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The remaining editor strings and undo step names; component, field, enum, setting, diagnostic and Script API texts under schema.*, enum.*, setting.*, diag.* and api.*; the launcher, the in-game Settings View with a Language setting, the CLI and aego schema show --lang. Every documentation page has a .ru.md translation; the site has a full Russian tree with hreflang, a language switch and ru/llms.txt; aego docs check --lang ru. New doc.tutorial and doc.recipe icons. Fix: an animator restored by a rewind prepares its controller before the replayed step.
141 lines
3.8 KiB
Plaintext
141 lines
3.8 KiB
Plaintext
messages version=1 lang=en {
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msg "i18n.physics.a_checked_cell_means_bodies" {
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text="A checked cell means bodies on those two layers collide."
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}
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msg "i18n.physics.add_layer" {
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text="Add Layer"
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}
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msg "i18n.physics.airtime_fmtf_s_steps_fixed" {
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text="airtime {fmtf} s · {steps} fixed steps · {substeps} substeps"
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}
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msg "i18n.physics.bodies_store_the_layer_index" {
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text="Bodies store the layer index; clearing a name keeps the index."
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}
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msg "i18n.physics.broad_broad_narrow_narrow_solve" {
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text="broad {broad} narrow {narrow} solve {solve} integrate {integrate} sync {sync} events {events} ms"
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}
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msg "i18n.physics.broadphase_tree" {
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text="Broadphase Tree"
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}
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msg "i18n.physics.clear_the_name_bodies_keep" {
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text="Clear the name; bodies keep index {i}"
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}
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msg "i18n.physics.collision_matrix" {
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text="Collision Matrix"
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}
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msg "i18n.physics.contact_damping_ratio" {
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text="Contact Damping Ratio"
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}
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msg "i18n.physics.contact_fmtf_hz_damping_fmtf2" {
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text="Contact {fmtf} Hz · damping {fmtf2}"
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}
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msg "i18n.physics.contact_hertz" {
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text="Contact Hertz"
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}
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msg "i18n.physics.contact_push_velocity" {
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text="Contact Push Velocity"
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}
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msg "i18n.physics.contacts" {
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text="Contacts"
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}
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msg "i18n.physics.debug_overlay" {
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text="Debug Overlay"
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}
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msg "i18n.physics.formatnumber_from_colliders" {
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text="{formatnumber} (from colliders)"
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}
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msg "i18n.physics.gravity" {
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text="Gravity"
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}
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msg "i18n.physics.gravity_fmtf_m_s" {
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text="Gravity {fmtf} m/s²"
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}
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msg "i18n.physics.islands" {
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text="Islands"
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}
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msg "i18n.physics.joints" {
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text="Joints"
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}
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msg "i18n.physics.layer_name_already_exists" {
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text="layer {name} already exists"
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}
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msg "i18n.physics.layers" {
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text="Layers"
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}
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msg "i18n.physics.linear_slop" {
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text="Linear Slop"
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}
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msg "i18n.physics.mass" {
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text="Mass"
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}
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msg "i18n.physics.name_is_not_a_valid" {
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text="{name} is not a valid layer name"
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}
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msg "i18n.physics.no_sprite_on_the_selected" {
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text="No sprite on the selected nodes"
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}
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msg "i18n.physics.physics_is_not_attached_to" {
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text="Physics is not attached to the play world"
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}
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msg "i18n.physics.profiler" {
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text="Physics"
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}
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msg "i18n.physics.relax_iterations" {
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text="Relax Iterations"
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}
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msg "i18n.physics.restitution_threshold" {
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text="Restitution Threshold"
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}
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msg "i18n.physics.shapes" {
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text="Shapes"
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}
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msg "i18n.physics.simulation" {
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text="Simulation"
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}
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msg "i18n.physics.sleep_angular" {
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text="Sleep Angular"
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}
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msg "i18n.physics.sleep_linear" {
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text="Sleep Linear"
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}
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msg "i18n.physics.sleep_time" {
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text="Sleep Time"
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}
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msg "i18n.physics.snap_to_sprite" {
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text="Snap to Sprite"
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}
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msg "i18n.physics.stats_bodies" {
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text="bodies {bodies} active {active} sleeping {sleeping} shapes {shapes} joints {joints}"
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}
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msg "i18n.physics.stats_contacts" {
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text="candidates {candidates} touching {touching} manifolds {manifolds} points {points} islands {islands} events {events}"
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}
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msg "i18n.physics.stats_steps" {
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text="steps {steps} touching pairs tracked {pairs}"
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}
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msg "i18n.physics.substeps" {
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text="Substeps"
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}
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msg "i18n.physics.tall_stacks_and_fast_motors" {
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text="Tall stacks and fast motors: Substeps 8 and Contact Hertz 60 (stiff profile) at about twice the solver cost. Zero keeps the engine default."
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}
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msg "i18n.physics.vectors.angular_velocity" {
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text="Angular Velocity"
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}
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msg "i18n.physics.vectors.contact_impulses" {
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text="Contact Impulses"
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}
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msg "i18n.physics.vectors.forces" {
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text="Forces"
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}
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msg "i18n.physics.vectors.gravity" {
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text="Gravity"
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}
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msg "i18n.physics.vectors.velocity" {
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text="Velocity"
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}
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msg "i18n.physics.velocity_iterations" {
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text="Velocity Iterations"
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}
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}
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