipisteeseen - + Defines the deviation of tessellation to the actual surface Mosaiikin poikkeama määritellään todelliseen pintaan @@ -2247,22 +2240,20 @@ Ole hyvä ja valitse kelvollinen muoto alas veto laatikosta. <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"> <span style=" font-weight:600;">Tessellation</span> </p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-weight:600;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-weight:600;"> <span style=" font-weight:400;">Määrittää suurin poikkeama mosaiikki silmän pintaan. Pienempi arvo on hitaampi tehdä nopeutta ja mukavampaa ulkoasua.</span> </p></body></html> - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Hint</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Defining the normals per vertex is also called <span style=" font-style:italic;">Phong shading</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt; font-style:italic;"><span style=" font-style:normal;">while defining the normals per face is called </span>Flat shading<span style=" font-style:normal;">.</span></p></body></html> - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"> <span style=" font-weight:600;">Vihje</span> </p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"> Määrittely normaalit per piste kutsutaan myös <span style=" font-style:italic;">Phong shading</span> </p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt; font-style:italic;"> <span style=" font-style:normal;">samalla kun määritellään normaalien kohti edessä on nimeltään</span> Flat <span style=" font-style:normal;">shading.</span> </p></body></html> + <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"> <span style=" font-weight:600;">Vihje</span> </p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"> Määrittely normaalit per piste kutsutaan myös <span style=" font-style:italic;">Phong shading</span> </p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt; font-style:italic;"> <span style=" font-style:normal;">samalla kun määritellään normaalien kohti edessä on nimeltään</span> Flat <span style=" font-style:normal;">shading.</span> </p></body></html> - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">High-quality normals</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">This will slow down render speed but will lead to nicer results.</p></body></html> - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"> <span style=" font-weight:600;">Laadukas normaalit</span> </p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"> Tämä hidastaa tehdä nopeasti, mutta johtaa mukavampaa tuloksiin. </p></body></html> + <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"> <span style=" font-weight:600;">Laadukas normaalit</span> </p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"> Tämä hidastaa tehdä nopeasti, mutta johtaa mukavampaa tuloksiin. </p></body></html> - + Maximum deviation depending on the model bounding box Mallin laatikon maksimi poikkeama - + % % @@ -3279,7 +3270,7 @@ Haluatko jatkaa? Muokkaa pyöristyksen reunoja - + Set colors... Määritä värit ... diff --git a/src/Mod/Part/Gui/Resources/translations/Part_fr.ts b/src/Mod/Part/Gui/Resources/translations/Part_fr.ts index 2a0f4a658..ace342d69 100644 --- a/src/Mod/Part/Gui/Resources/translations/Part_fr.ts +++ b/src/Mod/Part/Gui/Resources/translations/Part_fr.ts @@ -2190,32 +2190,27 @@ Please select a valid shape in the drop-down box first. PartGui::DlgSettings3DViewPart - View accuracy / Performance - Précision d'affichage / performance + Précision d'affichage / performance - View smoothing - Lissage de la vue + Lissage de la vue - Using high-quality normals - Utiliser normales de haute qualité + Utiliser normales de haute qualité - This will slow down render speed but will lead to nicer results - Ceci ralentira la vitesse de rendu, mais donnera de meilleurs résultats + Ceci ralentira la vitesse de rendu, mais donnera de meilleurs résultats - Defines the appearance of surfaces - Définit l'apparence des surfaces + Définit l'apparence des surfaces - + Shape view Vue de la forme @@ -2225,17 +2220,15 @@ Please select a valid shape in the drop-down box first. Tessellation - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">Flat shading/Phong shading</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">With flat shading the surface normals are not defined per vertex that leads to a unreal appearance for curved surfaces while using Phong shading leads to a smoother appearance. </p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">If this option is unset Phong shading is used, if it is set flat shading is used.</p></body></html> - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">Ombrage plat/Ombrage Phong</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Avec l'ombrage plat, les normales à la surface ne sont pas définies par vertex, ce qui conduit à une apparence irréelle pour les surfaces courbes, alors que l'ombrage Phong produit une apparence plus lissée. </p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Si l'option n'est pas sélectionnée, l'ombrage Phong est utilisé. Sinon, l'ombrage plat sera utilisé.</p></body></html> + <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">Ombrage plat/Ombrage Phong</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Avec l'ombrage plat, les normales à la surface ne sont pas définies par vertex, ce qui conduit à une apparence irréelle pour les surfaces courbes, alors que l'ombrage Phong produit une apparence plus lissée. </p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Si l'option n'est pas sélectionnée, l'ombrage Phong est utilisé. Sinon, l'ombrage plat sera utilisé.</p></body></html> - Do not define normal per vertex - Ne pas définir les normales par vertex + Ne pas définir les normales par vertex - + Defines the deviation of tessellation to the actual surface Définit la déviation de tessellation à la surface réelle @@ -2245,22 +2238,20 @@ Please select a valid shape in the drop-down box first. <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"> <span style=" font-weight:600;">Tessellation</span> </p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-weight:600;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-weight:600;"> <span style=" font-weight:400;">Définit la déviation maximum de la structure en tessellation par rapport à la surface. Plus la valeur est petite, plus la vitesse de rendu est lente et le rendu lissé.</span> </p></body></html> - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Hint</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Defining the normals per vertex is also called <span style=" font-style:italic;">Phong shading</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt; font-style:italic;"><span style=" font-style:normal;">while defining the normals per face is called </span>Flat shading<span style=" font-style:normal;">.</span></p></body></html> - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Hint</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Définir les normales par vertex est aussi appelé <span style=" font-style:italic;">ombrage Phong</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt; font-style:italic;"><span style=" font-style:normal;">alors que définir les normales par face est appelé</span>ombrage plat<span style=" font-style:normal;">.</span></p></body></html> + <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Hint</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Définir les normales par vertex est aussi appelé <span style=" font-style:italic;">ombrage Phong</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt; font-style:italic;"><span style=" font-style:normal;">alors que définir les normales par face est appelé</span>ombrage plat<span style=" font-style:normal;">.</span></p></body></html> - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">High-quality normals</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">This will slow down render speed but will lead to nicer results.</p></body></html> - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">Normales de haute qualité</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Cela ralentit la vitesse de rendu, mais produit de meilleurs résultats.</p></body></html> + <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">Normales de haute qualité</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Cela ralentit la vitesse de rendu, mais produit de meilleurs résultats.</p></body></html> - + Maximum deviation depending on the model bounding box L'écart maximal suivant la boîte englobant le modèle - + % % @@ -3277,7 +3268,7 @@ Voulez-vous continuer ? Modifier les congés d'arête - + Set colors... Définir les couleurs... diff --git a/src/Mod/Part/Gui/Resources/translations/Part_hr.ts b/src/Mod/Part/Gui/Resources/translations/Part_hr.ts index e0802169b..4e7fc6ece 100644 --- a/src/Mod/Part/Gui/Resources/translations/Part_hr.ts +++ b/src/Mod/Part/Gui/Resources/translations/Part_hr.ts @@ -2190,32 +2190,27 @@ Please select a valid shape in the drop-down box first. PartGui::DlgSettings3DViewPart - View accuracy / Performance - Pregled točnosti / Performanse + Pregled točnosti / Performanse - View smoothing - Pregled izglađivanja + Pregled izglađivanja - Using high-quality normals - Korištenje visoko kvalitetnih normala + Korištenje visoko kvalitetnih normala - This will slow down render speed but will lead to nicer results - To će usporiti brzinu rendera, ali će dovesti do boljeg rezultata + To će usporiti brzinu rendera, ali će dovesti do boljeg rezultata - Defines the appearance of surfaces - Određuje izgled površina + Određuje izgled površina - + Shape view Izgled oblika @@ -2225,17 +2220,15 @@ Please select a valid shape in the drop-down box first. Mozaik - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">Flat shading/Phong shading</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">With flat shading the surface normals are not defined per vertex that leads to a unreal appearance for curved surfaces while using Phong shading leads to a smoother appearance. </p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">If this option is unset Phong shading is used, if it is set flat shading is used.</p></body></html> - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">Flat shading/Phong shading</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">With flat shading the surface normals are not defined per vertex that leads to a unreal appearance for curved surfaces while using Phong shading leads to a smoother appearance. </p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">If this option is unset Phong shading is used, if it is set flat shading is used.</p></body></html> + <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">Flat shading/Phong shading</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">With flat shading the surface normals are not defined per vertex that leads to a unreal appearance for curved surfaces while using Phong shading leads to a smoother appearance. </p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">If this option is unset Phong shading is used, if it is set flat shading is used.</p></body></html> - Do not define normal per vertex - Ne definirati normalu po vrhu + Ne definirati normalu po vrhu - + Defines the deviation of tessellation to the actual surface Određuje odstupanje od mozaika i stvarne površine @@ -2245,22 +2238,20 @@ Please select a valid shape in the drop-down box first. <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">Tessellation</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-weight:600;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-weight:600;"><span style=" font-weight:400;">Defines the maximum deviation of the tessellated mesh to the surface. The smaller the value is the slower the render speed and the nicer the appearance are.</span></p></body></html> - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Hint</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Defining the normals per vertex is also called <span style=" font-style:italic;">Phong shading</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt; font-style:italic;"><span style=" font-style:normal;">while defining the normals per face is called </span>Flat shading<span style=" font-style:normal;">.</span></p></body></html> - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"> <span style=" font-weight:600;">Savjet</span> </p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"> Definiranje normale na vrh je također pozvao <span style=" font-style:italic;">Phong sjenčanje</span> </p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt; font-style:italic;"> <span style=" font-style:normal;">pri definiranju normale po licu se zove</span> Stan <span style=" font-style:normal;">sjenčanje.</span> </p></body></html> + <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"> <span style=" font-weight:600;">Savjet</span> </p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"> Definiranje normale na vrh je također pozvao <span style=" font-style:italic;">Phong sjenčanje</span> </p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt; font-style:italic;"> <span style=" font-style:normal;">pri definiranju normale po licu se zove</span> Stan <span style=" font-style:normal;">sjenčanje.</span> </p></body></html> - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">High-quality normals</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">This will slow down render speed but will lead to nicer results.</p></body></html> - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">High-quality normals</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">This will slow down render speed but will lead to nicer results.</p></body></html> + <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">High-quality normals</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">This will slow down render speed but will lead to nicer results.</p></body></html> - + Maximum deviation depending on the model bounding box Maksimalno odstupanje ovisno o graničnom okviru modela - + % % @@ -3278,7 +3269,7 @@ Do you want to continue? Uredi zaobljene rubove - + Set colors... Postavljanje boje ... diff --git a/src/Mod/Part/Gui/Resources/translations/Part_hu.ts b/src/Mod/Part/Gui/Resources/translations/Part_hu.ts index 5b887e48a..8ad05d18b 100644 --- a/src/Mod/Part/Gui/Resources/translations/Part_hu.ts +++ b/src/Mod/Part/Gui/Resources/translations/Part_hu.ts @@ -2191,32 +2191,27 @@ Please select a valid shape in the drop-down box first. PartGui::DlgSettings3DViewPart - View accuracy / Performance - Pontosság/teljesítmény nézet + Pontosság/teljesítmény nézet - View smoothing - Simítás nézet + Simítás nézet - Using high-quality normals - Magas-minőségű normák használata + Magas-minőségű normák használata - This will slow down render speed but will lead to nicer results - Ez lassítja a fordítás sebességét, de szebb eredményhez vezet + Ez lassítja a fordítás sebességét, de szebb eredményhez vezet - Defines the appearance of surfaces - Meghatározza a felületek megjelenését + Meghatározza a felületek megjelenését - + Shape view Alakzat-nézet @@ -2226,17 +2221,15 @@ Please select a valid shape in the drop-down box first. Mozaik - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">Flat shading/Phong shading</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">With flat shading the surface normals are not defined per vertex that leads to a unreal appearance for curved surfaces while using Phong shading leads to a smoother appearance. </p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">If this option is unset Phong shading is used, if it is set flat shading is used.</p></body></html> - <html><head><meta name="qrichtext" content="1" /></head> <body style="white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"> <p style="margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;-qt-block-indent:0; text-indent:0px;"> <span style="font-weight:600;"> Lapos árnyalás/Phong-árnyalás</span></p> <p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;-qt-block-indent:0; text-indent:0px;"></p> <p style="margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;-qt-block-indent:0; text-indent:0px;"> A lapos árnyékolással a felszíni normákat nem vertexek határozzák meg, amely ahhoz vezet, hogy a hajlított felületek irreálisak, míg a Phong árnyalás simább megjelenést biztosít.</p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;-qt-block-indent:0; text-indent:0px;"></p> <p style="margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;-qt-block-indent:0; text-indent:0px;">, ha ez a beállítás nem beállított akkor a Phong-árnyalást használja, ha értéke beállított, akkor a sima árnyalás van használtban.</p></body></html> + <html><head><meta name="qrichtext" content="1" /></head> <body style="white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"> <p style="margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;-qt-block-indent:0; text-indent:0px;"> <span style="font-weight:600;"> Lapos árnyalás/Phong-árnyalás</span></p> <p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;-qt-block-indent:0; text-indent:0px;"></p> <p style="margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;-qt-block-indent:0; text-indent:0px;"> A lapos árnyékolással a felszíni normákat nem vertexek határozzák meg, amely ahhoz vezet, hogy a hajlított felületek irreálisak, míg a Phong árnyalás simább megjelenést biztosít.</p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;-qt-block-indent:0; text-indent:0px;"></p> <p style="margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;-qt-block-indent:0; text-indent:0px;">, ha ez a beállítás nem beállított akkor a Phong-árnyalást használja, ha értéke beállított, akkor a sima árnyalás van használtban.</p></body></html> - Do not define normal per vertex - Normál esetben ne vertexbe határozza meg + Normál esetben ne vertexbe határozza meg - + Defines the deviation of tessellation to the actual surface Meghatározza a mozaik eltérését az aktuális felületre vonatkozólag @@ -2246,23 +2239,21 @@ Please select a valid shape in the drop-down box first. <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">Tessellation</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-weight:600;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-weight:600;"><span style=" font-weight:400;">Meghatározza a mozaik háló testre vonatkozó maximum eltérését. Minél kisebb az érték, annál lasúbb a renderelés sebessége és szebb a végeredmény.</span></p></body></html> - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Hint</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Defining the normals per vertex is also called <span style=" font-style:italic;">Phong shading</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt; font-style:italic;"><span style=" font-style:normal;">while defining the normals per face is called </span>Flat shading<span style=" font-style:normal;">.</span></p></body></html> - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Hint</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">A normálisok vertexként való megjelenítését úgy is nevezik, hogy<span style=" font-style:italic;">Phong árnyékolás</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt; font-style:italic;"><span style=" font-style:normal;">while defining the normals per face is called </span>Flat shading<span style=" font-style:normal;">.</span></p></body></html> + <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Hint</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">A normálisok vertexként való megjelenítését úgy is nevezik, hogy<span style=" font-style:italic;">Phong árnyékolás</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt; font-style:italic;"><span style=" font-style:normal;">while defining the normals per face is called </span>Flat shading<span style=" font-style:normal;">.</span></p></body></html> - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">High-quality normals</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">This will slow down render speed but will lead to nicer results.</p></body></html> - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">High-quality normals</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Ez a renderelést lelassítja, + <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">High-quality normals</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Ez a renderelést lelassítja, de szebb végeredményt ad.</p></body></html> - + Maximum deviation depending on the model bounding box Legnagyobb eltérés a modell határolókeretétől függ - + % % @@ -3279,7 +3270,7 @@ Do you want to continue? Kijelölt élek szerkesztése - + Set colors... Színek beállítása... diff --git a/src/Mod/Part/Gui/Resources/translations/Part_it.qm b/src/Mod/Part/Gui/Resources/translations/Part_it.qm index 422e83654..943d85f1c 100644 Binary files a/src/Mod/Part/Gui/Resources/translations/Part_it.qm and b/src/Mod/Part/Gui/Resources/translations/Part_it.qm differ diff --git a/src/Mod/Part/Gui/Resources/translations/Part_it.ts b/src/Mod/Part/Gui/Resources/translations/Part_it.ts index 3cb5557b9..b2178e875 100644 --- a/src/Mod/Part/Gui/Resources/translations/Part_it.ts +++ b/src/Mod/Part/Gui/Resources/translations/Part_it.ts @@ -29,7 +29,7 @@ Length: - Lunghezza: + Larghezza: @@ -340,7 +340,7 @@ Shape builder... - Generatore di forma... + Genera una forma... @@ -450,7 +450,7 @@ Cut - Taglia + Taglio @@ -524,7 +524,7 @@ Fillet... - Raccordo... + Raccorda... @@ -695,7 +695,7 @@ Creation of parametrized geometric primitives - Creazione di primitive geometriche parametrizzate + Crea primitive geometriche parametriche @@ -807,7 +807,7 @@ Create shape from selected mesh object - Crea forma dall'oggetto mesh selezionato + Crea una forma dall'oggetto mesh selezionato @@ -1160,7 +1160,7 @@ Length: - Lunghezza: + Larghezza: @@ -1289,17 +1289,17 @@ Length: - Lunghezza: + Larghezza: Constant Length - Lunghezza costante + Larghezza costante Variable Length - Lunghezza variabile + Larghezza variabile @@ -1310,12 +1310,12 @@ Start length - Lunghezza iniziale + Valore iniziale End length - Lunghezza finale + Valore finale @@ -1369,7 +1369,7 @@ Selezionare prima uno o più spigoli. Edge%1 - Spigoli %1 + Spigolo %1 @@ -1380,7 +1380,7 @@ Selezionare prima uno o più spigoli. No valid shape is selected. Please select a valid shape in the drop-down box first. - Nessuna forma valida è stat selezionata. + Nessuna forma valida è stata selezionata. Seleziona prima una forma valida dal menu a tendina. @@ -1558,7 +1558,7 @@ Seleziona prima una forma valida dal menu a tendina. Length: - Lunghezza: + Larghezza: @@ -1916,7 +1916,7 @@ Seleziona prima una forma valida dal menu a tendina. Length: - Lunghezza: + Larghezza: @@ -2192,32 +2192,27 @@ Seleziona prima una forma valida dal menu a tendina. PartGui::DlgSettings3DViewPart - View accuracy / Performance - Vista Precisione / Performance + Vista Precisione / Performance - View smoothing - Vista piatta + Vista piatta - Using high-quality normals - Usa normali di alta qualità + Usa normali di alta qualità - This will slow down render speed but will lead to nicer results - Questo rallenterà la velocità di render ma si otterranno risultati migliori + Questo rallenta la velocità di render ma si ottengono risultati migliori - Defines the appearance of surfaces - Definisce l'estetica della superfici + Definisce l'estetica della superfici - + Shape view Visualizzazione della figura @@ -2227,17 +2222,15 @@ Seleziona prima una forma valida dal menu a tendina. Tassellazione - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">Flat shading/Phong shading</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">With flat shading the surface normals are not defined per vertex that leads to a unreal appearance for curved surfaces while using Phong shading leads to a smoother appearance. </p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">If this option is unset Phong shading is used, if it is set flat shading is used.</p></body></html> - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">Ombreggiatura piatta/Ombreggiatura Phong</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Con l'ombreggiatura piatta le superfici normali non sono definite con il vertice risultano con una estetica non reale per superfici curve mentre usando l'ombreggiatura Phong shading risulta un'estetica più liscia. </p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Se questa opzione non è selezionata, verrà usata l'ombreggiatura Phong. Se selezionata verrà usata l'ombreggiatura piatta.</p></body></html> + <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">Ombreggiatura piatta/Ombreggiatura Phong</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Con l'ombreggiatura piatta le superfici normali non sono definite con il vertice risultano con una estetica non reale per superfici curve mentre usando l'ombreggiatura Phong shading risulta un'estetica più liscia. </p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Se questa opzione non è selezionata, verrà usata l'ombreggiatura Phong. Se selezionata verrà usata l'ombreggiatura piatta.</p></body></html> - Do not define normal per vertex - Non definire le normali per i vertici + Non definire le normali per i vertici - + Defines the deviation of tessellation to the actual surface Definisce la deviazione della tassellazione della superficie attuale @@ -2247,22 +2240,20 @@ Seleziona prima una forma valida dal menu a tendina. <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">Tassellazione</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-weight:600;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-weight:600;"><span style=" font-weight:400;">Definisce la massima deviazione della mesh tassellata della superficie. Più piccolo è il valore più lenta sarà la velocità di render e migliore sarà l'estetica.</span></p></body></html> - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Hint</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Defining the normals per vertex is also called <span style=" font-style:italic;">Phong shading</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt; font-style:italic;"><span style=" font-style:normal;">while defining the normals per face is called </span>Flat shading<span style=" font-style:normal;">.</span></p></body></html> - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Suggerimento</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Definire le normali per vertice è chiamato anche <span style=" font-style:italic;"> ombreggiatura di Phong </span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt; font-style:italic;"><span style=" font-style:normal;"> mentre definire le normali per faccia è chiamato anche </span> ombreggiatura Flat<span style=" font-style:normal;">.</span></p></body></html> + <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Suggerimento</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Definire le normali per vertice è chiamato anche <span style=" font-style:italic;"> ombreggiatura di Phong </span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt; font-style:italic;"><span style=" font-style:normal;"> mentre definire le normali per faccia è chiamato anche </span> ombreggiatura Flat<span style=" font-style:normal;">.</span></p></body></html> - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">High-quality normals</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">This will slow down render speed but will lead to nicer results.</p></body></html> - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">Normali di alta qualità</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Questo rallenterà la velocità di render ma si otterranno risultati migliori.</p></body></html> + <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">Normali di alta qualità</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Questo rallenterà la velocità di render ma si otterranno risultati migliori.</p></body></html> - + Maximum deviation depending on the model bounding box Massima deviazione dipendente dal riquadro di delimitazione del modello - + % % @@ -2317,7 +2308,7 @@ Seleziona prima una forma valida dal menu a tendina. Automatically refine model after sketch-based operation - Ridefinire automaticamente il modello dopo le operazioni basate sugli sketch + Ridefinisci automaticamente il modello dopo le operazioni basate sugli sketch @@ -2327,7 +2318,7 @@ Seleziona prima una forma valida dal menu a tendina. Add name of base object - Aggiunge il nome dell'oggetto base + Aggiungi il nome dell'oggetto base @@ -2350,7 +2341,7 @@ Seleziona prima una forma valida dal menu a tendina. Default shape color - Colore forma predefinito + Colore predefinito della forma @@ -2371,7 +2362,7 @@ Seleziona prima una forma valida dal menu a tendina. Default line width - Larghezza linea predefinita + Larghezza predefinita della linea @@ -2463,7 +2454,7 @@ Seleziona prima una forma valida dal menu a tendina. At least two vertices, edges, wires or faces are required. - Sono richiesti almeno due vertici, spigoli, wire o facce. + Sono richiesti almeno due vertici, spigoli, contorni o facce. @@ -2613,7 +2604,7 @@ Seleziona prima una forma valida dal menu a tendina. Select two vertices to create an edge - Seleziona due vertici per creare uno spigolo + Selezionare due vertici per creare uno spigolo @@ -2628,7 +2619,7 @@ Seleziona prima una forma valida dal menu a tendina. Select adjacent faces - Seleziona facce adiacenti + Selezionare facce adiacenti @@ -2932,7 +2923,7 @@ Seleziona prima una forma valida dal menu a tendina. Move right - Sposta verso destra + Sposta a destra <b>Move the selected item one level down.</b><p>This will also change the level of the parent item.</p> @@ -2940,7 +2931,7 @@ Seleziona prima una forma valida dal menu a tendina. Move left - Sposta verso sinistra + Sposta a sinistra <b>Move the selected item one level up.</b><p>This will also change the level of the parent item.</p> @@ -2956,7 +2947,7 @@ Seleziona prima una forma valida dal menu a tendina. Move down - Sposta verso il basso + Sposta in basso <b>Move the selected item down.</b><p>The item will be moved within the hierarchy level.</p> @@ -3278,7 +3269,7 @@ Do you want to continue? Modifica gli spigoli raccordati - + Set colors... Imposta colori... diff --git a/src/Mod/Part/Gui/Resources/translations/Part_ja.ts b/src/Mod/Part/Gui/Resources/translations/Part_ja.ts index 81cdffca2..19acf626b 100644 --- a/src/Mod/Part/Gui/Resources/translations/Part_ja.ts +++ b/src/Mod/Part/Gui/Resources/translations/Part_ja.ts @@ -2192,32 +2192,27 @@ Please select a valid shape in the drop-down box first. PartGui::DlgSettings3DViewPart - View accuracy / Performance - 表示精度 / パフォーマンス + 表示精度 / パフォーマンス - View smoothing - スムージング表示 + スムージング表示 - Using high-quality normals - 高精度な法線を使用 + 高精度な法線を使用 - This will slow down render speed but will lead to nicer results - レンダリング速度は遅くなりますがより品質の高い結果が得られます + レンダリング速度は遅くなりますがより品質の高い結果が得られます - Defines the appearance of surfaces - サーフェス表示を定義 + サーフェス表示を定義 - + Shape view シェイプビュー @@ -2227,17 +2222,15 @@ Please select a valid shape in the drop-down box first. テッセレーション - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">Flat shading/Phong shading</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">With flat shading the surface normals are not defined per vertex that leads to a unreal appearance for curved surfaces while using Phong shading leads to a smoother appearance. </p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">If this option is unset Phong shading is used, if it is set flat shading is used.</p></body></html> - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">Flat shading/Phong shading</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">フラットシェーディングを使うと頂点ごとの面法線が定義されず非現実的な曲面の表示になります。一方、フォンシェーディングを使うとよりなめらかな表示になります。 </p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">このオプションが設定されていない場合はフォンシェーディングが使用され、設定されている場合はフラットシェーディングが使用されます。</p></body></html> + <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">Flat shading/Phong shading</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">フラットシェーディングを使うと頂点ごとの面法線が定義されず非現実的な曲面の表示になります。一方、フォンシェーディングを使うとよりなめらかな表示になります。 </p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">このオプションが設定されていない場合はフォンシェーディングが使用され、設定されている場合はフラットシェーディングが使用されます。</p></body></html> - Do not define normal per vertex - 頂点ごとの法線定義を行わない + 頂点ごとの法線定義を行わない - + Defines the deviation of tessellation to the actual surface 実際のサーフェスに対してテッセレーションの偏差を定義 @@ -2247,22 +2240,20 @@ Please select a valid shape in the drop-down box first. <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">テッセレーション</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-weight:600;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-weight:600;"><span style=" font-weight:400;">表面にテッセレーションされたメッシュの最大偏差を定義します。値が小さいほど外観がよくなりますが、レンダリング速度が遅くなります。</span></p></body></html> - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Hint</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Defining the normals per vertex is also called <span style=" font-style:italic;">Phong shading</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt; font-style:italic;"><span style=" font-style:normal;">while defining the normals per face is called </span>Flat shading<span style=" font-style:normal;">.</span></p></body></html> - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"> <span style=" font-weight:600;">ヒント</span> </p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">頂点ごとに法線を定義する方法は<span style=" font-style:italic;">フォンシェーディング</span>と呼ばれています</p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt; font-style:italic;"> <span style=" font-style:normal;">また、面ごとの法線を定義する方法は</span>フラットシェーディング<span style=" font-style:normal;">と呼ばれています。</span> </p></body></html> + <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"> <span style=" font-weight:600;">ヒント</span> </p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">頂点ごとに法線を定義する方法は<span style=" font-style:italic;">フォンシェーディング</span>と呼ばれています</p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt; font-style:italic;"> <span style=" font-style:normal;">また、面ごとの法線を定義する方法は</span>フラットシェーディング<span style=" font-style:normal;">と呼ばれています。</span> </p></body></html> - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">High-quality normals</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">This will slow down render speed but will lead to nicer results.</p></body></html> - <html><head><meta name="qrichtext"content="1"/></head> <body style="white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"> <p style="margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;-qt-block-indent:0; text-indent:0px;"> <span style="font-weight:600;"> 高品質法線</span></p> <p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;-qt-block-indent:0; text-indent:0px;"></p> <p style="margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;-qt-block-indent:0; text-indent:0px;">レンダリングの速度が遅くなりますが、よりよい結果につながります。</p></body></html>。 + <html><head><meta name="qrichtext"content="1"/></head> <body style="white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"> <p style="margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;-qt-block-indent:0; text-indent:0px;"> <span style="font-weight:600;"> 高品質法線</span></p> <p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;-qt-block-indent:0; text-indent:0px;"></p> <p style="margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;-qt-block-indent:0; text-indent:0px;">レンダリングの速度が遅くなりますが、よりよい結果につながります。</p></body></html>。 - + Maximum deviation depending on the model bounding box 最大偏差はモデルのバウンディングボックスに依存します - + % % @@ -3279,7 +3270,7 @@ Do you want to continue? フィレットエッジを編集 - + Set colors... 色を設定... diff --git a/src/Mod/Part/Gui/Resources/translations/Part_nl.ts b/src/Mod/Part/Gui/Resources/translations/Part_nl.ts index 852f8120d..15993eaad 100644 --- a/src/Mod/Part/Gui/Resources/translations/Part_nl.ts +++ b/src/Mod/Part/Gui/Resources/translations/Part_nl.ts @@ -2191,32 +2191,27 @@ Please select a valid shape in the drop-down box first. PartGui::DlgSettings3DViewPart - View accuracy / Performance - Bekijk nauwkeurigheid/prestatie + Bekijk nauwkeurigheid/prestatie - View smoothing - View smoothing + View smoothing - Using high-quality normals - Met behulp van hoge-kwaliteit normalen + Met behulp van hoge-kwaliteit normalen - This will slow down render speed but will lead to nicer results - Dit zal de render-snelheid verlagen maar leiden tot mooiere resultaten + Dit zal de render-snelheid verlagen maar leiden tot mooiere resultaten - Defines the appearance of surfaces - Bepaalt het uiterlijk van oppervlakken + Bepaalt het uiterlijk van oppervlakken - + Shape view Vormweergave @@ -2226,17 +2221,15 @@ Please select a valid shape in the drop-down box first. Mozaïekwerk - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">Flat shading/Phong shading</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">With flat shading the surface normals are not defined per vertex that leads to a unreal appearance for curved surfaces while using Phong shading leads to a smoother appearance. </p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">If this option is unset Phong shading is used, if it is set flat shading is used.</p></body></html> - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">Flat shading/Phong shading</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Bij flat shading worden de oppervlaktenormalen niet bepaald per vertex wat leidt tot onrealistische weergave bij gebogen oppervlakten terwijl Phong shading leidt tot een gladder voorkomen. </p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Indien deze optie uitgezet wordt Phong shading gebruikt, anders wordt flat shading gebruikt.</p></body></html> + <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">Flat shading/Phong shading</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Bij flat shading worden de oppervlaktenormalen niet bepaald per vertex wat leidt tot onrealistische weergave bij gebogen oppervlakten terwijl Phong shading leidt tot een gladder voorkomen. </p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Indien deze optie uitgezet wordt Phong shading gebruikt, anders wordt flat shading gebruikt.</p></body></html> - Do not define normal per vertex - Definieer geen normaal per vertex + Definieer geen normaal per vertex - + Defines the deviation of tessellation to the actual surface Defines the deviation of tessellation to the actual surface @@ -2246,22 +2239,20 @@ Please select a valid shape in the drop-down box first. <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">Tessellation</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-weight:600;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-weight:600;"><span style=" font-weight:400;">Defines the maximum deviation of the tessellated mesh to the surface. The smaller the value is the slower the render speed and the nicer the appearance are.</span></p></body></html> - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Hint</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Defining the normals per vertex is also called <span style=" font-style:italic;">Phong shading</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt; font-style:italic;"><span style=" font-style:normal;">while defining the normals per face is called </span>Flat shading<span style=" font-style:normal;">.</span></p></body></html> - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Hint</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Het definiëren van normalen per vertex heet ook wel<span style=" font-style:italic;">Phong shading</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt; font-style:italic;"><span style=" font-style:normal;">terwijl het definieren van normalen per vlak wordt genoemd</span>Flat shading<span style=" font-style:normal;">.</span></p></body></html> + <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Hint</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Het definiëren van normalen per vertex heet ook wel<span style=" font-style:italic;">Phong shading</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt; font-style:italic;"><span style=" font-style:normal;">terwijl het definieren van normalen per vlak wordt genoemd</span>Flat shading<span style=" font-style:normal;">.</span></p></body></html> - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">High-quality normals</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">This will slow down render speed but will lead to nicer results.</p></body></html> - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">Normalen van hoge kwaliteit</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Dit vertraagt het renderen maar geeft betere resultaten.</p></body></html> + <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">Normalen van hoge kwaliteit</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Dit vertraagt het renderen maar geeft betere resultaten.</p></body></html> - + Maximum deviation depending on the model bounding box Maximum deviation depending on the model bounding box - + % % @@ -3279,7 +3270,7 @@ Do you want to continue? Afgeronde randen bewerken - + Set colors... Kleuren instellen... diff --git a/src/Mod/Part/Gui/Resources/translations/Part_no.ts b/src/Mod/Part/Gui/Resources/translations/Part_no.ts index e7c90bc39..b765b5d86 100644 --- a/src/Mod/Part/Gui/Resources/translations/Part_no.ts +++ b/src/Mod/Part/Gui/Resources/translations/Part_no.ts @@ -2190,32 +2190,27 @@ Please select a valid shape in the drop-down box first. PartGui::DlgSettings3DViewPart - View accuracy / Performance - Vis nøyaktighet / ytelse + Vis nøyaktighet / ytelse - View smoothing - Vis utglatting + Vis utglatting - Using high-quality normals - Bruker høykvalitets normaler + Bruker høykvalitets normaler - This will slow down render speed but will lead to nicer results - Dette vil sinke hastighet på presentasjongjengivelse men vil føre til bedre resultater + Dette vil sinke hastighet på presentasjongjengivelse men vil føre til bedre resultater - Defines the appearance of surfaces - Definerer utseendet på overflater + Definerer utseendet på overflater - + Shape view Figur visning @@ -2225,17 +2220,15 @@ Please select a valid shape in the drop-down box first. Tessellasjon - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">Flat shading/Phong shading</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">With flat shading the surface normals are not defined per vertex that leads to a unreal appearance for curved surfaces while using Phong shading leads to a smoother appearance. </p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">If this option is unset Phong shading is used, if it is set flat shading is used.</p></body></html> - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">Enkel/ kompleks skyggelegging</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Ved enkel skyggelegging blir ikke oveflatenormalene definert per node. Dette fører til et midre realistisk utseende for kurvede overflater enn ved kompleks skyggelegging. </p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Merk for kompleks skyggelegging. Hvis ikke blir enkel skyggelegging brukt.</p></body></html> + <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">Enkel/ kompleks skyggelegging</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Ved enkel skyggelegging blir ikke oveflatenormalene definert per node. Dette fører til et midre realistisk utseende for kurvede overflater enn ved kompleks skyggelegging. </p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Merk for kompleks skyggelegging. Hvis ikke blir enkel skyggelegging brukt.</p></body></html> - Do not define normal per vertex - Ikke definerer normal per node + Ikke definerer normal per node - + Defines the deviation of tessellation to the actual surface Definerer avvik for tessellasjon på selve overflaten @@ -2245,22 +2238,20 @@ Please select a valid shape in the drop-down box first. <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">Tessellasjon</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-weight:600;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-weight:600;"><span style=" font-weight:400;">Definerer maksimum avik fra tessellert nett til overflate. Desto mindre verdi desto tregere fart på presentasjongjengivelse men penere utseende.</span></p></body></html> - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Hint</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Defining the normals per vertex is also called <span style=" font-style:italic;">Phong shading</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt; font-style:italic;"><span style=" font-style:normal;">while defining the normals per face is called </span>Flat shading<span style=" font-style:normal;">.</span></p></body></html> - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Hint</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Å definere normaler per node kalles <span style=" font-style:italic;">Phong skyggelegging </span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt; font-style:italic;"><span style=" font-style:normal;">mens å definere normaler per flate kalles </span>flateskyggelegging<span style=" font-style:normal;">.</span></p></body></html> + <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Hint</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Å definere normaler per node kalles <span style=" font-style:italic;">Phong skyggelegging </span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt; font-style:italic;"><span style=" font-style:normal;">mens å definere normaler per flate kalles </span>flateskyggelegging<span style=" font-style:normal;">.</span></p></body></html> - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">High-quality normals</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">This will slow down render speed but will lead to nicer results.</p></body></html> - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">Høykvalitets normaler</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Dette vil sinke hastighet på presentasjongjengivelse men vil føre til bedre resultater.</p></body></html> + <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">Høykvalitets normaler</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Dette vil sinke hastighet på presentasjongjengivelse men vil føre til bedre resultater.</p></body></html> - + Maximum deviation depending on the model bounding box Maksimalt avvik avhenger av modellrammeboksen - + % % @@ -3278,7 +3269,7 @@ Do you want to continue? Rediger avrundingskanter - + Set colors... Angi farger... diff --git a/src/Mod/Part/Gui/Resources/translations/Part_pl.ts b/src/Mod/Part/Gui/Resources/translations/Part_pl.ts index 8ed5201c4..4d8d1e7ef 100644 --- a/src/Mod/Part/Gui/Resources/translations/Part_pl.ts +++ b/src/Mod/Part/Gui/Resources/translations/Part_pl.ts @@ -2192,32 +2192,27 @@ Wybierz najpierw prawidłowy kształt w polu rozwijanym. PartGui::DlgSettings3DViewPart - View accuracy / Performance - Dokładność wyświetlania / Wydajność + Dokładność wyświetlania / Wydajność - View smoothing - Widok wygładzenia + Widok wygładzenia - Using high-quality normals - Użyj normalnych wysokiej jakości + Użyj normalnych wysokiej jakości - This will slow down render speed but will lead to nicer results - To spowolni prędkość renderowania, lecz poprawi jego wyniki + To spowolni prędkość renderowania, lecz poprawi jego wyniki - Defines the appearance of surfaces - Określa wygląd powierzchni + Określa wygląd powierzchni - + Shape view Widok kształtu @@ -2227,17 +2222,15 @@ Wybierz najpierw prawidłowy kształt w polu rozwijanym. Tesselacja - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">Flat shading/Phong shading</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">With flat shading the surface normals are not defined per vertex that leads to a unreal appearance for curved surfaces while using Phong shading leads to a smoother appearance. </p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">If this option is unset Phong shading is used, if it is set flat shading is used.</p></body></html> - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">Cieniowanie płaskie/Cieniowanie Phong</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Przy cieniowaniu płaskim powierzchnie nie są definiowane wektoro co może prowadzić do nierzeczywistego wyświetlania zakrzywionych powierzchni. Podczas gdy cieniowanie Phong prowadzi do łagodniejszego wyglądu krzywych.</p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Jeżeli ta opcja jest zaznaczona to użyte zostanie cieniowanie płaskie w przeciwnym wypadku zostanie użyte cieniowanie Phong.</p></body></html> + <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">Cieniowanie płaskie/Cieniowanie Phong</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Przy cieniowaniu płaskim powierzchnie nie są definiowane wektoro co może prowadzić do nierzeczywistego wyświetlania zakrzywionych powierzchni. Podczas gdy cieniowanie Phong prowadzi do łagodniejszego wyglądu krzywych.</p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Jeżeli ta opcja jest zaznaczona to użyte zostanie cieniowanie płaskie w przeciwnym wypadku zostanie użyte cieniowanie Phong.</p></body></html> - Do not define normal per vertex - Nie definiuj normalnych przez wierzchołek + Nie definiuj normalnych przez wierzchołek - + Defines the deviation of tessellation to the actual surface Definiuje odchylenie teselacji rzeczywistej powierzchni @@ -2247,22 +2240,20 @@ Wybierz najpierw prawidłowy kształt w polu rozwijanym. <html><head><meta name="qrichtext" content="1" /></head> <body style="white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"> <p style="margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;-qt-block-indent:0; text-indent:0px;"> <span style="font-weight:600;"> Tesselacja</span></p> <p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;-qt-block-indent:0; text-indent:0px; font-weight:600;"></p> <p style="margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;-qt-block-indent:0; text-indent:0px; font-weight:600;"> <span style="font-weight:400;"> Określa maksymalne odchylenie mozaikowych oczek siatki na powierzchni. Im jest mniejsza wartość tym mniejsza szybkość renderowania i ladniejszy wygląd.</span></p></body></html> - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Hint</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Defining the normals per vertex is also called <span style=" font-style:italic;">Phong shading</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt; font-style:italic;"><span style=" font-style:normal;">while defining the normals per face is called </span>Flat shading<span style=" font-style:normal;">.</span></p></body></html> - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Podpowiedź</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Definiowanie normalnych poprzez wierzchołek jest równiez nazywane <span style=" font-style:italic;">cieniowanie Phong</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt; font-style:italic;"><span style=" font-style:normal;">podczas definiowania normalnych poprzez obszar jest nazywane </span>Cieniowanie płaskie<span style=" font-style:normal;">.</span></p></body></html> + <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Podpowiedź</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Definiowanie normalnych poprzez wierzchołek jest równiez nazywane <span style=" font-style:italic;">cieniowanie Phong</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt; font-style:italic;"><span style=" font-style:normal;">podczas definiowania normalnych poprzez obszar jest nazywane </span>Cieniowanie płaskie<span style=" font-style:normal;">.</span></p></body></html> - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">High-quality normals</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">This will slow down render speed but will lead to nicer results.</p></body></html> - <html><head><meta name="qrichtext" content="1" /></head> <body style="white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"> <p style="margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;-qt-block-indent:0; text-indent:0px;"> <span style="font-weight:600;"> Wysokiej jakości </span></p> <p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;-qt-block-indent:0; text-indent:0px;"></p> <p style="margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;-qt-block-indent:0; text-indent:0px;"> To spowolni szybkość renderowania, ale nie będzie prowadziło do ładnego wyniku.</p></body></html> + <html><head><meta name="qrichtext" content="1" /></head> <body style="white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"> <p style="margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;-qt-block-indent:0; text-indent:0px;"> <span style="font-weight:600;"> Wysokiej jakości </span></p> <p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;-qt-block-indent:0; text-indent:0px;"></p> <p style="margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;-qt-block-indent:0; text-indent:0px;"> To spowolni szybkość renderowania, ale nie będzie prowadziło do ładnego wyniku.</p></body></html> - + Maximum deviation depending on the model bounding box Maksymalne dopuszczalne odchylenie w zależności od obwiedni modelu - + % % @@ -3278,7 +3269,7 @@ Do you want to continue? Edytuj wygładzenie krawędzi - + Set colors... Ustaw kolory... diff --git a/src/Mod/Part/Gui/Resources/translations/Part_pt-BR.ts b/src/Mod/Part/Gui/Resources/translations/Part_pt-BR.ts index b7032f343..deb2c1dc4 100644 --- a/src/Mod/Part/Gui/Resources/translations/Part_pt-BR.ts +++ b/src/Mod/Part/Gui/Resources/translations/Part_pt-BR.ts @@ -2191,32 +2191,27 @@ Please select a valid shape in the drop-down box first. PartGui::DlgSettings3DViewPart - View accuracy / Performance - Precisão da vista / Desempenho + Precisão da vista / Desempenho - View smoothing - Alisamento de vista + Alisamento de vista - Using high-quality normals - Usar normais de alta qualidade + Usar normais de alta qualidade - This will slow down render speed but will lead to nicer results - Isto irá reduzir a velocidade da renderização, mas vai levar a resultados melhores + Isto irá reduzir a velocidade da renderização, mas vai levar a resultados melhores - Defines the appearance of surfaces - Define a aparência das superfícies + Define a aparência das superfícies - + Shape view Modo de exibição de formas @@ -2226,17 +2221,15 @@ Please select a valid shape in the drop-down box first. Paginação - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">Flat shading/Phong shading</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">With flat shading the surface normals are not defined per vertex that leads to a unreal appearance for curved surfaces while using Phong shading leads to a smoother appearance. </p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">If this option is unset Phong shading is used, if it is set flat shading is used.</p></body></html> - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">Flat shading/Phong shading</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Flat shading usa normais definidas por vertex, dando uma aparência não realística das curvas, enquanto phong shading da uma aparência melhor </p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Se esta opção estiver marcada, o flat shading será usado, senão será usado o phong shading.</p></body></html> + <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">Flat shading/Phong shading</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Flat shading usa normais definidas por vertex, dando uma aparência não realística das curvas, enquanto phong shading da uma aparência melhor </p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Se esta opção estiver marcada, o flat shading será usado, senão será usado o phong shading.</p></body></html> - Do not define normal per vertex - Não definir normais por vertex + Não definir normais por vertex - + Defines the deviation of tessellation to the actual surface Define o desvio de mosaico em relação a superfície real @@ -2246,22 +2239,20 @@ Please select a valid shape in the drop-down box first. <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"> <span style=" font-weight:600;">Mosaico</span> </p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-weight:600;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-weight:600;"> <span style=" font-weight:400;">Define o desvio máximo da malha mosaico em relação a superfície. O menor o valor, menor será a velocidade e melhor a aparência.</span> </p></body></html> - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Hint</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Defining the normals per vertex is also called <span style=" font-style:italic;">Phong shading</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt; font-style:italic;"><span style=" font-style:normal;">while defining the normals per face is called </span>Flat shading<span style=" font-style:normal;">.</span></p></body></html> - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"> <span style=" font-weight:600;">Sugestão</span> </p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"> Definir as normais por vértice é também chamado <span style=" font-style:italic;">sombreamento Phong</span> </p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt; font-style:italic;"> <span style=" font-style:normal;">enquanto define as normais por face é chamado de</span> sombreamento <span style=" font-style:normal;">plano.</span> </p></body></html> + <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"> <span style=" font-weight:600;">Sugestão</span> </p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"> Definir as normais por vértice é também chamado <span style=" font-style:italic;">sombreamento Phong</span> </p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt; font-style:italic;"> <span style=" font-style:normal;">enquanto define as normais por face é chamado de</span> sombreamento <span style=" font-style:normal;">plano.</span> </p></body></html> - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">High-quality normals</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">This will slow down render speed but will lead to nicer results.</p></body></html> - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"> <span style=" font-weight:600;">Alta qualidade normais</span> </p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"> Isto irá reduzir a velocidade da renderização, mas vai levar a resultados melhores. </p></body></html> + <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"> <span style=" font-weight:600;">Alta qualidade normais</span> </p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"> Isto irá reduzir a velocidade da renderização, mas vai levar a resultados melhores. </p></body></html> - + Maximum deviation depending on the model bounding box Desvio máximo dependendo da caixa de volume - + % % @@ -3277,7 +3268,7 @@ Do you want to continue? Modificar arestas filetadas - + Set colors... Definir cores... diff --git a/src/Mod/Part/Gui/Resources/translations/Part_pt-PT.ts b/src/Mod/Part/Gui/Resources/translations/Part_pt-PT.ts index 4fa893681..cc7f0c1af 100644 --- a/src/Mod/Part/Gui/Resources/translations/Part_pt-PT.ts +++ b/src/Mod/Part/Gui/Resources/translations/Part_pt-PT.ts @@ -2190,32 +2190,27 @@ Please select a valid shape in the drop-down box first. PartGui::DlgSettings3DViewPart - View accuracy / Performance - Ver precisão / desempenho + Ver precisão / desempenho - View smoothing - Suavização da Visualização + Suavização da Visualização - Using high-quality normals - Usando normais de alta qualidade + Usando normais de alta qualidade - This will slow down render speed but will lead to nicer results - Isto irá reduzir a velocidade da renderização, mas vai levar a resultados mais agradáveis + Isto irá reduzir a velocidade da renderização, mas vai levar a resultados mais agradáveis - Defines the appearance of surfaces - Define a aparência das superfícies + Define a aparência das superfícies - + Shape view Visualização da Forma @@ -2225,17 +2220,15 @@ Please select a valid shape in the drop-down box first. Tessellation - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">Flat shading/Phong shading</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">With flat shading the surface normals are not defined per vertex that leads to a unreal appearance for curved surfaces while using Phong shading leads to a smoother appearance. </p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">If this option is unset Phong shading is used, if it is set flat shading is used.</p></body></html> - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">Sombreado planar/sombreado Phong</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Com sombreado planar as normais das superficies não são definidos por cada vértice resultando em suprfícies curvas com aparência irreal enquanto que usando sombreado Phong a aparência é mais suave.</p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Se esta opção for desativada usa-se sombreado Phong, se for ativada usa-se sombreado planar.</p></body></html> + <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">Sombreado planar/sombreado Phong</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Com sombreado planar as normais das superficies não são definidos por cada vértice resultando em suprfícies curvas com aparência irreal enquanto que usando sombreado Phong a aparência é mais suave.</p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Se esta opção for desativada usa-se sombreado Phong, se for ativada usa-se sombreado planar.</p></body></html> - Do not define normal per vertex - Não definir normal por vértice + Não definir normal por vértice - + Defines the deviation of tessellation to the actual surface Define o desvio do mosaico em relação à superfície real @@ -2245,22 +2238,20 @@ Please select a valid shape in the drop-down box first. <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">Tessellation</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-weight:600;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-weight:600;"><span style=" font-weight:400;">Define o desvio máximo da malha em relação à superfície. Valores mais pequenos significam tempo de processamento maior e aparência melhor.</span></p></body></html> - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Hint</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Defining the normals per vertex is also called <span style=" font-style:italic;">Phong shading</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt; font-style:italic;"><span style=" font-style:normal;">while defining the normals per face is called </span>Flat shading<span style=" font-style:normal;">.</span></p></body></html> - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Dica</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Definir as normais por vértice também se chama <span style=" font-style:italic;">sombreamento Phong</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt; font-style:italic;"><span style=" font-style:normal;">enquanto que definir as normais por face chama-se</span>sombreamento Planar<span style=" font-style:normal;">.</span></p></body></html> + <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Dica</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Definir as normais por vértice também se chama <span style=" font-style:italic;">sombreamento Phong</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt; font-style:italic;"><span style=" font-style:normal;">enquanto que definir as normais por face chama-se</span>sombreamento Planar<span style=" font-style:normal;">.</span></p></body></html> - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">High-quality normals</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">This will slow down render speed but will lead to nicer results.</p></body></html> - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">Normais de alta qualidade</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">O tempo de processamento é maior mas os resultados são melhores.</p></body></html> + <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">Normais de alta qualidade</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">O tempo de processamento é maior mas os resultados são melhores.</p></body></html> - + Maximum deviation depending on the model bounding box Maximum deviation depending on the model bounding box - + % % @@ -3278,7 +3269,7 @@ Do you want to continue? Editar Filete/Listel Bordas - + Set colors... Definir cores... diff --git a/src/Mod/Part/Gui/Resources/translations/Part_ro.ts b/src/Mod/Part/Gui/Resources/translations/Part_ro.ts index 76c5c913a..7e66dab6a 100644 --- a/src/Mod/Part/Gui/Resources/translations/Part_ro.ts +++ b/src/Mod/Part/Gui/Resources/translations/Part_ro.ts @@ -2192,32 +2192,27 @@ Selectati mai intai o forma valida in casuta de selectie. PartGui::DlgSettings3DViewPart - View accuracy / Performance - Precizia de redare/performanta + Precizia de redare/performanta - View smoothing - Netezimea vizualizarii + Netezimea vizualizarii - Using high-quality normals - Se folosesc normale de inalta calitate + Se folosesc normale de inalta calitate - This will slow down render speed but will lead to nicer results - Aceasta va scadea viteza de redare dar va creste calitatea ei + Aceasta va scadea viteza de redare dar va creste calitatea ei - Defines the appearance of surfaces - Defineste aparenta suprafetei + Defineste aparenta suprafetei - + Shape view Vizualizare forma @@ -2227,17 +2222,15 @@ Selectati mai intai o forma valida in casuta de selectie. Mozaicare - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">Flat shading/Phong shading</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">With flat shading the surface normals are not defined per vertex that leads to a unreal appearance for curved surfaces while using Phong shading leads to a smoother appearance. </p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">If this option is unset Phong shading is used, if it is set flat shading is used.</p></body></html> - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">Umbrire plana/Unbrire Phong</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Cu umbrirea plana normalele suprafetelor nu sunt definite pentru fiecare varf, ceea ce conduce la o imagine nerealista pentru suprafetele curbe, pe cand umbrirea Phong rezulta intr-o umbrire mai placuta </p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Daca aceasta optiune nu este setata se foloseste umbrirea Phong, altfel umbrirea plana</p></body></html> + <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">Umbrire plana/Unbrire Phong</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Cu umbrirea plana normalele suprafetelor nu sunt definite pentru fiecare varf, ceea ce conduce la o imagine nerealista pentru suprafetele curbe, pe cand umbrirea Phong rezulta intr-o umbrire mai placuta </p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Daca aceasta optiune nu este setata se foloseste umbrirea Phong, altfel umbrirea plana</p></body></html> - Do not define normal per vertex - Nu definii normale pe vertex + Nu definii normale pe vertex - + Defines the deviation of tessellation to the actual surface Definește deviația tessellatiei pe suprafața actuală @@ -2247,22 +2240,20 @@ Selectati mai intai o forma valida in casuta de selectie. <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">Tessellation</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-weight:600;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-weight:600;"><span style=" font-weight:400;">Defineste deviatia maxima a retelei tinta fata de suprafata. Cu cat aceasta valoare este mai mica cu atat scade viteza de redare si creste calitatea imaginii</span></p></body></html> - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Hint</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Defining the normals per vertex is also called <span style=" font-style:italic;">Phong shading</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt; font-style:italic;"><span style=" font-style:normal;">while defining the normals per face is called </span>Flat shading<span style=" font-style:normal;">.</span></p></body></html> - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Indiciu</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Definirea normalelor pentru fiecare varf se mai numeste<span style=" font-style:italic;">umbrir Phong</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt; font-style:italic;"><span style=" font-style:normal;">pe cand definirea normalelor pentru fiecare fata se numeste </span>umbrire Plana<span style=" font-style:normal;">.</span></p></body></html> + <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Indiciu</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Definirea normalelor pentru fiecare varf se mai numeste<span style=" font-style:italic;">umbrir Phong</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt; font-style:italic;"><span style=" font-style:normal;">pe cand definirea normalelor pentru fiecare fata se numeste </span>umbrire Plana<span style=" font-style:normal;">.</span></p></body></html> - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">High-quality normals</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">This will slow down render speed but will lead to nicer results.</p></body></html> - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">Normale de inalta calitate</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Aceasta va scadea viteza de redare dar va imbunatati rezultatul.</p></body></html> + <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">Normale de inalta calitate</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Aceasta va scadea viteza de redare dar va imbunatati rezultatul.</p></body></html> - + Maximum deviation depending on the model bounding box Abaterea maxima depinde de caseta de incadrare a modelului - + % % @@ -3281,7 +3272,7 @@ Do you want to continue? Editeaza merginile in panglica - + Set colors... Seteaza culorile... diff --git a/src/Mod/Part/Gui/Resources/translations/Part_ru.qm b/src/Mod/Part/Gui/Resources/translations/Part_ru.qm index 3df0a9d81..151aab514 100644 Binary files a/src/Mod/Part/Gui/Resources/translations/Part_ru.qm and b/src/Mod/Part/Gui/Resources/translations/Part_ru.qm differ diff --git a/src/Mod/Part/Gui/Resources/translations/Part_ru.ts b/src/Mod/Part/Gui/Resources/translations/Part_ru.ts index 6b7d6fc1a..4664840da 100644 --- a/src/Mod/Part/Gui/Resources/translations/Part_ru.ts +++ b/src/Mod/Part/Gui/Resources/translations/Part_ru.ts @@ -2191,32 +2191,27 @@ Please select a valid shape in the drop-down box first. PartGui::DlgSettings3DViewPart - View accuracy / Performance - Оценить точность / характеристики + Оценить точность / характеристики - View smoothing - Посмотреть сглаживания + Посмотреть сглаживания - Using high-quality normals - Использование высококачественных нормалей + Использование высококачественных нормалей - This will slow down render speed but will lead to nicer results - Это будет замедлять скорость визуализации, но приведет к лучшему результату + Это будет замедлять скорость визуализации, но приведет к лучшему результату - Defines the appearance of surfaces - Определить внешний вид поверхностей + Определить внешний вид поверхностей - + Shape view Форма представления @@ -2226,17 +2221,15 @@ Please select a valid shape in the drop-down box first. Мозаика - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">Flat shading/Phong shading</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">With flat shading the surface normals are not defined per vertex that leads to a unreal appearance for curved surfaces while using Phong shading leads to a smoother appearance. </p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">If this option is unset Phong shading is used, if it is set flat shading is used.</p></body></html> - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">Flat shading/Phong shading</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">With flat shading the surface normals are not defined per vertex that leads to a unreal appearance for curved surfaces while using Phong shading leads to a smoother appearance. </p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">If this option is unset Phong shading is used, if it is set flat shading is used.</p></body></html> + <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">Flat shading/Phong shading</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">With flat shading the surface normals are not defined per vertex that leads to a unreal appearance for curved surfaces while using Phong shading leads to a smoother appearance. </p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">If this option is unset Phong shading is used, if it is set flat shading is used.</p></body></html> - Do not define normal per vertex - Не определяйте нормалей каждой вершины + Не определяйте нормалей каждой вершины - + Defines the deviation of tessellation to the actual surface Определяет отклонение тесселяции к самой поверхности @@ -2246,22 +2239,20 @@ Please select a valid shape in the drop-down box first. <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">Tessellation</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-weight:600;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-weight:600;"><span style=" font-weight:400;">Defines the maximum deviation of the tessellated mesh to the surface. The smaller the value is the slower the render speed and the nicer the appearance are.</span></p></body></html> - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Hint</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Defining the normals per vertex is also called <span style=" font-style:italic;">Phong shading</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt; font-style:italic;"><span style=" font-style:normal;">while defining the normals per face is called </span>Flat shading<span style=" font-style:normal;">.</span></p></body></html> - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Hint</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Defining the normals per vertex is also called <span style=" font-style:italic;">Phong shading</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt; font-style:italic;"><span style=" font-style:normal;">while defining the normals per face is called </span>Flat shading<span style=" font-style:normal;">.</span></p></body></html> + <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Hint</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Defining the normals per vertex is also called <span style=" font-style:italic;">Phong shading</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt; font-style:italic;"><span style=" font-style:normal;">while defining the normals per face is called </span>Flat shading<span style=" font-style:normal;">.</span></p></body></html> - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">High-quality normals</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">This will slow down render speed but will lead to nicer results.</p></body></html> - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">High-quality normals</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">This will slow down render speed but will lead to nicer results.</p></body></html> + <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">High-quality normals</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">This will slow down render speed but will lead to nicer results.</p></body></html> - + Maximum deviation depending on the model bounding box Максимальное отклонение в зависимости от ограничительной рамки модели - + % % @@ -2446,7 +2437,7 @@ Please select a valid shape in the drop-down box first. Vertex/Edge/Wire/Face - Конец линии/Грань/Последовательность граней/Поверхность + Точка/Ребро/Ломаная/грань @@ -2564,7 +2555,7 @@ Please select a valid shape in the drop-down box first. Error - Ошибка + Ошибки @@ -2651,7 +2642,7 @@ Please select a valid shape in the drop-down box first. Vertex/Edge/Wire/Face - Конец линии/Грань/Последовательность граней/Поверхность + Точка/Ребро/Ломаная/грань @@ -2915,7 +2906,7 @@ Please select a valid shape in the drop-down box first. Box selection - Объемное выделение + Выделить область @@ -2931,7 +2922,7 @@ Please select a valid shape in the drop-down box first. Move right - Перейти вправо + Добавить <b>Move the selected item one level down.</b><p>This will also change the level of the parent item.</p> @@ -2939,7 +2930,7 @@ Please select a valid shape in the drop-down box first. Move left - Перейти влево + Удалить <b>Move the selected item one level up.</b><p>This will also change the level of the parent item.</p> @@ -3088,7 +3079,7 @@ Please select a valid shape in the drop-down box first. Create - Создать + Запаковать @@ -3277,7 +3268,7 @@ Do you want to continue? Изменение краев ленты - + Set colors... Установите цвета ... @@ -3314,7 +3305,7 @@ Do you want to continue? Edge - Грань + Ребро @@ -3394,7 +3385,7 @@ Do you want to continue? Free Edge - Свободная грань + Отдельное ребро diff --git a/src/Mod/Part/Gui/Resources/translations/Part_sk.ts b/src/Mod/Part/Gui/Resources/translations/Part_sk.ts index 40b143a64..b0c2e5d46 100644 --- a/src/Mod/Part/Gui/Resources/translations/Part_sk.ts +++ b/src/Mod/Part/Gui/Resources/translations/Part_sk.ts @@ -2196,32 +2196,27 @@ Najskôr prosím vyberte platný tvar v rozbaľovacom poli. PartGui::DlgSettings3DViewPart - View accuracy / Performance - Zobraziť presnosť/výkonnosť + Zobraziť presnosť/výkonnosť - View smoothing - Zobraziť vyhladenie + Zobraziť vyhladenie - Using high-quality normals - Použitie vysoko kvalitných normál + Použitie vysoko kvalitných normál - This will slow down render speed but will lead to nicer results - Toto spomalí vzorkovaciu rýchlosť ale povedie k lepším výsledkom + Toto spomalí vzorkovaciu rýchlosť ale povedie k lepším výsledkom - Defines the appearance of surfaces - Defines the appearance of surfaces + Defines the appearance of surfaces - + Shape view Zobrazenie tvaru @@ -2231,17 +2226,15 @@ Najskôr prosím vyberte platný tvar v rozbaľovacom poli. Rozkúskovanie - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">Flat shading/Phong shading</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">With flat shading the surface normals are not defined per vertex that leads to a unreal appearance for curved surfaces while using Phong shading leads to a smoother appearance. </p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">If this option is unset Phong shading is used, if it is set flat shading is used.</p></body></html> - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">Flat shading/Phong shading</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">With flat shading the surface normals are not defined per vertex that leads to a unreal appearance for curved surfaces while using Phong shading leads to a smoother appearance. </p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">If this option is unset Phong shading is used, if it is set flat shading is used.</p></body></html> + <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">Flat shading/Phong shading</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">With flat shading the surface normals are not defined per vertex that leads to a unreal appearance for curved surfaces while using Phong shading leads to a smoother appearance. </p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">If this option is unset Phong shading is used, if it is set flat shading is used.</p></body></html> - Do not define normal per vertex - Do not define normal per vertex + Do not define normal per vertex - + Defines the deviation of tessellation to the actual surface Defines the deviation of tessellation to the actual surface @@ -2251,22 +2244,20 @@ Najskôr prosím vyberte platný tvar v rozbaľovacom poli. <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">Tessellation</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-weight:600;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-weight:600;"><span style=" font-weight:400;">Defines the maximum deviation of the tessellated mesh to the surface. The smaller the value is the slower the render speed and the nicer the appearance are.</span></p></body></html> - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Hint</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Defining the normals per vertex is also called <span style=" font-style:italic;">Phong shading</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt; font-style:italic;"><span style=" font-style:normal;">while defining the normals per face is called </span>Flat shading<span style=" font-style:normal;">.</span></p></body></html> - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Hint</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Definovanie normál vrcholu sa taktiež nazýva <span style=" font-style:italic;">tieňovaním Phong</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt; font-style:italic;"><span style=" font-style:normal;">zatiaľ čo definovanie normál priečelia sa nazýva </span>tieňovaním Plochy<span style=" font-style:normal;">.</span></p></body></html> + <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Hint</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Definovanie normál vrcholu sa taktiež nazýva <span style=" font-style:italic;">tieňovaním Phong</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt; font-style:italic;"><span style=" font-style:normal;">zatiaľ čo definovanie normál priečelia sa nazýva </span>tieňovaním Plochy<span style=" font-style:normal;">.</span></p></body></html> - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">High-quality normals</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">This will slow down render speed but will lead to nicer results.</p></body></html> - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">High-quality normals</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">This will slow down render speed but will lead to nicer results.</p></body></html> + <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">High-quality normals</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">This will slow down render speed but will lead to nicer results.</p></body></html> - + Maximum deviation depending on the model bounding box Maximálna odchýlka v závislosti od modelu viazaného rámčeka - + % % @@ -3284,7 +3275,7 @@ Do you want to continue? Editovať plné hrany - + Set colors... Nastaviť farby... diff --git a/src/Mod/Part/Gui/Resources/translations/Part_sr.ts b/src/Mod/Part/Gui/Resources/translations/Part_sr.ts index c0e147ac1..06b97484b 100644 --- a/src/Mod/Part/Gui/Resources/translations/Part_sr.ts +++ b/src/Mod/Part/Gui/Resources/translations/Part_sr.ts @@ -2190,32 +2190,27 @@ Please select a valid shape in the drop-down box first. PartGui::DlgSettings3DViewPart - View accuracy / Performance - View accuracy / Performance + View accuracy / Performance - View smoothing - View smoothing + View smoothing - Using high-quality normals - Кориcти нормале виcоког квалитета + Кориcти нормале виcоког квалитета - This will slow down render speed but will lead to nicer results - Ово ће уcпорити рендеровање,али ће произвеcти боље резултате + Ово ће уcпорити рендеровање,али ће произвеcти боље резултате - Defines the appearance of surfaces - Дефинише изглед површине + Дефинише изглед површине - + Shape view Shape view @@ -2225,17 +2220,15 @@ Please select a valid shape in the drop-down box first. Рад у мозаику - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">Flat shading/Phong shading</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">With flat shading the surface normals are not defined per vertex that leads to a unreal appearance for curved surfaces while using Phong shading leads to a smoother appearance. </p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">If this option is unset Phong shading is used, if it is set flat shading is used.</p></body></html> - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">Flat shading/Phong shading</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">With flat shading the surface normals are not defined per vertex that leads to a unreal appearance for curved surfaces while using Phong shading leads to a smoother appearance. </p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">If this option is unset Phong shading is used, if it is set flat shading is used.</p></body></html> + <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">Flat shading/Phong shading</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">With flat shading the surface normals are not defined per vertex that leads to a unreal appearance for curved surfaces while using Phong shading leads to a smoother appearance. </p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">If this option is unset Phong shading is used, if it is set flat shading is used.</p></body></html> - Do not define normal per vertex - Do not define normal per vertex + Do not define normal per vertex - + Defines the deviation of tessellation to the actual surface Defines the deviation of tessellation to the actual surface @@ -2245,22 +2238,20 @@ Please select a valid shape in the drop-down box first. <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">Tessellation</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-weight:600;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-weight:600;"><span style=" font-weight:400;">Defines the maximum deviation of the tessellated mesh to the surface. The smaller the value is the slower the render speed and the nicer the appearance are.</span></p></body></html> - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Hint</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Defining the normals per vertex is also called <span style=" font-style:italic;">Phong shading</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt; font-style:italic;"><span style=" font-style:normal;">while defining the normals per face is called </span>Flat shading<span style=" font-style:normal;">.</span></p></body></html> - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Hint</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Defining the normals per vertex is also called <span style=" font-style:italic;">Phong shading</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt; font-style:italic;"><span style=" font-style:normal;">while defining the normals per face is called </span>Flat shading<span style=" font-style:normal;">.</span></p></body></html> + <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Hint</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Defining the normals per vertex is also called <span style=" font-style:italic;">Phong shading</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt; font-style:italic;"><span style=" font-style:normal;">while defining the normals per face is called </span>Flat shading<span style=" font-style:normal;">.</span></p></body></html> - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">High-quality normals</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">This will slow down render speed but will lead to nicer results.</p></body></html> - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">High-quality normals</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">This will slow down render speed but will lead to nicer results.</p></body></html> + <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">High-quality normals</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">This will slow down render speed but will lead to nicer results.</p></body></html> - + Maximum deviation depending on the model bounding box Maximum deviation depending on the model bounding box - + %  % @@ -3277,7 +3268,7 @@ Do you want to continue? Уреди заобљене рубове - + Set colors... Подешавање боја... diff --git a/src/Mod/Part/Gui/Resources/translations/Part_sv-SE.ts b/src/Mod/Part/Gui/Resources/translations/Part_sv-SE.ts index cfa13abd1..46517a16f 100644 --- a/src/Mod/Part/Gui/Resources/translations/Part_sv-SE.ts +++ b/src/Mod/Part/Gui/Resources/translations/Part_sv-SE.ts @@ -2191,32 +2191,27 @@ Please select a valid shape in the drop-down box first. PartGui::DlgSettings3DViewPart - View accuracy / Performance - Vynoggrannhet/Prestanda + Vynoggrannhet/Prestanda - View smoothing - Visa utjämning + Visa utjämning - Using high-quality normals - Använda högkvalitetsnormaler + Använda högkvalitetsnormaler - This will slow down render speed but will lead to nicer results - Detta kommer att sakta ned hastigheten, men kommer att leda till bättre resultat + Detta kommer att sakta ned hastigheten, men kommer att leda till bättre resultat - Defines the appearance of surfaces - Definierar ytornas utseende + Definierar ytornas utseende - + Shape view Formvy @@ -2226,17 +2221,15 @@ Please select a valid shape in the drop-down box first. Tessellering - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">Flat shading/Phong shading</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">With flat shading the surface normals are not defined per vertex that leads to a unreal appearance for curved surfaces while using Phong shading leads to a smoother appearance. </p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">If this option is unset Phong shading is used, if it is set flat shading is used.</p></body></html> - html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">plattskuggning/Phong skuggning</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Med plattskuggning så är ytnormalerna inte definierade för hörn vilket leder till ett orealistiskt utseende för kurvade ytor emedan om Phong skuggning ger ett jämnare utseende. </p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Om detta laternativ inte är valt så används Phong skuggning, om det är valt så används plattskuggning.</p></body></html> + html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">plattskuggning/Phong skuggning</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Med plattskuggning så är ytnormalerna inte definierade för hörn vilket leder till ett orealistiskt utseende för kurvade ytor emedan om Phong skuggning ger ett jämnare utseende. </p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Om detta laternativ inte är valt så används Phong skuggning, om det är valt så används plattskuggning.</p></body></html> - Do not define normal per vertex - Definiera inte normal för hörn + Definiera inte normal för hörn - + Defines the deviation of tessellation to the actual surface Definierar tesseleringens avvikelse till det egentliga ytan @@ -2246,22 +2239,20 @@ Please select a valid shape in the drop-down box first. <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">Mosaik</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-weight:600;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-weight:600;"><span style=" font-weight:400;">Definierar den maximala avvikelsen mellan mosaiknätet och ytan. Ju mindre värde, desto långsammare beräkningshastighet men bättre utseende.</span></p></body></html> - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Hint</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Defining the normals per vertex is also called <span style=" font-style:italic;">Phong shading</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt; font-style:italic;"><span style=" font-style:normal;">while defining the normals per face is called </span>Flat shading<span style=" font-style:normal;">.</span></p></body></html> - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Tips</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Definiera normaler för hörn kallas också<span style=" font-style:italic;">Phong skuggning</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt; font-style:italic;"><span style=" font-style:normal;">medan definition av normaler för yta kallas</span>Plattskuggning<span style=" font-style:normal;">.</span></p></body></html> + <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Tips</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Definiera normaler för hörn kallas också<span style=" font-style:italic;">Phong skuggning</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt; font-style:italic;"><span style=" font-style:normal;">medan definition av normaler för yta kallas</span>Plattskuggning<span style=" font-style:normal;">.</span></p></body></html> - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">High-quality normals</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">This will slow down render speed but will lead to nicer results.</p></body></html> - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">Högkvalitetsnormaler</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Detta kommer att bromsa beräkningshastigheten men kommer att ge ett snyggare resultat.</p></body></html> + <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">Högkvalitetsnormaler</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">Detta kommer att bromsa beräkningshastigheten men kommer att ge ett snyggare resultat.</p></body></html> - + Maximum deviation depending on the model bounding box Maximal avvikelse beroende på modellens markeringsram - + % % @@ -3278,7 +3269,7 @@ Do you want to continue? Redigera avrundade kanter - + Set colors... Ställ in färgerna ... diff --git a/src/Mod/Part/Gui/Resources/translations/Part_tr.ts b/src/Mod/Part/Gui/Resources/translations/Part_tr.ts index f792319af..6b3b0bc9c 100644 --- a/src/Mod/Part/Gui/Resources/translations/Part_tr.ts +++ b/src/Mod/Part/Gui/Resources/translations/Part_tr.ts @@ -2196,32 +2196,27 @@ Please select a valid shape in the drop-down box first. PartGui::DlgSettings3DViewPart - View accuracy / Performance - View accuracy / Performance + View accuracy / Performance - View smoothing - View smoothing + View smoothing - Using high-quality normals - Using high-quality normals + Using high-quality normals - This will slow down render speed but will lead to nicer results - This will slow down render speed but will lead to nicer results + This will slow down render speed but will lead to nicer results - Defines the appearance of surfaces - Defines the appearance of surfaces + Defines the appearance of surfaces - + Shape view Shape view @@ -2231,17 +2226,15 @@ Please select a valid shape in the drop-down box first. Mozaikleme - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">Flat shading/Phong shading</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">With flat shading the surface normals are not defined per vertex that leads to a unreal appearance for curved surfaces while using Phong shading leads to a smoother appearance. </p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">If this option is unset Phong shading is used, if it is set flat shading is used.</p></body></html> - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">Flat shading/Phong shading</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">With flat shading the surface normals are not defined per vertex that leads to a unreal appearance for curved surfaces while using Phong shading leads to a smoother appearance. </p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">If this option is unset Phong shading is used, if it is set flat shading is used.</p></body></html> + <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">Flat shading/Phong shading</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">With flat shading the surface normals are not defined per vertex that leads to a unreal appearance for curved surfaces while using Phong shading leads to a smoother appearance. </p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">If this option is unset Phong shading is used, if it is set flat shading is used.</p></body></html> - Do not define normal per vertex - Do not define normal per vertex + Do not define normal per vertex - + Defines the deviation of tessellation to the actual surface Defines the deviation of tessellation to the actual surface @@ -2251,22 +2244,20 @@ Please select a valid shape in the drop-down box first. <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">Tessellation</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-weight:600;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-weight:600;"><span style=" font-weight:400;">Defines the maximum deviation of the tessellated mesh to the surface. The smaller the value is the slower the render speed and the nicer the appearance are.</span></p></body></html> - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Hint</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Defining the normals per vertex is also called <span style=" font-style:italic;">Phong shading</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt; font-style:italic;"><span style=" font-style:normal;">while defining the normals per face is called </span>Flat shading<span style=" font-style:normal;">.</span></p></body></html> - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Hint</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Defining the normals per vertex is also called <span style=" font-style:italic;">Phong shading</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt; font-style:italic;"><span style=" font-style:normal;">while defining the normals per face is called </span>Flat shading<span style=" font-style:normal;">.</span></p></body></html> + <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Hint</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Defining the normals per vertex is also called <span style=" font-style:italic;">Phong shading</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt; font-style:italic;"><span style=" font-style:normal;">while defining the normals per face is called </span>Flat shading<span style=" font-style:normal;">.</span></p></body></html> - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">High-quality normals</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">This will slow down render speed but will lead to nicer results.</p></body></html> - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">High-quality normals</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">This will slow down render speed but will lead to nicer results.</p></body></html> + <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">High-quality normals</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">This will slow down render speed but will lead to nicer results.</p></body></html> - + Maximum deviation depending on the model bounding box Maximum deviation depending on the model bounding box - + % % @@ -3284,7 +3275,7 @@ Do you want to continue? Edit fillet edges - + Set colors... Set colors... diff --git a/src/Mod/Part/Gui/Resources/translations/Part_uk.ts b/src/Mod/Part/Gui/Resources/translations/Part_uk.ts index c700af53a..596dc5fe5 100644 --- a/src/Mod/Part/Gui/Resources/translations/Part_uk.ts +++ b/src/Mod/Part/Gui/Resources/translations/Part_uk.ts @@ -2192,32 +2192,27 @@ Please select a valid shape in the drop-down box first. PartGui::DlgSettings3DViewPart - View accuracy / Performance - Переглянути точність/характеристики + Переглянути точність/характеристики - View smoothing - Згладжування вигляду + Згладжування вигляду - Using high-quality normals - Використання високоякісних нормалей + Використання високоякісних нормалей - This will slow down render speed but will lead to nicer results - Це буде сповільняти швидкість візуалізації, але приведе до кращих результатів + Це буде сповільняти швидкість візуалізації, але приведе до кращих результатів - Defines the appearance of surfaces - Визначає зовнішній вигляд поверхонь + Визначає зовнішній вигляд поверхонь - + Shape view Перегляд форми @@ -2227,17 +2222,15 @@ Please select a valid shape in the drop-down box first. Теселяція - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">Flat shading/Phong shading</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">With flat shading the surface normals are not defined per vertex that leads to a unreal appearance for curved surfaces while using Phong shading leads to a smoother appearance. </p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">If this option is unset Phong shading is used, if it is set flat shading is used.</p></body></html> - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">Flat shading/Phong shading</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">With flat shading the surface normals are not defined per vertex that leads to a unreal appearance for curved surfaces while using Phong shading leads to a smoother appearance. </p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">If this option is unset Phong shading is used, if it is set flat shading is used.</p></body></html> + <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">Flat shading/Phong shading</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">With flat shading the surface normals are not defined per vertex that leads to a unreal appearance for curved surfaces while using Phong shading leads to a smoother appearance. </p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">If this option is unset Phong shading is used, if it is set flat shading is used.</p></body></html> - Do not define normal per vertex - Не визначайте нормалей для кожної вершини + Не визначайте нормалей для кожної вершини - + Defines the deviation of tessellation to the actual surface Визначає відхилення тесселяції до активної поверхні @@ -2247,22 +2240,20 @@ Please select a valid shape in the drop-down box first. <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">Tessellation</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-weight:600;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-weight:600;"><span style=" font-weight:400;">Defines the maximum deviation of the tessellated mesh to the surface. The smaller the value is the slower the render speed and the nicer the appearance are.</span></p></body></html> - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Hint</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Defining the normals per vertex is also called <span style=" font-style:italic;">Phong shading</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt; font-style:italic;"><span style=" font-style:normal;">while defining the normals per face is called </span>Flat shading<span style=" font-style:normal;">.</span></p></body></html> - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Hint</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Defining the normals per vertex is also called <span style=" font-style:italic;">Phong shading</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt; font-style:italic;"><span style=" font-style:normal;">while defining the normals per face is called </span>Flat shading<span style=" font-style:normal;">.</span></p></body></html> + <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Hint</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Defining the normals per vertex is also called <span style=" font-style:italic;">Phong shading</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt; font-style:italic;"><span style=" font-style:normal;">while defining the normals per face is called </span>Flat shading<span style=" font-style:normal;">.</span></p></body></html> - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">High-quality normals</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">This will slow down render speed but will lead to nicer results.</p></body></html> - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">High-quality normals</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">This will slow down render speed but will lead to nicer results.</p></body></html> + <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">High-quality normals</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">This will slow down render speed but will lead to nicer results.</p></body></html> - + Maximum deviation depending on the model bounding box Maximum deviation depending on the model bounding box - + % % @@ -3279,7 +3270,7 @@ Do you want to continue? Редагувати кромку граней - + Set colors... Встановити кольори... diff --git a/src/Mod/Part/Gui/Resources/translations/Part_zh-CN.ts b/src/Mod/Part/Gui/Resources/translations/Part_zh-CN.ts index 1de0fd254..6d17544fa 100644 --- a/src/Mod/Part/Gui/Resources/translations/Part_zh-CN.ts +++ b/src/Mod/Part/Gui/Resources/translations/Part_zh-CN.ts @@ -2191,32 +2191,27 @@ Please select a valid shape in the drop-down box first. PartGui::DlgSettings3DViewPart - View accuracy / Performance - 查看精度/性能 + 查看精度/性能 - View smoothing - 平滑视图 + 平滑视图 - Using high-quality normals - 默认使用高质量 + 默认使用高质量 - This will slow down render speed but will lead to nicer results - 这会降低渲染速度,但效果会更好 + 这会降低渲染速度,但效果会更好 - Defines the appearance of surfaces - 定义表面外观 + 定义表面外观 - + Shape view 查看形状 @@ -2226,17 +2221,15 @@ Please select a valid shape in the drop-down box first. 曲面细分 - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">Flat shading/Phong shading</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">With flat shading the surface normals are not defined per vertex that leads to a unreal appearance for curved surfaces while using Phong shading leads to a smoother appearance. </p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">If this option is unset Phong shading is used, if it is set flat shading is used.</p></body></html> - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">Flat shading/Phong shading</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">With flat shading the surface normals are not defined per vertex that leads to a unreal appearance for curved surfaces while using Phong shading leads to a smoother appearance. </p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">如果此选项不设置则启用多面遮罩效果,如果设置启用单面遮罩效果.</p></body></html> + <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">Flat shading/Phong shading</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">With flat shading the surface normals are not defined per vertex that leads to a unreal appearance for curved surfaces while using Phong shading leads to a smoother appearance. </p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">如果此选项不设置则启用多面遮罩效果,如果设置启用单面遮罩效果.</p></body></html> - Do not define normal per vertex - 不需要定义每一个常规顶点 + 不需要定义每一个常规顶点 - + Defines the deviation of tessellation to the actual surface 定义实际表面镶嵌的偏差 @@ -2246,22 +2239,20 @@ Please select a valid shape in the drop-down box first. <html><head><meta name="qrichtext"content="1"/></head> <body style="white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"> <p style="margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;-qt-block-indent:0; text-indent:0px;"> 镶嵌</p> <p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;-qt-block-indent:0; text-indent:0px; font-weight:600;"></p> <p style="margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px;-qt-block-indent:0; text-indent:0px; font-weight:600;"> <span style="font-weight:400;"> 定义的表面镶嵌网的最大偏差.值越小速度越慢,外观也越柔和</span></p></body></html> - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Hint</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Defining the normals per vertex is also called <span style=" font-style:italic;">Phong shading</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt; font-style:italic;"><span style=" font-style:normal;">while defining the normals per face is called </span>Flat shading<span style=" font-style:normal;">.</span></p></body></html> - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"> <span style=" font-weight:600;">暗示</span> </p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">每个顶点的法线的定义也被称为<span style=" font-style:italic;">Phong光照</span> </p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt; font-style:italic;"> <span style=" font-style:normal;">同时确定每个面的法线称为</span>平阴影<span style=" font-style:normal;">。</span> </p></body></html> + <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"> <span style=" font-weight:600;">暗示</span> </p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">每个顶点的法线的定义也被称为<span style=" font-style:italic;">Phong光照</span> </p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt; font-style:italic;"> <span style=" font-style:normal;">同时确定每个面的法线称为</span>平阴影<span style=" font-style:normal;">。</span> </p></body></html> - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">High-quality normals</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">This will slow down render speed but will lead to nicer results.</p></body></html> - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"> <span style=" font-weight:600;">高品质的法线</span> </p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">这将减缓渲染速度,但会导致更好的结果。 </p></body></html> + <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"> <span style=" font-weight:600;">高品质的法线</span> </p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">这将减缓渲染速度,但会导致更好的结果。 </p></body></html> - + Maximum deviation depending on the model bounding box 最大偏差取决于模型边界 - + % % @@ -3278,7 +3269,7 @@ Do you want to continue? 编辑圆角边 - + Set colors... 设置颜色... diff --git a/src/Mod/Part/Gui/Resources/translations/Part_zh-TW.ts b/src/Mod/Part/Gui/Resources/translations/Part_zh-TW.ts index c970b78a1..845d05d41 100644 --- a/src/Mod/Part/Gui/Resources/translations/Part_zh-TW.ts +++ b/src/Mod/Part/Gui/Resources/translations/Part_zh-TW.ts @@ -2191,32 +2191,27 @@ Please select a valid shape in the drop-down box first. PartGui::DlgSettings3DViewPart - View accuracy / Performance - 查看精度/效能 + 查看精度/效能 - View smoothing - 平滑檢視 + 平滑檢視 - Using high-quality normals - 使用高品質法線 + 使用高品質法線 - This will slow down render speed but will lead to nicer results - 此將會減緩渲染速度,但會有更好的結果 + 此將會減緩渲染速度,但會有更好的結果 - Defines the appearance of surfaces - 定義面之外觀 + 定義面之外觀 - + Shape view 造型視圖 @@ -2226,17 +2221,15 @@ Please select a valid shape in the drop-down box first. 鑲嵌 - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">Flat shading/Phong shading</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">With flat shading the surface normals are not defined per vertex that leads to a unreal appearance for curved surfaces while using Phong shading leads to a smoother appearance. </p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">If this option is unset Phong shading is used, if it is set flat shading is used.</p></body></html> - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">Flat shading/Phong shading</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">With flat shading the surface normals are not defined per vertex that leads to a unreal appearance for curved surfaces while using Phong shading leads to a smoother appearance. </p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">If this option is unset Phong shading is used, if it is set flat shading is used.</p></body></html> + <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">Flat shading/Phong shading</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">With flat shading the surface normals are not defined per vertex that leads to a unreal appearance for curved surfaces while using Phong shading leads to a smoother appearance. </p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">If this option is unset Phong shading is used, if it is set flat shading is used.</p></body></html> - Do not define normal per vertex - 請不要對每個頂點定義垂直 + 請不要對每個頂點定義垂直 - + Defines the deviation of tessellation to the actual surface Defines the deviation of tessellation to the actual surface @@ -2246,22 +2239,20 @@ Please select a valid shape in the drop-down box first. <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">Tessellation</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-weight:600;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-weight:600;"><span style=" font-weight:400;">Defines the maximum deviation of the tessellated mesh to the surface. The smaller the value is the slower the render speed and the nicer the appearance are.</span></p></body></html> - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Hint</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Defining the normals per vertex is also called <span style=" font-style:italic;">Phong shading</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt; font-style:italic;"><span style=" font-style:normal;">while defining the normals per face is called </span>Flat shading<span style=" font-style:normal;">.</span></p></body></html> - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Hint</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Defining the normals per vertex is also called <span style=" font-style:italic;">Phong shading</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt; font-style:italic;"><span style=" font-style:normal;">while defining the normals per face is called </span>Flat shading<span style=" font-style:normal;">.</span></p></body></html> + <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;"><span style=" font-weight:600;">Hint</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt;">Defining the normals per vertex is also called <span style=" font-style:italic;">Phong shading</span></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px; font-size:8pt; font-style:italic;"><span style=" font-style:normal;">while defining the normals per face is called </span>Flat shading<span style=" font-style:normal;">.</span></p></body></html> - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">High-quality normals</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">This will slow down render speed but will lead to nicer results.</p></body></html> - <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">High-quality normals</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">This will slow down render speed but will lead to nicer results.</p></body></html> + <html><head><meta name="qrichtext" content="1" /></head><body style=" white-space: pre-wrap; font-family:MS Shell Dlg 2; font-size:7.8pt; font-weight:400; font-style:normal; text-decoration:none;"><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><span style=" font-weight:600;">High-quality normals</span></p><p style="-qt-paragraph-type:empty; margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"></p><p style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;">This will slow down render speed but will lead to nicer results.</p></body></html> - + Maximum deviation depending on the model bounding box 最大誤差取決於模型邊界框 - + % % @@ -3278,7 +3269,7 @@ Do you want to continue? 編輯圓角邊緣 - + Set colors... 設定顏色... diff --git a/src/Mod/PartDesign/Gui/Resources/translations/PartDesign_de.qm b/src/Mod/PartDesign/Gui/Resources/translations/PartDesign_de.qm index 84f57aa96..0c485e1d6 100644 Binary files a/src/Mod/PartDesign/Gui/Resources/translations/PartDesign_de.qm and b/src/Mod/PartDesign/Gui/Resources/translations/PartDesign_de.qm differ diff --git a/src/Mod/PartDesign/Gui/Resources/translations/PartDesign_de.ts b/src/Mod/PartDesign/Gui/Resources/translations/PartDesign_de.ts index 182ec7614..6341df569 100644 --- a/src/Mod/PartDesign/Gui/Resources/translations/PartDesign_de.ts +++ b/src/Mod/PartDesign/Gui/Resources/translations/PartDesign_de.ts @@ -1137,7 +1137,7 @@ Bitte markieren Sie zuerst ein oder mehrere Kanten. Normal sketch axis - Normale Skizzenachse + Senkrecht zur Skizze diff --git a/src/Mod/PartDesign/Gui/Resources/translations/PartDesign_it.qm b/src/Mod/PartDesign/Gui/Resources/translations/PartDesign_it.qm index d3c3d2d81..197213a13 100644 Binary files a/src/Mod/PartDesign/Gui/Resources/translations/PartDesign_it.qm and b/src/Mod/PartDesign/Gui/Resources/translations/PartDesign_it.qm differ diff --git a/src/Mod/PartDesign/Gui/Resources/translations/PartDesign_it.ts b/src/Mod/PartDesign/Gui/Resources/translations/PartDesign_it.ts index 9a962d31a..213166db0 100644 --- a/src/Mod/PartDesign/Gui/Resources/translations/PartDesign_it.ts +++ b/src/Mod/PartDesign/Gui/Resources/translations/PartDesign_it.ts @@ -73,12 +73,12 @@ Groove - Groove + Gola Groove a selected sketch - Groove di uno sketch selezionato + Crea una gola o scanalatura in uno sketch selezionato @@ -163,12 +163,12 @@ Pocket - Tasca + Cavità create a pocket with the selected sketch - Crea una tasca usando lo sketch selezionato + Crea una cavità o tasca usando lo sketch selezionato @@ -465,7 +465,7 @@ Selezionare prima una o più entità spigolo. Edit pocket - Modifica tasca + Modifica cavità @@ -608,7 +608,7 @@ Selezionare prima una o più entità spigolo. Groove parameters - Parametri Groove + Parametri Gola @@ -646,7 +646,7 @@ Selezionare prima una o più entità spigolo. TaskHoleParameters - Parametri tasca + Parametri cavità @@ -850,7 +850,7 @@ Selezionare prima una o più entità spigolo. Move down - Sposta verso il basso + Sposta in basso @@ -1069,7 +1069,7 @@ Selezionare prima una o più entità spigolo. Pocket parameters - Parametri Tasca + Parametri Cavità To last @@ -1324,7 +1324,7 @@ Selezionare prima una o più entità spigolo. Please create a sketch or 2D object first. It must have a support face on a solid - Si prega di creare prima uno sketch o un oggetto 2D. Deve avere una faccia di appoggio su un solido + Si prega di creare prima uno sketch o un oggetto 2D. Deve essere posizionato su una faccia di supporto di un solido @@ -1414,7 +1414,7 @@ Selezionare prima una o più entità spigolo. The sketch has to have a support for the pocket feature. Create the sketch on a face. - Lo sketch deve avere un supporto per la feature di tasca. + Per la feature cavità lo sketch deve avere un supporto. Creare lo sketch su una faccia. @@ -1426,7 +1426,7 @@ Creare lo sketch su una faccia. Edit pocket - Modifica tasca + Modifica cavità @@ -1465,7 +1465,7 @@ Creare lo sketch su una faccia. Edit Groove - Modifica Groove + Modifica Gola @@ -1518,7 +1518,7 @@ Creare lo sketch su una faccia. Edit groove - Modificare la scanalatura + Modifica la scanalatura diff --git a/src/Mod/Plot/resources/translations/Plot_it.qm b/src/Mod/Plot/resources/translations/Plot_it.qm index 3039fb897..c84ccc6d9 100644 Binary files a/src/Mod/Plot/resources/translations/Plot_it.qm and b/src/Mod/Plot/resources/translations/Plot_it.qm differ diff --git a/src/Mod/Plot/resources/translations/Plot_it.ts b/src/Mod/Plot/resources/translations/Plot_it.ts index 51537830c..a5798a418 100644 --- a/src/Mod/Plot/resources/translations/Plot_it.ts +++ b/src/Mod/Plot/resources/translations/Plot_it.ts @@ -11,7 +11,7 @@ Plot - Plot + Grafico @@ -37,7 +37,7 @@ Show/Hide grid on selected plot - Mostra/Nasconde griglia sul grafico selezionato + Mostra/Nasconde la griglia sul grafico selezionato @@ -160,7 +160,7 @@ Add new axes to the plot - Aggiungi nuovi assi sul grafico + Aggiungi nuovi assi al grafico @@ -228,7 +228,7 @@ Plot document must be selected in order to save it - Un documento Plot deve essere selezionato per poterlo salvare + Si deve selezionare un documento Plot per poterlo salvare @@ -387,7 +387,7 @@ Dots per point, with size will define output image resolution - Punti per ogni punto, con dimensione definirà la risoluzione dell'immagine + Dot per punto, con la dimensione definisce la risoluzione dell'immagine diff --git a/src/Mod/Raytracing/Gui/Resources/translations/Raytracing_it.qm b/src/Mod/Raytracing/Gui/Resources/translations/Raytracing_it.qm index 2e95c9211..4d8ab2d5b 100644 Binary files a/src/Mod/Raytracing/Gui/Resources/translations/Raytracing_it.qm and b/src/Mod/Raytracing/Gui/Resources/translations/Raytracing_it.qm differ diff --git a/src/Mod/Raytracing/Gui/Resources/translations/Raytracing_it.ts b/src/Mod/Raytracing/Gui/Resources/translations/Raytracing_it.ts index 19411b305..7312f36f2 100644 --- a/src/Mod/Raytracing/Gui/Resources/translations/Raytracing_it.ts +++ b/src/Mod/Raytracing/Gui/Resources/translations/Raytracing_it.ts @@ -96,7 +96,7 @@ Insert new POV-Ray project into the document - Inserisci il nuovo progetto POV-Ray nel documento + Inserisce il nuovo progetto POV-Ray nel documento @@ -124,7 +124,7 @@ Renders the current raytracing project with an external renderer - Esegue il rendering del progetto corrente raytracing con un renderizzatore esterno + Esegue il rendering del progetto raytracing corrente con un renderizzatore esterno @@ -366,7 +366,7 @@ Do you want to continue? POV-Ray file missing - il file POV-Ray è mancante + Manca il file POV-Ray diff --git a/src/Mod/Ship/resources/translations/Ship_ja.qm b/src/Mod/Ship/resources/translations/Ship_ja.qm index 964380929..faea33be6 100644 Binary files a/src/Mod/Ship/resources/translations/Ship_ja.qm and b/src/Mod/Ship/resources/translations/Ship_ja.qm differ diff --git a/src/Mod/Ship/resources/translations/Ship_ja.ts b/src/Mod/Ship/resources/translations/Ship_ja.ts index b42aef720..7eaa3d542 100644 --- a/src/Mod/Ship/resources/translations/Ship_ja.ts +++ b/src/Mod/Ship/resources/translations/Ship_ja.ts @@ -445,7 +445,7 @@ Density [kg / m^3] - Density [kg / m^3] + 密度 [kg / m^3] @@ -470,7 +470,7 @@ Ship - Ship + 船舶 @@ -503,7 +503,7 @@ Density [kg / m^3] - Density [kg / m^3] + 密度 [kg / m^3] @@ -533,7 +533,7 @@ Ship - Ship + 船舶 @@ -553,7 +553,7 @@ Density - Density + 密度 diff --git a/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_af.qm b/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_af.qm index fddc8862c..0fdeaea96 100644 Binary files a/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_af.qm and b/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_af.qm differ diff --git a/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_af.ts b/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_af.ts index ea66a8622..77918c656 100644 --- a/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_af.ts +++ b/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_af.ts @@ -2384,7 +2384,7 @@ Accepted combinations: two curves; an endpoint and a curve; two endpoints; two c Reversed external geometry - + Reversed external geometry @@ -2393,56 +2393,62 @@ Accepted combinations: two curves; an endpoint and a curve; two endpoints; two c %2 constraints are linking to the endpoints. The constraints have been listed in Report view (menu View -> Views -> Report view). Click "Swap endpoints in constraints" button to reassign endpoints. Do this only once to sketches created in FreeCAD older than v0.15.??? - + %1 reversed external-geometry arcs were found. Their endpoints are encircled in 3d view. + +%2 constraints are linking to the endpoints. The constraints have been listed in Report view (menu View -> Views -> Report view). + +Click "Swap endpoints in constraints" button to reassign endpoints. Do this only once to sketches created in FreeCAD older than v0.15.??? %1 reversed external-geometry arcs were found. Their endpoints are encircled in 3d view. However, no constraints linking to the endpoints were found. - + %1 reversed external-geometry arcs were found. Their endpoints are encircled in 3d view. + +However, no constraints linking to the endpoints were found. No reversed external-geometry arcs were found. - + No reversed external-geometry arcs were found. %1 changes were made to constraints linking to endpoints of reversed arcs. - + %1 changes were made to constraints linking to endpoints of reversed arcs. Constraint orientation locking - + Constraint orientation locking Orientation locking was enabled and recomputed for %1 constraints. The constraints have been listed in Report view (menu View -> Views -> Report view). - + Orientation locking was enabled and recomputed for %1 constraints. The constraints have been listed in Report view (menu View -> Views -> Report view). Orientation locking was disabled for %1 constraints. The constraints have been listed in Report view (menu View -> Views -> Report view). Note that for all future constraints, the locking still defaults to ON. - + Orientation locking was disabled for %1 constraints. The constraints have been listed in Report view (menu View -> Views -> Report view). Note that for all future constraints, the locking still defaults to ON. Delete constraints to external geom. - + Delete constraints to external geom. You are about to delete ALL constraints that deal with external geometry. This is useful to rescue a sketch with broken/changed links to external geometry. Are you sure you want to delete the constraints? - + You are about to delete ALL constraints that deal with external geometry. This is useful to rescue a sketch with broken/changed links to external geometry. Are you sure you want to delete the constraints? All constraints that deal with external geometry were deleted. - + All constraints that deal with external geometry were deleted. @@ -2719,7 +2725,7 @@ However, no constraints linking to the endpoints were found. Delete constraints to external geom. - + Delete constraints to external geom. @@ -2734,27 +2740,27 @@ However, no constraints linking to the endpoints were found. Reversed external geometry - + Reversed external geometry Swap endpoints in constraints - + Swap endpoints in constraints Constraint orientation locking - + Constraint orientation locking Enable/Update - + Enable/Update Disable - + Disable diff --git a/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_cs.qm b/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_cs.qm index 5b38e055c..d9e562b7c 100644 Binary files a/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_cs.qm and b/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_cs.qm differ diff --git a/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_cs.ts b/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_cs.ts index 3e832d4e7..010419586 100644 --- a/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_cs.ts +++ b/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_cs.ts @@ -2384,7 +2384,7 @@ Přijatelné kombinace: dvě křivky; koncový bod a křivka; dva koncové body; Reversed external geometry - + Obrácená vnější geometrie @@ -2393,56 +2393,61 @@ Přijatelné kombinace: dvě křivky; koncový bod a křivka; dva koncové body; %2 constraints are linking to the endpoints. The constraints have been listed in Report view (menu View -> Views -> Report view). Click "Swap endpoints in constraints" button to reassign endpoints. Do this only once to sketches created in FreeCAD older than v0.15.??? - + Bylo nalezeno %1 oblouků s obrácenou vnější geometrií. Jejich koncové body jsou zakroužkovány v 3D pohledu. +Ke koncovým bodům je připojeno %2 vazeb. Vazby byly vypsány do Zobrazení reportu (menu Zobrazit -> Pohledy -> Zobrazení reportu). + +Klikněte na tlačítko "Vyměnit koncové body ve vazbách" pro nové vytvoření koncových bodů. Proveďte to pouze u náčrtů vytvořených ve verzi FreeCADu starší než v0.15. %1 reversed external-geometry arcs were found. Their endpoints are encircled in 3d view. However, no constraints linking to the endpoints were found. - + Bylo nalezeno %1 oblouků s obrácenou vnější geometrií. Jejich koncové body jsou zakroužkovány v 3D pohledu. + +Nebyly nalezeny vazby připojené k těmto koncovým bodům. No reversed external-geometry arcs were found. - + Nebyly nalezeny žádné oblouky s obrácenou vnější geometrií. %1 changes were made to constraints linking to endpoints of reversed arcs. - + Bylo změněno %1 vazeb připojených ke koncovým bodům obrácených oblouků. Constraint orientation locking - + Zamčení orientace vazby Orientation locking was enabled and recomputed for %1 constraints. The constraints have been listed in Report view (menu View -> Views -> Report view). - + Zamčení orientace bylo zapnuto a přepočítáno pro %1 vazeb. Vazby byly vypsány do Zobrazení reportu (menu Zobrazit -> Pohledy -> Zobrazení reportu). Orientation locking was disabled for %1 constraints. The constraints have been listed in Report view (menu View -> Views -> Report view). Note that for all future constraints, the locking still defaults to ON. - + Zamčení orientace bylo vypnuto pro %1 vazeb. Vazby byly vypsány do Zobrazení reportu (menu Zobrazit -> Pohledy -> Zobrazení reportu). Nicméně pro budoucí vazby je zamčení podle výchozího nastavení zapnuto. Delete constraints to external geom. - + Smazat vazby k vnější geometrii. You are about to delete ALL constraints that deal with external geometry. This is useful to rescue a sketch with broken/changed links to external geometry. Are you sure you want to delete the constraints? - + Chystáte se smazat VŠECHNY vazby spojené s vnější geometrií. Je to užitečné pro záchranu náčrtu s rozbitými/změněnými vazbami na vnější geometrii. Chcete opravdu smazat tyto vazby? All constraints that deal with external geometry were deleted. - + Všechny vazby spojené s vnější geometrií byly smazány. @@ -2719,7 +2724,7 @@ However, no constraints linking to the endpoints were found. Delete constraints to external geom. - + Smazat vazby k vnější geometrii. @@ -2734,27 +2739,27 @@ However, no constraints linking to the endpoints were found. Reversed external geometry - + Obrácená vnější geometrie Swap endpoints in constraints - + Vyměnit koncové body ve vazbách Constraint orientation locking - + Zamčení orientace vazby Enable/Update - + Zapnout / aktualizovat Disable - + Vypnout diff --git a/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_de.qm b/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_de.qm index e0b589336..5b1c264c4 100644 Binary files a/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_de.qm and b/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_de.qm differ diff --git a/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_de.ts b/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_de.ts index 63f9bf4ff..c807577ba 100644 --- a/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_de.ts +++ b/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_de.ts @@ -2328,7 +2328,7 @@ Erlaubte Kombinationen: zwei Kurven; einen Endpunkt und eine Kurve; zwei Endpunk Grid line pattern - Linienmuster für Gitter + Linienstil für Gitter @@ -2384,7 +2384,7 @@ Erlaubte Kombinationen: zwei Kurven; einen Endpunkt und eine Kurve; zwei Endpunk Reversed external geometry - + Reversed external geometry @@ -2393,56 +2393,62 @@ Erlaubte Kombinationen: zwei Kurven; einen Endpunkt und eine Kurve; zwei Endpunk %2 constraints are linking to the endpoints. The constraints have been listed in Report view (menu View -> Views -> Report view). Click "Swap endpoints in constraints" button to reassign endpoints. Do this only once to sketches created in FreeCAD older than v0.15.??? - + %1 reversed external-geometry arcs were found. Their endpoints are encircled in 3d view. + +%2 constraints are linking to the endpoints. The constraints have been listed in Report view (menu View -> Views -> Report view). + +Click "Swap endpoints in constraints" button to reassign endpoints. Do this only once to sketches created in FreeCAD older than v0.15.??? %1 reversed external-geometry arcs were found. Their endpoints are encircled in 3d view. However, no constraints linking to the endpoints were found. - + %1 reversed external-geometry arcs were found. Their endpoints are encircled in 3d view. + +However, no constraints linking to the endpoints were found. No reversed external-geometry arcs were found. - + No reversed external-geometry arcs were found. %1 changes were made to constraints linking to endpoints of reversed arcs. - + %1 changes were made to constraints linking to endpoints of reversed arcs. Constraint orientation locking - + Constraint orientation locking Orientation locking was enabled and recomputed for %1 constraints. The constraints have been listed in Report view (menu View -> Views -> Report view). - + Orientation locking was enabled and recomputed for %1 constraints. The constraints have been listed in Report view (menu View -> Views -> Report view). Orientation locking was disabled for %1 constraints. The constraints have been listed in Report view (menu View -> Views -> Report view). Note that for all future constraints, the locking still defaults to ON. - + Orientation locking was disabled for %1 constraints. The constraints have been listed in Report view (menu View -> Views -> Report view). Note that for all future constraints, the locking still defaults to ON. Delete constraints to external geom. - + Delete constraints to external geom. You are about to delete ALL constraints that deal with external geometry. This is useful to rescue a sketch with broken/changed links to external geometry. Are you sure you want to delete the constraints? - + You are about to delete ALL constraints that deal with external geometry. This is useful to rescue a sketch with broken/changed links to external geometry. Are you sure you want to delete the constraints? All constraints that deal with external geometry were deleted. - + All constraints that deal with external geometry were deleted. @@ -2598,7 +2604,7 @@ However, no constraints linking to the endpoints were found. Show grid - Gitter anzeigen + Raster anzeigen @@ -2608,7 +2614,7 @@ However, no constraints linking to the endpoints were found. Grid snap - Am Gitter ausrichten + Am Raster fangen Unsolved @@ -2706,7 +2712,7 @@ However, no constraints linking to the endpoints were found. Solver messages - Meldungen des Lösungssystems + Meldungen des Lösers @@ -2719,7 +2725,7 @@ However, no constraints linking to the endpoints were found. Delete constraints to external geom. - + Delete constraints to external geom. @@ -2734,27 +2740,27 @@ However, no constraints linking to the endpoints were found. Reversed external geometry - + Reversed external geometry Swap endpoints in constraints - + Swap endpoints in constraints Constraint orientation locking - + Constraint orientation locking Enable/Update - + Enable/Update Disable - + Disable diff --git a/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_es-ES.qm b/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_es-ES.qm index ebd8ec00b..c1846297d 100644 Binary files a/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_es-ES.qm and b/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_es-ES.qm differ diff --git a/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_es-ES.ts b/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_es-ES.ts index 51d85faca..a9641b543 100644 --- a/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_es-ES.ts +++ b/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_es-ES.ts @@ -2382,7 +2382,7 @@ Las combinaciones posibles son: dos curvas; extremo y curva; dos extremos; dos c Reversed external geometry - + Reversed external geometry @@ -2391,56 +2391,62 @@ Las combinaciones posibles son: dos curvas; extremo y curva; dos extremos; dos c %2 constraints are linking to the endpoints. The constraints have been listed in Report view (menu View -> Views -> Report view). Click "Swap endpoints in constraints" button to reassign endpoints. Do this only once to sketches created in FreeCAD older than v0.15.??? - + %1 reversed external-geometry arcs were found. Their endpoints are encircled in 3d view. + +%2 constraints are linking to the endpoints. The constraints have been listed in Report view (menu View -> Views -> Report view). + +Click "Swap endpoints in constraints" button to reassign endpoints. Do this only once to sketches created in FreeCAD older than v0.15.??? %1 reversed external-geometry arcs were found. Their endpoints are encircled in 3d view. However, no constraints linking to the endpoints were found. - + %1 reversed external-geometry arcs were found. Their endpoints are encircled in 3d view. + +However, no constraints linking to the endpoints were found. No reversed external-geometry arcs were found. - + No reversed external-geometry arcs were found. %1 changes were made to constraints linking to endpoints of reversed arcs. - + %1 changes were made to constraints linking to endpoints of reversed arcs. Constraint orientation locking - + Constraint orientation locking Orientation locking was enabled and recomputed for %1 constraints. The constraints have been listed in Report view (menu View -> Views -> Report view). - + Orientation locking was enabled and recomputed for %1 constraints. The constraints have been listed in Report view (menu View -> Views -> Report view). Orientation locking was disabled for %1 constraints. The constraints have been listed in Report view (menu View -> Views -> Report view). Note that for all future constraints, the locking still defaults to ON. - + Orientation locking was disabled for %1 constraints. The constraints have been listed in Report view (menu View -> Views -> Report view). Note that for all future constraints, the locking still defaults to ON. Delete constraints to external geom. - + Delete constraints to external geom. You are about to delete ALL constraints that deal with external geometry. This is useful to rescue a sketch with broken/changed links to external geometry. Are you sure you want to delete the constraints? - + You are about to delete ALL constraints that deal with external geometry. This is useful to rescue a sketch with broken/changed links to external geometry. Are you sure you want to delete the constraints? All constraints that deal with external geometry were deleted. - + All constraints that deal with external geometry were deleted. @@ -2717,7 +2723,7 @@ However, no constraints linking to the endpoints were found. Delete constraints to external geom. - + Delete constraints to external geom. @@ -2732,27 +2738,27 @@ However, no constraints linking to the endpoints were found. Reversed external geometry - + Reversed external geometry Swap endpoints in constraints - + Swap endpoints in constraints Constraint orientation locking - + Constraint orientation locking Enable/Update - + Habilitar/Actualizar Disable - + Deshabilitar diff --git a/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_fi.qm b/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_fi.qm index d87958072..e9e6d9100 100644 Binary files a/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_fi.qm and b/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_fi.qm differ diff --git a/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_fi.ts b/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_fi.ts index 663d107bc..edf63e464 100644 --- a/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_fi.ts +++ b/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_fi.ts @@ -2384,7 +2384,7 @@ Hyväksytyt yhdistelmät: kaksi käyrää; päätepiste ja käyrä; kaksi päät Reversed external geometry - + Reversed external geometry @@ -2393,56 +2393,62 @@ Hyväksytyt yhdistelmät: kaksi käyrää; päätepiste ja käyrä; kaksi päät %2 constraints are linking to the endpoints. The constraints have been listed in Report view (menu View -> Views -> Report view). Click "Swap endpoints in constraints" button to reassign endpoints. Do this only once to sketches created in FreeCAD older than v0.15.??? - + %1 reversed external-geometry arcs were found. Their endpoints are encircled in 3d view. + +%2 constraints are linking to the endpoints. The constraints have been listed in Report view (menu View -> Views -> Report view). + +Click "Swap endpoints in constraints" button to reassign endpoints. Do this only once to sketches created in FreeCAD older than v0.15.??? %1 reversed external-geometry arcs were found. Their endpoints are encircled in 3d view. However, no constraints linking to the endpoints were found. - + %1 reversed external-geometry arcs were found. Their endpoints are encircled in 3d view. + +However, no constraints linking to the endpoints were found. No reversed external-geometry arcs were found. - + No reversed external-geometry arcs were found. %1 changes were made to constraints linking to endpoints of reversed arcs. - + %1 changes were made to constraints linking to endpoints of reversed arcs. Constraint orientation locking - + Constraint orientation locking Orientation locking was enabled and recomputed for %1 constraints. The constraints have been listed in Report view (menu View -> Views -> Report view). - + Orientation locking was enabled and recomputed for %1 constraints. The constraints have been listed in Report view (menu View -> Views -> Report view). Orientation locking was disabled for %1 constraints. The constraints have been listed in Report view (menu View -> Views -> Report view). Note that for all future constraints, the locking still defaults to ON. - + Orientation locking was disabled for %1 constraints. The constraints have been listed in Report view (menu View -> Views -> Report view). Note that for all future constraints, the locking still defaults to ON. Delete constraints to external geom. - + Delete constraints to external geom. You are about to delete ALL constraints that deal with external geometry. This is useful to rescue a sketch with broken/changed links to external geometry. Are you sure you want to delete the constraints? - + You are about to delete ALL constraints that deal with external geometry. This is useful to rescue a sketch with broken/changed links to external geometry. Are you sure you want to delete the constraints? All constraints that deal with external geometry were deleted. - + All constraints that deal with external geometry were deleted. @@ -2719,7 +2725,7 @@ However, no constraints linking to the endpoints were found. Delete constraints to external geom. - + Delete constraints to external geom. @@ -2734,27 +2740,27 @@ However, no constraints linking to the endpoints were found. Reversed external geometry - + Reversed external geometry Swap endpoints in constraints - + Swap endpoints in constraints Constraint orientation locking - + Constraint orientation locking Enable/Update - + Enable/Update Disable - + Disable diff --git a/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_fr.qm b/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_fr.qm index ead8a69a3..4d0d3a889 100644 Binary files a/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_fr.qm and b/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_fr.qm differ diff --git a/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_fr.ts b/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_fr.ts index 7cc91df04..fdca054f3 100644 --- a/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_fr.ts +++ b/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_fr.ts @@ -2384,7 +2384,7 @@ Combinaisons acceptés : deux courbes ; un point d'extrémité et une courb Reversed external geometry - + Géométrie externe inversée @@ -2393,56 +2393,62 @@ Combinaisons acceptés : deux courbes ; un point d'extrémité et une courb %2 constraints are linking to the endpoints. The constraints have been listed in Report view (menu View -> Views -> Report view). Click "Swap endpoints in constraints" button to reassign endpoints. Do this only once to sketches created in FreeCAD older than v0.15.??? - + %1 arcs inversés ont été trouvés dans la géométrie externe. Leurs points d'extrémité sont mis en évidence dans la vue 3D. + +%2 contraintes sont appliquées aux extrémités. Ces contraintes sont affichées dans la vue rapport (menu vues -> vue -> vue rapport). + +Cliquez sur le bouton «Inverser les points d'extrémité des contraintes» pour réaffecter ces points d'extrémité. Ne faites ceci qu'une seule fois pour les croquis créé avec une version de FreeCAD antérieure à 0.15. %1 reversed external-geometry arcs were found. Their endpoints are encircled in 3d view. However, no constraints linking to the endpoints were found. - + %1 arcs inversés ont été trouvés dans la géométrie externe. Leurs points d'extrémité sont mis en évidence dans la vue 3D. + +Toutefois, aucune contrainte liée aux points d'extrémité n'a été trouvée. No reversed external-geometry arcs were found. - + Aucun arc inversé n'a été trouvé dans la géométrie externe. %1 changes were made to constraints linking to endpoints of reversed arcs. - + %1 modifications ont été apportées aux contraintes liées aux points d'extrémité des arcs inversés. Constraint orientation locking - + Contrainte de verrouillage d'orientation Orientation locking was enabled and recomputed for %1 constraints. The constraints have been listed in Report view (menu View -> Views -> Report view). - + Le verrouillage de l'orientation a été activé et recalculé pour %1 contraintes. Ces contraintes sont indiquées dans la vue rapport (menu vues -> vue -> vue rapport). Orientation locking was disabled for %1 constraints. The constraints have been listed in Report view (menu View -> Views -> Report view). Note that for all future constraints, the locking still defaults to ON. - + Le verrouillage de l'orientation a été désactivé pour %1 contraintes. Ces contraintes sont indiquées dans la vue rapport (menu vues -> vue -> vue rapport). Notez que pour les contraintes futures, le verrouillage par défaut est toujours activé. Delete constraints to external geom. - + Supprimer les contraintes liées à une géométrie externe You are about to delete ALL constraints that deal with external geometry. This is useful to rescue a sketch with broken/changed links to external geometry. Are you sure you want to delete the constraints? - + Vous êtes sur le point de supprimer toutes les contraintes liées à la géométrie externe. Ceci est utile pour réparer une esquisse avec des liens vers une géométrie externe brisés ou modifiés. Êtes-vous sûr de que vouloir supprimer ces contraintes? All constraints that deal with external geometry were deleted. - + Toutes les contraintes liées à une géométrie externe ont été supprimées. @@ -2719,7 +2725,7 @@ However, no constraints linking to the endpoints were found. Delete constraints to external geom. - + Supprimer les contraintes liées à une géométrie externe @@ -2734,27 +2740,27 @@ However, no constraints linking to the endpoints were found. Reversed external geometry - + Géométrie externe inversée Swap endpoints in constraints - + Inverser les points d'extrémité de contraintes Constraint orientation locking - + Contrainte de verrouillage d'orientation Enable/Update - + Activer/mettre à jour Disable - + Désactiver diff --git a/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_hr.qm b/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_hr.qm index 35809170f..662af8056 100644 Binary files a/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_hr.qm and b/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_hr.qm differ diff --git a/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_hr.ts b/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_hr.ts index 1cf460691..150f8ab7f 100644 --- a/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_hr.ts +++ b/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_hr.ts @@ -2384,7 +2384,7 @@ Accepted combinations: two curves; an endpoint and a curve; two endpoints; two c Reversed external geometry - + Reversed external geometry @@ -2393,56 +2393,62 @@ Accepted combinations: two curves; an endpoint and a curve; two endpoints; two c %2 constraints are linking to the endpoints. The constraints have been listed in Report view (menu View -> Views -> Report view). Click "Swap endpoints in constraints" button to reassign endpoints. Do this only once to sketches created in FreeCAD older than v0.15.??? - + %1 reversed external-geometry arcs were found. Their endpoints are encircled in 3d view. + +%2 constraints are linking to the endpoints. The constraints have been listed in Report view (menu View -> Views -> Report view). + +Click "Swap endpoints in constraints" button to reassign endpoints. Do this only once to sketches created in FreeCAD older than v0.15.??? %1 reversed external-geometry arcs were found. Their endpoints are encircled in 3d view. However, no constraints linking to the endpoints were found. - + %1 reversed external-geometry arcs were found. Their endpoints are encircled in 3d view. + +However, no constraints linking to the endpoints were found. No reversed external-geometry arcs were found. - + No reversed external-geometry arcs were found. %1 changes were made to constraints linking to endpoints of reversed arcs. - + %1 changes were made to constraints linking to endpoints of reversed arcs. Constraint orientation locking - + Constraint orientation locking Orientation locking was enabled and recomputed for %1 constraints. The constraints have been listed in Report view (menu View -> Views -> Report view). - + Orientation locking was enabled and recomputed for %1 constraints. The constraints have been listed in Report view (menu View -> Views -> Report view). Orientation locking was disabled for %1 constraints. The constraints have been listed in Report view (menu View -> Views -> Report view). Note that for all future constraints, the locking still defaults to ON. - + Orientation locking was disabled for %1 constraints. The constraints have been listed in Report view (menu View -> Views -> Report view). Note that for all future constraints, the locking still defaults to ON. Delete constraints to external geom. - + Delete constraints to external geom. You are about to delete ALL constraints that deal with external geometry. This is useful to rescue a sketch with broken/changed links to external geometry. Are you sure you want to delete the constraints? - + You are about to delete ALL constraints that deal with external geometry. This is useful to rescue a sketch with broken/changed links to external geometry. Are you sure you want to delete the constraints? All constraints that deal with external geometry were deleted. - + All constraints that deal with external geometry were deleted. @@ -2719,7 +2725,7 @@ However, no constraints linking to the endpoints were found. Delete constraints to external geom. - + Delete constraints to external geom. @@ -2734,27 +2740,27 @@ However, no constraints linking to the endpoints were found. Reversed external geometry - + Reversed external geometry Swap endpoints in constraints - + Swap endpoints in constraints Constraint orientation locking - + Constraint orientation locking Enable/Update - + Enable/Update Disable - + Disable diff --git a/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_hu.qm b/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_hu.qm index f7c6fea59..c32ad7a9e 100644 Binary files a/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_hu.qm and b/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_hu.qm differ diff --git a/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_hu.ts b/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_hu.ts index 2b04f097c..bc40a07d7 100644 --- a/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_hu.ts +++ b/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_hu.ts @@ -2384,7 +2384,7 @@ Accepted combinations: two curves; an endpoint and a curve; two endpoints; two c Reversed external geometry - + Reversed external geometry @@ -2393,56 +2393,62 @@ Accepted combinations: two curves; an endpoint and a curve; two endpoints; two c %2 constraints are linking to the endpoints. The constraints have been listed in Report view (menu View -> Views -> Report view). Click "Swap endpoints in constraints" button to reassign endpoints. Do this only once to sketches created in FreeCAD older than v0.15.??? - + %1 reversed external-geometry arcs were found. Their endpoints are encircled in 3d view. + +%2 constraints are linking to the endpoints. The constraints have been listed in Report view (menu View -> Views -> Report view). + +Click "Swap endpoints in constraints" button to reassign endpoints. Do this only once to sketches created in FreeCAD older than v0.15.??? %1 reversed external-geometry arcs were found. Their endpoints are encircled in 3d view. However, no constraints linking to the endpoints were found. - + %1 reversed external-geometry arcs were found. Their endpoints are encircled in 3d view. + +However, no constraints linking to the endpoints were found. No reversed external-geometry arcs were found. - + No reversed external-geometry arcs were found. %1 changes were made to constraints linking to endpoints of reversed arcs. - + %1 changes were made to constraints linking to endpoints of reversed arcs. Constraint orientation locking - + Constraint orientation locking Orientation locking was enabled and recomputed for %1 constraints. The constraints have been listed in Report view (menu View -> Views -> Report view). - + Orientation locking was enabled and recomputed for %1 constraints. The constraints have been listed in Report view (menu View -> Views -> Report view). Orientation locking was disabled for %1 constraints. The constraints have been listed in Report view (menu View -> Views -> Report view). Note that for all future constraints, the locking still defaults to ON. - + Orientation locking was disabled for %1 constraints. The constraints have been listed in Report view (menu View -> Views -> Report view). Note that for all future constraints, the locking still defaults to ON. Delete constraints to external geom. - + Delete constraints to external geom. You are about to delete ALL constraints that deal with external geometry. This is useful to rescue a sketch with broken/changed links to external geometry. Are you sure you want to delete the constraints? - + You are about to delete ALL constraints that deal with external geometry. This is useful to rescue a sketch with broken/changed links to external geometry. Are you sure you want to delete the constraints? All constraints that deal with external geometry were deleted. - + All constraints that deal with external geometry were deleted. @@ -2719,7 +2725,7 @@ However, no constraints linking to the endpoints were found. Delete constraints to external geom. - + Delete constraints to external geom. @@ -2734,27 +2740,27 @@ However, no constraints linking to the endpoints were found. Reversed external geometry - + Reversed external geometry Swap endpoints in constraints - + Swap endpoints in constraints Constraint orientation locking - + Constraint orientation locking Enable/Update - + Enable/Update Disable - + Disable diff --git a/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_it.qm b/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_it.qm index 629807a2a..a6dde42b0 100644 Binary files a/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_it.qm and b/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_it.qm differ diff --git a/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_it.ts b/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_it.ts index b9e53cbaa..8e11ba715 100644 --- a/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_it.ts +++ b/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_it.ts @@ -242,7 +242,7 @@ Constrain vertical distance - Vincola una distanza verticale + Vincolo di distanza verticale @@ -260,7 +260,7 @@ Constrain vertical distance - Vincola una distanza verticale + Vincolo di distanza verticale Constrain horizontal distance @@ -318,7 +318,7 @@ Constrain InternalAlignment - Vincolare Allineamento interno + Vincolo di Allineamento interno @@ -430,7 +430,7 @@ Constrain refraction (Snell's law') - Vincolo rifrazione (legge di Snell') + Vincolo di rifrazione (legge di Snell') @@ -470,7 +470,7 @@ Constrain tangent - Vincolo tangente + Vincolo di tangenza @@ -2124,7 +2124,7 @@ Combinazioni ammesse: due curve; un punto finale e una curva; due punti finali; Length: - Lunghezza: + Larghezza: @@ -2278,12 +2278,12 @@ Combinazioni ammesse: due curve; un punto finale e una curva; due punti finali; Datum color - Colore di riferimento + Colore dei dati Datum text size - Dimensione del testo di riferimento + Dimensione del testo dei dati @@ -2308,12 +2308,12 @@ Combinazioni ammesse: due curve; un punto finale e una curva; due punti finali; Default line width - Larghezza linea predefinita + Larghezza predefinita della linea Cursor text color - Colore del cursore di testo + Colore del testo del cursore @@ -2328,12 +2328,12 @@ Combinazioni ammesse: due curve; un punto finale e una curva; due punti finali; Grid line pattern - Serie su griglia + Tipo di linea per la griglia Ask for value after creating a distance constraint - Chiedere il valore dopo la creazione di un vincolo di distanza + Richiedi il valore dopo la creazione di un vincolo di distanza @@ -2384,7 +2384,7 @@ Combinazioni ammesse: due curve; un punto finale e una curva; due punti finali; Reversed external geometry - + Geometria esterna reversa @@ -2393,56 +2393,62 @@ Combinazioni ammesse: due curve; un punto finale e una curva; due punti finali; %2 constraints are linking to the endpoints. The constraints have been listed in Report view (menu View -> Views -> Report view). Click "Swap endpoints in constraints" button to reassign endpoints. Do this only once to sketches created in FreeCAD older than v0.15.??? - + Nella geometria esterna sono stati trovati %1 archi invertiti. I loro punti finali sono evidenziati nella vista 3d. + +Ai punti finali sono applicati %2 vincoli. I vincoli sono elencati nella vista Rapporto (menu Visualizza -> Vista -> Rapporto). + +Per riassegnare i punti finali cliccare sul pulsante "Scambia i punti finali vincolati". Fare questo solo una volta per gli schizzi creati con versioni di FreeCAD precedenti alla 0.15. %1 reversed external-geometry arcs were found. Their endpoints are encircled in 3d view. However, no constraints linking to the endpoints were found. - + Nella geometria esterna sono stati trovati %1 archi invertiti. I loro punti finali sono evidenziati nella vista 3d. + +Tuttavia, non sono stati trovati i vincoli che riguardano i punti finali. No reversed external-geometry arcs were found. - + Nella geometria esterna non sono stati trovati archi invertiti. %1 changes were made to constraints linking to endpoints of reversed arcs. - + Sono state apportate %1 modifiche ai vincoli collegati ai punti finali di archi invertiti. Constraint orientation locking - + Vincolo orientamento bloccato Orientation locking was enabled and recomputed for %1 constraints. The constraints have been listed in Report view (menu View -> Views -> Report view). - + Il blocco dell'orientamento è stato attivato e ricalcolato per %1 vincoli. I vincoli sono elencati nella vista Rapporto (menu Visualizza -> Vista -> Rapporto). Orientation locking was disabled for %1 constraints. The constraints have been listed in Report view (menu View -> Views -> Report view). Note that for all future constraints, the locking still defaults to ON. - + Il blocco dell'orientamento è stato disattivato per %1 vincoli. I vincoli sono elencati nella vista Rapporto (menu Visualizza -> Vista -> Rapporto). Si noti che per tutti i vincoli futuri, di default il blocco è ancora attivo. Delete constraints to external geom. - + Elimina i vincoli alla geometria esterna You are about to delete ALL constraints that deal with external geometry. This is useful to rescue a sketch with broken/changed links to external geometry. Are you sure you want to delete the constraints? - + Stai per eliminare tutti i vincoli che trattano con la geometria esterna. Questo è utile per salvare uno schizzo che contiene dei collegamenti con la geometria esterna che sono interrotti o modificati. Sei sicuro di voler eliminare i vincoli? All constraints that deal with external geometry were deleted. - + Tutti i vincoli che trattano con la geometria esterna sono stati cancellati. @@ -2475,7 +2481,7 @@ However, no constraints linking to the endpoints were found. Named - Denominato + Denominazione @@ -2503,7 +2509,7 @@ However, no constraints linking to the endpoints were found. Starting Point - Punto di partenza + Punto iniziale @@ -2523,7 +2529,7 @@ However, no constraints linking to the endpoints were found. Auto-switch to Edge - Commuta automaticamente su Bordo + Commuta automaticamente su Spigolo @@ -2719,7 +2725,7 @@ However, no constraints linking to the endpoints were found. Delete constraints to external geom. - + Elimina i vincoli alla geometria esterna @@ -2734,27 +2740,27 @@ However, no constraints linking to the endpoints were found. Reversed external geometry - + Geometria esterna reversa Swap endpoints in constraints - + Scambia i punti finali nei vincoli Constraint orientation locking - + Vincolo orientamento bloccato Enable/Update - + Abilita/aggiorna Disable - + Disabilita diff --git a/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_ja.qm b/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_ja.qm index 37728c192..4bff0820e 100644 Binary files a/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_ja.qm and b/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_ja.qm differ diff --git a/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_ja.ts b/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_ja.ts index adbd3ec35..fd72fae2a 100644 --- a/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_ja.ts +++ b/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_ja.ts @@ -11,7 +11,7 @@ Close Shape - Close Shape + 図形を閉じる @@ -95,17 +95,17 @@ Ellipse by center, major radius, point - 中心、主半径、点からなる楕円 + 中心、主半径、点からなる楕円を作成 Ellipse by Periapsis, apoapsis, minor radius - Ellipse by Periapsis, apoapsis, minor radius + 近点、軌道遠点、小半径からなる楕円を作成 Arc of ellipse by center, major radius, endpoints - 中心点、主半径、端点からなる楕円の円弧 + 中心点、主半径、端点からなる楕円の円弧を作成 @@ -573,7 +573,7 @@ Create an arc of ellipse in the sketch - Create an arc of ellipse in the sketch + スケッチに楕円弧を作成します @@ -983,7 +983,7 @@ Select at least two sketches, please. - Select at least two sketches, please. + 少なくとも 2 つのスケッチを選択してください。 @@ -1056,7 +1056,7 @@ Show all internal geometry / hide unused internal geometry - Show all internal geometry / hide unused internal geometry + 全ての内部ジオメトリを表示/未使用の内部ジオメトリを非表示 @@ -1133,12 +1133,12 @@ Select Origin - Select Origin + 原点を選択 Select the origin point - Select the origin point + 原点を選択する @@ -1152,7 +1152,7 @@ Select Redundant Constraints - Select Redundant Constraints + 冗長な拘束を選択 @@ -1458,29 +1458,29 @@ Cannot add a fixed x-coordinate constraint on an external geometry! - Cannot add a fixed x-coordinate constraint on an external geometry! + 外部形状においてX固定座標の拘束を追加することはできません! Cannot add a fixed x-coordinate constraint on the root point! - Cannot add a fixed x-coordinate constraint on the root point! + 原点に対してX固定座標の拘束を追加することはできません! Cannot add a fixed y-coordinate constraint on an external geometry! - Cannot add a fixed y-coordinate constraint on an external geometry! + 外部形状に対してY固定座標の拘束を追加することはできません! Cannot add a fixed y-coordinate constraint on the root point! - Cannot add a fixed y-coordinate constraint on the root point! + 原点に対してY固定座標の拘束を追加することはできません! Select one or more arcs or circles from the sketch. - Select one or more arcs or circles from the sketch. + スケッチから 1 つ以上の円弧または円を選択してください。 @@ -1501,7 +1501,7 @@ Select one or two lines from the sketch. Or select two edges and a point. - Select one or two lines from the sketch. Or select two edges and a point. + スケッチから1本か2本の線分を選択してください。あるいは2つのエッジと頂点を選択します。 @@ -1511,7 +1511,7 @@ An angle constraint cannot be set for two parallel lines. - An angle constraint cannot be set for two parallel lines. + 2つの平行線に角度拘束を設定できません。 @@ -1532,7 +1532,7 @@ Incompatible geometry is selected! - Incompatible geometry is selected! + 互換性のないジオメトリが選択されています! @@ -1548,25 +1548,25 @@ You can not internally constraint an ellipse on other ellipse. Select only one ellipse. - You can not internally constraint an ellipse on other ellipse. Select only one ellipse. + 他の楕円上にある楕円は内部拘束することができない。一つだけ楕円を選択して下さい。 Maximum 2 points are supported. - Maximum 2 points are supported. + 最大 2 点がサポートされています。 Maximum 2 lines are supported. - Maximum 2 lines are supported. + 最大 2線がサポートされています。 Nothing to constraint - Nothing to constraint + 拘束はありません @@ -1591,12 +1591,12 @@ You can not internally constraint an arc of ellipse on other arc of ellipse. Select only one arc of ellipse. - You can not internally constraint an arc of ellipse on other arc of ellipse. Select only one arc of ellipse. + 他の楕円弧にある楕円弧には内部拘束することができません。楕円弧を一つだけ選択してください。 You can not internally constraint an ellipse on an arc of ellipse. Select only one ellipse or arc of ellipse. - You can not internally constraint an ellipse on an arc of ellipse. Select only one ellipse or arc of ellipse. + 楕円弧にある楕円には内部拘束することができません。楕円弧または楕円を一つだけ選択してください。 @@ -1611,7 +1611,7 @@ Currently internal geometry is only supported for ellipse or arc of ellipse. The last selected element must be an ellipse or an arc of ellipse. - Currently internal geometry is only supported for ellipse or arc of ellipse. The last selected element must be an ellipse or an arc of ellipse. + 現在の内部ジオメトリにおいては、楕円または楕円弧のサポートのみサポートされてます。最後に選択した要素は、楕円または楕円弧である必要があります。 Select exactly two vertexes from the sketch. @@ -1724,7 +1724,7 @@ Accepted combinations: two curves; an endpoint and a curve; two endpoints; two c Select some geometry from the sketch. perpendicular constraint - Select some geometry from the sketch. + スケッチから幾つかのジオメトリを選択してください。 @@ -1783,7 +1783,7 @@ Accepted combinations: two curves; an endpoint and a curve; two endpoints; two c Select some geometry from the sketch. tangent constraint - Select some geometry from the sketch. + スケッチから幾つかのジオメトリを選択してください。 @@ -1996,17 +1996,17 @@ Accepted combinations: two curves; an endpoint and a curve; two endpoints; two c No constraint selected - No constraint selected + 拘束が選択されていません At least one constraint must be selected - At least one constraint must be selected + 拘束には1つ以上を選択する必要があります Currently internal geometry is only supported for ellipse and arc of ellipse. The last selected element must be an ellipse or an arc of ellipse. - Currently internal geometry is only supported for ellipse and arc of ellipse. The last selected element must be an ellipse or an arc of ellipse. + 現在の内部ジオメトリにおいては、楕円または楕円弧のサポートのみサポートされてます。最後に選択した要素は、楕円または楕円弧である必要があります。 @@ -2083,19 +2083,19 @@ Accepted combinations: two curves; an endpoint and a curve; two endpoints; two c Refractive index ratio Constraint_SnellsLaw - Refractive index ratio + 屈折率 Ratio n2/n1: Constraint_SnellsLaw - Ratio n2/n1: + 比 n2/n1: Change radius - Change radius + 半径を変更 @@ -2107,12 +2107,12 @@ Accepted combinations: two curves; an endpoint and a curve; two endpoints; two c Refractive index ratio - Refractive index ratio + 屈折率 Ratio n2/n1: - Ratio n2/n1: + 比 n2/n1: @@ -2384,7 +2384,7 @@ Accepted combinations: two curves; an endpoint and a curve; two endpoints; two c Reversed external geometry - + 外部ジオメトリを反転 @@ -2393,56 +2393,62 @@ Accepted combinations: two curves; an endpoint and a curve; two endpoints; two c %2 constraints are linking to the endpoints. The constraints have been listed in Report view (menu View -> Views -> Report view). Click "Swap endpoints in constraints" button to reassign endpoints. Do this only once to sketches created in FreeCAD older than v0.15.??? - + %1 reversed external-geometry arcs were found. Their endpoints are encircled in 3d view. + +%2 constraints are linking to the endpoints. The constraints have been listed in Report view (menu View -> Views -> Report view). + +Click "Swap endpoints in constraints" button to reassign endpoints. Do this only once to sketches created in FreeCAD older than v0.15.??? %1 reversed external-geometry arcs were found. Their endpoints are encircled in 3d view. However, no constraints linking to the endpoints were found. - + %1 reversed external-geometry arcs were found. Their endpoints are encircled in 3d view. + +However, no constraints linking to the endpoints were found. No reversed external-geometry arcs were found. - + No reversed external-geometry arcs were found. %1 changes were made to constraints linking to endpoints of reversed arcs. - + %1 changes were made to constraints linking to endpoints of reversed arcs. Constraint orientation locking - + Constraint orientation locking Orientation locking was enabled and recomputed for %1 constraints. The constraints have been listed in Report view (menu View -> Views -> Report view). - + Orientation locking was enabled and recomputed for %1 constraints. The constraints have been listed in Report view (menu View -> Views -> Report view). Orientation locking was disabled for %1 constraints. The constraints have been listed in Report view (menu View -> Views -> Report view). Note that for all future constraints, the locking still defaults to ON. - + Orientation locking was disabled for %1 constraints. The constraints have been listed in Report view (menu View -> Views -> Report view). Note that for all future constraints, the locking still defaults to ON. Delete constraints to external geom. - + 外部ジオメトリへの拘束を削除します。 You are about to delete ALL constraints that deal with external geometry. This is useful to rescue a sketch with broken/changed links to external geometry. Are you sure you want to delete the constraints? - + You are about to delete ALL constraints that deal with external geometry. This is useful to rescue a sketch with broken/changed links to external geometry. Are you sure you want to delete the constraints? All constraints that deal with external geometry were deleted. - + All constraints that deal with external geometry were deleted. @@ -2503,7 +2509,7 @@ However, no constraints linking to the endpoints were found. Starting Point - Starting Point + 始点 @@ -2523,7 +2529,7 @@ However, no constraints linking to the endpoints were found. Auto-switch to Edge - Auto-switch to Edge + エッジに自動切換 @@ -2533,7 +2539,7 @@ However, no constraints linking to the endpoints were found. Elements - Elements + 要素 @@ -2719,7 +2725,7 @@ However, no constraints linking to the endpoints were found. Delete constraints to external geom. - + 外部ジオメトリへの拘束を削除します。 @@ -2734,27 +2740,27 @@ However, no constraints linking to the endpoints were found. Reversed external geometry - + 外部ジオメトリを反転 Swap endpoints in constraints - + Swap endpoints in constraints Constraint orientation locking - + Constraint orientation locking Enable/Update - + 有効化/更新 Disable - + 無効化 @@ -2786,8 +2792,8 @@ However, no constraints linking to the endpoints were found. The sketch is invalid and cannot be edited. Use the sketch validation tool. - The sketch is invalid and cannot be edited. -Use the sketch validation tool. + スケッチが無効で編集できません。 +スケッチ検証ツールを使って下さい。 @@ -2817,7 +2823,7 @@ Use the sketch validation tool. Over-constrained sketch - Over-constrained sketch + スケッチが過剰拘束です @@ -2829,12 +2835,12 @@ Use the sketch validation tool. Sketch contains conflicting constraints - Sketch contains conflicting constraints + スケッチには、競合する拘束が含まれています Sketch contains redundant constraints - Sketch contains redundant constraints + スケッチには冗長な拘束が含まれています Over-constrained sketch @@ -2866,12 +2872,12 @@ Use the sketch validation tool. Solved in %1 sec - %1 秒で解求しました + %1 秒で求解しました Unsolved (%1 sec) - 解求できません(%1 秒) + 求解できません(%1 秒) @@ -2907,7 +2913,7 @@ Use the sketch validation tool. Create an arc of ellipse by its center, major radius, endpoints - Create an arc of ellipse by its center, major radius, endpoints + 中心点、長半径、端点かななる楕円弧を作成する @@ -2943,7 +2949,7 @@ Use the sketch validation tool. Create a heptagon by its center and by one corner - Create a heptagon by its center and by one corner + 1 つの角と中心点からなる正七角形を作成します @@ -2952,7 +2958,7 @@ Use the sketch validation tool. Create a hexagon by its center and by one corner - Create a hexagon by its center and by one corner + 1 つの角と中心点からなる正六角形を作成します @@ -2961,7 +2967,7 @@ Use the sketch validation tool. Create an octagon by its center and by one corner - Create an octagon by its center and by one corner + 1 つの角と中心点からなる正八角形を作成します @@ -2970,7 +2976,7 @@ Use the sketch validation tool. Create a pentagon by its center and by one corner - Create a pentagon by its center and by one corner + 1 つの角と中心点からなる正五角形を作成します @@ -2979,7 +2985,7 @@ Use the sketch validation tool. Create a square by its center and by one corner - Create a square by its center and by one corner + 中心点と1つの角からなる正方形を作成します @@ -3041,7 +3047,7 @@ Do you want to detach it from the support? Not solved yet - 未解求 + 未求解 @@ -3059,7 +3065,7 @@ Do you want to detach it from the support? Sketcher tools - Sketcher tools + スケッチャー ツール Sketcher geoms diff --git a/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_nl.qm b/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_nl.qm index adee50904..aeaa81008 100644 Binary files a/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_nl.qm and b/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_nl.qm differ diff --git a/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_nl.ts b/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_nl.ts index de677dc87..bf289eb3a 100644 --- a/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_nl.ts +++ b/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_nl.ts @@ -2384,7 +2384,7 @@ Accepted combinations: two curves; an endpoint and a curve; two endpoints; two c Reversed external geometry - + Reversed external geometry @@ -2393,56 +2393,62 @@ Accepted combinations: two curves; an endpoint and a curve; two endpoints; two c %2 constraints are linking to the endpoints. The constraints have been listed in Report view (menu View -> Views -> Report view). Click "Swap endpoints in constraints" button to reassign endpoints. Do this only once to sketches created in FreeCAD older than v0.15.??? - + %1 reversed external-geometry arcs were found. Their endpoints are encircled in 3d view. + +%2 constraints are linking to the endpoints. The constraints have been listed in Report view (menu View -> Views -> Report view). + +Click "Swap endpoints in constraints" button to reassign endpoints. Do this only once to sketches created in FreeCAD older than v0.15.??? %1 reversed external-geometry arcs were found. Their endpoints are encircled in 3d view. However, no constraints linking to the endpoints were found. - + %1 reversed external-geometry arcs were found. Their endpoints are encircled in 3d view. + +However, no constraints linking to the endpoints were found. No reversed external-geometry arcs were found. - + No reversed external-geometry arcs were found. %1 changes were made to constraints linking to endpoints of reversed arcs. - + %1 changes were made to constraints linking to endpoints of reversed arcs. Constraint orientation locking - + Constraint orientation locking Orientation locking was enabled and recomputed for %1 constraints. The constraints have been listed in Report view (menu View -> Views -> Report view). - + Orientation locking was enabled and recomputed for %1 constraints. The constraints have been listed in Report view (menu View -> Views -> Report view). Orientation locking was disabled for %1 constraints. The constraints have been listed in Report view (menu View -> Views -> Report view). Note that for all future constraints, the locking still defaults to ON. - + Orientation locking was disabled for %1 constraints. The constraints have been listed in Report view (menu View -> Views -> Report view). Note that for all future constraints, the locking still defaults to ON. Delete constraints to external geom. - + Delete constraints to external geom. You are about to delete ALL constraints that deal with external geometry. This is useful to rescue a sketch with broken/changed links to external geometry. Are you sure you want to delete the constraints? - + You are about to delete ALL constraints that deal with external geometry. This is useful to rescue a sketch with broken/changed links to external geometry. Are you sure you want to delete the constraints? All constraints that deal with external geometry were deleted. - + All constraints that deal with external geometry were deleted. @@ -2719,7 +2725,7 @@ However, no constraints linking to the endpoints were found. Delete constraints to external geom. - + Delete constraints to external geom. @@ -2734,27 +2740,27 @@ However, no constraints linking to the endpoints were found. Reversed external geometry - + Reversed external geometry Swap endpoints in constraints - + Swap endpoints in constraints Constraint orientation locking - + Constraint orientation locking Enable/Update - + Enable/Update Disable - + Disable diff --git a/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_no.qm b/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_no.qm index 2424257f1..f6ece2d8d 100644 Binary files a/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_no.qm and b/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_no.qm differ diff --git a/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_no.ts b/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_no.ts index 583c45b92..367218ebe 100644 --- a/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_no.ts +++ b/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_no.ts @@ -2384,7 +2384,7 @@ Accepted combinations: two curves; an endpoint and a curve; two endpoints; two c Reversed external geometry - + Reversed external geometry @@ -2393,56 +2393,62 @@ Accepted combinations: two curves; an endpoint and a curve; two endpoints; two c %2 constraints are linking to the endpoints. The constraints have been listed in Report view (menu View -> Views -> Report view). Click "Swap endpoints in constraints" button to reassign endpoints. Do this only once to sketches created in FreeCAD older than v0.15.??? - + %1 reversed external-geometry arcs were found. Their endpoints are encircled in 3d view. + +%2 constraints are linking to the endpoints. The constraints have been listed in Report view (menu View -> Views -> Report view). + +Click "Swap endpoints in constraints" button to reassign endpoints. Do this only once to sketches created in FreeCAD older than v0.15.??? %1 reversed external-geometry arcs were found. Their endpoints are encircled in 3d view. However, no constraints linking to the endpoints were found. - + %1 reversed external-geometry arcs were found. Their endpoints are encircled in 3d view. + +However, no constraints linking to the endpoints were found. No reversed external-geometry arcs were found. - + No reversed external-geometry arcs were found. %1 changes were made to constraints linking to endpoints of reversed arcs. - + %1 changes were made to constraints linking to endpoints of reversed arcs. Constraint orientation locking - + Constraint orientation locking Orientation locking was enabled and recomputed for %1 constraints. The constraints have been listed in Report view (menu View -> Views -> Report view). - + Orientation locking was enabled and recomputed for %1 constraints. The constraints have been listed in Report view (menu View -> Views -> Report view). Orientation locking was disabled for %1 constraints. The constraints have been listed in Report view (menu View -> Views -> Report view). Note that for all future constraints, the locking still defaults to ON. - + Orientation locking was disabled for %1 constraints. The constraints have been listed in Report view (menu View -> Views -> Report view). Note that for all future constraints, the locking still defaults to ON. Delete constraints to external geom. - + Delete constraints to external geom. You are about to delete ALL constraints that deal with external geometry. This is useful to rescue a sketch with broken/changed links to external geometry. Are you sure you want to delete the constraints? - + You are about to delete ALL constraints that deal with external geometry. This is useful to rescue a sketch with broken/changed links to external geometry. Are you sure you want to delete the constraints? All constraints that deal with external geometry were deleted. - + All constraints that deal with external geometry were deleted. @@ -2719,7 +2725,7 @@ However, no constraints linking to the endpoints were found. Delete constraints to external geom. - + Delete constraints to external geom. @@ -2734,27 +2740,27 @@ However, no constraints linking to the endpoints were found. Reversed external geometry - + Reversed external geometry Swap endpoints in constraints - + Swap endpoints in constraints Constraint orientation locking - + Constraint orientation locking Enable/Update - + Enable/Update Disable - + Disable diff --git a/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_pl.qm b/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_pl.qm index 2d80ad245..f27c11ec4 100644 Binary files a/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_pl.qm and b/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_pl.qm differ diff --git a/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_pl.ts b/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_pl.ts index 362382046..00a4066f6 100644 --- a/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_pl.ts +++ b/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_pl.ts @@ -2384,7 +2384,7 @@ Accepted combinations: two curves; an endpoint and a curve; two endpoints; two c Reversed external geometry - + Reversed external geometry @@ -2393,56 +2393,62 @@ Accepted combinations: two curves; an endpoint and a curve; two endpoints; two c %2 constraints are linking to the endpoints. The constraints have been listed in Report view (menu View -> Views -> Report view). Click "Swap endpoints in constraints" button to reassign endpoints. Do this only once to sketches created in FreeCAD older than v0.15.??? - + %1 reversed external-geometry arcs were found. Their endpoints are encircled in 3d view. + +%2 constraints are linking to the endpoints. The constraints have been listed in Report view (menu View -> Views -> Report view). + +Click "Swap endpoints in constraints" button to reassign endpoints. Do this only once to sketches created in FreeCAD older than v0.15.??? %1 reversed external-geometry arcs were found. Their endpoints are encircled in 3d view. However, no constraints linking to the endpoints were found. - + %1 reversed external-geometry arcs were found. Their endpoints are encircled in 3d view. + +However, no constraints linking to the endpoints were found. No reversed external-geometry arcs were found. - + No reversed external-geometry arcs were found. %1 changes were made to constraints linking to endpoints of reversed arcs. - + %1 changes were made to constraints linking to endpoints of reversed arcs. Constraint orientation locking - + Constraint orientation locking Orientation locking was enabled and recomputed for %1 constraints. The constraints have been listed in Report view (menu View -> Views -> Report view). - + Orientation locking was enabled and recomputed for %1 constraints. The constraints have been listed in Report view (menu View -> Views -> Report view). Orientation locking was disabled for %1 constraints. The constraints have been listed in Report view (menu View -> Views -> Report view). Note that for all future constraints, the locking still defaults to ON. - + Orientation locking was disabled for %1 constraints. The constraints have been listed in Report view (menu View -> Views -> Report view). Note that for all future constraints, the locking still defaults to ON. Delete constraints to external geom. - + Delete constraints to external geom. You are about to delete ALL constraints that deal with external geometry. This is useful to rescue a sketch with broken/changed links to external geometry. Are you sure you want to delete the constraints? - + You are about to delete ALL constraints that deal with external geometry. This is useful to rescue a sketch with broken/changed links to external geometry. Are you sure you want to delete the constraints? All constraints that deal with external geometry were deleted. - + All constraints that deal with external geometry were deleted. @@ -2719,7 +2725,7 @@ However, no constraints linking to the endpoints were found. Delete constraints to external geom. - + Delete constraints to external geom. @@ -2734,27 +2740,27 @@ However, no constraints linking to the endpoints were found. Reversed external geometry - + Reversed external geometry Swap endpoints in constraints - + Swap endpoints in constraints Constraint orientation locking - + Constraint orientation locking Enable/Update - + Enable/Update Disable - + Disable diff --git a/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_pt-BR.qm b/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_pt-BR.qm index a508b0ee5..9607dbd67 100644 Binary files a/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_pt-BR.qm and b/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_pt-BR.qm differ diff --git a/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_pt-BR.ts b/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_pt-BR.ts index ae6bfa3e3..106d7c0c2 100644 --- a/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_pt-BR.ts +++ b/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_pt-BR.ts @@ -2384,7 +2384,7 @@ Combinações possíveis: duas curvas; um ponto de extremidade e uma curva; dois Reversed external geometry - + Geometria externa invertida @@ -2393,56 +2393,62 @@ Combinações possíveis: duas curvas; um ponto de extremidade e uma curva; dois %2 constraints are linking to the endpoints. The constraints have been listed in Report view (menu View -> Views -> Report view). Click "Swap endpoints in constraints" button to reassign endpoints. Do this only once to sketches created in FreeCAD older than v0.15.??? - + %1 arcos invertidos foram encontrados na geometria externa. Seus pontos de extremidade são destacados na vista 3d. + +%2 restrições estão ligadas aos pontos de extremidade. Essas restrições estão indicadas no relatório (menu Vista -> Vistas -> Relatório). + +Clique em "Trocar pontos de extremidade em restrições" para reatribuir os pontos de extremidade. Faça isto apenas uma vez em esboços criados com versões de FreeCAD anteriores à 0.15. %1 reversed external-geometry arcs were found. Their endpoints are encircled in 3d view. However, no constraints linking to the endpoints were found. - + %1 arcos invertidos foram encontrados na geometria externa. Seus pontos de extremidade são destacados na vista 3D. + +No entanto, nenhuma restrição foi encontrada nos pontos de extremidade. No reversed external-geometry arcs were found. - + Nenhum arco invertido foi encontrado na geometria externa. %1 changes were made to constraints linking to endpoints of reversed arcs. - + %1 alterações foram feitas nas restrições ligadas a pontos de extremidade de arcos invertidos. Constraint orientation locking - + Restrição de bloqueio de orientação Orientation locking was enabled and recomputed for %1 constraints. The constraints have been listed in Report view (menu View -> Views -> Report view). - + O bloqueio de orientação foi habilitado e recalculado para %1 restrições. Essas restrições estão indicadas no relatório (menu Vista -> Vistas -> Relatório). Orientation locking was disabled for %1 constraints. The constraints have been listed in Report view (menu View -> Views -> Report view). Note that for all future constraints, the locking still defaults to ON. - + O bloqueio de orientação foi desativado para %1 restrições. Essas restrições estão indicadas no relatório (menu Vista -> Vistas -> Relatório). Note que para todas as futuras restrições, o bloqueio permanece ativado por padrão. Delete constraints to external geom. - + Excluir restrições para geometria externa You are about to delete ALL constraints that deal with external geometry. This is useful to rescue a sketch with broken/changed links to external geometry. Are you sure you want to delete the constraints? - + Você está prestes a excluir todas as restrições conectadas com geometria externa. Isso é útil para resgatar um esboço com links para geometria externa quebrados ou alterados. Tem certeza que deseja excluir essas restrições? All constraints that deal with external geometry were deleted. - + Todas as restrições conectadas com geometria externa foram eliminadas. @@ -2719,7 +2725,7 @@ However, no constraints linking to the endpoints were found. Delete constraints to external geom. - + Excluir restrições para geometria externa @@ -2734,27 +2740,27 @@ However, no constraints linking to the endpoints were found. Reversed external geometry - + Geometria externa invertida Swap endpoints in constraints - + Trocar pontos de extremidade em restrições Constraint orientation locking - + Restrição de bloqueio de orientação Enable/Update - + Ativar/Atualizar Disable - + Desativar diff --git a/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_pt-PT.qm b/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_pt-PT.qm index 4d6b22796..9af445ddc 100644 Binary files a/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_pt-PT.qm and b/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_pt-PT.qm differ diff --git a/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_pt-PT.ts b/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_pt-PT.ts index 610d7b874..25efbf02a 100644 --- a/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_pt-PT.ts +++ b/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_pt-PT.ts @@ -1490,12 +1490,12 @@ Do you want to share the same radius for all selected elements? - Do you want to share the same radius for all selected elements? + Deseja usar o mesmo raio para todos os elementos selecionados? Select only entities from the sketch. - Select only entities from the sketch. + Selecione apenas entidades no esboço. @@ -2384,7 +2384,7 @@ Accepted combinations: two curves; an endpoint and a curve; two endpoints; two c Reversed external geometry - + Reversed external geometry @@ -2393,56 +2393,62 @@ Accepted combinations: two curves; an endpoint and a curve; two endpoints; two c %2 constraints are linking to the endpoints. The constraints have been listed in Report view (menu View -> Views -> Report view). Click "Swap endpoints in constraints" button to reassign endpoints. Do this only once to sketches created in FreeCAD older than v0.15.??? - + %1 reversed external-geometry arcs were found. Their endpoints are encircled in 3d view. + +%2 constraints are linking to the endpoints. The constraints have been listed in Report view (menu View -> Views -> Report view). + +Click "Swap endpoints in constraints" button to reassign endpoints. Do this only once to sketches created in FreeCAD older than v0.15.??? %1 reversed external-geometry arcs were found. Their endpoints are encircled in 3d view. However, no constraints linking to the endpoints were found. - + %1 reversed external-geometry arcs were found. Their endpoints are encircled in 3d view. + +However, no constraints linking to the endpoints were found. No reversed external-geometry arcs were found. - + No reversed external-geometry arcs were found. %1 changes were made to constraints linking to endpoints of reversed arcs. - + %1 changes were made to constraints linking to endpoints of reversed arcs. Constraint orientation locking - + Constraint orientation locking Orientation locking was enabled and recomputed for %1 constraints. The constraints have been listed in Report view (menu View -> Views -> Report view). - + Orientation locking was enabled and recomputed for %1 constraints. The constraints have been listed in Report view (menu View -> Views -> Report view). Orientation locking was disabled for %1 constraints. The constraints have been listed in Report view (menu View -> Views -> Report view). Note that for all future constraints, the locking still defaults to ON. - + Orientation locking was disabled for %1 constraints. The constraints have been listed in Report view (menu View -> Views -> Report view). Note that for all future constraints, the locking still defaults to ON. Delete constraints to external geom. - + Delete constraints to external geom. You are about to delete ALL constraints that deal with external geometry. This is useful to rescue a sketch with broken/changed links to external geometry. Are you sure you want to delete the constraints? - + You are about to delete ALL constraints that deal with external geometry. This is useful to rescue a sketch with broken/changed links to external geometry. Are you sure you want to delete the constraints? All constraints that deal with external geometry were deleted. - + All constraints that deal with external geometry were deleted. @@ -2719,7 +2725,7 @@ However, no constraints linking to the endpoints were found. Delete constraints to external geom. - + Delete constraints to external geom. @@ -2734,27 +2740,27 @@ However, no constraints linking to the endpoints were found. Reversed external geometry - + Reversed external geometry Swap endpoints in constraints - + Swap endpoints in constraints Constraint orientation locking - + Constraint orientation locking Enable/Update - + Enable/Update Disable - + Disable diff --git a/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_ro.qm b/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_ro.qm index 924e0c50d..a7b1148d1 100644 Binary files a/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_ro.qm and b/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_ro.qm differ diff --git a/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_ro.ts b/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_ro.ts index dcb96acc3..e1c7c250b 100644 --- a/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_ro.ts +++ b/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_ro.ts @@ -2384,7 +2384,7 @@ Accepted combinations: two curves; an endpoint and a curve; two endpoints; two c Reversed external geometry - + Reversed external geometry @@ -2393,56 +2393,62 @@ Accepted combinations: two curves; an endpoint and a curve; two endpoints; two c %2 constraints are linking to the endpoints. The constraints have been listed in Report view (menu View -> Views -> Report view). Click "Swap endpoints in constraints" button to reassign endpoints. Do this only once to sketches created in FreeCAD older than v0.15.??? - + %1 reversed external-geometry arcs were found. Their endpoints are encircled in 3d view. + +%2 constraints are linking to the endpoints. The constraints have been listed in Report view (menu View -> Views -> Report view). + +Click "Swap endpoints in constraints" button to reassign endpoints. Do this only once to sketches created in FreeCAD older than v0.15.??? %1 reversed external-geometry arcs were found. Their endpoints are encircled in 3d view. However, no constraints linking to the endpoints were found. - + %1 reversed external-geometry arcs were found. Their endpoints are encircled in 3d view. + +However, no constraints linking to the endpoints were found. No reversed external-geometry arcs were found. - + No reversed external-geometry arcs were found. %1 changes were made to constraints linking to endpoints of reversed arcs. - + %1 changes were made to constraints linking to endpoints of reversed arcs. Constraint orientation locking - + Constraint orientation locking Orientation locking was enabled and recomputed for %1 constraints. The constraints have been listed in Report view (menu View -> Views -> Report view). - + Orientation locking was enabled and recomputed for %1 constraints. The constraints have been listed in Report view (menu View -> Views -> Report view). Orientation locking was disabled for %1 constraints. The constraints have been listed in Report view (menu View -> Views -> Report view). Note that for all future constraints, the locking still defaults to ON. - + Orientation locking was disabled for %1 constraints. The constraints have been listed in Report view (menu View -> Views -> Report view). Note that for all future constraints, the locking still defaults to ON. Delete constraints to external geom. - + Delete constraints to external geom. You are about to delete ALL constraints that deal with external geometry. This is useful to rescue a sketch with broken/changed links to external geometry. Are you sure you want to delete the constraints? - + You are about to delete ALL constraints that deal with external geometry. This is useful to rescue a sketch with broken/changed links to external geometry. Are you sure you want to delete the constraints? All constraints that deal with external geometry were deleted. - + All constraints that deal with external geometry were deleted. @@ -2719,7 +2725,7 @@ However, no constraints linking to the endpoints were found. Delete constraints to external geom. - + Delete constraints to external geom. @@ -2734,27 +2740,27 @@ However, no constraints linking to the endpoints were found. Reversed external geometry - + Reversed external geometry Swap endpoints in constraints - + Swap endpoints in constraints Constraint orientation locking - + Constraint orientation locking Enable/Update - + Enable/Update Disable - + Disable diff --git a/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_ru.qm b/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_ru.qm index 15aae401b..cae79df58 100644 Binary files a/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_ru.qm and b/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_ru.qm differ diff --git a/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_ru.ts b/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_ru.ts index 1bf067014..6d3f01e15 100644 --- a/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_ru.ts +++ b/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_ru.ts @@ -242,7 +242,7 @@ Constrain vertical distance - Constrain vertical distance + Ограничение расстояния по вертикали @@ -260,7 +260,7 @@ Constrain vertical distance - Constrain vertical distance + Ограничение расстояния по вертикали Constrain horizontal distance @@ -457,7 +457,7 @@ Create an symmetry constraint between two points with respect to a line - Создать ограничение симметричности для дух точек относительно линии + Создать ограничение симметричности для двух точек относительно линии @@ -918,7 +918,7 @@ External geometry - Внешняя геометрия: + Геометрия извне @@ -954,7 +954,7 @@ Map sketch to face... - Разместито эскиз на грани... + Разместить эскиз на грани... @@ -1737,7 +1737,7 @@ Accepted combinations: two curves; an endpoint and a curve; two endpoints; two c Error - Ошибка + Ошибки @@ -2251,7 +2251,7 @@ Accepted combinations: two curves; an endpoint and a curve; two endpoints; two c External geometry - Внешняя геометрия: + Геометрия извне @@ -2384,7 +2384,7 @@ Accepted combinations: two curves; an endpoint and a curve; two endpoints; two c Reversed external geometry - + Перевёрнутые элементы извне @@ -2393,56 +2393,62 @@ Accepted combinations: two curves; an endpoint and a curve; two endpoints; two c %2 constraints are linking to the endpoints. The constraints have been listed in Report view (menu View -> Views -> Report view). Click "Swap endpoints in constraints" button to reassign endpoints. Do this only once to sketches created in FreeCAD older than v0.15.??? - + Найдено %1 перевернутых дуг окружностей в геометрии извне. Их концевые точки отмечены в окне 3D. + +%2 ограничений ссылаются на концевые точки этих дуг. Эти ограничения были перечислены в окне просмотра отчёта (меню Вид -> Виды -> Просмотр отчёта). + +Нажмите кнопку "Поменять конц.точки в ограничениях", чтобы поменять ссылки в ограничениях на противоположные точки. Это нужно сделать для исправления эскизов, созданных во FreeCAD версий старше, чем v0.15.???, причем только один раз. %1 reversed external-geometry arcs were found. Their endpoints are encircled in 3d view. However, no constraints linking to the endpoints were found. - + Найдено %1 перевернутых дуг окружностей в геометрии извне. Их концевые точки отмечены в окне 3D. + +Однако, ни одно ограничение не ссылается на концевые точки этих дуг. No reversed external-geometry arcs were found. - + Не найдено ни одной перевёрнутой дуги окружности. %1 changes were made to constraints linking to endpoints of reversed arcs. - + Было сделано %1 изменений в ограничениях, ссылающихся на концевые точки перевёрнутых дуг. Constraint orientation locking - + Фиксация ориентации ограничений Orientation locking was enabled and recomputed for %1 constraints. The constraints have been listed in Report view (menu View -> Views -> Report view). - + Блокировка ориентации была включена и пересчитана для %1 ограничений. Эти ограничения были перечислены в окне просмотра отчёта (меню Вид -> Виды -> Просмотр отчёта). Orientation locking was disabled for %1 constraints. The constraints have been listed in Report view (menu View -> Views -> Report view). Note that for all future constraints, the locking still defaults to ON. - + Блокировка ориентации была отключена для %1 ограничений. Эти ограничения были перечислены в окне просмотра отчёта (меню Вид -> Виды -> Просмотр отчёта). Обратите внимание, что для всех новых ограничений, блокировка будет всё равно по умолчанию включаться. Delete constraints to external geom. - + Удалить ограничения к геом. извне You are about to delete ALL constraints that deal with external geometry. This is useful to rescue a sketch with broken/changed links to external geometry. Are you sure you want to delete the constraints? - + Сейчас будут удалены все ограничения, в которых фигурирует геометрия извне. Это может быть полезно для спасения эскиза с изменившимися или испорченными ссылками на геометрию извне. Вы уверены, что хотите удалить эти ограничения? All constraints that deal with external geometry were deleted. - + Все ограничения, в которых фигурирует геометрия извне, были удалены. @@ -2498,7 +2504,7 @@ However, no constraints linking to the endpoints were found. Edge - Грань + Ребро @@ -2698,7 +2704,7 @@ However, no constraints linking to the endpoints were found. Edit controls - Элементы управления для редактирования + Настройки @@ -2719,7 +2725,7 @@ However, no constraints linking to the endpoints were found. Delete constraints to external geom. - + Удалить ограничения к геом. извне @@ -2729,32 +2735,32 @@ However, no constraints linking to the endpoints were found. Tolerance: - Tolerance: + Допуск: Reversed external geometry - + Перевёрнутые элементы извне Swap endpoints in constraints - + Поменять конц.точки в ограничениях Constraint orientation locking - + Фиксация ориентации ограничений Enable/Update - + Активировать/Пересчитать Disable - + Деактивировать @@ -3023,7 +3029,7 @@ Do you want to detach it from the support? TaskSketcherGeneral Edit controls - Элементы управления для редактирования + Настройки diff --git a/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_sr.qm b/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_sr.qm index febaeeac8..d8b60c24f 100644 Binary files a/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_sr.qm and b/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_sr.qm differ diff --git a/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_sr.ts b/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_sr.ts index 84a56696b..dfd7be0f9 100644 --- a/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_sr.ts +++ b/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_sr.ts @@ -2384,7 +2384,7 @@ Accepted combinations: two curves; an endpoint and a curve; two endpoints; two c Reversed external geometry - + Reversed external geometry @@ -2393,56 +2393,62 @@ Accepted combinations: two curves; an endpoint and a curve; two endpoints; two c %2 constraints are linking to the endpoints. The constraints have been listed in Report view (menu View -> Views -> Report view). Click "Swap endpoints in constraints" button to reassign endpoints. Do this only once to sketches created in FreeCAD older than v0.15.??? - + %1 reversed external-geometry arcs were found. Their endpoints are encircled in 3d view. + +%2 constraints are linking to the endpoints. The constraints have been listed in Report view (menu View -> Views -> Report view). + +Click "Swap endpoints in constraints" button to reassign endpoints. Do this only once to sketches created in FreeCAD older than v0.15.??? %1 reversed external-geometry arcs were found. Their endpoints are encircled in 3d view. However, no constraints linking to the endpoints were found. - + %1 reversed external-geometry arcs were found. Their endpoints are encircled in 3d view. + +However, no constraints linking to the endpoints were found. No reversed external-geometry arcs were found. - + No reversed external-geometry arcs were found. %1 changes were made to constraints linking to endpoints of reversed arcs. - + %1 changes were made to constraints linking to endpoints of reversed arcs. Constraint orientation locking - + Constraint orientation locking Orientation locking was enabled and recomputed for %1 constraints. The constraints have been listed in Report view (menu View -> Views -> Report view). - + Orientation locking was enabled and recomputed for %1 constraints. The constraints have been listed in Report view (menu View -> Views -> Report view). Orientation locking was disabled for %1 constraints. The constraints have been listed in Report view (menu View -> Views -> Report view). Note that for all future constraints, the locking still defaults to ON. - + Orientation locking was disabled for %1 constraints. The constraints have been listed in Report view (menu View -> Views -> Report view). Note that for all future constraints, the locking still defaults to ON. Delete constraints to external geom. - + Delete constraints to external geom. You are about to delete ALL constraints that deal with external geometry. This is useful to rescue a sketch with broken/changed links to external geometry. Are you sure you want to delete the constraints? - + You are about to delete ALL constraints that deal with external geometry. This is useful to rescue a sketch with broken/changed links to external geometry. Are you sure you want to delete the constraints? All constraints that deal with external geometry were deleted. - + All constraints that deal with external geometry were deleted. @@ -2719,7 +2725,7 @@ However, no constraints linking to the endpoints were found. Delete constraints to external geom. - + Delete constraints to external geom. @@ -2734,27 +2740,27 @@ However, no constraints linking to the endpoints were found. Reversed external geometry - + Reversed external geometry Swap endpoints in constraints - + Swap endpoints in constraints Constraint orientation locking - + Constraint orientation locking Enable/Update - + Enable/Update Disable - + Disable diff --git a/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_sv-SE.qm b/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_sv-SE.qm index 604c02276..498fd694b 100644 Binary files a/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_sv-SE.qm and b/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_sv-SE.qm differ diff --git a/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_sv-SE.ts b/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_sv-SE.ts index daeb8eb85..10af47769 100644 --- a/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_sv-SE.ts +++ b/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_sv-SE.ts @@ -2384,7 +2384,7 @@ Accepted combinations: two curves; an endpoint and a curve; two endpoints; two c Reversed external geometry - + Reversed external geometry @@ -2393,56 +2393,62 @@ Accepted combinations: two curves; an endpoint and a curve; two endpoints; two c %2 constraints are linking to the endpoints. The constraints have been listed in Report view (menu View -> Views -> Report view). Click "Swap endpoints in constraints" button to reassign endpoints. Do this only once to sketches created in FreeCAD older than v0.15.??? - + %1 reversed external-geometry arcs were found. Their endpoints are encircled in 3d view. + +%2 constraints are linking to the endpoints. The constraints have been listed in Report view (menu View -> Views -> Report view). + +Click "Swap endpoints in constraints" button to reassign endpoints. Do this only once to sketches created in FreeCAD older than v0.15.??? %1 reversed external-geometry arcs were found. Their endpoints are encircled in 3d view. However, no constraints linking to the endpoints were found. - + %1 reversed external-geometry arcs were found. Their endpoints are encircled in 3d view. + +However, no constraints linking to the endpoints were found. No reversed external-geometry arcs were found. - + No reversed external-geometry arcs were found. %1 changes were made to constraints linking to endpoints of reversed arcs. - + %1 changes were made to constraints linking to endpoints of reversed arcs. Constraint orientation locking - + Constraint orientation locking Orientation locking was enabled and recomputed for %1 constraints. The constraints have been listed in Report view (menu View -> Views -> Report view). - + Orientation locking was enabled and recomputed for %1 constraints. The constraints have been listed in Report view (menu View -> Views -> Report view). Orientation locking was disabled for %1 constraints. The constraints have been listed in Report view (menu View -> Views -> Report view). Note that for all future constraints, the locking still defaults to ON. - + Orientation locking was disabled for %1 constraints. The constraints have been listed in Report view (menu View -> Views -> Report view). Note that for all future constraints, the locking still defaults to ON. Delete constraints to external geom. - + Delete constraints to external geom. You are about to delete ALL constraints that deal with external geometry. This is useful to rescue a sketch with broken/changed links to external geometry. Are you sure you want to delete the constraints? - + You are about to delete ALL constraints that deal with external geometry. This is useful to rescue a sketch with broken/changed links to external geometry. Are you sure you want to delete the constraints? All constraints that deal with external geometry were deleted. - + All constraints that deal with external geometry were deleted. @@ -2719,7 +2725,7 @@ However, no constraints linking to the endpoints were found. Delete constraints to external geom. - + Delete constraints to external geom. @@ -2734,27 +2740,27 @@ However, no constraints linking to the endpoints were found. Reversed external geometry - + Reversed external geometry Swap endpoints in constraints - + Swap endpoints in constraints Constraint orientation locking - + Constraint orientation locking Enable/Update - + Enable/Update Disable - + Disable diff --git a/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_uk.qm b/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_uk.qm index e41fe8747..59956ff02 100644 Binary files a/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_uk.qm and b/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_uk.qm differ diff --git a/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_uk.ts b/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_uk.ts index 3b49bbd88..f3d847944 100644 --- a/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_uk.ts +++ b/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_uk.ts @@ -2384,7 +2384,7 @@ Accepted combinations: two curves; an endpoint and a curve; two endpoints; two c Reversed external geometry - + Reversed external geometry @@ -2393,56 +2393,62 @@ Accepted combinations: two curves; an endpoint and a curve; two endpoints; two c %2 constraints are linking to the endpoints. The constraints have been listed in Report view (menu View -> Views -> Report view). Click "Swap endpoints in constraints" button to reassign endpoints. Do this only once to sketches created in FreeCAD older than v0.15.??? - + %1 reversed external-geometry arcs were found. Their endpoints are encircled in 3d view. + +%2 constraints are linking to the endpoints. The constraints have been listed in Report view (menu View -> Views -> Report view). + +Click "Swap endpoints in constraints" button to reassign endpoints. Do this only once to sketches created in FreeCAD older than v0.15.??? %1 reversed external-geometry arcs were found. Their endpoints are encircled in 3d view. However, no constraints linking to the endpoints were found. - + %1 reversed external-geometry arcs were found. Their endpoints are encircled in 3d view. + +However, no constraints linking to the endpoints were found. No reversed external-geometry arcs were found. - + No reversed external-geometry arcs were found. %1 changes were made to constraints linking to endpoints of reversed arcs. - + %1 changes were made to constraints linking to endpoints of reversed arcs. Constraint orientation locking - + Constraint orientation locking Orientation locking was enabled and recomputed for %1 constraints. The constraints have been listed in Report view (menu View -> Views -> Report view). - + Orientation locking was enabled and recomputed for %1 constraints. The constraints have been listed in Report view (menu View -> Views -> Report view). Orientation locking was disabled for %1 constraints. The constraints have been listed in Report view (menu View -> Views -> Report view). Note that for all future constraints, the locking still defaults to ON. - + Orientation locking was disabled for %1 constraints. The constraints have been listed in Report view (menu View -> Views -> Report view). Note that for all future constraints, the locking still defaults to ON. Delete constraints to external geom. - + Delete constraints to external geom. You are about to delete ALL constraints that deal with external geometry. This is useful to rescue a sketch with broken/changed links to external geometry. Are you sure you want to delete the constraints? - + You are about to delete ALL constraints that deal with external geometry. This is useful to rescue a sketch with broken/changed links to external geometry. Are you sure you want to delete the constraints? All constraints that deal with external geometry were deleted. - + All constraints that deal with external geometry were deleted. @@ -2719,7 +2725,7 @@ However, no constraints linking to the endpoints were found. Delete constraints to external geom. - + Delete constraints to external geom. @@ -2734,27 +2740,27 @@ However, no constraints linking to the endpoints were found. Reversed external geometry - + Reversed external geometry Swap endpoints in constraints - + Swap endpoints in constraints Constraint orientation locking - + Constraint orientation locking Enable/Update - + Enable/Update Disable - + Disable diff --git a/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_zh-CN.qm b/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_zh-CN.qm index a2acb01db..eb50c9443 100644 Binary files a/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_zh-CN.qm and b/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_zh-CN.qm differ diff --git a/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_zh-CN.ts b/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_zh-CN.ts index 3f27326f7..20ef3bb6e 100644 --- a/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_zh-CN.ts +++ b/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_zh-CN.ts @@ -2384,7 +2384,7 @@ Accepted combinations: two curves; an endpoint and a curve; two endpoints; two c Reversed external geometry - + Reversed external geometry @@ -2393,56 +2393,62 @@ Accepted combinations: two curves; an endpoint and a curve; two endpoints; two c %2 constraints are linking to the endpoints. The constraints have been listed in Report view (menu View -> Views -> Report view). Click "Swap endpoints in constraints" button to reassign endpoints. Do this only once to sketches created in FreeCAD older than v0.15.??? - + %1 reversed external-geometry arcs were found. Their endpoints are encircled in 3d view. + +%2 constraints are linking to the endpoints. The constraints have been listed in Report view (menu View -> Views -> Report view). + +Click "Swap endpoints in constraints" button to reassign endpoints. Do this only once to sketches created in FreeCAD older than v0.15.??? %1 reversed external-geometry arcs were found. Their endpoints are encircled in 3d view. However, no constraints linking to the endpoints were found. - + %1 reversed external-geometry arcs were found. Their endpoints are encircled in 3d view. + +However, no constraints linking to the endpoints were found. No reversed external-geometry arcs were found. - + No reversed external-geometry arcs were found. %1 changes were made to constraints linking to endpoints of reversed arcs. - + %1 changes were made to constraints linking to endpoints of reversed arcs. Constraint orientation locking - + Constraint orientation locking Orientation locking was enabled and recomputed for %1 constraints. The constraints have been listed in Report view (menu View -> Views -> Report view). - + Orientation locking was enabled and recomputed for %1 constraints. The constraints have been listed in Report view (menu View -> Views -> Report view). Orientation locking was disabled for %1 constraints. The constraints have been listed in Report view (menu View -> Views -> Report view). Note that for all future constraints, the locking still defaults to ON. - + Orientation locking was disabled for %1 constraints. The constraints have been listed in Report view (menu View -> Views -> Report view). Note that for all future constraints, the locking still defaults to ON. Delete constraints to external geom. - + Delete constraints to external geom. You are about to delete ALL constraints that deal with external geometry. This is useful to rescue a sketch with broken/changed links to external geometry. Are you sure you want to delete the constraints? - + You are about to delete ALL constraints that deal with external geometry. This is useful to rescue a sketch with broken/changed links to external geometry. Are you sure you want to delete the constraints? All constraints that deal with external geometry were deleted. - + All constraints that deal with external geometry were deleted. @@ -2719,7 +2725,7 @@ However, no constraints linking to the endpoints were found. Delete constraints to external geom. - + Delete constraints to external geom. @@ -2734,27 +2740,27 @@ However, no constraints linking to the endpoints were found. Reversed external geometry - + Reversed external geometry Swap endpoints in constraints - + Swap endpoints in constraints Constraint orientation locking - + Constraint orientation locking Enable/Update - + Enable/Update Disable - + Disable diff --git a/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_zh-TW.qm b/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_zh-TW.qm index e8c48215d..51cc5c15c 100644 Binary files a/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_zh-TW.qm and b/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_zh-TW.qm differ diff --git a/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_zh-TW.ts b/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_zh-TW.ts index 753dbfa95..42b788f2d 100644 --- a/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_zh-TW.ts +++ b/src/Mod/Sketcher/Gui/Resources/translations/Sketcher_zh-TW.ts @@ -2384,7 +2384,7 @@ Accepted combinations: two curves; an endpoint and a curve; two endpoints; two c Reversed external geometry - + Reversed external geometry @@ -2393,56 +2393,62 @@ Accepted combinations: two curves; an endpoint and a curve; two endpoints; two c %2 constraints are linking to the endpoints. The constraints have been listed in Report view (menu View -> Views -> Report view). Click "Swap endpoints in constraints" button to reassign endpoints. Do this only once to sketches created in FreeCAD older than v0.15.??? - + %1 reversed external-geometry arcs were found. Their endpoints are encircled in 3d view. + +%2 constraints are linking to the endpoints. The constraints have been listed in Report view (menu View -> Views -> Report view). + +Click "Swap endpoints in constraints" button to reassign endpoints. Do this only once to sketches created in FreeCAD older than v0.15.??? %1 reversed external-geometry arcs were found. Their endpoints are encircled in 3d view. However, no constraints linking to the endpoints were found. - + %1 reversed external-geometry arcs were found. Their endpoints are encircled in 3d view. + +However, no constraints linking to the endpoints were found. No reversed external-geometry arcs were found. - + No reversed external-geometry arcs were found. %1 changes were made to constraints linking to endpoints of reversed arcs. - + %1 changes were made to constraints linking to endpoints of reversed arcs. Constraint orientation locking - + Constraint orientation locking Orientation locking was enabled and recomputed for %1 constraints. The constraints have been listed in Report view (menu View -> Views -> Report view). - + Orientation locking was enabled and recomputed for %1 constraints. The constraints have been listed in Report view (menu View -> Views -> Report view). Orientation locking was disabled for %1 constraints. The constraints have been listed in Report view (menu View -> Views -> Report view). Note that for all future constraints, the locking still defaults to ON. - + Orientation locking was disabled for %1 constraints. The constraints have been listed in Report view (menu View -> Views -> Report view). Note that for all future constraints, the locking still defaults to ON. Delete constraints to external geom. - + Delete constraints to external geom. You are about to delete ALL constraints that deal with external geometry. This is useful to rescue a sketch with broken/changed links to external geometry. Are you sure you want to delete the constraints? - + You are about to delete ALL constraints that deal with external geometry. This is useful to rescue a sketch with broken/changed links to external geometry. Are you sure you want to delete the constraints? All constraints that deal with external geometry were deleted. - + All constraints that deal with external geometry were deleted. @@ -2719,7 +2725,7 @@ However, no constraints linking to the endpoints were found. Delete constraints to external geom. - + Delete constraints to external geom. @@ -2734,27 +2740,27 @@ However, no constraints linking to the endpoints were found. Reversed external geometry - + Reversed external geometry Swap endpoints in constraints - + Swap endpoints in constraints Constraint orientation locking - + Constraint orientation locking Enable/Update - + Enable/Update Disable - + Disable diff --git a/src/Mod/Spreadsheet/Gui/Resources/translations/Spreadsheet_it.qm b/src/Mod/Spreadsheet/Gui/Resources/translations/Spreadsheet_it.qm index a55ae4384..6174f4d18 100644 Binary files a/src/Mod/Spreadsheet/Gui/Resources/translations/Spreadsheet_it.qm and b/src/Mod/Spreadsheet/Gui/Resources/translations/Spreadsheet_it.qm differ diff --git a/src/Mod/Spreadsheet/Gui/Resources/translations/Spreadsheet_it.ts b/src/Mod/Spreadsheet/Gui/Resources/translations/Spreadsheet_it.ts index 48b36536e..52e1f1ed8 100644 --- a/src/Mod/Spreadsheet/Gui/Resources/translations/Spreadsheet_it.ts +++ b/src/Mod/Spreadsheet/Gui/Resources/translations/Spreadsheet_it.ts @@ -24,7 +24,7 @@ Align bottom - Allinea la parte inferiore + Allinea in basso Bottom-align contents of selected cells diff --git a/src/Mod/Spreadsheet/Gui/Resources/translations/Spreadsheet_ja.qm b/src/Mod/Spreadsheet/Gui/Resources/translations/Spreadsheet_ja.qm index 8732520db..5d78b93b1 100644 Binary files a/src/Mod/Spreadsheet/Gui/Resources/translations/Spreadsheet_ja.qm and b/src/Mod/Spreadsheet/Gui/Resources/translations/Spreadsheet_ja.qm differ diff --git a/src/Mod/Spreadsheet/Gui/Resources/translations/Spreadsheet_ja.ts b/src/Mod/Spreadsheet/Gui/Resources/translations/Spreadsheet_ja.ts index 9c1b1ee40..d406ffac6 100644 --- a/src/Mod/Spreadsheet/Gui/Resources/translations/Spreadsheet_ja.ts +++ b/src/Mod/Spreadsheet/Gui/Resources/translations/Spreadsheet_ja.ts @@ -5,228 +5,228 @@ CmdCreateSpreadsheet Spreadsheet - Spreadsheet + スプレッドシート Create spreadsheet - Create spreadsheet + スプレッドシートを作成 Create a new spreadsheet - Create a new spreadsheet + 新規スプレッドシートを作成 CmdSpreadsheetAlignBottom Spreadsheet - Spreadsheet + スプレッドシート Align bottom - Align bottom + 下揃え Bottom-align contents of selected cells - Bottom-align contents of selected cells + 選択したセルの内容を下揃えにする CmdSpreadsheetAlignCenter Spreadsheet - Spreadsheet + スプレッドシート Align center - Align center + 中央揃え Center-align contents of selected cells - Center-align contents of selected cells + 選択したセルの内容を中央揃えにする CmdSpreadsheetAlignLeft Spreadsheet - Spreadsheet + スプレッドシート Align left - Align left + 左揃え Left-align contents of selected cells - Left-align contents of selected cells + 選択したセルの内容を左揃えにする CmdSpreadsheetAlignRight Spreadsheet - Spreadsheet + スプレッドシート Align right - Align right + 右揃え Right-align contents of selected cells - Right-align contents of selected cells + 選択したセルの内容を右揃えにする CmdSpreadsheetAlignTop Spreadsheet - Spreadsheet + スプレッドシート Align top - Align top + 上揃え Top-align contents of selected cells - Top-align contents of selected cells + 選択したセルの内容を上揃えにする CmdSpreadsheetAlignVCenter Spreadsheet - Spreadsheet + スプレッドシート Vertically center-align - Vertically center-align + 上下中央揃え Center-align contents vertically of selected cells - Center-align contents vertically of selected cells + 選択したセルの内容を上下中央揃えにする CmdSpreadsheetExport Spreadsheet - Spreadsheet + スプレッドシート Export spreadsheet - Export spreadsheet + スプレッドシートをエクスポート Export spreadsheet to CSV file - Export spreadsheet to CSV file + スプレッドシートを CSV ファイル形式でエクスポートします CmdSpreadsheetImport Spreadsheet - Spreadsheet + スプレッドシート Import spreadsheet - Import spreadsheet + スプレッドシートをインポート Import CSV file into spreadsheet - Import CSV file into spreadsheet + CSV ファイルからスプレッドシートにインポート CmdSpreadsheetMergeCells Spreadsheet - Spreadsheet + スプレッドシート Merge cells - Merge cells + セルの結合 Merge selected cells in spreadsheet - Merge selected cells in spreadsheet + スプレッドシートで選択したセルを結合します CmdSpreadsheetSplitCell Spreadsheet - Spreadsheet + スプレッドシート Split cell - Split cell + セルの分割 Split previously merged cells in spreadsheet - Split previously merged cells in spreadsheet + スプレッドシートにある結合セルを分割します CmdSpreadsheetStyleBold Spreadsheet - Spreadsheet + スプレッドシート Bold text - Bold text + 太字 Set bold text in selected cells - Set bold text in selected cells + 選択したセルのテキストを太字に設定します。 CmdSpreadsheetStyleItalic Spreadsheet - Spreadsheet + スプレッドシート Italic text - Italic text + 斜体 Set italic text in selected cells - Set italic text in selected cells + 選択したセルのテキストを斜体に設定します。 CmdSpreadsheetStyleUnderline Spreadsheet - Spreadsheet + スプレッドシート Underline text - Underline text + 下線 Set underline text in selected cells - Set underline text in selected cells + 選択したセルに下線を設定します ColorPickerPopup Custom - Custom + 色の編集 PropertiesDialog Cell properties - Cell properties + セルのプロパティ &Color - &Color + 色 (&C) Text @@ -234,11 +234,11 @@ Background - Background + 背景色 &Alignment - &Alignment + 配置 (&A) Horizontal @@ -270,42 +270,42 @@ &Style - &Style + スタイル (&S) Bold - Bold + 太字 Italic - Italic + 斜体字 Underline - Underline + 下線 &Display unit - &Display unit + 単位の表示 (&D) Unit string - Unit string + 単位 A&lias - A&lias + エイリアス (&A) Alias for this cell - Alias for this cell + このセルのエイリアス QObject All (*) - All (*) + 全て (*) Import file @@ -317,11 +317,11 @@ Cell contents - Cell contents + セルの内容 Show spreadsheet - Show spreadsheet + スプレッドシートを表示 @@ -336,67 +336,67 @@ Red - Red + Dark red - Dark red + 濃赤 Green - Green + Dark green - Dark green + 深緑 Blue - Blue + Dark blue - Dark blue + 群青色 Cyan - Cyan + 水色 Dark cyan - Dark cyan + 濃いシアン Magenta - Magenta + 赤紫 Dark magenta - Dark magenta + 濃いマゼンタ Yellow - Yellow + Dark yellow - Dark yellow + 濃黄 Gray - Gray + 灰色 Dark gray - Dark gray + 濃灰色 Light gray - Light gray + 明るい灰色 Custom - Custom + 色の編集 @@ -407,37 +407,37 @@ &Contents - &Contents + 内容 (&C) SpreadsheetGui::SheetTableView Insert rows - Insert rows + 行を挿入 Remove rows - Remove rows + 行を削除 Insert columns - Insert columns + 列を挿入 Remove columns - Remove columns + 列を削除 Properties... - Properties... + プロパティ(&P)... Workbench Spreadsheet - Spreadsheet + スプレッドシート diff --git a/src/Mod/Spreadsheet/Gui/Resources/translations/Spreadsheet_ru.qm b/src/Mod/Spreadsheet/Gui/Resources/translations/Spreadsheet_ru.qm index 8b76ba30b..ecf639167 100644 Binary files a/src/Mod/Spreadsheet/Gui/Resources/translations/Spreadsheet_ru.qm and b/src/Mod/Spreadsheet/Gui/Resources/translations/Spreadsheet_ru.qm differ diff --git a/src/Mod/Spreadsheet/Gui/Resources/translations/Spreadsheet_ru.ts b/src/Mod/Spreadsheet/Gui/Resources/translations/Spreadsheet_ru.ts index d9b4ed6ec..779a5f187 100644 --- a/src/Mod/Spreadsheet/Gui/Resources/translations/Spreadsheet_ru.ts +++ b/src/Mod/Spreadsheet/Gui/Resources/translations/Spreadsheet_ru.ts @@ -254,7 +254,7 @@ Right - Вправо + Справа Vertical @@ -262,11 +262,11 @@ Top - Вверх + Сверху Bottom - Дно + Снизу &Style diff --git a/src/Mod/Start/Gui/Resources/translations/StartPage_ja.qm b/src/Mod/Start/Gui/Resources/translations/StartPage_ja.qm index 5c327307d..d2147ef06 100644 Binary files a/src/Mod/Start/Gui/Resources/translations/StartPage_ja.qm and b/src/Mod/Start/Gui/Resources/translations/StartPage_ja.qm differ diff --git a/src/Mod/Start/Gui/Resources/translations/StartPage_ja.ts b/src/Mod/Start/Gui/Resources/translations/StartPage_ja.ts index b8873a9ca..94fcafac2 100644 --- a/src/Mod/Start/Gui/Resources/translations/StartPage_ja.ts +++ b/src/Mod/Start/Gui/Resources/translations/StartPage_ja.ts @@ -282,7 +282,7 @@ The section of the FreeCAD website dedicated to python scripting, with examples, explanations, and API commands. - The section of the FreeCAD website dedicated to python scripting, with examples, explanations, and API commands. + FreeCAD ウェブサイトのセクションには、python スクリプトの例および API コマンドに関する説明があります 。 diff --git a/src/Mod/Web/Gui/Resources/translations/Web_ru.qm b/src/Mod/Web/Gui/Resources/translations/Web_ru.qm index 95672213e..4a27362ea 100644 Binary files a/src/Mod/Web/Gui/Resources/translations/Web_ru.qm and b/src/Mod/Web/Gui/Resources/translations/Web_ru.qm differ diff --git a/src/Mod/Web/Gui/Resources/translations/Web_ru.ts b/src/Mod/Web/Gui/Resources/translations/Web_ru.ts index 32f1e6a7b..ff2cc9f16 100644 --- a/src/Mod/Web/Gui/Resources/translations/Web_ru.ts +++ b/src/Mod/Web/Gui/Resources/translations/Web_ru.ts @@ -141,7 +141,7 @@ Error - Ошибка + Ошибки